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<blockquote data-quote="Olgar Shiverstone" data-source="post: 5527483" data-attributes="member: 5868"><p>Here's some suggestions to add/modify (a bit Army-centric in worldview, but hey -- that's what I know):</p><p></p><p></p><p></p><p>I'd add "Sling Load", since that'ts really the major skill AA teaches -- how to prep stuff to be moved by Helo. AA is a fun bonus.</p><p></p><p></p><p></p><p>Depending on how you define the skill, Armor and Artillery are not remotely the same. Armor (tanks & cavalry) is a direct fire maneuver capability; Artillery is indirect fire that in some forms uses a tracked vehicle to move from firing position to firing position. I'd make Artillery its own MOS, with skills like Heavy Weapons, Communications, Navigation, Calculation, Rockets, and Precision Fires. You could roll in mortars, too, though both my Infantry and Field Artillery brethren would kill me for suggesting it (Mortars are an Infantry system but have a lot of skills common with Field Artillery, and the Artillery tends to feel a bit threatened; the Infantry is always afraid the Artillery wants to take their mortars away).</p><p></p><p></p><p></p><p>In the Army, Combat Engineers and Construction Engineers are different fields in the same branch. The Combat guys get the demolitions, mine laying, mine clearing, and fighting position work plus Infantry skills; the construction guys build bridges, drive construction equipment, build buildings and airfields, handle electrical work, and in general the rest of the "engineering" skills.</p><p></p><p></p><p></p><p>Demolitions tends not to be a skill taught to many MOS -- as I recall, other than basic mine training common to all MOS (and technically, mines aren't demolitions), only Combat Engineers, Scouts, and EOD techs have real demolitions training as part of their core MOS. Other folks can pick up some basic skills, but there's a huge difference between knowing how to arm a block of C4 with a bit of det cord and time fuze and setting up a ring main or calculating the right amount of explosive and placement to construct an abatis or drop a bridge. (Hint: the P stands for "Plenty". Sorry ... demo joke most folks won't get).</p><p></p><p>I'd recommend adding an EOD MOS, too, for the real demolitions and ordnance specialists. Could be a prestige class sort of thing if you want.</p><p></p><p></p><p></p><p>Most MPs/SPs are "Grunts with a skill" in that they have infantry skills as well -- one of their main functions is Route and Rear Area security, which is basically an Infantry mission performed with too few people and no supporting artillery.</p><p></p><p></p><p></p><p>I'd add "Chemical Defense", "Nuclear Defense", "Nuclear Weapons" and "Chemical Reconnaissance" to the NBC skills, and make "Chemical Defense" something most characters can pick up. Oh, and the replacement term for NBC among the cool kids these days is CBRNE (Chemical, Biological, Radiological, Nuclear, & (High Yield) Explosives).</p><p></p><p></p><p>Don't forget "Crew Rest" and "Tall Tales at the Club".</p><p></p><p></p><p></p><p>Other ideas include:</p><p></p><p>Recon/Scout: Infantry Weapons, Demolitions, Vehicle Operations, Stealth, Sensors, Communications, Navigation</p><p>Commando: Assault Tactics, Language, Culture, Demolitions, Light & Heavy Weapons, Airborne & Air Assault, Communications</p><p>Sniper: Light Weapons, Stealth, Long Range Precision, Communications</p><p>Logistician: Maintenance, Supply, Transportation, Planning, Calculation</p><p>Civil Affairs: Government, language, culture, diplomacy, planning</p><p>PSYOPS: Language, culture, media arts, diplomacy, bluff, deception</p><p>REMF: Administrivia, Fobbitry, Coffee drinking, brown-nosing</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 5527483, member: 5868"] Here's some suggestions to add/modify (a bit Army-centric in worldview, but hey -- that's what I know): I'd add "Sling Load", since that'ts really the major skill AA teaches -- how to prep stuff to be moved by Helo. AA is a fun bonus. Depending on how you define the skill, Armor and Artillery are not remotely the same. Armor (tanks & cavalry) is a direct fire maneuver capability; Artillery is indirect fire that in some forms uses a tracked vehicle to move from firing position to firing position. I'd make Artillery its own MOS, with skills like Heavy Weapons, Communications, Navigation, Calculation, Rockets, and Precision Fires. You could roll in mortars, too, though both my Infantry and Field Artillery brethren would kill me for suggesting it (Mortars are an Infantry system but have a lot of skills common with Field Artillery, and the Artillery tends to feel a bit threatened; the Infantry is always afraid the Artillery wants to take their mortars away). In the Army, Combat Engineers and Construction Engineers are different fields in the same branch. The Combat guys get the demolitions, mine laying, mine clearing, and fighting position work plus Infantry skills; the construction guys build bridges, drive construction equipment, build buildings and airfields, handle electrical work, and in general the rest of the "engineering" skills. Demolitions tends not to be a skill taught to many MOS -- as I recall, other than basic mine training common to all MOS (and technically, mines aren't demolitions), only Combat Engineers, Scouts, and EOD techs have real demolitions training as part of their core MOS. Other folks can pick up some basic skills, but there's a huge difference between knowing how to arm a block of C4 with a bit of det cord and time fuze and setting up a ring main or calculating the right amount of explosive and placement to construct an abatis or drop a bridge. (Hint: the P stands for "Plenty". Sorry ... demo joke most folks won't get). I'd recommend adding an EOD MOS, too, for the real demolitions and ordnance specialists. Could be a prestige class sort of thing if you want. Most MPs/SPs are "Grunts with a skill" in that they have infantry skills as well -- one of their main functions is Route and Rear Area security, which is basically an Infantry mission performed with too few people and no supporting artillery. I'd add "Chemical Defense", "Nuclear Defense", "Nuclear Weapons" and "Chemical Reconnaissance" to the NBC skills, and make "Chemical Defense" something most characters can pick up. Oh, and the replacement term for NBC among the cool kids these days is CBRNE (Chemical, Biological, Radiological, Nuclear, & (High Yield) Explosives). Don't forget "Crew Rest" and "Tall Tales at the Club". Other ideas include: Recon/Scout: Infantry Weapons, Demolitions, Vehicle Operations, Stealth, Sensors, Communications, Navigation Commando: Assault Tactics, Language, Culture, Demolitions, Light & Heavy Weapons, Airborne & Air Assault, Communications Sniper: Light Weapons, Stealth, Long Range Precision, Communications Logistician: Maintenance, Supply, Transportation, Planning, Calculation Civil Affairs: Government, language, culture, diplomacy, planning PSYOPS: Language, culture, media arts, diplomacy, bluff, deception REMF: Administrivia, Fobbitry, Coffee drinking, brown-nosing [/QUOTE]
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