MOS
- Each character gets a primary and secondary Military Operational Specialty. These determine the main emphasis of training the character had after boot camp. Below are the primary MOS's; a secondary MOS is also chosen from the list, but only receives ½ the skill benefits. Skill benefits are listed after the MOS.
- Medical (20% base skill for First Aid)
- Aircraft
- Pilot (20% for Aircraft in player's chosen specialty, 10% for Aircraft weapons)
- Crew chief (20% for Aircraft Mechanic)
- Co-pilot/gunner (10% for Aircraft in chosen specialty, 20% for Aircraft weapons)
- Infantry (each character with this MOS receives 10% for Small Arms, Armed Combat, Unarmed Combat, and Swimming, plus additional bonuses as stated)
- Small Arms (+10% for Small Arms)
- Smartgunner (20% for Smartguns)
- Heavy Weapons (20% for Heavy Weapons, 10% in a chosen specialty)
- Incinerator (20% for Flamers)
- Remote Sentry Operator (20% for Remote Sentries)
- Sniper/Scout (20% for Sniper Rifle, 20% for Recon, 10% for Forward Observer, plus the benefits of the Infantry MOS)
- Recon (25% for Recon, 10% for Mountaineering, 10% for Forward Observer, 15% for Parachute, plus the benefits of the Infantry MOS)
- Combat Engineer (20% for Combat Engineer, 10% for a chosen specialty)
- Supply (20% for Supply)
- Armor
- Tank driver (20% in Tracked Vehicles)
- Tank gunner (20% in Vehicle Weapons, Land)
- APC driver (20% in Wheeled Vehicles)
- APC gunner (20% in Vehicle Weapons, Land)
- Intelligence (each character with this MOS receives 10% in Electronics and Computers, plus additional bonuses as stated)
- Analyst (+10% in Electronics and Computers and 10% in a chosen specialty in each of those groups)
- Interrogation (20% in Interrogation)
- Xenomorphs (10% chance of determining information on alien species)
- Before a character can choose an MOS, he must be qualified for the job. Below is a list of prerequisites for each MOS. These prerequisites apply to both primary and secondary MOS's.
MOS | Physical Requirements | Additional Requirements |
---|---|---|
Medical | Intelligence >= 11 | |
Aircraft | Intelligence + Dexterity >= 28 | Must be an officer |
Infantry | Heavy Weapons requires Strength >= 12 | |
Sniper/Scout | Dexterity + Intelligence + Willpower >= 40 | Must also roll >= 85 on 2d10 |
Recon | Strength, Dexterity, Intelligence, and Willpower each >= 14 | Must also roll >= 85 on 2d10 |
Combat Engineer | Strength and Intelligence each >= 10 | |
Supply | No requirements | |
Armor | Dexterity >= 11 | |
Intelligence | Intelligence + Willpower >= 27 |