"I was a corpsman for eight years in one of the Army's Ranger battalions before I went out on the private market. I guess I'm in serious demand—in four years I've only been back to Dubuque three times. That's my hometown, in case you were wondering.
"The benefits are therethe guys you're out jobbing with take REAL good care of you, because they know that if the doodoo starts flying, I'll take good care of them. A good "Bush Doctor" is hard to come by, so the money's usually a good ten percent better than most of the guys get, at least for the kind of jobs we've been doing.
"There are risks, though. If a guy gets hit in an ambush, if all else fails, you're the one who's supposed to get him out of there, preferably alive, and figure out some way to keep him going until you can get him to some kind of hospital.
"I do a good job, and the guys know it. Now, if only fewer of them would go and get HIT in the first place."
The medical corps includes the medics (called "corpsmen" in US service) who retrieve and perform first aid on casualties, and the doctors and nurses who treat their injuries and, if necessary, rehabilitate them.
Entry: Education 6+
First Term Skills: The character receives the following skills in the first term:
Medical (Trauma Aid) 3 for combat corpsmen, or Medical (Diagnostic/Therapeutic) 3 for Hospital orderliesl (See Special Rules for details of this proposed special rule. Otherwise just use "Medical"
Ground Vehicle (Wheeled) 1 (If the character is a shipboard naval medic, take Biology 1 instead).
Subsequent Term Skills:
Biology
Chemistry
Ground Vehicle (Wheeled)
Medical
Scrounging
Small Arms
Unarmed Martial Arts
Contacts: One per term, Military. Roll 1D10 for 8+ for the contact to be foreign.
Note: This character - combined with their Army, Navy or Air Force basic training - is a combat or hospital medic character for all services.
Special: None
Entry: Undergraduate Degree, Medical 3+, and OCS, Military Academy, or Commission (often direct commission)
First Term Skills: The character receives the following skills in the first term:
Medical (Choice: Trauma Aid or Diagnosis): 2
Biology 1
Chemistry 1
Subsequent Term Skills:
Ground Vehicle (Wheeled)
Medical
Biology
Chemistry
Scrounging
Instruction
Persuasion
Contacts: Two per term, Military or Medical. Roll 1D10 for 7+ for the contact to be foreign.
Special: None
Entry: Medical school, and OCS, military academy, or commission (often direct commission)
First Term Skills: The character receives the following skills in the first term:
Medical (Trauma Aid, Surgery or Diagnostic/Therapeutic): 3
Leadership 1
Subsequent Term Skills:
Medical (Surgery or Diagnostic)
Biology
Chemistry
Persuasion
Leadership
Contacts: Two per term, Military or Medical. Roll 1D10 for 7+ for the contact to be foreign.
Special: None