Transformers legacy of the primes Wiki
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Aces or fly boys begin to fly missions to drop off, resupply, drop and extract troops and provide cover and support fire. They also engage in rescue missions, surgical strikes, air patrols, strafing runs, fly-bys and full scale, frontline assaults.

"Fly Boys" tend to be brazen, wisecracking and arrogant, but no matter how annoying they can be during the quiet times, they are always reliable in a firefight and renowned for their daring

and courage.

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I can pilot that without Optics!

Special O.C.C. Abilities: 1. Pilot hover transports: Base skill is 60% +3% per level of experience. This skill enables the "Fly Boys" to expertly pilot any type of hovercraft or small, one to four man aircraft with astounding proficiency, grace and speed.

2. Pilot Decepticon Destroyers or Autobot Crusers or Cybertron Transports: Base skill is 67% +3% per level of experience. The RPA Ace is the only O.C.C. authorized and specially trained to pilot the Cybertron transports and similar huge flying vehicles. Characters with aircraft or fighter jet skills can attempt to pilot the vehicle but suffer a -30% skill penalty and -25% maximum speed and other capabilities.

3. Bonuses: +2 on initiative, +2 to save vs horror factor, and +2D6 to physical S.D.C.

Attribute Requirements: I.Q. 20, P.P. 12 or higher. E.C. 12 or higher, A high P.E. and M.E. is also suggested but are not requirements.

O.C.C. Skills: Literacy: American (+30%) Math: Basic (+20%) Radio: Basic (+20%) Computer Operation (+15%) Land Navigation (+10%) Navigation (+10%) Wilderness Survival (+10%) Read Sensory Equipment (+10%) Weapon Systems (+10%) Parachuting (+20%) Pilot: Robots & Power Armor (+20%) Pilot: Robot Combat Elite (two of choice) Pilot: Jet Fighter (+15%) Pilot: Combat Helicopter (+20%) Pilot: Hovercycles/Motorcycles (+12%) Pilot: One of Choice (+15%) W.P.: Energy Rifle Hand to Hand: Basic Hand to Hand: Basic can be changed to expert at the cost of two "O.C.C. related skills" or martial arts for the cost of three skill selections. O.C.C. Related Skills: Select six other skills. Plus select one additional skill at levels two, five, eight, and twelve. All new skills start at level one proficiency. Communications: Any (+10%) Domestic: Any Electrical: Basic only. Espionage: None. Mechanical: Basic only. Medical: First aid only. Military: Any (+10%), except any demolitions. Physical: Any, except acrobatics and wrestling. Pilot: Any, except warships (+10%, but +15% on all aircraft and modes of flying) . Pilot Related: Any (+10%) Rogue: Streetwise only. Science: Any (+10%) Technical: Any (+10%) W.P.: Any Wilderness: Land Navigation and Hunting only.

Secondary Skills: The character also gets to select five secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Standard Equipment: Internal PC-3000 hand-held computer, portable translator, robot medical kit, arm/shoulder flashlight, portable tool kit, survival knife, CP-40 or C-50 energy rifle, CP-30 Officer's pistol, four additional E-clips for rifle, one for the pistol.

Equipment Available Upon Assignment: Hand grenades, explosives, any weapon appropriate for the mission, optical enhancements, camera and surveillance equipment,

Energon: +2 energon cubes a month. Starts with 2D6x2 Energon.

All Transformers have 100% Cybernetics: Starts with a clock calendar, gyro-compass and universal headjack and basic ear implant.

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