TEXT: cover art
   jeremy simmons
  editing
  chris davis
  layout
  chris davis
  play testing
  paula rice, edward lennon, 
  corey hodges, chris davis, charles 
  baize
  www.rpgobjects.com
  by 
  charles rice 
  Requires the use of the d20 Modern Roleplaying Game, 
  published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are trademarks of 
  Wizards of the Coast, Inc. in the United States and other 
  countries and are used with permission
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the 
  terms of the d20 System License version 6.0.  A copy of 
  this License can be found at www.wizards.com/d20.
  v2.0
  
  2 
  battlefield unit combat system
  battlefield unit combat system 
  small unit combat
  The d20 System is an excellent system for handling 
  combat engagements involving less than twenty 
  people.  However, what does the GM do when a 
  combat situation involves hundreds of people?  There 
  are a number of strategies that wily GMs have adopted 
  over the years to handle this, usually involving just a 
  tight focus on the PCs and their actions during a larger 
  battle.  However, with the Battleﬁeld Unit Combat 
  System (BUCS), the GM now has the tools to run this 
  size of battle like any other battle.
  In BUCS, the Unit is the base size for independent 
  action.  A unit is usually around ten individuals, 
  the size of a modern military squad. If individual 
  characters wish to participate in a BUCS battle, they 
  must join a unit (see Joining a Unit below).  Units 
  undertake actions the same way player characters do: 
  they have a move action and an attack action each 
  round; they may make skill checks, and so forth.  
  What actions a unit can undertake and how well it can 
  undertake them are governed by the unit’s Specialties 
  (see Unit Specialties below). 
  unit quality
  Unit Quality is rated in two ways: how that unit 
  functions when assisting more skilled personnel (a 
  PC, named NPC, or more highly skilled unit), and 
  how that unit functions when operating alone.  To act 
  alone at full effectiveness, most units must still be 
  given an Order. Orders can only be given by PCs or 
  “name” NPCs. 
  Giving a unit an order is an attack action. The unit 
  will continue to perform that order until they receive 
  a new order or until performing the old order makes 
  no sense (in other words a unit ordered to attack will 
  not turn on friendly units once all enemies have been 
  vanquished).
  Unit quality also determines how much damage 
  a unit can take, since each successful hit on a unit 
  reduces quality. Thus, a legendary unit can sustain 
  seven hits before dispersing, while a raw unit can 
  sustain only one.  
  Quality
  Alone
  Assisting
  Raw
  -6
  -2
  Green
  -4
  +1
  Inexperienced
  -2
  +2
  Average
  0
  +3
  Experienced
  +2
  +4
  Elite
  +4
  +4
  Legendary
  +6
  +6
  raw
  Raw units are largely untrained, and represent the bulk 
  of men and women caught in a combat zone, who grab 
  a gun (or whatever other implements are handy) and 
  try to defend themselves.  When assisting, these units 
  actually get in a character’s way, imposing a penalty 
  on die rolls.  These units cannot act alone without 
  Orders, and any Order given to a raw unit must be 
  repeated every round in combat.  Raw units may not 
  have Unit Specialties (see Unit Specialties below 
  for more information). All units that do not have the 
  Infantry Unit Specialty ﬁght as a Raw unit.
  green
  Green units are fresh out of basic training, but at least 
  have been given a full course of physical training, 
  weapons instruction, and some very limited exposure 
  to live ﬁre.  On their own these units operate at –4.  
  When assisting another character, these units grant a 
  +1 to the character’s skill check.  Green crews may 
  only act alone if ﬁrst given an Order. Green units may 
  possess one Unit Specialty (usually the Infantry Unit 
  Specialty). 
  inexperienced
  Inexperienced units have either been extensively 
  trained or seen limited action in the ﬁeld.  When 
  operating alone (but under Orders), these units act 
  at –2, but grant a +2 bonus to a character they are 
  assisting.  These units may act without Orders, but 
  act at-4 (the same as a Green unit) when operating 
  without the support of their superiors. Inexperienced 
  units may possess one Unit Specialty.  It is possible 
  for certain characters (members of the Special Forces, 
  and Strategist Prestige Classes)to train a unit up to this 
  level of ability.  Otherwise, this skill level may only 
  be gained through combat.
  average
  Average crews have either seen extensive action, or 
  superior training.  When operating alone (but under 
  Orders), these units act at no penalty, and grant a +3 
  bonus to a character they are assisting.  These units 
  may act without Orders, but act at –2 (the same as an 
  Inexperienced unit).  Average units may possess two 
  Unit Specialties. It is possible for certain characters 
  (members of the Special Forces, and Strategist 
  Prestige Classes) to train a unit up to this level of 
  ability.  Otherwise, this skill level may only be gained 
  through combat.
  experienced
  Experienced units have either seen lengthy combat 
  duty, or have been given the ﬁnest training available 
  (this is the default skill level of NATO forces).  When 
  
  3 
  battlefield unit combat system
  operating alone (but under Orders), these units act 
  at +2, and grant a +4 bonus to a character they are 
  assisting.  These units may act without Orders, 
  but act at no bonus (the same as an Average unit).  
  Experienced units may possess two Unit Specialties. 
  It is possible for certain characters (members of the 
  Special Forces, and Strategist Prestige Classes) to 
  train a unit up to this level of ability.  Otherwise, this 
  skill level may only be gained through combat.
  elite
  Elite units combine extensive combat duty with the 
  best training available and are some of the ﬁnest 
  soldiers alive.  These units assist another character 
  as well as Experienced units (granting a +4 bonus), 
  but act just as well alone but under Orders (+4), and 
  are highly capable of independent action as well 
  (operating at +4 when working without the guidance 
  of a superior ofﬁcer).  Elite units may possess 3 Unit 
  Specialties.  Only combat experience (usually coupled 
  with tremendous training, to be sure) can make a unit 
  Elite.
  legendary
  Some units consistently rise above and beyond the call 
  of duty.  Units like the Big Red One, whose names 
  have become synonymous with valor.  These units 
  operate at a +6 bonus, whether assisting another, 
  acting alone with Orders, or operating without 
  Orders.  Also, members of this unit possess such 
  superior combat experience that, if the need arises, 
  a Legendary unit can actually take over other units 
  (those not commanded by PCs or named NPCs), 
  commanding up to 6 lesser units.  Legendary units 
  may possess 4 Unit Specialties. Only combat 
  experience (usually coupled with tremendous training, 
  to be sure) can make a unit Legendary.
  unit equipment
  How well a unit is equipped will also affect its 
  performance.  The modiﬁers in the table below will 
  affect a unit according to its Specialties (see Unit 
  Specialties below for more information).  So, a unit 
  with the Combat Engineering Specialty, but not the 
  Infantry specialty, would gain its equipment bonus to 
  Craft (Structural) checks, but not to combat.
  The Modiﬁers listed on the table below apply 
  to all attack rolls and skill checks.  If the Unit’s 
  Equipment rating is higher than Poor and a unit is 
  pressed into service in an area not covered by its 
  specialties, that unit functions as if it were Poorly 
  Equipped.  Characters raising units by paying them, or 
  Requisitioning them from a larger agency (including 
  the military) will also apply the modiﬁer on the table 
  below to the Unit’s cost of Requisition DC (see 
  Raising a Force below).
  Quality
  Modiﬁer
  Poor
  -4
  Barely Adequate
  -2
  Adequate
  -0
  Good
  +2
  Excellent
  +4
  poor
  The unit is not well equipped for the task it has been 
  given.  A heavy unit with this equipment rating loses 
  its ability to take an extra hit.  A mechanized or armor 
  unit with this equipment rating loses its mobility.
  Should a unit be pressed into service for a task that 
  is not included in its specialties, that unit operates 
  as if it is poorly equipped, no matter what its normal 
  Equipment rating would be.
  barely adequate
  The unit is equipped for the task it has been given, just 
  not very well.  A heavy unit with this equipment rating 
  loses its ability to take an extra hit.  A mechanized 
  or armor unit with this equipment rating loses its 
  mobility.
  adequate
  The unit is equipped for the task it has been given.  
  The unit performs normally in every respect for a unit 
  of its experience and specialties.
  good
  The unit is well equipped for the task it has been 
  given.
  excellent
  The unit has the best equipment money can buy.  The 
  unit is so well equipped that it feels invincible.  If 
  the unit enters into combat with a unit not as well 
  equipped, the unit may ignore its ﬁrst Morale hit (see 
  combat below).
  unit vs. unit
  Many times, the actions a unit wishes to take will be 
  opposed directly by units on the other side.  You wish 
  to ﬁnd your enemy through aerial reconnaissance, 
  while your opponent seeks to hide valuable targets 
  through camouﬂage.  In these cases, each unit rolls 
  a d20, modiﬁed by unit quality, and the higher total 
  wins.
  unit combat
  Often, units will ﬁght one another.  This is what all 
  combat eventually comes down to, man vs. man.  
  This is done like a skill vs. skill contest, with each 
  unit totaling all modiﬁers and rolling a d20.  The 
  winning unit has the chance to inﬂict damage on their 
  opponents, at the rate of 1 hit for each 5 points it wins 
  the round by.  If the round is won by less than 5, no 
  damage is inﬂicted on either unit.
  
  4 
  battlefield unit combat system
  Unit Damage:  Whenever units take damage, half 
  of that damage (rounded up) is a temporary loss of 
  quality due to the shock and fear of combat, and half 
  (rounded down) is due to actual injury and death.  
  These two types of damage, Morale Hits and Casualty 
  Hits, are explained below.
  Morale Hits: Morale hits are temporary losses of 
  unit quality due to shock and confusion. Morale hits 
  are “healed” by Medical crew, and by rest.  As long 
  as a unit is under stress, one Morale hit can never be 
  healed (the last Morale hit may only be healed by 
  R&R).  Each day of R&R (rest and relaxation) a unit 
  receives restores one Morale hit.  Morale hits may 
  also be instantly healed through the use of certain 
  class abilities.
  Casualty Hits: During the heat of battle, crew 
  casualties are treated like morale hits, except that 
  Strategists (a prestige class) cannot use their class 
  abilities to restore quality loss due to casualties.  After 
  a battle, medical units will be able to save some 
  soldiers, restoring quality.  Any casualties that cannot 
  be restored within twenty four hours after a battle 
  are dead.  The unit that suffers deaths is permanently 
  reduced to its new level of quality, after which it can 
  begin gaining experience normally (representing new 
  recruits taking the place of fallen soldiers who are less 
  experienced).
  unit combat rules: special cases
  Pinned Down:  A unit that is under ﬁre from 
  multiple directions, or is unable to move freely 
  because it is ﬁghting from a doorway, elevator, or 
  narrow street is pinned down.  If your opponent 
  is pinned down, you gain a +2 on all unit combat 
  rolls.  If your opponent is pinned down because it is 
  ﬁghting from a doorway, it must only win a round 
  (ﬁghting its way free from the enclosure) to no longer 
  be pinned down.  A unit that is pinned down because 
  it is outnumbered must successfully destroy one of 
  the units and even the odds in order to no longer be 
  considered pinned down.  A unit that is Dug In may 
  only be Pinned Down if it is being attacked from 
  multiple directions.
  Momentum:  If a unit wins round after round, it 
  will seem invincible to its opponent, regardless of the 
  relative quality of the two units.  Each round a unit 
  wins in a row gives it a cumulative +1 bonus in the 
  next round.  So a unit that wins three rounds, gains a 
  +3 bonus.  However, if that unit loses a single round, 
  it loses this bonus, and its opponent gains a +1.
  Damaging and Destroying Units: Each hit 
  inﬂicted on a unit degrades its quality by one step.  
  This reﬂects either that unit’s decreased willingness to 
  ﬁght (in the case of morale damage), or its dwindling 
  numbers (in the case of casualty hits).  If a unit is 
  reduced below Raw status, its fate is determined by 
  what type of hit that last bit of damage was: if a unit is 
  reduced below Raw by a morale hit it retreats in poor 
  order and may be recovered after combat; if a casualty 
  hit inﬂicts the last bit of damage, the unit is destroyed 
  utterly and is lost.
  Dug In: Units that are dug in (using natural 
  cover, foxholes, sandbags, razor wire, and other 
  constructions for cover) never suffer penalties for 
  Momentum or Driven Back.  However, these units 
  may not beneﬁt from these conditions either.  Units 
  that are dug in also gain a +2 bonus on all crew 
  combat rolls.
  Strength in numbers:  When units work together 
  for a common goal, they gain a +2 bonus on all skill 
  checks for each unit over the ﬁrst.  Only units that 
  have skills in common may work together.
  Outnumbered: Units may work together in combat 
  as well. When one side outnumbers the other, use the 
  bonus on the table below.
  Surprise:  Surprise is a dangerous weapon in unit 
  combat.  Any unit may make a Hide check (modiﬁed 
  by Unit Quality) to attempt a surprise attack.  This 
  check is opposed by a Spot check (modiﬁed by Unit 
  Quality).  A unit that achieves surprise begins combat 
  with a +2 Momentum bonus (meaning if it wins the 
  ﬁrst round this bonus will increase to +3 the next 
  round and so forth).
  Mobile:  A mobile unit is much faster than its 
  opponent.  This usually results from one unit being 
  mechanized while its opponent is on foot, or a 
  mechanized unit ﬁghting an Armor unit.  For each 
  step of mobility in a unit’s favor (Foot, Mechanized, 
  Armor), the unit gains a +2 bonus to combat rolls.  
  Also, a unit with a mobility advantage may never 
  be Pinned Down due to numbers, unless the unit is 
  ﬁghting in cramped quarters.
  Factor
  Modiﬁer
  Outnumbered
  +2
  X2
  +4
  X3
  +6
  X4 or more
  +8
  Healing Unit Damage:  There are two different 
  kinds of damage that may be inﬂicted on a unit:  
  morale and casualty.  Each of these two types of 
  damage are healed in different ways.  Morale damage 
  is healed by leave time, or facilities that serve to allow 
  the unit to unwind on board ship, or at a base, such 
  as Gymnasiums, Arboretums, Arcades and so forth.  
  This damage will recover with time, but if a unit 
  must ﬁght several battles in a row, it will continue to 
  feel the effects of fatigue for some time.  A medical 
  crew, augmented by medical facilities, heals casualty 
  damage.  These hits are repaired immediately after 
  combat.  Any casualty hits beyond the ability of a 
  medical crew to heal are marked off permanently and 
  counted as unit quality level decrease.  
  Joining a Unit: Characters have many options open 
  to them to become skilled commanders in these rules.  
  Squad/Squadron Tactics, the Leadership Feat, and 
  several Prestige Classes (Special Forces, Strategist) 
  all allow the PCs to lead troops into battle.  What this 
  does is allow a PC or “named” NPC to join a unit, 
  
  5 
  battlefield unit combat system
  risking his life with them, but greatly enhancing its 
  effectiveness.  Each of those feats or prestige classes 
  mentioned above gives details for its effect on Unit 
  vs. Unit contests.  If a Crew Unit commanded by a 
  PC or named NPC suffers damage, the character does 
  as well.  For each hit of actual (Casualty) damage 
  suffered by the unit (PCs are immune to morale hits), 
  the character suffers 3d6 damage.  If the character is 
  killed before his unit (an unlikely scenario), that unit 
  immediately suffers 2 Morale Hits, which will likely 
  cause it to disperse.  
  orders
  While units can function perfectly well as assistants 
  to their superiors, there is a lot to do in combat, and 
  sometimes the PCs will need their unit to operate 
  independently.  In the description of each Unit 
  Specialty are a number of Orders.  Giving an Order 
  to a unit is a move-equivalent action, which will be 
  performed by that unit either for a speciﬁed amount 
  of time (listed in the Order’s description), until the 
  Order is cancelled by another Order (if no time limit 
  is given), or until the Order is completed.
  Orders are listed with a time, in hours, that it takes 
  to perform the Order.  Units always subtract half 
  their quality from this time, but the minimum time to 
  perform an Order is always 1 hour (so a legendary 
  Combat Engineering unit could bridge a river in 
  1 Hour, while a Raw unit would take 10 hours to 
  perform the same Order).
  unit specialties
  Units without a given specialty may sometimes be 
  called upon to perform an Order they are not suited 
  for.  If the Order can be performed at all (GM’s 
  discretion on whether the unit has the equipment to 
  even attempt the Order), the unit performs as if it were 
  a Raw unit, regardless of its quality under normal 
  circumstances.  Units without the Infantry Specialty 
  always ﬁght as a Raw unit.
  Common Orders:  Although many units have 
  specialized Orders only they can execute, there are 
  some Orders that may be performed by any unit.
  Use Skill:  Orders a unit to use one of its skills at 
  unit quality effectiveness.
  Attack:  The unit attacks other enemy units.
  airborne  
  Airborne units give a commander great ﬂexibility, 
  because they may be placed anywhere on the 
  battleﬁeld, using their ability to Paradrop to bypass 
  enemy strongholds and allowing a commander to 
  surround his opponent almost at will.
  Skills: Tumble
  amphibious  
  Amphibious landings are a vital element in modern 
  warfare.  Combat must always be won on the ground, 
  and amphibious landings are one way to get troops 
  into enemy territory.  Units with this ability gain a 
  +2 on all rolls in amphibious or beach terrain.  Units 
  with this ability gain double Momentum bonuses 
  when ﬁghting units without this ability in Amphibious 
  environments.
  Units without this ability begin any combat begun 
  from landing craft Pinned Down, and must win two 
  rounds of combat to act without penalty (see Unit 
  Combat Rules: Special Cases for more information).
  Establish Beachhead: This allows a unit to own 
  a piece of contested real estate, making amphibious 
  landings there easier.  Units that have established a 
  beachhead are effectively dug in.  This allows one unit 
  per round without the amphibious ability to be put 
  ashore and not begin combat pinned down.  Time: 1 
  hour.  
  arctic  
  Arctic units have special equipment and training for 
  sub-zero movement and combat.  These units never 
  suffer movement penalties due to cold weather.  Units 
  with this ability gain a +2 on all rolls when in arctic 
  terrain or sub-zero conditions.
  Units with this ability gain double Momentum 
  bonuses when ﬁghting units without this ability in 
  Arctic environments.
  armor 
  Requires Mechanized specialty  
  An Armored unit is comprised of heavy armored 
  vehicles (such as Tanks).  Armor units have two steps 
  of Mobility (gaining a +2 bonus against a Mechanized 
  unit or a +4 bonus against an Infantry unit, but no 
  bonus against another Armor unit).  Armor units 
  ignore the ﬁrst two Casualty hits they suffer, and can 
  never be Pinned Down by Infantry or Mechanized 
  units unless ﬁghting in cramped quarters.  Armor units 
  cannot go into Amphibious, Arctic, Jungle, or Swamp 
  terrain.  Armor units with the Amphibious ability may 
  go into Amphibious terrain. 
  aviation  
  Aviation units comprise support personnel for friendly 
  air power.  These units will man airports and repair 
  and refuel aircraft between sorties.
  Skills: Air Trafﬁc Control, Communication 
  Operations, Repair.
  combat engineering  
  Units with this specialty aid other units by building 
  facilities to house and protect them.  Due to the 
  specialized equipment used by these units, such as 
  earthmovers, backhoes and Bridgelayers, they may 
  perform work in much less time than units without 
  this specialty.
  Skills: Craft (structural), Demolitions, Disable 
  
  6 
  battlefield unit combat system
  Device, Repair, Search.
  Dig In: A unit must be in an area where this Order 
  has been performed to gain the beneﬁts of being 
  dug in.  This Order must be performed once per unit 
  gaining a beneﬁt from being dug in.  Time: 4 Hours.
  field artillery  
  Units with this specialty are able to perform 
  bombardment attacks on enemy positions, using the 
  rules for Indirect Fire.  This specialty can allow a unit 
  to attack opponents who are miles distant, weakening 
  or destroying them.  If a unit being attacked with 
  Indirect Fire has the Artillery specialty of its own, 
  then combat occurs normally.  If no enemy units have 
  Artillery, the attacking unit suffers no damage from 
  lost rounds.  As normal for Indirect Fire, units start at 
  –10 (in addition to any penalties for unit quality).
  Skills:  Demolitions, Disable Device, Spot, Hide.
  Bombardment:  This unit allows an artillery 
  unit to attack at a range equal to its Unit Quality in 
  miles, minimum one mile, using Indirect Fire (see the 
  combat section for more information on Indirect Fire). 
  Time: 1 Hour
  flight 
  Air power is critical to the success of any mission 
  in modern warfare.  These units allow a commander 
  to take control of the skies, bomb distant enemies, 
  and provide air support for ground units. If a force 
  does not have one Aviation unit for each Flight unit 
  to conduct service and support, that unit suffers one 
  Morale hit after each mission, that cannot be repaired 
  until aircraft are given proper support (these hits are 
  not really morale hits, but represent temporary damage 
  as planes are not properly repaired and maintained 
  between sorties).
  Skills: Pilot, Spot
  Air Reconnaissance: Conduct reconnaissance as a 
  ground unit, but at unit quality +2.  Time:  10 miles/
  hour.
  Air Superiority: Attack other air targets.
  Air Support: Support ground units, providing a 
  bonus to ground units combat equal to unit quality.  
  This Order is obviously more effective if enemy 
  aircraft have been eliminated ﬁrst through the air 
  superiority Order.
  Ground Attack:  Seek out and attack ground 
  targets, either enemy forces, or enemy infrastructure.
  guerilla
  Skills:  Hide
  Guerilla units attack when their opponents least expect 
  them to, using surprise and unconventional warfare 
  techniques to gain the edge.  These units gain a +2 on 
  all Hide checks.
  heavy
  Heavy units gain a +1 on all combat rolls and can 
  suffer one extra casualty hit (the ﬁrst casualty hit they 
  suffer does not degrade the unit’s quality).
  infantry  
  The most basic sort of unit, infantry involves training 
  and equipping a unit for combat.  Most units have this 
  specialty in addition to any other specialty they may 
  possess.  Units without this specialty ﬁght as Raw 
  units regardless of their actual quality.
  Skills: Craft (structural), Hide, Knowledge (tactics), 
  Spot.
  Dig In: This Order must be performed before a unit 
  may gain the beneﬁts of being dug in.  This Order 
  must be performed once for each unit gaining the 
  beneﬁts for being dug in. Time: 16 hours
  Recon Patrol: This allows a commander to 
  learn about an area without risking his entire force.  
  Information gained for later tactics rolls is as per the 
  reconnaissance ability, listed with the Spot skill in the 
  skills section.  Time: 4 Hours/mile reconnoitered.
  intelligence  
  Units with this specialty are experts at cryptography 
  and interrogation, both vital skills as commanders 
  attempt to ﬁnd out more about their enemies plans.  
  Intelligence units also conduct patrols into enemy 
  territory.
  Skills: Computer Use, Decipher Script, Intimidate, 
  Spot
  Recon Patrol: This allows a commander to 
  learn about an area without risking his entire force.  
  Information gained for later tactics rolls is as per the 
  reconnaissance ability, listed with the Spot skill in the 
  skills section.  Time: 4 Hours/mile reconnoitered.
  jungle/swamp
  Combat does not always occur under ideal conditions.  
  Burma in WWII and Viet Nam saw frequent conﬂicts 
  in jungle environments.  This unit specialty is vital 
  for combat in those areas.  Units with this specialty 
  gain +2 on all rolls in jungle and swamp terrain.  Units 
  with this ability gain double Momentum bonuses 
  when ﬁghting units without this ability in Jungle 
  environments.
  mechanized 
  A Mechanized unit is a unit comprised of foot soldiers 
  and light vehicles (such as Hummvees).  Mechanized 
  units have one step of Mobility.  Mechanized units 
  ignore the ﬁrst Casualty hit they suffer, and can never 
  be Pinned Down by Infantry units unless ﬁghting 
  in cramped quarters.  Mechanized units lose their 
  attack bonus in cramped conditions, such as urban 
  conditions, and cannot go into Amphibious, Arctic, 
  Jungle, or Swamp terrain.  Mechanized units with the 
  Amphibious ability may go into Amphibious terrain.
  medical
  Medical units see to the physical and mental well 
  being of their fellow units.  They heal damage, in the 
  
  7 
  battlefield unit combat system
  form of casualty hits, heal morale hits through the 
  application of psychological counseling, and inoculate 
  units to prevent diseases.  They also can add to the 
  Saving Throws of friendly units against NBC attack.
  Skills: Craft (pharmaceutical), Knowledge 
  (behavioral sciences), Treat Injury
  Quarantine Protocol: By inoculating friendly 
  units, Medical units can increase troop resistance to 
  disease. Any unit treated under this Order gains a +4 
  to Fortitude saves to resist disease.  Time: 1 hour/unit 
  treated.
  Prepare for Casualties: This Order may only 
  be given before combat commences.  It allows the 
  medical units to prepare for the onslaught of wounded. 
  This Order allows a medical crew to heal one extra 
  casualty hit.  Time: 24 hours.
  Combat Medicine: Medical units may heal a 
  number of casualty hits equal to ½ their quality, with 
  a minimum of 1 hit healed.  Experienced or better 
  Medical Units may also use this ability to restore 1 
  Morale hit.  Time: 24 hours.  
  mountain warfare  
  The unit gains a  +2 bonus on all rolls in mountainous 
  terrain. Units with this ability gain double Momentum 
  bonuses when ﬁghting units without this ability in 
  Mountain environments.
  Skills: Climb
  signals
  Units with this specialty have advanced radio 
  equipment and electronic warfare capabilities.  
  This specialty also gives a unit the ability to code 
  transmissions so they are harder for enemies to 
  intercept.
  Skills:  Computer Use, Decipher Script, Listen.
  urban warfare  
  The unit gains a +2 on all rolls in urban terrain. Units 
  with this ability gain double Momentum bonuses 
  when ﬁghting units without this ability in Urban 
  environments.
  gaining experience 
  for small units
  As a unit faces encounters, it will gain experience 
  just as the PCs do.  For each CR (Challenge Rating) 
  overcome by a unit, it gains one experience point.  
  So, for example, while concluding an adventure 
  and awarding experience points to the PCs, the GM 
  would make a note that the total CR of the adventure 
  involving Small Unit Combat equaled 10.  Ten 
  experience points would be given to the unit, and used 
  to increase their standing according to the following 
  table.  
  experience from unit vs. unit 
  combat
  The CR of another unit is equal to that unit’s total 
  combat modiﬁer, with a minimum of 1 XP per unit 
  defeated awarded to the victorious unit.  Since this 
  only counts combat modiﬁers, all units without a 
  combat specialty, such as Infantry are only worth 1 XP 
  regardless of their experience and equipment ratings.
  Raw:
  0 XP
  Green: 
  5 XP
  Inexperienced:
  10 XP
  Average: 
  20 XP
  Experienced: 
  40 XP
  Crack: 
  100 XP
  Legendary: 
  200 XP
  feats
  modified feats and abilities
  The following feats are either new feats designed 
  with unit combat in mind or are altered feats that have 
  different effects when used in unit combat.
  Leadership: A unit led by a character with this feat 
  ignores its ﬁrst morale hit.
  Voice of Command (class ability): This ability 
  will effect any unit under the character’s command, 
  provided they can beneﬁt from his Tactician bonus.
  new feats
  The following new feats apply speciﬁcally to unit 
  combat and can be taken by characters in campaigns 
  where unit combat plays a large role.
  tactician, platoon 
  The character has mastered the art of large-scale 
  maneuvers.  For ground combat this feat covers Squad 
  tactics.  For ﬁghters this feat covers Squadron tactics.
  Prerequisites: Tactician, Knowledge (tactics) 8 
  Ranks.
  Effect: The character may lead a number of Units 
  equal to twice her Charisma modiﬁer, granting those 
  units a bonus in unit contests equal to her Intelligence 
  Modiﬁer.
  tactician, company 
  The character has the logistical knowledge and 
  command experience to effectively command 
  extremely large groups into battle.
  Prerequisites: Cha 15+, Tactician- Platoon, 
  Knowledge (Tactics) 10 Ranks.
  Effect: A character with this feat may command 
  a number of Units equal to four times his Charisma 
  modiﬁer, granting those units a bonus in unit contests 
  equal to his Intelligence Modiﬁer.
  
  8 
  battlefield unit combat system
  tactician, battalion 
  The character is able to command armies or armadas 
  into battle, leading large-scale engagements due to her 
  training in logistics and military history.
  Prerequisites: Int 15+, Tactician- Company, 
  Knowledge (tactics) 12 Ranks.
  Effect: A character with this feat grants a bonus 
  equal to his Intelligence modiﬁer to a number of units 
  equal to 8 times his Charisma modiﬁer.  This bonus 
  stacks with the bonuses granted to speciﬁc units by 
  individual commanders.
  requisitioning units
  Characters belonging to military or paramilitary 
  organizations can requisition units from their 
  organization.  The DC to Requisition a unit is: 10+ 
  Unit Experience +Unit Equipment +2 per Unit 
  Specialty.  Thus, Requisitioning a unit of Seabees 
  would have a DC of 22: 10+ 4 (Unit Experience) +2 
  (Unit Equipment) +6 (three Unit Specialties).  If a 
  character attempts to Requisition more units than he 
  can effectively command himself (through class or 
  feat abilities), each unit Requisitioned beyond that 
  will take a cumulative –2 penalty (-2 for the ﬁrst unit, 
  -4 for the second unit, and so forth).  The agency will 
  understand a character taking additional forces to act 
  as a reserve, but will want forces to go where they can 
  do the most good as well.
  combat example
  A Guerilla unit (called the Guerillas hereafter) attacks 
  a United Nations Peacekeeping detachment (called 
  the Peacekeepers hereafter).  The Peacekeepers have a 
  huge technological advantage over the Guerillas, but 
  the Guerillas are an experienced unit that has seen a 
  lot of action in various skirmishes against their ethnic 
  rivals.  The Guerillas seek to renew conﬂict with 
  their rivals, and decide to attack a village guarded by 
  the Peacekeepers.  Each unit’s statistics are detailed 
  below:
  peacekeepers 
  (average, good)
  Unit Specialties: Infantry (Trained and equipped for 
  combat), Heavy (Ignore ﬁrst Casualty, +1 Attack)
  Total Attack Bonus: +3 (+2 Good Equipment, +1 
  Heavy)  
   
   
  Total Hits: 5 (+4 Average, +1 Heavy)
  guerillas 
  (experienced, adequate)
  Unit Specialties: Infantry (Trained and equipped for 
  combat), Guerilla (+2 Hide)
  Total Attack Bonus: +2 (+2 Experienced)
  Total Hits: 5 (+5 Experienced)
  The Guerillas attack at dawn, and attempt to surprise 
  the Peacekeepers guarding the town.  The Guerillas 
  make a Hide check at +4 (+2 for Experience, +2 for 
  their Guerilla unit specialty), and roll an 18, gaining 
  a 22 total with modiﬁers.  The Peacekeepers make a 
  Spot check to notice the approaching Guerillas with 
  no modiﬁer (+0 Average Experience), and roll an 
  11.  The Guerillas start combat with a +2 Momentum 
  bonus.
  The Guerillas and the Peacekeepers each make 
  simultaneous attack rolls.  The Guerillas roll a 4, +2 
  for Experienced, +2 for Momentum, for a total of 8.  
  The Peacekeepers roll a 10, +2 for Equipment, +1 for 
  Heavy, giving them a total of 13.  
  The Peacekeepers win the round and inﬂict one hit 
  on the Guerillas, a Morale hit.  Even though they 
  achieved surprise, the pistols and Molotov cocktails 
  wielded by the Guerillas inﬂicted little damage on the 
  body armor of the Peacekeepers, who responded with 
  a demoralizing barrage of automatic weapons ﬁre. 
  Due to the hit they suffered, the Guerillas now ﬁght as 
  an Average unit (+0).
  In the second round of combat, the Guerillas roll a 
  16 (+0 for Average Quality- due to the Morale hit 
  they suffered), and they no longer receive any bonus 
  for Momentum since they lost the ﬁrst round.  The 
  Peacekeepers  roll a 5, +2 for Good Equipment, +1 
  Heavy, +1 for Momentum (since they won the ﬁrst 
  round) giving them a total of 9.
  The Guerillas win the round, inﬂicting a Morale hit 
  on the Peacekeepers, reducing them to Inexperienced 
  quality (-2).
  In the third round of combat, the Guerillas roll a 
  11, +1 for Momentum, for a total of 12, and the 
  Peacekeepers roll a 6 (-2 for Inexperienced due to the 
  Morale hit they suffered, +2 for Equipment, +1 for 
  Heavy) for a total of 7.
  
  9 
  battlefield unit combat system
  The Guerillas win the round, inﬂicting a Casualty 
  hit on the Peacekeepers.  Normally, this would 
  degrade the Peacekeepers effective quality to Green.  
  However, the Peacekeepers are a heavy unit, and 
  ignore their ﬁrst Casualty hit, so they remain at an 
  effective quality of Inexperienced.  The Guerillas, 
  however, having won a second round, will have an 
  increased Momentum bonus in the next round.
  In the fourth round of combat, the Guerillas roll an 
  18 (+2 for Momentum) for a total of 20, and the 
  Peacekeepers roll a 9 (total modiﬁer +1) for a total of 
  10.
  The Guerillas win their third consecutive round, 
  inﬂicting another Morale hit on the Peacekeepers 
  (Morale and Casualty hits alternate), reducing the 
  Peacekeepers effective quality to Green (-4 penalty 
  to combat). Since the Guerillas won the round, they 
  increase their Momentum bonus.
  In the ﬁfth round, the Guerillas roll a 4, +3 for 
  Momentum, for a total of 7.  The Peacekeepers roll an 
  13, -4 for their effective quality of Green, +2 for Good 
  Equipment, +1 for being Heavy, giving them a total 
  of 12.
  The Peacekeepers win the round, inﬂicting a 
  Casualty hit on the Guerillas (Morale and Casualty 
  hits alternate), and reducing their effective quality 
  to Inexperienced (-2).  Also, since the Peacekeepers 
  won the round, the Momentum has shifted, instead 
  of the Guerillas gaining a +4 in the next round, the 
  Peacekeepers will gain a +1.
  In the sixth round, the Guerillas roll a 9, -2 for their 
  effective quality of Inexperienced, for a total of 7.  
  The Peacekeepers roll a 2, -4 for their effective quality 
  of Green, +2 for Equipment, +1 for Heavy, +1 for 
  Momentum, for a total of 2.  
  The Guerillas win the round, inﬂicting a Casualty 
  hit on the Peacekeepers, and reducing their effective 
  quality to Raw (-6).
  In the seventh round, the Guerillas roll a 15, -2 
  for their effective quality of Inexperienced, +1 for 
  Momentum, for a total of 14.  The Peacekeepers roll 
  a 12, -6 for their effective quality of Raw, +2 for 
  Equipment, +1 for Heavy, for a total of 9.
  The Guerillas win the round, inﬂicting a Morale hit 
  on the Peacekeepers.  Since this would reduce their 
  effective quality below Raw, the unit is dispersed.  
  If this had been a Casualty hit, rather than a Morale 
  hit, the Peacekeepers would have been destroyed 
  rather than being routed (and it was their Heavy unit 
  specialty that saved them from this fate).
  Twenty-four hours after the battle, the Peacekeepers 
  may reform, as a Raw unit.  The unit will heal one hit 
  per day, until it becomes an Inexperienced unit (its 
  new permanent quality with the Casualty hit).
  The Guerillas gain 3 XP (total combat modiﬁer of the 
  Peacekeepers was +3).
  
  10 
  battlefield unit combat system
  open game license
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  Blood and Guts 2: Battleﬁeld Unit Combat System: 2005, RPGObjects; 
  Author Charles Rice
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