MARTEL CHARACTER GENERATION TABLES

Character UPP Generation
STR 2D-3 DEX 2D+2 END 2D INT 2D+1 EDU 2D SOC 1D

MARTEL ARMED FORCES

PRE-ENLISTMENT OPTIONS:

COLLEGE Class Table Acquired Skills
Admission: 9+, +2 if EDU 9+ Freshman Admin
Success: 7+ +2 if INT 9+ Sophmore Liason
ROTC: 8+ +1 if INT 10+ Junior Tactics
Honors: 9+ +1 if EDU 10+ Senior Leader
EDU bonus: 1D-3 +1 in INT 11+

ROTC indicates that the character enters the military with the rank of lieutenant. If honors graduate DM+1 to branch selection rolls. Completion of this term results in the addition of the EDU bonus to the character's EDU UPP stat.

CONCORDIAT MILITARY ACADEMY
Admission (2D6): 10+ +1 in INT 10+, +1 in EDU 9+
Success (2D6):
roll for each year
12 Consult College Class Table Above
(2 levels of skill acquired), +1 to honors roll
9-11 Consult Class Table for two levels of acquired skill
6-8 Consult Class Table for one level of acquired skill
3-5 No skill acquired, -1 to honors roll
2 Failure, ejected from Academy
Honors (2D6):
roll once at end of term
12 Valedictorian, Choice of Branch
10+ Summa Cum Laude, Choice of Branch
7-9 Magna Cum Laude, +1 to Branch roll
3-6 without honors, -1 to EDU bonus roll
2 Caught cheating on final exam, kicked out of service, lose all benefits
EDU bonus 1D-2 Added to character UPP upon successful graduation


ENLISTING IN THE ARMY

In order to enlist in the Concordiat army roll 7+ on 2D6, DM+1 if DEX 9+, DM=2 if STR 7+.
Reenlist on a roll of 4+, a roll of 11 or 12 indicates mandatory reenlistment.
After enlisting roll branch selection. Rolls may be done in any order, but only one try on each branch. Infantry is an automatic selection.

MARTEL ARMY
ARTILLERY CAVALRY INFANTRY SUPPORT TECHNICAL GRENADIERS GUARDS
Selection: 8+ 7+ Auto 5+ 7+ Commmando
School
Special
see below
DM +1 INT 8+ DEX 10+ INT 8+ INT 8+
DM +2 INT 10+ INT 8+ Liason EDU 8+

In order to transfer to the Guards Branch, the character must have already completed Commando School and have served a term in the Grenadiers. The character must roll 11+ for admission, with the following modifiers: DM +1 for an MOS of 2+; DM +1 if 2+ terms as a Grenadier; DM+1 if character has a DSM award; DM +2 for each VSM award; DM+3 for each CS award.


MOS SKILLS ( 1D6)
ARTILLERY CAVALRY INFANTRY SUPPORT TECHNICAL GRENADIERS GUARDS
1 FA Gunnery Vehicle Gun Cmbt Vehicle Mechanical Gun Cmbt Gun Cmbt
2 FA Gunnery Vehicle Gun Cmbt Admin Electronics Gun Cmbt Gun Cmbt
3 Vehicle Vehicle Hvy Wpns Liaison Cmbt Engr Hvy Wpns Demo
4 Mechanical Hvy Wpns Recon Vehicle Medical Demo Survival
5 Fwd Obs Hvy Wpns Fwd Obs Legal Commo Survival Recon
6 Computer Mechanical Vacc Suit Admin Mechanical Recon Tactics
7 Electronics Computer Zero-G Computer Computer Battle Ball Battle Ball

DM+1 if world TL is 12+


GENERAL ASSIGNMENT (1D6)
ARTILLERY CAVALRY INFANTRY SUPPORT TECHNICAL GRENADIERS GUARDS
0 Command Command Command Command Command Command Command
1 Command Command Command Command Command Command Command
2 Command Command Command Staff Staff Command Command
3 Staff Command Command Staff Staff Command Command
4 Staff Staff Staff Staff Staff Command Command
5 Staff Staff Staff Staff Staff Staff Staff
6 Special Special Special Special Special Special Special
7 Special Special Special Special Special Special Special

DM+1 if EDU 8+, Officer may elect DM-1 (bucking for command)


UNIT ASSIGNMENT (2D6)
ARTILLERY CAVALRY INFANTRY SUPPORT TECHNICAL GRENADIERS GUARDS
2 Raid Raid Raid Raid Intl Sec Raid Raid
3 Trng Trng Raid Int'l Sec Cntr Ins Raid Raid
4 Cntr Ins Cntr Ins Cntr Ins Cntr Ins Ship Trp Cntr Ins Cntr Ins
5 Pol Act Pol Act Cntr Ins Garrison Garrison Pol Act Pol Act
6 Garrison Garrison Ship Trp Ship Trp Ship Trp Int'l Sec Raid
7 Garrison Garrison Garrison Garrison Garrison Garrison Garrison
8 Garrison Garrison Ship Trp Garrison Training Ship Trp Training
9 Training Training Training Training Training Training Training
10 Pol Act Pol Act Pol Act Pol Act Pol Act Cntr Ins Cntr Ins
11 Cntr Ins Intl Sec Intl Sec Intl Sec Intl Sec Raid Raid
12 Training Pol Act Intl Sec Pol Act Training Raid Raid


ASSIGNMENT RESOLUTION (2D6)
ARTILLERY TRAINING INTL SEC POL ACT CNTR INS RAID GARRISION SHIP TRP
Survival auto 4+ 5+ 5+ 6+ auto n/a
Decoration none 12+ 9+ 10+ 6+ none n/a
Promotion (6+) (6+) 8+ 9+ 6+ (7+) n/a
Skills 7+ none 7+ 8+ 5+ none n/a

CAVALRY TRAINING INTL SEC POL ACT CNTR INS RAID GARRISION SHIP TRP
Survival auto 4+ 5+ 5+ 6+ auto n/a
Decoration none 12+ 9+ 10+ 6+ none n/a
Promotion (6+) (6+) 8+ 9+ 6+ (7+) n/a
Skills 7+ none 7+ 8+ 5+ none n/a

INFANTRY TRAINING INTL SEC POL ACT CNTR INS RAID GARRISION SHIP TRP
Survival auto 4+ 6+ 6+ 7+ auto 4+
Decoration none 12+ 8+ 9+ 6+ none 12+
Promotion (6+) (6+) 8+ 9+ 6+ (7+) (6+)
Skills 7+ none 7+ 8+ 5+ none 6+

SUPPORT TRAINING INTL SEC POL ACT CNTR INS RAID GARRISION SHIP TRP
Survival auto 4+ 4+ 5+ 6+ auto 4+
Decoration none none 10+ 11+ 7+ none none
Promotion (6+) (6+) 9+ 10+ 7+ (7+) (7+)
Skills 7+ none 7+ 7+ 6+ none 8+

TECHNICAL TRAINING INTL SEC POL ACT CNTR INS RAID GARRISION SHIP TRP
Survival auto 4+ 4+ 5+ 6+ auto 4+
Decoration none none 10+ 11+ 7+ none none
Promotion (6+) (6+) 9+ 10+ 7+ (7+) (7+)
Skills 7+ none 7+ 7+ 6+ none 8+

GRENADIERS TRAINING INTL SEC POL ACT CNTR INS RAID GARRISION SHIP TRP
Survival 3+ 4+ 4+ 5+ 6+ auto 4+
Decoration none none 9+ 8+ 5+ none none
Promotion (8+) (7+) 8+ 7+ 6+ (9+) (8+)
Skills 6+ none 7+ 6+ 5+ none 8+

GUARDS TRAINING INTL SEC POL ACT CNTR INS RAID GARRISION SHIP TRP
Survival 4+ n/a 4+ 5+ 6+ auto n/a
Decoration none n/a 10+ 9+ 6+ none n/a
Promotion (11+) n/a 8+ 8+ 7+ (10+) n/a
Skills 6+ n/a 7+ 6+ 5+ none n/a

For all branches above: DM+1 to Survival roll if any MOS skill 2+

DM+1 to promotion if: EDU 7+ (Artillery, Cavalry, Infantry); INT 9+ (Support, Technical); END 8+ (Grenadier);
If you received a VSM or CS award this year (Guards).

A note on promotions: Enlisted personnel and NCO may be promoted once per assignment. Senior NCOs may be promoted like Enlisted and NCO's, except that they may only be promoted once in a term if the promotion roll is surrounded by paranthesis. Officers may only be promoted once per term (unless the second promotion comes from serving as an Attache), and may not roll if the promotion roll is surrounded by parenthesis.


SKILL TABLE (1D6)
ARMY LIFE NCO SKILLS CMND SKILLS STAFF SKILLS SHIP LIFE
1 Brawling Hvy Wpns Admin Legal Fwd Obs
2 +1 STR Mechanical Gun Cmbt Computer Ships Boat
3 +1 DEX Tactics Vehicle Electronics Gunnery
4 +1 END Hvy Wpns Hvy Wpns Fwd Obs Vacc Suit
5 Pistol Mechanical Leader Medical Gunnery
6 Blade Tactics Tactics Instruction Vacc Suit
7 +1 EDU Leader Tactics Admin
8 Admin Instruction Leader Admin
9 Leader
10 Admin
11

DM'S:

Army Life: +1 in Junior Commissioned Officer, +2 if Field Grade, +3 if General Officer
NCO Skills: +1 if Section Leader, +2 if Sergeant, +3 if Master Sergeant, +4 if First Sergeant, +5 if Sergeant Major
Command Skills: +1 if Field Grade, +2 if General Officer
Staff Skills: +1 if Field Grade, +2 if General Officer


TABLE OF RANKS
LINE SOC Bonus CONCORDIAT GUARDS SOC Bonus
ENLISTED
E1 Trooper n/a
E2 Weaponeer Guardsman 5th
NCO'S
E3 Corporal Guardsman 4th
E4 Team Leader Guardsman 3rd
E5 Section Leader Guardsman 2nd
E6 Sergeant Guardsman 1st
Senior NCO'S
E7 Master Sergeant +1 Cohort Leader +1
E8 First Sergeant +1 Commander +1
E9 Sergeant Major +1 Centurion +2
E10 Regimental Sgt Major +2
Junior Commissioned Officers
O1 Lieutenant Lieutenant
O2 Captain +1 Captain +1
O3 Major Major
Field Grade Officers
O4 Lt. Colonel +1 Lt. Colonel +1
O5 Colonel Colonel
O6 Brigadier +1 Brigadier +1
General Officers
O7 Lt. General Lt. General
O8 Major General +1 Major General +1
O9 Colonel General Colonel General
O10 General +1 General +2
O11 General - Field Marshal +2



SPECIAL ASSIGNMENTS
ENLISTED & NCO LINE OFFICERS GUARD OFFICERS
1 Cross Training Intelligence School Intelligence School
2 Specialist School Command College Command College
3 Commando School Staff College Staff College
4 Protected Forces Commando School Commando School
5 Recruiting Recruiting Commando School
6 Admin Procurement Intelligence School
7 OCS Aide/Attache

Enlisted and NCO's +1 if EDU 8+; Officers +1 for VSM or CS Award.

Cross Training: Roll for current year on another branch table. Player may transfer to new branch at the end of the term.

Specialist School: Roll 1D6 and receive one level of that skill: 1-Vehicle, 2-Medical, 3-Commo, 4-Computer, 5-Mechanical, 6-Electronics.

Commando School: Roll 1D6 for each skill on the list , character receives one level of that skill for each 5+ : Brawling, Gun Cmbt, Demo, Survival, Recon, Vacc Suit, Blade, Instruction. Character may transfer to the Commando Branch next term.

Protected Forces: Roll 1D6 for each skill on the list, character receives one level of that skill for each 3+ : Vacc Suit, Zero-G, Ship's Boat.

Recruiting: Receives one level of Recruiting and one level of Liason.

Admin: Receives one level of Admin skill.

OCS: Roll 1 Command skill, 1 Staff skill, 1 MOS skill; rank advanced to O1, Lieutenant.

Intelligence School: Roll 1D6 for each skill on the list, character receives one level for each 4+: Forgery, Bribery, Streetwise, Interrogation.

Command College: Roll 1D6 for each skill on the list, character receives one level for each 4+: Tactics, Leader, Recon.

Staff College: Roll 1D6 for each skill on the list, character receives one level for each 4+: Admin, Liason, Computer.

Procurement: Roll 1D6 for each skill on the list, character receives one level for each 4+: Legal, Broker, Admin, Bribery, Theft, E&E.

Aide/Attache: Roll 1D6: 1-4 assignment as Attache, +1 to SOC, promotion to next rank; 5-6 assignment as Aide, +1 to SOC, player may chose next assignment, including specials (except Aide/Attache).


AWARDS AND DECORATIONS

When a character succeeds in making a decorations roll, determine the award received thusly: if the roll is not more than 2 greater than the required roll - the character receives the Distinguished Service Medal (DSM); if the roll is 3 to 5 greater, the character receives a Valorious Service Medal (VSM); If the roll is 6 of greater than the required throw, then the character receives the Concordiat Star (CS).

Additionally, if, when making a survival throw, the exact number is rolled, the character receves a Wound Badge, in the following order: 1st wound=Bronze, 2nd wound=Silver, 3rd wound=Gold, 4th wound=Platinum. For each wound after the fourth, the character receives a palm device.

Lastly, for each combat action the character took part in he/she receives a Combat Service Ribbon, for each Command held in combat, he/she receives a Combat Command Ribbon.


MUSTERING OUT
BENEFITS Line Guards
1 Mid Passage High Passage
2 Blade +1 INT
3 +1 INT +2 EDU
4 +2 EDU Gun
5 Gun Blade
6 High Passage +1 SOC
7 +1 SOC +1 SOC

DM +1 if character served 5 or more terms.

CASH Line Guards
1 1000 2000
2 2000 5000
3 5000 5000
4 5000 10,000
5 10,000 20,000
6 20,000 50,000
7 40,000 50,000
8 70,000 70,000
9 100,000 100,000

DM's: +1 for each level of Broker skill, +1 if rank O7+


SOCIAL STATUS EFFECTS

SOC RANK EFFECT
8 Right to Private Dwelling
9 Right to breed (1D6)D6 Children
A (10) Right to buy land( 2D6 acres), Right to Vote
B (11) Land grant 3D6 acres, revenue 2D6x1,000 cr/year
C (12) Estate grant 10D6 acres, 2D6x 10,000 cr/year
D (13) Right of Free Passage and Travel
E (14) Right to Bear Arms and of Armed Escort
F (15) Territory Governerorship, 1D6x 100,000 cr/year

Note: Broker skill may be added to the die rolls in this table