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#1
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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.
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#2
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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.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson Last edited by Tegyrius; 05-29-2017 at 09:29 AM. Reason: Randomly-occurring asterisks. |
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