Technical Officer O.C.C.
If the Enlisted men and women are the heart and soul of the UEEF, Technical Officers are the brains. Usually highly motivated and highly educated, Fleet Technical Officers either come to the fleet through Officer Candidate School or rise through the ranks of Enlisted to get their commission. Fleet Officers fill a multitude of command and control occupations on ships and at bases as reflected in the range of M.O.S. options available to them.
Technical Officer O.C.C.
Alignment: Any
Attribute Requirements: I.Q. 9, M.E. 9, P.E. 10. A good P.S. and P.P. are helpful, but not required
Common Skill Set: All start at the base skill
Computer Operation (+15%)
Language: English (+2%)
Literacy: English (+2%)
Mathematics: Basic (+6%)
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
Military Etiquette (+10%)
Radio: Basic (+25%)
Sensory Equipment (+15%)
Swimming (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Handguns
Hand to Hand: Basic, which may be changed and improved by some M.O.S. The best Hand to Hand skill always applies.
Combat Engineer
Combat Medical Officer
Communications Officer
Engineering Officer
EVA Specialist
Flight Crew Engineer
Helmsman/Navigator
Science Officer
Communication: Any (+10%)
Domestic: Any (+5%)
Electrical: Any (+10%)
Espionage: None
Mechanical: Any (+10%)
Medical: Any (+5%)
Military: Any (+5%)
Physical: Any, except Acrobatics, Boxing and Wrestling
Pilot: Any
Pilot Related: Any (+5%)
Science: Any (+5%)
Technical: Any (+10%)
W.P.: Any
Wilderness: None
Secondary Skills: Select six skills at level one and then 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.
Standard Equipment : Mission specific vehicle or mecha, mission specific CBR-5 or CVR-3 body armor, Gallant H-90 sidearm with all attachments, 4 extra H-90 Protoculture Energy Clips, portable tool kit, canteen, dress uniform, flight suit, personal clothing and effects.
Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned any Veritech fighter or Ground Veritech, any mission specific land vehicles, aircraft or spacecraft, and other firearms, weapon systems and ordnance, optical enhancements, any and all mission specific special equipment and access to computers and special facilities.
Personal Savings: 3D6x100 credits
M.O.S. Selections Available to the Technical Officer O.C.C.
Combat Engineer M.O.S.: Specializes in the construction and deconstruction of fortifications, weapons and equipment. Can work on everything from weapon turrets and armored vehicles to spaceship cannons and defenses.
Carpentry (+15%)
Computer Programming (+10%)
Excavation & Rescue (+20%)
Electrical Engineer (+20%)
Fortification (+15%)
Mecha Engineering (+10%)
Mechanical Engineering (+10%)
Protoculture Engineer (+10%)
Truck or Tracked & Construction Vehicles (+10%)
Vehicle Armorer (+15%)
Weapons Engineer (+20%)
Rank:
M.O.S. Bonuses: +10% to Computer Operation and Radio: Basic, +3D6+8 to S.D.C., and +1 to M.E. attribute
M.O.S. Special Gear: Access to construction vehicles and tools, rescue gear, motor pools, and garages.
Communications Officer M.O.S.: Comms officers are the eyes and ears of the fleet. They are in charge of all internal and external communications as well as operating the sensors that allow the fleet to see and fight.
Barter (+14%)
Basic Electronics (+10%)
Computer Hacking (+10%)
Cryptography (+12%)
Electronic Countermeasures (+15%)
Language: Other, one of choice (+15%)
Laser Communications (+15%)
Public Speaking or Performance (+15%)
TV/Video (+25%)
Rank: E-3, Technical Specialist
M.O.S. Bonuses: +3D6+6 to S.D.C., +1 to M.A. attribute and an additional +10% to Computer Operation and Sensory Equipment
M.O.S. Special Gear: Access to available communications equipment, radios, recording, and editing equipment and facilities, surveillance equipment, and other related gear for specific operations.
Engineering Officer M.O.S.: Engineering Officers are the highly specialized engineers and technicians who design and implement current and new Robotechnology within the fleet.
Electrical Engineering (+15%)
Jury-Rig (+15%)
Mathematics: Advanced (+16%)
Mecha Engineering (+15%)
Mechanical Engineering (+15%)
Mechanical Skills: Two of choice (+15%)
Protoculture Engineer (+15%)
Robotechnology Engineering (+20%)
Starship Engineering (+15%)
Rank: 0-1, 3rd lieutenant
M.O.S. Bonuses: +3D6+6 to S.D.C., +1 to I.Q. attribute
M.O.S. Special Gear: Access to engineering stations and labs, construction equipment, tools and vehicles, mecha hangers, internal systems, motor pools and garages.
EVA Specialist MOS: When it comes to investigating the remains of a drifting hulk in space it is these guys first sent into investigate. Their first job is to make sure there is no immediate danger, such a explosives devise. The second part is to determine if the wreck can be salvaged. And finally it is their job to do so. In the ship yards they will completely take every piece of useful equipment before they disassemble the remains for scrap metal. Their duty sometimes is as simple as removing the damaged sections of the ships so they can make the repairs.
Whether at a ship yard or in the depths of space it is one of the riskiest jobs amongst the fleet, moving about space hulks at times with nothing more than the needed tools to do the job at hand and a suit of CVR-3 body armor to protect them.
EVA Specialist MOS Skills:
Boarding Spaceships (+10%)
Electricity Generation (+5%)
Salvage (+20%)
Space survival (+15%)
Recycle (+10%)
Basic Electronics (+5%)
Recognize Weapon Quality (+10%)
Computer Repair (+5%)
Pilot Space Thruster Pack (+20%)
MECT: Cyclone
Rank: (UEEF Naval): E-3, Technical Specialist: (Junior)
MOS Bonus: 3D6 +10 SDC, +1 to PE, +1 to PS
MOS Special Gear: CVR-3 Combat Body Armor, UEEF Space/Flight suit, VR-041MR-2 Field Rescue and Salvage Cyclone. Portable tool kits including wielder and cutters for salvaging ships. Protoculture Generator Armored Panniers/Saddlebag. And a side arm of choice.
Flight Crew Engineer M.O.S.: The crewmen are responsible for keeping everything running, from flight deck forklifts to capital ships. They work in machine shops, engine rooms and flight desks all over the fleet. They are also responsible for the maintenance of Veritechs, as well as launch and landing operations, and arming and fueling.
Aircraft mechanics (+15%)
Basic Electronics (+10%)
Basic Mechanics (+10%)
Biomechanical Maintenance (+15%)
Mecha Pilot: One of choice (including Veritechs, but usually Ground Veritechs or Battloids)
Mecha Elite Combat Training: One of choice
Mecha Engineering (+10%)
Pilot: Jet Fighters (+10%)
Reflex System Mechanics (+15%)
Vehicle Armorer (+10%)
Weapon Systems (+15%)
Rank: E-3, Technical Specialist
M.O.S. Bonuses: +3D6+10 to S.D.C., +1 to P.E. attribute
M.O.S. Special Gear: Access to engineering stations and labs, construction equipment, tools and vehicles, mecha hangers, internal systems, motor pools and garages.
Helmsman/Navigator M.O.S.: These officers pilot every type of vehicle from the smallest of shuttles to the largest of the capital ships in the fleet. Helmsman are versed in fighting with these ships, combat maneuvering and space combat tactics, but are rarely if ever trained in the use of shipboard weapons. They simply put the ship where it needs to be to the Ordnance Corpsman can put their guns on a target. They are not trained in the piloting of Veritechs or any air or land based mecha, they are strictly ship pilots.
Mathematics: Advanced (+16%)
Navigation (+15%)
Navigation: Space (+15%)
Naval Tactics (+15%)
Pilot Spacecraft: Heavy (+15%)
Pilot Spacecraft: Capital/Super-Capital (+20%)
Space Fold Operations (+15%)
W.P. Starship Artillery
W.P. Starship Energy Weapons
Zero Gravity Combat
Rank: 0-1, 3rd lieutenant
M.O.S. Bonuses: +3D6+6 to S.D.C., +1 to M.E. attribute
M.O.S. Special Gear: Access to the bridge and navigation systems, computers, starship weaponry (as backup gunners) and related navigational systems. In short, these characters plot courses of travel and fly the ships.
Medical Officer O.C.C.: Medical Corpsmen fill many roles including field doctors, medics, Medical Doctors, surgeons, specialists, pediatricians and first aid responders on spacecraft, and the field of battle.
Biology (+20%)
Field Surgery (+15%)
Forensics (+10%)
Laboratory Procedures (+15%)
Medical Doctor (+15%)
Medical: Three of choice (+15%)
Science: Two of choice (+10%)
W.P. Knife
Rank: 0-2, 2nd lieutenant
M.O.S. Bonuses: +3D6+10 S.D.C. and +1 to M.E. attribute
M.O.S. Special Gear: Access to medical facilities, operating rooms, laboratories, equipment, tools and vehicles (ambulance and VR-041M Cyclone), and related medical and science facilities. [b]Note[/b]: If a mecha piloting skill is known (can select any piloting skill) the Medic typically selects Ground Veritechs and the VR-040 series Cyclone for his Pilot Specialty and Elite Combat Training.
Science Officer M.O.S.: Science Officers may have a civilian education in their specialized field, but still receive basic military training and are commissioned according to their skill level in their respective field of study. They travel with the fleet to research and interpret any new discoveries the Expeditionary Force may make in its travels. Science Officers are usually found sequestered away in their laboratories where they are lost in their research. In the field, they are known to take foolish risks in the name of science. When not on a tour of duty, they also work in research and development facilities at rear bases. While they hold officer commissions, they rarely, if ever, command enlisted men or junior officers who are not scientists or lab assistants themselves.
Computer Programming (+20%)
Computer Hacking (+10%)
Electrical or Mechanical Engineer (+12%)
Laboratory Procedures (+15%)
Lore: One of choice (+15%)
Mathematics: Advanced (+16%)
Pilot: One of choice (+10%)
Research (+10%)
Science Skills: Pick three of choice (+15% each)
Rank: 0-1, 3rd lieutenant
M.O.S. Bonuses: +3D6+4 to S.D.C., +2 on Perception Rolls, +10% to any Medical skills selected as O.C.C. Related
M.O.S. Special Gear: Access to lab and medical facilities, equipment, tools and vehicles as necessary for each mission.
Technical Officer
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Last edited by Lt Gargoyle, October 30 2016 18:21:38. Secured game article. You most log in to contribute.