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TheOneRonin
QUOTE (Magus)
Not necessarily for the SpecOps/GreenBerets. These are guys whom have been in at least 10-15 years. They do not jump at odd orders. Yes they will complete them if it is indeed and order, but will question it.

I was in the 82nd Airborne in Ft. Bragg for many years. I had many buddies both go into the SpecOps and made many long time friends there. These guys are good. Basic for the ARMY at least does not break down your Willpower it does build it up. You learn to be self reliant and yes in the Infantry-arrogant. LOL

You do lose some of any stubborness as you learn to work with everyone. It breaks down walls you never knew you had. It does bring in a sense of Brotherhood with all soldiers.



I never served with a highspeed unit like the 82nd, but I did spend some time at JRTC (Joint Readiness Training Center) at Ft. Polk, and got to meet a handful of SpecOps guys. From my experience, these guys were probably the MOST determined individuals I've ever met. Not cocky, not assholes...just quiet, insightful, and extremely capable.

And Knasser, I went through Army basic/Infantry School back in 94-95...and aside from the training, the majority of the mental conditioning focused on building teamwork skills and expunging the "I can't take someone telling me what to do..." attitudes. Indeed, I learned that my physical and mental limits were FAR beyond what I previously believed they were.
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.
TheOneRonin
QUOTE (Magus)
QUOTE (martindv @ Jan 10 2008, 05:24 AM)
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 did specify the ALPHA Team. A squad is TWO fireteams: Alpha and Bravo.
The other half of the equation is the Bravo Team which Complements and Supplements the Alpha Team.

Actually, Martindv is right, Magus. An Army Special Operations ODA (Operational Detachment Alpha) is composed of 12 men. A conventional Army squad is two fireteams (Alpha and Bravo), but SpecOps using a different force org.

Often times, the ODAs do split up into two 6-man teams. I'm not positive, but I doubt they refer to these teams as "Alpha and Bravo" teams. In Army SpecOps, your ODB (Operational Detachment Bravo) is usually a planning and C&C unit, not necessarily a field unit (though they can be).

Check out this link for more info:

http://www.goarmy.com/special_forces/team_members.jsp

TheOneRonin
QUOTE (Magus)
I am just wondering where the combat mage would fit into the SpecOps teams? Also would the medic possible be a Mystic Adept specialized in Healing magics?

I would bet that, with the introduction of Magic, the ODA org would probably be shaken up a little. And for the record, I highly doubt a SpecOps mage would be a combat mage. In fact, I think it would probably be unlikely that he would many, if any combat spells at all.

The ODA Mage would probably be an officer, or at least Warrant Officer, and would be tasked with doing things that you can't do with mundane means. Astral Perception, Spell defense, summoning, and a handful of spells whose effects can't be easily replicated with weapons and/or equipment. He's also likely to be an academic expert on all things magical, from magic theory to parazoology.
Aaron
I'd like to offer a little light reading to help augment the discussion.

Training and Selection
Special Forces Qualification Course
Robin Sage (especially the bit about goals)
Apathy
My personal take on soldiers. YMMV.

Brand new recruit fresh out of high school (18yo, ~200BP):
[ Spoiler ]

___________________________________________
After basic training (19yo, ~275 BP):
[ Spoiler ]

_________________________________________
Sergeant (23yo, ~375 BP):
[ Spoiler ]

_________________________________________
Staff Sergeant, Ranger (26yo, above average~475 BP):
[ Spoiler ]


_________________________________________
Staff Sergeant, Special Forces (28yo, elite~575 BP):
[ Spoiler ]


Whipstitch
Yeah, you only need a damage spell or two at most to contribute to combat via spells and even then they are rather redundant if you're capable with mundane weapons.

I'd expect to see Heal and Fix, since they're fast, effective and unlike mundane methods they are completely arbitrary and do not require anything in the way of tools. Nutrition may or not make it in, although it'd be obviously pretty damn useful in a survival situation. And Mana Static would definitely make it in because it is awesome. Believe it or not, illusions are kind of questionable because you really don't want to depend on them and these guys would likely depend on Concealment and their own talents instead, although I think they'd find a use for Trid Phantasm.

But the real belle of the ball would be the detection spells. Some of us tend not to appreciate them enough because no GM really wants a session to grind to a halt as player stumble around looking for their target in vain, so there's a tendency to have relatively focused goals where all you have to do is find the trail of breadcrumbs to your mark. Life is often more complicated than that though, and can you imagine the godsend that Detect Enemies, Mind Probe, and Thought Recognition could be in combating urban terrorism? It raises the nasty spectre of considering people guilty of thought crimes, and I could understand how people would be skeptical of their use, but at the very least there's still the Detect Object spells like "Detect Firearm" or "Detect Explosive" which could be extremely useful.
Large Mike
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.


You have to remember that it varies from organization to organization and often from mission to mission. I know the original country specified was the US, but also lookin at the Canadians (c'est moi!), the Brits, the Aussies, and so on, you'll see, depending on the mission, teams from four men, up through section strength all the way to the company level.

I know guys that go out in 4 man teams. Everyone is trained to do everyone else's job, and although there is a chain of command, they're all on a first name basis, and rank stays back in the garrison.
Magus
I stand corrected. biggrin.gif It has been a few years since I was last in Bragg. Ah the good old days. I do wish I could go back an relive those moments.

I miss so many old friends.
TheOneRonin
QUOTE (Whipstitch)
God, I hate that skill table. There often isn't that big of a difference between how a guy who's been through boot shoots and how a special ops guy shoots provided that they're both familiar with the weapon being used. The latter guy MAY be a helluva lot better if that happens to be an area of his specialty, but what he brings to the table isn't just "I shoot better" (which, like I said, in some cases may even be debateable) it's a wide range of diverse skills and the sort of situational awareness that only comes from experience. A talented young guy in the Marine corp may very well shoot just as well with his chosen weapons as any special ops guy out there, but he probably doesn't know a 2nd or 3rd language or have any experience with HAHO/HALO operations.



I think the issue here is defining the MINIMUM STANDARD in skills like Firearms amongst special operations team members. Let's see if I can elaborate....

When I was in Infantry School at Benning, our marksmanship qualification course was a simple shooting range with pop-up targets that varied in range from 50 meters to 300 meters. They also didn't pop up in the same sequence, and there were multiple targets at any given range interval, so you always had to keep your eyes open to spot which target would pop up for you to engage. You loaded up two 20-round magazines, and shot 20 targets from a supported position in a foxhole, and 20 more from the prone. I don't remember the exact numbers, but hitting the bare minimum number of targets (I think in the 28-32 range) would grant you a Marksman badge. I'm pretty sure hitting 33-36 would get you Sharpshooter, and 37-40 would get you Expert. I shot Sharpshooter on my first qualification, and have shot Expert since then.

My point here is that the minimum standard for shooting was Marksman. I shot better than that, and some of my buddies shot better than me. And when I did my first qualification shoot at my unit, it was the same...most shot Marksman, a decent amount shot Sharpshooter, and a few of us shot Expert.

So where do we set the bar for SpecOps? Again, in my personal experience, the average SpecOps guy who wasn't a Weapon Sergeant could outshoot me. Not by a huge margin, but by a significant amount. And I couldn't even touch the shooting skills of your average ODA Weapons Sgt. So yeah, I could see the bar being set at 4 in Firearms for SpecOps. You shoot any worse than that, and you don't qualify. Of course, your Weapons Sgts. will shoot better, and probably be required to shoot better.

And as for the "I shoot better..." thing...while some individuals in the Regular Infantry may shoot as well, or better than some SpecOps guys, I would bet the farm that your average SpecOps guy will shoot MUCH better than your average Infantry Soldier. And not only will he shoot better, but he will HAVE to shoot better to stay in Special Operations.

And don't forget, being in Special Forces doesn't MAKE you a better shooter...being a better shooter is necessary to get you into Special Forces in the first place.
TheOneRonin
QUOTE (knasser)
QUOTE (Rotbart van Dainig @ Jan 10 2008, 12:22 AM)
QUOTE (knasser @ Jan 9 2008, 10:03 PM)
If adding hacking, electronic warfare, etc, I'd probably drop the Firearms group to 3 or 2.

..that would drop him from 'average grunt' to 'completed basic range training' as per skill level table.
Hardly something worth a spec op.

Skill level 3 is average for a usual guy in a profession... and Special Forces Firearm Skill is 5 per table.


Perhaps, but 5 is very high. If you don't keep practicing, then you don't keep the skills. Well not that there are rules for this in terms of character development, but if I'm picking values to reflect what I think someone's ability is then I'll take it into account. Give someone a point in Electronic Warfare and I don't think it's an issue, but if I'm going to be giving someone professional level ability in computer hacking, security and communications, maybe some hardware skills too, that's going to have an impact. Even people who make it into very selective groups such as special forces are not machines. You're talking about having someone who is above professional level in two separate areas. Possible, difficult. I think one area would suffer long-term.

I'm can't remember exactly, but I had a former Special Operator tell me that in the late 80s, when and his unit were back in garrison they would burn around 2000 rounds per day between the range and the kill-house. Something like a 12-man ODA burns the same quantity of ammunition as an Infantry Battalion during a training rotation, or something to that effect.

Whipstitch
Yeah, to me it's about minimum requirements and area of specialty, and I wouldn't put it lower than a 4 (veteran level) either. I just feel that once you've got a 4 skill, you're pretty damn good and it's going to be other skills that seperate you from the pack unless being a sniper or Weapon Sergeant happens to be your area of specialty. I mostly just stand against the knee jerk reaction that everyone's got to have a 5 or a 6 in the firearms skill without that being one of their specialties. I'm sure a guy with "only" 4 firearms skill but is otherwise very physically fit, mentally tough, speaks 3 languages and is an experienced combat engineer wouldn't just be shown the door without further consideration of his potential as a special ops guy, for example.
TheOneRonin
QUOTE (Whipstitch)
Yeah, to me it's about minimum requirements and area of specialty, and I wouldn't put it lower than a 4 (veteran level) either. I just feel that once you've got a 4 skill, you're pretty damn good and it's going to be other skills that seperate you from the pack unless being a sniper or Weapon Sergeant happens to be your area of specialty. I mostly just stand against the knee jerk reaction that everyone's got to have a 5 or a 6 in the firearms skill without that being one of their specialties. I'm sure a guy with "only" 4 firearms skill but is otherwise very physically fit, mentally tough, speaks 3 languages and is an experienced combat engineer wouldn't just be shown the door without further consideration of his potential as a special ops guy, for example.

Actually, if the shooting standards for SF work out to be "Skill 5 or better", then they would do just that.

Selection is all about finding out if a guy is "good enough" in the areas that Special Operations Command deem crucial. It doesn't matter if you speak 6 languages, have attended every school the army has to offer, score a 195 on an IQ test, and have personally touched every single explosive material known to man...if you are 30 seconds slower than the minimum time on your 2 mile run, 2 pushups short, or 3 points below the minimum needed to pass the shooting course, you WILL get a "Good effort Sergeant, but not good enough. Keep practicing, and we will see you at Selection next year."


Personally, I agree that the minimum shooting skill in SR for SpecOps would probably be a 4...or maybe a 3 with a specialization. But I would easily suspect veteran operators would shoot at a 5. Anything 6 and higher is probably reserved for your Weapons Sgts., or maybe your SAS/CAG CT types.

Whipstitch
I can agree with that, I just think SR4 isn't really granular enough to justify 5 as being the cut off point as opposed to 4 since we're talking about a general template at this point rather than an individual soldier with definite strengths and specializations.
TheOneRonin
Indeed. The main problem with rating 5 in SR4 is there is little room for improvement. And I agree that there is probably a much bigger divide between your average SF Operator and your Carlos Hathcocks than between Firearms 5 and Firearms 7.


As a side note, here a great article about SF Selection:

http://www.special-operations-technology.c...e.cfm?DocID=981

cndblank
QUOTE (TheOneRonin)

I'm can't remember exactly, but I had a former Special Operator tell me that in the late 80s, when and his unit were back in garrison they would burn around 2000 rounds per day between the range and the kill-house. Something like a 12-man ODA burns the same quantity of ammunition as an Infantry Battalion during a training rotation, or something to that effect.


Practice really does make perfect.

Having that extra ammo and training opportunities makes a world of difference.

For a civilian example they always tell you to find a surgeon who has a lot of experience doing a procedure. The differences in the less than good out comes between a surgeon that has done something fifty times and one that has done it 500 times are dramatic.


cndblank
QUOTE (TheOneRonin)
-No specializing within skill groups.  Since there is no BP cap, there isn't any reason to rank up a group and then break it so you can add specializations.  [/i]

I think not listing specializations is a mistake.

While I understand you are working on a general special forces template, trying to stay within RAW, and they specialize in being generalists.

It just seems to me that much of the training in the military would be in some form of a specialization.

While a rifleman may only have a two or three firearms, you can bet he is specialized with his rifle.

The difference between a 3 and a 5 is pretty big.

That also allows them to have an impressive set of skills without having more than one or two skills higher than a four.


I'm interested in what each member of a special forces team would be specialized in.

I'd also be interested in what general specializations you would find in different units of the military (Ranger, Airborne, Seals, SAS).

I won't go in to what cyberware could do to enhance skills (And I'm thinking skill wires and head ware here), but if anyone would have it in spades it would be special forces.


Side note, RAW not having specializations for skill groups a pain when you have to break up a skill group so a PC can specialize a skill that it would be perfectly in character for them to do so. Especially if you are using one of the excellent SR4 character programs or Excel spread sheets.

I mean trading having specializations in all other skills in the group but one seems a fair trade for keeping the lower cost for the skill group (and it is easier to record on the PC/NPC sheet.
kzt
QUOTE (TheOneRonin)
I'm can't remember exactly, but I had a former Special Operator tell me that in the late 80s, when and his unit were back in garrison they would burn around 2000 rounds per day between the range and the kill-house. Something like a 12-man ODA burns the same quantity of ammunition as an Infantry Battalion during a training rotation, or something to that effect.

The commander of Delta apparently once gave a blistering ass chewing to his unit commanders one month when they didn't shoot a million bucks worth of ammo. This was when a round averaged 10 cents IIRC.
TheOneRonin
QUOTE (cndblank)
QUOTE (TheOneRonin)
-No specializing within skill groups.  Since there is no BP cap, there isn't any reason to rank up a group and then break it so you can add specializations.  [/i]

I think not listing specializations is a mistake.

While I understand you are working on a general special forces template, trying to stay within RAW, and they specialize in being generalists.

It just seems to me that much of the training in the military would be in some form of a specialization.

While a rifleman may only have a two or three firearms, you can bet he is specialized with his rifle.

The difference between a 3 and a 5 is pretty big.

That also allows them to have an impressive set of skills without having more than one or two skills higher than a four.



I apologize if I was unclear. I wasn't trying to say that specialization is not allowed. What I meant is I didn't want to see something like this:

Firearms 4 (+2 Assault Rifles).


Of course, the following would be perfectly within my guidelines:

Automatics 4 (+2 Assault Rifles)

Longarms 4

Pistols 4


What I was trying to do was stop the idea of buying up a skill group to save buildpoints, then break it up and add a specialization. That doesn't make any sense when you have basically an unlimited number of buildpoints to start with.

I think that, during character generation, buying up a skill group only to break it is against the spirit of the rules. Sure, break it up once you've earned some karma, but you are just abusing the rules by trying to break it up before the game even starts.



QUOTE
I'm interested in what each member of a special forces team would be specialized in.


The specialties for each member of a US Army Special Operations ODA team is listed elsewhere on this thread, but for ease of reference, I'll post it here.

12-man Army ODA:

* 18A - SF Officer

* 180A - SF Warrant Officer

* x2 18B - SF Weapons Sergeants

* x2 18C - SF Engineer Sergeants

* x2 18D - SF Medical Sergeants

* x2 18E - SF Communications Sergeants

* 18F - SF Assistant Operations & Intelligence Sergeant

* 18Z - SF Operations Sergeant




QUOTE
I'd also be interested in what general specializations you would find in different units of the military (Ranger, Airborne, Seals, SAS).


I can't speak much on the SAS or the US Navy SEALs, but US Army Airborne units and Ranger units, at the company level, usually have very similar composition.

Those guys are almost purely Direct Action units, so they are going to be composed of shooters (MOS 11Bravo) for the most part, with some support elements either organic to the HQ platoon, or attached from the Battalion/Brigade level.


QUOTE
I won't go in to what cyberware could do to enhance skills (And I'm thinking skill wires and head ware here), but if anyone would have it in spades it would be special forces.


Maybe. I agree that Army SpecOps would probably have more implants than your average light Infantryman or your Average Ranger, I don't see them as being in the below 2 essence category. You might see more Cyber/Bio in CAG and DevGRU units, but probably marginally so.



QUOTE
Side note, RAW not having specializations for skill groups a pain when you have to break up a skill group so a PC can specialize a skill that it would be perfectly in character for them to do so. Especially if you are using one of the excellent SR4 character programs or Excel spread sheets.

I mean trading having specializations in all other skills in the group but one seems a fair trade for keeping the lower cost for the skill group (and it is easier to record on the PC/NPC sheet.



See, the whole concept of specializing in a skill group is a complete construct that only matters at all when you are dealing with a limited amount of build points. And it's a lame way to save points. It has noting to do with how skilled/trained/whatever your character is...it's just a cheesy way to manipulate the character creation rules.

I mean seriously...what is the difference between the following two characters?

Character A:

Firearms Skill Group: 4 (+2 Assault Rifles)

-and-

Character B:

Automatics: 4 (+2 Assault Rifles)
Longarms: 4
Pistols: 4


Nothing. They both roll the EXACT same number of dice for any of those associated tests, and the numbers represent the EXACT same skill level between the two.
TheOneRonin
QUOTE (kzt)
QUOTE (TheOneRonin @ Jan 10 2008, 11:23 AM)
I'm can't remember exactly, but I had a former Special Operator tell me that in the late 80s, when and his unit were back in garrison they would burn around 2000 rounds per day between the range and the kill-house.  Something like a 12-man ODA burns the same quantity of ammunition as an Infantry Battalion during a training rotation, or something to that effect.

The commander of Delta apparently once gave a blistering ass chewing to his unit commanders one month when they didn't shoot a million bucks worth of ammo. This was when a round averaged 10 cents IIRC.

I wouldn't be the slightest bit surprised. And if I was in an ODA, I'd be all up my units ass to shoot as much as humanly possible. After all, they better they are at shooting, the less likely I am to get MY ass shot.

Apathy
QUOTE (TheOneRonin)
And if I was in an ODA, I'd be all up my units ass to shoot as much as humanly possible. After all, they better they are at shooting, the less likely I am to get MY ass shot.

Depends on how unpopular you were with the troops.
DWC
Per Eric Haney's book, there were years early in Delta's operation where they shot more ammunition in training than the entirety of the Marine Corps.
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." 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.

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.

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.

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.

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.

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. It's actually possible to do a "zero to hero" enlistment, going 18X and going into Infantry basic training, then Airborne, then Special Forces Selection, then Qualification--getting your speciality and language--then finally getting SERE and your pretty hat. It's a long hard road that many people can't do, so they are going to be "above average" but it's going to be in areas like willpower and body (stamina) rather then strength. You won't see below average in many areas, but they aren't superhuman. 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. Getting that marksmanship qualification probably is the equivalent of a skill 3 rather then 4 or 5. 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. 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.

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

Actually because of the way the game mechanics of SR works, while quantifying an SF soldier should not be easy, it can be done. What you are looking for is not skill level but dice pool. In fact, I have a hunch a good SF soldier will look suspiciously like Mr Lucky. That will to succeed and the ability to go beyond what you'd think is possible is generally the function of Edge and not Intellect or Willpower despite the names. And Edge in SR4 is made of pure win.
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.
Ryu
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.
TheOneRonin
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. smile.gif


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. cool.gif


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. smile.gif

TheOneRonin
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

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.



TheOneRonin
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.
Ryu
Composure Test against a threshold determined by the GM, lacking successes translate into a negative DP mod for all offensive actions?
TheOneRonin
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.
kzt
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.
Fortune
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.
TheOneRonin
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?
Fortune
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.
Wounded Ronin
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.
TheOneRonin
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.

cndblank
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.
Whipstitch
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.
martindv
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.
astn
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? smile.gif 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. smile.gif


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. smile.gif 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. smile.gif

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.
knasser
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.
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.
knasser
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.
Rotbart van Dainig
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. wink.gif
Apathy
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?
Critias
QUOTE (Apathy)
Does this seem reasonable?

Since when does that matter? biggrin.gif
Rotbart van Dainig
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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