theplague
Junior Member
Clan Reckoning (CR)
Posts: 86
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Post by theplague on Mar 30, 2012 17:19:17 GMT -5
Here is a list of MUST HAVE GEAR for Op Aftermath! The following list of items will allow you the Enclave Death Machine to operate at full lethal potential! 1-First and foremost your own supply of H2O (WATER)! Ever soldier needs to stay hydrated in order to sustain there life in the unforgiving wasteland! 2-Your own Radio! Communication is the Key factor to team cohesion. And VICTORY! Every fire team leader will absolutely have to have one! 3-A supply of 50 bottlecaps for yourself. 4-Your own supply of the Necessary MID caps for your class! (Remember we as Elite Enclave Soldiers are allowed to carry One extra mid-cap for our primary weapon!) 5-An Iron Will and Fearlessness! There will be many dangers to face in the Unforgiving wasteland! If your put your trust and courage in to the Enclave and Me your fearless leader, WE will conquer this Wasteland and rid it of lawlessness and abandon!
All hail the Mighty Enclave!!!!
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Post by Diamondback on Mar 30, 2012 18:09:39 GMT -5
So technically we are only allowed two mid caps for our primary?
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theplague
Junior Member
Clan Reckoning (CR)
Posts: 86
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Post by theplague on Mar 30, 2012 18:33:16 GMT -5
Depending on what class you choose. You can have up to 3 if you are an Enclave soldier, with at least two perk points in combat (our faction perk grants us one additional magazine). As it states in the rule book pg 15 under perk points, if you are at least a tier 2 soldier you can have up to 2 magazines for your primary. Which means, if you are an Enclave tier 2 soldier you will have 3. 2 form your perk benefit and one from your faction benefit.Ending with a total of 3. Please make sure you fully understand the rules! Here is the link to the comprehensive rule book. Read the crap out of it! PS Don't forget the faction requirement of at least one point in combat period. www.geddonsgames.com/docs/AftermathURG.pdf
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Post by Diamondback on Mar 30, 2012 18:59:04 GMT -5
Ok so I rented the game and played it for a couple days and I didnt really understand the perk points but when do when need to chose perks?
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Post by Diamondback on Mar 30, 2012 19:05:13 GMT -5
Oh yeah now I get it, never mind on my last I'll chose them tonight
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Post by geddon on Apr 1, 2012 11:09:19 GMT -5
You'll be issued your role card blank and you'll select your perks before game on.
A simple way to look at perks is to start by understanding what it means to have all 3 points in one category.
Combat = soldier. Bigger guns Medicine = Medic. Everything about healing Technologh = Engineer. Working with props and making them do stuff. Chemistry = Drug expert. Working with the "drug" portion of the game. Very useful. Social = Master of Money. In it for the caps? Social has to do with trading items to other players/factions so you can come out with more finances.
With only 1 point in a category you will only gain a minor usability. Typically it involves the interacting with props. In the case of Combat, it lets you carry an AEG. But in Technology, it only allows you to pick up, carry, or interact with a technology prop.
2 points in any category will grant you a new skill. Combat just gets more firepower, but medicine, technology, chemistry, and social all give a major skill benefit. In other words, you need to be 2 points deep to claim your MOS role. Medic, Engineer, Druggie, etc.
3 points deep gives you a major skill. These skills are the most rare and the most powerful for their category. Combat gives you the use of explosives like grenades. Medicine lets you heal yourself in the field if you have the supplies. Tech lets you actually construct new items. Chemistry lets you make your own drugs, Social gives you extreme powers of negotiation.
You can choose to spread your points out across 3 categories and have some skills in multiple areas, or you can do what most people will do. 2 points in one, 1 point in another for an MOS role and then some minor benefit.
Some brave souls will go 3 points deep in non-combat categories for the extra interesting roleplay.
And the hard core destructive types will simply pick tier 3 combat and foresake all this math and roleplay business.
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Post by big007crazy on Apr 18, 2012 9:28:58 GMT -5
We will be bringing three from Refugio, we will have all required gear above and rolling in probably our tiger stripes. Except we dont have the map pouches. Duke Recon Warriors
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theplague
Junior Member
Clan Reckoning (CR)
Posts: 86
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Post by theplague on Apr 18, 2012 10:36:08 GMT -5
Map pouches aren't a big deal. Look forward to meeting you guys. Glad to have you aboard!
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Post by geddon on Apr 18, 2012 12:35:03 GMT -5
in truth, maps are a commodity and wont be handed out to everyone.
dang... i need to print some more maps... just remembered
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Post by Diamondback on Apr 18, 2012 18:45:47 GMT -5
Were are print off copy's of the maps I saw them at one place but now I can't find them even though I know the field pretty well I like to carry a map
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theplague
Junior Member
Clan Reckoning (CR)
Posts: 86
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Post by theplague on Apr 18, 2012 21:54:41 GMT -5
The reason I was saying The Pouches aren't important because a pocket will suffice to hold a map. The map itself however is invaluable. I have intel packets prepared for my squad leaders.
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Post by Diamondback on Apr 19, 2012 21:06:44 GMT -5
Never mind on my last I just read over the rules for the third time and saw one on there I knew i had seen one before
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