BARD PAPER: GAIL4006
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Pre-Industrial Military Careers
I am "assuming" that there isn't one specific skill that handles
black powder cannons. (If I am wrong, *please* direct me to the proper
reference in TNE!) For now, I am handling this as a "combined" skill
attempt with Archaic Artillery *and* Early Firearms, *both* of which are
available to Pre-Industrial Tech worlds. (All skills in the "Heavy
Weapons" cluster require a Tech of "Ind+".)
I am using "Ground" Tactics to cover any and all military situations
happening on a planetary surface, whether land or sea. Naval Tactics (Ship
Tactics & Fleet Tactics) apply *only* to 3-dimensional space.
Pre-Industrial Army
(Military; New)
This is the "career" for Roman Legionaires, Charlemagne's Knights, and
King's Musketeers.
Prerequisites
STR 6+ and CON 6+.
Homeworld Hydro = Wet-, Pop = Mod+, and Tech = Pre-Ind.
First Term
Commission: 8+, DM +2 if SOC 8+ and Homeworld Gov = Low, Automatic if
SOC 8+ and Homeworld Gov = High+. (Minimum SOC 5.)
Officer Skills: Armed Martial Arts (Large Blade) 2, Leadership 2, Riding 2,
Explore 2.
Enlisted Skills: Armed Martial Arts 2, Acrobat 2, Explore 2, Melee 2.
Subsequent Term
Commission: 8+, DM +1 if INT 8+, DM +1 if CHR 8+. (Minimum SOC 5.)
Officers Skills: Ground Tactics, Acrobat, Animal Handling, Archaic Weapons,
Charm, Determination, Explore, Melee.
Enlisted Skills: Acrobat, Archaic Weapons, Charm, Explore, Melee, Vice.
All Terms
Special Adventure: 7+ for Archaic Artillery, Early Firearms, Acrobat, Animal
Handling, Crime, Interaction, Melee, Perception, Vic
Promotion: 6+, DM +1 if STR 8+, DM +2 if SOC 8+ and Homeworld Gov = Low,
Automatic if SOC 8+ and Homeworld Gov = High+.
Contacts: One per term, barbarian, government, or military; *cannot* be
"offworld."
Other Effects: No more than *one* level per term in Early Firearms.
Pre-Industrry Navy
(Military; New)
This is the "career" for Jason and the Argonauts as well as for Pirates
of the Caribbean.
Prerequisites
AGL 6+ and CON 6+.
Homeworld Hydro = Wet-, Pop = Mod+, and Tech = Pre-Ind.
First Term
Commission: 9+, DM +2 if SOC 8+ and Homeworld Gov = Low, Automatic if
SOC 8+ and Homeworld Gov = High+. (Minimum SOC 7.)
Officer Skills: Armed Martial Arts (Large Blade) 1, Leadership 2, Navigation 2,
Acrobat 1, Vessel 2
Enlisted Skills: Acrobat 3, Melee 2, Vessel 3
Subsequent Term
Commission: 9+, DM +1 if INT 8+, DM +1 if CHR 8+. (Minimum SOC 7.)
Officers Skills: Ground Tactics, Acrobat, Charm, Determination, Explore,
Melee, Vessel
Enlisted Skills: Acrobat, Charm, Determination, Melee, Vessel, Vice
All Terms
Special Adventure: 7+ for Archaic Artillery, Early Firearms, Archaic Weapons,
Crime, Explore, Interaction, Melee, Perception, Vice.
Promotion: 6+, DM +1 if INT 6+, DM +2 if SOC 8+ and Homeworld Gov = Low,
Automatic if SOC 8+ and Homeworld Gov = High+.
Contacts: One per term, barbarian, government, or military; *cannot* be
"offworld."
Other Effects: No more than *one* level per term in Early Firearms.
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