GURPS Traveller

Imperial MarinesI 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) Total132

AttributesST 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 asGURPScrossover campaigns.)Traveller/ GURPS Special Ops

Advantages

- Fit [5]
- G-Experience [10]
- High-Technology (+2 TLs) [20]
- Panimmunity (TL10) [5]
- Status 0+ [0+]
- Wealth (Average, or better) [0+]
- Additional
Desirable Advantagesand/orAcceptable Advantages(p. GF50-54) totaling at least 15 points

Disadvantages

- Duty
[-15] - Additional
Desirable Disadvantagesand/orAcceptable Disadvantages(p. GF54-56) totaling at least-20 pointsSuggestion:

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 MarinesAlthough the following Disadvantages were listed in the

Acceptable Disadvantagessection (p. GF55), they were specifically stated as being inappropriate for Marine characters. Therefore, they should not be permitted by the GM.

- Acceleration Weakness
- G-Intolerance
- Space Sickness

Skills

Primary Skills

- Armoury/TL12 (Battlesuit) (M/A) [1]
IQ-1 = 12 - Battlesuit/TL12 (P/A) [2]
DX = 13 - Beam Weapon/TL12 (Plasma/Fusion Blasters) (P/E) [2]
DX+1 = 16* - Demolitions/TL12 (M/A) [1]
IQ-1 = 12 - Electronics Operation/TL12 (Comm.) (M/A) [1]
IQ-1 = 12 - Electronics Operation/TL12 (Sensors) (M/A) [1]
IQ-1 = 12 - Free Fall/TL12 (P/A) [2]
DX = 13 - Gunner/TL12 (Guided/Tac. Missile) (P/A) [1]
DX-1 = 14* - Guns/TL12 (Lt. Auto.) (P/E) [2]
DX+1 = 16* - Hiking
(P/A-HT) [1]HT-1 = 10 - Language (Galanglic) (varies) [varies]
IQ = 13 - NBC Warfare/TL12 (M/E) [1]
IQ-1 = 12 - Parachuting/TL12 (P/E) [1]
DX = 13 - Piloting/TL12 (Contragrav.) (P/A) [1]
DX-1 = 12 - Running
(P/H-HT) [1]HT-2 = 9 - Savoir-Faire (Military) (M/E) [½]
IQ-1 = 12 - Shortsword (P/A) [1]
DX-1 = 12 - Soldier/TL12 (M/A) [1]
IQ-1 = 12 - Tactics (M/H) [1]
IQ-2 = 11 - Throwing (P/H) [1]
DX-2 = 11 - Traps/TL12 (M/A) [1]
IQ-1 = 12 * Includes +2 for IQ 12+.

Secondary Skills

- Administration (M/A) [½]
IQ-2 = 11 - Armoury/TL12 (Small Arms) (M/A) [½]
IQ-2 = 11 - Beam Weapon/TL12 (Lasers) (P/E) [½]
DX-1 = 14* - Brawling (P/E) [1]
DX = 13 - Computer Operation/TL12 (M/E) [½]
IQ-1 = 12 - First Aid/TL12 (M/E) [½]
IQ-1 = 12 - Guns/TL12 (Grenade Launcher) (P/E) [½]
DX-1 = 14* - Judo (P/H) [½]
DX-3 = 10 - Knife (P/E) [½]
DX-1 = 12 - Mechanic/TL12 (
type) (M/A) [½]IQ-2 = 11 - Scrounging (M/E) [½]
IQ-1 = 12 - Survival (Arctic) (M/A) [½]
IQ-2 = 11 - Survival (Desert) (M/A) [½]
IQ-2 = 11 - Swimming (P/E) [½]
DX-1 = 12 - Vacc Suit/TL12 (M/A) [1]
IQ-1 = 12 * Includes +2 for IQ 12+.

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

- Camouflage (M/E)
- Driving/TL12 (
type) (P/A)- Forward Observer/TL12 (M/A)
- Gesture (M/E)
- Gunner/TL12 (Laser Turret) (P/A)
- Gunner/TL12 (Missle Turret) (P/A)
- Gunner/TL12 (Sandcaster) (P/A)
- Intimidation (M/A)
- History (M/H)
- Language (Vilani) (M/A)
- Leadership (M/A)
- Musical Instrument (Bagpipes) (M/H)
- Navigation/TL12 (M/H)
- Piloting/TL12 (Military Spacecraft) (P/A)
- Shortsword Art (P/A)
- Shortsword Sport (P/A)
- Stealth (P/A)
- Survival (Radioactive) (M/A)
- Survival (Vacuum) (M/A)
- Teaching (M/A)

NCOs and Officers

NCOs[+9 or +14]

- Advantages:

- Military Rank 1 or 2 [5 or 10]
- 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 - Choose one of these three options:

- Add this Skill:

- Leadership (M/A) [1]
IQ-1 = 12 - Add these Skills:

- Intimidation (M/A) [½]
IQ-2 = 11 - Leadership (M/A) [½]
IQ-2 = 11 - Add these Skills:

- Leadership (M/A) [½]
IQ-2 = 11 - Teaching (M/A) [½]
IQ-2 = 11

Officers[+25 or more]

- Advantages:

- Military Rank 3+ [15+]
- Status 1+ [5+]
- 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 - Add these Skills:

- Leadership (M/A) [1]
IQ-1 = 12 - Choose one of these two options:

- Improve this Skill:

- Shortsword (P/A) [+1]
DX = 13 - Add these Skills:

- Shortsword Art (P/A) [½]
DX-2 = 11 - Shortsword Sport (P/A) [½]
DX-2 = 11

SpecializationsAll 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]

- Improve these skills:

- Mechanic/TL12 (
type) (M/A) [+½]IQ-1 = 12 - Piloting/TL12 (Contragrav.) (P/A) [+3]
DX+1 = 14 - 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]

- Improve these skills:

- Gunner/TL12 (Guided/Tac. Missile) (P/A) [+3]
DX+1 = 16* - 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]

- Must be an Officer (see above)
- Improve these skills:

- Gunner/TL12 (Guided/Tac. Missile) (P/A) [+1]
DX = 15* - Piloting/TL12 (Contragrav.) (P/A) [+3]
DX+1 = 14 - 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]

- Improve these skills:

- Demolitions/TL12 (M/A) [+1]
IQ = 13 - Traps/TL12 (M/A) [+1½]
IQ = 13 - 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]

- Improve these skills:

- Computer Operation/TL12 (M/E) [+½]
IQ = 13 - Electronics Operation/TL12 (Comm.) (M/A) [+3]
IQ+1 = 14 - 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]

- Improve these skills:

- Computer Operation/TL12 (M/E) [+½]
IQ = 13 - 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]

- Improve these skills:

- First Aid/TL12 (M/E) [+1½]
IQ+1 = 14 - 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.

- Advantages:

- Law Enforcement Powers [5 or 10]
- Improve these skills:

- Judo (P/H) [+1½]
DX-1 = 12 - 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]

- 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 - 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]

- Increase DX to 14 [+15]
- Improve these skills:

- Beam Weapon/TL12 (Lasers) (P/E) [+½]
DX = 16* - Guns/TL12 (Lt. Auto.) (P/E) [+2]
DX+2 = 18* - 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

High Technology

Unlike most otherGURPS Spacecampaigns, in aGURPS Travellercampaign, equipment of a Tech Level higher than the campaign's usual max. (i.e.TL12 equipment in a TL10GTcampaign) is readily available to any character (provided the character has sufficient affluence). Therefore, the major point of this Advantage -- theaccessto high-tech equipment -- is lost, leaving behind only theknowledgeof high-tech equipment (which can belearned...). Therefore, for anyGURPS Travellercampaign I run, the cost structure of this Advantage will be reduced as follows:Note that TL13 is the

LevelAdj. TLCost+1 TL (TL11) [10] +2 TLs (TL12) [20] +3 TLs (TL13) [50] maximumI will permit.

Status

Marines on active duty shouldnothave a negative Status! AformerMarine, on the other hand, who had received a Dishonorable Discharge,couldhave a negative Status. (He'd also have areally badnegative Reputation...)

Wealth/Poverty

Marines on active duty shouldnothave any form of Poverty! Although the stipend issued is hardly luxurious (except, perhaps, at very high Rank), having free room and board (three squares a day!), and free clothing,etc., is enough to make Marine characters ineligible for any form of the Poverty Disadvantage. On the other hand, military pay at all but the highest Ranks is hardly what one could call Comfortable, either...

Skillshttps://fcain.tripod.com/tne/gtrav_marines.html

Gunner/TL (Laser Turret)

Gunner/TL (Missle Turret)

Gunner/TL (Sandcaster)

Marines stationed aboard a starship (especially those assigned aboard as Ship Security) will often be used as back-up gunnery personnel.

History

As often as not, this skill will be purchased with one (or two) of the following optional specializations:

- History (Third Imperium)
- History (Military)
- History (Imperial Marines)

Language (Galanglic)

All Marines are required to be completely fluent in Galanglic, regardless of whether or not Galanglic is their "native" language. (In other words, their skill level must be at least "IQ".)

Language (Vilani)

Vilani, the language of theZiru Sirka(the First Imperium), is the second-most common language in the Third Imperium (after Galanglic). Therefore, Marines are encouraged to have some degree of fluency with Vilani.

Parachuting/TL

This skill should be a "Tech Level" (i.e., "/TL") skill, to reflect the major differences between regular TL6-TL8 skydiving and TL10+ orbital re-entry ("meteoric assault").

Shortsword

Shortsword Art

Shortsword Sport

These skills cover the use of the traditional Marine cutlass.

Soldier/TL

This Professional skill was introduced inGURPS World War II.

Vacc Suit/TL

For safety reasons, a recruit must have a sufficiently comprehensive grasp of how to use a vacuum suit before the Marines will teach that recruit the first thing about battledress. (In other words, Vacc Suit skill level must be 12 or better before the character will be taught Battlesuit skill.)

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