Military Service History
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
Enlisted: Boot camp usually lasts one to three months and MOS training can last from 12 months. Your base age is 17, provided you entered after high school at 16. A typical enlistment in the UEEF armed forces lasts six years. Roll 1D6 – 1 for years of service after completion of training. If you get a zero then your character is fresh from training. If you roll a 6 another 1d6 may be rolled with the GM’s approval to signify the character being on a second six year enlistment. This will be allowed on a case by case basis, depending on the player level of role playing and the needs of the game.
Officers: Officer Candidate School lasts roughly three months and MOS training last 18 months. Depending on your MOS choice(s) enlisting at 18 (this gives you a two year degree from college) your base age is 19 to 20 or older. Officers serve until they retire or can resign their commission after 8 years of service. Roll 1d6-1 for years of service after completion of training. If you get a zero then your character is fresh from training. If you roll a 6 another 1d6 may be rolled with the GM’s approval to signify the character continuing their military service. This will be allowed on a case by case basis, depending on the player level of role playing and the needs of the game, or OCC/MOS package.
The following tables round out a character military service history.
Reason for Joining:
People join the military for a myriad of reasons.
01-5% Criminal; you had a choice, join the UEEF or go to prison. You’ve been given a second chance; it’s up to you to make it count.
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.
71-80% Shortened tour, either because your unit commander thinks highly of you (01-50%) or doesn’t like you (51-100%) you’re sent as a replacement to a combat zone. Roll 2d6 to determine how many months into garrison duty you were before shipping out. The die result also determines how many times you need to roll on the combat action table. If you roll a 12 make no rolls under the combat action 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.
Forward deployed: You were a part of the UEEF liberation fleets fighting Invid strong holds and rogue elements of the Masters empire. Life on a ship can get pretty boring for infantry and mecha troops, but they can be called upon in a moment’s notice to battle aliens, pirates, to rescuing hostages or to help bolster troops within a heavy combat zone.
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.
Roll twice on the combat action table. The first roll applies to your approach to the ship, and the second roll applies to the actual clearing of the warship. If the first roll results in something disastrous, then don’t make the second roll.
86-100% Supporting a combat zone, You’re sent in to support units stationed within a combat zone for 1d2+1 months. Roll on the combat action table that many times.
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
61-75% Wounded, you were wounded during the onset of a combat action (i.e. one of my Nat 20’s took you out of the fight in the 1st melee of combat, and you lived). If the wound is not too debilitating roll on the Combat action table again to represent continuing on throughout the combat action while wounded.
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
91-93% Trapped behind enemy lines; whatever happen is still foggy. But you were shot down behind enemy lines. You had to do things to survive you don’t like to think about.
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:
The time spent recovering from a wound may affect subsequent rolls. So figure out how long you’re recuperating before making any subsequent rolls. For vehicle/mecha pilots any rolls beyond 44% resulted because of the destruction of your vehicle/mecha. Otherwise there is a 15% chance your vehicle/mecha was destroyed. Those who are wounded receive the Purple Heart medal.
01-07% Concussion, an explosion knocked you out during a portion of the battle. You recovered either after or during the battle. (100 XP)
08-14% Minor gunshot or shrapnel wound, you suffered a minor flesh wound and continued to combat the enemy. You’re able to go back to full duty within a week. (150 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)
70-74% Severe burns, you receive 3rd degree burns over 60% of your body, requiring a full year of recuperation. -2d2 to PB attribute and you have a fear of fire. A saving throw can be made every year to place the fear into remission, but the next time you’re wounded due to burns it will return. (550 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)
90-94% Broken back, your back is broken due to a fall, impact etc. You spend 1d2 years in recovery, and have to prove that you’re once again fit for military duty. -1d4 to PE, and the total number of points lost is added to your ME attribute. Roll on the psychological effects table. (700 XP)
95-99% Coma, your character ends up in a coma due to his/her injuries. You spend 1d2 years in recovery, and have to prove that you’re once again fit for military duty. -1d4 to PE, -1d2 to IQ but the total number of points lost is added to your ME attribute. Roll on the psychological effects table. (750 XP)
100% You suffer a wound that renders you sterile, Sorry no chance of ever having children of your own (well maybe a clone, but that’s highly illegal), but on the good side you can’t knock up a girl if you’re a male, and if a female don’t have to worry about birth control anymore. Add 1d20 +10 pounds to weight, spend six months in recuperation. Roll on the psychological effects table. (800 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)
4 – 6: Your fine!
Military Discipline Roll 1d20
1-12 Minor NJP (non-judicial punishment): You’re a perpetual screw-up. While you don't get busted down, you spend almost as much time in one punitive duty or another as you do doing your regular job. You are also passed up for your next promotion.
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.
19-20 Court martial: You were courts-martial and reduced to the rank of E-1 (even if beginning as an officer), and are imprisoned for 1d3 years for one charge or another. You’re lucky that whatever you did wrong did not result in being executed, and since the UEDF needs every serviceman you’re not discharged from active duty. Any further advancement in rank is halted at E-3 (unless you do something extraordinary). If you roll on the NJP or Court martial again the penalties are doubled. It's not all bad though. You may choose any one communication, electrical, mechanical, physical, or technical skill from the secondary skill list per year spent in the brig/stockade.
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.