Marine O.C.C.,/align>
New Marines of the New United States
Marine
The Marine is your cut above the rest infantry soldier. With few exceptions, the Marines are the most feared soldiers on the North American continent. They say that if it can't be done, the Marines can do it, and have, several times over. In combat, the Marines are ruthless, efficient killing machines. Make no mistake, in a one to one fight, Marines take down CS soldiers every time. Course, the Marines have been known to take three CS soldiers down in a fight, before breakfast. A little boastful, but considering the training they go through to become what they are, it's probably true enough.
Attribute Requirements: I.Q.10, M.E.10, P.S.10, P.E.12, not to mention an almost fanatical loyalty to the New United States and the hope to uphold the ideals which the country itself represents.
O.C.C.Skills:
Math Basic (+10%)
Radio:Basic (+10%)
Literacy (+10%)
Computer Operation (+5%)
Pilot Hovercraft (+10%)
Pilot Tanks & APCs (+12%)
Pilot Robots and Power Armor
Robot Combat: Basic
Read Sensory Equipment (+10%)
Weapon Systems (+10%)
Paramedic (+10%)
General Athletics
Body Building
Climbing (+5%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Knife
W.P. of choice
HTH:Expert
HTH:Expert can be upgraded to Martial Arts or Assassin, if of evil alignment, at the cost of one "other" skill.
O.C.C. Related Skills: Select 10 other skills. Plus select two additional skills and one W.P. at levels 3 & 6, and select one additional skill at levels 9 & 12. All new skills start at level one proficiency.
Communications: Any (+10%)
Cowboy: None
Domestic: Any
Electrical: Basic Electronics only.
Espionage: Any (+5%)
Mechanical: Aircraft, Automotive, and Basic Mechanics only. (+5%)
Medical: See above, otherwise none.
Military: Any (+10%)
Physical: Any (+5% where applicable)
Pilot: Any
Pilot Related: Any (+10%)
Rogue: Any
Science: Math only
Technical: Any
W.P.: Any
Wilderness: Any
Secondary Skills: The character can select five secondary skills from the previous list. The character can select one additional skill at levels 5, 10, and 15. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis ( ). All secondary skills start at level one proficiency.
Standard Equipment: 2 sets of Marine Corps dress uniforms, Standard issue heavy Marine body armor, energy rifle and energy pistol of choice, four extra E-clips for each, three grenades, three signal flares, survival knife, vibro-knife, utility/ammo belt, air filter and gas mask, walkie-talkie, combat boots, canteen, one additional non-energy weapon of choice.
Equipment available upon assignment: Any weapon types, extra ammunition, Vehicles, Robots or Power Armor, hovercraft, tanks, jet packs, disc recorders, optical enhancements, and rations for three weeks. Vehicles and equipment repair. All of these are handed out on an as needed basis, with the CO deciding whether or not the item(s) requested is necessary or not.
Money: The soldier is provided with housing or a room on base, depending on status and rank. As is food, clothing, and transportation if needed. Marines start with a base pay of 1800 credits a month, and begins play with 2d4 x 100 credits in their accounts.
Soldier's rooms are usually dormitory style arrangments shared by four people total. Each gets a private bedroom.study complete with all the necessities. Other objects must be purchased later on.
Cybernetics: None to start, but the Marine becomes applicable for 1d4 implants and/or enhancements at level three. Medical implants and prosthetics will be applied as needed. Normally augmentation is not granted to low-ranking Marines.
Experience: Use the same experience chart as the CS Military Specialist.
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