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> To build a Green Beret..., No, not the silly hat...
Ryu
post Jan 11 2008, 01:00 PM
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QUOTE (Rotbart van Dainig)
QUOTE (astn)
Getting that marksmanship qualification probably is the equivalent of a skill 3 rather then 4 or 5.

The skill rating table tells us otherwise.

I think everyone knows that.

What astn writes questions if that is right. I think while most 5´s are encountered in some kind of special forces group, the opposite is not true. Not just any SF operator has firearms 5.
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TheOneRonin
post Jan 11 2008, 02:26 PM
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QUOTE (astn)
There are a lot of misconceptions in this thread, mostly related to the fact that people are lumping together all special operations forces under the heading "Special Forces."


That happens. Mostly because of Hollywood and Television. In general, if you haven't served, or don't have a distinct interest in knowing what SF is all about, you probably won't know the difference. Part of my goal in starting this thread is to see what the Dumpshock community thinks Army SF is all about, and maybe deepen everyone's understanding by sharing what I know.


QUOTE
A number of people have put out some good information here, but in reality for a lot of TO&E stuff it's best to just look at google or specialoperations.com (who has a web page for each of most of the world's special operations forces)--unless that is no longer around. Each "group" of troops is going to have different skills and abilities, and while there is a lot of overlap in mission, there is also some good differentiation.


Specialoperations.com is a good resource, and I've used it myself MANY times.


QUOTE
Just within the Special Forces community (the "Green Berets" of the Army) there is actually additional specialization, of individual roles, team roles, and group roles.


Indeed. And this thread has at least touched on, if not covered that. In fact, something I think that most of the posters might have missed is that I asked for a write up of an Army SF shooter...basically a weapons sgt, though I didn't use that term. Most of the characters posted to this thread read more like generic operators than 18Bs.


QUOTE
As was previously discussed, each team has a number of different specialties (each duplicated): The officers (one Captain, one warrant officer), a team sergeant and an operations/intelligence sergeant, two medics, two engineers, two weapons sergeants, and two commo guys.


Right. We actually covered that in this thread a few times:

QUOTE (martindv)
QUOTE (Magus @ Jan 9 2008, 04:08 PM)
Also remember a SpecOp Alpha team consists of 5 men.
1 Commander LT  or better
1 Weapon Specialist
1 Commo Specialist
1 Engineer
1 Medic

No, it's twelve.

One officer - Captain or higher.
Two of each of those four specialties you listed (in case one of them, you know, dies in field).
Two Intelligence & Operations NCOs.
A senior enlisted NCO to serve as de facto XO.

Even SR got this right in the SR Companion.


I'm not trying to be an ass, just want to make sure you didn't miss anything in your initial read-through of this thread. :-)


QUOTE
Within a SF Company (which also is a "B-Team") there are five or six (it should be six now, I don't know if they actually have the manpower to staff the extra team though) A-Teams and each one of those may do a different thing. You'll have an MFF (military free fall--skydiving) team, a SCUBA team, and "ruck" teams. You may also have teams that have specialized in water operations (non-SCUBA: kayaks and the like), direct action, or any number of other things limited usually by funding and imagination. These are primarily a means of "getting to work" though, and all teams are (supposed to be) capable of performing any of the "jobs" of a Special Forces team.


Now THAT is really good info that I neglected to post. Thanks for putting it out there.



QUOTE
Lastly, each Group focuses on a specific region (though this has gone out the window a bit in the last six years), which (in theory) decides what language they will know, and what their type of environment or geography they train for. 3rd Group, for example, focuses on Latin/South America, so learn Spanish and do a lot of jungle/tropical training, perform a lot of "foreign internal defense" operations (training the local military for counterinsurgency/counterdrug missions), etc. They spend a lot less time on skis then someone from 10th Group (focusing on Europe) might. Every one of them is capable of falling out of an airplane with a minimal of skill, but it's not a passion for a lot of them.


Yeah, we covered that too:

QUOTE (TheOneRonin)
QUOTE (Eleazar)
One thing he should have that I haven't seen noticed is foreign language skills. Many of  the Green Berets today at least know Farsi, for obvious reasons. I would think this Green Beret should know a foreign language as well. I suggest that language be of the nationality wherever he is most likely to be deployed or whichever "hotspot" the military is most concerned with.

As far as US Army Special Operations Groups are concerned...

1st SOG is based in Okinawa and Ft. Lewis, Washington. These guys learn a mix of Southeast Asian languages.

3rd SOG is based at Ft. Bragg, and is responsible for sub-Saharan Africa, and learns a mix of the languages spoken there.

5th SOG is based at Fort Campbell, Kentucky, and operates in the Middle East, the Horn of Africa, the Persian Gulf, and Central Asia. Here is where you'll find most of those Farsi speakers.

7th SOG is also based at Ft. Bragg here in NC, and is responsible for Central America, Latin America, and the Caribbean. These guys will speak most Spanish and Portuguese.

10th SOG is split between Boeblingen near Stuttgart, Germany, and Fort Carson, Colorado. These guys are responsible for ops in Central and Eastern Europe, the Balkans, Turkey, Israel, Lebanon and northern Africa. These guys will speak German, French, Russian, Turkish, Hebrew, Arabic, and a whole host of other languages.

There are some national guard SOG groups, but I don't know much about them.


Again, I'm not trying to be an ass. Just trying to be helpful.


QUOTE
The other thing to remember is that just because someone is in a special operations unit they aren't supermen, and aren't "world class" in everything.


Absolutely. Again, I blame Hollywood, TV, and Video Games for this misconception.


QUOTE
It's actually possible to do a "zero to hero" enlistment


I try to ignore the 18X stuff because it goes against one of the basic premises of Army SF...ODAs are supposed to be composed of EXPERIENCED soldiers. That means several years of being on duty and doing missions. 18X people, though they go through all the schools and training that other SF operators do, are NOT experienced. Personally, I think that makes them a liability.


QUOTE
For skills, a basic competency with a rifle is required, but the reality is that shooting "Expert" in the Army isn't that hard once you've been on the range a few times.


"Not that hard" for whom? It wasn't that hard for me, but the fact that of all of my company's dismount infantryman (48 guys), only about 3 of us routinely shot Expert. The company's 1st. Sgt, and 3 of the Platoon Sgts. would frequently shoot expert, but that was about it. The rest of the dismounts, and the mounted crews would generally only shoot Marksman, with a handful shooting Sharpshooter. Out of the roughly 120 men in my company, usually only about 6 would shoot expert on the qualification range. For the general Infantry soldier...yes, I would say that shooting Expert at the qual range is not easy, or even common.


QUOTE
Getting that marksmanship qualification probably is the equivalent of a skill 3 rather then 4 or 5.


SR doesn't really have the granularity to properly represent stuff like this, but if I had to, I would put people who shoot Marksman at maybe 2, and people who shoot Expert at 3. And SF operators need to shoot better than that. And even if they can pass Selection with only a skill of 3, it will be a least a 4 by the time they get out.


QUOTE
Social skills are more important to Special Forces then anything else. The primary role of SF is to work with indigenous people to train them to accomplish a goal. That requires the ability to work with a lot of people and provide leadership and instruction well above what would be expected for their rank.


That is RIGHT on target. A lot of people tend to think of SF more like SWAT or just Hostage Rescue/Entry teams. But these guys are a lot more complex than just "room-clearers".


QUOTE
Skills like "unarmed combat," "clubs," etc are probably no better then 3 (if that). There will be a passing familiarity with many things, but expert or "World Class" skills are still the exception rather then the rule.


Agreed.



QUOTE
Some organizations shoot a lot. The Rangers shoot a lot in training. SEALs shoot a lot. Tier 1 outfits like "Delta Force" CAG and "SEAL Team Six" DevGRU shoot a bejesus-load, but it's not universal.


Fixed that for you. 8-)


QUOTE
What makes SOF dangerous is not their mad combat skillz, but it's their minds, training, and teamwork. A drive not to fail. The ability to push beyond what your mind says is possible and actually work to the body's performance limit. Intelligence and willpower. Quantifying a SF soldier isn't actually as much fun as you'd think it is. Basically any good character can be of a SF background if played intelligently.


I dunno...it's lots of fun for me. And I'll bet it's good fun for most of the people posting in this thread. The problem is in getting it right. :-)

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TheOneRonin
post Jan 11 2008, 02:34 PM
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QUOTE (Ryu)
QUOTE (Rotbart van Dainig @ Jan 11 2008, 10:09 AM)
QUOTE (astn)
Getting that marksmanship qualification probably is the equivalent of a skill 3 rather then 4 or 5.

The skill rating table tells us otherwise.

I think everyone knows that.

What astn writes questions if that is right. I think while most 5´s are encountered in some kind of special forces group, the opposite is not true. Not just any SF operator has firearms 5.

Right. Personally, I feel like the breakdown would be more like this:


Jr. Level SF Operator (Non Wps Sgt)

-Automatics 4
-Long Arms 2
-Pistols 3

Sr. Level SF Operator (Non Wps Sgt)

-Automatics 5
-Long Arms 3
-Pistols 4


Wps Sgts would probably look more like this:

Jr Wps Sgt:

-Automatics 4 (Assault Rifle +2)
-Long Arms 4 (Sniper Rifles +2)
-Pistols 4


St. Wps Sgt:

-Automatics 5 (Assault Rifle +2)
-Long Arms 5 (Sniper Rifles +2)
-Pistols 5

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Ed_209a
post Jan 11 2008, 02:40 PM
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When you compare firing range performance to SR4 skill rankings, remember that shooting 40/40 at the range is a whole different animal from shooting 40/40 with a Taliban platoon coming up the hill at you.

It's a lot easier to hit that 200m target when you know that target will not shoot back at you if you miss.

GURPS handles this by assuming that the stats on your character sheet assume use under dangerous circumstances. Doing the same thing in a safe environment gives a hefty bonus.



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TheOneRonin
post Jan 11 2008, 02:50 PM
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QUOTE (Ed_209a)
When you compare firing range performance to SR4 skill rankings, remember that shooting 40/40 at the range is a whole different animal from shooting 40/40 with a Taliban platoon coming up the hill at you.

It's a lot easier to hit that 200m target when you know that target will not shoot back at you if you miss.

GURPS handles this by assuming that the stats on your character sheet assume use under dangerous circumstances. Doing the same thing in a safe environment gives a hefty bonus.

You know, that's VERY true. Unfortunately, SR rules don't really have the mechanics to represent that. I would love to see some rules that would add that bit of flavor, but not totally break the rest of the game.
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Ryu
post Jan 11 2008, 03:28 PM
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Composure Test against a threshold determined by the GM, lacking successes translate into a negative DP mod for all offensive actions?
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TheOneRonin
post Jan 11 2008, 04:13 PM
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QUOTE (Ryu)
Composure Test against a threshold determined by the GM, lacking successes translate into a negative DP mod for all offensive actions?

Possibly...or a flat offensive dice-pool penalty that can be offset by hits on a composure test. Keep in mind that a WIL 2, CHA 2 joe on the street will still average at least one hit on that test. You could even have a positive quality that grants extra dice on composure tests, or maybe even negates having to make them when taking incoming fire.

It sounds good on paper, but it looks like it will add a bunch of dice rolling at the beginning of combat on both sides. And if the GM isn't making composure rolls for the badguys, he is seriously stiffing his players.
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kzt
post Jan 11 2008, 04:22 PM
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QUOTE (Rotbart van Dainig)
QUOTE (astn)
Getting that marksmanship qualification probably is the equivalent of a skill 3 rather then 4 or 5.

The skill rating table tells us otherwise.

And, as far as I can tell, nobody who writes SR has any clue about statistics, firearms or computer networking. Many things don't actually work like their rules.
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Fortune
post Jan 11 2008, 05:11 PM
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QUOTE (Ryu)
Composure Test against a threshold determined by the GM, lacking successes translate into a negative DP mod for all offensive actions?

Or, if as in GURPS, you assume that the actual skill rating applies to combat situations, you could just give a flat +2 Dice Pool modifier when used in a calm, non-threatening situation.
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TheOneRonin
post Jan 11 2008, 05:18 PM
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QUOTE (Fortune)
QUOTE (Ryu @ Jan 12 2008, 01:28 AM)
Composure Test against a threshold determined by the GM, lacking successes translate into a negative DP mod for all offensive actions?

Or, if as in GURPS, you assume that the actual skill rating applies to combat situations, you could just give a flat +2 Dice Pool modifier when used in a calm, non-threatening situation.

Do you think a +2 mod is substantial enough to reflect the difference?
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Fortune
post Jan 11 2008, 05:26 PM
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To be honest, I don't think this kind of thing is needed at all.

That being said, yes, I think that it is a substantial enough bonus to make a difference when you consider normal sized dice pools. And when abnormally large dice pools are involved, then the difference is not as dramatic, which kind of adequately reflects that person's ease in combat situations, as there would be less of a difference between the two 'environments' with the hard core types.
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Wounded Ronin
post Jan 11 2008, 05:36 PM
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QUOTE (Ed_209a)
When you compare firing range performance to SR4 skill rankings, remember that shooting 40/40 at the range is a whole different animal from shooting 40/40 with a Taliban platoon coming up the hill at you.

It's a lot easier to hit that 200m target when you know that target will not shoot back at you if you miss.

GURPS handles this by assuming that the stats on your character sheet assume use under dangerous circumstances. Doing the same thing in a safe environment gives a hefty bonus.

One thing I hope to do hopefully not too far in the future is figure out a way to implement a suppressive fire mechanic where a person may be suppressed.
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TheOneRonin
post Jan 11 2008, 06:02 PM
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QUOTE (Wounded Ronin)
QUOTE (Ed_209a @ Jan 11 2008, 09:40 AM)
When you compare firing range performance to SR4 skill rankings, remember that shooting 40/40 at the range is a whole different animal from shooting 40/40 with a Taliban platoon coming up the hill at you.

It's a lot easier to hit that 200m target when you know that target will not shoot back at you if you miss.

GURPS handles this by assuming that the stats on your character sheet assume use under dangerous circumstances. Doing the same thing in a safe environment gives a hefty bonus.

One thing I hope to do hopefully not too far in the future is figure out a way to implement a suppressive fire mechanic where a person may be suppressed.

I would love to see really good and accurate Suppressive Fire rules. Let me know if I can be of any assistance in your work.

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cndblank
post Jan 11 2008, 11:06 PM
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QUOTE (kzt)
QUOTE (Rotbart van Dainig @ Jan 11 2008, 01:09 AM)
QUOTE (astn)
Getting that marksmanship qualification probably is the equivalent of a skill 3 rather then 4 or 5.

The skill rating table tells us otherwise.

And, as far as I can tell, nobody who writes SR has any clue about statistics, firearms or computer networking. Many things don't actually work like their rules.


That's very true and I would like to see a rule that worked well.

Just to keep the game going it is usually better for a GM with a typical team to not try to raise the bridges, but to lower the river.

First the GM needs to remember the "Being shot at" gut check for non harden combat veterans (like most Shadowrunners and true military as oppose to most Corporate Security). Also you can assume a bonus when target shooting (Targets not shooting back, not getting the shakes before hand, and so on)

I will say that when they (the writers) give a shooter special forces (SAS, Red Samurai's, Ghosts, Seals, Delta Force, and so on) team member a 5 with fire arms, isn't it more likely a 3 with a specialization? Also as noted before Green Berets are generalists.

Also FASA made the point a while back that with virtual reality combat simulators you can take a bunch of goons and get them competent with firearms and at last familiar with basic tactics really fast because they can run them through almost any simulation they want again and again with almost off the shelf gear. They think they are playing a game, but they are really learning what will get you killed the fastest. Who cares if they are using 20 year old Army training sims or the latest first person shooter.

I remember a convention about 10 years ago where a marine was commenting on how the teenagers at the convention we were gaming with had such good firefight tactics just by playing team video games.

This is of course their explanation why Alamos 20000 and all the other terrorist can come up with the horde of shooters that can at least threaten a Shadowrun team.

Flip that around and I bet with the best combat simulators available the special forces in 2050 can pull off at least one or two skills level of five with specializations before you add in cyberware.

I mean from the game mechanic viewpoint, they need to be a serious threat to the runners. Plus these guys don't have to pay for their toys, the ammo, or the cutting edge cyberware they are packing plus they certainly don't have to be out on the streets trying to do enough Biz to make the rent and pay off their loanshark.
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Whipstitch
post Jan 11 2008, 11:15 PM
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That is discounting the fact that a lot of Shadowrunners are going to be former company men or special forces types themselves. A straight shadowrunner to special forces comparison is going to be very hard because it makes a lot of assumptions about the characters and power level involved in the game. An 8 or 9 dicepool before any other considerations are taken into account for a generalist Special ops guy is plenty good enough to threaten a shadowrunner. Granted, it may not be enough to take down one on one a tuned and tweaked Samurai, but tuned and tweaked Samurai shouldn't be considered that terribly common either, since we're usually talking about someone who again, IS former special forces, the company man equivalent, or at the very least someone who managed to claw their way up out of the urban jungle despite all odds and become one of the top predators in the whole sprawl. And your average chargen street samurai would STILL likely have far less versatility than the special ops guy, even if he did have a slight advantage in a stand up fight.
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martindv
post Jan 12 2008, 03:16 AM
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QUOTE (cndblank)
This is of course their explanation why Alamos 20000 and all the other terrorist can come up with the horde of shooters that can at least threaten a Shadowrun team.

The boot camps they run in the western UCAS/CAS, Cal and the Anglo rezes probably play some role as well.
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astn
post Jan 12 2008, 06:39 AM
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I did miss a few of those posts, TheOneRonin. Thank you. A few notes on of them you quoted.

QUOTE (TheOneRonin)
As far as US Army Special Operations Groups are concerned...

1st SOG is based in Okinawa and Ft. Lewis, Washington.  These guys learn a mix of Southeast Asian languages.

3rd SOG is based at Ft. Bragg, and is responsible for sub-Saharan Africa, and learns a mix of the languages spoken there.

5th SOG is based at Fort Campbell, Kentucky, and operates in the Middle East, the Horn of Africa, the Persian Gulf, and Central Asia.  Here is where you'll find most of those Farsi speakers. 

7th SOG is also based at Ft. Bragg here in NC, and is responsible for Central America, Latin America, and the Caribbean.  These guys will speak most Spanish and Portuguese.

10th SOG is split between Boeblingen near Stuttgart, Germany, and Fort Carson, Colorado.  These guys are responsible for ops in Central and Eastern Europe, the Balkans, Turkey, Israel, Lebanon and northern Africa.  These guys will speak German, French, Russian, Turkish, Hebrew, Arabic, and a whole host of other languages.

There are some national guard SOG groups, but I don't know much about them.


GWoT has messed a lot of this up. There are more missions then troops for a lot of this right now, so while each group (properly abbreviated "SFG(A)") still maintains it's geographic specialty, you see a lot of guys pulled for tours in Iraq or Afghanistan from the other groups. Commo guys and medics have always been short, even pre-war(s), so anytime they want to go (and more then often when they don't want to) they can probably get a deployment.

The SF language courses are actually pretty sub-par now that they're run out of Bragg. Most of the instructors are contract staff and all they care about is keeping their jobs. Most of the troops don't really want to do anything other then pass the DPLT with the minimum score anyway, so that's what they do--and forget it pretty quickly afterwards. That's not to say that language proficiency isn't valued, but just as often as not you'll get an interpreter anyway. The old courses out of Monterey, of course, were rockin', and anyone who's been to DLI should know their shit.

QUOTE (TheOneRonin)
QUOTE (astn)
It's actually possible to do a "zero to hero" enlistment


I try to ignore the 18X stuff because it goes against one of the basic premises of Army SF...ODAs are supposed to be composed of EXPERIENCED soldiers. That means several years of being on duty and doing missions. 18X people, though they go through all the schools and training that other SF operators do, are NOT experienced. Personally, I think that makes them a liability.


This isn't the first time in history we've had an 18X-type program, and both in the current and past eras SF-babies have proven their worth. Selection and qualification tends to cull out the undesirables, and then some times with a team will take off the rough edges. While some regular army time is considered desirable, and the theory is that you want troops who've already led regular troops, the quality of individual units ranges from high speed to truly awful, even among infantry units, much less with the REMFs, so in my opinion you can often spend more time breaking bad habits from a good troop then just teaching them to do it right the first time. It's all an opinion, and I've heard it both ways.

QUOTE (TheOneRonin)
QUOTE (astn)
For skills, a basic competency with a rifle is required, but the reality is that shooting "Expert" in the Army isn't that hard once you've been on the range a few times.


"Not that hard" for whom? It wasn't that hard for me, but the fact that of all of my company's dismount infantryman (48 guys), only about 3 of us routinely shot Expert. The company's 1st. Sgt, and 3 of the Platoon Sgts. would frequently shoot expert, but that was about it. The rest of the dismounts, and the mounted crews would generally only shoot Marksman, with a handful shooting Sharpshooter. Out of the roughly 120 men in my company, usually only about 6 would shoot expert on the qualification range. For the general Infantry soldier...yes, I would say that shooting Expert at the qual range is not easy, or even common.


Yeah, but what do you expect of a bunch of legs? :) The Army's marksmanship program is horrible, and needs a lot of improvement. I recognize what you're saying regarding to anecdotal evidence (hell, I'm sure even statistics will back you up) but that is a function more of a lack of training rather then the difficulty of pop up targets on a range. I never shot less then Expert, myself, and I've been in platoons/companies with 70% expert and noone shooting less then marksman. I know some of them "cheated" ('cuz you can shoot the ground in front of the target, effectively doubling the size of the target) but I don't think the Army qualification really validates the shooting skills of the average soldier or even infantryman.

QUOTE (TheOneRonin)
SR doesn't really have the granularity to properly represent stuff like this, but if I had to, I would put people who shoot Marksman at maybe 2, and people who shoot Expert at 3.  And SF operators need to shoot better than that.  And even if they can pass Selection with only a skill of 3, it will be a least a 4 by the time they get out.


I can understand what you're saying, and would agree that those numbers sound about right. I just don't think 5s, 6s, or 7s are really that terribly common. 18B put a lot of range time in, and can see a lot of killer advanced training in their career (SOTIC comes to mind), so they could potentially be on the high-side, but SF just isn't as gun oriented as an organization like the Rangers or SEALs.

QUOTE (TheOneRonin)
QUOTE (astn)
What makes SOF dangerous is not their mad combat skillz, but it's their minds, training, and teamwork. A drive not to fail. The ability to push beyond what your mind says is possible and actually work to the body's performance limit. Intelligence and willpower. Quantifying a SF soldier isn't actually as much fun as you'd think it is. Basically any good character can be of a SF background if played intelligently.


I dunno...it's lots of fun for me. And I'll bet it's good fun for most of the people posting in this thread. The problem is in getting it right. :-)


I wasn't trying to say "don't do it", it's a free world, so whatever makes anyone happy as long as it doesn't affect my bottom line is cool. :) I just think that almost anything can be considered "Special Forces" within very basic guidelines, especially with the wide variety of skills and backgrounds. The most important part is the background.

Lastly, someone said that they figured all SF would have very high edge (I think "Mr. Lucky" was the term that was used.) A lot of guys would probably be offended by that, but frankly in a SR game (and iRL) I'll take statistically reliable luck (edge) over skill any day. :)

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Rotbart van Dain...
post Jan 12 2008, 01:50 PM
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QUOTE (Ryu)
I think while most 5´s are encountered in some kind of special forces group, the opposite is not true. Not just any SF operator has firearms 5.

Indeed, some have 6.

Just the idea 'SFO with less competence than a regular grunt' doesn't fly.
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knasser
post Jan 12 2008, 02:40 PM
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QUOTE (Rotbart van Dainig)
QUOTE (Ryu)
I think while most 5´s are encountered in some kind of special forces group, the opposite is not true. Not just any SF operator has firearms 5.

Indeed, some have 6.

Just the idea 'SFO with less competence than a regular grunt' doesn't fly.


"Military Grunt" is the exact phrasing used to describe Firearms rating 3 on the skills table.
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Rotbart van Dain...
post Jan 12 2008, 02:57 PM
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QUOTE (knasser @ Jan 12 2008, 04:40 PM)
"Military Grunt" is the exact phrasing used to describe Firearms rating 3 on the skills table.

Indeed - Which rules out Level 2 completly.

That still doesn't make a SFO with 3 or 4 more than a bottom feeder - he's only as good as an average soldier or marine.
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knasser
post Jan 12 2008, 05:26 PM
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QUOTE (Rotbart van Dainig)
QUOTE (knasser @ Jan 12 2008, 04:40 PM)
"Military Grunt" is the exact phrasing used to describe Firearms rating 3 on the skills table.

Indeed - Which rules out Level 2 completly.

That still doesn't make a SFO with 3 or 4 more than a bottom feeder - he's only as good as an average soldier or marine.


Uh, no. Someone with 4 in firearms is better than the average soldier who has 3. That's what 4 means according to the skill chart. And I would think that the biggest difference between the average special forces soldier and the average non-special forces soldier is perhaps the level of independent and creative thinking, the greater range of other skills, e.g. survival, communications and some degree of physical fitness also. Willingness to carry out more dubious tasks as well, probably.

In your game, then by all means liberally scatter 6 ratings amongst the unnamed opposition, but you don't really leave yourself anywhere to go after that.
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Rotbart van Dain...
post Jan 12 2008, 05:53 PM
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QUOTE (knasser)
QUOTE (Rotbart van Dainig)
That still doesn't make a SFO with 3 or 4 more than a bottom feeder - he's only as good as an average soldier or marine.

Uh, no. Someone with 4 in firearms is better than the average soldier who has 3.

Sorry for not making my point clear:
The normal soldier has 3, the normal marine has 4, the normal specop has 5.
A specop with 4 is only as good as a marine, a specop with 3 only as good as a soldier... and sub-par to the normal specop.

QUOTE (knasser)
In your game, then by all means liberally scatter 6 ratings amongst the unnamed opposition, but you don't really leave yourself anywhere to go after that.

I don't tend to 'liberally scatter' Tir Ghosts and the like around, thank you very much. ;)
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Apathy
post Jan 12 2008, 09:13 PM
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Everybody seems to have different ideas about what skill levels mean, and what the typical skill levels of soldiers are, especially with firearms. My interpretation of relative skill levels is:
  • Hasn't passed Rifle qualification, but understands the basics - Skill 1
  • Qualified Marksman - Skill 2
  • Qualified Sharpshooter - Skill 3
  • Qualified Expert - Skill 4
  • Sniper school graduate - Skill 5
  • Distinguished graduate in sniper school - Skill 6
  • Eric England and Carlos Hathcock - Skill 7
That puts the average grad from basic between skill 2 and 3 (and most non-infantry types don't really get much past this since they don't practice that much), and the average experienced infantry grunt between 3 and 4. Most SOF would be 4 or 5. Direct Action groups such as DEVGRU, etc might average 5 or possibly 6. Does this seem reasonable?
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Critias
post Jan 12 2008, 10:07 PM
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QUOTE (Apathy)
Does this seem reasonable?

Since when does that matter? :D
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Rotbart van Dain...
post Jan 12 2008, 11:01 PM
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QUOTE (Apathy)
  • Hasn't passed Rifle qualification, but understands the basics - Skill 1
  • Qualified Marksman - Skill 2
  • Qualified Sharpshooter - Skill 3
  • Qualified Expert - Skill 4
  • Sniper school graduate - Skill 5
  • Distinguished graduate in sniper school - Skill 6
  • Eric England and Carlos Hathcock - Skill 7

So 'Qualified Marksman' means 'Trainee in police academy or military boot camp' and every 'Regular beat cop or military grunt' is a 'Qualified Sharpshooter'?

Because that is the official list:
  • Shot some tin cans with a BB gun a few times. - Skill 1
  • Trainee in police academy or military boot camp - Skill 2
  • Regular beat cop or military grunt - Skill 3
  • Riot control cop, combat veteran, superior regular force (Marines, Airborne) - Skill 4
  • SWAT team, elite military (Rangers, Special Forces) - Skill 5
  • Individual superstars amongst elite forces. Ghost-Who-Walks-Inside, Hatchetman, Matador - Skill 6
  • “Wild Billâ€? Hickock, James Bond, Thunder Tyee - Skill 7
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