Special Operations Trooper

Class Description
Special operations training covers the wide gamut from commando operations, such as those undertaken by Ranger battalions in World War II, to counterinsurgency operations, such as those undertaken by American Special Forces soldiers. Special operations units tend to be held to a very high performance standard, and are generally directly under the control of higher headquarters, rather than placed at even divisional disposal. While certain special operations units have a unique focus, they are generally able to deploy to any theater to operate, and therefore have an exceptionally broad training base before beginning specialized training.

Class Requirements
IQ 10, ME 14, PS 14, PE 14

Direct Benefits
+1 to ME and PE, +20 to SDC, +1 to Initiative, +2 to Save vs. Horror Factor, +2 to Pull/Roll With Punch

OCC Skills
Language: Native 95%

Radio: Basic (+15%)

Climbing (+15%)

Swimming (+10%)

Survival (Pick two environments) (+10%)

Military Etiquette (+15%)

Detect Ambush (+10%)

Intelligence (+10%)

Trap/Mine Construction (+10%)

Trap/Mine Detection (+10%)

Land Navigation (+10%)

Camouflage (+10%)

Prowl (+10%)

Parachuting (+20%)

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

Pilot: RPA Basic (Select one model)

Body Building

General Athletics

Running

Math: Basic (+10%)

Read Sensory Equipment (+10%)

Weapon Systems (+10%)

WP Energy Rifle

WP Energy Pistol

WP Heavy

WP Knife

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

Specialized Training
Special operations units tend to have a focus of some kind - direct-assault work, counterinsurgency, seaborne operations, and so forth. As a result, all special-operations troopers have a training focus of some kind.

Commando

Hand-to-Hand: Commando

Choose two WPs

Pilot: RPA Elite (upgrade of RPA basic above)

Demolitions (+10%)

Counterinsurgency

Fortification (+20%)

Lore: Select two (+10%)

Demolitions (+10%)

Pilot: Select one (+10%)

Select one Physical skill

Naval Operations

Pilot: Small Boat (+20%)

Pilot: Submersible (+10%)

Swimming: SCUBA (+20%)

Navigation: Air/Sea (+10%)

Choose one WP

MOS Training
Some soldiers with special aptitudes may qualify for additional in-depth training in another field other than the default "infantry" field. These include scouting units, such as Marine recon units and Airborne pathfinders, units with vehicle focuses (power armor, tanks, or other vehicles as appropriate for the unit), or cross-training with other elite units (Marine recon units are frequently exposed to parachute training, for instance).

Because some of these MOSes do not logically exclude others, multiple MOS combinations are possible; however, MOSes excluded as described below cannot be combined. It is therefore possible to have a scout/sniper, or a mountain marine scout, but not a scout paratrooper mountain pilot. For multiple MOS qualifications, increase all prerequisite scores for both MOSes by two (i.e., IQ 12 becomes IQ 14).

Cross-Training

Prerequisites: IQ 12, ME 16

Excludes: Technical Specialist MOS. More than one cross-training program excludes all other MOSes

Skills as per one of the above specialist fields, all bonuses at half.

Pilot

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

Excludes: Scout MOS, Sniper MOS, Technical Specialist MOS

Pilot: Select three (+15%)

Pilot Related: Select one (+15%)

Increase Read Sensory Instruments bonus to +20%

Scout

Prerequisites: IQ 14, PP 14, PE 16

Excludes: Pilot MOS, Technical Specialist MOS

Camouflage (+15%)

Prowl (+15%)

Demolitions (+15%)

Find/Remove Traps (+15%)

Sniper

Sniper

Prerequisites: ME 16, PP 16

Excludes: Pilot MOS, Technical Specialist MOS

Camouflage (+20%)

Stalking (see Dinosaur Swamp)

Sniper

Track Humanoids (+10%)

Prowl (+20%)

Technical Specialist 

Prerequisites: IQ 14

Excludes: All other MOS training possibilities

Select an MOS as per "Technical Officer" OCC.

OCC Related Skills
Select two 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 (+10%)

Cowboy: None

Domestic: Any

Electrical: Any (+5%)

Espionage: Any (+10%)

Horsemanship: Basic only

Mechanical: Any (+5%)

Medical: Any (+10%)

Military: Any (+15%)

Physical: Any (+10% where applicable)

Pilot: Any (+10%)

Pilot Related: Any (+5%)

Rogue: Any (+5%)

Science: Any

Technical: Any (+10%)

WP: Any

Wilderness: Any (+10%)

Secondary Skills
Select two 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.