SBS/Special Boat Service 


 
 
Two members of Britians' Special Boat Service approach a Nuclear power plant under the cover of darkness and water. 

 The Special Boat Service (SBS) is a naval special forces group. They are a branch of Great Britain's Royal Marines; and are
considered one of the best naval special forces teams in the world. There is a minimum requirement of two years service in
the Royal Marines before being eligable for SBS service.
 Like many other teams, the SBS are proficient at demolitions, diving, and parachuting; unlike other teams, much of the above is done with the two-man Klepper canoe (one of the training events is a timed five mile run with a disassembled canoe, with
each operator carrying about a 60 pound load).
 The SBS are organized into at least three groups; C, M, and S Squadron. C Squadron is responsible for swimmer/canoe
operations. M Squadron is the antiterrorist and shipboard operations. Within M Squadron is the small Black Group--the counter-terrorist team that uses heliborne assaults. S Squadron specializes in small water borne craft and minibsub insertions and operations.
 
Attributes: I.Q. 12, M.E. 11, P.E. and P.P. of 14 or higher.
O.C.C. Skills:
Basic Math (+10%)
Radio: Basic (+10%)
Navigation (+10%)
Read Sensory Insturments (+10%)
Weapon Systems (+10%)
Pilot Boat: motor and hydrofoil
Pilot: (one waterborne vehicle)
Swimming (+25%)
S.C.U.B.A. (+20%)
Underwater Demolitions (+15%)
Wilderness Survival (10%)
Undersea Survival (+25%)
W.P. Knife
W.P. Energy Rifle
W.P. Energy pistol
Hand to Hand: Expert

"Other Skills":
 The character selects 5 other skills. Select two additional skills at level three, six, ten, and fourteen.
Communications: Any (+10%)
Domestic: any (+5%, +10% to fishing)
Electrical: any (+10%)
Espionage: any (+15%)
Mechanical: any (+10%)
Medical: Paramedic only (+5%)
Military: any (+10%)
Physical: any
Pilot: any (+10% on watercraft)
Pilot Related: any
Rogue: (+5%)
Science: Math and Astronomy only (10%)
Technical: any (+10%)
W.P.: any
Wilderness: (+10%)

Secondary Skills:
 I'm gonna assume you know all the junk about secondary skills, so the Character can choose 4 secondary skills from the previous list.

Standard Equipment (Rifts):
 Armor of choice (please be logical and consult GM's on this decision... the SBS uses often uses modified US Marine Combat armor and NE-C20, but just like the SAS, uniqueness is encouraged). wet suit and dry suit  (50 M.D.C.), SCUBA equipment, energy rifle of choice, energy sidearm of choice (of course only if it's available on the Black Market), 6 additional e-clips for each gun,survival knife with compass built into the handle, water-proof matches and fishing line and hooks inside the handle, RMK, pocket computer, portable language translator, flashlight, pocket laser distancer, camouflaged uniform, dress uniform, medium sized back pack, utility belt, gas mask and air filter, canteen, Some operatives also choose an NG-S2 survival kit, but these are fairly rare in Australia and the soldiers much purchase htem themselves.

Standard Equipment (S.D. Games):
mostly depending on the mission and squadron one is in, the H&K MP5 family is used often and different versions are assigned for different missions, (but don't be too resricting GM's let the players have some freedom), assault riflea also issued (typically an M16, but te SAS like other Spec Ops units tend to use the weapons in use in thier AO (if the weapon is satisfactory) as not to draw attention to themselves), sidearm (usually a revolver, 9mm or old .45) medium weight kevlar vest, H-harness, utility belt, combat boots, swimming fins, one and a half weeks worth of rations, survival knife, compass, gas mask and air filter, mag-lite flashlight, 4 clips for each weapon, canteen, uniform, dress uniform.

Equipment available upon assignment:
 additional weapons, weapon accessories, additional sensors and radios, survival equipment (ie: sleeping bags, tents), climbing equipment, additional armor, fake ID's etc...

 
 

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