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How exactly would one create the equivalent of a spec ops force
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How exactly would one create the equivalent of a spec ops force in a high fantasy world?
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>>43553968
Basically you take Vernon Roache from the Witcher series, add in more invisibility spells and fireballs.

That's about it.
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>>43553999
Nah, that shit can surely be traced by clever magic-hunters
You take vernon roche and just leave it like that
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>>43553968
You start with a snazzy uniform and a cool name, everything else should be thought up either on the spot or during a bathroom break
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>>43553968

A group which is functionally an adventuring party, except they are in the service of a crown.

Or, elves.
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>>43554050
Aren't spec ops supposed to be capable of subtlety or avoiding collateral damage, though? I feel like most adventurers aren't very good at that.
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>>43553968
Regions of particularly warlike folk assimilated and trained by the ruling caste.
Bands of dudes tasked with living innawoods for a full year, while the kingdom sends out periodic parties of standard knights to "slay the bandits" all as a lethal combat program for the chosen dudes.
Soldiers raised from childhood to sneak, fight, steal, and survive.

All of the above, maybe?
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>>43553968
ninjas with magic basically. it would have to be swift and silent magic though. No heavy armor, so highly offensive fighters. That's of course if we are just talking about stealth spec ops.
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>>43553968
A spec ops team is just that, for a special operation. Its composition depends on the operation being implemented. There are mountain teams and amphibious teams.
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>>43554085
Functionally, I said. I mean, a spec ops team should be a well-balanced party. Not that they should be PC-grade murderhobos.
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>>43554085
they'll do fine if nobody's alive to witness.
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Like, what do you mean, spec ops?

Are you talking about Counter Terrorist style stuff, Green Beret style stuff, or like, Special Operations style stuff?

Like, Spec Ops means a lot of things. And honestly, it'd likely just be what it's been like always, just with more magic. A team of guys with a set of skills devoted to a specific mission.
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>>43554141
All of the above, really.

I'm just asking what sorts of skillsets would be most appropriate, how they would deviate from any real world counterparts, etc.
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>>43554200
They wouldn't at all. Like, the skillsets are exactly the same, they're just going to use spells instead of technology.
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>>43554200

I think any skillset would work. To make them feel like a force is more about their competence and ability to act as a team. They would also probably have excellent intelligence and the right tools to deal with their objectives.

Basically, disciplined adventurers.
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>>43553968
"Special Forces" are exactly that. Each group is a group of specialists, geared to a specific task. There's some overlap in skill and ability between individuals and each group, but those trained and equipped for a specific task will be better at it.

A well run adventuring party is pretty much high fantasy/sci-fi SF equivalent. But if you want the more generalized "high speed" feel, characters with a mix of Rogue, Monk, Ranger and some casting fit great.
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>>43554085
Tell that to the Russians.
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>>43554651
>Speznaz
>10 Terrorists, 50 Hostages, 60 Body Bags
>Mission Accomplished
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>>43553968
Sounds like standard D&D
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A bunch of knights armed to the teeth, maybe give one of them a magic disrupting item just on case.
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>>43553968

While people have already covered that "spec ops" is a really vague term, it's still fun to think up specific ideas for fantasy spec ops teams.

"Secret police" rooting out opposition members, teams of witch/monster-hunters, teams of witches/monsters, and paladins/clerics on a holy (but not so... outright battle-y) mission are my favorites, personally.
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Blue Stripes.
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1-Take a group of orphans.
2-Turn them into eunuchs.
3-Indoctrinate and train them.
4-...
5-Profit!
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>>43554727
The only reason that many died is because know one knew the "recovery position" for those who got knocked out by the gas.

If you don't count the souls who chocked on their own vomit it was a successful mission.
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Well as to how one would create it, I'll go with two possible routes, unlike a more advanced setting I don't believe that in most high fantasy settings there will be an advanced enough mercantile powerbase to create spec ops, I will admit I could be wrong on that. With that out of the way you have either spec ops via the state or a religion.

In the case of a religion you have a history of knightly orders devoted to your religion. You'll also have devoted clerics, possibly some wealth, and a shitload of magical weapons assuming your deity isn't a layabout. This makes for an easy solution to create spec ops for whatever your deity wants gone. Its possibly the easiest solution because by the very nature of deities and churches, you're going to be equipped to fight what your deity hates. Snorgnak Snakehater? Guess what, most likely he's giving your clerics spells and your knights blessed weapons to fuck over snakes. Undead hating god? You got turn undead out the ass.

Now with a state in a high fantasy setting you may/may not have vast professional army. If you have a professional army then its a lot easier to recruit, otherwise you just have a smaller pool of mostly nobles who are obligated to fight for you. In either case you just take the best from the army, and possibly grant titles to outside figures who are known for their skill (I sincerely doubt most rogues would be in the military) in useful areas to create loyal crack teams. You then arm them as best you can.

Or, if we go full fucking high fantasy, you take promising applicants, send them to Traditional Magic Boot Camp With High Death Rates and stick the survivors on epic mounts and their natural abilities boosted by having to tear out the throats of a merqueen at full moon, her ichor boosting their swimming speed a thousandfold.
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Easy
Step 1. Be born with ancient blood then throw into a maze by your dad, then get out of the maze and murder your dad
Step 2. Have a faggy little brat take your throne and be relected to live in a shithole
Step 3. Make said shithole not a shithole
Step 4. Bully he inquisition into getting out and working for you when they go in because you're the legitimate emperor and pope
Step 5. Name yourself something that will give any german a forced groan, like "Biology" in german or some shit like that.
Step 6. Get kamen rider.
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The setting I'm working on has a special forces equivalent that are essentially groups of Witchers in service to the Emperor. Magically enhanced, proficient in combat magic, with good gear. They roam the countryside slaying marauding monsters and maniacal mages.

In war they are used specifically as deathsquads to take out enemy casters.

I can go into more detail if anyone is interested.
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>>43556533

...go on
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>>43555085
forgetti when they've used tanks and flamethrowers in school hostage situation?
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>>43553968
>Inb4 20 Good Men
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>>43553968
They already existed. Crossbow Knights.
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>>43556639

Haven't figured out a name yet, working title is "Monster Hunters".

It's considered an awkward job, it's where fifth-born sons of destitute noble families and warhungry veterans tend to end up. The pay is good, and their feats are definitely honored by the populace, but the process of turning your normal adult human male into a monster hunter causes some disturbing physical changes.

The process involves replacing human organs and viscera with monster organs, using magic to make the process relatively seamless. So you have bigger humans, usually with very pale skin, eyes from a predator, talons, fangs, venom spitting, you name it. In addition the monster hunters are tattooed head to toe with magical wards in the shape of the monsters they face. The choice of design is purely aesthetic, but the ink is made with anti-magic properties that helps the monster hunters fight spell casters.

In addition the various changes to a monster hunters body make them sterile, meaning a normal life of a farm, wife, and children is usually out of reach. Their retirement package is usually death in battle with some grotesque abomination that has been eating farmers.

>Why on earth would anyone volunteer to be a monster hunter?

Well first of all the pay is good, second of all when you're not desperately fighting some fanged monstrosity in the middle of a foreboding forest, you're likely relaxing in your citadel being tended to by a gaggle of servants. Townsfolk tend to love you (even if they find you disturbing to look at), your name tends to live on after you death, and frankly you live a quality of life better than most peasants and even some nobles.

You can see why it would be appealing for a grizzled veteran or desperate nobleman to want to join. Glorious combat, concubines, and gold.
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>>43556803
Me likey
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>>43557111

Thanks! I'm pretty proud of my setting so far, unfortunately I doubt I'll ever get a chance to play in it so occasionally posting on /tg/ about it is as close as I get.
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>>43553968
Read Special operations in the age of Chivalry.

They were either full blown knights or thugs.
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>>43553968

>Long ago, Elves and Men had much more dealings than now, when the Elves have mostly left their forest kingdoms and gone away.
>In times past, they gave the human kingdom the service of a group of Elven Rangers in return for a favour
>After six hundred years, those same Rangers are still serving the humans
>It took a while before humans figured out the best use for a group of expertly skilled Elves
>Nowadays they act as instructors and officers in the special forces branch, teaching promising young soldiers the art of stealth, subterfuge and how to kill people as easily as breathe.
>When the situation calls for it, the Elves get together and form up into the most efficient squad of operatives in the world, murderfucking in their way.
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http://wowwiki.wikia.com/wiki/7th_Legion
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>>43553968
Considering "special operations forces" are just specially trained soldiers deployed against very specific missions, anything like a "knight" would technically be the equivalent. Any standard player character party from damn near any game could easily fit this description.

If you're talking some shit like clandestine asymmetrical warfare a la solid snake (this is probably what you're thinking), make a party of fucking rogues with sneak skills and knowledge checks.

If you're talking modern special operations forces, like counter-terrorism and hostage rescue, indigenous force augmentation and training, special escort services, etc. then just make some rogues and fighters with sneak skills, tactics, and knowledge checks
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>>43553968

The upcoming Phoenix Dawn Command does a cool thing where the players take the role of something that looks very much like something between discrete Spec Ops teams and a Power Rangers squad in a magical Roman setting.

My favourite thing about it is the Dawn Command teams have temple-like headquarters with huge sacred fires that act as portals to smaller strategically placed outposts with their own smaller fires, allowing the teams to instantly react to emergencies around the nation. They have to walk back home to the main fire from the outposts though so they're not just blinking around from location to location.
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rangers
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>>43553968
I'm going to avoid magic as much as possible. Add it in for flavor, but avoid using too much or too little based on your setting and system of preference. For the purpose of this, I'll be referring to the group you're working on as the Outfit.

>Recruiting Your Outfit
You're going to want the right kind of men before you train them. A 99% fail rate for getting in the Outfit doesn't mean shit if 99% of the applicants are peasant conscripts who don't want to be there in the first place.

Check the right places; standing armies, professional militiamen, and mercenaries from a proper company should be your resource pool. Independent mercenaries and adventurers might be competent, but are less likely to have the same sense of selflessness that puts the mission before themselves, their principles or anything else that might get in the way. This is not a job for villains, but it requires a man to be willing to be pretty hard to tell apart from one.

The skills you're looking for (aside from above-average combat skill and general competence) are keen observational awareness, quick reflexes, a level head, resourcefulness, intelligence and adaptability. The first stage of the selection process should ideally test all of the above without you approaching them directly or informing them that you're testing them; the best of the best will figure that out on their own, and you want those men who not only do so, but are willing to play along.

Next up: Training Requirements
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>>43558420
>Training Requirements
Once you have your potentials, it's time to make about half of them quit or drop out from injury.

You've probably seen the modern equivalents before in film and story more than once. These boot camps tend to be 6 months to a couple years of constant training, with just enough rest to keep them from dying of exhaustion. You need to be prepared to lose a few to it anyway, though; if they don't drop out knowing their limits, you don't want them joining the Outfit only to overextend their energy and die on the field.

The main things your recruits should be learning in this stage are the things you'll need them to actually be able to do on the job: they need to be able to work in secret, with minimal intelligence or communication with one another, and they need to be able to have good enough eyes to spot others like themselves, not just the dull-witted efforts of the average guard patrol in a castle that's rarely besieged. They need to be skilled at fighting with and against all manner of targets, and the easiest way to teach them this is to pit them against each other in the process until they've got it down. They might settle into favorites; while you can allow this, you should discourage allowing their other combat skills to atrophy. A man who falls into a predictable pattern dies when he faces the unexpected.

By the time you finish training, these men will be hard, but not 100% what you need. The Outfit needs hard experience before it can really show what it's worth, but thankfully there's a way to get that experience without pitting them against something they're not ready for yet.

Next up: Adventuring Work For Dummies
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>>43558483
>Adventuring Work For Dummies
Your Outfit can hone the skills they've learned in a fairly easy way. Operating as a team for hire, your skills in combat are the easiest to train in this method. Peasant villages, merchant caravans and scholarly expeditions all need protection, and your eyes and ears will get as much of a workout as your body being that protection. This is essential not only because it enforces observational skills and creates camaraderie between the men of the Outfit, but it allows them to operate outside of their element. A skilled operative should be able to work at a disadvantage and undercover, and by working in such a manner they get all this and a means to develop contacts within various places; this is useful because your soldiers can now rely on non-traditional and non-military assets in this way; always do your background homework on these contacts, but allow your men to make them once you know who they're dealing with: A wasted resource is a resource your enemy will have available to them.

Beyond this, many adventuring jobs require them to be more within their element; exploring a ruin that could have traps, monsters or more within will allow them to practice camouflage, stealth, mixed unit tactics and the like, but will limit the field they can work within. This will be useful when performing later operations.

Eventually, you should get the Outfit to work in operations against organized crime syndicates, such as the assorted Thieves' Guilds of the world, cults to venomous powers and the like. These are underhanded men who thrive on subtlety, espionage, murderous intent and a lack of honor: Exactly what your men must strive to emulate and overpower. If you can make a dent in the works of organizations such as this, you're on your way to being a proper Outfit any King or Emperor could be proud of.

Next up: Working For Your Client
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>>43558559
>Working For Your Client
You're trained. You're experienced. Your Outfit probably has a cool name or two, some nicknames for anyone who's still alive, a uniform and its own set on in-jokes, jargon and trade secrets. You've made contacts with merchants, informants, freelancers, people who can keep a secret, hide a fugitive, and lie, steal and kill for you if the coin stays good. You've got some names under your belt that used to make people cower at their mention, and now yours is ready to take their place.

So how do you get there, you ask? It's pretty simple: Get into politics.

Kings always need loyal agents. Empires moreso; the point of an empire is to expand, and they'll need people who can make that easy. Find someone who'll need your work regardless, do some work on their behalf before they even know you're on their side. Cut down a rebellion, make the roads a bit safer, repel an invasion by cutting the throats of its leaders and disrupting the supply lines it relies on. Enough of this with a proper calling card and the occasional survivor left behind to tell your story and you'll be set to approach the liege you've decided to work for. They might even seek you out, which is a good step towards being exactly where you aim to be.

Don't dive into this deal easily, though; an easy deal with suspicious men such as your Outfit is a suspicious deal. Agree to do some work for them, but keep it on your terms. Don't let them know who your men are, how many you have, or where they hide out. Keep yourself a secret in all but name and legend for a while. Use those contacts and get them to go to deals and meetings, and get your agents in cover positions throughout the kingdom. By the time your chosen liege knows your name and hires you on the regular, you should at least have one of your men in his closest honor guard already.

Next up: Now That You've Made It
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That's pretty much Malazan marines from the Malazan Book of the Fallen.
Elite soldiers in light armor, crossbows for everyone and specialists like mages and sappers among the squads to deal with specifics situations.
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>>43558638
>Now That You've Made It
By now, your Outfit should look less like a five man merry band and more like a spy network; this is good. Your Outfit itself should have enough numbers to be in multiple places at once, to deploy multiple small teams simultaneously, and to still have them deployed in cover throughout your territory. The bulk of your assets, however, should remain non-Outfit contacts. The more of these the better, since each is a front, a source of income and information, and a tool to be used. Keep money flowing between them all and they'll all feel like you're paying them off well enough, and you'll have little need to worry about coin after that. Your King or Emperor might afford you a budget, but you should be functional without one either way; the budget should simply exist to expand what already exists.

Keep replacing men in secret. You'll lose soldiers nomatter how skilled your Outfit is, and now that you have a home base, you have a steady supply of army postings and militias to scout in. Don't be afraid to outsource, but do it from neutral parties.

The more reliable you become, the more you keep doing the good work for your lord and land, and the more you keep the names and faces of your deployable teams secret, the longer your Outfit will survive.
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>>43556803
Engel? Oh wait, no, that's children getting magitech tattoos, wings, and burned alive when the conditioning starts to wear off and they begin to question who and what they are
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What would be the fantasy equivalent of airborne troops?
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>>43553968
Teuton Kinghts/Janissaries
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>>43558870
Marine deployment/frogmen

if you mean literally airborne troops, then something like riding griffin claws or the ribcage of a skeletal/zombie dragon and hoping the one-shot feather fall belt kicks in properly
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The Bridge Burners from Malazan Book of the Fallen are pretty much the epitome of fantasy operators.
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>>43553968
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>>43558870
There wouldn't likely be any, given the fact that Fantasy tactics has no need for Airborne soldiers.

Do you know what they're for?
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>>43554085
>I feel like most adventurers aren't very good at that.

What do you mean, adventurers are bad at avoiding collateral damage?

Every adventuring party I've ever been in struck with surgical precision, we could be raiding a warehouse full of civvies and most of them would hardly know a fight was going on.
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>>43554727
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>>43554110

I might steal the idea of the bandits in the woods being a special force stationed there to deal with meddlesome forces. Knights whose loyalty is suspect, adventurers who are more trouble than they're worth, upstarts who are looking to win the loyalty of the people before striking at the crown, all sent into a waiting hailstorm of arrows and fireballs.
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>>43553968
I played a kobold commando with a heavy special forces inspiration to him. Mustket, sneakyness, lots of tactical accessories created by an alchemist friend like smoke bombs and flash bangs, put lots of ranks into stealth and acrobatics.

Climbing all over the place to get vantage points, scaling buildings and jumping between trees, finding a hidden shooting position and blasting a few unaware targets before fading into the chaos of battle before they can get close.

It was absurdly overpowered and very, very fun to play, so much more thought going into it than just charging in and hitting things with swords, I was so dangerous at eliminating high value targets the DM had to start designing boss battles around not letting the key character get sniped right at the beginning.

So if I had to make a spec ops unit in a fantasy world it would be a band of kobold mercenaries composed of bushwacker gunslingers, rangers and alchemists, using stealth, speed, agility, technical superiority and advanced squad tactics to overcome enemies of superior size and physical strength.
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>Ctrl+f Wraith Recon
>0 results

Someone (I think Mongoose) published a book about this. It's probably for the better that no one remembers it. It's literally Ghost Recon with magic.
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>>43561682
That sounds awesome. Where is it?
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>>43559079
>there will never be books on the ascension of the Malazan empire
>subjugation of Quon Tali, Seven Cities and northern Genabackis
>all of the old guard still around
>birth of the Bridgeburners
>not written by ICE
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>>43559707
My God, mine can't get out of the tavern without breaking at least one stool.

Granted, it's Shadowrun and one player (i.e. mine) has an actual purple mohawk.
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>>43553968
Any sponsored adventuring group, which some measure of discipline, can be it.

Currently, the realm is employing a dozen groups to find one that fits.
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