![]() |
Looking for Pararescue/Air Controller Career
Title sums it up, I was just wondering if anyone had gtten around to doing a career template for either of those?
|
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.
|
Quote:
|
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.
|
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. |
All times are GMT -6. The time now is 02:25 PM. |
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.