Section One: Military Service History

For Each year your Character has been active you will role once Under Years of Service and once under Life Event.

Length of Military Service


The following tables round out a character military service history.
Reason for Joining:

People join the military for a myriad of reasons.
 06-25% Conscript; you are from a colony state that does not have enough people who volunteer for service within the United Earth Expeditionary Forces. Thus the Colony State forcibly conscripts its citizens to join the UEEF.
 26-35% Joined with a friend; Maybe he/she is still alive or perhaps killed in action.
 36-45% Money for college, the United Earth Expeditionary Forces has a number of benefits programs that will make paying for collage easier.
 46-79% Volunteer; you chose to join the UEDF of your own free will.
 80-99% Sense of Duty; your parents (or another relative) also served in the UEG (and may still be serving), so you feel it is a necessary step in your life.
 100% Bribed; a family member or friend maybe the government offered you something for your service.  To be determined by GM.


Years of service: For each year of military service after training, roll a 1d4 to determine what your character's primary duty assignment for that year.
 1= Garrison duty
 2= Patrol duty
 3= Forward Deployed
 4= Combat Zone

Garrison duty: The character has spent the past year on a large military base training and conducting other boring mundane tasks, in a relative stable place (Tirol, colony, solar system etc.). But occasionally troops on garrison duty are called upon to aid during natural disasters or defend the base and surrounding area from attack. Troops on garrison duty are also called upon to reinforce other units around the world.
 Roll on the following table and the life events table once.
 01-50% Nothing happened, (100 XP)
 51-60% Natural disaster, has occurred near the base and your unit was sent to deal with the situation. (200 XP)
 61-70% You screwed up, roll on the Military Discipline table.
 81-100% Base attacked, some sort of attack was made on the base (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once.

Patrol Duty: The UEEF patrols the space lanes in and around their colonies and allies. You have spent the last year part on a Garfish. Like any duty in the space it can be boring as all hell or some of the worst hot spots depending on the sector.
 Roll on the following table 1d3+1 times.
 01-10% You screwed up, roll on the Military Discipline table.
 11-15% Natural disaster, occurred nearby and your unit was sent to deal with the situation. (200 exp)
16-30% Hostage Rescue, Zentraedi, Master, Invid, have taken some humans for whatever reason.
 Roll 1d4.
 1= all hostages rescued (500 XP)
 2= some hostages killed (200 XP)
 3= most hostages killed (100 XP)
 4= all hostages killed (-200 XP) and roll a saving throw vs. insanity if you fail roll on the psychological effects table.
 31-50% Convoy duty, your ship is assigned to protect a convoy of supplies and is attacked, or is diverted to defend a colony or other location. Roll once on the combat action table.
 51-70% Nothing happens, your stay was boring and filled with lots of training exercises.  (100 XP)
71-90% Major looting/Rioting, people the people of one of the colony worlds have over taken its local garrison and are rioting and looting for whatever reason and your unit is sent in to stop it. (300 XP)
 91-100% Ship is attacked, some sort of attack was made on the Garfish you were assigned (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once.

 Deployments are six to nine months long; thus roll 2d3 times on the following table.
 01-15% You screwed up, roll on the Military Discipline table.
 16-35% Nothing exciting happens, you play lots of Card games to pass the time. (200 exp)
 36-45% Liberation, Invid controlled planet your unit is sent in to help liberate the planet from the Invid . Roll on the combat table
 46-55% while on patrol you and your squad encounter a large Invid patrol, roll on the combat table.
 56-70% Pirate action, your ship encountered pirates and dealt with them
 71-85% Boarding action, your ship encountered a Zentraedi warship and your unit was sent in to board and clear it of hostiles.

Combat zone: Your unit is assigned to a heavy combat zone (Fighting the Invid, Rogue and loyal remnants of the Master Empire or some other alien). You see combat roughly once a month, sometimes twice a month. Roll 3d3 for the number of times you saw action, and then roll that many times on the Combat action table. There is a 01-15% chance you screwed up, and your superiors decided to charge you, roll on the military discipline table.
 Combat action table
 01-15% Minor combat, your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties. (500 XP)
 16-30% Minor combat, your unit made contact with a larger sized enemy force and came out on top. But there were a few casualties. There is a 05% chance you were wounded, roll on the wounded in combat table. (750 XP)
 31-45% Major combat, your unit was involved in a major combat action but there were a few casualties. There is a 10% chance you were wounded, roll on the wounded in combat table. (900 XP)
 Roll 1d20 to determine if your actions earned you a medal
 1-17= no medal
 18-20= Bronze Star
 46-60% Major combat, your unit was involved in a major combat action but there were many casualties. There is a 40% chance you were wounded, roll on the wounded in combat table. (1000 XP)
 Roll 1d20 to determine if your actions earned you a medal
 1-10= no medal
 11-15= Bronze Star
 16-20= Titanium Medal of Valor
 76-90% Large battle, you were involved in a large battle that lasted for 4d6 hours.  There is a 20% chance you were wounded.  If unwounded add +1 to ME attribute (2000 XP)
 Roll 1d20 to determine if your actions earned you a medal
 1-10= no medal
 11-15= Bronze Star
 16-18= Titanium Medal of Valor
 19-20= UEEF/ASC Cross
1= 3d10 days (250 XP)
 2= 1d4 weeks (500 XP)
 3= 1d4 months (750 XP)
94-98% Sole survivor, during heavy combat things went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stresses that would have broken most people. You survived while the rest of your unit was slaughtered and now you alone are left to tell the tale. There is a 30% chance of suffering from PTSD, no initial saving throw allowed. . Plus rank increase to the next level. (2500 XP)
 Roll 1d20 to determine what medal you earned
 1-12= Bronze Star
 13-20= Titanium Medal of Valor
 99-100% Hero, for your actions in combat, your bravery and heroism is well known. There is a 20% chance you were wounded, and roll on the psychological effects table. Plus rank increase to the next level (3000 XP)
 Roll 1d20 to determine what medal you earned
 1-10= Bronze Star
 11-14= Titanium Medal of Valor
 15-18= UEEF /ASC Cross
 19-20= The Medal of Honor


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Wounded in Combat Table:
 01-07% Concussion, an explosion knocked you out during a portion of the battle. You recovered either after or during the battle. (100 XP)
 15-21% Minor Burns, you receive 1st degree burns over 15% of your body, requiring a 1d4 weeks of recuperation. (200 XP)
 22-28% Fractured bones, you suffer a few minor fractures and recuperate within 1d3 months. (250 XP)
 29-35% Broken bones, you suffer 1d3 clean breaks, and recuperate within 1d3+3 months.  (250 XP)
 36-43% Shot in the buttocks! You took a bullet or piece of shrapnel in the ass, causing you to be laid up for 1d2 months. (300 XP)
 44-59% Major gunshot or shrapnel wound, you take a bullet or piece of shrapnel in a leg, resulting in a broken bone. Requires 1d3+3 months of recuperation. There is a 50% chance you have lost some of your mobility due to damaged tendons -1d4 Spd attribute (350 XP)
 50-54% Major gunshot or shrapnel wound, you take a bullet or shrapnel in an arm resulting in a broken bone. Requires 1d3+2 months of recuperation. There is a 50% chance you have lost some of your mobility due to damaged tendons -1d2 to PP attribute (350 XP)
 55-59% Major gunshot or shrapnel wound, you took a bullet or shrapnel in a lung. Spend 2d3 months in recuperation and -1d4 to PE attribute. (400 XP)
 60-64% Major gunshot or shrapnel wound, throat injury. You took a bullet or shrapnel in the throat. You were lucky enough to not bleed out or suffer a spinal cord injury but there is  50% chance your vocal cords have been damaged and you now talk with a raspy voice. You spend 2d4 months recovering. Roll on the psychological effects table. (450 XP)
 65-69% Major Burns, you receive 1st or 2nd degree burns over 30% of your body, requiring a 2d2 months of recuperation. -1d2 to PB attribute. Roll on the psychological effects table. (500 XP)
 75-79% Lose an arm/hand, which is replaced by a SDC cybernetic limb. You spend one month in recuperation, and -2d2 to PP for a year until you figure out how to use the limb. Roll on the psychological effects table. (600 XP)
 Roll 1d3
 1=Left hand
 2=Left lower arm
 3=Left upper arm
 4=Right hand
 5=Right lower arm
 6=Right upper arm
 80%-84% Lose a leg/foot, which is replaced by a SDC cybernetic limb. You spend one month in recuperation, and -2d4 to Spd for a year until you figure out how to use the limb. Roll on the psychological effects table. (600 XP)
 Roll 1d3
 1=Left foot
 2=Left lower leg
 3=Left upper leg
 4=Right foot
 5=Right lower leg
 6=Right upper leg
 85-89% severe scarring, from burns or shrapnel, Add 1d8-5 to PB, and 1d6-4 to M.A.; (Not all scars are disfiguring.) (650 XP)

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Psychological Effects table
 Roll a 1d6
 1-2: Addiction: While you recover from your injuries, you used pain killers, street drugs (as you self-medicate), or alcohol as a crutch. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are addicted to one of the three items listed above. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 XP for getting addicted, and if/when you manage to overcome the issue you get another 500 XP)
 3 -: PTSD (Post-traumatic stress disorder): You survived your wounds but not all scars are visible. Make a saving throw vs. insanity (12), including any possible bonuses from Mental Endurance, if you fail then roll on the insanity tables. You may make a save every year in an attempt to put the insanity into remission. If you succeed, then counseling and psychiatric care has been worth it. If not, then you will have the insanity at the start of game, and can undergo normal counseling and psychiatric care in character and in game. Even if the insanity is successfully treated, you are still vulnerable to a flare up of the insanity if stressed. (500 XP for getting the insanity, and if/when you manage to overcome the issue you get another 500 XP)


Military Discipline Roll 1d20
 13-18 Severe NJP (non-judicial punishment): You get in trouble but not enough to warrant a court-martial. Reduce your rank by 1 grade, and you are passed up for your next promotion.

 This Back ground chart was orgionally written by Jedi 078 from palladium forms from concepts of MikelAmroni from Palladium forms. Altered by me to fit my game needs.

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