The National Security Act of 2101 established the Colonial Marines structures as four combat divisions and four aerospace wings, plus the support services organic to these formations. At present the Colonial Marine Corps strength stands at 165,000 Marines. Reserve manpower stands at around 50,000, comprising a fifth division and aerospace wing.

    The Colonial Marine Division is the basic ground element of the Marine Space Force. It is essentially a balanced force of combat, support and service elements. Organized around three infantry regiments, the division is especially designed to execute the orbital assault mission, and is capable of sustained surface operations.
      The Colonial Marine Aerospace Wing is the aerospace combat element of the Marine Space Force. Designed for aerospace support and the air mobility mission, the aerospace wing is essentially an administrative formation, since much of it's fighting strength is directly attached to the Colonial Marine division. Typically, a Marine aerospace wing operates some 300 dropships, 30 heavy-life shuttles and 100 strikeships.
     The challenge to Marine logisticians is immense; they must approach their missions with the same aggressive execution as the infantrymen in the assault. They have finite quantities of supplies at hand, yet have to operate a 'push mode' system, anticipating the needs of the forward units and moving loads to them even before they realize the need for it. Inevitably, this can lead to wastage when supplies are pushed forward to units who, for whatever reason, no longer need them; however, such waste is preferable to the disaster that can occur if supplies are not forwarded until after the need has arisen.
     Because, even in a 'hot' conflict, Colonial Marine units are often dispersed in small units across continental distances, the USCM logistic prime movers are the ubiquitous UD-4 Cheyenne dropship and the N-1 Snakefighter. In the field, the M570 all-terrain transport is the land based prime mover, with powerloaders often used on-site to offload cargoes.


     The Colonial Marine Aerospace Wing is an administrative formation responsible for the operation of all aerospace craft within the Marine Space Force to which it is attached. Wing tasks include air superiority missions, reconnaissance, close air support, dedicated strike, forward supply, transport, casualty evacuation and search and rescue. Aerospace operations are also an integrated part of the standard Marine Infantry. A particular division is divided into three groups. Drop Groups ferry and support invading Marine Infantry. Tactical group is tasked with recon, and attack missions. Finally, the Support Group is assigned CasEvac, search and rescue, psyops, special forces insertion, and like  tasks. The major workhorse of the Colonial Marine Corps is the UD-4 'Cheyenne,' compromising a majority of all three groups.


      The building block of the Colonial Marine operating forces is the Marine Assault Unit, a reinforced battalion combat team designed to operate independently in areas of deep space, far from reinforcement or logistical support. The key to the MAU is it's mobility and flexibility; an MAU incorporates it's own dedicated starlift capacity, capable of deploying the entire unit swiftly to any trouble-spot planet. This starlift capacity, which varies in size according to the mission, is tasked to supply logistics for a minimum of 30 days of ground combat operations. USASF fleet units are usually attached to the MAU to perform space control, reconnaissance and orbital bombing missions.

     The line strength of an MAU is formed from two to four line infantry companies. An aerospace Drop Group and some Attack Group elements accompany the infantry complement. Each line company will usually incorporate support assets which may be attached down to the line platoons, including additional UA-571 remote sentries, M402 multiple-launch fire support mortars, HIMAT anti-tank missiles and the SIM-118 Hornet and LIM-417 Phalanx Surface-to-Air Missile systems. If sufficient starlift capacity is available, an armor company of fourteen tanks may be attached to the MAU's line strength.

     The MAU is commanded by a headquarters platoon that co-ordinates the command, communication, intelligence and logistics functions of the unit. Attached to headquarters are a number of non-combat sub-units, including a logistics platoon, maintenance company and medical unit.  Additional combat sub-units include a reconnaissance platoon, scout-sniper squad, combat engineering platoon and a heavy ordnance company which provides the battalion's heavy fire support and artillery guns, M201 multiple launch rockets, HIM-122 Lancer anti-ballistic missile systems and HIM-78 Sprint ground launched space weapons.


     The challenge to Marine logisticians is immense; they must approach their missions with the same aggressive execution as the infantrymen in the assault. They have finite quantities of supplies at hand, yet have to operate a 'push mode' system, anticipating the needs of the forward units and moving loads to them even before they realize the need for it. Inevitably, this can lead to wastage when supplies are pushed forward to units who, for whatever reason, no longer need them; however, such waste is preferable to the disaster that can occur if supplies are not forwarded until after the need has arisen.

     Because, even in a 'hot' conflict, Colonial Marine units are often dispersed in small units across continental distances, the USCM logistic prime movers are the ubiquitous UD-4 Cheyenne dropship and the CS-14 Briareos heavy lift shuttle. In the field, the M570 all-terrain transport is the land based prime mover, with powerloaders often used on-site to offload cargoes.


     USCM doctrine stresses the need for small, autonomous infantry units capable of operating with or without higher level support on the non-linear battlefield. Given the fluid nature of battle at the small-unit level, the rifle unit must be capable of moving great distances rapidly using it's own transport, must carry its won heavy support weapons and sensors, and be able to apply great concentrations of firepower rapidly. The current organization of the Colonial Marine rifle squad and platoon reflect the ultimate development of this doctrine.
     A rifle squad consists of four Marines, including a Corporal, a Lance Corporal, and two Privates / Privates First Class. Each squad divides into two-man fireteams: the Rifle Team and Gun Team. The Rifle team consists of a pair of riflemen assigned together on the 'buddy' system, both equipped with the M41 pulse-rifle. The Gun Team is made up of rifleman with an M41 and a machine gunner carrying the automatic M56 Smart Gun.
     Two squads, led by a Sergeant and riding with a driver in an M577 Armored Personnel Carrier, make up a section. In a drop operation, a UD-4 dropship is attached to the section from the aerospace company team.
     Two sections, led by a lieutenant, form a rifle platoon, for a total paper strength of 25 Marines including the APC and dropship crews - though in practice this is often less. Platoons commonly carry one or two synthetic humans in a technical or scientific advisory role, and to assist as medics or backup drivers/pilots. Organic support weaponry available to the platoon usually includes eight M240 flamethrowers, eight UA-571 remote sentry guns, two M78 PIG phased plasma guns or M5 rocket-propelled grenade launchers, eighteen M83 SADAR anti-tank smart rockets, and a single M402 multiple-launch fire-support mortars. Sufficient sensor equipment to establish an overlapping detection matrix with a frontage of 1,000 meters is also carried.


     You must achieve a certain Reputation...then be endorsed by a higher-ranking official (at least two ranks higher. PCs will never meet some positions, but they are all listed so that everyone knows where they stand in the food chain:  Listed from low to high:

RANK                          REPUTATION RECQUIRED

Private (Aeroman)*                                                         0
Private 1st Class (Aeroman)*                                        4
Lance Corporal (Aeroman First Class)*                       4

Corporal (Senior Aeroman)*                                          8
Sergeant                                                                            15
Staff Sergeant                                                                   10
Gunnery Sergeant                                                            10
First Sergeant                                                                   10
Sergeant Major                                                                 10

Second Lieutenant                                                           32
First Lieutenant                                                                12
Captain                                                                              12

Major                                                                                 40
Lieutenant Colonel                                                          15
Colonel                                                                              15

Brigadier General                                                            N/A
Major General                                                                 N/A
Lieutenant General                                                         N/A
General                                                                             N/A
Admiral                                                                            N/A

    This is not a cost value.  When your reputation reaches this number, you are eligible.  To get the rank, you must be sponsored by either another character three ranks higher or by a NPC of higher rank.  It is GM's discretion depending on if the PC has gotten someone’s attention.   The Character will continue to earn Reputation but the GM should have a very good reason if the requirement for promotion is half than the PCs current reputation.

     When the new rank is achieved, the Reputation is set to zero (Remember your MEMBERSHIP in the CMC increases as ranks get higher—see Character Generation) and the PC must start earning again.  Remember than if a Career Non-Com want to pursue a Commissioned rank, he/she bust be busted down…all reputation is lost when this happens.

     GMs can award Reputation points for acts of bravery or for volunteering for hazardous duty.   Most rewards should hover around 2 to 5 for REALLY amazing acts of loyalty or bravery.  You CANNOT trade Reputation for OP but you can trade OP for reputation on a 1:1 basis.

     After each adventure, the GM should award REPUTATION.  The average should be 1 or 2…or even 0.  Not every fight needs an award.  Some secret missions are so black-bordered that it doesn’t technically exist.  No credit can be awards.  Also, the GM is more than allowed to award ½ or even ¼ points for small advances.  Single sortie missions aren’t much but can add up after a while.


    Navy Cross:  This is the highest Medal that can be awarded by the Department of the Navy / Headquarters Marine Corps.  To get a Navy Cross, essentially you must do something, during a war, that is recognized as a completely selfless and life threatening act.  It must involve saving others as well.  This should be SUPREME heroism on the level with the Congressional Medal of Honor.  The difference between the Cross and the CMH is purely political.  Most crosses are awarded posthumously.
    Defense Distinguished Service Medal:   A medal awarded to individuals that preform above and beyond the call of duty in a defensive position, rather than an offensive one.
    Silver Star:  Extreme heroism.  One notch below the Cross.  The Silver Star is still a very rare and highly regarded medal.  Bishop (do synthetics get medals?) could have been nominated for a Silver Star for crawling out to the uplink and bringing in the other drop ship.
    Defense Superior Service Medal:  Similar to the DDSM but of higher importance.
    The Medal of Honor:  See the Navy Cross.  The CMH is the highest medal awarded in the CMC.  A medal of honor winner is accorded courtesies normally reserved for Generals.  Everyone must salute a CMH winner, regardless of rank.  The Commandant of the Marine Corps (4 Star) would salute a Private if he somehow managed to win the CMH.  Normally takes years to be awarded.  The Medal of Honor (Congressional) is the highest decoration conferred by the Marines. The Medal is awarded for gallantry and intrepidity in combat, for risk of life, and/or performance above and beyond the call of duty
    (a) while engaged in actions against hostile forces;
    (b) while engaged in military operations involving conflict with opposing foreign force; or
    (c) while serving with friendly foreign forces engaged in an armed conflict against an opposing armed force in high the U S. 's not a belligerent.
    (d) To justify an individual receiving this award, an individual must conspicuously and undeniably render behavior above comrades by acts so outstanding that it clearly distinguishes gallantry above and beyond the "call".  The act will be recognized above lesser forms of bravery the type of deed for which there will be no justified criticism without detriment to the mission or the command.
    Legion of Merit:  This is much lower than the stars.  A legion of merit can be awarded in peacetime for a job well done.  Therefore a Legion of Merit won in combat is distinguished by a combat "V".  The Legion of Merit might be awarded a Gunny at the end of a 13 month tour in for performance exceeding the normal.
    Distinguished Flying Cross:  The DFC is essentially a silver or bronze star awarded to pilots.  Involves combat heroism involving aviation.
    Bronze Star Medal:  The lowest of the combat heroism medals, this is still a significant achievement.  Vazquez would rate a Bronze Star for her coolness under fire in Aliens.  The Bronze star is often awarded for a less specific action.  If she had managed to cut off the alien advance when she squeezed the grenade, that specific act would have elevated her to possible Cross level and certainly Silver Star level.  As it was she probably would have gotten the Silver Star, had anyone survived to nominate her!
    Purple Heart:  Anyone wounded in any way in a combat environment is eligible for the purple heart.  One embarrassed Ranger was awarded the purple heart when he broke a leg jumping out of a slick too soon during the initial moments of the Panama invasion of '89.  Never saw the enemy, but he wears the heart.
    Joint Service Achievement Medal:  The medal is for exceptional results and process
improvements to your Department.  It is not uncommon for officers and senior enlisted to be awarded a JSA upon completing a tour of duty.  More junior enlisted will more often get it for a specific accomplishment.
    Prisoner of War:   If you get captured and survive, you get the POW medal.
    Marine Good Conduct Medal:   Marine Corps Good Conduct Medal recognizes enlisted men and women who have served with good behavior and have provided faithful service in the Corps for a period of three years, and is gained when --
    (a) there are no convictions by court-martial; not more than one nonjudicial punishment under the Uniform Code of Military Justice. Article 15; and no lost time by reason of sickness-misconduct or injury-misconduct.
    (b) a second nonjudicial punishment or court-martial which voided creditability of "good" service has been removed by meeting an approved new good conduct period. date for the good conduct period.
    (c) a confinement as a result of conviction by court-martial has ended, and a new period has begun with the date of restoration to duty, even though in a probationary status.
    (d) When the foregoing requirements have been met but it is evident that the individual is not deserving of the Good Conduct Award due to events which preclude receipt, such as: repeated record of letters of valid indebtedness; conviction by civil court for major offense(s); and/or other acts which are not in keeping with the high moral standards required of all Marines, it is required that the commanding officer make appropriate recommendations, with justifications, to the Commandant of the Marine Corps.
    Marine Expeditionary Medal:   Complete 90 days service in the Fleet Marine Force during a qualifying mission, you get the expeditionary medal.
    Humanitarian Service Medal:  Perform non-combat humanitarian service, you get this one.
    Outstanding Volunteer Medal:   Like humanitarian service but for volunteer work.
    Defense Meritorious Service Medal:   Usually an end of career medal awarded at your retirement.  Sometimes awarded after 20+ years of continued service...
    Meritorious Service medal: Ditto, slightly lower than the DMS...
    Joint Service Comm Medal:  See JSA.  The JSC would be one level higher.
    Marine Commendation Medal:  Same as a JSC
    National Defense Service Medal:   Be on active duty during a war!  Awarded to everyone on active duty during wartime.
    Medal For Humane Action:   See humanitarian service medal.
    Colonial Defense Service Medal:   See national defense service medal.
    Organized Marine Reserve Medal:  See national defense service medal, awarded for being in the organized reserves during a war...

    Marine Corps awards fall into three classes: personal and unit decorations; commemorative, campaign, and service medals; and marksmanship badges and trophies.
    Personal and unit decorations
    a) Personal awards are conferred upon the individual for his or her act of heroism, specific act of gallantry, or for meritorious service during military or non military feats.
    b) Campaign or service medals are issued to "all hands" who take part in particular campaigns or periods of service for which a medal is authorized.  In addition to campaign and service medals, certain commemorative medals have been struck to commemorate noncombatant but noteworthy achievements such as polar and arctic expeditions or pioneer space flights.
    Marksmanship Badges and Trophies
    Badges are awarded to individuals who qualify because they have demonstrated some special proficiency or skill. Marksmanship badges are worn to indicate the individual's prowess with specific weapon(s), pistols and/or rifles, during specified competitions, matches, or practice exercises. The trophies are awarded at the various levels to include: United States and international distinguished shooter competitions, Marine Corps rifle and pistol championships, national trophies for rifle and pistol matches, interservice rifle and pistol matches, regional practices, combat exercises, division and inter-division contests.

    Each Medal can be accompanied by one or several points of Reputation.



     Most Marine force is maintained below effective Domination Kill Power, and Marines simply improvise, overcome and adapt to the battle conditions. The exception is RDPE Platoon of Echo Company. The RDPEP is maintained at 500% Domination Kill Power, and contains an active Bio-Weapons lab onboard their ship. The RDPEP is dispatched in response to dangerous extraterrestrial activity, from three story tall lizards to microorganisms and viruses. The most recently founded branch of the Marines, they maintain the best equipment and personnel. The RDPEP is currently investigating the disappearance of the Sulaco, on a recon mission to LV-426.

     The RDPE Platoon 'Bug Hunters' are the most notorious active war unit in the universe. They are tasked with eliminating hostile alien life forms. Officially commissioned seven years ago, the RDPEP is composed of the best Marines the Corps has, with one requirement. Before a soldier can apply to join the RDPEP, they must have extraterrestrial combat experience.

     Enrollment in the RDPEP is strictly voluntary, while officers must apply and be elected by the Federal Council of War. The RDPEP is a Rapid Deployment Parasite Elimination Platoon, the only one in existence. The 'Bug Hunters' are called into duty for numerous situations involving extraterrestrial parasites that threaten colonists. From virus epidemics to reptilian infestations.

     The Bug Hunters raise hell on any battlefield they grace. Wild and reckless, the RDPEP is the most decelerated and penalized platoon in the Corps. They have the only recorded air to air collision of the UD-4 during a planetary drop, due to their ongoing disregard to regulations against dual 'pipe race' drops. The 409th has also never left the remains of a soldier behind.  They are one of two platoons ever to recover a Marine's body from the GZ of a thermonuclear detonation.

    TEAM SIZE:  The crew totals 30: 4 pilots, 2 drivers, 16 infantry, 2 Sergeants, a weapons officer, 4 bio-weapons specialists, and a commanding officer. The Deterrent has 3 UD-4 gunships, and a AD-17A strikeship.
    SHIP TYPE:  Stationed aboard the USS 'Deterrent', the Bug Hunters control the only ship with an active bio-weapons lab. The crew totals 30: 4 pilots, 2 drivers, 16 infantry, 2 Sergeants, a weapons officer, 4 bio-weapons specialists, and a commanding officer. The Deterrent has 3 UD-4 gunships, and a AD-17A strikeship.
                3--Only the USS Deterrant
                4—Three more additional ships
                5—More than 15 ships.  By 5.5, half the CMC is dedicated to Parasite control.
     ADVENTURE TYPES:  Lots of variety.  Almost every type is available.  The RDPEP is sent in first in TL3 and 4 whenever an Alien presence is detected.


     Beserker teams appeared when the Alien threat needed a fast solution to the increasing infestation of the Outer Veil Colonies.  The losses of Standard Marine Battalions were increasing.  Casualties ran into the thousands.  When some tech in the R&D of the CMC came up with a powered armor, the answer seemed clear.  The immediate problem was the lack of acid resistant armor (which was still a rarity).  A further problem occurred when the suits designed appeared uncontrollable.  Then costs went up so the initial design was scrapped and the Beserker was born (Of course, the flaws were redefined and the “Racks” were created).

     The teams would be small:  One ship and one small crew designed only for extermination, not for experimentation:  One Beserker and a Technician, one Doctor , one Point man, At least two Heavy Gunners and a Team Leader are standard.  The Beserker team is only used for the purpose of eliminating the Hive core—the Queen.
     The Mission profile is almost always as follows:
     1:  A Nuclear Failsafe Mine is armed outside the Hive for a preset time.  If the Beserker team fails in its mission, the Mine will finish the job.  Only the Beserker Team can arm or disarm the weapon.
     2:  The Heavy Gunners clear out the perimeter to make room for the Point Man.  Heavy Gunners are always equipped with the heaviest weapons from the TL available.
     3:  The Beserker suit is prepped and secured with its personal technician in tow.
     4:  The Point man infiltrates the Hive.  There he/she allows himself/herself to be captured and taken into the Hive.  Point Men are equipped with weapons only to eliminate border aliens and facehuggers roaming around.  When the aliens come in force, he/she is trained to go docile and allow to be captured.  Point Men MUST have WILL of at least 8 to keep his/her cool.  The Point Man is equipped with a special Head guard that prevents embryo implantation by a Facehugger.  The PD of the mouth guard is 40 and, at TL5, is equipped with NutraGel.  This gives almost a full ten minutes after the facehugger has attached before it fully takes over the host.   The Point Man also carries a high powered transmitter with a 100 km range only used by the Beserker Unit..
     5:  The Beserker is activated and let loose.  It goes straight into the hive, through walls and all defenses, until it homes in on the transmitter, which is always very near the Queen.  The Queen is immediately killed.  The Beserker’s weapons automatically shutoff 3 meters from the Beacon (the Point Man).  The Suit remains on until the alien infestation is reduced to only a few stragglers.  The unit is then flushed and shut down.
     6:  The Heavy Gunner’s move in and eliminate the stragglers.  The Eggs are flamed and the Point Man is released.
     7:  The hive is abandoned to await the PXL and / or the ERT to remove the Hive and restore the location to its old status.
     8:  The Beserker team moves to the next Hive.

     TEAM SIZE:  Seven--One Beserker and a Technician, one Doctor , one Point man, at least two Heavy Gunners and a Team Leader
     SHIP TYPE:  One Bougainville Class Frigate.  No Fighters, TSAPC is Standard.
                                4—Only a few teams.
                                5—More than 10 are in operation.
    ADVENTURE TYPES:  Mostly extermination missions.  GMs can consider the Character taking a Beserker tour (ten sweeps) for some added action.
    NOTES:  The Beserker is not a PC is should be GM controlled.  There are lots of character stories that can run parallel with the Beserker missions but if the game centers on these very linear battle, the game can get tiring quickly.  It is up to the GM to make it interesting.


     The First appearance of the PXS is surprisingly early on.  Weyland Yutani operated their own funded teams but their selfishness of the information resulted in almost every coprasti0on and group creating their own version of the PXS.  For the CMC, the PXS dates back even before the Xenomorphs appeared, being sent in to investigate possible infections by hostile organisms.  However, the difference between the PXS and the RDPEP is that the PXS crew is mostly science, with the military only playing a supporting role in the operation of the mission.  The PXS ships are comprised of 50% laboratories and 50% Defense.

     The commander is often a military scientist.  The Marines dedicated to armed services usually knock heads with the sciences division.  They usually end up complying with their scientific priorities.  PXS teams do not exterminate hives wholly but often ride in with the assault teams as the R&D arm of a strike force.  They are the first to use the Xenomorph Synthetics when mass-produced (See Synthetics) and use them with other units to infiltrate Hives to study them.  They are the first team in after a Beserker cleaned up an infected area.

     TEAM SIZE: 50% are various scientists (mostly xenobiologists).  Instead of the standard one synthetic per ship, PXS craft can have up to ten.  Total crew per ship can be up to forty.
     SHIP TYPE: Usually one ship, a Conestoga or a Bougainville.  Full crew compliment.
     CONSPIRACY LEVEL:  CL1 and up.
     ADVENUTRE TYPES:  These are great starting missions and PC put pieces together about the alien mythos but fighting is down.  These adventures usually throw a handful of aliens but no major infestations. If running a full campaign, CL to CL, it is a good idea for the PCs to start here.


     Basically these are the main strike forces of the CMC.  Usually, sent in numbers, the MSF provide the brunt punch in planetary bombardments.  They send Dropships planetside in the hundreds.  Most frigates carry a full payload in troops.  No scientific cargo.  Each Battle Fleet is led by a Major, Colonel, or Captain.  A Battalion is usually led by a General.  These flanks of weaponry and troops don’t often get called in to fight Aliens and only start migrating into that field in CL5.

     A MSF often breaks up into its individual battle groups and sent off on smaller duties.  An MSF patrols the hostile borders of Alexandria and the UPP.  The force includes every type of technology in the CMC--Battlecruisers, fighters, dropships, and armor are all carried on board.
 Marine Space Force, Sol
  1st Colonial Marine Division
             1st Marine Aerospace Wing
             1st Marine Brigade
             2nd Marine Aerospace Wing
             2nd Marine Brigade
             2nd Colonial Support Group
             3rd Marine Brigade
       Marine Space Force, Eridani
             3rd Colonial Marine Division
             3rd Marine Aerospace Wing
       Marine Space Force, Herculis
             4th Colonial Marine Division
             4th Marine Brigade
             4th Marine Aerospace Wing
             1st Colonial Support Group

     TEAM SIZE: 3-12 battleships in a combat group flanked by at least one Reliant Cargo Hauler per Frigate.  Up to 12-24 Combat Groups in a brigade.
     SHIP TYPE:  Various.
     CONSPIRACY LEVEL:  CL 1 and up.
     ADVENUTRE TYPES:  Large scale warfare.  At CL5, The MSK were dedicated to exterminating the alien threat as they approached Earth.  If the GM wishes to start a full-scale war, this is where the fight is, on these huge massive fleets roaming across the universe.


     ERT teams are exclusive to the CMC.   Their charter expands beyond the normal requirements for a basic marine corps.  They are needed to meet the demands of the colonies they serve.  This expands beyond the need to protect their borders.  Often, the CMC is called in for rescue duty, usually because they have the fastest ships with the longest range.  To combat these demands, the ERT was formed.  They are sent in to rescue people from a variety of conditions.

    TEAM SIZE:  Any.
    SHIP TYPE:  Usually one ship.  Conestoga usually.
    ADVENUTRE TYPES:  Any type of rescue mission.  A good way to add variety to a campaign by sprinkling in some Non-Alien action.


     BMC teams are generically planet based.  These jobs are high pay and high risk.  Marines, usually with spotty records, are sent, funded by corporations to monitor and control Hive infestations.  That’s right.  “Monitor” and “Control”.  Many corporations including GrantCorp, ZCT, and Weyland Yutani start to operate their own Hives for the purposes of experimentation.  They offered large amounts money for the need of control.   It wasn’t until CL 5.5 that the CMC shut down these operations.
 However, the need to study the alien resulted in these necessary evils.  The CMC offered their assistance for many reasons
     1:  Management.  This prevented the corporation from illegal use of the aliens for purposes other than research.
    2:  Control.   Only a dominant CMC presence can prevent the aliens for overrunning their keepers.

    TEAM SIZE:  At least 30 troops.  Usually equipped with heavy armor but no major offensive weaponry.  Tazer Webs are standard.
    SHIP TYPE:  None…Ground based.
    ADVENUTRE TYPES:  The GM can consider giving the PCs a tour on a Corporation run Hive.  Of course, after a while, something goes wrong.  The Corporation head at the lab (Ernst Kleist, I presume) can turn on the CMC or the Aliens may run, out of control


     A horrible duty.  No one wants, but it is inevitable  The Aliens have overrun our words.  Orona’s bombs have wiped out the major hives.  The CMC travels Earthside to walk among the ruins, searching for survivors and straggling aliens.  There are still more than 30 hives operating on Earth by the end of CL 5.5.  Cleanup crews work day and night.  Beserker teams are not used because of the Nuclear Failsafe device considered standard equipment with those teams.

     The CMC, when landing, usually scouts for survivors, check for infestations, eliminate every alien presence, then do a standard body count.  The latter occupies most of the mission.  Hives are burnt to the ground.  Large fleets of fighters and dropships hover above the planet, strafing large areas of jungle, city, and desert in an effort to stop the alien threat.  The major casualties in this business come from demoralized troops who refuse to go to  planet side.    Most troops that venture on planet usually need a high humanity or the gruesome effects of the Earth War might get the best of them.

    TEAM SIZE:  Various.  Ground teams or large volleys of dropships.
    SHIP TYPE:  Dropships, Snakefighters.
    ADVENUTRE TYPES:  Your typical apocalyptic tale as the CMC tries to rebuilt humanity after the Alien threat


         Within every military force there are the typical foot soldiers, then there is the elite troops. The Colonial Marines are no exception.  Following the traditions of the United States Marine Corps, the Colonial Marines included the Marine Special Forces: Marine Force Recon, and the sapper, Marine Combat Engineers. The term 'Marine Recon' conjures images of daring raids and desperate rescue missions in enemy territory. The reality, though less glamorous, still encourages the Colonial Marines' finest to sign up for recon, the most demanding and challenging mission within the Corps.  Reconnaissance Marines train for “special operations”, a term covering missions including deep penetration reconnaissance, raids and demolitions, assassinations, the training of partisans and guerrillas and rescue operations.  Recon Marines have to operate in all environments and receive extensive training in underwater, deep space, and hostile planetary environments.  Usually operating in autonomous four-man teams, the Recon Marine's job is to stay hidden in the heart of the enemy's territory, supplying the kind of vital intelligence that satellites or aerospace craft cannot - information that can only be uncovered by an expert man or woman on the ground.  Because of the recon mission flexibility, Recon Marines in the field frequently have to perform special tasks - such as demolitions or raids - at short notice, often with no more equipment than they already carry.  There are many techniques for covertly inserting Recon Marines into an operating zone.  Because there are a few places inaccessible from space, the most popular method is an orbital drop from.  The dead-drop method is the stealthiest approach, but also the most risky; it involves a dropship breaking just the upper atmosphere and the Marine performing a HALO jump. Where the Colonial Marines already own landing zones on a planet, more conventional methods of insertion are used - by aerospace craft, boat, or submarine.
TEAM SIZE:  2 Infantry, 1 Heavy Weapon, 1 Sniper, 1 NCO/OCC.
SHIP TYPE:  Dropships, Snakefighters.
ADVENUTRE TYPES:  As stated above, deep penetration reconnaissance, raids and demolitions, assassinations, the training of partisans and guerrillas and rescue operations.



    A code that applies to all members of the uniformed services.
1. Its purpose is to ensure order and to provide a means of adjudicating infractions of the law.
2. The obedience to military law is the responsibility of every Marine.


    The following list contains the descriptive title and general provisions of selected punitive articles of the UCMJ.

    1. ARTICLE 86 -- Absent without leave. Any Marine who, without authority
    a) fails to go to hit appointed place of duty at the time prescribed;
    b) goes from that place or
    c) absents himself or remains absent from his unit, organization or place of duty at which he is required to be at the time prescribed shall be punished as his commanding officer or a court-mattial may direct.

    2. ARTICLE 89 -- Disrespect toward a superior commissioned officer. Any Marine, who behaves with disrespect toward his superior commissioned officer, shall be punished as his commanding officer or a court-martial may direct

   3. ARTICLE 90 -- Assault on or willfully disobey a superior commissioned officer. Any Marine, who
    a) strikes his superior commissioned office
    b) draws or lifts up any weapon against his superior commissioned officer
    c) offers any violence against his superior commissioned officer. or
    d) willfully disobeys a lawful command of his superior commissioned officer while that superior commissioned officer is in the execution of his office, shall be punished as his commanding officer or a court-martial may direct. If the offense is committed in time of war, a court-martial may direct that the Marine be punished by death.

   4. ARTICLE 91 -- Insubordinate conduct toward a warrant officer, noncommissioned officer, or petty of ricer. Any Marine, who
    a) strikes or assaults
    b) willfully disobeys; or
    c) in language or deportment toward a warrant officers noncommissioned officer, or petty officer while that officer is in the execution of his office, shall be punished as his commanding officer or court-martial may direct

   5. ARTICLE 121 -- Larceny and wrongful appropriation Any Marine who wrongfully take, obtains, or withholds (by any means) any money, personal property. or article of value of any kind
    a) with intent permanently to deprive or defraud another person of the use and benefit of property or to appropriate it to his own use or the use of any person other than the owner, steals that property is guilty of larceny; or
    b) with intent temporarily to deprive or defraud another person of the use and benefit of property or to appropriate it to his own use or the use of any person other than the owner is guilty of wrongful appropriation shall be punished as his commanding officer or a court-martial may direct.

   6. ARTICLE 128 -- Assault. Any Marine, who
    a) attempts or offers with unlawful force or violence to do bodily harm to another person, whether or not the attempt or offer is consummated, is guilty of simple assault;
    b) commits an assault with a dangerous weapon or other means or force likely to produce death or grievous bodily harm is guilty of assault consummated by battery; or
    c) commits assault and intentionally inflicts grievous bodily harm with or without a weapon, is guilty of aggravated assault; and shall he punished as his commanding officer or  court-martial may direct

   7. ARTICLE 134 -- General article. Any Marine, who become involved in
    a) all disorders and neglects to the prejudice of good order and discipline in the armed forces,
    b) all conduct of a nature to bring discredit upon the armed forces, or
    c) crimes and offenses not capital, shall be punished as their commanding officer or a court-martial may direct

    The following are the forms of punishment which may be imposed for violations the of the UCMJ. All forms of punishment are subject to restrictions specified in the UCMJ.  The UCMJ provides limitations of sentences based on the nature of the crime, the form of adjudication (nonjudicial punishment or court-martial), and the position/rank of the individual assigning the punishment or the type of court-martial which convicted the Marine.

   1. REPRIMAND. The convening authority of a court-martial or a commanding officer may punish a Marine by censure. A reprimand is a severe form of censure that adversely reflects upon the conduct of the person addressed. A reprimand my be presented either orally or in writing; however, it is normally delivered in the written form.

   2. FORFEITURE OF PAY AND ALLOWANCES. A forfeiture deprives the individual accused, of all or specific amount, of money to be accrued (earned in the future) as a result of service in the armed forces of the United States.

   3. FINE. A fine makes the accused immediately liable to the United States for the entire amount of money specified in the sentence. A fine may only be adjudged by a court-martial, and it may be adjudged instead of or in addition to a forfeiture. However, a fine is normally used only as a sentence in cases when the accused has been unjustly enriched as a result of the offense convicted.

   4. LOSS OF NUMBERS, lineal position, or seniority. This form of punishment is reserved for commissioned officers only.

   5. REDUCTION IN PAY GRADE. A reduction in pay grade causes the accused to be of the rank and pay grade to which reduced.

   6. RESTRICTION TO SPECIFIC LIMITS. Restriction deprives the accused of normal liberty privileges. The sentence will specify the physical and geographic locations in which the individual is allowed, how long the restriction shall last, and when that individual must be present at specific locations. A Marine who is being punished by restriction is not exempt from performing normal duty requirements.

   7. HARD LABOR WITHOUT CONFINEMENT. The hard labor is performed in addition to regular duties.

   8. CONFINEMENT. Confinement deprives the Marine sentenced of normal liberty privileges and is a form of physical restraint which provides for the assignment of quarters at a specific location - usually a correctional facility. Additionally, unless specified in the sentencing, the performance of hard labor is also required.

   9. CONFINEMENT ON BREAD AND WATER OR DIMINISHED RATIONS. This form of physical restraint is confinement to specific quarters (normally the ship's brig) while enduring a specific reduction of rations (normally bread and water only). This form of confinement may only be assigned while the Marine sentenced is embarked aboard Naval vessel and may not exceed 3 days.

   10. PUNITIVE SEPARATION. This form of punishment results in the convicted Marine being removed from the service and given either a dishonorable or bad-conduct discharge.

    11. DEATH.

    The three types of courts-martial are summary, special, and general. The differences among the three types of courts-martial are based on their composition, level of authority, and severity of punishments authorized.

    1. A summary court-martial is composed of one officer with the rank of Captain or higher.
    a) The lowest level of authority to convene a summary court-martial is normally a battalion commander or the equivalent; however, under special circumstances, a commanding officer of a separate or detached command may be granted the authority by his superiors.
    b) A summary court-martial may adjudge any punishment not forbidden by the UCMJ, except death dismissal, dishonorable. discharge bad-without confinement for more than 45 days, restriction for more than 2 months, or forfeiture of more than I months pay. In the case of sergeants and above, a summary court-martial may not award a reduction of rank of more than one rank, hard labor without confinement, or confinement.
    c) A summary court-martial may not try a commissioned officer, warrant officer, cadets, midshipmen for any capital offenses. However, no Marine can be compelled to accept a summary court-martial. Since a summary court-martial is less formal than the other two types of courts, a Marine may refuse to accept trial by summary court-martial and may request a special court-martial. However, he should be aware that conviction by a special or general court-martial constitutes a felony conviction.

    2. A special court-martial can be composed of a military judge alone, not more than three impartial active duty armed service personnel, or a military judge and not more than three armed services personnel. The impartial personnel; can be commissioned officers, warrant officers, or enlisted personnel. If the accused is a commissioned officer, no member can be a warrant officer or enlisted person. If the accused is a warrant officer, no member can be an enlisted person. If the accused is an enlisted person, he may request that at least one third of the members of the court be enlisted.
    a) The lowest level of authority to convene a special court-martial is normally a brigade or regimental commander or the equivalent. However, under special circumstances, a commanding officer of a separate or detached battalion may be granted the authority by his superiors.
    b) A special court-martial may adjudge any punishment not forbidden by the UCMJ, except death, dismissal, dishonorable discharge, confinement for more than 6 months, hard labor without confinement for more than 3 months, or forfeiture of more than two-thirds pay for more than 6 months.
    c) Normally, a special court-martial may not try any capital offense where there is a mandatory punishment beyond the maximum punitive power of a special court-martial.

    3. A general court-martial can be composed of a military judge alone or a military judge and not more than five impartial armed services personnel. The impartial personnel can be commissioned officers, warrant officers, or enlisted personnel. Of the accused is a commissioned officer, no member can be a warrant officer or enlisted person. If the accused is a warrant officer, no member can be an enlisted person. If the accused is an enlisted person, he may request that at least one third of the members of the court be enlisted.
    a) The lowest level of authority to convene a general court-martial is normally a division, wing, or base commanding general, or the equivalent. However, under special circumstances, a commanding officer of a separate or detached unit may be granted the authority by his superiors.
    b) A general court-martial may adjudge any punishment not forbidden by the UCMJ.

    The rights of the accused before judicial and nonjudicial proceedings are based on the laws of this country and specified in the UCMJ.

    1. Your rights before judicial proceedings include but are not limited to: being considered innocent until proven guilty,
    a) being considered innocent until proven guilty,
    b) remaining silent and to being informed that if you do make a statement it can be used against you in a court-martial,
    c) being represented by a lawyer,
    d) being protected from double jeopardy,
    e) calling witnesses on your behalf,
    f) having your sentence reviewed,
    g)having a speedy trial,
    h) being informed of all charges against you,
    i) having the assistance of an interpreter,
    j) protection against illegal searches and seizures,
    k) challenging members of the court,
    l) having enlisted representation on special and general courts-martial,
    m) being tried by a military judge, and
    n) being tried by court-martial vice nonjudicial punishment

    2. Your rights before nonjudicial proceedings include but are not limited to:
    a) appearing before all boards and fact-finding bodies:
    b) examining, objecting to, and challenging She introduction of all physical and documentary evidence;
    c) examining, cross-examining, and challenging the testimony of all witnesses;
    d) introducing evidence on your behalf;
    e) testifying on your behalf; and
    f) making a voluntary statement for the official records.

    You can use this procedure to discuss any matter with your commanding officer in your chain of command. The procedures are designed to allow for timely and appropriate responses to your request. If you are following the proper procedures for requesting mast, no one may prohibit you from speaking with your commanding officer at the proper time and place. This includes any commanding general who is located in the same geographic area as you.

    1. The procedural points for request mast below the commanding general level are contained in the following
    a) You may submit your request at the lowest echelon and have it forwarded via the chain of command to the commander with whom you wish to speak.
    b) You do not have to state the matter of concern, either orally or in writing;. to anyone in the chain of command until you have reached the officer to whom you originally requested mast.
    c) You should not have to wait more than 24 hours between levels of the chain of command whenever possible.
    d) You may request mast without fear of prejudice to your interest.
    e) Upon completion of request mast, you must make a written statement regarding the degree of satisfaction you had with the outcome of your request.
    f) If your request mast to a higher commander is resolved by a lower commander. you must make a written, witnessed statement indicating the degree of satisfaction you have had and your willingness to withdraw the request to higher authority.
    g) Your request mast will be conducted at the earliest reasonable time and not later than 72 hours after submission whenever possible. If your request is of an emergency nature, it should be heard within 24 hours if at all possible.

    2. The additional procedural points for request mast with your commanding general are contained in the following
    a) You must prepare a complete written, statement indicating the reasons for the request mast. It must include a list of witnesses with a summary of the expected testimony of each.
    b) You must, if applicable, attach any documents that support your request.
    c) Your statement must also include a list of persons in your chain of command that you have already seen and any action that they have taken.

    The purpose of nonjudicial punishment is to provide an essential and prompt news of maintaining good order and discipline to your unit's commanding officer. It also promotes positive behavior changes in Marines without the stigma of a court-martiat conviction.

    1. If you are the accused Marine, you have the option of either demanding  trial by court-martiat or accepting nonjudicial punishment.

    2. Once your commanding officer has passed judgment and sentenced you, if you feel that the punishment awarded to you is unjust or disproportionate to the offense, you may appeal all or part of your sentence to the next higher authority. He may set aside, decrease, suspend, or let stand any portion or all of the original sentence. However, he cannot in any way increase the original sentence.

As a Marine, you may be given one of five different discharges. The type of discharge you are awarded is based on the method by which it is awarded and the character of your service.
Honorable Honorable Administrative
General, under honorable conditions Honorable Administrative
General, under other then honorable conditions Other than honorable Administrative
Bad-conduct Other than honorable General or special court-martial
Dishonorable Dishonorable General court-martial
    1. To receive a dishonorable discharge. a Marine must be convicted by a general court-martial of an offense of a dishonorable nature. These are offenses generally recognized by the civilian courts as being serious felonies. However, a Marine may also be awarded a dishonorable discharge if he his been convicted by court-martial of three or more offenses in the last year, regardless of whether any of the charges were severe enough to result in a dishonorable discharge by themselves.

    2. For a Marine to receive a bad-conduct discharge, he must have been convicted by a general or special court-martial of an offense under the UCMJ which was serious enough to warrant this form of discharge. A Marine may also receive a bad-conduct discharge from a court-martial for a minor offense W he has previously been found guilty of repeated offenses in a combination of judicial and nonjudicial proceedings. Additionally, a Marine may be awarded a bad conduct discharge if he has been convicted by court-martial of two or more offenses in the past 3 years even if none of the previous or current charges are severe enough to warrant such a discharge.

    3. A Marine may receive a general discharge under other than honorable conditions if his service has been characterized by conduct that was a significant departure from the conduct expected of a Marine. This usually involves illegal acts or comission of acts that are characterized by violence that result in serious bodily injury, breech of special trust, disregard for the normal superior-subordinate relationship, drug abuse or trafficking, or endangering the security of the Marine Corps. Under these conditions, the discharge is awarded in lieu of court-martial.

    4. A Marine may receive a general discharge under honorable conditions if his service was characterized by significant negative aspects reflected in his performance or conduct. This type of discharge is normally awarded to Marines whose average proficiency or conduct marks fall below 3.0 or 4.0 respectively.

    Discipline in combat is essential. Disobedience to the law of war dishonors the Nation, the Marine Corps, and the individual Marine, and far from weakening the enemy's will to fight, it strengthens it. The following principles require the Marine's adherence in the accomplishment of any mission. Violations have an adverse impact on public opinion both national and international and have on occasion served to prolong conflict by inciting an opponent to continue resistance and in most cases constitute violations of the UCMJ. Violations of these principles prejudice the good order and discipline essential to success in combat.

    1. Marines fight only enemy combatants.

    2. Marines do not harm enemies who surrender. They must disarm them and turn them over to their superior.

    3. Marines do not kill or torture prisoners.

    4. Marines collect and care for the wounded, whether friend or foe.

    5. Marines do not attack medical personnel, facilities, or equipment.

    6. Marines destroy no more than the mission requires.

    7. Marines treat all civilians humanely.

    8. Marines do not steal. Marines respect private property and possessions.

    9. Marines should do their best to prevent violations of the law of war. They must report all violations of the law of war to their superior.


    Many Corps customs are derived from the many years of service afloat. Even ashore Marines customarily use nautical terms. Floors are "decks," walls are "bulkheads," ceilings are "overheads," ands corridors are "passageways".  The order "Gangway" is used to clear the way for an officer ashore, just as it is afloat. Among other terms commonly used: "two-block" is to tighten or center; "square-away" is to correctly arrange articles or to take in hand and direct an individual; "head" is the bathroom, and "scuttlebutt" is a drinking fountain or an unconfirmed rumor. In the Marine Corps, the nautical expression, "Aye, aye, sir" is used when acknowledging a verbal order. "Yes, sir" and "No sir" are used in answer to direct questions. "Aye, aye, sir" is not used as this expression is reserved solely for acknowledgment of orders. Some of the other terms inherent in Corps tradition and history are:
   ADRIFT Loose from towline or moorings; scattered about; not in proper stowage
   AFT Referring to or toward the stern (rear) of a vessel
   ALL HANDS All members of a command
   ASHORE Any place outside of a naval or Marine Corps reservation
   AS YOU WHERE Resume former activity
   AWEIGH Said of the anchor. As soon as the anchor has broken away from and is no longer fastened to the bottom
   BELAY To make fast or to secure, as in "belay the line;" to cancel or to disregard a statement just made
   BELOW To go downstairs
   BREAKOUT Take out of stock or storage: to prepare for use
   BRIG A place of confinement; a prison
   BROWN BAGGER A married man
   BOW The front portion of a ship
   BRIDGE The portion of a ship's structure from which it is controlled when underway
   BROW A portable walkway from the pier or jetty the ship's quarter deck
   BUTTKIT An ashtray
   CARRY ON The order to resume previous activity
   CHIT A receipt or authorization; a piece of parer
   FANTAIL The main deck of a ship ar the stern
   FIELD DAY Barracks cleanup
   FIELD SCARF Regulation Marine Corps uniform neck tie
   FORECASTLE The upperdeck at the bow on which the ground tackle is located
   GALLEY Shipboard kitchen; kitchen of a mess hall; mobile field mess
   GATOR An amphibious ship; one who serves in the amphibious Navy
   GEEDUNK The place (aboard ship) where candy, ice cream, soda, and smokes can be purchased
   HATCH Door or doorway
   LADDER Stairs
   LIBERTY Absence of enlisted from the ship or command for less than 96 hours for purposes of rest and recreation which is not charged as leave
   POLICE To straighten or to tidy up
   PORT Left
   QUARTERDECK The ceremonial location on board ship when the ship is moored or at anchor (It is located close to the brow or accommodation ladder and is the watch station for the Officer of the Deck.)
   SEABAG The bag used to stow personal gear
   SECURE Stop; finish; end; make fast put away in storage
   SHIPPING OVER Reenlisting
   SICK BAY Hospital or dispensary
   SKIPPER Commanding Officer
   SKYLARK Goof-off; to loiter
   STERN The blunt end (rear) of a ship
   SWAB A mop
   TOPSIDE Upstairs
   TURN TO Begin work; get started
   WARDROOM on board ship, the officer's living room and dining area; also
 used to signify all of the officers serving on the ship


    Leadership has passed from Marine to Marine since the founding of the Corps. It is the art of influencing and directing men and women to accomplish the mission of keeping our country free; to obtain their obedience, respect, confidence, and loyal cooperation; and to maintain the sense of accomplishment. In essence, leadership boils down to three fundamentals: Know your "stuff" and yourself; be a role model, and set the example; know your people, and look after them.

    Concern for and attentiveness to troop welfare not only means providing the basics of survival (food, water, shelter, and rest), but it also means attending to the numerous other details that make a unit effective. It means training and critiquing so that "lessons learned" do not have to be relearned. It means talking with military members as if they are members of the family. It means looking out for Marines as they instinctively look out for their leader and for each other.

    1. The Primary Objective of Leadership -- Mission Accomplishment
    a) Military discipline. A moral, mental, and physical state in which all hands respond to orders or to the will of the commander or leader, whether or not he or she is present.
        (1) Self-discipline is the basis of discipline.
        (2) Effective discipline is the sense of accomplishment of a goal.
        (3) Sound discipline is a matter of consistency and firmness.
    b) Efficient performance in battle. The ultimate objective of military discipline: Overcome fear and replace it with action
    c) Standards of good discipline. Deportment attention to duty, example, and decent behavior which enable men and women to accomplish and to give their best,
    d) The results of a well-disciplined unit are clearly observable:
        (1) All assigned missions are accomplished.
        (2) Marines are confident and maintain a sharp appearance.
        (3) Marines are proud of their unit; they believe it has a good reputation (esprit).
        (4) Weapons and equipment are available and well-maintained.
        (5) Marines at all levels are actively engaged in doing their duties they place value on the things that they do.
        (6) Marines cooperate and willingly helping one another.
        (7) Training is well planned, well conducted, consistent, and thoroughly evaluated for individual and unit strengths and weaknesses and feedback, for the individual and the group, is immediately provided
        (8) In hostile situations, the unit fights successfully under stress.

    2. The Secondary Objective of Leadership -- Troop Welfare
    a) Counseling, as a leadership tool, is used to improve performance and to aid in solving problems or circumventing potential problems. The types of counseling are:
        (1) performance,
        (2) personal,
        (3) professional, and
        (4) career.
    b) Keys to constructive performance counseling are:
        (1) Accurate evaluation of performance,
        (2) Clear and concise communication of the evaluation to the subordinate,
        (3) Mutual agreement concerning performance areas where improvement is required,
        (4) Active subordinate response, and
        (5) Concrete suggestions for improvement.
    c) Keys to effective personal counseling are:
        (1) Suggestions and advice are offered only after learning all of the pertinent facts.
        (2) Advice on professional matters is left to the professionals.
        (3) Problems that are not solved are referred to someone who can handle the problem.
    d) Keys in conducting professional counseling include
        (1) Finding out what the problem involves and then setting up an appointment for the Marine to talk to the proper specialist (e.g., medical or drug and alcohol officers, 1st Sergeant, Sergeant Major. or the chaplain); and
        (2) Using the chain of command to match a Marine to the proper specialized expert.
    e) Keys to career counseling are:
        (1) Knowing and understanding the Marine (their motivations, skills, and attitudes),
        (2) Knowing the advantages of a career in the Marine Corps and the opportunities and alternatives that are available, and
        (3) Knowing the basic qualifications required for reenlistment.


1. Violent, unnerving sights and sounds;

2. Casualties;

3. Confusion and lack of information;

4. Feeling of isolation;

5. Communications breakdowns;

6. Individual discomfort and physical fatigue

7. Fear, stress, and mental fatigue;

8. Continuous operations; and

9. Homesickness.


1. Extreme risk and fear;

2. "Fog of War" - literal fog (dust, smoke, and debris on the battlefield) and mental fog (confusion, uncertainty
    due to lack of knowledge of the enemy, chaotic noise, mental and physical fatigue, and fear;

3. Discomfort and fatigue;

4. Casualties; and

5. Boredom.

O-1 Ensign
O-2 Lieutenant, Junior Grade
O-3 Lieutenant
O-4 Lieutenant Commander
O-5 Commander
O-6 Captain
O-7 Rear Admiral
O-8 Rear Admiral
O-9 Vice Admiral
O-10 Admiral