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Looking for Pararescue/Air Controller Career

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  • Looking for Pararescue/Air Controller Career

    Title sums it up, I was just wondering if anyone had gtten around to doing a career template for either of those

  • #2
    The RDF Sourcebook has in the SOF careers an AF specialty. If enlisted, a Pararescueman would have a MED of 40. Not sure how they would have done Combat Controllers, though. (they were little known outside the AF when the sourcebook was written up.
    Treat everyone you meet with kindness and respect, but always have a plan to kill them.

    Old USMC Adage

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    • #3
      Originally posted by Matt Wiser View Post
      The RDF Sourcebook has in the SOF careers an AF specialty. If enlisted, a Pararescueman would have a MED of 40. Not sure how they would have done Combat Controllers, though. (they were little known outside the AF when the sourcebook was written up.
      Thanks, I didn't look in that book for some reason...

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      • #4
        I have Pararescue, though I have by its more formal name ARRS (Aerospace Rescue and Recovery Service). I have Combat Controllers. I missed FALOs, or whatever they call them now (I know it's something different, but in a T2K timeline, it would be FALOs). I missed Combat Weathermen too.
        I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

        Entirely too much T2K stuff here: www.pmulcahy.com

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        • #5
          I've gone through a few different iterations of various AFSOC careers for v2.2. Here's my most recent implementation. They get a slight excess of first-term skill points (7) compared to other special operations careers with similar prerequisites, but it feels balanced to me because the majority are in non-combat skills. Really, how often do you roll Parachute

          Combat Controller or TACP, Enlisted

          Entry: Strength+Agility+Constitution 16+; Intelligence 6+.

          First Term Skills:

          • Electronics: 1
          • Forward Observer: 3
          • Navigation: 1
          • Parachute: 1
          • Survival: 1

          Subsequent Term Skills:

          • Acrobatics
          • Autogun
          • Climbing
          • Combat Engineer
          • Electronics
          • Forward Observer
          • Grenade Launcher
          • Navigation
          • Observation
          • Parachute
          • Small Arms
          • Scuba
          • Stealth
          • Survival
          • Swimming

          Promotion: 6+, DM 1+ if INT 7+.

          Contacts: Two per term, military or specialist (Pilot). Roll 1d10 for 8+ for the contact to be foreign.


          Pararescue, Enlisted

          Entry: Strength+Agility+Constitution 16+; Education 6+.

          First Term Skills:

          • Climbing: 1
          • Medical (Trauma Aid): 3
          • Parachute: 1
          • Small Arms: 1
          • Survival: 1

          Subsequent Term Skills:

          • Acrobatics
          • Autogun
          • Biology
          • Climbing
          • Forward Observer
          • Grenade Launcher
          • Medical
          • Observation
          • Parachute
          • Small Arms
          • Scuba
          • Stealth
          • Survival
          • Swimming

          Promotion: 6+, DM 1+ if INT 7+.

          Contacts: Two per term, military or specialist (Medical). Roll 1d10 for 8+ for the contact to be foreign.


          Weather Reconnaissance Technician, Enlisted

          Entry: Strength+Agility+Constitution 16+; Education 6+.

          First Term Skills:

          • Forward Observer: 1
          • Meteorology: 3
          • Navigation: 1
          • Parachute: 1
          • Survival: 1

          Subsequent Term Skills:

          • Autogun
          • Climbing
          • Computer
          • Electronics
          • Forward Observer
          • Grenade Launcher
          • Meteorology
          • Navigation
          • Observation
          • Parachute
          • Small Arms
          • Stealth
          • Survival

          Promotion: 6+, DM 1+ if INT 7+.

          Contacts: Two per term, military or specialist (Meteorology). Roll 1d10 for 8+ for the contact to be foreign.



          Special Tactics Officer

          Entry: Strength+Agility+Constitution 16+; Intelligence 6+; OCS, military academy, or commission.

          First Term Skills:

          • Combat Engineer: 1
          • Forward Observer: 1
          • Leadership: 1
          • Navigation: 1
          • Parachute: 1
          • Small Arms: 1
          • Survival: 1

          Subsequent Term Skills:

          • Autogun
          • Climbing
          • Combat Engineer
          • Electronics
          • Forward Observer
          • Grenade Launcher
          • Leadership
          • Medical
          • Meteorology
          • Navigation
          • Observation
          • Parachute
          • Small Arms
          • Scuba
          • Stealth
          • Survival
          • Swimming

          Promotion: 6+, DM 1+ if INT 7+.

          Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.
          Last edited by Tegyrius; 05-29-2017, 09:29 AM. Reason: Randomly-occurring asterisks.
          Clayton A. Oliver • Occasional RPG Freelancer Since 1996

          Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog.

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