TEXT: BLOOD AND GUTS
  WAR ON TERROR
  BY
  CHARLES RICE
  COVER ART:
  JEREMY SIMMONS
  INTERIOR ART:
  JOSEPH WIGFIELD  
  EDITING:
  CHARLES BAIZE 
  LAYOUT: 
  CHRIS DAVIS
  PLAYTESTING:
  CARRIE BAIZE, CHARLES BAIZE, COREY 
  HODGES, EDWARD LENNON, PAULA RICE, 
  CHRIS DAVIS
  Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other 
  countries and are used with permission
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the 
  terms of the d20 System License version 6.0.  A copy of this License can be found at www.wizards.com/d20.
  V2.0
  
  2 
  War on Terror
  Introduction
  Welcome to the second edition of Blood and Guts: War 
  on Terror, the campaign model that serves as the monster 
  manual for the Blood and Guts line. In the real world 
  the monsters are human and War on Terror updates these 
  monsters to the second edition following the pattern used 
  in Blood and Guts 2: Special Operations Command. 
  These rules should provide the game master with the 
  perfect opponents for his special operations campaigns, 
  providing adventure hooks, historical information on the 
  organizations involved as well as a number of ready made 
  NPCs representing the rank and ﬁle of the different groups 
  presented. 
  Terrorism Primer
  What is Terrorism?
  The ofﬁcial United States deﬁnition of terrorism is deﬁned 
  in federal law as follows: “The unlawful use of force or 
  violence against persons or property to intimidate or coerce 
  a government, the civilian population, or any segment 
  thereof, in furtherance of political or social objectives.”
  The FBI also makes a distinction between domestic and 
  international terrorism.
  Domestic Terrorism
  Domestic terrorism is the unlawful use, or threatened use, 
  of force or violence by a group or individual based and 
  operating entirely within the United States or its territories 
  without foreign direction committed against persons or 
  property to intimidate or coerce a government, the civilian 
  population, or any segment thereof, in furtherance of 
  political or social objectives.
  International Terrorism
  International terrorism involves violent acts dangerous 
  to human life that are a violation of the criminal laws 
  of the United States or any state, or that would be a 
  criminal violation if committed within the jurisdiction 
  of the United States or any state. These acts appear to 
  be intended to intimidate or coerce a civilian population, 
  inﬂuence the policy of a government by intimidation 
  or coercion, or affect the conduct of a government by 
  assassination or kidnapping. International terrorist acts 
  occur outside the United States or transcend national 
  boundaries in terms of the means by which they 
  are accomplished, the persons they appear intended 
  to coerce or intimidate, or the locale in which the 
  perpetrations operate or seek asylum.
  To this, an added deﬁnition is assumed throughout 
  this work, that those forces which attack government and 
  military forces exclusively are guerillas, not terrorists.  
  However, a force which attacks both government/military 
  forces and civilians is considered a terrorist organization 
  throughout this work.
  Homeland Security 
  Advisories
  In an effort to coordinate domestic efforts 
  to combat terrorism, the Homeland 
  Defense Agency issues a daily threat level 
  based on a ﬁve-tier color-coded system.
  Green (Low Threat Level):  At this 
  threat level, agencies concentrate on 
  maintaining alertness, and training personnel, 
  
  3 
  War on Terror
  including training on the Homeland Security Advisory 
  system.  All facilities and regulated sectors will be 
  monitored for any weaknesses in security, and all possible 
  steps will be taken to mitigate any weaknesses discovered.
  Blue (Guarded Threat Level):  This condition 
  indicates a general risk of terrorist attack.  In addition 
  to the procedures outlined above, agencies will:  1) 
  Check emergency communication with designated 
  emergency command centers; 2) Review and update 
  emergency response centers; 3) Provide the public with 
  any information that would strengthen its ability to act 
  appropriately.
  Yellow (Elevated Threat Level): This condition 
  indicates a signiﬁcant risk of terrorist attack.  In addition to 
  the procedures outlined above, agencies will: 1) Increase 
  surveillance of critical locations; 2) Coordinate emergency 
  plans with neighboring jurisdictions; 3) Assess whether 
  the precise characteristics of the threat require reﬁnement 
  of preplanned Protective Measures; 4) Implement, as 
  appropriate, contingency and emergency response plans.
  Orange (High Threat Level): This condition indicates a 
  high risk of terrorist attack, usually in regards to a speciﬁc 
  statement by one or more terrorist groups or intelligence 
  of a speciﬁc risk of imminent attack.  In addition to the 
  procedures outlined above agencies will: 1) Coordinate 
  necessary security efforts with Federal, State, and local 
  law enforcement agencies, or the National Guard, or any 
  appropriate armed forces organizations; 2) Take additional 
  precautions at public events, including consideration 
  of other venues or cancellation; 3) Prepare to execute 
  contingency plans, including relocating command centers 
  or dispersing emergency services personnel; 4) Restricting 
  access to any threatened facility to essential personnel only.
  Red (Severe Threat Level):  This condition indicates a 
  severe threat of terrorist attack, almost always coupled with 
  a speciﬁc threat or speciﬁc intelligence.  This threat level 
  is not meant to be maintained for extended periods of time.  
  In addition to the procedures outlined above agencies 
  will: 1) Increase or redirect personnel to address critical 
  emergency needs; 2) Assign emergency response personnel 
  and pre-position and mobilize specially trained response 
  teams or resources; 3) Monitor, redirect, or constrain 
  transportation systems; 4) Close public and government 
  facilities.
  Terrorism Sourcebook
  Below are described various terror groups, their 
  motivations, and their histories.  Before each group is 
  described, relevant information is provided for the GM, 
  including Holy Wars, Operatives, Size, Cells, and Financial 
  Resources.
  Holy Wars: An organization’s Holy Wars determine 
  which targets Zealots and Terrorists will get bonuses 
  against, and in general who the organization will conduct 
  operations against.  As the campaign progresses, these 
  enemies may change, and a change in leadership in the 
  organization will almost always add an enemy to the list.
  Operatives: This indicates where you are likely to 
  encounter members or afﬁliates of a group in small 
  numbers.  These afﬁliates will usually not have access too 
  much of the organization’s resources (maximum requisition 
  value being one-fourth the organization’s resources.
  Size: Size indicates the general size of the organization, 
  including leadership, die-hard members, afﬁliates and those 
  who provide aid.  Small organizations are more difﬁcult to 
  locate and track through the Investigate skill, but tend to 
  have more resources.
  Home Base: A group’s main bases of operations.
  Cells: Cells indicate where the organization has active 
  cells working on future terrorist action.  Members of a 
  “Certain groups of people: Christian 
  Fundamentalists, Jewish Fundamentalists, Muslim 
  Fundamentalists, and just plain guys from Montana, 
  are eventually going to provide us with a great deal of 
  entertainment.” 
  George Carlin
  Max and Bri walked hand in hand down by the 
  water.  Following that business with the Hanmei and 
  Marcel, they had come to South Korea, the place 
  where Bri’s soul could always feel at home.  They 
  were two lovers, trying to rediscover what they’d lost.
  “Bri! Max!”
  They turned, seeing Kimmy running up to them at 
  full tilt.  Max laughed, “I told you the old man would 
  send someone after us.”
  Then they saw the blood. About twenty yards away 
  from the couple, Kimmy collapsed, blood seeping 
  from her shoulder.
  Kimmy woke to ﬁnd Max and Bri standing over her, 
  she started to sit up.  “Where…”
  Max shook his head.  “Don’t move.  Don’t.  You 
  took a through and through to the shoulder.  I patched 
  you up, but stay still.”
  Kimmy’s eyes wandered lazily around the small 
  minbak the couple had rented.  Max got up, giving Bri 
  room to sit on the edge of the bed.  “Kimmy, it’s Bri 
  honey, we need to know… where’s my father?  You 
  and he went to see the old Korean Folk Village.  Do 
  you remember?”
  Suddenly, the girl’s glazed eyes focused on Bri.  Her 
  hand grabbed the older woman’s forearm in a bruising 
  grip.  “They took him Bri.  They had masks, and guns.  
  I tried to stop them, but they shot me, and then I just 
  ran.  I knew I had to ﬁnd you.  I knew…”
  And then she was unconscious, those words taking 
  the last of her energy.
  
  4 
  War on Terror
  Cell will have the Cell or Splinter Cell feat, and thus be 
  much harder to trace back to the home organization with 
  the Investigate skill.  Cells can requisition Equipment at a 
  –6 penalty, while Splinter Cells requisition equipment at a 
  –10.
  Financial Resources: The wealth of the group. The 
  number given is the maximum Wealth value of items that 
  may be requisitioned from the group. 
  17 November
  17 November was established in 1975, and named after a 
  student uprising that occurred two years earlier (November 
  17th 1973) that protested the government’s military ties to 
  the United States.  The group seeks the removal of U.S. 
  military bases, and the withdrawal of Greece from NATO 
  and the European Union (EU).
  17 November has engaged in the assassination of 
  U.S. and Greek ofﬁcials, bombing and assassination of 
  EU targets, and attacks on foreign companies investing 
  in Greece.  Kidnapping of foreign businessmen is a 
  possibility, both as a means of raising capital, and to draw 
  further attention to their cause from the international 
  community.  
  Recently, rocket attacks have been conducted against 
  targets of opportunity.  These attacks seem to be more spur 
  of the moment, rather than planned operations.
  Holy Wars:  Greek Government, European Union, 
  NATO, United States.
  Operatives: Europe, Turkey, Cyprus.
  Size: Small.
  Home Base:  Athens, Greece.
  Cells:  Europe.
  Financial Resources: +15 (well funded by a small, 
  committed group).
  Group Requirements
  To qualify for 17 November a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency, Exotic Firearms Proﬁciency (Rocket 
  Launchers)
  Group Features
  All of the following are features of 17 November. 
  These specialties and abilities take effect 30 days after you 
  join the group and last until 30 days after you leave the 
  group. 
  Group Specialties: +2 competence bonus to 
  Demolitions skill checks, +1 competence bonus with 
  rocket launchers. 
  Group Enemies: Members of 17 November receive a +1 
  morale bonus to hit and damage when ﬁghting American or 
  Greek military or government ofﬁcials. 
  Typical 17 November terrorist (Strong Hero 3) CR 3; 
  Medium-size humanoid; HD 3d8+3; HP 17; Mas 13; Init 
  +2; Spd 30 ft; Defense 15, touch 14, ﬂatfooted 13 (+0 
  size, +2 Dex, +2 class, +1 equipment); BAB +3; Grap +5; 
  Atk +5 melee (1d4+4, Combat Martial Arts), or +5 ranged 
  (2d4+0, Walther PPK); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  none; SV Fort +3, Ref +3, Will +0; AP 1; Rep +0; Str 14, 
  Dex 15, Con 13, Int 10, Wis 8, Cha 12. 
     Occupation: Military (Demolitions, Knowledge 
  [Tactics]) 
     Skills: Climb +5, Craft (structural) +3, Demolitions 
  +3, Knowledge (Streetwise) +3, Knowledge (Tactics) +3, 
  Repair +3 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Combat Martial Arts, Exotic Firearms 
  Proﬁciency (rocket launchers), Personal Firearms 
  Proﬁciency 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Leather Jacket, Walther PPK
  Plot Hook: Anniversary Present:  On November 17th 
  group members decide to remind the world of their cause 
  by kidnapping an American serviceman, Capt. Ronald 
  Tracy, having lunch with his girlfriend.  Unknown to 
  the terrorists, the girl is the daughter of an American 
  ambassador.  Since she would make a much better 
  “statement” than a ﬁghter pilot, and one hostage is easier to 
  care for than two, Greek Intelligence believes Capt. Tracy 
  will be killed the moment the group discovers the girl’s 
  identity. 
  At the insistence of the Greek government, American 
  special operations forces must work with Greek authorities 
  and free the hostages before the situation turns into a 
  major international incident.  Also, one member of the 
  Greek forces the PCs are working with is a 17 November 
  plant, who will try to alert his fellows to the identity of 
  the girl without being detected.  Worse, if he is unable to 
  do that, he will try to turn any operation into a bloodbath, 
  killing his fellows to turn them into martyrs, as well as the 
  hostages, and damaging both the reputation of the Greek 
  and American forces, but also souring their relations with 
  one another. 
  Abu-Nidal 
  Abu-Nidal (also known as Black September) and its leader, 
  Sabri al-Banna, split from the PLO in the 1970’s.  Since 
  that time, Abu-Nidal has engaged in terrorist operations in 
  over twenty countries, killing close to a thousand people.  
  
  5 
  War on Terror
  Targets have included the United States, Great Britain, 
  Israel, the PLO, moderate Palestinians and Arabs.
  Abu-Nidal is believed responsible for the Pan Am Flight 
  73 Hijacking in 1986, and the assassination of two high-
  ranking PLO ofﬁcials in the early nineties.  For unknown 
  reasons, Abu-Nidal has not attacked a Western target since 
  the late 1980’s.
  The membership of Abu-Nidal is believed to be close to 
  ﬁve hundred, and in the past the organization has received 
  money, equipment, training, and logistical support from 
  Iraq, Syria, and Libya.  Due to a falling out with Syria in 
  1987, and current United States and British operations in 
  Iraq, it is believed that this organization’s external support 
  has been considerably diminished of late.
  Holy Wars:  Israel, PLO, moderate Arabs, Palestinians, 
  and Muslims; previously the United States (Abu-Nidal has 
  not attacked a United States target since the late eighties.  
  Future attacks are still a possibility, however, since no 
  formal cessation of hostilities has been declared and the 
  United States continues to work with Abu-Nidal’s enemies, 
  particularly Israel.)
  Operatives: Europe, Africa, Middle East, Asia.
  Size: Medium.
  Home Base:  Believed to have relocated to Iraq in 1998.  
  Previously believed to be based in the Bekaa Valley of 
  Lebanon.
  Cells: West Bank, Lebanon, Syria, Sudan.
  Financial Resources: previously +25 (considerable 
  external support from Iraq, Syria, and 
  Libya); currently +20 after ongoing 
  operations in Iraq and a falling out 
  with Syria (considerable external 
  support from Libya).
  Group Requirements
  To qualify for Abu Nidal a character 
  must meet the following criteria.
  BAB: 2+
  Skills: Hide 6 ranks, Move Silently 6 
  ranks, Demolitions 6 ranks
  Feats: Personal Firearms
  Group Features
  All of the following are features of Abu Nidal. 
  These specialties and abilities take effect 30 days after 
  you join the group and last until 30 days after you leave 
  the group.
  Group Specialties: +4 competence bonus to 
  Demolitions skill checks; +4 competence bonus Hide and 
  Move Silently skill checks in desert or urban terrain. 
  Group Enemies: +1 morale bonus to attack and 
  damage rolls against the PLO and moderate Palestinians 
  and Arabs. +2 morale bonus to attack and damage rolls 
  against American and Israeli military forces.  
  Typical Abu Nidal member (Fast Hero 3) CR 3; 
  Medium-size humanoid; HD 3d8+3; HP 17; Mas 13; Init 
  +2; Spd 40 ft; Defense 16, touch 16, ﬂatfooted 14 (+0 
  size, +2 Dex, +4 class); BAB +2; Grap +4; Atk +4 melee 
  (1d4+2, Knife), or +4 ranged (2d6+0, Ruger Service Six); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +2, Ref 
  +4, Will +1; AP 1; Rep +1; Str 14, Dex 15, Con 13, Int 12, 
  Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Craft (mechanical) +4, Demolitions +7, Drive +8, 
  Hide +10, Knowledge (Streetwise) +4, Move Silently +10, 
  Survival +6 
     Feats: Armor Proﬁciency (light), Endurance, Personal 
  Firearms Proﬁciency, Point Blank Shot, Stealthy 
     Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed 
     Possessions: Knife, Ruger Service Six
  Plot Hook: The Great Escape:  High-ranking Abu-
  Nidal organizers, trapped in Iraq since the beginning of 
  American and British operations there, have decided the 
  time has come to slip out of the country.  American and 
  British special operations are alerted to the pending escape 
  by Saudi intelligence.  The group’s plan is to slip out of 
  Iraq into Jordan (a country not at all friendly to terrorists), 
  
  6 
  War on Terror
  pass through Jordan to Egypt (another country that would 
  happily arrest and kill them) to make their way to Libya 
  where they can expect safe haven.
  Depending on how evil the GM is feeling, the PCs could 
  apprehend the terrorists’ small, heavily-armed convoy in 
  the desert on their way to the Jordan border, or the PCs 
  could be forced to pursue the terrorists through Jordan and 
  Egypt, where the PCs will not be much more welcome 
  than the terrorists.  Collateral damage or civilian casualties 
  would be a nightmare for America, but the terrorists are 
  considered an important enough target to risk it.  GMs 
  who wish to complicate matters further could have Jordan 
  decline American requests for special operations to seek 
  the terrorists in their country (this is the most realistic 
  response they would have in fact), and have the PCs 
  ordered to attempt a covert, illegal apprehension of the 
  terrorists in Jordan or Egypt.
  Abu Sayyaf
  Abu Sayyaf seeks to create an independent Muslim state in 
  Mindanao, an area of the Southern Philippines with a large 
  Muslim population.  Their leader was killed in a clash with 
  police in 1998, and the current leadership of the group is 
  unknown at the present time.
  Many members of Abu Sayyaf went to ﬁght with the 
  Mujahadin resistance to the Soviet invasion of Afghanistan, 
  and this action led to members returning to the Philippines 
  with Al-Qaeda contacts, as well as better training, battle 
  experience, and more radical views toward America. After 
  September 11th, United States Special Operations units 
  have been aiding the Philippine military in their attempts to 
  combat Abu Sayyaf.
  Throughout April 2002, Abu Sayyaf claimed 
  responsibility for a series of bombings in the Mindanao 
  city of General Santos.  The organization is also known 
  for kidnapping foreign tourists.  Twenty tourists seized 
  in May 2001 were either ransomed for large amounts of 
  money (one of the organization’s methods of raising capital 
  to continue its activities) or killed in June 2002, and the 
  United States, Britain, Australia, and Canada have travel 
  advisories in place warning tourists to avoid the Island of 
  Mindanao, although unexploded bombs were discovered in 
  the northern city of Manila in March 2002.
  Holy Wars:  Philippine Government, United States.
  Operatives: Afghanistan.
  Size: Small.
  Home Base: Southern Philippines (Mindanao Island and 
  Sulu Archipelago).
  Cells: None.
  Financial Resources: +16 (small group of devoted 
  followers with outside aid from Al-Qaeda, and other Mid 
  East and Asian Islamic terror organizations).
  Group Requirements
  To qualify for Abu Sayyaf a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Knowledge (streetwise) 3 ranks, Demolitions 3 
  ranks, Hide 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Abu Sayyaf. 
  These specialties and abilities take effect 30 days after you 
  join the group and last until 30 days after you leave the 
  group. 
  Group Specialties: +2 competence bonus to 
  Demolitions skill checks, +2 competence bonus to Hide 
  and Survival checks in Philippines
  Group Enemies: Members of Abu Sayyaf receive a +1 
  morale bonus to hit and damage when ﬁghting American or 
  Philippine military or government ofﬁcials.
  Typical Member of Abu Sayyaf (Fast Hero 3) CR 3; 
  Medium-size humanoid; HD 3d8+6; HP 20; Mas 14; Init 
  +2; Spd 40 ft; Defense 18, touch 16, ﬂatfooted 16 (+0 size, 
  +2 Dex, +4 class, +2 equipment); BAB +2; Grap +3; Atk 
  +3 melee (1d4+1, Knife), or +4 ranged (2d8+0, AK-47); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, Ref 
  +4, Will +2; AP 1; Rep +1; Str 13, Dex 15, Con 14, Int 10, 
  Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Craft (mechanical) +3, Demolitions +6, Drive +5, 
  Hide +7, Knowledge (Streetwise) +3, Move Silently +4, 
  Survival +7 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Dodge, Mobility, Personal Firearms 
  Proﬁciency 
     Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Al-Jihad
  Al-Jihad seeks to overthrow the government of Egypt 
  and replace it with an Islamic state.  Targets high-ranking 
  Egyptian government ofﬁcials, such as Cabinet ministers, 
  for assassination.  Assassinated Egyptian President Anwar 
  Sadat in 1981.
  Ayman al-Zawahiri, a key leader of one Al-Jihad faction, 
  is believed to be in Afghanistan right now, and is believed 
  to be a key ally of Bin-Laden’s Al-Qaeda, who provide Al-
  Jihad with funding.
  One of the most effective tactics employed by Al-Jihad 
  is the surprise SMG attack launched from the back of 
  a motorcycle. This was the attack method used in the 
  assassination of President Sadat. 
  
  7 
  War on Terror
  Holy Wars: Egyptian Government, Israel, United States.
  Operatives: Africa, Middle East, Europe.
  Size: Medium.
  Home Base: Cairo, Egypt.
  Cells: Afghanistan, Pakistan, Sudan, Britain.
  Financial Resources: +20 (supported by Al-Qaeda, 
  Iran, and Sudan, as well as from Islamic charities and 
  donations).
  Group Requirements
  To qualify for Al-Jihad a character must meet the following 
  criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Drive 3 ranks
  Feats: Personal Firearms Proﬁciency, Drive-by Attack, 
  Weapon Focus (Skorpion)
  Group Features
  All of the following are features of Al-Jihad. 
  These specialties and abilities take effect 30 days after you 
  join the group and last until 30 days after you leave the 
  group. 
  Group Specialties: +2 competence bonus to Knowledge 
  (tactics) and Drive skill checks. 
  Group Enemies: Members of Al-Jihad receive a +1 
  morale bonus to hit and damage when ﬁghting American or 
  Egyptian military or government ofﬁcials.
  Typical Member of Al-Jihad (Strong Hero 3) CR 3; 
  Medium-size humanoid; HD 3d8+6; HP 20; Mas 14; Init 
  +2; Spd 30 ft; Defense 16, touch 14, ﬂatfooted 14 (+0 size, 
  +2 Dex, +2 class, +2 equipment); BAB +3; Grap +4; Atk 
  +4 melee (1d4+3, Knife), or +6 ranged (2d4+0, Skorpion); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, Ref 
  +3, Will +0; AP 1; Rep +0; Str 13, Dex 15, Con 14, Int 12, 
  Wis 8, Cha 10. 
     Occupation: Military (Demolitions, Drive) 
     Skills: Climb +3, Craft (structural) +4, Demolitions 
  +4, Drive +8, Knowledge (Streetwise) +4, Knowledge 
  (Tactics) +4, Repair +4 
     Feats: Armor Proﬁciency (light), Combat Driving, 
  Drive-by Attack, Personal Firearms Proﬁciency, Weapon 
  Focus (Skorpion SMG) 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, Skorpion
  Plot Hooks (Devil’s Bargain): Abu-Nidal organizers, 
  ﬂeeing Iraq, with American and British forces nipping 
  at their heels, barter Sarin Nerve gas with Al-Jihad for 
  safe haven and passage to Libya. If the PCs are illegally 
  pursuing Abu-Nidal through Cairo, this would be an 
  especially evil plot twist.  (See the Great Escape plot hook 
  under Abu Nidal for more information).
  Al-Qaeda 
  Al-Qaeda (“The Base”) grew out of the Mujahadin 
  resistance to the Soviet invasion of Afghanistan.  Although 
  this resistance was supported by many, the two forces with 
  the greatest bearing on the eventual formation of Al-Qaeda 
  as it is known today from the Mujahadin are the United 
  States Central Intelligence Agency, and Usama Bin Laden.  
  Many of the Mujahadin were trained in paramilitary 
  Max was yelling into the phone.  Bri helped Kimmy sit up so she could sip some tea.
  “No. No. I don’t give a fuck who you are.  I want to speak to General Eiling.  A Japanese citizen was kidnapped 
  today, an ex-Ambassador.  He is a personal friend of the General.  Is this starting to soak through to your ass where the 
  thinking part of you is, Lieutenant?  No, I won’t give you my number.  I’m going to stand here on hold while criminals 
  hold the General’s friend, who is very elderly and could die at any moment, while you haul your ass like it never has 
  been hauled and get the General on the phone for me soldier!”
  Max ﬁnally paused for breath, sinking into a chair and exhaling heavily.
  “Ok, I have impressed on Lieutenant Waid the importance of his waking the General up.”
  Bri sat down on the huge bald man’s lap, “You know you’re amazing when you get like that right?”
  Max just laughed.  “Yeah I know, I was here the whole time remember gorgeous? How’s the patient?”
  Bri looked over at the bed, suddenly serious, watching the girl, who was already asleep again.  “Better.  Not a bad 
  job for someone who supposedly had very little medical training.  She just needs rest.  How she made it all the way to 
  us with that wound is a mystery to me.”
  Max shrugged, one arm slipping lazily around Bri’s waist. “She’s tough, that’s how. Listen, there’s something you 
  need to know.  I didn’t think this would be an issue, but I have a pretty good idea who these guys are that nabbed your 
  old man, and I want to tell you before you hear me tell the General.”
  Bri just looked down at him, chestnut and blonde hair a beautiful contrasting frame to the almost perfect oriental 
  cast of her face.  Max steeled himself. He hated it when she did that.  She was the most beautiful woman in the world 
  when she was all quiet and serious like that.
  “Your father wasn’t just an ambassador, Bri.  Your father was a spy.”
  
  8 
  War on Terror
  and unconventional warfare tactics by the CIA, and felt 
  there was an implied promise that America would help 
  Afghanistan rebuild from the long and bloody conﬂict 
  with the Soviets.  When the United States “abandoned” the 
  Mujahadin after the Soviet withdrawal, a deep hatred of the 
  United States was sparked in many of the revolutionaries 
  that had ﬂocked from the Middle East to join the conﬂict as 
  these soldiers, with their Jihad experience returned home to 
  countries such as Egypt, Algeria, and Saudi Arabia.
  In an effort to fund the Mujahadin, many Arab “money 
  men” were brought into the picture.  One of these was 
  Usama Bin Laden, who, after the Soviet withdrawal 
  from Afghanistan, began to shape the organization, using 
  his vast personal wealth to provide training camps and 
  “courtesy houses”.  United States citizens were recruited 
  to make ﬁnancial transactions on behalf of Al-Qaeda, 
  allowing these transactions to draw less attention from 
  the authorities.  In the early 90’s, Al-Qaeda issued several 
  Fatwahs, or interpretations of Islamic law stating the 
  just and noble cause of destroying the United States, 
  Israel, and various “illegitimate” governments (those 
  deemed to be supported by the United States, such 
  as Egypt and Saudi Arabia).  One of these Fatwahs stated, 
  “in compliance with God’s order we issue the following 
  fatwah to all Muslims: the ruling to kill the Americans and 
  their allies, including civilians and military, is an individual 
  duty for every Muslim who can do it in any country in 
  which it is possible to do it.”
  After the Gulf War, in 1991, and Operation: Restore 
  Hope in Somalia in 1992, which Al-Qaeda saw as 
  American precursors to occupation of the Holy Land, Al-
  Qaeda became even more focused on the destruction of the 
  United States.
  Al-Qaeda maintains close ties with numerous groups 
  that share its goals, including Al-Jihad and Egyptian 
  Islamic Jihad, and has contacts with terrorist groups in 
  Sudan, Saudi Arabia, Yemen, Somalia, Eritrea, Djibouti, 
  Afghanistan, Pakistan, Bosnia, Croatia, Albania, Algeria, 
  Tunisia, Lebanon, the Philippines, Tajikistan, Azerbaijan, 
  the Kashmiri region of India, and the Chechen rebels in 
  Russia. Al-Qaeda is known or suspected to have cells 
  operating in Kenya, Britain and the United States.
  Since 1993 Al-Qaeda has been involved in 
  attacks in Somalia, Kenya, Tanzania, Yemen 
  and the United States that have resulted in 
  thousands of deaths.
  Al-Qaeda is an umbrella organization.  
  They provide logistical aid, money and 
  training to small groups who share their 
  goals (usually the destruction of enemies on 
  Al-Qaeda’s Holy War list).  The result of this 
  chaotic network makes Al-Qaeda uniquely 
  difﬁcult to track.  In game terms, each group 
  working under the Al-Qaeda umbrella is a 
  Cell or Splinter Cell.
  Holy Wars:  United States, Israel, “inﬁdel 
  governments” (varies- includes Egypt, Saudi 
  Arabia, all secular governments, and all pro-
  Western governments).
  Operatives: Global.
  Size: Large (but see below).
  Home Base: Afghanistan.
  Cells:  Africa, Britain, Saudi Arabia, 
  United States.
  Financial Resources:  +40 
  (virtually unlimited resources; 
  large internal support from leader 
  Usama Bin Laden, as well as 
  extensive external support).
  Note: Since Al-Qaeda is a network of 
  likeminded organizations, there are no group 
  requirements, features or typical members. 
  Operatives from any afﬁliated 
  organization will be recruited based on 
  the requirements of the target the group 
  wishes 
  to attack. 
  
  9 
  War on Terror
  Alex Bancayao Brigade
  Formed in the mid-1980’s, the ABB performs acts of terror 
  and assassination on behalf of the Manila Communist 
  party, dedicated to turning the Philippines into a 
  communist country.
  ABB has been credited with more than 100 murders, 
  including the death of American Army Colonel James 
  Rowe in 1989.  In the mid 90’s Philippine law enforcement 
  successfully engaged in several successful raids on the 
  organization, killing and imprisoning many key members.  
  Although thought destroyed by these raids, a subsequent 
  assassination of a high-ranking Philippine ofﬁcial shows 
  the group, though seriously weakened, still maintains the 
  ability to strike.
  Holy Wars: Philippine Government, United States.
  Operatives:  Manila.
  Size: Small.
  Home Base: Manila.
  Cells: None.
  Financial Resources: +10 (small group that has recently 
  taken serious blows due to clashes with law enforcement; 
  some outside assistance from the Revolutionary Proletariat 
  Party).
  Group Requirements
  To qualify for Alex Bancayo Brigade a character must meet 
  the following criteria. 
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Alex Bancayo Brigade
  Group Specialties: +2 competence bonus to Intimidate 
  skill checks; +2 competence bonus to Survival and Hide 
  checks in the Philippines.
  Group Enemies: Members of Alex Bancayo Brigade 
  gain a +1 morale bonus to attack and damage roles when 
  ﬁghting American or Philippine military or government 
  forces. 
  Typical Member Alex Bancayo Brigade (Tough Hero 3) 
  CR 3; Medium-size humanoid; HD 3d10+6 plus 6; HP 29; 
  Mas 15; Init +2; Spd 30 ft; Defense 16, touch 14, ﬂatfooted 
  14 (+0 size, +2 Dex, +2 class, +2 equipment); BAB +2; 
  Grap +3; Atk +3 melee (1d4+1, Knife), or +4 ranged 
  (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; 
  SV Fort +4, Ref +3, Will +2; AP 1; Rep +1; Str 13, Dex 14, 
  Con 15, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +3, Demolitions +3, Drive +7, 
  Hide +4, Intimidate +2, Pilot +4, Survival +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Toughness, Vehicle Expert 
     Talents (Tough Hero): Robust, Damage Reduction 1/— 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Armed Islamic Group 
  Armed Islamic Group is an extremely violent group, 
  seeking to replace the Algerian government with an Islamic 
  religious state.  Terrorist activities began in the early 90’s 
  when the Islamic Salvation Front (FIS), Algeria’s largest 
  Islamic political party won seats in the ﬁrst round of a 
  legislative election, and the government voided the results 
  of that election (whether because the election results were 
  tainted or because the government simply wanted to keep 
  the FIS out of power is a subject of some debate).
  GIA engages in frequent attacks against foreigners, 
  particularly journalists and businessmen.  GIA also 
  conducts particularly bloody attacks against villages who 
  disagree with their views, and has massacred entire villages 
  in successive terror campaigns. Also uses car bombs, and is 
  known for kidnapping victims and slitting their throats.
  The GIA hijacked an Air France ﬂight to Algiers in 1994, 
  and is suspected of a series of bombings in France in 1995.
  The GIA has an estimated several thousand members, 
  and receives support from Algerian nationals living in 
  Western Europe.  GIA also receives support from Sudan 
  and Iran. Algeria has severed all diplomatic relations with 
  Iran as a result of their support of the GIA.
  Holy Wars: Algerian Government, United States.
  Operatives: Africa, Iran, Sudan, Western Europe.
  Size: Medium.
  Home Base: Algeria.
  Cells: France.
  Financial Resources: +20 (medium organization 
  supported by Algerian expatriates in Western Europe, as 
  well as receiving support from Iran and Sudan).
  Group Requirements
  To qualify for Armed Islamic Group a character must meet 
  the following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of Armed Islamic Group. 
  Group Specialties: +2 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks; +2 
  competence bonus to Hide and Survival skill checks in 
  Alegeria
  
  10 
  War on Terror
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting American or Algerian military or 
  government forces. 
  Typical Member Armed Islamic Group (Strong Hero 3) 
  CR 3; Medium-size humanoid; HD 3d8+3; HP 17; Mas 13; 
  Init +2; Spd 30 ft; Defense 16, touch 14, ﬂatfooted 14 (+0 
  size, +2 Dex, +2 class, +2 equipment); BAB +3; Grap +5; 
  Atk +5 melee (1d4+4, Knife), or +6 ranged (2d10+0, HK 
  G3); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, 
  Ref +3, Will +1; AP 1; Rep +0; Str 14, Dex 15, Con 13, Int 
  12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +4, Demolitions +7, Hide +6, 
  Knowledge (Streetwise) +4, Knowledge (Tactics) +7, 
  Move Silently +3, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, Stealthy, 
  Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, HK G3
  Aum Supreme Truth
  A cult established in 1987, Aum was at one time a legal, 
  legitimate religion under Japanese law and ran candidates 
  for Parliamentary election in 1989. The cult believes that 
  “Armageddon” is near, and will be caused when the United 
  States attacks Japan, starting World War III.
  In the late 80’s the group began its ﬁrst terrorist 
  activities, targeting rival cult leaders and reporters critical 
  of the group. When the group’s Parliamentary bids proved 
  unsuccessful, the organization became increasingly radical, 
  and attacks moved from those who opposed the cult 
  directly to Japanese and American authorities.
  In 1995 the group’s religious recognition was revoked, 
  but it was not outlawed.  In March of that year, Aum 
  operatives released Sarin nerve gas on the Tokyo subway, 
  killing 12 and injuring 6,000.  The organization also has 
  attempted to use biological weapons without success.
  Although the leader of Aum was arrested and has 
  been charged with 17 counts of murder, the organization 
  continues recruitment, and its website still promotes the 
  group taking over Japan, anti-American sentiment, and the 
  imminence of Armageddon.
  Shortly before the subway attacks, Aum claimed to have 
  9,000 members in Japan, and 40,000 members worldwide.  
  Its current membership is unknown, but estimated at 2,000 
  members.
  However, reports indicate Aum now seeks nuclear and 
  radiological materials, and the Japanese government is so 
  convinced of the movement’s continued danger to public 
  safety that it has successfully expanded police powers to 
  investigate the group. 
  Holy Wars:  Japan, United States.
  Operatives:  Australia, Russia, Ukraine, Germany, 
  Taiwan, Sri Lanka, United States.
  Size: Large.
  Home Base: Japan.
  Cells: Unknown.
  Financial Resources: +21 (large organization with 
  legitimate businesses and many contributors).
  Group Requirements
  To qualify for Aum Supreme Truth a character must meet 
  the following criteria.
  Skills: Craft (chemical) 6 ranks, Craft (electronic) 6 
  ranks, Demolitions 6 ranks
  Feats: Builder
  Group Features
  All of the following are features of Aum Supreme Truth.
  Group Specialties: +2 competence bonus to Craft 
  (chemical), Craft (electronic) and Demolitions skill checks
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting American or Japanese government or 
  military forces.
  Typical Aum Supreme Truth Member (Smart Hero 3) 
  CR 3; Medium-size humanoid; HD 3d6+3; HP 14; Mas 12; 
  Init +1; Spd 30 ft; Defense 12, touch 12, ﬂatfooted 11 (+0 
  size, +1 Dex, +1 class); BAB +1; Grap +1; Atk +1 melee 
  (1d3+0, Unarmed Strike), or +2 ranged (2d6+0, Ruger 
  Service Six); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV 
  Fort +2, Ref +2, Will +4; AP 1; Rep +1; Str 10, Dex 13, 
  Con 12, Int 15, Wis 14, Cha 8. 
     Occupation: Technician (Computer Use, Craft 
  [chemical], Craft [electronic]) 
     Skills: Computer Use +8, Craft (chemical) +13, 
  Craft (electronic) +10, Craft (mechanical) +8, Craft 
  (pharmaceutical) +8, Demolitions +10, Disable Device 
  +10, Knowledge (Current Events) +8, Knowledge (Tactics) 
  +8, Knowledge (Technology) +8, Knowledge (Theology 
  and Philosophy) +5, Repair +5 
     Feats: Builder (Craft [chemical], Craft [electronic]), 
  Cautious, Combat Expertise, Personal Firearms Proﬁciency 
     Talents (Smart Hero): Savant (Craft [chemical]), Plan 
     Possessions: Ruger Service Six
  Plot Hook: The stuff of nightmares:  South Korean 
  intelligence alerts PCs that Aum operatives have made 
  contact with North Korean intelligence about purchasing 
  radiological materials suitable for the construction 
  of a dirty bomb (a conventional bomb used to spread 
  radiological materials, and thus spreading toxic radiation- 
  not an atomic or nuclear weapon, but still capable of 
  causing mass casualties by both the explosion itself and 
  lingering radiation).  
  
  11 
  War on Terror
  This adventure could be played out in several ways.  
  First, the PCs could seek the materials en route from 
  North Korea to Japan in a fast, well armed, speedboat 
  ﬂotilla.  This would be an especially interesting mission 
  for a SEAL/Special Boat Unit party.  For PCs with a more 
  investigative bent, the adventure could begin with the 
  materials already in Tokyo, with Parliamentary elections 
  underway, the PCs must coordinate with Tokyo police and 
  track the group down before the bomb is constructed and 
  detonated.
  Basque Fatherland and Liberty 
  Formed in the 50’s, ETA (Euzkadi Ta Askatasuna) is 
  devoted to the formation of an independent Basque state, 
  devoted to Marxist ideals from areas now part of Northern 
  Spain and Southern France.  ETA has engaged in bombings 
  and assassination of Spanish judges, politicians, and 
  military forces.  The organization also engages in robberies 
  and kidnappings to ﬁnance its operations.
  In addition to ties with Nicaraguan and Cuban Marxist 
  organizations, ETA also has ties with Libyan and Lebanese 
  terrorist groups, as well as the IRA. Cuba has provided 
  safe haven for ETA refugees seeking to escape Spanish and 
  French authorities.
  Holy Wars:  Spain, France.
  Operatives: Libya, Lebanon, Nicaragua, Cuba.
  Size: Medium.
  Home Base: Northern Spain/Southern France.
  Cells: None.
  Financial Resources:  +16 (medium group with training 
  support from Marxist/Communist countries worldwide, 
  particularly Cuba).
  Group Requirements
  To qualify for Basque Fatherland and Liberty a character 
  must meet the following criteria.
  BAB: 2+
  Skills: Demolitions 3 ranks, Hide 3 ranks, Move Silently 
  3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Basque Fatherland and 
  Liberty.
  Group Specialties: +2 competence bonus to 
  Demolitions skill checks; +2 competence bonus to Hide 
  and Move Silently skill checks in Basque region of 
  Northern Spain and Southern France.
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting Spanish or French government or 
  military forces. 
  Typical Member Basque Fatherland and Liberty (Fast 
  Hero 3) CR 3; Medium-size humanoid; HD 3d8+3; HP 17; 
  Mas 13; Init +2; Spd 30 ft; Defense 16, touch 16, ﬂatfooted 
  14 (+0 size, +2 Dex, +4 class); BAB +2; Grap +4; Atk +4 
  melee (1d4+2, Combat Martial Arts), or +4 ranged (2d6+0, 
  Beretta 92F); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV 
  Fort +2, Ref +4, Will +2; AP 1; Rep +1; Str 14, Dex 15, 
  Con 13, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Craft (mechanical) +3, Demolitions +6, Drive +5, 
  Hide +5, Knowledge (Streetwise) +3, Move Silently +5, 
  Pilot +5, Survival +4, Tumble +5 
     Feats: Combat Martial Arts, Dodge, Mobility, Personal 
  Firearms Proﬁciency, Point Blank Shot 
     Talents (Fast Hero): Evasion, Uncanny Dodge 1 
     Possessions: Beretta 92F
  It was a week later.  Kimmy and Bri were talking over by the window. Max hung up the phone.  Bri turned, the 
  dusk light making her hair glow as it ﬁltered into the small room.  “What did they say?”
  “They said there are no known currently active terrorist groups in South Korea, there have been no known terrorist 
  attacks in South Korea for… blah blah blah.  They said nothing. Basically.”
  Bri shook her head and headed for her gym bag.  “I’m calling some friends of mine.  They have helped me with 
  stories in the past, back when I worked for the Sentinel.  They will know something and then we…”
  Max reached out and snared her hand, gently pulling her close.  “I’m sorry. He asked me not to tell you.”
  Brianna let herself be pulled closer, speaking softly, “I’m not mad at you per se Max.  But dad’s career was always a 
  big issue for me.  Mom always seemed so worried about him.  About me.  I guess I know why now.  You didn’t lie to 
  me Max. He did.  His whole life was a lie.”
  Max shook his head. “When you’re in that life, you agree not to talk about it.  It’s a solemn duty.  There’s things I 
  did in the service I can’t talk about either.  It comes with the territory.”
  Brianna just nodded as she dug out her Palm and started looking for the phone number she needed.  Just before she 
  turned away, in a soft voice she said, “You’re just like him, which is why you always scared me Max.”
  
  12 
  War on Terror
  Continuity Irish Republican Army 
  A very small group (estimated around 50 members) that 
  broke away from Sinn Fein (the IRA’s political arm) 
  when peace was signed with Britain that continues the 
  ﬁght to unite Ireland and continues to attack British 
  and Irish Protestant targets. They continue to engage 
  in assassinations, bombings, kidnappings, and even the 
  occasional attack on Protestant towns.
  Holy Wars: Britain, Irish Protestants.
  Operatives: Britain, Ireland.
  Size: Small.
  Home Base: Northern Ireland.
  Cells: None.
  Financial Resources: +15 (very small group, but with 
  outside aid from extremist supporters in the United States).
  Group Requirements
  To qualify for Continuity Irish Republican Army a 
  character must meet the following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Knowledge (streetwise) 3 
  ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of Continuity Irish 
  Republican Army.
  Group Specialties: +2 competence bonus to Demolition 
  skill checks; +2 competence bonus to Hide and Knowledge 
  (streetwise) checks in Northern Ireland. 
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting British and Irish government or military 
  ofﬁcials.
  Typical Member Continuity Irish Republican Army 
  (Strong Hero 3) CR 3; Medium-size humanoid; HD 
  3d8+6; HP 20; Mas 14; Init +2; Spd 30 ft; Defense 16, 
  touch 14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, +2 
  equipment); BAB +3; Grap +4; Atk +4 melee (1d4+3, 
  Knife), or +6 ranged (2d10+0, HK G3); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL none; SV Fort +4, Ref +3, Will +1; AP 
  1; Rep +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, Demolitions +7, 
  Hide +4, Knowledge (Streetwise) +4, Knowledge (Tactics) 
  +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, Point 
  Blank Shot, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, HK G3
  Dev Sol (Revolutionary Left)
  Egypt’s largest militant group seeks to overthrow the 
  Egyptian government and replace it with an Islamic state.  
  Dev Sol also signed Usama Bin-Laden’s fatwah calling 
  for attacks against the United States, but claims it does not 
  support Al-Qaeda.
  Has engaged in attacks against Egyptian government 
  ofﬁcials, Coptic Christians, and moderate Muslims, as well 
  as foreign tourists.  Killed 58 foreign tourists in Luxor in 
  1998.  Attempted to assassinate President Hosni Mubarak 
  in Ethiopia in 1995.
  Holy Wars:  Egyptian Government, United States.
  Operatives: Global.
  Size: Medium.
  Home Base: Egypt.
  Cells: Britain, Afghanistan, Austria.
  Financial Resources: +20 (Medium group with popular 
  support in home country and external aid from terrorist 
  groups such as Al-Qaeda and Iranian and Sudanese 
  militants).
  Group Requirements
  To qualify for Dev Sol a character must meet the following 
  criteria.
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Dev Sol.
  Group Specialties: +2 competence bonus to Intimidate 
  skill checks; +2 competence bonus to Survival and Hide 
  skill checks in Egypt. 
  Group Enemies: +1 morale bonus to attack and damage 
  rolls against American and Egyptian government and 
  military forces. 
  Typical Member of Dev Sol (Tough Hero 3) CR 3; 
  Medium-size humanoid; HD 3d10+6 plus 6; HP 29; Mas 
  15; Init +2; Spd 30 ft; Defense 14, touch 14, ﬂatfooted 12 
  (+0 size, +2 Dex, +2 class); BAB +2; Grap +3; Atk +3 
  melee (1d4+1, Knife), or +4 ranged (2d6+0, Beretta 92F); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, Ref 
  +3, Will +2; AP 1; Rep +1; Str 13, Dex 14, Con 15, Int 10, 
  Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Demolitions +3, Drive +5, Hide +5, Intimidate 
  +2, Knowledge (Streetwise) +3, Survival +4 
     Feats: Combat Martial Arts, Double Tap, Personal 
  Firearms Proﬁciency, Point Blank Shot, Toughness 
     Talents (Tough Hero): Robust, Damage Reduction 1/— 
     Possessions: Knife, Beretta 92F
  
  13 
  War on Terror
  HAMAS (Islamic Resistance Movement)
  Formed in 1987, HAMAS seeks to replace Israel with an 
  Islamic state.  HAMAS uses both terrorism, as well as 
  peaceful political activity, such as running candidates in 
  West Bank elections, in order to achieve its goals.
  HAMAS engages in spectacular attacks, including 
  suicide bombings, which target Israeli civilians, Palestinian 
  collaborators with Israel, and rival Islamic groups.  The 
  number of “hard core” members of HAMAS (those willing 
  to engage in terrorism) is unknown, but the organization’s 
  total membership likely exceeds ten thousand.
  HAMAS receives extensive funding from Palestinians 
  living abroad, Iran, and private donations from Saudi 
  Arabia and other moderate Arab states. The organization 
  also conducts fundraising and anti-Israeli propaganda 
  campaigns in Europe and North America.
  Recently, HAMAS has been a major roadblock to peace 
  between Israel and Palestine, using carefully timed terrorist 
  attacks to keep the tensions high between the two forces.
  Holy Wars: Israel.
  Operatives: The Middle East.
  Size: Large.
  Home Base: Gaza Strip and the West Bank.
  Cells: Israel, Jordan.
  Financial Resources: +25 (large organization, extensive 
  fund-raising efforts, both illicit, and openly through 
  charities and mosques and political rallies).
  Group Requirements
  To qualify for HAMAS a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Hide 3 ranks, 
  Knowledge (tactics) 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency 
  Group Features
  All of the following are features of HAMAS.
  Group Specialties: +2 competence bonus to 
  Demolitions and Knowledge (tactics) skill 
  checks; +2 competence bonus to Hide 
  and Survival checks in the Gaza 
  Strip and the West Bank. 
  +1 competence bonus to 
  attack rolls in the Gaza 
  Strip and the West Bank.
  Group Enemies: +2 
  morale bonus to attack and 
  damage rolls against Israeli 
  military and government 
  forces.  
  Typical Member of HAMAS (Strong Hero 3) CR 3; 
  Medium-size humanoid; HD 3d8+6; HP 20; Mas 14; Init 
  +2; Spd 30 ft; Defense 16, touch 14, ﬂatfooted 14 (+0 size, 
  +2 Dex, +2 class, +2 equipment); BAB +3; Grap +4; Atk 
  +4 melee (1d4+3, Knife), or +6 ranged (2d8+0, AK-47); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, Ref 
  +3, Will +1; AP 1; Rep +0; Str 13, Dex 15, Con 14, Int 12, 
  Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, Demolitions +7, 
  Hide +4, Knowledge (Streetwise) +4, Knowledge (Tactics) 
  +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Drive-By Attack, Personal Firearms 
  Proﬁciency, Weapon Focus 
  
  14 
  War on Terror
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Plot Hook (Gang War):  The new Palestinian leadership 
  has cracked down on terrorist attacks as part of the 
  “roadmap for peace”, and the result is a counterattack by 
  HAMAS, Palestinian Islamic Jihad, and other militant 
  groups that has thrown the West Bank and Gaza Strip into 
  complete chaos.  The new leadership, teetering on the brink 
  of collapse, has asked the United States for assistance, 
  with one condition: no Israeli Special Operations forces 
  will enter Palestinian held lands; the authorities think all 
  the militant factions would ignore their current differences 
  with each other and the leadership, and concentrate their 
  aggression on the Israelis, sparking a full-scale war.
  The Israelis have agreed to allow use of their territory 
  as a staging area for American special operations, but they 
  warn if the current conﬂict goes on much longer, that they 
  will intervene to prevent a massacre of Israeli civilians still 
  living in settlements.
  A long, dangerous series of adventures could result 
  from this plot hook, with special operations forces ﬁrst 
  securing and evacuating Israeli citizens, and then going 
  after the terrorists.  This would be an excellent adventure to 
  introduce a new terrorist mastermind, pulling the strings.
  Harakat ul-Mujahidin (HUM)
  Harakat ul-Mujahidin (HUM) is an Islamic terrorist group 
  with operates in the Kashmir region of Pakistan and India. 
  HUM is a signer of Bin Laden’s 1998 Fatwah calling for 
  attacks against the United States, and terrorist training 
  camps in Afghanistan have been the subject of United 
  States attacks.  These attacks have led HUM to promise 
  retribution against the United States.
  HUM has been responsible for terrorist attacks against 
  India, and numerous operations in the Kashmir region of 
  India and Pakistan.  The organization has also conducted 
  kidnappings and murders of Western tourists.
  Holy Wars: United States, India.
  Operatives: Middle East.
  Size: Medium.
  Home Base: Kashmir region, Pakistan.
  Cells: India.
  Financial Resources: +20 (medium organization, 
  supported externally by Saudi Arabian interests, and also 
  provided aid by Al-Qaeda).
  Group Requirements
  To qualify for HUM a character must meet the following 
  criteria.
  BAB: 2+
  Skills: Hide 3 ranks, Move Silently 3 ranks, Survival 3 
  ranks
  Feats: Personal Firearms Proﬁciency, Far Shot
  Group Features
  All of the following are features of HUM.
  Group Specialties: +2 competence bonus to Hide 
  and Move Silently skill checks; +2 competence bonus to 
  Survival skill checks in the Kashmir region of India and 
  Pakistan.
  Group Enemies: +1 morale bonus to attack and damage 
  rolls against American and Indian government and military 
  forces. 
  Typical Member of HUM (Fast Hero 3) CR 3; Medium-
  size humanoid; HD 3d8+6; HP 20; Mas 14; Init +2; Spd 40 
  ft; Defense 16, touch 16, ﬂatfooted 14 (+0 size, +2 Dex, +4 
  class); BAB +2; Grap +3; Atk +3 melee (1d4+1, Knife), or 
  +4 ranged (2d10+0, Remington 700); FS 5 ft by 5 ft; Reach 
  5 ft; SQ ; AL none; SV Fort +3, Ref +4, Will +2; AP 1; Rep 
  +1; Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Balance +5, Demolitions +3, Drive +5, Hide +10, 
  Knowledge (Streetwise) +3, Move Silently +10, Survival 
  +4, Tumble +5 
     Feats: Advanced Firearms Proﬁciency, Dead Aim, Far 
  Shot, Personal Firearms Proﬁciency, Stealthy 
     Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed 
     Possessions: Knife, Remington 700
  Hezballah 
  Also known as Islamic Jihad, Islamic Jihad Organization, 
  Revolutionary Justice Organization, Organization of the 
  Oppressed on Earth, Islamic Jihad for the Liberation of 
  Palestine, Organization of Right Against Wrong, Ansar 
  Allah, Followers of the Prophet Muhammed.
  Hezballah is a Shiite Islamic terrorist group dedicated to 
  the establishment of an Iranian-style Islamic government 
  in Lebanon and the destruction of Israel.  Hezballah is 
  also very anti-Western and anti-American in particular.  
  The organization performs missions on behalf of Iranian 
  supporters, but also has conducted independent operations 
  in the past.
  Hezballah was responsible for the suicide truck bombing 
  of the Beirut Marine Barracks in 1983, has taken American 
  and Western hostages in Lebanon, and attacked the Israeli 
  embassy in Argentina in 1992.  
  Holy Wars: Israel, United States.
  Operatives: Middle East.
  Size: Large.
  Home Base: Lebanon.
  Cells: United States, Canada, Western Europe (various 
  countries), Israel, Gaza Strip and West Bank, Africa 
  
  15 
  War on Terror
  (various countries).
  Financial Resources: +25 (state sponsored terrorist 
  group, supported, trained, and directed by Iran; also 
  receives extensive support from Syria).
  Group Requirements
  To qualify for Hezballah a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of Hezballah. 
  Group Specialties: +4 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks
  Group Enemies: +1 morale bonus to attack and 
  damage rolls when ﬁghting American or Israeli military or 
  government forces. 
  Typical Member Hezballah (Strong Hero 3) CR 3; 
  Medium-size humanoid; HD 3d8+3; HP 17; Mas 13; Init 
  +2; Spd 30 ft; Defense 16, touch 14, ﬂatfooted 14 (+0 size, 
  +2 Dex, +2 class, +2 equipment); BAB +3; Grap +5; Atk 
  +5 melee (1d4+4, Knife), or +6 ranged (2d10+0, HK G3); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, Ref 
  +3, Will +1; AP 1; Rep +0; Str 14, Dex 15, Con 13, Int 12, 
  Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +4, Demolitions +7, Hide +6, 
  Knowledge (Streetwise) +4, Knowledge (Tactics) +7, 
  Move Silently +3, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, Stealthy, 
  Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, HK G3
  Liberation Tigers of Tamil Elam 
  The Tamil Tigers (LTTE) seek an independent Tamil 
  homeland in Sri Lanka, the small island southeast of India, 
  connected to the Indian mainland by a narrow strip of 
  land.  They have massive external support among front 
  organizations and Tamil communities in North America, as 
  well as drug smuggling operations in Europe.
  The Tigers engage in guerilla warfare with the 
  governments of Sri Lanka and India, including terrorist 
  tactics.  Sri Lankan politicians and military leaders have 
  been the targets of assassinations, and suicide bomb attacks 
  have been carried out against both Sri Lankan President 
  Ranasinghe Premadasa in 1993 and Indian Prime Minister 
  Rajiv Gandhi in 1991.  The Sri Lankan capitol of Colombo 
  has also been the target of numerous bombings.
  The Tigers control the north and eastern coast of Sri 
  Lanka, particularly the Jaffna peninsula, where Tiger 
  control is so complete that the movements of strangers are 
  monitored at all times.
  The Tigers have a policy of not attacking foreigners, 
  thinking that to do so would cause a backlash against their 
  foreign front organizations’ fundraising activities.
  The Tigers armed membership is said to top 10,000.
  Holy Wars:  Sri Lanka, India.
  Operatives: Global.
  Size: Large.
  
  16 
  War on Terror
  Home Base:  Jaffna, Northern Sri Lanka.
  Cells: United States (fundraising only), Canada 
  (fundraising only), Europe (drug smuggling/fundraising), 
  Asia (fundraising), India (terrorism).
  Financial Resources:  +25 (massive external 
  fundraising among Tamil communities worldwide, with 
  dozens of front organizations raising capital).
  Group Requirements
  To qualify for Tamil Tigers a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Demolitions 3 ranks, Hide 3 ranks, Move Silently 
  3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Tamil Tigers.
  Group Specialties: +2 competence bonus to 
  Demolitions and Survival skill checks; +2 competence 
  bonus to Hide and Move Silently skill checks in Sri Lanka.
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting Indian and Sri Lankan government or 
  military forces. 
  Typical Member Tamil Tigers (Fast Hero 3) CR 3; 
  Medium-size humanoid; HD 3d8+3; HP 17; Mas 13; Init 
  +2; Spd 40 ft; Defense 18, touch 16, ﬂatfooted 16 (+0 
  size, +2 Dex, +4 class, +2 equipment); BAB +2; Grap +4; 
  Atk +4 melee (1d4+2, Combat Martial Arts), or +4 ranged 
  (2d8+0, Mossberg); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  none; SV Fort +2, Ref +4, Will +2; AP 1; Rep +1; Str 14, 
  Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Craft (mechanical) +3, Demolitions +6, Drive +5, 
  Hide +6, Knowledge (Streetwise) +3, Move Silently +6, 
  Survival +5, Tumble +5 
     Feats: Combat Martial Arts, Dodge, Mobility, Personal 
  Firearms Proﬁciency, Armor Proﬁciency (Light) 
     Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed 
     Possessions: Mossberg, Pull-up pouch vest
  Plot Hook (The Hammer Falls):  A “shore leave” 
  adventure, in which the PCs, employed as special 
  operations forces, mercenaries, CIA, DEA etc. are 
  vacationing in exotic Sri Lanka when the Tigers actually 
  succeed in toppling the government.  Surrounded by chaos, 
  the PCs would have to choose their course of action.  Do 
  they slip out of the country? Stay and make sure foreign 
  tourists are safeguarded during the chaos? Or do they 
  attempt to reverse the tide and cause the coup to fail.
  Japanese Red Army
  A communist terrorist group, JRA was formed in the 70’s, 
  with the stated intention of overthrowing the Japanese 
  government, including elimination of the monarchy, and 
  “fomenting world revolution”.  During the 70’s, JRA 
  conducted many spectacular terrorist attacks, including 
  the massacre at Lod airport, Israel, in 1972.  The group 
  was also responsible for several hijackings of Japanese 
  airplanes, and attempted to sieze the American embassy in 
  Kuala Lumpur.
  In the 80’s, the group was known to be organizing cells 
  in Asian cities such as Manila and Singapore. In 1988, a 
  JRA member was arrested on the New Jersey Turnpike 
  with explosives. In 1995, a member was arrested in 
  Romania and extradited to Japan.
  It is believed that about eight members, including the 
  group’s leader and founder, remain at large.
  Holy Wars: Japan, United States.
  Operatives: Global.
  Size: Small.
  Home Base: Lebanon.
  Cells: Manila, Singapore, United States.
  Financial Resources: +15 (very small group, with 
  backing from Syria, and possibly some covert support from 
  legitimate Japanese political parties).
  Group Requirements
  To qualify for JRA a character must meet the following 
  criteria.
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of JRA.
  Group Specialties: +2 competence bonus to Intimidate 
  and Demolitions skill checks
  Group Enemies: +1 morale bonus to attack and damage 
  rolls against American and Japanese government and 
  military forces. 
  Typical Member of JRA (Tough Hero 3) CR 3; Medium-
  size humanoid; HD 3d10+6 plus 6; HP 29; Mas 15; Init +2; 
  Spd 30 ft; Defense 14, touch 14, ﬂatfooted 12 (+0 size, +2 
  Dex, +2 class); BAB +2; Grap +3; Atk +3 melee (1d4+1, 
  Knife), or +4 ranged (2d6+0, Beretta 92F); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL none; SV Fort +4, Ref +3, Will +2; AP 
  1; Rep +1; Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Demolitions +3, Drive +5, Hide +5, Intimidate 
  +2, Knowledge (Streetwise) +3, Survival +4 
     Feats: Combat Martial Arts, Double Tap, Personal 
  Firearms Proﬁciency, Point Blank Shot, Toughness 
  
  17 
  War on Terror
     Talents (Tough Hero): Robust, Damage Reduction 1/— 
     Possessions: Knife, Beretta 92F
  Kach and Kahane Chai
  Kach was founded by radical American Rabbi Meir 
  Kahane.  After his assassination, his son Binyamin 
  founded Kahane Chai, or “Kahane Lives”.  Anti-Arab 
  and Palestinian group with the stated goal of restoring 
  “Biblical” Israel.  Was declared a terrorist group by the 
  Israeli government in 1994 following an attack on a 
  mosque by the group, and the release of anti-government 
  statements by the group.
  Most of the group’s activities are criminal but non-
  violent: harassing and threatening West Bank Palestinians, 
  threatening Arab and Israeli government ofﬁcials.  
  However, the group has claimed responsibility for several 
  shootings of Palestinians in the West Bank in 1993, 
  including three deaths, and seems to grow increasingly 
  radical and violence-prone over time.
  Kahane Chai is known to receive donations from 
  sympathizers in Europe and America. The exact size of the 
  group is unknown at the present time.
  Holy Wars: Palestine, Arab governments, Israeli 
  government.
  Operatives: Israel and the West Bank.
  Size: Small.
  Home Base: Hebron, West Bank.
  Cells: Unknown.
  Financial Resources: +15 (small group supported by 
  Jewish-American sympathizers).
  Group Requirements
  To qualify for Kahane Chai a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Intimidate 3 ranks, Knowledge (streetwise) 3 
  ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Kahane Chai.
  Group Specialties: +4 competence bonus to Intimidate 
  skill checks; +2 competence bonus to Knowledge 
  (streetwise) skill checks in Israel and the West Bank.
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting Palestinian and Israeli government and 
  military forces. 
  Typical Member of Kahane Chai (Tough Hero 3) CR 3; 
  Medium-size humanoid; HD 3d10+6 plus 3; HP 26; Mas 
  15; Init +1; Spd 30 ft; Defense 13, touch 13, ﬂatfooted 12 
  (+0 size, +1 Dex, +2 class); BAB +2; Grap +4; Atk +4 
  melee (1d6+2, Club), or +3 ranged (2d6+0, Ruger Service 
  Six); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, 
  Ref +2, Will +1; AP 1; Rep +1; Str 14, Dex 13, Con 15, Int 
  10, Wis 10, Cha 12. 
     Occupation: Military (Hide, Knowledge [Tactics]) 
     Skills: Drive +4, Intimidate +7, Knowledge (Streetwise) 
  +3, Knowledge (Tactics) +3, Listen +2, Spot +5 
     Feats: Alertness, Brawl, Personal Firearms Proﬁciency, 
  Power Attack, Streetﬁghting 
     Talents (Tough Hero): Robust, Damage Reduction 1/— 
     Possessions: Club, Ruger Service Six
  Khmer Rouge 
  The Party of Democratic Kampuchea, a Maoist-style 
  communist terrorist group attempting to impose “agrarian 
  utopia” communism (sometimes called Mao-Style 
  Communism) on Cambodia.  During a four-year reign 
  during the late 70’s, Khmer Rouge killed 1.7 million 
  people by torture, slave labor, execution, and starvation.  
  Despite numerous efforts to bring the leaders of these 
  atrocities to trial, currently only two Khmer Rouge 
  members are awaiting trial, and none have been convicted.
  Recent defections, beginning in 1996 and accelerating 
  since then, have destroyed the Khmer Rouge as a viable 
  insurgent organization capable of overthrowing the 
  Cambodian government.  However, the group still controls 
  some areas of the countryside, and low-level attacks 
  continue.
  The group also attacks Cambodian and ethnic-
  Vietnamese villagers, and has killed foreigners traveling in 
  rural areas.
  Holy Wars: Cambodian Government.
  Operatives: Cambodia.
  Size: Small.
  Home Base: Cambodia.
  Cells: None.
  Financial Resources: +10 (small group, self-supported 
  through banditry).
  Group Requirements
  To qualify for Khmer Rouge a character must meet the 
  following criteria. 
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Khmer Rouge
  Group Specialties: +2 competence bonus to Intimidate 
  skill checks; +2 competence bonus to Survival and Hide 
  checks in Cambodia.
  Group Enemies: Members of Khmer Rouge gain a +2 
  morale bonus to attack and damage roles when ﬁghting 
  Cambodian military or government forces. 
  
  18 
  War on Terror
  Typical Member Khmer Rouge (Tough Hero 3) CR 3; 
  Medium-size humanoid; HD 3d10+6 plus 6; HP 29; Mas 
  15; Init +2; Spd 30 ft; Defense 16, touch 14, ﬂatfooted 14 
  (+0 size, +2 Dex, +2 class, +2 equipment); BAB +2; Grap 
  +3; Atk +3 melee (1d4+1, Knife), or +4 ranged (2d8+0, 
  AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort 
  +4, Ref +3, Will +2; AP 1; Rep +1; Str 13, Dex 14, Con 15, 
  Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Demolitions +3, Drive +7, Hide +4, Intimidate 
  +4, Knowledge (streetwise) +3, Survival +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Toughness, Vehicle Expert 
     Talents (Tough Hero): Robust, Damage Reduction 1/— 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Plot Hook (The Extradition):  The United Nations has 
  decided to try some of the old-guard Khmer Rouge leaders 
  for war crimes/crimes against humanity.  The United States 
  is asked to help secure some captured leaders for transport 
  to Geneva.  Making it to the airport, being attacked several 
  times along the way by die-hard supporters, should prove 
  for an exciting adventure. 
  Or perhaps, the attackers are the family of the Khmer 
  Rouge’s victims, seeking a more satisfying brand of justice 
  than that which would be handed down by a tribunal. GMs 
  who enjoy evil moral quandaries can have the PCs’ vehicle 
  surrounded by victims of their charges, missing limbs and 
  bearing horrible scars, and let the PCs decide if protecting 
  some old men who don’t even regret their sins is worth 
  succeeding in their mission.
  Kurdistan Workers’ Party 
  A Marxist-Leninist communist group composed primarily 
  of Kurds, founded in the mid-70’s, they seek to establish an 
  independent Kurdish state in Southeastern Turkey.  In the 
  ‘90s, they moved from a rural-insurgent group to an urban 
  terrorist group.
  Their primary operations include attacks on Turkish 
  government ofﬁcials and security forces.  In 1993 and 
  1995, they attacked dozens of Turkish diplomatic facilities 
  throughout Western Europe.  The PKK has attempted to 
  damage Turkey’s tourist industry through attacks on hotels, 
  and the kidnapping of foreign tourists.
  Holy Wars: Turkish Government.
  Operatives: Middle East, Europe.
  Size: Large.
  Home Base: Southeastern Turkey (near the Iraq border).
  Cells: Iraq, Western Europe.
  Financial Resources: +25 (large group, external support 
  from many sympathizers in Western Europe, may also 
  receive modest support from Iran- Syria and Iraq have 
  provided support in the past).
  Group Requirements
  To qualify for Kurdistan Workers’ Party a character must 
  meet the following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of Kurdistan Workers’ 
  Party. 
  Brianna snarled into the phone.  “You remember that oil deal I clued you into? You owe me you little shit.”
  Kimmy just watched, amazed, then turned to Max.
  “You realize she’s exactly like you don’t you?”
  Max just laughed. “Except she’s meaner.”
  Brianna ﬂipped him off, voice sweet and light now, “Ok listen, you know that thing in New Orleans.  The cop 
  killing.  No. No. The whole thing is being covered up.  I know you were looking to break a big police case, and this 
  might be the biggest one.  I was going to do it myself but…”
  Brianna was writing, nodding.  Max suddenly found himself looking for a cigar.  He knew he had some more around 
  here.  Suddenly she clicked her phone off.  “Ok Max, you were right.  This is about something that happened twenty 
  years ago.  And the government is going to sweep this whole thing under the rug, too.  We have to do something.”
  Max nodded.  That sixth sense of his never let him down.  Biting the end off his cigar, he spit it into the trashcan.  
  “Right.  We need to meet with some friends of mine ﬁrst.  This isn’t some prissy little martial arts tournament.”
  Bri just looked at him.  “This is Korea.  Do you have any idea how hard it will be to get your hands on a gun?”
  Max laughed, lighting up.  “In the ﬁrst place, darlin, we’ll need guns not gun. And in the second place, I know a 
  guy.”
  
  19 
  War on Terror
  Group Specialties: +2 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks; +2 
  competence bonus to Hide and Survival skill checks in 
  Southeastern Turkey and Northern Iraq
  Group Enemies: +2 morale bonus to attack and damage 
  rolls when ﬁghting Turkish military or government forces. 
  Typical Member Kurdistan Workers’ Party (Strong 
  Hero 3) CR 3; Medium-size humanoid; HD 3d8+3; HP 17; 
  Mas 13; Init +2; Spd 30 ft; Defense 16, touch 14, ﬂatfooted 
  14 (+0 size, +2 Dex, +2 class, +2 equipment); BAB +3; 
  Grap +5; Atk +5 melee (1d4+4, Knife), or +6 ranged 
  (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; 
  SV Fort +3, Ref +3, Will +1; AP 1; Rep +0; Str 14, Dex 15, 
  Con 13, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +4, Demolitions +7, Hide +6, 
  Knowledge (Streetwise) +4, Knowledge (Tactics) +7, 
  Move Silently +3, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, Stealthy, 
  Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Manuel Rodriguez Patriotic Front (FPMR)
  Manuel Rodriguez Patriotic Front (FPMR) began as the 
  armed wing of the Chilean Communist Party, which sought 
  to turn Chile into a Soviet client state in the mid-80’s.  
  After a factional split, some of the organization decided 
  to pursue legitimate means and became a political party, 
  while the rest continued armed means of bringing about 
  political change.
  With only 50-100 members and little support, FPMR 
  focuses on lightly guarded targets for terrorist attacks such 
  as restaurants, U.S. businesses, and Mormon churches.  
  Government counter-terrorism actions have been highly 
  successful against this group.
  At least one escaped FPMR member has been granted 
  asylum in Switzerland, which has refused to extradite him.
  Holy Wars: Chilean Government.
  Operatives: South America, Switzerland.
  Size: Small.
  Home Base: Chile.
  Cells: None.
  Financial Resources: +10 (Small organization with no 
  outside support).
  Group Requirements
  To qualify for FPMR a character must meet the following 
  criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of FPMR. 
  These specialties and abilities take effect 30 days after you 
  join the group and last until 30 days after you leave the 
  group. 
  Group Specialties: +4 competence bonus to 
  Demolitions skill checks. 
  Group Enemies: Members of FPMR receive a +2 
  morale bonus to hit and damage when ﬁghting Chilean 
  military or government ofﬁcials. 
  Typical FPMR member (Strong Hero 3) CR 3; Medium-
  size humanoid; HD 3d8+3; HP 17; Mas 13; Init +2; Spd 
  30 ft; Defense 15, touch 14, ﬂatfooted 13 (+0 size, +2 
  Dex, +2 class, +1 equipment); BAB +3; Grap +5; Atk +5 
  melee (1d4+4, Combat Martial Arts), or +6 ranged (2d4+0, 
  Walther PPK); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; 
  SV Fort +3, Ref +3, Will +0; AP 1; Rep +0; Str 14, Dex 15, 
  Con 13, Int 10, Wis 8, Cha 12. 
     Occupation: Military (Demolitions, Knowledge 
  [Tactics]) 
     Skills: Climb +5, Craft (structural) +3, Demolitions 
  +3, Knowledge (Streetwise) +3, Knowledge (Tactics) +3, 
  Repair +3 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Combat Martial Arts, Personal Firearms 
  Proﬁciency, Weapon Focus (Walther PPK) 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Leather Jacket, Walther PPK
  National Liberation Army of Columbia 
  National Liberation Army of Columbia (also known as 
  ELN or the Ejercito de Liberacion Nacional) is a pro-
  Cuban, anti-American guerilla group.  The organization 
  has engaged in ecoterrorism, attacking foreign oil pipelines 
  and causing massive oil spills.  They support themselves 
  through kidnapping of foreign workers and extorting 
  money from local coca and poppy farmers.  They also 
  attack government anti-drug forces that seek to restrict 
  coca farming. 
  The National Liberation Army has close to 5,000 armed 
  members, with little or no external support.
  Holy Wars: United States, Columbian Government.
  Operatives: Venezuela.
  Size: Medium.
  Home Base: Columbia-Venezuela border.
  Cells: None.
  
  20 
  War on Terror
  Financial Resources: +16 (medium organization, self-
  supported through kidnapping and extortion).
  Group Requirements
  To qualify for National Liberation Army a character must 
  meet the following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Knowledge (streetwise) 3 
  ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of National Liberation 
  Army.
  Group Specialties: +2 competence bonus to Demolition 
  skill checks; +2 competence bonus to Hide and Knowledge 
  (streetwise) checks in Columbia. 
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting American and Columbian government 
  or military ofﬁcials.
  Typical Member National Liberation Army (Strong 
  Hero 3) CR 3; Medium-size humanoid; HD 3d8+6; HP 20; 
  Mas 14; Init +2; Spd 30 ft; Defense 16, touch 14, ﬂatfooted 
  14 (+0 size, +2 Dex, +2 class, +2 equipment); BAB +3; 
  Grap +4; Atk +4 melee (1d4+3, Knife), or +6 ranged 
  (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; 
  SV Fort +4, Ref +3, Will +1; AP 1; Rep +0; Str 13, Dex 15, 
  Con 14, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, Demolitions +7, 
  Hide +4, Knowledge (Streetwise) +4, Knowledge (Tactics) 
  +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, Point 
  Blank Shot, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, AK-47
  National Liberation Army of Iran 
  Formed in the ‘60s to combat excessive Western inﬂuence 
  in the Shah’s regime, NLA’s ideology is a dangerous 
  mixture of Marxism and radical Islam.  In its history 
  the group has gone from conducting some of the most 
  spectacular and famous anti-American attacks to attacks on 
  the clerical regime that currently rules Iran.
  In the ‘70s, the NLA attacked Americans working on 
  defense projects in Tehran, and killed numerous civilians 
  and military personnel.  In 1979 it supported the takeover 
  of the American embassy in Tehran.
  However, in the ‘90s, the group began a campaign 
  targeting not America, but the Iranian clerical regime.  
  Although this campaign has stressed propaganda over 
  violence, April of 1992 saw attacks on Iranian embassies in 
  thirteen countries, demonstrating NLA’s ability to conduct 
  near-simultaneous global operations.  Recent attacks 
  include bombings and assassinations inside Iran.
  Successful counter-terrorism operations in the ‘80s 
  forced the NLA’s leaders to ﬂee Iran. Eventually these 
  leaders settled in Iraq.
  Holy Wars: Iranian Government, United States.
  Operatives: Global.
  Size: Large.
  Home Base: Iran.
  Cells: Iraq.
  Financial Resources: +25 (Large organization, 
  extensively supported through front organizations, 
  charities, and expatriate Iranians).
  Group Requirements
  To qualify for NLA a character must meet the following 
  criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of NLA. 
  Group Specialties: +4 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting American or Iranian military or 
  government forces. 
  Typical Member NLA (Strong Hero 3) CR 3; Medium-
  size humanoid; HD 3d8+3; HP 17; Mas 13; Init +2; Spd 
  30 ft; Defense 16, touch 14, ﬂatfooted 14 (+0 size, +2 Dex, 
  +2 class, +2 equipment); BAB +3; Grap +5; Atk +5 melee 
  (1d4+4, Knife), or +6 ranged (2d10+0, HK G3); FS 5 ft by 
  5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, Ref +3, Will 
  +1; AP 1; Rep +0; Str 14, Dex 15, Con 13, Int 12, Wis 10, 
  Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +4, Demolitions +7, Hide +6, 
  Knowledge (Streetwise) +4, Knowledge (Tactics) +7, 
  Move Silently +3, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, Stealthy, 
  Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, HK G3
  Plot Hooks (The enemy of my enemy): The PCs, 
  conducting special operations activities in Iraq, seeking 
  
  21 
  War on Terror
  terrorists and weapons of mass destruction, come upon a 
  heavily fortiﬁed NLA compound and seize it, capturing 
  several leaders and dozens of soldiers.  
  In the wake of this adventure the PCs are given an offer 
  by several NLA leaders.  They know the time that an Abu-
  Nidal convoy (see the Great Escape plot hook included 
  with that organization) is leaving for the Jordan border 
  with a large amount of Sarin nerve gas, which they plan to 
  barter to other terror groups for safe haven and passage to 
  Libya (see the Devil’s Bargain plot hook in the Al-Jihad 
  organization).  
  Both the PCs and the NLA are enemies of Iran; will they 
  trade the leaders’ freedom in return for the information 
  needed to aid the prevention of the sale of a weapon that 
  would kill thousands?
  New People’s Army
  Militant arm of the Communist Party of the Philippines, 
  NPA is a Maoist-style, rural-based communist terrorist 
  group devoted to overthrowing the Philippine government.  
  The NPA has also developed an urban infrastructure 
  capable of carrying out terrorist attacks in Manila and other 
  large cities.  The group also has elite assassination squads 
  known as Sparrow Units (depending on how cinematic 
  the campaign is, and how high level the PCs are, these 
  Sparrow Units could be mid level Guerillas/Zealots all the 
  way to high level Terrorists).
  Factional inﬁghting and a lack of money have weakened 
  this group in recent years, though the group is still quite 
  active, targeting corrupt politicians, Philippine security 
  forces, and drug trafﬁckers.  The group also imposes 
  “revolutionary taxes” (extortion) on businesses to 
  supplement its waning funds.
  Holy Wars: Philippine Government, United States.
  Operatives: Philippines.
  Size: Medium.
  Home Base: Rural Philippines.
  Cells: None.
  Financial Resources: +15 (Medium group, largely self-
  supported through extortion).
  Group Requirements
  To qualify for NPA a character must meet the following 
  criteria.
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of NPA.
  Group Specialties: +2 competence bonus to Intimidate 
  skill checks; +2 competence bonus to Survival and Hide 
  skill checks in Philippines. 
  Group Enemies: +1 morale bonus to attack and damage 
  rolls against American and Philippine government and 
  military forces. 
  Typical Member of NPA (Tough Hero 3) CR 3; Medium-
  size humanoid; HD 3d10+6 plus 6; HP 29; Mas 15; Init +2; 
  Spd 30 ft; Defense 14, touch 14, ﬂatfooted 12 (+0 size, +2 
  Dex, +2 class); BAB +2; Grap +3; Atk +3 melee (1d4+1, 
  Knife), or +4 ranged (2d4+0, Walther PPK); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL none; SV Fort +4, Ref +3, Will +2; AP 
  1; Rep +1; Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Demolitions +3, Drive +5, Hide +5, Intimidate 
  +2, Knowledge (Streetwise) +3, Survival +4 
     Feats: Combat Martial Arts, Double Tap, Personal 
  Firearms Proﬁciency, Point Blank Shot, Toughness 
     Talents (Tough Hero): Robust, Damage Reduction 1/— 
     Possessions: Knife, Walther PPK
  Palestinian Islamic Jihad 
  Also PIJ-Shaqaqi Faction, PIJ-Shallah Faction, Islamic 
  Jihad of Palestine, Islamic Jihad in Palestine, Abu 
  Ghunaym Squad of the Hezballah Bayt Al-Maqdis.
  A loosely organized coalition of many groups (each 
  name above is actually a separate faction that works 
  independently, but collectively comprise PIJ) formed in 
  the Gaza Strip in the 70’s.  The PIJ’s stated goal is the 
  destruction of Israel and the creation of a Palestinian state 
  in its place.  The United States is an enemy of the PIJ 
  because of its strong support for the state of Israel, and PIJ 
  also opposes “Western” governments in the Middle East, 
  such as Egypt, Saudi Arabia, and Jordan.
  PIJ has conducted suicide bombings in Israel, the West 
  Bank, and the Gaza Strip.  Has threatened to attack United 
  States interests in Jordan and elsewhere, but so far has not 
  followed through on those threats.
  Although the PIJ conducts most of its operations 
  in the occupied territory, the group’s base and largest 
  concentration of support and followers are in Syria. 
  Holy Wars: Israel, United States, “inﬁdel” Middle 
  Eastern governments (such as Egypt and Saudi Arabia).
  Operatives: Middle East.
  Size: Medium.
  Home Base: Syria.
  Cells: West Bank, Gaza Strip, Israel.
  Financial Resources: +20 (medium group, externally 
  supported by Iran and Syria).
  Group Requirements
  To qualify for PIJ a character must meet the following 
  criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Hide 3 ranks, Knowledge 
  
  22 
  War on Terror
  (tactics) 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency 
  Group Features
  All of the following are features of PIJ.
  Group Specialties: +4 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks; +2 
  competence bonus to Hide and Survival checks in the Gaza 
  Strip and the West Bank. 
  Group Enemies: +1 morale bonus to attack and damage 
  rolls against American, Inﬁdel and Israeli military and 
  government forces.  
  Typical Member of PIJ (Strong Hero 3) CR 3; Medium-
  size humanoid; HD 3d8+6; HP 20; Mas 14; Init +2; Spd 
  30 ft; Defense 16, touch 14, ﬂatfooted 14 (+0 size, +2 Dex, 
  +2 class, +2 equipment); BAB +3; Grap +4; Atk +4 melee 
  (1d4+3, Knife), or +6 ranged (2d8+0, AK-47); FS 5 ft by 5 
  ft; Reach 5 ft; SQ ; AL none; SV Fort +4, Ref +3, Will +1; 
  AP 1; Rep +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, 
  Demolitions +7, Hide +4, Knowledge (Streetwise) 
  +4, Knowledge (Tactics) +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Drive-By Attack, Personal 
  Firearms Proﬁciency, Weapon Focus 
     Talents (Strong Hero): Melee Smash, 
  Improved Melee Smash 
     Possessions: Pull-up pouch vest, 
  Knife, AK-47
  Revolutionary Armed Forces of Columbia 
  Revolutionary Armed Forces of Columbia (FARC) is the 
  largest, best-trained, and best-equipped of Columbia’s 
  guerilla groups.  It was formed in the ‘60s as a pro-Soviet, 
  anti-American army attempting to establish a Soviet client 
  state in Columbia.  
  FARC carries out frequent attacks against Columbian 
  government, judicial, military, and economic targets, 
  particularly the country’s large oil pipelines.  It also 
  carries out kidnappings of foreigners as a way to raise 
  funds.  FARC also receives money from drug farmers and 
  trafﬁckers, providing protection from both government 
  drug enforcement agencies, as well as other guerilla groups 
  (such as the National Liberation Army of Columbia).
  FARC’s membership is estimated to exceed 10,000 
  armed members.  It is believed, though undocumented, 
  that the group has wide support among Columbia’s rural 
  population.
  Holy Wars: United States, Columbian Government.
  Operatives: South America.
  Size: Large.
  Home Base: Columbia.
  Cells: Venezuela, Panama, Peru, Brazil, 
  Ecuador.
  Financial Resources: +25 (large 
  organization, self-support through 
  kidnapping and extortion, as 
  well as external support from 
  drug trafﬁckers and growers 
  for protection and raids 
  against government drug 
  enforcement attempts).
  
  23 
  War on Terror
  Group Requirements
  To qualify for FARC a character must meet the following 
  criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Knowledge (streetwise) 3 
  ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of FARC.
  Group Specialties: +2 competence bonus to Demolition 
  skill checks; +2 competence bonus to Hide and Knowledge 
  (streetwise) checks in Columbia. 
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting American and Columbian government 
  or military ofﬁcials.
  Typical Member FARC (Strong Hero 3) CR 3; Medium-
  size humanoid; HD 3d8+6; HP 20; Mas 14; Init +2; Spd 
  30 ft; Defense 16, touch 14, ﬂatfooted 14 (+0 size, +2 Dex, 
  +2 class, +2 equipment); BAB +3; Grap +4; Atk +4 melee 
  (1d4+3, Knife), or +6 ranged (2d6+0, HK-MP5); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, Ref +3, Will 
  +1; AP 1; Rep +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, 
  Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, Demolitions +7, 
  Hide +4, Knowledge (Streetwise) +4, Knowledge (Tactics) 
  +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, Point 
  Blank Shot, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Pull-up pouch vest, Knife, HK-MP5
  Revolutionary People’s Liberation Party
  This is a Marxist group, a splinter faction of Dev Sol that 
  broke away after factional differences in ideology.  They 
  have extreme anti-American/anti-NATO views. They have 
  conducted attacks against Turkish military and government 
  ofﬁcials, along with United States contractors and military 
  personnel living and working in Turkey. The Revolutionary 
  People’s Liberation Party conducted rocket attack 
  against United States consulate in Istanbul in 1992, and 
  assassinated a prominent Turkish businessman in 1996.
  This organization is self-supported through kidnapping, 
  robbery, and extortion.
  Holy Wars: United States, NATO, Turkish Government.
  Operatives: Europe.
  Size: Small.
  Home Base: Turkey.
  Cells: Europe, Egypt.
  Financial Resources: +15 (Small group, self-
  supported).
  Note: Except for its enemies (RPLP gains a morale bonus 
  to attack and damage rolls against American, NATO and 
  Turkish forces) this group is identical to Dev Sol, from 
  which it broke away. 
  Tupac Amaru Revolutionary Movement 
  (MRTA)
  Tupac Amaru Revolutionary Movement (MRTA) 
  is a traditional Marxist-Leninist group dedicated to 
  ridding Peru of “imperialist” inﬂuences and establish a 
  Marxist-style communist regime in place of the current 
  government.  Recently, the organization has been thrown 
  into disarray by effective government counter-terrorism 
  efforts and a dwindling of support.  Many die-hard 
  members are currently incarcerated, further hindering 
  MRTA’s ability to recover from recent setbacks.
  MRTA has conducted bombings, kidnappings, ambushes, 
  and assassinations targeting government, security, and 
  foreign interests; has also conducted numerous anti-
  American attacks and operations.  In December 1996 the 
  group seizes the Japanese Ambassador’s residence during 
  a diplomatic reception.  Government forces eventually 
  stormed the residence, freeing all but one hostage.  This 
  was the last operation undertaken by MRTA.
  MRTA is believed to have less than 100 remaining 
  members.
  Holy Wars: Peruvian Government, United States.
  Operatives: Peru.
  Size: Small.
  Home Base: Peru.
  Cells: None.
  Financial Resources: +10 (small group, with dwindling 
  support, many members currently jailed).
  Group Requirements
  To qualify for MRTA a character must meet the following 
  criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Knowledge (streetwise) 3 
  ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of MRTA.
  Group Specialties: +2 competence bonus to Demolition 
  skill checks; +2 competence bonus to Hide and Knowledge 
  (streetwise) checks in Peru. 
  
  24 
  War on Terror
  Group Enemies: +1 morale bonus to attack and damage 
  rolls when ﬁghting American and Peruvian government or 
  military ofﬁcials.
  Typical Member MRTA (Strong Hero 3) CR 3; Medium-
  size humanoid; HD 3d8+6; HP 20; Mas 14; Init +2; Spd 30 
  ft; Defense 14, touch 14, ﬂatfooted 12 (+0 size, +2 Dex, +2 
  class); BAB +3; Grap +4; Atk +4 melee (1d4+3, Knife), or 
  +6 ranged (2d4+0, Skorpion); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ ; AL none; SV Fort +4, Ref +3, Will +1; AP 1; Rep +0; 
  Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, Demolitions +7, 
  Hide +4, Knowledge (Streetwise) +4, Knowledge (Tactics) 
  +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, Point 
  Blank Shot, Weapon Focus 
  “I told you, I heard something.”*
  “You’re always hearing things.  It’s your deal anyway.”
  Suddenly the window collapsed inward.  The room 
  descended into stunned silence for a moment, the two 
  men looking dumbly at the small round object on the 
  ﬂoor.
  Suddenly, the men were on the ground.
  “Grenade!”
  The men covered their ears, waiting for the explosion, 
  curled up into little balls in a vain attempt to protect 
  themselves.  From the hallway of the hotel room outside 
  they heard the sounds of ﬁghting.
  In a moment, the men looked around, the object hadn’t 
  exploded.  A huge bald man wearing a tank top, camo 
  pants, and military boots was crouched on the table where 
  the men had been playing cards.  He smiled at them.
  “What do you know?  Damn thing was a dud.  You guys 
  better hurry up and surrender.  The girls outside are much, 
  much meaner than me.”
  The men turned around as the elevator door opened.  
  They had been through this routine before.  The hotel 
  staff had been bribed to move everyone off this ﬂoor.  
  And if someone came up here by mistake, they were 
  “encouraged” to get off on the next ﬂoor.  As always, 
  one of them waited for the doors to open, face an 
  impenetrable mask of intimidation.
  When the door was only open a crack, a hand reached 
  through and grabbed the Korean thug by his tie and 
  smacked him against the still opening doors.  He slumped 
  to the ground, unconscious.
  There was a moment of quiet disbelief in what had just 
  happened.  In the moment the doors opened all the way, 
  and a second guard, who had been standing behind the 
  ﬁrst, dropped like a wet sack, as a blur seemed to come 
  out of the elevator.  Brianna crouched on top of the prone 
  guard, and blew a kiss to the other two guards.
  From the room the men were guarding a crash sounded, 
  which caused one of the men to glance away from the 
  woman crouching over his two companions.  The fourth 
  reached into his jacket for a pistol.
  Eyes darkening, Brianna hissed, “Kimmy”.
  The tiny woman emerged from the elevator, and rolled 
  forward, a series of bullets buried themselves in the 
  wall over her head, never seeming to catch up to her.  
  Suddenly a plaintive scream broke the odd quiet that had 
  descended over the hallway.  The man’s hand, and the 
  gun it held, was lying on the ground.  He seemed dazed, 
  unable to believe he had not felt the blade move through 
  ﬂesh and sinew and bone.
  The man next to him, the lone remaining guard, ﬁnally 
  stirred to action by the screams of his friend, reached for 
  his gun, but a Sai pinned his hand to his chest, and before 
  he could free it, Kimmy caught him square across the 
  jaw with her Katana’s sheath, and in a spray of blood and 
  teeth, the last guard was on the ground.
  Behind the two women, the elevator doors closed.
  Brianna just shook her head.  “Where did you learn this 
  again?”
  Kimmy frowned ever so slightly.  “My father thinks he 
  lives in Tokugawa Japan, what can I say.”
  The door to the hotel room opened up, and Max 
  stepped through, carrying a bundle over one broad 
  shoulder.  
  “He’s drugged, and the street outside looks like the 
  DMZ right now, so let’s go.”
  They hit the stairs at a run.
  *Translated from the Korean- your multilingual editor.
     Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash 
     Possessions: Knife, Skorpion
  
  25 
  War on Terror
  Open Game License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modiﬁcation, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identiﬁed 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright 
  law, but speciﬁcally excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identiﬁed as Product identity 
  by the owner of the Product Identity, and which speciﬁcally excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must afﬁx such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufﬁcient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name 
  to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. 
  The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identiﬁcation: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License 
  to copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not Use 
  any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000-2004, Wizards of the Coast, Inc.: 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based 
  on original material by E. Gary Gygax and Dave Arneson. 
  Blood and Guts 2: War on Terror 2005, RPGObjects; Author Charles Rice
  Open Gaming Content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: Blood 
  and Guts 2, Military Training Manual, War on Terror.
  Designation of Open Gaming Content: The following sections of Blood and 
  Guts 2: War on Terror is designated as open gaming content except for terms 
  deﬁned as product identity above.  All illustrations, pictures, and diagrams are 
  Product identity and property of RPGObjects™.
  The Elite Unit Feats, and NPC statistical blocks are open content.  All other 
  content is closed content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Blood and Guts/2nd Edition/Printer Friendly/War on Terror (print).pdf