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robotech:third_invid_war:occ [2024/04/13 04:38] – fixed lists punksmurphrobotech: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+====== New O.C.C.s for Third Invid Invasion ======
  
-**Renegade Invid**+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.
  
-//"Look, mentally I'm older than Lincoln, emotionally I'm six years old, physically I look like I'm in my twenties, my hormones are going top speed, and I'm something evolved from a slug evolved into something evolved from an ape. And YOU got the nerve to say YOU'RE confused?!?"//+===== Renegade Invid ===== 
 + 
 +{{ :robotech:third_invid_war:renegade.gif?200|}}//"Look, mentally I'm older than Lincoln, emotionally I'm six years old, physically I look like I'm in my twenties, my hormones are going top speed, and I'm something evolved from a slug evolved into something evolved from an ape. And YOU got the nerve to say YOU'RE confused?!?"//
 Kayagh, Renegade Stage 5 Invid Kayagh, Renegade Stage 5 Invid
  
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 **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.  **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. =====
 +
 +{{:robotech:third_invid_war:youngrook.gif?400 |}}The Invid Wars have been very hard on the general civilian population of Earth. The democratic governments of the past have collapsed, and along with them almost all civil services such as police, hospitals, schools, etc. Many people have given in to despair, and spend their days huddled in shelters or under rubble praying that everything will go away. Others have adapted and learned to live in the harsh new world, becoming stronger and more resilient (and more brutal) in order to survive in a land where "might makes right". Many of these survivors have banded together into gangs, working together for mutual protection. Some gangs are actually benevolent, ruling the cities they inhabit with a fair (if cold) hand. But by far the majority of them are cruel and criminal, raping and pillaging towns for their own pleasure and survival. The lowest have even thrown in with the Invid, and now work as pawns of their overlords. These Invid sympathizer gangs (called FRAGS) are particularly dangerous, as they actively hunt down dissidents and resistance fighters for their Invid masters.
 +
 +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 "extra" skill, and Martial Arts at two "extra" skills) 
 +
 +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: Radio: Basic only.
 +  * Domestic: Any (+5%).
 +  * Electrical: Basic Electronics only.
 +  * Espionage/Military: Any (+5%).
 +  * 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: Basic only.
 +  * Technical: Demolitions only (counts as 2 skill selections).
 +  * Weapon Proficiencies: Any.
 +  * 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. "Annie"). Delayed skills start at level 1 proficiency when claimed. 
 +
 +**EXPERIENCE LEVELS:**
 +
 +    0,000-1,875
 +    1,876-3,750
 +    3,751-7,250
 +    7,251-14,100
 +    14,101-21,200
 +    21,201-31,200
 +    31,201-41,200
 +    41,201-51,200
 +    51,201-71,200
 +    71,201-101,500
 +    101,501-136,500
 +    136,501-186,500
 +    186,501-236,500
 +    236,501-286,500
 +    286,501-326,500 
 +
 +**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. =====
 +
 +{{:robotech:third_invid_war:paramedic.gif?400 |}}The REF Combat Paramedic is a highly-trained medical specialist who is a vital part of the REF Military. While not as experienced or as knowledgeable as a true Medical Doctor, the paramedic is trained in all forms of emergency medicine and is familiar with triage medical practices and addressing critical life-threatening wounds. More importantly, the Combat Paramedic is experienced in military tactics and can defend himself/herself in the field as well as keep pace with other military units. In terms of medicine, the paramedic is qualified to perform everything up through simple surgery and common medical procedures (appendectomies, shrapnel removal, delivering babies, etc.) but is not experienced in more advanced areas such as combating viruses or brain surgery. The main focus of the Combat Paramedic's training is to keep a wounded soldier alive and stable until he can be evacuated to a field hospital.
 +
 +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:** IQ 10 or higher.
 +
 +**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 "extra" skill)
 +  * 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: Any
 +  * Domestic: Any
 +  * Electrical: Basic Electronics only.
 +  * Espionage: Detect Ambush, Detect Concealment, Land Navigation, and Tracking only.
 +  * 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: Any, except Cyclone Weapon Systems.
 +  * Wilderness: Any (+5%) 
 +
 +**EXPERIENCE LEVELS:**
 +
 +    0,000-2,000
 +    2,001-4,000
 +    4,001-8,200
 +    8,201-16,400
 +    16,401-24,500
 +    24,501-34,600
 +    34,601-49,700
 +    49,701-69,800
 +    69,801-94,900
 +    94,901-129,000
 +    129,001-179,100
 +    179,101-229,200
 +    229,201-279,300
 +    279,301-329,400
 +    329,401-389,500 
 +
 +**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 "Weasel" Auto-Pistol)
 +  * Medical Kit (includes first-aid kit, bandages, antiseptics, healing/disinfectant salves, aspirin, painkiller, antibiotics, hypodermic gun, electronic thermometer, stethoscope, tounge depressors, pen flashlight)
 +  * 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 "Hos-box" for use with VR-117 Cyclone. 
 +
 +===== REF MILITARY POLICE O.C.C. =====
 +
 +//Originally created by Yoroiden//
 +
 +{{ :robotech:third_invid_war:ref-mp.gif?200|}}The REF Military Police (REF MP) is the expeditionary force's version of the Southern Cross Global Military Police. Like the GMP, the REF MP is an elite intelligence and law enforcement division that maintains order within REF forces and ensures that robotechnology is never compromised or abused. REF MP agents are stationed on all ships and bases in the expeditionary force. Although they share the same facilities and use the same mecha as the regular troops, they have their own reporting structure and are answerable only to their MP superiors and the REF high command.
 +
 +REF Military Police officers are heavily trained in forensic arts such as tracking, investigation, and interrogation. They are also extensively drilled in hand-to-hand and modern firearm combat skills so that they can hold their own in combat when necessary. They are given basic familiarity training in most REF mecha but are specifically trained to use REF Cyclones and Southern Cross Garlands. REF MP officers are also experienced in crowd control measures, and are even skilled in emergency medical skills to care for injured persons until paramedics can arrive.
 +
 +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:** A high IQ and PS (>10) are preferred, but not required.
 +
 +**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): 40% + 4% per level of experience
 +  * 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: Any (+10%)
 +  * 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: Any
 +  * Wilderness: Any (+5%) 
 +
 +**EXPERIENCE LEVELS:**
 +
 +    0,000-1,925
 +    1,926-3,850
 +    3,851-7,450
 +    7,451-14,900
 +    14,901-21,000
 +    21,001-31,000
 +    31,001-41,600
 +    41,601-53,000
 +    53,001-73,000
 +    73,001-103,500
 +    103,501-139,000
 +    139,001-189,000
 +    189,001-239,000
 +    239,001-289,000
 +    289,001-339,000 
 +
 +**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, etc.)
 +    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/Sentinels, but adaptable to Macross and Southern Cross)//
 +
 +{{:robotech:third_invid_war:combatengineer.gif?400 |}}Ever since the U.S. Army Corps of Engineers, construction engineers have been a vital part of the armed forces, building (or blowing up) bridges, bases, and other structures to aid in the accomplishment of a military objective. Army Engineers also act as "sappers," using special equipment to clear areas of land mines and booby-traps. In peacetime, combat engineers perform civilian works, such as building dams (such as Bagnall Dam in Missouri) and work to avert disasters such as earthquakes and flooding.
 +
 +The services of a combat engineer are a much-needed commodity during the Invid occupation of Earth. Many buildings and fortifications are half-ruined, and only skilled construction workers can repair them. The Resistance can always use the services of a military engineer to help defeat fortifications made by the Invid, and pay on individual jobs can often be astounding.
 +
 +**ATTRIBUTE REQUIREMENTS:** IQ 9, PE 12 or higher.
 +
 +**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 "extra" skill, and Martial Arts at two "extra" skills) 
 +
 +**ADAPTATIONS:**
 +
 +For Macross, remove Cyclone Piloting/Combat and replace with two additional "other" skills. Ignore the skills and categories that Macross didn't have, and the only mecha combat allowed under Pilot Skills is Destroid Combat. Veritech piloting and combat is NOT allowed.
 +
 +For Southern Cross, replace Cyclone Piloting/Combat with Battloid Piloting/Combat. Again, the only mecha that can be piloted are Battloids. No Veritechs.
 +
 +**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: Any
 +  * 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: Any, except Cyclone Weapon Systems.
 +  * Wilderness: Any 
 +
 +**EXPERIENCE LEVELS:**
 +
 +    0,000-2,120
 +    2,121-4,240
 +    4,241-8,480
 +    8,481-16,960
 +    16,961-24,960
 +    24,961-34,960
 +    34,961-49,960
 +    49,961-69,960
 +    69,961-94,960
 +    94,961-129,960
 +    129,961-179,960
 +    179,961-229,960
 +    229,961-279,960
 +    279,961-329,960
 +    329,961-389,961 
 +
 +**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/TIW 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-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/Sentinels, but adaptable to Macross and Southern Cross)//
 +
 +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, passing on contracts to subordinate (lower-level) engineers.
 +
 +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, with even the lowest-level engineer receiving astounding salaries (up to ten times the base) from groups such as E.B.S.I.S. and RDF.
 +
 +**ATTRIBUTE REQUIREMENTS:** IQ 9, PE 12 or higher.
 +
 +**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
 +        8,481-16,960
 +        16,961-24,960
 +        24,961-34,960
 +        34,961-49,960
 +        49,961-69,960
 +        69,961-94,960
 +        94,961-129,960
 +        129,961-179,960
 +        179,961-229,960
 +        229,961-279,960
 +        279,961-329,960
 +        329,961-389,961 
 +
 +**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, the size and complexity of the project, and the number of men under him. It is possible to receive multi-MILLION-credit contracts, but not likely in terms of game play; the character would have to be AT LEAST tenth level for his or her contracting agency to be well-known enough to get that kind of deals. 
 +
 +**STANDARD EQUIPMENT:**
 +
 +  * Headset radio (short range - 5 miles)
 +  * Toolbox filled with common construction tools (hammer, screwdrivers, etc.)
 +  * 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. 
  
robotech/third_invid_war/occ.1712983131.txt.gz · Last modified: 2024/04/13 04:38 by punksmurph