12.01.2013

Project Ozma - The Academy

Welcome to Hell

A lot of Agents look back on their years at the Academy as the worst experience of their lives, as though it were five years of the most bizarre intense fraternity hazing that the Devil himself could have thought up. Armed-forces basic training times a million. And, to be honest in many ways it is. It is a truly excruciating time. both mentally and physically. it sits like a black stain on the wall in the dungeon of memory. Agents wish they could block it out but they never will.

The other side of that same truth is that not a single OZMA agent isn't proud of having graduated from it, as proud of it as they are of anything they've ever accomplished. They know that the time in hell is necessary. We'd all be dead meat out there in the field if we hadn't been put through the Academy's brutality. The fact that I can come upon an exsurgent gnawing the limbs off a little girl and not throw up, wet themselves or break down crying is testimony to the success of their training. When they see the little glimpses of hell that punctuate their mission, they can always say. 'This isn't so bad. I've been through worse.'

Only the elite make it into the Academy, and those who make it out ... They are something else. something beyond that, something almost godlike.  Just as importantly, they are literally Consortium men. Inside and out, they belong to the Planetary Consortium. Those selected for training are already some of the most competent people alive. An elite section of the Intelligence department, called "the Committee" observes potential recruits, whittling thousands of names down to just a few hundred every five years before the real selection begins.

Potential trainees must have little in the way of close ties. When a person becomes an OZMA Agent, the Consortium doesn't want some snooping brother trying to find out where he disappeared to. Experience has shown the committee that existing family is the greatest temptation for an Agent or cadet to go AWOL. ( another reason that it permits so few agents to have outside lives ). It's rumored that on rare occasions, the Consortium will authorize the "disappearance" of one or two family members to aid in the enrollment of a particularly appealing candidate.

When an appropriately skilled and unconnected candidate is discovered, Committee members watch their every move for at least a year, sometimes longer. Often, an existing Agent will befriend the candidate at his job or pose as a neighbor and ask leading questions - never enough to reveal any information about the Project, but enough to gauge the recruits potential reaction. Then the first real contact is made.

The candidate is secretly forknapped and in VR simulspace, the Project's mission is generally outlined, with the candidates potential role in the conspiracy explained in detail.  If the recruit breaks mentally and tries to escape or threatens to go to the authorities, the fork is deleted.

If he finds the prospect appealing, even exciting, the Committee members arrange for his disappearance from normal society. Usually, an deftly constructed fatal accident or similar tragedy will occur, and the new recruit is resleeved at the academy to begin training.

The raw recruits who enter the Academy are talented men and women from many fields - soldiers and policemen, engineers and programmers, teachers. and athletes. The graduates who leave the Academy are Project OZMA agents, the most effective spies. detectives and soldiers ever forged in the fires of evolution and shaped by the hands of man.

Cadets are selected less for their skills than for their drive and potential - physical, intellectual and emotional. The combination of real passion and emotional stability is one of the rarest combinations the species can produce.
These criteria alone make the physical requirements seem almost  reasonable... not that some agents don't seem crazy - some are, but it's a special kind of crazy. As for the skills, those can be taught.

The First Few Days


Starting with the orientation speech. the instructors and administrators try to be up-front about what 's going to happen. They tell you from day one that you're in for a hell of a ride. But most of the recruits don't listen. These are men and women from all over the solar system, hand-picked because of their skills and natural abilities. Most of them are overconfident, puffed up and cocky. They're already used to adversity and think they've seen it all. Nothing scares them.

When they walk in. the recruits are excited. Just taking in the place with its campus-like feel. They hardly notice how the upperclassmen look at them - the pitying looks they get as they receive their uniforms and are shown to their barracks. They talk and exchange stories with each other; everyone is easy and confident, all smiles and back-slapping. The first few days are a cakewalk, just looking around, scouting it out. Everything seems about like they expected.

If I could say one thing to new recruits as they come in. I'd tell them 10 savor those days, to etch them into their minds as a comfort to be returned to again and again. On the morning of the fourth day, it all changes. That's when they pass out the schedules.

The Curriculum


Academy training is divided into two equally important areas: education and drills. Education, or academic learning, is the most intense scholastic training a person could receive without breaking their mind. Simulspace, accelerated to the maximum of current technological limits, extreme psychological behavioral conditioning, infomorphic forking to multiple simultaneous classes and then psychosurgically re-integrating to an Alpha Ego. The material is not all that difficult (at first), but the sheer volume of information that is learned is astounding - chemistry, physics, electronics, information technology, languages, mechanical engineering, sociology...The list goes on. The instructors expect you to read and know the material from two to three textbooks a week. If you fail a test. you get incredibly thorough and abusive tutoring from an instructor with the personality of a Rottweiler.

If you fail it again...well, no one really knows,. There is no flunking out of the Academy, though the term is used to describe a cadet who snaps under the strain and foolishly runs for it. You can't drop a class, or withdraw from study; the only way to end the schooling is looking up at a headstone.

At the same time you're receiving this force-feeding of knowledge, the drill sergeants run you through an unbelievably physically and mentally challenging battery of drills, most of which are extremely dangerous. Serious injury and "placing out" (no one is said to have simply .. died" in Academy training) become commonplace. and friendships become a luxury. When Agents talk about training being hell, they are referring to the drills, which are run every day except for Sunday.

Each day is equally divided. One month you'll do book learning in the morning, followed by a hearty lunch and drills in the afternoon. The next month it's the other way around. Either one might be bearable by itself. but the combination amplifies the stress enough to strain the most hardened cadet.

After six months, when you've finally had all you can take, they send you on furlough to some out-of-the-way pleasure-resort. Everything is paid for - many cadets realize for the first time that they'll never have to worry about money again - and you get a week in paradise.

But it never seems like long enough. Just when you think your mind and body are back to normal, just when you've finally managed to let go of the sick vigilance that's been rammed down your throat, they drag you back in.

Book Learning


To illustrate the breadth of knowledge that the Academy requires OZMA Agents to master, i'11 run through a brief summary of the subjects every recruit must learn. Basically. you're required to know everything about a few subjects, and a few things about everything.

Now. I've made it sound like every recruit has to sit through every minute of every class to survive. That's not true.  Most potential Agents already have achieved experience in one or two fields, and high competence in several others. The Academy doesn't Want to waste resources preaching to the converted. Trainees may take placement tests during the first week (after hours) to "test out" of subjects that they feel they already know. In fact the administrators have designed the curriculum with the expectation that each recruit will test out of at least two subjects. Those who don't had better be phenomenal students, or they're pretty much recycler-fab bait

This list only covers the first two years of schooling. Once a recruit is enlisted in a department their education becomes much more specialized. The basic year-three to year-five curricula will be covered shortly.

Basic Science


Agents must take courses in basic chemistry, physics, biology, zoology, botany, anatomy. medicine. ecology. geology and astronomy. This is equivalent 10 college-level course work. but proceeds much faster. Special emphasis is placed on the known anatomy and habits of exsugents and exobiology. Academy instructors surf Blacknet and read squad reports carefully for any new information that lhey could add to their classes.

In addition, the specific details of our alien-infected enemies are covered in xenology. xenobiology and xenopsychology.

Parascience


All recruits are tested for Watts-McLeod psi ability upon entering the Academy. Those with the infection are given added course work in 'parascience'. learning Lo develop and master their psychic powers. The added work exempts them from certain classes and drills - at their sergeant's discretion. Cadets with the gift generally held in high regard for their usefulness in field work, and while not coddled. they certainly have it easier than the rest.

Parascience training has no set curriculum, because each Async's abilities are unique. Each is assigned to a faculty Psi-Ops sponsor, trained individually and given assignments and lessons based on his or her particular talents. Recruits with telepathic ability are given special training in Grey telepathic communication which requires a great deal of patience, intelligence and raw psychic power to master. Those cadets who d, however, are prized agents, always drafted early by their chosen department and specifically requested by mission sponsors.

Technology


The Technology department built a special complex at the Academy in B.F. 60 that has become the model for other departments. It is constantly kept state of the art, and the instructors who teach there are considered the best - even grudgingly by instructors in other departments. The required course work is extensive, and must be broken down into sub-sections:

Computing: All Agents must be familiar with computer systems, from fabricating microchips to programming AIs. Agents must learn to repair any type of circuitry and understand the myriad formats of connections and cabling that supplement Mesh communication. In addition. each recruit must choose at least three distinct computer-based knowledges to learn.

Vehicles: The ability to repair, maintain and operate a number of vehicles, from a lunar rover to a transatmospheric shuttle required.

Weaponry: Much of what is done in later drills involves a plethora of weapons. In weaponry classes. potential agents learn how to use, dismantle, clean, repair and build a number of weapons, from knives to missile artillery.

Engineering and Mathematics: The Technology department also takes care of teaching engineering and mathematics courses. Agents are required to have a basic working knowledge of algebra, trigonometry, calculus, drafting CAD blueprints. electrical engineering and mechanical engineering.

Philosophy and Logic: Philosophy isn't ignored at the Academy; Agents joke that..."Why am I here?" takes on more relevance there than anywhere.  Principles of logic are covered in depth and turn out to be very useful in other disciplines. including computer programming,  info-sec and science. Ethics courses tend to be weighted toward Justifying the Consortium's activities, but nonetheless are taught expertly.

Social Sciences: Agents receive intense training in sociology and psychology They also are given a special course in Kinesics.

History: The Academy history department teaches history a little bit differently from your standard liberal arts college. Consortium historians have pieced together the real history of the world. The fact is, much of what traditional history teaches us has glaring holes in it due to the infopocalypse of The Fall.

Academy course work reflects this by adding facts about the Titans, the Governments, the first discovery of many of the Pandora Gates, the history or space colonization and pre-fall geopolitics, the various types of military programs that have been uncovered that were thought lost or hidden from history and so on.

Languages: Recruits are required to learn two languages other than their native tongue. The most common are English, French. Japanese, German, Russian and Spanish.

How They Make You Want To Die


Someone spent some serious time and effort thinking up the various drills that make up the Academy's "extracurricular activities". Half of every day (save Sunday) is spent maneuvering and fighting in zero gravity, freerunning through dense habitat architecture in Parkour training, bathed in blood. hacking up vomit or swimming through filth. When recruits come into the Academy, they feel like the biggest, baddest warriors in the system. After the first drill, theyre bawling like babies.

Drills start out on a precise schedule. Trainees are given a whole year's schedule, With brief description of the drills, so they have ample time to prepare (mentally and physically) for the upcoming exercises. The sergeants know that the drills are hard and want to give the recruits a fair shot at surviving them. If anyone fails to complete a drill . they receive more intense and nasty personal attention until they do...or they place out of the exercise.

In addition to hospitalization time, every potential agent receives 10 excuses a year. These exempt them from any drill for any reason, No questions are asked the sergeant simply marks the recruit absent and marks off an excuse. Cadets are told that no one has remained at the Academy for a single day after  an eleventh absence.

Year One: Endurance


The first year is spent conditioning the body to withstand the pressures of the coming year's drills and the rigors of field work. Without the endurance drills, the rest would be pointless. These drills also serve to weed out the mentally unfit very quickly. Especially the so-called "weeding drills" which tend to have a higher body count.

Weeding drills are the most agonizing of the Academy's many agonizing drills, all the more so because they're unannounced. They often test cadets psychological endurance and serve as benchmarks in a recruit's training, but their primary purpose is to gauge a future agent's physical and mental ability to withstand surprise adversities.

Their exact nature varies - perhaps a 10 mile hike under live fire after a long day of other drills - but it is usually as surprising as their timing.

Since all other drills are explained and scheduled, these earn a special place in cadet's hearts. They also tend to be more lethal.

Stamina


Stamina drills start with 10-mile runs. If you can't run 10 miles when you come into training, you'd better learn - fast. Within  a month, trainees are running marathons. By the end of the first year, recruits must finish a  triathlon. Stamina drills focus mainly on strengthening the body with long term aerobic activity. Swimming, treadmill cross-country running and free climbing are the primary activities.

The second, less emphasized, part of stamina training involves maintaining certain stances for extremely long periods of time. In one drill. a recruit must hold a pencil against the wall with his nose for three hours, If he varies from the stance and the pencil falls, he has to start over ...and keep starting over till he gets it done. This is motivation enough.

Severe Exposure


After a nice, 20-mile run, there's nothing like a couple of seconds of exposure to the shadowy vacuum of space. Nicknamed "Walkabout" the exposure drill ia a weeding drill. Each recruit must undergo the drill three times in the first year, and the drill always is unannounced. Trainees who are absent on the day a Walkabout is supposed to start are not exempted from it; they just have to do it later. Only about 85% of freshmen survive all three trips. 

Mental Strain


Some of the more creative drills fall into this category. In one example, a recruit is strapped to a chair where he is forced to solve logic puzzles on a computer, With every wrong answer or excessive delay, a hypodermic needle filled with an unknown substance inches closed to his neck. The trainee has no idea how many questions he must answer. or what's in the needle (a strong tranquilizer). Speaking of drugs, the recreational variety can't be obtained at the Academy as much as some cadets might crave the escape they bring - but they're often used in the mental strain drills. By the lime a cadet's seen his last drill of this sort, he will never be tempted to use drugs recreationally again.

An example of another drill in this category secludes trainees in isolation tanks for 10-hour stretches. the only stimulation being a man's voice mumbling incoherent poetry.

Year Two: Competition


In the first year, the recruits are only trying to survive. The only competition is against the Academy's training schedule and against their own inner demons. After the second furlough, in the late summer after the first year. the trainees return to the Academy to find that they've been ranked.

At  first, the ranks are arbitrary and highly fluid. but after a few weeks they become more serious. With the rankings comes an intense spirit of competition, which the trainees hungrily adopt the ranking system brings a sense of control over one's life at the Academy, something that is sadly lacking during the first year. Recruits are ranked in two categories, mental and physical, and the drills are set up as contests - a year-long tournament - to determine the seeding going into the Draft.

Although year two is not lethal (at least, not intentionally), it is very stressful. The recruits are never sure what the rankings are for. except that they are somehow important in the coming years. Everyone becomes an enemy, and maintaining and improving ones rank becomes an obsession for most cadets.

Mental Contests


Mental prowess is proven almost entirely through games of strategy and tactics, the purest measure of a person's mental acuity. The remaining mental contests include other strategy games. like go and backgammon. quiz challenges and debates. Competitors are given preliminary ranks based on practice games played throughout the year; these are finalized in a big tournament at the end of the second year.

Physical Contests


Physical rankings are based exclusively on 'sports - two sports to be specific: swimming and rugby. Both of these sports emphasize total body conditioning and a certain amount of mindless energy. Recruits must choose one sport to participate in, and this division creates additional competition. The swimmers think of the rugby players as graceless thugs, while the rugby players regard the swimmers as effete wimps. Physical rank is determined through a series of tournaments held throughout the year, and (like the first years, drills), half of each day is taken up by conditioning and practice. As with the mental contests, a final tournament in each sport is held t the end of the year, determining the cadets final ranking.

The Draft


By the end of year two. all the recruits are fully aware of the purpose of the rankings. They aid in the Draft. The Draft is the selection of trainees by Ozma department, each recruit is hand-picked by the department heads (with the assistance of close aides). By that time, about 150 cadets remain of a class that started with roughly 200 bodies, and the Draft takes about a week to complete.

It starts at the beginning of the second-year tournaments. where the department heads and their aides. watch the top-ranked cadets compete for their respective titles. Each trainee selects three departments of choice, and the departments all have "draft picks" which they trade, barter and wheedle out of each other. The selection process strongly resembles that of professional sports, Every cadet gets selected eventually, although the lower-ranked ones may not get into one of their preferred departments.

Once the Draft is over, the rankings are meaningless except as social badges for those who competed well during the year (kind of like graduating first in your high-school class). Early draft picks will, however, be more likely to be chosen as squad leaders in the coming years, and generally rise higher in the departmental infrastructure. The "old boys club" of aging department administrators tend to promote this altitude. Although cadets in general do not have a great deal of influence within their departments, lower-ranking cadets have to work much harder than their peers to advance and gain respect.

The most important part of the draft is that afterward, all cadets notice a subtle shift in how they're treated. Previously, they were meat - well instructed and obscenely motivated meat - but meat nevertheless. After the draft. drill sergeants start treating them with just a little respect. It's as if the drill instructors have seen the beginnings of an Agent in the cadet.

Department Curricula


Combat department curriculum


Cadets who are drafted into the combat department hold illusions of never having to crack open another text-book. After the mental bludgeoning they've received in their first two years of schooling this is an understandable desire, but it doesn't work that way.

True, combat operatives spend the majority of their time in actual training, learning through brutal experience, but they also spend at least two hours of every day until graduation studying in no particular order, tactics, diplomacy, strategy, martial-arts history, military history, anatomy, armory, ballistics and demolition.

In addition, Combat drill sergeants insists that cadets learn about combat psychology and zen meditative techniques.


Intelligence department curriculum


Years three through five take the spooks in the Academy into the realms of social maneuverings and international intrigue. Intelligence cadets are the first recruits to experience training outside the Academy habitat.

They are sent on month-long trips to some of the solar systems hot spot, immersed in the culture and language, and develop skills in surveillance, social engineering, infiltration and general subterfuge. By graduation, Intelligence operatives are fluent in at least four languages other than their native tongue and can get by in two or three others. They can also blend seamlessly into the background in a half-dozen cultures, in nearly any social setting. Intelligence operatives are reverently referred to as the "Invisible Operatives".

When not on these field trips, the cadet's classroom instruction continues at its usual breakneck pace. They study diplomacy, intelligence gathering and analysis, technology, advanced psychology for psych-ops, history and transhuman cultures


Security department curriculum


The SecOps training is varied and intense. From firefighting to paramedic training, to poison detection and remedies, to fairly advanced medical training, their schooling runs the gamut. The focus is on safety and crisis management, but SecOps also learn a great deal about psychology and behavioral modification. When things go bad on a mission, the SecOps are the ones who have to keeps things under control and get everyone to safety.

As well, Security cadets face a battery of miscellaneous classes, including ballistics and demolition, languages and diplomacy, technology and science, medicine and chemistry


Science department curriculum


In their last three years, cadets who are drafted into the science department crank the intensity of their education up yet another notch. The most scholarly of the five departments, Science believes that its Agents must have the equivalent of at least two doctorates minimum!

Called "geeks" by their peers, Science cadets are the most erudite when the day comes to leave the Academy. They study cutting edge biology, genetics, engineering, chemistry and delve deeply  into extensive Consortium studies of xenoflora and xenofauna, xenoecology and xenopsychology. They also research medicine, genetics, cell-biology, physics, electronics and pharmacology.

The last year of study for potential Science Agents involves an intense, hands-on examination of captured exsurgent-infected, former-transhumans, the myriad recorded studies of infected, biological mutated/evolved exsurgents is studied in mind-numbing detail. Geek trainees are the only cadets allowed to view the secret collection of active TITAN technology and exsurgent specimens preserved by OZMA scientists.


Technology department curriculum


With the possible exception of Combat department trainees, no one goes into their third-year schooling with as much enthusiasm as freshly drafted techies. The promise of a warehouse full of experimental technology is enough to make the most reserved techie drool with anticipation.

The Technology Annex is packed with state of the art R&D facilities. The covert lab contains the most illegally powerful computer in the solar system, equivalent to pre-fall TITAN hardware and home to a contained Promethean proto-TITAN.

In these exciting surroundings, tech cadets study robotics, engineering, imaging and sound technology, applied physics, network engineering and a vast array of programming and operating software. The incomprehensible electronics and materials of the TITAN's machines are endlessly disassembled and studied.


Year Three: Combat



Many recruit' think that combat is what the Academy is all about. This is what they wanted from the day they walked through the airlock...Well, the combat drills they go through are nothing like what they dreamed of - unless they dreamed of a 300-pound bull-sergeant synthmorph thrashing them day after day.

A lot of cadets come into the Academy knowing bow to fight, and tend to breeze through the early days...but their time comes. They are quickly sorted
out and placed in "advanced" classes, where they face opponents of comparable ability. They soon wish they hadn't been 'o full of spit and bravado.

All cadets go through a heavy battery of combat drills, but those who have been recruited into the Combat department train twice as long as their counterparts, While the Tech department hackers are spending half their days breaking into their first real hypercorp or government systems, the Combat grunts arc snapping each others limbs and learning to recognize a gun model from the sound of someone cocking the weapon.

The year of combat drills, like most of the other years. Starts out hard and intense, weeding out the unfit in a hurry. Later drills tend to be more about refining and building on the knowledge so harshly gained. In addition to !he rigorous training schedule, cadets must maintain the physical conditioning that they achieved during the previous year,

Manhandling and Skullcracking


The martial arts are taught with very little reference to their ancestral names. Karate, kung fu, jujitsu, judo - all are mashed together into a bastardization that the instructors separate into the categories "manhandling" and "skullcrushing".

Manhandling includes judo-like submission and restraining, in which the opponents, strength and weight are used against him. The techniques taught include locks, holds, throws and pins. The idea is to incapacitate and disarm the opponent with a minimum of broken bones and internal bleeding.

Skullcracking feeds the other urge. The opponent is to be reduced to a quivering mass of snapped limbs and bleeding organs. The goal is the death or permanent maiming of the enemy. and all methods, honorable or not, are taught. The body is dissected and mapped out. laying bare the most vulnerable spots - the eyes, solar plexus, groin, kneecaps, chin and elbows.

Most of the time. cadets fight each other. The instructor will pair off trainees of comparable skill, and fights are stopped at unconsciousness· On occasion, a particularly cocky recruit will find himself paired off with the drill sergeant, forced to fight for what he fears will be his life. Those who manage to knock out the sergeant are respected and revered, telling about the feat for years to come. Every so often, those who fail are actually killed and lose ground to resleeving and the mental trauma that accompanies it.


Stabbing and Shooting


Once recruits have mastered unarmed combat, they graduate to weapons. They don't get to stab and maim each other with real knives and swords, but the practice ones they train with can inflict bruises, broken limbs or more serious damage. and thus are fine for their purposes.

Cadets are also trained in the quick and accurate use of every type of gun, from .22 pistol to 30mm Gatling autogun. The Academy's gun obstacle courses are some of the best, and most lethal ever created. Fashioned like movie studio backlots, they are designed to be unerringly realistic. Opponents jump out at recruits from dark utility tunnels and maintenance grills. Gun-toting bots fire live ammunition from within dark alleyways and storefronts. Although cadets are allowed to wear light armor during these drills. many an unlucky trainee ends up in the Infirmary or resleeving.

The better part of the year is spent in gun training. For most Agents, the gun becomes a symbol of survival, a reassurance in the face of overwhelming odds. Even the most studious Science Agent carries two or three pistols on a mission.

Although all cadets are expert marksmen, there are always the elite few who think of the gun as a "wimps weapon" and opt to do their dirty work with fists, feet and hand weapons. They quickly learn to heed the wisdom of the founder of the Combat department, " If you don't carry a gun, you'd better have a helluva lot of knives."


Blowing Things Up


The final part of combat training is in demolitions. From hand grenades to plastique, all operatives have to be well versed in the art of turning things into pieces of things. Cadets learn about fuses, timers, detonators, radio-controlled bombs. mortars and artillery. Combat department agents also learn how to construct and operate larger bombs. from tactical nuclear warheads to strategic thermonuclear weapons (which everyone hopes he'll never have to use).  In addition, all cadets are taught how to recognize specific types of explosives and how to defuse many types of bombs, improvised explosive devices, chemical explosive accelerant mixtures from easily obtainable materials and so on.


Year Four: Society



The fourth year at the Academy is a welcome break from the rigorous physical training that has tasked the cadets to this point. As with the previous year trainees must keep up their physical conditioning ( passing a strenuous physical exam every three months), and most don't need to be told to spend their spare time on the firing range. but other than those things. year four is relatively calm.

This year begins the agent's training in dealing with people and situations outside of the conspiracy. During real field missions, agents have to be prepared to take on any identity from a senator to an indenture. Agents have to be convincing and comfortable in any situation, from a late-night firefight in a hotel  lobby to a black tie charity ball at a hyperelite's mansion habitat.  As such, this is the first year that cadets are taken out into the field. Cadets are selected on a rotating schedule for weekly field trips, while the others stay at the Academy, learning different social customs, how to recognize breeding and rank, how to gamble. which fork to use for salad the difference between "shaken" and stirred," etc.

Elaborate scenarios are developed by the instructors, and cadets are dropped in with specific goals but no foreknowledge of where the scenario will take them. A single days, drill might take them from the lair of a sleazy anarchist narcotics dealer to the penthouse suite at the Ascot. While this all sounds exciting and fun the penalties for failure are extreme. The instructors work hard to make these scenarios realistic, and when a cadet makes a social faux Pas, or otherwise gives his squad away, the scenario is played out. If that means the recruit is taken out back and beaten ... well, that's what happens.

By the end of the fourth year. each class is down to about 130 cadets, and the years, end is celebrated by a huge formal ball, called the General's Ball, which doubles as the year's final exam. Set up as a quagmire of political intrigue, renegade agents, basement dwelling exsurgants, double-crossing rogue psionics and their mind controlled lackies, the General's Ball is both  nerve-wracking and fun.


Year Five: Teamwork



By the fifth year, surviving cadets feel like they're ready for anything. They've been beaten and brutalized, wined, dined and refined. They've learned how to serve tea to a congressman ... or break his neck with one hand. But they soon find out that the hardest drills are yet to come.

The cadets are divided into squads and run through some of the most harrowing adventures that they'll see outside of field work. Each month, they are assigned to a new squad and sent on a new selection

of drills, each harder than the last. Here is a small sampling of the types of drills that fill the fifth and final year.

The Six-Day Maze


The six-day maze isn't really a maze, and you'd better finish it in less than six day's or you probably won't. A squad of four to eight cadets is dropped in one end of a long, narrow Martian canyon with no food or water, one knife and one handgun with six bullets. The canyon is filled with traps, TITAN headhunters, fractals, Hunter-Killers, sometimes some nanoswarms, sniper-turrets and a couple of hidden caches of weapons.

Cadets must make their way 10 miles to the other end of the canyon, retrieve a poorly sealed box full of poisonous robotic spiders and bring it back intact to their starting point. The secret weapon caches include a few more bullets for their pistol, an extra pistol or two, and some more knives. Sometimes there's even a shot-gun with some shells.

The squad can also retrieve rifles and bullets from the robot snipers that populate the walls of the canyon - if they can get to them without being shot.
Squads who don't make it back within six days are left for dead by the instructors waiting at the launch point. They are given another three days to make it back to the Academy chapterhouse (another 20 miles away). If they don't show up, they are tracked down through satellite surveillance. If they're not already dead. they'll soon wish they were: they have to do it again.


The Sacrifice


The sacrifice drill is something every squad goes through at least once, and it can take the form of any type of drill. from a trek through a fake Sewage treatment plant to a desert hike. At some point in the drill, it appears things have broken down in potentially deadly fashion. It becomes "clear" that most of the squad is going to be destroyed unless one cadet does something obviously life-threatening to save the entire group. Maybe he has to hold two wires together to keep a bomb from going off while the room fills with water and the squad escapes or he might need to stay behind in a collapsing tunnel. lifting the other squad members to safety. The instructors will not let the heroic trainee actually die. but will stage it in such a way as to make the remaining squad members think so. They will not intervene if no one steps-up to make the sacrifice. and a few squads have come back from a sacrifice drill mentally scarred upon resleeving and requiring psychological trauma treatment.


The Log


In the log drill, a squad is run through one of the more difficult gun courses. It's set up in a fake, run-down tenement building. where combat synthmorphs and robot snipers bust down doors and squad have survived and conquered this particular course during year three, but this time there's a difference - the group members are attached to a six-foot log which they have to carry with them through the course of the six-hour drill.

Each member is attached to the log via a 5' length of steel chain that's clamped to a different body location on each cadet ( leg, arm, wrist, ankle, waist or neck ). By the end of the drill. trainees have learned to maneuver the log around hallway corners, through doorway>, and up and down stairwells. The log also can be uaed as a shield from gunfire, a battering ram or makeshift weapon.


Hell's Kitchen


In this drill a squad is armed to the teeth and sent to hunt a titan terminator in a tiny, leaky habitat out in the belt filled with shipping crates. The main airlock doors open only to deadly space, but a few cramped access tunnels allow access. They know the terminator is in there somewhere, and they are told not to return without its powerless mechanical body. What they don't know is that the crates arc filled with benzine and shredded paper. and any stray gunfire is likely to set the whole habitat ablaze. The terminator is remote-controlled and pretty tough to take down. Getting out with the body without becoming plasma barbecue is quite a challenge.


Graduation



The Academy has no final exam. The 125 or so remaining cadets finish a drill, then are marched to the Academy's medical annex, backed up, their training bodies cryogenically stored and their new morphs, with the terrifyingly enhanced OMICRON muse AI implanted, awakens them to the sweetest two words they will ever hear, "Congratulations Graduates" No cadet ever forgets it.

An afternoon of speeches and pomp follow. but most graduates stand through it in a happy daze. Finally, they're led one at a time to the private office of the General for a small but formal individual ceremony and personal congratulations from General Steele. The General also takes the time to pen a hand-written letter to each graduating Agent, commenting on their performance throughout the training, commending them on their particular abilities and expressing his confidence in their ability to perform in the tough times ahead.


The new Agent receives a final furlough to another unnamed pleasure habitat, this time for a month. It's probably the last time they'll string 30 days of leave together. After that, the gentle voice of Omicron will be a constant companion.