Prerequisites:
Skills:
Acolytes (Enlisted): Recruiting 1, Service 1, Streetwise 1, Armed Martial Arts 4, Unarmed Martial Arts 1.
Skills:
Acolytes (Enlisted): Archaic Weapons, Charm, Crime, Melee, Vice.
Promotion: 6+, DM +1 if CON 7+.
Contacts: Two per term, one each government and specialist (as per Group B Pre-Ind. Univ.).
Other Effects:
Prerequisites:
Promotion: 6+, DM +1 if STR 7+.
Contacts: One per term, criminal, law enforcement, or specialist (Streetwise).
Other Effects: Use 0.1 × SOC for income.
Prerequisites:
Skills:
Spacehands (Enlisted): Charm 1, Space Tech 2, Spacehand 1, Technician 2, Vehicle 1.
Skills:
Spacehands (Enlisted): Charm, Interaction, Space Tech, Spacehand, Technician, Vehicle, Vice.
Promotion: 7+, DM +1 if INT 7+, DM +1 if CHR 7+, DM +1/+1 if "Good Ol’ Boy."
Contacts: One per term, criminal, government, or trader.
Other Effects: 2 ship DMs per term as enlisted, or 5 ship DMs per term as officer, for a Trader.
Prerequisites:
Promotion: 7+, DM +1 if AGL 7+.
Contacts: One per term, government, intelligence community, or military.
Other Effects: 1 ship DM per term for a Scout.
Prerequisites:
All Terms
Promotion: 6+, DM +1 if EDU 7+.
Contacts: Two per term, business or government.
Other Effects:
Prerequisites:
Skills:
Enlisted: Artillery 1, Gun Combat 1, Heavy Weaponry 1, Technician 2, Vessel 3.
Skills:
Enlisted: Artillery, Charm, Heavy Weaponry, Personal Transport, Technician, Vessel, Vice.
Promotion: 6+, DM +1 if CHR 7+, DM +1/(Auto.) if "Good Ol’ Boy."
Contacts: One per term, military.
Other Effects: None.