Attribute Requirements: IQ 10. A high PS, PP, and PE are preferred, but not necessary.
Alignment: Any, although Miscreant and Diabolic are extremely rare.
OCC Skills:
OCC Related Skills: Pick eight skills, plus one at level three, one at level six, and one at level eleven. All new skills start at level one proficiency.
Secondary Skills: Pick eight from the above list, without bonuses, plus one at level three and one at level six.
Psionics: Normally none, but a Clan Nova Cat MechWarrior has an 85% chance of developing Clairvoyance and Sixth Sense.
Standard equipment: BattleMech of choice, fully loaded; choice of energy rifle, choice of sidearm, 6 to 12 e-clips for each, and lightweight MDC armor. Other items include: binoculars, oxygen tank and gas mask, first aid kit, extra uniform, flashlight, 12 signal flares, and 6 to 12 mines.
Money: Normally none, as the Clan will provide everything. Should the MechWarrior be assigned to a long-term recon assignment, he or she will be issued the following: 2000 credits for enlisted men at levels 1 through 5, 2800 credits for 6th level and higher, while high-ranking officers (captains and higher) will be given 3400 to 4200 credits.
Attribute Requirements: IQ 10, and a high PS, PP, and PE are highly recommended.
Alignment: Any. OCC Skills:
OCC Related Skills: Pick six skills, plus two at level three, two at level six, and one at level eleven. All new skills start at level one proficiency.
Secondary Skills: Pick six from the above list, without bonuses, plus one at level three and one at level six.
Psionics: Normally none, but a Clan Nova Cat MechWarrior has an 85% chance of developing Clairvoyance and Sixth Sense.
Standard equipment: BattleMech of choice, fully loaded; choice of energy rifle, choice of sidearm, 4 to 8 e-clips for each, and lightweight MDC armor. Other items include: binoculars, oxygen tank and gas mask, first aid kit, extra uniform, flashlight, 12 signal flares, and 6 to 12 mines.
Money: Normally none, as the Clan will provide everything. Should the MechWarrior be assigned to a long-term recon assignment, he or she will be issued the following: 1800 credits for enlisted men at levels 1 through 5, 2000 credits for 6th level and higher.
Mercenaries can be former Primary or Secondary Clan MechWarriors who left their Clan, either willingly or by force. This is an extremely rare situation, however. There is heavy bias from the Clans against Mercenaries, and most would rather starve than sink to Mercenary status. The Clan MechWarrior who sinks to Mercenary levels maintain their Experience Points and Level, and maintain their old OCC.
Attribute Requirements: A high PS, PP, and PE are preferred, but not necessary.
Alignment: Primarily Selfish and Evil alignments. No Mercenary is Principled, although there is the rare Scrupulous Mercenary.
OCC Skills:
OCC Related Skills: Pick eight skills, plus one at level three, one at level six, and one at level eleven. All new skills start at level one proficiency.
Secondary Skills: Pick eight from the above list, without bonuses, plus one at level three and one at level six.
Psionics: Available only at the minor level, and only if the character is native to Rifts Earth, or a member of Clan Nova Cat.
Note: Any Clan MechWarrior that sinks to Mercenary level retains all his skills and skill level. His alignment, however, cannot be Principled. If Principled, he must choose, or be assigned by the GM, either Scrupulous or Aberrant.
Standard equipment: BattleMech of choice, fully loaded; choice of energy rifle, choice of sidearm, 6 to 12 e-clips for each, and lightweight MDC armor. Other items include: binoculars, oxygen tank and gas mask, first aid kit, extra uniform, flashlight, 12 signal flares, and 6 to 12 mines.
Monthly Wages: 2000 credits for enlisted men at levels 1 through 5, 2800 credits for 6th level and higher, while Mercenary Unit Commanders (captains and higher) make 3400 to 4200 credits per month.
Personal Savings: 3D6x100 credits
It is the duty of the BattleMech Engineer to service, repair, modify, and maintain the BattleMechs in perfect working order. He or she can also recharge energy clips for weapons, repair conventional vehicles, and may have a number of other electrical and/or mechanical skills.
Although the BattleMech Engineer can repair the BattleMechs with astounding ability, the BME cannot pilot the Mech.
Attribute Requirements: IQ of 12.
Alignment: Any.
OCC Skills:
OCC Related Skills: Pick 5 skills from the following list, plus two more at level 3, one at levels 5, 10, and 15.
Secondary Skills: Same as OCC Related, with the exception that bonuses are not given.
Psionics: 25% chance of a BME being a minor psionic, capable of developing only the minor powers available to the Operator.
Equipment: Portable tool kit, large tool kit, soldering iron, laser torch, roll of duct tape, two rolls of electrical tape, pen flashlight, large flashlight, a dozen flares, 200 ft of super-lightweight rope, a couple knives, notebook, portable disk recorder, protective goggles, work gloves, doctor's gloves, other tools of the trade.
More expensive diagnostic equipment, computers, optical enhancements, and sensory equipment may either be owned by the Clan or Mercenary unit, or purchased later.
Select two energy weapons of choice (gets 2 e-clips for each), and two blunt weapons of choice (hammer, staff, etc).
The character's vehicle will usually be some sort of conventional or hover vehicle, but will never be a robot vehicle.
Cybernetics: None to start, but may be purchased later, and are limited to sensory equipment. Clan BMEs eschew cybernetics.
Monthly Wages: 2500-3000 credits
Personal Savings: 3D6x100 credits