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REF Bio-Maintanence Engineer

A new breed of mechanic is the Bio-Maintenance Engineer, an expert in mecha and protoculture devices. It is the duty of the BME to service, repair, modify, and maintain mecha in perfect working order. The BME has an in-depth knowledge of protoculture and can adapt the Invid and Zentraedi power cells for REF use. He or she can also recharge energy clips for weapons, repair conventional vehicles and may have a number of other electrical or mechanical skills.
Although the character can fix and maintain mecha with astounding skill, mecha piloting is not part of their initial training. Veritech mecha, such as the Cyclone (save the Samson), Hover Tank, and Veritech Fighter, can all be piloted in their vehicle mode if the BME has the proper skill for that vehicle (pilot motorcycle skill for a cyclone in motorcycle mode, and pilot jet for Veritechs in jet mode). No mecha skills are initially available, not even Basic training. This is not an oversight on the part of the REF but instead a means of protecting their own security.
It was feared that the knowledge of mecha mechanics and protoculture combined with the ability to pilot Robotech mecha could make the BME a security threat. A disgruntled BME soldier or spy could, theoretically, have easy access to mecha, steal one, and sell the mecha and his services either on the Black Market or to a rival nation. To help curb this the REF initially decided to prohibit the BME from learning mecha piloting skills. Due to circumstances on Rifts Earth, however, the REF has chosen to allow high-level (8th level and higher) to learn mecha piloting skills.

In addition to the O.C.C. skills listed, with bonuses in parentheses, the player can select additional skills as listed below.

O.C.C. Skills:

*Hand to Hand Basic can be upgraded to Expert at the cost of one "other" skill.

O.C.C. Related Skills: Select 16 skills from the list below, but two must be from mechanical. Plus select two skills at level three and one at levels eight and eleven. All new skills start at level one proficiency. Communications: Any
Domestic: Any
Electronics: Any (+5%)
Espionage: None
Mechanical: Any (+15%)
Medical: First Aid or Paramedic only, but the latter counts as two skills.
Military: Any
Physical: Any
Pilot: Any except Mecha (Pilot Cyclone can be selected, but is only proficient in piloting the Samson Cyclone) and Mecha Combat (until 8th level) (+10% on ground vehicles, +5% on aircraft)
Pilot Related: Any
Science: Math only
Technical: Any
Rogue: None
W.P.: Any except Cyclone Weapon Systems
Wilderness: None

Standard Equipment: Choice of an R.D.F. AAT-30 Armored Assault Transport, R.D.F. Land Rover, or other land vehicle. Mini-tool pack, portable tool box, welding equipment, protective goggles, work jumpsuit, air filter, gloves, Geiger Counter, utility belt, backpack, canteen, food rations for two weeks, flashlight, and 1d6 signal flares. Weapons include a survival knife and choice of an energy pistol, energy rifle, and conventional S.D.C. weapon (pistol, submachine gun, etc.). A suit of CVR-3 Cyclone body armor and wrist radio (8 mile range) are also standard.

Authorized Clearance Upon Assignment: VR-112 Samson Engineering Cyclone, assault vehicle, other land vehicle, aircraft, jetpack, special weapons, explosives, special equipment, spacesuit, and access to full garage/repair/factory facilities.

Monthly Wages: 2300 credits for enlisted men at levels 1-5, 3000 credits for 6th level and higher, while high ranking officers receive 3600 to 4800 credits per month.

Personal Savings: 6d6x100 credits

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