
      Stargate Operative
      The Rebel Alliance Stargate team is a secret even amongst
    their own forces.  Only those selected for Stargate duty and a few
    members of Alliance High Command know about this secret operation. 
    Most of the operative selected for the Stargate are transferred from Special
    Ops teams.  Pathfinders and Scouts are the most common troops on a
    Stargate Team, although a wide range of skills are needed hence the
    inclusion of Soldier and techs on the team.  Each Stargate team usually
    operates with between four to six individuals.  Due to the nature of
    their assignments, scouting new planets in distant galaxies, Stragate
    operatives need to be resourceful and resiliant.
    Requirements
    To qualify to become a Stargate Operative a character must fulfill the
    following criteria: 
    Attack Bonus: +6
    Skills: Survival 6 ranks, Spot 6 ranks, Search 6 ranks
    Feats: Heroic Surge
    Game Information
    Vitality: 1D8 + Constitution modifier
    Class Skills: Astrogate, Command, Computer Use, Craft, Diplomacy, Disable Device,
    Gather Information,  Knowledge, Pilot,  Read/Write, Repair, Search,
    Speak Language, Spot, Sense Motive, Survival, Swim, Tumble.
    Skill Points at each level: 6 +Intelligence modifier
     
    Class Features
    Starting Feat: Weapon Proficiency (Simple Weapons), Weapon Proficiency
    (Blaster Pistols), Weapon Proficiency (Blaster Rifles)
      Resourceful: The
Stargate Operative becomes and expert off living in hostile conditions. 
The character gains +3 on all Survival checks.  1/day at 4th level and
2/day at 8th level, the Stargate Operative can choose to make a DC 15 Survival
check to replace any Saving throw.
Bonus Feats:  choose Bonus
feats from the following - Ambidexterity, Cautious, Dodge, Endurance,
Improved Initiative, Mobility, Rugged, Sharp-eyed, Shot-on-run, Track, Weapon
Focus.
Identify Alien Artifacts: Due to
constant contact with new alien cultures the Stargate Operative can more easily
recognise the culture of a piece of alien technology or surmise the purpose of
an Alien Artifact.  Any skill checks on newly discovered Alien Artifacts
gain a +3 bonus.  This bonus may be applied to Knowledge, Disable Device or
Repair skill rolls.
Read Alien Language: The
character gains a free Language.  Additionally he may attempt to decipher
any new language he comes across to try and make meaning from the symbols or
words.  The Character makes a Knowledge (Alien Races) roll.   DC
15 for a rough meaning, DC 20 for detailed meaning, DC 25-35 if the text is
complex and includes technical details.
Speak Alien Language:  The
character gains a free Language.  Additionally he may attempt to speak any
new language he hears to try and communicate with the aliens.  The
Character makes a Knowledge (Alien Races) roll.   DC 15 for simple
words (yes, no, friend), DC 20 for sentences, DC 25-35 if the sentence is
complex and includes technical details.
    
      
        
          | Level | Base Attack | Fort. save | Ref. save | Will save | Special | Defence bonus | Reputation | 
        
          | 1 | +1 | +1 | +1 | +1 | Starting Feats | +1 | +0 | 
        
          | 2 | +2 | +1 | +2 | +1 | Trialblazing (see
          Scout: RCR page 48) | +2 | +0 | 
        
          | 3 | +3 | +2 | +3 | +2 | Bonus Feat | +2 | +1 | 
        
          | 4 | +4 | +2 | +3 | +2 | Resourceful 1/day | +3 | +1 | 
        
          | 5 | +5 | +3 | +4 | +3 | Identify Alien Artifacts | +3 | +2 | 
        
          | 6 | +6/+1 | +3 | +4 | +3 | Bonus Feat | +4 | +2 | 
        
          | 7 | +7/+2 | +4 | +5 | +4 | Read Alien Language | +4 | +3 | 
        
          | 8 | +8/+3 | +4 | +6 | +4 | Resourceful 2/day | +5 | +3 | 
        
          | 9 | +9/+4 | +5 | +6 | +5 | Bonus Feat | +5 | +4 | 
        
          | 10 | +10/+5 | +5 | +7 | +5 | Speak Alien Language | +6 | +4 | 
      
     
      

