TEXT: Blood & Guts 
  by Charles Rice
  Dedication:  This book is dedicated most humbly to the real heroes.  To everyone out there standing in the rain, crawling 
  through mud, and sucking it up when you never thought you could, this book is for you.
  Author’s Note:  This book covers the military forces of the United States exclusively, with a focus on special operations.  
  As the son of a WWII British Commando, I am well aware that the men and women of militaries around the world have 
  skills, training, and courage the equal of the United States, and the exclusion of those forces from this book is not an 
  attempt to insinuate otherwise.  The unfortunate fact is covering every military in the world (or even the complete US 
  military) is a task beyond the scope of this book.  It is my hope that the information presented here will allow the GM to 
  create these forces on his own with a little research.  Look for additional Blood and Guts sourcebooks that cover other 
  militaries and specific areas of the US military.  This book is but a starting point!
  The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to 
  the terms of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Portions of 
  this work are derived from the d20 System Reference Document.
  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.
  Copyright 2003 © RPG Objects.  All rights Reserved.
  Visit our web site at www.RPGObjects.com.
  Cover Art: 
  Jeremy Simmons
  Interior Art: 
  V. Shane 
  John Longenbaugh 
  Editing: 
  Charles Baize 
  Don Kiesling
  Layout: 
  Chris Davis
  WWW.RPGObjects.COM
  RPGObjects’ sourcebooks are heavily supported 
  by its official web site, www.RPGObjects.com.   At 
  RPGObjects.com you will find many resources such 
  as web enhancements, character sheets, as well as 
  products only sold via the web.   
  Playtesting: 
  Carrie Baize 
  Charles Baize
  v1.2
  Chris Martinez
  Joseph Wigfield  
  Corey Hodges
  Edward Lennon
  Paula Rice
  Josh Roehm
  Timothy Willard
  
  Blood & Guts
  2
  Introduction 
  4 
  Military Basics 
  4
  Military Organization 
  6
  Chapter 1: military characters 7
  New Allegiances 
  8
  New Prestige Classes 
  8
  Special Operations Training 
  8
  Air Force Combat Cont. 
  10
  Air Force Pararescue 
  11
  Army 75th Ranger Regiment 12
  Army 160th SOAR  
  14
  Army Delta Force 
  15
  Army Special Forces  
  16
  Marine Force Recon 
  23
  Navy SEALs 
  25
  Navy Special Boat Units 
  26
  Other Elite Units 
  27
  Sniper 
  27
  Top Gun 
  28
  Chapter 2: military Training 
  30
  New Skills 
  31
  New Feats 
  36
  Advanced Training 
  41
  Elite Unit Assignments  
  46
  Rank 
  48
  Medals  
  49
  Chapter 3: military combat 
  54
  New Combat options 
  55
  New Conditions 
  56
  Aerial Combat 
  57
  Indirect Fire   
  59
  Missile Attacks  
  59
  Submarine Warfare   
  59
  Chapter 4: military equipment 60
  Personal Equipment 
  62
  Weapons 
  63
  New Vehicles 
  65
  Fixed Wing 
  66
  Helicopters  
  68
  Submersible Ships 
  71
  Surface Ships 
  71
  Tracked Vehicles 
  73
  Wheeled Vehicles 
  75
  New Vehicle Weapons 
  75
  Requisition 
  77
  Chapter 5: BUCS 
  79
  Unit Quality 
  80
  Unit Equipment 
  81
  Unit vs. Unit 
  82
  Unit Combat 
  82
  Orders 
  83
  Unit Specialties 
  83
  Experience 
  86
  Combat Example 
  86
  The Strategist 
  87
  New Feats 
  88
  Chapter 6: Gamemastering 
  90
  Realistic Campaigns 
  91
  Highly Cinematic Campaigns 
  91
  Compromise 
  91
  Military Campaign  
  91
  The Special Ops Campaign 
  92
  Special Ops Adventures 
  92
  Some Military Slang 
  93
  Bibliography 
  93
  Table of Contents
  
  Blood & Guts
  3
  Open game license
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. 
  Gary Gygax and Dave Arneson
  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 
  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 are designated as open gaming content expect for terms define 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 (military characters): The fiction (inside the black box on the 
  chapter title page) is closed content.   The class descriptions are closed content.  
  All other text is open content. 
  Chapter 2 (military training): The fiction (inside the black box on the chapter 
  title page) is closed content.   The descriptions of the Elite Unit Assignments and 
  Medals are closed content.  All other text is open content.
  Chapter 3 (military combat): The fiction (inside the black box on the chapter 
  title page) is closed content.   All other text is open content.
  Chapter 4 (military equipment): The fiction (inside the black box on the 
  chapter title page) is closed content.   All other text is open content.
  Chapter 5 (unit combat system): The fiction (inside the black box on the 
  chapter title page) is closed content.   All other text is open content.
  Chapter 6 (gamemastering): This entire chapter is closed content.
  
  Cartwright hit the ground as another bullet hit the 
  underside of her overturned Hummer.  
   “We can’t stay here, Wilson.”
  She looked over at Wilson, but he was staring 
  up at the sky, lost in his own world.  She had done 
  what she could to stabilize the shattered mess that 
  had been a human arm before their Hummer hit that 
  landmine, but he was in shock.  He wasn’t going to 
  last much longer out here, but she wasn’t sure she 
  could get him moving either. 
  Not moving fast enough to avoid that Sniper at 
  any rate.
  And right then, Nancy Cartwright knew, with 
  a certainty unmatched by any feeling she had 
  ever known in her nineteen years of life, that she 
  was going to die.  Here. Tonight.  Behind a grimy 
  overturned Hummer.  
  Another shot, and a little tremor rocked the 
  Hummer as one of the tires exploded.
  Fuck that.  I’ll show this bastard what he’s gotten 
  himself into.
  Reaching down, she took out her weapon.  That 
  weasel might get her, but she wasn’t dying cowering 
  behind some ugly Hummer that didn’t even run 
  right.
  As she started to rise she felt a hand on her 
  shoulder.
  “What the…”, Cartwright quickly swung her rifle 
  around.
  The large black man smiled down at her, brilliant 
  white teeth a gash in his weathered face, blacked out 
  even darker by dirt.  One finger rose up to his lips in 
  a silent gesture.  
  Another man beside him was kneeling beside 
  Wilson, applying a much better field dress than she 
  had managed. Behind them, three others moved out 
  from the tall grass beside the road on their bellies. 
  Three silent shadows separating themselves from 
  other shadows.
  How the hell did they get so close without me 
  noticing?
  “We can’t stay here,” she said again, numbly.
  For the first time one of them, the medic tending 
  to Wilson, made a sound, and she knew it wasn’t all 
  some sick dream you had before you die.  “We’re not 
  staying here.”
  The black man smiled at her again, “Relax, 
  Private, you’re in good hands.”
  Two fingers to the right, one finger to the left, 
  then a thumbs up, and the black man, along with 
  the three shadows from the grass, returned to the 
  shadow that spawned them, as quietly as they had 
  come.
  The Medic smiled at her, “I’m Terrance.  Don’t 
  worry.  We do this stuff all the time.”
  Introduction: 
  Blood & Guts
  Welcome to Blood and Guts: Modern Military, the 
  third in RPGObjects’ continuing line of d20 Modern 
  sourcebooks.  Blood and Guts puts your character on 
  the front lines, fighting to defend America from her 
  enemies around the world and in our own backyard.  
  Take the roll of a common grunt, or the shadow 
  warrior of one of several elite special operations units 
  and fight battles all over the world ranging from full-
  scale war, to dirty, undeclared bush fighting.
  Military Basics
  In 1947, President Harry Truman authored the 
  “National Defense Act”, which sought to reorganize 
  wartime defenses into a cold war defense strategy. 
  This act transformed the Army Air Corps into a 
  separate branch of service, the Air Force, transformed 
  the War Department into the Department of Defense, 
  and transformed the OSS into the CIA.  The National 
  Defense Act also set the hierarchy for the military 
  branches of service, a hierarchy largely unchanged 
  until 2002 when the Coast Guard was transferred from 
  the Department of Transportation to the Department of 
  Homeland Security.
  
  Blood & Guts
  5
  All branches of service have a civilian leader.  The 
  President is the Commander in Chief of all American 
  Military forces.  Below him is the Secretary of Defense, 
  a Presidential appointee.  Below the Secretary of 
  Defense are three service secretaries, also appointed 
  by the President: the Secretary of the Air Force, the 
  Secretary of the Army, and the Secretary of the Navy.
  Below the service secretaries are the direct 
  commanders for the five branches of service.  A Four-
  Star General, the Army Chief of Staff, who reports 
  directly to the Secretary of the Army, commands the 
  Army.  A Four-Star General, the Air Force Chief of 
  Staff, who reports to the Secretary of the Air Force, 
  commands the Air Force.  A four-star Admiral, called 
  the Chief of Naval of Operations, commands the Navy. 
  A Four-Star General called the Commandant of the 
  Marine Corps commands the Marines.  Both of these 
  commanders report to the Secretary of the Navy.  From 
  1972 to 2002 the Coast Guard reported to the Secretary 
  of Transportation.  In 2002 the Homeland Security 
  Act transferred the Coast Guard to the Department of 
  Homeland Defense. A Four-Star Admiral known as the 
  Commandant of the Coast Guard commands the Coast 
  Guard.  However, this Admiral does not serve on the 
  Joint Chiefs of Staff.
  The four top military commanders for each branch of 
  service form a group known as the Joint Chiefs of Staff.  
  The President picks one of these commanders to be the 
  Chairman of the Joint Chiefs of Staff.  The President is 
  free to appoint whichever of the four commanders he 
  thinks would be best qualified to the Chairman of this 
  committee, but in practice each branch of service is 
  selected in turn, barring extraordinary circumstances.  
  For instance, due to recent scandals (such as Tailhook), 
  the Air Force Chief of Staff has been bypassed twice in 
  recent years. 
  In times of crisis, this hierarchy can be streamlined and 
  altered to a great degree by the President.  For instance, 
  during wartime it is common for the Joint Chiefs of Staff 
  to report directly to either the President or the Secretary 
  of Defense.  The assets of the Coast Guard can be 
  transferred to the Navy at the President’s discretion..
  The Army
  The Continental Congress created the Army on July 
  4, 1775.  The Army has slightly less than 500,000 
  members, approximately one-sixth of which are officers, 
  making it the largest branch of service.  The Army 
  Reserves and the National Guard support the active duty 
  component of the Army.  There is one National Guard 
  for each state, and these are under the nominal control 
  of the fifty state governors.  However, the President can 
  federalize the National Guard and place them under the 
  control of the Attorney General (for federal domestic 
  emergencies), or the Secretary of Defense and the Army 
  Chief of Staff (for international emergencies).  
  The Army is the main ground force of the United 
  States military, although the best way to differentiate the 
  Army from the Marines would be to say that the Army 
  serves a largely occupational and defensive role, whereas 
  the Marines are a largely offensive and amphibious 
  force.
  The Navy
  Like the Army, the Continental Congress created the 
  Navy in 1775.  Although the Navy’s core mission to 
  provide free use of the seas to the United States remains 
  unchanged, since World War II, with the advent of the 
  aircraft carrier, the Navy frequently is the first step in 
  establishing air superiority, since planes can be launched 
  from a carrier without need of a fixed runway and 
  without fear of violating a country’s airspace. Naval 
  vessels also attack land targets through bombardment 
  and cruise missile strikes, and transport marines into 
  battle. There are currently about 400,000 active duty 
  naval personnel, and approximately one-sixth of these 
  are commissioned officers.  Like the Army, the Navy 
  maintains a reserve force through the Naval Reserve, 
  which may be activated in times of need.  There is no 
  naval “national guard”, though arguably the Coast Guard 
  fills that role.
  Marine Corps
  Like the Army and the Navy, the Continental Congress 
  created the Marine Corps in 1775.  However, at the time 
  of its inception the Marine Corps was a subsidiary of the 
  Navy, and was not a separate service until 1798.  The 
  Marines were initially intended to be an amphibious 
  force, attacking from ships and establishing safe havens, 
  or beachheads, for later units to land on.  However, this 
  emphasis on mobility has led to the Marines being used 
  as a lighter advance force, and in general the Marines 
  could be considered shock troops and are almost always 
  among the first wave of any attacking force.  Unlike 
  other branches of the armed forces, the Marines have 
  no administrative or logistical personnel,  nor medical 
  units, relying on the Navy to provide these non-combat 
  functions.  This has led to the expression “every 
  Marine is a rifleman”, and indeed every Marine carries 
  the classification of rifleman in addition to any other 
  classification the individual Marine may have. There are 
  approximately 175,000 Marines, one-tenth of which are 
  commissioned officers.  There is no Marine equivalent 
  of the National Guard, but the Marine Corps Reserve 
  supplements the Marines in times of crisis.
  
  Blood & Guts
  6
  Air Force
  Although airplanes saw limited use during the First 
  World War, primarily in a reconnaissance role, military 
  strategists were quick to realize the value of air power.  
  However, the main function air power would serve in 
  combat was thought to be providing support for troops 
  on the ground, so the Army Air Corps was created 
  as a subsidiary force to provide air support to Army 
  personnel.  However, new technologies and strategies 
  showed that air power had a much larger role to play in 
  combat than simply supporting forces on the ground, and 
  so, in 1947, the National Security Act separated the Air 
  Force from the Army.  
  The Air Force’s mission is to provide air and space 
  superiority to the United States military in any operation.  
  As such, the Air Force has at its disposal light and 
  heavy combat aircraft, tankers, helicopters, bombers, 
  and transport aircraft.  The Air Force also controls and 
  maintains all military spy satellites and ballistic nuclear 
  missiles. The Air Force shares control over the bulk 
  of the United States’ nuclear arsenal with the Army, 
  with the Air Force controlling the majority of Strategic 
  level weapons, and the Army controlling the bulk of the 
  Tactical level weapons (though Naval Submarines also 
  play an important role in the Strategic nuclear strategy).
  There are approximately 375,000 Air Force personnel, 
  approximately one-fifth of which are commissioned 
  officers.  Both the Air National Guard and the Air Force 
  Reserve supplement the Air Force.
  Coast Guard
  Although not often thought of as a military force, the 
  Coast Guard is an important element in protecting the 
  United States from foreign attack.  The Coast Guard 
  was created in 1790, when it was known as the Revenue 
  Cutter Service, and was responsible for the imposition of 
  tariffs and curtailing of smuggling and piracy.  In 1915 
  it was renamed the Coast Guard and transferred to the 
  Treasury Department.  In 1967 it was transferred to the 
  Transportation Department, and finally, in 2002, to the 
  Department of Homeland Security.
  In peacetime the Coast Guard acts to prevent drug 
  smuggling, illegal immigration, and to protect ships 
  at sea from piracy and weather mishaps.  In wartime, 
  control of the Coast Guard is transferred to the Navy 
  Chief of Staff.  The Coast Guard has about 35,000 
  members, about one-fifth of which are commissioned 
  officers.  The Coast Guard Reserves and volunteer 
  auxiliaries supplement the Coast Guard.
  Military Organization
  The military is built from the ground up, and the success 
  or failure of any military operation begins and ends 
  with the individual soldier. Each size unit is comprised 
  of a certain number of smaller components.  The sizes 
  listed for each unit are at the high end, and units may 
  be composed of as many as half the listed number of 
  component parts.
  Squad:  Approximately 10 soldiers.  Typically 
  commanded by a Sergeant.  This size of unit is the size 
  represented by a unit in the Small Unit Combat rules.
  Platoon:  Approximately four Squads.  Typically 
  commanded by a Lieutenant, with a senior NCO 
  (typically a Staff Sergeant) as second in command.
  Company:  Approximately 5 Platoons.  Typically 
  commanded by a Captain, with a First Sergeant as 
  second in command.  Artillery units of this size are 
  called Batteries, and Air or Cavalry units of this size are 
  called Troops.
  Battalion:  Approximately 6 Companies.  Typically 
  commanded by a Lt. Colonel, with a Command Sergeant 
  Major as second in command.  
  Brigade:  Approximately 5 Battalions.  Typically 
  commanded by a Colonel, with a Command Sergeant 
  Major as second in command. Units of this size are 
  capable of sustained operations with no outside support.
  Division:  Approximately 3 Brigades.  Typically 
  commanded by a Major General.  Divisions are 
  numbered, and assigned names based on their function 
  (3rd Infantry Division, 10th Mountain Division, and so 
  forth).
  Corps:  Approximately 5 Divisions.  Typically 
  commanded by a Lt. General.  Capable of independent 
  operation on an international scale.
  Army:  Approximately 2 Corps.  Typically 
  commanded by a Lt. General or higher.  An Army is 
  responsible for all operations in one theater of war.  The 
  commander of an Army reports directly to either a 5-Star 
  General, or the Commander in Chief (in other words, 
  the commander of an Army is completely autonomous 
  from other Army commanders, even though they might 
  outrank him).  Army designations have not been used by 
  the American military since World War II.  
  
  CHAPTER 1: 
  MILITARY 
  CHARACTERS
  Cartwright crouched behind the Hummer. 
  The silence was almost unbearable.  
  The sniper, whoever he was, still didn’t realize she and Wilson weren’t alone behind the 
  Hummer, and was just waiting for a glimpse of one of them so he could blow them to hell.
  Suddenly, there was a loud rustling.  
  Two gunshots ripped through the quiet, making Cartwright jump and clutch her weapon 
  tight in her hand. “Just don’t piss your pants girl,” she thought to herself.
  Then, silence.
  Terrance, the medic, stood up, and grabbed one side of the makeshift stretcher he had 
  prepared for Wilson.  “Help me carry him?”
  Cartwright just looked at him, unbelieving.  “But… the sniper…”
  “Is dead.”
  After an embarrassing pause, Terrance added, “Get up Private.”
  Cartwright scrambled to her feet and grabbed the other end of the stretcher.
  Three hours later, and the soldiers had commandeered a Jeep.  Sgt. No, the most 
  unassuming of the group, had gone off alone for a few minutes and returned with it.  No one 
  asked where he got it.  It was a damned sight better than walking.  In the back of the Jeep, 
  Wilson stirred fitfully, letting out a painful groan before slipping back into unconsciousness.  
  The IV that Terrance, the Medic had set up for him, to keep him “comfortable” swayed on 
  the potholed hard packed road.
  She looked at Terrance, “He’s not going to make it is he.”
  The medic looked down at her friend, and just shrugged.  “I’ve seen worse.  If it’s 
  possible for him to survive, I’ll see to it.  We’re almost at the rendezvous site now.”
  Cartwright studied the face of her friend.  In the moonlight his skin looked gray and 
  pallid.
  He looked like a corpse in an open-casket funeral. 
  
  Military Characters
  8
  Character creation provides the player with many new 
  options to represent the training and abilities of the 
  special operations forces of the United States.  Two new 
  allegiances, representing the responsibilities of “hitching 
  up” are where this chapter begins.  These allegiances 
  provide the character with access to specialized training 
  and equipment, but require the character to be at the 
  military’s beck and call.  
  Following this are thirteen new prestige classes, 
  allowing characters to take the part of a member of 
  one of America’s most elite units: Air Force Combat 
  Controllers, Air Force Pararescue, Army Ranger, 160th 
  SOAR, Delta Force, Special Forces Communications, 
  Special Forces Engineering, Special Forces Medical, 
  Special Forces Weapons, Force Recon, Navy SEALs, 
  and Sniper.
  New Allegiances
  Active Duty 
  The character is an active member of the armed forces.  
  This allegiance grants the character the ability to 
  requisition equipment from his branch of service and to 
  make Promotion checks to gain Rank within his branch 
  of service (see the Rank section for more information), 
  and the ability to select training and MOS skill packages 
  in lieu of any bonus feats the character is entitled to.  
  This allegiance carries some significant drawbacks, 
  however.  The character may be reassigned, moved to 
  any part of the world, and put in harm’s way with little or 
  no notice. Only characters with the Military occupation 
  may select this allegiance.  This allegiance may only 
  be taken with the GM’s permission, and generally, if 
  one character has this allegiance, then the entire group 
  should.
  Reserve Duty  
  The character is a member of a reserve military force: the 
  ROTC (Reserve Officer Training Corps), the National 
  Guard, the Reserves, the Coast Guard Auxiliary, and so 
  forth.  This allegiance grants the character the ability to 
  select training and MOS skill packages in lieu of any 
  bonus feats the character is entitled to.  Like Active 
  Duty, the character may be reassigned, moved, and put 
  in harm’s way.  However, since reserve forces are only 
  called on in times of national crisis, the character’s 
  freedom will be less limited by this allegiance.  The 
  character is also required to spend a certain amount of 
  time training and drilling, which varies depending on the 
  reserve force the character belongs to.  Reserve forces 
  train one weekend a month, and two weeks a year, but 
  ROTC is a much more intensive program.  However, 
  since these time commitments are predictable, and the 
  character can plan around them, they will not usually 
  interfere with the character’s “hobbies” (including 
  adventuring).  Only characters with the Military 
  occupation may select this allegiance. This allegiance 
  may only be taken with the GM’s permission, although 
  one character in a group can have this Allegiance without 
  significant interference in the ongoing campaign.
  New Prestige Classes
  What follows are prestige classes detailing the abilities 
  of the primary special operations forces, as well as other 
  highly elite military characters.  At least one prestige 
  class is presented for each of the primary special 
  operations forces of the Army, Navy, Air Force, and 
  Marines.
  As long as a character meets the requirements for a 
  class, he may take levels in any of the prestige classes 
  detailed below, even if he already has levels in a prestige 
  class.  Special Operations forces frequently cross train 
  with other special operations forces, with Ranger cross-
  training being a little more common.  For decades the 
  Army’s goal was to have one Ranger-qualified soldier 
  per platoon. 
  Special Operations 
  Training
  There is a great deal of special operations training 
  common to different units.  These skill sets are broken 
  down like talents, and a character may take one at the 
  levels indicated for his special operations class.  Where a 
  talent lists class level to determine the bonus a character 
  gains from the ability, the character may use levels in 
  any special operations prestige classes to determine the 
  bonus gained.  So a character with 4 levels of Ranger 
  and 3 levels of Delta Force would gain +7 from any 
  ability that granted a +1 per special operations class 
  level.
  Mental Toughness
  Special Operations soldiers are the best of the best 
  not only because of their physical prowess (which is 
  considerable), but also because of their high degree of 
  discipline, dedication, and mental toughness.
  Mental Toughness:  The character adds his special 
  operations levels to any Saving Throw to resist fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue, and 
  intimidation.
  
  Military Characters
  9
  Cat Nap:  Special operations forces learn to sleep in 
  short naps while in the field, never slipping into so deep 
  a slumber as to leave them vulnerable.  Characters with 
  this talent can survive for long periods of time on four 
  hours of sleep per day with no ill effects.  This talent 
  also allows a character to add his special operations class 
  levels to any Listen check made while asleep (characters 
  normally make Listen checks at –10 while sleeping, so 
  a character with 10 special operations class levels would 
  make Listen checks normally while sleeping).
  Prerequisite: Mental Toughness  
  Silent Kill
  To take talents from the Silent Kill tree, a character must 
  have the Commando Training feat (representing the 
  close combat hand to hand fighting techniques taught to 
  special operations forces).
  Special Operations forces are given specialized 
  training in eliminating guards to further their advance 
  into enemy territory or enemy installations.
  Silent Kill 1:  The character gains a +1d6 Sneak 
  Attack against surprised, flat-footed, or flanked targets.  
  If the victim of this attack is surprised and fails 
  a Massive Damage Threshold Saving Throw, 
  the character is eliminated in complete silence, 
  requiring a Listen check (DC 30) for any 
  nearby guard to notice something amiss.  
  At the GM’s discretion, in Gritty or 
  True Grit campaigns (see the new 
  combat rules for definitions of 
  these terms), Ordinaries may 
  not receive a MDT save 
  against this attack.  See the 
  d20 Modern Core Rulebook 
  for the definition of an 
  Ordinary.
  Silent Kill 2: The 
  character gains a +1d6 
  Sneak Attack, cumulative 
  with any other Sneak Attack 
  he possesses.
  Prerequisite: Silent 
  Kill 1
  Silent Kill 3: The 
  character gains a +1d6 
  Sneak Attack, cumulative 
  with any other Sneak Attack 
  he possesses.
  Prerequisite: Silent Kill 2
  Silent Kill 4: The character gains 
  a +1d6 Sneak Attack, cumulative 
  with any other Sneak Attack he 
  possesses.
  Prerequisite: Silent Kill 3
  Special Operations Strategy
  To take talents from the Special Operations strategy 
  tree, a character must have the NCO School or Officer 
  Candidate School Advanced Training packages, as well 
  as 5 ranks in Knowledge (tactics).
  Prepare:  This ability increases the bonus gained from 
  a successful Knowledge (tactics) check by +2.
  Ambush:  On a successful Knowledge (tactics) skill 
  check (DC 20), the character can set up an ambush, 
  gaining a bonus on Hide skill checks equal to 1⁄2 
  his Knowledge (tactics) skill.  If this Hide check is 
  successful (exceeds the Spot check of enemy forces), 
  those forces receive no action in the surprise round, as 
  opposed to the partial action normally gained, due to the 
  speed and precision of the attack.  Some of the ways this 
  ambush could be achieved are through an aerial insertion 
  (either paradrop or rappelling), blending in with a crowd 
  through native dress, or using cover from which to 
  launch an attack.
  Prerequisite: Prepare
  Improvise:  The character is skilled at making 
  adjustments on the fly, using everything around him to 
  his advantage.  If there is cover on the current 
  battlefield, the character may improve 
  that cover by one step with a successful 
  Knowledge (tactics) skill check (DC 15).  If 
  there is no cover on the current battlefield, 
  the character may make some or use 
  something very unconventional as cover (such 
  as an enemy) on a Knowledge (tactics) skill 
  check (DC 25).  This unconventional cover is 1⁄4 
  Cover.
  Psychological Warfare:  Sometimes, 
  the best enemy is a really scared one.  
  This ability can provide a bonus to 
  any intimidate check equal to the 
  character special operations class 
  level, including intimidate 
  checks made for 
  interrogation purposes.  
  This ability can also 
  allow a character to 
  inflict Mental Fatigue 
  on an opponent on a 
  successful Intimidate 
  check (DC 25).
  Prerequisite: Prepare
  Long Range Reconnaissance:  The character gains a 
  bonus to Spot checks used for reconnaissance equal to 
  his special operations class levels.  
  
  Military Characters
  10
  Air Force Combat 
  Controllers
  Combat Controllers enter enemy territory by any means 
  necessary (Land, Sea, Paradrop) and set up air traffic 
  control facilities in enemy territory without being 
  detected by enemy forces.  Whenever possible they will 
  make contact with friendly indigenous forces, and if 
  necessary they will fight their way out.
  In recent months, Combat Controllers provided 
  clandestine air traffic control to American strike 
  aircraft from inside both Afghanistan and Iraq (this is 
  an assumption on the part of the author; Iraq special 
  operations are still classified).
  Combat Controllers may be recognized by their scarlet 
  berets, and are based around the world, at airfields in 
  America, Britain, and Okinawa.
  Requirements
  To qualify to become a Combat Controller, a character 
  must meet the following criteria.
  Allegiance:  Active or Reserve Duty (U.S. Air Force).
  Base Attack Bonus: +5.
  Skills:  Air Traffic Control 8 Ranks, Communications 
  Operation 8 Ranks, Hide 5 Ranks, Move Silently 5 
  Ranks, Paradrop 8 Ranks.
  Feats:  Personal Firearms, Teamwork (U.S. Air 
  Force).
  Advanced Training:  Defense Language Institute, 
  Jump School, MOS Aviation Skill Level 2, one terrain 
  Warfare School (each unit tries to have a specialist in 
  each different type of terrain).
  Class Information
  The following features pertain to the Combat Controller 
  prestige class.
  Hit Die:  1d8.
  Action Points:  7 + 1⁄2 character level, rounded down.
  Class Skills: The Combat Controller class skills are 
  as follows: Air Traffic Control, Climb, Communications 
  Operation, Craft (electronic), Craft (mechanical), Craft 
  (structural), Diplomacy, Drive, Hide, Intimidate, Jump, 
  Knowledge (Tactics), Move Silently, Navigate, Paradrop, 
  Repair, Survival, Swim, Use Rope.
  Skill Points per Level:  9 + Intelligence modifier.
  Class Features
  The following features pertain to the Combat Controller 
  prestige class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Grace Under Pressure:  At 3rd level, Combat 
  Controllers can add their class level to the following 
  skills once per day: Air Traffic Control, Communications 
  Operation, Craft (electronic), Craft (structural), 
  Diplomacy, Hide, Move Silently, Paradrop.  At 7th level 
  this ability may be used twice per day, and at 9th level it 
  may be used three times per day.
  Hasty Construction:  Combat Controllers are 
  accustomed to working fast, constructing makeshift 
  runways, paradrop landing zones, and control facilities in 
  enemy territory with lives at stake.  At 5th level, Combat 
  Controllers subtract 2% per Combat Controller level 
  from all construction times listed in craft (structural).
  Bonus Feat:  Advanced Firearms Proficiency, 
  Alertness, Armor Proficiency (heavy), Armor Proficiency 
  (light), Armor Proficiency (medium), Athletic, Burst 
  Table 1-1: air force Combat Controllers
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bonus Feat
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Special Ops Talent; Grace Under Pressure 1/day
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  5th 
  +3
  +3
  +3
  +1
  Special Ops Talent; Hasty Construction
  +3
  +1
  6th 
  +4
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7th 
  +5
  +4
  +4
  +2
  Special Ops Talent; Grace Under Pressure 2/day
  +4
  +2
  8th 
  +6
  +4
  +4
  +2
  Bonus Feat
  +4
  +2
  9th 
  +6
  +4
  +4
  +3
  Special Ops Talent; Grace Under Pressure 3/day
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Bonus Feat
  +5
  +3
  
  Military Characters
  11
  Table 1-2: Air Force Pararescue
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bonus Feat
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Special Ops Talent; Grace Under Pressure 1/day
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  5th 
  +3
  +3
  +3
  +1
  Special Ops Talent; Bush Medicine
  +3
  +1
  6th 
  +4
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7th 
  +5
  +4
  +4
  +2
  Special Ops Talent; Grace Under Pressure 2/day
  +4
  +2
  8th 
  +6
  +4
  +4
  +2
  Bonus Feat
  +4
  +2
  9th 
  +6
  +4
  +4
  +3
  Special Ops Talent; Grace Under Pressure 3/day
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Bonus Feat
  +5
  +3
  Fire, Combat Martial Arts, Combat Reflexes, Dead 
  Aim, Double Tap, Endurance, Far Shot, Fast Track, 
  Forced March, Guide, Heroic Surge, Improved Damage 
  Threshold, Marksman, Mountaineer, Paratrooper, Point 
  Blank Shot, Precise Shot, Quick Draw, Quick Reload, 
  Renown, Sharpshooter, Stealthy, Strafe, Surface Vehicle 
  Operation, Tactician, Toughness, Track, Weapon Focus, 
  Advanced Training (All).
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  Air Force Pararescue
  The job of the Air Force’s elite Pararescue Special 
  Operations Unit is to parachute into enemy territory 
  and recover downed pilots, providing any necessary 
  medical attention, and escorting them to safety. If injured 
  personnel are too injured to be moved, the Pararescue 
  unit stays with them until a rescue is possible, making 
  contact with any friendly indigenous forces if possible.
  Pararescue was born in the Second World War when 
  the crew of a C-46, 21 men, ditched into an uncharted 
  jungle near the China-Burma border.  Lt. Colonel Don 
  Fleckinger, and a volunteer unit of medical corpsmen, 
  parachuted in, and with the help of friendly natives, 
  tended the wounded for more than a month before escape 
  was possible.
  In addition to more traditional special ops training, 
  including small unit tactics, HALO Paradrop training, 
  and advanced firearms training, Pararescue soldiers also 
  become fully trained trauma physicians, in a course that 
  is both physically and mentally grueling, and lasts a full 
  year.
  In peacetime, the Pararescue acts as an elite search and 
  rescue force during times of natural disaster, assisting 
  Coast Guard and allied foreign nations.  They also 
  provide emergency retrieval teams to NASA.
  Pararescue forces wear maroon berets, and live their 
  motto: “These things we do, that others may live”.
  Air Force Pararescue units are stationed all over the 
  world to allow a quick response.  In addition to being 
  posted at several American airfields, Pararescue units are 
  stationed in Britain, Okinawa, and Iceland as well.
  Requirements
  To qualify for Pararescue, a character must meet the 
  following criteria.
  Allegiance: Active or Reserve Duty (U.S. Air Force).
  Base Attack Bonus: +5.
  Skills: Craft (Chemical) 5 Ranks, Craft 
  (Pharmaceutical) 5 Ranks, Paradrop 8 Ranks, Treat 
  Injury 8 Ranks.
  Feats: Personal Firearms, Teamwork (U.S. Air Force).
  Advanced Training:  MOS (Medical) Skill Level 
  2, Jump School, one terrain Warfare College (usually 
  Amphibious, but each unit tries to have at least one 
  specialist for each terrain), Defense Language Institute.
    
  Class Information
  The following features pertain to the Pararescue Prestige 
  class.
  Hit Die: 1d8.
  Action Points: 7 + 1⁄2 character level, rounded down, 
  every time the character gains a level in this class.
  Class Skills: The Pararescue class skills are as 
  follows: Climb, Communications Operation, Craft 
  (Chemical), Craft (Pharmaceutical), Diplomacy, Drive, 
  Hide, Intimidate, Jump, Knowledge (Tactics), Move 
  Silently, Navigate, Paradrop, Survival, Swim, Treat 
  Injury, Use Rope.
  Skill Points per Level: 9 + Intelligence modifier..
  
  Military Characters
  12
  Class Features
  The following features pertain to the Pararescue prestige 
  class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Grace Under Pressure:  At 3rd level, Air Force 
  Pararescue characters can add their class level to the 
  following skills once per day: Craft (Chemical), Craft 
  (Pharmaceutical), Diplomacy, Hide, Move Silently, 
  Paradrop, Treat Injury.  At 7th level this ability may be 
  used twice per day, and at 9th level three times per day.
  Bush Medicine:  Pararescue characters are 
  accustomed to performing medicine in less than ideal 
  conditions.  At 5th level, the character can perform 
  the following skills without the proper tools or 
  facilities, at no penalty: Craft (Chemical), 
  Craft (Pharmaceutical), Treat Injury.  The 
  character may also take 10 on Treat Injury 
  skill checks even while under stress.
  Bonus Feats: Advanced Firearms 
  Proficiency, Air Traffic Control Expert, 
  Alertness, Armor Proficiency (heavy), 
  Armor Proficiency (light), Armor 
  Proficiency (medium), Athletic, 
  Burst Fire, Combat Martial 
  Arts, Combat Reflexes, Cover 
  Fire, Dead Aim, Double Tap, 
  Endurance, Far Shot, Fast 
  Track, Forced March, Guide, 
  Heroic Surge, Improved 
  Damage Threshold, 
  Marksman, Mountaineer, 
  Paratrooper, 
  Point Blank Shot, 
  Precise Shot, 
  Quick Draw, Quick 
  Reload, Renown, 
  Sharpshooter, Stealthy, 
  Strafe, Surface 
  Vehicle Operation, 
  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.
  Army 75th Ranger 
  Regiment
  The 75th Ranger Regiment is composed of three 
  Battalions: 1st Battalion, based out of Hunter Army Air 
  Field, Georgia; 2nd Battalion, based out of Fort Lewis, 
  Washington; and the 3rd Battalion based out of Fort 
  Benning, Georgia.
  The Rangers are the elite fast-deployment force of the 
  United States Army.  They allow the United States to 
  project its power, providing a cohesive fighting unit that 
  can reach any place in the world in 18 hours.  Rangers 
  are trained in airborne operations, and are trained to 
  operate in a wide variety of terrain.  They may be used 
  in a variety of roles, from airborne assault to special 
  operations.  Their specialty is the surprise, airborne 
  attack, allowing the quick capture of key facilities 
  such as airports and bridges.
  The Rangers were created when the United States 
  entered the Second World War.  Major General Lucian 
  K. Truscott submitted a proposal to General George C. 
  Marshall that the United States create “an American 
  unit along the lines of the British Commandos”.  
  The 1st Ranger Battalion was formed soon after, 
  comprised of hand picked volunteers.
  Rangers have been known for their 
  distinctive black berets for some time, and 
  have even been referred to as the “black 
  berets”.  However, the Army recently 
  approved the black beret for all servicemen, 
  so the Rangers have adopted a tan beret.
  Requirements
  To qualify to become a Ranger, a 
  character must meet the following 
  criteria. 
  Allegiance:  Active Duty (United 
  States Army).
  Base Attack Bonus: +5.
  Skills:  Knowledge (Tactics) 5 Ranks, 
  Paradrop 5 Ranks, Survival 5 Ranks.
  Feats:  Personal Firearms, Teamwork (U.S. 
  Army).
  Advanced Training:  MOS: Infantryman, 
  Jump School, one Terrain Warfare college 
  (Amphibious Warfare, Arctic Warfare, Desert 
  Warfare, Jungle/Swamp Warfare, Mountain 
  Warfare, or Urban Warfare).
  
  Military Characters
  13
  Class Information
  The following features pertain to 
  the Ranger Prestige class.
  Hit Die: 1d10.
  Action Points:  7 + 1⁄2 character 
  level, rounded down.
  Class Skills: The Ranger class 
  skills are as follows: Balance, 
  Climb, Demolitions, Drive, Hide, 
  Intimidate, Jump, Knowledge 
  (Tactics), Move Silently, Navigate, 
  Paradrop, Spot, Survival, Swim, 
  Tumble, Use Rope.
  Skill Points per Class Level: 5 + 
  Intelligence modifier.
  Class Features
  The following features pertain to 
  the Ranger Prestige class.
  Special Ops Talent: The 
  character may choose one talent 
  from the Special Operations 
  Training section.  The character 
  must meet all prerequisites for any 
  ability chosen.
  Death From Above:  Once per day the character may 
  add his Ranger level to the following skills:  Navigate, 
  Paradrop, or Survival.  Characters with this ability are 
  not flat-footed while in the air during a paradrop (see the 
  paradrop skill for more information).
  Terrain Specialization:  Rangers are given extensive 
  training in fighting and surviving in either many different 
  forms of terrain, or specializing in one form of terrain.  
  At 3rd, 5th, 7th, and 9th level, the Ranger may either pick 
  a new Terrain Warfare college package, or increase 
  the bonus granted by a Terrain Warfare college by +1 
  (increasing the attack and skill bonuses by +1).
  Bonus Feats:  Advanced Firearms Proficiency, 
  Alertness, Armor Proficiency (heavy), Armor Proficiency 
  (light), Armor Proficiency (medium), Athletic, 
  Burst Fire, Combat Martial Arts, Combat Reflexes, 
  Cover Fire, Double Tap, Endurance, Exotic Firearms 
  Proficiency, Far Shot, Forced March, Grenadier, Guide, 
  Improved Damage Threshold, Marksman, Mountaineer, 
  Paratrooper, Point Blank Shot, Precise Shot, Quick 
  Draw, Quick Reload, Renown, 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.
  Table 1-3: Army 75th Ranger Regiment
  Level
  Base Attack 
  Bonus
  Fort Save Ref Save Will Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Special Ops Talent; Death from Above
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bonus Feat
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Special Ops Talent; Terrain Specialization
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  5th 
  +3
  +3
  +3
  +1
  Special Ops Talent; Terrain Specialization
  +3
  +1
  6th 
  +4
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7th 
  +5
  +4
  +4
  +2
  Special Ops Talent; Terrain Specialization
  +4
  +2
  8th 
  +6
  +4
  +4
  +2
  Bonus Feat
  +4
  +2
  9th 
  +6
  +4
  +4
  +3
  Special Ops Talent; Terrain Specialization
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Bonus Feat
  +5
  +3
  
  Military Characters
  14
  Army 160th SOAR 
  (Special Operations Aviation Regiment)
  SOAR’s job is to provide air support, insertion, and 
  extraction to Army special operations personnel.  This 
  unit has a number of utility and attack helicopters at its 
  disposal.  SOAR’s nickname is the Nighthawks, and 
  their motto is “The Nighthawks never quit”.  This unit 
  fills the same role as the Air Force’s special operations 
  Command unit, which provides air support for the 
  Special Operations units of any branch of service.  
  Characters wishing to join that unit may use the class 
  information listed below.
  Requirements
  To qualify for SOAR, a character must meet the 
  following criteria.
  Table 1-4: Army 160th SOAR 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +2
  +0
  Strafing +1
  +1
  +0
  2nd 
  +1
  +0
  +3
  +0
  Air Support +3
  +1
  +0
  3rd 
  +2
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4th 
  +3
  +1
  +4
  +1
  Strafing +2
  +2
  +1
  5th 
  +3
  +1
  +4
  +1
  Air Support +4
  +3
  +1
  Allegiance:  Active Duty 
  (U.S. Army).
  Skills:  Communications 
  Operation 5 Ranks, Pilot 10 
  Ranks.
  Feats:  Teamwork (U.S. 
  Army).
  Advanced Training:  
  MOS Pilot Skill Level 2, 
  Jump School.
  Class Information
  The following features 
  pertain to the SOAR 
  Prestige class.
  Hit Die: 1d6.
  Action Points: 7 + 1⁄2 
  character level, rounded 
  down.
  Class Skills: The SOAR 
  class skills are as follows: 
  Air Traffic Control, 
  Climb, Communications 
  Operation, Jump, 
  Knowledge (Tactics), 
  Navigate, Paradrop, Pilot, 
  Repair, Spot, Survival, Use Rope.
  Skill Points per Level: 9 + Intelligence modifier. 
  Class Features
  The following features pertain to the SOAR prestige 
  class.
  Strafing:  When the character attacks forces on the 
  ground from the air, he gains the listed bonus to hit.
  Air Support:  Specially trained in combined arms 
  operations, and in particular support of forces on the 
  ground, SOAR pilots provide an increased bonus when 
  providing air support.
  Bonus Feat: Combat Pilot, Cover Fire, Exotic 
  Firearms Proficiency, Sharpshooter, Weapon Focus  
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  
  Military Characters
  15
  Army Delta Force
  In 1977, Special Forces Colonel Charles 
  Beckwith returned from an assignment with 
  the British Special Air Service with the idea 
  to make an American equivalent: a highly 
  trained hostage-rescue and anti-terrorism 
  force.  After selling his superiors on the 
  idea, the 1st Special Forces Operational 
  Detachment, Delta was created.  Unlike 
  other special operations forces, virtually 
  every aspect of Delta is classified, including 
  how many units exist, and how many 
  soldiers make up each unit.
  Requirements
  To qualify for Delta Force, a character must 
  meet the following criteria.
  Allegiance:  Active Duty (United States 
  Army).
  Base Attack Bonus: 10+.
  Skills: Knowledge (Tactics) 8 Ranks, 
  Hide 8 Ranks, Move Silently 8 Ranks, 
  Paradrop 8 Ranks.
  Feats:  Personal Firearms, Advanced 
  Firearms, Teamwork (U.S. Army).
  Advanced Training:  MOS: Infantryman 
  (Skill Level 3), Jump School, Urban 
  Warfare, Amphibious Warfare, Defense Language 
  Institute
  Class Information
  The following features pertain to the Delta Force 
  prestige class.
  Hit Die: 1d12.
  Action Points: 7 + 1⁄2 character level, rounded down.
  Class Skills: The Delta Force class skills are as 
  follows: Climb, Decipher Script, Demolitions, Disable 
  Device, Drive, Electronic Warfare, Gather Information, 
  Hide, Intimidate, Investigate, Knowledge (Current 
  Events, Tactics), Listen, Move Silently, Navigate, 
  Paradrop, Sense Motive, Spot, Survival, Swim, Use 
  Rope.
  Skill Points per Level: 7 + Intelligence modifier.
  Table 1-5: Army Delta Force
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +2
  +0
  Special Ops Talent; Counter Terrorist +1
  +1
  +0
  2nd 
  +2
  +3
  +3
  +0
  Hostage Rescue
  +1
  +0
  3rd 
  +3
  +3
  +3
  +1
  Special Ops Talent; Counter Terrorist +2
  +2
  +0
  4th 
  +4
  +4
  +4
  +1
  Bonus Feat
  +2
  +1
  5th 
  +5
  +4
  +4
  +1
  Special Ops Talent; Counter Terrorist +3
  +3
  +1
  6th 
  +6
  +5
  +5
  +2
  Hostage Rescue (no Crossfire); Bonus Feat
  +3
  +1
  7th 
  +7
  +5
  +5
  +2
  Special Ops Talent; Counter Terrorist +4
  +4
  +2
  8th 
  +8
  +6
  +6
  +2
  Bonus Feat
  +4
  +2
  9th 
  +9
  +6
  +6
  +3
  Special Ops Talent; Counter Terrorist +5
  +5
  +2
  10th 
  +10
  +7
  +7
  +3
  Bonus Feat
  +5
  +3
  
  Military Characters
  16
  Army Special Forces 
  (Green Berets)
  The Army Special Forces, colloquially known as 
  the “Green Berets” (a term they do not care for), are 
  composed of five active and two reserve units: 1st SFG, 
  based out of Ft. Lewis, Washington, specializing in 
  the Pacific and East Asia; 3rd SFG, based out of Ft. 
  Bragg, North Carolina, specializing in the Caribbean 
  and West Africa; 5th SFG, based out of Ft. Campbell, 
  Kentucky, specializing in Southwest Asia and Northeast 
  Africa; 7th SFG, based out of Ft. Bragg, North Carolina, 
  specializing in Central and South America; 10th SFG, 
  based out of Ft. Carson, Colorado, specializing in 
  Europe; 19th SFG (National Guard); 20th SFG (National 
  Guard).
  The Army Special Forces’ chief 
  responsibilities are: Foreign Internal 
  Defense, Unconventional Warfare, 
  Reconnaissance, Direct Action, and 
  Counter-Terrorism.  The Special Forces 
  are active in time of peace and times 
  of war.
  Foreign Internal Defense is the 
  primary mission of the Special 
  Forces, the training and equipping 
  of friendly foreign forces, allowing 
  them to defend themselves and keep 
  their nations secure.  In recent years, 
  Special Forces units have been heavily 
  involved in training the Afghanistan 
  Army in Kabul.  These situations 
  require the Special Forces to act as 
  “field diplomats”, teaching soldiers not 
  just how to fight and survive, but also 
  strengthening relationships between 
  the United States and friendly foreign 
  nations. When you hear the term 
  “American Advisors” on the nightly 
  news, what is usually being referred to 
  is Special Forces engaged in Foreign 
  Internal Defense or Unconventional 
  Warfare Operations.
  Unconventional Warfare involves 
  Class Features
  The following features pertain to the Delta Force 
  prestige class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Counter Terrorist:  One of Delta’s primary missions 
  is to find, deter, or eliminate terrorists.  Delta Force 
  characters gain the listed bonus to damage rolls and the 
  following skills:  Decipher Script, Electronic Warfare, 
  Gather Information, Intimidate, Investigate, Knowledge 
  (Tactics).
  Hostage Rescue:  Delta’s other primary mission is 
  the rescue of hostages.  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 6th level and above, 
  characters with this ability never hit innocents by way of 
  crossfire (see new combat rules for more information).
  Bonus Feats:  Advanced Firearms Proficiency, 
  Alertness, Armor Proficiency (heavy), Armor Proficiency 
  (light), Armor Proficiency (medium), Athletic, Burst 
  Fire, Combat Martial Arts, Combat Reflexes, Cover Fire, 
  Double Tap, Endurance, Exotic Firearms Proficiency, 
  Far Shot, Forced March, Grenadier, Guide, Improved 
  Damage Threshold, Marksman, Paratrooper, Point Blank 
  Shot, Precise Shot, Quick Draw, Quick Reload, Renown, 
  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.
  
  Military Characters
  17
  combat action in enemy territory, and could include 
  sabotage, or contact with friendly forces inside hostile 
  territory for the purpose of training and equipping an 
  indigenous force to aid in an attack on an enemy.  In 
  Operation: Iraqi Freedom, for example, the Special 
  Forces made contact with the Kurds in Northern Iraq, 
  provided them with training and equipment, and 
  conducted joint operations with them against forces 
  in Northern Iraq.  In cases like this, in which an active 
  hostility is being carried out by the United States, 
  Special Forces will actively lead, and fight alongside, 
  indigenous forces.
  Special Forces make ideal reconnaissance units.  
  Since all Special Forces attend the Defense Language 
  Institute, they are able to blend in to foreign populations, 
  asking questions and finding out much more information 
  than could be gained by electronic or traditional 
  reconnaissance.  
  Direct Action involves combat, usually the destruction 
  or seizure of a key enemy objective (a power station to 
  black out a city prior to a night assault), or recovering or 
  kidnapping personnel. 
  Counter Terrorism involves offensive action to 
  prevent, counteract, or deter terrorist attacks.  This makes 
  it notably different than anti-terrorism (although the 
  nightly news will often use the terms interchangeably), 
  which focuses strictly on prevention of terrorism.
  The basic Special Forces unit is the A-Team, a 
  twelve-man unit comprised of a commander, an 
  executive officer, a team sergeant, and specialists in 
  communications, engineering, medicine, and weapons. 
  See the Small Unit Combat section for information on 
  unit experience.
  Special Forces Communications 
  Sergeant
  The Special Forces Communications Sergeant serves 
  as the team’s link with the outside world, and a way 
  for his team to intercept enemy transmissions vital for 
  performing reconnaissance duties. Like all Special 
  Forces personnel, he is also skilled at organizing, 
  training, and supervising indigenous forces in the use of 
  communications equipment.
  Requirements
  To qualify to become a member of a Special Forces unit, 
  a character must fulfill all the following criteria.
  Allegiance:  Active Duty (United States Army).
  Base Attack Bonus: +5.
  Skills:  Communications Operation 8 Ranks, 
  Electronic Warfare 8 Ranks, Knowledge (Tactics) 5 
  Ranks.
  Feats:  Personal Firearms, Teamwork (U.S. Army).
  Advanced Training:  Jump School, MOS: Signals 
  (Skill Level 2), Defense Language Institute.
  Rank: E-5 (Sergeant).
  Class Information
  The following features pertain to the Special Forces 
  prestige class.
  Hit Die: 1d8.
  Action Points: 7 + 1⁄2 character level, rounded down.
  Class Skills: The Special Forces class skills are 
  as follows: Climb, Communications Operation, 
  Cryptography, Decipher Script, Demolitions, Diplomacy, 
  Drive, Electronic Warfare, Hide, Intimidate, Jump, 
  Knowledge (Current Events, Popular Culture, Tactics), 
  Hide, Move Silently, Navigate, Paradrop, Repair, Spot, 
  Survival, Swim, Use Rope.
  Skill Points per Level: 9 + Intelligence modifier.
  Class Features
  The following features pertain to the Special Forces 
  prestige class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Indigenous Training:  Special Forces personnel are 
  skilled teachers able to mobilize, organize, and train 
  indigenous forces friendly to the United States.  The 
  Special Forces Communications Sergeant has the ability 
  to pass on basic skill levels in the following skills: 
  Communications Operation, Cryptography, Decipher 
  Script, and Electronic Warfare.  Training adds the 
  listed skills to the permanent class skill list of those 
  who receive the training.  The character must spend at 
  least 120 Hours to train a small group (no more than 5 
  people per class level).  At least one hour per day must 
  be spent in training, or it must be restarted.  However, 
  the character may spend any time not used in training 
  conducting other operations, such as reconnaissance and 
  counter-insurgency operations.
  For GMs using the Small Unit Combat rules, units 
  trained by a character with this ability gain 2 XP per 
  month, and characters with this ability may grant any 
  unit capable of learning a unit specialty the Signals 
  specialty.  See the Small Unit Combat section and unit 
  specialties for more information.
  Cross Training:  Special Forces characters are not 
  only expected to train indigenous friendly personnel, 
  but their teammates as well.  At 3rd level, 6th level, and 
  9th level, may take one of the following MOS packages 
  as a bonus feat: MOS Combat Engineering, MOS 
  Infantryman, MOS Intelligence, or MOS Medical. 
  Grace Under Pressure:  At 5th level, the Special 
  Forces Communications Sergeant can add his class level 
  
  Military Characters
  18
  to the following skills once per day: Communications 
  Operation, Cryptography, Decipher Script, Electronic 
  Warfare, Hide, Move Silently, Paradrop.  At 10th level 
  this ability may be used twice per day. 
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, the 
  Special Forces character can receive additional training 
  from his branch of service in the form of a bonus feat: 
  Advanced Firearms Proficiency, Alertness, Armor 
  Proficiency (heavy), Armor Proficiency (light), Armor 
  Proficiency (medium), Athletic, Burst Fire, Combat 
  Martial Arts, Combat Reflexes, Cover Fire, Double Tap, 
  Electronic Warfare Expert, Endurance, Far Shot, Forced 
  March, Grenadier, Guide, Improved Damage Threshold, 
  Marksman, Mountaineer, Paratrooper, Point Blank Shot, 
  Precise Shot, Quick Draw, Quick Reload, Renown, 
  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.
  Special Forces 
  Engineering Sergeant
  The Special Forces Engineering Sergeant serves 
  as the team’s technical expert, providing skill in 
  combat construction, mine laying, mine removal, and 
  demolitions. Like all Special Forces personnel, he is 
  also skilled at organizing, training, and supervising 
  indigenous forces in demolitions and combat engineering 
  techniques.
  Requirements
  To qualify to become a member of a Special Forces unit, 
  a character must fulfill all the following criteria.
  Allegiance:  Active Duty (United States Army).
  Base Attack Bonus: +5.
  Skills: Craft (Structural) 8 Ranks, Demolitions 8 
  Ranks, Knowledge (Tactics) 5 Ranks.
  Feats: Personal Firearms, Teamwork (U.S. Army).
  Advanced Training: Jump School, MOS: Combat 
  Engineering (Skill Level 2), Defense Language Institute.
  Rank: E-5 (Sergeant).
  Class Information
  The following features pertain to the Special Forces 
  prestige class.
  Hit Die: 1d8.
  Action Points:  7 + 1⁄2 character level, rounded down.
  Class Skills: The Special Forces class skills are as 
  follows: Climb, Craft (Mechanical), Craft (Structural), 
  Demolitions, Diplomacy, Disable Device, Drive, Hide, 
  Intimidate, Jump, Knowledge (Current Events, Popular 
  Culture, Tactics), Move Silently, Navigate, Paradrop, 
  Repair, Search, Spot, Survival, Swim, Use Rope.
  Skill Points per Level: 9 + Intelligence modifier.
  Class Features
  The following features pertain to the Special Forces 
  prestige class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Indigenous Training:  Special Forces personnel are 
  skilled teachers able to mobilize, organize, and train 
  indigenous forces friendly to the United States.  The 
  Special Forces Engineering Sergeant has the ability to 
  pass on basic skill levels in the following skills: Craft 
  (Mechanical), Craft (Structural), Demolitions, and 
  Repair.  Training adds the listed skills to the permanent 
  class skill list of those who receive the training.  The 
  Table 1-6: Communications Sergeant
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +2
  +2
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +1
  +3
  +3
  +0
  Indigenous Training; Bonus Feat
  +1
  +0
  3rd 
  +2
  +3
  +3
  +1
  Special Ops Talent; Cross Training
  +2
  +0
  4th 
  +3
  +4
  +4
  +1
  Bonus Feat
  +2
  +1
  5th 
  +3
  +4
  +4
  +1
  Special Ops Talent; Grace Under Pressure 1/day
  +3
  +1
  6th 
  +4
  +5
  +5
  +2
  Cross Training; Bonus Feat
  +3
  +1
  7th 
  +5
  +5
  +5
  +2
  Special Ops Talent
  +4
  +2
  8th 
  +6
  +6
  +6
  +2
  Bonus Feat
  +4
  +2
  9th 
  +6
  +6
  +6
  +2
  Special Ops Talent; Cross Training
  +5
  +2
  10th 
  +7
  +7
  +7
  +3
  Grace Under Pressure 2/day; Bonus Feat
  +5
  +3
  
  Military Characters
  19
  The character must meet all prerequisites for any feat 
  taken as a bonus feat.
  Special Forces 
  Intelligence Specialist
  The Special Forces Intelligence Specialist serves as 
  the team’s data analyst, coordinator and liaison. The 
  Intelligence Specialist’s primary mission is to interpret 
  data, question indigenous personnel, and estimate 
  mission requirements. The Intelligence Specialist is 
  a vital link in the Special Forces team, required to 
  identify possible targets, gather information, and analyze 
  intelligence data gained while the mission progresses. 
  Like all Special Forces personnel, he is also skilled 
  at organizing, training, and supervising indigenous 
  forces in reconnaissance, intelligence gathering, and 
  interrogation techniques.
  Requirements
  To qualify to become a member of a Special Forces unit, 
  a character must fulfill all the following criteria.
  Allegiance:  Active Duty (United States Army).
  Base Attack Bonus: +5.
  Skills:  Gather Information 8 Ranks, Intimidate 8 
  Ranks, Knowledge (Tactics) 5 Ranks, Sense Motive 8 
  ranks.
  Feats:  Personal Firearms, Teamwork (U.S. Army).
  Advanced Training:  Jump School, MOS: 
  Intelligence- character must take the Interrogation feat 
  (Skill Level 2), Defense Language Institute.
  Rank: E-5 (Sergeant)
  character must spend at least 120 Hours to train a small 
  group (no more than 5 people per class level).  At least 
  one hour per day must be spent in training, or it must be 
  restarted.  However, the character may spend any time 
  not used in training conducting other operations, such as 
  reconnaissance and counter-insurgency operations.
  For GMs using the Small Unit Combat rules, units 
  trained by a character with this ability gain 2 XP per 
  month, and characters with this ability may grant any 
  unit capable of learning a unit specialty the Combat 
  Engineering specialty.  See the Small Unit Combat 
  section and unit specialties for more information.
  Cross Training:  Special Forces characters are not 
  only expected to train indigenous friendly personnel, 
  but their teammates as well.  At 3rd level, 6th level, and 
  9th level, may take one of the following MOS packages 
  as a bonus feat: MOS Combat Engineering, MOS 
  Infantryman, MOS Intelligence, or MOS Medical.
  Grace Under Pressure:  At 5th level, the Special 
  Forces Engineering Sergeant can add his class level to 
  the following skills once per day: Craft (Structural), 
  Demolitions, Disable Device, Hide, Move Silently, 
  Paradrop, Search.  At 10th level this ability may be used 
  twice per day. 
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, 
  the Special Forces character can receive additional 
  training from his branch of service in the form of a 
  bonus feat: Advanced Firearms Proficiency, Alertness, 
  Armor Proficiency (heavy), Armor Proficiency (light), 
  Armor Proficiency (medium), Athletic, Builder, Burst 
  Fire, Combat Martial Arts, Combat Reflexes, Cover 
  Fire, Double Tap, Endurance, Far Shot, Forced March, 
  Grenadier, Guide, Improved Damage Threshold, 
  Marksman, Mountaineer, Paratrooper, Point Blank Shot, 
  Precise Shot, Quick Draw, Quick Reload, Renown, 
  Sharpshooter, Stealthy, Strafe, Tactician, Toughness, 
  Track, Voice of Command, Weapon Focus, Advanced 
  Training (all). 
  Table 1-7: ENGINEERING SERGEANT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +2
  +2
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +1
  +3
  +3
  +0
  Indigenous Training; Bonus Feat
  +1
  +0
  3rd 
  +2
  +3
  +3
  +1
  Special Ops Talent; Cross Training
  +2
  +0
  4th 
  +3
  +4
  +4
  +1
  Bonus Feat
  +2
  +1
  5th 
  +3
  +4
  +4
  +1
  Hasty Construction; Grace Under Pressure 1/day
  +3
  +1
  6th 
  +4
  +5
  +5
  +2
  Cross Training; Bonus Feat
  +3
  +1
  7th 
  +5
  +5
  +5
  +2
  Special Ops Talent
  +4
  +2
  8th 
  +6
  +6
  +6
  +2
  Bonus Feat
  +4
  +2
  9th 
  +6
  +6
  +6
  +2
  Special Ops Talent; Cross Training
  +5
  +2
  10th 
  +7
  +7
  +7
  +3
  Grace Under Pressure 2/day; Bonus Feat
  +5
  +3
  
  Military Characters
  20
  Class Information
  The following features pertain to the Special Forces 
  prestige class.
  Hit Die: 1d8.
  Action Points: 7 + 1⁄2 character level, rounded down.
  9lass Skills: The Special Forces class skills are as 
  follows: Climb, Demolitions, Diplomacy, Disable 
  Device, Drive, Gather Information, Hide, Intimidate, 
  Jump, Knowledge (Current Events, Popular Culture, 
  Tactics), Move Silently, Navigate, Paradrop, Search, 
  Sense Motive, Spot, Survival, Swim, Use Rope.
  Skill Points per Level: 9 + Intelligence modifier.
  Class Features
  The following features pertain to the Special Forces 
  prestige class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Indigenous Training:  Special Forces personnel are 
  skilled teachers able to mobilize, organize, and train 
  indigenous forces friendly to the United States.  The 
  Special Forces Intelligence Specialist has the ability 
  to pass on basic skill levels in the following skills: 
  Gather Information, Interrogate, Sense Motive, Spot.  
  Training adds the listed skills to the permanent class 
  skill list of those who receive the training.  The character 
  must spend at least 120 Hours to train a small group 
  (no more than 5 people per class level).  At least one 
  hour per day must be spent in training, or it must be 
  restarted.  However, the character may spend any time 
  not used in training conducting other operations, such as 
  reconnaissance and counter-insurgency operations.
  For GMs using the Small Unit Combat rules, units 
  trained by a character with this ability gain 2 XP per 
  month, and characters with this ability may grant any 
  unit capable of learning a unit specialty the Intelligence 
  specialty.  See the Small Unit Combat section and unit 
  specialties for more information.
  Cross Training:  Special Forces characters are not 
  only expected to train indigenous friendly personnel, 
  but their teammates as well.  At 3rd level, 6th level, and 
  9th level, may take one of the following MOS packages 
  as a bonus feat: MOS Combat Engineering, MOS 
  Infantryman, MOS Intelligence, or MOS Medical.
  Grace Under Pressure:  At 5th level, the Special 
  Forces Intelligence Specialist can add his class level to 
  the following skills once per day: Gather Information, 
  Hide, Interrogate, Move Silently, Paradrop, Sense 
  Motive, Spot.  At 10th level this ability may be used 
  twice per day. 
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, 
  the Special Forces character can receive additional 
  training from his branch of service in the form of a 
  bonus feat: Advanced Firearms Proficiency, Alertness, 
  Armor Proficiency (heavy), Armor Proficiency (light), 
  Armor Proficiency (medium), Athletic, Builder, Burst 
  Fire, Combat Martial Arts, Combat Reflexes, Cover 
  Fire, Double Tap, Endurance, Far Shot, Forced March, 
  Grenadier, Guide, Improved Damage Threshold, 
  Marksman, Mountaineer, Paratrooper, Point Blank Shot, 
  Precise Shot, Quick Draw, Quick Reload, Renown, 
  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
  Table 1-8: Intelligence Specialist
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +2
  +2
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +1
  +3
  +3
  +0
  Indigenous Training; Bonus Feat
  +1
  +0
  3rd 
  +2
  +3
  +3
  +1
  Special Ops Talent; Cross Training
  +2
  +0
  4th 
  +3
  +4
  +4
  +1
  Bonus Feat
  +2
  +1
  5th 
  +3
  +4
  +4
  +1
  Special Ops Talent; Grace Under Pressure 1/day
  +3
  +1
  6th 
  +4
  +5
  +5
  +2
  Cross Training; Bonus Feat
  +3
  +1
  7th 
  +5
  +5
  +5
  +2
  Special Ops Talent
  +4
  +2
  8th 
  +6
  +6
  +6
  +2
  Bonus Feat
  +4
  +2
  9th 
  +6
  +6
  +6
  +2
  Special Ops Talent; Cross Training
  +5
  +2
  10th 
  +7
  +7
  +7
  +3
  Grace Under Pressure 2/day; Bonus Feat
  +5
  +3
  
  Military Characters
  21
  Table 1-9: medical Sergeant
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +2
  +2
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +1
  +3
  +3
  +0
  Indigenous Training; Bonus Feat
  +1
  +0
  3rd 
  +2
  +3
  +3
  +1
  Special Ops Talent; Cross Training
  +2
  +0
  4th 
  +3
  +4
  +4
  +1
  Bonus Feat
  +2
  +1
  5th 
  +3
  +4
  +4
  +1
  Bush Medicine; Grace Under Pressure 1/day
  +3
  +1
  6th 
  +4
  +5
  +5
  +2
  Cross Training; Bonus Feat
  +3
  +1
  7th 
  +5
  +5
  +5
  +2
  Special Ops Talent
  +4
  +2
  8th 
  +6
  +6
  +6
  +2
  Bonus Feat
  +4
  +2
  9th 
  +6
  +6
  +6
  +2
  Special Ops Talent; Cross Training
  +5
  +2
  10th 
  +7
  +7
  +7
  +3
  Grace Under Pressure 2/day; Bonus Feat
  +5
  +3
  Special Forces Medical 
  Sergeant
  The Special Forces Medical Sergeant serves as the 
  team’s doctor, providing medical care to both his team 
  and indigenous personnel as warranted. Like all Special 
  Forces personnel, he is also skilled at organizing, 
  training, and supervising indigenous forces in proper 
  medical techniques. When organizing insurgency forces 
  using indigenous personnel, the Special Forces Medical 
  Sergeant conducts preliminary screening on indigenous 
  personnel to ensure combat readiness.
  Requirements
  To qualify to become a member of a Special Forces unit, 
  a character must fulfill all the following criteria.
  Allegiance:  Active Duty (United States Army).
  Base Attack Bonus: +5.
  Skills:  Craft (Pharmaceutical) 8 Ranks, Knowledge 
  (Tactics) 5 Ranks, Treat Injury 8 Ranks.
  Feats:  Personal Firearms, Teamwork (U.S. Army), 
  Surgery.
  Advanced Training:  Jump School, MOS: Medical 
  (Skill Level 2), Defense Language Institute.
  Rank: E-5 (Sergeant).
  Class Information
  The following features pertain to the Special Forces 
  prestige class.
  Hit Die: 1d8.
  Action Points:  7 + 1⁄2 character level, rounded down.
  Class Skills: The Special Forces class skills 
  are as follows: Climb, Craft (Chemical), Craft 
  (Pharmaceutical), Diplomacy, Drive, Hide, Intimidate, 
  Jump, Knowledge (Current Events, Popular Culture, 
  Tactics), Move Silently, Navigate, Paradrop, Spot, 
  Survival, Swim, Treat Injury, Use Rope.
  Skill Points per Level: 9 + Intelligence modifier.
  Class Features
  The following features pertain to the Special Forces 
  prestige class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Indigenous Training:  Special Forces personnel 
  are skilled teachers able to mobilize, organize, and 
  train indigenous forces friendly to the United States.  
  The Special Forces Medical Sergeant has the ability 
  to pass on basic skill levels in the following skills: 
  Craft (Chemical), Craft (Pharmaceutical), Treat Injury.  
  Training adds the listed skills to the permanent class 
  skill list of those who receive the training.  The character 
  must spend at least 120 Hours to train a small group 
  (no more than 5 people per class level).  At least one 
  hour per day must be spent in training, or it must be 
  restarted.  However, the character may spend any time 
  not used in training conducting other operations, such as 
  reconnaissance and counter-insurgency operations.
  For GMs using the Small Unit Combat rules, units 
  trained by a character with this ability gain 2 XP per 
  month, and characters with this ability may grant any 
  unit capable of learning a unit specialty the Medical 
  specialty.  See the Small Unit Combat section and unit 
  specialties for more information.
  Cross Training:  Special Forces characters are not 
  only expected to train indigenous friendly personnel, 
  but their teammates as well.  At 3rd level, 6th level, and 
  9th level, may take one of the following MOS packages 
  as a bonus feat: MOS Combat Engineering, MOS 
  Infantryman, MOS Intelligence, or MOS Medical.
  Bush Medicine:  Medical Sergeant characters are 
  
  Military Characters
  22
  accustomed to performing medicine in less than ideal 
  conditions.  At 5th level, the character can perform the 
  following skills without the proper tools or facilities, at 
  no penalty: Craft (Chemical), Craft (Pharmaceutical), 
  Treat Injury.  The character may also take 10 on Treat 
  Injury skill checks even while under stress.
  Grace Under Pressure:  At 5th level, the Special 
  Forces Medical Sergeant can add his class level to the 
  following skills once per day: Craft (Pharmaceutical), 
  Diplomacy, Treat Injury, Hide, Move Silently, Paradrop.  
  At 10th level this ability may be used twice per day. 
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, the 
  Special Forces character can receive additional training 
  from his branch of service in the form of a bonus feat: 
  Advanced Firearms Proficiency, Alertness, Armor 
  Proficiency (heavy), Armor Proficiency (light), Armor 
  Proficiency (medium), Athletic, Burst Fire, Combat 
  Martial Arts, Combat Reflexes, Cover Fire, Double Tap, 
  Endurance, Far Shot, Forced March, Grenadier, Guide, 
  Improved Damage Threshold, Marksman, Medical 
  Expert, Paratrooper, Point Blank Shot, Precise Shot, 
  Quick Draw, Quick Reload, Renown, 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.
  Special Forces Weapons 
  Sergeant
  The Special Forces Weapons Sergeant serves as the 
  team’s weapon expert, providing expertise in heavy 
  weapons and serving as the team’s chief tactical 
  coordinator. Like all Special Forces personnel, he is 
  also skilled at organizing, training, and supervising 
  indigenous forces in weapons and tactics.
  Requirements
  To qualify to become a member of a Special Forces unit, 
  a character must fulfill all the following criteria.
  Allegiance:  Active Duty (United States Army).
  Base Attack Bonus: +7.
  Skills:  Craft (Structural) 5 Ranks, Knowledge 
  (Tactics) 10 Ranks.
  Feats:  Personal Firearms, Teamwork (U.S. Army), 
  Exotic Firearms (either M-60, LAW, or M-79).
  Advanced Training:  Jump School, MOS: 
  Infantryman (Skill Level 2), Defense Language Institute.
  Rank: E-5 (Sergeant).
  Class Information
  The following features pertain to the Special Forces 
  prestige class.
  Hit Die: 1d10.
  Action Points:  7 + 1⁄2 character level, rounded down.
  Class Skills: The Special Forces class skills are 
  as follows: Climb, Craft (Structural), Demolitions, 
  Diplomacy, Drive, Hide, Intimidate, Jump, Knowledge 
  (Current Events, Popular Culture, Tactics), Move 
  Silently, Navigate, Paradrop, Spot, Survival, Swim, Use 
  Rope.
  Skill Points per Level: 7 + Intelligence modifier.
  Class Features
  The following features pertain to the Special Forces 
  prestige class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Indigenous Training:  Special Forces personnel are 
  skilled teachers able to mobilize, organize, and train 
  indigenous forces friendly to the United States.  The 
  Table 1-10: Weapons Sergeant
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +2
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +2
  +3
  +3
  +0
  Indigenous Training; Bonus Feat
  +1
  +0
  3rd 
  +3
  +3
  +3
  +1
  Special Ops Talent; Cross Training
  +2
  +0
  4th 
  +4
  +4
  +4
  +1
  Bonus Feat
  +2
  +1
  5th 
  +5
  +4
  +4
  +1
  Special Ops Talent; Grace Under Pressure 1/day
  +3
  +1
  6th 
  +6
  +5
  +5
  +2
  Cross Training; Bonus Feat
  +3
  +1
  7th 
  +7
  +5
  +5
  +2
  Special Ops Talent
  +4
  +2
  8th 
  +8
  +6
  +6
  +2
  Bonus Feat
  +4
  +2
  9th 
  +9
  +6
  +6
  +2
  Special Ops Talent; Cross Training
  +5
  +2
  10th 
  +10
  +7
  +7
  +3
  Grace Under Pressure 2/day; Bonus Feat
  +5
  +3
  
  Military Characters
  23
  Marine Force Recon
  Force Recon’s mission is to provide the Marine Force 
  with a long-range, pre-assault reconnaissance capability.  
  Although these units have been in service since WWII, 
  Force Recon is a recent entry in the Special Operations 
  community.  Since the Marine Corps strives for every 
  member of its branch to be elite, the designation of one 
  unit as being “more elite” seemed counterproductive.  
  In recent years however, the Marine Corps reluctantly 
  designated Force Recon as a Special Operations unit, 
  so that it could take part in operations that had been 
  going to the Special Forces and Navy SEALs almost 
  exclusively.
  In the past, Force Recon worked strictly to provide 
  reconnaissance for Marine assaults, but with its new 
  designation as a Special Operations unit, has begun to 
  provide reconnaissance for joint military operations as 
  well.
  Force Recon units, which consist of a 23-man platoon, 
  always include some Snipers as well.  Throughout 
  their history dating back to WWII, but especially in 
  Viet Nam, Force Recon has used Snipers for so-called 
  Special Forces Weapons Sergeant has the ability 
  to pass on basic skill levels in the following 
  skills: Knowledge (Tactics).  Training adds the 
  listed skills to the permanent class skill list of 
  those who receive the training.  The character 
  must spend at least 30 Hours to train a small 
  group (no more than 10 people per class level).  
  At least one hour per day must be spent in 
  training, or it must be restarted.  However, 
  the character may spend any time not used 
  in training conducting other operations, such 
  as reconnaissance and counter-insurgency 
  operations.
  For GMs using the Small Unit Combat rules, 
  units trained by a character with this ability gain 
  2 XP per month, and characters with this ability 
  may grant any unit capable of learning a unit 
  specialty the Infantry specialty.  See the Small 
  Unit Combat section and unit specialties for more 
  information.
  Cross Training:  Special Forces characters are 
  not only expected to train indigenous friendly 
  personnel, but their teammates as well.  At 3rd 
  level, 6th level, and 9th level, may take one of the 
  following MOS packages as a bonus feat: MOS 
  Combat Engineering, MOS Infantryman, MOS 
  Intelligence, or MOS Medical.
  Grace Under Pressure:  At 5th level, the 
  Special Forces Weapons Sergeant can add his 
  class level to the following skills once per day: 
  Craft (Structural), Hide, Knowledge (Tactics), 
  Move Silently, Paradrop, Spot, Survival.  At 10th 
  level this ability may be used twice per day. 
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, the 
  Special Forces character can receive additional training 
  from his branch of service in the form of a bonus feat: 
  Advanced Firearms Proficiency, Alertness, Armor 
  Proficiency (heavy), Armor Proficiency (light), Armor 
  Proficiency (medium), Athletic, Burst Fire, Combat 
  Martial Arts, Combat Reflexes, Cover Fire, Double 
  Tap, Endurance, Exotic Firearms Proficiency, Far Shot, 
  Forced March, Grenadier, Guide, Improved Damage 
  Threshold, Marksman, Mountaineer, Paratrooper, Point 
  Blank Shot, Precise Shot, Quick Draw, Quick Reload, 
  Renown, 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.
  
  Military Characters
  24
  “Stingray” operations, which consist of reconnaissance, 
  and elimination of any “targets of opportunity”, so long 
  as such elimination does not endanger their primary 
  mission.
  Requirements
  To qualify to become a member of Force Recon, a 
  character must meet the following criteria.
  Allegiance: Active or Reserve Duty (U.S. Marine 
  Corps).
   Base Attack Bonus: 7+.
  Skills: Hide 8 Ranks, Move Silently 8 Ranks, 
  Paradrop 5 Ranks, Spot 8 Ranks, Swim 5 Ranks.
  Feats: Personal Firearms, Teamwork (U.S. Marines).
  Advanced Training: Amphibious Assault Training, 
  Jump School, Jungle/Swamp Warfare, MOS Infantryman 
  Skill Level 3.
  Class Information
  The following features pertain to the Force Recon 
  Prestige class.
  Hit Die: 1d12.
  Action Points: 7 + 1⁄2 character level, rounded down.
  Class Skills: The Force Recon class skills are as 
  follows: Climb, Communications Operation, Craft 
  (structural), Drive, Hide, Intimidate, Jump, Knowledge 
  (tactics), Listen, Move Silently, Navigate, Paradrop, 
  Spot, Survival, Swim, Use Rope.
  Skill Points per Level: 5 + Intelligence modifier.
  Class Features
  The following features pertain to the Force Recon 
  prestige class.
  Table 1-11: Marine Force Recon
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +2
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +2
  +3
  +3
  +0
  Bonus Feat
  +1
  +0
  3rd 
  +3
  +3
  +3
  +1
  Special Ops Talent; Terrain Specialization
  +2
  +0
  4th 
  +4
  +4
  +4
  +1
  Bonus Feat
  +2
  +1
  5th 
  +5
  +4
  +4
  +1
  Special Ops Talent; Grace Under Pressure 1/day
  +3
  +1
  6th 
  +6
  +5
  +5
  +2
  Terrain Specialization
  +3
  +1
  7th 
  +7
  +5
  +5
  +2
  Special Ops Talent
  +4
  +2
  8th 
  +8
  +6
  +6
  +2
  Esprit de Corps
  +4
  +2
  9th 
  +9
  +6
  +6
  +2
  Special Ops Talent; Terrain Specialization
  +5
  +2
  10th 
  +10
  +7
  +7
  +3
  Grace Under Pressure 2/day
  +5
  +3
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Terrain Specialization:  Marines are given extensive 
  training in amphibious and jungle operations.  At 3rd, 6th, 
  and 9th, the character may increase the bonus granted by 
  either Amphibious Assault training or Jungle/Swamp 
  warfare by +1 (increasing the attack and skill bonuses by 
  +1).
  Grace Under Pressure:  At 5th level, the Force Recon 
  soldier can add his class level to the following skills 
  once per day: Hide, Knowledge (Tactics), Move Silently, 
  Paradrop, Spot, Survival.  At 10th level this ability may 
  be used twice per day. 
  Esprit de Corps:  At 8th level, the character receives 
  this feat for free.
  Bonus Feats:  At the levels indicated, the character 
  can receive additional training from his branch 
  of service in the form of a bonus feat: Advanced 
  Firearms Proficiency, Alertness, Armor Proficiency 
  (heavy), Armor Proficiency (light), Armor Proficiency 
  (medium), Athletic, Burst Fire, Combat Martial Arts, 
  Combat Reflexes, Cover Fire, Double Tap, Endurance, 
  Exotic Firearms Proficiency, Far Shot, Forced March, 
  Grenadier, Guide, Improved Damage Threshold, 
  Marksman, Mountaineer, Paratrooper, Point Blank Shot, 
  Precise Shot, Quick Draw, Quick Reload, Renown, 
  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.
  
  Military Characters
  25
  Navy SEALs
  SEAL (Sea Air Land) units were first formed in the 
  Second World War.  Volunteers were taken from the 
  Seabees to form naval demolition teams. These teams 
  proved adept at reconnaissance as well as underwater 
  demolitions, and by the end of the war were reorganized 
  into Combat Swimmer Reconnaissance Units. After 
  WWII, these units were transformed into Underwater 
  Demolition Teams, trained for Demolitions, Amphibious 
  Covert Assault, and Reconnaissance.  These teams 
  participated in many capacities during 
  the Korean War, including demolition of 
  bridges and tunnels, and minesweeping 
  operations in harbors and rivers. During the 
  ‘60s, these units were redesignated SEAL 
  Team One (for the Pacific), and SEAL Team 
  Two (for the Atlantic). In addition to their 
  earlier responsibilities of Demolitions and 
  Reconnaissance, these new SEAL teams 
  would also be trained for counter-insurgency 
  and unconventional warfare. SEAL training, 
  arguably the most arduous military training 
  course in the world, is known as BUDS 
  training (Basic Underwater Demolition, 
  SEAL training), and is a six month long 
  course.
  Requirements
  To qualify to become a Navy SEAL, a 
  character must meet the following criteria.
  Allegiance: Active Duty (US Navy).
  Base Attack Bonus: +8.
  Skills: Demolitions 8 Ranks, Disable 
  Device 8 Ranks, Hide 5 Ranks, Move 
  Silently 5 Ranks, Swim 8 Ranks. 
  Feats: Personal Firearms, Surface Vehicle Operation: 
  Powerboats, Teamwork (U.S. Navy).
  Advanced Training: MOS: Diver (Skill Level 3), 
  Amphibious Assault School, Jump School.
  Class Information
  The following features pertain to the Navy SEAL 
  prestige class.
  Hit Die: 1d10.
  Action Points:  7 + 1⁄2 character level, rounded down.
  Class Skills: The Navy SEAL class skills are as 
  follows: Climb, Craft (Electronic), Craft (Mechanical), 
  Table 1-12: Navy Seal
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +2
  +0
  Special Ops Talent; Amphibious +2
  +1
  +0
  2nd 
  +2
  +3
  +3
  +0
  Bonus Feat
  +1
  +0
  3rd 
  +3
  +3
  +3
  +1
  Special Ops Talent; Amphibious +3
  +2
  +0
  4th 
  +4
  +4
  +4
  +1
  Bonus Feat
  +2
  +1
  5th 
  +5
  +4
  +4
  +1
  Special Ops Talent; Amphibious +4
  +3
  +1
  6th 
  +6
  +5
  +5
  +2
  Bonus Feat
  +3
  +1
  7th 
  +7
  +5
  +5
  +2
  Special Ops Talent; Amphibious +5
  +4
  +2
  8th 
  +8
  +6
  +6
  +2
  Bonus Feat
  +4
  +2
  9th 
  +9
  +6
  +6
  +2
  Special Ops Talent; Amphibious +6
  +5
  +2
  10th 
  +10
  +7
  +7
  +3
  Bonus Feat
  +5
  +3
  
  Military Characters
  26
  Table 1-13: Navy Special Boat Units
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Special Ops Talent
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bonus Feat
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Special Ops Talent; River Warfare
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  5th 
  +3
  +3
  +3
  +1
  Special Ops Talent; River Warfare
  +3
  +1
  6th 
  +4
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7th 
  +5
  +4
  +4
  +2
  Special Ops Talent; River Warfare
  +4
  +2
  8th 
  +6
  +4
  +4
  +2
  Bonus Feat
  +4
  +2
  9th 
  +6
  +4
  +4
  +3
  Special Ops Talent; River Warfare
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Bonus Feat
  +5
  +3
  Demolitions, Disable Device, Drive, Hide, Intimidate, 
  Knowledge (Tactics), Move Silently, Navigate, Paradrop, 
  Search, Survival, Spot, Swim, Use Rope.
  Skill Points per Level: 7 + Intelligence modifier.
  Class Features
  The following features pertain to the Navy SEAL 
  Prestige class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  Amphibious:  The character has received advanced 
  combat diving and underwater training.  This ability 
  improves on the bonuses granted by the Amphibious 
  Assault training.  Unique to SEAL training, however, is 
  the Combat SCUBA training they receive.  This ability 
  also allows SEALs to fight underwater with no penalties 
  to attack or defense.
  Bonus Feats:  At 2nd, 4th, 6th, 8th, and 10th levels, the 
  SEAL character can receive additional training from his 
  branch of service in the form of a bonus feat: Advanced 
  Firearms Proficiency, Alertness, Armor Proficiency 
  (heavy), Armor Proficiency (light), Armor Proficiency 
  (medium), Athletic, Burst Fire, Cautious, Combat 
  Martial Arts, Combat Reflexes, Cover Fire, Double 
  Tap, Endurance, Exotic Firearms Proficiency, Far Shot, 
  Forced March, Grenadier, Guide, Improved Damage 
  Threshold, Marksman, Mountaineer, Paratrooper, Point 
  Blank Shot, Precise Shot, Quick Draw, Quick Reload, 
  Renown, 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.
  Navy Special Boat 
  Units
  Created around the time of the Viet Nam War, the 
  Special Boat Units were specially trained and outfitted 
  to fight in the rivers of Viet Nam.  These “brown 
  water sailors” have since seen action around the 
  world, including a growing presence in South America 
  interdicting drug traffickers, with fast boats capable of 
  operating in the open sea or the rivers, Special Boat 
  Units are uniquely qualified to hunt drug smugglers.
  Requirements
  To qualify for a Special Boat Unit, a character must meet 
  the following criteria.
  Allegiance: Active Duty (U.S. Navy).
  Base Attack Bonus: 5+.
  Skills: Drive 8 Ranks, Knowledge (tactics) 5 ranks, 
  Swim 8 Ranks.
  Feats: Personal Firearms, Surface Vehicle Operation 
  (Powerboat), Teamwork (U.S. Navy).
  Advanced Training: Amphibious Assault Training, 
  Jungle/Swamp Warfare college.
  Class Information
  The following features pertain to the Special Boat 
  prestige class.
  Hit Die: 1d10.
  Action Points:  7 + 1⁄2 character level, rounded down.
  Class Skills: The Special Boat class skills are as 
  follows: Climb, Demolitions, Disable Device, Drive, 
  Hide, Intimidate, Jump, Knowledge (Tactics), Move 
  Silently, Navigate, Repair, Search, Spot, Survival, Swim, 
  Use Rope.
  
  Military Characters
  27
  Skill Points per Level: 5 + 
  Intelligence modifier.
  Class Features
  The following features pertain 
  to the Special Boat prestige 
  class.
  Special Ops Talent: The 
  character may choose one talent 
  from the Special Operations 
  Training section.  The character 
  must meet all prerequisites for 
  any ability chosen.
  River Warfare:  At levels 3, 
  5, 7, and 9 the character may 
  improve the bonus gained by 
  either his Amphibious Assault 
  Training or his Jungle/Swamp 
  Warfare training by +1.
  Bonus Feats:  At 2nd, 4th, 
  6th, 8th, and 10th levels, the 
  SBU character can receive additional training from his 
  branch of service in the form of a bonus feat: Advanced 
  Firearms Proficiency, Alertness, Armor Proficiency 
  (heavy), Armor Proficiency (light), Armor Proficiency 
  (medium), Athletic, Burst Fire, Cautious, Combat 
  Martial Arts, Combat Reflexes, Cover Fire, Double 
  Tap, Endurance, Exotic Firearms Proficiency, Far Shot, 
  Forced March, Grenadier, Guide, Improved Damage 
  Threshold, Marksman, Mountaineer, Paratrooper, Point 
  Blank Shot, Precise Shot, Quick Draw, Quick Reload, 
  Renown, 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.  
  Other Elite Units
  The following two units are not specifically special 
  operations forces as the term is normally used.  However, 
  they are the best of the best, and frequently work the 
  same types of missions as special operations forces.  
  The Sniper, in particular, works closely with Army and 
  Marine special operations, and each Force Recon unit 
  carries at least one Sniper.
  Sniper
  According to the Department of Defense, the average 
  soldier fired 50,000 rounds per kill in Viet Nam, at a cost 
  of 23,000 dollars, while the average sniper expended 
  1.3 rounds per kill, at a cost of 17 cents.  Begun after 
  the Korean War, Sniper School, based at Fort Benning, 
  provides the military with stealth, reconnaissance, and 
  highly discriminatory attack capabilities.  The motto of 
  the sniper is “one shot, one kill”.
  Requirements
  To qualify to become a Sniper, a character must meet the 
  following criteria.
  Allegiance: Active Duty or Reserve Duty (Army, 
  Marine Corps, or Police SWAT).
  Base Attack Bonus: +7.
  Skills:  Hide 8 Ranks, Spot 8 Ranks.
  Feats: Personal Firearms, Weapon Focus (Sniper 
  Rifle), Marksman (Sniper Rifle), Far Shot.
  Advanced Training:  MOS Infantryman (Skill Level 
  2).
  Class Information
  The following features pertain to the Sniper prestige 
  class.
  Hit Die: 1d6.
  Action Points: 7 + 1⁄2 character level, rounded down.
  Class Skills: The Sniper class skills are as follows: 
  Climb, Hide, Intimidate, Jump, Knowledge (Tactics), 
  Listen, Move Silently, Navigate, Repair, Search, Spot, 
  Survival, Swim, Use Rope.
  Skill Points per Level:  5 + Intelligence modifier.
  
  Military Characters
  28
  Bonus Feats:  At 2nd, 4th, 6th, 
  8th, and 10th levels, the character 
  can receive additional training 
  from his branch of service 
  in the form of a bonus feat: 
  Advanced Firearms Proficiency, 
  Alertness, Armor Proficiency 
  (heavy), Armor Proficiency 
  (light), Armor Proficiency 
  (medium), Athletic, Burst Fire, 
  Combat Martial Arts, Combat 
  Reflexes, Cover Fire, Double 
  Tap, Endurance, Exotic Firearms 
  Proficiency, Far Shot, Forced 
  March, Grenadier, Guide, 
  Improved Damage Threshold, 
  Marksman, Mountaineer, 
  Paratrooper, Point Blank Shot, 
  Precise Shot, Quick Draw, Quick 
  Reload, Renown, 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.
  Top Gun
  The character is the best of the best at what he does, 
  which is piloting aircraft in combat.  Whether against 
  other aircraft or targets on the ground, the character is 
  an elite member of the fighter pilot community.  Each 
  branch of service has their own method of weeding out 
  the also-rans from the best, and a character with this 
  prestige Class could belong to any branch of service.
  Class Features
  The following features pertain to the Sniper prestige 
  class.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section.  
  The character must meet all prerequisites for any ability 
  chosen.
  One Shot One Kill:  The character gains +1d6 
  damage per 2 levels with ranged weapons when 
  attacking a flat-footed or surprised target, and on critical 
  hits.  This ability does not work on flanked targets.  
  This ability may be used at any range, so long as the 
  sniper takes no range penalty (making the Far Shot and 
  Marksman feats vitally important to characters with this 
  ability). 
  Table 1-14: Sniper
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +1
  +0
  Special Ops Talent; One Shot One Kill +1d6
  +1
  +0
  2nd 
  +2
  +2
  +2
  +0
  Bonus Feat
  +1
  +0
  3rd 
  +3
  +2
  +2
  +1
  Special Ops Talent; One Shot One Kill +2d6
  +2
  +0
  4th 
  +4
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  5th 
  +5
  +3
  +3
  +1
  Special Ops Talent; One Shot One Kill +3d6
  +3
  +1
  6th 
  +6
  +3
  +3
  +2
  Bonus Feat
  +3
  +1
  7th 
  +7
  +4
  +4
  +2
  Special Ops Talent; One Shot One Kill +4d6
  +4
  +2
  8th 
  +8
  +4
  +4
  +2
  Bonus Feat
  +4
  +2
  9th 
  +9
  +4
  +4
  +3
  Special Ops Talent; One Shot One Kill +5d6
  +5
  +2
  10th 
  +10
  +5
  +5
  +3
  Bonus Feat
  +5
  +3
  
  Military Characters
  29
  Requirements
   To qualify to become a Top 
  Gun a character must meet 
  the following criteria.
   Allegiance: Active Duty 
  (any branch of service).
  Base Attack Bonus: 5+.
  Skills: Knowledge 
  (Tactics), Pilot 13 Ranks.
  Feats: Teamwork, 
  Formation Flying, Wingman, 
  Combat Pilot.
  Advanced Training: MOS 
  Pilot, Officer Candidate 
  School
  Class Information
  The following features 
  pertain to the Top Gun 
  prestige class.
  Hit Die: 1d6.
  Action Points: 7 + 1⁄2 
  character level, rounded down.
  Class Skills: The Top Gun class skills are as follows: 
  Air Traffic Control, Communications Operation, 
  Knowledge (tactics), Navigate, Pilot, Signaling, Spot.
  Skill Points per Level: 5 + Intelligence modifier.
  Class Features
  The following features pertain to the Top Gun Prestige 
  class.
  The Right Stuff: Top Guns live for the thrill of aerial 
  stunts and maneuvers that would make the rest of us 
  reach for a bag.  A certain number of times per day, the 
  character may add his Top Gun levels to any piloting 
  check.
  Air Superiority: Top Guns receive specialized 
  training in the tactics of engaging enemy fighters, 
  claiming the skies for their nation in battle.  The 
  character adds the listed bonus to all attack rolls against 
  targets in the air.
  Dogfighting: The character adds his Top Gun Defense 
  bonus to the Defense of any craft he pilots.
  Strafing: Top Guns are as well trained to attack 
  targets on the ground and at sea as they are at fighting in 
  the air.  The character adds the listed bonus to attacks on 
  targets at ground (or sea) level.  The character only gets 
  the listed bonus against submarines if his craft has the 
  right weapon to attack craft below the waters (torpedoes, 
  depth charges, etc).
  Table 1-15: TOP GUN
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +0
  +2
  +0
  The Right Stuff 1/day
  +2
  +0
  2nd 
  +2
  +0
  +3
  +0
  Air Superiority +1
  +3
  +0
  3rd 
  +3
  +1
  +3
  +1
  Dogfighting; Strafing +1 
  +3
  +0
  4th 
  +4
  +1
  +4
  +1
  The Right Stuff 2/day
  +4
  +1
  5th 
  +5
  +1
  +4
  +1
  Air Superiority +2
  +4
  +1
  6th 
  +6
  +2
  +5
  +2
  The Right Stuff 3/day
  +5
  +1
  7th 
  +7
  +2
  +5
  +2
  Strafing +2
  +5
  +2
  8th 
  +8
  +2
  +6
  +2
  Air Superiority +3
  +6
  +2
  9th 
  +9
  +3
  +6
  +3
  The Right Stuff 4/day
  +6
  +2
  10th 
  +10
  +3
  +7
  +3
  Strafing +3
  +7
  +3
  
  CHAPTER 2: 
  MILITARY 
  TRAINING
  The helicopter was there all right.  You could almost make out its registration number amid the smoke and 
  charred metal.
  Cartwright was stunned again.  They died waiting for us.  That was all she could think.
  “How did this happen?” was all she could say
  Johnson, the huge, quiet one, fixed her with a look and spoke for the first time, a grin set in his massive jaw line, 
  “Someone made us late.”
  Hasko, the big black man who was definitely in charge, although he didn’t speak much, turned on his heel, “You 
  stow that shit Johnson.  We don’t have time for it, and it doesn’t help us. You want to bitch at her? You want to kill 
  her?  We wind up right back here in front of this wreck with a couple thousand hostiles between us and home.  So 
  stand down unless you have something constructive to say.”
  A long uncomfortable silence, but Johnson didn’t say anything.
  Hasko grunted when the larger man finally looked away.
  “No! Hoagland! We passed some sort of bombed out courthouse a couple of clicks back.  Go make sure it’s free 
  of hostiles, then radio us back here.  It still looks sturdy enough to provide cover, and there’s room for us to get 
  picked up.  Johnson! If you’re done whining about how hard our lives are, get some ordnance ready.  We’re going 
  to put some surprises up around that courthouse to deter any unwanted visitors.  DeMarris, keep that boy alive.  
  If he dies you write the letter. Martinez, Rittenauer, Pilgrim, fan out, don’t let anyone get close to us here.”
  Cartwright just looked at him. 
  “What am I doing?”
  Hasko patted her on the shoulder and turned her toward the helicopter.
  “We’re going to bury these men.”
  A couple of hours later, and darkness had settled over the small group standing by the stolen jeep.  Pilgrim 
  performed last rights over the graves.
  When it was over, Cartwright just had to ask the quiet marine, “You were a priest?”
  Pilgrim just looked at her.  
  “Different life.  Same mission.”
  Hasko was on the radio, “What? Are you in trouble? Oh fuck. No. No. We’re on our way. No.”
  The other men were watching too.  Johnson stowed the munitions he had been working on and slung his 
  enormous overstuffed pack.  Rittenauer already had the engine of the jeep thrumming to life.  
  Hasko silenced the men with a glare, then jumped in the passenger side of the jeep.  “It’s secure.  Stand down 
  people.”
  But Cartwright knew something was wrong.
  
  Military Training
  31
  New Skills
  Air Traffic Control (Int)
  Trained Only
  The character knows how to aid an aircraft in landing 
  safely, especially handy during adverse or crowded 
  conditions.
  Check: A successful Air Traffic Control (ATC) 
  check grants a pilot a bonus to any piloting check 
  needed to safely land an aircraft (see the Pilot skill for 
  more information).  For every two points by which 
  the character makes his ATC check, the pilot gains a 
  +1 bonus to a piloting check to land under adverse 
  conditions.
  Sample Actions
  DC
  Carrier Deck
  20
  Improvised Runway
  20
  Short Runway
  15
  Normal Runway
  10
  Mildly Adverse Weather (Thunderstorm)
  +5
  Adverse Weather 
  (High Winds, Fog, Extreme Cold)
  +10
  Seriously Adverse Weather 
  (Hurricane, Blizzard)
  +15 
  Mildly Crowded Airspace (Medium Airport)
  +5
  Crowded Airspace 
  (Large Airport, Medium Airport at Peak)
  +10
  Special:  An air traffic control check is a Move 
  action.  If a character cannot communicate directly with 
  a landing aircraft (via radio), the character must make a 
  Signaling check (DC 15) to successfully use this skill.  A 
  character may take 10, but not 20, on ATC checks under 
  normal circumstances.  A character at a fully staffed Air 
  Traffic Control Tower (the kind found at modern airports 
  and on aircraft carriers) can take 20.
  Try Again?: If the landing craft’s pilot successfully 
  aborts a landing (see the Pilot skill for more 
  information), then both the pilot and the ATC checks 
  may be rolled again. 
  Climb (Str)
  New Use
  Rappelling: Rappelling is a special skill involving 
  ropes rigged specifically for this purpose.  Rappelling 
  requires a Rope Use check to get the ropes ready.  
  Special Forces use Rappelling to quickly insert troops 
  into a landing zone without the landing craft (typically 
  a helicopter) needing to land.  A character who makes a 
  successful Climb check can descend 100 feet per round 
  by Rappelling.  Each 100 feet descended by Rappelling 
  requires a new skill check.  If this check is failed, the 
  character has become fouled in the ropes, and dangles 
  helplessly, 10-60 feet above the ground (add 100 feet 
  for each skill check the character has not yet made if 
  Rappelling more than 100 feet), exposed to enemy fire.  
  This check can be retried each round, or the character 
  can cut himself free and fall the remaining distance to 
  the ground. 
  Communication Operations 
  (Int)
  Trained Only
  This skill represents familiarity with communications 
  systems, from backpack sized satellite radios to the 
  satellites themselves.  
  Check: Unless there is severe weather, the character’s 
  transmitter is damaged, or an enemy is actively jamming 
  his signal, there is usually no need to make a check.  If 
  the character’s transmitter is damaged, then the DC 
  of her skill check is 10 + the amount of damage the 
  system has suffered.  If there is a storm, the DC could be 
  anywhere from 15 for an extremely heavy thunderstorm 
  to 30 for hurricane conditions.  If the PC is attempting 
  to overcome enemy Electronic Warfare, then the DC is 
  usually a skill vs. skill contest.  
  If the character rolls the DC needed exactly, then a 
  partial, garbled message gets through.
  Signaling:  This skill also covers non-electronic 
  methods of communication, such as Semaphore, and can 
  allow a character to perform the Air Traffic Control skill 
  without a radio by using lights, flares, flags, and other 
  improvised methods.
  Jamming:  Most of the time, this skill is not rolled 
  against a static DC, but rather rolled as a skill vs. skill 
  contest against the Communications Operations of the 
  character’s opponent.  The character engaging in active 
  jamming rolls her skill check first, which sets the DC 
  for her opponent’s Communications skill to successfully 
  get a signal through. This use of the Communications 
  Operation skill takes a –4 penalty unless the character 
  also has the Electronic Warfare feat.
  Signal Interception:  As with Jamming, this is a skill 
  vs. skill contest against an opponent’s Communications 
  Operations skill.  Success allows the character to 
  intercept an enemy transmission.  Understanding that 
  transmission is usually a function of the character’s 
  language skills and/or Decipher Script (for transmissions 
  in code). This use of the Communications Operation 
  skill takes a –4 penalty unless the character also has the 
  Electronic Warfare feat.
  Signal Triangulation:  Once a signal has been 
  intercepted, a character with this skill may make another 
  skill check (DC 5 higher than the check required to 
  
  Military Training
  32
  Name
  DC
  Time
  Effect
  Road Break 
  (shallow) 
  5
  12 hrs per 4 
  feet
  Ditch (see vehicle 
  rules for gaps)
  Road Break 
  (deep)
  10
  18 hrs per 4 
  feet
  Culvert (see vehicle 
  rules for gaps)
  Mobility Construction:  The opposite of anti-
  mobility, allows you to get where you’re going faster, 
  land aircraft safely, and cross raging rivers. Again the 
  right equipment (such as a Bridgelayer) can reduce 
  construction times substantially.
  Name
  DC
  Time
  Effect
  Improvised Road
  15
  12/hrs per 
  mile
  Wheeled Vehicles 
  move 3⁄4 speed.
  Improvised 
  Runway
  15
  8 hrs.
  Aircraft may land 
  (as opposed to crash)
  Short Runway
  18
  12 hrs.
  Aircraft may land 
  more safely
  Runway
  20
  24 hrs.
  Aircraft may land 
  more safely
  Pontoon Bridge 
  (small river)
  15
  12 hrs.
  Vehicles may cross at 
  1⁄2 speed.
  Pontoon Bridge 
  (med. River)
  15
  18 hrs.
  Vehicles may cross at 
  1⁄2 speed.
  Pontoon Bridge 
  (lg. River)
  15
  24 hrs.
  Vehicles may cross at 
  1⁄2 speed.
  Sectional Bridge 
  (small river)
  20
  18 hrs.
  Vehicles may cross at 
  full speed.
  Sectional Bridge 
  (med. River)
  20
  24 hrs.
  Vehicles may cross at 
  full speed.
  Sectional Bridge 
  (lg. River)
  20
  36 hrs.
  Vehicles may cross at 
  full speed.
  Diplomacy (Cha)
  New Use
  Debriefing:  The diplomacy skill can be used to gain 
  increased intelligence from friendly forces.  Usually, 
  when soldiers return from close contact with the enemy, 
  they will be debriefed by intelligence personnel to 
  make sure all relevant information makes its way to the 
  commanders.  On a successful Diplomacy skill check 
  (DC 15), characters may reroll any Spot check made for 
  reconnaissance and take the best result (see the Spot skill 
  for more information on the benefits of reconnaissance). 
  This use of the Diplomacy skill takes a –4 penalty if the 
  character does not have the Interrogation feat.
  Friendly Interrogation:  This use of the Diplomacy 
  skill is resisted by a level check.  The character 
  convinces the subject that he really wants to talk, that it 
  will be better for him to get his side of the story out, in 
  his own words, before it can be perverted by things like 
  intercept a signal) to determine where that signal was 
  broadcast. This use of the Communications Operation 
  skill takes a –4 penalty unless the character also has the 
  Electronic Warfare feat.
  Cryptography: When a document is prepared using 
  Cryptography, the person encoding that document makes 
  a skill check, which becomes the DC for any future 
  Decipher Script skill check to decode the document. This 
  skill also includes burst transmissions, and other forms 
  of electronic coding.  This use of the Communications 
  Operation skill takes a –4 penalty unless the character 
  also has the Cryptography feat.
  Retry: The character may retry the skill whenever 
  conditions improve.  If the storm lessens, or if her 
  transmitter is repaired (even partially), the character 
  may try again.  If the character is trying to pierce enemy 
  Jamming, she may try every round.  In the case of 
  documents coded with Cryptography, the character may 
  try again, but disposing of the original becomes a serious 
  security issue in such a case.
  Craft (Structural) (Int)
  New Use
  Fortifications:  Characters can make fortifications 
  to aid them in combat, from the simple (yet effective) 
  foxhole, to the bunkers described in the Modern Core 
  Rulebook.  Hasty fortifications can be constructed more 
  quickly.  For each five points by which the character’s 
  skill check exceeds the DC, reduce the construction time 
  by one hour. Vehicles in the new vehicles section can 
  reduce many of these times to minutes.
  Name
  DC
  Time
  Effect
  Dug In 
  (Small Vehicle)
  5
  24 hrs.
  1⁄4 Cover
   Deep 
  5
  36 hrs.
  1⁄2 Cover
  Dug In 
  (Med. Vehicle)
  5
  36 hrs.
  1⁄4 Cover
   Deep
  5
  48 hrs.
  1⁄2 Cover
  Dug In 
  (Lg. Vehicle)
  5
  48 hrs.
  1⁄4 Cover
   Deep
  5
  72 hrs.
  1⁄2 Cover
  Foxhole (shallow)
  5
  8 hrs. per man
  1⁄4 Cover
  Foxhole (deep)
  5
  12 hrs. per man
  1⁄2 Cover
  Anti-Mobility Construction:  Fortifications are also 
  useful to deny an enemy use of its vehicles in a certain 
  area or from a certain direction.
  
  Military Training
  33
  legal representation.  It may sound absurd, but police 
  officers use this technique to gain confessions all the 
  time.  This use of the Diplomacy skill takes a –4 penalty 
  if the character does not have the Interrogation feat.  If 
  the character does have the Interrogation feat, and uses 
  this technique after another character has tried Hostile 
  Interrogation (see the Intimidate skill), then the character 
  gains a +4 bonus on his Diplomacy skill check.  This 
  technique is referred to in movies and television as 
  “good cop, bad cop”.  
  Gather Information (Cha)
  New Use
  Plea Bargain:  The character can offer a plea bargain 
  in order to gain information from a captured subject, 
  in lieu of the normal bribe.  The character could offer 
  to free the subject in return for information, or offer a 
  reduced sentence to a captured criminal, and so forth.  
  Characters using the Gather Information skill to Plea 
  Bargain take a –4 penalty if the character does not have 
  the Interrogation feat.
  Hide (Dex)
  New Use
  Camouflage: The Hide skill can be used to hide 
  stationary objects.  In modern warfare this is especially 
  handy to protect artillery, armor and other important 
  material assets from air attack and satellite observation.  
  Simply roll a hide check, and that becomes the DC for 
  any object from the air to see the item (modified by size, 
  concealment, and all the normal modifiers). 
  Intimidate (Cha)
  New Use
  Interrogation: For hostile interrogations, an 
  Intimidate skill check can allow a character to get 
  information from an enemy.  Interrogation is resisted by 
  a level check, opposed by the Interrogation skill check of 
  the character, modified as follows:
  Condition
  Modifier 
  Each consecutive day character is 
  interrogated
  +1 per day
  Character is Mentally Fatigued (see 
  new conditions)
  +2
  Character is Mentally Exhausted (see 
  new conditions)
  +6
  Character is physically fatigued
  +2
  Character is physically exhausted
  +6
  Each 8 points of damage done to the 
  character 
  +1
  This use of the Intimidate skill takes a –4 penalty 
  unless the character also has the Interrogation feat.
  Order:  You want it done, and you want it done 
  now.  No questions.  No thinking.  Just do it.  This use 
  of the Intimidate skill, in addition to the normal affects 
  of the Intimidate skill (which is useful for getting 
  uncooperative troops to obey your commands), allows 
  a character to temporarily remove the effects of combat 
  fatigue and such being suffered by those around him.  
  Condition
  DC
  Effect
  Mental Fatigue
  15
  Condition removed
  Mental Exhaustion
  15
  Character is mentally 
  fatigued for duration of 
  combat
  Mental Paralysis
  20
  Character is mentally 
  exhausted for duration of 
  combat
  Mental Breakdown
  25
  Character is mentally 
  exhausted for duration of 
  combat
  Characters without the Voice of Command feat suffer 
  –4 on Intimidate skill checks for this purpose. This use 
  of the Intimidate skill is an attack action.
  For purposes of giving Orders to Units (see the 
  Small Unit Combat section for more information), a 
  character does not need to check if he is the recognized 
  commander of the unit in question.  The character simply 
  uses an attack action and issues the Order.  
  In a case where the character is not the recognized 
  leader (because that leader has been killed), the character 
  must make an Intimidate check (DC 15), in order to 
  be recognized as the unit’s new leader.  After that, the 
  character may issue Orders normally.  
  In a case where two or more characters give a 
  unit conflicting Orders, roll skill vs. skill, using the 
  Intimidate skill for all characters issuing Orders.  The 
  character with the highest skill check will be obeyed.  If 
  two character tie for the highest skill check, the unit does 
  nothing that round. This is one reason (of many) why 
  units strive to have a clear chain of command.
  Knowledge (Tactics) (Int)
  New Use
  Combat Tactics: The Knowledge (tactics) skill 
  provides a character with an advantage over his 
  opponents in combat.  Once per combat, as a move 
  action, one character on each side of a battle may roll 
  a tactics skill check, skill vs. skill, against the tactics 
  skill roll of his opponent.  The winner of this contest 
  gains a bonus to either attack or initiative equal to 
  
  Military Training
  34
  as a forest means the character has become fouled in 
  the brush 10-100 feet above the ground.  Getting down 
  usually involves climbing or simply cutting yourself free 
  and falling the remaining distance.
  Failing the check from a high speed or low altitude 
  insertion results in 1-4 points of damage per 2 points 
  by which the character missed the DC (in addition to 
  possibly landing off target, and landing somewhere 
  dangerous).  The character may attempt either a Reflex 
  save (DC 20), or a Tumble check (DC 15) to reduce this 
  damage by half.
  Forces on the ground need to roll a Spot check (DC 
  10) to detect incoming paratroopers 1-6 rounds (50-300 
  ft) before landing.  Paratroopers in the air are extremely 
  vulnerable to enemy fire, being treated as flat-footed 
  both while in the air, and for 1-4 rounds after they land 
  (while the soldiers get free of their heavy parachute 
  riggings). A successful Paradrop skill (DC 15) will allow 
  a character to get clear of his riggings in the minimum 
  time (1 round).  
  For these reasons, soldiers will only be dropped into a 
  hostile landing zone when absolutely necessary.  Often 
  Special Operations forces will be sent in first, to make 
  sure an area is secure (neutralizing any enemy forces 
  encountered) before more conventional troops are 
  paradropped in.
  For special operations, the HALO, or High Altitude 
  Low Opening method of deployment is considered the 
  ideal.  Troops are dropped from extreme altitude, making 
  the presence of aircraft harder to detect.  The soldiers so 
  deployed then wait until they are extremely low before 
  deploying their parachutes. HALO landings are only 
  spotted by forces on the ground on a Spot check of 20 
  or higher, and if a HALO drop is spotted, forces on 
  the ground only have 1-2 rounds at which to attack the 
  incoming paratroopers.
  LALO, or Low Altitude Low Opening method of 
  deployment is also very popular, used when aircraft must 
  come in under the radar of a potentially hostile group, 
  or to avoid a diplomatic incident. LALO insertions are 
  risky, as the soldiers are pulled from the craft, their chute 
  opens, and they hit the ground, all in under a minute. On 
  a LALO jump, characters receive 2d6 points of subdual 
  damage from the stress and impacts of the jump.
  Sample Actions
  DC
  Land within 100 feet of target
  15
  Land within 100 yards of target
  10
  Land within one mile of target
  5
  Paradrop Safely through dense Foliage
  25
  HALO
  +5
  LALO
  +5
  Paradrop Equipment 
  20
  Clear Riggings in 1 round
  15
  his Intelligence modifier.  If a bonus to initiative is 
  selected, the character may either choose to improve his 
  initiative by his Intelligence modifier, or roll again with 
  an additional bonus equal to his Intelligence modifier. 
  If the character chooses to roll again, he must take the 
  new result even if it is worse than his previous initiative.  
  This bonus applies only to the character using the skill, 
  unless the character has the Tactician feat, in which case 
  he may apply these bonuses to his teammates as well.
  Listen (Wis)
  New Use
  Sonar Operation: Sonar operators use what is 
  known as passive sonar to detect enemy vessels on most 
  occasions.  Passive sonar gives the best of detecting your 
  enemy without aiding his efforts to detect you.  Sonar 
  operators have finely tuned senses of hearing capable of 
  discerning minute differences in pressure and motion in 
  the waters around their ship.  These natural capabilities 
  are backed up by computers sophisticated enough to 
  identify submarines by name by the sound they make 
  when moving through the water.  This skill is opposed 
  by the Drive skill of an enemy submarine in submarine 
  warfare.  See the new combat rules section on submarine 
  warfare for more information.
  Active Sonar grants an operator a +10 to his skill 
  check, but grants the same bonus to any enemy in the 
  area to detect him.  Thus, this method of sonar detection 
  is often only used by surface vessels and aircraft that 
  have a clear advantage over any submarine in terms of 
  weaponry and speed.
  Characters without the Sonar Operation feat take a –4 
  penalty when making Listen checks for Sonar Operation.
  Paradrop (Dex)
  Armor Penalty
  Airborne insertions are a powerful military tool for 
  inserting soldiers behind enemy lines for scouting, 
  surprise raids, and special operations.  In modern 
  warfare, heavily fortified positions can be bypassed, 
  encircled, and defeated with far less casualties than were 
  taken in past conflicts.  This skill allows a character 
  to land precisely where she wishes to, and also allows 
  parachuting under less than ideal conditions (from a very 
  fast-moving craft, a low-flying craft and so forth).  This 
  skill also covers preparing equipment to be dropped.
  Failing this check means the character lands 100 yards 
  off target for every two points by which his roll missed 
  the DC.  Failing a check by more than 5 means the 
  character has landed somewhere dangerous (depending 
  on the situation, a dangerous landing could be in 
  proximity to enemy soldiers, power lines, dense foliage, 
  etc).
  Failing the check to safely land in dense foliage such 
  
  Military Training
  35
  he is going are crucial to formation of a plan for attack 
  or defense. Besides providing the information above, 
  a successful reconnaissance skill check will grant the 
  following bonus to Knowledge (Tactics) if brought the 
  attention of a friendly force within 24 hours.
  Check
  Bonus
  15
  +2
  20
  +3
  25
  +4
  Special:  If a character can requisition a satellite map 
  of an area, she gains a +4 bonus to her Spot skill for 
  reconnaissance purposes.  If a character can requisition a 
  satellite pass over an area, a Reconnaissance check (Spot 
  Skill +20 against moving targets, Spot Skill +10 against 
  stationary targets) can be made without ever setting foot 
  in the area. 
  Treat Injury (Wis)
  New Use
  NBC Treatment:  In modern warfare the presence of 
  nuclear/radiological, biological, and chemical weapons 
  is an unfortunate reality.  Treating the effects of these 
  weapons is often a difficult task for medical personnel 
  and requires specialized training.  The character may 
  allow the victim of a NBC attack to reroll his Saving 
  Throw at +2 on a successful treat injury skill check (DC 
  20).  Characters without the NBC feat take a –4 penalty 
  to this use of the Treat Injury skill.
  Use Rope (DEX)
  The character is skilled in using rope as a weapon, for 
  binding other characters, and for climbing.  This skill is 
  especially handy for mountaineering and rappelling.
  Check: Most tasks with a rope are relatively simple.
  DC
  Task
  10  
  Tie a firm knot
  15  
  Tie a special knot, such as one that slips, slides 
  slowly, or loosens with a tug
  15  
  Tie a rope around oneself off-handed
  15
  Splice two ropes together (takes 5 minutes)
  15 
  Set up rappelling rig (takes 5 minutes)
  When the character binds another character with a 
  rope, any Escape Artist check that the bound character 
  makes is opposed by the character’s Use Rope check. 
  The character gets a special +10 bonus on the check 
  because it is easier to bind someone than to escape from 
  being tied up. 
  The character doesn’t make the character’s Use Rope 
  Special: Characters with 5 or more ranks in Tumble 
  receive a +2 Synergy bonus on paradrop checks. 
  Characters with the Paratrooper feat gain a +2 bonus to 
  Paradrop checks.
  Pilot (Dex)
  Trained Only
  Under most normal circumstances (with characters 
  being able to take 10 on piloting skill checks), there is no 
  need to make a skill check to land an aircraft.  However, 
  pilots conducting special operations rarely land at well lit 
  airports during the day.
  Landing in Adverse Conditions
  DC
  Carrier Deck
  20
  Improvised Runway
  20
  Short Runway
  15
  Normal Runway
  10
  Mildly Adverse Weather (Thunderstorm)
  +5
  Adverse Weather 
  (High Winds, Fog, Extreme Cold)
  +10
  Seriously Adverse Weather 
  (Hurricane, Blizzard)
  +15 
  Mildly Crowded Airspace (Medium Airport)
  +5
  Crowded Airspace 
  (Large Airport, Medium Airport at Peak)
  +10
  Spot (Wis)
  New Use
  Radar Operation: Even with modern advanced 
  radar systems, the eye of the operator is still key in 
  determining the difference between a large cloud bank 
  and a squadron of incoming fighters.  A successful spot 
  check will allow the operator to distinguish natural 
  phenomena from aircraft at a range of several miles.  
  Characters without the Radar Operation feat take a –4 
  penalty to Spot checks for Radar Operation.
  NBC Detection: Many Nuclear Biological and 
  Chemical weapons have subtle effects in their early 
  stages, or in the case of many biological weapons may be 
  difficult to detect under any circumstances.  A Spot check 
  (DC 10 for a nuclear/radiological weapon, DC 15 for 
  a chemical weapon, or DC 20 for a biological weapon) 
  will alert a character to the presence of dangerous 
  materials in time to don protective gear without needing 
  to make a Saving Throw (assuming the character has the 
  right NBC gear handy).  This use of the spot skill takes a 
  –4 penalty unless the character has the NBC feat.
  Reconnaissance: A key use for special operations 
  forces is reconnaissance.  Knowing where your enemy 
  is, in what numbers, how he is defended, and where 
  
  Military Training
  36
  attacks, and may only block more than one attack in a 
  round if you are eligible to take the full attack action.  
  If you have multiple attacks, you can mix blocks with 
  attacks if you are making a full attack action, but you 
  must decide which attacks will be used for blocking and 
  which for attacking.  For example, you have two attacks 
  (Base Attack Bonus +6/+1), you may Block once and 
  Attack once, but you must decide if you want to attack at 
  +6 Base Attack Bonus and Block at +1, or vice versa.
  Normal:  Any character may attempt to Block attacks, 
  as above, at –4 to hit for the opposed attacks roll.
  Box Ears 
  Martial Arts Maneuver
  A dirty tactic, you slap your target’s ears, causing 
  damage by forcing air into the fragile inner ear.
  Prerequisite: Commando Training
  Effect: This attack only inflicts 1-2 points of damage 
  plus your Strength modifier.  However, the target of this 
  attack is flat-footed the first time you use this maneuver 
  in combat against him. The target of this attack must also 
  succeed at a Fortitude Save (DC 10 + attacker’s Strength 
  modifier + attacker’s level-the defender’s level). If this 
  save is successful, the target is dazed, otherwise, the 
  target is deafened for 1-4 rounds.
  Choke Hold
  Martial Arts Maneuver
  You have received advanced training in choking your 
  target, either as a means of subduing him, or quietly 
  eliminating him.
  Prerequisite: Commando Training.
  Effect: You can inflict a strangulation attack on 
  a grappled target without provoking an attack of 
  opportunity.  If the target of this attack is flat-footed, 
  you may immediately begin strangling him, without first 
  having to engage in a grapple attack. A character with 
  the Silent Kill talent gains his bonus damage against flat-
  footed or surprise targets with this maneuver, in addition 
  to strangulation.
  Combat Pilot 
  You have been taught how to fly aircraft for the purpose 
  of combat.
  Prerequisite: Pilot 5 ranks.
  Effect: You gain a +2 bonus on Pilot and Knowledge 
  (Tactics) skill checks.
  Commando Training 
  Martial Arts Style
  This fighting style represents the advanced combat 
  training given to special forces personnel around the 
  check until someone tries to escape.
  Rappelling Rig is a special climbing rig that allows 
  characters to descend to the ground rapidly.  Special 
  Forces groups teach this skill to allow quick exits from 
  helicopters, which never need to land to deposit troops 
  on the ground.  See the Climb skill for a description of 
  Rappelling.
  Special: A silk rope gives a +2 circumstance bonus on 
  Use Rope checks. 
  If the character has 5 or more ranks in Escape Artist, 
  the character gets a +2 synergy bonus on checks to bind 
  someone.
  New Feats
  This section details new feats focused on military life 
  and activities.  From the benefits of knowing how to 
  work the paperwork, to keeping enemy fighters off your 
  buddy’s tail in combat, there are many feats appropriate 
  for the military campaign presented.  
  Air Traffic Control Expert 
  You are a trained aviation specialist.
  Effect: You gain a +2 bonus on Air Traffic Control 
  and Communications Operation skill checks.
  Antithesis 
  You have a deep hatred for one Allegiance or group.
  Prerequisite: Enemy (same group), Base Attack 
  Bonus 9+.
  Effect: When you are combating your antithesis, you 
  gain and additional +2 to hit and skill checks.  You will 
  not willingly deal with your antithesis on friendly terms, 
  and when you must deal with forces friendly to them, 
  you are –4 on all Charisma based skill checks.
  Special:  You may only take this feat once.
  Block 
  Martial Arts Maneuver
  You have mastered the basic art of intercepting 
  incoming melee attacks.
  Prerequisite: Commando Training, Base Attack 
  Bonus 1+.
  Effect: If you are hit in melee combat, you may make 
  an attack roll of your own to attempt to block the attack.  
  If your attack roll is higher than the attack that hit you, 
  the attack is treated as a miss.  You may only use this 
  ability against melee weapons if you are armed.  This 
  ability does not grant you more attacks than you are 
  normally entitled to.  You may only attempt to block a 
  number of attacks equal to your maximum number of 
  
  Military Training
  37
  all time favorite military acronym).
  Effect: You gain +2 on Requisition checks
  Electronic Warfare 
  You are an expert in the most sophisticated modern 
  warfare techniques.
  Effect: You make Communication Operations 
  skill checks normally to perform Jamming, Signal 
  Interception, and Signal Triangulation.
  Normal:  Characters without this feat suffer a –4 
  penalty to Communications Operation skill checks 
  to perform Jamming, Signal Interception, and Signal 
  Triangulation.
  Elite Unit Assignment 
  You have earned an assignment to an elite, though 
  regular, unit, such as the 82nd Airborne.
  Prerequisites: Varies by unit.
  Effect: You gain the benefits listed in the Elite Unit 
  Assignments section (part of the Advanced Training 
  chapter).
  Special:  Only characters with the Active Duty or 
  Reserve Duty Allegiances may select Advanced Training 
  packages, but you may do so any time a class entitles 
  you to a bonus feat.
  Enemy - one Allegiance 
  You have one allegiance or group that you detest.
  Effect: You gain +2 to attack and skill checks when 
  combating your Enemy.  When you must deal with your 
  enemy peacefully, or when you deal with groups allied 
  with your enemy, you take a –2 to all Charisma based 
  skills.
  Special:  You may take this feat more than once.  Each 
  time it applies to a different group or Allegiance.
  Esprit de Corps 
  You eat, live, breathe, and die for your team.
  Prerequisite: Teamwork, Base Attack Bonus 9+, you 
  must belong to an elite unit (have levels in a special 
  operations prestige class, or possess the Elite Unit 
  Assignment feat).
  Effect: This feat increases the bonus from the 
  Teamwork feat to +4 to attack and skill checks when you 
  are working with your team.
  Special:  This feat also increases the bonus to 
  Promotion checks to +4.
  Evasive Maneuvers 
  You are a hard target to latch onto in aerial dogfights.
  Prerequisite: Combat Pilot.
  world.  There are as many variations on this style as 
  there are militaries to teach it.  
  Prerequisite: Combat Martial Arts.
  Effect: Commando Training adheres to no fixed style 
  or philosophy, except for the creed of putting your man 
  down, as quickly, efficiently, and silently as possible.  
  You are proficient in Head, Elbow, and Kick attacks 
  and are considered armed while making such attacks.  
  Characters with this feat add Hide and Move Silently 
  to their list of class skills.  Commando Training attacks 
  are modified by Strength or Dexterity (chosen when this 
  Feat is taken).
  Conviction 
  You have a cause that you feel strongly about, and would 
  sacrifice greatly to see that cause protected. Honor, 
  Loyalty to Country, and Loyalty to Unit are all popular 
  convictions.
  Prerequisites: one Allegiance.
  Effect: When you are working to support your 
  Allegiance, you gain +1 to hit and +1 to all saving 
  throws.
  Special:  You may take this feat more than once.  It 
  applies to a different Allegiance each time it is selected.  
  Also, if you take this for a second or third Allegiance, 
  then you must also have it for the Allegiances above (the 
  order of Allegiances is important, your first Allegiance 
  is always your most passionate, so if you take this for a 
  second Allegiance and do not have it for your first, the 
  GM should move that Allegiance to become your first 
  Allegiance).
  Cover Fire 
  You are highly skilled at providing cover fire.
  Prerequisites:  Personal Firearms, Teamwork.
  Effect: You gain a 50% increase in cover fire bonuses 
  (+3 or Dexterity modifier x1.5 whichever is higher).
  Cryptographer 
  You are skilled in electronic and physical methods of 
  keeping secrets secret.
  Effect: You make Communication Operations skill 
  checks normally to perform Cryptography.
  Normal:  Without this feat, you suffer a –4 penalty 
  to Communications Operation skill checks to perform 
  Cryptography.
  Desk Jockey 
  You haven’t seen a lot of combat (not yet anyway), but 
  know the ins and outs of the military way.  Regular 
  military personnel tend to refer to characters with this 
  feat as REMFs (see the Glossary for a definition of my 
  
  Military Training
  38
  Eye Gouge 
  Martial Arts Maneuver
  You go after your target’s eyes.
  Prerequisite: Commando Training
  Effect: The target of this attack suffers normal 
  punch damage, and must make a Fortitude Save (DC 
  10 + attacker’s Strength modifier + attacker’s level-the 
  defender’s level) or be Blinded for 1-4 rounds.
  Fast Track 
  You have gained the notice of your superiors and 
  are marked for rapid promotion, either through 
  demonstrating your ability to lead, or your ability to 
  brown-nose.
  Effect: You may immediately make a Promotion 
  check upon taking this feat.  You receive +4 on this and 
  all future Promotion checks.
  Fighter Escort 
  As their ability to protect each other in air combat 
  became apparent, strategists also recognized the fighter’s 
  ability to protect larger, more valuable craft.  Although 
  a vital necessity at times due to the strategic value of 
  larger ships, flying escort with a larger ship is one of the 
  most dangerous jobs a fighter pilot can have.
  Prerequisites: Combat Pilot, Teamwork, Formation 
  Flying.
  Effect: A craft Large or larger protected by a fighter 
  escort gains a +1 Defense bonus for each fighter 
  protecting him.  
  Forced March 
  You have mastered the fine art of hurrying up so you can 
  wait. 
  Prerequisite: Endurance.
  Effect: You can Hustle (covering 6 miles per hour 
  overland) for 2 hours before requiring a saving throw 
  to avoid damage, and can engage in forced march 
  movement for 12 hours per day (covering 48 miles) 
  without requiring a save to avoid damage. You gain a 
  +6 on any saving throw to avoid damage from marching 
  or hustling longer than these times (this includes the +4 
  bonus from the Endurance feat’s bonus, which this feat 
  requires).
  Normal:  Normally a character suffers one point 
  of damage after hustling for 2 hours, and this damage 
  doubles for each hour the character hustles beyond 
  that.  When marching, a character normally requires a 
  Fortitude save after 8 hours (DC 10 +1 per hour beyond 
  8) or the character takes 1-6 points of damage.
  Effect: You may make Evasive Maneuvers piloting 
  stunts as a Move action.
  Normal:  Evasive piloting checks are an attack action.
  Fixed-Wing Vehicle Weapons 
  Exotic Firearms Proficiency
  You are proficient in fixed-wing mounted vehicle 
  weapons. This feat replaces the more generic Exotic 
  Firearms Proficiency- Cannon feat.
  Prerequisite: Aircraft Operation (Jet Fighters).
  Effect: You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proficient takes a –4 penalty to hit.
  Helicopter Vehicle Weapons 
  Exotic Firearms Proficiency
  You are proficient in helicopter mounted vehicle 
  weapons.  This feat replaces the more generic Exotic 
  Firearms Proficiency- Cannon feat.
  Prerequisite: Aircraft Operation (Helicopters)
  Effect: You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proficient takes a –4 penalty to hit.
  Mortar/Indirect Fire weapons 
  Exotic Firearms Proficiency
  You understand the basics of indirect fire and can fire 
  them without penalty.
  Effect: You make attack rolls with the weapon 
  normally.
  Normal: A character that uses a weapon without being 
  proficient takes a –4 penalty to hit.
  Special: Characters serving as the crew of an artillery 
  weapon (as opposed to the character firing the weapon), 
  do not need this feat.  However, if characters working on 
  a crew also have the Teamwork feat it can substantially 
  reduce the time required to load the weapon, increasing 
  the firing rate.
  Tank/APC Weapons 
  Exotic Firearms Proficiency
  You are proficient with large vehicle-mounted 
  weapons found on tanks and APCs. This feat replaces the 
  more generic Exotic Firearms Proficiency- Cannon feat.
  Prerequisite: Drive 5 Ranks, Surface Vehicle 
  Operation (Tracked).
  Effect: You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proficient takes a –4 penalty to hit.
  
  Military Training
  39
  Formation Flying 
  As long as aircraft have been shooting each other down 
  pilots have known the advantages of flying in formation.  
  One craft covers for the other, and your wingman is 
  usually the person you trust most in the world.
  Prerequisites: Combat Pilot, Teamwork.
  Effect: All fighters on the same side of a battle who 
  are flying in formation with this feat gain +2 Defense 
  in vehicle combat by protecting one another. This feat 
  also grants a +2 bonus on Clear Your Six stunt piloting 
  checks. 
  Grenadier 
  You are skilled at using grenades and grenade launchers 
  in combat.
  Prerequisite: Exotic Firearms Proficiency (Grenade 
  Launcher).
  Effect: You gain a +1 bonus to attack rolls, and +50% 
  range bonus, to all grenade attacks, whether thrown or 
  with a grenade launcher.
  Hawkeye 
  You have extremely sharp and quick eyesight.
  Effect: You gain a +2 bonus to Spot and Search skill 
  checks.
  Heart Punch 
  Martial Arts Maneuver
  You strike your target right over the heart, an attack 
  that inflicts a great deal of pain and shock.
  Prerequisite: Commando Training.
  Effect: This feat raises your punch damage by one 
  die (from 1d6 to 1d8, and so on) when performing this 
  maneuver.  The first time this attack is performed in 
  each combat, the target is flat-footed.  If the target of this 
  attack is caught flat-footed, he must make a Fortitude 
  save (DC 10 + attacker’s Strength modifier + attacker’s 
  level –defender’s level) or be stunned for 1 round.
  Interrogation 
  You are skilled at getting information from forces 
  friendly or hostile, by a variety of means.
  Effect: You make Diplomacy, Gather Information, and 
  Intimidate skill checks normally to perform Debriefing, 
  Friendly Interrogation, Plea Bargaining, and Hostile 
  Interrogation.
  Normal:  Characters without this feat suffer a 
  –4 penalty to Diplomacy, Gather Information, and 
  Intimidate skill checks to perform Debriefing, Friendly 
  Interrogation, Plea Bargaining, and Hostile Interrogation.
  Marksman 
  You are skilled at long-distance accuracy with one 
  weapon.
  Prerequisite: Weapon Focus (one ranged weapon), 
  Spot 5 Ranks.
  Effect: You may use up to one-half your Spot skill 
  to offset attack penalties due to range with one ranged 
  weapon (effectively allowing you to ignore one penalty 
  for range per 4 Ranks of Spot). This feat may be taken 
  multiple times.  Its effects do not stack.  Each time the 
  feat is taken (requiring Weapon Focus to be taken again), 
  it applies to a different weapon.
  Special:  This feat grants you the Marksman badge 
  (see medals for more information on the effects of 
  badges and medals). The Marksman badge is awarded 
  each time you select this feat.
  Military Police Powers 
  You have a limited power to enforce military rules and 
  regulations.
  Prerequisites:  MOS Law-Enforcement. 
  Effect: You have the authority to detain, question, and 
  arrest those who have broken the military regulations of 
  your branch of service.  
  Mountaineer 
  You are an extremely competent climber, including the 
  use of ropes and rigs to assist other climbers.
  Effect: You gain a +2 bonus to Climb and Use Rope 
  skills.
  Paratrooper 
  You are an extremely competent parachutist.
  Prerequisites: Jump School.
  Effect: You gain a +2 bonus to Paradrop and Tumble 
  skill checks.
  NBC 
  You are skilled in the diagnosis and treatment of nuclear, 
  biological, and chemical attacks.  Characters with this 
  feat also teach courses in the use of basic preventive gear 
  such as gas masks and Geiger counters, and are skilled at 
  disarming weapons that deliver chemical, biological, or 
  nuclear attacks.
  Effect: You make Spot and Treat Injury skill checks 
  normally to perform NBC operations.  Characters with 
  this feat also gain a +2 bonus on Disable Device checks 
  to disarm NBC weapons.Normal:  Characters without 
  this feat suffer a –4 penalty to Spot and Treat Injury skill 
  checks to perform NBC operations.
  
  Military Training
  40
  Psychotherapy 
  You are skilled in the treatment of mental illness.
  Prerequisite: Knowledge (Behavioral Sciences) 4 
  Ranks.
  Effect: You can alleviate, and eventually remove, any 
  conditions associated with mental illness, including those 
  caused by Mental Breakdowns.
  Special: Characters without this feat suffer –4 to their 
  Knowledge (Behavioral Sciences) skill when attempting 
  this skill check.
  Radar Operation 
  You are skilled at operating radar systems.
  Effect: You make Spot skill checks normally to 
  perform Radar Operation.
  Normal:  Characters without this feat suffer a –4 
  penalty to Spot skill checks to perform Radar Operation.
  Security Clearance, Secret
  You have a clearance granting access to sensitive 
  information.
  Prerequisite: Allegiance (Loyalty to Country).
  Effect: You gain a +2 bonus on checks to requisition 
  information, and are able to requisition information at 
  Secret level or below.
  Special:  This feat is required for many military MOS 
  positions, as well as many civilian jobs dealing with 
  military or government information. Since a private 
  company must pay for the cost of background checks, 
  and since those checks costs tens of thousands of dollars, 
  military characters with an active security clearance gain 
  a +2 wealth bonus when working in the private sector.
  Security Clearance, Top Secret
  You have a clearance granting access to the most 
  sensitive information.
  Prerequisite: Security Clearance (Secret).
  Effect: You gain a +4 bonus on checks to requisition 
  information, and are able to requisition information at 
  Top Secret level or below.
  Special:  This feat is required for many military MOS 
  positions, as well as many civilian jobs dealing with 
  military or government information. Since a private 
  company must pay for the cost of background checks, 
  and since those checks costs tens of thousands of dollars, 
  military characters with an active security clearance gain 
  a +4 wealth bonus when working in the private sector.
  Sharpshooter 
  You are an expert shot with one weapon.
  Prerequisite: Base Attack Bonus 5+, Weapon Focus 
  (one ranged weapon).
  Effect: You gain +1 to hit, and +2 damage with the 
  chosen weapon.  This bonus stacks with any bonus 
  gained from the Weapon Focus feat or the Weapon 
  Specialization Soldier advanced class ability.  This feat 
  may be taken more than once.  Its effects do not stack.  
  Each time you take this feat it applies to a different 
  weapon for which you have already taken Weapon 
  Focus.
  Special:  This feat grants you the Sharpshooter badge 
  (see medals for more information on the effects of 
  badges and medals). The Sharpshooter badge is awarded 
  each time you select this feat.
  Sonar Operation 
  You are skilled at operating sonar equipment.
  Effect: You make Listen skill checks normally to 
  perform Sonar Operation.
  Normal:  Characters without this feat suffer a 
  –4 penalty to Listen skill checks to perform Sonar 
  Operation.
  Teamwork, Specific Team 
  This feat represents extensive training in small unit 
  tactics.  When you take this feat, you choose one group 
  for it to work with, such as the SEALs, the Rangers, the 
  82nd Airborne, and so forth.  
  Prerequisite: Allegiance (Specific Team).
  Effect: Whenever you are in an engagement with 
  someone with the Teamwork feat for the same team 
  (Army, Navy, Air Force, Marines, Police, and so forth), 
  you gain +2 to attack and skill checks.
  Each character serving on an artillery crew with this 
  feat reduces the loading time of the weapon by one 
  round.
  Characters with this feat can use hand signals to 
  communicate simple information, such as “You and 
  Johnson go left and keep your eyes open, I will go right”.
  Special:  Characters who have this feat gain a +2 
  bonus on Promotion checks (team players just fare better 
  in the military at promotion time).
  Weapon Focus 
  You are good at using a specific type of weapon.
  Prerequisite: Base Attack Bonus 1+, proficient with 
  weapon
  Effect: You gain +1 on attack rolls with a specific 
  weapon. This feat may be taken multiple times.  Its 
  effects do not stack.  Each time this feat is selected it 
  applies to a different weapon.
  Special:  This feat grants you the Expert badge (see 
  medals for more information on the effects of badges 
  and medals). The Expert badge is awarded each time you 
  select this feat.
  
  Military Training
  41
  Wingman 
  You are a most valuable commodity: an expert wingman.
  Prerequisite: Combat Pilot, Formation Flying, 
  Teamwork
  Effect: You grant your partner a +4 Def bonus in 
  vehicle combat. If a missile hits the plane you are 
  defending, you may attempt to shoot it down as an 
  attack of opportunity.  This feat grants a +2 bonus on 
  Clear Your Six pilot checks, which stacks with the bonus 
  granted by Formation Flying (for a total bonus of +4).
  Advanced Training
  Military Occupational Specialties (MOS):  To coin a 
  phrase: “being in the military is not just an adventure, 
  it’s an occupation.”  Being in the military is not just one 
  occupation, and characters will have the opportunity 
  to learn many different skills during their time in the 
  military.  The military’s term for these jobs is Military 
  Occupational Specialty, or MOS.  Like an occupation, 
  each MOS expands the character’s range of class skills, 
  and provides a bonus feat (where multiple feats are 
  listed the character may select one).  However, unlike 
  Occupations no wealth bonus is gained.  Instead, MOS 
  packages provide highly skill characters bonuses to 
  Promotion checks.
  Any time a character with an Active Duty or Reserve 
  Duty Allegiance is eligible to receive a feat, that 
  character may take a MOS or Advanced Training instead. 
  Most enlisted men and women spend their entire military 
  careers in a single MOS.  Bouncing around from MOS 
  to MOS is inefficient, and is highly discouraged for most 
  soldiers.  Special operations characters, however, are 
  expected to have a high degree of self-sufficiency, and 
  cross training in a number of different areas.
  As stated in the Active Duty and Reserve Duty 
  descriptions, characters must have the Military 
  Occupation from the d20 Modern Core Rulebook 
  in order to take a MOS.  The Military Occupation is 
  considered to be Basic Training.  After Basic Training, 
  which is as much a conditioning experience and way 
  to acclimate new recruits to the military’s way of doing 
  things as anything else, characters will be assigned a 
  MOS based on their physical and mental qualifications, 
  and the current needs of their branch of service.  For 
  game purposes, however, the character may choose any 
  MOS for which he meets the prerequisites.
  Terminology Note:  Each branch of service has its 
  own language.  Each MOS below that is offered by more 
  than one branch of service has a different name for each 
  different military organization.  What the Army calls 
  “Signals”, the Air Force calls the “Communications 
  Career Field”, and the Marine Corps calls “Operational 
  Communications”.  In general, however, each MOS is 
  given only one name, for ease of reference.
  Advanced Skill Levels:  Each MOS has multiple skill 
  levels a character can gain, if the character advances 
  in the appropriate skills.  These skill levels not only 
  increase the character’s chance of promotion (see the 
  Rank chapter for more information), they also serve to 
  distinguish between two characters of equal rank.  If two 
  Corporals are the highest-ranking members of a squad, 
  for example, and one is a Skill Level 3 Infantryman, 
  while the other is a Skill Level 2 Combat Engineer, then 
  the Infantryman would have senior status.
  Air Assault Training
  You are trained to deploy rapidly by rappelling from 
  helicopters into combat.  
  Skills:  You gain a +2 bonus on Climb and Tumble 
  checks.
  Amphibious Assault Training 
  You have learned how to fight and survive in amphibious 
  conditions (including beach areas, but excluding 
  shipboard combat).
  Skills:  You gain a +1 bonus to attack rolls, and a 
  +2 bonus to the following skills in amphibious terrain:  
  Balance, Climb, Demolitions, Drive, Hide, Knowledge 
  (Tactics), Spot, Survival, Swim.
  Arctic Warfare College 
  You have learned how to fight and survive in arctic 
  terrain.
  Skills:  You gain a +1 bonus to attack rolls, and a +2 
  bonus to the following skills in arctic terrain:  Balance, 
  Climb, Demolitions (for rigging avalanches, landslides, 
  and cave-ins), Drive, Hide, Knowledge (Tactics), Spot, 
  Survival. Characters with this training are also proficient 
  in the use of skis, which negate any movement penalties 
  due to snow/arctic conditions.
  Defense Language Institute 
  You have attended the elite joint military language-
  training course, taught at the Presidio, in Monterey 
  California.  
  Prerequisite: Int 12+.
  Skills:  All Speak Language and Read/Write Language 
  skills are now considered class skills for you.  You gain 
  2 Speak Language Ranks and 2 Read/Write Language 
  Ranks when this training course is selected (in other 
  words you pick two languages to speak, read, and write).  
  Smart Heroes with the Linguist talent gain double the 
  number of bonus languages (four), and gains a +4 to the 
  Intelligence check to speak unfamiliar languages as an 
  added benefit of this course.
  
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  42
  Desert Warfare College 
  You have learned how to fight and survive in desert 
  terrain, most commonly at the National Training Center 
  at Fort Erwin California.
  Skills:  You gain a +1 bonus to attack rolls, and a +2 
  bonus to the following skills in desert terrain:  Balance, 
  Climb, Demolitions (for rigging avalanches, landslides, 
  and cave-ins), Drive, Hide, Knowledge (Tactics), Spot, 
  Survival.
  Jump School 
  Description: You have volunteered for the honor to jump 
  out of a perfectly good aircraft.  Jump School is available 
  to every soldier who meets the physical requirements, 
  and is required for participation in any special operations 
  unit, including the Green Berets and the Rangers.
  Skills: You add the following skills to your permanent 
  class skill list: Balance, Paradrop, and Tumble. If a 
  skill you select is already a class skill, you receive a +1 
  competence bonus on checks using that skill.
  Jungle/Swamp Warfare 
  College
  You have learned how to fight and survive in jungle/
  swamp terrain.
  Skills:  You gain a +1 bonus to attack rolls, and a +2 
  bonus to the following skills in jungle/swamp terrain:  
  Balance, Climb, Demolitions (for rigging avalanches, 
  landslides, and cave-ins), Drive, Hide, Knowledge 
  (Tactics), Spot, Survival.
  MOS Armor 
  Army, Marine Corps
  You are trained to operate as either a driver or a crewman 
  on a large wheeled or tracked vehicle, such as the M-1 
  Abrams, Paladin, or Avenger.
  Skills:  Choose any three of the following as 
  permanent class skills:  Communication Operations, 
  Demolitions, Disable Device, Drive, Hide, Knowledge 
  (tactics), Knowledge (technology), Navigate, Repair.
  Feat (one of the following): Exotic Firearms 
  Proficiency- Mortar/Indirect Fire Weapons, Exotic 
  Firearms Proficiency- Tank/APC Weapons, Surface 
  Vehicle Operation (Heavy Wheeled or Tracked), or 
  Teamwork..
  Skill Level 2: Requirements: MOS Armor, 4 Skill 
  Ranks (any MOS skills); Benefit: +2 on all Promotion 
  checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Armor Skill Level 
  2, 6 Skill Ranks (any MOS skills); Benefit: +3 on all 
  Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: MOS Armor Skill Level 
  3, 8 Skill Ranks (any MOS skills); Benefit: +4 on all 
  Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Armor Skill Level 
  4, 10 Skill Ranks (any MOS skills); Benefit: +5 on all 
  Promotion checks until you gain one Rank.
  MOS Aviation 
  You are trained in aviation support techniques, including 
  Air Traffic Control duties.  At higher skill levels, you 
  will be trained to construct air traffic control facilities, 
  and to command them.
  Skills: Choose any three of the following as permanent 
  class skills: Air Traffic Control, Communications 
  Operation, Craft (Electronic), Craft (Mechanical), Craft 
  (Structural), Knowledge (Technology), Repair. If a 
  skill you select is already a class skill, you receive a +1 
  competence bonus on checks using that skill.
  Feat: Air Traffic Control Expert or Radar Operation
  Skill Level 2: Requirements: MOS Aviation, 4 Skill 
  Ranks (any MOS skills); Benefit: +2 on all Promotion 
  checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Aviation Level 
  2, 6 Skill Ranks (any MOS skills); Benefit: +3 on all 
  Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: MOS Aviation Level 
  3, 8 Skill Ranks (any MOS skills); Benefit: +4 on all 
  Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Aviation Level 
  4, 10 Skill Ranks (any MOS skills); Benefit: +5 on all 
  Promotion checks until you gain one Rank.
  MOS Combat Engineering 
  You are trained in combat construction and bridge 
  laying, as well as mine laying and mine removal.
  Skills:  Choose any three of the following as 
  permanent class skills: Craft (Chemical), Craft 
  (Electronic), Craft (Mechanical), Craft (Structural), 
  Demolitions, Disable Device, Drive, Knowledge 
  (Technology), navigate, Repair, Search, Survival. If a 
  skill you select is already a class skill, you receive a +1 
  competence bonus on checks using that skill.
  Feat: Surface Vehicle Operation (Heavy Earthmovers 
  and Bridgelayers)
  Skill Level 2: Requirements: MOS Combat Engineer, 
  4 Skill Ranks (any MOS skills); Benefit: +2 on all 
  Promotion checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Combat Engineer 
  Skill Level 2, 6 Skill Ranks (any MOS skills); Benefit: 
  +3 on all Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: MOS Combat Engineer 
  Skill Level 3, 8 Skill Ranks (any MOS skills); Benefit: 
  +4 on all Promotion checks until you gain one Rank.
  
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  43
  Skill Level 5: Requirements: MOS Combat Engineer 
  Skill Level 4, 10 Skill Ranks (any MOS skills); Benefit: 
  +5 on all Promotion checks until you gain one Rank.
  MOS Diver 
  You are trained in underwater repair, demolition, and 
  salvage.
  Skills:  Choose any three of the following as 
  permanent class skills: Craft (Chemical), Craft 
  (Electronic), Demolitions, Disable Device, Knowledge 
  (Technology), Profession (Diver), Repair, Search, and 
  Swim. If a skill you select is already a class skill, you 
  receive a +1 competence bonus on checks using that 
  skill. 
  Feats: Endurance.
  Skill Level 2 (Lead Diver): Requirements: MOS 
  Diver, 4 Skill Ranks (any MOS skills); Benefit: +2 on all 
  Promotion checks until you gain one Rank.
  Skill Level 3 (Lead Diver): Requirements: MOS 
  Diver Skill Level 2, 6 Skill Ranks (any MOS skills); 
  Benefit: +3 on all Promotion checks until you gain one 
  Rank.
  Skill Level 4 (Master Diver): Requirements: MOS 
  Diver Skill Level 3, 8 Skill Ranks (any MOS skills); 
  Benefit: +4 on all Promotion checks until you gain one 
  Rank.
  Skill Level 5 (Senior Master Diver): Requirements: 
  MOS Diver Skill Level 4, 10 Skill Ranks (any MOS 
  skills); Benefit: +5 on all Promotion checks until you 
  gain one Rank.
  MOS Field Artillery 
  You are trained to fire indirect fire weapons, from the 
  smallest mortar to the largest howitzers.  This MOS also 
  covers especially large indirect fire weapons such as ship 
  cannons when used for indirect fire (bombardment).
  Skills:  Choose any two of the following as permanent 
  class skills: Craft (structural), Demolitions, Disable 
  Device, Drive, Knowledge (tactics), Hide, Repair.
  Feats:  Exotic Firearms Proficiency (one indirect fire 
  weapon, cannon, or missile battery) or Teamwork.
  Skill Level 2:  Requirements: MOS Field Artillery, 
  4 Skill Ranks (any MOS skills); Benefit: +2 on all 
  Promotion checks until you gain one Rank.
  Skill Level 3:  Requirements:  MOS Field Artillery 
  Level 2, 6 Skill Ranks (any MOS skills); Benefit: +3 on 
  all Promotion checks until you gain one Rank.
  Skill Level 4:  Requirements:  MOS Field Artillery 
  Level 3, 8 Skill Ranks (any MOS skills); Benefit: +4 on 
  all Promotion checks until you gain one Rank.
  Skill Level 5:  Requirements: MOS Field Artillery 
  Level 4, 10 Skill Ranks (any MOS skills); Benefit: +5 on 
  all Promotion checks until you gain one Rank.
  MOS Infantryman/Rifleman 
  Army, Marines
  You are trained to perform offensive and defensive 
  combat operations, including placement and removal of 
  mines, reconnaissance, and leading of combat units.
  Skills: Choose any three of the following as 
  permanent class skills: Climb, Craft (Structural), 
  Demolitions, Disable Device, Drive, Hide, Intimidate, 
  Knowledge (Tactics), Navigate, Search, Spot, Survival. 
  If a skill you select is already a class skill, you receive a 
  +1 competence bonus on checks using that skill.
  Feats: Advanced Firearms Proficiency
  Skill Level 2: Requirements: MOS Infantryman, 
  4 Skill Ranks (any MOS skills); Benefit: +2 on all 
  Promotion checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Infantryman Level 
  2, 6 Skill Ranks (any MOS skills); Benefit: +3 on all 
  Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: MOS Infantryman Level 
  3, 8 Skill Ranks (any MOS skills); Benefit: +4 on all 
  Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Infantryman Level 
  4, 10 Skill Ranks (any MOS skills); Benefit: +5 on all 
  Promotion checks until you gain one Rank.
  MOS Intelligence 
  You are trained in information gathering.  Depending 
  on your specialty, this could involve using satellites, 
  binoculars, or a bribe slipped under a table.  Characters 
  with the MOS Signal Intelligence will have the Signals 
  MOS, as well as the Intelligence MOS, and select either 
  the Cryptography or Electronic Warfare feats.
  Skills: Choose any three of the following as 
  permanent class skills:  Bluff, Communications 
  Operation, Computer Use, Cryptography, Decipher 
  Script, Diplomacy, Electronic Warfare, Forgery, Gather 
  Information, Interrogation, Intimidate, Research, Sense 
  Motive, Spot. If a skill you select is already a class skill, 
  you receive a +1 competence bonus on checks using that 
  skill.
  Feats: Cryptography, Electronic Warfare, or 
  Interrogation.
  Skill Level 2: Requirements: MOS Intelligence, 
  4 Skill Ranks (any MOS skills); Benefit: +2 on all 
  Promotion checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Intelligence Level 
  2, 6 Skill Ranks (any MOS skills); Benefit: +3 on all 
  Promotion checks until you gain one Rank.
  Skill Level 4:  Requirements: MOS Intelligence Level 
  3, 8 Skill Ranks (any MOS skills); Benefit: +4 on all 
  Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Intelligence Level 
  4, 10 Skill Ranks (any MOS skills); Benefit: +5 on all 
  Promotion checks until you gain one Rank.
  
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  44
  MOS Law Enforcement 
  Law Enforcement characters provide security for critical 
  military bases and resources, guard prisoners of war, and 
  act as military police.
  Skills: Choose any three of the following as 
  permanent class skills: Diplomacy, Drive, Handle 
  Animal, Intimidate, Investigate, Knowledge (Civics), 
  Sense Motive, Spot. If a skill you select is already a class 
  skill, you receive a +1 competence bonus on checks 
  using that skill.
  Feat: Alertness.
  Skill Level 2:  Requirements: MOS Law Enforcement, 
  4 Skill Ranks (any MOS skills); Benefit: +2 on all 
  Promotion checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Law Enforcement 
  Level 2, 6 Skill Ranks (any MOS skills); Benefit: +3 on 
  all Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: MOS Law Enforcement 
  Level 3, 8 Skill Ranks (any MOS skills); Benefit: +4 on 
  all Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Law Enforcement 
  Level 4, 10 Skill Ranks (any MOS skills); Benefit: +5 on 
  all Promotion checks until you gain one Rank.
  MOS Maintenance 
  You perform a vital, if less than glamorous job: the care, 
  maintenance, and repair of the numerous vehicles, tanks, 
  missiles systems, and electronic equipment fielded by the 
  military.
  Skills:  Choose any two of the following as permanent 
  class skills:  Communication Operations, Craft 
  (electronic), Craft (mechanical), Craft (structural), Drive, 
  Knowledge (technology), Repair.
  Feat: Gearhead.
  Skill Level 2: Requirements: MOS Maintenance, 
  4 Skill Ranks (any MOS skills); Benefit: +2 on all 
  Promotion checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Maintenance Level 
  2, 6 Skill Ranks (any MOS skills); Benefit: +3 on all 
  Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: MOS Maintenance Level 
  3, 8 Skill Ranks (any MOS skills); Benefit: +4 on all 
  Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Maintenance Level 
  4, 10 Skill Ranks (any MOS skills); Benefit: +5 on all 
  Promotion checks until you gain one Rank.
  MOS Medical 
  Performs duties as a field medic to combat units, and 
  provides support to nursing and medical staff at military 
  hospitals.
  Skills: Choose any three of the following as 
  permanent class skills: Craft (Electronic), Craft 
  (Pharmaceutical), Diplomacy, Knowledge (Behavioral 
  Sciences), Knowledge (Technology), NBC, Repair, 
  Research, Treat Injury.
  Feats: Medical Expert, Psychotherapy, or Surgery 
  (only characters who have attended Officer Candidate 
  School may select Psychotherapy or Surgery for their 
  bonus feats granted by this MOS).
  Skill Level 2: Requirements: MOS Medical, 4 Skill 
  Ranks (any MOS skills); Benefit: +2 on all Promotion 
  checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Medical Level 
  2, 6 Skill Ranks (any MOS skills); Benefit: +3 on all 
  Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: MOS Medical Level 
  3, 8 Skill Ranks (any MOS skills); Benefit: +4 on all 
  Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Medical Level 
  4, 10 Skill Ranks (any MOS skills); Benefit: +5 on all 
  Promotion checks until you gain one Rank.
  MOS NBC 
  Identifies nuclear, biological and chemical weaponry 
  based on limited data, observations, or effects. The MOS 
  NBC is also in charge of caring for their units NBC 
  equipment, training soldiers in NBC countermeasures 
  and survival, and ensuring that a unit is prepared to 
  operate in a NBC environment.
  Skills: Choose any three of the following as 
  permanent class skills: Craft (Electronic), Craft 
  (Chemical), Diplomacy, Disable Device, Knowledge 
  (Technology), Repair, Research, Treat Injury.
  Feats: NBC
  Skill Level 2: Requirements: MOS NBC, 4 Skill 
  Ranks (any MOS skills); Benefit: +2 on all Promotion 
  checks until you gain one Rank.
  Skill Level 3: Requirements: MOS NBC Level 2, 
  6 Skill Ranks (any MOS skills); Benefit: +3 on all 
  Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: 8 Skill Ranks (any MOS 
  skills); Benefit: +4 on all Promotion checks until you 
  gain one Rank.
  Skill Level 5: Requirements: MOS NBC Level 4, 
  10 Skill Ranks (any MOS skills); Benefit: +5 on all 
  Promotion checks until you gain one Rank.
  MOS Pilot 
  You are trained to pilot various types of aircraft for the 
  following purposes: air superiority, reconnaissance, 
  combined arms, and rescue operations.
  Requirements: Officer Candidate School.
  Skills: Choose any two of the following as permanent 
  class skills:  Air Traffic Control, Craft (Electronics), 
  Craft (Mechanical), Knowledge (Tactics), Pilot, Repair.
  Feats: Combat Pilot.
  
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  45
  Skill level 2: Requirements: MOS Pilot, 4 Skill Ranks 
  (any MOS skills); Benefit: +2 on all Promotion checks 
  until you gain one Rank.
  Skill Level 3: Requirements: 6 Skill Ranks (any MOS 
  skills); Benefit: +3 on all Promotion checks until you 
  gain one Rank.  
  Skill Level 4: Requirements: MOS Pilot Level 3, 
  8 Skill Ranks (any MOS skills); Benefit: +4 on all 
  Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Pilot Level 4, 
  10 Skill Ranks (any MOS skills); Benefit: +5 on all 
  Promotion checks until you gain one Rank.
  MOS Signals 
  You are trained to install, maintain, repair, and operate 
  communications systems.  Characters wishing to be 
  MOS Signal Intelligence will have this MOS and the 
  Intelligence MOS, and select either the Cryptography or 
  Electronic Warfare feats.
  Skills: Choose any three of the following as 
  permanent class skills: Communication Operations, Craft 
  (Electronic), Craft (Mechanical), Diplomacy, Knowledge 
  (Technology), Repair. If a skill you select is already a 
  class skill, you receive a +1 competence bonus on checks 
  using that skill.
  Feats: Security Clearance (Secret).
  Skill Level 2: Requirements: MOS Signals, 4 Skill 
  Ranks (any MOS skills); Benefit: +2 on all Promotion 
  checks until you gain one Rank.
  Skill Level 3: Requirements: MOS Signals Level 
  2, 6 Skill Ranks (any MOS skills); Benefit: +3 on all 
  Promotion checks until you gain one Rank.
  Skill Level 4: Requirements: MOS Signals Level 
  3, 8 Skill Ranks (any MOS skills); Benefit: +4 on all 
  Promotion checks until you gain one Rank.
  Skill Level 5: Requirements: MOS Level 4, 10 Skill 
  Ranks (any MOS skills); Benefit: +5 on all Promotion 
  checks until you gain one Rank.
   
  Mountain Warfare College 
  You have learned how to fight and survive in 
  mountainous terrain.
  Benefit:  You gain a +1 bonus to attack rolls, and a 
  +2 bonus to the following skills in mountainous terrain:  
  Balance, Climb, Demolitions (for rigging avalanches, 
  landslides, and cave-ins), Drive, Hide, Knowledge 
  (Tactics), Spot, Survival.
  NCO School 
  You have been given instruction in command.
  Prerequisite: Rank E-5 or higher.
  Skills:  Knowledge (tactics) becomes a class skill for 
  you.  If this skill is already a class skill, you receive a +1 
  competence bonus on checks using that skill.
  Benefit: All units lead by you in combat (see the Small 
  Unit Combat section for more information) ignore the 
  first morale hit they take, cumulative with the Leadership 
  feat.
  Feats:  Tactician.
  Special:  You receive a +1 bonus on all future 
  Promotion checks. Units trained by you gain 1 XP each 
  month.
  Officer Candidate School
  You have graduated from an elite officer-training 
  program.
  Skills:  Knowledge (tactics) becomes a class skill for 
  you. If this skill is already a class skill, you receive a +1 
  competence bonus on checks using that skill. 
  Benefit: All units lead by you in combat (see the Small 
  Unit Combat section for more information) ignore the 
  first morale hit they take, cumulative with the Leadership 
  feat. Units trained by you receive 1 XP per month.
  Feats: Tactician
  Special:  Your rank is immediately improved to O-1. 
  Also, you receive a +1 bonus on all future Promotion 
  checks. 
  SERE 
  SERE stands for Survival, Evasion, Resistance, and 
  Escape, and is the military training program to prepare 
  soldiers for surviving in hostile territory, withstand 
  interrogation and torture, and escape or survive to 
  reach home.  The SERE motto is “return with honor”. 
  Although SERE training is offered to all branches of 
  service (especially special operations forces), many 
  regular Air Force personnel receive this training, since 
  they are at high risk of being shot down behind enemy 
  lines and captured.
  Benefit: Characters with this training gain a +2 bonus 
  on Hide and Survival checks, and a +2 on all Will saves 
  and level checks to resist intimidation, interrogation, 
  torture, and brainwashing.
  Urban Warfare College 
  Description:  You have learned how to fight and survive 
  in urban terrain.
  Benefit:  You gain a +1 bonus to attack rolls, and a +2 
  bonus to the following skills in urban terrain:  Balance, 
  Climb, Demolitions (for rigging avalanches, landslides, 
  and cave-ins), Drive, Hide, Knowledge (Tactics), Spot, 
  Survival.
  
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  46
  Elite Unit Assignments 
  The character has earned an assignment to an elite 
  unit.  While not on the level of special operations units, 
  these forces are often the first called into the line of fire 
  because of their proven combat track records, special 
  training, or special equipment.  This feat is the only way 
  to take the Esprit de Corps feat without qualifying and 
  taking a level in a special operations prestige class.  
   
  1st Cavalry Division
  The 1st Cavalry is the premier elite airmobile armored 
  division in the world. Based out of Fort Hood, Texas, the 
  1st Cavalry has seen action in every major conflict (and 
  most minor ones), from WWII through Operation: Iraqi 
  Freedom.
  Prerequisites: Active Duty or Reserve (U.S. Army), 
  Desert Warfare, MOS Armor.
  Benefit: +1 Morale bonus to hit and to any Saving 
  Throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; Terrain Specialization Desert Warfare 
  (increases the bonuses on attack and skill rolls gained 
  from Arctic and Mountain warfare training by +1 each).
  3rd Infantry Division
  The 3rd Infantry Division is possibly the heaviest, best-
  equipped unit in the American Army.  The 3rd Infantry 
  Division calls itself “The Rock”, and is based out of Fort 
  Stewart, Georgia, and Hunter Army Air Field.
  Prerequisites:  Active Duty or Reserve(U.S. Army), 
  Base Attack Bonus 3+, MOS Infantryman.
  Benefit:  +1 Morale bonus to hit and to any Saving 
  Throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; +2 on all Requisition checks.
  10th Mountain Division
  The 10th Mountain Division is the premier mountain 
  warfare division in the American Army.  This light 
  infantry division has seen extensive service in the 
  hunt for Al Qaeda in the mountains of Afghanistan.  
  Historically, the 10th Mountain has seen combat in the 
  Apennine Mountains of Italy in WWII, and were a 
  driving force behind the growth of ski resorts in America 
  (ski resorts in Vail and Aspen were begun by veterans of 
  the 10th Mountain). The 10th Mountain is based in Fort 
  Drum, New York.
  Prerequisites: Active Duty or Reserve (U.S. Army), 
  Arctic Warfare College, Mount Warfare College, MOS 
  Infantryman.
  Benefit:  +1 Morale bonus to any Saving Throw to 
  resist any of the following: fatigue, hunger, torture, 
  brainwashing, fear, combat fatigue, and intimidation; 
  Terrain Specialization Mountain/Arctic (increases the 
  bonuses on attack and skill rolls gained from Arctic and 
  Mountain warfare training by +1 each).
  75th Ranger Battalion
  Not all members of the 75th Ranger Battalion are 
  members of the Ranger prestige class.  Although every 
  Ranger is an elite soldier in his own right, very few 
  Rangers have completed the Ranger Course, designed to 
  teach men to lead Rangers (only characters with levels 
  in the Ranger Prestige class have completed the Ranger 
  Course).
  Prerequisite: Active Duty or Reserve (U.S. Army), 
  Jump School, MOS Infantryman.
  Benefit: +1 Morale bonus to hit and to any Saving 
  throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; +1 on all promotion checks.
  82nd Airborne
  The 82nd Airborne has become so famous for the 
  exploits of its paratroopers that its WWI history is 
  almost completely forgotten.  With soldiers from all 
  48 states, the 82nd Infantry, dubbed the “all-American” 
  division served with distinction in WWI.  In 1942, the 
  82nd became the first airborne division in the U.S. Army, 
  and was redubbed the 82nd Airborne.  The 82nd Airborne 
  earned a near-legendary status in WWII, participating in 
  operations such as “Neptune”, the airborne compliment 
  of “Overlord” (Neptune was the airborne assault of 
  Normandy, while Overlord was the amphibious assault), 
  and operation “Market Garden”, a combined assault by 
  three airborne divisions to seize and hold key roads and 
  bridges deep in German territory.  The 82nd Airborne is 
  based at Fort Bragg, North Carolina, and holds dear two 
  nicknames earned in WWII: “Devils in Baggy Pants”, 
  taken from a German soldier’s diary, and “America’s 
  Honor Guard”, a title bequeathed on the unit by General 
  George Patton.
  Prerequisite: Active Duty or Reserve (U.S. Army), 
  Jump School, MOS Infantryman.
  Benefit: +1 Morale bonus to hit and to any Saving 
  Throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; +1 on all promotion checks.
  101st Airborne
  The 101st Airborne’s first commander, Maj. Gen. William 
  C. Lee announced to his first recruits that the unit had 
  “No history, but a rendezvous with destiny”.  And in 
  the years since that announcement in 1942, the 101st 
  
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  47
  Airborne has rendezvoused with destiny many times.  
  The unit has participated with distinction in engagements 
  from WWII, to Iraqi Freedom.  The nickname of the 
  101st is the “Screaming Eagles.”  Currently the 101st 
  maintains Airborne in its name for strictly historical 
  reasons, and is an air assault light infantry division, with 
  the largest rotary-wing contingent in the world allowing 
  this force to be extremely mobile on the battlefield 
  (transporting large numbers of troops with helicopters, 
  and deploying those troops quickly through rappelling).
  Prerequisite: Active Duty or Reserve (U.S. Army), 
  Air Assault Training, MOS Infantryman.
  Benefit: +1 Morale bonus to hit and to any Saving 
  Throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; +1 on all promotion checks.
  Blue Angels
   After WWII, Adm. Chester Nimitz ordered the 
  formation of a demonstration team to keep the public 
  interested in aviation.  The Blue Angels are the premier 
  flying team in the world, known for their famous 
  diamond formation (an extremely dangerous feat of 
  precision formation flying).  The Angels have proven 
  themselves in combat as well, having formed the core 
  of the legendary “Satan’s Kitten” fighter squadron in the 
  Korean War.
  Prerequisite: Active Duty or Reserve (U.S. Navy), 
  Combat Pilot, MOS Pilot, Pilot 10 Ranks, Formation 
  Flying, Teamwork.
  Benefit:  +2 Defense bonus in aircraft combat, Feat: 
  Esprit de Corps, +3 Reputation.
  Marine Expeditionary Unit 
  (MEU)
  A MEU is a unique, small (about 2,200 men) powerful 
  force capable of operating independently or paving the 
  way for a larger force.  Commanded by a Colonel, the 
  MEU carries ground and helicopter forces capable of 
  landing its force ashore with extreme rapidity through 
  amphibious assault vehicles. In addition to ground 
  forces, amphibious landing craft, and helicopters, each 
  MEU has command and medical personnel, rendering 
  it completely self-sufficient. There are currently three 
  MEU’s based on the West Coast of the United States, 
  out of Camp Pendleton, California, three on the East 
  Coast of the United States, out of Camp Lejeune, North 
  Carolina, and one overseas in Okinawa, Japan.
  Prerequisite: Active Duty or Reserve (U.S. Marine 
  Corps), Amphibious Assault Training, MOS one of 
  the following (Aviation, Combat Engineering, Field 
  Artillery, Rifleman, Medical, Pilot, or Signals), 
  Teamwork.
  Benefit:  +1 Morale bonus to hit and to any Saving 
  Throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; increases the bonus to attack and skill 
  checks gained by Amphibious Assault training by +1. 
  Phoenix Ravens
  The Phoenix Ravens provide security for airfields and 
  aircraft, specializing in protecting Air Force craft from 
  being the target of terrorist threats.  The same initiative 
  that led the Marines to form Special Reaction Teams (a 
  rise in terrorism and other serious incidents taking place 
  at military facilities) led to the creation of the Ravens.
  Prerequisite: Active Duty or Reserve (U.S. Air 
  Force), MOS Law Enforcement (Skill Level 2), Urban 
  Warfare.
  Benefit:  +1 Morale bonus to hit and to any Saving 
  throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; +2 Spot and Investigate checks.
  Radio Reconnaissance Teams
  These forces provide signals, signal intelligence, and 
  electronic warfare support to MEUs.  These units 
  undergo extensive training, and are often deployed into 
  dangerous forward areas along with the MEUs they 
  support.
  Prerequisite: Active Duty or Reserve (U.S. Marines), 
  MOS Signals (Skill Level 2), Amphibious Assault, Jump 
  School.
  Benefit:  +1 Morale bonus to hit and to any Saving 
  Throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; increases the attack and skill bonus gained 
  by Urban Warfare training by +1.
  Special Reaction Team (SRT)
  As terrorism rises around the world, and with United 
  States military forces being prime targets, each branch 
  of service has developed strategies to better protect and 
  defend their soldiers and bases from terrorist attack. An 
  elite supplement to Marine and Naval Military Police 
  Forces, the SRT is their equivalent of the SWAT team, 
  providing tactical response to serious threats ranging 
  from hostage rescue, counter-sniper, VIP Protection, and 
  counterterrorism.
  Prerequisite: Active Duty or Reserve (U.S. Marines), 
  MOS Law Enforcement (Skill Level 2), Urban Warfare.
  Benefit:  +1 Morale bonus to hit and to any Saving 
  Throw to resist any of the following: fatigue, hunger, 
  torture, brainwashing, fear, combat fatigue, and 
  intimidation; increases the attack and skill bonus gained 
  by Urban Warfare training by +1.
  
  Military Training
  48
  Seabees 
  “We Build. We fight.”
  The Seabees have been the premiere combat 
  engineering unit since WWII, having seen action in 
  island hopping Pacific campaigns, the Inchon landing in 
  the Korean War, and in the Gulf War where the Seabees 
  built miles of runway for incoming aircraft.
  Prerequisite: Active Duty or Reserve (U.S. Navy), 
  MOS Combat Engineer, Builder.
  Benefit:  +1 Morale bonus to hit and to any 
  Saving Throw to resist any of the following: 
  fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, and intimidation; +2 on all Craft 
  (Structural) checks.
  Rank
  As characters progress in the military 
  campaign, Rank offers them another 
  avenue for character advancement and 
  development in addition to the traditional 
  gaining of levels.  In general, a character 
  will have the opportunity to gain one rank 
  per level, with higher rank bringing more 
  authority, and the ability to requisition 
  more gear from the character’s branch of 
  service.
  Rank and the Game
  The Game Master in any d20 Modern 
  game involving military personnel must 
  handle rank with utmost care.  Two 
  factors must be balanced at all times 
  when dealing with rank: the realism of 
  the game and the fun of the game.  
  Realistically, rank is not as linear as most outside the 
  military tend to believe.  It is technically true that a First 
  Lieutenant ten minutes out of OCS outranks a Command 
  Sergeant Major with thirty years combat experience.  
  In reality, when the bullets start flying, whom would 
  you listen to?  In the chain of command, most units 
  have a very experienced NCO (Staff Sergeant or above, 
  depending on the size of the command) who is second in 
  command.
  Fun must take precedence, even over reality, in any 
  activity for enjoyment, like a roleplaying game.  No one 
  shows up at their weekly game to be ordered around by 
  someone else.  We all get enough of that in our real lives, 
  obeying traffic laws, filling out our taxes, toeing the 
  line for our bosses, etc.  Fortunately, special ops groups 
  work almost identically to adventuring parties, with each 
  character taking a role in leadership when the situation 
  better fits his expertise. 
  Promotion
  The basic mechanic for gaining Rank in Blood and Guts 
  is the Promotion check.  Promotion checks are made 
  whenever a character gains a level, or whenever some 
  other quality entitles the character to a Promotion check 
  (such as the Fast Track feat, earning a new skill level in 
  a character’s MOS, or earning a Medal as the result of 
  a mission). Often a character will be entitled to make 
  more than one Promotion check per level (for instance 
  a character would make a Promotion check for gaining 
  the level, then, if spending skill points qualified a 
  character for a new MOS Skill level, the character 
  would get to roll his free promotion check as well).  
  However, regardless of how many Promotion checks 
  a character is entitled to make, a character may 
  not advance more than one Rank per level 
  under normal circumstances .
  Whenever a character is entitled to 
  a Promotion check, roll 1d20 plus the 
  character’s Charisma modifier plus 1⁄2 the 
  character’s level plus any miscellaneous 
  bonuses.  The DC the character needs to roll 
  depends on the rank the character is trying to 
  achieve.
  Promotion Check = 
  1d20 + Cha. modifier + 1⁄2 Level + Misc. 
  Bonus
  Enlisted Ranks 
  Enlisted Ranks require the character to have 
  either the Active Duty or Reserve Duty 
  Allegiances
  Promotion DC: This is the DC required 
  to achieve Promotion to the listed rank.
  Requisition DC:  This is the bonus 
  to any checks the character makes to 
  requisition equipment, manpower, or information (see 
  Requisitioning below).
  Pay Grade:  This is the Wealth Award a character 
  receives, in pensions, job placement assistance, and 
  college aid when he or she leaves the service (gives 
  up the Active Duty Allegiance). Characters who have 
  only had the Reserve Duty Allegiance receive half this 
  amount.  A character may only receive this award once. 
  “Plus” Ranks:  Within some grades there is more 
  than one rank, designated in game terms as a plus rank.  
  These ranks must be achieved before the character can 
  achieve the next higher rank. So a character who was a 
  Master Sergeant in the Army, would have to achieve the 
  rank of First Sergeant (E-8+) before being allowed to roll 
  for promotion to E-8++ (Sergeant Major).  The character 
  would likewise have to achieve the rank of Sergeant 
  Major before being allowed to roll for Promotion to E-9 
  
  Military Training
  49
  (Command Sergeant Major).  One person may only hold 
  the Rank of E-10 at a time.  This character, the highest-
  ranking Non-Commissioned Officer for his entire 
  branch of service, is the representative of the enlisted 
  personnel for his entire branch of service.
  Medals 
  As characters gain skill and perform heroic deeds, they 
  will be granted medals, commendations, and badges to 
  recognize their service to their country.  Medals in the 
  American military extend back to the Badge of Military 
  Merit, created by George Washington.  After the 
  Revolutionary War, however, medals fell into disuse by 
  the military, Americans wanting to avoid anything that 
  reminded them of Europe or European ways whenever 
  possible.  However, during the Civil War, medals began 
  Table 2-1: Air Force Enlisted Ranks
  Rank
  Name
  Promotion DC 
  Requisition Modifier
  Pay Grade
  E-1
  Airman Basic
  ---
  +0
  +1
  E-2
  Airman
  15
  +1
  +2
  E-3
  Airman 1st Class
  16
  +2
  +3
  E-4
  Senior Airman
  17
  +4
  +4
  E-5
  Staff Sergeant
  20
  +6
  +5
  E-6
  Technical Sergeant
  21
  +8
  +6
  E-7
  Master Sergeant
  22
  +10
  +7
  E-7+
  1st Master Sergeant
  23
  +11
  +7
  E-8
  Senior Master Sergeant
  23
  +12
  +8
  E-8+
  1st Sergeant
  25
  +14
  +8
  E-9
  Chief Master Sergeant
  26
  +16
  +9
  E-9+
  1st Chief Master Sgt.
  27
  +18
  +9
  E-9++ 
  Command CMS
  30
  +20
  +10
  E-10
  CMS of the Air Force
  30
  +22
  +11
  Warrant Officer Ranks:  The Air Force has eliminated Warrant Officers
  Air Force Officer Ranks (requires Officer Candidate School)
  O-1
  2nd Lieutenant
  20
  +6
  +6
  O-2
  1st Lieutenant
  22
  +9
  +8
  O-3
  Captain
  24
  +12
  +10
  O-4
  Major
  26
  +15
  +12
  O-5
  Lieutenant Colonel
  28
  +18
  +14
  O-6
  Colonel
  30
  +21
  +16
  O-7
  Brigadier General
  32
  +24
  +18
  O-8
  Major General
  34
  +27
  +20
  O-9
  Lieutenant General
  36
  +30
  +22
  O-10
  General
  38
  +33
  +24
  to be awarded once again.  One of the first of these to be 
  awarded was the Medal of Honor, created by an act of 
  Congress February 17, 1862.
  The Medal Check  
  Similar to a promotion check, a Medal check is made 
  whenever a character meets the minimum criteria for 
  a medal.  Unlike Promotion checks, which may only 
  be made once per level under normal circumstances, it 
  is possible for a character to qualify for a dozen medal 
  checks from one minute of combat.  A medal check is 
  rolled on d20, modified by your Charisma modifier, 
  along with any specific criteria listed under the medal 
  itself. Medals may not be awarded unless you could 
  actually meet or exceed the DC on a roll of 20 or less (in 
  other words, a Natural 20 is not an automatic success).
  
  Military Training
  50
  Effect: You gain a +4 bonus on your next promotion 
  check, and a +2 bonus on all future promotion checks.
  Distinguished Service Cross 
  All; DC 30
  The Distinguished Service Cross is awarded to 
  Army personnel who distinguish themselves through 
  conspicuous gallantry that does not rise to the level to 
  merit a Medal of Honor.  The Distinguished Service 
  Cross was created by President Woodrow Wilson to 
  honor American soldiers serving in Europe in WWI.
  Prerequisite: To check for this medal, you must have 
  participated in an encounter with an Encounter Level 
  higher than your level.  For each level the EL is higher 
  Bronze Star 
  All; DC 18
  The Bronze Star is awarded for gallantry in combat 
  that does not rise to the level to merit the award of a 
  Silver Star.
  Prerequisite: This medal is earned in the same 
  fashion as the Silver Star, Distinguished Service Medal, 
  Distinguished Service Cross, and the Medal of Honor, 
  and is part of the same Medal Check as those medals 
  (roll once, modified rolls of 35 or higher result in the 
  Medal of Honor, 30 or higher the Distinguished Service 
  Cross, 23 or higher the Silver Star, 20 or higher the 
  Distinguished Service Medal, and 18 or higher the 
  Bronze Star).
  Table 2-2: Army Ranks
  Rank
  Name
  Promotion DC 
  Requisition Modifier
  Pay Grade
  E-1
  Private
  ---
  +0
  +1
  E-2
  Private
  15
  +1
  +2
  E-3
  Private First Class
  16
  +2
  +3
  E-4
  Specialist
  17
  +4
  +4
  E-4+
  Corporal
  17
  +5
  +4
  E-5
  Sergeant
  20
  +6
  +5
  E-6
  Staff Sergeant
  21
  +8
  +6
  E-7
  Sergeant 1st Class
  22
  +10
  +7
  E-8
  Master Sergeant
  23
  +12
  +8
  E-8+
  First Sergeant
  25
  +14
  +8
  E-9
  Sergeant Major
  26
  +16
  +9
  E-9+
  Command Sgt. Major
  27
  +18
  +9
  E-10 
  Sgt. Major of the Army
  30
  +20
  +10
  Warrant Officer Ranks (Requires 10 Skill Ranks in two skills)
  WO-1
  Warrant Officer 1
  20
  +6
  +6
  WO-2
  Warrant Officer 2
  22
  +9
  +7
  WO-3
  Warrant Officer 3
  24
  +12
  +8
  WO-4
  Warrant Officer 4
  26
  +15
  +9
  WO-5
  Chief Warrant Officer
  28
  +18
  +10
  Officer Ranks (Requires Officer Candidate School)
  O-1
  2nd Lieutenant
  20
  +6
  +6
  O-2
  1st Lieutenant
  22
  +9
  +8
  O-3
  Captain
  24
  +12
  +10
  O-4
  Major
  26
  +15
  +12
  O-5
  Lieutenant Colonel
  28
  +18
  +14
  O-6
  Colonel
  30
  +21
  +16
  O-7
  Brigadier General
  32
  +24
  +18
  O-8
  Major General
  34
  +27
  +20
  O-9
  Lieutenant General
  36
  +30
  +22
  O-10
  General
  38
  +33
  +24
  
  Military Training
  51
  than your level, you gain a +1 to the medal check for 
  this medal. Make only one check for this and the Medal 
  of Honor, comparing the result of the Medal check to 
  both DCs.  If the modified roll is 35 or higher, you are 
  awarded the Medal of Honor only, not both medals.  
  If the modified roll is 30 or higher, you receive the 
  Distinguished Service Cross.
  Effect: You make a Promotion check at +8 
  immediately upon receiving this medal.  If you also 
  gained a level as a result of the adventure in which this 
  medal was gained, you make a normal Promotion check, 
  and can gain 2 Ranks this level. You gain +4 on all future 
  Promotion checks. 
  Distinguished Service Medal 
  All, other; DC 20
  The Distinguished service medal, unlike the 
  Distinguished Service Cross or the Medal of Honor, is 
  awarded for meritorious army service either in combat 
  or peacetime, of a particularly meritorious nature.  The 
  Distinguished Service Medal may also be awarded to 
  non-Army personnel who perform meritorious service in 
  wartime, at the discretion of the President.  In WWI, for 
  example, the allied generals of France, Britain, Italy, and 
  Belgium were awarded Distinguished Service Medals.
  Prerequisite: For combat service, this medal is 
  earned in the same fashion as the Distinguished Service 
  Cross, and the Medal of Honor, and is part of the same 
  Medal check as those medals (roll once, modified rolls 
  Table 2-3: Marine Ranks
  Rank
  Name
  Promotion DC 
  Requisition Modifier
  Pay Grade
  E-1
  Private
  ---
  +0
  +1
  E-2
  Private First Class
  15
  +1
  +2
  E-3
  Lance Corporal
  16
  +2
  +3
  E-4
  Corporal
  17
  +4
  +4
  E-5
  Sergeant
  20
  +6
  +5
  E-6
  Staff Sergeant
  21
  +8
  +6
  E-7
  Gunnery Sergeant
  22
  +10
  +7
  E-8
  Master Sergeant
  23
  +12
  +8
  E-8+
  First Sergeant
  25
  +14
  +8
  E-9
  Master Gunnery Sergeant
  26
  +16
  +9
  E-9+
  Sergeant Major
  27
  +18
  +9
  E-10
  Sgt. Maj. of the Marines 
  30
  +20
  +10
  Warrant Officer Ranks (Requires 10 Skill Ranks in two skills)
  WO-1
  Warrant Officer 1
  20
  +6
  +6
  WO-2
  Warrant Officer 2
  22
  +9
  +7
  WO-3
  Warrant Officer 3
  24
  +12
  +8
  WO-4
  Warrant Officer 4
  26
  +15
  +9
  WO-5
  Chief Warrant Officer
  28
  +18
  +10
  Officer Ranks (Requires Officer Candidate School)
  O-1
  2nd Lieutenant
  20
  +6
  +6
  O-2
  1st Lieutenant
  22
  +9
  +8
  O-3
  Captain
  24
  +12
  +10
  O-4
  Major
  26
  +15
  +12
  O-5
  Lieutenant Colonel
  28
  +18
  +14
  O-6
  Colonel
  30
  +21
  +16
  O-7
  Brigadier General
  32
  +24
  +18
  O-8
  Major General
  34
  +27
  +20
  O-9
  Lieutenant General
  36
  +30
  +22
  O-10
  General
  38
  +33
  +24
  
  Military Training
  52
  of 35 or higher result in the Medal of Honor, 30 or 
  higher the Distinguished Service Cross, 20 or higher the 
  Distinguished Service Medal).  For peacetime, if you 
  make a skill check roll of a natural 20, that results in at 
  least 50 HD of lives being saved, then you may check for 
  this medal.
  Effect: You gain +8 to your next Promotion check, 
  and a +4 to all future Promotion checks. 
  Expert badge
  All
  You have passed the proper expert exam and been 
  recognized with a badge of achievement.
  Prerequisite:  Weapon Focus feat
     Effect:  The character gains a +2 bonus on Promotion 
  checks until the character gains one rank.
  Marksman badge
  All
  You have passed the proper marksmanship exam and 
  been recognized with a badge of achievement.
     Prerequisite: Marksman feat
     Effect: The character gains a +2 bonus on Promotion 
  checks until the character gains one rank.
  Medal of Honor
  All, DC 35
  The Medal of Honor is awarded by the President, 
  on behalf of congress, for conspicuous gallantry and 
  intrepidity at the risk of his or her life above and beyond 
  the call of duty, while engaged in action against an 
  enemy of the United States.
  Prerequisite: To check for this medal, you must have 
  participated in an encounter with an Encounter Level 
  Table 2-4: Navy Ranks
  Rank
  Name
  Promotion DC 
  Requisition Modifier
  Pay Grade
  E-1
  Seaman Recruit
  ---
  +0
  +1
  E-2
  Seaman Apprentice
  15
  +1
  +2
  E-3
  Seaman
  16
  +2
  +3
  E-4
  Petty Officer 3rd Class
  17
  +4
  +4
  E-5
  Petty Officer 2nd Class
  20
  +6
  +5
  E-6
  Petty Officer 1st Class
  21
  +8
  +6
  E-7
  Chief Petty Officer
  22
  +10
  +7
  E-8
  Senior CPO
  23
  +12
  +8
  E-9
  Master CPO
  27
  +18
  +9
  E-10 
  Master CPO of the Navy
  30
  +20
  +10
  Warrant Officer Ranks (Requires 10 Skill Ranks in two skills) 
  WO-1
  Warrant Officer 1
  20
  +6
  +6
  WO-2
  Warrant Officer 2
  22
  +9
  +7
  WO-3
  Warrant Officer 3
  24
  +12
  +8
  WO-4
  Warrant Officer 4
  26
  +15
  +9
  WO-5
  Chief Warrant Officer
  28
  +18
  +10
  Officer Ranks (Requires Officer Candidate School)
  O-1
  Ensign
  20
  +6
  +6
  O-2
  Lieutenant Junior Grade
  22
  +9
  +8
  O-3
  Lieutenant
  24
  +12
  +10
  O-4
  Lieutenant Commander
  26
  +15
  +12
  O-5
  Commander
  28
  +18
  +14
  O-6
  Captain
  30
  +21
  +16
  O-7
  Rear Admiral, Lower
  32
  +24
  +18
  O-8
  Rear Admiral, Upper
  34
  +27
  +20
  O-9
  Vice Admiral
  36
  +30
  +22
  O-10
  Admiral
  38
  +33
  +24
  
  Military Training
  53
  higher than your level. For each level the EL is higher 
  than your level, you gain a +1 to the medal check for 
  this medal.  Realistically then, this medal will only be 
  awarded for very dangerous encounters.
  Effect: You make three Promotion checks at +12.  
  You may gain rank from all three of these checks, and 
  if you gain a level, may gain one rank in the normal 
  fashion.  You gain a +4 Reaction from all characters with 
  Allegiances to military, country, patriotism, loyalty, etc.  
  You gain +8 on all future Promotion checks. 
  Purple Heart
  All
  A decoration awarded to members of the armed forces 
  who have been wounded in action.
  Prerequisite: Must sustain at least 25% hit point loss 
  due to enemy action.
  Effect: You gain a +1 bonus on the next, and all future 
  Promotion checks.
  Special: If you receive more than 2 Purple Hearts in a 
  six month period, or more than three Purple Hearts total, 
  you must go before a Medical Review Board within 60 
  days of completely healing up to ensure that you are still 
  fit for duty. If you cannot succeed in attribute checks 
  (DC: 15) for each attribute, you will be discharged from 
  the military or assigned to a desk.
  Sharpshooter badge
   All
  You have passed the proper sharpshooter exam and 
  been recognized with a badge of achievement.
  Prerequisite: Sharpshooter feat
     Effect: The character gains a +2 bonus on Promotion 
  checks until the character gains one rank.
  Silver Star 
  All; DC 23
  The Silver Star is awarded for gallantry in combat 
  that does not rise to the level to merit the award of a 
  Distinguished Service Medal.
  Prerequisite: This medal is earned in the same fashion 
  as the Distinguished Service Medal, Distinguished 
  Service Cross, and the Medal of Honor, and is part of the 
  same Medal check as those medals (roll once, modified 
  rolls of 35 or higher result in the Medal of Honor, 30 
  or higher the Distinguished Service Cross, 23 or higher 
  the Silver Star, 20 or higher the Distinguished Service 
  Medal).
  Effect: You gain a +6 bonus on your next Promotion 
  check, and a +4 bonus on all future Promotion checks.
  V-Device 
  All; DC +2
  The V-Device is a small addition to the medal, but 
  one that changes the meaning entirely. A V-Device 
  signifies valor in combat or a dangerous situation, and 
  enhances the Bronze or Silver Star that it is attached to. 
  It is often used to signify a valorous action that did not 
  meet the requirements for the next highest level, but 
  many soldiers consider a Bronze Star for Valor more 
  impressive than a Silver Star.
  Prerequisite: The V-Device is earned in the same 
  fashion as the Silver Star or Bronze star, and is part of 
  the same Medal check as those medals. However, this 
  device may only be earned for actions under fire.
  Effect: You gain a +2 bonus on his next Promotion 
  check, and a +1 bonus on all future Promotion checks.
  Table 2-5: Above O-10
  Name
  Promotion DC 
  Requisition Modifier
  Pay Grade
  Joint Chiefs
  40
  +40
  +28
  Chairman Joint Chiefs
  45
  +46
  +32
  
  CHAPTER 3: 
  MILITARY 
  COMBAT
  When they arrived at the remains of the brick building, Johnson, Martinez, and Cartwright all 
  stayed behind while the others went forward.  
  “Why are we waiting here?” Cartwright asked impatiently.
  Pilgrim just gave her a look.  
  “So the damn Nazis, dead in their graves, don’t hear us coming.”
  And then he was gone like he had never existed.  The only thing she heard was Johnson 
  behind her, quietly laughing.
  Then Martinez said, “He was talking to you, lummox.  She’s much quieter than you are.”
  And Cartwright just couldn’t help it.  She started laughing too.
  Hasko was on the radio again. He looked like he was the one who was going to throw up this 
  time.
  “No. No. Yes God damnit. What do you think they’re doing?  They’re crying and pissing their 
  pants.  The sooner the better.  Just on the west.  Every other side is going to be unfriendly. The 
  west.  Now damnit.”
  Cartwright, as the only woman, along with Terrance, the medic, had been given the job of 
  tending to the “they” Hasko was referring to.  Thirty crying school children.  This building 
  hadn’t been a courthouse before the “insurgency”, it had been a school.  
  
  Military Combat
  55
  New Combat options
  The combat rules in d20 Modern are rock solid 
  rules for those who want combat that is fun, 
  not too realistic, and geared toward quick 
  resolution.  However, for the GM who 
  desires a little more detail, or perhaps 
  a little deadlier game, some alternate 
  rules are presented. To help the GM 
  select the level of realism she wants 
  for her game, the rules are rated.  
  Modern is for rules that don’t 
  really change combat, just provide a 
  little more detail. 
  Gritty rules make combat a little dicier 
  for the characters. 
  True Grit make combat flat out rough.
  Air Support 
  Modern  
  If land forces have aircraft actively 
  supporting them in an engagement, 
  all soldiers on that side of 
  the battle gain +2 to hit and 
  defense.  Note that if both sides 
  of a battle have air support, both 
  sides gain this bonus, effectively 
  negating it.
   Air Superiority:  If one side of a battle completely 
  controls the skies, then this bonus rises to +3 to hit and 
  defense.
  Combat Fatigue
  Gritty
  A firefight may only last a minute, usually less, but 
  when it’s over, soldiers are as tired as if they had been 
  marching all day.  Anytime a character is involved in 
  combat, the character must make a Will Save (DC 15) or 
  be Mentally Fatigued (see New Conditions below) for 
  one hour.  If a character engages in combat again in this 
  time, the character must make another Will save (DC 
  15) or become Mentally Exhausted (see new Conditions 
  below).
  Common Injuries 
  True Grit
  As Injuries (see below), except a character must roll 
  a save to avoid being injured any time an attack is a 
  Critical Threat as well (whether or not that Threat results 
  in a Critical is irrelevant).
  Cover Fire 
  Modern
  One of the key advantages of a gun is to make 
  the other guy duck.  One character armed with a 
  weapon capable of firing on automatic may 
  grant characters a Defense bonus of +2, 
  or his Dexterity modifier, whichever is 
  higher.
  Crossfire
  Gritty
  This rule is designed to make combat 
  a little dicier for the PCs, and a lot dicier for 
  Ordinaries. Thus, this rule makes hostage 
  rescue operations particularly difficult. This 
  rule is based on an unfortunate reality of 
  modern combat: modern firearms have so 
  much power, that even when they hit, they 
  pass through targets, ricochet off objects, pass 
  through walls, and so forth. 
  Any Ordinary within one range increment 
  of a firefight (based on the shortest 
  range of any weapon being used) 
  has to make a Reflex save 
  every round to avoid taking 
  1d12 Crossfire damage (this 
  damage represents that bullets 
  can lose velocity, strike at odd angles, 
  or that the character is being hit by a shell casing or 
  chunk of debris). The DC of this save is determined by 
  the conditions of the battle, as shown on the table below.
  Battle Conditions
  Reflex DC
  Two sides involved in firefight
  10
  Three sides involved in firefight
  15  
  Four or more sides involved in firefight
  20
  Each attack that misses its target this round
  +1
  Each attack that is a Natural 1 this round
  +5
  Deadly Firearms 
  True Grit  
  This rule makes Massive Damage a much more 
  dangerous condition for a character.  Anytime a Massive 
  Damage save is called for, the character must succeed at 
  a Fortitude check equal to the damage inflicted (the DC 
  is normally 15), or die (normally a character falls to –1 
  HP).
  For example: Sgt. Wilson is struck by a sniper bullet 
  and takes 28 points of damage.  Normally he would have 
  to make a massive damage save (DC 15) or fall to –1 HP.  
  If Deadly Firearms is being used, the character would 
  have to make a massive damage save (DC 28) or die.
  
  Military Combat
  56
  Friendly Fire 
  True Grit  
  This rule makes player characters (and hero NPCs) as 
  vulnerable to Crossfires as Ordinaries.
  Horrors of War 
  True Grit  
  If this rule is in effect, characters may lapse into 
  Mental Paralysis immediately (without first suffering 
  from Mental Fatigue or Exhaustion) upon seeing the 
  death of someone they know, if they fail a Will save (DC 
  20).  
  Injuries 
  Gritty 
  Any time a character must make a Massive Damage 
  save, he also must save to avoid being injured.  The DC 
  to avoid being injured is 15; the same as the Massive 
  Damage save.  Note that a character must save to avoid 
  being injured even if he fails his Massive Damage save 
  and falls unconscious (if the character is stabilized and 
  lives, the injury will still need to heal).  All injuries are 
  treatable by the Treat Injury skill, at a DC listed on the 
  table below. Some will heal naturally even if a character 
  has no medical attention, and if this is the case a time is 
  listed on the table below after the treat injury DC. If a 
  character suffers an injury, roll on the following table to 
  determine the effect suffered by the character:
  Suppression Fire  
  Modern
  A character with a weapon capable of automatic fire 
  may attack a square, instead of a target.  Anyone in 
  that square who does anything except hit the dirt and 
  stay there suffers an attack of opportunity.  This ability 
  does not allow a character to make more attacks of 
  opportunity than normal.
  New Conditions
  Concussion  
  This condition persists for 2-12 days, after which it 
  will heal naturally.  A character with a concussion will 
  often appear perfectly fine, but will occasionally suffer 
  dizziness, see spots, and in rare cases may even believe 
  he is somewhere else, or become extremely confused.  A 
  character with this condition can only use half his ranks 
  in any skill.  A character who succeeds at a Will save 
  may make a skill check with his full number of skill 
  ranks, but the character must make this save again each 
  time he makes a skill check as long as this condition 
  persists.
  Broken Arm 
  This condition persists for 1-6 weeks, minus one week 
  per point of the character’s Constitution modifier, 
  minimum 1 week.  If a character has a broken arm that 
  is not set, the character may use that arm normally, but 
  suffers a –2 to all actions performed with that arm, and 
  must make a Fortitude Save (DC 15) or suffer 1-6 points 
  of damage when using that arm.  A character with a 
  first aid kit may make a Treat Injury check (DC 15) to 
  set a broken arm.  This reduces the penalty to –1, and 
  the character suffers no damage from using the limb.  
  Once an arm is set, only the –1 penalty applies until the 
  condition is healed. 
  Broken Leg 
  This condition persists for 1-6 months, minus one 
  month per point of the character’s Constitution modifier, 
  minimum 2 months.  If a character has a broken leg that 
  is not set, the character may stand on that leg, but suffers 
  a –4 penalty to Defense, and must make a Fortitude 
  Save (DC 15) or suffer 1-6 points of damage each round 
  the character stands on that leg. A character standing 
  Table 3-1: Injuries
  Roll
  Location
  Effect
  Treat Injury DC
  1-2
  Head
  Character is Blinded
  25
  3-4
  Head
  Character is Deafened
  25
  5-6
  Head
  Character has suffered a Concussion (see new Conditions)
  20 (2-12 days)
  7-8
  Chest
  Character loses 1-6 points of Constitution
  20 (1 per day)
  9-10
  Stomach
  Character acts as if Fatigued (rest will not remove this)
  20 (1 day/die of damage)
  11-12
  Arm
  Character suffers a broken arm (see new Conditions)
  15 
  13-14
  Leg
  The character suffers –2 Defense
  15 (1 day)
  15-16
  Knee
  The character loses 1-6 points of Dexterity
  20 (1 per day)
  17-18
  Leg
  The character suffers a broken leg (see new Conditions)
  20
  19-20
  Head
  Character loses 1-4 pts. Intelligence and Wisdom
  25 (1 per day)
  
  Military Combat
  57
  on one leg is flat-footed, but does not suffer damage.  A 
  character standing on one foot or on a broken leg that 
  is hit in combat must make a Reflex save (DC 15 if the 
  character is placing weight on the broken leg, or DC 20 
  if the character is standing on one leg) or be knocked 
  prone.  A character with a first aid kit may make a Treat 
  Injury check (DC 15) to set a broken leg.  Once a leg is 
  set, a character suffers a –2 penalty to Defense as long as 
  the condition persists. 
  Mental Breakdown  
  The character’s experiences have caused the character to 
  develop a mental illness, usually Post-Traumatic Stress 
  Disorder (see that condition for more information), 
  though some other well known examples of combat 
  breakdowns, such as the “Thousand Yard Stare” are 
  presented as well.  Although no information on other 
  forms of mental illness is provided here (such concerns 
  are outside the scope of this book), combat breakdowns 
  have resulted in every form of neurosis and psychosis 
  that exists, and any of these could affect a character.  
  This condition may only be removed by long-term 
  application (2-24 months, one treatment per week) of the 
  Knowledge (Behavioral Sciences) skill. 
  Mental Exhaustion  
  The character suffers a –6 penalty to Strength and 
  Dexterity, moves at half speed, and cannot charge or 
  run.  What makes this condition different from normal 
  exhaustion is that it is caused by mental and emotional 
  stress, rather than physical exertion.  One hour of 
  rest, free from stress or combat, will “heal” mental 
  exhaustion, leaving a character mentally fatigued.  If a 
  character suffering from mental exhaustion performs 
  another activity that causes mental fatigue, the character 
  may suffer mental paralysis, become panicked, or even 
  suffer a mental breakdown (see those conditions for 
  more information).  An Order (see the Intimidate skill 
  for more information) may temporarily allow a character 
  to act as if mentally fatigued.
  Mental Fatigue 
  The character suffers a –2 penalty to Strength and 
  Dexterity as normal for Fatigue.  What makes this 
  condition different is that it is caused by stress, rather 
  than physical exertion.  One hour of rest, free from 
  stress or combat, will “heal” mental fatigue.  If a 
  character suffering from mental fatigue performs another 
  activity that causes mental fatigue, the character may 
  suffer mental exhaustion (see that condition for more 
  information).  An Order (see the Intimidate skill for 
  more information) may remove this condition.
  Mental Paralysis  
  A character suffering from mental paralysis either stands 
  stock still, staring around him, or simply sits down on 
  the ground, ignoring what is going on around him.  If 
  attacked, the character may make a Will save (DC 15) to 
  become mentally exhausted again.  If the character fails 
  this save, the character will suffer a Mental Breakdown 
  (see that condition for more information). A character 
  suffering from mental paralysis has an effective Strength 
  and Dexterity of 0, and is helpless.  One day of rest, 
  free from stress or combat will “heal” mental paralysis, 
  leaving the character mentally exhausted.  What makes 
  this condition different from normal Paralysis is that this 
  condition is caused by extreme stress and mental duress. 
  An Order (see the Intimidate skill for more information) 
  may temporarily allow a character to act as if mentally 
  exhausted.
  Post-Traumatic Stress
  PTS is an illness that affects those who have been 
  exposed to extreme stress, especially those who have 
  suffered extreme stress over a long period of time, such 
  as war veterans, prisoners of war, or concentration 
  camp survivors.  Characters with this illness may suffer 
  nightmares (rendering the character fatigued), or even 
  flashbacks.  These conditions cause a 1 in 20 chance 
  that the character is Fatigued on any given day.  Should 
  a character suffering this condition be placed under 
  extreme stress again, the character must make a Will 
  save (DC 20) or immediately suffer mental exhaustion.
  The Thousand Yard Stare  
  This mental illness has rendered the character so numb 
  that he is actually better suited to stressful situations, 
  including combat.  The character gains +2 to attack and 
  damage rolls in combat.  However, out of combat, the 
  character suffers a –4 to all skill checks except Spot 
  and Listen.  This mental illness can only be removed 
  through long-term therapy as described under the Mental 
  Breakdown new condition.
  Aerial Combat
  Aircraft are excellent weapons platforms to attack targets 
  on the ground, and other targets in the air.  One of the 
  best methods of stopping enemy aircraft from attacking 
  you on the ground, or providing air support, is to use 
  aircraft of your own to shoot them down.  This is called 
  Dogfighting.
  
  Military Combat
  58
  Dogfighting 
  Aerial combat is the true test of any fighter pilot’s 
  abilities, and requires him to be in peak mental and 
  physical condition.  This is why jet pilots, especially 
  those who qualify for elite top gun style programs must 
  be the best of an already elite group.
  Aerial Stunts
  Aerial stunts are maneuvers that require a Pilot check to 
  perform successfully. Unsuccessful stunts often result in 
  the aircraft ending up someplace other than where the 
  pilot intended. 
  Trailing (DC skill vs. skill): Getting behind an enemy 
  fighter is the coup de grace of most aerial combats.  This 
  stunt requires a pilot vs. pilot skill check.  A trailing 
  aircraft negates an opponent’s Defense bonus from 
  speed, and gains a +4 to all attack rolls against that 
  aircraft.
  Clear Your 6 (DC skill vs. skill): The opposite of 
  Trailing, this is used both to resist being trailed, and for 
  shaking an aircraft loose. Aircraft with a Wingman or an 
  Escort get a bonus to this check.
  Evasive Maneuvers (DC 20): As an attack action, 
  an aircraft can make extreme turns and loops to avoid 
  enemy fire.  This stunt gives an aircraft a bonus to its 
  defense equal to 1⁄2 the craft’s current speed modifier, or 
  1/3 the pilot’s Piloting skill, whichever is higher.
  Brinkmanship (DC 20): This stunt involves putting 
  your own craft in danger, forcing your opponent to 
  follow you if he wishes to continue attacking.  The pilot 
  initiating this stunt performs a dangerous activity (such 
  as flying under a bridge or into a train tunnel), and makes 
  a pilot check. If the initiating pilot fails the check for this 
  stunt (DC 20), his aircraft takes 1d6 damage for each 
  point by which he fails this check.  If he succeeds, his 
  check becomes the DC for an aircraft to follow him (so 
  if the character rolls a 23, an aircraft trying to stay with 
  him would also have to roll a 23 or better).
  If an aircraft chooses not to follow the character, 
  attacks against the character’s aircraft receive a 50% 
  miss chance (as if totally concealed) for the next 1-4 
  rounds.
  Nap of Earth Flying (DC 20): A very dangerous way 
  to fly.  By flying at extremely low altitudes, the character 
  can avoid being detected by radar.  If any unexpected 
  obstacle appears in the character’s path, this check must 
  be made again to avoid a sudden landing (called a crash).  
  Wingover (DC 15): This maneuver allows an aircraft 
  to make an extra 90-degree turn.
  Loop the Loop (DC 20): This maneuver allows 
  the character to turn the tables on a trailing opponent. 
  A successful check allows the character to make an 
  attack of opportunity against a trailing opponent, and 
  immediately roll a skill vs. skill check to begin trailing 
  his pursuer as well.  If this check fails, the pursued craft 
  gets an attack of opportunity against the character.  This 
  stunt is an attack action.
  Bombing Run (DC 15): By flying steady and still 
  while releasing bombs, an aircraft can greatly increase 
  the accuracy of those attacks, gaining a +1 to hit for 
  each round it performs a Bombing Run (so if the aircraft 
  performed this stunt for 6 rounds before releasing 
  bombs, it would gain a +6 to hit).  However, this also 
  makes the craft very vulnerable to incoming fire.  The 
  craft loses all defense bonuses gained from speed, 
  and cannot perform any stunts while executing this 
  maneuver.
  Attacking aircraft 
  from the ground  
  The Defense for aircraft in d20 Modern will strike some 
  as too low.  The maximum Defense bonus for speed 
  is +4, and many aircraft take a -2 to -6 Size penalty to 
  Defense.  This leads to aircraft being able to be shot 
  down by ill-trained guerillas on the ground with AK-47s.  
  The rules presented below assume an aircraft is fighting 
  other aircraft for determination of Defense.  A character 
  on the ground attacking an aircraft should take range 
  modifiers into account.  
  Most aircraft use weapons with no range modifiers 
  when attacking targets on the ground, and use weapons 
  whose range is measured in miles, not feet (see the New 
  Vehicle Weapons section for more information on these 
  weapons).  If an aircraft should be within range of a 
  handheld weapon, because it is flying extremely low, the 
  GM should give the aircraft a +10 Circumstance bonus 
  to defense unless the weapon was specifically designed 
  to attack aircraft (a Stinger missile for example).
  Bombing  
  Bombs work much like conventional attacks, except 
  that they have no maximum range, and are unaffected 
  by a character’s skill. Regardless of the Base Attack 
  Bonus of the character dropping the bomb, the base 
  attack bonus of a bomb is +0, modified by things like 
  Bombing Run (see aerial combat below), and “smart” 
  bomb technology.  The bomb keeps falling until it hits 
  the ground.  If an attack roll with a bomb is a natural 1, 
  that bomb is a dud, and does not explode.  It will need to 
  be found and defused after the battle.  
  Bombs ignore all cover less than 90%, and all 
  concealment. Concealment might affect the ability to 
  find the target and recognize it as valuable enough to 
  bomb, but once the bomb flies, there is no miss chance 
  from concealment.
  Bombs have two attack rolls, the initial check to 
  determine how close it landed to its target, and the 
  
  Military Combat
  59
  detonation check. Use the grenade-like missile rules to 
  determine where a bomb lands that misses its target.  
  A bomb does full damage to whatever it hits, and 
  then damage to everything around it.
  When a bomb strikes, it makes separate ranged 
  touch attack rolls on all targets within one range 
  increment at full damage and a Base Attack Bonus of 
  +10.  These attacks continue out to additional range 
  increments, with the bomb losing –2 Base Attack 
  Bonus and 2 dice of damage, and continue until the 
  bomb’s damage, modified for range, would be 0.
  Indirect Fire  
  Weapons such as mortar and artillery have many unique 
  advantages, but require a special set of skills to use 
  correctly.  Indirect Fire ignores all cover bonuses less 
  than Full or 90% cover.  Since the rounds come from 
  above, cover such as sandbags, foxholes, walls etc. 
  provide no protection.  Indirect Fire attacks also suffer 
  no range penalties, allowing these weapons to be used at 
  extremely great distance with little loss in accuracy.
  Range Finding
  Indirect Fire attacks start at –10 to hit.  Every round 
  that is fired decreases this penalty by one, until after 
  10 attacks, the operator is able to attack at his full Base 
  Attack Bonus.  Many factors can help the operator 
  negate this penalty more quickly:
  Equipment: Modern artillery pieces, even those as 
  small as the mortar have very sophisticated sites and 
  range finders, granting a bonus to hit (which of course 
  negates some of the initial penalty).  Use of an artillery 
  site requires an attack action, unless the character firing 
  the weapon has the Target Acquisition feat.
  Reconnaissance:  Scouting can greatly increase 
  artillery accuracy.  Either by land (forward observation), 
  air, or satellite (requiring a recent satellite pass), on a 
  successful Spot check (DC 20) the character receives a 
  +2 to hit.
  Computer Targeting: Very sophisticated artillery 
  pieces (such as the Paladin self-propelled howitzer) grant 
  an even greater reduction in Indirect Fire to hit penalties.
  Artillery Crews  
  Equally vital to success of an artillery attack is the crew 
  loading the weapon.  The base firing rate of artillery 
  pieces is several rounds, but each character on the 
  artillery crew with the Teamwork feat reduces this 
  loading time by one round to a minimum of one round 
  per attack.
  Counter Artillery  
  If an area struck by indirect weapons fire has indirect 
  weapons of its own, a Spot check (DC 15) will allow 
  those forces to return fire at +2 to hit.  This allows the 
  initial attacker to make his own Spot skill check to gain 
  a +2 to hit, which in turn allows further Spot checks 
  for bonuses to hit from the other side.  This process is 
  known as the artillery duel, and is generally considered a 
  very bad idea for the artillery crews involved.  Immunity 
  from counter artillery (through firing from a different 
  position each time) is one of the key advantages of 
  mortar and self-propelled artillery (such as the Paladin) 
  over stationary Howitzers.
  Minimum Range  
  Indirect fire weapons can only be used against targets 
  one range increment away or further. 
  Missile Attacks 
  These are a special form of attack.  Missile attacks 
  require a character to activate them (using an attack 
  action), but each type of missile has its own Base Attack 
  Bonus.  See the individual missile listings in the vehicle 
  weapons for more information on each missile’s Base 
  Attack Bonus.
  Submarine Warfare  
  Craft under the water have tremendous advantages, 
  using the waters to go undetected, waiting for the right 
  moment to strike.  Against ordinary surface ships, a 
  submerged submarine has total concealment (all attacks 
  have a 50% chance to miss and attackers must guess the 
  target’s location). This concealment also gives the craft 
  a +10 Hide bonus to avoid being seen by surface ships. 
  
  Military Combat
  60
  This advantage was so great, that in WWII countries 
  with large submarine fleets were able to choke off trade 
  over the seas, requiring new tactics and technology to 
  overcome.
  Aircraft vs. Submarine  
  When a submarine is close to the surface, where it can 
  attack surface vessels, it is more visible from the air.  
  Against an aircraft, a submarine in position to attack has 
  only one half concealment (a 20% chance for weapons 
  to miss).  The submarine can regain its concealment by 
  going deep, but cannot attack surface vessels at depth.
  Worse still for the submarine, many aircraft 
  are equipped with sonar buoys, which negate the 
  submarine’s concealment against all attacks, including 
  those from surface vessels.  If aircraft start dropping 
  buoys into the water, a submarine commander would be 
  wise to run.
  As if the ability to spot the submarine, and render it 
  visible to ships on the surface weren’t bad enough, many 
  helicopters are also equipped with torpedoes and depth 
  charges to take care of enemy submarines themselves.  
  Because of this powerful ability to detect and destroy 
  submarines, many naval vessels now carry helicopters 
  specially equipped to detect and destroy submarines.
  Submarine vs. Submarine
  If a submarine goes deep, it has insulated itself from 
  most forms of surface attack (depth charges being an 
  exception).  However, there is no defense except skill 
  and guile in the cat and mouse game that is the true test 
  of all submarine commanders: enemy submarines.
  The waters offer only the defense that the sub driver’s 
  skill can grant.  The Drive skill of a submarine’s driver 
  becomes the Hide skill of that submarine.  This is 
  contested skill vs. skill against the Listen skill of an 
  opposing submarine’s sonar operator.
  Surface vs. Submarine
  Against a submarine in attack position, many surface 
  vessels have torpedoes of their own to fight back.  Once 
  a craft goes deep, a surface vessel’s best option is depth 
  charges.  Unless the vessel has sonar buoys in the water, 
  it will be attacking blind with its first depth charges.  
  The trick is to use a lot of depth charges, look for signs 
  of damage (oil is a good indicator of a solid hit), then 
  slowly refine the depth settings of the explosives.
  Depth Charges attack at the normal concealment 
  chance (if the submarine’s position is not known the 
  attacks have a base 50% chance to miss).  However, each 
  hit can be detected by surface sonar on the ship, and by 
  signs of damage floating to the surface.  Each hit reduces 
  the submarine’s concealment by 10%.
  
  CHAPTER 4: 
  MILITARY 
  EQUIPMENT
  Captain Harris paused at the door.  The sounds of mugs clanking on old oak tables and the 
  occasional round of “HOOAHHHHHHHS!!!!!!” filtered out into the rainy night. 
  The ambassador grabbed Harris’ arm just as he was about to go in. 
  “Are you sure they will help us?”
  Harris just looked at the man like he had stepped out of an alternate reality.
  “This is what they do ambassador.  I could make it an order, but I won’t have to.”
  As the Captain and the out of place suit walked into the rough and tumble dive, the 
  ambassador couldn’t help but look around at the sudden quiet that descended like a blanket 
  around the out of place men, and, suddenly, he understood as he looked at them.  
  “This is what they do…”
  Lieutenant Franklin turned around.  The others were waiting for him to speak first. 
  “Captain.  What can we do for you and your… guest?”
  “There’s a Force Recon patrol that went in after a couple of grunts who didn’t get the message 
  that the locals hadn’t exactly responded well to our olive branch of peace.  They have asked us 
  for emergency evac.” 
  Someone in the back yelled, “Jarheads don’t know how to use a fucking map?”
  Lt. Franklin smiled and let the laughter die down, then suddenly turned serious.  
  “That’s not like them.  What’s the catch, Captain?”
  “Captain Harris met the eyes of the men in the room one by one, “Stingray Charlie reports 
  they have encountered a group of 30 schoolchildren of the ethnic group that is the target of the 
  current cleansing.”
  Franklin’s feet hit the ground and he faced his men.  
  “Well? We gonna piss off here all night or what? This beer sucks anyway.”
  As one, every mug in the room slammed down on the table, and their voices rose as one in a 
  roar that seemed much louder than any noise the small group of assembled men could make.
  “NONE FORGOTTEN!”
  And then they were running.  In less than a minute the dive was empty except for the officer and 
  the ambassador
  
  Military Equipment
  62
  Special operations characters are defined by more than 
  just their training (although that training is second to 
  none).  The specialized equipment used by special 
  operations forces compliments their training, allowing 
  them to pack the punch of a rifle company into a small 
  group of elite soldiers.  This superior weaponry and 
  training combine to make the special operations forces 
  feared and respected around the world.  Many of the 
  weapons listed below are “next generation” firearms.  
  Meaning, they are slowly making their way into the 
  regular ranks, replacing older weapons.  The M-4 
  Carbine, for example, (from the Modern Core Rulebook) 
  began its military career as a special operations weapon, 
  then made its way into elite units such as the 82nd 
  Airborne.  Slowly, this weapon will replace the older 
  M-16 for most frontline units, as it is smaller, lighter, 
  and better adapted to close quarters fighting, something 
  the military sees itself doing more and more in the years 
  ahead.
  Personal Equipment
  Personal equipment is gear used by soldiers for comfort 
  (such as the modular sleeping bag), to protect against 
  NBC attack, to see at night, and to communicate on the 
  battlefield.
  Hazmat Suit  
  This suit renders the character completely immune to 
  chemical and biological attack.  These suits are bulky, 
  imposing a –2 Armor penalty over and above any penalty 
  the character gets from armor she is wearing (these suits 
  are loose and can be worn over armor).  These suits 
  are also hot and cumbersome, imposing a –2 penalty 
  on saves to avoid taking damage due to hot weather or 
  dehydration.  If a character takes 10 points of damage 
  while wearing this suit, it has been punctured to the point 
  that he loses its benefits.
  JST Suit
  Joint Service Lightweight Integrated Suit Technology 
  Ensemble
  This ensemble is a lightweight, flexible clothing 
  system that provides protection against chemical and 
  biological agents. The components, when combined 
  with standard CB protective butyl gloves and masks 
  for respiratory protection, allow for complete mission-
  oriented protective posture flexibility.
  Weight: 9.6 pounds
  M-9 Multipurpose Bayonet 
  System
  The M-9 multipurpose bayonet system is used as a 
  bayonet on the M-16- series rifle and the M-4-series 
  carbine, as a hand weapon, as a general field and utility 
  knife, as a wirecutter together with its scabbard, and as 
  a saw.
  Damage: 1d6/19-20(x2)
  M-40 Protective Mask
  The M-40 mask protects soldiers against nuclear, 
  biological and chemical threats by filtering air through 
  an externally mounted filter canister. The canister is 
  easy to replace and can be mounted on the left or right 
  side of the mask. The M-40 is used in conjunction 
  with the Joint Service Lightweight Integrated Suit 
  Technology Ensemble to allow for complete mission-
  oriented protective posture. (Provides a +4 against all 
  chemical attacks, and immunity to inhaled chemical 
  attacks)Weight: 4.5 pounds
  Modular Lightweight Load-
  carrying Equipment System
  The MOLLE system consists of a modular rucksack with 
  removable compartments and components, and a fighting 
  load vest that accepts removable pockets for rifle, pistol, 
  squad automatic weapon and grenadier configurations. It 
  also includes an On-the-Move Hydration System.
  Weight: 16.8 pounds
  Modular Sleeping Bag System
  The MSBS is a bag-within-a-bag concept. An 
  intermediate sleeping bag fits into a “patrol” warm-
  weather bag to form an extreme cold-weather sleeping 
  bag. The MSBS consists of a camouflage, water 
  resistant, breathable bivouac cover; a lightweight patrol 
  sleeping bag; an intermediate cold-weather sleeping 
  bag; and a compression stuff sack (to store and carry the 
  system).
  Protection: Patrol Bag: 35 to 50 degrees.
  Intermediate CW Bag: -5 to 35 degrees.
  Patrol, ICW and ECWCS: Down to -50 degrees.
  Weight: 10.6 pounds
  NBC Suit  
  This suit renders the character completely immune to 
  chemical, biological, and low-level radiation damage 
  (in other words, fallout radiation and such).  Close 
  proximity to active radiation is heat damage, and this suit 
  offers no protection against heat, only strong radiation 
  
  Military Equipment
  63
  sources.  These suits are bulky, imposing a –2 Armor 
  penalty over and above any penalty the character gets 
  from armor she is wearing (these suits are loose and 
  can be worn over armor).  These suits are also hot and 
  cumbersome, imposing a –2 penalty on saves to avoid 
  taking damage due to hot weather or dehydration.  If a 
  character takes 20 points of damage while wearing this 
  suit, it has been punctured to the point that he loses its 
  benefits.
  Night Vision Goggles, AN/
  PVS7D
  This helmet-mounted image-intensification system is 
  used for such night time operations as driving, walking, 
  map reading and performing maintenance. The system 
  is designed for use in conjunction with rifle mounted 
  aiming lights.  This system provides its wearer with 
  Darkvision out to a range of 150 feet.
  Weight: 1.5 pounds
  Soldier Intercom
  The Soldier Intercom allows soldiers to talk to each 
  other from up to 700 meters without giving away their 
  positions. Squad leaders can talk to the entire squad 
  simultaneously on a discreet channel heard only by them. 
  Each SI unit includes a receiver/transmitter, rechargeable 
  battery pack and headset with boom microphone.
  Weight: 1.4 pounds
  Weapons
  This section introduces some new weapons in use by 
  the military today, such as the M-203 grenade launcher, 
  newer sniper rifles, dedicated hybrid assault rifle/grenade 
  launcher combos and so forth.
  Claymore  
  An anti-personnel weapon, the Claymore fires 700 steel 
  balls and 682 grams of C-4 in a cone from the weapon 
  on command from a detonator.  The Claymore is very 
  useful for protecting defensive positions against infantry 
  attacks.  Also useful against light vehicles.  This weapon 
  requires 5 ranks of the Demolitions skill to use safely 
  (DC 15 to set the weapon up, but a character can take 10 
  on this check if not under fire). 
  Flash-Bang Grenade  
  These weapons are favorites of special forces units, 
  especially hostage rescue units.  The weapon, also 
  known as a “stun grenade” emits a blinding flash and 
  deafening boom, but inflicts no other damage.  Anyone 
  in the weapon’s blast radius must make a Reflex save 
  (DC 20) or be Blinded for 2d4 rounds, and another 
  Reflex save (also DC 20) or be deafened for 2d4 rounds.
  M-4/203  
  Every rifleman becomes a grenadier with this weapon 
  combination.  A M-203 grenade launcher is affixed to the 
  bottom of a M-4 carbine.  Both weapons use the same 
  stock.  This potent combination is now in the hands of 
  almost every American soldier.  Of the two “combo” 
  weapons, this weapon is preferred over the M-16/203 
  because it weighs less.
  M-16/203  
  A slightly older combination weapon, this effective 
  power-enhancer is still in widespread use in today’s 
  military. This weapon is slowly being replaced by the 
  M-4/203 combination because of that weapon’s lighter 
  weight and better close quarters fighting ability.
  Table 4-1: Personal Equipment
  Name
  Size
  Weight
  Purchase DC
  Restriction
  Hazmat Suit
  Large
  50 lb.
  20
  Res.
  JSL Suit
  Medium
  9.6 lb.
  15
  Res.
  M-9 Bayonet
  Tiny
  1 lb.
  15
  ---
  M-40 Protective Mask
  Small
  4.4 lb.
  15
  ---
  Modular Load-Carrying System
  Medium
  16.8 lb.
  15
  ---
  Modular Sleeping Bag
  Medium
  10.6 lb.
  15
  ---
  NBC Suit
  Large
  50 lb.
  25
  Mil.
  NightVision Goggles
  Small
  1.5 lb.
  20
  Res.
  Soldier Intercom
  Tiny
  1.4 lb.
  20
  Res.
  
  Military Equipment
  64
  M-24 Sniper
  The M-24 is the current preferred sniper rifle of the U.S 
  Army.  This weapon is superior to older sniper rifles 
  because of its lighter weight and box-fed magazine.  This 
  weapon is essentially a heavily modified Remington 700 
  hunting rifle.
  M-40A1 Sniper
  The M-40A1 is the current preferred sniper rifle of the 
  U.S. Marine Corps.  This weapon is superior to almost 
  any weapon in the world in its range, and every aspect 
  of the weapon, from the firing mechanism to the scope 
  used, to the ammunition was optimized to increase this 
  weapon’s range.  Like the counterpart sniper rifle used 
  by the Army (the M-24), this weapon is also a heavily 
  modified Remington 700 hunting rifle.
  M-120 Mortar
  The M-120 is a bridge between mortar and full-fledged 
  artillery pieces such as the howitzer.  This weapon can 
  be carried, but almost never is, except in emergencies.  
  Normally trucks tow these weapons.
  The M-120 has a sophisticated site that provides the 
  gunner of the weapon a +3 to hit.  Using a scope is an 
  attack action.
  M-224 Mortar
  The M-224 is a light mortar, optimally used with a 2-
  man crew, this weapon may be carried and used by a 
  single soldier under duress (firing every other round). 
  With 2 men, this weapon may be fired every round.  
  These weapons are included in each unit of platoon size 
  or higher, allowing individual infantry units the “punch” 
  of artillery when needed.
  The M-224 has a sophisticated site that provides the 
  gunner of the weapon a +1 to hit.  Using a scope is an 
  attack action.
  M-252 Mortar  
  A skilled crew can fire this potent weapon once per 
  round, delivering sustainable fire (especially when used 
  in groups) on forward targets.  Since this weapon may 
  be disassembled, its weight may be divided between the 
  three-man crew that operates it. A skilled crew (5 ranks 
  in the Artillerist skill) may assemble this weapon as a 
  full-round action.  A common tactic with this weapon 
  is to position several mortar behind a hill to gain cover 
  from direct fire (the mortar can fire over the hill at no 
  penalty).
  The M-252 has a sophisticated site that provides the 
  gunner of the weapon a +2 to hit.  Using a scope is an 
  attack action.
  M-1014 Joint Services Combat 
  Shotgun
  Although the M-1014 was primarily tested by the 
  U.S. Marine Corps, the weapon, as its name suggests, 
  was designed to be the ultimate military shotgun, and 
  replace the different models that were currently being 
  used by various police, special operations, and military 
  forces.  The M-1014 is a superior, box-fed shotgun, 
  and was approved in 2001 to be the shotgun of all the 
  armed forces of the United States.  Police and special 
  operations forces primarily use this weapon.
  Table 4-2: Firearms
  Weapon
  Damage Critical
  Type
  Range
  ROF
  Magazine
  Size
  Weight Purchase 
  DC
  Restriction
  Longarms (requires Personal Firearms Proficiency)
  M-4/203
  2d8/*
  20/*
  Ball./*
  60 ft.
  S,A
  30 box
  Large
  10 lbs.
  20
  Mil.
  M-16/203
  2d8/*
  20/*
  Ball./*
  80 ft.
  S,A
  30 box
  Large
  13 lbs.
  20
  Mil.
  M-24 Sniper (7.62 mm)
  2d12
  20
  Ballistic
  140 ft.
  S
  5 box
  Large
  12 lbs.
  22
  Mil.
  M-40A1 Sniper (7.62 mm)
  2d10
  20
  Ballistic
  160 ft.
  S
  5 box
  Large
  15 lbs.
  24
  Mil.
  M-1014 (12-guage Shotgun)
  2d8
  20
  Ballistic
  40 ft.
  S
  6 box
  Large
  9 lbs.
  18
  Res.
  Heavy Weapons (each requires a specific Exotic Firearms Proficiency)
  M-203
  Varies
  --
  --
  80 ft.
  1
  1 int.
  Large
  6 lbs.
  18
  Mil.
  M-249 SAW (5.56 mm)
  2d10
  20
  Ballistic
  90 ft.
  A
  100 box
  Large
  16 lbs.
  25
  Mil.
  M-240 (7.62 mm)
  2d12
  20
  Ballistic
  120 ft.
  A
  Linked
  Huge
  28 lbs.
  30
  Mil.
  Stinger
  10d6
  20
  Ballistic
  150 ft.
  1
  Varies
  Large
  15 lbs
  15
  Mil.
   * Weapon has a M-203 Grenade Launcher attached, and may use that weapon’s stats to fire grenades.
  
  Military Equipment
  65
  Table 4-3: Personal Munitions
  Weapon
  Damage
  Critical
  Type
  Radius
  Range
  Size
  Weight
  Purchase 
  DC
  Restriction
  Claymore
  6d6
  20
  Slashing
  20 ft.
  0
  Small
  3 lbs.
  20
  Mil.
  Flash-Bang
  *
  *
  *
  10 ft.
  10ft.
  Tiny
  1 lb
  14
  Mil.
  Table 4-4: Indirect Fire Weapons 
  Weapon
  Damage
  Critical
  Crew
  Type
  Range
  ROF
  Size
  Weight
  Purchase 
  DC
  Restriction
  (requires Exotic Firearms Proficiency- Mortar)
  M-120 Mortar
  10d6
  20
  4/1
  Ballistic 
  4.5 mi.
  5 rds.
  Huge
  320 lbs.
  33
  Mil.
  M-224 Mortar
  8d6
  20
  2/1
  Ballistic 
  2.2 mi.
  1 rd.
  Huge
  47 lbs
  20
  Mil.
  M-252 Mortar
  9d6
  20
  3/1
  Ballistic 
  3.5 mi
  2 rds.
  Huge
  91 lbs.
  25
  Mil. 
  M-203 Grenade Launcher
  This weapon is a new version of the M-79, and has 
  almost completely replaced that older weapon in military 
  service because of its greater range and lighter weight.  
  This weapon is commonly used in tandem with the M-4 
  and the M-16 to provide the infantryman even greater 
  flexibility.  Special Operations forces always use this 
  weapon in the M-4/203 combination.
  M-249 Squad Automatic 
  Weapon (SAW)
  The M-249 Squad Automatic Weapon is a man-portable 
  version light machine gun.  This weapon, which first 
  saw action in special operations units, is slowly being 
  issued force wide in the Army and Marine Corps, and 
  will soon completely replace the M-60.  Although heavy, 
  this weapon can be carried and used by one man.  Each 
  special operations unit will try to have at least one 
  member with a SAW, for those times when you just need 
  to punch your way through.  The M-249 has been given 
  the affectionate nickname of “Minimi” by the soldiers 
  using these weapons.
  M-240 Machine Gun
  Although not a man-portable weapon (this weapon must 
  be fired from a bipod or pintle mount), this weapon is 
  very popular with special operations forces because of 
  its flexibility and power.  These weapons are built to 
  be modified, and if pintle mounted in a helicopter, the 
  weapon can be modified to fire from a tripod or bipod 
  in minutes (especially handy when that helicopter goes 
  down and you have to leave it behind, but don’t want to 
  leave the machine gun behind).
  Stinger Missile
  This shoulder fired anti-aircraft weapon ignores the first 
  10 hardness of a vehicle or object struck, and gains a +1 
  to hit against airborne targets.
  New Vehicles
  Military vehicles are not just a means of getting around 
  (although they sure are a great way to travel).  Many 
  military vehicles are complex fighting machines capable 
  of dominating any battle they take part in.  Helicopters, 
  jets, tracked and wheeled vehicles, mighty warships, and 
  even powerboats have all seen action as powerful force 
  projectors.  Some of these vehicles will be essential to 
  special operations forces, some are used by the larger 
  military. 
  Defense and Maneuver: Many of the vehicles in this 
  section have exceptional Defense and Maneuver ratings 
  relative to their size.  This is because military vehicles, 
  being designed for combat, have profiles (the side meant 
  to face the enemy when you fight) that are narrow and 
  hard to hit as well as state of the art maneuverability 
  systems.
  Vehicle Speed Conversion Table
  To aid the Game Master in designing his own vehicles, 
  and also for coming up with the dreaded “how fast does 
  it move” on the fly, the following table provides a rough 
  conversion of miles per hour (mph) to feet per round 
  (fpr). For those not in America, kilometers per hour 
  (kph) is included for convenience.
  The numbers below are derived from rough 
  approximations based on the real world speed of the 
  vehicles in the d20 Modern core rulebook, compared to 
  
  Military Equipment
  66
  the real world speeds presented below.  In other words, 
  the speeds are not so much accurate to the real world as 
  they are proportionate to the speeds given for vehicles in 
  the d20 Modern core rulebook.
  MPH
  KPH
  FPR (Chase Scale)
  10
  16
  18 (1)
  20
  32
  36 (3)
  30
  48
  54 (5)
  40
  64
  72 (7)
  50
  80
  90 (9)
  60
  96
  108 (10)
  70
  112
  126 (12)
  80
  128
  144 (14)
  90
  144
  162 (16)
  100
  160
  180 (18)
  120
  192
  216 (21)
  140
  224
  252 (25)
  160
  256
  288 (28)
  180
  288
  324 (32)
  200
  320
  360 (36)
  225
  360
  405 (40)
  250
  400
  450 (45)
  275
  440
  495 (49)
  300
  480
  540 (54)
  350
  560
  630 (63)
  400
  640
  720 (72)
  450
  720
  810 (81)
  500
  800
  900 (90)
  550
  880
  990 (99)
  600
  960
  1080 (108)
  650
  1040
  1170 (117)
  700
  1120
  1260 (126)
  750
  1200
  1350 (135)
  800
  1280
  1440 (144)
  850
  1360
  1530 (153)
  900
  1440
  1620 (162)
  950
  1520
  1710 (171)
  1000
  1600
  1800 (180)
  Fixed Wing
  Fixed wing aircraft are used by the military both for 
  attack and transport purposes.  These aircraft require a 
  runway to take off and land, though some are capable 
  of landing in extremely cramped conditions such as the 
  deck of an aircraft carrier.
  A-10 Thunderbolt  
  The Thunderbolt is a twin-engine aircraft designed 
  specifically for close air support of ground forces and 
  the destruction of targets on the ground.  Equipped with 
  night vision technology, granting pilots full range of 
  vision at night, the Thunderbolt can carry 6 Maverick 
  anti-tank missiles or 6 Sidewinder missiles, 1 Mk 84 
  bomb, or 2 Mk 83 bombs.  The Thunderbolt also has a 
  30 mm cannon with 1,000 rounds of ammunition. 
  The A-10 is 11 squares long, and 11 squares wide 
  (wingspan).
  AC-130H Gunship  
  The AC-130H is a 4-engine turboprop aircraft designed 
  for close air support for ground forces.  The AC-130H 
  has 4 weapons, which fire to the port(left) side of the 
  aircraft, and will fly low, saturating enemy ground forces 
  as it flies in a slow circle around them with fire from 
  these weapons.
  The AC-130H has one 105mm cannon, and 1 40 mm 
  cannon, and 2 30mm cannons.  These weapons fire to the 
  left with a 180-degree arc of fire.
  The AC-130H is 20 squares long, and 26 squares wide 
  (wingspan). 
  Air Force One  
  Since the Eisenhower administration, special aircraft 
  have been used to carry the President and the Vice 
  President.  These planes are designated as Air Force 
  One (when the President is on board), or Air Force Two 
  (when the Vice President is aboard).  Capable of hosting 
  100 guests at lavish dinners, Air Force one is a fast, 
  secure, mobile headquarters for the President to conduct 
  business or from which he could run the country in 
  wartime.
  The most historically important Air Force One, 26000, 
  transported John Kennedy to Dallas, and his body to 
  Washington after his assassination.  Lyndon Johnson was 
  sworn in as President on board 26000.
  Air Force One cannot be requisitioned under any 
  circumstances.  If the PCs are extremely lucky they 
  might get to ride in it a time or two.
  Air Force One is 46 squares long, and 13 squares wide 
  (wingspan).
  B-2 Spirit
  A dramatic leap forward in technology, the B-2 was 
  first introduced in 1993, when the Spirit of Missouri 
  was delivered to Whiteman AFB, in Missouri, the only 
  base to field the B-2 (whose numbers are unknown, but 
  estimated at 19).
  The B-2 can carry a payload of 40,000 lbs, including 
  
  Military Equipment
  67
  bombs and missiles of all varieties.  Like the B-52, this 
  aircraft is a strategic bomber capable of carrying nuclear 
  weaponry.
  The B-2 is 14 Squares long and 34 squares wide 
  (wingspan).
  The B-2 is completely undetectable by current radar 
  technology.
  B-52 Stratofortress
  One of the most successful aircraft ever designed, the 
  B-52 was introduced into service in 1954, and has an 
  estimated lifespan extending to 2045.
  The B-52 is a strategic bomber, capable of carrying a 
  weapons payload of 70,000 lbs. that may include bombs, 
  missiles (of all kinds), and nuclear weapons.
  The B-52 is 32 squares long, and 37 squares wide 
  (wingspan).
  C-2A Greyhound
  The C-2A is the primary aircraft carrier supply transport.  
  This craft can carry 10,000 lbs of cargo, and is capable 
  of landing on an aircraft carrier.
  The C-2A is 11 Squares long, and 14 squares wide 
  (wingspan), with wings deployed for flight, takeoff, 
  and landing.  The C-2A can fold its wings for storage, 
  reducing the width of the aircraft to 7 squares.
  C-130 Hercules
  In service for more than 40 years, the C-130 remains 
  the backbone of American airlift capability.  Capable of 
  operating in weather from arctic to desert conditions, 
  and capable of landing effectively on dirt runways, the 
  C-130 has proven itself a hardy combat air transport 
  since its introduction.  Variants of the C-130 are used in 
  roles ranging from medical evacuation (the HC-130), 
  Table 4-5: Fixed Wing
  Name
  Crew
  Pass
  Cargo Init
  Man. Top Speed Def Hard
  HP
  Size Purchase 
  DC
  Restriction
  A-10 (jet fighter)
  1
  0
  0
  -2
  -2
  900 (90)
  8
  10
  40
  G
  50
  Mil.
  AC-130H  (heavy aircraft)
  14
  0
  0
  -4
  -4
  480 (48)
  6
  10
  40
  G
  50
  Mil.
  Air Force One  (heavy aircraft)
  26
  100
  0
  -4
  -4
  980 (98)
  6
  15
  50
  G
  *
  *
  B-2 (heavy aircraft)
  2
  *
  *
  -2
  -2
  1250 (125)
  8
  15
  50
  G
  100
  Mil.
  B-52 (heavy aircraft)
  5
  *
  *
  -4
  -4
  1220 (122)
  6
  15
  50
  G
  60
  Mil.
  C-2A (heavy aircraft)
  4
  *
  *
  -2
  -2
  650 (65)
  8
  8
  40
  G
  40
  Mil.
  C-130H (heavy aircraft)
  5
  *
  *
  -4
  -4
  715 (75)
  6
  12
  50
  G
  50
  Mil.
  F-14 (jet fighter)
  2
  0
  0
  +2
  +0
  1400 (140)
  10
  6
  30
  G
  70
  Mil.
  F-15 (jet fighter)
  1
  0
  0
  +2
  +0
  1400 (140)
  10
  6
  35
  G
  75
  Mil.
  F-16 (jet fighter)
  1
  0
  0
  +0
  +0
  1400 (140)
  10
  6
  35
  G
  70
  Mil.
  F-18 (jet fighter)
  1
  0
  0
  +0
  +0
  1300 (130)
  10
  10
  45
  G
  80
  Mil.
  SR-71 (heavy aircraft)
  2
  0
  0
  +2
  +2
  3200 (320)
  10
  8
  40
  G
  90
  Mil.
  
  Military Equipment
  68
  to special operations insertion and extraction (the MC-
  130), to weather flights into hurricanes and cyclones (the 
  WC-130), to combat against ground forces (the AC-130, 
  detailed above).
  The C-130 is capable of carrying 92 soldiers, 64 fully 
  equipped paratroopers (who sit facing one another and 
  are deployed from doors on either side of the aircraft), 
  74 stretchers with a 2 man medical crew, or 45,000 lbs. 
  of cargo.
  The C-130 is 19 squares long, and 26 squares wide 
  (wingspan).
  F-14 Tomcat
  First introduced in 1973, when it replaced the F-4 
  Phantom the F-14 Tomcat provides air superiority, fleet 
  defense, and precision ground strike capabilities to the 
  armed forces. In 1995 the Tomcat underwent a series 
  of upgrades incorporating new technology, including 
  improved night vision and smart targeting for ground 
  attack munitions. 
  The F-14 is also equipped with tactical air 
  reconnaissance technology allowing it to serve in a scout 
  role.  The LANTIRN system grants pilots a +6 on Spot 
  checks for aerial reconnaissance.
  The F-14 is 12 squares long, and 13 squares wide with 
  wings deployed for flight, takeoff, and landing.  The F-
  14 can fold its wings for storage, reducing the width of 
  the aircraft to 7 squares. 
  All Tomcats have one 20 mm cannon installed (500 
  rds).
  The Tomcat has full night vision capability, and the 
  JDAM installed.  The Tomcat may carry a weapons 
  payload of up to up to 4 bombs, and up to 8 missiles, 
  4 of which can be Phoenix missiles.  Armament will 
  depend on the aircraft’s mission.
  F-15 Eagle
  First introduced in 1972, the F-15 proved that it still was 
  a capable combat aircraft in Desert Storm, where these 
  aircraft accounted for all but three victories in air-to-air 
  combat during the war.
  The F-15 is also equipped with tactical air 
  reconnaissance technology allowing it to serve in a scout 
  role.  The LANTIRN system grants pilots a +6 on Spot 
  checks for aerial reconnaissance.
  The F-15 is 13 squares long, and 9 Squares wide 
  (wingspan).
  The Eagle has a 20mm cannon installed, with 940 rds. 
  of ammunition.
  The aircraft may either carry 4 Sidewinders and 4 
  Sparrows, or 8 AMRAAMS.
  F-16 Fighting Falcon
  The F-16 was introduced in 1979, and is in use by the 
  United States, but production assistance is provided 
  by Belgium, Denmark, the Netherlands, and Norway.  
  In a unique NATO program, these nations provide 
  manufacturing support for many of the F-16’s parts, 
  allowing them to share in the aircraft’s technology, 
  but also insuring that repair parts for F-16s can be 
  manufactured in Europe in the event of a world war.
  The F-16 is 10 squares long, and 6 squares wide.
  The F-16 has a 20mm cannon installed, with 500 rds 
  of ammunition.
  The F-16 can carry 6 missiles of any type.
  F-18 SuperHornet
  A sturdy, reliable fighter, the SuperHornet is a ground 
  attack fighter capable of launching from land or carrier.  
  The SuperHornet is renowned for its toughness, having 
  survived hits from missiles in the past and survived to 
  fight again.  
  The F-18 is 11 squares long, and 8 squares wide 
  (wingspan).
  All SuperHornets have one 20 mm cannon installed 
  (1,000 rds).
  The SuperHornet carries a weapons payload of up to 
  4 JDAM bombs, and up to 9 missiles, which may be 
  of any kind except the Phoenix missile.  However, the 
  SuperHornet can mount air-to-ground missiles, bombs, 
  and air-to-air missiles, making this the ultimate in 
  mission-variability combat aircraft.
  SR-71 Blackbird
  A reconnaissance aircraft, the SR-71 flies faster (Mach 
  3.2) and higher (operational ceiling 85,000 feet) than 
  any aircraft in the world.  With this speed, and the most 
  advanced electronic equipment in the world, the SR-71 
  is capable of mapping 100,000 miles in an hour.  That’s 
  eight minutes for an up to date map of Italy boys and 
  girls.
  The SR-71 is completely invisible to conventional 
  radar.
  The SR-71 is 21 squares long, and 11 squares wide 
  (wingspan).
  Helicopters 
  Originally helicopters were used for transport, a function 
  they are still ideally suited to because of their ability to 
  take off and land with very little space and in almost any 
  terrain.  However, more and more helicopters are being 
  designed to attack targets on the ground, provide air 
  support, and undertake air superiority missions.
  
  Military Equipment
  69
  AH-1F Cobra Attack Helicopter  
  The Cobra was the first true attack helicopter in the 
  world, and entered service in Viet Nam in 1967.  These 
  38-inch wide aircraft are extremely difficult targets 
  (gaining a +4 Defense bonus), and are still in service 
  today, although current models are far superior in 
  weaponry and night vision capabilities to the craft that 
  served so admirably in Viet Nam.  These craft are armed 
  with a 20mm Cannon (500 rounds), 70 mm rockets (76 
  rounds), and 8 TOW wire guided missiles (if the craft 
  carries TOW missiles, it can only carry 38 rounds of 
  70mm rocket ammunition).  This craft provides 3⁄4 cover 
  for crew.  
  The AH-1F is 12 squares long, and 10 squares wide 
  (rotor diameter).
  AH-6 Little Bird
  The AH-6 is a modified MH-6, with the passenger 
  facilities removed and replaced with 2 miniguns and 
  1200 rounds of ammunition (600 each). Alternately, the 
  AH-6 can carry 2 7-shot 70mm rocket pods instead. 
  This craft provides 3⁄4 cover for crew and (possibly) one 
  passenger.
  The AH-6 is 6 squares long, and 4 squares wide (rotor 
  diameter).  The fuselage is one square 
  AH-64A Apache 
  Attack Helicopter
  The primary attack helicopter of the United States Army, 
  the Apache is regarded by many as the finest combat 
  helicopter in military history. The Apache has full night 
  vision capabilities, allowing its two-man crew to see as 
  well in darkness or adverse weather conditions as they 
  can during the day. This craft provides 3⁄4 Cover for crew.  
  The Apache’s weapon systems can be configured for a 
  variety of combat assignments as follows: 
  Anti-Armor:  8 Hellfire missiles, 320 rounds 30 mm 
  cannon; +2 Initiative and Maneuverability; +10 Top 
  Speed.
  Ground Support: 76 rounds 70 mm rockets, 1200 
  rounds 20 mm cannon; -2 Initiative and Maneuverability; 
  -20 Top Speed .
  Multi-Purpose: 8 rounds Hellfire missiles, 38 rounds 
  70 mm rockets, 1200 rounds 30 mm Cannon; -2 
  Initiative and Maneuverability.
  The AH-64 is 12 squares long, and 10 squares wide 
  (rotor diameter).  The fuselage (including wings and 
  weapon mounts) is 3 squares wide.
  AH-64D Apache Longbow 
  Attack Helicopter
  This improvement of the Apache, which debuted in 
  1995, is at least four times as survivable as the Apache 
  A, due to the addition of the Longbow target acquisition 
  system.  This technology allows the helicopter to fire 
  Hellfire missiles with no range penalties. Because of 
  this huge advantage, the Apache D carries 16 Hellfire 
  missiles and no 70 mm ROCKETS when outfitted for 
  multi-purpose operations.  This craft provides 3⁄4 cover 
  for crew.
  The AH-64D is 12 squares long, and 10 squares wide 
  (rotor diameter).  The fuselage (including wings and 
  weapon mounts) is 3 squares wide.
  CH-47 Chinook
  The Chinook is the army’s primary cargo helicopter, 
  capable of carrying 50 fully armed soldiers and 
  deploying them via ground exit, rappelling, or airborne 
  insertion.  The Chinook can also carry vastly different 
  forms of cargo, such as vehicles and artillery, or serve 
  as a medivac copter capable of transporting 24 patients 
  with 2 medics. Door mounted .50 caliber machineguns 
  Table 4-6: HELICOPTERS
  Name
  Crew
  Pass
  Cargo
  Init
  Man.
  Top 
  Speed
  Def
  Hard
  HP
  Size Purchase 
  DC
  Restriction
  AH-1F
  1
  0
  0
  -2
  -2
  330 (33)
  12
  8
  40
  G
  36
  Mil.
  AH-6
  2
  0
  250 lb.
  -4
  -4
  325 (32)
  6
  8
  40
  G
  44
  Mil.
  AH-64A
  2
  0
  0
  -2
  -2
  300 (30)
  8
  10
  50
  G
  50
  Mil.
  AH-64D
  2
  0
  0
  -2
  -2
  320 (32)
  8
  10
  50
  G
  60
  Mil.
  CH-47D
  3
  24
  10K lbs
  -4
  -4
  340 (34)
  6
  8
  60
  G
  40
  Mil.
  MH-6
  2
  6
  700 lb.
  -2
  -2
  330 (33)
  8
  5
  40
  G
  34
  Mil.
  OH-58D
  2
  0
  0
  -2
  -2
  320 (32)
  8
  5
  40
  G
  40
  Mil.
  SH-60
  4
  0
  0
  -4
  -4
  390 (39)
  6
  6
  40
  G
  40
  Mil.
  V-22A
  2
  24
  14K lbs.
  -4
  -4
  585 (58)
  6
  6
  55
  G
  42
  Mil
  
  Military Equipment
  70
  can be added as well.  The Chinook provides 3⁄4 cover 
  for crew and total cover for passengers when the cargo 
  doors are closed.  If they are open (which allows the 
  Chinook to fire door mounted machine guns or debark 
  soldiers carried inside), the Chinook provides no cover 
  for passengers.
  The CH-47 is 20 squares long (including front and rear 
  rotors), and 12 squares wide (rotor diameter).
  MH-6 Little Bird
  The MH-6 is a utility helicopter designed to insert or 
  extract small forces quickly and efficiently.  This aircraft 
  sees extensive use in special operations missions.  
  In place of the weapon pods, two planks are fitted 
  allowing up to six people to stand outside the helicopter 
  (passengers receive no cover from the MH-6).  However, 
  all 6 passengers may leave the MH-6 as a move action 
  (they are simply walking off the planks).  This helicopter 
  is unarmed.  This craft provides 3⁄4 cover for crew, but, as 
  noted above, none for passengers.
  The MH-6 is 6 squares long, and 4 squares wide (rotor 
  diameter).  The fuselage is one square wide.
  OH-58D Kiowa Warrior
  The Kiowa Warrior is a lightly armed attack helicopter 
  with excellent night vision and radar capabilities, as 
  well as sophisticated computer imaging that allows it 
  to see the whole battlefield.  In addition, Kiowas can 
  be outfitted with various weapon loads, which can be 
  quickly changed by ground crews, allowing the craft to 
  perform roles from ground support, to reconnaissance, 
  to ship defense.  In fact, during the Gulf War, small, fast 
  gunboats, and minelayers that were coming out at night 
  were harrying American ships.  After two encounters 
  with the Kiowa, these boats refused to leave port.  This 
  craft provides 3⁄4 cover for crew.
  The Kiowa has two weapons mounts, which may carry 
  one weapon system per mount, and may be outfitted as 
  follows, with weapons systems varying based on the 
  craft’s mission: 50 caliber machine gun (left weapons 
  pod only), 500 rounds ammunition; 70 mm rockets, 7 per 
  side; Stinger ATA missiles, 2 per side; Hellfire missiles, 
  2 per side.
  The OH-58D is 10 squares long, and 8 squares wide 
  (rotor diameter).
  SH-60 Seahawk
  The Seahawk is used by the Navy as an anti-submarine 
  combat helicopter.  These craft carry up to 20 sonar 
  buoys and 3 Mk 46 torpedoes.  The Coast Guard also 
  uses these craft as search and rescue helicopters, with a 
  retractable cable system, used for retrieving men down 
  in the water, replacing the weaponry.  A variation of this 
  craft, the UH-60 Blackhawk, is also used by the Army.  
  Statistics for the Blackhawk may be found in the d20 
  Modern Core Rulebook. 
  The SH-60 is 13 squares long, and 11 squares wide 
  (rotor diameter).
  V-22A Osprey
  A radical tilt-rotor design, the Osprey is an aircraft with 
  all the advantages of a helicopter and a turbo-prop.  
  The blades of the aircraft can pivot, allowing it VTOL 
  capabilities like a helicopter.  Once the craft is airborne, 
  the rotors tilt forward, granting it the speed and fuel-
  efficiency of a turbo-prop aircraft. The Osprey carries 
  two .50 Caliber machineguns, with 1,000 rounds each.
  Capable of operating from traditional runways or 
  ships, V-22A’s are entering service for the Air Force, 
  where they will serve as long-range deployment craft for 
  special operations, and the Navy, where they will serve 
  as combat search and rescue, special operations insertion 
  and extraction, and fleet supply vehicles.  The vast 
  majority of these craft have been ordered by the Marine 
  Corps, however, who see the Osprey as an ideal troop 
  transport, capable of carrying 18 soldiers.
  The V-22A is 11 squares long, and 4 squares wide.
  
  Military Equipment
  71
  Table 4-7: Submersible Ships
  Name
  Crew
  Pass
  Cargo
  Init
  Man.
  Top 
  Speed
  Def
  Hard
  HP
  Size Purchase 
  DC
  Restriction
  Los Angeles
  134
  10
  1,000lbs.-2
  -2
  40 (4)
  8/8/40
  8
  8
  40
  G+
  45
  Mil
  Seawolf
  134
  10
  1,000lbs.+0
  +0
  50 (5)
  10/10/50
  10
  10
  50
  G+
  55
  Mil
  Submersible Ships
  The submarine has seen the most change of perhaps 
  any type of craft in the twentieth century.  From the 
  Monitor, which was a battleship partially submerged 
  to reduce its vulnerability to attack, to the completely 
  submerged warships of the First World War, to the U-
  Boats that choked off trade in the Second World War, to 
  today’s invisible ballistic nuclear missile platforms.  One 
  common theme has not changed: run silent, run deep.
  Los Angeles Class 
  Attack Submarine 
  The Los Angeles class is the backbone of the American 
  attack submarine fleet, with at least 50 in service.  These 
  craft perform duties ranging from reconnaissance, to 
  SEAL team delivery for special operations, to anti-
  submarine warfare.
  The Los Angeles class is 72 squares long, and 7 
  squares wide.
  The Los Angeles carries the Mk. 48 torpedo, and has 
  four torpedo tubes.  Each ship carries 60 torpedoes.
  The Los Angeles class also carries 10 Tomahawk 
  cruise missiles. 
  Seawolf
  The Seawolf is the next generation attack submarine 
  in the American Navy.  Only two of these submarines 
  currently exist, the USS Seawolf, and the USS 
  Connecticut.  The USS Jimmy Carter is currently under 
  construction.
  Faster than the Los Angeles class, the Seawolf is also 
  extremely quiet, with state of the art Sonar systems.  The 
  Seawolf gains a +4 on Hide checks, and Sonar operators 
  on board the Seawolf gain a +4 to Listen checks to detect 
  enemy submarines.
  The Seawolf is 71 squares long, and 8 squares wide.
  The Seawolf class carries the Mk. 48 torpedo, and has 
  eight torpedo tubes.  Each ship carries 75 torpedoes.
  The Seawolf class carries 10 Tomahawk cruise 
  missiles.
  Surface Ships
  Surface ships serve a variety of functions, from coastal 
  patrol craft, to heavily armed landing craft, to small 
  boats that allow special operations forces to come ashore 
  unnoticed.
  41 ft. Utility Boat  
  These versatile, fast ships are in service by the coast 
  guard, but are also used as river/coastline patrol and 
  attack craft by SEALs and SBU when subtlety is not 
  required.  In that role they usually have a .50 caliber 
  machinegun or a MK-19 grenade launcher installed.
  Crew receive 1⁄4 cover, passengers below deck receive 
  total cover.
  The 41 ft. foot boat is 8 squares long, and 2 squares 
  wide.
  Cyclone Class 
  Patrol Coastal Boats  
  There are 13 of these ships, all assigned to Naval Special 
  Warfare.  These craft are used to transport SEALs, and 
  by the Special Boat Unit in a situation where the 41’ 
  Utility or Mark V SOC would be outgunned.  The 8 
  passengers on a Cyclone class vessel are typically an 
  eight-man SEAL team.
  The Cyclone Class is armed with 2 25mm cannons 
  (500 rounds), 2 .50 caliber machineguns (1,000 rds), and 
  2 Mk 19 grenade launchers (200 rds Fragmentation), and 
  6 Stinger missiles (vehicle mounted).  
  The Cyclone provides 1⁄4 cover for crew, and total 
  cover for passengers below deck.
  The Cyclone is 34 squares long, and 5 squares wide.
  Landing Craft, Air Cushioned 
  The LCAC is the next generation of landing craft, being 
  far faster and more versatile than older craft, the LCAC 
  provides amphibious landing forces with a much greater 
  range of options, removing many of the disadvantages 
  older amphibious forces had to work around.  Traditional 
  landing craft can only be landed on 17% of the world’s 
  beaches, due to water depth, shore line conditions, 
  weather, etc.  By contrast, the LCAC can land on 80% 
  
  Military Equipment
  72
  of the world’s beaches.  Also, the problem of equipment 
  and personnel having to move very slowly inland after 
  an amphibious landing is solved by the LCAC, which 
  can go inland on existing roads and favorable terrain, 
  carrying its cargo far inland.  Lastly, traditional landing 
  craft were one way vehicles, requiring extensive 
  time and manpower to retrieve before they could be 
  used again.  The LCAC, after offloading cargo, can 
  immediately return to a vessel for another load of troops.
  Each LCAC is capable of carrying 180 fully equipped 
  troops ashore.
  Each LCAC has two weapon mounts capable of 
  mounting a M-60 machinegun, .50 caliber machinegun, 
  or a Mk-19 grenade launcher.
  Troops and crew about the LCAC receive 1⁄2 Cover.
  The LCAC is 18 squares long, and 9 squares wide.
  Landing Craft, Mechanized 6  
  These are slightly smaller (though still enormous) 
  landing craft used by Marine Expeditionary Units for 
  amphibious landings.
  Each LCM 6 is capable of carrying 80 fully equipped 
  troops ashore.
  Troops and crew inside the LCM 6 
  receive total cover.
  The LCM 6 
  is 11 squares 
  long, and 3 
  squares wide.
  Landing Craft, Mechanized 8
  These massive amphibious assault craft are capable of 
  landing on either a beach or a pier, and are one of the 
  primary landing craft used by the Marine Expeditionary 
  Units.
  Each LCM 8 is capable of carrying 1 tank, or 200 fully 
  equipped troops ashore.
  Troops and crew inside the LCM 8 receive total cover.
  The LCM 8 is 15 squares long, and 4 squares wide.
  Mark 5 Special Operations 
  Craft  
  The Mark 5 is a fast, versatile craft used by SEALs and 
  the Special Boat Unit.  Capable of operating on the open 
  sea or rivers, and with five weapon hardpoints capable of 
  mounting .50 caliber machine guns, or Mk-19 Grenade 
  Launchers, the Mark 5 gives special operations forces 
  the ability to airlift a light, armed, boat anywhere in the 
  world in 48-72 hours.
  The only weakness to the Mark 5 is its light weaponry 
  and armor, so this craft is typically deployed to areas 
  thought to be relatively safe.
  The Mark V is 16 squares long, and 3 squares wide.
  Table 4-8: Surface Ships
  Name
  Crew
  Pass
  Cargo
  Init
  Man.
  Top 
  Speed
  Def
  Hard
  HP
  Size
  Purchase 
  DC
  Restriction
  41 ft. UTB (powerboat)
  3
  0
  1,000lbs
  -2
  -2
  55 (5)
  8
  10
  40
  G
  40.
  Mil
  Cyclone (ship)
  28
  8
  500lbs.
  -4
  -4
  64 (6)
  6
  12
  45
  G
  50
  Mil
  LCAC (ship)
  5
  *
  *
  -4
  -4
  90 (9)
  6
  15
  50
  G
  50 
  Mil
  LCM 6 (ship)
  5
  *
  *
  -6
  -6
  23 (2)
  4
  15
  50
  G
  50
  Mil
  LCM 8 (ship)
  5
  *
  *
  -6
  -6
  23 (2)
  4
  20
  60
  G
  60 
  Mil
  Mark 5 SOC (powerboat)
  2
  12
  0
  +0
  +0
  110 (11)
  10
  8
  30
  G
  30
  Mil
  Stalwart (ship)
  38
  10
  500lbs.
  -4
  -4
  20 (2)
  8
  12
  45
  G
  45 
  Mil
  
  Military Equipment
  73
  Stalwart
  Counter Drug Operations/Ocean Surveillance ships  
  The Stalwart was originally designed to monitor 
  underwater, to detect a possible submarine approach to 
  the United States during the cold war.  With the collapse 
  of the Soviet Union and the end of hostilities, these 
  vessels were to be decommissioned.  However, the 
  commander of the Atlantic Fleet decided to take three 
  vessels, the Stalwart, the Indomitable, and the Capable, 
  take out their Sonar arrays and replace them with Radar 
  and Radio equipment, to make them capable of detecting 
  drug smugglers in the air or on the water.
  In addition to full Radar, providing +6 to Spot 
  checks for Radar Operation, the Stalwart-class also has 
  sophisticated Radio equipment that provides a +4 to any 
  Electronic Warfare skill checks.  The Radio operator 
  must have the Electronic Warfare feat to gain this bonus.
  Too slow to catch drug traffickers itself, the Stalwart 
  will usually function as the eyes and ears for a sleek 
  craft, such as a Mark V SOC or a 41’ Utility Boat, or 
  even aircraft engaged in drug interdiction.
  The Stalwart is 45 squares long, and 9 squares wide.  
  Tracked Vehicles
  Providing protection and mobility at high speed across 
  any terrain, tracked vehicles are used for attack, defense, 
  and cargo transport.  Equipped with powerful engines, 
  these vehicles can be heavily armored, providing 
  superior protection regardless of their mission.
  Linebacker (M-6 Bradley)
  The Linebacker is an anti-aircraft vehicle.  The 
  Linebacker has three weapon systems: Stinger missiles, 
  25 mm cannon, and a heavy machinegun.  The Stinger 
  missiles are the craft’s main anti-aircraft armament, and 
  the Linebacker has a four missile launcher, allowing 
  it to fire the missiles at semi-automatic speed.  Once 
  these four rounds are expended, the craft carries 6 more 
  rounds, which can be reloaded at four rounds each 
  (Teamwork reduces this time as for Artillery Crews). The 
  Linebacker also carries a 25 mm cannon (600 rounds), 
  and a heavy machinegun (3,000 rounds).  Like the M-
  2/A3, the Linebacker has a defensive grenade launcher 
  with 4 smoke grenades as a defensive weapon.
  The crew of the Linebacker sees through periscopes, 
  which are fitted with night vision equipment, granting 
  darkvision to a range of 200 feet, and the vehicle is 
  equipped with a sophisticated communications system 
  granting a +4 on all Communication Operations skill 
  checks.
  All Linebackers are amphibious, capable of reaching 
  speeds of 25(2) in water.  The Linebacker provides full 
  cover for crew.
  The Linebacker is 4 squares long, and 3 squares wide.
  M-2/A3 Bradley Armored 
  Fighting Vehicle
  A fast armored personnel carrier, the M-2/A3 provides 
  cover, transportation, and suppression fire for small 
  units of ground troops.  Capable of carrying six soldiers 
  (or 1,500 lbs of other cargo), the M-2 has three main 
  weapon systems:  a 25 mm cannon, with 500 rounds 
  of ammunition, 2 TOW missiles (for taking out enemy 
  armor), a heavy machinegun with 3,000 rds., and a 
  grenade launcher with 4 smoke grenades (for escape and 
  defensive purposes if the vehicle is outmatched- may 
  also be used to screen ground forces).  The engine of the 
  Bradley may also be set to emit heavy smoke at will to 
  deter pursuit.  
  The crew of the M-2/A3 sees through periscopes, 
  which are fitted with night vision equipment, granting 
  darkvision to a range of 200 feet, and the vehicle is 
  equipped with a sophisticated communications system 
  granting a +4 on all Communication Operations skill 
  checks.
  All M-2/A3s are amphibious, capable of reaching 
  speeds of 25(2) in water.  The M-2/A3 provides full 
  cover for crew and passengers.
  The Bradley is 4 squares long, and 3 squares wide.
  Table 4-9: Tracked Vehicles
  Name
  Crew
  Pass
  Cargo
  Init
  Man.
  Top 
  Speed
  Def
  Hard
  HP
  Size
  Purchase 
  DC
  Restriction
  Linebacker
  5
  0
  0
  -4
  -4
  75 (7)
  6
  15
  50
  G
  50 
  Mil.
  M-2A3 Bradley
  3
  6
  0/1500
  -4
  -4
  80 (8)
  6
  15
  60
  G
  47 
  Mil.
  M-9 ACE
  1
  0
  0
  -6
  -6
  55 (5)
  4
  10
  50
  G
  35
  Mil.
  M60A1-AVLB
  2
  0
  0
  -4
  -4
  55 (5)
  6
  15
  50
  G
  40
  Mil.
  MLRS
  3
  0
  0
  -4
  -4
  75 (7)
  6
  15
  60
  G
  50
  Mil.
  Paladin
  4
  0
  0
  -4
  -4
  70 (7)
  6
  15
  50
  G
  45
  Mil.
  
  Military Equipment
  74
  M-9 Armored Combat 
  Earthmover
  Heavily armored, and very powerful, the M-9 is the 
  combat engineer’s best friend when operating in forward 
  areas.  The M-9 is equipped with a bulldozer blade, 
  and can be used to clear mines, or for general combat 
  engineering.
  The M-9 is amphibious, with a water speed of 3 ft./
  round.
  The M-9 grants a +10 to all Craft (structural) skill 
  checks, and decreases all construction times by half.
  The M-9 is 4 squares long, and 2 squares wide.
  M-60A1 Armored Vehicle-
  Launched Bridge 
  Built on the M-60A1 Tank Chassis, the AVLB provides 
  superior mobility to forces for bridging rivers when time 
  is of the essence, while providing the vehicle’s 2-man 
  crew the protection of armor plate under fire.
  The vehicle carries a 60-foot bridge, which may be 
  deployed in 2-5 minutes.  The vehicle may retrieve this 
  bridge from either end, in 10 minutes. Once in place, this 
  bridge can support every type of land vehicle up to and 
  including the M1A1 Abrams tank.
  The M-60A1 is 5 squares long, and 2 squares wide.
  Multiple Launch Rocket 
  System
  The Multiple Launch Rocket System is a fast, heavily 
  armored rocket-launching platform mounted on a 
  Bradley chassis.  The MLRS carries 12 missiles, which 
  may be either anti-aircraft or anti-armor missiles (use 
  the stats for the Stinger and Hellfire missiles for these).  
  The automated launch system allows these missiles to be 
  fired at semi-automatic speed.
  The onboard computer grants the crew a +4 attack 
  bonus with all missile attacks.
  The crew of the MLRS sees through periscopes, 
  which are fitted with night vision equipment, granting 
  darkvision to a range of 200 feet, and the vehicle is 
  equipped with a sophisticated communications system 
  granting a +4 on all Communication Operations skill 
  checks.
  All MLRS are amphibious, capable of reaching speeds 
  of 25(2) in water.  The MLRS provides full cover for 
  crew and passengers.
  The MLRS is 4 squares long, and 3 squares wide.
  Paladin M-109A6 Howitzer
  A self-propelled howitzer, the Paladin is essentially 
  a mobile platform for the massive cannon, and a 
  means of protection for its crew.  The vehicle has two 
  weapons systems, the Howitzer itself (40 rounds), and a 
  machinegun for self-protection that carries 1,000 rounds.
  The crew of the Paladin is insulated against all forms 
  of attack, gaining a +10 to any NBC check to resist a 
  nuclear, biological, or chemical attack.
  The computer assisted targeting of the Howitzer 
  system begins all indirect fire attacks made by the crew 
  at –5, instead of the usual –10 (see Indirect Fire and the 
  Artillerist skill for more information).
  The crew of the Paladin sees through periscopes, 
  which are fitted with night vision equipment, granting 
  darkvision to a range of 200 feet, and the vehicle is 
  equipped with a sophisticated communications system 
  granting a +4 on all Communication Operations skill 
  checks.
  In addition to their role in the American military, 
  the Kuwaiti and Israeli armies have ordered Paladin 
  Howitzers.
  The M-109A6 is 11 squares long, and 2 squares wide.
  
  Military Equipment
  75
  Table 4-10: Wheeled Vehicles
  Name
  Crew
  Pass
  Cargo
  Init
  Man.
  Top 
  Speed
  Def
  Hard
  HP
  Size Purchase 
  DC
  Restriction
  Avenger
  2
  0
  0
  -2
  -2
  100 (10)
  8
  8
  40
  H
  43
  Mil.
  M-998A2
  1
  8
  2Klbs.
  -2
  -2
  120 (12)
  8
  8
  40
  H
  30
  Mil.
  Wheeled Vehicles
  Although wheeled vehicles lack many of the advantages 
  of tracked vehicles, their speed and ease of repair keep 
  them in use among the militaries of the world.
  Avenger
  The Avenger is an anti-aircraft vehicle like the 
  Linebacker.  The main difference between the two 
  vehicles is that the Avenger, being a modified Humvee 
  (HMMWV for High Mobility, Multipurpose Wheeled 
  Vehicle), is lighter, faster, and less heavily armored than 
  the Linebacker. The Avenger carries 8 stinger missiles 
  in an 8-tube launcher, which allows them to be fired at 
  semi-automatic speed.  The Avenger also carries a heavy 
  machinegun with 200 rounds of ammunition.
  The Avenger also possesses night vision capabilities, 
  granting its crew darkvision out to a 180 foot range, and 
  a sophisticated communications system granting a +4 
  bonus on Communication Operations checks.
  The Avenger is 3 squares long, and 2 squares wide.
  M-998a2  
  This modified Humvee is slightly better armored than 
  the standard variety, and serves as a fast, wheeled troop/
  cargo carrier. While not heavily armored, and not armed, 
  this vehicle provides basic protection against small 
  arms fire. The M-998 can carry 8 soldiers, or 2,000 lbs 
  of cargo, or be converted into an ambulance capable of 
  carrying four stretchers and a two-man medical crew.
  The M-998 is 3 squares long, and 2 squares wide.
  New Vehicle Weapons
  A military vehicle’s purpose will be defined by its 
  weapons.  A vehicle loaded down with torpedoes 
  is not going to be sent to attack a bunker a hundred 
  miles inland.  Many vehicles can be configured for a 
  completely different form of combat by changing the 
  weapons they’re armed with.
  .50 Caliber Machinegun
  This weapon is mounted on vehicles to provide attack 
  capabilities against soldiers and lightly armored vehicles.
  20 mm Cannon
  This weapon provides a vehicle with potent firepower 
  against ground or air targets, with power and an excellent 
  rate of fire.
  30 mm Cannon
  The 30 mm Cannon fills the same role as the 20mm 
  cannon, only providing more punch.
  40mm Cannon
  Even more punch than the 30mm cannon, but with a 
  slower firing rate, used against more heavily armored 
  targets.
  70 mm Rockets
  Versatile and with a heavy punch, these rockets provide 
  vehicles with the ability to take out any moderately 
  armed target on the ground or in the air.
  105mm Cannon
  The 105mm CANNON is an Abrams tank cannon, that is 
  used by the AC-130 to attack armored targets.
  AMRAAM
  A medium range missile, the AMRAAM negates all of a 
  target’s defense bonus due to speed.  This weapon suffers 
  no range penalties. This missile attacks with a Base 
  Attack Bonus of +8.
  Harpoon
  The Harpoon is the primary anti-ship missile in the 
  American arsenal.  This missile is radar guided, skims 
  the ocean surface (making it difficult to detect), and is 
  capable of locking a target over the horizon (suffering 
  no range penalties out to the weapon’s maximum range). 
  This weapon attacks with a Base Attack Bonus of +8. 
  
  Military Equipment
  76
  Hellfire
  Also known as the “tank killer”, the Hellfire is designed 
  to pack a tremendous punch against a heavily armored 
  ground target.  These weapons are +2 to hit against 
  targets on the ground, but –4 to hit against targets in the 
  air. This missile attacks with the Base Attack Bonus of 
  the firing character, and ignores the first 20 Hardness 
  of an object attacked.  Against live ground targets, this 
  weapon has a blast radius of 20 feet.
  JDAM
  Joint Direct Attack Munitions systems allow every 
  bomb an aircraft drops to be targeted like a smart bomb, 
  through laser painting of the target, or, even more 
  accurately, GPS satellite location of targets.  Any bomb 
  dropped from an aircraft with the JDAM installed suffers 
  no range penalties to bomb attacks, and gains a +6 to hit 
  if GPS tracking is used to guide the bombs (this requires 
  the targets to be selected before the aircraft begins it’s 
  mission- the removal of range penalties can still be used 
  by targets selected on the fly by the aircraft crew).
  Maverick Anti-Tank Missile
  The Maverick is an air-to-ground guided missile 
  designed for air support of ground troops, particularly 
  the destruction of armored ground targets.  The Maverick 
  takes no penalties due to range, making it a much better 
  long-range tank killer than the Hellfire.
  Minigun
  These oversized defendants of the Gatling gun fill the 
  same role as the .50 caliber machine gun, but provide 
  even more firepower.
  Mk.40 Torpedo
  The most advanced torpedo currently in service, the 
  Mk. 40 attacks with a +10 Base Attack Bonus against 
  submarines and surface ships. Torpedoes completely 
  negate the concealment bonus of a submarine when 
  attacking.  See Submarine Warfare in the combat section 
  for more information on these weapons.
  Mk 46 Torpedo
  A fast, high-performance torpedo used by attack 
  submarines, surface vessels, and helicopters to take out 
  enemy submarines. Mk 46 torpedoes attack with a Base 
  Attack Bonus of +8, rather than using the Base Attack 
  Bonus of the character firing the weapon. Torpedoes 
  completely negate the concealment bonus of a submarine 
  when attacking.  See Submarine Warfare in the combat 
  section for more information on these weapons.
  Mk-83 Bomb
  This 1,000 lb. warhead bomb can be carried by a wide 
  variety of aircraft. Weight 1,100 lbs.
  Mk-84 Bomb
  This bomb sports a 2,000 lb. warhead. 2,200 lbs.
  Phoenix Long Range 
  Air-to-Air Missile
  The AIM 54 Phoenix suffers no range penalties, and 
  negates any defense bonus gained by an airborne target’s 
  speed.  This missile attacks with a Base Attack Bonus of 
  +10.
  Sidewinder
  The Sidewinder is a short-range air-to-air missile, and is 
  one of the cheapest, oldest, most widely used missiles in 
  the world.  The Sidewinder is a heat-seeker, which locks 
  in on the engine of an opposing aircraft.  The Sidewinder 
  suffers full range penalties to hit, but negates any of an 
  aircraft’s defense bonus gained from speed.  This missile 
  attacks with the Base Attack Bonus of the character 
  firing it.
  Sonar Buoys
   These buoys automatically bang away with sonar pings, 
  which can be used by surface, air, and submersible craft 
  to better find enemies in the water.  Each of these pods 
  in the water grants a +1 to the Listen check for each 
  friendly sonar operator within 5 range increments.
  Sparrow Medium 
  Range Air-to-Air Missile
  The AIM 7 Sparrow suffers no range penalties, and 
  negates 1⁄2 of any defense bonus gained by an airborne 
  target’s speed. This missile attacks with a Base Attack 
  Bonus of +8.
  Stinger Air-to-Air missile
  These weapons provide defense capabilities against other 
  aircraft.  These weapons are +4 to hit against aircraft, 
  and ignore the first 10 Hardness of an object attacked.  
  Against live targets on the ground, these weapons have a 
  blast radius of 10 feet.  While they may be fired at targets 
  on the ground without penalty, pilots are very reluctant 
  to leave themselves with no defense to attack from the 
  air.
  
  Military Equipment
  77
  Table 4-11: Vehicle Weapons
  Weapon
  Damage
  Critical
  Type
  Range
  ROF
  Magazine
  Size
  Weight Purchase 
  DC
  Restriction
  .50 Machinegun
  2d12
  20
  20
  150 ft.
  A
  Linked
  Huge
  *
  *
  *
  20 mm Cannon
  4d10
  20
  Ballistic
  150 ft.
  A
  Linked
  Huge
  *
  *
  *
  25 mm Cannon
  4d12
  20
  20
  150 ft.
  A
  Linked
  Huge
  *
  *
  *
  30 mm Cannon
  4d12
  20
  Ballistic
  150 ft.
  A
  Linked
  Huge
  *
  *
  *
  40mm Cannon
  5d12
  20
  Ballistic
  150 ft.
  S
  Linked
  Huge
  *
  *
  *
  70 mm Rockets
  6d12
  20
  Ballistic
  150 ft.
  S
  7 or 19
  Huge
  *
  *
  *
  105mm Cannon
  10d12
  20
  Ballistic
  150 ft.
  1
  1
  Huge
  *
  *
  *
  AMRAAM
  6d12
  20
  Ballistic 
  200 ft.
  S
  Varies
  Huge
  *
  *
  *
  Harpoon
  10d12
  20
  Ballistic
  200 ft.
  S
  Varies
  Huge
  *
  *
  *
  Hellfire
  10d12
  20
  Ballistic
  150 ft.
  S
  Varies 
  Huge
  *
  *
  *
  JDAM
  *
  *
  *
  *
  *
  *
  Huge
  *
  *
  *
  Maverick
  10d12
  20
  Ballistic
  300 ft.
  S
  Varies
  Huge
  *
  *
  *
  Minigun
  3d12
  20
  Ballistic
  150 ft.
  A
  Linked
  Huge
  *
  *
  *
  Mk-19 
  *
  *
  *
  150 ft.
  S
  Linked
  Huge
  *
  *
  *
  Mk 46 Torpedo
  8d6
  20
  Ballistic
  150 ft.
  1
  Varies
  Huge
  *
  *
  *
  Mk 48 Torpedo
  10d6
  20
  Ballistic
  200 ft.
  Varies
  Varies
  Huge
  *
  *
  *
  Mk-83 Bomb
  8d12
  20
  Ballistic
  300 ft.
  1
  Varies
  Huge
  *
  *
  *
  Mk-84 Bomb
  12d12
  20
  Ballistic
  300 ft.
  1
  Varies
  Huge
  *
  *
  *
  Phoenix
  6d12
  20
  Ballistic
  500 ft.
  S
  Varies
  Huge
  *
  *
  *
  Sidewinder
  6d12
  20
  Ballistic
  150 ft.
  S
  Varies
  Huge
  *
  *
  *
  Sonar Buoys
  *
  *
  *
  150 ft.
  1
  Varies
  Huge
  *
  *
  *
  Sparrow
  8d12
  20
  Ballistic
  250 ft.
  S
  Varies
  Huge
  *
  *
  *
  Stinger
  10d6
  20
  20
  150 ft.
  1
  Varies
  Huge
  *
  *
  *
  Tomahawk
  12d12
  20
  Ballistic
  1k mi.
  Varies
  Varies
  Huge
  *
  *
  *
  TOW
  8d12
  20
  20
  150 ft.
  1
  Varies
  Huge
  *
  *
  *
  Indirect Fire Weapons
  Weapon
  Damage
  Critical
  Crew
  Type
  Range
  ROF
  Size
  Weight
  DC
  Restriction
  Howitzer
  14d6
  20
  4
  Ballistic 14.5 mi.
  1/6 rds.
  Huge
  *
  *
  *
  Tomahawk Cruise Missile
  The Tomahawk flies below radar, at a fast, subsonic 
  speed (over 500 mph).  This makes these weapons 
  extremely difficult to defend against or detect before 
  they strike their targets.  The Tomahawk attacks with a 
  +12 Base Attack Bonus, and suffers no range penalties 
  out to its full range of 1,000 miles.
  TOW
  These wire guided missiles are a slightly older, slightly 
  less powerful, anti-armor weapon than the Hellfire, 
  designed to take out heavily armored ground targets 
  (tanks).  These weapons ignore the first 15 Hardness of 
  an object, and against live targets have a blast radius of 
  15 feet
  Requisition
  Each character, based on his MOS will have a certain 
  amount of basic equipment (at least a weapon, night 
  vision goggles, and body armor), plus any basic items 
  needed to complete his assigned duties (a medical kit for 
  a medic, and so forth).
  Beyond these basic items, what the characters have 
  access to will depend on what they can requisition.
  The basic mechanic behind a Requisition check is 
  the same as using Wealth to buy something.  Only in 
  this case, the character isn’t using money to purchase 
  the item, he is using his clout within an organization to 
  borrow it (and the organization expects to get it back).
  A Requisition check is a level check (1d20 + character 
  
  Military Equipment
  78
  level).  This check is further modified by the character’s 
  Charisma, and by the character’s rank modifier (being 
  smooth is good, but being a Rear Admiral is better). 
  Situation
  Modifier
  Object is necessary for assignment
  +6
  Object has obvious application for 
  assignment
  +4
  Object has peripheral application for 
  assignment
  +2
  Object used in character’s MOS.
  +2
  Soldier returned all gear undamaged on 
  previous mission
  +2
  Object has no obvious application for 
  assignment
  –2
  Object is rare
  –2
  Object restriction
  Licensed
  –2
  Restricted
  –4
  Military
  –6
  Illegal
  –8
  Requisitioning Information
  Knowledge is power, but characters seeking to gain that 
  power will have to prove to their superiors that they 
  need it to complete their assignment and that they can be 
  trusted.  Having a Secret or Top Secret security clearance 
  (see new feats) goes a long way to answering the second 
  question.  The nature of the character’s mission will 
  usually determine the first (apply the modifiers listed 
  above).  In no case should a character without a Secret or 
  Top Secret security clearance be allowed access to such 
  information.
  This brings up a question many GMs will encounter 
  in their games: what information do I label Secret or Top 
  Secret? 
  Confidential Information (DC 15): Confidential 
  information is the lowest level of secured information, 
  and entails information or material whose unauthorized 
  disclosure could cause damage to the National Security.  
  Characters do not need a Security Clearance feat for 
  this information only make a Requisition check. If a 
  character makes his skill check, this level of information 
  can be accessed instantly from a secure military network 
  terminal.
  Secret Information (DC 20): Secret information 
  requires a substantial degree of protection, and its 
  unauthorized disclosure could cause serious damage 
  to the National Security.  Serious damage is defined 
  as: disruption of foreign relations vital to the national 
  security, revelation of significant military plans or 
  intelligence operations, and compromise of significant 
  scientific or technological developments relating to 
  national security.  This is an important clearance for the 
  PCs, because without this clearance, they will frequently 
  not know what their mission is going to be until they get 
  there.  This makes requisitioning the right equipment to 
  prepare on the difficult side.
  A successful skill check means the character can gain 
  access to the information.  It usually still takes 4d12 
  hours for the information to arrive.  Even if the character 
  has the proper clearance but fails his skill check, he does 
  not have a “need to know” for that information (in the 
  military mindset) and will be denied access.
  Top Secret Information (DC 25): Top Secret 
  information requires the highest degree of security and 
  its unauthorized disclosure could cause grave damage to 
  the national security.  Grave damage is defined as: armed 
  hostility against the United States or its allies, disruption 
  of foreign relations vital to the national security, the 
  compromise of vital intelligence plans, the compromise 
  of complex crypto logic systems (encoding devices 
  designed to keep information secure). 
  A successful skill check means the character can 
  gain access to the information.  It usually still takes 
  8d12 hours for the information to arrive (information 
  this sensitive is almost never stored electronically, 
  so the character must wait for a courier to deliver the 
  information).  Even if the character has the proper 
  clearance but fails his skill check, he does not have a 
  “need to know” for that information (in the military 
  mindset) and will be denied access.
  There are several levels of clearance above Top 
  Secret, such as Eyes Only, but these are not included 
  in Blood and Guts.  Anything the GM does not want 
  the characters to know under any circumstances he can 
  simply designate at above Top Secret, stating that the 
  information is not available to the PCs no matter their 
  security clearance or how high they roll.
  Satellite Map (DC 10): These are prepared in 
  advance, and are readily available if the character makes 
  his skill check.  These maps are extremely accurate, and 
  provide a +2 to Navigation checks.
  Satellite Pass (DC 20): Satellites can make Spot 
  checks for the PCs to aid in reconnaissance and give 
  them an idea of where to train artillery fire and other 
  handy information.  A satellite grants a Spot check 
  of +20 against moving objects, and +10 against 
  stationary objects.  Remember the ability of the Hide 
  skill to camouflage objects however.  Still, this type of 
  intelligence can give a lot of help to a unit. 
  
  Lieutenant Franklin was running through his “abbreviated” pre-flight, the whine of the chopper 
  increasing in intensity.  Behind him, his men were loading the Chinook and getting her ready.
  Franklin looked back over his shoulder and his crew chief held up five fingers, “This is Alpha 
  Charlie requesting clearance, we will be airborne in five minutes.”
  “Roger that.  Bring ‘em home.”
  Franklin just smiled, fingers still going through the checklist on their own, “You know it.  None 
  Forgotten.  None left behind. Everyone eats at home tonight.”
  Back at what was left of the school, Hasko heard the first shots from No and Hoagland. He knew 
  whatever unfortunate soul had decided to investigate the school to see if anyone was left wasn’t around 
  anymore.  But he also knew more were coming.  As more shots rang out, he really knew it.  His mind 
  silently counted off the rounds. Four… Five… Seven… 
  He turned to Johnson, “Where do we stand?”
  The big thick-necked young man laughed a sardonic laugh. “ If they come from any direction other 
  than the west they got real problems.  I threw some friends out in the west too past the LZ just to make 
  sure it wasn’t too obvious.  And if they come through that old playground out back, they are really extra 
  dead.  Those swing sets are nice extra shrapnel.”
  Hasko nodded.  No and Hoagland weren’t firing anymore.  Either they had broken off and were on 
  their way back or… 
  Cartwright was holding a crying little girl, trying to calm her down.
  “Are they coming for us?”
  Hasko nodded.  “There’s some crack flyboy extraction squad nearby.  Even though these guys are air 
  force they have a righteous rep.” 
  CHAPTER 5: 
  BATTLEFIELD 
  UNIT COMBAT 
  SYSTEM
  
  UNIT COMBAT SYSTEM
  80
  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 just as characters do.  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 
  (see the Intimidate skill and the Voice of Command feat 
  for more information).  
  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 COMBAT SYSTEM
  81
  Unit Specialty (usually the Infantry Unit Specialty). It 
  is possible for certain characters (characters who have 
  received drill instructor training, 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.
  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 
  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 
  
  UNIT COMBAT SYSTEM
  82
  “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 
  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.
  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 
  
  UNIT COMBAT SYSTEM
  83
  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.
  Factor
  Modifier
  Outnumbered
  +2
  X2
  +4
  X3
  +6
  X4 or more
  +8
  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.
  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, 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, 
  
  UNIT COMBAT SYSTEM
  84
  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 
  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:  Artillerist, Demolitions, Disable Device, 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 
  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: Paradrop
  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 
  
  UNIT COMBAT SYSTEM
  85
  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
  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.
  Skills:  Hide
  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:  Cryptography, 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 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), NBC, 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 1⁄2 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.  
  
  UNIT COMBAT SYSTEM
  86
  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 (Quality: Average, Equipment: 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 (Quality: Experienced, Equipment: 
  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 
  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:  Communication Operations, Cryptography, 
  Electronic Warfare.
  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.
  Experience
  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.  
  Quality
  XP
  Raw:
  0 XP
  Green: 
  5 XP
  Inexperienced:
  10 XP
  Average: 
  20 XP
  Experienced: 
  40 XP
  Crack: 
  100 XP
  Legendary: 
  200 XP
  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.
  
  UNIT COMBAT SYSTEM
  87
  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 
  an 11 (+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 9, +1 
  for Momentum, for a total of 10, 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.
  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 
  9, -4 for their effective quality of Green, +2 for Good 
  Equipment, +1 for being Heavy, giving them a total of 8.
  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 6, -2 for their 
  effective quality of Inexperienced, for a total of 4.  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 11, -2 
  for their effective quality of Inexperienced, +1 for 
  Momentum, for a total of 10.  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).
  The Strategist
  (New prestige class)
  The character is a highly skilled commander, highly 
  trained at making those around him better, and skilled in 
  the nuances of strategy, logistics, and command.
  Requirements
  To qualify to become a Strategist a character must meet 
  the following criteria.
  Allegiance: Active Duty (any branch of service).
  Skills: Intimidate 5 ranks, Knowledge (tactics) 10 
  Ranks.
  Feats: Voice of Command, Tactician, Tactician- 
  Squad, Tactician-Unit.
  Advanced Training: NCO School or Officer 
  Candidate School.
  Class Information
  The following features pertain to the Strategist Prestige 
  class.
  Hit Die: 1d6.
  Action Points: 7 + 1⁄2 character level, rounded down.
  Class Skills: The Strategist class skills are as follows: 
  Bluff,  Communication Operations, Diplomacy, 
  Intimidate, Knowledge (tactics), Navigate, Sense 
  Motive.
  Skill Pointer per Level: 5 + Intelligence modifier.
  
  UNIT COMBAT SYSTEM
  88
  Effect: In addition to its normal effect, allowing you 
  to have a personal retinue and perhaps a cohort, this feat 
  also grants you benefits when commanding units (see the 
  Small Unit Combat section for more information).  Units 
  commanded by a character with this feat ignore the first 
  Morale Hit (see the Small Unit Combat section for more 
  information on unit hits) they suffer in combat.
  Tactician 
  You are a skilled leader, with a strong grasp of tactics 
  and an ability to make those around you better in 
  combat.
  Prerequisite: Int 13+, Cha 13+, Knowledge (Tactics) 
  5 Ranks, Teamwork.
  Effect: Normally, when you roll a tactics skill check, 
  the benefits apply only to yourself. This feat allows you 
  to grant the bonuses of a successful tactics skill check to 
  up to 2x Charisma modifier allies (characters who have 
  the Teamwork feat for the same team) who are fighting 
  with you. 
  Special: Having this Feat grants you a +2 bonus on all 
  Promotion checks.
  Tactician, Platoon 
  You have 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: You may lead a number of Units (see the 
  Small Unit Combat section for more information) equal 
  to twice your Charisma modifier, granting those units 
  a bonus in crew contests equal to your Intelligence 
  modifier.
  Class Features
  The following features pertain to the Strategist prestige 
  class.
  Inspire Bravery:  Any units led by the Strategist gain 
  the listed bonus to all Unit Combat rolls.  
  Inspire Greatness:  By urging his troops on to glory, 
  the character inspires those who follow him to rise to 
  new heights.  In Unit Combat, the character can either 
  raise a unit one level of quality for one round per class 
  level, or instantly heal one morale hit inflicted on the 
  unit.  
  Tactical Insight:  The listed number of times per day, 
  the character may add double his Intelligence modifier to 
  any successful Knowledge (tactics) skill checks.
  Semper Fi:  The character is such a talented leader 
  that those under his command are extremely hard 
  to rattle.  In unit combat, units under the character’s 
  command are immune to morale hits.  
  New Feats
  Drill Instructor 
  You are adept at winning friends and influencing people.  
  All who meet you, especially those who study under 
  your gentle tutelage, will love you.  
  Skills:  Intimidate becomes a permanent class skill for 
  you. You gain a +2 bonus to all intimidate skill checks.
  Special:  Units trained by you gain 1 XP per month.
  Leadership 
  You are able to engender personal loyalty among those 
  who follow you.
  Prerequisites: 6th Level
  Table 5-1: Strategist
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +0
  +2
  Special Ops Talent; Inspire Bravery +2
  +1
  +0
  2nd 
  +1
  +0
  +0
  +3
  Inspire Greatness 1/day
  +1
  +0
  3rd 
  +1
  +1
  +1
  +3
  Special Ops Talent; Inspire Bravery +3
  +2
  +0
  4th 
  +2
  +1
  +1
  +4
  Tactical Insight 1/day
  +2
  +1
  5th 
  +2
  +1
  +1
  +4
  Special Ops Talent; Inspire Bravery +4
  +3
  +1
  6th 
  +3
  +2
  +2
  +5
  Inspire Greatness 2/day
  +3
  +1
  7th 
  +3
  +2
  +2
  +5
  Special Ops Talent; Tactical Insight 2/day
  +4
  +2
  8th 
  +4
  +2
  +2
  +6
  Inspire Bravery +5
  +4
  +2
  9th 
  +4
  +3
  +3
  +6
  Special Ops Talent; Inspire Greatness 3/day
  +5
  +2
  10th 
  +5
  +3
  +3
  +7
  Semper Fi
  +5
  +3
  
  UNIT COMBAT SYSTEM
  89
  Tactician, Company 
  You have 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 crew contests 
  equal to his Intelligence modifier.
  Tactician, Battalion 
  You are able to command armies or armadas into battle, 
  leading large scale engagements due to your 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.
  Target Acquisition 
  You are trained to fire using scopes quickly and 
  accurately.
  Prerequisite: Weapon Focus, Sharpshooter, Base 
  Attack Bonus 6+.
  Effect: When you are using a scope, you may gain 
  the bonus to range increments as a Move action. This 
  feat includes both scopes on handheld weapons, and also 
  artillery scopes.
  Normal:  Acquiring a target with a scope is normally 
  an Attack action.
  Voice of Command 
  You are used to being obeyed, and when you give an 
  Order, you usually are.
  Prerequisite: Intimidate 5 Ranks
  Effect: You can give Orders as a Move action, and 
  without the –4 penalty.
  Normal:  Normally, characters using their intimidate 
  skill to give an Order in combat requires an attack 
  action, and takes a –4 penalty.
  Some Elite Units
  The following are some units from the real world, 
  broken down into BUCS terms to give you an idea of 
  how it all fits together.  All units have their Unit Quality 
  and Equipment ratings listed in parenthesis after their 
  name. 
  1st Cavalry Division (Legendary, Good) 
  Requisition DC: 26
  Unit Specialties:  Airborne, Mechanized, Armor, 
  Infantry
  Total Attack Bonus:  +8 (+6 Legendary, +2 
  Equipment), +4 Mobility
  Total Hits:  9 (7 from Legendary, 2 from Armor)
  3rd Infantry Division (Elite, Excellent) 
  Requisition DC: 24
  Unit Specialties:  Mechanized, Infantry, Heavy
  Total Attack Bonus:  +9 (+4 Elite, +1 Heavy, +4 
  Equipment), +2 Mobility
  Total Hits: 8 (6 from Elite, 1 from Mechanized, 1 from 
  Heavy)
  10th Mountain Division (Elite, Good) 
  Requisition DC: 22
  Unit Specialties:  Arctic, Infantry, Mountain
  Total Attack Bonus:  +6 (+4 Elite, +2 Equipment), +8 
  in Arctic or Mountain conditions
  Total Hits: 6 (6 from Elite)
  82nd Airborne (Elite, Good) Requisition 
  DC: 22
  Unit Specialties:  Airborne, Heavy, Infantry
  Total Attack Bonus: +7 (+4 Elite, +1 Heavy, +2 
  Equipment)
  Total Hits: 7 (6 Elite, +1 Heavy)
  101st Airborne (Elite, Good) Requisition 
  DC: 22
  Unit Specialties:  Airborne, Heavy, Infantry
  Total Attack Bonus: +7 (+4 Elite, +1 Heavy, +2 
  Equipment)
  Total Hits: 7 (6 Elite, +1 Heavy)
  Marine Expeditionary Unit (Elite, 
  Excellent) Requisition DC: 24
  Unit Specialties:  Amphibious, Heavy, Infantry
  Total Attack Bonus:  +9 (+4 Elite, +1 Heavy, +4 
  Equipment), +2 Mobility
  Total Hits:  7 (6 from Elite, +1 from Heavy)
  Seabees (Elite, Good) Requisition DC: 22
  Unit Specialties: Amphibious, Combat Engineering, 
  Infantry
  Total Attack Bonus: +6 (Elite, +2 Equipment), +8 in 
  Amphibious terrain
  Total Hits: 6 (Elite)
  
  CHAPTER 6:  
  GAMEMASTERING
  No had made it back, Hoagland hadn’t.  Hasko hit the dirt as the partial wall he was using for cover 
  exploded into a shower of dust from a rifle shot.  This was not going well.  The kids were freaking 
  too, which only made a bad situation worse.
  These guys sucked, but they were crazy, and totally relentless.  Hasko was sure they were almost as 
  excited about the chance to kill some Americans as they would be to torture and kill some innocent 
  little kids because of some lame-ass thousand-year-old feud.
  The entire building rocked as an explosion went off in what was left of the playground.  The whole 
  battlefield seemed to go quiet for a moment, as if in appreciation of Johnson’s savage ingenuity.  
  Several soldiers were tangled with the old rusty swingset.  In the light of the approaching dawn it 
  was impossible to tell where the men began and the swingset ended.
  Then, as the fight picked up new intensity, with the soldiers having been funneled into the western 
  approach by the lack of explosives, where the Marines could concentrate their fire, cutting them 
  down one after the other.  Still they came, and Hasko knew their sheer numbers would spell the end if 
  they got much closer.
  Then he heard the rotors.
  The oncoming soldiers seemed confused as the first ones started dying.
  The paratroopers were landing right on top of the soldiers, cutting them down from the air.  Each 
  had a carbine in one hand, and a knife to cut their chutes off in the other.
  Johnson said what the rest of them were thinking with simple elegance.
  “Hardcore.”
  Hasko just grinned.  It was time.
  He charged out from his cover, cutting down the soldiers right and left.  Of his men, only No stayed 
  behind, raining down fire like the hand of God with his M-40 sniper rifle.
  It was over in minutes.  Johnson slapped the nearest Air Force “flyboy” on the back.  
  “Hardcore my man.”
  Suddenly all the soldiers, Marine and Air Force were laughing.  
  
  GAMEMASTERING
  91
  GMing a modern military campaign affords the GM 
  with some unique opportunities, but also poses some 
  unique challenges.  How the GM handles the choices 
  and options he has at his fingertips will go a long way to 
  determining the nature of the campaign, and ultimately, 
  its degree of success. 
  Realistic Campaigns
  The Realistic campaign strives to maintain reality 
  as one of the core principles of the game whenever 
  possible.  The only two game considerations that should 
  come before realism in the Realistic campaign are the 
  enjoyment of the game, and the balance of the game.  
  Anything that does not unbalance the game or make the 
  game less fun takes a back seat to realism.  Characters 
  (not necessarily players) should be male (women are not 
  allowed to serve in special operations), should all belong 
  to the same branch of service, and should all belong to 
  compatible special operations units.  Force Recon units 
  contain Snipers, so if the GM and players wished to run 
  a realistic special ops campaign, all characters would 
  have to be members of the U.S. Marine Corps, male, 
  and, eventually, members of either the Force Recon or 
  Sniper classes.
  Realistic campaigns feature no FX, no shadow, and 
  no monsters of any kind (except for animals that exist in 
  the real world).  All new combat rules labeled Modern 
  should be used in the Realistic Campaign, with those 
  labeled Grit and True Grit being optional.
  The Realistic Campaign’s main advantage is that all 
  the GM has to do is turn on CNN when she needs an 
  adventure idea.  The main army website (www.army.mil) 
  has a daily military news briefing which you can 
  subscribe to in e-mail, with provides news exclusively 
  focused on military campaigns around the world.
  The Realistic Campaign’s main disadvantage is 
  that you give up on all the fun FX included in the d20 
  Modern rules.  Sure, kicking Saddam’s ass is fun, 
  but think how much more fun it would be if he was a 
  vampire. 
  Highly Cinematic 
  Campaigns
  As the title of this section suggests, almost all Blood 
  and Guts campaigns will be somewhat cinematic in one 
  way or another.  The reality of modern military combat 
  often goes like this: “What’s that noise?” BOOOM (All 
  characters fall over dead from incoming mortar fire.)  I 
  imagine most of you don’t see a compelling campaign 
  in the above description. So, in those ways which make 
  games more fun than reality (remember in the Realistic 
  campaign realism comes first), all campaigns are 
  cinematic.
  What makes the highly cinematic campaign unique, 
  however, is that virtually anything goes.  Characters 
  can be members of differing branches of services, every 
  special ops unit is open to them.  Characters can be male 
  or female.  Characters can be ninja who eschew the use 
  of firearms in favor of traditional ninja weapons such as 
  shuriken.  Characters can be big bald MPs with clubs 
  they call “the strength”.  You get the idea.  My playtest 
  group affectionately refers to this type of campaign as 
  “the G.I. Joe option”.  Nuff said.
  The main advantage of a highly cinematic game is 
  that the GM has all the tools from every d20 book at her 
  disposal when designing her campaign.  FX, Shadow, 
  Monsters, Psionics, that movie you saw the other day, 
  you name it.
  The main disadvantage to the highly cinematic 
  campaign is that it gets a little silly.  If you like B movies 
  all the time, this is for you.  If you don’t, you may want 
  to consider a Compromise Campaign.
  Compromise
  The Compromise Campaign will be 99% of all 
  campaigns.  Perhaps a regular player is female, and 
  wants to play a female character.  Even in an otherwise 
  gritty campaign, this is a good compromise to make.  
  The player will have a lot more fun, and a lot of role-
  playing opportunities can be created from compromises 
  like this.  The only issue that it is hard to compromise on 
  is FX.  This is the most important decision the GM has to 
  make, and belongs to her alone.  
  Military Campaign 
  (Realistic)
  In the military campaign, characters are not elite 
  soldiers; they are simply soldiers.  Characters in the 
  military campaign begin at first level in a basic class, 
  working their way up the ranks.  An advantage of this 
  type of campaign is that players have a chance to grow 
  within the military framework and learn their characters.  
  This is a perfect campaign to “graduate” into a special 
  ops campaign.
  
  GAMEMASTERING
  92
  assigned peacekeeping duties, these assignments are 
  rarely given to special operations forces.  Therefore, this 
  type of mission is more suited to the military campaign 
  than the special operations campaign.
  Riot Control
  This mission can be both challenging and dangerous.  
  The use of force is not the preferred option, and an 
  extremely angry mob that must be resisted as peacefully 
  as possible can be a dangerous assignment.  On 
  American soil, this assignment will usually fall to 
  reserve and National Guard forces, but friendly nations 
  facing civil unrest might call on American forces 
  overseas to aid them.
  The War on Drugs
  The United States, along with several other nations 
  around the world, are engaged in a war to end the 
  exportation of illegal drugs into the United States.  
  Several South American countries, Columbia in 
  particular, are engaged in civil wars against powerful, 
  well-armed and well-trained drug cartels.  Officially, the 
  United States provides only money and logistical aid to 
  these forces.  Officially.
  This campaign could involve any or all of the 
  special operations units in this book, and might involve 
  members from several different branches of service, 
  enlisted unofficially by the CIA.  Such characters could 
  expect much less logistical and material support than 
  they are used to (-6 on all Requisition checks), to keep 
  the mission “below the radar”.  
  Alternately, the GM could build his campaign around 
  an all-out war on drug cartels waged by the United 
  States with the cooperation of South American countries.  
  Although this would seem to be a mismatch, with all 
  the power that could be brought to bear by American 
  military forces, remember the equalizing effect of 
  jungles and knowing the land.  Guerilla forces would 
  be able to strike where the Americans weren’t (by using 
  local intelligence sources friendly to them- or bought by 
  them- or terrorized by them), then fade away before the 
  Americans could arrive. Booby traps, jungle ambushes, 
  and never knowing who the enemy is could turn this war 
  into a modern, bloody Viet Nam.
  The War on Terror
  The cowardly attacks by terrorists on the United States 
  that took place September 11, 2001 changed many 
  aspects of American foreign policy.  International 
  terrorists once were able to hide within the borders of 
  sovereign nations friendly to them, while they waged (in 
  effect), an undeclared war on the United States.  
  Since these attacks, the United States has been 
  involved in several extended actions in Afghanistan 
  and Iraq, which have turned this undeclared war into 
  The Special Ops 
  Campaign
  In the Special Ops campaign, characters begin play as 
  members of a special ops unit. For many of the units 
  within this book, that means the campaign will begin 
  with characters between 5th and 10th level.  This makes 
  for an exciting game, with characters able to accomplish 
  a lot from the first adventure.  However, many GMs 
  prefer to build into the mid-levels.  
  Special Ops Adventures
  Once you have the basic framework of your campaign 
  set-up, it’s time to play.  Although the decisions you have 
  made up till now will certainly influence your campaign, 
  the classic adventure types remain constant.
  Natural Disaster
  Characters in aviation units and medical units could 
  be called in to aid foreign countries ravaged by natural 
  disasters such as hurricane and earthquake.  The 
  characters would provide medical aid, evacuation from 
  hazardous areas, and possibly security aid to prevent 
  looting and rioting. 
  These types of missions rarely involve combat, but 
  can be extremely dangerous.  Weather often works to 
  make the characters’ lives more difficult, forcing them 
  to fly aircraft through terrible weather, or perform 
  operations during aftershocks.  A suitable runway could 
  also be difficult to find in an area hit with severe weather.  
  In extremely dangerous situations, the Air Force 
  Pararescue, with their training in insertion and medicine, 
  would be the perfect force to call in for emergency 
  medical aid.  The Combat Controllers might also be 
  called in to help restore air traffic control facilities. 
  For characters in the National Guard or reserves, this 
  type of adventure can be run as well, only on American 
  soil.
  Peacekeeping
  The United Nations provides peacekeeping services 
  to help nations get through periods of tension and 
  move toward a lasting peace.  Soldiers literally 
  position themselves between two hostile forces to 
  prevent accidental skirmishes which can lead to larger 
  conflicts.  Even though both sides must ask the U.N. 
  for peacekeeping aid, and even though peacekeepers 
  withdraw at the renewal of conflicts, peacekeepers 
  frequently find themselves in the middle of two hostile 
  forces.
  Although any kind of military personnel can be 
  
  GAMEMASTERING
  93
  Bibliography
  I get asked all the time about the sources for my books, 
  so, in an effort to help GMs out, here’s the main sources 
  of research that I used.
  Research for this sourcebook was conducted 
  either from online sources, or from the author’s own 
  experience.  A partial list of the sources used is included 
  to aid the Game Master in finding information for 
  adventures.
  usmilitary.about.com 
  The about sites are all excellent starting places in any 
  research endeavor.  The military sub-site has information 
  on weapons, Military Occupations, vehicles, you name 
  it.  Many of the images used in this book are courtesy 
  of this fine site. A special thanks also to those on the 
  message boards who took the time to answer this 
  author’s lame-ass questions.  And a special thank you to 
  Rod Powers, the military site moderator, who answered 
  every e-mail I sent him.
  www.army.mil
  The official Army site, loaded with useful info on 
  weapons and equipment, with a lot of breathtaking 
  pictures of military forces in action.  This site also has 
  links to military bases and units.
  www.navy.mil
  The official Navy site, with a great fact library of 
  vehicles and weapons, as well as homepages for the 
  Seabees and the SEALs.
  www.military.com
  The parent site for all the official military sites.  A great 
  source for breaking news, a lot of which you will not 
  hear on your evening blurbs.  This is not only the best 
  military site on the net, it’s one of the best websites I 
  have ever used, in terms of amount of content and ease 
  of navigation, and pure good looks. Ever.
  www.defenselink.com
  Mostly news (but really good military news), along with 
  numerous links.
  www.gosere.com
  A great page by an Air Force SERE instructor.
  a declared one.  Anti-American extremists in the 
  Philippines are attempting to destabilize the government 
  there, and special operations units are heavily involved 
  in aiding the government.
  These are the stories we read about in the newspaper 
  everyday, but there are other stories that we may never 
  hear.  These are the stories of the special operations 
  forces seeking out terrorist cells around the world. 
  Some Military Slang
  The military seems to be one of those groups of people, 
  like engineers and computer geeks, that just delights 
  in generating new and interesting words, especially 
  acronyms.  In my time around military folks, and in my 
  research for this book, I have come across a lot of slang.  
  Below are some of my favorites.
  3-Hole Shitter:  Makeshift latrine with three seats.
  Duck Hunter:  Soldier on anti-aircraft duty.
  Cluster Fuck:  A Very Bad Thing.  The result of no 
  one knowing what the hell they’re doing, especially 
  those in charge.  Also known as a Goat Fuck.
  FUBAR: Fucked Up Beyond All Recognition. 
  When a plan has gone seriously awry. Can also be used 
  when a target (person, or equipment) has been utterly 
  demolished.
  HQ:  Headquarters.  The place where the REMF holds 
  sway, and a place to be avoided at all costs by anyone 
  who wants to get anything done.
  MOS:  Military Occupational Specialty.  This is 
  your military “job”, and is learned after basic training.  
  Several MOS packages are detailed in this book.
  REMF:  Rear Echelon Mother Fucker. The lowest 
  form of life yet documented, these folks horde supplies, 
  enforce meaningless regulations, keep regular hours, 
  and perform other Vital Tasks much too numerous to 
  list here. Real soldiers hate REMFs with a passion. Also 
  known as a Chairborne Ranger.
  Single Digit Midget:  Someone who can count the 
  days left in his military service on his fingers (1-9 days 
  remaining).  Other soldiers will be greatly envious of 
  this person, whose ability to do nothing will increase 
  exponentially as his time winds down.
  SNAFU:  Situation Normal- All Fucked Up.  This 
  classic, around since WWII, is still worth mentioning, 
  although it has recently been replaced in common usage 
  by Cluster Fuck and Goat Screw.
  
  Blood & Guts
  94
  FEAT TABLE: GENERAL FEATS
  Feat Name
  Prerequisites
  Benefits
  Advanced Training
  Varies
  You receive the benefits of the Advanced Training packages
  Air Traffic Control Expert
  +2 bonus on Air Traffic Control and Communications Operation 
  skill checks
  Antithesis
  Enemy, BAB +9
  +2 to hit and skill checks against your antithesis
  Block
  Commando Training, BAB +1
  You may attempt to block a melee attack at no penalty
  Box Ears
  Commando Training
  Fort save vs Deafened or Dazed
  Choke Hold
  Commando Training
  Strangle a grappled target without provoking Attacks of 
  Opportunity
  Combat Pilot
  Pilot 5 ranks
  +2 bonus on Pilot and Knowledge (Tactics) skill checks
  Commando Training
  Combat Martial Arts
  Armed when making head, elbow, or kick attacks. Hide and Move 
  Silently become class skills
  Conviction
  One Allegiance
  +1 to hit and saving throws when you are working to support that 
  allegiance
  Cover Fire
  Personal Firearms, Teamwork
  50% Increase in cover fire bonuses
  Cryptographer
  Perform Cryptography with no penalty
  Desk Jockey
  +2 on Requisition checks
  Electronic Warfare
  Perform Jamming, Signal Interception, and Signal Triangulation 
  with no penalty
  Elite Unit Assignment
  Varies by unit
  You gain the benefits of an Elite Unit Assignment
  Enemy
  +2 to attack and skill checks against your enemy
  Esprit de Corps
  Teamwork, BAB +9, member of an elite unit
  Increase Teamwork bonus to +4 to attack and skill checks when 
  you are working with your team
  Evasive Maneuvers
  Combat Pilot
  You make Evasive Maneuvers piloting stunts as a Move action
  Eye Gouge
  Commando Training
  Fort save vs Blinding
  Fast Track
  Immediate Promotion Check +4, +4 to all future promotion checks
  Fighter Escort
  Combat Pilot, Teamwork, Formation Flying
  +1 defense for Large or larger crafts per fighter craft protecting it
  Fixed-Wing Vehicle Weapons
  Aircraft Operation (Jet Fighters)
  Attack with fixed-wing vehicle weapons at no penalty
  Forced March
  Endurance
  Hustle for 1+Con modifier hours before you begin taking damage
  Formation Flying
  Combat Pilot, Teamwork
  +2 to defense and Clear Your Six for all fighter craft flying in 
  formation
  Grenadier
  Exotic Firearms Proficiency 
  +1 to attack, +50% range on all grenade attacks
  Hawkeye
  +2 to Spot and Search
  Heart Punch
  Commando Training
  Fort save vs Stun
  Helicopter Vehicle Weapons
  Aircraft Operations (Helicopters)
  Attack with helicopter vehicle weapons at no penalty
  Interrogation
  Perform Debriefing, Friendly Interrogation, Plea Bargaining, and 
  Hostile Interrogation at no penalty
  Leadership
  6th Level
  Get a cohort and followers; units commanded by a character with 
  this feat ignore first Morale Hit
  Marksman
  Weapon Focus (ranged weapon), Spot 5 
  ranks
  Offset range penalties with 1⁄2 Spot skill (ignore one range penalty 
  per 4 ranks in Spot)
  Military Police Powers
  MOS Law Enforcement
  Detain, question, and arrest those who break military regulations
  Mortar/Indirect Fire Weapons
  Attack with mortar and indirect fire weapons at no penalty
  Mountaineer
  +2 to Climb and Use Rope checks
  NBC
  +2 to Disable Device checks against NBC weapons; perform Spot 
  and Treat Injury checks during NBC operations at no penalty
  Paratrooper
  Jump School
  +2 to Paradrop and Tumble checks
  Psychotherapy
  Knowledge (Behavioral Sci) 4 ranks
  Treat conditions of mental illness
  Radar Operation
  Perform radar Spot checks at no penalty
  Security Clearance, Secret
  Allegiance (Loyalty to Country)
  +2 to requisition information checks at secret level or below
  Security Clearance, Top Secret
  Security Clearance (Secret)
  +4 to requisition information checks at top secret level or below
  Sharpshooter
  BAB +5, Weapon Focus
  +1 to hit, +2 to damage with chosen weapon
  Sonar Operation
  Perform sonar listen checks at no penalty
  Tactician
  Int 13+, Cha 13+, Knowledge (Tactics) 5 
  ranks, Teamwork
  Tactics skill checks apply to 2x Cha modifier allies
  Tactician, Platoon
  Tactician, Knowledge (Tactics) 8 ranks
  Lead 2x Cha modifier units; units gain 2x your Int modifier bonus 
  in crew contests
  Tactician, Company
  Cha 15+, Tactician –Platoon, Knowledge 
  (Tactics) 10 ranks
  Lead 4x Cha modifier units; units gain your Int modifier bonus in 
  crew contests
  
  Blood & Guts
  95
  Tactician, Battalion
  Int 15+, Tactician –Company, Knowledge 
  (Tactics) 12 ranks
  Lead 8x Cha modifier units; units gain your Int modifier bonus in 
  crew contests
  Tank/APC Weapons
  Drive 5 ranks, Surface Vehicle Operation 
  (Tracked)
  Attack with tank and APC weapons at no penalty
  Target Acquisition
  Weapon Focus, Sharpshooter, BAB +6
  Gain range increment bonus as a Move action when using a scope
  Teamwork, Specific Team
  Allegiance (Specific Team)
  +2 to attack and skill checks when working with others with the 
  feat for the same team
  Voice of Command
  Intimidate 5 ranks
  Give Orders as a Move action at no penalty
  Weapon Focus
  BAB +1, Proficiency with the weapon
  +1 to attack rolls with specific weapon
  Wingman
  Combat Pilot, Formation Flying, Teamwork
  Grant your partner +4 defense bonus; attack missiles fired at your 
  partner as attack of opportunity; +2 to Clear Your Six checks
  FEAT TABLE: Advanced Training
  Feat Name
  Prerequisites
  Benefits
  Amphibious Assault Training
  +1 to attack; +2 to Balance, Climb, Demolitions, Drive, Hide, Knowledge (Tactics), Spot, 
  Survival, Swim in amphibious terrain
  Arctic Warfare College
  +1 to attack; +2 to Balance, Climb, Demolitions, Drive, Hide, Knowledge (Tactics), Spot, 
  Survival in arctic terrain; proficient with skis
  Defense Language Institute
  Int 12+
  All language skills are class skills; gain 2 languages to speak/read/write; Smart Heroes double 
  the bonus languages
  Desert Warfare College
  +1 to attack; +2 to Balance, Climb, Demolitions, Drive, Hide, Knowledge (Tactics), Spot, 
  Survival in desert terrain
  Drill Instructor
  Intimidate becomes class skill; +2 to Intimidate skill checks
  Jump School
  Balance, Paradrop, Tumble become permanent class skills.
  Jungle/Swamp Warfare 
  College
  +1 to attack; +2 to Balance, Climb, Demolitions, Drive, Hide, Knowledge (Tactics), Spot, 
  Survival in jungle and swamp
  MOS Armor
  Three of the following: Communication Operations, Demolitions, Disable Device, Drive, Hide, 
  Knowledge (Tactics), Knowledge (Technology), Navigate, Repair become permanent class 
  skills; choose one feat from the following: Exotic Firearms Proficiency- Mortar/Indirect Fire 
  Weapons, Exotic Firearms Proficiency- Tank/APC Weapons, Surface Vehicle Operation (Heavy 
  Wheeled or Tracked), Teamwork
  MOS Aviation
  Three of the following: Air Traffic Control, Communications Operation, Craft (Electronic), 
  Craft (Mechanical), Craft (Structural), Knowledge (Technology), Repair become permanent 
  class skills; choose one of the following feats: Air Traffic Control Expert or Radar Operation
  MOS Combat Engineering
  Three of the following: Craft (Chemical), Craft (Electronic), Craft (Mechanical), Craft 
  (Structural), Demolitions, Disable Device, Drive, Knowledge (Technology), navigate, Repair, 
  Search, Survival become permanent class skills; bonus feat: Surface Vehicle Operation (Heavy 
  Earthmovers and Bridgelayers)
  MOS Diver
  Three of the following: Craft (Chemical), Craft (Electronic), Demolitions, Disable Device, 
  Knowledge (Technology), Profession (Diver), Repair, Search, Swim become permanent class 
  skills; bonus feat: Endurance
  MOS Field Artillery
  Two of the following: Craft (structural), Demolitions, Disable Device, Drive, Knowledge 
  (tactics), Hide, Repair become permanent class skills; choose one bonus feat: Exotic Firearms 
  Proficiency (one Indirect Fire weapon, cannon, or missile battery) or Teamwork
  MOS Infantryman/Rifleman
  Three of the following: Climb, Craft (Structural), Demolitions, Disable Device, Drive, Hide, 
  Intimidate, Knowledge (Tactics), Navigate, Search, Spot, Survival become permanent class 
  skills; bonus feat: Advanced Firearms Proficiency
  MOS Intelligence
  Three of the following: Bluff, Bureaucracy, Communications Operation, Computer Use, 
  Cryptography, Decipher Script, Diplomacy, Electronic Warfare, Forgery, Gather Information, 
  Interrogation, Intimidate, Research, Sense Motive, Spot become permanent class skills; bonus 
  feat: choose one of the following: Cryptography, Electronic Warfare, or Interrogation
  MOS Law Enforcement
  Three of the following: Bureaucracy, Diplomacy, Drive, Handle Animal, Intimidate, 
  Investigate, Knowledge (Civics), Sense Motive, Spot become permanent class skills; bonus 
  feat: Alertness
  MOS Maintenance
  Two of the following: Communication Operations, Craft (electronic), Craft (mechanical), Craft 
  (structural), Drive, Knowledge (technology), Repair become permanent class skills; bonus feat: 
  Gearhead
  
  Blood & Guts
  96
  MOS Medical
  Three of the following: Bureaucracy, Craft (Electronic), Craft (Pharmaceutical), Diplomacy, 
  Knowledge (Behavioral Sciences), Knowledge (Technology), NBC, Repair, Research, Treat 
  Injury become permanent class skills; bonus feat: one of the following: Medical Expert, 
  Psychotherapy, or Surgery
  MOS NBC
  Three of the following: Craft (Electronic), Craft (Chemical), Diplomacy, Disable Device, 
  Knowledge (Technology), Repair, Research, Treat Injury become permanent class skills; bonus 
  feat: NBC
  MOS Pilot
  Officer Candidate 
  School
  Two of the following: Air Traffic Control, Craft (Electronics), Craft (Mechanical), Knowledge 
  (Tactics), Pilot, Repair become permanent class skills; bonus feat: Combat Pilot
  MOS Signals
  Three of the following: Communication Operations, Craft (Electronic), Craft (Mechanical), 
  Diplomacy, Knowledge (Technology), Repair become permanent class skills; bonus feat: 
  Security Clearance (Secret)
  Mountain Warfare College
  +1 to attack, +2 to Balance, Climb, Demolitions, Drive, Hide, Knowledge (Tactics), Spot, 
  Survival skill checks in mountainous terrain
  NCO School
  Rank E-5+
  Knowledge (Tactics) becomes permanent class skill; units lead by you ignore first morale hit; 
  bonus feat: Tactician; +1 to all Promotion checks
  Officer Candidate School
  Bureaucracy and Knowledge (tactics) become permanent class skills; units lead by you ignore 
  first morale hit; bonus feat: Tactician; new rank is O-1; +1 to all promotion checks
  SERE
  +2 to Hide and Survival checks; +2 to Will saves and level checks to resist intimidation, 
  interrogation, torture, and brainwashing
  Urban Warfare College
  +1 to attack, +2 to Balance, Climb, Demolitions, Drive, Hide, Knowledge (Tactics), Spot, 
  Survival in urban terrain
  Air Traffic Control Expert
  +2 bonus on Air Traffic Control and Communications Operation skill checks
  FEAT TABLE: Elite Units
  Feat Name
  Prerequisites
  Benefits
  1st Cavalry 
  Division
  Active Duty (U.S. Army), Jump School, Desert 
  Warfare, MOS Armor
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; Desert Warfare Terrain Specialization
  3rd Infantry 
  Division
  Active Duty (U.S. Army), Jump School, BAB +3, 
  MOS Infantryman
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; +2 to requisition checks
  10th Mountain 
  Division
  Active Duty (U.S. Army), Arctic Warfare College, 
  Mountain Warfare College, MOS Infantryman
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; Terrain Specialization Mountain/Arctic
  75th Ranger 
  Battalion
  Active Duty (U.S. Army), Jump School, MOS 
  Infantryman
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; +1 to all promotion checks
  82nd Airborne
  Active Duty (U.S. Army), Jump School, MOS 
  Infantryman
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; +1 to all promotion checks
  101st Airborne
  Active Duty (U.S. Army), Jump School, MOS 
  Infantryman
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; +1 to all promotion checks
  Blue Angels
  Active Duty (U.S. Navy), Combat Pilot, MOS Pilot, 
  Pilot 10 ranks, Formation Flying, Teamwork
  +2 Defense in aircraft combat; bonus feat: Esprit de Corps; +3 to 
  Reputation
  Marine 
  Expeditionary 
  Unit
  Active Duty (U.S. Marine Corps), Amphibious Assault 
  Training, MOS (Aviation, Combat Engineering, 
  Field Artillery, Rifleman, Medical, Pilot, or Signals), 
  Teamwork
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; increases the bonus to attack and skill 
  checks gained by Amphibious Assault training by +1
  Phoenix Ravens
  Active Duty (U.S. Air Force), MOS Law Enforcement 
  2, Urban Warfare
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; +2 to Spot and Investigate skill checks
  Radio 
  Reconnaissance 
  Teams
  Active Duty (U.S. Marines), MOS Signals 2, 
  Amphibious Assault, Jump School
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; increases the attack and skill bonus 
  gained by Urban Warfare training by +1
  Special Reaction 
  Team
  Active Duty (U.S. Marines), MOS Law Enforcement 2, 
  Urban Warfare
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; increases the attack and skill bonus 
  gained by Urban Warfare training by +1
  Seabees
  Active Duty (U.S. Navy), MOS Combat Engineer, 
  Builder
  +1 to hit, +1 to save vs fatigue, hunger, torture, brainwashing, fear, 
  combat fatigue, intimidation; +2 to all Craft (Structural) skill checks
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/d20 Modern/d20 - Modern - Blood & Guts - Modern Military.pdf