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Elite Analysis: Rebel SpecForce, part 2!


Wolfninjajedi

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Alright so I figured I would add a part 2 to this Elite Analysis, given there is a ton of information that is too great to pass up. For part 1, see Here. So without further ado, let us continue on!

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Technology

 

Rebel Specforce Armor/Misc Attachments

 

Breathing Mask/Oxidizers

 

Camo Ponchos

 

Thin Suits= Provides protection from temps from -30 to 100 degrees, vacuum exposure, chemical/radiation exposure, 6 hr breathing mask with 5 pockets for additional filters, puncture and tear resistant can also work as an emergency Space suit. SpaceOps like them for utility and Wilderness Fighters like them for insulation.

 

Light Scout Armor= Pathfinders like these for moderate protection and cameo, comes with integrated harness and breathing mask(6 hr filter) and macrobioncular vision.

 

Cameo Armor= Wore by Specs expecting to need both effective armor and stealth advantage, blends into backgrounds by a network of photoreactive fibers, the fibers absorb nearby reflective colors and change hue to match making the Spec fairly well hidden.

 

Shadow Suit= Hand-sewn from Shadowsilk(sturdy, durable and light-absorbing fabric) shadow suit is only issued to select Infiltrators units. Crafted from the finest shadowsilk and carefully cameo-dyed in black, the gloves and slippers have a muffled grip layer to limit sound contact. Relies on passive absorption qualities for stealth advantage and has no telltale energy signature or sensor scramblers.

 

Climb Suit= Set of gloves, shoes, kneepads and elbowpads with FrictionGrip that helps a climber on smooth surfaces, additional pads are also on the arms, legs and torso. The suit also comes with a light impact helmet and equip harness these suits are typically issued to Urban Combat Specs

 

Climbing Equipment: Boots/Gloves= Several spec units find themselves to climb over things, Pathfinders, Wilderness Fighters and even Infiltrators. Like the climb suit, the gloves and boots come with FrictionGrip to scale things.

 

Synthrope= Specforce often coats this with FrictionGrip to ensure grip is easy to maintain during climbing.

 

Adhesion Disc= Used to climb smooth faces with no purchase, a disc set includes foot, hand and knee discs, can be used in conjunction with climbing gloves/boots also climbing suit, but not ladders or ropes.

 

Grappling gun= Up to 200 meters of reinforced line, supports up to 200 kilos and can reel up the user, 10 launches. There is also a hand version, up to 100 meters, supporting 150 kilos with 5 launches.

 

Snooper Goggles= For Infiltrator purposes, used by Infiltrators fitted with photoreducers to prevent blinding light. Range about half that of regular macrobionoculars but allows the viewer to see in near darkness as if in daylight.

 

Cameo Netting= Ideal for concealing ships, vehicles, supply dumps or cameo shelters up to 225 square meters, 15 meters to a side. Also has sensor baffling material to trick sensors into thinking it is just surrounding terrain, also works in fooling human sight.

 

Smoke Generator= Mainly used by Spec to confuse Imperial Troops obscuring sight and partially disrupting blaster fire.

 

Headstrap Microbionoculars: Goggle versions of the handheld sets, minimum range of 100 meters. Automatic light management intensity, makes twilight conditions seem like day and night conditions seem like twilight.

 

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Rebel Specforce: Hand Weapons

 

Slicewire= Meter long monofilament cord, molecule thin enabling to cut through most material including flesh and bone, stone, duranimum or plasteel issued mostly to Infiltrators. Some Infiltrators carry a few meters to string across Imperial base corridors, convoy or patrol routes.

 

Snap Baton= Simple device, a meter long when full and quite effective when coated with a thin layer of black sound damper, cheap good weapon for Infiltrators

 

Molecular Stilatto= Housed in a carbonite casing fashioned to resemble a datapad stylus. This deadly little weapon can cut through armor, flesh, bone and plasteel with little difficulty. The main limit is the extremely fine cuts it makes unless said cut is fairly large. Stabbing is useless unless followed by a slicing manuver.

 

Garrote= 60 ceintimeter wire cord with handles on each end, inflicts damage by strangulation. Not a notable weapon but it is effective and quiet.

 

Combat Knife= Basic, practical weapon, though not really used for combat it is great at cutting things. However Infiltrators and other specs relying on stealth do find it as a useful weapon. They coat it in a nonreflective blackening agent, though requiring to be close it is fairly quiet.

 

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Rebel Specforce: Ranged Weapons

 

Intimidator= Used by Infiltrators and Spooks, lacks stopping power but a good suppressor in target rich environments. Ammo: 50 rounds

 

Heavy Carbine= Popular with Urban Specs and Wilderness Specs for good stopping power, range and easy handling. Ammo: 100 rounds

 

Sniper's Blast Rifle= Merr-Sonn's LD1, expensive and rare to hit targets at long range, used by Alliance Intel and Specforce uses this weapon and others in its class to pick off targets at extreme range. Range 2-50, 150 or 500 meters, Ammo: 100 rounds.

 

Merr-Sonn Silencer= A silencer for Firearms by emitting precisely tuned counter vibrators, result is a completely silenced weapon even if it drops makes no noise. (For Slugthrowers)

 

Alliance Adjudicator= Alliance tech modified, used by Infiltrators completely silenced pistol and highly suitable for stealth missions. Ammo: 4

 

Silenced Slugthrower= Modified version of the Czerka SH-9 pistol so that it only makes a moderate clicking on the slide operates, Infiltrators are very fond of this weapon. Ammo: 10

 

Bolt-Thrower: A low tech solution to high tech conflict, constructed from spring steel, spun graphite and shadowsilk makes it a nearly silent ranged weapon with stopping power approaching to blaster. Though only one-shot, slow reloading, though this isn't considered a sufficient disadvantage given its advantages. Ammo: 1

 

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Rebel Specforce: Heavy Weapons

 

Flame Carbine= Used by SpaceOps, Pathfinders and preferred weapon of the Urban units, medium sized flamethrower. Ammo: 10

 

Flame Rifle= Just a rifle version of the carbine, used to clear trenches, strongpoints or fortified urban positions. Used sometimes by Heavy Weapons Specs or Urban Specs. Ammo: 25

 

Heavy Flamer= Vehicle mounted almost always reserved for Heavy Specs, used to take out buildings and squads, less popular than the portables but highly effective. Ammo: 50

 

Flechette Launcher= Useful for taking out large groups advantage of a grenade and range of a rifle. Shreds everything in path with microdarts. Ammo: 6 per canister.

 

Grenade Launcher= Viper 2, upgraded from the original, excellent accuracy and has 150% more carry capacity, favored among Alliance Troops. Ammo: 5

 

Grenade Motor= Fires various grenade types with excellent range and accuracy. Ammo: 100, Fire Rate: 5

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Rebel Specforce: Misc Weapons

 

Detonite Tape= Plastic adhesive with detonite gel in 5 meter rolls. Highly stable, requires heat or electric charge to detonite used much like shape charges to enter hatches and hulls but is more flexible. Also can be cut to cause precise damage.

 

Shaped Charges= Explosive devices, molded in a way for maximum effect. Used for breaching hardened targets Starship hulls, armored garrison walls and reinforced doors.

 

Thermal Well= Baradium mixed with stabilized ytterbium resulting in a denser material. Last for several seconds and reaches up to temps of several thousand degrees, makes for much suitable sabotage weapon than a thermal detonator, able to destroy machinery without killing the saboteurs.

 

Antigrav Field Mines= Handy for covering retreats and for nasty surprises for patrols or convoys. Specs are fond of laying out a mine field, for hit n fade attacks and retreating across the field with ground vehicles, hovercraft or animal mounts, when repulsor-mobile Imperial chase they run into another trap.

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Rebel SpecForce: Scanners/Sensors

 

Sensor Pack= The NeuroSaav 9320/B is a general purpose sensor in detecting life forms, comm signals, movement, density, mass, volume and energy type and intensity.

 

Motion Sensor Pack= Designed to detect motion by sending out low power sensor pulses typically one per half-second. Also being able to locate different air movement, displacement and temperature to identify movement. It can penetrate through most building materials but extieror walls, shielding or armor can generally prevent an accurate reading.

 

Lifeform Scanner= Can detect lifeforms, quantity and species in the immidate vicinity.

 

Comm Scanner= Good for keeping an ear out on enemy activity and on occasion able to pick up on enemy transmissions which are usually but not always coded.

 

Heat Sensor Trip= Able to detect heat that passes the source, can be used outdoors and can be programmed to ignore certain specific heat patterns.

 

Motion Sensor Trip= Able to detect motion passing, best used for indoors so as a stray wind or animal won't set it off.

 

Pressure Plate Trip= Can be used as an anti personal or anti vehicle device depending on the setting the plate is at. The mats come in assorted cameo depending on the terrain.

 

Repulsorfield Trip= Used primarily to trip enemy anit vehicle mines.

 

Comm Scanners= Handy for keeping an ear out for enemy activity and occasionally allow to listen in on transmissions

 

Jammer Packs= Used by Infiltrators to sow confusion if they are detected, announce trouble but slow down on coordinated response.

 

Sensor No Show= Used by Infiltrators that mask their body heat, renders user almost invisible to most scanners appearing on scanner and sensor screens as wispy apparitions or curls of smoke.

 

Sensor Scrambler= Used by Infiltrators if they are discovered, typically used to decoy pursuers.

 

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Rebel SpecForce: Transportation

 

Submarine= Mon Cal design usually used for intercity travel, allows half a squad of sea commandos to travel swiftly and quietly in Imperial controlled waters.

 

Drogue= Whisper quiet with moderate cover and decent speed and sustained hover capacity. Used by some SpecForce units to move rapidly and quietly cross country.

 

SpecForce Freerunner AC= Carries a squad off their landing craft and directly into combat with decent armor and good fire support.

 

Arakyd Whisper Jet Pack= A 20 charge jet pack with hover mode and a 150 kilo cargo capacity(including pilot) preffered by Infiltrator for internal sound bafflers, mid-range performance, high efficiency and hardy construction.

 

Para-wing Glider= The ShadoWing-4 based on Imperial gliders, civilian version comes with sensor beacon, naviational equipment and emergancy thrusters. Alliance modified they got rid of the sensor to keep it sensor transparent. Pathfinders and Infiltrators are popular with it for their high altitude capability, not good in poor weather though.

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Rebel SpecForce: Droids

 

F2 Explorer Droids= Handy for remote scout work, leavesno repulsor signature making it difficult to detect. Programmed to be extremely loyal, often performing beyond its design specifications.

 

MULE Droids= A lifting droid, able to carry equipment over hostile terrain where an animal may not be able to. While handy and strong it does emit a detectable repulsor 'footprint' so it's only used when nessecary.

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Rebel SpecForce: Artillery

 

Golan M102 Fire Arc= Slow, towed, old-fashioned and loud, lob shelled artillery has a great way of finding targets that the crew can't on the other side of the terrain. Able to drop a shell ontop of them from nowhere.

 

Alliance SP .9 Anti-Infantry Artillery Vehicle= Self propelled artillery, not commonly used but when it is. It is decent, Imperials use an almost identical version.

 

Alliance Speizoc v-188 Heavy Anti-Vehicle Artillery Piece= One of the heaviest guns avaliable to the Alliance, a few are in SpecForce service. Mounted on 440 Super-Heavy Armored Chassis(the name is more impressive than the vehicle), these 440s have been modified with repulsor motivators for increased mobility, targeting computer upgrades, high-efficiency recharges and a separate fusion generator to power the gun.

 

 

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SpecForce Drivers and Pilots

 

SpecForce drivers are able to handle anything from ground vehicle personal carriers, to repulsortanks to hovercraft, they are often called upon to crew a driver's gun while underway and to boldy plow into hot combat most military drivers are under orders to avoid.

 

SpecForce pilots don't get the attention that starfighter pilots such as Rouge Squadron do, but they fly missions as dangerous as any "Fighter Jock" does. Combat shuttles are not only under threat from enemy starfighters and other space based weapns, but also from ground to space weapons.

 

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SpecForce Scanner-Communication Operators

 

Scanner Communication Operators(also referred to as 'scanners', 'scan-comm operators, or 'eyes) are the technological eyes, ears and voices of SpecForce. Infiltrators almost never use them, but they can be valuable team members. They are trained in both sensor operations and communications, although in a sizable taskforce the TC has dedicated operators for each field.

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SpecForce Interrogators

 

SpecForce Interrogators are usually dropped into a site, rushed to the prisonor and pressed to get information as quick as possible. Telepathic removal is preferred but usually unavaliable, interrogation by non-telepaths usually require a combination of a dominating presence, cultivation of false camaradeire and mental manipulation.

 

Tricks can include 'acceleration' a process of grueling interviews followed by a short sleep cycle, following by a 'morning' interview.( The illusion is enhanced by an early breakfast and the appearance that the freshly washed and groomed interrogator has slept), The subject is then left to believe that his time-sensitive data is out of date, 12 hours of realtime is apparently 24 or 36 hours, subjects are usually willing to gloat in their sleep deprived state.

 

Another trick is simulated torture, the subject is led to believe that a vicious torture room is being prepared. Horrible screams and sound effects enhance the illusion and false camaradeire helps draw out desired information in exchange for safety. Simulated torture is much more effective than the real thing.

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SpecForce Procurement Specialists

 

A SpecForce Procurement Specialist(or nicknamed "Scrounger") is dedicated in the aquisition of important combat material from unorthodox sources while on a mission. They are somewhat combat deficient but vital to long-term mission success. Only sent on missions of medium to long term duration, they buy, steal, borrow, requistion, liberate or otherwise obtain items and equipment needed. The inculsion of a Scounger is a precautionary, a hedge against the unexcepted, they have a dangerous and difficult job, they must go out in the field to locate and remove needed equipment, usually with minimal backup.Purchases are preferred, but con and commandeering are routine.

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Pictures

 

Camo armor on the left, Shadowsuit on the right

 

Climbsuit(not full image sorry)

 

The Artillery

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Conclusion: Well folks! There is part 2, hope you enjoy the long read! Again it's not EVERYTHING...but it's quite a lot.

Edited by Wolfninjajedi
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SpecForce Interrogators

 

SpecForce Interrogators are usually dropped into a site, rushed to the prisonor and pressed to get information as quick as possible. Telepathic removal is preferred but usually unavaliable, interrogation by non-telepaths usually require a combination of a dominating presence, cultivation of false camaradeire and mental manipulation.

 

Tricks can include 'acceleration' a process of grueling interviews followed by a short sleep cycle, following by a 'morning' interview.( The illusion is enhanced by an early breakfast and the appearance that the freshly washed and groomed interrogator has slept), The subject is then left to believe that his time-sensitive data is out of date, 12 hours of realtime is apparently 24 or 36 hours, subjects are usually willing to gloat in their sleep deprived state.

 

Another trick is simulated torture, the subject is led to believe that a vicious torture room is being prepared. Horrible screams and sound effects enhance the illusion and false camaradeire helps draw out desired information in exchange for safety. Simulated torture is much more effective than the real thing.

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Very neat and very inventive.

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