Only Colonial characters can enter the Colonial Military, and thus this means that only humans will be able to join. While military designations are obviously dangerous, they do have some advantages. The character does not have to pay for upkeep and lodgings, and gets supplied with weapons and equipment as and when they need it.
Certain disadvantages are not allowed for Colonial Military characters (without a very good reason). These include:
Acceleration Weakness, Bad Sight, Blindness, Cowardice, Hard of Hearing, Lame, Laziness, Mute, One Arm, One Eye, Pacifism, Uneducated, Unfit.
All Military characters must complete basic training. This supplies some skills at basic levels to a character and includes the bare minimum needed for fighting and surviving. At the end of this, characters are free to enter their chosen military career.
Skills: Beam Weapons (Laser) at DX-1, Brawling at DX-2, Climbing at DX-2, First Aid/TL at IQ-1, Hand Weapon (Knife) at DX-1, Navigation/TL at IQ-3, Running at DX-2, Savoir-Faire (Colonial Military) at IQ-1, Survival at IQ-3, Swimming at DX-1, Throwing at DX-3, Xenology (Cylons) at IQ-2
This costs 7 points.
With the following careers, Military Training skills can always be considered secondary skills.
The Colonial Army are the ground troops of the Colonial military might. They are the ones who get shuttled around by the Fleet and then get sent into action with tanks, heavy weapons and other heavy equipment. Whilst not considered as fancy as the Colonial Warrior flyboys, the Army does have an important role to play.
Characteristics: ST 12 DX 11 IQ 10 HT 11
Primary Skills: Beam Weapons (Laser), First Aid/TL, Mechanic/TL, Orienteering, Tactics, all skills from Basic Training can be considered primary skills.
Secondary Skills: Camouflage, Computer Operation, Demolition, Escape, Fast-Draw, Holdout, Leadership, Sports (Triad), Stealth, Tracking, Vehicle (tracked and/or hovermobile)
The Tankers are the part of the Army that drive the heavy vehicles, including the ground assault vehicles and personnel carriers. They are usually up in the thick of things messing it up with Cylon combat sleds.
Characteristics: ST 12 DX 10 IQ 11 HT 11
Primary Skills: Beam Weapons (Laser), First Aid/TL, Gunner (Beam Weapons), Mechanic/TL, Orienteering, Tactics, Vehicle (Tracked), all skills from Basic Training can be considered primary skills.
Secondary Skills: Camouflage, Computer Operation, Demolition, Escape, Fast-Draw, Holdout, Leadership, Sports (Triad), Stealth, Tracking, Vehicle (hovermobile)
The Colonial Warrior is the main trooper of the Colonial Fleet. As well as being the pilot of the Viper fighter craft, they also act as boarding parties, commandos and first in strike troops of the fleet. They are trained for large scale battles, that is the job of the Colonial Army, but sometimes being first on the scene, it sometimes appears that way.
Characteristics: ST 10 DX 12 IQ 12 HT 11
Primary Skills: Astrogation/TL, Beam Weapons (Laser), Electronic Operations (Sensors), First Aid/TL, Free Fall, Gunner (Fighter Beam Weapons), Gunner (Fighter Missiles), Mechanic/TL, Orienteering, Parachuting, Piloting (Fighter craft), Piloting (Shuttle), Tactics, Vacc Suit/TL
Secondary Skills: Camouflage, Computer Operation, Demolition, Escape, Fast-Draw, Holdout, Leadership, Sports (Triad), Stealth, Tracking
Notes: Potentional Asp fighter pilots should have Electronic Operations (EW)/TL to operate the special electronic warfare equipment installed in it.
The Medtech is the medic of the Colonial Armed Forces and the one who patches you up when you're hit. Medtechs are given the same level of training as other troops and they are expected to fight with the rest. This is generally because the Cylons do not recognise medics and medical symbols as anything other than additional targets. A valued member of any team.
To design a Medtech, start with a standard Colonial Army or Warrior Designation, and then add Diagnosis/TL, Physician/TL and Physiology/TL as primary skills. Surgery/TL can be a good secondary skill.
The shuttle pilot is the standard transport pilot of the fleet. As well as flying all of the standard re-supply missions, a shuttle pilot flies the troops to the surface of a planet or disabled ship and is usually in the midst of the action on strike missions. They might not get the same publicity as Colonial Warriors, but they take their share of the action.
Characteristics: ST 10 DX 11 IQ 11 HT 10
Primary Skills: Astrogation/TL, Beam Weapons (Laser), Electronic Operations (Sensors), First Aid/TL, Freefall, Gunner (Fighter Beam Weapons), Mechanic/TL, Parachuting, Piloting (Shuttle), Vacc Suit/TL
This is a catch all for all the various positions within a starship, from the Bridge crew running communications, Gunner and piloting, to the engineers who keep the ship working, to the emergency crew and so on. When this designation is chosen, a character must select what actual section of the ship they wish to work for.
Characteristics: ST 10 DX 12 IQ 12 HT 11
Primary Skills: Area Knowledge (starship), Computer Operation/TL, Freefall, Vacc Suit
Then buy additional skills depending on the actual role of the character:
Communications and Cartography: Cartography/TL, Electronics Operation/TL (Comms), Electronics Operation/TL (Sensors)
Helm and Plotting: Astrogation/TL, Electronics Operation/TL (Sensors), Piloting (Large Ship)
Electronic Warfare: Computer Programming/TL, Electronics Operation/TL (EW), Electronics Operation/TL (Sensors), Traffic Analysis/TL
Engineering: Engineering (vehicles), Mechanic (Starship Drive), Mechanic (Power Reactor), Shipbuilding (Starship)
Gunner: Armoury/TL, Gunner (Large Ship Beam), Gunner (Large Ship Missiles), Tactics
Medical: Diagnosis/TL, Electronic Operations (Medical), Physician/TL, Physiology/TL, Surgery/TL
Secondary Skills:
Notes: A character who wishes to be an officer (and most of the Bridge crew are officers) should buy Rank of at least one level and get the Leadership skill as a primary skill.