Spelljammer
Military Scientist
A military scientist is skilled at leading men in battle.

A military scientist can directly lead (15+(rank squared)+ (4 X WP)) troops effectively in battle
Anyone can try to lead an unlimited number of troops in battle. However, any troops beyond leader’s effective limit will usually become disorganized in the midst of battle.

A military scientist can form a personal guard.
After drilling for (150-(Instructor rank x 10)) days (minimum 10 days), the military scientist forms a personal guard of up to (15 + WP) troops. Each day of actual battle experience counts as 10 days of training for this purpose. These troops will be steadfastly loyal to him, so he gains (2 x rank)% above and beyond his normal success percentage when commanding only his personal guard. A personal guard will follow all commands from its leader. All soldiers in the personal guard get paid double normal pay for their services. Once a personal guard is formed it may not be disbanded or increased in size at any time. If all persons in personal guard are killed character may not form another guard for two years.

A military scientist can sometimes perceive the tactics employed by his enemy before they are put to use.
His bonus with Tactics skill is equal to his Perception, plus Intelligence, plus (rank x 6). The DM rolls the dice and adds this bonus, and then subtracts the Tactics bonus of the opposing commander. Success indicates that the military scientist correctly deduced the Tactics of the enemy commander. Absolute Failure or worse indicates that the military scientist deduced incorrect tactics for the enemy. The GM may allow bonuses against enemy Tactics skill rolls for particularly ingenious ploys to mislead enemy commanders.

A military scientist can use intuition to predict tactics or gain an advantage.
In game terms, the military scientist can ask the GM 1 tactical question per rank per large scale battle and the GM will answer with some useful information or a suggested course of action. If both sides have military scientists then only the side with the higher ranked military scientist can use this ability and the number of questions is reduced by the rank of the lower ranked military scientist. For example, if a player-character military scientist is rank 4 and is in somewhat large scale combat against an enemy with two military scientists, one rank 6 and the other rank 2, then the PC can ask no questions. If the rank 6 enemy military scientist is killed or otherwise disabled, then the PC can ask 2 tactical questions. If the rank 2 enemy military scientist is later killed, the PC can ask 2 more questions.

If a military scientist is leading a small group of people (e.g., an adventuring party), he can provide them with combat bonuses.
Each member of the group gains a bonus of +1 per 4 ranks to their initiative rolls, and +1 per rank to their magic and mental saves. If he is in charge of the group during combat, all orders by the military scientist must be followed to get the bonuses. If someone doesn't follow orders, all players lose the bonuses because they are no longer fighting as a single unit.

A military scientist must spend (50+(50 x rank)) silver pieces per year to supply himself with texts and strategy and tactics.
If he fails to spend the money he operates at one rank less proficient per year he has not bought books. If he reaches rank 0 he looses all abilities and must retrain.

A military scientist has special bonuses in mass combat (c.f., Mass Combat Rules).
1. Unit Morale is +1 per military scientist rank
2. The military scientist gets a further +1 per rank to Rally troops.
3. Unit Level is increased by one if the military scientist is rank 10 or higher.
4. Unit Experience is increased by one level (max Veteran) if the military scientist is rank 12 or higher.