Department of Defense:

Exo-Wars Military Database

Walker Commander O.C.C.

   The Walker Commander is the modern day equivalent of a Tank Commander. The Exo Pilots may be considered mechanized mobile troops, but the Walker Commander controls the definitive land warfare system.  The Walker Commander commands the towering monsters that carry the truly devastating firepower into battle. Their walking tanks are the ultimate heavy weapons unit and mobile command center, which in turn means that the Walker Commander must be part tank commander, part artillery command and part communication expert. Only the best and brightest of the military qualify for Walker training, and the program has a 1/3rd burn out rate.

  Walker Commanders sit in the rear position of most Walker vehicles, thus giving them a wider field of view. The Walker Commander is responsible for control the actions of the Walker as it trudges thought the battle lines. While maintaining control over the massive vehicle the Walker Commander is also responsible for gathering intelligence data about the surrounding territories. Their advanced communications and sensor systems allow them to track enemy troop movements, strengths and positions with easy.

  The on board computer have thousands of pre-made battle strategies that it accesses to help the Walker Commander devise a battle plan. The Pilot can take the basic battle plan and modify it as needed. Then when satisfied with its design communicate his commands to specific units throughout the battlefield. To assist in the Walker Commanders duties, there is a Communication Officer assigned to assist in the operation of the Walker. It is his responsibility to relay all the necessary messages the Walker Commander believes are important.

  When not in the thick of battle, Walker Commanders are assigned various administrative duties. Since many Walkers are part of a team of Exo Pilots and Ground Troops, the Walker Commander acts as a field level commander. As such they have a greater amount of responsibility, higher rank and higher security clearance. However they also have more administrative duties. It is part of their job to supervise tactical and technical training of their unit. Walker Commanders also have the authority to call in and coordinate actions with other infantry units, artillery units, and air support units. 

   To help prepare them for the duties of a Walker Command, all potential applicants are required to successfully participate in a 20-week program in which they are taught Walker weapons and equipment maintenance, armor operations, principles and tactics. A large emphasis is placed on learning to operate in night time situations, getting used to the Walkers night vision systems while maintaining other operations is a large hurdle for most applicants. Finally they Walker Commander are instructed in the skills necessary to become a successful platoon leader. It is their job to motivate the troops under their command. 

   A common trait found in the best Walker Commanders is the willingness to accept a challenge and face danger. Walker Commanders must be able to motivate and lead others, or their team will fall apart or be killed in action. The ability to make quick decisions is crucial to the success of any mission, but even more so for a Walker Commander, the lives of him and his mean rely on his ability to access the battle and make decisions.


Attribute Requirements: IQ. 9, ME. 13 and PP. 14 or higher.

Physical Demands: All Exo Pilots must be in good physical condition and have exceptional stamina. They must be able to work inside the confined area of an Exo for long periods of time. Good vision and normal color vision are required in order to read maps, drive vehicles around obstacles, and locate targets.  

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%)
Radio: Scrambled (+10%)
Computer Operation (+10%)
Robot Mechanics (+15%)
Robot Electronics (+15%)
Read Sensory Equipment (+20%)
Weapon Systems    (+10%)
Navigation (+15%)
Pilot: Robots & Power Armor (+20%)
Pilot: Tanks & APC’s (+10%)
Pilot: Trucks (+10%)
Pilot: Tracked Vehicles (+10%)
Pilot: Robot Combat Elite: Select Exo       
Pilot: Robot Combat Elite: Sabertooth
Running
W.P. Pistol
W.P. Rifle
Hand To Hand: Expert

Hand To Hand: Expert can be upgraded to martial arts (or assassin if evil) cost 2 other skills. 

O.C.C. Related Skills: Select four other skills, plus one additional skill at level 4, 8 and 11. All new skills start at first level proficiency.

O.C.C. Related Skills:

Communicate: Any (+05%)
Domestic: Any
Electrical: Robot Electronics only (+15%)
Espionage: Any 
Mechanical: Robot Mechanics only (+15%)
Medical: First Aid only (+05%)
Military: Any (+10%)
Physical: Any, Except Acrobatics
Pilot Skills: Any (+10%)
Pilot Related: Any (+10%)
Rogue Skills: None
Science: Any
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Land Navigation, Hunting only

Secondary Skills: The character also gets to select two secondary skills from the list, excluding those marker  ‘none or only’, at level 2, 3, 7, 10 and 12. 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 M4-V Medium Combat Body Armor
1 x M9 Combat Pistol (or Makarov 9mm).
3 x Clips of ammunition (9mm).
1 x M16-A2
3 x Clips of ammunition (5.56 mm).
1 x Combat Knife.
1 x Long Range Directional Radio & Scrambler.
Plus 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 communications gear such as recording devices, scramblers, de-scramblers, etc.

  The character also has access to most military bases (medium to high 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 Walker Commander is typically at the middle to top 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 (2D6 x100). At base level (2nd Lieutenant) the character earns $1,636.20 per month of service.

  Walker Commander’s quarters are a nice, dormitory style barracks. Four Walker Commanders 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 Walker Commanders start field duty at a rank of 2nd Lieutenant.