Marine Template 75 pts.
Marines are specially trained combat troops stationed on Stellar Force vessels. Every Stellar Force combat ship carries a complement of Marines, from a couple of squads on a frigate up to a combined-arms battalion on board carriers. The Marines are the onboard security detachment and commonly board suspicious vessels and secure threatened space stations and starports until Ground Force troops arrive. Marines are considered elite by the population at large, but Ground Force Special Operations troops sniff at this.
Attributes: ST 11 [10], DX 12 [20], IQ 11 [10], HT 11 [10].
Advantages: A total of 15 points chosen from Breath-Holding 1-2 [2 or 4], Combat Reflexes [15], Extra Fatigue [3/level], Fit or Very Fit [5 or 15], G-Experience [10], Hard to Kill [5/level], High Pain Threshold [10], Improved G-Tolerance [10], Reputation (Decorated) [varies], 3D Spatial Sense [10], Toughness (DR 1) [10], and +1 ST, DX, or HT [10].
Disadvantages: A total of -25 points chosen from Bloodlust [-10], Callous [-6], Chummy or Gregarious [-5 or -15], Code of Honor [-5 to -15], Fanaticism (Imperium) [-15], Intolerance (rebels) [-5], Overconfidence or Glory Hound [-10 or -15], Post-Combat Shakes [-5], Sense of Duty [-5 to -15], Workaholic [-5].
Primary Skills: Battlesuit/TL 12 [4]-12, Beam Weapons/TL 12 (laser) [2]-14Free-Fall/TL 12 [2]-12, Vacc Suit/TL 12 [2]-11.
Secondary Skills: Armory/TL 12 (beam weapons) [2]-11, Computer Operation/TL 12 [1]-11, First Aid/TL 12 [1]-11, Electronics Operation/TL 12 (communications) [2]-11, Gesture [1]-11, Savoir-Faire (military) [2]-12.
Background Skills: A total of 3 points among Brawling, Carousing, First Aid/TL 12, Knife, Leadership, Swimming, and Tactics.
Occupational Specialties: Choose one
Admin/Supply: Administration or Mechanic [6]-13, one of Computer Operation/TL 12, Cooking or Scrounging [4]-13, Piloting (Contragrav) [2]-12, and 1 point in any Driving skill.
Medical: A total of 13 points to spend in Diagnosis, Surgery and increasing First Aid. First Aid must be raised to at least level 13.
Infantry: Gunner/TL 12 (missile launcher) [2]-13, Beam Weapons (flamer) [2]-14, Tactics [4]-11, 1 point in Camouflage, Stealth [2]-12, and an additional 2 points in Beam Weapons (laser), bringing it up to [4]-15.
Starting Equipment: Military Cybersuit with thermal superconducting armor, implant communicator, TL 12 X-ray Laser rifle, TL 12 Fusion Gun or TL 12 M-LAWS system.