If you roll a Wartime Event on the Events table for your career, roll on the Wartime Event table.
||Just a Flesh Wound: You are lightly wounded. Roll two dice on the Injury table, choosing the higher result.
||Heartfelt Confession: Someone close to you, likely within your unit, is fatally wounded and dies in your arms. Whilst dying, he confesses something previously unknown to you; from knowing about a traitor to explaining where stolen treasure might be.
||Double-cross: Someone on your side in a conflict turns on you at the last moment, causing tension within the unit. Paranoia and distrust exists in the ranks for some time to come. Gain a Rival.
||Impressive Scar: You were wounded by an alien weapon that left a strange scar on your face or neck. It does not hurt anymore, but it does give you a rough exterior that is sometimes difficult to ignore.
||Camaraderie: You become very close to the other members of your unit and such fraternity is rewarded with unquestioning acceptance. If you choose to remain in the same career path and assignment for your next term, you do not need to roll for Qualification.
||You save a member of your unit’s life and gain a new Ally.
||Weapon Cache. You stumble upon a stockpile of weaponry and armament. When no one is looking you manage to claim a piece of the find for yourself. Add an Armour, Combat Implant or Weapon Benefit (player’s choice) when you muster out.
||Employment Offer: The character is approached by a potential future employer, and the unit is set up for another conflict before the current one is even concluded. You gain a +2 DM to your next Qualification roll.
||Heroic Stand: You are caught alone in a fire fight where you hold off an enemy force for a prolonged period of time. Increase Social Standing by 1 or gain a +1 DM to your next Benefits roll.
||Trouble with Authorities: Your unit is arrested and detained for supposed illegal wartime activities. Lose one Benefit roll or reduce your Social Standing by 1.
||Unusual Event: Something odd has occurred. Roll 1d6
1 – Meta-Intelligence Officer. You encounter a Psionic officer, who offers to spend some time with you. You may immediately test your Psionic Strength and can, if you qualify, take the Psionist career in your next term.
2 – Alien Mercs. You are saddled with a small unit of alien mercenaries for a few tickets. Gain a Life Science and a Contact among an alien race.
3 – Military Black Market. You are approached by a black marketeer who has some advanced technology for sale on the cheap. You may choose any piece of TL12 personal equipment instead of taking the cash from a Benefits roll.
4 – Shell Shock. You were knocked into a short coma by artillery, and lost several weeks of your memory.
5 – Governmental Award. You and your unit are publicly heralded by the government you were serving. This ruins anonymity, but increases Social Standing by 1.
6 – Ancient weapon technology. You discover a weapon older than the Imperium. Now, if you could only figure out how to use it.
Mercenary Retirement Benefits – Friends & Favours
Friends & Favours
||An alien transport pilot remembers you being kind to his people. Gain 2 ship shares.
|3 – 4
||Old gambling buddy owes you money. +10,000 credits
|5 – 6
||Government agent owes you for his life. Gain Ally
|7 – 9
||Military types rarely forget their debts. +5,000 credits
||An arms dealer owes you for helping him in a hard time. +7,500 credits or the Weapon benefit
||One of your old friends has arranged for a lesser vehicle to ‘go missing’ and end up in your possession. Gain either the Air/Raft or Ship’s Boat Benefit
||You were named as an inheritor on an old colleague’s last will. Gain +15,000 credits
Medals and Commendations
Any character that is in a combat Event or Mishap will automatically be awarded a Combat Ribbon.
Combat Command Ribbon:
Any officer that receives a Combat Ribbon is automatically awarded with a Combat Command Ribbon.
Any character that has to roll on the Injury table having failed his skill roll is awarded a Purple Heart.
Meritorious Conduct under Fire (MCUF):
A character is awarded this medal if the Effect of his skill roll is 3 or more.
Medal for Conspicuous Gallantry (MCG):
A character is awarded this medal if the Effect of his skill roll is 5 or more.
Starburst for Extreme Heroism (SEH):
A character is awarded this medal if the Effect of his skill roll is 7 or more.
Going for Glory
A character may add up to 3 to the difficulty of the skill roll, making it much more likely to be injured. However, when it comes to receiving an award the modifier is added to the Effect instead.