robotech:third_invid_war:occ
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| robotech:third_invid_war:occ [2023/10/17 07:53] – created - external edit 127.0.0.1 | robotech:third_invid_war:occ [2024/04/13 06:45] (current) – forgot invid pic punksmurph | ||
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| + | ====== New O.C.C.s for Third Invid Invasion ====== | ||
| + | |||
| + | With a new war comes a new reality for many on earth, some Invid are not always foes, old friends are not always friendly, and many are now out for themselves. Those from the REF left behind are doing their best to extend their skills to a devastated human population. | ||
| + | |||
| + | ===== Renegade Invid ===== | ||
| + | |||
| + | {{ : | ||
| + | Kayagh, Renegade Stage 5 Invid | ||
| + | |||
| + | Traditionally members of the Invid race have had a strong hive-mentality. To the Invid, there was no " | ||
| + | |||
| + | Many stage 5 invid possess a certain amount of rebelliousness, | ||
| + | |||
| + | **NOTE:** Renegade Invid with the resistance are very rare, and likewise encounters with renegades should be extremely rare. If the GM consents to letting a player play a renegade Invid, then certainly no more than one Invid per party should be allowed! | ||
| + | |||
| + | |||
| + | **Gender:** 60% female, 40% male. | ||
| + | |||
| + | **Alignment: | ||
| + | |||
| + | **Height:** 5 feet plus 3D6 inches. | ||
| + | |||
| + | **Weight:** 130 lbs plus 2D4x10 lbs. | ||
| + | |||
| + | **Physical S.D.C.:** 6D6 | ||
| + | |||
| + | **ATTRIBUTES: | ||
| + | |||
| + | I.Q. 3D6 M.E. 3D6 M.A. 2D6 P.S. 3D6 | ||
| + | P.P. 4D6 P.E. 3D6 P.B. 4D6 Spd. 3D6 | ||
| + | | ||
| + | As usual, any attribute of 16 or higher gets to roll an additional 1D6 for that attribute. | ||
| + | |||
| + | **SPECIAL ABILITIES: | ||
| + | |||
| + | Can automatically sense the presence of other invid within a one mile (1.6 km) area. | ||
| + | |||
| + | Can communicate telepathically with other invid; range: one mile (1.6 km). | ||
| + | |||
| + | Can attempt to fool other invid into believing that the character is still loyal to the invid cause. Fooled invid will not attack the character and MAY follow the character' | ||
| + | |||
| + | Stage 1 Invid: | ||
| + | Stage 2 Invid: | ||
| + | Stage 3 Invid: | ||
| + | Stage 4 Invid: | ||
| + | Invid Brains: | ||
| + | Stage 5 Invid: 1-5% chance of being fooled. | ||
| + | Stage 6 Invid: No chance; will automatically sense a ruse. | ||
| + | The Regis: No chance; will automatically sense a ruse. | ||
| + | |||
| + | **R.C.C. SKILLS:** | ||
| + | |||
| + | * Pilot Invid Battloids (65% + 5% per level of experience) | ||
| + | * Mecha Combat: Invid Battloids (Bonuses identical to Mecha Combat: Alpha Fighter) | ||
| + | * Navigation: land, air, water (+15%) | ||
| + | * Navigation: space (+10%) | ||
| + | * Detect Ambush (+5%) | ||
| + | * Detect Concealment (+5%) | ||
| + | * Hand to Hand: Expert - 1 | ||
| + | * W.P. Energy Pistol W.P. Energy Rifle | ||
| + | * Lore: Protoculture (30% + 5% per level of experience) - 2 | ||
| + | * Lore: Invid Race (60% + 5% per level of experience) - 2 | ||
| + | |||
| + | 1. May be upgraded to Martial Arts at the cost of one " | ||
| + | |||
| + | 2. These skills represent an invid' | ||
| + | |||
| + | **OTHER SKILLS:** | ||
| + | |||
| + | Select 10 other skills. Plus two at third level, two at sixth level, and one at tenth level. All new skills start at level one proficiency. Note that some skills must be taught by humans before any invid can gain the skill; it is highly unlikely that a stage 5 invid who has just gone rogue will know computer programming. Players and GMs should use common sense when determining what skills a renegade invid has. | ||
| + | |||
| + | * Communications: | ||
| + | * Domestic: Any | ||
| + | * Electrical: None | ||
| + | * Espionage: Any (+10%) | ||
| + | * Mechanical: None | ||
| + | * Medical: First Aid Only | ||
| + | * Physical: Any (+5% where applicable) | ||
| + | * Pilot: Any, but any aircraft, spacecraft, or mecha skills count as TWO skill selections each. Maximum allowable mecha combat level is Mecha Combat BASIC. All pilot skills MUST be taught by humans; they cannot be taken as initial skills. | ||
| + | * Pilot Related: Any (+5%) | ||
| + | * Rogue Skills: Any (+5%) | ||
| + | * Science: Any, but any skill besides Basic or Advanced Math counts as TWO skill selections. | ||
| + | * Technical: Any | ||
| + | * Weapon Proficiencies: | ||
| + | * Wilderness: Any, but must be taught by humans; they cannot be taken as initial skills. | ||
| + | |||
| + | **SPECIAL RULE:** | ||
| + | |||
| + | Inexperienced invid (or human) characters may elect to NOT fill all of their skill slots, and then claim them at a later time to represent skills learned during their adventures when their background can justify learning such skills. Skills can only be claimed when a character gets enough experience to advance a level. For example, a new renegade invid PC fills 5 skill slots, leaving 5 blank. When the character gains enough experience to advance to level 2, he chooses to take Pilot Cyclone and Mecha Combat BASIC: Cyclone as skills, using up 4 skill slots (see below). He justifies this by saying that the veritech pilot he has been traveling with has taught him how to use " | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-1,950 | ||
| + | 1,951-3,900 | ||
| + | 3,901-8,800 | ||
| + | 8, | ||
| + | 17, | ||
| + | 25, | ||
| + | 35, | ||
| + | 50, | ||
| + | 70, | ||
| + | 95, | ||
| + | 125, | ||
| + | 175, | ||
| + | 225, | ||
| + | 275, | ||
| + | 325, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | | ||
| + | |||
| + | **STANDARD EQUIPMENT: | ||
| + | |||
| + | One fully-functional suit of Invid Body Armor and one Invid Type II Energy Pistol with two extra protoculture cells. 1D4 weeks of reserve food and water rations. The GM may choose whether or not to let the character have a captured Invid Battloid, or he may let the player roll on the table below: | ||
| + | |||
| + | Renegade Invid Starting Mecha (Roll Percentile Dice) | ||
| + | |||
| + | 01-10 | ||
| + | Invid Assault Battloid | ||
| + | 11-55 | ||
| + | Invid Royal Command Battloid (See Invid Invasion page 84) | ||
| + | 56-00 | ||
| + | No Mecha or Mecha destroyed during escape | ||
| + | |||
| + | **NOTE:** Finding spare parts for Invid Battloids will be **VERY** hard (almost next to impossible). Bio-Maintenance Engineers trying to repair Invid mecha have an automatic -20% to their rolls, and must work with the Invid AT ALL TIMES during the repair process. | ||
| + | |||
| + | ===== GANGER O.C.C. ===== | ||
| + | |||
| + | {{: | ||
| + | |||
| + | Sometimes gangers will become disillusioned with their fellow gang members and seek to escape. Leaving a gang is not hard; all one needs to do is sneak out of their city and into the wastelands that surround them. Often these ex-gangers will hook up with resistance fighters or rebels and work together for something better. Although usually young, poor, and uneducated, these warriors bring with them survival skills that are invaluable to a party traveling in the destroyed cities and urban wastelands of Earth. | ||
| + | |||
| + | |||
| + | **ATTRIBUTE REQUIREMENTS: | ||
| + | | ||
| + | Gangers who are still alive are generally fast, clever, and agile, but there are no real requirements. | ||
| + | |||
| + | **O.C.C. SKILLS:** | ||
| + | |||
| + | * Streetwise (+20%) | ||
| + | * Pilot: Motorcycle (+15%) | ||
| + | * Prowl (+10%) | ||
| + | * W.P. Knife | ||
| + | * W.P. Revolver | ||
| + | * Hand to Hand: Basic (may be upgraded to Expert at the cost of one " | ||
| + | |||
| + | OTHER SKILLS: | ||
| + | |||
| + | Select 15 other skills, plus 2 at level three, 2 at level six, and 1 at level ten. All new skills start at level 1 proficiency. | ||
| + | |||
| + | * Communication: | ||
| + | * Domestic: Any (+5%). | ||
| + | * Electrical: Basic Electronics only. | ||
| + | * Espionage/ | ||
| + | * Mechanical: Automotive Mechanics, Baic Mechanics, and Locksmith only. | ||
| + | * Medical: First Aid only. | ||
| + | * Physical: Any (+5% where applicable). | ||
| + | * Pilot: Any (+5%, mecha-related skills count as 2 skill selections). | ||
| + | * Pilot Related: Navigation (Air, Land, Water) only. | ||
| + | * Rogue: Any (+15%). | ||
| + | * Science: Mathematics: | ||
| + | * Technical: Demolitions only (counts as 2 skill selections). | ||
| + | * Weapon Proficiencies: | ||
| + | * Wilderness Skill: Any (+5%). | ||
| + | |||
| + | **SPECIAL RULE:** | ||
| + | |||
| + | Young gangers may elect to NOT fill all of their skill slots, and then claim them at a later time to represent skills learned during their adventures when their background can justify learning such skills. Skills can only be claimed when a character gets enough experience to advance a level. For example, a new Ganger fills 10 skill slots, leaving 5 blank. When the character gains enough experience to advance to level 2, he chooses to take Pilot Cyclone and Mecha Combat BASIC: Cyclone as skills, using up 4 skill slots. He justifies this by saying that the veritech pilot he has been traveling with has taught him how to use Cyclones. The player still has 1 skill slot available for when he reaches level 3 or later. This rule is primarily intended for human children or other inexperienced characters (i.e. " | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-1,875 | ||
| + | 1,876-3,750 | ||
| + | 3,751-7,250 | ||
| + | 7, | ||
| + | 14, | ||
| + | 21, | ||
| + | 31, | ||
| + | 41, | ||
| + | 51, | ||
| + | 71, | ||
| + | 101, | ||
| + | 136, | ||
| + | 186, | ||
| + | 236, | ||
| + | 286, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | (1D6-1) x 10 (yes, 0 initial credits is possible) | ||
| + | |||
| + | **STANDARD EQUIPMENT: | ||
| + | |||
| + | An automobile, jeep, dune buggy, or motorcycle. One knife, one pistol, and one rifle weapon (may be MDC weapons). 1D6 spare clips for each weapon. 30% chance that the character will own a suit of REF or Southern Cross armor (70% chance if a frag). See the entry on FRAGS for possible weapon and armor selections. | ||
| + | |||
| + | ===== REF COMBAT PARAMEDIC O.C.C. ===== | ||
| + | |||
| + | {{: | ||
| + | |||
| + | The Combat Paramedic is typically a resourceful individual who thinks fast and can make due with limited resources. He/she will typically try to avoid combat and bloodshed (it goes against his/her Hippocratic oath) but also realizes that sometimes it is necessary to use lethal force to defend one's self and loved ones. The paramedic is trained in combat tactics, however, and can hold his/her own in a fight. Combat Paramedics are highly sought after among resistance groups on Earth during the Third Invid War. They provide invaluable services in a world where combat is common, swift and deadly and trained medical staff are virtually nonexistent. | ||
| + | |||
| + | REF Combat Paramedics receive Cyclone Basic training as part of their REF training, and are usually issued a VR-117 Firefly when going into the field. They typically are not permitted training in other mecha such as Veritechs and Destroids. | ||
| + | |||
| + | **ATTRIBUTE REQUIREMENTS: | ||
| + | |||
| + | **O.C.C. SKILLS:** | ||
| + | |||
| + | * Paramedic (+25%) | ||
| + | * Field Surgery (+15%) | ||
| + | * Radio: Basic | ||
| + | * Wilderness Survival (+5%) | ||
| + | * Pilot Truck: Small (Ambulance) (+10%) | ||
| + | * Pilot Motorcycle (+10%) | ||
| + | * Pilot Cyclone (+10%) | ||
| + | * Mecha Combat Basic: Cyclone | ||
| + | * Hand to Hand: Expert (may be upgrade to Martial Arts at the cost of one " | ||
| + | * W.P. Automatic Pistol | ||
| + | |||
| + | **OTHER SKILLS:** | ||
| + | |||
| + | Select 12 other skills, plus two additional skills at level 3, two at level 6, two at level 9, and two at level 12. All new skills start at level 1 proficiency. | ||
| + | |||
| + | * Communication: | ||
| + | * Domestic: Any | ||
| + | * Electrical: Basic Electronics only. | ||
| + | * Espionage: Detect Ambush, Detect Concealment, | ||
| + | * Mechanical: Basic Mechanics only. | ||
| + | * Medical: Any, but Pathology counts as two skills and Medical Doctor counts as three (!) skills. (+10%) | ||
| + | * Physical: Any | ||
| + | * Pilot: Any except Mecha piloting skills. (+5%) | ||
| + | * Pilot Related: Any | ||
| + | * Rogue: Any | ||
| + | * Science: Any (+5%) | ||
| + | * Technical: Any, except Demolitions and Demolitions Disposal. | ||
| + | * Weapon Proficiencies: | ||
| + | * Wilderness: Any (+5%) | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-2,000 | ||
| + | 2,001-4,000 | ||
| + | 4,001-8,200 | ||
| + | 8, | ||
| + | 16, | ||
| + | 24, | ||
| + | 34, | ||
| + | 49, | ||
| + | 69, | ||
| + | 94, | ||
| + | 129, | ||
| + | 179, | ||
| + | 229, | ||
| + | 279, | ||
| + | 329, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | 3D6 x 100 | ||
| + | |||
| + | **MONTHLY WAGES:** | ||
| + | |||
| + | 3,000 for a new recruit (levels 1-3); 3500 for 4th level and higher; paramedics above 7th level usually become field doctors and earn 7,000 or more per month. | ||
| + | |||
| + | **STANDARD EQUIPMENT: | ||
| + | * | ||
| + | * Sidearm (usually M-37 " | ||
| + | * Medical Kit (includes first-aid kit, bandages, antiseptics, | ||
| + | * Surgical Kit (includes scalpels, clamps, sutures, needles, etc) | ||
| + | * Standard REF Survival Kit | ||
| + | * Uniform | ||
| + | * Reusable Surgical Gown and Gloves | ||
| + | * CVR-4 armor | ||
| + | * Cyclone (Typically VR-117 Firefly, sometimes VR-135 Forager) | ||
| + | * Portable field computer | ||
| + | * Wrist-radio (short-range--eight miles) | ||
| + | * Emergency Beacon (20 mile range) | ||
| + | * Four weeks' rations | ||
| + | * Flashlight | ||
| + | * Four signal flares | ||
| + | |||
| + | **SPECIAL CLEARANCE UPON ASSIGNMENT: | ||
| + | |||
| + | Additional medical equipment, including the CA-106 " | ||
| + | |||
| + | ===== REF MILITARY POLICE O.C.C. ===== | ||
| + | |||
| + | // | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | REF Military Police officers are heavily trained in forensic arts such as tracking, investigation, | ||
| + | |||
| + | Like their counterparts in the GMP, REF Military Police are given top security clearance, access to special items and mecha, and the freedom to act under their own discretion during an investigation. Because of this preferential treatment most of the standard REF soldiers consider the REF MP to be snobbish and arrogant. However, the majority of REF MP officers are loyal, dependable and trustworthy soldiers who strongly believe in the principles of the REF. | ||
| + | |||
| + | **ATTRIBUTE REQUIREMENTS: | ||
| + | |||
| + | **O.C.C. SKILLS:** | ||
| + | |||
| + | * Radio: Basic (+20%) | ||
| + | * Surveillance Systems (+30%) | ||
| + | * Intelligence (+15%) | ||
| + | * Interrogation (+10%) | ||
| + | * Tracking (+20%) | ||
| + | * Criminal Sciences and Forensics (+15%) | ||
| + | * First Aid (+5%) | ||
| + | * Field Surgery (+30%) | ||
| + | * Pilot Motorcycle (+20%) | ||
| + | * Pilot Mecha: Cyclone & Garland (all) (+20%) | ||
| + | * Weapon Systems (+15%) | ||
| + | * Find Contraband, Weapons, & Cybernetics (Invid experimets): | ||
| + | * Streetwise (+20%) | ||
| + | * W.P. Gallant | ||
| + | * W.P. Heavy | ||
| + | * Hand to Hand: Martial Arts | ||
| + | |||
| + | Martial Arts can be changed to Aikido, but with GM's permission, and the ability to find the skill (Rifts World Book 8: Japan) | ||
| + | |||
| + | **OTHER SKILLS:** | ||
| + | |||
| + | Select 12 other skills, plus three at level 3, two at levels 6, two at level 9, and one at level 12. All new skills start at level 1 proficiency. | ||
| + | |||
| + | * Communications: | ||
| + | * Domestic: Any | ||
| + | * Electrical: Basic only | ||
| + | * Espionage: Disquise, Escape, and Sniper only (+5%) | ||
| + | * Mechanical: Automotive, Locksmith, and Veritech Mechanics (only applicable to cyclones) | ||
| + | * Medical: Paramedic (counts as 2 skills) or Medical Doctor (counts as 3 skills) | ||
| + | * Military: Demolitons Disposal only (+10%) | ||
| + | * Physical: Any, except acrobatics | ||
| + | * Pilot: Any (+10%) except mecha combat is basic | ||
| + | * Pilot Related: Any (+5%) | ||
| + | * Rogue: Any | ||
| + | * Science: Any (+5%) | ||
| + | * Technical: Any, except Operate Heavy Power Tools | ||
| + | * Weapon Proficiencies: | ||
| + | * Wilderness: Any (+5%) | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-1,925 | ||
| + | 1,926-3,850 | ||
| + | 3,851-7,450 | ||
| + | 7, | ||
| + | 14, | ||
| + | 21, | ||
| + | 31, | ||
| + | 41, | ||
| + | 53, | ||
| + | 73, | ||
| + | 103, | ||
| + | 139, | ||
| + | 189, | ||
| + | 239, | ||
| + | 289, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | 4D6X100 | ||
| + | |||
| + | **MONTHLY WAGES:** | ||
| + | |||
| + | Monthly Wages: 3,000 for levels 1-5, 4000 levels 6+ | ||
| + | |||
| + | **STANDARD EQUIPMENT: | ||
| + | |||
| + | Gallant 1000 w/ Rifle attachment and flash suppressor | ||
| + | M-37 Weasel | ||
| + | First-aid kit w/ emergency equipment (pain killer, turniquettes, | ||
| + | Standard REF survival kit | ||
| + | Dress and Combat uniforms | ||
| + | CVR-4 Body Armor | ||
| + | VR-122 Protector Cyclone (Former Southern Cross members may have a Garland 6 or 7) | ||
| + | Portable Field Computer | ||
| + | Wrist Radio (20 mi) | ||
| + | Emergency Beacon | ||
| + | 4 Weeks Rations | ||
| + | Flashlight | ||
| + | Handcuffs | ||
| + | Night Stick (1D6 SDC Damage) | ||
| + | 10 Tracer Bugs (See Robotech RPG pg. 80) | ||
| + | 10 Signal Flares | ||
| + | |||
| + | **SPECIAL CLEARANCE UPON ASSIGNMENT: | ||
| + | |||
| + | Heavy Weapons, Rifles, Mecha, vehicles, aircraft, personnel, etc. | ||
| + | |||
| + | ===== REF COMBAT ENGINEER O.C.C. ===== | ||
| + | // | ||
| + | (For TIW/ | ||
| + | |||
| + | {{: | ||
| + | |||
| + | The services of a combat engineer are a much-needed commodity during the Invid occupation of Earth. Many buildings and fortifications are half-ruined, | ||
| + | |||
| + | **ATTRIBUTE REQUIREMENTS: | ||
| + | |||
| + | **O.C.C. SKILLS:** | ||
| + | |||
| + | * Basic and Advanced Mathematics (+10%) | ||
| + | * Construction Engineering (+20%) | ||
| + | * Design Engineering (+20%) | ||
| + | * Demolitions (+20%) | ||
| + | * Surveying (+20%) | ||
| + | * Operate Heavy Power Tools (+15%) | ||
| + | * Pilot Cyclone (+10%) | ||
| + | * Mecha Combat: Cyclone | ||
| + | * Hand to Hand: Basic (may be upgraded to Expert at the cost of one " | ||
| + | |||
| + | **ADAPTATIONS: | ||
| + | |||
| + | For Macross, remove Cyclone Piloting/ | ||
| + | |||
| + | For Southern Cross, replace Cyclone Piloting/ | ||
| + | |||
| + | **OTHER SKILLS:** | ||
| + | |||
| + | Select 14 other skills, but at least four must come from Electronic and/or Mechanical, and two from Technical. Plus two additional skills at Level 3, two at Level 6, two at Level 9, and two at Level 12. All new skills start at Level 1 proficiency. | ||
| + | |||
| + | * Communication: | ||
| + | * Domestic: Any | ||
| + | * Electrical: Any (+5%), including Electrical Engineer. | ||
| + | * Espionage: Wilderness Survival and Detect Concealment only. | ||
| + | * Mechanical: Any (+10%), including Mechanical Engineer. | ||
| + | * Medical: First Aid or Paramedic (counts as 2 skills) only. | ||
| + | * Physical: Any | ||
| + | * Pilot: Alpha, Beta, Hovertank, or VF series only (+5%). Mecha Combat is limited to basic. | ||
| + | * Pilot Related: Any (+10%). | ||
| + | * Rogue: Any (+5% to Safe-Cracking). | ||
| + | * Science: Any (+5%). | ||
| + | * Technical: Any (+10%). | ||
| + | * Weapon Proficiencies: | ||
| + | * Wilderness: Any | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-2,120 | ||
| + | 2,121-4,240 | ||
| + | 4,241-8,480 | ||
| + | 8, | ||
| + | 16, | ||
| + | 24, | ||
| + | 34, | ||
| + | 49, | ||
| + | 69, | ||
| + | 94, | ||
| + | 129, | ||
| + | 179, | ||
| + | 229, | ||
| + | 279, | ||
| + | 329, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | 4D6 x 100 (Combat Engineers are among the most highly-paid of the REF specialists) | ||
| + | |||
| + | **MONTHLY WAGES:** | ||
| + | |||
| + | 3,000 for a new recruit (levels 1-5); 3800 for 6th level and higher; officers receive 5,000 to 6,000 credits per month or more. | ||
| + | |||
| + | **STANDARD SENTINELS/ | ||
| + | |||
| + | * Energy pistol (often Gallant or SAL-9) | ||
| + | * S.D.C. sidearm (usually Wolff Auto Pistol or Browning GP-35) | ||
| + | * Portable welding unit | ||
| + | * Uniform | ||
| + | * CVR-4 armor | ||
| + | * Cyclone Cycle (usually one of the light models, or the VR-112 Samson for special missions) | ||
| + | * Portable field computer (with CAD program if design engineer) | ||
| + | * Wrist-radio (short-range--eight miles) | ||
| + | * Tool kit | ||
| + | * Four weeks' rations | ||
| + | * Flashlight | ||
| + | * Three signal flares | ||
| + | |||
| + | **STANDARD INVID INVASION EQUIPMENT: | ||
| + | |||
| + | * Energy pistol (often Gallant or SAL-9) | ||
| + | * S.D.C. sidearm (usually Wolff Auto Pistol or Browning GP-35) | ||
| + | * Portable welding unit | ||
| + | * Uniform | ||
| + | * CVR-3 armor | ||
| + | * Tool kit | ||
| + | * Four weeks' rations | ||
| + | * Flashlight | ||
| + | * Three signal flares | ||
| + | * Land Vehicle (may or may not be a Cyclone; GM's decision). | ||
| + | |||
| + | **ADAPTATIONS: | ||
| + | |||
| + | For Macross, remove the Cyclone and CVR-3 armor and energy weapon. Add an S.D.C. submachine gun or rifle. For Southern Cross, remove the Cyclone and replace the CVR-3 armor with the standard body armor of whatever army the engineer is attached to (usually Civil Defense Squad or the Global Military Police). | ||
| + | |||
| + | **SPECIAL CLEARANCE UPON ASSIGNMENT: | ||
| + | |||
| + | Additional equipment, surveying tools, explosives, mecha, access to construction shops and subordinate construction workers. | ||
| + | ===== | ||
| + | CIVILIAN CONSTRUCTION ENGINEER ===== | ||
| + | |||
| + | //(For TIW/ | ||
| + | |||
| + | The civilian engineer could be called the equivalent of the combat engineer but employed in the private sector. These individuals are often placed in command of groups of laborers working on construction projects. Starting out, these engineers are sub-contractors to one or more levels of higher-level construction engineers, who are in turn subcontractors to contracting companies. As they gain more experience, the engineers advance upward, getting more men (and subcontractors) under their command. Eventually, they may become the heads of their own contracting organizations, | ||
| + | |||
| + | In any Robotech era, construction engineers will usually never lack for a job. But in the Macross and Invid wars era in particular, when reconstruction was commencing at a startling rate, construction engineers are particularly sought-after, | ||
| + | |||
| + | **ATTRIBUTE REQUIREMENTS: | ||
| + | |||
| + | **O.C.C. SKILLS:** | ||
| + | |||
| + | * Pilot Automobile (+5%) | ||
| + | * Cook (+5%) | ||
| + | * Computer Operation (+5%) | ||
| + | * Basic Mathematics (+5%) | ||
| + | * Advanced Mathematics (+5%) | ||
| + | * Construction Engineer (+15%; Professional) | ||
| + | * Operate Construction Equipment (+15%; Professional) | ||
| + | * Operate Heavy Power Tools (+15%; Professional) | ||
| + | |||
| + | NOTE: May choose three alternate professional construction (or even other category) skills of choice; however for a professional Construction Engineer, the above three are the most likely choices. | ||
| + | |||
| + | **OTHER SKILLS:** | ||
| + | |||
| + | Select 16 other skills. Plus two at third level, two at sixth level, and one at tenth level. All new skills start at level one proficiency. All new skills start at level one proficiency. "Other Skill" Categories are the same as the Nonmilitary Personnel OCC, with an additional bonus of +10% to any construction-related skills. | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-2,120 | ||
| + | 2,121-4,240 | ||
| + | 4,241-8,480 | ||
| + | 8, | ||
| + | 16, | ||
| + | 24, | ||
| + | 34, | ||
| + | 49, | ||
| + | 69, | ||
| + | 94, | ||
| + | 129, | ||
| + | 179, | ||
| + | 229, | ||
| + | 279, | ||
| + | 329, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | 4D6 x 100 | ||
| + | |||
| + | **MONTHLY WAGES (from contracting agency):** | ||
| + | |||
| + | 3,200 for a recent trade school graduate (levels 1-5); 4,200 for 6th level and higher; experienced contractors receive 5,500 to 6,500 credits per month or more. Self-employed contractors may receive ten to hundreds of thousands of credits per job, depending on the quality of the workmanship, | ||
| + | |||
| + | **STANDARD EQUIPMENT: | ||
| + | |||
| + | * Headset radio (short range - 5 miles) | ||
| + | * Toolbox filled with common construction tools (hammer, screwdrivers, | ||
| + | * Work coveralls | ||
| + | * Hard-hat helmet | ||
| + | * S.D.C. sidearm (optional) for personal off-duty use and self defense. | ||
| + | |||
| + | If working for the resistance or the military, also has a set of CVR-3 body armor and a VR-112 Samson or VR-038-LT Cyclone (Sentinels or Invid Invasion only). May also have a small apartment paid for by the company. | ||