Ground Force Soldier Template 75 pts.

In every army, there are the grunts who do the dirtiest work and get the fewest rewards. In the Stellar Imperium, these soldiers are the grunts. Not as tough or highly trained as special operations or as well equipped as tankers, robot pilots, or cavalry troopers, the infantry has the thankless job of holding ground and digging out stubborn opponents that the other arms can't rout out.  Note that this template can also be used for Ground Force support personnel by choosing the appropriate specialization.

However, the Stellar Guard soldier should not be underestimated. He (or she) is a skilled combatant who has been well trained to use the attributes that he does have to their best effect. Power armor and robots often have a hard time tracking infantry that stay low and on the move, and thus well-trained infantry can often strike with surprise and disappear before their more ponderous foes can retaliate, even in the midst of a battle. Also, infantry rarely face heavy units alone; usually, some form of support is available, which leaves infantry to fight other infantry. In such fights, the training and equipment of Stellar Guard soldiers is second to none, and often decides the outcome.

Attributes:  ST 11 [10], DX 12 [20], IQ 11 [10], HT 11 [10].

Advantages:  A total of 15 points spent on Combat Reflexes [15], Composed or Imperturbable [5 or 10], Fearlessness [2/level], Fit or Very Fit [5 or 15], High Pain Threshold [10], Reputation (Decorated) [varies], Toughness (DR 1) [10], and ST, DX or HT +1 [10].

Disadvantages:  A total of -25 points chosen from Bloodlust [-10], Callous [-6], Chummy or Gregarious [-5 or -15], Code of Honor [-5 or -15], Fanaticism (Imperium) [-15], Intolerance (rebels) [-5], Overconfidence [-10], Sense of Duty [-5 to -15], and Workaholic [-5].

Primary Skills:  Beam Weapons (lasers)/TL12 [2]-14, Savoir-Faire (military) [2]-12.

Secondary Skills:  Armory (Beam weapons)/TL12 [2]-11, Camouflage [1]-11, Climbing [1]-11, Electronics Operation/TL12 (Communications) [2]-11, First Aid/TL 12 [1]-11, Hiking [2]-11, Orienteering [2]-11, NBC Warfare [2]-11, Survival (any) [1]-11, Throwing [1]-10.

Background Skills:  A total of 2 points among any of Brawling, Cooking, Computer Operation/TL12, Carousing Driving/TL12 (any), additional First Aid, Forward Observer/TL12, Gambling, Knife, Leadership,  Parachuting, Scrounging,  Survival (any), Tactics.

Occupational Specialties:  Choose one:

Admin/Supply Administration or Mechanic/TL 12 [6]-13, one of Computer Operation/TL 12, Cooking or Scrounging [4]-13, Driving/TL12 (heavy wheeled) or Piloting/TL 12 (contragrav) [2]-12 and another 2 points in background skills.

Medical A total of 14 points spent among Diagnosis, Surgery, and increasing First Aid.  First Aid must be raised above 13.

Infantry Either Gunner/TL 12 (missile launcher) [4]-14 or Beam Weapons/TL 12 (flamer) [4]-15., any other Guns/TL 12 or Beam Weapons/TL 12 [2]-14, Tactics [4]-11, Stealth, [2]-12, and an additional 2 points in Beam Weapons/TL12 (lasers), raising it to 15.

Starting Equipment: Dress and casual uniforms, TL 12 military cybersuit with thermal superconducting armor and HUD helmet, implant communicator, basic kit and either a TL12 military X-ray laser rifle with 2 D-cells, TL 12 fusion rifle with 2 D-cells, or a M-LAWS launcher with brilliant missiles.  Note that troopers trained in Missile Launcher can designate for the M-LAWS, even if they don't carry one themselves.