Rebel NPCs

Rebel Alliance Soldiers
Type: Rebel Alliance Soldier
DEXTERITY 3D
Blaster 4D+2, dodge 4D+2, melee combat: unarmed: 4D, sneak 3D+1, thrown weapon: grenade 3D+1
KNOWLEDGE 2D+1
MECHANICAL 2D
Mounted weapons 3D+1
PERCEPTION 2D+1
Search 3D
STRENGTH 3D
TECHNICAL 2D+2
Blaster repair 3D
Character Points: Varies, typically 0-5
Move: 10
Equipment: Blast helmet (+1D physical, +1 energy), blast vest (+1D physical, +1 energy), blaster pistol (4D), medpack

SpaceOps Troopers
Type: SpecForce SpaceOps Trooper
DEXTERITY 2D+2
Blaster 3D+1, dodge 3D, melee combat 4D, melee combat: zero-g 5D+2, parry 3D, thrown weapon: grenade 3D+1
KNOWLEDGE 1D+1
First aid 2D, survival 2D, survival: space 4D
MECHANICAL 1D+2
Mounted weapons 2D+1, powersuit operation 3D+2
PERCEPTION 2D+2
Command 3D+1, search 3D
STRENGTH 2D+2
Stamina 3D+1
TECHNICAL 1D
Security 2D, starship repair 2D
Character Points: Varies, typically 0-5
Move: 10
Equipment: Blaster pistol (4D), blaster carbine (5D), 2 grenades (5D), space suit (+1D physical, +2 energy, -1D Dexterity), vibroknife (STR+1D)

SpaceOps troops are space and shipboard SpecTroops, used for ship or station security, boarding actions, and spaceport landing assaults. Referred to as "vacheads," SpaceOps have a reputation for thick-headedness and charge-ahead attitudes.

SpaceOps are trained to fight in close quarters and in zero-g. They are typically armed with hand weapons, pistols, carbines, and grenades. A few SpaceOps units have access to armored spacesuits and battlesuits.

Pathfinders
Type: SpecForce Pathfinder
DEXTERITY 2D+2
Blaster 3D+2, blaster: blaster rifle 4D+2, dodge 3D, melee combat: unarmed 3D+2, sneak 3D+1, thrown weapon: grenade 3D+1
KNOWLEDGE 2D
First aid 2D+1, scholar: alien species 3D, survival 3D
MECHANICAL 1D+1
Mounted weapons 3D+2, vehicle operation 2D+1
PERCEPTION 2D+2
Command 3D+2, hide 3D+1, search 3D
STRENGTH 2D+1
Climbing 3D, jumping 3D, stamina 3D+1
TECHNICAL 1D
Demolitions 2D
Character Points: Varies, typically 0-5
Move: 10
Equipment: Blaster rifle (5D), 2 grenades (5D), camouflage poncho (+1D to sneak), survival pack

Pathfinders make covert drops into Imperial-held territory to perform dangerous reconnaissance missions, clear beachheads, and hold landing zones until relieved. This sort of mission must usually be performed by a fairly small taskforce, perhaps a company at most. If not relieved or retracted this small force can be annihilated once the local Imperial forces have regrouped.

The Pathfinder's secondary mission is to scout for other Spec units in ground operations. This mission is also performed in small units, but at least they have better backup if something goes wrong.

Pathfinders are typically equipped with blaster rifles, grenades, and survival gear. They often also field heavy weapons and repulsorcraft, in order to apply sufficient concentrated firepower, and travel fast and light.

Urban Combat Specialist
Type: SpecForce Urban Combat Specalist
DEXTERITY 2D+1
Blaster 3D+1, dodge 3D, melee combat 3D, parry 3D, sneak 3D+2, thrown weapon: grenade 3D
KNOWLEDGE 2D+1
Streetwise 3D+2
MECHANICAL 1D+1
Vehicle operation 2D
PERCEPTION 2D+2
Command 3D+1, hide 3D+2
STRENGTH 2D
Climbing 2D+2, jumping 2D+2, stamina 3D
TECHNICAL 1D+1
Demolitions 3D
Character Points: Varies, typically 0-5
Move: 10
Equipment: Blaster pistol (4D), 2 grenades (5D), vibroknife (STR+1D)

Urban warfare is distinctly different from other combat terrain. The urban theater of battle is a three-dimensional maze, filled with potential hazards and fortifications. Although a relatively small percentage of planetary surfaces are urbanized, they house some 85% of the galactic population and industry, and typically serve as both planetary and hyperspacial transportation nexuses. While there are many thousands of worlds with little or no urban development, there are also hundreds of worlds that are effectively covered by city-sprawls, Courascant being the most famous example, Lianna, Karideph and Kuat being only somewhat less well-known.

Accordingly, there are SpecForce regiments dedicated to urban military operations. 3rd Regiment urban guerrillas are expert in streetfighting and house-to-house combat. This combat may take place in industrial citysprawls, in towering megalopolises, or in comparatively quiet suburban developments.

Urban Combat Specialists prefer to engage in ambushes, hit-and-fades and running battles. They are typically equipped with hand weapons, blasters, grenades, explosives, and lightly armored combat repulsorcraft.

Wilderness Fighter
Type: SpecForce Wilderness Fighter
DEXTERITY 2D+1
Blaster 3D+1, dodge 3D, melee combat 3D, parry 3D, sneak 3D+2, thrown weapon: grenade 3D
KNOWLEDGE 2D+1
Survival 3D+2
MECHANICAL 1D+1
Vehicle operation 2D
PERCEPTION 2D+2
Command 3D+1, hide 3D+2
STRENGTH 2D
Climbing 2D+2, jumping 2D+2, stamina 3D
TECHNICAL 1D+1
Demolitions 3D
Character Points: Varies, typically 0-5
Move: 10
Equipment: Blaster pistol (4D), speeder bike, survival pack, vibroknife (STR+1D)

Although the vast majority of the galactic population lives in urbanized zones, rural and wilderness areas comprise some 95 percent of the inhabitable planetary surfaces. The Alliance finds itself often needing to execute operations in a variety of wild terrain. There are so many different terrain types that the wilderness fighters sub-specialize by companies in specific environments: aquatic, arctic, desert, forest/jungle, mountains, and plains. Wilderness regiments tend to be spread a little thinner than the others. Unsurprisingly, the deep wilderness is also where the Alliance prefers to base itself, as far from Imperial centers as possible. When not engaged in missions, wilderness figthters are usually assigned to these bases to reinforce the SpecForce troopers guarding them.

Wilderness Fighters are usually equipped with blaster weapons and survival packs, and are likely to need repulsorcraft to move in the wide-open spaces. Most are trained to use heavy weapons and artillery to lessen their reliance on HWSs. Wilderness regiments are the only SpecForce branch to maintain repulsortank units crewed by one troop type.

SpecForce Infiltrators
Type: SpecForce Infiltrator
DEXTERITY 2D+2
Blaster 3D, blaster: firearm 3D+1, dodge 3D, melee combat 3D+2, melee combat: vibroknife 5D+2, parry 3D+2, sneak 3D+2
KNOWLEDGE 2D
Streetwise 3D+2, survival 2D+2
MECHANICAL 1D+2
Vehicle operation 2D+1
PERCEPTION 2D
Con 3D+1, hide 3D+2, search 3D
STRENGTH 2D
TECHNICAL 1D+2
Demolitions 2D+2, security 2D+2
Character Points: Varies, typically 0-5
Move: 10
Equipment: Silenced slugthrower pistol (3D), garrote (STR+1D), vibroknife (STR+1D)

The most feared branch of SpecForce, Infiltrators are the eyes and ears of a covert operation. These stealthy troopers slip through Imperial security to sow fear and conduct sabotage operations among the ranks and drive the officers to distraction. Infiltrators are trained to use melee weapons, silenced slugthrowers and their bare hands to accomplish their missions. Infiltrators are perhaps the busiest troopers in SpecForce, constantly being sent on missions either for SpecForce or on loan to Intelligence.

Despite their training to conduct operations with minimal equipment, Infiltrators are often equipped with the very best stealth equipment the Alliance can aquire. In addition Infiltrators have access to an impressive collection of weaponry, from slicewire garrotes to silenced subsonic sniper rifles. An ideal Infiltrator mission is not detected for hours, long after the wraiths have vanished into the night.

SpecForce Scanner/Communications Operators
Type: SpecForce Scanner/Communications Operator
DEXTERITY 2D
Blaster 3D, dodge 3D+1, melee combat: unarmed 3D
KNOWLEDGE 1D+2
First aid 2D+2
MECHANICAL 2D+1
PERCEPTION 1D+2
STRENGTH 2D
TECHNICAL 2D+1
Communications 3D+2, communications repair 3D, sensors 3D+2, sensors repair 3D
Character Points: Varies, typically 0-5
Move: 10
Equipment: Blaster pistol (4D), comset or scanner (as appropriate), comlink (as appropriate)

Scanner-Communication Operators (also referred to as "scanners", "scan-com operators" or "eyes") run the technological eyes, ears and voices of SpecForce. Not every unit or mission requires scan-com ops - Infiltrators almost never use them - but they can be very valuable team members.

Scan-Com Operators are trained in both sensor operations and communications, although in a sizable task-force SpecForce has dedicated operators for each field.

SpecForce Drivers/Pilots
Type: SpecForce Driver/Pilot
DEXTERITY 2D
Blaster 2D
KNOWLEDGE 1D+2
First aid 2D+2, streetwise 2D+2
MECHANICAL 2D+2
Mounted weapons 3D, starship piloting 3D+2, vehicle operation 3D+2
PERCEPTION 1D+2
STRENGTH 2D
TECHNICAL 2D
Character Points: Varies, typically 0-5
Move: 10
Equipment: Blaster pistol (4D), vehicle or starship (as mission requires)

SpecForce units travel extensively, both from planet to planet and on planetary surfaces. This requires ships and vehicles, which in turn requires skilled drivers and pilots. Operating combat craft is a job for professionals, even under non-combat conditions. SpecForce transports are usually overpowered and heavily armed, and should be handled with care.

SpecForce drivers are able to handle anything from ground vehicle personnel carriers to a hovercraft to a repulsortank. They are often called on to crew a driver's gun while underway, and to boldly plow into the sort of hot combat most military-vehicle drivers are under orders to avoid.

SpecForce pilots don't get the attention that starfighter pilots - such as the infamous Rogue Squadron - do, but they fly missions as dangerous as any "fighter jock" does. Combat shuttles are under threat not only from starfighters and other space-based weapons, but also from ground-based anti-space weapons. Being responsible for the safe passage of a unit of troopers while wrestling for controls of a massive combat shuttle simply adds to the stress.

SpecForce Technicians
Type: SpecForce Technician
DEXTERITY 2D
Blaster 2D+2, dodge 3D
KNOWLEDGE 2D+1
Streetwise 3D
MECHANICAL 2D
Vehicle operation 3D+1
PERCEPTION 1D+2
Command 2D+1, hide 2D
STRENGTH 1D+2
TECHNICAL 2D+1
Any three skills at 3D+2: armor repair, blaster repair, computer programming/repair, demolitions, droid programming/repair, first aid, starship repair, vehicle repair
Character Points: Varies, typically 0-5
Move: 10
Equipment: Repair Technicians: Heavy blaster pistol (5D), technical tool-kit. Combat Engineers: Heavy blaster pistol (5D), 1 cube detonite, datapad with technical manuals. Medic: 5 medpacs, advanced medial kit, no weapon

The term "technician" properly refers to any member of 7th Regiment, but is usually used to mean mechanics and combat engineers, but also includes SpecForce Medics. Regardless of their position, any Technician can be expected to be able to fix, build, modify, scrounge, or otherwise "acquire" anything a task force could possibly need.

Technicians are typically equipped with sidearms and equipment appropriate to their field.

SpecForce Heavy Weapon Specialists
Type: SpecForce Heavy Weapon Specialist
DEXTERITY 2D+2
Blaster 3D, blaster: repeating blaster 4D+2,
KNOWLEDGE 1D+2
First aid 2D+1, survival 2D
MECHANICAL 2D
Mounted weapons 3D+2, vehicle operation 2D+1
PERCEPTION 1D+2
Search 3D
STRENGTH 2D
Stamina 2D+1
TECHNICAL 2D
Demolitions 2D+2
Character Points: Varies, typically 0-5
Move: 10
Equipment: Blaster pistol (4D), comlink, vibroknife (STR+1D), heavy weapon (varies by mission)

Although other SpecForce specialists are required to possess some heavy weapons training, the experts are the 6th Regiment Heavy Weapons Specialists, commonly known as gunners. Gunners are trained in every main weapon type from light repeating blasters to capial ship guns, and conditioned to maintain their post at all costs. Heavy weapons positions in every military branch come under extremely heavy fire, resulting in two kinds of gunners: targets and veterans. Targets are dead at their post within three battles. Veterans mow down the opposition. Much like starfighter pilots, there are no mediocre gunners.

Gunners are equipped with, unsurprisingly, at least one heavy weapon, as well as a blaster pistol and hand weapons. 6th Regiment fire teams tend to be closely knit, a result of having to work and rely on each other as gun crews. They are unusual in their wide use in nearly any terrain and on a great variety of missions, moving with little difficulty from SpaceOps support missions to wilderness support missions to urban support missions. No missions call for the deployment of only heavy weapons squads, but many missions call for heavy weapon support. When not otherwise engaged, gunners often find useful berths as ship's gunners on Alliance Fleet vessels.

SpecForce Procurement Specialists
Type: SpecForce "Scrounger"

These Spectroops are usually ordinary soldiers who have a talent for "scrounging" - obtaining items in the field for the team's use. They're no substitute for a base or unit's quartermaster.

Gear

SpecForces Spacesuit
Model: SpecForce Spacesuit
Type: Armored spacesuit
Cost: 2,500 Credits
Notes: Add +1D physical and +2D energy, -1D Dexterity. The suit grants the advantages of vacuum suits and hold enough air to last 10 hours. Must make moderate stamina check every minute exposed to space or suffer a wound.

Vibroknife
Model: LaserHone Talon Vibrodagger
Type: Personal combat vibroblade
Cost: 50 Credits
Skill: Melee Combat
Difficulty: Easy
Damage: STR+1D (maximum: 6D)

Camouflage Poncho
Model: Alliance-made general camouflage ponchos
Type: Cloth Fatigues
Notes: Adds +1D to sneak, +2D at ranges of more than 35 meters.

Speeder Bike
Model: Combat-modified Mobquet Overracer Speeder Bike
Type: Modified Scout Bike
Scale: Speeder
Length: 4.4 meters
Skill: Repulsorlift Operation: speeder bike
Crew: 1
Cargo Capacity: 4 kilograms
Cover: 1/4
Altitude Range: Ground level - 20 meters
Maneuverability: 3D+2
Move: 185; 530 kmh
Body Strength: 1D+2
Sensors:
Sensor Baffling: +1D to difficulty to detect
Weapons:
Laser Cannon
Fire Arc: Front
Skill: Mounted weapons
Fire Control: 1D
Range: 50-300/500/1 km
Damage: 3D

Sound Baffled Headstrap Comlink
Covers face, allows communications with other team members, allows normal speech with no stealth penalties.

Garotte
Model: Alliance-issue Garrote
Type: Single cord strangling weapon
Skill: Melee Combat: Garotte
Difficulty: Moderate (from behind)
Damage: STR+1D
Notes:Target may attempt a parry to resist with a +10 difficulty modifier. Negates armor bonuses.

Explosives
Type: Common Detonite
Scale: Speeder
Skill: Demolitions
Damage: 1D

Advanced Medical Kit
Model: Chiewab Amalgamated Pharmaceuticals Company ECM-598
Type: Advanced medical kit
Skill: First Aid
Notes: Components require an Easy first aid roll unless otherwise indicated. Kit includes the following:
Hand-Held Diagnostic Scanner: Easy first aid or Moderate sensors roll to use. Provides readout of vital signs, with specific data, and recommended treatment.
Medicines: Anesthetics, blood pressure, respiration and pulse regulators, and other essential medicines (for humans and other common species), can be custom filled.
Emergency Procedure Database: Easy computer programming/repair roll. Using scanner readings the database provides user with a quick reference collection of treatment procedures.
Filtration Mask: Supplies rich oxygen flow; may be connected to other atmosphere canisters for non-oxygen breathers.
Closure Packs: Pressurized sealant bandages with medicines which, when exposed to air, sterilize a wound up to 10 centimeters in diameter.
Laser Scalpel: Difficult first aid roll, Precision cutting tool for emergency surgery.
Medicine Dispenser: Moderate first aid roll. Can be custom-loaded.
Portable Repulsor-Stretcher: Collapsable one-person operation stretcher capable of supporting 150 kilos.
Pressure Cuffs: Circular metal sleeves of varying diameters (5-30 centimeters) which inflate pressurized chambers around wounds.
Sterile Heating Cloth: Covers an area up to 1.6 meters x 75 centimers with a sterilized, heat-insulated covering.
Two Universal Plasma Fluid Sacks: Requires Moderate first aid roll. Intravenous feed provides universal plasma stabilization serums.

Sensor Pack
Model: NeuroSaav 9320/B Sensor Pack
Type: Portable scanning device
Skill: Sensors
Range: 50/150/300
Capsule: Can be used for most sensing functions including detecting lifeforms, presence of comm signal, movement, density, mass, volume, and energy type and intensity. The unit is so generalized that it does not offer any aid to the user, who must rely on practiced skill to collect and interpret data.

Motion Sensor Pack
Model: Zone Control Motion Security Scanner
Type: Motion Detector
Skill: Sensors
Range: 25/50/100
Capsule: The motion sensor allows the user to detect motion up to 100 meters away. The sensor displays hte mover's range and direction on a flat display. The scanner can penetrate most interior building materials, but exterior walls and energy shielding or armor generally prevents an accurate reading.

Lifeform Scanner
Model: Idellian Arrays ILF-5500
Type: Lifeform scanner
Skill: Sensors
Range: 500m/1/1.5km
Capsule: 4D Scholar: alien species programming for identification. If the species is unidentified, the user may attempt a scholar: alien species roll.

Comm Scanner
Model: Courier Communications Scanner
Type: Comm detector and scanner
Skill: Sensors or Communications
Capsule: Allows user to detect and tap into com transmission. Remember many times transmissions are coded.

Comset
Model: BCC OmniNode Communications Set
Type: High-power multisignal comm set
Skill: Communications: Comm Set
Difficulty: Easy
Capsule: 200 meter surface range, surface to orbit in harsh weather. Tuned to a very narrow wavelength to keep the threat of detection and signal interception minimal. Weighs just under two kilos and is the size of a small clothes case. It can be wired into vehicles for additional power but this increases the chance of detection. Such comsets are capable of punching through all but the worst weather and can process up to twenty signals at one time.