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SpecForce Combat Elements
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Naaman
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PostPosted: Thu Oct 31, 2019 4:10 am    Post subject: SpecForce Combat Elements Reply with quote

For discussion on this project, please read/post in the Research thread located at the following link:
https://rancorpit.com/forums/viewtopic.php?t=7608

What follows is my reinterpretation of the Rebel SpecForce organization.

After reading the SpecForce structure in Rules of Engagement, I felt that the command and training structures were cumbersome and inefficient given that the fluff emphasizes the SpecForce's emphasis on "hit-and-fade" operations.

I've retained all of the SpecForce elements expressed in Rules of Engagement, but have reorganized them into complete fighting elements based on the concept of hit-and-fade tactics.

In the next post, I will cover the low-level organization of Rebel SpecForces.
_________________
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SpecForce Combat Elements
All About Lightsabers: Designing, Building, and Fighting
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Naaman
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PostPosted: Thu Oct 31, 2019 4:44 am    Post subject: Reply with quote

Rebel Special Forces Command (or, the lowest organizational element to which all SpecForce units answer) is the strategic and organizational body which oversees all SpecForce missions.

At this command level, any SpecForce element may be mobilized in pursuit of the Alliance mission.

Wilderness Command oversees all SpecForce wilderness training. This includes initial Special Forces recruitment and selection as well as advanced training for soldiers and officers in the Wilderness Fighting discipline.

Wilderness command identifies those among the wilderness fighters who show aptitude for sniper training. Those who successfully complete sniper training are assigned to one of the Fires platoons as forward observers and snipers.

In addition, those Wilderness Fighters who stand out above their peers (either in training or in combat) may be offered a place in Pathfinder training, the elite element of the Wilderness branch of Special Forces.

Urban Command is responsible for training Alliance soldiers in urban operations. New recruits and veterans alike have opportunity to serve in Alliance Special Forces. Urban Combat Specialists are trained in all manner of urban warfare operations.

Whereas the Wilderness branch has a fire support platoon and observer-snipers, the Urban Combat branch trains sharpshooters to provide over watch and support for its ground forces.

Those among the Urban Combat Specialists who show the appropriate qualities may be offered a chance to attend the Infiltrator selection course. Infiltrators specialize in low-viz missions that sabotage and undermine imperial operations.

Space Command recruits and trains Alliance soldiers in shipboard combat. Once fully trained, these troops are known as SpaceOps. Their specialties include hostile takeover of enemy ships as well as security for Alliance vessels. They are trained to operate in vacuum and gain entry to a ship by breaching it's hull.

In addition, Space Commands maintains a specialized raiding force. They are experts at airfield and space port seizure, providing the Alliance with the ability to convert an undeveloped area (or an enemy airfield) into a landing zone for Alliance forces.

Sector Command oversees the deployment of individual SpecForce units within its area of operations. Once deployed in support of a SEC Force operation, this is the lowest level of command that any SpecForce element is answerable to. Once a mission is assigned, the mission commander will report directly to Sector Command until the mission is complete.

In some cases, Sector Command may assign a small SpecForce element to augment a larger Alliance SEC Force operation. In such cases, the SpecForce mission commander will liaise with and typically defer to the SEC Force area commander to which his unit has been attached.


Last edited by Naaman on Thu Nov 07, 2019 2:51 pm; edited 3 times in total
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Naaman
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PostPosted: Thu Oct 31, 2019 5:04 am    Post subject: Reply with quote

Wilderness Fighters

The Wilderness Fighters are capable of operating in teams as small as six personnel, while a complete team consists of twelve. A platoon is typically made up of two or three teams, and a company includes three or more platoons as well as one or more fire support platoons (known as fires platoons). A headquarters platoon oversees administrative functions of the SpecForce company.

The Wilderness Fighters combat elements include several specialties.

A Wilderness Combat Team typically includes:

Team Leader (Usually a Captain)
Assistant Team Leader (Usually a Lieutenant)
Team Sergeant (Master Sergeant)
Senior Sergeant (Sergeant)
2 Gunners (Typically 1 Corporal and one Private)
2 Engineers (Typically 1 Corporal and one Private)
2 Medics (Typically 1 Corporal and one Private)
2 Comm Techs (Typically 1 Corporal and one Private)

It is not uncommon for a SpecForce private to reach the rank of corporal or even sergeant while serving as a member of a SpecForce Wilderness team. The soldier does not "promote out" of his team, but casualties may be replaced by a lower ranking soldier.

Team Leaders and Assistant Team Leaders may promote out of their teams into positions of command at a higher element, at which point, the SpecForce team will have to "break in" their new team leader when he arrives.

Team Sergeants and Senior Sergeants are responsible for the compilation and analysis of intelligence gathered in relation to the mission. The senior sergeant keeps track of the team's logistics and planning, as well as assessing security, threat vulnerability and operational concerns.

If the Senior Sergeant or Team Sergeant is killed, he will be replaced by an incumbent member of the team (a variation on the SpecForce notion of a "field promotion") and the elevated soldier's place will be filled by a new soldier.

Because Senior Sergeants and Team Sergeants are SpecForce veterans who began their career in one of the four other specialties, they typically have some skills at higher levels than even the current members of their previous respective specialties.

Gunners are the team's weapons specialists. They maintain and service the team's specialized weapons, as well as provide continuous training to their teammates on the use and service of non-standard weaponry. In mounted operations, Gunners man the guns, providing security for the team's movements.

Engineers specialize in building and destroying structures, as well as maintaining the team's vehicles (and destroying the enemy's). Engineers are also experts at laying booby traps to cover routes of approach to the team's staging area, as well as disarming explosives and clearing mines laid by the enemy.

Medics provide the team with expertise in field medicine. A SpecForce medic is trained to provide emergency medical care up to and including field expedient surgery for the purpose of saving a life.

Comm Techs maintain the team's communications equipment. They are experts in signals warfare and can provide encryption capability to friendly forces as well as break enemy encryption or jam enemy communications. They are also able to breach electronic security measures to gain silent access to locations when explosive breaching is inappropriate. Comm Techs can also defeat computer security systems, gaining access to enemy databases and manipulating enemy records and intelligence.

Fire Support elements operate separate from the regular Wilderness fighters. Like all SpecForces, they are trained to a high standard of proficiency in basic soldiering skills. They have additional training in fire support missions, typically manning large pieces of artillery capable of destroying important imperial compounds discovered by their forward operating Wilderness or Pathfinder brethren. They typically operate from a remote location, though sometimes they can be assigned in small teams to augment specific short term operations.

Wilderness Fighter (Human)

DEXTERITY 2D+2
Blaster 5D (5D+2 for Gunners)
Blaster Artillery 5D (Fire Support only)
Brawling Parry 4D
Dodge 4D+2
Grenade 4D+2 (5D+2 for Engineers)
Melee Combat 4D
Melee Parry 4D
Missile Weapons 4D (5D for Gunners; 4D+2 for Engineers; 5D+2 for Fire Support)
Running 4D+2 (5D+2 for Planes Wilderness Fighters)
Vehicle Blasters 4D (5D for Gunners)

KNOWLEDGE 2D+1
Bureaucracy: Chain of Command 3D (5D for Team Leaders and Team Sergeants, 4D for Assistant Team Leaders and Senior Sergeants)
Intimidation 4D
Planetary Systems 4D
Survival 5D
Survival: (Specific Environment) 6D
Tactics 5D
Tactics: Guerrilla Warfare 6D
Willpower 4D+2

MECHANICAL 2D
Communications 4D (5D for Comm Tech)
Repulsorlift Operation 2D+2
Repulsorlift Operation: Glider 4D
Sensors 4D (4D+2 for Comm Tech, 5D+1 for Senior Sergeant and Team Sergeant)

PERCEPTION 2D+2
Command 3D+2 (5D+2 for Team Leaders, 5D for Assistant Team Leaders)
Command: Wilderness Fighters 4D+2 (5D+2 for Team Sergeant, 5D for Senior Sergeant)
Hide 4D
Hide: Camouflage 5D
Investigation 4D (Senior Sergeant and Team Sergeant only)
Investigation: Forensics 4D+2 (Senior Sergeant and Team Sergeant only)
Search 4D (5D for Senior Sergeant and Team Sergeant)
Sneak 4D

STRENGTH 3D
Brawling 4D+2
Climbing/Jumping 4D
Climbing/Jumping: Climbing 5D (Mountain and Forest Wilderness Fighters only)
Lifting 5D
Stamina 6D (6D+2 for Arctic and Desert Wilderness Fighters)
Swimming 3D+1 (5D for Maritime Wilderness Fighters)

TECHNICAL 2D+1
Blaster Repair 4D (5D for Gunners)
Communications Repair 5D (Comm Techs only)
Computer Programming/Repair 5D (Comm Techs only)
Demolitions 3D+1 (5D for Engineers)
Demolitions: Booby Traps 6D (Engineers only)
First Aid 4D (5D for Medics)
(A) Medicine 2D (Medics only)
Repulsorlift Repair 4D+2 (Engineers only)

Move: 10
Force Sensitive? No
Character Points: 1D+2
Force Points: 0

*******************

Military Repulsor Truck 
Craft: Varies by manufacturer
Type:  Repulsorlift
Scale:  Speeder
Length: 4 meters
Skill: Repulsorlift Operation: Speeder Truck 
Crew:  1 driver; 1 gunner; 1 comms operator
Crew Skill: 
Sensors 5D
Vehicle Blasters 5D
Repulsorlift Operation 2D+2
Passengers: 2
Cargo Capacity: 500kg
Cover: Full
Cost: 30,000 credits
Maneuverability: 1D
Move: 250km/h
Altitude Range: Surface to 100m
Body: 4D+1
Sensors:
Passive 
Scan 
Search 
Focus 
Weapons (Choose One):
Medium Repeating Blaster 
Fire Arc: Turret
Crew: 1 (Gunner)
Scale: Character
Skill: Vehicle Blasters
Fire Control: 2D
Range: 5-50/200/400
Damage: 6D
EWHB Repeating Blaster 
Fire Arc: Turret
Crew: 1 (Gunner)
Scale: Character
Skill: Vehicle Blasters
Fire Control: 2D
Range: 10-50/250/500
Damage: 8D
Auto Launcher
Fire Arc: Turret
Crew: 1 (Gunner)
Scale: Character
Skill: Vehicle Blasters
Fire Control: 2D
Range: 15-50/300/800
Ammo: 20
Damage: 5D (Each attack roll with this weapon launches 4 frag grenades)
Heavy Rotary Blaster
Fire Arc: Turret
Crew: 1 (Gunner)
Scale: Character
Skill: Vehicle Blasters
Fire Control: 2D
Range: 5-50/250/450
Damage: 6D+2 (Once a hit is established, the gunner gains a +5 bonus on subsequent attack rolls against any targets within two meters of the last target hit; the bonus is not cumulative, but it applies to all attacks made in the same round.)
Capsule:


Last edited by Naaman on Fri Nov 15, 2019 9:12 am; edited 1 time in total
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Naaman
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PostPosted: Sat Nov 02, 2019 4:56 am    Post subject: Reply with quote

Wilderness Fighter Sniper/Observer (Human)

Wilderness snipers are members of fires platoon. Because of the diverse nature of the SpecForce mission capabilities, fires platoon is organized as a separate element from the rest of the Wilderness platoons in a company. Fires platoon is structured so that it can operate as an entire platoon or as individual teams that are fielded according to the proportions of the mission. More than other Wilderness Fighters, members of fires platoon will operate in support of Pathfinders or Strategic Reconnaissance. For these reasons, their structure is more administrative than tactical. The platoon is made up of three or more squads, with each squad having two fire support teams of four soldiers, and two sniper observer elements consisting of a spotter/sniper team each.

Sniper missions typically involve one to three sniper teams operating together.

Smaller teams are often used to support a larger ground force whether it be armor or infantry or else are selected to perform short term, discreet missions in support of higher headquarters.

Larger teams may operate as a small squad supporting the sniper mission. In any case, sniper specific missions revolve around surgical strikes at specific personnel or equipment. Some examples of typical sniper teams might be organized as follows:

Two-Man Sniper Team
A sniper and a spotter. The two soldiers will take turns behind the gun. This element works well in coordination with a ground assault element or as spotters for artillery or heavy ordinance. The shooter will man the primary weapon system: typically a highly accurate, long range sniper rifle. Since the accuracy requirements of a primary sniper system result in a slow rate of fire, the spotter will carry an accurized, heavy blaster rifle, often called a sniper support weapon by SpecForce troopers. This weapon is capable of a faster rate of fire but with a reduced effective range. Both soldiers typically carry a pistol as well.

Three-Man Sniper Team
A three man sniper team consists of three sniper qualified personnel. A shooter, a spotter and a security element. The security element may be equipped with a blaster rifle or carbine, while the sniper and spotter carry a primary and support sniper system, respectively. Alternatively, the security element may be armed with a light repeater, depending on mission requirements. All personnel typically have a pistol as a side arm.

Six-Man Sniper Team
Typically, this element is used for longer term missions or missions that require rapid disengagement after target reduction. While all six members of the team may be sniper qualified, typically there are only two shooter positions on the team. Two others are spotters, while the last two are security elements. This element will typically carry two primary sniper systems. The other four members will typically have some combination of blaster rifles, auxiliary grenade launchers, and light repeaters (depending on the mission specs). This element is capable of fighting its way to an extraction point if necessary, and is used when the likelihood of encountering the enemy en route is high. Generally, the first shot fired on such a mission is the sniper rifle engaging the primary target, followed by a storm of blaster fire to cover the team's peel and fade maneuvers. If there are not enough sniper qualified personnel to form a six-man element, the unfilled positions are often taken by other members of Fires Platoon.

DEXTERITY 3D+1
Blaster 5D
Blaster: Blaster Rifle 5D+2
(A) Marksmanship: Sniper 2D+2
Brawling Parry 4D
Dodge 4D+2
Grenade 4D+2
Melee Combat 4D
Melee Parry 4D
Missile Weapons 4D
Running 4D+2
Vehicle Blasters 4D

KNOWLEDGE 2D+1
Bureaucracy: Chain of Command 3D
Intimidation 4D
Planetary Systems 4D+2
Survival 6D
Tactics 5D
Tactics: Guerrilla Warfare 6D
Willpower 5D+2

MECHANICAL 2D
Communications 4D+2
Repulsorlift Operation 2D+2
Repulsorlift Operation: Glider 4D+1
Sensors 5D

PERCEPTION 3D
Command 3D+2
Command: Wilderness Fighters 4D+2
Hide 6D
Hide: Camouflage 7D
Search 6D+2
Sneak 7D

STRENGTH 3D
Brawling 4D+2
Climbing/Jumping 4D+2
Lifting 5D+2
Stamina 6D+2
Swimming 3D+1

TECHNICAL 2D+1
Blaster Repair 4D+1
Demolitions 3D+1
Demolitions: Booby Traps 4D+2
First Aid 4D

Move: 11
Force Sensitive? No
Character Points: 2D
Force Points: 0

************************

Weapons and Equipment


Pathfinder Sniper Rifle

Model: BlasTech M70-LR
Type: Military Sniper Rifle
Scale: Character
Skill: Blaster: Blaster Rifles
Ammo: 10
Fire Rate: 1
Cost: 4,000
Availability: 3, R or X
Fire Control: 1D+2
Range: 20-50/250/500
Damage: 6D
Game Notes: The fire control system on this weapon is a bipod mounted under the rifle's receiver. The shooter must be stationary in order to use this feature (cannot move or dodge in the same round as using the bipod). The weapon can be fired without use of the fire control system.

This weapon also comes with a scope that provides a +4D bonus to search checks made to identify targets at medium and long range with the weapon.

Pathfinder Sniper Support Weapon

Model: Merr Sonn RFPW (Rapid Fire Precision Weapon)
Type: Military Precision Rifle
Scale: Character
Skill: Blaster: Blaster Rifles
Ammo: 50
Cost: 4,000
Availability: 3, R or X
Fire Control: 1D
Range: 5-50/200/350
Damage: 6D
Game Notes: The fire control system on this weapon is a bipod mounted under the rifle's receiver. The shooter must be stationary in order to use this feature (cannot move or dodge in the same round as using the bipod). The weapon can be fired without use of the fire control system.

This weapon also comes with a scope that provides a +2D bonus to search checks made to identify targets at medium and long range with the weapon.
**************

New Skill: (A) Marksmanship (Sniper)

Specializations: Type of sniper rifle (Merr-Sonn LDL, BlasTech M70, etc.)
Time to Use: One Round
Effect: Roll this skill to shoot a weapon farther than it's maximum range. For each D you have in this skill, you may engage targets up to 100 meters farther than the weapon's maximum range. A character using the BlasTech M70-LR (500m maximum range) with 2D+2 in this skill who is aiming at a target from a sniper's hide would therefore roll 2D+2 (skill) + 1D+2 (fire control) + 1D (aiming) for a total of 5D+4 (or 6D+1 when converted pip for pip). He can shoot at targets up up to 700 meters away (an additional 200m for having a full 2D in the skill). When his skill becomes 3D, this increases to 800 meters, etc. Treat the difficulty as though the weapon is being fired from long range.

Without the scope, the character can still use the skill, but the distance he can shoot is 50 additional meters per full D he has in the skill.

You may also add this skill to your blaster skill when shooting at targets within the weapon's normal range.


Last edited by Naaman on Fri Nov 08, 2019 8:50 am; edited 5 times in total
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Naaman
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PostPosted: Sat Nov 02, 2019 4:59 am    Post subject: Reply with quote

Pathfinder (Human)

Pathfinders are deployed in smaller elements than other Alliance forces. Their primary roles are reconnaissance of battle space and direction of air traffic and fire support elements. A Pathfinder's value to the Alliance lies in how much intelligence he can gather on battlefield terrain and his ability to identify targets for artillery and bombers.

Certain missions may require Pathfinders to engage the enemy directly. These missions are usually very short: the Pathfinders are inserted close to a critical vantage point that may be guarded. Their mission would require them to neutralize any sentries, communicate the necessary targeting information, and then return to an extraction point before the enemy realizes they have been compromised.

Since the Pathfinders usually operate in support of a larger force, they can often count on having a quick reaction force on standby in the event that additional support or specialized skills are needed. For this reason, a typical Pathfinder element does not include as many specialists as a Wilderness Fighter element. Even still, if the mission takes them far from friendly territory, they may enlist the support of a team of Wilderness Fighters to shore up any deficiencies in their skill set or loadout.

Pathfinders are organized into tactical elements. The smallest tactical element consists of three Pathfinders. However, they may operate in elements of up to six soldiers. While all Pathfinders are fully proficient in small unit infantry tactics, their individual backgrounds tend to result in teams with mixed skill sets: the vast majority of Pathfinders are drawn from incumbent Wilderness Fighters, so individual Pathfinders may have higher skills in some specific areas than what is shown below (the stats below represent the lowest possible skill that a Pathfinder will have in any particular area).

Variations in skill sets notwithstanding, when operating as a member of a Pathfinder team, each soldier is fully proficient in the basic roles that a tactical element requires:

Point: The point man is the forward eyes of the team. When moving tactically, the point man is positioned in front and focuses his attention on the environment ahead, looking out for enemy personnel, booby traps, hazards or anything that requires adjustment to the route of travel. If the mission calls for a grenadier, the point man will usually have an auxiliary grenade launcher mounted on his rifle.

Scanner: This member of the team is responsible for collecting data using sensors and other technology. In a three-man element, he is typically also the RTO, as well as the default mission commander and target designator.

Security: The trailing Pathfinder is responsible to cover the routes of travel behind the team as it advances. If the mission calls for heavy firepower, the security element will typically act as the team's gunner, armed with a light repeater.

Additional Elements: If the team is larger than three members, it may split into two separate elements, or will operate as a single element adding any of the following additional capabilities:

Gunner – armed with a light repeater.
Grenadier – armed with an auxiliary grenade launcher.
Medic – equipped with medical kit.
RTO – equipped with long range communications equipment.
Engineer – equipped with explosive ordinance disposal equipment.

DEXTERITY 3D
Blaster 6D
Brawling Parry 4D+2
Dodge 5D+2
Grenade 4D+2
Melee Combat 4D+2
Melee Parry 4D
Missile Weapons 4D
Running 5D+2
Vehicle Blasters 4D+2

KNOWLEDGE 2D+2
Bureaucracy: Chain of Command 3D (+3D bonus when calling for fire support or air support)
Intimidation 4D
Planetary Systems 5D
Survival 6D
Tactics 5D+2
Tactics: Reconnaissance Operations 6D+2
Willpower 6D+1

MECHANICAL 2D
Communications 5D+1
Repulsorlift Operation 4D
Repulsorlift Operation: Glider 6D
Sensors 5D
Walker Operation 4D+2

PERCEPTION 3D+1
Command 4D+2
Command: Pathfinders 5D+2
Hide 5D+2
Hide: Camouflage 7D+2
Search 6D
Sneak 6D+2

STRENGTH 3D+2
Brawling 5D+2
Climbing/Jumping 4D+2
Lifting 5D+2
Stamina 7D
Swimming 4D

TECHNICAL 2D+1
Blaster Repair 4D+2
Communications Repair 4D+1
Demolitions 4D
First Aid 4D+1

Move: 11
Force Sensitive? No
Character Points: 1D+2
Force Points: 0

************************

Weapons and Equipment

Recce Carbine

Model: BlasTech AX4 Military Carbine
Type: Scoped Carbine
Scale: Character
Skill: Blaster: Blaster Rifle
Ammo: 100
Cost: 2500
Availability: 3, R or X
Range: 3-25/100/300
Damage: 5D
Game Notes: The scope on this carbine is adjustable. It can be set to a low power for fast shooting and situational awareness or high power for long distance, aimed shots. It also has intermediate settings. One non-roll action is required to adjust the scope to any desired setting. When set to short range, use the normal rules for shooting with a blaster. When set to medium range and taking an aimed shot (one round of aiming is required), extend the medium range to 200m and attacks made against targets at short range suffer a -1D penalty. When set to long range and taking an aimed shot, extend the long range to 500m, and targets at short range cannot be acquired through the scope: attacks may only be directed at targets medium range and farther.

************************
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Naaman
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PostPosted: Thu Nov 07, 2019 4:10 am    Post subject: Reply with quote

Pathfinder—Strategic Reconnaissance Detachment (Human)

The Strategic Reconnaissance Detachment (also called STRATRECON, STRATCON or SRD) is made up of a few dozen of the Alliance's most capable Pathfinders. The exact number of personnel who qualify at this level is unknown, even to certain members of Alliance High Command. Even some of the troops in SpecForce have never heard of this element. Of the information that is available, those who know anything about the element have deduced that it contains between 10 and 30 individuals.

<more to follow>


DEXTERITY 3D
Blaster 7D+1
Brawling Parry 5D+1
Dodge 6D+2
Grenade 5D+1
Melee Combat 6D+2
Melee Parry 6D
Missile Weapons 4D+2
Running 6D+1
Vehicle Blasters 5D

KNOWLEDGE 2D+2
Bureaucracy: Chain of Command 4D+1 (+4D bonus when calling for fire support or air support)
Intimidation 4D
Planetary Systems 5D+2
Survival 7D
Tactics 7D+2
Tactics: Reconnaissance Operations 8D+2
Willpower 7D

MECHANICAL 2D
Communications 6D
Repulsorlift Operation 4D+1
Repulsorlift Operation: Glider 6D+2
Sensors 6D
Walker Operation 4D+2

PERCEPTION 3D+1
Command 4D+2
Command: Pathfinders 7D+2
Hide 7D
Hide: Camouflage 8D+2
Search 8D
Sneak 8D+1

STRENGTH 4D
Brawling 6D+2
Climbing/Jumping 5D
Climbing/Jumping: Climbing 6D+1
Lifting 6D
Stamina 7D+2
Swimming 6D

TECHNICAL 2D+1
Blaster Repair 4D+2
Communications Repair 4D+2
Demolitions 4D+2
First Aid 4D+2

Move: 11
Force Sensitive? No
Character Points: 2D+2
Force Points: 1

************************
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