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Navy Seals



New, New Navy SEAL O.C.C.


BUD/S WARNING ORDER





NAVAL SPECIAL WARFARE Prior to every mission in the SEAL Teams, a Warning Order is given explaining everything that is needed for the upcoming mission. This is your Warning Order! It will give you a guideline of how to prepare for your next mission--Basic Underwater Demolition/SEALS (BUD/S). The key to success at BUD/S is proper preparation prior to arrival.


Introduction

BUD/S is a challenging and rewarding training program which requires the individual to be self-motivated and physically fit. There is some very valuable information in this booklet on subjects such as a course description of all three phases of BUD/S, workouts to get you prepared for the physical stress of BUD/s.

Sea-Air-Land (SEAL) Teams trace their history back to the first group of volunteers selected from the Naval Construction Battalions in the Spring of 1943. Their mission was clearing obstacles from beaches chosen for amphibious landings which began the first formal training of the Naval Combat Demolition Units (NCDUs). The NCDUs distinguished themselves at Utah and Omaha beaches in Normandy and in Southern France. In the Pacific, the NCDUs were consolidated into Underwater Demolition Teams (UDTs).

The newly formed UDTs saw action in every corner of the Pacific during World War II. In September 1950, the UDTs participated in the Korean War at Inchon, Wonsan, Iwon and Chinnampo. The redeployment of the United Nations Forces featured the UDTs conducting delaying operations using guerilla warfare.

In January 1962, the first SEAL Teams were commissioned to conduct unconventional warfare, counter-guerilla warfare and clandestine operations in maritime and riverine environments. These Teams were SEAL Team ONE on the West Coast and SEAL Team TWO on the East Coast. During Vietnam, the SEALs compiled an impressive record of combat success.

Since the close of the Vietnam conflict, the ever-changing world situation and increased operational tasking have prompted the expansion of SEAL Teams in number, size and capabilities. To effectively respond to this evolutionary process, Underwater Demolition Teams have been redesignated as SEAL or SEAL Delivery Vehicle (SDV) Teams. The newly designated SEAL Teams acquired the SEAL mission and retained the amphibious support mission inherited from their UDT forefathers.

SEAL and SEAL Delivery Vehicle (SDV) Teams and Special Boat Units comprise the elite combat units of Naval Special Warfare. These units are organized, trained and equipped to conduct special operations, unconventional warfare, foreign internal defense and clandestine operations in maritime and riverine environments. These highly trained specialists are deployed worldwide in support of fleet and national operations. The wide range of tasks performed by Naval Special Warfare and their outstanding combat records have earned an enduring and highly respected reputation.

Naval Special Warfare extends a personal challenge to those interested individuals like yourself. This program will push you to your physical and mental limits, again and again, until you are hard and strong, both physically and mentally, and ready for the adventure of a lifetime in the SEAL Teams. Free fall parachuting at 10,000 feet, traveling by small rubber boat for 100 miles, conducting a mission, then traveling 30 miles out to sea to rendezvous with a submarine is a typical mission for the SEALs and is an adventure most people can experience only by reading a book. If you are ready for both a challenge and an adventure, the Navy has just the training to test your mettle. BE SOMEONE SPECIAL! ! !

As a BUD/S student, you will participate in challenging training and encounter opportunities to develop and test your stamina and leadership. BUD/S training is extremely thorough both physically and mentally; but through adequate preparation and a positive attitude, you can meet its challenges with confidence. The workout schedules in this booklet are designed to prepare you physically for BUD/S. You are the one who has to prepare to give all you have every day. At BUD/S it is essential to live, eat, and sleep BUD/S. 1 10% is required of you every day. BUD/S is a challenge, but if you meet it head-on with determination not to fail or quit, it will be the most rewarding time of your life. Good Luck! ! !

COURSE DESCRIPTION

I. First Phase (Basic Conditioning)

First Phase is eight weeks in length. Continued physical conditioning in the areas of running, swimming and calisthenics grow harder and harder as the weeks progress. Students will participate in weekly four mile timed runs in boots, timed obstacle courses, swim distances up to two miles wearing fins in the ocean and learn small boat seamanship.

The first four weeks of First Phase prepare you for the fifth week, better known as "Hell Week." During this week, students participate in five and one half days of continuous training, with a maximum of four hours of sleep. This week is designed as the ultimate test of one's physical and mental motivation while in First Phase. Hell Week proves to those who make it that the human body can do ten times the amount of work the average man thinks possible. During Hell Week you will learn the value of the mainstay of the SEAL Teams; TEAMWORK! The remaining three weeks are devoted to teaching various methods of conducting hydrographic surveys and how to prepare a hydrographic chart.

II. Second Phase (Diving)

After you have completed First Phase, you have proven to the instructor staff that you are motivated to continue more in-depth training. The diving Phase is seven weeks in length. During this period, physical training continues, but the times are lowered for the four mile runs, two mile swims, and obstacle course. Second Phase concentrates on combat SCUBA (Self Contained Underwater Breathing Apparatus). Students are taught two types of SCUBA: open circuit (compressed air) and closed circuit (100% oxygen). Emphasis is placed on a progressive dive schedule which emphasizes basic combat swimmer skills that will qualify you as a combat diver. These skills will enable you to tactically insert and complete your combat objective. This is a skill that separates SEALs from all other Special Operations forces.

III. Third Phase (Land Warfare)

The demolitions, reconnaissance, weapons and tactics phase is ten weeks in length. Physical training continues to become more strenuous as the run distances increase and the minimum passing times are lowered for the runs, swims and obstacle course. Third Phase concentrates on teaching land navigation, small-unit tactics, rappelling, military land and underwater explosives and weapons training. The final four weeks of Third Phase are spent on San Clemente Island, where students apply techniques acquired throughout training in a practical environment.

IV. Pre-BUD/S Schools

The Naval Special Warfare BUD/S selection course is designed to provide an overview of SEAL Training and the Naval Special Warfare Community. The five day course, held at the Naval Training Command, Great Lakes, is offered to all active duty Navy enlisted personnel from the Fleet, Service Schools and Boot Camp. Applicants will be temporarily assigned (TAD) from their parent command to the Selection Course. TAD funds are provided by Naval Special Warfare Center, more specifically outlined in NAVADMIN 062/96 (151801Z MAR96). Requirements for the course are the same as those for attending BUD/S training. For further information contact the Physical Training Rehabilitation Remediation (PTRR) office at 6194370861 (DSN 577-0861). For a quota contact student control at 619437-2578 (DSN 577-2578).

V. Post-BUD/S Schools

BUD/S graduates receive three weeks basic parachute training at the Army Airborne School, Fort Benning, Georgia, prior to reporting to their first Naval Special Warfare Command. Navy corpsman who complete BUD/S and Basic Airborne Training also attend two weeks of Special Operations Technicians Training at the Naval Special Warfare Center, Coronado. They also participate in an intense course of instruction in diving medicine and medical skills called 18D (Special Operations Medical Sergeant Course). This is a 30-week course where students receive training in burns, gunshot wounds and trauma.

After assignment to a Team and successfully completing a six-month probationary period, qualified personnel are awarded a SEAL Naval Enlisted Classification (NEC) Code and Naval Special Warfare Insignia. New combat swimmers serve the remainder of their first enlistment (2 l/2-3 years) in either an SDV or SEAL Team. Upon reenlistment, members may be ordered to additional training and another SDV or SEAL Command, where they will complete the remainder of a five-year sea tour. Advanced courses include Sniper, Diving Supervisor, language training and SEAL Tactical communications. Shore duty opportunities are available in research and development, instructor duty and overseas assignments.

In addition to normal pay and allowances, Naval Special Warfare personnel currently receive $175/month dive pay, $200/month SDV pay, $165/month HALO (jump pay) and $110/month special duty assignment pay.

PHYSICAL FITNESS STANDARDS

PHYSICAL EVOLUTION

REQUIRED TIME

FIRST PHASE

50 meter underwater swim

PASS/FAIL

Underwater knot tying

PASS/FAIL

Drown proofing test

PASS/FAIL

Basic Lifesaving test

PASS/FAIL

1200 meter pool swim with fins

45 min

1 mile bay swim with fins

50 min

1 mile ocean swim with fins

50 min

1 l/2 mile ocean swim with fins

70 min

2 mile ocean swim with fins

95 min

Obstacle course

15 min

4 mile timed run

32 min

POST HELL WEEK

2000 meter conditioning pool swim without fins

Completion

1 1/2 mile night bay swim with fins

Completion

2 mile ocean swim with fins

85 min

4 mile timed run

32 min

Obstacle course

13 min

SECOND PHASE

2 mile ocean swim with fins

80 min

4 mile timed run (in boots)

31 min

Obstacle course

10:30

3 I/2 mile ocean swim with fins

Completion

5 1/2 mile ocean swim with fins

Completion

THIRD PHASE

Obstacle course

10 min

4 mile timed run (in boots)

30 min

14 mile run

Completion

2 mile ocean swim with fins

75 min

Academic standards are required on written tests before graduation from BUD/S are: 80% or above for officers 70% or above for enlisted

SUGGESTED STUDENT PREPARATION

The following workouts are designed for two categories of people: Category I are those future BUD/S students that have never or have not recently been on a routine PT program. Category II is designed for high school and college athletes that have had a routine PT program. Usually athletes that require a high level of cardiovascular activity are in Category II.

Swimming, running and wrestling are good examples of such sports.

WORKOUT FOR CATEGORY I

RUNNING: The majority of the physical activities you will be required to perform during your six months of training at BUD/S will involve running. The intense amount of running can lead to over stress injuries of the lower extremities in trainees who arrive not physically prepared to handle the activities. Swimming, bicycling, and lifting weights will prepare you for some of the activities at BUD/S, but ONLY running can prepare your lower extremities for the majority of the activities. You should also run in boots to prepare your legs for the everyday running in boots at BUD/S (Boots should be of a light-weight variety i.e. Bates Lights, Hi-Tec, Etc.).

The goal of the category I student is to work up to 16 miles per week of running. After you have achieved that goal, then and only then should you continue on to the category II goal of 30 miles per week. Let me remind you that category I is a nine week buildup program. Follow the workout as best you can and you will be amazed at the progress you will make.

RUNNING SCHEDULE I

WEEKS #1, 2:

2 miles/day, 8:30 pace, M/W/F

(6 miles/ week)

WEEK #3:

No running. High risk of stress fractures

WEEK #4:

3 miles/day, M/W/F

(9 miles/wk)

WEEKS #5, 6:

2/3/4/2 miles, M/Tu/Th/F

(11 miles/wk)

WEEKS #7,8:

4/4/5/3 miles, M/Tu/Th/F

(16 miles/ wk)

WEEK #9:

same as #7,8

(16 miles/ wk)

PHYSICAL TRAINING SCHEDULE I (Mon/Wed/Fri)

SETS OF REPETITIONS

WEEK #1:

4X15 PUSHUPS 4X20 SITUPS 3X3 PULL UPS

WEEK #2:

5X20 PUSHUPS 5X20 SITUPS 3X3 PULL UPS

WEEK #3,4:

5X25 PUSHUPS 5X25 SITUPS 3X4 PULL UPS

WEEK #5,6:

6X25 PUSHUPS 6X25 SITUPS 2X8 PULL UPS

WEEK #7,8:

6X30 PUSHUPS 6X30 SITUPS 2X10 PULL UPS

WEEK #9:

6X30 PUSHUPS 6X30 SITUPS 3X10 PULL UPS

* Note: For best results, alternate exercises. Do a set of pushups, then a set of situps, followed by a set of pull ups, immediately with no rest.

SWIMMING SCHEDULE I (sidestroke with no fins 4-5 days a week)

WEEKS #1, 2:

Swim continuously for 15 min.

WEEKS #3, 4:

Swim continuously for 20 min.

WEEKS #5, 6:

Swim continuously for 25 min.

WEEKS #7, 8:

Swim continuously for 30 min.

WEEK #9:

Swim continuously for 35 min.

* Note: If you have no access to a pool, ride a bicycle for twice as long as you would swim. If you do have access to a pool, swim every day available. Four to five days a week and 200 meters in one session is your initial workup goal. Also, you want to develop your sidestroke on both the left and the right side. Try to swim 50 meters in one minute or less.

WORKOUT FOR CATEGORY II

Category II is a more intense workout designed for those who have been involved with a routine PT schedule or those who have completed the requirements of category I. DO NOT ATTEMPT THIS WORKOUT SCHEDULE UNLESS YOU CAN COMPLETE THE WEEK #9 LEVEL OF CATEGORY I WORKOUTS.

RUNNING SCHEDULE II (M/TulTh/F/Sa)

WEEKS #1,2:

(3/5/4/5/2)miles

19 miles/week

WEEKS #3, 4:

(4/5/6/4/3) miles

22 miles/week

WEEK #5:

(5/5/6/4/4) miles

24 miles/week

WEEK #6:

(5/6/6/6/4) miles

27 miles/week

WEEK #7:

(6/6/6/6/6) miles

30 miles/week

* Note: For weeks #8-9 and beyond, it is not necessary to increase the distance of the runs; work on the speed of your 6 mile runs and try to get them down to 7:30 per mile or lower. If you wish to increase the distance of your runs, do it gradually: no more than one mile per day increase for every week beyond week #9.

PT SCHEDULE II (Mon/Wed/Fri)

SETS OF REPETITIONS

WEEK #1, 2:

6X30 PUSHUPS 6X35 SITUPS 3X10 PULL UPS 3X20 DIPS

WEEK #3, 4:

lOX20 PUSHUPS 10X25 SITUPS 4X10 PULL UPS 10X15 DIPS

WEEK #5:

15X20 PUSHUPS 15X25 SITUPS 4X123 PULLUPS 15X15 DIPS

WEEK #6:

20X20 PUSHUPS 20X25 SITUPS 5X12 PULL UPS 20X15 DIPS

These workouts are designed for long-distance muscle endurance. Muscle fatigue will gradually take a longer and longer time to develop doing high repetition workouts. For best results, alternate exercises each set, in order to rest that muscle group for a short time. The below listed workouts are provided for varying your workouts once you have met the Category I and II standards.

PYRAMID WORKOUTS

You can do this with any exercise. The object is to slowly build up to a goal, then build back down to the beginning of the workout. For instance, pull ups, situps, pushups, and dips can be alternated as in the above workouts, but this time choose a number to be your goal and build up to that number. Each number counts as a set. Work your way up and down the pyramid. For example, say your goal is "5."

# OF REPETITIONS

PULL UPS:

1,2,3,4,5,4,3,2,1

PUSHUPS:

2,4,6,8,10,8,6,4,2

(2X # pull ups)

SITUPS:

3,6,9,12,15,12,9,6,3

(3X #pull ups)

DIPS:

same as pushups

SWIMMING WORKOUTS II (4-5 days/week)

WEEKS #1, 2:

Swim continuously for 35 min.

WEEKS #3, 4:

Swim continuously for 45 min.with fins.

WEEK #5:

Swim continuously for 60 min. with fins.

WEEK #6:

Swim continuously for 75 min. with fins.

* Note: At first, to reduce initial stress on your foot muscles when starting with fins, alternate swimming 1000 meters with fins and 1000 meters without them. Your goal should be to swim 50 meters in 45 seconds or less.

STRETCH PT

Since Mon/Wed/Fri are devoted to PT, it is wise to devote at least 20 minutes on Tue/Thu/Sat to stretching. You should always stretch for at least 15 minutes before any workout; however, just stretching the previously worked muscles will make you more flexible and less likely to get injured. A good way to start stretching is to start at the top and go to the bottom. Stretch to tightness, not to pain; hold for 10-15 seconds. DO NOT BOUNCE. Stretch every muscle in your body from the neck to the calves, concentrating on your thighs, hamstrings, chest, back, and shoulders.

NUTRITION

Proper nutrition is extremely important now and especially when you arrive at BUD/S. You must make sure you receive the necessary nutrients to obtain maximum performance output during exercise and to promote muscle/tissue growth and repair. The proper diet provides all the nutrients for the body's needs and supplies energy for exercise. It also promotes growth and repair of tissue and regulates the body processes. The best source of complex carbohydrates are potatoes, pasta, rice, fruits, vegetables. These types of foods are your best sources of energy.

Carbohydrates, protein, and fat are the three energy nutrients. All three can provide energy, but carbohydrate is the preferred source of energy for physical activity. It takes at least 20 hours after exhaustive exercise to completely restore muscle energy, provided 600 grams of carbohydrates are consumed per day. During successive days of heavy training, like you will experience at BUD/S, energy stores prior to each training session become progressively lower. This is a situation in which a high carbohydrate diet can help maintain your energy.

The majority of carbohydrates should come from complex carbohydrate foods that include bread, crackers, cereal, beans, peas, starchy vegetables, and other whole grain or enriched grain products. Fruits are also loaded with carbohydrates. During training, more than four servings of these food groups should be consumed daily.

Water intake is vital; stay hydrated. You should be consuming up to four quarts of water daily. Drink water before you get thirsty! ! ! Substances such as alcohol, caffeine and tobacco increase your body's need for water. Too much of these substances will definitely harm your body and hinder your performance. Supplemental intake of vitamins, as well, has not been proven to be beneficial. If you are eating a well balance diet, there is no need to take vitamins.

TRAINING TABLE CONCEPT

NUTRIENT

INTAKE

Carbohydrates

50-70% of calories

Protein

10-15% of calories

Fats

20-30% of calories

IN SERVICE CANDIDATES

Requirements and procedures for BUD/S training application. Package Requirements:

1. Meet ASVAB test score requirement 2. Meet age, EAOS and rating requirement (page 13 may be required) 3. Pass physical screening test 4. Pass diving physical Procedures:

1. Put in a "Special Request Chit" through your chain of command requesting BUD/S training. 2. Submit a "Personnel Action Request" (Form 1306/7) to SPECWAR/Diver assignment. Submit the following with your request: a. A certified copy of your ASVAB test scores b. Your physical screening test results c. Pressure and oxygen tolerance test results (if completed) d. Your completed diving physical (Form SF88 - SF93) e. Certified copy of your latest performance evaluation report

3. Mail your package to: SPECWAR/Diver Assignment NMPC 401D Department of the Navy Washington D. C. 20379 Phone number: Com (703) 614-1091 DSN 224-1091/92

REQUIREMENTS

Physical/Mental

1. Pass a diving physical exam

2. Eye sight cannot be worse than 20/40 in one eye and 20/70 in the other eye and must be correctable to 20/20 with no color blindness

3. Minimum ASVAB score: VE + AR= 104, MC = 50

4. Must be 28 years old or less

5. Only men are eligible

Physical Screen Test 1. 500 yard swim using breast and/or side stroke in 12:30 Ten minute rest

2. Perform minimum of 42 pushups in 2 minutes Two minute rest

3. Perform minimum of 50 situps in 2 minutes Two minute rest

4. Perform at least 6 pull ups, no time limit Ten minute rest

5. Run 1.5 miles wearing boots and pants in 11:30

*As a reminder, there are no maximums on these physical tests. Prospective trainee should provide the best scores possible, i.e., give his best effort

POINTS OF CONTACT

SEAL Recruiter Naval Special Warfare 2446 Trident Way San Diego, CA 92155-5494 Com. (619) 437-3641/3656 DSN 577-3641

Officer Detailer Bureau of Naval Personnel Pers 415 2 Navy Annex Washington, D. C. 20370 Com. (703) 614-8327 DSN 224-8327

SEAL Detailer Bureau of Naval Personnel Pers 401D Navy Annex Washington, D. C. 20370 Com. (703) 614-1091 DSN 224-1091

Dive Motivators (SEAL) Bldg. 1405 Recruit Training Command Great Lakes, IL 60088 Com. (708) 688-4643 DSN 792-4643

SEAL SOURCE RATINGS

Aerographer's Mate (AG) Aviation Ordinance (AO) Machinist's Mate (MM) Mineman (MN) Aviation Warfare Systems Operator (AW) Operations Specialist (OS) Aviation Boatswain's Mate (AB) Ocean Systems Technician (OT) Boatswain's Mate (BM) Boiler Technician (BT) Cryptologic Technician (CT) Electrician's Mate (EM) Electronics Technician (ET) Engineman (EN) Gunner's Mate (GM) Hospital Corpsman (HM) Hull Maintenance Technician (HT) Intelligence Specialist (IS) Interior Communications Mate (IC) Machinery Repairman (MR) Ocean Systems Technician Analyst (OTA) Ocean Systems Technician Maintainer (OTM) Photographer's Mate (PH) Personnelman (PN) Parachute Rigger (PR) Quartermaster (QM) Radioman (RM) Signalman (SM) Sonar Technician (STG) Torpedoman's Mate (TM) Yeoman (YN)


NO PROBLEM!



The New Navy, as well as continuing the traditions and values of the old American Empires Navy, have also continued the old Naval Special Warfare Teams. Although they aren't at the strength of 8 teams like the old SEAL teams, The New Navy has 2 SEAL Teams ready for deployment at any moments notice. This is approximantley 160 men and women per team (10 platoons), 64 on active duty during peace time in a normal 3 month rotation per team (4 platoons). During war time however all members of the teams can be put on active duty.

SEAL Team 1 is stationed at Refuge base and SEAL Team 2 is stationed at Salvation base. 1 Platoon (16 members) of SEAL Team 1 are currently with Fourth Fleet (Along with a Battalion of Expeditionary Marines) Where they perform a variety of missions including Reconnaissance into unfamiliar territories, While the another platoon is stationed with First Fleet (The USS Ticonderoga and it's submarine escorts). Two platoons  (32 men) from SEAL Team 2 are assigned to Second Fleet (The fleet which patrols the Pacific ocean to protect against Naut'yll raiders and pirates. The other members of the teams not on current active duty attend to duties at Salvation and Refugee bases such as defence and peace time operations.
Because Rifts earth is as hostile as it is, the actual training methods of the SEAL Teams have been greatly changed. The team can adapt to almost any comat situation. The positions of the teams is kept a secret only except to the highest of command. As soon as a member is indoctrinated into the teams their career and enlistment records are sealed forever, their relatives are given cover names if they are asked what unit the operator is in and the members are given false identities. Members of the teams are true professionals and the most care is put to keep people from seeing them. Consquentley the teams are rarely seen in action even by members of the ships they are stationed on. This is mainly because they pose as ship crewmen.
Members of the SEAL Teams are usually deployed on reconnaissance missions inland and combat operations against the many wandering pirate groups, wether it be raids on coastal pirate bases, sabotage, or underwater demolition. In addition to these roles the SEALs have been trained in various forms of espionage and can melt into the public of target towns and can act as information gathers. In these roles the SEALs are very rarely even seen by the unwary enemy, before the enemy is even aware of what has happened it is far too late. They have been given the nickname of the 'Sea Devils' by the few Naut'yll  pirates that have survived an encounter with them, as if they could rise from the water anywhere and kill you or pull you under.
I'll try and do my best to keep it strict enough to a SEAL and not a Munchkin O.C.C. here it is: 


Requirments: Gender: any (females have now been integrated into the SEAL units) Attributes: I.Q. 10, M.E. 12, P.S. 12, P.P. 14 P.E. 12 or higher (requirments are pretty steep) Training:A Prospective SEAL (a tadpole) has to make it through a rigerous training course called BUD/S (Basic Underwater Demolition / SEAL training),this course takes about 6 months to complete and consists of the ever popular "Hell Week" (5 days and nights of non-stop training with a maximum of 2-4 hours sleep). This course is some of the toughest training available. Age: Must be younger than 28 years old


O.C.C. Skills Radio: Basic (+10%) Math: Basic (+15%) Language: American at 98% and choose one of choice (+20%) Land Navigation (+10%) Intelligence (+10%) Lore Demons and monsters: (+10%) Pilot:One of Choice (+10%) Robot Combat Elite: "Semper fi" Powered armor Wilderness Survival (+15%) Swimming (+15%) S.C.U.B.A. (+15%) Parachuting (+15%) First Aid (+10%) Running Prowl (+10%) Demolitions (+18%) Underwater Demolitions (+14%) W.P. Energy Pistol W.P. Energy Rifle W.P. Two of Choice Hand to Hand Commando (usually cannot be changed because the SEALs have their own way of fighting,but of course under GM's discretion, it can be modified)


O.C.C. Related Skills: Select four from the following areas of special training: Communications, Medical, Espionage, Mechanical, Electrical, Military, Rouge, Weapon Proficiencies or Wilderness. -- All these special MOS skills get a 15% skill bonus. Two other skills can selected from any of the available catagories at level one, four, eight, and twelve.


Communications: Any (+10%) Domestic: Any Electrical: Any (+10%) Mechanical: Any (+10%) Medical: Any (+10%) Military: Any (+15%) Physical: Any (+5% where applicable) Pilot: Any (+5%) Pilot Related: Any Rouge: Any (+10%) Science: Any Technical: Any (+5%; +10% to language and literacy skills) W.P.: Any Wilderness: Any (+10%)


Secondary Skills: The character gets four secondary skills at level one, and two addtional skills at levels three, seven, eleven and fifteen, from the previous list, and as always these are additional areas of knowledge in which the character does not get the bonuses mentioned in the parentheses, blah, blah, blah, you know the rest.


Standard Equipment: The SEALs are usually issued Marine Combat Armor (camouflage type for varying environments), four explosive hand grenades, two smoke flares, survival knife, RMK, IRMSS (New Navy's own versions), infared distancing binoculars, utility belt, battle harness, medium sized back pack, air filter & gas mask, Camouflage uniform, dress uniform, Black flight suit, additional non-energy weapon of choice (typicaly and S.D.C. Pistol), dog tags, S.C.U.B.A. Gear (new wet suit has 25 M.D.C.), Parachute and gear, and a basic NG-S2 survival kit and 2 weeks food rations (MRE's).

Additional weapons that are used by the SEALs are the AT-88 laser rifle, H-15 shot gun, H-12 pulse rifle (resembling an MP5),and the AT-84 sniper rifle (all of these weapons with the prefix "AT" are from World book 8, Japan). Also the new prototype weapon, the "Stoner 63A" and "XM23A2" energy rifles are under development and testing at the moment.  


Weapons: typically a squad will have 2-5 men/women,so two will be carrying M-160 rifles,two will be carrying M-600 Light Plasma Cartridge Machineguns,and the Rear Guard will be carrying a H-15 shotgun in addition to an M-160,everyone is also issued a HI-10 Laser pistol (Phase World) or they can always choose the M-2011 pistol, M-20's can also be issued upon reqest (if needed or suggested - depleted urnanium rounds are a favrite of the teams doing battle with supernatural creatures).


*Note: Japanese weapons have been aquired by small trading missions with the Japanese goverment, and are issued until the New Navy can develop it's own Special Operations Weapons.


Equipment available upon Request: (now I never read this stuff,but just incase you do,here it is:Any type of Body Armor (which the New Navy has ready access too) can be issued,explosives if demolitions is a known skill and neccessary for the mission,any type of weapon (again, if the New Navy has access to it),cameras or surveillance equipment,sensory equipment,additional food rations,Non-regulation weapons,armor,equipment and vehicles may be issues to SEALs, mainly for the purpose of disquise and infiltration. In addition, hte character has access to military facilities. Most SEALs have mid to high level security clearence for top ranked and trusted officers.

 Vehicles can include a simple hover cycle,car,conventional military vehicles, or jet packs to Semper fi powered armor and so on.The exact type of equipment will depend on the mission, the commanding officer and availability of items at base. 


Money: the character gets a place to live,clothing,and other basics all provided free of charge by the Navy, as well as access to most military facilities.the monthly pay starts of at about 2000 credits, plus combat pay. Savings start off with 1D6X1000 credits as well, and begin usually at the rank of either corporal or sergent depending if he was enlisted or was an officer to start, and by preformance in training as well.


Cybernetics: none to start with, but some SEALs who have either abandoned the Navy or have left after finishing they're serivce have gotten cybernetics.Some may be put in to replace lost organs or body parts in battle, but most SEALs believe that cybernetics make you "fake" and most prefer to keep without them until needed.


Money: $2000 Basic pay (monthly) + $225/month HALO + $175/month Dive + $110/month Special Duty Assigment Pay


SEALs rappelling from a New Navy UH-60E helicopter


Ranks for the New Navy:

Officers -Fleet Admiral -Vice Admiral -Rear Admiral (uuper half) -Commodore (war time only) -Rear Admiral (lower half) -Captain -Commander -Lieutenant Commander -Lieutenant -Lieutenant (Junior Grade) -Ensign


Warrant Officers -Chief Warrant Officer (W-4) -Chief Warrant Officer (W-3) -Chief Warrant Officer (W-2) -Warrant Officer (W-1)


Enlisted -Master Chief Petty Officer of the Navy (only one) -Master Chief Petty Officer -Senior Cheif Petty Officer -Chief Petty Officer -" " First Class -" " Second Class -Petty Officer Third Class -Seaman -Seaman Apprentice -Seaman Recruit


Navy SEAL for S.D.C. Genres



I'd like to say that this O.C.C. is mainly the work of a good friend who's supported the purpose of this page, minimally modified by myself.


1. Physical Bonuses: SEALS have some of the most physically demanding training in the world this is reflected by a +15 to base SDC in addition to physical skill bonuses, +1D4 to PS, +2 to PE, +1 to PP, and +1D6 to Spd. 2. Combat Bonuses: Add one additional attack per melee, +1 on initiative, +2 to pull punch. 3. Attribute Requirements: ME of 12, PS, PP, and PE 12 or higher. Minimum IQ of 9.


OCC Skills: Language and Literacy: One of choice (+15%) Basic Math (+10%) Radio: Basic (+10%) Computer Operation (+5%) Detect Ambush (+10%) Military Etiquette (+10%) Intelligence (+10%) Wilderness Survival (+10%) Pilot: Motor Boats and Hydrofoils (+10%) Navigation (+10%) Swimming (+20%) S.C.U.B.A. (+15%) Parachuting (+10%) Climbing (+10%) Prowl (+10%) Running WP Automatic/Semi-Automatic Rifle WP Automatic Pistol WP of choice HTH Expert (Can be changed to Martial Arts or Assassin for the cost of one “other” skill)


OCC Related Skills: Select 6 other skills but one must be from Espionage. Communications: Any (+10%) Domestic: Any Electrical: Any Espionage: Any except Sniper (+10%) Mechanical: Any Medical: First Aid (+10%) Military: Any except Camouflage(+15%) Physical: Any (+5% where applicable) Pilot: Any except aircraft (+5%) Pilot Related: Any (+5%) Rouge: Any (+5%) Science: Any Technical: Any (+5%) W.P.: Any Wilderness: Any (+10%)


Secondary Skills: The character can also select 3 other skills as per usual


SEAL Specialties - A player can choose to give up 3 O.C.C. related skills and all secondary skills to attain a special SEAL Specialty.


Sniper: SEAL Snipers make up a small portion of the SEAL platoon. Once a SEAL completes all the training required of him he can choose to go onto further training as a sniper in the Army sniper school. Being a Sniper rquires immense amounts of Metal and Physical Endurace since the operator and his spotter can be in the field for days at a time.


- 1D4 to P.E. - 1D6 to M.E. - Sniper - Camouflage (+15%) - Tracking (+15%) - +10% prowl - W.P. Bolt Action Rifle


Equipment: There is so much equipment available and used by the SEALs, I suggest you go HERE to see. Very useful.

Here however is the basic equipment: 


The basic SEAL "layout"


SEALs separate their gear into three categories, or lines. First line Gear is the everyday essentials needed for survival. Cammies (pardon me: Battle Dress Uniforms), weapons, maps, compass, and watches are all first line gear. If the other lines of equipment are lost or abandoned the first line gear will give the operator a chance at surviving and escaping any would-be captors. Other items such as an MRE (the infamous MEAL, READY to EAT), pocket knife, and "dummy cord" (about 25 ft. of parachute suspension line) are also included into this group.


Second line gear are necessary extras that are included in load bearing equipment or tactical vests. It is gear that is quickly available should the need arise. Equipment such as ammunition (five to seven magazines), hand grenades, water (and purification tablets), and medical supplies are all considered second line equipment.


Third line gear are supplies needed for a mission but aren't as critical for immediate use. Radios and batteries (for calling in that heavenly air support), claymore mines, ponchos, water filters, and night vision goggles are all included in third line gear. Medical corpsmen fit their medical gear into this category.


*Additional Equipment can be requested upon assignment.


Money: $2000 Basic pay (monthly) + $225/month HALO + $175/month Dive + $110/month Special Duty Assigment Pay


Ertha Mini-Dragon (Optional) RCC

These are smaller cousins of dragons, and are believed to be the only type native to Ertha. Although small, they are more suitable to existence in such a world. Their size often keeps them below the notice of most demons and away from the danger they present. Attributes:IQ:4D6, ME:3D6, MA:3D6, PS:6D6, PP:4D6, PE:5D6, PB:3D6, Spd:5D6 Alignment: Any PPE:1D4x50 ISP:1D6x10 Horror Factor:15 Hit Points: Mega-Damage Creature MDC:1D4x50+150 O. C. C's: Doesn't Pursue Normal O. C. Cs Life Expectancy:6000 years Size:15' average length Natural Abilities: Flight(at double normal speed). Does not need air to breath. Can fly in space at normal(walking)speed. Sense location and movement of all islands on Ertha. Fire Breath 1D6x10 MD. Keen Hawk-like Vision, See in total darkness as normal. Bio-Regenerate 1D6x10 MDC per minute. Metamorphosis(Human). Magic: Choose 1 All "Spell Magic" levels 1-4 (includes spells from federation of magic and others) All "Spell Magic" levels 3-5(includes spells from federation of magic and others) All "Spell Magic" levels 5-6(includes spells from federation of magic and others) All "Spell Magic" from level 7(includes spells from federation of magic and others) All Warlock spells from 1 category, levels 1-6 After normal spell selection additional spells (any type of magic except rune magic) may be learned during play. Psionics: Telekinesis RCC Skills: Choose any 5 Combat:7 Attacks per melee(Physical, Magical, or Psionic), Fire Breath counts as 2 attacks and can only be used once per melee. + 2 initiative. Other bonuses may be gained through high attributes and the selection of a hand to hand skill(Elite Warrior may not be chosen) Bonuses:+3 Save vs All Magic, +4 Spell Strength


The Changed Knights and the Order of the Changed are a renegade branch of knights that currently are not sanctioned by Lord Coake and the other Cyber-Knights. They are mutants who feel that they have been given prejudicial treatment in most areas, not just by the Coalition. Thus they follow their own code of honour that is a variation of the traditional Code of Chivalry. They seek to protect D-Bees and mutants first, even above other innocents. These characters are created a la Heroes Unlimited 2 mutant rules. Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Abilities: roll once on the Unusual Characteristics table (Heroes Unlimited 2nd Edition, pp. 159 - 161) and can choose to either roll once on the Random Major Super Abilities Table (Heroes Unlimited 2nd Edition, pg. 227) or to roll twice on the Random Minor Super Abilities Table (Heroes Unlimited 2nd Edition, pg. 227) Psionic Abilities: same as the basic Cyber-Knight O.C.C. O.C.C. Skills: Same as the basic Cyber-Knight O.C.C., except the character gains the martial art Psi-Waza instead of the generic Hand to Hand: Martial Arts skill O.C.C. Related Skills: Due to the amount of time spent honing their abilities, the character may only select six other skills from the same list as the basic Cyber-Knight O.C.C. One of the skills must be from Physical and another one must be from W.P.'s. Plus select one additional skill at level three, two additional W.P.'s at level five, and one other skill at levels six, nine, and twelve. All skills start at level one proficiency. Secondary Skills: Due to the amount of time spent honing their abilities, the character may only select three secondary skills from the same list as the basic Cyber-Knight O.C.C. Standard Equipment: same as the basic Cyber-Knight O.C.C. Money: same as the basic Cyber-Knight O.C.C. Cybernetics: same as the basic Cyber-Knight O.C.C. Experience Table: same as the basic Cyber-Knight O.C.C.

The Astral Knights are members of the Cyber-Knight Order of the Soul. These powerful psychics and masters of the Dreamstream are one the rarest types of knight. Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Abilities: similar to the Dream Dancer P.C.C. (see Between the Shadows, pp. 49 - 51 for additional details): 1. Dream Travel - able to psychically or physically enter the Dreamstream at will; no I.S.P. cost 2. Dream Manipulation - the limited ability to alter the "reality" of the Dreamstream 3. Reshape Self - the character can change their shape and form in the Dreamstream 4. Increase Attributes - the character can increase their physical attributes while in the Dreamstream 5. Dream Sword - exactly the same as the normal psi-sword in the physical world, this weapon does 1D4 x 100 S.D.C. in the Dreamstream 6. Additional Psionics - select three abilities from the following list: Empathy, Mind Block, Object Read, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Speed Reading, and Summon Inner Strength Psionic Abilities: limited to the previously described abilities only I.S.P.: M.E. attribute plus 6D6 + 10, and gains 1D6 + 1 I.S.P. per level of experience. Note that the character is considered to be a major psionic. O.C.C. Skills: Same as the basic Cyber-Knight O.C.C., except the character gains the martial art Psi-Waza instead of the generic Hand to Hand: Martial Arts skill O.C.C. Related Skills: Due to the amount of time spent honing their abilities, the character may only select six other skills from the same list as the basic Cyber-Knight O.C.C. One of the skills must be from Physical and another one must be from W.P.'s. Plus select one additional skill at level three, two additional W.P.'s at level five, and one other skill at levels six, nine, and twelve. All skills start at level one proficiency. Secondary Skills: Due to the amount of time spent honing their abilities, the character may only select three secondary skills from the same list as the basic Cyber-Knight O.C.C. Standard Equipment: same as the basic Cyber-Knight O.C.C. Money: same as the basic Cyber-Knight O.C.C. Cybernetics: same as the basic Cyber-Knight O.C.C. Experience Table: same as the basic Cyber-Knight O.C.C.

The Electric Knights are members of the Cyber-Knight Order of Lightning. These knights have powers similar to the Zapper R.C.C. in Psyscape, and have enormous power over electricity and telekinesis. The Electric Knight's can create a sword of electrical energy that has the exact same bonuses and damage of the basic Cyber-Knight O.C.C. psi-sword. Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Bonuses: same as the basic Cyber-Knight O.C.C. Psionic Abilities: same as the basic Cyber-Knight O.C.C., plus the following additional psychic abilities (see the Zapper R.C.C. for more details, Psyscape, pg. 81): 1. Impervious to Electricity - no I.S.P. cost and always in effect. 2. Sense Electricity - Range: 100ft + 10ft (30.4m + 3m) per level of experience. 3. Electrical Aura - an crackling corona of electrical energy that acts as protection for the knight. I.S.P. Cost: 5, Duration: 2 minutes per level of experience, M.D.C. protection given by aura: 20 + 1 M.D.C. per level of experience, Damage: 2D6 M.D. (the damage of the aura of an Electric Knight is larger than that of the Zapper because of their greater discipline and training) 4. Electrical Bolt - for an additional 8 I.S.P. the knight is capable of firing an electrical blast. Damage: 2D6 M.D., Range: 30ft (9.1m) per level of experience. NOTE: on a ley line damage and range are double; on a nexus damage and range are triple. 5. Absorb Electricity - This power gives the knight the ability to absorb electrical energy and use it to heal himself or to cripple machinery. I.S.P.: 1D6 x 10 + 20 plus the character's M.E. attribute number to determine the base Inner Strength Points. Add 1D6 + 1 I.S.P. per level of experience. Note that the character is considered to be a major psionic. O.C.C. Skills: Same as the basic Cyber-Knight O.C.C., except the character gains the martial art Psi-Waza instead of the generic Hand to Hand: Martial Arts skill O.C.C. Related Skills: Due to the amount of time spent honing their psionic abilities, the character may only select six other skills from the same list as the basic Cyber-Knight O.C.C. One of the skills must be from Physical and another one must be from W.P.'s. Plus select one additional skill at level three, two additional W.P.'s at level five, and one other skill at levels six, nine, and twelve. All skills start at level one proficiency. Secondary Skills: Due to the amount of time spent honing their psionic abilities, the character may only select three secondary skills from the same list as the basic Cyber-Knight O.C.C. Standard Equipment: same as the basic Cyber-Knight O.C.C. Money: same as the basic Cyber-Knight O.C.C. Cybernetics: same as the basic Cyber-Knight O.C.C. Experience Table: same as the basic Cyber-Knight O.C.C.

The Energy Knights are members of the Cyber-Knight Order of the Gun. These knights have powers similar to the Psi-Slinger P.C.C. in New West, and have the ability to link with their weapons and even charge projectiles with mega-damage energy! Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Abilities: similar to the Psi-Slinger P.C.C. (see New West, pp. 98 - 100 for additional details): 1. Enhanced Psi-Sword - Energy Knights are so attuned to energy, their swords are more powerful than the standard Cyber-Knight's psi-sword. Damage: 2D6 + 2 M.D. per level of experience, plus an additional 1D6 M.D. at levels 3, 6, 9, 12, and 15. Sword Length: 2-3 feet, Duration: As long as the knight wishes it to exist (Unlimited), I.S.P. Cost: none. 2. Energy Blasts - 1 I.S.P. does 1D6 S.D., 2 I.S.P does 3D6 S.D., 3 I.S.P does 6D6 S.D., 6 I.S.P does 1D4 M.D., Range is touch or 20ft +5ft (6.1m + 1.5m) per level. 3. Psychic Weapons - Identical to the Psi-Slinger P.C.C. ability. 1D6 M.D. per bullet; weapon can fly to knight for the cost of 1 I.S.P, Range: 10ft+ 1ft (3m + .3m) per level; charging 6 - 15 bullets costs 10 I.S.P; can link to 3 handguns or pistols. Cannot link to SMG's or rifles, PISTOLS ONLY! 4. Energy Shield - Any energy blast directed at the knight that is 30 M.D.C. or less is automatically turned to S.D. 5. Sense Energy - the energy stored in an E-clip can be sensed, cost: 1 I.S.P. 6. Additional Psionics - Sixth Sense, Mind Block, Mind Bolt, Telekinesis. 7. W.P.'s - has a W.P. for all handguns. 8. Quick Draw - same as Psi-Slinger 9. Paired Weapons - same as Psi-Slinger, but PISTOLS ONLY! 10. W.P. Sharpshooting - same as Psi-Slinger Psionic Abilities: limited to the previously described abilities I.S.P.: M.E. attribute times two plus 6D6 + 10, and gains 10 I.S.P. per level of experience. Note that the character is considered to be a master psionic. O.C.C. Skills: Same as the basic Cyber-Knight O.C.C., except the character gains the martial art Psi-Waza instead of the generic Hand to Hand: Martial Arts skill O.C.C. Related Skills: Due to the amount of time spent honing their abilities, the character may only select six other skills from the same list as the basic Cyber-Knight O.C.C. One of the skills must be from Physical and another one must be from W.P.'s. Plus select one additional skill at level three, two additional W.P.'s at level five, and one other skill at levels six, nine, and twelve. All skills start at level one proficiency. Secondary Skills: Due to the amount of time spent honing their abilities, the character may only select three secondary skills from the same list as the basic Cyber-Knight O.C.C. Standard Equipment: same as the basic Cyber-Knight O.C.C. Money: same as the basic Cyber-Knight O.C.C. Cybernetics: same as the basic Cyber-Knight O.C.C. Experience Table: same as the basic Cyber-Knight O.C.C.

LEY LINE KNIGHT These are Cyber-Knights who have been associating with ley line walkers and sorcerers for so long, they have become sensitive to the ley lines themselves. By using mystical meditation techniques they have turned this sensitivity into several new abilities. Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Abilities: all Ley Line Cyber-Knights possess the following abilities: 1. Sense Ley Lines and Magic Energy - same as the Line Walker O.C.C. 2. Ley Line Rejuvenation - - same as the Line Walker O.C.C. 3. Ley Line Bonuses - When within one mile of a ley line or two miles of a nexus point, the Ley Line Cyber-Knight gains the following: 1. A) Psi-Sword damage is doubled B) Fatigue at half normal rate C) Gain +2 on all saving throws Psionic Abilities: same as the basic Cyber-Knight O.C.C. Mystic Abilities: These powers are gained through a process of burning P.P.E. off permanently. It is a process by which the Ley Line Cyber-Knight alters his body and mind and grants himself mystical or superhuman abilities. Note that some of the abilities require P.P.E. to activate as well as to acquire. Ley Line Charging - by permanently burning 10 I.S.P. and 10 P.P.E. off of his base, the knight is able to stand on a ley line and charge himself with the energy of the line until he glows with the mystic energy. Duration is limited to thirty minutes at a time, with a maximum of two chargings per 24 hours. The following abilities are gained: M.D.C. Transformation - the character's S.D.C. and H.P. are doubled and turned to M.D.C. Super Speed - running speed is increased to 90mph (145kmh) Super Leap - ability to leap 30ft (9.1m) straight up or 50ft (15.2m) lengthwise from a standing start. Increase distance by 50% with a running start. Saving Throws - gain +2 to save versus magic and psionics. Any psionics or magic cast on the character does half damage and lasts for half duration Limitations - This ability turns off if the character goes beyond 100ft (30.5m) of a ley line or 200ft (61m) of a nexus point. Mystic Energy Bolt - by permanently burning 15 I.S.P. and 15 P.P.E. off of his base, the knight gains the ability to fire mystic bolts of ley line energy from the hands or the eyes. Damage - 4D6 S.D.C. or M.D.C. (can be regulated at will by the knight), plus an additional 1D6 M.D. at levels 3, 6, 9, 12, and 15. Range - 1,000 feet + 400 feet per level of experience. Duration - instant Rate of Fire - once per melee Limitations - This ability can only be used when the character is within 1000ft (305m) of a ley line or 2000ft (610m) of a nexus point. P.P.E.: P.E. attribute plus 6D6 O.C.C. Skills: Same as the basic Cyber-Knight O.C.C., except the character gains the martial art Psi-Waza instead of the generic Hand to Hand: Martial Arts skill O.C.C. Related Skills: Due to the amount of time spent honing their abilities, the character may only select six other skills from the same list as the basic Cyber-Knight O.C.C. One of the skills must be from Physical and another one must be from W.P.'s. Plus select one additional skill at level three, two additional W.P.'s at level five, and one other skill at levels six, nine, and twelve. All skills start at level one proficiency. Secondary Skills: Due to the amount of time spent honing their abilities, the character may only select three secondary skills from the same list as the basic Cyber-Knight O.C.C. Standard Equipment: same as the basic Cyber-Knight O.C.C. Money: same as the basic Cyber-Knight O.C.C. Cybernetics: same as the basic Cyber-Knight O.C.C. Experience Table: same as the basic Cyber-Knight O.C.C

One of the rarest types of knights, the Psiren Knights are members of the Cyber-Knight Order of the Song. Gifted with the voices of goddesses and gods, these powerful psychics can do wondrous things with their voices. Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Abilities: similar to the Psiren P.C.C. (see Rifter #1, pp. 98 - 101 for additional details): 1. Song of Destruction - same as the Psiren P.C.C. 2. Song of Healing - same as the Psiren P.C.C. 3. Song of Mesmerism - same as the Psiren P.C.C. 4. Song of Protection - same as the Psiren P.C.C. 5. Song of Sleep - same as the Psiren P.C.C. 6. Song Sword - The song sword is composed of psionic energy like a psi-sword but the sound waves from the song of destruction are locked within the sword as well, making it much more powerful. Damage: 3D6 + 6 M.D. with an additional 1D6 at levels 3, 6, 9, 12 and 15 7. Additional Psionics - select three abilities from the following list: Empathy, Mind Block, Object Read, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Speed Reading, and Summon Inner Strength Psionic Abilities: limited to the previously described abilities only I.S.P.: M.E. attribute plus 6D6 + 10, and gains 1D6 + 1 I.S.P. per level of experience. Note that the character is considered to be a major psionic. O.C.C. Skills: Same as the basic Cyber-Knight O.C.C., except the character gains the martial art Psi-Waza instead of the generic Hand to Hand: Martial Arts skill O.C.C. Related Skills: Due to the amount of time spent honing their abilities, the character may only select six other skills from the same list as the basic Cyber-Knight O.C.C. One of the skills must be from Physical and another one must be from W.P.'s. Plus select one additional skill at level three, two additional W.P.'s at level five, and one other skill at levels six, nine, and twelve. All skills start at level one proficiency. Secondary Skills: Due to the amount of time spent honing their abilities, the character may only select three secondary skills from the same list as the basic Cyber-Knight O.C.C. Standard Equipment: same as the basic Cyber-Knight O.C.C. Money: same as the basic Cyber-Knight O.C.C. Cybernetics: same as the basic Cyber-Knight O.C.C. Experience Table: same as the basic Cyber-Knight O.C.C.

The Swordless Knight is a variant of the basic Cyber-Knight O.C.C. that specializes in the use of cybernetics and bionics. These knights are part of the 20percent of the Cyber-Knights that do not have psychic powers. Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Bonuses and Abilities: same as the basic Cyber-Knight O.C.C., plus Uncanny Targeting and Throwing (Heroes Unlimited 2nd Edition, pg. 119) Psionic Abilities: none O.C.C. Skills: same as the basic Cyber-Knight O.C.C., except the character gains the martial art Psi-Waza instead of the generic Hand to Hand: Martial Arts skill O.C.C. Related Skills: same as the basic Cyber-Knight O.C.C. Secondary Skills: same as the basic Cyber-Knight O.C.C. Standard Equipment: same as the basic Cyber-Knight O.C.C. Money: same as the basic Cyber-Knight O.C.C. Cybernetics: The Swordless Knight starts with the following: Right Hand: Sensor Hand (RIFTS, pg. 230) Rocket Hand (Heroes Unlimited 2nd Edition, pg. 119) Left Hand: Laser Finger Blaster (RIFTS, pg. 239) Knuckle Spikes (RIFTS, pg. 239) General Body Features: Cyber-Armor (RIFTS, pg. 239) The character is capable of receiving up to 2D6 more cybernetic implants or bionics; some Swordless Knights seem almost more machine than human. Experience Table: same as the basic Cyber-Knight O.C.C.

The Tattooed Knight variant of the Cyber-Knight O.C.C. does not have any psionic abilitis. Instead, these knights are given magic tattoos to augment their physical abilities. Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Bonuses and Abilities: same as the basic Cyber-Knight O.C.C., plus is able to activate Magic Tattoos for the standard P.P.E. cost, rather than the double P.P.E. cost for non-tattooed O.C.C.'s. Psionic Abilities: none Magic Tattoos: Automatically starts with the Flaming Sword (2D6 M.D.) and Knight in Full Body Armour tattoos. The character can receive up to four more tattoos in their lifetime. P.P.E.: P.E. attribute plus 6D6, and gains 1D6 P.P.E. per level of experience. O.C.C. Skills: same as the basic Cyber-Knight O.C.C., except the character gains the martial art Psi-Waza instead of the generic Hand to Hand: Martial Arts skill O.C.C. Related Skills: same as the basic Cyber-Knight O.C.C. Secondary Skills: same as the basic Cyber-Knight O.C.C. Standard Equipment: same as the basic Cyber-Knight O.C.C. Money: same as the basic Cyber-Knight O.C.C. Cybernetics: same as the basic Cyber-Knight O.C.C. Experience Table: same as the basic Cyber-Knight O.C.C.

The Warrior Knights are a variation of the Cyber-Knight O.C.C. that have concentrated so intensely on their hand-to-hand combat skills and the perfection of Psi-Waza that they have acquired mystic and psychic martial arts powers. Alignment: same as the basic Cyber-Knight O.C.C. Attribute Requirements: same as the basic Cyber-Knight O.C.C. Special Bonuses: same as the basic Cyber-Knight O.C.C. Psionic Abilities: same as the basic Cyber-Knight O.C.C. Martial Arts Abilities: The character automatically starts out with all of the Psi-Waza special abilities, and can select one of the following two options: 1. The Body Hardening Exercises (Japan, pp. 196 - 197) of Stone Ox, Kanshu, Chi Gung, Dam sum sing



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