CLOSE COMBAT SPECIALTIES[ +- ] BRAWLER
Gives you a +1 modifier to CLOSE COMBAT rolls in unarmed close combat.
[ +- ] MELEE
Gives you a +1 modifier to CLOSE COMBAT rolls for all hand-to-hand combat weapons, such as knives, bayonets, and clubs
[ +- ] KILLER
You can kill an incapacitated person outright without suffering any negative effects,
[ +- ] MARTIAL ARTIST
Your unarmed close combat attacks have a crit threshold of 3 instead of 4.
HEAVY WEAPONS SPECIALTIES[ +- ] MACHINEGUNNER
Gives a +1 modifier to HEAVY WEAPONS rolls for firing all types of machine guns.
[ +- ] LAUNCHER CREW
Gives a +1 modifier to HEAVY WEAPONS rolls for firing grenade launchers and missile launchers.
[ +- ] REDLEG
Gives a +1 modifier to HEAVY WEAPONS rolls when firing mortars and howitzers.
[ +- ] VEHICLE GUNNER
Gives a +1 modifier to HEAVY WEAPONS rolls when firing vehicle-mounted cannons
STAMINA SPECIALTIES[ +- ] BUILDER
Gives you a +1 modifier to STAMINA rolls made for base building.
[ +- ] LOAD CARRIER
You can carry four additional encumbrance units in your combat gear and four more in your backpack.
[ +- ] NBC
Gives a +1 modifier to STAMINA for all infection rolls, even those triggered by radiation or chemical agents. Also lets you identify nuclear, biological, and chemical weapon effects to personnel and equipment.
[ +- ] RANGER
Gives you a +1 modifier to STAMINA rolls made for marching, resisting hypothermia, and other hardships.
[ +- ] SERE TRAINING
Gives you a +1 modifier to STAMINA rolls made to resist interrogation, Psy Ops, bluffing, and torture effects.
DRIVING SPECIALTIES[ +- ] BIKER
Gives a +1 modifier to DRIVING all motorcycles and bicycles, on or off-road.
[ +- ] BOATMAN
Gives a +1 modifier to DRIVING rolls for piloting boats, including sail and rowed boats.
[ +- ] PILOT
Gives a +1 modifier to DRIVING rolls for flying fixed- and rotary-wing aircraft.
[ +- ] RACER
Gives a +1 modifier to DRIVING all wheeled vehicles except motorcycles.
[ +- ] TANKER
Gives a +1 modifier to DRIVING all tracked vehicles.
MOBILITY SPECIALTIES[ +- ] DIVER
Gives a +1 bonus to MOBILITY rolls when swimming, both across the surface and under it. Includes use of SCUBA gear.
[ +- ] MOUNTAINEER
Gives a +1 bonus to MOBILITY rolls for rappelling, ascender-climbing, and knot-tying.
[ +- ] PARATROOPER
Gives a +1 bonus to MOBILITY rolls for skydiving, as well as for reducing damage from falling.
[ +- ] PITCHER
Gives a +1 modifier to MOBILITY rolls for thrown weapons, including knives and grenades.
[ +- ] RIDER
Gives a +1 bonus to MOBILITY rolls for riding fast and performing maneuvers on horseback. Also negates the negative modifier for shooting from horseback.
[ +- ] RUNNER
Gives a +1 bonus to MOBILITY rolls for running.
RANGED COMBAT SPECIALTIES[ +- ] ARCHER
Gives a +1 modifier to RANGED COMBAT rolls for bows and crossbows.
[ +- ] RELOADER
Gives a +1 modifier to RANGED COMBAT rolls made to reload your firearm.
[ +- ] RIFLEMAN
Gives a +1 modifier to RANGED COMBAT rolls for firing assault rifles, carbines, submachine guns, and shotguns.
[ +- ] SIDEARMS
Gives a +1 modifier to RANGED COMBAT rolls for firing revolvers and pistols.
[ +- ] SNIPER
Gives a +1 modifier to RANGED COMBAT rolls for firing sniper rifles and hunting rifles.
RECON SPECIALTIES[ +- ] COMBAT AWARENESS
When drawing initiative (page 54), you may draw two cards instead of one and choose which one to act on.
[ +- ] FORWARD OBSERVER
Your RECON skill level counts as one step higher when directing indirect fire.
[ +- ] HISTORIAN
Roll RECON when you arrive at a new location. If you succeed, the Referee can tell you something significant that has happened here in the past (if anything ever did).
[ +- ] INFILTRATOR
Gives you a +1 modifier to RECON rolls when trying to remain undetected.
[ +- ] INTELLIGENCE
Roll RECON when you spot enemy troops, vehicles, and weapons. If you succeed, the Referee should tell you their stats.
[ +- ] INVESTIGATOR
Roll RECON when you spend a stretch or more investigating the scene of a crime or a battle. If you succeed, the Referee should give you some useful information about what has happened and when.
[ +- ] SCOU
Gives you a +1 modifier to RECON rolls for spotting others and avoiding ambushes.
SURVIVAL SPECIALTIES[ +- ] COOK
Gives you one additional ration of food when you or someone else in your group successfully forages, hunts or fishes.
[ +- ] FARMER
Gives a +1 modifier to SURVIVAL rolls for farming.
[ +- ] FISHER
Gives a +1 modifier to SURVIVAL rolls for fishing.
[ +- ] FORAGER
Gives a +1 modifier to SURVIVAL rolls for foraging to find food.
[ +- ] NAVIGATOR
Gives a +1 modifier when using SURVIVAL rolls for navigation.
[ +- ] HUNTER
Gives a +1 modifier to SURVIVAL rolls for hunting to obtain food.
[ +- ] QUARTERMASTER
Gives you a +1 modifier to SURVIVAL rolls for making camp and establishing a home base.
[ +- ] SCROUNGER
Gives a +1 modifier to SURVIVAL rolls for scrounging.
TECH SPECIALTIES[ +- ] BLACKSMITH
Gives a +1 modifier to TECH rolls for metalworking, forging, casting, molding, and smelting.
[ +- ] CHEMIST
Gives a +1 modifier to TECH rolls for distilling grain alcohol for fuel. Also lets you identify chemical substances correctly.
[ +- ] COMBAT ENGINEER
Gives a +1 modifier to TECH rolls for placing and disarming mines and explosive devices, and to RECON rolls to avoid mines.
[ +- ] COMMUNICATIONS
Gives a +1 modifier to TECH rolls for maintaining contact on radios, boosting a signal, using Morse code, setting up antennae, and using encryption equipment.
[ +- ] COMPUTERS
Gives a +1 modifier to TECH rolls for using or tampering with computers and ancillary devices.
[ +- ] ELECTRICIAN
Gives a +1 modifier to TECH rolls for wiring, soldering, disabling, and repairing electrical devices.
[ +- ] GUNSMITH
Gives a +1 modifier to TECH rolls for repairing firearms.
[ +- ] IMPROVISED MUNITIONS
Gives a +1 modifier to TECH rolls for making zip-guns and IEDs.
[ +- ] LOCKSMITH
Gives a +1 modifier to TECH rolls for picking locks, cracking safes, and disarming alarms.
[ +- ] MECHANIC
Gives a +1 modifier to TECH rolls for repairing engines, vehicles, generators, and pumps.
[ +- ] SCIENTIST
Roll TECH when you come across a phenomenon of any sort that requires knowledge of physics, biology, geology, or any other natural science. If you succeed, the Referee must give you some useful information about it.
COMMAND SPECIALTIES[ +- ] FRONTLINE LEADER
Gives a +1 bonus to COMMANDrolls for helping someone who is incapacitated by stress Does not affect unit morale.
[ +- ] LOGISTICIAN
When building a base, you can roll COMMAND instead of any listed skill, but only if you have help by at least one person.
[ +- ] TACTICIAN
Roll COMMAND when you spot an enemy force. If you succeed, the Referee must tell you something useful about their current organization and objectives.
MEDICAL AID SPECIALTIES[ +- ] COMBAT MEDIC
Gives a +1 modifier to MEDICAL AID rolls for helping an incapacitated character get back up. No effect on treating critical injuries.
[ +- ] COUNSELOR
Gives a +1 modifier to MEDICAL AID rolls for counseling a person suffering from long-term mental trauma.
[ +- ] FIELD SURGEON
Gives a +1 modifier to MEDICAL AID rolls for treating critical injuries.
[ +- ] GENERAL PRACTITIONER:
Gives a +1 modifier to MEDICAL AID rolls for treating disease, poison, and NBC.
[ +- ] VETERINARIAN
Gives a +1 modifier to MEDICAL AID rolls for working on animals.
PERSUASION SPECIALTIES[ +- ] LINGUIST
You know another language of your choice, well enough to be taken as native on a successful PERSUASION roll.
[ +- ] MUSICIAN
Gives a +1 bonus to PERSUASION rolls in situations where singing or playing an instrument is helpful. The Referee has final say.
[ +- ] INTERROGATOR
Gives a +1 bonus to PERSUASIONrolls for extracting information from a prisoner.
[ +- ] PSY OPS
Gives a +1 bonus to PERSUASION rolls for changing someone’s mind about a particular issue.
[ +- ] TEACHER
Gives a +1 bonus to PERSUASION rolls for teaching someone a specialty.
[ +- ] TRADER
Gives a +1 bonus to PERSUASION rolls when negotiating the price of an item.