Marvelous, I look forward to this great unveiling and I must say I find the cast very well-developed.
There's quite a bit of variety, yes, though I suspect three will die before the end of the first mission. One of em' because the player will likely abandon ship, two because the players seem like they'll get a bit too cocky and bite off more than they can chew.
Not gonna say
which three... Buuut... It's probably for the best that I give everybody a quick idea of what to do.
#1: There are dice rolls involved in actions to prevent GM bias from killing your characters, or saving them. (I do sometimes say "fuck the dice" if it results in a TPK, but it does make things more interesting this way.) Dice however are never applied to diplomacy: So if you come up with a stirring speech or a cunning bribery, it won't arbitrarily fail because the Dice Gods decided to have your character suddenly become a drooling Neanderthal.
#2: You get dice bonuses to defense for taking cover, falling back, choosing to do "reactionary" tactics (ie: Taking cover and then saying "I will fire at X enemies if they come into range/threaten Y"), and so on. If you know an enemy will charge you, you can try to plan out an evasion ahead of time. I usually give "tells" for this with powerful enemies, like a lycanthrope lieutenant might eye you from across the room before charging. Key word: "Might", don't always rely on the GM (moi) to give you warnings.
#3: You get dice bonuses to offense for taking time to aim at individual targets, flanking targets, and using the appropriate weaponry for the job. (ex: Sniper rifle at point blank range? Unwise. Shotgun at long range? Equally unwise.) You can chain expected actions for a bonus: If you get out of direct line of sight of an enemy inside an adjacent room, you can expect the enemy to follow, and thus predicatively state "when the enemy enters the room I will shoot them".
#4: Teamwork always results in bonuses. This is to encourage interaction between players: If Jimmy and Johnny both attack the same target, that one target is going to have a harder time dealing with both of them as it's two against one. Simultaneously, if you're heavily outnumbered, you may want to consider falling back. This applies towards everything, from defense to offense, even to diplomacy in a limited way.
#5: As part of the "eliminate bias" duty, as the GM I will enforce characters taking wounds. On the other hand, I leave it up to the player to decide how their character reacts to such wounds. For example: Lets say your character gets shot in the shoulder. I'll be the one to state that he gets shot, but unless it's explicitly a debilitating wound, you can still use that limb, and it's up to you to play out how the character will deal with the pain and injury. This is mostly so I can force your character to grow as a person and occasionally rely on others to cover them while they fall back to someone with nanites. (Or in the case of Lycanthropes: "Gimmie a couple minutes guys, HHNNNGGGGG, okay, all good, I feel better now. ROAR!")
If you have further questions, feel free to ask
@Tempest or
@Kadaeux they've been in my RP's long enough to know the ropes.