QUOTE (Udoshi @ Jun 29 2014, 10:34 PM)

If you were going to stat an ACTUAL close-to-real-life badass soldier, the likes of which the thread has been discussing, what skills would you give them?
Disregard stats and attributes - those vary wildly anyway - what kind of active skills, knowledge skills, specializations do you think would properly do justice to the concept?
I have commented on this many, many times. And I would not stat them to the likes of which the majority of the board has been discussing, since I think they tend to go too high.

.
Using the Skill Descriptors for SR4A...
My
Absolute Minimum Stats (Human) for Active Spec Ops.
Minimum of Body 4, Agility 4, Reaction 4, Strength 4, Charisma 3, Intuition 4, Logic 4, and Willpower 4 (23 Attribute Points Allocated).
Physicals of 5 are not required, but would be nice. I would rarely ever place a Natural 6, though I could be convinced with a good enough Concept.
My
Absolute Minimum Skills for Active Spec OPs (or Veteran Active Duty 03xx Marines

).
Skills 5: Firearms Group (Broken with AR Specialty on Longarms) - Regardless of whether the Character is Awakened, Emergent, or Mundane, they are first and foremost a weapon focused character.
Skills 4: Athletics Group, Disguise (Camouflage), Infiltration (Environmental - Dependent upon Area of Operational Specialty, if Any), Outdoors Group, Perception
Skills 3: Close Combat Group, Demolitions, Diving (If SCUBA Trained), Gunnery, Heavy Weapons, Instruction, Leadership, Parachuting (If Airborne Trained), Secondary Language (Preferred), Throwing Weapons, Cross-trained Specialty Skill (Electronics Specialist, Medical, etc.). Knowledge Skills of Strategy, Tactics, Guerilla Warfare as well as Professional Skill: Special Operations Soldier.
Skills 2: Armorer, First Aid, Pilot Ground (Military Vehicle), Pilot Watercraft (PBR or Zodiac)
Trained Specialty Skill/s (if Other than Firearms, Like a Hacker/Hardware Specialist or Magician Specialist) I would place at either Rank 4 or 5 dependent upon the actual skill involved. This might move a skill up from where I currently have it listed. And ss above, I would not place any of their skills as a 6, I just do not classify the vast majority of Spec Ops personnel as Best in the World, individually, in any given skill.
So - Firearms DP's are a minimum of 11/13 (Stat 4, Skill 5, Smartlink/+Specialty if applicable) for the above with no augmentations (which will reduce by 2 for the Heavy weapons or Gunnery Skills unless they ARE the specialty of the character). If you wanted to Add the Tacnet they likely have at Rating 3 it puts those DPs to 14/17. Right where I think they should be. They don't Need Augmentations to be competitive. But you could add a 2 point Agility Boost relatively cheaply, so that becomes 16/19. I would not generally go above that. But then, there is no need to do so at our table. The world works with what I have above (and the above character works with the World as described - though he is NOT a starting character in any sense of the word), and the PC's fall under that for the most part until they can gain the experience to compete with the above stated Spec Ops. Yes, you can get a DP higher, But just because you CAN do something does not mean that you Should.

Obviously, I did not worry about general augmentations. Military would likely put in Wired 1 (at least) for the Extra IP and Reaction Increase. Maybe some vision/auditory enhancements as well. Though Most of that can be accomplished with far cheaper external add-ons. That being said - If you choose to raise stats through augmentation, I would still keep the minimum requirements on skills. This would result in DPs that could potentially increase by a few more dice.
Now -
Inactive Spec Ops I would see to likely degrade the above by 1, for the most part. And I could live with that.