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.