Stellar Guard Vehicle Crew Template
75 pts.
Tankers are a step above soldiers, at least in public esteem. Tankers fight from their armored
vehicles, racing across the landscape, trying to get behind the enemy's lines where they can do
the most damage and end the battle the quickest. While this sounds similar to the mission of
cavalry, tanks are expected to be able to hold the territory they gain, and to force their way
through serious resistance. In reality, tanks and cavalry work together closely in breakthrough
and exploitation operations, and each group has a grudging respect for each other.
Cavalry sky-cycle pilots are built on this template.
While vehicle crews may seem to have it easy, they do much more work than infantry outside of battle.
In the field, tankers are expected to do routine maintenance and checks of their vehicles
themselves, which is no mean task for a vehicle as complicated as a contra-grav
tank or cycle. Vehicle crew are often the most eager of all Ground Force troops to go into barracks, because that means that
the mechanics can take care of the vehicles full time.
Tankers tend to be serious, down to earth soldiers, rather than the dashing firebrands who often
end up piloting mecha or in the cavalry. Tankers have to act decisively in a fight, but they get
very little credit from the media for their exploits. Still, any military commander recognizes the
importance of the role tankers play in modern warfare
Sky Cycle pilots are cavalry and have the arrogance and daredevil
nature that goes with the profession.
Attributes: ST 10 [0], DX 12 [20], IQ 12 [20], HT 11 [10]
Advantages: A total of 20 points in any of Alertness [5/level], Combat Reflexes [15], Fearlessness [2/level], Fit or Very Fit [5 or 15], High Pain Threshold [10], Reputation (Decorated) [varies], Toughness (DR 1) [10].
Disadvantages: A total of -20 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 [-10], Post Combat Shakes [-5], and Sense of Duty [-5 to -15].
Primary Skills: Beam Weapons/TL 12 (lasers) [2]-15, plus see Occupational Specialties
Secondary Skills: Mechanic (contragrav) [2]-12, Savoir-Faire (military) [1]-12
Background Skills: A total of 6 points among Beam Weapons/TL12, Driving/TL 12 (any), Electronics Operation (comm), First Aid/TL 12, Forward Observer/TL 12, Guns/TL 12, Gunner/TL 12, NBC Warfare, Parachuting, Piloting, Scrounging, Survival, and Tactics.
Occupational Specialties: Choose one from the following:
Ground Vehicle Commander Piloting/TL 12 (contragrav) [2]-12, Electronics Operation/TL 12 (communications) [2]-12, Gunner/TL 12 (energy cannon) [2]-14, Orienteering/TL 12 [4]-13, and Tactics [4]-13
Ground Vehicle Driver Piloting/TL 12 (contragrav) [8]-14, Gunner/TL 12 (energy cannon) [2]-14 and Orienteering/TL 12 [4]-13.
Gunner Armory/TL 12 (Vehicle Weapons) [6]-14, Gunner (energy Cannon) [4]-15, Gunner (missiles) [4]-15.
Sky Cycle Pilot Piloting/TL 12 (contragrav) [4]-13, Electronics Operation/TL 12 (communications) [2]-12, Gunner/TL 12 (energy cannon) [2]-14, Orienteering/TL 12 [4]-13, Tactics [2]-12.
Starting Equipment: A TL 12 military cybersuit with thermal superconducting armor, implant communicator, neural interface implant, a TL 12 X-ray laser pistol.