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Cthulhu Rising Character Generation 1 CHARACTER GENERATION Introduction: The following information should allow a Keeper who has experience running Call of Cthulhu adventures to generate civilian characters for Cthulhu Rising. All stages of character generation prior to the choosing of a character profession are identical to the rules found in the Call of Cthulhu rulebook except with the following additions: 1. Selected Attributes are generated as for the CoC character generation rules. 2. Skill Category modifiers are generated as for the RQ3 character generation rules. 3. Hit Point Locations are generated as for the RQ3 character generation rules. 4. Magic Points are entered in the Psi Points box and are considered one and the same as Magic Points. 5. If applicable, Psionics Rules are generated using the Psionics Rules (see separate document). Background and Limitations: In the 23rd century when Cthulhu Rising is set, humanity has spread out from Earth to the stars. I tend to limit players to choosing a birthplace from within the confines of the Sol System. If you have decided to set your campaign far from Earth, in the Outer Colonies for example, then by all means go for it! While Earth is still the most heavily populated star system in all colonised space, many millions of people have been born and raised in the Colonies. In the society of the 23rd Century, males and females are treated equal in all possible respects. Background Skills: The PC gets EDU x15 to allocate between any skills with a base chance above 00% as percentiles. All the skills do not have to have points given to them, but points undistributed are lost. No skill can start at higher than 75% (including stat bonuses). Occupational Skills: A player chooses from one of the below character classes, and depending on type chosen, receives EDU x 10 to allocate to the relevant occupational skills: Anarchist Android Civil Servant Company Suit Computer Specialist Criminal Doctor of Medicine Drifter Engineer (Orbital/Planetary) Entertainer Journalist Lawyer Mechanic Missionary Parapsychologist Pilot (Aerospace/Interstellar) Police Officer Private Investigator Punk Separatist Scientist Soldier Anarchist Description: Anarchists are staunch believers in the theory or doctrine that all forms of government are oppressive and undesirable and should be abolished. As such they live outside the system as much as possible, frequently mixing with criminal and separatist elements. Occupation Skills: Computer (Operation), Conceal, Fast Talk, Streetwise and any three other skills as personal specialties. Background: 2x underworld contacts (Keepers discretion), 1d10x100E$ in equipment and personal effects.

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Cthulhu Rising Character Generation 1

CHARACTER GENERATION

Introduction: The following information should allow a Keeper who has experience running Call of Cthulhu adventures to generate civilian characters for Cthulhu Rising. All stages of character generation prior to the choosing of a character profession are identical to the rules found in the Call of Cthulhu rulebook except with the following additions:

1. Selected Attributes are generated as for the CoC character generation rules.

2. Skill Category modifiers are generated as for the RQ3 character generation rules.

3. Hit Point Locations are generated as for the RQ3 character generation rules.

4. Magic Points are entered in the Psi Points box and are considered one and the same as Magic Points.

5. If applicable, Psionics Rules are generated using the Psionics Rules (see separate document).

Background and Limitations: In the 23rd century when Cthulhu Rising is set, humanity has spread out from Earth to the stars. I tend to limit players to choosing a birthplace from within the confines of the Sol System. If you have decided to set your campaign far from Earth, in the Outer Colonies for example, then by all means go for it! While Earth is still the most heavily populated star system in all colonised space, many millions of people have been born and raised in the Colonies. In the society of the 23rd Century, males and females are treated equal in all possible respects. Background Skills: The PC gets EDU x15 to allocate between any skills with a base chance above 00% as percentiles. All the skills do not have to have points given to them, but points undistributed

are lost. No skill can start at higher than 75% (including stat bonuses). Occupational Skills: A player chooses from one of the below character classes, and depending on type chosen, receives EDU x 10 to allocate to the relevant occupational skills: • Anarchist • Android • Civil Servant • Company Suit • Computer Specialist • Criminal • Doctor of Medicine • Drifter • Engineer (Orbital/Planetary) • Entertainer • Journalist • Lawyer • Mechanic • Missionary • Parapsychologist • Pilot (Aerospace/Interstellar) • Police Officer • Private Investigator • Punk • Separatist • Scientist • Soldier

Anarchist Description: Anarchists are staunch believers in the theory or doctrine that all forms of government are oppressive and undesirable and should be abolished. As such they live outside the system as much as possible, frequently mixing with criminal and separatist elements. Occupation Skills: Computer (Operation), Conceal, Fast Talk, Streetwise and any three other skills as personal specialties. Background: 2x underworld contacts (Keepers discretion), 1d10x100E$ in equipment and personal effects.

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Cthulhu Rising Character Generation 2

Android Description: Running an Android character in a campaign is allowable only at the Keepers discretion. A separate supplement will be out soon dealing with generating and playing Android player characters.

Civil Servant Description: By the 23rd Century, government bureaucracy has reached new heights of complexity. The Civil Servants keep the wheels of interstellar government oiled and moving. The player must choose a branch of government: ICA, ICC or Federal Government. Occupation Skills: Administration, Computer (Operation), Credit Rating, Data Analysis, Fast Talk, and any three other skills as personal specialties. Background: Rented 2 bedroom apartment; E$1000x1d10 in savings; E$20,000pa salary; 1x government contact (Keeper’s discretion).

Company Suit Description: Much of 23rd Century life is in some way influenced by the transnational mega-corporations. A Company Suit is a junior executive of one such corporation, newly promoted from the rank and file, on a modest salary with stock options. Occupation Skills: Administration, Bargain, Computer (Operation) Credit Rating, Data Analysis, Fast Talk, Orate, and any two other skills as personal specialties. Background: Luxury apartment (1 bedroom) in a private corporate compound; E$500x1d100 savings; E$35,000pa salary; 1x corporate contact; E$1000 x1d20 in company share options.

Computer Specialist Description: Without highly skilled men and women to design, program, and troubleshoot the complex computer systems of the future, life in the 23rd Century would be far more difficult, if not impossible. Computer Specialists are usually employed by a company’s IT division, though many prefer to move from contract to contract on a freelance basis. Occupation Skills:

Computer (Operation, Programming, Security), Electronics (Communications, Security, Systems), Data Analysis, and any two other skills as personal specialties. Background: Rented 1 bedroom apartment; E$1000x1d20 savings; personal equipment related to profession.

Criminal Description: With Law Enforcement techniques as advanced as they are in the 23rd Century, criminals in the future have to be highly skilled professionals not only to be successful, but to avoid capture and encarceration. This class does not cover violent criminals like murderers and rapists, instead covering white collar criminals, forgers, con-artists, cyber-criminals and thieves. Occupation Skills: Bargain, Computer (Operation), Evaluate, Fast Talk, Scan, Streetwise, and any three other skills as personal specialties, pertaining to criminal field of expertise. Background: Forged identification; E$1000x1d4 personal equipment; 2x underworld contacts (Keeper’s discretion).

Doctor of Medicine Description: The medical doctor of the 23rd Century is just as concerned with saving lives as his counterparts in other eras but he has far more advanced equipment and techniques available than at any other time in human history. Medical doctors are considered to be important citizens. Occupation Skills: Credit Rating, Computer (Operation), Data Analysis, First Aid, Pharmacy, Psychoanalysis, Psychology, Science (Biology), Surgery. Background: Rented 2 bedroom apartment; E$40,000pa salary; E$1000x1d100 savings (10% liquid, rest in shares and stocks or property); personal equipment related to profession.

Drifter Description: For whatever reason, a Drifter has chosen to drop out of accepted society, and wanders the spacelanes, working their passage at various jobs, travelling from colony to colony. Occupation Skills:

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Cthulhu Rising Character Generation 3

Bargain, First Aid, Hide, Listen, Psychology, Sneak, Survival, Vacc Suit. Background: E$100x1d10 personal equipment.

Engineer, Space Descriptions: Space Engineers are responsible for the design, construction, and maintenance of space stations and space vessels. The orbital engineer’s life is a difficult one and is often short as accidents are not uncommon in the harsh and unforgiving environment of space. Occupation Skills: Science (Chemistry, Physics), Computer (Operation), Electronics (Systems), Data Analysis, EVA, Mechanical, and one Space Engineering skill as a specialisation. Background: E$30,000pa salary; E$1000x1d4 savings; personal equipment related to profession.

Engineer, Planetary Description: Planetary Engineers are essential to the continued existence and growth of colonies. The colonial engineers keep the existing systems operational and continue to produce new equipment, habitats, and vehicles. Engineers are well regarded and respected as everyone depends on them. Occupation Skills: Science (Chemistry, Geology, Physics) Computer (Operation), Electronics (Systems), Data Analysis, Mechanical (Vehicle), and one Planetary Engineering skill as a specialty. Background: E$30,000pa salary; E$1000x1d4 savings; personal equipment related to profession.

Entertainer Description: The entertainment industry is larger than ever in the future. The Federal Network has holo-vid channels numbering in the thousands, with something to suit all tastes. Occupation Skills: Entertain, Fast Talk, Orate, and three other skills as a specialty. Background: E$1000x1d4 savings; personal items related to profession; 2x media contacts (Keeper’s discretion).

Journalist Description: The Federal Network carries it’s own news channels as well as scores of others. Journalists are usually employed by either Federal Network News (FNN) or by one of it’s independent rivals, though some prefer to move from contract to contract on a freelance basis. The vast majority of news is delivered electronically, directly. The "daily me" concept of multi-sectioned electronic publishing with information and advertising tailored to each individual's needs is an everyday reality in the 23rd Century. Occupation Skills: Computer (Operation), Data Analysis, Fast Talk, Read/Write Other Language, Streetwise, and any two other skills as personal specialties. Background: 2x media contacts (Keeper’s discretion); E$15,000pa salary; E$1000x1d4 savings; personal items related to profession; small apartment.

Lawyer Description: A Player wishing to run a Lawyer Investigator much first choose their field of expertise: Civil, Corporate or Criminal. Choosing Criminal will usually mean that they work for the Federal Government. Civil or Corporate lawyers usually belong to private law firms. Occupation Skills: Administration, Bargain, Computer (Operation) Credit Rating, Data Analysis, Fast Talk, Law, and any two other skills as personal specialties. Background: E$50,000pa salary; E$1000x1d20 savings; 2x legal contacts; 2x contacts related to field of expertise, e.g. 2x police contracts for criminal lawyers (Keeper’s discretion); luxury 2 bedroom apartment in well to do area.

Mechanic Description: Mechanics repair and maintain the planetary vehicles and machinery of the future. Occupation Skills: Computer (Operation), Data Analysis, Electronics (Systems), Mechanical (Aero-space, Vehicle), and any two other skills as personal specialties. Background: E$15,000pa salary; personal equipment related to profession; ground vehicle.

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Cthulhu Rising Character Generation 4

Missionary Description: Missionaries travel the colonies, spreading the word of their religion to the new frontier, serving the spiritual and religious needs of the colonists and preserving the religious traditions and histories of Earth. Occupation Skills: Data Analysis, Fast Talk, First Aid, History, Occult, Other Language (Speak and Read/Write), Religion. Background: Personal items related to profession.

Parapsychologist Description: The parapsychologist is dedicated to searching for evidence of phenomena that is inexplicable by science. They are experts in the occult and ancient histories of Earth. Occupation Skills: Computer (Operation), Data Analysis, History, Occult, Read/Write Other Language, Religion and any one other skill as personal specialty. Background: E$1000x1d4 savings; personal items related to profession; 2x contacts (Keeper’s discretion); rented accommodation.

Pilot, Aerospace Description: Aerospace Pilots are trained to operate a variety of suborbital vehicles ranging from small shuttlecraft to heavy duty cargo carriers to high-tech military craft. Occupation Skills: Astronomy, Computer (Operation), Electronics (Communications, Systems), Vacc Suit, Pilot (Aerospace), Scan. Background: If employed salary is E$10,000 +(1d10x1000) pa; E$1000x1d4 savings; current ICC licence; personal items related to profession

Pilot, Space Description: Since the invention of AI in the mid-22nd Century, the majority of interplanetary and interstellar space vessels have become almost completely automated, only requiring human pilots for delicate maneuvers like orbital insertion and docking. Occupation Skills: Astronomy, Computer (Operation), Data Analysis, Electronics (Communications, Systems), EVA, Pilot (Spacecraft), Vacc Suit.

Background: If employed salary is E$10,000 +(1d10x1000) pa; E$1000x1d4 savings; current ICC licence; personal items related to profession

Police Officer Description: Policing in the 23rd Century is handled by the Federal Law Enforcement Authority. From their headquarters on Earth, and via many local stations throughout the Federal Colonies, Federal police officers have the unenviable task of tackling crime over interstellar distances. Occupation Skills: Computer (Operation), Data Analysis, Dodge, First Aid, Gun Combat (Hand Gun), Hide, Law, Listen, Streetwise. Background: E$15,000pa salary; 2x police contacts (Keeper’s discretion); E$1000x1d4 savings; personal items related to profession; rented accommodation.

Private Investigator Description: There is still a healthy customer base for the 23rd Century Private Investigator, whether contracted to corporations or hired by private citizens. Most PI’s are ex police. Occupation Skills: Bargain, Computer (Operation), Data Analysis, Fast Talk, Gun Combat (Hand Gun), Hide, Law, Streetwise. Background: E$1000x1d10 savings; private investigator’s licence; rented accommodation and if self employed, a small office with 1 member of staff; personal items related to profession.

Punk Description: In Cthulhu Rising, the Punk Occupation covers teenagers and young people, especially a member of a rebellious counterculture group. They may have rich parents and are taking time out to travel. Occupation Skills: Computer (Operation), Data Analysis, Fast Talk, Streetwise, and any two other skills as personal specialties. Background: E$1000x1d4 savings; personal items; 1x minor underworld contact.

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Cthulhu Rising Character Generation 5

Separatist Description: Separatists are citizens born and raised in the colonies, who are supporters of the Colonial Independence movement, outlawed by the ICA during the Colonial Wars (2258-60). Though separatist support is still high in some regions of the Outer Rim Territories, the leaders of the movement have had to go underground, to avoid arrest and transportation to a Federal Re-education Centre. Occupation Skills: Computer (Operation), Data Analysis, Fast Talk, History, Streetwise, and any two other skills as personal specialties. Background: Personal items related to profession.

Scientist Description: Scientists are usually in the employ of, or work for projects funded by, one of the mega-corporations. Their fields vary, from AI to genetics, to terraforming and xeno-biology. Occupation Skills: Computer (Operation), Credit Rating, Science (Chemistry, Physics), Science (Geology) or Astronomy, Data Analysis and one Science skill as a specialization. Background: Accommodation in private corporate compound; E$40,000pa salary; E$1000x1d4 in company share options; personal equipment related to profession.

Soldier Description: Soldiers as Investigators are usually ex United Earth Armed Forces or ex Colonial Admin-istration Security, now in the employ of a corporation or a member of a private mercenary unit. Occupation Skills: Armoury, Dodge, First Aid, Gun Combat (Rifle), Hide, Listen, Survival, Tactics, Vacc Suit. Background: E$1000x1d20 savings; personal items related to profession. Personal Development: PCs also have skills in other areas. Allocate INTx5% to any skill or skills, except those at 75%, or Cthulhu Mythos.

Personalisation: Write down the characters name, his/her appearance (including civilian clothing), his/her beliefs and goals, his/her place of birth, relatives, education etc. Skill Definitions: Cthulhu Rising is set over 250 years into the future. As a result of this, certain skills have been added that didn’t exist in the original rules. They are listed below, followed by their descriptions. Administration Armoury Astronomy Computer Programming Computer Security Data Analysis Demolitions Electronics Communications Electronics Security Electronics Systems Engineering Entertain EVA Forward Observer Gun Combat Gunnery Law Leader Mechanical Aerospace Mechanical Vehicle Medical Surgery Natural History Occult Pilot Aerospace Pilot Aircraft Pilot Spaceship Powered Armour Psychoanalysis Psychology Recon Sciences Space Engineering Streetwise Survival Tactics (Small Unit) Unarmed Combat Vehicle Xeno medicine Zero G Combat

Administration: The individual with this skill has had experience with bureaucratic agencies, and

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Cthulhu Rising Character Generation 6

understands the requirements of dealing with them how they work. Armoury: The PC is trained in the maintenance and repair of military hardware. When this skill is gained during basic training, it applies to small arms, i.e. rifles, handguns, machine guns. The Armoury skill is used to repair damaged weapons, clear weapon jams, etc. Astronomy: An individual with astronomy skill knows how to determine which stars and planets overhead at a particular time and when celestial events (meteor showers, comet arrivals, eclipses) occur. Academically trained individuals (typically those in a science profession) will typically be able to calculate orbits and have substantial general knowledge about astronomical objects. NPCs will often have a specialized version of this skill (radio astronomy, for example). Computer Programming: A PC with Computer Operation as a skill is trained in the basic usage of computer systems. Computer Programming however, allows a PC to understand computer programming languages and procedures and have at least basic education in the hardware aspects of computers. Use of this skill enables an investigator to write programs and to retrieve and analyze obscure, damaged or concealed data. Computer Security: The Computer Security skill is the ability to bypass security software to in effect ‘hack’ into secure computer systems. Using this skill may take anything from mere minutes to hours. Depending on the sophistication of the software, modifiers to the roll may be applied by the Keeper. Data Analysis: This skill governs a PCs talent at working with stored information in a variety of forms. The time required to use the skill depends on the organization of the media in question and the search method. If the media is totally uncatalogued, each use of the skill may take eight hours. If the media is only cataloged (like ordered folders on a computer network) each use of the skill requires four hours. If the media also includes a search aid (such as a computer

search program), each use of the skill may require three, two, or one hours (Keepers discretion). Most access systems require three hours for use of the skill, while high priority use may only require a matter of minutes. Of course, the amount of time spent and the results will depend on the nature of the information sought and whether it is actually present. While this skill can be used to locate secured information, it does not permit access. This may require Fast Talk, Persuade, Computer Use, Bargain, Credit Rating, or good old fashioned breaking and entering. Demolitions: A PC with this skill is trained and experienced in the handling, placement and efficient use of explosives. Electronics Communications: The PC is trained in the use, repair and maintenance of communications devices. Whilst nearly anyone can operate a communicator, this skill is necessary to understand why the device does not work correctly, or to be aware of device limitations. The Communications skill enables the PC to jam and evade jamming, and to make minor repairs. Electronics Security: This skill enables a PC to bypass physical security features, such as locked doors or alarm systems. Electronics Systems: The PC with this skill has the ability to repair basic electronic devices. This does not include weaponry, for which the Armoury skill is needed. Engineering, Planetary: Planetary Engineering skills govern engin-eering operations on the surface of a world with a significant gravity field (at least 20% of that of Earth). Such operations may be on worlds other than earth, such as Mars. The base chance in all Planetary engineering skills is 0%. If players wish their characters to have specialized engineering skills, they should work out the details with their Keeper. Examples of Planetary Engineering Skills are as follows:

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Cthulhu Rising Character Generation 7

Construction: This skill governs the construction of structures ranging from small buildings to massive skyscrapers. Keepers may wish to limit PC skills to general areas such as small construction, medium construction, and large construction. Individuals with this skill can design, supervise the construction of, and inspect structures. Mining: This skill governs a variety of mining operations ranging from commercial digging to the building of underground complexes. Individuals with this skill can supervise mining operations and inspect underground sites for their structural integrity. Individuals may have various specializations in this skill such as strip mining, deep mining, and so forth. Engineering, Space: This skill category is similar to that of Planetary Engineering except it governs construction work in low and zero gravity conditions, as well as repair and maintenance of high-technology like star drives and power planets. As with Planetary Engineering the base skill level is 0% and players who wish to pick a specialization will need to work out the details with their Keeper. Some examples of this skill are as follows: Drive Engineer: This skill governs the maintenance and repair of F-Drives, the technology that makes interstellar travel possible. Low/Zero Gravity Construction: Similar to Construction, this skill governs the construction of structures in conditions involving low or zero gravity (as well as vacuum conditions). Building spaceships and space stations requires this skill. Individuals may specialize in various areas. For example, a person may be an expert space ship designer. Low Gravity Mining: This skill governs mining operations in low gravity and vacuum conditions. EVA: Use of this skill enables the character to function more or less normally within low ( half of the normal gravity the being is used to or less) or no gravity situations. For the most part, a character with any degree of this skill will be able perform routine tasks without a problem. Special actions (such as running in low gravity

or leaping from one space ship to another) will require a skill check. Failure will result in the action failing in some way (losing control while running or missing the ship, for example).Relevant physical skills (such as weapon and physical combat skills) should be averaged with this skill (but not to exceed the maximum in the skill in question) when used in low or zero gravity situations. This base level of this skill for all colonists is 10%, as every teenager takes a brief training course in orbit. Forward Observer: PCs with this skill have been trained to call on and adjust artillery (projectile, missile and energy) fire from distant batteries and from ships in orbit. If artillery of any form is available (including communication with the firing battery), the first shots will invariably miss the target. On each subsequent round that fire is delivered, the PC must roll his skill to adjust the fire to successfully hit the target. Gun Combat: Gun Combat is a specific skill in the use of one of several military small arms. PCs who acquire the skill Gun Combat without the type being specified must immediately choose one category of small arms to apply it to: Handgun (Pistol); Machine Gun (SMG, SSW, Smart Gun); Rifle (Combat Rifle, Assault Rifle, Gauss Rifle); Heavy Weapons (Rocket Launchers, Grenade Launcher, Rail Gun, Man Portable Missile Systems); High Energy Weapons (Plasma Weapons, Fusion Gun); Shotgun (Shotgun): 30%. Gunnery: The PC is trained in the use of one or more heavy infantry support weapons, either ground mounted or vehicle mounted. Upon gaining this skill, it must be applied to a specific heavy infantry support weapon system listed below: Machine Gun High Energy Weapon Rocket Launcher Guided Missile System Artillery piece Law: Law is split into three distinct areas: Civil, Corporate or Criminal. If a PC wishes to

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Cthulhu Rising Character Generation 8

attempt to interpret law from a different area of expertise, their skill is halved. Mechanical Aerospace PCs with the above skills have the ability to operate and repair common propulsion systems used by Aerospace craft. Mechanical Vehicle: A PC with this skill has the ability to repair the inner workings of ground vehicles. Medical Surgery: PCs with medical ability beyond First Aid are generally Medical Doctors. Surgery is the ability to perform emergency field surgery upon wounded persons under battlefield conditions, as well as more advanced surgery techniques in an equipped hospital. Using this skill, in the same or following combat round that a PC has just died in will revive the patient, but only if the emergency hit points restored raises him to +1 hit points or greater. This process may be aided by special equipment and medicines. A PC who is successfully treated with this skill heals 2D3 hit points per week. A success with medicine immediately revives a victim of a knock out attack and may (at the Keepers discretion) revive an unconscious individual. This skill may be used to treat a variety of ailments and conditions (diseases, cancer, etc.) and to perform surgical procedures (implanting an artificial heart, for example). Some conditions may be beyond the scope of treatment, however. Natural History: This skill reflects the information known in a general sort of way by the PC about various terran life forms. An individual with this skill will have a general knowledge of common terrestrial life forms and will know about their general habitat, diet, and behavior. Attempting to remember facts about more obscure life forms will require a skill roll at some minus. All characters receive this skill since each receives basic education on terran life forms. Occult: This skill represents an individual’s historical knowledge of terrestrial occult practices and lore. Use of this skill enables an investigator to

recognize occult paraphernalia, jargon, and philosophy, as well as to identify various occult texts and codes. Reading and understanding certain works can yield skill in this area. While this skill conveys no direct knowledge of the Mythos, the occult is often a key or a path to understanding the mythos (through decoding certain references in occult texts, for example). Most people have some knowledge of Earth legends and mythology and the base skill level is 05%. Pilot Aerospace: Operating an aerospace craft is even more complex than piloting a plane. This skill governs all phases of aerospace operation from takeoff to landings and orbital flight. A character with any degree of skill will be able to handle standard flight operations without any difficulty. However, special situations will require skill rolls. Situations involving a damaged craft, tricky dockings or landings, or attempts to do odd maneuvers with an aerospace craft will require skill rolls as will other situations at the Keeper’s discretions. Certain situations will require modified rolls, the modification of the roll is up to the Keeper as are the effects of failure. For example, a PC trying to land an aerospace craft on a smooth runway with radio guidance would use his full skill, while a character trying to set down an aerospace craft with both engines on fire and the left wing half gone would check against a quarter of his skill (if the Keeper was feeling merciful). There are a few varieties of aerospace craft, of varying sizes and capabilities. Pilot Spaceship: Piloting an interstellar spaceship successfully requires a high degree of technical skill. This skill covers all aspects of piloting such a vehicle, including navigating it. A character with any degree of skill can handle a Spaceship in simple flight operation (though less skilled individuals will do so less elegantly). Piloting rolls may be required in the following situations: the Spaceship is damaged, the Spaceship is docking, the Spaceship is undergoing emergency re-entry, and any other situation in which the Keeper sees fit to require a roll. The rolls and the results of failure are left to the Keepers discretion. For example, a character trying to dock a Spaceship under normal conditions would check against twice her skill, while the same character trying to undergo an

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Cthulhu Rising Character Generation 9

emergency landing with a crippled Spaceship might have to roll against a fourth of her skill. Powered Armour: PCs with this skill have been trained extensively in the use of Powered Armour and the various weapon systems and features normally associated with it. This skill can be used in place of Vacc Suit skill, but not vice versa. Powered Armour skill also covers maintenance and minor repair. Psychoanalysis: Unlike in earlier eras, this skill has developed into a scientific discipline aimed at repairing injured minds. Treatment involves both traditional counseling methods as well as advanced chemical treatments and virtual reality therapy to help re-order and repair the patient’s psyche. This skill may be employed in two manners. First, it may be used as a form of psychic first aid. In this case, successful use can add Sanity points during indefinite insanity and perhaps speed recovery. See the section on Sanity. Second, it may be employed in a long term treatment. In this case, each week of regular treatment (about 2-4 hours a day) will restore 1D3 lost Sanity. An individual may only regain and not increase their Sanity in this manner. For example, an investigator who had an initial Sanity of 65 who lost ten points could only return to a Sanity of 65. In no case may use of this skill increase a person’s Sanity points beyond POWX5, not above 99-Cthulhu Mythos skill. Psychology: This skill enables a PC to study an individual and form a theory regarding her motives and characters. It is not an exact science, so the Keeper should make the skill rolls in secret and provide the player with information in accord with the skill roll. This skill can be useful for penetrating deceit, provided a proper set up is used to test the person’s reactions. It is also useful in diagnosing an individual’s mental well being (or lack thereof). Recon: Essentially military scouting, this skill covers tracking and camouflage whilst in the field.

Sciences: There are two main categories of science skills. The first is that of planetary sciences and is a general area that encompasses various skills which deal with planets and the life forms that inhabit them. Strictly speaking, biology and geology are planetary science Skills. Players who wish to have a specialization in the Planetary Sciences will need to work out the details of the skill with their Keeper. The second main category of skills are those that relate to stellar bodies as parts of the space-time continuum and space-time itself. An individual with this skill in this area will have knowledge of space-time as well as the various planets, stars, comets and so forth within it. With the Keepers guidance, players may wish to select particular specialties within the general field (each specialty would be a skill). However, most specializations will be skills possessed by non player characters, as most players will find them to be too specialized to be of general use. Technically, Astronomy falls within this category. The following are examples of some science specializations: Planetology: This skill is comparable to the geology skill, except it governs planetary bodies in general. It also governs the skill of the character in drawing informed conclusions regarding the planet as a system, but such conclusions will tend to be more general than those which a specialist (such as a geologist) would draw. For example, individuals with this skill would be able to draw informed conclusions about the weather patterns of a planet given adequate evidence but the individual would not be as accurate as someone who specialized in meteorology. Xeno-Biology: A character that possesses this skill has been trained in the basics of standard biology (and any competent xeno-biologist would also have trained in biology) and has also received training in theoretical biology regarding possible alien life forms. Although humans have lived on Mars for some time, the science of biology still focuses on terrestrial life forms and xeno-biology focuses on the study of non-terrestrial life. This skill could prove handy in investigating the nature of (and perhaps determining the weaknesses of) various mythos beings.

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Cthulhu Rising Character Generation 10

Streetwise: A PC with this skill is well acquainted with the ways of local subcultures (which tend to be similar throughout human society), and thus is capable of dealing with strangers without alienating them. This does not include alien contact situations. Survival: PCs with Survival expertise are adept at locating food and water, constructing or finding natural weapons and shelter, and finding their way across harsh terrain, in a wilderness. Tactics (Small Unit): A PC with this skill has experience and training in small unit (generally platooon strength) tactics. Unarmed Combat: Martial arts training, this skill encompasses all fist and kick attacks/parrys made by the PC. Vacc Suit: This skill is the ability to use the standard vacuum suit (space suit), including armoured Battle Armour and suits for use on various planetary surfaces in the presence of exotic, toxic, corrosive or insidious atmospheres.

Vehicle: The individual is skilled in the operation of ground based military and non-military vehicles. Xeno-Medicine: Normally, medical expertise is considered to apply only to humans, and to a limited extent the animals which live on human colonised worlds. This skill lessens the penalty (applied by the Keeper) to the treatment of alien races.# Zero G Combat: Virtually all weapons involve some form of recoil, and in a zero-G environment this recoil and disorient or render helpless individuals not trained to compensate for it. When fighting in a zero-G environment, any individual has a chance of losing control of their movement/position each combat round. Roll this skill to avoid losing control and apply the following modifiers: Firing weapon: -20% Firing low-recoil (zero-G) weapon: -10% Using a handhold: +25% Striking in melee combat: -30% Wearing powered armour: +10% (+25% if powered armour roll made successfully) DEX: +5% per pot over 15.

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CTHULHU RISING

CTHULHU RISING INVESTIGATOR SHEET

PERSONAL INFORMATION Name: Height: Player Name: Age: Weight: Place of Birth: Profession: Gender: Employer: CHARACTERISTICS: CURRENT: STR: CON: SIZ: INT: POW: DEX: APP: EDU ORIGINAL: STR: CON: SIZ: INT: POW: DEX: APP: EDU SELECTED ATTRIBUTES: Damage Modifier: Move Rate: DEX SRM (Missile SRM): +SIZ SRM =MELEE SRM

SKILLS: AGILITY: ( ) Climb: (40) Dodge: (05) EVA: (00) Jump: (25) Swim: (15) Throw: (25) Unarmed Cmbt: (25) Zero G Cmbt: (05) COMMUNICATION: ( ) Bargain: (10) Entertain: (05) Fast Talk: (05) Interrogation: (05) Streetwise: (10) Orate: (05) Speak Languages: Own: (30) (15) (00) KNOWLEDGE: ( )

Armoury: (05) Astronomy: (05) Administration: (10) Computer: Operation (15):

Programming: Security: Data Analysis: (25) Demolitions: (00) Electronics: (05) Communications: Security: Systems: Engineering: (00) Planetary: Space: Evaluate: (05) History: (20) Law: (05) Mechanical: (05) Aerospace: Vehicle: Medical: (00) First Aid: (10) Surgery: (00) Xeno: (00) Navigation: (05) Natural History: (05) Occult: (05) Pilot: (00) Aerospace: Spacecraft: Pharmacy: (05) Psychoanalysis: (00) Psychology: (00) Religion: (10)

Read/Write Language: Sciences: (05) Biology: Chemistry: Geology: Physics: Planetology (00): Xeno-Archeology (00): Survival: (05) Tactics (small unit): (05) Vacc Suit: (00)

MANIPULATION: ( )

Conceal: (05) Devise: (05) Vehicle: (05) PERCEPTION: ( ) Listen: (25) Recon: (05) Scan: (25) Search: (25) STEALTH: ( ) Hide: (10) Sneak: (10)

COMBAT SKILLS: (A% MOD ) (P% MOD ) WEAPON: SR A%: P%: DAMAGE: AMMO:

HIT POINTS: HIT LOCATIONS: Melee Missile Location AP/HP 01-04 01-05 R Leg / 05-08 04-06 L Leg / 09-11 07-10 Abdom / 12 11-15 Chest / 13-15 16-17 R Arm / 16-18 18-19 L Arm / 19-20 20 Head /

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CTHULHU RISING

ARMOUR: ENC EQUIPMENT ENC

ATTRIBUTE TALLIES & SPECIAL SKILLS: IDEA SCORE: (INTx5%) CREDIT RATING: (15) CTHULHU MYTHOS: (00) LUCK SCORE: (POWx5%) MAGIC POINTS: (POW) KNOWLEDGE: (EDUx5%) SAN POINTS: CURRENT TOTAL

CHARACTER SKETCH:

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Cthulhu Rising Character Generation 1

CHARACTER GENERATION

Introduction:

The following information should allow a GM who has experience running Call of Cthulhu adventures to generate characters for Cthulhu Rising. A copy of the Cthulhu Now sourcebook (or familiarity with it) might be of help, but it is not essential. All stages of character generation prior to the choosing of a character profession are identical to the rules found in the Call of Cthulhu rulebook except with the following additions:

1. Selected Attributes are generated as for the RQ3 character generation rules.

2. Skill Category modifiers are generated as for the RQ3 character generation rules.

3. Hit Point Locations are generated as for the RQ3 character generation rules.

4. Magic Points are entered in the Psi Points box and are considered one and the same as Magic Points.

5. If applicable, Psionics Rules are generated using the Psionics Rules (see separate document).

United Earth Colonial Marine Corps (UECM):

The United Earth Colonial Marine Corps is Earth’s interstellar force-in-readiness. The UECM is Earth’s only major means to forcibly enter a hostile area from space. The UECM is integrated into the command structure of the United Earth Alliance Command (UEAC). There are two primary parts of the UECM: supporting establishment, and the operating forces. The supporting establishment includes, recruiting, training, research and development, administration, and logistics. 58 percent of UECM personnel are in the operating forces. There are three primary Marine Space Forces (MSF): MSF Sol, which is responsible for operations in the core systems; MSF Herculis, which operates along the American and Chinese colonised arms; and MSF Eridani, which handle operations in the European-Japanese arm up the fringes of the Network.

To join the UECM, a potential recruit must be a high school graduate, have a clean police record, and pass a physical examination and written tests.

Background and Limitations

In the 23rd century Humanity has spread out to the stars. Although a Colonial Marine usually comes from Earth, many Marines have been born and raised in the Colonies. In the military of the 23rd Century, males and females are treated equal in all possible respects. The characters are highly trained and expensively equipped specialists. Each Marine has signed for at least six years. Basic training takes at least one year. After two more years as Private ("Grunt") the Marine has received military occupational specialty (MOS) training. The minimum number of years in service for characters made with this template is 4. Minimum rank is Private First Class.

Basic Training:

Basic Training gives the UECM the following skills: Armoury; Dodge; EVA; Unarmed Combat; Zero G Combat; Armoury (Small Arms); Computer Operation; Medical First Aid; Navigation; Survival; Vacc Suit; Sneak; Blade; Gun Combat (Rifle); Gun Combat (Handgun); Gun Combat (user defined – either Shotgun or Machinegun); Vehicle. The PC gets EDU x15 to allocate between the above skills as percentiles. All the above skills do not have to have points given to them, but points undistributed are lost. No skill can start at higher than 75% (including stat bonuses).

MOS - Military Occupational Specialties

To show that someone has successfully passed a MOS training the term "Specialist" is often place before his rank (e.g. Specialist Lance Corporal). The short form given in parenthesis behind the MOS name is the standard designation. The different MOS are: § Combat Rifleman (Rifleman) § Communications/Computer Technician

(com-tech)

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Cthulhu Rising Character Generation 2

§ Demolition and Arms Technician (arms-tech)

§ Driver Technician (drive-tech) § Flight-Engineer/Co-pilot Technician (flight-

tech) § Medical Technician (med-tech) § NCO or Officer § Pilot Technician (pilot-tech) § PsiCorps Military Attaché (psi-tech) § Heavy Weapons Specialist § Sniper/Scout (Recon)

A player chooses from one of the above MOS classes, and depending on type chosen, receives EDU x 10 to allocate to the following skills: Combat Rifleman (Rifleman): MOS skill points are allocated to the Basic Training skills list again. Note that the rules regarding starting maximums still apply. Communications/Computer Technician (com-tech): Administration; Computer (Programming, Security); Data Analysis; Electronics (Communications, Security, Systems). Demolition and Arms Technician (Arms-tech): Armoury (Small Arms – including handgun, machinegun, rifle); Armoury (players choice); Science (Chemistry); Demolitions; Electronics (Systems); Powered Armour. Driver Technician (drive-tech): Gunnery (Machine Gun); Gunnery (High Energy Weapon); Gunnery (Guided Missile); Mechanic (Vehicle); Vehicle. Flight-Engineer/Co-pilot Technician (flight-tech: Astrogation; Electronics (Communications); Gunnery (Machine Gun); Gunnery (High Energy Weapon); Gunnery (Guided Missile); Gunnery (Rocket Launcher); Mechanic (Chemical Rockets, Turbo-Ramjet); Navigation; Pilot (Aerospace, VTOL). Medical Technician (med-tech): Fast Talk; Electronics (Systems); Medical (First Aid, Surgery); Science (Biology, Chemistry); Xeno-medicine; Survival; Interrogation. NCO or Officer: If you want to play a non-commissioned officer or officer first choose an MOS speciality, then add the following list of extra skills to choose from: Administration; Fast Talk; Instruction; Interrogation; Leader; Orate; Speak Language; Strategy (Planetary); Tactics (Small Unit). The GM has final say on who can play an NCO or CO and who cannot.

Pilot Technician (pilot-tech): Astrogation; Electronics (Communications); Gunnery (Machine Gun); Gunnery (High Energy Weapon); Gunnery (Rocket Launcher); Mechanic (Chemical Rockets, Turbo-Ramjet); Navigation; Pilot (Aerospace, Starcraft; VTOL); Science (Physics). PsiCorps Military Attaché (psi -tech): Administration; Fast talk; Interrogation; Streetwise; Computer (Programming); Science (choose). Heavy Weapons Specialist: Gun Combat: (Rocket Launcher, Grenade Launcher, Particle Phalanx, Rail Gun); Gun Combat (PC choice); Gunnery (Guided Missile); Unarmed Combat; Forward Observer. Sniper/Scout (Recon): Climb; Survival; Electronics (Communications); Conceal; Devise; Forward Observer; Listen; Recon; Scan; Search; Hide; Sneak; Gun Combat (Gauss Rifle). Personal Development: PCs also have skills in other areas. Allocate INTx5% to any skill or skills, except those at 75%, or Cthulhu Mythos. Personalisation: Write down the characters name, his/her appearance (including civilian clothing), his/her beliefs and goals, his/her place of birth, relatives, education, military service and why he/she joined the Colonial Marines. To generate MOS, sex and birthplace at random, see the Appendix A at the end of this chapter.

Skill Definitions:

Cthulhu Rising is set almost 300 years into the future. As a result of this, certain skills have been added that didn’t exist in the original rules. They are listed below, followed by their descriptions. Administration Armoury Astronomy Astrogation Computer Programming Computer Security Data Analysis Demolitions Electronics Communications Electronics Security Electronics Systems

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Engineering EVA Forward Observer Gun Combat Gunnery Instruction Interrogation Leader Mechanical Chemical Rockets Mechanical Turbo-Ramjet Mechanical Vehicle Medical Surgery Occult Pilot Aerospace Pilot Starcraft Pilot VTOL Powered Armour Recon Strategy (Planetary) Streetwise Survival Tactics (Small Unit) Unarmed Combat Vehicle Xeno medicine Zero G Combat

Administration: The individual with this skill has had experience with bureaucratic agencies, and understands the requirements of dealing with them how they work. When contact with officials is required, understanding the way the military/company ‘machine’ works will assist in dealing with them.

Armoury:

The marine is trained in the maintenance and repair of military hardware. When this skill is gained during basic training, it applies to small arms, i.e. rifles, handguns, machine guns. The Armoury skill is used to repair damaged weapons, clear weapon jams, etc.

Astronomy:

An individual with astronomy skill knows how to determine which stars and planets overhead at a particular time and when celestial events (meteor showers, comet arrivals, eclipses) occur. Academically trained individuals (typically those in a science profession) will typically be able to calculate orbits and have substantial general knowledge about astronomical objects. NPCs will often have a specialized version of this skill (radio astronomy, for example).

Astrogation:

This skill applies to navigating in deep space, outside of atmosphere. PCs with this skill can plot efficient courses, work out distances between star systems, explain deep spac e phenomena etc. In the event of a computer failure aboard a star craft, this skill is used to program the navigation computer.

Computer Programming:

A PC with Computer Operation as a skill is literate in the use of computers. A PC with programming skills however, can write new software for computers.

Computer Security:

The Computer Security skill is the ability to bypass security software to in effect ‘hack’ into secure computer systems. Using this skill may take anything from mere minutes to hours. Depending on the sophistication of the software, modifiers to the roll may be applied by the GM.

Data Analysis:

This skill governs a PCs talent at working with stored information in a variety of forms. The time required to use the skill depends on the organization of the media in question and the search method. If the media is totally uncatalogued, each use of the skill may take eight hours. If the media is only cataloged (like ordered folders on a computer network) each use of the skill requires four hours. If the media also includes a search aid (such as a computer search program), each use of the skill may require three, two, or one hours (GMs discretion). Most computer database systems require three hours for use of the skill, while high priority use may only require a matter of minutes. Of course, the amount of time spent and the results will depend on the nature of the information sought and whether it is actually present. While this skill can be used to locate secured information, it does not permit access. This may require Computer Security, Fast Talk, or good old fashioned breaking and entering.

Demolitions:

A marine with this skill is trained and experienced in the handling, placement and efficient use of explosives.

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Electronics Communications:

The marine is trained in the use, repair and maintenance of communications devices. Whilst nearly anyone can operate a communicator, this skill is necessary to understand why the device does not work correctly, or to be aware of device limitations. The Communications skill enables the marine to jam and evade jamming, and to make minor repairs.

Electronics Security:

This skill enables a marine to bypass physical security features, such as locked doors or alarm systems.

Electronics Systems:

The marine with this skill has the ability to repair basic electronic devices. This does not include weaponry, for which the Armoury skill is needed.

Engineering:

This skill enables the marine to operate and maintain the vital drives of starships and interplanetary craft, which include starship manoeuvre drives, power plants, and star drives.

EVA:

EVA, or Extra Vehicular Activities, is the term given to any non-combat operations engaged in by the individual outside of the space craft whilst in space. This skill essentially is the ability to ‘space walk’ safely. Skill rolls in EVA are only needed if an individual is performing non-standard manoeuvres outside of the spacecraft.

Forward Observer:

Marine’s with this skill have been trained to call on and adjust artillery (projectile, missile and energy) fire from distant batteries and from ships in orbit. If artillery of any form is available (including communication with the firing battery), the first shots will invariably miss the target. On each subsequent round that fire is delivered, the marine must roll his skill to adjust the fire to successfully hit the target.

Gun Combat:

Gun Combat is a specific skill in the use of one of several military small arms. Marines who acquire the skill Gun Combat without the type being specified must immediately choose one category of small arms to apply it to:

Handgun (Pistol); Machine Gun (Machine Gun, Mini Gun, Smart Gun); Rifle (Combat Rifle, Assault Rifle, Gauss Rifle); Heavy Weapons (Rocket Launchers, Grenade Launcher, Particle Phalanx, Rail Gun, Man Portable Missile Systems); High Energy Weapons (Plasma Weapons, Fusion Gun); Shotgun (Shotgun): 30%.

Gunnery:

The marine is trained in the use of one or more heavy infantry support weapons, either ground mounted or vehicle mounted. Upon gaining this skill, it must be applied to a specific heavy infantry support weapon system listed below: Machine Gun High Energy Weapon Rocket Launcher Guided Missile System Artillery Medium Tank Heavy Tank Multiple-launch mortar Multiple Launch Rocket System (MLRS) Quad Gatling System Remote Sentry Weapons System (RSWS)

Instruction:

Marines with this skill have extensive training in instructing students in a clear and lucid manner and providing motivation for learning. Any skill that the PC becomes a master in (i.e. over 90%) then they can act as a Trainer to improve fellow PCs skill in that area.

Interrogation:

The marine is practiced in the psychological arts of interrogation as a tool of Intelligence-gathering.

Leader:

Marines with the Leader skill have led troops into battle situation before. The Leader skill is required to control a group of more than 6 NPCs. A successful roll will make the NPCs follow general orders of the marine, unless the marine is of a lower rank than those he/she is trying to order, or the issued orders are obviously flawed.

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Mechanical Chemical Rockets/Mechanical Turbo-Ramjet:

Marines with the above skills have the ability to operate and repair chemical rockets and turbo ramjets, common propulsion systems used by Aerospace craft of the United Earth Colonial Marine Corps.

Mechanical Vehicle:

A marine with this skill has the ability to repair the inner workings of ground vehicles such as APCs or tanks.

Medical Surgery:

Marines with medical ability beyond First Aid are generally Med-Techs. Surgery is the ability to perform emergency field surgery upon wounded persons under battlefield conditions.

Occult:

This skill represents an individual’s historical knowledge of terrestrial occult practices and lore. Use of this skill enables an investigator to recognize occult paraphernalia, jargon, and philosophy, as well as to identify various occult texts and codes. Reading and understanding certain works can yield skill in this area. While this skill conveys no direct knowledge of the Mythos, the occult is often a key or a path to understanding the mythos (through decoding certain references in occult texts, for example). Most colonists have some knowledge of earth legends and mythology and the base skill level is 05%.

Pilot Aerospace:

Marines with this skill have the ability to pilot and fly aerospace craft such as UECM dropships, troop transports, shuttlecraft, gunships, cargolifters and any other atmospheric craft.

Pilot Star Craft:

The marine has training and experience in the operation of starcraft and large interplanetary ships. The skill encompasses both the interstellar and the interplanetary aspects of large ship operation.

Pilot VTOL:

This skill applies to those craft capable of Vertical TakeOff and Landing. Many military and commercial vessels now have this ability.

Powered Armour:

Marines with this skill have been trained extensively in the use of Powered Armour and the various weapon systems and features normally associated with it. This skill can be used in place of Vacc Suit skill, but not vice versa. Powered Armour skill also covers maintenance and minor repair.

Recon:

Essentially military scouting, this skill covers tracking and camouflage whilst in the field.

Strategy (Planetary):

This skill is the ability to command large military units during operations on a planetary scale, including logistics and long term intended goals.

Streetwise:

A marine with this skill is well acquainted with the ways of local subcultures (which tend to be similar throughout human society), and thus is capable of dealing with strangers without alienating them. This does not include alien contact situations.

Survival:

Marines with Survival expertise are adept at locating food and water, constructing or finding natural weapons and shelter, and finding their way across harsh terrain, in a wilderness.

Tactics (Small Unit):

A marine with this skill has experience and training in small unit (generally company strength) tactics.

Unarmed Combat:

Martial arts training, this skill encompasses all fist and kick attacks/parrys made by the marine.

Vacc Suit:

This skill is the ability to use the standard vacuum suit (space suit), including armoured Battle Armour and suits for use on various planetary surfaces in the presence of exotic, toxic, corrosive or insidious atmospheres.

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Cthulhu Rising Character Generation 6

Vehicle:

The individual is skilled in the operation of ground based military and non-military vehicles.

Xeno-Medicine:

Normally, medical expertise is considered to apply only to humans, and to a limited extent the animals which live on human colonised worlds. This skill lessens the penalty (applied by the GM) to the treatment of alien races.

Zero G Combat:

Virtually all weapons involve some form of recoil, and in a zero-G environment this recoil and disorient or render helpless individuals not trained to compensate for it. When fighting in a zero-G environment, any individual has a chance of losing control of their movement/position each combat round. Roll this skill to avoid losing control and apply the following modifiers: Firing weapon: -20% Firing low-recoil (zero-G) weapon: -10% Using a handhold: +25% Striking in melee combat: -30% Wearing powered armour: +10% (+25% if powered armour roll made successfully) DEX: +5% per pot over 15.

Promotion: At the end of every year every Marine's record is evaluated, and the past year's performance reviewed, by the Section's ranking officer. The ranking officer's record is sent on to the division commander, usually a Major or above, for review by the same process. The Marine also gets to make a rank test every year to see if he increases a rank. The player makes a test against his Leadership skill with the following modifiers:

Enlisted Men Promotion Chance:

When a Marine attempts to rise to the next Enlisted Man rank. May be attempted each year. Successful Leadership roll required.

Non-Commissioned Officer Promotion Chance:

When a Marine attempts to rise to the next Non-com rank. May be attempted every two years. Leadership roll required. Going from Corporal to Sergeant requires a Special success.

Officer Promotion Chance:

When a Marine attempts to rise to the next Officer rank. May be attempted every three years. A Special success in Leadership is required. Note: modifiers may be applied by the GM as he/she sees fit.

Pay:

Pay is based on the rank of the character and is provided per month. This pay is above board, food and clothing (parade uniform, utility fatigues and BDUs or flight suit). Marine and AeroSpace Force ranks are the same. Despite several attempts to create a global currency, corporate control and a resurgence of nationality in the face of colonial expansion has ensured that the Network (a term which simultaneously refers to a computer and comms network linking Earth and the colonised systems [an interstellar version of the Internet/World Wide Web] and the entirety of ICA-colonised space) still uses several forms of currency. America and the American Arm of colonised space, and Europe and the European colonies use the Euro dollar (E$) (which is what all UECM material is priced in).

Getting Paid:

PCs have 1D10% of the total money s/he has earned over his/her time in service. For a full list of UECMC salaries, see Appendix B.

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APPENDIX A: TABLES FOR RANDOM CHARACTER GENERATION 1. Sex: The male to female ratio in the Colonial Marine Corps is roughly 3:1. Roll 1d100. A result of 01-75 means the PC is male. 76-00 means the PC is female. 2. Birthplace: Colonial Marines usually come from Earth, however a sizable minority have been born and raised in the Colonies, and this number continues to grow. First a PC must determine whether he/she was born on Earth or one of the colonies: Table 1: Roll 1d100 01-70 Character was born on Earth. Go to

table 2. 71-85 Character was born in the Sol system

but not on Earth. Go to table 3. 86-98 Character was born in the Core

Systems. Go to table 4. 99-00 Character was born on one of the

Inner Colonies. Discuss with GM. Table 2: Earth (Roll 1d100) 01-10 Islamic Holy Republic 11-20 Japan 21-40 United Americas 41-55 Russian Republic 56-70 European Federation 71-85 Union of Peogressive Peoples 86-95 Australian Territories 96-00 Central African Bloc

Table 3: Sol System (Roll 1d100) 01-15 Luna, Earth’s moon colony.

Population 10 million 16-21 Olympus Space Station.

Population 0.15 million 21-70 Mars.

Population 100 million 71-90 Titan.

Population 4.7 million 91-00 Europa.

Population 0.85 million Table 4: Core Systems (Roll 1d100) 01-50 Alpha Centauri

(New Earth or Helada) 51-70 Beta Ceti

(Fletcher-Christian) 71-85 82 Eridani

(Chiron) 86-00 Tau Ceti

(Langerov or Tikonov)

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Cthulhu Rising Character Generation 8

APPENDIX B: COLONIAL MARINE CORPS RANK, STANDARD EQUIPMENT AND PAY UECMC/UEASF Field Ranks

Division

UECMC Rank

UEASF Rank

Pay/Month

Enlisted Men Private Aerotech E$200 Private First Class Aerotech E$225Non-Commissioned Officers Lance Corporal Aerotech First Class E$250 Corporal Senior Aerotech E$300 Sergeant Sergeant E$400 Staff Sergeant Staff Sergeant E$450 Gunnery Sergeant Technical Sergeant E$500 Master Sergeant First Sergeant E$750Warrant Officers Warrant Officer Warrant Officer E$750 Chief Warrant Officer Chief Warrant Officer E$800Commissioned Officers 2nd. Lieutenant Pilot Officer E$1000 1st. Lieutenant Flight Officer E$1500 Captain Captain E$2000 Major Major E$3000 Lt. Colonel Lt. Colonel E$4000 Colonel Colonel E$5000

Standard Issue Kit: Although the UECM are assigned to missions of a widely differing nature on a regular basis, the following is the standard kit that they are issued. This can vary, however, depending on the operation. Infantry Kit Utility Fatigues, BDUs M3 Combat Armour (8AP) Bed Roll (1 kg) Canteen (1 kg) Entrenching/Utility Tool (1 kg) MedKit (0.5 kg) 6x Flares (0.5 kg) Individual Marine Pack (IMP); metal frame backpack (1 kg) 4x HE Hand Grenades (1 kg) Knife (0.5 kg) Mess Kit (0.5 kg) 7x days M Rations (2.5 kg) IR Poncho (0.25 kg) M11P Automatic Pistol w/5 magazines M29 Assault Rifle w/2 magazines 4x HE Rifle grenades Short range tac comlink Rebreather/Respirator AeroSpace Pilot Kit Flight Fatigues and G-Suit M3 Combat Armour (8AP) or Vacc Suit (4AP) Canteen (1 kg) MedKit (0.5 kg, only with First Aid Skill) Bed Roll (1 kg) 6x Flares (0.5 kg) Knife (0.5 kg) Mess Kit (0.5 kg) 7x Days Rations (2.5 kg)

M11P Automatic Pistol w/5 magazines M414 LMG w/5 magazines Officer Kit Utility Fatigues (UECMC Officers) or Flight Fatigues and G-Suit (UEASF Officers) Flak Vest and Helmet (4AP) or M3 Combat Armour (8AP) Canteen (1 kg) MedKit 6x Flares (0.5 kg) Knife (0.5 kg) Mess Kit (0.5 kg) 7x Days Rations (2.5 kg) M11P Automatic Pistol w/5 magazines E399 Phased Plasma Pulse Rifle The Marine can allocate his equipment in three ways: Combat, Non-Combat, and Other. Combat equipment is what the Marine will take with him into a firefight. Any equipment to be left in a transport or on-site base before going into a possible combat zone, is noted as Non-Combat Equipment. Any other items (including personal items) which may be left on board the space transport or at a divisional base are noted as Other Equipment. Keep in mind that weaponry and equipment are only issued during a mission. If a large amount of equipment is destroyed or lost during a mission due to a character, an inquiry is held. If the character's reasons are deemed inadequate the cost of a new item or items is deducted from his pay.

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23rd CENTURY COSTS AND EQUIPMENT: EQUIPMENT CATEGORIES: Prices given below are standard prices – the Keeper may apply modifiers depending on availability. For example, on agricultural worlds where most of the economy is devoted to intensive agriculture, most manufactured goods are imported and therefore more expensive than normal. ARMOUR: ITEM PRICE (E$) Personal Body Armour E$300 Riot Armour E$1500 Combat Armour* E$10,000 Battle Armour* E$30,000 Powered Armour Suit* E$50,000 *Certain types of armour are either restricted to Investigators who have chosen the Police Officer or Soldier Occupation, or strictly military issue only, and can only be obtained on the Black Market. CLOTHING, MEN’S: ITEM PRICE (E$) Tailored made to measure suit E$800+ Expensive off the peg suit E$500 Standard off the peg suit E$300 Cheap off the peg suit E$150 Designer casual clothes E$300 Decent casual clothes E$150 Cheap casual clothes E$50 CLOTHING, WOMEN’S: ITEM PRICE (E$) Tailored evening wear E$1000+ Designer evening wear E$750 Standard evening wear E$300 Cheap evening wear E$150 Designer casual clothes E$500 Decent casual clothes E$150 Cheap casual clothes E$50 COMMUNICATION: ITEM PRICE (E$) FedNet Account E$10-100/pm Link (Phone meets PDA) E$30 Tactical ComLink E$200 Medium Range ComLink E$500 Long Range ComLink E$750 Portable SATCOM unit* E$5000 Laser ComLink E$300 Translator E$1500 *SATCOM units are strictly military issue only, and can only be obtained on the Black Market.

ELECTRONICS: ITEM PRICE (E$) Data Crystal E$50 Data Recorder E$30 Digital camera E$50-1000 Home Entertainment Portal E$500-5000 Laptop, average E$300 Laptop, expensive E$500 Palmtop, average E$500 Palmtop, expensive E$800 Server Farm E$3000 Wireless Alarm System E$300 FOOD AND ACCOMMODATION: ITEM PRICE (E$) House (rent, per year) E$16,000 Apartment (rent, per week) E$200 One room apartment w/kitchen (rent, per week)

E$150

Meals (decent, with tip): Breakfast E$5 Lunch E$10 Dinner E$25 MEDICAL EQUIPMENT: ITEM PRICE (E$) Simple First Aid Kit E$30 Medkit E$50 Advanced Medical Kit E$250 Folding Stretcher E$50 Emergency Burn Kit E$150 SPF 100 Sunscreen E$5 Insect Repellent (large) E$10 TRAVEL AND SURVIVAL GEAR: Protective Clothing & Accessories: ITEM PRICE (E$) CO2 Gun E$150 Compression Suit E$1000 Filter/Respirator E$50 Hostile Environment Suit E$1500 Life Support Unit E$1000 Magnetic Grips E$100 Mask, Filter E$10

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Mask, Respirator E$25 Suit Patches (pack of x20) E$20 Thruster Pack E$500 Vacuum Suit, Standard E$1500 Vacuum Suit, Work E$2000 Protective Shelters: ITEM PRICE (E$) Tent (4 person) E$25 Pressure Tent (4 person) E$175 Prefabricated Cabin (8 person) E$3000 Base, Advanced (12 person) E$10,000 Rescue Ball E$150 Personal Re-entry Vehicle E$15,000 Grav Chute E$10,000 Visibility Enhancement: ITEM PRICE (E$) Chemical Lantern E$15 Electro binoculars E$50 Halogen spotlight E$25 IR Goggles E$100 IR Spotlight E$75 Night Vision Goggles E$100 Thermal Imaging Camera E$300 Torch E$5 Miscellaneous Survival Equipment: ITEM PRICE (E$) Arctic Survival Kit E$50 Climbing Pitons (x24) E$75 Climbing Hammer E$25 Compass E$10 Cooking Laser E$10 Desert Survival Kit E$50 Dye Pistol E$50 Emergency Beacon E$100-300 Fusion Generator E$500 Fusion Still E$250 Individual Military Pack E$45 Inertial Tracker E$25 Locater Device E$10 Machete E$25 Nylon Water bag (10L) E$5 Power Cell E$15 Rations, luxury, 1 week E$50 Rations, standard, 1 week E$25 Rocket Pitons (x12) E$150 Rope 10.5mm x 100m E$50 Solar Vaporator E$300 Tarpaulin E$5 Thermal Canteen (1L) E$5 Thermal Sleeping Bag E$10 Water Purification Kit E$10 TOOLS: ITEM PRICE (E$) Demolitions Tool Kit* E$ neg Electronics Tool Kit E$50 Mechanical Took Kit E$150

*Strictly military issue only, and can only be obtained on the Black Market. TRANSPORT: Interplanetary and interstellar travel is still an expensive business. Most people who travel are either company employees, military personnel or government staff. Some examples of prices are given below, but the Keeper can change this at his/her discretion. ITEM PRICE (E$) Earth to LEO (Low Earth Orbit) shuttle service (daily flights)

E$100-300

Earth/Mars Express (weekly LEO – LMO service)

E$1000-3000

1 Parsec Interstellar journey: (monthly service usually)

Core Systems E$10,000+ Outer Colonies * Outer Rim Territories * *There are no commercial passenger services out beyond the Core Systems. Travellers must negotiate their own ticket prices. HARDWARE: ITEM PRICE (E$) Combat Knife E$25 Sword E$100 Chainsaw E$300 Vibro-Blade E$450 Automatic Pistol E$750 TASER Pistol E$800 Shotgun E$800 SMG E$1500 Combat Rifle E$1750 Assault Rifle* E$2500 Gauss Rifle* E$5,000 *Strictly military issue only, and can only be obtained on the Black Market. Energy weapons and above are rarely available, and are allowed only at the discretion of the Keeper. AMMUNITION: ITEM PRICE (E$) 10mm light AP (box of 500) E$125 10mm HEAP (box of 100) E$100 20mm HE (box of 100) E$250 TASER darts (box of 25) E$50 10mm light AP M95 magazine E$25 10mm HEAP M15 magazine E$25 20mm HE M10 magazine E$50 10mm light AP M200 drum E$100 10mm light AP M16 magazine E$25 TASER pistol magazine E$25

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EQUIPMENT DESCRIPTIONS: Note: if a description does not seem necessary, it won’t be included below. ARMOUR: Armour: There are five standard armour types issued to security and military units in the 23rd Century as follows: 1. Personal Body Armour: Favoured by personal security guards and undercover officers, flak armour consists of ballistic nylon with strategic Kevlar plating covering the chest and abdomen. A helm is sometimes also worn. Protects for 4AP. Enc: 3.0kg. 2. Riot Armour: Worn by local police and security forces, riot armour consists of an armoured bodysuit made up of thin layers of ballistic nylon with Kevlar plating which protects the wearer for 6AP. Enc: 5.0kg 3. Combat Armour: A military issue armoured bodysuit worn in conjunction with either combat dress utilities (CDUs), or a Compression Suit (see later), combat armour is the standard armour worn by infantry soldiers from all the nations of Earth, as well as the Colonial Marine Corps, Colonial Administration Security Force corporate and private mercenary units. Combat Armour offers the option of 100% oxygen supply for low pressure use (in combination with a Compression Suit) or air at normal pressures. A combination of Kevlar and plasteel plating with an ablative coating for extra protection against energy weapons protects the wearer for 8AP. Standard Accessories: tactical audio and video comlink (150 km range), polarized visor with integral night vision capability, HUD, and lights. Enc: 8.0kg. 4. Battle Armour: Essentially a military issue armoured space suit, Battle Armour protects the soldier against the cold vacuum of space and against nuclear, biological and chemical contaminants. Like a standard space suit, it consists of an inner thermal regulation garment and two outer layers of tight fitting elastic fabric with an

airtight covering to compress the wearer's body against the effects of low pressure. Battle Armour has special coolant pods which mask heat signature and it’s molecular bonded titanium-duralloy armour plates combined with plasteel protect for 10AP. Standard Accessories: air supply for 24 hours, rebreather, waste-relief system, water and concentrated food system with rations for one day (not tasty, but very nutritional), polarized visor with integral night vision capability, HUD with multi-view televiewer, two helmet lights, built-in computer, tactical comlink (300km range), CO2 gun (see later). Optional Accessories: thruster pack (see later), Enc: 12.0kg. 5. Powered Armour Suit: The ultimate in personal protection, this is an advanced and powered version of Battle Armour. Constructed from diffusion-bonded metal matrix composites (MMC), the Powered Armour Suit enhances the strength and senses of the marine with variable feedback personal controls, servo-powered limbs, thruster pack, built in weaponry, and various kinds of electronic assistance. The marine is effectively doubled in STR and has unlimited Enc. For encumbrance purposes. The Powered Armour Suit protects for 12AP. Standard Accessories: air supply for 48 hours, rebreather, waste-relief system, water and concentrated food system with rations for 2 days (not tasty, but very nutritional), polarized visor with integral night vision capability, HUD with multi-view televiewer, two helmet lights, built-in computer, comlink (3000km range), CO2 gun (see later), high output power supply for running power tools, weapons and standard suit equipment. Optional Accessories: Powered Armour can mount either 2x squad support weapons or 1 platoon support weapon. Enc: Neg. when worn, otherwise 50kg. Other points regarding armour: each time armour is breached by a damage roll equal to double the armour rating or more, the armour has lost some of it’s protective capability (-1AP). Every suit has a standard supply of at least ten emergency patches. Any damage that

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penetrates the suit must be patched immediately. This requires three seconds and a Vacc Suit skill roll. If the first attempt fails, each further attempt is at a cumulative –5%. Every three seconds means a loss of 10% of the suits air. COMMUNICATION: FedNet Account: The Federal Network, or FedNet, is the collective term for the technology behind the wirelessly-networked, ubiquitously-connected urban environment of the 23rd century. FedNet provides entertainment in the form of over a thousand digital television and radio channels, information in the form of the Interstellar Web (ISW), communications access for Personal ComLinks etc. Every tax-paying citizen of the United Earth Federation has at least a basic FedNet package. Extra services can be ‘bolted on’ for a higher subscription fee. Link: Combining the functionality of a cellphone and PDA, Links come in all shapes and sizes, but essentially do the same job: they provide mobile communications and access to FedNet. FedNet guarantees 98% coverage on Earth and most Alpha colonies. Enc: 0.1kg. ComLink: The three standard ComLink types available are as follows: • Tactical ComLink: Headset device with

max range of 1km. Electronic scrambler/ descramber comes as standard.

• Medium Range ComLink: Belt mounted or sling carried communicator capable of up to 100km range. Enc: 1.5kg.

• Long Range ComLink: Sling carried communicator capable of ranges up to 500km and contact with ships/comm satellites in low planetary orbit. Includes Global Positioning System. Enc: 2.5kg.

• SATCOM Uplink: Backpack mounted device capable of ranges up to 5000km and contact with ships/comm satellites in high planetary orbit. Includes Global Positioning System. Enc: 5.0kg.

Laser ComLink: Directional ComLink used for direct line of site communications between military units, or for designated targets for laser guided weapons.

Translator: A hybrid bio-silicon computer worn in the ear, the Translator enables the wearer to hear a simultaneous translation of anything anyone says, no matter which language they are talking in. The Translator comes with more than 100 of the most common languages of the world already loaded, and is reported to be 98% accurate under most conditions. Enc: Neg. ELECTRONICS: Data Crystal: Data Crystals are the primary data storage unit in use in the 23rd century. Information is stored by actually altering the physical form of the crystal on a molecular level, using a complex holographic data pattern that bends and distorts light to reproduce images and information in mathematical form. Data Crystals have a data storage capacity of just under a terabyte, with a data transfer rate of 1.5 gigabytes per second. Enc: 0.1kg Data Recorder: Handheld device that when connected to a computer’s digital disk can burn data onto data-crystal at a rate of 1.2gb/per second. Enc: 0.1kg Digital camera: Coming in all shapes and sizes, crammed with features, most digital cameras have full DV/still frame functionality. Enc: 0.1 - 1.0kg Laptops and Palmtops: By the 23rd century there is very little difference in processing power between the laptop and palmtop computer. The main difference is merely in size, weight, screen resolution, data storage size etc. Average computers confer no benefits. Expensive computers usually confer a skill bonus of between 5-25% (Keepers discretion) to users with a Computer Operation skill of 75% or above, and usually cut down the processing time required to perform certain tasks. Enc: Laptop: / Palmtop: Portal: The ultimate development of the multimedia home computer, Portals have replaced most other home entertainment devices. A standard Portal comes complete with a wall-mounted screen (size varies with model, but usually at

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least 1m2), glove-controls, and access to most of the basic FedNet online services. More advanced (and consequently more expensive) models have their own AI Avatar and HoloVision projectors, allowing voice activated commands and 3D entertainment. Enc: Non-portable. MEDICAL EQUIPMENT: Medkit: This contains 1 dose of sedative painkiller; 1 dose of antibiotics; field dressings etc. When used in conjunction with First Aid, it can heal 1d3 HP (location and total). Enc: 0.5kg. Advanced Medical Kit: Issued to Paramedics and Doctors on missions away from hospital facilities, the AMK includes emergency field surgery kit; whole blood units; a small supply of medical drugs (including 5x does of Combat drug, 10x doses of Medical Fast Drug, 5x doses of Slow Drug, 20x Stimpacks, 5x doses of Super Adrenaline, 10x doses of Anti-Radiation drug, 5x doses of Anti-Venom, antibiotics); tissue knitter (can repair severed/maimed limb at a rate of 1HP/hour); diagnostic medical computer etc. Enc: 8.0kg. Medical drugs that are available are listed below: • Anagathics: These are drugs which

counteract the aging process. Taken regularly they can extend life expectancy well beyond the norm. Anagathics are rare and very expensive.

• Anti-Radiation Drug: the anti-radiation drug counteracts the effects of radiation sickness. Each dose lasts 12 hours and allows all rolls vs STR/CON loss to start 1 multiplier higher. Example, a CONx4% roll become a CONx5% roll.

• Anti-Venom: Counteracts the effects of poisons and toxins in the bloodstream. Each dose heals 2d6 HP worth of damage caused by poisoning.

• Combat Drug: Used by the military usually prior to combat, this drug increases both STR and CON by a factor of 2. The effect takes place 2MR after being taken and lasts for CON in MR. When the effect wears off, the user takes 1d3 damage.

• Emotion Buffer: Each dose of the drug lasts 30+3D10 minutes. While the drug is in effect, any SAN loss the Character experiences is treated as it were half of

what it actually is (round up). The Character deducts the full SAN loss from his total, however.

• Emotion Inhibitor: Each dose of the drug lasts 30+3D10 minutes. While the drug is in effect, it is impossible for the Character to go insane, unless their SAN is reduced to zero. However, the Character deducts the full SAN loss from her total. The drug inhibits emotions, meaning an individual under its influence will be incapable of emotional reactions. To an individual under the influence of the drug, emotional ties (such as love and friendship) will seem meaningless. The individual will also be incapable of negative emotions, like hatred or rage. Despite the lack of emotions, the individual will still be able to take action as her memory and reasoning abilities will be unimpaired. Another serious side effect is that the experience of the drug is terribly disturbing to individuals. Once the drug wears off, the individual suffers -1D4 SAN.

• Fast Drug: This drug accelerates the user’s metabolism. The drug takes 3MR to take effect and lasts for CONx2 MR and effectively doubles the users DEX while it lasts. When it wears off, the user loses all fatigue points and takes 1d3 damage.

• Medical Fast Drug: One dose of this drug causes unconsciousness for 24 hours, and the user ages the equivalent of 7 days, during which time natural healing takes place.

• Slow Drug: This drug slows down a users metabolism by a ratio of 60:1, during which time physical aging is also slowed. Interstellar travel using hypersleep technology utilises this drug’s effects.

• Stimpack: These devices auto inject genetically modified healing drugs into the body. +1 to total HP, but not to location HP.

• Super Adrenaline: Gives a temporary boost to the PCs health. +1d6 total HP and +3 CON for the PCs normal CON rating in MR.

• Truth Drug: This drug, when used in conjunction with the Interrogation skill, compels individuals to answer questions truthfully. One dose lasts approx 10MR, after which the user falls unconscious for 20-CON hours, and takes 1d3 damage.

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PROTECTIVE CLOTHING / ACCESSORIES: CO2 Gun: A standard piece of equipment that comes with all space suits, the CO2 gun fires compressed carbon dioxide and contains a CO2 cartridge good for 20 one second bursts. CO2 guns are usually used to project grapple lines in the vacuum of space, but each burst is powerful enough to propel a object with the mass of an average human (including a human, of course) and alter its flight vector. CO2 gun are typically used in this manner only in emergencies and the heavy duty thruster packs are used for normal EVA operations requiring extensive flight. Enc: 3.0kg Compression Suit: Used for low pressure operations, the compression suit consists of an inner thermal regulation garment and two layers of elastic fabric with an airtight covering. There is no decompression period before using the compression suit. The suits take longer to put on than vacc suits, however, and provide no protection against high pressures. Usually worn in combination with Combat Armour. Enc: 4kg. Filter/Respirator: Facemask that filters out harmful contaminants such as gases and nerve toxins. Enc: neg. Hostile Environment Clothing: There are various types of these kinds of suits. Most common are: 1. Arid Weather Suit: Cover-all garment with reflective outer surface that prevents major water loss in arid conditions. The wearer is cooled through evaporation of perspiration, but a series of traps and chemical filters condenses and purifies lost body liquid and stores it as pure water in pouches within the suit. A hood, goggles and breathing mask (which traps moisture exhaled through the nose and mouth) are included. The chemical filters must be changed 1/month, at a cost of E$50. Besides keeping the wearer comfortable in sweltering conditions, the suit supplies 1 litre of water every 3 daytime hours, and 1 litre per night. Enc: 5kg.

2. Cold Weather Suit: A skin-tight, head-to-toe covering which provides protection against extreme cold. A power cell drives a network of heating filaments in the fabric. An internal thermostat allows for any apparent temperature changes, negating the effects of wind chill. The heated layer is covered by a jumpsuit which has lots of pockets for survival equipment. A typical power cell keeps the suit’s heating system active for 24 hours. Enc: 2.5kg 3. Hazardous Environment Suit: Bulky suit that protects against corrosive atmospheres. The suit is sealed, air-conditioned and has it’s own air supply (but not water). Enc: 7kg Thruster Pack: A thruster pack is essentially a personal rocket engine. It attaches to the operator’s suit and enables him to maneuver at speeds up to 150 km/hour. A thruster pack fuel tank is good for about an hour of normal activity, considerably less for high fuel consumption activities, such as using it within a gravity field (use in a 1.0g environment cuts its endurance nearly in half). A thruster pack can be used (on a low setting) as a weapon with a base chance of 35% and a damage rating of 2D6 (burn damage). Used as a weapon in this manner, it has an effective range of half a meter. Normal use of a thruster pack is governed by Low/Zero Gravity Operations skill and any character with this skill can operate a thruster pack in normal conditions. Enc: 10.0kg Space Suit: There are two standard designs of space suit available in the 23rd Century: 1. Standard Vacuum Suit (SVS): The standard vacuum suit is an environmental suit designed to protect the individual from vacuum, heat, cold, and radiation. Each suit is equipped with an environmental backpack which contains the suit’s oxygen supply, its power pack, and the environmental control system. A SVS can sustain its wearer for twelve hours, less if the wearer is engaged in stressful activities or if the environmental conditions severely tax the suit. A typical SVS offers 4AP of protection. Standard Accessories: polarized visor, comlink (500 km range), lights, CO2 gun, 200 meters of

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high strength cable (with a grappling hook one end and a strong magnet on the other), and a patch kit. Enc: 10kg/5 if worn 2. Vacuum Work Suit: (VWS): Typically used by those who spend prolonged periods working in the vacuum of space, the Vacuum Work Suit is very much like a SVS, except the suit is of heavier construction and can support its wearer for 24 hours. A typical VWS offers 6AP of protection. Standard Accessories: in addition to the equipment of a standard SVS, a VWS has a toolkit (with various tools that are specific to the operator’s mission) power pack for tools that require power, on board computers, thruster pack. Enc: 20kg/10 if worn PROTECTIVE SHELTERS: Pressure Tent: Basic shelter for 4 persons, which provides a standard atmosphere. There is no airlock – the tent must be depressurized to enter or leave. Enc: 25kg Prefabricated Cabin: Modular unpressurised quarters for 8 persons. 4x8x8m. Can be carried in the hold of a starship. Enc: 1000kg Base, Advanced: Modular, pressurized quarters for 8 persons., with airlock and atmosphere recirculating system. Can be carried in the hold of a starship. Enc: 1500kg Rescue Ball: Standard on all military vessels and on most commercial and private ships too, the rescue ball is a cylinder 5cm in diameter and 10cm long. When deployed, it forms a sphere of metal coated plastic film, 1m in diameter, which contains air sufficient to last one person for 2 hours. In the event of an explosive decompression, a rescue ball allows an individual not in a vacc suit to survive until help arrives. Enc: 5kg Personal Re-entry Vehicle: Originally designed as a means of emergency atmospheric re-entry from a crippled ship or

space station, the personal re-entry vehicle has been adopted by the military for covert missions on hostile planets. It has even become an extreme sport. The PRV consists of an inflatable hemispheric mold, a pressurized canister of ablative foam, a chemical thruster for altitude control and limited vector adjustment, and a soft landing system (usually a parachute). Enc: 10kg Grav Chute: Utilising a small suspensor field generator, the grav chute is capable of nullifying a portion of the individual’s body weight (but not provide motive power). A conventional parawing is also deployed. By altering the effective weight of the jumper, chute deployment is not necessary until a altitude of about 50m. The power cell powering the suspensor field has a life of 10 minutes once activated. Enc: 15kg VISION ENHANCEMENT: Binoculars: Incorporating IR and LI with electronic rangefinder. Enc: 1.0kg IR Goggles: Allows the wearer to see heat sources (infrared radiation). Enc: Neg Light Intensifier Goggles: Allows vision in anything less than total darkness. Enc: Neg Torch: Powerful cell powered light. 24 hrs per cell used. Can be armour mounted. Enc: 0.25kg. Chemical Lantern: Chemical light, lasts for 3 standard days continual use. Enc: 0.25kg Halogen Spot Lamp: A high-powered halogen white-light lamp. Usually as an internal battery, as well as a top-mounted carrying handle. Enc: 1.0kg

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Thermal Imaging Camera: Handheld device which may only have an effective range of 10m, but which can see through walls. Useful against animals and non-military foes, but certain types of military armour can mask it’s wearer’s IR signature. Enc: 1.5kg MISCELLANEOUS SURVIVAL EQUIPMENT: Arctic Survival Kit: Do Desert one first. Climbing Pitons: Tungsten pitons that have a small explosive charge for firing into rock. Come in cases of 24. Enc: 0.1kg per piton. Climbing Hammer: Titanium alloy hammer backed with pick head. Enc: 0.5kg. Compass: Usually included in a wristwatch. Indicates the position of magnetic north, if any exists. Enc: Neg. Cooking Laser: A low powered laser used primarily for igniting flammable materials, the Cooking Laser is a metal rod, 30cm long and 5cm wide, with controls at one end. A power cell supplies power for up to 1 month normal usage. Enc: 0.1kg Desert Survival Kit: A kit filled with a variety of items useful for surviving in arid conditions. Includes: 1 litre canteen; first aid kit; salt tablets; folding shovel; parts and directions for building a solar still; knife and sheath; signal mirror; water purification kit. The kit comes in a pack 30cmx12cmx12cm. Enc: 1.0kg Dye Pistol: Used primarily to designate Landing Zones, the dye pistol fires cartridges filled with coloured dye that can mark substantial areas of the ground. Enc: 2kg (unloaded; dye cartridge weights 0.5kg). Emergency Beacon: Combination long range comlink and signal transponder. When activated it monitors emergency search and rescue channels, and when traffic is picked up it emits a warning to

inform users that help may be at hand, and transmits a coded distress signal. Signal range is 1000km. Once activated, it operates for 30 days EST. Enc: 1.0kg Fusion Generator: Vehicle portable power generator that uses a fusion reactor to generate power using Helium-3. Weight is per 10kw of power output. Enc: 10kg Fusion Still: A bulky device that breaks water molecules free from material placed within it. Amount of water obtainable ranges fro 1% from sand to 70% from organic material like wood or plants. Percentage water obtained is on a 1-1 ratio (so 100kg sand yields 1 litre of water). The Still requires 1 hour to set up and 30 minutes to process 10kg of material. Enc: 60kg Individual Military Pack: A lightweight medium backpack that is used to carry up to 24 kg (53lbs.). Also known as "battlefield harness" or "combat webbing. Enc: Neg Inertial Tracker: Small hand held device which indicates direction and distance travelled from the starting location. Enc: 0.1kg Locater Device: Worn on the wrist, this is a small data emitter containing the marine’s vital life signs and position. Enc: neg Machete: A flat metal / polycarbon weapon with a 45cm blade. Designed for chopping dense foliage and such in the wild, but also used as a weapon on less sophisticated worlds. Enc: 1.0kg Nylon Water bag (10L): Flat packed, can contain up to 10 litres of water when filled to capacity. Enc: Neg when flat packed. Power Cell: Power cells come in all shapes and sizes. Weight below is for each kW of power contained. Enc: 0.05kg

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Rations, luxury, 1 week: Packs of fresh frozen meals supplemented by tablets containing vitamins and nutrients, that provide food enough for 7 days. Each pack is self heating using a chemical reaction, activated by pulling a tab on each mealpack. Enc: 1.5kg Rations, standard, 1 week: Packs of preserved food concentrates supplemented by tablets containing vitamins and nutrients, that provide food enough for 7 days. Tasteless. Enc: 1.5kg Rocket Pitons (x12): A pistol-grip, disposable launcher that fires a rocket-propelled, explosive-set piton. It is used to project an attached line up to 200m - a successful Climbing roll (made by the GM) means the piton is securely lodged and will support weight; a critical failure means the operator only thinks it is! Roll vs. DEXx4% to hit if used as a weapon; Damage is 1d6+2 for the stake. Comes with electric winch and clip for attaching to webbing (which then serves as a climbing harness). Enc: 3.5kg. Rope: Polypropylene fibre rope that is treated to resist mildew, rot, acids, petroleum products and most other chemicals. A standard length of rope is 10.5mm x 100m, and comes as either monofilament and multifilament. Monofilament is lighter and less bulky, but can hold only half the SIZ of a multifilament length of the same dimensions. STR: 50 / 100 Enc: 2.0kg / 4.0kg

Solar Vaporator: Device which collects water moisture from the air, especially at night. Yields are 1 litre per 8 hour night in standard / dense atmospheres; 0.5 litres per 8 hour night in thin atmospheres; 0.1 litres per 8 hour night in very thin atmospheres. Enc: 8.0kg Tarpaulin: Canvas waterproof sheet, 2m x 4m. Enc: 2.0kg Thermal Canteen (1L): A power cell in the base of this canteen allows water to be kept at a temperature controlled by an inbuilt adjustable thermostat. Power cell lasts 1 month. Enc: 1.0kg. Thermal Sleeping Bag: Utilizing the same technology as the Cold Weather Suit, a thermal sleeping bag comes with hood, and adjustable thermostat. Enc: 1.0kg Water Purification Kit Box of 250 tablets that purify contaminated water, making it safe to drink. 1 tablet will purify approximately 1 litre of water in 10 minutes. Enc: 0.2kg.

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NOTES ABOUT RARE, RESTRICTED OR ILLEGAL ITEMS: Restricted or illegal items, like certain types of weapons and armour or narcotics, can sometimes be obtained via the Black Market. Items obtained in this manner will often have a hefty price mark-up on their actual market value. See the table below. Rating:

Example: Price: Time: Streetwise:

0 Common high street goods 100% No waiting time N/A 1 Small arms; soft drugs; banned

publications; banned pornography; Prostitute outside of designated Red Light Zone

150% 24 hours (EST) -15%

2 Hard drugs; restricted military weapons up to Squad Support level; Battle Armour

175% 1 week (EST) -30%

3 Restricted military equipment up to Platoon Support level; Powered Armour; Experimental drugs

200%+ 1 month (EST) -50%

Availability Rating: Before restricted or illegal items can be obtained, the Keeper must assign the item(s) an availability rating, which affects the overall difficulty of acquiring the goods. Price: Once the availability of the item is assigned, the price mark-up above the actual market value can be seen. For example, an Investigator wanting to buy a pistol (small arm) would pay 150% of it’s actual value. At the Keeper’s discretion, the Bargain skill can be used to lower the price. Time: Goods bought on the Black Market don’t just magically appear – there is usually a time period required for the seller to ‘obtain’ said items for the Investigator. This usually ranges from 24 hours to a month. Streetwise: Once the availability rating is assigned, if the Investigator must make a Streetwise check, applying the relevant modifier. Failure indicates no such items are available at present, and they must wait until the next adventure, or until the Keeper says otherwise, before attempting another check. A Fumble indicates that during the attempt to acquire black market goods, the Investigator has come to the attention of the local branch of the Federal Law Enforcement Authority, and may have been arrested. NOTE: All types of lethal weapons are illegal on Earth and the Sol Colonies.

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CTHULHU RISING

CTHULHU RISING ADVENTURER SHEET PERSONAL INFORMATION: Name: Height: Player Name: Age: Weight: Place of Birth: MOS: Gender: Military Rank: CHARACTERISTICS Current: STR: CON: SIZ: INT: POW: DEX: APP: EDU Original: STR: CON: SIZ: INT: POW: DEX: APP: EDU SELECTED ATTRIBUTES: Damage Modifier: Move Rate: DEX SRM (Missile SRM): + SIZ SRM = MELEE SRM

SKILLS: Agility: ( ) Climb: (40) q Dodge: (05) q EVA: (00) q Jump: (25) q Swim: (15) q Throw: (25) q Unarmed Cmbt: (25) q Zero G Cmbt: (05) q Communication: ( ) Fast Talk: (05) q Instruction: (05) q Interrogation: (15) q Leader: (15) q Streetwise: (10) q Orate: (05) q Speak Languages: Own: (30) (15) (00) Knowledge: ( )

Armoury: (05) q Astronomy: (05) q Astrogation: (00) q Administration: (10) q

Computer: (15) Operation: q Programming: q Security: q Data Analysis: (25) q Demolitions: (00) q Electronics: (05) Communications: q Security: q Systems: q Engineering: (05) q Evaluate: (05) q Mechanical: (05) q Chemical Rockets: q Turbo-Ramjet: q Vehicle: q Medical: (00) First Aid: (10) q Surgery: (00) q Navigation: (05) q Occult: (05) q Pilot: (00) Aerospace: q Starcraft: q VTOL: q Powered Armor: (00) q Read/Write Language: ( )

Sciences: (05) Biology: q Chemistry: q Geology: q Physics: q Planetology (00): q Xeno-Archeology (00):q Strategy (Planetary): (05) q Survival: (05) q Tactics (small unit): (05) q Vacc Suit: (00) q Xeno-Medicine: (00) q Manipulation: ( ) Conceal: (05) q Devise: (05) q Vehicle: (05) q Perception: ( ) Fwd Observer: (05) q Listen: (25) q Recon: (05) q Scan: (25) q Search: (25) q Stealth: ( ) Hide: (10) q Sneak: (10) q

COMBAT SKILLS: (A% mod ) (P% Mod ) Weapon: SR A%: P%: Damage: Ammo:

HIT POINTS: Hit Locations: Melee Missile Location AP/HP 01-04 01-05 R Leg / 05-08 04-06 L Leg / 09-11 07-10 Abdom / 12 11-15 Chest / 13-15 16-17 R Arm / 16-18 18-19 L Arm / 19-20 20 Head /

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CTHULHU RISING

ARMOUR: ENC: EQUIPMENT: ENC:

ATTRIBUTE TALLIES + SPECIAL SKILLS: Idea Score : (INTx5%) Fatigue Points: (STR+CON) Cthulhu Mythos: (00) Luck Score: (POWx5%) Psi Points: (POW) Knowledge: (EDUx5%) SAN Points: Current Total

PSIONIC TALENTS: ( ) Telepathy: ( ) Life Detection: Telempathy: Read Surface Thoughts: Send Thoughts: Probe: Assault: Shield Clairvoyance : ( ) Sense: Clairvoyance: Clairaudience: Combined: Direction: Telekinesis: ( )

Awareness: ( ) Suspend Animation: Enhance STR: Enhance CON: Enhance DEX: Regenerate: Teleportation: ( ) Psionic Range by Talent Level: Telepathy: Clairvoyance: Telekinesis Teleport Close: 0 0 0 1 Short: 1 1 1 2 Medium: 2 1 2 3 Long: 3 2 4 3 V Long: 3 2 9 3 Distant: 4 3 - 4 V Distant: 4 3 - 4 Regional: 5 4 - 5 Continent: 5 4 - 5 Planetary: 6 4 - 5

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COMBAT REFERENCE: This section covers rules amendments to the combat system, which itself is an amalgam of the CoC and RQ combat systems. From CoC come rules relating to ranged weapons, automatic weapons etc. From RQ comes the strikerank and hit location systems. In addition to these, I have tried my best to develop a rules system relating to vehicle/spaceship combat. The results are later in this section…they are still in development and don’t quite work yet…

FIREARMS:

Firing Bursts: Fully automatic weapons can fire in bursts. For each shot fired in a burst, the A% rises by 1%. However, this modifier cannot raise an A% higher than double the skill. Roll once for all attacks against a single target. If the attack succeeds, roll to see how many shots hit the target. Only the first shot impales if an Impale is rolled. Energy weapons cannot impale. If more than one target is attacked, the PC loses one shot per extra target.. Each attack must be rolled separately in this situation. Firing a burst increases the weapon’s malfunction chance by 3%. Firing a burst from a weapon like a minigun at a closely packed group of targets allows the PC to roll 1d3+1 to see how many targets the bullets are split between. Malfunction: if this happens, roll 1d100. A result of 01-50 indicates the weapon jams, overheats, or fails in some way. Roll appropriate weapon skill or mechanical/electronics (depending on tech of weapon) to fix the weapon. This takes 1d6 rounds. If the repair roll is fumbled, the weapon is buggered until stripped (time, time). If the result of the 1d100 roll is 51 or higher, roll on the missile weapon fumble table at the end of this chapter.

Single Shots: The ROF of a weapon gives the total number of single shots a PC can squeeze of in one round. The first shot is on the PCs DEX SR, then on the PCs DEX SR+3, then DEX SR+7 (unless otherwise indicated in the weapon notes). E.g. a PC with a DEX SR of 3 would fire on SRs 3, 6 and 10, whereas a PC with a DEX SR of 2 would fire on SRs 2, 5 and then 9.

Aimed Shots: An aimed shot allows the PC to hit a specific hit location on his/her designated target. If declared during combat, the PC waits until SR10 of the combat round and then fires at ½ his/her weapon skill to hit. If a PC wishes to make an aimed shot at another time (e.g. sniper fire) the PC aims for 1MR, then fires on his/her usual SR using the above rules but with a +10% bonus to his/her skill (before halving it).

Area Effect Weapons: Certain weapons deliver explosive or burning damage. Damage delivered for such weapons is calculated as follows: Roll the weapon damage and match it against the target’s armour. If the damage overcomes the armour rating, the full rolled damage is inflicted to the target’s total HP, with damage deducted equal to half the armour rating (rounded up). If the armour succeeds, the armour protects fully, but damage is still to total HP. A Critical success protects the target from all but 1HP worth of damage.

Weapon Base Skills: Handgun (Pistol): 20% Machine Gun (SMG, SAW, Mini Gun, Smart Gun, Flamethrower):

15%

Rifle (Combat Rifle, Assault Rifle, Gauss Rifle):

10%

Heavy Weapons (Missile Launcher, Grenade Launcher, Particle Phalanx, Rail Gun):

10%

High Energy Weapons (Plasma Weapons, Fusion Gun):

10%

Shotgun: 30% Blade (Combat Knife, Dagger etc): 15% Sword: (Sword, Vibro-Blade): 10% Thrown Weapons (Grenades, rocks, etc): Equal to PCs Throw skill Gunnery (Ship/vehicle mounted weapons) 10%

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Missile Weapons Fumbles D100 Result

01-10 Lose next attack 11-20 Lose next 1d4 attacks 21-30 Lose next 1d3 melee rounds for any activity 31-40 Weapon strap breaks: lose weapon (if no weapon strap – drop weapon) 41-50 Armour compromised: roll for hit location - is destroyed next time it absorbs damage 51-60 Armour compromised: as above and lose next melee round for any activity 61-65 Fall to ground, dropping whatever was in hands at time 66-70 Vision impaired: lose 50% for all attack chances for 1d3 melee rounds 71-73 Vision blocked: cannot see for 1d3 melee rounds 74-80 Drop weapon: weapon lands 1d6 metres distant 81-85 Weapon jam irreparable: weapon useless 86-89 Hit nearest friend: do regular rolled damage. If no friend is near, apply as per entry #81-85 90-92 Hit nearest friend: do impaling damage. If no friend is near, apply as per entry #81-85 93-94 Hit nearest friend: do critical damage. If no friend is near, apply as per entry #81-85 95-98 Ammunition explosion/hit self: do maximum rolled damage. 99-00 Blow it badly. Roll 3 times on this table and apply all results

Attack Modifiers All effects are cumulative, but no matter how many negative modifiers apply, never reduce the attack chance below 05%. Positive Percentile

Effect

+25% Target helpless +20% Target surprised during non-combat

or knocked down. +10% Target surprised during combat. +10% Attacking from behind target. +10% Prepared attack (1 MR delay to

aim just right) +10% Attacking from above target. +05% Per 10 SIZ points that the target is

over 20.

Negative Percentile

Effect

-75% Target cannot be seen, or sensed in any way.

-20% Attacker has been knocked down. -10% Target moving (only applies to

missile weapon attacks). -10% Per SIZ point which target is below

SIZ 4

-10% Attacker is riding in/on a moving vehicle.

Humanoid Hit Locations: Melee: D20

Body Area Description

01-04 Right Leg RL from hip to foot 05-08 Left Leg LL from hip to foot 09-11 Abdomen Hip to just under

floating ribs 12 Chest Floating ribs to neck

and shoulders 13-15 Right Arm Entire right arm 16-18 Left Arm Entire left arm 19-20 Head Neck and head Missile: D20

Body Area Description

01-03 Right Leg RL from hip to foot 04-06 Left Leg LL from hip to foot 07-10 Abdomen Hip to just under

floating ribs 11-15 Chest Floating ribs to neck

and shoulders 16-17 Right Arm Entire right arm 18-19 Left Arm Entire left arm

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20 Head Neck and head

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VEHICLE / SHIP COMBAT: 2 things affect vehicle or ship combat: a PCs piloting/vehicle skill, and their Gunnery skill. Both can be affected by modifiers dependent upon the vehicle/ship involved, terrain, atmospheric conditions etc. A typical vehicle/ship combat round proceeds as follows:

1. Pilots choose to either close or increase range.

2. Countermeasures deployed. 3. Combat is resolved. 4. Hit locations determined. 5. Damage rolled. 6. Book keeping. 7. End of round.

1. CLOSING/INCREASING DISTANCE WITH AN ENEMY: Three possible outcomes:

1. Both pilots attempt to close range – if so the range between the two ships drops to the next level down.

2. Both pilots attempt to increase range – if so the range between the two ships rises to the next level up.

3. One pilot attempts to increase range while the other attempts to close. Both pilots must make a Pilot roll applying appropriate modifiers. If both pilots succeed, the range stays the same. If only the pilot attempting to increase the range succeeds, then the range between the two ships increases to the next level. If only the pilot attempting to close the range succeeds, then the range between the two ships drop to the next level.

Range Level Description

Close: Broadside range – anything up

to 1km Short: Close dogfighting range for

aerospace fighters – from 1km up to 5km

Medium Usual dogfighting range for aerospace fighters – up to 10km

Long 10km – 100km

Very Long 100km – 1000km Distant 1000km – 10,000km Very Distant 10,000km – 100,000km Planetary 100,000km+ 2. COUNTERMEASURES DEPLOYED: Pilots of each ship declare if they are deploying any countermeasures against enemy attack, and also if they are Evading (see under modifiers). 3. COMBAT IS RESOLVED: Gunnery rolls are made for attacking and defending ships (with appropriate modifiers). Note that seeking/homing missiles and computer controlled weapons have their own “to hit” skill, and is not affected by Gunnery.

Attack Modifiers All effects are cumulative, but no matter how many negative modifiers apply, never reduce the attack chance below 05%. Positive Percentile

Effect

+25% Target immobilised and helpless +20% Target surprised during non-

combat. +10% Target surprised during combat. +10% Attacking from target’s blind spot. +10% Prepared attack (1 MR delay to

aim just right) Negative Percentile

Effect

-75% Target cannot be seen, or sensed in any way.

-20% Attacking craft disabled in some way

-10% For every range level beyond Medium

-??% If defending craft declares that it is evading, the number by which the pilot made his/her Piloting skill check by is deducted from both the attackers and defenders Gunnery skill for that MR.

-10/20% Target has deployed basic/extensive countermeasures.

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basic/extensive countermeasures. 4. HIT LOCATIONS DETERMINED: If any weapons hit, then determine where the weapon strikes it’s target on the appropriate table below: Vehicle Hit Locations (1d100): 01-05 Cockpit 06-10 Fuel 11-15 Ammunition 16-25 Door/Hatch 26-35 Motor 36-40 Lights 41-45 Electronics 46-56 Suspension 57-65 Transmission 66-75 Weapon 76-90 Hull (Breach) 91-96 Power Plant 96-00 Crew Aerospace Craft Hit Locations (1d100): 01-10 Cockpit 11-20 Ammunition 21-30 Computer 31-40 Electronics 41-50 Fuel 51-60 Engines 61-70 Fuselage Breach 71-80 Power Plant 81-90 Weapon 91-95 Sensors 96-00 Door/Hatch Interstellar Craft Hit Locations (1d100): 01-05 Bridge 06-10 Hypersleep chamber 11-15 Power Plant 16-25 Computer 26-35 Airlock 36-40 Crew 41-45 Electronics 46-56 Sensor Array 57-65 Hull Breach 66-75 Hangar Bay 76-80 Medical 81-85 Fuel 86-90 Engines 91-96 Star Drive 96-00 Magazine 5. DAMAGE ROLLED:

Weapon damage rolls are made. If Hull Armour Points breached, determine internal damage sustained (depending on hit location). Hull Armour Points/Structure Points: 1 HAP = 5AP / 1 SP = 10HP. Example: Sergeant Cleaver fires a M112 Headhunter missile at a AS-114 dropship. After applying modifiers, Cleaver rolls to hit and succeeds. Cleaver now rolls 1d100 to determine the hit location. he rolls a 21 – ‘computer’ – so knows that if his missile penetrates the armoured hull of the dropship, it will damage the onboard computer systems. He now rolls his damage dice. The M112 Headhunter deals 8d6 damage. Cleaver rolls 24 – which deals 24 points of damage to the dropship. A standard AS-114 has 4 HAP (4x5= 20AP) – as Cleaver’s damage exceeds the HAP, the missile penetrates the hull armour of the dropship, dealing damage to the ship’s onboard computer systems…. Results of damage exceeding HAP: When damage exceeds the armour in a hit location, consult the information below to see what happens with each successive hit. Airlock: 1. Airlock unusable. 2. Airlock destroyed. Section directly

adjacent to the airlock suffers rapid depressurisation (see rules later).

Ammunition: 1. Magazine damaged, becomes useless. 2. If HE or HEAP ammunition is carried, it

explodes, destroying the vehicle. PCs can make Luck rolls to be thrown clear taking 3d6 concussion and burn damage.

Bridge: 1. All crew on bridge take 2d6 damage. 2. Bridge is depressurised and 2d6 damage is

dealt to the crew members. See rules for depressurisation later.

3. Bridge systems destroyed and deals a further 3d6 damage to crew members in cockpit.

Cockpit:

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1. Windscreen/viewport shatters but can still be viewed through, although with a –10% penalty to vehicle rolls.

2. Cockpit is depressurised and 2d6 damage is dealt to the crew members.

3. Cockpit’s systems destroyed and deals a further 3d6 damage to crew members.

Computer: 1. Onboard computer reliant systems are

compromised. A –10% penalty is applied to all pilot/automated weapon systems.

2. Penalty increased to –25% 3. Computer systems crash – backups kick-

in with 10 minute up-time. Crew: 1. Concussion damage (roll CONx5% or

knocked out for 20-CON minutes) 2. Interior explosion causes 2d6 damage to

1d3 random crewmembers. 3. As above, but 4d6 damage.

Door/Hatch: 3. Door/hatch unusable. 4. Door/hatch destroyed, section is de-

pressurised. 5. Any crew in compartment adjacent takes

2d6 damage. Electronics: 1. Random system disabled (GMs choice):

fire control; communications; computer; active sensors; passive sensors; etc.

2. All electrical systems shut down, except for emergency backups (e.g. life support)

3. All electrical systems cut off, including emergency backups.

Engines: 1. Speed cut in half. 2. Engines disabled. Can be repaired. 3. Engines destroyed. If in space, ship

drifts – if in orbit, it begins to fall into a dive. Only a Special Pilot roll will allow ship to be crash-landed with a chance of survival of the crew/passengers.

Fuel: 1. Half fuel capacity lost. 2. Remaining fuel lost. 3. Explosion in fuel compartment, disabling

craft. Fuselage Breach: 1. Piece of random interior equipment is lost.

Hole takes 2d20 minutes to patch. 2. Half of all interior equipment not strapped

down is blown out of large breach. 1 hour to fix including exterior work. –10% to Pilot rolls.

3. Large portion of hull removed. Any in location take 3d6 damage. Section directly adjacent to the airlock suffers rapid depressurisation (see rules later). –15% to

Hangar Bay: 1. Hangar Bay suffers rapid depressurisation 2. Random craft in hangar bay is disabled. 3. Hangar Bay destroyed, along with

everything in it. Hull breach: 1. Piece of random interior equipment is lost.

Hole takes 2d20 minutes to patch. 2. Half of all interior equipment not strapped

down is blown out of large breach. 1 hour to fix including exterior work.

3. Large portion of hull removed. Any in location take 3d6 damage.

If craft is pressurised, section of ship loses pressure. Hypersleep Chamber: 1. 1d6 random hypersleep capsules are

damaged, killing anyone within. 2. A further 1d10 hypersleep capsules are

damaged. 3. Hypersleep chamber destroyed, along with

anyone in it. Lights: 1. Lights destroyed. 2. Exterior equipment destroyed. 3. Hull Breach

Magazine: 1. Magazine damaged, becomes useless. 2. If HE or HEAP ammunition is carried, it

explodes, destroying the craft. Explosions rip through the hull, PCs have 1d3 MR to escape.

Medical: 1. Anyone in medical takes 2d6 damage.

Motor: 1. Speed cut in half. 2. Motor disabled. Movement becomes im-

possible.. 3. Motor destroyed.

Power Plant: 1. Power reduced by half. 2. Power cut – emergency backups kick in

with finite amount of up-time. 3. All power lost except for 10 minutes

emergency backup. Sensor Array: 1. Random sensor array disabled (GMs

choice from those on craft sheet) 2. All active sensors disabled. 3. Sensors totally disabled.

Star Drive: 1. Star drive disabled – 24+1d20 hours to

repair. 2. Star drive disabled – beyond repair. 3. Star drive explodes, destroying section of

ship and causing a potential lethal burst of

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radiation which kills all crew (CON vs POT 12 or dead).

Suspension: 1. Speed cut in half over rough terrain. 2. Vehicle immobilised. 3. Suspension destroyed.

Transmission: 1. Speed cut in half. 2. Speed cut to one tenth. 3. Vehicle immobilised.

Weapon: 1. Weapon accuracy reduced: –10% to

Gunnery rolls. 2. Weapon jammed into fixed firing position. 3. Weapon destroyed. 2d6 damage to gunner.

6. BOOK KEEPING. 7. END OF ROUND. NOTES: Rapid Depressurisation: When a hull breach occurs on board a pressurised craft, emergency doors usually cycle shut, closing off the section from the rest of the vessel. Standard life support systems can handle a maximum of 6 repressurisations.

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EQUIPMENT: Airstrike Marker: A launcher fired drone that can be remotely guided to location of choice and programmed with airstrike orders. Enc: 5.0kg. Armour: There are five standard armour types issued to security and military units in the 23rd Century as follows: 1. Personal Body Armour: Favoured by personal security guards and undercover officers, flak armour consists of ballistic nylon with strategic Kevlar plating covering the chest and abdomen. A helm is sometimes also worn. Protects for 4AP. Enc: 3.0kg. 2. Riot Armour: Worn by local police and security forces, riot armour consists of an armoured bodysuit made up of thin layers of ballistic nylon with Kevlar plating which protects the wearer for 6AP. Enc: 5.0kg 3. Combat Armour: A military issue armoured bodysuit worn in conjunction with either combat dress utilities (CDUs), or a Compression Suit (see later), combat armour is the standard armour worn by infantry soldiers from all the nations of Earth, as well as the Colonial Marine Corps, Colonial Administration Security Force corporate and private mercenary units. Combat Armour offers the option of 100% oxygen supply for low pressure use (in combination with a Compression Suit) or air at normal pressures. A combination of Kevlar and plasteel plating with an ablative coating for extra protection against energy weapons protects the wearer for 8AP. Standard Accessories: tactical audio and video comlink (150 km range), polarized visor with integral night vision capability, HUD, and lights. Enc: 8.0kg. 4. Battle Armour: Essentially a military issue armoured space suit, Battle Armour protects the soldier against the cold vacuum of space and against nuclear, biological and chemical contaminants. Like a standard space suit, it consists of an inner thermal regulation garment and two outer

layers of tight fitting elastic fabric with an airtight covering to compress the wearer's body against the effects of low pressure. Battle Armour has special coolant pods which mask heat signature and it’s molecular bonded titanium-duralloy armour plates combined with plasteel protect for 10AP. Standard Accessories: air supply for 24 hours, rebreather, waste-relief system, water and concentrated food system with rations for one day (not tasty, but very nutritional), polarized visor with integral night vision capability, HUD with multi-view televiewer, two helmet lights, built-in computer, tactical comlink (300km range), CO2 gun (see later). Optional Accessories: thruster pack (see later), Enc: 12.0kg. 5. Powered Armour Suit: The ultimate in personal protection, this is an advanced and powered version of Battle Armour. Constructed from diffusion-bonded metal matrix composites (MMC), the Powered Armour Suit enhances the strength and senses of the marine with variable feedback personal controls, servo-powered limbs, thruster pack, built in weaponry, and various kinds of electronic assistance. The marine is effectively doubled in STR and has unlimited Enc. For encumbrance purposes. The Powered Armour Suit protects for 12AP. Standard Accessories: air supply for 48 hours, rebreather, waste-relief system, water and concentrated food system with rations for 2 days (not tasty, but very nutritional), polarized visor with integral night vision capability, HUD with multi -view televiewer, two helmet lights, built-in computer, comlink (3000km range), CO2 gun (see later), high output power supply for running power tools, weapons and standard suit equipment. Optional Accessories: Powered Armour can mount either 2x squad support weapons or 1 platoon support weapon. Enc: Neg. when worn, otherwise 50kg. Other points regarding armour: each time armour is breached by a damage roll equal to double the armour rating or more, the armour has lost some of it’s protective capability (-1AP). Every suit has a standard supply of at least ten emergency patches. Any damage

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that penetrates the suit must be patched immediately. This requires three seconds and a Vacc Suit skill roll. If the first attempt fails, each further attempt is at a cumulative –5%. Every three seconds means a loss of 10% of the suits air. Artificial Psionic Shield: Acts as a shield against psionic forces, POW10. Enc: 1.0kg. Bandoleer: A pair of suspender-like bandoleers that can hold five grenades each. A bandoleer with 10 grenades weighs 7 lbs. Grenades may explode if they take more than 4 points of damage to their top Combat Dress Utilities (CDUs): Standard issue in the UECM, CDUs are two-piece, lightweight polycotton coveralls with pockets secured by silent fasteners. The disruptive pattern of the fabric is printed in at least three colours, and the different high-temperature dyes used can absorb infrared radiation at varying frequencies, breaking up the wearer's IR signature. Canteen: Made of tough industrial plastic, and capable of holding up to 2.5 litres of liquid, the UECM canteen also has a sophisticated filtering and purifying system built into the neck. Climbing Hammer: Titanium alloy hammer backed with pick head. Enc: 0.5kg. Climbing Pitons: Tungsten pitons that have a small explosive charge for firing into rock. Come in cases of 24. Enc: 0.1kg per piton. CO2 Gun: A standard piece of equipment that comes with all space suits, the CO2 gun fires compressed carbon dioxide and contains a CO2 cartridge good for 20 one second bursts. CO2 guns are usually used to project grapple lines in the vacuum of space, but each burst is powerful enough to propel a object with the mass of an average human (including a human, of course) and alter its flight vector. CO2 gun are typically used in this manner only in emergencies and the heavy duty thruster packs are used for normal EVA operations requiring extensive flight. Comlink: The three standard Comlink types available to United Earth Colonial Marines are as follows: • Short Range Tac Comlink: Headset

device with max range of 1km. Electronic scrambler/descramber comes as standard.

• Medium Range Comlink: Belt mounted or sling carried communicator capable of up to 100km range. Enc: 1.5kg.

• Long Range Comlink: Sling carried communicator capable of ranges up to 500km and contact with ships/comm satellites in low planetary orbit. Includes Global Positioning System. Enc: 2.5kg.

• Portable Comms Uplink: Backpack mounted device capable of ranges up to 5000km and contact with ships/comm satellites in high planetary orbit. Includes Global Positioning System. Enc: 5.0kg.

Compass: usually included in watch, indicates the position of magnetic north, if any exists. Compression Suit: Used by the UECM for low pressure operations, the suit consists of an inner thermal regulation garment and two layers of elastic fabric with an airtight covering. There is no decompression period before using the compression suit. The suits take longer to put on than vacc suits, however, and provide no protection against high pressures. Usually worn in combination with Combat Armour. Enc: 4kg. Computer, Intelligence: The intelligence unit is issued to Marine Recon, Exploratory and HazEnv units. It contains data on the UECM, most Corporate armies and Colonial armies, including uniforms, weapons, commonly used tactics, vehicles etc. Also, the intelligence unit is downloaded with information pertaining directly to the mission itself; terrain, maps of towns, cities and important buildings, personal data on relevant individuals etc. The unit is armoured against small arms and impact (AP10, HP5) and is fingerprint and voiceprint locked, so only the assigned individual can access the data. It is also equipped with a small thermite bomb which will detonate if the unit is tampered with (a code must be entered before opening the unit up) or when a concealed switch is pressed, destroying the interior of the unit and thus eliminating irretrievably all data within. Enc: 1.0kg. Computer, Tactical: Laptop sized device, serves as a terminal for accessing larger LANs, and other such computer systems. Enc: 0.5kg. Data Recorder: Handheld device that when connected to a computer’s digital disk can burn data onto data-disc at a rate of 1.2gb/minute.

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Each blank disc can hold up to 10gb of information. Dye Pistol: Used primarily to designate Landing Zones, the dye pistol fires cartridges filled with coloured dye that can mark substantial areas of the ground. Enc: 2kg (unloaded; dye cartridge weights 0.5kg). Energy Armour: This harness generates a multi-phased energy field, which provides improved protection against energy weapons (in game terms +4 AP vs. energy attacks). While activated, Energy Armour drains 1 from its cell pack per MR, and +1 pt per point of damage it absorbs. Enc: 2.5kg. Environmental Suit: Pressurised suit capable of providing protection against toxins for a limited period (has 20pts of armour vs. acids, toxic waste etc, this armour depletes when damaged). Enc: 5.0kg. Flare : There are 2 types of flare issued: • Standard Flare: burns brightly for up to 10

minutes. • Rocket Flare : can be fired to a height of

500m, from where it descends, burning brightly, using a parachute.

IMP (Individual Military Pack): A lightweight medium backpack that is used to carry up to 24 kg (53lbs.). Also known as "battlefield harness" or "combat webbing Inertial Tracker: Small hand held device which indicates direction and distance travelled from the starting location. Enc: 0.1kg Locator Device: Worn on the wrist, this is a small data emitter containing the marine’s vital life signs and position. Enc: neg. Medical Supplies: The types of medical supplies issued to military units are as follows: Medkit: This contains 1 dose of sedative painkiller; 1 dose of antibiotics; field dressings etc. When used in conjunction with First Aid, it can heal 1d3 HP (location and total). Enc: 0.5kg. Advanced Medical Kit: Issued to Medical Doctors on missions away from the colony, the AMK includes emergency field surgery kit; whole blood units; a small supply of medical drugs (including 5x does of Combat drug, 10x doses of Medical Fast Drug, 5x doses of Slow Drug, 20x Stimpacks, 5x doses of Super

Adrenaline, 10x doses of Anti-Radiation drug, 5x doses of Anti-Venom, antibiotics); tissue knitter (can repair severed/mained limb at a rate of 1HP/hour); diagnostic medical computer etc. Enc: 8.0kg. Medical drugs that are available are listed below: • Anagathics: These are drugs which

counteract the aging process. Taken regularly they can extend life expectancy well beyond the norm. Anagathics are rare and very expensive.

• Anti-Radiation Drug: the anti-radiation drug counteracts the effects of radiation sickness. Each dose lasts 12 hours and allows all rolls vs STR/CON loss to start 1 multiplier higher. Example, a CONx4% roll become a CONx5% roll.

• Anti-Venom: Counteracts the effects of poisons and toxins in the bloodstream. Each dose heals 2d6 HP worth of damage caused by poisoning.

• Combat Drug: Used by the military usually prior to combat, this drug increases both STR and CON by a factor of 2. The effect takes place 2MR after being taken and lasts for CON in MR. When the effect wears off, the user takes 1d3 damage.

• Emotion Buffer: Each dose of the drug lasts 30+3D10 minutes. While the drug is in effect, any SAN loss the Character experiences is treated as it were half of what it actually is (round up). The Character deducts the full SAN loss from his total, however.

• Emotion Inhibitor: Each dose of the drug lasts 30+3D10 minutes. While the drug is in effect, it is impossible for the Character to go insane, unless their SAN is reduced to zero. However, the Character deducts the full SAN loss from her total. The drug inhibits emotions, meaning an individual under its influence will be incapable of emotional reactions. To an individual under the influence of the drug, emotional ties (such as love and friendship) will seem meaningless. The individual will also be incapable of negative emotions, like hatred or rage. Despite the lack of emotions, the individual will still be able to take action as her memory and reasoning abilities will be unimpaired. Another serious side effect is that the experience of the drug is terribly disturbing to individuals. Once the drug wears off, the individual suffers -1D4 SAN.

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• Fast Drug: This drug accelerates the user’s metabolism. The drug takes 3MR to take effect and lasts for CONx2 MR and effectively doubles the users DEX while it lasts. When it wears off, the user loses all fatigue points and takes 1d3 damage.

• Medical Fast Drug: One dose of this drug causes unconsciousness for 24 hours, and the user ages the equivalent of 7 days, during which time natural healing takes place.

• Slow Drug: This drug slows down a users metabolism by a ratio of 60:1, during which time physical aging is also slowed. Interstellar travel using hypersleep technology utilises this drug’s effects.

• Stimpack: These devices auto inject genetically modified healing drugs into the body. +1 to total HP, but not to location HP.

• Super Adrenaline: Gives a temporary boost to the PCs health. +1d6 total HP and +3 CON for the PCs normal CON rating in MR.

• Truth Drug: This drug, when used in conjunction with the Interrogation skill, compels individuals to answer questions truthfully. One dose lasts approx 10MR, after which the user falls unconscious for 20-CON hours, and takes 1d3 damage.

Rations: When on active duty, United Earth Colonial Marines are issued with M-Rations – packs of preserved food concentrates supplemented by tablets containing vitamins etc. A standard M-Pack can provide food enough for 7 days. Enc: 1.5kg. Respirator: Facemask that filters out harmful contaminants such as gases and nerve toxins. Enc: neg. Rocket Piton: A pistol-grip, disposable launcher that fires a rocket-propelled, explosive-set piton. It is used to project an attached line up to 200m - a successful Climbing roll (made by the GM) means the piton is securely lodged and will support weight; a critical failure means the operator only thinks it is! Roll vs. DEXx4% to hit if used as a weapon; Damage is 1d6+2 for the stake. Comes with electric winch and clip for attaching to webbing (which then serves as a climbing harness). Enc: 3.5kg. Scanner: Hand held device that can scan across various spectrums of electromagnetic radiation, biological, and chemical. Enc: 5.0kg.

Space Suit: There are two standard designs of space suit available in the 23rd Century: 1. Standard Vacuum Suit (SVS): The standard vacuum suit is an environmental suit designed to protect the individual from vacuum, heat, cold, and radiation. Each suit is equipped with an environmental backpack which contains the suit’s oxygen supply, its power pack, and the environmental control system. A SVS can sustain its wearer for twelve hours, less if the wearer is engaged in stressful activities or if the environmental conditions severely tax the suit. A typical SVS offers 4AP of protection. Standard Accessories : polarized visor, comlink (500 km range), lights, CO2 gun, 200 meters of high strength cable (with a grappling hook one end and a strong magnet on the other), and a patch kit. Enc: 10kg/5 if worn 2. Vacuum Work Suit: (VWS): Typically used by those who spend prolonged periods working in the vacuum of space, the Vacuum Work Suit is very much like a SVS, except the suit is of heavier construction and can support its wearer for 24 hours. A typical VWS offers 6AP of protection. Standard Accessories : in addition to the equipment of a standard SVS, a VWS has a toolkit (with various tools that are specific to the operator’s mission) power pack for tools that require power, on board computers, thruster pack. Enc: 20kg/10 if worn Thruster Pack: A thruster pack is essentially a personal rocket engine. It attaches to the operator’s suit and enables him to maneuver at speeds up to 150 km/hour. A thruster pack fuel tank is good for about an hour of normal activity, considerably less for high fuel consumption activities, such as using it within a gravity field (use in a 1.0g environment cuts its endurance nearly in half). A thruster pack can be used (on a low setting) as a weapon with a base chance of 35% and a damage rating of 2D6 (burn damage). Used as a weapon in this manner, it has an effective range of half a meter. Normal use of a thruster pack is governed by Low/Zero Gravity Operations skill and any character with this skill can operate a thruster pack in normal conditions. Enc: 10.0kg

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Tools: • Comm Tech Kit: This kit contains

everything needed to make electronic repairs and bypasses, as well as a small diagnostic computer. It comes in its own carrying case, which can be slung over one shoulder. Enc: 5.0kg.

• Mechanical Tool Set: Basic tools needed to repair and alter mechanical devices. Enc: 10kg.

• Demolitions Tool Kit: Issued to UECM Combat Engineers. Contains: 10x 0.5kg blocks of PLASTEX high explosive, plus 10 multi-detonators, fuses and two small radio command units (range 10km). Each multi-detonator can function as a radio command trigger or a combination contact/delay trigger. Enc: 10kg.

Vision Aids: • Binoculars: incorporating IR and LI with

electronic rangefinder. Enc: 1.0kg. • IR Goggles: Allows the wearer to see heat

sources (infrared radiation). • Light Intensifier Goggles: Allows vision

in anything less than total darkness.

• Torch: Powerful cell powered light. 24 hrs per cell used. Can be armour mounted. Enc: 0.25kg.

• Cold Light Lantern: Chemical light, lasts for 3 standard days continual use.

• TNR Shoulder Lamp: A high-powered halogen white-light lamp mounted on a shoulder bracket of M3 UECM body armour. The TNR lamp also has an internal battery, as well as a top-mounted carrying handle.

• Thermal Imaging Camera: Handheld device which may only have an effective range of 10m, but which can see through walls. Useful against animals and non-military foes, but certain types of military armour can mask it’s wearer’s IR signature.

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PSIONICS: Introduction: The powers of the mind are incredible. In the time of Cthulhu Rising, natural evolution has created certain individuals with a certain genetic makeup develop latent mind powers, or Psionics. These people are regulated by PsiCorps, the Quasi-Governmental Organisation devoted to helping these individuals harness and use these powers for the benefit of the United Earth Colonial. Once an individual displays latent psionic ability, they are taken to a PsiCorps testing centre, where their psionic potential is measured. Most PsiCorps operatives work in civilian organisations, such as with the police, government, large corporations etc. However, PsiCorps has a unit attached to the United Earth Military. Psionics, or Psykers as they are known to the UECM, are attached to operational units on a regular basis. It is common knowledge that companies such as GeneSys and Threshhold Unlimited, research ways of boosting psionic ability through the manipulation of Genes, and the development of designer drugs. The Psionic Player Character: With Cthulhu Rising having a broadly military focus, most PCs with Psionic ability will be members of the military cadre of PsiCorps, attached to UECM missions as needed. Members of PsiCorps Military undergo basic UECM training, but instead of choosing an MOS, they gain their Psionic Ability and a different set of speciality skills to choose from. See the Character Generation chapter for full details. Chance of Psionic Ability: The base chance of an individual having Psionic ability is POWx1%. Starting Talents and Levels: PC may split their POW between up to 3 Talents. Must Roll POWx5% to gain a Talent (apart from first choice, which is automatic). Level capable of is equal to the Psionic’s POW/2.

Ability Scores: Once an individual has established his/her starting Talents and Levels, they have a base chance of POWx1% in each ability. PsiCorps training means PC gets INTx10 to allocate as percentiles between the abilities associated with their chosen Talents. All the abilities do not have to have points given to them, but points undistributed are lost. No skill can start at higher than 75% (including stat bonuses). Psi Points (PP): Equal to POW stat. These can be augmented by drugs, as explained below. Recovery: expended Psi Points are recovered at a rate of 1d6 per hour. Psionic Booster Drugs: Psi Booster: Basic Psi drug, available in small 1 dose auto-injectors. Booster increases an individuals available Psi Points by +1d8 if taken when PP are at full strength, or +1d6 if PP are at a reduced level. Additional doses of the drug are ineffectual if taken within an hour of the last does. The drug induced PP will wane and disappear at the end of 1 hour. Super Psi Booster: A more potent form of the Booster drug, also administered via small 1 dose auto-injectors. Increases PP by +2d8 if taken when PP are at full strength, or +2d6 if PP are at a reduced level. Rules for duration and additional doses same as for Psi Booster. Note: No Psi drug can increase an individual’s PP beyond double their normal PP maximum. Pitfalls: The abuse of Psi drugs can lead to the loss of Psionic powers and to physical debilitation. If a PC takes more than 3 doses in any 24 hour period, there is a chance (roll POWx3% to avoid) that drug overdose will occur 6 hours of the last dose. If overdose occurs, the PC lapses into unconsciousness and takes 1d6 HP damage. POW is reduced by 1d3.

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PSIONIC TALENTS: Telepathy: Telepathy is the ability to contact other minds directly. In rudimentary forms, it allows the communication of feelings and emotions; in advanced forms, it allows the transfer of information. There are several levels of telepathy, which depend on the psionic strength and experience of the user. Life Detection: The most elementary form of telepathy is the ability to detect the presence of other minds. The PC with this ability can sense the presence of other minds, the number of minds present, the general type of minds (animal, human etc.) and their approximate location. Life Detection is a Level 1 ability, requiring 1PP to perform (plus any additional for range). Activity may last for up to 60 seconds. Shielded minds are undetectable. Telempathy: The communication of basic feelings and emotions. This ability serves well in the handling of animals. Emotions of others can be read using Telempathy. Telempathy is a L2 ability and requires 1PP to perform (plus range costs). Activity may last for up to 60 seconds. Read Surface Thoughts: The most commonly known feature of Telepathy. Only active, current thoughts are read by this ability, with the subject (if themselves not a Telepath) unaware of the activity. Shielded individuals may not be read in this fashion. This ability is L4 and requires 2PP to perform (plus range costs). Activity may last for up to 60 seconds. Send Thoughts: Complementary to the above ability is the ability to send thoughts to others. Telepathic individuals are normally open to such transmissions, but may close their Shields against them if they become bothersome. A thought transmission may last up to 120 seconds. This is a L5 ability, and requires 2PP to perform, plus normal costs for range.

Probe: The application of great Psionic strength will enable a telepath to delve deep into the mind of a subject and then to read their innermost thoughts. Questioning can be used in this procedure to force the subject to divulge specific information. Lies can be easily detected by the telepath. Probe cannot be used against a shielded mind. Probe is a L8 ability, costing 8PP to perform. Probing may last up to 10 minutes. Roll POW vs POW – result on table (see insanity rules RQ) – critical success means can gain any knowledge in short time. Victim then injured and unconscious. Special = all knowledge gained, victim stunned and injured. Normal = all knowledge gained, victim stunned. Assault: Violence may be dealt by a telepath. Against and unshielded mind, the result is usually automatic unconsciousness and possible death. An unshielded victim assaulted telepathically must roll POWx1% to resist this attack. Failure means the individual is rendered unconscious immediately, and loses 2d6+6 POW (regained at a rate of 1 day). If this reduction in POW takes the stat to zero or less, the victim is killed outright, suffering massive haemorrhaging of the brain. If the individual succeeds in the roll, they are physically stunned for 1d3-1 rounds and lose 1d4 POW (regained at a rate of 1/hr). When a shielded mind is attacked, match current PP vs PP. Continue as for RuneQuest spirit combat rules. Roll POW vs POW – result on table (see insanity rules RQ) – critical success means instant death. Special = unconscious. Normal = stunned for different in PCs POW number of rounds. Assault is a L9 ability, and requires 9PP to perform. The assault takes 1 MR to occur. Shield: All telepathically capable Psionics learn how to create a mental shield, which protects the mind against unwanted telepathic interference. Such a shield is automatically active and requires no PP to maintain. Shield gives the PC +1 POW on defence rolls per 2PP over 10.

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Clairvoyance: Clairvoyance is the general talent which allows a person to sense events at some location displaced from the viewer. There are several levels of clairvoyant ability. Sense : The basic ability to sense things at some point in the distance. A PC will become aware of the most rudimentary characteristics of a location (e.g. beyond a sealed pressure door). The GM will give a basic description (e.g. “a room, containing 4 entities”). Sense is a L2 ability, and requires 1PP to perform (plus any range cost). Clairvoyance : This specific ability allows actual viewing of a situation at some displaced location. It may be performed outright, or to allow elaboration of some situation sensed. The PC must state the range at which he/she is applying the talent. This is a L5 ability, requiring 2PP to perform in addition to any range costs. Clairaudience : This ability is identical to Clairvoyance, with the exception that it allows hearing instead of seeing. Combined Clairvoyance and Clairaudience: A Psionic is capable of seeing and hearing a specific situation using this ability. It is L9 and requires 2PP to perform, in addition to any range costs. Direction: A PC may specify a location they are aware of (i.e. are familiar with) using this ability, and gain the knowledge of the approximate direction it is in. This is a L3 ability, and Pp cost is only for range. Telekinesis: Telekinesis is the talent that allows objects to be manipulated without physical contact. Telekinetic power is rated by the number of grams weight the Psionic can manipulate. Any manipulation is treated as if the person were physically handling the item, but physical danger, pain or other stimuli are not present. Telekinesis includes a limited amount of sensory awareness, sufficient to allow intelligent manipulation. See the table for details on weight allowance. Any one telekinetic feat may last up to 60 seconds. Awareness: Awareness is the Psionic talent that allows control of one’s own body. Awareness covers

a range of five possible abilities, described below. Suspend Animation: Personal body activity may be suspended for varying periods of time. A PC with awareness may enter a suspended animation state (similar to Hypersleep, but without the intrinsic danger of death) by willing themselves into it. Such a state continues for 7 days, without need for food or water, and with minimal air needs. Suspended animation may be stopped at any time by external stimulus. This is a L2 ability, and costs 3PP. Psionically Enhanced STR: Psionic strength points may be converted into physical strength points on a temporary basis. 1 PP can be converted into 1d3 STR up to a maximum of the Psionic’s current level of ability in Awareness. Psionically Enhanced STR takes effect immediately, and lasts for 1d20 minutes (determined in secret by the GM), then declines at the rate of 1 STR point per minute until normal levels are reached. This is a L4 ability. Psionically Enhanced CON: Psionic strength points may be converted into physical constitution points on a temporary basis. 1 PP can be converted into 1d3 CON up to a maximum of the Psionic’s current level of ability in Awareness. Psionically Enhanced CON takes effect immediately, and lasts for 1d20 minutes (determined in secret by the GM), then declines at the rate of 1 CON point per minute until normal levels are reached. This is a L5 ability. Psionically Enhanced DEX: Psionic strength points may be converted into physical dexterity points on a temporary basis. 1 PP can be converted into 1d3 DEX up to a maximum of the Psionic’s current level of ability in Awareness. Psionically Enhanced CON takes effect immediately, and lasts for 1d20 minutes (determined in secret by the GM), then declines at the rate of 1 DEX point per minute until normal levels are reached. This is a L6 ability. Regenerate: Wounds and injuries may be healed rapidly. Hit Points may be restored by the application of this ability, exchanging 1PP to regenerate 1HP. Healing occurs immediately (1MR). Regeneration may also be applied to growing of new limbs to replace lost ones. Regeneration is a L9 ability. Teleportation:

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Teleportation is a talent which allows effectively instantaneous movement from one point to another point, without regard to intervening matter. Such a feat can only be completed using a Slipgate Device. Psionic teleportation is limited to the movement of the Psionic’s own body and (got highly skilled Psionics) his or her clothing and equipment. teleportation calls for the range cost be paid in order to complete the ability. 1. Personal teleportation without external

materials such as clothing or equipment is a L4 ability.

2. Personal teleportation, clothed but without any personal load or weapons, is a L7 skill. A weapon of up to 1.0kg could by conceivably carried in this manner, if it were worn so as to be part of the individual’s clothing (e.g. a sheathed knife).

3. Personal teleportation, clothed and carrying a physical load and weapons equal to the Psionic’s STR in kg, is a L10 ability.

Teleportation always involves the movement of the Psionic’s body from one location to another. Independent items or other individuals may not be moved. Teleportation of matter involves certain requirements in order to be accurate, and to ensure the obedience of the laws of spatial physics.

1. Preknowledge of Destination: A Psionic must always have a mental image of his or her destination before teleporting. This mental image is acquired by personally visiting the location first having the mental image implanted in one’s mind (using telepathy) by another person who has visited the location, or by viewing the location through clairvoyance (the L5 ability, not the lesser one).

2. Energy and Momentum: On planetary surfaces, teleportation is restricted to jumps of less than regional distance. Jumps at distant range involve a chance (roll POWx5% to avoid) that the PC will stumble and fall upon arrival. Jumps at very distant range involve disorientation for a period of 20-120 seconds (2d6x10).

This restriction results from the law of conservation of momentum: on a rotating planet, two locations will have different rotational speeds and directions. A jump from a point on Terra’s equator to it’s antipode would result in a total velocity difference between the Psionic and his surroundings of over 3300kph. Changes in altitude (in effect movement to locations of differing gravitational potential) will result in potential energy changes, manifesting themselves in changes in body temperature. These changes can cause extreme fever, brain damage and even death.

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RANGE DESCRIPTION: Close: In physical contact; touching. Short: At sword or polearm point; approximately 1-5m. Medium: At pistol range; from 6-50m. Long: At rifle range; from 51-250m. Very Long: At extreme range; from 251-500m. Distant: Beyond normal contact; from 500-5000m. Very Distant: Out of sight; from 5-50km. Regional: From 50-500km. Continental: From 500-5000km. Planetary: From 5000-50,000km. PSIONIC SKILL SUMMARY: Level: Name/Description: Time Required: Cost: Telepathy:

1 Shield Constant 0 1 Life Detection 60 seconds 1+Range 2 Telempathy 60 seconds 1+Range 4 Read Surface Thoughts 60 seconds 2+Range 5 Send Thoughts 120 seconds 2+Range 8 Probe 600 seconds 8+Range 9 Assault 12 seconds (1MR) 10+Range

Clairvoyance: 2 Sense 15 seconds 1+Range 3 Direction Constant 0+Range 5 Clairvoyance 15 seconds 2+Range 5 Clairaudience 15 seconds 2+Range 9 Combined 15 seconds 2+Range

Telekinesis: 1 Move 1 gram 60 seconds 1+Range 2 Move 10 grams 60 seconds 2+Range 3 Move 100 grams 60 seconds 3+Range 5 Move 1 kilogram 60 seconds 5+Range 8 Move 10 kilograms 60 seconds 8+Range 10 Move 100 kilograms 60 seconds 10+Range

Awareness: 2 Suspended Animation 7 days 3 4 Psionically Enhanced STR 1d20 minutes 1/1d3 5 Psionically Enhanced CON 1d20 minutes 1/1d3 6 Psionically Enhanced DEX 1d20 minutes 1/1d3 9 Regenerate 60 seconds 1/HP

Teleportation: 5 Personal, unclothed - 0+Range 6 Personal, clothed - 0+Range 9 Personal, with equipment - 0+Range

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MILITARY HARDWARE:

SMALL ARMS: M11P Automatic Pistol:

The M11P is the standard sidearm of officers serving in the UEAF of 2271. It is a compact pulse-action firearm firing the standard 10mm light armour piercing round. A magazine containing 20 rounds is inserted into the pistol grip. SR: DEX; ROF: 3 shots per MR (DEX SR, then DEX+3SRs, then DEX+7SRs); Damage: 1d10 per shot; Effective Range: 50m; Weight Unloaded: 0.75kg; Ammo: 20 round magazine (0.25kg); Fail: 99. M44 TASER Pistol:

The M44 is a non-lethal weapon used by the UEAF when they need to capture a foe without causing permanent injury. Compressed nitrogen projects a charged TASER dart up to 15m at a speed of 70+ metres per second. An electrical signal transmits throughout the region where the probes make contact with the body or clothing. The result is an instant loss of the attacker’s neuromuscular control and any ability to perform coordinated action. Along with the Combat Shotgun this has become the standard sidearm of soldiers involved in covert operations, prisoner supervision, local security, riot control etc. A magazine containing 5 darts is inserted into the pistol grip. A power cell in the pistol charges the darts prior to firing.

SR: DEX; ROF: 2 shots per MR (DEX SR, then DEX+7SRs); Damage: 2d6+6 electrical damage is matched against target CON. Success indicates target is incapacitated; Effective Range: 15m; Weight Unloaded: 0.9kg; Ammo: 5 dart magazine (0.5kg); Fail: 99. Combat Shotgun:

Repeating shotgun with a 30-round drum magazine. This special-purpose weapon is used for guard duty, prisoner supervision, local security, riot control, boarding spaceships and any situation that might require the use of weapons of limited range and penetration but maximum stopping power. SR: DEX; ROF: 2 shots per MR (DEX SR, then +5SRs); Damage: Standard: 3d6 at 10m or less, 2d6 at 11m+; Baton: 1d6 + 3d6 stun damage; Effective Range: 20m; Weight Unloaded: 3kg; Ammo: 30 shell drum (0.5kg); Fail: 00. M41 Sub Machine Gun (SMG):

10mm pulse-action sub-machine gun employed as a close quarters backup weapon for UEAF specialists like flight techs and pilot techs. The M41 fires the UEAF standard 10mm caseless, explosive tipped, light armour piercing round at velocities of 680 meters per second. Although this weapon is easy to use, its light weight allows for considerable kickback that tends to push the barrel up.

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SR: DEX; ROF: 3 shots per MR (DEX SR, then +3SRs, +7SRs) or 3 bursts of 5; Damage: 1d10; Effective Range: 100m; Weight Unloaded: 2.0kg; Ammo: 50 round magazine (0.5kg); Fail: 97. M25 Combat Rifle:

A light assault rifle that fires 8mm caseless, flechette rounds. Nicknamed the ‘scattergun’ or ‘riot gun’, it is an effective close range weapon against unarmoured or animal opponents. SR: DEX; ROF: 3/MR or 3 bursts of 5 (DEX SR, then +3SRs, +7SRs); Damage: 2d4; Effective Range: 550m; Weight Unloaded: 4.5kg; Ammo: 50 round magazine (0.5kg); Fail: 98. M240 Flamethrower:

The M240 flamethrower, in use by the UEAF, is a lightweight, carbine-format flamethrower which uses pressurized, ultra-thickened napthal fuel as a base and ignited by a nozzle burner. Once a target is hit, fuel droplets will remain on the target for 2MR. However, the M240 is vulnerable to small-arms fire, as the fuel reservoir is known to explode violently when hit. Another flamethrower model is the M210, which is mounted on the right arm of some models of powered armour. SR: DEX; ROF: 3 ‘bursts’/MR; Damage: 3d4; Effective Range: 30m; Weight Unloaded: 3.5kg; Ammo fuel tank with enough pressurized, ultra-thickened napthal fuel for 20 bursts; Fail: 96.

M29 Assault Rifle:

10mm pulse-action automatic rifle which is the basic rifle of the UEAF. The M29 assault rifle fires 10mm caseless, explosive tipped, light armour piercing rounds at a velocity of about 840 meters per second. The M29 has two fire settings: four-round burst and full automatic. At full automatic, the weapon has a cyclic rate of about 900rpm. An LED display shows the amount of ammo left in the clip. An underslung 30mm grenade launcher with a four-round magazine is directly beneath the barrel of the rifle. It must be hand-loaded, and it is armed with a pump action. Once primed, it can be fired from a trigger in front of the magazine. SR: DEX; ROF: Single shot 3/MR; 3 bursts of 5; Damage: 2d6; Effective Range: 1000m; Weight Unloaded: 4.0kg; Ammo: 95 round magazine (1.5kg); Fail: 98 M42 Gauss Rifle:

The ultimate development of the assault rifle, the M42 Gauss rifle is a semi-automatic MLA (magnetic linear accelerator) rifle employed as a sniper rifle for the UEAF. The rifle is issued on a scale of one per platoon. The M42 is laid out in a bullpup configuration, the barrel free-floating and gyroscopically stabilized. Barrel options include a flash suppressor or a muzzle brake. A 10mm HEAP round is magnetically accelerated along the barrel to a velocity of 1100 meters per second. Ammunition feed is from a 15-round Match Rounds magazine located behind the thumbhole of the pistol grip. The match-standard batched M252 HEAP (High Explosive Armour Piercing) round has a maximum effective range of 1260 meters.

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SR: DEX; ROF: single shot 3/rd; Damage: 2d6+4; Effective Range: 1260m; Weight Unloaded: 3.0kg; Ammo: 15 round magazine (1.0kg); Fail: 99 SQUAD SUPPORT WEAPONS: M56 Smart Gun:

The M56 Smartgun is a lightweight squad support weapon capable of firing the standard 10mm light armour piercing cartridge and a ‘smart’ 20mm air-bursting fragmentation munition. It allows soldiers to effectively attack targets at greater ranges than the M29 Assault Rifle, and to attack targets in defilade. The weapon’s fire control system, as well as acting as a telescopic day and night sight has an integral laser range finder, which can pinpoint precise target range and movement rate. When it has locked in the range the computer relays the data to the fusing control system for the 20mm high explosive (HE) ammunition. This means that the HE shells can be timed to explode in an airburst after they have travelled the required distance. Moving targets present no problems either; the range finder adjusts and anticipates accordingly, greatly improving accuracy (+25%). The 20mm ammunition can also be programmed to detonate on impact. SR: DEX; ROF: 10mm: burst (5/10) 3/MR; 20mm: 3/MR; Damage: 10mm: 2d6; 20mm: 3d6+2; Effective Range: 1100m; Weight Unloaded: 5.5kg; Ammo: 10mm: 95 round M29 magazine; 20mm: 10 round magazine (1.5kg); Fail: 97. M90 Grenade Launcher:

The grenade launcher is useful for delivering firepower into hard to reach areas or clearing out potential ambushes. SR: DEX; ROF: 1 shot per MR; Damage: See grenades; Effective Range: 25m; Weight Unloaded: 6.0kg; Ammo: 5 round drum of 40mm grenades (1.0kg); Fail: 99. Grenades:

Cylindrical, resembling a battery in appearance, grenades are designed to be used in a grenade launcher, or as a standard hand grenade. To activate, the red plastic cap is flipped off and the nose is twisted clockwise. Standard grenades have a 5 second delay fuse. 1. Baton: These are moulded plastic designed

to be used during riot control. Baton rounds deal 1d6 physical damage plus 3d6 stun damage and cannot impale.

2. Gas Grenade: when a gas grenade explodes, it releases a fine mist of the nerve toxin N-22 that fills a 3m radius globe. Roll CON vs CON 12 or incapacitated and lose 1 CON/hr until treated.

3. HE: This is the most common 30mm round used in the grenade launcher. It explodes, showering over 300 fragments in a 3 meter area. Damage 2d6+6 to a random hit location.

4. Incendiary Grenade: when this grenade explodes, it engulfs a 3m radius globe in napalm. This does 2d6 burn damage to all victims the first round, then 1d6/rd after until the fire is put out.

5. Proximity Mines: Fired from the grenade launcher, these motion sensitive mines explode if anything above a mass of 25kg moves within 1m of it. Come complete with ability to adhere to surfaces. Stats as for standard grenade launcher.

6. Smoke Grenade: a smoke grenade deals no damage, but engulfs a 5m radius area in thick coloured smoke.

7. Starshell: This is a flare fired 200 metres into the air. It then ignites and drifts down on a parachute for 45 seconds.

8. Stun Grenade: A concussion charge. Roll CON vs intensity 12 or stunned for 1d3 rounds.

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M71 Squad Support Weapon:

The M71 Squad Support Weapon (SSW), is an individually portable, pulse action, magazine or disintegrating metallic link-belt fed, light machine gun with fixed headspace and quick change barrel feature. It has a cyclic rate of about 1000rpm. The M71 engages point targets out to 1200 metres, firing the standard 10mm light armour piercing cartridge. The M71 forms the basis of firepower for the fire team. The gunner has the option of using 95-round M29 magazines or linked ammunition from pre-loaded 200-round plastic drum magazines. The M71 comes equipped with a bipod for fixed position fire and shorter barrel option if being fired from shoulder, hip, or underarm position. SR: DEX; ROF: Burst (10) 3/MR or full automatic (20-60 MR); Damage: 2d6; Effective Range: 1200m; Weight Unloaded: 4.5kg; Ammo: 200 round drum (2.0kg) or 95 round M29 magazine (1.5kg); Fail: 97. SADAR:

Standing for ‘Shoulder-launched Active-homing Disposable Anti-tank Rocket, the SADAR is a lightweight one-shot anti-armour weapon. SR: DEX+1; ROF: 1/MR; Damage: A standard HEAP missile deals 4d6 to all in a 3m radius of explosion; Effective Range: 1000m; Weight Unloaded: 5.5kg; Ammo: 1x HEAP missile (2.5kg); Fail: 99. M202 Smart Missile Launcher:

The M202 Smart missile is a man-portable battlefield weapon in use by the UEAF. With a range of over 3000m, the M202 allows users to accurately destroy targets from extremely long ranges. Once the UEAF paints the target with the laser targeting device, the missile locks on and will rarely miss as long as the target remains painted. +25% to hit. The missile launcher is reusable. SR: DEX+2; ROF: 1/MR; Damage: A standard Smart missile deals 3d6+6 to all in a 3m radius of explosion; Effective Range: 3000m; Weight Unloaded: 6.5kg; Ammo: 1x Smart missile (3.5kg); Fail: 99. M95A1 Phased Plasma Pulse Rifle:

The Phased Plasma Pulse Rifle (P3 Rifle) fires bolts of charged helium plasma. A magazine holds a power cell and a small amount of refined helium. When the trigger is pulled, both helium and energy are siphoned off from the magazine. Helium is ionised by a 40 kilowatt mean range laser burst then a strong electrical discharge forces the plasma out of the weapon at high speeds. The plasma bolt has a muzzle velocity in excess of 8500 meters per second and organic targets struck by the bolt suffer severe kinetic impact damage from the hyper velocity impact of the bolt as well as massive collateral and thermal damage. SR: DEX; ROF: 3/MR; Damage: 2d6+2; Effective Range: 250m; Weight Unloaded: 4.5kg; Ammo: Magazine contains enough helium and power for 64 shots (0.5kg); Fail: 97. M98A1 Phased Plasma Repeater:

The ultimate development of phased plasma weapons technology is the Phased Plasma

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Repeater (PPR). The PPR is effectively a rapid fire plasma ‘chain gun’ with no spin up delay. Its high rate of fire makes the weapons incredibly effective as a squad support weapon. A magazine holds a power cell and a small amount of refined helium. When the trigger is pulled, both helium and energy are siphoned off from the magazine. Helium is ionised by a 40 kilowatt mean range laser burst and injected into one of six spinning barrels then a strong electrical discharge forces the plasma out of the weapon at high speeds. SR: DEX; ROF: 3/MR or Burst (10); Damage: 2d6+2; Effective Range: 500m; Weight Unloaded: 3.5kg; Ammo: Magazine contains enough helium and power for 256 shots; Fail: 98. M101 Phased Plasma Gun:

The Phased Plasma Gun (PPG) fires in the high kilowatt to low megawatt range, depending on the weapon's setting. The higher the setting, the fewer total rounds these weapons are capable of firing before the magazine must be replaced. Like the plasma rifle, the PPG uses a magazine containing condensed helium along with a battery to supply power. The weapon can easily burn through organic tissue, bone and metal at higher energy levels. SR: DEX; ROF: 3/MR; Damage: 2d6+2 (high Kw setting)/3d6+3 (low Mw setting); Effective Range: 300m; Weight Unloaded: 5.0kg; Ammo: Magazine contains enough helium and power for 64 shots at the high kilowatt setting, or 32 shots at the low megawatt setting (0.5kg); Fail: 96. PLATOON SUPPORT WEAPONS: M201 Fusion Gun:

Progressive development of the Phased Plasma Gun, the Fusion Gun holds the superheated plasma in a magnetic containment field before firing, until a fusion reaction takes place. The weapon’s only drawback is the firing delay. SR: DEX+2; ROF: 3/MR; Damage: 4d6+4; Effective Range: 250m; Weight Unloaded: 6.0kg; Ammo: Magazine contains enough Helium and power for 32 shots; Fail: 95 M88 Mini Gun:

The M88 mini gun is a 10mm full automatic platoon support weapon. It has a cyclic rate of about 1800rpm. The M88 has two fire setting: safe or full automatic. Ammunition is stored on a roll of continuous plastic non-disintegrating link belt in the ammunition drum. SR: DEX; ROF: Burst 20-60 per MR; Damage: 2d8; Effective Range: 1200m; Weight Unloaded: 5.5kg; Ammo: 200 round drum (2.0kg); Fail: 97. M383 Particle Phalanx Cannon:

Used mainly as a platoon support weapon, the Particle Phalanx Cannon fires a magnetically super-accelerated magnesium particle, which explodes on impact. SR: DEX+1; ROF: 1/MR; Damage: 2d8+2; Effective Range: 2500m; Weight Unloaded: 6.0kg; Ammo: 20 round magazine (1.5kg); Fail: 97.

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M112 Headhunter: The M112 Headhunter is a man-portable battlefield weapon in use by the UEAF. With a range of over 5000m, the Headhunter allows users to accurately destroy targets from extremely long ranges. The Headhunter is a 11.3kg disposable launcher, which comes with its own bipod stand and baseplate. The bipod can be set to launch the missile at any angle between horizontal and vertical. The missile itself is a small, two-stage missile with a multi-sensor seeker in the nose. The first stage clears the missile from the launcher, and the second stage fires after 1.5 seconds, accelerating the missile to speeds upwards of Mach 4.5. The warhead is just behind the missile seeker assembly, and consists of a 15cm tungsten kinetic penetrating rod surrounded by LX-28 explosive SR: DEX+2; ROF: 1/4MR; Damage: 8d6 to all in 3m radius of strike; Effective Range: 5000m; Weight: 11.3kg; Ammo: 1; Fail: 99. SAM-118 Thunderbolt Missile: The SAM-118 Thunderbolt is a long range hypervelocity missile capable of engaging aerospace craft to the limits of the stratosphere. This active homing weapon uses active and passive seekers, including radar, IR, optical, UV and jam-homing, backed by mid-course update from the ground station, to ensure the intercept, regardless of countermeasures. It’s multi-data kinetic penetrating warhead can be adjusted by the fusing mechanism into an optimum “swarm’ pattern prior to impact. This weapon is guided. SR: DEX SR+2; ROF: 1/2MR; Damage: 5d6 to all in 3m radius of strike; Effective Range: 10km; Weight: 9.3kg; Ammo: 1; Fail: 99. SAM M662 Rail Gun: The Rail Gun fires depleted uranium slugs at super high velocities. Take note of the distinctive blue corkscrew trail of smoke caused by the projectile. Excellent for taking out heavily armed opponents over distance, but it’s slow firing rate hampers its ability in close combat. SR: DEX SR+1; ROF: 1/MR; Damage: 2d10+4; Effective Range: 1500m; Weight Unloaded: 4.0kg; Ammo: magazine of 5 slugs (2.0kg) (each magazine comes complete with disposable energy pack in base); Fail: 96.

M242 Intruder: With a range of over 30km, the M242 allows UEAF to totally destroy large enemy targets from extremely long ranges. The M242 has an 18.5kg launcher, which comes with its own bipod stand and baseplate. The bipod can be set to launch the missile at any angle between horizontal and vertical. The missile itself is a small, two-stage missile based on the Headhunter design, with a multi-sensor seeker in the nose. The first stage clears the missile from the launcher, and the second stage fires after 1.5 seconds, accelerating the missile to speeds upwards of Mach 3. The warhead is just behind the missile seeker assembly, and consists of a small tactical nuclear device capable of destroying a target area with a radius of 1km around ground zero. SR: DEX+3; ROF: 1/2MR; Damage: Any personnel caught in explosion are killed; Effective Range: 30km; Weight: 18.5kg; Ammo: 1 (12kg); Fail: 99. HEAVY SUPPORT WEAPONS: M292 The M292 is the UEAFC standard artillery piece. It is a 158mm self-propelled armoured tracked vehicle weighing 38,000kg with a single 41-caliber 158mm tube. The M292 carries 78 rounds, which are autoloaded into the gun chamber and fired by hypergolic liquid binary propellants. With rapid-fire, the M292 can fire six rounds in under ten seconds, putting the sixth round in the air before the first round hits its target. SR: DEX+2; ROF: 6/MR; Damage: 10d6 to all in 5m radius of strike; Effective Range: 30km; Weight: 38000kg; Ammo: 78; Fail: 99. M402 Multiple-Launch Mortar: The M402 multiple-launch mortar (MLM) is an 80mm twin-tube launcher fed from an automatic ten-round rotary magazine. Firing each tube sequentially, all ten rounds can be volleyed in under 8 seconds. SR: DEX+2; ROF: 10 every 3MR; Damage: 8d6 to all in 5m radius of each strike; Effective Range: 5km; Weight: 15kg; Ammo: 10; Fail: 98.

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7

Multiple Launch Rocket System (MLRS): The M201 MLRS is the heaviest artillery in use by the UEAF. The MLRS is comprised of a tracked transporter carrying eight 250mm rockets in large launch bins. These rockets can deliver heavy firepower up to 120km away. SR: DEX+2; ROF: 2/MR; Damage: 12d6 to all in 5m radius of strike; Effective Range: 120km; Weight: N/A; Ammo: 64; Fail: 99. M579 Quad Gatling System: A 20mm quad gatling system mounted on an M570-series armoured chassis, the M579 quad gatling system is controlled by a highly accurate multi-spectrum sensor, and can track and defeat even hypervelocity threats up to 1,500m away by filling the sky around them with high explosive and armour piercing shells. In place of the M577 APC's forward gun cupola, the M579 has a quad vertical launch-bin installation for the SIM-118 Hornet missile. The M579 is mainly used as an aerospace defence weapon, but has been known to be deployed against infantry formations. SR: DEX+2; ROF: Burst of 100/MR; Damage: 3d8 per round; Effective Range: 1500m; Weight: N/A; Ammo: 1000; Fail: 99. Remote Sentry Weapons System (RSWS): A remote perimeter defence weapon in use by many military organisations. It consists mainly of a tripod stand, battery pack, breech and barrel assembly, sensor array, and 500-round ammo drum. The RSWS has 360-degree fire action, and mounts a pulse-action machine gun with a cyclic rate of 1100 rpm. The RWSW sensor array is mounted above the barrel, covering a 60-

degree cone in front of the weapon. The sensing suite consists of an infrared detector, lidar, light optics, and an ultrasonic motion tracker. If set to "auto-remote", the RSWS system will scan all targets, then classify them using an Identification Friend Foe (IFF) transponder, and take appropriate action. SR: 3/6/10; ROF: Burst of 20-60/MR; Damage: 2d6 per round; Effective Range: 1500m; Weight: 7.5kg; Ammo: 500 rd drum (2.5kg); Fail: 99. M78 Lancer: The M78 Lancer is a high speed ground launched space weapon designed to destroy spacecraft and satellites in near orbit. Usually launched in clusters in order to overwhelm any spaceship point defence, the Lancer comprises a two-stage booster designed to insert an ASAT missile with a kinetic warhead into orbit. Against low orbiting targets, the Lancer ASAT payload can be inserted directly into its path; however a typical injection profile versus a geostationary target involves lofting the payload into a hohmann transfer orbit before completing a circularisation burn into geostationary orbit (GSO). For an Earth-like world, the time from ignition to transfer to GSO is some 3800 seconds. A special feature of the M78 is its low launch signature that improves the chance of first-strike surprise on an armed or manoeuvring target. The M78 is typically vehicle mounted, and requires a crew of 2. SR: DEX SR+2; ROF: 1/2MR; Damage: 10d6 to all in 5m radius of strike; Effective Range: 50km; Weight: 14.6kg; Ammo: 1; Fail: 99.

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WEAPON TABLES: SMALL ARMS: Weapon:

SR: ROF: Damage: Range: Ammo: Fail:

M11P Pistol DEX 3/MR 1d10 50m 16 99 M44 TASER Pistol DEX 2/MR 2d6+6 vs CON 15m 05 99 Shotgun DEX 2/MR 3d6 15m 30 00 1d6 30m Baton 1d6/2d6 30m 30 00 M41 SMG DEX 3/MR or 3x Bursts 1d10 100m 30 97 M25 Combat Rifle DEX 3/MR or 3x Bursts 2d4 550m 50 98 M240 Flamethrower DEX 3x ‘bursts’/MR 3d4 30m 20 96 M29 Assault Rifle DEX 3/MR or 3x Bursts 2d6 1000m 95 98 M42 Gauss Rifle DEX 3/MR 2d6+6 1260m 15 99 SQUAD SUPPORT WEAPONS: Weapon:

SR: ROF: Damage: Range: Ammo: Fail:

M56 Smart Gun DEX 10mm: single shot or burst (5/10) 3/MR; 20mm: 3/MR

10mm: 2d6; 20mm: 3d6;

1100m 10mm: 95 20mm: 10

97

M90 Grenade Launcher

DEX 1/MR Grenade 25m 5 99

M71 SSW DEX Burst (10/20) 3/MR 2d6 1200m 95/200 97 SADAR DEX+1 1/MR 3d6+6:3m radius 1000m 1 99 M202 Smart Missile DEX+2 1/2MR 4d6:3m radius 3000m 1 99 M95A1 Phased Plasma Pulse Rifle

DEX 3/MR 2d6+2 250m 64 97

M98A1 Phased Plasma Repeater

DEX 3/MR or Burst (10) 2d6+2 500m 256 98

M101 Phased Plasma Gun (PPG)

DEX 3/MR 2d6+2/3d6+3 300m 32/64 96

PLATOON SUPPORT WEAPONS: Weapon:

SR: ROF: Damage: Range: Ammo: Fail:

M88 Mini Gun DEX Burst of 20-60/MR 1d10 1200m 300 97 M201 Fusion Gun DEX+2 3/MR 4d6+4 250m 32 95 M383 Particle Phalanx DEX+1 1/MR 2d8+2 2500m 20 97 M112 Headhunter DEX+2 1/4MR 8d6:3m radius 99 SAM-118 Thunderbolt DEX+1 1/2MR 5d6:3m radius 3000m 1 99 M662 Railgun DEX+1 1/MR 2d10+4 500m 5 96 M242 Intruder DEX+3 1/2MR Special 30km 1 99 HEAVY SUPPORT WEAPONS: Weapon:

SR: ROF: Damage: Range: Ammo: Fail:

M292 DEX+2 6/MR 10d6: 5m radius 30km 78 99 M402 MLM DEX+2 10 every 3MR 8d6: 5m radius 5km 10 98 M201 MLRS DEX+2 2/MR 12d6: 5m radius 120km 64 99 M579 quad gatling system

DEX+2 Burst of 100/MR 3d8 1500m 1000 99

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9

RSWS 3 Burst of 20-60/MR 1d10 1500m 500 99 M78 Lancer DEX+2 1/2MR 10d6: 5m radius 50km 1 99 MÊLÉE WEAPONS: Weapon:

SR: ROF: Damage: Range: Ammo: Fail:

Combat Knife 3 n/a 1d4+2 n/a n/a 00 Sword 2 n/a 1d10+1 n/a n/a 00 Chainsaw 2 n/a 2d6+2 n/a n/a 00 Vibro Blade 2 n/a 4d4 n/a n/a 00 GRENADES: Weapon:

SR: ROF: Damage: Range: Ammo: Fail:

Baton DEX 1/MR 1d6/3d6 20m n/a 98 Gas DEX 1/MR CON vs POT :3m radius 20m n/a 98 HE DEX 1/MR 2d6+6 :3m radius 20m n/a 98 Incendiary DEX 1/MR 2d6 / 1d6 :3m radius 20m n/a 98 Stun DEX 1/MR CON vs POT or stunned 20m N/a 98

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The United Earth Colonial Marine Corps

Contents: 1. Introduction 2. Structure and makeup 3. Arms and Missions 4. Military Justice 5. Terminology 6. Leadership 1. Introduction: The Colonial Marine Corps was created at the same time as the ICC and the ICA. The intent was that the Colonial Marines, funded by a coalition of all the space-going Nations, would be an independent force that would resolve disputes among the Nations, and keep the peace in the Colonies as well. Each nation had its own portion of the force made up of its own citizens, but they shared equipment, training, and doctrine. They were led by the Colonial Marine Corps High Command, which included representatives from several nations. The duty of the Colonial Marine Corps is now strictly devoted to the defence of all United Earth colonies in space. Colonial Marines are now the vanguard of the UESC/ICA interstellar armed forces, responding swiftly and potently against any aggressor who should pose a threat to the security of UESC/ICA territory and ICA civilians in space, whether it be a human aggressor, intelligent extraterrestrial force, or a "pest control” situation involving primitive alien lifeforms. 2. Structure and Makeup: The Interstellar Security Act of 2201 estab-lished the Colonial Marines structure as four

combat divisions and four aerospace wings, plus the support services organic to these formations. At present the Colonial Marine Corps strength stands at 165,000 Marines. Reserve manpower stands at around 50,000, comprising a fifth division and aerospace wing. Colonial Marine Corps Infantry: UECMC doctrine stresses the need for small, autonomous infantry units capable of operating with or without higher level support on the non-linear battlefield. Given the fluid nature of battle at the small-unit level, the rifle unit must be capable of moving great distances rapidly using it's own transport, must carry its own heavy support weapons and sensors, and be able to apply great concentrations of firepower rapidly. The current organization of the Colonial Marine rifle squad and platoon reflect the ultimate development of this doctrine (see fig 1.1). The Colonial Marine Platoon: A Marine Platoon (26 Marines) has 1 platoon commander (Lieutenant), 1 android Exo. and 2 sections, A and B. Each section has its commanding sergeant, a dropship crew of 2 Marines, 1 APC driver and two squads. Each squad has two teams: Fireteam A through H. Each team has 2 Marines. The commanding sergeant of section A is second in command (2iC.), he will replace the platoon commander if the commander is killed or incapacitated. The commanding sergeant of section B is 3iC. Each squad has a squad leader at the rank of corporal. In case all superior officers and NCOs are killed or incapacitated command will fall to the corporal with the highest fireteam letter designation (from A on top down to H).

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Fig 1.1 Marine Platoon Organization

Platoon Commander (2nd Lieutenant)

Android Exo

Section A

Section B

Master Sergeant Dropship Crew (2x marines)

APC driver (1x marine) 2x Squads

Sergeant Dropship Crew (2x marines)

APC driver (1x marine) 2x Squads

1st Squad

2nd Squad 1st Squad 2nd Squad

2x Fireteams 2x Fireteams 2x Fireteams 2x Fireteams

A B C D E F G H 1x Cpl 1x Pte

1x PFC 1x Pte

1x Lcpl 1x Pte

1x PFC 1x Pte

1x Cpl 1x Pte

1x PFC 1x Pte

1x Lcpl 1x Pte

1x PFC 1x Pte

The Colonial Marine Brigade: Each platoon is one of three in a Marine Company. Three Companies (Alpha, Bravo, Charlie) form one Battalion. Three Battalions in turn form one Regiment. The Marine Infantry Regiment is part of a Marine Brigade, along with other units (Armour Battalion, APC Battalion, Battlesuit Battalion, Artillery Battalion, Air Defence Battalion, Engineer Battalion, Interface Transport Group). Two Brigades form one Marine Division. The Colonial Marine Division: The Colonial Marine Division is the largest operational unit size of the Marine Space Force. It is essentially a balanced force of combat, support and service elements. Organized around three infantry regiments, the division is especially designed to execute the orbital assault mission, and is capable of sustained surface operations. The Colonial Marine Aerospace Wing is the aerospace combat element of the Marine Space Force. Designed for aerospace support and the air mobility mission, the aerospace wing is essentially an administrative formation, since much of it's fighting strength is directly attached to the Colonial Marine division. Typically, a Marine aerospace wing operates some 300 dropships, 30 heavy -life shuttles and 100 strikeships.

Fig 1.2 ‘Victory By Wings’ Aerospace pilot uniform patch United Earth Colonial Marine Corps Aero-space Wing Command: The Colonial Marine Aerospace Wing is an administrative formation responsible for the operation of all aerospace craft within the Marine Space Force to which it is attached. Wing tasks include air superiority missions, reconnaissance, close air support, dedicated strike, forward supply, transport, casualty evacuation and search and rescue. Aerospace operations are also an integrated part of the standard Marine Infantry. A particular division is divided into three groups. Drop Groups ferry and support invading Marine Infantry. Tactical group is tasked with recon, and attack missions. Finally, the Support Group is assigned CasEvac, search and rescue, psyops, special forces insertion, and like tasks. The major workhorse of the Colonial Marine Corps is the AS-114 Cobra,' compromising a majority of all three groups.

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Colonial Marine Assault Unit: The building block of the Colonial Marine operating forces is the Marine Assault Unit, a reinforced battalion combat team designed to operate independently in areas of deep space, far from reinforcement or logistical support. The key to the MAU is it's mobility and flexibility; an MAU incorporates it's own dedicated starlift capacity, capable of deploying the entire unit swiftly to any trouble-spot planet. This starlift capacity, which varies in size according to the mission, is tasked to supply logistics for a minimum of 30 days of ground combat operations. UEASF fleet units are usually attached to the MAU to perform space control, reconnaissance and orbital bombing missions. The line strength of an MAU is formed from two to four line infantry companies. An aerospace Drop Group and some Attack Group elements accompany the infantry complement. Each line company will usually incorporate support assets which may be attached down to the line platoons, including additional UA -571 remote sentries, M402 multiple-launch fire support mortars, HIMAT anti-tank missiles and the SIM-118 Hornet and LIM-417 Phalanx Surface-to-Air Missile systems. If sufficient starlift capacity is available, an armour company of fourteen tanks may be attached to the MAU's line strength. The MAU is commanded by a headquarters platoon that co-ordinates the command, communication, intelligence and logistics functions of the unit. Attached to headquarters are a number of non-combat sub-units, including a logistics platoon, maintenance company and medical unit. Additional combat sub-units include a reconnaissance platoon, scout-sniper squad, combat engineering platoon and a heavy ordnance company which provides the battalion's heavy fire support and artillery guns, M201 multiple launch rockets, HIM-122 Lancer anti-ballistic missile systems and HIM-78 Sprint ground launched space weapons. Colonial Marine Logistics: The challenge to Marine logisticians is immense; they must approach their missions with the same aggressive execution as the infantrymen in the assault. They have finite quantities of supplies at hand, yet have to operate a 'push mode' system, anticipating the needs of the forward units and moving loads to them even before they realize the need for it. Inevitably, this can lead to wastage when

supplies are pushed forward to units who, for whatever reason, no longer need them; however, such waste is preferable to the disaster that can occur if supplies are not forwarded until after the need has arisen. Because, even in a 'hot' conflict, Colonial Marine units are often dispersed in small units across continental distances, the UECM logistic prime movers are the ubiquitous AS-114 Cobra dropship and the AS-118 ‘Python’ Heavy Transporter. In the field, the M570 all-terrain transport is the land based prime mover, with powerloaders often used on-site to offload cargoes.

Fig 1.3 UECMC ‘Death From Above’ shoulder patch 3. Arms And Missions: ERT (Emergency Rescue Team): ERT teams are exclusive to the CMC. Their charter expands beyond the normal requirements for a basic marine corps. They are needed to meet the demands of the colonies they serve. This expands beyond the need to protect their borders. Often, the CMC is called in for rescue duty, usually because they have the fastest ships with the longest range. To meet these demands, the ERT was formed. They are sent in to rescue people from a variety of conditions. Team Size: Varies. Ship Type: Usually one ship. Marines Space Force: Basically these are the main strike forces of the UECMC. Usually, sent in numbers, the MSF provide the main punch in planetary

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bombardments. They send Dropships planetside in the hundreds. Most frigates carry a full payload in troops. No scientific cargo. Each Battle Fleet is led by a Major, Colonel, or Captain. A Battalion is usually led by a General. A MSF often breaks up into its individual battle groups and sent off on smaller duties. An MSF patrols the hostile borders of Alexandria and the OA. The force includes every type of technology in the UECMC - Battlecruisers, fighters, dropships, and armour are all carried on board. Marine Space Force, Sol: 1st Colonial Marine Division 1st Marine Aerospace Wing 1st Marine Brigade 2nd Marine Aerospace Wing 2nd Colonial Marine Division 2nd Marine Brigade 2nd Colonial Support Group 3rd Marine Brigade Marine Space Force, Eridani: 3rd Colonial Marine Division 3rd Marine Aerospace Wing Marine Space Force, Herculis: 4th Colonial Marine Division 4th Marine Brigade 4th Marine Aerospace Wing 1st Colonial Support Group Team Size: 3-12 battleships in a combat group flanked by at least one Reliant Cargo Hauler per Frigate. 12-24 Combat Groups in a brigade. Ship Type: Various. Planetary Xenobiology Survey (PXS): PXS teams are usually dispatched to newly surveyed planets or newly established colonies where alien lifeforms have been discovered. They investigate possible contamination by hostile organisms. The PXS crew is mostly science, with the military only playing a supporting role in the operation of the mission. The PXS ships are comprised of 50% laboratories and 50% Defence. The PXS team commander is often a military scientist. Team Size: 50% are various scientists (mostly xenobiologists). Instead of the standard one synthetic per ship, PXS craft can have up to ten. Total crew per ship can be up to forty. Ship Type: Usually one ship, typically a Centurion or a Legionary class light cruiser. Recovery And Salvage :

Disaster still strikes in the 23rd Century. Be it a result of war, famine, disease or natural disaster on a planetary scale, someone has to pick up the pieces afterwards. If the location is still deemed too dangerous for emergency services and even CAS, then the CMC are called in. R&S is a duty no-one wants, but it is a grim reality of life in the 23rd Century. Team Size: Varies. Ground teams or large numbers of dropships. Ship Type: Dropships, Fighters, APCs. 4. Military Justice: A. Uniform Code Of Military Justice: A code that applies to all members of the uniformed services. 1. Its purpose is to ensure order and to provide a means of adjudicating infractions of the law. 2. The obedience to military law is the responsibility of every Marine. B. Punitive Article: The following list contains the descriptive title and general provisions of selected punitive articles of the UECMJ. 1. Article 86 -- Absent without leave. Any Marine who, without authority a) fails to go to hit appointed place of duty at the time prescribed; b) goes from that place or c) absents himself or remains absent from his unit, organization or place of duty at which he is required to be at the time prescribed shall be punished as his commanding officer or a court-martial may direct. 2. Article 89 -- Disrespect toward a superior commissioned officer. Any Marine, who behaves with disrespect toward his superior commissioned officer, shall be punished as his commanding officer or a court-martial may direct. 3. Article 90 -- Assault on or wilfully disobey a superior commissioned officer. Any Marine, who a) strikes his superior commissioned office b) draws or lifts up any weapon against his superior commissioned officer c) offers any violence against his superior commissioned officer. or d) wilfully disobeys a lawful command of his superior commissioned officer while that superior commissioned officer is in the execution of his office, shall be punished as his commanding officer or a court-martial may direct. If the offence is committed in time of

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war, a court-martial may direct that the Marine be punished by death. 4. Article 91 -- Insubordinate conduct toward a warrant officer, non-commissioned officer, or petty officer. Any Marine, who a) strikes or assaults b) wilfully disobeys; or c) in language or deportment toward a warrant officers non-commissioned officer, or petty officer while that officer is in the execution of his office, shall be punished as his commanding officer or court -martial may direct. 5. Article 121 -- Larceny and wrongful appro-priation Any Marine who wrongfully take, obtains, or withholds (by any means) any money, personal property. or article of value of any kind a) with intent permanently to deprive or defraud another person of the use and benefit of property or to appropriate it to his own use or the use of any person other than the owner, steals that property is guilty of larceny; or b) with intent temporarily to deprive or defraud another person of the use and benefit of property or to appropriate it to his own use or the use of any person other than the owner is guilty of wrongful appropriation shall be punished as his commanding officer or a court-martial may direct. 6. Article 128 -- Assault. Any Marine, who a) attempts or offers with unlawful force or violence to do bodily harm to another person, whether or not the attempt or offer is consummated, is guilty of simple assault; b) commits an assault with a dangerous weapon or other means or force likely to produce death or grievous bodily harm is guilty of assault consummated by battery; or c) commits assault and intentionally inflicts grievous bodily harm with or without a weapon, is guilty of aggravated assault; and shall he punished as his commanding officer or court-martial may direct. 7. Article 134 -- General article. Any Marine, who become involved in a) all disorders and neglects to the prejudice of good order and discipline in the armed forces, b) all conduct of a nature to bring discredit upon the armed forces, or c) crimes and offences not capital, shall be punished as their commanding officer or a court-martial may direct. C. Forms Of Punishment The following are the forms of punishment which may be imposed for violations the of the

UCMJ. All forms of punishment are subject to restrictions specified in the UCMJ. The UCMJ provides limitations of sentences based on the nature of the crime, the form of adjudication (nonjudicial punishment or court -martial), and the position/rank of the individual assigning the punishment or the type of court -martial which convicted the Marine. 1. Reprimand. The convening authority of a court-martial or a commanding officer may punish a Marine by censure. A reprimand is a severe form of censure that adversely reflects upon the conduct of the person addressed. A reprimand my be presented either orally or in writing; however, it is normally delivered in the written form. 2. Forfeiture Of Pay And Allowances. A forfeiture deprives the individual accused, of all or specific amount, of money to be accrued (earned in the future) as a result of service in the armed forces of the United Earth Military. 3. Fine. A fine makes the accused immediately liable to the United Earth Military for the entire amount of money specified in the sentence. A fine may only be adjudged by a court-martial, and it may be adjudged instead of or in addition to a forfeiture. However, a fine is normally used only as a sentence in cases when the accused has been unjustly enriched as a result of the offence convicted. 4. Loss Of Numbers, lineal position, or seniority. This form of punishment is reserved for commissioned officers only. 5. Reduction In Pay Grade. A reduction in pay grade causes the accused to be of the rank and pay grade to which reduced. 6. Restriction To Specific Limits. Restriction deprives the accused of normal liberty privileges. The sentence will specify the physical and geographic locations in which the individual is allowed, how long the restriction shall last, and when that individual must be present at specific locations. A Marine who is being punished by restriction is not exempt from performing normal duty requirements. 7. Hard Labour Without Confinement. The hard labour is performed in addition to regular duties. 8. Confinement. Confinement deprives the Marine sentenced of normal liberty privileges and is a form of physical restraint which provides for the assignment of quarters at a

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specific location - usually a correctional facility. Additionally, unless specified in the sentencing, the performance of hard labour is also required. 9. Confinement On Bread And Water Or Diminished Rations. This form of physical restraint is confinement to specific quarters (normally the ship's brig) while enduring a specific reduction of rations (normally bread and water only). This form of confinement may only be assigned while the Marine sentenced is embarked aboard Naval vessel and may not exceed 3 days. 10. Punitive Separation. This form of punishment results in the convicted Marine being removed from the service and given either a dishonourable or bad-conduct discharge. 11. Death. D. Courts-Martial The three types of courts-martial are summary, special, and general. The differences among the three types of courts-martial are based on their composition, level of authority, and severity of punishments authorized. 1. A summary court -martial is composed of one officer with the rank of Captain or higher. a) The lowest level of authority to convene a summary court-martial is normally a battalion commander or the equivalent; however, under special circumstances, a commanding officer of a separate or detached command may be granted the authority by his superiors. b) A summary court-martial may adjudge any punishment not forbidden by the UCMJ, except death dismissal, dishonourable. discharge bad-without confinement for more than 45 days, restriction for more than 2 months, or forfeiture of more than I months pay. In the case of sergeants and above, a summary court-martial may not award a reduction of rank of more than one rank, hard labour without confinement, or confinement. c) A summary court-martial may not try a commissioned officer, warrant officer, cadets, midshipmen for any capital offences. However, no Marine can be compelled to accept a summary court-martial. Since a summary court-martial is less formal than the other two types of courts, a Marine may refuse to accept trial by summary court-martial and may request a special court-martial. However, he should be aware that conviction by a special or general court-martial constitutes a felony conviction.

2. A special court-martial can be composed of a military judge alone, not more than three impartial active duty armed service personnel, or a military judge and not more than three armed services personnel. The impartial personnel; can be commissioned officers, warrant officers, or enlisted personnel. If the accused is a commissioned officer, no member can be a warrant officer or enlisted person. If the accused is a warrant officer, no member can be an enlisted person. If the accused is an enlisted person, he may request that at least one third of the members of the court be enlisted. a) The lowest level of authority to convene a special court-martial is normally a brigade or regimental commander or the equivalent. However, under special circumstances, a commanding officer of a separate or detached battalion may be granted the authority by his superiors. b) A special court-martial may adjudge any punishment not forbidden by the UCMJ, except death, dismissal, dishonourable discharge, confinement for more than 6 months, hard labour without confinement for more than 3 months, or forfeiture of more than two-thirds pay for more than 6 months. c) Normally, a special court-martial may not try any capital offence where there is a mandatory punishment beyond the maximum punitive power of a special court-martial. 3. A general court-martial can be composed of a military judge alone or a military judge and not more than five impartial armed services personnel. The impartial personnel can be commissioned officers, warrant officers, or enlisted personnel. Of the accused is a commissioned officer, no member can be a warrant officer or enlisted person. If the accused is a warrant officer, no member can be an enlisted person. If the accused is an enlisted person, he may request that at least one third of the members of the court be enlisted. a) The lowest level of authority to convene a general court-martial is normally a division, wing, or base commanding general, or the equivalent. However, under special circumstances, a commanding officer of a separate or detached unit may be granted the authority by his superiors. b) A general court-martial may adjudge any punishment not forbidden by the UCMJ. E. Rights The rights of the accused before judicial and nonjudicial proceedings are based on the laws of this country and specified in the UCMJ.

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1. Your rights before judicial proceedings include but are not limited to: being considered innocent until proven guilty, a) being considered innocent until proven guilty, b) remaining silent and to being informed that if you do make a statement it can be used against you in a court-martial, c) being represented by a lawyer, d) being protected from double jeopardy, e) calling witnesses on your behalf, f) having your sentence reviewed, g)having a speedy trial, h) being informed of all charges against you, i) having the assistance of an interpreter, j) protection against illegal searches and seizures, k) challenging members of the court, l) having enlisted representation on special and general courts-martial, m) being tried by a military judge, and n) being tried by court-martial vice nonjudicial punishment 2. Your rights before nonjudicial proceedings include but are not limited to: a) appearing before all boards and fact-finding bodies: b) examining, objecting to, and challenging She introduction of all physical and documentary evidence; c) examining, cross-examining, and challenging the testimony of all witnesses; d) introducing evidence on your behalf; e) testifying on your behalf; and f) making a voluntary statement for the official records. F. Request Mast You can use this procedure to discuss any matter with your commanding officer in your chain of command. The procedures are designed to allow for timely and appropriate responses to your request. If you are following the proper procedures for requesting mast, no one may prohibit you from speaking with your commanding officer at the proper time and place. This includes any commanding general who is located in the same geographic area as you. 1. The procedural points for request mast below the commanding general level are contained in the following a) You may submit your request at the lowest echelon and have it forwarded via the chain of command to the commander with whom you wish to speak. b) You do not have to state the matter of concern, either orally or in writing;. to anyone in the chain of command until you have

reached the officer to whom you originally requested mast. c) You should not have to wait more than 24 hours between levels of the chain of command whenever possible. d) You may request mast without fear of prejudice to your interest. e) Upon completion of request mast, you must make a written statement regarding the degree of satisfaction you had with the outcome of your request. f) If your request mast to a higher commander is resolved by a lower commander. you must make a written, witnessed statement indicating the degree of satisfaction you have had and your willingness to withdraw the request to higher authority. g) Your request mast will be conducted at the earliest reasonable time and not later than 72 hours after submission whenever possible. If your request is of an emergency nature, it should be heard within 24 hours if at all possible. 2. The additional procedural points for request mast with your commanding general are contained in the following a) You must prepare a complete written, statement indicating the reasons for the request mast. It must include a list of witnesses with a summary of the expected testimony of each. b) You must, if applicable, attach any documents that support your request. c) Your statement must also include a list of persons in your chain of command that you have already seen and any action that they have taken. G. Judicial Punishment The purpose of nonjudicial punishment is to provide an essential and prompt news of maintaining good order and discipline to your unit's commanding officer. It also promotes positive behaviour changes in Marines without the stigma of a court-martial conviction. 1. If you are the accused Marine, you have the option of either demanding trial by court-martial or accepting nonjudicial punishment. 2. Once your commanding officer has passed judgment and sentenced you, if you feel that the punishment awarded to you is unjust or disproportionate to the offence, you may appeal all or part of your sentence to the next higher authority. He may set aside, decrease, suspend, or let stand any portion or all of the original sentence. However, he cannot in any way increase the original sentence. H. Discharges

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As a Marine, you may be given one of five different discharges. The type of discharge you are awarded is based on the method by which it is awarded and the character of your service. Type Of Discharge

Character Of Service

Method Of Award

Honourable Honourable Administrative General, under honourable conditions

Honourable Administrative

General, under other then honourable conditions

Other than honourable

Administrative

Bad-conduct Other than honourable

General or special court-martial

Dishonourable

Dishonourable

General court-martial

1. To receive a dishonourable discharge. a Marine must be convicted by a general court-martial of an offence of a dishonourable nature. These are offences generally recognized by the civilian courts as being serious felonies. However, a Marine may also be awarded a dishonourable discharge if he his been convicted by court -martial of three or more offences in the last year, regardless of whether any of the charges were severe enough to result in a dishonourable discharge by themselves. 2. For a Marine to receive a bad-conduct discharge, he must have been convicted by a general or special court-martial of an offence under the UCMJ which was serious enough to warrant this form of discharge. A Marine may also receive a bad-conduct discharge from a court-martial for a minor offence W he has previously been found guilty of repeated offences in a combination of judicial and nonjudicial proceedings. Additionally, a Marine may be awarded a bad conduct discharge if he has been convicted by court-martial of two or more offences in the past 3 years even if none of the previous or current charges are severe enough to warrant such a discharge. 3. A Marine may receive a general discharge under other than honourable conditions if his service has been characterized by conduct that was a significant departure from the conduct expected of a Marine. This usually involves illegal acts or commission of acts that are characterized by violence that result in serious bodily injury, breech of special trust, disregard for the normal superior-subordinate relationship, drug abuse or trafficking, or

endangering the security of the Marine Corps. Under these conditions, the discharge is awarded in lieu of court-martial. 4. A Marine may receive a general discharge under honourable conditions if his service was characterized by significant negative aspects reflected in his performance or conduct. This type of discharge is normally awarded to Marines whose average proficiency or conduct marks fall below 3.0 or 4.0 respectively. I. Law Of War Discipline in combat is essential. Disobedience to the law of war dishonours the Nation, the Marine Corps, and the individual Marine, and far from weakening the enemy's will to fight, it strengthens it. The following principles require the Marine's adherence in the accomplishment of any mission. Violations have an adverse impact on public opinion both national and international and have on occasion served to prolong conflict by inciting an opponent to continue resistance and in most cases constitute violations of the UCMJ. Violations of these principles prejudice the good order and discipline essential to success in combat. 1. Marines fight only enemy combatants. 2. Marines do not harm enemies who

surrender. They must disarm them and turn them over to their superior.

3. Marines do not kill or torture prisoners. 4. Marines collect and care for the wounded,

whether friend or foe. 5. Marines do not attack medical personnel,

facilities, or equipment. 6. Marines destroy no more than the mission

requires. 7. Marines treat all civilians humanely. 8. Marines do not steal. Marines respect

private property and possessions. 9. Marines should do their best to prevent

violations of the law of war. They must report all violations of the law of war to their superior.

5. Terminology: Many Corps customs are derived from the many years of service afloat. Even ashore Marines customarily use nautical terms. Floors are "decks," walls are "bulkheads," ceilings are "overheads," ands corridors are "passage-ways". The order "Gangway" is used to clear the way for an officer ashore, just as it is afloat. Among other terms commonly used: "two-block" is to tighten or centre; "square-away" is to correctly arrange articles or to take in hand and direct an individual; "head" is the

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bathroom, and "scuttlebutt" is a drinking fountain or an unconfirmed rumour. In the Marine Corps, the nautical expression, "Aye, aye, sir" is used when acknowledging a verbal order. "Yes, sir" and "No sir" are used in answer to direct questions. "Aye, aye, sir" is not used as this expression is reserved solely for acknowledgment of orders. Some of the other terms inherent in Corps tradition and history are: ADRIFT Loose from towline or moorings; scattered about; not in proper stowage AFT Referring to or toward the stern (rear) of a vessel ALL HANDS All members of a command ASHORE Any place outside of a naval or Marine Corps reservation AS YOU WHERE Resume former activity AWEIGH Said of the anchor. As soon as the anchor has broken away from and is no longer fastened to the bottom BELAY To make fast or to secure, as in "belay the line;" to cancel or to disregard a statement just made BELOW To go downstairs BREAKOUT Take out of stock or storage: to prepare for use BRIG A place of confinement; a prison BROWN BAGGER A married man BOW The front portion of a ship BRIDGE The portion of a ship's structure from which it is controlled when underway BROW A portable walkway from the pier or jetty the ship's quarter deck BUTTKIT An ashtray CARRY ON The order to resume previous activity CHIT A receipt or authorization; a piece of paper FANTAIL The main deck of a ship at the stern FIELD DAY Barracks cleanup FIELD SCARF Regulation Marine Corps uniform neck tie FORECASTLE The upper deck at the bow on which the ground tackle is located GALLEY Shipboard kitchen; kitchen of a mess hall; mobile field mess GATOR An amphibious ship; one who serves in the amphibious Navy GEEDUNK The place (aboard ship) where candy, ice cream, soda, and smokes can be purchased HATCH Door or doorway LADDER Stairs LIBERTY Absence of enlisted from the ship or command for less than 96 hours for purposes of rest and recreation which is not charged as leave POLICE To straighten or to tidy up

PORT Left QUARTERDECK The ceremonial location on board ship when the ship is moored or at anchor (It is located close to the brow or accommodation ladder and is the watch station for the Officer of the Deck.) SEABAG The bag used to stow personal gear SECURE Stop; finish; end; make fast put away in storage SHIPPING OVER Reenlisting SICK BAY Hospital or dispensary SKIPPER Commanding Officer SKYLARK Goof-off; to loiter STARBOARD Right STERN The blunt end (rear) of a ship SWAB A mop TOPSIDE Upstairs TURN TO Begin work; get started WARDROOM on board ship, the officer's living room and dining area; also used to signify all of the officers serving on the ship 6. General Leadership: A. Objectives Of Military Leadership Leadership has passed from Marine to Marine since the founding of the Corps. It is the art of influencing and directing men and women to accomplish the mission of keeping our country free; to obtain their obedience, respect, confidence, and loyal cooperation; and to maintain the sense of accomplishment. In essence, leadership boils down to three fundamentals: Know your "stuff" and yourself; be a role model, and set the example; know your people, and look after them. Concern for and attentiveness to troop welfare not only means providing the basics of survival (food, water, shelter, and rest), but it also means attending to the numerous other details that make a unit effective. It means training and critiquing so that "lessons learned" do not have to be relearned. It means talking with military members as if they are members of the family. It means looking out for Marines as they instinctively look out for their leader and for each other. 1. The Primary Objective of Leadership -- Mission Accomplishment a) Military discipline. A moral, mental, and physical state in which all hands respond to orders or to the will of the commander or leader, whether or not he or she is present. (1) Self-discipline is the basis of discipline. (2) Effective discipline is the sense of accomplishment of a goal. (3) Sound discipline is a matter of consistency and firmness.

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b) Efficient performance in battle. The ultimate objective of military discipline: Overcome fear and replace it with action c) Standards of good discipline. Deportment attention to duty, example, and decent behaviour which enable men and women to accomplish and to give their best, d) The results of a well-disciplined unit are clearly observable: (1) All assigned missions are accomplished. (2) Marines are confident and maintain a sharp appearance. (3) Marines are proud of their unit; they believe it has a good reputation (esprit). (4) Weapons and equipment are available and well-maintained. (5) Marines at all levels are actively engaged in doing their duties they place value on the things that they do. (6) Marines cooperate and willingly helping one another. (7) Training is well planned, well conducted, consistent, and thoroughly evaluated for individual and unit strengths and weaknesses and feedback, for the individual and the group, is immediately provided (8) In hostile situations, the unit fights successfully under stress. 2. The Secondary Objective of Leadership -- Troop Welfare a) Counselling, as a leadership tool, is used to improve performance and to aid in solving problems or circumventing potential problems. The types of counselling are: (1) performance, (2) personal, (3) professional, and (4) career. b) Keys to constructive performance counsel-ing are: (1) Accurate evaluation of performance, (2) Clear and concise communication of the evaluation to the subordinate, (3) Mutual agreement concerning performance areas where improvement is required, (4) Active subordinate response, and (5) Concrete suggestions for improvement. c) Keys to effective personal counselling are: (1) Suggestions and advice are offered only after learning all of the pertinent facts. (2) Advice on professional matters is left to the professionals. (3) Problems that are not solved are referred to someone who can handle the problem.

d) Keys in conducting professional counselling include (1) Finding out what the problem involves and then setting up an appointment for the Marine to talk to the proper specialist (e.g., medical or drug and alcohol officers, 1st Sergeant, Sergeant Major. or the chaplain); and (2) Using the chain of command to match a Marine to the proper specialized expert. e) Keys to career counselling are: (1) Knowing and understanding the Marine (their motivations, skills, and attitudes), (2) Knowing the advantages of a career in the Marine Corps and the opportunities and alternatives that are available, and (3) Knowing the basic qualifications required for reenlistment. The Nine Common Elements Found In The Combat Environment 1. Violent, unnerving sights and sounds; 2. Casualties; 3. Confusion and lack of information; 4. Feeling of isolation; 5. Communications breakdowns; 6. Individual discomfort and physical fatigue 7. Fear, stress, and mental fatigue; 8. Continuous operations; and 9. Homesickness. The Five Stresses A Marine Can Expect In Combat 1. Extreme risk and fear; 2. "Fog of War" - literal fog (dust, smoke, and debris on the battlefield) and mental fog (confusion, uncertainty due to lack of knowledge of the enemy, chaotic noise, mental and physical fatigue, and fear; 3. Discomfort and fatigue; 4. Casualties; and 5. Boredom. Officer Ranks For The Navy O-1 Ensign O-2 Lieutenant, Junior Grade O-3 Lieutenant O-4 Lieutenant Commander O-5 Commander O-6 Captain O-7 Rear Admiral O-8 Rear Admiral O-9 Vice Admiral O-10 Admiral