So this is what I've gotten so far.
Armor Marine Type: Infantry
Attack: 3/3 (melee attack/firearms attack) #1 (number of attacks)
Strength: 3/3 (melee/standard firearm)
Health: 1 Keywords:
Armor: 3+ Power Armor
This represents a level one basic marine in a power armor suit. I am thinking of merging the ranged and melee attack numbers for the sake of simplicity, but if I did that I might have to start writing out the basic weaponry on the card too. I want this to be drunk simple. Plus it looks a tad more impressive when you see card options that lack a ranged skill (SOLDIER ala Final Fantasy 7).
The rest should be pretty simple, Strength is checked against Toughness (weapon or user strength). If strength wins, target is wounded and looses a health point. Armored units get an armor check to see if the armor takes the hit. The marine above has a good armor check (roll 3, 4, 5, 6 he lives) But as a unit levels up, their armor check doesnt improve, his armor suit is the same if he is a green rookie or hardened veteran.
Orgone is the generic magic trait taken from CthuluTech where it is the scientific measurement of magical ability. Armor Marine has a NA rating because he has zero potential for activating arcane gear, magic, etc. The SOLDIER doesnt have combat armor, just light combat armor and a melee weapon, but has an Orgone rating of 8 (roll 2D6, if equal to or lower than rating spell works, if not, spell fails and no other actions are taken). So the SOLDIER can use magic action cards, Limit Break cards, and Summoning cards, assuming there is a keyword match between them and the player bought said card with points.
Keywords are pretty simple and amazing.
As the marine levels up, he gets more than improvements in his weapon skills and toughness and number of attacks, he gains new keywords. Some keywords only available to level 2 and 3 Armor marines:
Command - this keyword is attached to action cards, like Artillery Strike, Close Air Support, Reinforcements, and the like and represents the ability of officers to call in effects outside of the immediate scene of action. Command is limited to military type actions and represents organization and communications.
Leadership - The big brother of Command, Leadership lets the level three armor marine bring in assets outside the current scope of the engagement. Samples of Leadership: Orbital Bombardment, Tactical Nuke, Tank Support, Mecha Support. This is pretty much the same as Command, but in CthulhuTech fashion is an advanced military player calling in the most impressive ordinance available to the conventional military. Orbital bombardment is calling in support either from an airborne warship, or from a satellite system cough cough ion cannon cough cough. Tanks and mecha (ramping up massive armor values and staggering damage) remain in action until the current scenario/mission is complete, or they are destroyed. In contrast, a Summoning spell only lasts a scene, a limited number of turns, or until the summon is defeated by the enemy. The summons are going to be intentionally tough to last until their duration runs out.