Uscmc: Field Operations Manual
Uscmc: Field Operations Manual
Addicted
You were or are addicted to some powerful chemical substance. If in the past, you suffered horrible
withdrawal symptoms.
Traits: Shaky hands, impulsive
Wises: Fix-wise, empty promises-wise
Colonial
You moved to to live and work on a distant off world colony as a terraformer, engineer, miner or some other
position.
Traits: Brave, early-riser
Wises: Job-wise (terraforming-wise, mining-wise, farming-wise), vehicle-wise
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
Confined Rural
You were kept away from others; imprisoned, quarantined or consigned to institutional care. You grew up within an agricultural zone or well outside the city limits of a major metropolitan area.
Traits: Scarred, detached Traits: Suspicious, rough hands
Wises: Facility-wise (prison-wise, hospital-wise, etc.), authority-wise Wises: Livestock-wise, jury rigging-wise
Corporate Orbital
You are well-acquainted with corporate culture, raised within an arcology or corporate village. Most of your time was spent living and working in a space colony in Sol or a nearby star system, most
Traits: Ruthless, obsequious likely as a researcher, engineer or computer network technician.
Wises: Documents-wise, corporate ladder-wise Traits: Adventurous, calm
Wises: Low gravity-wise, life support-wise or some other space habitat-focused technical skill
Criminal
You’re from the streets; either a gang member, a schemer or a dealer in illicit trade. Urban
Traits: Skeptical, foolhardy You grew up in the concrete and steel canyons of the inner city or the outlying ‘hood of a major metropolitan area.
Wises: Black market-wise, security-wise Traits: Extravagant, jaded
Wises: Culture-wise (ethnicity/nationality-wise, subculture-wise), sprawl-wise
Dedicated
You come from a long line of first responders—cops, firefighters, EMTs or other folks in a high stress, low
pay line of work.
PERSONAL ITEM
Select one personal item to add to your standard kit. It must be a small item easily stowed in your webbing
Traits: Defender, Fearless or IMP.
Wises: Drinking-wise, brotherhood-wise
For example, Corporal Hicks’ personal item is an Ithaca M37 shotgun, but PFC SgO Yuri always carries a
Educated roll of duct tape.
You hail from the ivory tower of academia; a university, seminary, medical school or research laboratory.
Traits: Thoughtful, curious
Wises: Field of study-wise (philosophy-wise, chemistry-wise, astronomy-wise), mentoring-wise
NAME, GENDER, RANK, AGE, SPECIES, FLASH
Note your Marine’s name, gender, rank and age (18-35) on your record form.
Elite Your species is human, in case you weren’t clear.
You’ve lived a life of privilege and security up until now, thanks to success early on in life or your family’s
Flash is a patch, a piece of clothing or swatch of grafitti that you wear on your uniform. Put it on your record
wealth and influence.
sheet.
Traits: Ambitious, selfish
Wises: Society-wise, media-wise For example, PFC SgO Drake’s flash is a feather earring he wears while PFC SgO Vasquez sports a red
bandana.
Hardened
You lived in harsh and unforgiving environments; the arctic, desert, storm-ravaged islands, deep jungle or
at/under the sea.
Traits: Sharp-eyed, tough
Wises: Shelter-wise, natural disaster-wise (storm-wise, sandstorm-wise, volcano-wise, etc.).
Impoverished
You’re one of the have-nots; you lived a life of hardship, poverty and squalor somewhere in the war-torn
Third World.
Traits: Generous, skinny
Wises: Barter-wise, hunger-wise
Military
You and your family jumped from base assignment to base assignment throughout Earth and beyond.
Traits: Disciplined, loner
Wises: Relocation-wise, rules and regulations-wise
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
MARINE ADVANCEMENT FOOD, WATER, AMMUNITION
Marine advancement is a bit different than typical advancement. In addition to earning and spending the The Grind
requisite rewards, once spent the marine must be promoted to the next rank by a ranking officer. This is Marines are subject to the grind. They gain a condition every four turns. They an alleviate hungry and
usually done at the conclusion of a mission or during R&R, though it may be done as a field promotion if a thirsty by drinking from their canteen or eating one of their rations.
ranking officer is in command of the marine’s unit in the field.
In camp, the Corpsman can use her K52 medical kit to treat the Angry, Afraid, Injured and Sick conditions.
Lance Corporals Marines may also recover from conditions at base.
You’ll note that the leveling ranks scheme includes the lance corporal rank. This is a special rank in the
USCMC that’s not typically seen in other service branches. Light
Marines are each equipped with a TNR shoulder lamp. The lamp is powered by the same battery that
Privates powers the shoulder-mounted camera, 489/4 radio transmitter and PDT embedded in the marine’s armor.
Marines who start as privates have the opportunity to choose their level benefits as they increase in rank. Should the batter be damaged or lost, the light is rendered useless. For example, if the body armor is
If they survive to become a PFC, they can choose an MOS or the Survivalist benefit. If MOS is chosen, pick destroyed. Otherwise, the light works and is not expended as the grind advances.
from the starting list and open the skill at 2 or increase it by 1 if the character alread possesses it.
Ammunition
Corporals Ammunition for marines comes in magazines. Each magazine is listed with a number of uses before it must
If a marine increases rank to corporal, you may choose the Infantry Unit Leader MOS or the Stubborn be discarded and replaced.
benefit. Infantry Leader MOS opens the Leader skill at rating 2 or increase the rating by 1 if you already
have the skill. Each time your marine discharges his or her weapon—whether acting directly on their own, or when
covering or helping another marine—mark off a use of the current magazine. Once expended, your marine
Starting Level Benefits for Privates and Corporals automatically loads a fresh magazine if available. For sidearms, rifles and smartguns there is no delay, roll
Note that starting PFCs and Corporals have their level benefits set in character recruitment. You do not get to or action cost necessary. For heavy weapons or crew-served weapons, an Armorer or Gunner check might
choose benefits when starting a new marine. be required.
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
RIFLEMAN LOADOUT PERSONAL INFORMATION WISES
Armament Ammunition [Magazine Capacity] Name: Background: Pass Fail Fate Pers
VP-70 Pistol and Holster Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Species: Gender: Pass Fail Fate Pers
M24 Tactical Knife and Sheath — — Class: Rank: Pass Fail Fate Pers
Armat M41A Pulse Rifle Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Age: Flash: Pass Fail Fate Pers
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
SMARTGUNNER LOADOUT PERSONAL INFORMATION WISES
Armament Ammunition [Magazine Capacity] Name: Background: Pass Fail Fate Pers
M4A3 Pistol Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine A Species: Gender: Pass Fail Fate Pers
M24 Tactical Knife and Sheath — — Class: Rank: Pass Fail Fate Pers
M56A2 Smartgun Magazines ⌊⌋ Magazine AAAA Age: Flash: Pass Fail Fate Pers
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
COM-TECH LOADOUT PERSONAL INFORMATION WISES
Armament Ammunition [Magazine Capacity] Name: Background: Pass Fail Fate Pers
VP-70 Pistol and Holster Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Species: Gender: Pass Fail Fate Pers
Armat M41A Pulse Rifle Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Age: Flash: Pass Fail Fate Pers
VP-70 Pistol and Holster Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Species: Gender: Pass Fail Fate Pers
M24 Tactical Knife and Sheath — Class: Rank: Pass Fail Fate Pers
Armat M41A Pulse Rifle Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Age: Flash: Pass Fail Fate Pers
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
SCOUT SNIPER LOADOUT PERSONAL INFORMATION WISES
Armament Ammunition [Magazine Capacity] Name: Background: Pass Fail Fate Pers
VP-70 Pistol and Holster Magazines ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Species: Gender: Pass Fail Fate Pers
M24 Tactical Knife and Sheath — Class: Rank: Pass Fail Fate Pers
Armat M42A Scope Rifle Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine AAA Age: Flash: Pass Fail Fate Pers
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
SQUAD LEADER LOADOUT PERSONAL INFORMATION WISES
Armament Ammunition [Magazine Capacity] Name: Background: Pass Fail Fate Pers
VP-70 Pistol and Holster Magazines ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Species: Gender: Pass Fail Fate Pers
M24 Tactical Knife and Sheath — Class: Rank: Pass Fail Fate Pers
Armat M41A Pulse Rifle Magazines ⌊⌋ ⌊⌋ ⌊⌋ ⌊⌋ Magazine AA Age: Flash: Pass Fail Fate Pers
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
USCMC WEAPONS, ARMOR AND GEAR
Type Information Rules Range
Anti-Vehicular Weapons
M112 HIMAT Hypervelocity Intelligent Missile, Anti-tank. The core element of the M112 is an 11.3kg carbon fiber composite Natural Order 6. A vs A; -1D Maneuver. If firing on Long
tube, a single-round self-contained disposable launcher supported by a bipod stand and baseplate. The tube lower NOs, subtract -1D per order from your Gunner
incorporates RTM ports to connect it to the fire control system. The bipod can be set to launch the warhead skill. Single shot, disposable.
horizontally or at increasing angles up until the vertical, depending on deployment. 5000m range.
M402 Multiple-Launch Mortar Indirect fire weapon. Requires crew of two and one turn to set up. NO 3. All actions: +1s against Defend. A-A always long
independent. In addition, HE rounds +1s Attack or
smoke rounds +2D Defend. Gunner skill. Magazine
AAA
M78 Phased Plasma Infantry The Phased plasma Infantry Gun (PIG) is a man-portable, shoulder-fired anti-tank weapon. The 15 kg weapon Natural Order 5. If firing on lower NOs, subtract -1D
Gun (PIG) consists of the gun and a power pack. per order from your Gunner skill. Replaces Marine
medium
rifle and IMP and attached gear. Gunner skill. Maga-
zine (powerpack) AAA
M83A2 SADAR Shoulder-Launched Active-homing Disposable Anti-tank Rocket) is a single-shot anti-armour weapon effective NO 4. If firing on lower NOs, subtract -1D per order
long
out to 1,000 m from your Soldier skill. Single shot, disposable.
SIM-118 HORNET Shoulder launched guided surface-to-air missile NO 4. If firing on lower NOs, subtract -1D per order
from your Soldier skill. Single shot, disposable. +2D long
Maneuver, +1s Feint.
Shoulder-fired rocket-propelled direct-fire grenade launcher. NO 4. If firing on lower NOs, subtract -1D per order
M5 RPG Launcher from your Soldier skill. Magazine: 1. +1D Attack; long
+1s Maneuver. Magazine A
Grenades and Explosives
M59C Smoke Grenade PN 30 mm grenade. May be launched or thrown. +1D Defend in Kill, Capture and Drive Off conflicts short
M60 White Phosphorous PN 30 mm grenade. May be launched or thrown. Chemical munition that covers a 5 meter diamater area in Does additional 1 pt of damage on same action of
Grenade burning phosporous. next round to all opponent’s initially damanged by long
WP.
M40 High Explosive PN 30 mm grenade. May be launched or thrown. Standard round for the M41 grenade launcher +1s added to current action type. Grenade expended long
Fragmentation Grenade whether action is successful or not.
M97 Flashbang Grenade PN 30 mm grenade. May be launched or thrown. Blinds, deafens, stuns +1s Feint Kill, +1D Attack in D/O and Capture short
N150 Smoke Grenade N150 Smoke Grenades are used primarily for concealment and the creation of a smoke screen which gives +2D Defend in Kill, Capture and Drive Off conflicts.
rapid concealment of troops . However they can also be used for signalling methods and for this purpose a num-
ber of different colour smoke grenades are available (white, red, yellow, green and purple). The smoke screen short
produced by a smoke grenade is roughly a sphere 24 feet in diameter, if it detonates in still air or vacuum, a
wall about 6 feet wide, 6 feet tall and 36 feet long if wind is present. The smoke lasts roughly about one minute.
M230 Baton Grenade PN 30 mm grenade. May be launched, may not be thrown -1D Attack in Kill, +1D Attack in Capture
M28 Teargas Grenade PN 30 mm grenade. May be launched or thrown. Not effective against respirator mask-wearing targets +1s Feint in Kill. +1D Defend and Maneuver in
Capture and Drive Off
M38 High Explosive Armor PN 30 mm grenade. May be launched or thrown. Armor-piercing. Bypasses armor on Attack and Feint actions.
long
Piercing (HEAP) Grenade
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
USCMC WEAPONS, ARMOR AND GEAR
Type Information Rules Range
Armor
M10 Ballistic Helmet IR eyepiece, tactical camera, audio microphone, IFF transmitter and PRC 489/4 reciever/transmitter system, Absorbs 1 pt of damage and is then rendered use-
positioning equipment (beacon and GPS link) less. Wearer chooses to use when hit.
M2 Flak Jacket Light, flexible, reinforced fabric armor. If wearer is hit, roll 1d6. On a 4+ the armor absorbs
1 pt of damage. Armor is not destroyed. Absorbs up
to 1 pt per conflict.
M2 Flak Vest Light, flexible, reinforced fabric armor. If wearer is hit, roll 1d6. On a 5+ the armor absorbs
1 pt of damage. Armor is not destroyed. Absorbs up
to 1 pt per conflict.
M3 Personal Armor 3-pieces: vest, abdominal/groin protector, leg guards. IMP frame, Personal Data Transmitter, cable connects to If wearer is hit, armor absorbs 1 pt of damage. Roll
the PRC 489/4 transmitter in the helmet 1d6. On a 1-3, the armor is destroyed. If not de-
stroyed, it may continue to absorb damage when hit.
M56A2 Armored Breastplate Clamshell, hard armor, integrated with M56 Combat Harness. Contains PDT and blackbox for M56 Smartgun. Absorbs 1 pt of damage and is then rendered use-
less. Wearer chooses to use when hit.
Gear
Battle Dress Utilities Standard, high temperature or cold climate; low IR signature, protects against small bladed weapons and small-
caliber firearms
Ghillie Suit Camouflage suit Adds +1D to Scout tests, but can impede rapid
movement.
IRC Mk. 35 Pressure Suit Soft suit with hard joints for high pressure environments Allows hostile environment EVA
IRC Mk. 50 Compression Suit Hard suit for low pressure and hard vacuum environments Allows hostile environment EVA
M14 Utility Cap OD Green or Black
M3 Combat Boot Black leather upper, kevlar, armored sole
M6 Combat Glove Full finger or half-finger, OD green or black neoprene shell
M7 Jungle Boot Black, green or beige nylon, kevlar, armored sole
M8A2 Arctic Boot Arctic cammo, thermal-lined, kevlar, armored sole
USCM Dress Uniform (shirt/ Beige shirt (long and short sleeved issued), black trousers, black leather belt, black suit jacket & tie. It is worn with
trousers) the standard black M3 combat boot.
USCM Dress Uniform (military Part of the USCM dress uniform
peaked hat)
Water hydration system Canteen; contains two rations of water One ration will alleviate the hungry/thirsty condition
IMP (Individual Marine Pack) Can carry 24 kg, water repellent, has waterproof liners for components/pockets Provides inventory capacity for marine
M3 Combat Webbing Harness Belt/harness rig holds four grenades on each bandoleer (8 grenades total), pouches for bypass kit, personal first aid Provides inventory capacity for marine
kit, respirator, water hydration system, spare pulse rifle/pistol ammunition, combat knife sheath or pistol holster
M3 Utility Holdall This is a multi purpose utility holdall which is usually used for carrying a K52 Medic Kit, spare ammunition, extra Provides inventory capacity for marine
grenades, respirator or a portable terminal but it can obviously be used for a multitude of other items. It is made of
heavy duty nylon and has a press stud on the main compartment and velcro closing on the smaller external pocket.
M4 Grenade Bandoleer Holds up to 20 grenades Provides inventory capacity for marine
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
USCMC WEAPONS, ARMOR AND GEAR
Type Information Rules Range
AN/RVS-52 CCD Telescopic Sight Attaches to the M41A for better range and low-light conditions Can eliminate factor for dim light when targeting
A24 Electronic Morphine Painkiller For use with Medic skill treating Injury, Anger or Fear
Administer
Bedroll Used for sleeping +1D to recover from Exhaustion!
BiMex M3 Day/Night Binoculars Handheld sight magnification and low-light vision +1D for Scout tests for spotting at a distance
BiMex M3 Day/Night Goggles Sight magnification and low-light vision goggles, cannot be worn with helmet's IR sight +1D for Scout tests for spotting at a distance
Bypass/Electronic Toolkit Polyurethane vinyl wallet-style billfold pouch with covered flap and velcro closure. Elastic webbing holds a diagnos- Tools for Tech skill for accessing and modifying
tics and interface computer, EM detector, circuit breadboard with RTM serial ribbon connector, alligator clip electrode electronic devices
connectors, spare wiring, a soldering iron and solder.
Dog Tags Name, rank, serial number, blood type.
Dolly "Her name's Casey."
Duct Tape Roll of adhesive, durable tape. Comes in black, gray, teal and orange colors. Acts as supplies for anything once. Anything.
Entrenching tool For digging or similar tools, or as improvised weapon Counts as tools for Survivalist when appropriate.
HG Sensor Matrix Equipment For PARGET network, interfacing with Sentry Guns +1D Scout test for spotting activity
K52 Medical Kit This piece of equipment is two fold, it is comprised of a large bag (a standard M3 Utility Holdall) the bottom section Tools for Medic skill. Expended on a roll of 1 on d6.
containing a full field medics supplies including: folding stretcher, bandages, ammonia inhalants, water purification
tablets, thread for stitches, 5 pairs of surgical disposable gloves, needle, surgical tape, alcohol wipes, iodine wipes,
antiseptic wipes, plasters, spray-on plastic skin, analgesic spray, anti-burn cream, various medicines, 6 packs of
plasma, 4 packs of saline fluid, 4 intravenous drips, 5 A24 Electronic Morphine Administers and surgical instru-
ments. The top part of the pouch contains the M34 Medical Diagnosis Unit.
M34 Medical Diagnosis Unit Capable of monitoring the heart rate, pulse, temperature, analysing blood samples of a patient and also includes a Tools for Medic skill
basic defibrillator. It can also give a limited diagnosis of a patients condition based on these and other symptoms
input by the medic. Lastly it has the ability to scan Dog Tags to pull off the medical details stored on them.
M56 Head Mounted Sight Cannot use with M10 helmet, same features but includes M14 smartgun targeting eyepiece (low light and IR) Used for targeting M56 Smart Gun
Mess Kit Metal plate, cup, fork and spoon. Tools for cooking
Motion Tracker Tracks movement by monitoring microburst changes in air pressure +1D Scout tests when on the move scanning for
movement.
Orbital Communicator Similar to Field Radio but comes with tracking dish and is higher powered Tools for communicating from ground to orbiting assets
Personal Data Transmitter (PDT) Built within M3 Armor, sends vitals back to the Tactical Operations Post and location to Personal Locator.
Personal First Aid Kit Basic first aid kit which includes a number of bandages, amonia inhalants, water purification tablets, a first aid Supplies for Medic or Survivalist skill.
instruction mini-booklet thread for stitches, needle, surgical tape, alcohol wipes, iodine wipes, antispetic wipes,
plasters, spray-on plastic skin, surgical disposable gloves, analgesic spray, anti-burn cream and scissors. The med
kit also contains a basic survival kit which includes: survival blanket, magnifying glass, firesteel, fuel gel, wire saw,
mini torch, whistle, signal mirror (survival kit lid), compass, razorblade x2, snare wire, pencil, condom & fishing kit.
This all fits neatly inside one of the pouches which come with the M3 Combat webbing.
Personal Locator/Position Tracker Tracks PDTs
Portable Hand Welder Cutting torch and spot welder, includes spark/flash visor Tools for Armorer or Scavenger
Portable Heat Sink Reduces heat signature +1D to Scout for defeating sensors
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
USCMC WEAPONS, ARMOR AND GEAR
Type Information Rules Range
Portable Terminal Used to interface with satellites, remote sentry guns and other remote tech Tools for Technician
PRC-252 Field Radio Can communicate terrestrially via radio. Via hundreds or even thousands of miles depending on conditions. Tools for Technician
Respirator Face mask; protects against tear gas, smoke inhalation and other respiratory irritants — not a sealed system (skin Negates effects of atmospheric chemicals. Protects
may still be exposed) against Sick condition result from atmosphere.
Tactical Operations Post (TOC) Used to monitor troop operations and vitals part of M577 APC
Wrist Location Transponder Wristwatch-style, one version is heavy-duty and has a metal strap for prisoners and offenders
Rations Delicious MREs designed to give a Marine in combat conditions enough calories to stay in fighting shape One ration will eliminate the Hungry/Thirsty condition
M1000 Dual Signal Flare 200,000 candela for 8 minutes airborne, 30,000 candela for 5 minutes if handheld Counts as light for one marine one turn, +1 dim light
M94 Marking Flares Red, white, blue variants; burn time is 10-20 minutes, light source, can burn objects, supply limited heat, come 5 to Counts as light for one marine one turn, +1 dim light
a pouch
TNR Shoulder Lamp Mounted on shoulder harness of armor, linked to internal battery in armor Light for one marine
CONFLICTS
Conflict Type Scale Attack Defend Feint Manuever Results Modifier Results Table
Subdue unit Health Soldier Soldier Health +1 to results table
Pursue or Flee [on foot] unit Health Will Will Health +1 to results table
Pursue or Flee [in vehicle] unit Pilot or Operator Will Will Pilot or Operator +1 to results table 0-2 Death/Destruction
Kill unit Soldier or Gunner Health Soldier or Gunner Health -1 to results table 3 Missing in Action
Drive Off unit Will Soldier or Gunner Will Soldier or Gunner +1 to results table 4-5 Surrender/Capture
6-8 Injured or Sick
Convince person Persuader Persuader Manipulator Manipulator No rolls 9-10 Setback [per compromise]
Convince Crowd crowd Leader Manipulator Manipulator Leader +1 results rable 11 Vehicle or Technlogy Damage
Assault (postion) multiple units Leader Gun/Pilot/Operator Leader Gun/Pilot/Operator -1 to results table 12-14 Gear Loss or Damage
Result with No Compromise with Small Compromise Moderate Compromise Major Compromise
Win [Objective Achieved] No roll Roll once +2 Roll once +1 Roll once for each team member
Loss [Objective Not Achieved or Partially] Roll once for each member of team -2 Roll twice -2 Roll twice Roll once
Tie [Neither Objective Achieved] — — — Roll once for each team -2
After determining the result of a conflict and the compromise if any, roll 2d6 on the results table as indicated and apply results.
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
NATURAL ORDER
There is a natural order to things. This is a special ability that describes how dangerous and survivable you are in combat. It is only used for comparison—never rolled. All Marines have a Natural Order rating of 3. This
stat can be improved through cybernetic augmentation or through the application of vehicles and big guns. When retired from the military, your Natural Order is reduced to 2.
Rank Class
1 Small animals such as cats, facehugger- and chestburster-stage xenomorphs
2 Human civilians, synthetics
3 Predators, xenomorph drones, large animals, USCMC soldiers
4 Xenomorph soldiers, Predator clan leaders, massive animals, civilian vehicles, power loaders
5 Xenomorph queens, APCs, dropships
6 Tanks and similar armored fighting vehicles
7 Conestoga class starships
s 9OU MAY CAPTURE EQUAL TO OR LESS THAN YOUR ORDER
s 9OU MAY ATTACK AND KILL UP TO ORDER HIGHER THAN YOU ON THE SCALE
s 9OU MAY DRIVE OFF UP TO HIGHER THAN YOU ON THE ORDER
s 9OU MAY WAGE WAR AGAINST UP TO POINTS HIGHER THAN YOU ON THE SCALE USING CONVENTIONAL AND NON
CONVENTIONAL METHODS
s 9OU MAY ATTEMPT TO mEE OR TRICK ANY ENEMY REGARDLESS OF SCALE ON THE .ATURAL /RDER
Size Matters
In addition to determining what you can and can’t kill, your position in the Natural Order grants a substantial bonus: +1s per level of order greater than your opponent for all successful or tied actions in kill, capture, drive
off conflicts.
SKILLS
ADMIN Real life: Filling out paperwork, requisitioning the correct forms, sending the correct forms to OPERATOR Primarily used in conflicts, but can also be used to operate vehicles.
to the correct office, requisitioning appropriate equipment, working change from the inside Factors: civilian transport, power loaders, APCs, armored fighting vehicles
ARMORER Repair: Sidearms, rifles and heavy weapons, explosives, crew-served weapons PERSUADER Use in convince conflicts or roll vs Will, Nature or Persuader.
Modification: sidearms and rifles, explosives and heavy weapons, crew-served weapons
Barricades: Natural Order 2, NO 3, NO 4, NO 5. Duration (turn 1 free): 2 turns, 3 turns, 4 turns
BROKER Negotiating contracts: Broker vs Broker, Executive or Nature. PILOT Primarily for use in conflicts. Also may be used in versus tests against Pilot or Nature
Evaluating a deal: simple deal, lucrative deal, complex deal, to good to be true deal Operating flight vehicles: civilian atmospheric, Dropships, civilian orbital and shutttles
CRIMINAL Palming: vs Will of target. SCAVENGER Manufactured item by location: Household, Commercial, Industrial, Wasteland, Wilderness.
Forgery: Paper signature, Paper document, electronic document, electronic signature. Natural item by location: Wilderness, Wasteland, Household, Commercial, Industrial
Locks: Mechanical, Handcuffs or manacles, vehicular and biometric
EXECUTIVE Knowledge: Company communication protocols, company speak, company requisitions, SCIENTIST Knowledge: Common scientific knowledge, research, experimentation, theoretical subjects
company finances Xenos Research (count at 2): xenos astronomy, xenos physics, xenos biology
GUNNER Primarily used in conflicts for operating and maintaining crew-served weaponry. SCOUT Infiltration: Scout vs Scout, Nature or sensors. Also used in conflicts.
Maintenance: Dropship weaponry, APC weaponry, man-portable weaponry, starship weaponry Locating: Targeted structure, targeted vehicle, targeted person, targeted object
Recon (gather information undetected): terrain, infrastructure, route, force
INSTRUCTOR Obstacle equal to current Nature rating. Success indicates student receives a pass or fail SOLDIER Primarily for use in conflicts. Also used for combat sweeps.
advancement for a skill possessed by the instructor Combat sweep (test opfor strength): Soldier vs Soldier or Nature. Winner chooses conflict type.
LEADER Primarily for use in conflicts. To counteract Griping, test Leader vs Nature. Leader may help SURVIVALIST Environment: Temperate, tropical, desert and mountain, arctic, hostile
combat sweeps.
MANIPULATOR Use in convince conflicts or roll vs Will, Nature or Manipulator. TECHNICIAN Activity: Operating electronics, radio communications, modifying electronics.
Repairs: Commercial electronics, industrial electronics, military electronics.
Computers: Operations, diagnostics, coding, bypassing security
MEDIC Treating (count at 2): Sickness, injury or anger, exhaustion, fear
M577 ARMORED PERSONNEL CARRIER XENOMORPHS
Might: 4 Nature: 5
M577A APC LOADOUT
Descriptors: Hunting, Hiding, Climbing
Armament Ammunition [Magazine Capacity]
Conflict Dispositions Conflict Weapons
Twin Republic Electric RE 700 20mm gatling AAAAA Kill: 5 Kill Weapons
Magazines ⌊⌋
cannons (forward) AAAAA Feint: +1D, Prehensile tail and second jaw
Twin 20 mW Boyars PARS 150 phased AAAAAAAA Maneuver: +2D, Insectile scuttling
Magazines ⌊⌋
plasma cannons (turret) AAAAAAAA Drive Off: 8 Drive Off Weapons
Protection Condition Feint: +1D, Cunning hunter
Maneuver: +2D, Tireless climber
Bonded titanium chassis Damaged A Absorbs 1 pt and then destroyed.
Flee: 12 Flee Weapons
Crew Attack: +1D, Tireless climber
Driver Damaged A Operator 4, Gunner 4 Feint: +1s, Crawlspace crawler
Tactical Damaged A Ranking officer aboard Maneuver: +1D, Cunning hunter
Armor: None
Passengers AAAAAAAAAAAA
Instinct: Never fight in the open.
Tech Special: Acid blood. If killed in hand-to-hand combat, the opponent must
Tactical Operations Center Damaged A Central cabin make an Ob 4 Health test. Failure indictates equipment or structures are
destroyed as a twist or the opponent becomes injured or sick.
Forward MMW targeting radar Damaged A
Searchlight Damaged A Might: 5 Nature: 7
IR Damaged A Descriptors: Guarding, Overseeing, Rampaging
Conflict Dispositions Conflict Weapons
Motion-tracking Damaged A
Kill: 11 Kill Weapons
Optical video Damaged A Feint: +1D, Prehensile tail and second jaw
Storage Uses/Notes Locations Maneuver: +2D, Insectile scuttling
7 cannisters of CN-20 Nerve Gas Rear cabin Drive Off: 15 Drive Off Weapons
Feint: +1D, Cunning hunter
4 x M20 Claymore mines Rear cabin
Maneuver: +2D, Tireless climber
2 x M41A Pulse Rifles Forward cabin Flee: 8 Flee Weapons
2 x M240 Flame Units Central cabin Attack: +1D, Tireless climber
Feint: +1s, Crawlspace crawler
4 x UA 571-C Sentry Guns Central cabin
Maneuver: +1D, Cunning hunter
72 x 10 mm magazines Rear overhead
Armor: Hardened carapace: -1 pt of damage when hit in kill, capture, d/o
4 x M56 ammunition drums Forward cabin Instinct: Always protect the eggs
96 x 30mm Grenades Rear overhead Special: Acid blood. If killed in hand-to-hand combat, the opponent must
make an Ob 4 Health test. Failure indictates equipment or structures are
Rations (24 marine-days) Central overhead destroyed as a twist or the opponent becomes injured or sick.
Water (24 canteens worth) Central cabin
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
REST & RELAXATION Planetary Disasters (2d6)
2 Food shortage: Remain in mission phase until new base is reached or until a shipment of food arrives. No
Phases food available on base and thus all facilities closed.
A phase is the biggest measurement of time. There are three phases of play: mission, camp and base. 3 Clean water shortage: Remain in mission phase until new base is reached or until a clean water source is
s !CTION HAPPENS IN THE MISSION PHASE 4HIS PHASE USUALLY LASTS TO HOURS OF GAME TIME )T IS BROKEN procured. No water available on base and thus all facilities closed.
down into turns. 4 Outbreak: Remain in mission phase until new base is reached or until the outbreak is contained/cured. If
s 4HE CAMP PHASE IS USED TO REST AND RE
EQUIP )T USUALLY REPRESENTS A NIGHT )N ORDER TO UTILIZE THE CAMP base is entered, test Health against Ob 4: condition sick; or twist, you become a carrier: All team members
phase, characters must have at least one check among them. must make this test once per phase until you’re cured.
s "ASE PHASE BEGINS WHEN YOU lNISH A MISSION AND RETURN TO YOUR OPERATING BASE A SECURE LOCATION WHERE 5 Power failure: Remain in mission phase until power is restored or until you arrive at another base.
you and possibly other squads gather to regroup and resupply) and ends when you leave. It typically lasts 6 Under Assault: Remain in mission phase to defend the base or flee the conflict and risk court martial.
at least a week, if not several weeks. Åt base, you get a few free tests, but otherwise you have to account
for everything you use. See the Base section for the rules about what happens in town. Cryosleep is a 7 Fires: Base is in flames. No safe place to rest. No supplies for restocking. Remain in mission phase until
special base phase. the fire is put out or dies down or until you move on to another base.
All players enter and leave a phase together. You cannot return to base while your mates finish up matters 8 Floods: Base is in ruins. No safe place to rest. No supplies for restocking.
with the local insurgents. You can’t take a nap at the camp while your friends perform combat sweeps. 9 Rioting locals. Remain in mission phase until riots subside or are put down, or until you journey to a new
base. If you try to enter the base during the riots, test Health against Ob 4: condition injured, twist trapped
Camp outside the base.
Burke: “Maybe we could build a fire, sing a couple of songs, huh? Why don’t we try that?”
10 Bomb Scare: Remain in mission phase (waiting outside of base) until the threat is discovered to be false
Camp rules follow the the basic Torchbearer rules. or the bomb(s) are disarmed and disposed of.
Base 11 Civil War: The surrounding populace has split into factions, or has taken a side against its ostensibly
Apone: “Knock it off, Hudson. All right, gear up.” allied neighbor. Remain in mission phase until war subsides or until you reach a new base.
Upon returning to base, do the following in order: 12 Catastrophe (roll again below). Remain in mission phase until catastrophe is abated.
s 3PEND REMAINING CHECKS
s 2OLL ON THE BASE EVENTS TABLE Catastrophe subtable
s 3ECURE NON
PERSONAL WEAPONS AND VEHICLES 1 Ammunition cooked off: Explosions! Fires start to spread; even if fires are put out, the ammunition
s ,EVEL UP supplies must be re-stocked.
s 3TRATEGIZE 2 Computer virus infects network: everything with an on/off switch is shut down. Smartguns and sentry
s !DMINISTRATE guns are also affected.
s "ASE PHASE USE FACILITIES SPEND RESOURCES GRIPE OR CAROUSE ENGAGE IN PERSONAL BUSINESS
3 That new recruit goes Full Metal Jacket: hostages are taken, the situation is tense. Bodies are going to start
Roll on the Base Events Table dropping soon.
Roll on the table below to determine the type of event that occurs. Each category of event has an individual
detailed table in the Base Events section in this chapter. Roll again on that sub-table to determine exactly 4 Security lockdown: nobody gets in or out without approval from top brass. Nobody is saying a word what
what transpires. happened or why.
2d6 Entering Base 5 Radiation leak: rad levels are off the charts; someone needs to put on some gear and shutdown the
system or everyone is doing to die.
2 Disaster
3-6 Minor Inconvenience 6 Base infiltrated: a commando unit got inside the base; the squad may or may not be aware that they’re
7-9 Quiet Base walking into a trap.
10-11 Minor Break
12 Lucky Break
If the result is a disaster, you may not enter the base. Roll on the disaster subtable to determine exactly
what’s wrong and move directly into an mission phase featuring this disaster. Otherwise, at ease, Marine.
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
Orbital Disasters (2d6) Minor Break
1 Hull breach: Explosions or collisions ripp open a good portion of the base’s shielding. Patch it or seal that 1 Cook got ahold of some local spices, eating in the mess adds +1 to your morale.
section else bad things happen. 2 Performance by some famous singer or comedian: recover from angry (no roll)
2 Reactor meltdown: rad levels are off the charts; someone needs to put on some gear and shutdown the 3 The roar as Angels fly overhead in supersonic aircraft, streaming ribbons of color: recover from afraid (no roll)
system or everyone is doing to die.
4 A local promoter hands out fliers to some club: if exhausted, recover. if not exhausted, become exhausted
3 Gravity system failure: nobody can walk, anything not tied up or bolted down is floating around—total but recover angry and afraid
(literal) shitstorm.
5 Friendly boxing match: wager 1D of cash to win 2D or participate and win 3D if successful at an ob 3
4 Firefight: The automated defense systems are online but the base threatens to be overwhelmed. Defend it! Soldier test.
5 I’m afraid I can’t do that: All electronic systems offline at the whim of the base’s AI. Remain in mission 6 Local hooch: If hungry and thirsty, alleviate condition. If not hungry and thirsty, gain condition but remove
phase until system is rebooted. angry or afraid
6 Airlock failure: Remain on dropship and send out someone in a spacesuit for some EVA hijinks.
Lucky Break
Minor Inconvenience 1 Overstock: roll on the Requisition Error Table (Minor Inconvenience) but find a surplus of the item.
1 Security lockdown: Cannot leave the base to engage in personal business. Restocking adds +0 to Operating Cost.
2 Solar flares: Cannot send correspondence or contact remote operating bases. 2 Black Market: add +1D to any Broker roll to find unusual or illegal items when on personal business
(weapons, drugs, surgeons).
3 Food poisoning: Cannot recover from hungry and thirsty in the mess without becoming sick.
3 Master Instructor: Get a free passed or failed test in Soldier, Armorer, Gunner or Scout but take Angry and
4 Visiting Brass: Grunts are forced to find other accommodations; cannot recover from exhausted in barracks.
Exhausted conditions.
5 Requisitioning Error: Roll 2d6 for the affected item type; the base is temporarily out of that item.
4 Local child gives you a flower. +1 Morale.
2-3 Rifle and pistol ammunition
5 Lost paperwork: Your base is immune this phase to the “Use it or lose it” Operating Costs clause.
4-5 Grenades and flares
6-8 Uniforms, boots and gloves 6 Top brass is testing out a prototype version of a weapon and guess who gets to field test it?
9-10 Armor and helmets Note: if the base is an OOB, some of these results don’t make a heap of sense. Feel free to re-roll, use GM’s
11-12 Skill tools choice or make up your own.
6 No hot water: Cold showers and cold food cause Angry condition to anyone recovering from hungry and
thirsty or exhausted. Base phase
In the base phase, you do not use turns or checks. Instead, you pick from a menu of options represented by
Quiet Base facilities like the mess hall, showers, infirmary, armory or gym. Each facility offers a service that you can
2 Religious observance: Chaplain is holding ceremony; if you’re the praying type, make a free test to engage with. For example, at the mess you can eat and gossip and at the gym you can work out and blow
recover from afraid. off some steam. In addition to engaging with the services of the base, you can conduct any personal business
you might have—socialize with other grunts, repair your kit, write emails home to the folks, etc.
3 KP Duty: Random character is put on “kitchen police” duty to peel potatoes and scrub floors. Can only use
mess and barracks this base phase. Provisions
4 Visiting Officer: Marines are expected to put on a good show, polish their shoes and be on their best Each base an a limited supply of weapons, armor, food, fuel, ammunition and other goods and sundries. It’s
behavior. Promotions may be handed out. horrendously difficult for some bases to restock provisions and on starships, it’s impossible.
5 Visiting Gov’t Official: Grunts and enlisted officers are expected to smile and say nothing. Upon returning to base, the ranking sgt, office or synthetic may make an Admin test to make sure the unit’s
gear is stowed right and that the base knows you’re here. It’s a no fun when that crate labelled as smartgun
6 Visiting Company Executive: Don’t say a word, just business as usual. If you’re lucky you might see some
ammunition turns out to be filled with extra socks.
extra cash in your PX account.
Test Admin versus base rating. Success reduces your operating cost for this stay by one (essentially, you get
7 Local celebration: The natives are restless, but in a partying mood.
a free test). If failed, the GM can apply a twist or condition. If a twist is applied, we recommend rolling 2d6
8 Local funeral of a well-known figure: The natives are in a somber mood. for a possible unexpected set back:
9 Another beautiful day in the Corps! 2-3 Bank Holiday. Payday delayed; do not mark a passed Resources test toward advancement.
10 The weather goes to shit: cold and rainy or hot and rainy or windy and snowing or dry and dusty. 4 Closed. PX is closed for resupply. No personal items may be bought. No messages may be sent ot
11 Random character gets an email from a friend, lover or family member. received.
12 Visiting squad: some new grunts pile in from the next base over for training, bringing a new fad, custom 5 Minor SNAFU: one soldier’s ammunition is replaced. When leaving base, that soldier starts the mission
or expression into vogue with no ammo.
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
6-7 Inflation. Increase the cost of personal items by one. Airfield: transport to or from distant bases
8 Gym is being used for dance classes. If you want to exercise, you gotta dance. Highway: transport to or from nearby bases
9 Long lines. Reduce morale by 1 because you’re standing around all day waiting for everything. Cryosleep chamber: places the occupant into suspension, making him or her immune to the Grind
10 Paperwork bonanza: using any facility requires an Admin test for filling out paperwork. Filling out Each marine can only use each facility once during a base phase.
paperwork counts toward operating costs. Marines may always test Griping to recover from angry or Carousing to recover from afraid but doing either
11-12 Buried in forms. Take the angry condition. increases Operating Cost by +1. Personal business also adds +1 to Operating Cost (see Brokering & Fixing).
Luckily, most planetary and shipboard bases are well-stocked for extended missions. It’s not a question of Operating Cost
running out of essentials like food and ammunition, it’s more a question of maintaining the base’s facilities Each use of a facility or item of personal business adds +1 to Operating Cost. When the base phase is over,
and keeping up morale. total the operating cost by all marines who acted this phase. Be sure to subtract your Admin bonus if you
made a successful test when you entered base.
Base Ratings
Every base has a rating between 1 and 10, defining how well-equipped it is. The higher the base’s rating, Upon leaving base, the gamemaster tests the base’s rating against an obstacle equal to the total Operating
the better its facilities and stockpiles. Cost generated by all of the marines who used the base in this phase. Success gives the base rating a
passed test toward advancement. Failure taxes the base rating by the margin of failure. A base with a rating
Facilities 0 can not support its troops and is effectively a camp.
No base as all of the facilities listed. In general, bases will have a barracks and a mess and then grow from
If you don’t test or if your Operating Cost was lower than the number of marines in your squad, reduce the
there. But even that’s not guaranteed…
base’s rating by one. Use it or lose it, Marine.
Artillery Battery: steadily thumping away all day and night, it’s impossible to get any shut eye in this hole.
Increase by 1 obstacle to recover from Exhaustion for everyone in the base. Morale
Life back at base is boring as shit for an individual trained for battle and conflict. Too much free time and
Logistics: make an Admin test to improve your results on the base events table (this test is made before
marines will start to find ways to occupy their time and keep themselves stimulated. For some, it’s hitting the
entering the base)
gym. Others read or congregate in the rec room for movie night. Some like to blow up unused ordnance.
Infirmary: Recovery from sick or injured (pick one) You know, fun stuff.
Laboratory: Grants +1D to Scientist tests
Morale is +1 for each statement that is true:
Machine shop: Grants +1D to Technician tests “I did not recover from hungry and thirsty eating my rations or food from the mess hall.”
Library: Recover from afraid or make a Will test (ob3) to study (pick one) “I am not angry or afraid.”
Vehicle Simulator: Test Pilot or Operator (ob3) to practice flying/driving in a simulated 3D environment “I am not sick or injured.”
(pick one)
“I am not exhausted.”
Gym: Recover from angry or make a Health test (ob3) to work out or Instructor test to teach another
“I increased the rating of a skill or ability.”
character Soldier (pick one)
“I did not make a Carousing test.”
Firing range: Recover from angry or make an Instructor test to teach another character Soldier (pick one)
Privates and PFCs: “I made a successful Griping test.”
Command: Gather and analyze intel from satellites, scanners, computers
Higher ranking marines: “Nobody in my squad failed a Griping test.”
Armory: Stores dangerous munitions; grants +1D to Armorer tests, replenishes ammunition (pick one)
Garage: Refuel and repair wheeled or tracked vehicles Subtract From Morale
If your Admin resulted in long lines, subtract one from morale.
Hangar: Refuel and repair aircraft; usually equipped with 2+ powerloaders
Dropship bay: Refuel and repair dropships; always with 2+ powerloaders Leaving Base
When it’s time to leave the base, each marine individually totals his or her morale score. Grab a number of
Warehouse: Stores non-munition materiel such as clothing, body armor, rations, class tools
dice equal to the score.
Barracks: Sleeping quarters, showers, bathrooms; recover from exhausted
Total the number of facilities your marine used and subtract that number from 6. That’s your obstacle for
Mess: Recover from hungry and thirsty your morale roll.
Water supply: refill canteens (free unless otherwise specified due to base events) Roll your morale dice against your obstacle.
Orbital Lift: transport to or from other planets, starships or space habitats
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
If you pass your morale roll:
s AND YOU HAVE NO CONDITIONS OR TAXED .ATURE YOU ENTER THE MISSION FRESH
EXAMPLE BASES
Orbital Operating Base: Gateway Station
s IF YOU HAVE A CONDITION YOU ENTER THE MISSION WITH THAT CONDITION AND ALSO FRESH Gateway Station was an immense geosynchronous space station orbiting Earth in the late twenty-second
s IF YOU HAVE NO CONDITIONS BUT YOUR .ATURE IS TAXED RECOVER ONE POINT OF .ATURE 9OU ARE NOT FRESH century. It functioned primarily as a loading station for cargo being transported to and from Earth. Most
space-based commercial organizations (including both the Interstellar Commerce Commission and the
If you fail, the morale roll: Extrasolar Colonization Administration) had representatives stationed on board.
s 4HE '- CAN ASSIGN YOU THE FRESH CONDITION IN ADDITION TO ANOTHER CONDITION OF HIS OR HER CHOICE Base Rating: 6
s 4HE '- CAN CREATE A TWIST FOR YOUR MARINE &OR EXAMPLE YOU NEVER HIT SEND ON THAT EMAIL YOU FORGOT YOUR Facilities: Infirmary, Laboratory, Boardroom, Library, Gym, Command, Warehouse, Barracks, Mess, Water
personal item in the barracks, your convoy is late leaving, etc. Supply, Orbital Lift, Cryosleep Chamber
Payday Special: No pets allowed.
Marines are provided a place to sleep, food, government-issue clothing and gear and medical care for
free. Anything extra may be purchased at the PX using the Resources ability. This does not contribute to Forward Operating Base: Echo Base, off-world colony
the base’s Operating Cost. It’s the GM’s discretion what gear and services are available at the base for Echo Base is located on Hodur, an icy rock of a planetoid. The surface is not conducive to organic life but the
personal Resource tests. Usually this consists of snacks, portable entertainment (anything from print-on- base serves an important resupply station, powered by geothermal energy deep under the ice and bedrock.
demand books and magazines to video players) and electronic correspondence. Unlike life on Earth, it may A skeleton crew keeps the base in working order and when the weather isn’t a hellscape of blinding
be difficult or impossible to procure gear or services from remote sources—electronic correspondence is blizzards and gale-force winds, the base can receive dropship transports.
slow and unreliable, taking months or years to arrive; and care packages cannot be sent to most off-world Base Rating: 5
USCMC bases because of interplanetary or interstellar distances involved. Payday for marines occurs at the
end of a mission—mark a passed resources test. Mark another passed resources test when the marine is Facilities: Infirmary, Library, Gym, Command, Warehouse, Armory, Barracks, Mess, Water Supply, Orbital
promoted. Lift, Cryosleep Chamber, Hangar, Vehicle Simulator, Logistics, Machine Shop.
Special: Never runs out of hot water, no population outside of base.
Brokers & Fixers
Civilian payday is much less assured; the Broker skill may be used snare a lucrative contract. Broker may Main Operating Base: Fort Norwood, Earth
also be used outside the base to barter, trade and negotiate with the locals. Success means you can find Fort Norwood is a main operating base back on Earth. The locals are relatively peaceful and amicable
that special item or service that Uncle Sam doesn’t feel the need to provide. A Resources test is needed to toward the Marines. The weather is hot and dry in the summers and cold and snowy in mountains in winter.
procure the item. Brokering deals counts as personal business (+1 Operating Cost), though the Resources
Base Rating: 8
test to buy the item or service does not.
Facilities: Logistics, infirmary, Machine shop, Library, Vehicle Simulator, Gym, Firing Range, Artillery Range,
Command, Armory, Garage, Hangar, Warehouse, Barracks, Mess, Water Supply, Airfield, Highway
Special: Cannot acquire companionship or alcohol outside the base. Drug possession punishable by
imprisonment.
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
CRYOSLEEP Scars and Other Life Lessons
You may remove any trait that disagrees with you. Simply erase it from your character sheet.
Newt: “Are we gonna sleep all the way home?”
The GM may also nominate one of your traits to be removed. If the other players in your group agree, the
Ripley: “All the way home.” trait is lost. Traits unused or abused should be nominated for removal.
Interstellar travel poses many risks and difficulties, but the biggest one of all is time. Human minds and
bodies cannot tolerate the rigors of space travel for extended periods of time and some of the distances War Stories
involved would require many generations of humans to cross. Cryogenic suspension allows humans to It takes awhile to get reacclimated to wakefulness, so grab a cup of coffee and a slice of cornbread and
place themselves into suspended animation. They are neither awake nor aware of the passing of time shoot the shit.
while in this state and the aging process is halted. Cryosleep enables squads to travel vast interplanetary or In turn, each player tells a tale about another player’s character. It can be a flattering tale or perhaps
interstellar systems without using valuable resources like food or water and renders them immune to the something a bit more sharp. After the tale is concluded, sum up what you’re saying about your subject in
Grind. a trait. Tell the story of when your injured friend pulled your asses out of the fire and finish with, “he’s one
Cryosleep is a special base phase. It occurs when mission objectives require transport to a different planet tough mother.” If the group agrees with this account, your friend earns a trait at level 1.
or star system. These excursions are not to be taken lightly! Before or after cryosleep there will be time to In this case, you’d earn the Tough trait at level 1.
honor the dead, practice, get wiser and adjust your traits.
If your character already has the trait described or something similar, raise the extant trait by one level. If
Funerals and Honors it’s level 1, raise it to level 2, etc.
If you lost a comrade during the past year, say a few words for him or her. If you have the body on hand it If you have four traits, then this new trait replaces one of your old traits at level 1. You can choose which
will be ejected into space. trait it replaces.
Sleeping Practice
Once the team enters cryosleep, they’ll be helpless until the ship reaches its destination and they’re roused Practice any two skills except the following: Armorer, Gunner, Scout, Soldier or Survivalist. Yes, you may
from slumber by the ship’s computers. Nobody physical ages while in cryosleep even though months, years practice Operator and Pilot using simulators or powerloaders. When you practice, you take a pass or fail
or decades may pass. But when you wake, it could be to a very different world. Synthetics do not require advancement (your choice). You may practice skills you don’t have.
cryosleep but unless emergency circumstances require a wake watch, the synthetic will be put in cryosleep
as well to conserve power and limit damage to the unit. Operating Costs
Note: Dead or dying characters may be placed in cryosleep. It will not return them to health but it will inhibit Aside from the above special rules, cryosleep adds +1 Operating Cost per individual on the team, in
cellular decay. In very rare instances, medical teams may be able to repair trauma, replace failed organs addition to other costs accrued upon waking.
and resuscitate the character if the deceased was placed immediately into cryosleep.
Emergency Waking
Waking If woken prematurely because of imminent danger to the ship or crew, things must be quite grim. The GM
Waking is a slow, gradual process. The ship computers trigger the event, which happens at the same time may apply the dead condition to any character after exhausted, injured or sick are earned during this time.
for all cryosleep chamber occupants; everyone make a Health test, the obstacle related to the length of Do not play out the phase as normal. Once the incident has been dealt with, return to cryosleep and finish
time asleep (a month, a year, a decade; add +1 ob for each consecutive decade). The characters with the your journey...although history has shown us this is not guaranteed.
greatest number of successes will awaken first. Failed tests mean those characters wake fatigued, irritable,
depressed or afflicted with cryo-sickness. All human characters emerging from cryosleep will be hungry
and thirsty when they wake.
Older
Your character may still look like a healthy twenty-eight year old but your chronological age advances while
in cryosleep. Everyone’s age advances at least one year, more for extended journeys. In rare instances,
cryosleep could last for decades...
Wiser
Take a new wise that reflects your experiences from the past tour of duty. Highlight some new knowledge
or wisdom learned in your exploits. The GM and other players must approve. You can have a maximum of
four wises. If you already have four, you can change one of your current wises.
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.
USCMC
FIELD OPERATIONS MANUAL
TB-M7004.1 | 01.07.15
DISTRIBUTION: PUBLIC
By Order of the Secretary of the US Colonial Marine Corps
by Luke Crane and Jared Sorensen | based on the Torchbearer RPG and the USCMC Technical Manual | torchbearerRPG.com | Let’s rock.