Enlistment And Training


Everyone signs a contract of sorts when joining the military that commits them to serve for a fixed number of years (usually four). The exact contract is different for enlisted/officers but either way, it represents a binding obligation. A rule of thumb for contract length: for every month a soldier spends in his respective technical school, he commits to six months of active-duty service.

The Colonial Navy and Marines are separate branches of the Colonial Fleet, though they work together on multiple occasions. A soldier must enlist in either one or the other.

The information on this page is particularly important for people wishing to apply for Air Wing and CMC PCs. Read with care!

NOTE: Convicted felons are not permitted to become officers at this time. If you want to app a former criminal who joined the military, these crimes need to be minor offenses and be working in a low-clearance area like Deck or Engineering. Individuals who hold high-clearance positions like most officers must have good records. Those granted highest clearances must have backgrounds free of convictions and pass full-scope polygraphs about lifestyle and profession. This includes pilots, doctors, tactical officers, and similar positions.

Joining the Fleet

Enlisting in the Colonial Fleet

Enlistees must be between the ages of seventeen (17) and thirty-five (35), though parental consent is required for all 17-year-olds. In those occupations that relate to nuclear weapons, the maximum enlistment age is twenty-five (25) due to extensive training requirements.

Enlistees must complete a thorough physical examination and pass an aptitude test, their score on which will determine the occupational specialties available to them after their acceptance into the Fleet.

Boot Camp

Fleet Boot Camp is an eight-week intensive course designed to transform civilians into full-fledged soldiers. Much of Fleet Boot Camp is conducted indoors, given that much of Fleet life is spent inside a ship. These facilities have indoor marching and drill arenas, an indoor confidence course, and even indoor ranges. Days run from 0600 to lights out at 2200, guaranteeing each enlistee eight hours of sleep per night. Note that this guarantee does not include eight hours of uninterrupted sleep!

During Fleet Boot, new soldiers learn skills like swimming, first aid, teamwork, firefighting, basic damage control, firearms, drilling, Colonial law, and the like. The experience culminates with a massive twelve-hour exercise called Battle Stations, at the end of which each enlistee receives the rank of apprentice and swears their oath.

Advanced Training (A-School)

New apprentices then proceed to advanced training (or A-School in the jargon), which can last anywhere from twenty-one calendar days to a full six months. The complete list of ratings is far too long to be reproduced here, but a partial list is given below:

  • Aircraft Handler: 36 calendar days
  • Culinary Specialist: 21 calendar days
  • Damage Controlman: 40 calendar days
  • Electronic Countermeasures Technician: 6 calendar months
  • Nuclear-Trained Machinist's Mate: 6 calendar months
  • Yeoman: 45 calendar days

If you don't see your job listed, check out this page for some guidelines!

Transferring and Resigning

Branch Transfer

A transfer from one branch to another isn't as easy as transferring from one department to another (within the Navy), or from one platoon to another (within the Marines). It essentially requires quitting one branch and re-joining the other, which gets back to the first point about quitting during wartime. Needless to say, inter-branch transfers are an absolute bureaucratic nightmare, requiring special approval from the soldier's CO, the receiving department's CO, and the ship's CO.

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