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CHARACTER GENERATION

Introduction: are lost. No skill can start at higher than 75%


(including stat bonuses).
The following information should allow a
Keeper who has experience running Call of
Occupational Skills:
Cthulhu adventures to generate civilian
characters for Cthulhu Rising. A player chooses from one of the below
character classes, and depending on type
All stages of character generation prior to the chosen, receives EDU x 10 to allocate to the
choosing of a character profession are relevant occupational skills:
identical to the rules found in the Call of
Cthulhu rulebook except with the following • Anarchist
additions: • Android
• Civil Servant
1. Selected Attributes are generated as for the • Company Suit
CoC character generation rules. • Computer Specialist
2. Skill Category modifiers are generated as • Criminal
for the RQ3 character generation rules. • Doctor of Medicine
3. Hit Point Locations are generated as for the
• Drifter
RQ3 character generation rules.
• Engineer (Orbital/Planetary)
4. Magic Points are entered in the Psi Points
box and are considered one and the same • Entertainer
as Magic Points. • Journalist
5. If applicable, Psionics Rules are generated • Lawyer
using the Psionics Rules (see separate • Mechanic
document). • Missionary
• Parapsychologist
• Pilot (Aerospace/Interstellar)
Background and Limitations: • Police Officer
• Private Investigator
In the 23rd century when Cthulhu Rising is set, • Punk
humanity has spread out from Earth to the • Separatist
stars. I tend to limit players to choosing a
• Scientist
birthplace from within the confines of the Sol
• Soldier
System. If you have decided to set your
campaign far from Earth, in the Outer Colonies
for example, then by all means go for it! While Anarchist
Earth is still the most heavily populated star Description:
system in all colonised space, many millions of Anarchists are staunch believers in the theory
people have been born and raised in the or doctrine that all forms of government are
Colonies. oppressive and undesirable and should be
abolished. As such they live outside the
In the society of the 23rd Century, males and system as much as possible, frequently mixing
females are treated equal in all possible with criminal and separatist elements.
respects. Occupation Skills:
Computer (Operation), Conceal, Fast Talk,
Streetwise and any three other skills as
Background Skills: personal specialties.
The PC gets EDU x15 to allocate between any Background:
skills with a base chance above 00% as 2x underworld contacts (Keepers discretion),
percentiles. All the skills do not have to have 1d10x100E$ in equipment and personal
points given to them, but points undistributed effects.

Cthulhu Rising Character Generation 1


Android Computer (Operation, Programming, Security),
Description: Electronics (Communications, Security,
Running an Android character in a campaign is Systems), Data Analysis, and any two other
allowable only at the Keepers discretion. A skills as personal specialties.
separate supplement will be out soon dealing Background:
with generating and playing Android player Rented 1 bedroom apartment; E$1000x1d20
characters. savings; personal equipment related to
profession.

Civil Servant
Criminal
Description:
By the 23rd Century, government bureaucracy Description:
has reached new heights of complexity. The With Law Enforcement techniques as
Civil Servants keep the wheels of interstellar advanced as they are in the 23rd Century,
government oiled and moving. The player must criminals in the future have to be highly skilled
choose a branch of government: ICA, ICC or professionals not only to be successful, but to
Federal Government. avoid capture and encarceration. This class
Occupation Skills: does not cover violent criminals like murderers
Administration, Computer (Operation), Credit and rapists, instead covering white collar
Rating, Data Analysis, Fast Talk, and any criminals, forgers, con-artists, cyber-criminals
three other skills as personal specialties. and thieves.
Background: Occupation Skills:
Rented 2 bedroom apartment; E$1000x1d10 in Bargain, Computer (Operation), Evaluate, Fast
savings; E$20,000pa salary; 1x government Talk, Scan, Streetwise, and any three other
contact (Keeper’s discretion). skills as personal specialties, pertaining to
criminal field of expertise.
Background:
Company Suit Forged identification; E$1000x1d4 personal
equipment; 2x underworld contacts (Keeper’s
Description: discretion).
Much of 23rd Century life is in some way
influenced by the transnational mega-
corporations. A Company Suit is a junior
Doctor of Medicine
executive of one such corporation, newly
promoted from the rank and file, on a modest Description:
salary with stock options. The medical doctor of the 23rd Century is just
Occupation Skills: as concerned with saving lives as his
Administration, Bargain, Computer (Operation) counterparts in other eras but he has far more
Credit Rating, Data Analysis, Fast Talk, Orate, advanced equipment and techniques available
and any two other skills as personal than at any other time in human history.
specialties. Medical doctors are considered to be important
Background: citizens.
Luxury apartment (1 bedroom) in a private Occupation Skills:
corporate compound; E$500x1d100 savings; Credit Rating, Computer (Operation), Data
E$35,000pa salary; 1x corporate contact; Analysis, First Aid, Pharmacy, Psychoanalysis,
E$1000 x1d20 in company share options. Psychology, Science (Biology), Surgery.
Background:
Rented 2 bedroom apartment; E$40,000pa
Computer Specialist salary; E$1000x1d100 savings (10% liquid,
rest in shares and stocks or property);
Description: personal equipment related to profession.
Without highly skilled men and women to
design, program, and troubleshoot the
complex computer systems of the future, life in
Drifter
the 23rd Century would be far more difficult, if
not impossible. Computer Specialists are Description:
usually employed by a company’s IT division, For whatever reason, a Drifter has chosen to
though many prefer to move from contract to drop out of accepted society, and wanders the
contract on a freelance basis. spacelanes, working their passage at various
Occupation Skills: jobs, travelling from colony to colony.
Occupation Skills:

2 Cthulhu Rising Character Generation


Bargain, First Aid, Hide, Listen, Psychology, Journalist
Sneak, Survival, Vacc Suit. Description:
Background: The Federal Network carries it’s own news
E$100x1d10 personal equipment. channels as well as scores of others.
Journalists are usually employed by either
Federal Network News (FNN) or by one of it’s
Engineer, Space independent rivals, though some prefer to
Descriptions: move from contract to contract on a freelance
Space Engineers are responsible for the basis. The vast majority of news is delivered
design, construction, and maintenance of electronically, directly. The "daily me" concept
space stations and space vessels. The orbital of multi-sectioned electronic publishing with
engineer’s life is a difficult one and is often information and advertising tailored to each
short as accidents are not uncommon in the individual's needs is an everyday reality in the
harsh and unforgiving environment of space. 23rd Century.
Occupation Skills: Occupation Skills:
Science (Chemistry, Physics), Computer Computer (Operation), Data Analysis, Fast
(Operation), Electronics (Systems), Data Talk, Read/Write Other Language, Streetwise,
Analysis, EVA, Mechanical, and one Space and any two other skills as personal
Engineering skill as a specialisation. specialties.
Background: Background:
E$30,000pa salary; E$1000x1d4 savings; 2x media contacts (Keeper’s discretion);
personal equipment related to profession. E$15,000pa salary; E$1000x1d4 savings;
personal items related to profession; small
apartment.
Engineer, Planetary
Description:
Planetary Engineers are essential to the Lawyer
continued existence and growth of colonies. Description:
The colonial engineers keep the existing A Player wishing to run a Lawyer Investigator
systems operational and continue to produce much first choose their field of expertise: Civil,
new equipment, habitats, and vehicles. Corporate or Criminal. Choosing Criminal will
Engineers are well regarded and respected as usually mean that they work for the Federal
everyone depends on them. Government. Civil or Corporate lawyers
Occupation Skills: usually belong to private law firms.
Science (Chemistry, Geology, Physics) Occupation Skills:
Computer (Operation), Electronics (Systems), Administration, Bargain, Computer (Operation)
Data Analysis, Mechanical (Vehicle), and one Credit Rating, Data Analysis, Fast Talk, Law,
Planetary Engineering skill as a specialty. and any two other skills as personal
Background: specialties.
E$30,000pa salary; E$1000x1d4 savings; Background:
personal equipment related to profession. E$50,000pa salary; E$1000x1d20 savings; 2x
legal contacts; 2x contacts related to field of
expertise, e.g. 2x police contracts for criminal
Entertainer lawyers (Keeper’s discretion); luxury 2
Description: bedroom apartment in well to do area.
The entertainment industry is larger than ever
in the future. The Federal Network has holo-vid
channels numbering in the thousands, with Mechanic
something to suit all tastes. Description:
Occupation Skills: Mechanics repair and maintain the planetary
Entertain, Fast Talk, Orate, and three other vehicles and machinery of the future.
skills as a specialty. Occupation Skills:
Background: Computer (Operation), Data Analysis,
E$1000x1d4 savings; personal items related to Electronics (Systems), Mechanical (Aero-
profession; 2x media contacts (Keeper’s space, Vehicle), and any two other skills as
discretion). personal specialties.
Background:
E$15,000pa salary; personal equipment
related to profession; ground vehicle.

Cthulhu Rising Character Generation 3


Missionary Background:
Description: If employed salary is E$10,000 +(1d10x1000)
Missionaries travel the colonies, spreading the pa; E$1000x1d4 savings; current ICC licence;
word of their religion to the new frontier, personal items related to profession
serving the spiritual and religious needs of the
colonists and preserving the religious traditions
and histories of Earth. Police Officer
Occupation Skills: Description:
Data Analysis, Fast Talk, First Aid, History, Policing in the 23rd Century is handled by the
Occult, Other Language (Speak and Federal Law Enforcement Authority. From their
Read/Write), Religion. headquarters on Earth, and via many local
Background: stations throughout the Federal Colonies,
Personal items related to profession. Federal police officers have the unenviable
task of tackling crime over interstellar
distances.
Parapsychologist Occupation Skills:
Description: Computer (Operation), Data Analysis, Dodge,
The parapsychologist is dedicated to searching First Aid, Gun Combat (Hand Gun), Hide, Law,
for evidence of phenomena that is inexplicable Listen, Streetwise.
by science. They are experts in the occult and Background:
ancient histories of Earth. E$15,000pa salary; 2x police contacts
Occupation Skills: (Keeper’s discretion); E$1000x1d4 savings;
Computer (Operation), Data Analysis, History, personal items related to profession; rented
Occult, Read/Write Other Language, Religion accommodation.
and any one other skill as personal specialty.
Background:
E$1000x1d4 savings; personal items related to Private Investigator
profession; 2x contacts (Keeper’s discretion); Description:
rented accommodation. There is still a healthy customer base for the
23rd Century Private Investigator, whether
contracted to corporations or hired by private
Pilot, Aerospace citizens. Most PI’s are ex police.
Description: Occupation Skills:
Aerospace Pilots are trained to operate a Bargain, Computer (Operation), Data Analysis,
variety of suborbital vehicles ranging from Fast Talk, Gun Combat (Hand Gun), Hide,
small shuttlecraft to heavy duty cargo carriers Law, Streetwise.
to high-tech military craft. Background:
Occupation Skills: E$1000x1d10 savings; private investigator’s
Astronomy, Computer (Operation), Electronics licence; rented accommodation and if self
(Communications, Systems), Vacc Suit, Pilot employed, a small office with 1 member of
(Aerospace), Scan. staff; personal items related to profession.
Background:
If employed salary is E$10,000 +(1d10x1000)
pa; E$1000x1d4 savings; current ICC licence; Punk
personal items related to profession Description:
In Cthulhu Rising, the Punk Occupation covers
teenagers and young people, especially a
Pilot, Space member of a rebellious counterculture group.
Description: They may have rich parents and are taking
Since the invention of AI in the mid-22nd time out to travel.
Century, the majority of interplanetary and Occupation Skills:
interstellar space vessels have become almost Computer (Operation), Data Analysis, Fast
completely automated, only requiring human Talk, Streetwise, and any two other skills as
pilots for delicate maneuvers like orbital personal specialties.
insertion and docking. Background:
Occupation Skills: E$1000x1d4 savings; personal items; 1x minor
Astronomy, Computer (Operation), Data underworld contact.
Analysis, Electronics (Communications,
Systems), EVA, Pilot (Spacecraft), Vacc Suit.

4 Cthulhu Rising Character Generation


Separatist Personalisation:
Description: Write down the characters name, his/her
Separatists are citizens born and raised in the appearance (including civilian clothing), his/her
colonies, who are supporters of the Colonial beliefs and goals, his/her place of birth,
Independence movement, outlawed by the ICA relatives, education etc.
during the Colonial Wars (2258-60). Though
separatist support is still high in some regions
of the Outer Rim Territories, the leaders of the
movement have had to go underground, to Skill Definitions:
avoid arrest and transportation to a Federal
Re-education Centre. Cthulhu Rising is set over 250 years into the
Occupation Skills: future. As a result of this, certain skills have
Computer (Operation), Data Analysis, Fast been added that didn’t exist in the original
Talk, History, Streetwise, and any two other rules. They are listed below, followed by their
skills as personal specialties. descriptions.
Background:
Personal items related to profession. Administration
Armoury
Astronomy
Scientist Computer Programming
Computer Security
Description: Data Analysis
Scientists are usually in the employ of, or work Demolitions
for projects funded by, one of the mega- Electronics Communications
corporations. Their fields vary, from AI to Electronics Security
genetics, to terraforming and xeno-biology. Electronics Systems
Occupation Skills: Engineering
Computer (Operation), Credit Rating, Science Entertain
(Chemistry, Physics), Science (Geology) or EVA
Astronomy, Data Analysis and one Science Forward Observer
skill as a specialization. Gun Combat
Background: Gunnery
Accommodation in private corporate Law
compound; E$40,000pa salary; E$1000x1d4 in Leader
company share options; personal equipment Mechanical Aerospace
related to profession. Mechanical Vehicle
Medical Surgery
Natural History
Soldier Occult
Description: Pilot Aerospace
Soldiers as Investigators are usually ex United Pilot Aircraft
Earth Armed Forces or ex Colonial Admin- Pilot Spaceship
istration Security, now in the employ of a Powered Armour
corporation or a member of a private Psychoanalysis
mercenary unit. Psychology
Occupation Skills: Recon
Armoury, Dodge, First Aid, Gun Combat Sciences
(Rifle), Hide, Listen, Survival, Tactics, Vacc Space Engineering
Suit. Streetwise
Background: Survival
E$1000x1d20 savings; personal items related Tactics (Small Unit)
to profession. Unarmed Combat
Vehicle
Xeno medicine
Zero G Combat
Personal Development:
PCs also have skills in other areas. Allocate Administration:
INTx5% to any skill or skills, except those at The individual with this skill has had
75%, or Cthulhu Mythos. experience with bureaucratic agencies, and

Cthulhu Rising Character Generation 5


understands the requirements of dealing with search program), each use of the skill may
them how they work. require three, two, or one hours (Keepers
discretion). Most access systems require three
Armoury:
hours for use of the skill, while high priority use
The PC is trained in the maintenance and may only require a matter of minutes. Of
repair of military hardware. When this skill is course, the amount of time spent and the
gained during basic training, it applies to small results will depend on the nature of the
arms, i.e. rifles, handguns, machine guns. The information sought and whether it is actually
Armoury skill is used to repair damaged present. While this skill can be used to locate
weapons, clear weapon jams, etc. secured information, it does not permit access.
This may require Fast Talk, Persuade,
Astronomy: Computer Use, Bargain, Credit Rating, or good
old fashioned breaking and entering.
An individual with astronomy skill knows how
to determine which stars and planets overhead
at a particular time and when celestial events Demolitions:
(meteor showers, comet arrivals, eclipses) A PC with this skill is trained and experienced
occur. Academically trained individuals in the handling, placement and efficient use of
(typically those in a science profession) will explosives.
typically be able to calculate orbits and have
substantial general knowledge about
Electronics Communications:
astronomical objects. NPCs will often have a
specialized version of this skill (radio The PC is trained in the use, repair and
astronomy, for example). maintenance of communications devices.
Whilst nearly anyone can operate a
communicator, this skill is necessary to
Computer Programming:
understand why the device does not work
A PC with Computer Operation as a skill is correctly, or to be aware of device limitations.
trained in the basic usage of computer The Communications skill enables the PC to
systems. Computer Programming however, jam and evade jamming, and to make minor
allows a PC to understand computer repairs.
programming languages and procedures and
have at least basic education in the hardware
aspects of computers. Electronics Security:
This skill enables a PC to bypass physical
Use of this skill enables an investigator to write security features, such as locked doors or
programs and to retrieve and analyze obscure, alarm systems.
damaged or concealed data.
Electronics Systems:
Computer Security:
The PC with this skill has the ability to repair
The Computer Security skill is the ability to basic electronic devices. This does not include
bypass security software to in effect ‘hack’ into weaponry, for which the Armoury skill is
secure computer systems. Using this skill may needed.
take anything from mere minutes to hours.
Depending on the sophistication of the
Engineering, Planetary:
software, modifiers to the roll may be applied
by the Keeper. Planetary Engineering skills govern engin-
eering operations on the surface of a world
with a significant gravity field (at least 20% of
Data Analysis:
that of Earth). Such operations may be on
This skill governs a PCs talent at working with worlds other than earth, such as Mars. The
stored information in a variety of forms. The base chance in all Planetary engineering skills
time required to use the skill depends on the is 0%. If players wish their characters to have
organization of the media in question and the specialized engineering skills, they should
search method. If the media is totally work out the details with their Keeper.
uncatalogued, each use of the skill may take Examples of Planetary Engineering Skills are
eight hours. If the media is only cataloged (like as follows:
ordered folders on a computer network) each
use of the skill requires four hours. If the media
also includes a search aid (such as a computer

6 Cthulhu Rising Character Generation


Construction: or leaping from one space ship to another) will
This skill governs the construction of structures require a skill check. Failure will result in the
ranging from small buildings to massive action failing in some way (losing control while
skyscrapers. Keepers may wish to limit PC running or missing the ship, for
skills to general areas such as small example).Relevant physical skills (such as
construction, medium construction, and large weapon and physical combat skills) should be
construction. Individuals with this skill can averaged with this skill (but not to exceed the
design, supervise the construction of, and maximum in the skill in question) when used in
inspect structures. low or zero gravity situations. This base level
of this skill for all colonists is 10%, as every
Mining: teenager takes a brief training course in orbit.
This skill governs a variety of mining
operations ranging from commercial digging to Forward Observer:
the building of underground complexes.
Individuals with this skill can supervise mining PCs with this skill have been trained to call on
operations and inspect underground sites for and adjust artillery (projectile, missile and
their structural integrity. Individuals may have energy) fire from distant batteries and from
various specializations in this skill such as strip ships in orbit. If artillery of any form is
mining, deep mining, and so forth. available (including communication with the
firing battery), the first shots will invariably miss
the target. On each subsequent round that fire
Engineering, Space: is delivered, the PC must roll his skill to adjust
This skill category is similar to that of Planetary the fire to successfully hit the target.
Engineering except it governs construction
work in low and zero gravity conditions, as well
Gun Combat:
as repair and maintenance of high-technology
like star drives and power planets. As with Gun Combat is a specific skill in the use of one
Planetary Engineering the base skill level is of several military small arms. PCs who
0% and players who wish to pick a acquire the skill Gun Combat without the type
specialization will need to work out the details being specified must immediately choose one
with their Keeper. Some examples of this skill category of small arms to apply it to:
are as follows:
Handgun (Pistol);
Drive Engineer: Machine Gun (SMG, SSW, Smart Gun);
This skill governs the maintenance and repair Rifle (Combat Rifle, Assault Rifle, Gauss Rifle);
of F-Drives, the technology that makes Heavy Weapons (Rocket Launchers, Grenade
interstellar travel possible. Launcher, Rail Gun, Man Portable Missile
Systems);
Low/Zero Gravity Construction: High Energy Weapons (Plasma Weapons,
Similar to Construction, this skill governs the Fusion Gun);
construction of structures in conditions Shotgun (Shotgun): 30%.
involving low or zero gravity (as well as
vacuum conditions). Building spaceships and Gunnery:
space stations requires this skill. Individuals
may specialize in various areas. For example, The PC is trained in the use of one or more
a person may be an expert space ship heavy infantry support weapons, either ground
designer. mounted or vehicle mounted. Upon gaining
this skill, it must be applied to a specific heavy
Low Gravity Mining: infantry support weapon system listed below:
This skill governs mining operations in low
gravity and vacuum conditions. Machine Gun
High Energy Weapon
Rocket Launcher
EVA: Guided Missile System
Use of this skill enables the character to Artillery piece
function more or less normally within low ( half
of the normal gravity the being is used to or Law:
less) or no gravity situations. For the most part,
a character with any degree of this skill will be Law is split into three distinct areas: Civil,
able perform routine tasks without a problem. Corporate or Criminal. If a PC wishes to
Special actions (such as running in low gravity

Cthulhu Rising Character Generation 7


attempt to interpret law from a different area of recognize occult paraphernalia, jargon, and
expertise, their skill is halved. philosophy, as well as to identify various occult
texts and codes. Reading and understanding
Mechanical Aerospace certain works can yield skill in this area. While
this skill conveys no direct knowledge of the
PCs with the above skills have the ability to Mythos, the occult is often a key or a path to
operate and repair common propulsion understanding the mythos (through decoding
systems used by Aerospace craft. certain references in occult texts, for example).
Most people have some knowledge of Earth
Mechanical Vehicle: legends and mythology and the base skill level
is 05%.
A PC with this skill has the ability to repair the
inner workings of ground vehicles.
Pilot Aerospace:
Medical Surgery: Operating an aerospace craft is even more
complex than piloting a plane. This skill
PCs with medical ability beyond First Aid are governs all phases of aerospace operation
generally Medical Doctors. Surgery is the from takeoff to landings and orbital flight. A
ability to perform emergency field surgery upon character with any degree of skill will be able
wounded persons under battlefield conditions, to handle standard flight operations without
as well as more advanced surgery techniques any difficulty. However, special situations will
in an equipped hospital. require skill rolls. Situations involving a
damaged craft, tricky dockings or landings, or
Using this skill, in the same or following attempts to do odd maneuvers with an
combat round that a PC has just died in will aerospace craft will require skill rolls as will
revive the patient, but only if the emergency hit other situations at the Keeper’s discretions.
points restored raises him to +1 hit points or
greater. This process may be aided by special Certain situations will require modified rolls,
equipment and medicines. the modification of the roll is up to the Keeper
as are the effects of failure. For example, a PC
A PC who is successfully treated with this skill trying to land an aerospace craft on a smooth
heals 2D3 hit points per week. A success with runway with radio guidance would use his full
medicine immediately revives a victim of a skill, while a character trying to set down an
knock out attack and may (at the Keepers aerospace craft with both engines on fire and
discretion) revive an unconscious individual. the left wing half gone would check against a
quarter of his skill (if the Keeper was feeling
This skill may be used to treat a variety of merciful). There are a few varieties of
ailments and conditions (diseases, cancer, aerospace craft, of varying sizes and
etc.) and to perform surgical procedures capabilities.
(implanting an artificial heart, for example).
Some conditions may be beyond the scope of
treatment, however. Pilot Spaceship:
Piloting an interstellar spaceship successfully
Natural History: requires a high degree of technical skill. This
skill covers all aspects of piloting such a
This skill reflects the information known in a vehicle, including navigating it. A character
general sort of way by the PC about various with any degree of skill can handle a
terran life forms. An individual with this skill will Spaceship in simple flight operation (though
have a general knowledge of common less skilled individuals will do so less
terrestrial life forms and will know about their elegantly). Piloting rolls may be required in the
general habitat, diet, and behavior. Attempting following situations: the Spaceship is
to remember facts about more obscure life damaged, the Spaceship is docking, the
forms will require a skill roll at some minus. All Spaceship is undergoing emergency re-entry,
characters receive this skill since each and any other situation in which the Keeper
receives basic education on terran life forms. sees fit to require a roll. The rolls and the
results of failure are left to the Keepers
Occult: discretion. For example, a character trying to
dock a Spaceship under normal conditions
This skill represents an individual’s historical would check against twice her skill, while the
knowledge of terrestrial occult practices and same character trying to undergo an
lore. Use of this skill enables an investigator to

8 Cthulhu Rising Character Generation


emergency landing with a crippled Spaceship Sciences:
might have to roll against a fourth of her skill.
There are two main categories of science
skills. The first is that of planetary sciences
Powered Armour: and is a general area that encompasses
various skills which deal with planets and the
PCs with this skill have been trained
life forms that inhabit them. Strictly speaking,
extensively in the use of Powered Armour and
the various weapon systems and features biology and geology are planetary science
Skills. Players who wish to have a
normally associated with it. This skill can be
specialization in the Planetary Sciences will
used in place of Vacc Suit skill, but not vice
versa. Powered Armour skill also covers need to work out the details of the skill with
maintenance and minor repair. their Keeper.

The second main category of skills are those


Psychoanalysis: that relate to stellar bodies as parts of the
Unlike in earlier eras, this skill has developed space-time continuum and space-time itself.
into a scientific discipline aimed at repairing An individual with this skill in this area will have
injured minds. Treatment involves both knowledge of space-time as well as the
traditional counseling methods as well as various planets, stars, comets and so forth
advanced chemical treatments and virtual within it. With the Keepers guidance, players
reality therapy to help re-order and repair the may wish to select particular specialties within
patient’s psyche. This skill may be employed in the general field (each specialty would be a
two manners. First, it may be used as a form of skill). However, most specializations will be
psychic first aid. In this case, successful use skills possessed by non player characters, as
can add Sanity points during indefinite insanity most players will find them to be too
and perhaps speed recovery. See the section specialized to be of general use. Technically,
on Sanity. Astronomy falls within this category. The
following are examples of some science
Second, it may be employed in a long term specializations:
treatment. In this case, each week of regular
treatment (about 2-4 hours a day) will restore Planetology:
1D3 lost Sanity. An individual may only regain This skill is comparable to the geology skill,
and not increase their Sanity in this manner. except it governs planetary bodies in general.
For example, an investigator who had an initial It also governs the skill of the character in
Sanity of 65 who lost ten points could only drawing informed conclusions regarding the
return to a Sanity of 65. In no case may use of planet as a system, but such conclusions will
this skill increase a person’s Sanity points tend to be more general than those which a
beyond POWX5, not above 99-Cthulhu Mythos specialist (such as a geologist) would draw.
skill. For example, individuals with this skill would
be able to draw informed conclusions about
the weather patterns of a planet given
Psychology: adequate evidence but the individual would not
This skill enables a PC to study an individual be as accurate as someone who specialized in
and form a theory regarding her motives and meteorology.
characters. It is not an exact science, so the
Keeper should make the skill rolls in secret Xeno-Biology:
and provide the player with information in A character that possesses this skill has been
accord with the skill roll. This skill can be trained in the basics of standard biology (and
useful for penetrating deceit, provided a proper any competent xeno-biologist would also have
set up is used to test the person’s reactions. It trained in biology) and has also received
is also useful in diagnosing an individual’s training in theoretical biology regarding
mental well being (or lack thereof). possible alien life forms. Although humans
have lived on Mars for some time, the science
of biology still focuses on terrestrial life forms
Recon: and xeno-biology focuses on the study of non-
Essentially military scouting, this skill covers terrestrial life. This skill could prove handy in
tracking and camouflage whilst in the field. investigating the nature of (and perhaps
determining the weaknesses of) various
mythos beings.

Cthulhu Rising Character Generation 9


Streetwise: Vehicle:
A PC with this skill is well acquainted with the The individual is skilled in the operation of
ways of local subcultures (which tend to be ground based military and non-military
similar throughout human society), and thus is vehicles.
capable of dealing with strangers without
alienating them. This does not include alien
Xeno-Medicine:
contact situations.
Normally, medical expertise is considered to
apply only to humans, and to a limited extent
Survival: the animals which live on human colonised
PCs with Survival expertise are adept at worlds. This skill lessens the penalty (applied
locating food and water, constructing or finding by the Keeper) to the treatment of alien
natural weapons and shelter, and finding their races.#
way across harsh terrain, in a wilderness.
Zero G Combat:
Tactics (Small Unit): Virtually all weapons involve some form of
A PC with this skill has experience and training recoil, and in a zero-G environment this recoil
in small unit (generally platooon strength) and disorient or render helpless individuals not
tactics. trained to compensate for it. When fighting in
Unarmed Combat: a zero-G environment, any individual has a
chance of losing control of their
Martial arts training, this skill encompasses all movement/position each combat round. Roll
fist and kick attacks/parrys made by the PC. this skill to avoid losing control and apply the
following modifiers:
Vacc Suit:
Firing weapon: -20%
This skill is the ability to use the standard Firing low-recoil (zero-G) weapon: -10%
vacuum suit (space suit), including armoured Using a handhold: +25%
Battle Armour and suits for use on various Striking in melee combat: -30%
planetary surfaces in the presence of exotic, Wearing powered armour: +10% (+25% if
toxic, corrosive or insidious atmospheres. powered armour roll made successfully)
DEX: +5% per pot over 15.

10 Cthulhu Rising Character Generation


CTHULHU RISING
INVESTIGATOR SHEET
PERSONAL INFORMATION
Name: Height: Player Name:
Age: Weight: Place of Birth:
Profession: Gender: Employer:

CHARACTERISTICS:
CURRENT: STR: CON: SIZ: INT: POW: DEX: APP: EDU
ORIGINAL: STR: CON: SIZ: INT: POW: DEX: APP: EDU

SELECTED ATTRIBUTES:
Damage Modifier: Move Rate: DEX SRM (Missile SRM): +SIZ SRM =MELEE SRM

SKILLS:

AGILITY: ( ) Programming: ‰ Read/Write Language:


Security: ‰
Climb: (40) ‰ Data Analysis: (25) ‰
Dodge: (05) ‰ Demolitions: (00) ‰ Sciences: (05)
EVA: (00) ‰ Electronics: (05) Biology: ‰
Jump: (25) ‰ Communications: ‰ Chemistry: ‰
Swim: (15) ‰ Security: ‰ Geology: ‰
Throw: (25) ‰ Systems: ‰ Physics: ‰
Unarmed Cmbt: (25) ‰ Engineering: (00) ‰ Planetology (00): ‰
Zero G Cmbt: (05) ‰ Planetary: ‰ Xeno-Archeology (00):‰
Space: ‰ Survival: (05) ‰
COMMUNICATION: ( ) Evaluate: (05) ‰ Tactics (small unit): (05) ‰
History: (20) ‰ Vacc Suit: (00) ‰
Bargain: (10) ‰ Law: (05) ‰
Entertain: (05) ‰ Mechanical: (05) ‰ MANIPULATION: ( )
Fast Talk: (05) ‰ Aerospace: ‰
Interrogation: (05) ‰ Vehicle: ‰ Conceal: (05) ‰
Streetwise: (10) ‰ Medical: (00) Devise: (05) ‰
Orate: (05) ‰ First Aid: (10) ‰ Vehicle: (05) ‰
Speak Languages: Surgery: (00) ‰
Own: (30) Xeno: (00) ‰ PERCEPTION: ( )
(15) Navigation: (05) ‰
(00) Natural History: (05) ‰ Listen: (25) ‰
Occult: (05) ‰ Recon: (05) ‰
Pilot: (00) Scan: (25) ‰
KNOWLEDGE: ( ) Aerospace: ‰ Search: (25) ‰
Spacecraft: ‰
Armoury: (05) ‰ Pharmacy: (05) ‰
Astronomy: (05) ‰ STEALTH: ( )
Psychoanalysis: (00) ‰
Administration: (10) ‰ Psychology: (00) ‰
Computer: Hide: (10) ‰
Religion: (10) ‰ Sneak: (10) ‰
Operation (15): ‰

COMBAT SKILLS: (A% MOD ) (P% MOD )


HIT POINTS:
WEAPON: SR A%: P%: DAMAGE: AMMO:
HIT LOCATIONS:
Melee Missile Location AP/HP
01-04 01-05 R Leg /
05-08 04-06 L Leg /
09-11 07-10 Abdom /
12 11-15 Chest /
13-15 16-17 R Arm /
16-18 18-19 L Arm /
19-20 20 Head /

CTHULHU RISING
ARMOUR: ENC ATTRIBUTE TALLIES & SPECIAL SKILLS:

EQUIPMENT ENC IDEA SCORE:


(INTx5%)

CREDIT RATING:
(15)

CTHULHU MYTHOS:
(00)

LUCK SCORE:
(POWx5%)

MAGIC POINTS:
(POW)

KNOWLEDGE:
(EDUx5%)

SAN POINTS: CURRENT TOTAL

CHARACTER SKETCH:

CTHULHU RISING
CHARACTER GENERATION

Introduction: To join the UECM, a potential recruit must be a


high school graduate, have a clean police
The following information should allow a GM record, and pass a physical examination and
who has experience running Call of Cthulhu written tests.
adventures to generate characters for Cthulhu
Rising. Background and Limitations
In the 23rd century Humanity has spread out to
A copy of the Cthulhu Now sourcebook (or
the stars. Although a Colonial Marine usually
familiarity with it) might be of help, but it is not
comes from Earth, many Marines have been
essential. born and raised in the Colonies. In the military
of the 23rd Century, males and females are
All stages of character generation prior to the
treated equal in all possible respects. The
choosing of a character profession are characters are highly trained and expensively
identical to the rules found in the Call of
equipped specialists. Each Marine has signed
Cthulhu rulebook except with the following
for at least six years. Basic training takes at
additions: least one year. After two more years as Private
("Grunt") the Marine has received military
1. Selected Attributes are generated as for the
occupational specialty (MOS) training. The
RQ3 character generation rules. minimum number of years in service for
2. Skill Category modifiers are generated as
characters made with this template is 4.
for the RQ3 character generation rules.
Minimum rank is Private First Class.
3. Hit Point Locations are generated as for the
RQ3 character generation rules.
4. Magic Points are entered in the Psi Points Basic Training:
box and are considered one and the same Basic Training gives the UECM the following
as Magic Points. skills:
5. If applicable, Psionics Rules are generated
using the Psionics Rules (see separate Armoury; Dodge; EVA; Unarmed Combat;
document). Zero G Combat; Armoury (Small Arms);
Computer Operation; Medical First Aid;
Navigation; Survival; Vacc Suit; Sneak; Blade;
United Earth Colonial Marine Corps Gun Combat (Rifle); Gun Combat (Handgun);
(UECM): Gun Combat (user defined – either Shotgun or
Machinegun); Vehicle.
The United Earth Colonial Marine Corps is
Earth’s interstellar force-in-readiness. The The PC gets EDU x15 to allocate between the
UECM is Earth’s only major means to forcibly above skills as percentiles. All the above skills
enter a hostile area from space. The UECM is do not have to have points given to them, but
integrated into the command structure of the points undistributed are lost. No skill can start
United Earth Alliance Command (UEAC). at higher than 75% (including stat bonuses).
There are two primary parts of the UECM:
supporting establishment, and the operating
MOS - Military Occupational Specialties
forces. The supporting establishment includes,
recruiting, training, research and development, To show that someone has successfully
administration, and logistics. 58 percent of passed a MOS training the term "Specialist" is
UECM personnel are in the operating forces. often place before his rank (e.g. Specialist
There are three primary Marine Space Forces Lance Corporal). The short form given in
(MSF): MSF Sol, which is responsible for parenthesis behind the MOS name is the
operations in the core systems; MSF Herculis, standard designation. The different MOS are:
which operates along the American and
Chinese colonised arms; and MSF Eridani, § Combat Rifleman (Rifleman)
which handle operations in the European- § Communications/Computer Technician
Japanese arm up the fringes of the Network. (com-tech)

Cthulhu Rising Character Generation 1


§ Demolition and Arms Technician (arms-
tech) Pilot Technician (pilot-tech): Astrogation;
§ Driver Technician (drive-tech) Electronics (Communications); Gunnery
§ Flight-Engineer/Co-pilot Technician (flight- (Machine Gun); Gunnery (High Energy
tech) Weapon); Gunnery (Rocket Launcher);
§ Medical Technician (med-tech) Mechanic (Chemical Rockets, Turbo-Ramjet);
§ NCO or Officer Navigation; Pilot (Aerospace, Starcraft; VTOL);
§ Pilot Technician (pilot-tech) Science (Physics).
§ PsiCorps Military Attaché (psi-tech)
§ Heavy Weapons Specialist PsiCorps Military Attaché (psi -tech):
§ Sniper/Scout (Recon) Administration; Fast talk; Interrogation;
Streetwise; Computer (Programming); Science
A player chooses from one of the above MOS (choose).
classes, and depending on type chosen,
receives EDU x 10 to allocate to the following Heavy Weapons Specialist: Gun Combat:
skills: (Rocket Launcher, Grenade Launcher, Particle
Phalanx, Rail Gun); Gun Combat (PC choice);
Combat Rifleman (Rifleman): MOS skill Gunnery (Guided Missile); Unarmed Combat;
points are allocated to the Basic Training skills Forward Observer.
list again. Note that the rules regarding starting
maximums still apply. Sniper/Scout (Recon): Climb; Survival;
Electronics (Communications); Conceal;
Communications/Computer Technician Devise; Forward Observer; Listen; Recon;
(com-tech): Administration; Computer Scan; Search; Hide; Sneak; Gun Combat
(Programming, Security); Data Analysis; (Gauss Rifle).
Electronics (Communications, Security,
Systems). Personal Development:
PCs also have skills in other areas. Allocate
Demolition and Arms Technician (Arms- INTx5% to any skill or skills, except those at
tech): Armoury (Small Arms – including 75%, or Cthulhu Mythos.
handgun, machinegun, rifle); Armoury (players
choice); Science (Chemistry); Demolitions; Personalisation:
Electronics (Systems); Powered Armour. Write down the characters name, his/her
appearance (including civilian clothing), his/her
Driver Technician (drive-tech): Gunnery beliefs and goals, his/her place of birth,
(Machine Gun); Gunnery (High Energy relatives, education, military service and why
Weapon); Gunnery (Guided Missile); Mechanic he/she joined the Colonial Marines. To
(Vehicle); Vehicle. generate MOS, sex and birthplace at random,
see the Appendix A at the end of this chapter.
Flight-Engineer/Co-pilot Technician (flight-
tech: Astrogation; Electronics
(Communications); Gunnery (Machine Gun);
Skill Definitions:
Gunnery (High Energy Weapon); Gunnery
(Guided Missile); Gunnery (Rocket Launcher); Cthulhu Rising is set almost 300 years into the
Mechanic (Chemical Rockets, Turbo-Ramjet); future. As a result of this, certain skills have
Navigation; Pilot (Aerospace, VTOL). been added that didn’t exist in the original
rules. They are listed below, followed by their
Medical Technician (med-tech): Fast Talk; descriptions.
Electronics (Systems); Medical (First Aid,
Surgery); Science (Biology, Chemistry); Xeno- Administration
medicine; Survival; Interrogation. Armoury
Astronomy
NCO or Officer: If you want to play a non- Astrogation
commissioned officer or officer first choose an Computer Programming
MOS speciality, then add the following list of Computer Security
extra skills to choose from: Administration; Data Analysis
Fast Talk; Instruction; Interrogation; Leader; Demolitions
Orate; Speak Language; Strategy (Planetary); Electronics Communications
Tactics (Small Unit). The GM has final say on Electronics Security
who can play an NCO or CO and who cannot. Electronics Systems

2 Cthulhu Rising Character Generation


Engineering Astrogation:
EVA
This skill applies to navigating in deep space,
Forward Observer
outside of atmosphere. PCs with this skill can
Gun Combat plot efficient courses, work out distances
Gunnery
between star systems, explain deep spac e
Instruction
phenomena etc. In the event of a computer
Interrogation failure aboard a star craft, this skill is used to
Leader
program the navigation computer.
Mechanical Chemical Rockets
Mechanical Turbo-Ramjet
Mechanical Vehicle Computer Programming:
Medical Surgery A PC with Computer Operation as a skill is
Occult literate in the use of computers. A PC with
Pilot Aerospace programming skills however, can write new
Pilot Starcraft software for computers.
Pilot VTOL
Powered Armour
Recon Computer Security:
Strategy (Planetary) The Computer Security skill is the ability to
Streetwise bypass security software to in effect ‘hack’ into
Survival secure computer systems. Using this skill may
Tactics (Small Unit) take anything from mere minutes to hours.
Unarmed Combat Depending on the sophistication of the
Vehicle software, modifiers to the roll may be applied
Xeno medicine by the GM.
Zero G Combat
Data Analysis:
Administration: This skill governs a PCs talent at working with
The individual with this skill has had stored information in a variety of forms. The
experience with bureaucratic agencies, and time required to use the skill depends on the
understands the requirements of dealing with organization of the media in question and the
them how they work. When contact with search method. If the media is totally
officials is required, understanding the way the uncatalogued, each use of the skill may take
military/company ‘machine’ works will assist in eight hours. If the media is only cataloged (like
dealing with them. ordered folders on a computer network) each
use of the skill requires four hours. If the media
also includes a search aid (such as a computer
Armoury: search program), each use of the skill may
The marine is trained in the maintenance and require three, two, or one hours (GMs
repair of military hardware. When this skill is discretion). Most computer database systems
gained during basic training, it applies to small require three hours for use of the skill, while
arms, i.e. rifles, handguns, machine guns. The high priority use may only require a matter of
Armoury skill is used to repair damaged minutes. Of course, the amount of time spent
weapons, clear weapon jams, etc. and the results will depend on the nature of the
information sought and whether it is actually
present. While this skill can be used to locate
Astronomy:
secured information, it does not permit access.
An individual with astronomy skill knows how This may require Computer Security, Fast
to determine which stars and planets overhead Talk, or good old fashioned breaking and
at a particular time and when celestial events entering.
(meteor showers, comet arrivals, eclipses)
occur. Academically trained individuals Demolitions:
(typically those in a science profession) will
typically be able to calculate orbits and have A marine with this skill is trained and
substantial general knowledge about experienced in the handling, placement and
astronomical objects. NPCs will often have a efficient use of explosives.
specialized version of this skill (radio
astronomy, for example).

Cthulhu Rising Character Generation 3


Electronics Communications:
Handgun (Pistol);
The marine is trained in the use, repair and
Machine Gun (Machine Gun, Mini Gun, Smart
maintenance of communications devices.
Whilst nearly anyone can operate a Gun);
Rifle (Combat Rifle, Assault Rifle, Gauss Rifle);
communicator, this skill is necessary to
Heavy Weapons (Rocket Launchers, Grenade
understand why the device does not work
correctly, or to be aware of device limitations. Launcher, Particle Phalanx, Rail Gun, Man
Portable Missile Systems);
The Communications skill enables the marine
High Energy Weapons (Plasma Weapons,
to jam and evade jamming, and to make minor
repairs. Fusion Gun);
Shotgun (Shotgun): 30%.

Electronics Security:
Gunnery:
This skill enables a marine to bypass physical
The marine is trained in the use of one or more
security features, such as locked doors or
alarm systems. heavy infantry support weapons, either ground
mounted or vehicle mounted. Upon gaining
this skill, it must be applied to a specific heavy
Electronics Systems: infantry support weapon system listed below:
The marine with this skill has the ability to
repair basic electronic devices. This does not Machine Gun
include weaponry, for which the Armoury skill High Energy Weapon
is needed. Rocket Launcher
Guided Missile System
Artillery
Engineering: Medium Tank
This skill enables the marine to operate and Heavy Tank
maintain the vital drives of starships and Multiple-launch mortar
interplanetary craft, which include starship Multiple Launch Rocket System (MLRS)
manoeuvre drives, power plants, and star Quad Gatling System
drives. Remote Sentry Weapons System (RSWS)
EVA:
Instruction:
EVA, or Extra Vehicular Activities, is the term
given to any non-combat operations engaged Marines with this skill have extensive training
in by the individual outside of the space craft in instructing students in a clear and lucid
whilst in space. This skill essentially is the manner and providing motivation for learning.
ability to ‘space walk’ safely. Skill rolls in EVA Any skill that the PC becomes a master in (i.e.
are only needed if an individual is performing over 90%) then they can act as a Trainer to
non-standard manoeuvres outside of the improve fellow PCs skill in that area.
spacecraft.
Interrogation:
Forward Observer: The marine is practiced in the psychological
Marine’s with this skill have been trained to call arts of interrogation as a tool of Intelligence-
on and adjust artillery (projectile, missile and gathering.
energy) fire from distant batteries and from
ships in orbit. If artillery of any form is Leader:
available (including communication with the
firing battery), the first shots will invariably miss Marines with the Leader skill have led troops
the target. On each subsequent round that fire into battle situation before. The Leader skill is
is delivered, the marine must roll his skill to required to control a group of more than 6
adjust the fire to successfully hit the target. NPCs. A successful roll will make the NPCs
follow general orders of the marine, unless the
marine is of a lower rank than those he/she is
Gun Combat: trying to order, or the issued orders are
Gun Combat is a specific skill in the use of one obviously flawed.
of several military small arms. Marines who
acquire the skill Gun Combat without the type
being specified must immediately choose one
category of small arms to apply it to:

4 Cthulhu Rising Character Generation


Mechanical Chemical Rockets/Mechanical Powered Armour:
Turbo-Ramjet:
Marines with this skill have been trained
Marines with the above skills have the ability to extensively in the use of Powered Armour and
operate and repair chemical rockets and turbo the various weapon systems and features
ramjets, common propulsion systems used by normally associated with it. This skill can be
Aerospace craft of the United Earth Colonial used in place of Vacc Suit skill, but not vice
Marine Corps. versa. Powered Armour skill also covers
maintenance and minor repair.
Mechanical Vehicle:
Recon:
A marine with this skill has the ability to repair
the inner workings of ground vehicles such as Essentially military scouting, this skill covers
APCs or tanks. tracking and camouflage whilst in the field.

Medical Surgery: Strategy (Planetary):


Marines with medical ability beyond First Aid This skill is the ability to command large
are generally Med-Techs. Surgery is the military units during operations on a planetary
ability to perform emergency field surgery upon scale, including logistics and long term
wounded persons under battlefield conditions. intended goals.

Occult: Streetwise:
This skill represents an individual’s historical A marine with this skill is well acquainted with
knowledge of terrestrial occult practices and the ways of local subcultures (which tend to be
lore. Use of this skill enables an investigator to similar throughout human society), and thus is
recognize occult paraphernalia, jargon, and capable of dealing with strangers without
philosophy, as well as to identify various occult alienating them. This does not include alien
texts and codes. Reading and understanding contact situations.
certain works can yield skill in this area. While
this skill conveys no direct knowledge of the Survival:
Mythos, the occult is often a key or a path to
understanding the mythos (through decoding Marines with Survival expertise are adept at
certain references in occult texts, for example). locating food and water, constructing or finding
Most colonists have some knowledge of earth natural weapons and shelter, and finding their
legends and mythology and the base skill level way across harsh terrain, in a wilderness.
is 05%.
Tactics (Small Unit):
Pilot Aerospace: A marine with this skill has experience and
Marines with this skill have the ability to pilot training in small unit (generally company
and fly aerospace craft such as UECM strength) tactics.
dropships, troop transports, shuttlecraft,
gunships, cargolifters and any other Unarmed Combat:
atmospheric craft.
Martial arts training, this skill encompasses all
fist and kick attacks/parrys made by the
Pilot Star Craft: marine.
The marine has training and experience in the
operation of starcraft and large interplanetary Vacc Suit:
ships. The skill encompasses both the
interstellar and the interplanetary aspects of This skill is the ability to use the standard
large ship operation. vacuum suit (space suit), including armoured
Battle Armour and suits for use on various
planetary surfaces in the presence of exotic,
Pilot VTOL: toxic, corrosive or insidious atmospheres.
This skill applies to those craft capable of
Vertical TakeOff and Landing. Many military
and commercial vessels now have this ability.

Cthulhu Rising Character Generation 5


Vehicle: Non-Commissioned Officer Promotion
Chance:
The individual is skilled in the operation of
ground based military and non-military When a Marine attempts to rise to the next
vehicles. Non-com rank. May be attempted every two
years. Leadership roll required. Going from
Xeno-Medicine: Corporal to Sergeant requires a Special
success.
Normally, medical expertise is considered to
apply only to humans, and to a limited extent
Officer Promotion Chance:
the animals which live on human colonised
worlds. This skill lessens the penalty (applied When a Marine attempts to rise to the next
by the GM) to the treatment of alien races. Officer rank. May be attempted every three
years. A Special success in Leadership is
Zero G Combat: required.

Virtually all weapons involve some form of Note: modifiers may be applied by the GM as
recoil, and in a zero-G environment this recoil he/she sees fit.
and disorient or render helpless individuals not
trained to compensate for it. When fighting in
Pay:
a zero-G environment, any individual has a
chance of losing control of their Pay is based on the rank of the character and
movement/position each combat round. Roll is provided per month. This pay is above
this skill to avoid losing control and apply the board, food and clothing (parade uniform,
following modifiers: utility fatigues and BDUs or flight suit). Marine
and AeroSpace Force ranks are the same.
Firing weapon: -20%
Firing low-recoil (zero-G) weapon: -10% Despite several attempts to create a global
Using a handhold: +25% currency, corporate control and a resurgence
Striking in melee combat: -30% of nationality in the face of colonial expansion
Wearing powered armour: +10% (+25% if has ensured that the Network (a term which
powered armour roll made successfully) simultaneously refers to a computer and
DEX: +5% per pot over 15. comms network linking Earth and the
colonised systems [an interstellar version of
the Internet/World Wide Web] and the entirety
of ICA -colonised space) still uses several
Promotion: forms of currency. America and the American
Arm of colonised space, and Europe and the
At the end of every year every Marine's record European colonies use the Euro dollar (E$)
is evaluated, and the past year's performance (which is what all UECM material is priced in).
reviewed, by the Section's ranking officer.

The ranking officer's record is sent on to the Getting Paid:


division commander, usually a Major or above, PCs have 1D10% of the total money s/he has
for review by the same process. The Marine earned over his/her time in service.
also gets to make a rank test every year to see
if he increases a rank. The player makes a test For a full list of UECMC salaries, see Appendix
against his Leadership skill with the following B.
modifiers:

Enlisted Men Promotion Chance:


When a Marine attempts to rise to the next
Enlisted Man rank. May be attempted each
year. Successful Leadership roll required.

6 Cthulhu Rising Character Generation


APPENDIX A: TABLES FOR RANDOM CHARACTER GENERATION

1. Sex: Table 3: Sol System (Roll 1d100)


The male to female ratio in the Colonial Marine
Corps is roughly 3:1. Roll 1d100. A result of 01-15 Luna, Earth’s moon colony.
01-75 means the PC is male. 76-00 means the Population 10 million
PC is female. 16-21 Olympus Space Station.
Population 0.15 million
2. Birthplace: 21-70 Mars.
Colonial Marines usually come from Earth, Population 100 million
however a sizable minority have been born 71-90 Titan.
and raised in the Colonies, and this number Population 4.7 million
continues to grow. 91-00 Europa.
Population 0.85 million
First a PC must determine whether he/she was
born on Earth or one of the colonies: Table 4: Core Systems (Roll 1d100)

Table 1: Roll 1d100 01-50 Alpha Centauri


01-70 Character was born on Earth. Go to (New Earth or Helada)
table 2. 51-70 Beta Ceti
71-85 Character was born in the Sol system (Fletcher-Christian)
but not on Earth. Go to table 3. 71-85 82 Eridani
86-98 Character was born in the Core (Chiron)
Systems. Go to table 4. 86-00 Tau Ceti
99-00 Character was born on one of the (Langerov or Tikonov)
Inner Colonies. Discuss with GM.

Table 2: Earth (Roll 1d100)


01-10 Islamic Holy Republic
11-20 Japan
21-40 United Americas
41-55 Russian Republic
56-70 European Federation
71-85 Union of Peogressive Peoples
86-95 Australian Territories
96-00 Central African Bloc

Cthulhu Rising Character Generation 7


APPENDIX B: COLONIAL MARINE CORPS RANK, STANDARD EQUIPMENT AND PAY

UECMC/UEASF Field Ranks

Division UECMC Rank UEASF Rank Pay/Month

Enlisted Men Private Aerotech E$200


Private First Class Aerotech E$225
Non-Commissioned Officers Lance Corporal Aerotech First Class E$250
Corporal Senior Aerotech E$300
Sergeant Sergeant E$400
Staff Sergeant Staff Sergeant E$450
Gunnery Sergeant Technical Sergeant E$500
Master Sergeant First Sergeant E$750
Warrant Officers Warrant Officer Warrant Officer E$750
Chief Warrant Officer Chief Warrant Officer E$800
Commissioned Officers 2nd. Lieutenant Pilot Officer E$1000
1st. Lieutenant Flight Officer E$1500
Captain Captain E$2000
Major Major E$3000
Lt. Colonel Lt. Colonel E$4000
Colonel Colonel E$5000

Standard Issue Kit: M11P Automatic Pistol w/5 magazines


Although the UECM are assigned to missions M414 LMG w/5 magazines
of a widely differing nature on a regular basis,
the following is the standard kit that they are Officer Kit
issued. This can vary, however, depending on Utility Fatigues (UECMC Officers) or Flight Fatigues
and G-Suit (UEASF Officers)
the operation.
Flak Vest and Helmet (4AP) or M3 Combat Armour
(8AP)
Infantry Kit Canteen (1 kg)
Utility Fatigues, BDUs MedKit
M3 Combat Armour (8AP) 6x Flares (0.5 kg)
Bed Roll (1 kg) Knife (0.5 kg)
Canteen (1 kg) Mess Kit (0.5 kg)
Entrenching/Utility Tool (1 kg) 7x Days Rations (2.5 kg)
MedKit (0.5 kg) M11P Automatic Pistol w/5 magazines
6x Flares (0.5 kg) E399 Phased Plasma Pulse Rifle
Individual Marine Pack (IMP);
metal frame backpack (1 kg)
4x HE Hand Grenades (1 kg) The Marine can allocate his equipment in three
Knife (0.5 kg) ways: Combat, Non-Combat, and Other.
Mess Kit (0.5 kg) Combat equipment is what the Marine will take
7x days M Rations (2.5 kg) with him into a firefight. Any equipment to be
IR Poncho (0.25 kg) left in a transport or on-site base before going
M11P Automatic Pistol w/5 magazines into a possible combat zone, is noted as Non-
M29 Assault Rifle w/2 magazines Combat Equipment. Any other items (including
4x HE Rifle grenades personal items) which may be left on board the
Short range tac comlink
space transport or at a divisional base are
Rebreather/Respirator
noted as Other Equipment.
AeroSpace Pilot Kit
Flight Fatigues and G-Suit Keep in mind that weaponry and equipment
M3 Combat Armour (8AP) or Vacc Suit (4AP) are only issued during a mission. If a large
Canteen (1 kg) amount of equipment is destroyed or lost
MedKit (0.5 kg, only with First Aid Skill) during a mission due to a character, an inquiry
Bed Roll (1 kg) is held. If the character's reasons are deemed
6x Flares (0.5 kg) inadequate the cost of a new item or items is
Knife (0.5 kg) deducted from his pay.
Mess Kit (0.5 kg)
7x Days Rations (2.5 kg)

8 Cthulhu Rising Character Generation


23rd CENTURY COSTS AND EQUIPMENT:

EQUIPMENT CATEGORIES:

Prices given below are standard prices – the Keeper may apply modifiers depending on availability.
For example, on agricultural worlds where most of the economy is devoted to intensive agriculture,
most manufactured goods are imported and therefore more expensive than normal.

ARMOUR: ELECTRONICS:

ITEM PRICE (E$) ITEM PRICE (E$)


Personal Body Armour E$300 Data Crystal E$50
Riot Armour E$1500 Data Recorder E$30
Combat Armour* E$10,000 Digital camera E$50-1000
Battle Armour* E$30,000 Home Entertainment Portal E$500-5000
Powered Armour Suit* E$50,000 Laptop, average E$300
Laptop, expensive E$500
*Certain types of armour are either restricted to Palmtop, average E$500
Investigators who have chosen the Police Officer or Palmtop, expensive E$800
Soldier Occupation, or strictly military issue only, and can Server Farm E$3000
only be obtained on the Black Market. Wireless Alarm System E$300

CLOTHING, MEN’S: FOOD AND ACCOMMODATION:


ITEM PRICE (E$) ITEM PRICE (E$)
Tailored made to measure suit E$800+ House (rent, per year) E$16,000
Expensive off the peg suit E$500 Apartment (rent, per week) E$200
Standard off the peg suit E$300 One room apartment w/kitchen E$150
Cheap off the peg suit E$150 (rent, per week)
Designer casual clothes E$300 Meals (decent, with tip):
Decent casual clothes E$150 Breakfast E$5
Cheap casual clothes E$50 Lunch E$10
Dinner E$25

CLOTHING, WOMEN’S:
MEDICAL EQUIPMENT:
ITEM PRICE (E$)
Tailored evening wear E$1000+ ITEM PRICE (E$)
Designer evening wear E$750 Simple First Aid Kit E$30
Standard evening wear E$300 Medkit E$50
Cheap evening wear E$150 Advanced Medical Kit E$250
Designer casual clothes E$500 Folding Stretcher E$50
Decent casual clothes E$150 Emergency Burn Kit E$150
Cheap casual clothes E$50 SPF 100 Sunscreen E$5
Insect Repellent (large) E$10

COMMUNICATION:
TRAVEL AND SURVIVAL GEAR:
ITEM PRICE (E$)
FedNet Account E$10-100/pm Protective Clothing & Accessories:
Link (Phone meets PDA) E$30
Tactical ComLink E$200
ITEM PRICE (E$)
Medium Range ComLink E$500
CO2 Gun E$150
Long Range ComLink E$750
Compression Suit E$1000
Portable SATCOM unit* E$5000
Filter/Respirator E$50
Laser ComLink E$300
Hostile Environment Suit E$1500
Translator E$1500
Life Support Unit E$1000
Magnetic Grips E$100
*SATCOM units are strictly military issue only, and can
only be obtained on the Black Market. Mask, Filter E$10

1
Mask, Respirator E$25
Suit Patches (pack of x20) E$20 *Strictly military issue only, and can only be obtained on
Thruster Pack E$500 the Black Market.
Vacuum Suit, Standard E$1500
Vacuum Suit, Work E$2000
TRANSPORT:
Protective Shelters:
Interplanetary and interstellar travel is still an
ITEM PRICE (E$) expensive business. Most people who travel
Tent (4 person) E$25 are either company employees, military
Pressure Tent (4 person) E$175 personnel or government staff. Some
Prefabricated Cabin (8 person) E$3000 examples of prices are given below, but the
Base, Advanced (12 person) E$10,000 Keeper can change this at his/her discretion.
Rescue Ball E$150
Personal Re-entry Vehicle E$15,000
ITEM PRICE (E$)
Grav Chute E$10,000
Earth to LEO (Low Earth Orbit) E$100-300
shuttle service (daily flights)
Visibility Enhancement: Earth/Mars Express (weekly E$1000-3000
LEO – LMO service)
ITEM PRICE (E$) 1 Parsec Interstellar journey:
Chemical Lantern E$15 (monthly service usually)
Electro binoculars E$50 Core Systems E$10,000+
Halogen spotlight E$25 Outer Colonies *
IR Goggles E$100 Outer Rim Territories *
IR Spotlight E$75
Night Vision Goggles E$100 *There are no commercial passenger services out beyond
Thermal Imaging Camera E$300 the Core Systems. Travellers must negotiate their own
Torch E$5 ticket prices.

Miscellaneous Survival Equipment:


HARDWARE:
ITEM PRICE (E$)
Arctic Survival Kit E$50 ITEM PRICE (E$)
Climbing Pitons (x24) E$75 Combat Knife E$25
Climbing Hammer E$25 Sword E$100
Compass E$10 Chainsaw E$300
Cooking Laser E$10 Vibro-Blade E$450
Desert Survival Kit E$50 Automatic Pistol E$750
Dye Pistol E$50 TASER Pistol E$800
Emergency Beacon E$100-300 Shotgun E$800
Fusion Generator E$500 SMG E$1500
Fusion Still E$250 Combat Rifle E$1750
Individual Military Pack E$45 Assault Rifle* E$2500
Inertial Tracker E$25 Gauss Rifle* E$5,000
Locater Device E$10
Machete E$25 *Strictly military issue only, and can only be obtained on
Nylon Water bag (10L) E$5 the Black Market. Energy weapons and above are rarely
Power Cell E$15 available, and are allowed only at the discretion of the
Keeper.
Rations, luxury, 1 week E$50
Rations, standard, 1 week E$25
Rocket Pitons (x12) E$150 AMMUNITION:
Rope 10.5mm x 100m E$50
Solar Vaporator E$300
ITEM PRICE (E$)
Tarpaulin E$5
10mm light AP (box of 500) E$125
Thermal Canteen (1L) E$5
10mm HEAP (box of 100) E$100
Thermal Sleeping Bag E$10
20mm HE (box of 100) E$250
Water Purification Kit E$10
TASER darts (box of 25) E$50
10mm light AP M95 magazine E$25
10mm HEAP M15 magazine E$25
TOOLS: 20mm HE M10 magazine E$50
10mm light AP M200 drum E$100
ITEM PRICE (E$) 10mm light AP M16 magazine E$25
Demolitions Tool Kit* E$ neg TASER pistol magazine E$25
Electronics Tool Kit E$50
Mechanical Took Kit E$150

2
EQUIPMENT DESCRIPTIONS:

Note: if a description does not seem necessary, it won’t be included below.

ARMOUR: airtight covering to compress the wearer's


body against the effects of low pressure.
Armour:
There are five standard armour types issued to Battle Armour has special coolant pods which
security and military units in the 23rd Century mask heat signature and it’s molecular bonded
as follows: titanium-duralloy armour plates combined with
plasteel protect for 10AP.
1. Personal Body Armour:
Favoured by personal security guards and Standard Accessories: air supply for 24 hours,
undercover officers, flak armour consists of rebreather, waste-relief system, water and
ballistic nylon with strategic Kevlar plating concentrated food system with rations for one
covering the chest and abdomen. A helm is day (not tasty, but very nutritional), polarized
sometimes also worn. Protects for 4AP. visor with integral night vision capability, HUD
Enc: 3.0kg. with multi-view televiewer, two helmet lights,
built-in computer, tactical comlink (300km
2. Riot Armour: range), CO2 gun (see later).
Worn by local police and security forces, riot Optional Accessories: thruster pack (see later),
armour consists of an armoured bodysuit made Enc: 12.0kg.
up of thin layers of ballistic nylon with Kevlar
plating which protects the wearer for 6AP. 5. Powered Armour Suit:
Enc: 5.0kg The ultimate in personal protection, this is an
advanced and powered version of Battle
3. Combat Armour: Armour. Constructed from diffusion-bonded
A military issue armoured bodysuit worn in metal matrix composites (MMC), the Powered
conjunction with either combat dress utilities Armour Suit enhances the strength and senses
(CDUs), or a Compression Suit (see later), of the marine with variable feedback personal
combat armour is the standard armour worn by controls, servo-powered limbs, thruster pack,
infantry soldiers from all the nations of Earth, built in weaponry, and various kinds of
as well as the Colonial Marine Corps, Colonial electronic assistance. The marine is effectively
Administration Security Force corporate and doubled in STR and has unlimited Enc. For
private mercenary units. encumbrance purposes.
The Powered Armour Suit protects for 12AP.
Combat Armour offers the option of 100%
oxygen supply for low pressure use (in Standard Accessories: air supply for 48 hours,
combination with a Compression Suit) or air at rebreather, waste-relief system, water and
normal pressures. A combination of Kevlar and concentrated food system with rations for 2
plasteel plating with an ablative coating for days (not tasty, but very nutritional), polarized
extra protection against energy weapons visor with integral night vision capability, HUD
protects the wearer for 8AP. with multi-view televiewer, two helmet lights,
built-in computer, comlink (3000km range),
Standard Accessories: tactical audio and video CO2 gun (see later), high output power supply
comlink (150 km range), polarized visor with for running power tools, weapons and standard
integral night vision capability, HUD, and lights. suit equipment.
Enc: 8.0kg. Optional Accessories: Powered Armour can
mount either 2x squad support weapons or 1
4. Battle Armour: platoon support weapon.
Essentially a military issue armoured space Enc: Neg. when worn, otherwise 50kg.
suit, Battle Armour protects the soldier against
the cold vacuum of space and against nuclear, Other points regarding armour: each time
biological and chemical contaminants. Like a armour is breached by a damage roll equal to
standard space suit, it consists of an inner double the armour rating or more, the armour
thermal regulation garment and two outer has lost some of it’s protective capability (-
layers of tight fitting elastic fabric with an 1AP). Every suit has a standard supply of at
least ten emergency patches. Any damage that

3
penetrates the suit must be patched Translator:
immediately. This requires three seconds and A hybrid bio-silicon computer worn in the ear,
a Vacc Suit skill roll. If the first attempt fails, the Translator enables the wearer to hear a
each further attempt is at a cumulative –5%. simultaneous translation of anything anyone
Every three seconds means a loss of 10% of says, no matter which language they are
the suits air. talking in.
The Translator comes with more than 100 of
the most common languages of the world
COMMUNICATION: already loaded, and is reported to be 98%
accurate under most conditions.
FedNet Account: Enc: Neg.
The Federal Network, or FedNet, is the
collective term for the technology behind the
wirelessly-networked, ubiquitously-connected ELECTRONICS:
urban environment of the 23rd century. FedNet
provides entertainment in the form of over a Data Crystal:
thousand digital television and radio channels, Data Crystals are the primary data storage unit
information in the form of the Interstellar Web in use in the 23rd century. Information is stored
(ISW), communications access for Personal by actually altering the physical form of the
ComLinks etc. Every tax-paying citizen of the crystal on a molecular level, using a complex
United Earth Federation has at least a basic holographic data pattern that bends and
FedNet package. Extra services can be ‘bolted distorts light to reproduce images and
on’ for a higher subscription fee. information in mathematical form. Data
Crystals have a data storage capacity of just
Link: under a terabyte, with a data transfer rate of
Combining the functionality of a cellphone and 1.5 gigabytes per second.
PDA, Links come in all shapes and sizes, but Enc: 0.1kg
essentially do the same job: they provide
mobile communications and access to FedNet. Data Recorder:
FedNet guarantees 98% coverage on Earth Handheld device that when connected to a
and most Alpha colonies. computer’s digital disk can burn data onto
Enc: 0.1kg. data-crystal at a rate of 1.2gb/per second.
Enc: 0.1kg
ComLink:
The three standard ComLink types available Digital camera:
are as follows: Coming in all shapes and sizes, crammed with
• Tactical ComLink: Headset device with features, most digital cameras have full DV/still
max range of 1km. Electronic scrambler/ frame functionality.
descramber comes as standard. Enc: 0.1 - 1.0kg
• Medium Range ComLink: Belt mounted
or sling carried communicator capable of Laptops and Palmtops:
up to 100km range. Enc: 1.5kg. By the 23rd century there is very little difference
• Long Range ComLink: Sling carried in processing power between the laptop and
communicator capable of ranges up to palmtop computer. The main difference is
500km and contact with ships/comm merely in size, weight, screen resolution, data
satellites in low planetary orbit. Includes storage size etc. Average computers confer no
Global Positioning System. Enc: 2.5kg. benefits. Expensive computers usually confer a
• SATCOM Uplink: Backpack mounted skill bonus of between 5-25% (Keepers
device capable of ranges up to 5000km discretion) to users with a Computer Operation
and contact with ships/comm satellites in skill of 75% or above, and usually cut down the
high planetary orbit. Includes Global processing time required to perform certain
Positioning System. Enc: 5.0kg. tasks.
Enc: Laptop: / Palmtop:
Laser ComLink:
Directional ComLink used for direct line of site Portal:
communications between military units, or for The ultimate development of the multimedia
designated targets for laser guided weapons. home computer, Portals have replaced most
other home entertainment devices. A standard
Portal comes complete with a wall-mounted
screen (size varies with model, but usually at

4
least 1m2), glove-controls, and access to most what it actually is (round up). The
of the basic FedNet online services. More Character deducts the full SAN loss from
advanced (and consequently more expensive) his total, however.
models have their own AI Avatar and • Emotion Inhibitor: Each dose of the drug
HoloVision projectors, allowing voice activated lasts 30+3D10 minutes. While the drug is
commands and 3D entertainment. in effect, it is impossible for the Character
Enc: Non-portable. to go insane, unless their SAN is reduced
to zero. However, the Character deducts
the full SAN loss from her total.
MEDICAL EQUIPMENT: The drug inhibits emotions, meaning an
individual under its influence will be
Medkit: incapable of emotional reactions. To an
This contains 1 dose of sedative painkiller; 1 individual under the influence of the drug,
dose of antibiotics; field dressings etc. When emotional ties (such as love and
used in conjunction with First Aid, it can heal friendship) will seem meaningless. The
1d3 HP (location and total). individual will also be incapable of negative
Enc: 0.5kg. emotions, like hatred or rage. Despite the
lack of emotions, the individual will still be
Advanced Medical Kit: able to take action as her memory and
Issued to Paramedics and Doctors on missions reasoning abilities will be unimpaired.
away from hospital facilities, the AMK includes Another serious side effect is that the
emergency field surgery kit; whole blood units; experience of the drug is terribly disturbing
a small supply of medical drugs (including 5x to individuals. Once the drug wears off, the
does of Combat drug, 10x doses of Medical individual suffers -1D4 SAN.
Fast Drug, 5x doses of Slow Drug, 20x • Fast Drug: This drug accelerates the
Stimpacks, 5x doses of Super Adrenaline, 10x user’s metabolism. The drug takes 3MR to
doses of Anti-Radiation drug, 5x doses of Anti- take effect and lasts for CONx2 MR and
Venom, antibiotics); tissue knitter (can repair effectively doubles the users DEX while it
severed/maimed limb at a rate of 1HP/hour); lasts. When it wears off, the user loses all
diagnostic medical computer etc. fatigue points and takes 1d3 damage.
Enc: 8.0kg. • Medical Fast Drug: One dose of this drug
causes unconsciousness for 24 hours, and
Medical drugs that are available are listed the user ages the equivalent of 7 days,
below: during which time natural healing takes
place.
• Anagathics: These are drugs which • Slow Drug: This drug slows down a users
counteract the aging process. Taken metabolism by a ratio of 60:1, during which
regularly they can extend life expectancy time physical aging is also slowed.
well beyond the norm. Anagathics are rare Interstellar travel using hypersleep
and very expensive. technology utilises this drug’s effects.
• Anti-Radiation Drug: the anti-radiation • Stimpack: These devices auto inject
drug counteracts the effects of radiation genetically modified healing drugs into the
sickness. Each dose lasts 12 hours and body. +1 to total HP, but not to location
allows all rolls vs STR/CON loss to start 1 HP.
multiplier higher. Example, a CONx4% roll • Super Adrenaline: Gives a temporary
become a CONx5% roll. boost to the PCs health. +1d6 total HP
• Anti-Venom: Counteracts the effects of and +3 CON for the PCs normal CON
poisons and toxins in the bloodstream. rating in MR.
Each dose heals 2d6 HP worth of damage • Truth Drug: This drug, when used in
caused by poisoning. conjunction with the Interrogation skill,
• Combat Drug: Used by the military compels individuals to answer questions
usually prior to combat, this drug increases truthfully. One dose lasts approx 10MR,
both STR and CON by a factor of 2. The after which the user falls unconscious for
effect takes place 2MR after being taken 20-CON hours, and takes 1d3 damage.
and lasts for CON in MR. When the effect
wears off, the user takes 1d3 damage.
• Emotion Buffer: Each dose of the drug
lasts 30+3D10 minutes. While the drug is
in effect, any SAN loss the Character
experiences is treated as it were half of

5
PROTECTIVE CLOTHING / ACCESSORIES: 2. Cold Weather Suit:
A skin-tight, head-to-toe covering which
CO2 Gun: provides protection against extreme cold. A
A standard piece of equipment that comes with power cell drives a network of heating
all space suits, the CO2 gun fires compressed filaments in the fabric. An internal thermostat
carbon dioxide and contains a CO2 cartridge allows for any apparent temperature changes,
good for 20 one second bursts. CO2 guns are negating the effects of wind chill. The heated
usually used to project grapple lines in the layer is covered by a jumpsuit which has lots of
vacuum of space, but each burst is powerful pockets for survival equipment. A typical power
enough to propel a object with the mass of an cell keeps the suit’s heating system active for
average human (including a human, of course) 24 hours.
and alter its flight vector. Enc: 2.5kg

CO2 gun are typically used in this manner only 3. Hazardous Environment Suit:
in emergencies and the heavy duty thruster Bulky suit that protects against corrosive
packs are used for normal EVA operations atmospheres. The suit is sealed, air-
requiring extensive flight. conditioned and has it’s own air supply (but not
Enc: 3.0kg water).
Enc: 7kg
Compression Suit:
Used for low pressure operations, the Thruster Pack:
compression suit consists of an inner thermal A thruster pack is essentially a personal rocket
regulation garment and two layers of elastic engine. It attaches to the operator’s suit and
fabric with an airtight covering. There is no enables him to maneuver at speeds up to 150
decompression period before using the km/hour. A thruster pack fuel tank is good for
compression suit. The suits take longer to put about an hour of normal activity, considerably
on than vacc suits, however, and provide no less for high fuel consumption activities, such
protection against high pressures. Usually as using it within a gravity field (use in a 1.0g
worn in combination with Combat Armour. environment cuts its endurance nearly in half).
Enc: 4kg. A thruster pack can be used (on a low setting)
as a weapon with a base chance of 35% and a
Filter/Respirator: damage rating of 2D6 (burn damage).
Facemask that filters out harmful contaminants
such as gases and nerve toxins. Used as a weapon in this manner, it has an
Enc: neg. effective range of half a meter. Normal use of a
thruster pack is governed by Low/Zero Gravity
Hostile Environment Clothing: Operations skill and any character with this
There are various types of these kinds of suits. skill can operate a thruster pack in normal
Most common are: conditions.
Enc: 10.0kg
1. Arid Weather Suit:
Cover-all garment with reflective outer surface Space Suit:
that prevents major water loss in arid There are two standard designs of space suit
conditions. The wearer is cooled through available in the 23rd Century:
evaporation of perspiration, but a series of
traps and chemical filters condenses and 1. Standard Vacuum Suit (SVS):
purifies lost body liquid and stores it as pure The standard vacuum suit is an environmental
water in pouches within the suit. A hood, suit designed to protect the individual from
goggles and breathing mask (which traps vacuum, heat, cold, and radiation. Each suit is
moisture exhaled through the nose and mouth) equipped with an environmental backpack
are included. The chemical filters must be which contains the suit’s oxygen supply, its
changed 1/month, at a cost of E$50. power pack, and the environmental control
system. A SVS can sustain its wearer for
Besides keeping the wearer comfortable in twelve hours, less if the wearer is engaged in
sweltering conditions, the suit supplies 1 litre stressful activities or if the environmental
of water every 3 daytime hours, and 1 litre per conditions severely tax the suit. A typical SVS
night. offers 4AP of protection.
Enc: 5kg.
Standard Accessories: polarized visor, comlink
(500 km range), lights, CO2 gun, 200 meters of

6
high strength cable (with a grappling hook one space station, the personal re-entry vehicle
end and a strong magnet on the other), and a has been adopted by the military for covert
patch kit. missions on hostile planets. It has even
Enc: 10kg/5 if worn become an extreme sport.

The PRV consists of an inflatable hemispheric


2. Vacuum Work Suit: (VWS): mold, a pressurized canister of ablative foam,
Typically used by those who spend prolonged a chemical thruster for altitude control and
periods working in the vacuum of space, the limited vector adjustment, and a soft landing
Vacuum Work Suit is very much like a SVS, system (usually a parachute).
except the suit is of heavier construction and Enc: 10kg
can support its wearer for 24 hours. A typical
VWS offers 6AP of protection. Grav Chute:
Utilising a small suspensor field generator, the
Standard Accessories: in addition to the grav chute is capable of nullifying a portion of
equipment of a standard SVS, a VWS has a the individual’s body weight (but not provide
toolkit (with various tools that are specific to motive power). A conventional parawing is also
the operator’s mission) power pack for tools deployed.
that require power, on board computers,
thruster pack. By altering the effective weight of the jumper,
Enc: 20kg/10 if worn chute deployment is not necessary until a
altitude of about 50m. The power cell powering
the suspensor field has a life of 10 minutes
PROTECTIVE SHELTERS: once activated.
Enc: 15kg
Pressure Tent:
Basic shelter for 4 persons, which provides a
standard atmosphere. There is no airlock – the VISION ENHANCEMENT:
tent must be depressurized to enter or leave.
Enc: 25kg Binoculars:
Incorporating IR and LI with electronic
Prefabricated Cabin: rangefinder.
Modular unpressurised quarters for 8 persons. Enc: 1.0kg
4x8x8m. Can be carried in the hold of a
starship. IR Goggles:
Enc: 1000kg Allows the wearer to see heat sources (infrared
radiation).
Base, Advanced: Enc: Neg
Modular, pressurized quarters for 8 persons.,
with airlock and atmosphere recirculating Light Intensifier Goggles:
system. Can be carried in the hold of a Allows vision in anything less than total
starship. darkness.
Enc: 1500kg Enc: Neg

Rescue Ball: Torch:


Standard on all military vessels and on most Powerful cell powered light. 24 hrs per cell
commercial and private ships too, the rescue used. Can be armour mounted.
ball is a cylinder 5cm in diameter and 10cm Enc: 0.25kg.
long. When deployed, it forms a sphere of
metal coated plastic film, 1m in diameter, Chemical Lantern:
which contains air sufficient to last one person Chemical light, lasts for 3 standard days
for 2 hours. In the event of an explosive continual use.
decompression, a rescue ball allows an Enc: 0.25kg
individual not in a vacc suit to survive until help
arrives. Halogen Spot Lamp:
Enc: 5kg A high-powered halogen white-light lamp.
Usually as an internal battery, as well as a top-
Personal Re-entry Vehicle: mounted carrying handle.
Originally designed as a means of emergency Enc: 1.0kg
atmospheric re-entry from a crippled ship or

7
Thermal Imaging Camera: inform users that help may be at hand, and
Handheld device which may only have an transmits a coded distress signal. Signal range
effective range of 10m, but which can see is 1000km. Once activated, it operates for 30
through walls. Useful against animals and non- days EST.
military foes, but certain types of military Enc: 1.0kg
armour can mask it’s wearer’s IR signature.
Enc: 1.5kg Fusion Generator:
Vehicle portable power generator that uses a
fusion reactor to generate power using Helium-
MISCELLANEOUS SURVIVAL EQUIPMENT: 3. Weight is per 10kw of power output.
Enc: 10kg
Arctic Survival Kit:
Do Desert one first. Fusion Still:
A bulky device that breaks water molecules
Climbing Pitons: free from material placed within it. Amount of
Tungsten pitons that have a small explosive water obtainable ranges fro 1% from sand to
charge for firing into rock. Come in cases of 70% from organic material like wood or plants.
24. Percentage water obtained is on a 1-1 ratio (so
Enc: 0.1kg per piton. 100kg sand yields 1 litre of water). The Still
requires 1 hour to set up and 30 minutes to
Climbing Hammer: process 10kg of material.
Titanium alloy hammer backed with pick head. Enc: 60kg
Enc: 0.5kg.
Individual Military Pack:
Compass: A lightweight medium backpack that is used to
Usually included in a wristwatch. Indicates the carry up to 24 kg (53lbs.). Also known as
position of magnetic north, if any exists. "battlefield harness" or "combat webbing.
Enc: Neg. Enc: Neg

Cooking Laser: Inertial Tracker:


A low powered laser used primarily for igniting Small hand held device which indicates
flammable materials, the Cooking Laser is a direction and distance travelled from the
metal rod, 30cm long and 5cm wide, with starting location.
controls at one end. A power cell supplies Enc: 0.1kg
power for up to 1 month normal usage.
Enc: 0.1kg Locater Device:
Worn on the wrist, this is a small data emitter
Desert Survival Kit: containing the marine’s vital life signs and
A kit filled with a variety of items useful for position.
surviving in arid conditions. Includes: 1 litre Enc: neg
canteen; first aid kit; salt tablets; folding shovel;
parts and directions for building a solar still; Machete:
knife and sheath; signal mirror; water A flat metal / polycarbon weapon with a 45cm
purification kit. The kit comes in a pack blade. Designed for chopping dense foliage
30cmx12cmx12cm. and such in the wild, but also used as a
Enc: 1.0kg weapon on less sophisticated worlds.
Enc: 1.0kg
Dye Pistol:
Used primarily to designate Landing Zones, Nylon Water bag (10L):
the dye pistol fires cartridges filled with Flat packed, can contain up to 10 litres of
coloured dye that can mark substantial areas water when filled to capacity.
of the ground. Enc: Neg when flat packed.
Enc: 2kg (unloaded; dye cartridge weights
0.5kg). Power Cell:
Power cells come in all shapes and sizes.
Emergency Beacon: Weight below is for each kW of power
Combination long range comlink and signal contained.
transponder. When activated it monitors Enc: 0.05kg
emergency search and rescue channels, and
when traffic is picked up it emits a warning to

8
Rations, luxury, 1 week: Solar Vaporator:
Packs of fresh frozen meals supplemented by Device which collects water moisture from the
tablets containing vitamins and nutrients, that air, especially at night. Yields are 1 litre per 8
provide food enough for 7 days. Each pack is hour night in standard / dense atmospheres;
self heating using a chemical reaction, 0.5 litres per 8 hour night in thin atmospheres;
activated by pulling a tab on each mealpack. 0.1 litres per 8 hour night in very thin
Enc: 1.5kg atmospheres.
Enc: 8.0kg
Rations, standard, 1 week:
Packs of preserved food concentrates Tarpaulin:
supplemented by tablets containing vitamins Canvas waterproof sheet, 2m x 4m.
and nutrients, that provide food enough for 7 Enc: 2.0kg
days. Tasteless.
Enc: 1.5kg Thermal Canteen (1L):
A power cell in the base of this canteen allows
Rocket Pitons (x12): water to be kept at a temperature controlled by
A pistol-grip, disposable launcher that fires a an inbuilt adjustable thermostat. Power cell
rocket-propelled, explosive-set piton. It is used lasts 1 month.
to project an attached line up to 200m - a Enc: 1.0kg.
successful Climbing roll (made by the GM)
means the piton is securely lodged and will Thermal Sleeping Bag:
support weight; a critical failure means the Utilizing the same technology as the Cold
operator only thinks it is! Roll vs. DEXx4% to Weather Suit, a thermal sleeping bag comes
hit if used as a weapon; Damage is 1d6+2 for with hood, and adjustable thermostat.
the stake. Comes with electric winch and clip Enc: 1.0kg
for attaching to webbing (which then serves as
a climbing harness). Water Purification Kit
Enc: 3.5kg. Box of 250 tablets that purify contaminated
water, making it safe to drink. 1 tablet will
Rope: purify approximately 1 litre of water in 10
Polypropylene fibre rope that is treated to minutes.
resist mildew, rot, acids, petroleum products Enc: 0.2kg.
and most other chemicals. A standard length of
rope is 10.5mm x 100m, and comes as either
monofilament and multifilament. Monofilament
is lighter and less bulky, but can hold only half
the SIZ of a multifilament length of the same
dimensions.
STR: 50 / 100
Enc: 2.0kg / 4.0kg

9
NOTES ABOUT RARE, RESTRICTED OR ILLEGAL ITEMS:

Restricted or illegal items, like certain types of weapons and armour or narcotics, can sometimes be
obtained via the Black Market. Items obtained in this manner will often have a hefty price mark-up on
their actual market value. See the table below.

Rating: Example: Price: Time: Streetwise:

0 Common high street goods 100% No waiting time N/A


1 Small arms; soft drugs; banned 150% 24 hours (EST) -15%
publications; banned pornography;
Prostitute outside of designated Red Light
Zone
2 Hard drugs; restricted military weapons up 175% 1 week (EST) -30%
to Squad Support level; Battle Armour
3 Restricted military equipment up to Platoon 200%+ 1 month (EST) -50%
Support level; Powered Armour;
Experimental drugs

Availability Rating:
Before restricted or illegal items can be obtained, the Keeper must assign the item(s) an availability
rating, which affects the overall difficulty of acquiring the goods.
Price:
Once the availability of the item is assigned, the price mark-up above the actual market value can be
seen. For example, an Investigator wanting to buy a pistol (small arm) would pay 150% of it’s actual
value. At the Keeper’s discretion, the Bargain skill can be used to lower the price.
Time:
Goods bought on the Black Market don’t just magically appear – there is usually a time period required
for the seller to ‘obtain’ said items for the Investigator. This usually ranges from 24 hours to a month.
Streetwise:
Once the availability rating is assigned, if the Investigator must make a Streetwise check, applying the
relevant modifier. Failure indicates no such items are available at present, and they must wait until the
next adventure, or until the Keeper says otherwise, before attempting another check. A Fumble
indicates that during the attempt to acquire black market goods, the Investigator has come to the
attention of the local branch of the Federal Law Enforcement Authority, and may have been arrested.

NOTE: All types of lethal weapons are illegal on Earth and the Sol Colonies.

10
CTHULHU RISING
ADVENTURER SHEET
PERSONAL INFORMATION:
Name: Height: Player Name:
Age: Weight: Place of Birth:
MOS: Gender: Military Rank:

CHARACTERISTICS
Current: STR: CON: SIZ: INT: POW: DEX: APP: EDU
Original: STR: CON: SIZ: INT: POW: DEX: APP: EDU

SELECTED ATTRIBUTES:
Damage Modifier: Move Rate: DEX SRM (Missile SRM): + SIZ SRM = MELEE SRM

SKILLS:
Agility: ( ) Computer: (15) Sciences: (05)
Operation: q Biology: q
Climb: (40) q Programming: q Chemistry: q
Dodge: (05) q Security: q Geology: q
EVA: (00) q Data Analysis: (25) q Physics: q
Jump: (25) q Demolitions: (00) q Planetology (00): q
Swim: (15) q Electronics: (05) Xeno-Archeology (00):q
Throw: (25) q Communications: q Strategy (Planetary): (05) q
Unarmed Cmbt: (25) q Security: q Survival: (05) q
Zero G Cmbt: (05) q Systems: q Tactics (small unit): (05) q
Engineering: (05) q Vacc Suit: (00) q
Communication: ( ) Evaluate: (05) q Xeno-Medicine: (00) q
Mechanical: (05) q
Fast Talk: (05) q Chemical Rockets: q Manipulation: ( )
Instruction: (05) q Turbo-Ramjet: q
Interrogation: (15) q Vehicle: q Conceal: (05) q
Leader: (15) q Medical: (00) Devise: (05) q
Streetwise: (10) q First Aid: (10) q Vehicle: (05) q
Orate: (05) q Surgery: (00) q
Speak Languages: Navigation: (05) q Perception: ( )
Own: (30) Occult: (05) q
(15) Pilot: (00) Fwd Observer: (05) q
(00) Aerospace: q Listen: (25) q
Starcraft: q Recon: (05) q
Knowledge: ( ) VTOL: q Scan: (25) q
Powered Armor: (00) q Search: (25) q
Armoury: (05) q
Astronomy: (05) q Read/Write Language: ( ) Stealth: ( )
Astrogation: (00) q
Administration: (10) q Hide: (10) q
Sneak: (10) q

COMBAT SKILLS: (A% mod ) (P% Mod )


HIT POINTS:
Weapon: SR A%: P%: Damage: Ammo:
Hit Locations:
Melee Missile Location AP/HP
01-04 01-05 R Leg /
05-08 04-06 L Leg /
09-11 07-10 Abdom /
12 11-15 Chest /
13-15 16-17 R Arm /
16-18 18-19 L Arm /
19-20 20 Head /

CTHULHU RISING
ARMOUR: ENC: ATTRIBUTE TALLIES + SPECIAL SKILLS:

EQUIPMENT: ENC: Idea Score:


(INTx5%)

Fatigue Points:
(STR+CON)

Cthulhu Mythos:
(00)

Luck Score:
(POWx5%)

Psi Points:
(POW)

Knowledge:
(EDUx5%)

SAN Points: Current Total

PSIONIC TALENTS: ( ) Awareness: ( )


Suspend Animation:
Enhance STR:
Telepathy: ( ) Enhance CON:
Life Detection: Enhance DEX:
Telempathy: Regenerate:
Read Surface Thoughts:
Send Thoughts: Teleportation: ( )
Probe:
Assault: Psionic Range by Talent Level:
Shield
Telepathy: Clairvoyance: Telekinesis Teleport
Clairvoyance: ( )
Sense: Close: 0 0 0 1
Short: 1 1 1 2
Clairvoyance:
Medium: 2 1 2 3
Clairaudience: Long: 3 2 4 3
Combined: V Long: 3 2 9 3
Direction: Distant: 4 3 - 4
V Distant: 4 3 - 4
Telekinesis: ( ) Regional: 5 4 - 5
Continent: 5 4 - 5
Planetary: 6 4 - 5

CTHULHU RISING
COMBAT REFERENCE:
This section covers rules amendments to the combat system, which itself is an amalgam of the CoC and RQ
combat systems. From CoC come rules relating to ranged weapons, automatic weapons etc. From RQ comes
the strikerank and hit location systems. In addition to these, I have tried my best to develop a rules system
relating to vehicle/spaceship combat. The results are later in this section…they are still in development and
don’t quite work yet…

FIREARMS:

Firing Bursts: Aimed Shots:


Fully automatic weapons can fire in bursts. For An aimed shot allows the PC to hit a specific hit
each shot fired in a burst, the A% rises by 1%. location on his/her designated target. If
However, this modifier cannot raise an A% declared during combat, the PC waits until
higher than double the skill. SR10 of the combat round and then fires at ½
his/her weapon skill to hit. If a PC wishes to
Roll once for all attacks against a single target. make an aimed shot at another time (e.g. sniper
If the attack succeeds, roll to see how many fire) the PC aims for 1MR, then fires on his/her
shots hit the target. Only the first shot impales usual SR using the above rules but with a +10%
if an Impale is rolled. Energy weapons cannot bonus to his/her skill (before halving it).
impale. If more than one target is attacked, the
PC loses one shot per extra target.. Each Area Effect Weapons:
attack must be rolled separately in this
Certain weapons deliver explosive or burning
situation.
damage. Damage delivered for such weapons
is calculated as follows: Roll the weapon
Firing a burst increases the weapon’s
damage and match it against the target’s
malfunction chance by 3%.
armour. If the damage overcomes the armour
rating, the full rolled damage is inflicted to the
Firing a burst from a weapon like a minigun at a
target’s total HP, with damage deducted equal
closely packed group of targets allows the PC
to half the armour rating (rounded up). If the
to roll 1d3+1 to see how many targets the
armour succeeds, the armour protects fully, but
bullets are split between.
damage is still to total HP. A Critical success
protects the target from all but 1HP worth of
Malfunction: if this happens, roll 1d100. A
damage.
result of 01-50 indicates the weapon jams,
overheats, or fails in some way. Roll
appropriate weapon skill or Weapon Base Skills:
mechanical/electronics (depending on tech of Handgun (Pistol): 20%
weapon) to fix the weapon. This takes 1d6 Machine Gun (SMG, SAW, Mini Gun, Smart 15%
rounds. If the repair roll is fumbled, the weapon Gun, Flamethrower):
is buggered until stripped (time, time). If the Rifle (Combat Rifle, Assault Rifle, Gauss 10%
result of the 1d100 roll is 51 or higher, roll on Rifle):
Heavy Weapons (Missile Launcher, 10%
the missile weapon fumble table at the end of
Grenade Launcher, Particle Phalanx, Rail
this chapter.
Gun):
High Energy Weapons (Plasma Weapons, 10%
Single Shots: Fusion Gun):
The ROF of a weapon gives the total number of Shotgun: 30%
single shots a PC can squeeze of in one round. Blade (Combat Knife, Dagger etc): 15%
The first shot is on the PCs DEX SR, then on Sword: (Sword, Vibro-Blade): 10%
Thrown Weapons (Grenades, rocks, etc):
the PCs DEX SR+3, then DEX SR+7 (unless
Equal to PCs Throw skill
otherwise indicated in the weapon notes). E.g.
Gunnery (Ship/vehicle mounted weapons) 10%
a PC with a DEX SR of 3 would fire on SRs 3, 6
and 10, whereas a PC with a DEX SR of 2
would fire on SRs 2, 5 and then 9.
Missile Weapons Fumbles

D100 Result

01-10 Lose next attack


11-20 Lose next 1d4 attacks
21-30 Lose next 1d3 melee rounds for any activity
31-40 Weapon strap breaks: lose weapon (if no weapon strap – drop weapon)
41-50 Armour compromised: roll for hit location - is destroyed next time it absorbs damage
51-60 Armour compromised: as above and lose next melee round for any activity
61-65 Fall to ground, dropping whatever was in hands at time
66-70 Vision impaired: lose 50% for all attack chances for 1d3 melee rounds
71-73 Vision blocked: cannot see for 1d3 melee rounds
74-80 Drop weapon: weapon lands 1d6 metres distant
81-85 Weapon jam irreparable: weapon useless
86-89 Hit nearest friend: do regular rolled damage. If no friend is near, apply as per entry #81-85
90-92 Hit nearest friend: do impaling damage. If no friend is near, apply as per entry #81-85
93-94 Hit nearest friend: do critical damage. If no friend is near, apply as per entry #81-85
95-98 Ammunition explosion/hit self: do maximum rolled damage.
99-00 Blow it badly. Roll 3 times on this table and apply all results

-10% Attacker is riding in/on a moving


vehicle.
Attack Modifiers

All effects are cumulative, but no matter how Humanoid Hit Locations:
many negative modifiers apply, never reduce the
attack chance below 05%. Melee:

Positive Effect D20 Body Area Description


Percentile
01-04 Right Leg RL from hip to foot
+25% Target helpless 05-08 Left Leg LL from hip to foot
+20% Target surprised during non-combat 09-11 Abdomen Hip to just under
or knocked down. floating ribs
+10% Target surprised during combat. 12 Chest Floating ribs to neck
+10% Attacking from behind target. and shoulders
+10% Prepared attack (1 MR delay to 13-15 Right Arm Entire right arm
aim just right) 16-18 Left Arm Entire left arm
+10% Attacking from above target. 19-20 Head Neck and head
+05% Per 10 SIZ points that the target is
over 20. Missile:

Negative Effect D20 Body Area Description


Percentile
01-03 Right Leg RL from hip to foot
-75% Target cannot be seen, or sensed 04-06 Left Leg LL from hip to foot
in any way. 07-10 Abdomen Hip to just under
-20% Attacker has been knocked down. floating ribs
-10% Target moving (only applies to 11-15 Chest Floating ribs to neck
missile weapon attacks). and shoulders
-10% Per SIZ point which target is below 16-17 Right Arm Entire right arm
SIZ 4 18-19 Left Arm Entire left arm
20 Head Neck and head
VEHICLE / SHIP COMBAT:

2 things affect vehicle or ship combat: a PCs Very Long 100km – 1000km
piloting/vehicle skill, and their Gunnery skill. Distant 1000km – 10,000km
Both can be affected by modifiers dependent Very Distant 10,000km – 100,000km
upon the vehicle/ship involved, terrain, Planetary 100,000km+
atmospheric conditions etc.
2. COUNTERMEASURES DEPLOYED:
A typical vehicle/ship combat round proceeds Pilots of each ship declare if they are deploying
as follows: any countermeasures against enemy attack,
and also if they are Evading (see under
1. Pilots choose to either close or modifiers).
increase range.
2. Countermeasures deployed. 3. COMBAT IS RESOLVED:
3. Combat is resolved. Gunnery rolls are made for attacking and
4. Hit locations determined. defending ships (with appropriate modifiers).
5. Damage rolled. Note that seeking/homing missiles and
6. Book keeping. computer controlled weapons have their own “to
7. End of round. hit” skill, and is not affected by Gunnery.

1. CLOSING/INCREASING DISTANCE WITH Attack Modifiers


AN ENEMY:

Three possible outcomes: All effects are cumulative, but no matter how
many negative modifiers apply, never reduce the
1. Both pilots attempt to close range – if so the attack chance below 05%.
range between the two ships drops to the
next level down. Positive Effect
2. Both pilots attempt to increase range – if so Percentile
the range between the two ships rises to the
next level up. +25% Target immobilised and helpless
3. One pilot attempts to increase range while +20% Target surprised during non-
the other attempts to close. Both pilots must combat.
make a Pilot roll applying appropriate +10% Target surprised during combat.
modifiers. If both pilots succeed, the range +10% Attacking from target’s blind spot.
stays the same. If only the pilot attempting +10% Prepared attack (1 MR delay to
to increase the range succeeds, then the aim just right)
range between the two ships increases to Negative Effect
the next level. If only the pilot attempting to Percentile
close the range succeeds, then the range
between the two ships drop to the next level. -75% Target cannot be seen, or sensed
in any way.
Range Level Description -20% Attacking craft disabled in some
way
Close: Broadside range – anything up -10% For every range level beyond
to 1km Medium
Short: Close dogfighting range for -??% If defending craft declares that it is
aerospace fighters – from 1km evading, the number by which the
up to 5km pilot made his/her Piloting skill
Medium Usual dogfighting range for check by is deducted from both the
aerospace fighters – up to attackers and defenders Gunnery
10km skill for that MR.
Long 10km – 100km -10/20% Target has deployed
basic/extensive countermeasures.
basic/extensive countermeasures.
Weapon damage rolls are made. If Hull Armour
Points breached, determine internal damage
4. HIT LOCATIONS DETERMINED: sustained (depending on hit location).

If any weapons hit, then determine where the Hull Armour Points/Structure Points: 1 HAP =
weapon strikes it’s target on the appropriate 5AP / 1 SP = 10HP.
table below:

Vehicle Hit Locations (1d100): Example:

01-05 Cockpit Sergeant Cleaver fires a M112 Headhunter


06-10 Fuel missile at a AS-114 dropship. After applying
11-15 Ammunition modifiers, Cleaver rolls to hit and succeeds.
16-25 Door/Hatch
26-35 Motor Cleaver now rolls 1d100 to determine the hit
36-40 Lights location. he rolls a 21 – ‘computer’ – so knows
41-45 Electronics that if his missile penetrates the armoured hull
46-56 Suspension of the dropship, it will damage the onboard
57-65 Transmission computer systems.
66-75 Weapon
76-90 Hull (Breach) He now rolls his damage dice. The M112
91-96 Power Plant Headhunter deals 8d6 damage. Cleaver rolls 24
96-00 Crew – which deals 24 points of damage to the
dropship.
Aerospace Craft Hit Locations (1d100):
A standard AS-114 has 4 HAP (4x5= 20AP) –
01-10 Cockpit as Cleaver’s damage exceeds the HAP, the
11-20 Ammunition missile penetrates the hull armour of the
21-30 Computer dropship, dealing damage to the ship’s onboard
31-40 Electronics computer systems….
41-50 Fuel
51-60 Engines
61-70 Fuselage Breach Results of damage exceeding HAP:
71-80 Power Plant When damage exceeds the armour in a hit
81-90 Weapon location, consult the information below to see
91-95 Sensors what happens with each successive hit.
96-00 Door/Hatch
Airlock:
Interstellar Craft Hit Locations (1d100): 1. Airlock unusable.
2. Airlock destroyed. Section directly
01-05 Bridge adjacent to the airlock suffers rapid
06-10 Hypersleep chamber depressurisation (see rules later).
11-15 Power Plant Ammunition:
16-25 Computer 1. Magazine damaged, becomes useless.
26-35 Airlock 2. If HE or HEAP ammunition is carried, it
36-40 Crew explodes, destroying the vehicle. PCs can
41-45 Electronics make Luck rolls to be thrown clear taking
46-56 Sensor Array 3d6 concussion and burn damage.
57-65 Hull Breach Bridge:
66-75 Hangar Bay 1. All crew on bridge take 2d6 damage.
76-80 Medical 2. Bridge is depressurised and 2d6 damage is
81-85 Fuel dealt to the crew members. See rules for
86-90 Engines depressurisation later.
91-96 Star Drive 3. Bridge systems destroyed and deals a
96-00 Magazine further 3d6 damage to crew members in
cockpit.
5. DAMAGE ROLLED: Cockpit:
1. Windscreen/viewport shatters but can still
be viewed through, although with a –10% Hangar Bay:
penalty to vehicle rolls. 1. Hangar Bay suffers rapid depressurisation
2. Cockpit is depressurised and 2d6 damage 2. Random craft in hangar bay is disabled.
is dealt to the crew members. 3. Hangar Bay destroyed, along with
3. Cockpit’s systems destroyed and deals a everything in it.
further 3d6 damage to crew members. Hull breach:
Computer: 1. Piece of random interior equipment is lost.
1. Onboard computer reliant systems are Hole takes 2d20 minutes to patch.
compromised. A –10% penalty is applied 2. Half of all interior equipment not strapped
to all pilot/automated weapon systems. down is blown out of large breach. 1 hour
2. Penalty increased to –25% to fix including exterior work.
3. Computer systems crash – backups kick- 3. Large portion of hull removed. Any in
in with 10 minute up-time. location take 3d6 damage.
Crew:
1. Concussion damage (roll CONx5% or If craft is pressurised, section of ship loses
knocked out for 20-CON minutes) pressure.
2. Interior explosion causes 2d6 damage to Hypersleep Chamber:
1d3 random crewmembers. 1. 1d6 random hypersleep capsules are
3. As above, but 4d6 damage. damaged, killing anyone within.
Door/Hatch: 2. A further 1d10 hypersleep capsules are
3. Door/hatch unusable. damaged.
4. Door/hatch destroyed, section is de- 3. Hypersleep chamber destroyed, along with
pressurised. anyone in it.
5. Any crew in compartment adjacent takes Lights:
2d6 damage. 1. Lights destroyed.
Electronics: 2. Exterior equipment destroyed.
1. Random system disabled (GMs choice): 3. Hull Breach
fire control; communications; computer; Magazine:
active sensors; passive sensors; etc. 1. Magazine damaged, becomes useless.
2. All electrical systems shut down, except 2. If HE or HEAP ammunition is carried, it
for emergency backups (e.g. life support) explodes, destroying the craft. Explosions
3. All electrical systems cut off, including rip through the hull, PCs have 1d3 MR to
emergency backups. escape.
Engines: Medical:
1. Speed cut in half. 1. Anyone in medical takes 2d6 damage.
2. Engines disabled. Can be repaired. Motor:
3. Engines destroyed. If in space, ship 1. Speed cut in half.
drifts – if in orbit, it begins to fall into a 2. Motor disabled. Movement becomes im-
dive. Only a Special Pilot roll will allow possible..
ship to be crash-landed with a chance 3. Motor destroyed.
of survival of the crew/passengers. Power Plant:
Fuel: 1. Power reduced by half.
1. Half fuel capacity lost. 2. Power cut – emergency backups kick in
2. Remaining fuel lost. with finite amount of up-time.
3. Explosion in fuel compartment, disabling 3. All power lost except for 10 minutes
craft. emergency backup.
Fuselage Breach: Sensor Array:
1. Piece of random interior equipment is lost. 1. Random sensor array disabled (GMs
Hole takes 2d20 minutes to patch. choice from those on craft sheet)
2. Half of all interior equipment not strapped 2. All active sensors disabled.
down is blown out of large breach. 1 hour 3. Sensors totally disabled.
to fix including exterior work. –10% to Pilot Star Drive:
rolls. 1. Star drive disabled – 24+1d20 hours to
3. Large portion of hull removed. Any in repair.
location take 3d6 damage. Section directly 2. Star drive disabled – beyond repair.
adjacent to the airlock suffers rapid 3. Star drive explodes, destroying section of
depressurisation (see rules later). –15% to ship and causing a potential lethal burst of
radiation which kills all crew (CON vs POT
12 or dead).
Suspension:
1. Speed cut in half over rough terrain.
2. Vehicle immobilised.
3. Suspension destroyed.
Transmission:
1. Speed cut in half.
2. Speed cut to one tenth.
3. Vehicle immobilised.

Weapon:
1. Weapon accuracy reduced: –10% to
Gunnery rolls.
2. Weapon jammed into fixed firing position.
3. Weapon destroyed. 2d6 damage to gunner.

6. BOOK KEEPING.

7. END OF ROUND.

NOTES:

Rapid Depressurisation:

When a hull breach occurs on board a


pressurised craft, emergency doors usually
cycle shut, closing off the section from the rest
of the vessel. Standard life support systems can
handle a maximum of 6 repressurisations.
EQUIPMENT:

Airstrike Marker: A launcher fired drone that layers of tight fitting elastic fabric with an
can be remotely guided to location of choice airtight covering to compress the wearer's
and programmed with airstrike orders. Enc: body against the effects of low pressure.
5.0kg.
Battle Armour has special coolant pods which
Armour: There are five standard armour types mask heat signature and it’s molecular bonded
rd
issued to security and military units in the 23 titanium-duralloy armour plates combined with
Century as follows: plasteel protect for 10AP.

1. Personal Body Armour: Standard Accessories: air supply for 24 hours,


Favoured by personal security guards and rebreather, waste-relief system, water and
undercover officers, flak armour consists of concentrated food system with rations for one
ballistic nylon with strategic Kevlar plating day (not tasty, but very nutritional), polarized
covering the chest and abdomen. A helm is visor with integral night vision capability, HUD
sometimes also worn. Protects for 4AP. with multi-view televiewer, two helmet lights,
Enc: 3.0kg. built-in computer, tactical comlink (300km
range), CO2 gun (see later).
2. Riot Armour: Optional Accessories: thruster pack (see later),
Worn by local police and security forces, riot Enc: 12.0kg.
armour consists of an armoured bodysuit
made up of thin layers of ballistic nylon with 5. Powered Armour Suit:
Kevlar plating which protects the wearer for The ultimate in personal protection, this is an
6AP. advanced and powered version of Battle
Enc: 5.0kg Armour. Constructed from diffusion-bonded
metal matrix composites (MMC), the Powered
3. Combat Armour: Armour Suit enhances the strength and senses
A military issue armoured bodysuit worn in of the marine with variable feedback personal
conjunction with either combat dress utilities controls, servo-powered limbs, thruster pack,
(CDUs), or a Compression Suit (see later), built in weaponry, and various kinds of
combat armour is the standard armour worn by electronic assistance. The marine is
infantry soldiers from all the nations of Earth, effectively doubled in STR and has unlimited
as well as the Colonial Marine Corps, Colonial Enc. For encumbrance purposes.
Administration Security Force corporate and The Powered Armour Suit protects for 12AP.
private mercenary units.
Standard Accessories: air supply for 48 hours,
Combat Armour offers the option of 100% rebreather, waste-relief system, water and
oxygen supply for low pressure use (in concentrated food system with rations for 2
combination with a Compression Suit) or air at days (not tasty, but very nutritional), polarized
normal pressures. A combination of Kevlar and visor with integral night vision capability, HUD
plasteel plating with an ablative coating for with multi-view televiewer, two helmet lights,
extra protection against energy weapons built-in computer, comlink (3000km range),
protects the wearer for 8AP. CO2 gun (see later), high output power supply
for running power tools, weapons and standard
Standard Accessories: tactical audio and video suit equipment.
comlink (150 km range), polarized visor with Optional Accessories: Powered Armour can
integral night vision capability, HUD, and lights. mount either 2x squad support weapons or 1
Enc: 8.0kg. platoon support weapon.
Enc: Neg. when worn, otherwise 50kg.
4. Battle Armour:
Essentially a military issue armoured space Other points regarding armour: each time
suit, Battle Armour protects the soldier against armour is breached by a damage roll equal to
the cold vacuum of space and against nuclear, double the armour rating or more, the armour
biological and chemical contaminants. Like a has lost some of it’s protective capability (-
standard space suit, it consists of an inner 1AP). Every suit has a standard supply of at
thermal regulation garment and two outer least ten emergency patches. Any damage
that penetrates the suit must be patched • Medium Range Comlink: Belt mounted or
immediately. This requires three seconds and sling carried communicator capable of up
a Vacc Suit skill roll. If the first attempt fails, to 100km range. Enc: 1.5kg.
each further attempt is at a cumulative –5%. • Long Range Comlink: Sling carried
Every three seconds means a loss of 10% of communicator capable of ranges up to
the suits air. 500km and contact with ships/comm
satellites in low planetary orbit. Includes
Artificial Psionic Shield: Acts as a shield Global Positioning System. Enc: 2.5kg.
against psionic forces, POW10. Enc: 1.0kg. • Portable Comms Uplink: Backpack
mounted device capable of ranges up to
Bandoleer: A pair of suspender-like 5000km and contact with ships/comm
bandoleers that can hold five grenades each. satellites in high planetary orbit. Includes
A bandoleer with 10 grenades weighs 7 lbs. Global Positioning System. Enc: 5.0kg.
Grenades may explode if they take more than
4 points of damage to their top Compass: usually included in watch, indicates
the position of magnetic north, if any exists.
Combat Dress Utilities (CDUs): Standard
issue in the UECM, CDUs are two-piece, Compression Suit: Used by the UECM for
lightweight polycotton coveralls with pockets low pressure operations, the suit consists of an
secured by silent fasteners. The disruptive inner thermal regulation garment and two
pattern of the fabric is printed in at least three layers of elastic fabric with an airtight covering.
colours, and the different high-temperature There is no decompression period before
dyes used can absorb infrared radiation at using the compression suit. The suits take
varying frequencies, breaking up the wearer's longer to put on than vacc suits, however, and
IR signature. provide no protection against high pressures.
Usually worn in combination with Combat
Canteen: Made of tough industrial plastic, and Armour.
capable of holding up to 2.5 litres of liquid, the Enc: 4kg.
UECM canteen also has a sophisticated
filtering and purifying system built into the Computer, Intelligence: The intelligence unit
neck. is issued to Marine Recon, Exploratory and
HazEnv units. It contains data on the UECM,
Climbing Hammer: Titanium alloy hammer most Corporate armies and Colonial armies,
backed with pick head. Enc: 0.5kg. including uniforms, weapons, commonly used
tactics, vehicles etc. Also, the intelligence unit
Climbing Pitons: Tungsten pitons that have a is downloaded with information pertaining
small explosive charge for firing into rock. directly to the mission itself; terrain, maps of
Come in cases of 24. Enc: 0.1kg per piton. towns, cities and important buildings, personal
data on relevant individuals etc.
CO2 Gun: A standard piece of equipment that The unit is armoured against small arms and
comes with all space suits, the CO2 gun fires impact (AP10, HP5) and is fingerprint and
compressed carbon dioxide and contains a voiceprint locked, so only the assigned
CO2 cartridge good for 20 one second bursts. individual can access the data. It is also
CO2 guns are usually used to project grapple equipped with a small thermite bomb which will
lines in the vacuum of space, but each burst is detonate if the unit is tampered with (a code
powerful enough to propel a object with the must be entered before opening the unit up) or
mass of an average human (including a when a concealed switch is pressed,
human, of course) and alter its flight vector. destroying the interior of the unit and thus
eliminating irretrievably all data within.
CO2 gun are typically used in this manner only Enc: 1.0kg.
in emergencies and the heavy duty thruster
packs are used for normal EVA operations Computer, Tactical: Laptop sized device,
requiring extensive flight. serves as a terminal for accessing larger
LANs, and other such computer systems. Enc:
Comlink: The three standard Comlink types 0.5kg.
available to United Earth Colonial Marines are
as follows: Data Recorder: Handheld device that when
• Short Range Tac Comlink: Headset connected to a computer’s digital disk can burn
device with max range of 1km. Electronic data onto data-disc at a rate of 1.2gb/minute.
scrambler/descramber comes as standard.
Each blank disc can hold up to 10gb of Adrenaline, 10x doses of Anti-Radiation drug,
information. 5x doses of Anti-Venom, antibiotics); tissue
knitter (can repair severed/mained limb at a
Dye Pistol: Used primarily to designate rate of 1HP/hour); diagnostic medical
Landing Zones, the dye pistol fires cartridges computer etc.
filled with coloured dye that can mark Enc: 8.0kg.
substantial areas of the ground. Enc: 2kg
(unloaded; dye cartridge weights 0.5kg). Medical drugs that are available are listed
below:
Energy Armour: This harness generates a
multi-phased energy field, which provides • Anagathics: These are drugs which
improved protection against energy weapons counteract the aging process. Taken
(in game terms +4 AP vs. energy attacks). regularly they can extend life expectancy
While activated, Energy Armour drains 1 from well beyond the norm. Anagathics are rare
its cell pack per MR, and +1 pt per point of and very expensive.
damage it absorbs. Enc: 2.5kg. • Anti-Radiation Drug: the anti-radiation
drug counteracts the effects of radiation
Environmental Suit: Pressurised suit capable sickness. Each dose lasts 12 hours and
of providing protection against toxins for a allows all rolls vs STR/CON loss to start 1
limited period (has 20pts of armour vs. acids, multiplier higher. Example, a CONx4% roll
toxic waste etc, this armour depletes when become a CONx5% roll.
damaged). Enc: 5.0kg. • Anti-Venom: Counteracts the effects of
poisons and toxins in the bloodstream.
Flare: There are 2 types of flare issued: Each dose heals 2d6 HP worth of damage
• Standard Flare: burns brightly for up to 10 caused by poisoning.
minutes. • Combat Drug: Used by the military
• Rocket Flare: can be fired to a height of usually prior to combat, this drug increases
500m, from where it descends, burning both STR and CON by a factor of 2. The
brightly, using a parachute. effect takes place 2MR after being taken
and lasts for CON in MR. When the effect
IMP (Individual Military Pack): A lightweight wears off, the user takes 1d3 damage.
medium backpack that is used to carry up to • Emotion Buffer: Each dose of the drug
24 kg (53lbs.). Also known as "battlefield lasts 30+3D10 minutes. While the drug is
harness" or "combat webbing in effect, any SAN loss the Character
experiences is treated as it were half of
Inertial Tracker: Small hand held device what it actually is (round up). The
which indicates direction and distance travelled Character deducts the full SAN loss from
from the starting location. Enc: 0.1kg his total, however.
• Emotion Inhibitor: Each dose of the drug
Locator Device: Worn on the wrist, this is a lasts 30+3D10 minutes. While the drug is
small data emitter containing the marine’s vital in effect, it is impossible for the Character
life signs and position. Enc: neg. to go insane, unless their SAN is reduced
to zero. However, the Character deducts
Medical Supplies: the full SAN loss from her total.
The types of medical supplies issued to The drug inhibits emotions, meaning an
military units are as follows: individual under its influence will be
incapable of emotional reactions. To an
Medkit: This contains 1 dose of sedative individual under the influence of the drug,
painkiller; 1 dose of antibiotics; field dressings emotional ties (such as love and
etc. When used in conjunction with First Aid, it friendship) will seem meaningless. The
can heal 1d3 HP (location and total). individual will also be incapable of negative
Enc: 0.5kg. emotions, like hatred or rage. Despite the
lack of emotions, the individual will still be
Advanced Medical Kit: Issued to Medical able to take action as her memory and
Doctors on missions away from the colony, reasoning abilities will be unimpaired.
the AMK includes emergency field surgery kit; Another serious side effect is that the
whole blood units; a small supply of medical experience of the drug is terribly disturbing
drugs (including 5x does of Combat drug, 10x to individuals. Once the drug wears off, the
doses of Medical Fast Drug, 5x doses of Slow individual suffers -1D4 SAN.
Drug, 20x Stimpacks, 5x doses of Super
• Fast Drug: This drug accelerates the Space Suit:
user’s metabolism. The drug takes 3MR to
take effect and lasts for CONx2 MR and There are two standard designs of space suit
rd
effectively doubles the users DEX while it available in the 23 Century:
lasts. When it wears off, the user loses all
fatigue points and takes 1d3 damage. 1. Standard Vacuum Suit (SVS):
• Medical Fast Drug: One dose of this drug The standard vacuum suit is an environmental
causes unconsciousness for 24 hours, and suit designed to protect the individual from
the user ages the equivalent of 7 days, vacuum, heat, cold, and radiation. Each suit is
during which time natural healing takes equipped with an environmental backpack
place. which contains the suit’s oxygen supply, its
• Slow Drug: This drug slows down a users power pack, and the environmental control
metabolism by a ratio of 60:1, during which system. A SVS can sustain its wearer for
time physical aging is also slowed. twelve hours, less if the wearer is engaged in
Interstellar travel using hypersleep stressful activities or if the environmental
technology utilises this drug’s effects. conditions severely tax the suit. A typical SVS
• Stimpack: These devices auto inject offers 4AP of protection.
genetically modified healing drugs into the
body. +1 to total HP, but not to location Standard Accessories: polarized visor, comlink
HP. (500 km range), lights, CO2 gun, 200 meters of
• Super Adrenaline: Gives a temporary high strength cable (with a grappling hook one
boost to the PCs health. +1d6 total HP end and a strong magnet on the other), and a
and +3 CON for the PCs normal CON patch kit.
rating in MR. Enc: 10kg/5 if worn
• Truth Drug: This drug, when used in
conjunction with the Interrogation skill, 2. Vacuum Work Suit: (VWS):
compels individuals to answer questions Typically used by those who spend prolonged
truthfully. One dose lasts approx 10MR, periods working in the vacuum of space, the
after which the user falls unconscious for Vacuum Work Suit is very much like a SVS,
20-CON hours, and takes 1d3 damage. except the suit is of heavier construction and
can support its wearer for 24 hours. A typical
Rations: When on active duty, United Earth VWS offers 6AP of protection.
Colonial Marines are issued with M-Rations –
packs of preserved food concentrates Standard Accessories: in addition to the
supplemented by tablets containing vitamins equipment of a standard SVS, a VWS has a
etc. A standard M-Pack can provide food toolkit (with various tools that are specific to
enough for 7 days. Enc: 1.5kg. the operator’s mission) power pack for tools
that require power, on board computers,
Respirator: Facemask that filters out harmful thruster pack.
contaminants such as gases and nerve toxins. Enc: 20kg/10 if worn
Enc: neg.
Thruster Pack: A thruster pack is essentially a
Rocket Piton: A pistol-grip, disposable personal rocket engine. It attaches to the
launcher that fires a rocket-propelled, operator’s suit and enables him to maneuver at
explosive-set piton. It is used to project an speeds up to 150 km/hour. A thruster pack fuel
attached line up to 200m - a successful tank is good for about an hour of normal
Climbing roll (made by the GM) means the activity, considerably less for high fuel
piton is securely lodged and will support consumption activities, such as using it within
weight; a critical failure means the operator a gravity field (use in a 1.0g environment cuts
only thinks it is! Roll vs. DEXx4% to hit if used its endurance nearly in half). A thruster pack
as a weapon; Damage is 1d6+2 for the stake. can be used (on a low setting) as a weapon
Comes with electric winch and clip for with a base chance of 35% and a damage
attaching to webbing (which then serves as a rating of 2D6 (burn damage).
climbing harness). Enc: 3.5kg.
Used as a weapon in this manner, it has an
Scanner: Hand held device that can scan effective range of half a meter. Normal use of a
across various spectrums of electromagnetic thruster pack is governed by Low/Zero Gravity
radiation, biological, and chemical. Operations skill and any character with this
Enc: 5.0kg. skill can operate a thruster pack in normal
conditions. Enc: 10.0kg
• Torch: Powerful cell powered light. 24 hrs
Tools: per cell used. Can be armour mounted.
• Comm Tech Kit: This kit contains Enc: 0.25kg.
everything needed to make electronic • Cold Light Lantern: Chemical light, lasts
repairs and bypasses, as well as a small for 3 standard days continual use.
diagnostic computer. It comes in its own • TNR Shoulder Lamp: A high-powered
carrying case, which can be slung over halogen white-light lamp mounted on a
one shoulder. Enc: 5.0kg. shoulder bracket of M3 UECM body
• Mechanical Tool Set: Basic tools needed armour. The TNR lamp also has an
to repair and alter mechanical devices. internal battery, as well as a top-mounted
Enc: 10kg. carrying handle.
• Demolitions Tool Kit: Issued to UECM • Thermal Imaging Camera: Handheld
Combat Engineers. Contains: 10x 0.5kg device which may only have an effective
blocks of PLASTEX high explosive, plus range of 10m, but which can see through
10 multi-detonators, fuses and two small walls. Useful against animals and non-
radio command units (range 10km). Each military foes, but certain types of military
multi-detonator can function as a radio armour can mask it’s wearer’s IR
command trigger or a combination signature.
contact/delay trigger. Enc: 10kg.

Vision Aids:
• Binoculars: incorporating IR and LI with
electronic rangefinder. Enc: 1.0kg.
• IR Goggles: Allows the wearer to see heat
sources (infrared radiation).
• Light Intensifier Goggles: Allows vision
in anything less than total darkness.
PSIONICS:

Introduction: Ability Scores: Once an individual has


established his/her starting Talents and Levels,
The powers of the mind are incredible. In the they have a base chance of POWx1% in each
time of Cthulhu Rising, natural evolution has ability.
created certain individuals with a certain
genetic makeup develop latent mind powers, PsiCorps training means PC gets INTx10 to
or Psionics. allocate as percentiles between the abilities
associated with their chosen Talents. All the
These people are regulated by PsiCorps, the abilities do not have to have points given to
Quasi-Governmental Organisation devoted to them, but points undistributed are lost. No skill
helping these individuals harness and use can start at higher than 75% (including stat
these powers for the benefit of the United bonuses).
Earth Colonial.
Psi Points (PP): Equal to POW stat. These
Once an individual displays latent psionic can be augmented by drugs, as explained
ability, they are taken to a PsiCorps testing below.
centre, where their psionic potential is
measured. Most PsiCorps operatives work in Recovery: expended Psi Points are recovered
civilian organisations, such as with the police, at a rate of 1d6 per hour.
government, large corporations etc. However,
PsiCorps has a unit attached to the United Psionic Booster Drugs:
Earth Military. Psionics, or Psykers as they are
known to the UECM, are attached to Psi Booster: Basic Psi drug, available in small
operational units on a regular basis. 1 dose auto-injectors. Booster increases an
individuals available Psi Points by +1d8 if
It is common knowledge that companies such taken when PP are at full strength, or +1d6 if
as GeneSys and Threshhold Unlimited, PP are at a reduced level. Additional doses of
research ways of boosting psionic ability the drug are ineffectual if taken within an hour
through the manipulation of Genes, and the of the last does. The drug induced PP will
development of designer drugs. wane and disappear at the end of 1 hour.

The Psionic Player Character: Super Psi Booster: A more potent form of the
Booster drug, also administered via small 1
With Cthulhu Rising having a broadly military dose auto-injectors. Increases PP by +2d8 if
focus, most PCs with Psionic ability will be taken when PP are at full strength, or +2d6 if
members of the military cadre of PsiCorps, PP are at a reduced level. Rules for duration
attached to UECM missions as needed. and additional doses same as for Psi Booster.

Members of PsiCorps Military undergo basic Note: No Psi drug can increase an individual’s
UECM training, but instead of choosing an PP beyond double their normal PP maximum.
MOS, they gain their Psionic Ability and a
different set of speciality skills to choose from. Pitfalls: The abuse of Psi drugs can lead to
See the Character Generation chapter for full the loss of Psionic powers and to physical
details. debilitation. If a PC takes more than 3 doses
in any 24 hour period, there is a chance (roll
Chance of Psionic Ability: The base chance POWx3% to avoid) that drug overdose will
of an individual having Psionic ability is occur 6 hours of the last dose. If overdose
POWx1%. occurs, the PC lapses into unconsciousness
and takes 1d6 HP damage. POW is reduced
Starting Talents and Levels: PC may split by 1d3.
their POW between up to 3 Talents. Must Roll
POWx5% to gain a Talent (apart from first
choice, which is automatic). Level capable of
is equal to the Psionic’s POW/2.
PSIONIC TALENTS:

Telepathy: Probe: The application of great Psionic


strength will enable a telepath to delve deep
Telepathy is the ability to contact other minds into the mind of a subject and then to read
directly. In rudimentary forms, it allows the their innermost thoughts. Questioning can be
communication of feelings and emotions; in used in this procedure to force the subject to
advanced forms, it allows the transfer of divulge specific information. Lies can be easily
information. There are several levels of detected by the telepath. Probe cannot be
telepathy, which depend on the psionic used against a shielded mind. Probe is a L8
strength and experience of the user. ability, costing 8PP to perform. Probing may
last up to 10 minutes.
Life Detection: The most elementary form of
telepathy is the ability to detect the presence of Roll POW vs POW – result on table (see
other minds. The PC with this ability can insanity rules RQ) – critical success means
sense the presence of other minds, the can gain any knowledge in short time. Victim
number of minds present, the general type of then injured and unconscious. Special = all
minds (animal, human etc.) and their knowledge gained, victim stunned and injured.
approximate location. Normal = all knowledge gained, victim
stunned.
Life Detection is a Level 1 ability, requiring
1PP to perform (plus any additional for range). Assault: Violence may be dealt by a telepath.
Activity may last for up to 60 seconds. Against and unshielded mind, the result is
Shielded minds are undetectable. usually automatic unconsciousness and
possible death. An unshielded victim
Telempathy: The communication of basic assaulted telepathically must roll POWx1% to
feelings and emotions. This ability serves well resist this attack. Failure means the individual
in the handling of animals. Emotions of others is rendered unconscious immediately, and
can be read using Telempathy. loses 2d6+6 POW (regained at a rate of 1
day). If this reduction in POW takes the stat to
Telempathy is a L2 ability and requires 1PP to zero or less, the victim is killed outright,
perform (plus range costs). Activity may last for suffering massive haemorrhaging of the brain.
up to 60 seconds. If the individual succeeds in the roll, they are
physically stunned for 1d3-1 rounds and lose
Read Surface Thoughts: The most commonly 1d4 POW (regained at a rate of 1/hr). When a
known feature of Telepathy. Only active, shielded mind is attacked, match current PP vs
current thoughts are read by this ability, with PP. Continue as for RuneQuest spirit combat
the subject (if themselves not a Telepath) rules.
unaware of the activity. Shielded individuals
may not be read in this fashion. Roll POW vs POW – result on table (see
insanity rules RQ) – critical success means
This ability is L4 and requires 2PP to perform instant death. Special = unconscious. Normal
(plus range costs). Activity may last for up to = stunned for different in PCs POW number of
60 seconds. rounds.

Send Thoughts: Complementary to the above Assault is a L9 ability, and requires 9PP to
ability is the ability to send thoughts to others. perform. The assault takes 1 MR to occur.
Telepathic individuals are normally open to
such transmissions, but may close their Shield: All telepathically capable Psionics
Shields against them if they become learn how to create a mental shield, which
bothersome. A thought transmission may last protects the mind against unwanted telepathic
up to 120 seconds. This is a L5 ability, and interference. Such a shield is automatically
requires 2PP to perform, plus normal costs for active and requires no PP to maintain. Shield
range. gives the PC +1 POW on defence rolls per
2PP over 10.
Clairvoyance: a range of five possible abilities, described
below.
Clairvoyance is the general talent which allows
a person to sense events at some location Suspend Animation: Personal body activity
displaced from the viewer. There are several may be suspended for varying periods of time.
levels of clairvoyant ability. A PC with awareness may enter a suspended
animation state (similar to Hypersleep, but
Sense : The basic ability to sense things at without the intrinsic danger of death) by willing
some point in the distance. A PC will become themselves into it. Such a state continues for
aware of the most rudimentary characteristics 7 days, without need for food or water, and
of a location (e.g. beyond a sealed pressure with minimal air needs. Suspended animation
door). The GM will give a basic description may be stopped at any time by external
(e.g. “a room, containing 4 entities”). Sense is stimulus. This is a L2 ability, and costs 3PP.
a L2 ability, and requires 1PP to perform (plus
any range cost). Psionically Enhanced STR: Psionic strength
points may be converted into physical strength
Clairvoyance: This specific ability allows points on a temporary basis. 1 PP can be
actual viewing of a situation at some displaced converted into 1d3 STR up to a maximum of
location. It may be performed outright, or to the Psionic’s current level of ability in
allow elaboration of some situation sensed. Awareness. Psionically Enhanced STR takes
The PC must state the range at which he/she effect immediately, and lasts for 1d20 minutes
is applying the talent. This is a L5 ability, (determined in secret by the GM), then
requiring 2PP to perform in addition to any declines at the rate of 1 STR point per minute
range costs. until normal levels are reached. This is a L4
ability.
Clairaudience: This ability is identical to
Clairvoyance, with the exception that it allows Psionically Enhanced CON: Psionic strength
hearing instead of seeing. points may be converted into physical
constitution points on a temporary basis. 1 PP
Combined Clairvoyance and Clairaudience: can be converted into 1d3 CON up to a
A Psionic is capable of seeing and hearing a maximum of the Psionic’s current level of
specific situation using this ability. It is L9 and ability in Awareness. Psionically Enhanced
requires 2PP to perform, in addition to any CON takes effect immediately, and lasts for
range costs. 1d20 minutes (determined in secret by the
GM), then declines at the rate of 1 CON point
Direction: A PC may specify a location they per minute until normal levels are reached.
are aware of (i.e. are familiar with) using this This is a L5 ability.
ability, and gain the knowledge of the
approximate direction it is in. This is a L3 Psionically Enhanced DEX: Psionic strength
ability, and Pp cost is only for range. points may be converted into physical dexterity
points on a temporary basis. 1 PP can be
Telekinesis: converted into 1d3 DEX up to a maximum of
the Psionic’s current level of ability in
Telekinesis is the talent that allows objects to Awareness. Psionically Enhanced CON takes
be manipulated without physical contact. effect immediately, and lasts for 1d20 minutes
Telekinetic power is rated by the number of (determined in secret by the GM), then
grams weight the Psionic can manipulate. Any declines at the rate of 1 DEX point per minute
manipulation is treated as if the person were until normal levels are reached. This is a L6
physically handling the item, but physical ability.
danger, pain or other stimuli are not present.
Telekinesis includes a limited amount of Regenerate: Wounds and injuries may be
sensory awareness, sufficient to allow healed rapidly. Hit Points may be restored by
intelligent manipulation. See the table for the application of this ability, exchanging 1PP
details on weight allowance. Any one to regenerate 1HP. Healing occurs
telekinetic feat may last up to 60 seconds. immediately (1MR). Regeneration may also
be applied to growing of new limbs to replace
Awareness: lost ones. Regeneration is a L9 ability.

Awareness is the Psionic talent that allows Teleportation:


control of one’s own body. Awareness covers
Teleportation is a talent which allows 1. Preknowledge of Destination: A Psionic
effectively instantaneous movement from one must always have a mental image of his or
point to another point, without regard to her destination before teleporting. This
intervening matter. Such a feat can only be mental image is acquired by personally
completed using a Slipgate Device. Psionic visiting the location first having the mental
teleportation is limited to the movement of the image implanted in one’s mind (using
Psionic’s own body and (got highly skilled telepathy) by another person who has
Psionics) his or her clothing and equipment. visited the location, or by viewing the
teleportation calls for the range cost be paid in location through clairvoyance (the L5
order to complete the ability. ability, not the lesser one).
2. Energy and Momentum: On planetary
surfaces, teleportation is restricted to
1. Personal teleportation without external jumps of less than regional distance.
materials such as clothing or equipment is Jumps at distant range involve a chance
a L4 ability. (roll POWx5% to avoid) that the PC will
2. Personal teleportation, clothed but without stumble and fall upon arrival. Jumps at
any personal load or weapons, is a L7 skill. very distant range involve disorientation for
A weapon of up to 1.0kg could by a period of 20-120 seconds (2d6x10).
conceivably carried in this manner, if it
were worn so as to be part of the This restriction results from the law of
individual’s clothing (e.g. a sheathed conservation of momentum: on a rotating
knife). planet, two locations will have different
3. Personal teleportation, clothed and rotational speeds and directions. A jump from
carrying a physical load and weapons a point on Terra’s equator to it’s antipode
equal to the Psionic’s STR in kg, is a L10 would result in a total velocity difference
ability. between the Psionic and his surroundings of
over 3300kph.
Teleportation always involves the movement of
the Psionic’s body from one location to Changes in altitude (in effect movement to
another. Independent items or other locations of differing gravitational potential) will
individuals may not be moved. result in potential energy changes, manifesting
themselves in changes in body temperature.
Teleportation of matter involves certain These changes can cause extreme fever, brain
requirements in order to be accurate, and to damage and even death.
ensure the obedience of the laws of spatial
physics.
RANGE DESCRIPTION:

Close: In physical contact; touching.


Short: At sword or polearm point; approximately 1-5m.
Medium: At pistol range; from 6-50m.
Long: At rifle range; from 51-250m.
Very Long: At extreme range; from 251-500m.
Distant: Beyond normal contact; from 500-5000m.
Very Distant: Out of sight; from 5-50km.
Regional: From 50-500km.
Continental: From 500-5000km.
Planetary: From 5000-50,000km.

PSIONIC SKILL SUMMARY:

Level: Name/Description: Time Required: Cost:

Telepathy:
1 Shield Constant 0
1 Life Detection 60 seconds 1+Range
2 Telempathy 60 seconds 1+Range
4 Read Surface Thoughts 60 seconds 2+Range
5 Send Thoughts 120 seconds 2+Range
8 Probe 600 seconds 8+Range
9 Assault 12 seconds (1MR) 10+Range
Clairvoyance:
2 Sense 15 seconds 1+Range
3 Direction Constant 0+Range
5 Clairvoyance 15 seconds 2+Range
5 Clairaudience 15 seconds 2+Range
9 Combined 15 seconds 2+Range
Telekinesis:
1 Move 1 gram 60 seconds 1+Range
2 Move 10 grams 60 seconds 2+Range
3 Move 100 grams 60 seconds 3+Range
5 Move 1 kilogram 60 seconds 5+Range
8 Move 10 kilograms 60 seconds 8+Range
10 Move 100 kilograms 60 seconds 10+Range
Awareness:
2 Suspended Animation 7 days 3
4 Psionically Enhanced STR 1d20 minutes 1/1d3
5 Psionically Enhanced CON 1d20 minutes 1/1d3
6 Psionically Enhanced DEX 1d20 minutes 1/1d3
9 Regenerate 60 seconds 1/HP
Teleportation:
5 Personal, unclothed - 0+Range
6 Personal, clothed - 0+Range
9 Personal, with equipment - 0+Range
MILITARY HARDWARE:

SMALL ARMS: SR: DEX; ROF: 2 shots per MR (DEX SR, then
DEX+7SRs); Damage: 2d6+6 electrical damage
M11P Automatic Pistol: is matched against target CON. Success
indicates target is incapacitated; Effective
Range: 15m; Weight Unloaded: 0.9kg; Ammo:
5 dart magazine (0.5kg); Fail: 99.

Combat Shotgun:

The M11P is the standard sidearm of officers


serving in the UEAF of 2271. It is a compact
pulse-action firearm firing the standard 10mm
light armour piercing round. A magazine
containing 20 rounds is inserted into the pistol
grip.
SR: DEX; ROF: 3 shots per MR (DEX SR, then Repeating shotgun with a 30-round drum
DEX+3SRs, then DEX+7SRs); Damage: 1d10 magazine. This special-purpose weapon is used
per shot; Effective Range: 50m; Weight for guard duty, prisoner supervision, local
Unloaded: 0.75kg; Ammo: 20 round magazine security, riot control, boarding spaceships and
(0.25kg); Fail: 99. any situation that might require the use of
weapons of limited range and penetration but
M44 TASER Pistol: maximum stopping power.
SR: DEX; ROF: 2 shots per MR (DEX SR, then
+5SRs); Damage: Standard: 3d6 at 10m or less,
2d6 at 11m+; Baton: 1d6 + 3d6 stun damage;
Effective Range: 20m; Weight Unloaded: 3kg;
Ammo: 30 shell drum (0.5kg); Fail: 00.

M41 Sub Machine Gun (SMG):

The M44 is a non-lethal weapon used by the


UEAF when they need to capture a foe without
causing permanent injury. Compressed nitrogen
projects a charged TASER dart up to 15m at a
speed of 70+ metres per second. An electrical
signal transmits throughout the region where the
probes make contact with the body or clothing.
The result is an instant loss of the attacker’s 10mm pulse-action sub-machine gun employed
neuromuscular control and any ability to perform as a close quarters backup weapon for UEAF
coordinated action. Along with the Combat specialists like flight techs and pilot techs. The
Shotgun this has become the standard sidearm M41 fires the UEAF standard 10mm caseless,
of soldiers involved in covert operations, prisoner explosive tipped, light armour piercing round at
supervision, local security, riot control etc. A velocities of 680 meters per second. Although
magazine containing 5 darts is inserted into the this weapon is easy to use, its light weight allows
pistol grip. A power cell in the pistol charges the for considerable kickback that tends to push the
darts prior to firing. barrel up.

1
SR: DEX; ROF: 3 shots per MR (DEX SR, then M29 Assault Rifle:
+3SRs, +7SRs) or 3 bursts of 5; Damage: 1d10;
Effective Range: 100m; Weight Unloaded:
2.0kg; Ammo: 50 round magazine (0.5kg); Fail:
97.

M25 Combat Rifle:

10mm pulse-action automatic rifle which is the


basic rifle of the UEAF. The M29 assault rifle
fires 10mm caseless, explosive tipped, light
armour piercing rounds at a velocity of about 840
meters per second. The M29 has two fire
settings: four-round burst and full automatic. At
A light assault rifle that fires 8mm caseless,
full automatic, the weapon has a cyclic rate of
flechette rounds. Nicknamed the ‘scattergun’ or
about 900rpm. An LED display shows the amount
‘riot gun’, it is an effective close range weapon
of ammo left in the clip. An underslung 30mm
against unarmoured or animal opponents.
grenade launcher with a four-round magazine is
SR: DEX; ROF: 3/MR or 3 bursts of 5 (DEX SR,
directly beneath the barrel of the rifle. It must be
then +3SRs, +7SRs); Damage: 2d4; Effective hand-loaded, and it is armed with a pump action.
Range: 550m; Weight Unloaded: 4.5kg; Ammo: Once primed, it can be fired from a trigger in front
50 round magazine (0.5kg); Fail: 98. of the magazine.
SR: DEX; ROF: Single shot 3/MR; 3 bursts of 5;
M240 Flamethrower: Damage: 2d6; Effective Range: 1000m; Weight
Unloaded: 4.0kg; Ammo: 95 round magazine
(1.5kg); Fail: 98

M42 Gauss Rifle:

The M240 flamethrower, in use by the UEAF, is a


lightweight, carbine-format flamethrower which
uses pressurized, ultra-thickened napthal fuel as The ultimate development of the assault rifle, the
a base and ignited by a nozzle burner. Once a M42 Gauss rifle is a semi-automatic MLA
target is hit, fuel droplets will remain on the target (magnetic linear accelerator) rifle employed as a
for 2MR. However, the M240 is vulnerable to sniper rifle for the UEAF. The rifle is issued on a
small-arms fire, as the fuel reservoir is known to scale of one per platoon. The M42 is laid out in a
explode violently when hit. Another flamethrower bullpup configuration, the barrel free-floating and
model is the M210, which is mounted on the right gyroscopically stabilized. Barrel options include a
arm of some models of powered armour. flash suppressor or a muzzle brake. A 10mm
SR: DEX; ROF: 3 ‘bursts’/MR; Damage: 3d4; HEAP round is magnetically accelerated along
Effective Range: 30m; Weight Unloaded: the barrel to a velocity of 1100 meters per
3.5kg; Ammo fuel tank with enough pressurized, second. Ammunition feed is from a 15-round
ultra-thickened napthal fuel for 20 bursts; Fail: Match Rounds magazine located behind the
96. thumbhole of the pistol grip. The match-standard
batched M252 HEAP (High Explosive Armour
Piercing) round has a maximum effective range
of 1260 meters.

2
SR: DEX; ROF: single shot 3/rd; Damage: The grenade launcher is useful for delivering
2d6+4; Effective Range: 1260m; Weight firepower into hard to reach areas or clearing out
Unloaded: 3.0kg; Ammo: 15 round magazine potential ambushes.
(1.0kg); Fail: 99 SR: DEX; ROF: 1 shot per MR; Damage: See
grenades; Effective Range: 25m; Weight
Unloaded: 6.0kg; Ammo: 5 round drum of
SQUAD SUPPORT WEAPONS: 40mm grenades (1.0kg); Fail: 99.

Grenades:
M56 Smart Gun:

Cylindrical, resembling a battery in appearance,


grenades are designed to be used in a grenade
launcher, or as a standard hand grenade. To
activate, the red plastic cap is flipped off and the
The M56 Smartgun is a lightweight squad nose is twisted clockwise. Standard grenades
support weapon capable of firing the standard have a 5 second delay fuse.
10mm light armour piercing cartridge and a
‘smart’ 20mm air-bursting fragmentation 1. Baton: These are moulded plastic designed
munition. It allows soldiers to effectively attack to be used during riot control. Baton rounds
targets at greater ranges than the M29 Assault deal 1d6 physical damage plus 3d6 stun
Rifle, and to attack targets in defilade. damage and cannot impale.
The weapon’s fire control system, as well as 2. Gas Grenade: when a gas grenade
acting as a telescopic day and night sight has an explodes, it releases a fine mist of the nerve
integral laser range finder, which can pinpoint toxin N-22 that fills a 3m radius globe. Roll
precise target range and movement rate. When it CON vs CON 12 or incapacitated and lose 1
has locked in the range the computer relays the CON/hr until treated.
data to the fusing control system for the 20mm 3. HE: This is the most common 30mm round
high explosive (HE) ammunition. This means that used in the grenade launcher. It explodes,
the HE shells can be timed to explode in an showering over 300 fragments in a 3 meter
airburst after they have travelled the required area. Damage 2d6+6 to a random hit
distance. Moving targets present no problems location.
either; the range finder adjusts and anticipates 4. Incendiary Grenade: when this grenade
accordingly, greatly improving accuracy (+25%). explodes, it engulfs a 3m radius globe in
The 20mm ammunition can also be programmed napalm. This does 2d6 burn damage to all
to detonate on impact. victims the first round, then 1d6/rd after until
SR: DEX; ROF: 10mm: burst (5/10) 3/MR; 20mm: the fire is put out.
3/MR; Damage: 10mm: 2d6; 20mm: 3d6+2; 5. Proximity Mines: Fired from the grenade
Effective Range: 1100m; Weight Unloaded: launcher, these motion sensitive mines
5.5kg; Ammo: 10mm: 95 round M29 magazine; explode if anything above a mass of 25kg
20mm: 10 round magazine (1.5kg); Fail: 97. moves within 1m of it. Come complete with
ability to adhere to surfaces. Stats as for
M90 Grenade Launcher: standard grenade launcher.
6. Smoke Grenade: a smoke grenade deals no
damage, but engulfs a 5m radius area in
thick coloured smoke.
7. Starshell: This is a flare fired 200 metres
into the air. It then ignites and drifts down on
a parachute for 45 seconds.
8. Stun Grenade: A concussion charge. Roll
CON vs intensity 12 or stunned for 1d3
rounds.

3
M71 Squad Support Weapon: The M202 Smart missile is a man-portable
battlefield weapon in use by the UEAF. With a
range of over 3000m, the M202 allows users to
accurately destroy targets from extremely long
ranges. Once the UEAF paints the target with
the laser targeting device, the missile locks on
and will rarely miss as long as the target remains
painted. +25% to hit. The missile launcher is
reusable.
SR: DEX+2; ROF: 1/MR; Damage: A standard
Smart missile deals 3d6+6 to all in a 3m radius of
The M71 Squad Support Weapon (SSW), is an explosion; Effective Range: 3000m; Weight
individually portable, pulse action, magazine or Unloaded: 6.5kg; Ammo: 1x Smart missile
disintegrating metallic link-belt fed, light machine
(3.5kg); Fail: 99.
gun with fixed headspace and quick change
barrel feature. It has a cyclic rate of about
M95A1 Phased Plasma Pulse Rifle:
1000rpm. The M71 engages point targets out to
1200 metres, firing the standard 10mm light
armour piercing cartridge.
The M71 forms the basis of firepower for the fire
team. The gunner has the option of using 95-
round M29 magazines or linked ammunition from
pre-loaded 200-round plastic drum magazines.
The M71 comes equipped with a bipod for fixed
position fire and shorter barrel option if being
fired from shoulder, hip, or underarm position. The Phased Plasma Pulse Rifle (P3 Rifle) fires
SR: DEX; ROF: Burst (10) 3/MR or full automatic bolts of charged helium plasma. A magazine
(20-60 MR); Damage: 2d6; Effective Range: holds a power cell and a small amount of refined
1200m; Weight Unloaded: 4.5kg; Ammo: 200 helium. When the trigger is pulled, both helium
round drum (2.0kg) or 95 round M29 magazine and energy are siphoned off from the magazine.
(1.5kg); Fail: 97. Helium is ionised by a 40 kilowatt mean range
laser burst then a strong electrical discharge
SADAR: forces the plasma out of the weapon at high
speeds. The plasma bolt has a muzzle velocity in
excess of 8500 meters per second and organic
targets struck by the bolt suffer severe kinetic
impact damage from the hyper velocity impact of
the bolt as well as massive collateral and thermal
damage.
Standing for ‘Shoulder-launched Active-homing SR: DEX; ROF: 3/MR; Damage: 2d6+2;
Disposable Anti-tank Rocket, the SADAR is a Effective Range: 250m; Weight Unloaded:
lightweight one-shot anti-armour weapon. 4.5kg; Ammo: Magazine contains enough helium
SR: DEX+1; ROF: 1/MR; Damage: A standard and power for 64 shots (0.5kg); Fail: 97.
HEAP missile deals 4d6 to all in a 3m radius of
explosion; Effective Range: 1000m; Weight M98A1 Phased Plasma Repeater:
Unloaded: 5.5kg; Ammo: 1x HEAP missile
(2.5kg); Fail: 99.

M202 Smart Missile Launcher:

The ultimate development of phased plasma


weapons technology is the Phased Plasma

4
Repeater (PPR). The PPR is effectively a rapid Progressive development of the Phased Plasma
fire plasma ‘chain gun’ with no spin up delay. Its Gun, the Fusion Gun holds the superheated
high rate of fire makes the weapons incredibly plasma in a magnetic containment field before
effective as a squad support weapon. A firing, until a fusion reaction takes place. The
magazine holds a power cell and a small amount weapon’s only drawback is the firing delay.
of refined helium. When the trigger is pulled, both SR: DEX+2; ROF: 3/MR; Damage: 4d6+4;
helium and energy are siphoned off from the Effective Range: 250m; Weight Unloaded:
magazine. Helium is ionised by a 40 kilowatt 6.0kg; Ammo: Magazine contains enough
mean range laser burst and injected into one of Helium and power for 32 shots; Fail: 95
six spinning barrels then a strong electrical
discharge forces the plasma out of the weapon at M88 Mini Gun:
high speeds.
SR: DEX; ROF: 3/MR or Burst (10); Damage:
2d6+2; Effective Range: 500m; Weight
Unloaded: 3.5kg; Ammo: Magazine contains
enough helium and power for 256 shots; Fail: 98.

M101 Phased Plasma Gun:

The M88 mini gun is a 10mm full automatic


platoon support weapon. It has a cyclic rate of
about 1800rpm. The M88 has two fire setting:
The Phased Plasma Gun (PPG) fires in the high safe or full automatic. Ammunition is stored on a
kilowatt to low megawatt range, depending on the roll of continuous plastic non-disintegrating link
weapon's setting. The higher the setting, the belt in the ammunition drum.
fewer total rounds these weapons are capable of SR: DEX; ROF: Burst 20-60 per MR; Damage:
firing before the magazine must be replaced. Like 2d8; Effective Range: 1200m; Weight
the plasma rifle, the PPG uses a magazine Unloaded: 5.5kg; Ammo: 200 round drum
containing condensed helium along with a battery (2.0kg); Fail: 97.
to supply power. The weapon can easily burn
through organic tissue, bone and metal at higher M383 Particle Phalanx Cannon:
energy levels.
SR: DEX; ROF: 3/MR; Damage: 2d6+2 (high Kw
setting)/3d6+3 (low Mw setting); Effective
Range: 300m; Weight Unloaded: 5.0kg; Ammo:
Magazine contains enough helium and power for
64 shots at the high kilowatt setting, or 32 shots
at the low megawatt setting (0.5kg); Fail: 96.

Used mainly as a platoon support weapon, the


PLATOON SUPPORT WEAPONS: Particle Phalanx Cannon fires a magnetically
super-accelerated magnesium particle, which
M201 Fusion Gun: explodes on impact.
SR: DEX+1; ROF: 1/MR; Damage: 2d8+2;
Effective Range: 2500m; Weight Unloaded:
6.0kg; Ammo: 20 round magazine (1.5kg); Fail:
97.

5
M112 Headhunter: M242 Intruder:

The M112 Headhunter is a man-portable With a range of over 30km, the M242 allows
battlefield weapon in use by the UEAF. With a UEAF to totally destroy large enemy targets from
range of over 5000m, the Headhunter allows extremely long ranges. The M242 has an 18.5kg
users to accurately destroy targets from launcher, which comes with its own bipod stand
extremely long ranges. The Headhunter is a and baseplate. The bipod can be set to launch
11.3kg disposable launcher, which comes with its the missile at any angle between horizontal and
own bipod stand and baseplate. The bipod can vertical. The missile itself is a small, two-stage
be set to launch the missile at any angle between missile based on the Headhunter design, with a
horizontal and vertical. The missile itself is a multi-sensor seeker in the nose. The first stage
small, two-stage missile with a multi-sensor clears the missile from the launcher, and the
seeker in the nose. The first stage clears the second stage fires after 1.5 seconds,
missile from the launcher, and the second stage accelerating the missile to speeds upwards of
fires after 1.5 seconds, accelerating the missile to Mach 3. The warhead is just behind the missile
speeds upwards of Mach 4.5. The warhead is seeker assembly, and consists of a small tactical
just behind the missile seeker assembly, and nuclear device capable of destroying a target
consists of a 15cm tungsten kinetic penetrating area with a radius of 1km around ground zero.
rod surrounded by LX-28 explosive SR: DEX+3; ROF: 1/2MR; Damage: Any
SR: DEX+2; ROF: 1/4MR; Damage: 8d6 to all in personnel caught in explosion are killed;
3m radius of strike; Effective Range: 5000m; Effective Range: 30km; Weight: 18.5kg; Ammo:
Weight: 11.3kg; Ammo: 1; Fail: 99. 1 (12kg); Fail: 99.

SAM-118 Thunderbolt Missile:


HEAVY SUPPORT WEAPONS:
The SAM-118 Thunderbolt is a long range
hypervelocity missile capable of engaging
M292
aerospace craft to the limits of the stratosphere.
This active homing weapon uses active and The M292 is the UEAFC standard artillery piece.
passive seekers, including radar, IR, optical, UV It is a 158mm self-propelled armoured tracked
and jam-homing, backed by mid-course update vehicle weighing 38,000kg with a single 41-
from the ground station, to ensure the intercept, caliber 158mm tube. The M292 carries 78
regardless of countermeasures. It’s multi-data rounds, which are autoloaded into the gun
kinetic penetrating warhead can be adjusted by chamber and fired by hypergolic liquid binary
the fusing mechanism into an optimum “swarm’ propellants. With rapid-fire, the M292 can fire six
pattern prior to impact. This weapon is guided. rounds in under ten seconds, putting the sixth
SR: DEX SR+2; ROF: 1/2MR; Damage: 5d6 to round in the air before the first round hits its
all in 3m radius of strike; Effective Range: 10km; target.
Weight: 9.3kg; Ammo: 1; Fail: 99. SR: DEX+2; ROF: 6/MR; Damage: 10d6 to all in
5m radius of strike; Effective Range: 30km;
SAM M662 Rail Gun: Weight: 38000kg; Ammo: 78; Fail: 99.
The Rail Gun fires depleted uranium slugs at M402 Multiple-Launch Mortar:
super high velocities. Take note of the distinctive
blue corkscrew trail of smoke caused by the The M402 multiple-launch mortar (MLM) is an
projectile. Excellent for taking out heavily armed 80mm twin-tube launcher fed from an automatic
opponents over distance, but it’s slow firing rate ten-round rotary magazine. Firing each tube
hampers its ability in close combat. sequentially, all ten rounds can be volleyed in
SR: DEX SR+1; ROF: 1/MR; Damage: 2d10+4; under 8 seconds.
Effective Range: 1500m; Weight Unloaded: SR: DEX+2; ROF: 10 every 3MR; Damage: 8d6
4.0kg; Ammo: magazine of 5 slugs (2.0kg) (each to all in 5m radius of each strike; Effective
magazine comes complete with disposable Range: 5km; Weight: 15kg; Ammo: 10; Fail: 98.
energy pack in base); Fail: 96.

6
Multiple Launch Rocket System (MLRS): degree cone in front of the weapon. The sensing
suite consists of an infrared detector, lidar, light
The M201 MLRS is the heaviest artillery in use optics, and an ultrasonic motion tracker. If set to
by the UEAF. The MLRS is comprised of a "auto-remote", the RSWS system will scan all
tracked transporter carrying eight 250mm rockets targets, then classify them using an Identification
in large launch bins. These rockets can deliver Friend Foe (IFF) transponder, and take
heavy firepower up to 120km away. appropriate action.
SR: DEX+2; ROF: 2/MR; Damage: 12d6 to all in SR: 3/6/10; ROF: Burst of 20-60/MR; Damage:
5m radius of strike; Effective Range: 120km; 2d6 per round; Effective Range: 1500m;
Weight: N/A; Ammo: 64; Fail: 99. Weight: 7.5kg; Ammo: 500 rd drum (2.5kg); Fail:
99.
M579 Quad Gatling System:
M78 Lancer:
A 20mm quad gatling system mounted on an
M570-series armoured chassis, the M579 quad The M78 Lancer is a high speed ground
gatling system is controlled by a highly accurate launched space weapon designed to destroy
multi-spectrum sensor, and can track and defeat spacecraft and satellites in near orbit. Usually
even hypervelocity threats up to 1,500m away by launched in clusters in order to overwhelm any
filling the sky around them with high explosive spaceship point defence, the Lancer comprises a
and armour piercing shells. In place of the M577 two-stage booster designed to insert an ASAT
APC's forward gun cupola, the M579 has a quad missile with a kinetic warhead into orbit. Against
vertical launch-bin installation for the SIM-118 low orbiting targets, the Lancer ASAT payload
Hornet missile. The M579 is mainly used as an can be inserted directly into its path; however a
aerospace defence weapon, but has been known typical injection profile versus a geostationary
to be deployed against infantry formations. target involves lofting the payload into a
SR: DEX+2; ROF: Burst of 100/MR; Damage: hohmann transfer orbit before completing a
3d8 per round; Effective Range: 1500m; circularisation burn into geostationary orbit
Weight: N/A; Ammo: 1000; Fail: 99. (GSO). For an Earth-like world, the time from
ignition to transfer to GSO is some 3800
Remote Sentry Weapons System (RSWS): seconds. A special feature of the M78 is its low
launch signature that improves the chance of
A remote perimeter defence weapon in use by first-strike surprise on an armed or manoeuvring
many military organisations. It consists mainly of target. The M78 is typically vehicle mounted, and
a tripod stand, battery pack, breech and barrel requires a crew of 2.
assembly, sensor array, and 500-round ammo SR: DEX SR+2; ROF: 1/2MR; Damage: 10d6 to
drum. The RSWS has 360-degree fire action, all in 5m radius of strike; Effective Range: 50km;
and mounts a pulse-action machine gun with a Weight: 14.6kg; Ammo: 1; Fail: 99.
cyclic rate of 1100 rpm. The RWSW sensor array
is mounted above the barrel, covering a 60-

7
WEAPON TABLES:

SMALL ARMS:

Weapon: SR: ROF: Damage: Range: Ammo: Fail:

M11P Pistol DEX 3/MR 1d10 50m 16 99


M44 TASER Pistol DEX 2/MR 2d6+6 vs CON 15m 05 99
Shotgun DEX 2/MR 3d6 15m 30 00
1d6 30m
Baton 1d6/2d6 30m 30 00
M41 SMG DEX 3/MR or 3x Bursts 1d10 100m 30 97
M25 Combat Rifle DEX 3/MR or 3x Bursts 2d4 550m 50 98
M240 Flamethrower DEX 3x ‘bursts’/MR 3d4 30m 20 96
M29 Assault Rifle DEX 3/MR or 3x Bursts 2d6 1000m 95 98
M42 Gauss Rifle DEX 3/MR 2d6+6 1260m 15 99

SQUAD SUPPORT WEAPONS:

Weapon: SR: ROF: Damage: Range: Ammo: Fail:

M56 Smart Gun DEX 10mm: single shot 10mm: 2d6; 1100m 10mm: 95 97
or burst (5/10) 20mm: 3d6; 20mm: 10
3/MR; 20mm: 3/MR
M90 Grenade DEX 1/MR Grenade 25m 5 99
Launcher
M71 SSW DEX Burst (10/20) 3/MR 2d6 1200m 95/200 97
SADAR DEX+1 1/MR 3d6+6:3m radius 1000m 1 99
M202 Smart Missile DEX+2 1/2MR 4d6:3m radius 3000m 1 99
M95A1 Phased Plasma DEX 3/MR 2d6+2 250m 64 97
Pulse Rifle
M98A1 Phased Plasma DEX 3/MR or Burst (10) 2d6+2 500m 256 98
Repeater
M101 Phased Plasma DEX 3/MR 2d6+2/3d6+3 300m 32/64 96
Gun (PPG)

PLATOON SUPPORT WEAPONS:

Weapon: SR: ROF: Damage: Range: Ammo: Fail:

M88 Mini Gun DEX Burst of 20-60/MR 1d10 1200m 300 97


M201 Fusion Gun DEX+2 3/MR 4d6+4 250m 32 95
M383 Particle Phalanx DEX+1 1/MR 2d8+2 2500m 20 97
M112 Headhunter DEX+2 1/4MR 8d6:3m radius 99
SAM-118 Thunderbolt DEX+1 1/2MR 5d6:3m radius 3000m 1 99
M662 Railgun DEX+1 1/MR 2d10+4 500m 5 96
M242 Intruder DEX+3 1/2MR Special 30km 1 99

HEAVY SUPPORT WEAPONS:

Weapon: SR: ROF: Damage: Range: Ammo: Fail:

M292 DEX+2 6/MR 10d6: 5m radius 30km 78 99


M402 MLM DEX+2 10 every 3MR 8d6: 5m radius 5km 10 98
M201 MLRS DEX+2 2/MR 12d6: 5m radius 120km 64 99
M579 quad gatling DEX+2 Burst of 100/MR 3d8 1500m 1000 99
system

8
RSWS 3 Burst of 20-60/MR 1d10 1500m 500 99
M78 Lancer DEX+2 1/2MR 10d6: 5m radius 50km 1 99

MÊLÉE WEAPONS:

Weapon: SR: ROF: Damage: Range: Ammo: Fail:

Combat Knife 3 n/a 1d4+2 n/a n/a 00


Sword 2 n/a 1d10+1 n/a n/a 00
Chainsaw 2 n/a 2d6+2 n/a n/a 00
Vibro Blade 2 n/a 4d4 n/a n/a 00

GRENADES:

Weapon: SR: ROF: Damage: Range: Ammo: Fail:

Baton DEX 1/MR 1d6/3d6 20m n/a 98


Gas DEX 1/MR CON vs POT :3m radius 20m n/a 98
HE DEX 1/MR 2d6+6 :3m radius 20m n/a 98
Incendiary DEX 1/MR 2d6 / 1d6 :3m radius 20m n/a 98
Stun DEX 1/MR CON vs POT or stunned 20m N/a 98

9
The United Earth Colonial Marine Corps

Contents: combat divisions and four aerospace wings,


plus the support services organic to these
1. Introduction formations. At present the Colonial Marine
2. Structure and makeup Corps strength stands at 165,000 Marines.
3. Arms and Missions Reserve manpower stands at around 50,000,
4. Military Justice comprising a fifth division and aerospace wing.
5. Terminology
6. Leadership Colonial Marine Corps Infantry:
UECMC doctrine stresses the need for small,
autonomous infantry units capable of operating
1. Introduction: with or without higher level support on the non-
linear battlefield. Given the fluid nature of
The Colonial Marine Corps was created at the battle at the small-unit level, the rifle unit must
same time as the ICC and the ICA. The intent be capable of moving great distances rapidly
was that the Colonial Marines, funded by a using it's own transport, must carry its own
coalition of all the space-going Nations, would heavy support weapons and sensors, and be
be an independent force that would resolve able to apply great concentrations of firepower
disputes among the Nations, and keep the rapidly. The current organization of the
peace in the Colonies as well. Each nation had Colonial Marine rifle squad and platoon reflect
its own portion of the force made up of its own the ultimate development of this doctrine (see
citizens, but they shared equipment, training, fig 1.1).
and doctrine. They were led by the Colonial
Marine Corps High Command, which included The Colonial Marine Platoon:
representatives from several nations. A Marine Platoon (26 Marines) has 1 platoon
commander (Lieutenant), 1 android Exo. and 2
The duty of the Colonial Marine Corps is now sections, A and B. Each section has its
strictly devoted to the defence of all United commanding sergeant, a dropship crew of 2
Earth colonies in space. Colonial Marines are Marines, 1 APC driver and two squads. Each
now the vanguard of the UESC/ICA interstellar squad has two teams: Fireteam A through H.
armed forces, responding swiftly and potently Each team has 2 Marines.
against any aggressor who should pose a
threat to the security of UESC/ICA territory and The commanding sergeant of section A is
ICA civilians in space, whether it be a human second in command (2iC.), he will replace the
aggressor, intelligent extraterrestrial force, or a platoon commander if the commander is killed
"pest control” situation involving primitive alien or incapacitated. The commanding sergeant of
lifeforms. section B is 3iC. Each squad has a squad
leader at the rank of corporal. In case all
superior officers and NCOs are killed or
2. Structure and Makeup: incapacitated command will fall to the corporal
with the highest fireteam letter designation
The Interstellar Security Act of 2201 estab- (from A on top down to H).
lished the Colonial Marines structure as four
Fig 1.1 Marine Platoon Organization

nd
Platoon Commander (2 Lieutenant)

Android Exo

Section A Section B

Master Sergeant Sergeant


Dropship Crew (2x marines) Dropship Crew (2x marines)
APC driver (1x marine) APC driver (1x marine)
2x Squads 2x Squads
st nd st nd
1 Squad 2 Squad 1 Squad 2 Squad

2x Fireteams 2x Fireteams 2x Fireteams 2x Fireteams

A B C D E F G H
1x Cpl 1x PFC 1x Lcpl 1x PFC 1x Cpl 1x PFC 1x Lcpl 1x PFC
1x Pte 1x Pte 1x Pte 1x Pte 1x Pte 1x Pte 1x Pte 1x Pte

The Colonial Marine Brigade:


Each platoon is one of three in a Marine
Company. Three Companies (Alpha, Bravo,
Charlie) form one Battalion. Three Battalions in
turn form one Regiment. The Marine Infantry
Regiment is part of a Marine Brigade, along
with other units (Armour Battalion, APC
Battalion, Battlesuit Battalion, Artillery
Battalion, Air Defence Battalion, Engineer
Battalion, Interface Transport Group). Two Fig 1.2 ‘Victory By Wings’ Aerospace pilot uniform
patch
Brigades form one Marine Division.

The Colonial Marine Division: United Earth Colonial Marine Corps Aero-
The Colonial Marine Division is the largest space Wing Command:
operational unit size of the Marine Space The Colonial Marine Aerospace Wing is an
Force. It is essentially a balanced force of administrative formation responsible for the
combat, support and service elements. operation of all aerospace craft within the
Organized around three infantry regiments, the Marine Space Force to which it is attached.
division is especially designed to execute the Wing tasks include air superiority missions,
orbital assault mission, and is capable of reconnaissance, close air support, dedicated
sustained surface operations. strike, forward supply, transport, casualty
evacuation and search and rescue. Aerospace
The Colonial Marine Aerospace Wing is the operations are also an integrated part of the
aerospace combat element of the Marine standard Marine Infantry. A particular division
Space Force. Designed for aerospace support is divided into three groups. Drop Groups ferry
and the air mobility mission, the aerospace and support invading Marine Infantry. Tactical
wing is essentially an administrative formation, group is tasked with recon, and attack
since much of it's fighting strength is directly missions. Finally, the Support Group is
attached to the Colonial Marine division. assigned CasEvac, search and rescue,
Typically, a Marine aerospace wing operates psyops, special forces insertion, and like
some 300 dropships, 30 heavy -life shuttles tasks. The major workhorse of the Colonial
and 100 strikeships. Marine Corps is the AS-114 Cobra,'
compromising a majority of all three groups.
Colonial Marine Assault Unit: supplies are pushed forward to units who, for
The building block of the Colonial Marine whatever reason, no longer need them;
operating forces is the Marine Assault Unit, a however, such waste is preferable to the
reinforced battalion combat team designed to disaster that can occur if supplies are not
operate independently in areas of deep space, forwarded until after the need has arisen.
far from reinforcement or logistical support.
The key to the MAU is it's mobility and Because, even in a 'hot' conflict, Colonial
flexibility; an MAU incorporates it's own Marine units are often dispersed in small units
dedicated starlift capacity, capable of across continental distances, the UECM
deploying the entire unit swiftly to any trouble- logistic prime movers are the ubiquitous AS-
spot planet. This starlift capacity, which varies 114 Cobra dropship and the AS-118 ‘Python’
in size according to the mission, is tasked to Heavy Transporter. In the field, the M570 all-
supply logistics for a minimum of 30 days of terrain transport is the land based prime
ground combat operations. UEASF fleet units mover, with powerloaders often used on-site to
are usually attached to the MAU to perform offload cargoes.
space control, reconnaissance and orbital
bombing missions.

The line strength of an MAU is formed from


two to four line infantry companies. An
aerospace Drop Group and some Attack
Group elements accompany the infantry
complement. Each line company will usually
incorporate support assets which may be
attached down to the line platoons, including
additional UA -571 remote sentries, M402
multiple-launch fire support mortars, HIMAT
anti-tank missiles and the SIM-118 Hornet and
LIM -417 Phalanx Surface-t o-Air Missile
systems. If sufficient starlift capacity is
available, an armour company of fourteen
tanks may be attached to the MAU's line
strength.

The MAU is commanded by a headquarters


platoon that co-ordinates the command,
communication, intelligence and logistics
functions of the unit. Attached to headquarters Fig 1.3 UECMC ‘Death From Above’ shoulder patch
are a number of non-combat sub-units,
including a logistics platoon, maintenance 3. Arms And Missions:
company and medical unit. Additional combat
sub-units include a reconnaissance platoon, ERT (Emergency Rescue Team):
scout-sniper squad, combat engineering ERT teams are exclusive to the CMC. Their
platoon and a heavy ordnance company which charter expands beyond the normal
provides the battalion's heavy fire support and requirements for a basic marine corps. They
artillery guns, M201 multiple launch rockets, are needed to meet the demands of the
HIM -122 Lancer anti-ballistic missile systems colonies they serve. This expands beyond the
and HIM-78 Sprint ground launched space need to protect their borders. Often, the CMC
weapons. is called in for rescue duty, usually because
they have the fastest ships with the longest
Colonial Marine Logistics: range. To meet these demands, the ERT was
The challenge to Marine logisticians is formed. They are sent in to rescue people
immense; they must approach their missions from a variety of conditions.
with the same aggressive execution as the Team Size: Varies.
infantrymen in the assault. They have finite Ship Type: Usually one ship.
quantities of supplies at hand, yet have to
operate a 'push mode' system, anticipating the Marines Space Force:
needs of the forward units and moving loads to Basically these are the main strike forces of
them even before they realize the need for it. the UECMC. Usually, sent in numbers, the
Inevitably, this can lead to wastage when MSF provide the main punch in planetary
rd
bombardments. They send Dropships Disaster still strikes in the 23 Century. Be it a
planetside in the hundreds. Most frigates carry result of war, famine, disease or natural
a full payload in troops. No scientific cargo. disaster on a planetary scale, someone has to
Each Battle Fleet is led by a Major, Colonel, or pick up the pieces afterwards. If the location is
Captain. A Battalion is usually led by a still deemed too dangerous for emergency
General. services and even CAS, then the CMC are
called in. R&S is a duty no-one wants, but it is
rd
A MSF often breaks up into its individual battle a grim reality of life in the 23 Century.
groups and sent off on smaller duties. An MSF Team Size: Varies. Ground teams or large
patrols the hostile borders of Alexandria and numbers of dropships.
the OA. The force includes every type of Ship Type: Dropships, Fighters, APCs.
technology in the UECMC - Battlecruisers,
fighters, dropships, and armour are all carried
on board. 4. Military Justice:

Marine Space Force, Sol: A. Uniform Code Of Military Justice:


1st Colonial Marine Division A code that applies to all members of the
1st Marine Aerospace Wing uniformed services.
1st Marine Brigade 1. Its purpose is to ensure order and to provide
2nd Marine Aerospace Wing a means of adjudicating infractions of the law.
2nd Colonial Marine Division 2. The obedience to military law is the
2nd Marine Brigade responsibility of every Marine.
2nd Colonial Support Group
3rd Marine Brigade B. Punitive Article:
The following list contains the descriptive title
Marine Space Force, Eridani: and general provisions of selected punitive
3rd Colonial Marine Division articles of the UECMJ.
3rd Marine Aerospace Wing
1. Article 86 -- Absent without leave. Any
Marine Space Force, Herculis: Marine who, without authority
4th Colonial Marine Division a) fails to go to hit appointed place of duty at
4th Marine Brigade the time prescribed;
4th Marine Aerospace Wing b) goes from that place or
1st Colonial Support Group c) absents himself or remains absent from his
unit, organization or place of duty at which he
Team Size: 3-12 battleships in a combat group is required to be at the time prescribed shall be
flanked by at least one Reliant Cargo Hauler punished as his commanding officer or a court-
per Frigate. 12-24 Combat Groups in a martial may direct.
brigade.
Ship Type: Various. 2. Article 89 -- Disrespect toward a superior
commissioned officer. Any Marine, who
Planetary Xenobiology Survey (PXS): behaves with disrespect toward his superior
PXS teams are usually dispatched to newly commissioned officer, shall be punished as his
surveyed planets or newly established colonies commanding officer or a court-martial may
where alien lifeforms have been discovered. direct.
They investigate possible contamination by
hostile organisms. The PXS crew is mostly 3. Article 90 -- Assault on or wilfully disobey a
science, with the military only playing a superior commissioned officer. Any Marine,
supporting role in the operation of the mission. who
The PXS ships are comprised of 50% a) strikes his superior commissioned office
laboratories and 50% Defence. The PXS team b) draws or lifts up any weapon against his
commander is often a military scientist. superior commissioned officer
Team Size: 50% are various scientists (mostly c) offers any violence against his superior
xenobiologists). Instead of the standard one commissioned officer. or
synthetic per ship, PXS craft can have up to d) wilfully disobeys a lawful command of his
ten. Total crew per ship can be up to forty. superior commissioned officer while that
Ship Type: Usually one ship, typically a superior commissioned officer is in the
Centurion or a Legionary class light cruiser. execution of his office, shall be punished as his
commanding officer or a court-martial may
Recovery And Salvage: direct. If the offence is committed in time of
war, a court-martial may direct that the Marine UCMJ. All forms of punishment are subject to
be punished by death. restrictions specified in the UCMJ. The UCMJ
provides limitations of sentences based on the
4. Article 91 -- Insubordinate conduct toward a nature of the crime, the form of adjudication
warrant officer, non-commissioned officer, or (nonjudicial punishment or court -martial), and
petty officer. Any Marine, who the position/rank of the individual assigning the
a) strikes or assaults punishment or the type of court -martial which
b) wilfully disobeys; or convicted the Marine.
c) in language or deportment toward a warrant
officers non-commissioned officer, or petty 1. Reprimand. The convening authority of a
officer while that officer is in the execution of court-martial or a commanding officer may
his office, shall be punished as his punish a Marine by censure. A reprimand is a
commanding officer or court -martial may severe form of censure that adversely reflects
direct. upon the conduct of the person addressed. A
reprimand my be presented either orally or in
5. Article 121 -- Larceny and wrongful appro- writing; however, it is normally delivered in the
priation Any Marine who wrongfully take, written form.
obtains, or withholds (by any means) any
money, personal property. or article of value of 2. Forfeiture Of Pay And Allowances. A
any kind forfeiture deprives the individual accused, of all
a) with intent permanently to deprive or or specific amount, of money to be accrued
defraud another person of the use and benefit (earned in the future) as a result of service in
of property or to appropriate it to his own use the armed forces of the United Earth Military.
or the use of any person other than the owner,
steals that property is guilty of larceny; or 3. Fine. A fine makes the accused immediately
b) with intent temporarily to deprive or defraud liable to the United Earth Military for the entire
another person of the use and benefit of amount of money specified in the sentence. A
property or to appropriate it to his own use or fine may only be adjudged by a court-martial,
the use of any person other than the owner is and it may be adjudged instead of or in
guilty of wrongful appropriation shall be addition to a forfeiture. However, a fine is
punished as his commanding officer or a court- normally used only as a sentence in cases
martial may direct. when the accused has been unjustly enriched
6. Article 128 -- Assault. Any Marine, who as a result of the offence convicted.
a) attempts or offers with unlawful force or
violence to do bodily harm to another person, 4. Loss Of Numbers, lineal position, or
whether or not the attempt or offer is seniority. This form of punishment is reserved
consummated, is guilty of simple assault; for commissioned officers only.
b) commits an assault with a dangerous
weapon or other means or force likely to 5. Reduction In Pay Grade. A reduction in
produce death or grievous bodily harm is guilty pay grade causes the accused to be of the
of assault consummated by battery; or rank and pay grade to which reduced.
c) commits assault and intentionally inflicts
grievous bodily harm with or without a weapon, 6. Restriction To Specific Limits. Restriction
is guilty of aggravated assault; and shall he deprives the accused of normal liberty
punished as his commanding officer or court- privileges. The sentence will specify the
martial may direct. physical and geographic locations in which the
individual is allowed, how long the restriction
7. Article 134 -- General article. Any Marine, shall last, and when that individual must be
who become involved in present at specific locations. A Marine who is
a) all disorders and neglects to the prejudice of being punished by restriction is not exempt
good order and discipline in the armed forces, from performing normal duty requirements.
b) all conduct of a nature to bring discredit
upon the armed forces, or 7. Hard Labour Without Confinement. The
c) crimes and offences not capital, shall be hard labour is performed in addition to regular
punished as their commanding officer or a duties.
court-martial may direct.
8. Confinement. Confinement deprives the
C. Forms Of Punishment Marine sentenced of normal liberty privileges
The following are the forms of punishment and is a form of physical restraint which
which may be imposed for violations the of the provides for the assignment of quarters at a
specific location - usually a correctional facility. 2. A special court-martial can be composed of
Additionally, unless specified in the a military judge alone, not more than three
sentencing, the performance of hard labour is impartial active duty armed service personnel,
also required. or a military judge and not more than three
armed services personnel. The impartial
9. Confinement On Bread And Water Or personnel; can be commissioned officers,
Diminished Rations. This form of physical warrant officers, or enlisted personnel. If the
restraint is confinement to specific quarters accused is a commissioned officer, no member
(normally the ship's brig) while enduring a can be a warrant officer or enlisted person. If
specific reduction of rations (normally bread the accused is a warrant officer, no member
and water only). This form of confinement may can be an enlisted person. If the accused is an
only be assigned while the Marine sentenced enlisted person, he may request that at least
is embarked aboard Naval vessel and may not one third of the members of the court be
exceed 3 days. enlisted.
a) The lowest level of authority to convene a
10. Punitive Separation. This form of special court-martial is normally a brigade or
punishment results in the convicted Marine regimental commander or the equivalent.
being removed from the service and given However, under special circumstances, a
either a dishonourable or bad-conduct commanding officer of a separate or detached
discharge. battalion may be granted the authority by his
superiors.
11. Death. b) A special court-martial may adjudge any
punishment not forbidden by the UCMJ, except
D. Courts-Martial death, dismissal, dishonourable discharge,
The three types of courts-martial are summary, confinement for more than 6 months, hard
special, and general. The differences among labour without confinement for more than 3
the three types of courts-martial are based on months, or forfeiture of more than two-thirds
their composition, level of authority, and pay for more than 6 months.
severity of punishments authorized. c) Normally, a special court-martial may not try
1. A summary court -martial is composed of any capital offence where there is a mandatory
one officer with the rank of Captain or higher. punishment beyond the maximum punitive
a) The lowest level of authority to convene a power of a special court-martial.
summary court-martial is normally a battalion 3. A general court-martial can be composed of
commander or the equivalent; however, under a military judge alone or a military judge and
special circumstances, a commanding officer not more than five impartial armed services
of a separate or detached command may be personnel. The impartial personnel can be
granted the authority by his superiors. commissioned officers, warrant officers, or
b) A summary court-martial may adjudge any enlisted personnel. Of the accused is a
punishment not forbidden by the UCMJ, except commissioned officer, no member can be a
death dismissal, dishonourable. discharge warrant officer or enlisted person. If the
bad-without confinement for more than 45 accused is a warrant officer, no member can
days, restriction for more than 2 months, or be an enlisted person. If the accused is an
forfeiture of more than I months pay. In the enlisted person, he may request that at least
case of sergeants and above, a summary one third of the members of the court be
court-martial may not award a reduction of enlisted.
rank of more than one rank, hard labour a) The lowest level of authority to convene a
without confinement, or confinement. general court-martial is normally a division,
c) A summary court-martial may not try a wing, or base commanding general, or the
commissioned officer, warrant officer, cadets, equivalent. However, under special
midshipmen for any capital offences. However, circumstances, a commanding officer of a
no Marine can be compelled to accept a separate or detached unit may be granted the
summary court-martial. Since a summary authority by his superiors.
court-martial is less formal than the other two b) A general court-martial may adjudge any
types of courts, a Marine may refuse to accept punishment not forbidden by the UCMJ.
trial by summary court-martial and may
request a special court-martial. However, he E. Rights
should be aware that conviction by a special or The rights of the accused before judicial and
general court-martial constitutes a felony nonjudicial proceedings are based on the laws
conviction. of this country and specified in the UCMJ.
1. Your rights before judicial proceedings reached the officer to whom you originally
include but are not limited to: being considered requested mast.
innocent until proven guilty, c) You should not have to wait more than 24
a) being considered innocent until proven hours between levels of the chain of command
guilty, whenever possible.
b) remaining silent and to being informed that if d) You may request mast without fear of
you do make a statement it can be used prejudice to your interest.
against you in a court-martial, e) Upon completion of request mast, you must
c) being represented by a lawyer, make a written statement regarding the degree
d) being protected from double jeopardy, of satisfaction you had with the outcome of
e) calling witnesses on your behalf, your request.
f) having your sentence reviewed, f) If your request mast to a higher commander
g)having a speedy trial, is resolved by a lower commander. you must
h) being informed of all charges against you, make a written, witnessed statement indicating
i) having the assistance of an interpreter, the degree of satisfaction you have had and
j) protection against illegal searches and your willingness to withdraw the request to
seizures, higher authority.
k) challenging members of the court, g) Your request mast will be conducted at the
l) having enlisted representation on special earliest reasonable time and not later than 72
and general courts-martial, hours after submission whenever possible. If
m) being tried by a military judge, and your request is of an emergency nature, it
n) being tried by court-martial vice nonjudicial should be heard within 24 hours if at all
punishment possible.
2. Your rights before nonjudicial proceedings 2. The additional procedural points for request
include but are not limited to: mast with your commanding general are
a) appearing before all boards and fact-finding contained in the following
bodies: a) You must prepare a complete written,
b) examining, objecting to, and challenging statement indicating the reasons for the
She introduction of all physical and request mast. It must include a list of
documentary evidence; witnesses with a summary of the expected
c) examining, cross-examining, and testimony of each.
challenging the testimony of all witnesses; b) You must, if applicable, attach any
d) introducing evidence on your behalf; documents that support your request.
e) testifying on your behalf; and c) Your statement must also include a list of
f) making a voluntary statement for the official persons in your chain of command that you
records. have already seen and any action that they
have taken.
F. Request Mast
You can use this procedure to discuss any G. Judicial Punishment
matter with your commanding officer in your The purpose of nonjudicial punishment is to
chain of command. The procedures are provide an essential and prompt news of
designed to allow for timely and appropriate maintaining good order and discipline to your
responses to your request. If you are following unit's commanding officer. It also promotes
the proper procedures for requesting mast, no positive behaviour changes in Marines without
one may prohibit you from speaking with your the stigma of a court-martial conviction.
commanding officer at the proper time and 1. If you are the accused Marine, you have the
place. This includes any commanding general option of either demanding trial by court-
who is located in the same geographic area as martial or accepting nonjudicial punishment.
you. 2. Once your commanding officer has passed
1. The procedural points for request mast judgment and sentenced you, if you feel that
below the commanding general level are the punishment awarded to you is unjust or
contained in the following disproportionate to the offence, you may
a) You may submit your request at the lowest appeal all or part of your sentence to the next
echelon and have it forwarded via the chain of higher authority. He may set aside, decrease,
command to the commander with whom you suspend, or let stand any portion or all of the
wish to speak. original sentence. However, he cannot in any
b) You do not have to state the matter of way increase the original sentence.
concern, either orally or in writing;. to anyone
in the chain of command until you have
H. Discharges
As a Marine, you may be given one of five endangering the security of the Marine Corps.
different discharges. The type of discharge you Under these conditions, the discharge is
are awarded is based on the method by which awarded in lieu of court-martial.
it is awarded and the character of your service. 4. A Marine may receive a general discharge
under honourable conditions if his service was
Type Of Character Method Of characterized by significant negative aspects
Discharge Of Service Award reflected in his performance or conduct. This
Honourable Honourable Administrative type of discharge is normally awarded to
General, Honourable Administrative Marines whose average proficiency or conduct
under marks fall below 3.0 or 4.0 respectively.
honourable
conditions I. Law Of War
General, Other than Administrative Discipline in combat is essential. Disobedience
under other honourable to the law of war dishonours the Nation, the
then Marine Corps, and the individual Marine, and
honourable far from weakening the enemy's will to fight, it
conditions strengthens it. The following principles require
Bad-conduct Other than General or the Marine's adherence in the accomplishment
honourable special court- of any mission. Violations have an adverse
martial impact on public opinion both national and
Dishonourabl Dishonourabl General international and have on occasion served to
e e court-martial prolong conflict by inciting an opponent to
continue resistance and in most cases
1. To receive a dishonourable discharge. a constitute violations of the UCMJ. Violations of
Marine must be convicted by a general court- these principles prejudice the good order and
martial of an offence of a dishonourable discipline essential to success in combat.
nature. These are offences generally
recognized by the civilian courts as being 1. Marines fight only enemy combatants.
serious felonies. However, a Marine may also 2. Marines do not harm enemies who
be awarded a dishonourable discharge if he surrender. They must disarm them and
his been convicted by court -martial of three or turn them over to their superior.
more offences in the last year, regardless of 3. Marines do not kill or torture prisoners.
whether any of the charges were severe 4. Marines collect and care for the wounded,
enough to result in a dishonourable discharge whether friend or foe.
by themselves. 5. Marines do not attack medical personnel,
2. For a Marine to receive a bad-conduct facilities, or equipment.
discharge, he must have been convicted by a 6. Marines destroy no more than the mission
general or special court-martial of an offence requires.
under the UCMJ which was serious enough to 7. Marines treat all civilians humanely.
warrant this form of discharge. A Marine may 8. Marines do not steal. Marines respect
also receive a bad-conduct discharge from a private property and possessions.
court-martial for a minor offence W he has 9. Marines should do their best to prevent
previously been found guilty of repeated violations of the law of war. They must
offences in a combination of judicial and report all violations of the law of war to
nonjudicial proceedings. Additionally, a Marine their superior.
may be awarded a bad conduct discharge if he
has been convicted by court-martial of two or
more offences in the past 3 years even if none 5. Terminology:
of the previous or current charges are severe
enough to warrant such a discharge. Many Corps customs are derived from the
3. A Marine may receive a general discharge many years of service afloat. Even ashore
under other than honourable conditions if his Marines customarily use nautical terms. Floors
service has been characterized by conduct are "decks," walls are "bulkheads," ceilings are
that was a significant departure from the "overheads," ands corridors are "passage-
conduct expected of a Marine. This usually ways". The order "Gangway" is used to clear
involves illegal acts or commission of acts that the way for an officer ashore, just as it is afloat.
are characterized by violence that result in Among other terms commonly used: "two-
serious bodily injury, breech of special trust, block" is to tighten or centre; "square-away" is
disregard for the normal superior-subordinate to correctly arrange articles or to take in hand
relationship, drug abuse or trafficking, or and direct an individual; "head" is the
bathroom, and "scuttlebutt" is a drinking PORT Left
fountain or an unconfirmed rumour. In the QUARTERDECK The ceremonial location on
Marine Corps, the nautical expression, "Aye, board ship when the ship is moored or at
aye, sir" is used when acknowledging a verbal anchor (It is located close to the brow or
order. "Yes, sir" and "No sir" are used in accommodation ladder and is the watch station
answer to direct questions. "Aye, aye, sir" is for the Officer of the Deck.)
not used as this expression is reserved solely SEABAG The bag used to stow personal gear
for acknowledgment of orders. Some of the SECURE Stop; finish; end; make fast put away
other terms inherent in Corps tradition and in storage
history are: SHIPPING OVER Reenlisting
SICK BAY Hospital or dispensary
ADRIFT Loose from towline or moorings; SKIPPER Commanding Officer
scattered about; not in proper stowage SKYLARK Goof-off; to loiter
AFT Referring to or toward the stern (rear) of a STARBOARD Right
vessel STERN The blunt end (rear) of a ship
ALL HANDS All members of a command SWAB A mop
ASHORE Any place outside of a naval or TOPSIDE Upstairs
Marine Corps reservation TURN TO Begin work; get started
AS YOU WHERE Resume former activity WARDROOM on board ship, the officer's living
AWEIGH Said of the anchor. As soon as the room and dining area; also used to signify all
anchor has broken away from and is no longer of the officers serving on the ship
fastened to the bottom
BELAY To make fast or to secure, as in "belay
the line;" to cancel or to disregard a statement 6. General Leadership:
just made
BELOW To go downstairs A. Objectives Of Military Leadership
BREAKOUT Take out of stock or storage: to Leadership has passed from Marine to Marine
prepare for use since the founding of the Corps. It is the art of
BRIG A place of confinement; a prison influencing and directing men and women to
BROWN BAGGER A married man accomplish the mission of keeping our country
BOW The front portion of a ship free; to obtain their obedience, respect,
BRIDGE The portion of a ship's structure from confidence, and loyal cooperation; and to
which it is controlled when underway maintain the sense of accomplishment. In
BROW A portable walkway from the pier or essence, leadership boils down to three
jetty the ship's quarter deck fundamentals: Know your "stuff" and yourself;
BUTTKIT An ashtray be a role model, and set the example; know
CARRY ON The order to resume previous your people, and look after them.
activity Concern for and attentiveness to troop welfare
CHIT A receipt or authorization; a piece of not only means providing the basics of survival
paper (food, water, shelter, and rest), but it also
FANTAIL The main deck of a ship at the stern means attending to the numerous other details
FIELD DAY Barracks cleanup that make a unit effective. It means training
FIELD SCARF Regulation Marine Corps and critiquing so that "lessons learned" do not
uniform neck tie have to be relearned. It means talking with
FORECASTLE The upper deck at the bow on military members as if they are members of the
which the ground tackle is located family. It means looking out for Marines as
GALLEY Shipboard kitchen; kitchen of a mess they instinctively look out for their leader and
hall; mobile field mess for each other.
GATOR An amphibious ship; one who serves
in the amphibious Navy 1. The Primary Objective of Leadership --
GEEDUNK The place (aboard ship) where Mission Accomplishment
candy, ice cream, soda, and smokes can be a) Military discipline. A moral, mental, and
purchased physical state in which all hands respond to
HATCH Door or doorway orders or to the will of the commander or
LADDER Stairs leader, whether or not he or she is present.
LIBERTY Absence of enlisted from the ship or (1) Self-discipline is the basis of discipline.
command for less than 96 hours for purposes (2) Effective discipline is the sense of
of rest and recreation which is not charged as accomplishment of a goal.
leave (3) Sound discipline is a matter of consistency
POLICE To straighten or to tidy up and firmness.
b) Efficient performance in battle. The ultimate d) Keys in conducting professional counselling
objective of military discipline: Overcome fear include
and replace it with action (1) Finding out what the problem involves and
c) Standards of good discipline. Deportment then setting up an appointment for the Marine
attention to duty, example, and decent to talk to the proper specialist (e.g., medical or
behaviour which enable men and women to drug and alcohol officers, 1st Sergeant,
accomplish and to give their best, Sergeant Major. or the chaplain); and
d) The results of a well-disciplined unit are (2) Using the chain of command to match a
clearly observable: Marine to the proper specialized expert.
(1) All assigned missions are accomplished. e) Keys to career counselling are:
(2) Marines are confident and maintain a sharp (1) Knowing and understanding the Marine
appearance. (their motivations, skills, and attitudes),
(3) Marines are proud of their unit; they believe (2) Knowing the advantages of a career in the
it has a good reputation (esprit). Marine Corps and the opportunities and
(4) Weapons and equipment are available and alternatives that are available, and
well-maintained. (3) Knowing the basic qualifications required
(5) Marines at all levels are actively engaged in for reenlistment.
doing their duties they place value on the The Nine Common Elements Found In The
things that they do. Combat Environment
(6) Marines cooperate and willingly helping 1. Violent, unnerving sights and sounds;
one another. 2. Casualties;
(7) Training is well planned, well conducted, 3. Confusion and lack of information;
consistent, and thoroughly evaluated for 4. Feeling of isolation;
individual and unit strengths and weaknesses 5. Communications breakdowns;
and feedback, for the individual and the group, 6. Individual discomfort and physical fatigue
is immediately provided 7. Fear, stress, and mental fatigue;
(8) In hostile situations, the unit fights 8. Continuous operations; and
successfully under stress. 9. Homesickness.
2. The Secondary Objective of Leadership --
Troop Welfare The Five Stresses A Marine Can Expect In
a) Counselling, as a leadership tool, is used to Combat
improve performance and to aid in solving 1. Extreme risk and fear;
problems or circumventing potential problems. 2. "Fog of War" - literal fog (dust, smoke, and
The types of counselling are: debris on the battlefield) and mental fog
(1) performance, (confusion, uncertainty
(2) personal, due to lack of knowledge of the enemy, chaotic
(3) professional, and noise, mental and physical fatigue, and fear;
(4) career. 3. Discomfort and fatigue;
b) Keys to constructive performance counsel- 4. Casualties; and
ing are: 5. Boredom.
(1) Accurate evaluation of performance,
(2) Clear and concise communication of the Officer Ranks For The Navy
evaluation to the subordinate, O-1 Ensign
(3) Mutual agreement concerning performance O-2 Lieutenant, Junior Grade
areas where improvement is required, O-3 Lieutenant
(4) Active subordinate response, and O-4 Lieutenant Commander
(5) Concrete suggestions for improvement. O-5 Commander
c) Keys to effective personal counselling are: O-6 Captain
(1) Suggestions and advice are offered only O-7 Rear Admiral
after learning all of the pertinent facts. O-8 Rear Admiral
(2) Advice on professional matters is left to the O-9 Vice Admiral
professionals. O-10 Admiral
(3) Problems that are not solved are referred to
someone who can handle the problem.