As previously promised, some additional information regarding certain careers in the US Army. As with the civilian careers I posted above, this information is tailored to my personal campaign and you will need to scrutinize it closely to make sure it fits in your version of the game. (I tend to run more lethal games, so I give the players more to work with as a balancer).
This information (in some cases) replaces information in the T2K v2.0 rule set, so a careful examination of this material will be helpful to the reader. This information mirrors life itself, as both are a work in progress.
Suggestions for accurate portrayal of the MOS's discussed are welcomed. This information only covers the US Army and I will post what little information I have regarding the Marines, Air Force, and Navy as time permits.
Please note that, in some cases, this information replaces what is in the rulebook, and in others, repeats what is present. My inclusion of the original information is, in no way, a challenge to whomever holds the copyright on the Twilight: 2000 property.
In closing, let me apologize in advance if anyone is offended or upset by my phrasing or interpretation of the MOS's discussed.
With all that being said, I offer the following:
UNITED STATES ARMY CAREERS
Add the following to the United States Army Career List
United States Army
Entry: No prerequisites.
Basic Training: The character receives the following skills as part of her basic training:
● Small Arms (Rifle): 2
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapon: 1
● Heavy Weapons: 1
● Navigation: 1
● Medical: 1
Special: Characters with Intelligence 7+, and Education of 7+ may enter OCS. If so, they receive a level 1 Leadership skill, are commissioned as 2nd lieutenants, and then conduct their first term normally.
A character with Education: 5+ and Intelligence: 5+ may become a warrant officer. If so, the character enters the Warrant Officer Candidacy School (WOCS) receives Leadership: 1, Instruction: 1, and Persuasion: 1, then conducts her first term normally. Warrant officers can be members of the following branches: Artillery, Aviation, Special Forces, Engineering, Support, Intelligence, Medical, Quartermaster, and Transportation.
Warrant officers are addressed as "Mr" or "Ms" (depending on sex), and (when promoted) become Chief Warrant Officers.
Warrant officers have nearly the same status and privileges as commissioned officers but are initially appointed by warrant because of their technical expertise. Most army pilots, for instance, are Warrant Officers. The insignia are silver with black bars.
Additions to the Branches: The following careers meant to represent a large variety of MOS's in military life. Each career entry will also list the branch from which the MOS is drawn.
ARMOR ARM
The Armor Arm represents both tank units and armored cavalry units used for recon and screening missions.
Enlisted
Entry: No Prerequisites.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 2
● Tracked Vehicle: 2
● Forward Observer: 1
● Mechanic: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Forward Observer
● Heavy Weapons
● Tracked Vehicle
● Stealth
● Observation
● Navigation
● Small Arms
● Melee Combat
● Mechanic
Contacts: One per term, military. Roll 1d10 for 8+ the contact is foreign.
Special: None.
Officer
Entry: OCS, military academy, or direct commission.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 1
● Tracked Vehicle: 1
● Leadership: 1
● Persuasion: 1
● Forward Observer: 1
● Mechanic: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Forward Observer
● Heavy Weapons
● Tracked Vehicle
● Wheeled Vehicle
● Leadership
● Persuasion
● Stealth
● Observation
● Navigation
● Small Arms
● Melee Combat
● Mechanic
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
Armored Cavalry Scout, Enlisted
Entry: Constitution+Strength+Agility: 15+
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 1
● Small Arms (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapon: 1
● Heavy Weapon: 1
● Forward Observer: 5
● Navigation:1
● Observation: 1
● Tracked Vehicle: 1
● Wheeled Vehicle: 1
● Mechanic: 3
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Forward Observer
● Navigation
● Observation
● Tracked Vehicle
● Wheeled Vehicle
● Mechanic
Contacts: One per term. Roll 1d10 for a 8+, the contact is foreign.
Special: None.
Armored Cavalry Scout, Officer
Entry: Constitution+Strength+Agility: 14+ and OCS, military academy, or commission
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 1
● Small Arms (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapon: 1
● Heavy Weapon: 1
● Forward Observer: 4
● Navigation:1
● Observation: 1
● Tracked Vehicle: 1
● Wheeled Vehicle: 1
● Leadership: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Forward Observer
● Navigation
● Observation
● Tracked Vehicle
● Wheeled Vehicle
● Leadership
Contacts: One per term. Roll 1d10 for a 8+, the contact is foreign.
Special: None.
ARTILLERY ARM
Artillery provides indirect howitzer and rocket fire in support of ground forces, and mans air defense and long-range missile units.
Enlisted
Entry: Strength: 5+.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 3
● Tracked Vehicle: 1
● Forward Observer: 1
● Mechanic: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Tracked Vehicle
● Wheeled Vehicle
● Forward Observer
● Computer
● Electronics
● Warhead
● Heavy Weapons
● Forward Observer
● Mechanic
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.
Officer
Entry: Intelligence: 5+, and OCS, military academy or commission.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 3
● Forward Observer: 1
● Navigation: 1
● Mechanic: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Heavy Weapons
● Forward Observer
● Tracked Vehicle
● Wheeled Vehicle
● Computer
● Electronics
● Warhead
● Leadership
● Persuasion
● Mechanic
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
Warrant Officer
Entry: Strength 5+ and WOCS.
First Term Skills: The character receives the following skills in the first term:
● Heavy Weapons: 2
● Forward Observer: 2
● Tracked Vehicle: 2
● Navigation: 1
● Mechanic: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Heavy Weapons
● Forward Observer
● Tracked Vehicle
● Wheeled Vehicle
● Computer
● Electronics
● Warhead
● Leadership
● Persuasion
● Mechanic
● Navigation
Contacts: One per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
AVIATION ARM
Aviation is responsible for flying and maintaining the helicopters and light, fixed-wing liaison aircraft operated in support of ground troops.
Enlisted (Aircraft Mechanic)
Entry: No prerequisites.
First Term Skills: The character receives the following skills in the first term:
● Aircraft Mechanic: 2
● Electronics: 2
● Mechanic: 1
● Computer: 1
● Machinist: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Aircraft Mechanic
● Computer
● Electronics
● Small Arms
● Scrounging
● Pilot
● Wheeled Vehicle
● Mechanic
● Machinist
● Warhead
Contacts: One per term, military. Roll 1d10 for 9+ for the contact to be foreign.
Special: None.
Officer (Aircraft Pilot)
Entry: Agility: 6+, and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Pilot (Rotary Wing): 3
● Parachute: 1
● Navigation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Pilot
● Small Arms (Pistol)
● Navigation
● Foraging
● Parachute
● Observation
● Leadership
● Wheeled Vehicle
● Aircraft Mechanic
● Persuasion
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
ENGINEER ARM
Engineers are responsible for a variety of construction tasks in support of combat units, as well as river crossings, obstacle creation, obstacle clearance, and front-line combat missions.
Enlisted
Entry: No prerequisites.
First Term Skills: The character receives the following skills in the first term:
● Combat Engineer: 2
● Civil Engineer: 1
● Mechanic: 1
● Machinist: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Combat Engineer
● Civil Engineer
● Small Boat
● Scuba
● Swimming
● Tracked Vehicle
● Wheeled Vehicle
● Small Arms
● Observation
● Mechanic
● Machinist
Contacts: One per term, military or specialist (Combat Engineer). Roll 1d10 for 8+ for the contact to be foreign.
Special: The character receives a demolitions kit as part of basic equipment.
Officer
Entry: Civil Engineer: 2+, and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Combat Engineer: 2
● Civil Engineer: 1
● Leadership: 1
● Persuasion: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Combat Engineer
● Civil Engineer
● Small Boat
● Scuba
● Swimming
● Tracked Vehicle
● Wheeled Vehicle
● Small Arms
● Observation
● Navigation
● Metallurgy
Contacts: Two per term, government, military, or specialist (Combat or Civil Engineer). Roll 1d10 for 7+ for the contact to be foreign.
Special: The character receives a demolitions kit as part of basic equipment.
Explosive Ordnance Disposal Specialist (EOD), Enlisted and Officer
Entry: Agility 6+, Constitution 6+, and OCS, military academy, or commission (officer only.)
First Term Skills: The character receives the following skills in the first term:
● Combat Engineer: 3
● Civil Engineer: 1
● Warhead: 2
● Electronics: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Combat Engineer
● Civil Engineer
● Warhead
● Scrounging
● Electronics
● Computer
● Mechanic
Contacts: One per term, military. Roll 1d10 for a 10, the contact is foreign.
Special: The character receives an EOD Suit (Armor Value 3; Weight 15 kg) free at character creation.
Warrant Officer
Entry: WOCS.
First Term Skills: The character receives the following skills in the first term:
● Combat Engineer: 2
● Civil Engineer: 2
● Mechanic: 1
● Machinist: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Combat Engineer
● Civil Engineer
● Small Boat
● Scuba
● Swimming
● Tracked Vehicle
● Wheeled Vehicle
● Small Arms
● Observation
● Mechanic
● Machinist
Contacts: One per term, military or specialist (Combat Engineer). Roll 1d10 for 8+ for the contact to be foreign.
Special: The character receives a demolitions kit as part of basic equipment.
INFANTRY ARM
Infantry is the largest of the combat arms. In addition to both light and mechanized infantry, it also includes such specialized troops as airborne, rangers, and mountain troops.
Enlisted Airborne
Entry: Constitution + Strength + Agility: 15+.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms (Pistol): 2
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Observation: 1
● Stealth: 1
● Parachute: 3
● Navigation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Foraging
● Forward Observer
● Wheeled Vehicle
● Parachute
● Navigation
● Stealth
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.
Airborne Officer
Entry: Constitution + Strength + Agility: 14+, and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms (Pistol): 2
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Observation: 1
● Stealth: 1
● Parachute: 3
● Navigation: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Forward Observer
● Leadership
● Persuasion
● Navigation
● Foraging
● Parachute
● Stealth
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
Enlisted Infantry
Entry: No prerequisites.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 3
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapons: 2
● Heavy Weapons: 2
● Combat Engineer: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Foraging
● Forward Observer
● Thrown Weapons
● Tracked Vehicle
● Wheeled Vehicle
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.
Infantry Officer
Entry: OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapons: 1
● Heavy Weapons: 1
● Combat Engineer: 1
● Leadership: 1
● Persuasion: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Forward Observer
● Leadership
● Persuasion
● Navigation
● Tracked Vehicle
● Wheeled Vehicle
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
Enlisted Mountain Infantry
Entry: Strength + Agility: 10+.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapons: 2
● Heavy Weapons: 2
● Combat Engineer: 1
● Mountaineering: 3
● Snow Skiing: 1
Subsequent Term Skills: A total of three levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Foraging
● Forward Observer
● Mountaineering
● Snow Skiing
Contacts: One per term, military or specialist (Mountaineering). Roll 1d10 for 8+ for the contact to be foreign.
Special: None.
Mountain Infantry Officer
Entry: OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapons: 1
● Heavy Weapons: 1
● Combat Engineer: 1
● Leadership: 1
● Mountaineering: 3
● Snow Skiing: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Forward Observer
● Leadership
● Persuasion
● Navigation
● Mountaineering
● Snow Skiing
Contacts: Two per term, military or specialist (Mountaineering). Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
Enlisted Ranger
Entry: Constitution + Strength + Agility: 17+.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 3
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapons: 2
● Heavy Weapons: 2
● Combat Engineer: 1
● Stealth: 1
● Parachute: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Thrown Weapons
● Foraging
● Observation
● Stealth
● Tracking
● Navigation
● Mountaineering
● Parachute
● Swimming
● Snow Skiing
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.
Ranger Officer
Entry: Constitution + Strength + Agility: 16+ and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Leadership: 1
● Small Arms (Rifle): 2
● Small Arms: (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapons: 1
● Heavy Weapons: 1
● Combat Engineer: 1
● Stealth: 1
● Parachute: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Forward Observer
● Leadership
● Persuasion
● Navigation
● Foraging
● Observation
● Stealth
● Tracking
● Mountaineering
● Parachute
● Swimming
● Snow Skiing
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
Air Cavalry Trooper, Enlisted and Officer
Entry: Constitution+Strength+Agility: 15+ and OCS, military academy, or commission (officer only).
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms (Pistol): 1
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapon: 1
● Heavy Weapon: 1
● Navigation:1
● Observation: 1
● Forward Observer: 1
● Leadership: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Navigation
● Observation
● Forward Observer
● Leadership
Contacts: One per term. Roll 1d10 for a 6+, the contact is foreign.
Special: If more than one term is served, add +1 to Initiative.
Air Cavalry Scout, Enlisted
Entry: Constitution+Strength+Agility: 15+
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 1
● Small Arms (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapon: 1
● Heavy Weapon: 1
● Forward Observer: 5
● Navigation:1
● Observation: 1
● Tracked Vehicle: 1
● Wheeled Vehicle: 1
● Mechanic: 3
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Forward Observer
● Navigation
● Observation
● Tracked Vehicle
● Wheeled Vehicle
● Mechanic
Contacts: One per term. Roll 1d10 for a 8+, the contact is foreign.
Special: None.
Air Cavalry Scout, Officer
Entry: Constitution+Strength+Agility: 14+ and OCS, military academy, or commission
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 1
● Small Arms (Pistol): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Thrown Weapon: 1
● Heavy Weapon: 1
● Forward Observer: 4
● Navigation:1
● Observation: 1
● Tracked Vehicle: 1
● Wheeled Vehicle: 1
● Leadership: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Thrown Weapon
● Heavy Weapon
● Forward Observer
● Navigation
● Observation
● Tracked Vehicle
● Wheeled Vehicle
● Leadership
Contacts: One per term. Roll 1d10 for a 8+, the contact is foreign.
Special: None.
Sniper, Enlisted
Entry: Strength + Agility + Constitution: 19+
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 4
● Observation: 2
● Stealth: 2
● Navigation: 2
● Forward Observer: 2
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Forward Observer
● Melee Combat
● Heavy Weapons
● Thrown Weapons
● Observation
● Stealth
● Tracking
● Navigation
● Mountaineering
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.
MEDICAL CORPS
The medical corps is responsible for the maintenance of troop health at all times, as well as treating combat wounds when a unit is actively engaged with the enemy.
Combat Medic, Enlisted or Warrant Officer
Entry: Education: 6+ and (for Warrant Officer only) WOCS.
First Term Skills: The character receives the following skills in the first term:
● Medical: 3
● Wheeled Vehicle: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Melee Combat
● Wheeled Vehicle
● Small Arms
● Scrounging
● Chemistry
● Biology
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.
Special: None.
Nurse, Officer or Warrant Officer
Entry: Undergraduate degree, Medical: 3+, and (for officer only) OCS, military academy, or commission (often direct commission), or WOCS for Warrant Officer.
First Term Skills: The character receives the following skills in the first term:
● Medical: 1
● Biology: 1
● Chemistry: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Wheeled Vehicle
● Medical
● Biology
● Chemistry
● Scrounging
● Instruction
● Persuasion
Contacts: Two per term, military or medical. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
Doctor, Officer or Warrant Officer
Entry: Medical school, and (for officer only) OCS, military academy, or commission (often direct commission), or WOCS for Warrant Officer.
First Term Skills: The character receives the following skills in the first term:
● Medical: 3
● Biology: 2
● Chemistry: 2
● Persuasion: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Medical
● Biology
● Chemistry
● Persuasion
● Leadership
Contacts: Two per term, military or medical. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
MILITARY INTELLIGENCE ARM
Officers in military intelligence are usually trained as interrogators and/or intelligence analysts.
Intelligence Analyst, Enlisted
Entry: Intelligence: 5+.
First Term Skills: The character receives the following skills in the first term:
● Language: 6
● Interrogation: 1
● Observation: 1
● Persuasion: 1
● Leadership: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Disguise
● Forgery
● Interrogation
● Language
● Lockpick
● Melee Combat
● Observation
● Persuasion
● Small Arms
● Stealth
● Thrown Weapons
Contacts: Two per term, military or intelligence community. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
Psychological Operations, Enlisted
Branch: Military Intelligence
Entry: Charisma: 5+
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Pistol): 2
● Interrogation: 3
● Language: 2
● Persuasion: 3
● Leadership: 3
● Disguise: 1
● Instruction: 1
● Parachute: 3
● Navigation: 1
● Observation: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Interrogation
● Language
● Persuasion
● Leadership
● Disguise
● Instruction
Contacts: One per term, military or intelligence community. Roll 1d10 for a 6+, the contact is foreign.
Special: This branch has no commissioned officers.
Interrogator, Officer
Entry: Intelligence: 7+, and OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Language: 4
● Interrogation: 4
● Persuasion: 2
● Leadership: 2
● Observation: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Disguise
● Forgery
● Interrogation
● Language
● Lockpick
● Melee Combat
● Observation
● Persuasion
● Small Arms
● Stealth
● Thrown Weapons
Contacts: Two per term, military or intelligence community. Roll 1d10 for 6+ for the contact to be foreign.
Special: None.
Criminal Investigation Division, Warrant Officer
Entry: Intelligence: 5+ and WOCS.
First Term Skills: The character receives the following skills in the first term:
● Language: 4
● Interrogation: 4
● Persuasion: 2
● Leadership: 2
● Disguise: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Disguise
● Forgery
● Interrogation
● Language
● Lockpick
● Melee Combat
● Observation
● Persuasion
● Small Arms
● Stealth
● Thrown Weapons
Contacts: Two per term, military or intelligence community. Roll 1d10 for 7+ for the contact to be foreign.
Special: None.
SPECIAL FORCES ARM
Special forces members, best known for their distinctive green berets, are trained to operate deep in the enemy rear in support of local resistance groups.
Special Forces, Enlisted and Officer (Green Berets)
Entry: Strength + Constitution + Agility: 18+, Language: 2+, and (for officer only) OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 3
● Small Arms: (Pistol): 2
● Melee Combat (Armed): 2
● Melee Combat (Unarmed): 2
● Thrown Weapons: 2
● Heavy Weapons: 2
● Combat Engineer: 2
● Parachute: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Thrown Weapon
● Foraging
● Observation
● Stealth
● Instruction
● Parachute
● Navigation
● Forward Observer
● Language
● Medical
● Interrogation
● Leadership
● Persuasion
● Tracking
Contacts: Two per term, military or intelligence community. Roll 1d10 for 6+ for the contact to be foreign.
Special: The character has a green beret as part of basic equipment.
Special Forces, Enlisted and Officer (Delta Force)
Entry: Strength+Constitution+Agility+Intelligence: 28+, Language: 2+, and (for officer only) OCS, military academy, or commission.
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Rifle): 2
● Small Arms (Pistol): 2
● Heavy Weapons: 1
● Melee Combat (Unarmed): 2
● Melee Combat (Armed):2
● Parachute: 1
● Scuba: 1
● Swimming: 1
● Combat Engineer: 1
● Stealth: 1
● Medical: 1
Subsequent Term Skills: A total of six levels from any one or a combination of the following:
● Small Arms
● Melee Combat
● Heavy Weapons
● Thrown Weapons
● Foraging
● Observation
● Stealth
● Instruction
● Parachute
● Navigation
● Forward Observer
● Language
● Medical
● Interrogation
● Leadership
● Persuasion
● Warhead
● Tracking
Contacts: Two per term, military or intelligence community. Roll 1D10, on a roll of 6+ the contact is foreign.
Special: Delta Force Operators carry unusual weapons and equipment. Players may select one pistol (three magazines), one sub-machine gun (two magazines) and one Personal Weapon (12 magazines) of any type or make regardless of the origin of the weapons. These will include Warsaw Pact or Eastern Bloc armaments as well as older American made weapons. In addition, all operators have the equivalent of a 2km handheld radio and IR goggles incorporated into their helmets and vests (total weight 5 kg.) These are streamlined versions of the equipment, replacing the kevlar helmet and vest. All other equipment is the same.
SOAR Pilot (Nightstalker), Warrant Officer
Entry: Agility: 5+, and WOCS.
First Term Skills: The character receives the following skills in the first term:
● Pilot (Rotary Wing): 4
● Parachute: 1
● Medical: 1
● Electronics: 1
● Small Arms (Pistol): 2
● Small Arms (Rifle): 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 2
● Aircraft Mechanic: 2
● Mechanic: 1
● Navigation: 2
● Observation: 1
● Heavy Weapons: 2
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Navigation
● Parachute
● Medical
● Electronics
● Pilot (Rotary Wing)
● Small Arms
● Melee Combat
● Aircraft Mechanic
● Mechanic
● Navigation
● Observation
● Heavy Weapons
Contacts: Two per term, military. Roll 1d10 for a 8+, the contact is foreign.
Special: None.
SUPPORT ARM
This category is a combination of a number of non-combat arms (ordnance, quartermaster, etc.)
Armorer, Enlisted and Officer
Entry: Agility 4+, OCS, military academy, or direct commission (officer only).
First Term Skills: The character receives the following skills in their first term:
● Gunsmith: 3
● Machinist: 1
● Metallurgy: 1
● Mechanic: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Gunsmith
● Machinist
● Metallurgy
● Mechanic
● Scrounging
Contacts: Two per term, military. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
Special: The character receives a set of small arms tools free at character generation.
Chaplain Corps, Officer only
Entry: Charisma 7+, OCS, military academy, or direct commission.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 3
● Interrogation: 2
● Language: 2
● Leadership: 1
● Observation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
● Medical
Contacts: Two per term, any area. Roll 1D10. A 8+ or higher indicates that the contact is foreign.
Special: None.
Military Police/Shore Patrol (MP or SP), Enlisted and Officer
Entry: No prerequisites; OCS, military academy, or commission (officer only.)
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Pistol): 2
● Interrogation: 1
● Language: 1
● Persuasion: 1
● Wheeled Vehicle: 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 2
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Interrogation
● Language
● Persuasion
● Wheeled Vehicle
● Melee Combat
Contacts: One per term, military. Roll 1d10 for a 6+, the contact is foreign.
Special: If more than one term is served, add +1 to initiative. Also, enlisted personnel receive a pistol and three magazines for it as part of their basic load. The weapon must be chosen from the list of personal weapons for the characters nationality on page 50 of Twilight: 2000. This career is called "MP's" or "Military Police" in the Army, Marines, or Air Force. In the Navy, they are called "SP's" or "Shore Patrol."
Chemical Corps, Enlisted and Officer
Entry: Chemistry: 1+; OCS, military academy, or commission (officer only.)
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Pistol): 1
● Chemistry: 3
● Language: 1
● Persuasion: 1
● Wheeled Vehicle: 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Warhead: 1
● Biology: 1
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Chemistry
● Language
● Persuasion
● Wheeled Vehicle
● Melee Combat
● Warhead
● Biology
Contacts: One per term, military. Roll 1d10 for a 9+, the contact is foreign.
Special: Receives a MOPP suit, Geiger counter, and (10) M256 Chemical Detector Kits at character creation.
Quartermaster and Transportation Corps, Enlisted and Officer
Entry: No prerequisites; OCS, military academy, or commission (officer only.)
First Term Skills: The character receives the following skills in the first term:
● Small Arms (Pistol): 1
● Scrounging: 3
● Language: 1
● Persuasion: 1
● Melee Combat (Armed): 1
● Melee Combat (Unarmed): 1
● Wheeled Vehicle: 4
Subsequent Term Skills: A total of five levels from any one or a combination of the following:
● Small Arms
● Scrounging
● Language
● Persuasion
● Melee Combat
● Wheeled Vehicle
Contacts: Three per term, military. Roll 1d10 for a 8+, the contact is foreign.
Special: Receives an extra $5,000 worth of gear at character creation if enlisted, and an extra $10,000 worth of gear if an officer.
JAG Corps Paralegal (Enlisted)
Entry: Law school.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 2
● Interrogation: 2
● Language: 2
● Computer: 3
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
● Computer
Contacts: Two per term, business, wealthy, criminal, law enforcement, military, or intelligence community. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
Special: The paralegal receives two Secondary Activities a term.
JAG Corps (Officer)
Entry: Law school, OCS, military academy, or commission (often direct commission.)
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 3
● Interrogation: 2
● Language: 2
● Leadership: 1
● Observation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
Contacts: Two per term, business, wealthy, criminal, law enforcement, military, or intelligence community. Roll 1D10. A 7+ or higher indicates that the contact is foreign.
Special: Lawyers receive two Secondary Activities a term.
Combat Correspondent (Enlisted)
Entry: One term as a Journalist or Undergraduate degree.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 2
● Interrogation: 2
● Language: 2
● Computer: 3
● Observation: 2
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
● Computer
Contacts: Two per term, business, wealthy, criminal, law enforcement, military, or intelligence community. Roll 1D10. A 9+ or higher indicates that the contact is foreign.
Special: The combat correspondent receives two Secondary Activities a term. In addition, s/he may be recognized by members of his/her own military.
Combat Correspondent (Officer)
Entry: One term as a Journalist or Undergraduate degree, OCS, military academy, or commission.
First Term Skills: The character receives the following skills in their first term:
● Persuasion: 3
● Interrogation: 2
● Language: 2
● Leadership: 1
● Observation: 1
Subsequent Term Skills: A total of four levels from any one or a combination of the following:
● Persuasion
● Interrogation
● Language
● Leadership
● Observation
● Instruction
Contacts: Two per term, business, wealthy, criminal, law enforcement, military, or intelligence community. Roll 1D10. A 7+ or higher indicates that the contact is foreign.
Special: The combat correspondent receives two Secondary Activities a term. In addition, s/he may be recognized by members of his/her own military.
Last edited by kato13; 02-16-2010, 06:04 AM.
Reason: Added Bold tags
Nice info. We have had discussions of Warrent Officers before but I don't think anyone has gone into the depth you did. Hope you don't mind I added bold tags to your posts for ease of reading.
First, don't some of these career paths have an excessive number of first term skills I counted some as high as 13-14.
Originally posted by WonderGoon
If you use these, be sure to closely examine the skill levels I've assigned as they may not be appropriate for your individual campaigns. (I tend to err on the slightly higher skill levels for starting PC's than most do, due to the extreme lethality level typical of my campaigns).
Secondly, some of these don't make sense without new skills: you need Sports for professional athletes and Theology for priests, for example.
Athletes are a choice in Dark Conspiracy character creation and it has 90% commonality with T2k in that area. Don't remember if priests were covered. I don't believe they added Sports or Theology as skills.
I did notice that Medics can't take medicine in secondary terms, but I seem to remember that being an issue in one of the real rulebooks as well.
First, don't some of these career paths have an excessive number of first term skills I counted some as high as 13-14.
I've always thought that was a critical problem with v2.2 character generation rules -- that they shorted the characters too much and limited flexibility far too much. Which is why I borrowed some ideas here and there and made my own.
I remember a discussion somewhere along the line where most of the posters agreed they could not generate themselves using the V2.2 rules, even being totally honest about their skills and attributes (or even being conservative).
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Re: first term skills: The variance doesn't seem to have a pattern, though. a first term enlisted engineer gets 5 skills. A first term enlisted combat correspondent gets 11. An athlete gets 4, a priest gets 9. Etc.
Athletes are a choice in Dark Conspiracy character creation and it has 90% commonality with T2k in that area. Don't remember if priests were covered. I don't believe they added Sports or Theology as skills.
The lack of such skills was, IMHO, also a weakness in DC.
Nice info. We have had discussions of Warrent Officers before but I don't think anyone has gone into the depth you did. Hope you don't mind I added bold tags to your posts for ease of reading.
Nope. Don't mind at all. I was meaning to do that.
First, don't some of these career paths have an excessive number of first term skills I counted some as high as 13-14.
Secondly, some of these don't make sense without new skills: you need Sports for professional athletes and Theology for priests, for example.
I'll address the Sports and Theology question, first.
If you look at the existing skill list, you'll note that a lot of the standard sports, baseball, football, and boxing, to name three, can be covered with existing skills.
For example, a PC might say his character used to play minor league baseball. He might pick Melee Weapons 2, Thrown Weapons 1, and CON 1. The Melee Weapons skill would cover his ability to use a baseball bat, while his Thrown Weapons skill the ability to throw a baseball (grenades and baseballs are not that different in size, after all). CON is listed in the Background Skill list as an option to take. The definition they provide is Running.
Thus, a minor league baseball player, say, an outfielder, would need to be able to hit the ball (Melee Weapons), throw the ball (Thrown Weapons), and run (CON +1). Given a four year term, he probably was a high draft pick, maybe even called up as a September call up, and got some good press, thus the minor notoriety.
By the same token, an Olympic swimmer would put her ranks in Swimming. Same for an Olympic competition shooter (or a professional shooter, for that matter).
So, no Sports skill needed, IMHO.
Theology would be handled much the same way. Persuasion, Instruction, and Language would be required to study Theology, anyway.
I'll have to address the skill points later, as I've got an appraiser here appraising my house. I'll return when I am able.
Regards,
Goon
Last edited by WonderGoon; 02-16-2010, 02:30 PM.
Reason: Realized I had made an accounting error in my outfielder example.
First, don't some of these career paths have an excessive number of first term skills I counted some as high as 13-14.
Secondly, some of these don't make sense without new skills: you need Sports for professional athletes and Theology for priests, for example.
Okay, to continue (for the first part of this answer, see post #28).
Skill points. The reason some careers have high skill points is because these are my interpretations of those careers. I am hardly an expert on things military, so if you have suggestions, please share them.
Feel free to adjust them as you need to to make them work in your campaign, as well.
Is there a particular career you think is overly skilled, for example If so, what are your suggestions for accurately portraying that career in the game
Athletes are a choice in Dark Conspiracy character creation and it has 90% commonality with T2k in that area. Don't remember if priests were covered. I don't believe they added Sports or Theology as skills.
I did notice that Medics can't take medicine in secondary terms, but I seem to remember that being an issue in one of the real rulebooks as well.
The Medic not being able to take Medical is an oversight on my part. Apologies.
(This is a perfect example of why I posted this. It's always good to have someone else read your stuff to spot errors. Thanks for catching this, Kato.)
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