Prerequisites:
Promotion: 7+, DM +1 if EDU 6+.
Contacts: One per term, business or government.
Other Effects:
Prerequisites:
Skills:
Enlisted: Armed Martial Arts (Large Blade) 1, Parachute 1, Acrobat 1, Gun Combat 2, Heavy Weaponry 1, Melee 1, Spacehand 1, Technician 1.
Enlisted: Charm, Gun Combat, Heavy Weaponry, Melee, Personal Transport, Spacehand, Vice.
Promotion: 6+, DM +1 if CON 7+, DM +1/+1 if "Good Ol’ Boy."
Contacts: One per term, military.
Other Effects: 1 ship DM per term, +1 ship DM per Special Duty, for a Trader or a Warship (player’s choice).
Prerequisites: None.
First Term
Group B: +1 STR, +1 AGL, +1 CON.
Promotion: 7+, DM +1 if AGL 7+.
Contacts: One per term, business, criminal, or specialist (Melee).
Other Effects:
Prerequisites: Homeworld Tech = Industrial+.
First Term
Promotion: 7+, DM +1 if CHR 6+.
Contacts: One per term, specialist in an area listed above.
Other Effects: None.
Prerequisites:
Skills:
Orderlies/Nurses (Enlisted): Medical (Trauma Aid) 2, Charm 1, Medical Science 2, Perception 1, Technician 1, Vehicle 1.
Skills:
Orderlies/Nurses (Enlisted): Charm, Medical Science, Perception, Technician, Vehicle.
Promotion: 6+, DM +1 if EDU 7+, DM +1/(Auto.) if "Good Ol’ Boy."
Contacts: One per term, medical.
Other Effects:
Health-Care Specialists: None.
Prerequisites:
Promotion: 6+, DM +1 if CON 7+.
Contacts: One per term, criminal, government, intelligence community, or military.
Other Effects:
Prerequisites:
Skills:
Enlisted: Explore 2, Gun Combat 1, Heavy Weaponry 1, Technician 2, Vessel 2.
Skills:
Enlisted: Charm, Explore, Gun Combat, Heavy Weaponry, Technician, Vessel, Vice.
Promotion: 6+, DM +1 if EDU 8+, DM +1/(Auto.) if "Good Ol’ Boy."
Contacts: One per term, business, law enforcement, or specialist (merchant marine).
Other Effects: Two secondary activities per term.
Prerequisites:
Skills:
Enlisted: Gun Combat 1, Space Tech 3, Spacehand 1, Technician 2.
Skills:
Enlisted: Charm, Space Tech, Spacehand, Technician, Vice.
Promotion: 6+, DM +1 if CHR 7+, DM +1/(Auto.) if "Good Ol’ Boy."
Contacts: One per term, military.
Other Effects: 2 ship DMs per term as enlisted, or 5 ship DMs per term as officer, for a Scout, a Trader, or a Warship (player’s choice).