Mercenary >

Army and Marine Characters




New Army Mishaps

New Army Mishaps

2d6 Mishap
2 Finding conditions to be inhumane under a barely sane commander during your current posting you desert and are now a wanted man. Gain 1d3 Enemies amongst the military, including your former commanding officer, who will try to bring you to justice.
3 You are involved in a disasatrous campaign and barely escape off planet in a frantic and badly organised evacuation. This leaves you a long way from your own lines and you make 1d3 Contacts as you return home. However you find yourself a wanted man and are listed as AWOL by an inquisitional commission that has come down hard on those even remotely involved in the debacle.
4 Your regiment merges with another due to budgetry constraints. You are one of those who are not offered a position within the new unit and are forced to leave the service.
5 You spend several days in the brig after getting into a fight with a superior officer. Gain that officer as a Rival as he has you ejected out of the service.
6 Severely wounded. Roll twice on the Injury table and take the lower result.
7 Your unit is slaughtered in a disastrous battle, for which you blame your commander. Gain him as an Enemy as he has you removed from the service.
8 Injured. Roll on the Injury table
9 You are sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. You are discharged because of stress, injury or because the government wishes to bury the whole incident. Increase Recon or Survival by one level but also gain the rebels as an Enemy.
10 You discover that your commanding officer is engaged in some illegal activity, such as weapon smuggling. You can join his ring and gain him as an Ally before the inevitable investigation gets you discharged, or you can co-operate with the military police – the official whitewash gets you discharged anyway but you may keep your Benefit roll from this term of service.
11 You are tormented by, or quarrel with, an officer or fellow soldier. Gain that officer as a Rival as he drives you out of the service.
12 You have a strong relationship with a munitions supplier which is deemed to be too close by your superiors and you are ‘requested’ to resign from the service. Gain the supplier as a Contact.

New Army Events

New Army Events

d66 Events
11 Disaster! Roll on the mishap table, but you are not ejected from this career.
12 You are assigned to an urbanised planet torn by war. Gain one of Stealth 1, Streetwise 1, Persuade 1 or Recon 1.
13 You are assigned to a planet with a hostile or wild environment. Gain one of Vacc Suit 1, Engineer (any) 1, Animals (riding or training) 1 or Recon 1.
14 You are given a special assignment or duty in your unit. Gain a +1 DM to any one Benefit roll.
15 You are thrown into a brutal ground war. Throw Endurance 8+ to avoid injury; if you succeed, you gain one level in Gun Combat (any) or Leadership.
16 You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level.
21 Surrounded and outnumbered by the enemy, you hold out until relief arrives. Gain a +2 DM to your next Advancement check.
22 You are assigned to a peacekeeping role. Gain one of Admin 1, Investigate 1, Deception 1 or Recon 1.
23 Your commanding officer takes an interest in your career. Either gain Tactics (military) 1 or take a +4 DM to your next Advancement roll thanks to his aid.
24 You are chosen for cross training in a different service. Roll for a skill in a Specialist assignment other than your own.
25 You are assigned to protected forces training, gain one of Vacc Suit 1 or Zero-G 1.
26 You are named in a law suit alleging war crimes against your unit. You gain 1d3 Enemies despite your proclamations of innocence (whether they are true or not).
31-36 Life Event. Roll on the Life Events table.
41-46 Wartime Event. Roll on the Wartime Events table.
51 You are assigned to Officer Training, gain a commission, if you are already an officer you are automatically promoted.
52 You are given special forces training. Gain one of Melee (any) 1, Gun Combat (any) 1, Survival 1, Combat Engineering (any) 1 or Explosives 1.
53 You are assigned to a teaching post. Throw Instruction 8+. Success increases your Instruction skill by one level.
54 A posting far from any conflict on an idyllic world leaves you with plenty of downtime. Gain one of Gambling 1, Carouse 1 or Streetwise 1.
55 You are assigned to the legal offices of your base, helping with court martial services. Gain one of Admin 1, Advocate 1, Investigate 1 or Deception 1.
56 You are assigned to Military Intelligence. Gain one level in Streetwise, Computer, Interrogation (any) or Deception.
61 You are assigned a position at an embassy. You are automatically promoted this term and gain Social Sciences 1.
62 Your unit is sent to combat insurgents. Throw Gun Combat or Stealth 8+ to avoid injury; if you succeed, you gain one level in Gun Combat (any) or Tactics (military).
63 Your ability at the card table makes you a legend amongst your unit, however not everyone is a good loser. Gain one rank in either Gambling or Carouse, but gain 1d3 Enemies.
64 A revolution overthrows the legitimate government of the world you are serving on. Your unit backs the government as it attempts to regain power, throw Tactics or Gun Combat (any) to avoid injury. You gain both an Ally and an Enemy as a result of the fighting.
65 Your immediate superior is a drunkard and incompetent. If you report him then you gain a +2 DM to your next Advancement roll. If you say nothing and protect him, gain him as an Ally.
66 You display heroism in battle. You may gain a promotion or a commission automatically.