Space Patrol: The Marine

Nov 13, 2014
📕 3 min.


150 points

Marines assigned to Patrol ships serve as internal security and provide light combat support for planetside missions. As such, they resemble SWAT team officers and counter-espionage agents more than commandos. They train to operate in variable gravities as well as in vacuum. Marines are the crew members most likely to sport cybernetics, as they are most often exposed to violence.

Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 5.50 [0]; Basic Move 6 [5].

Advantages: Legal Enforcement Powers [10]; Luck [15]; Patrol Rank 0 [0]. • A further 30 points chosen from IQ +1 [20], HT +1 or +2 [10 or 20], HP +1 to +3 [2/level], FP +1 to +3 [3/level], Per +1 to +4 [5/level], Acute Senses [2/level], Born Spacer 1-4 [5/level], Combat Reflexes [15], Craftiness 1-4 [5/level], Cybernetics [Varies], Danger Sense [15], Fearlessness [2/level], Fit [5] or Very Fit [15], Gravity Adaptation (Throwing, any) [1], G-Experience [5 or 10], Honest Face [1], Improved G-Tolerance [5 or 10], Less Sleep [2/level]; Night Vision [1/level], Nanosymbionts [Varies], Patrol Rank 1-4 [5/level], Peripheral Vision [15], Rapid Healing [5], Security Clearance [5], or Single-Minded [5].

Disadvantages: Duty (to the Space Patrol; 15 or less) [-15]. • A further -25 points chosen from Callous [-5], Chummy [-5], Code of Honor (Soldier's) [-10], Cybernetics [Varies], Fanaticism [-15], Hidebound [-5], Honesty [-10*], Intolerance (Criminals) [-5], Overconfidence [-5*], Selfless [-5*], Sense of Duty (Crew or Patrol) [-5 or -10], or Truthfulness [-5*].

Primary Skills: Beam Weapons/TL11 (Pistol or Rifle) (E) DX+2 [4]-13; Brawling (E) DX+1 [2]-12; Free Fall (A) DX+1 [4]-12; Spacer/TL11 (E) IQ+1 [2]-12; Vacc Suit/TL11 (A) DX+1 [4]-12; and Wrestling (H) DX-1 [2]-10. • One of Electronics Operation/TL11 (EW, Security, Sensors, or Surveillance) (A) IQ+1 [4]-12. • Four of Gunner/TL11 (Beams or Rockets) (E) DX+2 [4]-13; Electronics Operation/TL11 (Any other from above), Interrogation, or Shadowing, all (A) IQ+1 [4]-12; Intelligence Analysis/TL11 or Tactics, both (H) IQ [4]-11; Intimidation (A) Will+1 [4]-12; or Observation or Search, both (A) Per+1 [4]-13.

Secondary Skills: Holdout (A) IQ [2]-11; and Body Language (A) Per [2]-12. • Six of Stealth or Throwing, both (A) DX [2]-11; Camouflage or Savoir-Faire (Police), both (E) IQ+1 [2]-12; Acting, Electronics Repair (EW, Security, Sensors, or Surveillance), Explosives/TL11 (EOD), or Soldier/TL11, all (A) IQ [2]-11; Expert Skill (Computer Security) (H) IQ-1 [2]-10; Tracking (A) Per [2]-12; Detect Lies (H) Per-1 [2]-11; or a choice from the Primary Skill list at one level lower.

Background Skills: Law (Space) (H) IQ [4]-11. • A further 7 points chosen from Piloting (Aerospace or High Performance Spacecraft) (DX/A); Area Knowledge and Computer Operation/TL11, both (IQ/E); Criminology, Freight Handling, and Navigation (Space), all (IQ/A); Computer Programming/TL11, Forensics/TL11, and Psychology, all (IQ/H); and Scrounging (Per/E).

* Multiplied for self-control number; see p. B120.

Customization Notes

The security officer is responsible for the safety of the crew on and off the ship and the integrity of the ship's systems in the face of enemy action. Improved IQ and Craftiness are key advantages, while Sense of Duty or even Fanaticism indicate the marine's devotion. Key skills are Electronics Operation (Security), Intelligence Analysis, Expert Skill (Computer Security), and Forensics.

The soldier is focused on combat support. Combat Reflexes is the key advantage, accompanied by Fit, Rapid Healing, and possibly Fearlessness. Code of Honor defines this archetype, and many are also Hidebound. Important skills for shipboard usefulness are Gunner, Electronics Operation (EW), Explosives (EOD), and even Freight Handling.