WARNING this is not an invitation to start a debate on the M Word! It provides a more realistic view of a Professional Soldier then what is offered in the Soldier Class discription. I plan to add some Development packages shortly.
Ground Force Line Officers
Ground Force Line Officers lead ground force platoons, companies and battalion/regiments in the field in many cases acting as a de-facto constabulary in areas where 'normal' law enforcement has yet to take root. They also serve as civil engineers, pilots, and as defense advisors to colonial administrations and friendly governments. In many cases these missions range from helping to building structures for new colonies to defending them from pirate and marauder attacks along the frontier. The toughest missions are those involving peacekeeping where the troops are assigned to separate often still warring factions from one another or enforcing a previously arrived at settlement. Many times these missions actually involve disarming the locals and engaging in local conflict resolution . But the most prized duty is aboard starships/starbases where doing normal house keeping duties they form an adjunct to security and serve to repel boarders and/or performing inspections on alien vessels. Typically though there are not enough ground force units for all line officers to serve in and they are frequently detached to serve in other capacities aboard starships or starbases.
In doing so ground force members are called upon to perform very difficult task even when it is only to serve as a stabilizing influence in an otherwise unstable setting such as after a natural disaster or in the wake of civil conflict. In many cases such as with Starfleet Marines they are prevented from being used in their own core territory and are only found along the frontiers of their government. Within some peaceful cultures such as the Federation they are looked down upon and considered at best unwanted but needed and at worst psycho-pathic killers. But yet they all posses a wide breath of knowledge and competence to a depth and degree surprising to nearly all but themselves.
Line Officers in Star Trek: Colonel West, Major Kira Nerys
Game Information
Prerequisites: Starship Duty, Administration 2+, Negotiate 3+, Persuade 2+, Systems Operation 2+.
Attributes: All Line Officers must seek a keen balance between Intellect, Presence and Strength to perform their task adequately. However those with excellent Presence and/or Intellect are the ones who usually manage to find there way to the top. Players may choose either Intellect or Presence as thier favorite attribute.
Reactions: like the Command officer a line officer must have willpower to lead others in hazardous and often life threatening conditions where the strength of their character will be of the highest importance showing resolute determination and fearlessness.
TABLE 3.16: LINE OFFICER SKILLS
The Line Officer Professional skills, and the key attribute for each are as follows:
Investigate, Per
Negotiate, Int
Observe, Per
Persuade, Per
System Operation, Int
Tactics, Int
Professional Abilities
The following are Characteristics of being a Line Officer. A Player character automatically gains one Tier 1 Professional ability (in addition to the starship officer's duty) when created. Additional abilities can be chosen freely through advancement, provided the character meets the ability prerequisites.
Tier 1 Professional Abilities
Conflict Presence - Line officers unlike other starship officers are constantly in the sight of the personnel they lead. Therefore they must give a good account of themselves in any situation where they are performing there duties. When making a Willpower reaction test, the line officer rolls one extra die (3d6), but keeps the highest two numbers rolled. The rule for rolling double 6's still applies.
Peacekeeping Ops - Ground force line officers receive a large amount of training in conflict resolution and it is at the small platoon level where they nearly constantly have to apply it when deployed on such missions. They automatically receive one free specialty of there choice upon acquiring either the Negotiate or Persuade skills. When performing a skill test with any one of these two skills they gain a +2 bonus to their die roll.
Survival Training - Line officers, especially pilots, undertake rigorous survival training in order to increase there chance of survival in cases where they find themselves alone and cut off from immediate additional help. They Automatically gain one free specialty of there choice upon acquiring the survival skill. When performing a skill test with their survival skill they gain a +2 bonus to their die roll.
Tier 2 Professional Abilities
Ground Ops - Line officers must coordinate the actions of several smaller units of various abilities to achieve a goal within a set amount of time. They do this by applying various tactics to the given situation in a quick as means possible way. They Automatically gain one free specialty of there choice to their tactics skill upon acquiring this Professional ability. In addition they gain a +2 bonus to any initiative quickness reaction test they make during combat. Prerequisite: Tactics 3+ or Conflict Presence
Instruction - Line officers often find themselves in situations where they must instruct local populations and forces in new methods of doing something or conveying new concepts and knowledge. When attempting to explain to others a skill already gained by the character they gain a +2 modifier to the relevant skill test being made. Prerequisite: Peacekeeping Ops.
Tier 3 Professional Abilities
Indirect Command - The Character has the ability to lend his tactical and negotiating skills over great distances by use of various communication devices to the local on seen leaders. If the character is in contact with another player or NPC that player or NPC at there choosing can gain a bonus of +2 to any negotiate or tactics skill test they undertake. Prerequisite: Instruction or Tactics and/or Negotiate 6+ ea.