Imperial Scout Career

The Imperial Scout Service (ISS) is integral to the Dominion's communication network, exploration efforts, and the maintenance of crucial relay pylons. Whether you're shuttling high-value packages, exploring unknown worlds, or maintaining vital infrastructure, the ISS provides diverse and critical roles in the Empire.

Enlistment

Qualification: 5+ (Intellect)
DM-1 for every previous career

Survival Rolls:

  Courier: Endurance 5+
Surveyor: Endurance 7+
Maintainer: Intellect 5+
 
Advancement Rolls:

  Courier: Education 9+
Surveyor: Intellect 8+
Maintainer: Intellect 5+
   
Assignments:

Courier: Shuttle messages and high-value packages, ensuring secure data transfer across the Dominion.
Surveyor: Explore and chart unknown worlds, preparing them for reintegration into the Dominion.
Maintainer: Conduct inspections, maintenance, and repairs of ISS equipment and infrastructure.

Skills and Training


Personal Development(1d6):
  1 +1 Strength
2 +1 Dexterity
3 +1 Endurance
4 +1 Intellect
5 +1 Education
6 Jack-of-all-Trades
Service Skills(1d6):
  1 Pilot (small craft or spacecraft)
2 Survival
3 Mechanic
4 Astrogation
5 Vacc Suit
6 Gun Combat (Slug)
Advanced Education(1d6):
(MIN. EDU 8)
  1 Medic
2 Language
3 Navigation
4 Explosives
5 Science
6 Jack-of-all-Trades

Courier Training(1d6):
  1 Electronics
2 Pilot (spacecraft)
3 Flyer
4 Athletics
5 Engineer
6 Astrogation
Surveyor Training(1d6):
  1 Electronics
2 Navigation
3 Science
4 Diplomat
5 Recon
6 Stealth
Maintainer Training(1d6):
  1 Engineer
2 Mechanic
3 Electronics
4 Profession
5 Admin
6 Gunner


Events


Mishaps Table (1d6):

1 - Severely Wounded: Reduce one physical characteristic by 1D.
2 - Psychological Trauma: The isolation and danger of deep space take a toll on your mind. -1 INT or -1 SOC.
3 - Mission Compromise: An important mission is compromised due to faulty data or poor planning. Roll Intelligence 8+ to salvage it. If failed, lose 1 Social Standing, and roll on the Injury table (page 49).
4 - Diplomatic Blunder: You inadvertently cause a conflict between the Dominion and a minor world or species. Gain a Rival and Diplomat 1.
5 - Navigational Error: Your ship is lost or stranded and you have to hitch-hike your way back across the stars to the nearest scout base. Gain 1D Contacts and D3 Enemies
6 - Injured: Roll on the Injury table (page 49).
Events Table (2d6):

2 - Disaster: Roll on the Mishap table but you are not ejected from this career.
3 - Ambushed: Your ship is ambushed by enemy vessels. Either run and roll Pilot 8+ to escape, or bargain with them and roll Persuade 10+. If you fail the check, then your ship is destroyed and you may not re-enlist in the Scouts at the end of this term. If you succeed, you survive and gain Electronics (sensors) 1. Either way, gain an Enemy.
4 - Covert Operation: You’re pulled into a dangerous, clandestine mission for a secret branch of the Dominion. Roll Intellect 9+. If successful, Gain an Covert Contact, Stealth 1 or Deception 1. If failed, gain and Enemy and roll on the Mishap table.
5 - Camaraderie: You form a close bond with a crew mate or a superior officer. Gain an Ally.
6 - Endless Journeys: You spend several years jumping from world to world in your scout ship. Gain one of the following skills: Astrogation 1, Electronics 1, Navigation 1, Pilot (small craft) 1, or Mechanic 1.
7 - Life Event: Roll on the Life Events table (see page 46).
8 - Cultural Exchange: You have a meaningful encounter with an alien culture or a remote human society. Gain one of Language 1, Diplomat 1, or Science 1.
9 - Exemplary service: Your exceptional service is recognized. Gain DM+2 to your next advancement roll and DM+1 to any one Benefit roll.
10 - Frontier Work: You spend time on the fringes of the Dominion, dealing with isolation, unknown dangers, or harsh conditions. Gain one of Vacc Suit 1, Engineer 1, Animals (riding or training) 1, Recon 1 or Survival 1.
11 - Rescue Operation: You are involved in a rescue mission. Roll either Medic 8+ or Engineer 8+. If you succeed, Gain a Contact and any skill of your choice at level 1. if you fail, gain an Enemy.
12 - Major Achievement: You discover a world, item or information of great worth to the Dominion. You are automatically promoted.

Rank and Benefits


------- (Rank 0): No Bonus.
Scout (Rank 1): Vacc Suit 1
------- (Rank 2): No Bonus.
Master Scout (Rank 3): Pilot 1
------- (Rank 4): No Bonus.
------- (Rank 5): No Bonus.
Scout Commander (Rank 6): +1 Social Standing (SOC).

Mustering Out

Cash:
1 20,000 Credits
2 20,000 Credits
3 30,000 Credits
4 30,000 Credits
5 50,000 Credits
6 50,000 Credits
7 50,000 Credits
Other Benefits:
1 Ship Share
2 +1 Intellect
3 +1 Education
4 Weapon
5 Weapon
6 Decomissioned Imperial Scout Ship or Any 100 dT Ship
7 Decomissioned Imperial Scout Ship or Any 100 dT Ship