High guard question

I went with the following for my game. I'll see how it works out.

Upon graduation from a Naval College, the character gets the following:

Standard Graduation
-Basic set of skills from Branch at 0
-One skill from Service Skills at 1 (roll)
-One skill from Specialist Branch at 1 (roll)
-+1 EDU (to a maximum of 12)
-Ally

Honors
-Basic set of skills from Branch at 0
-One skill from Service Skills at 1 (roll)
-One skill from Specialist Branch at 1 (roll)
-One skill from Advanced Education Branch at 1 (roll)
-+2 EDU (to a maximum of 12)
-Ally and Rival
 
That definitely looks disproportionate compared to the returns you can get from a straight enlistment. And it strikes me, in any case, that the Naval Academy ought to be a more academic (no pun intended) learning, so that the skills you learn are more of the Space Sciences / Astrogation / Tactics / Leadership ilk, rather than the practical Service and Specialist skills.
 
kristof65 said:
3. Mustering out and rank. The rank tables in HG are expanded from E1 to E9 and O1 to O9 with no explanation of how to apply those to the mustering out benefits you get from addtional ranks. While this wasn't really an issue for me - I simply compared the HG and MgT tables and made some common sense correlations, I can see it being a problem for some people.

It's right above the table on page 6.
1 - 3: unchanged
4 - 5: counts as rank 4
6 -7: counts as rank 5
8+: counts as rank 6
 
phild said:
That definitely looks disproportionate compared to the returns you can get from a straight enlistment. And it strikes me, in any case, that the Naval Academy ought to be a more academic (no pun intended) learning, so that the skills you learn are more of the Space Sciences / Astrogation / Tactics / Leadership ilk, rather than the practical Service and Specialist skills.

I looked into that and was tempted to do as you indicated. The older CT rules indicated skills of that type, Naval Tactics and Vacc Suit. Like I said, I just went with an off-the-cuff solution. I didn't put in tactics since that is a Rank skill for many officers at O1. I added the extra skills because there is no advancement roll (commission does not provide an extra skill) and no event roll (which often grants a chance to get another skill with a die roll). Since the naval college student risks being booted no less than two times, I thought it was appropriate.

But I agree, a Space Sciences skill would be useful and plausible. I just didn't add it.
 
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