Soldiers
on Yori (Regina 0510)
Introduction
Players wishing to generate characters in Yori’s military may use the standard Advanced Character Generation system for Army characters presented in the MegaTraveller Players’ Manual with the following changes.
Start …
| Basic Stats | ||
|---|---|---|
| Human | Zhurphani | |
| STR | 2d6 | 3d6 |
| DEX | 2d6 | 2d6 |
| END | 2d6 | 3d6 |
| INT | 2d6 | 2d6 |
| EDU | 2d6-2 | 2d6-2 |
| SOC | 2d6 | 2d6 |
| Other Default Skills | |||
|---|---|---|---|
| Scarland | Mountain | Desert | |
| 1 | Herding | Survival (Mountain) | Survival (Desert) |
| 2 | Herding | Survival (Mountain) | Survival (Desert) |
| 3 | Herding | Survival (Mountain) | Survival (Desert) |
| 4 | History (Yori) | History (Yori) | History (Yori) |
| 5 | Language (Etip) | Language (Etip) | Language (Etip) |
| 6 | Quarterstaff | Quarterstaff | Quarterstaff |
New Skills
History: This represents an in-depth knowledge of the distant past. (Recent history and some key distant historical events are included under EDU.) The history skill is qualified by its focus … in the case above “History (Yori)” refers to an in-depth knowledge of Yori’s distant past, along with its myths.
Etip: All characters are assumed to be fluent in Galanglic (the common language of the Third Imperium). Language represents skill in a second language … level 0 = basic competency, level 1 = fluent, level 2 = speak/write like a native. Etip is a now-dead language from Yori’s past (many historical religious documents were written in Etip).
Quarterstaff: This represents skill using a quarterstaff or similar long pole as a weapon. The vaothoi is a traditional quarterstaff-like weapon on Yori, especially among the religious orders. In combat, a vaothoi (or quarterstaff) is considered equivalent to a Cudgel/Staff but with +1 damage if STR 15+.
Pre-enlistment options
| College (4 years) |
||
|---|---|---|
| Admission | 9+ | DM +2 if EDU 11+ |
| Success | 7+ | DM +2 if INT 8+ |
| OTC | 8+ | DM +2 if SOC 8+ |
| Education | 1d6-2 | DM +1 if INT 9+ |
| Honours | 10+ | DM +1 if INT 10+ |
1 or more points awarded for Education may be traded for additional rolls on the Other Default Skill table.
| Religious School (4 years) |
||
|---|---|---|
| Success | 8+ | DM +2 if EDU 8+ |
| Honours | 11+ | DM +1 if EDU 11+ |
| Skills | +1 EDU, 1d6-3 (min=0) levels of History (Yori) 1d6-3 (min=0) levels of Language (Etip) 1d6-3 (min=0) levels of Quarterstaff |
|
Service
Once entered service in the
| Military Occupation Specialty (MOS) (1d6) |
||||
|---|---|---|---|---|
| Scarland | Mountain | Desert | Aero Group | |
| 1 | Heavy Weapons | Heavy Weapons | Heavy Weapons | Vacc Suit |
| 2 | Heavy Weapons | Mechanical | Mechanical | Mechanical |
| 3 | Gun Combat | Gun Combat | Gun Combat | Gun Combat |
| 4 | Gun Combat | Gun Combat | Vehicle | Vehicle |
| 5 | Vehicle | Vehicle | Vehicle | Vehicle |
| 6 | Environ | Environ | Survival | Survival |
| Assignment (2d6) |
|||||
|---|---|---|---|---|---|
| Scarland | Mountain | Desert | Aero Group | HoG | |
| 2 | Raid | Raid | Raid | Combat | Raid |
| 3 | Training | Training | Training | Patrol | Raid |
| 4 | Counter Ins | Counter Ins | Search & Rescue | Patrol | CtrIns |
| 5 | Parade | Search & Rescue | Search & Rescue | Transport | Police Action |
| 6 | Garrison | Garrison | Garrison | Transport | Police Action |
| 7 | Garrison | Garrison | Garrison | Base Ops | Internal Security |
| 8 | Training | Training | Training | Training | Counter Ins |
| 9 | Garrison | Garrison | Garrison | Transport | Counter Ins |
| 10 | Internal Security | Internal Security | Internal Security | Base Ops | Raid |
| 11 | Special Duty | Special Duty | Special Duty | Special Duty | Special Duty |
| 12 | Special Duty | Special Duty | Special Duty | Special Duty | Special Duty |
| Assignment Resolution - Scarland/Mountain/Desert | |||||||
|---|---|---|---|---|---|---|---|
| Raid | Training | Counter Ins | Parade | Garrison | Internal Security | S&R | |
| Survival | 6+ | Auto | 5+ | Auto | Auto | 4+ | 4+ |
| Decoration | 7+ | None | 11+ | * | None | None | 12+ |
| Promotion | 7+ | 8+ | 10+ | (8+) | (7+) | 6+ | 6+ |
| Skills | 6+ | 6+ | 7+ | ** | None | None | 6+ |
If number in brackets then relates to enlisted personnel only
* = On roll of 11+ gain 1 brownie point
** = On roll of 10+ gain Recruiting or Liaison skill
| Assignment Resolution - Aero Group | |||||
|---|---|---|---|---|---|
| Combat | Patrol | Transport | Training | Base Ops | |
| Survival | 6+ | 4+ | 3+ | 4+ | Auto |
| Decoration | 6+ | 10+ | 12+ | None | 12+ |
| Promotion | 6+ | 8+ | 10+ | 6+ | 10+ |
| Skills | 6+ | 8+ | 10+ | 6+ | 7+ |
Survival DM +1 if any Flight skill 2+,
Promotion DM +1 if EDU 7+,
Skills DM +1 if INT 8+
| Assignment Resolution - Hand of God | ||||
|---|---|---|---|---|
| Raid | Counter Ins | Police Action | Internal Security |
|
| Survival | 6+ | 5+ | 4+ | 4+ |
| Decoration | 5+ | 9+ | 9+ | None |
| Promotion | 6+ | 7+ | 8+ | 7+ |
| Skills | 5+ | 6+ | 7+ | None |
| Special Duty - Scarland/Mountain/Desert (1d6) |
||
|---|---|---|
| Enlisted | Officer | |
| 1 | Cross-training | Intelligence School |
| 2 | Specialist School | Command College |
| 3 | AG Secondment | Staff College |
| 4 | AG Secondment | AG Secondment |
| 5 | OCS | HoG Secondment |
| 6 | OCS | Attaché/Aide |
| 7 | HoG Secondment | |
Enlisted DM +1 if EDU 7+
| Special Duty - Aero Group (1d6) |
||
|---|---|---|
| Enlisted | Officer | |
| 1 | Recruiting | Recruiting |
| 2 | Air-crew School | Intelligence School |
| 3 | Base Defence School | Fwd Obs School |
| 4 | Space School | Space School |
| 5 | OCS | Adv Combat School |
| 6 | OCS | Attaché/Aide |
| Special Duty - Hand of God (1d6) |
||
|---|---|---|
| Enlisted | Officer | |
| 1 | Cross-training | Intelligence School |
| 2 | Specialist School | Command College |
| 3 | Covert Operation | Staff College |
| 4 | Covert Operation | Covert Operation |
| 5 | OCS | Covert Operation |
| 6 | OCS | Attaché/Aide |
Special Duties
Advanced Air Combat school: Throw 4+ (1d6) for Aircraft, Tactics, Gunnery.
Air-crew school: Throw 4+ (1d6) for Gunnery, Navigation, Sensor Ops.
AG Secondment: Spend 1 year assigned to an aerospace group. Throw 3+ (1d6) for Vacc Suit, High-G Environ, Zero-G Environ.
Attaché/Aide: Roll 1d6 … 1-4 assigns duty as a military attaché, 5-6 duty as an aide to a general. An attaché receives promotion of one grade and +1 Social Standing. An aide receives +1 Social Standing and selects command duty or a special assignment (not attaché/aide).
Base Defence school: Receive Combat Rifleman skill. Throw 4+ (1d6) for Heavy Weapons, Tactics, Leader, ATV, Gunnery.
Command College: Throw 4+ (1d6) for Tactics, Leader, and Recon.
Covert Operation: Survival on 6+. Decoration on 5+. Promotion on 6+. For skills throw 6+ (1d6) for Dagger, Demolitions, Interrogation, Intrusion, Jack-o-Trades, Recon, Rifle, Stealth, Streetwise, and (any).
Cross-Training: Select any combat arm (not FOG) for cross-training. Roll for one skill on the MOS table.
Forward Observer school: Throw 4+ (1d6) for Forward Observer, Recon, Sensor Ops.
HoG Secondment: At start of next term (or immediately if 1st year of term) transfer to the “Hand of God” special forces branch for 1 term, then return to the regular branch for a minimum of 1 term. If not immediate then reroll this year’s assignment until new term starts. The first year of HoG is training (throw 5+ (1d6) for Brawling, Handgun, Demolitions, Intrusion, Stealth, Survival, Recon, Vacc Suit, Dagger and Instruction), thereafter roll HoG assignments for the remainder of the term.
Intelligence School: Throw 4+ (1d6) for Forgery, Bribery, Streetwise, Interrogation, and Vice.
OCS: Advance to rank O1 (rank E7 advances to rank O2) in the current or cross-trained branch. Roll twice on the Service Skills table and once on the MOS table. Rank E8 and E9 are commissioned to Rank O3, adding no skills. OCS is prohibited over age 38 (reroll on the Special Assignments table, and if OCS is selected, a waiver allows attendance).
Recruiting: Receive Recruiting skill.
Space school: Throw 4+ (1d6) for Ship’s Boat, Ship Tactics, Navigation, Vacc Suit, Gunnery, Engineering.
Specialist School: Throw on the Specialist School table and gain one level of the skill indicated.
| Specialist School (1d6) |
|
|---|---|
| 1 | Academic |
| 2 | Medical |
| 3 | Space |
| 4 | Environ |
| 5 | Computer |
| 6 | Liaison |
Staff College: Throw 4+ (1d6) for Admin, Combat Engineering, Computer, Robot Ops.