Minimum Occupational Requirements

    Legionaries

    General 

Three attributes at 10 or more; ST, HT, DX 9; IQ 8. (You can be weak, clumsy, stupid or frail but only one!)  

All Legionaries have an appropriate level of Rank and a Duty (Legionnaire; -15pts, may be Extremely Hazardous, depending on Role), plus Soldier or Crewman to level 12; Guns (Pistol) or Beam (Pistol)-1.

 

    Class Requirements

    Operations

HT 10.  Guns (Rifle) or Beam (Rifle)-1; Brawling or Judo or Wrestling or Karate-1; Fit or Very Fit. 

 

    Staff

At least one technical skill at level 12 with controlling attribute of at least 10. 

 

    Commisariat

Psychology-1; Detect Lies-1; Savior Faire (Military)-1; Electronics Operation (Security) or Electronics Operation (Surveillance) or Electronics Operation (Communications)-1; Rank (3+).

NB: Recruit ranks may have lesser levels of skills but will still have any listed advantages and disadvantages.

 

    Rank Requirements 

Operations and Commissariat Officers with Rank of Over Officer or higher must have Status 1.

All Officers with Rank 5 or more must have Rank minus 3 in Status.

 

    Role Requirements

Operations Troopers and many physically oriented roles: ST 10.

All members will have at least 4 points in an additional skill or skills relevant to their role, usually to at least level 12.  eg: Public Safety Officers will have Law to level 12.

 

    Vizierate

    Minor Viziers

Eidetic Memory; IQ 11; at least one IQ-based skill of level 14; Status 1; Savoir Faire (Dominion Enclave)-1.

NB:  Vizier player characters may only start as Minor Viziers.

    Vizierate Wardens

DX: 11; HT: 11.  Soldier-1; Beam (Pistol)-2; Beam (Rifle)-1; Karate or Brawling-1; Judo or Wrestling-1; Intimidation-1; Savoir Faire (Dominion Enclave)-1; Rank (1-4); Fit; Combat Reflexes or Unfazeable or Weapon Master or Luck or Intuition.

NB:  Players may only start with Rank 1-3.

 

    Ethically-Challenged Mercantile Spacers

The Dominion Legion Navy keeps the space lanes clear for shipping so there is no space piracy; it says so on the news services, and quite frequently.  If anyone were foolish enough to want to risk life and limb in such a risky profession inside a militarised state with a bored navy that likes to shoot at things, these are the sorts of roles that might be available.

Space Pirates are like most other spacers; they need people to run the ships and people to deal with the military and commercial aspects of their work.

    Roles

    Pirate Captain

Primary skills:  Shiphandling(Spaceship/TL9), Leadership, Fast-Talk, Streetwise, some combat skills, Tactics Secondary Skills:  Carousing, Diplomacy, Merchant, any ship operations skills, Strategy(Space)

    Pilot and/or Navigator

Primary skills:  Piloting(High-Performance Spacecraft/TL9), Navigation(Space/TL9), Navigation(Hyperspace/TL9) Secondary/Optional skills:  Piloting(Aerospace/TL9), Shiphandling(Spaceship/TL9), Electronics Operation (Sensors, Comms, Computer)

    Bridge Officer/Specialist Pirate

Primary skills:  Electronics Operation (Sensors and/or Comms), Computer Operation, some interesting secondary skills Secondary/Optional skills:  Combat Skills, Information Analysis, Cryptography, Interrogation, Torture, Piloting(Aerospace/TL9), Accounting, Administration, Shiphandling, Piloting(Contragravity), Tactics, Area Knowledge

    Engineer

Primary skills:  Mechanic with specialisation in at least one of (FTL Drive/TL9), (Fusion Reactor/TL9), (Reactionless Thruster/TL9), (Starship/TL9), and at least one Electronics Repair, Computer Operation Secondary/Optional skills:  Engineer(Starships or any specialisation above), Computer Programming, Armoury(Vehicular Armour)

    Cargo Specialist/Fence

Primary skills:  Freight Handling, Merchant, Streetwise, Driving(Mecha or Construction Equipment), Vacc Suit, Free Fall Secondary/Optional skills:  Hazardous Materials (any), Fast Talk, Current Affairs, Scrounging, Holdout

    Gunner

Primary skills:  Gunner(Beams), Artillery(Guided Missile),  Secondary/Optional skills:  Gunner(Cannon) , Armoury(Vehicular Armour) , Armoury(Heavy Weapons)

    Medic

Primary skills:  First Aid, Diagnosis, Physician, Electronic Operations(Medical) Secondary Skills:  Medical-related stuff

    Boarding Party/Security

Primary Skills:  Environment Suit(Vacc Suit, Battlesuit), Free Fall, Combat skills – Guns and Beams melee etc. Secondary Skills:  Demolitions, Armoury(Vehicular Armour), Piloting(Contragravity), Tactics

    General Skills

General Skills:  Spacer, Vacc Suit, Free Fall, Combat Skills, Savoir Faire(Space Pirate)

Also, by their nature I think space pirates have less rigidly defined career structures than the Dominion Navy or civilian merchanters, so feel free to mix, match and improvise.

 

NB:  The above skills are not for the Heydrich; this is not a role available to PCs., you can’t be one of them but you can be a Dominion citizen-turned-pirate or someone who has grown up among a small group of ‘militarised free traders’ on the border of Dominion Space and so is not actually a Dominion Citizen.  Both those paths present unique challenges to a character.

 

 

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