RolePlay onLine RPoL Logo

, welcome to Robotech Re-imagined: The Macross Saga (Palladium)

18:34, 27th May 2024 (GMT+0)

UN SPACY Occupational Character Classes (OLD)

Posted by Darkside TrooperFor group archive E
Darkside Trooper
GM, 544 posts
Sat 15 Sep 2018
at 20:04
  • msg #1

UN SPACY Occupational Character Classes (OLD)

The below listed OCC's are for individuals who were formally trained as UN SPACY personnel or the equivalent from one of the world's military's.

Officially formed in 2005, the UN SPACY is the space based military arm of United Nations.
While the majority of the front line UN SPACY combat units are drawn from the military's Nation States who are members of the United Nations, the UN SPACY does in fact have a number of it's own front line combat units and support personnel. The UN SPACY would be renamed the UEDF Spacy in 2012 and the ground forces were split off as it sown service branch, the UEDF Marines. The UEDF Fleet would then be de-established in 2015 when it was split into two separate military branches, the UEEF Fleet, and Tactical Armored Space Corps.


During the UES Macross's trip back from Earth all new military personnel were inducted into the UN SPACY. Military personnel from the various UN member military's who were assigned to a UN SPACY unit (for example the UES Macross bridge crew) did not use their own military's rank structure, but used the equivalent UN SPACY rank. Personnel assigned to a unit belonging to thier own Nation States military branch used their own Nation State's rank structure. On the trip back to Earth these military personnel were given the option to transfer to the UN SPACY.

UN SPACY Fleet Ranks

UN SPACY Fleet Enlisted Ranks
OR-1 Technical Recruit (TR)
OR-2 Technical Apprentice (TA
OR-3 Technical Specialist (TS)
OR-4 Petty Officer Third Class (PO3)
OR-5 Petty Officer Second Class (PO2)
OR-6 Petty Officer First Class (PO1)
OR-7 Chief Petty Officer (CPO)
OR-8 Senior Chief Petty Officer (SCPO)
OR-9 Master Chief Petty Officer (MCPO)
OR-9 Fleet/Command Master Chief Petty Officer
OR-9 Master Chief Petty Officer of the Navy/Spacy (only one at any given time)

UN SPACY Enlisted Pilot Ranks These ranks were used on the UES Macross to differentiate enlisted Aerospace pilots from other enlisted personnel. Many UN SPACY enlisted pilots were given battlefield commissions.
OR-3 Flight Officer (FO)*
OR-4 Flight Officer Third Class (FO3)
OR-5 Flight Officer Second Class (FO2)
OR-6 Flight Officer First Class (FO1)
OR-7 Chief Flight Officer (CFO)
OR-8 Senior Chief Flight Officer (SCFO)
OR-9 Master Chief Flight Officer (MCFO)
Note: Enlisted Pilots start at E-4 the E-3 rank is listed if they get busted down in rank.

UN SPACY Fleet Officer Ranks
OF-1 3rd Lieutenant
OF-1a 2nd Lieutenant
OF-2 Lieutenant
OF-3 Lieutenant Commander
OF-4 Commander
OF-5 Captain
OF-6 Rear Admiral Lower Half (RADM (LH)) [1 Star]
OF-7 Rear Admiral Upper Half (RADM (UH)) [2 Stars]
OF-8 Vice Admiral (VADM) [3 Stars]
OF-9 Admiral (ADM) Chief of Naval Operations [4 Stars]
Of-10 Fleet Admiral (Wartime only) [5 Stars]

UN SPACY Ground Forces Ranks

UN SPACY Ground Forces Enlisted Ranks
OR-1 Private (Pvt.)
OR-2 Private First Class (PFC)
OR-3 Private Second Class (PSC)
OR-4 Corporal (Cpl.)
OR-5 Sergeant (Sgt.)
OR-6 Staff Sergeant (SSgt.)
OR-7 Technical Sergeant (TSgt.)
OR-8 Command Sergeant (CSgt)
OR-9 Sergeant Major (Sgt. Maj)

UN SPACY Ground Forces Officer Ranks
OF-1 2nd Lieutenant
OF-1a 1st Lieutenant
OF-2 Captain
OF-3 Major
OF-4 Lieutenant Colonel
OF-5 Colonel
OF-6 Brigadier General (BGen) [1 Star]
OF-7 Major General (M Gen) [2 Stars]
OF-8 Lieutenant General (Lt. Gen) [3 Stars]
OF-9 General (Gen) [4 Stars]
This message was last updated by the GM at 03:11, Mon 25 May 2020.
Darkside Trooper
GM, 545 posts
Sat 15 Sep 2018
at 20:14
  • msg #2

UN SPACY Fleet Technical Crewman/Officer OCC

UN SPACY Fleet Crewmen and Officers are the backbone of the fleet. They fill roles in every section of the fleet, and do everything from scrubbing floors to launching Veritech fighters from the flight decks to manning spaceships.

All enlisted men and women go through basic training, stand watches and perform rotations of necessary mundane jobs that keep the fleet running. They 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 a petty officer (OR-4 through OR-9) who, in turn, answers to his or her commanding officer.

Those enlisted personnel who show the promise of being a leader are often sent to OCS after 2-3 years of service. Those who have attended OCS are then given a commission and attain the rank of Ensign within the UN SPACY Fleet.

Officers are graduates of a military service academy or have gone to a university and then attended OCS. UN SPACY Fleet Officers are rated to command vessels and units.

Attribute Requirements: I.Q. 9, M.E. 9, P.E. 10. A good P.S. and P.P. are helpful, but not required

Starting Service/Rank
Enlisted start out as OR-1/Technical Recruit
Officers start out as 0F-1/3rd Lt.
Experience Point table used: Military Specialist & Technical Officer from Robotech the Shadow Chronicles (page 225 of Manga edition, page 152 of Deluxe edition)
Starting SDC: 20
Bonuses: +1 to I.Q., +1 to M.E.
Basic Training Length: 19 weeks
MOS Training Length: 3-6 months, at this point the character gains all OCC skill and MOS skill bonuses. MOS training can be shortened by one third, but character has no OCC skill and MOS skill bonuses and starts at level 'zero'.
Zero Level: If character has a shortened training period they start at level 'zero'. After gaining 1000 experience points they will be at 'first level.' No skills will go up in experience, but OCC and MOS skill bonuses will be attained.

OCC skills:
Radio: Basic (45%+5%) (+5%)
Sensory Equipment (30%+5%) (+10%)
Weapon Systems (40%+5%) (+10%)
Optic Systems (30%+5%) (+5%)
Mathematics: Advanced (64%+2%)
Military Etiquette (35%+5%)
Space Survival (20%+5%)
Damage Control and Disaster Response (35%+5%)
General Repair & Maintenance (35%+5%)
Computer Operation (67%+3%)
W.P. Handguns (W.P. Energy Pistol in high tech settings)
H2H: Basic
Ranged Combat: Basic

OCC related skills: Equal to characters IQ attribute divided by two (round up)
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: Equal to characters IQ attribute divided by two (round down)

MOS selections MOS’s marked with an asterisk can also only selected if starting out as an officer. MOS's marked with a pound sign can be picked by both enlisted and officers.

#Communications Tech/Officer: Are the eyes and ears of the military. They are in charge of all internal and external communications as well as operating the sensors that allow the armed forces to see and fight.
Basic Electronics (+10%)
Computer Programming (+16%)
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%)

*Engineering Officer: Are the highly specialized engineers and technicians who design and implement current and new Robotechnology within the UEG.
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%)

*Science officer: 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%)
Laboratory Procedures (+15%)
Mathematics: Advanced (+16%)
Research (+10%)
Science Skills: Pick four of choice (+15% each)

#Flight Crew Engineer: These 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/landing operations, arming and refueling. They also serve on board shuttles and drops ships monitoring systems or keeping an eye on the troops/cargo being transported.
Aircraft mechanics (+15%)
Basic Electronics (+10%)
Basic Mechanics (+10%)
Biomechanical Maintenance (+15%)
CPU Repair (+5%)
CPU programming (+5%)
Mecha Engineering (+10%)
Pilot: Track & Construction Vehicles (+5%)
Reflex System Mechanics (+15%)
Vehicle Armorer (+10%)
Weapon Systems (+15%)

*Astro-Navigator: Are the equivalent of sea navigators of old. Not only do they understand star charts and how to helm a space vessel, but they also have an in-depth knowledge of astronomical phenomena and astrophysics.
Astrophysics (+25%)
Navigation: Space (+20%)
Pilot Spacecraft: Light and Medium (+20%)
Pilot Spacecraft: Heavy (+15%)
Pilot Spacecraft: Capital/Super-Capital (+20%)
Space Fold Operations (+20%)

Helmsman/Navigator: These individuals 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 so 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.
Navigation (+15%)
Navigation: Space (+15%)
Naval Tactics (+15%)
Pilot Spacecraft: Heavy (+20%)
Pilot Spacecraft: Capital/Super-Capital (+25%)
Space Fold Operations (+15%)
W.P. Starship Artillery
W.P. Starship Energy Weapons

Armorer:
Basic Mechanics (+15%)
Basics Electronics (+15%)
Field Armor and Munitions Expert (+15%)
Physical Labor
Salvage (+15%)
Vehicle Armorer (+20%)
Weapons Engineer (+15%)

Avionics Technician: Are responsible for the daily upkeep of the electronic systems of vehicles, mecha and aircraft. This includes the communications systems, computer systems, and weapons systems to include repairs due to damage
Basic Electronics (+20%)
Computer Repair (+15%)
Electricity Generation (+10%)
Robot Electronics (basic) (+10%)
Basic Mechanics (+5%)
Physical Labor
Pilot Auto (Or Truck) (+5%)
Computer Programming (+10%)
Jury Rig (+10%)

Basic Mecha Mechanic: Are responsible for the daily mechanical upkeep of mecha. This includes servos, gears, changing of fluids, replacement of armor, repairs due to damage etc. They are also responsible for loading weapons as well.
Basic Electronics (+5%)
Basic Mechanics (+20%)
Robot Mechanics (basic) (+10%)
Biomechanical Maintenance (+15%)
Vehicle Armorer (+10%)
Physical Labor
Pilot Auto (Or Truck) (+5%)
Jury Rig (+10%)

Motor Pool Driver/Mechanic: 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%)
Physical Labor
Basic Electronics (+10%)
Biomechanical Maintenance (+5%)
General Repair & Maintenance (+10%)
Jury-Rig or Salvage (+5%)
Pilot Auto
Pilot: Truck (+16%)
Pilot: Track & Construction Vehicles (+12%)

Gunnery/Ordnance Corpsman: Are responsible not only for the operation and maintenance of large ship-to-ship (or surface to air) guns and missile batteries, but also for all small arms, ordnance and explosives aboard ship (or installation).
Basic Mechanics (+15%)
Demolitions (+10%)
Demotions Disposal (+20%)
Field Armorer and Munitions Expert (+20%)
MECT: WSO
W.P. Starship Energy Weapons
W.P. Starship Artillery

Cook MOS: Every standing military in history lives on its stomach. For the UEEF this means being able to select alien fauna and animals that are suitable for human consumption.
Cooking (Professional quality; +20%)
Brewing: Basic (+10%) (not really meant to make alcoholic drinks)
Barter (+10%)
Xenobiology (+5%)
Preserve Food (+15%)
I.D. Plants and Fruits (+25%)
Skin & Prepare Animal Hides (+20%)
General Repair & Maintenance (+10%)
WP Knife

Yeoman: These individuals perform administrative and clerical work. They deal with protocol, fleet instructions, enlisted evaluations, commissioned officer fitness reports, fleet messages, visitors, and messages (both conventional and electronic). They organize files and operate office equipment and order and distribute office supplies. They write and type business and social letters, notices, directives, forms and reports.
Barter +14%
Creative Writing +10%
Wardrobe & Grooming +5%
Research +10%
Technical Writing +10%
Language: Other +5%
Literacy: Other +10%
Language: Other +5%
Literacy: Other +10%
This message was last edited by the GM at 02:43, Mon 25 May 2020.
Darkside Trooper
GM, 546 posts
Sat 15 Sep 2018
at 20:35
  • msg #3

UN SPACY Fleet Corpsman OCC

UN SPACY Fleet Corpsman provide medical and rescue personnel to the rest of the UN SPACY. These medical and rescue personnel receive some combat training so that they are not a liability in combat to the units they support.

Attribute Requirements: I.Q. 12, A high M.A. and P.E. are also helpful.

Starting Service/Rank
Enlisted start out as OR-1/Hospital Man Recruit, but usually get to the fleet as an E-3.
Officers start out as 0F-1/3rd Lt
Experience Point table used: Fleet Enlisted Crewman from Robotech the Shadow Chronicles (page 225 of Manga edition, page 152 of Deluxe edition)
Starting SDC: 3d6+6
Bonuses: +1 to M.E., +1 to roll with impact
Basic Training Length: 8 weeks, character has no OCC skill bonuses at this point. If character does not attend an MOS school he/she starts at 'zero' level.
MOS Training Length: 6 months, at this point the character gains all OCC skill and MOS skill bonuses. MOS training can be shortened to 2 months, but character has no OCC skill and MOS skill bonuses and starts at level 'zero'.
Zero Level: If character has a shortened training period they start at level 'zero'. After gaining 1000 experience points they will be at 'first level.' No skills will go up in experience, but OCC and MOS skill bonuses will be attained.

OCC skills:
Radio Basic (+10%)
Computer Operation (+10%)
Field Surgery (+15%)
First Aid (+15%)
Military Etiquette (+5%)
Language: Other (must be English is not already possessed)
Literacy: Other (must be English is not already possessed)
Forced March
Space Survival (+5%)
Swimming
Biology (+10%)
Chemistry (+10%)
Math Advanced (+15%)
WP Auto Rifle (or WP Shotgun)
WP Handguns
Hand to Hand: Basic (can ONLY be upgraded by MOS)

OCC related skills: Equal to characters IQ attribute divided by two (round up)
Communication: None
Domestic: Any (+5%)
Electrical: Basic and CPU Repair only (+5%)
Espionage: None
Mechanical: Basic and Auto Repair only (+5%)
Medical: Any except Medical Doctor (+5%)
Military: Any (+5%)
Physical: Any, except H2H, Acrobatics, and Gymnastics
Pilot: Any except mecha, aircraft, or spacecraft.
Pilot Related: Any
Science: Any (+10%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Wilderness survival only

Secondary Skills: Equal to characters IQ attribute divided by two (round down)

MOS selections MOS’s marked with an asterisk can also only selected if starting out as an officer.

*Medical Officer: These are fully trained doctors who fill many roles within the UEEF such as trauma surgeons, specialists, and pediatricians. Unless it is a specialized medical unit there will only be one Medical Officer per each Battalion, or Squadron level unit. Depending on its size a UEEF warship or installation may have only one Medical Doctor, or it may have several.
Field Surgery (+15%)
Laboratory Procedures (+15%)
Medical Doctor (+15%)
Medical: Two of choice (+15%)
Science: Two of choice (+10%)
Sewing (+10%)
W.P. Knife

Medical Corpsman: The medical corpsman is not a front line medic; instead he or she is responsible for the day to day welfare of UEEF personnel throughout the fleet. During combat these individuals perform triage at field medical centers (or medical ships in orbit). They decide who can be saved and who cannot. For those who can be saved they stabilize them prior to surgery or in extreme cases conduct the surgery themselves.
Cybernetic Medicine (+5%)
Psychology (+10%)
Pathology or Toxicology (+10%)
Laboratory Procedures (+5%)
Sensory equipment (+15%)
NBC Warfare (+5%)
Paramedic (+20%)
Sewing (+5%)
WP Knife

Damage Control Corpsman: Are the first Response personnel on board warship and installations. During combat, they fight fires, clean up chemical and radiological spills, deal with biological agents and are responsible for quick fixes of buildings, bulkheads, decks and hulls. They are also responsible for rescuing trapped personnel from severely damaged areas of a warship or installation and also provide immediate first aid to these individuals.
NBC Warfare (+15%)
Excavation & Rescue (+15%)
General Repair and Maintenance (+10%)
Firefighting (+10%)
Jury Rig (+10%)
Damage Control & Disaster Response (+15%)
Salvage (+5%)
WP Axe

Combat Medic: are trained military personnel who are responsible for providing first aid and frontline trauma care on the battlefield. They are also responsible for providing continuing medical care in the absence of a readily available physician, including care for disease and battle injury. Combat medics are normally co-located with the combat troops they serve in order to easily move with the troops and monitor ongoing health.
Excavation and Rescue (+10%)
Sensory equipment (+10%)
NBC Warfare (+15%)
Field surgery (+10%)
Paramedic (+15%)
Sewing (+10%)
WP Select one Modern
WP Knife
H2H: Expert
This message was last edited by the GM at 21:59, Sat 15 Sept 2018.
Darkside Trooper
GM, 548 posts
Sat 15 Sep 2018
at 21:31
  • msg #4

UN SPACY Fleet Military Specialist OCC

UN SPACY Military Specialists carry out a myriad of specialized duties that are more combat orientated then that of an Technical Crewman/Officer. As such the majority of UN SPACY Fleet Military Speciaists are assigned to UN SPACY Ground Forces, but this ultimitaly varies by MOS.

Attribute Requirements: M.E. 10, P.S. 12, P.E. 12. A good I.Q. and P.P. are helpful, but not required.

Starting Service/Rank
Enlisted start out as OR-1/Technical Recruit, but usually get to the fleet as an E-3.
Officers start out as 0F-1/3rd Lt
Experience Point table used: Military Specialist & Technical Officer from Robotech the Shadow Chronicles (page 225 of Manga edition, page 152 of Deluxe edition)
Starting SDC: 3d10+10
Bonuses: +1 to M.E. +1 to P.E.
Basic Training Length: 12 weeks, character has no OCC skill bonuses at this point. If character does not attend an MOS school he/she starts at 'zero' level.
MOS Training Length: 6-12 months, at this point the character gains all OCC skill and MOS skill bonuses. MOS training can be shortened to 2 months, but character has no OCC skill and MOS skill bonuses and starts at level 'zero'.
Zero Level: If character has a shortened training period they start at level 'zero'. After gaining 1000 experience points they will be at 'first level.' No skills will go up in experience, but OCC and MOS skill bonuses will be attained.

OOC Skills
Climbing (+10%)
Forced March
Pilot (one of choice per OCC related skills)
Pilot (one of choice per OCC related skills)
Pilot (one of choice per OCC related skills)
Pilot (one of choice per OCC related skills)
Military Etiquette: (+10%)
Radio: Basic (+10%)
Weapon Systems (+15%)
Sensory Equipment (+15%)
Swimming
W.P. Knife
W.P. Hand Guns
W.P. Auto Rifle/SMG
W.P. (Choose one modern)
Hand to Hand: Expert, which may be changed and improved by your characters MOS selection. The best Hand to Hand skill always applies.

OCC related skills: Equal to characters IQ attribute divided by two (round up)
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 except aircraft or aerospace mecha
Pilot Related: Any
Science: Mathematics only
W.P.: Any
Wilderness: Any

Secondary Skills: Equal to characters IQ attribute divided by two (round down)

MOS selections Those marked by an asterisk can only be selected if an officer.

*Psychological Operations (original concept by Sgt Anjay): Psychological operations are designed to make the enemy think what you want them to think on the field of battle. The tools and tactics of psyops are many and varied. They live in the worlds of both propaganda and counter-propaganda. They can leave misleading clues and information for the enemy, making them think friendly forces are larger to cause them to hesitate, or smaller to set up traps or lull them into overconfidence. They feed the enemy false intelligence making friendly forces appear to be advancing when they are pulling back, coming straight on when they are flanking, etc. They are also adept at using local customs, superstitions, and culture to intimidate, disrupt, or otherwise sap the will to fight out of enemy troops.
Anthropology +20%
Creative Writing +15%
Public Speaking +15%
Optic Systems +10%
TV/Video +20%
Language: Other +15%
Literacy: Other +15%
History: Earth +10%
Lore: Mythology +10%
Lore: Religion +10%

*Civil Affairs Officer
Barter (+12%)
Creative Writing (+10%)
Language: Other (+20%)
Language: Other (+20%)
Literacy: Other (+15%)
Literacy: Other (+15%)
Military History (+10%)
Performance (+15%)
Public Speaking (+20%)
Research (+10%)
T.V./Video (+10%)
Wardrobe & Grooming (+15%)

*Combat Engineer Officer: Specialize in the construction and deconstruction of fortifications, weapons and equipment. These individuals lead sapper, and combat engineer platoons/companies.
Carpentry (+15%)
Computer Programming (+10%)
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%)

EVA Specialist: (MOS and fluff text by Lt Gargoyle, PB forums)
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. 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 duties are sometimes 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 body armor to protect them.
Boarding Spaceships (+10%)
Electricity Generation (+5%)
Salvage (+20%)
Space survival (+15%)
Recycle (+10%)
Basic Electronics (+5%)
Recognize Weapon Quality (+10%)
Computer Repair (+5%)
Pilot EVA pack (+20%)

Surveillance Specialist:
Basic Electronics (+10%)
CPU Programming (+10%)
ECM (+10%)
Military Sign Language (+15%)
Optic Systems (+15%)
Pick Locks (+10%)
Sensory Equipment (+20%)
Surveillance (+20%)
T.V./Video (+10%)
W.P. of choice

Anti-Air/Artillery/Defense Specialist: The older Phalanx, Defender and MAC III are still put limited use within the UEEF as LAAD (Low Altitude Air Defense) and artillery support units.
Pilot Destriods (+10%)
MECT: ADR-03 Cheyenne, ADR-04 Defender, SDR-04 Phlanex, or MAC II (choose two)
Mecha Pilot Specialty: (choose two from MECT list)
Military Fortification (+10%)
General Repair and Maintenance (+15%)
Field Armorer and Munitions Expert (+15%)
Optic Systems (+10%)
Camouflage (+5%)
Math advanced (+20%) (Useful if your CPU is out and you still need to drop some arty)
WP Artillery (used if using indirect fire on a position)

Anti-Mecha Specialist: These Destriod pilots are trained to take out other mecha and tanks as well as assault enemy ground positions at medium to long range.
Pilot Destriods (+10%)
MECT: MBR-04 Tomahawk, MBR-04 Defender, MBR-07 Spartan, MBR-08 Masamune,
Mecha Pilot Specialty: (choose two from MECT list)
General Repair and Maintenance (+10%)
Field Armorer and Munitions Expert (+10%)
Military Fortification (+15%)
Camouflage (+10%)
Land Navigation (+20%)
Trap/Mine Detection (+10%)
Detect Ambush (+10%)
Detect Concealment (+10%)

Close Quarters Battle Specialist MOS: Are infantrymen trained to carry out a very fast, violent takeover of a vehicle or structure controlled by the defenders, who usually have no easy way to withdraw. Because enemies, hostages/civilians, and fellow operators can be closely intermingled, CQC demands a rapid assault and a precise application of lethal force. The operators need great proficiency with their weapons, but also the ability to make split-second decisions in order to avoid or limit friendly casualties. CQC is defined as a short-duration, high-intensity conflict, characterized by sudden violence at close range.
Boxing, Wrestling, or Kickboxing (choose two)
W.P. Shotgun or W.P. Grenade launcher
W.P. Grenade
W.P. Knife or W.P. Blunt
W.P. Shield or W.P. Spear (for use with a bayonet attached to a rifle)
H2H Assassin or WP Throwing and an ancient WP of choice.

Close Quarters Mecha Specialist: These Destriod pilots are trained to operate in close quarters, somewhat like a mecha sized infantryman.
Pilot Destriods (+10%)
Military Fortification (+15%)
Boarding Spaceships (+10%)
Boxing
MECT: MBR-07 Spartan, MBR-08 Masamune, MBR-09 Gladius, MBR-13 Gladiator (choose one)
Mecha Pilot Specialty: (choose one from above list)
General Repair and Maintenance (+10%)
Recognize Weapon Quality (+10%)
WP Blunt
WP Ancient One of Choice
WP Heavy MD Weapons

Destroid Assault Breacher: These Destriod pilots are experts 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%)
MECT: MBR-07 Spartan, MBR-08 Masamune, MBR-09 Gladius, MBR-13 Gladiator (choose one)
Mecha Pilot Specialty: (choose one from above list)
Military Fortification (+5%)
Military Tactics (+10%)
Trap/Mine Detection (+10%)

Extraterrestrial Environment Combat Specialist: This involves theoretical knowledge and practical training on how to wage war and survive in extraterrestrial environments where there is either no atmosphere, or a hostile atmosphere present. These individuals are taught to be adaptable and inventive in order to fight and survive in the harshest conditions.
Camouflage (+10%)
NBC Warfare (+10%)
1st Aid (+10%)
Outdoorsmanship
Pilot EVA pack (+10%)
Recycle (+20%)
Space Survival (+20%)
Wilderness Survival (+20%)
Zero Gravity Combat

Heavy Weapons Specialist: Are infantrymen trained to operate machine guns, rocket launchers, mortars and even flame throwers. They usually operate from a jeep or truck to be more mobile, or serve as the heavy weapons operator of an infantry fire team.
Pilot Auto (+10%)
Field armor and Munitions Expert (+20%)
Physical Labor
Recognize Weapon Quality (+20%)
WP Flamethrower
WP Machinegun
WP Rocket Launcher
WP Artillery
WP Grenade Launcher

Military Police MOS These personnel are responsible for day to day internal security, and the enforcement of rules and military discipline aboard ship. On a space station or ground side facility they are also responsible for crowd control, shore patrol, and the handling of enemy prisoners of war.
Crime Scene Investigation (+10%)
Intelligence (+5%)
Interrogation (+5%)
Pilot Auto (or Motorcycle, or Hover Cycle)
Surveillance (+10%)
WP Handguns
WP Blunt
WP Shield
WP Shotgun

Sapper MOS: Is an infantryman who performs a wide variety of combat engineering duties, typically including, but not limited to, bridge-building, laying or clearing minefields, demolitions, field defenses, general construction and building, as well as road and airfield construction and repair.
Basic Electronics (+15%)
Basic Mechanics (+10%)
Demolitions (+25%)
Demolitions: Disposal (+25%)
Carpentry (+5%)
Masonry (+5%)
Field Armorer & Munitions Expert (+10%)
Military Fortification (+10%)
Jury Rig (+10%)
Trap/Mine Detection (+15%)
Darkside Trooper
GM, 550 posts
Sat 15 Sep 2018
at 22:48
  • msg #5

UN SPACY Aerospace Crewmen OCC

Steely and cocksure, Aerospace Crewmen are put through a vigorous training regimen that includes not only flight training, but survival and hours of classwork to hone the mind as well as the body. They represent the backbone of the UN SPACY’s ability to project its aerospace power and take part in a diverse range of missions.

Starting Service/Rank
Enlisted start out as OR-4/Flight Officer Third Class
Officers start out as OF-1/3rd Lt
Experience Point table used: Veritech Pilot from Robotech the Shadow Chronicles (page 225 of Manga edition, page 152 of Deluxe edition)
Starting SDC: 3d6+8
Bonuses: +1 to initiative, +1 to dodge while in mecha/spacecraft
Basic Training Length: 12 weeks, character has no OCC skill bonuses at this point. If character does not attend an MOS school he/she starts at 'zero' level.
MOS Training Length: 12-24 months, at this point the character gains all OCC skill and MOS skill bonuses. MOS training can be shortened by halve, but character has no OCC skill and MOS skill bonuses and starts at level 'zero'.

Attribute Requirements: IQ 12, ME 10, PP 12; a high PE is also helpful, but not required.
PP must 14 or higher to be a Aerospace Support Pilot or Aerospace Battliod Pilot
PP must be 16 or higher to be a Veritech pilot, or Aerospace Combat Pilot

OOC Skills:
Radio: Basic (+15%)
Language: Other (must be English if not already possessed)
Literacy: Other (must be English if not already possessed)
General Athletics
Running
Space Survival (+10%)
Swimming (+5%)
Military Etiquette (+10%)
Pilot Jet/EVA pack (+10%)
Weapon Systems (+10%)
Navigation (+20%)
Sensory Equipment (+15%)
Math: Advanced
W.P. Handguns
Hand to Hand: Expert, which may be changed and improved by your characters MOS selection. The best Hand to Hand skill always applies.

OCC related skills: Equal to characters IQ attribute divided by two (round up)
Communications: Any (+5%)
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%)
Science: Mathematics: Advanced and Astrophysics only
Technical: Any (+5%)
WP: Any
Wilderness: Any (+5%)

Secondary Skills: Equal to characters IQ attribute divided by two (round down)

MOS selections

Aerospace Support Pilot: While not as glamorous as veritech pilots, these pilots operate the shuttles (transports, logistics and heavy assault) that serve in support roles throughout the fleet. This allows the veritech squadrons to operate with peak efficiently. They are also rated to operate space fighters, and often pick up veritech training and serve as reserve/ferry pilots.
Pilot Airplane (+30%)
Pilot Jet (+30%)
Pilot Space Craft light and Medium (+20%)
Spacecraft: Heavy (+15%)
Aerospace Pilot Specialty: Select two spacecraft
ECM (+5%)
Laser Communications (+5%)
Optic Systems (+10%)
Space Navigation (+10%)
W.P. Heavy MD weapons

Aerospace Combat Pilot: While not as glamorous as veritech pilots, these pilots operate conventional space fighters.
Pilot Airplane (+30%)
Pilot Jet (+30%)
Military: Pilot Jet Fighter (+20%)
Military: Pilot Aerospace Fighter (+20%)
ECM (+10%)
MECT: Select two Select two space fighters or one space fighter and one conventional fighter  (cannot select mecha)
Aerospace Pilot Specialty: Select two space fighters or one space fighter and one conventional fighter
Space Navigation (+10%)
W.P. Heavy MD weapons

Electronic Warfare/SEAD Veritech Pilot: Are experts in electronic warfare, signals intelligence/tracking and suppression of enemy air defenses.
Advanced Electronic Warfare (+10%)
ECM (+15%)
Surveillance Systems (+20%)
Optic Systems (+15%)
Intelligence (+15%)
Pilot: Airplane (+30)
Pilot: Jet Aircraft (+20)
Military: Aerospace Fighter (+30%)
Mecha: Pilot Air/Space Veritechs (+10%)
Mecha Pilot Specialty: VF-1
MECT: VF-1
Space Nav (+10%)


Electronic Warfare Operator (EWO): Are trained in the operation of the powerful electronic warfare systems used in UEDF/UEEF or ASC mecha and vehicles. They serve in electronic attack and suppression of enemy air defense (SEAD) squadrons, flying in the back seat of combat aircraft or on shuttles and capital ships. EWO’s are responsible for all signals interdiction, SEAD, and signals intelligence. They can wreck havoc on an enemies sensors and comm. systems. While EWO’s carry flight clearance they rarely if ever pilot the craft that they are assigned too. Nevertheless a number of EWO’s do become reserve pilots within their respective squadrons (requires Mecha Pilot and MECT skills).
Advanced Electronic Warfare (+20%)
Surveillance Systems (+20%)
Optic Systems (+15%)
Intelligence (+15%)
Crypto (15%)
Laser comm. (10%)
Pilot Jet Aircraft (+5%)
Navigation Space (+5%)
MECT: EWO

Veritech Strike Fighter Pilot: Are trained in dogfighting, and boarding enemy vessels. They operate both within and outside a planetary atmosphere.
ECM (+5%)
Boarding Spaceships (+5%)
Military Tactics (+10%)
Combat Flying
Pilot: Airplane (+30)
Pilot: Jet Aircraft (+20)
Military: Aerospace Fighter (+20%)
Mecha: Pilot Air/Space Veritechs (+20%)
Mecha Pilot Specialty: VF-1
MECT: VF-1


Veritech Replacement Pilot: This MOS is for civilians trained to be VF-1 pilots on the SDF-1 during it journey back to Earth. This was a hasty training program that lasted only 6 weeks due to the extreme need to replace veritech pilots who were killed or wounded in action. Replacement veritech pilots were often kept in reserve or the 'inner ring' of defenses during combat but even then loses of replacement veritech pilots was rather high. Many squadrons didn't bother to assign call signs to these pilots until after surviving 3-5 combat sorties.
Pilot: Airplane Airplane (50%+4%) (+5% @ levels 1, 2, 3, 4, 5, & 6)
Jet Aircraft (40%+4%) (+5% @ levels 1, 2, 3, 4, & 5)
Military: Aerospace Fighter (35%+5%) (+5% @ levels 1, 2, 3, & 4)
Mecha: Pilot Aerospace Veritechs (55%+4%) (+5% @ levels 1, 2, 3, & 4)
MECT: VF-1 (please note that the MECT does not grant a +1 attack until level 1)
Mecha Pilot Specialty: VF-1 (gained @ level 1)
NOTE: The character starts at level 'zero' and does not gain any OCC bonus until attaining 2000 experience points.

Veritech Space Superiority Pilot: Are interceptor, and anti-ship specialists. Their duties range from providing combat air patrols for warships, protecting strike packages and participating in strike missions to destroy enemy vessels/targets. They will try to engage enemy mecha and spacecraft at beyond visual range (BVR).
ECM (+10%)
Optic Systems (+10%)
Laser Communications (+10%)
EVA Packs (+10%)
Pilot: Airplane (+30)
Pilot: Jet Aircraft (+20)
Military: Aerospace Fighter (+30%)
Mecha: Pilot Air/Space Veritechs (+10%)
MECT: VF-1
Mecha Pilot Specialty: VF-1
Space Navigation (+20%)
W.P. Heavy MD weapons


Weapon Systems Operator: The WSO (pronouced ‘Wizzo’) integrates with the pilot to collectively achieve and maintain crew efficiency, situational awareness and mission effectiveness. They serve with attack squadrons flying in the back seat of aircraft as well as on shuttles and capital ships. WSO’s are responsible for assisting the pilot in combat by locking onto targets, guiding missiles and bombs to target, jamming incoming missiles, and keeping an eye on the radar. While WSO’s carry flight clearance they rarely if ever pilot the craft that they are assigned too. Nevertheless a number of WSO’s do become reserve pilots within their respective squadrons (requires Mecha Pilot and MECT skills).
Pilot Jet (+5%)
Weapon Systems (+20%)
ECM (+15%)
Laser comm. (15%)
Optic Systems (+15%)
Navigation Space (+5%)
MECT: WSO
W.P. Heavy MD weapons (applies to weapons internal to a mecha, air or spacecraft)
This message was last edited by the GM at 00:21, Thu 14 Feb 2019.
Sign In