Skills:
+2 to any 2 Field Skills (Basic Training or Mechwarrior) - Tactics/Mech, Gunnery/Ballistic/Mech
+1 to any 2 relevant skills* - Strategy, Leadership
+1 to any field skill (Basic Training or Mechwarrior), Gunnery/Ballistic/Mech
+2 to any 3 Basic Training Skills - Career/Soldier, First Aid, Rifles
+2 to half the character's AIT (Mechwarrior) skills (round up = 3) - Tactics/Mech, Gunnery/Ballistic/Mech, Piloting/Mech
+2 to any one other skill * - Strategy
+2 to any 3 military field skills, +1 to any 3 other skills - (+2 to Tactics/Mech, Gunnery/Ballistic/Mech, Piloting/Mech), +1 to Scrounge, Leadership, Strategy
+6 to any one Military Field Skill - Gunnery/Ballistic/Mech
+2 to any 2 Field Skills (all 4 available) - Strategy, Tactics/Mech
+2 to any 2 Military Field Skills - Leadership, Strategy
+3 to any 3 Basic Training Skills- Career/Soldier, First Aid, Rifles
+2 to half of the character's AIT skills (round up = 3) - Tactics/Mech, Gunnery/Ballistic/Mech, Piloting/Mech
Fields: Basic Training(x2), Mechwarrior(x2), Military Scientist(x2), Officer Training [Accounted For]
*Academic/Any +2
*Academic/FS History +5
Academic/Military History +8
Administration +5
*Bureaucracy/FS +7
Career/Military Scientist +6
Career/Soldier +15
*Computers +7
Cryptography +6
First Aid +9
Gunnery/Ballistic/Mech +21
Gunnery/Laser/Mech +6
Cunnery/Missile/Mech +6
*Interest/Any +1
Interest/Sport (any) +1
*Leadership +9
Martial Arts/Military +6
Navigation Ground +6
*Negotiation +2
*Perception +3
Piloting/Mech +12
Pistols +3
*Protocol/FS +10
Rifles +9
Running +4
*Scrounge +2
Sensor Operations +6
*Strategy +13
*Streetwise +1
Survival +2
*Swimming +2
*Tactics/Mech +29
Training +3
Of the above, pull out the skills for the campaign:
Administration +5
Bureaucracy/FS +7
Career/Soldier +15
First Aid +9
Gunnery/Ballistic/Mech (highest of the 3) +21
Leadership +9
Negotiation +2
Piloting/Mech +12
Small Arms (was Rifles) +9
Scrounge +2
Strategy +13
Tactics/Mech +29
All of the other skills that get converted:
Academic/Any +2
Academic/FS History +5
Academic/Military History +8
Career/Military Scientist +6
Computers +7
Cryptography +6
Gunnery/Laser/Mech +6
Cunnery/Missile/Mech +6
Interest/Any +1
Interest/Sport (any) +1
Martial Arts/Military +6
Navigation Ground +6
Perception +3
Pistols +3
Protocol/FS +10
Running +4
Sensor Operations +6
Streetwise +1
Survival +2
Swimming +2
Training +3
94 points to convert, divide by 2 and round up = 47 free points to spend to improve the skills above
Administration +5 [+2] = Final Bonus: +2
Bureaucracy/FS +7
Career/Soldier +15 [-2] = Final Bonus: +3
First Aid +9 [-2] = Final Bonus: +2
Gunnery/Ballistic/Mech (highest of the 3) +21
- = Final Bonus: +4 [8 - 4 = 4 Gunnery]
Leadership +9 [+4] = Final Bonus: +3
Negotiation +2 [+19] = Final Bonus: +4
Piloting/Mech +12 [+9] = Final Bonus: +4 [8 - 4 = 4 Piloting]
Small Arms (was Rifles) +9 [4] = Final Bonus: +3
Scrounge +2 [+11] = Final Bonus: +3
Strategy +13
Tactics/Mech +29 [+2] = Final Bonus: +5
So cleaned up, final skills would be:
Gunnery / Piloting 4/4
Administration: +2
Bureaucracy: +2
Career/Soldier: +3
First Aid: +2
Leadership: +3
Negotiation: +4
Small Arms: +3
Scrounge: +3
Strategy: +3
Tactics/Mech: +5
Look right?