Difference between revisions of "Marines (IB)"

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'''Marines''' are ship-and-hab assault teams: boarding specialists, corridor fighters, and stabilization forces. They seize or retake vessels, clear decks, hold compartments, and keep the peace under arms. Your success depends on turning contracts and berths into leverage—being the crew called when someone must breach, secure, and stand the line.
 
'''Marines''' are ship-and-hab assault teams: boarding specialists, corridor fighters, and stabilization forces. They seize or retake vessels, clear decks, hold compartments, and keep the peace under arms. Your success depends on turning contracts and berths into leverage—being the crew called when someone must breach, secure, and stand the line.
  
As you rise in Tier, the stakes grow—harder targets, meaner corridors, and neighbors with heavier guns. For Marines, every op is a choice between diplomacy, deterrence, and decisive entry.
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As you rise in Tier, the stakes grow — harder targets, meaner corridors, and neighbors with heavier guns. For Marines, every op is a choice between diplomacy, deterrence, and decisive entry.
  
=== Heat & Wanted Level ===
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=== Friction & Entropy ===
 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
  
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=== Special Abilities ===
 
=== Special Abilities ===
# '''Sentinels:''' Each PC may add +1 action rating to '''Hunt''', '''Finesse''', or '''Survey''' (up to a max rating of 3).
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# '''Berth Rights:''' When you secure a docking right/standing order for the first time, gain 2 '''Reputation'''.
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==== Veterans ====
# '''Marine Detachment:''' When defending your assigned ship/hab, cohort gangs gain +1 '''Scale'''.
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Each PC may add +1 action rating to '''Mark''', '''Micro''', or '''Terran''' (up to a max rating of 3).
# '''Ready Reserve:''' All of your cohorts gain the '''Thugs''' type for free (if they’re already Thugs, they gain the '''Elite''' quality).
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# '''Commission:''' When you advance your '''Tier''', it costs half the usual '''Credit'''. You owe obedience to your sponsor/contracting authority.
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==== All Hands ====
# '''Quartermaster’s Cut:''' When you add a feature to your base/armory, gain 1 '''Credit'''.
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All of your cohorts gain the '''Marines''' type for free. If they’re already Marines, they gain the '''Elite''' edge.
# '''Steadfast:''' +1d to resistance rolls while operating on your contracted turf (assigned ship, berth, or habitat sector).
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# '''Additional Playbook:''' Select another crew playbook. From now on, you can choose its '''Upgrades''' and '''Special Abilities'''. You gain immediate access only to the Crew XP track.
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==== Commission ====
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When you advance your Tier, it costs half the usual '''Credit'''. You owe obedience to your sponsor or contracting authority.
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==== Mandate ====
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Deaths and the licensed use of Regulated and Military kit don't cause Friction. While at war (−3 Faction status), PCs retain '''two''' downtime actions instead of one.
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==== Militia ====
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When near your home habitat or ship, cohort gangs gain +1 '''Scale'''.
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==== Steadfast ====
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Gain +1d to resistance rolls while operating in or near your home habitat or ship.
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==== Teamwork ====
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Each participant in a group action gains +1d to their roll.
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==== Additional Playbook ====
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Select another Crew Playbook. From now you may choose its Upgrades and Special Abilities. Immediately gain access only to the Crew XP track.
  
 
=== Crew XP ===
 
=== Crew XP ===
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=== Crew Upgrades ===
 
=== Crew Upgrades ===
 
'''Starting Upgrades'''   
 
'''Starting Upgrades'''   
'''Secure Lair''', Vice ('''Obligation'''), 2 of choice.
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☑ Security,  
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☑ Quarters,
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☑☑ Training (Insight, Prowess),  
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☑☑ Cohort (Team of Marines, armored, pick a Flaw)
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two ☑ ☑ of choice.
  
'''Marines Only Upgrades'''
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; Marines Only Upgrades
Berth Charter — −2 '''Heat''' on scores conducted aboard your contracted ship/hab sectors. 
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# ☐ '''Armorer''' — Ignore the load of the [[Limes_(IB)# Hazard Suit| Hazard Suit]] when at medium or heavy loadout.
☐  Patron +1 effective '''Tier''' in interactions with government/command.
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# ☐ '''Auxiliaries''' — +1d Engagement on Transport plans. ''Allies provide cover.''
☐ '''Barracks''' — Your '''Thug''' cohorts gain +1 '''Scale'''. ''An expansive training ground and armory allows for a larger, well-equipped company.''
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# ☐ '''Beacons''' — +1d Engagement on assault plans. ''Watch for threats and opportunities.''   
☐ '''Beacons''' — +1d Engagement when defending your holdings/assigned sectors. ''Vigilant sentries keep watch for threats and opportunities.''   
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# ☐ '''Berth Charter''' — −2 '''Friction''' from operations conducted aboard a contracted ship/hab.   
☐ '''Security Contract''' — +2 '''Credit''' payoff on scores that develop or protect your assigned areas.   
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# ☐ '''Patron''' — +1 effective '''Tier''' in interactions with government/command.   
☐ '''Command Post''' — Your stronghold where plans are made and detainees/spoils are secured.   
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# ☐ '''Provost''' — +1d Engagement on '''Social''' plans. ''Authority tracks your people and grants limited cover.''   
☐ '''Garrison Stipend''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''.  
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# ☐ '''Rules of Engagement''' — Killing on a operation does not increase '''Friction'''.   
☐ '''Rules of Engagement''' — Killing on a score does not increase '''Heat'''.   
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# ☐ '''Security Contracts''' — +2 '''Credit''' payoff on operations that involve defense.  
☐ '''Infirmary''' — +1d to healing rolls for your team; helps tackle health problems on-site.
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# ☐ '''Seizure Orders''' — +2 '''Credit''' payoff on operations focused on boarding/capture operations.   
☐ '''Seizure Orders''' — +2 '''Credit''' payoff on scores focused on boarding/capture operations.   
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# ☐ '''Supply Lines''' — +1d to '''Acquire Asset''' rolls. ''You have established contacts with distant suppliers.''   
☐ '''Detachment Pay''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. 
 
☐ '''Provost''' — +1d Engagement on '''Deception''' and '''Social''' plans. ''Authority tracks your people and grants limited cover.'' 
 
☐ '''Supply Lines''' — +1d to '''Acquire Asset''' rolls. ''You have established contacts with distant suppliers.''   
 
☐ '''Legal Immunity''' — Reduce '''Heat''' by 2 per score. ''Sanction and writs grant your actions official cover.'' 
 
☐ '''Turf''' — Reduces the '''Credit''' cost multiplier to advance crew '''Tier'''. ''(May be taken multiple times.)'' 
 
☐ '''Allied Auxiliaries''' — +1d Engagement on '''Assault''' and '''Transport''' plans. ''Attached allies provide support.''
 
  
 
{{ : Include Crew Commonalities (IB) }}
 
{{ : Include Crew Commonalities (IB) }}

Latest revision as of 13:59, 6 November 2025

Icarus BurningIcarus Burning logo
Starfox's Blades Hack

Marines are ship-and-hab assault teams: boarding specialists, corridor fighters, and stabilization forces. They seize or retake vessels, clear decks, hold compartments, and keep the peace under arms. Your success depends on turning contracts and berths into leverage—being the crew called when someone must breach, secure, and stand the line.

As you rise in Tier, the stakes grow — harder targets, meaner corridors, and neighbors with heavier guns. For Marines, every op is a choice between diplomacy, deterrence, and decisive entry.

Friction & Entropy

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

Veterans

Each PC may add +1 action rating to Mark, Micro, or Terran (up to a max rating of 3).

All Hands

All of your cohorts gain the Marines type for free. If they’re already Marines, they gain the Elite edge.

Commission

When you advance your Tier, it costs half the usual Credit. You owe obedience to your sponsor or contracting authority.

Mandate

Deaths and the licensed use of Regulated and Military kit don't cause Friction. While at war (−3 Faction status), PCs retain two downtime actions instead of one.

Militia

When near your home habitat or ship, cohort gangs gain +1 Scale.

Steadfast

Gain +1d to resistance rolls while operating in or near your home habitat or ship.

Teamwork

Each participant in a group action gains +1d to their roll.

Additional Playbook

Select another Crew Playbook. From now you may choose its Upgrades and Special Abilities. Immediately gain access only to the Crew XP track.

Crew XP

At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times).

  1. Board, secure, and defend ships/habs—or stabilize volatile situations under arms.
  2. Contend with challenges above your current station.
  3. Bolster your crew's reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the crew.

Crew Upgrades

Starting Upgrades ☑ Security, ☑ Quarters, ☑☑ Training (Insight, Prowess), ☑☑ Cohort (Team of Marines, armored, pick a Flaw) two ☑ ☑ of choice.

Marines Only Upgrades
  1. Armorer — Ignore the load of the Hazard Suit when at medium or heavy loadout.
  2. Auxiliaries — +1d Engagement on Transport plans. Allies provide cover.
  3. Beacons — +1d Engagement on assault plans. Watch for threats and opportunities.
  4. Berth Charter — −2 Friction from operations conducted aboard a contracted ship/hab.
  5. Patron — +1 effective Tier in interactions with government/command.
  6. Provost — +1d Engagement on Social plans. Authority tracks your people and grants limited cover.
  7. Rules of Engagement — Killing on a operation does not increase Friction.
  8. Security Contracts — +2 Credit payoff on operations that involve defense.
  9. Seizure Orders — +2 Credit payoff on operations focused on boarding/capture operations.
  10. Supply Lines — +1d to Acquire Asset rolls. You have established contacts with distant suppliers.

Common Crew Upgrades

Available to all crews. See Crew Playbooks for an explanation of all terms below.

Base: ☐,☐ Life support, ☐,☐ Power, ☐,☐ Maneuver, ☐,☐ Gravity, ☐,☐ Camouflage, ☐,☐ Security.

Assets: ☐,☐,☐,☐ Investment — Reduces the base cost of improving Tier, before multiplication.

Installations: ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐,☐ Venue, ☐,☐ Prison, ☐,☐ Workshop, ☐,☐ Medical.

Vehicles: ☐,☐ Shuttles, ☐,☐ Fighters, ☐,☐ Runabouts.

Quality: ☐ Documents, ☐ Gear, ☐ Implements, ☐ Supplies, ☐ Tools, ☐ Weapons.

Vices: ☐ Faith, ☐ Gambling, ☐ Luxury, ☐ Obligation, ☐ Pleasure, ☐ Stupor, ☐ Weird.

Cohorts ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Cohort: (Max 2 per tier). Each cohort begins with one Flaw. ☐ Add Edge or remove flaw from one cohort. Repeatable

Cohorts

Each cohort is either a Team or an Expert with one Type and one Flaw. A maximum of 2 cohorts for each Tier. Each cohort needs this data.

Name:

Team or ☐ Expert. This is where your initial upgrade investment is checked.

Type: First type is free. You can add one additional Type by spending an upgrade. ☐ Agents, ☐ Engineers, ☐ Marines, ☐ Scientists, ☐ Security, ☐ Winghands.

Edges. Each cohorts can add edges as if they were upgrades. ☐ Armored, ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal.

Flaws. Each cohorts can remove flaws at the cost of an upgrade: ☐ Ally, ☐ Compromised, ☐ Intelligent, ☐ Principled, ☐ Savage, ☐ Unreliable, ☐ Wild.

Damage: Cross one box per level of harm: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.