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Soldiers & Veterans

Soldiers & Veterans: Brothers in Arms

"Once a soldier, always a soldier."

Fourteen years. That's how long the War Between the States has been raging, with no end in sight. The battlefields back East have consumed an entire generation—young men who marched off expecting glory and instead found mud, blood, and things that shouldn't exist. Those who survived are changed. Some carry physical scars, others invisible wounds. All of them know things about death and horror that civilians can't imagine.

Out West, these battle-hardened veterans bring military discipline, combat skills, and a grim determination to survive no matter what. Some serve in the scattered garrisons that dot the frontier, others have mustered out and tried to put the war behind them. But you can always spot a veteran—it's in the way they scan for threats, how they move with purpose, and that thousand-yard stare that says they've seen more than any person should.

Whether they wear the blue of the Union, the gray of the Confederacy, or civilian clothes that can't quite hide what they are, soldiers and veterans form the backbone of frontier defense. They've faced cannon fire and cavalry charges, ghosts and abominations. A few rowdy cowboys or ornery claim jumpers don't scare them much.

What Makes Someone a Soldier or Veteran?

Not everyone who's seen a fight is a soldier. Real military men and women have training, discipline, and experience that sets them apart from civilians who've been in a scrap or two. They understand chain of command, know how to work as a unit, and can keep their heads when everything goes to hell.

Key characteristics of Soldiers & Veterans:

  • Military training in tactics, weapons, and discipline
  • Experience with organized combat and unit tactics
  • Understanding of rank structure and military protocol
  • Ability to follow orders and work as part of a team
  • Often possess the Rank Edge (for active soldiers) or Veteran o' the Weird West Edge (for those who've mustered out)
  • May have the Obligation Hindrance (active duty) or lasting effects like Lame, One-Armed Bandit, or Battle Scars
  • Hardened against fear through experience—often have good Guts and possibly Grit

Soldiers come from all walks of life. Some enlisted out of patriotic fervor when the war started, believing they'd be home by Christmas. Others were conscripted when their names were drawn. A few are career military men who've known no other life. Many are immigrants or former slaves who joined up for citizenship, steady pay, or freedom. But all of them have been through the crucible of war, and it's left its mark.

The Ongoing War

The Civil War isn't just history in 1877—it's current events. Battles still rage along the Mason-Dixon line. The November Offensives of 1876 saw massive campaigns with ghost-rock powered war machines, air carriages bombing Richmond, and Sherman's forces burning through Kentucky. Neither side gained an inch, but thousands died. Veterans out West left this meat grinder behind, but it's still grinding up new recruits every day.

Types of Soldiers & Veterans

The military experience varies widely depending on branch, rank, and where you served. Here are the most common types you'll find out West:

Union Infantry & Cavalry

Service: United States Army | Obligation: –5 (active duty) | Common Ranks: Private to Sergeant

The Union Army is larger but often less experienced than Confederate forces. They rely on numbers, industrial might, and increasingly sophisticated ghost-rock technology. Union cavalry patrol the frontier from scattered forts, while infantry garrison key positions and escort supply wagons. Both carry Winchester repeaters as standard issue, with cavalry also armed with Colt Peacemakers.

Pay: Privates earn $13 per month, corporals $14, sergeants $17-23 depending on specialty. Officers make significantly more—lieutenants earn $80-100 per month, captains $115.

Challenges: Many Union soldiers out West are recent immigrants or conscripts with minimal training. Morale suffers from being stuck at remote outposts while the "real war" happens back East. Equipment is often old or in poor repair. Officers may be political appointees rather than experienced commanders.

Confederate Infantry & Cavalry

Service: Confederate States Army | Obligation: –5 (active duty) | Common Ranks: Private to Sergeant

Confederate forces are generally more experienced, with many veterans having fought since 1863 or earlier. They make up for smaller numbers with superior training, aggressive tactics, and increasingly desperate determination. Confederate cavalry sometimes carry shotguns for close-quarters fighting, and all cavalry carry sabers (though they're rarely used in practice).

Pay: Similar to Union rates, though Confederate money isn't as stable. Many soldiers supplement their pay through "foraging" or side work.

Special Duties: Confederate forces out West often guard ghost rock shipments along the Ghost Trail from California through Arizona and New Mexico. This is dangerous work—Apache raiders, Union saboteurs, and worse all target these valuable convoys.

Officers (Both Sides)

Rank Edge Cost: 1-5 | Obligation: –5 | Ranks: 2nd Lieutenant to General

Officers command everything from a single company (95 men under a Captain) to entire armies (commanded by Generals). Out West, you'll rarely find anything larger than a regiment (10 companies) under a Lieutenant Colonel. Officers need more than combat skills—they must understand tactics, logistics, and leadership.

Essential Aptitudes for Officers:

  • Academia: military history 2+
  • Professional: tactics 2+
  • Leadership 2+
  • Overawe 2+ (for maintaining discipline)

The Weight of Command: Officers bear responsibility for their men's lives. A bad decision can get dozens killed. Good officers earn fierce loyalty; bad ones may find themselves accidentally shot by their own troops during the confusion of battle.

Provost Marshals & Military Police

Law Man Edge Cost: 3 | Obligation: –3 | Jurisdiction: Military law in war zones

The Office of the Provost Marshal maintains military law in areas affected by the war, near forts, and in occupied territories. They're essentially military police with broad powers—they can enforce conscription, capture deserters, hunt spies, and shoot people for just about any good reason under military law.

Why They're Unpopular: Provosts enforce harsh wartime laws—passport requirements, travel restrictions, anti-liquor laws, and conscription. Soldiers hate them because they catch deserters. Civilians hate them because they treat everyone as a potential spy or troublemaker. But they're usually battle-hardened combat veterans who know how to handle trouble.

Distinctive Badge: Provost guards wear tin badges to identify their authority. Unlike local lawmen, they answer only to military command.

Mustered-Out Veterans

Veteran o' the Weird West Edge: Free | No Obligation | Status: Civilian

Not all soldiers stay in the service. Some are discharged due to wounds, others desert, and a few actually complete their enlistment and muster out legally. These veterans bring military skills and experience to civilian life, though they often struggle to fit in. The things they've seen—both natural and supernatural—haunt them.

Common Veteran Backgrounds:

  • Honorably discharged after serving their time or being wounded
  • Deserters who couldn't take the horror anymore (may have the Enemy Hindrance representing the army hunting them)
  • Sole survivors of units wiped out by supernatural horrors
  • Scouts or specialists who completed special assignments and weren't re-assigned
  • Conscientious objectors who turned against the war after seeing its true cost

Special Note: The Veteran o' the Weird West Edge is free for characters who've survived encounters with supernatural horrors during the war. "You can tell by the stare. Or the way her hand slowly eases down toward her six-gun when there's trouble." These folks have seen what humanity wasn't meant to know and lived to tell the tale.

The Black Regiment

One of the horrors that haunts veterans' nightmares is the Black Regiment—a collective abomination of spectral soldiers who appeared during Sherman's Kentucky campaign in late 1876. These ghost soldiers exist only for death and destruction. They saved Confederate forces from Sherman's advance but terrified both sides. Veterans who witnessed the Black Regiment often wake screaming, and some never speak of what they saw that day.

Military Ranks & Organization

Understanding military structure is essential for soldier characters. Both Union and Confederate armies use virtually identical rank systems:

Enlisted Ranks (Non-Commissioned Officers - NCOs)

Rank Description Edge Cost
Private Ground-pounding grunts. The backbone of any army. 1
Corporal Low-level NCO. Leads a small squad. 1
Sergeant Commands a cavalry troop (50) or infantry company (100). 2
First Sergeant Senior sergeant. Handles company administration. 2
Sergeant Major Senior enlisted advisor to battalion/regiment commander. 2

Commissioned Officers

Rank Command Edge Cost
2nd Lieutenant Platoon leader or assistant to company commander. 3
1st Lieutenant Senior platoon leader or company executive officer. 3
Captain Commands a company (95 soldiers). 3
Major Battalion executive officer or staff position. 4
Lieutenant Colonel Commands a regiment (10 companies, ~950 soldiers). 4
Colonel Senior regimental commander or brigade staff. 4
Brigadier General Commands a brigade (3-4 regiments). 5
Major General Commands a division (3-4 brigades). 5

Note: Out West, you'll rarely find units larger than a regiment. Most frontier posts have a company or two at most. Brigade-sized forces only appear for major campaigns or defending key locations like Fort 51 (Union's ghost rock research facility in Nevada) or guarding the Ghost Trail (Confederate supply routes through the Southwest).

Unit Designations

Military units follow specific naming conventions:

  • Regiments: Numbered and named after their state. Example: "18th Virginia Infantry Regiment" or "7th Cavalry Regiment"
  • Union Brigades: Numbered within their division (1st Brigade, 2nd Brigade, etc.)
  • Confederate Brigades: Named after their commander (Garnett's Brigade, Pickett's Brigade)
  • Union Armies: Named after major rivers (Army of the Potomac, Army of the Ohio)
  • Confederate Armies: Named after states or regions (Army of Northern Virginia, Army of Tennessee)

Building a Soldier or Veteran Character

Here's how to create an effective military character:

Required Elements

For Active Duty Soldiers:

  • The Rank Edge (cost 1-5 depending on rank)
  • The Obligation Hindrance (–5 points, representing duty to the military)
  • Shootin': rifle 3+ (basic combat skill)
  • Fightin': brawlin' 2+ (for close combat)
  • Guts 2+ (soldiers face horrors regularly)

For Veterans:

  • Consider the Veteran o' the Weird West Edge (free if you've survived supernatural encounters)
  • Possibly physical Hindrances from war wounds: Lame, One-Armed Bandit, One Eye, Battle Scars
  • Mental scars: Loco (phobias from battlefield trauma), Night Terrors
  • The Enemy Hindrance if you deserted (the army is hunting you)
  • Good combat skills despite no longer being active duty

Essential Aptitudes

Aptitude Why You Need It Suggested Level
Shootin': rifle All soldiers carry rifles as standard issue. Winchester repeaters are common. 3-4
Shootin': pistol Officers and cavalry carry sidearms. Essential for close combat. 2-3
Fightin': brawlin' Hand-to-hand combat, bayonet work, and barroom brawls. 2-3
Guts Veterans have seen things. They're harder to scare. 2-4
Dodge Staying alive means not getting hit. Veterans learn this fast. 2-3
Horse ridin' Cavalry essential. Useful for everyone else. 2-4
Area knowledge Knowing your post, local terrain, and tactical positions. 2-3

Useful Aptitudes for Officers

  • Academia: military history - Understanding past campaigns and tactics
  • Professional: tactics - Battlefield strategy and unit coordination
  • Leadership - Inspiring troops and maintaining morale
  • Overawe - Maintaining discipline and commanding respect
  • Persuasion - Dealing with civilians and negotiating with locals

Useful Aptitudes for Specialists

  • Scrutinize - Scouts and intelligence gatherers
  • Trackin' - Following enemy movements or deserters
  • Survival - Living off the land during long patrols
  • Demolition - Sappers and engineers working with explosives
  • Tinkerin' - Maintaining and repairing equipment in the field
  • Medicine - Field medics and surgeons
  • Level-Headed (5 points) - Discard lowest Action Card and draw again. Combat veterans keep their cool.
  • Nerves o' Steel (1 point) - Can choose to stand ground instead of fleeing when failing guts checks. Stubborn soldiers don't run.
  • Sand (1-5 points) - Add +1 per level to stun and recovery checks. Grit and determination to keep fighting.
  • Thick-Skinned (3 points) - Reduce wound penalty by 1. Veterans shrug off injuries that would drop others.
  • Tough as Nails (1-5 points) - Add +2 Wind per level. Soldiers learn to fight through exhaustion and pain.
  • Quick Draw (3 points) - Draw weapon as a free action. Useful for cavalry who need to switch from rifle to pistol.
  • Rank (1-5 points) - Required for active duty soldiers. Determines your position in the military hierarchy.

Common Hindrances

  • Obligation (–5 points) - Active duty soldiers serve their country and follow orders. They can't just quit when things get tough.
  • Enemy (various) - Deserters are hunted by provost marshals. Some veterans have feuds with former comrades or enemies from the war.
  • Lame (–3 or –5) - Wounded in action. Leg injuries are common from cannonball fragments or cavalry charges.
  • One-Armed Bandit (–3) - Lost an arm to amputation after battle wounds or supernatural encounter.
  • One Eye (–3) - Lost in combat. –2 to sight-based rolls and ranged attacks.
  • Battle Scars (–1 or –3) - Hideous scarring from burns, shrapnel, or worse. Makes folks uncomfortable.
  • Loco: phobia (–1 to –3) - Fear of loud noises (cannon fire), enclosed spaces (being buried alive), darkness, etc. Battle trauma leaves mental scars.
  • Night Terrors (–1) - Wake up screaming from battlefield nightmares. –2 to Vigor rolls to avoid fatigue from poor sleep.
  • Veteran o' the Reckoning (varies) - Saw supernatural horrors during the war. May have specific phobias or heightened awareness.
Grit: The Veteran's Edge

Characters who've survived major supernatural encounters gain Grit—a measure of their willpower and exposure to terror. Grit adds to all guts checks. Veterans who've fought walkin' dead, faced ghosts on the battlefield, or survived encounters with abominations often have Grit 1-3. It represents the iron in their spine that keeps them standing when others flee. Maximum Grit is 5, and it can be lost by going bust on a guts check against TN 9 or higher—reminding even hardened veterans that there are things worse than cannon fire.

Standard Military Equipment

Soldiers carry government-issue gear, though veterans may have acquired better equipment over the years:

Standard Union Infantry/Cavalry Loadout

  • Winchester 1873 repeater - $15, Damage 3d6, Range 15, ROF 1, Shots 15, Speed 1
  • Colt Peacemaker (cavalry and officers only) - $15, Damage 3d6, Range 10, ROF 2, Shots 6, Speed 1
  • Bayonet - $2, Damage Strength +1d4 (when mounted on rifle)
  • Saber (cavalry only) - $10, Damage Strength +1d6
  • 100 rounds ammunition - $2
  • Uniform, bedroll, mess kit - Standard issue
  • Horse and tack (cavalry) - Government provided

Standard Confederate Infantry/Cavalry Loadout

  • Winchester 1873 repeater - Same as Union issue
  • Colt Peacemaker (cavalry and officers) - Same as Union issue
  • Double-barreled shotgun (some cavalry) - $25, Damage 1-3d6, Range 10, ROF 1 or 2, Shots 2, Speed 1
  • Saber (cavalry) - Rarely used but carried for tradition
  • Bayonet - Same as Union
  • Ammunition and gear - Often older or in poorer condition than Union equipment

Veteran-Acquired Gear

Veterans who've been through multiple campaigns often acquire better equipment through battlefield salvage, purchase, or "liberation from the enemy":

  • Captured weapons - Many veterans carry a mix of Union and Confederate arms
  • Personal sidearms - Better pistols purchased with saved pay
  • Customized rifles - Modified for better accuracy or faster loading
  • Quality ammunition - Handloaded or purchased from civilian sources
  • Survival gear - Better canteens, compass, maps, field glasses
  • Trophies - Captured flags, enemy insignia, or more grisly souvenirs

Military Life & Tactics

Understanding military life helps you roleplay a soldier or veteran effectively:

Chain of Command

Soldiers follow orders. It's that simple—and that complicated. You obey your immediate superior, who obeys theirs, all the way up to the generals and ultimately the President (Union) or President Davis (Confederacy). Good officers earn respect through competence and caring for their men. Bad officers hide behind rank and threaten court-martial.

Veterans who've mustered out no longer have to follow orders, but habits die hard. They still respect rank, understand military protocol, and can work within a command structure when needed. But they also know when orders are stupid, and they've earned the right to say so—at least to civilians.

Unit Cohesion & Brotherhood

Soldiers form bonds stronger than family. You trust your life to the men beside you, and they trust theirs to you. A soldier will die for his unit, his brothers-in-arms. This loyalty extends beyond active service—veterans look out for each other, even years later.

But there are limits. Some units are thrown together from conscripts and don't have time to bond. Others are broken by horror—supernatural encounters that kill most of the unit and traumatize survivors. And sometimes, soldiers witness atrocities by their own side that break their loyalty entirely.

Combat Tactics

Military training teaches specific approaches to combat:

Fire Discipline: Don't waste ammunition. Aimed fire beats spray-and-pray. Wait for orders before shooting unless under immediate attack.

Cover and Concealment: Use terrain. A soldier who stands in the open is a dead soldier. Get behind rocks, trees, buildings. Stay low.

Mutual Support: Watch your battle buddy's back. Covering fire lets your partner advance or reload. Work together.

Tactical Retreat: Sometimes you fall back to better positions. This isn't cowardice—it's smart tactics. Soldiers who try to hold untenable ground die stupidly.

Reconnaissance: Scout before committing. Know the terrain, enemy positions, escape routes. Information saves lives.

Night Operations: Many military actions happen at night. Reduced visibility favors those who know what they're doing.

Facing the Supernatural

Soldiers face things beyond normal combat. The Reckoning at Gettysburg in 1863 unleashed horrors onto the battlefield, and they haven't stopped. Veterans have seen:

  • Walkin' Dead - Soldiers killed in battle rising to fight again
  • Ghost Soldiers - The Black Regiment and other spectral forces
  • Abominations - Things that defy description, born from the mass death of war
  • Mad Science Weapons - Ghost rock-powered death machines, air carriages dropping bombs, experimental weapons
  • Supernatural Combatants - Enemy hexslingers, blessed warriors, shamans

These encounters build Grit but also leave scars. Soldiers learn to face supernatural threats through training, unit cohesion, and sheer determination—but they also learn that some things are worse than death.

The November Offensives of 1876

Every election year, both sides stage massive military campaigns to prove they're winning the war. November 1876 saw some of the bloodiest fighting since Gettysburg. The Union bombed Richmond with air carriages while launching land-ironclad assaults. Sherman burned through Kentucky. The Confederates unleashed chlorine gas and deployed their ornithopter air corps. British forces invaded from Canada and seized Detroit. When the smoke cleared, neither side gained an inch—but thousands of soldiers were dead or wounded. Veterans of these campaigns came West to escape the meat grinder, but they brought their scars with them.

Playing a Soldier or Veteran Character

Here's how to bring military characters to life:

Carry Yourself Like a Soldier: Even veterans retain military bearing—straight posture, alertness, purposeful movement. They scan for threats automatically. They keep their weapons clean and ready. They move with confidence born from training and experience.

Use Military Terminology: Soldiers speak a different language. They don't "go to sleep," they "bunk down" or "get rack time." They don't "eat," they "chow down." They don't "leave," they "move out" or "deploy." Distances are in "klicks" (kilometers). Time is on the 24-hour clock. Officers are "sir" or "ma'am."

Respect Rank—Or Don't: Active duty soldiers follow the chain of command rigidly. Veterans might respect rank but won't take orders from anyone anymore. Some veterans despise officers they see as incompetent. Others remain loyal to former commanders. Figure out your character's relationship with military authority.

Show the Scars: War changes people. Maybe your character drinks too much to forget. Maybe they wake up screaming from nightmares. Maybe they can't stand loud noises or enclosed spaces. Maybe they're just tired—bone-deep tired from years of watching friends die. Or maybe they're harder, colder, willing to do what's necessary without hesitation. Let the war have marked you.

Play to Your Training: Military training is muscle memory. When violence breaks out, soldiers react—take cover, return fire, assess threats, coordinate with allies. They don't freeze or panic (unless failing guts checks). They've been trained to function under pressure. Use this in roleplaying—your character knows what to do in a fight even if you the player don't.

Remember Your Brothers: Soldiers don't forget their units. You'll mention fallen comrades, reference shared experiences, honor your dead. If you encounter fellow veterans from your regiment, there's instant recognition and respect (or bitter rivalry if you served on opposite sides). Veterans look out for each other—it's an unspoken code.

Adjust to Civilian Life (Or Don't): Veterans struggle with peacetime. Civilians don't understand what you've seen. Their problems seem trivial. They're soft, naive, unprepared for the horrors lurking just beyond the firelight. Some veterans protect civilians because that's why they fought. Others resent them. Figure out how your character deals with being around people who've never had to kill or die.

Deal With Authority: Active duty soldiers have clear authority structures. Veterans don't. Some adapt well to civilian life and respect local lawmen, town councils, and social structures. Others chafe at any authority after years of military discipline. Some become lawmen themselves, using their skills to protect others. Others become outlaws, using those same skills for themselves. What's your character's relationship with authority now that they're not bound by military law?

Soldier Archetypes

The Grizzled Sergeant: Twenty years in service, starting with the Mexican War. Seen everything, done everything, survived everything. Knows more about soldiering than any officer, but stays enlisted because that's where the real work happens. Tough, capable, and absolutely loyal to his soldiers. Has the respect of everyone who knows him.

The Young Lieutenant: Fresh from a military academy back East. Knows tactics from books but not from experience. Eager to prove himself, possibly too eager. Smart enough to listen to experienced NCOs, at least. The question is whether he'll survive long enough to become a good officer or die making a rookie mistake.

The Battle-Scarred Veteran: Fought at Gettysburg and every major battle since. Lost an arm, an eye, or worse. Mustered out due to wounds, but can still fight better than most whole men. Haunted by what they've seen—both natural and supernatural. Doesn't talk much about the war, but everyone can see it in their eyes.

The Deserter: Couldn't take it anymore. Saw the Black Regiment or something worse and broke. Stole a horse and rode West, hoping to outrun the provost marshals hunting them. Good soldier once, but now they're running from their past. The question is whether they'll find redemption or just keep running.

The Cavalry Scout: Spent the war ranging ahead of the main force, gathering intelligence, and surviving behind enemy lines. Excellent tracker, survivalist, and horseman. More comfortable alone in the wilderness than in formation with a regiment. Often works as a scout for hire now, using those same skills for whoever's paying.

The Broken Idealist: Joined the army believing in glory, honor, and the righteousness of their cause. The war broke those beliefs. Saw atrocities committed by both sides, watched good men die for inches of muddy ground, witnessed supernatural horrors that proved God had abandoned the battlefield. Now trying to find new meaning in a world that makes no sense.

The Career Soldier: Still in uniform because it's the only life they know. Maybe they're stationed at some remote frontier fort, maybe they're part of a ghost rock convoy escort. They follow orders, do their duty, and don't ask questions. Reliable, professional, and absolutely predictable. The army is their home, and they'll die in uniform.

Ready to Join the Ranks?

Choose your branch (Union or Confederate, infantry or cavalry), decide if you're active duty or a veteran, take the appropriate Edges and Hindrances, and develop skills that reflect your military training. Remember—soldiers have seen horrors that would break ordinary people, but they're still standing. That makes them some of the toughest hombres in the West.

Soldiers, Veterans & the Troubleshooters

Colonel Augustus "Gus" Brennan understands military men. He was a Confederate officer himself before turning to business, and he appreciates the discipline, skills, and reliability that military training provides. Many of his Troubleshooters have military backgrounds, and he finds they work well together—they understand chain of command, can coordinate in a fight, and get the job done without excessive questions.

That said, the Colonel doesn't run the Troubleshooters like a military unit. He gives orders more as suggestions and expects his people to think for themselves. Former soldiers must adjust to having more autonomy and less structure. Some embrace the freedom; others struggle without clear command hierarchy.

Active Duty Complications: Soldiers on active duty face problems working for the Colonel. Their military obligations conflict with his missions. If their commanding officer orders them elsewhere, they must go—the Colonel understands this, though it's inconvenient. He prefers veterans who've mustered out and owe no allegiance except to him and the paycheck.

The Dodge City Garrison: Fort Dodge is nearby, with a small Union cavalry garrison. Tensions occasionally flare between Union soldiers and Confederate veterans among the Troubleshooters, but the Colonel makes clear he won't tolerate the war following his people to Kansas. "The war's back East," he says. "Out here, we've got different enemies." Most soldiers and veterans respect this—the supernatural threats of the West transcend North-South politics.

Shared Understanding: Military veterans among the Troubleshooters share an understanding that civilians don't. They've all seen the supernatural horrors unleashed at Gettysburg, fought walkin' dead, faced abominations. They don't need to explain their nightmares to each other—they've been there. This creates bonds across former enemy lines. A Union cavalryman and Confederate infantry veteran might have tried to kill each other in 1864, but in 1877, they're brothers in arms against darker threats.

Combat Effectiveness: The Colonel appreciates that military training makes his Troubleshooters more effective in dangerous situations. Soldiers know how to work as a unit, provide covering fire, execute tactical maneuvers. When things go sideways—and in the Weird West, they often do—military veterans keep their heads and do what needs doing. That's worth its weight in ghost rock.

The Provost Marshal Problem: Some of the Colonel's Troubleshooters are deserters or went AWOL. Provost marshals occasionally come through Dodge City looking for them. The Colonel has connections and money to make problems disappear, but he expects his people to keep low profiles. Getting arrested for desertion is bad for business and reflects poorly on his judgment. Handle your past discreetly, or it becomes everyone's problem.

Miss Temperance Page's Observation

"I've documented the service records of seventeen Troubleshooters with military backgrounds—Union, Confederate, and even one former Prussian officer. Eight are honorably discharged, five deserted, three are on extended leave of questionable legitimacy, and one's service status is so classified even the Colonel won't discuss it. What strikes me most is how they all understand each other despite fighting on opposite sides. The war forged them in the same fires. They speak the same language of loss, honor, and duty—even if they can't quite agree on which cause deserved those sacrifices. Out here, it hardly matters. The horrors they face now don't care which color uniform you wore."

Next: Outlaws & Rogues – Those who live outside the law, whether by choice or necessity...