Army

Updated:  2010-09-20

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House Rules

Associated Games/Campaigns

2300AD
Dark Æther
Space 1889
Traveller (TNE)
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House Rules

Character Generation

 

Description
[2300AD] Ground military organizations are those military forces restricted to operations on the surfaces of worlds. Ground military units give their members training in combat, ground vehicle use, and basic survival skills.

[Dark Æther] None.

[Space 1889] As a rule, the regiments of the British Army fell into two general categories. The expensive, "fashionable" units — the Guards, most of the cavalry, and a few select infantry regiments like the 60th Rifles and the Gordon Highlanders — were the preserve of the wealthy and well-born; they were often superb on parade but unready for the hard realities of active service (the mess president of the Grenadier Guards once wrote to his counterpart in the unfashionable Warwickshires to ask about the availability of ice in the Sudan). The less prestigious county regiments on foot, or the "technical services" — the artillery and engineers — were the place for a man who wanted to get practical experience on campaign. He might also avoid the crippling mess bills and cost of horses and tailoring that were expected in, for example, the 11th Hussars or the Coldstream Guards. For those inclined to the military but without private means, the best options were the Royal Marines — life afloat was cheap — or the Indian or Egyptian armies; besides, it was not lineage or influence that helped a man get ahead in the Afridi hills or the Nile frontier.

[Traveller (TNE)] The army provides ground troops tasked with protecting the population and resources of a world or nation. Sometimes that mission means service on another world.

Entry
Constitution 6+. Homeworld Tech = Industrial+. Population = Moderate+. Atmosphere = Thin+.

First Term
Commission:  7+, DM +1 if Education 7+, DM +1 if Intelligence 8+. If on Low Government world, DM +2 for Social Standing 8+. If on High+ Government world, Social Standing 8+ receives automatic commission. A commission makes the character an officer; all other characters are enlisted. Officers have a minimum Social Standing 5.

Skills:

Officers:

Enlisted:

Subsequent Terms
Commission: 9+, DM +2 if Intelligence 8+, DM +2 if Charisma 8+. Officers have a minimum Social Standing 5.

Skills:

Officers:

Enlisted:

All Terms
Special Assignment/Adventure:  (2D6) 8+ for the following:

Promotion: 6+, DM +1 if Constitution 7+. If on Low Government world, DM +1 for Social Standing 8+. If on High+ Government world, Social Standing 8+ receives automatic promotion.

Contacts: One per term, military.  On a roll of 1D10 for 8+ the contact is foreign.

Special
[2300AD] None.

[Dark Æther] None.

[Space 1889] Social Standing 5-6 = Officer, native regiment or technical branch.  Social Standing 7 = Officer, common regiment or technical branch.  Social Standing 8+ = Officer, fashionable infantry or cavalry regiment (technical services not allowed).

[Traveller (TNE)] None.

Ranks
E1 Private Recruit
E2 Private
E3 Private 1st Class
E4 Corporal
E5 Sergeant
E6 Staff Sergeant
E7 Sergeant 1st Class
E8 First Sergeant
E9 Sergeant Major
O1 2nd Lieutenant
O2 1st Lieutenant
O3 Captain
O4 Major
O5 Lt. Colonel
O6 Colonel
O7 Brigadier General
O8 Major General
O9 Lt. General
O10 General
O11 Field Marshal