Detect Ambushes: Detect Concealment: Disguise: Escape Artist: Forgery: Intelligence: Impersonation: Interrogation: Land Navigation:Training which develops an eye for spotting locations and terrain suitable for ambushes and being ambushed. It also provides rudimentary knowledge of guerrilla tactics used by the enemy. Base Skill: 50% +5% per level of experience.
this is a skill which enables the individual to spot and recognize camouflage, tricks, concealed huts, buildings, and vehicles, as well as the ability to construct unobtrusive shelters that blend into the environment. Base Skill: 40% +5% per level of experience.
The character knows how to apply make-up, wigs, skin putty, and other special effects, in order to alter his/her own appearance or those of someone else. Base Skill: 50% +5% per level of experience.
The character will know the methods, principles, and tricks of escape artists. By tensing and relaxing muscles, flexing and popping joints; the character can try slipping out of handcuffs, straight jackets, etc. Also includes a knowledge of knots and the ability to conceal small objects on the person. Picking Locks is a separate skill. Base Skill: 30% +5% per level of experience.
The techniques of making false copies of official documents, signatures, passports, ID, and other printed material. The character must have an original or photocopy to work from, in order to make an accurate copy. Skilled forgers can recognize other couterfiets at -6%. Base Skill: 30% +5% per level of experience.
This is the specific training in the practices and principles of recognising and analysing sources of information about the enemy, observation techniques, counterintelligence measures and proper procedure. This includes the practical assessment of sights, and sounds; estimation of ranges, what to report, handling prisoners of war, and handling captured documents and equipment (tagging, and reporting to group leader or proper authority).
This means thecharacter will be able to accurately estimate ranges; the number of enemies/troops, direction, purpose; and assess the importance of specific information, documents and prisoners.
Further intelligence training includes a working knowledge of indigenous guerrilla warfare, practices, concealment techniques, appearance, and current activities. This will enable the intelligence officer to recognise suspicious activity as guerrilla actions and to identify guerrilla operatives. For Example: A particular booby trap, or weapon, or mode of operation, may be indicative of guerrilla activity in that area. It may be up to the character to confirm the existence of guerrillas, and their strength and numbers in a particular area.
Another area of training, made available to intelligence, is the identification of enemy troops, officers and foreign advisors. This means the person learns the many distinguishing ranks and marks that identify specific military units, special forces, and officers of the enemy. Such identification can pinpoint and confirm enemy operations, goals and movement, as well as confirm outside intervention/aid. Note: A failed roll in any of the intelligence skills means that evidence is inconclusive, or the character has incorrectly assessed the information/situation and is uncertain. A failed roll involving individual clues may mean the intel officer has dismissed it entirely as being meaningless. Base Skill: 45% +5% per level of experience.This skill enables a person to impersonate another person or type of soldier (in general). This means the person must have a rudimentary (if not comprehensive) knowledge of the person or general type of personnel that he is impersonating. This is likely to include a knowledge of enemy/subject of impersonation military procedure, dress, command, rank and will usually require speaking the language fluently. This means the character can convincingly impersonate a general type of person/soldier/advisor by accurate disguise, proper action, and language.
The Base Skill is 40% to impersonate general personnel and 20% to impersonate a specific individual (which may require weeks of study and special disguise), +4% per level of experience.
The success of one's impersonation/disguise can only be determined after exposing oneself to those whom you wish to trick. A successful impersonation requires the player to roll under his skill for each of his first, THREE encounters. Afterward, the character must roll under his skill for EACH encounter with an officer. If interrogated/questioned, he must successfully roll for every other question or be revealed as an imposter. A failed roll means his impersonation has failed and is recognized as an imposter and is in immediate danger.This skill includes training in the questioning of prisoners, captives and informers, and the assessment of that information. Base Skill: 40% +5% per level of experience.
This skill allows the person to stay on course, while travelling over land, by means of observation. This includes mentally marking/recognizing geographical landmarks, estimating distance and movement, recognizing sounds and other navigation tricks. Techniques include night travel. The player should roll once for approximately every three miles travelled. A failed roll means the group is drifting off course by 200-2000 yards (roll 2D10 x 100 yards). Do not roll again until the next three miles. A successful roll at that time will allow the character to recognize his error and correct it. Of course, errors mean lost time and travelling through unknown or potentially dangerous areas. A second (and third), failed roll means the team continues to travel 2D10 x 100 yards further off course. All failed rolls are cumulative unless corrected. Note: A group of average men can cover approximately 5 miles an hour at a brisk, but relaxed pace, through grassland, along dirt roads or paved streets. Travel through dense forest or jungle at a cautious pace, with eyes open for danger, is about one mile per hour. At this pace one can easily watch for booby traps, snipers, ambushes, wild animals, tracks, clues and other observations, without fear of travelling too fast (and missing them). Only at a faster pace will one begin to miss details and court death. Base Skill: 45% +5% per level of experience.