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Old 08-01-2009, 04:37 PM   #81
Icelander
 
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Default Re: Imperial Marines

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Originally Posted by jmurrell View Post
The SEAL template is 240 points and you can't apply to BUD/S at 18. A SEAL already has some military experience under his belt. Besides that template is optimized for a single specific campaign. A better model might be the templates in Space or Interstellar Wars.
The SEAL template is from the Vietnam War and specifically assumes a new SEAL at a time where they could be in-country at 19 and didn't necessarily have any experience.

And the Empire can afford to reject all applicants to the Imperial Marines except the top 12 per year from each colony. Colonies of hundreds of millions, or even billions. They aren't just one in a thousand. The Imperial Service is only about 0.0023% of the population: the equivalent of 700 people in the USA. And the Marines are a relatively small part of that. As Brett said, if the USMC volunteered for the Imperial Marines then (even ignoring technological issues) 99.9+% of them would flunk.

The Imperial Marines aren't completely comparable to real world soldiers. Each one is equivalent to the best special operator anyone is likely to have met.

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I count 35 points in combat skills and 5 combat Perks so you are over.
It's per style and the Marines have two styles. Imperial Marine Combatives (already written up) and Imperial Marine Weapon Training (in process).

They have more than 50 points in IMC, which justifies 5 style perks, and the IMWT probably has 20-30 points, so there could be another 2-3 from there.

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I think you are trying to cram too much into the base template. Try pulling out Meteoric drop school, Infantry school, and Riot school, as three different unit types as is done in the SAS templates with a note that every Marine starts with one and adds another every five years.

Jeff
But that's not true. Unless I misunderstood something, no one becomes a Marine without being qualified at all of those.
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Last edited by Icelander; 08-01-2009 at 05:07 PM.
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Old 08-01-2009, 06:14 PM   #82
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Default Re: Imperial Marines

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I would model this as a Resistance. If we take IT(No Blood) at 5 points as the Immunity level then Resistance (Bleeding ) is 3 points for +8 or 2 points for +3.
Two issues:
1. That should be 2 points for +8 and 1 point for +3, because you "drop all fractions from the final cost".

2. IT: (No Blood) would equal Resistance (All Blood related issues), you can take (Not immune to blood-borne toxins, -50%) Shell Tech page 29, bringing the cost to +8 [1].
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Old 08-01-2009, 06:21 PM   #83
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Default Re: Imperial Marines

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But that's not true. Unless I misunderstood something, no one becomes a Marine without being qualified at all of those.
Eventually.
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Originally Posted by Brett
Basic training
Every marine goes through 16 weeks of basic training.

Commando school

Every marine goes through 16 weeks of commando school. It trains marines for hostage rescues, sabotage operations, grab raids &c. on lightly-defended targets.


Marines go through 16 weeks of meteoric drop school before joining a regiment that is on a shipboard details rotation.

Marines go through 16 weeks of infantry combat school before joining a regiment that is on sector reserve rotation.

Riot school prepares a marine for posting to a Residence guard detail, with is to say, ostensibly to protect the Imperial residence and spaceport from criminals, terrorists, and civil disturbance. But of course the Residence guard detail always provides the Resident with a few commandos to rescue kidnapped Imperial servants, evacuate Imperial civilians, seize weapons of mass destruction, etc., etc.
And:
Quote:
Standard practice is for a marine recruit to do sixteen weeks of boot camp, sixteen weeks of commando school, and sixteen weeks training for a basic combat MOS appropriate to his regiment's current deployment. Once every five years a marine gets a ten-week furlough, a sixteen-week course in a new MOS, and rotation to new duties. So a junior NCO thirty years in to his 62-year career can easily have served in six different MOSs before getting Section Leader School.
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Old 08-01-2009, 06:38 PM   #84
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Default Re: Imperial Marines

Indeed.

By the time they get to their first deployment, they've done all three of those schools.

The MOS training is seperate. That makes them Artificers (Mechanics), Section Gunners, Section Leaders, Scouts or other speciality. It's a military trade that not all Marines have. But all Marines are supposed to be able to meteor drop, rescue hostages and serve as infantry bot bosses. Those aren't optional specialisations and there isn't any distinctions between Marines or units that are drop-capable and others that aren't. They're all able to perform those basic Marine tasks.
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Old 08-01-2009, 06:41 PM   #85
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Default Re: Imperial Marines

I can seperate them from the template, but I don't believe that's worth all that much effort. No PC will be without this training anyway.
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Old 08-01-2009, 06:44 PM   #86
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Attributes: ST 12 [20]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
Secondary Attributes: HP 18 [12]; Basic Speed 6.50 [0]; Move 6 [0]; Per 13 [5]; Will 13 [5]; FP 14 [3].
This stat block seems low; Two issues:
1. At 12 per planet per year, these guys should be the best of the best of the best of the best of the....

2. Bio-Tech says TL10 genetic engineering can give a base of:

ST 16 [60]; DX 12 [40]; IQ 12 [40]; HT 13 [30].
Secondary Attributes: HP 22 [12]; Basic Speed 7.25 [20]; Move 7 [0]; Per 13 [5]; Will 13 [5]; FP 24 [33].
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Will 13 [5]; Advantages: Combat Reflexes [15];Fearlessness 1 [2];
That gives a base fear check of 16, they would probably better off dropping Fearlessness and taking the "Rule of 15" perk.
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Injury Tolerance (Unbreakable Bones) [10];
This is outright magical. A realistic version might look like Reinforced Skeleton (TL10) in Ultra-Tech.
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Old 08-01-2009, 06:45 PM   #87
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By the time they get to their first deployment, they've done all three of those schools.
Nope, they will have done one.
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Old 08-01-2009, 06:49 PM   #88
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Default Re: Imperial Marines

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Nope, they will have done one.
Each rotation features one of each type of station (shipboard, reserve and residence). This template is meant to represent someone who's done his year as trainee Marine and is more than halfway through the rotation. In other words, a fully trained one who's not still wet behind the ears (though he has decades of catching up to do to match the real veterans).

Ergo, he'll be just about finished with his third school.
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Old 08-01-2009, 06:59 PM   #89
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Default Re: Imperial Marines

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This stat block seems low; Two issues:
1. At 12 per planet per year, these guys should be the best of the best of the best of the best of the....
So I think, but not everyone wants to deal with the implications of them being that elite.

Final decision on how high those numbers can get is the GM's. Personally, I think that all the skills I gave them represent their drive and motivation better than superhuman stats. It might not be point-optimised, but it's more realistic.

In any event, their best of the best of the best status is determined more by psychological than physical features. They're selected for mental sobriety, motivation and the ability to make tough decisions. As a result of their motivation and drive, they'll naturally have good attributes and have a very easy time learning and retaining skills. Hence the high skill scores.

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2. Bio-Tech says TL10 genetic engineering can give a base of:

ST 16 [60]; DX 12 [40]; IQ 12 [40]; HT 13 [30].
Secondary Attributes: HP 22 [12]; Basic Speed 7.25 [20]; Move 7 [0]; Per 13 [5]; Will 13 [5]; FP 24 [33].
They aren't genetically engineered to be supermen. They're just chosen among healthy, well-fed, motivated and smart people who happen to be trustworthy enough for the Empire (which has an institutionalised pathological terror of mass death) to give them access to heavy weaponry.

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That gives a base fear check of 16, they would probably better off dropping Fearlessness and taking the "Rule of 15" perk.
I'll definitely have the Rule of 15 Perk be an optional Perk in the IMWT style, but I think not all Marines are quite so blasé. The Fear Check is 16 to deal with the accumulated penalties from making more than one in quick succession, which I guess happens all too often in their lifestyle.

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This is outright magical. A realistic version might look like Reinforced Skeleton (TL10) in Ultra-Tech.
The game effects aren't that they are really unbreakable, just really hard to cripple. But if the GM dislikes it, I'll drop it.

The Reinforced Skeleton is not realistic enough, given that the Skull being armoured doesn't make the brain immune to concussion.
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Old 08-01-2009, 07:38 PM   #90
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Default Re: Imperial Marines

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They aren't genetically engineered to be supermen.
Is genetic engineering not available in the setting?
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The game effects aren't that they are really unbreakable, just really hard to cripple. But if the GM dislikes it, I'll drop it.
GM: Take infinite damage to your arm, with a wounding modifier of x2.
Player: With HP 18 and IT:UB that caps at 20HP of injury. I roll HT to recover, roll
3-14: Temporary, with HT 13 + Fit plus TL10 medical treatment recovery time averages 4 days.
15-18: Lasting, with TL10 medical treatment recovery time averages 1.5 weeks.

Worst case scenario: rolls 15-18, rolls 6 on lasting crippling duration, surgeon fails roll to turn months to weeks; crippling lasts 3 months.

With IT:UB there is no possiblity of permanent injury, no matter how much damage is taken.

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