You may be a commander, a doctor, or an engineer, but at heart you are a soldier. Whatever the situation, you look for tactical advantage, know where your exits are, and size up the opposition. You never shy away from confrontation, and you must be reminded that the Patrol is a peacekeeping organization.
Attributes: HT +1 .
Advantages: A total of 40 points chosen from DX +1 , HT +1 , FP +1 to +3 [3/level], HP +1 to +3 [2/level], Basic Speed +0.25 to +1.00 [5/level], Basic Move +1 , Ambidexterity , Combat Reflexes , Cybernetics [Varies], Enhanced Defenses [Varies], Fit  or Very Fit , Gunslinger (Beam Weapons Only, -20%) , Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold , Rapid Healing , and Reputation [Varies].
Disadvantages: A total of -10 points chosen from Bad Temper [-10*], Callous [-5], Code of Honor (Soldier) [-10], Cybernetics [Varies], Honesty [-10*], Impulsiveness [-10*], Loner [-5*], Overconfidence [-5*], Pacifism (Cannot Harm Innocents) [-10], Selfless [-5*], Sense of Duty (Crew or Patrol) [-5 or -10], and Stubbornness [-5].
Skills: A total of 10 points in Beam Weapons (Pistol or Rifle), Brawling, or Fast-Draw (Pistol), all (DX/E); Judo, Karate, or Wrestling, all (DX/H); Savoir-Faire (Military) (IQ/E); Armory (Small Arms) (IQ/A); or Tactics (IQ/H).
* Multiplied for self-control number; see p. B120.
The tired veteran has seen too much combat. Perhaps you were an actual soldier who “retired” to the life of a Patrol officer to escape the constant bloodshed. You surely have Combat Reflexes and possibly Enhanced Reflexes or Reputation. Important disadvantages are Code of Honor, Pacifism, or Selfless. Savoir-Faire and Tactics reflect your long experience.
The hothead is a young fighter who may not have learned all the things battle will teach. They are probably Fit, may have High Pain Threshold, and should be Hard to Kill. They certainly have a Bad Temper and may be Callous. They focus heavily on one or two combat skills.Previous Post: Space Patrol: The Doctor
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