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Messages - kai927

#31
Intermission Board / Re: Act 1, A Bright Beginning
September 01, 2014, 08:41:46 PM
Ion grinned as the alarms went off. Flicking switches and pressing buttons, the Combat Core coming to life soon after. "Wow, you all sound like a movie!" he comments, after everyone gives their own unique ready call. He laughs, and while it isn't exactly mirthful, it isn't derisive either. "Why not, Pugilist, ready to kill some Imps." The mechs arms raise up, the fists interlocking together, in a motion reminiscent of one cracking their knuckles.

His excitement grows. Today was going to be a good day. All that entertainment in the morning with the crazy collective girl, then killing Imperials in the afternoon, and for the evening, well, he did manage to sneak a photo of Zephyr bent over in that skin tight outfit of his...
#32
Intermission Board / Re: Act 1, A Bright Beginning
August 30, 2014, 09:39:35 PM
Ion followed the others to the CC Bay, eager to get this operation started. As he entered, he looked over his squadmates Cores, appraising the Cores much like he had appraised their pilots. The Ifrit's Core looked like it hadn't seen the business end of a mechanic since it was cobbled together from a random assortment of junk, scrap metal and who knows what else. The Collective's Core on the other hand couldn't really even be called a Combat Core. It was a fucking tank for crying out loud. The Commander's Core was a proper one. Hell, it looked like an Imperial model, which spoke a bit on the Commander's origins. He finally got to his own core, easily climbing into the chest embedded cockpit.



He flipped switched and pressed buttons, warming up the engine of his Core, The Pugilist. He had done this a million times before, and he'll likely do it a million times more. He relaxes into the seat as he goes through the startup procedure, everything going smoothly. Closing his eyes, Ion listens to the whirs, beeps and clangs as The Pugilist came to life, the Core itself feeling like a second skin to the man.
#33
Intermission Board / Re: Act 1, A Bright Beginning
August 29, 2014, 05:03:52 PM
Ion grins, "This sounds like it'll be fun." He sizes up the others that are to be on his squad. He wondered how many of them had actually fought in their mechs before. How many of them had taken a life. His grin falters for a moment, perhaps he shouldn't judge them too harshly. He had only killed one man so far. His grin soon returns, as he knew that number was going to change soon. He looks over his squadmates again, perhaps they'll be useful, or perhaps they'll do nothing but get in his way. Whatever the case, this was bound to be interesting.
#34
Intermission Board / Re: Act 1, A Bright Beginning
August 28, 2014, 12:49:44 AM
Ion smirked as he watched all that transpired. After Hyacinth  comes down, and they start meandering to their group, he comments, "Hah, you're more fun than I thought." He hadn't been particularly bothered by the gunshot, though Hyacinth's actions amused him to no end.

He turned to their emo looking commander, "So, 'Boss', what do we get to do?"
#35
Intermission Board / Re: Act 1, A Bright Beginning
August 23, 2014, 06:50:14 AM
Ion had followed the collective girl to the podium, though his reasons for doing so are anyone's guess. He stood there and watched the exchange, his arms folded across his chest. He listens passively to the awakened's spiel, though he smirks a little at the end of it. Obviously the difference is that one is messier than the other.

"Seems I am not the only wild one here," he comments with an amused laugh.
#36
Intermission Board / Re: Act 1, A Bright Beginning
August 22, 2014, 08:24:26 PM
His grin unchanging, Ion replies, "Think what you want of me. Sociopath or incompetent. I care about your opinion as much as an imperial noble cares about the serfs on his farm."

After the commander gives his speech, Ion sighs, "Blah, blah, blah, don't die, the end. What a speech."
#37
Intermission Board / Re: Act 1, A Bright Beginning
August 22, 2014, 06:19:34 PM
Ion laughs again, clearly more amused than anything by Hyacinth's statements. "Going literally, well, it is only smart to stab people in the back. Less likely for them to strike back. Even better to cut their throats from behind, if a bit messy. As for figuratively, well," he shrugs, his face settling back to the predatory grin.

"And whether you choose to believe me or not, there wasn't anything deliberate about Jack's death." He laughs again, "Hate to break it to ya, but the MFL is all scripted. I was supposed to lose that match. Was going to be the first step down the path of the Demon's purification."
#38
Intermission Board / Re: Act 1, A Bright Beginning
August 22, 2014, 05:40:31 PM
Ion keeps his predatory grin as the collective girl spoke to him, questioning his trustworthiness. "How can you trust me to not stab you and the other rebels in the back? Perhaps the fact I don't own a knife?"

"How I got my opponents in the ring? Well, if they wanted their money, they'd get in the ring and fight whoever they were told to fight." He laughs, "Aren't humans disgusting?" He shows no indication of caring about what the oddly proportioned man has to say, since it was undoubtedly a morale speech. He didn't need a morale boost, he was going to kill impies, what better morale boost was there than that?
#39
Katia's expression does not change upon seeing Dahlia trapped in the clinging shadows, though her effectively invisible shadows is bent over in cackling silently. Without word or gesture, Katia turns and returns to her starting position, as the ground beneath Dahlia suddenly disappears, dropping her into a pit. Katia's shadow lingers for a moment, pointing and silently laughing at Dahlia's predicament, before following it's master.

[spoiler]Cast Sudden Pit on square I-7. Dhalia is immobilized, thus no reflex save. Dahlia falls 10 feet and takes [blockquote]Rolled 1d6 : 3, total 3[/blockquote] damage. She is immobilized for one more round, unless she succeeds on a DC 16 reflex save. Afterwords, she can attempt a DC 12 climb check to get out of the pit. The pit remains for 2 hours.

Katia then returns to square G-1[/spoiler]
#40
Intermission Board / Re: Act 1, A Bright Beginning
August 19, 2014, 11:38:52 PM
Ion laughs as he notes the conversation between the women, however there wasn't a single drop of mirth contained within it. "Now 'ladies', you are supposed to fight the imps, not each other." He says after walking up to them, a malicious grin spread across his face, "But if you are going to insist on fighting each other anyways, would you wait until I got my camera? I am sure there is a pervert somewhere out there that'd pay dearly for video of three alien chicks beating the shit out of each other." His grin did not fade at all as he eyed the three up and down, though there wasn't a sexual tone to his gaze, rather it was more akin to a butcher trying to determine which hog he'd slaughter next.

Ion did not bother to introduce himself, those that followed the MFL (Mech Fighting League) would recognize him as Ion Holland, better known in the MFL as the 'Demon of Ruel', one of the few wildcard villains in the League. However, even those that don't normally follow MFL might recognize him, as he was in the news just a few weeks before, on allegations of knowingly and intentionally killing his opponent in his last match and was suspended from the League due to it.
#41
Roster Board / Re: Ion Holland
August 12, 2014, 06:57:15 PM
Model Name: Pugilist

Total Weight: 34 tonnes

Total cost: 84.6/85

Model purpose: Sport

Unit physical description:


Unit Background:

Frame & Armor
Torso Servo: Medium Weight.....CP: 12.....Spaces: 16.....Kills: 10.....Weight: 6 Tons.....Armor: Medium Heavy.....SP: 8.....DC: 1.....CP: 8.....Weight: 4 Tons
Left Arm Servo: Heavy Striker.....CP: 6.....Spaces: 6.....Kills: 6.....Add+: +1.....Throw: 5 Hexes .....Weight: 3 Tons.....Armor: Medium Striker.....SP: 4.....DC: 1.....CP: 4.....Weight: 2 Tons
Right Arm Servo: Heavy Striker.....CP: 6.....Spaces: 6.....Kills: 6.....Add+: +1.....Throw: 5 Hexes .....Weight: 3 Tons.....Armor: Medium Striker.....SP: 4.....DC: 1.....CP: 4.....Weight: 2 Tons
Left Arm Ext: Hand.....CP: 1 Spaces: 1.....Damage: 1K.....Kills: 1.....Weight: 0.5
Right Arm Ext: Hand.....CP: 1.....Spaces: 1.....Damage: 1K.....Kills: 1.....Weight: 0.5
Left Leg Servo: Heavy Striker.....CP: 6.....Spaces: 6.....Kills: 6.....Add+: +2.....Weight: 3 Tons.....Armor: Medium Striker.....SP: 4.....DC: 1.....CP: 4.....Weight: 2 Tons
Right Leg Servo: Heavy Striker.....CP: 6.....Spaces: 6.....Kills: 6.....Add+: +2.....Weight: 3 Tons.....Armor: Medium Striker.....SP: 4.....DC: 1.....CP: 4.....Weight: 2 Tons
Left Leg Ext: Foot.....CP: 0.....Spaces: 0.....Damage: 2K.....Kills: 0.....MA Penalty: 0.....Weight: 0.5
Right Leg Ext: Foot.....CP: 0.....Spaces: 0.....Damage: 2K.....Kills: 0.....MA Penalty: 0.....Weight: 0.5
Head Servo: Medium Striker.....CP: 4.....Spaces: 4.....Kills: 4.....Weight: 2 Tons.....Armor: Medium Striker....SP: 4....DC: 1....CP: 4....Weight: 2 Tons
Hot Powerplant

Weapon Systems
Pilot Breaker
WA: +0
Range: Melee
Damage: 8
Shots: N/A
Kills: 3
Loc.: Split between Torso & R. Arm
Cost: 16
Space: 16 (12 in Torso, 4 in R. Arm)
BV: N/A
Notes: Shock (Only), Quick. (Attacks twice. If it hits, the enemy pilot must roll 1d10+Body Type-8. If the result is 0 though 10, the pilot is stunned, losing his next turn, plus an additional turn for every 3 points he failed by [so one turn at 10, two turns at 7, three turns at 4 and four turns at 1]. If the result is below zero, then the shock was too great for the pilot to handle. The pilot rolls an unmodified 1d10, if the result is less than the pilot's stun/shock value, he falls unconscious. If it is greater, he dies instantly instead.)

Mecha Kick
WA: +0
Range: Melee
Damage: 2k+5

Thrust Kick
WA: -3
Range: Melee
Damage: 5k+5


Throw
WA: -1/ 10 tons heavier other mech is than you
Range: Thrown 6 Hexes
Damage: N/A
Notes: +2 on Accuracy check

Slam
WA: -2/10 tons heavier other mech is than you
Range: Moved 1 hex
Damage: 3k+5

Trip/Sweep
WA: +3
Range: Melee
Damage: N/A
Notes: Knocks defender down

Shields

Type:
SP:
Cost:
Loc.:
Space:
Notes:

Ground MA: 5 Hexes
MV: -3
Mecha Reflex: 5

Subassemblies
Main Cockpit CP: 0 Space: 1 Crew: 1 Weight: 0 Location: Torso
Sensors Medium Striker CP: 4 Kills: 1 Space: 1 Sensor Range: 7 KM Communication Range: 1000 KM Location: Head
Sensors Backup CP: 2 Kills: 2 Space: 2 Sensor Range: 1 KM Communication Range: 300 KM Location: Torso
Ejection Seat

Servo.....Current/Max Health.....Current/Max SP
Torso.................................10/10....................................7/8
Left Arm.............................6/6......................................4/4
Right Arm.........................6/6......................................4/4
Left Hand..........................1/1
Right Hand.......................1/1
Left Leg.............................6/6.......................................4/4
Right Leg..........................6/6......................................4/4
Head..................................4/4......................................4/4
#42
As soon as the lights went out, Katia knew she had a major advantage. Thanks to her forced stay on the Plane of Shadow, this darkness enveloped arena felt almost like home. Likely unseen by the others on her team, Katia's shadow frolics around in joy, as if the shadow was expressing the emotions that Katia did not display.

Moving quickly, her crossbow suddenly in hand, Katia moves to the left of the giant impenetrable wall of darkness, and summons up the needed energy to alter the terrain itself against her foes. As she does this, though it is hard to tell, a swirl of shadows surrounds her, making it difficult to focus on her properly.

(Activate Child of Shadows stance. Move to 4-J. Readying an action to cast Sudden Pit as soon as any member of the Samurai Headhunters enters or tries to pass through squares 6-I, 6-J, 6-K, 6-L, 7-I, 7-J, 7-K, 7-L)
#43
Custom Content / New Professions
August 12, 2014, 03:45:07 PM
    Heroric and Suicidal Test Pilot (D):

    Mecha Piloting +1, Jury Rig +1, Mecha Tech [H] +1, Aircraft/Shuttle Pilot +1,
    Awareness/Notice +1, Survival +1, First Aid +1

    Adrenaline Junkie, Guinea Pig, Etc.


    Partisan/Terrorist:

    Blade +1, Demolition +1, Handgun +1, Awareness +1, Rifle +1, Hand to hand +1, Stealth +1

    A partisan is a person that has been caught behind enemy lines and is fighting the
    occupying forces. They are typically civilians that are doing what they can to regain
    what has been taken from them. Terrorists are similar except they will typically travel
    into a country that they feel have done a wrong to their people and attack anyone to get
    their point across.


    Combat Medic:

    Medical +1, Handgun +1, Rifle +1, Expert: Diagnose +1, Awareness +1, Stealth +1,            Hand to hand +1

    The combat medic is the first one to get medical aid to the wounded in the field. It is
    normally this persons actions that determine whether a wounded person is going to live or
    die.


    Combat Engineer:

    Handgun +1, Jury rig +1, Rifle +1,   Basic repair +1, Demolitions +1,  Expert: construction +1, Awareness +1,  Hand to hand +1

    Combat engineers specialize in construction, demolition, placement of defensive
    positions, as well as clearing mine fields etc.


    Military Intelligence Specialist:

    Handgun +1, Interrogate +1, Know language +1, Human perception +1, Hand to hand +1,
    Electronic warfare +1, Expert: military +1

    Military intelligence specialists are the eyes and ears of the military. They specialize
    in interrogation of enemy prisoners of war and eaves dropping on enemy radio
    communications to gain intelligence on the enemies intentions.

   
    Smuggler:

    Streetwise +1, Handgun +1, Fast talk +1, Awareness +1, Forgery +1,
    Expert: Black market +1, Shadowing/avoid pursuit +1

    Smugglers are the men and women who capitalize on shortages of materials in the world.
    When a wanted object is illegal to get in a certain area, a smuggler will get the
    material into that area and sell it for much more than it is usually worth.


    Sniper:

    Handgun +1, Shadow/avoid pursuit +1, Rifle +1, Survival +1, Stealth +1, Hand to hand +1,
    Awareness +1

    Snipers are the specialized killers in the military. They are very skilled in shooting
    and remaining hidden from view. Where a platoon of soldiers will tear across the
    countryside to engage the enemy, a sniper will wait days for "One shot one kill."
    They are typically used to take out high priority personnel such as commanders and the
    like. They are a special breed of person that has a lot of patience.


    Special Forces:

    Handgun +1,  Shadow/avoid pursuit +1, Rifle +1, Survival +1, Stealth +1, Hand to hand +1,
    Awareness +1, Heavy weapon +1

    Special forces are highly trained soldiers that are experts in unconventional warfare.
    They will infiltrate behind enemy lines to gather intelligence, create and organize
    resistance forces from the local partisans, conduct sabotage operations, and disrupt rear
    echelon elements of the enemy forces.


    Combat Hacker:

    Handgun +1, Electronic warfare +1, Awareness +1, Expert: hacking +1, Stealth +1,
    Programming +1, Jury rig +1

    If the 1990's was the information age then any period in the future is doubly so. With
    that realization, the militaries have realized the need for people who were highly
    skilled in computer operations. These people are trained to be able to hack into enemy
    computers and gather intelligence or disrupt the enemies computer usage. Many weapon
    systems, security systems and the like can be shut down by an experienced combat hacker.


    Mercenary:

    Rifle +1, Handgun +1, Awareness +1, Blade +1, Stealth +1, Hand to hand +1, Streetwise +1

    Mercenaries are soldiers of fortune. Hired guns that are either very good at what they do
    or they don't last long in their chosen profession. Willing to fight for the highest
    bidder, the only thing they usually care about is the money and the glory of combat.
#44
Custom Content / New Rookie Templates
August 12, 2014, 03:43:48 PM
The Gentle Person

The gentle person is the caring one, the one who is always there to help and care for other people. They do not use violence as an end, but prefer to discuss situations which might be explosive. They are always the first person to an accident to help care for the injured. If pushed the Gentle Person might resort to some violence, but this is only in defense of those who cannot fight back.

Skills:
    First Aid: +2
    Social: +1
    Awareness: +1
    Driving: +1
    Medical: +1
    Human Perception: +1

Starting Equipment: Plenty of Bandages, Small city car, Small Medical kit, and Lot of love and attention.

Additional Cash: +200?

Mecha Geek

The Geek is that nerdy, snotty-all-knows, person who very much a prodigy when it comes to a Mech. They see and hear everything, know everything there is to know in the latest Popular Mecha issue, and knows how to get what they want; or so they think. Geeks also will prefer their mechs to people and will act very much the know-it-all when it comes the mecha. The annoying thing of all about the Mecha Geeks, is that they have a great tendency to seemingly be always right. Note: A Geek can be specialized in something other than Mecha, just substituted the field for another.

    Electronic Warfare +1
    Programming +1
    Jury Rig +1
    Mecha Tech +1
    Mecha Design +1
    Mecha Piloting +1
    Mecha Fighting +1

Equipment Bonus: Mini-tool kit, utility belt, coveralls, pen set, a wardrobe of "geeky" cloths, piles of back issues of Popular Mecha, and many, many model representations or real mecha.

Bonus Starting Cash: 100?.

Bish?nen

Bish?nen are beautiful but deadly ?male? warrior. Their androgynous looks appeal to both men and women, with most Bish?nen get mistaken for girls one time or another with embarrassing consequences. A few for one reason or another go one step and ?dress? in women?s clothes or have feminine posturing. Perhaps due to the fact men keep asking them out and then get into fights when the suitors are embarrassed when finding out the truth about the Bish?nen ?Bish?nen are extremely deadly warriors.

    Personal Groom. +2
    Wardrobe & Style +2
    Hand to Hand +1
    Dodge & Escape +1
    Social +1

Equipment Bonus: Same as Anime Babe on MZ Pg. 36; with feminine-type clothing.

Bonus Starting Cash: 200?.

Esper Weapon

Fruit of a secret project to find or produce a psionic super soldier through various means. Sometimes the project works perfectly, and other times the result is a dangerously unstable "loose cannon" with uncontrollable powers. Esper Weapons can be either Natural or Artificial in origin, but either way they are a psi power to be reckoned with. Esper Weapons may be still working for their creators or trained them, or they could be on the run from the organization. Esper Weapons usually have a Mecha tailored-made for them in order to best use their psi power to their utmost limit.

    Expert (Psionics) +2
    Mecha Piloting +1
    Mecha Fighting +1
    Three Psi Skills +1

Equipment Bonus: Same as Anime Hero on MZ Pg. 36

Bonus Starting Cash: 100?.

Wild Talent
Psionics are a new and often misunderstood phenomenon. While many organizations may have developed training programs to turn Espers into living weapons, few if any understand why a person awakens psionic talent. While the trigger is well documented, a series of extremely stressful and often life threatening events, not everyone who experiences such events develops psionic powers. No one is sure why. While most organizations who deal with Espers try to replicate these events to create more Espers, you are one of the ones on the outside, who developed your powers on your own. However, it is likely you, and the people around you may not understand these powers, driving you to become outcast, from you home community. Thus you have learned to hide and conceal your abilities, in order to avoid persecution in the future.



    Psi Skill +3
    Stealth +2
    Persuasion & Fast Talk +1
    Streetwise +1

Equipment Bonus: Memento of hometown/family, nondescript clothing, portable radio

Bonus Starting Cash: 150?.
#45
Custom Content / New Equipment
August 12, 2014, 03:40:32 PM
Throughout the militaries there are several pieces of equipment that may differ in appearance, but still serve the same function. Some of these are listed below:

    Chemical protective mask:
    Cost: 100 TL: 5 Weight: 1.5
    A mask that covers the whole head. When worn, it uses a filtration system to protect the wearer from inhaled chemical agents. It also comes with a rubber-like hood that covers the head and neck, protecting the entire head from contact chemical agents.

    Chemical protective suit:
    Cost: 300 TL: 5 Weight: 3
    A suit that is worn in conjunction with the chemical protective mask. It is made of either cloth with a layer of chemical neutralizing material or of rubber impregnated cloth. The suit comes with rubber gloves and boots protecting the whole body from contact chemical agents.

    Geiger counter:
    Cost: 350 TL: 5 Weight: 2
    A small electronic device about the size of a paper back book. It detects and displays dosage of radiation in rads per turn. It can also give a readout of the total dosage of radiation received over a period of time.

    Radiac meter:
    Cost: 20 TL: 5 Weight: negligible
    A small pen sized device with radiation reactive chemicals inside. When held up to a light source and looked through, total rad dosage can be determined by the color of the internal chemicals.
    Note: The radiac meter does not detect rads per turn, just total dosage.

    Biodetector:
    Cost: 400 TL: 6 Weight: 3
    A biodetector is an electronic device the size of an average toaster. It can detect the presence of airborne biological agents. When it does detect an airborne biological agent it emits a high pitched alarm. The biodetector will not however identify the bioagent type.

    Chemical detector:
    Cost: 400 TL: 6 Weight: 3
    Much like the biodetector, this electronic piece of equipment can detect chemical agents in the air and gives off an audible alarm when it does. It will not identify the type of chemical agent however.

    Personal medkit:
    Cost: 30 TL: 6 Weight: .5
    A medical kit for individual soldiers. It is stored inside a pouch that may be attached to the LBV. It contains 1 large field bandage, 3 doses of poison neutralizer, 3 doses of pan-spectrum anti-biotic, 3 doses of pain killer, and 3 doses of stun-stim.

    Load bearing vest (LBV):
    Cost: 50 TL: 3 Weight: 2
    A vest with many pockets and loops for attaching things. It is used to carry the ammunition and various other things that a field soldier needs in combat.

    Sniper suit:
    Cost: 100 TL: 4 Weight: 4
    A camouflage suit with thick canvas on the front. The back has many strips of frayed burlap, which are dyed forest colors, attached. The suit also has a hood that can be pulled over a helmet with the burlap strips as well. The suit gives the wearer the appearance of being a bush, underbrush, or moss covered log. The canvas front is to allow the wearer to crawl without scratching and scraping up the front of their torso. In game effects it gives a -4 penalty to awareness/notice skill checks to spot the wearer when they are among vegetation.

    Paraglider:
    Cost: 500 TL: 5 Weight: 10
    A large, rectangular, steerable, parachute which deploys from a pack carried on the back. This parachute is typically used in HALO and HAHO drops. (See insertion techniques.) A parachute can be either manually deployed by pulling the ?rip cord? or it can be deployed through the use of a ?static line? which automatically pulls the rip cord as the individual exits the aircraft.

    Parachute:
    Cost: 300 TL: 4 Weight: 10
    A basic parachute made from a silk like material. It is not capable of gliding or being steered such as a paraglider is. A parachute can be either manually deployed by pulling the ?rip cord? or it can be deployed through the use of a ?static line? which automatically pulls the rip cord as the individual exits the aircraft.

    HALO/HAHO gear:
    Cost: 500 TL: 5 Weight: 15
    This equipment is used when a person jumps from an aircraft at very high altitude where the oxygen is very thin. The equipment consists of an oxygen tank, oxygen mask, and hose, protective eye goggles, and a wrist altimeter that can be set with an audible alarm. The oxygen tank is good for one jump only and must then be refilled.

    STABO gear:
    Cost: 50 TL: 4 Weight: 3
    This is the harness and clips used to be picked up by helicopters and vectored thrust aircraft.

    SKYHOOK gear:
    Cost: 300 TL: 4 Weight: 20
    This gear consists of a cable, a special harness suit, and a large balloon to take the cable up into the sky. It is a one use item.

    Battle Dress Uniform (BDU):
    Cost: 30 TL: 3 Weight: 2
    A very loose fitting uniform with many pockets in the shirt and pants. They come with a camouflage pattern of one type or another printed on them. Different available camouflage patterns that are available are: woodland, desert, urban, jungle, arctic, and night.

    Rucksack:
    Cost: 50 TL: 3 Weight: 2
    A military backpack with many pouches and compartments.

    Military laptop computer:
    Cost: 1000 TL: 6 Weight: 1
    Used by combat hackers, this laptop is capable of interfacing with computer and communication circuits that are within ten feet. It can carry 12 programs.

    Combat medics kit:
    Cost: 2000 TL: 6 Weight: 8
    Packed in a bag that is about the size of a small backpack. It contains the following: 10 field bandages, 5 air splints, 1 micro surgical kit, 1 medscanner, 10 local anesthetic, 10 synth-flesh spray, 10 speed heal, 10 sleep drug, 10 poison neutralizer, 10 pan-spectrum anti-biotic, 10 pain killer, 10 stun-stim, and 20 assorted bandages.

    Basic combat kit:
    Cost: 500 TL: 6 Weight: 18
    This is the basic field kit issued to all combat soldiers. It consists of 4 pairs of BDUs with combat boots, LBV, rucksack, bayonet, campkit, 2 canteens, 2 weeks of dried food, light bar, log compass, sleeping bag, 30 meters of rope, and a personal medkit.