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====Military Specialty Occupation (MSO) Training==== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> After cloning, physical & mental and basic training process the character is assigned an MOS that he or she is most qualified for. There are two branchs within the UTRPF served by Synners - The Navy and Marines. Characters for this game are all in the Marines. </br> Note of course that no one in the UTRPF service is a simply a riflemen or just a scout, everyone gets some extra training in what ever field is needed. </br> These include memembers for the MOS breakdowns by a standard 10 'synner' squad.</br> '''Electronic/Communications Specialist''': There is one Elect/Comm secialist per squard.</br> ''Min Requirements'': Smarts d6+; Electronics d4+, Repair d4+. Shooting d6+</br> ''Bonues'': any one Combat Edge and either Mr. Fix It, Soldier or Thief Edge (ignore requirements) plus +4 skill points in Elecronics, Hacking, Repair and Thievery </br> '''Heavy Weapons Specialist''': There is one Heavy Weapon specialists per squad</br> ''Min Requirements'': Strength d10+, Vigor d10+; Notice d6+, Repair d4+, Shooting d6+</br> ''Bonues'': any one Combat Edge and either the Rock-And-Roll or Soldier Edge (ignore requirement), plus +4 skill points in Battle, Notice, Repair and Shooting </br> '''Medic Specialist''': Generally a very popular member of every squad. There is one Medic service each squad.</br> ''Min Requirements'': Smarts d6+, Spirits d6+; Healing d6+ </br> ''Bonues'': any one Combat Edge and either Healer or Soldier Edge (ignore requirements) plus add +4 skill points in Healing, Shooting and Stealth. </br> '''NCO''': Those clones that some an aptitude towards command abilities gain special training in command and small unit taction. They gain the rank of at least a Lance Corporal and lead UTRPF squads in the field. There are two NCO in each squad, ome Lance Corporal and one Sergeant. in a full squad.</br> ''Min Requirements'': Smarts d6+, Spirits d6+; Battle d4+, Intimidate d4+, Persuasion d6+, Shooting d6+</br> ''Bonues'': any one Combat Edge and the Command Edge or any other Leadership edge (if you already have Command; ignore requirements) plus +4 skills in Battle, Intimidate and Persuasion. </br> '''Riflemen/Combat Engineering Specialist''': Riflemen are also gain training in the use of explosives are equiped with such items. They are a sort of Jack of all Trades in the squad, doing a little bit of everything to help flesh out the weak spots within their unit. There are four Riflemen per squad.</br> ''Min Requirements'': Smarts d6+; Fighting d4+, Repair d4+, Shooting d6+</br> ''Bonues'': any one Combat Edge and either Jack-Of-All-Trades, McGyver or Soldier edge (ignore requirements) plus add +4 skill points Battle, Fighting, Notice, Repair, Stealth and Survival </br> '''Scout/Sniper Specialist''': There is one Scout per squad.</br> ''Min Requirements'': Agility d8+, Smarts d6+; Notice d6+, Shooting d6+, Stealth d6+</br> ''Bonues'': any one Combat Edge and either Soldier or Woodsmen Edge (ignore requirements) plus add +4 skill points in Notice, Shooting, Stealth and Survial.</br> '''''Optional''''' </br> '''Psionic Specialist''': These rare individuals can be assigned to a standard UTRPF squad at the Officer choice. Most are distrusted and are a bit sickly as it where but they can be invaluable with their strange powers. They are always made warrent officers and as such are outside the normal chain of command but still answer to a Human Officer in the end.</br> ''Min Requirements'': Smarts d6+, Spirits d6+; Arcane Background (Psionics); Psionics d6+</br> ''Bonues'': any Combat or Power Edge or +1 step to your Smarts (pick two) plus +4 in Notice, Occult, Psionics and Persuasion</br>
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