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 …

  • Choose Human or Zhurphani
    … or throw 1d6: 1-4 Human, 5-6 Zhurphani.
  • Choose home location type
    … or throw 1d6: 1-3 Scarland, 4-5 Mountain, 6 Desert.
  • Generate initial stats on the Basic Stats table (see below).
  • From age 16 to 18, a character is gaining skills rather than ‘education’ (hence the -2 penalty to EDU). Skills gained here start at level 0, with +1 levels if repeated. All characters automatically gain Gun Combat, Computer, and Wheeled Vehicle. Characters from the desert gain Survival (Desert). Finally, all characters also gain one other skill from the Other Default Skills table (see below).
Basic Stats
HumanZhurphani
STR2d63d6
DEX2d62d6
END2d63d6
INT2d62d6
EDU2d6-22d6-2
SOC2d62d6
Other Default Skills
ScarlandMountainDesert
1HerdingSurvival (Mountain)Survival (Desert)
2HerdingSurvival (Mountain)Survival (Desert)
3HerdingSurvival (Mountain)Survival (Desert)
4History (Yori)History (Yori)History (Yori)
5Language (Etip)Language (Etip)Language (Etip)
6QuarterstaffQuarterstaffQuarterstaff

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

  • Characters may choose to join the merchants for one term prior to higher education and/or service. Entry is automatic but reenlistment is not allowed (unless generating a merchant character instead of an army character).
  • Regardless, characters can then choose to attend college (see below).
  • College honours graduates will attend further education in the school of their choice: Medical or Flight Schools (see Players’ Manual), or Religious School (see below).
College
(4 years)
Admission9+DM +2 if EDU 11+
Success7+DM +2 if INT 8+
OTC8+DM +2 if SOC 8+
Education1d6-2DM +1 if INT 9+
Honours10+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)
Success8+DM +2 if EDU 8+
Honours11+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 Yorian Army, there are five branches (four regular, plus the “Hand of God” special forces branch). Graduates of flight school join the Aero Group, everyone else joins a branch equivalent to their home location type.  Entry to HoG is via a special duty assignment.

Military Occupation Specialty (MOS)
(1d6)
ScarlandMountainDesertAero Group
1Heavy WeaponsHeavy WeaponsHeavy WeaponsVacc Suit
2Heavy WeaponsMechanicalMechanicalMechanical
3Gun CombatGun CombatGun CombatGun Combat
4Gun CombatGun CombatVehicleVehicle
5VehicleVehicleVehicleVehicle
6EnvironEnvironSurvivalSurvival
Assignment
(2d6)
ScarlandMountainDesertAero GroupHoG
2RaidRaidRaidCombatRaid
3TrainingTrainingTrainingPatrolRaid
4Counter InsCounter InsSearch & RescuePatrolCtrIns
5ParadeSearch & RescueSearch & RescueTransportPolice Action
6GarrisonGarrisonGarrisonTransportPolice Action
7GarrisonGarrisonGarrisonBase OpsInternal Security
8TrainingTrainingTrainingTrainingCounter Ins
9GarrisonGarrisonGarrisonTransportCounter Ins
10Internal SecurityInternal SecurityInternal SecurityBase OpsRaid
11Special DutySpecial DutySpecial DutySpecial DutySpecial Duty
12Special DutySpecial DutySpecial DutySpecial DutySpecial Duty
Assignment Resolution - Scarland/Mountain/Desert
RaidTrainingCounter InsParadeGarrisonInternal
Security
S&R
Survival6+Auto5+AutoAuto4+4+
Decoration7+None11+*NoneNone12+
Promotion7+8+10+(8+)(7+)6+6+
Skills6+6+7+**NoneNone6+

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
CombatPatrolTransportTrainingBase Ops
Survival6+4+3+4+Auto
Decoration6+10+12+None12+
Promotion6+8+10+6+10+
Skills6+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
RaidCounter
Ins
Police
Action
Internal
Security
Survival6+5+4+4+
Decoration5+9+9+None
Promotion6+7+8+7+
Skills5+6+7+None
Special Duty - Scarland/Mountain/Desert
(1d6)
EnlistedOfficer
1Cross-trainingIntelligence School
2Specialist SchoolCommand College
3AG SecondmentStaff College
4AG SecondmentAG Secondment
5OCSHoG Secondment
6OCSAttaché/Aide
7HoG Secondment

Enlisted DM +1 if EDU 7+

Special Duty - Aero Group
(1d6)
EnlistedOfficer
1RecruitingRecruiting
2Air-crew SchoolIntelligence School
3Base Defence SchoolFwd Obs School
4Space SchoolSpace School
5OCSAdv Combat School
6OCSAttaché/Aide
Special Duty - Hand of God
(1d6)
EnlistedOfficer
1Cross-trainingIntelligence School
2Specialist SchoolCommand College
3Covert OperationStaff College
4Covert OperationCovert Operation
5OCSCovert Operation
6OCSAttaché/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)
1Academic
2Medical
3Space
4Environ
5Computer
6Liaison

Staff College: Throw 4+ (1d6) for Admin, Combat Engineering, Computer, Robot Ops.


Hemdian’s Notebook