E.B.S.I.S. O.C.C.'s

 The Soviet Military, like its society as a whole, is very rigid, offering little choice to the individual.  Military service is mandatory for ALL citizens age 18-21.  Non-military service is allowed but the time is extended until one is 23.  Most (90-95%) opt for the shorter of the two.  Once a citizen turns 18, the Soviet citizen goes through a series of tests, academic, physical, and mental.  These tests, along with records of their past (school, political, criminal,etc) are used by a committee made up of the heads of the different branches to choose where the citizen will be placed during their service time.  The more elite branches (Spetznaz, Armor, Space) forces get first choice of selectees followed by the other branches in an ever changing structure based off of current need, political influence and other obscure measures, typical of Soviet Bureaucracy.

Battloid Pilot

The cream of the Soviet armor corps is the Battloid Pilot (водитель робот: voditel' robot).  These highly trained and dedicated individuals are taken from the top soldiers of the conventional tank brigades and schooled in the operation and tactics of the giant war machines that dominate the modern battlefield.

Macross Era:  Soviet designed mecha are still in their infancy so a Macross Era battloid pilot is as likely to be trained on former RDF mecha as an E.B.S.I.S. battloid in the early years but the RDF/Zen. mecha become less common as the years go by.  Only a few pilot the rare VF battloids or modified Zentraedi Battlepods.(G.M. may opt to allow Pilot:Veritech/Mecha Combat Veritech (Battloid Mode Only and/or Pilot/Mecha Combat Zen. Battlepod at costs of 2 'Other' Skills ea.)

Southern Cross Era:  Only a few RDF/ Zen mecha remain in the Soviet arsenal and even most of the T-99's are gone w/ only a few dozen remaining.  The Soldier, Juggernaut, and Destroyer Battloids are the norm.

S.D.C.: Base 30
Attribute Requirements: I.Q. 9; high P.P. and P.S. is preferred, but not a prerequisite.
O.C.C. Skills:
Pilot Tank (+ 10%)
*Pilot Mecha: E.B.S.I.S. Battloids (+ 20%)
*Mecha Combat: E.B.S.I.S Battloid
Weapon Systems (+15%)
**Hand to Hand: Expert
W.P. Auto Pistol
W.P. Semi & Fully Automatic Rifle (Macross)
W.P. Energy Rifle (Southern Cross)
* Additional Mecha pilot and combat can be chosen under 'Other' skills. Limited to RDF Destroids.
** This can be upgraded to Martial Arts at the cost of one 'Other' Skill.

Other Skills: Select 14 other skills; 2 must be additional Pilot skills.
Communications: Radio skills only
Domestic: Any
Electrical: Basic Electronics only
Espionage: Detect Ambush, Detect Concealement, Land Navigation only (+5%)
Mechanical: Auto mechanics only (+5%)
Medical: First Aid only
Physical: Any
Pilot:  Ground vehicles, Mecha, boats only. (+15% land vehicles)
Pilot Related: Any (+ 20%)
Science: Mathematics; basic only
Technology: Computers skills only
W.P.: Any (Energy Weapons NOT available in Macross Era)

Standard Equipment (Macross):

One, regularly assigned Battloid, 4 sets camo uniforms, 2 field caps, helmet, binoculars, food rations (two weeks), firstaid kit, 3 signal flares, canteen, 2 gallons of water stored and cooled in the Mecha, sleeping bag, flashlight, AK series rifle, 2D4 magazines, Survival knife, web gear w/ pouches, back pack.
Heavy weapons/explosives, firearms, body armor, and optical gear are often issued upon assignment.  Energy weapons are NOT available.

Standard Equipment (Southern Cross):
Same as above except substitute Koskov 47 Pulse Rifle for AK series rifle and add E.B.S.I.S. Field Plate Armor.

Spetsnaz спецназ

Spetsnaz, the umbrella name for Soviet "Special Purpose Forces" (abbreviation for Войска специального назначения, tr. Voyska spetsialnogo naznacheniya), roughly equivalent to the RDF's Military Specialist or SC's Recon Escort Patrol.  With one of the most grueling training programs in the world, injuries (and even the occasional death), are commonplace among the trainees selected for this elite unit.  Graduates are some of the most versatile soldiers around, seemingly able to absorb pain w/o effect and survive in the most inhospitable conditions.

Depending on their specialty, the E.B.S.I.S. use these troops for sniper teams, intelligence gathering, forward observation,sabotage, hostage recovery or effectively any operation where it would require skills above and beyond a traditional soldier.*  Mecha piloting skills are available to Spetsnaz as the large, powerful vehicles are excellent for 'clearing' campaigns as well as recovery operations of enemy (iow RDF/SC/Zen) mecha. RDF Destroid/SC Battloid piloting/combat can be taken at the cost of two 'other' skills ea. 
*Note: the Infiltration Operative in 'Strike Force' is similar to a Spetsnaz soldier except they are under the Political Office (KGB) while Spetsnaz are under the military (GRU).

S.D.C.: Base 35
Attribute Requirements: I.Q. 10, P.E. 10
O.C.C. Skills:
Intelligence (+ 20%)
Detect Ambush (+10)
Detect Concealment (+10)
W.P. Auto Pistol (Macross & S.C. Era)
W.P. Semi and Fully Automatic Rifle (Macross Era)
W.P. Laser Pistol (S.C. Era)
W.P. Laser Rifle (S.C. Era)
Hand to Hand Martial Arts
Other Skills: Select 18 other skills; at least 4 must be espionage, 2 -
physical, and 2 additional W.P.
Communications: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+ 15%)
Mechanical: Auto or Aircraft Mechanics only
Medical: First Aid or Paramedic only ( + 5%)
Physical: Any (+ 10% on any skill percentages, like prowl)
Pilot: Any (Mecha as noted above)
Pilot Related: Any
Science: Mathematics basic
Technology: Any; including demolitions, + 15% on Demo
W.P.: Any (Macross era: Energy weapons at a cost of 2 'Other' skills)

Standard Equipment (Macross Era): Semi-auto handgun w/ 2 magazines,  AK series rifle rifle w/ 2D6 magazines, 4 camo uniforms, 2 camo caps, boonie cap, helmet, binoculars, flashlight, bayonet style knife, canteen,web gear w/ pouches, back pack. Mecha teams will have a regularly assigned Destroid/Battloid.

 Heavy weapons/explosives,Mecha,  firearms, body armor, various uniforms, and optical/surveillance equipment are often issued upon assignment.  Energy weapons are rarely available.

Standard Equipment (Southern Cross):
Same as above except substitute Koskov 47 for AK series rifle and add E.B.S.I.S. Field Plate Armor.

E.B.S.I.S. Military Personnel

Outside of the 'Elites', Soviet military training is across the board uniform with the primary differences being in their specific M.O.S. Skills.  The Soviet Soldier is taught what the state needs them to know and little else.

S.D.C. Base 20
Attribute Requirements: None (G.M. discretion ex. A character w/ an I.Q. of 5 will not be a pilot)
Basic O.C.C. Skills:
Hand to Hand: Basic*
W.P. Auto Pistol (Macross & SC)
W.P. Semi/Fully Automatic Rifle (Macross)
W.P. Energy Rifle (SC)
*This can be upgraded to H-H Expert at the cost of 1 'Other/MOS' Skill or Martial Arts for 2 'Other/MOS' Skills

Military Occupational Specialty (M.O.S.) Skills:

Combat M.O.S. (Infantry, Artillery, Anti-Armor, Anti-Aircraft, Artillery, Engineers)
Select 2 additional skills from the Physical category, W.P. Rifle, Sub-Machinegun, Heavy. and two 'Other' skill from Espionage/Military including Sniper and/or Technical Demolitions, Demolitions Disposal. (+10% where applicable)

Mechanized Crew M.O.S. (Armor, APC's, Motorized Infantry)
Navigation, RSI, Weapon Systems, Pilot Tank, Truck, Automobile, Motorcycle (+15%)

Air Crew M.O.S. (Jet, Propeller, Helicopter)
Navigation, Weapon Systems, Read Sensory Instruments, Pilot: Jet, Airplane, Helicopter (+15%)


Communications M.O.S.
RSI, Radio: Basic, Choice of 4 skills from Comm. category (+20%)

Electrical Engineer M.O.S.
All Electrical Skills, Basic/Advanced Math, Computer Operation (+15%)

Mechanical Engineer M.O.S.
Basic/Advanced Math, Choice of 3 from Mechanical skills (excluding Veritech) (+20%)

Medical M.O.S.
Basic Math, 2 skills from Medical (+15%) and 2 Skills from Science (excluding Atrophysics) (+10%)

Other Skills: Select 10 other skills
 Communications: Radio: Basic only
Domestic: Any
Electrical: Basic Electronics only
Espionage: Detect Ambush, Detect Concealement, Land Navigation, Wilderness Survival only (+5%)
Mechanical: Auto mechanics only (+5%)
Medical: First Aid only
Physical: Any
Pilot:  Automobile, Truck, Motorcycle, boats only. (+15% land vehicles)
Pilot Related: None
Science: Mathematics; basic only
Technology: Computers skills, photography only
W.P.: Any (Energy Weapons NOT available in Macross Era)

Basic Equipment (Macross & SC):
4 camo uniforms, 2 camo caps, boonie cap, helmet, flashlight, bayonet style knife, canteen,web gear w/ pouches, back pack, 1st Aid Kit

M.O.S. Specific Equipment: (Era appropriate)

Combat M.O.S. (Infantry, Artillery, Anti-Armor, Anti-Aircraft, Artillery)
Rifle, 2D4 magazines, body armor.  Vehicles, heavy weapons, etc. dependent on the type of unit they are part of.

Mechanized Crew M.O.S. (Armor, APC's, Motorized Infantry)
Rifle or submachine gun, 1D6 magazines, regularly assigned vehicle.  Body armor, weapons, vehicles optional.

Air Corps M.O.S. (Jet, Propeller, Helicopter)
Handgun, 1D4 Magazines. One regularly assigned aircraft. Body armor, weapons, aircraft optional.


Communications M.O.S.
Rifle, 1D4 Magazines, Field Radio pack.  Other Sensory Equipment, body armor, weapons, vehicles optional.

Electrical Engineer M.O.S.
Rifle, 1D4 Magazines.  Tool Kit.  Body armor, weapons, vehicles optional.

Mechanical Engineer M.O.S.
Rifle, 1D4 Magazines.  Tool Kit.  Body armor, weapons, vehicles optional.

Medical M.O.S.
Handgun, 1D4 Magazines. Medical Kit.  Body armor, weapons, vehicles optional.

No comments: