Ninth Talents Sketches

Soldier Training

Generated from Lab JSON. Do not edit. Changes go in inbox/ as a whole-tree sketch.

Slug: soldier_training · Bucket: Generalist · Concept: General combat ability

Lab notes: Rucksack = weight_capacity +1/pick. get_max_weight drinks the pipeline; get_max_tech drinks tech_capacity for later talents.

Fates (personality / callout / Tapestry — not AI power):

+loyalty 0.05/rank · +compliance 0.05/rank · −improvisation 0.05/rank

SlotTalentWire
PassiveRucksack (soldier_training.passive)effect (talent_soldier_training_passive)
Basic 1Fundamentals (soldier_training.basic_1)effect (talent_soldier_training_basic_1)
Basic 2Ready For Anything (soldier_training.basic_2)effect (talent_soldier_training_basic_2)
Advanced 1Entrenchment (soldier_training.advanced_1)effect (talent_soldier_training_entrenchment)
Advanced 2Battle Hardened (soldier_training.advanced_2)effect (talent_soldier_training_advanced_2)
MasteryChain of Command (soldier_training.mastery)effect (talent_soldier_training_mastery)

Passive — Rucksack

soldier_training.passive

+1 weight budget per pick in this tree. Tech budget unchanged.

Author: Tree passive for soldier_training. Authored under Talents (kind:passive).

Wire: effect (talent_soldier_training_passive)

Basic 1 — Fundamentals

soldier_training.basic_1 · legacy fundamentals

+3 accuracy, +3 crit threshold, +3 evasion, and +3 deflect width.

Author: +3 acc / crit_threshold / eva / deflect. Shot packet: two offense, two defense. Wet-noodle Basic on purpose.

Wire: effect (talent_soldier_training_basic_1)

Basic 2 — Ready For Anything

soldier_training.basic_2 · legacy ready_for_anything

Bonus initiative in combat AND increased likelihood of negative conditions recovering between missions.

Author: CROSS-LAYER TALENT: combat-layer (initiative 1920) + campaign-layer (condition recovery 5050) under one talent ID. Each effect is layer-pure; talent shape per doctrine 1.12.

Wire: effect (talent_soldier_training_basic_2)

Advanced 1 — Entrenchment

soldier_training.advanced_1 · legacy entrenchment

Dig In costs 1 AP. While dug in: extra −1 Profile and Presence, and another 25% off indirect/AoE (50% total).

Author: Zip: 1 AP Dig In. Niceties: −1 Profile/Presence and +0.25 blast resist when.dug_in. Hook stripped.

Wire: effect (talent_soldier_training_entrenchment)

Advanced 2 — Battle Hardened

soldier_training.advanced_2 · legacy battle_hardened

Ignore Composure and Balance combat penalties. 5% less chance to be crit.

Author: axis_combat_ignore + incoming_crit_resist 5. Axis still climbs; you don't fight like you're rattled.

Wire: effect (talent_soldier_training_advanced_2)

Mastery — Chain of Command

soldier_training.mastery · legacy chain_of_command

Bonuses to issued orders AND received orders — competent in any squad role.

Author: POSTER. Sit limp until a consume exists. Future plugs (pick later, not both by default): (1) amplify issued+received orders when that system exists; (2) double squad-composition bonuses when that system exists. Tapestry answer-cookies are a separate all-player system CoC might amplify, not invent.

Wire: effect (talent_soldier_training_mastery)