Event Roll: 9 - Training standout; recommended to the academy by your CO [Promotion; may take remaining military training (if any) in the Military Academy Path]
Nice. With his criminal connections though, a 10 fits better, so -1 EDG Thresh to get a 10.
Event Roll: 10 - Become supplier of "special" items for the base [Wealth (2), Well-Equipped, Appraisal +1]
Deciding to stay on the ground for a while, selects infantry rather than marines.
AIT: InfantryTime: 0 years (Age 19 as AIT is part of Basic Training)
Traits: Promotion
Skills: Add +1 to three Basic Training skills and +1 to any one other skill
Field: Infantry
Spec Training: Special ForcesTime: 2 years
Attribute Thresholds: Add +1 to any one threshold of player's choice
Skills: Add +1 to three Basic Training skills, +1 to half the character's AIT skills (round up) and +1 to
any one other skill
Traits: Promotion, Wealth, Well-Equipped
Field: Special Forces (Infantry or Marine Field required, minimum BOD 4, RFL 4, INT 3, WIL 5)
Well, that was nice. Out into the real world.
Stage 4 - Tour of Duty - Inner SphereTime: 2 years
Skills: Add +2 to any three skills from your Military Fields, a +1 to any two other skills
Event Roll:
Rolled 2d6 : 4, 3, total 7