Special Air Service (SAS)

The SAS is made up of four Sabre (fighting) Squadrons. Each dquadron is sub-divided into four troops with small headquarters section. Each troop is designed to operate in a variety of terrains and evironments, providing differenet methods of delivering soldiers to their drop-off  points. these include vehicle mobility, mountaineering and Arctic warfare, air insertion and boat entry methods. Each troop member will have an individual type of M.O.S. ranging from medical training to languages, demolitions and signals. These are the basic skills and, depending on thier length of service, it is not uncommon to find a troop member with skills in several different areas. Additionally, each troop will specialize in it's own unique skills. Here is a version, which I believe is pretty accurate of the SAS O.C.C. for use in either Rifts or other S.D.C. games, the info of course can also be taken and used in non-palladium game systems.

SAS Special Forces
Attribute Requirments: I.Q. 10, M.E. 12, P.S. 12, P.P. 13, P.E. 12 or higher.
OC.C. Skills:
Math: Basic (+20%)
Radio: Basic (+15%)
Radio Scrambler (+10%)
Language: Englishat 98% and one of choice (+20%)
Land Navigation (+15%)
Intelligence (+15%)
Streetwise (+15%)
Lore Demons and Monsters (+10%) (not used in S.D.C. games unless B.T.S.).
Pilot: one of choice (+10%)
Pilot: Robots and power Armor (again, not used in S.D.C. games)
Robot combat elite: one of choice (the Robots and Power armor of the Australian continent will be further reviewed).
Wilderness Survival (+15%)
Climbing (+15%)
Prowl (+15%)
Running
Boxing
General Athletics

"Other" Skills
The Soldier can select one area of training in which he chooses to partake in. This becomes a type of M.O.S. (previously described above). The areas are as follows:

Parachuting: parachuting (+30% and gets 2 additional skills of choice in "other" skills).
Mountain: (additional +10% to climbing) increase P.E. by 2
Vehicles and mobility: (2 additional pilot skills of choice)
Boats: (add S.C.U.B.A. and swimming skill at +20%, and the charcter can select 2 water related skills in "other" skills)

3 skills can also be chosen from the following list:
Communications: any (+10%)
Domestic: any
Electrical: any (+10%)
Espionage: any (+15%)
Mechanical: any (+5%)
Medical: any (+5%)
Military: any (+20%)
Physical: any
Pilot: any (+10%)
Pilot related: any (+5%)
Rogue: any (+6%)
Science: any
Technical: any (+10%)
W.P. any
Wilderness: any (+10%)

Secondary Skills:
 The character can choose four secondary skills at level one, and 1 additional skill at levels three, seven, eleven, and fifteen from the previous list. these additional area of knowledge do not get the listed bonuses in parenthesis. As usual these areas of knowledge start at base proficiency and are limited to (all,none,only) as previously indicated in the list.

Standard Equipment:

Rifts:
Special Forces armor (the australian Special Operations love Naruni variable camouflaged Armor), but uniqeness is encouraged in order to not arise suspiscion of the operatives working for the Military (SAS operatives often pose as mercinaries), energy rifle of choice, energy sidearm of choice, 4 e-clips for each weapon, Hand held Radio, 3 explosive hand grenades, two smoke grenades, two flares, vibro knife, survival knife or large machette typically used for foliage in the New Australian Jungle RMK, IRMSS (not the original models but they do basically the same thing), utility belt, air filter and gas mask, camoflage uniform, green dress uniform, additional non-energy weapon of choice.

S.D. games:
 medium kevlar armor, 4 explosive hand grenades, 2 signal flares or varying color smoke, 2 light flares, 1 flash bomb grenade, hand held radio, operatives sometimes use a radio headset as well, survival knife, utility belt, First aid, or field surgery kit (depends on skill of character), harness for distributing weight over wearer, 2 canteens, gas mask, black flightsuit, camouflage battle dress, dress uniform.

Weapons: Weapons include the MP5 and all it's variants, assault rifles such as the M16A2, L85A1, H&K G3, PSG-1,shotgun (used for blowing the hinges off doors), Sig Sauer P228, Baretta 9mm, Tikka Finalnder sniper rifle, Accuracy Interantional  PM sniper rifle, minimus machine gun, milan anti-tank missile, etc... (Like most special forces the SAS has been trained in the use of many foreign weapons, so depending on the AO, the range of weaposn available is quite broad.

Equipment available upon assignment:
 additional weapons including assult rifles, heavy weaponry, varying camouflage (as need per mission terrain), additional sensors such as optics, GPS, etc...


 
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