The various attribute selections are as follows:
Here are the Character Classes to pick from:
Everyman Skills
The following skills are taught to every Marine, regardless of OCC.
Computer Operation ( +5%)
Math: Basic ( + 10%)
Radio: Basic
Language and Literacy: English: 98%.
W.P. Rifle
W .P. Energy Rifle
Every Marine has a rifleman bonus: All Expeditionary Force Marines receive a+ 1 to strike with any rifle or energy rifle, regardless of O.C.C.
Infantry Medical Officer
STORM Commando O.C.C.
Marine Technical Officer O.C.C.
Marine MOS Packages
Veritech Pilot OCC
MOS Selections Available to the Veritech Pilot OCC
Veritech Alpha Fighter Pilot
Veritech Beta Fighter Pilot
Reconnaissance Veritech Pilot MOS
Veritech Test Pilot
Everyone gets to select a Natural Aptitude Bonus
Here is the Master Skill List. Obviously there are some skills that will not be allowed in this setting.
http://home.wtal.de/marcorubert/SkilList.pdf
Brainy
Iq: 24 Me: 14 Ma: 12 Ps: 13 Pp: 17 Pe: 11 Pb: 19 Spd: 10
Strong-Willed
Iq: 15 Me: 24 Ma: 10 Ps: 14 Pp: 16 Pe: 14 Pb: 15 Spd: 15
Charismatic
Iq: 14 Me: 10 Ma: 24 Ps: 12 Pp: 14 Pe: 17 Pb: 18 Spd: 11
Physically Strong
Iq: 12 Me: 13 Ma: 15 Ps: 24 Pp: 15 Pe: 15 Pb: 12 Spd: 12
Fast Reflexes and High Dexterity
Iq: 15 Me: 11 Ma: 12 Ps: 11 Pp: 24 Pe: 12 Pb: 15 Spd: 18
Great Endurance
Iq: 14 Me: 16 Ma: 11 Ps: 16 Pp: 12 Pe: 24 Pb: 13 Spd: 14
Select one stat block, and replace a single attribute of your choice with an additional 24. Your Physical Skills and MOS Packages may increase these up above 24.
Iq: 24 Me: 14 Ma: 12 Ps: 13 Pp: 17 Pe: 11 Pb: 19 Spd: 10
Strong-Willed
Iq: 15 Me: 24 Ma: 10 Ps: 14 Pp: 16 Pe: 14 Pb: 15 Spd: 15
Charismatic
Iq: 14 Me: 10 Ma: 24 Ps: 12 Pp: 14 Pe: 17 Pb: 18 Spd: 11
Physically Strong
Iq: 12 Me: 13 Ma: 15 Ps: 24 Pp: 15 Pe: 15 Pb: 12 Spd: 12
Fast Reflexes and High Dexterity
Iq: 15 Me: 11 Ma: 12 Ps: 11 Pp: 24 Pe: 12 Pb: 15 Spd: 18
Great Endurance
Iq: 14 Me: 16 Ma: 11 Ps: 16 Pp: 12 Pe: 24 Pb: 13 Spd: 14
Select one stat block, and replace a single attribute of your choice with an additional 24. Your Physical Skills and MOS Packages may increase these up above 24.
Here are the Character Classes to pick from:
Everyman Skills
The following skills are taught to every Marine, regardless of OCC.
Computer Operation ( +5%)
Math: Basic ( + 10%)
Radio: Basic
Language and Literacy: English: 98%.
W.P. Rifle
W .P. Energy Rifle
Every Marine has a rifleman bonus: All Expeditionary Force Marines receive a+ 1 to strike with any rifle or energy rifle, regardless of O.C.C.
Infantry Medical Officer
Fleet Corpsmen are actually medically trained naval enlisted men and non-commissioned officers assigned to Expeditionary Force Marines and mechanized infantry units. All medical services required by the UEEF Marines are provided by the fleet. Fleet Corpsmen undergo marine infantry training in addition to medical schooling, so they are not a liability to the marines
they serve with in the field of battle. During combat, if there are no wounded being tended to, they are expected to pick up a rifle and fight the enemy just like everyone else in their unit, though
they usually fill support roles rather than front-line infantry. A Fleet Corpsman must have nerves of steel and a compassionate heart, often working to save soldiers' lives even while under enemy fire. As the war progresses, they find themselves extending their knowledge to aid injured aliens as well, often with physiologies that confound what was once believed about
biology and medicine.
While not full medical doctors, they are able to perform field surgery and attend to life-threatening wounds on the battlefield. Given the high lethality of battle involving Robotechnology and Reflex weaponry, often all the corpsman can do is stabilize the patient and get them ready for evacuation to a field hospital or other facility with advanced medical equipment and fully trained doctors.
Enlisted Fleet Corpsmen operate under their own ranking system. Typically, only those of Hospital Corpsman Third Class rank or higher (E-4) are assigned to infantry platoons, giving them the equivalent rank of a Marine Corporal. Lower ranks are typically assigned to bases, field hospitals, ships and clinics until they are experienced enough to work in the field. All Fleet Corpsman player characters should start at E-4 rank.
UEEF Fleet Corpsman Enlisted Ranks:
E-1: Hospitalman Recruit
E-2: Hospitalman Apprentice
E-3: Hospitalman
E-4: Hospital Corpsman Third Class
E-5: Hospital Corpsman Second Class
E-6: Hospital Corpsman First Class
E-7: Chief Hospital Corpsman
E-8: Senior Chief Hospital Corpsman
E-9: Master Chief Hospital Corpsman
Attribute Requirements: 1.Q. 12. A high M.A. and P.E. are recommended, but not required.
Starting S.D.C.: 2D6+6
Bonuses: +1 to M.E., +1 to Perception Rolls, and +2 to roll with impact.
O.C.C. Skills: .
Language and Literacy: English: 98%.
Biology ( + 10%)
Chemistry ( + 10%)
Computer Operation ( + 10%)
Field Surgery (+15%)
First Aid (+15%)
Forced March
Mathematics: Advanced (+15%)
Mecha: Pilot Ground Veritechs
Military Etiquette ( + 10%)
Pilot Motorcycles ( + 10%)
Radio: Basic (+5%)
W.P. Energy Rifle
W.P. Handguns
Xenological Medicine (no specialization, + 15%)
Hand to Hand: Expert, may be upgraded by your MOS Package or by using one of your OCC Related Skills to Commando.
M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section. Read them all and select the one you feel best fits your character's personality and goals.
Combat Shuttle Pilot
Search and Rescue
STORM Team Basic Training
O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select four skills at level one.
Communications: None.
Domestic: Any ( +5% ).
Electrical: Basic Electronics and Computer Repair only ( +5% ).
Espionage: None.
Mechanical: Basic and Automotive Mechanics only.
Medical: Any except Medical Doctor ( + 15% ).
Military: Any (+5%).
Physical: Any except Acrobatics or Gymnastics.
Pilot: Any
Pilot Related: Any.
Science: Any (+10%).
Technical: Any ( + 10% ).
W.P.Any.
Wilderness: Wilderness Survival only.
they serve with in the field of battle. During combat, if there are no wounded being tended to, they are expected to pick up a rifle and fight the enemy just like everyone else in their unit, though
they usually fill support roles rather than front-line infantry. A Fleet Corpsman must have nerves of steel and a compassionate heart, often working to save soldiers' lives even while under enemy fire. As the war progresses, they find themselves extending their knowledge to aid injured aliens as well, often with physiologies that confound what was once believed about
biology and medicine.
While not full medical doctors, they are able to perform field surgery and attend to life-threatening wounds on the battlefield. Given the high lethality of battle involving Robotechnology and Reflex weaponry, often all the corpsman can do is stabilize the patient and get them ready for evacuation to a field hospital or other facility with advanced medical equipment and fully trained doctors.
Enlisted Fleet Corpsmen operate under their own ranking system. Typically, only those of Hospital Corpsman Third Class rank or higher (E-4) are assigned to infantry platoons, giving them the equivalent rank of a Marine Corporal. Lower ranks are typically assigned to bases, field hospitals, ships and clinics until they are experienced enough to work in the field. All Fleet Corpsman player characters should start at E-4 rank.
UEEF Fleet Corpsman Enlisted Ranks:
E-1: Hospitalman Recruit
E-2: Hospitalman Apprentice
E-3: Hospitalman
E-4: Hospital Corpsman Third Class
E-5: Hospital Corpsman Second Class
E-6: Hospital Corpsman First Class
E-7: Chief Hospital Corpsman
E-8: Senior Chief Hospital Corpsman
E-9: Master Chief Hospital Corpsman
Attribute Requirements: 1.Q. 12. A high M.A. and P.E. are recommended, but not required.
Starting S.D.C.: 2D6+6
Bonuses: +1 to M.E., +1 to Perception Rolls, and +2 to roll with impact.
O.C.C. Skills: .
Language and Literacy: English: 98%.
Biology ( + 10%)
Chemistry ( + 10%)
Computer Operation ( + 10%)
Field Surgery (+15%)
First Aid (+15%)
Forced March
Mathematics: Advanced (+15%)
Mecha: Pilot Ground Veritechs
Military Etiquette ( + 10%)
Pilot Motorcycles ( + 10%)
Radio: Basic (+5%)
W.P. Energy Rifle
W.P. Handguns
Xenological Medicine (no specialization, + 15%)
Hand to Hand: Expert, may be upgraded by your MOS Package or by using one of your OCC Related Skills to Commando.
M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section. Read them all and select the one you feel best fits your character's personality and goals.
Combat Shuttle Pilot
Search and Rescue
STORM Team Basic Training
O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select four skills at level one.
Communications: None.
Domestic: Any ( +5% ).
Electrical: Basic Electronics and Computer Repair only ( +5% ).
Espionage: None.
Mechanical: Basic and Automotive Mechanics only.
Medical: Any except Medical Doctor ( + 15% ).
Military: Any (+5%).
Physical: Any except Acrobatics or Gymnastics.
Pilot: Any
Pilot Related: Any.
Science: Any (+10%).
Technical: Any ( + 10% ).
W.P.Any.
Wilderness: Wilderness Survival only.
STORM Commando O.C.C.
The STORM Commando is a specially trained Expeditionary Force Marine Corps officer who is taught to think on his feet and make critical decisions without the support of a command structure and often light-years from any sort of assistance. They are taught to work with aliens of all kinds, use strange and experimental
technologies and to lead their teams through any environment to meet just about any objective. The most important skill a STORM Commando has, however, is in maximizing the use of the varied talents of his fellow team members. In most cases, the STORM Commando is the commanding officer of the team. However, there are numerous instances where this is not the case and a more experienced Fleet officer or Marine officer is placed in charge. In these cases, the STORM Commando often works as an executive officer, making sure the commanding officer's orders are carried out with maximum efficiency. STORM Commandos are tough, well-trained and flexible. They garner respect from everyone in the UEEF for their battlefield prowess, tactical knowledge and, most of all, their dedication to getting the job done by whatever means necessary.
Storm Commando O.C.C.
Rank: Starts at 2nd Lieutenant.
Attribute Requirements: 1.Q. 12, P.S. 12, P.E. 14. A high M.E. and P.P. are helpful, but not required.
Starting S.D.C.: 1D4x10+10
Bonuses: +2 on initiative, +2 to disarm, +2 to pull punch, +3 to roll with impact.
O.C.C. Skills: All of the Universal skills, above, and the following.
Basic Electronics (+5%)
Boarding Spaceships (+10%)
Climbing (+15%)
Detect Ambush ( + 15%)
Intelligence ( + 15%)
Two Espionage skills of choice ( + 10% ).
MECT: One of choice.
Military Etiquette ( + 10%)
Military Sign Language (+15%)
Pilot: Ground Veritechs (+5%)
Pilot: One skill of choice.
Running
Surveillance ( + 10%)
Swimming ( + 10%)
Undercover Ops ( + 10%)
Wilderness Survival (10%)
W.P. Knife
W.P. Heavy Weapons
W.P. Heavy M.D. Weapons
W.P. Energy Pistol
W.P. Pistol
Hand to Hand: Commando
M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section. Read them all and select the one you feel best fits your character's personality and goals. Note: The Commando automatically gets the STORM Team Basic Training M.O.S. and those skill and bonuses are accounted for in the O.C.C. list above.
Basic Cyclone Piloting
Close Quarters Combat Expert
Extraterrestrial Environment Combat Specialist
Extraterrestrial Affairs Liaison
Intelligence Specialist
Marine Close Air Support Pilot
Scout Sniper
O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select three other skills at level one.
Communications: Any (+10%).
Domestic: Any.
Electrical: Electrical Engineer or Computer Repair only
(+5%).
Espionage: Any (+10%).
Mechanical: Basic and Automotive Mechanics only.
Medical: First Aid or Paramedic only.
Military: Any (+10%).
Physical: Any except Hand to Hand (+10% where applicable).
Pilot: Any.
Pilot Related: Any (+5%).
Science: Mathematics: Advanced only.
Technical: Any (+5%).
W.P.Any.
Wilderness: Any.
technologies and to lead their teams through any environment to meet just about any objective. The most important skill a STORM Commando has, however, is in maximizing the use of the varied talents of his fellow team members. In most cases, the STORM Commando is the commanding officer of the team. However, there are numerous instances where this is not the case and a more experienced Fleet officer or Marine officer is placed in charge. In these cases, the STORM Commando often works as an executive officer, making sure the commanding officer's orders are carried out with maximum efficiency. STORM Commandos are tough, well-trained and flexible. They garner respect from everyone in the UEEF for their battlefield prowess, tactical knowledge and, most of all, their dedication to getting the job done by whatever means necessary.
Storm Commando O.C.C.
Rank: Starts at 2nd Lieutenant.
Attribute Requirements: 1.Q. 12, P.S. 12, P.E. 14. A high M.E. and P.P. are helpful, but not required.
Starting S.D.C.: 1D4x10+10
Bonuses: +2 on initiative, +2 to disarm, +2 to pull punch, +3 to roll with impact.
O.C.C. Skills: All of the Universal skills, above, and the following.
Basic Electronics (+5%)
Boarding Spaceships (+10%)
Climbing (+15%)
Detect Ambush ( + 15%)
Intelligence ( + 15%)
Two Espionage skills of choice ( + 10% ).
MECT: One of choice.
Military Etiquette ( + 10%)
Military Sign Language (+15%)
Pilot: Ground Veritechs (+5%)
Pilot: One skill of choice.
Running
Surveillance ( + 10%)
Swimming ( + 10%)
Undercover Ops ( + 10%)
Wilderness Survival (10%)
W.P. Knife
W.P. Heavy Weapons
W.P. Heavy M.D. Weapons
W.P. Energy Pistol
W.P. Pistol
Hand to Hand: Commando
M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section. Read them all and select the one you feel best fits your character's personality and goals. Note: The Commando automatically gets the STORM Team Basic Training M.O.S. and those skill and bonuses are accounted for in the O.C.C. list above.
Basic Cyclone Piloting
Close Quarters Combat Expert
Extraterrestrial Environment Combat Specialist
Extraterrestrial Affairs Liaison
Intelligence Specialist
Marine Close Air Support Pilot
Scout Sniper
O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select three other skills at level one.
Communications: Any (+10%).
Domestic: Any.
Electrical: Electrical Engineer or Computer Repair only
(+5%).
Espionage: Any (+10%).
Mechanical: Basic and Automotive Mechanics only.
Medical: First Aid or Paramedic only.
Military: Any (+10%).
Physical: Any except Hand to Hand (+10% where applicable).
Pilot: Any.
Pilot Related: Any (+5%).
Science: Mathematics: Advanced only.
Technical: Any (+5%).
W.P.Any.
Wilderness: Any.
Marine Technical Officer O.C.C.
The marine officers are the leaders of the Expeditionary Force Marine Corps, and are highly trained and educated soldiers. Marine Technical Officers either rise through the ranks of the enlisted or are graduates of Officer Candidate School. The latter should be the case with new player characters. The high amount of the front-line combat action seen by the Expeditionary Force Marines weeds out bad officers very quickly. They are either forced into a rear echelon position or quickly
meet their end on the battlefield. The victims of their own poor decisions and strategies. And officers who uselessly or callously throw away the lives of the soldiers in their command tend to suffer a very high rate of dangerous and sometimes fatal accidents. That said, most officers in the UEEF Marine Corps take their responsibilities and duties very seriously and care about the troops under their charge.
Marine Technical Officer O.C.C.
Rank: Starts at 2nd Lieutenant.
Attribute Requirements: I.Q. 9, M.A. 9, P.E. 10. A good P.S. and P.P. are helpful, but not required.
Starting S.D.C.: 4D6+8
Bonuses: +2 to Perception rolls, +I to M.E., +1D4 to M.A.
O.C.C. Skills: All of the Universal skills, at the beginning of O.C.C.s, and the following.
Basic Electronics (+5%)
Climbing ( + 10%)
Forced March
Intelligence ( +6%)
One Piloting skill of choice (+10%).
Sensory Equipment (+15%)
Swimming ( + 10%)
W.P. Energy Pistol
W.P. Handguns
Mathematics: Advanced ( + 10%)
Military Etiquette (+20%)
Hand to Hand: Expert, which may be changed and improved by some M.O.S. to Commando. The best Hand to Hand skill always applies.
M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. UEEF Marine Technical Officers get to pick two M.O.S. packages. First select one of these M.O.S. categories:
Basic Cyclone Piloting
Combat Camera Specialist
Marine Close Air Support Pilot
STORM Team Basic Training
Second, select one additional M.O.S. from the following:
Combat Engineer
Communications Officer
Electronic Warfare Officer
Extraterrestrial Affairs Liaison
Intelligence Specialist
Mecha Engineering
Science Officer
O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select four other skills at level one.
Communications: Any ( + 10% ).
Domestic: Any.
Electrical: Any ( +5% ).
Espionage: Any (+5%).
Mechanical: Any (+5%).
Medical: First Aid or Paramedic only.
Military: Any ( + 10% ).
Physical: Any except Hand to Hand ( + 10% where applicable).
Pilot: Any.
Pilot Related: Any (+5%).
Science: Any ( +5% ).
Technical: Any ( + 10% ).
W.P.Any.
Wilderness: Land Navigation and Wilderness Survival only.
meet their end on the battlefield. The victims of their own poor decisions and strategies. And officers who uselessly or callously throw away the lives of the soldiers in their command tend to suffer a very high rate of dangerous and sometimes fatal accidents. That said, most officers in the UEEF Marine Corps take their responsibilities and duties very seriously and care about the troops under their charge.
Marine Technical Officer O.C.C.
Rank: Starts at 2nd Lieutenant.
Attribute Requirements: I.Q. 9, M.A. 9, P.E. 10. A good P.S. and P.P. are helpful, but not required.
Starting S.D.C.: 4D6+8
Bonuses: +2 to Perception rolls, +I to M.E., +1D4 to M.A.
O.C.C. Skills: All of the Universal skills, at the beginning of O.C.C.s, and the following.
Basic Electronics (+5%)
Climbing ( + 10%)
Forced March
Intelligence ( +6%)
One Piloting skill of choice (+10%).
Sensory Equipment (+15%)
Swimming ( + 10%)
W.P. Energy Pistol
W.P. Handguns
Mathematics: Advanced ( + 10%)
Military Etiquette (+20%)
Hand to Hand: Expert, which may be changed and improved by some M.O.S. to Commando. The best Hand to Hand skill always applies.
M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. UEEF Marine Technical Officers get to pick two M.O.S. packages. First select one of these M.O.S. categories:
Basic Cyclone Piloting
Combat Camera Specialist
Marine Close Air Support Pilot
STORM Team Basic Training
Second, select one additional M.O.S. from the following:
Combat Engineer
Communications Officer
Electronic Warfare Officer
Extraterrestrial Affairs Liaison
Intelligence Specialist
Mecha Engineering
Science Officer
O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select four other skills at level one.
Communications: Any ( + 10% ).
Domestic: Any.
Electrical: Any ( +5% ).
Espionage: Any (+5%).
Mechanical: Any (+5%).
Medical: First Aid or Paramedic only.
Military: Any ( + 10% ).
Physical: Any except Hand to Hand ( + 10% where applicable).
Pilot: Any.
Pilot Related: Any (+5%).
Science: Any ( +5% ).
Technical: Any ( + 10% ).
W.P.Any.
Wilderness: Land Navigation and Wilderness Survival only.
Basic Cyclone Piloting: Generally reserved for non-front line troops, the widespread use of the Cyclone Veritech motorcycle has resulted in a need for at least basic training in its use even among non-infantry personnel, often referred to as "Personnel Other than Grunts" (POGs).
Land Navigation (+6%)
Mecha: Pilot Ground Veritechs (+5%)
MECT: One Cyclone class of choice.
Pilot Motorcycle ( + 10%)
Weapon Systems (+5%)
Close Quarters Combat Expert: A soldier who has been trained in combat in urban environments and onboard starships. They excel at the proverbial "knife fight in a phone booth" theater of warfare.
Boxing
Hand to Hand: Commando
Military Sign Language ( + 10%)
Prowl (+20%)
Wrestling
W.P. Knife
W.P. Sword
Combat Shuttle Pilot: This pilot has undergone special training in performing combat drops into "hot zones." They fly shuttles full of Marines into the teeth of combat or pilot their vehicles into enemy fire to extract Marines who need rescue. These pilots need spines of steel and are often said to have ice water running through their veins. They are also trained to aid wounded soldiers and rescue downed pilots.
Excavation & Rescue (+15%)
Navigation (+10%)
Paramedic ( + 10%)
Spacecraft: Light and Medium (+15%)
Weapon Systems (+5%)
Combat Camera Specialist: Soldiers who have undergone this training are essential both for the collection of intelligence and for the archiving and recording of operations of importance. They are frequently assigned to reconnaissance units, science teams, diplomatic missions and to any unit that expects to see and do things that have never been done before. Someone with this skill package is almost always assigned to be among the first boots on the ground for operations on alien worlds.
Creative Writing ( + 10%)
Intelligence ( +8%)
Optic Systems (+15%)
Photography ( + 20%)
Tailing ( + 10%)
TV/Video (+25%)
Combat Engineer: This package means the soldier can perform construction and demolition missions during combat situations. They can blow enemy installations, clear areas of mines in front of advancing infantry units, and build bridges and fortifications. In the Expeditionary Force Marine Corps, Combat Engineers are trained more in the tradition of "sappers," and are meant to use their skills in front-line combat duty.
Electrical Engineer ( + 10%)
Excavation & Rescue (+15%)
Mechanical Engineer (+15%)
Demolitions (+12%)
Demolitions Disposal ( + 12%)
Military Fortification ( +20%)
Vehicle Armorer ( + 10%)
Trap & Mine Detection (+20%)
Communications Specialist: The eyes and ears of the Marine Corps, these soldiers not only coordinate internal and external communications within the Corps, but also operate sensors in larger vehicles and installations like the GMU.
Basic Electronics (+10%)
Computer Programming ( + 15%)
Cryptography or Barter (+5%; pick one)
Electronic Countermeasures (+15%)
Language: Other, one of choice (+15%).
Laser Communications ( + 10%)
T.V./Video (+15%)
Electronic Warfare Specialist: Usually works with intelligence services, these soldiers are trained in cyber and electronic warfare and defense against attacks of the same kind. They also tend to be excellent code-breakers.
Advanced Math (+15%)
Basic Electronics ( + 10%)
Computer Hacking ( + 15%)
Computer Programming ( +20%)
Computer Repair ( +20%)
Cryptography (+15%)
Electronic Countermeasures ( +20%)
Surveillance ( + 10%)
Extraterrestrial Environment Combat Specialist: This involves theoretical knowledge and practical training on how to wage war and survive in alien environments not found on Earth. These individuals are taught to be adaptable and inventive. Before the launch of the Pioneer mission they underwent training in some of the harshest known environments, including arctic terrain and deserts, and most had to survive a week on their own on the moon with minimal supplies.
Camouflage ( + 10%)
First Aid (+10%)
Outdoorsmanship
Recycle (+20%)
Space Survival (+20%)
Swimming (+20%)
Wilderness Survival (+20%)
Zero Gravity Combat
Extraterrestrial Affairs Liaison: Also known as "first contact" specialists, these officers are trained in diplomacy and negotiations with alien beings. They try to quickly learn the motivations and personalities of any alien species and try to determine how to deal with them in a way that is most favorable for the Expeditionary Force.
Anthropology (+20%)
Barter ( + 10%)
Biology ( + 10%)
Language: Other: One of choice ( + 10% ).
Literacy: Other: One of choice ( + 10% ).
Lore: Two of choice (+15%).
Psychology (+15%)
Public Speaking (+20%)
Xenobiology ( + 10%)
Intelligence Specialist: In the Expeditionary Force Marines, these are not so much spies as they are data collection and reconnaissance specialists. They also analyze enemy tactics and movements and interpret their intent and the best ways to counter them. However, they also have some espionage skills that may be used for the purpose of sabotage and undercover operations.
Basic Electronics ( + 10%)
Intelligence (+14%)
Interrogation ( + 15%)
Military Sign Language (+ 10%)
Military Tactics ( + 15%)
Two Espionage skills of choice (+10%).
Surveillance ( + 15%)
Undercover Ops (+15%)
Marine Close Air Support Pilot: Unlike those trained for fleet duty, the Marine Veritech Pilot trains specifically for close air support of ground forces. They run bombing missions and strikes against enemy targets and fortifications, softening them up or destroying them completely to assist ground assets. Marine Pilots also protect shuttles during combat drops from orbit and defend them during insertion and extraction of ground troops. They do not see much duty in deep space. They usually pilot Alpha Fighters, Conbats or Super Valkyries.
Boarding Spaceships ( + 10%)
Navigation (+20%)
Mecha Pilot: Veritechs
Mecha Elite Combat Training: Two of choice.
Pilot Airplane (+20%)
Pilot Jet Aircraft (+20%)
Pilot Jet Fighter (+15%)
Weapon Systems (+10%)
Mecha Engineering: These are the men and women who keep the advanced war machines of the Expeditionary Force and its Marines in fighting order. They have been educated to the limits of human knowledge in Robotechnology, Reflex weaponry and Protoculture.
Computer Programming (+25%)
Electrical Engineer (+25%)
Mathematics: Advanced (+20%)
Mechanical Engineer (+25%)
Protoculture Engineer (+20%)
Reflex System Mechanics ( +20%)
Robot Electronics (+15%)
Robot Mechanics ( + 20%)
Vehicle Armorer (+20%)
Weapons Engineer (+15%)
Science Officer: Marine Science Officers specialize in field work, particularly dealing with the alien species and environments likely to be encountered by the Marine Corps. While much of the scientific duties of the Expeditionary Force are handled by the fleet's Science Division, the Marine Science Officers are often the first experts on-site when something new and worth studying is discovered. Science Officers are rarely placed in command positions, but when matters of science arise, their decisions are typically given deference. The focus of their research and investigations almost always has an end goal of improving the survivability and chances
of success of Marines on the battleground.
Computer Programming (+20%)
Sensory Equipment (+15%)
Two Medical skills of choice (+15%).
Three Science skills of choice (+15%).
Lore: One of choice ( + 10% ).
Research (+15%)
Xenobiology ( + 20%)
Zoology ( + 10%)
Scout Sniper: Quiet and deadly, these soldiers are trained in close reconnaissance and surveillance, as well as marksmanship. They provide support to infantry by putting long-range fire on strategic targets.
Camouflage (+25%)
Detect Ambush (+15%)
Optic Systems ( + 10%)
Prowl (+12%)
Surveillance ( + 15%)
Sniper
Tracking (+15%)
Search and Rescue: Some of the most heralded soldiers are those trained to find and retrieve lost and injured comrades. They often do this in the thick of combat or well behind enemy lines.
Damage Control & Disaster Response ( + 15%)
Excavation & Rescue (+20%)
Paramedic (+15%)
Space Survival (+15%)
Tracking (+20%)
Tracked & Construction Vehicles ( + 10%)
Wilderness Survival (+20%)
STORM Team Basic Training: This is an enlisted or NCO trained to work on a STORM Team. They are the backbone of the Expeditionary Force Marine special forces.
Detect Ambush (+15%)
Hand to Hand: Commando
Intelligence ( + 10%)
Military Sign Language (+10%)
Prowl (+10%)
Two Piloting skills of choice (+10%, where applicable).
Wilderness Survival (+10%)
W.P. Knife
Land Navigation (+6%)
Mecha: Pilot Ground Veritechs (+5%)
MECT: One Cyclone class of choice.
Pilot Motorcycle ( + 10%)
Weapon Systems (+5%)
Close Quarters Combat Expert: A soldier who has been trained in combat in urban environments and onboard starships. They excel at the proverbial "knife fight in a phone booth" theater of warfare.
Boxing
Hand to Hand: Commando
Military Sign Language ( + 10%)
Prowl (+20%)
Wrestling
W.P. Knife
W.P. Sword
Combat Shuttle Pilot: This pilot has undergone special training in performing combat drops into "hot zones." They fly shuttles full of Marines into the teeth of combat or pilot their vehicles into enemy fire to extract Marines who need rescue. These pilots need spines of steel and are often said to have ice water running through their veins. They are also trained to aid wounded soldiers and rescue downed pilots.
Excavation & Rescue (+15%)
Navigation (+10%)
Paramedic ( + 10%)
Spacecraft: Light and Medium (+15%)
Weapon Systems (+5%)
Combat Camera Specialist: Soldiers who have undergone this training are essential both for the collection of intelligence and for the archiving and recording of operations of importance. They are frequently assigned to reconnaissance units, science teams, diplomatic missions and to any unit that expects to see and do things that have never been done before. Someone with this skill package is almost always assigned to be among the first boots on the ground for operations on alien worlds.
Creative Writing ( + 10%)
Intelligence ( +8%)
Optic Systems (+15%)
Photography ( + 20%)
Tailing ( + 10%)
TV/Video (+25%)
Combat Engineer: This package means the soldier can perform construction and demolition missions during combat situations. They can blow enemy installations, clear areas of mines in front of advancing infantry units, and build bridges and fortifications. In the Expeditionary Force Marine Corps, Combat Engineers are trained more in the tradition of "sappers," and are meant to use their skills in front-line combat duty.
Electrical Engineer ( + 10%)
Excavation & Rescue (+15%)
Mechanical Engineer (+15%)
Demolitions (+12%)
Demolitions Disposal ( + 12%)
Military Fortification ( +20%)
Vehicle Armorer ( + 10%)
Trap & Mine Detection (+20%)
Communications Specialist: The eyes and ears of the Marine Corps, these soldiers not only coordinate internal and external communications within the Corps, but also operate sensors in larger vehicles and installations like the GMU.
Basic Electronics (+10%)
Computer Programming ( + 15%)
Cryptography or Barter (+5%; pick one)
Electronic Countermeasures (+15%)
Language: Other, one of choice (+15%).
Laser Communications ( + 10%)
T.V./Video (+15%)
Electronic Warfare Specialist: Usually works with intelligence services, these soldiers are trained in cyber and electronic warfare and defense against attacks of the same kind. They also tend to be excellent code-breakers.
Advanced Math (+15%)
Basic Electronics ( + 10%)
Computer Hacking ( + 15%)
Computer Programming ( +20%)
Computer Repair ( +20%)
Cryptography (+15%)
Electronic Countermeasures ( +20%)
Surveillance ( + 10%)
Extraterrestrial Environment Combat Specialist: This involves theoretical knowledge and practical training on how to wage war and survive in alien environments not found on Earth. These individuals are taught to be adaptable and inventive. Before the launch of the Pioneer mission they underwent training in some of the harshest known environments, including arctic terrain and deserts, and most had to survive a week on their own on the moon with minimal supplies.
Camouflage ( + 10%)
First Aid (+10%)
Outdoorsmanship
Recycle (+20%)
Space Survival (+20%)
Swimming (+20%)
Wilderness Survival (+20%)
Zero Gravity Combat
Extraterrestrial Affairs Liaison: Also known as "first contact" specialists, these officers are trained in diplomacy and negotiations with alien beings. They try to quickly learn the motivations and personalities of any alien species and try to determine how to deal with them in a way that is most favorable for the Expeditionary Force.
Anthropology (+20%)
Barter ( + 10%)
Biology ( + 10%)
Language: Other: One of choice ( + 10% ).
Literacy: Other: One of choice ( + 10% ).
Lore: Two of choice (+15%).
Psychology (+15%)
Public Speaking (+20%)
Xenobiology ( + 10%)
Intelligence Specialist: In the Expeditionary Force Marines, these are not so much spies as they are data collection and reconnaissance specialists. They also analyze enemy tactics and movements and interpret their intent and the best ways to counter them. However, they also have some espionage skills that may be used for the purpose of sabotage and undercover operations.
Basic Electronics ( + 10%)
Intelligence (+14%)
Interrogation ( + 15%)
Military Sign Language (+ 10%)
Military Tactics ( + 15%)
Two Espionage skills of choice (+10%).
Surveillance ( + 15%)
Undercover Ops (+15%)
Marine Close Air Support Pilot: Unlike those trained for fleet duty, the Marine Veritech Pilot trains specifically for close air support of ground forces. They run bombing missions and strikes against enemy targets and fortifications, softening them up or destroying them completely to assist ground assets. Marine Pilots also protect shuttles during combat drops from orbit and defend them during insertion and extraction of ground troops. They do not see much duty in deep space. They usually pilot Alpha Fighters, Conbats or Super Valkyries.
Boarding Spaceships ( + 10%)
Navigation (+20%)
Mecha Pilot: Veritechs
Mecha Elite Combat Training: Two of choice.
Pilot Airplane (+20%)
Pilot Jet Aircraft (+20%)
Pilot Jet Fighter (+15%)
Weapon Systems (+10%)
Mecha Engineering: These are the men and women who keep the advanced war machines of the Expeditionary Force and its Marines in fighting order. They have been educated to the limits of human knowledge in Robotechnology, Reflex weaponry and Protoculture.
Computer Programming (+25%)
Electrical Engineer (+25%)
Mathematics: Advanced (+20%)
Mechanical Engineer (+25%)
Protoculture Engineer (+20%)
Reflex System Mechanics ( +20%)
Robot Electronics (+15%)
Robot Mechanics ( + 20%)
Vehicle Armorer (+20%)
Weapons Engineer (+15%)
Science Officer: Marine Science Officers specialize in field work, particularly dealing with the alien species and environments likely to be encountered by the Marine Corps. While much of the scientific duties of the Expeditionary Force are handled by the fleet's Science Division, the Marine Science Officers are often the first experts on-site when something new and worth studying is discovered. Science Officers are rarely placed in command positions, but when matters of science arise, their decisions are typically given deference. The focus of their research and investigations almost always has an end goal of improving the survivability and chances
of success of Marines on the battleground.
Computer Programming (+20%)
Sensory Equipment (+15%)
Two Medical skills of choice (+15%).
Three Science skills of choice (+15%).
Lore: One of choice ( + 10% ).
Research (+15%)
Xenobiology ( + 20%)
Zoology ( + 10%)
Scout Sniper: Quiet and deadly, these soldiers are trained in close reconnaissance and surveillance, as well as marksmanship. They provide support to infantry by putting long-range fire on strategic targets.
Camouflage (+25%)
Detect Ambush (+15%)
Optic Systems ( + 10%)
Prowl (+12%)
Surveillance ( + 15%)
Sniper
Tracking (+15%)
Search and Rescue: Some of the most heralded soldiers are those trained to find and retrieve lost and injured comrades. They often do this in the thick of combat or well behind enemy lines.
Damage Control & Disaster Response ( + 15%)
Excavation & Rescue (+20%)
Paramedic (+15%)
Space Survival (+15%)
Tracking (+20%)
Tracked & Construction Vehicles ( + 10%)
Wilderness Survival (+20%)
STORM Team Basic Training: This is an enlisted or NCO trained to work on a STORM Team. They are the backbone of the Expeditionary Force Marine special forces.
Detect Ambush (+15%)
Hand to Hand: Commando
Intelligence ( + 10%)
Military Sign Language (+10%)
Prowl (+10%)
Two Piloting skills of choice (+10%, where applicable).
Wilderness Survival (+10%)
W.P. Knife
Veritech Pilot OCC
Veritech Pilots are the cream of the crop, the elite of the UEEF's aerospace fighting force. Steely and cocksure, Veritech Pilots are put through a vigorous training regimen that includes not only flight training, but survival and hours of classwork to hone the mind as well as the body. They are trained in piloting conventional aircraft and fighter craft and aerospace combat tactics, as well as piloting the nimble and deadly Veritech fighters and Cyclone. They represent the backbone of the Expeditionary Force's ability to project its power and take part in missions as diverse as interception/interdiction, dogfighting, bombing, combat air patrol, space and atmospheric superiority, air to ground strikes, ground to air attacks, air support reconnaissance, exploration, rescue and fighter escort.
Veritech Pilots are either UEEF Fleet or Marine Corps Aviators. Although the Marine Corps Aviators have their own squadrons and air wings, and follow the UEEF Marine Corps rank structure, they are approved for flight status through the REF Fleet, and answer to the CAG of the ship their wing is assigned to. While Marine Aviators take part in the same kinds of missions as their UEEF Fleet colleagues, they mostly concentrate on ground attack and air support missions in concertwith their land-bound Marine Corps brethren.
OCC Skills
Climbing (+10%)
Forced March
Military Etiquette (+10%)
Pilot: Airplane: (+30%)
Pilot: Jet Aircraft: (+30%)
Pilot: Jet Fighter: (+20%)
Pilot: Spacecraft, Light and Medium: (+15%)
Radio: Basic: (+15%)
Sensory Equipment: (+15%)
Space Survival: (+10%)
Swimming: (+5%)
WP Energy Pistol
WP Energy Rifle
WP Handguns
Hand to Hand: Expert, which may be upgraded and improved to Commando by use of one of your Secondary Skills
MOS Packages: Each MOS represents the character's area of special training. Pick one of the following:
Veritech Alpha Fighter Pilot
Veritech Beta Fighter Pilot
Reconnaissance Veritech Pilot
Veritech Test Pilot
O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select five other skills at level one.
Communications: Any (+5%)
Domestic: Any
Electrical: Base Electronics only (+10%)
Espionage: None
Mechanical: Any (+10%)
Medical: None
Military: Any (+5%)
Physical: Any except Gymnastics and Wrestling
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Science: Mathematics: Advanced and Astrophysics only
Technical: Any (+5%)
WP: Any
Wilderness: Any (+5%)
Veritech Pilots are either UEEF Fleet or Marine Corps Aviators. Although the Marine Corps Aviators have their own squadrons and air wings, and follow the UEEF Marine Corps rank structure, they are approved for flight status through the REF Fleet, and answer to the CAG of the ship their wing is assigned to. While Marine Aviators take part in the same kinds of missions as their UEEF Fleet colleagues, they mostly concentrate on ground attack and air support missions in concertwith their land-bound Marine Corps brethren.
OCC Skills
Climbing (+10%)
Forced March
Military Etiquette (+10%)
Pilot: Airplane: (+30%)
Pilot: Jet Aircraft: (+30%)
Pilot: Jet Fighter: (+20%)
Pilot: Spacecraft, Light and Medium: (+15%)
Radio: Basic: (+15%)
Sensory Equipment: (+15%)
Space Survival: (+10%)
Swimming: (+5%)
WP Energy Pistol
WP Energy Rifle
WP Handguns
Hand to Hand: Expert, which may be upgraded and improved to Commando by use of one of your Secondary Skills
MOS Packages: Each MOS represents the character's area of special training. Pick one of the following:
Veritech Alpha Fighter Pilot
Veritech Beta Fighter Pilot
Reconnaissance Veritech Pilot
Veritech Test Pilot
O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select five other skills at level one.
Communications: Any (+5%)
Domestic: Any
Electrical: Base Electronics only (+10%)
Espionage: None
Mechanical: Any (+10%)
Medical: None
Military: Any (+5%)
Physical: Any except Gymnastics and Wrestling
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Science: Mathematics: Advanced and Astrophysics only
Technical: Any (+5%)
WP: Any
Wilderness: Any (+5%)
Veritech Alpha Fighter Pilot
Boarding Spaceships (+10%)
Intelligence (+12%)
Land Navigation (+10%)
Mecha Pilot: One of choice, typically Ground Veritechs
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Alpha or Valkyrie, pick one
Mecha Elite Combat Training (MECT): Alpha or Valkyrie, pick one
Navigation (+20%)
Navigation: Space (+10%)
Wilderness Survival (+10%)
Zero Gravity Combat
MOS Bonus: Starting SDC: 3d6+10, +1 to Initiative, +1 to Dodge, and +1 to Pp and Pe attributes
Intelligence (+12%)
Land Navigation (+10%)
Mecha Pilot: One of choice, typically Ground Veritechs
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Alpha or Valkyrie, pick one
Mecha Elite Combat Training (MECT): Alpha or Valkyrie, pick one
Navigation (+20%)
Navigation: Space (+10%)
Wilderness Survival (+10%)
Zero Gravity Combat
MOS Bonus: Starting SDC: 3d6+10, +1 to Initiative, +1 to Dodge, and +1 to Pp and Pe attributes
Base Electronics (+10%)
Field Armorer and Munitions Expert (+15%)
Land Navigation (+15%)
General Repair and Maintenance (+12%)
Mecha Pilot: One of choice, typically Ground Veritechs
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Beta
Mecha Elite Combat Training (MECT): Beta
Military Tactics (+10%)
Navigation (+20%)
Navigation: Space (+10%)
Weapon Systems (+10%)
MOS Bonus: Starting SDC: 3d6+8, +1 to Perception rolls, and +1 to Me and Ps attributes
Field Armorer and Munitions Expert (+15%)
Land Navigation (+15%)
General Repair and Maintenance (+12%)
Mecha Pilot: One of choice, typically Ground Veritechs
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Beta
Mecha Elite Combat Training (MECT): Beta
Military Tactics (+10%)
Navigation (+20%)
Navigation: Space (+10%)
Weapon Systems (+10%)
MOS Bonus: Starting SDC: 3d6+8, +1 to Perception rolls, and +1 to Me and Ps attributes
Camouflage (+15%)
Detect Ambush (+10%)
Detect Concealment (+10%)
Land Navigation (+20%)
Intelligence (+12%)
Mecha Elite Combat Training (MECT) same as Veritech of choice; Alpha or Beta
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Alpha or Beta
Military Fortifications (+10%)
Military History (+10%)
Military Tactics (+15%)
Wilderness Survival (+10%)
MOS Bonus: Starting SDC: 3d6+10, +2 to Perception rolls, +1 to Dodge, and +1 to Pp and Pe attributes
Detect Ambush (+10%)
Detect Concealment (+10%)
Land Navigation (+20%)
Intelligence (+12%)
Mecha Elite Combat Training (MECT) same as Veritech of choice; Alpha or Beta
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Alpha or Beta
Military Fortifications (+10%)
Military History (+10%)
Military Tactics (+15%)
Wilderness Survival (+10%)
MOS Bonus: Starting SDC: 3d6+10, +2 to Perception rolls, +1 to Dodge, and +1 to Pp and Pe attributes
Veritech test plots are the brave, some would say crazy, men and women who lay their lives on the line testing new, modified and unproven aerospace mecha. These pioneering souls are not the cocksure, cigar chomping thrill seekers of legend, but highly educated and highly trained pilot-engineers who use their meticulous piloting and vast technical knowhow to push new airframes to, and often past their limits. Test pilots need a strong grasp of both mecha and aerospace engineering, above average piloting skills, as well as the ability to operate in dangerous and high pressure situations.
Navigation (+10%)
Combat Flying
Aerospace Engineer (+15%)
Mecha Engineering (+15%)
Electrical Engineer (+10%)
Mecha Pilot: Veritech (+20%)
MOS Bonus: 3d6 SDC base, +2 to Pe, +2 to Me, +4 to Perception rolls
Navigation (+10%)
Combat Flying
Aerospace Engineer (+15%)
Mecha Engineering (+15%)
Electrical Engineer (+10%)
Mecha Pilot: Veritech (+20%)
MOS Bonus: 3d6 SDC base, +2 to Pe, +2 to Me, +4 to Perception rolls
Everyone gets to select a Natural Aptitude Bonus
Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by mecha and spaceship cannons. Furthermore, the usual penalties for being off balance, moving, etc. are half. Does not apply to missiles.
Natural Veritech Ace: +5% to Pilot Veritech skill and + 7% to Veritech Piloting Specialty ( one specific Veritech which the character pilots better than any other, his or her favorite). Also +1 on Perception Rolls, +1 to dodge and +1 to roll with impact when piloting any type of transformable mecha.
High Perception and Solid Gut Instincts: +1d4 on Perception Rolls. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
Quick Reaction Time: +1D4 on initiative. Roll 1d4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
Strongman: +1D6+3 to P.S. attribute and +1 to pull punch.
Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.
Quick Reflexes: + 1 attack per melee and + 1 to dodge.
Charismatic/Charmer: +1D4+2 to M.A., this character is especially likable and affable.
Natural Veritech Ace: +5% to Pilot Veritech skill and + 7% to Veritech Piloting Specialty ( one specific Veritech which the character pilots better than any other, his or her favorite). Also +1 on Perception Rolls, +1 to dodge and +1 to roll with impact when piloting any type of transformable mecha.
High Perception and Solid Gut Instincts: +1d4 on Perception Rolls. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
Quick Reaction Time: +1D4 on initiative. Roll 1d4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.
Strongman: +1D6+3 to P.S. attribute and +1 to pull punch.
Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.
Quick Reflexes: + 1 attack per melee and + 1 to dodge.
Charismatic/Charmer: +1D4+2 to M.A., this character is especially likable and affable.
Here is the Master Skill List. Obviously there are some skills that will not be allowed in this setting.
http://home.wtal.de/marcorubert/SkilList.pdf
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