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Cadre Trooper O.C.C.
"On the surface, our job is simple: we protect our people and we break things. But that's extremely deceptive. One doesn't become a Trooper in a week-it takes training, study, and discipline."
Troopers are the main infantry force and backbone of the Cadre; professionals tasked with safeguarding the Bastion and its populace. Troopers are used in a variety of roles, from military operations to peacekeeping and law enforcement duties. All Troopers are skilled front line fighters, experts in weapons, tactics, and combat. Recruited from both military and law enforcement, extensively trained, and outfitted with all manner of high tech equipment, Troopers are elite warriors and fighters.
While on the surface Troopers may appear simply as glorified foot soldiers, the Cadre only ever accepted the toughest, smartest, and meanest operatives. Trooper training focuses on a wide array of combat skills, including surgical strikes, espionage, security measures, sabotage, counter-terrorism and guerilla combat. While all Troopers receive the same initial training, each Trooper is given additional focused training in a Military Operational Specialty (MOS) specialty: communications, mechanical engineering, rogue skills and other areas. These unique areas of study provide Trooper teams with an incredible range and versatility to handle anything that is thrown their way.
These resourceful and cunning soldiers are present in almost every team that leaves the Bastion, often used as members of long-range patrols and covert teams. Normally, at least one or two Troopers will frequently be assigned to other teams, squads or expeditions. While not as flashy or glamorous as other Cadre forces, Troopers are renowned for their intelligence, cunning, and resourcefulness.
Alignment: Any.
Attribute Requirements: I.Q. 10, M.E. 10, P.S. 12, P.P. 14, and P.E . 12 or higher.
O.C.C. bonuses (in addition to physical skills): +1 to P.E., 1D4toP.S., +5D6 S.D.C., +1 attack per melee round, +2 on initiative, +1 to roll with punch, fall or impact, +2 to pull punch, +1 to save vs. Horror Factor at levels 2,4, 7,10 and 13.
O.C.C. Skills (in addition to M.O.S.Skill Packages, detailed below):
- Math: Basic (+20%)
Radio: Basic (+10%)
Read Sensory Equipment (+5%)
Weapon Systems (+10%)
Land Navigation (+10%)
Detect Ambush (+15%)
Wilderness Survival
Running
Armorer (+20%)
W.P. Energy or Caseless Pistol
W.P. Energy or Caseless Rifle
Hand to Hand: Expert
Hand to hand: expert can be changed to hand to hand: martial arts or assassin for the cost of one O.C.C. Related skill.
O.C.C. Related Skills: At first level the character can select four "other" skills, plus one additional skill at levels 2, 4, 6, 8, 10 and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Cowboy: None
Domestic: Any
Electrical: Any (+5%)
Espionage: Any (+5%)
Mechanical: Any (+10%)
Medical: First Aid or Paramedic only.
Military: Any (+10%; +15% to trap and demolitions skills).
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any (+10%).
W.P.: Any
Wilderness: Any
Secondary Skills: The character gets two secondary skills from the list above, excluding those marked "None," at levels 1, 3, 5, 7, 9, and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level.
Special Trooper O.C.C. Abilities & Bonuses
1. Field Armorer: A Trooper can take apart, clean and put together weapons blindfolded. Troopers can maintain, fix, modify, mount, and reload/charge ammunition. Additionally, a Trooper can repair all types of pistols and rifles, repair minor damage to armor (40 M.D. maximum), adjust targeting sights, use and repair optical enhancements, reload missiles and ammo drums, recharge E-clips, and even install/mount weapons on vehicles. Characters can effectively clear jams, modify weapons, pack bullets (a.k.a. "load shells") or make/modify his own special ammunition, jury-rig a recharger from a vehicle, generator or robot, and similar. Base skill: 40%+5% per level
2. Rest When You Can: Troopers learn by experience to take any opportunity to catch a few spare moments of much needed rest. Beginning at 3rd level, the Trooper is able to steal as much energy from a 10 minute nap as a full hour of rest. Trooper characters require only ½ the amount of rest normally required to stay refreshed and active.
3. Parting Shot: The Trooper is usually quick enough to make one last shot in any engagement. Beginning at 4th level, the Trooper is able to make a single extra ranged attack per round. This attack is a single shot only, and is always the last action in a round (regardless of what the character rolled for initiative.) Roll to strike and resolve as normal.
4. Keep Firing: Starting at 7th level, the Trooper can make a flurry of ranged attacks with a firearm or energy weapon at the expense of accuracy. For a single round, the Trooper may make one extra ranged attack for every attack the character has; effectively doubling the number of attacks. Note that these are attacks only and cannot be used for other purpose (moving, reloading, etc.) These extra attacks and any other attacks made in the round take a -4 penalty. This skill can only be used once every other turn and cannot be combined with any additional skills or proficiencies.
5. Cadre Proficiencies: The Trooper has the added benefit of receiving additional training from the Cadre. The character automatically begins with “Advanced Weaponry” and a proficiency of choice. At 2nd, 3rd , 7th , and 11th level, the Trooper may choose one additional Cadre Proficiency.
6. Nanotech Modifications: Any
Standard Equipment: Armor of choice, tinted goggles or sunglasses, set of casual clothing, set of formal dress or uniform, flashlight, binoculars, laser distancer, pocket language translator, pocket magnifying glass, multi-optics band, portable tool kit, cigarette lighter, pocket mirror, 2-4 pairs of handcuffs, 100 ft. (30.5 m) of lightweight rope, survival knife or hatchet, utility belt, knapsack, backpack or saddlebags, air filter, and two canteens.
Trooper M.O.S. Skill Packages
Military Operational Specialty (M.O.S.) are areas of expertise taught to Cadre Troopers. They include the following categories:
- • Assassin/Man-Hunter: Surveillance Systems (+20%), Tracking (+20%), Sniper, Impersonation (+12%) and Escape Artist or Disguise (+15%)
• Combat Expert: Three Physical skills plus Hand to Hand: Martial Arts, Boxing or Wrestling (choose one) and three W.P.’s.
• Communications: Choose five skills from the Communications category (+20%) and Basic Electronics (+20%)
• Engineering: Three Electrical and three Mechanical skills (+15% each)
• Espionage: Hand to Hand: Assassin, plus five skills selected from the Espionage and Rogue categories; may include any of the Military Demolitions skills and Find Contraband (all at +10%)
• Law Enforcement: Surveillance Systems (+10%), Streetwise (+15%), Find Contraband (+15%) and Criminal Science and Forensics (+10%)
• Medic: Advanced Math (+30%), Biology (+15%), First Aid (+20%), Paramedic (+20%), and Field Surgery (+20%)
• Recon: Intelligence (+20%), Wilderness Survival (+15%), Prowl (+10%), and Surveillance System (+15%)
• Science: Choose four Science (+15%) and two from Technical (+15%)
• Technician: Computer Operation, Computer Programming, Computer Hacking and three skills from Science or Technical (all at +10%)
• Weaponry: Weapon Systems (+20%), Demolitions (+20%), Demolitions Disposal (+20%), and three skills from W.P. and/or Military (+15% each)