UEEF Explorer Corps OCC

   The Galaxy is extraordinary vast.  Scouring it even for a ship as large as the SDF-3 is nearly an impossible task. Even with good leads, powerful sensors and an idea of where it could be, it makes finding a needle in a haystack seem easy.
   The UEEF realizes that what it needs are experts in exploring the galaxy, of which humans have a fairly few. This is not the first time such experts have been needed. During the war with the Invid Regent, humanity explored numerous alien worlds the likes which human kind had never imagined. It quickly became apparent that a new training program was needed for a new type of operative: a space explorer. One who could adapt to incredible situations and environments, and who could quickly assess and understand alien environments, cultures and technology. The UEEF needed people who not only were trained to go where angels feared to tread, but who could make sense of the universe for the high command.
   Exploration Specialist may operate as an independent agent or as a member of a team. They are trained to be creative, open minded and to think outside the box. Part of the job is to stay flexible and calm in the face of the unimaginable. That means a well-trained Exploration Specialist does not flinch under pressure or when faced to face with strange alien beings who may seem hostile or dangerous.
   While Exploration Specialist are the heart of the Explorer Corps, the Corps contains personnel of all professions and skill sets, from those needed to crew spacecraft and maintain equipment, to combat troops and mecha pilots to escort and protect members of the Corps and innocent civilians, and fight monsters. However, it is the Exploration Specialist who first set foot on alien worlds, assess the situation, make recommendations on how best to proceed, make first contact with new civilizations and help to decipher the mysteries of the galaxy.
 
Exploration, specialist O.C.C.

Alignment: Any,
Attribute Minimum Requirements: IQ 10, ME 12, PE 10. An MA of 15 or higher is helpful and recommended, but is not required.

Common Skill Set: All Start at the base skills.
Computer Operation (+5%)
Language: English
Literacy: English
Mathematics: Basic (+5%)

O.C.C. Skills:
Basic Training skills and skill bonuses common to the Exploration Specialist.
Climbing (+10%)
Forced March
Intelligence (+10%)
Lore: One of Choice (+10%)
Navigation (+10%)
Radio: Basic (+25%)
Running
Sensory Equipment (+15%)
Space Survival (+25%)
Swimming (+10%)
Wilderness Survival (+10%)
W.P. Energy Rifle
W.P. One of Choice
Zero Gravity Combat
Hand to Hand: Expert, which may be changed and improved by some M.O.S. The best Hand to Hand skill always applies.

  Astro-Navigator
  Extraterrestrial Reconnaissance
  Xenoculture Export
  Xenotech Reclamation

Communication: Any (+10%)
Domestic: Any
Electrical: Basic Electronics and Computer Repair only (+5%)
Espionage: Any
Mechanical: Basic and Automotive Mechanics only.
Medical: Any
Military: Any (+5%)
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Science: Any (+5%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+10%)

Secondary Skills: Select six skills from the secondary skills list in the Robotech: The Shadow Chronicles RPG at levels 1, 3, 6, 10, 14. These are additional areas of knowledge and do not get any bonuses, other than possible a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: Mission specific vehicle or mecha, mission specific CBR-5 or CVR-3 body armor, Gallant H-90 side arm with all attachments, 6 extra H-90 Protoculture Energy Clips, portable tool kit, canteen, dress uniform, flight suit, personal clothing and effects.



Personal Savings: 2D4X1000 credits
Note:  Use the Military Specialist experience table in Robotech: Shadow Chronicles RPG.

Exploration Specialist M.O.S. Descriptions
Pick One M.O.S.

Astro-Navigator M.O.S.:


Astrophysics (+25%)
Mathematics: Advanced (+20%)
Navigation: Space (+20%)
Optic Systems (+10%)
Pilot: One Mecha of Choice
Pilot Spacecraft: Light and Medium (+20%)
Pilot Spacecraft: Heavy (+15%)
Pilot Spacecraft: Capital/Super-Capital (+10%)
Research (+10%)
Space Fold Operations (+15%)
W.P. Starship Energy Weapons
W.P. Starship Artillery

M.O.S. Bonuses: +3D6 S.D.C., +1 to ME attribute, +1 to Perception Rolls involving the characters areas of specialty.

M.O.S. Special Gear:
Access to the bridge, navigation systems, and computers of spacecraft, as well as restricted scientific data. They are tasked with knowing everything there is to know unexplored areas of space where the UEEF is sending its forces.

Extraterrestrial Reconnaissance M.O.S.:
  These specialists are frequently the first soldiers to touch down on an alien world. Often working in small teams, pairs, or alone, they scout new planets, derelict spacecraft and other setting, and report back to command, providing vital intelligence on the environment, the native creatures, and threat level, if any. Sometimes their surveys can take weeks before an area of a planet is assessed for further and/or widespread exploration, with members of the Explorer Corps charged with investigation of the most dangerous areas and locations populated by sentient life forms.

Camouflage (+15%)
Detect Ambush (+10%)
First Aid (+10%)
Holistic Medicine (+15%)
Land Navigation (+16%)
Mecha: Pilot Ground Veritechs
Mecha Elite Combat Training: VR-030 Series Cyclones
Prowl (+15%)
Tailing (+15%)
Tracking (people; +10%)
W.P.: One Ancient W.P. of choice
W.P.: One Modern W.P. of choice

Rank: E-4 Petty officer 3rd Class

M.O.S. Special Gear:
CVR-3 Armor, VR-030 Series Cyclone and UEEF Survival Pack, and one additional weapon for each M.O.S. W.P. with four clips for any modern weapon.


Xenoculture Expert M.O.S.:

Anthropology (+20%)
Barter (+20%)
Biology (+5%)
Chemistry (+5%)
Cryptography (+15%)
History: Earth (+15%)
Interrogation (+10%)
Languages: Tirolian and Zentraedi (+10%)
Literacy: Tirolian and Zentraedi (+15%)
Lore: One of choice (+15%)
Mecha: Pilot Ground Veritechs
Psychology (+10%)
Public Speaking (+20%)
Xenobiology (+15%)

M.O.S. Bonuses: +3D6+6 to S.D.C., +1D4 M.A. attribute, +2 to Perception Rolls, an additional +5% to any communication skills and +10% on all Intelligence skill.

M.O.S. Special Gear: Access to scientific facilities, classified data, Mecha and vehicles as necessary for each mission. Often assigned and NCO or fellow Corps member as an assistant and body guard during negotiations with alien sentient beings.


Xenotech Reclamation M.O.S.:

Archaeology (+20%)
Computer Programming (+5%)
Cryptography (+10%)
Electrical Engineer (+15%)
Excavation & Rescue (+15%)
Jury Rig (+15%)
Mathematics: Advanced (+10%)
Mecha: Pilot Ground Veritechs or Battloids
Mechanical Engineer (+10%)
Mechanical or Electrical Skills: two of Choice (+15%)
Pilot: One of choice; excluding spacecraft
Salvage (+15%)

M.O.S. Bonuses: +4D6 S.D.C., +2 to P.S. attribute, +2 to Perception Rolls involving understanding alien technology, its function and its operation, and an additional +5% to all Mechanical skills.

M.O.S. Gear: Access to scientific facilities, laboratories, research and development database, a vehicle matching the M.O.S. piloting skill, tools and other equipment as needed.


<b>Explorer Corps



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