The Armies of the Southern Cross (commonly referred to as the SC) was formed as a result of the earliest events in the Malcontent Uprisings ca 2016. However the version of the Southern Cross described in the RPG is that of the SC's last days, beginning with the war with the Robotech Masters. We are not given any information on the Southern Cross' early years or how it came to be.
This sourcebook covers the formation of the Southern Cross, giving a linear history of how it came together and evolved. The existing OCCs are modified to include an expanded skill list, and new independent or Early-SC OCCs are presented. Finally, new mecha are presented to fill gaps in the RPG.
One of the major features of this book is a method for transferring a character from one OCC to another analogous OCC in a different setting (such as going from the SC TASC to being an REF Veritech Pilot). This is to supplement the existing system, not to replace it. A method similar to this was used to convert the RDF main cast to REF OCCs but was not made available for player characters until now. The method is useful for converting RDF to REF or SC, SC to REF (as in the "Invid War" comics, or even Lunk and Lancer) and several other possible transfers. Note: the timeline listed below is an amalgam of events from most Robotech sources (RPG, series, comics, and even Robotech: The Movie).
Part One: A History of The Southern Cross
(Based on records that survived the Invid)
February 2015: The Southern Cross is formed as a quasi-mercenary anti-Zentraedi units, composed of a wide range of personnel. The major link between the various Southern Cross factions is that they are intially sponsored by The Faithful, a religious sect that has xenophobia as a major tenet. The initially-separate SC units are the militant arm of individual diocese, to protect the member communities from Zentraedi Malconent aggression. Other than this tenet, most Southern Cross units are initially quite open-minded and fair in terms of old Terrestrial rivalries and hatreds. The many chapters are not united into a single force until...
The First Uprisings (2015-2016): In this period, some of she worst atrocities by both sides occur - the Nuking of Oasis, the Brasilia Massacre and Camp Alpha to name but a few. Many of the more open-minded Southern Cross members quit in disgust over the Brasilia and Camp Alpha incidents; most end up joining the RDF. The remaining Southern Cross, now polarized toward active agression towards Zentraedi (even peaceful ones), gains a solid leader in its formerly silent sponsor, the ousted Brasilia sector governor Anatole Leonard. Political connections result in the Southern Cross being recognized by the UEG, but is not sponsored by it yet; at least, not publicly.
The Second Uprisings(2017-2018): The Zentraedi have armed themselves, while the Southern Cross has gained new mecha designs as well. These uprisings come to an end with the destruction of the main base of the Scavenger clan, the builders of the Zentraedi Stinger mecha. The SC gets official sanction, but on the condition that its leadership is liberalized. Rolf Emerson, an RDF Marines Colonel up for promotion to Brigadier, is transferred to the SC to be the Southern Cross Chief of Staff - its second-highest command position. Many of those who left the SC in 2015 return at this time.
The Period of Growth(2019-2023): Under the guidance of Leonard and Emerson, the SC begins to expand to fill the void that will be made by the REF's departure in the early 2020s (2022, according to most sources; others give 2020; GM's call). By 2023, the SC is made up of 15 "Armies", although only the Tactical Corps, GMP and Sea Squad were big enough to qualify as such by pre-2000 terms. The AJACS Project, begun in 2017, is almost scuttled after near-total failure in test flights, some of which ran into the last groups of space-based Malcontents.
The Gathering Storm(2024-2028}: Messages from Tyrol are received; the SDF-3 has arrived in the Valivarre system and encountered the ancestral enemy of the Zentraedi, the Invid; the Tyroleans are nowhere to be found. The REF have allied themselves with former subjects of the Tyrolean Empire called the Sentinels, and a large part of the REF leadership {led by the Hunters) has decided to so with the aliens on a mission to liberate the Sentinel home worlds now ruled by the Invid. With this, the messages abruptly end (thanks to T.R. Edwards and others intent on conquest).
In 2027, an advance force from the Masters' fleet kidnaps a key Southern Cross officer (B.D. Andrews) on his way back to Earth from a conference on Mars, and sends a clone agent back in his place to disrupt the Earth's defenses by leading a coup d'etat against the UEG. The plan is foiled by a young civilian using a stolen Veritech Cycle Prototype (the Bahamut Garland, code-named MODAT-5). Unfortunately, the plans for the Garland as well as all other existing prototypes were stolen by the Masters, so the UEG and SC choose not to use them in great numbers (to reduce the danger of the Masters using covert agents to sabotage SC installations). However, both the original prototype and another that was used in the final battle by the civilian were never recovered (though both were known to have been heavily damaged). Their civilian pilot and his girlfriend disappeared, never to be seen again. However, a mecha matching the description of the Garland was rumored to have been used by a freedom fighter against the Invid, bringing up the possibility that he used parts salvaged from one to make the other operable.
Prelude to Battle(2029): The (non-flashback) events of Episode #37, "Dana's Story." The Robotech Academy of the Southern Cross graduates its first class on the very day that the full Tyrolean fleet arrives in-system. The AJACS program finally produces a fully functional mecha, and by accident the squadron conducting the last scheduled test flight of the AJACS (on a live fire drill) becomes the first unit to engage the full forces of the Tyrolean fleet. Note: Unverifiable rumors from some of the families of the few surviving participants in "The Andrews Incident" claim that the AJACS in prototype form was also used in that conflict, including a variant never mass-produced called the Centurion. However, all the pilots involved with the test program then died either in that battle, or in the later two conflicts.
The Second Robotech War: (Mid 2029 - Mid 2031): The events depicted in episodes #38-60 of Robotech. The arrival of Major John Carpenter's Mercury Division allows the Southern Cross to start experimenting with technology developed on Tyrol. Note: comments in the novels were in extreme error regarding Dana Sterling's age. Her parents' marriage (and the attack of Dolza's fleet) took place in 2011, and Dana was born in 2012. At the time of the Master's arrival, she was 16, and was 17 at the time she saw her first combat. The war, however, did not end until after her 19th birthday, not her 18th as the novels state.
The Time of Troubles(Late 2031-March 2033): The UEG & SC shatter after the final Tyrolean attack decapitates their leadership. Other than the ships of the Sea Squad (which refuse to follow any land command's orders), the highest-ranking SC officers left in North America are Majors Marie Crystal & Nova Satori and Captains Dana Sterling and Dennis Brown, and even these ranks were battlefield promotions bestowed on them by the SC subcommand in Tokyo as one of its last official actions before transforming itself into the new Japanese Self-Defense Force.
SC/UEG remnants in the rest of the world set themselves up as local governments; some as big as UEG-Scandinavia, but most were smaller than the old US state of Rhode Island in land area. The EBSIS becomes the predominant world power, having stayed out of the Tyroleans' way and letting the SC take the brunt of the damage. Wolff's Venus Division arrives on Earth in June 2032, and sets up a cantonment in a city built in a Venezuelan crater. Ironically, the crater was made by the Zentraedi in 2011 and the city was recovering from near destruction at the hands of the Masters.
The Coming of the Invid(March 2033-April 2036): All areas of Earth that resist the Invid invasion are destroyed. By Summer 2033, all planet-side resistance has been reduced to nuisance raids. The first attempt at attacking from space, made up of the RDF Space Corps and the remaining elements of the SC TASC, ATAC and CU from the Moon, is a disaster. The survivors make it to ground but are scattered. REF Mars Division suffers a similar fate in 2035, despite being larger, as most of its troops are the green 16-20 year olds who were 3-8 years old when the REF departed, or new recruits picked up on Mars or at Io Base (in Jupiter orbit), who had never been to Earth. At the end of the conflict only 5% of the forces at Reflex Point were former SC; however, two of these were instrumental in the war's end: Lance "Lancer" Belmont (former TASC, retrained as an REF Military Specialist on the Moon) and Jim "Lunk" Cooper (former CDU Mechanical MOS retrained by a forward element of Venus Division as an REF Bio-Maintenance Engineer), who went by the aliases of "Yellow Dancer" and "William Benovitch" after their units' destruction.
Note: Again, some sources differ on the timing of episodes #61-85. All visual evidence points to the years 2035-2036 as the only possible years for the Battle of Reflex Point. Some try to force acceptence of a 2040s date for this period, ignoring visual clues to the contrary (such as the food from the frozen city, and Scott's age in the flashback in "Eulogy") as well as Lunk's various statements concerning his background. Instead, they embrace a nonsensical quote from background characters about being "born in deep space aboard a Robotech ship" as being true for ALL of the young Mars Division personnel (it might be true for a minority of the troops born on the SDF-1); a line that was a poor, off-the-cuff, mangling of the Mospeada line concerning the fact that the Invid had invaded Earth long before the characters were born on Mars, and that none of them had ever seen it. Mospeada's invasion took place in 2050, with Wolfe, Yellow & Jim/Lunk's groups being part of an attempt to liberate Earth in 2080, followed by Bernard's group in 2083. The geezers from episode #18 (called "Ghost Town" in Robotech) date from the first liberation attempt, immediately after the initial invasion. The logic they use to justify their faith in that phrase, that all of the soldiers sent to Earth were born on the SDF-3 mission, falls apart when you consider that the REF personnel would have had to bred like rabbits IMMEDIATELY on arrival at Tyrol for even the reduced numbers of their claims to be legitimate; never mind that there was a WAR going on to prevent such rampant productivity among the crew.
Originally, the SC was made up of three sections: Intelligence, Tactical, and Air.
OCCs Available: Non-mecha troops fall into the generic OCCs listed later in this article, or some of the non-RDF ones from Robotech Strike Force. Only in 2017 do the true SC classes take shape. Tactical troops who use mecha (rare) are former RDF Destroid Pilots, using the Brasilia's Civil Defense Destroids.
Equipment: In these first two years, the SC's equipment consisted of a few Destroids(see above), Global War-era aircraft and old Pacific Rim MP body armor (the design basis for all future SC armor, and the specific designs were used by the GMP until the SC's destruction). Armor has 1/20 of its later damage capacity (250 SDC, AR 18).
In 2017, the SC doubled its number of divisions.
The ATAC and TC result from the split of the Tactical Division, with the arrival of the first SC-specific mecha, the Spartas Hovertank and the Recon Battloid.
The TASC and TAF are formed from a split of the Air Division. The SC members with VT experience become the core of the TASC, after the acquisition of a wing's worth of Valkyries, 2 VE-1s and a squadron of Logans.
The REP is officially formed from a combined special operations group (personnel from all three original SC divisions) that had been functioning as an ad hoc group since late 2015.
Equipment: The VHT, Logan and Police & TC Battloids made their debut at this time, as the SC Destroids were reduced to backup roles. This was because these large mecha weren't suited for the jungle warfare of the Malcontent era. The Lancer Pistol became the first non-Malcontent Mega-damage energy weapon that was easily used. The Malcontent MD weapons were generally equal to the Lancer and the LR-20 rifle, but gave off radiation that could be ignored by a Zentraedi, but not by a human. The Malcontents even had a man-portable version of a Battle pod PBC, but its radiation was lethal even to Zentraedi after 3D4 firings, humans after only one. Armor is improved to be equal to the light MDC body armor of the RDF.
In 2020, four more armies joined the SC as it assumed the role of primary defender of the Earth/Moon system (the RDF remained in charge of the rest of the Solar System).
The Cosmic Unit became responsible for guarding the lunar and orbital bases as well as providing transportation between Earth and the bases.
The Sea Squad was formed by the transfer of the entire RDF Naval Arm to the SC command. This was resented by many naval officers, and was the reason why the navy retreated to its underwater city after Monument was destroyed, to wait for the REF's return in force. It would later provide transportation for much of the freedom fighter movement to North America from the other continents for the assault on Reflex Point.
The Civil Defense Corps and Civil Defense Flying Corps were formed from the RDF active and inactive reservists as well as the growing number of persons with SC experience. While half of these forces' personnel were reservists, the other half were full-timers dedicated to urban combat and keeping the reservists in battle-ready condition.
Also at this time, the GMP was finally named as such, and began taking over the functions of the RDF RMP. Not as publicized was that it now had four sections. Section 1 dealt with the Public responsibilities of the GMP. Section 2 was the UEG counterpart of the EBSIS KGB. Section 3 served the same function in the SC as the GRU did in the EBSIS military. Section 4 dealt originally with Zentraedi, but by 2025 had evolved into the ultra-secret organization called "SPOOK", run by Lazlo Zand.
Equipment: The CU & CDU Battloids came into service in 2020. The Destroids in SC service were primarily used by CDU forces, who had the time to invest into the constant maintenance the old designs required. MDC armor is now 1/2 the standard MDC listed in the Southern Crossrule book. All listed SC weapons now available.
In 2023, the last of the SC armies were formed, being carved from specialized Tactical Corps and REP units. These became the CWOS, HCOS, Mountain Squad, Desert Squad and Jungle Squad.
Equipment: The VAF-4A entered trial service with the TASC and CU at this time, leading to the adoption of the VAF-4B in 2026, but not before the "Cyberpirates" incident nearly killed the program. Body armor technology reaches the level listed in the game.
(Using the revised skill list included in the Handbook)
THE GLOBAL MILITARY POLICE (G.M.P.)
The GMP is a powerful intelligence agency that operates within, and outside of, the Southern Cross. It is the only, truly worldwide, law enforcement agency keeping tight reigns on all global powers, including the Armies of the Southern Cross. As a sort of big brother, the GMP casts a watchful eye on those who have access to robotechnology and high technology. To effectively do this the GMP has its own war machinery, combat forces and intelligence network. The elite soldiers of the GMP are answerable only to officers within that branch of the service, the supreme commander of the Southern Cross and the scrutiny of the United Earth Government.
The Global Military Police possess top security clearance and have access to all conventional arms, armor, equipment and vehicles, including the hover cycle and other hover craft. Special items exclusive to the GMP include their giant Security Robots and the GMP Multi-purpose Battloid. Although the Military Police are not trained in the piloting of transformable mecha, they can requisition pilots and mecha from the ATAC and TASC if needed for a special operation.
The Global Military Police often act on their own volition without the approval or knowledge of their superiors. The attitudes of these elite soldiers are that of superiority, cunning and secretiveness. For this reason the soldiers of the other Armies tend to view the GMP with suspicion and contempt; with good reason, as the GMP has been known to put its own soldiers in the other armies' units as spies! If all the other Armies are brothers of the same military fraternity, the GMP is the sly, lone wolf.
THE G.M.P. O.C.C.
The Global Military Police are basically military specialists, highly trained in combat and espionage. Most of the GMP's training revolves around intelligence, tracking fugitives, infiltrating enemy strongholds, and clandestine operations. The GMP's base training does NOT include mecha. However, the character can learn to pilot a battloid as part of his or her field training, and may even be trained in other mecha, if chosen for the programs that take an active role in the GMP's intelligence arm. In this regard, it is one of the few O.C.C.s that allows E.B.S.I.S. Battloid piloting & combat skills to be learned. Most of the skills reflect covert activity. Note: That while the GMP has a reputation for being ruthless, even with its own people, many of these men and women are as loyal, dedicated and trustworthy as any other O.C.C.
Attribute Requirements: I.Q. 10, P.P. 10
O.C.C. Skills (skills not in old list marked with "**"):
**Basic Math (+10%) **Basic Electronics **Computer Operation Surveillance Systems (+10%) Intelligence (+20%) Interrogation (+10%) Land Navigation Pilot Automobile Hand to Hand Martial Arts **Military Etiquette (+10%) **Find Contraband (+15%) W.P. Energy Pistol W.P. Automatic Pistol
M.O.S. Skills: Any one M.O.S. can be selected, but the most common GMP M.O.S. are Espionage, Infiltration, Combat, Weapons and the 5 Pilot variants.
One M.O.S. is unique to the GMP: Criminal Investigations. This M.O.S. has the following skills at a +15% bonus - Tracking, Psychology, Biology, Chemistry, Chemistry-Analytical, Criminal Science & Forensics, Pathology, Telephone Networks, Locate Secret Compartments and Detect Concealment.
Other Skills: Select 10 Other Skills.
Communications: Any (+5%)
Domestic: Any
Electrical: Computer Skills only (+10% to Computer Networks)
Espionage: Any (+10%)
Mechanical: Armorer, Locksmith, Auto or Basic Mechanics Only
Medical: First Aid, Pathology or Criminal Sci./Forensics Only (+5%)
Physical: Any (+10% on skill percentages, like prowl)
Pilot - Conventional: Any
Pilot - Mecha: Any, but RDF mecha and SC Veritechs count Double.
Pilot Related: Any
Rogue: Any (+10%)
Science: Mathematics Advanced Only; however, Biology & the Chemistry skills can be taken in order to fill the requisites for the Medical skills above.
Technical: Any, including Demolitions (+15% on any of the three Demo skills). The Robotechversion of the Macross II skill Lore-Zentran is also available.
W.P.: Any
Wilderness: Any
Authorized Clearance Upon Assignment: GMP Battloid, jet pack, security robot, land vehicles, tanks, aircraft, explosives, heavy equipment, RFL-100 rapid fire pulse laser, surveillance equipment, personal and special equipment, such as lock picking tools, cameras, optics, etc. Use of additional personnel and mecha, as well as access to medical, research and laboratory facilities.
Standard Equipment: GMP custom-fitted body armor, combat shield, standard back pack, standard utility belt, 9mm automatic pistol, L.P. Nightstalker laser pistol, wrist radio (short range-8 miles), uniform, a personal vehicle (car or motorcycle), as well as access to any and all conventional equipment.
Monthly Wages: 2200 credits per month for enlisted men at levels 1-5; 6th level and higher is 2800 credits per month. Officers make as much as 3200 to 4600 credits per month. Experts and expert free agents can make outrageous amounts of money, (6000 to 36,000 per job) depending on the dangers, area of expertise and circumstances. Freelance agents are generally of anarchist, unprincipled or evil alignments. Such mercenaries are usually looked upon.
Personal Savings: 4D6 x 100 credits.
THE TACTICAL CORPS (T.C.)
The main, front line army of the Southern Cross is the Tactical Corps. Like the United States Marines of old, the soldiers of the TC are trained in the art of hand to hand combat in all environments. Consequently, they function equally well in forest, jungle, desert or urban environments, as well as limited training for space and sea combat. They are tough, down to earth warriors dedicated to the protection of the planet Earth and all her people. The TC are the true grunts of the Southern Cross' fifteen armies.
THE TACTICAL CORPS O.C.C.
The Tactical Corps is composed of warriors! These capable men and women are highly trained in the skills of war and little else. The TC are almost always involved in seek and destroy missions, rescue, reconnaissance, assaults and other, dangerous, combat expeditions. TC training can include mecha, but is generally limited to Pilot Battloid and Battloid Mecha combat. No other mecha piloting skills are available, except through the Pilot M.O.S. The Tactical Corps utilizes battloids to such an extent that they have their own design, the T.C. Recon Battloid. The T.C. Battloid is specifically designed to accommodate the versatility of combat needs of the Corps. Consequently, it is fast, mobile and deadly. See the SC Battloid Mecha descriptions for details.
Attribute Requirements: I.Q. 8, P.S. 10; high P.P. is preferred, but not a prerequisite.
O.C.C. Skills (skills not in old list marked with "**"):
Read Sensory Instruments (+10%) Weapon Systems (+10%) Pilot Tank (+15%) Prowl (+20%) **Land Navigation (+15%) **Wilderness Survival (+15%) **Basic Math **Camouflage (+20%) Hand to Hand: Martial Arts **Parachuting (+20%) **Military Fortification **NBC Warfare W.P. Energy Pistol W.P. Energy Rifle
M.O.S. Skills: Any one M.O.S. category of skills can be selected, except for Pilot(C). The most likely are Combat, Weapons, Espionage, Pilot(A), Pilot(B), Wilderness and Communications.
Other Skills: Select 11 Other Skills
Communication: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: Any (+15%)
Mechanical: Armorer, Auto Mechanics and Basic Mechanics Only
Medical: First Aid Only
Physical: Any (+5% on skill percentages, like climbing)
Pilot - Conventional: Any
Pilot - Mecha: Battloids only, unless Pilot MOS chosen.
Pilot Related: Any
Rogue: Any: (+5%)
Science: Advanced Mathematics & Astronomy Only
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+10%)
Authorized Clearance Upon Assignment: T.C. Recon Battloid, special back packs, land vehicles, tanks, explosives, heavy weapons, surveillance equipment, and additional personnel, mecha and non-standard equipment.
Standard Equipment: T.C. custom-fitted body armor, heavy combat shield, standard back pack, heavy utility belt, tri-laser or PPL-12 pulse laser pistol, LR-20 laser rifle, wrist radio, uniform, binoculars, first-aid kit, signal flares, flashlight, survival knife and canteen.
Monthly Wages: 1800 credits per month for enlisted men at levels 1-5; 6th level and higher is 2400 credits per month. Officers make as much as 2800 to 4000 credits per month.
Personal Savings: 4D6 x 100 credits.
TACTICAL AIR FORCE (T.A.F.)
Like their ground counterparts, the Tactical Air Force represents the main aerial combat force of the Southern Cross. The soldiers of the TAF are trained combat pilots in all conventional fighter aircraft, specializing in the atmospheric Phantom and Specter jets.
THE TACTICAL AIR FORCE O.C.C.
The TAF are masters of aerial combat who seem to bring their fighters to life like giant birds of prey. No pilots in the world can match the TAF in aerial combat. On the ground they are capable soldiers, trained in hand to hand combat, and skilled in the use of the jet pack which can transform the ground-locked pilot himself into a soaring bird of prey. The sight of a squad of TAF pilots darting through the skies, powered only by their small jet pack, can be as impressive as their high speed, precision maneuvers in jet fighters. Although a TAF pilot can be trained to operate mecha, it is not part of their formal training, and must be selected as an "other" skill or as part of a M.O.S. package, though the former option is costly. In fact, the only reason for such training is for their possible transfer to the TASC.
Special O.C.C. Bonus: the TAF pilots are so skilled that they are + 1 to dodge when piloting a jet pack, and get the bonuses listed for Fighter Combat - Basic when flying any aircraft (including air Veritechs) they are not specifically trained in..
Attribute Requirements: I.Q. 8. P.P. 9+ preferred, but not imperative.
O.C.C. Skills (skills not in old list marked with "**"):
Pilot Jets/RDF VTOLs (+20%) Pilot Helicopter (+10%) Pilot Jet Pack (+20%) Navigation (+15%) Read Sensory Instruments (+15%) Weapon Systems (+20%) **Pilot Airplane (+10%) **Parachuting(+10%) **Air to Air Combat **Basic Math *Hand to Hand: Expert W.P. Energy Pistol **Fighter Combat Elite(pick two)- Specter, Phantom, Corsair, RDF VTOLs **Fighter Combat Basic - All other Fighters (and J-mode Veritechs) *Hand to Hand can be changed to Martial Arts, but costs one skill.
M.O.S. Skills: Choose one from the following list: Combat, Weapons (these two would tend toward being jet pack troops) Communications, Journalism, Mechanical, Medical(either) and Pilot(C).
Other Skills: Select 10 Other Skills
Communications: Any (+5%), but Electronic Counter-Measures is (+15%).
Domestic: Any
Electrical: Basic Electronics Only
Espionage: Any (even though the Intelligence MOS is not available).
Mechanical: Auto, Basic or Aircraft Mechanics or Aircraft Armor & Weaponry Only
Medical: First Aid Only
Physical: Any
Pilot - Conventional: Any (+5%)
Pilot - Mecha: Pilot Veritech costs two skills (and includes Basic combat in all air Veritechs), but full combat in air Veritechs costs one skill each per type, and ground Veritechs cannot have better than Basic Combat, at a cost of one skill per type.
Pilot Related: Any (+10%)
Rogue: Any
Science: Advanced Mathematics and Astronomy Only
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Authorized Clearance Upon Assignment: Aircraft, land vehicles, explosives, heavy weapons, surveillance equipment, and access to special personnel and non-standard equipment.
Standard Equipment: TAF custom- fitted body armor, light combat shield, standard back pack, jet pack, standard utility belt, P-20 pulse laser, wrist radio, uniform, parachute, 3 signal flares, flashlight, and survival knife.
Monthly Wages: 2000 credits per month for enlisted men at levels 1-5; 6th level and higher is 2600 credits per month. Officers make 3000 to 4000 credits per month.
Personal Savings: 4D6 x 100 credits.
THE TACTICAL ARMORED SPACE CORPS (T.A.S.C.)
The TASC is an elite army trained to pilot Veritech air and space mecha, as well as the conventional fighters used by the TAF. The Veritech mecha in the TASC inventory are as follows:
TACTICAL ARMORED SPACE CORPS O.C.C.
TASC pilots are generally the only characters trained to pilot all the Veritech aircraft in SC inventory. Primary training is with Logan and Redhawk fighters, but VE-1 & AJACS training (mostly by simulator) is conducted routinely by most pilots. The character could pilot the RDF and REF Veritechs with little problem, but using Basic Combat only until the differences between them and their SC equivalents are adapted to (3D6 flight hours for RDF Veritechs, REF Alphas & Vindicators; Beta Combat remains at Basic until the full skill taken). Note: the standard VF series Veritech (regular or Super) is not a part of the Southern Cross' complement of mecha, only the VE-1 variant.
The Veritech pilot is taught every aspect of his machine under the most difficult combat conditions on land, air and space. Although the TASC pilot can learn to pilot Battloids, it is not part of the formal training and must be selected as one of the character's "other" skills, or as part of one of the pilot MOS types; this is usually done by persons who work closely with the Cosmic Unit. Each additional mecha combat counts as one skill.
The TASC body armor is surpassed only by that of the Cosmic Unit in its design for mobility in space. To accomplish this, it has several maneuvering jets built into the feet, knees and chest, and shield. Speed and mobility can be further enhanced with the addition of the Space Booster Back Pack. The self-contained oxygen supply of the body armor enables these bold warriors to function in space without the protection of their mecha or spacecraft.
Attribute Requirements: I.Q. 8; P.P. 9+ preferred, but not a necessity.
O.C.C. Skills(New/Modified skills marked with "**"):
**Pilot SC Aerospace Veritechs: 64%, +4% per level of experience. **Pilot All other Veritechs: 50%, +5% per level of experience. **Mecha Combat: Alpha (VAF-4; can adapt to other models in time) Mecha Combat: Logan **Mecha Combat (Choose One): VE-1(RDF Veritech) or AJACS **Mecha Combat Basic - All Other Veritechs **Pilot Jet (+15%) Weapon Systems (+20%) Read Sensory Instruments (+15%) Navigation (+15%) *Hand to Hand: Basic **Zero Gravity Movement & Combat **Vacuum Survival **Oxygen Conservation **EVA (+10%) **Pilot Space Shuttle (+10%) **Fighter Combat: Basic **Math - Basic *Hand to Hand Basic can be changed to Expert at the cost of one skill, or Martial Arts at the cost of two skills. Zero grav training is included.
M.O.S. Skills: Choose one M.O.S. from the following list: Combat, Weapons, Communications, Journalism, Mechanical, Medical(either), Pilot(A) or Pilot(D).
Other Skills: Select 8 Other Skills
Communication: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: None
Mechanical: Auto, Basic or Aircraft Mechanics, Aircraft Armor & Weaponry Only.
Medical: First Aid Only
Physical: Any
Pilot - Conventional: Any (+10% on all aircraft & Spacecraft)
Pilot - Mecha: Veritechs not taken as full combat in O.C.C. skills, Battloids, and ground Veritechs (the latter two require piloting & MC skills be taken).
Pilot Related: Any (+10%)
Rogue: Any, but cost double.
Science: Advanced Mathematics and Astronomy Only
Technical: Any
W.P.: Any
Wilderness: Any
Authorized Clearance Upon Assignment: Aircraft, land vehicles, special mecha, explosives, heavy weapons, jet pack, and access to special personnel.
Standard Equipment: One regularly assigned Logan, TASC custom-fitted body armor, space shield, space booster pack, space utility belt, P-20 pulse laser, wrist radio, uniform, 3 signal flares, flashlight and 150 feet of nylon cord.
Monthly Wages: 2300 credits/month for enlisted men at levels 1-5; 6th level and higher is 3000 credits/month, while officers make 3400 to 4400 per month.
Personal Savings: 5D6 x 100 credits.
ALPHA TACTICAL ARMORED CORPS (A.T.A.C.)
The super-elite grunts of the ground forces are the ATAC pilots who operate the Veritech Hover Tanks (VHT). The Veritech Hover Tank may outclass the RDF's Destroids as the most devastating ground mecha created by man. Its three modes of operation gives the mecha greater speed and versatility of movement than any Destroid. In raw strength, the battloid mode compares closely with the Gladiator, while in firepower the VHT rivals the Excaliber. It is a truly remarkable all-terrain assault mecha.
ALPHA TACTICAL ARMORED CORPS O.C.C.
The ATAC soldier undergoes a grueling training program, both with and without mecha. Training is initially given in the LRV Veritech scout cars, leading up to the actual VHT training. At the end of the program, man and machine function as one. The transformation sequences are smooth, instant transitions that take advantage of the mecha's versatility to optimize every situation. Additional mecha training in the use of non-transformable Battloids and the RDF Destroids is available if desired. (Player Note: Each additional mecha skill must be counted as one of your "other" skill selections).
The ATAC represents the Southern Cross' heavy, mobile combat units. As such, they are deployed in front line offensives, used as heavy support units, and often assigned to operate with other armies, divisions and special teams. Assignments vary greatly from spearheading an assault to escorting an important dignitary. Typically, the ATAC are sent on the most dangerous missions. These can be reconnaissance deep within enemy territory, assault, seek and destroy, rescue, defense, and may even take them into space. The Veritech Hover Tank is space-worthy, but lacks a proper propulsion system and suffers from very limited mobility unless on the ground or in/on a spacecraft. Likewise the VHT is an adequate underwater vehicle, but suffers from the same lack of mobility. Maximum depth underwater is one mile (1.6 km).
Attribute Requirements: I.Q. 7; a high P.P. is preferred, but not required.
O.C.C. Skills(New/Modified skills marked with "**"):
Pilot Hover Cycle (+20%) **Pilot Automobile Weapon Systems (+20%) Read Sensory Instruments (+15%) Navigation (+10%) **Basic Math *Hand to Hand: Expert W.P. Energy Pistol W.P. Energy Rifle **Mecha Combat: LRV-558/588 **Pilot Ground Veritechs(LRV & VHT): 70%, +3% per level of experience. **Camouflage Mecha Combat: Veritech Hover Tank *Hand to Hand Expert can be changed to Martial Arts at the cost of 1 skill.
M.O.S. Skills: Any one M.O.S. category of skills, except Espionage and Pilot(D) (the latter effectively duplicates ATAC training for non-ATACs), can be selected. The most common among the ATAC are Combat, Weapons, Pilot, Mechanical and Communications.
Other Skills: Select 8 Other Skills
Communication: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: None
Mechanical: Armorer, Auto Mechanics and Basic Mechanics Only
Medical: First Aid Only
Physical: Any
Pilot - Conventional: Any (+10% on all land vehicles)
Pilot - Mecha: Battloids & Destroids require taking Pilot & MC skills for each model (two slots per mecha), or spending 3 slots for piloting all Destroids/Battloids, plus one per each mecha combat. Aerospace Veritechs require Pilot Jet, Pilot Veritechs(all - costs 2 skills), plus one slot per Veritech Mecha Combat type.
Pilot Related: Any (+8%)
Rogue: Any (+10%)
Science: Advanced Mathematics Only
Technical: Any
W.P.: Any
Wilderness: Any (+10%)
Authorized Clearance Upon Assignment: Vehicles, explosives, heavy weapons, surveillance equipment, and access to special personnel and equipment.
Standard Equipment: One regularly assigned Veritech Hover Tank and Hover Cycle, ATAC custom-fitted body armor, heavy combat shield, standard back pack, heavy utility belt, PPL-12 Panther pulse laser (pistol), LR-20 laser rifle, wrist radio, knife. The VHT usually comes equipped with 200 feet of nylon cord, one grappling hook, infrared distancing binoculars, 4 weeks of food rations, 2 gallons of water, and a 9mm automatic pistol.
Monthly Wages: 2400 credits per month for enlisted men at level 1-5; 6th level and higher is 3000 credits per month, while officers receive 3400 to 4400 credits per month.
Personal Savings: 5D6 x 100 credits.
THE RECON ESCORT PATROL (R.E.P.)
The Recon Escort Patrol is a highly specialized army responsible for penetrating the enemy line to gather intelligence and provide support for tactical and covert operations. Consequently, the REP often works with the TC and GMP, as well as special teams. They are trained to operate in all environments, including space, but most operations are ground-based.
The REP's area of expertise is simple, "locate, identify and neutralize the enemy". The escort aspect of operations means that a REP team will accompany an individual, squadron or convoy; scouting ahead to make certain that any enemies in the area are located, identified and neutralized before they can harm the target of the escort.
THE RECON ESCORT PATROL O.C.C.
The REP character is a tough, cunning, fighting machine that can live off the land and engage the enemy. As previously stated, these soldiers are assigned to protect and escort individuals or operations which are likely to be targets of enemy assault. The REP also engage in long-range reconnaissance patrols and hunter-killer missions to provide intelligence for other army units. Although a REP soldier may be assigned to a special team that uses mecha, and readily acknowledges the usefulness of the giant machines, he, himself, will not pilot mecha heavier than power armor or the LRV-558. Recon operations generally require becoming part of the land; to move swiftly and silently through the underbrush. Something you cannot do with mecha.
Attribute Requirements: P.S. 12; greater strength, P.P. and I.Q. above 7 are preferred, but not a necessity.
O.C.C. Skills (skills not in old list marked with "**"):
Detect Ambush (+20%) Detect Concealment (+15%) Intelligence (+10%) Land Navigation (+10%) Wilderness Survival (+10%) Tracking (+20%) Sniper W.P. Energy Pistol **Trap Construction **Trap/Mine Detection **Parachuting **Swimming (+10%) **Camouflage (+25%) Hand to Hand: Martial Arts **Pick 3 Wilderness Skills of Choice (+20% to each)
M.O.S. Skills: Selection is limited to the following: Combat, Communication, Pilot(E), Weapons, and Wilderness Warrior. The Espionage MOS is NOT available, even though many of the O.C.C. skills are from the Espionage category.
Other Skills: Select 8 Other Skills
Communication: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: None
Mechanical: Auto Mechanics, Basic Mechanics and Locksmith Only
Medical: First Aid, Holistic Medicine* or Paramedic* Only
Physical: Any (+5% skill percentages, like prowl)
Pilot - Conventional: Any.
Pilot - Mecha: LRV-558/588 or Micronian Power Armor only (2 skills total for piloting & combat for each).
Pilot Related: Any (+5%)
Rogue: Any (+10%)
Science: Advanced Mathematics, Astronomy, and Geology Only
Technical: Any (+10% on Demolition skill). Can take Lore-Zentraedi.
W.P.: Any
Wilderness: Any (+10%)
*These skills counts as two skill selections each.
Authorized Clearance Upon Assignment: Any vehicles, explosives, heavy weapons, surveillance gear, jet pack, SCUBA, optics, and any other equipment needed.
Standard Equipment: One regularly assigned Hover Cycle or conventional ground vehicle, REP custom fitted body armor, light combat shield, standard survival kit, heavy utility belt, L.P. Nightstalker, laser pistol, wrist radio, uniform, 6 signal flares, flashlight, 2 survival knives, and infrared distancing binoculars.
Standard Additional Equipment for the Field: Choice of two additional weapons (usually a LR-20 laser rifle is one of them and often a projectile weapon is the other), 2 to 8 cobalt grenades, 2 to 4 smoke grenades, food rations for 4 weeks. A portable scan dihilator (ROBOTECH RPG, pg 81) and vehicle(s) are assigned to the group.
Monthly Wages: 2000 credits per month for enlisted men at levels 1-5; 6th level and higher is 2400 credits per month, while officers receive 2800 to 4200 per month.
Personal Savings: 3D6 x 100 credits; REP soldiers tend to enjoy money while they can.
THE COSMIC UNIT (C.U.)
The Cosmic Unit are the closest things to "Space Commandoes" that can exist. These soldiers are trained to operate in the unusual conditions unique to outer space, including piloting spacecraft. The Cosmic Unit exists solely to guard and protect the off-world colonies, outposts and space stations.
THE COSMIC UNIT O.C.C.
The CU soldier is an expert in space combat and a fair pilot. They protect off-world outposts, protect and escort space shuttles, conduct reconnaissance/exploration missions, track down fugitives, and perform missions of rescue and recovery.
To provide this Army with a bit of extra muscle the CU has a non-transformable Battloid designed for use in space, and access to some of the TASC mecha. The battloid has a myriad of uses, from manual labor to assault and defense. The battloid has several maneuvering jets in the front and back that provide it with amazing speed and agility in space. The C.U. body armor is also designed for use in outer space. The soldier can leave the shelter of a spacecraft knowing that his environmental body armor will keep him safe. But the armor is more than just a protective suit; it is a self-propelling unit. Maneuvering jets in the feet, chest, back, and combat shield, can propel the warrior at speeds of up to 20 mph (32 kph). The jets also allow for exceptionally fluid movement. The addition of the space booster jet pack just enhances the overall mobility.
Attribute Requirements: I.Q. 6; high P.P. is preferred, but not required.
O.C.C. Skills (skills not in old list marked with "**"):
Pilot Jet Pilot Space Shuttle (+10%) Pilot Jet Pack (+10%) Navigation: Space (+10%) Read Sensory Instruments (+20%) Weapon Systems (+5%) *Hand to Hand: Expert **Zero Gravity Movement & Combat(+10%) **Vacuum Survival (+10 seconds) **Oxygen Conservation (+15%) **EVA (+20%) **Math - Basic W.P. Energy Pistol W.P. Energy Rifle *Hand to Hand Expert can be changed to Martial Arts at the cost of one skill. Zero grav training is included in either form.
M.O.S. Skills: Choose one M.O.S. from the following list: Communications, Combat, Computer, Electrical, Journalism, Mechanical, Medical(either), Pilot(A), Pilot(C; as modified in MOS list), Science, Weapons.
Other Skills: Select 10 Other Skills
Communications: Any (+5%)
Domestic: Any
Electrical: Any; Engineer costs triple.
Espionage: None
Mechanical: Any; Engineer costs triple.
Medical: First Aid Only
Physical: Any
Pilot - Conventional: Any (+5%)
Pilot - Mecha: Pilot Battloid (+10%), MC: Battloid cost 1 skill each.
Pilot Veritech (All) costs 2 skills. Veritech Mecha Combats cost 1 skill for basic (per model), 2 skills for each full combat.
Pilot Related: Any (+5%)
Rogue: Any, but cost double.
Science: Advanced Mathematics, Astronomy, Astrophysics, Chemistry, or Physics
Technical: Any
W.P.: Any
Wilderness: Any, but at -5% from disuse (character's been in space too long).
Authorized Clearance Upon Assignment: Spacecraft, air and land vehicles, mecha, explosives, heavy weapons, surveillance equipment, and access to special personnel and equipment.
Standard Equipment: CU custom-fitted body armor, space shield, space booster pack, space utility belt, PPL-12 Panther pulse laser pistol, LR-30 laser assault rifle, one cobalt grenade, wrist radio uniform, flashlight.
Monthly Wages: 2100 credits per month for enlisted men at levels 1-5; 6th level and higher is 2800 per month, while officers receive 3200 to 4400 credits per month.
Personal Savings: 4D6 x 100 credits.
THE CIVIL DEFENSE UNIT (C.D.U.)
The army of civil defense is composed of spit and polish soldiers whose purpose is public relations as much as it is combat. The CDU are the urban police sent into a troubled city to protect it against an invader or itself. They are high visibility troops when such are needed to create a feeling of security among the civilian population, but fade into the streets when that visibility is unneeded. To assume that the CDU is second-rate is a mistake. These men and women are not only well-trained soldiers but urban guerrillas. Their battleground is the city and they know how to operate within it.
CIVIL DEFENSE UNIT O.C.C.
The CDU is the army foremost in the mind of the people. They represent law, order, justice, security and strength. In addition to combat, the CDU works with the people to establish a chain of communication, maintain medical and transport facilities, and defensive procedures under conditions of war. As the people's tangible link to the military, the CDU tries to recruit capable, exemplary soldiers. Soldiers who will conduct themselves with restraint, understanding and compassion. Often, the most unlikely people are CDU officers, from the neighborhood doctor to the local beat cop, ready to pull their armor and weapons out of their home storage lockers at a moment's notice. Even in otherwise corrupt towns, not a single native criminal organization would hinder the CDU in the defense of the city; sometimes, the black market even works WITH the CDU to protect the city!
The CDU occasionally acts as a ground support army, following the Tactical Corps or armored divisions into combat when the city itself becomes a battlefield. More often, however, the CDU has to operate without the support of the other offensive armies, and because they must function in a civilian environment, they have battloids. The CDU utilizes battloids more than any other army, their small size (compared to the RDF Destroids) make them ideal for an urban environment. This is especially important since the CDU is often on its own as the last line of defense, or the only city defense available during wartime.
Attribute Requirements: A high mental affinity (MA) and physical strength are preferred, but not prerequisites.
O.C.C. Skills (skills not in old list marked with "**"):
Pilot Automobile Pilot Hover Cycle (+5%) Pilot Battloid Mecha Combat: Battloid Radio Basic (+5%) Paramedic (+10%) **Basic Math **Streetwise (+10%) *Hand to Hand: Basic Military Fortification (+20%) W.P. Blunt W.P. Energy Pistol *Hand to Hand Basic can be upgraded to Expert at the cost of one "other" skill or to martial arts at the cost of two "other" skills.
M.O.S. Skills: Choose one of the following: Combat, Communications, Computer, Electrical, Journalism, Mechanical, Medical(either), Pilot(A), Pilot(B), Pilot(E), Science, Weapons
Other Skills: Select 10 Other Skills
Communication: Any (+5%)
Domestic: Any (+5%)
Electrical: Basic Electronics Only
Espionage: None
Mechanical: Armorer, Auto Mechanics, Basic Mechanics and Locksmith Only
Medical: None (unless medical M.O.S., in which case: Any)
Physical: Any
Pilot - Conventional: Any Land Vehicle
Pilot - Mecha: None, other than O.C.C. & M.O.S. skills
Pilot Related: Any
Rogue: Any (+5%)
Science: Advanced Mathematics Only
Technical: Any
W.P.: Any
Wilderness: Any, but cost double.
Authorized Clearance Upon Assignment: Land or air vehicle, battloid, explosives, heavy weapons, riot control gear, surveillance equipment and access to special personnel and equipment.
Standard Equipment: One regularly assigned hover cycle, or conventional ground vehicle, CDU custom-fitted body armor, heavy combat shield, standard back pack, heavy utility belt, PPL-12 Lancer laser pistol, Putman stun-gun, nightstick, handcuffs, flashlight, wrist radio and uniform. If part of a battloid unit, a CDU light or heavy battloid will be regularly assigned.
Monthly Wages: 1800 per month for enlisted men at level 1-5; 6th level and higher is 2400 credits, while officers receive 2800 to 3600 credits per month.
Personal Savings: 3D6 x 100 credits.
THE CIVIL DEFENSE FLYING CORPS (C.D.F.C.)
The CDFC works with the Civil Defense Unit to police and defend non-military outposts and cities. The fundamental concepts surrounding for civil defense are unchanged; the difference is that the CDFC is a tactical air unit.
THE CIVIL DEFENSE FLYING CORPS O.C.C.
The orientation of the CDFC is reconnaissance, observation, action and speed, through flight. Soldiers of the Flying Corps buzzing around skyscrapers and through alleyways like mad hornets are a common sight. The jet pack attachment to the body armor is a superb personal means of transportation, especially in the confines of the city. The flying units are so effective that they have been nicknamed "the eyes of the Civil Defense Corps."
The most often deployed modes of flight are helicopters and jet pack. Other aircraft, including older jet fighters like the LVT Adventurer II, are also used in conflicts beyond the perimeter of the city. The Commanchero and Sea-Sergeant assault helicopters have become two of the main assault vehicles of the CDFC. Battloids are rarely used by this civil defense army.
Attribute Requirements: A high Mental Affinity (MA) and Physical Prowess (PP) is preferred, but not required.
O.C.C. Skills (skills not in old list marked with "**"):
**Pilot: Airplane Pilot: Helicopter (+10%) Pilot: Jet (+10%) Pilot: Jet Pack (+5%) Navigation (+5%) Read Sensory Instruments (+15%) Weapon Systems (+5%) **Math - Basic **Radar/Sonar Operations(+20%) *Hand to Hand: Basic W.P. Blunt W.P. Energy Pistol *Hand to Hand Basic can be upgraded to Expert at the cost of one "other" skill, or to Martial Arts at the cost of two "other" skills.
M.O.S. Skills: Choose one of the following: Combat, Communications, Computer, Electrical, Journalism, Mechanical, Medical(either), Pilot(A), or Science.
Other Skills: Select 8 Other Skills
Communications: Any (+5%)
Domestic: Any
Electrical: Basic Electronics Only
Espionage: None
Mechanical: Auto, Basic or Aircraft Mechanics, Aircraft Armor & Weaponry Only
Medical: First Aid Only
Physical: Any
Pilot - Conventional: Any
Pilot - Mecha: None, but can take Fighter Combat - Basic (3 skills)
Pilot Related: Any
Rogue: Any
Science: Advanced Math and Astronomy Only
Technical: Any, but Demolitions cost double
W.P.: Any
Wilderness: Any, but cost double
Authorized Clearance Upon Assignment: Land or air vehicle, explosives, heavy weapons, riot control, and access to assault aircraft and special equipment.
Standard Equipment: One regularly assigned helicopter (may include a Commanchero), CDFC custom-fitted body armor, light combat shield, standard back pack, standard utility belt, P-20 pulse laser pistol, Putman stun-gun, nightstick, handcuffs, flashlight, wrist radio, jet pack and uniform.
Monthly Wages: 2000 credits per month for enlisted men at level 1-5; 6th level and higher is 2400 credits, while officers receive 3000-4000 credits / month.
Personal Savings: 3D6 x 100 credits.
COLD WEATHER OFFENSIVE SQUAD (C.W.O.S.)
The CWOS is an army specially trained for operation in frigid wastelands and icy tundra. They can be found in and around polar regions, especially the Scandinavia Quadrant.
COLD WEATHER OFFENSIVE SQUAD O.C.C.
These characters are wilderness and survival specialists trained for forbidding Arctic environments. Their body armor is specifically designed for sub-zero weather. Additional insulation and a heating/cooling system regulates the internal temperature at a steamy, 60 to 70 degrees fahrenheit. The helmet visor is filtered to protect against snow blindness. Also, night falls quickly in the Arctic, with a darkness city people can not imagine. Thus, a small light is mounted in the right breastplate of the armor for reading and close work. A large searchlight is built into the cold weather utility belt along with its temperature controlled compartments.
The CWOS soldier can learn to pilot a battloid (as an M.O.S. skill), but battloids and other heavy land mecha are too heavy, slow and awkward under Arctic conditions. The giant machines are useful only at a city or military base where they can patrol the perimeter and assist in labor. However, power armors are occasionally used by the CWOS.
Attribute Requirements: I.Q. 8 or higher is preferred.
O.C.C. Skills (skills not in old list marked with "**"):
Land Navigation (+20%) Wilderness Survival (+15%) Track (+15% in Arctic terrain only) Paramedic (+10%) Swimming (+5%) **Math - Basic *Hand to Hand: Basic W.P. Knife W.P. Energy Pistol W.P. Energy Rifle **Sports(Pro): Cross-Country Skiing (+10%) **Choose two Wilderness Skills *Hand to Hand Basic can be upgraded to Expert at the cost of one "other" skill, or to Martial Arts at the costs of two "other" skills.
M.O.S. Skills: Choose one of the following: Combat, Communications, Electrical, Journalism, Medical(either), Pilot(A), Pilot(E), Science, Weapons, or Wilderness. Electrical & Mechanical are possible, but rare (generally reserved for base personnel, and rarely enter any combat other than base defense).
Other Skills: Select 8 Other Skills
Communication: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: None
Mechanical: Automotive or Basic Mechanics, and Armorer Only
Medical: None other than the O.C.C. Paramedic skill.
Physical: Any
Pilot - Conventional: Land Vehicles Only
Pilot - Mecha: Micronian PA only
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any
W.P.: Any
Wilderness: Any (+10%)
Authorized Clearance Upon Assignment: Land vehicles, explosives, heavy weapons, mecha, and access to special personnel and equipment.
Standard Equipment: One regularly assigned vehicle (usually hover-type), CWOS custom-fitted body armor, heavy combat shield, survival kit back pack, cold weather utility belt, PPL-12 Panther pulse laser pistol, LR-20 laser rifle, wrist radio, 200ft (61m) of nylon cord with grappling hook attachment, 6 signal flares, infrared distancing binoculars, 6 weeks of food rations and snowshoes. At least one member of the group should have a portable scan dihilator.
Monthly Wages: 2100 credits per month for enlisted men at level 1-5; 6th level and higher is 2700 credits per month, while officers receive 3200 to 4400 credits per month.
Personal Savings: 5D6 x 100 credits (they don't have many places to spend it).
HUMID CLIMATE OFFENSIVE SQUAD (H.C.O.S.)
The HCOS is another army trained to operate under particular conditions and environments. Humid climates specifically refer to sub-tropical marsh and swamp conditions. Consequently, these troops are scattered around the world at such notable places as the old state of Florida, Mediterranean islands, and parts of Africa and Asia.
HUMID CLIMATE OFFENSIVE SQUAD O.C.C.
In many ways, the HCOS troops are like the United States Green Berets, trained for deadly, first strikes and special operations. Although the HCOS can operate in any environment, they are most familiar with marshy, sub-tropical conditions. They are masters of camouflage and infiltration.
The HCOS character can elect to learn battloid skills, but is really more of a foot soldier. Battloids are difficult to conceal during recon or clandestine operations. Most mecha skills thus taken will be man-sized mecha.
Attribute Requirements: P.S. 12; high P.P. is preferred, but not required.
O.C.C. Skills (skills not in old list marked with "**"):
Disguise (+5%) Escape Artist (+10%) Wilderness Survival (+10%) Land Navigation (+10%) Prowl (+15%) **Swimming (+10%) Hand to Hand: Martial Arts **Math - Basic **Detect Ambushes (+10%) **Detect Concealment (+10%) **Demolitions (+5%) **Radio - Basic (+10%) W.P. Energy Pistol W.P. Energy Rifle **Trap Construction (+20%) W.P. Semi & Fully Automatic Rifle **Camouflage (+10%) **Trap/Mine Detection (+10%)
M.O.S. Skills: Skill categories are limited to Combat, Communications, Espionage, Journalism, Medical (Field), Pilot(A), Pilot(E), Weapons and Wilderness Warrior.
Other Skills: Select 8 Other Skills
Communications: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: Intelligence, Sniper and Tracking Only (+10%)
Mechanical: Armorer, Automotive or Basic Mechanics Only
Medical: First Aid or Paramedic(costs 2 skill selections)
Physical: Any (+10% on percentages, like swimming)
Pilot - Conventional: Any Land Vehicles and Boats
Pilot - Mecha: Micronian PA and Tornado Only
Pilot Related: Any
Rogue: Any, except Computer Hacking (+5%)
Science: Advanced Math, Anthropology, Botany, Geology and Psychology Only
Technical: Any (+5%, +10% to E.O.D., Underwater Demo and Lore-Zentraedi)
W.P.: Any
Wilderness: Any (+10%)
Authorized Clearance Upon Assignment: Land vehicles, mecha, explosives, heavy weapons, surveillance equipment, and access to special equipment.
Standard Equipment: Custom-fitted H.C.O.S. body armor, heavy combat shield, heavy utility belt, survival kit back pack, survival knife, 9mm automatic pistol, PPL-12 Panther laser pistol, wrist radio and uniform.
Additional Equipment in the Field: Two additional weapons of choice (usually RFL-100 rapid-fire pulse laser and a tri-laser pistol), semi-automatic assault rifle, 3 to 12 cobalt grenades, 2 to 6 smoke grenades, 4 signal flares, 2 survival knives, night-vision scope, infrared distancing binoculars, 150 feet of nylon cord, grappling hook, and any other reasonable items which might be necessary for the assignment.
Monthly Wages: 2100 credits per month for enlisted men at level 1-5; 6th level and higher is 2700 credits per month, while officers receive 3200 to 4400 credits per month.
Personal Savings: 4D6 x 100 credits.
MOUNTAIN OFFENSIVE SQUAD (M.S.)
A special force trained in the arts of mountain climbing, the MS can be found within the mountains of the world. From time to time, the skilled daredevils of the MS are called upon to perform less traditional feats, such as scaling skyscrapers, spacecraft and the crater pocked wastelands.
MOUNTAIN OFFENSIVE SQUAD O.C.C.
The Mountain Squad is trained in all types of climbing and scaling techniques. Generally they are called in for special assignments or placed as a member of a special team. The body armor of the Mountain Squad is designed to address their specific needs for climbing. The shoulders are large, heavily reinforced compartments that contain a 100ft tow line/rappelling line. On top of the shoulders, forearms, hips, knees, and back, are heavy, reinforced rope clips. The feet are ridged for better traction, and can be replaced with electromagnetic pads to scale metal surfaces. Mecha are rarely used by the MS, but battloid & power armor piloting and combat skills can be selected.
Attributes Requirements: P.S. 10; a high P.P. is useful, but not required.
O.C.C. Skills (skills not in old list marked with "**"):
**Mountaineering (pro) (+15%) **Spelunking (+15%) Climbing (+20%) Gymnastics Demolitions (+5%) Demolitions Disposal (+10%) Wilderness Survival (+5%) Land Navigation (+10%) **Oxygen Conservation **Math - Basic **First Aid (+5%) *Hand to Hand: Basic **Rope Works W.P. Chain W.P. Rifle W.P. Energy Pistol *Hand to Hand: Basic can be changed to expert at the cost of one "other" skill, or to martial arts at the cost of two "other" skills.
M.O.S. Skills: Skill categories are limited to Combat, Communications, Journalism, Mechanical, Medical (either), Science, Weapons or Wilderness.
Other Skills: Select 9 Other Skills
Communications: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: None
Mechanical: Auto or Basic Mechanics Only
Medical: Paramedic Only (counts as one skill)
Physical: Any
Pilot - Conventional: Any Ground Vehicle
Pilot - Mecha: Micronian PA and SC Battloids only
Pilot Related: Any
Rogue: Any, except Computer Hacking
Science: Any
Technical: Any
W.P.: Any
Wilderness: Any (+10%)
Authorized Clearance Upon Assignment: Land vehicles, mecha, explosives, heavy weapons, and access to special personnel and equipment.
Standard Equipment: Custom-fitted MS body armor (No combat shield), survival kit back pack, heavy utility belt, PPL-12 Panther pulse laser pistol, wrist radio, uniform, survival knife, gloves, climbing boots and gear, 300ft (9lm) rope, and electro-adhesive pads.
Monthly Wages: 2100 credits per month for enlisted men at level 1-5; 6th level and higher is 2700 credits per month, while officers receive 3200 to 4400 credits per month.
Personal Savings: 5D6 x 100 credits.
DESERT SQUAD (D.S.)
The Desert Squad is a ground force that patrols the vast wastelands and deserts of the world. The DS are savage fighters who relish the opportunity to engage in combat, especially hand to hand combat. Many of these men and women are ex-mercenaries and people who have eked out a modest living in the wastelands. Many have fought Zentraedi and bandits, or even once WERE bandits. Yet despite their checkered past, most of the DS are loyal and trustworthy.
THE DESERT SQUAD O.C.C.
The Desert Squad character is a hard-boiled soldier who tends to think with his/her fists. Most are used to a hard life and think little of the bleak existence they endure. They can request mecha training, specifically in the SC battloids and the LRV Veritech, but most prefer man to man, hand to hand combat, using at most the old RDF power armors, and then only when needed. It is nearly 20 years since the Zentraedi laid waste to most of the planet, and still the crater filled wastelands are slow to return to life. Law and order are unknown in the land scorched by the Zentraedi onslaught. Nomads, hunters, bandits, rogue Zentraedi, and high-tech bandits, hide among twisted ruins and shattered earth. It is a harsh world. It is the world of the Desert Squad.
Attribute Requirements: P.S. 9, M.E. 9
O.C.C. Skills (skills not in old list marked with "**"):
Pilot: Hover Cycle (+4%) **Pilot: Motorcycle (+4%) **Pilot Automobile Detect Ambush (+5%) Detect Concealment (+10%) **Desert Survival (+15%) Wilderness Survival (+15%) **Choose two Wilderness skills *Hand to Hand: Expert **Camouflage (+10%) W.P. Knife W.P. Energy Rifle W.P. Sub-Machinegun W.P. Energy Pistol *Hand to Hand Expert can be changed to Martial Arts for the cost of one "other" skill.
M.O.S. Skills: Choose one M.O.S. from the following list: Combat, Communications, Espionage, Infiltration, Journalism, Mechanical, Medical (Field), Pilot(A), Pilot(E), Science, Weapons or Wilderness.
Other Skills: Select 8 Other Skills
Communications: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: Pick Locks, Pick Pockets, Land Navigation, and Tracking (+10%)
Mechanical: Automotive or Basic Mechanics Only
Medical: First Aid or Paramedic (latter counts as two skills)
Physical: Any
Pilot - Conventional: Any Land Vehicle
Pilot - Mecha: Limited to SC Battloids, Micronian PA and Tornado
Pilot Related: Any
Rogue: any, except Computer Hacking (+15%)
Science: Basic and Advanced Mathematics Only
Technical: Any
W.P.: Any
Wilderness: Any (+10%)
Authorized Clearance Upon Assignment: Land vehicles (wheeled or hover), explosives, heavy weapons, surveillance or optical equipment, mecha and access to special equipment.
Standard Equipment: One regularly assigned vehicle (the RDF motorcycle, dune buggy, hover cycle and Tornado Battle Bike seem to be the most popular choices), custom-fitted DS body armor, searchlight shield, survival kit back pack, hot weather utility belt, tri-laser pistol, L.P. Nightstalker pistol, PR-30 pulse rifle, wrist radio, canteen, flashlight, infrared distancing binoculars, 6 signal flares, first-aid kit, survival knife and uniform. Note: DS troops are often issued the RFL-100 Rapid-Fire Pulse Laser when going on long or dangerous patrols. The armored land rover is commonly assigned to groups, although a choice of vehicles is usually available. They are also allowed to carry and use any number of non-military issued weapons. These non-standard items most commonly consist of sub-machineguns, pistols, revolvers, throwing knives, throwing axes, swords, nunchaku, and quarterstaff.
Monthly Wages: 1900 credits per month for enlisted men at levels 1-5; 6th level and higher 2500 credits per month; while officers receive 3100 to 4100 credits per month.
Personal Savings: 3D6 x 100 credits.
Note: The other, more formal, Armies of the Southern Cross look upon the Desert Squad as uncouth ruffians who lack proper discipline. Conversely, the troops of the DS think that most other SC personnel (especially officers from the mecha units) are pompous wet-nosed babies who are afraid of a little dirt.
JUNGLE SQUAD (J.S.)
The soldiers of the Jungle Squad are experts in jungle survival and operations. Their primary purpose is combat and intelligence. At the time of the Masters' arrival, troops were stationed in the jungle of South America, China, Indochina and Indonesia.
THE JUNGLE SQUAD O.C.C.
The JS are capable jungle fighters, familiar with commando and guerrilla tactics. Assignments can be reconnaissance, assault, rescue, intelligence, escort, track a fugitive, or search and destroy. The JS rarely use mecha, but the characters can elect to learn battloid or power armor skills.
Attribute Requirements: P.E. 9; P.S. 8 or higher.
O.C.C. Skills (skills not in old list marked with "**"):
Detect Ambushes (+10%) Detect Concealment (+10%) Wilderness Survival (+10%) Land Navigation (+10%) Climbing **Tracking (+5%) **Camouflage (+10%) **Trap/Mine Detection **Math - Basic **Choose two Wilderness Skills (+10%) *Hand to Hand: Expert W.P. Sword W.P. Energy Pistol W.P. Semi & Fully Automatic Rifle *HTH Expert can be changed to Martial Arts for the cost of one "other" skill.
M.O.S. Skills: Choose one M.O.S. from the following list: Communications, Combat, Electrical, Journalism, Mechanical, Medical(either), Pilot(A), Pilot(E), Science, Weapons or Wilderness.
Other Skills: Select 10 Other Skills
Communications: Any
Domestic: Any
Electrical: Basic Electronics Only
Espionage: Any (+5%)
Mechanical: Armorer, Auto or Basic Mechanics Only
Medical: First Aid or Holistic Medicine Only (the latter costs two skills)
Physical: Any
Pilot - Conventional: Any Land Vehicle or Boat
Pilot - Mecha: Battloids & Micronian PA only.
Pilot Related: Any (+5%)
Rogue: Any, except Computer Hacking (+5%)
Science: Advanced Mathematics Only
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+10%)
Authorized Clearance Upon Assignment: Land vehicles, mecha, explosives, heavy weapons, and access to special personnel and equipment.
Standard Equipment: Custom-fitted JS body armor, searchlight shield, survival kit back pack, hot weather utility belt, L.P. Nightstalker, PR-30, machete, wrist radio, 4 signal flares, flashlight, survival knife, infrared distancing binoculars, tent, 150 ft rope and uniform.
Monthly Wages: 2000 credits per month for enlisted men at levels 1-5; 6th level and higher is 2600 credits per month, while officers receive 3000 to 4200 credits per month.
Personal Savings: 3D6 x 100 credits.
THE SEA SQUAD (S.S.)
The Navy branch of the military is the Sea Squad. The Sea Squad patrols the seas and oceans of the world. A variety of conventional warships and submarines are deployed, as well as 4 SLV Beachmaster Class Vessels and 9 CVS Submersible Aircraft Carriers (See the RDF Manual, pages 15-23, for details); the latter retain their RDF Destroids, in addition to their new Veritechs (replace all Veritechs with Logans, and add 2 squadrons [24] of VAF-4 Alphas).
THE SEA SQUAD O.C.C.
Most characters in this branch of the service are highly skilled in underwater combat and exploration. They engage in underwater reconnaissance, rescue, combat, demolitions and recovery. Currently, an experimental underwater city, off the northwest coast of the Australia Quadrant, absorbs most of the Sea Squad's attention. The majority of the fleet can be found in waters of the Eastern Sector. The Sea Squad's complement of mecha serve double duty; the Micronian Power Armor is just as easily used as an armed dive suit as a ground/air suit, and the Logans make excellent submarine craft (though restricted to depths less than 2000 feet). Battloids and Destroids are used on the giant warships and major land bases, both in their primary use and by the new Seabees as construction equipment. Consequently, Sea Squad characters have one of the widest ranges possible for choosing mecha skills.
SPECIAL WEAPONS These are exclusive to the Sea Squad.
The SP-10 Shark is a double barreled, self-loading projectile weapon suitable for underwater combat. The weapon can either fire harpoon-type shafts, or explosive, armor piercing projectiles. Weight: 5 lbs. (2.3kg).
Effective Range Underwater - Harpoon: 300 feet(9lm), Projectiles: 600 feet (183m).
Damage: 4D6 S.D.C. with each pair of harpoons, or 1D4 M.D. with explosive projectiles.
Cost: 1000 credits.
Feed: 20 harpoons, or 10 armor-piercing explosive projectiles.
The SP-Discus is an unusual underwater projectile weapon that fires a small, whirling, explosive disc. Weight: 8 lbs. (3.6kg);
Effective Range: 600ft (183m);
Damage: 1D6 M.D.
Cost: 1400 credits.
Feed: 20 explosive discs.
Attribute Requirements: M.E. 11 or higher.
O.C.C. Skills (skills not in old list marked with "**"):
Pilot Boat (Motor & Sail) (+10%) Swimming Swimming: S.C.U.B.A. **Underwater Demolitions (+5%) Demolitions Disposal (+10%) **Math - Basic *Hand to Hand: Basic **Pilot Submersibles W.P. Knife W.P. Staff/Spear W.P. Semi & Fully Automatic Rifle (this includes the two underwater weapons). *Hand to Hand Basic can be changed to Expert at the cost of one "other" skill, Martial Arts for two "other" skills. Also, suffers half normal penalties when fighting underwater.
M.O.S. Skills: Any one M.O.S. category of skills, except for Espionage or Infiltration, can be selected. However, there slight modifications to some of the M.O.S. lists, plus an M.O.S. exclusive to the Sea Squad.
Modifications:
Mechanical: Add Submersible Mechanics and Oxygen Systems, and reduce Bonus to +12%.
Medical: Add Marine Biology to both versions (to help diagnose ocean-related problems). No change to skill bonus.
Science: At least 2 of the science skills must be from the following: Aquaculture, Marine Biology, Ocean Surveying, Oxygen Systems.
Weapons: Two W.P. will always be W.P. Harpoon Gun and W.P. Torpedo.
Wilderness: The Sea Squad version of this M.O.S. is as follows-
Advanced Diving Pilot Water Scooters Identify (Marine only) Plants Underwater Navigation Skin & Prepare Animal Hides Sea Survival Holistic Medicine-Sea Based Cook (including knowing which animals are edible) Skill Bonus: +20% on all M.O.S. skills.
Sea Vessel Piloting (Exclusive MOS!):
Read Sensory Instruments Weapon Systems Advanced Diving Navigation (All but Spacecraft) Pilot Submarines Pilot Ships Pilot Warships Pilot Water Scooters Skill Bonus: +10% on all M.O.S. skills.
Other Skills: Select 8 Other Skills
Communications: Any (+5%)
Domestic: Any
Electrical: Basic Electronics Only
Espionage: None
Mechanical: Armorer, Automotive or Basic Mechanics Only
Medical: First Aid Only
Physical: Any
Pilot - Conventional: Any Land or Water Vehicles (+10% for the latter)
Pilot - Mecha: Micronian PA only
Pilot Related: Any (+5%)
Rogue: Any
Science: Advanced Mathematics and Ocean Geographic Surveying Only
Technical: Any (+5% for Commercial Fishing or Underwater Salvage)
W.P.: Any
Wilderness: Any, but non-aquatic skills cost double.
Authorized Clearance Upon Assignment: Vehicles, battloid, explosives, heavy weapons, and access to special personnel and equipment.
Standard Equipment: Custom fitted Sea Squad body armor (no combat shield), cold weather-type utility belt, space booster pack (suitable for underwater), 9mm automatic pistol (sidearm), wrist radio, uniform, wet-suit, S.C.U.B.A. gear and survival knife.
Monthly Wages: 2000 credits per month for enlisted men at level 1-5; 6th level and higher get 2600 credits, while officers receive 3000 to 4000 credits.
Personal Savings: 4D6 x 100 credits.