Military Science
Military Science as a Skill kind of got mucked up in Blood of Heroes, possibly because it was originally a way to include Sergeant Rock in the same tabletop rpg system as Howard the Duck. For right now, we are referencing page 78 in DC Heroes 3rd Edition informally known as "the white book".
That said: some of the Subskills in the official writeup are highly unlikely to see a whole lot of use in our campaign. Demolition*, yes, by heroes and villains; good thing it's one of those Subskills that require the character to spend points on learning it before it can be tried. Field Command*? If the heroes are ever in a situation with entire troops on a battlefield, the campaign has already gone haywire. (Anyway, the Leadership Advantage is more likely to suit our group's idea of "team tactics" than Field Command ever could.)
Danger Recognition* also requires training before it can be used, and (unlike the Danger Sense Power) it is meant to only function on a battlefield. Meh. We do sometimes use it for non-battlefield conditions, because some characters should have learned a heightened situational awareness that helps them notice something out of place in their environment.
The remaining Subskills -- Camouflage, which works on objects but not people; Cartography, which is an Automatic Action if it's in a language known to the character looking at it; and Tracking, the Subskill of Military Science most likely to interest a Caped Crusader, all allow the unskilled to attempt them.
DC Heroes Roleplaying Game Second Edition
page 78
published by Mayfair Games
Game Mechanics
Link: Int *
Base Cost: 10
Factor Cost: 8
Number of subskills: 6
Type
Military
Famous in the Field
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