BASIC TRAINING--WESTERN MARINE CORPS

Prerequisites: Strength + Agility + Constitution: 15+; no prison record.

Skill Adds:

Armed Martial Arts: 1

Autogun: 1

Grenade Launcher: 1

Ground Vehicle (Wheeled): 1

Ground Vehicle (Tracked): 1

Small Arms (Rifle): 3

Swimming: 2

Tac Missile: 1

Thrown Weapon: 1

Unarmed Martial Arts: 1

Willpower: 1

 

Careers: Available careers are the same as the Army, except that no ranger, special forces, airborne, intelligence, or medical careers exist. Sniper careers are replaced with the marine version and pilot careers are supplemented with the fighter/attack pilot career. For the FALO (Forward Air Liaison Officer) career, use the Army Artillery--Fire Support Team career development; add Pilot: 1 to the first term skills and Aircraft to the subsequent term skills; one prior term as Aviation--Fighter/Attack Pilot or Aviation--Helicopter Pilot must be served. Use the Special Operations--Delta career; this represents FAST (Fleet Antiterrorism Security Team); one term as a Scout/Sniper or in Force Recon must be served prior to taking up this career.

Special: Characters with Intelligence and Education of 7+ may enter Officer Candidate School. If so, they receive a level 1 Leadership skill, and are commissioned at the end of basic training at the grade of O1. OCS may be taken at any time before the character reaches E8.

Add the following careers:

AVIATION--OFFICER--FIGHTER OR ATTACK PILOT

Prerequisites: Agility 8+, and OCS, ROTC, or Military Academy.

First Term Skill Adds:

Aircraft Mechanic: 1

Autogun: 4

Computer: 4

Electronics: 1

Forward Observer: 1

Guided Weapon: 4

Leadership: 1

Meteorology: 1

Navigation: 4

Observation: 2

Parachute: 1

Pilot (Fixed Wing): 6

Pilot (Jet): 6

Survival: 1

   

Subsequent Term Skills:

Aircraft

Explore

Determination

Forward Observer

Guided Weapon

Gun Combat

Heavy Weapon

Perception

Personal Transport

Physical Science

Technician

Vehicle

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: Three per term, military or specialist (Pilot). Roll 7+ on 1d10 for the contact to be foreign.

EMBASSY GUARD—OFFICER OR ENLISTED

Prerequisites: Strength + Intelligence + Charisma 18+; rank at least E4; one prior term in any MOS; height at least 178 cm (male), 168 cm (female), and weight at least 73 kg (male), 58 kg (female); for officer, OCS, ROTC, or Military Academy.

Note: For countries that have Marines, embassy guard duties are normally done by them. In other countries, the embassy guard duties may be done by members of the Army or by Government Agents.

First Term Skill Adds:

Act/Bluff: 4

Armed Martial Arts: 2

Autogun: 1

Carousing: 1

Computer: 1

Grenade Launcher: 2

Ground Vehicle (Wheeled): 3

Interrogation: 2

Language: 4

Leadership: 3

Observation: 3

Psychology: 1

Research: 1

Small Arms (Pistol): 3

Small Arms (Rifle): 3

Tactics (Ground): 1

Unarmed Martial Arts: 3

Willpower: 2

   

Subsequent Term Skills:

Charm

Determination

Economics

Explore

Gun Combat

Heavy Weapons

Interaction

Melee

Perception

Social Science

Tactics

Vehicle

Vice

     

Promotion: 5+ if E4; otherwise: 7+ on 1D10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: Three per term, any possible. Roll 5+ on 1d10 for the contact to be foreign.

INFANTRY--FORCE RECON--ENLISTED

Prerequisites: Strength + Constitution + Agility: 17+

First Term Skill Adds:

Armed Martial Arts: 2

Autogun: 1

Climbing: 2

Combat Engineer: 2

Forward Observer: 3

Grenade Launcher: 1

Long Distance Marching: 2

Navigation: 4

Observation: 4

Parachute: 3

Scuba: 3

Small Arms (Pistol): 3

Small Arms (Rifle): 1

Stealth: 4

Survival: 3

Swimming: 4

Unarmed Martial Arts: 1

Vessel Use (Boat): 3

Willpower: 2

 

Subsequent Term Skills:

Acrobat

Determination

Explore

Forward Observer

Gun Combat

Heavy Weapon

Melee

Perception

Personal Transport

Vehicle

Vessel

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.

INFANTRY--FORCE RECON--OFFICER

Prerequisites: Strength + Constitution + Agility: 17+.

First Term Skill Adds:

Armed Martial Arts: 2

Autogun: 1

Climbing: 2

Combat Engineer: 1

Forward Observer: 3

Grenade Launcher: 1

Leadership: 2

Long Distance Marching: 2

Navigation: 4

Observation: 4

Parachute: 3

Scuba: 3

Small Arms (Pistol): 2

Small Arms (Rifle): 1

Stealth: 4

Survival: 3

Unarmed Martial Arts: 1

Vessel Use (Boat): 3

Willpower: 2

 

Subsequent Term Skills:

Acrobat

Determination

Explore

Forward Observer

Gun Combat

Heavy Weapon

Interaction

Melee

Perception

Personal Transport

Vehicle

Vessel

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: One per term, military. Roll 7+ on 1d10 for the contact to be foreign.

INFANTRY--SCOUT/SNIPER--ENLISTED ONLY

Prerequisites: Strength + Agility + Constitution: 19+

First Term Skill Adds:

Combat Engineer: 2

Forward Observer: 2

Navigation: 4

Observation: 5

Small Arms (Rifle): 5

Sniping: 5

Stalking: 2

Stealth: 5

Survival: 3

Tracking: 4

Willpower: 3

 

Subsequent Term Skills:

Acrobat

Determination

Explore

Forward Observer

Gun Combat

Heavy Weapon

Melee

Perception

Personal Transport

Sniping

Vehicle

Vessel

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.