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Research and Planning for SpecForce Write-Ups
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Mamatried
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PostPosted: Fri Oct 25, 2019 11:42 am    Post subject: Reply with quote

Naaman wrote:
That is essentially what I have going. Though, to say that they can all do each other's job is a bit of an over simplification.

There is always going to be skill overlap with the grunts, but a SEAL and a Ranger are very different things. Individually, they may pass a lot of the same tests, but their missions and mentalities are different.

I think the SW SpecForce should reflect both the overlap and the nuanced differences between "types."


naturally different units have different and specialized skills and mission papameters, but both rangers and seals have parachuting skills, they both will have demolition skills, and shooting stuff skills.
The core of combat skills are if not on the exact same skill level, they are more or less the exact skills leanered.

rangers learn survival, so do seals, both can parachute, normally only seals can scuba (out of these, though some ranger can be combat divers, but they are not the run of the mill rangers)
both know unarmed combat, stealth assault and raiding tactics.
while rangers are much more a specialized front line unit, and seals are a more clandestine unit, they do share the core skills.

there is a huge difference in how a unit is used and how they are trained.
I would argue that all special forces are 90% identical in training, with the last 10% being what deictates their primary operational role, like the seals diving and amphibious specialization.

so I would say that regardless of unit role they have for the most part the excact same training.

Rangers, demolition, parachute, shooting stuff, raiding, stealth etc etc and Seals the same.

this is why we often see imbedded marine snipers, recon in a seal team, or a ari forc cct.......they have so similar training they can operate on the same team doing the same mission.....

pararescue jumpers, cct, comabt weather teams, they all frequently operate imbedded into army special forces theams, seal teams etc, and to me this indicates that they do have enough similar training.
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RyanDarkstar
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PostPosted: Fri Oct 25, 2019 11:54 am    Post subject: Reply with quote

Not sure if it'll help, but this subject keeps reminding me of G.I. Joe with Primary and Secondary Military Specialties. For example:

Quote:
BAZOOKA SOLDIER
Code Name: Zap
Primary Military Specialty: Engineer
Secondary Military Specialty: Infantry, Artillery

Zap is the team specialist in armor-piercing and anti-tank weapons but also functions as demolitions man.

Specialized Education: Engineer School, Ordnance School, Advanced Infantry Training.

Qualified Expert: M-14, M-16, M-1911A1, M-79 (Grenade Launcher), M-72 (LAW Rocket), XM-71A (TOW Missile), XM-47 (Dragon Missile).


Could be a quick way to mine backgrounds and skills for SpecForce members...? Just my $0.02.
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Mamatried
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PostPosted: Fri Oct 25, 2019 12:33 pm    Post subject: Reply with quote

@RyanDarkstar

That's not bad, is very much how I see this actually.

We have a sapper, a combat enginner, who became special operation forces/special forces.
He became a specialist infantryman, still hving his sapper skills, he is now above and beyond the run of he mill sapper and infantryman

he then specializes further in heavy weapons, and may end up as the gunner in a heavy spedial oeprations armor unit.

Now if we take the primary: Sapper
and let him a Infantry and a infiltration secondary, we now have a very saboteur type.

maybe his primary was infantly and his secondary was pilot and enginner then we could see a special ops pilot, fully capable in ground combat, very much like inferno squad.

we could have a logistics primary
with a sapper, infiltration seconsadry etc etc.


One good thing to maybe look at is the Planetary Defense forces write up in the adventues journals we have in tools.


This a quick write up
Basic Training

Add to Template/Character

Attribute
+1 Strength

Skills
+2 Blaster
+2 Running
+1 Brawling
+1 Climbing/Jumping
+1 Dodge
+1 First Aid
+1 Search

Occupational training

Infantry-
+1 Strength
+1 Dexterity

+1 Survival
+1 Tactics

+1 Blaster
+1 Running
+1 Brawling
+1 Climbing/Jumping
+1 Dodge
+1 First Aid
+1 Search

Medical-

+1 Knowledge
+1 Technical

+1 Dodge
+1 Running
+1 Alien Species
+1 Survival
+2 Lifting
+1D First Aid

Security-

+1 Strength
+1 Perception

+2 Law Enforcement
+1 Melee Combat
+1 Blaster
+1 Running
+1 Brawling
+1 Dodge
+1 First Aid
+1 Search

Transportation-

+1 Mechanical
+1 Technical

+1 Blaster
+1 Survival
+1 Tactics
+1 Lifting
+2 Repulsorlift Repair
+1D Repulsorlift Operation

Add one or more of thise to the template/character and viola most if not all major special forces and special operations units will have their basic skills covered, from then it is easier to give various units some specialized skills
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Mamatried
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PostPosted: Fri Oct 25, 2019 1:02 pm    Post subject: Reply with quote

Special Forces (Generic) TIE Pilot
7D skills (all to mechanical)
+ basic pdf training, + security pdf occupation training

DEXTERITY:3D+2
Blaster 4D+1
Brawling Parry
Dodge 3D+2
Melee Combat 4D
Missile Weapons
Run 4D+1

KNOWLEDGE: 2D+1
Alien Species
Languages
law Enforcement 3D
Planetary Systems
Survival
Tactics

MECHANICAL: 4D
Repulsorlift Operation 5D
Sensors 5D
Space Transports 5D
Starfighter Piloting 6D
Starship Gunnery 5D
Starship Shields 5D

PERCEPTION: 3D+1
Bargain
Command
Gambling
Search 3D+2

STRENGTH: 3D+1
Brawling 4D
Climbing/Jumping 3D+2
Stamina

TECHNICAL: 2D+1
Computer Programming/ Repair
First Aid 3D
Starfighter Repair
Starship Weapons Repair

Added Normal 7D skills (Mechanical skills focus)
As a pilot it is assumed his training would be in the trasport branch.
he thus decides on going into an infantry specialzation for added ground combat skills.

he thus begins his special forces training
( Still using the PDF write up from Adv journal issue 3, pg 128. Found in tools/library)

His basic training increases his strength
And he recives special operations basic training and adds the following
Attribute
+1 Strength
Skills
+2 Blaster
+2 Running
+1 Brawling
+1 Climbing/Jumping
+1 Dodge
+1 First Aid
+1 Search

Becuse he is a pilot, he decides to go into the security field, this including infiltration etc.
He now moves to his second phase of training, here he is given his "specilaization"

he chooses the security branch
and adds the following: Increases strength and Perceptiom.
Recieving Relevant skills.

Security-
+1 Strength
+1 Perception

+2 Law Enforcement
+1 Melee Combat
+1 Blaster
+1 Running
+1 Brawling
+1 Dodge
+1 First Aid
+1 Search

He is now ready to serve as a pilot/driver for a special ops/special forces team.

This is not a very OP character, but there a totla of +1D attribute and various total Dice in skills.
I think however this is a good starting point, elaborate on the trainings here, but use this old to make other and
more elite special forces templates, write ups and cheracters

In no way do I see this a qualified special forces soldier, but I do see how this PDF write up can be used
as a mold to base the training on. Added skills, maybe added values, with some allowing a +1D , a +1D+1 etc.
I found this to be ver good for giving a character som basic military training, and thus can be used for advance training
following the mold.


Kink to Adv journal in tools:
https://www.rancorpit.com/forums/downloads/Adventurers%20Journal/Adventurers%20Journal%203-020119-2page.pdf
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Naaman
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PostPosted: Fri Oct 25, 2019 8:57 pm    Post subject: Reply with quote

The stats I'm working on are for NPCs. They have a pretty broad skill set in the 4D to 6D range.

When I get to my computer, I'll post the baseline trooper to give an idea of what my thoughts are on how to format the varieties of troop types.
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Naaman
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PostPosted: Sat Oct 26, 2019 2:54 am    Post subject: Reply with quote

Here is the bare bones SpecForce trooper that I have come up with based on my readings so far. Sources include RoE, Rebel Alliance Sourcebook, 2R&E, and my current interpretation of the meanings of dice values as given on page 207 of 2R&E.

Baseline SpecForce Trooper (Human)

DEXTERITY 2D+2
Blaster 5D
Brawling Parry 4D
Dodge 4D+2
Grenade 4D+2
Melee Combat 4D
Melee Parry 4D
Missile Weapons 4D
Running 4D+2
Vehicle Blasters 4D

KNOWLEDGE 2D+1
Bureaucracy: Chain of Command 3D
Intimidation 4D
Survival 5D
Tactics 5D
Willpower 4D+2

MECHANICAL 2D
Communications 4D
Repulsorlift Operation 2D+2
Repulsorlift Operation: Glider 4D
Sensors 4D

PERCEPTION 2D+2
Command 3D+2
Hide 4D
Search 4D
Sneak 4D

STRENGTH 3D
Brawling 4D+2
Climbing/Jumping 4D
Lifting 5D
Stamina 6D
Swimming 3D+1

TECHNICAL 2D+1
Blaster Repair 4D
Demolitions 3D+1
First Aid 4D

Move: 10
Force Sensitive? No
Character Points: 1D+2
Force Points: 0
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Naaman
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PostPosted: Sat Oct 26, 2019 3:03 am    Post subject: Reply with quote

What you see above is not representational of any of the given SpecForce disciplines. Rather, it serves as a template or starting point which shows the minimum standards that any SpecForce commander can expect from his troops.

In other words, if a particular mission requires any/all of those skills up to those levels, then a commander knows that he can send ANY SpecForce operator or unit on that mission, even if they specialize in something else.

The philosophy behind these stats comes from what I have experienced in the military:

Special operations personnel are soldiers first and they lack nothing with respect to basic soldiering skills (the skills on the template above represent what I feel are basic soldiering skills. Most soldiers will not have all of them at 4D or better: most soldiers will have many of those skills at 3D). All soldiers will have more skills than these, though (generally, the additional skills will be in the 4D range, while the familiarized skills will be in the 2D+ or 3D range).

Generally speaking, each discipline will have a few specializations added to it (such as a relevant specialization of tactics, a specialization of command for their particular discipline, etc) as well as other skills that express their area of focus (such as increasing the demolitions skill for engineers or (A) Medicine for medics, etc).
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CRMcNeill
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PostPosted: Sat Oct 26, 2019 12:17 pm    Post subject: Reply with quote

Naaman wrote:
Also, when your medics fall under a different commander than your urban combat specialists (or whomever), you create unnecessary bureaucratic processes associated with putting a team together. Not to mention the disruption of having a different medic every mission. Go ahead and insert engineers, commo techs, mechanics, heavy weapons and whatever else into the same problem.

A combat element needs to have all necessary personnel and equipment under one commander.

I think you're looking at it from the wrong scale. In another topic, you described how your MP unit is part of a larger MP unit here in the US, which then deploys smaller portions of itself as attachments to combat units, with similar support units doing the same thing. That's how SpecForce is organized.

The description of SpecForces is the Alliance's Strategic level, with the various regiments acting as a source for administration, training and force pools (likely with a certain percentage of troops being cycled in for brief periods of R&R before redeployment). The operational and tactical level stuff is largely handled at the Sector Command level or lower. Alliance High Command mostly provides strategic-level guidance and allocates support.

So, if a particular sector is mostly rural or undeveloped planets, it will get a preponderance of Wilderness Specs, with appropriate supporting elements tacked on. A sector with a lot of urban planets will get more Urban Specs, and so on and so forth. Then, if a Sector Command has some sort of major operation in the works, they can request additional support as needed - infiltrators, starfighters, etc - from the force pool held at the High Command level (of course, this being the Alliance, there will never be enough to go around, so someone is going to get denied support in order for that support to go somewhere else).

In many ways, SpecForce essentially is the Alliance Army and Special Forces in a single unit (there is no other unit in the Alliance organizational structure that has ground forces above the Sector Command level). As such, it's more like Special Forces with the Airborne & Light Infantry Divisions and a few Stryker Brigades tacked on (maybe some heavy armor, but the Alliance will have to be very careful about how they use it). One of the SpecForce units described in Rules of Engagement - the Nishr Taskforce (RoE pages 84-86) - is effectively a light armor unit, equipped with Freerunners, ULAVs and Speeder Bikes.

The idea is that it's a modular organization at the upper levels so that the deployed units can be tailored to fit the needs of the specific sector to which they are deployed.

Naturally, there are going to be extreme environments where the paradigm breaks down; Heavy Weapons or Infiltrators are going to be particularly hampered when operating on a planet that's covered in water, so Aquatic SpecForces (see the Dark Empire Sourcebook) would need to either have their own support, or there would need to be a special subset of Infiltrators and Heavy Weapons that specialize in those environments

Quote:
As for Space Ops, check out VBSS in order to understand where I'm coming from on this one.

Okay, that makes sense. VBSS essentially IS Marines in the classic sense.

Quote:
Lastly, I'm not modeling each unit after the Army, but rather using what is available in the real world as a reference point for what a skill set would look like for a particular mission type (or spectrum of mission types).

One important thing, IMO, is that any realistic organization will not be the ideal one. As in, there won't be enough personnel and equipment and training time available to train, equip and organize the force that you would like to have, and so you have to settle for the best force you can get. When building your SpecForce organization, make sure to build in a few things that aren't ideal, just to make it more realistic.

Quote:
I honestly feel like whoever wrote the SpecForce organization was a 40k player...

Something to be said for that, but then, we've made similar complaints about how the Organization chapter in the ImpSB was written, too.
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Naaman
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PostPosted: Sat Oct 26, 2019 6:40 pm    Post subject: Reply with quote

I would quote you to make this more coherent, but that's a little more complex of a task than is practicle on my phone at the moment.

I think that the idea of "ideal" vs "available" is something we agree on.

This is why I've put up the baseline trooper. Essentially, a SpecForce element can perform basic military functions proportionate to its size (or even one eschelon or scale up in many cases).

But I'm wondering if all the environmental training should be "add on" skills rather than a unique element under Alliance Command. In other words, ALL the SpecForce in a given area have unit-level training (rather than "school house" training) to round out their skill set for operations in their primary AoR.

This ties into what I was saying earlier about AO specialization.

Concerning VBSS, I went with the Coasties over the Marines or SEALs as a reference because actual Marine units do more than VBSS (amphibious assaults, underwater demo, etc.) and finding detailed information on that particular mission type is harder when it's only one of several capabilities. But I do agree: the SpaceOps are essentially Marines.

I think some confusion may be coming from the use of the word "attached." Your reference to MPs kinda helps to clarify things a little bit. In MP land, there are "infantry MPs" who are members of an infantry battalion. The aren't "attached" but rather actually belong to that commander. Those MPs have nothing to do with law enforcement during peace time or in garrison. They are fully integrated into the infanty unit to provide specialized skills (detainee operations, force protection, route security, etc.). They fall nowhere into a "military police chain of command" but rather are disposed by the battalion commander to whom they answer directly. The first officer in their chain of command, for example, would be an infantry officer at the battalion level.

Looking at it from the perspective you offer makes me think that there needs to be at a minimum, a "generic" SpecForce discipline that forms the core of SpecForce operations, and then, if using all of what is printed in RoE, those units would function like MPs in an infantry battalion.
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CRMcNeill
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PostPosted: Sat Oct 26, 2019 7:43 pm    Post subject: Reply with quote

Naaman wrote:
This is why I've put up the baseline trooper. Essentially, a SpecForce element can perform basic military functions proportionate to its size (or even one echelon or scale up in many cases).
Quote:
Looking at it from the perspective you offer makes me think that there needs to be at a minimum, a "generic" SpecForce discipline that forms the core of SpecForce operations, and then, if using all of what is printed in RoE, those units would function like MPs in an infantry battalion.

That's what I was saying earlier; I don't think the Alliance has the sort of personnel pool available to have a "baseline" trooper. They may be able to train one over time, but at first, what they had for Urban and Wilderness troops was a bunch of irregular guerillas who were really good at operating in certain kinds of terrain not because they had been trained to do so but because that was where they lived. Their life in that environment had been their training; don't think soldiers, think street gangs or survivalist groups on steroids, fighting actual guerilla warfare over the course of years, all the way back to the Clone Wars.

Now, this doesn't mean that SpecForces couldn't evolve into something more conventional, but the Alliance was not a conventional military, and therefore would almost certainly not develop along conventional lines, especially not right at first.

Quote:
But I'm wondering if all the environmental training should be "add on" skills rather than a unique element under Alliance Command. In other words, ALL the SpecForce in a given area have unit-level training (rather than "school house" training) to round out their skill set for operations in their primary AoR.

This ties into what I was saying earlier about AO specialization.

But in a galaxy of a million different planets, wouldn't the best adapted to a given AO be the beings who've lived their entire lives in such environments?

Quote:
I think some confusion may be coming from the use of the word "attached." Your reference to MPs kinda helps to clarify things a little bit. In MP land, there are "infantry MPs" who are members of an infantry battalion. The aren't "attached" but rather actually belong to that commander. Those MPs have nothing to do with law enforcement during peace time or in garrison. They are fully integrated into the infantry unit to provide specialized skills (detainee operations, force protection, route security, etc.). They fall nowhere into a "military police chain of command" but rather are disposed by the battalion commander to whom they answer directly. The first officer in their chain of command, for example, would be an infantry officer at the battalion level.

Okay, but you're still not organizationally part of the larger unit while you are here in the US, only on deployment. Here's your quote from this topic.:
Quote:
Regarding MPs, at company level, they basically train, enforce, or deploy in standard rotational intervals.

Battalions don't function as a cohesive unit: MP battalion HQ is just support staff.

An MP company on an enforcement rotation will work for brigade, with the brigade commander being the highest ranking MP in garrison, but there is a provost marshall below him who oversees all enforcement activities. The provost marshall is effectively the chief of police, while the brigade commander has a more standard military role.

So, what I'm saying is, the "Regiments" of the SpecForces don't function or deploy as a cohesive unit, but are instead parcelled out to the various Sector Commands based on need. The actual combined-arms unit organization is going to happen several levels below the (admittedly odd and confusing) Regimental organization of the SpecForces.

If nothing else, Regiment in the manner in which the RASB uses it should be discarded in favor of something less confusing...
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Naaman
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PostPosted: Sun Oct 27, 2019 12:03 am    Post subject: Reply with quote

So, the quote you posted is a reference to MPs being taken control of by a higher command within the MP chain of command.

In other words, the MP's boss' boss' boss selects a company for garrison enforcement.

What I was saying about infantry MP's is that their actual duty assignment is under the command of an infantry officer. Military police are (can function as) cops or soldiers, but their duty assignment dictates which. A duty assignment is not the same as a functional rotation in this case, so I can see where the confusion comes in.

The two cases here are not comparable, to put it simply.

I'm open minded to the sector/system thing, but primarily on the condition that I can be convinced that a majority of planets in a system/sector have like environments with no seasons. Or that if one planet in a system is urban (or not) then they all are (or are not).
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Naaman
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PostPosted: Sun Oct 27, 2019 12:16 am    Post subject: Reply with quote

Also, just to be clear, the baseline trooper that I posted doesn't actually exist in my or the WEG's SWU.

If you look at RoE in the section on types of missions, you'll see that all SpecForce disciplines perform all of the missions, even though some units are optimized for certain mission types.

This (and other passages, such as references to Pathfinders getting the "basic" SpecForce hand to hand training) is what informs my notion of a "baseline" skill set common to all SpecForce.

This baseline is the template to which the specialty skills are added before you can say that a soldier is a member of Rebel SpecForces. Does that make sense?
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PostPosted: Sun Oct 27, 2019 12:31 am    Post subject: Reply with quote

Naaman wrote:
The two cases here are not comparable, to put it simply.

I repeat your quote "MP battalions do not function as a cohesive unit." Neither do SpecForce Regiments. They are force pools providing sub-units that are combined with other sub-units from other regiments to perform operational units attached to the various Sector Commands. It's not about having a dedicated Regiment of Urban Fighters who all deploy as a single unit; it gets chopped up into squads, platoons and companies deployed on various planets all across the galaxy.

Quote:
I'm open minded to the sector/system thing, but primarily on the condition that I can be convinced that a majority of planets in a system/sector have like environments with no seasons. Or that if one planet in a system is urban (or not) then they all are (or are not).

Well, apart from the fact that many of the planets shown in the films seem to consist of a single environment type predominating, have you considered the fact that Urban and Wilderness Fighters can still be deployed on the same planet, depending on which region of it they happen to be needed in? I think you are placing an unreasonable and arbitrary restriction on the guidelines for deployment of SpecForces. The force organization is supposed to be tailored to the specific requirements of the mission and the AO, so there's no reason that a planet with both urban and wilderness areas can't have a mix of both types of troops.
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Naaman
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PostPosted: Sun Oct 27, 2019 5:26 am    Post subject: Reply with quote

I think we may be talking past each other here.

Concerning the thing on MP battalions, the point there was to illustrate that an MP company is analogous to an infantry battalion. So an MP battalion is somewhat like a Corps. The battalion itself is composed of several companies, each of which is wholly independent as an operational force: a company of MPs has a complete complement of commo techs, medics, mechanics, supply staff, admin staff, cooks, etc. That is to say, MP companies can function independent of a battalion and company commanders have everything they need to accomplish a mission, should one present itself. This was offered in contrast to the infantry which contains all its support personnel at the battalion level, so a company of infantry is not a complete operational force on its own.

Of course, that's how Americans do it with MPs. Now, if we use MPs as the analogy, there is additional training available to MPs such as SRT (SWAT training), PSD (VIP protection), dog handler, investigations, traffic, etc. Some of this training can be had with unit level approval, and others of it requires Army-level approval.

But, there are things that ALL MPs can do, even if some of them have more specialized training than others. At the end of the day, every soldier in a certain regiment must have a certain skill set in common with all other soldiers in that regiment. That "baseline skillset" is what qualifies the soldier as a member of that regiment.

Every special forces branch I am aware of has a qualification course that is common to all applicants. Specialized training (whether it's sniper training or HALO or scuba or whatever) comes later.

As for environmental specialists, I feel that the designers underestimate the versatility of a soldier. Or maybe it's just humans. But a soldier will function anywhere, no excuses. There is literally no need to have your toughest, most alpha of alpha males "specialize" according to environment. They can handle whatever is thrown at them.

That said, I do see a place for (for example) quarrens as aquatic environment specialists... but they would be at a serious disadvantage in the desert. But humans (with technological assistance) can function in the same capacity as a quarren under water (maybe not to the same level, but mission capable) and just fine in shallower waters while having no problem in the desert (sweat glands, and all that).

So species indiginous to a type of environment might form a highly focused specialized element, but it seems more reasonable to me that their specialty would only be relevant in a minority of cases, and that most of their fighting would happen wherever their numbers were needed, regardless of what their specialty is.

For that reason, there needs to be a standard in place with respect to the difference between a regular army soldier and a SpecForce soldier. I don't get the impression that gang warriors are suddenly conscripted into the Alliance and given no training, but rather just sent on "missions" in their native environments.
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PostPosted: Sun Oct 27, 2019 6:09 am    Post subject: Reply with quote

One last thing, IMO, the heavy weapons specialists have absolutely got to go. It's an absurd notion that an individual SpecForce operator would be deficient on any commonly employed crew served weapon.

I can see converting HWS into some kind of field artillery or otherwise specialized weapons element, though.

Perhaps they could function like "mortar platoon."
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