Department of Defense:

Exo-Wars Military Database

Demolitions & E.O.D. Trooper O.C.C.

 The Demolitions and EOD Troopers are specially trained individuals whose function is to handle explosive and special weapons loads. The EOD Trooper is integral in the mission planning stages, it is their job to determine the correct weapons payload for the successful completion of any mission. Further to their expertise in arming a team, is their expertise in disarming traps and setting explosives. In the field the EOD Trooper will be responsible for the loading of conventional explosives and ammunition into various vehicles. Inspect mounted guns, bomb release systems, missile launchers and alike to determine if there is a need for repair or destruction. They will assemble and load explosives such as torpedoes into submarines and rockets into Exo rocket launchers.

When in the battlefield it is their job to locate and defuse unexploded munitions and traps as well as identify and dispose of any chemical weapons. Biological weapons are not handled in the field unless absolutely necessary. They also work with Special Forces teams to carry out demolition raids against enemy military targets, such as bridges, railroads, fuel depots. Clear minefields, both on land and underwater. And destroy enemy ships in costal areas, using underwater explosives.

The EOD Trooper is an extremely valuable tool to have around. Their ability to determine, service and defuse explosive means that surgical strikes, safe troop movements and counter-attack procedures have a much higher rate of success.  

Many EOD Troopers develop strong working relationships with their local Supply and Warehousing Specialists in order to get their weapons supplies faster and more regularly.

The last major skill many EOD Troopers acquire, although typically not from the military itself, is the knowledge of how to combine commonly available chemicals into explosives. With practice the EOD Trooper is able to create several home made explosive devices. Such as:

Molatov Cocktails
Exploding Spray Canister
Flash Bomb and Grenades
Tear Gas
Smoke Bombs and Grenades
Basic (Light) Grenades
High Power (Medium) Grenades
Explosive Charges
Anti-Personnel Mine
Claymore Mine
(See stats later)

Attribute Requirements: An IQ. Of 9, an M.E. of 14 and a P.P. of 14 are required. A high P.S. is also recommended, but not necessary.

Physical Demands: Normal color vision, hearing, and a clear speaking voice are required to enter some specialties in this occupation. Firefighters have to climb ladders and stairs. They must also be able to lift and carry injured personnel.

O.C.C. Skills:

Math: Basic     (+20%)
Literacy: Select One of Choice (+30%)
Language: Select One of Choice (+30%)
Language: Select One of Choice (+10%)
Radio: Basic (+10%)
Computer operation (+21%)
Basic electronics (+15%)
Mechanical Engineer (+10%)
Demolitions (+20%)
Demolitions Disposal (+20%)
Underwater Demolitions (+10%)
Trap/ Mine Detection (+15%)
Trap Construction (Special) (+15%)
Pilot: Truck (+15%)
Pilot: Select One of Choice (+10%)
Cannot Select Pilot: Robots, Power Armor
Chemistry (+10%)
W.P. Pistol
W.P. Rifle
Trap Construction Special
bonus only applies to traps involving explosives such as claymores, mines, and explosive trip wires.
Hand To Hand: Basic

Hand To Hand: Basic can be upgraded to expert at the cost of 1 other skill. To change to martial arts (or assassin if evil) cost 3 other skills.

O.C.C. Related Skills: Select six other skills, plus two additional skills at level 2 and 4. Select one additional kill at levels 6, 9 and 12. All new skills start at first level proficiency.

O.C.C. Related Skills:

Communicate: Any (+05%)
Domestic: Any
Electrical: Any (+10%)
Espionage: Any (+20%)
Mechanical: Any (+20%)
Medical: First Aid only 
Military: Any (+15%)
Physical: Any, Except Acrobatics
Pilot Skills: Any, Except Robot Combat Elite (+05%)
Pilot Related: Any (+05%)
Rogue Skills: Any 
Science: Any  (+10%)
Technical: Any  (+05%)
Weapon Proficiencies: Any 
Wilderness: Land Navigation, Hunting only 

Secondary Skills: The character also gets to select five secondary skills from the list, excluding those marked ‘none or only’, at level two. Select one additional secondary skill at levels 5, 9, 13 and 15. These are additional areas of knowledge that do not receive the advantage of the bonuses listed in the parenthesis. All new skills start at first level proficiency.  

Equipment:
2 x M1-B Body Suit.
1 x M9-F Armor Plate Combat Body Armor.
1 x M9 Combat Pistol (or Makarov 9mm).
3 x Clips of ammunition (9mm).
1 x Combat Knife.
1 x Biological & Chemical Gas Mask.
1 x Long Range Directional Radio & Scrambler.      
Plus the Standard Military Equipment List.

Additional Equipment Available: Additional equipment and weapons are available upon request. Common additional equipment made available includes enhanced body armor, Humvee or other similar form of transportation. Various EOD gear such as electronic sensors, power tools, chemicals, raw explosives, etc. 

The character also has access to most military bases (medium level security clearance) and military doctors, hospitals and other facilities.

Note: Availability of equipment and resources may depend upon the local commander; supply stock, location, casualties and combat condition. The EOD Trooper is typically at the middle to bottom of the priority list.

Money: The soldier gets a roof over their head, food, clothing, medical care and all other basic necessities are provided free of charge as part of their salary. The character also receives a monthly wage based on their current rank. Most characters start their military career with a few hundred dollars savings (1D4 x100). At base level (Private) the character earns $957.60 per month of service.

EOD Troopers quarters are a nice, dormitory style barracks. Twelve soldiers share one dormitory area. Each gets a small bedroom in a common area and a work desk a personnel computer. All share one bathroom, a sitting area, and a living room area. Or the soldier can opt to live off base at his or her own expense. 

Rank: All EOD Troopers start field duty at a rank of Private.
Specialty Munitions (Home Made): The EOD Trooper can manufacture a variety of explosive from commonly available chemicals and supplies. The following is a list of the most common items and their damage.
Molatov Cocktails: The basic idea of a Molatov Cocktail is to place a combustible fuel source in a glass container. The container is stuffed with a rag, lit of fire and thrown. Upon impact the glass shatters and the fuel covers the target, causing secondary fires to erupt (contact with flammable materials).
Damage: 2D4 points of damage.
Range: Equal to the character P.S. in feet, plus attribute bonuses.
Exploding Spray Canister: The non-lethal explosive devise that releases a spray liquid instead of a explosion, such as explosive die packs used in Banks to mark stolen bills.
Range: Varies as to the substance released.
Range: 3 feet (0.9 m).
Flash Bomb and Grenades: A chemical explosive that produces a bright, blinding light. Often accompanied by a thunderous crap and puff of smoke.
Damage: None; will cause optical, thermal and IR sensors to be blinded for 1D4 melees. Human eyes will remain blinded for 2D4 melees.
Range: Equal to the character P.S. in feet, plus attribute bonuses. Anyone in a 20-foot(6.0 m) radius will suffer the full effects.
Tear Gas: A chemical explosive mixed with, typically, ammonia to produce watering eyes and coughing. The smoke from the Tear Gas grenade ‘burns’ the eyes and lungs, prolonged exposure can pose a health risk.
Damage: None, however those exposed (and not protected) to the Tear Gas, will cough and suffer temporarily blindness for 2D4 minutes. –50% to all skills, -2 attacks per melee, -5 to all combat bonuses (dodge, strike, etc) for the duration of the effects.
Range: Equal to the character P.S. in feet, plus attribute bonuses. Everyone is a 6 foot (1.8 m) radius will suffer the Tear Gas effects.
Smoke Bombs and Grenades: The Smoke bomb is a non-lethal explosive that uses a chemical reaction to create ‘smoke’ By adding in various chemicals the smoke can be coloured to create a ‘marker’. It is also commonly used as a distraction or to cover various other operations.
Damage: No physical effects besides reducing the visible range (regular eyes and optics only) to 10 feet (3.1 m). Infrared and Ultraviolet sensors are not effected. The smoke will last for 3D4 minutes.
Range: Equal to the character P.S. in feet, plus attribute bonuses. Will fill a sphere roughly 20 feet wide (6.0 m).
Basic (Light) Grenades: This basic grenade with minimal explosive power is designed to cause basic damage, and is meant primarily for Anti-Personnel activities.
Damage: 3D6 points of damage.
Range: Equal to the character P.S. in feet, plus attribute bonuses. Explosive radius is 3 feet (0.9 m).
High Power (Medium) Grenades: The stronger of the two homemade grenades is meant more for damaging physical assets (as apposed to personnel), such as walls, doors, barriers, vehicles, etc.
Damage: 4D6 points of damage.
Range: Equal to the character P.S. in feet, plus attribute bonuses. Explosive radius is 5 feet (1.5 m).
Explosive Charges: The Explosive charge is a homemade explosive used for demolitions purposes. They are often made with a gelatin quality allowing them to be molded and shaped as needed.
Damage: 5D6 points of damage.
Range: 1 foot (0.3 m) concentrated blast radius. The Explosive charge is usually hand set, and not thrown.
Anti-Personnel Mine: The basic design of a ‘pipe bomb’. A chemical explosive placed in a solid tube, and equipped with a trip wire or remote detonation device (like a pager).
Damage: 3D6 points of damage.
Range: 15 feet (4.5 m) wide explosive radius.
Claymore Mine: The Claymore mine is the most sophisticated homemade explosive. A gelatin explosive is molded into a clay casing. Inside the gelatin mold has been placed shrapnel, ball bearings, etc. The explosive device detonates, causing the shell to fragment and the ball bearing to explode out at incredible speeds (and force). Often equipped with a trip fuse or remote detonator.
Damage: 6D6 points of damage.
Range: 50 feet (15.0 m) wide explosive radius.