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Ronin84
05-25-2017, 07:14 PM
Title sums it up, I was just wondering if anyone had gtten around to doing a career template for either of those?

Matt Wiser
05-25-2017, 08:46 PM
The RDF Sourcebook has in the SOF careers an AF specialty. If enlisted, a Pararescueman would have a MED of 40. Not sure how they would have done Combat Controllers, though. (they were little known outside the AF when the sourcebook was written up.

Ronin84
05-25-2017, 09:15 PM
The RDF Sourcebook has in the SOF careers an AF specialty. If enlisted, a Pararescueman would have a MED of 40. Not sure how they would have done Combat Controllers, though. (they were little known outside the AF when the sourcebook was written up.

Thanks, I didn't look in that book for some reason...

pmulcahy11b
05-28-2017, 09:58 AM
I have Pararescue, though I have by its more formal name ARRS (Aerospace Rescue and Recovery Service). I have Combat Controllers. I missed FALOs, or whatever they call them now (I know it's something different, but in a T2K timeline, it would be FALOs). I missed Combat Weathermen too.

Tegyrius
05-29-2017, 10:27 AM
I've gone through a few different iterations of various AFSOC careers for v2.2. Here's my most recent implementation. They get a slight excess of first-term skill points (7) compared to other special operations careers with similar prerequisites, but it feels balanced to me because the majority are in non-combat skills. Really, how often do you roll Parachute?

Combat Controller or TACP, Enlisted

Entry: Strength+Agility+Constitution 16+; Intelligence 6+.

First Term Skills:

• Electronics: 1
• Forward Observer: 3
• Navigation: 1
• Parachute: 1
• Survival: 1

Subsequent Term Skills:

• Acrobatics
• Autogun
• Climbing
• Combat Engineer
• Electronics
• Forward Observer
• Grenade Launcher
• Navigation
• Observation
• Parachute
• Small Arms
• Scuba
• Stealth
• Survival
• Swimming

Promotion: 6+, DM 1+ if INT 7+.

Contacts: Two per term, military or specialist (Pilot). Roll 1d10 for 8+ for the contact to be foreign.


Pararescue, Enlisted

Entry: Strength+Agility+Constitution 16+; Education 6+.

First Term Skills:

• Climbing: 1
• Medical (Trauma Aid): 3
• Parachute: 1
• Small Arms: 1
• Survival: 1

Subsequent Term Skills:

• Acrobatics
• Autogun
• Biology
• Climbing
• Forward Observer
• Grenade Launcher
• Medical
• Observation
• Parachute
• Small Arms
• Scuba
• Stealth
• Survival
• Swimming

Promotion: 6+, DM 1+ if INT 7+.

Contacts: Two per term, military or specialist (Medical). Roll 1d10 for 8+ for the contact to be foreign.


Weather Reconnaissance Technician, Enlisted

Entry: Strength+Agility+Constitution 16+; Education 6+.

First Term Skills:

• Forward Observer: 1
• Meteorology: 3
• Navigation: 1
• Parachute: 1
• Survival: 1

Subsequent Term Skills:

• Autogun
• Climbing
• Computer
• Electronics
• Forward Observer
• Grenade Launcher
• Meteorology
• Navigation
• Observation
• Parachute
• Small Arms
• Stealth
• Survival

Promotion: 6+, DM 1+ if INT 7+.

Contacts: Two per term, military or specialist (Meteorology). Roll 1d10 for 8+ for the contact to be foreign.



Special Tactics Officer

Entry: Strength+Agility+Constitution 16+; Intelligence 6+; OCS, military academy, or commission.

First Term Skills:

• Combat Engineer: 1
• Forward Observer: 1
• Leadership: 1
• Navigation: 1
• Parachute: 1
• Small Arms: 1
• Survival: 1

Subsequent Term Skills:

• Autogun
• Climbing
• Combat Engineer
• Electronics
• Forward Observer
• Grenade Launcher
• Leadership
• Medical
• Meteorology
• Navigation
• Observation
• Parachute
• Small Arms
• Scuba
• Stealth
• Survival
• Swimming

Promotion: 6+, DM 1+ if INT 7+.

Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.