Skills

Art pending

Brawling

Brawling is the skill of fighting within arm's reach, the oldest and most instinctive of the combat disciplines. It governs unarmed striking, grappling, throws, and holds; fighting with knives, blades, clubs, and improvised weapons; the handling of purpose-built melee arms; and ranged weapons pressed into close work, whether a bayonet fixed to a rifle or a stock driven into an opponent's face. A capable brawler reads an opponent's stance and weight, controls the distance between them, and turns the press of a melee to advantage: knowing when to close, when to break away, and how to fight in the cramped corridors, airlocks, and boarding actions where a long gun is more liability than asset. A brawler can be stripped of every weapon and still be dangerous, since the unarmed core of the discipline needs nothing but the body itself, which is why even the most heavily armed mercenary is expected to hold their own once a fight collapses to grappling range.

Art pending

Ranged

Ranged is the discipline of fighting at a distance, the art and science of putting a projectile or beam precisely where it is needed across an open gap. It governs the use of sidearms, carbines, rifles, and crew-served support weapons, along with the marksmanship that underpins them all: sighting, breath and trigger control, range estimation, leading a moving target, and the fire discipline to make every shot count when ammunition is finite. A skilled shooter accounts for the conditions a battlefield throws at them, the drift of a round in low gravity, the absence of bullet drop in vacuum, the glare and shadow of an unfiltered sun, and lays down accurate or suppressing fire as the moment demands. Where Brawling owns the press of close quarters, Ranged owns the ground between combatants, and the two together cover the full reach of a firefight from across a hangar to nose to nose.

Art pending

Medical

Medical is the discipline of keeping bodies alive and returning them to health, spanning everything from the frantic minutes of battlefield first aid to the slow work of clinical recovery. It covers the control of bleeding, the stabilising of shock and trauma, surgery, the diagnosis and treatment of disease, and the pharmacology to manage pain, infection, and the stranger ailments of life among the stars: decompression injury, radiation sickness, and the toll of long exposure to artificial environments. A capable medic triages under fire, improvises with whatever is to hand, and knows the difference between a wound that can wait and one that cannot. It is as much a scholar's discipline as a soldier's, demanding a working knowledge of anatomy, chemistry, and physiology that takes years to build and a steady hand to apply.

Art pending

Computing

Computing is the discipline of working with computers, software, and the networks that bind them, the literacy of an age in which almost every machine carries a processor. It governs the operation and programming of systems, the management and analysis of data, the repair and configuration of electronics, and the intrusion into networks that were never meant to admit you. A skilled operator moves through unfamiliar architectures with confidence, writes and reads code under pressure, coaxes function from damaged or unfamiliar hardware, and turns an enemy's reliance on their own systems against them. It is the broad foundation on which the more specialised electronic disciplines rest, and the difference between a sealed door being an obstacle and being a formality.

Art pending

Security

Security is the discipline of the systems that watch, guard, and listen, both the running of them and the defeating of them. It covers surveillance networks, sensors, alarms, and access control, the electronic countermeasures that blind or spoof them, and signals intelligence: the interception, direction-finding, and decryption of an enemy's communications. Where Computing is the general command of machines, Security is its applied edge, turned to the specific problem of who is permitted through a door, what a camera sees, and which transmissions can be pulled from the air and read. A specialist can harden a position against intrusion as readily as they can slip a hostile one open, and is as comfortable reading a stranger's traffic as concealing their own.

Art pending

Explosives

Explosives is the discipline of controlled destruction, the handling, placement, and disarming of everything from a hand grenade to a structural demolition charge. It covers the safe transport and preparation of volatile materials, the judgement to size and shape a charge for breaching a wall, dropping a structure, or clearing an obstacle, and the steady nerve required to defuse a device someone else has left behind. A specialist reads a structure for its weak points, sets cutting and breaching charges to do precisely as much damage as intended and no more, and treats mines, booby traps, and improvised devices as problems to be solved rather than feared. It is a discipline that punishes carelessness more harshly than any other, where the difference between expertise and a shallow grave is measured in seconds and centimetres.

Art pending

Defence

Defence is the discipline of not being harmed, the practised use of armour, shields, and cover to turn aside or absorb what a fight throws at you. It covers wearing armour to its best effect, knowing which plates will stop which threats and where the gaps lie, the handling of shields both physical and energetic, and the constant reading of a battlefield for the cover that keeps a body intact. A specialist moves from one piece of protection to the next without exposing themselves, maintains and seals their gear against a hostile environment, and gets the most from heavy and powered armour that a novice would find only cumbersome. It is the discipline that decides not whether you are hit, but whether being hit matters.