Rebel Special Forces
NOTE: This document has been changed to reflect the current status of Rebel Special Forces, after the implementation of the Madine/Ackbar Plan. Please disregard all previous versions of this document.

Rebel Special Forces are a breed apart. Trained in marksmanship, unarmed combat, survival, espionage and sabotage, they are among the best ground forces the Rebellion has to offer. They are attached directly to Rebel High Command, separate from Alliance Regular Forces (Ground) and Sector Forces. They take the toughest missions of the war, and face the most villainous foes. They are simultaneously respected and feared by the forces of the Empire and all others that would stand in the way of freedom.

There are 12 SpecForce Divisions and several permanently detached and independent taskforces (i.e.: Taskforce Shen, Alderaanian Death Legion). Division One is assigned directly to Rebel High Command, with units from the First dispersed with Command Fleet, along with certain detached, specialist taskforces (such as Taskforce Shen). Divisions Two through Ten are scattered in various sized blocks through the Empire, as is Division 12. Division 15 is the training unit, composed mostly of disabled SpecFor and SpecOps operators. They provide the training and selection not only for SpecForce recruits, but also conduct the basic training for the handful of raw recruits entering RegFor.

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(Divisions 11, 13 and 14 exist on datapad, but only on datapad. Please don't the Imps- they are going buggy looking for them. -Col. Tex
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Each of these Divisions is broken into eight regiments. In reality, these regimental organizations are pure fiction. SpecForce teams are composed of personnel drawn from the Regiment who's abilities are needed to complete the mission, and range in size from four to a hundred beings. This flexibility gives the Rebellion an edge over the typically inflexible, "square hole/square peg" mentality of the Empire.

The members of Special Forces are first volunteers for the Rebellion to Restore the Republic, in the local and sector forces. Then, they volunteer to serve as an Alliance regular, knowing that they must leave behind every thing that were. If they pass a thorough investigation, the volunteers for Special Forces attend an eight-week course, operated by the toughest DIs, Sear gents and Chiefs in the Rebellion. Those that wash out return to their regular units. (If they are drawn from SecFor, they are incorporated into RegFor (Ground).) Those that pass go onto specialist training.

After the completion of the selection course, the proud few go to their "finishing school," run by members of the 12th Division. The schools are in many locations. For example, Pathfinder, Wilderness Fighter and Infiltrator training is conducted on one of several safe worlds, while SpaceOps and Heavy Weapons (in part) training occurs at Rebel ship yards and asteroid-based facilities. Some personnel, such as the Medics and Techs of the seventh regiments are already trained in their appropriate fields, and merely need to learn military skills, and maybe polish those they already have.

First Regiment: SpaceOps
Composed in large part of former pirates and privateers, their mission is much the same: board and secure spacecraft, space stations, facilities on airless worlds, and to repel attacks from such positions. They also are tasked with relieving Pathfinders at dirtside LZs. They are armed with heavy blasters, laser rifles, grenades and the few powered suits of combat armor the Rebellion has been able to get. They are typically assigned to a line of ships or to airless facilities. When assigned to the Fleet, they serve as assistant techs and tertiary gunners.

Type: Rebel Special Force SpaceOps
DEXTERITY 3D
Blaster 4D (laser rifle 5D, heavy blaster pistol 5D)
Brawling Parry 4D
Dodge 4D
Grenade 4D
Melee Combat 4D
Melee Parry 4D
Missile Weapons 3D+2
(A) 0-gee Combat 3D

KNOW 2D
Survival 3D (space 5D)
Scholar (starship layout 4D)
Tactics 3D (boarding 4D)
Value 2D+2

MECHANICAL 2D+1
Jetpack Operation 4D
Powersuit Operation 4D
Repulsorlift Operation 3D
Space Transports Operation 3D
Starship Gunnery 2D+2

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

STRENGTH 3D
Brawling 4D+1
Lifting 3D+1
Stamina 3D+2

TECH 2D
Blaster Repair 2D+2
Capital Ship Repair 2D+2
Computer Programming/Repair 2D+2
Demolition 3D
First Aid 3D
Security 3D: starships 4D
Space Transports Repair 2D+2

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Heavy blaster pistol (5D)
laser rifle (4D+1)
vibro-knife (STR+1D+2)
space suit (+1D energy and physical, -1D DEXTERITY when worn in atmosphere)
headset comlink
rocketpack (space: 1, 10 charges)
fragmentation grenade (5D)
2 stun gas grenades (4D+2)

Second Regiment: Pathfinders
Pathfinders are tasked with locating and securing LZ's for ground forces; designating targets for starfighter, orbital and artillery strike; and recovering lost personnel. Their secondary mission is to provide reconnaissance for SpecFor and RegFor taskforces. They usually work in small units, rarely larger than a company in size, and are armed with blasters, grenades and light vehicles when needed. They are trained to get to their target however the can, and use swimming equipment, parachutes and fast moving aircraft to do so.

type: Rebel Special Forces Pathfinder
DEXTERITY 3D
Acrobatics 4D
Blaster 4D (rifle 5D)
Dodge 5D
grenade 4D
Melee Combat 4D
Running 3D+2
Vehicle Blasters 3D+2
(A) Skydiving 3D

KNOW 2D+1
Alien Species 3D
Planetary Systems 3D
Survival 4D+2
Tactics 3D

MECHANICAL 2D
Beast Riding 3D
Glider 4D
Repuslorlift Operation 3D+2 (repulsor-glider 4D+2)
Parachute 4D

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

STRENGTH 3D
Brawling 4D
Climbing/Jumping 3D+2
Stamina 3D+2
Swimming 4D

TECH 2D
Blaster Repair 2D+2
Demolition 3D
First Aid 4D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Medikit (can be used as ten medpacks or to perform minor field surgery)
blaster rifle (5D)
4 fragmentation grenades (5D)
4 smoke grenades
signal beacons
survival kit
comlink
blast vest and helmet (+2 energy, +1D physical)
camouflage fatigues

Third Regiment: Urban Guerrillas
Urban Guerrillas are masters of street and house-to-house fighting, which is vital to the Rebel cause, as 80% of the galaxy's population lives in urban areas. They specialize in sabotage, sniping, arson and close quarters warfare. They receive training in how to improvise weapons and explosives from scratch, and how to procure what they can't make. Because of weapons sensors and similar devices, they are trained in how to use anything for a weapon, or their bare hands if needed. When they can take their weapons, they prefer pistols, grenades, hand weapons, backed up with carbines and light ISWs (such as light flamers and grenade launchers).

Type: Rebel Special Forces Urban Guerrilla
DEXTERITY 3D
Blaster 4D (Pistol 5D)
Brawling Parry 4D
Dodge 4D
Grenade 4D
Melee Combat 4D
Melee Parry 4D
Running 3D+2

KNOW 2D+2
Tactics 3D (urban 4D, squads 4D)
Streetwise 4D+2
Survival 3D (urban 5D)

MECHANICAL 2D
Hover Vehicle Operations 3D
Repuslorlift Operation 4D
Swoop Operation 3D+2

PERCEPTION 2D+2
Command 3D+2
Hide 4D+2
Sneak 3D+2 (urban 4D+2)
Search 3D+2
Bargain 3D+2

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

TECH 2D
Blaster Repair 2D+2
Demolitions 4D
First Aid 3D
Security 3D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster pistol (4D)
2 fragmentation grenades (5D)
smoke grenade
vibro-shiv (STR+1D)
medpac
fake ID
comlink
Urban cammo or black fatigues or civilian clothing
cred-stick (with 1000cr, for emergencies)

Fourth Regiment: Wilderness Fighters
Although most people live in urban areas, rural and wild lands make up 95% of the habitable planetary surfaces. Wilderness Fighters take pride in such nicknames as "snake eaters." They are taught to use a mixture of mobility, stealth and ambush to accomplish their tasks. They receive training in a wide variety of terrains, but they also receive training in two specialized terrains that are usually found near each other (i.e.: jungle and swamp, alpine and arctic). Because of the need of their services, Wilderness Fighters are among the most thinly spread units in SpecFor. They are armed with light support weapons, blasters and whatever repulsorcraft can be made available.

Type: Rebel Special Force Wilderness Fighter
DEXTERITY 3D
Blaster 4D (rifle 5D)
Brawling Parry 4D
Dodge 4D
Grenade 4D
Melee Combat 4D
Melee Parry 4D
Missile Weapons 3D+1
Running 3D+2
Vehicle Blasters 4D

KNOW 2D+2
Tactics 3D (Squads 4D, (specific terrain, i.e.: jungle) 4D)
Survival 4D ((specific terrain, i.e.: jungle) 6D, (specific terrain, i.e.: swamp) 6D)

MECHANICAL 2D
Beast Riding 3D+2
Repuslorlift Operations 4D
Hover Vehicle Operations 3D

PERCEPTION 2D+2
Command 3D+2
Hide 4D+2
Search 3D+2
Tracking 4D+2
Sneak 3D+2 ((specific terrain, i.e.: jungle) 4D+2, (specific terrain, i.e.: swamp) 4D+2)

STRENGTH 2D+2
Brawling 4D
Climbing/Jumping 3D
Stamina 3D+2
Swimming 3D+2

TECH 2D
Blaster Repair 3D
Demolition 4D
First Aid 3D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster rifle (5D)
blaster pistol (4D)
vibro-knife (STR+1D+2)
2 fragmentation grenades (5D)
2 smoke grenades
Comlink
survival kit
blast vest and helmet (+2 phys, +1 energy)
speeder bike
camouflage fatigues
Macrobinoculars

Fifth Regiment: Infiltrators
Infiltrators are the most feared members of SpecFor. Masters of stealth and the silent kill, these are the beings that have the most reason to hate the Empire. They are tasked with breaking into Imperial facilities, sabotage and theft of important equipment. They, along with the Pathfinders, form the eyes and ears of the Rebellion; and are often inserted with Pathfinders to distract from the actual operation. Alternatively, they open the door for the strike team, and then secure the exfiltration point.

Type: Rebel Special Forces Infiltrators
DEXTERITY 3D
Blaster 4D
Brawling Parry 5D
Dodge 4D
Firearms 4D+2 (pistol 5D+1)
Melee Combat 5D
Melee Parry 5D
Thrown Weapons 4D
Pick Pocket 4D
(A) Blind-fighting 3D
(A) Martial Arts 3D

KNOW 2D
Survival 3D
Streetwise 3D
Tactics 3D

MECHANICAL 2D
Repulsorlift Operation 3D

PERCEPTION 2D+2
Command 3D
Con 4D
Hide 4D+2
Search 4D
Sneak 5D+2

STRENGTH 3D
Brawling 5D
Climbing/Jumping 3D+2
Stamina 3D+2

TECH 2D+1
Blaster Repair 2D+2
Demolition 3D+1
Firearms Repair 3D
Computer Programming/Repair 3D
First Aid 3D
Security 5D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster pistol (4D)
silenced slugthrower pistol (3D+1, usually in a shoulder holster)
slicewire garrote (STR+2D)
Throwing knife (STR+1D)
silent vibrodagger (STR+2D)
comlink
medpac
night vision goggles (+2D against darkness penalties)
camouflage or black fatigues
security bypass kit (+1D security)

Sixth Regiment: Heavy Weapons
These warriors provide the heaviest firepower found in SpecFor task forces. They are trained in every support weapon in the Rebel arsenal, ranging from repeating and automatic blasters to starship mounted artillery. They can be found supporting everyone from SpaceOps to Pathfinders, and even provide distraction for Infiltrators. When not on a mission, they are welcome through the Fleet as secondary gunners. They are armed with sidearms and at least one heavy weapon.

Type: Rebel Special Forces Heavy Weapons Specialist
DEXTERITY 3D
Blaster 4D (auto rifle 5D, repeating 5D)
Blaster Artillery 4D+2
Dodge 4D
Flamethrower 4D
Missile Weapons 5D
Projectile Artillery 4D+1
Vehicle Blasters 5D

KNOW 2D
Tactics 3D
Survival 4D
Willpower 3D

MECHANICAL 2D+1
Capital Ship Gunnery 3D+2
Ground Vehicle Operations 3D
Repulsorlift Operation 3D
Starship Gunnery 4D

PERCEPTION 2D
Command 3D
Search 3D
Hide 3D

STRENGTH 3D
Brawling 4D
Lifting 4D

TECH 2D
Blaster Repair 4D
Demolition 3D
First Aid 3D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster pistol (4D)
vibroknife (STR+1D+2)
heavy weapon (depends on the mission)
blast vest and helm (+1D physical, +1 energy)
comlink
camouflage fatigues

Seventh Regiment: Technical Support
Seventh is the technical support pool of Rebel Special Forces divisions. They contain techs, medics, communications and scanner specialists, engineers and drivers. While they are not considered to be combat Specs, they are more that capable of defending themselves.

Technicians
SpecForce Techs are trained to repair any equipment that Special Forces is issued or captures, or, if needed, build it. Though primarily mechanics, they also receive some training in the operation of vehicles and heavy equipment. They rarely are at work in the field, but they are occasionally assigned to combat taskforces, especially when something needs to be "borrowed."

Type: Rebel Special Forces Technician
DEXTERITY 2D+1
Blaster 4D
Dodge 4D

KNOW 2D+1
Survival 3D
Technology 4D

MECHANICAL 2D+1
Machinery Operation 4D
Repulsorlift Operations 3D

PERCEPTION 2D+1
Hide 3D
Search 3D

STRENGTH 2D+2
Brawling 3D+2
Lifting 3D
Stamina 3D

TECH 3D+1
Armor Repair 4D+1
Blaster Repair 5D+1
Computer Programming/Repair 4D
Droid Programming 4D
Droid Repair 4D
Ground Vehicle Repair 4D+1
Hover Vehicle Repair 4D+1
Powersuit Repair 4D
Repulsorlift Repair 5D+1
Space Transports Repair 4D
Starfighter Repair 3D+2
Tinker 4D+1
Walker Repair 4D
Watercraft Repair 4D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Universal tool kit
blaster pistol (4D)
knife (STR+2)
survival kit
comlink

Medical Specialist
SpecForce MedSpecs are often the best medical personnel available to wounded Rebels, and as such are heavily trained in the treatment of combat injuries. They are also trained in exotic disease and preventive medicine. Although not specifically trained for combat, they are fierce warriors, due to their oath of protecting the sick and wounded. When SpecFor positions are over run, Medics will almost always fight to the death to prevent their patients from being captured.

type: Rebel Special Forces Medical Specialist
DEXTERITY 2D+1
Blaster 4D
Brawling Parry 3D+1
Dodge 4D

KNOW 3D
Alien Species 3D+2
Languages 4D
Scholar (diseases 5D)
Value (medical supplies 4D)

MECHANICAL 2D
Bacta Tank Operation 3D
Sensors (medical 4D)
Repulsorlift Operation 3D

PERCEPTION 2D+2
Bargain 3D+2
Command 4D (patients 5D)
Search 3D+2

STRENGTH 2D
Brawling 3D
Lifting 3D
Stamina 3D+1

TECH 3D
Droid Programming (medical droids 4D)
First Aid 5D+2
(A) Medicine 3D (combat 4D)

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster pistol (4D)
medikit
medical backpack
surgical kit
medisensor
datapads w/ medical references
comlink

Communications Specialists
SpecForces ComSpecs are trained to operate any communications, sensors or computer array, no matter how tight the internal security regimens. They are often assigned to combat taskforces as sensor and long-range communications specialists, except for Infiltator teams. More experinced operators specialize in specific area of thier field, but they are all trained in thier sphere of operations. They are also required to be able to understand most common languages.

type: Rebel Special Forces Communication-Scanner Specialist
DEXTERITY 2D+1
Blaster 4D
Brawling Parry 3D
Dodge 4D

KNOW 2D+1
Languages 4D
Survival 3D
Technology 3D

MECHANICAL 2D+2
Communications 5D
Repulsorlift Operation 3D+2
Sensors 5D

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

STRENGTH 2D+2
Brawling 3D+2
Stamina 3D

TECH 3D
Computer Programming/Repair 5D
Communications Systems Repair 5D
Droid Programming 5D
Droid Repair 5D
Security 4D
Sensor Repair 4D+2

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Communications
computer and sensor equipment
datapad
blaster pistol (4D)
knife (STR+2)
electronics tool kit

Combat Engineers
Rebel SpecFor Engineers have a saying that describes everything they do: "First we dig 'em, then we die in 'em." They are mostly drawn from civilian contractors and construction workers, and are responsible for building any positions and structures needed to accomplish the mission at hand. They also are responsible for blowing things up or burning them down, as needed, along with building (or dismantling) various booby traps. They have a very high percentage of the prosthetic limbs in SpecFor, usually hands and arms.

type: Rebel Special Forces Combat Engineer
DEXTERITY 2D+1
Blaster 4D
Brawling Parry 3D
Dodge 4D

KNOW 2D
Survival 3D
Technology (Building Materials 4D, Architecture 3D+2)

MECHANICAL 2D+2
Industrial Equipment Operation 4D+2
Repulsorlift Operation 3D
Ground Vehicle Operation 3D
Powersuit Operation 3D+2

PERCEPTION 2D
Command 3D
Hide 3D
Sneak 3D

STRENGTH 2D+2
Brawling 3D+2
Lifting 4D
Stamina 3D+2

TECH 2D+1
Construction 5D
Demolitions 5D
First Aid 3D
Primitive Construction 4D (Boobytraps 5D, fieldworks 5D)

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster Pistol (4D)
knife (STR+2)
comlink
survival kit
construction tools
demolition kit or heavy machinery

Transport Specialists
SpecForces TranSpecs are capable of flying any ship and driving any vehicle in production in the Empire. They are drawn form the best pilots within Ordinance and Support and drivers from within the few Rebel armour units. Their job is to SpecForces in and out of trouble, and as such see the most combat of all Support units. They aren't as glamorous as starfighter pilots, but thier job is just as, if not more, dangerous, as the vehicles drawn from Division are often beat-up with a long history of less than factory-spec repairs, and drawing an awful lot of fire.

type: Rebel Special Forces Transport Specialists
DEXTERITY 2D+2
Blaster 4D
Brawling Parry 3D
Dodge 4D
Vehicle Blasters 4D+2

KNOW 2D
Survival 3D
Tactics 3D (tank/armoured cav 4D)
Planetary Systems 3D

MECHANICAL 3D
Astrogation 4D
Capital Ship Piloting 3D+1
Hover Vehicle Operation 4D
Ground Vehicle Operation 4D
Repulsorlift Operation 5D
Sensors 3D+2
Space Tranpsorts 5D
Starfighter Piloting 4D
Starship Gunnery 4D
Starship Shields 3D+2
Walker Operation 4D
Watercraft Operation 4D

PERCEPTION 2D+1
Command 3D
Hide 3D
Search 4D

STRENGTH 2D+2
Brawling 3D+2

TECH 2D+1
First Aid 3D
Repulsorlift Repair 2D+2
Space Transports Repair 2D+2

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster pistol (4D)
knife (STR+2)
survival kit
flight suit
comlink

8th Regiment: Special Support
The 8th Regiment serves many different functions. Company A is composed of special units, primarily Marshals, Interrogators (intelligence specialists) and Field Supply Officers. Company B is the pool where various, unique specialists are located (on datapad, anyway), including beast handlers (Wilderness Fighters and Pathfinders who have learned how to handle hunting, tracking and guard animals), meteorology specialists, psychological warfare teams, and others who's skills and abilities defy categorization. Company C is the headquarters unit. It normally includes liaison officers with RegFor, Intell, and the Special Operations Group (SOG), along with being the connecting point for various forces attached from other Allied Commands. The typical Division has five to seven SOG Mission Groups (three to ten man teams of elite, multi-talented, specialist teams), a starfighter squadron and/or a line of light capital ships (typically no more than a frigate or gunship, two or three corvettes, and two or three light patrol craft) and a small compliment of ships from Support. Company D is the quartermaster's equipment pool, along with the divisional vehicle and starship compliment (always lacking in enough of everything, but consisting mostly of speederbikes, repulsorgliders, LAVs, short-range shuttles and a few pieces of artillery).

Marshals
Composed of former law enforcement agents and bounty hunters, the Marshals Battalion is one of the best pieces of PR ever dreamed of. They target pirates, slavers and other slime. They also do things like rescue hostages and kidnapping victims, usually while the Imperials are debating the best fire vector for the orbital turbolaser strike to take out the scumbags. They also do things like breaking political prisoners, slaves and POWs out of camps, but that doesn't get discussed much for political reasons (at least outside of SpecFor). If a subject is to be arrested (usually for War Crimes), Marshals accompany a taskforce of other kinds of Specs. Most Divisions have only a platoon of Marshals, which is considered a company.

Type: Rebel Special Forces Marshal
DEXTERITY 2D+2
Blaster 4D+2
Brawling Parry 3D+2
Dodge 4D+2
Grenade 3D+2
Melee Combat 3D+2
Melee Parry 3D+2
Running 3D+2,

KNOW 3D
Intimidation 4D
Law Enforcement 5D
Tactics 3D(hostage rescue/prison breaking 4D, squads 4D)
Streetwise 4D

MECHANICAL 2D
Repulsorlift Operation 3D

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

STRENGTH 2D+2
Brawling 3D+2

TECH 2D
Computer Programming/Repair 3D
Demolition 3D
First Aid 3D
Security 3D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster pistol (4D)
blaster carbine (5D)
blast vest (+1D physical, +1 energy)
survival kit
recording rod
comlink
binders
forged IPKC

Interrogators
While most of the information that SpecFor units receive is from Intelligence, SOG and RegFor sources, there are many times where what is needed is real-time, straight from the enemy's mouth information. SpecFor Interrogators differ from thier Imperial counterparts in one major way- they don't use torture. They might threaten it, they might even stage false torture sessions in the next room or tent, but they never use it. Instead, they use intimidation, persuasion, manipulation and psychological twisting. They are not usually part of a field taskforce, but rather they are part of the support/command element for large taskforces. They also serve as general intelligence officers for a taskforce, and begin the process of analyzing all data brought in by taskforces.

type: Rebel Special Forces Interrogator
DEXTERITY 3D
Blaster 4D
Brawling Parry 4D
Dodge 4D

KNOW 3D
Alien Species 4D
Cultures 3D+2
Intimidation 4D+2
Languages 4D
Streetwise 3D+1
Willpower 4D

MECHANICAL 2D
Communications 3D
Repulsorlift Operation 3D
Sensors (biometric sensors {aka lie detectors) 4D)

PERCEPTION 2D+2
Command 4D
Con 4D
Persuasion 4D+1

STRENGTH 2D
Brawling 3D
Stamina 3D

TECH 2D+1
First Aid 3D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster pistol (4D)
datapad
recording rod
comlink
high-intensity glowrod with stand
portable fresher and wash-up kit
fiendish-looking gizmo that does absolutely nothing

Field Supply Officers
Stuff. That is what keeps an army moving, and a modern army fighting an interstellar war needs a lot of it. While normally a function of OaS, SpecFor at times either needs items in a hurry or is detached from the normal line of supply. While not all Scroungers are commissioned, they are still referred to FSOs. The specialize in getting things from not existent or unorthodox sources. Only assigned to missions of medium and long-range duration, they beg, borrow, steal, buy, requisition, liberate or otherwise get the items in need, or the means for Techs to build them. They are not commonly found outside of Division Eight, where they also work as quartermasters, supply and document clerks, and general aides de camp.

type: Rebel Special Forces Field Supply Officer ("Scroungers")
DEXTERITY 2D+1
Blaster 4D
Brawling Parry 3D
Dodge 4D

KNOW 3D
Bureaucracy 4D
Business 4D
Cultures 3D+2
Languages 4D
Technology 4D
Value 4D

MECHANICAL 2D
Powersuit Operation 3D
Repulsorlift Operation 3D

PERCEPTION 3D
Bargain 4D
Con 4D
Investigation 4D
Persuasion 4D
Sneak 3D+2
Search 4D

STRENGTH 2D
Brawling 3D
Lifting 2D+2
Stamina 3D

TECH 2D+1
Computer Programming/Repair 3D+2
Security 4D

Force Points 0-1
Character Points 3-5
Move 10
Equipment
Blaster pistol (4D)
secured datapad
knife (STR+2)
security bypass kit (+1D Security),

Independent Starfighter Squadrons
Though under the official command of the Starfighter Corp, they are often used like Special Forces. The first and most famous of these units is the daring Rogue Squadron. These men are some of the best in Rebellion as fighter jocks, but they are expected to be much more versatile than most. Other squadrons include Renegade, Revenger (composed of Alderaanians) and Starhunter Squadrons.

type: independent starfighter squadron member
NOTE: this is what I would consider to be typical skill levels for Rogue Squadron.

DEXTERITY 3D
Blaster 4D: pistol 5D
Brawling Parry 4D
Dodge 4D
Melee Parry 4D
Missile Weapons 4D
Vehicle Blasters 5D

KNOW 2D
Survival 4D
Streetwise 3D
Tactics: Starfighter 3D
Planetary Systems 3D

MECHANICAL 4D
Astrogation 4D+2
Communication 4D+1
Repulsorlift Operation 5D
Sensors 5D
Space Transports 5D
Starfighter Piloting 6D: X-Wing 8D*
Starship Gunnery 6D
Starship Shields 5D

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

STRENGTH 3D
Brawling 4D
Stamina 4D

TECH 3D
Blaster Repair 3D+1
Computer Programming/Repair 3D+2
Droid Repair: astromechs 4D
Droid Programming 4D: astromechs 5D
First Aid 4D
Repulsorlift Repair 4D
Starfighter Repair 4D: X-Wing 5D*
Space Transports Repair 4D
Starship Weapons Repair 4D

--*These specializations will fit the ship that the pilot normally uses. I.E.: A Starhunter Squadron pilot flies a Y-Wing, so he has Starfighter Piloting 6D: Y-Wing 7D, Starfighter Repair 4D: Y-Wing 5D.

Force Points 0-1
Character Points 5-8
Move 10
Equipment
Blaster pistol (4D)
survival kit
comlink
flight suit with helmet and seals
starfighter (usually an X-Wing, but may include any fighter in fleet service)

NOTE: With the exception of the Independent Starfighter Squadron pilots, these were all made with 15D.