Miliitary Intelligence

"OK, drop quiz. What does this mean?"

"Within ten miles of a certain village - call it village "A" - you've just received the following information.

"An infantry unit reports hearing steady engine noises beyond the enemy's lines.

"Scouts see indications of increased enemy patrolling activity in front of them, and that they saw a glint - possibly binoculars - from the steeple of village "A"'s church.

"And one hour ago, Air Force radar reconnaisance aircraft detected a line of vehicles turning off the road about ten kilometers the other side of the enemy's lines, and moving into positions PARALLEL to your own.

"What's it mean? Well, it could be just about anything. However, my educated guess is...

"Lock, Load, and Duck. It's going to be a rough night."

Military Intelligence includes electronic intercept units, Interpreters, Interrogators, and both Intelligence and Counterintelligence agents. It also includes Psychological Warfare units the people that try to persuade the enemy to give up without fighting through various devious psychological ruses.

See the Intelligence Basics section for more information.

MILITARY INTELLIGENCE—Enlisted

Entry: Intelligence 5+

First Term Skills: The character receives ONE of the following SETS of skills in the first term:

  • Language 3, Electronics 1 (Radio Intercept specialist)

  • Language 2, Interrogation 2 (POW Interrogator)

  • Interrogation 1, Persuasion 1, and Observation 2 (Counterintelligence)

  • Computer 4 (Cyberwarfare specialist)

  • Observation 2, Electronics 2 (Photointel analyst)

  • Computer 2, Electronics 2 (ELINT specialist)

Subsequent Term Skills:

  • Language

  • Electronics

  • Interrogation

  • Observation

  • Disguise

  • Persuasion

  • Scrounging

  • Computer

Contacts: Four per term, Military. Roll 1D10 for 7+ for the contact to be foreign.

Special: None

INTELLIGENCE OFFICER

Entry: Intelligence 7+, and OCS, Military academy, or commission.

First Term Skills: The character receives the following skills in the first term:

  • Language 2

  • Interrogation 2

Subsequent Term Skills:

  • Disguise

  • Forgery

  • Interrogation

  • Language

  • Lockpick

  • Melee Combat

  • Observation

  • Persuasion

  • Small Arms

  • Stealth

Contacts: Two per term, Military or Intelligence. Roll 1D10 for 6+ for the contact to be foreign.

Special: None

Psychological Warfare

Enlisted

Entry: Intelligence 5+

First Term Skills: The character receives the following skills in the first term:

  • Persuasion 2

  • Language 2

Subsequent Term Skills:

  • Persuasion

  • Language

  • Electronics

  • Observation

  • Scrounging

  • Small Arms

  • Stealth

  • Computer

Contacts: Four per term, Military. Roll 1D10 for 7+ for the contact to be foreign.

Special: None

Officer

Entry: Intelligence 7+, and OCS, Military academy, or commission.

First Term Skills: The character receives the following skills in the first term:

  • Language 2

  • Leadership 1

  • Persuasion 2

Subsequent Term Skills: A total of four levels from any one or a combination of the following:

  • Interrogation

  • Language

  • Leadership

  • Observation

  • Persuasion

  • Small Arms

  • Stealth

Contacts: Two per term, Military or Intelligence. Roll 1D10 for 6+ for the contact to be foreign.

Special: None