Mars Base Legioss Armo-Fighter Pilot
Carrying on the tradition of the fearless and skilled fighter pilots, this new generation of airborne and spaceborne warriors form the front line of the Mars Base Earth Recapture Missions. The Legioss Armo-Fighter represent the new generation of human combat technology and these tranforming fighters are incredibly fast, deadly, and equally at home in space or in an atmosphere.
On the Inbit occupided Earth, the Mars Base pilot will often stick close to his Legioss if it's intact, or his Ride Armor if it is not. His skills concenrate on combat in his mecha and he is ill suited to the wilderness.
ATTRIBUTE REQUIREMENTS:
OCC Skills:
- Radio: Basic (+10%)
- Read Sensory Instruments (+15%)
- Navigation (+15%)
- Weapon Systems (+15%)
- Jet Aircraft Piloting (+20%)
- Pilot Armo-Fighter (+25%)
- Pilot Armo-Bomber (+20%)
- Pilot Ride Armor (+15%)
- Mecha Combat: Legioss Armo-Fighter
- Mecha Combat: TREAD Armo-Bomber
- Mecha Combat: Ride Armor
- Weapons Proficiency: Galiant
- Hand to Hand Combat: Expert**
** Hand to Hand Combat: Expert may be upgraded to Hand to Hand Combat: Martial Arts for the cost of one 'other' skill selection.
Other Skills:
Select 14 other skills, but at least three must be selected from the Piloting category. One additional skill may be chosen at level three, two additional skills at level six, and one additional skill at levels nine and twelve. All new skills begin at level one proficiency.
- Communications: Any (+10%)
- Domestic: Any
- Electrical: Basic Electronics only
- Espionage: Wilderness Survival, Sniper, and Intelligence only (+5%)
- Mechanical: Basic, Automotive, and Aircraft Mechanics only (+5%)
- Medical: First Aid only (+10%)
- Military: Any (+10%)
- Physical: Any, except Acrobatics
- Piloting: Any (+5% for ground vehicles, +15% on aerospace vehicles)
- Pilot Related: See OCC skills
- Rogue: None
- Science: Astronomy, Astrophysics, and any Mathematics (+10%)
- Technical: Any
- Weapons Proficiency: Any
Standard Equipment:
- AFC-01 (H type if officer, I type if normal pilot) Legioss or AB-01 TREAD
- VR-052F MOSPEADA Ride Armor (VR-03L Bartley if female)
- CVR-3 Combat Armor (F type if female)
- 1 Uniform
- H-90 Gallant Energy Pistol
- Mars Base Field Kit
- First Aid Kit
Monthly Wages:
2,000 Mars Base credits per month for enlisted pilots at levels one through five, 3,000 credits per month for sixth level or higher, while high ranking officers (Captain and above) make 3,800 to 5,000 credits per month. On the Inbit controled Earth these credits a virtually useless as nobody will except them.
MARS BASE MECHA MECHANIC O.C.C.
Attributes Requirements: I.Q. 8, P.S.10, and a HIGH P.P. is preferred, but not vital.
O.C.C. Skills:
- Mecha Mechanics (+25%)
- Veriable Mechanics (+20%)
- Mechanical Engineer (+15%)
- Mecha Eletronics (+15%)
- Weapon System
- Radio: Basic
- Pilot Ride Armor (+10%)
- Pilot Jet (+10%)
- Pilot Armo-Soldier
- Mecha Combat Basic: Ride Armor
- Hand to Hand: Basic (may be upgrade to Expert at the cost of
one "extra" skill)
- W.P. H-90 Gallant
OTHER SKILLS:
Select 12 other skills,
Other Skills: Select 18 other skills; at least 4 from Mechanical,
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.
- Communications: Any.
- Domestic: Any.
- Electrical: Any (+5%).
- Espionage/Military: Detect Ambush, Detect Concealment, Land Navigation only.
- Mechanical: Any (+15%).
- Medical: First Aid or Paramedic, but the latter counts as two skills choices.
- Physical: Any.
- Pilot: Any, but Hand to Hand combat is limited to "Basic" training.
- Pilot Related: Any.
- Rogue Skills: None (May select any as a future additional skill).
- Science: Math only.
- Technical: Any.
- W.P.: Any, except Ride Armor Weapon Systems.
- Wilderness Skills: Any.
Standard Equipment:
Mini-tool pack, portably tool box, welding equipment, protective goggles, Sidearm (usually Galant H-90),
Standard Mars Base Survival Kit, uniform, CVR-3 armor,
Ride Armor (Typically a VR-52 MOSPEADA or VR-38-LT Bartley), Portable field computer,
Wrist-radio (short-range--eight miles), Emergency Beacon (20 mile range),
Four weeks' rations, Flashlight, Four signal flares
Experience level: same as Bio-Maintenance Engineer (pg 110 Invid Invasion).
Personal savings: 5D6*100
Monthly wages: None behind enemy lines.
MARS BASE MEDIC O.C.C.
The Medic is a highly-trained medical specialist who is a vital part of the Mars Base Military.
While not as experienced or as knowledgable as a true Medical Doctor, the medic is trained
in all forms of emergency medicine and is familiar with triage medical practices and saving a critically injured person long enough to evacuate back to a field hospital. The medic has recieved basic military training and if pressed can enter combat, though most consider it against their nature of saving, not taking lives and will avoid it in all but the most extreme cases.
Mars Base medics receive limited Ride Armor training as part of their military basic training, and are usually
issued a VR-52 MOSPEADA or Bartley Ride Armor when going into the field. In most cases the Ride Armor carries no forearm weaponry and only in the most extreme combat conditions is equiped with a EP-37 or RL-6. The rear side storeage box usually given over to spare missiles or ammo is replaced by their medical kit. They typically
are not permitted training in other mecha such as Legioss or TREAD.
Medics are more likely to be excepted by people on Earth than other Mars Base troops, due to the fact that their medical skills are in great need and in most cases they won't stir up trouble with their Inbit overlords. Some medics however will link up with resistance groups are equal targets as any other.
Attributes Requirements: IQ 12, ME, 11, MA 10, but a HIGH MA is preferred.
O.C.C. Skills:
- First Aid (+20%)
- Paramedic (+25%)
- Biology (+15%)
- Basic & Advanced Mathematics (+15%)
- Pilot Automobile
- Radio: Basic
- Pilot Truck: Small (Ambulance) (+10%)
- Pilot Ride Armor (+10%)
- Pilot Motorcycle (+10%)
- Mecha Combat Basic: Ride Armor
- Hand to Hand: Expert (may be upgrade to Martial Arts at the cost of
one "extra" skill)
- W.P. H-90 Gallant
OTHER SKILLS:
Select 12 other skills,
Other Skills: Select 18 other skills; at least 2 from Medical and 2 Science,
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.
- Communications:Radio Only.
- Domestic:Any(+10%).
- Electrical:Basic Electronics Only.
- Espionage/Military: 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, but Hand to Hand combat is limited to "Basic" training.
- Pilot Related: Any
- Rogue Skills: None (May select any as a future additional skill).
- Science: Any(+15%)
- Technical: Any except Demolitions
- W.P.: Any, except Ride Armor Weapon Systems.
- Wilderness Skills: Any
Standard Equipment:
Sidearm (usually Galant H-90), 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 Mars Base Survival Kit, uniform, Reusable Surgical Gown and Gloves, CVR-3 armor,
Ride Armor (Typically a VR-52 MOSPEADA or VR-38-LT Bartley), Portable field computer,
Wrist-radio (short-range--eight miles), Emergency Beacon (20 mile range),
Four weeks' rations, Flashlight, Four signal flares
Experience level: same as Military specialist.
Personal savings: 5D6*100
Monthly wages: None behind enemy lines.
Bounty Hunter O.C.C.
In the wastelands which make up the Earth after the Inbit Invasion, there is still people
who will do any job for money. Killing somebody is often treated like a everyday acurance, with many violence prone people seeing it as a easy road to riches, among the best of these are the bounty hunters. In
time gone by, bounty hunters were semi-honorable men who arrested those who the law could
not reach- for a price, earning them fear and respect from normal law enforcement and citizens. Now bounty hunters are just highly trained killers for hire without a shred of remorse. In a world where might all too often means right, they
are kings among men.
Most of the time they are hired to kill/capture certain people, mayor of a town,
resistance leader, whole resistance group, and they succeed. Their fees are high and
only the largest towns (meaning Inbit backed) can pay them.
Sometimes a bounty hunter has a change of heart and helps in the fight against the Inbit, even though other bounty hunters will without very good reason (beytral by patron or Inbit) often kill him on sight for 'going soft'.
Resistance groups will believe he's lying and will kill them without a second thought. Those who don't will still require a tough sell to let him fight, and even after years will still won't be trusted. Bounty Hunters rarely have anything you
could call a friend...
Physical S.D.C.: Base 35
Alignment: Most likely Evil alignments, but if "reformed" you can have good
alignments
ATTRIBUTE REQUIREMENTS: An l.Q. of 9 or higher, and a high P.S. and P.P. are all preferred,
but none are absolutely required.
O.C.C. Skills:
- Pilot Jet (+10%)*
- Pilot Ride Armor (+15%)*
- Radio: Basic (+ 10%)
- Weapon Systems (+10%)
- W.P. Energy Rifle
- W.P. Energy Pistol
- Hand to Hand: Martial Arts**
* The pilot jet skill allows the character to select a Legioss or Tread piloting and combat skills at the cost of three other skills per type of mecha, but will always start at the "Basic" training level
**Hand to Hand: Assassain can be chosen at the cost of two Other Skill selections, no matter which alignment is selected.
Those of Good alignments will have resevations on using their hand to hand skills for fear of killing others unessercarily.
Other Skills:
Select 16 other skills. At least two Espionage or Rogue. Two additional
skills are gained at third, sixth and tenth levels.
- Communications: Any(+5%)
- Domestic: Any but never pro quaility
- Electrical: Basic Electronics or Computer Repair only
- Espionage/Military: Any (+15%)
- Mechanical: Basic, Automotive or Aircraft only (+5%)
- Medical: Paramedic
- Physical: Any (+ 10% when applicable)
- Pilot: Any conventional and military vehicles (+5%).
- Pilot Related: Any (+2%)
- Rogue: Any (+15%)
- Science: Math only
- Technical: Any (+10%)
- W.P.: Any except Ride Armor Weaponry
- Wilderness: Any (+5%)
Savings
2D6 x 10. Money is from varous countires and cities, usually gold which is a standard messaure of wealth everywhere. Also includes a large assortment of bartering goods.
Standard Equipment:
- CVR-3 or other body armor
- Vehicle of choice
- 1 to 6 metre rope, climbing spikes and grappling hook
- Flashlight
- Backpack
- Military battle harness
- Extra set of clothes
- Survival knife
- S.D.C. Assault Rifle with 2D6 Clips
- S.D.C. Pistol and your choice of
- Energy weapon and 2D6 energy clips for it (Usually SAL-9 or FAL-2, rarely a Gallant H-90)
Ganger O.C.C.
The Inbit Invasion have been very hard on the general civilian
population of Earth. The world of the past is long gone, along with
most sense of law or order. While in smaller towns the sheriffs often kept
control, the larger cities often fell apart with gangs increasing in size to take
greater control of the dwindling sources of food, water and machinery.
Some gangs have become virtual governments, supporting their town.
Other have become the street gangs of legend, raping an pillaging all that
they come across. Some receive help from the Inbit, actively hunting down
all resistance to their Inbit overlords.
Sometimes gangers feel that they have worn out their welcome in their gang
or that their gang is dying through fighting with others often try and join up
with resistance groups. Most are tough, quick thinking people which are well
suited to helping in the fight against the Inbit.
Note:
This would be a good starting point for somebody wanting to be like the young
Rook.
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%).
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 CVR-3 armor.
Genesis Climber MOSPEADA (R) is the property of Artmic Stuidos. Robotech (R) is the property
of Harmony Gold. This document is in no way intended to infringe upon their rights.