Military Occupational Speciality(M.O.S.)


Cold Division Light Infantry M.O.S.: A light infantry division that specializes in fighting in arctic, cold weather, and mountainous environments. Arctic Division troopers patrol the tundras and snow fields of the far north and arctic regions of the planet. They are trained in arctic survival and handle logistics issues dealing with men and materiel in extreme cold environs. Arctic Division Missions often overlap those of the Mountain Division, and the two have a close working relationship like that of the Jungle and Forest Divisions.

M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls, + 1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Access to flight deck, aircraft, fighters and light spacecraft, as well as missiles and ordnance as it relates to the pilot's specific missions.

Combat Engineer M.O.S.: Specializes in the construction and deconstruction of fortifications, weapons and equipment. Can work on everything from weapon turrets and armored vehicles to spaceship cannons and defenses.

M.O.S. Bonus: + 10% to Computer Operation and Radio: Basic. 3D6+8 additional S.D.C., and +1 to M.E. attribute.
M.O.S. Special Gear: Access to construction vehicles and tools, rescue gear, motor pools and garages.

Combat Medic M.O.S.: The Combat medic is the enlisted Medic that accompanies Combat Units into hostile territories. These young men are trained to save lives in the worst of conditions. It is their responsibility to keep the wounded under their charge alive and well while out in the field. It is rare to see a Medical Doctor assigned to such a dangerous assignment.

M.O.S. Bonuses: 3D6+10 additional S.D.C. and +1 to M.E. attribute
M.O.S. Special Gear: Access to medical facilities, operating rooms, laboratories, equipment, tools and vehicles, and related medical and science facilities. Note: If a mecha piloting skill is known the Medic typically selects Ground Veritechs and Enviromental Battle Armour for his Pilot Specialty and Elite Combat Training.

Communications Officer M.O.S.: Communications officers are the eyes and ears of the fleet. They are in charge of all internal and external communications as well as operating the sensors that allow the fleet to see and light.

M.O.S. Bonus: + 10% to Computer Operation, Sensory Equipment and Radio: Basic. 3D6+6 additional S.D.C., and +1 to M.A. attribute.
M.O.S. Access to available communications equipment, radios, recording and editing equipment and facilities, surveillance equipment, and other related gear for specific operations.

Command Officer M.O.S.: This character has gone through Officer School and has been trained to assume command and direct troops. Start as a rank of 3rd or 2nd Lieutenant

M.O.S. Bonus: +15% to Diplomacy, +10% to Computer Operation and Radio: Basic. 3D6+8 additional S.D.C., and +1 to M.E. attribute.
M.O.S. Special Gear: Access to communications and computer systems, Officers' lounge, conference rooms, War room, private quarters and any standard weapons and mecha necessary for a particular mission.

Combat Specialist M.O.S.: Expert at close combat with mecha.

M.O.S. Bonus: 6D6+10 additional S.D.C., +1 attack per melee round, +1 to parry.
M.O.S. Special Gear: Access to heavy weapons as per availability for missions.

Damage Control M.O.S.: First Response personnel who fight fires, clean up chemical and radiological spills, deal with biological agents and are responsible for quick fixes of bulkheads, decks and hulls that are damaged by combat, accident and sabotage.

M.O.S. Bonus: +5% to Computer Operation and Radio: Basic, 3D6+6 additional S.D.C., and +1 to P.E. attribute.
M.O.S. Special Gear: Environmental Battle Armour, axe. Short-range radio, first-aid kit. Special gear for rescue and clean-up including ambulance and construction equipment.

Dedicated Bomber Pilot M.O.S.: Like the famous fighter pilot who flies the versatile, transforming mecha fighters as well as a host of space fighters. This pilot engages in any manner of aerospace combat operations from dog fights and boarding enemy vessels to rescue but specializes in heavy assault, surgical strikes, bombing and air support.

M.O.S. Bonus: 3D6+8 additional S.D.C., +1 on Perception Rolls, and + 1 to M.E. and P.S. attributes.
M.O.S. Special Gear: Access to flight deck, aircraft, Bombers, light and Medium spacecraft, as well as bombs, missiles, and other ordnance.

Dedicated Fighter Pilot M.O.S.: This character is the famous fighter pilot who flies the versatile, transforming mecha fighters as well as a host of space fighters. He or she may engage in any manner of aerospace combat operations from dog fights and boarding enemy vessels to rescue.

M.O.S. Bonus: 3D6+10 additional S.D.C., +1 on initiative, +1 to dodge, and +1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Access to flight deck, aircraft. Space Fighters and light spacecraft, as well as missiles and ordnance as it relates to the pilot's Fighter and specific missions.

Dedicated Reconnaissance Fighter Pilot M.O.S.: This character is the famous fighter pilot who flies the versatile, transforming mecha fighters as well as a host of space fighters. He or she may engage in any manner of aerospace combat operations from dog fights and boarding enemy vessels to rescue but specializes in reconnaissance and intelligence gathering. These pilots are skilled at recognizing enemy entrenchments, fortifications, artillery placements, camouflaged positions and troop movement and similar from the air. Of course, the beauty of the Reconnaissance Fighter is that the pilot can fly in for a closer look at low altitudes (even tree-line) or land and investigate on foot or on a Ground vehicle.

M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls, + 1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Access to flight deck, aircraft, fighters and light spacecraft, as well as missiles and ordnance as it relates to the pilot's specific missions.

Desert Division Heavy Infantry M.O.S.: Heavy infantry specializing in desert and wasteland operations. The Desert Division is known for its rough and ready reputation, brutal physical and psychological training regimen and high esprit de corps. This branch also relies heavily on conscripts and criminals, and service is seen as a way for a man to make a new start. They tend to use whatever equipment is at hand, from knives to particle rifles, from camels to infantry fighting vehicles.

M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls, + 1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Access to flight deck, aircraft, fighters and light spacecraft, as well as missiles and ordnance as it relates to the pilot's specific missions.

Engineering Officer M.O.S.: Engineering Officers arc the highly specialized engineers and technicians who design and implement current and new technology within the fleet as well as figure out Alien technology.

M.O.S. Bonuses: 3D6+6 additional S.D.C., +1 to I.Q. attribute.
M.O.S. Special Gear: Access to engineering stations and labs, construction equipment, tools and vehicles, mecha hangers, internal systems, motor pools and garages.

EVA Specialist MOS: When it comes to investigating the remains of a drifting hulk in space it is these guys first sent into investigate. Their first job is to make sure there is no immediate danger, such a explosives devise. The second part is to determine if the wreck can be salvaged. And finally it is their job to do so. In the ship yards they will completely take every piece of useful equipment before they disassemble the remains for scrap metal. Their duty sometimes is as simple as removing the damaged sections of the ships so they can make the repairs. Whether at a ship yard or in the depths of space it is one of the riskiest jobs amongst the fleet, moving about space hulks at times with nothing more than the needed tools to do the job at hand and a suit of body armor to protect them.

M.O.S. Bonus: 3D6 +10 SDC, +1 to PE, +1 to PS
M.O.S. Special Gear: Combat Body Armor, Space/Flight suit, Field Rescue and Salvage Pod. Portable tool kits including wielder and cutters for salvaging ships. Power Generator, Armored Panniers/Saddlebag and a side arm of choice.

Explosive Ordnance Disposal /Demolitions/SEAL M.O.S.: Specializes in the preparation, use and defusing of explosives and munitions in all environments.

M.O.S. Bonus: 4D6+6 to S.D.C., +1 on initiative, and +1 to P.P. attribute.
M.O.S. Special Gear: Access to explosives and SCUBA gear.

Fighter Pilot MOS: In addition to being a Mecha Ace. The character is a skilled pilot with a wide range of vehicles.

M.O.S. Bonus: 4D6+8 additional S.D.C., +1 to P.P. attribute, +1 to strike and dodge.
M.O.S. Special Gear: Access to any vehicle he can pilot as well as heavy weapons as per availability for missions.

Fleet Electronic Warfare/SEAD Pilot MOS: Most militaries realize quickly that the benefits of electronic warfare can turn the tide of war. It is this realization that the SEAD Pilots were born. It is their job to take the Electronic Warfare to the enemy, as well as being the first counter measure to the enemies electronic attacks by seeking out those who would bring it into the fleets. Fleet Electronic Warfare/SEAD Pilots are experts in electronic warfare, signals intelligence/tracking and suppression of enemy air defenses.

M.O.S. Bonus: 3D6+10 additional SDC, +2 on perception rolls, +1 to dodge, and +1 to PP and PE attributes.
M.O.S. Special Gear: Access to flight deck, aircraft, Fighters and light spacecraft, as well as missiles and ordnance as it relates to the pilot’s Fighter and specific misson.

Flight Crew Engineer M.O.S.: These crewmen are responsible for keeping everything running, from flight deck forklifts to capital ships. They work in machine shops, engine rooms and flight decks all over the fleet. They are also responsible for the maintenance of fighters as well as launch and landing operations and arming and fueling.

M.O.S. Bonuses: 3D6+10 additional S.D.C., +1 to P.E. attribute.
M.O.S. Special Gear: Access to engineering stations and labs, construction equipment, tools and vehicles, mecha hangers, internal systems, motor pools and garages.

Forest Division Light Infantry M.O.S.: The Forest Division is a highly mobile, light infantry force trained to operate in forested and back country terrain. They are an airborne division, and are commonly inserted onto their operational area via parachute or helicopter. Their primary mission is to move quickly into theater and soften up the enemy with unconventional warfare tactics, then disappear just as quickly. These missions are usually in advance of more conventional units, or as a diversion from other special forces units, and can include sabotage, prisoner extraction and hunter/killer missions.

M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls, + 1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Access to flight deck, aircraft, fighters and light spacecraft, as well as missiles and ordnance as it relates to the pilot's specific missions.

Gunnery/Ordnance Corpsman M.O.S.: Gunnery Corpsmen are responsible not only for the operation and maintenance of the big ship-to-ship guns and missile batteries, but also for all small arms, ordnance and explosives aboard ship.

M.O.S. Bonus: 4D6+6 additional S.D.C., +1 on initiative, and +1 to M.E. attribute.
M.O.S. Special Gear: Access to weapon batteries, machine shops, bomb and missile ordnance, explosives and the facilities to work on them.

Heavy Infantry/Pig Man M.O.S.: The grunt sent in to hold or take a strategic position, Lay siege, board ships, and generally engage the enemy in combat.

M.O.S. Bonuses: +10% to Pilot Mecha, and 4D6+8 additional S.D.C.
M.O.S. Special Gear: Environmental Battle Armour and heavy energy rifle.

Helmsman / Navigator M.O.S.: These officers pilot every type of vehicle from the smallest of shuttles to the largest of the capital ships in the fleet. Helmsmen are versed in fighting with these ships, combat maneuvering and space combat tactics, but are rarely if ever trained in the use of shipboard weapons. They simply put the ship where it needs to be so the Ordnance Corpsmen can put their guns on a target. They are not trained in the piloting of fighters or any air or land based mecha, they are strictly ship pilots.

M.O.S. Bonuses: 3D6+6 additional S.D.C., +1 to M.E. attribute.
M.O.S. Special Gear: Access to the bridge and navigation systems, computers, starship weaponry (as backup gunners) and related navigational systems. In short, these characters plot courses of travel and fly the ships.

High Altitude Light Infantry M.O.S.: Highly mobile light infantry trained in alpine and high-altitude combat and survival. These troopers are trained in mountaineering, climbing and rappelling, both alpine and cross-country skiing and combat in the harsh conditions found in a world’s mountain ranges. Their training doesn’t extend solely to alpine conditions, and the Mountain Division has been called in to scale buildings in ruined cities and the burned out hulks of starships, as well as joint operations with the Arctic Division.

M.O.S. Bonus: 3D6+10 additional S.D.C., +2 on Perception Rolls, +10% to the Climbing Skill, +1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Cold Weather Gear, Access to flight deck, aircraft, fighters and light spacecraft, as well as missiles and ordnance as it relates to the their specific missions.

Infantry Point Man M.O.S.: This is the soldier who takes the lead, or 'point." and scouts ahead for his squad or platoon.

M.O.S. Bonus: + 1 on Perception Rolls, 4D6+6 additional S. D.C. and +1D6 to Spd.
M.O.S. Special Gear: Light Environmental Battle Armour

Marine M.O.S.: Responsible for boarding actions and combat assaults. Largely ground troops dropped onto hostile planets and moons to seize and occupy strategic locations, pacify resistance and uprisings and generally duke it out with enemies.

M.O.S. Bonus: 5D6+10 additional S.D.C., +1 on initiative, +1 to pull punch.
M.O.S. Special Gear: Any environmental Battle Armour necessary for the mission, any Mecha necessary for the mission, and whatever special gear might be necessary for an assignment.

Marine Commando M.O.S.: Leads the way in the most dangerous boarding actions and combat assaults; deadly in close combat.

M.O.S. Bonus: 5D6+12 additional S.D.C., + 1 on initiative. +2 to pull punch.
M.O.S. Special Gear: Any environmental Battle Armour necessary for the mission, any Mecha necessary for the mission, and whatever special gear might be necessary for an assignment.

Medical Officer M.O.S.: Medical Corpsmen fill many roles including, field doctors, medics, Medical Doctors, surgeons, specialists, pediatricians and first responders on spacecraft, bases, and the field of battle.

M.O.S. Bonuses: 3D6+10 S.D.C. and +1 to M.E. attribute.
M.O.S. Special Gear: Access to medical facilities, operating rooms, laboratories, equipment, tools and vehicles and related medical and science facilities. Note: If a mecha piloting skill is known (can select any piloting skill) the Medic typically selects Mecha and the Light Environmental Power Armour for his Pilot Specialty and Elite Combat Training.

Military Crime Scene Investigator M.O.S.: Crime scene investigators (CSIs) go by many names, including evidence technician, crime scene technician, forensic investigator, crime scene analyst, criminalistics officer and more. Crime Scene Investigators are trained police officers with both scientific and law enforcement, expertise. They spend most of their time in the field, working at crime scenes. The CSI’s job is to:

The physical evidence collected by CSIs may include fingerprints, footprints, trace materials, hair and fibers and biological evidence found at the scene and on the victim’s body. M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls and + 1 to M.E. attribute.
M.O.S. Special Gear: Access to vehicles, aircraft, fighters and light spacecraft, as well as equipment and labs as it relates to specific missions.

Motor Pool Mechanic M.O.S.: Repair and maintenance of vehicles, particularly ground vehicles. May also fill the role of a driver for officers and the transportation of personnel or supplies.

M.O.S. Bonus: 4D6+4 additional S.D.C. and +1D4 to P.S.
M.O.S. Special Gear: Truck or jeep, portable tool kit, work gloves, overalls, goggles, and six extra flares.

Orbital Drop Shock Trooper M.O.S.: The Orbital Drop Shock Troopers (ODST) are a special operations capable organization that specialize in orbital-dropped shock infantry and special warfare tactics. They are dropped from space to the ground, come in quiet and identify what and where targets are based. They find launch operations, troop movements, prison camps for rescue operation and so on. They decend in powered down Mecha and on foot taking days,weeks (sometime even months at time) avoiding a fire fight, until the last minute, when they unleash hell upon the enemy. They distract the enemy from main missions or operations. They also rain down death with coordinated attacks from orbital weapons on enemy positions.

M.O.S. Bonuses: +10% to Pilot Mecha, and 4D6+8 additional S.D.C.
M.O.S. Special Gear: Environmental Battle Armour and heavy energy rifle.

Radio Corpsman M.O.S.: Specialist in radio operation and communications.

M.O.S. Bonus: 2D6+4 additional S.D.C., +1 to M.E. and +1D4 to Spd.
M.O.S. Special Gear: Long-range radio, scramblers and Light Environmental Power Armour.

Ranger/Reconnaissance M.O.S.: Specializes in reconnaissance, scouting, tracking and intelligence gathering.

M.O.S. Bonus: 5D6+8 additional S.D.C., +1 to P.E. attribute, +1 on Perception Rolls.
M.O.S. Special Gear: Any special gear that might be necessary for an assignment.

Special Forces Recon Patrol M.O.S.: Flexible, elite unit specializing in force reconnaissance. They are the eyes and ears of the Tactical Corps. Along with gathering military intelligence and forward observation for target acquisition (Deep Reconnaissance), they also takes part in many clandestine operations (Direct Action). Direct Action includes search and rescue, counter-terrorism, search and seizure of enemy military assets and military interdiction operations. Their training is extensive and grueling, and includes airborne insertions, amphibious warfare, Mecha training, helocasting, search and rescue and unconventional warfare.

M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls, + 1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Access to flight deck, aircraft, fighters and light spacecraft, as well as missiles and ordnance as it relates to the their specific missions.

Sapper M.O.S.: Expert at undermining fortifications, breaching hulls, sabotage and surgical strikes.

M.O.S. Bonus: 5D6+5 additional S.D.C., +1 on M.E. attribute. +1 on Perception Rolls, and +1 on initiative.
M.O.S. Special Gear: Access to explosives. Missiles and heavy weapons as per availability for each mission.

Science Officer M.O.S.: Science Officers may have a civilian education in their specialized field, but still receive basic military training and are commissioned according to their skill level in their respective field of study. They travel with the fleet to research and interpret any new discoveries the Expeditionary Force may make in its travels. Science Officers are usually fo4nd sequestered away in their laboratories where they are lost in their research. In the field, they are known to take foolish risks in the name of science. When not on a tour of duty, they also work in research and development facilities at rear bases. While they hold officer commissions, they rarely, if ever, command enlisted men or junior officers who are not scientists or lab assistants themselves.

M.O.S. Bonuses: 3D6+4 additional S.D.C., +2 on Perception Rolls, + 10% to any Medical skills selected as O.C.C. Related.
M.O.S. Special Gear: Access to lab and medical facilities, equipment, tools and vehicles as necessary for each mission.

Security / Military Police M.O.S.: Responsible for all internal security, counter terrorism and the enforcement of rules and military discipline aboard ship. Also responsible for crowd control and shore patrol while on base. Security Corpsmen answer to the ship's Master at Arms, who, in tum, answers to the ship's executive officer.

M.O.S. Bonuses: 3D6+4 additional S.D.C., +2 to disarm. + 1 to entangle and + 2 to pull punch.
M.O.S. Special Gear: Tactical Body Armor, riot baton (does 2D4 S.D.C. damage), riot shield (1D6 S.D.C.), short-range radio and Environmental Battle Armour as necessary.

Sniper M.O.S.: Snipers are skilled marksman who extract the best out of the long range precision available with Southern Cross rifles and carbines. These weapons specialists are intimately familiar with the techniques and equipment for precision shooting. In addition to this they have been trained in tactics for staying unnoticed in a variety of situations. Snipers are most frequently encountered in the Tactical Corps and in the various Tactical Corps Special Forces units.

M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls, + 1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Environmental Battle Armour and Sniper energy rifle.

Special Forces Demolitions Expert M.O.S.: This Division is made up of numerous specialized units of amphibious commandos, and is reminiscent of the legendary Navy Seals They perform clandestine assaults, extractions, guerilla warfare and counter-terrorism missions, and are generally inserted via boat or helicopter. Along with their amphibious commando role, they also patrol the lakes, rivers and coasts of a world and generally fulfill the roles of brown-water navy and coast guard. In this role they operate numerous patrol boats, helicopters and amphibious landing craft.

M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls, + 1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Scuba Gear, Access to flight deck, aircraft, fighters and light spacecraft, as well as missiles and ordnance as it relates to the their specific missions.

Special Forces/Espionage M.O.S.: The more deadly end of the spy game involving intelligence, interrogation, sabotage, and harassment of the enemy. Participates in covert operations of all kinds.

M.O.S. Bonuses: 5D6+6 additional S.D.C., +1 on initiative and +1 to strike.
M.O.S. Special Gear: Light Environmental Body Armour, any special gear that might be necessary for an assignment, and one weapon for each W.P.

Tactical Infantry Engineer M.O.S.: The Tactical Infantry Engineering is trained for heavy combat and special operations repair that is required in the middle of a combat. Often paired with Special Ops Units for safety reason, they are a rough and tumble unit of thrill seekers. They have strong desire for the excitement of combat and will do whatever it takes to complete a mission. Their secondary purpose is the acquisition of alien technology and equipment. They are extremely intelligent and capable engineers as well as combatants.

M.O.S Bonus: 10d6+10 additional S.D.C , +4 P.E, +3 P.P, +3 M.E
M.O.S. Special Gear: Environmental Battle Armour and heavy energy rifle Tool kits

Tropical Light Infantry M.O.S.: The Tropical Light Infantry is a highly mobile force specializing in non-conventional warfare in sub-tropical and tropical environments. They are an airborne spec-ops division specializing in counter-terrorism, sabotage, offensive raiding and intelligence gathering. Their missions often overlap with both the Forest Division and the Recon Patrol, and these three divisions often share intelligence and coordinate forces. These troopers are fearsome close quarter fighters, and are known for their lethal expertise with fists, blades and side arms.

M.O.S. Bonus: 3D6+ 10 additional S.D.C., +2 on Perception Rolls, + 1 to dodge and + 1 to P.P. and P.E. attributes.
M.O.S. Special Gear: Access to flight deck, aircraft, fighters and light spacecraft, as well as missiles and ordnance as it relates to their specific missions.

Undercover Ops M.O.S.: A Military Specialist skilled in deception, disguise and infiltration.

M.O.S. Bonuses: 4D6+6 additional S.D. C., + 1 on Perception Rolls and +2 to disarm.
M.O.S. Special Gear: Surveillance equipment, disguises, clothing, fake documents, etc., necessary for his other undercover operation.


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