REBEL SPECIAL FORCES
This item is the work of Kevin Dole, from his homepage (Pegasus Base), I asked him If I could use the document and he has not responded for several days so I'm waiting for him to tell me I can't have it up here. I thought this was a pretty good way of showing the different divisions in the Special Forces, although I don't agree with it totally. So here you go.
NOTE: This document has been changed to reflect the current status of Rebel Special Forces, after the implementation of the Madine/Ackbar Plan. Please disregaurd all previous versions of this document.
Rebel Special Forces are a breed apart. Trained in markmanship, unarmed
combat, survivial, espionage and sabotage, they are among the best ground forces the Rebellion has to offer. They are attached directly to Rebel High Command, seperate from Alliance Regular Forces (Ground) and Sector Forces. They take the toughest missions of the war, and face the most villianous foes. They are similtanoiusly respected and feared by the foces of the Empire and all others who would stand in the way of freedom.
There are 12 SpecFor Divisions and several perminantly detached and independent taskforces (ie: Taskforce Shen, Alderaanian Death Legion). Division One is assigned directly to Rebel High Command, with units from the First dispersed with Command Fleet, along with certain detached, specialist taskforces (such as Taskforce Shen). Divisions Two through Ten are scattered in various sized blocks through the Empire, as is Division 12. Division 15 is the training unit, composed mostly of disabled SpecFor and SpecOps operators. They provide the training and selction not only for SpecForce recruits, but also conduct the basic training for the handful of raw recruits entering RegFor.
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(Divisions 11, 13 and 14 exist on datapad, but only on datapad. Please don't the Imps- they are going buggy looking for them. -Col. Tex
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Each of these Divisions is broken into eight regiments. In reality,
these regimental organizations are pure fiction. SpecForces teams are composed of personnel drawn from the Regiment who's abilities are needed to complete the mission, and range in size from four to a hundred beings. This flexability gives the Rebellion an edge over the typically inflexable, "square hole/square peg" mentality of the Empire.
The members of Special Forces are first volunteers for the Rebellion
to Restore the Republic, in the local and sector forces. Then, they volunteer to serve as an Alliance regular, knowing that they must leave behind every thing that were. If they pass a thorough investigation, the volunteers for Special Forces attend an eight week course, opperated by the toughest DIs, Seargents and Chiefs in the Rebellion. Those that wash out return to thier regular units. (If they are drawn from SecFor, they are incorproated into RegFor(Ground).) Those that pass go onto specialist training.
After the completion of the selection course, the proud few go to thier "finishing school", run by members of the 12th Division. The schools are in many locations. For example, Pathfinder, Wilderness Fighter and Infiltrator training is conducted on one of several safe worlds, while SpaceOps and Heavy Weapons (in part) training occures at Rebel ship yards and asteroid-based facilities. Some personnel, such as the Medics and Techs of the seventh regiments are already trained in thier appropriate fields, and mearly need to learn military skills, and maybe polish those they already have.
1st Regiment: SpaceOps
Composed in large part of former pirates and privateers, their mission
is much the same: board and secure spacecraft, space stations, facilities on airless worlds, and to repel attacks from such positions. They also are tasked with relieving Pathfinders at dirtside LZs. They are armed with heavy blasters, laser rifles,grenades and the few powered suits of combat armour the Rebellion has been able to get. They are typically assigned to a line of ships or to airless facilities. When assigned to the Fleet, they serve as assistant techs and tertiary gunners.
type: Rebel Special Force SpaceOps
-
DEX 3D
-
Blaster 4D (laser rifle 5D, heavy blaster pistol 5D), Brawling Parry 4D, Dodge 4D, Grenade 4D, Melee Combat 4D, Melee Parry 4D, Missle Weapons 3D+2, (A) 0-gee Combat 3D
-
KNOW 2D
-
Survival 3D (space 5D), Scholar (starship layout 4D), Tactics 3D (boarding 4D), Value 2D+2
-
MECH 2D+1
-
Jetpack Operation 4D, Powersuit Operation 4D, Repulsorlift Operation
3D, Space Tranposrts Operation 3D, Starship Gunnery 2D+2
-
PERC 2D+2
-
Command 3D+2, Search 4D
-
STR 3D
-
Brawling 4D+1, Lifting 3D+1, Stamina 3D+2
-
TECH 2D
-
Blaster Repair 2D+2, Capital Ship Repair 2D+2, Computer Programming/Repair 2D+2, Demolition 3D, First Aid 3D, Security 3D: starships 4D, Space Transports Repair 2D+2
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Heavy blaster pistol (5D), laser rifle (4D+1), vibroknife (STR+1D+2),
space suit (+1D energy and physical, -1D DEX worn in atmosphere), headset
comlink, rocketpack (space :1, 10 charges), fragmentation grenade (5D),
2 stun gas grenades (4D+2)
2nd Regiment: Pathfinders
Pathfinders
Pathfinders are tasked with locating and securing LZ's for ground forces,
designating targets for starfighter, orbital and artillery strike, and
recovering lost personnel. Thier secondary mission is to provide reconniasnce for SpecFor and RegFor taskforces. They usually work in small units, rarely larger than a company in size, and are armed with blasters, grenades and light vehicles when needed. They are trained to get to their target however the can, and use swimming equipment, parachutes and fast moving aircraft to do so.
type: Rebel Special Forces Pathfinder
-
DEX 3D
-
Acrobatics 4D, Blaster 4D (rifle 5D), Dodge 5D, grenade 4D, Melee Combat 4D, Running 3D+2, Vehicle Blasters 3D+2, (A) Skydiving 3D
-
KNOW 2D+1
-
Alien Species 3D, Planetary Systems 3D, Survival 4D+2, Tactics 3D
-
MECH 2D
-
Beast Riding 3D, Glider 4D, Repuslorlift Operation 3D+2 (repulsor-glider 4D+2), Parachute 4D
-
PERC 2D+2
-
Command 4D, Hide 4D, Search 4D, Sneak 4D
-
STR 3D
-
Brawling 4D, Climbing/Jumping 3D+2, Stamina 3D+2, Swimming 4D
-
TECH 2D
-
Blaster Repair 2D+2, Demolition 3D, First Aid 4D
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Medikit (can be used as ten medpacks or to perform minor field surgery), blaster rifle (5D), 4 fragementation grenades (5D), 4 smoke
greandes, signal beacons, survival kit, comlink, blast vest and helmet
(+1 energy, +2 physcial), camoflauge fatigues
3rd Regiment: Urban Guerillas
Urban Guerillas
Urban Guerillas are masters of street and house-to-house fighting, which is vital to the Rebel cause, as 80% of the galaxy's populationl ives in urban areas. They specialize in sabotage, sniping, arson and close quarters warfare. They receive training in how to improvise weapons and explosives from scratch, and how to procure what they can't make. Because of weapons sensors and similar devices, they are trained in how to use anything for a weapon, or their bare hands if needed. When they can take thier weapons, they prefeer pistols, grenades, hand weapons, backed up with carbines and light ISWs (such as light flamers and grenade launchers).
type: Rebel Special Forces Urban Guerilla
-
DEX 3D
-
Blaster 4D (Pistol 5D), Brawling Parry 4D, Dodge 4D, Greande 4D, Melee
Combat 4D, Melee Parry 4D, Running 3D+2
-
KNOW 2D+2
-
Tactics 3D (urban 4D, squads 4D), Streetwsie 4D+2, Survival
3D (urban 5D)
-
MECH 2D
-
, Hover Vehicle Operations 3D, Repuslorlift Operation 4D, Swoop Operation
3D+2
-
PERC 2D+2
-
Command 3D+2, Hide 4D+2, Sneak 3D+2 (urban 4D+2), Search 3D+2, Bargain
3D+2
-
STR 2D+2
-
Brawling 4D+2, Climbing/Jumping 3D, Stamina 3D+1
-
TECH 2D
-
Blaster Repair 2D+2, Demolitions 4D, First Aid 3D, Security 3D
-
Force Points 0-1
-
Darkside Points 3-5
-
Move 10
-
Equipment
-
Blaster pistol (4D), 2 fragmentation genades (5D), smoke grenade, vibroshiv
(STR+1D), medpac, fake ID, comlink, urban camo or black fatigues or civilian
clothing,, cred stick (with
1000cr, for emergencies)
4th Regiment: Wilderness Fighters
Wilderness Fighters
Although most people live in urban areas, rural and wild lands make up 95% of the habitable planetary surfaces. Wilderness Fighters take pride in such nicknames as "snake eaters". They are taught to use a mixture of mobility, stealth and ambush to accomplish their tasks. The receive training in a wide variety of terrain, but they also receive training in two specialized terrains which are usually found near each other (i.e.: jungle and swamp, alpine and arctic). Because of the need of thier services, Wilderness Fighters are among the most thinly spread units in SpecFor. They are armed with light support weapons, blasters, and whatever repulsorcraft can be made available.
type: Rebel Special Force Wilderness Fighter
-
DEX 3D
-
Blaster 4D (rifle 5D), Brawling Parry 4D, Dodge 4D, Grenade 4D, Melee
Combat 4D, Melee Parry 4D, Missle Weapons 3D+1, Running 3D+2, Vehicle Blasters 4D
-
KNOW 2D+2
-
Tactics 3D (Squads 4D, (specific terrain, ie: jungle) 4D),
Survival 4D ((specific terrain, ie: jungle) 6D, (specific terrain,
ie: swamp) 6D)
-
MECH 2D
-
Beast Riding 3D+2, Repuslorlift Operations 4D, Hover Vehicle Operations 3D
-
PERC 2D+2
-
Command 3D+2, Hide 4D+2, Search 3D+2, Tracking 4D+2, Sneak 3D+2 ((specific
terrain, ie: jungle) 4D+2, (specific terrain, ie: swamp) 4D+2)
-
STR 2D+2
-
Brawling 4D, CLimbing/Jumping 3D, Stamina 3D+2, Swimming 3D+2
-
TECH 2D
-
Blaster Repair 3D, Demolition 4D, First Aid 3D
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Blaster rifle (5D), blaster pistol (4D), vibroknife (STR+1D+2), 2 fragmentation greandes (5D), 2 smoke grenades, comlink, survival kit, blast vest and helmet (+2 phys, +1 energy), speederbike, camoflauge fatigues, macrobinoculars
5th Regiment: Infiltrators
Infiltrators
Infiltrators are the most feared members of SpecFor. Masters of stealth and the silent kill, these are the beings who have the most reason to hate the Empire. They are tasked with breaking into Imperial facilities, sabotage, and theft of important equipment. They, along with the Pathfinders, form the eyes and ears of the Rebellion, and often are inserted with Pathfinders to distract from the actual operation. Or, they open the door for the strike team, and then secure the exfiltration point.
type: Rebel Special Forces Infiltrators
-
DEX 3D
-
Blaster 4D, Brawling Parry 5D, Dodge 4D, Firearms 4D+2 (pistol
5D+1), Melee Combat 5D, Melee Parry 5D, Thrown Weapons 4D, Pick Pocket 4D,
(A) Blind-fighting 3D, (A) Martial Arts 3D
-
KNOW 2D
-
Survival 3D, Streetwise 3D, Tactics 3D
-
MECH 2D
-
Repulsorlift Operation 3D
-
PERC 2D+2
-
Command 3D, Con 4D, Hide 4D+2, Search 4D, Sneak 5D+2
-
STR 3D
-
Brawling 5D, Climbing/Jumping 3D+2, Stamina 3D+2
-
TECH 2D+1
-
Blaster Repair 2D+2, Demolition 3D+1, Firearms Repair 3D, Computer Programming/Repair 3D,
First Aid 3D, Security 5D
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Blaster pistol (4D), silenced slugthrower pistol (3D+1, usually in a shoulder holster), slicewire garotte (STR+2D), throwing knife (STR+1D),
slient vibrodagger (STR+2D), comlink, medpac, night vision goggles (+2D
against darkness penalties), camoflauge or black fatigues, security bypass kit (+1D security)
6th Regiment: Heavy Weapons
Heavy Weapons Specialists
These warriors provide the heaviest firepower found in SpecFor task forces. They are trained in every support weapon in the Rebel arsenal, ranging from repeating and automatic blasters to starship mounted artillery. They can be found supporting everyone from SpaceOps to Pathfinders, and even provide distraction for Infiltrators. When not on a mission, they are welcome through the Fleet as secondary gunners. They are armed with sidearms and at least one heavy weapon.
type: Rebel Special Forces Heavy Weapons
Specialist
-
DEX 3D
-
Blaster 4D (auto rifle 5D, repeating 5D), Blaster Artillery 4D+2, Dodge 4D, Flamethrower 4D, Missle Weapons 5D, Projectile Artillery 4D+1, Vehicle Blasters 5D
-
KNOW 2D
-
Tactics 3D, Survival 4D, Willpower 3D
-
MECH 2D+1
-
Capital Ship Gunnery 3D+2, Ground Vehicle Operations 3D, Repulsorlift Operation 3D, Starship Gunnery 4D
-
PERC 2D
-
Command 3D, Search 3D, Hide 3D
-
STR 3D
-
Brawling 4D, Lifting 4D
-
TECH 2D
-
Blaster Repair 4D, Demolition 3D, First Aid 3D
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Blaster pistol (4D), vibroknife (STR+1D+2), heavy weapon (depends on
the mission), blast vest and helm (+1D physical, +1 energy), comlink, camoflague fatigues
7th Regiment: Technical Support
Seventh is the technical support pool of Rebel Special Forces divisions. They contain techs, medics, communications and scanner specialists, engineers and drivers. While they are not considered to be combat Specs, they are more that capable of defending themselves.
Technicians
SpecForces Techs are trained to repair any equipment that Special Forces
is issued or captures, or, if needed, build it. Though primarily mechanics, they also receive some training in the operation of vehicles and heavy equipment. They rarely are at work in the field, but they are occasionally assigned to combat taskforces, especially when something needs to be "borrowed".
type:Rebel Special Forces Technician
-
DEX 2D+1
-
Blaster 4D, Dodge 4D/TT>
-
KNOW 2D+1
-
Survival 3D, Technology 4D
-
MECH 2D+1
-
Machinery Operation 4D, Repulsorlift Operations 3D
-
PERC 2D+1
-
Hide 3D, Search 3D
-
STR 2D+2
-
Brawling 3D+2, Lifting 3D, Stamina 3D
-
TECH 3D+1
-
Armour Repair 4D+1, Blaster Repair 5D+1, Computer Programming/Repair
4D, Droid Programming 4D, Droid Repair 4D, Ground Vehicle Repair
4D+1, Hover Vehicle Repair 4D+1, Powersuit Repair 4D, Repulsorlift Repair
5D+1, Space Transports Repair 4D, Starfighter Reapir 3D+2, Tinker 4D+1,
Walker Repair 4D, Watercraft Repair 4D
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Universal toolkit, blaster pistol (4D), knife (STR+2), survival kit, comlink
Medical Specialist
SpecForces MedSpecs are often the best medical personnel available to wounded Rebels, and as such are heavily trained in the treatment of combat injuries. They are also trained in exotic disease and preventive medicine. Although not specifically trained for combat, they are fierce warriors, due to thier oath of protecting the sick and wounded. When SpecFor positions are over run, Medics will almost always fight to the death to prevent thier patients from being captured.
type: Rebel Special Forces Medical Specialist
-
DEX 2D+1
-
Blaster 4D, Brawling Parry 3D+1, Dodge 4D
-
KNOW 3D
-
Alien Species 3D+2, Launguages 4D, Scholar (diseases 5D), Value (medical
supplies 4D)
-
MECH 2D
-
Bacta Tank Operation 3D, Sensors (medical 4D), Repulsorlift Operation 3D
-
PERC 2D+2
-
Bargain 3D+2, Command 4D (patients 5D), Search 3D+2
-
STR 2D
-
Brawling 3D, Lifting 3D, Stamina 3D+1
-
TECH 3D
-
Droid Programming (medical droids
4D), First Aid 5D+2, (A) Medicine 3D (combat 4D)
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Blaster pistol (4D), medikit, medical backpack, surgical kit, medisensor, datapads w/
medical references, comlink
Communications Specialists
SpecForces ComSpecs are trained to operate any communications, sensors
or computer array, no matter how tight the internal security regimens.
They are often assigned to combat taskforces as sensor and long-range communications specialists, except for Infiltator teams. More experinced operators specialise in specific area of thier field, but they are all trained in thier sphere of operations. They are also required to be able to understand most common launguages.
type: Rebel Special Forces Communication-Scanner
Specialist
-
DEX 2D+1
-
Blaster 4D, Brawling Parry 3D, Dodge 4D
-
KNOW 2D+1
-
Languages 4D, Survival 3D, Technology 3D
-
MECH 2D+2
-
Communications 5D, Repulsorlift Operation 3D+2,
Sensors 5D
-
PERC 2D
-
Command 2D+2, Hide 3D, Search 3D
-
STR 2D+2
-
Brawling 3D+2, Stamina 3D
-
TECH 3D
-
Computer Programming/Repair 5D, Communications Systems Repair 5D, Droid Programming 5D, Droid Repair 5D, Security 4D, Sensor Repair 4D+2
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Communications, computer and sensor equipemnt, datapad, blaster pistol (4D), knife (STR+2), electronics tool kit
Combat Engineers
Rebel SpecFor Engineers have a saying that describes everything they do: "First we dig 'em, then we die in 'em." They are mostly drawn from civilian contractors and construction workers, and are responsable for building any positions and structures needed to accomplish the mission at hand. They also are responsable for blowing things up or burning them down, as needed, along with building (or dismantaling) various booby traps. They have a very high percentage of the prostetic limbs in SpecFor, usually hands and arms.
type: Rebel Special Forces Combat Engineer
-
DEX 2D+1
-
Blaster 4D, Brawling Parry 3D, Dodge 4D
-
KNOW 2D
-
Survival 3D, Technology (Building Materials 4D, Architecture 3D+2)
-
MECH 2D+2
-
Industrial Equipment Operation 4D+2, Repulsorlift Operation 3D, Ground Vehicle Operation 3D, Powersuit Operation 3D+2
-
PERC 2D
-
Command 3D, Hide 3D, Sneak 3D
-
STR 2D+2
-
Brawling 3D+2, Lifting 4D, Stamina 3D+2
-
TECH 2D+1
-
Construction 5D, Demolitions 5D, First Aid 3D, Primitive Construction 4D (Boobytraps 5D, fieldworks 5D)
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Blaster Pistol (4D), knife (STR+2), comlink, survival kit, construction tools, demolition kit or heavy machinery
Transport Specialists
SpecForces TranSpecs are capable of flying any ship and driving any vehicle in production in the Empire. They are drawn form the best pilots within Ordinance and Support and drivers from within the few Rebel armour units. Their job is to SpecForces in and out of trouble, and as such see the most combat of all Support units. They aren't as glamerous as starfighter pilots, but thier job is just as, if not more, dangerous, as the vehicles drawn from Division are often beat-up with a long history of less than factory-spec repairs, and drawing an awful lot of fire.
type: Rebel Special Forces Division Transport Specialists
-
DEX 2D+2
-
Blaster 4D, Brawling Parry 3D, Dodge 4D, Vehicle Blasters 4D+2
-
KNOW 2D
-
Survival 3D, Tactics 3D (tank/armoured cav 4D), Planetary Systems 3D
-
MECH 3D
-
Astrogation 4D, Capital Ship Piloting 3D+1, Hover Vehicle Operation 4D, Ground Vehicle Operation 4D, Repulsorlift Operation 5D, Sensors 3D+2, Space Tranpsorts 5D, Starfighter Piloting 4D, Starship Gunnery 4D, Starship Shields 3D+2, Walker Operation 4D, Watercraft Operation 4D
-
PERC 2D+1
-
Command 3D, Hide 3D, Search 4D
-
STR 2D+2
-
Brawling 3D+2
-
TECH 2D+1
-
First Aid 3D, Repulsorlift Repair 2D+2,Space Transports Repair 2D+2
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Blaster pistol (4D), knife (STR+2), survival kit, flight suit, comlink
8th Regiment: Special Support
The 8th Regiment serves many diffrent functions. Company A is composed of special units, primarliy Marshals, Interrogators (intelligence specialists) and Field Supply Officers. Company B is the pool where various, unique specialists are located (on datapad, anyway), including beast handlers (Wilderness Fighters and Pathfinders who have learned how to handle hunting, tracking and gaurd animals), meteorology specialists, psychological warfare teams, and others who's skills and abilities defy catagoraization. Company C is the headquarters unit. It normally includes liason officers with RegFor, Intell, and the Special Operations Group (SOG), along with being the connecting point for various forces attached from other Allied Commands. They typical Divison has five to seven SOG Mission Groups (three to ten man teams of elite, multi-talented, specialist teams), a starfighter squadron and/or a line of light capital ships (typically no more than a frigate or gunship, two or three corvettes, and two or three light patrol craft) and a small compliment of ships from Support. Company D is the quartermaster's equipment pool, along with the divisional vehical and starship compliment (always lacking in enough of everything, but cosisting mostly of speederbikes, repulsorgliders, LAVs, short-range shuttles and a few pieces of artillery).
Marshals
Composed of former law enforcement agents and bounty hunters, the Marshals Battalion is one of the best pieces of PR ever dreamed of. They target pirates, slavers and other slime. They also do things like rescue hostages and kidnapping victims, usually while the Imperials are debating the best fire vector for the orbital turbolaser strike to take out the scumbags. They also do things like breaking political prisoners, slaves and POWs out of camps, but that doesn't get discussed much for political reasons (at least outside of SpecFor). If a subject is to be arrested (usually for War Crimes), Marshals accompany a taskforce of other kinds of Specs. Most Divisions have only a platoon of Marshals, which is considered a company.
type: Rebel Special Forces Division Marshal
-
DEX 2D+2
-
Blster 4D+2, Brawling Parry 3D+2, Dodge 4D+2, Grenade 3D+2, Melee Combat
3D+2, Melee PArry 3D+2, Running 3D+2,
-
KNOW 3D
-
Intimidation 4D, Law Enforcement 5D, Tactics 3D(hostage rescue/prision
breaking 4D, squads 4D), Streetwise 4D
-
MECH 2D
-
Repulsorlift Operation 3D
-
PERC 2D+2
-
Command 3D+2, Hide 3D, Investigation 3D+2, Search 4D+2, Sneak 3D+2
-
STR 2D+2
-
Brawling 3D+2
-
TECH 2D
-
Computer Programming/Repair 3D, Demolition 3D, First Aid 3D, Security
3D
-
Force Points 0-1
-
Character Points 3-5
-
Move 10
-
Equipment
-
Blaster pistol (4D), blaster carbine (5D), blast vest (+1D physical,
+1 energy), survival kit, recording rod, comlink, binders, forged IPKC
Interrogators
While most of the information that SpecFor units recieve is from Intelligence, SOG and RegFor sources, there are many times where what is needed is real-time, straight from the enemy's mouth information. SpecFor Interrogators differ from thier Imperial counterparts in one major way- they don't use torture. They might threaten it, they might even stage false torture sessions in the next room or tent, but they never use it. Instead, they use intimidation, persuasion, manipulation and psychological twisting. They are not usually part of a field taskforce, but rather they are part of the support/command element for large taskforces. They also serve as general intelligence officers for a taskforce, and begin the process of analyzing all data brought in by taskforces.
type: Rebel Special Forces Interrogator
-
DEX 3D
- Blaster 4D, Brawling Parry 4D, Dodge 4D
-
KNOW 3D
- Alien Species 4D, Cultures 3D+2, Intimidation 4D+2, Languages 4D, Streetwise 3D+1, Willpower 4D
-
MECH 2D
-
Communications 3D, Repulsorlift Operation 3D, Sensors (biometric sensors {aka lie detectors) 4D)
-
PERC 2D+2
-
Command 4D, Con 4D, Persuasion 4D+1
-
STR 2D
-
Brawling 3D, Stamina 3D
-
TECH 2D+1
-
First Aid 3D
-
Force Points 0-1
-
Character Points 5-8
-
Move 10
-
Equipment
-
Blaster pistol (4D), datapad, recording rod, comlink, high-intesity glowrod with stand, portable fresher and wash-up kit, fiendish-looking gizmo that does absolutely nothing
Field Supply Officers
Stuff. That is what keeps an army moving, and a modern army fighting an interstellar war needs a lot of it. While normally a funtion of OaS, SpecFor at times either needs items in a hurry or is detachated from the normal line of supply. While not all Scroungers are commisioned, they are still refeered to FSOs. The specialize in getting things from not existant or unorthodox sources. Only assigned to missions of medium and long-range duration, they beg, borrow, steal, buy, requisition, liberate or otherwise get the items in need, or the means for Techs to build them. They are not commonly found outside of Division Eight, where they also work as quartermasters, supply and document clerks, and general aides de camp.
type: Rebel Special Forces Field Supply Officer ("Scroungers")
-
DEX 2D+1
- Blaster 4D, Brawling Parry 3D, Dodge 4D
-
KNOW 3D
- Bureaucracy 4D, Buisness 4D, Cultures 3D+2, Languages 4D, Technology 4D, Value 4D
-
MECH 2D
-
Powersuit Operation 3D, Repulsorlift Operation 3D
-
PERC 3D
-
Bargin 4D, Con 4D, Investigation 4D, Persuasion 4D, Sneak 3D+2, Search 4D
-
STR 2D
-
Brawling 3D, Lifting 2D+2, Stamina 3D
-
TECH 2D+1
-
Computer Programming/Repair 3D+2, Security 4D
-
Force Points 0-1
-
Character Points 5-8
-
Move 10
-
Equipment
-
Blaster pistol (4D), secured datapad, knife (STR+2), security bypass kit (+1D Security),
Independent Starfighter Squadrons
Though under the official command of the Starfighter Corp, they are often
used like Special Forces. The first and most famous of these units is the
daring Rogue Squadron. These men are some of the best in Rebellion as fighter
jocks, but they are expected to be much more versitile than most. Other
squadrons include Renegade, Revenger (composed of Alderaanians) and Starhunter
Squadrons.
type: independent starfighter squadron memeber
-
NOTE: this is what I would consider to be typical skill levels for
Rogue Squadron.
-
DEX 3D
-
Blaster 4D: pistol 5D, Brawling Parry 4D, Dodge 4D, Melee Parry 4D,
Missle Weapons 4D, Vehicle Blasters 5D
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KNOW 2D
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Survival 4D, Streetwsie 3D, Tactics: Starfighter 3D, Planetary Systems
3D
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MECH 4D
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Astrogation 4D+2, Communication 4D+1, Repulsorlift Operation 5D, Sensors
5D, Space Transports 5D, Starfighter Piloting 6D: X-Wing 7D*, Starship
Gunnery 6D, Starship Shields 5D
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PERC 3D
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Command 4D, Hide 4D, Search 4D+2, Sneak 3D+2
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STR 3D
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Brawling 4D, Stamina 4D
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TECH 3D
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Blaster Repair 3D+1, Computer Programming/Repair 3D+2, Droid Repair:
astromechs 4D, Droid Programming 4D: astromechs 5D, First Aid 4D, Repulsorlift
Repair 4D, Starfighter Repair 4D: X-Wing 5D*, Space Transports Repair 4D,
Starship Weapons Repair 4D
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--*These specializatations will fit the ship that the pilot normally
uses. IE: A Starhunter Squadron pilot flies a Y-Wing, so he has Starfighter
Piloting 6D: Y-Wing 7D, Starfighter Repair 4D: Y-Wing 5D.
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Force Points 0-1
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Character Points 5-8
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Move 10
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Equipment
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Blaster pistol (4D), survival kit, comlink, flight suit with helmet
and seals, starfighter (usually an X-Wing, but may include any fighter
in fleet service)
NOTE: With the exception of the Independent Starfighter Squadron pilots, these were all made with 15D.
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