BASIC TRAINING--WESTERN NAVY
Prerequisites: None
Basic Training Skill Adds:
Autogun: 1 |
Small Arms (Rifle): 1 |
Swimming: 1 |
Unarmed Martial Arts: 1 |
Vessel Use (Boat): 1 |
Special: Characters with Intelligence and Education of 7+ may enter OCS. If they do so, they receive a level 1 Leadership skill, are commissioned at the grade of O1, and then conduct that term normally for their MOS. OCS must be taken before the character reaches E8.
Careers: There are none of the following careers in the navy: Armor, Artillery, Engineer--Combat, Infantry, Military Police, Special Forces. The Marine Aviation (Fighter/Attack Pilot) is used for Navy Fighter/Attack Pilots as well. For Navy helicopter pilots, add Guided Weapon and Torpedo as a Subsequent Term Skill. For Medical Corps--Enlisted, use the Corpsman career. In place of the Support career, use the Surface Warfare career. In place of Engineer--Construction, use the Seabee career. In place of Special Forces, use the SEAL Career. Use the Special Operations--Delta career; this represents Seal Team Six, a counterterrorist unit. For the Aviation--FALO (Forward Air Liaison Officer) career, use the Army Artillery--Fire Support Team career; however, add Pilot: 1 to the First Term Skills list and Aircraft to the Subsequent Term Skills list; one prior term as Aviation--Fighter/Attack Pilot or Aviation--Helicopter Pilot must be served.
AVIATION--ENLISTED--ANTISUBMARINE AIRCRAFT CREWMAN
Prerequisites: Strength 4+, Intelligence + Education: 10+
First Term Skill Adds:
Aircraft Mechanic: 3 |
Blind Fighting: 2 |
Computer: 5 |
Electronics: 3 |
Guided Weapon: 4 |
Meteorology: 2 |
Navigation: 3 |
Observation: 4 |
Survival: 1 |
Torpedo: 4 |
Subsequent Term Skills:
Aircraft |
Determination |
Explore |
Guided Weapon |
Gun Combat |
Perception |
Personal Transport |
Physical Science |
Technician |
Torpedo |
Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.
AVIATION--OFFICER--ANTISUBMARINE AIRCRAFT CREWMAN
Prerequisites: Agility 6+, Intelligence + Education: 10+; ROTC, OCS, or Military Academy.
First Term Skill Adds:
Aircraft Mechanic: 2 |
Blind Fighting: 1 |
Computer: 5 |
Electronics: 2 |
Guided Weapon: 5 |
Leadership: 1 |
Meteorology: 3 |
Navigation: 4 |
Observation: 4 |
Pilot (Fixed Wing): 5 |
Pilot (Jet): 2 |
Pilot (Multiengine): 5 |
Survival: 1 |
Torpedo: 5 |
Subsequent Term Skills:
Aircraft |
Determination |
Explore |
Guided Weapon |
Gun Combat |
Perception |
Personal Transport |
Physical Science |
Technician |
Torpedo |
Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
Contacts: Two per term, military or specialist (Pilot). Roll 7+ on 1d10 for the contact to be foreign.
MEDICAL CORPS--ENLISTED (CORPSMAN)
Prerequisites: Education 5+.
First Term Skill Adds:
Biology: 1 |
Computer: 1 |
Medical (Diagnosis): 2 |
Medical (Trauma): 5 |
Observation: 2 |
Small Arms (Pistol): 1 |
Small Arms (Rifle): 1 |
Subsequent Term Skills:
Computer |
Explore |
Gun Combat |
Medical |
Perception |
Personal Transport |
Physical Science |
Vehicle |
Vessel |
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.
PARARESCUE--ENLISTED
Prerequisites: Strength + Constitution + Agility: 12+.
First Term Skill Adds:
Autogun: 2 |
Climbing: 2 |
Medical (Trauma): 2 |
Observation: 3 |
Parachute: 3 |
Scuba: 2 |
Small Arms (Pistol): 3 |
Stealth: 2 |
Swimming: 4 |
Subsequent Term Skills:
Acrobat |
Determination |
Explore |
Gun Combat |
Heavy Weapon |
Medical |
Melee |
Perception |
Personal Transport |
Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, military. Roll 8+ on 1d10 for the contact to be foreign.
PARARESCUE--OFFICER
Prerequisites: Strength + Constitution + Agility: 12+; OCS, ROTC, or Military Academy Graduate.
First Term Skill Adds:
Autogun: 1 |
Climbing: 2 |
Leadership: 1 |
Medical (Trauma): 2 |
Navigation: 3 |
Observation: 3 |
Parachute: 3 |
Scuba: 2 |
Small Arms (Pistol): 2 |
Stealth: 2 |
Swimming: 4 |
Subsequent Term Skills:
Acrobat |
Determination |
Explore |
Gun Combat |
Heavy Weapon |
Medical |
Melee |
Perception |
Personal Transport |
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.
REACTOR OPERATOR--ENLISTED AND OFFICER
Prerequisites: Intelligence + Education: 13+; for officers, OCS, ROTC, or Military Academy.
First Term Skill Adds:
Chemistry: 2 |
Computer: 3 |
Electronics: 3 |
Mechanic: 1 |
Metallurgy: 2 |
Physics: 1 |
Reactor Operator: 4 |
Subsequent Term Skills:
Gun Combat |
Perception |
Personal Transport |
Physical Science |
Reactor Operator |
Technician |
Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.
Contacts: Two per term, military or specialist (Physics or Reactor Operator). Roll 8+ on 1d10 for the contact to be foreign.
SEABEES (CONSTRUCTION BATTALIONS)--ENLISTED
Prerequisites: None
First Term Skill Adds:
Autogun: 1 |
Construction: 4 |
Demolitions: 3 |
Excavation: 4 |
Ground Vehicle (Tracked): 3 |
Ground Vehicle (Wheeled): 2 |
Mechanic: 2 |
Observation: 1 |
Scrounging: 2 |
Small Arms (Pistol): 1 |
Small Arms (Rifle): 1 |
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.
SEABEES (CONSTRUCTION BATTALIONS)--OFFICER
Prerequisites: Construction or Civil Engineer 2+; OCS, ROTC, or Military Academy.
First Term Skill Adds:
Autogun: 1 |
Civil Engineer: 4 |
Construction: 3 |
Demolitions: 2 |
Excavation: 2 |
Ground Vehicle (Tracked): 1 |
Ground Vehicle (Wheeled): 1 |
Leadership: 1 |
Mechanic: 1 |
Observation: 2 |
Persuasion: 1 |
Scrounging: 3 |
Small Arms (Pistol): 1 |
Subsequent Term Skills:
Determination |
Engineer |
Explore |
Gun Combat |
Heavy Weapon |
Perception |
Personal Transport |
Technician |
Vehicle |
Vessel |
Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.
Contacts: Two per term, military or specialist (Combat, Construction, or Civil Engineer). Roll 8+ on 1d10 for the contact to be foreign.
SEAL--ENLISTED AND OFFICER
Prerequisite: Strength + Constitution + Agility: 15+; for officer, OCS, ROTC, or Military Academy graduate.
First Term Skill Adds:
Armed Martial Arts: 4 |
Autogun: 2 |
Combat Engineer: 5 |
Forward Observer: 1 |
Grenade Launcher: 2 |
Navigation: 4 |
Observation: 4 |
Parachute: 4 |
Scuba: 6 |
Small Arms (Pistol): 4 |
Small Arms (Rifle): 3 |
Stealth: 3 |
Survival: 2 |
Swimming: 6 |
Thrown Weapon: 1 |
Vessel Use (Boat): 4 |
Unarmed Martial Arts: 5 |
Warhead: 4 |
Willpower: 5 |
Subsequent Term Skills:
Acrobat |
Determination |
Engineer |
Explore |
Gun Combat |
Heavy Weapon |
Medical |
Melee |
Perception |
Personal Transport |
Sniping |
Technician |
Vehicle |
Vessel |
Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term if enlisted, two per term if officer; military or intelligence community. Roll 7+ on 1d10 for the contact to be foreign.
SUBMARINE BRANCH--ENLISTED
Prerequisites: Intelligence + Education: 11+
First Term Skill Adds: Number of levels equal to the character’s Intelligence or Education (whichever is higher) in any of the following:
Bargain |
Chemistry |
Computer |
Electronics |
Guided Weapon |
Machinist |
Mechanic |
Metallurgy |
Meteorology |
Navigation |
Rope Use |
Scrounging |
Scuba |
Small Arms (Pistol) |
Stealth |
Submarine Helm Operations |
Swimming |
Torpedo |
Vessel Use (Boat) |
Vessel Use (Ship) |
Warhead |
Subsequent Term Skills:
Acrobat |
Bargain |
Determination |
Explore |
Guided Weapon |
Gun Combat |
Helm Operations |
Interaction |
Missile/SLBM |
Personal Transport |
Physical Science |
Reactor Operations |
Technician |
Torpedo |
Vessel |
Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, military. Roll 9+ on 1d10 for the contact to be foreign.
SUBMARINE BRANCH--OFFICER
Prerequisites: Intelligence + Education: 11+; OCS, ROTC, or Military Academy.
First Term Skill Adds: Leadership: 1 and Navigation: 2, plus skill levels equivalent to the character’s Intelligence or Education in any of the following:
Bargain |
Chemistry |
Computer |
Electronics |
Guided Weapon |
Leadership |
Machinist |
Mechanic |
Metallurgy |
Meteorology |
Missile/SLBM |
Navigation |
Small Arms (Pistol) |
Stealth |
Submarine Helm Operations |
Swimming |
Torpedo |
Vessel Use (Boat) |
Vessel Use (Ship) |
Warhead |
Subsequent Term Skills:
Acrobat |
Bargain |
Determination |
Explore |
Guided Weapon |
Gun Combat |
Helm Operations |
Interaction |
Missile/SLBM |
Personal Transport |
Physical Science |
Reactor Operations |
Technician |
Torpedo |
Vessel |
Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.
Contacts: Two per term, military. Roll 8+ on 1d10 for the contact to be foreign.
SURFACE WARFARE--ENLISTED
Prerequisites: None
First Term Skill Adds: Number of levels equal to the character’s highest attribute in any number of the following:
Autogun |
Bargain |
Chemistry |
Computer |
Electronics |
Grenade Launcher |
Ground Vehicle (Wheeled) |
Guided Weapon |
Gunsmith |
Heavy Artillery |
Heavy Gun |
Machinist |
Mechanic |
Metallurgy |
Meteorology |
Navigation |
Rope Use |
Scrounging |
Scuba |
Small Arms (Pistol) |
Swimming |
Tac Missile |
Torpedo |
Vessel Use (Boat) |
Vessel Use (Hovercraft) |
Vessel Use (Ship) |
Warhead |
Subsequent Term Skills:
Artillery |
Determination |
Explore |
Guided Weapon |
Gun Combat |
Heavy Gun |
Heavy Weapon |
Helm Operations |
Interaction |
Personal Transport |
Physical Science |
Technician |
Torpedo |
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.
SURFACE WARFARE--OFFICER
Prerequisites: OCS, ROTC, or Military Academy.
First Term Skill Adds: Leadership: 1 and Navigation: 2, plus skill levels equal to the character’s highest attribute in any of the following:
Autogun |
Bargain |
Chemistry |
Computer |
Electronics |
Forward Observer |
Grenade Launcher |
Guided Weapon |
Gunsmith |
Heavy Artillery |
Heavy Gun |
Leadership |
Machinist |
Mechanic |
Metallurgy |
Meteorology |
Missile/SLBM |
Navigation |
Persuasion |
Scrounging |
Scuba |
Ship Helm Operations |
Small Arms (Pistol) |
Swimming |
Tac Missile |
Torpedo |
Vessel Use (Boat) |
Vessel Use (Hovercraft) |
Vessel Use (Ship) |
Warhead |
Subsequent Term Skills:
Artillery |
Determination |
Explore |
Guided Weapon |
Gun Combat |
Heavy Gun |
Heavy Weapon |
Helm Operations |
Interaction |
Missile/SLBM |
Personal Transport |
Physical Science |
Technician |
Torpedo |
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.