Prerequisites:
Skills:
Enlisted: Acrobat 1, Explore 1, Gun Combat 2, Heavy Weaponry 1, Melee 2, Technician 1.
Skills:
Enlisted: Charm, Explore, Gun Combat, Heavy Weaponry, Melee, Personal Transport, Vice.
Promotion: 6+, DM +1 if CON 7+, DM +1/(Auto.) if "Good Ol’ Boy."
Contacts: One per term, military.
Other Effects: None.
Prerequisites:
Promotion: 6+, DM +1 if CHR 7+.
Contacts: One per term of any type.
Other Effects:
Prerequisites: Law School.
All Terms
Special Adventure: 7+ for Crime, Determination, Vice.
Promotion: 7+, DM +1 if EDU 7+.
Contacts: One per term, business, criminal, or government.
Other Effects:
Prerequisites:
Skills:
Enlisted: Gun Combat 1, Heavy Weaponry 1, Melee 1, Technician 4, Vehicle 1.
Skills:
Enlisted: Charm, Gun Combat, Heavy Weaponry, Melee, Technician, Vehicle, Vice.
Promotion: 6+, DM +1 if EDU 7+, DM +1/(Auto.) if "Good Ol’ Boy."
Contacts: One per term, military.
Other Effects: None.
Prerequisites: Homeworld Tech = Pre-Industrial.
First Term
Promotion: 6+, DM +1 if CHR 7+, DM +1/(Auto.) if "Good Ol’ Boy."
Contacts: One per term, barbarian (or trader, if Special Adventure).
Other Effects:
Prerequisites:
Promotion: 7+, DM +1 if INT 7+.
Contacts: One per term, business, criminal, law enforcement, or trader.
Other Effects:
Prerequisites: AGL 4+.
First Term
Promotion: 6+, DM +1 if AGL 6+.
Contacts: One per term, criminal or law enforcement.
Other Effects:
Prerequisites:
Promotion: 7+, DM +2 if INT 8+, DM +1/(Auto.) if "Good Ol’ Boy."
Contacts: Two per term, business or government.
Other Effects: +1 SOC per promotion.