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18:34, 23rd April 2024 (GMT+0)

Character Creation Rules 2.0.

Posted by GargoyleFor group 0
Gargoyle
GM, 442 posts
Game Master
Wed 22 Apr 2015
at 07:34
  • msg #1

Character Creation Rules 2.0

BASIC RULES FOR CREATING YOUR Robotech Characters

1)Be creative!
 * I do listen to suggestion and ideas, I may not always use them, but I will
   listen consider them.  Make the character you want to play, I want each of you to
   have  fun playing.

2)Read
 * There are two ways to start your character in my game. As a average fresh out
   of boot camp/academy rookie starting at level one, the benefits is your
   character is not fully left to chance.  Or a veteran, but if you choose a
   veteran you will be rolling on a random events chart. And once chosen there is
   no going back no matter the outcome of your rolls, the benefit is you gain
   experience.
 * Choose Your Race as it will determine the dice you roll.
 * All Dice Rolls are to be Identified what they are for or they do not count.
 * You will notice I have added extra skills to both OCC related and secondary
   skills so that you can build a broader character.
 * Things will be added as needed. Such as skills and M.O.S. Packages. If you level
   up you may then chose to add the new skill provide you can do so.

 3)Attributes Rolls!
 * Humans Roll your stats using four six sided dice,
   Keeping the 3 highest rolled. If they equal 16 or better you add the forth dice
   to them. You may place them as you like on your character sheet. Sentinels Roll
   your stats as they are written.
 * Do not use the quick Attributes and Suggested OCC and MOS chart. Choose your OCC
   and MOS yourself and roll your characters stats as already stated.
 * All attribute rolls are done prior to inclusion of OCC attribute bonuses.
 * Roll Special aptitude Bonuses, this is what sets the PCs apart from the rest of
    the crew/troops.

4)Choose your OCC and MOS
 * Then Pick your OCC and its MOS, there are no civilians, you will either be part
   of the UEEF or ASC colony defense force. If you chose to play a Sentinel race,
   you have joined the ranks of the UEEF. The Sentinel colonies have their own
   planet defenders.
 * New MOS packages are detailed in Under the OCC that can use them. Yes I have
   made some and added some from other players and GMs.

5)Character Description/Background, Character Sheet Template, and Gear
 * Use the templates in the Character Description, Character Sheet Template, and
   Gear as they are laid out. This is what the other players will see.  So give a
   brief description to describe your character to the others. Your character
   disposition.
 * Chose your Call Signs. But be aware they can be changed in the process of the
   game
 * describe your character for the others to read
 * Your outlook on earth, prejudices & paranoia are optional as I am into letting
   you role play it.

6) Skills
 * Post your skills separately according to the Character Sheet Template.
 * Each mecha requires its own MECT skill to be chosen. yes they maybe close but
   each model has its own quirks and differences.
 * Southern Cross M.O.S. Packages are under the skills list in the skills thread as
   they took lots of space for repetitive selection.
 * Southern Cross characters cannot forfeit their other skills for a second MOS
   package, these are skills meant to develop your character further.
 * Put your W.P. in their respective slots as well as under the Weapon
   Proficiencies.
 * Remember that there are Secondary & Other Skills restrictions in place in each
   OCC & MOS description.
 * I will not stop you from picking all the physical skills you want to help boost
   your attribute. Skills are meant to round your character out. And it’s possible that you
   could make your
   character a one use wonder by not picking a good round selection of skills.
 * You may Upgrade your characters hand to hand skills using an other related
   skill. Hand to hand basic is one, hand to hand expert is two and hand to hand
   martial arts or assassin is three. Commando is a OCC/MOS hand to hand specialty
   training.
 * Skill percentages must be totaled taking into account:
 ** IQ Bonus, if any.
 ** Levels advanced in that skill.
 ** Any OCC/MOS skill bonuses provided in OCC description.
 * It is recommended that the per level advancement %'s be posted after the
   totaled skill in parentheses. Perfect Example: Botany--65% (+5%)
 * Show the math for the hand to hand bonuses. It helps me get your character
   approved faster as I do double check. After it’s approved it can be cleaned up.

7) Equipment and Personal Possession
 * There are two places for personal possession, on your primary character sheet
   and on your equipment list. Anything you take on a mission must be on your
   equipment list. If you do not want others to see a concealed weapon or other
   item, make it private to GM.  This is in case your character dies, the other PCs
   can figure out what they can use.
 * Equipment will be posted separately as a reply to the PC sheet.
 * Post your standard gear (backpack, sacks, etc.) as per your OCC description.
 * Verify what Mecha/Vehicle you will be issued via chat with The Game Master prior
   to posting your Mecha/Vehicle in your Equipment List.
 * Fully Stat-Out you’re assigned Mecha/Vehicle in your Mecha Description post

8) Background Stories
 * This goes under the character description.
 * A minimum of a full paragraph of background story is required, other than that
   write as much as you feel is appropriate to explain your PC.
 * Note on age you must be 16 to enlist in my games so if you’re an enlisted your
   character can start as young as 17 after completing bootcamp and MOS training.
   If you’re an officer your character will be 19 almost 20, since you had to
   complete  two years of college

9) Rank
 * I know in the Shadow Chronicle book it says almost every OCC starts as an
   officer but after reviewing the MOS's I realized that they were not very
   realistic with true military.
 * Starting ranks is posted under the MOS of the UEEF O.C.C.s. and under O.C.C. of
   the Southern Cross
 * Some of the MOS's have both Naval and Marine, you must discuss this with your
   GM, if you are going to be UEEF Navy or Marine.
This message was last edited by the GM at 03:58, Sun 04 Sept 2016.
Gargoyle
GM, 443 posts
Game Master
Wed 22 Apr 2015
at 07:36
  • msg #2

Character Description, Character Sheet Template, and Gear

Post this template to your Description and fill it out first. You should only reveal things in your background that are easily enough found out with a little digging and asking around. You'll notice the same information prompts are on your character sheet below. That is where you can post all your dark and dirty secrets. Only you and the GM will know about these - unless someone finds out.


BEGIN COPY!
<b>Callsign/Nickname</b>:
<b>Sex:</b>
<b>MA:</b>
<b>PB:</b>
<b>Age:</b>
<b>Height:</b>
<b>Weight: </b>
<b>Physical Build/Description:</b>
<b>Disposition</b>:
<b>Outlook on Earth</b>:
<b>Prejudices & Paranoia</b>:
<b>Background/History</b>:
<b>Relationship to Teammates:</b>
END COPY!
If you and another player wish to be family or friends this must be determined before you begin play. Otherwise rolned before you begin play. Otherwise rolned before you begin play. Otherwise rolned before you begin play. Otherwise role play your relationships in the game, as the develop.


Copy this to your character sheet and fill it out. Feel free to remove categories that do not apply to you, such as bonuses for stats which do not have them, etc. For skills, use the template given in that section, but replace the zeros with the correct numbers, and "Skill Name" with the proper skill name. Make sure to copy all Weapon Proficiencies, no matter their skill category source, to the Weapon Proficiencies area. This keeps them all in one place for easy reference.


BEGIN COPY!
<b>Character Name</b>:
<b>Callsign/Nickname</b>:
<b>Rank</b>:
<b>Race</b>: (Human, Zentraedi, Tirolian)
<b>OCC</b>:
<b>MOS</b>:
<b>Level</b>:
<b>Experience</b>:

<b>Callsign/Nickname</b>:
<b>Sex:</b>
<b>Age:</b>
<b>Birthday:</b>
<b>Height:</b>
<b>Weight: </b>
<b>Physical Build/Description:</b>
<b>Disposition</b>:
<b>Outlook on Earth</b>:
<b>Prejudices & Paranoia</b>:
<b>Background/History</b>:

<b>Attributes</b>
<b>IQ:</b>          <b>Bonus</b>:
<b>ME:</b>          <b>Bonus</b>:
<b>MA:</b>          <b>Bonus</b>:
<b>PS:</b>          <b>Bonus</b>:
<b>PP:</b>          <b>Bonus</b>:
<b>PE:</b>          <b>Bonus</b>:
<b>PB:</b>          <b>Bonus</b>:
<b>Speed:</b>
 Running (SPD*20):
               Swimming (PS*5):
<b>HP</b>:
<b>SDC</b>:
<b>PPE:</b> (3D6 in case you don’t know)

<b>Special Aptitude</b>:

<b>Perception</B>:

<u><b>Natural Abilities</b></u>

<b>Common Skills</b>
Skill Name - 00% +  <small> <green>(+0% per level of experience)</green></small>

<b>OCC Skills</b>
Skill Name - 00% +  <small> <green>(+0% per level of experience)</green></small>

<b>MOS Skills</b>
Skill Name - 00% +  <small> <green>(+0% per level of experience)</green></small>

<b>OCC Related Skills</b>
Skill Name - 00% +  <small> <green>(+0% per level of experience)</green></small>

<b>Secondary Skills</b>
Skill Name - 00% +  <small> <green>(+0% per level of experience)</green></small>

<b>Weapon Proficiencies</b>


<u><b>H2H Combat:</b></u>
<b>Attacks</b>:
<b>Initiative</b>:
<b>Strike</b>:
<b>Parry</b>:
<b>Dodge</b>:
<b>Roll with Impact</b>:
<b>Pull punch</b>:
<b>Crit</b>: Natural 20

 <b>Hand to Hand Techniques Known</b>:
    Punch (1D4 damage),
    Kick attack (1D6 damage)

<b>Base Saving Throws </b>
Disease: 14 <Red>(+0)</Red>
Lethal Poison: 14 <Red>(+0)</Red>
Non-Lethal Poison: 16 <Red>(+0)</Red>
Harmful Drugs: 15 <Red>(+0)</Red>
Insanity: 12 <Red>(+0)</Red>
Psionics: 15 <Red>(+0)</Red>

<b><u>Mecha Elite Combat Training</b></u>:
<b>Type</b>:
<b>Attacks</b>:
<b>Initiative</b>:
<b>Strike HtH</b>:
<b>Ranged Strike</b>:
<b>Parry</b>:
<b>Dodge, ground</b>:
<b>Dodge, flying</b>:
<b>Roll</b>:
<b>Disarm</b>:
<b>Punch</b>:
<b>Stomp Attack</b>:
<b>Kick</b>:
<b>Jump Kick</b>:
<b>Body Block/Ram</b>:
<b>Crit</b>: Nat 20


<b>Personal Possessions</b> (these are things you don't take out on missions)
UEEF Or AotSC Duty Uniform (x2)
Combat Boots
Dress Uniform
Dress Boots
Handbook of Personal Responsibility
Military ID and Access Codes (with Access to Assigned Flight Bays, Assigned duty areas, Armory (during mission only), etc.
Advanced Tablet with removable keyboard and a bluetooth mouse and earbuds.



END COPY!

Copy this template and make a post in the appropriate Combat Gear thread. Only post there once your character is approved. Your gear should be kept up to date at all times. Every time you shoot, use something, or otherwise consume a resource it should be marked off your sheet. You will find, buy, and acquire gear as the game progresses.


BEGIN COPY!
<b>H.P.</b>:
<b>S.D.C.</b>:
<b>P.P.E.</b>:
<b>I.S.P.</b>:

<u><b>Equipment</b></u>

UEEF Space/Flight suit: Undersuit
UEEF EBA-04 tactical spacesuit
<u><b>MDC by Location </b></u>
<b>Body</b> 10/10
<b>Left Arm</b> 5/5
<b>Right Arm</b> 5/5
<b>Left Leg</b> 6/6
<b>Left Leg</b> 6/6
<red>Note: there is no head - must be used with a CVR-3 helmet, or other environmental helmet. Once mated to an environmental helmet, the suit is air-tight and environmental in nature.</red>

<b>CPU controlled life support system:</b> A small CPU is woven into the under suit that monitors O2 supply, consumption, internal and external temperature, and environmental integrity. The system also re-circulates waste gases and automatically seals the suit in hostile environments, provided the helmet is worn and the visor is down. The CPU runs on a power cell with a charge good for 48 hours. The power cell can be charged while a pilot is in his/her mecha, or on UEEF bases/ships.
<b>High temperature resistant shielding:</b> Protect the wearer from heat and flames up to 200 degree centigrade (360F).
<b>Shielding:</b> Resistant to radiological, chemical and biological agents
<b>Internal O2 supply:</b> Good for one hour. Can be extended
<b>Impact resistant helmet:</b> Has a removable polarized visor, with a
<b>HMD (helmet mounted display):</b> Used in conjunction with UEEF mecha, or mecha with the appropriate software upgrades. The HMD will only work when utilizing a mecha.
<b>Life-support feeds:</b> A person wearing EBA-04 can hook up to the life support systems of UEEF mecha ships and propulsion packs.
<b>Radio:</b> 10 mile range, can be preloaded with up to 10 separate frequencies.

[b]CVR-3 Personal Environmental Combat Armor[/b]
[b]MDC by Location[/b]
[u]CVR-3?[/u]
Helmet - ##
Arms (L) - ##/##
Arms (R) - ##/##
Legs (L) - ##/##
Legs (R) - ##/##
Main Body - ##

Prowl Penalty: -10%
Weight: 12 lbs

<b>Internal O2 supply:</b> Extends the time for the EBA-04 to six hours. Can be extended further with additional equipment.
<b>Sidearm Holster and Utility belt</b> contains:
<u>Pistol Holster (choose a hip)</u>:
<u>Hard sided pouch (opposite hip)</u>:
<small>(holds one of the following: 2-4 e-clips, a small tool kit, medical kits, food, or other supplies)</small>
<u>Hard sided pouch (lower back)</u>:
<small>(holds one of the following: 2-4 e-clips, a small tool kit, medical kits, food, or other supplies)</small>
<b>Note</b>: May attach two other pouches, but not when using a cyclone - any other pouches will fall off during transformation - period.

<b><u>Weapon Name</u></b>
<b>Weight</b>:
<b>Range</b>:
<b>SDC-Damage</b>:
<b>MDC-Damage</b>:
<b>Rate of Fire</b>:
<b>Penalty</b>:
<b>Bonus</b>:
<b>Payload</b>:

<b>Personal Possessions</b> (Anything except standard issued weapons, armor, tools, mecha, etc):

<b>Credits</b>: Start with three months pay.

<hr><b>Mecha Description</b>
<hr><b><red>Mecha Name</red></b>

<u>Model Type</u>:
<u>Class</u>:
<u>Crew</u>:

<b>M.D.C. by Location:</b>
<u>Head </u>– ###
<u>Arms (2)</u> – ### each
<u>Legs (2)</u> – ### each
<u>Reinforced Pilot’s Compartment</u> - ###
<u>Main Body</u> – ###

<b>Speed:</b>
Flying (atmosphere):
Flying (space):
Running:
Leaping:
Underwater:

<b>Statistical Data:</b>
<u>Height</u>:
<u>Length</u>:
<u>Width</u>:
<u>Weight</u>:
<b>Physical Strength:</b> Robotic Strength of ?
<b>Cargo:</b> Survival Kit and Side arm
<b>Power System:</b>

<b>Weapon Systems: </b>

<b>1.) Weapon System Name</b>:
Primary Purpose:
Secondary Purpose:
Weight:
Range:
Mega-Damage:
Rate of Fire:
Penalty:
Bonus:
Payload:

<b>2.) Hand to Hand Combat:</b>
Hand to Hand Damage:
____________________________________________________________________________________


<b>Personnel Record</b>
<b>Name:</b> Last name (in CAPS), First name, Middle name
<b>Service Branch:</b>
<b>Service Number:</b>
<b>Pay Grade:</b>
<b>Rank:</b>
<b>Date of Birth:</b> roll 1d12 for month, roll 1d30 for day and take your from 2044
<b>Primary Specialty:</b>
<b>Military Education:</b>
<b>Decorations, Medals, Badges, Citations, and Campaign: </b>

<b>Disciplinary data and court martial record: </b>

<red><b>END COPY!</b></red><hr>

Understanding UEEF Military and Citizen Identification Numbers

A Sample Number (A technical Officer military number)

                          MS10-228-2024-5DE9

The first two digits are state of origin:
MS: Born on a UEEF military ship
CS: Born on a civilian ship
CW: Born on a colony World
AB: B on earth
TB: Born on Tirol
MB: Born on Mars Base

The Third Digit refers to the species, gender, and mutation (or lack therof) of the ID holder
         0: Human Female
         1: Human Male
         2: Zentraedi Female
         3: Zentraedi, Male
         4: Tirolian Female
         5:  Tirolian Male
         6: Spherian Female
         7: Spherian, Male
         8: Preyton Female
         9: Preyton Male
         A: Spherian Female
         B: Spherian Male
         C: Karbarran Female
         D: Karbarran Male
         E: Guardian, Female
         F: Guardian, Male
         G: Praxian Female

The Fourth Digit refers to the presence of paranormal abilities
         0: No Psychic Ability
         1: Psychic Sensitive (minor)
         2: Psychic Sensitive (moderate)
         3: Psychic Sensitive (master)
         4: Other (Magic Users, and anything else magical in nature)

The Fifth digit is the month of birth.
         1-9 (January through September)%ember%gits</b> are the day of birth
 The Eighth through Eleventh  digits are the year of birth, on the PA Calender.

The last Four digits are randomly assigned, and signify a specific individual
         (roll 1d16 8 times. 16=0, 10=A, 11=B, 12=C, 13=D, 14=E, and 15=F)
This message was last edited by the GM at 00:16, Sun 19 May 2019.
Gargoyle
GM, 444 posts
Game Master
Wed 22 Apr 2015
at 07:39
  • msg #3

Player Races and OCCs

Playable Races
Human
Zentraedi
Half Zentraedi
Tirolian
Half Tirolian
Karbonarite
Praxian
Garudan
Spherian
Preytons

UEEF Military OCCs
Battliod Ace (Shadow Chronicles)
Fleet Enlisted Crewmen/Infantry (Shadow Chronicles)
Military Specialist (Shadow Chronicles)
Technical Officer Military Specialist (Shadow Chronicles)
Veritech Pilot (Shadow Chronicles)
Explorer Corps (Genesis Pits)
Genetic Engineered (Game Specific OCC)
Marine Infantry (rifleman) (Expeditionary Marines Raw)
Mechanized Infantry (Expeditionary Marines Raw)
Fleet Corpsman (Expeditionary Marines Raw)
S.T.O.R.M. Commando (Expeditionary Marines Raw)
Marine Technical Officer (Expeditionary Marines Raw)

Southern Cross Military OCCs
Tactical Space Corps (Masters Saga)
Tactical Air Force (Masters Saga)
Civil Defense Flying Corps (Masters Saga)
Tactical Armored Space Corps (Masters Saga)
Alpha Tactical Armored Corps (Masters Saga)
Civil Defense Unit (Masters Saga)
Tactical Corps (Masters Saga)

Tirolian OCCs
Tirolian Legionnaire (Master Saga)
Tirolian Science Master (Master Saga)
Tirolian Muse  (Master Saga)
Tirolian Partisan (Expeditionary Marines Raw)

Sentinel RCC/OCC
Karbonarite
Praxian
Garudan
Spherian
Preytons

Human: Use the attribute table that follows this section.
01-60% Space Born: Spaceborn humans are used to the vastness of space, and fighting a war with the entire might of the UEEF on their side. They tend to be pale, slim and fit individuals, often with unnatural hair colors, who speak with a clipped and precise accent that is immediately recognizable to most people from the colonies. They also, due to their combat training, slip into military jargon and etiquette when not paying attention. While not quite as hale as toughened colony humans, they have received the best medical care, and were immunized to resist many common illnesses in preparation for their mission. They also have the benefit of having been raised, from childhood, with proper nutrition, clean water and comprehensive schooling. They receive a +2 to P.E., +2 to save vs diseases and +1 to P.B.. However, they are -5% to all Wilderness Survival and Barter skill rolls on the colonies due to the fact that they are clearly "not like folks from around these parts."
61-95% Colony Born: Colony Born humans tend to be adept at surviving in a harsh world with the constant threats of malcontented bandits, space pirates, and harsh conditions that are out of the norm for a creature evolved on Earth. They have to "make do" with whatever is at hand. This has made them more resourceful and a bit tougher. All colony born humans receive +2D6 to Hit Points, + 1 on Perception Rolls, and +5% to the following skills (if chosen): Barter, Recycling and Salvage. Integration into the UEEF military has eliminated some hurdles, but they tend to be a bit more lax in their etiquette than their spaceborn brethern.
96-100% Earth Born: The few who are earth born tend to be young children who were evacuated with military personnel after the Second Robotech War. On a roll of 01-50% they are like colonists, and on 51-100% they are like space born individuals.


The Zentraedi/Human Hybrid: Persons of half-zentraedi heritage may be 1D4 inches (2.5-10 cm) taller than the average human and could weigh an additional 1D4x10 pounds (4.5-18 kg; mostly muscle). Many of them have skin tones that gravitate toward mauve and similar colors. The individuals may have odd hair colors like purple, blue and green. However, given the hair-dying trend among many UEEF personnel, that is hardly a telling trait.

To determine the caste of a Zentreasi parent, roll on the following table:
01-75% Warrior Infantry: Identical to humans, except for the possible hair coloration and height differences mentioned above.
76-85% Auxiliary Specialist: +1D6 to I.Q. and +1D4 to M.A., but -1 to P.P. and -1D4 to P.B.
86-95% Warrior Elite: +1D6 to P.E. and +1D6 S.D.C. if the Zentraedi parent was male, or +1D6 to P.P. if the parent was female. Both suffer from impulsiveness, mood swings and are -1D4 to M.E. and M.A., and -2 to save vs insanity.
96-00% Warlord: +1D6 to P.S. and +1D4 to P.E., +2D6 (+7) S.D.C., and +1 to initiative, but are -1D6 to M.E. and -2 to save vs insanity, and tend to be aggressive and highly competitive.

The Tirolian/Human Hybrid: Individuals with Tirolian blood typically lean toward slim and lithe builds and may have a slightly unearthly quality to their voices. The individuals may have odd hair colors like purple, blue and green. However, given the hair-dying trend among many UEEF personnel, that is hardly a telling trait. Tirolians are even closer to humans than the Zentraedi, but some caste blood may dominate.

To determine the caste of a Tirolian parent, roll on the following table:
01-55% <b>Civilian: Identical to humans, except for the possible hair coloration differences mentioned above.
56-60% Tirolian Muse: The child of a human and Tirolian Muse gets +5% to all Communication skills, but is -10 to starting S.D.C. (minimum of 5).
61-80% Tirolian Legionnaire: + 1 to initiative, + 1D4 to P.S., and + 1 to P.P.
81-90% Science Master: The child of a Science Master gets +2 to Perception Rolls and +1D4 to I.Q., but -1D6  to P.S.
91-00% Clone Master: +2 to I.Q., +1 to M.E. and the offspring of Clone Masters are born with the skill Military Tactics, which comes naturally to them, and get +5% to all Military skills, but tend to be arrogant and generally want to be in charge.
This message was last edited by the GM at 10:01, Tue 30 June 2015.
Gargoyle
GM, 445 posts
Game Master
Wed 22 Apr 2015
at 07:44
  • msg #4

Ranks and Pay Scale for Military Personnel

UEEF Naval Ranks & Chain of Command:
Possessed by: VT pilots, and all ship personnel.

UEEF Naval Commissioned Officer:
0-10 Fleet Admial (Flag)
O-9 Admiral (Flag)
O-8 Vice Admiral (Flag)
O-7 Rear Admiral (Flag)
O-6 Captain
O-5 Commander
O-4 Lieutenant Commander
O-3 1st Lieutenant (Senior)
O-2 2nd Lieutenant (Junior)
O-1 3rd Lieutenant (Junior)

UEEF Naval Enlisted
E-9 Master Chief Petty Officer
E-9 Master Chief Hospital Corpsman*
E-8 Senior Chief Petty Officer
E-8 Senior Chief Hospital Corpsman*
E-7 Chief Petty Officer
E-7 Chief Hospital Corpsman*
E-6 Petty officer 1st Class
E-6 Hospital Corpsman First Class*
E-5 Petty officer 2nd Class
E-5 Hospital Corpsman Second Class*
E-4 Petty officer 3rd Class
E-4 Hospital Corpsman Third Class*
E-3 Technical Specialist: (Junior)
E-3 Hospitalman*
E-2 Technical Apprentice: (Junior)
E-2 Hospitalman Apprentice*
E-1 Technical Recruit: (Junior)
E-1 Hospitalman Recruit*

UEEF Marine Ranks:
Possessed by: The UEEF Marines

UEEF Marine Officers
O-9 General
O-8 Lieutenant General
O-7 Brigadier General
O-6 Colonel
O-5 Lt Colonel
O-4 Major
O-3 Captain
O-2 1st Lieutenant
O-1 2nd Lieutenant (Starting rank for officers)

UEEF Marine Enlisted
E-9 Master Chief Sergeant
E-8 Master Sergeant
E-7 Chief Sergeant
E-6 Staff Sergeant
E-5 Sergeant
E-4 Corporal
E-3 Lance Corporal
E-2 Private First Class
E-1 Private-1(Recruit)

ASC Army Ranks:
Possessed by: ASC
ASC Army Officers
O-10 General (Four Star)
O-9 Lieutenant General (Three Star)
O-8 Major General (Two Star)
O-7 Brigadier General (One Star)
O-6 Colonel
O-5 Lt Colonel
O-4 Major
O-3 Captain
O-2 1st Lieutenant
O-1 2nd Lieutenant (Starting rank for officers)

ASC Aerospace Forces Enlisted
E-9 Chief Master Sergeant
E-8 Senior Master Sergeant
E-7 Master Sergeant
E-6 Technical Sergeant
E-5 Staff Sergeant
E-4 Senior Airman
E-3 Airman First Class
E-2 Airman
E-1 Airman:Basic

ASC Ground Forces Enlisted
E-9 Sergeant Major
E-8 Master Sergeant
E-7 Chief Sergeant
E-6 Staff Sergeant
E-5 Sergeant
E-4 Corporal/specialist
E-3 Private First Class
E-2 Private second Class
E-1 Private (Recruit)

Pay Scale:

This should make it easier on new players coming in to locate and determine there monthly pay, as well as ease to the moderators. Regardless of branch of service, all ranks (O-?, or E-?) receive the same pay. Also note that combat pay, as well as hazard pay is separate, and is not included in the following totals:

O-10: 25,000 Credits per month
O-9: 20,000 Credits per month
O-8: 16,000 Credits per month
O-7: 12,000 Credits per month
O-6: 7,000 Credits per month
O-5: 5,500 Credits per month
O-4: 4,500 Credits per month
O-3: 3,800 Credits per month
O-2: 2,800 Credits per month
O-1: 2.500 Credits per month


E-9: 2,800 Credits per month
E-8: 2,700 Credits per month
E-7: 2,600 Credits per month
E-6: 2,500 Credits per month
E-5: 1,900 Credits per month
E-4: 1,800 Credits per month
E-3: 1,700 Credits per month
E-2: 1,500 Credits per month
E-1: 1,250 Credits per month

Combat Pay:
Any personnel sent into direct combat is awarded combat pay, this amounts to the following
Enlisted personnel: 10%
NCOs’ and Special ops: 15%
Officers: 20%

Hazard Pay:
Is an additional amount of credits paid to those whose military service is especially dangerous, where chances of survival or risk of death is extremely high. This includes all mecha pilot OCC’s, all special Ops OCC’s and EOD specialists: This is a flat 20% increase in pay regardless of rank

  * UEEF Medical Field Corpsman Ranks.
This message was last edited by the GM at 08:55, Sat 13 June 2015.
Gargoyle
GM, 446 posts
Game Master
Wed 22 Apr 2015
at 07:45
  • msg #5

Military Service History

Section One: Military Service History

For Each year your Character has been active you will role once Under Years of Service and once under Life Event.

Length of Military Service
 Enlisted: Boot camp usually lasts one to three months and MOS training can last from 12 months. Your base age is 17, provided you entered after high school at 16. A typical enlistment in the UEEF armed forces lasts six years.  Roll 1D6 – 1 for years of service after completion of training. If you get a zero then your character is fresh from training. If you roll a 6 another 1d6 may be rolled with the GM’s approval to signify the character being on a second six year enlistment. This will be allowed on a case by case basis, depending on the player level of role playing and the needs of the game.

 Officers: Officer Candidate School lasts roughly three months and MOS training last 18 months. Depending on your MOS choice(s) enlisting at 18 (this gives you a two year degree from college) your base age is 19 to 20 or older. Officers serve until they retire or can resign their commission after 8 years of service. Roll 1d6-1 for years of service after completion of training. If you get a zero then your character is fresh from training. If you roll a 6 another 1d6 may be rolled with the GM’s approval to signify the character continuing their military service. This will be allowed on a case by case basis, depending on the player level of role playing and the needs of the game, or OCC/MOS package.

The following tables round out a character military service history.
Reason for Joining:

People join the military for a myriad of reasons.
 01-5% Criminal; you had a choice, join the UEEF or go to prison. You’ve been given a second chance; it’s up to you to make it count.
 06-25% Conscript; you are from a colony state that does not have enough people who volunteer for service within the United Earth Expeditionary Forces. Thus the Colony State forcibly conscripts its citizens to join the UEEF.
 26-35% Joined with a friend; Maybe he/she is still alive or perhaps killed in action.
 36-45% Money for college, the United Earth Expeditionary Forces has a number of benefits programs that will make paying for collage easier.
 46-79% Volunteer; you chose to join the UEDF of your own free will.
 80-99% Sense of Duty; your parents (or another relative) also served in the UEG (and may still be serving), so you feel it is a necessary step in your life.
 100% Bribed; a family member or friend maybe the government offered you something for your service.  To be determined by GM.


Years of service: For each year of military service after training, roll a 1d4 to determine what your character's primary duty assignment for that year.
 1= Garrison duty
 2= Patrol duty
 3= Forward Deployed
 4= Combat Zone

Garrison duty: The character has spent the past year on a large military base training and conducting other boring mundane tasks, in a relative stable place (Tirol, colony, solar system etc.). But occasionally troops on garrison duty are called upon to aid during natural disasters or defend the base and surrounding area from attack. Troops on garrison duty are also called upon to reinforce other units around the world.
 Roll on the following table and the life events table once.
 01-50% Nothing happened, (100 XP)
 51-60% Natural disaster, has occurred near the base and your unit was sent to deal with the situation. (200 XP)
 61-70% You screwed up, roll on the Military Discipline table.
 71-80% Shortened tour, either because your unit commander thinks highly of you (01-50%) or doesn’t like you (51-100%) you’re sent as a replacement to a combat zone. Roll 2d6 to determine how many months into garrison duty you were before shipping out. The die result also determines how many times you need to roll on the combat action table. If you roll a 12 make no rolls under the combat action table.
 81-100% Base attacked, some sort of attack was made on the base (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once.

Patrol Duty: The UEEF patrols the space lanes in and around their colonies and allies. You have spent the last year part on a Garfish. Like any duty in the space it can be boring as all hell or some of the worst hot spots depending on the sector.
 Roll on the following table 1d3+1 times.
 01-10% You screwed up, roll on the Military Discipline table.
 11-15% Natural disaster, occurred nearby and your unit was sent to deal with the situation. (200 exp)
16-30% Hostage Rescue, Zentraedi, Master, Invid, have taken some humans for whatever reason.
 Roll 1d4.
 1= all hostages rescued (500 XP)
 2= some hostages killed (200 XP)
 3= most hostages killed (100 XP)
 4= all hostages killed (-200 XP) and roll a saving throw vs. insanity if you fail roll on the psychological effects table.
 31-50% Convoy duty, your ship is assigned to protect a convoy of supplies and is attacked, or is diverted to defend a colony or other location. Roll once on the combat action table.
 51-70% Nothing happens, your stay was boring and filled with lots of training exercises.  (100 XP)
71-90% Major looting/Rioting, people the people of one of the colony worlds have over taken its local garrison and are rioting and looting for whatever reason and your unit is sent in to stop it. (300 XP)
 91-100% Ship is attacked, some sort of attack was made on the Garfish you were assigned (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once.
Forward deployed: You were a part of the UEEF liberation fleets fighting Invid strong holds and rogue elements of the Masters empire. Life on a ship can get pretty boring for infantry and mecha troops, but they can be called upon in a moment’s notice to battle aliens, pirates, to rescuing hostages  or to help bolster troops within a heavy combat zone.

 Deployments are six to nine months long; thus roll 2d3 times on the following table.
 01-15% You screwed up, roll on the Military Discipline table.
 16-35% Nothing exciting happens, you play lots of Card games to pass the time. (200 exp)
 36-45% Liberation, Invid controlled planet your unit is sent in to help liberate the planet from the Invid . Roll on the combat table
 46-55% while on patrol you and your squad encounter a large Invid patrol, roll on the combat table.
 56-70% Pirate action, your ship encountered pirates and dealt with them
 71-85% Boarding action, your ship encountered a Zentraedi warship and your unit was sent in to board and clear it of hostiles.
 Roll twice on the combat action table. The first roll applies to your approach to the ship, and the second roll applies to the actual clearing of the warship. If the first roll results in something disastrous, then don’t make the second roll.
 86-100% Supporting a combat zone, You’re sent in to support units stationed within a combat zone for 1d2+1 months. Roll on the combat action table that many times.

Combat zone: Your unit is assigned to a heavy combat zone (Fighting the Invid, Rogue and loyal remnants of the Master Empire or some other alien). You see combat roughly once a month, sometimes twice a month. Roll 3d3 for the number of times you saw action, and then roll that many times on the Combat action table. There is a 01-15% chance you screwed up, and your superiors decided to charge you, roll on the military discipline table.
 Combat action table
 01-15% Minor combat, your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties. (500 XP)
 16-30% Minor combat, your unit made contact with a larger sized enemy force and came out on top. But there were a few casualties. There is a 05% chance you were wounded, roll on the wounded in combat table. (750 XP)
 31-45% Major combat, your unit was involved in a major combat action but there were a few casualties. There is a 10% chance you were wounded, roll on the wounded in combat table. (900 XP)
 Roll 1d20 to determine if your actions earned you a medal
 1-17= no medal
 18-20= Bronze Star
 46-60% Major combat, your unit was involved in a major combat action but there were many casualties. There is a 40% chance you were wounded, roll on the wounded in combat table. (1000 XP)
 Roll 1d20 to determine if your actions earned you a medal
 1-10= no medal
 11-15= Bronze Star
 16-20= Titanium Medal of Valor
 61-75% Wounded, you were wounded during the onset of a combat action (i.e. one of my Nat 20’s took you out of the fight in the 1st melee of combat, and you lived). If the wound is not too debilitating roll on the Combat action table again to represent continuing on throughout the combat action while wounded.
 76-90% Large battle, you were involved in a large battle that lasted for 4d6 hours.  There is a 20% chance you were wounded.  If unwounded add +1 to ME attribute (2000 XP)
 Roll 1d20 to determine if your actions earned you a medal
 1-10= no medal
 11-15= Bronze Star
 16-18= Titanium Medal of Valor
 19-20= UEEF/ASC Cross
 91-93% Trapped behind enemy lines; whatever happen is still foggy. But you were shot down behind enemy lines. You had to do things to survive you don’t like to think about.
1= 3d10 days (250 XP)
 2= 1d4 weeks (500 XP)
 3= 1d4 months (750 XP)
94-98% Sole survivor, during heavy combat things went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stresses that would have broken most people. You survived while the rest of your unit was slaughtered and now you alone are left to tell the tale. There is a 30% chance of suffering from PTSD, no initial saving throw allowed. . Plus rank increase to the next level. (2500 XP)
 Roll 1d20 to determine what medal you earned
 1-12= Bronze Star
 13-20= Titanium Medal of Valor
 99-100% Hero, for your actions in combat, your bravery and heroism is well known. There is a 20% chance you were wounded, and roll on the psychological effects table. Plus rank increase to the next level (3000 XP)
 Roll 1d20 to determine what medal you earned
 1-10= Bronze Star
 11-14= Titanium Medal of Valor
 15-18= UEEF /ASC Cross
 19-20= The Medal of Honor


--------------------------------------------------------------------------------
Wounded in Combat Table:
  The time spent recovering from a wound may affect subsequent rolls. So figure out how long you’re recuperating before making any subsequent rolls. For vehicle/mecha pilots any rolls beyond 44% resulted because of the destruction of your vehicle/mecha. Otherwise there is a 15% chance your vehicle/mecha was destroyed. Those who are wounded receive the Purple Heart medal.
 01-07% Concussion, an explosion knocked you out during a portion of the battle. You recovered either after or during the battle. (100 XP)
 08-14% Minor gunshot or shrapnel wound, you suffered a minor flesh wound and continued to combat the enemy. You’re able to go back to full duty within a week. (150 XP)
 15-21% Minor Burns, you receive 1st degree burns over 15% of your body, requiring a 1d4 weeks of recuperation. (200 XP)
 22-28% Fractured bones, you suffer a few minor fractures and recuperate within 1d3 months. (250 XP)
 29-35% Broken bones, you suffer 1d3 clean breaks, and recuperate within 1d3+3 months.  (250 XP)
 36-43% Shot in the buttocks! You took a bullet or piece of shrapnel in the ass, causing you to be laid up for 1d2 months. (300 XP)
 44-59% Major gunshot or shrapnel wound, you take a bullet or piece of shrapnel in a leg, resulting in a broken bone. Requires 1d3+3 months of recuperation. There is a 50% chance you have lost some of your mobility due to damaged tendons -1d4 Spd attribute (350 XP)
 50-54% Major gunshot or shrapnel wound, you take a bullet or shrapnel in an arm resulting in a broken bone. Requires 1d3+2 months of recuperation. There is a 50% chance you have lost some of your mobility due to damaged tendons -1d2 to PP attribute (350 XP)
 55-59% Major gunshot or shrapnel wound, you took a bullet or shrapnel in a lung. Spend 2d3 months in recuperation and -1d4 to PE attribute. (400 XP)
 60-64% Major gunshot or shrapnel wound, throat injury. You took a bullet or shrapnel in the throat. You were lucky enough to not bleed out or suffer a spinal cord injury but there is  50% chance your vocal cords have been damaged and you now talk with a raspy voice. You spend 2d4 months recovering. Roll on the psychological effects table. (450 XP)
 65-69% Major Burns, you receive 1st or 2nd degree burns over 30% of your body, requiring a 2d2 months of recuperation. -1d2 to PB attribute. Roll on the psychological effects table. (500 XP)
70-74% Severe burns, you receive 3rd degree burns over 60% of your body, requiring a full year of recuperation. -2d2 to PB attribute and you have a fear of fire. A saving throw can be made every year to place the fear into remission, but the next time you’re wounded due to burns it will return. (550 XP)
 75-79% Lose an arm/hand, which is replaced by a SDC cybernetic limb. You spend one month in recuperation, and -2d2 to PP for a year until you figure out how to use the limb. Roll on the psychological effects table. (600 XP)
 Roll 1d3
 1=Left hand
 2=Left lower arm
 3=Left upper arm
 4=Right hand
 5=Right lower arm
 6=Right upper arm
 80%-84% Lose a leg/foot, which is replaced by a SDC cybernetic limb. You spend one month in recuperation, and -2d4 to Spd for a year until you figure out how to use the limb. Roll on the psychological effects table. (600 XP)
 Roll 1d3
 1=Left foot
 2=Left lower leg
 3=Left upper leg
 4=Right foot
 5=Right lower leg
 6=Right upper leg
 85-89% severe scarring, from burns or shrapnel, Add 1d8-5 to PB, and 1d6-4 to M.A.; (Not all scars are disfiguring.) (650 XP)
 90-94% Broken back, your back is broken due to a fall, impact etc. You spend 1d2 years in recovery, and have to prove that you’re once again fit for military duty. -1d4 to PE, and the total number of points lost is added to your ME attribute. Roll on the psychological effects table. (700 XP)
 95-99% Coma, your character ends up in a coma due to his/her injuries. You spend 1d2 years in recovery, and have to prove that you’re once again fit for military duty. -1d4 to PE, -1d2 to IQ but the total number of points lost is added to your ME attribute. Roll on the psychological effects table. (750 XP)
 100% You suffer a wound that renders you sterile, Sorry no chance of ever having children of your own (well maybe a clone, but that’s highly illegal), but on the good side you can’t knock up a girl if you’re a male, and if a female don’t have to worry about birth control anymore. Add 1d20 +10 pounds to weight, spend six months in recuperation. Roll on the psychological effects table. (800 XP)

____________________________________________________________________________________

Psychological Effects table
 Roll a 1d6
 1-2: Addiction: While you recover from your injuries, you used pain killers, street drugs (as you self-medicate), or alcohol as a crutch. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are addicted to one of the three items listed above. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 XP for getting addicted, and if/when you manage to overcome the issue you get another 500 XP)
 3 -: PTSD (Post-traumatic stress disorder): You survived your wounds but not all scars are visible. Make a saving throw vs. insanity (12), including any possible bonuses from Mental Endurance, if you fail then roll on the insanity tables. You may make a save every year in an attempt to put the insanity into remission. If you succeed, then counseling and psychiatric care has been worth it. If not, then you will have the insanity at the start of game, and can undergo normal counseling and psychiatric care in character and in game. Even if the insanity is successfully treated, you are still vulnerable to a flare up of the insanity if stressed. (500 XP for getting the insanity, and if/when you manage to overcome the issue you get another 500 XP)
 4 – 6: Your fine!


Military Discipline Roll 1d20
 1-12 Minor NJP (non-judicial punishment): You’re a perpetual screw-up. While you don't get busted down, you spend almost as much time in one punitive duty or another as you do doing your regular job. You are also passed up for your next promotion.
 13-18 Severe NJP (non-judicial punishment): You get in trouble but not enough to warrant a court-martial. Reduce your rank by 1 grade, and you are passed up for your next promotion.
 19-20 Court martial: You were courts-martial and reduced to the rank of E-1 (even if beginning as an officer), and are imprisoned for 1d3 years for one charge or another. You’re lucky that whatever you did wrong did not result in being executed, and since the UEDF needs every serviceman you’re not discharged from active duty. Any further advancement in rank is halted at E-3 (unless you do something extraordinary). If you roll on the NJP or Court martial again the penalties are doubled. It's not all bad though. You may choose any one communication, electrical, mechanical, physical, or technical skill from the secondary skill list per year spent in the brig/stockade.

 This Back ground chart was orgionally written by Jedi 078 from palladium forms from concepts of MikelAmroni from Palladium forms. Altered by me to fit my game needs.
Gargoyle
GM, 447 posts
Game Master
Wed 22 Apr 2015
at 07:49
  • msg #6

Battloid Ace OCC

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.
  The Battloid Ace’s support role in space combat includes aggressive defense of carriers and other space craft, space stations and outposts from being boarded or destroyed by the enemy. The swarming tactics of the Invid are very effective at overwhelming defensive lines and enabling several small Invid squads to get past them. The Invid are notorious for skimming along the surface of the big battle cruisers where long range weapons cannot  touch them, and literally  swarming to take down communication towers, key weapons, key weapon systems and engines and, whenever possible, to destroy an entire space vessel even if it means the Invid’s own destruction. These tactics are commonly used by the Invid Scouts, Fighter Scouts, Troops and Shock-troopers, who land on the outer hull to rip apart and cripple or destroy enemy spaceships. Battloid Aces, whether they are piloting Bioroid Interceptors, Condors or other mecha, excel at these close combat engagements along a vessel’s hull. They are skilled at intercepting and destroying the Invid before they can inflict serious damage and also use crossfire, ambushes and surprise attacks – laying in wait for them on a craft’s surface – to take them out before the Invid know what hit them. And should the Invid engage in hand to hand combat,  the Battloid Ace is already for that too, with a repertoire or punches, kicks and moves to evade, counter and disable or destroy the opponent.
   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):
  Each MOS represent the character’s area of special training. Pick one of the following. A list of skills and bonuses appears under each MOS description presented at the end of this OCC. Read them all and select the one you feel fits your character’s personality and goals.
Combat Specialist
Fighter Pilot
Sapper

OOC Related Skills:
These are additional skill choices related to the character’s military occupation and back ground. Select six other skills at level one, plus one additional skill at levels 3, 5, 7, 9, 12.

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:
Depending on the Game Master and the military mission, the characters can be assigned any mission specific weapons, explosives ordnance, armor, mecha, vehicles, and equipment necessary to complete their mission. Battloid Ace also have access to basic ship facilities, base computers, recreation areas, officers’ lounge, mess hall, hospital and the assigned room/apartment.

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

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.
Gargoyle
GM, 448 posts
Game Master
Wed 22 Apr 2015
at 07:51
  • msg #7

Enlisted Crewman or Infantry OCC

Enlisted Crewman or Infantry OCC

  The Veritech Pilot seems to get the lion’s share of the glory in the UEEF, but the Enlisted men and women are the unsung heroes and backbone of any army. They are the grunts in the trenches fighting for a noble cause and doing whatever is asked of them. Enlisted men and women are the heart and soul of the Expeditionary Force. They fill roles in every section of the fleet, and do everything from scrubbing floors to launching Veritech fighters from the flight decks to front-lines combat. Most infantry troops are assigned CVR-3 armor, a rifle, basic gear and when the mission requires it, a series VR-050 Cyclone to give them added battlefield mobility and firepower.

  All Enlisted men and women go through basic training, stand watches and perform rotations of necessary mundane jobs that keep an army running. Though primarily a fighting force and, each is trained in an area of specialty as reflected by the different MOS (Military Operational Specialty) provided by their particular OCC (listed below).

  All Enlisted personnel start at the bottom with the lowest rank and work their way up   through their performance, dedication and commitment to duty. Lower ranking Enlisted men and women usually answer to the petty officer (E-4 through E-9) who, in turn, answers to his or her commanding officer.

Enlisted Fleet Crewman or Infantry Soldier
Alignment: Any
Attribute Requirements: None, A decent to high PS and PE, 8 or better is recommended.

Common Skill Set: All start at the base skill.
Computer Operation
Language: English
Literacy: English
Mathematic: Basic

OCC Skills: Basic training skills and skill bonuses common to all characters who take the Enlisted OCC
Climbing
Forced March
Mecha: Pilot Ground Veritechs
Military Etiquette
Radio: Basic
WP Energy Rifles
WP Rifles
Hand to Hand: Basic, which may be MOS. The Best hand to hand skill always applies.

MOS (Military Operational Specialty):
Each MOS represents the character’s area of special training. Pick one of the following. A list of skills and bonuses appear under each MOS description presented at the end of this OCC. Read them all and select the one you feel best fits your character’s personality and goals.
Damage Control
Infantry Heavy/Pig Man
Infantry Point Man
Motorpool Mechanic
Radio Corpsman
Security/Military Police

OCC Related Skills: These are additional skill choices related to the character’s military occupation and background. Select four other skills at level one, plus one additional skill at levels 2, 4, 8, and 12

Communications: None
Domestic: any
Electrical: Basic Electronics or Computer Repair only (+5%)
Espionage: None
Mechanical: Basic and Automotive Mechanics only.
Medical: None
Military: Any (+5%)
Physical: Any except Acrobatics and Hand to Hand Combat
Pilot: Any except Mecha and Aircraft; +5% on ground vehicles
Pilot Related: None
Science: Mathematics only
Technical: Any (+5%)
WP Any Ancient or Modern except Starship
Wilderness: Land Navigation and Wilderness Survival

Secondary Skills:
  Select two skills the secondary skill list in the skills section at levels 1, 3, 6, 9, and 11. These are additional areas of knowledge and do not get any bonuses, other then 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, Energy Rifle, two smoke grenades, a dress uniform, rating specific duty uniform, personal clothes and effects, survival knife, canteen. The Internal Security Corpsman also gets a suit of CBR-5 Tactical Body Armor which is part of their uniform and gear as MPs and Security Specialist. (CVR – 3 armor is only worn upon special assignment, when defending a spacecraft from boarders and in front-line combat.)

Equipment Available on Assignment:
 Depending on the Game Master and the military mission, the characters can be assigned any mission specific weapons, explosive ordnance, armor, Ground Veritechs, vehicles, and equipment necessary to complete their mission. Enlisted crewmen also have access to basic ship facilities, mess hall, hospital and assigned barracks.

Personal Savings: Starts at 2D6X100 credits.

MOS Selections Available to the Enlisted Crewmen OCC

Combat Medic MOS

The Combat medic is the enlisted Medic that accompanies the Marines into hostile territories. These young men and juices are trained to save lives in the worst of conditions. It is their responsibility of keeping the wounded under their charge alive and well while out in the field. It is rare to see a Medical Doctor assigned to such a dangerous assignment. The UEEF Navy supplies the marines with their medics.

Combat Medic MOS Skills
 Mecha Combat Specialty: VR-040 series
 MECT: Cyclones
 MECT: Silverback
 Excavation and Rescue (+10%)
 Sensory equipment (+10%)
 NBC Warfare (+15%)
 Field surgery (+10%)
 Paramedic (+15%)
 Xenological medicine (+15%)
 Sewing (+10%)
 W.P. Hand guns
 W.P. Knife

Rank: (UEEF Navy):E-2 Technical Apprentice: (Junior)
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. Note: 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.

Damage Control MOS:
  First Response personnel who fight fires clean up chemical and radiological spills, deal with biological agents and are responsible for quick fixes of bulkheads, decks and hulls that are damaged by combat, accident and sabotage.
NVC Warfare: (+15%)
Damage Control & Disaster Response:  (+15%)
Excavation & Rescue: (+15%)
First Aid: (+10%)
General Repair and Maintance: (+10%)
Jury Rig: (+10%)
Mecha Pilot Specialty: VR-040 series Cyclones.
Mecha Elite Combat Training: Cyclones.
Pilot: Tracked and Construction Vehicles: (+10%)
Salvage: (+5%)
Sensory Equipment: (+10%)
WP Axe

Rank: (UEEF Naval): E-2 Technical Apprentice
MOS Bonus: +5% to computer Operation and Radio Basic, 3D6+6 to SDC and +1to PE Attribute.

MOS Special Gear: CVR-3 combat body armor, VR-041M Cyclone, axe, short-range radio, first-aid kit, special gear for rescue and clean-up including ambulance and construction equipment.

Heavy Infantry/Pig Man MOS:
The grunt sent in to hold or take a strategic position, lay siege, board ships, and generally engage the enemy in combat.
Athletics (General)
Boarding Spaceships: (+10%)
Boxing or Wrestling
Mecha Combat Specialty: VR-050 series Cyclones
Mecha Elite Combat training: Cyclones
WP Heavy Military Weapons
WP Modern One of Choice
WP Heavy MD Weapons
Hand to Hand: Expert.

Rank: (UEEF Marine): E-2, Private First Class
MOS Bonuses: +10% to pilot Ground Veritechs, and 4D6+8 to SDC.

MOS Special Gear: VR-050 series cyclone and heavy energy rifle.


Infantry Point Man MOS:
  This is the soldier who takes the lead, or “point” and scouts ahead for his squad or platoon.
Detect Ambush (+10%)
Camouflage (+10%)
Land Navigation (+14%)
Lore: One of Choice (+10%)
Mecha pilot Specialty: VR-030 series Cyclone
Mecha Elite Combat Training: Cyclones.
Optic Systems (+10%)
Prowl (+10%)
Wilderness Survival (+10%)
WP Modern: One of choice

Rank: (UEEF Marine): E-2 Private First Class
MOS Bonus: +1 on Perception Rolls, +4D6 to SDC and +1D6 to Spd.

MOS Special Gear: VR_308 Cyclone.

Motorpool Mechanic MOS:
 Repair and maintenance of vehicles, particularly ground vehicles, may also fill the role of driver for officers and the transportation of personnel or supplies.
Automotive Mechanics (+15%)
Basic Mechanics (+5%)
Basic Electronics (+10%)
Biomechanical Maintenance (+5%)
Combat Driving
General Repair & Maintenance (+10%)
Jury-Rig or Salvage (+5%)
Mecha Pilot Specialty: Silverback (Instead of Cyclone)
Mecha Elite Combat Training: Silverback
Pilot: Truck (+16%)
Pilot: Track & Construction Vehicles (+12%)

Rank: (UEEF Marine): E-2 Private First Class
MOS Bonus: 4D6+4 SDC and +1D4 to PS

MOS Special Gear: Truck or Jeep, Portable tool kit, work gloves, overalls, goggles, and six extra flares.

Radio Corpsman MOS:
  Specialist in radio operation and communications.
Basic Electronics (+10%)
Computer Programming (+10%)
Electronic Countermeasure (+10%)
Laser Communications (+15%)
Mecha Pilot Specialty: VR-030 series Cyclones
Mecha Elite Combat Training: Cyclones
Pilot Motorcycle or Hovercycle
Running
Sensory Equipment (+15%)
WP Handguns or WP Energy Pistol

Rank: (UEEF Marine): E-2 Private First Class
MOS Bonus: 2D6+4 SDC, +1 to ME and 1D4 to Spd.

MOS Special Gear: Long range-radio, scramblers and VR-038 Cyclone

Security/Military Police MOS
  Responsible for all internal security, counter-terrorism and the enforcement of rules and military discipline aboard ship. Also responsible for crowd control and shore patrol while on base. Security corpsmen answer to the ships Master at Arms, who in turn, answers to the ships executive officer.
Crime Scene Investigation (+10%)
Intelligence (+10%)
Interrogation (+10%)
Mecha Pilot Specialty: VR-050 series Cyclones
Military Etiquette (+10%)
Surveillance (+10%)
WP Blunt
WP Shield
Hand to Hand: Expert

Rank: (UEEF Naval): E-2, Technical Apprentice, (UEEF Marine): E-2, Private First Class
MOS Bonuses: 3D6+4 SDC, +2 to disarm, +1 to entangle, and +2 to pull punch.

MOS Special Gear: CBR-5 Tactical Body Armor, riot baton (does 2D4 SDC damage), riot shield (1D6 SDC), short-range radio and VR-050 series cyclone and CVR-3 armor, as necessary.
Gargoyle
GM, 449 posts
Game Master
Wed 22 Apr 2015
at 07:52
  • msg #8

Military Specialist O.C.C

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.

M.O.S. (Military Operational Specialist): Each M.O.S. represents the character’s area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of this O.C.C. Read them all and select the one you feel best fits your character’s personality and goals.
Command Officer
EOD/Demolitions/SEAL
Gunnery/Ordnance Corpsman
Intel Agent
Marine
Marine Commando
Ranger/Reconnaissance
Special Forces/Espionage
Undercover Ops

O.C.C. Related Skills: These are additional skill choices related to the character’s military occupation and background. Select seven at level one, plus one additional skill at levels 3, 5, 7, 9, 11, and 13.
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.

Standard Equipment: Mission specific Veritech fighter with VR-041 or VR-038 Scout Cyclone or standard VR-052 Cyclone emergency vehicle – or as per mecha skills, which might be limited to only the Cyclone or the Battloid. However, most Military Specialists pilot a Veritech or Battloid. Mission specific; CVR-3 body armor, UEEF Space/Flight suit, Gallant H-90 sidearm with all attachments, 4 extra H-90 Protoculture Energy Clips, canteen, dress uniform, flight suit, personal clothing and effects.

Equipment Available on Assignment : depending on the character’s skills, the Game Master and the campaign, characters can be assigned any other Veritech fighter, Battloid or Ground Veritech, any mission specific land vehicles, aircraft or spacecraft, any other firearms, weapon systems and ordnance, optical enhancements, any and all mission specific special equipment and access to computers and special facilities.

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.

M.O.S. Special Gear: Access to communications and computer systems, Officers’ lounge, conference rooms, war room, private quarters and any standard weapons and mecha necessary for a particular mission.

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

M.O.S. special Gear: Surveillance equipment, disguises, clothing, fake documents, etc…, necessary for his/her other undercover operation.
Gargoyle
GM, 450 posts
Game Master
Wed 22 Apr 2015
at 07:54
  • msg #9

Technical Officer O.C.C.

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.
While officers are as varied as people, bad officers usually don’t last long, either being demoted or shuffled off somewhere they can’t do much damage. Bad combat officers usually tend to have a higher than normal rate of dangerous and sometimes fatal accidents.

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.

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character’s area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of this O.C.C. Read them all and select the one you feel best fits your character’s personality and goals.
Combat Engineer
Combat Medical Officer
Communications Officer
Engineering Officer
EVA Specialist
Flight Crew Engineer
Helmsman/Navigator
Science Officer

O.C.C. Related Skills: These are additional skills choices related to the character’s military occupation and background. Select eight at level one, plus one additional skill at levels 2, 4, 6, 8, 10, 12 and 15.
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: (UEEF Marine): 0-1, 3rd lieutenant
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: (UEEF Naval):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: (UEEF Naval): 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: (UEEF Naval): 0-1, 3rd lieutenant
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: (UEEF Naval): 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: (UEEF Naval): 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. Note: 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: (UEEF Naval): 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.
This message was last edited by the GM at 20:18, Wed 24 June 2015.
Gargoyle
GM, 451 posts
Game Master
Wed 22 Apr 2015
at 07:56
  • msg #10

Veritech Pilot OCC

Veritech Pilot OCC

Veritech pilots are the Cream of the crop, the elite of the UEEF’s aerospace fighting force. Steely and cocksure, Veritech Pilots are put through a vigorous training regimen that includes not only training, but survival and  hours of classwork to hone the mind as well as the body. They are trained in piloting conventional aircraft and fighter and aerospace combat tactics, as well piloting the nimble and deadly Veritech fighters and Cyclone. They represent the backbone of the Expeditionary Force’s ability to project its power and take part in the missions as diverse as interception/interdiction, dog fighting, bombing, combat air patrol, space and atmosphere superiority, air to ground strikes, ground to air attacks, air support reconnaissance, exploration, rescue and fighter escort.
   Veritech Pilots are either UEEF Fleet or Marine Corps Aviators have their own squadrons and air wings, and follow the UEEF Marine Corps rank structure, they are approved for flight status through the REF Fleet, and answer to the CAG of the ship their wing is assigned to. While Marine Aviators take part in the same kinds of missions as their UEEF Fleet colleagues, they mostly concentrate on ground attack and air support missions in concert with their land-bound Marine Corps brethren.

Veritech Pilot O.C.C.
Alignment: Any

Attribute Requirements: IQ 12, ME 10, PP 12; a high PE is also helpful, but not required.

Common Skill set: All start at the base skill.
Computer Operation (+10%)
Language: English (+2%)
Literacy English (+2)
Mathematics: Basic (+2%)

O.C.C. Skills: Basic training skills and skill bonuses common to all characters who take the Veritech Pilot O.C.C.:
Climbing (10%)
Forced March
Military Etiquette (+10%)
Pilot: Airplane (+30)
Pilot: Jet Aircraft (+30)
Pilot: Spacecraft, light and Medium (+15%)
Radio: Basic (+15%)
Sensory Equipment (+15%)
Space Survival (+10%)
Swimming (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P.  Handguns
Hand to Hand: Expert, which may be changed and improved by some MOS the best Hand to Hand skill always applies.

MOS (Military Operational Specialty):
Each MOS represents the character’s area of special training. Pick one of the following. A list of skills and bonuses appears under each MOS description presented at the end of this OCC Read them all and select the one you feel best fits your character’s personality and goals.
Veritech Alpha Fighter Pilot
Veritech Beta Fighter Pilot
Reconnaissance Veritech Pilot
UEEF Fleet Electronic Warfare/SEAD VT Pilot

OCC Related Skills:
These are additional skill choices related to the character’s military occupation and background. Select Eight at level one, plus one additional skill at levels 2, 4, 6, 8, 10, 12, and 15.

Communications: Any (+5%)
Cowboy: Any
Domestic: Any
Electrical: Basic Electronics only (+10%)
Espionage: None
Mechanical: Any (+10%)
Medical: None
Military: Any (+5%)
Physical: Any, except Gymnastics and Wrestling
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Rogue: Any, Gambling and Tailing (+10%)
Science: Mathematics: Advanced and Astrophysics only
Technical: Any (+5%)
WP: Any
Wilderness: Any (+5%)

Secondary Skills:
Starts with 5 Secondary skills then select one additional skill from the secondary skills list in the skills section at levels  2, 4, 6, 8, 10, 12, and 15. 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 Veritech fighter with VR-052 Battler Cyclone emergency vehicle, UEEF Space/Flight suit, CVR-3 body armor, Gallant H-90 side arm with all attachments, 4 extra h-90 Protoculture Energy Clips, two flares, two smoke grenades, survival kit, canteen, dress uniform, flight suit, sunglasses, UEEF Pilot's Survival/Floatation Vest, personal clothing and effects.

Equipment Available on Assignment:
Depending on the Game Master and the campaign, characters can be assigned any type of Veritech fighter or Ground Veritech or any mission specific land vehicles, aircraft or spacecraft, and additional firearms, weapon systems and ordnance, optical enhancements, any an all mission specific special equipment. Also have access to medical facilities, an apartment style housing with 1-3 roommates (fellow Veritech pilots), Officers’ lounge, mess hall, computers and special facilities.


Personal Savings: 3D6x 100 credits.

MOS Selections Available to the Veritech Pilot OCC

Veritech Alpha Fighter Pilot MOS:
 This character is the famous Veritech fighter pilot who flies the versatile transforming Alpha Fighter, Super-Alpha and Shadow Fighter. He or She may engage in any manner of aerospace combat operations from dogfights and boarding enemy vessels to rescue.

Boarding Spaceships (+ 10%)
Intelligence (+ 12 %)
Land Navigation (+ 10%)
Mecha Pilot: one of choice (typically Ground Veritechs).
Mecha Pilot: Veritech
Mecha Elite Combat Training: Alpha
Navigation: (+ 20%)
Navigation: Space (+10  %)
Wilderness Survival (+ 10%)
Zero Gravity Combat

Rank (UEEF Naval): 0-1, 3rd Lieutenant (UEEF Marine): 2nd lieutenant
MOS bonus: +3D6 + 10 to SDC, +1 on initiative, +1 to Dodge, and +1 to PP and PE attributes.

MOS Special Gear: Access to flight deck, aircraft, Veritechs and light space craft, as well as missiles and ordnance as it relates to the pilot’s Veritech and specific missions.


Veritech Beta Fighter Pilot MOS:
A Veritech fighter pilot who flies the famous Beta, Super-Beta and the Shadow Beta. This character specializes in heavy assault, surgical strikes, bombing and air support.

Basic Electronics (+ 10%)
Field Armor & munitions Expert (+ 15%)
Land Navigation (+ 15%)
General Repair and Maintenance  (+ 12%)
Mecha Pilot: One of choice (typically ground Veritech).
Mecha Pilot: Veritechs
Mecha Piloting Specialty Beta
Mecha Elite Combat Training Beta
Military Tactics  (+10%)
Navigation (+20%)
Navigation: Space (+15%)
Weapon Systems (+10%)

Rank: (UEEF Naval): 0-1, 3rd lieutenant(UEEF Marine): 2nd lieutenant
MOS Bonus:
3D6+8 to SDC, +1 on Perception Rolls, and +1 to ME and PS attributes.

MOS Special Gear:
Access to flight deck, aircraft. Veritech and light spacecraft, as well as bombs, missiles, and other ordnance.

Reconnaissance Veritech Pilot MOS:
A Veritech pilot (alpha or Beta) who specializes in reconnaissance and intelligence gathering. These pilots are skilled at recognizing enemy entrenchments, fortifications, artillery placements, camouflaged positions, troop movement and similar from the air. Of course, the beauty of the Veritech is that the pilot can fly in for a closer look at low altitudes (even tree-line) or land and investigate on foot or on a Cyclone.

Camouflage (+15%)
Detect Ambush (+10%)
Detect concealment (+10%)
Land Navigation (+20%)
Intelligence (+12%)
Mecha Elite Combat Training; same as Veritech of choice.
Mecha Pilot: Veritechs
Mecha Piloting Specialty (Typically Alpha or Beta)
Military Fortifications  (+10%)
Military History (+15%)
Military Tactics (+ 15%)
Wilderness Survival (+ 10 %)

Rank: (UEEF Naval): 0-1, 3rd lieutenant (UEEF Marine): 2nd lieutenant
MOS Bonus:  3D6 +10 SDC, +2 on perception rolls, +1 to dodge, and +1 to PP and PE attributes.

MOS Special Gear: Access to flight deck, aircraft, Veritechs and light spacecraft, as well as missiles and ordnance as it relates to the pilot’s Veritech and specific mission.


UEEF Fleet Electronic Warfare/SEAD VT Pilot MOS:
 The UEEF realized quickly that the benefits of electronic warfare could turn the tide of war. It was this realization that the SEAD Veritech Pilot were born, it would be their job to take the Electronic Warfare to the enemy, as well as being the first counter measure to the enemies electronic attacks by seeking out those who would bring it into the UEEF fleets. UEEF Fleet Electronic Warfare/SEAD VT Pilot are experts in electronic warfare, signals intelligence/tracking and suppression of enemy air defenses. They pilot either the VFA-6R or the VBF-12E Beta
Written by Jedi 078 palladium forms.

Advanced Electronic Warfare (+10%)
 Electronic Countermeasures - 45%+5% (+15%)
 Surveillance Systems - 50%+5% (+20%)
 Optic Systems - 40%+5% (+10%)
 Intelligence - 51%+4% (+15%)
 Weapon Systems - 50%+5% (+10%)
 Navigation - 60%+5% (+20%)
 Navigation: Space - 45%+5% (+15%)
 Mecha: Pilot Ground Veritechs (cyclone) - 55%+4%
 Mecha: Pilot Aerospace Veritechs - 55%+4%
 Mecha Pilot Specialty: Alpha - 68%+4% (+13%)
 MECT: Alpha

Rank: (UEEF Naval): 0-1, 3rd lieutenant(UEEF Marine): 2nd lieutenant
MOS Bonus: 3D6 +10 SDC, +2 on perception rolls, +1 to dodge, and +1 to PP and PE attributes.

MOS Special Gear: Access to flight deck, aircraft, Veritechs and light spacecraft, as well as missiles and ordnance as it relates to the pilot’s Veritech and specific mission.
This message was last edited by the GM at 09:13, Sat 13 June 2015.
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