Working on mid-point summary. He'll need to decide on stats and how to spend his free SP as well as the SP that are add X to a field skill, etc. plus decide on traits as well.
Corrections:
Stage 3 should have 1 less Promotion and 1 less Well-Equipped, But should add Promotion to Sergeant (Rank 6).
He'll need a doctor, please hold one.
Summary so far:
ATTR (MIN/Thresh)
STR (0/6)
BOD (4/6)
DEX (3/6)
RFL (4/8) Reduce to 7
INT (4/8) Reduce to 7
WIL (5/9) Reduce to 8
CHA (0/5)
EDG (0/10) Reduce to 9 (from "any 1 threshold") to have to mechanical effect
SOC (4/9) Reduce to 8
NOTE: Still needs to allocate +1 to any threshold, twice.
Traits so far:
Natural Aptitude: Strategy
Wealth (7) Reduce to 6
Promotion, then Promotion to Sergeant Rank 6 (pre-commission, noted in case wanted to include in history)
Rival [Enemy]
Well Equipped [x10], caps at x4 [8 points], can't sell back above. Could drop from the 8 point level.
Contact (2)
Vehicle (9), Heavy Selected, Sells back 3 points
Custom Vehicle, selects Marauder MAD-3R
Owns Vehicle
Commission
Promotion (x7) [Yes, AFTER commissioning, so Rank 8 Leftenant General, will certainly buy down to Captain or Major (5 or 4 points)] Buy down to Promotion x1 to keep math same
Well Connected/New Avalon (x2) Reduce to 1
Good Reputation
Regular Skills and Skill Points (includes fields)
Admin: 3
Bureaucracy/FS: 9
Career/Soldier: 10
First Aid: 10
Gunnery/Mech: 6
Leadership: 7
Negotiation: 0
Pilot/Mech: 6
Scrounge: 0
Small Arms: 11 (Rifle, Pistol was 3, discarded)
Strategy: 9
Tactics: 15
Remove:
Academic/ Federated Suns History +2, Protocol/ Federated Suns +2, Perception +1, Academic/Any +2, Bureaucracy/Federated Suns +2, Computers +1, Swimming +2; +2 to any 2 field skills, Tactics/Mech +1, Leadership +1, Strategy +2, +1 to any 2 relevant skills, +1 to any field skill; +1 to any 3 basic training skills, +1 to half of the character's AIT skills (rounding up), strategy +2, tactics/any +2, +1 to any 3 basic training skills, +1 to half the character's AIT skills (rounding up), +2 to any 1 other skill
Basic Training Field bonus
MechWarrior Field Bonus
Special Forces Field Bonus
Skill Bonuses still to add to the above skills:
Any 2 Field Skills +2 (Mechwarrior)
Any relevant 2 skills +1 (x2)
Any field skill +1 (x2)
Any 1 skill +2 (x2)
Any 3 military field skills +2
Any other 3 skills +1
Any 1 military field skill +6
Any 3 skills +3
Any 2 Field Skills +2 (Mechwarrior)
Skills to convert to free points
Academics/any +5
Language/Affiliation +1
Interest/any sport +1
Swimming +5
Academics/Military History +4
Computers +3
Martial Arts/Military +7
Protocol/FS +6
Academic/Federated Suns History +4
Perception +2
Nav/Ground +6
Training +3
Sensor Ops +6
Blades +8
Demolitions +8
Free Fall +8
Stealth +8
SMG +6
Survival +6
Tracking +6
half of Special Forces AIT skills +1 (round up) (x2) [already added to the first 4 skills]
103 points, converts to 52 free SP to spend
Piloting and Gunnery will be converted to standard rules [8-skill value for each] once selected.
Note to self, starting skills cannot go above +5.
Apply new NAIS Subpath effects from after these modifications take effect