09-30-2018, 06:29 PM | #1 |
Banned
Join Date: Jun 2005
Location: Bristol
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Special Forces Templates
I wanted to do a low key Special Forces Template that is the RAF Regiment.
AFAIK their primary role is to secure air bases. Use various weapon systems form Auto Cannons, Missile Systems, down to the small arms of MGs and Rifles etc. I went to the 3rd Ed Special Ops and lifted some from SAS template. However, I am aware that 'Survival x' skills may not be well taught because they are usually attached to an airfield. Historically IIRC they were used to take and secure air fields (maybe they knew what should and shouldn't be blown up when it comes to taking an airfield) The Regiment do patrol to ensure than nothing is close to their field of opperations. And so far have come up with this skill set: Brawling Camoflage Driving Electronic Operations (comms, sensors) First Aid Forward Observer Gunner (missile, machine gun, mortar) Guns (GL, LAW, Light Auto, Pistol) Hiking Interrogation Knife Orienteering Parachuting Scrounging Soldier Stealth, Tactics Guerrilla, Infantry Throwing Traps Note this is from 3e and may need some 4e conversions to flush it out. |
09-30-2018, 06:51 PM | #2 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Special Forces Templates
Some of the limited aspects of a skill set, probably should be taught as part of the "Professional" skill package.
It isn't entirely a professional skill, but it isn't entirely a Soldier Skill either. What someone in the Royal Regiments are taught might not be part of the skill set for SAS trained personnel. Now if they had SOLDIER(SAS) as a skill grouping, and SOLDIER(Ordinary) and SOLDIER(Green Beret) etc - the GM could customize what secondary skills would be contained within the soldier skill that would be treated as a default off of. For instance, if you get specialized survival skills in the artic - but it isn't a full fledged skill, then treat it as Solder(<elite group>) where the skill is equal to Soldier(<elite group>) -3 If it works for Grenades, ordinance disposal, rules and regulations, Supply system codes for various equipment, etc - then maybe it might include the other "minor" aspects. A default to Soldier-3 might beat an IQ-5 penalty for default use, but not be equal to IQ-2 for a single point's worth of skill outright. Mind you, this is just "rules tinkering" as opposed to Rules as Written (RAW). Do with the idea as you will. ;) In case you might worry "but if that skill has too many subsets of skills within it - that makes it TOO good" I'd simply respond... Then change the type of skill that it is. Currently, Soldier is an Average skill. If you load it up with a lot of extra training in it, then change it to Hard. If you feel that it has a LOT in it, as in extra super duper a lot of extra training, then treat it as a Very Hard skill (see page 168 for more inspiration, lower left corner of the page). So, if you want, maybe consider making the Seal Solder skill HARD if you think they've got a lot of extra training involved in their basic skills. |
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