GURPS Traveller
Imperial Marines
             I was dissatisfied with the template write-ups for the Imperial Marines in the supplement Ground Forces. . .  So, I made my own templates.

All original work herein is Copyright © 2001, 2002 by Franklin W. Cain.  All rights reserved.

Subtotals

Attributes        80
Advantages        55
Disadvantages        -35
Skills        32
      Primary Skills        (23 ½)
      Secondary Skills        (8 ½)
Total        132

Attributes

ST 11 [10],   DX 13 [30],   IQ 13 [30],   HT 11 [10].

Suggestion:
A character's highest Attribute should be no more than four points higher than the character's lowest Attribute without the GM's approval. (This suggestion is especially applicable to high-power campaigns, such as GURPS Traveller/GURPS Special Ops crossover campaigns.)

Advantages

Disadvantages

Suggestion:
To compensate for the extreme number of points in required Advantages (as well as the extreme number of points in required Disadvantages), characters using this template may -- at the GM's discretion -- take a total of -50 points in Disadvantages (instead of the usual maximum of -40 points). However, the player may not choose any Disadvantage which is unacceptable or undesirable for Marine characters (see below).

Disadvantages Unsuitable for Marines

Although the following Disadvantages were listed in the Acceptable Disadvantages section (p. GF55), they were specifically stated as being inappropriate for Marine characters. Therefore, they should not be permitted by the GM.

Skills

Primary Skills

* Includes +2 for IQ 12+.

Secondary Skills

* Includes +2 for IQ 12+.

Optional Skills

These are additional skills that are practical and/or traditional for Imperial Marines, yet not important enough to be required for every Marine.

NCOs and Officers

NCOs   [+9 or +14]

  1. Advantages:
    • Military Rank 1 or 2   [5 or 10]
  2. Improve these Skills:
    • Administration   (M/A)   [+½]   IQ-1 = 12
    • Savoir-Faire (Military)   (M/E)   [+½]   IQ = 13
    • Soldier/TL12   (M/A)   [+1]   IQ = 13
    • Tactics   (M/H)   [+1]   IQ-1 = 12
  3. Choose one of these three options:
    1. Add this Skill:
      • Leadership   (M/A)   [1]   IQ-1 = 12
    2. Add these Skills:
      • Intimidation   (M/A)   [½]   IQ-2 = 11
      • Leadership   (M/A)   [½]   IQ-2 = 11
    3. Add these Skills:
      • Leadership   (M/A)   [½]   IQ-2 = 11
      • Teaching   (M/A)   [½]   IQ-2 = 11

Officers   [+25 or more]

  1. Advantages:
    • Military Rank 3+   [15+]
    • Status 1+   [5+]
  2. Improve these Skills:
    • Administration   (M/A)   [+½]   IQ-1 = 12
    • Savoir-Faire (Military)   (M/E)   [+½]   IQ = 13
    • Soldier/TL12   (M/A)   [+1]   IQ = 13
    • Tactics   (M/H)   [+1]   IQ-1 = 12
  3. Add these Skills:
    • Leadership   (M/A)   [1]   IQ-1 = 12
  4. Choose one of these two options:
    1. Improve this Skill:
    2. Add these Skills:

Specializations

All Marines are qualified for assignment to a Lift Infantry unit. (In other words, the basic template above is the minimum requirement; the following specializations are all optional.)

Armored Cavalry   [+8]

  1. Improve these skills:
    • Mechanic/TL12 (type)   (M/A)   [+½]   IQ-1 = 12
    • Piloting/TL12 (Contragrav.)   (P/A)   [+3]   DX+1 = 14
  2. Add these skills:
    • Armoury/TL12 (Vehicular Weaponry)   (M/A)   [½]   IQ-2 = 11
    • Electronics/TL12 (Contragrav.)   (M/H)   [1]   IQ-2 = 11
    • Forward Observer/TL12   (M/A)   [½]   IQ-2 = 11
    • Gunner/TL12 (Machine Gun)   (P/A)   [1]   DX-1 = 14*
    • Gunner/TL12 (Plasma/Fusion Cannon)   (P/A)   [1]   DX-1 = 14*
    • Piloting/TL12 (Military Spacecraft)   (P/A)   [½]   DX-2 = 11

* Includes +2 for IQ 12+.

Artillery   [+10]

  1. Improve these skills:
    • Gunner/TL12 (Guided/Tac. Missile)   (P/A)   [+3]   DX+1 = 16*
  2. Add these skills:
    • Armoury/TL12 (Artillery)   (M/A)   [½]   IQ-2 = 11
    • Forward Observer/TL12   (M/A)   [2]   IQ = 13
    • Gunner/TL12 (Meson Cannon)   (P/A)   [4]   DX+1 = 16*
    • Gunner/TL12 (Plasma/Fusion Cannon)   (P/A)   [½]   DX-2 = 13*

* Includes +2 for IQ 12+.

Aviation   [+13, plus cost of Officer template]

  1. Must be an Officer (see above)
  2. Improve these skills:
    • Gunner/TL12 (Guided/Tac. Missile)   (P/A)   [+1]   DX = 15*
    • Piloting/TL12 (Contragrav.)   (P/A)   [+3]   DX+1 = 14
  3. Add these skills:
    • Gunner/TL12 (Laser Cannon)   (P/A)   [2]   DX = 15*
    • Gunner/TL12 (Machine Gun)   (P/A)   [2]   DX = 15*
    • Navigation/TL12   (M/H)   [1]   IQ-2 = 11
    • Piloting/TL12 (Military Spacecraft)   (P/A)   [4]   DX+1 = 14

* Includes +2 for IQ 12+.

Combat Engineer   [+9]

  1. Improve these skills:
    • Demolitions/TL12   (M/A)   [+1]   IQ = 13
    • Traps/TL12   (M/A)   [+1½]   IQ = 13
  2. Add these skills:
    • Driving/TL12 (Construction Equipment)   (P/A)   [½]   DX-2 = 11
    • Engineer/TL12 (Combat)   (M/H)   [4]   IQ = 13
    • Explosive Ordnance Disposal/TL12   (M/H)   [2]   IQ-1 = 12

Communications   [+8½]

  1. Improve these skills:
    • Computer Operation/TL12   (M/E)   [+½]   IQ = 13
    • Electronics Operation/TL12 (Comm.)   (M/A)   [+3]   IQ+1 = 14
  2. Add these skills:
    • Cryptography/TL12   (M/H)   [½]   IQ-3 = 10
    • Electronics/TL12 (Comm.)   (M/H)   [½]   IQ-3 = 10
    • SIGINT Collection/Jamming/TL12   (M/H)   [4]   IQ = 13

Computers/Electronics   [+9]

  1. Improve these skills:
    • Computer Operation/TL12   (M/E)   [+½]   IQ = 13
  2. Add these skills:
    • Computer Hacking/TL12   (M/VH)   [2]   IQ-2 = 11
    • Computer Programming/TL12   (M/H)   [2]   IQ-1 = 12
    • Electronics/TL12 (Computers)   (M/H)   [2]   IQ-1 = 12
    • Electronics Operation/TL12 (Computer)   (M/A)   [1]   IQ-1 = 12
    • Electronics Operation/TL12 (Security Systems)   (M/A)   [½]   IQ-2 = 11
    • Photonics/TL12 (Computers)   (M/H)   [1]   IQ-2 = 11

Medic   [+7]

  1. Improve these skills:
    • First Aid/TL12   (M/E)   [+1½]   IQ+1 = 14
  2. Add these skills:
    • Diagnosis/TL12   (M/H)   [2]   IQ-1 = 12
    • Electronics Operation/TL12 (Medical)   (M/A)   [2]   IQ = 13
    • Physician/TL12   (M/H)   [1]   IQ-2 = 11
    • Surgery/TL12   (M/VH)   [½]   IQ-4 = 9

Military Police   [+12 or +17]

This ranges from ship security and shore patrol, to embassy guard and diplomatic/nobility protection.

  1. Advantages:
    • Law Enforcement Powers [5 or 10]
  2. Improve these skills:
    • Judo   (P/H)   [+1½]   DX-1 = 12
  3. Add these skills:
    • Detect Lies   (M/H)   [1]   IQ-2 = 11
    • Electronics Operation/TL12 (Security Systems)   (M/A)   [½]   IQ-2 = 11
    • Fast-Draw (Pistol)   (P/E)   [½]   DX-1 = 12
    • Guns/TL12 (Pistol)   (P/E)   [1]   DX = 15*
    • Guns/TL12 (Shotgun)   (P/E)   [½]   DX-1 = 14*
    • Holdout   (M/A)   [1]   IQ-1 = 12
    • Interrogation   (M/A)   [½]   IQ-2 = 11
    • Law Enforcement   (M/A)   [½]   IQ-2 = 11

* Includes +2 for IQ 12+.

Recon (Commando)   [+11½]

  1. Improve these skills:
    • Brawling   (P/E)   [+1]   DX+1 = 14
    • Hiking   (P/A-HT)   [+3]   HT+1 = 12
    • Knife   (P/E)   [+½]   DX = 13
    • Traps/TL12   (M/A)   [+1]   IQ = 13
  2. Add these skills:
    • Camouflage   (M/E)   [½]   IQ-1 = 12
    • Forward Observer/TL12   (M/A)   [1]   IQ-1 = 12
    • Gesture   (M/E)   [½]   IQ-1 = 12
    • Navigation/TL12   (M/H)   [2]   IQ-1 = 12
    • Stealth   (P/A)   [1]   DX-1 = 12
    • Traffic Analysis/TL12   (M/H)   [1]   IQ-2 = 11

Sniper   [+23]

  1. Increase DX to 14 [+15]
  2. Improve these skills:
    • Beam Weapon/TL12 (Lasers)   (P/E)   [+½]   DX = 16*
    • Guns/TL12 (Lt. Auto.)   (P/E)   [+2]   DX+2 = 18*
  3. Add these skills:
    • Camouflage   (M/E)   [2]   IQ+1 = 14
    • Forward Observer/TL12   (M/A)   [½]   IQ-2 = 11
    • Guns/TL12 (Rifle)   (P/E)   [1]   DX = 16*
    • Stealth   (P/A)   [2]   DX = 14

* Includes +2 for IQ 12+.

Footnotes

Advantages

Skills

http://fcain.tripod.com/tne/gtrav_marines.html
All original work herein is Copyright © 2001, 2002 by Franklin W. Cain.  All rights reserved.