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
Attributes 80 Advantages 55 Disadvantages -35 Skills 32 Primary Skills (23 ½) Secondary Skills (8 ½) Total 132 ST 11 [10], DX 13 [30], IQ 13 [30], HT 11 [10]. Suggestion:Advantages
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 GURPSTraveller/ GURPS Special Ops crossover campaigns.)
Fit [5] G-Experience [10] High-Technology (+2 TLs) [20] Panimmunity (TL10) [5] Status 0+ [0+] Wealth (Average, or better) [0+] Additional Desirable Advantages and/or Acceptable Advantages (p. GF50-54) totaling at least 15 points Disadvantages
Duty [-15] Additional Desirable Disadvantages and/or Acceptable Disadvantages (p. GF54-56) totaling at least -20 pointsSuggestion:Disadvantages Unsuitable for Marines
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).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.
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 anddiplomatic/ 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 other GURPS Space campaigns, in a GURPS Traveller campaign, equipment of a Tech Level higher than the campaign's usual max. (i.e. TL12 equipment in a TL10 GT campaign) is readily available to any character (provided the character has sufficient affluence). Therefore, the major point of this Advantage -- the access to high-tech equipment -- is lost, leaving behind only the knowledge of high-tech equipment (which can be learned...). Therefore, for any GURPS Traveller campaign I run, the cost structure of this Advantage will be reduced as follows:Note that TL13 is the maximum I will permit.
Level Adj. TL Cost +1 TL (TL11) [10] +2 TLs (TL12) [20] +3 TLs (TL13) [50] Status
Marines on active duty should not have a negative Status! A former Marine, on the other hand, who had received a Dishonorable Discharge, could have a negative Status. (He'd also have a really bad negative Reputation...)Wealth/Poverty
Marines on active duty should not have 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... Skills
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 the Ziru 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 in GURPS 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.) https://fcain.tripod.com/tne/gtrav_marines.html
All original work herein is Copyright © 2001, 2002 by Franklin W. Cain. All rights reserved.