"Brandmeyer, the group's German guy, has to be one of the quietest guys I've ever met. He's also gotta be one of the sneakiest. He calls himself a Ferhspaehtruppe - like one of our LRRPs, Long Range Reconaissance Patrols. From the sound of it, he spent most of the war sneaking around in the dark, finding stuff like headquarters and fuel dumps, and calling in Arty or Air to take care of it. He says the Radio is his deadiest weapon. I'm not going to argue with him." If any special forces unit could be called "Glamorous", the "LRRP" units aren't it. Although all Special Ops units require stealth and secrecy, these attributes are generally the main thing separating the Scout from life and death. Weapons skills are as important to the scout as to any other soldier, but they take a distant second place to FieldcraftObservation, Stealth, and the ability to Hide. The Scout character must be able to operate for long periods alone, or, more likely, in a group of three to five men. He usually operates behind enemy lines, without any direct support. There are also Naval Scouts. They perform the same mission, but are inserted from the sea. LRRP's are trained to get into the enemy's rear area and report everything they see. They are trained and equipped to be able to see as much as possible. Although they are trained to a very high standard with weapons, the fact is that shooting usually compromises their mission. They try to lay low, and report troop movements and locations of key enemy installations, so that artillery, air, or other units can take them out precisely, and so that headquarters has a realtime, eyewitness picture of what's going on in the enemy's rear area. The old saw it true - the scout's mightiest weapon is his radio. Enlisted Men Entry: Strength+Constitution+Agility: 16+ First Term Skills: The character receives the following skills in the first term:
- Stealth: 2
- Observation: 1
- Unarmed Martial Arts: 1
- Parachute: 1
- Small Watercraft: 1
Subsequent Term Skills:
- Autogun
- Climbing
- Forward Observer
- Grenade Launcher
- Navigation
- Parachute
- Scuba
- Small Arms
- Small Watercraft
- Stealth
- Survival
- Swimming
- Thrown Weapon
- Tracking
- Unarmed Martial Arts
Contacts: One per term, Military. Roll 1D10 for 8+ for the contact to be foreign. NAVAL LRRPS Add the Following
- First Term:
- Stealth: 2
- Observation: 1
- Unarmed Martial Arts: 1
- Swimming: 1
- Small Watercraft: 2
Subsequent Term: Swimming, Scuba Officers Entry: Strength+Constitution+Agility 15+, OCS, Military Academy, or Commission First Term Skills: The Character receives the following skills in the first term:
- Leadership: 1
- Stealth: 2
- Observation: 1
- Parachute: 1
- Navigation: 1
- Unarmed Martial Arts: 1
Subsequent Term Skills:
- Autogun
- Climbing
- Forward Observer
- Grenade Launcher
- Navigation
- Leadership
- Parachute
- Persuasion
- Scuba
- Small Arms
- Small Watercraft
- Stealth
- Survival
- Swimming
- Thrown Weapon
- Tracking
- Unarmed Martial Arts
Contacts: Two per term, Military. Roll 1D10 7+ for the contacts to be foreign. Naval LRRP Officers Add the Following
- Leadership: 1
- Stealth: 2
- Observation: 1
- Navigation: 1
- Unarmed Martial Arts: 1
- Small Watercraft: 2
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