French Foreign Legion
French Foreign Legion




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2e Rιgiment ιtranger de Parachutistes

    (Regiment Etranger de Parachutists) is the elite airborne/air-assault unit of the French Foreign Legion. It is the most elite of the nine regiments of the legion. In the late 1960s, 2.REP was reorganized from a standard airborne infantry regiment into a rapid deployment air commando regiment which it continues to this day. Visit www.kforonline.com for latest mission in Kosovo February 2001 to May 2001.

The regiment is divided into specialized companies, each of which is specially trained in a particular form of combat. Each company maintains a strong cadre of qualified specialists, and there is much cross-trainin between companies. The various companies that make up the 2.REP are:

CCS (HQ Company) - HQ, Administration, Signals, Repair, Medic and supply platoons
CEA (Recce & Support Company) - includes Commandos de Renseignments et d'Action dans la Profondeur; a 'special forces' unit made up of pathfinder parachutists skilled in intelligence gathering and other missions behind enemy lines.
1 CIE - specialists at night combat, anti-tank and urban combat
2 CIE - specialists at mountain warfare
3 CIE - specialists at amphibious warfare
4 CIE - specialists at demolition/sabotage and sniping
Personal Weapons:
PA-15 9mm automatic pistol
H&K MP-5SD 9mm submachine gun (CEA Recce Company and 1 CIE Urban Combat Company)
FAMAS 5.56mm assault rifle
FR F2 7.62mm bolt-action sniper rifle
Barret M82 .50 sniper rifle (4 CIE Sniper Company)
M249 Para 5.56mm squad automatic weapon
AAT 7.62mm Machine gun
12gauge pump-action shotgun (1 CIE Urban Combat Company)
Basic training:
    The character recieves the following skills as a part of his basic traing upon acceptance to 2.REP:
• Small Arms (Rifle): 2
• Melee Combat: 1
• Swimming: 1
• Wheeled Vehicle: 1
• Thrown Weapon: 1
• Parachute: 1
Special: The character recieves a green beret as part of his basic equipment.

Characters with intelligence and Education of 7+ may enter OCS. If so, they recieve a level 1 Leadership skill and are commissioned as 2nd lieutenants, and then conduct their first term normally.

Due to the amount of cross-training between companies, characters of 2.REP may decide to choose a Subsequent Term Skill from any other company at twice the normal point cost (ie, level 1 in a partcular skill would cost two points).



CCS (HQ Company)
This category is a combination of command, support, medical and supply arms.

Enlisted
Entry: Constitution + Strength + Agility = 17
First Term Skills:
• Mechanic: 2 or Medical: 2
• Wheeled Vehicle: 2
Subsequent Term Skills:
• Mechanic
• Electronics
• Wheeled Vehicle
• Warhead
• Small Boat
• Language
• Computer
• Instruction
• Scrounging
• Machinist
• Metallurgy
• Gunsmith
• Medical
• Parachute
Contacts: One per term, military. Roll 1d10 for 8+ for the contact to be foreign.



Officer
Entry: Constitution + Strength + Agility = 16+ and OCS, military academy or commission
First Term Skills:
• Compuer: 1 or Medical: 1
• Persuation: 2
• Leadership: 1
Subsequent Term Skills:
• Electronics
• Wheeled Vehicle
• Warhead
• Language
• Computer
• Instruction
• Persuation
• Leadership
• Scrounging
• Medical
• Parachute
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.





CEA (Recce and Support Company)

Enlisted and Officer
Entry: Strength + Constitution + Agility = 18+, and (for officer only) OCS, military academy or commission.
First Term Skills:
• Small Arms: 1
• Heavy Weapons: 1
• Melee Combat: 1
• Navigation: 1
Subsequent Term Skills:
• Small Arms
• Heavy Weapons
• Thrown Weapon
• Foraging
• Observation
• Stealth
• Instruction
• Parachute
• Navigation
• Foward Observer
• Language
• Medical
• Interrogation
• Leadership
• Persuation
• Tracking
Contacts: Two per term, military or intelligence community. Roll 1d10 for 7+ for the contact to be foreign.





1 CIE (Night Combat, Anti-Tank and Urban Combat)

Enlisted
Entry: Constitution + Strength + Agility = 17+
First Term Skills:
• Small Arms: 1
• Melee Comabat: 1
• Heavy Weapons: 2
• Stealth: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Heavy Weapons
• Thrown Weapon
• Observation
• Stealth
• Tracking
• Navigation
• Mountaineering
• Parachute
• Swimming
• Scrounging
Contacts: One per term, military. Roll 1d10 for 8+ for the cotact to be foreign.



Officer
Entry: Constitution + Strength + Agility =16+, and OCS, military academy or commission
First Term Skills:
• Leadership: 1
• Small Arms: 1
• Heavy Weapons: 2
• Stealth: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Heavy Weapons
• Thrown Weapon
• Foward Observer
• Leadership
• Persuation
• Navigation
• Foraging
• Observation
• Stealth
• Tracking
• Mountaineering
• Parachute
• Swimming
Contacts: Two per term, military. Roll 1d10 for 7+ for the contact to be foreign.





2 CIE (Mountain Warfare)

Enlisted
Entry: Strength + Constitution + Agility = 16+
First Term Skills:
• Small Arms: 1
• Mountaineering: 2
• Snow Skiing: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Heavy Weapons
• Thrown Weapon
• Foraging
• Foward Observer
• Mountaineering
• Snow Skiing
• Parachute
• Navigation
• Tracking
Contacts: One per term, military or specialist (mountaineering). Roll 1d10 for 8+ for the conatct to be foreign.



Officer
Entry: Strength + Constitution + Agility = 16+, and OCS, miliatry academy or commission
First Term Skills:
• Leadership: 1
• Mountaineering: 2
• Snow Skiing: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Heavy Weapons
• Foward Observer
• Leadership
• Persuation
• Navigation
• Mountaineering
• Snow Skiing
• Parachute
• Tracking
Contacts: Two per term, military or specialist (mountaineering). Roll 1d10 for 7+ for the contact to be foreign.





3 CIE (Amphibious Warfare)

Enlisted
Entry: Strength + Constitution + Agility = 16+ First Term Skills:
• Small Arms: 1
• Melee Combat: 1
• Swimming: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Heavy Weapons
• Thrown Weapon
• Foward Observer
• Foraging
• Tracked Vehicle
• Wheeled Vehicle
• Parachute
• Swimming
• Small Boat
• SCUBA
Contacts: One per term, miliatry. Roll 1d10 for 8+ for the contact to be foreign.



Officer
Entry: Strength + Constitution + Agility = 16+, and OCS, military academy or commission
First Term Skills:
• Leadership: 1
• Small Arms: 1
• Small Boat: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Heavy Weapons
• Foward Observer
• Leadership
• Persuation
• Navigation
• Tracked Vehicle
• Wheeled Vehicle
• Parachute
• Swimming
• Small Boat
• Scuba
Contacts: Two per term, military. Roll a 1d10 for 7+ for the contact to be foreign.





4 CIE (Demolition/Sabotage specialist)

Enlisted
Entry: Strength + Constitution = Agility =16+
First Term Skills:
• Combat Engineer: 2
• Civil Engineer: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Combat Engineer
• Civil Engineer
• Small Boat
• SCUBA
• Swimming
• Tracked Vehicle
• Wheeled Vehicle
• Observation
• Parachute
Contacts: One per term, military or specialist (combat engineer). Roll 1d10 for 8+ for the contact to be foreign.



Officer
Entry: Strength + Constitution + Agility = 16+, and OCS, military academy or commission
First Term Skills:
• Combat Engineering: 2
• Persuation: 1
• leadership: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Combat Engineer
• Civil Engineer
• Small Boat
• SCUBA
• Swimming
• Tracked Vehicle
• Wheeled Vehicle
• Observation
• Navigation
• Metallurgy
Contacts: Two per term, military or specialist (combat engineer). Roll 1d10 for 7+ for the contact to be foreign. Special: The character recieves a demolition kit as part of basic equipment



4 CIE (Sniping specialist)

Enlisted
Entry: Strength + Constitution + Agility = 19+
First Term Skill:
• Small Arms: 3
• Observation: 1
• Stealth: 1
Subsequent Term Skills:
• Small Arms
• Melee Combat
• Heavy Weapons
• Thrown Weapon
• Observation
• Stealth
• Tracking
• Navigation
• Mountaineering
• Parachute
Contacts: One per term, military. Roll 1d10 for 7+ for the contact to be foreign.


Information presented herein provided by
Chris Brody



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