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A non-profit role-playing organization dedicated to celebrating the wonder of the Star Wars universe

General Game Document

The Game

Star Wars: Elite Forces is a forum devoted to free form role-playing in the Star Wars Universe. The games are based on the Star Wars universe ten years after the Battle of Endor.

What is free form role-playing? Unlike typical RPGs, free form role-playing doesn't require massive handbooks, dice rolls, maps, or anything of the sort. Instead, all you need is a computer and your imagination.

Elite Forces is played in one of two mediums: 1) live (chat room); 2) newsgroup edition. The live game takes place in one of three forms: Elite Squadron, Jedi Task Force or Mercenaries. All three meet once a week for one hour of live gaming. Prior to the actual game, players are emailed an episode prelude. This email gives the players an idea of what to expect in the upcoming game.

Elite Forces: Newsgroup Edition (EFNE) is an exciting alternative to live gaming in the Star Wars universe. Rather than attending a weekly chat game, players in EFNE post to a particular newsgroup thread at their convenience! No conflicts with work schedules. No pressures to type quickly. No worries about phone bills or connect fees. Note: EFNE is conducted on the new MSN newsgroups.


The Elite Squadrons

The Elite Squadrons, officially called the New Republic Special Assault Teams, are small teams of women and men pulled together to operate as a cohesive unit. Each Squadron takes a name by which it can be identified. For example, Wedge Antilles' elite team is known as the Rogue Squadron. The Republic hopes these small units will free some of their other resources. A Squadron is typically stationed on a military vessel such as a Corellian Corvette. It should be noted however, that each member of a Squadron also maintains a personal fighter craft. These craft are either stored in the hold of the base vessel or follow behind, piloted by R2 units. A Squadron can expect anything to come down in the form of orders: a run-of-the-mill search and rescue operation; a single handed assault on a Star Destroyer; an intelligence gathering mission; a medical relief mission; a demolition's strike on an Imperial listening post. A Squadron's adaptability is it's greatest asset.

Prior to the actual live game, the Leader emails mission orders to each member of the Squadron. The Squadron meets and conducts the on-line mission. Once the on-line mission is finished for the week, each member of the Squadron "records" (writes) a brief mission log. The log synthesizes the hour long mission from that player's perspective. Players are also encouraged to write character development logs. These logs detail a player's personal feelings about what happened on a mission or some things that happened outside of the mission.

Players will have opportunities to move up in rank. Advancement is based on the following criteria: quality of role-playing, attendance, and logs.

As all members of the Elite Squadrons are proficient pilots, it is assumed that at one time or another they all received training in the New Republic Navy. Thus, all ranks follow the hierarchy of the New Republic Navy. Each member of an Elite Squadron begins as an Ensign. Rank is as follows:

Ensign
Lieutenant, Junior Grade
Lieutenant
Lieutenant Commander
Commander
Captain
Commodore
Rear Admiral
Vice Admiral
Admiral

An Elite Squadron's positions are as follows:

Team Leader (Host) - Leads the Elite Squadron. First in the chain of command. Provides actions and directions for the players.

Team Second - Assists team leader. Second in command. The Second is hand-picked by the Team Leader. Players may not apply for this position.

Intelligence Specialist - The intelligence specialist is an expert in espionage and counterespionage. Intelligence personnel are typically well-trained in covert operations, security systems, computer technology and communications. While an Intelligence specialist is an expert in undercover activities they are by no means "undetectable." Many a spy have been captured and executed. Duties include information acquisition, target infiltration, and communication.

Pilot - The pilot is the Squadron's transportation specialist. Pilot's are trained in the operations of most vessels, snowspeeders to star cruisers. The pilot's main duties are course plotting/helm control, defensive perimeter maintenance, and Squadron transportation.

Logistics - The logistics officer oversees the procurement, maintenance, and transportation of materials, personnel, and facilities for the Squadron. Logistics also handles the tactical details of an operation.

Combat Specialist - The Combat Specialist is an expert in combat, security, demolitions, and battlefield tactics.

Medic - The squadron medic handles all issues of a medical nature including environmental precautions, general medical practice, and battlefield aid.

Diplomat - In many instances a Squadron may be required to enter a potentially hostile area in hopes of negotiating a settlement, treaty, etc. As such, the New Republic tries to equip each Squad with a Diplomat. Linguistics, cultural anthropology, and general diplomacy are all responsibilities of the Diplomat.

Jedi - the mystical manipulator of the force. A Jedi who is part of a squad has made a commitment to follow the military chain-of-command. However, a Team Leader may not order a Jedi to take actions against their creed. See discussion of the Jedi Task Force below.

General Notes Regarding Squad personnel - All Squad personnel are assumed to be proficient pilot's and familiar with standard New Republic military issue.

Jedi Task Force

"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times: before the Empire."
(Star Wars, Episode Four: A New Hope, Obi Wan Kenobi)

In the days before the Empire, the valiant Jedi Knights protected the people of the Old Republic. Although recognized throughout the galaxy for their dazzling lightsabers, the Jedi Knights' real power lay in their mastery of the Force. For centuries the Jedi practiced their philosophy:

There is no emotion; there is peace
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the force.

Never acting out of hatred, anger, fear, or aggression, the Jedi used their powers for the betterment of all peoples.

Despite their mystical abilities, the Jedi Knights fell victim to the same disease that plagued the Republic: internal betrayal. Soon after the rise of Emperor Palpatine, Anakin Skywalker embraced the seductive power of the Dark Side of the Force. Assuming the name of Darth Vader, he joined the evil Emperor and systematically purged the Jedi presence from the galaxy. Vader, Obi Wan Kenobi, and Yoda were the only Jedi to survive the massacre.

Obi Wan Kenobi and Yoda remained in hiding until it was time to train a new line of Jedi Knights. Between the two of them, Luke Skywalker was trained in the ways of the Force. With Vader and the Emperor defeated, Master Skywalker assumed the task of rebuilding the honorable Order of the Jedi Knights. This new line of Jedi is prepared to face any threat to the peace and security of the New Republic. Recently, the New Republic called the Jedi Knights to service once again. With tensions growing throughout the Republic, a series of Jedi teams responded to the New Republic's call. These teams are known as the Jedi Task Forces
.
The Jedi Knights version of the live game operates in a similar manner to the Elite Squadron. Each week the apprentices gather for training/missions from the resident Jedi Master. The Jedi, allied with the new Republic, operate under the auspices of the New Republic Fleet. However, the Jedi ultimately answer a higher call. The Force. Jedi Knights can expect the same type of missions as an Elite Squadron; however, Jedi Knights will also investigate phenomena of a more mystical nature.

Unlike the members of the Elite Squadrons, Jedi do not follow a system of rank, per se. While recognized as a formidable fighting force, Jedi have no need for the strict, militaristic, chain of command. During their quest for mastery of the Force, most Jedi leave the ways of envy, ambition and avarice. Preferring to leave the power struggles to others, the Jedi turn to peace, knowledge and serenity.

Jedi Level
Jedi Neophyte
Jedi Initiate
Jedi Knight
Jedi Master

As a Jedi studies the way of the Force they presumably progress in ability. For game purposes, these abilities have been broken down by level. A Jedi does not acquire new abilities until progressing to the higher level. In Star Wars: Elite Forces, Jedi Neophytes do not carry lightsabers. Upon making the move from Neophyte to Initiate, it is assumed the Jedi has constructed a lightsaber. Many Initiates choose to carry both a blaster and a lightsaber; most fully trained Jedi Knights rely solely on their lightsaber.

Prior to discussing the actual abilities of each Jedi "level," one must understand that different abilities require varying degrees of effort. Effort is the mental, spiritual and physical energy one must expend to accomplish a particular task. For purposes of Elite Forces, an effort classification system has been developed. The degrees of effort are as follows:

supreme effort - Supreme effort implies that a particular task or ability requires the highest degree of mental, physical and spiritual preparedness. The Jedi’s entire focus is on the task at hand. In most cases, a Jedi is so entirely focused that they will not be aware of immediate surroundings. It should be noted that Jedi attempting deeds of supreme effort often fail. When such strenuous tasks are successful, a Jedi can expect to experience any or all of the following: mental/physical exhaustion, severe headache, nose-bleeds, loss of consciousness, Force "blindness" (inability to "see" or "feel" the Force. All other forms of manipulation are also lost temporarily), etc.

moderate effort - Moderate effort suggests that a Jedi needs to maintain a high degree of focus and concentration on the task at hand. Many Jedi employ gestures or other props to help them attain appropriate focus (i.e. pointing at a lightsaber while telekinetically grabbing it from across a room). However, deeds which require moderate effort are always successful: provided the Jedi is in the proper state-of-mind. Disruptions and/or distractions will result in failure. For example, an injured Jedi Initiate will have a difficult time grabbing their lightsaber from across the room. The pain of the injury is distracting enough to hinder the proper level of concentration.

minimal effort - Minimal effort requires a low level of concentration. Tasks of this degree often appear almost casual in nature. In fact, a Jedi that has attained a high degree of mastery with a particular ability has trained their mind so completely that it takes little effort to focus on the objective. A Jedi Knight could easily move a goblet of water around a room and make it appear virtually effortless. Although it appears casual, one must not forget that Jedi spend thousands of hours in training. A Jedi must keep their mind on the actual deed; all manipulations of the Force require an attentive, alert Jedi.

Neophyte - a Neophyte is a newcomer to the world of the Force. Until recently, they did not recognize their true potential. A Neophyte is competent in an area of proficiency (see below). Many times, their ability with this aspect of the Force was either attributed to some other source (magic, trickery, etc.) or denied altogether. Whatever the story, a Jedi Neophyte now understands that she/he has the gift to manipulate the Force. At this level of mastery (or lack thereof<g>), the use of any Force related ability, other than an area of proficiency, should require supreme effort (if possible at all).

During her early adolescence, Aurora learned of her ability to move objects with her mind. Recently, she discovered this was a result of her strength in the Force. Although she can move stones with ease, Aurora still has a difficult time hearing Master DeStaad's summons. She cannot send a telepathic message at all. Manipulating the Force in any manner unrelated to telekinesis borders on the impossible.

Neophyte Abilities


Initiate - An Initiate has started to study, analyze and understand the ways of the Force. Most Jedi Initiates have the ability to employ the Force in numerous ways including rudimentary telepathy, telekinesis (small objects), mind powers, etc. Despite their deeper understanding, an Initiate must focus her/his entire attention to the task at hand. Failure to do so usually results in undesirable results, if not outright failure.

Tristan, a Jedi Initiate, has trained for a full year under Master DeStaad. During a recent battle, Tristan lost his lightsaber. Calling on the powers of the Force, Tristan snatched the fallen saber from across the room. Later in the battle, Tristan tried to influence his opponent with Jedi mind powers. Unfortunately, Tristan was unable to maintain a proper level of concentration. As a result, the opponent did not lower their guard, but instead pressed the attack.

Initiate Abilities

Knight - At this level a character is a full Jedi Knight. As such, they have all the powers at their disposal. They will be extremely powerful in their area of proficiency. A Jedi Knight does not flaunt their powers or use them frivolously. Instead, the Jedi uses the Force judiciously, responsibly. A full Jedi Knight recognizes the true nature of the Force; not a power to be "used," but an ally with which to form a partnership.

Jedi Knight Abilities


Master - Although a Jedi Master is powerful in all manner of Force manipulations, their true power lay in their comprehensive knowledge of the Force. This understanding of Force complexities and intricacies increases the Master's ability to teach other Jedi the way of the Force. Also, a Jedi Master is highly Force sensitive; the most subtle of disturbances will not escape the attention of the Jedi Master. It is possible for a Jedi Knight to surpass a Master's ability in ONE area of proficiency, although highly unlikely.

General Jedi Notes

All members of a Jedi Task Force are proficient pilots. Most Jedi beyond the level of Neophyte, do not carry a blaster. Instead, they rely solely on their abilities with lightsaber and the Force.

Furthermore, due to the peaceful, cooperative, non-competitive nature of the Jedi, changes in level occur far less often than in the Elite Squadron game. Although the Jedi don't refer to each other using these "levels," they do treat one another with the appropriate amount of respect. A Jedi Neophyte will always recognize a full Jedi Knight as someone of greater wisdom and ability. This level based system is not found in any Star Wars resource. It was created solely for the purpose of role-playing.

Like the Elite Squadrons, members of a Jedi Task force also have "positions." Each member of a Jedi Task Force has a specific ability with which she/he is exceedingly proficient. (Please note: this does not entitle any member of a Jedi Task Force to the title Jedi Master.) Although every Jedi has each of these talents to some extent, a "master" of an ability is clearly stronger than the other members of the task force with their particular ability. The areas of proficiency follow:

Mediator - As the Jedi of old, the mediator is skilled in the area of negotiations and relations. An increased empathic ability aids the Jedi's quest for compromise, as opposed to combat.

Note: A mediator will not "mind control" an individual or group into agreeing. Instead, the mediator uses their empathic ability to give them an edge.

Sabermaster - as the name implies, a Jedi Sabermaster is highly accomplished in hand-to-hand combat.

Telekinetic - extremely proficient in telekinetic applications of the Force.

Note: Easily moving an object the size of an X-wing does not mean this is done in any situation, particularly combat. Yoda could easily move an X-wing; when he was totally focused on that single task.

Psi (Mind powers) - a master of Jedi mind powers.

Note: Jedi mind powers are based on suggestion. Most Jedi must deliver suggestions verbally. Extremely powerful Jedi may make mental suggestions via telepathy. It's much easier to convince an individual to do something they wouldn't mind doing rather than forcing them to do something that's totally against their nature. Taking total control of a being is an extension of the Dark Side.

Healer - increased ability to induce healing and recovery by focusing the Force.

Note: Jedi healing does not have an immediate effect; it accelerates the "normal" rate of healing. For example, an injury that would take one week to heal, heals in half the time.

Perceptor - Skilled at detecting the flow of the Force.

Sage - In times past, the Jedi kept an archive of their teachings, actions, etc. Many Jedi have devoted their lives to recording the legacy of the "new" Jedi Knights.

Strategist - Expert at coordinating the actions of the Task Force.

Mercenaries

The existence of mercenaries in the galaxy is as established as war itself. The War of Rebellion against the Empire provided a perfect financial opportunity for those trained in the art of warfare. With the Rebellion over and the formation of the Elite Forces, one would think that a mercenary might be out of work. That is as far from the truth. The current state of the Galaxy is a mercenaries paradise: Imperial Moff’s at war with each other; the New Republic at war with the remnants of the Empire; crime lords at war with each other; planets at war with rival planets. There’s a lot of action for anyone willing to put their life on the line for a few credits.

There are dozens of Mercenary groups out there, but they come and go like the wind. Very few groups last into any sort of prominence, especially the groups that are big enough to attract attention. Most of the Mercenary teams range in sizes under fifteen members. They usually station themselves out of some sort of spacecraft: a stolen Corellian Blockade Runner, a YT-1300 Stock Light Freighter or any other available vessel. Some of the more powerful groups manage to acquire starfighters, but they are usually older Y-Wing’s or Z-95 Headhunter’s. Mercenaries accept jobs of varying magnitude: kidnapping an Imperial diplomat; destroying a New Republic listening post. ambushing a supply convoy; battling a rival crime family. If the price is right, no job is impossible. The best mercenaries can adapt and overcome any situation that presents itself. It should also be noted that the longest living mercenaries tend to stick on one side of a conflict. As the old mercenary saying goes, "When you burn both sides of a bridge, there’s no place to go but down."

Prior to the actual live game, the team leader will E-Mail the team’s next mission to the members of the group. The group then meets on-line and conducts their mission. Once the mission is completed, the members submit a log to explain what happened. The log is in the player’s own words and gives a description of the events through their character’s eyes. This will help the rest of the team to get a better feel of their teammates and provide insight for the Team Leader as to how a team perceives a mission.

A mercenary is only as good as their reputation, so military rank doesn’t matter. Instead, mercenaries "earn" prestige. The more prestige a mercenary group acquires, the higher their asking price for a job. Unfortunately, the higher a team’s prestige level, the more actively the team is hunted by law enforcement officials and rival groups. The level of prestige is based upon: quality of gaming (playing in character, making good suggestions as they pertain to the adventure, etc.), attendance (you can’t be famous if you aren’t there), and the quality of logs (not everyone is an accomplished writer, but at least make them interesting).

Each member of a mercenary group begins as a Rookie. Prestige ranks are as follows:

Rookie
Novice
Seasoned
Commander
Veteran
Old Hand

The positions of the Mercenary Team are:

Team Leader:(HOST) - Leads the mercenary team. Generally the most experienced member of the team. It is the team leader that provides actions and directs the team.

Team Second - Assists the team leader and is considered the second in command. The Team Second is hand-picked by the Team Leader and is not open to application by other players.

Slicer - The slicer is an engineer and professional computer hacker. The Slicer has been around enough to be of assistance to the team in several areas. Primary duties include upkeep of the starships, technical support and providing knowledge in the areas of Research and Development.

Quote attributed to a Slicer: "You would’ve thought that you couldn’t build a better blaster. Well, I did."

Smuggler - Known as a freetrader in Mercenary circles, it is the smuggler who is the master pilot and is the groups transportation specialist. From the Smugglers numerous jaunts across the galaxy, they know the best ports of call, and how to operate just about every type of machinery in use.

Quote attributed to a Smuggler: "What do you mean you have never heard of the (insert ship’s name)?"

Bounty Hunter - Considered scum by the rest of the galaxy, the bounty hunters make their living by capturing targets with a mark on their head. Cold, cunning and calculating, the bounty hunter is an expert in tracking, surveillance, exotic weaponry and the criminal underground.

Quote attributed to a Bounty Hunter: "Don’t kill him! He’s worth a lot to us alive!"

Soldier of Fortune - Every conflict requires grunts to carry on the battle. The Soldier of Fortune is a professional soldier in every respect. The SOF is an expert in combat, munitions, demolitions and battlefield tactics.

Quote: "Let’s blast it!" ::sound of weapons fire and explosions follow::

Gambler - A master of just about every game of chance in the galaxy, the Gambler can be an indispensable part of a mercenary team. Due to their numerous exploits, gamblers are specialists in gambling, procurement, travel and conversation.

Quote attributed to a Gambler: "C’mon guys. This is a sure thing! Would I lie to you? Why are you looking at me like that?"

Doc - The Merc team "Doc" is the resident medic and handles the teams medical needs. The Doc also is extremely knowledgeable in the medical sciences like chemistry and biology.

Quote attributed to a Doc: "Hold still! I’ve gotta get that splint set before you can walk on it. This won’t hurt a bit."

Hacker - A hacker is a self-proclaimed expert in the field of intelligence. Information, infiltration and communication are the domain of the hacker.

Quote attributed to a Hacker: "Don’t even think about hitting that Listening post. There are enough guns around it to put a hole in the planet."

Wilder - Not all Force-sensitive beings are fortunate enough to have the intense training provided by a Jedi Master. In fact, not all want the training of a Jedi Master. There are those that begin their apprenticeship only to find the structured regimen too stifling. These Force users are known as Wilders. Without the aid of the traditional teachings of the Jedi Knights, they forge out on their own. Unfortunately, without the strict guidance/teachings of a Jedi Master Wilders are continually tempted by the Dark side.

In most cultures, Wilders are distrusted. Frequent brushes with the dark side make most Wilders incredibly unpredictable and dangerous.

NOTE: Those players that wish to have their characters fully embrace the Dark side should be prepared for the appropriate consequences. Dark Jedi are not looked upon favorably. It is entirely possible a Dark Jedi character will eventually be confronted and killed.

Special thanks go to Cris, Nicke, Phil, Sherri, Neal, Paul and Steve. Without their help, the numerous incarnations of Star Wars: Elite Forces wouldn’t exist.

This document is copyrighted () 1996 by Derek Sweet. It is intended for use only by Star Wars: Elite Forces (a content provider under the MicroSoft Network) staff and management, and is not for general release to the public. No part of this document may be reproduced or changed without permission of the author(s).

This document is in no way endorsed or sponsored by Lucasfilm Ltd. Star Wars and all respective likenesses are copyright () Lucasfilm Ltd.

 

The Imperial Assault Forces

The Imperial Assault Forces are small teams of women and men pulled together to operate as a cohesive unit. Each Assault Force takes a name by which it can be identified i.e. Dragon Force, Marauder Force. The Empire hopes these small, well-trained, versatile units will slow the advance of the wretched New Republic. An Assault Force is typically stationed on a military vessel such as a frigate or corvette although sometimes they are also assigned to a star system and based on a planet. It should be noted however, that each member of an Assault Force also maintains a personal starfighter. These craft are typically stored on the flight deck of the vessel or in a hanger when assigned to a planetary body. An Assault Force can expect anything to come down in the form of orders: a run-of-the-mill search and rescue operation; a single handed assault on a Mon Calamari Cruiser; an intelligence gathering mission; a medical relief mission; a demolition's strike on a New Republic shipyard. Resourcefulness and adaptability are an Assault Force's greatest assets.

Prior to the actual live game, the commander emails mission orders to each member of the team. The team meets and conducts the online mission. Once the online mission is finished for the week, each member of the Assault Force "records" (writes) a brief mission log. The log synthesizes the hour long mission from that player's perspective. Players are also encouraged to write character development logs. These logs detail a player's personal feelings about what happened on a mission or some things that happened outside of the mission.

Players will have opportunities to move up in rank. Advancement is based on the following criteria: quality of role-playing, attendance, and logs.

An Assault Force's positions are as follows:

Imperial Assault Force Positions

Assault Forces Leader (Host) - Leads the Assault Forces. First in the chain of command. Provides actions and directions for the players.

Force Second - Assists Force leader. Second in command. The Force Second is hand-picked by the Force Leader. Players may not apply for this position.

Technician - The technician (tech) provides technical guidance and assistance in several areas. Primary duties include ship maintenance, research/development and miscellaneous technical support.

  • Ship Maintenance - The Technician is responsible for the mechanical/technical upkeep of both the base vessel, shuttles and starfighters. This includes both routine mechanical upkeep and damage control.

    Research and Development - On occasion, the technician may need to develop a new device to assist the assault force. A new shield booster, fire suppression device, droid, or weapon may mean the difference between success and failure of a mission. All research and development must be approved by the Force Leader prior to implementation. Furthermore, all new devices must be appropriate to the Star Wars universe.

    Misc. Technical Support - Examples of misc. technical support include electronic warfare/countermeasures, droid maintenance, general upkeep of arms, etc.

  • Intelligence Specialist / Scout - The intelligence specialist is an expert in espionage and counterespionage. Intelligence personnel are typically well-trained in covert operations, security systems, computer technology and communications. While an Intelligence specialist is an expert in undercover activities they are by no means "undetectable." Many a spy have been captured and executed. Duties include information acquisition, target infiltration, and communication.

  • Information acquisition - The intelligence specialist is responsible for obtaining information about a target's strengths, weaknesses and overall abilities. The I.S. may lead a covert mission to observe a particular installation or to procure the technical schematics of a new starfighter. On the other hand, the I.S. may use their extensive computer skills to "hack" the needed information.

    Target infiltration - On occasion, an Assault Force may need someone "on the inside" of an organization or facility. The intelligence specialist is an excellent choice for undercover missions. Furthermore, the I.S. may offer recommendations to the Force Leader regarding various covert operations.

    Communication - As the resident intelligence specialist, the I.S. should keep appraised of communication activity in a region. Not only does the I.S. listen for communication from "hostiles," but also for distress calls and the like.

  • Pilot - The pilot is the Squadron's transportation specialist. Pilot's are trained in the operations of most vessels, snowspeeders to star cruisers. The pilot's main duties are course plotting/helm control, defensive perimeter maintenance, and Squadron transportation.

  • Course plotting/helm control - The pilot is responsible for plotting the best route to a destination. As such, the pilot is expected to keep up-to-date on regional starcharts. Furthermore, hyperspace calculations, as well as routine attitudinal changes, are the pilot's responsibility

    Defensive Perimeter Maintenance - While in route to a destination, the pilot schedules and oversees fighter escort for a transport vessel. Defensive perimeter only applies to space flight.

    Squadron Transportation - The pilot will "fly" any shuttle or drop-ship employed as a means of transportation for the assault Forces. Furthermore, the pilot will also operate any ground transportation.

  • Trooper - Troopers are experts in combat, security, demolitions, and battlefield tactics.

  • Combat - The Trooper is an expert in both hand to hand and ranged combat. Furthermore, Troopers are familiar with the more exotic types of weaponry employed by the New Republic and the Empire.

    Security - The Trooper handles security on the base vessel and planetside missions. Boarding parties, repelling and leading, are also the trooper's territory.

    Demolitions - Some instances may require the use of explosive devices. The Trooper is proficient in most kinds of explosive/demolition material.

    Battlefield tactics - the Trooper will offer suggestions to the Forces Leader in the tactics area.

    Tactical - The Trooper is also responsible for the operation of all weapon systems onboard the Assault Force's vessels and or it's planetary defenses.

  • Med-Tech - The assault Forces medic handles all issues of a medical nature including environmental precautions, general medical practice, and battlefield aid.

  • Environmental precautions - The medic will research foreign areas and inoculate the crew or warn them of potential biomedical/biochemical hazards.

    General medical practice - The medic is responsible for the general medical well-being of the crew. Physicals, post-mission biomedical screenings, general medicine (heartburn, pulled muscles, headaches, etc.) are expected of the medic.

    Battlefield Aid - The medic's first priority on any mission is the care and treatment of injured squad members, no matter the situation.

  • Political Officer - The Political Officer (P.O.) is in charge of ensuring that all Imperial directives are met. A P.O. is an extra insurance to the Empire that the Assault Force will follow it's orders even in situations where a commander's morals may get in the way of completing the mission. Political Officers are also responsible for the morale of the Assault Force team. Content officers are Loyal officers after all. In many instances an assault force may be required to enter a potentially hostile area in hopes of negotiating a settlement, treaty, etc. As such, the Empire equips each assault Forces with a Political Officer who can act as a negotiator. Linguistics, cultural anthropology, and general diplomacy are all responsibilities of the Political Officer. The Political Officer position may not be selected without Host approval.

  • Imperial Directives - Assurance that Imperial directives are maintained is the primary duty of the political officer.

    Linguistics - most P.O.s' speak a variety of languages. Typically, they also carry a translation device of some type (Droid or other)

    Cultural Anthropology - A Political Officer is an expert in cultural behavior for most of the well known races. If a mission takes the squad into unfamiliar territory or covert operations within a particular society, the political officer is expected to research the culture in question and brief/train the mission participants.

    General diplomacy - Conflict mediation, first contact, and treaty negotiation are the specialty of the assault forces political officer. The Empire believes that conquest through diplomacy is far better than wasting valuable military resources.

  • Dark Operatives - There are those within Imperial hierarchy that don't fall into any particular classification, those that whose exact roles aren't defined but their abilities never maligned. They are the Dark Operatives, a force of highly-motivated specialists whose training includes a wide variety of skills... including the Dark Side of the Force. By no means are the Dark Operatives Jedi, but their talents give them an edge that few expect. The Dark Op position may not be selected without Host approval.

  • Specialties: A Dark Operative is trained in two of the above positions, and can sub in for them whenever needed. Due to the broad nature of their training, they are second-best in their specialties, but they are a lot better than no one at all. This flexibility makes a Dark Op unpredictable and inexpendable. All choices must be approved by the Host.

    Force Sensitivity: A Dark Op is sensitive to the emanations of the Force, and can sense the presence of Jedi and other Force-users, sometimes even before the Jedi can sense them in return.

    Force Powers: A Dark Op receives some training in one of the following powers: Telekinesis, healing, telepathy, mind probing, magnified senses, or combat meditation. This training does not give mastery, but allows for reliable usage. All choices must be approved by the Host.

    Lightsabers: As part of their training, Dark Ops are taught to handle the deadly lightsaber. After their first promotion (to lieutenant), the Host may choose to grant the character a lightsaber constructed by the Dark Guild.

  • Imperial Assault Forces Rank

    As all members of the Assault Forces are proficient pilots, it is assumed that at one time or another they all received training with the Imperial Navy. Rank in the Assault Forces follows it's own structure unique to all other Imperial military bodies. This is because the officers within the Assault Forces come from all branches of the Imperial Military. Each member of an Imperial Assault Forces begins as an Sub-Lieutenant (Equivalent to: Ensign). Rank is as follows:

     

    ISF Position ES Position
    Sub Lieutenant Ensign
    Lieutenat Lieutenant JG
    Senior Lieutenant Lieutenant
    Major Lieutenant Commander
    Commander Commander
    Colonel Captain
    Marshal Admiral

     

    Return to training

     

    Star Wars: Elite Forces is in no way endorsed or sponsored by Lucasfilm Ltd. Star Wars and all respective likenesses are copyright () Lucasfilm Ltd