This path is open to any Affiliation. The character must have taken either Military Enlistment or Military Academy at some point in his Life Path. This path may be taken as part of a civilian Stage 4 path, adding the time required from both stages together (but rolling for events on both).
Most planets maintain a group of reserve soldiers who train to defend their homes against raids and to assist local authorities in times of disasters. The soldiers are often retirees with some form of prior military service and they train with older equipment. They aren't meant to withstand a determined attack, but just sometimes they can surprise their enemies.
Time: +2 years
Traits: Lemon and Vehicle (2) for Mechwarrior, Aerospace Pilot, Aircraft Pilot, Cavalry and Armored Infantry trained characters only.
Skills: +1 to any three skills from your military fields
Next Path: Any the character qualifies for before taking this Life Path
2) How could the militia stand up to a full scale assault? [Choose one: Addiction (2), Disability (2), Lost Limb (2) or Combat Paralysis]
3) You swear it wasn't your fault [Demotion (1), Bad Reputation, may not choose Tour of Duty: Militia with next path]
4) The unit saw combat, and it was bad [+2 to any three skills from your military fields, Addiction(2) or Combat Paralysis]
5) A little lack of discipline [+2 Brawling, Demotion (1)]
6) Your buddies were a bad influence on you [Addiction (1)]
7) Somehow you pissed off the wrong guy [Enemy (1)]
8) Your unit did little actual training [-1 to two of the skills gained in this path]
9) Spent time with the guys after hours [Streetwise/Any +1]
10) Boring, but you put in your time [+1 to any skill]
11) You kept your nose clean and worked hard [Promotion, +1 to any one skill from your military fields]
12) The unit allows you to network [Contact (1)]
13) Training in the outback had it's advantages [Survival +2, and Tracking +2 or Sensor Operations +2]
14) Turns out you're the lucky one [Lose Lemon from this path or EDG +1]
15) You supplement your pay while you "train" [Gambling +2, Wealth (1)]
16) Training time is time well spent [+2 to two of the skills gained in this path and +1 to any skill]
17) Your military service boosts your civilian career [Wealth (2)]
18) Service in a natural disaster lands you in the spotlight [Contact (2), Good Reputation]
19) When the enemy came, you were ready! [+2 to any two skills from your military fields and choose two of the following: Brave, Good Reputation, or Promotion (2)]
20) [Choose one event or roll twice and apply both results]
This path covers both Stage 2 and Stage 3, with characters beginning at age 10 and advancing to age 17. Cannot have Combat Paralysis or any of the following above the lowest possible level: Disabled, Lost Limb, Poor Hearing, Poor Vision
An ancient tradition carried on by some mercenary units and noble families is to have their own rigorous training program, starting at a young age. Typically administered to small groups by a Master at Arms or Master Trainer of some sort, this training has a personal touch lacked by the Academies. Unfortunately, without any official credentials, the only thing the apprentice has to show for his troubles is the knowledge gained from his training.
Time: 4 years
Attribute Minimums: INT 3,WIL 3,SOC 3
Attribute Thresholds: BOD +1,DEX +1,RFL +1,CHA -1
Traits: Stigma/"Amateur"
Skills: Academic/Military History +2, Swimming +2, Interest/Any +2
Fields: Basic Training
Next Path: Advanced Apprenticeship (mandatory, part of this pass)
2) Serious accident [Poor Hearing, may take no additional military paths, choose one: Combat Paralysis, Glass Jaw, Lost Limb (2)]
3) Can't hack it [-1 to all basic training skills, WIL -1, may take no additional military paths]
4) Training exercise interrupted by a raid [+1 to Basic Training skills, Combat Paralysis or Addiction (2)]
5) Training accident [Lost Limb]
6) Some people learn well this way, but not you [Slow Learner]
7) Family sent you to apprentice because they couldn't afford school [Poverty]
8) Harsh trainer took an interest in you [Introvert, +1 to any two Basic Training skills]
9) Book worm [Academic/Any +2, Rifles -1, Martial Arts/Military -1]
10) Fellow apprentice helps you out [Contact (1)]
11) A hobby keeps you relaxed [Interest/Any +2]
12) Rival apprentice pushes you to excel [Enemy (1), +2 to any three Basic Training skills]
13) Strong mind, strong body [Choose two: Running +2, Climbing +2, Swimming +2, Acrobatics +2]
14) You show great talent [Natural Aptitude/Any Basic Training skill]
15) Cross Training [May choose a second Field for Advanced Apprenticeship, gain +1 instead of the normal +3 to skills in that field and add 1 year to the time the Path Stage takes]
16) Trained as an officer's attache [Field: Officer Training, add 1 year to the time the Path Stage takes, Contact (1)]
17) Opportunity knocks [May take Military Academy as next path instead of Advance Apprenticeship]
18) Actual combat hones your abilities [Brave, +2 to any three Military Field skills]
19) Wealthy patron is proud of your performance [Contact (2), choose Vehicle (2) and Owns Vehicle or Wealth (4) and Well Equipped (2)]
20) [Choose one event or roll twice and apply both results]
Mandatory Subpath: Advanced Apprenticeship
Basic Training graduates only
Time: 3 years
Skills: Leadership +1, add +1 to three Basic Training Skills and +1 to any other skill
Fields:
Aerospace Pilot (minimum DEX 4, RFL 4)
Aircraft Pilot (minimum DEX 4, RFL 3)
Cavalry
Dropship Pilot (minimum DEX 4)
Infantry
Marine (minimum WIL 4, may not have TDS Trait)
Mechwarrior (minimum DEX 3, RFL 4)
Scout
Ship's Crew
Events: Do not roll events for Advanced Apprenticeship .
Next Path: Comstar Service (4), Covert Ops (4, Scout only), Paramilitary Service (4), Tour of Duty: Federated Suns (4),Tour of Duty: Inner Sphere (4), Tour of Duty: Lyran Alliance (4), Tour of Duty: Nueva Castile (4), Tour of Duty: Piracy (4), Tour of Duty: Xin Sheng (4), Word of Blake Service (4)
Questions, Comments & Suggestions are welcome.