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By Toast3d: http://www.deviantart.

com/art/Starship-Troopers-44767942

Starship Troopers Savage Worlds, amateur adaptation and free of an exciting world where
the bravery and heroism are perfectly staged with the Savage Worlds rules system.

Author: Gregory HUYGHE


Summary

Introduction .................................................. ....................................... 1

I. The Universe Starship Troopers ......................................... 2

1. Why the Federation ............................................... .......................... 2

2. Federation Operation .............................................. .......... 3

3. The SICON ................................................ ................................................ 5

4. The Federation territory ............................................. ................... 7

• The territory Arachnid: .................................................. ....... 12

• The territory of Skinnies: .................................................. ............ 13

5. The internal enemies of the Federation ............................................ ... 13

• Humans tolerated groups: .................................................. ..... 13

• Prohibited human groups: .................................................. ... 14

• Arachnids: .................................................. ............................ 16

• The Skinnies: .................................................. ................................. 18

II. Character Creation .............................................. 19

1. Enrollment ............................................... ........................................ 19

2. Why enlisting and type rookie .......................................... . 20

3. Competencies and Specializations ............................................... ........... 25

5. Avatars ................................................. ............................................... 31

III. specific rules .................................................. .......... 38

1. Combat stress: .............................................. ................................. 38

2. Disorders Post Traumatic Stress (PTSD) ....................................... 40

3. Miscellaneous ................................................. ................................................. 44

IV. Equipment .................................................. ............................. 45

1. Presentation of the Fleet ships ............................................ .. 46


2. Force, Mobile Equipment .......................................... ........ 52

V. Arachnids .................................................. ................... 65

1. Subspecies ............................................... ........................................ 65

VI. the Skinnies .................................................. ............................ 77

1. Elements identified ................................................ ................................ 77

VII. Military Life and tactics ...................................... 80

1. Oath of enlistment and military rules ......................................... 80

2. Doctrine and Strategies ............................................... .......................... 83

3. Formations, tactical and orders ............................................. ............. 85

4. Decorations and Medals ............................................... ..................... 88

5. Psionic Defense and Secret .............................................. ................. 95


Introduction

Starship Troopers SW lets you immerse yourself in this futuristic universe, dangerous and
heroic. As a proud soldier of the Federation, you will have to complete dangerous
missions to defeat the Arachnids.

This amateur and free version of Starship Troopers uses the latest edition of French rule
Savage Worlds. My sources of inspiration were of course the book by Robert A. Heinlein,
the four films, with preference for the former, the masterpiece, and role play published by
Mongoose Publishing. However, no content has been copied the works of Mongoose.

In Starship Troopers SW, you can play as a soldier of the Infantry Mobile. The battles
against the Arachnids predominate but there are many other possibilities. Pirates and
rebel factions exist within the Federation. The universe is large and Arachnids are perhaps
not the only threat. Is the Federation honest?

Infantry Mobile offers multiple opportunities. The elite units composed of the best fighters,
the medical, military engineer, the officer. A soldier who has psionic powers will join the
Office of Strategic Affairs and will easily officer in the Infantry Mobile.

The possible scenarios are so vast, ranging from large epic battles where the player
characters (PCs) are embedded in up tactics in few fights, investigations of Arachnids, the
Federation or the rebels.

You want to know more ?

In this book you will find something to create a Federation soldier, put him through the
training of training camp, then bring it on the battlefield facing the Arachnids. There is of
course a map of the known universe, features Arachnids, and how to evolve your
character to specialized roles, command or psyche.

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I. The Universe Starship Troopers

http://starshiptroopers.wikia.com/wiki/United_Citizen_Federation

The Citizens United Federation came into being after a devastating Third World War.
Major powers began this war in the middle of the 21st century. During the 22 th century a
small group of veterans, tired of wars, epidemics and massacres, decided to rebel against
governments. They managed to release some cities, supported by the citizens
exasperated lost relatives and their children in a war without end.

Gradually the idea of ​a planetary government was evident in the spirit of these fighters.
They had a historic opportunity to change the course of humanity and to put a definitive
end to this war.

At the end of 22 century, the United Citizens' Federation reign on Earth and launches a
broad political program to restore mankind upright, ensuring housing for all, adequate food
for all, and a dynamic economy. It is also quickly decided to limit the exercise of citizenship
to those who are worthy, that is to say individuals ready to sacrifice their lives for the
sustainability of the Federation. Only those who are in military service for a period of two
years become the Federation citizen.

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The Federation has a predominant military wing on the life of mankind, the SICON where
Coalition of Nations Integrated Strategic. The SICON controls and directs the
Federation Army, and this is within the SICON that characters evolve as military.

The SICON was initially little since this was peace and humanity had not yet left the earth
orbit. Gradually the 23 century it colonized the solar system and other systems.

The Federation is a government selective democracy since only citizens have rights and
political duties. The Declaration of Human Rights was incorporated into the Constitution of
the Federation, and therefore non-citizens do not have to fear for their property or their
lives.

The Federal government is divided into two branches, a civilian branch with the Federal
Administration, itself divided between Office of the Executive and People's House. The
military wing is composed of
Federal Council who heads the SICON. In principle, the Federal Council has to obtain the
approval of the Federal Administration, in fact the SICON gives instructions to the civilian
part of the government. The Federal Council is composed of 60 Sky Marshalls from the
Mobile Infantry, Fleet and the Office of Strategic Affairs. A Sky Marshall is chosen from
his peers to become Sky Chief Marshall. Sky Chief Marshall established the global strategy
of the Federation and reports to the Federal Council.

The People's Chamber is composed of 1,000 deputies elected by the Citizens of the
Federation. It prepares legal texts and vote or not their adoption. These laws must then
obtain the approval of the Office of the Executive. The composition of the Office of the
Executive based on the stochocratie, people working there are drawn among all citizens of
the Federation. It is possible but frowned upon to refuse his job when one is appointed.

The economy is capitalist but framed. The free competition is needed in non-strategic
sectors such as IT and automotive. However the energy, food or building are highly
supervised to

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to provide a dignified life. The international currency is called Pax, strong symbol of peace
that now reigns among men.

The official language is English for the simple reason that the first veterans were British.
Then saw the number of English speakers and for reasons of budget savings (after the
war was very impoverished humanity), English was chosen as the official language.
However other languages ​continue to exist, so overall everyone is at least bilingual.

The Federation is a secular government in the American tradition. To avoid further political
terrors against minorities, all religions are the same level and the state can not interfere in
the religious life. In the same spirit racial superiority or cultural theory is prohibited.

The victory of the Federation was also a victory for women. Indeed the male population
has melted like snow in the Third World War. The women then took key positions in the
economy and the civilian world. They also were the first to support those veterans who
wanted to establish a global government. Therefore absolute equality now exists between
men and women, and no cultural or religious rule may object. Education is very committed
to the promotion of gender equality and women willingly accept SICON, including the
Mobile Infantry.

The Federation is however far less tolerant of political ideas. She needs unconditional
support of its citizens, and at least a favorable opinion of other people. Many individuals
who find it too intrusive Federation in the economy or morals. The Federation tolerate
these ideas as long as they are not a political program to change the system. Members of
organizations hostile to the Federation, that is to say, any organization wishing to dissolve
or only significant changes are taxed as terrorists and dealt with accordingly. Citizenship
gives no advantage in this situation, and even strengthens the severity of the repression
by the Political Police.

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The SICON (Coalition of Nations Integrated Strategic) is the military part of the United
Citizens' Federation. The army is divided into two forces, the Mobile Infantry and Fleet.
The Office of Strategic Affairs is for its most secret and its leaders are not known.

Mobile Infantry is the sword of the Federation, while the Fleet is in hand and the sleeve.
The Mobile Infantry was built on the remains of previous armed earth unification, and thus
took the best. It also has its own laboratories and research and development centers, with
a discretionary budget that requires only the approval of the Sky Chief Marshall. Mobile
Infantry has a total of about 20 million people (out of a total of 20 billion people),
approximately 10 million Troopers.

These numbers relate to the time of peace before the outbreak of a massive war against
the arachnids and / or Skinnies. In this case all former military people, about 100 million
people, are recalled and the training of new recruits is accelerated.

The Mobile Infantry has so far only performs low-level missions. However recent
skirmishes with the Skinnies and discovery Arachnid suggest a total war of long duration.

Fleet in turn was built on the fusion of the Navy and the Air Force of ancient nations.
Although the boats have long since retired to museums, it retained the name Fleet. This
SICON strength handles the extra-orbital, the orbital and sub-orbital. Clearly Fleet is
competent everywhere you flight, either at ground level or in space. It brings together 5
million people spread over all ships and bases at its disposal. It also has its own scientists,
and maintains a more trusting relationship with the Office of Strategic Affairs.

The SICON has a base whose location is kept absolutely secret, called Sanctuary. It is an
integrated command center to take over the Earth for the loss of it.

Rather busy until now to explore the universe, recent encounters with hostile alien races
lead it to rethink its rules of operation

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Mobile Infantry is organized as follows:

Sky Chief Marshall is the most senior officer of the Federation, and is the supreme commander of
both the Fleet and Mobile Infantry.

Below there is the Sky Marshall who leads an army, or 173,397 men and 64 Corvettes of
the Fleet, and can quickly move a division with its General. An Army is divided into 4
divisions. There are 60 Sky Marshall for a total of 10,403,820 men and 3840 Corvettes.
These two grades together Mobile Infantry and Fleet and can be occupied by General
Infantry Mobile or Fleet Admirals.

General leading a division of 43,349 men and works closely with Admiral during joint
operations. A division is divided into 4 brigades.

Colonel directs a Brigade 10,837 men divided into 4 regiments.

Lieutenant Colonel leads a regiment of 2709 men divided into four battalions.

Major leading a battalion of 677 men divided into four companies.

Captain leads a company of 169 men divided into four platoons.

The Lieutenant assisted by Sergeant Major leading a platoon of 42 men divided into four
squads.

The assisted by Corporal Sergeant leads a squad of 10 men.

Each platoon has its own custom (and tattoo currency) such as Hard Heads Rasczak in
the first film. Platoons Some famous and respected even manage to keep the same CD-4
Viking with the same two pilot and copilot Lieutenant. By tacit more a platoon system is
more effective it is caused to move. The others are sent on the battlefield as needed.

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legend:

Red stellar systems colonized by the


Federation.

Blue: stellar systems where outpost was


built.

Green: Arachnids stellar systems.

Yellow: Skinnies stellar system.

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The Federation spans several worlds within the solar system and other star systems. How
is this possible? You want to know more ?

In 2219 Professor Cherenkov invented a new engine to travel at super-speed Luminary.


This engine runs on hydrogen and stars then become refueling points for vessels. Reaping
the hydrogen present around stars or some cosmic clouds, the ship then has enough
power to make a leap. By calculating a path according to physical parameters
noneuclidien, the vessel is able to greatly shorten the distance and accelerate its own
speed. For example, to reach Alpha Centauri starting from the solar system or cover a
distance of 4.37 light years, requires only 7 days of travel. Join GJ in 1214, the most distant
star where the Federation has built an outpost and a distance of 42,

Obviously the first and most important world inhabited by humans is Earth . Homeworld of
Humanity, this star has supported human in the worst moments of their existence, and
also taught them the hardness of survival. Today populated with 15 billion people, the
Earth is also the political, economic, cultural and military of the Federation. No star has
offered to date conditions equivalent existence.

But the solar system is home to humanity in places other than Earth. The Moon was the first
permanent settlement since 2210, and still provides Helium-3 needed to power nuclear
fusion Federation. This is a mining colony under the direct control of the Earth. It also
houses the
Center for Training and Fleet Construction ( HNSCC). Taking advantage of its low
gravity, the ships are assembled and shipped it to "The Ring," an artificial ring circling the
Moon. After a test phase can then receive their crew and a mission. Cadets Fleet also
conduct their training in HNSCC, enjoying the reassuring presence of the Earth before
sending in deep space.

March was the second colony of the Federation in 2223, and marked the Cherenkov engine
success. Mars is currently terraforming and home to the most polluting industries in the
Federation. 200 million people live there

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in underground cities. The capital of Mars Ares and has 30 million inhabitants. Mars is also
an important training site Mobile Infantry, especially for exo-armor Marauder. Mars is also
placed under the direct control of the landed administration.

Later in the solar system three of the four main satellites Jupiter
are colonized. Europe became the second attic of the Federation after the Earth thanks to its
abundant groundwater resources. Ganymede houses some mining settlements scattered on the
surface. Finally Callisto is a training ground of the Fleet who trains its troops orbital
bombardment and sub-orbital. All three satellites are placed under the administration of the Orbital
Pegasus Resort, located at a fixed position between Saturn and Jupiter.

Saturn offers two satellites very promising for the future of the Federation:
Titan and Enceladus. These two satellites placed under the administration of the Orbital
Station Pegasus, each home to a settlement of about 500 million. Autonomous level in
food, their terraforming is on track. The goal is to have a substantial human presence
there to monitor any alien intrusion and monitor two asteroid belts, the one between Mars
and Jupiter and the Kuiper Belt.

alpha Centauri is the closest star system to the sun only


4.37 light years. Achieved the first time in 2230, the presence of only three planets
surprised astronomers. The conclusion was that the presence of three stars certainly had
inhibited the formation of planets. Of these only a rocky planets and thus home to a
colony. Despite its proximity to the solar system, Alpha Centauri is not an essential system
for the Federation. The colony on the planet Centauri nevertheless managed to become
famous among tourists for its extraordinary natural site: Zegama Beach. This beach of
sand found on Earth was enhanced with earth plant species, given the poverty of the local
flora. Alpha Centauri is home to only 100 000 local but about 100 million tourists go there
every year for its beach and casinos. It is governed by a local wealthy industrialists
Tourism Board, and is not a recommended place for Puritans.

Sirius is at a distance of 8.6 light years and is an important link for the Federation to more
distant destinations. A gas giant the size of Jupiter but green offers a very favorable
satellite to life
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human. The gas giant was named Sirius-b, while the satellite is called Porta and is home to
50 million people. During terraforming, Porta also hosts a Orbital Station Repair and
Maintenance Fleet and a Armory Operational Logistics Infantry mobile. The Sirius
system like any other subsequently administered by a Citizens Council which regularly
reports to the SICON.

Epsilon Eridani ( 10.5 s) is a very special as it contains two gas giants orbiting system
around each other, Goliath 1 and Goliath 2. Scientists are still unable to explain the
phenomenon of a system planetary dual, neither can really be called a satellite. The
resources in this sector are very low, the system then became a penal colony far-reaching.
On a small satellite named David was built federal prison maximum security, sheltering
terrorists and criminals worst of the Federation. Built under the rock, only the Prison
Service know its exact location. Epsilon Eridani is a system that we do not speak if one is
a civilian or a normal citizen.

Procyon ( 11.4 al) is a promising planetary system for the Federation. It offers three
terrestrial planets, one with liquid water and some bacterial forms of life: Genesis. It is so
named because its potential is huge, but the Federation must realize an important work of
terraforming to accelerate its evolution, to make him catch up on Earth. It is currently
inhabited by 200 million people with Vita as its capital.

The other two planets: Procyon Procyon and-a-b, more like Mars and the Federation has
installed some small mining settlements.

Tau Ceti ( 11.90 al) is a star system in which humanity relies numerous development
hopes. A small terrestrial planet named
Potentialis hosts a colony of 50 million souls. Its rich vegetation is very important and its
water resources. The other planets are gas giants uninteresting for now. But the
Federation is actively developing in sub-orbital mining, to enjoy its rich gases different
elements.

Altair ( 16.73 al) is a permanent chaos and mark all criminals and terrorists on the run. For
some unknown reason two terrestrial planets have

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are struck there for millions of years, and today a still chaotic asteroid belt revolves around
Altair. In addition to this belt there are the presence of four gas giants, themselves
surrounded by a small greenstone belt. All this makes it very dangerous stellar system for
any pilot, and even the most seasoned Fleet sweat at the idea of ​patrolling this system.
The Federation is still installed a small colony on a planetoid named Insula. With 10 million
people, this city is a real problem for the Federal Police. The Federal Transport
Interstellar Service proceeds elsewhere to more identity checks for departures and
returns of Insula.

Arcturus ( 36.70 al) is a daunting star its size 20 times higher than that of the sun. The
drivers are always surprised by the sight of Arcturus to the exit of supra-Luminary trip. This
star system is the threshold of human civilization face the arachnid aliens and skinnies.
Two terrestrial planets orbiting Arcturus, the first is called Arcturus-2 and is too close to its
star to be habitable, second is remote but still offers a bright side and to the appropriate
temperature, it is named

Guardian and is home to 5 million people. It is a heavily militarized colony since the fleet
there has Orbital Station Repair and Maintenance and the infantry Mobile built a y Armory
Operational Logistics and a Military Hospital in orbit.

Vega ( 25.30 al) is a unique system where the star has the largest gas giant orbiting it
known to this day. This supergiant Giga name itself has several satellites in orbit, including
one that almost the size of Mars and is named Alligaré. Unfortunately with a acid and
heavy atmosphere, only a subterranean colony of 200,000 people could be built there.
This colony has however significant revenues from its diamond mines. Diamond freighters
are also a prime target for hackers.

GJ 876 (15,30 al) / 1214 GJ (42,40 al) / GJ 581 (20,40 al) / GJ 176 (30,20 al) / GJ 436 (33,48
al).

These five star systems only have a Federal Outpost,


that is to say, a starbase in orbit around the star. The Federation has not found likely
planet to host a colony, but these systems are essential to territorial coverage and more
distant exploration. The system

11
GJ 436 by its proximity to the Arachnids and Skinnies has a more militarized Starbase than
others, and a sophisticated radar system.

• The territory Arachnid:

Pollux ( 33.70 al) is at the forefront of territory known Arachnids facing the territory of the
Federation, and two stars seem colonized. A small desert terrestrial planet named Planet-P
for the vast amount of phosphate detected, and a satellite named mortem for its intense
volcanic and tectonic activity related to the gravitational pull of the gas giant. The
Arachnids presence seems most recent of these worlds. Scientists are trying to
understand how their presence could be detected on Mortem, given the cataclysmic
conditions to live.

55 Cancri ( 40.90 al) is also a Arachnids world. This is a stellar system with great potential
for any species, with two terrestrial planets containing liquid water, and two other planets
arid telluric. The four planets seem colonized by Arachnids, and are called respectively Tango
Alpha, Beta, and Omega Urilla. Alpha and Beta have an undeveloped vegetation while
qu'Urilla and Omega is desert. What Arachnids feed they, this remains an enigma.

47 U Majoris ( Al 45.90) ​seems to be the original system of Arachnids. A planet larger than
Earth in half Earth shows signs of intense biological activity. appointed Klendathu, it seems
to be their home planet. In addition to this Klendathu stellar system has a gas giant
comparable to Jupiter and surrounded by a very wide asteroid belt. The SICON already
overview of plasma fire from targeting Klendathu and asteroids, the reason for such acts is
still unknown. Fleet has successfully explore Aldebaran of systems, Castor and Zosma to
whether it Arachnids are installed.

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• The territory of Skinnies:

Denebola ( 36.20 al) is a strange star system as it has a dozen terrestrial planets with
orbits quite close together and close to their star. All is desert and the presence of
Skinnies was detected there. They do not seem to possess great cities on these planets
but outposts. The SICON hypothesizes a stronger presence of Skinnies in the GJ 317
system, HD 69830, 83 Leonis and Zosma. Fleet wish to send reconnaissance missions
but Skinnies vessels are fast and dangerous.

The enemies of the Federation are chronologically internal and humans first. Indeed even
if the official propaganda and economic prosperity provide Government of the Federation
the concurrence of a majority of the population, some religious or political groups think
otherwise. These groups want to change the Federation, and in this case are tolerated
provided they do not hinder the proper functioning of society. Others aim to destroy the
Federation, they are severely hunted down and exterminated.

• Humans tolerated groups:

Proponents of Confederation:

These political activists convinced by the unification of humanity just want a better account
of cultural differences of peoples. They advocate
the establishment of a confederation which the government
require a majority vote of federated nations to implement its measures.

Their hearing is weak and they do not have a lot of support from the citizens, yet the only
ones able to exercise political power. However, they manage to get cultural policies at the
local level to maintain the diversity of humanity.

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Transhumanists:

This techno-religious group has its roots in the technicists ideals of the 21st century.
Bucking the end of man and his achievement in the machine, these activists (often
scientists or engineers) wish to bring about mankind 2.0. They oppose the various laws
passed by the Federation and to conserve traditional morality and human centrality. The
Federation has actually banned cloning, eugenics or cybernetic aesthetics, and the
creation of any AI smarter than a human brain. The Federation wishes to keep the man as
a pillar of society.

These transhumanists want to repeal these laws as they deem restrictive. Respected in
scientific circles, they are seen as illuminated by the majority of citizens who have a high
regard natural abilities of man.

• Prohibited human groups:

The Order of God:

Weakened and discredited by wars, religions are now in the background in society. Most
people are clearly atheists or simply spiritual. This situation is unacceptable for a minority
of religious fanatics, who see in the Federation an affront to God and His omnipotence.

They perform two types of shares, or wild areas of isolated settlements on planets
belonging to the Federation or abandoned by it or attacks against institutions of the
Federation. This second type of action earned them being hunted by the civilian
intelligence services of the Federation, the Security Agency of the Federation (ASF).

Sometimes SICON directly involved, it was the case on Alligaré in the Vega system.
Housing a mining colony, the fighters of the Order of God managed to pass for a cargo
ship and then attacked the colony hostage taking officials. The Mobile Infantry had to
intervene to free the hostages and shoot down terrorists. The operation was a

14
success and allowed to decapitate some leaders of this dangerous organization.

The Guild:

The Guild meets the criminals of the worst kind, pirates, smugglers, murderers and
receivers. They take advantage of the scope of the Federation territory to hide and make
their small business. They are experts to find and sell alien substances rich landowners
eager for new sensations.

Their origin is rooted in the different mafias spread on Earth before the advent of the
Federation. Wishing to stay in the race, they then decided to join in a cross-border
structure, the Guild. It is said that a guild leader is chosen for a certain period, but that the
various mafias are free of their activities. There are sometimes violent conflicts within the
Guild, but the Federation's territory is large enough principle to allow everyone to get rich.

The classic of the criminal activity of the Guild (prostitution, drug trafficking, arms
trafficking, theft, etc.) within the jurisdiction of the Federal Police and the Federation
Security Agency. However the SICON comes to specific cases, especially when members
of the Guild allow sought political opponents or a death row inmate to escape to the
isolated worlds. The SICON also uses the power of the fleet to wipe out the ships without
identities for various traffic. The most serious is when former soldiers delisted Mobile
Infantry and Fleet for various reasons joined the Guild, then bringing her expertise and
rigor that it could not otherwise get.

Regarding arms trafficking, gun ownership is banned in all territories of the Federation in
order to maintain peace. The SICON with its own research centers and production plants,
weapons are never marketed. The weapons that criminals manage to get outdated and
are therefore produced in sweatshops. These are weapons built on technologies of the
21st century and the AK-74 is still popular among terrorists and criminals. These weapons
are dangerous for the Federal Police (equipped Morita Mini-M), are not very effective
against the Morita Infantry Mobile and training of its Troopers.

15
• Arachnids:

This species that resembles the land without insects actually have the specifics, was first
sighted in the Pollux system. Fleet had sent a reconnaissance mission and established a
complete diagnostic of the stellar system. She discovered a biological signature on
Planet-P and Mortem. These first statements left nothing seen on the surface, and a team
of explorers was then dispatched. They provided valuable images to the Federation but
none came out alive.

Scientists and experts from the Office of Strategic Affairs thought then endemic, but an
endemic species on two different stars were hardly plausible. This species seemed to
master a form of interplanetary space travel at least. His aggression was evident and she
did not seem to try to communicate with the explorers.

The fleet returned to analysis in the Pollux system and also explored 47u Majoris and 55
Cancri. She then discovered the extent of the presence of this species, called Arachnids
for vague resemblance to a spider of its most widespread specimen. 55 Cancri has four
terrestrial planets colonized by Arachnids, while 47 U Majoris likely home to their most
populous world.

Arachnids seem endowed with a strong ability to adapt as the different compositions of the
atmosphere of their worlds does not bother them. This species must be able to control his
genetic evolution to adapt to the constraints of a new star.

Fleet launched shortly after these discoveries the "Connaisssance" operation in 2320, to
understand these creatures and to estimate their dangerousness to the Federation. The
operation went peacefully until the arrival in orbit around Klendathu. Fleet ships suffered
so many plasma blasts from the surface of the planet. The retreat was ordered and later
analyzes allowed to discover a new creature in these arachnids, Plasma.

The new question was how the arachnids had been colonizing distant worlds so without
possessing comparable technologies to

16
humans. Fleet then sent some ships in recognition with the order to stay away from the
orbit. After a few days of radar signaled expectations organic massive presence in space.
Creatures of comparable size to the largest Fleet vessels were heading to Planet-P, then
laid it off again by eclipsing in seconds.

http://diegosimone.deviantart.com/art/Starship-Troopers-Fools-Errand-145463109

Scientists admire while these creatures certainly had enough energy to create a tunnel
through space-time.

Since this discovery the Fleet vessels continue to study this species and SICON expected
to gather maximum information before establishing a plan of action.

17
• The Skinnies:

This alien race was discovered in blood and death.

In 2321 a Fleet exploration ship headed for the Denebola system. Once there he
discovered a dozen terrestrial planets and then began to study this star system. But
quickly its radars indiquèrent a multitude of space unidentified objects were moving at high
speed towards him. It unfortunately does not have time to engage the Cherenkov phase to
join the Arcturus system was destroyed. In front of his absence Fleet then sent three
Corvettes who found the black box from the debris.

Sinking in Denebola system, they they detected the presence of living beings on the
surface of some planets. The orbital pictures showed the great beings, purpose and
humanoids. They then sent a ship to meet the humans. Surprisingly enough they seemed
to have a basic language comparable to Morse, unfortunately walrus of humans and the
Skinnies was not the same. Each returned whence he came without incident. A few weeks
later radars SICON in the Arcturus system launched the alert to the detection of several
unidentified objects. Quickly Fleet sent a training and response ensued a brief skirmish
before the vessels likely Skinnies are eclipsed. Then they were detected in the Sirius
system where they captured a civilian freighter before leaving as quickly as they arrived.
Their space capabilities seem superior to the fleet capacity and the SICON do not like it.
They also mastered energy weapons like laser while humans do not, which is also a
problem for the military.

This race remains enigmatic for SICON experts. Aggressive but committing no major
battles, his intentions remain unclear. Perhaps these vessels they are the vanguard of a
larger army? Perhaps they push their boundaries as does the Federation?

In response Fleet has stepped up patrols in systems Arcturus, Procyon and Sirius. No
other reconnaissance mission is scheduled to Denebola, the Federation does not want to
start a war against the Skinnies before having carefully studied the intentions of the
Arachnids.

18
II. Character Creation

Your character is a 18 year old who just validated his Federal Diploma. He has acquired
most of the sciences, geography, mathematics, Standard English, sports, and of course of
history and moral philosophy.

The course of history and moral philosophy is provided by a veteran of the Mobile Infantry.
This course aims to teach the benefits of the Federation, through the world before the great
era of disorder, to justify the benefits of strength, to understand the difference between a
citizen and a civilian. This is a course that aims to discourage less motivated for the Federal
Service, the Army does not have time or money to lose for young people who give up at the
first hurdle.

Your young person enrolled for federal service, and sign up for the Mobile Infantry, the
best weapons, of course, the shaping of women and strong men. He met the recruiter,
often a crippled war (or a false lame), then performed a medical examination the doctor
will make him fear by saying that even with a health problem he will send in the army .

Your characters then 48 hours to return home and assert their choice against their parents
and their friends. Some give up and this is without risk, the army threw only the file to the
trash. Those who return will then receive their assignment, and take a shuttle to the
training camp.

19
Your character joined the Mobile Infantry for a reason, here are some examples to spark
the RP.

The rebellion : Your character comes from a family that has everything planned for him
since a young age. After the Federal Patent must also join a Federal University to do
graduate studies. But now 18, is important, and can not count to be dictated his life. He
decided to join the Mobile Infantry to become an adult and assertive face his parents.

Poverty : Your character grew up in a poor family and does not want to live like this all his
life. He is not able to join a Federal University and its chances in the civilian world are very
restricted. However Infantry Mobile offers, lodging and status of Citizen that unlocks many
doors. Bonus after 5 years of service he can perform a free academic cycle to convert in
civilian life. The Mobile Infantry is for him the best social elevator.

Patriotism : Your character comes from a military family and holds high the values ​of the
Federation. Assiduous in History and Moral Philosophy, he deeply believes in the benefits
of the Federation and the army. Join the Mobile Infantry is the beginning of a long career
and a way to maintain the honor of the family.

The identity : Your character is looking, do not really know who he is or what he wants to
do. His parents always let him make his own choices, but it's hard to channel such
freedom. To test his limits, he wants to join the Mobile Infantry to discover his personality,
to confront the other and difficult tests.

idealism : Your character has a good imagination and dream for children of short films
showing the Troopers of the Federation. He idealizes the Mobile Infantry and wants to
become a hero of the Federation. He believes in the values ​of the Federation but was never
actually brought into contact with the army. The Mobile Infantry is for him a dream.

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The loophole : Your character is a petty criminal who is likely to finish in the jails of the
Federation now it is major. His associates are questionable or even dangerous and he
realized. Already known to the police, another mistake would be fatal. Mobile Infantry
condone small offenses and provides the opportunity to clear his name. It could then
change their lives, rank by becoming citizen. The Mobile Infantry is his only chance.

The citizenship : Your character needs to citizenship offered by the Mobile Infantry after 5
years of service. Perhaps wishes he wants to become a politician and citizenship is
mandatory? Or he wants to have more children without paying fines, fines are exorbitant.
Finally, it may wish to obtain financial aid and administrative granted to citizens to realize
their civil project business, working in the police or justice. The Mobile infantry is for him
means.

Your character also has a fairly strongly typed personality, he or she is 18 and has strong
convictions but the furniture foundations. In contact with other recruits personalities will
strengthen. They will become more subtle with time and age.

the charmer : Your character has a pleasant physical and attitude that appeals to others.
He knows how to say with a smile in a group and looking much gratitude. His superiors
have a positive attitude and subordinates admire. This rule conflicts with a joke and often
lifts the spirits of his comrades. A charmer can become an excellent officer. The
"Seductive" making it ideal for this type of recruit.

The bully : Your character is tall and muscular and is convinced that force can solve all
problems. Aggressive, it overwrites the frail people and respects those or those stronger than
he. He inspires fear rather than respect and will make an excellent NCO, alternating with
zeal the orders of his superior. He will catch a coward by the belt to put it back in the fight.
Gross, however, is subject to disciplinary action because of his sometimes uncontrollable
aggression. The assets "Husky" or "Fighter" are the ideals and the "Dirty character"
disability.

21
the joker : Your character has another weapon that Morita humor. Everything can be a joke
and everyone benefits or suffers humor. Even in combat he will make a joke about the
situation. Churchill did he not say that the war was a game to play with a smile after all?
This humor can boost the morale of a squad as it can trigger an argument or a fight. The
jokers are officers misunderstood mixing humor and sense of responsibility. We find them
more as Trooper Com because it did not bother to talk all day. The asset "Lucky" is a
prankster.

The obedient : Your character has had very authoritarian parents and does not know take
initiatives. He likes to pass the tasks we give him and then waits patiently follows. It is a
quality for a soldier but sometimes you still have to demonstrate independence. Obedient
rookie may be frowned upon by some comrades because it perfectly obey any
instructions, will be hard to hide something to the officers and judge the non-compliant
behavior of the other recruits. However it is a popular comrade on the field for his
dedication. Handicaps "honor code" or "Loyal" correspond to this type of recruit.

The rich : Your character does not lack money and permissions are for him an opportunity
to enjoy life in all its aspects. One thing is certain, it is not enlisted by poverty. Because of
this affluence has confidence in him and loves to surround himself with a few followers. It
is generous because it costs nothing and will have as her allies than enemies. It will be
appreciated by some for all it offers in permissions, and hated by others because of his
arrogant side. His goal is to get a good balance, so the way an officer is his goal. Disability
"presumptuous" and "Rich" asset correspond to this type of recruit.

The solitary : Few friends before the Federal Service, a small family and with whom he
shares little. The solitary learned to rely on themselves and not expect too much to others.
He accomplished his military role without necessarily feel bound by a bond of brotherhood
with his comrades. This more fights for the Federation for Humanity or brothers in arms.
Appreciated by some for his discretion and reliability, most will stay away from him, judging
him confined and selfish. Trooper Trooper Commando Sniper or are

22
specialties made for him. Disability "Prudent" and "Vigilant" asset correspond to this type
of recruit.

The warrior : The warrior joined the Mobile Infantry for only one reason: to fight. He seeks
an equivalent opponent to measure and is not the torturer that can be gross. It's hard to
respect the orders of his superiors until he understands that military discipline can make it
more strong and effective in combat. He is respected by his comrades, because all will
know that it still held its position to the enemy. No particular reason to hate him, but some
may find it too aggressive in combat. The way Marauder is destructive warrior needs then
see its resources increased tenfold. Handicaps "Eroica" and "Bloody" and the "Brave"
asset corresponding to it.

fraternal : Your character needs of others and try to please them. He may have grown up
in a large family or many friends. For him Unity makes strength and also joy. It will be
appreciated by all, except when it becomes intrusive to want to satisfy everyone. He
prefers not to be an officer because he hates someone shout, however become Trooper
Medic corresponding fully. Disabilities "Loyal" or "code of honor" him go perfectly.

the grumpy : Your character is reluctant to everything and always puts in opposition to the
tests. He is motivated, but feels compelled to grumble. It is also the worst of the squad when
the situation deteriorates. He seems to believe in nothing and fate seems to prove him right.
Some will appreciate it because they will see beyond this personality trait, others will find it
unbearable. It énervera his superiors never show enthusiasm, especially when it succeeds
brilliantly. The Trooper Technician is a perfect way for the grumpy who can grumble about
the mishandling of his comrades on their hardware. The "Dirty character 'handicaps or"
unlucky "correspond to this type of recruit.

The optimist : Your character takes on the bright side. It may be religious in any case it is
convinced of the beauty of life. He believes in his destiny and take the tests as challenges,
failures as lessons and successes for granted. His optimism and enthusiasm will appeal to
some, others will be annoyed by this personality to the steadfast appearance

23
or find naive. The assets "Lucky" and "Quick Heal" or disability "Oddity" correspond to this
type of recruit.

The rebel : Your character to a serious problem with authority and critics. For him the
authority is above all the prohibition and not teaching. Very autonomous it will be more
difficult to follow orders to take initiatives. Some will follow, as seeing the leader, others
find dangerous and unpredictable. His superiors make him wash the toilet and peel the
potatoes day and night to the mater. It can make a good officer if he channels this hostility
to any form of command. Handicaps "Resentful (minor)" and "stubborn" correspond to this
type of recruit.

Leader : Your character has always enjoyed directing others and put themselves forward.
The competition is his credo, his goal victory and glory destiny. He will take example on its
top and then take their place. Many will have confidence in him but few actually will
experience because it prefers to give a picture of himself in order to accomplish its
objectives. The officer's career is obvious to the head. His superiors will be annoyed by his
ambition or opportunism. Handicaps "Arrogant" and "presumptuous" correspond to this
type of recruit.

the fearful : Your character is rather coward. It is loose and / or he has a phobia. In all
cases Infantry Mobile will be a real psychological torture for him. He will be despised by
his superiors as he has not conquered his fears. There will also be little respected by his
comrades but some will take pity or help. Technical or communications allow to be back
on the battlefield, and it suits him perfectly. Handicaps "Coward" and "phobias" correspond
him.

Although these personality types are proposals and Players can create their own type of
recruit. It is also possible to take a typeface without the recommended assets, a Brute can
be physical or verbal bully, the Cowardly can be pacifist (minor) and be afraid to kill a
human being (eg the rebels), etc.

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Creating your character is divided into two steps to materialize the change in training
camp. These two steps divide the standard characters Savage Worlds creation but are
made by the same rules.

The first phase is the creation of your character rookie before his enlistment. You distribute
the 5 points of standard attributes, this represents the fact that the army is not your sport
or mental coach. Your character can later set his attribute points during his progressions.
You also distribute 5 skill points among civilian skills or mixed up the rank D8. Your
character to 18 years and could learn a lot of skills or achieve a high degree of expertise.
Finally chose your character if you wish one major handicap and / or 2 minors among
those available, and one asset among those available to recruits.

civilian skills : School knowledge / Driving / game / Research / Networks / Sarcasm.

mixed skills : Start / Sport (swimming gathers climbing +) / Fight / Repair / Intimidation.

military skills : Persuasion (command) / Shooting / Survival / Perception / Tracking /


Infiltration (replaces discretion) / Explosives (replaces hooking) / Knowledge Strategies &
Tactics / Care / Psionic / Marauder (replaces steering).

At the end of training camp, your character must take the major handicap or two minor
handicaps remaining asset Trooper gets free and should take another one with the points
earned with the (s) handicap (s), and divided the remaining 10 points of skills wherever he
among the military or mixed maximum level D8. It also adds free the major handicap oath
(to the Federation and the Infantry Mobile). Your character is a young soldier and is still
not an expert.

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trump Trooper :

Prerequisite: Having survived the training camp.

This asset validates your ranking soldier and citizen of the Federation at the same time.
Your soldier balance is $ 1000 Pax (average salary of the Federation).

It allows manipulation of Morita assault rifle, combat knife, grenades MX-90, CM-29
Interceptor shovel and Spitfire fixed machine guns.

You start 2nd class soldier. Soldier 1st Class is an honorary title and not a grade. He
distinguishes a soldier who has completed a useful action to his squad, having demonstrated
a spirit of command. This facilitates all the same promotion to rank of Corporal.

The grades are as NCO Corporal, Sergeant and Sergeant Major are related to Persuasion
skill (command).

The officer ranks are Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, General, Sky
and Sky Marshall Chief Marshall.

+ 300 Pax by grade NCO. +500 Pax by an officer.

The promotion to a higher grade or otherwise demotion is left to the discretion of MJ


through NPCs or players for NPCs who are their subordinates.

- Possible routes in the Mobile Infantry

The Psionic skill : Psionic are spotted early and undergo additional training at training
camp. Characters with the Arcane asset are required to take the psionic ability, at least to
the level D6 to the output of the training camp of the 10 points to distribute.

A psionic earns no more until it is not officer. However it has access to training Psionic
provided by the Office of Strategic Affairs, and will benefit once special accreditations
officer "Secret Defense".

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Asset Care:

Requirements: Novice, Trooper, Intellect D6 D6 Agility.

This advantage is to be taken after training camp. It unlocks the competence care and
associated hardware. This reflects the interest of the Trooper who is accompanied by specific
training before becoming Trooper Medic.

Operational Medic receives additional 300 Pax.

Trump Heavy Weapons :

Requirements: Novice, Trooper, Strength D8, D8 Shooting Sport D6.

This asset to be taken after the training camp used to handle the heavy weapons
infantryman. The flamethrower F8 Morita Grenadier and M55 rocket launchers with
warheads tactical ST-1.

A Trooper Heavy receives additional 300 Pax.

Trump Sharpshooter :

Requirements: Novice, Trooper, Agility D8 Soul D6, D10 Shooting, Survival D6, D8 Perception.

This asset to be taken after the training camp allows becoming Trooper Sniper and
manipulate the Morita Sniper.

A Trooper Sniper receives additional 300 Pax.

Trump Operator Communications & Detections :

Requirements: Novice, Trooper, Intellect D6, D8 Perception, Knowledge Tactics and


Strategies D4, D4 Repair.

This asset to be taken after the training camp allows you to carry and use the Radio
System / Radar Nexus.

A Trooper Com receives additional 300 Pax.

- Unskilled Trooper may use a heavy weapon, a radio, a sniper rifle or treat a
comrade, but will then require the explicit agreement of his immediate superior,
in addition to having a -2 to his roll.

27
Trump Trooper Marauder :

Requirements: Seasoned, Trooper, Agility D8, D10 Shooting Repairs D10, D10 Sport.

This asset allows to become an operator of the Exo-Armor Marauder taking the next
increase the Marauder skill (control). A Marauder is a heavy soldier, a pillar for his unit. It
can progress to command ranks but become Marauder is already very demanding.

The Marauder skill (control) requires tests during atmospheric reentry and jumps.

A Marauder receives a bonus of 600 Pax in his pay.

Trump Trooper Commando :

Requirements: Seasoned, Trooper, Vigor D8, D8 Sport, Combat D8, D8 Shot, Tracking D6,
Explosive D6, Survival D6, D4 infiltration.

This advantage reflects the development level has reached your character in the art of
combat. A Trooper Commando is an important asset in a unit capable of performing the
most difficult tasks and survive in the most hostile territories. In addition to having access
to special missions, a Commando inspires a certain fear and adds +2 to his intimidation
jets.

A Commando offers a bonus of 600 Pax in his pay.

asset Officer :

Requirements: Seasoned, Trooper Rank Sergeant Major Intellect D8 Persuasion


(command) D8, D4 Intimidate, Knowledge Tactics and Strategies D10, D10 School
knowledge.

The asset officer unlocks career officer. Without this advantage you can not exceed the rank of
NCO Sergeant Major. Your character then successfully completed the training at the School of
Officers hosts.

28
In Starship Troopers you can not voluntarily have physical handicaps or mental problems.
You skip a visit to the doctor before recruitment and the army takes neither fools nor
disabled. By cons you acquire physical disabilities or crazy after your battles.

SW rules still apply and give a list of advantages and disadvantages that I keep for
Starship Troopers, distinguishing rookie / trooper.

- Handicaps of Rookie:

Arrogant / Communicative / Bizarrerie / Chimera (minor only) / Coward / Code of Honor /


Coward / Greedy / curious / Two left hands / Frail / Heroic / ignorant / Loyal / unlucky / Bad
Habit (minor only) / Moche / Overweight / pacifist (minor) / Phobia / pockets breakthroughs /
Prudent / Phobia / Presumptuous / Grudgebearer (minor) / Nothing to lose / Sale character
/ Bloody / Skeptic / stubborn.

- Strengths of Rookie:

Ambidextrous / Arcane / brave / Lucky / Husky / Don languages ​/ Enraged / Quick Heal /
Arcane Resistance / Rich / Attractive / Veloce / Vivid / Vigilant.

Martial Arts / Brawler / Scan / Extraction / Strike Flash / Increvable / Nerves of steel /
Panache / Grip farm .

- Strengths of the military (including assets of the recruit)

Very lucky / Great Arcane Resistance / Very seductive.

fetish weapon (Morita) / fetish adored Weapons / Master of Martial Arts / Bruiser / Large
scan / Block / Grand lock / Two-Weapon Fighting / Combative / Counterattack / Great
against attack / Quickdraw lightning / Dodge / Great dodge / Great extraction / Strike
lightning / Frenzy / Supreme Frenzy / martial Improvisation / Cheat death / killer Instinct

29
/ Nerves of hardened steel / rock n'roll / Ruthless / Cold Head / Composure / Sharpshooter.

Command / Fervor / Great will command / Inspiration / Natural Leader / Leader of Men /
Close the ranks / Tactician.

Soul Drain / New power / Power Points / Power Source / Great source of power.

Acrobatics / Assassin / hacker (without prerequisites arcana) / engineering Handyman (no


prerequisites arcana) / Champion (without prerequisites arcana) / hustler / Scholar / Psychic / Jack
of all.

Charismatic / Contacts / Mutual link / Healer / Recycler / Sixth Sense (for psychic).

Influx of power / Bullseye / Mighty Blow.

Hardened / Tough / Fearless / Legendary Weapon Master / Professional /


Expert / Master.

30
- 'Standard' rookie

Features Char. derivatives skills


Agility D6 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D6
Strength D6 Parade 2 Game D4
Intellect D6 Resistance 5 D
vigor D6 Pts Pouv. 0 D

Advantages & disadvantages: an asset and a major handicap or two minors.

Equipment : Civilian objects based on the RP, the limit army recruits at a 60l bag.

- Trooper "average"

Features Char. derivatives skills


Agility D6 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D8
Strength D6 Parade Game D4
Intellect D6 Resistance 5 fight D4
vigor D6 Pts Pouv. 0 Shoot D8
Perception D4
Launch D4
Survival D4
Persuasion D4
Infiltration D4

Advantages & disadvantages: Besides the first asset and a major handicap and two minors,
asset Trooper and the Oath disability.

Equipment : Morita Assault rifle, combat knife, a Granada MX-90, a shovel and CM-29
Interceptor armor Trooper

31
- Trooper Medic

Features Char. derivatives skills


Agility D6 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D8
Strength D6 Parade Game D4
Intellect D6 Resistance 5 fight D4
vigor D6 Pts Pouv. 0 Shoot D8
Perception D4
Launch D4
Survival D4
Persuasion D4
Infiltration D4

Advantages & disadvantages: Trump rookie + trump after training camp. A major handicap
and two minors. The Trooper asset and disability Oath
+ Care the asset.

Equipment : Morita Assault rifle, combat knife, a Granada MX


90, a CM-29 Interceptor excavator, armor Trooper and a first aid kit for disinfecting,
sew, slow bleeding, inject morphine, to a bandage or dressing.

- Heavy Trooper

Features Char. derivatives skills


Agility D6 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D8
Strength D8 Parade Game D4
Intellect D6 Resistance 5 fight D4
vigor D6 Pts Pouv. 0 Shoot D8
Perception D4
Launch D4
Survival D4
Persuasion D4
Infiltration D4

32
Advantages & disadvantages: Trump rookie + trump after training camp. A major handicap
and two minors. The Trooper asset and disability Oath
+ Trump Heavy Weapons.

Equipment : Assault rifle or Morita Morita Grenadier, combat knife, a Granada MX-90, a
shovel CM-29 Interceptor armor Trooper, the Flamethrower F8 or Rocket Launcher M55
(another trooper of squad then 2 wins and 1 explosive rocket warhead tactical ST-1).

- Trooper Sniper

Features Char. derivatives skills


Agility D8 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D8
Strength D6 Parade Game D4
Intellect D6 Resistance 5 fight D4
vigor D6 Pts Pouv. 0 Shoot D10
Perception D8
Launch D4
Survival D6
Persuasion D4
Infiltration D4

Advantages & disadvantages: Trump rookie + trump after training camp. A major handicap
and two minors. The Trooper asset and disability Oath
+ the shooter asset elite

Equipment : Sniper rifle tactical Morita Sniper Combat knife, a Granada MX-90, a shovel
CM-29 Interceptor armor Trooper.

33
- Trooper Comm

Features Char. derivatives skills


Agility D6 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D8
Strength D6 Parade Game D4
Intellect D6 Resistance 5 fight D4
vigor D6 Pts Pouv. 0 Shoot D8
Perception D8
Repairs D4
Conn. Tac. & D4
Strat.
Persuasion D4
Infiltration D4

Advantages & disadvantages: Trump rookie + trump after training camp. A major handicap
and two minors. The Trooper asset and disability Oath
+ Trump Operator Communications & Detections.

Equipment : Morita Assault rifle, combat knife, a Granada MX


90, a CM-29 Interceptor excavator, armor Trooper and global communication radio
(range up Corvette battalion which can transmit the message to another part of the
world). Corvettes start in orbit so as to thwart the sphericity of the planets for radio
waves.

34
- Trooper Commando

Features Char. derivatives skills


Agility D6 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D8
Strength D6 Parade Game D4
Intellect D6 Resistance 5 fight D8
vigor D8 Pts Pouv. 0 Shoot D8
Perception D4
Launch D4
Survival D6
Infiltration D4
tracking D6
Explosive D6

Advantages & disadvantages: Trump rookie + trump after training camp. A major handicap
and two minors. The Trooper asset and disability Oath
+ the Commando asset.

Equipment : Assault rifle Morita Morita or mini, combat knife, a Granada MX-90, a shovel
CM-29 Interceptor, an explosive charge C-9 and armor Trooper with night vision and
infrared + clever camouflage (+2 infiltration tests). Other facilities if necessary.

35
- Trooper Marauder

- Features Char. derivatives skills


Agility D8 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D10
Strength D6 Parade Game D4
Intellect D6 Resistance 5 fight D4
vigor D6 Pts Pouv. 0 Shoot D10
Perception D4
Launch D4
Survival D4
Persuasion D4
Repair D10

Advantages & disadvantages: Trump rookie + trump after training camp. A major handicap
and two minors. The Trooper asset and disability Oath
+ the Marauder asset.

Equipment : Exo-armor Marauder

- Trooper Psy

Features Char. derivatives skills


Agility D6 look 6 Conn. D6
school
Soul D6 Charisma 0 Sport D8
Strength D6 Parade Game D4
Intellect D6 Resistance 5 fight D4
vigor D6 Pts Pouv. 0 Shoot D8
Perception D4
Launch D4
Survival D4
Persuasion D4
psionic D4

Advantages & disadvantages: Arcane + trump Trump after training camp. A major handicap
and two minors. The Trooper asset and the Oath disability.

36
Equipment : Morita Assault rifle, combat knife, a Granada MX
90, an excavator CM-29 Interceptor and armor Trooper.

- Trooper Officer

Features Char. derivatives skills


Agility D6 look 6 Conn. D10
school
Soul D6 Charisma 0 Sport D8
Strength D6 Parade Game D4
Intellect D8 Resistance 5 fight D4
vigor D6 Pts Pouv. 0 Shoot D8
Perception D4
Launch D4
Survival D4
Persuasion D8
Intimidation D4
Conn. Tact & D10
Strat.

Advantages & disadvantages: Trump rookie + trump after training camp. A major handicap
and two minors. The Trooper asset and disability Oath
+ Officer asset.

Equipment : Morita Assault rifle, combat knife, a Granada MX


90, an excavator CM-29 Interceptor and armor Trooper with the helmet integrated
Monocular (+2 Visual Perception tests when used).

37
III. specific rules

Stress Management in combat, if unsuccessful different effects:

In Starship Troopers battles are violent and to represent their psychological impact, an
additional rule derived from the management of fear materializes these effects on the player
characters and non-player.

This stress management rule is manifested in two stages during the battle and after the
battle. During the battle the Trooper can live four different psychological states: Keeping
control of himself, shook Being, Becoming reckless or flee.

After the battle the Trooper can develop post-traumatic stress disorders (PTSD). These
disorders alter his personality and his relationship to the war. Psychological support is
necessary to eliminate these injuries.

Troopers may have to perform a test of Terror face Arachnids, but this must remain
exceptional. On the one hand the universe Starship Troopers does not lend to, and
secondly Arachnids are not a surprise since all known human existence. Terror A test can
be requested only in truly dreadful circumstances, such as being disarmed, alone and in
the dark in tunnels of a beehive

Arachnid. In the Verhoeven film is the only military terrified General locked in a cupboard,
which has seen all its soldiers to suck the brain.

Now to the Stress Test. This jet core is made against a difficulty of 4 with the application of
potential modifiers. If the test is successful the Trooper keeps the mastery of himself and
act normally. If it fails this test, he launches 1D12 and refers to Table of Stress States.

A Combat Stress test should be applied in adverse circumstances for the characters:
excess of the enemy encirclement by the enemy, the officer lost, more ammunition, lost
more than half of the squad, more communication with the Fleet ...

38
The penalty due to injury normally apply. The advantages of commandments Savage
Worlds giving bonuses to subordinates to recover from a shaken state, also apply to
reckless statements and leaks.

Shaken Temerity flight


1-8 *
9-10 *
11-12 *

If the die indicates a result between 1 and 8, the Trooper is shaken and the traditional rules of
Savage Worlds apply.

Between 9 and 10, the Trooper becomes reckless, took rage against the enemy. In its action,
the character will move towards the enemy while walking, and attack from a distance. If he has
no weapon firing, it will run towards the enemy and fight hand-to-hand or knife if possible.

Between 11 and 12, the Trooper gets scared and flees the battle against the enemy. It then runs in
the opposite direction to the enemy without fighting. If he is surrounded, it delays its action and
attack only against a direct enemy attack, like an animal backed into a corner.

On his next action, he can recover his senses on the same model as for a shaken state.
On failure or reckless remains at large. On a success he regained consciousness but can
only perform free shares. On a raise he acts normally.

A player may use a token when he wants to cancel a shaken state, reckless or leak. The
advantages facilitating terror tests as "Brave" also facilitate combat stress management.

Of course a Trooper is no two stress tests for the same location during the same battle,
whatever the result. Once the shock wore off, there is no reason to have an irrational
reaction.

39
These disorders experienced by soldiers always are interesting to integrate Starship
Troopers to give depth to the RP players.

These disorders appear after traumatic experiences such as being close to death, losing a
friend, losing almost his entire squad, losing his family during an enemy attack, to do
horrible things about prisoners or civil, etc.

After each armed engagement with losses among the comrades of the character, it makes
a roll against a difficulty of soul 4. If the character has experienced one or more traumatic
experiences during the engagement, the difficulty is 6. Having suffered reckless state or
escaped during the last battle causes a -2 to die, while having always maintained
self-control grants +2. Having been shaken causes no result for this test.

If successful the character develops any trouble.

If that fails it develops PTSD and can discard it with adequate psychological care or
natural healing. Psychological counseling should be asked his supervisor who will rise to
the request Captain, that will affect whether or not a psychologist in private. The periods
during which the Federation is total war are less conducive to this kind of care. At the end
of a psychology of two-hour session, the character rolls his soul against a difficulty of 4
with a +2. If successful PTSD disappear with a raise both PTSD disappear with a PTSD
failure remains, and with a critical failure in the character develops new. The character
may request a new session of Psychology under the same procedure.

No token can not be spent to remove without dice roll PTSD.

A natural cure is possible every 5 days, with a jet soul against a difficulty of 4. If successful
PTSD disappear with a raise both PTSD disappear with a PTSD failure remains, and with
the critical failure developing a new character.

40
Most do not prevent PTSD to accomplish its mission. A new commitment and new
traumatic experiences may bring the development of new PTSD. Two PTSD should have
a heavy impact on the PR character that is so very disturbed. Three PTSD can lead to a
big mistake in battle, where practically going crazy, so to be expelled from the army and
returned with a nice balance in the best cases, to be hung in the worst.

This rule is handled with care by the GM. As long as the PCs are soldiers or NCOs NPC
officers managed by the GM will decide the allocation of a psychologist or not. Then once
a PJ NCO or officer, it may be interesting for the DOJ to send soldiers requests feeling
disturbed. If the DOJ justifies more limited budget for the PC, it will then choose who will
see a psychologist, who will manage alone with his inner demons.

Table of PTSD on 1D20:

Insomnia 1-4
nightmares 5-8
Paranoia 9
Guilt 10-11
hallucinations 12-13
Dissociation of the Personality 14
Addictions (alcohol, drugs) 15-17
violent behavior 18-19
suicidal behavior 20

Insomnia : The Trooper has difficulty sleeping and her physical and psychological state
are feeling the pinch. It undergoes a -1 to all jets. A treatment against insomnia will end
there, but so will a jet of force against a difficulty of 4 (for a standard sleeping pill
prescribed by the doctor based), whether he becomes dependent to sleep. This
dependence can become a liability if the unit is private

medical supply for a long time, and he can not sleep properly due to lack of sleep aid
while in hostile terrain. The sleeping pill addiction remains after healing of insomnia. We
must succeed on a force against a difficulty of 4 to get rid of. This

41
test is possible every 5 days. In a critical failure the Trooper will need a medical detox
treatment to discard it, with the expected consequences for his career.

nightmares : The nightmares awaken the sleeper but mainly the haunt all day. Trooper
undergoes a -1 in its core jets. An antidepressant drug prescribed by the medical officer
temporarily removes this handicap. But the Trooper will then make a jet of force against
addiction with a difficulty of 6. addiction to antidepressants work the same way as sleeping
pills, but with a difficulty of 6.

Paranoia : The Trooper in an irrational fear of what he was traumatized, distrust of others
and is afraid for his life. If he saw his best friend get cut in two by a spider, it will develop
an on-vigilance against this enemy, become nervous on the battlefield, will not support
the soldiers of jokes just before the fight, etc. If he believes that the hierarchy has made
bad decisions that led to the death of his unit, he became suspicious of his superiors, and
eventually could eventually join a rebel group. The paranoid has a -2 charisma and is an
unhealthy fixation on the person or organization that considers fully responsible for what
he has experienced or seen. He loses rationality, is wary of psychologists, and therefore
suffers a -2 to the jets to heal from PTSD.

Guilt : The Trooper feels personally responsible for the misfortune that happened to
someone else. If he himself suffered it then shame. It takes a slightly introverted behavior
and morbid. Therefore in case of failure to combat stress management, it automatically
runs away for lack of sufficient confidence in his ability to overcome this danger.

hallucinations : The Trooper sees is deceased or arachnids in empty tunnels even after
the ship's corridor. These visions from his mind and can make it do strange things. Talking
alone report spider where there is not even open fire to an unreal target. He suffers a -2
for perception and charisma. He is unable to discern his visions of reality and act like it's
totally true.

42
Dissociation of the Personality : The Trooper begins to develop another personality to
flee his injuries. He was calm and rational, he becomes restless and believing. He was
friendly and generous, he becomes lonely and selfish, or vice versa. This disorder peers
and his superiors, but he does not realize in. He affirms that he matures, a personality can
evolve and wishes that leaves him alone. This gives it a -2 charisma and makes him
temporarily lose its strengths command. It also has a -2 penalty jets to heal from PTSD
since her false new screen personality made her true personality wounded.

Addictions (alcohol, drugs) : The Trooper finds the solution to his suffering in the
excessive consumption of psychotropic substance. The first substance that will meet and
will do it automatically becomes dependent. It takes him 4 hours of altered state a day to
feel good the remaining 20 hours. During the 4 hours it is non-operational since drunk or
drugged and thus undergoes a -4 penalty to all its jets. However it suffers no penalty for
the remaining 20 hours. If he fails to consume the substance, it then undergoes a -2 to all
its jets until he can take. A dependency is frowned upon in the Infantry and Mobile can
justify flogging as a disciplinary sanction. A 4-force jet must be able to free themselves
from the physical addiction to psychotropic, having managed to break free of PTSD.

violent behavior : The Trooper has developed a rage or even hatred he can not
understand or control. Every joke, every word, every gesture, let alone any attack on him
puts him in a rage. Any situation like this makes the rash and systematic attack. If this is a
joke, it will retaliate by insulting, if it is an insult it will hit, if a disparaging word of a superior
he verbally defend aggressively, if a sudden he will fight death. On the battlefield on failure
to stress management it automatically becomes foolhardy to do battle with the enemy, and
be cruel to complete. It also suffers a penalty of

- 2 jets in healing PTSD because it is hostile to the psychologist who wants to inhibit its strength.

suicidal behavior: The Trooper no longer find any meaning in life, it reaches deep into his
expectations, motivation and hopes. Fight, why? Live, why? This is the kind of questions
that the

43
constantly haunt and plague his mind. By unwillingness it undergoes a -2 to all jets
(including healing of PTSD). Failing to combat stress management is automatically shaken
and stand still facing the enemy, waiting for the saving death.

To fluidize the game, the lead is fixed by a roll. Each PJ PJN or NPC group rolls a die
corresponding to their level of agility. If we add equal rank Agility to the die, and whether
we raise.

For more fun, critical failures are catastrophic.

Regarding injuries, Savage Worlds rules are too "nice" to recreate the cruel battles. We
must change the rules of the critical state, instead of shooting the dice whether the injury is
permanent or temporary, this depends on the number of injuries received simultaneously.

An injury to one arm, nothing special except a scratch. Two injuries and arm is broken or
severely cut. Three simultaneous injuries and the arm is totally crushed or severed. Thus
Arachnids attacks are likely to cripple Troopers unwary or unlucky.

44
IV. Equipment

Mobile Infantry further that the Federation places man at the center of its values ​and its
operational mechanism. During the Great Disorder, some nations had robotic armies or
had delegated their defense to private companies. Others did not hesitate to sacrifice their
men or to order them to commit suicide grenade in his hand. These modes have proven
ineffective and Infantry Mobile has created its own combat doctrine.

The Trooper is both a soldier and a citizen. It is a physical weapon, intellectual, political and
sometimes psychic. It is the pillar of the Federation and the hand of the Fleet. Replace
Trooper by a robot, a drone or a clone, would sacrifice the values ​of the Federation and the
Mobile Infantry.

The Trooper uses no vehicles because the Fleet is his means of transport. A transport
aircraft Viking CD-4 will always be faster and handier than any 4x4 or tank assault. F-76
Thunderbolt has meanwhile firepower several guns associated with the mobility of an
aircraft.

The SICON equipment is developed and manufactured by the laboratories and


manufacturing plants SICON. The secret is total defense and military weapons are used only
by the military. Weapons are prohibited within the Federation to ensure peace and security
for everyone. No weapon that is not in the hands of a military or a police officer so comes
from the black market.

45
The vessels of the fleet are the legs of the Infantry Mobile. Everyone knows that the
drivers are stashed, but without them we can not go into battle with the enemy.

http://cavebabble.pnrnetworks.popcornnroses.com/2011/10/07/favorite-sci-fi-vehiclescorvette-transport/

transport Corvettes are multimodal vessels, both transport of troops, aircraft carrier Viking
dropships DR-4 and F-76 Thunderbolt chasseurbombardier and space warships. The
corvette is the only ship of the fleet capable of interstellar travel. This is the thread that
connects all the planets colonized by humanity and they all carry a name, as Rodger
Young for example.

The Commander can carry a Troopers Battalion 677 men. She takes with her sixteen-4 DR
Vikings to deploy troopers and four F-76 Thunderbolt for ground support. It is also equipped
with 4 launch tubes Marauder. For armament it has defense turrets, countermeasures and a
ballistic missile. By order of the Sky Marshall head can launch its nuclear missile
'Armageddon' 100 megatonnes.

46
The crew of a Corvette has 300 men and there are enough capsules to evacuate
everyone, Troopers can leave the ship destroyed by the Vikings transport.

- The ranks of the fleet are:

Sky and Sky Marshall Chief Marshall for grades common to the Mobile Infantry and Fleet.

Then there is the Admiral who normally runs a training of 16 Corvettes, the equivalent of the
Division of General.

Below Captain runs a Corvette and therefore works closely with Major leading the
Battalion transported.

For efficiency the SICON trying to facilitate synergies between Admirals and Generals and
between Captain and Major, to optimize the deployment of troops and extraction.

The Commander will assist the Captain to lead the Corvette.

Below there is the Lieutenant Colonel who heads an orbital aircraft training, so a training
CD-4 Viking or E-76 Thunderbolt. He leads the Viking CD-4 from the Corvette while he
personally pilot an aircraft for training F-76 Thunderbolt.

The pilot or copilot Lt. a Viking or Thunderbolt type aircraft.

The Lieutenant run a compartment of a Corvette: Engine / Communications / Arm /


Neighborhoods Infantry Mobile / Deposit / Services crew (kitchen, bunks and other) /
Aircraft orbital.

The Quartermaster will direct a specialty of a compartment, such as kitchens for the crew
services, or missiles to arm.

Seaman is the first grade given to a Cadet after his first mission accomplished.

A CD-4 Viking can carry a squad of 42 Troopers and fulfills a mission to go back and forth
between his Corvette and soil. It can also cause the material

47
necessary to the implementation of a base (machine guns included) or supply, and then
transports a single soldier.

http://unusualsuspex.deviantart.com/art/DR-4-Viking-Dropship-ortho-430211758

Equipped with four fixed Spitfire turrets, two at the front and one on each flank, Viking
provides essential fire support the landing of Troopers. Its radar also performs a quick
survey of the situation in a radius of 100m around its landing spot. This statement is sent
to his Corvette and Trooper Com pack. It also launches flares to visually indicate its
position to the Vikings drivers still in the air.

Viking is the angel of the infantry mobile. It allows him to go into battle, but mostly retreat
when the situation deteriorates. The courage of some drivers saved whole platoons, and
they are the most esteemed of the Fleet by the Mobile Infantry.

48
The F-76 Thunderbolt is an orbital aircraft that can perform air superiority, visual
recognition and bombing.

http://www.displacedminiatures.com/Scratchbuilder_Christian/image/580/4483/

Squadrons of 4, 8 or 12 Thunderbolt are sent bombing mission before the deployment of


troopers on the ground. The most commonly used is the bomb cluster bomb phosphorus,
ensuring serious injury and inflaming the enemy. The Thunderbolt is also equipped with
Spitfire guns to finish the job on the ground or down the enemy in aerial combat. For its air
dominance missions it is also equipped with missiles air-air snakeyes.

Thunderbolt pilots are rabid for them a mission is successful when they return empty. The
Mobile Infantry not used their support at the last moment because sometimes Troopers
spend with the enemy.

49
Fleet has two major bases, one official known and located around the moon and is
nicknamed the ring, the other whose exact location is known only to the Admirals,
Generals and Sky Marshall, and called Sanctuary.

http://starshiptroopers.wikia.com/wiki/File:Vlcsnap-174027.png

The Lunar Base nicknamed "The Ring" as it goes around the moon, is the first step of any
new ship and all cadets. Each new Corvette, new Viking or Thunderbolt is tested before
being considered operational. This base is also a fortress since it is equipped with
hundreds of heavy artillery turrets and missile launchers capable of destroying an asteroid
before it reaches Earth.

Sanctuary is a classified secret and is based Federal Insurance life of humanity when
conquest of Earth by an enemy force. This database gathers all the necessary equipment
to command the forces SICON.

50
http://starshiptroopers.wikia.com/wiki/Sanctuary_(film)#Starship_Troopers_3:_Marauder

Fleet also has numerous fueling stations that & Repair


form a secondary network between star systems.

http://www.propbay.com/original/sst-ticonderoga-spaceship-miniature-starship-troopers1997-movie-prop-354.html

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The assault rifle Morita:

The Morita, developed by the arsenal of SICON in the laboratory RAID (Rapid Action &
Immediate Destruction), is the most powerful weapon of mass destruction possessed by
humanity when placed in the hands of a Trooper. Drawing much faster than the assault
rifles of the past centuries and with increased firepower, the Morita is undoubtedly a
breakthrough technology in the service of the Federation. Modular include the Morita in 5
different versions.

The standard Morita Trooper is the basic weapon with a flashlight under the gun (no penalty
shooting due to darkness at close range).

The Morita Mini is a shortened version which equips the fleet, it needed a more
maneuverable weapon in the corridors. It's also found in evacuation capsules.

The Morita Shotgun sees himself with a shotgun under the main gun. It only team officers
and NCOs to maximize their chances of survival, and avoid too many draws fraternal.

The Morita Grenadier is a supporting artillery version, which allows to take a modified and
more powerful MX-90 grenades. This is the Morita of Heavy Troopers.

Finally, the Morita Sniper accompanying Troopers Sniper, and must therefore equipped with a
precision bezel. It also gains in range and precision but loses in rate of fire. Nevertheless, it is a
tactical precision rifle shooting where pace and scope are balanced.

52
http://www.deviantart.com/art/Morita-Textured-113170348

53
The combat knife:

http://guymoviesblog.blogspot.fr/2010_10_01_archive.html

What is a throwing knife? This is the question not to ask for a rookie. The combat knife is
the last weapon, one that can save a Trooper or his squad from a desperate situation.

MX-90 grenades:

http://www.imfdb.org/wiki/Starship_Troopers

The MX-90 grenades are formidable fragmentation grenades. Each carries a Trooper with
him. Nothing better to take out the enemy of his rat hole

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The CM-29 Interceptor digger:

http://forums.spacebattles.com/threads/starship-troopers.149286/page-2

The shovel, simple, reliable and essential to the Trooper. The CM-29 Interceptor is a
formidable weapon. Faced with Plasmas and mowers, dig soldier, that's an order!

The flamethrower F8:

http://envydream.blogspot.fr/2010_05_03_archive.html

You want to clean an enemy building or a hole Arachnids quickly and well, ask for support
to Trooper Heavy. The F8 flamethrower with a clean tank and reinforced is a lethal
weapon for the enemy entrenched. But be careful not to burn your comrades other units
that have already entered the building or the gallery.

55
The rocket launcher M55:

http://starshiptroopers.wikia.com/wiki/M55_Rocket_Launcher

Real mobile artillery piece, the rocket launcher M55 delivers firepower suitable for crush
resistance. Put yourself in your cover when Trooper Heavy use. A normal Trooper wins 2
standard missiles and tactical nuclear warhead 1 ST-1, and gives the Heavy Trooper. The
M55 is tested and approved against the Plasma and Tanker!

tactical nuclear warhead ST-1:

http://starshiptroopers.wikia.com/wiki/Tactical_Oxygen_Nuke

A lack of punch for your rocket launcher M55? Load it with tactical nuclear warhead ST-1!
Operating at nuclear fusion it emits no radiation, so our Troopers can immediately invest
the ravaged area. Use in moderation.

56
The Spitfire fixed machine gun:

http://starshiptroopers.wikia.com/wiki/Mounted_Heavy_Machinegun

This gun is the Trojan wall for our enemies. Rate of fire, firepower, range and accuracy, it
has everything. 30mm caliber, it will make short work of any enemy.

The armor of Trooper:

http://starshiptroopers.wikia.com/wiki/Federation_Body_Armor

57
The Trooper armor is the shield against the enemy. This armor will save your skin more
than once. Combining bulletproof protection, firewall blades and windshield explosions, it
protects your vital parts (trunk and head). For other parts of the body, the army supports
the artificial limb transplant. It also integrates into the helmet a short distance
communication device (1km). In order to drop his Troopers on sometimes planets without
atmosphere or without breathable air, SICON the scientists have developed a more
economical process that the full outfit. This is a pellet swallowing prior to boarding a
Viking, and corrects the nuisance of a lack of pressure, temperature problems, and
provides oxygen to its wearer. Its effects last for about 6 hours.

The exo-armor Marauder:

The Marauder exo-armor is the latest addition of RAID SICON laboratories. Faced with the
need for increased fire power and better resistance against weapons of the enemies of the
Federation, exo-armor Marauder was invented to serve the Trooper. Pax room 1 billion,
only a few selected Troopers have the honor of fighting in a Marauder. Then measuring
6m high, armed with a Gatling, a heavy Morita and two artillery guns, the Marauder is
designed to put the enemy to pieces. It also has reactors feet to make leaps of several
meters high. Dumped from Corvettes with a launch tube, to help support the squads of
troopers where and when necessary. A Trooper Marauder also has a tactical nuclear
warhead ST-1 that can drop to its location, then evacuate the area by performing a jump.
The platoons with Troopers Marauder are valued and respected. This is proof that their
unit has exceptional items. The SICON can sometimes raise Troopers Marauder different
squads for extremely dangerous specific missions. Like the Troopers Commandos, the
Marauders are then bound to secrecy highest defense. A Trooper Marauder maintain and
repair his armor, and is therefore fully responsible. SICON wants the Trooper develops a
close relationship with his armor, so that handling is more natural and effective. Once
depleted ammunition, a Viking Marauder comes repatriate and return it to its Corvette
refueling. The armor allows a pace of 6 moving normally,

58
http://www.aeriagames.com/forums/en/viewtopic.php?p=14037

59
Type Range in damages CDT Weight Charger Notes
meters
Morita 60/120/240 2D10 3 10 30 PA 2,
Automatic,
Shooting in bursts
Morita Mini 40/80/160 2D10 3 8 30 PA 2,
Automatic, Burst
Shooting
Morita 10/20/40 according 1-3d12 1 1 6
Shotgun 1 the scope

Morita 100/200/400 4d8 1 1 1 Keys 2d8 20m,


Grenadier 1 static shot

Morita 100/200/400 3d10 1 11 12 AP 4, static


Sniper shot, Semi-
car
Combat Knife 6/12/24 F + d4 / 2 / Body to body or
launch
Granada 10/20/40 3d8 / 1 / Keys 2d8 20m
MX-90
Explosive C-9 / 5d10 / 1 / 2d6 20m
Shovel CM-29 / F + d6 / / / /
Interceptor
Lanceflammes length 40 4d6 / 10 10 shots Keys 2d6 front
F8 Ignore
armor

60
launch 200/400/800 4d10 / 10 1 3d10 keys
rocket 30m static
M55 shot, AL, PA
40 2
tactical / 10d10 / 1 1 Keys 6D12
nuclear warhead 100m static
ST-1 shot, AL, PA
100
Spitfire fixed 150/300/600 3d10 5 / 100 PA 6,
machine gun stationary,
automatic
Armor / / / 15 Armor + 6, trunk
trooper and head
Marauder / / / / Resistance
armor 3 + 20
Gatling 150/300/600 3d10 5 / 120 PA 6,
Marauder Automatic
Morita 80/160/320 2d10 + 2 3 / 120 AP 4, Burst
Marauder Shot, Auto
Shot
Canon 150/300/600 4d10 1 / 5 2D10 keys
Marauder 20m, PA 20

1 Data refer to the additional weapon, otherwise refer to Morita.


2 standard ammunition 3 It is a vehicle for resistance and damage, but a human for the movement.

61
Loss of control (2d6) :

2 Automatic emergency jump. The exo-armor has activated an emergency jump, the pilot landed
20m back from the enemy but his driving test (marauder) has a difficulty 6. If unsuccessful
armor landed hard and suffered a injury.
3-4 Active armor suppressing fire with all weapons. Each weapon selects a random target in
its short-range and remote security
armor. The player rolls 1d6 for each weapon without joker dice or token,
4 difficulty, whether it touches.
5-10 The armor falls down to his knees. On his next turn the pilot did a pilot test difficulty 4 to
lift it and get around. If this fails it will use its weapons (180 ° rotation of the trunk of
armor) normally.
11-12 The armor falls flat belly face against the ground. The driver will be driving test on his next turn,
difficulty 6. In case of failure it remains to earth and can not
use his weapons except for self-destruct ...

62
critical damage (2d6) :

2 Scratches: the attack has only scratched the hull exo-armor.


3 Engine: The fuel cell is damaged, exo-armor has enough
energy to make jumps.
4 Hydraulic system: The joints between the parts of the exo-armor have
suffered. The pace is halved including jumps.
5 Trunk Control: The trunk of the exo-armor can not rotate, the pilot can shoot at an angle
of 45 ° with its gatling and heavy morita and right
front with guns.
6-8 Structure: the shield has suffered, the resistance of the exo-armor falls to 10.
9-10 Injury: The driver suffers an injury.
11 Weapon: Start 1d4, 1 = gatling destroyed, 2 = heavy morita destroyed, barrel 3 =
left destroyed, 4 = canon law destroyed.
12 Scrap heap: exo-armor is broken, the driver must get out, fortunately mini morita
is available in its interior. On the other hand
it carries no armor.

63
Ideas developed materials by laboratories RAIDS:

explosive ordnance: Bonus +2 damage.

Night vision: Removes the penalty of darkness.

Bullboost: Removes the penalty for throwing skills had injuries (excluding own penalty to affected members) for a period of 12h.

Neurofast: Removes all psychic penalty through physical injury in the form of blood infection.

64
V. Arachnids

- Factory Girl : The arachnid working closely resembles the soldier but is much
less resistant and effective in combat. However it moves faster and digs much
faster in the soil. Generally when the workers go into battle, humans can be
considered on the way to victory.

Allure: 10
Walk on the walls: 8
burial: 6

traits:

Agi Int Soul for Vig


D12 D4 (A) D6 D12 D6

skills:

Combat: D6 / Climbing : D12 / Perception : D10 / discretion: D10

Defense :

parade: 6 / Resistance: 5 + 4 (size) + 2 (weave) = 11

attack:

Bite lugs or: D8 / damage: F

Fearless / Night Vision / vital point ( nerve center) ignores armor /


terror ( context)

Any psychic attack requires first breaking the link as maintenance the arachnid with the
hive. This requires a successful opposition jet against the soul
a brain or a Queen.

Council SICON: Aim for the nerve center for immediate slaughter. If there are soldiers
nearby, aim them in priority, workers are significantly less dangerous.

65
- Queen : The supreme being of the Empire Arachnid, the mastermind of a vast
territory. One suspects that there are several Klendathu on their home planet. A
queen is definitely huge and gives birth to the eggs become larvae and
arachnids. Surely she coordinates the different brains of his hive, and must also
be able to make extra-planetary telepathy to communicate with the other queens.

Allure: 10
Walk on the walls: 8
burial: 6

traits:

Agi Int Soul for Vig


D4 D12 + 2 D12 + 2 D8 D10

skills:

Combat: D4 / Perception : D12 / Ghosts (Psi) D12 + 4

Power : Free animal lover, reach interstellar / Shock / detection, concealing mysteries,
scope = planet / Burial / Reading thoughts / Puppet / Sleep / Terror /

Defense :

parade: 4 / Resistance: 7 + 12 (size) + 12 (armor) = 31

attack:

claws: D4 / damage: F + D4

Fearless / Night Vision / Terror (context) / Regeneration

Council SICON: Our experts are skeptical that the Arachnids have a Queen but nobody
has ever seen. If you cross a call immediately for reinforcements and awaiting the arrival
of Psionic.

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- Drawing pins : The warrior arachnid is the phalanx of the Empire Arachnid.
Strong, fast and extremely dangerous, it is a challenge for any soldier Infantry
Mobile. Forward in large numbers, a nest of arachnids can absorb heavy losses
without losing the battle. If a single individual is ever to be taken seriously, even
more afraid when they attack in groups.

Allure: 8
Walk on the walls: 6
burial: 2

traits:

Agi Int Soul for Vig


D10 D4 (A) D6 D12 + 4 D8

skills:

Combat: D12 / Climbing : D8 / Perception : D10 / discretion: D8

Defense :

parade: 8 / Resistance: 6 + 4 (size) + 6 (armor) = 16

attack:

Bite lugs or: D12 / damage: F + D6

Fearless / Night Vision / vital point ( nerve center) ignores armor /


terror ( context) Possibility of two attacks -2.

Any psychic attack requires first breaking the link as maintenance the arachnid with the
hive. This requires a successful opposition jet against the soul of a brain or a queen.

Council SICON: Aim for the nerve center for down quickly. If you find yourself looking at
isolated faster support, and feel free to throw some grenades and use your shotgun.

67
http://starshiptroopers.wikia.com/wiki/File:00.gif

68
- Mowers : These arachnids are generally more rare because most energy
resources. These are very dangerous flying and often warlike attacking by
surprise. They are hunters moving in small groups. Gathered in clouds they can
be a serious problem.

Ground Allure: 6 / in flight: 12


Walk on the walls: 4

traits:

Agi Int Soul for Vig


D12 D4 (A) D6 D12 + 4 D8

skills:

Combat: D12 / Climbing : D6 / Perception : D10 / discretion: D6

Defense :

parade: 8 / Resistance: 6 + 4 (size) + 4 (armor) = 14

attack:

Bite lugs or: D12 / Damage without momentum: F + D6 / with momentum: F + D12 Elan: The arachnid
must have moved in the previous round his attack.

Fearless / Night Vision / vital point ( nerve center) ignores armor /


terror ( context), No momentum possibility of two attacks -2

Any psychic attack requires first breaking the link as maintenance the arachnid with the
hive. This requires a successful opposition jet against the soul of a brain or a queen.

Council SICON: Aim for the nerve center for down quickly. Watch for any rocky peaks and
highest point of the relief. If you hear a flutter throw yourself to the ground, their attack is
fatal flight.

69
http://skyosorioblogger.wordpress.com/2010/05/16/starship-troopers-invasion/

70
- Plasma : These massive creatures are the worst enemy of the Fleet. They are
very rare among arachnids but extremely powerful thanks to their shooting
Plasma. They may serve as ground artillery, air defense, board the transport to
defend them, or perform orbital bombardments since these transports.

Ground Allure: 4
burial: 2

traits:

Agi Int Soul for Vig


D4 D4 (A) D8 D12 + 10 D10

skills:

Combat: D6 / Perception : D6 / Shoot : D12

Defense :

parade: 5 / Resistance: 7 + 12 (size) + 6 (resistance) = 25

attack:

Paws : D6 / damage: F

plasma: D12 / damage: 10D12, 4d10 button on 50m, 1 round 1 round preparation for firing.

Fearless / Night Vision / Point vital abdomen during the round where the creature shot,
ignores armor / terror ( context)

Any psychic attack requires first breaking the link as maintenance the arachnid with the
hive. This requires a successful opposition jet against the soul of a brain or a queen.

Council SICON: When you see a Plasma, think about the guys up there in our ships and
those of the Infantry Mobile that have not yet landed. Attack abdomen with explosives and
act quickly, many arachnids protect these abominations.

71
http://www.trooperpx.com/Database/Data01movie.html

72
- Tanker : These giant beetles can decimate whole battalions. They are the bane of an
army Arachnid thanks to their physical strength, their armor and jet flames. More
independent than the plasma, they often attack by surprise coming out of the ground.

Ground Allure: 4
burial: 2

traits:

Agi Int Soul for Vig


D4 D4 (A) D8 D12 + 10 D12

skills:

Combat: D8 / Perception : D6 / Shoot : D12

Defense :

parade: 6 / Resistance: 7 + 12 (size) + 8 (resistance) = 27

attack:

Paws : D8 / damage: F

Flammable liquid : D12 / damage: 3D12, 3d6 key front 1 round 1 round preparation for
firing.

Fearless / Night Vision / Weakness ( mouth for the preparation of round) ignores armor / terror
( context)

Any psychic attack requires first breaking the link as maintenance the arachnid with the
hive. This requires a successful opposition jet against the soul of a brain or a queen.

Council SICON: Be extremely careful when one of them is involved in combat, and
especially not stay in front of him, he spits his flammable liquid with his head. As for
Plasma sauté her abdomen with explosives, thankfully it is less well guarded by arachnids.

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http://troopersreddawn.proboards.com/thread/48

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- Brain : It is the telepathic link between a queen and her servants. The brain is male
type and therefore also has a reproductive function with the queen. It may
coordinate a large number of arachnids over a vast area and is proving to be a
formidable strategist. He is always surrounded by small beetles with a role handling.

Ground Allure: 2

traits:

Agi Int Soul for Vig


D4 D10 (A) D10 D6 D8

skills:

Perception : D12 / Arcane (Psionic): D12 + 2

Power : Animal lover free, global reach / Shock / detection, concealing mysteries, scope =
planet / Burial / Reading thoughts / Puppet / Sleep / Terror /

Defense :

parade: 2 / Resistance: 6 + 6 (size) = 12

attack:

Fearless / Night Vision / Terror ( context)

Any psychic attack requires first breaking the link as maintenance the arachnid with the
hive. This requires a successful opposition jet against the soul of a queen.

Council SICON: It is a prime target for the Federation. Capture a brain enables the
Strategic Affairs Bureau to better understand our enemy. But be careful, Arachnids will not
let slip such a specimen without having exhausted all their warlike resources. And do think
about anything in his presence, this would open your mind.

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https://absurdagonies.wordpress.com/tag/spider/

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VI. the Skinnies

- Soldier : The only Skinnies noticed until now were all armed, experts deduce
therefore that they are soldiers. Measuring approximately 2.50m and with a slim
body, they are coated with a full outfit. This suggests that it may be elite
soldiers in recognition. Their laser weapons is formidable and psionic officers
fail to use their powers to locate their bases. Would they have defensive psionic
abilities?

Ground Allure: 6

traits:

Agi Int Soul for Vig


D10 D8 D8 D6 D6

skills:

fight : D6 / Shoot : D8 / Launch : D8 / Perception : D10 /


Arcane: D6 (Reading thoughts)

Defense :

parade: 5 / Resistance: 5 + 10 (armor) = 15

attack:

lasgun: Range: ( 30/60/120) damage: 1-3D8, CDT: 3 Drums : 30 shots,


AP: 4 Shooting in Auto and Wind

Dagger laser: Damage: For D12 + AP: 4

Shifter Psionic: Soul D12 against any psionic attack.

Council SICON: Only engage the enemy if the order is given to you. Put yourself covered,
their laser weapons are deadly to your armor.

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http://www.deviantart.com/art/Quarian-Marksman-Soldier-331905862

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- Crocodile :

http://www.deviantart.com/art/Super-Eikan-Heavy-Cruiser-368626688

The SICON dubbed their ship "Crocodile" because they can perform extremely fast and
powerful attacks before leaving as fast as they came. Many turrets capable of firing lasers
have been identified, they make short work of our shields. As for our weapons, some of
the damage seems absorbed by a force field. Our experts Fleet working day and night to
improve our military potential against this enemy.

These vessels also seem able to travel more easily in space that our Corvettes. The
setting interstellar travel is surprisingly fast speed and superior conventional flight.

They seem to like our Corvettes have several functions: exploration, troop transport and
combat.

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VII. Military Life and tactics

The enlistment oath at the time of signature file is a very important act. It shows the
willingness of the applicant to fulfill its Federal Service and become citizen of the
Federation. But SICON is not fooled and leaves a last moment of reflection to its recruits.
After the oath they return to their families 48 hours, and some do not come to the
rendezvous with the shuttle boarding. The SICON then simply removes their application.

The oath is:

I affirm by my own will, without coercion or pressure of any kind, I hope to accomplish my
Federal Service for a period of at least 5 years or more if the Federation requires.

I swear to defend the Federation, its citizens, its people and their possessions, if
necessary by sacrificing my own life, against any form of threat. I swear to respect the
rules of military SICON, the Federation laws and all its inhabitants.

I swear to follow the orders of the Sky Marshall in chief, as well as those of my superiors.

I swear to require such obedience to my subordinates and anyone under my command.

After his term finished my service or withdrawal of armed forces to injury, I promise to
enjoy all the benefits of citizenship, including political rights, and continue to have an
honorable and exemplary behavior for the people of the Federation. My citizenship can
not get removed by the sovereign judgment of a Court Martial composed of citizens.

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Military rules:

Military rules are few but very strict and immediate application. They can be
summarized to have an honorable behavior.

- It is mandatory to show a total acceptance of the laws of the Federation


and military rules.
- It is forbidden to contradict a direct order or face disciplinary sanctions.

- It is forbidden to abuse or take advantage of his command, and it is obligatory


to abandon it if his physical, mental or intellectual no longer allowed to provide.

- It is mandatory to ensure the good condition of its equipment, its holding and its
aesthetics.
- It is mandatory to meet its committed comrades, citizens removed from the army
and every inhabitant of the Federation.
- Any penalty must be disciplinary or legal sanction, no other form of violence is
tolerated to ensure discipline.
- It is mandatory to make every effort to fulfill its mission, and if possible to
exceed targets.
- It is mandatory to act up within its competence, and to recognize its
incompetence in the best interests of his comrades and SICON.

- A citizen has to push the limits and seek physical perfection, mental and
intellectual in his life.
- Brotherhood, Honor and Discipline are the pillars of SICON.
- Every citizen admits and recognizes the benefits of strength and controlled
violence. This is to maintain the unity of mankind and preserving external
dangers.

Punishments :

- Disciplinary sanctions :

Disciplinary sanctions are sanctions that are effective immediately and


under the sole authority of his superior.

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- Any form of exercise can be a disciplinary sanction as the health of the
individual is not endangered. The race, pumps and pulls are examples.

- Any form of chore can also be disciplinary action as long as it is not intended
humiliation free. So clean the toilets will be made with the required equipment,
ditto for a kitchen chore or another.

- The shelving is a disciplinary action but requires the approval of two


superiors.

- Legal sanctions :

Legal sanctions are taken by a Court Martial on request two superiors. The
consequences are much heavier and can go as far as to death by hanging. In addition
there is a trace in the individual's file of decisions of the court martial.

- The lashes are the current legal sanction and punish serious misconduct. This
penalty still allows to keep the individual within the SICON. Traditionally 10
lashes are requested, 5 for some serious offenses, and up to 20 for very
serious offenses.

- Radiation is a heavy penalty since banned the access to citizenship for a rookie
and removed to a military rank. She punished very serious misconduct without
endangering directly from a member of SICON. The individual resume normal
civilian life, the legal sanction of the court martial is not known civil proceedings.

- The death penalty by hanging is the most severe penalty that can take a court
martial. She punished an unforgivable behavior contrary to honor and have
endangered even kill people of the Federation. The hangings as those for
terrorists and criminals are broadcast live by FedNet.

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The SICON has a very simple but effective engagement doctrine: The strength and controlled
violence are the engines of any victory.

The idea is to destroy the enemy without leaving any out. Given that wish to take revenge,
so remove it immediately means. The SICON therefore not really prisoners. When it
comes to human rebels, the Troopers must stop if they go and they will then be supported
by agents of the Office of Strategic Affairs. In the end they die, whether as a result of
torture or by hanging. The SICON just want to traumatize her Troopers with this kind of
acts that require a temperament that few men possess. When it comes to life forms aliens,
the basic rule is to kill on sight unless otherwise ordered for a catch.

For the Federation casualties are not really a problem. Sure Troopers are brave soldiers,
well trained and SICON trying to keep them alive. However patriotism is present in the
heart of society, especially that of the citizens, and the government will not shed a tear for
each killed in action. There is nothing more honorable than to have placed his life, his
body, between the enemy and the Federation. Any military killed in action joined the
pantheon of the Federation, a digital database located in a museum, where the names of
dead citizens in battle appear in letters of gold.

The decisive strikes, total destruction and steamroller strategies are the SICON.

Against human rebels SICON opts for technological superiority, material and
human. Several platoons Troopers can be sent, supported by the Fleet, or when a squad
of commandos or autonomous Marauders.

Faced with the Arachnids SICON hypothesizes that play the card of air superiority can be
interesting. Resourced in the Air Force, Arachnids are however formidable the ground. The
SICON suggests using two strategies to deal with Arachnids, against the offensive
and thorough destruction of galleries. The leaves come against offensive

83
the enemy face Troopers who will then push him back, then move on and take the field.
This strategy is attractive because the distance is essential to victory Troopers face the
deadly clutches of Arachnids. They keep coming Arachnids in slaughter a maximum
before the charge, completing the last in close combat, then gaining ground. In gaining
ground they apply the second strategy to block the Arachnids galleries. Each discovery
gallery must be destroyed with explosives, often a missile or a tactical nuclear warhead.
Once the secure area they continue to grow, slowly enough to allow the enemy to come
and repeat the same strategies.

Faced with the Skinnies SICON offers numerical superiority failing to compete
technologically.

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At the tactical level, that is to say at the platoon led by a lieutenant, a distinction several
possible types of training.

Online training is a basic but very effective training for maximum firing range every
Trooper. The training may be in one line or two parallel lines, the first being at the knee.
His weakness is his lack of strength in body-to-body and the rapid loss of cohesion in the
event of losses.

A second training forming inverted V. The senior is then advanced training, while
specialty Troopers are queuing to maximize their chances of survival and maintain their
advantage. This training is tough but very dangerous for the officer. It offers a less optimal
range for each Trooper but resistant to flank attacks. However a backhand attack can be
devastating.

Finally the infantry Mobile uses the square formation with specialized troopers and
wounded in the middle. Very resistant, this training is also very fragile face any form of
gunfire. Its movement is slow and is instead used to make a retreat.

About Fleet conventional training comprises five vessels arranged in a cross with four
branches with a vessel at each end and one in the middle. The command ship is then
framed on all sides. If there are more than 5 vessels they then positioning the diagonals.

In addition to training the Mobile Infantry has a panel tactics fighting to manage different
configurations. A rank of Trooper must understand and know how to apply, an NCO or an
officer must be able to judge the most appropriate tactic.

focused shots This simple tactic is to concentrate the shooting of a unit on a single enemy
or same point on the battlefield. This tactic can afford to make a breakthrough, to shoot
down an enemy or particularly resistant to release a firing line.

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Shooting and Movement This tactic works between two units or one unit split into two for
the occasion. A half Troopers shoot the enemy while the other half moves point to be
reached. The two can take turns to cover each other and move forward. This tactic can be
used to have another line of fire after moving, or to take a peak.

Assault Movement : Focus Attacks, Troopers advance while firing on all visible enemy.
The advantage is that the unit is gaining ground, takes the initiative and remains in motion.
However Troopers are easy targets for enemy ambush. Tactical classic against attack.

Infiltration This tactic applies to a squad. Communication takes place solely by movement
of the hand or head and progression is slow. This tactic is used to explore enemy territory
in place.

Suppressive fire This tactic is to flood the enemy under fire Troopers. This will halt its
progression, to prepare a retirement or cover the advance or retreat of another unit. Very
greedy munitions, this tactic should be used intelligently since otherwise the unity of its
combat capabilities.

Encirclement This tactic is to prohibit retired the enemy to either capture or to destroy it
entirely. It is a formidable tactical but use with caution. It weakens the front Troopers that
must be distributed over a larger space. An enemy attack against the successful can put in
big trouble Troopers.

Retirement : Fallback Tactic to save what can be. Retirement is a difficult choice to make
because it requires to admit defeat. Troopers cover each other by rapid suppressive fire
as they join as soon as possible the extraction point.

Tortoise : Tactical defensive to firmly hold a position, often waiting for reinforcements.
Troopers stand side by side and shoot all enemies in range. Injured or those that recharge
spend the middle of the turtle for a loan Trooper takes over. A shot of artillery is the
Achilles heel of this training.

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Dispersion This tactic is used when firing intense artillery or an aerial threat. Troopers
individually seek shelter waiting for the next order from their superior. This tactic has the
advantage of reducing the effectiveness of area attacks and makes it harder for the enemy
understanding of the battlefield. However Troopers are isolated and weakened.

Finally the infantry Mobile has classified different types of orders that can give a superior
to subordinates.

Market : The Trooper march to the designated point.

Race : The Trooper runs to the designated point.

Kneel : The Trooper puts one knee. Allows others to fire over it.

Down : The Trooper is growing. This gives it a cover bonus.

Covered : The Trooper seeks shelter.

break After a debriefing, the Trooper leaves the room.

Hi : By the way, at the entrance and exit of an officer.

Ready : The Trooper verifies that the gun is loaded and that the safety is removed, then he answers
affirmatively.

Fire : The Trooper opened fire on the designated target.

Cease fire : The Trooper cease fire on the designated target.

suppression : The Trooper blank ammunition on the designated area.

Granada or other special weapon : The Trooper uses the designated weapon against a target or a
specific area.

Finally, any subordinate must report his condition to his supervisor to report the depletion
of ammunition, injury or the presence of an enemy.

87
Citation for Service Combat Medal

This is not really a medal but it rewards This award medal the

good behavior of the Trooper. It is Trooper perseverance and is usually


important to stand out from its peers and awarded after five successful missions.
get promotions. The officers will take care It is therefore
to choose their NCOs. possible to have several if the career is
long. It is a sign of commitment in the
Mobile Infantry and serving
the

Federation.

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Medal for Exemplary Service Medal of Conduct

This medal recognizes an exceptional this medal highlighted the


service with a sense of responsibility. The behaviour copy of
Trooper had a specific goal (like holding a Trooper, respect the rules and values ​of
flank), and exceeded the expectations of the Federation and Mobile Infantry, over a
his superiors. This medal is a source of long period or in difficult circumstances.
great prestige within a unit. The high-ranking appreciate

restricted wearing this


medal.

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Legion of Merit Medal of Bravery

This medal honors incredible service made This medal is a tribute to the courage,
to a trooper who was a model for all the bravery and denial of self in the service of
Mobile Infantry. The SICON gave it a his comrades. The Trooper has made
dangerous mission, and in addition to reckless actions even suicidal, to save
accomplish it exceeded the initial comrades of life. This medal is
objectives. This medal is accompanied unfortunately often awarded
posthumously.
often a
interview by a journalist FedNet.

90
Medal of Merit Medal of Merit for
Squad or platoon

This medal honors a courageous service, This collective medal receives each one
consistent and effective engagement of a Trooper Squad, or rarely a Platoon service
Trooper in his unit. A Trooper who have recognizes the quality of a unit. A country
already received several quotes for where the unit is particularly well
services may be awarded this medal. It accomplished its mission, will result in the
can during his career receive several award of this medal. It is a mark of prestige
Medals of Merit. between the units and allows to recognize
the best of them.

91
Cross Infantry Mobile Heart Citizen

This medal welcomes the heroism of a The Citizen of the Heart is a medal
trooper during a military engagement. honoring the sacrifice of Trooper who has
More prestigious than the Medal of Merit, suffered a serious injury in combat. This
action of the injury must require surgery (such as
Trooper did not put his life in danger to transplant of an artificial hand), but the
deserve the Medal of Bravery. Trooper is not necessarily

invalid the
fight.

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Country ribbon Medal of Honor for
Squad or platoon

Every Trooper receives Campaign Tape More prestigious than the Medal of Merit,
new the Honorary Medal recognizes
campaign launched by the Federation. outstanding acts of a unit. The unit
During his career these tapes are evidence exceeded the assigned goals and been a
of its various commitments. driving force in the campaign conducted.
Units in possession of such a medal
(which can be assigned twice as any
medal) receive daily transfer requests.

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Medal Veterans Medal Command

This medal honors service record of This medal recognizes a copy command
continuous quality throughout the career. from a non-commissioned officer, an
Usually awarded after 20 missions, she officer, and more rarely of a soldier who
stressed the experience of the Trooper. A had to take the role of a higher death in
citizen in possession of this medal shows combat. With a precise tactical analysis
that the Federal Service was for him a and effective orders, he saved his unit and
serious commitment and long term. could at least ensure a suitable retreat to
his comrades.

94
- Psionic faculties

The Federation was interested in psionic abilities following the progressive ideas of a Sky
Marshall who, like the ancient Greeks, liked to visit a friend soothsayer to better prepare its
strategy. Its success to eradicate rebel threat posed by the United Nationalist Alliance,
aroused the interest of the Office of Strategic Affairs, who opened a research center
dedicated to the paranormal faculties. A few decades later the scientists possessed
serious protocols to test the talents of everyone, and the military had a new weapon at
their disposal.

No one really knows how it works but the results are there. Human beings 'sensitive' are
able to feel the thoughts of other living beings or their direct actions. They can also guess
a form or hidden word to them. In terms of anticipating the future, they prove very good
strategy but assert themselves perceive anything or vision or message. Nobody is not
revealed able to manipulate a remote object.

Some therefore argue that those abilities are more a matter of an over-developed intuition
that a supernatural gift. Others see it as the next step in the evolution of the human species
to a more cerebral stage. In any case it is useful psionic officers save lives, and their work
contributes to the sustainability of the Federation.

In Starship Troopers SW is called "Faculties" instead of "Powers".

The system does not use points of powers but the cumulative penalty. A psionic using two
times a day the faculty "Confusion" will have a penalty of 2 in the second run. These
penalties accumulate until the psionic to rest. A normal night sleep removes any penalty.
Some products can also reduce.

95
Savage Worlds rules apply with some exceptions:

The power-Friendly Beasts is renamed "Telepathy" and now works on intelligent beings
such as humans and more animals. For intelligent beings, the highest target launches dice
between Intellect and the Soul. At -1.

Are considered intelligent Beings Humans, Skinnies, brains and queens Arachnids.

Confusion gives a -1 to the result of arcanist.

Detection / Concealment of Arcana works differently. The range is equal to the level of
perception x100. So D6 perception to detect or conceal a person or object on a psionic
600m. A psionic officer may well feel the position of a brain Arachnid and vice versa. -2
penalty.

Mind reading works the same way. At -1.

remote viewing or remote viewing " is a new option that is shown by the tests carried out
by the Federation in the first film with the cards, where Rico is illustrated by his total lack of
psionic abilities.

Rank: Novice

Malus: -1

Scope: Soul x1 000m

Duration: 1

This ability allows you to locate a living being or a psionic or not object. For an easy test
like guessing a card during a test following a protocol, the difficulty is 2. To guess the
location of a human subject or a human being in an unfamiliar place, or identify an object
or be unknown or alien in a known place, the difficulty is 4. If both are unknown, and the
target location, the difficulty is 6.

marionette works the same way. -2 penalty.

96
brain strike is a rare and extremely powerful faculty. The psionic enters the minds of its
target to cause brain damage or death. The Psi is a jet of a jet opposite Ghosts Soul of the
target, in case of failure the target will suffer a wound. No jet on the table of injuries
because there is no ill effects except death if the 4th wound. However cerebral strikes may
result in a post-traumatic disorder.

Rank: Veteran

Malus: -3

Scope: Intellect

Duration: Instantaneous

Sleep works the same way. At -1

Stress fame Terror works the same way but in case of failure the target suffered combat
stress instead of the terror of the standard rules. -2 penalty.

- Top secret

SICON of information and knowledge are divided into levels Secret Defense. People of
equal accreditation can discuss their knowledge. A person with accreditation of higher
rank will not disclose its information to a person not having the same rank. However they
can discuss the details of their level of mutual accreditation.

level 0 : Corresponds to the lack of Secret Defense. This is the base level of every inhabitant of
the Federation who knows the existence of the SICON, the Arachnid and appearance, etc.

Level 1 Every citizen is level 1, it is still in military or civil life. This basic level involves
knowledge of military equipment, combat techniques, the location of military bases, etc.

97
Level 2 : Any military rank is level 2. This level gathers information on active missions and
campaigns: location, data on the enemy, etc.

level 3 : This level brings more advance information on why a mission, that is to say the
strategic consequences of its success or failure. This is the level of any NCO or officer.

level 4 : Level officers, it includes sharp information about the enemy and the SICON. The
officer knows why this choice was made at the expense of some other, and the possible
consequences. He has knowledge of the operations of the enemy detected by the SICON.

level 5 : Level psionic officers, concerned the information obtained by psionic channels.
This information is handled with care constitute a framework on which more rational
thinking and analysis are undertaken. For example the detection of a brain on a planet can
lead to a plan of invasion of that planet. A level 4 officer will have no knowledge of this first
psionic piece of information.

level 6 : This is the level of the Generals, Admirals and Sky Marshall who handle the most
sensitive military information with the political context of the Federation. Knowing the
location of the base Sanctuary is level 6, like the nuclear weapons of activation code a
Corvette (a captain therefore need the code the Admiral).

level A : This is a different level of the others. It includes all missions or information that an
individual should never disclose. This level is applicable to information or mission rather
than an individual. For example, the mission of a Trooper Commando (level 2) will
certainly level A. It is formally forbidden him to discuss the mission level A with another
trooper. Any information collected during his mission will be to level A, it concerns an NCO
level 3 or level psionic officer 5. This is the level of covert operations, the famous black
ops where only a few officers in the shadow know it exists.

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