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New O.C.C.s for Mospeada


  • Mars Base Legioss Armo Fighter Pilot
  • Mars Base Ride Armor Trooper
  • Mars Base Infantry Solider
  • Mars Base Mecha Mechanic
  • Mars Base Medic
  • Bounty Hunter OCC
  • Ganger OCC Based on the Ganger OCC by Dave Deitrich

  • 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:

    ** 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.

    Standard Equipment:

    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 Ride Armor Infantry Trooper

    The Ride Armor trooper is the standard infantryman of the Mars Base military, but for being the standard "grunt", they are still highly trained, well equiped and professional warriors. They are equally capable of taking part in missions involving covert operations, reconnaisance, rescue missions, demolitions and intelligence gathering, and the cyclone power armor makes them a formidable fighting unit.

    Ride Armor Troopers are more suited to a new life on the Inbit controled Earth, with or without their mecha. However they are skilled only in combat and most who are with the Inbit will attack them on sight.
    ATTRIBUTE REQUIREMENTS:
    I.Q. 8, P.P. 8 or higher is preferred.

    Alignment Restrictions:

    None.

    O.C.C. Skills:

    O.C.C. Related Skills:

    Select 16 other skills, plus two extra at level three, and one at level six and level eleven.

    Standard Issue Equipment:

    Equipment available on assignment:

    Additional or special weapons, equipment, land vehicle, aircraft, mecha, or ammunition.

    Rank:

    Standard Military (begins at pay grade E1).

    Money:

    Begins with 3d6 x 100 credits in personal savings.

    Mars Base Infantry Soldier O.C.C.


    The grunt and ground man of any army, the standard soldier has been around since the have been armies. However the Inbit is like no other enemy. The Inbit have only their giant mecha and infantry troops are ill suited to combat them. While they can outrun them when carrying standard weapons, they can't defeat the Inbit armor. But when carrying heavy weapons that can, they are too slow and easy prey. These two requirements were combined to create the Ride Armor and Ride Armor Troopers have all but replaced the infantry soldier in the Mars Base forces.

    ATTRIBUTE REQUIREMENTS:
    Physical S.D.C.: Base 35 Alignment: Most likely Attribute Requirements: An average to l.Q. and a high P.S. and P.P. are all preferred, but not are absolutely required.

    *Hand to Hand: Basic can be changed to Hand to Hand: Expert at the cost of one Other skill or Martial Arts for the cost of two Other skills.

    Other Skills:

    Select 16 other skills. Two additional skills are gained at third, sixth and tenth levels.

    Standard Equipment:



    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:

    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.

    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:

    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.

    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:


    * 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.

    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:


    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:

    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.

    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.



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    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.

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