TEXT: SOURCEBOOK:
  COVERT TEAMWORK
  Requires the use of the d20 Modern™
  Roleplaying Game, published by Wizards of the Coast, Inc.
  qwertpsGHejjgytee
  FULL METAL ZERO
  A Navy customs inspection team boards an 
  Egyptian flagged cargo container ship, rapidly 
  sweeping through the darkened hallways in total 
  silence, putting a stop to any resistance with expert 
  close quarter combat tactics and lethally accurate 
  shotgun work, all to recover a suit of stolen US 
  Army combat armor destined for sale on the inter-
  national arms market.  
  LAPD S.W.A.T blasts through the bank’s reinforced 
  roof and comes in firing, taking town sixteen well 
  armed men in as many seconds. One would be 
  robber actually gets off a wild burst, but one of the 
  black armored policemen dodges the gunfire with 
  almost superhuman speed. 
  On the streets of St. Louis, a close knit family 
  of Traveler thieves runs a found money con on 
  the gullible, the old and the stupidly greedy. Five 
  months and nearly a million in stolen money later, 
  the local police finally try to trap the canny thieves 
  in a sting. The result: the Travelers disappear with 
  the marked money with a laugh and a smile. By 
  the time even the veteran detectives realize they’ve 
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  Covert Teamwork
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  been had, the grifters are in Miami Beach, buying 
  themselves drinks on the cops’ dime. 
  Practice makes perfect. No, scratch that. Practice 
  makes deadly. When a team works well together, when 
  they’re firing on all cylinders, when the plans come 
  together seamlessly, the formerly impossible becomes 
  all too easy. Corporate takeovers, legendary scams, the 
  kind of small unit military victories that would leave 
  Sun Tzu scratching his head in bewilderment..... put 
  enough planning in and they can all be yours. 
  Small Unit Tactics
  The small unit tactics presented in this sourcebook are 
  effectively feats. Like feats, these tactics have prereq-
  uisites and offer new capabilities to any unit trained 
  in their use. Unlike personal feats, no one person 
  on the team has spent a feat slot purchasing the new 
  capability, nor does any one person have to meet the 
  prerequisite. Instead, the entire team works together 
  to meet the prerequisites, and spends action points in 
  unison to activate their new combat abilities. 
  Small unit tactics can be used by any team that meets 
  the prerequisites, at any time. In essence, they’re free 
  benefits given to players who create complementary 
  characters built around a cohesive theme. Some tactics 
  are better suited to stealthy or deceptive teams, while 
  others focus the team’s firepower and help that team 
  dominate the battlefield. The tactics presented below 
  offer any PC strike force a new use for their action 
  points and a potentially life saving new set of abilities. 
  Remember, though, teamwork and camaraderie aren’t  
  exclusive to PCs, and a well trained highly disciplined 
  enemy force could also use the tactics presented here 
  to cut a swath through a group of unprepared player 
  characters. 
  Tactical Requirements
  In order to use one of the small unit tactics presented 
  here, the team must meet all that tactic’s prerequi-
  sites. Some feats require the team to have a certain 
  combined base attack bonus, ranks in particular skills, 
  or access to other feats. Sometimes, you’ll see a nota-
  tion like ‘Combat Reflexes x2’ which means that 
  at least two members of the team must possess the 
  Combat Reflexes feat for the tactic to work. The skill 
  and base attack bonus requirements for small unit 
  tactics are often high, since they’re designed to draw 
  on the combined skills of 3-4 (or more) highly trained 
  soldiers or experts. 
  Small unit tactics require teams of at least three char-
  acters, though there are typically no maximum limits 
  to the amount of team members who can benefit from 
  the tactic. Each member of the team must ‘contribute’ 
  something to the tactic, either at least one rank in 
  a skill, points of base attack bonus that go towards 
  meeting that requirement, or feats that help your team 
  meet the prerequisites. 
  If the situation changes on the battlefield, and a team 
  member is killed or moves far enough away he or she 
  can’t contribute meaningfully to maintaining the tactic, 
  immediately remove that team member’s contribu-
  tions from the equation. If the team still has a high 
  enough combined BAB, enough skill ranks and feats 
  to use a particular small unit tactic, that tactic still 
  functions. If not, that tactic is useless until the lost 
  team member returns or is replaced. Depending on 
  the skills of different combinations of team members, 
  different tactics become available as the tactical situa-
  tion changes. 
  Extensive training is required before a team is inte-
  grated well enough to use small unit tactics. If a team 
  member is lost or killed, his replacement and any 
  surviving team members must spend at least 40 hours 
  in training before the replacement’s skills, combat 
  bonuses and feats can be factored into the calculations. 
  Using Small Unit Tactics 
  Using one of these new tactics is usually a free action 
  that doesn’t not provoke attacks of opportunity. One 
  of the team members declares they’re going to attempt 
  a special tactic, and pays an action point. Other team 
  members contribute an action point, until the tactic’s 
  action point cost is paid off. Any team member can 
  also pay a larger portion of the action point cost, even 
  paying all the action points necessary to activate the 
  tactic, if they wish. This rule supersedes the rule that 
  a character can only spend a single action point in a 
  round. 
  Some small unit tactics might simply require the 
  team to invest action points at the beginning of the 
  encounter, and grant benefits that last a specific period 
  (usually until the end of that encounter). Other tactics 
  are effectively coordinated attacks, and characters 
  acting earlier in the round might have to delay their 
  action until their slower-moving teammates catch up. 
  At that point.... well, who doesn’t love it when a plan 
  comes together? 
   1. Battle Hungry 
   2. Bounding Overwatch
   3. Bravado 
   4. Con and Confusion 
   5. Concentrated Firepower 
   6. Corporate Takeover
  
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   7. Dynamic Entry 
   8. Firestorm 
   9. Fighter Wing (Chase Experts) 
   10. Gang of Thugs 
   11. Junkyard Improvisation 
   12. Leave No One Behind 
   13. Plain View Search 
   14. Pressure Cooker 
   15.  Research and Development  (Medical 
  Breakthrough) 
   16. Sheer Talent 
   17. Silent Professionals 
   18. Street Crew 
   19. Sweep and Clear 
   20. Uncanny Acrobatics 
  Battle Hungry (Small Unit 
  Tactic) 
  “Cooperation” isn’t a word often used to describe your 
  team. Once the battle begins, your team doesn’t coop-
  erate, doesn’t watch each others backs, and doesn’t 
  bother to coordinate their attacks. Instead, each of you 
  views the battlefield as his chance for personal glory.  
  Prerequisites: Combined Base Attack Bonus +12, 
  Combat Expertise, Cleave x3, Run x2, Streetfighting 
  x2
  Minimum Crew: Three 
  Action Point Investment: One 
  Benefit: Any member of the team may activate that 
  this tactic, but may only do so immediately before 
  any team member takes their first action during an 
  encounter. The benefits of this tactic last for a number 
  of rounds equal to the Strength modifier of the team 
  member who paid the action point (minimum one 
  round). 
  While this tactic is in play, all the team members 
  receive a morale bonus to melee attack and damage 
  rolls equal to the Charisma modifier of the team 
  member who activated the feat. Keep track of the 
  number of enemies each team member defeats. If, 
  when the tactic ends, the team member who spent the 
  action point has racked up the most kills, he or she 
  gains 10% more XP than normal from the encounter. 
  If another team member has the most kills, the team’s 
  morale bonuses to attack and damage remain active for 
  a number of hours equal to the team leader’s Charisma 
  modifier. During this time, the team member who paid 
  the initial action point suffers an equivalent morale 
  penalty on attack rolls and damage. 
  Special: The team may not activate this tactic again 
  while under the linger effects of the initial use. 
  Bounding Overwatch (Small 
  Unit Tactic) 
  When your team has to move under fire, it splin-
  ters into a pair of distinct units, each with their own 
  purpose. One team advances cautiously, while the 
  secondary team provides suppressing fire. At each 
  rally points, the teams swap duties, leapfrogging over 
  each other until they reach their objective. Practice 
  with this tactic gives your team unmatched battlefield 
  mobility, vastly increasing your ability to take and 
  hold territory. 
  Prerequisites: Combined Base Attack Bonus +10, 
  Dodge, Mobility x2, Precise Shot x2, Shot on the Run
  Minimum Crew: Four
  Action Point Investment: Two 
  Benefit: A team may activate this tactic at any point 
  during combat as a free action. Once the action point 
  investment is paid, this tactic begins functioning on 
  the team’s lowest initiative count, meaning that faster 
  moving team members must delay their actions. If 
  members of the team have already taken their actions 
  for the round, the team must wait until the beginning 
  of the next combat round to begin using this tactic.
  Once this tactic is activated, all members of the team 
  gain several movement related benefits. Assuming 
  the ‘fire team’ each fires a full burst, the ‘movement 
  team’ receives the benefit of ¾ cover as they move. 
  If the movement team chooses to charge while being 
  covered, they receive may each move an additional 
  +30 ft. while charging, and any melee attacks they 
  make at the end of the charge do an additional 1 die of 
  damage. The fire team may not move, even to make a 
  5 ft. step, until they become the ‘movement team’ at 
  the beginning of the next round. 
  Bravado (Small Unit Tactic) 
  Even when you’re surrounded, imprisoned, wounded, 
  outgunned, outnumbered, outclassed, outta ammo and 
  basically completely screwed, your team still thinks 
  it’s on top of the world. Most of the time, they’re right, 
  and have a knack for unlikely victories and even more 
  unlikely survival. 
  Prerequisites: Combined Base Attack Bonus +8, 
  Brawl, Combat Reflexes x2, Dodge x2, Heroic Surge 
  x2, Improved Initiative x2, Bluff 10 ranks, Sleight of 
  Hand 4 ranks
  
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  Minimum Crew: Four 
  Action Point Investment: Three 
  Benefit: Your team may activate this tactic at any 
  time, even on their enemy’s turn, as a free action. 
  Once the action points are invested, the tactic’s benefit 
  lasts until the end of the encounter. Once this tactic 
  comes into play, the team’s cooperation and long 
  familiarity with each other’s tactics becomes vitally 
  important. Any time one team member uses the aid 
  another action in combat, or flanks an enemy in 
  conjunction with another teammate, his critical threat 
  range with all attacks improves by +2. Any team 
  member can also spend an additional action point to 
  confirm a critical hit. 
  Con and Confusion (Small Unit 
  Tactic) 
  A con is always better the more people are involved. A 
  single grifter can pull off some incredible deceptions, 
  but a team of con artists, who know each others moves 
  and have their stories straight can get away with 
  incredible lies, and pull off cons that net thousands of 
  dollars in pure, sweet profit. 
  Prerequisites: Confident, Creative, Deceptive x3, 
  Bluff 15 ranks, Disguise 4 ranks, Diplomacy 8 ranks, 
  Forgery 4 ranks, Sense Motive 10 ranks
  Minimum Crew: Three 
  Action Point Investment: One 
  Benefit: Prior to making your first bluff against a 
  target of one of your team’s con games, you may 
  activate this tactic as a free action. The con artist who 
  pays the action point leads the con, everyone else acts 
  as accomplices and confederates, playing preset roles 
  to make the deception more convincing. The effects of 
  this tactic remain in play for a number of hours equal 
  to the lead con artist’s Charisma modifier plus one 
  (minimum two hours). 
  All members of the team gain a +4 insight bonus 
  on all Bluff, Disguise, Diplomacy and Forgery and 
  Sleight of Hand checks made against the target. 
  Additionally, all team members use the Charisma 
  modifier of the lead con artist rather than their own, if 
  the leader’s modifier is higher. 
  Additionally, any team member may spend an action 
  point at any time during the con game to gain a +10 
  morale bonus on his or her next Bluff or Disguise 
  check.
  Concentrated Firepower 
  (Small Unit Tactic) 
  Your team has spent enough time on the rifle range to 
  put round after round through the same target, shred-
  ding armor and enemy flesh with a wall of flak. 
  Prerequisites: Combined Base Attack Bonus +15, 
  Burst Fire x3, Precise Shot x4, Weapon Focus (any 
  firearm) x5, Knowledge: tactics 6 ranks 
  Minimum Crew: Five 
  Action Point Investment: Four 
  Benefit: Your team must activate this tactic at the 
  beginning of the round. After paying the action point 
  investment, the team members must delay their actions 
  until the team’s lowest initiative count comes up. 
  Using this tactic requires an attack action. 
  Each member of the team must fire at the same enemy 
  or object. When massing their firepower, all members 
  of the team deal an additional die of damage with their 
  attacks, and completely ignore the target’s Damage 
  Reduction or Hardness. 
  Corporate Takeover (Small 
  Unit Tactics)  
  Prerequisites: Combined Wealth Bonus +65, 
  Educated x2, Trustworthy, Diplomacy 8 ranks, 
  Knowledge: business 15 ranks, Knowledge: civics 10 
  ranks
  Minimum Crew: Five 
  Action Point Investment: Four
  Benefit: Using this tactic involves several weeks, 
  even months of work. By investing the appropriate 
  action points, the team pools its resources and business 
  acumen to pull off a hostile takeover of a rival corpo-
  ration. Doing so requires the team to make at least one 
  opposed Knowledge: business or Profession (white 
  collar) check, the difficulty of which is set by the size 
  of the targeted corporation. Failing the check indicates 
  that the rival company can make a hostile takeover 
  attempt in turn, attempting to buy out the team’s busi-
  ness and steal away their resources. Depending on how 
  many times each side fails its checks; the takeover can 
  drag on for months or longer, as one side gains a short 
  lived negotiating advantage over its rival. 
  Success on the check means that the target business 
  legally changes ownership, becoming jointly owned by 
  the team. Each team member’s wealth bonus increases 
  by a set amount, based on the resources of the target 
  corporation. In addition, you may now buy licensed or 
  
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  restricted equipment from the bought-out corporation 
  without any additional Purchase DC modifiers. 
  Dynamic Entry (Small Unit 
  Tactic) 
  You’ve put in time with an elite military or police unit 
  like a metropolitan SWAT team, prison riot response 
  squad, Homeland Security, the ATF or the FBI’s 
  elite Hostage Rescue Team. Your team knows how 
  approach a fortified structure with a mix of stealth and 
  speed, breach defenses and brutally crush resistance. 
  Within seconds of beginning an assault, you’re in 
  the target building, using your skill and firepower to 
  dictate the pace of the battle.  
  Prerequisites: Combined Base Attack Bonus +12, 
  Quick Draw x2, Point Blank Shot x3, Combat 
  Reflexes, Cautious, Disable Device 8 ranks, Move 
  Silently 4 ranks
  Minimum Crew: Three 
  Action Point Investment: One 
  Benefit: One of the team members must spend an 
  action point immediately before combat begins, and is 
  designated as the team’s point man. The team receives 
  several short lived bonuses which help them survive 
  the initial moments of the assault. All members of the 
  team receive a +2 bonus to Spot and Initiative checks, 
  a +1 morale bonus to attack and damage rolls, and a 
  +1 dodge bonus to Defense.
  The point man also receives the bonus, and gains 
  an additional benefit. The adrenaline surge of battle 
  sharpens the point man’s senses, granting the character 
  temporary darkvision out to 60 ft. These enhanced 
  senses are the result of extreme training and intense 
  concentration, not a result of supernatural effects.
  The benefits of this feat last for a number of rounds 
  equal to the point man’s Wisdom modifier plus one 
  (minimum two rounds). This tactic can only be used 
  once per battle, and must be activated prior to begin-
  ning hostilities. 
  Firestorm (Small Unit Tactic) 
  “Anything that moves” can be legitimate target selec-
  tion. Your team doesn’t lays down a wild, whirling 
  storm of gunfire, blasting away indiscriminately at 
  anything that’s not wearing the unit colors. 
  Prerequisites: Combined Base Attack Bonus +8, 
  Combat Reflexes x2, Burst Fire x3, Strafe x4, Weapon 
  Focus (any firearms) x5
  Minimum Crew: Five 
  Action Point Investment: Five
  Benefit: Your team must activate this tactic at the 
  beginning of the round. After paying the action point 
  investment, the team members must delay their actions 
  until the team’s lowest initiative count comes up. 
  Using this tactic requires an attack action.
  Each member of the team fires wildly, emptying his 
  weapon at any and all targets within range. Each 
  team member’s weapon must have at least 10 bullets 
  remaining to use this tactic. All creatures and objects 
  that are not a part of the team within a 60 ft. radius 
  of the team take 5d6 points of ballistic damage (+1d6 
  additional points of damage for each team member 
  beyond the fifth). Targeted creatures may attempt a 
  Reflex save (DC 12 + the number of team members) 
  for half damage. 
  When the smoke clears, large numbers of enemies (not 
  to mention any civilians, animals or small buildings 
  unable to get out of range quickly enough) will hope-
  Size of the Rival 
  Takeover  Number of successful 
  Time required 
  Wealth
  Corporation 
  Check DC  
  checks required 
  for each check Bonus Increase
  Partnership, family business
  (3-10 partners, revenue several 
  DC 15  
  2d4 
  1 day  
  +4 
  thousand annually)
  Start up (10-100 employees,
  annual revenue more than 100k) 
  DC 20  
  3d6  
  1 day  
  +6 
  Small Company (200+ employees,
  annual revenue more than 1 million) DC 30  
  4d6  
  1 week  
  +8 
  Large Company (1000+ employees,
  annual revenue in the millions) 
  DC 40  
  8d6  
  1 week  
  +10  
  Fortune 500 (international company,
  revenue in the hundred of millions.) 
  DC 50  
  12d6  
  1 week  
  +12 
  Global Megacorp (the richest, most
  powerful companies on the planet) 
  DC 60+  
  12d10  
  2 weeks  
  +16 
  
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  fully be lying dead in a rough circle around the team. 
  After using this feat, the team’s guns are emptied and 
  must be reloaded. 
  Fighter Wing (Small Unit 
  Tactics) 
  Your team is composed of the best combat pilots the 
  military has to offer. In the sky, you function as a 
  single being, watching each others backs and taking 
  out your wingman’s targets after you’re done with 
  your own. 
  Prerequisites: Combined Base Attack Bonus +6, 
  Aircraft Operation x4, Gearhead x2, Vehicle Expert 
  x3, Knowledge: tactics 10 ranks, Pilot 12 ranks
  Minimum Crew: Four 
  Action Point Investment: One 
  Benefit: Before beginning a sortie, one team member 
  spends an action point and is designated the flight 
  leader. This tactic’s benefit last for a number of hours 
  equal to the flight leader’s Dexterity modifier. 
  While using this tactic all members of the fighter 
  squadron receive air to air combat bonuses and special 
  abilities designed to keep them alive up there. Each 
  member of the fighter squadron receives a +8 insight 
  bonus on Pilot checks and a +2 insight bonus on 
  Initiative checks. Once during the battle, each member 
  of the fighter wing can choose to use the flight lead-
  er’s Dexterity score or Base Attack Bonus in place of 
  her own, if it is higher. 
  The flight leader gains an additional benefit. While 
  this feat is active, his aircraft’s weapons deal one addi-
  tional die worth of damage.
  Special: The Game Master can substitute the 
  following prerequisites: Combined Base Attack Bonus 
  +6, Vehicle Dodge x2, Gear Head x2, Vehicle Expert 
  x3, Knowledge: Tactics 4 ranks, Drive 12 ranks to 
  create the Chase Experts tactic. This tactic functions 
  almost identically to the Fighter Wing tactic, except 
  that it provides a +8 insight bonus on Drive checks, 
  not Pilot checks. 
  Gang of Thugs (Small Unit 
  Tactics) 
  Screw honor and restraint. When you and your boys 
  fight, you fight dirty, you fight hard and you damn 
  well fight to win. Nobody messes with your gang of 
  leg breakers if they want to keep walking without 
  needing a cane. 
  Prerequisites: Combined Base Attack Bonus +8, 
  Brawl x3, Improved Brawl, Knock Out Punch, Power 
  Attack x3, Intimidate 6 ranks, Knowledge: streetwise 
  6 ranks
  Minimum Crew: Three 
  Action Point Investment: One 
  Benefit: The team may activate this tactic any time 
  before a brawl breaks out, or at any time during 
  combat as a free action. The brawler who spends the 
  action point is the lead head knocker, and gains addi-
  tional benefit. This tactic remains in play for a number 
  of rounds equal to the head brawler’s Constitution 
  modifier plus one (minimum two rounds). 
  Any time one of the team members knocks out or kills 
  an enemy, he gains 1d4 temporary hit points, which 
  are lost first, and remain in existence until either the 
  fight ends or the tactic’s benefit ends.
  The lead brawler can also designate any opponent 
  within range as being the group’s favored target. The 
  lead brawler and all his thugs gain a bonus equal to the 
  lead brawler’s Wisdom modifier on damage against 
  that opponent. The lead brawler can designate a new 
  favored target each round on his or her action.
  Junkyard Improvisation (Small 
  Unit Tactic) 
  Your team blends military know how and a mad scien-
  tist’s mindset, cobbling together impossible machines 
  out of scrap and salvage. Give your team a few hours, 
  a blow torch and a deadline, and they can create high 
  tech weapons and vehicles the equal of anything a 
  conventional military could field.  
  Prerequisites: Builder x2, Gearhead x3, Vehicle 
  Expert x2, Craft: mechanical 12 ranks, Craft: elec-
  tronic 8 ranks, Knowledge: physical sciences 8 ranks, 
  Repair 15 ranks  
  Minimum Crew: Four 
  Action Point Investment: Two 
  Benefit: You may activate this unusual tactic at any 
  time, by spending the appropriate number of action 
  points. Once activated, the tactic’s benefits remain in 
  place until a specific project (chosen when this tactic 
  comes into play) is completed.  
  While using the tactic, the time required to perform 
  a Repair or make a Craft check is reduced by ½ (to a 
  minimum of one minute). If the mechanics choose to 
  jury rig a repair, the timeline is further reduced, to ¼ 
  the original repair time. The jury rigged repair remains 
  
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  functional for a number of hours equal to the most 
  skilled mechanic’s Intelligence bonus, before breaking 
  down again. 
  If any of the mechanics chooses to spend additional 
  action points, they can ‘jury rig’ revolutionary new 
  weapons and technologies! Each action point you 
  spend, you can create a spectacular, but short lived 
  futuristic device from one progress level higher. 
  Assuming that most D20 Modern campaigns take 
  place at PL 5, the mechanics may spend an additional 
  action point to jury rig a PL 6 device, two additional 
  action points to create a PL 7 device, and so on. 
  Once activated, the jury rigged technology functions 
  for a number of minutes equal to the most skilled 
  mechanic’s Intelligence bonus, before breaking down. 
  Futuristic technology created this way cannot be 
  analyzed or duplicated under normal circumstances. 
  Leave No One Behind (Small 
  Unit Tactic) 
  The U.S. Rangers are far from the only elite military 
  unit with a reputation for heroism and insane courage 
  under fire, but their motto ‘leave no man behind’ epit-
  omizes this tactic. Your team will go to any lengths, 
  take any risk to rescue (or avenge) a fallen comrade. 
  Prerequisites: Combined Base Attack Bonus +4, Iron 
  Will x2, Alertness 
  Minimum Crew: Three  
  Action Point Investment: One 
  Benefit: Your team may activate this tactic as a free 
  action any time one of the team members is reduced 
  to 0 HP or lower. The benefits last until the end of 
  the encounter. Once this feat is activated, each team 
  member receives several tactical benefits that will aid 
  in rescuing their fallen comrade. 
  Any conscious member of the team receive a +10 
  ft. improvement to their base movement rate, which 
  stacks with movement increases from the Fast Hero 
  talent tree and other improvements. Conscious team 
  members receive a +1 luck bonus to Defense. If the 
  wounded team member dies after this tactic has come 
  into play, all the surviving team members receive a 
  temporary action point, which must be spent before 
  the end of the battle, or it is lost. 
  Plain View Search (Small Unit 
  Tactic) 
  When police detectives pay a ‘casual visit’ to a 
  suspect’s home, they usually come in groups of three 
  or more. Why? Because three people can fit comfort-
  ably into even the most modest home or apartment, 
  and are a small enough group they’re not usually 
  perceived as an obvious threat by the suspects. 
  However, three sets of eyes is usually just the right 
  number to spot bits of evidence hidden in plain 
  sight..... and three sworn testimonies ensures that any 
  evidence the cops find will have just happened to of 
  been in ‘plain sight’. 
  Prerequisites: Alertness x2, Deceptive, Educated, 
  Bluff 4 ranks, Investigate 8 ranks, Spot 15 ranks, 
  Search 12 ranks, Sense Motive 4 ranks 
  Minimum Crew: Three 
  Action Point Investment: One 
  Benefit: Immediately prior to entering a suspect’s 
  home or business, one of the investigators may 
  spend an action point, focusing the team’s atten-
  tion. While inside the suspect’s lair, all detectives 
  receive a +4 insight bonus to all Spot and Search 
  checks. Additionally, the lead detective chooses one 
  suspect; all detectives receive a +4 insight bonus on 
  Knowledge: Behavioral Sciences and Sense Motive 
  checks made against that suspect. These bonuses last 
  until the detectives leave the residence. 
  Pressure Cooker (Small Unit 
  Tactic) 
  Get the bad guys good and pissed off, and they’ll 
  make mistakes. Don’t give them a second to regroup, 
  keep putting a bullet through the skull of any body 
  trying to issue orders or maintain discipline, and 
  keep your enemy off balance. It’s amazing how 
  simple combat can be when your team’s the only side 
  thinking clearly. 
  Prerequisites: Combined Base Attack Bonus +10, 
  Streetfighting x2, Deceptive x3, Dodge x2, Bluff 15 
  ranks
  Minimum Crew: Three 
  Action Point Investment: Two 
  Benefit: You may spend the necessary action points to 
  activate this tactic at any point during combat, even as 
  a free action on your enemy’s turn. This tactic’s bene-
  fits last for a number of rounds equal to the most char-
  ismatic team member’s Charisma modifier plus one 
  (minimum two rounds). During this time, any time one 
  of your adversaries rolls a natural 20, it counts as a 
  roll of natural 1, leading to more mistakes and misses 
  in battle. If the game master chooses to use ‘critical 
  
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  fumbles/misses’ it increases the likelihood your oppo-
  nents fail disastrously. 
  The team must be able to taunt, insult and harass 
  their opponents for this tactic to be effective. While 
  rude gestures and insulting combat pranks can bridge 
  a language barrier, this tactic is useless against non-
  sentient opponents, including robots and animals. 
  Special: If your team chooses to spend more action 
  points than the three necessary to activate this tactic, 
  this feat becomes even more effective. If the team 
  spends a third action point, a roll of either 19 or 20 is 
  treated as a roll of 1. If the team spends four action 
  points, a roll of 18, 19 or 20 is treated as a roll of one, 
  and so on.
  Research and Development 
  (Small Unit Tactic) 
  Along with a small core of dedicated researchers, you 
  can create revolutionary, potentially world altering 
  new technologies. Your design team has a reputa-
  tion as one of the most impressive R&D teams in the 
  world. 
  Prerequisites: Builder x2, Gearhead x3, Vehicle 
  Expert x2, Craft: mechanical 12 ranks, Craft: elec-
  tronic 8 ranks, Knowledge: physical sciences 8 ranks, 
  Repair 15 ranks  
  Minimum Crew: Four 
  Action Point Investment: Four 
  Benefit: After you have created a prototype ultra tech 
  device at least once using the Junkyard Improvisation 
  tactic, you can begin researching a stable, safe and 
  reproducible version of the technology. To create a 
  stable invention from a higher progress level, the 
  design team must spend four action points to begin the 
  development process. The length of the design process 
  is determined by the complexity of the invention. 
  During the design process, each member of the team 
  must spend at least 4 hours per day working on the 
  device. If a team member does not spend at least the 
  minimum amount of daily effort on the invention, that 
  day is wasted and does not count towards making any 
  progress on the design. 
  Once complete, a stable version of the ultra-tech 
  device is created. This design can be analyzed, copied 
  and even mass produced. The game master determines 
  how much profit, if any, the invention’s designers 
  receive as a result of patenting or selling the device, 
  should they choose to go public with their new tech-
  nology.  
  Invention’s   
  Length of the  
  Progress Level 
  Design Process 
  PL 6 
  1d4  months
  PL 7  
  1d6+1 months 
  PL 8  
  3d6 months 
  PL 9+  
  6d6 months 
  Special: The game master can substitute the following 
  prerequisites: Medical Expert x4, Educated x3, Craft: 
  pharmaceutical 20 ranks, Knowledge: earth & life 
  sciences 12 ranks, Treat Injury 15 ranks. Doing so 
  creates a Medical Breakthrough small unit tactic that 
  allows the characters to create new drugs, innovative 
  surgical procedures and cutting edge medical technolo-
  gies, like gene therapies or cybernetics. The tactics are 
  fundamentally identical. 
  Sheer Talent (Small Unit 
  Tactic) 
  No matter how highly trained the team, sometimes the 
  battle comes down to which side is simply better. Your 
  team mixes intense training and dedication with raw 
  natural talent, ensuring you always come out on top. 
  Prerequisites: Each member of the team must have 
  a positive ‘net’ ability score modifier, (i.e. no ability 
  score lower than 10, or enough bonuses in one ability 
  to offset the penalty in any other). If one of the team’s 
  total ability score modifier drops below +2 thanks to 
  injury or ability drain, the team loses access to this 
  tactic unit the wounded crew member recovers. 
  Minimum Crew: Three
  Action Point Investment: One 
  Benefit: Any member of the team can activate this 
  feat as a free action by spending an action point, and 
  the benefits of this tactic last for a number of minutes 
  equal to the activating team member’s Charisma modi-
  fier (minimum one minute). During this time, all team 
  members receive a +4 morale bonus on all untrained 
  skill/attribute checks.
  Silent Professionals (Small 
  Unit Tactic) 
  Your team has been trained to infiltrate and kill with 
  silent precision. You’ve trained extensively in night 
  combat, learning to compensate for the distortion of 
  night vision goggles, hand signals, stealth and accurate 
  shooting with suppressed weapons. 
  Prerequisites: Combined Base Attack Bonus +12, 
  Far Shot, Mobility x3, Double Tap x2, Precise Shot 
  x4, Skip Shot. Hide 15 ranks, Move Silently 15 ranks, 
  
  SkyrPabckldoodb
  page: 9
  OSkyrPabckldood
  Knowledge: tactics 4 ranks. All team members must 
  carry silenced firearms.  
  Minimum Crew: Four 
  Action Point Investment: Two 
  Benefit: You may activate this tactic at any time 
  during or prior to combat as a free action. The benefits 
  last until the end of the encounter ends, or ends imme-
  diately if any member of the team speaks above a 
  whisper. 
  The team members can communicate silently, by using 
  body language, hand signals and gestures as long as 
  they can see one another and are within 60 ft. Team 
  members can communicate tactical intelligence almost 
  as effectively using silent communications as they 
  can with words. Using silent communication is a free 
  action, just like speaking. Team members receive a 
  +2 morale bonus to Defense, Hide and Move Silently 
  checks.  In addition, no member of the team suffers 
  the usual –4 penalty for fighting while wearing night 
  vision goggles. 
  Most importantly, team members can spend an addi-
  tional action point at any time during the encounter to 
  turn any successful attack into a coup de grace. Slain 
  opponents drop soundlessly, without being able to get 
  off a shot, making this skill useful for hostage rescue 
  and stealthy missions.
  Street Crew (Small Unit 
  Tactic)  
  Maybe no one in your gang ever finished high school, 
  and damn sure none of you have ever had any formal 
  military, legal or tactical training, but natural cunning 
  and hard lessons have honed your collection of dealers 
  and bangers into a formidable force. The local cops 
  might hate you with a passion, but your team is always 
  one step ahead and is far too smart to go down on an 
  easy street bust. 
  Prerequisites: Alertness x3, Deceptive x2, Nimble, 
  Bluff 10 ranks, Craft: pharmaceutical 8 ranks, 
  Knowledge: streetwise 12 ranks, Spot 8 ranks 
  Minimum Crew: Four 
  Action Point Investment: One 
  Benefit: Once per day, any member of your gang can 
  choose to spend an action point to activate this tactic. 
  Doing so is a free action. The benefits of this tactic 
  last a number of hours equal to the Wisdom modifier 
  of the team member who activates this feat. 
  When this tactic comes into play, your gang becomes 
  a focused, professional and alert criminal enterprise, 
  always on the lookout for undercover cops, knockers 
  and robbers from rival crews. All members of the team 
  receive a +4 insight bonus on Spot, Move Silently and 
  Sleight of Hand checks for the duration of the effect. 
  Additionally, the gangster who spent the action point 
  to improve the cartel gains an almost supernatural 
  ability to spot fakes and undercover agents. That 
  gangster receives a +10 bonus on all Spot and Sense 
  Motive checks made to discover an undercover agent, 
  spot a wire or body mic, or to detect a ‘burn bag’ 
  passed off as real dope. 
  Sweep and Clear (Small Unit 
  Tactic) 
  Years of combat experience have given your team the 
  edge in close quarter combat. You have an instinctive 
  knowledge of fields of fire, indoor ambush zones and 
  blind spots. You have an almost supernatural talent for 
  ferreting out concealed targets and spotting ambushes. 
  Even on unfamiliar territory, your team moves (and 
  kills) quickly, efficiently and without a single mistake. 
  Prerequisites: Combined Base Attack Bonus +15, 
  Combat Reflexes x3, Burst Fire x2, Precise Shot, Shot 
  on the Run x4, Double Tap x2, Spot 8 ranks
  Minimum Crew: Five 
  Action Point Investment: Four 
  Benefit: The team can decide to activate this tactic 
  at any time during or prior to combat by spending 
  the appropriate action points as a free action during 
  a battle. The team cannot activate this tactic if any 
  member of the team has been killed or wounded 
  (reduced to ½ HP or less) by enemy fire during the 
  encounter. This tactic can only be used indoors or 
  in an enclosed urban area (such as tight alleyways, 
  sewers, maintenance ducts or the like). Activating this 
  tactic is a free action. 
  For the duration of the encounter, once this tactic 
  activates, the team’s weaker opponents cannot make 
  attacks of opportunity against any member of the team 
  armed with a semi or full auto firearm. If any adver-
  sary who’s Challenge Rating, Hit Dice or class levels 
  are less than the weakest member of the team attempts 
  to make an attack of opportunity against a team 
  member, the attempt simply fails. The attacked team 
  member can spend an additional action point to mount 
  an attack of opportunity of his or her own against the 
  attacker. Stronger or more highly skilled adversaries 
  
  SkyrPabckldoodb
  Covert Teamwork
  OSkyrPabckldood
  may make attacks of opportunity against the team 
  normally. 
  The benefit of this small unit tactic lasts for a number 
  of rounds equal to the base attack bonus of the team 
  member who contributed the most action points. If all 
  team members contributed an equal number of action 
  points, this tactic remains in effect for a number of 
  rounds equal to the best BAB among them. If the team 
  leaves the building this tactic was activated in, this 
  tactic’s benefits terminate. 
  Uncanny Acrobatics (Small 
  Unit Tactic) 
  The closest your swashbuckling, hyper energetic 
  team comes to tactical planning is this: if your enemy 
  expects you to come at him head on, attack him from 
  the sides, or even better, drop off the ceiling to surprise 
  him. Your crew pulls off dangerous stunts with ease, 
  makes impossible ascents, and capers around the battle 
  field like a troupe of meth-addled circus acrobats. 
  Prerequisites: Combined Base Attack Bonus +8, 
  Acrobatics x3, Athletic, Dodge, Agile Riposte, 
  Mobility x2, Lightning Reflexes, Balance 8 ranks, 
  Climb 10 ranks, Jump 12 ranks, Perform (dance) 4 
  ranks, Tumble 10 ranks 
  Minimum Crew: Three
  Action Point Investment: Two 
  Benefit: You may activate this tactic at any time by 
  spending the necessary action points. The benefits of 
  this tactic last until the end of the encounter. While 
  enhanced by this tactic, each member of the team 
  receives a +2 insight bonus to Dexterity. In addition, 
  once during the encounter, each member of the team 
  may choose to evade one attack that should have 
  hit them. Each acrobat can choose to activate this 
  secondary benefit at any time after his or her opponent 
  rolls their attack, or after a failed Reflex save, but 
  before damage is rolled. The acrobat takes no damage 
  from the attack; this tactic can be used to completely 
  dodge the effects of area effect attacks. 
  
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  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original mate-
  rial by E. Gary Gygax and Dave Arneson. 
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  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Covert Teamwork, Copyright 2006, Louis Porter Jr. Design, Inc.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Full Metal Zero - Covert Teamwork.pdf