Armor

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[Armor Tactics]

[Cavalry Tactics]

"I used to play hockey in high school. I thought I knew what teamwork was then. It was nothing compared to the crew of my tank.

 "The T.C., the Tank Commander, is Staff Sergeant Whitetail. His job is a big one—guide the tank when we're driving, stay in contact with the rest of the platoon, keep a careful watch for any potential targets, and help me, the gunner, shoot them.

 "Spec4 Larusso is the driver. His job is to go where sarge tells him to. It's rough job, especially in an M1, which is so lowslung he really doesn't have much of a view of the surroundingshe depends on Sarge for his traffic reports.

 "Private Walsh is the loader. He does a lot more than just load the gunalthough when you're in tight spot a fast loader is worth more than the tank's weight in gold. He also stacks the ammo so he can get the right round out fasterit's like an art to himand, when we're driving, sticks his head out the top hatch and helps sarge watch for the enemy.

 "I'm the gunner. My job should be obvious.

 "Our tank is a pig for maintenance, so at the end of the day we each have our jobs to do. I check the electronics and the guns over. Larusso and Sarge go over the engine and tracks. Walsh helps out with both the gun and the running gear. Then we all camouflage the thing, post at least one of us as a guard, and then start to think about getting some sleep.

 "It ain't easy being the most powerful fighting force known to mankind...

 This arm includes not only tank crewmen, but Armored Cavalrymen as well. They operate armored cars and cavalry reconnaissance vehicles as well as main battle tanks.

 Click here for the basics of Armor and Armored Cavalry tactics.

TANK CREWMAN - Enlisted

 Entry: No Restrictions

 First Term Skills: The character receives the following skills in the first term:

  • Autogun 1
  • Ground Vehicle (Tracked): 2
  • Heavy Gun: 2

 Subsequent Term Skills:

  • Autogun
  • Ground Vehicle (Tracked)
  • Heavy Gun
  • Hovercraft
  • Mechanic
  • Navigation
  • Observation
  • Small Arms
  • Stealth

Contacts: 1 per term, Military, roll 1D10 for 8+ for the contact to be foreign.

 Special: None

 ARMORED CAVALRY - Enlisted

 Entry: Intelligence 5+

 First Term Skills: The character receives the following skills in the first term:

  • Ground Vehicle (tracked or wheeled): 2
  • Autogun: 1
  • Observation: 1
  • Vehicle Heavy Weapon: 1

 Subsequent Term Skills:

  • Vehicle Heavy Weapon
  • Autogun
  • Grenade Launcher
  • Small Arms
  • Tracked Vehicle
  • Wheeled Vehicle
  • Stealth
  • Observation
  • Melee Combat
  • Mechanics

 Contacts: 1 per term, Military, roll 1D10 for 8 + for the contact to be foreign.

 Special: None

 ARMOR - Officer

 Entry: OCS, Military academy, or commission

 First Term Skills: The character receives the following skills in the first term:

  • Heavy Gun: 1
  • Autogun: 1
  • Ground Vehicle (Tracked): 1
  • Navigation: 1
  • Persuasion: 1

 Subsequent Term Skills: A total of 3 levels from any one or a combination of the following:

  • Vehicle Heavy Weapon
  • Autogun
  • Grenade Launcher
  • Small Arms
  • Leadership
  • Persuasion
  • Forward Observer
  • Heavy Gun
  • Tracked Vehicle
  • Wheeled Vehicle
  • Stealth
  • Observation
  • Melee Combat
  • Mechanics

 Contacts: 2 per term, Military, roll 1D10 for 7+ for the contact to be foreign.

 Special: Armor troops in Commonwealth Armies receive black berets. Armor troops in western armies are issued a pair of fire-resistant coveralls, while armor troops in east-bloc countries get the goofiest-looking leather helmets...

 

 

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