⚠️ SPARTAN PROGRAM – CLASSIFIED

CLASSIFIED MATERIAL

Spartan personnel are subject to ONI oversight. Unauthorized dissemination of program details is prohibited.


Qualification

RequirementRoll
END 8+2D
DM+1 if STR 8+
DM+1 if INT 8+
DM +1 if prior service in Marine Corps, ODST, Navy, Agent, or Scout

Failed Candidacy

If the qualification roll fails, the Traveller was considered but not selected.

Choose one:

  • Gain a Contact in Spartan Branch
  • Gain Athletics 0
  • Gain Gun Combat 0
  • Gain Recon 0

Then choose another career normally.


Upon Qualification (MANDATORY)

All Spartans receive:

Spartan Augmentations

  • Strength Augmentation: STR +1
  • Endurance Augmentation: END +1
  • Skill Augmentation: Athletics 1

MJOLNIR Armor (Issued Equipment)

  • Property of the UNSC
  • May be revoked, damaged, or restricted by command
  • Details located in Armory

Assignments

Career ProgressSurvivalAdvancement
Special OperationsSTR 6+EDU 6+
Security & ProtectionEND 5+EDU 7+
Covert OperationsDEX 7+INT 5+

Skills and Training

1DPersonal DevelopmentService SkillsAdvanced Education (EDU 8+)
1STR +1Gun CombatLeadership
2DEX +1AthleticsTactics (Military)
3END +1MeleeElectronics (Sensors)
4INT +1ReconMedic
5EDU +1SurvivalInvestigate
6AthleticsTacticsHeavy Weapons

Assignment Skills

1DSpecial OperationsSecurity & ProtectionCovert Operations
1Gun CombatGun CombatStealth
2Heavy WeaponsAthleticsRecon
3ReconMeleeInvestigate
4TacticsTacticsElectronics
5ExplosivesSurvivalDeception
6AthleticsLeadershipStealth

Ranks and Bonuses

RankTitleBenefit
0Candidate
1Spartan OperativeGun Combat 1
2Fireteam MemberAthletics 1
3Fireteam LeaderLeadership 1
4Section LeaderTactics 1
5Senior SpartanEND +1
6Spartan CommanderSOC +1

Mishaps

1DMishap
1Augmentation failure — reduce STR or END by 1
2Severe injury — roll Injury and gain Enemy
3Squad wiped out — gain Rival and Trauma
4Psychological conditioning strain — DM-1 next Advancement
5ONI manipulation — gain Secret or Enemy
6Reassigned or discharged from Spartan Ops

Events

2DEvent
2Disaster — roll on Mishap but remain in career
3Brutal training — gain Athletics or END +1
4Joint UNSC op — gain Contact
5Squad bond — gain Ally
6Combat deployment — gain Gun Combat or Melee
7Routine mission — gain any Service Skill
8Tactical success — DM+2 next Advancement
9Experimental tech — gain Electronics or Mechanic
10Leadership moment — gain Leadership
11Heroic action — gain SOC +1
12Legendary mission — gain 2 skills + Ally

Mustering Out Benefits

1DCashBenefits
1Cr2000Armor
2Cr5000INT +1
3Cr10000EDU +1
4Cr10000Weapon
5Cr10000Augment
6Cr20000Armor or END +1
7Cr30000SOC +2