USMC AIR Corps Fly-Boy O.C.C.
The new pilots of the United States
USMC Air Corps "Fly-Boys", a.k.a Torch Jockeys, Flame Drains
These were Marines whose training took a slightly different turn than all the rest. These guys excelled in the area of piloting vehicles of one sort or another. Literally the best of the best, the Fly-Boys fly or drive rings around almost any other known type of pilot. The only close competition for the skys these pilots have are the damned CS Aces. (or Assholes. Creamed. Everytime.) Despite the rivalry, should you meet a USMC Fly-boy in combat, don’t run away, you'll only die tired.
Fly-boys tend to be a tightly knit, but casual type of group. They all seem to have a kind of flamboyant style which spreads through new members like wildfire. The Fly-boys have an enthusiasm that can't be beat, on the ground or in the air. It's said that fly-boys don't retreat, ever. And when one goes down, it's not a matter of when, but ow many they take with them when they do.
Attribute Requirements: I.Q. 10, P.P.14, A high P.E. and M.E. is also suggested, but not mandatory.
O.C.C.Skills:
Math Basic (+10%)
Radio Basic (+15%)
Literacy (+10%)
Computer Operations (+15%)
Read Sensory Equipment (+15%)
Weapon Systems (+15%)
Land Navigation (+12%)
Navigation (+10%)
Wilderness Survival (+10%)
Pilot Automobile (+16%)
Pilot Hovercraft (+15%)
Pilot Tank & APC (+12%)
Pilot Robots and Power Armor (+16%)
Robot Combat: Elite
Pilot Jet Fighter (+15%)
Pilot (3 of choice, +15% each)
General Athletics
Running
W.P. Energy Pistol
W.P. Energy Rifle
HTH:Expert
HTH:Expert can be upgrade to Martial Arts or Assassin, if of evil alignment, for the cost of one "other" skill.
O.C.C.Related Skills: Select 10 other skills. Plus select 2 additional skills at levels 3 and 6, and one more 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: Any (+5%)
Military: Any (+5%)
Physical: Any
Pilot: Any (+15%)
Pilot Related: Any (+10%)
Rogue: Streetwise only.
Science: Math only.
Technical: Any (+5%)
W.P.:Any
Wilderness: None
Secondary Skills: The character also gets to select four additional skills from the list and two more at levels 4, 8, and 12.
Standard Equipment: 2 USMC Air Corps dress uniforms, USMC light body armor, energy rifle and sidearm 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, and one additional non-energy weapon of choice with extra ammunition. Conventional military vehicle of choice (motorcycle, jeep, hovercycle, etc.) for daily use and another type of vehicle, robot, or power armor (all fully loaded) for field use only.
Equipment available upon assignment: Vehicles include any Ameritech, Northern Gun, or Ex-Coalition types of power armor or robots, hovercraft, sky cycles, jet pack, tanks, APCs, any attack jets, helicopters, and other types of ground and aircraft. Any weapon types, extra ammunition, camera, disc recorder, optical enhancements, and food rations for four weeks. Includes vehicle and equipment parts and repair. All weapons and equipment are given out on an as needed basis, with the CO deciding whether or not the item(s) is really necessary or not.
Money: The fly-boy starts out with a simple dormitory, slightly more compact than that of the Marines, but single room occupancy. Is also provided with food, clothing, and all other basics as part of his pay. Also has a starting salary of 2000 credits, starts with 3d4 x 100 credits in cash or personal accounts.
Cybernetics: Optional, may start out with the Universal Headjack and ear impant with two other cybernetic implants of choice, may not be chosen from the Black Market Cybernetics section. Later on, the Fly-boy can gain additional implants and possible bionic augmentation as warranted.
Experience: Use the same chart as the RPA "Fly-Boy" Ace in the Coaliton War Campaign.
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