Special Operations Operative Template 130 pts.

Special Operations are the best of the best, the elite within a formidable fighting force. They conduct a variety of difficult operations, including counter-terrorist, sabotage, surgical strike and espionage missions. Secrecy and stealth are their stock in trade, but they are also capable of destroying far larger forces, should they be required to. Firepower isn't their specialty; rather, they use excellent small unit tactics and the ability to seemingly appear and disappear at will to pick opponents apart. Stealth and subtlety are the Operative's best weapons.

Operatives are resourceful and inventive: planning operations meticulously but more than able to improvise during the operation itself. Special Operations officers often are transferred to other arms as intelligence officers or commanders. Above the rank of major, Special Operatives have to transfer out, since there are no Special Operations units larger than a battalion. These Operatives form a substantial part of the officer corps of the Stellar Guard. Most Special Operatives, however, love what they do in the field, and only transfer out when rank or injury prevents them from performing at their peak. Not as flamboyant and brash as Cavalry Troopers, Operatives are calm professionals who are utterly confident in their own abilities and the abilities of their team. To them, bragging is just covering up for lack of confidence, so they will have none of it. Woe to any cav trooper who picks a fight with Special Operations, however, for they will show their edge to any who cross them, and that edge is razor sharp.

Attributes: ST 11 [10], DX 13 [30], IQ 13 [30], HT 11 [10]

Advantages: Fit [5] and 20 points chosen from between Breath Holding 1-2 [2 or 4], Combat Reflexes [15], Daredevil [15], Fearlessness [2/level], High Pain Threshold [10], Reputation (Decorated) [varies], Toughness (DR 1) [10], Very Fit [10] (adds to cost of Fit), and +1 ST or HT [10].

Disadvantages: Fanaticism (Imperium) [-15] plus -15 points chosen from between Bloodlust [-10], Callous [-6], Chummy or Gregarious [-5 or -15], Code of Honor (soldier's) [-5], Intolerance (rebels) [-10], Overconfidence [-10], Sense of Duty (comrades in arms) [-5].

Primary Skills: Beam Weapons/TL 12 (lasers) [2]-16, Beam Weapons/TL (flamers) [2]-16, Gunner/TL 12 (missile launcher) [2]-15, Orienteering [2]-13, Stealth [4]-14, Tactics [6]-14.

Secondary Skills: Two Survival Skills, each [1]-12, Guns/TL 12 or Beam Weapons/TL 12 [1]-15, Armory/TL 12 (beam weapons) [1]-12, Brawling [2]-14, Camouflage [1]-13, Climbing [2]-13, Demolitions/ TL12 [1]-12, Electronics Operation/TL 12 (communications) [1]-12, Engineer/TL 12 (combat) [1]-11, First Aid/TL 12 [1/2]-12, Jumping [1]-13, Knife [1/2]-12, Parachuting [1]-13, Savoir-Faire (military) [1/2]-12, Scrounging [1/2]-12 and Traps/TL 12 [1]-12.

Background Skills: Administration [1/2]-11, Driving/TL12 (automobile) [1]-12, Forward Observer/TL 12 [1/2]-11, Interrogation [1/2]-11, Leadership [1/2]-11, Battlesuit [1/2]-11, No-Landing Extraction [1]-12, Swimming [1/2]-12 and Throwing [1]-11.

Specialty Skills: Choose a specialty and spend a total of 14 points on it. Skills that appear as Primary, Secondary or Background skills above must be increased at least one level; all new skills must be learned at level 13 or better.

Communications Increase Electronics Operation (communication); add a second Electronics Operation/TL 12 specialty.

Demolitions Increase Demolitions/TL 12, Engineer/TL 12 (combat), Traps/TL 12; add Explosive Ordinance Disposal/TL 12.

Medical Increase First Aid/TL12; add Diagnosis/TL 12, Surgery/TL12 (note: this character can bypass the Physician prerequisite).

Weapons Increase Armory/TL 12, Beam Weapons (laser), Beam Weapons (flamer), Gunner (missile launcher), Knife.