BASIC TRAINING (WESTERN-ALIGNED ARMIES)

Prerequisites: None

Skill Adds:

Armed Martial Arts: 1

Autogun: 1

Grenade Launcher: 1

Ground Vehicle (Wheeled): 1

Ground Vehicle (Tracked): 1

Small Arms (Rifle): 2

Swimming: 1

Tac Missile: 1

Thrown Weapon: 1

Unarmed Martial Arts: 1

   

Climbing: 2 (Norway only)

Snow Skiing: 2 (Norway only)

Unarmed Martial Arts: 2 (Turkey, UK, Israel only)

Small Arms (Pistol): 2 (Israel only)

Special: Characters with Intelligence and Education of 7+ may enter Officer Candidate School. If so, they receive a level 1 Leadership skill, and are commissioned at the end of basic training at the grade of O1. OCS may be taken at any time before the character reaches E8.

ARMOR--CAVALRY SCOUT--ENLISTED

Prerequisites: None

First Term Skill Adds:

Autogun: 3

Ground Vehicle (Motorcycle): 2

Ground Vehicle (Tracked): 2

Ground Vehicle (Wheeled): 2

Heavy Gun: 2

Mechanic: 2

Observation: 3

Small Arms (Pistol): 1

Small Arms (Rifle): 1

Tracking: 1

   

Subsequent Skill Adds:

Acrobat

Explore

Ground Vehicle

Gun Combat

Heavy Gun

Heavy Weapons

Melee

Parachute

Perception

Technician

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll an 8+ on 1d10 for the contact to be foreign.

ARMOR--CAVALRY SCOUT--OFFICER

Prerequisites: National Military Academy, ROTC, or OCS.

First Term Skill Adds:

Autogun: 2

Forward Observer: 1

Ground Vehicle (Tracked): 1

Ground Vehicle (Wheeled): 1

Heavy Gun: 1

Leadership: 1

Navigation: 3

Observation: 3

Persuasion: 1

Small Arms (Pistol): 1

Small Arms (Rifle): 1

Tracking: 1

Subsequent Term Skills:

Acrobat

Explore

Forward Observer

Ground Vehicle

Gun Combat

Heavy Gun

Heavy Weapons

Interaction

Leadership

Melee

Parachute

Perception

Persuasion

Technician

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: Two per term, military. Roll a 7+ on 1d10 for the contact to be foreign.

ARMOR--TANK CREWMAN--ENLISTED

Prerequisites: None

First Term Skill Adds:

Autogun: 2

Ground Vehicle (Tracked): 3

Heavy Gun: 3

Mechanic: 2

Observation: 1

Small Arms (Pistol): 1

   

Subsequent Term Skills:

Acrobat

Explore

Ground Vehicle

Gun Combat

Heavy Gun

Heavy Weapons

Melee

Parachute

Perception

Technician

Vessel Use (Hovercraft)

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll an 8+ on 1d10 for the contact to be foreign.

ARMOR--TANK CREWMAN--OFFICER

Prerequisites: National Military Academy, ROTC, or OCS.

First Term Skill Adds:

Autogun: 1

Ground Tactics: 2

Ground Vehicle (Tracked): 1

Heavy Gun: 1

Leadership: 1

Navigation: 2

Observation: 1

Persuasion: 1

Small Arms (Pistol): 1

     

Subsequent Term Skills:

Acrobat

Explore

Ground Vehicle

Gun Combat

Heavy Gun

Heavy Weapons

Interaction

Leadership

Melee

Parachute

Perception

Persuasion

Technician

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: Two per term, military. Roll a 7+ on 1d10 for the contact to be foreign.

ARTILLERY--AIR DEFENSE CREWMAN--ENLISTED AND OFFICER

Prerequisites: Agility 5+; for officer, Military Academy, ROTC, or OCS

First Term Skill Adds:

Autogun: 4

Computer: 2

Electronics: 2

Ground Vehicle (Tracked): 2

Ground Vehicle (Wheeled): 1

Heavy Gun: 3

Observation: 4

Tac Missile: 4

Subsequent Term Skills:

Computer

Ground Vehicle

Gun Combat

Heavy Gun

Heavy Weapons

Leadership

Observation

Parachute

Persuasion

Technician

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: One per term is enlisted, two per term if officer, military. Roll 8+ on 1d10 for the contact to be foreign.

ARTILLERY--CANNON CREWMAN--ENLISTED

Prerequisites: Strength 5+

First Term Skill Adds:

Autogun: 1

Computer: 1

Ground Vehicle (Tracked): 2

Ground Vehicle (Wheeled): 1

Heavy Artillery: 3

Mechanic: 2

   

Subsequent Term Skills:

Artillery

Ground Vehicle

Gun Combat

Heavy Weapons

Observation

Parachute

Technician

Warhead

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.

ARTILLERY--CANNON CREWMAN--OFFICER

Prerequisites: Intelligence 5+; and National Military Academy, ROTC, or OCS.

First Term Skill Adds:

Autogun: 1

Computer: 2

Forward Observer: 2

Heavy Artillery: 2

Navigation: 2

     

Subsequent Term Skills:

Artillery

Ground Vehicle

Gun Combat

Heavy Weapons

Interaction

Leadership

Observation

Parachute

Persuasion

Technician

Warhead

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: Two per term, military. Roll 7+ on 1d10 for the contact to be foreign.

ARTILLERY--FIRE SUPPORT TEAM--ENLISTED AND OFFICER

Prerequisites: Intelligence 5+; for officer, National Military Academy, ROTC, or OCS.

First Term Skill Adds:

Autogun: 1

Computer: 3

Forward Observer: 4

Ground Vehicle (Tracked): 1

Ground Vehicle (Wheeled): 1

Navigation: 2

Observation: 3

Small Arms (Pistol): 1

Small Arms (Rifle): 1

     

Subsequent Term Skills:

Acrobat

Artillery

Explore

Ground Vehicle

Gun Combat

Heavy Weapons

Interaction

Leadership

Observation

Parachute

Persuasion

Technician

Promotion: 6+ on 1d10; DM +1 if Intelligence and/or Military Academy graduate.

Contacts: Two per term, military or partisan. Roll 7+ on 1d10 for the contact to be foreign. (The GM should consider raising this possibility if the contact is a partisan and the character is in a foreign land.)

AVIATION--ENLISTED

Prerequisites: None

First Term Skill Adds:

Aircraft Mechanic: 4

Computer: 2

Electronics: 3

Mechanic: 1

Subsequent Term Skills:

Aircraft

Explore

Gun Combat

Scrounging

Technician

Vehicle

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military or specialist (in one of the above skills). Roll 9+ on 1d10 for the contact to be foreign.

AVIATION--OFFICER OR WARRANT OFFICER

Prerequisites: Intelligence 5+; for officer, Military Academy, OCS, or ROTC. For Warrant Officer, Warrant Officer’s Flight Training (equivalent to Technical School, add Leadership: 1)

First Term Skill Adds:

Aircraft Mechanic: 1

Autogun: 4

Computer: 2

Electronics: 1

Forward Observer: 1

Leadership: 1

Meteorology: 1

Navigation: 4

Observation: 2

Pilot (Rotary Wing): 4

Survival: 1

Tac Missile: 4

Subsequent Term Skills:

Aircraft

Explore

Determination

Forward Observer

Gun Combat

Heavy Weapon

Perception

Personal Transport

Physical Science

Technician

Vehicle

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or if graduate of Military Academy.

Contacts: Two per term, military. On a roll of 7+ on 1d10, the contact is foreign.

DRILL SERGEANT -- ENLISTED ONLY

Prerequisites: Strength + Constitution + Intelligence 15+, Leadership 2+, Rank E5 though E7.

First Term Skill Adds:

Act/Bluff: 2

Instruction: 3

Leadership: 3

Medical (Trauma Aid): 1

Observation: 2

Persuasion: 3

Psychology: 2

Recruiting: 1

Stealth: 2

Willpower: 2

   

Subsequent Term Skills: None; see below.

Promotion: 5+ on 1d10; DM +1 if Intelligence 7+ or Leadership 8+.

Contacts: Two per term, military. Foreign contacts are normally not made during a drill sergeant tour, though exceptions may be made by the GM.

Special: The drill sergeant career may be chosen for one term only. The character may instead choose to be an Airborne Instructor; in this case, add Parachute: 2 to the first term skills, and allow foreign contacts on a 5+.

ENGINEER--COMBAT--ENLISTED

Prerequisites: None

First Term Skill Adds:

Autogun: 1

Combat Engineer: 4

Construction: 2

Excavation: 3

Grenade Launcher: 1

Ground Vehicle (Tracked): 1

Scrounging: 2

 

Subsequent Term Skills:

Engineer

Explore

Ground Vehicle

Gun Combat

Heavy Gun

Heavy Weapon

Perception

Personal Transport

Technician

Vessel Use

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military or specialist (Combat Engineer). Roll 8+ on 1d10 for the contact to be foreign.

Special: The character receives a demolitions kit as part of basic equipment.

ENGINEER--COMBAT--OFFICER

Prerequisites: OCS, ROTC, or National Military Academy.

First Term Skill Adds:

Autogun: 1

Combat Engineer: 2

Construction: 2

Excavation: 2

Grenade Launcher: 1

Ground Vehicle (Tracked): 1

Leadership: 1

Navigation: 1

Persuasion: 1

Scrounging: 2

   

Subsequent Term Skills:

Engineer

Explore

Ground Vehicle

Gun Combat

Heavy Gun

Heavy Weapon

Leadership

Perception

Personal Transport

Persuasion

Technician

Vessel Use

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.

Contacts: Two per term, military or specialist (Combat Engineer). Roll 7+ on 1d10 for the contact to be foreign.

Special: The character receives a demolitions kit as a part of basic equipment.

ENGINEER--CONSTRUCTION--ENLISTED

Prerequisites: None

First Term Skill Adds:

Autogun: 1

Construction: 4

Demolitions: 2

Excavation: 2

Ground Vehicle (Tracked): 3

Ground Vehicle (Wheeled): 2

Mechanic: 2

Observation: 1

Scrounging: 2

     

Subsequent Term Skills:

Engineer

Explore

Gun Combat

Heavy Weapon

Perception

Personal Transport

Technician

Vehicle

Vessel

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military or specialist (Combat, Construction or Civil Engineer). Roll 8+ on 1d10 for the contact to be foreign.

ENGINEER--CONSTRUCTION--OFFICER

Prerequisites: Construction or Civil Engineer 2+; OCS, ROTC, or National Military Academy.

First Term Skill Adds:

Autogun: 1

Civil Engineer: 4

Construction: 3

Demolitions: 2

Excavation: 1

Ground Vehicle (Tracked): 1

Ground Vehicle (Wheeled): 1

Leadership: 1

Mechanic: 1

Navigation: 1

Observation: 2

Persuasion: 1

Scrounging: 3

     

Subsequent Term Skills:

Engineer

Explore

Gun Combat

Heavy Weapon

Leadership

Perception

Personal Transport

Technician

Vehicle

Vessel

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: Two per term, government, military, or specialist (Combat, Construction, or Civil Engineer). Roll 8+ on 1d10 for the contact to be foreign.

INFANTRY--ENLISTED

Prerequisites: Strength or Constitution 4+

First Term Skill Adds:

Autogun: 2

Grenade Launcher: 1

Ground Vehicle (Tracked): 1

Navigation: 1

Observation: 1

Small Arms (Rifle): 2

Survival: 1

Unarmed Martial Arts: 1

Subsequent Term Skills:

Demolitions

Explore

Forward Observer

Ground Vehicle

Gun Combat

Heavy Weapon

Leadership

Melee

Perception

Personal Transport

Stealth

Thrown Weapon

Vessel Use (Boat)

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.

INFANTRY--OFFICER

Prerequisites: Strength or Constitution 4+; OCS, military academy, or ROTC.

First Term Skill Adds:

Autogun: 1

Grenade Launcher: 1

Leadership: 1

Navigation: 2

Observation: 1

Persuasion: 1

Small Arms (Rifle): 1

Survival: 1

Unarmed Martial Arts: 1

     

Subsequent Term Skills:

Demolitions

Explore

Forward Observer

Ground Vehicle

Gun Combat

Heavy Weapon

Leadership

Melee

Perception

Personal Transport

Persuasion

Stealth

Thrown Weapon

Vessel Use (Boat)

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or if graduate of military academy.

Contacts: Two per term, military. Roll 7+ on 1d10 for the contact to be foreign.

INFANTRY--AIRBORNE--ENLISTED

Prerequisites: Strength + Constitution + Agility: 15+.

First Term Skill Adds:

Autogun: 2

Forward Observer: 1

Grenade Launcher: 1

Navigation: 2

Long Distance Marching: 1

Observation: 1

Parachute: 4

Small Arms (Rifle): 2

Survival: 1

Unarmed Martial Arts: 1

Willpower: 1

 

Subsequent Term Skills:

Demolitions

Explore

Forward Observer

Ground Vehicle

Gun Combat

Heavy Weapon

Leadership

Melee

Perception

Personal Transport

Persuasion

Stealth

Thrown Weapon

Vessel Use

Willpower

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.

INFANTRY--AIRBORNE--OFFICER

Prerequisites: Strength + Constitution + Agility: 14+; OCS, ROTC, or Military Academy.

First Term Skill Adds:

Autogun: 1

Forward Observer: 2

Grenade Launcher: 1

Navigation: 3

Leadership: 1

Long Distance Marching: 1

Observation: 1

Parachute: 4

Persuasion: 1

Small Arms (Rifle): 1

Survival: 1

Unarmed Martial Arts: 1

Willpower: 1

     

Subsequent Term Skills:

Demolitions

Explore

Forward Observer

Ground Vehicle

Gun Combat

Heavy Weapon

Leadership

Melee

Perception

Personal Transport

Persuasion

Stealth

Thrown Weapon

Vessel Use (Boat)

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or military academy graduate.

Contacts: One per term, military. Roll 7+ on 1d10 for the contact to be foreign.

INFANTRY--MOUNTAIN--ENLISTED

Prerequisites: Strength + Agility: 10+

First Term Skill Adds:

Autogun: 2

Climbing: 4

Ground Vehicle (Tracked): 1

Grenade Launcher: 1

Long Distance Marching: 1

Navigation: 1

Observation: 2

Small Arms (Rifle): 2

Snow Skiing: 3

Survival: 2

Willpower: 1

 

Subsequent Term Skills:

Demolitions

Explore

Forward Observer

Ground Vehicle

Gun Combat

Heavy Weapon

Leadership

Melee

Perception

Personal Transport

Persuasion

Stealth

Thrown Weapon

Willpower

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military or specialist (Climbing). Roll 8+ on 1d10 for the contact to be foreign.

INFANTRY--MOUNTAIN--OFFICER

Prerequisites: Strength + Agility: 10+; OCS, ROTC, or Military Academy.

First Term Skill Adds:

Autogun: 1

Climbing: 4

Forward Observer: 1

Grenade Launcher: 1

Leadership: 1

Long Distance Marching: 1

Navigation: 2

Observation: 1

Persuasion: 1

Small Arms (Rifle): 1

Snow Skiing: 3

Survival: 1

Willpower: 1

     

Subsequent Term Skills:

Demolitions

Explore

Forward Observer

Ground Vehicle

Gun Combat

Heavy Weapon

Leadership

Melee

Perception

Personal Transport

Persuasion

Stealth

Thrown Weapon

Willpower

   

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+, and/or if graduate of Military Academy.

Contacts: Two per term, military or specialist (Climbing). Roll 7+ on 1d10 for the contact to be foreign.

INFANTRY--PATHFINDER--ENLISTED

Prerequisites: Strength + Constitution + Agility: 15+; one term as airborne infantryman, ranger, or Special Forces.

First Term Skill Adds:

Climbing: 2

Combat Engineer: 3

Forward Observer: 2

Navigation: 3

Observation: 3

Parachute: 1

Small Arms (Pistol): 1

Small Arms (Rifle): 1

Stealth: 2

Thrown Weapon: 2

Willpower: 2

 

Subsequent Term Skills:

Acrobat

Determination

Engineer

Explore

Forward Observer

Gun Combat

Heavy Weapon

Melee

Perception

Personal Transport

Persuasion

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.

INFANTRY--PATHFINDER--OFFICER

Prerequisites: Strength + Constitution + Agility: 15+; one term as airborne infantryman, ranger, or Special Forces; OCS, ROTC, or military academy.

First Term Skills:

Climbing: 2

Combat Engineer: 2

Forward Observer: 3

Leadership: 1

Navigation: 4

Observation: 2

Parachute: 1

Persuasion: 1

Small Arms (Pistol): 1

Small Arms (Rifle): 1

Stealth: 1

Thrown Weapon: 1

Willpower: 2

     

Subsequent Term Skills:

Acrobat

Determination

Engineer

Explore

Forward Observer

Gun Combat

Heavy Weapon

Melee

Perception

Personal Transport

Persuasion

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ or graduate of Military Academy.

Contacts: Two per term, military. Roll 7+ on 1d10 for the contact to be foreign.

INFANTRY--RANGER--ENLISTED

Prerequisites: Strength + Constitution + Agility: 17+.

First Term Skills:

Armed Martial Arts: 2

Autogun: 2

Climbing: 4

Combat Engineer: 2

Forward Observer: 1

Grenade Launcher: 2

Long Distance Marching: 3

Navigation: 3

Observation: 3

Parachute: 4

Small Arms (Pistol): 2

Small Arms (Rifle): 2

Stealth: 3

Survival: 4

Swimming: 3

Thrown Weapon: 1

Unarmed Martial Arts: 1

Vessel Use (Boat): 2

Willpower: 3

 

Subsequent Term Skills:

Acrobat

Determination

Engineer

Explore

Forward Observer

Gun Combat

Heavy Weapon

Melee

Perception

Personal Transport

Persuasion

Vessel Use (Boat)

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.

INFANTRY--RANGER--OFFICER

Prerequisites: Strength + Constitution + Agility: 16+; OCS, ROTC, or Military Academy.

First Term Skill Adds:

Armed Martial Arts: 2

Autogun: 1

Climbing: 4

Combat Engineer: 1

Forward Observer: 2

Grenade Launcher: 1

Leadership: 1

Long Distance Marching: 3

Navigation: 4

Observation: 2

Parachute: 4

Persuasion: 1

Small Arms (Pistol): 1

Small Arms (Rifle): 1

Stealth: 3

Survival: 3

Swimming: 3

Thrown Weapon: 1

Unarmed Martial Arts: 1

Vessel Use (Boat): 1

Willpower: 3

     

Subsequent Term Skills:

Acrobat

Determination

Engineer

Explore

Forward Observer

Gun Combat

Heavy Weapon

Melee

Perception

Personal Transport

Persuasion

Vehicle

Vessel Use (Boat)

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: Two per term, military. Roll 7+ on 1d10 for the contact to be foreign.

INFANTRY--SNIPER--ENLISTED ONLY

Prerequisites: Strength + Constitution + Agility: 15+; one term as infantry (any) or cavalry scout; Small Arms (Rifle): 4+.

First Term Skill Adds:

Forward Observer: 2

Navigation: 4

Observation: 5

Small Arms (Rifle): 4

Sniping: 4

Stealth: 5

Survival: 3

Tracking: 2

Willpower: 3

     

Subsequent Term Skills:

Acrobat

Determination

Explore

Gun Combat

Heavy Weapons

Melee

Perception

Sniping

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.

INTELLIGENCE--ENLISTED AND OFFICER

Prerequisites: Intelligence 7+; for officer, OCS, ROTC, or Military Academy.

First Term Skill Adds:

Act/Bluff: 2

Computer: 3

Cryptography: 3

Interrogation: 4

Language: 5

Observation: 1

Persuasion: 2

 

Subsequent Term Skills:

Acrobat

Charm

Crime

Disguise

Gun Combat

Interaction

Melee

Perception

Vice

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: One per term (two if officer); roll 7+ on 1d10 for the contact to be foreign.

MEDICAL CORPS--ENLISTED (MEDIC)

Prerequisites: Education 5+.

First Term Skill Adds:

Biology: 1

Computer: 1

Ground Vehicle (Tracked): 1

Ground Vehicle (Wheeled): 2

Medical (Diagnosis): 1

Medical (Trauma): 3

Observation: 1

Small Arms (Pistol): 1

Subsequent Term Skills:

Computer

Explore

Gun Combat

Medical

Perception

Physical Sciences

Vehicle

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military or specialist (Medical); roll 8+ on 1d10 for the contact to be foreign.

MEDICAL CORPS--OFFICER--DOCTOR

Prerequisites: Medical school, and OCS, ROTC, or direct commission.

First Term Skill Adds:

Biology: 1

Chemistry: 1

Leadership: 1

Medical (Diagnosis): 2

Medical (Surgery): 3

Medical (Trauma): 1

Observation: 2

Persuasion: 1

Small Arms (Pistol): 1

     

Subsequent Term Skills:

Computer

Explore

Gun Combat

Leadership

Medical

Perception

Physical Sciences

Vehicle

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: Two per term, military or specialist (Medical). Roll 7+ on 1d10 for the contact to be foreign.

MEDICAL CORPS--OFFICER OR WARRANT OFFICER--NURSE OR PHYSICIAN’S ASSISTANT

Prerequisites: Undergraduate degree, Medical 3+; and OCS, ROTC, Military Academy, or direct commission.

First Term Skill Adds:

Biology: 1

Chemistry: 1

Medical (Diagnosis): 2

Medical (Trauma): 3

Observation: 1

Persuasion: 1

Small Arms (Pistol): 1

 

Subsequent Term Skills:

Computer

Explore

Gun Combat

Leadership

Medical

Perception

Physical Sciences

Vehicle

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ or Military Academy graduate.

Contacts: Two per term, military or specialist (Medical). Roll 7+ on 1d10 for the contact to be foreign.

MILITARY POLICE--ENLISTED

Prerequisites: Strength + Agility + Intelligence: 12+

First Term Skill Adds:

Autogun: 2

Grenade Launcher: 1

Ground Vehicle (Wheeled): 2

Interrogation: 2

Observation: 2

Small Arms (Pistol): 4

Small Arms (Rifle): 1

Stalking: 2

Tracking: 2

Unarmed Martial Arts: 3

   

Subsequent Term Skills:

Acrobat

Determination

Gun Combat

Heavy Weapon

Interaction

Melee

Perception

Sniping

Technician

Vehicle

   

Promotion: 6+ on 1d10; DM +1 if Intelligence of 7+.

Contacts: One per term, civilian police, criminal, or military. Roll 8+ on 1d10 for the contact to be foreign.

MILITARY POLICE--OFFICER

Prerequisites: Strength + Agility + Intelligence: 11+; OCS, ROTC, or Military Academy graduate.

First Term Skill Adds:

Autogun: 1

Grenade Launcher: 1

Ground Vehicle (Wheeled): 1

Interrogation: 3

Leadership: 1

Navigation: 1

Observation: 2

Persuasion: 1

Small Arms (Pistol): 3

Stalking: 2

Tracking: 2

Unarmed Martial Arts: 2

Subsequent Term Skills:

Acrobat

Determination

Gun Combat

Heavy Weapon

Interaction

Melee

Perception

Technician

Vehicle

     

Promotion: 6+ on 1d10; DM +1 if Intelligence of 7+ and/or graduate of Military Academy.

Contacts: Two per term; civilian police, criminal, or military. Roll 7+ on 1d10 for the contact to be foreign.

MILITARY POLICE--CRIMINAL INVESTIGATION DIVISION--ENLISTED OR OFFICER

Prerequisites: Strength + Intelligence: 10+; (for officer) OCS, ROTC, or Military Academy graduate.

First Term Skill Adds:

Act/Bluff: 2

Disguise: 4

Interrogation: 4

Leadership: 1

Small Arms (Pistol): 4

Observation: 2

Persuasion: 3

Stalking: 3

Tracking: 2

Streetwise: 3

Unarmed Martial Arts: 3

 

Subsequent Term Skills:

Acrobat

Charm

Crime

Determination

Disguise

Gun Combat

Heavy Weapon

Interaction

Melee

Perception

Technician

Vehicle

Vice

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: Two per term; civilian/national police, criminal, or military. Roll 7+ on 1d10 for the contact to be foreign.

Special: CID agents usually do not wear uniforms, but do receive them as part of basic issue.

SPECIAL FORCES--ENLISTED AND OFFICER

Prerequisites: Strength + Constitution + Agility: 18+, Language 2+, and (for officer) OCS, ROTC, or Military Academy graduate; and one term in any other MOS.

First Term Skill Adds:

Armed Martial Arts: 2

Climbing: 2

Combat Engineer: 2

Forward Observer: 2

Ground Tactics: 2

Instruction: 2

Language: 4

Leadership: 2

Long Distance Marching: 3

Navigation: 3

Observation: 3

Parachute: 4

Small Arms (Pistol): 3

Small Arms (Rifle): 2

Stealth: 2

Survival: 4

Swimming: 2

Thrown Weapon: 1

Vessel Use (Boat): 2

Unarmed Martial Arts: 2

Willpower: 2

     

Communications Specialist:

Computer: 4

Electronics: 4

   

Engineer Specialist:

Combat Engineer: 2

Construction: 1

Excavation: 1

Warhead: 1

Intelligence Specialist:

Disguise: 4

Forgery: 4

Interrogation: 4

Language: 2

Medical Specialist:

Medical (Diagnosis): 2

Medical (Surgery): 2

Medical (Trauma): 4

Observation: 2

Weapons Specialist:

Autogun: 3

Grenade Launcher: 4

Instruction: 2

Small Arms (Pistol): 1

Small Arms (Rifle): 1

Tac Missile: 2

   

Secondary Term Skills:

Acrobat

Artillery

Determination

Disguise

Engineer

Explore

Gun Combat

Heavy Weapon

Interaction

Medical

Melee

Perception

Personal Transport

Sniping

Technician

Vehicle

Vessel

     

Promotion: 6+ on 1d10 (7+ for officer); DM +1 if intelligence 7+.

Contacts: Two per term, military or intelligence community. Roll 6+ on 1d10 for the contact to be foreign.

SPECIAL OPERATIONS (DELTA)--ENLISTED AND OFFICER

Prerequisites: One term in rangers, Special Forces, or special operations in any branch.

First Term Skill Adds:

Armed Martial Arts: 2

Autogun: 1

Observation: 2

Parachute: 1

Small Arms (Pistol): 2

Small Arms (Rifle): 2

Stealth: 1

Unarmed Martial Arts: 2

Subsequent Term Skills:

Acrobat

Artillery

Crime

Determination

Gun Combat

Heavy Gun

Heavy Weapon

Interaction

Medical

Melee

Perception

Personal Transport

Sniping

Vehicle

Vessel

Vice

Promotion: 6+ on 1d10 (7+ for officers); DM +1 if Intelligence 7+.

Contacts: Two per term, military or intelligence community. Roll 7+ on 1d10 for the contact to be foreign.

SUPPORT SERVICES--ENLISTED

Prerequisites: None

First Term Skill Adds: Skill levels equal to Intelligence, Education, or Charisma (whichever is highest), chosen from from the following:

Bargain

Business

Carpenter

Cartography

Chemistry

Computer

Electronics

Forgery

Ground Vehicle (Tracked)

Ground Vehicle (Wheeled)

Gunsmith

Machinist

Mechanic

Metallurgy

Scrounging

Small Arms (Rifle)

Small Arms (Pistol)

Vessel Use (Boat)

Vessel Use (Hovercraft)

 

Secondary Term Skills:

Explore

Gun Combat

Heavy Weapons

Interaction

Parachute

Physical Science

Technician

Vehicle

Vessel

     

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.

Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.

SUPPORT SERVICES--OFFICER

Prerequisites: OCS, ROTC, or Military Academy.

First Term Skill Adds: Leadership: 1 and Persuasion: 2, plus skill levels equal to Intelligence, Education, or Charisma (whichever is highest), chosen from the following:

Bargain

Business

Carpenter

Cartography

Chemistry

Computer

Electronics

Forgery

Ground Vehicle (Tracked)

Ground Vehicle (Wheeled)

Gunsmith

Leadership

Machinist

Mechanic

Metallurgy

Persuasion

Scrounging

Small Arms (Rifle)

Small Arms (Pistol)

Vessel Use (Boat)

Vessel Use (Hovercraft)

     

Secondary Term Skills:

Explore

Gun Combat

Heavy Weapons

Interaction

Leadership

Persuasion

Parachute

Physical Science

Technician

Vehicle

Vessel

 

Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.

Contacts: Two per term, military. Roll 7+ on 1d10 for the contact to be foreign.