Basic Infantryman (Grunt)

Class Description
This class covers any non-specialist military class, including basic infantrymen, tankers, military police, and so forth.

Class Requirements
A pulse.

OCC Skills
Language: Native (+15%)

Radio: Basic (+10%)

Climbing (+10%)

Military Etiquette (+10%)

Body Building

General Athletics

Running

Read Sensory Equipment (+10%)

Weapon Systems (+10%)

WP Energy Rifle

WP Energy Pistol

WP Heavy

WP Select One

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

OCC Related Skills
Select eight 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

Cowboy: None

Domestic: Any

Electrical: Basic Electronics only

Espionage: Detect Ambush, Detect Concealment, and Sniper only (+10% where applicable)

Horsemanship: Basic only

Mechanical: Basic and Automotive only

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

Military: Any (+10%)

Physical: Any

Pilot: Any (+5%)

Pilot Related: Any

Rogue: Any

Science: Math only

Technical: Any (+10%)

WP: Any

Wilderness: Any (+10%)

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, 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.