Provost
Perk: Fearsome Stare; Standard Operating Procedure (Check the Crowd) [2].
Skills: Body Language (Per/A) Per-1 [1] -12; Electronics Operation/TL10 (Security) (IQ/A) IQ [2] -12; Electronics Operation/TL10 (Surveillance) (IQ/A) IQ-1 [1] -11; Forced Entry (DX/E) DX+2 [+2] -15; Guns (GL) (DX/E) DX+1 [+1] -14; Interrogation (IQ/A) IQ-1 [1] -11; Intimidation (Will/A) Will [+1] -13; Law Enforcement (IQ/A) IQ [2] -12; Law (Police) (IQ/H) IQ-2 [1] -10; Search (Per/A) Per [+1] -13.
Techniques: Arm Lock (Wrestling+2) (A) [+1] -17; Handcuffing (Wrestling-1) (A) [1] -14; Retain Weapon (Pistol) (DX+1) (H) [2] -14; Retain Weapon (SMG) (DX+2) (H) [+1] -15.
Cost: 20 CPs.
Dignitary Protection
Perk: Sacrificial Parry (Wrestling) [1].
Skills: Body Language (Per/A) Per+1 [+3] -14; Electronics Operation/TL10 (Security) (IQ/A) IQ+1 [+2] -13; Electronics Operation/TL10 (Surveillance) (IQ/A) IQ [+1] -12; Fast Draw (Pistol) (DX/E) DX+2 [+1] -15; Guns (Pistol) (DX/E) DX+2 [+2] -15; Law Enforcement (IQ/A) IQ+1 [+2] -13; Search (Per/A) Per+1 [+2] -14.
Techniques: Disarming (Wrestling+2) (H) [3] -17; Targeted Attack (Pistol Shot/Vitals) (Guns Pistol-1) (H) [3] -14.
Cost: 20 CPs.
Provost Detective
Skills: Criminology/TL10 (IQ/A) IQ [2] -12; Detect Lie (Per/H) Per-2 [1] -11; Electronics Operation/TL10 (Surveillance) (IQ/A) IQ [+1] -12; Holdout (IQ/A) IQ [2] -12; Interrogation (IQ/A) IQ [+1] -12; Law (Police) (IQ/H) IQ [+2] -12; Observation (Per/A) Per+1 [+2] -14; Psychology (Applied) (IQ/H) IQ-1 [2] -11; Photography (IQ/A) IQ-1 [1] -11; Research (IQ/A) IQ [2] -12; Search (Per/A) Per+1 [+2] -14; Shadowing (IQ/A) IQ [2] -12.
Cost: 20 CPs.
Riot Squad
Advantage: Hard to Subdue 1 [2].
Perk: Shieldwall Training; Shoves and Tackles (Shield); Sure-Footed (Uneven) [3].
Skills: Guns (GL) (DX/E) DX+2 [+2] -15; Intimidation (Will/A) Will+1 [+2] -14; Shield (DX/E) DX+2 [4] -15; Shortsword (DX/E) DX+1 [+2] -14;.
Techniques: Close Hip Shooting (SMG+2) [2] -17; Retain Weapon (Shortsword+1) (H) [2] -15; Retain Weapon (SMG) (DX+2) (H) [+1] -15.
Cost: 20 CPs.
Scout
Perks: Patience of Job [1].
Skills: Camouflage (IQ/E) IQ+2 [+2] -14; Cartography/TL10 (IQ/A) IQ [2] -12; Electronics Operation/TL10 (Sensors) (IQ/A) IQ+1 [+3] -13; Electronics Repair/TL10 (Sensors) (IQ/A) IQ-1 [1] -11; Forward Observer/TL10 (Per/A) Per+1 [+2] -14; Intelligence Analysis (IQ/H) IQ-2 [1] -10; Navigation/TL10 (Land) (IQ/A) IQ+1 [+3] -13; Observation (Per/A) Per+1 [+2] -14; Stealth (DX/A) DX+1 [+2] -14; Tracking (Per/A) Per-1 [1] -12.
Cost: 20 CPs.
Pathfinder
Perks: Efficient (Navigation); Sure-Footed (Uneven) [2].
Skills: Hiking (HT/A) HT+2 [+4] -15; Navigation/TL10 (Land) (IQ/A) IQ+2 [+4] -14; Observation (Per/A) Per+1 [+2] -14; Running (HT/A) HT+1 [2] -14; Stealth (DX/A) DX+2 [+4] -15; Tracking (Per/A) Per+1 [+3] -14.
Cost: 20 CPs.
Surveyor
Perks: Efficient (Cartography and Electronic Operations: Sensors) [2].
Skills: Cartography/TL10 (IQ/A) IQ [+3] -13; Electronics Operation/TL10 (Sensors) (IQ/A) IQ+2 [+4] -14; Electronics Repair/TL10 (Sensors) (IQ/A) IQ [0] -13*; Forward Observer/TL10 (Per/A) Per+2 [+4] -15; Intelligence Analysis (IQ/H) IQ [+3] -12; Mathematics/TL10 (Surveying) (IQ/H) IQ [4] -12.
Cost: 20 CPs.
Section Gunner
Advantage: Lifting ST +1 [3]
Perks: Armourer‘s Gift (LMG or MG); Huge Weapons (ST); Special Exercises (Lifting ST) [3].
Skills: Artillery/TL10 (Guided Missiles) (IQ/A) IQ [2] -12; Armoury/TL10 (Heavy Weapons) (IQ/A) IQ [2] -12; Fast Draw (Ammo) (DX/E) DX+2 [+1] -15; Gunner (MG) (DX/A) DX+1 [+2] -14; Guns (GL) (DX/E) DX+1 [+1] -13; Guns (LAW) (DX/E) DX+1 [2] -14; Guns (LMG) (DX/E) DX+2 [+2] -15; Mechanic/TL10 (Walkbots) (IQ/A) IQ [2] -12.
Cost: 20 CPs.
Section Leader
Advantage: Military Rank 1 [5]
Skills: Administration (IQ/A) IQ [2] -12; Computer Operation (IQ/E) IQ [1] -12; Diplomacy (Upgrade from Optional Specialisation) (IQ/H) IQ-1 [+1] -11; Expert Skill (Military Science) (IQ/H) IQ-2 [1] -10; Intelligence Analysis (IQ/H) IQ-2 [1] -10; Leadership (IQ/A) IQ [2] -12; Navigation/TL10 (Land) (IQ/A) IQ+1 [+1] -12; Operations (IQ/H) IQ-2 [1] -10; Savoir-Faire (Military) (IQ/E) IQ+2 [+2] -14; Tactics (IQ/H) IQ+1 [+6] -13; Teaching (IQ/A) IQ [2] -12.
Cost: 25 CPs.
Sergeant
Advantage: Military Rank 2 [+5]
Skills: Administration (IQ/A) IQ+1 [+2] -13; Diplomacy (IQ/H) IQ [+2] -12; Intelligence Analysis (IQ/H) IQ [+3] -12; Leadership (IQ/A) IQ+2 [+6] -14; Operations (IQ/H) IQ-1 [+3] -12; Tactics (IQ/H) IQ+2 [+4] -14.
Cost: 25 CPs.
Signaller
Perks: Cross-Trained (Communications) [1].
Skills: Administration (IQ/A) IQ-1 [1] -11; Computer Operation (IQ/E) IQ [1] -12; Computer Programming (IQ/H) IQ-2 [1] -10; Cryptography (IQ/H) IQ-2 [1] -10; Electronic Operation (Communications) (IQ/A) IQ+2 [+6] -14; Electronic Operation (Electronic Warfare) (IQ/A) IQ+1 [4] -13; Electronic Repair (Communications) (IQ/A) IQ [2] -12; Electronic Repair (Electronic Warfare) (IQ/A) IQ [2] -12; Expert Skill (Computer Security) (IQ/H) IQ-2 [1] -10.
Cost: 20 CPs.
Notes
Every Marine receives new military trade training for each five year rotation. Cross-training is encouraged, but some do further specialise within their chosen niche. Each speciality is usually taught in a 16-week intensive course, but the more cerebral of them also include classes for a longer period during the rotation. In addition to their trades, Marines also take courses meant to familiarise them with given environments, usually when being stationed somewhere they might be expected to operate in such. These will appear later in this thread, but in general, a Marine will attend one or two such courses per deployment in addition to gaining a new military trade.
Specialities listed under a larger military trade are assumed to be continued training and require the character to pick the base occupational speciality first.
If the character, due to personal skills or another military trade, already has a given trait or requires more points to raise a skill than the lens grants, use the leftover points on other appropriate skills from the template.