TEXT: AIR FORCE CHARACTERS
  ARMY CHARACTERS
  CIVILIAN CHARACTERS
  CRIMINAL CHARACTERS
  EASTERN BLOC CHARACTERS
  LAW ENFORCEMENT CHARACTERS
  MARINE CHARACTERS
  NAVAL CHARACTERS
  NEW SKILLS
  SKILL CLUSTERS
  WESTERN CHARACTERS
  
  BASIC TRAINING--WESTERN AIR FORCES
  Prerequisites: None
  Basic Training Skills:
  Autogun: 1
  Ground Vehicle (Wheeled): 1
  Small Arms (Rifle): 1
  Swimming: 1
  Unarmed Martial Arts: 1
   
   
   
  Special: Characters with Intelligence and Education of 7+ may enter OCS. If they do, they receive a level 1 Leadership skill, are
  commissioned at the grade of O1, and conduct their next term normally. OCS must be taken before the character reaches the
  grade of E8.
   
  Careers: No Armor, Artillery (except for Air Defense), Engineer--Combat, or Special Forces careers are available. No Infantry
  careers are possible with the exception of Infantry--Defender. Special Operations are replaced with the Air Commando/ARRS
  career. Military Police are called Security Police in the US Air Force and many western Air Forces, but are not otherwise changed.
  The Fighter/Attack Pilot, Bomber Pilot, and Transport Pilot careers are added to the Aviation--Officer set of careers. Air Force
  Combat Controller Teams (CCT) are developed as per Army Infantry--Pathfinders, but no previous terms in any other professions
  need be served. For the Air Force FALO (Forward Air Liaison Officer) career, use the Army Artillery--Fire Support Team career;
  however, add Pilot: 1 to the first term career skills and Aircraft to the subsequent term skills; a prior term as a Aviation--
  Fighter/Attack Pilot or Aviation--Helicopter Pilot must be served.
  AVIATION--OFFICER--BOMBER PILOT
  Prerequisites: Agility 6+, and OCS, ROTC, or Military Academy.
  First Term Skills:
  Aircraft Mechanic: 2
  Autogun: 2
  Computer: 5
  Electronics: 3
  Forward Observer: 2
  Guided Weapon: 5
  Leadership: 1
  Meteorology: 3
  Navigation: 4
  Observation: 3
  Parachute: 2
  Pilot (Fixed Wing): 4
  Pilot (Jet): 2
  Pilot (Multiengine): 4
  Survival: 1
   
  Subsequent Term Skills:
  Determination
  Explore
  Forward Observer
  Guided Weapon
  Gun Combat
  Heavy Weapon
  Perception
  Personal Transport
  Physical Sciences
  Pilot
  Technician
   
  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.
  AVIATION--OFFICER--FIGHTER/ATTACK PILOT
  Prerequisites: Agility 6+, and OCS, ROTC, or Military Academy.
  First Term Skill Adds:
  
  Aircraft Mechanic: 2
  Autogun: 4
  Computer: 4
  Electronics: 2
  Forward Observer: 2
  Guided Weapon: 4
  Leadership: 1
  Meteorology: 2
  Navigation: 4
  Observation: 2
  Parachute: 2
  Pilot (Fixed Wing: 4
  Pilot (Jet): 4
  Survival: 1
   
   
  Subsequent Term Skills:
  Aircraft
  Explore
  Determination
  Forward Observer
  Guided Weapon
  Gun Combat
  Heavy Weapon
  Perception
  Personal Transport
  Physical Science
  Technician
  Vehicle
  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.
  AVIATION--OFFICER--WEATHER RECONNAISSANCE
  Prerequisites: Agility 5+, and OCS, ROTC or Military Academy, or direct commission.
  First Term Skill Adds:
  Aircraft Mechanic: 2
  Computer: 6
  Electronics: 5
  Guided Weapon: 1
  Leadership: 1
  Meteorology: 6
  Navigation: 6
  Observation: 3
  Parachute: 1
  Pilot (Fixed Wing): 5
  Pilot (Jet): 2
  Pilot (Multiengine): 5
  Physics: 2
  Survival: 1
  Willpower: 2
   
  Subsequent Term Skills:
  Aircraft
  Explore
  Determination
  Guided Weapon
  Perception
  Personal Transport
  Physical Science
  Technician
  Vehicle
   
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Two per term, military or specialist (Pilot or Meteorologist). Roll 7+ on 1d10 for the contact to be foreign.
  AVIATION--OFFICER--TRANSPORT PILOT
  Prerequisites: Agility 5+, and OCS, ROTC, or Military Academy, or direct commission.
  First Term Skill Adds:
  Aircraft Mechanic: 2
  Autogun: 2
  Computer: 5
  Electronics: 3
  
  Forward Observer: 1
  Guided Weapon: 2
  Leadership: 1
  Meteorology: 4
  Navigation: 5
  Observation: 2
  Parachute: 1
  Pilot (Fixed Wing): 4
  Pilot (Jet): 2
  Pilot (Multiengine): 4
  Survival: 1
   
  Subsequent Term Skills:
  Aircraft
  Explore
  Determination
  Forward Observer
  Guided Weapon
  Gun Combat
  Heavy Weapon
  Perception
  Personal Transport
  Physical Science
  Technician
  Vehicle
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.
  Contacts: Three per term, military, government, or specialist (Pilot). On a 1d10 roll of 6+, the contact is foreign.
  INFANTRY--DEFENDER--ENLISTED OR OFFICER
  Prerequisites: Strength + Agility + Constitution: 11+
  First Term Skill Adds:
  Autogun: 2
  Forward Observer: 2
  Grenade Launcher: 2
  Ground Vehicle (Wheeled): 1
  Observation: 3
  Small Arms (Pistol): 3
  Small Arms (Rifle): 2
  Tac Missile: 1
  Thrown Weapon: 1
  Tracking: 2
  Unarmed Martial Arts: 1
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Explore
  Forward Observer
  Gun Combat
  Heavy Weapon
  Melee
  Perception
  Personal Transport
  Vehicle
  Vessel Use (Boat)
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or Military Academy graduate.
  Contacts: Two per term, military or general civilian. Roll 7+ on 1d10 for the contact to be foreign.
  SPECIAL OPERATIONS (ARRS OR AIR COMMANDO)--ENLISTED
  Prerequisites: Strength + Constitution + Agility: 15+.
  First Term Skill Adds:
  Aircraft Mechanic: 2
  Autogun: 3
  Climbing: 2
  Demolitions: 2
  Electronics: 2
  Grenade Launcher: 2
  Medical (Trauma): 4
  Observation: 4
  Parachute: 4
  Scuba: 2
  Small Arms (Pistol): 3
  Small Arms (Rifle): 3
  
  Stealth: 4
  Survival: 4
  Tac Missile: 1
  Tracking: 4
  Vessel Use (Boat): 2
   
   
   
  Subsequent Term Skills:
  Acrobat
  Aircraft
  Artillery
  Determination
  Explore
  Gun Combat
  Heavy Weapons
  Medical
  Perception
  Personal Transport
  Technician
  Vehicle
  Vessel
   
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Two per term, military. On a 1d10 roll of 8+, the contact is foreign.
  SPECIAL OPERATIONS (ARRS OR AIR COMMANDO)--OFFICER
  Prerequisites: Strength + Constitution + Agility: 15+; OCS, ROTC, or Military Academy.
  First Term Skill Adds:
  Aircraft Mechanic: 3
  Autogun: 3
  Climbing: 2
  Computer: 3
  Demolitions: 1
  Electronics: 2
  Grenade Launcher: 2
  Guided Weapon: 3
  Medical (Trauma): 3
  Navigation: 4
  Observation: 4
  Parachute: 4
  Pilot (Fixed or Rotary Wing):
  4
  Pilot (Jet or Multiengine): 3
  Scuba: 2
  Small Arms (Pistol): 3
  Small Arms (Rifle): 2
  Stealth: 4
  Survival: 4
  Tac Missile: 1
  Tracking: 4
  Vessel Use (Boat): 2
   
   
  Subsequent Term Skills:
  Acrobat
  Aircraft
  Artillery
  Determination
  Explore
  Guided Weapon
  Gun Combat
  Heavy Weapons
  Medical
  Perception
  Personal Transport
  Technician
  Vehicle
  Vessel
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Two per term, military or government. On a 1d10 roll of 7+, the contact is foreign.
  
  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.
  
  AIR TRAFFIC CONTROLLER
  Prerequisites: Intelligence + Agility 9+
  First Term Skill Adds:
  Blind Fighting: 1
  Cartography: 2
  Computer: 3
  Electronics: 1
  Instruction: 2
  Language: 4
  Luck: 2
  Meteorology: 2
  Navigation: 4
  Observation: 4
  Persuasion: 2
  Willpower: 3
  Subsequent Term Skills:
  Aircraft
  Charm
  Determination
  Explore
  Forgery
  Interaction
  Meteorology
  Perception
  Social Sciences
  Technician
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence or Observation 7+.
  Contacts: Two per term, pilot, air traffic controller, technician, or government. Roll 9+ for contact to be foreign.
  Special: On a roll of 10 on 1d10, the contact is someone the character talked down or otherwise saved from a sticky situation.
  This contact will be fanatically loyal, and may possibly be recognized only by voice.
  At the end of each term spent as an air traffic controller, the character must roll a d10. A roll of 10 means that the character must
  leave this profession for at least one term due to burnout, and are considered to be under psychiatric care while in their new
  profession. Add medical to possible contacts under their new profession. Military air traffic controllers are not under the kind of
  psychological stress as their civilian counterparts, and do not have to make this roll.
  ARCHAEOLOGIST
  Prerequisite: Ph.D. with specialty in History, Biology, Cartography, Farming, Language, or Geology.
  First Term Skill Adds: One of the skills listed above at level 5 and:
  Carpenter: 2
  Chemistry: 2
  Climbing: 2
  Computer: 3
  Excavation: 4
  Ground Vehicle (Wheeled): 1
  Mechanic: 1
  Navigation: 2
  Observation: 4
   
   
   
  Subsequent Term Skills:
  Acrobat
  Artisan
  Charm
  Determination
  Engineer
  Explore
  Fine Arts
  Interaction
  Perception
  Physical Sciences
  Social Sciences
  Technician
  Vehicle
   
   
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Two per term, education, professor, or specialist in one of the skills listed under first term skills above.
  
  On a roll of 5+ on 1d10, the contact is foreign.
  ASTRONAUT
  Prerequisites: Constitution + Agility 10+, Master's Degree
  First Term Skill Adds:
  Biology: 2
  Chemistry: 2
  Computer: 4
  Electronics: 2
  Instruction: 2
  Metallurgy: 2
  Navigation: 4
  Observation: 3
  Physics: 2
  Pilot (Jet): 4
  Pilot (Multiengine): 4
  Pilot (Spacecraft): 4
  Subsequent Term Skills:
  Aircraft
  Determination
  Explore
  Interaction
  Perception
  Physical Science
  Social Science
  Technician
  Promotion: 8+ on 1d10; DM +1 if Intelligence 8+.
  Contacts: Three per term, pilot, astronaut, or scientist. Roll 5+ on 1d10 for the contact to be foreign.
  ATHLETE
  Prerequisite: Strength + Constitution + Agility 15+
  First Term Skill Adds: Levels equal to the character’s Strength, Constitution, or Agility (whichever is higher) in the following:
  Acrobatics
  Animal Training and Handling
  Archery
  Climbing
  Early Firearms
  Jumping
  Long Distance Marching
  Navigation
  Parachuting
  Riding
  Rope Use
  Small Arms (Pistol)
  Small Arms (Rifle)
  Sniping
  Snow Skiing
  Survival
  Swimming
  Thrown Weapon
  Unarmed Martial Arts
   
  Subsequent Term Skills:
  Acrobat
  Animal Training and Handling
  Archaic Weapons
  Explore
  Gun Combat
  Melee
  Personal Transport
  Riding
  Sniping
   
   
   
  Promotion: 7+ on 1d10; DM +1 if Strength, Constitution, or Agility is 9+
  Contacts: Two per term, government, law enforcement, or specialist (Athlete). Roll 7+ on 1d10 for the contact to be foreign.
  Special: Professional athletes are allowed two secondary activities per term. Roll once per term vs. Strength, Constitution, or
  Agility (whichever is higher) on 1d10 to avoid a debilitating injury, which causes the athlete to leave this career.
  ATTORNEY
  Prerequisite: Law School
  
  First Term Skill Adds:
  Act/Bluff: 1
  Admin/Legal: 3
  Interrogation: 3
  Persuasion: 2
  Subsequent Term Skills:
  Act/Bluff
  Charm
  Crime
  Computer
  Interrogation
  Intrusion
  Leadership
  Observation
  Persuasion
  Psychology
  Streetwise
   
  Promotion: 7+, DM +1 if Education 7+.
  Contacts: One per term, government or criminal. On a 8+ (1d10), the contact is foreign.
  Special: Two secondary activities are allowed per term.
  BODYGUARD
  Prerequisite: Strength + Intelligence 13+.
  First Term Skill Adds:
  Act/Bluff: 2
  Armed Martial Arts: 3
  Ground Vehicle (Motorcycle):
  1
  Ground Vehicle (Wheeled): 4
  Observation: 4
  Persuasion: 2
  Small Arms (Pistol): 3
  Small Arms (Rifle): 3
  Stealth: 2
  Streetwise: 2
  Unarmed Martial Arts: 3
   
  Subsequent Term Skills:
  Acrobat
  Charm
  Determination
  Gun Combat
  Heavy Weapons
  Medical
  Melee
  Perception
  Vehicle
  Vessel
   
   
  Promotion: 6+ on 1D10; DM +1 if Observation skill score 7+.
  Contacts: Two per term, government, business, medical, or entertainment. Roll 8+ on 1D10 for the contact to be foreign.
  Special: Roll initiative as if regular military combat arms. Add one to initiative score if more than one term is served.
  BOUNTY HUNTER
  Prerequisites: Strength + Intelligence 12+
  First Term Skill Adds:
  Act/Bluff: 3
  Admin/Legal: 2
  Armed Martial Arts: 2
  Bribery: 1
  Ground Vehicle (Wheeled): 3
  Interrogation: 3
  Intrusion: 2
  Observation: 3
  Persuasion: 1
  Small Arms (Pistol): 2
  Small Arms (Rifle): 1
  Stalking: 3
  
  Stealth: 3
  Streetwise: 2
  Tracking: 1
  Unarmed Martial Arts: 3
  Subsequent Term Skills:
  Acrobat
  Crime
  Determination
  Economics
  Gun Combat
  Interaction
  Melee
  Perception
  Vice
  Vehicle
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ or Streetwise skill 5+.
  Contacts: Two per term, law enforcement or criminal. Roll 10 on 1d10 for the contact to be foreign.
  CIVIL ENGINEER
  Prerequisite: Master’s Degree, Construction or Civil Engineer 3+
  First Term Skill Adds:
  Computer: 1
  Civil Engineer: 2
  Construction: 2
  Demolitions: 1
  Excavation: 2
  Geology: 2
  Ground Vehicle
  (Tracked): 1
  Metallurgy: 1
  Subsequent Term Skills:
  Bargain
  Business
  Climbing
  Engineer
  Instruction
  Metallurgy
  Navigation
  Observation
  Physical Sciences
  Scrounging
  Scuba
  Technician
  Vehicle
  Vessel
   
   
  Promotion: 7+ (1d10), DM +1 if Education 6+.
  Contacts: One per term, government or business. On a roll of 10 (1d10), the contact is foreign.
  Special: In the event of war, the character will be directly commissioned into the engineers at the grade of O2.
  COMMERCIAL PILOT
  Prerequisite: Technical school, Pilot skill of 3+ (either fixed wing or rotary wing).
  First Term Skill Adds:
  Aircraft Mechanic: 2
  Computer: 2
  Navigation: 4
  Observation: 2
  Pilot: 4
   
   
   
  Subsequent Term Skills:
  Act/Bluff
  Leadership
  Navigation
  Observation
  Parachute
  Pilot
  Technician
   
  
  Promotion: 6+ (1d10), DM +1 if Agility 6+.
  Contacts: One per term, specialist (Pilot). On a d10 roll of 10, the contact is foreign.
  Special: Upon the outbreak of war, the character will receive a direct commission at the grade of O1. He will be assigned to one
  of the armed forces to fly helicopters or transport aircraft.
  COMPUTER OPERATOR/PROGRAMMER
  Prerequisites: Technical school or undergraduate degree, Computer 3+.
  First Term Skill Adds:
  Bargain: 1
  Computer: 5
  Electronics: 2
   
  Subsequent Term Skills:
  Bargain
  Cryptography
  Instruction
  Scrounging
  Technician
   
   
   
  Promotion: 7+ (1d10), DM +1 if Intelligence 7+
  Contacts: This may, at the GM’s option, represent a person met on the Internet, in a chat room, a BBS, or a network. The
  character may know this person only through electronic communication, and it is highly likely they have never laid eyes on each
  other. One per term, specialist (Computer) or specialist (Electronics). On a 1d10 roll of 8+, the contact is foreign.
  CONSTRUCTION WORKER
  Prerequisite: Strength 4+
  First Term Skill Adds:
  Carpenter: 1
  Climbing: 3
  Construction: 3
  Excavation: 3
  Ground Vehicle
  (Tracked): 3
  Ground Vehicle (Wheeled): 1
  Jumping: 1
   
  Subsequent Term Skills:
  Acrobat
  Carpenter
  Construction
  Demolitions
  Excavation
  Rope Use
  Scrounging
  Technician
  Promotion: 7+ (1d10), DM +1 if Constitution 7+.
  Contacts: One per term, specialist (Construction Worker or Civil Engineer). On a 1d10 roll of 10, the contact is foreign.
  CONSTRUCTION WORKER – HIGH STEEL
  Prerequisite: Strength 4+, Agility 4+
  First Term Skill Adds:
  Acrobat: 1
  Carpenter: 1
  Climbing: 5
  Construction: 3
  
  Excavation: 2
  Jumping: 3
  Metallurgy: 1
  Mechanic: 1
  Observation: 2
  Rope Use: 2
  Willpower: 3
   
  Subsequent Term Skills:
  Acrobat
  Carpenter
  Construction
  Demolitions
  Excavation
  Rope Use
  Scrounging
  Technician
  Promotion: 7+ (1d10), DM +1 if Constitution 7+.
  Contacts: One per term, specialist (Construction Worker or Civil Engineer). On a 1d10 roll of 8+, the contact is foreign.
  EDUCATION--GRADUATE UNIVERSITY
  Prerequisite: Undergraduate degree, Education 6+, Intelligence 7+
  First Term Skill Adds: Four levels in one of the following skills:
  Biology
  Business
  Chemistry
  Civil Engineer
  Computer
  Construction
  Excavation
  Geology
  Instruction
  Leadership
  Metallurgy
  Meteorology
  Persuasion
  Physics
  Psychology
  Veterinarian
  Then choose two more skill levels in a different skill.
  Contacts: One per term, either academic or government.
  Special: First term in this profession grants a Master’s Degree. Second and subsequent terms in this profession provide Ph.D.s.
  If Veterinarian is chosen as the primary skill, and taken to a Ph.D., the degree granted is a DVM (Doctor of Veterinary Medicine).
  EDUCATION--LAW SCHOOL
  Prerequisite: Undergraduate degree, Education 5+, Intelligence 5+
  First Term Skill Adds:
  Admin/Legal: 2
  Interrogation: 2
  Observation: 2
  Persuasion: 2
  Psychology: 2
   
   
   
  Contacts: One per term, academic or government. 9+ (1d10), contact is foreign.
  EDUCATION--MEDICAL SCHOOL
  Prerequisite: Undergraduate degree, Education 5+, Intelligence 6+, Biology 3+, Chemistry 2+.
  First Term Skill Adds:
  Biology: 3
  Computer: 1
  Medical: 6
  Observation: 1
  Psychology: 2
   
   
   
  Contacts: One medical. On 8+ (1d10), the contact is foreign.
  
  Special: Psychiatrists may swap their Medical and Psychology skill levels.
  EDUCATION--NATIONAL MILITARY ACADEMY
  Prerequisite: Education 6+
  Restrictions: This profession may be taken for one term only. Subsequent two terms must be as an active duty military officer.
  Maximum skill level in any one skill is 3.
  First Term Skill Adds: Skill levels equal to Education ability score in any of the following skills:
  Act/Bluff
  Construction
  Civil Engineer
  Combat Engineer
  Computer
  Grenade Launcher
  Instruction
  Leadership
  Persuasion
  Riding
  Small Arms (Pistol)
  Small Arms (Rifle)
  Tac Missile
   
   
   
  Contacts: Two military. 10+ (1d10), the contact is foreign.
  EDUCATION--TECHNICAL SCHOOL
  Prerequisite: None
  Restrictions: None
  First Term Skill Adds: Six skill levels from any of the following:
  Aircraft Mechanic
  Computer
  Construction
  Demolitions
  Electronics
  Ground Vehicle (Tracked)
  Gunsmith
  Machinist
  Mechanic
  Medical
  Pilot
  Rector Operations
  Veterinarian
   
   
   
  Contacts: One specialist (skill level 8) in one area listed above.
  EDUCATION--UNDERGRADUATE UNIVERSITY
  Prerequisite: Education 5+
  Restrictions: Maximum skill level in any one skill is 3.
  First Term Skill Adds: Skills levels equal to Education ability score in any of the following skills:
  Biology
  Business
  Chemistry
  Construction
  Computer
  Disguise
  Excavation
  Farming
  Geology
  Instruction
  Language
  Metallurgy
  Meteorology
  Persuasion
  Physics
  Psychology
  Contacts: One, either academic or journalist.
  Special: The player may choose to have his character attend AROTC, AFROTC, NROTC, or NROTC (Marine Officer). If so, use
  two skill levels and choose Leadership: 2. Next tour must be as a military officer or reserve officer.
  
  ENTERTAINER
  Prerequisites: Charisma 8+.
  First Term Skill Adds:
  Act/Bluff: 3
  Disguise: 3
  Observation: 1
  Persuasion: 2
  Psychology: 1
  Unarmed Martial Arts: 1
   
   
  Subsequent Term Skills:
  Acrobat
  Charm
  Fine Arts
  Gun Combat
  Language
  Medical
  Melee
  Observation
  Parachute
  Psychology
  Riding
  Streetwise
  Swimming
  Vehicle
  Vessel
   
  Promotion: 6+ (1d10), DM +1 if Intelligence 7+.
  Contacts: One per term. If a 1d10 roll is 8+, the contact is government; otherwise, the contact is in entertainment. If it is in
  entertainment, it is foreign on a 1d10 roll of 8+.
  Special: At the GM’s option, random NPCs may recognize the character as a favorite TV, music, or movie star.
  ENTERTAINER--STUNT PERSON
  Prerequisites: Strength + Constitution + Dexterity: 12+
  First Term Skill Adds:
  Acrobatics: 3
  Act/Bluff: 1
  Armed Martial Arts: 3
  Autogun: 1
  Climbing: 3
  Disguise: 1
  Early Firearms: 1
  Grenade Launcher: 1
  Ground Vehicle (Wheeled): 3
  Jumping: 3
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Swimming: 2
  Thrown Weapon: 2
  Unarmed Martial Arts: 3
   
  Subsequent Term Skills:
  Acrobat
  Aircraft
  Animal Handling
  Archaic Weapon
  Artillery
  Charm
  Determination
  Engineer
  Gun Combat
  Heavy Weapon
  Melee
  Perception
  Personal Transport
  Technician
  Vehicle
  Vessel
  Promotion: 7+ on 1d10, DM if STR, CON, or DEX is 7+.
  Contacts: Two per term, entertainment or military. The contact is foreign on a 1d10 roll of 7+.
  Special: At the end of each term, the character must roll 1d10 vs. STR, CON, or DEX (whichever is higher) to avoid an injury that
  ends his career as a stunt person.
  
  ENTREPRENEUR/BIG BUSINESS
  Prerequisites: Intelligence + Charisma 10+.
  First Term Skill Adds:
  Admin/Legal: 4
  Bargain: 4
  Bribery: 1
  Business: 5
  Computer: 2
  Leadership: 3
  Persuasion: 2
  Psychology: 2
  Recruiting: 1
  Research: 3
  Scrounging: 2
  Willpower: 1
  Subsequent Term Skills:
  Charm
  Determination
  Economics
  Interaction
  Social Sciences
  Technician
   
   
  Promotion: 7+ on 1D10; DM +1 if Intelligence 8+.
  Contacts: 3 per term, government or business. Roll 7+ on 1D10 for the contact to be foreign.
  Special: Roll Easy: Intelligence each term. Success means that the character accumulates double the normal amount of money
  that term. Failure means that the character accumulates the normal amount of money. Catastrophic failure means the character
  accumulates no money and must leave the Entrepreneur career forever. Outstanding success means that the character gets
  1D100 times the normal amount of money that term. Two secondary activities are allowed per term.
  FACTORY WORKER
  Prerequisites: None
  First Term Skill Adds:
  Computer: 1
  Electronics: 4
  Machinist: 4
  Mechanic: 2
  Subsequent Term Skills:
  Business
  Gunsmith
  Warhead
  Technician
  Promotion: 7+ (1d10), DM +1 if Constitution 6+.
  Contacts: One per term, business. On a 1d10 roll of 10, the contact is foreign.
  Special: Two secondary activities are allowed per term.
  FARMER
  Prerequisites: None
  First Term Skill Adds:
  Animal Training and Handling:
  2
  Biology: 2
  Carpenter: 1
  Computer: 1
  Farming: 4
  Mechanic: 1
  Observation: 1
  Small Arms (Rifle): 1
  Subsequent Term Skills:
  
  Animal Training and Handling
  Biology
  Carpenter
  Computer
  Farming
  Mechanic
  Meteorology
  Perception
  Riding
  Scrounging
  Survival
  Tracking
  Vehicle
  Veterinarian
   
   
  Promotion: 7+ (1d10), DM +1 if Constitution 6+.
  Contacts: One per term, a specialist in one of the above skills. On a roll of 10 on a 1d10, the contact is foreign.
  FIREFIGHTER
  Prerequisites: Strength + Agility: 12+
  First Term Skill Adds:
  Armed Martial Arts: 1
  Blind Fighting: 2
  Carpenter: 1
  Climbing: 3
  Escape Skill: 1
  Excavation: 2
  Firefighting: 5
  Ground Vehicle (Wheeled): 1
  Jumping: 3
  Mechanic: 1
  Medical (Trauma): 1
  Rope Use: 3
  Slow Respiration: 1
  Thrown Weapon: 3
  Willpower: 3
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Engineer
  Melee
  Medical
  Perception
  Personal transport
  Slow Respiration
  Technician
  Vehicle
  Vessel
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: One per term, police, paramedic, or firefighter. On a roll of 9+ on 1d10, the contact is foreign.
  GOVERNMENT AGENT--ASSASSIN
  Prerequisites: Undergraduate degree or one term in military as infantry or special operations; Strength + Intelligence of 14+
  First Term Skill Adds:
  Armed Martial Arts: 3
  Autogun: 4
  Blind Fighting: 2
  Combat Engineer: 2
  Early Firearms: 1
  Grenade Launcher: 4
  Small Arms (Pistol): 4
  Small Arms (Rifle): 4
  Sniping: 4
  Stalking: 2
  Tac Missile: 2
  Thrown Weapon: 3
  Tracking: 2
  Unarmed Martial Arts: 3
   
   
  Subsequent Term Skills:
  Acrobat
  Blind Fighting
  Disguise
  Engineer
  
  Explore
  Gun Combat
  Heavy Weapons
  Intrusion
  Melee
  Perception
  Personal Transport
  Sniping
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: One per term, intelligence community or military. On a 1d10 roll of 8+, the contact is foreign.
  Special: The character will not be drafted in the event of war; instead, the character continues as an intelligence agent. Add two
  to initiative score.
  GOVERNMENT AGENT--NUCLEAR EMERGENCY SEARCH TEAM (NEST)
  Prerequisites: Undergraduate degree; Physics or Reactor Operations 3+; Intelligence 6+
  First Term Skill Adds:
  Computer: 4
  Cryptography: 2
  Demolitions: 4
  Electronics: 4
  Interrogation: 1
  Observation: 4
  Physics: 3
  Reactor Operations: 4
  Small Arms (Pistol): 3
  Stalking: 4
  Tracking: 4
  Unarmed Martial Arts: 2
  Warhead: 4
   
   
   
  Subsequent Term Skills:
  Crime
  Disguise
  Engineer
  Gun Combat
  Language
  Perception
  Physical Science
  Reactor Operations
  Technician
   
   
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: One per term, intelligence community or criminal. On a 1d10 roll of 6+, the contact is foreign.
  Special: The character will not be drafted in the event of war; instead, the character continues as a government agent.
  GOVERNMENT AGENT--OPERATIVE
  Prerequisites: Undergraduate degree, Intelligence 6+, Charisma 6+
  First Term Skill Adds:
  Armed Martial Arts: 1
  Demolitions: 2
  Disguise: 4
  Escape Skill: 3
  Interrogation: 4
  Intrusion: 3
  Language: 3
  Observation: 4
  Parachute: 2
  Small Arms (Pistol): 4
  Small Arms (Rifle): 2
  Stalking: 3
  Tracking: 2
  Unarmed Martial Arts: 4
   
   
  Subsequent Term Skills:
  Acrobat
  Charm
  Combat Engineer
  Crime
  Disguise
  Escape Skill
  Forgery
  Gun Combat
  
  Heavy Weapons
  Interaction
  Medical
  Melee
  Perception
  Personal Transport
  Technician
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: One per term, government or intelligence community. On a 1d10 roll of 8+, the contact is foreign.
  Special: The character will not be drafted in the event of war; instead, the character continues as a government agent.
  GOVERNMENT AGENT--TECHNICIAN
  Prerequisites: Undergraduate degree or technical school, Intelligence + Education 14+
  First Term Skill Adds:
  Aircraft Mechanic: 2
  Biology: 1
  Carpenter: 1
  Chemistry: 3
  Combat Engineer: 2
  Computer: 4
  Construction: 2
  Electronics: 4
  Geology: 2
  Gunsmith: 4
  Machinist: 1
  Mechanic: 3
  Metallurgy: 2
  Physics: 2
   
   
  Subsequent Term Skills:
  Disguise
  Engineer
  Gun Combat
  Language
  Medical
  Melee
  Perception
  Physical Science
  Reactor Operations
  Technician
   
   
  Promotion: 7+ on 1d10; DM +1 If Intelligence 7+
  Contacts: One per term government or specialist (8+ in one of the skills listed above). On a 1d10 roll of 8+, the contact is
  foreign.
  Special: The character will not be drafted in the event of war; instead, the character continues as a government agent.
  HOLISTIC HEALER
  Prerequisites: Intelligence + Education: 11+
  First Term Skill Adds:
  Animal Training/Handling: 2
  Biology: 4
  Chemistry: 4
  Climbing: 1
  Farming: 3
  Geology: 2
  Instruction: 1
  Medical (Diagnosis): 4
  Medical (Trauma): 1
  Research: 3
  Scrounging: 2
  Survival: 4
  Veterinarian: 1
   
   
   
  Subsequent Term Skills:
  Animal Handling
  Charm
  Climbing
  Economics
  
  Language
  Medical
  Perception
  Physical Science
  Promotion: 8+ on 1D10; DM +1 if Education 7+.
  Contacts: Two per term, medical or holistic healer. On a 1D10 roll of 7+, the contact is foreign.
  Special: Two secondary activities are allowed per term.
  HOMELESS PERSON
  Prerequisites: None
  First Term Skill Adds:
  Act/Bluff: 2
  Armed Martial Arts: 1
  Bargain: 2
  Climbing: 1
  Medical (Trauma Aid): 1
  Persuasion: 3
  Scrounging: 4
  Stealth: 2
  Streetwise: 3
  Survival: 2
  Unarmed Martial Arts: 1
  Willpower: 2
  Subsequent Term Skills:
  Acrobat
  Charm
  Crime
  Explore
  Interaction
  Melee
  Perception
  Vice
  Promotion: Not Applicable
  Contacts: Two per term, criminal or law enforcement. Roll 10 on 1d10 for the contact to be foreign.
  Special: The character is allowed two secondary activities per term. Characters who enter the military during the war term from
  the homeless person career get only half the normal starting funds.
  HUNTER/HUNTING OR FISHING GUIDE
  Prerequisites: Constitution 6+.
  First Term Skill Adds:
  Archery: 1
  Biology: 1
  Climbing: 2
  Early Firearms: 1
  Instruction: 1
  Long Distance Marching: 2
  Medical (Trauma): 1
  Navigation: 2
  Observation: 4
  Small Arms (Pistol): 2
  Small Arms (Rifle): 4
  Sniping: 3
  Stealth: 4
  Survival: 4
  Swimming: 2
  Tracking: 4
  Vessel Use (Boat): 2
   
   
   
  Subsequent Term Skills
  Acrobat
  Archaic Weapons
  Determination
  Explore
  Gun Combat
  Interaction
  Perception
  Personal Transport
  Physical Science
  Sniping
  Vehicle
  Vessel
  
  Promotion: 8+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: Two per term, any possible. On a 1d10 roll of 7+, the contact is foreign.
  IDLE RICH
  Prerequisites: Charisma 8+.
  First Term Skill Adds:
  Computer: 1
  Ground Vehicle (Wheeled): 2
  Language: 1
  Riding: 2
  Snow Skiing: 2
  Swimming: 1
  Vessel Use (Boat): 2
   
  Subsequent Term Skills:
  Charm
  Computer
  Gun Combat
  Instruction
  Interaction
  Personal Transport
  Riding
  Vehicle
  Vessel
   
   
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: One per term, wealthy or government. On a 6+ on 1d10, the contact is foreign.
  Special: Double the money available to the character unless he or she enters the military in their final term. Two secondary
  activities may be taken per term.
  JOURNALIST
  Prerequisite: Undergraduate degree or Charisma 7+.
  First Term Skill Adds:
  Act/Bluff: 3
  Computer: 2
  Electronics: 2
  Interrogation: 3
  Intrusion: 1
  Observation: 3
  Persuasion: 2
  Psychology: 1
  Streetwise: 1
   
   
   
  Subsequent Term Skills:
  Acrobat
  Charm
  Computer
  Crime
  Disguise
  Ground Vehicle (Wheeled)
  Interaction
  Perception
  Psychology
   
   
   
  Promotion: 6+ on 1d10. DM +1 if Education 7+
  Contacts: Two per term, government or law enforcement. Roll 7+ on 1d10 for the contact to be foreign.
  LIFEGUARD, PROFESSIONAL
  Notes: This is not the teenaged lifeguard at your local pool. These are the professional lifeguards that patrol major rivers, lakes,
  and ocean beaches, as immortalized in the Baywatch series, often employed by the county or state.
  
  Prerequisites: Str 3+, Con 5+, Swimming 1+
  First Term Skills Adds:
  Medical (Trauma Aid): 2
  Meteorology: 1
  Observation: 4
  Rope Use: 2
  Scuba: 1
  Swimming: 4
  Vessel Use (Boat): 3
  Willpower: 1
  Subsequent Term Skills:
  Charm
  Determination
  Explore
  Interaction
  Medical (Trauma Aid)
  Medical (Diagnosis)
  Perception
  Scuba
  Vessel Use (Boat)
   
   
   
  Promotion: 7+on 1d10; DM +1 if Int or Swimming 7+.
  Contacts: 1 per term, any possible, but normally lifeguard, law enforcement, or medical. Roll 8+ on 1d10 for the contact to be
  foreign.
  Special: If the GM chooses the "any possible" option for contacts, the contact may be one whom the character saved the life of
  the NPC or family member or significant other. In this case, the contact will be fanatically loyal to the PC.
  MANAGER
  Prerequisite: Undergraduate degree.
  First Term Skill Adds:
  Act/Bluff: 3
  Business: 2
  Computer: 2
  Leadership: 3
  Observation: 1
  Persuasion: 3
  Willpower: 1
   
  Subsequent Term Skills:
  Charm
  Business
  Determination
  Interaction
  Perception
  Technician
   
   
  The player may also choose 2 skill levels from any other skill.
  Promotion: 7+ on 1d10. DM +1 if Education 6+
  Contacts: One per term, business or government. Roll 8+ on 1d10 for the contact to be foreign.
  MECHANIC
  Prerequisite: None
  First Term Skill Adds:
  Computer: 1
  Electronics: 2
  Machinist: 1
  Mechanic or Aircraft
  Mechanic: 4
  Metallurgy: 1
  Scrounging: 1
   
   
  
  Subsequent Term Skills:
  Business
  Intrusion
  Metallurgy
  Scrounging
  Technician
  Vehicle
   
   
  Promotion: 7+ on 1d10; DM +1 if Charisma 6+.
  Contacts: One per term, a specialist (skill level 8+) in one of the above skills. Roll a 10 on 1d10 for the contact to be foreign.
  MEDICAL DOCTOR
  Prerequisite: Medical school.
  First Term Skill Adds:
  Biology: 1
  Chemistry: 1
  Computer: 1
  Medical: 2
  Observation: 1
  Persuasion: 1
  Psychology: 1
   
  Subsequent Term Skills:
  Computer
  Instruction
  Leadership
  Medical
  Observation
  Persuasion
  Physical Science
  Psychology
  Scrounging
   
   
   
  Promotion: 6+ on 1d10; DM +1 if Education 7+.
  Contacts: One per term, medical. On a 1d10 roll of 10, the contact is foreign.
  Special: The first term is internship and residency. No secondary activity is allowed during this time. For each additional career
  period, however, doctors are allowed two secondary activities per term after the first. At the time when war finally breaks out, any
  characters that are or previously have been medical doctors will receive a direct commission at the grade of O3 in the medical
  corps.
  MERCHANT MARINE
  Prerequisites: None
  First Term Skill Adds: The character chooses skill levels equal to his Strength, Constitution, Education, or Intelligence;
  whichever is greater, in any of the following:
  Bargain
  Business
  Computer
  Electronics
  Leadership
  Machinist
  Mechanic
  Metallurgy
  Meteorology
  Navigation
  Persuasion
  Rope Use
  Scrounging
  Scuba
  Ship Helm Operations
  Streetwise
  Swimming
  Vessel Use (Boat)
  Vessel Use (Hovercraft)
  Vessel Use (Ship)
  Subsequent Term Skills:
  Determination
  Economics
  Explore
  Helm Operations
  
  Interaction
  Personal Transport
  Physical Science
  Technician
  Vessel
   
   
   
  Promotion: 7+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: Three per term, naval, merchant marine, or government. Roll 7+ on 1D10 for the contact to be foreign.
  Special: When war breaks out, the character is not drafted, but is assigned to a ship taking wartime supplies to foreign ports. The
  character may enlist if desired, even to the point of converting to an equivalent rank in his country's naval forces.
  MILITIA/IRREGULAR FORCES
  Prerequisites: One term in any other profession, including military.
  First Term Skill Adds:
  Autogun: 1
  Grenade Launcher: 1
  Long Distance Marching: 1
  Small Arms (Pistol): 1
  Small Arms (Rifle): 1
  Thrown Weapon: 1
  Unarmed Martial Arts: 1
   
  Subsequent Term Skills:
  Acrobat
  Crime
  Engineer
  Explore
  Gun Combat
  Heavy Weapon
  Interaction
  Melee
  Perception
  Personal Transport
  Vehicle
  Vice
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Three per term, military, criminal, intelligence community. Roll 9+ for the contact to be foreign.
  Special: Three secondary activities are allowed per term. This represents the large amount of oddball skills the partisan learns.
  MINER
  Prerequisites: Strength + Constitution 9+.
  First Term Skill Adds:
  Blind Fighting: 2
  Climbing: 2
  Construction: 1
  Demolitions: 2
  Excavation: 4
  Geology: 1
  Mechanic: 1
  Medical (Trauma): 2
  Slow Respiration: 2
   
   
   
  Subsequent Term Skills:
  Acrobat
  Engineer
  Perception
  Technician
  Vehicle
   
   
   
  Promotion: 7+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: One per term, technical or miner. Roll 10 on 1D10 for the contact to be foreign.
  
  OFFICE/CLERICAL WORKER
  Prerequisites: Intelligence 4+
  First Term Skill Adds:
  Admin/Legal: 3
  Bargain: 2
  Business: 1
  Computer: 2
  Forgery: 1
  Persuasion: 2
  Research: 1
   
  Subsequent Term Skills:
  Charm
  Economics
  Forgery
  Interaction
  Vice
   
   
   
  Promotion: 8+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: One per term, business, technical, or government. Roll 10 on 1D10 for the contact to be foreign.
  Special: Two secondary activities are allowed per term.
  PARAMEDIC
  Prerequisites: Technical School, Medical (Trauma) 2+
  First Term Skill Adds:
  Biology: 1
  Computer: 1
  Ground Vehicle (Wheeled): 3
  Medical (Diagnosis): 1
  Medical (Trauma): 2
  Scrounging: 1
   
   
  Subsequent Term Skills:
  Act/Bluff
  Biology
  Climbing
  Computer
  Ground Vehicle (Wheeled)
  Instruction
  Interaction
  Medical (Trauma)
  Small Arms (Pistol)
  Unarmed Martial Arts
   
   
  Promotion: 6+ on 1d10; DM +1 if Education 7+
  Contacts: One per term, medical or law enforcement. On a 1d10 roll of 10, the contact is foreign.
  POLITICIAN
  Prerequisites: Charisma 8+.
  First Term Skill Adds:
  Act/Bluff: 2
  Business: 2
  Leadership: 3
  Persuasion: 4
  Willpower: 1
   
   
   
  Subsequent Term Skills:
  
  Business
  Charm
  Determination
  Economics
  Interaction
  Observation
   
   
  Promotion: 6+ on 1d10; DM +1 if Charisma 9+.
  Contacts: Three per term, journalism, government, or military. Roll 7+ on 1d10 for a contact to be foreign.
  Special: When war breaks out, the character will not be drafted while the character is a politician. Former politicians may be
  drafted.
  PRIEST
  Prerequisites: Charisma 4+, Undergraduate degree
  First Term Skill Adds:
  Act/Bluff: 3
  Admin/Legal: 2
  Bargain: 2
  Instruction: 3
  Language: 2
  Leadership: 4
  Music: 1
  Persuasion: 3
  Psychology: 2
  Song: 1
  Willpower: 3
   
  Subsequent Term Skills:
  Animal Handling
  Artisan
  Charm
  Determination
  Economics
  Explore
  Interaction
  Personal Transport
  Physical Science
  Social Science
  Technician
  Vehicle
  Promotion: 8+ on 1d10, DM+1 if Charisma 7+.
  Contacts: Two per term, religious, government, or law enforcement. Roll 7+ for the contact to be foreign.
  Special: Two secondary activities are allowed per term. The priest cannot take weapon skills except as background skills. If the
  priest leaves his vocation, he may take weapons skills as is normal for his new profession. At the GMs discretion, the priest may
  not be allowed to use weapons. (Most religions forbid their priests from using weapons).
  PRIVATE INVESTIGATOR
  Prerequisites: Intelligence 5+, Charisma 5+
  First Term Skill Adds:
  Act/Bluff: 3
  Disguise: 3
  Interrogation: 2
  Observation: 3
  Persuasion: 2
  Small Arms (Pistol): 2
  Stalking: 3
   
  Subsequent Term Skills:
  Acrobat
  Charm
  Crime
  Determination
  Disguise
  Escape Skill
  Ground Vehicle (Motorcycle)
  Ground Vehicle (Wheeled)
  Interaction
  Perception
  Streetwise
  Vice
  
  Promotion: 6+ on 1d10; DM +1 if Constitution 7+
  Contacts: Two per term -- criminal, law enforcement, or government. Roll 9+ on a 1d10 for the contact to be foreign.
  PROFESSOR
  Prerequisites: Ph.D. (see Graduate University)
  First Term Skill Adds:
  Instruction: 4
  Language: 2
  Persuasion: 1
   
  Specialty: 2 (two levels in the character's specialty from the graduate university).
  Subsequent Term Skills:
  Charm
  Interaction
  Leadership
  Observation
  Specialty (a level in the character's specialty skill)
  Promotion: 7+ on 1d10; DM +1 if Education 7+.
  Contacts: Two per term, academic or government. On a roll of 7+ on 1d10, a contact is foreign.
  Special: Professors may have two secondary activities per term.
  RANCHER
  Prerequisites: None
  First Term Skill Adds:
  Animal Training/Handling: 4
  Biology: 2
  Business: 1
  Genetics: 1
  Ground Vehicle (Motorcycle):
  1
  Ground Vehicle (Wheeled): 3
  Mechanic: 1
  Observation: 2
  Riding: 3
  Rope Use: 3
  Small Arms (Pistol): 1
  Small Arms (Rifle): 2
  Tracking: 2
  Veterinarian: 3
   
   
  Subsequent Term Skills:
  Animal Handling
  Artisan
  Economics
  Explore
  Gun Combat
  Interaction
  Medical
  Vehicle
  Promotion: 8+ on 1D10; DM +1 if Animal Training/Handling skill 7+.
  Contacts: One per term, rancher, hunter, or business. Roll 10 on 1D10 for the contact to be foreign.
  REGISTERED NURSE
  Prerequisites: Education 5+
  First Term Skill Adds:
  Biology: 2
  Chemistry: 2
  Computer: 1
  Medical (Diagnosis): 3
  
  Medical (Trauma): 2
  Persuasion: 2
  Psychology: 1
  Scrounging: 1
  Subsequent Term Skills:
  Charm
  Computer
  Instruction
  Medical
  Persuasion
  Physical Science
  Psychology
  Scrounging
  Promotion: 6+ on 1d10; DM +1 if Education 7+.
  Contacts: Two per term, business or medical. On a 9+ on 1d10, the contact is foreign.
  Special: The first term is a combination of medical training and university classes. No secondary activity is allowed during this
  time. For each additional career period, nurses are allowed two secondary activities. When war breaks out, the character will be
  directly commissioned into the medical corps at the grade of O2.
  SCIENTIST
  Prerequisites: Master's Degree
  First Term Skill Adds: Levels equal to sum of Education and Intelligence in any of the following:
  Biology
  Chemistry
  Computer
  Electronics
  Farming
  Genetics
  Geology
  Instruction
  Language
  Machinist
  Mechanic
  Metallurgy
  Meteorology
  Observation
  Physics
  Reactor Operations
  Recruiting
  Research
  Scrounging
   
  Subsequent Term Skills:
  Animal Handling
  Artisan
  Economics
  Engineer
  Interaction
  Medical
  Observation
  Physical Science
  Technician
  Vehicle
  Vessel
   
  Promotion: 7+ on 1d10; DM +1 if Education or Intelligence 9+.
  Contacts: Two per term, scientist, government, or business. On a 6+ on 1d10, the contact is foreign.
  Special: Two secondary activities are allowed per term.
  SURVIVALIST
  Prerequisites: None
  First Term Skill Adds:
  Act/Bluff: 1
  Archery: 1
  Armed Martial Arts: 1
  Biology: 2
  Climbing: 1
  Construction: 1
  Demolitions: 1
  Early Firearms: 1
  Farming: 2
  Forgery: 1
  Grenade Launcher: 1
  Ground Vehicle (Motorcycle):
  1
  
  Ground Vehicle
  (Snowmobile): 1
  Ground Vehicle (Wheeled): 2
  Long Distance Marching: 1
  Medical (Trauma): 1
  Mechanic: 2
  NBC Specialist: 1
  Observation: 2
  Scrounging: 2
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Snow Skiing: 2
  Survival: 4
  Thrown Weapon: 1
  Tracking: 1
  Unarmed Martial Arts: 2
  Vessel Use (Boat): 1
  Veterinarian: 2
   
   
   
  Subsequent Term Skills:
  Acrobat
  Animal Handling
  Archaic Weapons
  Artisan
  Charm
  Engineer
  Explore
  Gun Combat
  Heavy Weapons
  Interaction
  Perception
  Personal Transport
  Vehicle
  Vessel
   
   
  Promotion: 8+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: One per term, specialist, criminal, or hunter. Roll 9+ on 1D10 for the contact to be foreign.
  TRUCK DRIVER
  Prerequisites: Agility 4+.
  First Term Skill Adds:
  Carousing: 2
  Ground Vehicle (Wheeled): 4
  Mechanic: 2
  Navigation: 2
  Observation: 2
   
   
   
  Subsequent Term Skills:
  Charm
  Ground Vehicle (Wheeled)
  Mechanic
  Melee
  Navigation
  Observation
  Small Arms (Pistol)
  Small Arms (Rifle)
  Promotion: 6+ on 1d10; DM +1 if Constitution 7+.
  Contacts: One per term, specialist (Mechanic) or law enforcement.
  Special: Truck drivers are allowed two secondary activities per term.
  VETERINARIAN
  Prerequisite: DVM (See Graduate University)
  First Term Skill Adds:
  Animal Training and Handling:
  3
  Biology: 3
  Chemistry: 2
  Computer: 1
  Farming: 1
  Observation: 2
  Riding: 1
  Veterinarian: 3
  
  Subsequent Term Skills:
  Act/Bluff
  Animal Handling
  Computer
  Farming
  Navigation
  Perception
  Physical Science
  Riding
  Stalking
  Tracking
  Veterinarian
   
  Promotion: 6+ on 1d10; DM +1 if Education 7+.
  Contacts: Two per term, either veterinarian, medical, or law enforcement. On a 10 on 1d10, the contact is foreign.
  WILDERNESS TRACKER/SEARCH SPECIALIST
  Prerequisites: Strength + Constitution + Intelligence 12+
  First Term Skill Adds:
  Biology: 1
  Climbing: 3
  Ground Vehicle: 1
  Jumping: 2
  Long Distance Marching: 3
  Medical (Trauma Aid): 3
  Meteorology: 1
  Navigation: 4
  Observation: 4
  Persuasion: 1
  Psychology: 2
  Research: 1
  Rope Use: 3
  Slow Respiration: 2
  Survival: 4
  Swimming: 2
  Tracking/Stalking: One at 4,
  the other at 2
  Vessel Use (Boat): 1
  Willpower: 2
   
  Subsequent Term Skills:
  Acrobat
  Animal Handling (Dog or
  Pack Animal)
  Charm
  Determination
  Explore
  Interaction
  Medical
  Perception
  Personal Transport
  Physical Science
  Vehicle
  Vessel
  Promotion: 8+ on 1D10; DM +1 if Intelligence 7+ or Observation, Tracking, or Stalking 8+.
  Contacts: Two per term, any possible, but probably law enforcement, medical, hunter, or survivalist. Roll 8+ on 1D10 for the
  contact to be foreign.
  Special: On a 10 on 1d10, the contact is someone or the loved one of someone whose life the tracker has saved. The contact in
  this case will have fanatical loyalty to the tracker.
  
  CRIMINAL
  Prerequisites: Agility 5+
  First Term Skill Adds:
  Armed Martial Arts: 2
  Forgery: 1
  Ground Vehicle (Motorcycle):
  1
  Ground Vehicle (Wheeled): 2
  Intrusion: 4
  Pickpocket: 2
  Small Arms (Pistol): 2
  Stealth: 2
  Streetwise: 4
  Unarmed Martial Arts: 2
   
   
  Subsequent Term Skills:
  Act/Bluff
  Charm
  Combat Engineer
  Crime
  Disguise
  Escape Skill
  Gun Combat
  Language
  Melee
  Scrounging
  Stalking
  Stealth
  Streetwise
  Technician
  Thrown Weapon
  Vehicle
  Promotion: 7+ (1d10), DM +1 if Intelligence 7+.
  Contacts: One per term, criminal or law enforcement. Contact is foreign on a 1d10 roll of 10.
  Special: If more than one term is served, add one to initiative. Roll once per term vs. Intelligence to avoid capture. If captured, the
  next career choice must be prison. If war breaks out in the same term the character is caught, the character is drafted instead of
  going to prison.
  CRIMINAL--BLACK MARKETEER
  Prerequisites: Intelligence + Charisma 10+
  First Term Skill Adds:
  Act/Bluff: 2
  Admin/Legal: 4
  Bargain: 2
  Bribery: 4
  Business: 2
  Carousing: 2
  Disguise: 2
  Forgery: 3
  Language: 2
  Observation: 2
  Persuasion: 3
  Recruiting: 1
  Scrounging: 4
  Streetwise: 2
   
   
  Subsequent Term Skills:
  Charm
  Crime
  Determination
  Economics
  Gun Combat
  Interaction
  Social Sciences
  Vice
  Promotion: 7+ on 1D10; DM +1 in Intelligence 7+.
  Contacts: Two per term, government, criminal, or law enforcement; roll 7+ on 1D10 for the contact to be foreign.
  
  Special: If more than one term is served, add one to initiative. Roll once per term vs. Intelligence to avoid capture. If captured, the
  next career choice must be prison. If war breaks out in the same term the character is caught, the character is drafted instead of
  going to prison. Roll vs. Intelligence to determine accumulated money for that term. If successful, the character has triple normal
  money. If failure, the character has half normal money. In the case of catastrophic failure, the character has no money. In the case
  of outstanding success, the character has 1D100 times normal money.
  CRIMINAL--ORGANIZED CRIME
  Prerequisites: Intelligence: 7+
  First Term Skill Adds:
  Act/Bluff: 4
  Admin/Legal: 3
  Armed Martial Arts: 2
  Bargain: 2
  Bribery: 4
  Business: 3
  Forgery: 2
  Interrogation: 2
  Intrusion: 2
  Language: 2
  Persuasion: 2
  Small Arms (Pistol): 2
  Small Arms (Rifle): 1
  Streetwise: 4
  Unarmed Martial Arts: 2
   
  Subsequent Term Skills:
  Charm
  Crime
  Determination
  Economics
  Gun Combat
  Interaction
  Language
  Melee
  Perception
  Vehicle
  Vice
   
  Promotion: 7+ on 1D10; DM +1 on Intelligence 7+.
  Contacts: Two per term, government, criminal, or law enforcement. Contact is foreign on a 1D10 roll of 8+.
  Special: If more than one term is served, add one to initiative. Roll once per term vs. intelligence to avoid capture. If captured, the
  next career choice must be prison. If war breaks out the same term the character is caught, the character is drafted instead of
  going to prison. If captured in other than a war term, roll vs. charisma. If successful, the character is placed in the Federal Witness
  Protection Program; he must start a new career, which cannot be criminal. After a new term in this new career, he may again pick
  up the criminal path if he so desires.
  CRIMINAL--PIMP
  Prerequisites: None
  First Term Skill Adds:
  Act/Bluff: 4
  Admin/Legal: 2
  Armed Martial Arts: 2
  Bargain: 2
  Bribery: 3
  Business: 2
  Carousing: 2
  Forgery: 2
  Ground Vehicle (Wheeled): 1
  Persuasion: 2
  Recruiting: 4
  Small Arms (Pistol): 1
  Streetwise: 2
   
   
   
  Subsequent Term Skills:
  
  Charm
  Crime
  Determination
  Economics
  Gun Combat
  Interaction
  Melee
  Vice
  Vehicle
   
   
   
  Promotion: 8+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: Two per term, government, criminal, or law enforcement. Contact is foreign on a 1D10 roll of 8+.
  Special: Roll once per term vs. intelligence to avoid capture. If captured, the next career choice must be prison. If war breaks out
  the same term, the character is drafted instead of going to prison. If war breaks out while in this career and the character is not in
  prison, the character starts with $100 x (1D10 x [Charisma + Persuasion]) for that term, plus any other amounts for any possible
  previous careers.
  CRIMINAL--PROSTITUTE
  Prerequisites: Charisma 6+
  First Term Skill Adds:
  Act/Bluff: 3
  Bargain: 3
  Carousing: 4
  Dance: 1
  Disguise: 2
  Escape Skill: 1
  Persuasion: 4
  Stealth: 2
  Streetwise: 2
  Willpower: 1
   
   
  Subsequent Term Skills:
  Charm
  Crime
  Determination
  Economics
  Fine Arts
  Interaction
  Melee
  Vice
  Promotion: 9+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: Three per term, any possible. Contact is foreign on a 1D10 roll of 8+.
  Special: This criminal career is not subject to prison time, unlike other criminal careers. The character will be caught by police on
  a regular basis, but these stays are in local jails for relatively short periods of time each. If war breaks out while in this career, the
  character starts with $100 x (1D10 x [Charisma + Persuasion]) for that term, plus any other amounts for any possible previous
  careers.
  CRIMINAL--SOCIOPATH
  Prerequisites: Intelligence 7+
  First Term Skill Adds:
  Act/Bluff: 4
  Armed Martial Arts: 4
  Disguise: 2
  Intrusion: 1
  Observation: 2
  Persuasion: 3
  Psychology: 4
  Stalking: 3
  Stealth: 3
  Streetwise: 3
  Tracking: 1
  Unarmed Martial Arts: 4
  Subsequent Term Skills:
  
  Acrobat
  Charm
  Crime
  Determination
  Gun Combat
  Interaction
  Melee
  Perception
  Social Science
  Vice
   
   
  Promotion: Not Applicable
  Contacts: One per term, any possible. Contact is foreign on a 1d10 roll of 10.
  Special: If more than one term is served, add one to initiative. Roll once per term vs. Intelligence to avoid capture. If captured, the
  next career choice must be prison. The character remains in prison until the war term, when he escapes in the confusion of the
  war.
  CRIMINAL--TERRORIST
  Prerequisites: Strength + Intelligence 12+
  First Term Skill Adds:
  Act/Bluff: 3
  Armed Martial Arts: 2
  Autogun: 2
  Bribery: 2
  Chemistry: 1
  Computer: 1
  Demolitions: 3
  Disguise: 4
  Electronics: 1
  Forgery: 2
  Grenade Launcher: 2
  Gunsmith: 1
  Mechanic: 1
  Mortar: 1
  Observation: 3
  Scrounging: 1
  Small Arms (Pistol): 2
  Small Arms (Rifle): 3
  Stalking: 1
  Stealth: 4
  Thrown Weapon: 2
  Tracking: 1
  Unarmed Martial Arts: 2
  Willpower: 3
  Subsequent Term Skills:
  Acrobat
  Charm
  Crime
  Determination
  Engineer
  Explore
  Gun Combat
  Heavy Weapons
  Interaction
  Melee
  Perception
  Physical Science
  Technician
  Vice
  Vehicle
   
  Promotion: 6+ on 1D10; DM +1 if intelligence 8+.
  Contacts: Two per term, military, government, law enforcement, or criminal. Roll 6+ on 1D10 for the contact to be foreign.
  Special: Two secondary activities allowed per term. Roll once per term vs. intelligence to avoid capture. If captured, the next term
  must be prison. If in prison, roll once per term vs. intelligence. If successful, the character escapes, is busted out by comrades, or
  is bargained out as the result of a terrorist action. Otherwise, the character remains in prison until war breaks out, when he
  escapes in the confusion of the war, and may take up any profession he chooses.
  PRISON
  Prerequisites: Forced due to capture while engaged in criminal activity.
  
  First Term Skill Adds: None
  Subsequent Term Skills:
  Act/Bluff
  Bargain
  Crime
  Disguise
  Interaction
  Machinist
  Melee
  Perception
  Scrounging
   
   
   
  Promotion: None
  Contacts: Two per term, criminal.
  Special: Released after one term, unless a sociopath.
  
  EASTERN ARMY BASIC TRAINING
  Prerequisites: None
  Basic Training Skills:
  Armed Martial Arts: 1
  Autogun: 1
  Grenade Launcher: 1
  Small Arms (Rifle): 1
  Swimming: 1
  Tac Missile: 1
  Thrown Weapon: 1
   
  Czechoslovakia, Poland, Former Soviet Republics, North Korea, Poland, Romania -- Language: 4
  Finland -- Language: 4, Snow Skiing: 2
  Former Yugoslavian Republics -- Language: 8
  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.
  ALBANIA
  Careers: All careers are the same as US except for the following:
  1) There is no mountain infantry, but Climbing should be added to the subsequent term skill list for infantry.
  2) There are no Airborne Infantry, Ranger, Special Forces, Special Operations, Naval Aviator, SEAL, or any Marine careers.
  3) Add Heavy Gun skill to the subsequent term skill listings for Infantry and Artillery careers.
   
  BULGARIA
  Careers: All careers are the same as western careers except for the following:
  1) There are no Rangers, Special Forces, Special Operations, Naval Aviator, or any Marine careers.
  2) Add Heavy Gun skill to the subsequent term skill listings for Infantry and Artillery careers.
   
  CZECHOSLOVAKIA
  Careers: All careers are the same as western careers except for the following:
  1) Infantry are called Motor Rifles.
  2) All Airborne troops are from the 22nd Airborne Regiment. Special Forces are from the Special Battalion of the 22nd Airborne
  Regiment, and are developed as per Spetsnaz.
  3) There are no equivalents to Mountain Infantry, Rangers, Special Operations, or any Marine careers.
  4) The Navy is a small riverine patrol force on the Danube River. There are no Naval Aviators, SEALS, or Pararescue.
  5) Add Heavy Gun skill to the subsequent term skill listings of the Infantry and Artillery careers.
   
  FINLAND
  Careers: All careers are the same as western careers except for the following:
  1) Rangers are called Sissi, and add Snow Skiing: 2 to their first term skills.
  2) The equivalent to Force Recon are the Marine Commandos.
  3) There are no Mountain, Airborne, Special Forces, Special Operations, Scout/Sniper, Naval Aviators, SEALS, Marine Infantry, or
  Marine Scout/Sniper careers.
   
  FORMER YUGOSLAVIA
  Careers: Same as western careers, except for the following:
  1) Airborne troops are called Paratroopers.
  2) Marine Infantry are called Naval Infantry.
  3) There are no equivalents to Rangers, Special Forces, Special Operations, Pararescue, Naval Aviators, SEAL, Marine Force
  Recon, or Scout/Sniper careers.
  4) Add Heavy Gun to the subsequent term skills for the Infantry and Artillery careers.
   
  HUNGARY
  Careers: All careers are the same as western careers except for the following:
  1) The Navy is a small riverine patrol force on the Danube River. There are no Naval Aviator, Pararescue, or SEAL careers.
  2) There are no equivalents to Mountain Infantry, Ranger, Special Forces, Special Operations, or any Marine careers.
  
  3) Add Heavy Gun skill to the subsequent term skill listings of the Infantry and Artillery careers.
   
  LITHUANIA
  Careers: All careers are the same as western careers, except for the following:
  1) Marine infantry are called Naval Infantry.
  2) There are no Airborne, Mountain Infantry, Special Forces, Special Operations, Naval Aviators, SEALs, Marine Force Recon, or
  Marine Scout/Sniper careers.
  3) Add Heavy Gun to the list of subsequent term skills for Infantry and Artillery careers.
   
  NORTH KOREA
  Careers: All careers are the same as western careers, except for the following:
  1) Rangers are the Special Operations Corps.
  2) All Aviation careers use Pilot: 4 in their primary Pilot cascade.
  3) There are no Naval Aviators, Special Forces, Special Operations, Mountain, Airborne, SEALS, or any Marine careers.
   
  POLAND
  Careers: All careers are the same as western careers, except the following:
  1) All Airborne troops are part of the 6th Pomeranian (Pomorska) Air Assault Division.
  2) One battalion of the 6th Pomorska AAD is a special operations battalion. They are developed as per Spetsnaz.
  Their black berets instead of the red berets worn by regular Airborne troops can distinguish them.
  3) One overstrength squad of the special operations battalion is a counterterrorist unit. They are developed as per Special
  Operations--Delta.
  4) All fixed wing aviators use Pilot: 4 instead in their primary cascade skill.
  5) Marine Infantry is a combat arm of the Army, and all Marines are from the 7th Luzycka Naval Assault Division.
  6) There is one brigade of Mountain troops, the Brigada Podhalanska (Highland Brigade).
  7) There are no equivalents to Rangers, Force Recon, Marine Scout/Snipers, SEALs, or other Special Operations.
  8) Add Heavy Gun skill to the subsequent term skills of the Infantry and Artillery careers.
   
  ROMANIA
  Careers: All careers are as per their western counterparts, except for the following:
  1) All Airborne troops are from the 161st Parachute Regiment.
  2) There is a single battalion of Marines, which are called Naval Infantry.
  3) There are no equivalents to Scout/Snipers, Rangers, Special Forces, Special Operations, Force Recon, or Naval Aviators.
  4) Add Heavy Gun skill to the subsequent term skills list for Infantry and Artillery careers.
   
  SOVIET UNION
  Careers: All careers are as their western counterparts except for the following:
  1) Infantrymen are called Motor Rifles.
  2) Rangers are called Reydoviki.
  3) Airborne troops are called Vozdushno-Desantnaya Voyska (VDV), or desantniki for short.
  4) Special Forces are called Voyska Specialnoye Naznachenia, or Spetsnaz for short. They are developed differently than western
  Special Forces (see below).
  5) Marines are called Morskaya Pyekhota (Naval Infantry). They add Vessel and Heavy Gun to subsequent term skill listings. There
  are no equivalents to Marine Scout/Snipers or Force Recon.
  6) Navy SEALs are called Naval Spetsnaz.
  7) Naval Aviation uses the Air Force development tables.
  8) Army Aviation is called Frontovaya Aviatsiya (Frontal Aviation), and is part of a separate branch of the service, along with certain
  attack aircraft assets.
  9) There are small teams known as Alpha Teams within Spetsnaz. They use the Special Operations--Delta tables for development.
  10) There is no equivalent to Air Force special operations.
  11) Add Heavy Gun to the subsequent term skill listings for Infantry and Artillery careers.
  12) Intelligence is the Glavnoe Razvedyvetelnoe Upravlenie (GRU). Spetsnaz and Alpha Teams are under their direct control.
  SPETSNAZ--ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 18+; for officer, ROTC, OCS, or Military Academy.
  First Term Skill Adds:
  
  Act/Bluff: 3
  Armed Martial Arts: 4
  Autogun: 1
  Carousing: 4
  Combat Engineer: 3
  Disguise: 3
  Grenade Launcher: 1
  Interrogation: 4
  Intrusion: 2
  Language: 8
  Navigation: 3
  Observation: 3
  Parachute: 4
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Stealth: 3
  Survival: 3
  Tac Missile: 1
  Thrown Weapon: 2
  Unarmed Martial Arts: 3
  Warhead: 3
  Willpower: 4
   
   
  Army:
  Parachute: 2
  Small Arms (Rifle): 1
   
   
  Naval:
  Scuba: 4
  Small Arms (Pistol): 2
  Swimming: 5
   
  Subsequent Term Skills:
  Acrobat
  Artillery
  Determination
  Engineer
  Explore
  Gun Combat
  Heavy Gun
  Heavy Weapon
  Interaction
  Medical
  Melee
  Perception
  Personal Transport
  Sniping
  Technician
  Vehicle
  Vessel
  Vice
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Two per term, military or intelligence community. Roll 6+ on 1d10 for the contact to be foreign.
  
  FEDERAL LAW ENFORCEMENT--AGENT
  Prerequisites: Law school or graduate degree; no prison record.
  First Term Skill Adds:
  Computer: 1
  Disguise: 3
  Interrogation: 4
  Observation: 2
  Small Arms (Pistol): 4
  Unarmed Martial Arts: 3
   
   
  Subsequent Term Skills:
  Blind Fighting
  Crime
  Determination
  Ground Vehicle (Wheeled)
  Gun Combat
  Interaction
  Language
  Melee
  Perception
  Stealth
  Technician
  Vehicle
  Promotion: 7+ (1d10); DM +1 of Intelligence 7+.
  Contacts: One per term, government or criminal. On a 1d10 roll of 8+, this contact is foreign.
  Special: If more than one term is served, add +1 to initiative.
  FEDERAL LAW ENFORCEMENT--PROFILER
  Prerequisites: Bachelor’s Degree, Psychology 2+, Intelligence 7+.
  First Term Skill Adds:
  Computer: 3
  Interrogation: 5
  Language: 2
  Observation: 4
  Psychology: 4
  Research: 4
  Small Arms (Pistol): 3
  Unarmed Martial Arts: 1
  Subsequent Term Skills:
  Charm
  Crime
  Determination
  Explore
  Gun Combat
  Perception
  Physical Science
  Social Science
  Technician
  Vice
   
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 9+.
  Contacts: One per term, government, law enforcement, or criminal. On a 1d10 roll of 8+, this contact is foreign.
  FEDERAL LAW ENFORCEMENT--SPECIAL REACTION TEAM
  Prerequisites: One term as a federal law enforcement agent.
  First Term Skill Adds:
  Acrobatics: 4
  Armed Martial Arts: 2
  Blind Fighting: 2
  Grenade Launcher: 4
  
  Interrogation: 1
  Medical (Trauma): 3
  Observation: 4
  Small Arms (Pistol): 3
  Small Arms (Rifle): 3
  Stalking: 4
  Tracking: 4
  Unarmed Martial Arts: 4
  Subsequent Term Skills:
  Acrobat
  Blind Fighting
  Computer
  Determination
  Electronics
  Gun Combat
  Heavy Weapon
  Interaction
  Intrusion
  Language
  Medical
  Melee
  Perception
  Rope Use
  Sniping
  Vehicle
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+
  Contacts: One per term, government or law enforcement. On a 1d10 roll of 8+, this contact is foreign.
  Special: If more than one term is served in this profession, add +1 to Initiative. This is above the +1 that may have been earned
  if more than one term was served before this as a Federal Law Enforcement Agent.
  FEDERAL LAW ENFORCEMENT--DRUG ENFORCEMENT AGENT
  Prerequisites: One term in any state, federal, or local law enforcement career.
  First Term Skill Adds:
  Act/Bluff: 3
  Blind Fighting: 1
  Chemistry: 2
  Computer: 1
  Disguise: 4
  Escape Skill: 2
  Forgery: 2
  Interrogation: 2
  Intrusion: 2
  Observation: 3
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Stalking: 3
  Stealth: 4
  Streetwise: 4
  Tracking: 1
  Subsequent Term Skills:
  Acrobat
  Animal Training/Handling
  Charm
  Chemistry
  Crime
  Gun Combat
  Interaction
  Melee
  Perception
  Vehicle
  Vice
  Vessel
  Promotion: 7+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: Two per term, government, law enforcement, or criminal. On a 1D10 roll of 6+, the contact is foreign.
  STATE/LOCAL/FEDERAL LAW ENFORCEMENT--POLICE ACADEMY TRAINING
  Prerequisites: No prison record
  First Term Skill Adds:
  Act/Bluff: 1
  Armed Martial Arts: 1
  Ground Vehicle (Motorcycle):
  Ground Vehicle (Wheeled): 2
  
  2
  Observation: 2
  Small Arms (Pistol): 1
  Small Arms (Rifle): 1
   
  Special: Characters with Intelligence 7+ are eligible to become a plain-clothes officer. If so, they receive a level 1 Leadership
  skill, and are commissioned as Detectives (or the equivalent rank), and then conduct their first term normally.
  STATE/LOCAL LAW ENFORCEMENT--AVIATION ARM
  Prerequisites: Agility 6+, Intelligence 7+.
  First Term Skill Adds:
  Aircraft Mechanic: 2
  Navigation: 2
  Observation: 3
  Pilot (Rotary Wing): 4
  Subsequent Term Skills:
  Aircraft Mechanic
  Computer
  Determination
  Ground Vehicle (Wheeled)
  Gun Combat
  Interaction
  Melee
  Navigation
  Perception
  Pilot
  Stealth
   
  Promotion: 6+ on 1d10; DM +1 if Agility 8+.
  Contacts: Two per term, specialist (Pilot) or law enforcement. On a 1d10 roll of 10, the contact is foreign.
  STATE/LOCAL LAW ENFORCEMENT--BOMB SQUAD
  Prerequisites: None
  First Term Skill Adds:
  Computer: 1
  Demolitions: 4
  Electronics: 3
  Observation: 3
  Small Arms (Pistol): 1
   
   
   
  Subsequent Term Skills:
  Chemistry
  Computer
  Demolitions
  Ground Vehicle (Wheeled)
  Gun Combat
  Interaction
  Melee
  Perception
  Stealth
   
   
   
  Promotion: 6+ on 1d10; DM +1 if Constitution 7+.
  Contacts: One per term, law enforcement, criminal, or business. On a 1d10 roll of 10, the contact is foreign.
  STATE/LOCAL LAW ENFORCEMENT--CORRECTIONS OFFICER
  Prerequisites: Strength 4+.
  First Term Skill Adds:
  
  Act/Bluff: 3
  Armed Martial Arts: 3
  Interrogation: 4
  Observation: 2
  Persuasion: 2
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Thrown Weapon: 1
  Unarmed Martial Arts: 3
   
   
   
  Subsequent Term Skills:
  Charm
  Computer
  Determination
  Gun Combat
  Interaction
  Melee
  Perception
  Stealth
  Promotion: 6+ on 1d10; DM +1 if Strength 7+.
  Contacts: Two per term, law enforcement or criminal. No foreign contacts are possible except in a federal prison. If so, roll 9+ on
  1d10 for a contact to be foreign.
  STATE/LOCAL/FEDERAL LAW ENFORCEMENT -- FORENSICS SPECIALIST
  Prerequisites: Education + Intelligence: 12+, Undergraduate degree
  First Term Skill Adds:
  Biology: 3
  Chemistry: 3
  Computer: 3
  Electronics: 2
  Genetics: 3
  Gunsmith: 1
  Interrogation: 3
  Language: 2
  Medical (Diagnosis): 1
  Metallurgy: 2
  Observation: 2
  Physics: 1
  Research: 4
  Small Arms (Pistol): 1
   
   
  Subsequent Term Skills:
  Charm
  Crime
  Gun Combat
  Interaction
  Perception
  Physical Science
  Social Science
  Technician
  Promotion: 7+ on 1d10; DM +1 if the character has at least a Master's Degree with specialty in a physical science.
  Contacts: Two per term, law enforcement, scientist, or medical. Roll 8+ on 1d10 for the contact to be foreign.
  Special: Characters with a medical degree in this profession are called coroners, and are superior in rank to those without a
  medical degree. Forensics specialists do not normally attend police academy training, and, in most jurisdictions, do not have arrest
  authority.
  STATE/LOCAL LAW ENFORCEMENT--HARBOR PATROL
  Prerequisites: Swimming 1+
  First Term Skill Adds:
  Armed Martial Arts: 1
  Observation: 3
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  
  Swimming: 3
  Unarmed Martial Arts: 1
  Vessel Use (Boat): 4
   
  Subsequent Term Skills:
  Charm
  Computer
  Ground Vehicle (Wheeled)
  Gun Combat
  Interaction
  Mechanic
  Melee
  Perception
  Swimming
  Vessel
   
   
  Promotion: 6+ on 1d10; DM +1 if Constitution 7+.
  Contacts: One per term, criminal or law enforcement. On a 1d10 roll of 8+, the contact is foreign.
  STATE/LOCAL/FEDERAL LAW ENFORCEMENT--HOSTAGE NEGOTIATOR
  Prerequisites: 1 term in any law enforcement career; Charisma 7+.
  First Term Skill Adds:
  Act/Bluff: 4
  Bargain: 4
  Bribery: 3
  Interrogation: 2
  Language: 4
  Observation: 2
  Persuasion: 4
  Psychology: 2
  Willpower: 2
   
   
   
  Subsequent Term Skills:
  Charm
  Determination
  Gun Combat
  Interaction
  Perception
  Vice
   
   
  Promotion: 6+ on 1D10; DM +1 if Intelligence 7+.
  Contacts: One per term, law enforcement or criminal. On a roll of 9+ on 1D10, the contact is foreign.
  STATE/LOCAL LAW ENFORCEMENT--PLAIN-CLOTHES OFFICER
  Prerequisites: Intelligence 5+ and two terms as a uniformed officer.
  First Term Skill Adds:
  Act/Bluff: 3
  Interrogation: 3
  Observation: 2
  Persuasion: 2
  Small Arms (Pistol): 2
  Streetwise: 2
  Stalking: 3
  Tracking: 1
  Subsequent Term Skills:
  Charm
  Crime
  Determination
  Ground Vehicle (Wheeled)
  Gun Combat
  Perception
  Stealth
  Vice
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+
  
  Contacts: Two per term, law enforcement or criminal. On a 1d10 roll of 9+, the contact is foreign.
  Special: If more than one term is served, add +1 to Initiative.
  STATE/LOCAL LAW ENFORCEMENT--RIOT POLICE
  Prerequisites: Strength 5+.
  First Term Skill Adds:
  Act/Bluff: 2
  Armed Martial Arts: 4
  Grenade Launcher: 2
  Observation: 2
  Small Arms (Pistol): 1
  Small Arms (Rifle): 2
  Streetwise: 2
  Thrown Weapon: 3
  Unarmed Martial Arts: 3
   
   
   
  Subsequent Term Skills:
  Computer
  Determination
  Gun Combat
  Heavy Weapon
  Interaction
  Melee
  Perception
  Thrown Weapon
  Vehicle
   
   
   
  Promotion: 6+ on 1d10; DM +1 if Strength 8+.
  Contacts: One law enforcement contact per term. On a roll of 10 on a 1d10, the contact is foreign.
  Special: If more than one term is served, add one to initiative.
  STATE/LOCAL LAW ENFORCEMENT--SWAT/SRT
  Prerequisites: Strength + Agility 13+
  First Term Skill Adds:
  Act/Bluff: 1
  Armed Martial Arts: 2
  Climbing: 3
  Grenade Launcher: 2
  Observation: 3
  Psychology: 1
  Small Arms (Pistol): 4
  Small Arms (Rifle): 4
  Stalking: 1
  Thrown Weapon: 3
  Tracking: 2
  Unarmed Martial Arts: 4
  Subsequent Term Skills:
  Acrobat
  Computer
  Determination
  Gun Combat
  Heavy Weapons
  Interaction
  Melee
  Perception
  Sniping
  Vehicle
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Two per term, military, law enforcement, or criminal. On a 1d10 roll of 10, the contact is foreign.
  
  Special: If more than one term is served, add one to initiative. If more than three terms are served, add two to initiative. Initiative
  is rolled as per regular military.
  STATE/LOCAL LAW ENFORCEMENT--UNIFORMED OFFICER
  Prerequisites: None
  First Term Skill Adds:
  Act/Bluff: 2
  Armed Martial Arts: 2
  Ground Vehicle (Motorcycle):
  1
  Ground Vehicle (Wheeled): 2
  Observation: 2
  Psychology: 1
  Small Arms (Pistol): 3
  Stalking: 1
  Streetwise: 1
   
   
   
  Subsequent Term Skills:
  Charm
  Climbing
  Determination
  Ground Vehicle (Motorcycle)
  Ground Vehicle (Wheeled)
  Interaction
  Melee
  Perception
  Small Arms (Pistol)
  Small Arms (Rifle)
  Stealth
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: One per term, law enforcement or criminal. On a roll of 10 on a 1d10, the contact is foreign.
  Special: If more then one term is served, add one to initiative.
  
  BASIC TRAINING--WESTERN MARINE CORPS
  Prerequisites: Strength + Agility + Constitution: 15+; no prison record.
  Skill Adds:
  Armed Martial Arts: 1
  Autogun: 1
  Grenade Launcher: 1
  Ground Vehicle (Wheeled): 1
  Ground Vehicle (Tracked): 1
  Small Arms (Rifle): 3
  Swimming: 2
  Tac Missile: 1
  Thrown Weapon: 1
  Unarmed Martial Arts: 1
  Willpower: 1
   
  Careers: Available careers are the same as the Army, except that no ranger, special forces, airborne, intelligence, or medical
  careers exist. Sniper careers are replaced with the marine version and pilot careers are supplemented with the fighter/attack pilot
  career. For the FALO (Forward Air Liaison Officer) career, use the Army Artillery--Fire Support Team career development; add
  Pilot: 1 to the first term skills and Aircraft to the subsequent term skills; one prior term as Aviation--Fighter/Attack Pilot or Aviation--
  Helicopter Pilot must be served. Use the Special Operations--Delta career; this represents FAST (Fleet Antiterrorism Security
  Team); one term as a Scout/Sniper or in Force Recon must be served prior to taking up this career.
  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.
  Add the following careers:
  AVIATION--OFFICER--FIGHTER OR ATTACK PILOT
  Prerequisites: Agility 8+, and OCS, ROTC, or Military Academy.
  First Term Skill Adds:
  Aircraft Mechanic: 1
  Autogun: 4
  Computer: 4
  Electronics: 1
  Forward Observer: 1
  Guided Weapon: 4
  Leadership: 1
  Meteorology: 1
  Navigation: 4
  Observation: 2
  Parachute: 1
  Pilot (Fixed Wing): 6
  Pilot (Jet): 6
  Survival: 1
   
   
  Subsequent Term Skills:
  Aircraft
  Explore
  Determination
  Forward Observer
  Guided Weapon
  Gun Combat
  Heavy Weapon
  Perception
  Personal Transport
  Physical Science
  Technician
  Vehicle
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Three per term, military or specialist (Pilot). Roll 7+ on 1d10 for the contact to be foreign.
  EMBASSY GUARD—OFFICER OR ENLISTED
  Prerequisites: Strength + Intelligence + Charisma 18+; rank at least E4; one prior term in any MOS; height at least 178 cm
  
  (male), 168 cm (female), and weight at least 73 kg (male), 58 kg (female); for officer, OCS, ROTC, or Military Academy.
  Note: For countries that have Marines, embassy guard duties are normally done by them. In other countries, the embassy guard
  duties may be done by members of the Army or by Government Agents.
  First Term Skill Adds:
  Act/Bluff: 4
  Armed Martial Arts: 2
  Autogun: 1
  Carousing: 1
  Computer: 1
  Grenade Launcher: 2
  Ground Vehicle (Wheeled): 3
  Interrogation: 2
  Language: 4
  Leadership: 3
  Observation: 3
  Psychology: 1
  Research: 1
  Small Arms (Pistol): 3
  Small Arms (Rifle): 3
  Tactics (Ground): 1
  Unarmed Martial Arts: 3
  Willpower: 2
   
   
  Subsequent Term Skills:
  Charm
  Determination
  Economics
  Explore
  Gun Combat
  Heavy Weapons
  Interaction
  Melee
  Perception
  Social Science
  Tactics
  Vehicle
  Vice
   
   
   
  Promotion: 5+ if E4; otherwise: 7+ on 1D10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Three per term, any possible. Roll 5+ on 1d10 for the contact to be foreign.
  INFANTRY--FORCE RECON--ENLISTED
  Prerequisites: Strength + Constitution + Agility: 17+
  First Term Skill Adds:
  Armed Martial Arts: 2
  Autogun: 1
  Climbing: 2
  Combat Engineer: 2
  Forward Observer: 3
  Grenade Launcher: 1
  Long Distance Marching: 2
  Navigation: 4
  Observation: 4
  Parachute: 3
  Scuba: 3
  Small Arms (Pistol): 3
  Small Arms (Rifle): 1
  Stealth: 4
  Survival: 3
  Swimming: 4
  Unarmed Martial Arts: 1
  Vessel Use (Boat): 3
  Willpower: 2
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Explore
  Forward Observer
  Gun Combat
  Heavy Weapon
  Melee
  Perception
  Personal Transport
  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.
  INFANTRY--FORCE RECON--OFFICER
  Prerequisites: Strength + Constitution + Agility: 17+.
  First Term Skill Adds:
  Armed Martial Arts: 2
  Autogun: 1
  Climbing: 2
  Combat Engineer: 1
  Forward Observer: 3
  Grenade Launcher: 1
  Leadership: 2
  Long Distance Marching: 2
  Navigation: 4
  Observation: 4
  Parachute: 3
  Scuba: 3
  Small Arms (Pistol): 2
  Small Arms (Rifle): 1
  Stealth: 4
  Survival: 3
  Unarmed Martial Arts: 1
  Vessel Use (Boat): 3
  Willpower: 2
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Explore
  Forward Observer
  Gun Combat
  Heavy Weapon
  Interaction
  Melee
  Perception
  Personal Transport
  Vehicle
  Vessel
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: One per term, military. Roll 7+ on 1d10 for the contact to be foreign.
  INFANTRY--SCOUT/SNIPER--ENLISTED ONLY
  Prerequisites: Strength + Agility + Constitution: 19+
  First Term Skill Adds:
  Combat Engineer: 2
  Forward Observer: 2
  Navigation: 4
  Observation: 5
  Small Arms (Rifle): 5
  Sniping: 5
  Stalking: 2
  Stealth: 5
  Survival: 3
  Tracking: 4
  Willpower: 3
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Explore
  Forward Observer
  Gun Combat
  Heavy Weapon
  Melee
  Perception
  Personal Transport
  Sniping
  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.
  
  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.
  
  NEW SKILLS
       Acrobatics:  This skill makes the character more adept at grappling and avoiding diving blows, as well as recovering from
  falls.  An Average roll will allow the character a one-step favorable shift to Unarmed Martial Arts when attempting to grapple an
  opponent, while a Difficult roll will allow the character a one-step favorable modification when to escape an enemy's grapple or
  avoid a diving blow.  An Impossible roll allows a two-step favorable modification.  A successful Formidable roll allows a one-step
  favorable modification in general Armed or Unarmed Martial Arts rolls. 
       Other possible uses include as a modifier to Dance; to avoid injury from a bad jump using the Jumping proficiency (allow a
  Difficult: Acrobatics roll to avoid injury), or to avoid injury during a botched PLF (Parachute Landing Fall) (allow a Formidable:
  Acrobatics roll to avoid injury under such circumstances).  Acrobatics is an Agility-based skill.
   
       Act/Bluff:  Closely allied with Disguise, Act/Bluff is the ability to convincingly pretend you are something you are not.  For
  actors, it means portraying a fictitious character, of course, but it also covers such things as effectively pretending you are holding a
  winning hand at poker or convincing voters that you will fulfill your campaign promises.  This skill is also useful for making your way
  through checkpoints, spying, etc.  Difficulty roles will depend on the complexity of the role and the other skills the character
  possesses, such as Language, Disguise, Leadership, Persuasion, Streetwise, etc.  Act/Bluff is a Charisma-based skill.
   
       Admin/Legal: The character with this skill has experience with the workings of government, bureaucracy, and the legal
  system.  An Average skill roll will allow the character to discern the basic laws and procedures of everyday life in a community after
  two hours interacting with the populace.  Most paper work can be successfully done with an Easy roll, more complex paperwork,
  such as tax returns, may take anything from Easy (1040EZ) to Formidable (tax paperwork for a major corporation).  A Difficult roll
  will allow the character to step into a new settlement and avoid police harassment (this may be increased in difficulty for towns with
  draconian or arbitrary laws, and may be decreased as the character gains familiarity with the settlement). 
       In places where anyone cares about rank, the character may increase his chances of being promoted at the appropriate time by
  one step with a Difficult roll, or two steps with an Impossible roll. 
       A character who also has the Forgery skill may increase the effectiveness of his forged papers with this skill:  one level with an
  Average roll, two levels with a Formidable roll, and three levels with an Impossible roll or Outstanding Success.
       Catastrophic Failure with this skill could lead to anything from botched paperwork to arrest and imprisonment (or worse).
       The controlling attribute for Admin/Legal is Education.
   
       Animal Training and Handling:  The character may train one type of animal per three levels of the skill possessed (skill
  level + Education score).  Skills are Easy to teach to animals if four weeks are spent on each trick, Average if three weeks are
  spent, Difficult if two weeks are spent, Formidable if two weeks are spent, and Impossible if one week is spent.  At the GM's
  option, the difficulty can be modified for the animal's intelligence is higher or lower than average.  Most wild animals can't be
  trained without considerable difficulty and reinforcement; wild animals should take four times as long to train.  Outstanding Success
  allows the handler to train the animal in half the time, or teach one additional trick in the normal amount of time.  Normal failure
  means the animal does not grasp the concept of the task; the handler may try another task roll at one difficulty level better in
  another week.  Catastrophic Failure means the handler will never be able to teach the animal that particular trick; however, another
  character with this skill may try to teach the animal the same trick.
       The controlling attribute for Animal Training and Handling is Education.
   
       Archaic Artillery:  This is treated just as Heavy Artillery skill, but it is used only for the old style black powder and
  cannonball artillery popular in the 19th century.  Think American Civil War.
   
       Bribery:  The character with this skill has the experience with bribing petty and not-so-petty officials in order to circumvent
  regulations and laws.  Minor officials may generally be bribed to ignore local laws and regulations on an Easy to Difficult roll,
  depending on the bribe given.  If the first offer is refused, a second offer may be made, with double the value of goods or services,
  at the same difficulty level.  More important officials will require more difficult rolls and higher amounts of bribes.  What bribes will
  cause a positive reaction is highly subjective and varies with the official being bribed.
  Other skills may being modifiers to the difficulty level, most notably Persuasion and Carousing.  Bribery is a Charisma-based skill.
   
       Carousing:  This is the skill that social butterflies have.  They are able to make friends and acquaintances easily, skillfully join
  conversations and make witty remarks, and generally blend into any social situations.  A successful Easy: Carousing roll can turn
  persons encountered in a "Friendly and Curious" manner (see p. 167 of the Twilight: 2000 Version 2.2 rules) into trusted allies who
  will do favors.  Average: Carousing will turn an "Open to Contact" encounter into "Friendly and Curious;" Difficult: Carousing will
  turn "Neutral" into "Open to Contact," a Formidable check will turn "Suspicious" into "Neutral,", etc.  Characters with this skill may
  attempt greater encounter shifts; i.e., the character may attempt to turn "Neutral" into "Friendly and Curious" with a Formidable roll. 
  In order to use this skill, the character must interact, and preferably, converse in the same language as the persons encountered. 
  Adjustments may be made for bribery, but threats don't work in conjunction with this skill; in fact, they hinder it.  If the character
  can speak only a language in the same group, increase the difficulty by one step; if they cannot speak the language or a related
  language at all, increase the difficulty by two steps.  Carousing is a Charisma-based skill.
  
   
       Carpenter:  Basic items (simple furniture, simple woodwork, basic housing) may be done without plans by a carpenter with an
  Average: Carpentry check.  Fancy furniture requires plans (Average: Carpentry) or may be done without plans (Difficult:
  Carpentry).  More complicated items absolutely require plans and should be graded by the GM on difficulty; something like a
  catapult might require a Formidable: Carpentry check, while a crossbow would require a Difficult: Carpentry check.  For most
  carpentry activities, at least basic tools are required; for some tasks, power tools may be required or speed the job considerably. 
  The controlling attribute for Carpentry is Strength.
   
       Cartography:  While anyone may draw a simple route sketch, the character with Cartography skill may make detailed maps
  that can be followed by anyone and used to plan timetables and in precise land navigation.  Most simple maps (such as a street
  with addresses and accurate sizing of houses) are Easy.  An entire village may be drawn with an Average roll, towns may be drawn
  with a Difficult roll, cities with a Formidable roll, and major cities with an Impossible roll.  (Alternatively, the task of large areas may
  be broken into smaller tasks, each with a lesser difficulty roll).  Open areas may be drawn in a similar fashion, but the difficulty of
  the area to be mapped depends upon the size and the amount of landmarks.  Obviously, a trackless desert or dense jungle will be
  Impossible (or even worse), while an open area with numerous hills, valleys, buildings, roads and glens will be much easier
  (perhaps Average-Easy).  Remember, in warfare, accurate intelligence data is life.
       The controlling attribute for Cartography is Education.
   
       Cryptography:  The character with this ability has the ability to devise and break codes.  Simple codes can be made on an
  Easy: Cryptography roll, and broken on an Average roll; something like a CEOI allows a Difficult: Cryptography roll, with a
  Formidable toll to break.  Other codes are correspondingly more difficult to make and break.  Radio scrambler codes typically take
  a computer and a Formidable roll to break, while the hopset of a frequency-hopping radio requires at least an Impossible roll, is
  not worse.  Cryptography is an Intelligence-based roll.
   
       Dance:  Dance has very few game applications by itself, though it may modify a variety of skills, including Carousing,
  Streetwise, Disguise, and possibly others.  Two possible skill modifications are Unarmed Martial Arts and Armed Martial Arts; for
  every 5 levels of Dance skill, allow a DM of +1 per 5 points of the Dance skill score (modified by Agility, rounding down) to both of
  these skills.  Dance is an Agility-based skill.
   
       Escape Skill: This skill's controlling attribute is Agility.  It allows a character to slip out of bonds and bindings.  Some difficulty
  ratings of typical bindings are: string (Easy), cord or rope (Average), handcuffs, rawhide, or plastic quick-ties (Difficult), shackles
  (Formidable), and straitjackets (Impossible).  Success with other types of binding materials may be extrapolated from this
  information.  When using a combination of binding materials, add together the difficulty levels; thus, if the character is bound with
  handcuffs and a straitjacket, the difficulty should be something like Extremely Impossible (one-sixteenth normal chances).  Escape
  skill does not grant the ability to pick locks, even on handcuffs and shackles; for that, you need Intrusion skill.  Escape skill merely
  allows one to slip out of bonds by manipulation of joints and muscles, and, to a certain extent by loosening bonds such as knots. 
       Time required to execute this skill is typically 3d6 phases per difficulty level.  Chance for success may be increased by one level
  per extra 3d6 phases spent preparing for the escape attempt.
   
       Genetics:  Used in conjunction with farming, this skill allows a one step favorable shift in the difficulty level of farming for
  every growing season of study.  Used in conjunction with raising animals, it allows the same shift for items such as meat production
  on farmed animals or milk production.  This skill may also be used for breeding purposes to help eliminate genetic diseases or to
  breed animals with certain desired characteristics, such as breeds of dogs.  A scarier aspect of this skill would be eugenics,
  breeding humans with certain desired characteristics.  Use of this skill takes years sometimes, and a lot of patience.  Genetics is
  an Education-based skill.
   
       Ground Vehicle (Snowmobile):  As it sounds, this is the skill required to operate a snowmobile.  It is not the skill required
  to operate over-the-snow vehicles such as the BV-206 (NATO Combat Vehicles Guide); the skill required for vehicles like that is
  Ground Vehicle (Tracked).  Ground Vehicle (Snowmobile) is otherwise treated the same as other Ground Vehicle skills.
   
       Jeweler:  A character with skill may make jewelry and cut gemstones.  Simple lapidary and such requires an Easy: Jeweler
  check.  Worked metal objects require a Difficult: Jeweler check.  Engraving may be done with appropriate tools and the check is
  Average-Formidable (depending on the detail required).  Gem cutting is Formidable: Jeweler, and requires special tools; it cannot
  be done without these tools.  The character may increase the value of metal or gemstones by 10% for every 1 point by which the
  character beats the required skill roll.  Outstanding success adds another 100% and creates a work of art, or halves the required
  time for the job.  The controlling attribute for Jeweler skill is Agility.
   
       Jumping: The controlling attribute for Jumping is Strength.  The following can be used as general guidelines for the use of this
  skill: jump upwards from a standing start 75% of your height (Easy), jump upwards from a standing start your height (Average),
  jump upwards from a standing start 125% of your own height (Difficult), jump upwards from a standing start 135% your own height
  
  (Formidable), jump upwards from a standing start 150% your own height (Impossible).  Add one level of difficulty if you're carrying
  25% of your maximum load, add two levels if you're carrying 50% of your maximum load, add three levels if you're carrying 75% of
  your maximum load, and add four levels if you're carrying 100% of your maximum load.  Outstanding Success indicates a good
  landing (such as on your feet), or an extra 50% in height.  Catastrophic Failure means that you fall on your butt.
       Also from a standing start:  long jump twice your height (Easy), long jump 225% your height (Average), long jump 250% your
  height (Difficult), long jump 275% your height (Formidable), long jump 300% your height (Impossible).  Modify for weight carried as
  per high jumps above.  Landings are usually on the feet, but outstanding success means an extra 50% of the distance jumped. 
  Catastrophic Failure could be truly catastrophic, if you were trying to jump a gap between buildings, for example.
       From a running start:  long jump 300% your own height (Easy), long jump 350% your own height (Average), long jump 400%
  your own height (Difficult), long jump 450% your own height (Formidable), long jump 500% your own height (Impossible).  Add
  difficulty levels as above.  Once again, Catastrophic Failure could be truly catastrophic, but Outstanding Success indicates an
  excellent landing or an extra 50% of distance jumped.
       Standing or running:  jump downward twice your own height without hurting yourself (Easy), jump downward 300% of your
  height without hurting yourself (Average), jump downward 400% your own height without hurting yourself (Difficult), jump downward
  500% your own height without hurting yourself (Formidable), jump downward 600% your own height without hurting yourself
  (Impossible).  Modify for weight carried as above.  Landings are normally in a tuck and roll, but Outstanding Success allows for a
  standing-up landing.  Catastrophic Failure causes 1d6 points of damage per difficulty level of the jump to each leg and 1d2 damage
  per difficulty level applied to one other random body part.  Normal failure causes 1d6-2 damage per difficulty level to each leg.
       Jumps can be combined, at a total penalty of one difficulty level to the jump. 
   
       Long Distance Marching:  This is the skill of forced marching.  A character with this skill may march for one extra period
  with an Easy: Long Distance Marching roll, two extra periods with an Average roll, and three extra periods with a Difficult roll.  The
  character may also march the normal distance per day without fatigue on a Difficult roll.  A character with this skill may carry his full
  weight allowance without a speed penalty on a Difficult roll.  A character with this skill may attempt to march faster with this skill;
  +15% distance is done with an Easy roll, +25% distance is done with an Average roll, +35% distance is done with a Difficult roll,
  +50% distance is done with a Formidable roll, and +75% distance is done with an Impossible roll.  Finally, the character may
  attempt to march with a greater than normal load, but the normal distance; +20% is an Easy roll, +40% is an Average roll, +60% is
  a Difficult roll, +80% is a Formidable roll, and +100% is an Impossible roll.  Combinations of these are possible by adding together
  the difficulty rolls; i.e.; marching +15% distance with +20% load for one extra period would be a Difficult: Long Distance Marching
  task.  The controlling Attribute for Long Distance Marching is Constitution.
   
       Mason:  With the appropriate stone working tools, the character with this skill may build items and structures out of stone,
  bricks, or concrete.  Sculpture is also possible; this requires a Formidable: Mason roll.  Brick or cinder block structures may be built
  using an Average: Mason roll.  Structures may also be built from unworked stone; this usually requires a Difficult: Mason roll, but
  simple structures such as a low wall for cover will require only an Average: Mason roll.  Concrete walks, floors, and driveways may
  be poured using the appropriate equipment and an Average: Mason roll.  Repairs may be made to existing structures; Easy for 1-
  10% damage, Average for 11-20% damage, Difficult for 21-30% damage, Formidable for 31-40% damage, and Impossible for 41-
  50% damage.  (Structures more damaged than this must be razed and rebuilt from scratch.)  Even a dam may be built, using a
  combination of this skill and Civil Engineer; this should be a Formidable: Mason roll under most circumstances.  Note that in most
  cases, the Mason will not be doing all the actual work himself; he will be supervising other (not necessarily Mason-skilled)
  individuals.  Mason is a Strength-based skill.
   
       Mortar:  This skill is generally used in the same manner as Heavy Artillery, but is used with Mortars.  (Mortar gunnery and
  grenade launcher gunnery are sufficiently different that the skills cannot generally be used interchangeably.)  Most mortar gunnery
  is Formidable: Mortar on the first shot, and this can be improved with corrections in the same manner as artillery fire.  Direct lay
  (where the gunner can see the target) is Difficult.  Blind fire (where the crew knows the location of the enemy on the map, but
  cannot see the target and has no forward observer) is Impossible, and in any case, the crew will not know the results of their fire
  and must guess when to stop.  Fire against a pre-surveyed point (a point on the map well known, marked, and surveyed for
  accuracy, with pre-determined coordinates) is one level easier.  If the mortar is capable of direct fire (such as some French or
  Russian mortars), the fire is resolved using Grenade Launcher skill.
   
       Music:  This skill is the ability to play some sort of musical instrument.  Aside from entertainment value, this skill can smooth
  over encounters and perhaps provide the character some employment.  At the GM's discretion, it may modify Act/Bluff, Carousing,
  Disguise, Streetwise, Persuasion, Willpower, or Recruiting.  Music is an Agility-based skill.
   
       NBC Specialist:  This skill brings knowledge of how to survive on a contaminated battlefield.  The character with this skill
  has knowledge of decontamination procedures, countermeasures against chemical, biological, and nuclear exposure, and how to
  properly read Geiger counters and chemical sniffers.  This skill is required for proper operation of the Steam Decontamination
  Trailer and the NBC Decontamination Trailer.  A character with the NBC Specialist skill can also maintain equipment used for water
  decontamination and desalination.  He may also maintain NBC protection gear such as protective masks and clothing, and
  
  determine whether they are still safe to use.  He may determine whether or not a given area is safe to camp in an NBC context. 
  Finally, much like the Biology skill, the character with this skill may determine whether plants, animals, and foodstuffs are safe to
  eat and drink after examining them.  NBC Specialist is an Education-based skill.
   
       Painting:  This is another skill that may provide the character with employment or an item of some salable value.  People that
  can paint can usually draw, and this may aid in some encounters.  A very possible game use is to compose effective camouflage
  patterns on equipment and vehicles; a vehicle, building, or piece of equipment worked on by a painter with access to the proper
  paint colors is one level more difficult to spot on a Difficult roll, two levels more difficult to spot on a Formidable roll, and three
  levels more difficult on an Impossible or Outstanding Success roll.  (Remember that camouflage patterns must change with the
  terrain, and eventually wear off and fade.)  Catastrophic Failure at the camouflage task makes the vehicle or equipment one level
  easier to spot, while Normal Failure doesn't help or hinder the vehicle or equipment.  Most difficulty rolls with this skill will be
  Average or Difficult.  Painting is an Agility-based skill.
   
       Physics:  The primary uses of Physics in game terms are to determine how far radioactive material is away using readings
  from a Geiger counter, and to determine the degree of danger in the present and the future from radioactive materials.  Most
  determinations will be Average tasks.  A character with Physics and a successful roll will be able to take a reading and determine
  how many rads a character will take in a given area, before exposure.  Another possible use is to examine a nuclear bomb and to
  determine the yield of the device.  Physics is an Education-based skill.
   
       Pickpocket:  This is the ability to take something off someone else's person without the victim's noticing that the object is
  being removed.  Most items (stereotypically coins and wallets) may be removed by an Average opposed roll of the characters
  Pickpocket skill and the victim's Observation skill.  Pistols and knives may be removed from a closed holster or sheath by a Difficult
  roll.  If the holster has a safety loop, the roll is Formidable.  If the victim is distracted, decrease difficulty by one step.  Items may
  be taken out of closed backpacks or equipment pouches with a Formidable roll.  If the item is tied to the victim (such as with a
  "dummy cord" tied from the item to a pistol belt), the roll should be Impossible.  Pickpocket is an Agility-based skill.
   
       Pilot (Fabric Wing):  This is the skill required to fly hang gliders and ultralights.  It is otherwise treated as normal Pilot (Fixed
  Wing) skill.
   
       Pilot (Glider):  This skill is required to fly sailplanes and gliders, even heavy ones such as those used to deliver troops during
  World War 2.  If the pilot has this skill, he may also use to attempt to safely land deadstick aircraft (those on which all engines have
  failed) using his Pilot (Glider) skill.  It is otherwise treated as normal Pilot (Fixed Wing) skill.  Hang gliders cannot be flown with this
  skill; that requires Pilot (Fabric Wing) skill.
   
       Pilot (Jet):  This is the skill required to fly high-performance jet aircraft, such as fighters and attack aircraft.  It is otherwise
  treated as normal Pilot (Fixed Wing) skill.
   
       Pilot (Multiengine):  Normal sized aircraft, even those with multiple engines, are flown with the appropriate Pilot (Fixed
  Wing), Pilot (Jet), or Pilot (Rotary Wing).  Pilot (Multiengine) is required to fly heavy, multiengine aircraft, such as airliners and
  cargo aircraft such as the C-130 or C-141.  It is otherwise the same as normal Pilot skill.
   
       Pilot (Spacecraft):  As it sounds, this skill is the one required to fly spacecraft.  This skill, Pilot (Jet), and Pilot (Multiengine)
  are required to fly the Space Shuttle within the atmosphere.  (Average the three skills together when determining skill level for
  purposes of flying the Space Shuttle or Russia's Buran).
   
       Psychology:  This skill allows a character to judge the motives of another character.  It can be used, for example, to
  determine the truth or falsehood of statements the character makes.  It can also modify other skills, such as Disguise, Act/Bluff,
  Instruction, Interrogation, Persuasion, Streetwise, and Leadership.  If the GM uses it, it may also be used to treat Post-Traumatic
  Stress Disorder and other mental illnesses.  The controlling attribute for Psychology is Intelligence.
   
       Reactor Operations:  The character with this skill is able to run, repair, fuel, and service a nuclear reactor, or supervise
  others to do these tasks.  Many specialized tools and materials are necessary for these tasks.  Most difficulty rolls for these tasks
  will be Average to Formidable.  The controlling attribute is Education.
   
       Recruiting:  The character with this skill is able to determine the potential of candidates for tasks, and then convince them
  that service under the command of the character or his associates is the best option.  Recruiting novice troops takes an Easy:
  Recruiting roll.  Recruiting Experienced troops requires an Average roll.  Recruiting Veteran troops takes a Formidable roll, and
  recruiting Elite troops requires an Impossible roll.  These difficulty levels assume recruiting from the average populace; the GM may
  adjust down or upward depending on what information he has about the quality of individuals the area has.  The player may recruit
  10% of the available labor pool for every two points by which he beats the required skill roll.  (Rolling exactly what you need will
  
  recruit 10% of the labor pool in that category; at least one individual will be recruited per successful roll.)  GM may adjust the
  difficulty of the rolls based on bribes, promises (if believed), etc.  Other circumstances, such as whether the recruited individual has
  to leave home or not, should also be considered.  Under most circumstances, the recruiter will have to be able to speak the
  language of the labor pool; if he cannot, adjust the difficulty by one step.  Recruiting is not always for military purposes.  Recruiting
  is a Charisma-based skill.
   
       Research:  This is the skill that scientists and intelligence analysts have.  It allows the character to see patterns in things that
  the average person cannot, or to see how seemingly disparate facts fit together into a logical whole.  When used to find out
  information, the GM should devise a difficulty level based on the information looked for and the size of the community where the
  character is looking, as well as the availability of books and other such information.
       When this skill is used by to create battlefield intelligence, the GM should base the difficulty on how much information about
  enemy movements and capabilities is available.  Success allows the character to accurately predict what the enemy is going to do
  within the next few hours, and the information can then be used to devise countermeasures.  This skill is not the same as Tactics;
  success with Research requires much more time, and produces more lasting results.
       The controlling attribute for Research is Education.
   
       Sculpture:  Though this skill has very little game use, it may provide the character with employment or a salable object.  A
  possible use is whittling or carving a weapon, whether real (as in some kind of blade or arrowhead), or fake to fool someone (as
  John Dillinger did to break out of prison).  Difficulty level depends on the complexity of the task.  The controlling attribute is
  Strength.
   
       Ship Helm Operations:  This is the ability to run or act as a crewman of a large ship, such as a Naval Vessel.  Most tasks
  will not require a skill roll, but operation of the ship in difficult circumstances, such as combat movement or during a storm, will
  require a roll at a difficulty level determined by the GM.  This is an Intelligence-based skill.
   
       Sniping: Sniping is a Strength-based skill.  It manifests itself as a modifier to the base range of firearms.  To determine the
  modifier, take the modified Sniping score (Sniping skill modified by Strength), subtract 7, and divide by 2.  This is the multiplier that
  is used to modify the base range of the weapon.
       For example:  John Thomas has a sniping score of 5 and a Strength of 7.  His Sniping score, modified by Strength, is 12. 
  Subtracting 7, we get 5.  Dividing by 2, we get 2.5.  The base range of eligible weapons is multiplied by 2.5 to determine his new
  base range with eligible weapons.  The minimum multiplier is x1.1.  Base range is modified by the scope before multiplying.
       The following weapons are eligible for Sniping score modifications:  automatic pistols, revolvers, special purpose pistols, all
  rifles, crossbows, and automatic rifles.  The Sniping range applies to a maximum or three non-automatic shots per phase.  The
  weapon must have some sort of sight, such as laser sights or telescopic sights.  One phase must be spent aiming before taking the
  Sniping-modified shots.
   
       Song:  Depending on skill level, the character has some sort of singing voice, whether decent or truly great.  Aside from
  entertainment value, this skill may, at the GM's discretion, modify Act/Bluff, Carousing, Disguise, Persuasion, Recruiting, Streetwise,
  or Willpower.  It may also provide the character with some employment.  Song is a Charisma-based skill.
   
       Stalking:  Stalking is the urban equivalent of Tracking.  It involves following a quarry that typically does not want to be
  followed.  But instead of looking for prints and droppings, the stalker is skilled at judging the quarry's path by watching for
  unconscious signs from bystanders, gauging distances to alleys, peering into shadows, and suchlike.  Characters adept at Tracking
  may substitute that skill for Stalking at one difficulty level higher than usual.  The opposite is also true.  Stalking is an Intelligence-
  based skill.
   
       Streetwise:  This skill simulates street smarts and some common sense.  Streetwise is a general knowledge of how to survive
  in the roughest parts of an urban environment.  It includes such things as knowing how to project an image that engenders respect
  among the locals, and knowing where to go to find what the character needs.  Black markets may be found with an Average:
  Streetwise roll.  Casing an urban location is a Difficult (Streetwise + Observation/2) roll.  Facing down a street tough is a Difficult:
  Streetwise roll (modified up or down for the relative size and Strength of the two involved, and how well-armed they are).  Facing
  down a gang is Formidable, modified as per facing down an individual, and further modified for the size of the groups involved. 
  Obtaining false papers or otherwise finding a forger is a difficult task.  The controlling attribute for Streetwise is Charisma.
   
       Submarine Helm Operations:  This is the same as Ship Helm Operations, but applies to the three-dimensional world of
  underwater combat.
   
       Tactics:  This is the talent of staying a step or two ahead of your enemy, and devising plans to take advantage of this.  This
  skill deals with small unit tactics, up to about 1000 men, five or 6 warships, or about a squadron of aircraft.  Because tactical skill is
  an intangible, the Tactics skill is left open to GM interpretation, but the skill should allow the character to plan highly-efficient
  
  ambushes, discern enemy movements and plans a few minutes ahead (or 1-6 turns ahead for Last Battle games), or help to
  discover hidden movement.  The GM should give the player some hints on what to do in such cases, or a little help in devising
  defenses.  Encourage the player to read books on combat tactics.  Tactics is an Intelligence-based skill.
   
       Veterinarian: This skill may basically be treated the same as Medical skill, but for animals.  The veterinarian may attempt to
  use his skill to treat humans, but at two difficulty levels higher.  Veterinarian is also an Education-based skill.
   
       Willpower:  This is the ability to keep going when all hope seems lost.  A character may ignore the effects of a "Scratch" level
  wound on an Easy: Willpower roll.  "Slight" wound effect may be treated as a "Scratch" with an Average roll.  "Serious" wounds
  may be treated as "Slight" wounds for detrimental effects on a Formidable Roll.  Critical wounds (except to the head) may be
  treated as "Serious" wounds for ill effects on an Impossible roll. 
       Another use of Willpower is to decrease the difficulty of feats or other skills that are based on Strength or Constitution.  A
  successful Formidable: Willpower roll decreases the difficulty of feats requiring those skills by one level.  An Impossible Willpower
  skill roll decreases the difficulty by two levels.
       Willpower is an Intelligence-based skill.
  
  SKILL CLUSTERS
  The following skills may be grouped together. I generally allow players to choose up to half the number of levels as skills in the specific skill cluster listed
  under "Subsequent Term Skills" in their profession. Thus, if the skill cluster has six skills, the player may choose three levels in any combination of skills in
  the skill cluster. In the case of fractions, round up.
  There is some overlap between certain clusters.
  Acrobat Skill Cluster
  Acrobatics
  Climbing
  Escape Skill
  Jumping
  Stealth
  Thrown Weapon
   
   
  Aircraft Skill Cluster
  Pilot (Fabric Wing)
  Pilot (Fixed Wing)
  Pilot (Glider)
  Pilot (Jet)
  Pilot (Multiengine)
  Pilot (Rotary Wing)
  Pilot (Spacecraft)
   
  Animal Handling Skill Cluster
  Animal Handling and Training
  Farming
  Riding
   
  Archaic Weapons Skill Cluster
  Archery
  Thrown Weapon
   
   
  Artillery Skill Cluster
  Archaic Artillery
  Forward Observer
  Heavy Artillery
   
  Artisan Skill Cluster
  Carpenter
  Jeweler
  Mason
  Metallurgy
  Charm Skill Cluster
  Act/Bluff
  Carousing
  Persuasion
  Recruiting
  Crime Skill Cluster
  Escape Skill
  Forgery
  Intrusion
  Pickpocket
  Determination Skill Cluster
  Leadership
  Streetwise
  Willpower
   
  Economics Skill Cluster
  Admin/Legal
  Business
  Bargain
  Business
  Engineer Skill Cluster
  Civil Engineer
  Combat Engineer
  Construction
  Demolitions
  Excavation
   
   
   
  
  Explore Skill Cluster
  Cartography
  Climbing
  Navigation
  Scrounging
  Survival
  Swimming
   
   
  Fine Arts Skill Cluster
  Act/Bluff
  Dance
  Disguise
  Music
  Painting
  Sculpture
  Song
   
  Gun Combat Skill Cluster
  Autogun
  Pistol
  Rifle
   
  Heavy Weapons Skill Cluster
  Autogun
  Grenade Launcher
  Tac Missile
   
  Helm Operations Skill Cluster
  Ship Helm Operations
  Submarine Helm Operations
   
  Interaction Skill Cluster
  Bargain
  Instruction
  Interrogation
  Language
  Recruiting
   
   
   
  Medical Skill Cluster
  Biology
  Medical (Diagnosis)
  Medical (Surgery)
  Medical (Trauma)
  Veterinarian
   
   
   
  Melee Skill Cluster
  Armed Martial Arts
  Unarmed Martial Arts
   
   
  Perception Skill Cluster
  Blind Fighting
  Cryptography
  Observation
  Psychology
  Research
  Scrounging
  Stalking
  Tracking
  Personal Transport Skill Cluster
  Bicycle
  Long Distance Marching
  Parachute
  Snow Skiing
  Swimming
   
   
   
  Physical Science Skill Cluster
  Biology
  Chemistry
  Farming
  Genetics
  
  Geology
  Meteorology
  Physics
   
  Social Science Skill Cluster
  History
  Instruction
  Language
  Persuasion
  Psychology
  Research
   
   
  Tactics Skill Cluster
  Tactics (Air)
  Tactics (Ground)
  Tactics (Ship)
   
  Technician Skill Cluster
  Aircraft Mechanic
  Computer
  Cryptography
  Electronics
  Gunsmith
  Machinist
  Mechanic
  Metallurgy
  NBC Specialist
  Reactor Operations
  Warhead
   
  Vice Skill Cluster
  Bribery
  Disguise
  Gambling
  Streetwise
  Vehicle Skill Cluster
  Ground Vehicle (Motorcycle)
  Ground Vehicle (Snowmobile)
  Ground Vehicle (Tracked)
  Ground Vehicle (Wheeled)
  Riding
   
   
   
  Vessel Skill Cluster
  Vessel Use (Boat)
  Vessel Use (Hovercraft)
  Vessel Use (Ship)
   
  
  WESTERN ARMED FORCES
  AUSTRALIA
  Careers: Same as US, except for the following:
  1) Special Forces are replaced by the Australian Special Air Service (SAS) who use the Special Air Service (SAS) development
  table. Members must serve a prior term in the Airborne or Commandos.
  2) Marine Infantry are the 1st Commando Regiment.
  3) Special Operations--Delta is the Australian counterpart to the British SAS CRW and must serve a prior term in the SAS.
  4) No Naval Aviators, other Special Operations, Mountain, Marine Force Recon, or Marine Scout/Snipers.
   
  AUSTRIA
  Background Skills: Add 8 skill levels of Languages.
  Careers: All careers are the same as US careers except for the following:
  1) Rangers are called Schlangenfresser (Snake Eaters), and add Snow Skiing: 3 to their first term skills.
  2) Special Operations--Delta is called Gendarmerieensatzkommando (Cobra Force). Their members must complete one prior term
  in Federal Law Enforcement.
  3) There are no Naval Aviators, SEALs, Airborne, Special Forces, Special Operations, or any Marine careers.
   
  BELGIUM
  Background Skills: Add 10 levels of Language skills.
  Careers: All careers are the same as US careers except for the following:
  1) Naval Aviators are developed in the same manner as Air Force pilots.
  2) Commandos are the equivalent of Rangers, Le Regeiment Para-Commando.
  3) Equipes Speciales de Reconnaissance (ESRs), Special Recce Teams are the equivalent of Special Forces.
  4) Escadron Special D’Intervention are the equivalent of Special Operations--Delta. One term must be spent in the Gendarmes
  (Federal Police).
  5) There are no equivalents to Mountain Infantry, Navy SEALs, or any Marine careers.
  6) Add Heavy Gun skill to the subsequent term skills lists for Infantry and Artillery careers.
   
  CANADA
  Careers: All careers are the same as US careers except for the following:
  1) Special Service Force Airborne Commandos are the equivalent of Rangers. Add Snow Skiing: 2 to first term skills.
  2) Navy and Air Force pilots use Pilot: 5 for their primary skill cascade(s).
  3) Native Canadian Rangers replace arctic and Mountain troops. They must be from the Northwest Territories, Yukon, British
  Columbia, or the Canadian Rockies. They are usually Inuits. See below for development details.
  4) There a small, elite unit, Joint Task Force 2, that handles both the Special Forces and Special Operations roles. This unit had a
  prewar strength of about 250, and is one of the most secretive and elite units in all of NATO. It is also one of the most difficult to
  get into, with members of elite units from all over NATO routinely failing its selection course. They use their own development table;
  see below. As this unit was not formed until 1993, no more than two prior terms may be served by PCs and NPCs in this unit,
  including the war term.
  5) There are no equivalents to SEALs or any Marine career.
   
  DENMARK
  Background Skills: Add 4 skill levels of Language.
  Careers: All careers are the same as US careers except for the following:
  1) The Jaegerkorpset (jaeger corps) are the equivalent of Special Forces.
  2) The Froemandskorpset replace SEALs and use the Special Boat Squadron (SBS) MOS instead of the SEAL development table.
  3) Jaegers are the equivalent of Special Operations--Delta. They must spend one term in the Jaegerkorpset or Froemandskorpset
  before beginning this career.
  4) There are no equivalents to Mountain, Airborne, Ranger, Marine Infantry, Marine Scout/Sniper, or any other Special Operations
  careers.
   
  FRANCE
  Background Skills: Add 4 levels of Language skills.
  Careers: All careers are the same as US careers, except for the following:
  1) All fixed-wing aviators receive Pilot: 5 in their primary cascade(s).
  2) Mountain Infantry are called Chasseurs Alpins.
  3) Airborne troops are called Parachutists.
  4) The Naval Rifle Commandos (Fusilliers-Marins Commandos) are the equivalent of Marine Force Recon.
  
  5) The French Foreign Legion has Infantry, Armor, Artillery, and Airborne units; any nationality may be in the Foreign Legion. Add
  Language (French): 6 as a first term skill.
  6) French Foreign Legion paratroopers (2e Regiment Etranger de Parachutists or 2e REP) are the equivalent of Rangers.
  7) There are no equivalents to Special Forces, SEALs, or Marine Snipers.
  8) The GIGN (Groupement D’Intervention De La Gendarmerie Nationale) are the equivalent of Special Operations--Delta. One term
  must be spent in Federal Law Enforcement (Gendarmerie Nationale)--SRT teams.
  9) There are no equivalents to Scout/Snipers, Special Forces, Special Operations other than listed above, or SEALs.
   
  GERMANY
  Background Skills: Add 8 levels of Language skills.
  Careers: All careers are the same as US careers, except for the following:
  1) All fixed-wing aviators receive Pilot: 5 in their primary cascade(s).
  2) Infantry are called Panzergrenadiers (mechanized) or Jägers (light).
  3) Mountain Infantry is called Gebirgsjäger.
  4) Airborne soldiers are called Falschirmjäger.
  5) Rangers are called Fernspähtruppen.
  6) SEALs are called Kampfschimmer. Their insignia is the swordfish.
  7) Military Police are called Feldjäger.
  8) Special Operations are provided by Grenschutzgruppe Neun, GSG-9 for short. One term must be spent in the Federal Police in
  the SRT team.
  9) Special Forces are called Kommando Spezialkräfte (KSK). These units are patterned after the British SAS and use the Special
  Air Service table for character generation. One term must be served as Falschirmjägers or Fernspähtruppen. As this unit was not
  formed until 1990, no more than three terms may be served may be served in this MOS, including the war term, by player or non-
  player characters.
  10) One company of the KSK is a Hostage Rescue Team, formed because it was technically against the German Constitution to
  employ GSG-9 outside of the German borders without express prior consent of the government (though prior to the formation of
  this unit, it was done). The operators of this unit are developed as per Army -- Special Operations -- Delta, and must serve one
  prior term in the KSK. As this unit was not formed until 1994, no player character or non-player character may serve more than
  two terms in this MOS, including the war term.
  11) There is no equivalent to Air Force Special Operations any Marine careers.
   
  GREECE
  Careers: All careers are the same as US careers, except for the following:
  1) Naval Aviators use the same career development as Air Force pilots.
  2) Airborne troops are called Paratroopers.
  3) Rangers are called Commandos.
  4) Special Forces are called Special Raider Forces.
  5) Special Operations--Delta are called Counterterrorist Police Special Unit, and must complete one term as Federal Law
  Enforcement.
  6) There are no equivalents to Mountain Infantry, but Acrobat should be allowed as a skill cluster under subsequent term skills for
  Infantry.
  7) There are no equivalents to any other Special Operations, SEALs, Marine Force Recon, or Marine Scout/Sniper careers.
  8) Add Heavy Gun skill to the subsequent term skill listings for Infantry and Artillery careers.
   
  ISRAEL
  Background Skills: Add Language (Hebrew): 7, and 20 other skill levels of Languages.
  Basic Training: As US, change Unarmed Martial Arts to 2, add Small Arms (Pistol): 2.
  Careers: All careers are as US, except for the following:
  1) Aviators add 1 to all Pilot cascades.
  2) Airborne are replaced by Unit 202 Paras, and have their own development table.
  3) Rangers are replaced by Sayaret, who have their own development table.
  4) Special Forces are called Sayaret Maktal.
  5) Naval Commandos use the Special Boat Squadron (SBS) development table, and add Willpower: 2 to their first term skills.
  6) Special Operations--Delta is called Unit 269. Members must serve one prior term in Unit 202, Sayaret, or Sayaret Maktal.
  7) No Naval Aviators, SEALs, or Marine Scout/Snipers exist.
   
  ITALY
  Background Skills: Add 4 levels of Language skills.
  Careers: All careers are the same as US careers, except for the following:
  
  1) Naval aviators use the same career development as Air Force pilots.
  2) Mountain Infantry are called Alpini.
  3) Airborne troops are called Paracadutisti or Folgore Brigade.
  4) Rangers are called Paracadutisti Incursore (Parachute Raiders).
  5) Marine Infantry are called Lagunari.
  6) Marine Force Recon are called San Marcos Marines.
  7) SEALs are replaced with Commando Raggruppamento Subacque ed Incursori (COMSUBIN) (Underwater Raiders), and use the
  Special Boat Squadron (SBS) MOS, with Climbing: 3 added as a first term skill.
  8) Military Police are replaced with the Carabinieri and the Carabinieri Folgore Brigade.
  9) Special Operations--Delta are COMSUBIN Counterterrorist Experts who must spend one term in COMSUBIN prior; or Squadron
  Anti-Commando, who must spend one term in the Carabinieri or Carabinieri Folgore Brigade.
  10) There are no equivalents to other Special Operations, Special Forces, or Marine Scout/Snipers.
   
  NETHERLANDS
  Background Skills: Add 10 levels of Language skills.
  Careers: All careers are the same as US careers, except for the following:
  1) Special Forces are replaced by Marine Commandos, and use the Dutch Royal Marine Commando MOS. They must spend one
  term as Royal Marines prior to choosing this MOS.
  2) SEALs are replaced by Marine Special Boat Section, and use the Special Boat Squadron (SBS) MOS. They must serve one prior
  term as Royal Marines.
  3) Special Operations--Delta are called Bizondere Bystand Eenheid (BBE, Different Circumstances Unit), and must have served
  one prior term in the Royal Marines.
  4) There are no equivalents to Mountain Infantry, Airborne, Rangers, Marine Force Recon, or Marine or Army Scout/Snipers.
   
  NEW ZEALAND
  Careers: All careers are the same as US careers, except for the following:
  1) Special Forces is replaced by the New Zealand SAS, and use the Special Air Service (SAS) development table.  Members must
  serve a prior term in the Airborne.
  2) Special Operations--Delta are the New Zealand SAS CRW, and must serve a prior term in the SAS.
  3) No Naval Aviators, other Special Operations, SEALs, Mountain, or any Marine careers.
   
  NORWAY
  Background Skills: Add 4 skill levels of Languages.
  Basic Training: As US, add Climbing: 2 and Snow Skiing: 2.
  Careers: All careers are the same as US careers, except for the following:
  1) All fixed-wing aviators receive Pilot: 5 for their primary Pilot skill cascade(s).
  2) Rangers are Jaegers (Hunters).
  3) SEALs are replaced by Marine Jaegers and use the Special Boat Squadron (SBS) MOS.
  4) Special Operations--Delta is a police Counterterrorist Squad, and must serve one term in Federal Law Enforcement.
  5) No Airborne, Special Forces, other Special Operations, Naval Aviators, or any Marine careers.
   
  PORTUGAL
  Background Skills: Add 8 skill levels of Languages.
  Basic Training: Same as Eastern Bloc armies.
  Careers: Same as US careers, except for the following:
  1) Airborne are the Army and Marine Commando units.
  2) There are no Special Operations, SEALs, Mountain, Rangers, Special Forces, Force Recon, or Scout/Snipers.
   
  REPUBLIC OF KOREA
  Background Skills: Add 4 levels of Languages.
  Careers: All careers are the same as US careers, except for the following:
  1) KATUSAs (Korean Augmentation to US Army) are ROK soldiers who work in US Army units. Add English: 5 to first term skills.
  The following careers are available: Airborne, Infantry, Armor, Artillery, Intelligence, Engineer, Medical Corps, Military Police, and
  Support. Only enlisted careers are available. This career may be taken for the first term only. Contacts are foreign (American) on a
  roll of 5+.
  2) ROK Special Forces add Unarmed Martial Arts: 6 to first term skills.
  3) Special Operations--Delta is the 707th Special Missions Battalion and must serve a prior term in the Special Forces.  Unusually,
  this battalion tends to use large-caliber revolvers instead of pistols.
  4) No Naval Aviators, other Special Operations, SEALs, Mountain, or Marine Scout/Snipers.
   
  
  SOUTH AFRICA
  Background Skills: Add 6 skill levels of Languages.
  Careers: All careers are the same as US, except for the following:
  1) Airborne are from the Parachute Brigade and Para Commandos.
  2) Rangers are replaced by the Reconnaissance Commandos (Recces), and have their own development table.
  3) No Naval Aviators, Special Operations, Special Forces, SEALs, Mountain, or any Marine careers.
   
  SPAIN
  Background Skills: Add 8 skill levels of Languages.
  Basic Training: Same as Eastern Bloc armies.
  Careers: Same as US careers, except for the following:
  1) Airborne are called the Parachute Brigade.
  2) The Spanish Foreign Legion has Infantry, Armor, Artillery, and Airborne units. Add Language (Spanish): 6 to first term skills.
  3) Federal Police are called Policia Nacional.
  4) Special Operations--Delta are called the Grupo Especial de Operaciones (GEO). Members must serve one prior term in the
  Policia Nacional. They receive Small Arms (Pistol): 3 in addition to first term skills.
  5) There are no Naval Aviators, SEALs, Mountain, Rangers, Special Forces, Marine Recon, or Scout/Sniper careers.
   
  SWEDEN
  Background Skills: Add 4 skill levels of Languages.
  Careers: Same as US careers, except for the following:
  1) Fixed-wing aviators receive Pilot: 5 in their first term Pilot cascade(s).
  2) Rangers are called Fallskarmjagare (Parachute Ranger Battalion); use the Special Forces development tables, and replace
  Vessel Use (Boat): 2 with Snow Skiing: 3 in their first term skills, and increase prerequisites to Strength + Constitution + Agility
  19+.
  3) There is a type of Ranger called Kustjargarskolan (Coastal Ranger Company, see below for generation).
  4) There is another sort of Ranger called Military Police Rangers; see below for generation.
  5) There non-airborne sort of Ranger, called the Jagarna; use the Ranger development table, and replace Parachute: 4 with Snow
  Skiing: 3 and Ground Vehicle (Tracked): 1.
  6) SEALs are replaced with Navy Swimmer/Diver Teams, and use the Special Boat Squadron (SBS) development tables.
  7) Marines are called Amfibiesoldater, and use the Dutch Royal Marines development tables.
  8) Special operations are superseded by the Special Protection Group (SSG); their development is listed below.
  9) No Naval Aviators, Special Forces.
   
  SWITZERLAND
  Background Skills: Add 10 skill levels of Languages.
  Careers: All careers are the same as US careers, except for the following:
  1) Rangers are called the Parachute Grenadier Company and add Small Arms (Rifle): 1 and Snow Skiing: 3 to their first term skills.
  2) No Special Operations, Airborne, Special Forces, or any Naval or Marine careers exist.
   
  TAIWAN
  Background Skills: Add 8 skill levels of Languages.
  Careers: All careers are the same as US careers, except for the following:
  1) Airborne are called Parachute Brigades.
  2) SEALs are replaced by Combat Frogmen and use the Special Boat Squadron development table.
  3) Marine Force Recon are Long Range Amphibious Reconnaissance Commandos.
  4) No Naval Aviators, Special Forces, Mountain, Special Operations, or Marine Scout/Sniper careers.
   
  THAILAND
  Background Skills: Add 4 skill levels of Languages.
  Careers: All careers are the same as US careers, except for the following:
  1) There are no Naval Aviators, Airborne, Scout/Snipers, or Mountain careers.
   
  TURKEY
  Background Skills: Add 4 skill levels of Languages.
  Basic Training: Change Unarmed Martial Arts skill level to 2.
  Careers: All careers are the same as US careers, except for the following:
  1) Naval Aviators are developed in the same manner as Air Force pilots.
  2) Airborne are called Paracutcu.
  3) Rangers are called Paracutcu Komando.
  
  4) Marine Infantry are called Amfibi Deniz (amphibious rifles).
  5) Special Forces are called Genelkurmay Ozel Kuvvetler Komutanligi (General Staff Special Forces Command).  They are publicly
  known as Red Berets. A small part of this unit (about a reinforced company) performs a variety of duties similar to those of the US
  Army's Delta Force.  They must serve one prior term in the Paracutcu or Paracutcu Komando; the special operations detachment
  must serve one term in the Red Berets in addition to the other prerequisites before going into the special ops detachment.
  6) The Turkish equivalent of the US Navy SEALs is Su Alti Taaruz Grup Komutanligi, which means Underwater Assault Group
  Command, publicly known as SAT Commandos.
  7) There are no equivalents to any other Special Operations, Mountain, Marine Recon, or Marine Scout/Snipers.
   
  UNITED KINGDOM
  Background Skills: Add 5 skill levels of Languages.
  Basic Training: Change Unarmed Martial Arts skill level to 2.
  Careers: All careers are the same as US careers, except for the following:
  1) All fixed-wing aviators receive Pilot: 5 for their primary Pilot skill cascade(s).
  2) Airborne come from various companies in the Army called P-companies and add Willpower: 2 to their first term skills.
  3) Military Police come from the Provost Adjutant General Corps, and add Small Arms (Rifle): 1 to their first term skills.
  4) SEALs are replaced by Royal Marine Special Boat Squadrons (SBS), and use their own special table for development. They
  must serve one prior term in the Royal Marines.
  5) Special Forces are replaced by the Special Air Service (SAS) MOS for development. They must serve one prior term in any
  branch of service.
  6) Marine Infantry are replaced by Royal Marine Commandos who use the Royal Marine MOS.
  7) The Royal Marine Mountain and Arctic Warfare Cadre is an additional MOS who must serve one prior term in the Royal Marine
  Commandos.
  8) The Gurkha Field Force is an additional MOS whose members must be of certain Nepalese tribes.
  9) The equivalent of Special Operations--Delta are the SAS Counter-Revolutionary Warfare Unit (CRW), whose members must
  serve one prior term in the SAS; and the Royal Marines Commachio Company, whose members must have served one prior term
  in the SBS.
  10) Mountain Infantry are provided by one battalion of the Royal Army, which is rotated every few years (at the time of the Twilight
  War, the Royal Highland Fusiliers).  
  11) No Rangers, Marine Force Recon, Marine Scout/Snipers, or any other Special Operations are allowed.
  CARABINIERI--ENLISTED AND OFFICER
  Prerequisites: None for Enlisted; Undergraduate Degree for Officer.
  First Term Skill Adds:
  Act/Bluff: 3
  Armed Martial Arts: 2
  Autogun: 2
  Observation: 3
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Willpower: 1
   
  Subsequent Term Skills:
  Acrobat
  Gun Combat
  Interaction
  Melee
  Perception
  Sniping
  Technician
  Vehicle
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Two per term, law enforcement, criminal, or military; roll 7+ on 1d10 for the contact to be foreign.
  CARABINIERI--FOLGORE BRIGADE--ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 14+; Undergraduate Degree for Officer.
  First Term Skill Adds:
  
  Armed Martial Arts: 2
  Autogun: 2
  Climbing: 3
  Grenade Launcher: 1
  Observation: 3
  Parachute: 4
  Small Arms (Pistol): 3
  Small Arms (Rifle): 3
  Survival: 1
  Willpower: 2
   
   
  Subsequent Term Skills:
  Acrobat
  Artillery
  Explore
  Gun Combat
  Heavy Gun
  Heavy Weapon
  Interaction
  Melee
  Perception
  Personal Transport
  Sniping
  Technician
  Vehicle
   
   
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Two per term, military or intelligence community; roll 8+ on 1d10 for the contact to be foreign.
  DUTCH ROYAL MARINE COMMANDOS--ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 15+; for officer, OCS or Military Academy.
  First Term Skill Adds:
  Combat Engineer: 2
  Forward Observer: 2
  Ground Tactics: 2
  Instruction: 2
  Language: 4
  Leadership: 2
  Navigation: 1
  Observation: 2
  Parachute: 4
  Small Arms (Pistol): 3
  Small Arms (Rifle): 1
  Stealth: 2
  Survival: 2
  Thrown Weapon: 1
  Unarmed Martial Arts: 1
  Vessel Use (Boat): 2
  Willpower: 2
   
   
   
  Subsequent Term Skills:
  Acrobat
  Artillery
  Determination
  Engineer
  Explore
  Gun Combat
  Heavy Weapon
  Interaction
  Medical
  Melee
  Perception
  Personal Transport
  Sniping
  Technician
  Vessel
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Two per term, military. Roll 7+ on 1d10 for the contact to be foreign.
  GRENSCHUTZGRUPPE NEUN (GSG-9) ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 16+; one term in Federal Police or military; for officer, OCS, ROTC, or
  Military Academy.
  
  First Term Skill Adds:
  Admin/Legal: 3
  Bargain: 1
  Climbing: 3
  Combat Engineer: 3
  Electronics: 2
  Grenade Launcher: 1
  Intrusion: 1
  Medical (Trauma): 2
  Observation: 4
  Ground Vehicle (Wheeled): 4
  Small Arms (Pistol): 4
  Small Arms (Rifle): 4
  Stealth: 3
  Swimming: 3
  Thrown Weapon: 2
  Unarmed Martial Arts: 5
  Willpower: 4
   
   
   
  Units 1 and 3:
  Carousing: 3
  Interrogation: 1
  Research: 3
   
  Unit 2:
  Scuba: 2
  Swimming: 1
  Vessel Use (Boat): 3
   
  Unit 4:
  Combat Engineer: 1
  Intrusion: 3
  Parachute: 4
   
  Subsequent Term Skills:
  Acrobat
  Charm
  Crime
  Determination
  Engineer
  Explore
  Gun Combat
  Heavy Weapons
  Interaction
  Melee
  Perception
  Personal Transport
  Sniping
  Tactics
  Technician
  Vehicle
  Vice
  Vessel
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Three per term, military, government, or intelligence community. Roll 8+ on 1d10 for the contact to be foreign.
  GURKHA FIELD FORCE--ENLISTED OR OFFICER
  Prerequisites: Nepalese origin; Strength + Constitution + Agility: 14+; British basic training.
  First Term Skills:
  Armed Martial Arts: 4
  Autogun: 2
  Climbing: 5
  Interrogation: 1
  Language (English): 6
  Navigation: 2
  Observation: 2
  Small Arms (Pistol): 2
  Small Arms (Rifle): 1
  Stealth: 2
  Unarmed Martial Arts: 1
  Willpower: 1
  
  Subsequent Term Skills:
  Acrobat
  Artillery
  Explore
  Gun Combat
  Heavy Weapon
  Melee
  Personal Transport
  Sniping
  Vehicle
   
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: One per term, military. Roll 6+ on 1d10 for the contact to be foreign (usually British).
  JOINT TASK FORCE 2 -- ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 19+; one prior term in any MOS; skill level 6+ in at least one skill.
  First Term Skills:
  Armed Martial Arts: 3
  Autogun: 2
  Climbing: 3
  Combat Engineer: 2
  Forward Observer: 2
  Grenade Launcher: 3
  Ground Tactics: 2
  Leadership: 3
  Long Distance Marching: 3
  Medical (Trauma Aid): 2
  Navigation: 3
  Observation: 4
  Parachute: 4
  Small Arms (Pistol): 3
  Small Arms (Rifle): 3
  Stealth: 3
  Survival: 3
  Swimming: 2
  Thrown Weapon: 2
  Vessel Use (Boat): 3
  Unarmed Martial Arts: 3
  Willpower: 2
   
   
  Subsequent Term Skills:
  Acrobat
  Artillery
  Determination
  Disguise
  Engineer
  Explore
  Gun Combat
  Heavy Gun
  Heavy Weapon
  Interaction
  Medical
  Melee
  Perception
  Personal Transport
  Sniping
  Technician
  Vehicle
  Vessel
  Vice
   
  Promotion: 7+ on 1d10 (8+ for officer); DM +1 if Intelligence 8+.
  Contacts: Two per term, military or intelligence community. Roll 7+ on 1d10 for the contact to be foreign.
  NATIVE CANADIAN RANGERS--ENLISTED AND OFFICER
  Prerequisites: Originating from Northwest Territories, Yukon, British Columbia, or Canadian Rockies; Strength + Constitution +
  Agility: 13+; for officer, OCS or direct commission.
  First Term Skills:
  Archery
  Armed Martial Arts: 4
  Early Firearms: 4
  Long Distance Marching: 5
  
  Observation: 4
  Small Arms (Rifle): 4
  Snow Skiing: 3
  Stealth: 4
  Survival: 4
  Tracking: 4
  Unarmed Martial Arts: 2
   
  If Inuit:
  Language (English): 10
   
   
   
  If Canadian:
  Language (Inuit): 6
   
   
   
  Subsequent Term Skills:
  Acrobat
  Animal Handling
  Archaic Weapons
  Determination
  Explore
  Forward Observer
  Gun Combat
  Heavy Weapons
  Medical
  Melee
  Perception
  Personal Transport
  Sniping
  Vehicle
   
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: One per term, any. Roll 8+ on 1d10 for the contact to be foreign.
  Special: While Native Canadian Rangers carry nominal rank in the Canadian Army, a second "rank" roll should be made to
  determine the Ranger’s standing among his peers. This is the "rank" that will really matter in everyday relations.
  RECONNAISSANCE COMMANDOS (RECCES)--ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 17+; for officer, OCS or Military Academy graduate.
  First Term Skills:
  Armed Martial Arts: 3
  Autogun: 2
  Climbing: 4
  Combat Engineer: 2
  Forward Observer: 2
  Grenade Launcher: 2
  Long Distance Marching: 4
  Navigation: 3
  Observation: 3
  Parachute: 6
  Small Arms (Pistol): 2
  Small Arms (Rifle): 3
  Stealth: 3
  Survival: 4
  Swimming: 3
  Tac Missile: 1
  Thrown Weapon: 1
  Tracking: 5
  Unarmed Martial Arts: 1
  Willpower: 5
  Subsequent Term Skills:
  Acrobat
  Determination
  Explore
  Gun Combat
  Heavy Weapon
  Melee
  Perception
  Personal Transport
  Sniping
  Vehicle
  Vessel
   
  
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+.
  Contacts: Two per term, military or criminal. Roll 8+ on 1d10 for the contact to be foreign.
  ROYAL MARINE MOUNTAIN AND ARCTIC WARFARE CADRE--ENLISTED AND OFFICER
  Prerequisites: Strength + Agility + Constitution: 15+; one prior term in Royal Marines; for officer, OCS or Military
  Academy.
  First Term Skills:
  Autogun: 2
  Climbing: 2
  Forward Observer: 1
  Grenade Launcher: 2
  Instruction: 3
  Navigation: 2
  Observation: 2
  Parachute: 2
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Snow Skiing: 2
  Stealth: 1
  Survival: 3
  Swimming: 1
  Thrown Weapon: 1
  Vessel Use (Boat): 3
  Willpower: 2
   
   
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Explore
  Gun Combat
  Heavy Weapon
  Melee
  Perception
  Personal Transport
  Sniping
  Vessel
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Two per term, military. Roll 8+ on 1d10 for the contact to be foreign.
  ROYAL MARINES--ENLISTED AND OFFICER
  Prerequisites: Strength + Agility + Constitution: 14+; for officer, OCS or Military Academy.
  First Term Skill Adds:
  Autogun: 2
  Climbing: 3
  Grenade Launcher: 1
  Navigation: 2
  Observation: 1
  Small Arms (Rifle): 1
  Snow Skiing: 3
  Survival: 2
  Unarmed Martial Arts: 1
  Willpower: 1
   
   
  Subsequent Term Skills:
  Acrobat
  Artillery
  Explore
  Gun Combat
  Heavy Weapon
  Melee
  Personal Transport
  Vehicle
  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.
  SAYARET--ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 17+; for officer, OCS or Military Academy.
  First Term Skill Adds:
  Armed Martial Arts: 2
  Autogun: 2
  Combat Engineer: 2
  Forward Observer: 1
  Grenade Launcher: 2
  Navigation: 3
  Observation: 3
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Stealth: 2
  Survival: 4
  Thrown Weapon: 1
  Unarmed Martial Arts: 1
  Willpower: 3
   
   
  Sayaret Almond:
  Ground Vehicle (Tracked): 2
  Mechanic: 3
   
   
  Sayaret Carob, Egoz, and Golani:
  Climbing: 4
   
   
   
  Sayaret Hadruzim:
  Act/Bluff: 3
  Carousing: 5
  Disguise: 3
  Language (Arabic): 10
  Sayaret Orev:
  Forward Observer: 2
  Observation: 2
  Parachute: 4
  Stealth: 2
  Sayaret Shaldag:
  Combat Engineer: 2
  Intrusion: 3
  Parachute: 4
  Stealth: 2
  Sayaret Shimson:
  Forward Observer: 1
  Observation: 1
  Stealth: 1
  Swimming: 3
  Vessel Use (Boat): 4
   
   
   
  Sayaret Tzanhim:
  Armed Martial Arts: 2
  Small Arms (Pistol): 1
  Thrown Weapon: 2
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Engineer
  Explore
  
  Gun Combat
  Heavy Weapon
  Melee
  Perception
  Personal Transport
  Sniping
  Vehicle
  Vessel
  Promotion: 6+ on 1d10; DM +1 is Intelligence 7+ and/or Military Academy graduate.
  Contacts: Two per term, military or criminal (terrorist). On a 7+ on 1d10, the contact is foreign.
  SPECIAL AIR SERVICE (SAS)--ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 17+; for officer, OCS or Military Academy.
  First Term Skill Adds:
  Armed Martial Arts: 2
  Autogun: 1
  Combat Engineer: 3
  Grenade Launcher: 1
  Navigation: 3
  Observation: 3
  Small Arms (Pistol): 4
  Small Arms (Rifle): 1
  Stealth: 3
  Survival: 3
  Thrown Weapon: 1
  Unarmed Martial Arts: 2
  Willpower: 5
   
   
   
  If prior unit was any other than Paras:
  Parachute: 4
   
   
   
  Air Troop:
  Forward Observer: 2
  Navigation: 1
  Parachute: 2
   
  Boat Troop:
  Combat Engineer: 1
  Scuba: 4
  Swimming: 5
  Vessel Use (Boat): 4
  Mobility Troop:
  Ground Vehicle (Tracked): 4
  Ground Vehicle (Wheeled): 4
  Mechanic: 4
   
  Mountain Troop:
  Climbing: 4
  Survival: 1
   
   
  Subsequent Term Skills:
  Acrobat
  Artillery
  Determination
  Engineer
  Explore
  Gun Combat
  Heavy Gun
  Heavy Weapon
  Interaction
  Medical
  Melee
  Perception
  
  Personal Transport
  Sniping
  Vehicle
  Vessel
  Vice
   
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Two per term, military or intelligence community. Roll 7+ on 1d10 for the contact to be foreign.
  SPECIAL BOAT SQUADRON (SBS)--ENLISTED AND OFFICER
  Prerequisites: Strength + Constitution + Agility: 15+; for officer, OCS or Military Academy.
  First Term Skill Adds:
  Armed Martial Arts: 4
  Autogun: 2
  Combat Engineer: 3
  Forward Observer: 1
  Navigation: 2
  Observation: 3
  Parachute: 4
  Scuba: 6
  Small Arms (Pistol): 4
  Small Arms (Rifle): 1
  Stealth: 3
  Survival: 2
  Swimming: 4
  Thrown Weapon: 1
  Unarmed Martial Arts: 5
  Vessel Use (Boat): 6
  Willpower: 2
   
   
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Engineer
  Explore
  Gun Combat
  Heavy Weapons
  Medical
  Melee
  Perception
  Personal Transport
  Sniping
  Technician
  Vessel
   
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Two per term, military or intelligence community. Roll 8+ on 1d10 for the contact to be foreign.
  SQUADRON ANTI-COMMANDO
  Prerequisites: Strength + Constitution + Agility: 15+; one term in Carbineri or Carbineri Folgore Brigade.
  First Term Skill Adds:
  Armed Martial Arts: 1
  Autogun: 1
  Observation: 1
  Parachute: 1
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Stealth: 1
  Unarmed Martial Arts: 1
  Subsequent Term Skills:
  Acrobat
  Determination
  Crime
  Gun Combat
  Heavy Weapon
  Interaction
  Medical
  Melee
  
  Perception
  Personal Transport
  Sniping
  Vehicle
  Vessel
  Vice
   
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 7+; for officer, OCS or Military Academy.
  Contacts: Two per term, military, government, or intelligence community. Roll 7+ on 1d10 for the contact to be foreign.
  SWEDISH AIR FORCE RANGERS (FLYGBASJÄGARNA)
  Prerequisites: Strength + Constitution + Agility: 18+; Intelligence and Education 5+.
  First Term Skill Adds:
  Armed Martial Arts: 1
  Autogun: 2
  Forward Observer: 2
  Grenade Launcher: 2
  Ground Vehicle (Wheeled): 1
  Ground Vehicle (Tracked): 1
  Navigation: 2
  Observation: 3
  Small Arms (Pistol): 3
  Small Arms (Rifle): 2
  Stalking: 2
  Tac Missile: 2
  Thrown Weapon: 1
  Tracking: 2
  Unarmed Martial Arts: 1
   
  Dog Handler (Additional):
  Animal Training/Handling: 4
  Observation: 1
  Tracking: 1
  Veterinarian: 2
  Heavy Weapons (Additional):
  Autogun: 1
  Grenade Launcher: 1
  Tac Missile: 1
   
  Medic (Additional):
  Biology: 1
  Medical (Trauma): 3
   
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Explore
  Forward Observer
  Gun Combat
  Heavy Weapon
  Medical
  Melee
  Perception
  Personal Transport
  Sniping
  Vehicle
  Vessel Use (Boat)
   
   
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 8+.
  Contacts: Two per term, military or intelligence. Roll 8+ on 1d10 for the contact to be foreign.
  SWEDISH COASTAL RANGERS (KUSTJÄGARNA)
  Prerequisites: Strength + Constitution + Agility: 18+; for officer, OCS or Military Academy.
  
  First Term Skill Adds:
  Armed Martial Arts: 2
  Autogun: 2
  Climbing: 4
  Combat Engineer: 2
  Forward Observer: 2
  Grenade Launcher: 2
  Long Distance Marching: 2
  Medical (Trauma): 1
  Navigation: 3
  Observation: 3
  Scuba: 3
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Stealth: 3
  Survival: 2
  Swimming: 4
  Thrown Weapon: 1
  Unarmed Martial Arts: 2
  Vessel Use (Boat): 4
  Willpower: 3
  Subsequent Term Skills:
  Acrobat
  Determination
  Engineer
  Explore
  Forward Observer
  Gun Combat
  Heavy Weapon
  Melee
  Medical
  Perception
  Personal Transport
  Persuasion
  Vessel Use (Boat)
   
   
   
  Promotion: 7+ on 1d10, DM +1 if Intelligence 8+.
  Contacts: Two per term, military or intelligence. Contact is foreign on a 1d10 roll of 8+.
  SWEDISH MILITARY POLICE RANGERS (MILITÄRPOLISJÄGARNA)
  Prerequisites: Strength + Constitution + Agility 18+, Education and Intelligence 5+.
  First Term Skill Adds (Enlisted):
  Admin/Legal: 2
  Armed Martial Arts: 2
  Autogun: 2
  Climbing: 2
  Forward Observer: 1
  Grenade Launcher: 2
  Ground Vehicle (Wheeled): 1
  Interrogation: 1
  Long Distance Marching: 1
  Navigation: 1
  Observation: 3
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Stalking: 2
  Stealth: 3
  Tac Missile: 1
  Thrown Weapon: 1
  Tracking: 2
  Unarmed Martial Arts: 2
  Willpower: 2
  First Term Skill Adds (Officer):
  Admin/Legal: 3
  Armed Martial Arts: 2
  Autogun: 1
  Climbing: 2
  Forward Observer: 2
  Grenade Launcher: 1
  Ground Vehicle (Wheeled): 1
  Interrogation: 2
  Long Distance Marching: 1
  Leadership: 1
  Navigation: 2
  Observation: 3
  Small Arms (Pistol): 1
  Small Arms (Rifle): 1
  Stalking: 2
  Stealth: 3
  Persuasion: 1
  Tac Missile: 1
  Thrown Weapon: 1
  Tracking: 2
  Unarmed Martial Arts: 2
  Willpower: 2
   
   
  
  Dog Handler (Additional):
  Animal Training/Handling: 4
  Stalking: 2
  Tracking: 2
  Veterinarian: 2
  Heavy Weapons (Additional):
  Autogun: 1
  Grenade Launcher: 1
  Tac Missile: 1
   
  Communications (Additional):
  Computer: 2
  Electronics: 2
   
   
  Medic (Additional):
  Biology: 1
  Medical (Trauma): 3
   
   
  Promotion: 7+ on 1d10, DM +1 if Intelligence 8+.
  Contacts: Two per term, military or intelligence community. Roll 8+ on 1d10 for the contact to be foreign.
  SWEDISH NAVAL COUNTER-SOF UNIT (BASSÄKERHET)
  Prerequisites: Strength + Constitution + Agility: 18+; for officer, OCS or Military Academy; for squad leader, one term as
  enlisted man, Rank E5.
  First Term Skill Adds:
  Enlisted Man/Officer:
  Armed Martial Arts: 4
  Autogun: 2
  Combat Engineer: 2
  Forward Observer: 2
  Grenade Launcher: 3
  Long Distance Marching: 3
  Navigation: 2
  Observation: 4
  Scuba: 4
  Small Arms (Pistol): 3
  Small Arms (Rifle): 3
  Stealth: 3
  Swimming: 5
  Thrown Weapon: 1
  Unarmed Martial Arts: 4
  Vessel Use (Boat): 4
  Willpower: 4
  For medic: Medical (Trauma):
  2
  For radio operator:
  Electronics: 2
   
  Squad Leader:
  Armed Martial Arts: 1
  Autogun: 1
  Forward Observer: 2
  Grenade Launcher: 1
  Leadership: 2
  Navigation: 2
  Observation: 2
  Persuasion: 2
  Small Arms (Pistol): 1
  Small Arms (Rifle): 2
  Stealth: 1
  Swimming: 1
  Thrown Weapon: 1
  Vessel Use (Boat): 1
  Unarmed Martial Arts: 1
  Willpower: 1
  
  Dog Handler:
  Animal Training/Handling: 4
  Armed Martial Arts: 2
  Autogun: 1
  Combat Engineer: 1
  Forward Observer: 2
  Grenade Launcher: 2
  Long Distance Marching: 3
  Navigation: 2
  Observation: 4
  Scuba: 4
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Stealth: 3
  Swimming: 5
  Thrown Weapon: 1
  Tracking: 3
  Vessel Use (Boat): 2
  Unarmed Martial Arts: 3
  Veterinarian: 2
  Willpower: 4
  Subsequent Term Skills:
  Acrobat
  Determination
  Engineer
  Explore
  Gun Combat
  Heavy Weapons
  Medical
  Melee
  Perception
  Personal Transport
  Sniping
  Technician
  Vehicle
  Vessel
  For Dog Handler: Animal
  Handling
   
  Promotion: 7+ on 1d10; DM +1 if Intelligence 8+.
  Contacts: Two per term, military, government, or intelligence community. Roll 8+ on 1d10 for the contact to be foreign.
  SWEDISH SPECIAL PROTECTION GROUP (SÄRSKILDA SYDDSGRUPP, OR SSG)
  Prerequisites: One term as officer in either Rangers, Counter SOF Unit, or Amphibian Soldiers (Marines).
  First Term Skill Adds:
  Armed Martial Arts: 2
  Autogun: 1
  Medical (Trauma): 1
  Observation: 2
  Scuba: 1
  Small Arms (Pistol): 2
  Small Arms (Rifle): 2
  Stealth: 1
  Swimming: 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: 7+ on 1d10; DM +1 if Intelligence 8+.
  Contacts: Two per term, military, government, or intelligence. Roll 8+ on 1d10 for the contact to be foreign.
  UNIT 202 PARAS--ENLISTED AND OFFICER
  
  Prerequisites: Strength + Constitution + Agility: 15+; for officer, OCS or Military Academy.
  First Term Skill Adds:
  Armed Martial Arts: 2
  Autogun: 1
  Combat Engineer: 2
  Forward Observer: 1
  Grenade Launcher: 1
  Navigation: 2
  Observation: 1
  Parachute: 4
  Small Arms (Pistol): 1
  Small Arms (Rifle): 1
  Survival: 1
  Unarmed Martial Arts: 1
  Willpower: 1
   
   
   
  Communications:
  Electronics: 3
   
   
   
  Driver:
  Ground Vehicle (Tracked): 2
  Mechanic: 2
   
   
  Machinegunner:
  Autogun: 2
   
   
   
  Medic:
  Medical (Trauma): 3
   
   
   
  Subsequent Term Skills:
  Acrobat
  Determination
  Explore
  Gun Combat
  Heavy Weapon
  Melee
  Perception
  Personal transport
  Sniping
  Vehicle
   
   
  Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ and/or graduate of Military Academy.
  Contacts: Two per term, military. Roll 7+ on 1d10 for the contact to be foreign.
  
SOURCE: textdata/thevault/Twilight 2000/Unofficial/pmulcahy.com Archives/Twilight 2000 - Character Generation.pdf