# Federation Army
**Description**: The army. It gets what needs to be done, done. It deals with terrorists, insurgents, pirates, and other threats which need to be dealt with through the use of small - or large - arms. The army is there to deal with threats when they come bearing assault rifles, power armour, and nuclear grenades.
**Nationality:** [[RPG/RPG V1/Nations/Federation/United Federation of Earth]].
**Injury Payments**: 100%.
**Term Length**: 10 years
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## Progress
| Roll | 5 Entry Requirements | 9 Survival | 11 Advance |
| -------------- | --------------------------------------- | --------------------------------------- | ------------------------------------------------------------------------------------- |
| 2D6 + Attr Mod | [[Brawn]], [[Reflex]], [[Fortitude]] 6+ | [[Brawn]], [[Reflex]], [[Fortitude]] 8+ | [[Charisma]], [[Social Standing]], [[Intelligence]], [[Education]], [[Technical]] 10+ |
**Assignments**
- _Infantry_: Infantry are the dumb grunts who get to be boots on the ground. They are essential for every operation, and are used all over the Federation in every role from flood prevention to counter-terrorist and national defense operations.
- _Support_: Support is the big guns, the guys who drive and shoot the trucks, and other such 'support' roles. Safer to a degree, but in the army it’s only degrees, not absolutes.
- _Operations_: Operations run the show. They're the people in the combat tents sending support to infantry. All done - at best - a few kliks from the front lines.
#### 6. Roll 1D6 on this Skill table:
| 1D6 | Infantry | Support | Operations |
| --- | ----------------------------------- | ---------------------------------- | --------------------------------------------- |
| 1 | [[Gun Combat]] or [[Heavy Weapons]] | [[Gunner]] | [[Melee Combat]] |
| 2 | [[Recon]] | [[Pilot Air Vehicle]] | [[Scholarly Studies]] or [[Admin]] |
| 3 | [[Demolitions]] or [[Throw]] | [[Drive Land Vehicle]] | [[Resist Torture]] or [[Endurance]] |
| 4 | [[Dodge]] or [[Endurance]] | [[Use Tech]] or [[Repair Tech]] | [[Hide and Conceal]] or [[Stealth]] |
| 5 | [[Athletics]] | [[Dodge]] or [[Stealth]] | [[Steward]] or [[Diplomat]] |
| 6 | [[Stealth]] | [[Fortitude]] +1 | [[Brawn]] +1 |
#### 8-1. Events Table
Roll 2D6 to determine your event for this term
| 2D6 | Event |
| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 | **Attack on a Mission** - While on a mission, you come under attack. Make a [[Gun Combat]] or [[Melee Combat]], or [[Drive Land Vehicle]] 8+ check. If you pass, you drive the attackers off, increase the used skill by 2 and add +1 to your next advancement roll. If you fail, increase the used skill by 1 and suffer an [[Injury]]. |
| 3 | **Orbital Service** - You spend the term serving aboard an Orbital, or other large, inhabited, stellar object. Make an 8+ check using any of your Career Skills. If you pass, increase the used skill by 2, and gain a Contact from your time aboard the station. If you fail, increase the skill by 1. |
| 4 | **Colonial Defection Decision** - You spend the term serving in a colonial border region. While there, you're offered the chance to defect. If you accept, change your career to one of: [[Imperial Stormtrooper]], [[Versian Bellir]], [[Germushian Cartel Enforcer]], [[Deutschland Bellar]]. If you decline, gain a +1 to your next advance roll. |
| 5 | **Void Transit Loss** - While on transit to a deployment, your ship is lost in the void. By Federation law your term is considered invalid, and you must choose Federation Army as your career next term - even if otherwise would've stopped character creation. Gain +2 to any skill of your choosing. |
| 6 | **Planetary Insurgency** - You spend the term dealing with a group of insurgents on a planet. Make a check with one of your Career skills, needing an 8+. If you pass, increase the used skill by 2, +1 to your next advancement roll, gain a Friend, and an Ally. If you fail, increase the used skill by 1, suffer an [[Injury]], gain a Foe, and a Rival. |
| 7 | **Life Event** - Life happens! Go to the [[Life Event]] Table and roll 2D6 to see your fate. |
| 8 | **Space Piracy Shenanigans** - You spend the term dealing with pirates in Space. Make one of: [[Gun Combat]], [[Melee Combat]], [[Gunner]], [[Tactics]], needing an 8+. If you pass, increase the used skill by 3, +1 to your next advancement roll, gain a Friend. If you fail, increase the used skill by 2, suffer an [[Injury]], gain an Enemy. If you failed with an effect of -5 or more, replace the previous injury with a [[Serious Injury]] |
| 9 | **Border Patrol to Scout Services** - You're assigned to a remote boarder planet. One day, while on patrol, something strange happens - you see something, interact with something, etc. Shortly after, you've been reassigned and approached by a well dressed person, informing you you've been approved for immediate transfer to the [[Federation Scout Services]]. You must spend next term in the Scout Services. |
| 10 | **The Cost of Nobility** - Two nobles have gone to war, and you've been assigned to help ensure the war doesn't spill over to a civilian center. Make a 10+ Career Skill Check. If you pass, increase the used skill by 2, and gain a contact. If you fail, increase the used skill by 1 and gain a foe. |
| 11 | **Defending a Research Outpost** - You spend the term defending a remote research outpost, increase one of: [[Brawn]], [[Reflex]], [[Fortitude]], [[Intelligence]], [[Education]]. -1 to your next Advance roll. |
| 12 | **Gambling in a Boring Term** - Nothing exciting happens this term. You're offered the chance to gamble, if you accept, make a [[Gambler]] 8+ check. If you pass, increase the skill by 2, and gain $2,000 Credits. If you fail, increase the skill by 1, and loose $1,000 credits. If you decide not to play, gain +1 to your next advance roll. |
#### 8-2. Mishaps Table
If you failed the survival roll, roll 1D6 on this table.
| 1D6 | Event |
| --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Serious Injury** - Something goes wrong this term. Go to the [[Serious Injury]] Section and face the consequences. |
| 2 | **Gain an Enemy** - An officer who has it out for you catches you screwing up just big enough to give you the boot. Gain an Enemy. |
| 3 | **Army Dropout** - You realize you weren't cut out for this, and drop out of the army before your term is up. While you are not hunted for desertion, you are forbidden from rejoining any military careers, and if you do so because of an event, automatically take the prisoner career instead. |
| 4 | **Civilians Harmed** - You are responsible for civilians being harmed. -1 [[Social Standing]] |
| 5 | **Dishonourably Discharged** - You're caught doing something against military regulations, and are dishonourably discharged. [[Social Standing]] -2. |
| 6 | **Injury** - You got injured. Go to the [[Injury]] Table and roll 1d6 to determine your injury. |
#### Career Ranks
| LvL | Infantry | Support | Operations | Rewards | 11. Muster out Benefit |
| --- | ---------- | --------------- | --------------- | ---------------------- | ----------------------------------- |
| 1 | Private | Private | Private | [[Gun Combat]] | $1,000 Credits or +1 [[Brawn]] |
| 2 | Corporal | Corporal | Sergeant | [[Melee Combat]] | Augment or +1 [[Education]] |
| 3 | Sergeant | Sergeant | Staff-Sergeant | [[Tactics]] | $5,000 Credits or +1 [[Reflex]] |
| 4 | Lieutenant | Master-Sergeant | Master-Sergeant | [[Leadership]] | Armour or +1 [[Social Standing]] |
| 5 | Captain | Lieutenant | Sergeant Major | [[Diplomat]] | $2,0000 Credits or +1 [[Fortitude]] |
| 6 | Commander | Captain | Lieutenant | [[Social Standing]] +1 | $2,0000 Credits or +1 [[Fortitude]] |