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
| Slot | Talent | Wire |
|---|---|---|
| Passive | Rucksack (soldier_training.passive) | effect (talent_soldier_training_passive) |
| Basic 1 | Fundamentals (soldier_training.basic_1) | effect (talent_soldier_training_basic_1) |
| Basic 2 | Ready For Anything (soldier_training.basic_2) | effect (talent_soldier_training_basic_2) |
| Advanced 1 | Entrenchment (soldier_training.advanced_1) | effect (talent_soldier_training_entrenchment) |
| Advanced 2 | Battle Hardened (soldier_training.advanced_2) | effect (talent_soldier_training_advanced_2) |
| Mastery | Chain 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)