Increasing Skill Knowledge for Southern Cross Characters (I.E. Additional Skills for Level Advancement)

Somehow, after correcting this oversight for RDF characters in the RDF Manual, then making it an established part of the REF OCCs, Palladium still managed to forget and never do the same for the Southern Cross OCCs.

SC characters get additional skills as they advance in levels, based on both their OCC and on their MOS choice. The OCC advancement skills can be used to acquire ANY skill (even those normally banned to the class), as long as adequate training is available (GM's call).

Additional skills received based on MOS choice, HOWEVER, must be chosen from the following list -

Skills related to the MOS (Science skills for the Science MOS, etc.);

Skills related to the OCC (a TASC survivor being trained in Beta Combat by the REF, for example);

or Skills from the Domestic, Wilderness, Rogue or Technical categories.

This reflects the more orderly way skills would be chosen in real life (as well as giving the character an "out" if nothing in the standard skill list is desirable). However, the availability of training rule still applies to these skills the way it does to the OCC additional skills.

ADDITIONAL SKILLS BY OCC:

GMP, TC, TASC, ATAC, CU and CDU get +1 skill at levels 3, 6, 9 & 12.

ALL OTHER OCCs get +2 skills at each of these levels.

ADDITIONAL SKILLS BY MOS:

Combat, Weapons, Pilot(all), Espionage, Infiltration and the OCC-unique MOS groups get +1 skill at levels 3, 6, 9 & 12.

ALL OTHER MOS skill groups get +2 skills at each of these levels.

This results in 2-4 skills being earned every 3 levels; encourage the player to be as eclectic as possible in selecting these skills.

MILITARY-OCCUPATIONAL SPECIALTIES (M.O.S.)

M.O.S. skills are divided by skill categories. Exactly which M.O.S. categories are available will be listed under each O.C.C. New skills for the existing M.O.S. will be marked with "*"; Full-blown modifications (total or near-total rewrites) of existing M.O.S. will be marked with "**" on both wends of the M.O.S. name. Totally New M.O.S. will Have a "(NEW!)" flag. Encourage players to be creative with their M.O.S.; especially the new ones!

Examples:

1. Playing a GMP with the Infiltration M.O.S. working inside another SC unit trying NOT to get promoted to a position where his cover would be blown;

2. Have a MoPic/Journalism M.O.S. always chasing the big non-military story (or trying to play SC whistle-blower!), or using his equipment to film his own scripts in his spare time, drawing on his squad mates for actors, extras, corpses, etc.

Types of M.O.S. and skill limitations by category are as follows:

COMBAT M.O.S.:

Select 4 from the Physical category, and 3 additional Weapon Proficiencies.

*OPTIONAL:Choose one Ninjas & Superspies NON-EXCLUSIVE Martial Arts Form (and all the skills that come with it).

Skill Bonus: (when applicable) +10%.

COMMUNICATIONS M.O.S.:

Read Sensory Instruments    Radio: Basic
Computer Operation*         Language/Literacy - Zentraedi*
Choice of 4 skills from the Communications category.
Skill Bonus: +20% on all M.O.S. skills.

COMPUTER M.O.S. (NEW!):

Advanced Math         Basic Electronics
Computer Operation    Circuit Board Micro-Electronics
Computer Networks     Computer Hacking
Computer Programming  Computer Repair
Telephone Networks
Skill Bonus: +15% on all M.O.S. skills.

**ELECTRICAL M.O.S.**:

Advanced Math       Electrical Engineer
Computer Operation  Computer Programming
Computer Repair     Electricity Generation
Mecha Electronics   Circuit Board Micro-Electronics
Skill Bonus: +15% on all M.O.S. skills.

ESPIONAGE (Military Intelligence) M.O.S.:

Select 6 from Espionage/Military or Rogue* categories.

Skill Bonus: +15% on all M.O.S. skills.

INFILTRATION M.O.S. (NEW!):

Concealment    Cryptography
Disguise       Impersonation
Streetwise     Language/Literacy: Zentraedi
Language/Literacy (choose two)
Choose 3 Espionage or Rogue Skills
OPTIONAL: If character trained to infiltrate a military unit (quite
often other SC units!), replace Streetwise & Espionage/Rogue skills
with 4 skills from that unit's O.C.C. Skill List.  Skill Bonus: +20%
on all M.O.S. skills.

JOURNALISM M.O.S. (NEW!):

Writing^                      Journalism^
Research                      History
Photography^                  TV/Video^
Language/Literacy: Zentraedi  Language/Literacy (choose two)

Skill Bonus: +20% on all M.O.S. skills, plus one of the skills marked^ is a professional skill automatically (rest can be made pro using "other" or level advancement skill slots). Limitation: 1 per Mecha Squadron, or Company of other forces.

**MECHANICAL M.O.S.**:

Advanced Math        Weapons Engineer
Aircraft Mechanics   Mechanical Engineer
Mecha Mechanics      Veritech Mechanics
Basic Electronics    Mecha Electronics
Skill Bonus: +15% on all M.O.S. skills.

**MEDICAL (Field) M.O.S.**:

Advanced Math    Biology
Chemistry        Chemistry-Pharmaceutical
Pathology        Criminal Science/Forensics
Paramedic        Field Surgery
Skill Bonus: +20% on all M.O.S. skills.

**MEDICAL (Doctor) M.O.S.**:

Advanced Math              Biology
Chemistry                  Chemistry-Analytical
Chemistry-Pharmaceutical   Pathology
Medical Doctor             Psychology
Field Surgery              NBC Warfare
OPTIONAL: Trade Medical Doctor,NBC Warfare and Chemistry-Analytical
for Paramedic & Psychotherapy to become a Psychologist.
Skill Bonus: +10% on all M.O.S. skills.
Limitations: Add 6 years to character's age, and no more than one per Company.

**PILOT M.O.S. (5 Types)**: ALL Versions of the Pilot M.O.S. have the following in common: Navigation, Read Sensory Instruments, Weapon Systems.

All of these M.O.S. share the same Skill Bonus: +15%.

**PILOT (A) M.O.S.**:

Choice of any 6 vehicle types, including Battloid Mecha Combat and Pilot Battloid (but excluding all other mecha).

**PILOT (B) M.O.S.**:

Pilot Destroids/Battloids (all)

Mecha Combat - Basic (All Destroids & Battloids)

Mecha Combat - SCA Battloids

Choice of any 3 RDF Destroid Mecha Combats (except the Z-series battle pods)

**PILOT (C) M.O.S.**:

Pilot Veritechs (all)

Mecha Combat - Basic (All Veritechs)

Mecha Combat - Logan

Mecha Combat - VF-1 Valkyrie

Mecha Combat - Alpha

(Cosmic Unit only: Add Pilot SC Battloids, Mecha Combat - SC Battloids)

**PILOT (D) M.O.S.**:

Pilot Hovercraft Pilot Automobile

Pilot Veritech Hovertank Pilot Destroids/Battloids (all)

Mecha Combat - Basic (All Destroids & Battloids)

Mecha Combat - SCA Battloids

Mecha Combat - Veritech Hovertank

Mecha Combat - LRV-558/LRV-588

**PILOT (E) M.O.S.**:

Pilot Motorcycle

Pilot Automobile

Pilot Power Armor

Mecha Combat - LRV-558/LRV-588

Mecha Combat - Tornado

Mecha Combat - Micronian Power Armor

SCIENCE M.O.S.:

Computer Operation, Advanced Math, Choice of any *5* additional Science skills.

Skill Bonus: +15%.

WEAPONS M.O.S.:

Sniper, Weapon Systems, and choice of any 6 Weapon Proficiencies.

*OPTIONAL: Substitute Armorer skill for 3 W.P. slots.

Skill Bonus: (when applicable) +10%; +1 to strike with all weapons he/she is skilled in.

WILDERNESS WARRIOR M.O.S. (NEW!):

Horsemanship               Hunting
Identify Plants & Fruits   Land Navigation
Preserve Food              Skin & Prepare Animal Hides
Track Animals              Wilderness Survival
Holistic Medicine          Cook
Trap Construction          W.P. Bow
Skill Bonus: +20% on all M.O.S. skills.

Part Four: New OCCs for the Robotech RPG

Nomad Scout (Malcontent Era) O.C.C.

Timespan/setting found: 2014-2032, in the wilderness and wasteland areas of the world. In fact, most of these nomads who went "legit" and joined a military ended up in the SC Desert Squad.

Attribute Requirements: I.Q. 9. A high P.E. and P.P. preferred.

Advancement/Experience Points: As Invid-era Nomad Scout.

Base S.D.C.: 30

O.C.C. Skills:

Navigation(+5%)                 Climbing(+20%)
Identify Plants/Fruits(+20%)    Hunting(includes W.P. Rifle)
Track Animals(+20%)             Wilderness Survival(+20%)
W.P. - Choose one Ancient W.P.  Hand to Hand - Basic*
Languages - Literate in native language, speaks 1D4-1 more.
* Upgrades - +1 skill = Expert; +2 skills = Martial Arts.

Other Skills: Select 18. TWO must be piloting (conventional ground or water) and two must be wilderness skills. Add 2 additional skills each at 3rd & 6th, 1 additional skill each at 9th and 12th. New skills start out at first level. Mecha can be chosen with the additional skills ONLY.

Communications: Any(+5%).

Domestic: Any(+10%).

Electrical: Basic Electronics only.

Espionage: Detect Ambush, Intelligence or Sniper only(+10%).

Mechanical: Aircraft, Automobile, Basic, or Armorer only.

Medical: First Aid, Paramedic or Holistic Medicine only(+10%) (last 2 cost 2).

Physical: Any(+5%).

Pilot: Any non-military(+10% to ground & water vehicles).

Pilot-Related: Any(+5%).

Rogue: Any(+10%).

Science: Any, except Astrophysics & Psychology skills.

Technical: Any, +10% to Languages, Literacy and History.

W.P.: Any non-energy.

Wilderness: Any(+15%).

Equipment. etc.: As Invid-era Nomad Scout, except replace the energy weapon with a conventional heavy weapon (or, possibly, an RDF light laser rifle), and any body armor is at best SDC RDF or early SC types. If played after 2020, character can start with the RDF light MD armor from Robotech Strike Force.

EBSIS MiG Pilot O.C.C.

Armies allowed: EBSIS, NMSR(the Malcontent Uprisings EBSIS puppet state), the Merchant Republic, and other small nations.

Attribute Requirements: I.Q. 8, P.P. 9.

Advancement/Experience Points: As SC Tactical Air Force OCC.

Base S.D.C.: 25.

O.C.C. Skills:

Pilot Jet(+20%)                 Pilot Helicopter(+10%)
Read Sensory Instruments(+15%)  Navigation(+15%)
Weapon Systems(+20%)            Fighter Combat - Basic (all fighters)
Language/Literacy(native)       Fighter Combat Elite: MiG 29, MiG-34**
Hand to Hand - Expert*          W.P. Automatic Pistol
* Upgrade Possible - 1 "other" skill to raise to HTH: Martial Arts
** MiG 34 is one of my designs, and limited to EBSIS & NMSR use only.
If not used, or if from a minor nation, replace with one or the jet
aircraft from Book One or Two of the RPG (GM can limit the choices as
needed). If an actual EBSIS pilot, on achieving rank of Captain, is
automatically trained in use of Surgut transformable mecha (1st level).

Other Skills: Choose 14. Additional skills: Add 2 skills at 3rd, 6th, 9th and 12th levels.

Communications: Any(+5%).

Domestic: Any.

Electrical: Basic Electronics only.

Espionage: Any.

Mechanical: Aircraft, Automobile, Basic, or Armorer only.

Medical: First Aid(l skill) only.

Physical: Any.

Pilot: Any(+5% to EBSIS Battloids, +10% to air and space craft).

Pilot-Related: Any(+10%).

Rogue: Any.

Science: Math only.

Technical: Any(+5%).

W.P.: Any, but the energy W.P. cost double before 2025.

Wilderness: Any.

Equipment, etc.: As TAF OCC from Southern Cross. Prior to 2020, body armor is SDC only. From 2020 to 2028, armor is as RDF light armor. After 2028, the character has access to the MDC armor from Lancer's Rockers.

Basic Military Personnel N.P.C./O.C.C.

Armies allowed: Any, especially pre-2009 RDF/UEDC and independents.

Attribute Requirements: I.Q. 6(Base), plus others by M.O.S.

Advancement/Experience Points: As Non-Military OCC.

Base S.D.C.: 20

O.C.C. Skills:

Climbing                       Demolitions
Read Sensory Instruments(+5%)  Running
W.P. SA/FA Rifle               W.P. Grenade Throwing
Math - Basic                   Hand to Hand - Basic
Select one physical skill of choice (including HTH-Expert)

M.O.S. Skills - Select ONE M.O.S. below (Programs listed are from N&S):

Cook: Cook(Professional), three other Domestic skills (+5% to all);

Supply: Body Building, Writing, plus 3 Physical skills;

Medical: Use SC Medical (Field) M.O.S., and is a military R.N.;

Infantry: Use SC Combat M.O.S.;

Armor: Body Building, Armorer, Land Navigation, Pilot Automobile, Pilot Tank/APCs,

W.P. Vehicle Weapons, W.P. Artillery;

Security: Choose 3 skills each from Physical & W.P., plus one Language;

Clerical: Computer Operation, Research, Writing, choice of 1 Language.

M.O.S. Attribute Requirements:

Infantry & Armor: P.S. 10 & P.E. 10.

Clerical: I.Q. 10.

Medical & Security: I.Q. 10, M.E. 10.

Other Skills: Choose 10(skills marked "*" cost double). Additional skills: Add 2 skills at 3rd, 6th, 9th and 12th levels.

Communications: Any.

Domestic: Any(+5%).

Electrical: Basic Electronics only.

Espionage: None [except for security = Any(+5%)].

Mechanical: Automobile, Basic, or Armorer only.

Medical: First Aid only.

Physical: Any(1 skill for HTH-Expert. 2 skills for Martial Arts).

Pilot: Any land or water vehicles(non-mecha).

Pilot-Related: Any.

Rogue: Any(+5%).

Science: Math only.

Technical: Any.

W.P.: Any non-energy.

Wilderness: Any(+5%).

Equipment: As a normal soldier of the period; nothing special.

Academy Officer O.C.C. (Adapted from N&S)

Armies allowed: RDF/UEDC, EBSIS, York, Quebec, Merchant Republic, as well as any other nation large enough to have a military academy.

Attribute Requirements: I.Q. 10. A high M.E. and M.A. Preferred.

Advancement/Experience Points: As RDF Military Specialist.

Base S.D.C.: 20

O.C.C. Skills:

Math - Basic                         Climbing
Read Sensory Instruments(+5%)        Running
Detect Concealment(+10%)             Land Navigation:(+20%)
Demolitions(+10%)                    Demolitions Disposal
Detect Ambush(+10%)                  Language/Literacy(native): 98%
Language/Literacy(choose 1 at +10%)  Pilot Automobile(+5%)
Hand to Hand - Expert*               WP SA/FA Rifle
WP Automatic Pistol                  WP Grenade Throwing
* Upgrade Possible - One Skill: Upgrade to HTH: Martial Arts.

M.O.S. Skills - Choose ONE M.O.S. from the following list from the SC types: Espionage, Infiltration, Mechanical, Medical, Combat, Weapons or Pilot(A).

Mecha-related skills are limited as follows -

Mecha Mechanics/Electronics: Limited to RDF/UEDC, EBSIS, and Merchant Republic characters. Non-RDF characters have a -40% to work on Veritechs.

Veritech Mechanics: Limited to RDF/UEDC characters only.

Mecha Pilot & Combat: Available only to EBSIS and MR characters, as follows:

Pilot EBSIS Mecha: 50%+5%/level. (includes EBSIS Destroids, the Type B Veritechs, and the MR Protector Battloid, +5% to Pilot actual EBSIS designs);

Pilot MH Zentraedi Pods: 60%+5%/level.

Mecha Combat-Basic types available - Destroid Basic(required for the full combats), Vindicator(for Type B Veritech & Surgut).

Full Mecha Combats(cost two skills each) - EBSIS/MR Battloids, RDF Excaliber, RDF Gladiator, RDF Raidar X, Battle Pod(old, for the MH pod).

Other Skills: Choose 8. One must be a Physical skill. Additional skills: Add 2 skills at 3rd, 6th, 9th and 12th levels.

Communications: Any(+10%).

Domestic: Any.

Electrical: Any; Mecha Electronics has limited availability.

Espionage: Any (Intelligence M.O.S. gets +5%).

Mechanical: Any; Mecha and Veritech Mechanics have limited availability.

Medical: First Aid(l skill) or Paramedic(2 Skills) only, unless medical MOS.

Physical: Any(+5%).

Pilot: Any; mecha skills have limited availability.

Pilot-Related: Any.

Rogue: Any.

Science: Any. Medical M.O.S. requires Biology and Chemistry.

Technical: Any. +10% to Languages and History.

W.P.: Any, but the energy W.P. cost double before 2025.

Wilderness: Any.

Equipment: As the RDF Military Specialist.

Commando Mercenary O.C.C. (Adapted from N&S)

Armies allowed: UEDC (not RDF), EBSIS, and independent nations.

(Note: this was T.R. Edwards' original OCC)

Attribute Requirements: P.P. 10. P.E. 10. A high I.Q. is Preferred.

Advancement/Experience Points: As RDF Military Specialist.

Base S.D.C.: 30

O.C.C. Skills:

Math - Basic                     Climbing(+10%)
Read Sensory Instruments(+5%)    Running
Demolitions(+15%)                Demolitions Disposal(+15%)
Language/Literacy(native): 98%   Language and/or Literacy(choose 2)*
Pilot Automobile(+5%)            Hand to Hand - Martial Arts
Camouflage (+10%)                W.P. Grenade Throwing
W.P. SA/FA Rifle                 W.P. Automatic Pistol
* Fluent in two languages (literacy in only one), with no bonuses; or
literate and fluent in only one, at +15%.

M.O.S. Skills - Choose TWO of the Following M.O.S. from the SC list: Espionage, Infiltration, Combat, Pilot (A) & Weapons.

Other Skills: Choose 10. Additional skills: Add 2 Skills at 3rd, 6th, 9th and 12th levels.

Communications: Any(+10%).

Domestic: Any.

Electrical: Basic Electronics only.

Espionage: Any(+15%).

Mechanical: Aircraft, Automobile, Basic, or Armorer only.

Medical: Paramedic(1 skill) only.

Physical: Any(+10%).

Pilot: Any non-mecha, non-space.

Pilot-Related: Any(+10%).

Rogue: Any(+10%).

Science: Math(Advanced) only(+10%).

Technical: Any; +10% to Languages.

W.P.: Any, but the energy W.P. cost double before 2025.

Wilderness: Any(+20%).

Equipment: As HCOS, but replace all weapons and armor with items contemporary to the character's career (such as SDC armor and rifles prior to 2020).

Veteran Grunt O.C.C. (Adapted from N&S)

Armies allowed: Any.

Attribute Requirements: I.Q. 8, P.P. 8. A high P.E. is Preferred.

Advancement/Experience Points: As RDF Military Specialist.

Base Age: 24+1D6

Base S.D.C.: 30

O.C.C. Skills

Math - Basic 98%                 Climbing(+20%)
Read Sensory Instruments(+15%)   Running
Demolitions(+15%)                Demolitions Disposal(+10%)
Language/Literacy(native): 98%   Language(only) 1d4+1 at -30%
Pilot Automobile 98%             Hand to Hand - Martial Arts*
Trap Construction (+20%)         Trap/Mine Detection (+20%)
Camouflage (+20%)                W.P. Grenade Throwing*
W.P. SA/FA Rifle*                W.P. Automatic Pistol*
* All three of the W.P. skills above start out with a +2 bonus to all
strike rolls as well as a +20% to the Weapon Quality Skill. The Hand
to Hand skill also has a +1 to strike, parry, dodge and roll.

M.O.S. Skills - Automatically receives TWO M.O.S.: Combat & Weapons. However, the Energy W.P. cost double if taken before 2025.

Other Skills: Choose 12. Additional skills: Add 2 at 3rd, 6th, 9th and 12th.

Communications: Any(+10% to Radio skills only).

Domestic: Any.

Electrical: Basic Electronics only.

Espionage: Any(+5%).

Mechanical: Automobile, Basic or Armorer only.

Medical: First Aid or Paramedic only.

Physical: Any(+10%).

Pilot: Any land or water vehicles(non-mecha).

Pilot-Related: Any.

Rogue: Any(+5%).

Science: Math(Advanced) only.

Technical: Any.

W.P.: Any, but the energy W.P. cost double.

Wilderness: Any(+5%).

Equipment: Anything within reason (you gotta love these guys' influence with quartermasters).

Part Five: Inter-army Class Conversion (Alternate Rules)

This system is designed as a complement to the "Two OCC" rules in Robotech RPG Book One: Macross, and is used when converting a character between similar OCCs from different military services. There are six broad categories of conversions -

RDF to SC RDF to REF Zentraedi to RDF

SC to REF Tyrolean to REF Other to Terran(any).

Other, in this context, refers to the non-military and Paramilitary OCCs from Invid Invasion, the EBSIS OCCs from Lancer's Rockers & Strike Force, and the new OCCs and NPC listed in Part Six. If there's any irony in this system, it is that the characters from the Macross segment of Robotech were converted from RDF OCCs to REF OCCs in a similar manner (see their stats in REF Field Guide), yet that same book completely rules out such a conversion for normal (player-generated) PCs. This system corrects this injustice, and allows other conversion types.

There are five guidelines for this conversion method. They are -

1.Old OCC Level & Experience vs. New Level: For the conversion to even take place, the character must be at least 3rd level (as in the normal "Two OCC" rules). To determine the new OCC level, divide the character's XP total by two, then check that amount on the new OCC's XP chart. After determining the new level, the XP total is reduced even further to the minimum for that level. Example: 6th level RDF Military Specialist(25,000 XP) to SC GMP.

Half of old XP total = 12,500 XP = 4th level GMP.

New XP total = Minimum XP for 4th level GMP = 7,451 XP.

2. Conversion of old OCC skills to new OCC (Table A)

Skill in old OCC   | Status in new OCC | Conversion Notes
-------------------+-------------------+------------------------------
OCC skill, or from | OCC Skill         | Frozen at old level* until
character creation |                   | new OCC passes old level,
                   |                   | then resumes.
                   |                   |
OCC Skill, or from | Taken as Other or | As above, but skill cost is
character creation | M.O.S. Skill      | one slot each, regardless of
                   |                   | original cost. Requisites
                   |                   | can be left frozen.
                   |                   |
Skill received from| Taken as any type | If skill level is less or
level advancement  |                   | equal to the new OCC level,
                   |                   | it advances normally.
                   |                   | Otherwise, it stays frozen
                   |                   | until the levels are equal.
                   |                   |
Any Skill          | Not Allowed       | Can be kept unfrozen in new
                   |                   | OCC by spending double normal
                   |                   | slots on it. See previous
                   |                   | entry for advancement.
                   |                   |
Not possessed in   | Required skill or | Begins at 1st level. However,
the old OCC        | Mecha Combat      | new OCC, M.O.S. or Mecha
                   |                   | Combat skills advance at
                   |                   | double normal rate until
                   |                   | equal to the new OCC level.
                   |                   |

* For any skill, if the new OCC/MOS has a higher bonus than the old one, add the difference between the two bonuses to the skill's score.

3. Skills with OCC-related penalties (such as mecha repair and piloting skills) that are chosen in both OCCs have no penalties when dealing with either services' mecha. The ability to pilot more than one Destroid, for example, gives the ability to pilot them all, including Battloids, but with penalties if not specifically trained in those types. The same sort of kinship holds true between Veritechs, although Pilot Jet, Hover Vehicles(for the VHT), Automobile(LRV-558) or Motorcycle(Cyclones) may also be needed. Mecha combat in two or more types of the same category gives Basic Mecha Combat in all types in the category. Special Note: Zentraedi with Pilot Power Armor and Mecha Combat-Power Armor automatically receive MC Basic - Cyclone, but are -20% to Pilot in Battle Armor mode and to use its weapon & sensory systems, and need to know Pilot Motorcycle to use it in Cycle mode. Taking Pilot Cyclone will eliminate these penalties (effectively giving Pilot Cyclone at the same skill level as Pilot Power Armor).

4. Several standards must be met for the two OCCs to use this system; otherwise. the old system is used. These standards are Compatibility, Logic, and Game Structure.

A. Compatibility: The Old OCC must have at least 50% of the new class' OCC/MOS skills in common, even if the skills were only "other" skills in the old OCC. The only exception is for classes that fill the same role in their respective militaries. An RDF Military Specialist, having functioned as a combination MP/field agent, could switch to the SC's GMP, Tactical Corps, REP or any of the other SC non-mecha ground forces. The probable MOS choices would be those resembling the makeup of his old skill selection: Espionage, Infiltration, Combat or Weapons.

B. Logical Barriers: For example, humans can't become Zentraedi, nor would the SC normally accept Zentraedi. Prior to the SC's destruction, it would be unlikely that UEG military personnel (RDF/SC) would be accepted by the EBSIS, or vice-versa. Rare changes such as these would best be served by the normal "two OCC" rules.

C. Game Structure: One cannot go from the REF to the SC, for example (at least not OCC-wise), and there is little need to go from the SC to the RDF. It is up to the game master as to whether Pre-2030 RDF retirees would be considered their Old OCC, or could change class to become a Nomad Scout or Freedom Fighter to reflect the atrophy of their old skills and the acquisition of new ones.

5. New OCCs (Variants, Lancer's Rockers, NPC classes and Ninjas & Superspies): While the REF and (published) SC are specialist militaries, the RDF, early SC and the armies of the independent nations are organized more on 20th century lines. Trying to fit people like Gloval into an umbrella class such as the Military Specialist just doesn't work. Therefore, the classes given in Part Four. Also included in Table B and recommended for early Robotech use are the two classes (1 REF and 1 EBSIS) from the adventure Lancer's Rockers, and the Martial Artist OCCs from Ninjas & Superspies. Note that cybernetics are NOT AVAILABLE for the N&S-type characters, and that the martial arts forms are up to the GM's discretion. Also, the new Robotech skill list that appears later in this handbook should supersede the original Robotechand N&S Skill list. Note for game purposes, Lynn-Kyle was a Dedicated Martial Artist with Leopard Style Kung Fu as his primary form, and Shao Lin Kung Fu as his secondary form. Not only does this tie in with the original name of the episode in which he first appeared ("Kung Fu Dandy"), it is also the only possible combination that would result in the skills and age given in his stats in the RDF Manual. It is almost certain from my research into this, reverse-engineering Kyle's stats, that Palladium created his stats AS a N&S character, then translated him as close as they could to Robotech.

Table B: New OCCs allowed, Based on Previous OCC(using this system)

Old Service  | Old OCC                 | Possible New OCCs 
-------------+-------------------------+------------------------------
RDF          | Destroid Pilot          | ATAC(Any legal MOS)
             |                         | Tactical Corps(Any legal MOS)
             |                         | CDU(Any legal MOS)
             |                         | Cosmic Unit(Any legal MOS)
             |                         | Sea Squad(Pilot MOS only)
             |                         | REF Destroid Pilot
             |                         | REF Cyclone Rider
             |                         | Freedom Fighter/Mercenary
             |                         |
             | Veritech Pilot          | ATAC(Pilot MOS Preferred)
             |                         | TAF(Any legal MOS)
             |                         | TASC(Any legal MOS)
             |                         | Cosmic Unit(Any legal MOS)
             |                         | Sea Squad(Pilot MOS only)
             |                         | REP(Any legal MOS)
             |                         | CDFC(Any legal MOS)
             |                         | REF Veritech Pilot
             |                         | REF Military Specialist
             |                         | REF Cyclone Rider
             |                         | Freedom Fighter
             |                         | Nomad Scout(no VT at start)
             |                         |
             | Communications Engineer | Any SC(Communications MOS)
             |                         | REF Communications Engineer
             |                         | REF Intelligence Agent
             |                         | Freedom Fighter
             |                         | Nomad Scout
             |                         |
             | Electrical Engineer     | Any SC(Electrical MOS only!)
             |                         | REF Bio-Maintenance Engineer
             |                         |
             | Field Scientist         | Any SC OCC(Electrical MOS)
             |                         | Any SC OCC(Mechanical MOS)
             |                         | Any SC OCC(Medical MOS)
             |                         | Any SC OCC(Science MOS)
             |                         | REF Field Scientist
             |                         | REF Bio-Maintenance Engineer
             |                         |
             | Mechanical Engineer     | Any SC(Mechanical MOS only)
             |                         | REF Bio-Maintenance Engineer
             |                         |
             | Military Specialist     | Any SC OCC(Combat MOS)
             |                         | Any SC OCC(Weapons MOS)
             |                         | Any SC OCC(Espionage MOS)
             |                         | Any SC OCC(Infiltration MOS)
             |                         | REF Military Specialist
             |                         | REF Cyclone Rider
             |                         | REF Intelligence Agent
             |                         |
EBSIS        | Military Personnel      | REF Military Specialist
             | or Infiltration Op.     | REF Cyclone Rider
             |                         |
             | MiG Pilot               | REF Veritech Pilot(rare)
             |                         | Freedom Fighter/Mercenary
             |                         |

Old Service  | Old OCC                 | Possible New OCCs 
-------------+-------------------------+------------------------------
Zentraedi    | Soldier                 | REF Zentraedi Warrior
(note: the   |                         | Freedom Fighter/Mercenary
specialists  |                         | Nomad Scout
are not      |                         | Fighter Pilot
eligible for |                         | REF Zentraedi Warrior
this method) |                         | REF Veritech Pilot
             |                         | REF Cyclone Rider
             |                         | Freedom Fighter/Mercenary
             |                         | Nomad Scout
             |                         |
             | Officer(normal)         | RDF Military Specialist
             |                         | RDF Veritech Pilot
             |                         | REF Zentraedi Warrior
             |                         | REF Military Specialist
             |                         | REF Veritech Pilot
             |                         | REF Cyclone Rider
             |                         | Freedom Fighter/Mercenary
             |                         | Nomad Scout
             |                         |
             | Officer(High Command)   | RDF Military Specialist
             |                         | RDF Veritech Pilot
             |                         | RDF Communications Engineer
             |                         | REF Zentraedi Warrior
             |                         | REF Military Specialist
             |                         | REF Veritech Pilot
             |                         | REF Cyclone Rider
             |                         | REF Intelligence Agent
             |                         | REF Communications Engineer
             |                         | Freedom Fighter/Mercenary
             |                         | Nomad Scout
             |                         |
Tyrolean     | Bioroid Pilot/Citizen   | REF Destroid Pilot
             |                         | REF Cyclone Rider
             |                         | REF Veritech Pilot
             |                         | REF Military Specialist
             |                         | REF Intelligence Agent
             |                         | REF Zentraedi Warrior*(rare)
             |                         | Freedom Fighter(Earth only)
             |                         |
SC (by OCC)  | GMP, TC, REP, CDU       | REF Cyclone Rider
             |                         | REF Military Specialist
             |                         | REF Intelligence Agent
             |                         |
             | TAF, TASC, CDFC         | REF Veritech Pilot
             |                         | REF Military Specialist
             |                         | REF Cyclone Rider
             |                         |
             | ATAC, CU                | REF Military Specialist
             |                         | REF Cyclone Rider
             |                         | REF Destroid Pilot
             |                         | REF Veritech Pilot
             |                         |
             | All other SC OCCs       | REF Cyclone Rider
             |                         |

* Trained to pilot the Z-Series mecha, though not capable of being
enlarged (unless the GM rules otherwise).

Old Service  | Old OCC (or MOS)        | Possible New OCCs 
-------------+-------------------------+-----------------------------
SC(by MOS)   | Communications,         | REF Communications Engineer
             |   Journalism            | REF Intelligence Agent
             |                         |
             | Electrical, Mechanical  | REF Bio-Maintenance Engineer
             |                         | REF Field Scientist
             |                         |
             | Espionage, Infiltration | REF Military Specialist
             |                         | REF Intelligence Agent
             |                         |
             | Medical, Science        | REF Field Scientist
             |                         |
             | Combat, Weapons         | REF Cyclone Rider
             |                         | REF Military Specialist
             |                         |
             | Pilot                   | REF Destroid Pilot
             |                         | REF Veritech Pilot
             |                         | REF Cyclone Rider
             |                         |
Other OCCs   | Academy Officer         | RDF: Any non-mecha
             |                         | EBSIS: Any
             |                         | SC: Any
             |                         | REF: Any Non-alien
             |                         |
             | Commando, Grunt,        | RDF: Military Specialist
             |   Mercenary, Bandit     | EBSIS: Any
             |                         | SC: Any non-mecha, or TC
             |                         | REF: Cyclone Rider
             |                         | Military Specialist
             |                         |
             | Basic Military          | RDF: Electrical, Mechanical,
             |                         |    Communications or Military
             |                         |    Specialist, based on MOS.
             |                         | EBSIS: Any
             |                         | SC: Any(limited by old MOS)
             |                         | REF: Any Non-alien
             |                         |
             | Martial Artist# (either)| RDF: Military Specialist
             |                         | EBSIS: Military Personnel
             |                         | SC: Any(Combat MOS only)
             |                         | REF: Military Specialist
             |                         | Cyclone Rider
             |                         | Freedom Fighter/Mercenary
             |                         | Nomad Scout

# To use a Martial Art form with a Mecha requires taking a Special Kata in that mecha in addition to Mecha Combat. The only exception is use of a Cyclone without CADS (CADS requires a Special Kata). Also, while a Martial Artist who becomes an SC OCC must be the Combat MOS, the MOS goes to retake the Martial Art form and the skills that come with it (Physical, WP, or otherwise). No new skills may be taken with it. Failure to take a Special Kata in mecha use means that, when the character is piloting a mecha, he is treated as someone with no HTH training unless one of the 4 standard HTH skills is taken as a secondary form to get such bonuses. One of these skills is usually included in the new OCC, but will require the time allowance listed for the "Agent" form to learn.