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...