French Foreign Legion





REP

    (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.

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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