This training is only the way that I decided to do it, it worked well with
my characters, but "don't just take my word for it." Also, if you would
like to see two other ideas given to me by Kenneth Bearden on the SWRPG mailing list, just
click here. And, one more thing. I did make this
so, if you put it on your webpage I would appreciate if you would include
that I, Lucas Meyers, made this, and that my webpage is located at
http://home.earthlink.net/~tedcushman/lucas/.
The way I decided to run my training, was as fast as possible, my characters
are the antsy type who will start to have a fit if you try to play something
out more then a dozen minutes. So, I decided to take what the Rebel
Alliance Sourcebook says, and cut it down to my needs. Here's how this page
is setup:
Basic 2 Week Infantry Training
1st Week Training
2nd Week Training
Infantry Officer Training
Infantry Weapons and Equipment
Madine's Rules of War
BASIC INFANTRY TRAINING-2 WEEKS
INSTRUCTOR-Sargeant Evan Betts
1ST WEEK-Introductory Training
This is when the characters get assigned their
training groups (I had it be with 20 people total) and get all setup. Each
day the cadets wake up at 6 in the morning, train most of the day, and then
go to bed at about 8 in the evening. Each day is split like this:
6am-8am-Physical Training
This section's main purpose is to prepare the
cadets for the physical part of being a soldier. This includes almost
mindless repetition of drills and constantly pushing the soldiers body to
the point where they can't go on. The result of this training is that the
instincts and reflexes taught in training, will take over once the fighting
starts.
8am-9am-Hour Break
The break allows cadets to get some breakfast, take
a shower, or to just take a rest.
9am-11am-Weapons and Equipment
A key part of a soldier's being, is his weapons and
equipment. Here, the cadets are taught about the different types of weapons
they may be using out on the field, how to fire them, how to fix them, and
how to get the best performance out of them. Also, to a smaller extent they
are taught about their equipment and how to use it in emergencies.
11am-1pm-2 Hour Break
The cadets get a long break for lunch and are
allowed to do whatever they want (to a certain extent). Most of the cadets
and soldiers participate in recreational sports, although some just choose
to sleep.
1pm-3pm-Battlefield Techniques
This section is the other side of pysical training,
it includes teaching the soldiers how to react physically and mentally
during combat. Most of the exercises done at this time of day involve using
your head and your dexterity, like for example walking around a room with a
bunch of other people who, like you, are blind folded and carrying a stun
stick.
3pm-5pm-Battle Tactics
An important part of the training, tactics teaches
the cadets the types of situations they may find themself in, and what they
should do. Officers usually recieve more training in this area, for more
info about officer training, check below.
5pm-8pm-Dinner and Whatever
Dinner is the biggest meal of the day for a cadet,
and includes the best tasting and largest amount of food. After dinner, the
cadets are allowed to participate in recreational activites, holo-games, or
whatever they want to do. By 8pm, all cadets are required to be in their
bunks and by 9pm they must have all of the lights off.
1st Week Training Rewards
Now at the end of the first week I have the
characters roll once for each day of training (which is 6 days, there is no
training on Seventhday). If a player rolls 1-2 they get 2 CP's, if 3-4 they
get 4 CP's, and if they roll 5-6 they get 6 CP's. Now you add up all the
points from each day and the characters may use them to increase any of the
skills that they used while training, which I will list in a second. To
make it easier I said that the cadets can increase any skill to a maximum of
1 dice or they can do a specialization. Here's the skill list:
Dexterity
blaster
blaster: SoroSuub Heavy Tracker 16
blaster: Merr-Son G8
blaster: A280
blaster: heavy pistols
melee combat/parry
grenade
running
Knowledge
survival
Mechanical
beast riding
hover vehicle operation
Perception
hide
search
sneak
Strength
brawling
climbing/lifting
stamina
Technical
armor repair
blaster repair
2ND WEEK-Continuation Training
This is when the infantry goes out and starts using
the training they had learned in the first week. Each day is split into
these parts:
7am-8am-Breakfast and Showering
Just like it says, breakfast and a shower.
8am-12am-Practice Skirmishes
All of the training groups on the base get together
and form two teams, then they are sent out around the base and then are set
loose to fight. They are given standard equipment for the field except that
they use special powerpacks that only fire a light beam, that if it breaks
through the light barrier that is projected around a cadet by a small vest,
an alarm goes off on the vest and that person's weapons and vest shuts down.
There are only cadet's in the skirmishes, so usually a leader is elected by
the rest of the cadets, many times that leader will end up being an officer
of the squad.
12am-2pm-Lunch and Break
The cadets take a break from training and eat lunch
and can use the recreational facilities.
2pm-5pm-Field Training
Depending on the day, Field Training will cover any
number of different things. Sometimes it will include having men use a
holo-board to reinact certain battles, to improve their tactics skills.
Other times small groups of cadets will be sent into the woods with
equipment and weapons, and are told they are to find a certain marker. The
weapons that they have are loaded with those special power packs that only
shoot out light, and the cadets unknowningly, are wearing the light
sensitive vests. While they are in the woods they are attacked by drill
sargeants dressed as Imperials, and the sargeants decide how will the cadets
responded. Things like this make up the field training time.
5pm-8pm-Dinner and Break
The cadet's get to eat some dinner and then have a
couple of hours to do whatever the want.
2nd Week Training Rewards
The way I ran this weeks rewards was to give the
characters CP's in amounts that reflect how well they did in different
exercises, if you run it this way, it is pretty crucial that you act out
each day of training. I would say 6 CP's is the highest you should give
them for a good job. The skills they can improve are the same as the list
above in the 1st week section.
Infantry Officer Training
The Rebellion is in sore need of well trained
officers, but the chances of them getting them are close to nill. Instead
they have to rely on people who have had training in the subject area before.
And previously trained personel are often not available to be officers. So,
if the Alliance finds a cadet who seems to be a good leader and does good in
training, they are usually applied to Officer "training."
Officer training is not really full training, it is more of a quick run through of what that person is expected to do and how to do it. Officer training is almost always taught by a veteran officer who has seen many years of combat. The training is usually given in a 2 day period, with advanced teaching in areas like:
Tactics Training
When officers are given tactics training it is
usually taught in two or maybe three sessions. In the first session they
are introduced to basic situations that they may encounter and what they
should do. The second session usually covers more in depth looks at the
strengths and weaknesses of the kinds of tactical meanuvers and setups the
officers may try. The third session, if available, would normally include
reviewing of historical battles and how they were orchestrated.
Unit Structure and Strength
This would be the other half of the training one
might recieve. One thing that sets the officers apart, is that they know
more about each aspect of the battle then the normal grunt troops. So it is
important for the officers to learn what each units job is and how they do it.
Also, they learn how to setup a good squad or group of men, so that they can
work together well to get things done.
Now I know this doesn't seem like a lot of training, and that is cause it's not. Remember, the Rebellion needs the most amount of people they can have, in the least amount of time. Rewards for officer training would be small and more on the knowledge or perception skills. It's basically you choice what you want to do.
Infantry Weapons and Equipment
The type of infantry equipment that Rebellion uses
reflects their type of military style very much. The Rebels try to use
equipment that can take out the target as fast, as easily, and with as little
attention drawn as possible. Here are some of the types of weapons and
equipment you would see an infantry man carrying.
BLASTER RIFLES
Blastech A280 Blaster Rifle
Model: Blastech A280 Series Heavy Blaster Rifle
Scale: Character
Skill: Blaster, Blaster rifle
Ranges: 4-40/120/300
Damage: 5D+2
Ammo: 100
Cost: 1400 (power packs: 35)
Probably the most popular Rebel rifle, and for a very good reason. The A280 has the best armor piercing ability of almost all the rifles on the market. It also has a considerably good range for a rifle of its power. Although it is powerful and has long range, it did not stand up very well in the artic cold of Hoth, many of the A280's just plain didn't work.
SoroSuub "Heavy Tracker" 16
Model: SoroSuub Corporation "Heavy Tracker" 16
Scale: Character
Skill: Blaster, Blaster rifle
Ranges: 3-30/100/300
Damage: 5D
Ammo: 150
Cost: 1,000 (power packs: 35)
The Heavy Tracker was first adopted by the Rebellion after they experienced large numbers of problems with the A280 during the Battle of Hoth. The Heavy Tracker is a more durable and sturdy rifle, and is easily adapted for different climates. The Heavy Tracker does not have the long range and extra power that the A280 comes with, but as I said before, is very durable and also comes at a lower cost.
Merr-Sonn G8
Model: Merr-Sonn G8 Heavy Blaster Rifle
Scale: Character
Skill: Blaster, Blaster rifle
Ranges: 4-40/120/350
Damage: 4D+1
Ammo: 75
Cost: 1250 (power packs: 35)
The G8 is the sniper's rifle of the Rebel Alliance. The G8 has very good range, but a much weaker blaster bolt. The weapon is very fragile and is usually carried in a special case. A sight is usually mounted on the blaster rifle, and it adds 1D to the user's blaster skill.
BLASTER PISTOLS
BlasTech Dl-44
Model: BlasTech Dl-44 Heavy Blaster Pistol
Scale: Character
Skill: Blaster, blaster pistol
Ranges: 3-7/25/50
Damage: 5D
Ammo: 25
Cost: 750
Rebel military personnel almost always carry a sidearm, and it is usually the DL-44. One of the most popular heavy blaster pistols, the 44 is perferred because of it's durability, power, and cost. The blaster is also popular with smugglers, mercenaries, and especially pirates.
Merr-Sonn "Flash" 4
Model: Merr-Sonn "Flash" 4 Heavy Blaster Pistol
Scale: Character
Skill: Blaster, blaster pistol
Ranges: 3-7/25/40
Damage: 4D+2
Ammo: 50
Cost: 695
Another of the popular military models, the "Flash" 4 is a copy of the DL-44. It is often chosen because of it's more extensive ammunition containment. It also has a slighty lower price then the DL-44.
BlasTech DL-18
Model: BlasTech DL-18 Blaster Pistol
Scale: Character
Skill: Blaster, blaster pistol
Ranges: 3-10/30/120
Damage: 4D
Ammo: 100
Cost: 500
The DL-18 is usually carried by officers in the Rebellion. It's sleek form and quality performance make it a top choice. The blaster has incredibly good range and accuracy, but weaker damage capability.
Merr-Sonn "Quick" 6
Model: Merr-Sonn "Quick" 6 Sporting Blaster
Scale; Character
Skill: Blaster, blaster pistol
Ranges: 3-10/25/50
Damage: 3D+2
Ammo: 100
Cost 325
The "Quick" 6 is another widely used officer's sidearm. The weapon allows an officer or an ambassador to carry a lethal weapon that can travel to almost any planet without breaking local gun control laws. The two advantages of the gun are it's low cost and the fact that it can be taken apart and re-assembled in but seconds.
Madine's Rules of War
The Role of Ground Forces
"Battle platforms can destroy, starfleets can blockade, but only the army can take and hold the ground. Without the ground, all your fancy spaceships will wither and rot." General Crix Madine
Excerpts from an Orientation Meeting Given by General Madine to New Alliance Ground Commanders
Madine's Rules of War #1: Hit 'Em Where They Ain't
"Never attempt to match strength against strength with the enemy. He's probably got you outnumbered to begin with, and, because of his command of the sky and space, can call upon virtually unlimited reinforcements. You don't want to get into a slugging match with the Imperials: they'll win every time. If you can't achieve your objectives quickly, against little opposition, you probably can't achieve them at all.
"Speed and concentration are the keys. Bring all of your forces together and throw them against a fraction of his. Wipe 'em out quickly and then run like hell for the hills. If, once you have started an attack, you find out that your target is to tough for you, give it up. Do not keep up the fight past the breaking point; this loses lives wins nothing."