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IN ATMOSPHERE

SCIENCE FICTION MILITARY UNIT GENERATOR


IN ATMOSPHERE
Wri en by Hans Ronald Lango

Design by Ulysses Ephraim-White

Game Master’s Tool • Generator June th,

No part of this publication may be reproduced, copied or transmitted


by any means without the publisher’s explicit permission.

Individuals may create and publish their own works within this setting
as long as they are not for profit. They may not use the Broadhead
name, imagery or any text verbatim from official published works.

A Broadhead Publication
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Introduction
In Atmosphere is a dice table book that generates science fiction military
units. Each unit will be of a type, with a distinct battlefield role, a style of Required Materials
warfare it specializes in, a culture and discipline, a history, and finally two
or three things that set it apart from other units. In Atmosphere needs a few items to use
its randomized tables.
For the purpose of simplicity, this book does not mix science fiction and
science fantasy. These tables only contain the types of units you might ‣ 8 Sided Dice
find in worlds that could be safely described as “firm” sci-fi, “military”
sci-fi, etc… Trying to say there’s no magic or swords. Not gonna get into a ‣ 6 Sided Dice
“taxonomy of sci-fi” thing. You get it.

How To Use This Book


Dice Rolls - Roll a die with the same
amount of sides as there are numbers on
the table. For grid tables, roll the
corresponding dice for both the side and
the top.

In Atmosphere

1 Basics The unit must have a purpose and a size before it can be anything else.

TYPE SIZE

The type or composition of the unit. The unit’s size in terms of the order of battle.

1 Light Infantry Platoon

2 Heavy Infantry Company

3 Mechanized Battalion

4 Armor Regiment

5 Recon Brigade

6 Support Division

7 Marines Army

8 Air Wing Legion

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4

Match the resulting battlefield role from the row of the unit type you got
2 Battlefield Role on the last page.

1 2 3 4 5 6

Light Infantry Rifles Airmobile Infantry Light VTOL Cavalry Raiders Special Forces Hunter-Killers

Heavy Infantry Shock Troopers HAZOPs Corp Line Infantry Trench Infantry Drop Troopers Anti-Vehicular Infantry

Light Vehicle Mechanized Gun


Mechanized Motorized Rifles Line Mechanized Artillery Assault Mechanized
Mechanized Battery

Ranged Battery
Armor Light Tank Corp Combat Walkers Shock Armor Line Armor Siege Tank Corp
Walkers

Recon Scouts Infiltrators Rangers Light Vehicle Recon Commandos Airborne Recon

Support Combat Engineers Supply Corp Drone Control Special Weapons Heavy Ordinance Land Carrier

Planetary Naval
Marines Boarding Corp Marine Rifles Armored Marines EVA Corp Capital Ship Guards
Infantry

Air Wing Fighter Wing Bomber Wing Interceptors Gunship Wing Assault VTOL Wing Air Transport

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Calling card refers to a weapon or piece of equipment the unit makes


common use of. For a more random result roll 1D8 first and mix a calling
3 Calling Card card from that unit type’s column into your own type. Bigger or more elite
units can always roll for two calling cards as well.

1 2 3 4 5 6

1
Minimal Personal Long Range Kinetic Personal Rail Anti-Armor Plasma
Light Infantry Laser Weapons
Armor Small Arms Weaponry Weapons
Light Drone Support

2
Missile and Rocket Close Range Emplaced Heavy
Heavy Infantry Laser Weapons Gauss Weaponry Heavy Personal Armor
Armaments Armaments Weaponry

3
Faster, Wheeled All Vehicles Carry Advanced Missile Additional Vehicle
Mechanized Incendiary Weapons Hovercraft Vehicles
Vehicles Heavy Armament Weaponry Armor

4
High-Velocity Kinetic Advanced Missile Additional Vehicle
Armor High-Bore Cannons Rail Weapons High Explosive Delivery
Weaponry Weaponry Armor

5
Long Range Advanced Optical Signal & Information
Recon Laser Weapons Stealth Kits Jump Packs
Armaments Equipment Control

6
Support Pulse Weaponry Electronic Warfare Anti-Air Weaponry Drone Infantry Drone Logistics Radiation Weaponry

7
Anti-Armor Plasma Missile and Rocket
Marines Heavy Dropships Amphibious Vehicles Fleet Support VTOLs Ship Demolition
Weapons Armaments

8
Hard-Kill Counter
Air Wing Absolute Speed Advanced Avionics Plasma Ordinance High Impact Ordinance Guided Missiles
Measures & Armor

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Again, roll for a column against your unit’s row. The result will give you a
Strategic or Tactical strategy, tactic, terrain or specialty of warfare. Like with calling cards,
4 more elite units may have two or three specialties to represent their
Specialty flexibility and/or experience.

1 2 3 4 5 6

Constant Maneuver
Light Infantry Guerilla Warfare Fast Response Urban Warfare Ambush Flexible Attack
Warfare

Heavy Infantry Static Defense Defense in Depth Urban Warfare Deep Strike Flexible Attack Pitched Offensive

Mechanized Flanking Maneuvers Defense in Depth Area Denial Fast Attack Methodical Advance Tank Destroyers

Armor Frontal Assault Blitz Desert Warfare Shock & Awe Mass Fire Doctrine Tank Destroyers

Recon Behind Enemy Lines Night Missions Urban Warfare Ambush Foresters Mountaineers

Support Battlefield Supply Logistics Fortifications Command & Control Mass Fire Doctrine Combat Support

Pitched Landing and


Marines Aquatic Assault Fast Response Orbital Assault Deep Strike Flexible Attack
Assault

Low Atmosphere Close Range Air-to-


Air Wing Night Missions Air Superiority Surgical Strike Rolling Thunder
Combat Ground

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7

Below are three categories that should give an indication to the overall
5 Unit Character personality of the unit and the type of soldiers they produce.

DISCIPLINE CULTURE RECRUITMENT

The unit’s discipline as it applies to The esprit-de-corps of the unit and the Where new members of unit tend to be
morale and organization. attitude that being in the unit breeds in its sourced from.
members.

1 Disrespect for Authority Just Here for the Check Survivors from other Destroyed Units

2 Motley, Low Morale Hardened Killers Prisoners

3 Limited Organization Insular Camraderie Orphans Trained from Childhood

4 Stiff and Unflexible Fatalist Aura Exclusively Nobility

5 Calm, Professional Competitive Practices Professional Volunteers

6 Well Regimented Loose, Relaxed Specialists Pulled from Basic Training Programs

7 Taskmaster Officers Fight to the Death All Conscripts from One Planet

8 Unquestioned Hierarchical Obedience Independent Cells Inside Unit Conscripted from Uplifted Primitives

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History refers to a single event in the unit’s past (within memory, even if
6 History no one from the time is active in the unit). If you need more items for a
unit with a particularly long life, simply roll additional results.

1 2 3 4 5 6

Shamed in Previous
Victorious in Bizarre Held Ground to the Bitter
Commanded by Famous Captured Enemy Land Conflict, the Unit is Now Possibly Involved in
1 Officer Carrier
Skirmish that is Now
Studied by Theorists
Desperate for Foreign Black Op
End During an Important
Battle
Absolution

Involved in Largest Land


Suffered Heavy Losses in Left for Dead by First Unit to Use a Piece Part of Expeditionary Turned Rogue for Money,
2 Past Conflict Superiors of Now Standard Gear
Battle in Nation’s
Force in Proxy War Now Watched Closely
History

Intense History of
Has History with A Involved in Testing
Victorious in Notable Competition with Famous During Last Have Enemy Standard
3 Wargame Exercise
Fallen Political
Another Unit in Same Civil War
Program for a New
Captured in Past War
Movement Weapon Platform
Corp/Army

Once Part of a Foreign


Initially Led by Foreign Decimated Down to 15% Considered Famously Period Spent as Part of
4 Officers of its Size in One Battle Unlucky
Captured an Enemy HQ
Exiled Government
Army of Nation that No
Longer Exists

Tour of Duty on Far Lost Decisive Battle of Only Intact Unit from Has a Grim Rivalry with Involved in Capture of
5 Frontier Past War
Destroyed a Traitor Unit
Bloody Siege Enemy Unit Major City

Unit’s Space Transport


Captured by Enemy in Never Surrendered Period as Mercenary First Unit to Enter
6 Last Major War
Involved in a Coup
when Nation Capitulated Unit in Peacetime Hostilities in Major War
was Crashed Landed
onto Hostile World

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Traits are small details that define a unit and what makes them stand out
7 Traits from others. Roll for two traits on this page.

1 2 3 4 5 6

Everyone Speaks a Unit Goes into Battle in Officers Lead from the
1 Foreign Language
Survivalists
Full Dress Uniforms Front
Hotheaded Reputation Cautious Fighters

Armed for Overwhelming Fifteen Year Tours of Wounds Marked with Feint and Decoy
2 Firepower
All-Black Uniforms Stomach for Bloodbaths
Duty Tattoos Expertise

Hyper Precise Unit No Strangers to Hand- One of Their Nation’s New Recruits Fight
3 Coordination
Daring Gloryhounds
to-Hand Combat
Political Guards
Elite Unarmored

All Officers have Everyone Carries No Camo, All Equipment Chemical Weapons on
4 Superior Positioning
Mustaches
Relentless Attackers
Ceremonial Sidearm Painted in Unit Colors the Table

Adapt to Any Ultra Standards of Intricate Small Unit All Soldiers in Unit are Never Leave Anyone
5 Circumstances
Veterans in Rearguard
Physical Fitness Tactics Unmarried Women Behind

War Banners Carried Weapons Never Leave Reputation for Reputation for Heinous
6 Blood Oaths of Loyalty
into Combat Their Side
Sharpshooters
Honorable Conduct Conduct

In Atmosphere

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