TEXT: YEAR OF THE ZOMBIE 
   
  - 1 - 
   - 
  HOLD AT ALL COSTS ZERO:  
  SETTING THE TABLE 
   
  Table of Contents 
  Introduction 
  2 
      Underground 
  36 
  Background 
  3 
      10 – Underground Armory 
  36 
  Opening Shots 
  5 
      11 – Underground Barracks 
  36 
  Investigation Teams 
  7 
      12 – Underground Storage 
  38 
  ZSU Positions 
  9 
      13 – Mess Hall 
  38 
  Patrols 
  13 
      14 – Animal Pen 
  39 
  Roadblock (West) 
  15 
      15 – Guard Tower 
  39 
  RoadBlock (East) 
  20 
  The Rising Begins 
  41 
  Main Camp 
  24 
  Appendix 1 – In Her Majesties Service 
  42 
      1 – Broadcast Tower 
  25 
  Appendix 2 – Blood and Gold, Our Blood, 
  Their Gold 
  43 
      2 – Barracks 
  26 
  Appendix 3 – Females and SOCOM 
  43 
      3 – HQ Building 
  27 
  Appendix 4 – Non Military in the Grinder 
  44 
      4 – Armory 
  29 
  Appendix 5 – National Data 
  45 
      5 – Barracks 
  30 
  Appendix 6 – Equipment 
  48 
      6 – Barracks 
  30 
  Appendix 7 – Pre-generated PCs 
  50 
      7 – Ammunition/Fuel Dump 
  31 
  Reprinted Information 
  56 
      8 – Dilapidated House 
  32 
  Open Gaming License 
  57 
      9 – Motor Pool 
  35 
   
   
   
   
  Credits 
   
  By: Tim Willard 
  Artwork: John Milner 
  Editors: Tony Baize, Michael Chapin 
  Final Editor & Proof Reader: Kevin Scott 
   
  For Upcoming Year of the Zombie products and news visit: 
   
  http://www.yearofthezombie.co.uk/ 
   
   
   
   
   
  http://www.ukg-publishing.co.uk/ 
   
  © 2005, UKG Publishing, 38 Eastborough, Scarborough, North Yorkshire, 
  YO11 1NJ 
   
  
  YEAR OF THE ZOMBIE 
   
  - 2 - 
   - 
  Introduction 
   
  “Proceed to the nearest designated shelter, where members of the National Guard will 
  provide protection and doctors are standing by to provide medical assistance to citizens 
  wounded during this biological attack. Do not attempt to bring personal effects. Clothing and 
  food will be provided, and citizens will be able to return to their residences once the current 
  crisis has passed.”  
  Standard Emergency Broadcast System Notice, Day Two. 
   
   
  This module is designed for use with the Blood & Guts 2 series of d20 Modern expansions.  
  The Hold At All Costs series will reflect what certain members of the military will go through 
  just prior to and during the Rising. While use of the pre-generated characters is suggested, it 
  is not mandatory, and as long as the group is designed with a military orientation, or at the 
  very least, a mercenary group mindset, a GM should have no trouble using the Hold At All 
  Costs series. 
  Blood & Guts 2: Military Training Manual, Blood & Guts 2: Special Operations, and Blood & 
  Guts: War on Terror are required to use the NPCs in this book. For those of you wishing to 
  play British SAS operatives rather than US Army Rangers, we recommend you use Blood & 
  Guts: In Her Majesty's Service. The preceding books are products of RPG Objects and 
  available at RPGNow for purchase. 
  In addition, Ultramodern Firearms by Green Ronin is suggested. Whilst the weapons' 
  damages are listed, and the ranges and such can be easily inferred, that product was used to 
  arm the terrorists in this book. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 3 - 
   - 
  Background 
   
   Women aren't permitted in the Rangers or Special Forces. Hell, we aren't permitted in 
  combat arms. My specialty, however, is one open to women. I'm a military interrogator., I can 
  speak six languages, possess detailed knowledge of 17 cultures, can debate knowledge of 4 
  religions, am familiar with taboos and the like for 22 different cultures, and have a complete 
  lack of concern for others beyond what they can do for me. I can ask you questions over 
  coffee - that’s the easy way. Or I can have you brought to a country with rather lax laws, and I 
  can ask you questions under a straight razor - it’s your choice. 
  I’ve been in the military since 1988, almost half of my life, and have plied my skills to save 
  lives in multiple theaters. I became a regular in SOCOM around 1991, following my work 
  during Desert Storm, which is probably still classified, this far into the Rising. Usually, I ask 
  questions, acting much like a lawyer, with an austere room acting as my courtroom, but 
  sometimes, the information is so important, so timely, that I have to resort to further methods. 
  My methods are, of course, officially frowned upon, but before you judge me, I personally 
  have stopped 19 terrorist attacks upon the US military, 8 terrorist strikes against the United 
  States itself, and once, with the help of the razor blade I keep in a sheath at the back of my 
  neck, under my hair, I was able to extract the location of a black market nuclear warhead 
  before it could be detonated. 
  I had spent the last few years hopping around the globe, doing a bit of work at Gitmo and 
  Abu-Grabass this time, a little in Afghanistan that time, some in Pakistan another time, a few 
  times in Turkey, some times in the US proper. Finally, my luck ran out, and the Black Hawk I 
  was riding on, with three prisoners, was shot down in Afghanistan and both of my legs were 
  broken, my left one so badly that they had to remove a section of the bone later. I spent two 
  months in Fort Sam Houston Army Medical Center, and then was returned to duty;, the First 
  Cav commander was unsure what to do with me, and nearly danced with glee when SOCOM 
  requested me. 
  So I was assigned to a Ranger Team out of Benning, Bragg, Lewis, they weren't saying, I 
  wasn't asking. Despite what they show in the movies, there wasn't any trash talking. They 
  looked me over, nodded once, and included me in the briefing. It was a standard briefing, 
  based on satellite data, ground reports, local personnel debriefings and educated guesswork. 
  That meant, to me, and to the Rangers around me, that 60% of it was to be taken with a large 
  grain of salt. 
   There would be 27 of us, loaded into stripped-down Black Hawks, riding on a pre-dawn 
  insertion, packing full weapons load. I was going in with Casey-Two, and referred to as 
  Whisper from here on out. Well, it beat: Bitch, Ice Maiden, Slut, or Whore; heard those too. 
  But then, the call signs for the COMM NET were cool, none of the preening names like “Killer” 
  and crap like that, but stuff like “Sleeper” and “Gentleman” and “Caller,” Interesting! 
  There were the usual pre-mission jitters; nobody said a thing when I had a sergeant hold my 
  gear so I could throw up on the flight line. Adrenaline is toxic, these guys were professionals 
  and knew that pre-mission jitters manifested in a variety of ways. Me, I puke. We boarded, 
  and flew off into the darkness. I was mentally reviewing the facts and who I was to try to get 
  my hands on, and what questions they needed to answer for me, at any cost. 
  The first clue things were bad were the tracers. Fuckloads of them, a near solid bar of them 
  reaching out and smashing into us. I recognized the pattern - ZSU series. To paraphrase a 
  metal hero of mine from Adult Swim: "We're boned." 
  I'd just gotten out of the hospital from a chopper crash in Afghanistan, and now I get to be in 
  another one. YAY! It went down screaming and I didn’t join it, even though I wanted to. I could 
  see that the copilot and the windshield had been chewed to shit. The pilot's helmet had been 
  blown off, and I doubted he could even see, but he managed to pancake us into the jungle.  
  I blacked out, and when I woke, I was one of the first. Most of the team was wounded or 
  dead. We hadn't even hit the LZ, and half of my Ranger escort was gone, with no contact with 
  Casey-One. At least 2 ZSUs had opened up on us, both helicopters were down, and we had 
  our orders: Proceed with the mission. 
  It was promising to be a stone cold bitch. 
  Sylvia’s Autobiography, audio transcript, from the Diaries of Becka 
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 4 - 
   - 
  With the War on Terror in full swing, many nations 
  have requested assistance from the United States 
  and 
  Europe 
  for 
  fighting 
  their 
  own 
  insurgents/terrorists. Quietly, and often placing 
  troops in other hot zones, these countries have lent 
  special operations troops to the governments of 
  nations requesting assistance. Unlike previous 
  decades, these troops did not act as advisors or 
  oversee operations, but rather acted as the strike 
  team, not relying on local intelligence only, and 
  receiving full support from American and European 
  intelligence groups. 
  Recently, the nation of Calstinopa requested 
  assistance in dealing with a rather tenacious group 
  of terrorists that are operating in both Calstinopa and 
  abroad. The group mainly acts as a training ground, 
  recovery area, arms transfer brokers, money 
  laundering middlemen, a drug trafficking waypoint, 
  the terrorist group, known as “Trajeto de Righteous” 
  (Righteous Path) has enjoyed near impunity in their 
  operations in Calstinopa. 
  However, 
  with 
  the 
  assassination 
  of 
  the 
  Calstinopan Secretary of State after the recent 
  election, the extremist group has stepped over the 
  line one time too many. Despite their claims of 
  fighting a corrupt government and attempting to 
  bring about a Marxist revolution, the Trajeto de 
  Righteous has mainly concerned itself with killing 
  civilians, the families of police, and the odd, high 
  profile member of the government, as well as selling 
  drugs, bootleg DVDs, and weaponry to whoever has 
  the cash. 
  The government of Calstinopa requested aid from 
  the countries that are part of War on Terror, and 
  after close to three months, a team of US Army 
  Rangers was assigned to hit and eliminate the 
  Trajeto de Righteous’ primary base of operations in 
  Calstinopa. Satellite reconnaissance, debriefings by 
  locals and interrogations of captured Trajeto 
  operatives has given a rough layout of the base, as 
  well as an approximation of troop strength and 
  standard weaponry. 
  The team entered the region by submarine, then 
  transferred via a local fishing trawler to Arvores 
  Curtas military base, where they were debriefed and 
  began planning the operation. After 3 days of work, 
  the plan was set up to insert the Ranger forces via 
  helicopter 2 miles from the main base, have them 
  move into engagement with the enemy base with the 
  three Blackhawk helicopters providing gunship 
  support, and then withdraw via helicopter extraction. 
  However, en route to the target LZ, news came 
  through that a team of terrorists from Trajeto de 
  Righteous had struck at a Peace Corps work group, 
  killing eight and taking six hostages. Intelligence 
  believes that the hostages have been taken back to 
  Trajeto de Righteous’ main base of operations, and 
  a ransom demand has been broadcast already. 
  Rules of Engagement 
  Rules of Engagement are vitally important. It 
  may seem like trivial mundane details to many, but 
  the ROE tells us exactly who and what we can 
  engage when the shit hits the fan. The ROE allows 
  you to engage without waiting for authorization 
  from someone who might be dealing with twenty or 
  thirty calls at once, and allows commanders to be 
  confident that you, the combat/field soldier, will 
  know what you can and can’t do. 
  A violation of the ROE is one of the stupidest 
  things a soldier can do. 
   
  ALL ENEMY MILITARY PERSONNEL AND 
  VEHICLES TRANSPORTING THE ENEMY OR 
  THEIR SUPPLIES MAY BE ENGAGED SUBJECT 
  TO THE FOLLOWING RESTRICTIONS: 
   
  A. Do not engage anyone who has surrendered, 
  is out of battle due to sickness or wounds, is 
  shipwrecked, or is an aircrew member descending 
  by parachute from a disabled aircraft. 
  B. Avoid harming civilians unless necessary to 
  save US lives. Do not fire into civilian populated 
  areas or buildings which are not defended or being 
  used for military purposes. 
  C. 
  Hospitals, 
  churches, 
  shrines, 
  schools, 
  museums, national monuments, and any other 
  historical or cultural sites will not be engaged 
  except in self-defense. 
  D. Hospitals will be given special protection. Do 
  not engage hospitals unless the enemy uses the 
  hospital to commit acts harmful to US forces, and 
  then only after giving a warning and allowing a 
  reasonable time to expire before engaging, if the 
  tactical situation permits. 
  E. Booby traps may be used to protect friendly 
  positions or to impede the progress of enemy 
  forces. They may not be used on civilian personal 
  property. They will be recovered or destroyed when 
  the military necessity for their use no longer exists. 
  F. Looting and the taking of war trophies are 
  prohibited. 
  G. Avoid harming civilian property unless 
  necessary to save US lives. Do not attack 
  traditional civilian objects, such as houses, unless 
  they are being used by the enemy for military 
  purposes and neutralization assists in mission 
  accomplishment. 
  H. Treat all civilians and their property with 
  respect and dignity. Before using privately owned 
  property, check to see if publicly owned property 
  can substitute. No requisitioning of civilian property, 
  including 
  vehicles, 
  without 
  permission 
  of 
  a 
  company level commander and without giving a 
  receipt. If an ordering officer can contract the 
  property, then do not requisition it. 
  I. Treat all prisoners humanely and with respect 
  and dignity. 
  J. ROE Annex to the OPLAN provides more 
  detail. Conflicts between these orders and the 
  OPLAN should be resolved in favor of the OPLAN. 
   
  REMEMBER 
  1. FIGHT ONLY COMBATANTS. 
  2. ATTACK ONLY MILITARY TARGETS. 
  3. SPARE CIVILIAN PERSONS AND OBJECTS. 
  4. RESTRICT DESTRUCTION TO WHAT YOUR  
      MISSION REQUIRES. 
  
  YEAR OF THE ZOMBIE 
   
  - 5 - 
   - 
  All American diplomatic staff are to 
  leave the country within 12 hours, or the 
  hostages begin dying. Demands such as 
  that are unacceptable to the American 
  State Department, which is tasked with 
  carrying out the policy of no negotiation 
  with terrorists. Aboard the U.S.S. Ronald 
  Reagan, SEAL Team-9 was put on 
  notice of possible deployment and the 
  carrier group began moving into position 
  in preparation for support missions. 
  Mission orders have been modified to 
  include the rescue of six hostages. Their 
  deaths are unacceptable, and standard rules of engagement are in force. The Ranger team 
  has been tasked with killing as many of Trajeto de Righteous’ personnel as possible and 
  completing destruction of the base, as well as rescuing the hostages. 
  The PCs are part of a 13-man team moving in to engage and eliminate the terrorists, in 
  accordance to OPLAN and ROE.. The team leader and NCOIC are on Casey-1, while the 
  PCs and some of the other team are on Casey-2, designated Sierra Tango Two and tasked 
  with hitting the west side of the terrorist complex. The flight is proceeding normally, with the 
  usual pre-mission bickering, complaining, bragging, and nervousness going on, when both 
  helicopters come under fire from anti-aircraft weaponry. 
  Casey-1 is shot down, and contact is lost, while Casey-2 takes heavy damage and is forced 
  to land. Almost everyone on the helicopter (with the exception of the PCs) is seriously 
  wounded by both the anti-aircraft fire and the hard landing. Consultation with SOCOM 
  (Special Operations Command) results in the PCs being informed that there are no other 
  assets close enough to assist them in hitting the terrorist encampment, and time is critical, as 
  the terrorists are broadcasting the rape and murder of one of the hostages. 
  The PCs are instructed to proceed with the mission. Rescue of the hostages has taken 
  priority over capturing any of the enemy commanders, and destruction of the base and 
  elimination of enemy personnel have been relegated to tertiary mission objectives. As always, 
  recovery of documentation is highly desired. 
   
  OPENING SHOTS 
   
  The metal of the damaged Black Hawk pings as it cools and adjusts to the holes shot in the 
  fuselage. The smell of aviation fuel fills the small clearing that the helicopter pilot managed to 
  land in before lapsing into unconsciousness. It’s obvious to anyone looking at the helicopter 
  that it’s going to take some major repairs to get it flying again, as it has taken several dozen 
  heavy hits to the fuselage, several hits to the engine cowling, and the right side of the cockpit 
  was chewed pretty badly by whatever hit them. 
  Of the thirteen troops from Sierra Tango Two that were riding in the Black Hawk, most of 
  them are badly injured and cannot continue with the mission. Men curse and groan as they try 
  to set up protective positions around the downed helicopter, hoping to be able to hold out till 
  SOAR (Special Operations Air Regiment) or a retrieval unit can come in and pick them up. 
  SFC Haverson, the team medic, is cursing as he applies pressure to a wound he is hastily 
  trying to bandage, blood soaking the ground from both 1LT Knutlin and his own wounds. 
  Around you, the jungle is full of life, with the call of birds and the chattering of monkeys. 
  Roughly two miles separate the crash site from the terrorist encampment, two miles of thick 
  jungles that are undoubtedly swarming with terrorists planning on investigating the crash. 
   
  Operations Plan (OPLAN) 
  A. 
  Engage and eliminate patrol elements. Prisoners 
  from patrols are recommended, but not critical to 
  the success of the mission. 
  B. 
  Reconnoiter and conduct surveillance enemy 
  base of operations 
  C. 
  Destroy enemy munitions stockpiles 
  D. 
  Destroy enemy vehicle stockpile 
  E. 
  Kill or incapacitate enemy fighters and 
  commanders 
  F. 
  Rescue American citizens held captive 
  G. 
  Capture enemy commanders for interrogation, 
  unless undue harm to mission, soldiers or 
  hostages may be at risk to accomplish this. 
  H. 
  Signal for retrieval 
  
  YEAR OF THE ZOMBIE 
   
  - 6 - 
   - 
  The mission is now get in, retrieve the 
  hostages, plant explosives, get out, make it back 
  to the crash site and hold at all costs until 
  retrieval forces arrive. According to SOCOM, the 
  U.S.S. Ronald Reagan, on duty in the Gulf of 
  Mexico, will be close enough to launch a SOAR 
  team in six hours and is moving at full speed in 
  order to ensure that the wounded will be 
  evacuated as soon as possible. In addition, 
  SEAL Team-9 will be available in seven hours to 
  provide backup if necessary. This is totally 
  unacceptable to the Rangers, only if the mission 
  is in real threat of failure will they yell for the 
  SEALs, as inter service rivalry is still alive and 
  well) 
  PCs will not be able to take additional 
  weaponry, ammunition or supplies off the 
  wounded members of Serria Tango Two, as 
  they will need it to hold the position in case of 
  attack by terrorists. They will be given the four satchel charges in order to destroy vehicles 
  and the ammunition supplies present in the insurgent camp. Holding the wreckage is vital, as 
  it 
  contains 
  the 
  only working radio 
  that 
  the 
  forces 
  riding on Casey-2 
  have available. 
  SOCOM 
  will 
  inform 
  the 
  PCs 
  that 
  sat-recon 
  shows 
  that 
  two 
  vehicles have left 
  the 
  compound, 
  one 
  presumably 
  heading 
  toward 
  their position, and 
  the other toward 
  Casey-1’s 
  crash 
  site.  
  Casey-1 
  crashed 
  some 
  four miles to the east, and there is no radio contact with them. SOCOM advises that the PCs 
  continue on with the mission, intercepting the vehicle heading toward Casey-2. 
  Data also shows that there 
  are at least 2 ZSU-24 anti-
  aircraft vehicles in the area (#’s 
  2 & 4 were the only ones that 
  fired) that no one knew of prior 
  to their opening fire. If possible, 
  the characters are to eliminate 
  those positions in order to 
  ensure that the LZ is clear for 
  SOAR to come in. If those sites 
  are not cleared, then the three 
  Black Hawk gun ships will be 
  unable to provide air support, 
  and SOAR may not be able to 
  pull the wounded from the 
  crash sites.  
   
   
  The helicopter was screwed -  only the pilot and 
  one of the door gunners survived out of the whole 
  crew. There are only four guys! The radio still 
  worked, and we gave a quick sit-rep.  SSG Zachary 
  had us help the wounded out of the helicopter and 
  ensure it wouldn’t explode. The wounded would dig 
  in, and orders from SOCOM were to proceed on 
  mission. 
  Seven of us were unwounded, which meant we 
  could still perform the mission, we’d just have to be 
  more careful. First order of business was to handle 
  the patrol coming out to check on our crash site, so 
  we found a nice position and got ready. I still 
  remember that the fern I lay under was covered in 
  some kind of weird pollen that made my eyes itch, 
  but not bad enough to affect my aim. Silenced 
  weapon, fired in bursts, handled those in the truck. 
  Checking the glove box gave us a map of where 
  the ZSUs were located, and SSG Zachary stated 
  that we’d knock those out while we were still fresh. 
  We left the vehicle with the wounded in case we 
  were unable to knock out the ZSU guns 
  “I want to make a Knowledge (Tactics) roll…” 
  Characters with the Knowledge (Tactics) skill will suddenly become more important 
  than a mere combat modifier, as the tactically sound planning that will allow the PCs to 
  easily overcome this mission in the beginning is not obvious to all players. 
  For major encounters, locations, the information provided by Knowledge (Tactics) rolls 
  are presented here. No DC is assigned, but rather the tactical suggestion that the skill 
  brings forth to the character's mind is presented based upon the roll. The following is what 
  tactics should be used immediately upon hitting the ground based on the result of the 
  check. 
   
  Result 
  Tactical Recommendation 
  5 
  Have the ambulatory wounded carry those who are not, head back toward the 
  capital city, remaining troops continue on mission. 
  10 
  Have ambulatory troops remain behind with helicopter wreckage and more 
  heavily wounded, fortifying position, while remaining troops continue on 
  mission. 
  15 
  As above, but search out anti-aircraft guns before proceeding to encampment 
  in order to clear the way for the rescue mission. 
  20+ 
  As above, but remaining, unwounded troops wait in ambush for the inevitable 
  investigators from the terrorist encampment. Wounded conceal themselves as 
  best as possible in case of further investigation. 
  
  YEAR OF THE ZOMBIE 
   
  - 7 - 
   - 
  INVESTIGATION TEAMS 
   
  We waited till they pulled the truck up to the wreckage, the rest of the Ranger team hiding in 
  their hasty positions. There was a lot of blood on the ground, but the crashed Hawk was too 
  big of a lure for these men to resist investigating. 
  When they exited, we opened fire, each man dropping a single burst into one of the recon 
  patrol, most of the terrorists taking two or three bursts apiece. I had wanted one alive, but the 
  living guy pulled the pin on a grenade and tried to make a run at SGT Hewett. I shot him in 
  the knees, knocking him onto his face, and the grenade went off pinned between him and the 
  earth. 
   
  Each team consists of three men, one driving the small truck, one riding in the cab, and the 
  last manning the PKM mounted in the bed of the truck. These men have been tasked to go to 
  the crash sites and see if there are any survivors, kill those who survived, and bring back the 
  heads of all who are dead. 
   
  Driver 
   
  Tough Hero 4: CR 4; Medium-size humanoid; HD 4d10+8 plus 3; HP 33; Mas 15; Init +2; 
  Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 class); BAB +3; Grap +4; 
  Atk +4 melee (1d6+1/19-20, Machete), or +5 ranged (2d8, AK-47); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ ; AL Trajeto de Righteous; SV Fort +4, Ref +3, Will +2; AP 2; Rep +1; Str 13, Dex 14, 
  Con 15, Int 8, Wis 12, Cha 10. 
  Occupation: Rural (Repair, Survival) 
  Skills: Climb +3, Drive +10, Intimidate +2, Listen +3, Pilot +4, Repair +1, Spot +5 
  Feats: Advanced Firearms Proficiency, Alertness, Brawl, Personal Firearms Proficiency, 
  Toughness, Vehicle Expert 
  Talents (Tough Hero): Remain Conscious, Second Wind 
   Possessions: Machete, AK-47, Green fatigues, LCE, combat boots, canteen, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades. 
   
  Passenger 
   
  Strong Hero 4: CR 4; Medium-size humanoid; HD 4d8+4; HP 22; Mas 13; Init +2; Spd 30 ft; 
  Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 class); BAB +4; Grap +6; Atk +6 
  melee (1d6+4, Machete), or +7 ranged (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Trajeto de Righteous; SV Fort +3, Ref +3, Will +2; AP 2; Rep +0; Str 15, Dex 14, Con 13, Int 
  8, Wis 12, Cha 10. 
  Occupation: Rural (Repair, Survival) 
  Skills: Craft (structural) +1, Handle Animal +2, Knowledge (Tactics) +1, Listen +3, Repair +3, 
  Spot +3, Survival +5 
  Feats: Advanced Firearms Proficiency, Alertness, Brawl, Personal Firearms Proficiency, 
  Streetfighting, Weapon Focus 
  Talents (Strong Hero): Melee Smash, Improved Melee Smash 
  Possessions: Machete, AK-47, Green fatigues, LCE, combat boots, canteen, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades. 
   
   
   
   
  “I want to make a Knowledge (Tactics) roll…” 
  Result 
  Tactical Recommendation 
  5 
  Use an M-203 and the SAWs on the vehicle. 
  10 
  Wait until the investigators exit the vehicle, then disable the vehicle and eliminate the investigators 
  with small arms fire.  
  15 
  As above, except for leave vehicle intact for use by either wounded troops, or as a field expedient 
  vehicle. 
  20+ 
  As above, except take one prisoner to interrogate for  the locations of the ZSU sites. 
  
  YEAR OF THE ZOMBIE 
   
  - 8 - 
   - 
  Gunner 
   
  Fast Hero 3/Tough Hero 1: CR 4; Medium-size humanoid; HD 3d8+6 plus 1d10+2 plus 1; 
  HP 29; Mas 14; Init +2; Spd 30 ft; Defense 17, touch 17, flatfooted 15 (+0 size, +2 Dex, +5 
  class); BAB +2; Grap +3; Atk +3 melee (1d4+1/19-20, Knife), or +4 ranged (2d10+0, PKM); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +4, Ref +4, Will +2; AP 2; 
  Rep +1; Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8. 
  Occupation: Rural (Handle Animal, Ride) 
  Skills: Drive +6, Hide +8, Knowledge (Streetwise) +4, Move Silently +8, Spot +4, Survival +4, 
  Tumble +6 
  Feats: Advanced Firearms Proficiency, Burst Fire, Exotic Firearms Proficiency (heavy 
  machine guns), Personal Firearms Proficiency, Point Blank Shot 
  Talents (Fast Hero): Evasion, Uncanny Dodge 1 
  Talents (Tough Hero): Robust 
  Possessions: Knife, PKM, Green fatigues, LCE, combat boots, canteen, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades. 
   
   
   
   
   
   
  Investigation Team Routes 
  Patrol Routes 
  
  YEAR OF THE ZOMBIE 
   
  - 9 - 
   - 
  ZSU POSITIONS 
   
  We almost missed it the first time, but they’d put the camo net wrong side out and were 
  arguing in Portuguese about a card game. Natchez and Baker slithered forward and checked 
  it out, reporting that the ZSU’s guns were aimed at the entrance, but nobody was watching. 
  Zachary gave the go signal, and all of us slithered inside on our stomachs, moving to a 
  crouch and heading deeper in. 
  A single SLAM mine on the side armor above the fuel tank made sure that even if we were 
  taken out, this thing would not be used, and we moved in further. Everything was a bright 
  green to us, but the only lights were from a battery-operated lantern back by where the men 
  were arguing over the card game still. A single silenced pistol shot knocked out the light, and I 
  could see the knives go to work quickly and cleanly as I climbed onto the ZSU and dropped 
  into the hatch. 
  The radar tech was watching his screen, and the last thing he saw was his own arterial 
  blood splashing the screen and shorting it out. I climbed back out, where they had a single 
  prisoner for me to question. My gentle request for information was met by spitting and curses, 
  calling into question my parents and chastity. 
  We went the hard route, and even the Rangers turned a bit pale, but I didn’t have time to 
  fuck around. He told me more than I wanted to hear, and I used tricks to ensure he was telling 
  the truth. Then I cut his throat and dropped him. SSG Zachary didn’t agree with such a blatant 
  violation of ROE, but helped me put him inside the ZSU. When it blew, the soft tissue 
  evidence was eliminated, and I’d been sure not to chip any bones. 
  Don’t look at me like that, Becka. There were six people riding on how quickly I could get 
  that information, and the man had been bragging about torturing, mutilating and sexually 
  assaulting a village woman. 
   
  Each 
  ZSU 
  position 
  is 
  fundamentally 
  identical. 
  The 
  ZSU is kept in a man-made 
  underground storage area and 
  driven out only to engage 
  targets. 
  The 
  storage 
  area 
  consists of a low entrance ramp, 
  normally covered by camouflage 
  netting, which drops 15 feet 
  over 50 feet of distance, then 
  extends some 100 feet back. 
  The cave itself holds the pickup 
  truck that the terrorists manning 
  the site drive between the camp 
  and the ZSU site. At the back of 
  the area are two 50-gallon 
  drums of oil, one 50-gallon drum 
  of hydraulic fluid, and one 250-
  gallon tank of diesel fuel. The 
  ammunition storage area holds 25 crates of 1000 23mm Fragmentation High Explosive 
  rounds for the vehicle. The barracks section contains six cots, a wood stove used to heat 
  meals, empty beer and tequila bottles, and rubbish. 
  Each ZSU position is manned by 6 men, four of whom are ZSU crewmen, and the other two 
  infantry security. Usually only the radar operator is on duty, watching the radar for any 
  incoming aircraft, while the other five play cards, eat, sleep or whatever. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 10 - 
   - 
   
  Weapons fire that lasts for longer than 3 rounds will draw the attention of a nearby patrol, 
  which will arrive 15 minutes later to investigate. If the characters are using silenced weapons, 
  the only worry is the sounds of AK-47s and M-16A1s carried by the terrorists. 
   
  GUARDS (2) 
     
  Little more than bullyboys and thugs, these men joined the Trajeto de Righteous in order to 
  prove their manliness and bully others. They carry old M16A1 rifles (Use M16A2 and replace 
  burst fire option with fully automatic fire, all else is unchanged) that are over 30 years old. 
   
  Strong Hero 4 CR 4; Medium-size humanoid; HD 4d8+8; HP 26; Mas 14; Init +0; Spd 30 ft; 
  Defense 13, touch 13, flatfooted 13 (+0 size, +0 Dex, +3 class); BAB +4; Grap +6; Atk +7 
  melee (1d4+3/19-20, Knife), or +4 ranged (2d8+0, M-16A1); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL Trajeto de Righteous; SV Fort +4, Ref +1, Will +2; AP 2; Rep +0; Str 15, Dex 10, Con 14, 
  Int 8, Wis 13, Cha 12. 
  Occupation: Criminal (Hide, Move Silently) 
  Skills: Hide +6, Knowledge (Tactics) +1, Listen +3, Move Silently +6, Spot +4, Survival +2 
  Feats: Advanced Firearms Proficiency, Alertness, Combat Reflexes, Personal Firearms 
  Proficiency, Stealthy, Weapon Focus 
  Talents (Strong Hero): Melee Smash, Extreme Effort 
  Possessions: OD Green fatigues, LCE, combat boots, knife, M-16A1, 4 full 30 round 
  magazines of 5.56mm, 4 fragmentation grenades, canteen. 
   
   
  ZSU Site – Outside View 
  “I want to make a Knowledge (Tactics) roll…” 
  This one is slightly sticky, and these vehicles need to be taken out for there to be a 
  successful extraction later on. The fact that there is only one entrance, which the vehicle’s 
  weapons are pointed toward,  makes the position difficult to take with ease. Undoubtedly, 
  the PCs will come up with their own plans, but here are a few recommendations. 
  Result 
  Tactical Recommendation 
  5 
  Throw a grenade into the pit and then attack with grenades and rifle fire. 
  10 
  Use stealth to get close, toss grenades into the storage area, then use the heavy weapons on the 
  vehicle while the rest of the squad eliminates the remainder of the guards 
  15 
  Use stealth to get inside, eliminate personnel with knives, disable vehicle with SLAM mine. 
  20+ 
  As above, but get any radio frequencies available and search for maps, in addition to taking a 
  prisoner to interrogate on the location of the other ZSUs 
  
  YEAR OF THE ZOMBIE 
   
  - 11 - 
   - 
   
  ZSU Crewmen 
     
  These crewmen are professional rebels, deserters from the military who have joined the 
  terrorist/insurgent group in order to overthrow a government they see as corrupt. 
   
  Driver 
   
  Strong Hero 3 CR 3; Medium-size humanoid; HD 3d8+3; HP 17; Mas 12; Init +2; Spd 30 ft; 
  Defense 14, touch 14, flatfooted 12 (+0 size, +2 Dex, +2 class); BAB +3; Grap +5; Atk +5 
  melee (1d4+4/19-20, Knife), or +5 ranged (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Trajeto de Righteous; SV Fort +3, Ref +3, Will +2; AP 1; Rep +0; Str 15, Dex 14, Con 12, Int 
  10, Wis 13, Cha 8. 
  Occupation: Military (Knowledge [Tactics], Survival) 
  Skills: Craft (structural) +2, Drive +10, Knowledge (Tactics) +4, Pilot +4, Repair +4, Survival 
  +3 
  Feats: Brawl, MOS Armor (Drive, Repair), Personal Firearms Proficiency, Vehicle Expert, 
  Vehicle Specialization (military vehicles) 
  Talents (Strong Hero): Melee Smash, Improved Melee Smash 
  Possessions: OD Green fatigues, LCE, combat boots, knife, AK-47, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades, canteen. 
   
  Radar Operator 
   
  Smart Hero 3 CR 3; Medium-size humanoid; HD 3d6+-3; HP 8; Mas 8; Init +2; Spd 30 ft; 
  Defense 13, touch 13, flatfooted 11 (+0 size, +2 Dex, +1 class); BAB +1; Grap +2; Atk +2 
  melee (1d4+1/19-20, Knife), or +3 ranged (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Trajeto de Righteous; SV Fort +0, Ref +3, Will +3; AP 1; Rep +1; Str 13, Dex 15, Con 8, Int 
  14, Wis 12, Cha 14. 
  Occupation: Military (Knowledge [Tactics], Survival) 
  Skills: Computer Use +8, Craft (electronic) +8, Craft (mechanical) +6, Craft (structural) +6, 
  Decipher Script +6, Demolitions +6, Knowledge (Tactics) +8, Knowledge (Technology) +8, 
  Navigate +8, Profession +2, Read/Write Language +1 (Portuguese, Russian), Repair +8, 
  Search +6, Spot +3, Survival +5 
  Feats: Advanced Firearms Proficiency, Electronic Warfare, MOS Air Defense (Computer Use, 
  Knowledge [Technology], Repair), Personal Firearms Proficiency, Radar Operation 
  Talents (Smart Hero): Linguist, Plan 
  Possessions: OD Green fatigues, LCE, combat boots, knife, AK-47, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades, canteen. 
   
  Gunner 
   
  Strong Hero 3 CR 3; Medium-size humanoid; HD 3d8+-3; HP 11; Mas 8; Init +2; Spd 30 ft; 
  Defense 14, touch 14, flatfooted 12 (+0 size, +2 Dex, +2 class); BAB +3; Grap +4; Atk +4 
  melee (1d4+1/19-20, Knife), or +5 ranged (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Trajeto de Righteous; SV Fort +1, Ref +3, Will +3; AP 1; Rep +0; Str 12, Dex 15, Con 8, Int 
  10, Wis 14, Cha 13. 
  Occupation: Military (Drive, Knowledge [Tactics]) 
  Skills: Climb +5, Craft (Structural) +4, Drive +6, Knowledge (Tactics) +3, Repair +2, Swim +3 
  Feats: Advanced Firearms Proficiency, Exotic Firearms Proficiency (cannons), MOS Air 
  Defense (Computer Use, Knowledge [Tactics], Repair), Personal Firearms Proficiency, 
  Weapon Focus (ZSU AA guns) 
  Talents (Strong Hero): Extreme Effort, Improved Extreme Effort 
  Possessions: OD Green fatigues, LCE, combat boots, knife, AK-47, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades, canteen. 
  
  YEAR OF THE ZOMBIE 
   
  - 12 - 
   - 
   
  Commander 
   
  Strong Hero 3/Infantry Training 1 CR 4; Medium-size humanoid; HD 3d8+3 plus 1d10+1; 
  HP 24; Mas 13; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 
  class); BAB +3; Grap +5; Atk +5 melee (1d4+4/19-20, Knife), or +5 ranged (2d8+0, AK-47); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +4, Ref +4, Will +2; AP 2; 
  Rep +0; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
  Occupation: Military (Drive, Navigate) 
  Skills: Craft (structural) +4, Drive +6, Intimidate +1, Knowledge (Streetwise) +2, Knowledge 
  (Tactics) +3, Navigate +3, Repair +3, Survival +3 
  Feats: Advanced Firearms Proficiency, Burst Fire, Brawl, Personal Firearms Proficiency, 
  Talents (Strong Hero): Melee Smash, Improved Melee Smash 
  Talents (Infantry Training): Defensive Position +1 
  Possessions: OD Green fatigues, LCE, combat boots, knife, AK-47, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades, canteen. 
   
   
   
   
  ZSU Site - Interior
  
  YEAR OF THE ZOMBIE 
   
  - 13 - 
   - 
  PATROLS 
   
  We heard them before we saw them, and could smell the herb they were toking up on 
  before they rounded the corner and passed us by. We waited for about ten minutes, then 
  began following them, being careful not to run up their rear if they stopped, which they did 
  several times. For the most part they were complaining about running the patrol, convinced 
  that all Americans aboard the helicopter had been killed, and were bragging about a raid they 
  pulled on a village a few weeks before. Their laughter and crude comments involving what 
  had gone on made me sick to my stomach. It reminded me of the barbarism and butchery I’d 
  seen during missions in Africa, moving through areas where the tribal warfare had gotten 
  particularly vicious. 
  We followed them to a roadblock and then pulled back into the jungle. After about a half 
  hour another patrol came out of the terrorists base of operations, passed through the road 
  block, and stopped right next to as they lit up joints and cracked open a bottle of moonshine. 
  Knives did their work quickly, and I shook my head when SSG Zachary signaled that he 
  could take one man prisoner if I wanted. I didn’t need him; I’d listened carefully to what they 
  had said about the road block and had confirmed that the hostages were here. 
  I had no use for people who laughed about the rape and beheading of a 19 year old woman 
  who only wanted to make the world a better place. 
   
  Each patrol consists of five men, all of whom are tasked to watch for any government 
  soldiers, wandering villagers or policemen that might stray into the area. As the local villages 
  have been warned to stay away for the last few years, the patrol is encouraged to torture and 
  kill anyone they catch during their  rounds. 
  As there has been no challenges to Trajeto de Righteous’ possession of the area in over 
  three years, the patrols have gotten rather sloppy. Convinced of their own dominance, they 
  suffer a -4 competence penalty to Spot and Listen checks, often smoking hashish, drinking 
  tequila, or bragging loudly as they go about their patrols. Even with the ZSUs having shot 
  down two government helicopters, the patrols figure that anyone on board was killed, and if 
  not, they won’t have the guts to hit the compound, so they will be talking and bragging louder 
  than usual, each man trying to outdo the other in what he would do if it were the Calstinopan 
  Army, the Americanos, or anyone else who would be “foolish enough to attack.” 
  When they initially come under fire, the patrols will be shocked and lose one round due to 
  surprise. 
   
  Patrol Troops (3) 
    
   While many of the Trajeto de Righteous are little more than thugs, bullies and criminals, the 
  most professional of the organization is sent out on the patrols in order to ensure the security 
  of the camp. These guys will usually fight to the death, only breaking and running when the 
  majority of them are down. 
  “I want to make a Knowledge (Tactics) roll…” 
  It’s fairly standard, but there can be repercussions. 
   
  Result 
  Tactical Recommendation 
  5 
  Hide in the bushes, open fire as they come by. 
  10 
  Hide in bushes, watch for leader and radioman. Kill radioman first, take at least one 
  prisoner for interrogation. 
  15 
  Hide, wait for patrol to pass, eliminate the last guy with knives, move up the line and 
  eliminate. 
  20+ 
  Shadow patrol, staying 10-50 meters behind them, shadow back to encampment. 
  
  YEAR OF THE ZOMBIE 
   
  - 14 - 
   - 
   
  Tough Hero 3/Infantry Training 3 CR 6; Medium-size humanoid; HD 3d10+6 plus 3d10+6 
  plus 3; HP 49; Mas 14; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14 (+0 size, +2 
  Dex, +4 class); BAB +4; Grap +5; Atk +5 melee (1d4+1/19-20, Knife), or +7 ranged (2d8+0, 
  AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +6, Ref +5, Will +3; 
  AP 3; Rep +1; Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 10. 
  Occupation: Military (Hide, Knowledge [Tactics]) 
  Skills: Craft (structural) +3, Hide +8, Knowledge (Tactics) +3, Listen +3, Move Silently +4, 
  Navigate +3, Spot +9, Survival +7 
  Feats: Advanced Firearms Proficiency, Alertness, Burst Fire, MOS Rifleman (Knowledge 
  [Tactics], Spot, Survival), Personal Firearms Proficiency, Toughness, Weapon Focus (AK-47) 
  Talents (Tough Hero): Robust, Damage Reduction 1/— 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1 
  Possessions: OD Green fatigues, LCE, combat boots, knife, AK-47, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades, canteen, compass. 
   
  Radioman 
   
  Tough Hero 3/Infantry Training 3 CR 6; Medium-size humanoid; HD 3d10+6 plus 3d10+6 
  plus 3; HP 49; Mas 14; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14 (+0 size, +2 
  Dex, +4 class); BAB +4; Grap +5; Atk +5 melee (1d4+1/19-20, Knife), or +7 ranged (2d8+0, 
  AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +6, Ref +5, Will +3; 
  AP 3; Rep +1; Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 10. 
  Occupation: Military (Hide, Knowledge [Tactics]) 
  Skills: Craft (structural) +3, Hide +8, Knowledge (Tactics) +3, Listen +3, Move Silently +4, 
  Navigate +3, Spot +9, Survival +7 
  Feats: Advanced Firearms Proficiency, Alertness, Burst Fire, Jungle/Swamp Warfare College 
  (Hide, Knowledge [Tactics], Survival), MOS Rifleman (Knowledge [Tactics], Spot, Survival), 
  Personal Firearms Proficiency, Weapon Focus 
  Talents (Tough Hero): Robust, Damage Reduction 1/— 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1 
  Possessions: OD Green fatigues, LCE, combat boots, knife, AK-47, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades, canteen, compass, radio, notebook with 
  radio frequencies written down. 
   
  Patrol Leader 
   
  Tough Hero 3/Infantry Training 3/Recon Training 1 CR 7; Medium-size humanoid; HD 
  3d10+6 plus 3d10+6 plus 1d8+2 plus 3; HP 56; Mas 14; Init +2; Spd 30 ft; Defense 17, touch 
  17, flatfooted 15 (+0 size, +2 Dex, +5 class); BAB +4; Grap +5; Atk +5 melee (1d4+1/19-20, 
  Knife), or +7 ranged (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de 
  Righteous; SV Fort +7, Ref +6, Will +3; AP 3; Rep +1; Str 12, Dex 15, Con 14, Int 10, Wis 
  13, Cha 10. 
  Occupation: Military (Hide, Knowledge [Tactics]) 
  Skills: Craft (structural) +3, Hide +8, Knowledge (Tactics) +3, Listen +7, Move Silently +6, 
  Navigate +3, Spot +10, Survival +7 
  Feats: Advanced Firearms Proficiency, Alertness, Burst Fire, Jungle/Swamp Warfare College 
  (Hide, Knowledge [Tactics], Survival), MOS Rifleman (Knowledge [Tactics], Spot, Survival), 
  Personal Firearms Proficiency, Weapon Focus 
  Talents (Tough Hero): Robust, Damage Reduction 1/— 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1 
  Talents (Recon Training): Camouflage 
  Possessions: OD Green fatigues, LCE, combat boots, knife, AK-47, 4 full 30 round 
  magazines of 7.62mm, 4 fragmentation grenades, canteen, compass, map with ZSU, road 
  block and main encampment locations marked down, along with patrol routes. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 15 - 
   - 
  ROADBLOCK (WEST) 
   
  We watched them closely. They were obvious professionals, higher quality than anything I 
  had seen during the entire operation. Uniforms were clean and their weapons well-
  maintained. The guards were too relaxed, and we noticed they were drinking the tequila too 
  fast with too little effect. Armed with M-16s, unlike the rest of the terrorists, with a SAM and an 
  AT rocket handy, these guys seemed to be a little too casual. 
  Hewett, Natchez and Baker set up their weapons. Two SAWs and a sniper, ready to go, 
  while the rest of us moved down to the edge of the clearing. I situated myself in such a way 
  that I could see the legs of the men in the tent underneath the truck and gave two clicks on 
  my radio. Long seconds passed, and mosquitoes found my ear very delicious. 
  Three clicks, and I raked the bottom of the truck, sending bullets into people’s shins and 
  feet. The commander dropped, Hewett’s silenced M-24 doing its job and evacuating his skull. 
  There was a brief scramble and then nothing but silence. I swapped out my used magazine 
  for a full one and joined SSG Zachary to look for anything of use. 
  We got lucky - the pock-faced fucker with the weird rifle was a graduate of the School of the 
  Americas, which meant he would have been a serious problem if he’d thought we were within 
  a mile. Either that or we’d ambushed his ambush. 
  Or maybe sometimes it comes down to luck. 
   
  Two small pickups are parked nose to nose across the dirt road, effectively blocking it off. 
  Mounted in the back of each truck is an M-249 SAW light machinegun, and usually beneath a 
  lean-to beside the road is where the fourteen men manning the road block spend their time 
  playing cards, sleeping or drinking tequila and complaining about the humidity and 
  mosquitoes. Each roadblock has a radio for communicating with the main camp and is 
  expected to check in every two hours. Inside each tent a single RPG-7 with 4 additional 
  rockets and one SA-18 GROUSE AAM can be found. 
  Despite the ZSUs shooting down two helicopters, the men manning the roadblocks will 
  appear to be inattentive although a successful Spot check (DC 20) or Sense Motive check 
  (DC 20) will reveal that the men are carefully watching their surroundings. 
  When the combat begins, the two drivers lob smoke grenades into the road to provide cover 
  and then scoop up the RPG-7s, waiting for the commander to call out an area to fire at. The 
  SAW gunners pull the weapons free of the truck and retreat to the low berm on either side of 
  the tent; first the north one moves while the south one provides cover (rapidly moving into the 
  smoke) and then the south one moves after the other gets set up and begins providing cover. 
  If heavy fire is heard from the main encampment, the commander will order his troops to 
  load up into the vehicles and head into the capital city to join their comrades, who are 
  planning to hit the American embassy that evening. 
  If the Rising has begun, the characters will see this group besieged by several zombies of a 
  group of villagers that Jose Vasquez ordered executed and buried in a shallow grave roughly 
  100 yards to the south of the road. None of the people on this roadblock know of this action, 
  which was performed by the commander of the eastern roadblock. He hid them here as petty 
  revenge against a man too proud and concerned for peasants to kill those who are unwilling 
  to support the revolution. 
   
  “I want to make a Knowledge (Tactics) roll…” 
  Result 
  Tactical Recommendation 
  5 
  Open fire with fully automatic weapons fire and eliminate the roadblock 
  10 
  Either move by quietly, or take them out with either an M-203 grenade delivered to the tent and 
  accurate fire directed on the survivors. 
  15 
  Three men move up, taking aim on those inside the tent, an M-203 is used to hit the tent, then 
  snipers and those on the edge of the road eliminate the rest with silenced weapons and knives. 
  20+ 
  As above, except no use of explosives. 
  
  YEAR OF THE ZOMBIE 
   
  - 16 - 
   - 
   
  Roadblock Commander 
     
  The commander of this roadblock is a hardened fighter, a long-time campaigner against the 
  government and a man dedicated to the overthrow of the current US-backed government. 
  While he has been lulled into inattention by the lack of danger in the last several months, he 
  will quickly react to any threat. At the first sight of danger, he order the radioman to call back 
  to the base camp and try to motivate his troops into going prone behind cover and watching 
  for the enemy. 
  He’s too canny of an old warrior to figure that going for the truck will work, and knows that 
  any enemy will attempt to target the LMG gunners first. He will watch for fire to take out the 
  gunners, directing his men’s fire as accurately as possible. If an enemy approaches a vehicle, 
  he will use his WP grenade to blow the truck up, and if outnumbered or in serious danger of 
  being killed, he will “milk” his CS grenade and drop it to the ground once it begins pouring 
  forth tear gas, heading back toward the main camp with the remainder of his command to 
  gather more men. 
  If it looks really bad, or if he identifies the PCs as Army Rangers, or if they identify 
  themselves, he will surrender himself and his men, if the Rangers swear on “Rangers' Honor” 
  that his men will be treated as Enemy Prisoners of War, his wounded treated, and they will be 
  tried on American soil. 
  He is identifiable by US Army colonel rank on his cap, the School of Americas tab sewn on 
  the left shoulder of his fatigues, and the radio on his hip. 
  The commander is a canny, crafty fighter who will not throw away his men, and knows not 
  only when to retreat, but when to advance and when to surrender. 
   
  Strong Hero 3/Assault Training 4/Recon Training 4/Special Operations Training 1 CR 
  12; Medium-size humanoid; HD 3d8+6 plus 4d10+8 plus 4d8+8 plus 1d8+2 plus 4; HP 87; 
  Mas 14; Init +2; Spd 30 ft; Defense 21, touch 18, flatfooted 19 (+0 size, +2 Dex, +6 class, +3 
  equipment); BAB +11; Grap +12; Atk +12 melee (1d4+1/19-20, Combat Knife), or +14 
  ranged (2d8+0, G41K); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort 
  +11, Ref +7, Will +6; AP 6; Rep +2; Str 13, Dex 15, Con 14, Int 12, Wis 14, Cha 12. 
  Occupation: Military (Knowledge [Tactics], Survival) 
  Skills: Climb +3, Craft (structural) +11, Hide +12, Knowledge (Streetwise) +3, Knowledge 
  (Tactics) +13, Listen +8, Move Silently +4, Navigate +9, Profession +4, Read/Write Language 
  +1 (English, Portuguese), Speak Language +1 (English, Portuguese), Spot +8, Survival +18, 
  Tumble +2 
  Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Jungle/Swamp 
  Warfare College (Hide, Knowledge [Tactics], Survival), Leadership, MOS Rifleman 
  (Knowledge [Tactics], Spot, Survival), Personal Firearms Proficiency, SERE, Urban Warfare 
  College (Demolitions, Hide, Knowledge [Tactics]), Weapon Focus (G41K) 
  Talents (Strong Hero): Extreme Effort, Improved Extreme Effort 
  Talents (Assault Training): Tough as Nails, Marksmanship 1, Sharpshooter 1 
  Talents (Recon Training): Camouflage, Shock Assault 1, Sharpshooter 2 
  Talents (Special Operations Training): Mental Toughness, Marksmanship 2 
  Possessions: OD Green fatigues, LCE, combat boots, knife, Undercover Vest, Combat 
  Knife, G41K assault rifle, 4 full 30 round magazines of 5.56mm, 2 fragmentation grenades, 1 
  White Phosphorous grenade, 1 CS grenade, canteen, walkie-talkie radio, compass, 
  unmarked map of both area and capital city. 
  
  YEAR OF THE ZOMBIE 
   
  - 17 - 
   - 
   
  Road Block West 
   
  Guards (6) 
   
  While these men are primarily simple villagers who chose to “volunteer,” the roadblock 
  commander has been training them and whipping them into shape as best as possible. They 
  will spend an initial round panicking before going prone and attempting to spot any of the 
  people attacking them as per the commander’s orders. If the commander is killed, they will 
  attempt to flee or surrender whichever one looks better. 
   
  Strong Hero 3/Infantry Training 3 CR 6; Medium-size humanoid; HD 3d8+3 plus 3d10+3 
  plus 3; HP 40; Mas 12; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14 (+0 size, +2 
  Dex, +4 class); BAB +5; Grap +7; Atk +7 melee (1d4+2/19-20, Knife), or +8 ranged (2d8+0, 
  M16A2); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +5, Ref +5, Will 
  +3; AP 3; Rep +0; Str 15, Dex 14, Con 12, Int 8, Wis 13, Cha 10. 
  Occupation: Rural (Drive, Repair) 
  Skills: Craft (structural) +2, Drive +4, Hide +5, Knowledge (Streetwise) +0, Knowledge 
  (Tactics) +6, Repair +0, Speak Language +1 (Portuguese, English), Spot +4, Survival +4 
  Feats: Advanced Firearms Proficiency, Burst Fire, MOS Rifleman (Hide, Spot, Survival), 
  Personal Firearms Proficiency, Quick Reload, Toughness, Weapon Focus 
  Talents (Strong Hero): Extreme Effort, Improved Extreme Effort 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1 
  Possessions: Combat Knife, M-16A2, OD Green fatigues, LCE, combat boots, knife, 4 full 30 
  round magazines of 5.56mm, 2 fragmentation grenades, 1 flash-bang grenade, 1 CS 
  grenade, canteen, compass. 
  
  YEAR OF THE ZOMBIE 
   
  - 18 - 
   - 
   
  Truck Drivers (2) 
    
  Poorly trained but well motivated, these men’s only duty is to drive the trucks back and 
  forth, and they consider themselves superior to everyone else in the main encampment. They 
  are recently assigned to the roadblock, and appreciate the respect and honor that the 
  commander has brought back to the revolution. Their job is to toss down smoke grenades to 
  provide cover for everyone and grab the RPG-7s for use against armored American soldiers 
  or government vehicles. 
   
  Strong Hero 2/Tough Hero 2 CR 4; Medium-size humanoid; HD 2d8+4 plus 2d10+4 plus 3; 
  HP 31; Mas 14; Init +1; Spd 30 ft; Defense 15, touch 15, flatfooted 14 (+0 size, +1 Dex, +4 
  class); BAB +3; Grap +5; Atk +5 melee (1d4+2/19-20, Combat Knife), or +5 ranged (2d8+0, 
  M-16A2); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +6, Ref +1, Will 
  +1; AP 2; Rep +0; Str 15, Dex 12, Con 14, Int 8, Wis 13, Cha 10. 
  Occupation: Rural (Handle Animal, Repair) 
  Skills: Craft (structural) +1, Drive +3, Handle Animal +2, Knowledge (Tactics) +3, Repair +1, 
  Spot +2, Survival +2 
  Feats: Advanced Firearms Proficiency, Burst Fire, Personal Firearms Proficiency, Quick 
  Reload, Toughness, Weapon Focus (M16A2) 
  Talents (Strong Hero): Extreme Effort 
  Talents (Tough Hero): Remain Conscious 
  Possessions: Knife, M16A2, OD Green fatigues, LCE, combat boots, knife, 4 full 30 round 
  magazines of 5.56mm, 2 fragmentation grenades, 1 Flash-bang grenade, 1 CS grenade, 
  canteen, compass. 
   
  Truck Machine Gun Operators (2) 
     
  The men on the western road block appear to be napping while leaning against their 
  weapons, but they are actually carefully watching their surroundings. These men have been 
  with the commander for a long while, having served with him in the Army and attended the 
  School of Americas with him. When the firefight begins, they will immediately retreat to the 
  berm, as detailed above. 
   
  Strong Hero 2/Infantry Training 4 CR 6; Medium-size humanoid; HD 2d8+2 plus 4d10+4; 
  HP 37; Mas 12; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14 (+0 size, +2 Dex, +4 
  class); BAB +5; Grap +6; Atk +6 melee (1d4+1/19-20, Knife), or +8 ranged (2d10+0, PKM); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +5, Ref +4, Will +3; AP 3; 
  Rep +0; Str 13, Dex 15, Con 12, Int 10, Wis 14, Cha 8. 
  Occupation: Military (Knowledge [Tactics], Survival) 
  Skills: Craft (structural) +3, Hide +9, Knowledge (Tactics) +7, Navigate +4, Spot +9, Survival 
  +9 
  Feats: Advanced Firearms Proficiency, Burst Fire, Exotic Firearms Proficiency (heavy 
  machine guns), MOS Rifleman (Hide, Search, Spot), Personal Firearms Proficiency, Strafe, 
  Weapon Focus (PKM LMG) 
  Talents (Strong Hero): Extreme Effort 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1, Marksmanship 2 
  Possessions: Knife, PKM; 3 drums of ammunition for the PKM, 3 fragmentation grenades, 1 
  smoke grenade, OD Green fatigues, LCE, combat boots, canteen, compass. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 19 - 
   - 
   
  Communications Tech (1) 
   
  This man will have the radio transmitter in his hand, ready to transmit back to base. His job, 
  during an attack, is to relay situation reports to the main base. If things look too grim, he will 
  spin the dials on the radio and put two shots into it before joining the commander in leading 
  the men back to the main camp. He is fanatical toward Trajeto de Righteous and his 
  commander. 
   
  Strong Hero 3/Infantry Training 3 CR 6; Medium-size humanoid; HD 3d8+3 plus 3d10+3 
  plus 3; HP 40; Mas 12; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14 (+0 size, +2 
  Dex, +4 class); BAB +5; Grap +7; Atk +7 melee (1d4+2/19-20, Knife), or +8 ranged (2d8+0, 
  M16A2); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +5, Ref +5, Will 
  +3; AP 3; Rep +0; Str 15, Dex 14, Con 12, Int 8, Wis 13, Cha 10. 
  Occupation: Rural (Drive, Repair) 
  Skills: Craft (structural) +2, Drive +4, Hide +5, Knowledge (Streetwise) +0, Knowledge 
  (Tactics) +6, Repair +0, Speak Language +1 (Portuguese, English), Spot +4, Survival +4 
  Feats: Advanced Firearms Proficiency, Burst Fire, MOS Rifleman (Hide, Spot, Survival), 
  Personal Firearms Proficiency, Quick Reload, Toughness, Weapon Focus 
  Talents (Strong Hero): Extreme Effort, Improved Extreme Effort 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1 
  Possessions: Combat Knife, M-16A2, OD Green fatigues, LCE, combat boots, knife, 4 full 30 
  round magazines of 5.56mm, 2 fragmentation grenades, 1 Flash-bang grenade, 1 CS 
  grenade, canteen, compass. 
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 20 - 
   - 
  ROADBLOCK (EAST) 
   
  We hit these guys on the way out, not interested in fucking with them, but figuring they’d have 
  a SAM too. Two 203 rounds followed by sustained fire from the SAW and all there was was 
  corpses. We moved through quickly, shooting the ones that sat back up in the face to remind 
  them they were dead, disabled the Grouse, then moved on. There were four whores there, 
  but when you willingly fuck the enemy, you’ve enlisted in his army, so screw ‘em. There was a 
  fifth out back, her throat cut and her breasts hacked off. She was tied up but still lunged at us 
  until Hewett shot her in the head to jog her memory that she was dead. 
  I had checked my gear four times and found no presence of chemical contamination. Maybe it 
  was some kind of freaky bio-weapon. If so, we’d missed the lab. 
   
  Two small pickups are parked end to end across the dirt road, effectively blocking it off. 
  Mounted in the back of each truck is a PKM light machinegun with a canvas cover. The men 
  manning the station are expected to check in every two hours with the radio mounted on the 
  table inside the open side tent. Inside the tent is a single RPG-7 with 4 additional rockets and 
  one SA-18 GROUSE AAM. 
  The side of the tent facing the road is rolled up, and all 12 men are inside, sitting in chairs, 
  drinking, smoking marijuana and enjoying the services of five camp prostitutes. Everyone is 
  paying attention to either the prostitutes or the tequila bottle, and because of this will lose the 
  first 2 rounds of action. 
  These men (and the women) are considered intoxicated/stoned, and because of this, they 
  suffer a -4 penalty to all rolls. 
   
   
  Roadblock Commander (1) 
     
  The roadblock commander is little more than a brutal scumbag with a taste for bullying and 
  bragging. Despite all of his claims of fierceness in combat, he spends most of his energy 
  attempting to avoid combat. He has a reputation for toughness, but that comes from his 
  beating and torture of captives or unarmed villagers. His favorite prey is prostitutes, and one 
  of the women at the road block will not make it back.  
  Should hostilities incur, he will grab one of the prostitutes, press his pistol to her head, and 
  drag her into the jungle with him, intending on using her for a hostage. 
   
  Tough Hero 5 CR 5; Medium-size humanoid; HD 5d10+10 plus 3; HP 41; Mas 15; Init +1; 
  Spd 30 ft; Defense 17, touch 14, flatfooted 16 (+0 size, +1 Dex, +3 class, +3 equipment); 
  BAB +3; Grap +4; Atk +4 melee (1d4+1, Brass Knuckles), or +4 ranged (2d8+0, AK-47); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +5, Ref +2, Will +1; AP 2; Rep 
  +1; Str 12, Dex 13, Con 15, Int 8, Wis 10, Cha 12. 
  Occupation: Criminal (Gamble, Knowledge [Streetwise]) 
  Skills: Gamble +6, Intimidate +5, Knowledge (Streetwise) +3, Survival +2 
  Feats: Armor Proficiency (light), Brawl, Improved Brawl, Improved Grapple, Street-fighting, 
  Toughness 
  Talents (Tough Hero): Remain Conscious, Damage Reduction 1/—, Damage Reduction 2/ 
  Possessions: Undercover Vest, Brass Knuckles, AK-47, 7 full 30 round magazines of 
  7.62mm ammunition, Beretta 92F, 4 clips of 9mm ammunition, OD green fatigues, combat 
  boots, LCE, 4 fragmentation grenades, brass knuckles, canteen. 
   
  “I want to make a Knowledge (Tactics) roll…” 
   
  Result 
  Tactical Recommendation 
  5 
  Open fire with fully automatic weapons fire and eliminate the roadblock 
  10 
  Either move by quietly, or take them out with either an M-203 grenade delivered to the tent and 
  accurate fire directed on the survivors. 
  15 
  Three men move up, taking aim on those inside the tent, an M-203 is used to hit the tent, then 
  snipers and those on the edge of the road eliminate the rest with silenced weapons and knives. 
  20+ 
  As above, except no use of explosives. 
  
  YEAR OF THE ZOMBIE 
   
  - 21 - 
   - 
   
  Road Block East 
   
  Guards (6) 
   
  These men are primarily thugs who idolize their commander, who gets them out of work 
  details and makes sure the best looking prostitutes come out to the roadblock at least once a 
  week. They all know about their commander's habit of murdering one of the prostitutes, and 
  occasionally help by hacking on one unlucky woman with a machete. 
   
  Tough Ordinary 4 CR 4; Medium-size humanoid; HD 4d10+8; HP 30; Mas 14; Init +1; Spd 
  30 ft; Defense 14, touch 14, flatfooted 13 (+0 size, +1 Dex, +3 class); BAB +3; Grap +5; Atk 
  +6 melee (1d6+2, Machete), or +4 ranged (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Trajeto de Righteous; SV Fort +4, Ref +2, Will +2; AP 2; Rep +1; Str 15, Dex 13, Con 14, Int 
  8, Wis 12, Cha 10. 
  Occupation: Criminal (Gamble, Knowledge [Streetwise]) 
  Skills: Gamble +5, Intimidate +4, Knowledge (Streetwise) +3, Spot +3 
  Feats: Brawl, Improved Grapple, Personal Firearms Proficiency, Weapon Focus 
  Possessions: Machete, AK-47, 7 full 30 round magazines of 7.62mm ammunition, OD green 
  fatigues, combat boots, LCE, 4 fragmentation grenades, canteen. 
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 22 - 
   - 
   
  Truck Drivers (2) 
     
  These men even look sleazy. With dirty, greasy uniforms, slimy looking hair, beady eyes 
  and handlebar mustaches, they look like the epitome of nasty predators. Both of them are 
  completely drunk and half passed out, lying back in their chairs and dozing off occasionally. 
   
  Fast Ordinary 5 CR 5; Medium-size humanoid; HD 5d8+10 plus 3; HP 36; Mas 14; Init +3; 
  Spd 30 ft; Defense 18, touch 18, flatfooted 15 (+0 size, +3 Dex, +5 class); BAB +3; Grap +4; 
  Atk +4 melee (1d6+1, machete), or +6 ranged (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  ; AL Trajeto de Righteous; SV Fort +3, Ref +6, Will +0; AP 2; Rep +1; Str 13, Dex 16, Con 
  14, Int 10, Wis 8, Cha 12. 
  Occupation: Criminal (Gamble, Knowledge [Streetwise]) 
  Skills: Bluff +3, Disguise +3, Drive +13, Escape Artist +5, Gamble +7, Hide +7, Knowledge 
  (Streetwise) +8, Move Silently +7, Pilot +5, Profession +1, Sleight of Hand +7 
  Feats: Deceptive, Personal Firearms Proficiency, Toughness, Vehicle Expert 
  Possessions: machete, AK-47, 7 full 30 round magazines of 7.62mm ammunition, OD green 
  fatigues, combat boots, LCE, 4 fragmentation grenades, canteen 
   
  Truck Machine Gun Operators (2) 
   
  The men that are supposed to be manning the machine guns are currently enjoying the 
  services of the prostitutes. They are poor shots at best, preferring the “spray and pray” 
  method of marksmanship. 
   
  Tough Ordinary 3 CR 3; Medium-size humanoid; HD 3d10+6 plus 3; HP 26; Mas 15; Init +0; 
  Spd 30 ft; Defense 12, touch 12, flatfooted 12 (+0 size, +0 Dex, +2 class); BAB +2; Grap +3; 
  Atk +3 melee (1d6+1, machete), or +2 ranged (2d8, AK-47) or -2 ranged (2d10, PRK); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +4, Ref +1, Will +3; AP 1; Rep +1; 
  Str 13, Dex 10, Con 15, Int 8, Wis 14, Cha 12. 
  Occupation: Blue Collar (Craft [structural], Drive, Intimidate) 
  Skills: Bluff +3, Disguise +3, Intimidate +7, Knowledge (Streetwise) +5 
  Feats: Deceptive, Personal Firearms Proficiency, Toughness 
  Possessions: machete, AK-47, 7 full 30 round magazines of 7.62mm ammunition, OD green 
  fatigues, combat boots, LCE, 4 fragmentation grenades, canteen. 
   
  In the bed of the truck are 3 drum magazines for the PRK LMG, each containing 150 rounds. 
  The PRK has a drum loaded, but is set on safety. On a natural one or two rolled on the die 
  the weapon will jam due to crappy maintenance. 
   
  Communications Tech (1) 
   
  Smart Ordinary 2 CR 2; Medium-size humanoid; HD 2d6+2; HP 9; Mas 13; Init +0; Spd 30 
  ft; Defense 11, touch 11, flatfooted 11 (+0 size, +0 Dex, +1 class); BAB +1; Grap +3; Atk +3 
  melee (1d6+2, Machete), or +1 ranged (2d6+0, Baretta 93F); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL Trajeto de Righteous; SV Fort +1, Ref +0, Will +3; AP 1; Rep +1; Str 15, Dex 10, Con 13, 
  Int 14, Wis 12, Cha 8. 
  Occupation: Blue Collar (Craft [electronic], Craft [mechanical], Repair) 
  Skills: Computer Use +6, Craft (electronic) +9, Craft (mechanical) +9, Craft (structural) +7, 
  Investigate +4, Knowledge (Earth and Life Sciences) +7, Knowledge (Physical Sciences) +7, 
  Knowledge (Tactics) +5, Repair +9, Research +7, Search +7, Spot +3, Swim +4 
  Feats: Builder (Craft [electronic], Craft [mechanical]), Gear-head 
  Possessions: Machete, Beretta 93F, 2 full magazines of 9mm ammunition, OD green 
  fatigues, combat boots, LCE, 4 fragmentation grenades, canteen, notebook with frequencies 
  written in it for base camp and patrols. 
  
  YEAR OF THE ZOMBIE 
   
  - 23 - 
   - 
   
  Prostitutes 
   
  Charismatic Ordinary 3 CR 3; Medium-size humanoid; HD 3d6+6; HP 17; Mas 14; Init +1; 
  Spd 30 ft; Defense 12, touch 12, flatfooted 11 (+0 size, +1 Dex, +1 class); BAB +1; Grap +1; 
  Atk +1 melee (1d3+0/18-20, Razor); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, 
  Ref +3, Will +2; AP 1; Rep +2; Str 10, Dex 13, Con 14, Int 8, Wis 13, Cha 15. 
  Occupation: Criminal (Knowledge [Streetwise], Sleight of Hand) 
  Skills: Bluff +10, Diplomacy +8, Disguise +7, Gather Information +8, Intimidate +5, 
  Investigate +1, Knowledge (Streetwise) +5, Listen +3, Profession +7, Sense Motive +3, 
  Sleight of Hand +7, Spot +3 
  Feats: Alertness, Attentive, Brawl, Deceptive 
  Possessions: Straight razor, sleazy outfit, high heeled shoes, torn pantyhose, bottle of beer. 
   
   
   
   
   
  Main Camp
  
  YEAR OF THE ZOMBIE 
   
  - 24 - 
   - 
  THE CAMP 
   
  We hit the camp carefully, leaving behind a sniper and a spotter, while the rest of us 
  crawled through the ferns to the dilapidated house where we’d overheard the hostages were 
  being kept. Our sniper kept over-watch as we moved in, and slithered under the house. 
  Looking up through the floorboards, I could count two guards inside as well as five living 
  hostages. The thick patch of mud, caused by massive amounts of blood, told a grim, silent 
  tale that one of the hostages was gone. 
  I slithered back out and sub-vocalized the information I had gathered on my recon, and got 
  ready, my pistol silenced and ready. I kept my inhalations and exhalations deep and slow, 
  charging my blood with oxygen for what was going to happen. 
  Three clicks, and we were moving. In through the back door, Natchez right before me. 
  Doubletap right, doubletap left, and keep moving forward. The pistol did little more than 
  cough, and both bodies slumped, two rounds center mass. Both went down, one with the 
  spastic kicking of someone who's dead but doesn’t know it. I kept moving forward, crouching 
  down by one of the hostages, my eyes sweeping the area. “US Army Rangers,” I whispered, 
  “Keep your goddamn mouths shut.” The last was unnecessary, all five of them had their 
  mouths taped shut, but at least they quit struggling and making noises. Hewett and Baker 
  dragged the two they had taken down into the room and kicked the door shut. 
  We’d set some charges, take the hostages, and get the hell out of there. 
   
   
  Mostly overgrown with ferns, this camp is surrounded by observation/guard towers and 
  consists of 9 buildings, a goat pen, and a muddy patch of ground that obviously serves as a 
  motor pool for the terrorists. Each of the towers holds a single sentry armed with a PKM who 
  is probably supposed to be scanning the surrounding jungle, but is usually just staring off to 
  space, smoking a cigarette and leaning back in a chair, or in one notable instance, reading a 
  magazine. 
  A single muddy road spotted with puddles skirts the south edge of the camp. The goat pen 
  is on the northwestern side, the motor pool on the southeastern side. A large broadcast 
  antenna tops a small cinderblock building in the middle of the camp, and three long wooden 
  buildings with plenty of windows, appear to be barracks. A small cinderblock building in 
  between the southwestern barracks and a dilapidated wooden building are guarded by two 
  men carrying AK-47 assault rifles. The dilapidated wooden building in between the 
  cinderblock building and the motor pool has two men standing outside the door with AK-47s 
  and the windows have all been covered with canvas. 
  On the eastern side of the camp, on the road, four men work to dislodge a truck stuck in the 
  mud. Two men are feeding the goats, a man is under the hood of one of the jeeps in the 
  motor pool, and four others wander about on guard patrol within the camp carrying AK-47s. 
   
   
  “I want to make a Knowledge (Tactics) roll…” 
   
  Result 
  Tactical Recommendation 
  5 
  Use sniper fire and close fire to eliminate the terrorists within the camp. 
  10 
  Use stealth to engage terrorists up close; eliminate terrorists, search for hostages, which should be 
  kept in the boarded building, but may be in the broadcast tower building. 
  15 
  Use stealth to investigate the boarded up building, keeping at least one back for sniper operations, 
  eliminate guards on building. 
  20+ 
  Use stealth to infiltrate the camp, setting up explosives at the barracks, using “silent kill” methods at 
  the broadcast tower, and silenced sniper fire to eliminate outside guards. Keep one back for sniper 
  cover fire, another man on watch on the boarded up building. 
  
  YEAR OF THE ZOMBIE 
   
  - 25 - 
   - 
  1) BROADCAST TOWER 
    
  This two-room cinderblock building is primarily filled with the hardware needed to broadcast 
  television signals. It is currently manned by two men, one of whom is the technician, and the 
  other who is gleefully watching the repeat of the woman being raped and beheaded. The 
  room is filled with the noise from the 5KW generator in the smaller of the two rooms, despite 
  the attempt at soundproofing the room. Upon entry, the technician will attempt to surrender in 
  order to wait until the first available opportunity to draw the pistol from the waistband of his 
  shorts and open fire. The other man will grab his Skorpion machine pistol and attempt to kill 
  any who enter. Both men will fight to the death. 
  In the room are videotapes of the Trajeto de Righteous rounding up villagers and torturing 
  them before killing them. These tapes are valuable evidence as to the crimes that the terrorist 
  group has committed, as well as showing the leader of the group giving the orders. 
   
  Technician 
   
  Smart Hero 3 CR 3; Medium-size humanoid; HD 3d6+3; HP 14; Mas 12; Init +2; Spd 30 ft; 
  Defense 13, touch 13, flatfooted 11 (+0 size, +2 Dex, +1 class); BAB +1; Grap +1; Atk +1 
  melee (1d3+0, wrench), or +3 ranged (2d6+0, Beretta 93R); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL Trajeto de Righteous; SV Fort +2, Ref +3, Will +3; AP 1; Rep +1; Str 10, Dex 15, Con 12, 
  Int 14, Wis 13, Cha 8. 
  Occupation: Technician (Craft [electronic], Craft [mechanical], Repair) 
  Skills: Computer Use +8, Craft (electronic) +13, Craft (mechanical) +10, Craft (structural) +8, 
  Craft (visual art) +8, Craft (writing) +8, Forgery +10, Investigate +4, Knowledge (Behavioral 
  Sciences) +8, Knowledge (Technology) +8, Read/Write Language +3 (English, Spanish, 
  Portuguese, French), Repair +8, Search +4, Sense Motive +3, Speak Language +3 (English, 
  Spanish, Portuguese, French) 
  Feats: Attentive, Builder (Craft [electronic], Craft [mechanical]), Meticulous, Personal 
  Firearms Proficiency 
  Talents (Smart Hero): Savant (Craft [electronic]), Plan 
  Possessions: wrench, Beretta 93R 
   
  Trajeto de Righteous Terrorist 
   
  Fast Hero 4/Infantry Training 2 CR 6; Medium-size humanoid; HD 4d8+8 plus 2d10+4; HP 
  41; Mas 14; Init +2; Spd 30 ft; Defense 18, touch 18, flatfooted 16 (+0 size, +2 Dex, +6 
  class); BAB +4; Grap +5; Atk +5 melee (1d4+1/19-20, Knife), or +6 ranged (2d4+0, CZ 
  Model 61 Skorpion); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +5, 
  Ref +6, Will +2; AP 3; Rep +1; Str 12, Dex 15, Con 14, Int 8, Wis 13, Cha 10. 
  Occupation: Criminal (Hide, Move Silently) 
  Skills: Craft (structural) +2, Hide +8, Intimidate +2, Knowledge (Streetwise) +3, Knowledge 
  (Tactics) +1, Listen +3, Move Silently +6, Navigate +1, Sleight of Hand +6, Spot +7, Survival 
  +3 
  Feats: Advanced Firearms Proficiency, Alertness, Burst Fire, Double Tap, MOS Rifleman 
  (Search, Spot, Survival), Personal Firearms Proficiency, Point Blank Shot 
  Talents (Fast Hero): Evasion, Uncanny Dodge 1 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1 
  Possessions: Knife, CZ Model 61 Skorpion, 2 full 10 round clips of .32 Auto, 2 fragmentation 
  grenades, bottle of tequila. 
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 26 - 
   - 
  2) BARRACKS 
    
  This wooden building is in good repair, with the glass intact on the side windows. The doors 
  are well hung and painted a light blue color. No electric cables or lights are in evidence, 
  although one window has a wire leading to a radio aerial on the roof coming out of it. 
  Inside are twenty bunks, each with foot lockers at the foot of the bunk. The bunks are 
  wooden frame, with straw filled mattresses covered by rough wool blankets. Only six of the 
  bunks are occupied by men sleeping, their weapons lying on top of the foot locker at the foot 
  of their individual bunks, but a table at the east end of the building has four men playing cards 
  and arguing. Their weapons are stacked against the east wall, slightly out of reach. A single 
  radio on a window sill plays a local radio station. 
  Upon entry, all of the men will sit, shocked for a moment, and then lunge as one for their 
  weapons, one man kicking the table over and the other flinging a bottle of tequila at the 
  intruders. Their shouts will wake the men in the beds, who will scramble for their weapons, 
  taking 2 rounds to get their hands on them. The men on the beds will use their beds for cover, 
  while the card players will attempt to use the table for cover. 
   
  Trajeto de Righteous Soldiers (x10) 
   
  Strong Hero 2/Infantry Training 1 CR 3; Medium-size humanoid; HD 2d8+2 plus 1d10+1; 
  HP 18; Mas 13; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 
  class); BAB +2; Grap +4; Atk +4 melee (1d4+2/19-20, Knife), or +5 ranged (2d8+0, AK-47); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +4, Ref +3, Will +0; AP 1; 
  Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8. 
  Occupation: Criminal (Knowledge [Streetwise], Sleight of Hand) 
  Skills: Bluff +0, Craft (structural) +5, Knowledge (Streetwise) +5, Knowledge (Tactics) +6, 
  Listen +2, Navigate +3, Repair +4, Sleight of Hand +6, Spot +2, Survival +2 
  Feats: Advanced Firearms Proficiency, Alertness, MOS Rifleman (Intimidate, Knowledge 
  [Tactics]), Personal Firearms Proficiency, Weapon Focus 
  Talents (Strong Hero): Extreme Effort 
  Talents (Infantry Training): Defensive Position +1 
  Possessions: Knife, AK-47, OD green fatigues, combat boots, LCE, 4 full 30-round clips of 
  7.62mm, canteen, 4 frag grenades. 
   
  The four poker players also have a bottle of whiskey, a deck of cards, 1400 pesos, and suffer 
  a -1 penalty to all checks due to intoxication. 
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 27 - 
   - 
  3) HQ BUILDING 
     
  This windowless cinderblock building is painted a dull green, and from within the steady 
  pounding of generators can be heard. The roof has two large radio antennas on the roof, as 
  well as a small satellite dish receiver. 
  The main room contains two tables in the middle of the room, a set of bookshelves against 
  the north wall, a detailed map of the country on the south wall, and a roster list on the west 
  wall above a desk containing a desktop computer. The desktop has satellite internet access 
  and detailed files on the US and British embassies in the capitol, as well as names and 
  addresses for people who work there, guard routes and times, locations of sniper/anti-sniper 
  positions, and the key codes for several of the electronic keycard access panels. The data on 
  the computer is encrypted and locked, but the embassy details are open. 
  In this room are four men. Three of them are local nationals and known members of Trajeto 
  de Righteous, but the last is a shock and a major coup: Mr. Halik Mossa, an American born 
  businessman who recently gave up his citizenship and has begun openly supporting anti-
  American/European government terrorist groups. Mr. Mossa is an Oklahoma-born Caucasian 
  and hard-line Christian Fundamentalist, and is armed and overseeing the entry of the names 
  of several CIA agents in Calstinopa into the computer by Jose Vasquez, the leader of Trajeto 
  de Righteous. The other two men are standing nearby, awaiting any word back from the two 
  groups who have gone out to investigate the Black Hawk crash sites. 
  All four men will attempt to fight to the death, and Mr. Mossa will attempt to force the party 
  to kill him. 
   
  Trajeto de Righteous Leader 
  Jose Vasquez 
   
  Charismatic Hero 8/Leadership Training 4/Dedicated Hero 3 
  CR 15; Medium-size humanoid; HD 8d6+0 plus 4d8+0 plus 
  3d6+0; HP 57; Mas 10; Init +2; Spd 30 ft; Defense 19, touch 
  19, flatfooted 17 (+0 size, +2 Dex, +7 class); BAB +9; Grap +9; 
  Atk +9 melee (1d4+0/19-20, Knife), or +11 ranged (2d6+0, 
  Beretta Model 12S); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL None; 
  SV Fort +7, Ref +8, Will +9; AP 7; Rep +10; Str 10, Dex 14, 
  Con 10, Int 13, Wis 13, Cha 15. 
  Occupation: White Collar (Diplomacy, Knowledge [Business]) 
  Skills: Bluff +20, Craft (writing) +14, Diplomacy +23, Disguise 
  +10, Gather Information +20, Intimidate +12, Knowledge 
  (Behavioral Sciences) +13, Knowledge (Business) +14, 
  Knowledge (Current Events) +7, Knowledge (Popular Culture) 
  +4, Knowledge (Tactics) +7, Knowledge (Theology and 
  Philosophy) +7, Profession +14, Read/Write Language +6 
  (English, Spanish, German, Russian, Farsi, Portuguese), 
  Sense Motive +5, Speak Language +6 (English, Spanish, 
  German, Russian, Farsi, Portuguese) 
  Feats: Advanced Firearms Proficiency, Deceptive, Henchmen, 
  Leadership, MOS Psychological Operations (Bluff, Diplomacy, 
  Gather Information), Officer Candidate School, Personal 
  Firearms 
  Proficiency, 
  Psychological 
  Warfare, 
  Renown, 
  Tactician - Squad, Teamwork (Specific Group), Trustworthy, 
  Windfall 
  Talents (Charismatic Hero): Charm, Coordinate, Inspiration, 
  Favor 
  Talents (Leadership Training): Voice of Command 1/day, 
  Voice of Command (Snap Decision), Terrain Specialization, 
  Assault Training 
  Talents (Dedicated Hero): Skill Emphasis (Diplomacy), Faith 
  Possessions: Knife, Beretta Model 12S, business suit. 
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 28 - 
   - 
   
   
  Trajeto de Righteous Organizer 
   
  Smart Ordinary 8 CR 8; Medium-size humanoid; HD 8d6+-8; HP 20; Mas 8; Init +2; Spd 30 
  ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 class); BAB +4; Grap +5; Atk +5 
  melee (1d4+1, Club), or +6 ranged (2d6+0, Beretta 92R); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Halik Mossa; SV Fort +1, Ref +4, Will +5; AP 4; Rep +3; Str 12, Dex 14, Con 8, Int 15, Wis 
  13, Cha 10. 
  Occupation: Student (Computer Use, Knowledge [Technology], Research) 
  Skills: Computer Use +13, Craft (electronic) +14, Craft (mechanical) +14, Craft (visual art) 
  +6, Craft (writing) +12, Disable Device +12, Forgery +14, Investigate +14, Knowledge 
  (Technology) +12, Profession +11, Read/Write Language +2 (C++, Visual Basic, Portuguese), 
  Repair +12, Research +12, Search +8, Sense Motive +3 
  Feats: Attentive, Builder (Craft [electronic], Craft [mechanical]), Intuitive Mechanic, Meticulous 
  Talents (Smart Ordinary):  
  Possessions: Club, Beretta 92R with 2 clips, laptop, satellite modem, programming 
  database, satellite access codes, bank account numbers. 
   
  Trajeto de Righteous Terrorist 
   
  Tough Hero 4/Infantry Training 3 CR 7; Medium-size humanoid; HD 4d10+8 plus 3d10+6 
  plus 3; HP 56; Mas 15; Init +2; Spd 30 ft; Defense 20, touch 17, flatfooted 18 (+0 size, +2 
  Dex, +5 class, +3 equipment); BAB +5; Grap +6; Atk +6 melee (1d4+1/19-20, Knife), or +7 
  ranged (2d8+0, FN P90); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Halik Mossa; SV Fort +6, Ref 
  +5, Will +3; AP 3; Rep +1; Str 12, Dex 14, Con 15, Int 12, Wis 13, Cha 10. 
  Occupation: Criminal (Knowledge [Streetwise], Move Silently) 
  Skills: Craft (structural) +5, Drive +6, Hide +3, Intimidate +4, Knowledge (Streetwise) +8, 
  Knowledge (Tactics) +4, Listen +3, Move Silently +3, Navigate +4, Read/Write Language +2 
  (English, Farsi, Portuguese), Speak Language +2 (English, Farsi, Portuguese), Spot +7, 
  Survival +8 
  Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Burst Fire, MOS 
  Rifleman (Hide, Knowledge [Tactics], Survival), Personal Firearms Proficiency, Point Blank 
  Shot, Toughness 
  Talents (Tough Hero): Second Wind, Damage Reduction 1/— 
  Talents (Infantry Training): Defensive Position +1, Shock Assault 1 
  Possessions: Undercover Vest, Knife, FN P90 with 4 full magazines, 2 flash grenades, 2 
  fragmentation grenades, business suit, loafers, briefcase. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 29 - 
   - 
  Halik Mossa 
    
  Charismatic Hero 7/Leadership Training 3 CR 10; Medium-size 
  humanoid; HD 7d6+7 plus 3d8+3; HP 49; Mas 12; Init -1; Spd 30 ft; 
  Defense 14, touch 13, flatfooted 15 (+0 size, -1 Dex, +4 class, +1 
  equipment); BAB +5; Grap +5; Atk +5 melee (1d4+0/19-20, Knife), or 
  +4 ranged (2d8+0, MTAR Micro); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Trajeto de Righteous; SV Fort +6, Ref +4, Will +7; AP 5; Rep +9; Str 
  10, Dex 8, Con 12, Int 13, Wis 14, Cha 15. 
  Occupation: Dilettante (Intimidate) 
  Skills: Bluff +11, Diplomacy +11, Disguise +6, Gather Information 
  +11, 
  Intimidate 
  +11, 
  Knowledge 
  (Behavioral 
  Sciences) 
  +5, 
  Knowledge (Business) +7, Knowledge (Civics) +4, Knowledge 
  (Current Events) +7, Knowledge (Popular Culture) +7, Knowledge 
  (Streetwise) +7, Knowledge (Tactics) +8, Knowledge (Theology and 
  Philosophy) +7, Navigate +4, Profession +8, Read/Write Language 
  +3 (English, Spanish, Farsi, Portuguese), Sense Motive +8, Speak 
  Language +3 (English, Spanish, Farsi, Portuguese), Swim +1 
  Feats: Advanced Firearms Proficiency, Jungle/Swamp Warfare 
  College (Hide, Knowledge [Tactics], Survival), Personal Firearms 
  Proficiency, Renown, Tactician - Squad, Teamwork (Trajeto de 
  Righteous), Windfall, Windfall 
  Talents (Charismatic Hero): Charm, Favor, Captivate, Coordinate 
  Talents (Leadership Training): Voice of Command 1/day, Voice of 
  Command (Snap Decision), Terrain Specialization 
  Possessions: Light Undercover Vest, Knife, MTAR Micro; Wealth 
  +17 
   
  4) ARMORY 
     
  This squat cinderblock building has no windows and only a single metal door that is 
  guarded by two men carrying AK-47 rifles. The door is padlocked from the outside. Inside are 
  12 metal racks bolted to the north, south and western walls, with the eastern wall stacked with 
  boxes of ammunition. The racks hold 85 AK-47 assault rifles, and 6 PKM light machine guns. 
  There are 18 boxes of 7.62mm ammunition, each box containing 700 rounds of ammunition. 
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 30 - 
   - 
  5) BARRACKS 
     
  This barracks is currently empty, the beds made neatly and the footlockers empty. A 
  successful Search check (DC 20) will discover that the men who were sleeping here have left 
  within the last 24 hours. A result of 30 on the Search check turns up a corner of a map that 
  seems to be the northeast section of the US embassy. 
   
   
   
  6) BARRACKS 
     
  This barracks building once housed 25 soldiers, but is now empty and home to 
  approximately 80 chickens that are on the loose. 
   
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 31 - 
   - 
  7) AMMUNITION/FUEL DEPOT 
     
  This fenced-off area contains stacks of crates and several clusters of 55-gallon drums. 
  There are 130 boxes of 23mm Fragmentation/High Explosive ammunition for the ZSU-23-4s, 
  containing 500 rounds each. There are 6 clusters of drums, each cluster consisting of 10 
  barrels – 5 of diesel, 2 of motor oil, and 3 empty.  
   
   
   
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 32 - 
   - 
  8) DILAPIDATED HOUSE 
     
  This house has holes in the roof, broken windows covered by canvas from the inside, and 
  two guards outside the building. From inside can be heard a generator. Inside this one-room 
  house is a generator, television recording equipment, banners with the logo “AMERICA IS 
  THE ENEMY!”, “DEATH TO THE IMPERIALISTS” and “UNITY AND COMRADERIE FOR 
  ALL!” in Portuguese. The floor is covered with straw and two men stand guard inside the 
  building carrying AK-47s. Lying next to a large pile of bloody straw, where the naked, 
  headless body of a woman huddles pitifully, is a heavy machete that is covered with blood. 
  The five remaining prisoners are bound and gagged within the room. All of them are bruised 
  and have been badly abused by their captors. Most of them are frightened and horrified, 
  forced to watch as the terrorists videotaped the rape and beheading of the dead woman. 
  When the alarm is sounded, or characters break in, the two guards inside the building (if 
  alerted) will spray automatic fire into the hostages. 
   
   
   
  Trajeto de Righteous Soldiers (x2) 
   
  Strong Hero 2/Infantry Training 1 CR 3; Medium-size humanoid; HD 2d8+2 plus 1d10+1; 
  HP 18; Mas 13; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 
  class); BAB +2; Grap +4; Atk +4 melee (1d4+2/19-20, Knife), or +5 ranged (2d8+0, AK-47); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +4, Ref +3, Will +0; AP 1; 
  Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8. 
  Occupation: Criminal (Knowledge [Streetwise], Sleight of Hand) 
  Skills: Bluff +0, Craft (structural) +5, Knowledge (Streetwise) +5, Knowledge (Tactics) +6, 
  Listen +2, Navigate +3, Repair +4, Sleight of Hand +6, Spot +2, Survival +2 
  Feats: Advanced Firearms Proficiency, Alertness, MOS Rifleman (Intimidate, Knowledge 
  [Tactics]), Personal Firearms Proficiency, Weapon Focus 
  Talents (Strong Hero): Extreme Effort 
  Talents (Infantry Training): Defensive Position +1 
  Possessions: Knife, AK-47, OD green fatigues, combat boots, LCE, 4 full 30-round clips of 
  7.62mm, canteen, 4 frag grenades. 
  
  YEAR OF THE ZOMBIE 
   
  - 33 - 
   - 
   
  Candy Lewman 
  Dedicated Ordinary 3 CR 3; Medium-size female humanoid; HD 
  3d6+3; HP 14; Mas 13; Init +2; Spd 30 ft; Defense 14, touch 14, 
  flatfooted 12 (+0 size, +2 Dex, +2 class); BAB +2; Grap +2; Atk +2 
  melee (1d6+0, weapon), or +4 ranged (1d6+0, weapon); FS 5 ft by 
  5 ft; Reach 5 ft; SQ ; AL Law, Good; SV Fort +3, Ref +3, Will +1; 
  AP 1; Rep +1; Str 10, Dex 15, Con 13, Int 14, Wis 8, Cha 12. 
  Occupation: Academic (Computer Use, Knowledge [Art], Speak 
  Language) 
  Skills: Computer Use +8, Craft (visual art) +6, Craft (writing) +6, 
  Decipher Script +4, Investigate +4, Knowledge (Art) +10, 
  Knowledge (Behavioral Sciences) +6, Knowledge (Civics) +8, 
  Knowledge (Current Events) +4, Knowledge (Popular Culture) +6, 
  Listen +1, Read/Write Language +1 (Portuguese), Research +4, 
  Sense Motive +3, Speak Language +1 (Portuguese), Survival +1 
  Feats: Attentive, Educated (Knowledge [Art], Knowledge [Civics]), 
  Studious 
   
  Harvey Shang 
  Dedicated Ordinary 3 CR 3; Medium-size male humanoid; HD 
  3d6+3; HP 14; Mas 13; Init -1; Spd 30 ft; Defense 11, touch 11, 
  flatfooted 12 (+0 size, -1 Dex, +2 class); BAB +2; Grap +3; Atk +3 
  melee (1d6+1, weapon), or +1 ranged (1d6+0, weapon); FS 5 ft by 
  5 ft; Reach 5 ft; SQ ; AL Law, Good; SV Fort +3, Ref +0, Will +2; 
  AP 1; Rep +1; Str 12, Dex 8, Con 13, Int 15, Wis 10, Cha 14. 
  Occupation: Student (Computer Use, Knowledge [Behavioral 
  Sciences], Knowledge [Theology and Philosophy]) 
  Skills: Balance +1, Computer Use +6, Concentration +3, Craft 
  (mechanical) +4, Craft (pharmaceutical) +4, Craft (structural) +4, 
  Gamble +2, Intimidate +4, Investigate +4, Knowledge (Art) +4, 
  Knowledge (Behavioral Sciences) +8, Knowledge (Current Events) 
  +4, Knowledge (Popular Culture) +4, Knowledge (Theology and 
  Philosophy) +8, Listen +2, Read/Write Language +1 (Portuguese), 
  Sense Motive +4, Speak Language +1 (Portuguese), Spot +2, 
  Survival +2 
  Feats: Attentive, Confident, Focused 
   
  Tiffany Velencia 
  Charismatic Ordinary 3 CR 3; Medium-size female humanoid; HD 
  3d6+0; HP 11; Mas 10; Init -1; Spd 30 ft; Defense 10, touch 10, 
  flatfooted 11 (+0 size, -1 Dex, +1 class); BAB +1; Grap +2; Atk +2 
  melee (1d6+1, weapon), or +0 ranged (1d6+0, weapon); FS 5 ft by 
  5 ft; Reach 5 ft; SQ ; AL Law, Good; SV Fort +2, Ref +1, Will +2; 
  AP 1; Rep +2; Str 12, Dex 8, Con 10, Int 15, Wis 13, Cha 14. 
  Occupation: Creative (Computer Use, Craft [writing], Knowledge 
  [Art]) 
  Skills: Bluff +6, Computer Use +8, Craft (pharmaceutical) +3, Craft 
  (structural) +4, Craft (visual art) +6, Craft (writing) +6, Decipher 
  Script +4, Diplomacy +8, Gather Information +10, Handle Animal 
  +6, Intimidate +4, Knowledge (Art) +8, Knowledge (Behavioral 
  Sciences) +8, Knowledge (Current Events) +4, Knowledge (Popular 
  Culture) +4, Knowledge (Theology and Philosophy) +4, Profession 
  +2, Read/Write Language +1 (English, Portuguese), Research +4, 
  Speak Language +1 (English, Portuguese) 
  Feats: Studious, Trustworthy, Windfall 
   
  
  YEAR OF THE ZOMBIE 
   
  - 34 - 
   - 
   
  Mortimer Goldwater 
  Dedicated Hero 4 CR 4; Medium-size male humanoid; HD 4d6+8; 
  HP 22; Mas 15; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 
  13 (+0 size, +2 Dex, +3 class); BAB +3; Grap +2; Atk +2 melee 
  (1d6+-1, weapon), or +5 ranged (1d6+0, weapon); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL Law, Good, Judiasm; SV Fort +4, Ref +3, Will 
  +3; AP 2; Rep +2; Str 8, Dex 14, Con 15, Int 10, Wis 13, Cha 12. 
  Occupation: Doctor (Craft [pharmaceutical], Treat Injury) 
  Skills: Balance +4, Concentration +4, Craft (pharmaceutical) +8, 
  Forgery +2, Investigate +2, Knowledge (Behavioral Sciences) +6, 
  Knowledge (Current Events) +1, Knowledge (Earth and Life 
  Sciences) +4, Knowledge (Physical Sciences) +3, Knowledge 
  (Theology and Philosophy) +6, Read/Write Language +1 (English, 
  Portuguese), 
  Search 
  +2, 
  Speak 
  Language 
  +1 
  (English, 
  Portuguese), Survival +4, Treat Injury +11 
  Feats: Educated (Knowledge [Behavioral Sciences], Knowledge 
  [Earth and Life Sciences]), Focused, Medical Expert, Meticulous, 
  Surgery 
  Talents (Dedicated Hero): Empathy, Healing Knack 
   
  Catheline Lograine 
  Strong Ordinary 5 CR 5; Medium-size female humanoid; HD 
  5d8+10; HP 33; Mas 14; Init +0; Spd 30 ft; Defense 13, touch 13, 
  flatfooted 13 (+0 size, +0 Dex, +3 class); BAB +5; Grap +6; Atk +6 
  melee (1d6+1, weapon), or +5 ranged (1d6+0, weapon); FS 5 ft by 
  5 ft; Reach 5 ft; SQ ; AL Law, Good, Catholicism; SV Fort +5, Ref 
  +1, Will +2; AP 2; Rep +1; Str 12, Dex 10, Con 14, Int 15, Wis 13, 
  Cha 8. 
  Occupation: Rural (Handle Animal, Repair) 
  Skills: Climb +3, Computer Use +4, Concentration +3, Craft 
  (chemical) +3, Craft (electronic) +3, Craft (mechanical) +6, Craft 
  (structural) +10, Handle Animal +2, Knowledge (Current Events) +6, 
  Knowledge (Popular Culture) +4, Knowledge (Streetwise) +5, 
  Read/Write Language +2 (English, Portuguese, Spanish), Repair 
  +10, Speak Language +2 (English, Portuguese, Spanish) 
  Feats: Brawl, Builder (Craft [mechanical], Craft [structural]), 
  Gearhead, Intuitive Mechanic 
   
   
   
   
   
   
   
  “I want to make a Knowledge (Tactics) roll…” 
  This will be one of the more difficult locations for the PCs to aggress. Should the siren in the camp go off, or 
  the guards spot any of the characters moving in on the house (Hide check, DC 15) the guards will immediately 
  move to kill the hostages. 
  Result 
  Tactical Recommendation 
  5 
  Kill the two guards out front and rush the house. 
  10 
  Use stealth to move up and eliminate the guards with knives, bust in the door and shoot any guards 
  inside. 
  15 
  As above, but use a flash-bang on the interior of the building. 
  20+ 
  Use stealth to eliminate the guards out front via silenced pistols or knives, open the door carefully 
  and engage all guards with silenced weapons. Move in rapidly, secure the hostages, and move back 
  t
  i kl
  
  YEAR OF THE ZOMBIE 
   
  - 35 - 
   - 
  9) MOTOR POOL 
     
  This muddy patch contains 4 jeeps, 4 pickup trucks with PKM mounts in the bed, 1 Dodge 
  SUV, 1 BMW luxury car, and 2 cargo trucks. One of the jeeps has its hood up, and a 
  particularly nasty, greasy looking man is working on the engine, having already removed the 
  fan and the pulleys from the engine. All of the vehicles run (with the exception of the one 
  being worked on, and that one will be finished by nightfall) and have the keys in them. 
  The BMW’s trunk has 15 60mm mortars in it, all wired to a detonator controlled from the 
  driver’s seat by pulling up the emergency break. Its recent conversion is in preparation for 
  assaulting the US Embassy in three days. 
  Note:  Some characters will wish to use the vehicles to either get back to the helicopters or 
  to travel back to the capital city in. Stress the horrible road conditions and the fact that there 
  may be ambushes along the way for those trying to go back to the capital. For those who wish 
  to try to drive, stress the fact that they would be moving through the jungle with the vehicles, 
  and even though the investigation patrol made it there, they have no idea what kinds of 
  threats are between themselves and the capital once they rescue the other soldiers at the 
  downed Black Hawk. 
   
   
  Mechanic 
   
  Smart Hero 3/Tough Hero 3/Techie 3/Infantry Training 1 CR 10; Medium-size humanoid; 
  HD 3d6+6 plus 3d10+6 plus 3d6+6 plus 1d10+2; HP 65; Mas 14; Init +2; Spd 30 ft; Defense 
  18, touch 18, flatfooted 16 (+0 size, +2 Dex, +6 class); BAB +4; Grap +5; Atk +5 melee 
  (1d4+1, Wrench), or +6 ranged (2d8+0, RSA AKSU-74); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Trajeto de Righteous; SV Fort +7, Ref +6, Will +7; AP 5; Rep +3; Str 12, Dex 14, Con 14, Int 
  14, Wis 13, Cha 10. 
  Occupation: Criminal (Disable Device, Knowledge [Streetwise]) 
  Skills: Computer Use +13, Craft (chemical) +5, Craft (electronic) +13, Craft (mechanical) 
  +16, Craft (structural) +8, Decipher Script +5, Demolitions +5, Disable Device +14, Drive +10, 
  Investigate +5, Knowledge (Streetwise) +11, Knowledge (Tactics) +8, Knowledge 
  (Technology) +5, Navigate +6, Pilot +4, Repair +16, Research +5, Search +5, Spot +7, 
  Survival +7 
  Feats: Advanced Firearms Proficiency, Builder (Craft [electronic], Craft [mechanical]), Burst 
  Fire, Gear-head, MOS Maintenance (Craft [mechanical], Drive, Repair), MOS Rifleman 
  (Knowledge [Tactics], Spot, Survival), Personal Firearms Proficiency, Vehicle Expert 
  Talents (Smart Hero): Savant (Repair), Plan 
  Talents (Tough Hero): Second Wind, Damage Reduction 1/— 
  Talents (Techie): Jury-rig +2, Extreme Machine 
  Talents (Infantry Training): Defensive Position +1 
  Possessions: Wrench, RSA AKSU-74 with 5 full 30 round magazines, 4 fragmentation 
  grenades, OD green fatigues, combat boots, mastercraft toolkit (electrical) and mastercraft 
  toolkit (mechanical) 
  
  YEAR OF THE ZOMBIE 
   
  - 36 - 
   - 
  UNDERGROUND 
   
  These tunnels are dug into the dirt, and 
  supported every 15 feet by wooden bracings. 
  There is a single line of lights in the middle of 
  the tunnels, with a light bulb every 20 feet, 
  providing dim illumination to the tunnels. Each 
  room is heavily braced and has a single string of 
  light leading into it. 
   
   
   
  10) UNDERGROUND 
  ARMORY. 
     
  This 
  underground 
  room 
  contains 
  the 
  ammunition that Jose Vasquez wishes kept from 
  prying eyes. Stacked against the walls are 240 
  AK-47s, 38 M-16A1s, 8 Dragunov SVDs, 9 
  RPG-7 launchers, 246 RPG-7 rockets, 22 SA-18 GROUSE SAMs, 22 PKMs, 238 boxes of 
  7.62mm ammunition (700 rounds per box), 120 boxes of 5.56mm ammunition (925 rounds 
  per box), 4 60mm mortars, 183 60mm HE mortars, and 14 boxes each containing 30 pounds 
  of C-4 as well as 120 blasting caps per box. This room is guarded at all times by 2 guards 
  carrying AK-47s. 
   
   
   
  11) UNDERGROUND BARRACKS 
     
  In order to conceal his full troop strength in hopes of being able to easily overwhelm any 
  strikes by European or American soldiers, Vasquez has moved the majority of his troops to 
  this underground barracks instead of the aboveground buildings. In this room are 75 wooden 
  bunks, with hand-spun wool blankets and straw mattresses. At the foot of each bunk is a 
  footlocker for each terrorist’s personal possessions. 
  
  YEAR OF THE ZOMBIE 
   
  - 37 - 
   - 
  With Trajeto de Righteous’ upcoming strike against the US embassy, the majority of his 
  troops have already infiltrated Cidade das Peras in anticipation of the attack. As a result, only 
  six people remain asleep in the barracks. However, once the alarm is set off, they will quickly 
  dress and get weapons from the underground armory, intent on keeping any invaders out of 
  the underground sections of the camp. 
   
   
  Trajeto de Righteous Terrorists (x6) 
   
  Strong Hero 2/Infantry Training 1 CR 3; Medium-size humanoid; HD 2d8+2 plus 1d10+1; 
  HP 18; Mas 13; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 
  class); BAB +2; Grap +4; Atk +4 melee (1d4+2/19-20, Knife), or +5 ranged (2d8+0, AK-47); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +4, Ref +3, Will +0; AP 1; 
  Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8. 
  Occupation: Criminal (Knowledge [Streetwise], Sleight of Hand) 
  Skills: Bluff +0, Craft (structural) +5, Knowledge (Streetwise) +5, Knowledge (Tactics) +6, 
  Listen +2, Navigate +3, Repair +4, Sleight of Hand +6, Spot +2, Survival +2 
  Feats: Advanced Firearms Proficiency, Alertness, MOS Rifleman (Intimidate, Knowledge 
  [Tactics]), Personal Firearms Proficiency, Weapon Focus 
  Talents (Strong Hero): Extreme Effort 
  Talents (Infantry Training): Defensive Position +1 
  Possessions: Knife, AK-47, OD green fatigues, combat boots, LCE, 4 full 30-round clips of 
  7.62mm, canteen, 4 frag grenades. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 38 - 
   - 
  12) UNDERGROUND STORAGE 
     
  This room contains boxes of OD green uniforms, combat boots, and other uniform 
  components bought off the internet from collapsed Soviet satellite states and stored here to 
  equip soldiers of Trajeto de Righteous with “military gear” in order to give them a more 
  unified, professional look. Also stored down here are 12 60 gallon drums of water and 
  foodstuffs to feed the camp. 
   
   
   
  13) MESS HALL 
     
  This building contains 12 picnic tables, two large stoves, a sink, two cupboards, and a large 
  table where the food is laid out. A small room in the back is where the cook sleeps. The cook 
  can be found either preparing food or playing cards in the barracks. 
   
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 39 - 
   - 
  Cook 
   
  Tough Ordinary 1 CR 1; Medium-size humanoid; HD 1d10+2; HP 8; Mas 15; Init +2; Spd 30 
  ft; Defense 13, touch 13, flatfooted 11 (+0 size, +2 Dex, +1 class); BAB +0; Grap +0; Atk +0 
  melee (1d4+0/19-20, Meat Cleaver), or +2 ranged (2d6+0, 9mm Baretta); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL Trajeto de Righteous; SV Fort +3, Ref +2, Will +1; AP 0; Rep +0; Str 10, 
  Dex 14, Con 15, Int 8, Wis 13, Cha 12. 
  Occupation: Rural (Handle Animal, Survival) 
  Skills: Handle Animal +2, Hide +4, Intimidate +2, Knowledge (Streetwise) +1, Move Silently 
  +4, Survival +5 
  Feats: Brawl, Personal Firearms Proficiency, Stealthy 
  Possessions: Meat Cleaver, 9mm Baretta with 2 full clips, OD green uniform, combat boots. 
   
  14) ANIMAL PEN 
     
  The animal pen is a rude wooden fence encompassing about 90 goats and 22 pigs. There 
  are eight  troughs, two per side, they are used to feed and water the goats and pigs. 
  Trampled into the muck are the bones and remains of over 60 people who were killed and 
  then fed to the animals to dispose of them. 
   
   
   
  15) GUARD TOWER 
    
  These towers stand about 30 feet high, and each is manned by a single guard armed with a 
  personal AK-47 and the PKM LMG mounted to a swivel. The guards are supposed to watch 
  the surrounding jungle with binoculars, but mostly spend their time snoozing or reading porno 
  magazines. Because of their inattentiveness, they suffer a -4 competence penalty to Spot 
  checks. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 40 - 
   - 
   
   
   
  Guard 
   
  Strong Hero 2/Infantry Training 1 CR 3; Medium-size humanoid; HD 2d8+2 plus 1d10+1; 
  HP 18; Mas 13; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+0 size, +2 Dex, +3 
  class); BAB +2; Grap +4; Atk +4 melee (1d4+2/19-20, Knife), or +5 ranged (2d8+0, AK-47) 
  or +4 ranged (2d10, PKM LMG); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Trajeto de Righteous; SV 
  Fort +4, Ref +3, Will +0; AP 1; Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8. 
  Occupation: Criminal (Knowledge [Streetwise], Sleight of Hand) 
  Skills: Bluff +0, Craft (structural) +5, Knowledge (Streetwise) +5, Knowledge (Tactics) +6, 
  Listen +2, Navigate +3, Repair +4, Sleight of Hand +6, Spot +2, Survival +2 
  Feats: Advanced Firearms Proficiency, Alertness, MOS Rifleman (Intimidate, Knowledge 
  [Tactics]), Personal Firearms Proficiency, Weapon Focus (AK-47) 
  Talents (Strong Hero): Extreme Effort 
  Talents (Infantry Training): Defensive Position +1 
  Possessions: Knife, AK-47, OD green fatigues, combat boots, LCE, 4 full 30-round clips of 
  7.62mm, canteen, 4 frag grenades. 
   
   
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 41 - 
   - 
  THE RISING BEGINS 
    
  For unknown, unexplained reasons, the bodies of the recently dead begin returning to life 
  as the characters are carrying out their mission. While freeing the hostages, one of them will 
  point to Abigail Hastings' severed head and scream. The head’s eyes are open and looking 
  around, focusing on any movement and tracking it, while the jaw silently works. The dead 
  guards will sit up slowly and look around, their dead eyes quickly locking onto the PCs and 
  the hostages, their mouths opening to let forth a dry, hungry hiss. 
  Those killed during this mission, for the most part, will become normal zombies. ZSU or 
  roadblock crews will remain where they were, unless attracted by automatic weapons fire, 
  while those who went to check out the Black Hawk crash sites will Rise and continue on to 
  those sites. 
  The crew and passengers of Casey-1, all killed in the crash, will Rise and begin to head 
  toward the campground as best as their mangled bodies will allow. They will come into 
  contact with the Eastern roadblock after about two hours. 
   
  Without radio contact with US SOCOM or the embassy, the PCs will have to fight their way 
  back to the wreck of Casey-2, through both zombies and the remaining terrorists. The 
  zombies will follow the characters, and the hostages, all the way to the wreck of Casey-2, 
  attracting the attention of other zombies and drawing a large crowd. 
   
  At the wreck of Casey-2, hasty positions have been created, and the wounded have been 
  treated as best as possible. Once contact is established with USSOCOM and the embassy, 
  an extraction team consisting of 2 squads of Marines, 4 Black Hawk helicopters and 2 Apache 
  gun ships will be scrambled to extract the PCs as soon as possible. SOCOM and the 
  embassy both will advise the characters that there is civil unrest affecting many areas of the 
  world, and to be on the lookout for any bio-weaponry. They will be asked repeatedly if the 
  campground contained bio-weapons or bio-weaponry manufacturing equipment. 
   
  They will then be ordered to hold their position at all costs, and the use of lethal force 
  against civilians who disregard verbal orders to leave the area is authorized. It will take 45 
  minutes for the extraction team to reach the PCs, and during this time, they will be assaulted 
  repeatedly by small groups of zombies. Even if the PCs only kill the 4 hostage guards, those 
  guards will attack other members of the camp, and eventually, the zombies will come after the 
  PCs, following those who followed those who followed the PCs. 
   
  Every 10 minutes there will 
  be another group of 2d6+10 
  zombies that will attack the 
  characters, mainly going for 
  the wounded, though, they 
  will grapple anyone who gets 
  close to them. At the 45-
  minute mark, the extraction 
  team will arrive and will begin 
  loading the wounded, the 
  hostages, and the PCs onto 
  helicopters, and will fly them 
  out. 
    
  
  YEAR OF THE ZOMBIE 
   
  - 42 - 
   - 
  APPENDIX ONE 
   
  In Her Majesty’s Service 
   
   
  Britain has been a stalwart ally during the War on Terror, providing logistics, intelligence, 
  support, and manpower to her ally The United States of America. The British government has 
  vested interests in many other nations, both economically and politically, and the British SAS 
  is well known for professionalism and effectiveness. 
  For those of you who wish to play Britain’s role in The Rising, changing over to the British 
  SAS from the US Army 75th Rangers will require, mechanically, only the changing of 
  allegiances and the names. Game mechanics wise, the two will be interchangeable well 
  enough not to interfere with game play. 
  However, different weapons should be issued, as below: 
  • 
  FN BDA 9 (pistol) with 4 magazines issue to each soldier 
  • 
  FSAF L85A1 (assault rifle) replaces M-4 Carbine 
  • 
  AI PM Counter Terrorist replaces M-24 rifle in equipment 
  • 
  Beneili 121 MI shotgun replace M-870 
  • 
  HK MP5KA4 replaces SAW 
   
    
  
  YEAR OF THE ZOMBIE 
   
  - 43 - 
   - 
  APPENDIX TWO 
   
  Blood and Gold. Our blood, their gold. 
    
  Many players may not wish to be part of a military command, or give up equivalent level 
  characters to play pre-generated characters that they may feel are not “optimally configured” 
  in order to give the maximum benefits. Those who do not wish to use military characters may 
  be satisfied using what is known as “deniable assets”  (read: mercenaries). 
  This can be explained very easily: With the serious manpower shortages currently plaguing 
  the US military, the CIA and SOCOM have begun working together to use mercenaries in 
  some nations where mercenary operations are acceptable. Using a list of “recommended 
  assets” provided by the CIA and checked by the FBI and the DIA, SOCOM has begun tasking 
  out certain tasks to mercenary units. 
  With the fact that Calstinopa is not seen as a high priority area to many in the US 
  government, much less a civilian population that has probably never even heard of the small 
  nation, the deployment of a massive amount of troops, or pulling special operations troops off 
  current missions, possibly disrupting an ongoing operation and requiring a reassigned unit 
  time to get up to speed, was deemed unacceptable. 
  The CIA could approach the PCs and offer them a job in Calstinopa, laying it out  the same 
  as it is for military troops. While the mercenary team is en-route, they would be informed of 
  the hostage situation and be ordered to retrieve the hostages. Of course, their pay will be 
  increased due to the difficulty increase. 
  In order to keep the whole thing slightly more manageable, the CIA has insisted that the 
  PCs follow standard military weapons and equipment load out, to make it easier for SOCOM 
  to provide advice, intel, and guidance. 
  Mercenary characters will still be flown in via Black Hawk helicopters owned by the 
  Calstinopan government, will still have SOCOM over watch, which will provide them with up to 
  the minute tactical data until the helicopters are shot down. 
   
  APPENDIX THREE 
   
  FEMALES AND SOCOM 
   
  Like the flavor text says, women are not allowed in combat arms, nor in any combat unit. A 
  recent debate during the restructuring of the United States military accused the Army of 
  attempting to bypass the prohibition against females in combat by placing women in direct 
  combat support units. While real life prohibits women from serving field duty in special 
  operations units, there is no reason that a GM cannot include female PCs within a SOCOM 
  team. 
  SOCOM teams often work with specialists, such as Intelligence, Interrogation, Electronic 
  Warfare, NBC (nuclear/biological/chemical) Warfare, and other specially-skilled soldiers. 
  While common knowledge insists that females would not be a part of a SOCOM mission, no 
  matter what the skills, there is no reason that the GM cannot include a female character that 
  specializes in such a critical skill set. Units such as the Navy SEALS, 75th Rangers, Army 
  Special Forces, Air Force Commando, and Marine Recon care more about skill and ability 
  than sex as far as the mission is concerned. 
  Including a female character that specializes in something like Intelligence, Interrogation or 
  such would not break the bonds of believability, although the role of a mission critical 
  specialist will be one of a “protected package” which has nothing to do with sex, but rather the 
  fact that the mission hinges on the skills of the specialist. 
  Of course if your campaign already has female soldiers serving in special operations units, 
  then it’s not really a problem, now is it? 
   
  
  YEAR OF THE ZOMBIE 
   
  - 44 - 
   - 
  APPENDIX FOUR 
   
  NON-MILITARY IN THE GRINDER 
     
  While this series of adventures is primarily written for military characters, with mercenary 
  characters listed as a probable use, many players will not look forward to playing the part of a 
  military character due to being forced to follow mission operation plans and having others 
  over them who can give them orders . 
  Even mercenary characters have oversight by their CIA case manager and have some 
  accountability forced upon them, which may spoil some players' enjoyment. 
  There is no easy cure for that within this module set, as it primarily focuses around Duty and 
  Courage, as well as letting military PCs do their best to survive as the world crumbles around 
  them. Serious thought was placed into whether or not standard PCs could be used within this 
  series. 
  While certain later installments might allow standard PCs to take part in the adventure, for 
  the most part players who wish to go through the entire series will have to resign themselves 
  to the fact that they will have to play mercenaries or soldiers. 
  However, SOCOM troops are given a broad degree of latitude in their decisions and 
  actions, allowing for plenty of player decisions. While there is oversight into the characters' 
  actions, they will find more latitude than they may expect. As the Rising progresses, 
  commanders will attempt to maintain discipline and the chain of command, but the skills and 
  training of the characters will be in high demand, with commanders willing to overlook minor 
  insubordination as well as questionable methods in the later days. 
  In closing, just do your best, and if this series is not to you or your players' tastes, hopefully 
  the data contained in this document will still be of use to your game. 
   
   
   
   
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 45 - 
   - 
  APPENDIX FIVE 
   
  NATIONAL DATA 
  CALSTINOPA 
   
  Calstinopa is located north of Panama, on the eastern side of Central America. A small 
  nation roughly the size of Connecticut, the country is mostly rugged hills and thick jungle. 
  Within the nation of Costa Rica this country has still had several problems, most lately 
  involved with the remains of shattered drug cartels fleeing Costa Rica and joining with several 
  pro-Marxist terrorist/rebel groups. 
  Calstinopa is a partner in the North American War on Drugs program as well as a working 
  partner in the global War on Terror effort. While having been accused of turning a blind eye 
  toward drug trafficking and arms sales in the 1990s, the most recent president has made 
  great strides by enlisting the aid of the United States and Great Britain to combat the well-
  armed rebel forces within its borders. 
  Calstinopa is a land of great beauty, but only possesses two major cities, both of which are 
  located on the coast and primarily cater to the tourist industry. Beyond those cities, the 
  country is primarily made up of impoverished villages and towns, most of which are without 
  electricity. 
  With a staggeringly high poverty rate, a heavy, ongoing insurgency, and cries of corruption 
  in both the military and the rocky civilian government, Calstinopa has become a hotbed for 
  terrorist and drug activities. 
   
   
   
  Geography 
    
  Calstinopa is primarily jungle, with resorts dotting the coastline and two major cities, both on 
  the coast. Once outside of city limits or off of the highway that connects the two cities, the 
  terrain quickly becomes heavy rugged hills, with steep valleys and numerous cliffs. 
  Location: 
  Central America, within Costa Rica boundaries 
  Climate: Tropical; hot and wet summers; warm, cloudy, humid winters 
  Terrain: Rugged hills in the central and western part and lowlands in the east 
  Elevation Extremes: Lowest point: 0 m; highest point: 655 m 
   
  
  YEAR OF THE ZOMBIE 
   
  - 46 - 
   - 
  People 
     
  Primarily natives with a heavy mixing of Spanish and Dutch, the native people are brown 
  skinned, with straight black hair and black eyes being common. Many are thick-bodied with 
  large, heavy bone structure and severe cheek bones. 
  Population: 12,438,653 (July 2004 est.) 
  Languages: Portuguese (official), Spanish, English 
   
  Government 
     
  The Calstinopan government came into power in 1985, following a successful CIA-backed 
  coup against a brutal dictatorship that was engaged in a war of genocide against several of 
  the hill tribes. Despite the new governments claims of taking a hard stance on drugs; cocaine 
  and several designer drugs became the major cash export. Much of this was used to line the 
  pockets of government officials, as well as to rebuild the military with equipment from Ex-
  Soviet satellite nations after 1990. 
  The government is a democracy, with open voting available to everyone over the age of 18. 
  However, seeing as the scattered villages rarely vote, or if they do, their votes are rarely 
  counted, many consider this little more than a farce to keep the current “El Presidente” in 
  place. 
  The government is heavily backed by the military, which often doubles as a police force, 
  and is renowned for its acceptance of bribes. Recently, however, a lot of this has changed 
  when El Presidente requested out of habit “American military forces to fight the insurgents” 
  and received it in the form of a battalion of mechanized infantry. 
   
  Economy 
   
  Calstinopa relied heavily for years upon drugs to make its economy more than that of a 3rd 
  World Nation. Recently, with the War on Terror escalating, many of the drug cartels/terrorist 
  outfits have been slaughtered, bringing the drug trade almost to a screeching halt. 
  However, with the drop off in kidnappings, bombings and random killings, the economy is 
  on an upswing, and Calstinopa’s willingness to host genetic and stem cell research/medical 
  facilities has pumped a lot of money into the economy. 
  The tourist industry is mainly supported by large hotels and monthly “festivals” that cater to 
  both family entertainment, and in some places, much darker pleasures. Recently, ruins were 
  found in the jungle, and the government intends to provide tours of the ruins, despite the 
  displeasure of several of the villages out there. 
   
  Communications 
   
  For the most part, analog phone lines are easily accessible in the cities. Once a person has 
  left the city, however, only satellite communication or high powered radio can be used for 
  communication. Cell phone service is operable only within the two main cities. 
   
  Transportation 
     
  Within the two cities and along the beach highway, transportation is smooth and easy, 
  consisting of well maintained roads and cheap mass transit. Once beyond the cities (which 
  suffer from serious congestion problems) the roads quickly become rutted, muddy tracks that 
  are sure to suck down a vehicle and get it stuck within a morass. 
   
  Military 
     
  Known for being both corrupt and incompetent, the Calstinopa military at one time 
  possessed modern equipment, but years of shoddy maintenance, as well as selling spare 
  parts to anyone capable of paying bribes has relegated the Calstinopa military into little better 
  than a poorly trained infantry that mostly depends upon fear and intimidation to control the 
  population. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 47 - 
   - 
  Transnational Issues 
   
  Illicit drugs: Calstinopa has long been a haven for both drug cartels and terrorist 
  organizations, exporting thousands of tons of cocaine and designer drugs each year. With its 
  spottily patrolled borders and coastline, as well as the ease of hiding a small airstrip, drug 
  shipments reached an all-time high in 1999 with an estimated 50 drug shipments a day of at 
  least 500 lbs leaving the country. 
  Since a US military-led operation in 2002 that devastated the cocaine fields with Agent 
  Orange and the cartels' inability to wage war with Ranger operations and Apache air strikes, 
  the drug trade has rapidly fallen off within Calstinopa, but still remains a problem. 
  Military Hardware: Many organizations either stored or traded weaponry within Calstinopa, 
  often with the government's blessing, using the scenic and pleasurable country as a sort of 
  “arms dealers' resort”. Since the War on Terror began, however, the government has begun 
  at least acting as if they are attempting to curtail those activities. 
  Terrorism Training: According to CIA investigations that took place in 2001-02, an 
  estimated 19 terrorist groups maintained either cells or training camps within Calstinopa, 
  providing the nation with bribes, while another 4 groups actively fought the government, the 
  military, and each other. In 2005 the President of Calstinopa requested aid from the United 
  States and Great Britain to help curb the tide of terrorism within the nation and found itself 
  somewhat chagrined to receive it. 
   
   
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 48 - 
   - 
  APPENDIX SIX 
   
  EQUIPMENT 
   
  M-870 Combat Shotgun 
   
  This 
  12-gauge 
  shotgun 
  is 
  a 
  manually operated (pump) repeating 
  shotgun, with a seven-round tubular 
  magazine, a modified choke barrel, 
  and ghost ring sights, and is equipped 
  with a bayonet attachment, sling 
  swivels and a standard length military 
  stock. (Some models have folding 
  stocks.) 
  This 
  special 
  purpose 
  individual weapon is used for guard duty, prisoner supervision, local security, riot control, and 
  any situation which requires the use of armed personnel with inherent limited range and 
  ammunition 
  penetration 
  including 
  jungle 
  and 
  urban 
  warfare.  
   
  * Various models of shotgun have been in service use since 1901. The current inventory 
  consists of four different 12 gauge shotgun models: Remington 870, Winchester 1200, 
  Mossberg 500, and Mossberg 590. (Weight and length of the weapon depend on the 
  manufacturer.) 
   
  Weapon 
  Dmg 
  Crit 
  Dmg Type 
  Rng 
  Rate 
  Mag 
  Size 
  Wgt 
  Pur. 
  DC 
  Rest 
  M-870 
  2d8 
  20 
  Ballistic 
  30 ft 
  S 
  6 int. 
  L 
  8 lb 
  15 
  Lic (+1) 
   
  Designation: 12 Gauge 
  Manufacturer: Various 
  Country: United States 
  Type: Combat Shotgun 
  Operation: Pump Action 
  Caliber: 12 Gauge  
  Length: 41.75 in  
  Weight (Empty): 8 lbs  
   
   
  SA-18 GROUSE (Igla 9K38)  
   
  The 
  SA-18 
  GROUSE 
  is 
  an 
  improved variant in the SA-7 & SA-
  14 series of man-portable SAMs. As 
  with the earlier SA-14, the SA-18 
  uses a similar thermal battery/gas 
  bottle, and the SA-18 has the same 
  2 kg high-explosive warhead fitted 
  with a contact and grazing fuse. The 
  missile is of entirely new design with substantially improved range and speed. The new 
  seeker and aerodynamic improvements extend its effective range, and its higher speed 
  enables it to be used against faster targets in order to allow it to remain effective against 
  modern combat jet aircraft. The SA-18 has a maximum range of 5200 meters and a maximum 
  altitude of 3500 meters. 
   
  Weapon 
  Dmg 
  Crit 
  Dmg Type 
  Rng 
  Rate 
  Mag 
  Size 
  Wgt 
  Pur. 
  DC 
  Rest 
  9k38 Igla 
  6d6* 
  20 
  Ballistic 
  520 ft 
  S 
  - 
  L 
  17.9 kg 
  25 
  Mil (+3) 
  *This weapon ignores 5 hp of hardness and causes the aircraft struck to make an immediate Fortitude Check or be 
  destroyed. 
  
  YEAR OF THE ZOMBIE 
   
  - 49 - 
   - 
   
  VEHICLES 
   
  ZSU-23-4 “Shilka” 
   
  The Shilka ZSU-23-4 [ZSU = Zenitnaya 
  Samokhodnaya Ustanovka - Anti-aircraft 
  Self-Propelled Gun] is a Self-Propelled 
  Anti-Aircraft Gun is a modified PT-76 
  chassis featuring a prominent radar dish 
  that can be folded down. The ZSU 23-4 is 
  capable of acquiring, tracking and engaging low-flying aircraft as well as mobile ground 
  targets while either in place or on the move. It is commonly used to suppress ATGM launch 
  sites, such as TOW vehicles. The armament consists of four 23mm cannon.  ZSU-23-4 
  updates/modernization being offered by the Ukrainians includes: a new radar system 
  replacing the GUN DISH radar, plus a sensor pod believed to include day/night camera, and a 
  laser rangefinder; and mounted above radar/sensor pod is a layer of six fire-and-forget 
  Russian SA-18/GROUSE SAMs. 
  The ZSU-23-4 is a fully integrated, self-propelled antiaircraft system with four liquid-cooled 
  23mm automatic cannons mounted on the front of a large, flat, armored turret. The driver sits 
  in the left front of the hull, and the rest of the crew (commander, gunner, and radar operator) 
  are located in the turret. The GUN DISH fire control radar mounted on the rear of the turret 
  can be folded down during travel. 
   
  CAPABILITIES: 
  The ZSU-23-4 is not amphibious, but has a fording capability of just over one meter. The 
  ZSU-23-4 has the capability to both acquire and track low-flying aircraft targets, with an 
  effective AA range of 2,500 meters. It also is capable of firing on the move because of its 
  integrated radar/gun stabilization system. The high frequency operation of the GUN DISH 
  radar emits a very narrow beam that provides for excellent aircraft tracking while being 
  difficult to detect or evade. However, such a frequency also dictates a limited range, which 
  can be compensated for by linking the system to other long-range acquisition radar in the 
  area. The ZSU-23-4 also can be used against lightly armored ground vehicles. 
   
  Name 
  Crew 
  Pass 
  Cargo 
  Init 
  Man 
  Top 
  Speed 
  Def 
  Hard 
  HP 
  Size 
  Pur. DC 
  Rest 
  ZSU-23-4 
  4 
  0 
  80 lbs 
  -2 
  -2 
  30 mph 
  8 
  5 
  40 
  H 
  32 
  Mil (+3) 
   
  Weapon 
  Dmg 
  Crit 
  Dmg Type 
  Rng 
  Rate 
  Mag 
  Size 
  Wgt 
  Pur. DC 
  Rest 
  AZP 23mm 
  4d10 
  20 
  Ball 
  250 ft 
  A 
  500 
  H 
  1.5 t 
  25 
  Mil (+3) 
   
  Characteristics: 
  Crew: 4 (driver, gunner, commander, radar operator) 
  Length 20 feet (4 squares) 
  Height 8 feet 
  Width 9 feet (2 squares) 
  Combat Weight 20.5 tons 
  Armament:       Antiaircraft gun 4x23mm water-cooled AZP-23 cannons, traverses 
  360 degrees (consider firelinked), 6 SA-18/GROUSE missiles 
  Type of ammunition API-T, HEI-T,Frag-HE-T  
  Basic Load 2,000 rd of 23mm, 6 SA-18 
  Fire Control GUN DISH radar and optical-mechanical sight     
  Maximum road speed 50km/hr (30 mph) 
  Cruising range (on roads) 450 km (280 miles) 
  Night vision aids Infrared system for commander and driver  
  NBC Protection  
  • 
  Air filtration and overpressure system 
  • 
  Radiation detection and warning system 
    With Radar lock, the gunner gains a +2 equipment bonus to strike. 
    Weapon does 8d10 damage with a successful hit due to firelinking. 
  
  YEAR OF THE ZOMBIE 
   
  - 50 - 
   - 
   
  APPENDIX SEVEN 
  PREGENERATED PCS 
   
  Staff Sergeant James Zachary 
   
  Strong Hero 3/Assault Training 3/Special Operations Training 1 (75th Rangers) CR 7; 
  Medium-size; HD 3d8+9 plus 3d10+9 plus 1d8+3 plus 3; HP 60; Mas 16; Init +2; Spd 30 ft; 
  Defense 24, touch 16, flatfooted 22 (+2 Dex, +4 class, +8 armor); BAB +7; Grap +10; Atk 
  +10 melee (1d4+3/19-20, Knife), or +10 ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 
  ft; SQ ; AL US Army, 75th Rangers; SV Fort +9, Ref +5, Will +4; AP 3; Rep +2; Str 16, Dex 
  14, Con 16, Int 14, Wis 12, Cha 10. 
  Occupation: Military (Knowledge [Tactics], Move Silently) 
  Skills: Climb +6, Demolitions +3, Hide +9, Knowledge (Tactics) +10, Move Silently +9, 
  Navigate +6, Profession +3, Read/Write Language +1 (English, Spanish), Speak Language 
  +1 (English, Spanish), Spot +9, Survival +7, Tumble +8 
  Feats: Air Assault Training, Death From Above, Jump School, MOS Rifleman (Hide, Spot, 
  Tumble), Personal Firearms Proficiency, Teamwork (Specific Group), Urban Warfare College 
  (Demolitions, Intimidate, Knowledge [Tactics]), Weapon Focus 
  Talents (Strong Hero): Extreme Effort, Improved Extreme Effort 
  Talents (Assault Training): Tough as Nails, NCO School 
  Talents (Special Operations Training): Mental Toughness,  
  Possessions: Interceptor Armor w/ Ballistic Helmet, Knife, M-4 Carbine with ACOG reflex 
  sight, 7 30-round magazines of 5.56mm ammunition, 9mm M-9 pistol, 4 10 round clips of 
  9mm ammunition, 2 fragmentation grenades, 1 red smoke grenade, 1 CS grenade, 2 M2A2 
  SLAMs, 2 M-86 PDMs, canteen, LCE, tac-com, compass, field dressing, gas mask, 2 MREs , 
  1 entrenching tool, 1 sleeping bag, 2 water proof bags. 
  Appearance: Standing at 6’ even and weighing in at 210 pounds, James appears husky; 
  nearly fat, but the thickness of his waist and biceps quickly correct intelligent observers. 
  James has a nasty scar to the right of his right eye and a peppering of black indentations on 
  his right cheek from shrapnel. He has close-cropped red hair, kept in a high and tight haircut, 
  and brown eyes. His hands are large and heavy, with protruding scarred knuckles. 
   
    
   
  Rank and Decorations of Note : Staff Sergeant (E-6), Expert Rifle Badge, Purple Heart (x2), 
  Bronze Star with V device, Air Assault Badge, Airborne Badge, Combat Infantry Badge, NCO 
  Development Award (x3), Army Achievement Medal (x3), Army Commendation Medal (x2), 
  Meritorious Service Medal. 
   
  James Zachary is a native of West Virginia who joined the military in 1995, taking part in 
  operations in Bosnia and several other nations. Extremely concerned with remaining 
  physically fit as well as mentally focused, SSG Zachary seems to have made correspondence 
  courses a hobby, as well as spending frequent hours at the gym. 
  Deployed to Operation Iraqi Freedom as part of the 3rd Infantry Division, SSG Zachary was 
  wounded twice in combat and decorated for bravery under fire under classified conditions. Six 
  months ago Zachary applied - and was accepted into - Ranger School; this is his first 
  deployment with the 75th Rangers. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 51 - 
   - 
   
  Sergeant Brett Hewett 
   
  Strong Hero 2/Infantry Training 4/Special Operations Training 1 CR 7; Medium-size 
  humanoid; HD 2d8+4 plus 4d10+8 plus 1d8+2; HP 50; Mas 15; Init +3; Spd 30 ft; Defense 
  26, touch 18, flatfooted 23 (+0 size, +3 Dex, +5 class, +8 armor); BAB +6; Grap +8; Atk +8 
  melee (1d4+2/19-20, Knife), or +14 ranged (2d10+0, M-24 Sniper Rifle); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL US Army, 75th Rangers; SV Fort +7, Ref +6, Will +3; AP 3; Rep +1; Str 
  14, Dex 17, Con 15, Int 13, Wis 12, Cha 10. 
  Occupation: Military (Hide, Move Silently) 
  Skills: Climb +4, Craft (structural) +4, Hide +10, Knowledge (Tactics) +3, Move Silently +10, 
  Navigate +3, Read/Write Language +2 (English, Farsi, Portuguese), Speak Language +2 
  (English, Farsi, Portuguese), Spot +8, Survival +5, Tumble +9 
  Feats: Advanced Firearms Proficiency, Air Assault Training, Jump School, Jungle/Swamp 
  Warfare College (Climb, Knowledge [Tactics], Survival), MOS Rifleman (Navigate, Spot, 
  Survival), Personal Firearms Proficiency, Weapon Focus 
  Talents (Strong Hero): Extreme Effort 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1, Sharpshooter 1 
  Talents (Special Operations Training): Mental Toughness, Sharpshooter 2 
  Possessions: Knife, M-24 Sniper Rifle with 10x Thermal sight, 4 10 round clips of 7.62mm 
  ammunition, M-4 Carbine, 7 30-round magazines of 5.56mm ammunition, 2 fragmentation 
  grenades, 1 red smoke grenade, 1 CS grenade, 2 M2A2 SLAMs, 2 M-86 PDMs, LCE, 
  Interceptor Body Armor, ballistic helmet, tac-com, compass, field dressing, gas mask, 2 
  MREs, 1 2-quart canteen, 1 entrenching tool, 1 sleeping bag, 2 waterproof bags. 
  Appearance: Standing at 5’ 10” and weighing in at 145 pounds, Brett appears scrawny, but is 
  made of leather and wire. He has a slow Tennessee drawl and also seems to move slowly, 
  rarely using two words when one will do. He has a naturally bald head and hazel eyes, and a 
  tattoo of Daffy Duck on his left shoulder blade. 
   
   
   
  Rank and Decorations of Note : Sergeant (E-5), Expert Rifle Badge, Purple Heart, Bronze 
  Star, Air Assault Badge with combat award, Airborne Badge, Combat Infantry Badge, NCO 
  Development Award (x2), Army Achievement Medal (x5), Army Commendation Medal (x1). 
   
  Brett Hewett is a Tennessee native who joined the military in 1999 to earn some college 
  money and get away from the small town he was living in. Finding that he a knack for 
  distance shooting, he has been constantly improving his weapon skills in hopes of attending 
  Sniper School. Despite never having been to the school, he often plays the role as team 
  sniper, his skill with the weapon evident to anyone who sees him shoot. Brett is a fan of old 
  1950s Warner Brothers cartoons and collects comic books to read rather than as an 
  investment. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 52 - 
   - 
   
  SGT Julio Natchez 
   
  Strong Hero 2/Recon Training 3/Assault Training 2 CR 7; Medium-size humanoid; HD 
  2d8+2 plus 3d8+3 plus 2d10+2 plus 2; HP 43; Mas 13; Init +3; Spd 30 ft; Defense 26, touch 
  18, flatfooted 23 (+0 size, +3 Dex, +5 class, +8 armor); BAB +6; Grap +8; Atk +8 melee 
  (1d4+2/19-20, Knife), or +10 ranged (2d8+0, M-4); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL US 
  Army, 75th Rangers; SV Fort +8, Ref +5, Will +2; AP 3; Rep +0; Str 15, Dex 16, Con 13, Int 
  14, Wis 13, Cha 10. 
  Occupation: Military (Hide, Move Silently) 
  Skills: Climb +3, Craft (structural) +5, Hide +9, Knowledge (Tactics) +9, Listen +4, Move 
  Silently +9, Navigate +7, Speak Language +1 (English, Russian), Spot +10, Survival +10, 
  Tumble +3 
  Feats: Advanced Firearms Proficiency, Air Assault Training, Burst Fire, MOS Rifleman 
  (Knowledge [Tactics], Spot, Survival), Personal Firearms Proficiency, Weapon Focus 
  Talents (Strong Hero): Extreme Effort 
  Talents (Recon Training): Camouflage, Marksmanship 1 
  Talents (Assault Training): Tough as Nails, Shock Assault 1 
  Possessions: M-249 SAW, 3 boxes of 200 rounds of 5.56mm ammunition, M-4 Carbine with 
  ACOG reflex sight, 7 30-round magazines of 5.56mm ammunition, 9mm M-9 pistol, 4 10 
  round clips of 9mm ammunition, 2 fragmentation grenades, 1 red smoke grenade, 1 CS 
  grenade, 2 M2A2 SLAMs, 2 M-86 PDMs, canteen, LCE, Interceptor Body Armor, ballistic 
  helmet, tac-com, compass, field dressing, gas mask, 2 MREs, 1 2-quart canteen, 1 
  entrenching tool, 1 sleeping bag, 2 waterproof bags. 
  Appearance: Standing at 6’1” and weighing in at 220 pounds, Julio is heavily muscled. He 
  wears his black hair in a crew-cut, and has black eyes. Julio’s mouth is slightly twisted and his 
  nose has obviously been broken and improperly set at some time in the past. 
    
   
   
  Rank and Decorations of note : Sergeant (E-5), Expert Rifle Badge, Purple Heart, Silver 
  Star, Bronze Star for Valor, Bronze Star (x2), Air Assault Badge, Airborne Badge, Combat 
  Infantry Badge, NCO Development Award (x2), Army Achievement Medal (x4), Army 
  Commendation Medal, Meritorious Service Medal (x2). 
   
  Julio Natchez is an Arizona native who joined the military in spring of 2001, and one of the 
  first men into Afghanistan. Unlucky on rotations, it seems to Julio that he exits a combat zone 
  and is immediately transferred to a unit that is preparing for deployment. He graduated from 
  Ranger School six months ago. Soon afterwards the helicopter he was in suffered mechanical 
  failure and was forced to land, and Julio was wounded during an insurgent attack on the 
  damaged machine. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 53 - 
   - 
   
  SGT John Weston 
   
  Tough Hero 4/Assault Training 3 CR 7; Medium-size humanoid; HD 4d10+12 plus 3d10+9 
  plus 6; HP 66; Mas 16; Init +3; Spd 30 ft; Defense 25, touch 17, flatfooted 22 (+0 size, +3 
  Dex, +4 class, +8 armor); BAB +6; Grap +8; Atk +8 melee (1d4+2/19-20, Knife), or +9 
  ranged (2d8+0, M-4); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL US Army, 75th Rangers; SV Fort +8, 
  Ref +5, Will +3; AP 3; Rep +2; Str 14, Dex 16, Con 16, Int 12, Wis 13, Cha 10. 
  Occupation: Military (Knowledge [Tactics], Survival) 
  Skills: Climb +3, Craft (structural) +4, Hide +6, Knowledge (Tactics) +7, Listen +3, Navigate 
  +7, Speak Language +1 (English, German), Spot +9, Survival +7, Tumble +8 
  Feats: Advanced Firearms Proficiency, Air Assault Training, Alertness, Exotic Firearms 
  Proficiency (grenade launchers), Jump School, MOS Rifleman (Hide, Navigate, Spot), 
  Personal Firearms Proficiency, Toughness 
  Talents (Tough Hero): Remain Conscious, Second Wind 
  Talents (Assault Training): Tough as Nails, Marksmanship 1 
  Possessions: M-4 Carbine with ACOG reflex sight and M-203 40mm grenade launcher, 4 
  40mm HE grenades, 2 M397A1 40mm grenades, 1 M662 40mm grenade, 2 M-651 40mm 
  grenades, 2 M-680 40mm grenades, 40mm grenade bandoleer, 7 30-round magazines of 
  5.56mm ammunition, 9mm M-9 pistol, 4 10 round clips of 9mm ammunition, 2 fragmentation 
  grenades, 1 red smoke grenade, 1 CS grenade, 2 M2A2 SLAMs, 2 M-86 PDMs, LCE, 
  Interceptor Body Armor, ballistic helmet, tac-com, compass, field dressing, gas mask, 2 
  MREs, 1 2-quart canteen, 1 entrenching tool, 1 sleeping bag, 2 waterproof bags. 
  Appearance: A 5'9" African-American man, John keeps his head shaved to hide an onset of 
  early male pattern baldness and a fear of insects nesting in his hair. He has no tattoos on his 
  body and only an appendectomy scar. 
   
   
   
  Rank and Decorations of Note: Sergeant (E-5), Expert Rifle Badge, Bronze Star, Air Assault 
  Badge, Airborne Badge, Combat Infantry Badge, NCO Development Award (x2), Army 
  Achievement Medal (x2), Army Commendation Medal. 
   
  John Weston hails from New Jersey and joined the military in 2001 after his cousin died in 
  Afghanistan. A quiet and serious man, John is an ace shot with the M-203 and took second in 
  the Armed Services competition in 2004 for the M-203. 
  John collects pieces of barbed wire and fencing from all over the globe as well as western 
  fiction novels, the pride and joy of his collection a complete set of Louis L'Amour western 
  novels signed by the author. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 54 - 
   - 
   
  SGT Stephen Baker 
   
  Strong Hero 2/Infantry Training 2/Assault Training 2/Special Operations Training 1 CR 
  7; Medium-size humanoid; HD 2d8+4 plus 2d10+4 plus 2d10+4 plus 1d8+2 plus 2; HP 52; 
  Mas 14; Init +3; Spd 30 ft; Defense 26, touch 18, flatfooted 23 (+0 size, +3 Dex, +5 class, +8 
  armor); BAB +6; Grap +8; Atk +8 melee (1d4+2, Baton), or +9 ranged (2d8+0, M-4 Carbine); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL US Army, 75th Rangers, United States of America; SV 
  Fort +10, Ref +6, Will +2; AP 3; Rep +1; Str 15, Dex 16, Con 14, Int 13, Wis 13, Cha 10. 
  Occupation: Military (Knowledge [Tactics], Survival) 
  Skills: Climb +3, Craft (structural) +4, Demolitions +5, Hide +9, Knowledge (Tactics) +10, 
  Navigate +10, Read/Write Language +1 (English, Portuguese), Speak Language +1 (English, 
  Portuguese), Spot +10, Survival +10 
  Feats: Advanced Firearms Proficiency, Burst Fire, Combat Reflexes, MOS Rifleman (Hide, 
  Navigate, Spot), Personal Firearms Proficiency, SERE 
  Talents (Strong Hero): Extreme Effort 
  Talents (Infantry Training): Defensive Position +1, Marksmanship 1 
  Talents (Assault Training): Tough as Nails, Sharpshooter 1 
  Talents (Special Operations Training): Mental Toughness, Marksmanship 2 
  Possessions: Interceptor Armor w/ Ballistic Helmet, Knife, M-4 Carbine with ACOG reflex 
  sight, 7 30-round magazines of 5.56mm ammunition, 9mm M-9 pistol, 4 10 round clips of 
  9mm ammunition, 2 fragmentation grenades, 1 red smoke grenade, 1 CS grenade, 2 M2A2 
  SLAM’s, 2 M-86 PDM’s, canteen, LCE, Interceptor Body Armor, ballistic helmet, tac-com, 
  compass, field dressing, gas mask, 2 MRE’s, 1 2-quart canteen, 1 entrenching tool, 1 
  sleeping bag, 2 water proof bags 
  Appearance: SGT Baker is a short wiry man, standing at 5'9' and weighing in at 150 pounds, 
  with his blond hair cut in a flat top. His blue eyes are slightly watery behind his glasses, and 
  many people mistake him for an easy target. He walks with a slight limp from being shot in the 
  leg, but it does not hamper his speed or endurance. He looks to be in his mid-20s and has a 
  set of twisted scars across both forearms. 
       
   
   
  Rank and Decorations of Note : Sergeant (E-5), Sharpshooter Rifle Badge, Purple Heart 
  (x6), Silver Star, Bronze Star with V device (x2), Bronze Star (x3), POW Badge, Air Assault 
  Badge, Airborne Badge, Combat Infantry Badge, NCO Development Award (x2), Army 
  Achievement Medal (x8), Army Commendation Medal (x4), Meritorious Service Medal (x3). 
   
  Stephen Baker is in his mid-30s, having joined the military in 1990. He served with 1st 
  Infantry Division during Desert Storm and later took part in the invasion of Haiti and 
  peacekeeping missions around the globe. He recently became a Ranger after his second tour 
  of Iraq during OIF I. Baker is a smiling man, quick with a joke or friendly sarcastic comment 
  with a seemingly endless supply of useless trivia. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 55 - 
   - 
   
  SSG Norman Garter 
   
  Dedicated Hero 4/Field Medic 2/Recon Training 1 CR 7; Medium-size humanoid; HD 
  4d6+8 plus 2d8+4 plus 1d8+2; HP 42; Mas 15; Init +3; Spd 30 ft; Defense 26, touch 18, 
  flatfooted 23 (+0 size, +3 Dex, +5 class, +8 armor); BAB +4; Grap +5; Atk +5 melee 
  (1d4+1/19-20, Knife), or +7 ranged (2d8+0, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  US Army, 75th Rangers; SV Fort +8, Ref +5, Will +6; AP 3; Rep +3; Str 12, Dex 16, Con 15, 
  Int 14, Wis 14, Cha 10. 
  Occupation: Doctor (Search, Treat Injury) 
  Skills: Climb +2, Craft (pharmaceutical) +6, Diplomacy +2, Hide +4, Knowledge (Behavioral 
  Sciences) +4, Knowledge (Tactics) +7, Listen +6, Read/Write Language +3 (English, Spanish, 
  Farsi, Portuguese), Search +8, Sense Motive +4, Speak Language +3 (English, Spanish, 
  Farsi, Portuguese), Spot +12, Survival +8, Treat Injury +17, Tumble +4 
  Feats: Air Assault Training, Jump School, MOS Medical (Craft [pharmaceutical], Treat Injury, 
  Tumble), Medical Expert, Personal Firearms Proficiency, Surgery 
  Talents (Dedicated Hero): Skill Emphasis (Treat Injury), Aware 
  Talents (Field Medic): Medical Specialist +1, Expert Healer 
  Talents (Recon Training): Camouflage 
  Possessions: M-870 Combat Shotgun, 1 bandoleer of 20 12-guage shells, M-4 Carbine with 
  ACOG reflex sight, 7 30-round magazines of 5.56mm ammunition, 2 fragmentation grenades, 
  1 red smoke grenade, 1 CS grenade, 2 M2A2 SLAM’s, 2 M-86 PDM’s, canteen, LCE, 
  Interceptor Body Armor, ballistic helmet, tac-com, compass, field surgery kit (consider a 
  mastercraft surgical kit), field dressing, gas mask, 2 MRE’s, 1 2-quart canteen, 1 entrenching 
  tool, 1 sleeping bag, 2 water proof bags. 
  Appearance: Standing at 5'11" inches and weighing in at 160 lbs, SSG Garter has black hair, 
  blue eyes, and a pair of dimples that make him look younger then he is. His fingers are long 
  and slender, though the pinkie on his right hand is slightly twisted. 
   
   
   
  Rank and Decorations of Note : Staff Sergeant (E-6), Marksman Rifle Badge, Bronze Star, 
  Air Assault Badge, Airborne Badge, Combat Medic Badge, NCO Development Award (x3), 
  Army Achievement Medal (x2), Army Commendation Medal (x1). 
     
  Garter enlisted in the military from Wisconsin in 1998 and served primarily in First Cavalry 
  Division since his entry. Garter enlisted to earn the money to finish medical school after he 
  ran out in his 5th year. Garter enjoys both classical music and gangster rap, often toying with 
  combining the two on his computer, much to the amusement of the rest of the Ranger team. 
  He graduated with top honors from Fort Sam Houston Medical Center and recently passed 
  the field surgery course. He is often encouraged to undergo Officers' Candidate School so 
  that he can become a full fledged military doctor, but has discovered he likes being a combat 
  medic and a Ranger more than college. 
   
  
  YEAR OF THE ZOMBIE 
   
  - 56 - 
   - 
  REPRINTED INFORMATION 
   
  Blood & Guts 1 
   
  Feats 
   
  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. 
  Prerequisite: One allegiance 
  Effect: When you are working to support your allegiance you gain +1 to hit and 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, you must also have it for 
  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). 
   
  Blood & Guts: War on Terror 
   
  Home Turf 
  You know every nook and cranny of your home territory, gaining advantages when fighting to 
  defend it. 
  Effect: You gain a +1 to hit, and a +2 to the following skill checks in your home territory: 
  Gather Information, Hide, Knowledge (streetwise, tactics), Navigate, Spot, and Survival. This 
  territory may be as large as a small country (Israel, Palestine, Great Britain). For extremely 
  large countries, a portion of that country is your home turf (the State of Texas, southern 
  Quebec). 
   
   
  
  YEAR OF THE ZOMBIE 
   
  - 57 - 
   - 
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) "Product Identity" means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
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  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to any 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You 
  a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content. 
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name 
  to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
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  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
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  YEAR OF THE ZOMBIE 
   
  - 58 - 
   - 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and 
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  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, War on Terror, RPGObjects. 
   
  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: Year of the Zombie, Hold at All Costs. 
   
  All rules are designated open game content, however all characters, NPC's and Flavour Text are 
  copyright UKG Publishing: Author, Tim Willard. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/UKG Publishing/Year of the Zombie/Adventure/Hold At All Costs Zero/Hold At All Costs Zero (print).pdf