Special Forces
Minor Faction Special Forces



General Data and Attributes
Trainer: Varies
Squad Size: 6
Skills
  • Close Quarters Combat
  • Reconnaissance
  • Infiltration
  • Espionage
  • Black Ops

Attributes
  • Ranged: Good
  • Melee: Good
  • Organization: Very Good
  • Morale: Average
  • Armor: Almost None + (Kevlar)

Design Features
  • Mass Trained


Armaments
At least 5/6
Pistol
Demolition Charges
Grenades
• Either Rifle OR Submachinegun OR Shotgun

Up to 2/12
Pistol
• Either Bazooka, OR Machinegun, OR Grenade Launcher, OR Sniper Rifle
Alternate Weather Gear (1)
Desert Climate Equipment
Arctic Climate Equipment
Tropical Climate Equipment


Technical and Historical Data
The Colonies, just like any organization, requires a specialized force to supplement its larger units. Trained even more so in urban, close-quarter combat than Civilian Guard, Special Forces are essential in the fight against enemy infiltration on all fronts. Like any infantry, Special Forces are not meant to fight head-to-head with mobile weapons, but their training has made them less apt to.

Armed just like any military unit, only smaller in size, these well-trained professionals utilize the basics in infantry arms. Equipped with a sniper rifle taking out that wiley target, and demolition charges for easier infiltration.

The Colonies, culled under the yoke of the Federation, are gearing up for yet another armed conflict. Wishing to maintain a little more of their independence than previous wars, they've amped up their policing policies.

Image Gallery
Pistol


Rifle


Machinegun


Shotgun


Submachinegun


Demolition Charges
Bazooka


Sniper Rifle


Grenade Launcher


Grenade


Combat Dagger