Battloid Ace OCC

The Battloid Ace is an elite combatant who specializes in the piloting on non-transforming mecha such as the Condor and Bioroid Interceptor. The Battloid Ace is Ideal for boarding spacecraft, surgical strikes, punching holes in enemy defenses, and front-line and close melee combat. They are bold warriors who literally make holes in the sides of enemy vessels, bombard fortified positions, disable artillery positions, and lay siege to the enemy on their own ground. In fact, one might think of them as mechanized Marine Commandos who lead the charge in battle to paralyze the enemy and open the way for infantry troops to follow.
   Surgical strikes typically involve a squad or platoon of battloid Aces targeting strategic locations and enemy personnel. This could be taking out a communications tower, spy satellite, space station or enemy space cruiser to bridges, command posts and specific enemy commanders and leaders. Ultimately, they use their expertise and unique brand of fast and deadly fighting to get in, cripple an enemy resource or position, cause destruction and confusion, and get out. This also means they engage in rescue operations and acts of sabotage, as well as infantry siege and support roles.
   Though there are plenty of human Battloid Aces, this positions in the Expeditionary Force is dominated by micronized (human-size) Zentraedi and warriors from Tirol who have joined the United Earth Expeditionary Force (UEEF) in its quest to liberate worlds from the tyranny of the Invid and Robotech Masters. All are ruthless in battle and as dedicated and loyal to the UEEF as anyone.

Battloid Ace
Alignment: Any
Attribute Requirements: None per se, except for a willingness to serve. An average to high PP and   PE, 10 or better, are recommended.

Common Skill Set: All start at the base skill unless noted otherwise.
Computer Operation
Language: English
Literacy: English
Mathematics: Basic (+2%)

O.C.C. Skills: Basic training skills and skill bonuses common to all characters who take Battloid Ace O.C.C.
Climbing (+10%)
Forced March
Mecha: Pilot Battloids (+10%)
Mecha: Pilot Ground Veritechs
Military Etiquette (+10%)
Navigation (+15%)
Radio: Basic (+5%)
Sensory Equipment (+10%)
Space Survival (+20%)
WP Energy Pistol
WP Energy Rifle
WP Heavy MD Weapons
Hand to Hand: Expert, which may be changed and improved by some MOS. The best hand to hand skill always applies, the other is ignored.

MOS (military Operational Specialty):
Combat Specialist
Fighter Pilot
Sapper

OOC Related Skills:

Communications: Any
Cowboy: Any
Domestic: Any
Electrical: Basic Electronics and Computer repair only (+5%)
Espionage: None
Mechanical: Basic and Automotive mechanics only
Medical: None
Military: Any (+5%)
Physical: Any
Pilot: Any, except aircraft; +10% on ground vehicles
Pilot Related: Any
Rogue: Any
Science: Mathematics only
Technical: Any (+5%)
WP: Any Ancient or Modern
Wilderness: Land Navigation and Wilderness Survival only.

Secondary Skill:
Select two skills from the Secondary Skill list in the Skills section at level one, plus one additional Secondary Skill at levels 3, 6, 9, 12. These are additional areas of knowledge and do not get any bonuses, other than possible bonuses for having a high IQ All Secondary Skills start at the base skill level.

Standard Equipment:
CVR-3 Body Armor, UEEF Space/Flight suit,  Battloid to match Elite Combat Training, standard weapons for that mecha, one weapon for each WP and three PE-Clips for each, two flares, two smoke grenades, a dress uniform, personal clothes and effects, survival knife,  sunglasses, canteen.

Equipment Available on Assignment:

Personal Saving: 4D6X100 Credits.

MOS Selection Available to Battloid Ace OCC

Combat Specialist MOS:
Expert at close combat  with mecha.

Boarding Spaceship (+10%)
Boxing or Wrestling
Gymnastics or Kick Boxing
Mecha Pilot Specialty: Battloid of choice.
Mecha Elite Combat Training: Two Battloid of choice.
Recognize Weapon Quality (+10%)
Space Survival
WP Ancient: One of choice
WP Modern: Two of choice
Hand to Hand: Martial Arts

Rank: Combat Specialist (UEEF, Marine): E-2, Private First Class
MOS  Special Gear: Access to heavy weapons as per availability for missions.
MOS Bonus: +6D6 +10 SDC, +1 attack per melee round, +1 to parry.

Fighter Pilot:
In Addition to being a Battloid Ace, the character is skilled at piloting a wide range of vehicles.

Acrobatics (+5%; includes mecha acrobatics)
Boarding Spaceships (+10%)
Fencing or Aerobic Athletics
Mecha Piloting Specialty: Battloid of choice.
Mecha Elite Combat Training: Two of choice
Pilot : Jet Fighter
Pilot: tanks and APCs
Pilot: Two of choice
WP Ancient: One of choice

Rank: Fighter Pilot (UEEF, Marine): 0-1, 2nd  lieutenant
MOS Special Gear: Access to any vehicle he can pilot, as well as heavy weapons as per availability for missions.
MOS Bonus: 4D6 +* SDC, +1 to PP attribute, +1 to strike and dodge.


Sapper MOS:
Expert at undermining fortifications, breaching hulls, sabotage and surgical strikes.

Basic Mechanics (+10%)
Basic Electronics (+10%)
Boarding Spaceships (+20%)
Demolitions (+12%)
Demolitions Disposal (+10%)
Locksmith (+5%)
Mecha Pilot specialty: Battloid of choice
Mecha Elite Combat Training: two Battloids of choice
Military Fortifications (+15%)
Military Tactics (+10%)
Trap/Mine Detection or Detect Concealment (+10%)

Rank: Sapper (UEEF, Marine): E-2, Private First Class
MOS Special Gear:
 Access to explosives, missiles, and heavy weapons as per availability for each mission.

MOS Bonus:
5D6 +5 SDC, +1 on ME attribute, +1 on Perception rolls, and +1 on Initiative.


Battloid Ace O.C.C.



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