Technical Specialist

Class Description
This class covers all technically trained personnel without definite in-depth scientific or design training. Examples include military radio operators, medics, and mechanics.

Class Requirements
IQ 9

OCC Skills
Computer Operations (+20%)

Language: Native 98%

Literacy: Native (+20%)

Math: Basic (+30%)

Military Etiquette (+20%)

Radio: Basic (+10%)

Read Sensory Equipment (+10%)

Weapon Systems (+10%)

Running

WP Energy Rifle

WP Energy Pistol

Hand-to-Hand Basic (can be upgraded to Expert for one skill, Martial Arts or Assassin for two skills, or one of the specialized hand-to-hand skills for a minimum of four skills with GM approval)

Specialized Training
Technical specialists focus their training on one set of skills, usually inter-related.

Communications

Basic Electronics (+10%)

Cryptography (+10%)

Laser Communications (+15%)

Radio: Basic (+25%)

TV/Video (+15%)

Select one Communications skill (+10%)

Electrician

Advanced Mathematics (+10%)

Basic Mechanics (+15%)

Engineer (Electrical) (+15%)

Computer Operation (+20%)

Computer Programming (+15%)

Computer Repair (+15%)

Select one Communications or Electronics skill (+10%)

Mechanic

Armorer (Vehicle) (+15%)

Automotive Mechanics (+20%)

Basic Electronics (+15%)

Engineer (Mechanical) (+20%)

Locksmith (+10%)

Select one Electronics, Mechanical, or Engineer (x) skill (+10%)

Medic

Field Surgery (+15%)

Medical Doctor (+5%)

Paramedic (+15%)

Science (Biology) +10%)

Select two Medical or Science (x) skills (+10%)

Robotics Specialist

Armorer (Vehicle) (+10%)

Computer Operation (+10%)

Computer Programming (+15%)

Electronics (Robot) (+15%)

Pilot: Robots &amp; Power Armor (+10%)

Mechanics (Robot) (+15%)

Select two Electrical, Mechanical, or Engineer (x) skills (+10%)

Technician

Basic Electronics (+10%)

Basic Mechanics (+10%)

Basic Repair &amp; Maintenance (+15%)

Research (+10%)

Select four Technical or Science skills (+15%)

Weapon Specialist

Advanced Mathematics (+15%)

Demolitions (+10%)

Demolitions Disposal (+10%)

Select four skills from Weapon Proficiencies, Sniper, and Hand-to-Hand skills.

Additional Training
Some soldiers with special aptitudes may qualify for additional in-depth training in another field other than their first training area. These additional training areas may require significantly higher attributes.

Combat Correspondent

Prerequisites: IQ 12, MA 12

Excludes: Any other additional training

Literacy (+15%)

Performance (+20%)

Photography (+15%)

TV/Video (+20%)

Writing (+10%)

Ordnance Technician

Prerequisites: IQ 12, ME 14, PP 14

Excludes: Any other additional training

Demolitions (+20%)

Demolitions Disposal (+20%)

Demolitions (Underwater) (+10%)

Improvised Explosives (SPECIAL - 40%+4%/level, see Coalition War Campaign, P. 74)

Trap Construction (+10%)

Trap/Mine Detection (+10%)

Special Weapons Technician

Prerequisites: IQ 12, ME 12, else as per class

Excludes: Any other additional training

Science (Biology) (+10%)

Science (Physics) (+10%)

Science (Chemistry) (+10%)

Engineering (Chemical) (+15%)

Nuclear, Biological, and Chemical Warfare (+20%)

Pathology (+20%)

Cross-Training

Prerequisites: IQ 14

Select an additional MOS as per "Technical Officer" OCC, at half bonuses, rounding to nearest 5% increment (+10% becomes +5%, +15% and +20% become +10%, et cetera).

OCC Related Skills
Select three from the following list at Level 1, and an additional skill at Levels 2, 5, 8, 11, and 14. All new skills start at Level 1.

Communications: Any (+5%)

Cowboy: None

Domestic: Any

Electrical: Basic Electronics only unless MOS

Espionage: Any (+10%)

Horsemanship: Basic only

Mechanical: Basic and Automotive only unless MOS (+5%)

Medical: First Aid and Paramedic only (+10%)

Military: Any (+5%)

Physical: Any except Acrobatics and Wrestling

Pilot: Any (+5%)

Pilot Related: Any

Rogue: Any

Science: Math only unless MOS (+10%)

Technical: Any (+10%)

WP: Any

Wilderness: None

Secondary Skills
Select four skills from the Secondary Skills list in Rifts: Ultimate Edition, plus an additional skill at Levels 3, 6, and 9. These skills receive no bonus except IQ if applicable.

Standard Equipment
One energy rifle, one energy pistol, one suit body armor as appropriate for nation and service category, six long E-clips for each weapon, two fragmentation grenades, two smoke grenades, vibro-knife, utility belt, chemical warfare equipment (mask, suit for non-body armor situations), dress uniform, field uniform, two canteens, load-bearing harness, rucksack, basic toolkit, multi-tool, specialized toolkit related to MOS (GM's discretion), and additional weapon of choice.

Authorized Upon Assignment
Any weapons and ammunition, vehicle types, or surveillance equipment as dictated by mission requirements. May request items directly, or may be issued them.