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%)