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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