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2e Régiment Étranger de Parachutistes 210 points

Attributes: ST 11 [10]; DX 13 [60]; IQ 13 [60]; HT 11 [10].


Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13
[0]; Per 13 [0]; FP 11 [0]; Basic Speed 6 [0]; Basic Move 6 [0]

Advantages: Fit [5]; Security Clearance (“Need to know” military and


operational secrets beyond normal rank clearance) [5] and 10 points in additional
ST or HT, Desirable Advantages, Decorations, Military Rank or Patrons.

Disadvantages: Duty (Military) (15 or less (almost always)) (Extremely


Hazardous) [-20] and -30 points selected from the Desirable Disadvantages list.

Basic Skills: Armoury/TL8 (Small Arms)-12 (IQ-1) [1]; Brawling-13 (DX+0) [1];
Camouflage-13 (IQ+0) [1]; Climbing-12 (DX-1) [1]; Driving/TL8 (Automobile)-13
(DX+0) [2]; Electronics Operation/TL8 (Communications)-12 (IQ-1) [1]; Engineer/TL8
(Combat)-11 (IQ-2) [1]; Explosives/TL8 (Demolition)-12 (IQ-1) [1]; First Aid/TL8
(Human)-13 (IQ+0) [1]; Forward Observer/TL8-12 (IQ-1) [1]; Gunner/TL8 (Machine
Gun)-13 (DX+0) [1]; Guns/TL8 (Grenade Launcher)-14 (DX+1) [2]; Guns/TL8 (Light
Anti-Armor Weapon)-14 (DX+1) [2]; Guns/TL8 (Light Machine Gun)-14 (DX+1) [2];
Guns/TL8 (Pistol)-14 (DX+1) [2]; Guns/TL8 (Rifle)-14 (DX+1) [2]; Guns/TL8
(Submachine Gun)-14 (DX+1) [2]; Hiking-12 (HT+1) [4]; Jumping-13 (DX+0) [1]; Knife-
13 (DX+0) [1]; Mathematics/TL8 (Applied)-11 (IQ-2) [1]; Navigation/TL8 (Land)-14
(IQ+1) [4]; NBC Suit/TL8-13 (DX+0) [2]; Parachuting/TL8-13 (DX+0) [1]; Savoir-Faire
(Military)-13 (IQ+0) [1]; Scrounging-13 (Per+0) [1]; Soldier/TL8-13 (IQ+0) [2];
Spear-12 (DX-1) [1]; Stealth-13 (DX+0) [2]; Survival (Jungle)-12 (Per-1) [1];
Survival (Mountain)-12 (Per-1) [1]; Swimming-12 (HT+1) [2]; Tactics-14 (IQ+1) [8];
Throwing-13 (DX+0) [2] and Traps/TL8-12 (IQ-1) [1]

MOS Skills: Choose an MOS and a unit of assignment, then spend a total of 35
points on them as follows: Any skill that appears in the Basic Skills above must be
increased by at least one skill level; all new skills must be learned at level 13
or better.

1. MOS:
– Communications: Increase Electronics Operation (Communications); add a
second Electronics Operation specialty (IQ/A).
– Demolition: Increase Demolition, Engineer (Combat), and Traps; add
Explosives (Explosive Ordnance Disposal) (IQ/A). Add Explosive (Underwater
Demolition) (IQ/M) ONLY if the unit of assignment is waterborne.
– Intelligence: Add Cryptography (IQ/H), Electronics Operation (Electronic
Warfare) (IQ/H), Intelligence Analysis (IQ/H), Interrogation (IQ/A) and Photography
(IQ/A).
– Medical: Increase First Aid; add Diagnosis (M/H) and Surgery (M/VH).
– Weapons: Increase Armoury (Small Arms), Gunner (Machine Gun), Guns (Grenade
Launcher), Guns (Light Anti-Armor Weapon), Guns (Light Machine Gun), Guns (Pistol),
Guns (Rifle) and Guns (Submachine Gun); add Artillery (Guided Missile) (IQ/A).

2. Unit of Assignment:
– Anti-tank/General-Purpose: Increase Guns (Light Anti-Armor Weapon) and
Hiking; add Artillery (Guided Missile) (IQ/A).
– Mountain: Increase Climbing and Survival (Mountains); add Skiing (HT/H) and
Survival (Arctic) (IQ/A).
– Pathfinder: Increase Camouflage, Navigation (Land), and Parachuting; add
Escape (DX/H) and Tracking (DX/A).
– Sniper/Demolition: Increase Explosives (Demolition), Engineer (Combat), and
Guns (Rifle); add Explosives (Explosive Ordnance Disposal) (IQ/H) and Explosives
(Underwater Demolition) (IQ/A).
– Waterborne: Increase Swimming; add Boating (Motorboat) (DX/A), Boating
(Unpowered) (DX/A), Fishing (IQ/E), Navigation (Sea) (IQ/H), Scuba (IQ/A),
Seamanship (IQ/E), and Survival (Island/Beach) (Per/A).

Special Skills:
Commissioned Officer** (+6 points): Add Administration (IQ/A) IQ [2]-13 and
Leadership (IQ/A) IQ+1 [4]-14.
Dog Handler (+4 points): Add Animal Handling (Dogs) (IQ/A) IQ+1 [4]-14.
Foreign Language (+2, 4, or 6 points): Add Language (any)
(Broken) [2] (Basic), (Accented) [4] (Intermediate), or (Native) [6] (Advanced).
Jungle Operations (+5 points): Increase Navigation (Land) to 15 [+4] and
Survival (Jungle) to 13 [+1].
NCO** (+3 points): Add Administration (IQ/A) IQ-1 [1]-12 and Leadership
(IQ/A) IQ [2]-13.
SERE (+4 points): Add Acting (IQ/A) IQ-1 [1]-12, Escape (DX/H) DX-2 [1]-11,
Interrogation (IQ/A) IQ-1 [1]-12, and Tracking (Per/A) IQ-1 [1]-12.
Winter Operations (+7 points): Add Skiing (HT/H) HT+0 [4]-11, Survival
(Arctic) (Per/A) Per+0 [2]-13, and Tracking (Per/A) Per-1 [1]-12.

Customization Notes: This template is intended for use in a 250-point


campaign. There will be 40 points left with which to customize your character, and
another -20 points in Acceptable Disadvantages and/or up to five quirks can be
taken to get a further 20 points

** Military Rank [5/level] is required: Rank 1-2 for NCOs, Rank 3 for warrant
officers and Rank 3+ for commissioned officers.

Desirable Advantages: Absolute Direction [5], Absolute Timing [2],Acute


Senses [2/level], Ambidexterity [5], Born Sailor [5/level]; Born Soldier [5/level];
Born Tactican [10/level], Born War Leader Charisma* [5/level], Combat Reflexes
[15], Common Sense [10], Danger Sense [15], Extra Fatigue Points [3/level], Extra
Hit Points [2/level], Extra Perception [5/level]; Extra Will [5/level];
Fearlessness [2/level], Hard to Kill [2/level], High Manual Dexterity [5/level],
High Pain Threshold [10], Intuition [15], Language Talent [10], Less Sleep
[2/level], Luck [15, 30 or 60], Night Vision [1/level], Outdoorsman [10/level],
Peripheral Vision [15], Reputation*† [varies], Resistant to Poison (+3) [5], Smooth
Operator [15/level], Stalker [5/level], Temperature Tolerance [1/level], or Voice
[10]*; one of Flexibility [5] or Double-Jointed [15]; one of Resistant to Disease
(+8) or Immunity to Sickness [15]; one of Rapid Healing [5] or Very Rapid Healing
[15]; or improve Fit to Very Fit [+10].
* Especially useful for officers and NCOs. A positive reaction makes command
easier!
† Some decorations (below) give an instantly recognized Reputation.

Desirable Perks: Alcohol Tolerance [1], Deep Sleeper [1], Naval Training [1],
No Hangover [1], Penetrating Voice [1] or Shtick [1]

Decorations, Badges and Medals:

Medal of Honor (+4 reaction, Military personel of your country and allied
nations, All the time): 6 points.
DSC, multiple Silver Stars (+3 reaction, Military personel of your country
and allied nations, All the time)): 5 points.
Silver Star, multiple Bronze Stars with “V” (+2 reaction, Military personel
of your country and allied nations, All the time)): 3 points.
Bronze Star with “V,” multiple ARCOMs with “V,” Combat Infantry Badge (+1
reaction, Military personel of your country and allied nations, All the time)): 1
points.
Desirable Disadvantages: Code of Honor (Soldier's) [-10]; Fanaticism
(Patriotism or Nationalism) [-15]; Honesty [-10]; Sense of Duty (Comrades in arms
or Unit) [-5] or (Service or Country) [-10]; Truthfulness [-5]; Workaholic [-5].
Acceptable Disadvantages: Bad Sight (Glasses, -60%) [-10], Bloodlust [-10],
Callous [-5], Chummy [-5], Compulsive Behaviour [-5 to -15], Dependents [Varies],
Flashbacks [-5 to -20], Gluttony [-5], Greed [-15], Impulsiveness [-5], Intolerance
[-5 to -10], Laziness [-10], Lecherouness [-15], Nightmares [-5], Obsession [-5 to
-10], Odious Personal Habits [-5 to -15], Overconfidence [-5], Stubborness [-5] or
Unluckness [-10]

Typical AQIM Guerrilla (Typical Member of a High Popular Support/Medium


External Support)
ST 10, DX 10, IQ 10, HT 10
HP 10, Will 10, Per 11, FP 10, Speed 5.00, Move 5
Advantages/Disadvantages: None
Skills: Area Knwoledge (Sahel)-11, Camouflage-10, Explosives (Demolition)-9,
First-Aid-10, Guns (Rifle)-10, Hiking-9, Knife-10, Navigation (Land)-9, Stealth-9,
Survival (Jungle or Desert)-10, Throwing-9

Typical AQIM Terrorist (Advanced Trained Member of a High Popular


Support/Medium External Support)
ST 10, DX 10, IQ 11, HT 10
HP 10, Will 11, Per 12, FP 10, Speed 5.00, Move 5
Advantages/Disadvantages: French Language (Native); Enemy (Government, 6 or
less), Fanaticism (Cause)
Skills: Demolition-10, Guns (Pistol)-13, Guns (Submachine Gun)-13, Holdout-
13, Knife-9, Philosophy (Marxism)-9, Shadowing-12.

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