TEXT: Blood and Guts: 
  In Her Majesty’s Service 
  by Fraser Ronald 
  INTERIOR ART
   Joseph Wigfield 
  COVER ART
  Jeremy Simmons
  MILITARY Consultant
  Brad Clark
  LINE MANAGER & MECHAnICS EDItOR
  CHARLES RICE
  PROOF READING
  CHARLES Baize
  LAYOUT
  CHRIS DAVIS
  d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., 
  a subsidiary of Hasbro, Inc., and is used with permission. 
  Dungeons & Dragons(R) and Wizards of the Coast(R) are 
  registered trademarks of Wizards of the Coast, Inc., a subsidiary 
  of Hasbro, Inc., and are used with permission.
  WWW.RPGObjects.COM
  
  2 OF 39
  blood & guts
  Introduction
  I am neither British nor a member of the Special Forces community of any country. While my present job has me working 
  alongside the military, I have never served in the military. I am, however, a gamer and a writer. I mention this because while 
  this supplement is about the special operations units of the United Kingdom, it is a game supplement rather than a military 
  science text. Every effort has been made to be as accurate and complete as possible in reference to units and equipment, 
  however, playability trumps reality in this work. Luckily, I have had the assistance of Brad Clark, a friend, gamer and 
  member of the military who lent his expertise and assistance in a valiant attempt to keep all the statistics for equipment 
  relatively realistic. I have no doubt there are errors and omissions in this text. I accept complete responsibility for these 
  problems. As hard as Brad tried to keep me tied to the real world, I focused on playability and game mechanics. There will 
  undoubtedly be people who will read this supplement and say: “Those stats match the BAe Harrier GR Mk 5 better than the 
  Mk 7.” To that, I can only say: “Fair enough, use your stats.” As long as there are a couple of players who say: “Oh, man, I 
  am so going to play an Increment character. Sweet.” That will make up for any negative comments I might receive.
  My father was also never a member of the Special Forces community, but he stood watch through many a cold night in the 
  Battle of the North Atlantic on the HMCS Longbranch. I would humbly like to dedicate this supplement to all the men and 
  women who have answered the call to duty and service, be it in the military or the auxiliary services such as the merchant 
  marine. For a moment, let’s forget the politics and thank those in uniform for their selfless sacrifices. There are many more 
  peacekeepers and makers than there are warmongers.
  Internet Resources
  While not exhaustive, here are some links to more 
  information about the military of the United Kingdom. 
  Information on special operations forces is not readily 
  available from official sources, but newspapers and 
  industry journals sometimes offer interesting little 
  treasures. 
  Official Web Sites
  Ministry of Defence
  http://www.mod.uk/
  The British Army
  http://www.army.mod.uk/
  The Royal Air Force
  http://www.raf.mod.uk/
  The Royal Navy
  http://www.royal-navy.mod.uk/
  Other Internet Resources
  BBC
  http://news.bbc.co.uk/
  Center for Defense Information
  http://www.cdi.org/
  Center for Strategic & International Studies
  http://www.csis.org/
  Daily Mail
  http://www.dailymail.co.uk/
  Defence Journal
  http://www.defencejournal.com
  Federation of American Scientists
  http://www.fas.org/
  Guardian Unlimited
  http://www.guardian.co.uk/
  Global Security.org
  http://www.globalsecurity.org/
  Jane’s Information Group
  http://www.janes.com/
  SkyNews
  http://www.sky.com/news/
  Telegraph
  http://www.telegraph.co.uk/
  The Times
  http://www.timesonline.co.uk/ 
  
  3 OF 39
  A History of the UK Special 
  Forces from World War II
  World War II
  World War II had a profound impact on the military of the 
  United Kingdom. The conflict gave birth not only to the 
  Commandos, but also the Special Air Service and the Special 
  Boat Service. Those units already in existence, such as the 
  Gurkhas, found themselves tested to the utmost in the worst 
  of conditions.
  Originally created as a mobile raiding force in North 
  Africa, the Special Air Service proved to hit much higher 
  than its weight. It had no equal as a deep strike unit and 
  long-range reconnaissance force. In the deserts of North 
  Africa, the hills of Italy or the forests of occupied France, 
  operators of the SAS completed harrowing missions no other 
  unit would consider. 
  The modern day Special Boat Service had many 
  antecedents in the war. Along with the Special Boat Section 
  (SBS), maritime units included the Combined Operations 
  Pilotage Parties--tasked to landing site reconnaissance--
  the Royal Marines Boom Patrol Detachment--used to raid 
  shipping and harbors--and the Landing Craft Obstruction 
  Clearance Units--which acted in the same capacity as the 
  USA’s Underwater Demolition Teams. The wartime SBS 
  had both reconnaissance and direct action responsibilities. 
  Like the Combined Operations Pilotage Parties, the SBS 
  reconnoitered possible landing sites, but it also performed 
  raids on shipping and coastal targets.
  Over 112,000 Gurkhas served in the British Army 
  during World War II. They fought in almost every theater 
  of operation, from North Africa to Italy to Indochina and 
  Burma. The Gurkhas helped to form the Chindits, a special 
  operations group fighting in the jungles and often operating 
  behind enemy lines. A total of ten Victoria Crosses were 
  awarded to soldiers of the Gurkhas during World War II.
  The Royal Marines Commando, like the SAS and SBS, 
  were born out to the necessities of the War. Churchill wanted 
  a force that could raid the coastline, and the Commandos 
  were created for this task. They saw action all across Europe 
  and the Far East, including landings at Salerno, Anzio, and 
  Termoli. The Commandos, as can be expected, played an 
  important role in the D-Day landings. By the end of the War, 
  the Commandos numbered 8,000 ranks, a size never since 
  equaled.
  In 1940, Churchill requested the War Office create an 
  airborne infantry force and by the end of 1942, the 1st 
  Airborne Division, trained to insert using parachutes and 
  gliders, was ready for deployment. Success--as infantry--in 
  North Africa led to the creation of the 6th Airborne Division 
  from a nucleus of veterans of the 1st. The 6th proved 
  successful in Normandy but the 1st’s attack on Arnhem as 
  part of Operation MARKET GARDEN failed. Still, the 
  fearsome reputation of the two units survived the war intact.
  The Post-War Years
  With the war over, the men of the SAS hunted down 
  escaping Nazis, delivering them to the Nuremberg War 
  Crimes Tribunal. Very soon, though, the special forces 
  community faced extinction. The reputations and successes 
  of the special operations forces could not save them from 
  the axe. Their deeds, for the most part, were left unsung 
  as stories of great battles and great generals dominated the 
  popular histories and mass media. The SAS survived as a 
  reserve unit, the 21st Regiment (Artists Rifles) Special Air 
  Chapter 1: The Special Operations 
  Forces of the United Kingdom
  
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  Chapter 1: Special Ops of the United Kingdom
  Service.
  After name changes and shuffled responsibility, the varied 
  maritime units from World War II became the Small Raids 
  Wing and were tasked with mine and ordnance removal 
  during the formation of the nation of Israel. By 1950, the 
  name was changed to Special Boat Wing and its units 
  referred to as Special Boat Sections, giving rebirth to the 
  acronym SBS. The missions of the SBS entailed all those 
  responsibilities shared by the varied maritime units in the 
  war.
  The 1st and 6th Airborne Divisions were reduced to 
  16th Independent Parachute Brigade and was deployed 
  for security operations in the Middle East and the Brigade 
  saw action in the Suez Crisis of 1956. During the Crisis, 45 
  Commando performed the first ever operational helicopter 
  assault.
  The Malayan Emergency
  The Malayan Communist Party (MCP)--dominated by ethnic 
  Chinese--created a paramilitary arm called the Malay Races 
  Liberation Army (MRLA) in response to the UK’s post-War 
  “Malayan Federation” plans. The MRLA was filled with 
  veterans of the Malayan Peoples’ Anti-Japanese Army, which 
  the UK had trained and equipped. Beginning in 1948, the 
  MRLA attacked British interests in Malaya (now known as 
  Malaysia). This drew the UK into its first sustained military 
  operation of the post-war era. 
  During the Malayan Emergency, an ex-SAS officer, 
  Mike Calvert, helped to recreate the SAS in its modern 
  incarnation. The operators of this new SAS learned the 
  secrets of jungle warfare from Chindit veterans and the 
  Gurkhas. This new SAS became masters of the jungle. In 
  doing so, they removed themselves completely from the 
  strictures and norms of the regular army. Rank meant little 
  in the jungle, and command went to that individual most 
  capable of leading. The four-man patrol became the standard 
  operating unit, with four-patrol troops and four-troop 
  squadrons. 
  While the SAS patrolled in small groups, the Gurkhas 
  provided the manpower to protect civilians and British 
  interests from attack. With veterans of World War II still 
  peppering its ranks, the Brigade of the Gurkhas proved adept 
  at jungle warfare and counter-insurgency. The Gurkhas 
  served through the entirety of the Emergency, acting as 
  the backbone of the British military in that campaign. The 
  jungles and swamps were soon denied to the insurgents, their 
  sphere of control shrinking rapidly, until their final outpost 
  was taken and the emergency ended in 1960. By that time, 
  Malaya had gained independence and the avowed anti-
  colonial actions of the MRLA no longer made sense.
  The Korean War
  Communist North Korea, with the backing of Russia and 
  later China, attacked South Korea--a struggling democracy 
  backed by the United States--in 1950. Almost the entire 
  peninsula was overrun before the United Nations could 
  assemble a relief army, led by the United States. US General 
  Douglas MacArthur made an unexpected amphibious 
  attack at Inchon, cutting the North Korean army’s supply 
  lines. The UN forces then pushed the North Koreans back 
  with US forces entering Chinese territory in pursuit of the 
  enemy. This instigated the Chinese to throw their impressive 
  resources of manpower behind the North, driving the UN 
  south. From that point, the war remained a stalemate until 
  the armistice of 1953. 
  41 (Independent) Commando Royal Marines was created 
  for the specific purpose of fighting in Korea. While the 
  main responsibility of 41 Commando was coastal raiding, 
  at times it took on the role of an infantry unit and fought 
  with distinction alongside the US 1st Marine Division at the 
  Chosin Reservoir, one of the worst battles of the war.
  The SBS also operated in Korea, often from submarines. 
  SBS operators, inserting in small, powered craft or canoes 
  and kayaks, raided all along the North Korean coast. On at 
  least one mission, the SBS moved inland and destroyed an 
  important rail line.
  Conflict in the Middle East
  Along with the Suez Crisis, UK special forces were 
  involved in places like the Sultanate of Oman and Aden, 
  both dealing with communist insurgents. After success in 
  the Malayan Emergency, the resurrected SAS was almost 
  disbanded, but its special skills and counter-insurgency 
  experience proved important in Oman. The actions of the 
  SAS in the jungles of Malaya and the deserts and rocky 
  wastes of Oman, though not public knowledge, made them 
  highly sought after by foreign countries looking for trained 
  military and close personal protection forces.
  In 1958, the Special Boat Wing became the Special 
  Boat Company, and the motto “Not by strength, by guile” 
  was adopted. The operational units remained Special Boat 
  Sections, so a form of continuity existed.
  The SBS, fresh from successes in Korea, joined the SAS in 
  the Middle East and went on to create a long-term presence 
  in Bahrain, which remained for several decades. Conflict 
  with communist insurgents again erupted in Oman in 1970, 
  and lasted until 1976. The SBS began its involvement by 
  inserting SAS patrols by boat. The two covert units often 
  joined forces for extended inland patrols, in later years. 
  Along with reconnaissance and direct action, the SAS 
  trained the Sultan’s army in counter-insurgency tactics. 
  The Indonesian Confrontation
  The conflict between British-backed Federation of Malaysia, 
  and Indonesia began in the small country of Brunei. On 
  December 8, 1962, the North Kalimantan National Army, 
  supported by Indonesia, attacked the Sultan of Brunei and 
  seized the nation’s oil fields as well as European hostages. 
  The Sultan requested British help. The Gurkhas in Hong 
  Kong received the call at 11 PM and arrived in Brunei at 9 
  AM the following morning. In a few months, the situation 
  had been resolved and the rebel commander had been 
  
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  Chapter 1: Special Ops of the United Kingdom
  captured. This, however, was only the opening gambit.
  The Gurkhas had all but completed mopping up the 
  Indonesian-backed insurgents in Brunei when Indonesian 
  troops entered the Sarawak and Sabah areas of Malaya. 
  Indonesia hoped to halt the formation of the Federation 
  of Malaysia after a United Nations sponsored referendum 
  delivered an outcome unfavorable to Indonesia. By August, 
  the Gurkhas had clashed with Indonesian irregulars inside 
  Malaya. After the creation of the Federation of Malaysia 
  on September 16, 1963 (Brunei did not accept admission 
  and Singapore left later), Indonesian regular troops entered 
  Malaysian territory with the aid of locals, many of them 
  communist sympathizers.
  The SAS, well versed in jungle warfare and counter-
  insurgency, mounted intelligence-gathering operations and 
  increasingly attacked targets inside Indonesian territory and 
  perpetrated cross-border incursions, forcing the Indonesian 
  forces into a more defensive posture. The SAS purposefully 
  did not engage in drawn-out battle, rather it focused its 
  efforts on reconnaissance and sabotage. Alongside the SAS, 
  the SBS patrolled not only the waterways, but also the 
  swamps and jungles the insurgents used to hide. The two 
  covert units worked together to win over the indigenous 
  populace by providing medical aid and supplies, as well as 
  protecting isolated villages from communist reprisals.
  The Gurkhas resumed their duty of jungle patrols and 
  increasingly engaged in full-scale military actions against 
  communist and Indonesian targets. 40 Commando--based 
  in Singapore--was sent to Borneo to operate alongside 
  the Gurkhas. Supplies often reached the larger patrols of 
  Commandos and Gurkhas through the SBS, either along 
  rivers or on the coast.
  The 1st Battalion of the Gurkhas was the first military 
  unit to operationally engage since the end of the Malayan 
  Emergency, and the Gurkhas remained active in Borneo, the 
  principal site of conflict, until the peaceful resolution of the 
  conflict in 1964.
  Northern Ireland and counter terrorism
  The 1970s saw a new theater of operation for the SAS. 
  Sectarian violence had erupted in Northern Ireland and the 
  government of the United Kingdom--perhaps considering 
  their success facing insurgents elsewhere--secretly 
  inserted the SAS. As the warfare practiced was even less 
  conventional than what the SAS had faced in the Middle 
  East and Asia, and the constraints of legality even heavier, 
  the SAS encountered unexpected difficulties. Even their 
  successes created problems, as the media, government and 
  Non-Government Organizations (NGOs) scrutinized their 
  tactics and actions.
  While the SAS attempted to sort out the quagmire of 
  Northern Ireland, the SBS had a moment in the spotlight. 
  A threat was received that a bomb had been planted on the 
  passenger liner the Queen Elizabeth II. The ship was in the 
  middle of the Atlantic, and the SBS succeeded in a hastily 
  planned parachute drop to the deck of the ship. While the 
  bomb threat proved a hoax, the SBS became concerned with 
  addressing maritime terrorism scenarios. By 1975, 1 SBS 
  was tasked to maritime counter terrorism (MCT) and given 
  specific jurisdiction over guarding the increasing number of 
  oilrigs in the North Sea.
  The responsibility for MCT did not remain long with 
  1 SBS. In 1979, the Admiralty and Chiefs of Staff gave 
  the mission to a newly created unit of the Royal Marine 
  Commando, the parent unit of the SBS. This new unit--
  Comacchio Company--had 300 ranks, some of whom were 
  drawn from the SBS. Based at RM Condor Arbroath, the 
  Company not only had the responsibility of addressing 
  maritime terrorism, but also had the task of safeguarding the 
  UK’s nuclear arsenal.
  The SAS and the Iranian Embassy Incident
  It was in Northern Ireland that the SAS, knowing they 
  would face a hostage rescue situation at some point, created 
  the Special Project Team, officially tagged the Counter-
  Revolutionary Warfare (CRW) Squadron. The Special 
  Project Team created theoretical tactics then tested them in 
  ad hoc Close Quarters Battle (CQB) drills. The failure of 
  the German federal police during their attempt to rescue the 
  Israeli hostages during the Munich Olympics of 1972 led to 
  an even greater impetus to create effective hostage rescue 
  tactics.
  As they say, the proof is in the pudding, and the SAS’ 
  fierce reputation was put to the test on May 5, 1980. 
  Terrorists had captured the Iranian Embassy in London. 
  The SAS waited in the wings while negotiations continued. 
  When the terrorists killed one of the hostages, the authorities 
  gave the SAS the green light. A television crew happened 
  to have unwittingly found the perfect position and the 
  world saw, live, as operators from the Special Project Team 
  stormed the embassy. While mistakes occurred--one operator 
  actually got caught up in his own rope rappelling down the 
  wall and a fire erupted during the rescue--only one hostage 
  was killed and two injured. Only one terrorist survived after 
  mixing with the hostages.
  Their very success proved the bane of the SAS. A unit 
  that used secrecy and mystery as a weapon, suddenly had 
  every newspaper, radio and television program clamoring for 
  information on the dreaded black-garbed counter terrorism 
  force. The type of recruits the SAS attracted changed. 
  While most of the successful operators remained tough, 
  independent but team-oriented professional soldiers, young 
  men with dreams of dressing in black and gunning down evil 
  terrorists before an appreciative audience became common. 
  The image of the Special Project Team, MP5s at the ready, 
  remains the single most recognizable face of the SAS to the 
  general public worldwide.
  The Falkland Islands
  The Falkland Islands--also known as the Malvinas--have 
  been a point of contention between Argentina and the United 
  Kingdom since the early nineteenth century. Negotiations 
  between the two countries regarding the fate of the islands 
  
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  Chapter 1: Special Ops of the United Kingdom
  began in 1965, but the countries had made no progress 
  by 1981. In that year, General Galtieri rose to power in 
  Argentina, ruled by military dictators since 1976. Faced with 
  crippling economic difficulties and civil disunity, Galtieri 
  played the nationalism card by invading the Falklands in 
  April of 1982. The operation to recover the islands was 
  named CORPORATE.
  Operation CORPORATE drew on all the special 
  operations forces in a conflict that was not as easy or one-
  sided as many painted it. The SAS and SBS offered up the 
  first victory of the conflict when the planned Royal Marines 
  Commando landing to recapture the South Georgia Islands--
  Operation PARAQUAT--was scrubbed due to the actions of 
  an Argentinean submarine, the ARA Santa Fe. The SAS and 
  SBS reconnaissance teams already on the island linked up 
  and captured the Argentinean forces on the islands.
  On the Falklands, the SAS and SBS  patrols maintained 
  watch on possible targets. The conditions in the observation 
  posts were far less than ideal, usually cold, wet and cramped. 
  The SAS and SBS teamed up to lead raids against targets 
  such as airfields, which proved important as the UK fleet 
  was susceptible to aerial attack. The two forces also joined in 
  the operations of the Royal Marine Commando, proving the 
  three working in conjunction exceeded the sum of their parts.
  The Royal Marines Commando led the landing at San 
  Carlos and they performed with courage and skill in the 
  hard fighting that followed. Alongside the Commandos, 
  fought elements of the 1st Battalion Gurkha Rifles. Naval 
  Gunfire Forward Observation teams from the 148th 
  (Meiktila) Commando Forward Observation Battery of 
  the 29th Commando Regiment, Royal Artillery joined the 
  reconnaissance and deep penetration operations of the SAS 
  and SBS, allowing precise air and naval gunfire support, 
  which often proved crucial.
  The successes of Operation CORPORATE and the Iranian 
  Embassy rescue led to increased public interest in and 
  support for the British military, and especially its special 
  operations forces. In 1987, the Special Forces Group--
  consisting of the SAS, the SBS and the 14th Intelligence 
  Company--was created. The name Special Boat Service was 
  resurrected and this renamed SBS regained responsibility 
  for MCT. Many elements and assets of the Comacchio 
  Group--the Comacchio Company having been renamed in 
  1983 with an increase in manpower and the creation of O 
  and P companies--returned to SBS. The SBS then created 
  M Squadron as a dedicated MCT team. The Comacchio 
  Group (now known as the Fleet Protection Group) retained 
  responsibility for safeguarding the UK’s nuclear deterrent as 
  well as fleet protection duties.
  While the 16th Independent Parachute Brigade had been 
  disbanded in 1977, the 5th Infantry Brigade had seen action 
  in Operation CORPORATE, and in 1983 it was enlarged 
  and re-christened the 5th Airborne Brigade. Another of the 
  founding units of the16th Air Assault Brigade was created 
  in1986 when the 24th Infantry Brigade was re-designated the 
  24th Airmobile Brigade.
  Throughout the ’80s, as they had in the ’70s, the units of 
  the Royal Marines Commando cycled through deployments 
  in Northern Ireland. While the SAS gathered intelligence 
  and made occasional arrests or raids on suspected terrorist 
  safe-houses, the Commandos had the unenviable job of 
  attempting to maintain the peace. The Commandos regularly 
  patrolled the most dangerous sections of Northern Ireland 
  and manned those checkpoints set-up in the hopes of 
  increasing security in a very insecure area.
  Desert Storm
  And then Saddam Hussein invaded Kuwait. Even before 
  their comrades in the US Special Operations Command, the 
  SAS had entered Iraq. Once again, the SAS operated in the 
  desert using heavily armed land rovers. While most missions 
  involved long periods of tedium leavened with short periods 
  of extreme danger, the crucible of the desert war returned the 
  keen edge to the UK’s most famous unit. Most operations 
  at the outset of the war seemed unfocussed, but the threat 
  of Scuds drawing Israel into the war soon crystallized their 
  mission. By the end of the war, Norman Schwarzkopf 
  heaped praise on the special operations forces of the United 
  Kingdom.
  Before the onset of ground operations, the SBS 
  participated in a feint on the Kuwaiti coast. The false landing 
  drew Iraqi ground forces away from the actual route of 
  attack. The SBS also led a publicly documented mission 
  into Iraq to destroy fiber-optic cables believed to be used for 
  communications with Scud launchers. Inserted by helicopter 
  just 40 miles outside of Baghdad, 20 SBS operators, three 
  US Army Special Forces soldiers and one US Air Force 
  Combat Controller took only ninety minutes to verify the 
  expected cable did not exist. Rather than leave without 
  making a mark, the team destroyed other communications 
  cables before extraction by helicopter. Later, in a high-
  visibility operation, the SBS liberated the British embassy.
  The Balkans
  By the mid ‘90s, SAS operations in Northern Ireland 
  decreased as operations in the Balkans and Africa increased. 
  Foreign internal defense and stabilization operations became 
  high priorities and almost fifty years later, the SAS found 
  itself once again hunting suspected war criminals in Europe, 
  this time in the Former Yugoslavia. Reports indicate that 
  operators of the Increment also hunted war criminals, though 
  their orders did not include a war crimes tribunal as the final 
  destination of the hunted.
  The SBS joined the stabilization forces in the Former 
  Yugoslavia in the early ‘90s along with elements of the 
  Gurkhas and the Royal Marine Commandos. During the 
  1995 NATO intervention, an entire squadron from the SBS 
  was deployed to the area. 
  In 1996, the United Kingdom’s Joint Rapid Reaction 
  Force (JRRF) was created as a result of the Strategic 
  Defense Review. The JRRF included elements from all three 
  branches of the military and the Royal Marines Commando 
  were a natural inclusion, considering their mobility and 
  
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  Chapter 1: Special Ops of the United Kingdom
  rapid deployment capabilities. In September of 1999, the 
  assets of the JRRF increased with the creation of the 16th Air 
  Assault Brigade from the 24th Airmobile and 5th Airborne 
  Brigades and 9th Regiment Army Air Corps. In one of its 
  first operations, the 16th AAB joined the NATO taskforce in 
  the Former Yugoslavia.
  When the United Nations took on responsibility for East 
  Timor, the UK responded by sending the SBS, elements of 
  the Royal Marines Commando and the Gurkhas. Along with 
  the Australian and New Zealand SAS, 30 operators from the 
  SBS were among the first troops to land at Dili airport and 
  signal United Nations armed involvement.
  Afghanistan
  Then came September 11, 2001, and everything changed. US 
  Intelligence traced the horrifying attacks on the World Trade 
  Center and the Pentagon to Osama bin Laden’s Al-Quaeda 
  terrorist network. The ultra-conservative Taliban, which 
  ruled much of Afghanistan, sheltered Al-Quaeda. In response 
  to the attack, US forces entered Afghanistan to end the threat 
  of Al-Quaeda and the Taliban.
  The entire special operations community of the United 
  Kingdom converged on Afghanistan with a single purpose: 
  to aid the United States in eliminating Al-Quaeda and the 
  Taliban. This mission proved not only the interoperability 
  of the special forces community of the United Kingdom, 
  but that of the special operations forces of NATO. The SAS 
  and SBS worked alongside units such as Germany’s KSK, 
  Canada’s JTF-2 and the USA’s Delta Force. In a war unlike 
  anything fought previously, the tactics and techniques of 
  special operations groups proved effective. The subtle, 
  covert and deadly units once again showed their worth.
  The SBS was the first Royal Marines Commando unit on 
  the ground when it secured Bagram airport outside of Kabul. 
  Later in 2001, 45 Commando led Operation JANACA, the 
  1700-strong deployment of British troops sent to bolster 
  the International Security Assistance Force (ISAF) in 
  Afghanistan. Along with 45 Commando, combat elements 
  of 29 Commando RA and 59 Independent Commando 
  Squadron RE joined in the operation. In 2002, 16th AAB 
  entered Afghanistan and took responsibility for areas of 
  Kabul as part of the ISAF.
  Iraq
  The UK joined the US in its mission to remove Saddam 
  Hussein’s regime in Iraq. With the commencement of 
  ground operations in Iraq in 2003, the focus of the UK’s 
  special operations assets shifted to that region, but the 
  mission remained essentially the same. The SAS and SBS 
  continued counter-insurgency operations in both Iraq and 
  Afghanistan. This pace of operations has created a shortage 
  of manpower that the UK’s military is scrambling to address. 
  Unfortunately, increasing the manpower of a special force 
  takes even more time and is far more difficult than increasing 
  a regular military force by the same percentage. How this 
  difficulty will be addressed has not been revealed, but 
  already signs of increased recruitment have been noted.
  The Royal Marines Commando have been involved 
  since the onset of ground operations. The Battle for Basra 
  involving 40 Commando--supported by 29 Commando 
  Regiment RA--saw the first all-out British assault by a full 
  commando since Operation CORPORATE in 1982.
  The Role of the Special Operations Forces
  Perhaps the most famous of the special operations forces in 
  the world, the Special Air Service is known predominantly 
  for its counter terrorism missions, but this is not the focus of 
  the team. The same can be said of the Special Boat Service, 
  less famous among the general public but well known and 
  greatly respected in the international special operations 
  community. These two units are the backbones of the UK’s 
  Special Forces Group.
  The SAS and SBS have similar mission profiles and 
  even have all but identical selection processes. Both 
  groups are tasked to long-range reconnaissance and direct 
  action. Usually, these groups do not attack large targets, 
  though their covert nature makes them the natural choice to 
  infiltrate unnoticed and paint a target with a laser for guided 
  munitions or even deliver accurate coordinates for artillery 
  or naval gunfire.
  Since such operations are rare, the SAS and SBS have 
  branched out to include foreign internal defense (training 
  foreign units in counter-insurgency), close personal 
  protection, anti-terrorist operations (hunting down terrorist 
  training and supply centers) and covert military operations 
  during peacetime. Their emphasis on subtle and covert 
  action makes these units perfectly suited for such missions.
  Certain operations involving intelligence gathering, direct 
  action on foreign soil in peacetime and certain anti-terrorist 
  missions are beyond the legal purview of the Special Forces 
  Group. However, operators of the SAS and SBS are often 
  seconded to the Secret Intelligence Service (often known 
  as MI-6 or Her Majesty’s Secret Service). These operators 
  form what is known as the Increment, a group with special 
  skills and experience that can act under the umbrella of the 
  Intelligence Services Act, which allows legal immunity for 
  actions outside the borders of the UK. While the various 
  media outlets often attribute any extra-national covert 
  operation with military trimmings to the SAS, it is likely 
  such actions would take place through the Increment.
  While units like the SAS and SBS perform specialized 
  functions, the missions of the Royal Marines Commando, the 
  Brigade of the Gurkhas and the 16th Air Assault Brigade are 
  usually standard military operations. Of course, the standard 
  military operations of today--including peacekeeping, 
  national stabilization and non-combatant evacuations--are 
  often dissimilar to those operations considered standard 
  for the military even a few decades ago. The utility of 
  these units is based on their rapid reaction times, extensive 
  training and even their sense of history and camaraderie. 
  The Gurkhas, especially, have a long and glorious history, 
  which they continue to honor with their professionalism and 
  capabilities.
  
  8 OF 39
  Chapter 1: Special Ops of the United Kingdom
  There are aspects of these elite military units that perform 
  missions similar in nature to the Special Forces Group. 
  Tactical Air Control Parties from the Royal Marines 
  Commando can join with SAS or SBS teams during 
  covert insertions to lend expertise in directing air support. 
  Likewise, elements of 148 Commando Forward Observation 
  Battery RA can be attached to reconnaissance or strike 
  teams in order to direct naval gunfire. This proved quite 
  effective in the Falklands War. 59 Commando Squadron, 
  Royal Engineers, which is attached to the Royal Marines 
  Commando, maintains a Reconnaissance Troop, which is 
  trained for a combat role and operates alongside the Brigade 
  Patrol Troop.
  The Brigade Patrol Troop of 3 Commando Brigade 
  Royal Marines and the Pathfinder Platoon of 16 Air Assault 
  Brigade act in similar capacities. Both are trained to operate 
  independently of their parent unit for reconnaissance or 
  direct action missions. Also, both are interoperable with units 
  such as the SAS or SBS. The Brigade Patrol Troop leads the 
  Brigade Reconnaissance Force which can include Tactical 
  Air Control Parties, Radio Reconnaissance teams from Y 
  Troop and elements of the support units for 3 Commando, 
  such as the Reconnaissance Troop of 59 Commando RE or 
  the Naval Gunfire Forward Observation teams from 148 
  Commando Forward Observation Battery of 29 Commando 
  RA.
  Role-Playing and Special Operations 
  Forces
  The organization of the various special operations forces 
  of the UK lends itself to a collection of players playing 
  characters with disparate classes. In actual operations, it 
  would not be surprising for elements of various units to 
  work in unison, though this is often under the functional 
  control of one specific unit. In actual missions, a Naval 
  Gunfire Forward Observation Team might be tasked to join 
  a squadron of the SAS on a deep-penetration raid, but the 
  NGFOT would be under SAS control.
  For a role-playing game, though, such strictures of realism 
  need not apply. A situation such as a raid on drug lord’s 
  compound in the jungles of a Third World dictatorship could 
  easily be led by an SAS operator (perhaps seconded to the 
  Increment) but include members of the Tactical Air Control 
  Parties (to coordinate air support if necessary), Y Troops 
  Radio Reconnaissance Team (listening in to the drug gang’s 
  cell phones and their communications with the corrupt 
  local authorities), Brigade Patrol Troop (perhaps with 
  experience in jungle warfare) and M Squadron (as the team 
  is infiltrating by boat and there is a high possibility of Close 
  Quarters Battle). While such a team is more in the realm of 
  fiction than realism, this is a role-playing game rather than a 
  military training exercise.
  Even adherence to realism need not preclude a small but 
  varied group. The Brigade Reconnaissance Force of the 
  Royal Marines Commando is regularly made of disparate 
  elements and is rarely tasked to standard combat missions. 
  Having an SAS or SBS operator assigned to lead such a 
  group does not strain the realistic role of these units.
  The SAS and SBS themselves, in their real-world roles, 
  offer plenty of opportunity for player characters of disparate 
  classes to work together. An operator in the SAS assigned 
  to the Counter-Revolutionary Warfare squadron (Special 
  Project Team prestige class) would regularly work alongside 
  operators from the Sabre Squadrons (SAS prestige class) 
  some of whom could have been involved in missions for the 
  Secret Intelligence Service (the Increment prestige class). 
  SAS and SBS interoperability is well founded and common, 
  thus allowing characters of the SBS and M Squadron 
  prestige classes. In a very realistic collection, that offers five 
  different prestige classes.
  Finally, consider the Increment itself. While presented as 
  a prestige class, the Increment is simply a code for special 
  forces tasked to the SIS. In a mission of extreme importance, 
  it is likely the SIS would draft whomever necessary 
  from whatever arm of the military. One needs no further 
  explanation than this for a group that might even include 
  prestige classes from Blood & Guts, such as Navy SEAL and 
  Delta Force.
  
  9 OF 39
  Prestige Classes
  Brigade Patrol Troop
  Within the highly trained 3rd Commando Brigade Royal 
  Marines is the Brigade Patrol Troop. This group of 
  specialized teams once operated under the designation 
  of the Artic and Mountain Warfare Cadre. Actions in the 
  Falkland Islands and in the mountainous north of Iraq proved 
  their daring and their skills. As might be expected from its 
  antecedents, every soldier in the BPT (Brigade Patrol Troop) 
  is a specialist in arctic and mountain warfare. Moreover, 
  every member is jump certified. The BPT consists of six, 
  four-man teams, and each team includes a commander, 
  a communications specialist, a medic and a marksman. 
  The mission of the BPT is long-range reconnaissance, 
  intelligence gathering and direct action. The marksmen of 
  the BPT are considered some of the finest snipers in the UK 
  military. 
  Unlike other soldiers in the Royal Marine Commando, 
  soldiers with BPT carry the Diemaco C7 rather than the 
  L85A2. Marksmen use the L96A1 and L115A1.
  Requirements
  To qualify for the Brigade Patrol Troop, a character must 
  meet the following criteria
  Allegiance: Active Duty (Royal Marine Commando)
  Base Attack Bonus: +6
  Skills: Hide 2 ranks, Knowledge (tactics) 4 ranks, Move 
  Silently 2 ranks, Survival, 4 ranks.
  Feats: Advanced Firearms Proficiency, Commando 
  Training, Personal Firearms and Teamwork (RMC).
  Advanced Training: Arctic Warfare OR Mountain 
  Warfare, Jump School, MOS: Infantryman (Skill Level 3) 
  and one other Terrain Warfare College (Amphibious Assault 
  Training, Arctic Warfare, Desert Warfare, Jungle/Swamp 
  Warfare, Mountain Warfare or Urban Warfare).
  Class Information 
  The following features pertain to the Brigade Patrol Troop 
  prestige class
  Hit Die: 1d10
  Action Points: 7 + 1/2 character level, rounded down. 
  Class Skills: Brigade Patrol Troop class skills (and the key 
  ability for each) are as follows: Balance (Dex), Climb (Str), 
  Communications Operations (Int), Demolitions (Int), Drive 
  (Dex), Gather Information (Cha), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), 
  Move Silently (Dex), Navigate (Int), Paradrop (Dex), Search 
  (Int), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury 
  (Wis), Tumble (Dex) and Use Rope (Dex).
  Skill Points per Level: 5 + Intelligence modifier
  Class Features
  The following features pertain to the Brigade Patrol Troop 
  prestige class.
  Bonus Feats: Advanced Combat Martial Arts, Alertness, 
  Armor Proficiency (heavy), Armor Proficiency (light), Armor 
  Proficiency, (medium), Athletic, Blind Fight, Burst Fire, 
  Combat Expertise, Combat Martial Arts, Combat Reflexes, 
  Cover Fire, Double Tap, Electronic Warfare, Endurance, 
  Exotic Firearms Proficiency, Far Shot, Forced March, 
  Grenadier, Guide, Improved Combat Martial Arts, Improved 
  Damage Threshold, Marksman, Mountaineer, Paratrooper, 
  Point Blank Shot, Quick Draw, Quick Reload, Sharpshooter, 
  Stealthy, Strafe, Tactician, Toughness, Track, Voice of 
  Command, Weapon Focus, Advanced Training (all).
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  Specialist Talent: Each soldier within the BPT is a 
  specialist with combat medicine, command, communications 
  or marksmanship. As such, at 4th and 8th level, the character 
  is able to choose from one of the following specialist talents.
  Combat Medicine: Craft (pharmaceutical) and Knowledge 
  (earth and life sciences) become permanent class skills. All 
  DCs for Treat Injury are reduced by 5.
  Chapter 2: Military Characters
  Table 2-1: THE Brigade Patrol Troop
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +1
  +1
  Terrain Specialization 
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent 
  +2
  +0
  3rd 
  +3
  +3
  +2
  +2
  Bonus Feat 
  +2
  +0
  4th 
  +4
  +3
  +2
  +3
  Specialist Talent
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent
  +4
  +1
  6th 
  +6
  +4
  +3
  +4
  Bonus Feat
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Terrain Specialization
  +5
  +1
  8th 
  +8
  +5
  +4
  +4
  Specialist Talent
  +6
  +2
  9th 
  +9
  +5
  +5
  +4
  Special Ops Talent
  +6
  +2
  10th 
  +10
  +6
  +5
  +5
  Bonus Feat
  +7
  +3
  
  10 OF 39
  Chapter 1: Special Ops of the United Kingdom
  Command: The character can spend an action point to aid 
  another as a free action.
  Communications: +2 bonus to Communications 
  Operations. Craft (electronics) and Repair become 
  permanent class skills.
  Marksmanship: The character gains the Marksman feat 
  regardless of meeting the prerequisite.
  Special Ops Talent: The character may choose one talent 
  from the Special Operations Training section found in 
  Chapter 1 of Blood & Guts. The character must meet all the 
  prerequisites for any talent chosen.
  Terrain Specialization: While the soldiers of the Brigade 
  Patrol Troop are recognized as mountain and arctic warfare 
  experts, they are also trained in a variety of terrains. At 1st 
  and 7th level, the character has a choice to increase his or 
  her level with an existing Terrain Warfare college or chose to 
  gain a new one. If taking Terrain Specialization in a Terrain 
  Warfare college the character already possesses, the attack 
  and skill bonuses offered by that Terrain Warfare college are 
  increased by +1.
  Fleet Protection Group
  Once known as the Comacchio Group (named after a lake in 
  northern Italy near which the Royal Marine Commando saw 
  extensive action in World War Two), the Fleet Protection 
  Group Royal Marines is assigned to protect the most deadly 
  military asset in the United Kingdom--its nuclear arsenal. 
  Should any hostile force, foreign or domestic, attempt to 
  gain access to the United Kingdom’s nuclear weapons, the 
  Fleet Protection Group is tasked to deny the hostile force that 
  access. As such, they are in a constant state of preparedness. 
  Along with this awesome responsibility, the Fleet Protection 
  Group provides teams involved in high value asset protection 
  for the Royal Navy as well as non-compliant and hostile 
  target boarding parties. Members of the Fleet Protection 
  Group have been quite busy in the Persian Gulf region. 
  Teams from the Fleet Protection Group have also been 
  involved in protecting human assets in hostile or dangerous 
  areas. This wide range of tasks insures that members are 
  regularly upgrading their training and skills. There are 
  three rifle squadrons--O, P, and R--in the Fleet Protection 
  Group, as well as a headquarters squadron stationed at Her 
  Majesty’s Naval Base Clyde. Each squadron includes 4 rifle 
  troops. The Fleet Protection Group includes 431 members of 
  all ranks.
  Operators in the FPG are usually equipped with the L85A2 
  and carry the Browning Hi Power as a sidearm. When 
  involved in close quarters combat, FPG operators will be 
  equipped with variants of the Heckler & Koch MP5 sub-
  machinegun, usually the MP5A3, MP5N or MP5SD6.
  Requirements
  To qualify for the Fleet Protection Group, a character must 
  meet the following criteria
  Allegiance: Active Duty (Royal Marine Commando)
  Base Attack Bonus: +6
  Skills: Demolitions 4 ranks, Disable Device 4 ranks, 
  Knowledge (tactics) 6 ranks, Paradrop 6 ranks, Swim 6 
  ranks.
  Feats: Personal Firearms, Advanced Firearms Proficiency, 
  Precise Shot, Teamwork (RMC), one of the following: 
  Alertness, Attentive, Confident, Focused, Guide, Meticulous, 
  Nimble or Stealthy.
  Advanced Training: Amphibious Assault School, Jump 
  School and MOS: Diver (Skill Level 4).
  Class Information 
  The following features pertain to the Fleet Protection Group 
  prestige class
  Hit Die: 1d10
  Action Points: 7 + 1/2 character level, rounded down.
  Class Skills: Fleet Protection Group class skills (and 
  the key ability for each) are as follows: Climb (Str), 
  Communications Operations (int), Concentration (Con), 
  Craft (electronics, mechanical) (Int), Demolitions (int), 
  Disable Device (Int), Drive (Dex), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (civics, current events, 
  streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), 
  Navigate (Int), Paradrop (Dex), Search (Int), Sense Motive 
  (Wis), Spot (Wis), Swim (Str), Treat Injury (Wis) and Use 
  Rope (Dex).
  Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the Fleet Protection Group 
  prestige class.
  Amphibious: The character has received advanced combat 
  diving and underwater training. This ability improves on the 
  bonuses granted by the Amphibious Assault training. Fleet 
  Protection Group members also receive combat SCUBA 
  training. This allows Fleet Protection Group members to 
  fight underwater with no penalties to attack or defense.
  Bonus Feats: Advanced Combat Martial Arts, Alertness, 
  Armor Proficiency (light), Armor Proficiency, (medium), 
  Athletic, Attentive, Blind Fight, Burst Fire, Cautious, 
  Combat Expertise, Combat Martial Arts, Combat Reflexes, 
  Confident, Dead Aim, Double Tap, Electronic Warfare, 
  Endurance, Exotic Firearms Proficiency, Far Shot, Focused, 
  Grenadier, Improved Combat Martial Arts, Improved 
  Damage Threshold, Marksman, Meticulous, Nimble, 
  Paratrooper, Point Blank Shot, Quick Draw, Quick Reload, 
  Sharpshooter, Stealthy, Strafe, Surface Vehicle Operation 
  (Powerboats, Sailboats, Ships), Tactician, Toughness, Voice 
  of Command, Weapon Focus, Advanced Training (all).
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  Counter Terrorist: The Fleet Protection Group is often 
  involved in counter terrorist training and actions. Fleet 
  Protection Group characters gain the listed bonus to damage 
  rolls and the following skills: Communications Operations, 
  Decipher Script, Gather Information, Intimidate, Investigate 
  and Knowledge (tactics).
  
  11 OF 39
  Chapter 1: Special Ops of the United Kingdom
  CQB: Fleet Protection Group operators are highly trained 
  in Close Quarters Battle. When in an enclosed space, such 
  as a room, the fuselage of an aircraft or the interior of a 
  train, the character does not provoke attacks of opportunity 
  with ranged or unarmed attacks. The character still provokes 
  attacks of opportunity leaving a threatened square, treating 
  another character’s injuries, etc.
  Special Ops Talent: The character may choose one talent 
  from the Special Operations Training section found in 
  Chapter 1 of Blood & Guts. The character must meet all the 
  prerequisites for any talent chosen.
  The Increment
  While intelligence officers of the Secret Intelligence Service 
  (the United Kingdom’s famous MI-6, Her Majesty’s Secret 
  Service) are immune to prosecution for acts committed 
  outside of the United Kingdom due to 1994’s Intelligence 
  Services Act, SIS officers are not trained for direct action 
  missions. When action in a foreign--usually hostile--
  environment is deemed necessary, the SIS calls on the 
  Increment, a small cell staffed by SAS and SBS operators. 
  Increment teams have been accused of assassination, 
  sabotage and assisting guerillas against regimes hostile to 
  the United Kingdom, the most famous of these accusations 
  involves the possible use of an Increment team to assassinate 
  Slobodan Milosovic in 1992. Teams are reported to have 
  been active in Afghanistan--both during the Soviet regime 
  and in actions against the Taliban--and Iraq--before, between 
  and during the Gulf Wars. While the SIS is smaller than 
  the CIA, its use of the Increment has proved to be a force 
  multiplier and SIS can engage in operations barred the CIA 
  due to legalities. While the SIS may not involve itself in 
  many JB-esque escapades, the operators of the Increment 
  are, for all intents and purposes, licensed to kill.
  Operators in the Increment will use whatever weapons or 
  equipment are necessary to complete their mission. As most 
  Increment operators originate with the SAS or the SBS, it 
  is common for them to be similarly equipped. Increment 
  operators are more likely to be found in undercover 
  operations with only sidearms than SAS and SBS operators.
  Requirements
  To qualify for the Increment, a character must meet the 
  following criteria
  Allegiance: Active Duty (United Kingdom, Army or 
  RMC)
  Base Attack Bonus: +10
  Skills: Hide 6 ranks, Knowledge (tactics) 6 ranks, Move 
  Silently 6 ranks, Paradrop 6 ranks, Survival, 6 ranks.
  Feats: Advanced Firearms Proficiency, Guide, Personal 
  Firearms Proficiency, Precise Shot, Stealthy.
  Advanced Training: Defense Language Institute, Jump 
  School, MOS Intelligence (4 levels), SERE.
  Class Information
  The following features pertain to the Increment prestige class
  Hit Die: 1d10
  Action Points: 7 + 1/2 character level, rounded down.
  Class Skills: Increment class skills (and the key 
  ability for each) are as follows: Bluff (Cha), Climb (Str), 
  Communications Operations (Int), Computer Use (Int), 
  Concentration (Con), Craft (electronic, mechanical, 
  structural) (Int), Decipher Script (Int), Demolitions (Int), 
  Diplomacy (Cha), Disable Device (Int), Disguise (Cha), 
  Drive (Int), Gather Information (Cha), Hide (Dex), 
  Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge 
  (behavioral sciences, civics, current events, history, 
  streetwise, tactics, technology) (Int), Listen (Wis), Move 
  Silently (Dex), Navigate (Int), Paradrop (Dex), Read/Write 
  Language (None), Repair (Int), Research (Int), Search (Int), 
  Sense Motive (Wis), Sleight of Hand (Dex), Speak Language 
  (None), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury 
  (Wis) and Tumble (Dex).
  Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the Increment prestige 
  class.
   Bonus Feats: Advanced Combat Martial Arts, Advanced 
  Two-Weapon Fighting, Alertness, Athletic, Attentive, Blind 
  Table 2-2: The Fleet Protection Group
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +1
  +1
  CQB, Special Ops Talent
  +1
  +0
  2nd 
  +2
  +2
  +2
  +1
  Amphibious (+2)
  +1
  +0
  3rd 
  +3
  +2
  +2
  +2
  Bonus Feat 
  +2
  +0
  4th 
  +4
  +3
  +2
  +2
  Counter Terrorist (+1)
  +2
  +1
  5th 
  +5
  +3
  +3
  +2
  Special Ops Talent
  +3
  +1
  6th 
  +6
  +3
  +3
  +3
  Bonus Feat
  +3
  +1
  7th 
  +7
  +4
  +4
  +3
  Amphibious (+3)
  +4
  +2
  8th 
  +8
  +4
  +4
  +4
  Counter Terrorist (+2)
  +4
  +2
  9th 
  +9
  +5
  +4
  +4
  Bonus Feat
  +5
  +2
  10th 
  +10
  +5
  +5
  +5
  Special Ops Talent 
  +6
  +3
  
  12 OF 39
  Chapter 1: Special Ops of the United Kingdom
  Fight, Burst Fire, Cautious, Combat Expertise, Combat 
  Martial Arts, Combat Throw, Combat Reflexes, Confident, 
  Dead Aim, Deceptive, Defensive Martial Arts, Double Tap, 
  Dodge, Electronic Warfare, Elusive Target, Endurance, 
  Exotic Firearms Proficiency, Far Shot, Focused, Frightful 
  Presence, Gearhead, Improved Combat Martial Arts, 
  Improved Combat Throw, Improved Damage Threshold, 
  Improved Initiative, Improved Two-Weapon Fighting, 
  Lightning Reflexes, Low Profile, Marksman, Meticulous, 
  Mobility, Nimble, Paratrooper, Point Blank Shot, Quick 
  Draw, Quick Reload, Sharpshooter, Shot on the Run, 
  Strafe, Studious, Surface Vehicle Operation (all), Tactician, 
  Toughness, Track, Trustworthy, Two-Weapon Fighting, 
  Unbalance Opponent, Weapon Focus, Advanced Training 
  (all).
   The character must meet all prerequisites for any feat 
  taken as a bonus feat.
   Covert Training: Operators in the Increment receive 
  specialized training as their missions are always covert. 
  At 2nd, 6th and 9th level, the character can take one of the 
  following talents.
   Electronics: +2 bonus for Communications Operations, 
  Computer Use, Craft (electronics) and Listen.
   Demolitions: +2 bonus for Craft (structural), Demolitions, 
  Disable Device and Repair.
   Intelligence: +2 bonus for Bluff, Disguise, Diplomacy and 
  Gather Information.
   Mobility: +2 bonus for Drive, Navigate, Paradrop and 
  Swim.
   Survival: +2 bonus for Climb, Hide, Move Silently and 
  Survival.
   Grace Under Pressure: At 5th level, an Increment 
  character can add his levels in Increment to the following 
  skills once per day: Climb, Communications Operation, 
  Demolitions, Hide, Move Silently, Navigate, Paradrop and 
  Treat Injury
   Special Ops Talent: The character may choose one talent 
  from the Special Operations Training section found in 
  Chapter 1 of Blood & Guts. The character must meet all the 
  prerequisites for any talent chosen.
  M Squadron
  M Squadron is the counter terrorist (CT) squadron for the 
  Special Boat Service (SBS). Maritime counter terrorism 
  (MCT) was once the domain of the Comacchio Group 
  (now known as the Fleet Protection Group), but during 
  reorganization in 1987, M Squadron was created and was 
  tasked to MCT. Elements of Comacchio Group, also linked 
  to the Royal Marine Commando, transferred into SBS 
  M Squadron, creating a mixture of the CT expertise of 
  Comacchio Group and the special operations professionalism 
  of the SBS. In order to meet the mandate of MCT for the 
  United Kingdom, especially in consideration of the North 
  Sea oilrigs, the operators of M Squadron have perfected 
  insertion onto maritime platforms and vessels. Like other 
  CT teams, M Squadron operators are experts at entering and 
  engaging enemies in enclosed surroundings, such as aircraft 
  fuselages, the rooms on an oilrig or the cabins of a ship. The 
  SBS and the SAS regularly cross-train, and therefore many 
  of the techniques and skills learned by one group are passed 
  on to the other. This is especially true in the area of CT, as M 
  Squadron and the Special Project Team--the squadron tasked 
  to CT in the SAS--often mount co-operative exercises. 
   M Squadron is divided into three, sixteen-man troops, 
  color-coded as Black, Gold and Purple. Each of these troops 
  includes four, 4-man patrols. During any hostage rescue 
  (HR) mission, M Squadron troops will divide into assault 
  and containment teams. It is the mission of the containment 
  team to insure no terrorist escapes. The containment team 
  includes marksmen and spotters, and will lend assistance to 
  the assault team by sniping when possible. The assault team 
  makes the breach--entering into the enclosed area in which 
  the hostages are held. Operators in the assault team must be 
  experts at entry, but must also have excellent ‘instinctive 
  shooting’ skills, quickly determining who the bad-guys are 
  and putting them down.
   On some deployments, M Squadron will be tasked to 
  regular special operations missions along with the rest of the 
  SBS. At that time, M Squadron operators are equipped as 
  are all SBS operators. When involved in CT operations, the 
  Table 2-3: The Increment
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +1
  +2
  Special Ops Talent
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Covert Training
  +2
  +0
  3rd 
  +3
  +3
  +2
  +2
  Bonus Feat 
  +2
  +0
  4th 
  +4
  +3
  +2
  +3
  Special Ops Talent
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Grace Under Pressure
  +4
  +1
  6th 
  +6
  +4
  +3
  +4
  Covert Training
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Bonus Feat
  +5
  +1
  8th 
  +8
  +5
  +4
  +4
  Special Ops Talent
  +6
  +2
  9th 
  +9
  +5
  +5
  +4
  Covert Training
  +6
  +2
  10th 
  +10
  +6
  +5
  +5
  Special Ops Talent, Bonus Feat
  +7
  +3
  
  13 OF 39
  Chapter 1: Special Ops of the United Kingdom
  assault team will be equipped with variants of the Heckler 
  & Koch MP5 sub-machinegun--usually the MP5A3 and 
  the MP5SD6. All operators in the assault team will wear 
  body armor. Marksmen are equipped with the L96A1 while 
  spotters may be armed with the L96A1, the MP5 or the 
  Diemaco C7.
  Requirements
  To qualify for M Squadron, a character must meet the 
  following criteria
   Allegiance: Active Duty (SBS)
   Base Attack Bonus: +8
   Skills: Hide 4 ranks, Knowledge (tactics) 6 ranks, Move 
  Silently 4 ranks, Paradrop 4 ranks, Swim 6 ranks, Survival, 6 
  ranks.
   Feats: Personal Firearms, Advanced Firearms Proficiency, 
  Precise Shot, Teamwork (RMC), one of the following: 
  Alertness, Attentive, Confident, Focused, Guide, Meticulous, 
  Nimble or Stealthy.
   Advanced Training: Amphibious Assault Training, 
  Defense Language Institute, Jump School, MOS: Diver 
  (Skill Level 4), SERE.
  Class Information
  The following features pertain to the M Squadron prestige 
  class
   Hit Die: 1d12
   Action Points: 7 + 1/2 character level, rounded down.
   Class Skills: M Squadron class skills (and the key ability 
  for each) are as follows: Balance (Dex), Bluff (Cha), 
  Climb (Str), Concentration (Con), Decipher Script (Int), 
  Demolitions (Int), Disable Device (Int), Drive (Dex), Gather 
  Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Knowledge (civics, current events, streetwise, tactics) (Int), 
  Listen (Wis), Move Silently (Dex), Navigate (Int), Paradrop 
  (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), 
  Survival (Wis), Swim (Str) and Treat Injury (Wis).
   Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the M Squadron prestige 
  class.
  Amphibious: The character has received advanced combat 
  diving and underwater training. This ability improves on 
  the bonuses granted by the Amphibious Assault training. M 
  Squadron operators also receive combat SCUBA training. 
  This allows M Squadron members to fight underwater with 
  no penalties to attack or defense.
  Bonus Feats: Advanced Combat Martial Arts, Alertness, 
  Armor Proficiency (light), Armor Proficiency, (medium), 
  Athletic, Attentive, Blind Fight, Burst Fire, Combat 
  Expertise, Combat Martial Arts, Combat Reflexes, 
  Confident, Cover Fire, Dead Aim, Double Tap, Electronic 
  Warfare, Endurance, Exotic Firearms Proficiency, Far 
  Shot, Focused, Forced March, Grenadier, Guide, Improved 
  Combat Martial Arts, Improved Damage Threshold, 
  Marksman, Meticulous, Nimble, Paratrooper, Point Blank 
  Shot, Quick Draw, Quick Reload, Sharpshooter, Stealthy, 
  Strafe, Surface Vehicle Operation (Powerboats, Sailboats, 
  Ships), Tactician, Toughness, Track, Voice of Command, 
  Weapon Focus, Advanced Training (all).
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  Counter Terrorist: M Squadron is involved in many 
  missions against terrorist groups. M Squadron characters 
  gain the listed bonus to damage rolls and the following 
  skills: Communications Operation, Decipher Script, Gather 
  Information, Intimidate, Investigate and Knowledge (tactics).
  CQB: M Squadron operators are highly trained in Close 
  Quarters Battle. When in an enclosed space, such as a 
  room, the fuselage of an aircraft or the interior of a train, 
  the character does not provoke attacks of opportunity with 
  ranged or unarmed attacks. The character still provokes 
  attacks of opportunity leaving a threatened square, treating 
  another character’s injuries, etc.
  Special Ops Talent: The character may choose one talent 
  from the Special Operations Training section found in 
  Chapter 1 of Blood & Guts. The character must meet all the 
  prerequisites for any talent chosen.
  Table 2-4: The M Squadron
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +2
  +1
  CQB, Unit Training
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent, Amphibious (+2)
  +2
  +0
  3rd 
  +3
  +2
  +3
  +2
  Bonus Feat, Unit Training
  +2
  +0
  4th 
  +4
  +2
  +3
  +3
  Counter Terrorist (+1)
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent 
  +4
  +1
  6th 
  +6
  +3
  +4
  +4
  Unit Training, Amphibious (+3)
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Bonus Feat, Counter Terrorist (+2)
  +5
  +1
  8th 
  +8
  +4
  +5
  +4
  Special Ops Talent
  +6
  +2
  9th 
  +9
  +4
  +5
  +5
  Unit Training
  +6
  +2
  10th 
  +10
  +5
  +5
  +5
  Special Ops Talent, Bonus Feat
  +7
  +3
  
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  Chapter 1: Special Ops of the United Kingdom
  Unit Training: M Squadron operators are divided into 
  teams for containment and assault. At 1st, 3rd, 6th and 9th 
  level, the M Squadron operator chooses a skill from the 
  following unit lists.
  Assault
  Breach: When the character enters any area through a door 
  or other closed portal, or through an improvised entrance-
  -like a window or hole blown in the wall--the character 
  always acts in the surprise round and is not considered flat-
  footed no matter when in the surprise round the character 
  acts.
  Danger Sense: The M Squadron operator is so attuned 
  to combat in a close-quarters combat or hostage situation 
  that in such situations, he receives a +2 dodge bonus to his 
  Defense and a +2 bonus to any Reflex save.
  Prerequisite: Read the Room
  Hostage Rescue: M Squadron operators are highly trained 
  in hostage rescue. If the character is adjacent to a hostage 
  who is targeted by a direct melee or ranged attack (but not 
  an area of effect), the character may subject himself to the 
  attack instead. The character must declare his intention to 
  intervene on behalf of a hostage before the attack roll is 
  made. At 9th level and above, characters with this ability 
  never hit innocents by way of crossfire (see the new combat 
  rules in Chapter 3: Military Combat of Blood & Guts).
  Read the Room: The M Squadron operator has a built-
  in trigger for danger. With a successful Sense Motive skill 
  check, the character can correctly guess when an opponent 
  will attack and whom that opponent will target.
  Prerequisite: Hostage Rescue
  Containment:
  Careful Watch: +2 to all Listen, Spot and Search skill 
  checks.
  Certain Critical: When the character threatens a critical 
  with a ranged weapon, the character does not need to 
  confirm the critical with a second attack roll.
  Prerequisite: Dead to Rights
  Dead to Rights: When the character attacks with a ranged 
  weapon, any critical hit that does not kill the target forces 
  the target to make a Fortitude save (DC 10 + M Squadron 
  character’s level + total attack bonuses) or be stunned for 
  1d6 rounds.
  Prerequisite: Marksmanship
  Marksmanship: The character gains the Marksman feat 
  regardless of meeting the prerequisite..
  Prerequisite: Careful Watch.
  Pathfinders
  The 16 Air Assault Brigade is a combined force including 
  land and air assets for a quick reaction, air insertion and 
  support capability. This is where you will find the Pathfinder 
  Platoon. The Pathfinders are specially trained for insertion 
  into hostile areas and securing a drop zone or landing site 
  for the main body of the Air Assault Brigade. Pathfinders are 
  also trained for long-range reconnaissance and direct action. 
  Pathfinders are capable of acting as a light strike force for 
  sabotage and harassment behind enemy lines. Each platoon 
  includes specialists in combat medicine, communications, 
  demolitions, intelligence, survival and weapons. Pathfinders 
  are fully jump qualified and can insert by parachute, 
  helicopter or ground vehicle. 
  Soldiers with the Pathfinders regularly carry the L85A2. 
  Weapons specialists will be equipped with the FN Minimi 
  light machinegun.
  Requirements
  To qualify for the Pathfinders, a character must meet the 
  following criteria
  Allegiance: Active Duty (United Kingdom, Army)
  Base Attack Bonus: +4
  Skills: Knowledge (tactics) 2 ranks, Paradrop 4 ranks, 
  Survival, 2 ranks.
  Feats: Advanced Firearms Proficiency, Paratrooper and 
  Personal Firearms.
  Advanced Training: Jump School.
  Class Information
  The following features pertain to the Pathfinder prestige 
  class
  Table 2-5: The Pathfinder
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +1
  +1
  Death from Above  
  +1
  +0
  2nd 
  +2
  +2
  +1
  +1
  Specialist Training
  +2
  +0
  3rd 
  +3
  +2
  +2
  +1
  Terrain Specialization  
  +2
  +0
  4th 
  +4
  +3
  +2
  +2
  Bonus Feat 
  +3
  +1
  5th 
  +5
  +3
  +3
  +2
  Grace Under Pressure 
  +3
  +1
  6th 
  +6
  +3
  +3
  +3
  Special Ops Talent 
  +4
  +1
  7th 
  +7
  +4
  +3
  +3
  Terrain Specialization
  +4
  +2
  8th 
  +8
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  9th 
  +9
  +5
  +4
  +4
  Special Ops Talent
  +5
  +2
  10th 
  +10
  +5
  +5
  +5
  Bonus Feat
  +6
  +3
  
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  Chapter 1: Special Ops of the United Kingdom
  Hit Die: 1d10
  Action Points: 7 + 1/2 character level, rounded down.
  Class Skills: Pathfinder class skills (and the key ability 
  for each) are as follows: Balance (Dex), Climb (Str), 
  Communications Operations (Int), Demolitions (Int), Drive 
  (Dex), Gather Information (Cha), Hide (Dex), Intimidate 
  (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), 
  Move Silently (Dex), Navigate (Int), Paradrop (Dex), Search 
  (Int), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury 
  (Wis), Tumble (Dex) and Use Rope (Dex).
  Skill Points per Level: 5 + Intelligence modifier
  Class Features
  The following features pertain to the Pathfinders prestige 
  class.
  Death from Above: Once per day, the character may 
  add his or her levels in Pathfinder to the following skills: 
  Navigate, Paradrop or Survival. Characters with this ability 
  are not flat-footed while in the air during the paradrop (see 
  the Paradrop skill in Chapter 2 of Blood & Guts).
  Bonus Feats: Alertness, Armor Proficiency (heavy), 
  Armor Proficiency (light), Armor Proficiency, (medium), 
  Athletic, Blind Fight, Burst Fire, Combat Expertise, Combat 
  Reflexes, Cover Fire, Double Tap, Electronic Warfare, 
  Endurance, Exotic Firearms Proficiency, Far Shot, Forced 
  March, Grenadier, Guide, Improved Damage Threshold, 
  Marksman, Mountaineer, Point Blank Shot, Quick Draw, 
  Quick Reload, Sharpshooter, Stealthy, Strafe, Tactician, 
  Toughness, Track, Voice of Command, Weapon Focus, 
  Advanced Training (all).
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  Grace Under Pressure: At 5th level, a Pathfinder 
  character can add his levels as a Pathfinder to the following 
  skills once per day: Climb, Communications Operation, 
  Demolitions, Hide, Move Silently, Navigate, Paradrop and 
  Treat Injury
  Specialist Training: Soldiers within the Pathfinders 
  include specialists in combat medicine, communications 
  demolitions, intelligence, survival and weapons. At 2nd 
  level, the character is able to choose from one of the 
  following specialist talents.
  Combat Medicine: All DCs for Treat Injury are reduced 
  by 5. Craft (pharmaceutical) and Knowledge (earth and life 
  sciences) become permanent class skills.
  Communications: +2 bonus to Communications 
  Operations. Craft (electronics) and Repair become 
  permanent class skills.
  Demolitions: +2 bonus to Demolitions. Craft (structural) 
  and Disable Device become permanent class skills.
  Survival: +2 bonus to Hide, Move Silently and Survival. 
  Weapons: +2 bonus to attack and damage rolls when using 
  heavy weapons.
  Special Ops Talent: The character may choose one talent 
  from the Special Operations Training section found in 
  Chapter 1 of Blood & Guts. The character must meet all the 
  prerequisites for any talent chosen.
  Terrain Specialization: The soldiers of the Pathfinders 
  are expected to have the capability to operate in a wide 
  variety of terrains. At 3rd and 7th level, the character has a 
  
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  Chapter 1: Special Ops of the United Kingdom
  choice to increase his or her level with an existing Terrain 
  Warfare college or chose to gain a new one. If taking Terrain 
  Specialization in a Terrain Warfare college the character 
  already possesses, the attack and skill bonuses offered by 
  that Terrain Warfare college are increased by +1.
  22nd Regiment Special Air Service
  Created in the violent tempest of World War Two, the 
  Special Air Service (SAS) is thought by many to be the 
  finest special operations force in the world, bar none. Since 
  the spectacular assault on the Iranian Embassy in 1980, the 
  SAS have received much more attention than they would 
  like. While known to the general populace mostly for its 
  counter terrorism (CT) and hostage rescue (HR) missions, 
  the SAS is a covert, direct action and unconventional 
  warfare group. Its actions in the jungles of Malaysia and 
  the rocky wastes of Oman are legendary, and much of what 
  has become standard attitudes within the special operations 
  community was born in those inhospitable climes. The SAS 
  is closed to strangers and suspicious of the regular Army. 
  Operators respect competence, not rank. Able to operate 
  independently for extended periods in hostile or enemy-held 
  areas, the SAS have recently won accolades for their skill 
  and professionalism in Afghanistan and Iraq. Their heavily 
  armed Land Rovers are justifiably famous and have become 
  almost as much a symbol of the SAS as the winged dagger. 
  The motto of the SAS is “Those who dare, win.”
  The SAS operates in 4-man patrols, with four patrols to 
  a troop and four troops to a squadron. At this time, there 
  are four squadrons. One squadron is always tasked to CT 
  and HR. this squadron is officially called the Counter-
  Revolutionary Warfare (CRW) Squadron, but it is nicknamed 
  the Special Project Team (see Special Project Team prestige 
  class). When deployed along with other military units, 
  the SAS will not wear any distinctive uniforms, berets or 
  badges.
  SAS operators regularly carry Diemaco C7s and C8 
  Carbines with a SIG Sauer P226 as a sidearm. When 
  deployed with other military units but not in action, the SAS 
  will carry the L85A2 in order to blend in. The L85A2 is not 
  a weapon the SAS use in the field. At least one member of a 
  patrol will have a M203. Also, it is common for one member 
  of a patrol to carry a FN Minimi light machinegun. The 
  Land Rovers of the SAS will usually have either a Browning 
  M2HB .50 machinegun or a Mk. 19 automatic grenade 
  launcher as the main armament and a GPMG (sometimes 
  referred to as the Jimpy) as a secondary support weapon.
  Requirements
  To qualify for the Special Air Service, a character must meet 
  the following criteria
  Allegiance: Active Duty (United Kingdom, Army)
  Base Attack Bonus: +10
  Skills: Hide 6 ranks, Knowledge (tactics) 6 ranks, Move 
  Silently 6 ranks, Paradrop 6 ranks, Survival, 6 ranks.
  Feats: Personal Firearms, Advanced Firearms Proficiency, 
  Precise Shot, Teamwork (U.K. Army) and one of the 
  following: Alertness, Attentive, Confident, Focused, Guide, 
  Meticulous, Nimble or Stealthy.
  Advanced Training: Defense Language Institute, Jump 
  School, MOS: Infantryman (Skill Level 4), SERE and one 
  of the following: Arctic Warfare, Desert Warfare, Jungle/
  Swamp Warfare or Mountain Warfare.
  Class Information
  The following features pertain to the SAS prestige class
  Hit Die: 1d12
  Action Points: 7 + 1/2 character level, rounded down.
  Class Skills: SAS class skills (and the key ability for each) 
  are as follows: Bluff (Cha), Climb (Str), Communications 
  Operations (Int), Concentration (Con), Decipher Script (Int), 
  Demolitions (Int), Disable Device (Int), Drive (Dex), Gather 
  Information (Cha), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Knowledge (civics, current events, streetwise, tactics) 
  (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), 
  Read/Write Language (None), Paradrop (Dex), Repair (Int), 
  Search (Int), Sense Motive (Wis), Speak Language (none), 
  Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis) 
  and Use Rope (Dex).
  Skill Points per Level: 7 + Intelligence modifier
  Table 2-6: The 22nd Regiment Special Air Service
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +1
  +1
  CQB, Specialist School, Counter Terrorist (+1)
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent 
  +2
  +0
  3rd 
  +3
  +3
  +2
  +2
  Specialist School, Counter Terrorist (+2)
  +2
  +0
  4th 
  +4
  +3
  +2
  +3
  Bonus Feat 
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent, Counter Terrorist (+3)
  +4
  +1
  6th 
  +6
  +4
  +3
  +4
  Specialist School, Bonus Feat
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Special Ops Talent, Counter Terrorist (+4)
  +5
  +1
  8th 
  +8
  +5
  +4
  +4
  Bonus Feat
  +6
  +2
  9th 
  +9
  +5
  +5
  +4
  Specialist School, Counter Terrorist (+5)
  +6
  +2
  10th 
  +10
  +6
  +5
  +5
  Special Ops Talent, Bonus Feat
  +7
  +3
  
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  Chapter 1: Special Ops of the United Kingdom
  Class Features
  The following features pertain to the 
  SAS prestige class.
  Bonus Feats: Advanced 
  Combat Martial Arts, Alertness, 
  Armor Proficiency (light), Armor 
  Proficiency, (medium), Athletic, 
  Attentive, Blind Fight, Burst Fire, 
  Combat Expertise, Combat Martial Arts, 
  Combat Reflexes, Confident, Cover Fire, Dead 
  Aim, Double Tap, Electronic Warfare, Endurance, 
  Exotic Firearms Proficiency, Far Shot, Focused, 
  Forced March, Grenadier, Guide, Improved Combat 
  Martial Arts, Improved Damage Threshold, Marksman, 
  Meticulous, Nimble, Paratrooper, Point Blank Shot, 
  Quick Draw, Quick Reload, Sharpshooter, Stealthy, 
  Strafe, Surface Vehicle Operations (all), Tactician, 
  Toughness, Track, Voice of Command, Weapon Focus, 
  Advanced Training (all).
  The character must meet all prerequisites for 
  any feat taken as a bonus feat.
  Counter Terrorist: The SAS is 
  involved in many missions against 
  terrorist groups. SAS characters gain 
  the listed bonus to damage rolls and the 
  following skills: Communications Operation, Decipher 
  Script, Gather Information, Intimidate, Investigate and 
  Knowledge (tactics).
  CQB: SAS operators are highly trained in Close Quarters 
  Battle. When in an enclosed space, such as a room, the 
  fuselage of an aircraft or the interior of a train, the character 
  does not provoke attacks of opportunity with ranged or 
  unarmed attacks. The character still provokes attacks 
  of opportunity leaving a threatened square, treating 
  another character’s injuries, etc.
  Specialist School: Each troop in a squadron has 
  a specialty, these include Air Troop, Boat Troop, 
  Mobility Troop and Mountain Troop. Troops are 
  not fixed to a single specialty, but rotate through these 
  specialties. At 1st level, a SAS character may choose a type 
  of troop and then a different one at 3rd, 6th and 9th level.
  Air Troop: +2 bonus for Balance, Paradrop and Tumble 
  skills checks. This bonus stacks with the bonus from the 
  Jump School advanced training. A natural roll of 20 is an 
  automatic success for Paradrop skill checks.
  Boat Troop: MOS Diver feat. If the character already has 
  MOS Diver, the bonus to Diver skills is increased by 1. A 
  natural roll of 20 is an automatic success for Swim skill 
  checks.
  Mobility Troop: +2 bonus for Drive, Navigate and Repair. 
  A natural roll of 20 is an automatic success for Drive skill 
  checks.
  Mountain Troop: +2 bonus for Balance, Climb and 
  Survival. A natural roll of 20 is an automatic success for 
  Survival skill checks.
  Special Ops Talent: The character may choose one talent 
  from the Special Operations Training section found in 
  Chapter 1 of Blood & Guts. The character must meet all the 
  prerequisites for any talent chosen.
  Special Boat Service
  Like the more famous SAS, the Special Boat Service (SBS) 
  was born in the crucible of World War Two. It has seen 
  more name changes and re-tasking than the SAS, but it has 
  retained a special character and a reputation as one of the 
  premiere special operations forces in the world. Though 
  the SBS does not have the recognition of the SAS, it revels 
  in its relative anonymity. It’s said by some that when 
  the government of the United Kingdom really wants an 
  operation to remain secret, it turns to the SBS. Like the U.S. 
  Navy SEALs, the SBS began as an underwater demolition 
  team. It has grown far beyond that, becoming not only the 
  
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  Chapter 1: Special Ops of the United Kingdom
  top amphibious unit in the United Kingdom, but also a 
  covert operations team capable of aerial insertion or land 
  mobility. Through the warfare in Afghanistan and both wars 
  in Iraq, the SBS acted alongside their SAS and other special 
  operations brethren, involved only minimally in amphibious 
  attacks.
  The operators of the SBS are recruited from the Royal 
  Marine Commando and now have a selection course 
  matching the SAS. The SBS, though, consider their operators 
  more highly trained since they all come through the RMC, 
  itself an elite unit. As with most special operations forces, 
  the selection course has a 90% failure rate.
  Operators in the SBS use the Diemaco C8 and the SIG 
  Sauer P226. In some instances, such as Close Personal 
  Protection missions, SBS operators use the Heckler & Koch 
  HK53 short assault rifle.
  Requirements
  To qualify for the Special Boat Service, a character must 
  meet the following criteria
  Allegiance: Active Duty (Royal Marine Commando)
  Base Attack Bonus: +8
  Skills: Hide 4 ranks, Knowledge (tactics) 6 ranks, Move 
  Silently 4 ranks, Paradrop 4 ranks, Swim 6 ranks, Survival, 
  6 ranks.
  Feats: Personal Firearms, Advanced Firearms Proficiency, 
  Precise Shot, Teamwork (RMC) and one of the following: 
  Alertness, Attentive, Confident, Focused, Guide, Meticulous, 
  Nimble or Stealthy.
  Advanced Training: Amphibious Assault Training, 
  Defense Language Institute, Jump School, MOS: Diver 
  (Skill Level 4), SERE.
  Class Information
  The following features pertain to the SBS prestige class
  Hit Die: 1d12
  Action Points: 7 + 1/2 character level, rounded down.
  Class Skills: SBS class skills (and the key ability for each) 
  are as follows: Balance (Dex), Climb (Str), Communications 
  Operations (Int), Concentration (Con), Decipher Script (Int), 
  Demolitions (Int), Disable Device (Int), Drive (Dex), Gather 
  Information (Cha), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Knowledge (civics, current events, streetwise, tactics) 
  (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), 
  Read/Write Language (None), Paradrop (Dex), Repair (Int), 
  Search (Int), Sense Motive (Wis), Speak Language (None), 
  Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis) 
  and Use Rope (Dex).
  Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the SBS prestige class.
  Amphibious: The character has received advanced combat 
  diving and underwater training. This ability improves on the 
  bonuses granted by the Amphibious Assault training. SBS 
  operators also receive combat SCUBA training. This allows 
  Fleet Protection Group members to fight underwater with no 
  penalties to attack or defense.
  Bonus Feats: Advanced Combat Martial Arts, Alertness, 
  Armor Proficiency (light), Armor Proficiency, (medium), 
  Athletic, Attentive, Blind Fight, Burst Fire, Combat 
  Expertise, Combat Martial Arts, Combat Reflexes, 
  Confident, Cover Fire, Dead Aim, Double Tap, Endurance, 
  Exotic Firearms Proficiency, Far Shot, Focused, Forced 
  March, Grenadier, Guide, Improved Combat Martial Arts, 
  Improved Damage Threshold, Marksman, Meticulous, 
  Nimble, Paratrooper, Point Blank Shot, Quick Draw, Quick 
  Reload, Sharpshooter, Stealthy, Strafe, Surface Vehicle 
  Operation (Powerboats, Sailboats, Ships), Tactician, 
  Toughness, Track, Voice of Command, Weapon Focus, 
  Advanced Training (all).
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  Counter Terrorist: The SBS is involved in many missions 
  against terrorist groups. SBS characters gain the listed bonus 
  to damage rolls and the following skills: Communications 
  Operation, Decipher Script, Gather Information, Intimidate, 
  Investigate and Knowledge (tactics).
  Table 2-7: The Special Boat Service
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +1
  +1
  CQB, Amphibious (+2)
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent 
  +2
  +0
  3rd 
  +3
  +3
  +2
  +2
  Bonus Feat, Specialist School
  +2
  +0
  4th 
  +4
  +3
  +2
  +3
  Counter Terrorist (+1)
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent 
  +4
  +1
  6th 
  +6
  +4
  +3
  +4
  Specialist School, Amphibious (+3)
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Bonus Feat
  +5
  +1
  8th 
  +8
  +5
  +4
  +4
  Special Ops Talent
  +6
  +2
  9th 
  +9
  +5
  +5
  +4
  Counter Terrorist (+2), Specialist School
  +6
  +2
  10th 
  +10
  +6
  +5
  +5
  Special Ops Talent, Bonus Feat
  +7
  +3
  
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  Chapter 1: Special Ops of the United Kingdom
  CQB: SBS operators are highly trained in Close Quarters 
  Battle. When in an enclosed space, such as a room, the 
  fuselage of an aircraft or the interior of a train, the character 
  does not provoke attacks of opportunity with ranged or 
  unarmed attacks. The character still provokes attacks of 
  opportunity leaving a threatened square, treating another 
  character’s injuries, etc.
  Specialist School: SBS operators undergo various 
  missions which require special skills. At 3rd, 6th and 9th 
  level, the SBS operator can take one of the specialist schools.
  Air Insertion: +2 bonus on Balance, Paradrop and Tumble 
  skills checks. This bonus stacks with the bonus from the 
  Jump School advanced training. A natural roll of 20 is an 
  automatic success for Paradrop skill checks.
  Amphibious Insertion: +2 bonus for Climb, Concentration 
  and Swim skill checks. A natural roll of 20 is an automatic 
  success for Swim skill checks.
  Land Insertion: +2 bonus for Drive, Navigate and Repair. 
  A natural roll of 20 is an automatic success for Drive skill 
  checks.
  Survival Training: +2 bonus for Hide, Move Silently and 
  Survival. A natural roll of 20 is an automatic success for 
  Survival skill checks.
  Special Ops Talent: The character may choose one talent 
  from the Special Operations Training section found in 
  Chapter 1 of Blood & Guts. The character must meet all the 
  prerequisites for any talent chosen.
  Special Project Team
  The Special Project Team is the nickname for the Counter-
  Revolutionary Warfare (CRW) Squadron in the Special Air 
  Service (SAS). The CRW Squadron is a rotating assignment 
  among the four squadrons within the SAS. It developed 
  after the SAS was assigned to Northern Ireland during the 
  1970s. With the Irish Republican Army violently opposing 
  the United Kingdom’s rule of Northern Ireland, the SAS 
  expected to deal with a situation involving hostages. Never 
  ones to get caught unprepared, the SAS developed the CRW 
  Squadron--giving it the moniker “the Special Project Team”-
  -in order to create proper techniques for hostage rescue 
  (HR). After the disastrous attempt to free the Israeli hostages 
  during the Munich Olympics, many countries developed 
  counter terrorism (CT) and HR capabilities. The Special 
  Project Team was always in the forefront of this movement. 
  The proof of this came on May 5, 1980, when the Special 
  Project Team ended a terrorist hostage-taking in the Iranian 
  Embassy in London. A well-positioned TV crew caught 
  the daring and successful assault on camera, and suddenly 
  whenever anyone mentioned ‘counter terrorism’ the first 
  image that came to people’s minds was the black clad SAS.
  A necessary part of the Special Project Team training 
  is close quarters battle (CQB), as most hostage situations 
  occur in enclosed spaces, such as buses, aircraft cabins and 
  buildings. Along with CQB, operators in the Special Project 
  Team must have the ability to enter these enclosed spaces 
  while maintaining the element of surprise. In response to 
  this dilemma, the SAS developed the ‘flashbang’ grenade, 
  which stuns opponents by overwhelming auditory and visual 
  senses. The Special Project Team trains with a variety of 
  other CT and HR teams, including M Squadron, the maritime 
  counter terrorism asset of the Special Boat Service. 
  As with all SAS squadrons, the Special Project Team is 
  divided into four troops, each with four, 4-man patrols. In 
  an assault, the Special Project Team will divide into the 
  surveillance group and the assault group. The surveillance 
  group surrounds the area in which the hostage situation has 
  
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  Chapter 1: Special Ops of the United Kingdom
  occurred and relays back all information to the assault group 
  about the area and the individuals involved. The surveillance 
  group also includes the Special Project Team’s snipers, who 
  will act in support of the assault group. The assault group 
  must make the breach--entering into the enclosed area 
  in which the hostages are held--and rescue the hostages. 
  Operators in the Special Project Team drill for hours in 
  simulated hostage incidents in order to hone their ‘instinctive 
  shooting’ ability--the ability to instantantly differentiate 
  hostage from hostage-taker, and shoot only the hostage-
  takers.
  The Special Project Team is an SAS squadron and so may 
  be involved in regular special operations missions with the 
  SAS (see entry for SAS). When acting in a CT role, the 
  assault group will be equipped with variants of the Heckler 
  & Koch MP5 sub-machinegun--usually the MP5A3 and the 
  MP5SD6--or the Heckler & Koch MP7 Personal Defense 
  Weapon. All operators in the assault group will wear body 
  armor.  
  Requirements
  To qualify for the Special Project Team, a character must 
  meet the following criteria
  Allegiance: Active Duty (SAS)
  Base Attack Bonus: +10
  Skills: Hide 6 ranks, Knowledge (tactics) 6 ranks, Move 
  Silently 6 ranks, Paradrop 6 ranks, Survival, 6 ranks.
  Feats: Personal Firearms, Advanced Firearms Proficiency, 
  Precise Shot, Teamwork (U.K. Army) and one of the 
  following: Alertness, Attentive, Confident, Focused, Guide, 
  Meticulous, Nimble or Stealthy.
  Advanced Training: Defense Language Institute, Jump 
  School, MOS: Infantryman (Skill Level 4), SERE and One 
  of the following: Arctic Warfare, Desert Warfare, Jungle/
  Swamp Warfare or Mountain Warfare.
  Class Information
  The following features pertain to the Special Project Team 
  prestige class
  Hit Die: 1d12
  Action Points: 7 + 1/2 character level, rounded down.
  Class Skills: Special Project Team class skills (and the 
  key ability for each) are as follows: Balance (Dex), Bluff 
  (Cha), Climb (Str), Concentration (Con), Decipher Script 
  (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), 
  Gather Information (Cha), Hide (Dex), Intimidate (Cha), 
  Jump (Str), Knowledge (civics, current events, streetwise, 
  tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate 
  (Int), Paradrop (Dex), Search (Int), Sense Motive (Wis), Spot 
  (Wis), Survival (Wis) and Treat Injury (Wis).
  Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the Special Project Team 
  prestige class.
  Bonus Feats: Advanced Combat Martial Arts, Alertness, 
  Armor Proficiency (light), Armor Proficiency, (medium), 
  Athletic, Attentive, Blind Fight, Burst Fire, Combat 
  Expertise, Combat Martial Arts, Combat Reflexes, 
  Confident, Cover Fire, Dead Aim, Double Tap, Endurance, 
  Exotic Firearms Proficiency, Far Shot, Focused, Forced 
  March, Grenadier, Guide, Improved Combat Martial Arts, 
  Improved Damage Threshold, Marksman, Meticulous, 
  Nimble, Paratrooper, Point Blank Shot, Quick Draw, Quick 
  Reload, Sharpshooter, Stealthy, Strafe, Surface Vehicle 
  Operation (all), Tactician, Toughness, Track, Voice of 
  Command, Weapon Focus, Advanced Training (all).
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  Counter Terrorist: The Special Project Team is involved 
  in many missions against terrorist groups. Special Project 
  Team characters gain the listed bonus to damage rolls and 
  the following skills: Communications Operation, Decipher 
  Script, Gather Information, Intimidate, Investigate and 
  Knowledge (tactics).
  CQB: Special Project Team operators are highly trained 
  in Close Quarters Battle. When in an enclosed space, such 
  as a room, the fuselage of an aircraft or the interior of a 
  Table 2-8: The Special Project Team
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +2
  +1
  CQB, Unit Training
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent, Specialist School
  +2
  +0
  3rd 
  +3
  +2
  +3
  +2
  Bonus Feat, Unit Training
  +2
  +0
  4th 
  +4
  +2
  +3
  +3
  Counter Terrorist (+1)
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent, Unit Training 
  +4
  +1
  6th 
  +6
  +3
  +4
  +4
  Specialist School, Counter Terrorist (+2)
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Bonus Feat, Unit Training
  +5
  +1
  8th 
  +8
  +4
  +5
  +4
  Special Ops Talent, Counter Terrorist (+3)
  +6
  +2
  9th 
  +9
  +4
  +5
  +5
  Specialist School, Unit Training
  +6
  +2
  10th 
  +10
  +5
  +5
  +5
  Special Ops Talent, Bonus Feat, 
  Counter Terrorist (+4)
  +7
  +3
  
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  Chapter 1: Special Ops of the United Kingdom
  train, the character does not provoke attacks of opportunity 
  with ranged or unarmed attacks. The character still provokes 
  attacks of opportunity leaving a threatened square, treating 
  another character’s injuries, etc.
  Specialist School: Although the Special Project Team 
  trains extensively for CT and HR, it remains an SAS 
  squadron, and so continues its SAS training. Each troop 
  in the Special Project Team has a specialty. There are Air 
  Troop, Boat Troop, Mobility Troop and Mountain Troop. 
  Troops are not fixed to a single specialty, but rotate 
  through these specialties. At 2nd and 6th level, the 
  Special Project Team operator may choose a 
  type of training to receive.
  Air Troop: +2 bonus for Balance, 
  Paradrop and Tumble skills checks. This 
  bonus stacks with the bonus from the Jump 
  School advanced training. A natural roll of 20 is 
  an automatic success for Paradrop skill checks.
  Boat Troop: MOS Diver feat. If the character 
  already has MOS Diver, the bonus to Diver 
  skills is increased by 1. A natural roll of 20 is an 
  automatic success for Swim skill checks.
  Mobility Troop: +2 bonus for Drive, Navigate 
  and Repair. A natural roll of 20 is an automatic 
  success for Drive skill checks.
  Mountain Troop: +2 bonus for Balance, Climb 
  and Survival. A natural roll of 20 is an automatic 
  success for Survival skill checks.
  Special Ops Talent: The character may 
  choose one talent from the Special Operations 
  Training section found in Chapter 1 of Blood 
  & Guts. The character must meet all the 
  prerequisites for any talent chosen.
  Unit Training: During HR missions, Special 
  Project Team operators divide into assault and surveillance 
  groups. At 1st, 3rd, 6th and 9th level, the Special Project 
  Team operator chooses a skill from one of the unit lists.
  Assault
  Breach: When the character enters any area through a door 
  or other closed portal, or through an improvised entrance-
  -like a window or hole blown in the wall--the character 
  always acts in the surprise round and is not considered flat-
  footed no matter when in the surprise round the character 
  acts.
  Danger Sense: The Special Project Team operator is so 
  attuned to combat in a close-quarters combat or hostage 
  situation that in such situations, he receives a +2 dodge 
  bonus to his Defense and a +2 circumstance bonus to any 
  Reflex save.
  Prerequisite: Read the Room
  Hostage Rescue: Special Project Team operators are high 
  trained in hostage rescue. If the character is adjacent to a 
  hostage who is targeted by a direct melee or ranged attack 
  (but not an area of effect), the character may subject himself 
  to the attack instead. The character must declare his intention 
  to intervene on behalf of a hostage before the attack roll is 
  made. At 9th level and above, characters with this ability 
  never hit innocents by way of crossfire (see the new combat 
  rules in Chapter 3: Military Combat of Blood & Guts).
  Read the Room: The Special Project Team operator has an 
  in-built trigger for danger. With a successful Sense Motive 
  skill check, the character can correctly guess when an 
  opponent will attack and whom that opponent will target.
  Prerequisite: Hostage Rescue
  Containment:
  Careful Watch: +2 to all Listen, Spot and Search skill 
  checks.
  Certain Critical: When the character has attacks with a 
  ranged weapon, the character does not need to confirm a 
  critical with a second attack roll.
  Prerequisite: Dead to Rights
  Dead to Rights: When the character has attacks with a 
  ranged weapon, any critical hit that does not kill the target 
  forces the target to make a Fortitude save (DC 10 + Special 
  Project Team character’s level + total attack bonuses) or be 
  stunned for 1d6 rounds.
  
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  Chapter 1: Special Ops of the United Kingdom
  Prerequisite: Marksmanship
  Marksmanship: The character gains the Marksman feat 
  regardless of meeting the prerequisite.
  Prerequisite: Careful Watch.
  Elite Units
  3 Commando Brigade Royal Marines
  It can be said that the Order-In-Council of October 28th, 
  1664 to create the Duke of York and Albany’s Maritime 
  Regiment of Foot gave birth to the Royal Marines. They 
  have fought with distinction in many wars and battles since 
  that time. In 1942, 5 Royal Marine Commando was formed, 
  and the commandos earned a reputation as tough, cunning 
  and resourceful soldiers. The pace of action lessened only 
  slightly after World War II, as the Royal Marines saw action 
  Korea, Malaysia, Borneo, Suez, Aden and Cyprus. As can 
  be expected, the Royal Marines played an important role in 
  Operation CORPORATE, usually known as the Falklands 
  War. After Desert Storm, Commando units embarked on 
  Operation HAVEN, to support the Kurds in the north of 
  Iraq. Throughout the ‘90s, elements of the Commando 
  Brigade saw service in Bosnia, the Congo, the West Indies, 
  Kosovo, and Sierra Leone. The Commando Brigade has seen 
  extensive action recently in Afghanistan and Iraq.
  The soldiers of 3 Commando Brigade Royal Marines 
  undergo one of the most strenuous and exhaustive infantry 
  training regimes in the world. As well as being the elite 
  fighting force for the Royal Navy, the Commando Brigade-
  -along with 16 Air Assault Brigade--is a backbone of the 
  United Kingdom’s Joint Rapid Reaction Force. 3 Commando 
  is broken into the core maneuver units of 40, 42 and 45 
  Commando, each with approximately 700 ranks. The total 
  personnel for 3 Commando totals approximately 3,500 ranks 
  in all.
  Prerequisites: Amphibious Assault Training, Arctic 
  Warfare College OR Mountain Warfare College, Commando 
  Training and MOS one of the following (Combat 
  Engineering, Field Artillery, Rifleman, Medical or Signals).
  Benefits: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue and intimidation; 
  increases the bonuses provided by Amphibious Assault 
  Training, Arctic Warfare College and Mountain Warfare 
  College by +1.
  7 Squadron, Royal Air Force
  7 Squadron started its life as a fighter squadron in World 
  War One. Among the battle honors displayed on its standard 
  are Ypres (1915 and 1917) and the Somme (1916). By 
  World War II, 7 Squadron had become a bomber squadron, 
  flying Lancasters as part of the Pathfinder Force (not to be 
  confused with the Pathfinders of 16 Air Assault Brigade). 
  After World War II, 7 Squadron was assigned to the Far East 
  until being disbanded in 1962. 7 Squadron reformed in 1970, 
  was then disbanded and reformed in the same year--1982-
  -though too late to participate in Operation CORPORATE 
  in the Falkland Islands. It was in 1982 that 7 Squadron was 
  first equipped with rotary wing aircraft, the Chinook. The 
  Chinooks of 7 Squadron infiltrated, supplied and extracted 
  the SAS and SBS teams that operated inside Iraq. At the end 
  of hostilities, the Chinooks of 7 Squadron were called upon 
  to aid in Operation HAVEN, protecting and supplying the 
  Kurds of northern Iraq. 7 Squadron saw action in the former 
  Yugoslavia then returned to the Middle East for Operations 
  VERITAS, ORACLE and FINGAL in Afghanistan and 
  Operation TELIC in Iraq.
  7 Squadron pilots are trained for severe and inclement 
  weather flying as well as being the best night fliers in the 
  RAF. Along with regular missions of support and casualty 
  evacuation, 7 Squadron is tasked to special operations 
  missions. The Chinooks of 7 Squadron are equipped with 
  night vision equipment as well as heavier armaments, 
  including M134 miniguns. 
  Prerequisites: Jump School, MOS Pilot and MOS Signals 
  and Teamwork (RAF).
  Benefits: +1 morale bonus when providing air support (as 
  per “New Combat Options” in Blood & Guts); +2 bonus to 
  Communications Operations and Pilot skill checks.
  16 Air Assault Brigade
  Created as an amalgamation of other air mobile, quick 
  reaction forces on September 1, 1999, 16 Air Assault 
  Brigade--along with 3 Commando Brigade Royal Marines--
  is a backbone of the United Kingdom’s Joint Rapid Reaction 
  Force. Soon after its creation, the Air Assault Brigade (AAB) 
  led Operation BESSEMER, the UK contribution to NATO’s 
  Operation ESSENTIAL HARVEST, an attempt to collect 
  arms and ammunition from separatist factions in the Former 
  Yugoslav Republic of Macedonia. The AAB led the UK 
  contribution to the International Security Assistance Force 
  (ISAF) in Afghanistan, termed Operation FINGAL. When 
  the focus shifted from Afghanistan to Iraq, the 16 Air Assault 
  Brigade also shifted. Their performance in Iraq has proven 
  exemplary. Soon, however, the AAB may be no more. Some 
  news articles suggest there has been a decision made to 
  return the AAB to an airborne and airmobile infantry unit 
  and remove its aircraft to a separate command. The timetable 
  for this is uncertain.
  16 Air Assault Brigade includes parachute infantry, 
  airmobile infantry and ground support aircraft. However, 
  while the AAB maintains its own ground support helicopters, 
  it has no airmobile assets and must rely on the Royal Air 
  Force (RAF) to supply the Puma and Chinook helicopters 
  used in airmobile actions. Born out of the joining of 24 
  Airmobile and 5 Airborne Brigades, the AAB includes the 
  1, 2 and 3 Battalions of the Parachute Regiment the 3, 4, 
  and 9 Regiments, Army Air Corps as well as 1st Battalion, 
  the Royal Irish Regiment, 7th Parachute Regiment, medical, 
  signals, logistics and even police elements. 
  Prerequisites: Jump School and MOS one of the 
  following (Aviation, Infantryman, Medical, Pilot or Signals).
  
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  Chapter 1: Special Ops of the United Kingdom
  Benefit: +1 morale bonus to attack rolls and to any saving 
  throw to resist any of the following: fatigue, hunger, torture, 
  brainwashing, fear, combat fatigue and intimidation; +2 
  bonus to Paradrop and Survival skill checks.
  29 Commando Regiment, Royal Artillery
  In 1962, 29 Field Regiment, Royal Artillery found itself in 
  Aden and Kuwait, trying to scare off a predatory Iraq which 
  had its eyes on the other countries’ oil fields. At that time, 
  the Royal Marines had a lack of artillery support. The 29 
  Field Regiment RA was re-tasked and, once all its ranks 
  had successfully completed the commando training course, 
  became 29 Commando Regiment RA. 29 Commando also 
  became the first Army unit to wear the commando beret 
  since World War II. 29 Commando traded in 25-pound guns 
  for 105mm pack howitzers and the Royal Marines had their 
  artillery support. In any action 3 Commando finds itself, 29 
  Commando is there. Recently, 29 Commando saw action in 
  Afghanistan and Iraq.
  29 Commando is made up of three batteries armed with 
  105mm light guns--including 7 (Sphinx) Commando Battery 
  RA, 8 (Alma) Commando Battery RA and 79 (Kirkee) 
  Commando Battery RA--as well as 23 (Gibraltar 1779 
  - 1783) Commando Headquarters Battery RA and 148 
  (Meiktila) Commando Forward Observation Battery RA (see 
  separate entry for more details). 
  Prerequisites: Amphibious Assault Training, Commando 
  Training, MOS Field Artillery and MOS Rifleman.
  Benefit: +1 morale bonus to attack rolls and to any saving 
  throw to resist any of the following: fatigue, hunger, torture, 
  brainwashing, fear, combat fatigue and intimidation; +1 
  bonus to Craft (structural), Demolitions and Repair skill 
  checks.
  59 Commando Squadron, Royal Engineers
  While 59 Commando is made up of engineers, it is a 
  commando-trained, combat-capable force that has proved 
  its courage and tenacity in almost every theater of action 
  the United Kingdom has been involved in since the unit’s 
  creation. Formed in 1900 as 59 Field Company, its soldiers 
  saw action in both World War One and Two. Disbanded, it 
  was reformed in 1950, passing through various incarnations 
  until 1967, when 59 Field Squadron became affiliated with 3 
  Commando. In 1971, the Squadron became 59 Independent 
  Commando Squadron. 
  59 Commando supports the operations of 3 Commando 
  in a forward capacity. This support capacity includes both 
  construction and demolition duties. A specially trained 
  Reconnaissance Troop operates alongside elements of 
  the Brigade Patrol Troop, Tactical Air Control and Y 
  Troop Radio Reconnaissance in 3 Commando’s Brigade 
  Reconnaissance Force. Soldiers from 59 Commando’s 
  Reconnaissance Troop were very active in Iraq in 2003, 
  including storming the house of a senior military official.
  Prerequisites: Amphibious Assault Training, Commando 
  Training, MOS Combat Engineering OR Maintenance and 
  MOS Infantryman.
  Benefit: +1 morale bonus to attack rolls and to any saving 
  throw to resist any of the following: fatigue, hunger, torture, 
  brainwashing, fear, combat fatigue and intimidation; +1 
  bonus to all Craft (structural) and Repair skill checks.
  148 (Meiktila) Commando Forward 
  Observation Battery, Royal Artillery 
  Attached to 29 Commando Regiment RA, 148 Commando 
  Forward Observation Battery RA often acts separate from its 
  parent regiment. 148 Commando has its roots in India, raised 
  there in 1842 as S Company 2nd Battalion Bengal Artillery. 
  S Company saw plenty of action in India and then on the 
  fields of France and Belgium in World War One. In 1939, it 
  returned to France as part of the British Expeditionary Force, 
  but did not participate in the European theater after Dunkirk. 
  The Battery earned its moniker through February and March 
  of 1945 at the Battle of Meiktila in Burma. After the war, 
  the Battery saw plenty of action in the Far and Middle East, 
  becoming a Commando Battery in 1963. Since that time, 148 
  Commando has seen extensive service alongside the Royal 
  Marines and the United Kingdom’s special operations forces. 
  148 Commando has proved its worth in such disparate areas 
  of the globe as the Falkland Islands, Bosnia and Iraq.
  148 Commando is divided into seven, five-man Naval 
  Gunfire Forward Observation teams, each led by a captain. 
  While NGFO teams may act in concert with regular military 
  forces, they are often attached to special operations forces 
  and pre-assault forces. An NGFO team can be covertly 
  inserted into an area before an assault to direct naval, air or 
  artillery fire in support of an attack or other operation. Also, 
  individual soldiers from the 148 Commando can be attached 
  to small raiding or reconnaissance forces, and this proved 
  very effective in Operation CORPORATE, in the Falkland 
  Islands.
  Prerequisites: Amphibious Assault Training, Arctic 
  Warfare College OR Mountain Warfare College, Commando 
  Training, MOS Field Artillery, MOS Rifleman and MOS 
  Signals.
  Benefits: +1 morale bonus to attack rolls and to any saving 
  throw to resist any of the following: fatigue, hunger, torture, 
  brainwashing, fear, combat fatigue and intimidation; +1 
  bonus to Air Traffic Control, Communications Operations 
  and Survival skill checks.
  Brigade of the Gurkhas
  The Gurkhas of the United Kingdom’s army take their name 
  from the nineteenth century city-state of Gorkha in Nepal. 
  In one of the odder results of a war, the Army of the United 
  Kingdom’s East India Company, after a war with Nepal in 
  1814, began recruiting Gurkha soldiers from that country. 
  The Gurkhas proved an extremely valuable asset to the 
  colonial army, being instrumental in the Indian Mutiny of 
  1857. More than 100,000 Gurkhas fought for the United 
  Kingdom during World War One and more than 112,000 
  in the various theaters of World War II. After Indian 
  
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  Chapter 1: Special Ops of the United Kingdom
  independence in 1947, the Gurkha Regiments were divided; 
  six remaining in India while the others formed the United 
  Kingdom’s Brigade of the Gurkhas. Though the Gurkhas 
  have played an important role in every conflict involving 
  the United Kingdom, still bearing their traditional kukri--an 
  18-inch long curved knife--their numbers have continued to 
  dwindle. The motto of the Gurkhas is: “Better to die than be 
  a coward.” Since they began serving with the military of the 
  United Kingdom, they have won 26 Victoria Crosses, which 
  surpasses any other single group within the army.
  Soldiers for the Brigade of the Gurkhas are still recruited 
  at the British Gurkha Camp in the Nepalese village of 
  Pokhara. The Brigade now includes some 3,400 ranks. 
  Gurkhas serve not only in the 1st and 2nd Battalion, Royal 
  Gurkha Rifles, they also man A Company, The Highlanders; 
  D Company, 1 Royal Irish and C Company, 2 Para. Within 
  the Brigade, there are engineering, signals, logistics and even 
  a band. The Brigade also encompasses a HQ unit, the British 
  Gurkhas Nepal--stationed in Kathmandu and Pokhara--
  and two Demonstration Companies: RMA Sandhurst in 
  Camberley, Surrey and ITC Wales in Brecon, Wales.
  Most members of the Gurkhas have the Esprit de Corps 
  feat, and any character joining the Gurkhas should obtain 
  this feat as soon as possible.
  Prerequisites: Nepalese citizenship, Commando Training 
  and MOS one of the following (Combat Engineering, Field 
  Artillery, Rifleman, Medical or Signals).
  Benefits: +1 morale bonus to attack rolls and to any saving 
  throw to resist any of the following: fatigue, hunger, torture, 
  brainwashing, fear, combat fatigue and intimidation; +3 
  Reputation.
  Tactical Air Control Parties, 3 Commando 
  Brigade Royal Marines
  Attached to the UK Landing Force Command Support 
  Group of 3 Commando, the Tactical Air Control Parties 
  direct ground support aircraft from the Royal Navy, Royal 
  Air Force or Army Air Corps. Working in groups of three, 
  Tactical Air Control Parties can insert with the pre-assault 
  forces--usually led by elements of the Brigade Patrol 
  Troop--can be detached from the main assault body for 
  deep penetration operations, and--along with elements 
  of the Brigade Patrol Troop, 59 Commando and Radio 
  Reconnaissance Teams--are a component of 3 Commando’s 
  Brigade Reconnaissance Force.
  Prerequisites: Amphibious Assault Training, Arctic 
  Warfare College OR Mountain Warfare College, Commando 
  Training, MOS Aviation and MOS Signals.
  Benefit: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue and intimidation; 
  +1 bonus to any three of the following skills: Air Traffic 
  Control, Communications Operations, Craft (electronic), 
  Craft (mechanical), Craft (structural), Knowledge 
  (technology) or Repair.
  Y Troop, 3 Commando Brigade Royal 
  Marines
  Attached to the UK Landing Force Command Support Group 
  of 3 Commando, Y Troop is the electronics warfare and 
  communications specialist group within the Royal Marines. 
  As well as disrupting enemy transmissions, Y Troop gathers 
  intelligence from enemy communications. The Y Troop 
  Radio Reconnaissance Teams are a part of 3 Commando’s 
  pre-assault, scouting forces--usually led by elements 
  of the Brigade Patrol Troop--and act in an electronic 
  reconnaissance and signals capacity in that role. 
  Prerequisites: Amphibious Assault Training, Arctic 
  Warfare College OR Mountain Warfare College, Commando 
  Training, MOS Intelligence and MOS Signals.
  Benefit: +1 morale bonus to attack rolls and to any saving 
  throw to resist any of the following: fatigue, hunger, torture, 
  brainwashing, fear, combat fatigue and intimidation; +1 
  bonus to Communications Operations, Computer Use and 
  Survival skill checks.
  Rank
  Below is a table with the ranks and their equivalencies 
  among the three services and the Royal Marines Commando. 
  The ranks are presented in the same format as in Blood & 
  Guts and should be used in the same manner as presented 
  there.
  Promotion DC: This is the DC required to achieve 
  Promotion to the listed rank. Please see the Military Training 
  section in Blood & Guts for an explanation of Promotion.
  Requisition DC: This is the bonus to any checks the 
  character makes to requisition equipment, manpower or 
  information. Please see the Military Equipment section in 
  Blood & Guts for an explanation of Requisition.
  Pay Grade: This is the Wealth Award a character receives, 
  in pension, job placement assistance and college aid when 
  he or she leaves the service (gives up the Active Duty 
  Allegiance). Characters who only had the Reserve Duty 
  Allegiance receive half this amount. A character may only 
  receive this award once.
  
  25 OF 39
  Chapter 1: Special Ops of the United Kingdom
  Table 2-9: Ranks
  Rank Title
  Promotion 
  DC
  Requisition 
  DC
  Pay 
  Grade
  Non-Commissioned Ranks, British Army
  Private
  ---
  +0
  +1
  Lance Corporal
  16
  +1
  +2
  Corporal
  18
  +3
  +3
  Sergeant
  20
  +6
  +5
  Staff Sergeant
  22
  +8
  +6
  Warrant Officer, 2nd Class
  25
  +12
  +8
  Warrant Officer, 1st Class
  26
  +14
  +9
  Commissioned Ranks, British Army
  Second Lieutenant
  ---
  +4
  +4
  Lieutenant
  20
  +6
  +6
  Captain
  22
  +9
  +8
  Major
  24
  +12
  +10
  Lieutenant Colonel
  26
  +15
  +12
  Colonel
  28
  +18
  +14
  Brigadier
  30
  +21
  +16
  Major General
  32
  +24
  +18
  Lieutenant General
  34
  +27
  +20
  General
  36
  +30
  +22
  Field Marshal*
  38
  +33
  +24
  Non-Commissioned Ranks, Royal Air Force
  Aircraftman
  ---
  +0
  +1
  Leading Aircraftman
  15
  +1
  +2
  Senior Aircraftman
  16
  +2
  +3
  Corporal
  20
  +6
  +5
  Sergeant
  21
  +8
  +6
  Flight Sergeant
  25
  +12
  +8
  Warrant Officer
  26
  +14
  +9
  Commissioned Ranks, Royal Air Force
  Pilot Officer
  ---
  +4
  +4
  Flying Officer
  20
  +6
  +6
  Flight Lieutenant
  22
  +9
  +8
  Squadron Leader
  24
  +12
  +10
  Wing Commander
  26
  +15
  +12
  Group Captain
  28
  +18
  +14
  Air Commodore
  30
  +21
  +16
  Air Vice-Marshal
  32
  +24
  +18
  Air Marshal
  34
  +27
  +20
  Air Chief Marshal
  36
  +30
  +22
  Marshal of the Air Force*
  38
  +33
  +24
  Rank Title
  Promotion 
  DC
  Requisition 
  DC
  Pay 
  Grade
  Non-Commissioned Ranks, Royal Marines Comando
  Marine
  ---
  +0
  +1
  Lance Corporal
  16
  +1
  +2
  Corporal
  18
  +3
  +3
  Sergeant
  20
  +6
  +5
  Colour Sergeant
  22
  +8
  +6
  Warrant Officer, 2nd Class
  25
  +12
  +8
  Warrant Officer, 1st Class
  26
  +14
  +9
  Commissioned Ranks, British Army
  Second Lieutenant
  ---
  +4
  +4
  Lieutenant
  20
  +6
  +6
  Captain
  22
  +9
  +8
  Major
  24
  +12
  +10
  Lieutenant Colonel
  26
  +15
  +12
  Colonel
  28
  +18
  +14
  Brigadier
  30
  +21
  +16
  Major General
  32
  +24
  +18
  Lieutenant General*
  34
  +27
  +20
  General*
  36
  +30
  +22
  Non-Commissioned Ranks, Royal Navy
  Ordinary Seaman
  ---
  +0
  +1
  Able Seaman
  16
  +1
  +3
  Leading Seaman
  18
  +3
  +4
  Petty Officer
  21
  +7
  +6
  Chief Petty Officer
  24
  +10
  +8
  Warrant Officer
  26
  +14
  +9
  Commissioned Ranks, Royal Navy
  Midshipman
  ---
  +4
  +4
  Sub-Lieutenant
  20
  +6
  +6
  Lieutenant
  22
  +9
  +8
  Lieutenant-Commander
  24
  +12
  +10
  Commander
  26
  +15
  +12
  Captain
  28
  +18
  +14
  Commodore
  30
  +21
  +16
  Rear Admiral
  32
  +24
  +18
  Vice-Admiral
  34
  +27
  +20
  Admiral
  36
  +30
  +22
  Admiral of the Fleet*
  38
  +33
  +24
  
  26 OF 39
  Standard Weapons
  The standard kit of the ground forces of the United Kingdom 
  includes the L85A2 assault rifle and the L86A2 light support 
  weapon. The FN Minimi light-machinegun is seeing wider 
  use, but it is mostly in service with special operations forces. 
  In a fire support capacity, soldiers also have access to the 
  “Jimpy”--the L7A2 GPMG (General Purpose Machine 
  Gun) which is a version of the FN MAG--and the “50”--the 
  .50 Browning M2HB. For heavier tasks, the military of the 
  UK can call upon the LAW94, the MILAN and the 81 mm 
  mortar. Marksmen have access to the L96A1, the .5 Barrett 
  and the L115A1 LRLCR--Long Range Large Caliber Rifle. 
  Special operations forces have a wider latitude than regular 
  units in the choice of small arms, and any additions to the 
  standard kit is noted in the unit or prestige class description.
  Man-Portable Weapons
  These weapons can be carried by an individual. Some are 
  quite heavy but all are designed for use by infantry. Along 
  with firearms, this section includes missile systems designed 
  for infantry use.
  Barrett .5 Anti-Materiel Rifle
  The Barrett .5 is quite similar to the Barrett Light Fifty. 
  Some modifications have been made to meet British military 
  specifications. While the weapon has a maximum effective 
  range of 6,000 feet and it could be used as an anti-personnel 
  sniper rifle, its purpose is anti-materiel. Sniper teams using 
  this weapon would target vehicles and high-value assets 
  rather than enemy combatants.
  The specifications for the Barrett Light Fifty as found in 
  the Modern Core Rulebook can be used for the Barret.5.
  Browning .50 M2HB
  This is one of the most recognizable weapons in the world. 
  The M2HB is often used on vehicles or in emplacements. 
  The Fifty cannot be used without a mount, bipod, tripod 
  or other brace. While it isn’t easy to transport, it offers a 
  potent punch for infantry or other units without the benefit of 
  armored support.
  The specifications for the M2HB can be found in the 
  Modern Core Rulebook.
  Diemaco C7 Assault Rifle
  The C7 is a Canadian-made variant of the M16. Extensive 
  testing done by special operations forces in the United 
  Kingdom led the military to judge the C7 more reliable 
  than the M16A2, which the special operations forces had 
  previously used. Since 1994, the United Kingdom has 
  purchased C7s rather than M16A2s. Though the C7A1 is 
  available, only its precursor, the C7, is used by the military 
  of the United Kingdom. Like the M16, the C7 is chambered 
  for the 5.56mm NATO cartridge.
  Diemaco C8 Carbine
  The C8 is the carbine version of the C7, just as the M4 is 
  the carbine version of the M16. Unlike the M4, though, the 
  C8 has an effective range only slightly less than the C7. Its 
  reliability, compactness and range have earned it a place with 
  the SAS and SBS special operations forces. The C8 fires the 
  5.56mm NATO cartridge.
  Chapter 3: Military Equipment
  
  27 OF 39
  Chapter 3: Military Equipment
  Euromissile Milan Anti-Tank Rocket
  A joint project of Germany’s Daimler-Benz Aerospace 
  (DASA) and France’s Aerospatiale SA, the Milan is a wire-
  guided, man-portable anti-tank rocket. The system includes 
  the rocket and the launcher, so, unlike the LAW system, 
  the Milan system is not disposable. The guidance system 
  is known as SACLOS (Semi Automatic Command to Line 
  of Sight), and the user only needs to maintain the target in 
  the sight and the rocket will zero in on it. The system is so 
  accurate that SAS operators allegedly struck illumination 
  flares during practice and even severed the strings attaching 
  the flare to its parachute.
  The Milan explodes like a grenade on impact, dealing 
  12d6 damage to all creatures within a 15-foot radius (Reflex 
  save DC 20 for half damage). The warhead is designed to 
  penetrate the armor of military vehicles, so it ignores up 
  to 15 points of hardness if it strikes a vehicle, building, or 
  object. This only applies to the target struck, not to other 
  objects or individuals within the burst radius. The Milan’s 
  minimum range is 1000 feet, so if fired against a target closer 
  than 1000 feet away, it will not explode. The Exotic Firearms 
  Proficiency (rocket launchers) feat applies to this weapon. 
  The Milan’s SACLOS sight provides the user with a 
  +2 circumstance bonus to attack rolls. Using the sight is a 
  standard action.
  Heckler & Koch HK53 Short Assault Rifle
  While the HK53 is approximately the same size as Heckler 
  & Koch’s renowned line of MP5 submachine guns, due to 
  its use of 5.56mm NATO cartridges--which is a rifle round-
  -the weapon is considered a ‘short’ assault rifle, much like 
  the Colt Commando. Developed in the 1970s from the 
  HK33 assault rifle, itself a descendant of the storied Heckler 
  & Koch G3 assault rifle, the HK53 remains in the shadow 
  of the MP5. The SBS and elements of the Royal Marines 
  Commando have taken to using the HK53 over the MP5, 
  as evidenced in East Timor and during Close Personal 
  Protection details in Afghanistan and Iraq. The HK53 can 
  be purchased with a 3-round burst setting in addition to 
  standard semi- and full automatic settings. The HK53A2 has 
  a fixed polymer stock while the HK53A3 has a collapsible 
  stock.
   This mastercraft weapon grants a +1 bonus on attack rolls. 
  This weapon has a 3-round burst setting.
  Heckler & Koch MP5SD6 Submachine Gun
  Most counter terrorism and hostage rescue teams throughout 
  the world use some variant of the Heckler & Koch MP5 
  submachine gun. One variant of this extremely popular 
  and excellent submachine gun is the silenced version. The 
  MP5SD6 has a collapsible stock as well as semi-automatic, 
  3-round burst and full automatic modes. The silencer is 
  integral to the barrel, so it is not removable. Both the Special 
  Project Team of the SAS and M Squadron of the SBS use 
  the MP5SD6. While the weapon is normally used with a 15-
  round magazine, 30-round magazines are available.
  This mastercraft weapon grants a +1 bonus on attack rolls. 
  This weapon has a 3-round burst setting and is suppressed.
  Heckler & Koch MP7 Personal Defense 
  Weapon
  Very recently issued to the SAS units operating in 
  Afghanistan and Iraq, the MP7 is a next generation weapon 
  for close-quarters combat and personal defense. The personal 
  defense weapon is designed to be a step between the 
  submachine gun and the carbine, often around the size of a 
  machine pistol. The MP7 is an incredibly compact weapon 
  chambered with the new 4.6 x30mm round developed by 
  Royal Ordnance to offer more power than the standard 9 
  Table 3-1: Man-Portable Weapons 
  Weapon 
  Damage 
  Critical 
  Type 
  Range 
  ROF 
  Magazine 
  Size 
  Weight 
  Purchase Restriction
  Handguns (require the Personal Firearms Proficiency feat)
  P226
  2d6
  20
  Ballistic
  30
  S
  15 box
  Small
  2 lbs.
  17
  Licenced
  Longarms (requires Personal Firearms Proficiency)
  Diemaco C7
  2d8
  20
  Ballistic
  85
  S,A
  30 box
  Large
   8 lbs.
  17
  Military
  Diemaco C8
  2d8
  20
  Ballistic
  75
  S,A
  30 box
  Large
   7 lbs.
  18
  Military
  H&K HK53
  2d8
  20
  Ballistic
  60
  S,A
  30 box
  Medium
   7 lbs.
  20
  Military
  H&K MP5SD6
  2d6
  20
  Ballistic
  40
  S,A
  15 box
  Medium
   7 lbs.
  24
  Military
  H&K MP7
  2d6+2
  20
  Ballistic
  30
  S,A
  20 box
  Medium
   5 lbs.
  24
  Military
  L115A1
  2d10+1
  20
  Ballistic
  175
  S
  5 box
  Large
  16 lbs.
  24
  Military
  L85A2
  2d8
  20
  Ballistic
  80
  S,A
  30 box
  Large
  11 lbs.
  16
  military
  L86A2
  2d8
  20
  Ballistic
  90
  S,A
  30 box
  Large
  15 lbs.
  18
  Military
  L96A1
  2d10
  20
  Ballistic
  125
  S
  10 box
  Large
  15 lbs.
  22
  Military
  Heavy Weapons (requires Exotic Firearms Proficiency)
  Milan
  12d6
  20
  Ballistic
  700
  1
  1 int.
  Huge
  17 lbs.
  36
  Military
  LAW 94
  11d6
  20
  Ballistic
  130
  1
  1
  Huge
  20 lbs.
  34
  Military
  L7A2
  2d12
  20
  Ballistic
  125
  A
  linked
  Huge
  28 lbs.
  30
  Military
  Javelin
  9d6
  20
  Ballistic
  1500
  1
  1 int.
  Huge
  25 lbs.
  35
  Military
  Starstreak
  9d6
  20
  Ballistic
  1650
  1
  1 int.
  Huge
  25 lbs.
  36
  Military
  
  28 OF 39
  Chapter 3: Military Equipment
  mm Parabellum round used in the MP5 and most other 
  submachine guns. While the MP7 is normally used with a 
  20-round magazine, a 40-round magazine is available.
  This mastercraft weapon grants a +1 bonus on attack rolls.
  Javelin Surface-to-Air Missile
  The Javelin is a man-portable, laser-guided, anti-aircraft 
  missile which is slowly being replaced by the Starstreak 
  system. Along with its man-portable version, a vehicle-
  mounted multiple-launcher version is available though not 
  in use at this time in the military of the United Kingdom. An 
  evolution of the Blowpipe missile, the Javelin can be set to 
  detonate on impact or through a proximity trigger. It is used 
  mostly against low-level threats. The maximum range of the 
  Javelin is 15,000 feet and its maximum altitude is 3,000 feet. 
  The missile reaches speeds of up to Mach 1.7.
  The Javelin explodes like a grenade on impact, dealing 
  9d6 damage to all creatures within a 15-foot radius (Reflex 
  save DC 20 for half damage). The warhead is designed to 
  penetrate the armor of aircraft, so it ignores up to 10 points 
  of hardness if it strikes a vehicle, building, or object. This 
  only applies to the target struck, not to other objects or 
  individuals within the burst radius. The Exotic Firearms 
  Proficiency (rocket launchers) feat applies to this weapon. 
  LAW 94 Anti-Tank Rocket
  The British military LAW (light anti-tank weapon) is a 
  94mm HEAT (high explosive anti-tank) rocket that is man-
  portable and includes a spotting rifle with an integral low-
  light sight. The LAW 94 is planned to be replaced by a next-
  generation anti-tank rocket. As it now stands, the LAW 94 is 
  the standard anti-armor weapon for 3 Commando and 16 Air 
  Assault. 
  The LAW 94 explodes like a grenade on impact, dealing 
  11d6 damage to all creatures within a 10-foot radius (Reflex 
  save DC 18 for half damage). The warhead is designed to 
  penetrate the armor of military vehicles, so it ignores up 
  to 12 points of hardness if it strikes a vehicle, building, or 
  object. This only applies to the target struck, not to other 
  objects or individuals within the burst radius. The LAW 94 
  needs 30 feet to arm itself, so, if fired against a target closer 
  than 30 feet, it will not explode. The impact will still cause 
  2d10 damage. The Exotic Firearms Proficiency (rocket 
  launchers) feat applies to this weapon. 
  L108A1 Light-Machine Gun
  The L108A1 is the UK designation for the FN Minimi. This 
  weapon has gained popularity from its initial use by special 
  operations forces. The Minimi is slowly being adopted 
  into the regular military. Along with the special operations 
  forces of the SAS and SBS, 3 Commando and 16 Air Assault 
  Brigade are supplied with this weapon now. This weapon 
  will likely take the place of the existing Light Support 
  Weapon, the L86A2.
  The specifications for the Minimi, listed as the M-249, can 
  be found in Blood & Guts in the Military Equipment section.
  L115A1 Long Range Large Caliber Rifle
  The L115A1 is a development of the L96A1. While the 
  L96A1 was developed for first-shot hits at 600 meters, the 
  British military wanted a sniper rifle to achieve the same at 
  1,100 meters. The main difference between the L96A1 and 
  the L115A1 is the ammunition. The L115A1 is chambered 
  for the .338 Lapua Magnum, which is 8.60 x70mm as 
  opposed to the 7.62 x51mm of the L96A1. This weapon is 
  issued to the Joint Rapid Reaction Force, which includes 
  3 Commando Brigade and 16 Air Assault Brigade. The 
  L115A1 is the military version of the Accuracy International 
  Arctic Warfare Magnum.
  L7A2 General-Purpose Machine Gun 
  The L7A2 is a license-built variant of the Belgian FN MAG 
  machine gun. It is used both as a light and sustained-fire 
  machine gun. Usually fired from a bipod or tripod, Royal 
  Marines were documented using the L7A2--also known as 
  the GPMG or ‘jimpy’--on a sling as a man-portable weapon 
  in Afghanistan. When used with a bipod, tripod or mount, 
  the GPMG can be used in conjunction with a sight, and 
  special operations forces have equipped some with MAXI 
  Kite night optics sights. Variants of the GPMG are used on 
  tanks, light armored vehicles and helicopters. The GPMG 
  fires the 7.62mm NATO cartridge.
  L85A2 Assault Rifle
  The L85A2 is the service designation for the most recent 
  upgrade of the L85, the military name for Enfield’s SA80 
  (said to mean Small Arm 1980) Infantry Weapon. The L85 
  family of weapons is much maligned for problems with 
  jamming and misfires, though it is reported to be a highly 
  accurate weapon. L85A2s include an integral X4 SUSAT 
  (Sight Unit Small Arms Trilux) sight, though it can be fitted 
  with other sights and includes back-up iron sights. The 
  L85A2 is a bullpup assault rifle meaning its magazine and 
  assembly are behind the trigger. This also means it cannot 
  be used left-handed (due to the necessary placement of the 
  ejection port) unless it is adjusted for left-handed use, which 
  requires a Repair skill check (DC 20). The L85A2 fires the 
  5.56mm NATO cartridge.
  L86A2 Light Support Weapon
  The L86A2 is the Light Support Weapon variant of the 
  SA80. Visually, it is very similar to the L85A2, though 
  it has a longer, heavier barrel and it provides greater 
  muzzle velocity and accuracy than the L85A2. It also 
  includes a bipod and a folding shoulder support in the butt. 
  Unfortunately, like the L85A2, the L86A2 is plagued with 
  problems. It has been criticized for its small magazine 
  capacity and a lack of reliability when firing in fully 
  automatic mode. The L86A2 is also equipped with an 
  integral X4 SUSAT (Sight Unit Small Arms Trilux) sight and 
  is chambered for the 5.56mm NATO cartridge.
  
  29 OF 39
  Chapter 3: Military Equipment
  L96A1 Sniper Rifle
  The L96A1 is a bolt-action sniper rifle based on the 
  Accuracy International AW. Originally, the Accuracy 
  International PM was chosen in a competition to replace 
  the L42 Enfield. This weapon was the L96. The Swedish 
  military, looking for a sniper weapon that remained 
  functional in extreme environmental conditions, including 
  temperatures regularly reaching -30 degrees C, chose the 
  Accuracy International AW (Arctic Warfare), which the 
  British military then adopted as the L96A1. Firing 7.62 
  NATO ammunition, the L96A1 is a popular marksman’s 
  weapon among the militaries of Europe.
  M72 LAW Anti-Tank Rocket
  While the LAW 94 is the standard issue anti-tank rocket for 
  3 Commando and 16 Air Assault, the operators of the SAS 
  and the SBS still often carry the M72 LAW which is much 
  lighter but still packs quite a punch. Though designed for 
  anti-armor, the M72 is normally used against fortifications 
  and emplacements. The Exotic Firearms Proficiency (rocket 
  launchers) feat applies to this weapon. 
  The specifications for the M72 can be found in the Modern 
  Core Rulebook.
  SIG Sauer P226
  The P226 is an auto-loading pistol based on the popular 
  P220. It narrowly missed replacing the Colt M1911A1 .45 
  ACP pistol as the standard sidearm of the U.S. Military. The 
  Beretta 92--known as the M9 by the U.S. Military--won that 
  competition. However, many militaries and police forces 
  around the world have chosen the P226. The SAS and SBS 
  have adopted the P226 as their standard sidearm, replacing 
  the venerable Browning Hi-Power.
  Starstreak High Velocity Missile
  The Starstreak is an anti-aircraft guided weapon system that 
  has both a man-portable and vehicle mounted variant. The 
  weapon is powered by a two-stage rocket and the striking 
  element consists of three high-density, independently 
  targeted darts. A delay fuse insures these darts penetrate 
  before detonation. It has a maximum speed exceeding Mach 
  3 and a maximum range of 3 miles, with a minimum range 
  of 1000 feet. The man-portable variant consists of the missile 
  canister and an aiming device. The aiming device is attached 
  to the missile canister, aimed and then fired. 
  The Starstreak aiming device offers a +1 circumstance 
  bonus to attack rolls. Using the device is a standard action. 
  The Starstreak explodes like a grenade on impact, dealing 
  9d6 damage to all creatures within a 15-foot radius (Reflex 
  save DC 20 for half damage). The warhead is designed 
  to penetrate the armor of aircraft, so it ignores up to 10 
  points of hardness if it strikes a vehicle, building, or object. 
  This only applies to the target struck, not to other objects 
  or individuals within the burst radius. The Starstreak’s 
  minimum range is 1,000 feet, so if fired against a target 
  closer than 1,000 feet away, it will not explode. The 
  impact will still cause 2d10 damage. The Exotic Firearms 
  Proficiency (rocket launchers) feat applies to this weapon. 
  Indirect Fire Weapons
  These indirect fire weapons are used by ground troops, but 
  vehicles are usually needed to move them. Those weapons 
  which are man-portable will include such information in 
  the description. Also, these weapons are not usually used 
  by a single individual and the crew size as related in the 
  description is necessary for optimum performance. 
  L118 105mm Light Gun 
  Compared to many other guns--let’s say the L85A2--
  the L118 seems anything but light. However, as artillery 
  pieces go, this 105mm cannon is among the lightest. Its 
  compact nature is part of the reason why it is used by the 
  16 Air Assault Brigade and 29 Commando Regiment, 
  Royal Artillery. The L118 is airmobile and air-portable. 
  Its Automatic Pointing System (APS), which is based on 
  an inertial navigation system, allows the weapon to be 
  unlimbered and in action in under a minute. The L118 has 
  both a direct and indirect sight as well as night optics. For 
  sustained firing, the weapon can achieve a rate of fire of 3 
  rounds per minute, however, if the period of fire is under a 
  minute, 12 rounds can be fired without threat of damaging 
  the system.
  The L118 is served by a crew of 6. The maximum range 
  at full charge is just over 56,000 feet. The minimum range 
  of the weapon for indirect fire is 8,000 feet. Targets can be 
  engaged by direct fire from 1,000 feet, at range increments of 
  700 feet. This weapon requires Exotic Weapon Proficiency 
  - Artillery to use.
  L16A2 81mm Mortar
  The L16 81mm mortar was a joint development of the 
  United Kingdom and Canada, with Canada contributing the 
  baseplate and sights while the United Kingdom developed 
  the rest of the weapon. The L16 version entered service 
  in the ‘60s and was followed by the L16A1 and L16A2.  
  The biggest improvement with the L16A2 was the weight, 
  which was considerably lighter than previous models. As 
  the L16A2 was the basis for the design of the American M-
  252 mortar, the stats for that weapon can be used, which are 
  Table 3-2: Indirect Fire Weapons
  Weapon 
  Damage 
  Critical 
  Type 
  Range 
  ROF 
  Magazine 
  Size 
  Weight 
  Pur. DC Restriction
  L118 105mm
  10d12
  20
  Ballistic
  10 mi
  3 rds.
  1
  G
  4100 lb.
  35
  Military
  L16A2 81mm
  9d6
  20
  Ballistic
  3.5 mi
  2 rds.
  1
  H
  91 lb.
  25
  Military
  
  30 OF 39
  Chapter 3: Military Equipment
  found in Blood & Guts in the Military Equipment chapter. 
  As this is an indirect fire weapon, it is normally used behind 
  cover to support forward units.
  While the L16A2 can be carried on a vehicle, and some 
  FV432 APCs have been modified to carry these weapons, the 
  mortar itself is easy to disassemble and so is man-portable. 
  When disassembled, the weights of the component parts are 
  as follows: barrel, 28 pounds; bipod mounting, 31pounds; 
  baseplate, 25 pounds; and sight unit (in case) 7 pounds. A 
  skilled crew (5 ranks in the Artillerist skill) may assemble 
  or disassemble this weapon in one round. This weapon is 
  served by a crew of 3. This weapon requires Exotic Weapon 
  Proficiency - Mortar to use.
  The L16A2 has a sophisticated sight that provides a +2 
  circumstance bonus to attack rolls. Using the sight is a 
  standard action.
  Fixed Wing Aircraft
  For special operations forces, fixed wing aircraft are usually 
  platforms to exit on high or heavily-armed guardian angels 
  called in to destroy those targets too entrenched or numerous 
  for the force to attack.
  BAE Harrier GR Mk 7 Multi-Role Day/
  Night All-Weather Aircraft
  The Harrier was the first V/STOL (Vertical/Short Take-Off 
  and Landing) aircraft in widespread military use. Developed 
  and deployed by the RAF, the Harrier was soon modified 
  for the Royal Navy and so the Sea Harrier was born. The 
  United States Marines also uses the Harrier under the AV-
  8 designation. The Harrier and Sea Harrier are similar 
  enough that a single set of game stats should suffice to 
  cover both. The Mk 9 will replace both the Mk 7 and the 
  Sea Harrier in the near future, though the performance of 
  this aircraft is also quite similar to the Mk 7. Its upgraded 
  avionics and defense systems will offer a +1 bonus to both 
  Maneuverability and Defense.
  While the Harrier is capable of vertical take-off, a short 
  runway--usually over 1,000 feet--allows for greater range 
  and heavier loads. The maximum weapons load of the 
  Harrier is 4,500 pounds spread over 6 underwing pylons and 
  1 underfuselage pylon. Flanking the single underfuselage 
  pylon, the Harrier has 2 25mm cannons.  The inner wing 
  pylons are ‘wet,’ meaning they can be used for fuel 
  tanks to increase the Harrier’s range. Harriers on combat 
  patrol regularly carry two fuel tanks and have a range of 
  approximately 990 miles.
  The Harrier is 5 squares long and 1 square wide with a 3 
  square wingspan. This craft provides 3/4 cover to crew.
  C-130 Hercules Transport Aircraft
  This is the standard heavy-lift aircraft for the military of the 
  United Kingdom. The stats for the Hercules can be found 
  in Blood & Guts in the Fixed Wing section of the Military 
  Equipment chapter.
  Helicopters
  The mobility and support role of the helicopter has grown 
  along with the sophistication of these vehicles. The main use 
  for helicopters among the special operations forces of the 
  United Kingdom remains mobility, though support aircraft 
  are quite important for 16 Air Assault Brigade.
  Chinook Helicopter
  The Chinook is the heavy-lift helicopter for the Army, Navy 
  and Air Force. 7 Squadron, which is usually responsible for 
  inserting special operations forces, fly the Chinook. Royal 
  Air Force Chinooks are used to transport the airmobile 
  troops of 16 Air Assault Brigade. Due to its size, not all 
  landing fields or decks are capable of accommodating it. The 
  Chinook HC. Mk 3 used by the British military is similar in 
  most respects to the CH-47 Chinook save for the avionics 
  and threat response packages. The stats for the Chinook can 
  be found in Blood & Guts in the Helicopters section of the 
  Military Equipment chapter.
  Eh101 Merlin Helicopter
  The Merlin is designed and manufactured through a 
  cooperative venture between the United Kingdom and Italy. 
  The variants of the Merlin include an anti-submarine (ASW) 
  model, a utility model and a support model, as well as a 
  civilian variant. The Merlin has mounts for torpedoes or 
  missiles--the ASW model having space for four torpedoes 
  while the support model having space for two air-to-surface 
  missiles and all models have wing-stubs that can be used as 
  secondary weapon mounts. A .50 M2HB or L37A2 7.62mm 
  machine gun could be pintle-mounted at the rear ramp and/
  or in a chin turret. With a cruising speed of 170 mp/h, the 
  Merlin has a range of about 700 miles, though this can be 
  increased up to 850 miles with drop tanks (1,300 miles for 
  the utility model), and Royal Air Force Merlins include a 
  detachable mid-air refueling probe.
  While a single pilot can fly the Royal Navy Merlin, the 
  standard is a crew of three (pilot, co-pilot and crewman). The 
  utility model has seating for up to 30 fully-equipped troops, 
  but 45 can stand in the cabin. The ASW and support model 
  have much less room due to extra equipment and in such 
  models only 10 passengers total should be allowed. While 
  the utility model can carry 6,000 pounds internally or 12,000 
  TABLE 3-3: FIXED WING AIRCRAFT
  Name
  Crew
  Pass
  Cargo
  Init
  Man
  Top Speed
  Def
  Hard
  HP
  Size
  Pur. DC
  Restriction
  Harrier
  1
  0
  4,500
  +0
  +0
  1220 (122)
  8
  8
  35
  G
  70
  Military
  C-130
  5
  *
  *
  -4
  -4
  715 (75)
  6
  12
  50
  G
  50
  Military
  
  31 OF 39
  Chapter 3: Military Equipment
  pounds externally (underslung) other models have a limit of 
  3,000 pounds.
  The Merlin is 8 squares long and 7 squares wide (rotor 
  diameter). The fuselage is 6 squares long and 1 square 
  wide. This craft provides 3/4 cover to crew and full cover to 
  passengers when doors are closed.
  Eurocopter Puma Helicopter
  This medium-lift aircraft is widely used in its utility variant. 
  Royal Air Force Pumas are used to transport the airmobile 
  troops of 16 Air Assault Brigade. These Pumas--the AS 532 
  Cougar variant--can transport 25 fully-equipped troops. This 
  version often has pintle mounted L37A2 7.62mm machine 
  guns at its side doors. It has a range of 500 miles and a 
  cruising speed of 155 mp/h. It has an underslung payload 
  maximum of 9,000 pounds.
  The Puma is 7 squares long and 3 squares wide (rotor 
  diameter). The fuselage is 5 squares long and 1square wide. 
  This craft provides 3/4 cover to crew and full cover to 
  passengers when doors are closed.
  Westland Apache
  The license-built Westland Apache is in use with 16 Air 
  Assault Brigade as its primary support aircraft. The Westland 
  Apache is similar in most respects to the AH-64D Longbow 
  Apache save that its avionics and threat response systems 
  are British, as are some of its armaments, such as the air-
  to-air-missile variant of the Starstreak HVM, known as the 
  Helstreak. The stats on the Apache can be found in Blood & 
  Guts in the Helicopters section of the Military Equipment 
  chapter.
  Westland Gazelle
  This is the AS 342 version of the French Aerospatiale 
  Gazelle built by Westland in the United Kingdom. The 
  Gazelle is a light utility helicopter, often used in a support 
  and anti-tank capacity by 16 Air Assault Brigade. All 
  weapons are carried as external stores on racks and a GIAT 
  20-mm cannon is installed on the right side of some of 
  these aircraft. Up to six missiles, rockets or gun pods can be 
  attached to these racks with a maximum weapons’ payload 
  of 1,550 pounds. The range of the Gazelle with a standard 
  load is approximately 430 miles.
   
  The Gazelle is 4 squares long and 3 squares wide 
  (rotor diameter). The fuselage is 3 squares long and 1 square 
  wide. This craft provides 1/2 cover to crew and 3/4 cover to 
  passengers when doors are closed.
  Westland Lynx Helicopter
  The Lynx comes in two main models, a wheeled, Naval 
  version and an Army version with skids. It can carry up to 9 
  fully-equipped troops. When not carrying troops, the cabin 
  can hold up to 2,000 pounds of cargo. Its maximum range 
  with auxiliary fuel is 610 miles. It can carry up to 3,000 
  pounds underslung. The Battlefield Lynx in a support role 
  can be armed with missiles--such as the Hellfire or TOW--on 
  external mounts for missiles. These mounts can also be used 
  for 20mm cannon or L37A2 7.62mm machine gun pods. 
  Pintle mounts are available at the cabin side doors for .50 
  M2HB or L37A2 7.62mm machine guns.  The Naval version 
  of the Lynx, the Super Lynx, can carry two medium-range or 
  four short-range anti-ship missiles. 
  The Battlefield Lynx is used both in its troop transport 
  and it support variant by 16 Air Assault Brigade. The Royal 
  Navy uses a variant of the Super Lynx for naval operations.
  The Lynx is 5 squares long and 3 squares wide (rotor 
  diameter). The fuselage is 4 squares long and 1 square 
  wide. This craft provides 3/4 cover to crew and full cover to 
  passengers when doors are closed.
  Surface Ships
  One of the main elite elements of the military of the United 
  Kingdom, the Royal Marine Commando is an amphibious 
  unit. Along with the Royal Marines, surface ships are 
  important for the SAS Boat Troops.
  Albion Class Landing Platform, Dock
  A Landing Platform Dock (LPD) is a ship that carries 
  landing craft for amphibious operations. The Albion Class 
  LPD operates 4 landing craft, utility (LCU) or 2 landing 
  craft, air cushioned (LCAC) and 4 landing craft, vehicle/
  personnel (LCVP). The LCUs or LCACs are berthed in the 
  docking system in the stern of the ship while the LCUs are 
  embarked on davits. Albion class ships have a flight deck 
  (though they have no hangars) that can accommodate a 
  single Chinook or two medium support helicopters, such 
  as the Lynx. For protection, Albion Class LPDs have 2 
  Goalkeeper Close In Weapons Systems (CIWS) and 2 sets 
  of twin 20mm cannons. Albion Class LPDs are also fully 
  equipped with defensive countermeasures. For regular 
  operations, the LPD can carry 305 regular troops, though 
  710 can be accommodated for short periods. Along with 
  these troops, an Albion Class vessel can carry up to 70 
  support vehicles.
  The Royal Navy has commissioned one Albion Class 
  Table 3-4: Helicopters
  Name
  Crew
  Pass
  Cargo
  Init
  Man
  Top Speed
  Def
  Hard
  HP
  Size
  Purchase DC Restriction
  EH101 Merlin
  1 (3)
  30 (45)
  6,000
  -4
  -4
  310 (31)
  7
  5
  50
  G
  36
  Military
  Gazelle
  1
  3
  1,650
  -3
  -3
  342 (34)
  6
  5
  35
  G
  33
  Military
  Lynx
  2
  9
  2,000
  -3
  -3
  288 (28)
  6
  5
  45
  G
  35
  Military
  Puma
  2
  25
  6,000
  -4
  -4
  342 (34)
  7
  5
  50
  G
  36
  Military
  
  32 OF 39
  Chapter 3: Military Equipment
  LPD--the HMS Albion--and a second--the HMS Bulwark-
  -which was launched in 2001 should be commissioned in 
  2004.
  An Albion Class LPD is 60 squares long and 10 squares 
  wide.
  Bay Class Alternative Landing Ship, 
  Logistic
  A Landing Ship, Logistic is a vessel that carries troops, 
  equipment, vehicles and supplies for an amphibious 
  operation, but is active in the second wave rather than the 
  initial assault. The Bay Class craft are alternatives in that 
  they are manned by the merchant marine and are built to 
  commercial standards. Also, while the Bay Class vessels 
  have flooded docks for use by landing craft, the ships are 
  not designed to support or berth such craft. As such, those 
  landing craft which have unloaded would return to the 
  ALSL, load up a second time and return to the landing zone. 
  If the landing zone is reasonably secure, the ALSL can 
  advance and unload personnel, vehicles and equipment using 
  ‘mexeflote’ pontoon bridges.
  While the Bay Class ALSL has no standard armaments 
  or countermeasures, it is capable of taking on a Phalanx 
  CIWS or a twin 20mm cannon as well as defensive 
  countermeasures packages similar to those on Albion 
  Class LPDs or Ocean Class LPHs. Bay Class ALSLs are 
  designed to accommodate 350 troops, though overload 
  capacity reaches 700. The ALSL is also capable of carrying 
  36 main battle tanks or 150 light trucks/jeeps as well as 200 
  tons of ammunition. The flight deck, situated in the stern, 
  can accommodate 2 medium-sized helicopters or a single 
  Chinook. 
  Of the four Bay Class ALSL expected to be commissioned 
  in the Royal Fleet Auxiliary, only the Largs Bay has been 
  launched. The Lyme Bay is expected to be launched in 2004. 
  By 2005, four ships Bay Class vessels be commissioned.
  A Bay Class ALSL is 58 squares long and 9 squares wide. 
  This craft provides full cover to crew and passengers except 
  when on deck. On desk, crew and passengers have 1/4 cover. 
  On the flight deck, the craft provides no cover.
  Folding Kayak
  These small craft are sturdy, two-man kayaks that can be 
  folded into three carrying bags for overland transportation. 
  These folding watercraft are commonly associated with the 
  SBS. When folded, the kayaks fit into 3 bags, each with an 
  encumbrance value of 25 pounds.
  The folding kayak is 1.5 squares long by 0.5 squares wide. 
  This craft provides no cover to crew.
  Griffon Landing Craft Air Cushion (Light)
  The Griffon is a hovercraft landing vehicle. It is a smaller 
  vehicle able to carry its cargo over sea or land. The 
  Griffon LCAC(L) can accommodate 16 troops or 2 tons 
  of equipment. Troops, crew and passengers within the 
  LCAC(L) receive 1/2 cover.
  The Griffon is 4 squares long by 2 squares wide.
  Inflatable Raiding Craft Mk. 2
  Also called the Medium Inflatable Boat (MIB), the IRC 
  Mk. 2 is used by the SBS and the 539 Assault Squadron--
  the squadron tasked with landing the Royal Marines--for 
  covert insertions and insertions from submarines. Two 
  30 horsepower outboard motors power the craft which is 
  controlled by a single coxswain. When used by the SBS for 
  covert insertion from a submarine, the craft is inflated on 
  the submarine’s deck. These craft are also carried on Royal 
  Navy frigates and destroyers.
  The IRC Mk. 2 is 4 squares long and 3 squares wide. This 
  craft provides no cover to crew.
  Landing Craft, Utility
  The newest Landing Craft Utility (LCU) in use is the Mark 
  10. The first Mark 10 was delivered in 1999. These are large 
  landing craft, able to carry a main battle tank if necessary. 
  Rather than an MBT, this vessel can carry up to 4 vehicles 
  or 120 troops. Along with a full complement, the LCU has 
  the capacity for 4 tons of equipment. Troops, crew and 
  passengers within the LCU receive full cover.
  The LCU is 10 squares long and 3 squares wide.
  Table 3-5: Surface Ships
  Name
  Crew
  Pass
  Cargo
  Init
  Man Top Speed Def
  Hard
  HP
  Size Pur DC Restriction
  Albion Class LPD
  325
  305 (710) 70,000
  -8
  -8
  36(3)
  6
  30
  70
  G
  70
  Military
  Bay Class ALSL
  60
  350 (700) 350,000
  -10
  -10
  30(3)
  3
  20
  70
  G
  70
  License
  Folding Kayak
  2
  --
  750
  -3
  -3
  23(2)
  3
  2
  5
  L
  24
  --
  Griffon LCAC(L)
  2
  16
  --
  -3
  -3
  54(5)
  5
  10
  35
  G
  50
  Military
  Inflatable Raiding Craft Mk 2
  1
  7
  500
  -3
  -2
  44 (4)
  3
  1
  8
  G
  23
  License
  LCU Mk 10
  7
  120
  4,000
  -5
  -4
  23(2)
  4
  20
  55
  G
  55
  Military
  LCVP Mk 5
  3
  35
  2,000
  -4
  -3
  23(2)
  4
  15
  45
  G
  50
  Military
  Ocean Class LPH
  480
  500(800) 40,000
  -8
  -8
  36(3)
  6
  30
  75
  G
  72
  Military
  Sir Bedivere Class LSL
  49
  340 (530) 120,000
  -10
  -10
  30(3)
  4
  25
  70
  G
  70
  Military
  
  33 OF 39
  Chapter 3: Military Equipment
  Landing Craft, Vehicle/Personnel
  The newest Landing Craft, Vehicle/Personnel in use is the 
  Mark 5. In most circumstances, these smaller landing craft 
  can beach while fully laden.  The LCVP can carry 35 troops 
  and 2 tons of equipment or 8 tons worth of vehicles and 
  equipment. Troops, crew and passengers within the LCVP 
  receive 3/4 cover.
  The LCVP is 5 squares long and 2 squares wide.
  Ocean Class Landing Platform, Helicopter
  A Landing Platform, Helicopter (LPH) is a marriage of 
  a heli-carrier with a landing platform. An LPH offers the 
  advantage, during an amphibious assault, of landing assault 
  forces both by landing craft and helicopter. The Ocean Class 
  LPH can accommodate 12 EH101 and 6 Lynx helicopters. 
  Chinooks can land and refuel, but the Ocean Class is not 
  designed to carry Chinooks. Sea Harriers can likewise land 
  and refuel on the LPH’s flight deck, but the ship was not 
  designed to maintain or support such craft.
  Defensive armaments include 3 Phalanx Close In Weapons 
  Systems (CIWS) and four sets of twin 20mm cannons. All 
  Ocean Class LPHs are also equipped with a full spectrum 
  of defensive countermeasures. The LPH can accommodate 
  approximately 500 troops and 40 support vehicles, though it 
  is not designed to carry main battle tanks. For short periods, 
  the LPH can carry up to 800 troops. The total crew of 480 
  includes both naval crew and aircrew.
  At this time, the Royal Navy only operates a single Ocean 
  Class LPH, the HMS Ocean.
  An Ocean Class LPH is 66 squares long and 12 squares 
  wide. This craft provides full cover to crew and passengers 
  except when on deck. On desk, crew and passengers have 
  1/4 cover. On the flight deck, the craft provides no cover.
  Sir Bedivere Class Landing Ship, Logistic
  The Sir Bedivere Class Landing Ship Logistic (LSL) have 
  been in service since the 1960s. The Sir Bedivere and Sir 
  Tristram have undergone life extension modifications. The 
  first two commissioned Bay Class ALSLs are expected to 
  replace Sir Percivale and Sir Geraint, so those vessels did 
  not undergo refit. This class of LSL has the capability of 
  loading/offloading through either the bow or stern as well as 
  complete drive-through facilities and deck-to-deck ramps. 
  These ships also have a very shallow draught (they are all-
  but flat bottomed) and so have the capability of offloading 
  onto a landing site. Two large anchors set before landing are 
  used to drag the ship back out into deeper water.
  This class of LSL is capable of accommodating 340 
  troops, or 530 at overload. In addition to this, the Sir 
  Bedivere class is able to lift 18 main battle tanks or 34 other 
  vehicles. Storage exists for up to 120 tons of equipment 
  and supplies. The specific storage capacity for ammunitions 
  and explosives is 30 tons. The flight deck is large enough to 
  accommodate a Chinook. This class of LSL is armed with 
  up to four 20mm cannons as well as four L37A2 7.62mm 
  machine guns.
  The Sir Bedivere Class LSL is 44 squares long and 6 
  squares wide. This craft provides full cover to crew and 
  passengers except when on deck. On desk, crew and 
  passengers have 1/4 cover. On the flight deck, the craft 
  provides no cover.
  Tracked Vehicles
  Along with the main battle tank, many of the armored 
  personnel carriers, infantry fighting vehicles and 
  reconnaissance vehicles remain tracked. Many of the newer 
  armored vehicles, however, are wheeled vehicles. Tracked 
  vehicles are regularly heavily armed and armored, even 
  those not devised for combat.
  Alvis Vickers Challenger 2 Main Battle 
  Tank
  The Challenger 2 main battle tank (MBT)--replacing, 
  as might be guessed, the Challenger--entered service 
  with the British military in 1994. The United Kingdom’s 
  Amphibious Force, which includes 3 Commando Brigade, 
  does not field MBTs but it does have the sealift capacity to 
  move a significant number of these tanks if necessary. The 
  Challenger 2’s armor is second-generation Chobham and the 
  front of the hull can be fitted with the Explosive Reactive 
  Armor (ERA) package with relative ease. The commander 
  of the vehicle sits on the right of the turret, with the driver 
  lower and forward of the commander, and the loader to 
  the left of the driver. Each of these positions includes 
  seats with lap-belts. The vehicle also includes a complete 
  Nuclear, Biological, Chemical threat filter system, as well as 
  completed environmental control.
  The Challenger 2’s main armament is a 120mm cannon. 
  Along with this, the tank sports a L94A1 7.62mm chain gun 
  and the 7.62 mm L37A2 machine gun, which is externally 
  mounted as part of a system controlled by the loader. The 
  vehicle has a total of 10 smoke grenade dischargers. The 
  commander’s optics package includes regular day optics, 
  thermal imaging and a laser range-finder. The gunner’s 
  optics include a magnified sight. All optics packages include 
  passive night-vision sights. 
  The Challenger 2 is 5 squares long and 3 squares wide. 
  This craft provides full cover to crew.
  Alvis Vickers Sabre Medium 
  Reconnaissance Vehicle
  The Sabre is based on the Scorpion chassis but is armed and 
  equipped differently. Entering the British military in 1993, 
  the Sabre is armed with a L21A2 RARDEN 30 mm cannon 
  and the turret also includes a L94A1 7.62mm chain gun, 
  so if necessary, it could be used as fire support for infantry 
  or commando units.  The vehicle has a bank of 4 smoke 
  grenade dischargers on either side of the turret. The vehicle 
  boasts a complete Nuclear, Biological, Chemical threat 
  filter system, as well as environmental controls. The optics 
  
  34 OF 39
  Chapter 3: Military Equipment
  package of the vehicle includes thermal imaging and passive 
  night-vision.
  The Sabre is crewed by a commander, a gunner and 
  a driver. The communications equipment onboard the 
  Sabre is quite sophisticated and grants a +4 bonus to any 
  Communications Operations skill checks. While the Sabre 
  can be amphibious with preparation, its regular fording depth 
  is just under 4 feet.
  The Sabre is 4 squares long and 3 squares wide. This craft 
  provides full cover to crew.
  Alvis Vickers Stormer High-Velocity 
  Missile Carrier
  Another vehicle based on the Scorpion chassis, the Stormer 
  saw service as an armored personnel carrier, however in 
  1986, the British Army chose the Stormer as the vehicle 
  component of the Starstreak Self-Propelled High-Velocity 
  Missile system. The first of the Stormer HVM carriers 
  was manufactured in 1991. Another variant of the Stormer 
  is used as a reconnaissance vehicle for HVM units. This 
  reconnaissance vehicle is armed with a L21A2 RARDEN 30 
  mm cannon and two 7.62mm L37A2 machine guns rather 
  than the Starstreak system.
  The Stormer SP HVM has eight Starstreak HVMs in the 
  ready position and these, along with the acquisition and 
  air defense alert packages, are situated on the roof of the 
  vehicle. 12 reload cannisters are carried inside the Stormer 
  but the crew must exit the vehicle to reload. Along with 
  the Starstreak system, the Stormer is armed with a 7.62mm 
  L37A2 machine gun. This vehicle is air-portable though not 
  air-mobile, which means it can be transported by air but is 
  not delivered ready to fight. The Stormer fits inside the C-
  130 Hercules transport aircraft and can be carried underslung 
  a Chinook.
  The Stormer is 4 squares long and 3 squares wide. This 
  craft provides full cover to crews.
  Alvis Vickers Warrior Armored Infantry 
  Fighting Vehicle
  Replacing the FV432 APC, the first Warrior AIFV 
  (Armored Infantry Fighting Vehicle) entered service in 1987. 
  The British military deployed the Warrior during the Gulf 
  War and it has now seen service in Afghanistan and again 
  in Iraq. The AIFV version includes a crew of 3 and room 
  for 7 fully equipped soldiers in the rear compartment. Two 
  periscopes are available for the passengers in the infantry 
  compartment though there are no ports to allow for the firing 
  of weapons from inside the vehicle. Interior compartments 
  are available for storage, and there is enough space for 48 
  hours worth of ammunition and rations.
   The main armament of the AIFV is a L21A2 RARDEN 
  30 mm cannon and the turret also includes a L94A1 7.62mm 
  chain gun. The vehicle has a bank of 4 smoke grenade 
  dischargers on either side of the turret. The vehicle boasts a 
  complete Nuclear, Biological, Chemical threat filter system, 
  as well as environmental controls. The optics package 
  available to the gunner and commander of the vehicle 
  includes thermal imaging and passive night-vision.
  The Warrior is 4 squares long and 3 squares wide. This 
  craft provides full cover to crew and passengers.
  FV102 Alvis Vickers Striker Combat Vehicle 
  Reconnaissance, Tracked
  While the design is based on the Scorpion chassis as a 
  reconnaissance vehicle, it has been adapted as an anti-tank 
  vehicle. B Squadron of the Army’s Household Cavalry 
  Regiment, which is often attached to 3 Commando as an 
  armored reconnaissance unit is supplied with Strikers. The 
  Striker’s weapons include the Swingfire ATGW missile 
  system. Along with the anti-tank weapon, the Striker has a 
  7.62 mm L37A2 machine gun for protection. The vehicle 
  is not armed for engagement other than against armor. The 
  Swingfire system holds 5 missiles and another 5 are stored 
  inside the vehicle. The crew must exit the vehicle in order to 
  reload. 
  Two banks of four smoke grenade dischargers are located 
  at the front of the Striker. The vehicle includes a complete 
  Nuclear, Biological, Chemical threat filter system, as well 
  as environmental controls. The optics package available to 
  the gunner and commander of the vehicle includes thermal 
  imaging and passive night-vision.
  The Striker is 4 squares long and 3 squares wide. 
   This 
  craft provides full cover to crew.
  Table 3-6: Tracked Vehicles
  Name
  Crew
  Pass
  Cargo
  Init
  Man
  Top Speed
  Def
  Hard
  HP
  Size
  Pur DC Restriction
  Challenger 2 MBT
  4
  --
  500
  -4
  -4
  54 (5)
  5
  20
  64
  G
  47
  Military
  FV102 Striker
  3
  --
  500
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  Military
  FV103 Spartan
  3
  7
  500
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  Military
  FV432 APC
  2
  10
  8,000
  -6
  -6
  54 (5)
  5
  15
  50
  G
  40
  Military
  Hagglunds Bv206 
  2
  2
  1,300
  -4
  -2
  54 (5)
  5
  15
  40
  H
  35
  Military
  Sabre MRV
  3
  --
  1,000
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  MIlitary
  Scimitar CVR(T)
  3
  --
  500
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  Military
  Stormer SP HVM
  3
  --
  1,000
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  Military
  Warrior AIFV
  3
  7
  5,000
  -5
  -4
  54 (5)
  5
  20
  55
  G
  45
  Military
  
  35 OF 39
  Chapter 3: Military Equipment
  FV103 Alvis Vickers Spartan Armored 
  Personnel Carrier
  Another variant based on the Scorpion chassis, the Spartan 
  has become a SAM launcher vehicle as well as a missile 
  re-supply vehicle for the Striker. As a SAM launcher, the 
  Spartan is equipped with the Javelin surface-to-air missile 
  (SAM) system. The design of the Spartan is quite similar to 
  the Striker configuration and its only weaponry, other than 
  its SAM system, is the 7.62 mm L37A2 machine gun. The 
  Spartan has also been used to transport assault teams for 59 
  Commando, Royal Engineers. When used to carry assault 
  teams, the Spartan can accommodate 7 passengers and the 
  crew is reduced to a commander, driver and gunner.
  Like the Striker, the Spartan includes two banks of four 
  smoke grenade dischargers located at the front of the vehicle, 
  and boasts a complete Nuclear, Biological, Chemical threat 
  filter system, as well as environmental controls. The gunner 
  and commander have access to thermal imaging, passive 
  night-vision and magnification optics. 
  The Spartan is 4 squares long and 3 squares wide. This 
  craft provides full cover to crew and passengers. 
   
  FV107 Alvis Vickers Scimitar Combat 
  Vehicle Reconnaissance, Tracked
  The Scimitar Medium Reconnaissance Vehicle is one of 
  the many vehicles built by Alvis Vickers (Alvis previous to 
  2002). The Scimitar is used by 3 Commando Brigade as well 
  as B Squadron of the Army’s Household Cavalry Regiment, 
  which is often attached to 3 Commando as an armored 
  reconnaissance unit. While the vehicle is not designed as a 
  fighting vehicle, it is armed with a L21A2 RARDEN 30mm 
  cannon and a 7.62 mm L37A2 machine gun, so it could be 
  used to support infantry if necessary. 
  The Scimitar is crewed by a commander, a gunner and a 
  driver. Night-vision equipment is standard on the Scimitar. It 
  has four 66mm grenade launchers for smoke grenades. The 
  communications equipment onboard the Scimitar is quite 
  sophisticated and grants a +4 bonus to any Communications 
  Operations skill checks. While the Scimitar can be 
  amphibious with preparation, its regular fording depth is just 
  under 4 feet.
  The Scimitar is 4 squares long and 3 squares wide. This 
  craft provides full cover to crew.
  FV432 Alvis Vickers Armored Personnel 
  Carrier
  The FV432 APC (armored personnel carrier) entered British 
  service in 1963 and the last vehicle was delivered in 1971. 
  Though it was supplanted by the Alvis Vickers Warrior, 
  almost 1,500 FV432s remain in service. While the United 
  Kingdom’s Amphibious Force, which includes 3 Commando 
  Brigade, does not fight from APCs, the sealift capacity 
  exists to move a significant number of these should it prove 
  necessary or useful. 
  The standard periscope of the FV432 is a wide-angle day 
  system, but can quickly be fitted with the L5A1 passive 
  night-vision periscope. The commander sits just behind the 
  driver and has a manually traversed cupola which includes a 
  7.62 mm L37A2 machine gun. The passenger compartment 
  is in the rear of the vehicle with benches on either side and 
  a total of 10 passengers can be carried. There is space in 
  the vehicle to carry up to 8,000 lbs. of cargo. The vehicle 
  includes six 66mm grenade launchers for smoke grenades.
  There are multiple configurations of the FV432 including 
  an ambulance, a command vehicle, an 81mm mortar carrier, 
  a maintenance carrier, a mine-layer, a radar vehicle, a 
  recovery vehicle and specially designed carriers for the 
  Royal Artillery, Royal Engineers and Royal Signals. 
  The FV432 is 4 squares long and 3 squares wide. This 
  craft provides full cover to crew and passengers.
  Hagglunds Bv206 All Terrain Tracked 
  Vehicle
  The Bv206 is an odd looking small vehicle with a segmented 
  body and independent suspension for each of its four 
  tracks. It has two articulated segments rather than a single 
  body. Each section of the chassis can turn independent of 
  the other. Its track tread is rubber and quite broad. All this 
  adds up to a strange-looking vehicle that can travel across 
  heavy snow, marsh or sand. It has proved extremely agile 
  and had no difficulty with the terrains of Afghanistan and 
  Iraq. This small unit is used by Y Troop as an electronic 
  warfare vehicle. In this configuration, the Bv206 carries 
  various jamming, monitoring and communications systems. 
  This equipment offers a +6 bonus to any Communications 
  Operations skill checks.
  The Bv206 is completely amphibious and though it is 
  slow, it can traverse terrain that other vehicles, even of the 
  same weight, would have difficulty with. It can climb an 
  incline up to 45 degrees.
  The Bv206 is 2 squares long and 1 square wide. This craft 
  provides 3/4 cover to crew and passengers.
  Wheeled Vehicles
  Wheeled vehicles have become more common within the 
  British military, including armored vehicles like the Saxon. 
  The Land Rover is ubiquitous for its role as a raiding and 
  strike vehicle, used with great success by the SAS and SBS 
  in the Gulf War and more recently in Afghanistan and Iraq.
  Alvis Vickers Saxon Armored Personnel 
  Carrier
  The Saxon Armored Personnel Carrier entered British 
  service early in 1983. It is a 4X4 wheeled vehicle which can 
  carry up to 8 fully equipped soldiers. Passengers actually 
  have padded seats and seat belts and exit or enter the vehicle 
  through two rear doors or a single door on the right-hand 
  side of the vehicle. (Saxon vehicles in service outside of 
  Great Britain have doors on either side)  All the doors have 
  
  36 OF 39
  Chapter 3: Military Equipment
  a firing port.  Saxons include 10 66mm smoke grenade 
  dischargers.
  The Saxon is not in service with United Kingdom’s 
  Amphibious Force, which includes 3 Commando Brigade, 
  or with 16 Air Assault Brigade, though the Saxon could see 
  service in operations that would include either.
  The driver can access his compartments either through the 
  rear of the vehicle or through a forward-opening hatch over 
  his seat. All of the vehicle’s mechanical sections are encased 
  in armor, save for the axles. The commander’s cupola also 
  has a forward-opening hatch. The cupola has a pintle mount 
  for a 7.62 mm L37A2 machine gun and is relatively easily 
  removed so that other modules can be fitted onto the vehicle.
  The Saxon is 4 squares long and 3 squares wide. This craft 
  provides full cover for crew and passengers. When operating 
  the pintle mounted L37A2, a crew member receives only 3/4 
  cover.
  Land Rover Defender 110
  The 110 is the standard Land Rover used in the military of 
  the United Kingdom. 16 Air Assault Brigade uses the 110 as 
  a mobility vehicle but it is also uses the modified 110 as its 
  ground mobile weapons platform. In this role, the 110 crew 
  includes a driver, commander and gunner. As with the other 
  variants of the Land Rover, the 110 often has a ring-mount 
  installed which can accommodate an M2HB, Mk. 19 grenade 
  launcher, GPMG or TOW anti-tank weapon. A passenger-
  side hard point is available as a mount for a GPMG or 
  Minimi. As a mobility vehicle, the 110 can accommodate up 
  to 7 passengers.
  The 110 is 3 squares long and 2 squares wide. This craft 
  provides 1/2 cover for crew and passengers. 
  Land Rover Rapid Deployment Vehicle
  Originally introduced in 1993, the RDV (Rapid Deployment 
  Vehicle) is completely airmobile, capable of being loaded 
  onto a Chinook helicopter or Hercules aircraft. Not as 
  heavily armed or armored as other Defender models, the 
  RDV still has a mount for a Browning M2HB, Mk. 19 
  grenade launcher, TOW anti-tank weapon or GPMG and has 
  optional hardpoints on both passenger- and driver-side door 
  hinges for GPMGs or Minimis. A distinctive aspect of the 
  RDV is the roll-over bar, tested up to speeds of 30 mph fully 
  loaded. At the front of the vehicle, a special camouflage-net 
  storage compartment can be attached. This vehicle is not 
  common, but being the most portable of the Land Rover 
  versions, it is likely to be the first inserted in any situation.
  The RDV is 3 squares long and 2 squares wide. This craft 
  provides 1/2 cover for crew and passengers.
  Land Rover Special Operations Vehicle
  The Land Rover SOV (Special Operations Vehicle) is a 
  variant of the Land Rover 110 designed specifically for the 
  U.S. Army Rangers. It can carry up to 7 passengers or 2,900 
  lbs. of cargo. The SOV is usually heavily armed, with either 
  the Browning M2HB or Mk 19 grenade launcher mounted 
  on the roll-bar, and a GPMG or Minimi mounted on a hard-
  point on the passenger-side. Due to its combat role, the 
  SOV includes protection from mines and other explosives 
  in the form of special composite armor. The vehicle is fully 
  air portable. It can be para-dropped, carried in a Hercules 
  aircraft or a Chinook helicopter. The SOV can also be carried 
  underslung by most medium-lift helicopters. Front impact 
  protection is standard on the SOV as well as a front-mounted 
  winch that is rated at 7,000 lbs. 
  The SOV is 3 squares long and 2 squares wide. This craft 
  provides 1/2 cover for crew and passengers.
  Pinzgauer 716 Truck Utility, Medium 
  (Heavy Duty)
  The Pinzgauer is a 4X4 support vehicle, used specifically 
  by 29 Commando Regiment, Royal Artillery to tow its L118 
  105mm light gun artillery. Developed by Steyr-Daimler-
  Puch of Austria, Automotive Technik Limited (ATL) of the 
  United Kingdom took over production of the Pinzgauer in 
  2000. The Pinzgauer can tow up to 4,400 lbs. As well as 
  towing artillery, the 716 can be used as a personnel carrier, 
  with space for 9 passengers, or a command vehicle. These 
  models all include a soft covering over the rear, but a closed 
  body command/personnel carrier variant is available. A 
  6X6 vehicle, the 718, is also produced by ATL and is in 
  service with the UK military in multiple variants, such as the 
  Trauma Management Vehicle.
  The Pinzgauer is 4 squares long and 3 squares wide. This 
  craft provides 3/4 cover for crew.
  Supacat HMT 4X4 High-Mobility Load 
  Carrier 
  The Supacat 4X4 is a multi-purpose vehicle introduced as a 
  load carrier. Other variants--including personnel carrier and 
  armored weapons’ platform--have been designed, though the 
  load carrier is the model in use with 16 AAB. The Supacat is 
  especially useful as it has variable ride height ability which 
  Table 3-7: Wheeled Vehicles
  Name
  Crew Pass
  Cargo
  Init
  Man
  Top Speed
  Def
  Hard
  HP
  Size
  Pur DC
  Restriction
  Land Rover Defender 110
  3
  7
  2,500
  -1
  -1
  126 (12)
  8
  6
  35
  H
  32
  Restricted
  Land Rover RDV
  3
  --
  2,500
  -1
  0
  130 (13)
  8
  5
  35
  H
  32
  Military
  Land Rover SOV
  3
  --
  2,500
  -1
  -1
  126 (12)
  8
  8
  40
  H
  35
  Military
  Pinzgauer
  2
  --
  3,000
  -3
  -2
  108 (10)
  5
  6
  40
  G
  32
  Restricted
  Saxon APC
  2
  8
  8,000
  -5
  -5
  72 (7)
  6
  15
  60
  G
  47
  Military
  Supacat
  1
  1
  7,000
  -2
  -1
  126 (12)
  6
  6
  40
  H
  30
  Restricted
  
  37 OF 39
  Chapter 3: Military Equipment
  allows it to be easily stored in a Chinook or C-130 Hercules. 
  This is quite important for the 16 AAB, which is completely 
  air-mobile. The vehicle’s small size and enviable maximum 
  payload make it highly effective for use as a transport.
  The Supacat is 2 squares long and 1 square wide. This 
  craft provides 1/2 cover for crew and passengers.
  New Vehicle Weapons
  The weapons listed in this section are not man-portable. 
  While certain of these weapons have been considered for 
  use by infantry through ground mounts or other expedients, 
  their role remains tied to vehicles. These weapons are either 
  too large for use outside of vehicle placement or they have 
  been designed specifically for use on vehicles. The weight, 
  purchase DC and restriction are usually tied to the vehicle in 
  which they are used.
  Giat Industries NC 621 cannon pod 
  While this description is specifically of the GIAT NC 621, 
  this information and stats can be used with most 20mm gun 
  pods. The NC 621 is a gun pod system for the GIAT M621 
  20 mm M621 cannon. Such systems are external cannon 
  attachments for aircraft or helicopters. The NC 621 pod 
  carries between 180 and 250 rounds of linked ammunition. 
  On automatic, the M621 can achieve 800 rounds per minute 
  and it has a burst governor so the weapon can be fired on 
  single-shot, timed-burst or full automatic.
  MATRA BAe Dynamics Swingfire Anti-Tank 
  Guided Weapon
  A wire-guided, anti-tank missile originally deployed in 
  the late 1960s, the Swingfire Anti-Tank Guided Weapon 
  (ATGW) remains in use with the Striker Combat Vehicle. 
  At this time, the Ministry of Defense’s Directorate of 
  Equipment Capabilities is investigating a replacement 
  system. The Swingfire’s guidance system is a semi-automatic 
  command to line of sight (SACLOS) not unlike that used for 
  the Milan. The missile is capable of maneuver immediately 
  after launch (which earned it its name) but only arms at 500 
  feet from launch. It has a maximum range of 2.5 miles.
  The Swingfire explodes like a grenade on impact, dealing 
  10d6 damage to all creatures within a 15-foot radius (Reflex 
  save DC 20 for half damage). The warhead is designed to 
  penetrate the armor of military vehicles, so it ignores up 
  to 15 points of hardness if it strikes a vehicle, building, 
  or object. This only applies to the target struck, not to 
  other objects or individuals within the burst radius. The 
  Swingfire’s minimum range is 500 feet, so if fired against 
  a target closer than 500 feet away, it will not explode. The 
  impact will still cause 2d10 damage.
  The Swingfire’s SACLOS sight provides the user with a 
  +2 circumstance bonus to attack rolls. Using the sight is a 
  standard action.
  MBDA Missile Systems Rapier Field 
  Standard C Low Level Air Defence System
  The Rapier system was developed in the 1960s and the 
  Field Standard C (FSC) variant, which is the common 
  variant used, was developed in the 1980s. This mobile 
  system has packages for either radar or optical tracking and 
  locking targets. Using the radar-tracking variant involves 
  a second system--the radar system--working parallel with 
  the missile system. Usually, the system is towed by Land 
  Rover 110s and when in position, four extendable legs 
  steady the platform. Two Land Rovers are normally used 
  to accommodate the thermo-optic tracking system--one to 
  carry the optics unit and to tow the missile system and one to 
  tow the missile resupply trailer. The Field Standard package 
  includes a third Land Rover to tow the radar unit, which is 
  then linked to the optics unit.
  While no listings for weight are included in the stats--as 
  this is not a man-portable system--the weight of the units 
  is broken down as such: Launcher, tactical control unit and 
  generator (towed as a package), 3,280 lbs.; optical tracker, 
  260 lbs.; tracker radar and generator (towed as a package), 
  3,150 lbs. When used with the tracker radar, the user gains a 
  +2 circumstance bonus on attack rolls.
  The Rapier explodes like a grenade on impact, dealing 
  10d6 damage to all creatures within a 15-foot radius (Reflex 
  save DC 20 for half damage). The warhead is designed to 
  penetrate the armor of aircraft, so it ignores up to 10 points 
  of hardness if it strikes a vehicle, building, or object. This 
  only applies to the target struck, not to other objects or 
  individuals within the burst radius. The Rapier’s minimum 
  range is 5,000 feet, so if fired against a target closer than 
  5,000 feet away, it will not explode. The impact will still 
  cause 2d10 damage. 
  L21A2 RARDEN 30 mm cannon 
  The L21A2 was designed for use against armored personnel 
  carriers and low-flying aircraft. The 30mm round seemed 
  the best fit for this mission, as it hit hard enough to penetrate 
  most APC armor but remained light enough to be carried 
  in large quantities in smaller vehicles. The L21A2 favors 
  accuracy over rate of fire, so it can only fire 90 rounds per 
  minute. Further, the clip used to load the L21A2 holds 3 
  rounds, and two such clips can be loaded at the same time.
  L37A2 7.62mm machine gun
  The L37A2 is simply a modified L7A2 GPMG designed 
  specifically for use as a vehicle-mounted weapon. The 
  L37A2 evolved from the L8A1, the first version of the L7A2 
  used as a vehicle-mounted weapon. Stats for the L37A2 can 
  be found under the L7A2 GPMG in Table 2-1 Firearms.
  
  38 OF 39
  Chapter 3: Military Equipment
  L94A1 Heckler & Koch (UK) 7.62 mm 
  machine gun, chain
  The L94A1 is a licensed version of the 7.62 mm EX-34 
  automatic weapon. While the L94A1 was adapted for use 
  with the Warrior IFV, this automatic weapon proved so 
  effective, it was installed in the Challenger 2 main battle 
  tank and the Sabre reconnaissance vehicle. This weapon is 
  called a chain machine gun as it uses electricity to power the 
  ammunition feed.
  Raytheon Phalanx Close-In Weapon 
  System
  The Phalanx Close-In Weapon System (CIWS) is a self-
  contained anti-missile system that includes targeting radar, 
  tracking computer and 20mm rotary cannon. The Phalanx 
  system tracks not only the target, but also its own projectiles. 
  This allows the weapon to correct its aim, particularly 
  useful against fast-moving or maneuverable targets. While 
  the Phalanx can detect, track, assess and engage incoming 
  targets, it can also have targets designated through other 
  ship’s systems and has a ‘hold fire’ designation to stop it 
  from engaging friendly targets. A target can be detected 
  at 3.5 miles and acquired for assessment at 2.7 miles. The 
  weapon usually engages targets at just over 1 mile out and 
  the best range for a kill is about 1,500 feet.
  As the CIWS is normally used as a defensive system, the 
  system adds a +10 circumstance bonus to a ship’s Defense 
  against missiles or rockets. Rather than a miss, should 
  an attack roll for a missile or rocket fail due to the CIWS 
  Defense bonus, that missile or rocket has been destroyed. 
  The CIWS can also be used to engage other targets, and the 
  stats for such an attack are included in Table 5-1 Vehicle 
  Weapons.
  Thales Air Defense Ltd Starstreak High 
  Velocity Missile
  The Starstreak is an anti-aircraft guided weapon system that 
  has both a man-portable and vehicle mounted variant. The 
  vehicle-mounted variant is called the Lightweight Multiple 
  Launcher (LML). This system is basically three canisters 
  linked to a single aiming device for quick succession firing. 
  Another variant of the system is the Starstreak self-propelled 
  HVM and consists of a Stormer armored vehicle equipped 
  with a package of eight canisters and the Thales Air Defence 
  Alerting Device. The Stormer can carry 12 reload canisters, 
  though the SP HVM package must be reloaded from the 
  exterior of the Stormer. Finally, the Helstreak is a helicopter-
  mounted variant of the Starstreak system.
  The tracking and optics package associated with the SP 
  HVM and Helstreak offers a +3 circumstance bonus to attack 
  rolls. Using the tracking and optics package is a full-round 
  action. The LML aiming device offers a +1 circumstance 
  bonus to attack rolls. Using the device is a standard action. 
  The Starstreak explodes like a grenade on impact, dealing 
  9d6 damage to all creatures within a 15-foot radius (Reflex 
  save DC 20 for half damage). The warhead is designed 
  to penetrate the armor of aircraft, so it ignores up to 10 
  points of hardness if it strikes a vehicle, building, or object. 
  This only applies to the target struck, not to other objects 
  or individuals within the burst radius. The Starstreak’s 
  minimum range is 1,000 feet, so if fired against a target 
  closer than 1,000 feet away, it will not explode. The impact 
  will still cause 2d10 damage. 
  Thales Goalkeeper Close-In Weapon 
  System
  The Goalkeeper Close-In Weapon System (CIWS) is a self-
  contained anti-missile system that includes targeting radar, 
  tracking computer and 30mm rotary cannon. The system 
  can designate up to 30 incoming targets and engage up to 4 
  concurrently. The process from identification to termination 
  can last up to 5 seconds. Targeting begins at just under 2 
  miles and a target can be engaged over a mile away from the 
  CIWS. The standard distance for a kill is just under 1,000 
  feet.
  As the CIWS is normally used as a defensive system, the 
  system adds a +10 circumstance bonus to a ship’s Defense 
  against missiles or rockets. Rather than a miss, should 
  an attack roll for a missile or rocket fail due to the CIWS 
  Defense bonus, that missile or rocket has been destroyed. 
  The CIWS can also be used to engage other targets, and the 
  stats for such an attack are included in Table 5-1 Vehicle 
  Weapons.
  TABLE 3-8: VEHICLE WEAPONS
  Weapon 
  Damage 
  Critical 
  Type 
  Range 
  ROF 
  Magazine 
  Size 
  Weight 
  Pur. DC Restriction
  GIAT NC 621 pod
  4d10
  20
  Ballistic
  150
  S,A
  link
  Huge
  110 lbs.
  40
  Military
  L94A1
  5d6
  20
  Ballistic
  150
  A
  link
  Huge
  --
  --
  --
  Rapier
  10d6
  20
  Ballistic
  2,000
  4
  4 int.
  Huge
  --
  40
  Military
  RARDEN 30mm
  4d12
  20
  Ballistic
  150
  A
  2 X 3 clip
  Huge
  --
  --
  --
  Raytheon Phalanx
  5d10
  20
  Ballistic
  175
  A
  link
  Huge
  --
  43
  Military
  Starstreak LML
  9d6
  20
  Ballistic
  175
  1
  3 int.
  Huge
  45 lbs.
  36
  Military
  Swingfire
  10d6
  20
  Ballistic
  1,300
  1
  1 int.
  Huge
  --
  --
  Military
  Thales Goalkeeper
  5d12
  20
  Ballistic
  175
  A
  link
  Huge
  --
  45
  Military
  
  39 OF 39
  blood & guts
  Open game license
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  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.
  Blood and Guts Copyright 2003, RPGObjects; Author Charles Rice 
  Blood and Guts: In Her Majesty’s Service Copyright 2004, RPGObjects; Author Fraser 
  Ronald 
  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.
  Designation of Open Gaming Content: The following sections of Blood and Guts: In 
  Her Majesty’s Service  are 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™.
  Introduction: This entire chapter is closed content.
  Chapter 1: This entire chapter is closed content.
  Chapter 2: The class descriptions are closed content.  The descriptions of the Elite 
  Units are closed content.  All other text is open content. 
  Chapter 3: This entire chapter is open content.
  .
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Blood and Guts/Printer Friendly/In Her Majesty's Service -Printer Friendly.pdf