Military Specialist O.C.C.
The Military Specialist includes UEEF Marines and other branches of the military who are trained in special operations, including surgical assaults, reconnaissance, rescue, demolitions, weapons, sabotage, and other specialized areas of combat.
UEEF Mariners and other Military Specialist are rugged and hard hitting, gung-ho, guts and glory types who enjoy the thrill of battle and take solace in the knowledge they are helping others. They take their jobs and status very seriously, and they have a massive sense of esprit de corps. Marine units and Military Specialists tend to have the highest morale in the Expeditionary Force, right behind the flashy Veritech Pilots and Battloid Aces.
Military Specialist O.C.C.
Alignment: Any
Attribute Requirements: M.E. 10, P.S. 12, P.E. 12. A good I.Q. and P.P. are helpful, but not required.
Common Skill Set: All start at the base skill
Computer Operation (+5%)
Language: English
Literacy: English
Mathematics: Basic (+4%)
O.C.C. Skills: Basic training skills and skill bonuses common to all characters who take the Military Specialist O.C.C.
Climbing (+10%)
Forced March
Mecha Pilot: One of choice.
Mecha Elite Combat Training: One of choice.
Military Etiquette: (+10%)
Radio: Basic (+10%)
Sensory Equipment (+10%)
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
W.P. Rifles
Hand to Hand: Expert, which may be changed or improved by some M.O.S. The best Hand to Hand skill always applies.
Command Officer
EOD/Demolitions/SEAL
Gunnery/Ordnance Corpsman
Intel Agent
Marine
Marine Commando
Ranger/Reconnaissance
Special Forces/Espionage
Undercover Ops
Communications: Any
Domestic: Any
Electrical: Basic Electronics or Computer Repair only (+5%)
Espionage: Any (+5%)
Mechanical: Basic and Automotive Mechanics only
Medical: None
Military: Any (+10%)
Physical: Any
Pilot: Any
Pilot Related: Any
Science: Mathematics only
W.P.: Any
Wilderness: Any
Secondary Skills: Select six secondary skills at level one and two skills from the Secondary Skills list in the skills section at levels 3, 6, 9, and 11. These are additional areas of knowledge and do not get any bonuses, other than possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level.
Personal Savings: 4D6x100 credits
M.O.S. Selections Available to the Military Specialist O.C.C.
Command Officer M.O.S.: This character has gone through Officer School and has been trained to assume command and direct troops. Start as a rank of 3rd or 2nd Lieutenant (O-1 or O-2).
History: Earth (+10%)
Lore: Invid (+10%)
Lore: Robotech Masters (+12%)
Military History (+20%)
Military Sign Language (+15%)
Military Tactics (+15%)
Naval Tactics (+15%)
Public Speaking (+10%)
W.P. Handguns
W.P. Energy Pistol
Zero Gravity Combat
Rank: Command Officer (UEEF Naval): 0-1, 3rd lieutenant, (UEEF Marines) 0-1, 2nd Lieutenant
M.O.S. Bonus: +15% to Military Etiquette, +10% to Computer Operation and Radio: Basic, +3D6+8 to S.D.C., and +1 to M.E. attribute.
EOD/Demolitions/SEAL M.O.S.: Specializes in the preparation, use and defusing of explosives and munitions in all environments.
Boarding Ships (+10%)
Basic Electronics (+10%)
Demolitions (+20%)
Demolitions Disposal (+20%)
Demolitions: Underwater (+20%)
Field Armorer & Munitions Expert (+10%)
Jury-Rig (+10%)
Military Fortifications (+10%)
Mechanical Engineer (+15%)
Swimming (+15%)
SCUBA (+15%)
Trap/Mine Detection (+20%)
Rank: (UEEF Naval): E-2, Technical Apprentice
M.O.S. Bonus: +4D6+6 to S.D.C., +1 on initiative, and +1 to P.P. attribute.
M.O.S. Special Gear: Access to explosives and SCUBA gear.
Gunnery/Ordnance Corpsman M.O.S.: Gunnery Corpsman are responsible not only for the operation and maintenance of the big ship-to-ship guns and missile batteries, but also for all small arms, ordance and explosives aboard ship.
Basic Electronics (+15%)
Biomechanical Maintenance (+15%)
Field Armorer & Munitions Expert (+20%)
Demolitions (+10%)
Demolitions Disposal (+20%)
Sensory Equipment (+20%)
Weapon Systems (+15%)
W.P. Starship Artillery
W.P. Starship Energy Weapons
Rank: ( UEEF Naval): E-2, Technical Apprentice
M.O.S. Bonus: +4D6+6 to S.D.C., +1 on initiative, and +1 to M.E. attribute
M.O.S. Special Gear: Access to weapon batteries, machine shops, bomb and missile ordnance, explosives and the facilities to work on them.
Intel Agent M.O.S.: Self-sufficient and trained to rely only on themselves, the Intel Agent is the ultimate reporters, dedicated to collecting huge amounts of data on any subject required of them by their Commanders.
Intel Agents MOS Skills:
Intelligence
Surveillance systems
Photography (professional )
Tv/video (professional)
WP Energy pistol
Hand to hand Martial arts
Jury rig
Intelligence
Electronic countermeasures
Radio basic
Optic system
Rank: (UEEF Marine): E-3 Lance Corporal, (UEEF Navy): E-3 Technical Specialist
M.O.S. Bonuses: +5D6+6 to S.D.C., +1 on initiative and +1 to Perception
M.O.S. Special Gear: Full size video recorder, still camera, mini video recorder, 200 hrs. of video/memory disks, Side arm of choice, CVR-3 and a VR-038R Scout/Reconnaissance Cyclone.
Marine M.O.S.: Responsible for boarding actions and combat assaults. Largely ground troops dropped onto hostile planets and moons to seize and occupy strategic locations, pacify resistance and uprisings and generally duke it out with enemies.
Boarding Spaceships (+15%)
Body Building &Weight Lifting
Combat driving
Hand to Hand: Martial Arts
Mecha: Pilot Ground Veritechs
Mecha Elite Combat Training: VR-050 series Cyclones (including the Super-Cyclone)!
Mecha Elite Combat Training: Silverback
Pilot Automobile or Motorcycle (+14%)
Pilot Tanks & APCs (+10) or W.P of choice
Swimming (+15%)
Zero Gravity Combat
Rank: Marine (UEEF Marines): E-2, Private First Class
M.O.S. Bonus: +5D6+10 to S.D.C., +1 on initiative, +1 to pull punch
M.O.S. Special Gear: Any Cyclone or Silverback necessary for the mission, typically VR-052 or 057 Super-Cyclone, and whatever special gear might be necessary for an assignment.
Marine Commando M.O.S.: Leads the way in the most dangerous boarding actions and combat assaults; deadly in close combat.
Boarding Spaceships (+15%)
Body Building & Weight Lifting
Boxing or Gymnastics
Demolitions (+10%)
Hand to Hand: Commando or Assassin
Mecha: Pilot Ground Veritechs
Mecha Elite Combat Training: VR-050 series Cyclones
Pilot Hovercraft or Motorcycle (+14%)
Swimming (+15%)
W.P.: One of choice (Any)
Zero Gravity combat
Rank: Marine (UEEF Marines): E-2, Private First Class
M.O.S. Bonus: +5D6+12 to S.D.C., +1 on initiative. +2 to pull punch
M.O.S. Special Gear: Any Cyclone or Silverback necessary for the mission, typically VR-052 or 057 Super-Cyclone, and whatever special gear might be necessary for an assignment.
Ranger/Reconnaissance M.O.S.: Specializes in reconnaissance, scouting, tracking and intelligence gathering.
Detect Ambush or Detect Concealment (+15%)
Intelligence (+15%)
Land Navigation (+20%)
Navigation (+15%)
Prowl (+15%)
Sniper
Tailing (+20%)
Tracking (people; +20%)
Wilderness Survival (+20%)
W.P. Ancient: One of choice
W.P. Modern: One of choice
Hand to Hand: Martial Arts or Commando; pick one
Rank: Ranger/Reconnaissance: (UEEF Naval): E-2, Technical Apprentice, (UEEF Marine): E-2, Private First Class
M.O.S. Bonus: +5D6+8 to S.D.C., +1 to P.E. attribute, +1 on Perception Rolls
M.O.S. Special Gear: Any special gear that might be necessary for an assignment.
Special Forces/Espionage M.O.S.: The more deadly end of the spy game involving intelligence, interrogation, sabotage, and harassment of the enemy. Participates in covert operations of all kinds.
Demolitions (+20%)
Electronic Countermeasures (+15%)
Intelligence (+15%)
Interrogation (+15%)
Lore: One of choice (+10%)
Mecha Pilot Specialty: VR-040 series Cyclones
Mecha Elite Combat Training: Cyclones
Prowl (+15%)
Surveillance (+10%)
W.P. Knife
W.P. Modern: One of choice
Hand to Hand: Commando
Rank: Special Forces/Espionage: (UEEF Naval): E-2, Technical Apprentice, (UEEF Marine): E-2, Private First Class
M.O.S. Bonuses: +5D6+6 to S.D.C., +1 on initiative and +1 to strike.
M.O.S. Special Gear: CVR-3 Armor, VR-040 series Cyclone and one weapon for each W.P. Any special gear that might be necessary for an assignment.
Undercover Ops M.O.S.: A Military Specialist skilled in deception, disguise and infiltration.
Disguise (+25%)
Escape Artist (+10%)
Impersonation (+15%)
Intelligence (+20%)
Language: Other, one of choice (+15%)
Literacy: Other, one of choice (+15%)
Pick Pockets or Pick Locks (+15%)
Surveillance (+15%)
Undercover Ops (+15%)
W.P. Knife
W.P. Handguns
W.P. Energy Pistol
Rank: Undercover Ops: (UEEF Naval): E-2, Technical Apprentice, (UEEF Marine): E-2, Private First Class
M.O.S. Bonuses: +4D6+6 to S.D.C, +1 on Perception Rolls and +2 to disarm
Military Specialist
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Last edited by Lt Gargoyle, October 30 2016 18:21:17. Secured game article. You most log in to contribute.