Rebel Alliance SpecOps
Rebel Special Operations
by Kevin Dole
(dmerrill@PLAINFIELD.BYPASS.COM)
Reproduced from the SW-RPG Mailing List
The Rebel Alliance Special Operations division is not to be confused
with the Rebel Alliance SpecForces. The SpecForces are a fully sanctioned
military division of the Rebel ground forces. The Special Operations
(SpecOps) division, however, is not. While the SpecOps do have the
complete backing of the Rebellion leaders, this backing is only carried
out behind closed doors. Publicly, they deny having any knowledge of any
body calling itself a "special operations" division of the Rebellion.
The SpecOps do the jobs too dirty for anyone else to do. It is made
up of both military and criminal personnel. They military personnel exist
in a training and leadership capacity, while it falls on criminals to
carry out the work.
The SpecOps are at the opposite end of the spectrum as the
Borderguards. In fact, there is definitely no love lost between Commander
Barnes and Commander Ironsides. The Borderguards view the SpecOps with
extreme displeasure and suspicion due to the criminal elements of the
operatives. However, both groups each fill a role in the Rebel Alliance's
fight for freedom. The SpecOps has a special place in many a Rebel's
heart, now because they too are considered "criminals."
CLASSIFIED-EYES ONLY
Unit: Rebel Alliance Special Missions Team #1062
Prototype Criminal/Special Operations Team
Colonel Samual Ironhide is hereby authorized to assemble a team of
operatives for specialized operations against the Empire. These beings
are to be drawn from the Rebel prison compound on Safeworld T45-A6, from
the maximum security unit.
If at any time, a member of this team willfully and without good
cause disobeys a lawful order from a commanding officer, fails to show
loyalty to the Alliance or attempts to escape, all operatives will
return to prison to complete their sentences. Those members of the
unit who survive their term of service will be pardoned of their
sentence when a formal cessation of hostilities is declared by the Rebel
Council. Those who do not survive missions with Team #1062 will have
all mention of their crimes removed form their public record.
All potential operatives must undergo a rigorous mental and medical
examination, and are to be interrogated under truth serum by agents of
Counter Intelligence once a week, unless operating. Operatives will be
escorted by security forces during their training, and will not be allowed
outside of their quarters without security escort. During field operations,
they may at times be escorted by members of more conventional forces. Any
who voluntarily leave Rebel service during a field operation will have
bounty for no less than 5,000 credits posted on them. When captured, they
will return to a prison complex or colony for the remainder of their natural
days.
During field operations, they will be issued equipment based on
availability, mission profile and personal preference. All property in
their possession (except weapons, vehicles and communications equipment)
will be returned to them during training. Their personal weapons and
vehicles (if available) will be returned to them if mission parameters
indicate that the issue of these devices will be in the best interest of
the mission. They are authorized to use what ever LEGAL means are
available to complete their mission. Any unauthorized contact between the
team members and criminals will result in termination of this project,
with consequences as outlined above.
Col. Sam Ironhide
Rebel Alliance Special Operations Commander
DEX 2D+2 PER 3D+1
Blaster 5D Command 6D
Rifle 7D Con 4D+1
Brawling Parry 4D Gambling 3D+1
Dodge 5D Sabaac 6D+2
Grenade 4D Hide 5D+1
Melee Combat 4D Search 5D
Melee Parry 4D+1 Sneak 5D
Urban 5D+2
Investigation 4D
KNOW 3D STR 3D
Bureacracy 3D+1 Brawling 4D
Intimidation 4D+2 Wrestling 4D+2
Languages Wookie 4D Climbing 4D
Law Enforcement 4D Jumping 5D
Planetary Systems 5D Stamina 4D+1
Streetwise 4D+1 Swimming 4D+2
Survival 3D+2
Aquatic 4D+1 TECH 3D
Tactics 2D+2 Blaster Repair 4D
Ground Assult 5D Comp Programming/Repair 3D+1
Squads 6D First Aid 4D
Guerilla 5D Repulsorlift Repair 3D+2
Security 5D
MECH 3D
Beast Riding 4D+2
Hover Vehicle Operation 4D
Parachute 6D
Repulsorlift Operation 4D
Speeder Bike 4D+2
Space Transports 4D
Watercraft Operation 5D+1
Force Points: 2
Character Points: 9
Move: 10
Equipment:
Security Tool Kit Headset comlink
"borrowed" Stromtrooper utility belt datapad
2 medpacs Blast Vest (+1D/+1)
macrobinocuars chronometer
knife (STR+1D) 3 power cells
modified E-11 Blaster Rifle (6D) DL-18 Blaster Pistol (4D)
100cr
Col. Ironsides is a powerfully built, tall (187cm) human male with
medium length grey hair and hard, black eyes. He is rarely seen
unarmed, and in nearly all those situations, his sidearm and vest is
within arm reach. He served the Old Republic as a member of the
Military Police, often as part of anti-smuggler, -slaver and -organized
crime strike forces. He entered Rebellion service 8 years ago, first as
an instructor, then as field operative on an anti-piracy taskforce.
While recovering from vacuum exposure, he proposed the formation of a
unit of criminals for specialized operations. He is a qualified
marksbeing and an ex-sport parachutist. He grew up on the water ranches
of Chad, and continues to maintain hisskills with aquatic vessels and
survival. He also plays a mean game of sabacc, and has been known to
fund entire unofficial operations with a deck, much to his superiors'
displeasure. He has often been called on the carpet for making his own
missions and acquiring his own equipment without proper authorization.
Many of his opponents consider him to be no better than the criminals he
is now training.
He has received authorization to form his unit of thieves, smugglers,
pirates, Imperial defectors, and murders. He appears to be a
cold, indifferent slave driver, demanding 250% of his troops, but he
actually wants to use his units to "recover reformable offenders". He or
Sgt. Rarrlukka is always following his men during training, even when
they can not be seen, and prefers to let his men sort out discipline
problems
amongst themselves. However, should the problem not become controlled,
he has absolutely no difficulty with stunning the offending member, and
shipping the entire team back to prison, then starting over.
Sgt. Rarrlukka
SpecOps 2nd-in-Command
DEX 3D PER 2D+1
Blaster 4D Bargain 4D
Bowcaster 6D Command 4D
Brawling Parry 8D Hide 5D
Dodge 5D Persuasion 2D+2
Melee Combat 5D Search 4D
Melee Parry 4D Tracking 5D
Missle Weapons 4D Sneak 5D
Forest 5D+2
KNOW 2D Urban 5D
Alien Species 3D
Law Enforcement 4D STR 5D+2
Streetwise 5D Brawling 8D+1
Survival 5D Climbing/Jumping 6D
Forest 7D Lifting 6D
Value 4D Stamina 6D
MECH 2D TECH 3D
Communications 4D Bowcaster Repair 5D
Repulsorlift Operations 5D Demolition 4D
Airspeeder 5D+1 Droid Programming 4D+1
Sensors 4D+2 Droid Repair 4D
Starship Gunnery 4D First Aid 4D
Security 4D
Special Abilities
Berserker Rage: +2D brawling damage while in berserker rage.
Climbing Claws: +2D Climbing
Force Points: 1
Character Points: 5
Move: 11
Equipment:
modified Bowcaster (4D+2) 10 spare magazines
Vibroblade (STR+2D) Hunting knife (STR+2)
comlink survival kit
glow rod droid tool kit
waist pouch dye kit
50cr.
Sergeant Rarrlukka (Rarrl to his friends) is relatively young, having
just celebrated his 130th birthday. He is of average Wookie height, and
naturally has dappled fur in several shades of brown and amber, which he
dyes with various vegetation and shade colors particular to the
environment where he is operating, having the effect of a camouflage
suit, without, what to him would be, unnatural bulk.
Rarrl met Col Ironsides several years ago when they were both
assigned to the same anti-piracy taskforce, were he served as one of
several pathfinders and scouts. He excels at sentry removal, preferring to
use his empty hands and extensive unarmed combat experience. He is
currently assigned to Col. Ironsides Convict/SpecOps program as his chief
assistant. He earned this unenviable job as a convict, for having struck
an officer, resulting in over 5,000 credit damage to the lounge of a
Nebulon-B frigate and placing the captain in question in a bacta tank for
six weeks (Note: That officer has been found to have been an Imperial
plant.). His judgment is as good as the Colonel's and is always guaranteed
backup by his boss.
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