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...