<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stats, Attributes, &amp; Saves</div><div class="spoiler_body"><div class="floatright">(http://fc01.deviantart.net/fs71/f/2010/217/6/e/PN03_Vanessa__s_Pencils_by_SHADOBOXXER.jpg)</div>Name: "Major" Alexia "Alex" Maria Esper<br/>OCC: CS Special Forces<br/>Level: 1<br/>Experience: 0/2120<br/><br/>Age: 36<br/>Gender: Female<br/>Height: 1.89m<br/>Weight: 100kg<br/>Race: Human<br/>Native Language: American<br/>Place of Origin: CS Lone Star<br/>Alignment: Scrupulous<br/>Disposition: Matronly<br/>Environment Growing Up: Coalition Main Cities, 'Patriots' Galore<br/>Family Origin: Coalition Elites<br/>Sentiments towards Coalition: Misguided Brainwashing Genocidal Bigots<br/>Sentiments toward Non-Humans: Learning to be Accepting, Still distrustful of Magic<br/><br/>Appearance: Standing at an impressive 1.89m and weighing 100 kilograms (though for her size nobody is really sure on the outset why she's so heavy), the dark-skinned, dark-haired woman is an impressive physical specimen.  Toned and athletic without being terribly bulky, the woman's appearance certainly screams 'old soldier', with her hair cut short and the veritable look of eagles in her eyes, how the woman doesn't seem to have a scar on her body seems to be a veritable - but blessed - miracle.  At least, not a physical scar, but sometimes when you look into her grey eyes... only sometimes...<br/><br/>Character Concept/Background: Born in the heart of the CS, and from a reasonably prominent family, Alexia's path in life was practically set in stone from teh get-go.  Once old enough, she became a "Dead Boy" enlisted, but was quickly tracked to officer status, intending to go the route of the CS Commandos.  However, much to the chagrin of her family, she went to the MORE elite, but less prestigious, Special Forces route, excelling in all the training involved.  Why less prestigious, for by far the best of the best of the best, capable of being sent on long-term solo missions behind enemy lines without support or means of contact, and a success-rate so high the thought of one of them failing was alien and foreign?  Well, the Special Forces and the Scouts both often had to interact with D-Bees; fraternization with the enemy was common, despite the overwhelming loyalty of the Special Forces and to a lesser degree the Scouts.<br/><br/>Even so, Alexia continued to serve and fight for her leader, wearing her "Dead Boy" armor proud, and the SAMAS Special Forces "Striker" too.  That is, until one mission where she was sent out with a single other SF operative, tasked with tracking down a guerrilla hideout in nearby mountains, and then subsequently eliminating them.  SAMAS Strikers deployed, for fast mobility, and it didn't take long to track down the encampment, or dispatch the nearby guards.  However, it wasn't a 'guerrilla encampment' at all, but rather a small, hidden village of displaced D-Bees... mostly women, children, and the elderly after they'd eliminated the guards.  Though she at first raised her gun to fire... the terrified tentacle-headed woman in her sights looked her right in the eyes, as if staring through her Dead Boy helmet right into her own grey orbs... and then... she just couldn't do it.  She couldn't pull the trigger... though her fellow operator could, and when a railgun round misted the tentacled-woman's body all over the front of Alexia's armor, that's when something clicked inside of her.  An instant later her fellow operator, brother, soldier... was on the ground from the very martial arts both had practiced together, and once he was on teh ground her own railgun tore through the power armor chasis he wore, not stopping until the armor itself was indistinguishable inside the crater that she had newly created. <br/><br/>Her act of horrendous treason done, and the remaining D-Bees fleeing now, Alexia took to the sky and maxed her thrusters out in the direction of the nearest non-CS border state, heading for the New West.  Soon she found herself losing most of her CS gear, keeping her SAMAS of course but going to great lengths to modify it, make it look less like the monstrosity it was in favor of a more... neutral image.  Sure, a CS could likely recognize it, but after what just happened, with her now MIA or presumed KIA, she figured that she'd be in the sights of the CS now, and that if they recognized her it'd be moments before she put hyperdense metals through their Dead Boys.  Keeping her SAMAS in a hovercraft or some other vehicle of similar nature when she wasn't using it, she took the path of the Mercenary there in the West and other nearby locations, occasionally having encounters with the CS but... well, she made sure there were no reports made, using her own training against the footsoldiers of her old nation.<br/><br/>Her opinions of D-Bees certainly changed - hell, she'd even befriended and slept with a few - though sometimes old habits die hard, and magic still made her feel... edgy... but with her new mercenary band hailing a number of mages, and even a bloody young dragon even, whose to say she wouldn't get used to that too?  Not that she'd told them of her past yet, or let them see her SAMAS, modified as it may be...<br/><br/>(Baseline: 24,30,20,14,22,14,12,12)<br/><br/>IQ: 24 (+10% All Skills)<br/>ME: 30 (+8 vs Psionic Attack, +13 vs Insanity)<br/>MA: 20 (60% Trust/Intimidate)<br/>PS: 22 (+7 HtH Damage)<br/>PP: 24 (+5 Strike/Dodge/Parry)<br/>PE: 22 (+14% vs Coma/Death, +4 vs Magic/Poison)<br/>PB: 12<br/>SP: 24 (26.2kmph)<br/><br/>HPS: 28 + 1d6<br/>SDC: 112<br/>ISP: N/A<br/>PPE: 6<br/><br/>Saves<br/>vs Coma/Death: +14%<br/>vs Horror Factor: +3<br/>vs Insanity: +13<br/>vs Magic: +4<br/>vs Poison: +4<br/>vs Psionic Attack: +8 (Save 15+)<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body"><strong>OCC Skills</strong><br/>Boxing<br/>Climbing: 85% + 5%<br/>--Rappelling: 75% + 5%<br/>Electronic Countermeasures: 50% + 5%<br/>Hand-to-Hand: Commando<br/>Intelligence: 52% + 4%<br/>Land Navigation: 56% + 4%<br/>Language: American: 99% + 1%<br/>Language: Spanish: 80% + 3%<br/>Literacy: American: 65% + 5%<br/>Literacy: Spanish: 55% + 5%<br/>Lore: Demons &amp; Monster: 45% + 5%<br/>Mathematics: Basic: 75% + 5%<br/>Pilot: Robot Combat: Elite: SAMAS<br/>--Pilot: Robot Combat: Basic<br/>Pilot: Robots &amp; Power Armor: 76% + 3%<br/>Pilot: Hovercycles, Skycycles, &amp; Rocketbikes: 90% + 3%<br/>Prowl: 60% + 5%<br/>Radio: Basic: 70% + 5%<br/>Running<br/>Streetwise: 46% + 4%<br/>W.P.: Energy Pistol<br/>W.P.: Energy Rifle<br/>W.P.: Heavy Mega-Damage Weapons<br/>W.P.: Knife<br/>W.P.: Paired Weapons<br/>Wilderness Survival: 55% + 5%<br/><br/><strong>OCC Related Skills</strong><br/>Detect Ambush: 55% + 5%<br/>Detect Concealment: 50% + 5%<br/>Field Armorer &amp; Munitions Expert: 65% + 5%<br/>-Mechanics: Basic: 55% + 5%<br/>Jury-Rig: 55% + 5%<br/>Paramedic: 60% + 5%<br/>Track: People &amp; Robots, &amp; Etc: 50% + 5%<br/><br/><strong>Secondary Skills</strong><br/>Acrobatics<br/>--Back Flip: 70% + 5%<br/>--Climb Rope: 90% + 2%<br/>--Sense of Balance: 70% + 5%<br/>--Tightrope &amp; Highwire: 70% + 3%<br/>Electronics: Basic: 40% + 5%<br/>Gymnastics<br/>--Back Flip: 80% + 2%<br/>--Jump Horizontal: 2.1m + 0.6m<br/>--Jump Vertical: 1.8m + 0.6m<br/>--Parallel Bars &amp; Rings: 70% + 3%<br/>Wrestling<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat Values, Attacks, &amp; Abilities</div><div class="spoiler_body"><strong>Combat Values</strong><br/>Attacks Per Melee: 6<br/>Dodge: +9<br/>Initiative: 4<br/>Parry: +8<br/>Parry: Knives: +1 (+8)<br/>Roll with Impact: +8<br/>Strike: +5<br/>Strike: Knives: Throw: +1 (+6)<br/>Strike: Pull Punch: +4 (+9)<br/>Strike: Ranged: +1<br/>Strike: Ranged: E.Pistols: +1 (+2)<br/><br/><strong>Combat Modified Values</strong><br/>Attacks Per Melee: SAMAS: +1 (7)<br/>Dodge: SAMAS: Flying: +6 (+15)<br/>Dodge: SAMAS: Ground: +3 (+12)<br/>Initiative: SAMAS: +2 (+6)<br/>Parry: SAMAS: +3 (+11)<br/>Roll with Impact: SAMAS: +4 (+12)<br/>Strike: Disarm: SAMAS: +2 (+10)<br/>Strike: Ranged: E.Pistols: SAMAS: (+5)<br/>Strike: Pull Punch: SAMAS: +3 (+15)<br/>Strike: Ranged: SAMAS: +3 (+4)<br/>Strike: SAMAS: +3 (+8)<br/><br/><strong>Assorted Attacks and Abilities</strong><br/>Auto-Knockout: Nat 20, 1d6 Melees<br/>Auto-Pin/Incapacitate: Nat 18-20<br/>Body Block/Tackle: 1d4+7 SD<br/>Body Flip/Throw: 1d6+7 SD<br/>Crush/Squeeze: 1d4+7 SD<br/>Kick: 2d4+7 SD<br/>No Fear of Heights<br/>Power Kick: 4d4+14 SD, 2 Melees<br/>Power Punch: 2d4+14 SD<br/>Punch: 1d4+7 SD<br/><br/><strong>Assorted Modified Attacks and Abilities</strong><br/>Body Block/Tackle: SAMAS: 2d6 MD<br/>Body Flip/Throw: SAMAS: 2d6 MD<br/>Kick: SAMAS: 3d8 MD<br/>Power Kick: SAMAS: 6d8 MD, 2 Melees <br/>Power Punch: SAMAS: 4d6 MD, 2 Melees<br/>Pulled Punch: SAMAS: 1d4 MD<br/>Punch: SAMAS: 2d6 MD<br/>Running Ram: SAMAS: 4d6 MD<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cybernetics &amp; Bionics</div><div class="spoiler_body"><strong>Cybernetics &amp; Bionics</strong><br/>Amplified Hearing &amp; Sound Filtration System<br/>Effect: Softer than Whisper (1db) at 22.9m, Whisper (10db) at 45.8m, Conversation (30db) at 110m, Heavy Traffic (70db) or Higher at 152.4m to 305m, w/ Safety Damper<br/>--Hearing and Pinpointing Exactly: 45% + 5%<br/>Bonus: +1 Parry, +2 Dodge, +3 Initiative<br/><br/>Multi-Optic Eyes<br/>Effect: Telescopic 4x-30x Magnification at 1829m Range, Macro 2x to 8x Magnification at 0.9m Range, Nightvision at 610m Range, Thermal-Imaging at 610m Range, Light Filters, Targeting Display (+1 Ranged Strike)<br/><br/>Oxygen Storage Cell &amp; Toxic Filter<br/>Effect: + 30 minutes of Oxygen w/ 1 hour Recharge, Immunity to Tear Gas, Smoke, Chemical Fumes, 80% Success vs Nerve and Poison Gases<br/><br/>Reinforced MDC Metal Skeleton (Complete)<br/>Effect: Unbreakable Skeleton, Parry SD and Light MD Blades, +25 SDC<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Weapons</div><div class="spoiler_body"><strong>Weapons</strong><br/>CP-30 Laser Pulse Pistol<br/>Weight: 1.8kg<br/>Damage: 2d4 MD or 4d6 MD Pulse<br/>Rate of Fire: Standard<br/>Range: 183m<br/>Payload: 30 Shots (10 Pulses) w/ 4 L.E-Clip Reloads<br/>Special: Laser Targeting (+1 Aimed Strike)<br/><br/>CP-50 “Dragonfire” Pulse Laser Rifle<br/>Weight: 4.5kg<br/>Damage: 2d6 MD or 6d6 MD Pulse<br/>--Damage: 6d6 MD in 3.6m (Micro-Fusion)<br/>Rate of Fire: Standard<br/>Range: 610m<br/>--Range: 365m<br/>Payload: 30 Shots (10 Pulses) w/ 4 L.E-Clip Reloads<br/>--Payload: 12 Rounds w/ 48 Micro-Fusion Grenade Reloads<br/>Special: NV Scope, Laser Targeting (+1 Aimed Strike)<br/><br/>C-29 “Hellfire” Heavy Plasma Cannon<br/>Weight: 5.4kg<br/>Damage: 1d6x10 MD<br/>Rate of Fire: Standard<br/>Range: 423m<br/>Payload: 8 Shots w/ 4 Energy Canister Reloads<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Armour</div><div class="spoiler_body"><strong>Armour</strong><br/>T-11 Enhanced Body Armor (Modified, EBA)<br/>M.D.C. By Location:<br/>Helmet: 60<br/>Main Body: 100<br/>Arms: 65 Each<br/>Legs: 80 Each<br/>Weight: 18kg<br/>Mobility: -5% to Prowl, Gymnastics, Acrobatics, &amp; Etc.<br/>Exoskeleton: +6 P.S., +10 Spd, +3m Jump, +10% Climb, &amp; 50% Fatigue<br/>Special Equipment: Natural Optics &amp; HUD, Computer/Video Link, Laser Targeting (+1 Aimed Strike) Multi-Purpose Computer<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body"><strong>Equipment</strong><br/>Pack of Cigarettes (19 Left)<br/>Climbing Kit<br/>Commando Survival Knife (2d4 SD &amp; Saw Wood)<br/>Credits: 3000<br/>CS Hand Grenades (4d6 MD in 1.8m, H.HE) x4<br/>CS Special Forces Dress Uniform<br/>CS Vibro-Knife (1d6 MD) x2<br/>Duct Tape<br/>Gas Mask &amp; Air Filter<br/>Hand-Held Flare x2<br/>IRMSS Internal Robot Medical Surgeon System (4 Uses)<br/>Marker Pens<br/>MDC Canteen<br/>MDC Communicator<br/>MDC Flashlight<br/>MDC Zippo Lighter<br/>Mechanical Pencils<br/>Mercenary Outfit<br/>Military Ammo Belt<br/>Military Back Pack<br/>Military Utility Belt<br/>Military Medic Assault Pack<br/>Notebooks<br/>PDD<br/>Portable Robotics Toolkit<br/>Portable Toolkit<br/>RMK Robot Medical Kit<br/>Smoke Grenades (6-12m) x2<br/>Survival Kit<br/></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Robots and Vehicles</div><div class="spoiler_body"><strong>Robots and Vehicles</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Special Forces "Striker" SAMAS Power Armor</div><div class="spoiler_body">Special Forces "Striker" SAMAS <br/>Power Armor<br/>Model Type: PA-08A<br/>Class: Strategic Armor Military Assault Suit<br/>Crew: One<br/>M.D.C. by Location:<br/>* Shoulder Wings (2) — 80 each<br/>* Wing Mini-Missile Launchers (6 total) — 8 each<br/>* Chest Mini-Missile Launchers (6 total) — 8 each<br/>* Forearms with Missile Launchers (2) — 80 each<br/>Upper Arms (2) — 70 each<br/>* Hands (2) — 25 each<br/>Legs (2)—130each<br/>Main Rear Jets (2) — 60 each<br/>Lower Maneuvering Jets (3) — 30 each<br/>Intake Jets (2; top) — 50 each<br/>* Ammo Drum (rear) — 35<br/>* Rail Gun — 50<br/>** Head — 90<br/>*** Main Body — 325<br/>* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.<br/>** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must then rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! The head is a small and difficult target to hit, shielded by the air intake tubes and weapon drum. Thus, it can only be hit when a character makes a "called shot" and even then the attacker is -3 to strike<br/>*** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Note: Destroying a wing will make flight impossible. However, even with no wing(s), the SAMAS can make jet powered leaps and hover stationary above the ground.<br/><br/>Speed<br/>Running: 112.6 km, 10% Fatigue<br/>Leaping: 6 m Jump, 30.5 m Vertical &amp; 61 m Horizontal w/ Thrusters<br/>Flying: Max 528 kmph, Cruisiing 240 kmph, Max Altitude 1829 m, Optimum Altitude 1200 m.<br/>Flying Range: 10 hours Max, 24 hours Cruising, Indefinitely with Rests per Couple Hours<br/>Underwater Capabilities: Swim 6.4 kmph/3.4 knots, Walk 25% Running, Surface 80 km/42.5 knots, Underwater 64 km/34 knots, Max Ocean Depth 610 m<br/><br/>Statistical Data<br/>Height: 2.4 m Head, 3.25 m Shoulders<br/>Width: 1.06 m Wings Down, 3.6 m Wings Up<br/>Length: 1.4 m<br/>Weight: 270 kg Unarmed<br/>Physical Strength: Robot P.S. 36<br/>Cargo: None<br/>Power System: Nuclear, 20 Years<br/>Special: None have yet fallen into the hands of the Black Market.<br/><br/>Weapon Systems<br/>1. C-40R SAMAS Rail Gun<br/>Primary Purpose: Assault<br/>Secondary Purpose: Defense<br/>Weight: Gun: 41.4 kg, One SAMAS Ammo-Drum: 85.5 kg.<br/>Mega-Damage: 1d4 MD, 1d4x10 MD Burst (40 Rounds)<br/>Rate of Fire: Standard<br/>Maximum Effective Range: 1200 m<br/>Payload: 3000 round drum, 75 bursts. A second dram can be hooked to the undercarriage of the rocket jets, but first the used cjram must be manually removed by another SAMAS or character with a strength of 26 or higher before it can be replaced with the new one. Reloading a drum will take about five minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor.<br/><br/>2. Striker-6 Mini-Missile Wing Launchers<br/>Primary Purpose: Anti-Aircraft and Anti-Missile.<br/>Secondary Purpose: Defense<br/>Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x1O M.D.) or plasma (1D6x1O). Fragmentation will be used for anti-personnel operations.<br/>Mega-Damage: 1d6x10 MD in 1.5m (Plasma)<br/>Range: 1.6km<br/>Rate of Fire: One at a time or in volleys of two, four or six.<br/>Payload: Six total; three per wing.<br/><br/>3. Striker-6 Mini-Missile Chest Launchers<br/>Primary Purpose: Anti-Aircraft<br/>Secondary Purpose: Defense<br/>Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x1O M.D.) or plasma (1D6x1O). Fragmentation will be used for anti-personnel operations.<br/>Mega-Damage: 1d6x10 MD in 1.5m (Plasma)<br/>Range: 1.6km<br/>Rate of Fire: One at a time or in volleys of two, three or six.<br/>Payload: Six total.<br/><br/>4. Striker-8 Forearm Mini-Missile System<br/>Primary Purpose: Anti-Aircraft<br/>Secondary Purpose: Defense<br/>Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x1O M.D.) or plasma (1D6x1O). Fragmentation will be used for anti-personnel operations.<br/>Mega-Damage: 1d6x10 MD in 1.5m (Plasma)<br/>Range: 1.6km<br/>Rate of Fire: One at a time or in volleys of two, four or six.<br/>Payload: 16 total; eight per arm.<br/><br/>5. The "Striker" is also small enough that it can use any of the standard infantry weapons from pistols and vibro-blades to rifles, same as the "Death's Head" SAMAS.<br/><br/>6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat.<br/><br/>7. Sensor System Note: The SAMAS has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor. Sensor Bonuses: The SAMAS gets a bonus of +1 on initiative, +1 to strike and +1 to dodge in addition to the power armor targeting computer bonus and Basic or Elite Power Armor Combat Training bonuses.<br/></div></div></div></div><hr/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">CS Special Forces OCC</div><div class="spoiler_body"><strong>CS Special Forces OCC</strong><br/>O.C.C. Bonus: Add one attack/action per melee round, +24 to SDC, +1d4 PS and PE, +2 Roll with Impact, Punch, or Fall, +4 to Pull Punch, +1 on Initiative at 1,2,3,4,5,10, and 15, +1 to Save vs Horror Factor at 1,2,4,5,7,8,10,11,13, and 14<br/><br/>Attribute Requirements: I.Q. 10, M.E. 10, P.S. 12, P.P. 14, P.E. 12 or higher.<br/>O.C.C. Skills:<br/>Math: Basic (+20%)<br/>Radio: Basic (+15%)<br/>Radio: Scrambler (+10%)<br/>Language: American at 98% and one of Choice (+20%)<br/>Land Navigation (+10%)<br/>Intelligence (+10%)<br/>Streetwise (+16%)<br/>Lore: Demon/Monster (+10%)<br/>Pilot: One of choice (+10%)<br/>Pilot: Robots &amp; Power Armor (+10%)<br/>Pilot: Robot Combat Elite: Special Forces SAMAS<br/>Wilderness Survival (+15%)<br/>Climbing (+15%)<br/>Prowl (+15%)<br/>Running<br/>Boxing<br/>W.P. Energy Pistol<br/>W.P. Energy Rifle<br/>W.P.: Two of Choice<br/>Hand to Hand: Commando; this skill cannot be changed. <br/><br/>O.C.C. Related Skills: Select four skills from one of the following areas of special training: Communications, Espionage, Mechanical, Military, Piloting, Rogue, Weapon Proficiencies, or Wilderness —all of these special MOS skills get a +15% skill bonus. Two other skills can also be selected from any of the available categories at levels one, four, eight and twelve.<br/>Communications: Any (+10%)<br/>Domestic: Any<br/>Electrical: Any (+5%)<br/>Espionage: Any (+15%)<br/>Mechanical: Any (+5%)<br/>Medical: Any (+10%)<br/>Military: Any (+15%)<br/>Physical: Any<br/>Pilot: Any (+10%)<br/>Pilot Related: Any (+5%)<br/>Rogue: Any (+4%)<br/>Science: Any<br/>Technical: Any (+10%; +15% to Literacy and Language skills)<br/>W.P.: Any<br/>Wilderness: Any (+5%)<br/><br/>Secondary Skills: The character gets four secondary skills at level one, and two additional skills at levels three, seven, eleven and fifteen from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.<br/><br/>Standard Equipment: Special Forces "Dead Boy" body armor, choice of energy rifle and energy sidearm, four extra E-clips for each, four explosive grenades, two smoke grenades, two flares, vibro-knife, survival knife, RMK robot medical kit, IRMSS Internal Robot Medical Surgeon System, utility belt, air filter &amp; gas mask, uniform, dress uniform, canteen, and an additional non-energy weapon of choice (typically S.D.C. automatic weapon, or bow and arrow). Conventional military vehicle of choice (motorcycle, jeep, hovercycle, etc.) for daily use.<br/><br/>Equipment Available Upon Assignment: Any type of body armor, explosives if demolitions is a known skill and necessary for the mission, any type of weapon, extra ammunition, optical enhancements, camera or surveillance equipment, sensory equipment and food rations for weeks. Non-regulation weapons, armor, equipment and vehicles may also be issued to Special Forces operatives, mainly for the purpose of disguise and infiltration. In addition, the character has access to military facilities. Most Special Forces operatives have mid to high level security clearance, with the highest clearance for top ranked and trusted officers.<br/><br/>Vehicles can include a simple hovercycle, car, conventional military vehicles, or jet pack to Special Forces SAMAS, lAR-Hellraiser, Spider-Skull Walker, tanks, APC and so on. The exact type of equipment will depend on the mission, the commanding officer and availability of items at base.<br/><br/>Money: The character gets a roof over his head, food, clothing, and all other basics provided free as part of his pay, as well as access to military facilities. His monthly salary starts at 1900 credits, plus combat pay. Starts off with 1D6xlOOO credits. All Special Forces troops begin at the rank of either corporal or sergeant depending upon their performance during training.<br/><br/>Cybernetics: Typically starts with clock calendar, gyro-compass, radar detector, oxygen storage cell (lung implant), and either a multi-optic eye or type AA-1 cyber-disguise. Additional cyber-systems may be awarded for exemplary service, heroics and special missions. Many (50%) Special Forces eventually acquire 1D4 additional implants, some (20%) have systems equal to the Headhunter.<br/></div></div>