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 |
Perception |
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.
CHEMICAL CORPS –
ENLISTED OR OFFICER
Prerequisites:
Intelligence + Education
5+
For
officers, Military Academy, or OCS
For
Warrant Officers: Warrant Officer’s School (Equivalent to Technical School), add
Leadership 1 and Chemistry 1.
First Term Skill Adds:
Admin/Legal: 1 |
Chemistry: 3 |
Computer: 2 |
Electronics: 1 |
Forward Observation: 1 |
Meteorology: 2 |
NBC Specialist: 3 |
Observation 2 |
Medical (First Aid): 2 |
Research: 2 |
Small Arms (Pistol): 2 |
Subsequent Term Skills:
Determination |
Economics |
Gun Combat |
Heavy Weapons |
Gun Combat |
Heavy Weapon |
Perception |
Physical Science |
Technician |
Technician |
Vehicle |
|
Promotion:
For Enlisted: 5+ on 1d10 until Rank = E5, 6+ thereafter DM +1 if
Intelligence 7+ or if soldier has a college degree concentrating on sciences
For
Officer: 5+ on 1D10; DM +1 if INT 7+, EDU 6+, or Chemistry 5+
For
Warrant Officer: 4+ for promotion to CWO2; DM +1 on 1D10 if INT 7+, EDU 5+, or
Chemistry 5+
Contacts: One
per term, military, scientist, or college professor (whether the contact has a
Bachelor’s, Master’s, or PhD)
DRILL SERGEANT --
ENLISTED ONLY
Prerequisites:
Strength + Constitution
+ Intelligence 15+, Leadership 2+, Rank E4 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 |
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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 |
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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 |
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Subsequent Term Skills:
Acrobat |
Determination |
Gun Combat |
Heavy Weapon |
Interaction |
Melee |
Perception |
Sniping |
Technician |
Vehicle |
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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 |
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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 |
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Subsequent Term Skills:
Acrobat |
Charm |
Crime |
Determination |
Disguise |
Gun Combat |
Heavy Weapon |
Interaction |
Melee |
Perception |
Technician |
Vehicle |
Vice |
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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 |
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Communications Specialist:
Computer: 4 |
Electronics: 4 |
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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 |
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Secondary Term Skills:
Acrobat |
Artillery |
Determination |
Disguise |
Engineer |
Explore |
Gun Combat |
Heavy Weapon |
Interaction |
Medical |
Melee |
Perception |
Personal Transport |
Sniping |
Technician |
Vehicle |
Vessel |
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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.
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) |
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Secondary Term Skills:
Explore |
Gun Combat |
Heavy Weapons |
Interaction |
Parachute |
Physical Science |
Technician |
Vehicle |
Vessel |
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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) |
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Secondary Term Skills:
Explore |
Gun Combat |
Heavy Weapons |
Interaction |
Leadership |
Persuasion |
Parachute |
Physical Science |
Technician |
Vehicle |
Vessel |
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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.