NCO

A NCO is the leader of a military squad (work crew), and are the overseer of the soldier group. They are identified by having gold-colored epaulettes, a blue sash around their waist, and a single white sash across their shoulder, while the common Footsoldier has two in a crisscross pattern. NCOs and their squads will perform most jobs (farming, foraging, hauling, etc.) with the exception of workshop jobs since they are not available in the dropdown workshop assignment list. As members of the soldier group, they will try to pick up a weapon and twenty rounds of ammunition from the stockpile to complete their loadout. NCOs are slightly more likely than footsoldiers to draw a pistol from the stockpile for their loadout.

Regular NCO
Regular NCOs are identified by their red uniforms, and are more skilled at combat than their Militia counterparts. Any colonists with the Military Training trait added to a NCO's crew will become regular footsoldiers, while a colonist added without the trait will become a Militia Footsoldier, and have a brownish uniform instead of the standard red. All regular NCOs themselves also have the Military Training trait as well. If a civilian overseer with the trait is conscripted, they will become a regular NCO.

If by some grave misfortune a colony should lose its only remaining NCO, the Colonial Ministry will give you the option to receive another one after a 1-2 day delay.

Militia NCO
While not as skilled or hardened to danger as the regular NCO and footsoldier, when additional firepower is needed (e.g. Bandit attack, Fishman raid), a civilian overseer and their crew can be conscripted into service with the 'Conscript Unit' order. Like the regular NCO, any colonists with the Military Training trait added to a Militia NCO's crew will become one of the more skilled regular footsoldiers with a red uniform, while a colonist added without this trait will become a Militia Footsoldier, and have a brownish uniform.

To avoid the anger that Militia members can feel upon being conscripted, it is recommended that those conscripted have one of either the Brutish, Foolishly Brave, or Of Criminal Element trait, as these characters have more past experience and comfort with violence, and don't mind being ordered to do the dangerous work required to keep the colony safe.

If you lose your last Militia NCO, there is no event to receive another one from the Colonial Ministry, however, you are free to conscript another one and their crew from the civilian list of overseers.