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v2.

0
by
charles rice
cover art
jeremy simmons

interior art
joseph wigfield
v. shane

editing
chris van deelen

layout
chris davis

play testing
paula rice, edward lennon,
corey hodges, chris davis, charles
baize

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special operations command class information
The following information pertains to the special
operations prestige class.
introduction what is a special operations Hit Die: 1d8
unit? Action Points: 7+ one-half character level, rounded
On April 16, 1987 the United States Special A special operations unit is a small, elite unit down, every time the character gains a new level in
Operations Command (USSOCOM) was established employed in direct or indirect military action. These this class.
to bring the special operations forces of all the armed operations tend to be politically sensitive which Class Skills: Special operations training grants the
services under one joint command structure. The need heightens the need for elite soldiers capable of following class skills (and the ability for each skill)
for this command had been seen for some time but ensuring success and avoiding detection in missions are: Balance (Dex), Climb (Str), Concentration (Con),
the single event most responsible for the formation where the prestige of the United States is at stake. Craft (structural) (Int), Demolitions (Int), Diplomacy
of USSOCOM was the disastrous attempt to rescue Missions undertaken by special operations units (Cha), Drive (Dex), Hide (Dex), Intimidate (Cha),
hostages held in Iran during the Carter Administration. include (but are by no means limited to): foreign Jump (Str), Knowledge (current events, history,
The creation of USSOCOM, whose commander in internal defense, hostage rescue, counter-terrorism, tactics) (Int), Listen (Wis), Navigate (Int), Read/Write
chief has great flexibility and spending discretion, was unconventional warfare and direct action. Language (all), Repair (Int), Search (Int), Sense
further aided by the creation of a Assistant Secretary Motive (Wis), Speak Language (all), Spot (Wis),
of Defense for Special Operations and Low Intensity Survival (Wis) and Swim (Str).
Conflict. special operations Skill points at each level: 7+Int. modifier
This joint command is based out of MacDill Air
Force Base in Florida and is commanded by a 4-star
characters class features
General with the title Commander in Chief, United All of the following are features of the special
States Special Operations Command (USCINCSOC). special operations training operations training prestige class.
This joint command has an annual budget of about Advanced Training: Each time the character gain
4.9 billion dollars and is tasked with providing Special operations training is granted to the elite of the this class ability, the character may pick a talent from
special operations support to various government elite. Many soldiers aspire to this level of excellence the advanced training list (see Blood and Guts II:
agencies, including regional Commanders in Chief and commanders share a love-hate relationship with Military Training Manual page X-X).
and diplomatic services and is capable of providing a these units that both provide an essential function in Mental Toughness: The character adds his special
wide variety of mission-capable personnel from Civil combat and siphon the best soldiers away from their operations levels to any saving throw to resist fatigue,
Affairs to PSYOP to Foreign Internal Defense and units. hunger, torture, brainwashing, fear, combat fatigue,
Direct Action units. and to level checks to resist intimidation.
In July 2002 Secretary of Defense Donald Rumsfeld requirements Silent Kill: The character gains the listed damage
ordered Special Operations Commander, Air Force To qualify for special operations training a character bonus against surprised, flat-footed or flanked targets.
General Charles Holland to come up with a plan to must meet the following criteria. If the victim of this attack is surprised and fails
use special operations forces to locate and eliminate Base Attack Bonus: +5 a Massive Damage Threshold saving throw, the
terrorist cells worldwide. This led General Holland Feats: Personal Firearms character is eliminated in complete silence, requiring
to request an additional 50 billion dollars to purchase Special: A character must also have successfully a Listen check (DC 30) for anyone nearby to notice
more equipment, employ more training personnel transferred to one of the special operations units listed something amiss.
stateside and expand the total size of the special below. At the GM’s discretion, in Gritty or True Grit
operations forces from 47,000 to 56,000. campaigns (see the new combat rules for definitions
of these terms), Ordinaries may not receive a MDT

special operations command 2


table 1-1: special operations training certain training requirements to be considered a part of
Base Attack Fort Ref Will Defense Reputation that unit. A character must meet all the requirements
Level Special
Bonus Save Save Save Bonus Bonus for a unit to request a transfer to that unit. Requesting
1st +1 +1 +1 +1 Advanced Training; Mental Toughness +1 +1 a transfer is done through a requisition check. The
2nd +2 +2 +2 +2 Silent Kill +1d6; Hostage Rescue +1 +1 DC of this check is 15 for a normal unit and 20 for a
3rd +3 +2 +2 +2 Advanced Training; Cat Nap +2 +1 special operations unit.
4th +4 +2 +2 +2 Silent Kill +2d6; Counter Terrorist +2 +2
Once a character has joined a unit he will begin to
5th +5 +3 +3 +3 Advanced Training; Grace Under Pressure +3 +2
receive certain benefits in terms of training options,
save against this attack. See the d20 Modern Core When a character spends an action point to aid a skill morale bonuses to certain attacks and so forth. The
Rulebook for the definition of an Ordinary. check he adds all the dice he is entitled to roll to the benefits a character receives take a certain amount of
Hostage Rescue: Special operations training skill check (characters normally add only the highest time to take effect and fade if the character leaves that
includes training in techniques to rescue hostages die). unit for another (or retires from the service). These
from hostile forces. Whenever an Ordinary would effects represent the constant training and drilling the
be subject to an attack from Crossfire (see the new character receives as a member of that unit.
combat rules in the Combat Procedures Manual for special operations Following each Unit feat is a typical NPC statistical
more information on this optional rule) the character block for gamemasters to quickly plug in their
may spend an action point to negate that attack. units campaigns. The statistical blocks were created using
If the campaign does not use the optional Crossfire RPGObjects’ Modern Character Generator.
rules this ability may be replaced with the Harm’s Elite Units Feats: One of the many changes between
the 1st and 2nd editions of Blood and Guts are the
Way ability from the Bodyguard advanced class.
Cat Nap: Special operations forces learn to sleep elimination of Elite Unit Feats. In Blood and Guts, afsoc
just as a character qualified for inclusion in a special air force special operations command
in short naps while in the field, never slipping into
so deep a slumber as to leave them vulnerable. ops unit by meeting prerequisites and taking one or
more levels in a class, he qualified for serving in an Air Force Special Operations Command (AFSOC)
Characters with this talent can survive for long periods
elite unit (such as the 101st Airborne) by meeting was created May 22, 1990 as a component of
of time on only four hours of sleep per day with no
prerequisites and taking the elite unit feat. This is one USSOCOM. Like other special operations forces,
ill effects. This talent also allows a character to adds
of many cases where Blood and Guts suffered from those of the air force conduct foreign internal defense,
twice his special operations class levels to any Listen
“feat overload”, a failing we have worked very hard unconventional warfare and direct action missions
check made while asleep (characters normally make
to reduce in the 2nd edition. Feat overload means that around the world. Other missions undertaken by
Listen checks at –10 while sleeping, so a character
in order to qualify for some of the high-end classes soldiers of the AFSOC include special reconnaissance
with 5 special operations training levels would make
(such as Delta Force or SEALs) that the character had and counterproliferation (the detection, containment
Listen checks normally while sleeping).
no feat choices until 10th level and beyond, having and elimination of nuclear, chemical and biological
Counter Terrorist: Special operations forces
been slotted into a path by the fact that the character warfare materials). To perform these missions the
receive extensive training in preventing and
wished to be in Delta Force. We consider this a bad AFSOC employs a number of high-tech devices and
combating terrorism. Characters with this ability add
idea. Certainly qualifying for Delta Force should not specialized aircraft.
their Reputation modifier to all Gather Information,
be easy but we have tried to at least reduce the number Currently AFSOC employs 12,500 active duty,
Intimidate and Knowledge (tactics) skill checks
of prerequisites. reserve and Air National Guard forces and more than
involving terrorists.
In Blood and Guts 2nd edition, special operations 160 fixed and rotary wing aircraft worldwide. AFSOC
Grace Under Pressure: Special operations
units are treated like inclusion in any other unit. There is headquartered out of Hurlburt Field in Florida.
characters are rare individuals who thrive under stress.
is no concept of an elite unit. Each unit will have

special operations command 3


air force combat controllers In recent months, Combat Controllers provided unit features
Combat Controllers enter enemy territory by any clandestine air traffic control to American strike All of the following are features of the Combat
means necessary (Land, Sea, Paradrop) and set up aircraft from inside both Afghanistan and Iraq. Controllers.
air traffic control facilities in enemy territory without Combat Controllers is one of the most difficult These specialties and abilities take effect 30
being detected by enemy forces. Whenever possible career paths in the military (and considered days after the character joins the unit and last until
they will make contact with friendly indigenous to be the most difficult in 30 days after he leaves the unit. Any additions the
forces, and if necessary they will fight their way out. the Air Force) and they are characters bonus feat list, as well as the ability to
recognized as being on the take levels in the Special Operations Prestige Class
same level as the Navy SEALs are lost immediately upon leaving the unit, unless the
and the Army Rangers. The character transfers to another special operations unit.
difficulty in completing this training is Unit Specialties: +4 competence bonus on Spot
highlighted by the fact that there are less checks for Air Traffic Control and Radar Operation;
than 400 Combat Controllers in the entire Air +4 Tumble competence bonus to Tumble checks for
Force. paradrops
Combat Controllers are members of the various The character gain access to the Semper Fi class
Special Tactics Squadrons (STS) in the AFSOC ability when working with other Combat Controllers
including the units of 720th Special Tactics Group only (normally Semper Fi affects any Teamwork feats
(21st, 22nd, 23rd and 24th STS along with the 10th the character possesses).
Combat Weather Squadron). There are also STS units Unit Abilities: the characters attack roll bonus
in the 352nd Special Operations Group and the 353rd from Death from above talent increased by +1 (to a
Special Operations Group (see below). maximum of +6).
Combat Controllers may be recognized by their Being a member of this unit also provides
scarlet berets and are based around the world, at accelerated promotion through E-4 (the character gain
airfields in America, Britain, and Okinawa. the benefits of the Fast Track feat until reaching the
The motto of the Combat Controllers is “First rank of E-4).
There”. Unit Bonus Feats: Being a member of this unit also
adds the following feats to the characters bonus feat
unit requirements list from his MOS: Air Assault Training, Amphibious
To qualify for the Combat Controllers a character Assault Training, Arctic Warfare College, Desert
must meet the following criteria. Warfare College, Electronic Warfare, Jungle/Swamp
BAB: 7+ Warfare, MOS NBC, Mountain Warfare, Radar
Skills: Navigate 5 ranks and 2 of the Operation, SERE, Urban Warfare College
following skills: Spot 8 ranks, Tumble 8
ranks, Computer Use 8 ranks, Survival Combat Controller (Strong Hero 3/Fast Hero
8 ranks, Demolitions 8 ranks, Swim 2/Recon Training 4) CR 9; Medium-size humanoid;
8 ranks HD 3d8+6 plus 2d8+4 plus 4d8+8; HP 59; Mas 15;
Feats: Amphibious Assault Init +2; Spd 25 ft; Defense 26, touch 20, flatfooted
Training, Jump School, MOS 24 (+2 Dex, +8 class, +6 equipment); BAB +7; Grap
Aviation +8; Atk +8 melee (1d4+1, Knife), or +10 ranged (2d8,
Talents: Death from Above 1-2 M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL US Air

special operations command 4


Force; SV Fort +6, Ref +7, Will +2; AP 4; Rep +0; Str medical corpsmen, parachuted in and with the help of unit features
12, Dex 14, Con 15, Int 13, Wis 10, Cha 10. friendly natives, tended the wounded for more than a All of the following are features of Pararescue.
Occupation: Military (Demolitions, Survival) month before escape was possible. These specialties and abilities take effect 30 days
Skills: Climb +2, Computer Use +3, Craft In addition to more traditional Special Ops training, after the character joins the unit and last until 30
(structural) +4, Demolitions +7, Drive +6, Hide +5, including small unit tactics, HALO Paradrop training, days after he leaves the unit. Any additions to the
Knowledge (Tactics) +7, Navigate +6, Repair +4, Spot and advanced firearms training, Pararescue soldiers characters bonus feat list, as well as the ability to
+9, Survival +8, Tumble +5 also become fully trained trauma physicians, in a take levels in the Special Operations Prestige Class
Feats: Advanced Firearms Proficiency, Amphibious course that is both physically and mentally grueling, are lost immediately upon leaving the unit, unless the
Assault Training (Demolitions, Survival, Swim), which lasts a full year. character transfers to another special operations unit.
Armor Proficiency (light), Armor Proficiency In peacetime, the Pararescue acts as an elite search Unit Specialties: +4 competence bonus to Tumble
(medium), Combat Expertise, Jump School, MOS and rescue force during times of natural disaster, and Treat Injury checks.
Aviation (Computer Use, Spot, Survival), Personal assisting Coast Guard and allied foreign nations. Unit Abilities: When restoring hit points or
Firearms Proficiency, Weapon Focus They also provide emergency retrieval teams to performing surgery the character can spend an action
Talents (Strong Hero): Extreme Effort, Improved NASA. point and add all applicable dice to the amount healed.
Extreme Effort Along with Combat Controllers, Pararescue are Unit Bonus Feats: Being a member of this unit also
Talents (Fast Hero): Evasion members of the various Special Tactics Squadrons adds the following feats to the character’s bonus feat
Talents (Recon Training): Camouflage, Death (STS) in the AFSOC including the units of 720th list from his MOS: Air Assault Training, Amphibious
from above 1, Death from above 2 Special Tactics Group (21st, 22nd, 23rd and 24th STS Assault Training, Arctic Warfare College, Desert
Talents (Combat Controllers): +4 competence along with the 10th Combat Weather Squadron). There Warfare College, Jungle/Swamp Warfare, MOS NBC,
bonus to Spot for Air Traffic and Radar Operation, +4 are also STS units in the 352nd Special Operations Mountain Warfare, Radar Operation, SERE, Urban
Tumble for paradrops; Death from Above increased Group and the 353rd Special Operations Group (see Warfare College
by +1 below).
Possessions: Tactical Vest, Knife, M-4 Carbine, 2 Pararescue forces wear maroon berets, and live their Air Force Pararescue (Dedicated Hero 3/Fast Hero
Smoke Grenades, 2 Fragmentation Grenades, 2 Tear motto: “These things we do, that others may live”. 2/Recon Training 4) CR 9; Medium-size humanoid;
Gas Grenades, M-9 Air Force Pararescue units are stationed all over the HD 3d6+3 plus 2d8+2 plus 4d8+4; HP 47; Mas 12;
world to allow a quick response. In addition to being Init +0; Spd 25 ft; Defense 23, touch 18, flatfooted 23
air force pararescue posted at several American airfields, Pararescue units (+8 class, +5 equipment); BAB +6; Grap +5; Atk +5
The job of the Air Force’s elite Pararescue Special are stationed in Britain, Okinawa, and Iceland as well. melee (1d4-1, Knife), or +6 ranged (2d6+0, M-9); FS
Operations Unit is to parachute into enemy territory 5 ft by 5 ft; Reach 5 ft; AL US Air Force; SV Fort +5,
and recover downed pilots, providing any necessary unit requirements Ref +5, Will +5; AP 4; Rep +1; Str 8, Dex 10, Con 12,
medical attention, and escorting them to safety. To qualify for Pararescue a character must meet the Int 15, Wis 14, Cha 13.
If injured personnel are too injured to be moved, following criteria. Occupation: Military (Navigate, Survival)
the Pararescue unit stays with them until a rescue BAB: 3+ Skills: Climb +0, Craft (pharmaceutical) +14,
is achievable, making contact with any friendly Skills: Navigate 5 ranks, Tumble 5 ranks, Disable Device +8, Drive +5, Hide +5, Knowledge
indigenous forces if possible. Treat Injury 8 ranks, Survival 5 ranks and Craft (Behavioral Sciences) +5, Knowledge (Tactics)
Pararescue was born in the Second World War when (pharmaceutical) 5 ranks +9, Listen +8, Navigate +8, Research +6, Spot +4,
the crew of a C-46, comprised of 21 men, ditched into Feats: MOS Medical, Jump School and Surgery Survival +10, Treat Injury +16, Tumble +3
an uncharted jungle near the China-Burma border. Talents: Combat Medicine 1-2 Feats: Armor Proficiency (light), Armor Proficiency
Lt. Colonel Don Fleckinger and a volunteer unit of (medium), Combat Expertise, Desert Warfare College
(Hide, Spot, Survival), Jump School, MOS Medical

special operations command 5


(Craft [pharmaceutical], Treat Injury, Tumble), MOS after the character joins the unit and last until 30 bonus to Tumble and Survival checks
NBC (Disable Device, Repair, Research), Personal days after he leaves the unit. Any additions to the Possessions: Pull-up Pouch Vest, Knife, M-
Firearms Proficiency, Surgery characters bonus feat list, as well as the ability to 4 Carbine, 2 Smoke Grenades, 2 Fragmentation
Talents (Dedicated Hero): Healing Knack, Healing take levels in the Special Operations Prestige Class Grenades, 2 Tear Gas Grenades
Touch 1 are lost immediately upon leaving the unit, unless the
Talents (Fast Hero): Evasion character transfers to another special operations unit. 16th special operations wing
Talents (Recon Training): Camouflage, Combat Unit Specialties: +4 competence bonus to Tumble The largest AFSOC unit, the 16th SOW consists
Medicine 1, Combat Medicine 2 and Survival checks of over 7,000 soldiers. This unit specializes in
Talents (Pararescue): +4 competence bonus to Unit Bonus Feats: Being a member of this unit also unconventional warfare and is able to undertake
Tumble and Treat Injury skill checks; When restoring adds the following feats to the character’s bonus feat missions anywhere in the world at a moment’s notice.
hit points may add action point dice to result. list from his MOS: Air Assault Training, Amphibious The 16th SOW is the oldest and most seasoned special
Possessions: Light Duty Vest, Knife, M-9, 3 Smoke Assault Training, Arctic Warfare College, Desert operations unit in the AFSOC and is based out of
Grenades, 3 Tear Gas Grenades Warfare College, Guide, Jungle/Swamp Warfare, Hurlburt Field, Florida. The motto of the 16th is “Any
Mountain Warfare, Radar Operation, SERE, Track and time, any place”.
combat weathermen Urban Warfare College
The third component of any AFSOC Special Tactics 4th special operations squadron
Squadron is Combat Weathermen. These forces Combat Weatherman (Tough Hero 3/Infantry
Training 4) CR 7; Medium-size humanoid; HD (sos) “ghostriders”
provide advanced meteorological and environmental The largest of the squadrons in the 16th SOW, the
information to STS units to better determine the 3d10+3 plus 4d10+4 plus 3; HP 49; Mas 13; Init +1;
Spd 30 ft; Defense 17, touch 15, flatfooted 16 (+1 4th SOS employs 13 AC-130U Gunships for close
suitability of a site for front-line air combat missions. air support, convoy escort, urban operations, armed
In addition these units are expert paratroopers and are Dex, +4 class, +2 equipment); BAB +5; Grap +5;
Atk +5 melee (1d4, Knife), or +6 ranged (2d8, M- reconnaissance missions and air interdiction missions
given extensive training in small unit tactics making against preplanned targets or targets of opportunity.
them valuable members of the STS team. 4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL US Air
Force; SV Fort +5, Ref +4, Will +4; AP 3; Rep +1; Str The 4th SOS made its first operational deployment
10, Dex 12, Con 13, Int 14, Wis 15, Cha 8. in 1996 to Brindisi, Italy for three years in support
unit requirements of operations in Bosnia-Herzegovina. Since then the
To qualify for the Combat Weathermen a character Occupation: Military (Navigate, Survival)
Skills: Climb +9, Craft (structural) +12, Intimidate unit assisted in the evacuation of American citizens
must meet the following criteria. from Albania and performed combat reconnaissance
BAB: 5+ +3, Knowledge (Tactics) +6, Listen +4, Navigate +12,
Spot +4, Survival +12, Tumble +10 mission in the Congo in 1997. The unit also
Skills: Navigate 5 ranks, Survival 8 ranks, Tumble participated in a 17-mission sortie on Yugoslav
5 ranks Feats: Alertness, Armor Proficiency (light), Jump
School, MOS Rifleman (Search, Spot, Tumble), border to drive Serbian forces back from the Kosovo-
Feats: Jump School, any two terrain combat Albanian border.
schools (Amphibious Assault Training, Arctic Warfare Personal Firearms Proficiency, Mountain Warfare
College, Desert Warfare College, Jungle/Swamp College (Tactics, Spot, Survival), Jungle/Swamp
Warfare, Mountain Warfare, Urban Warfare College) Warfare College (Hide, Tactics, Survival) 4th sos pilot
Talents (Tough Hero): Robust, Remain Conscious
unit features Talents (Infantry Training): Defensive Position unit requirements
All of the following are features of the Combat +1, Terrain Specialization (Mountain), Terrain To qualify for 4th SOS a character must meet the
Weathermen. Specialization (Jungle/Swamp) following criteria.
These specialties and abilities take effect 30 days Talents (Combat Weatherman): +4 competence Skills: Pilot 10 ranks, Spot 5 ranks

special operations command 6


Feats: MOS Pilot, Aircraft Operation (Heavy Talents (Recon Training): Camouflage, Air Occupation: Military (Navigate, Pilot)
Aircraft), Evasive Maneuvers Support 1, Air Support 2 Skills: Climb +6, Craft (structural) +8, Intimidate
Talents: Air Support 1-2 Talents (4th SOS Pilot): +4 competence bonus to +3, Knowledge (Tactics) +8, Pilot +6, Repair +6, Spot
Pilot checks; Air Support increased by +1 +9, Tumble +10
unit features Possessions: Undercover Vest, Unarmed, M-9 Feats: Advanced Firearms Proficiency, Armor
All of the following are features of the 4th SOS. Proficiency (light), Exotic Firearms Proficiency
These specialties and abilities take effect 30 days 4th sos gunner (cannons), Jump School, MOS Rifleman (Search,
after the character joins the unit and last until 30 Spot, Tumble), Personal Firearms Proficiency,
days after he leaves the unit. Any additions to the unit requirements Weapon Focus
characters bonus feat list, as well as the ability to take To qualify for 4th SOS a character must meet the Talents (Strong Hero): Extreme Effort, Improved
levels in the Special Operations Prestige Class are following criteria. Extreme Effort
lost immediately upon leaving the unit, the character BAB: 5+ Talents (Assault Training): Tough as Nails,
transfers to another special operations unit. Skills: Spot 5 ranks, Repair 5 ranks Marksmanship 1, Sharpshooter 1
Unit Specialties: +4 competence bonus to Pilot Feats: MOS Rifleman, Exotic Firearms Proficiency- Talents (4th SOS Gunner): +1 competence bonus
skill checks Fixed Wing Vehicle Weapons, Weapon Focus (40mm to attack and damage rolls to AC-130U-fired weapons
Unit Abilities: The characters bonus from Air cannon, 105mm cannon or 25mm cannon) Possessions: Knife, M-9, Undercover Vest
Support is increased by +1 (to a maximum bonus of Talents: Marksmanship 1, Sharpshooter 1
+6). 6th special operations squadron
unit features One of the main missions of special operations forces
4th SOS Pilot (Fast Hero 3/Recon Training 4) CR 7; All of the following are features of the 4th SOS. is foreign internal defense (FID) or the assisting of
Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP These specialties and abilities take effect 30 days friendly nations in improving their defensive and
39; Mas 12; Init +2; Spd 30 ft; Defense 21, touch 18, after the character joins the unit and last until 30 police capabilities to fend off threats to their stability
flatfooted 19 (+2 Dex, +6 class, +3 equipment); BAB days after he leaves the unit. Any additions to the and security. In keeping with this mission the AFSOC
+5; Grap +4; Atk +4 melee (1d3-1, Unarmed), or +7 characters bonus feat list, as well as the ability to take formed the 6th SOS to assist friendly nations in
ranged (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL levels in the Special Operations Prestige Class are developing air power to ensure the security of friendly
US Air Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep lost immediately upon leaving the unit, unless the nations. The 6th SOS has performed successful
+1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. character transfers to another special operations unit. missions in El Salvador, Tunisia, Ecuador and Jordan.
Occupation: Military (Knowledge [Tactics], Pilot) Unit Abilities: +1 competence bonus to attack and As the unit has grown in size it has been assigned
Skills: Craft (mechanical) +7, Craft (structural) damage rolls with any AC-130U-mounted weapon. two UH-1N Huey helicopters and two Spanish-built
+5, Drive +4, Hide +4, Knowledge (Tactics) +13, CASA 212 transport planes to assist in its missions.
Navigate +5, Pilot +12, Profession +6, Repair +5, 4th SOS Gunner (Strong Hero 3/Assault Training
Spot +7, Survival +3, Swim -1, Tumble +6 4) CR 7; Medium-size humanoid; HD 3d8+3 plus unit requirements
Feats: Aircraft Operation (Heavy), Armor 4d10+4 plus 4; HP 47; Mas 13; Init +2; Spd 30 ft; To qualify for 6th SOS a character must meet the
Proficiency (light), Evasive Maneuvers, MOS Pilot Defense 18, touch 15, flatfooted 16 (+2 Dex, +3 class, following criteria.
(Pilot, Repair, Spot), Officer Candidate School, +3 equipment); BAB +7; Grap +9; Atk +9 melee Skills: Pilot 5 ranks, Spot 5 ranks, Craft (structural)
Personal Firearms Proficiency, Teamwork (Specific (1d4+2, weapon), or +9 ranged (2d6, weapon); FS 5 ft 5 ranks, Repair 5 ranks
Group) by 5 ft; Reach 5 ft; AL US Air Force; SV Fort +7, Ref Feats: MOS Aviation, Radar Operation, Aircraft
Talents (Fast Hero): Evasion, Uncanny Dodge 1 +4, Will +2; AP 3; Rep +1; Str 14, Dex 15, Con 13, Int Operation (heavy aircraft or helicopter)
12, Wis 10, Cha 8.

special operations command 7


unit features 8th special operations squadron unit features
All of the following are features of the 6th SOS. “blackbirds” All of the following are features of the 8th SOS.
These specialties and abilities take effect 30 days The 8th SOS is one of the longest serving units in the These specialties and abilities take effect 30 days
after the character joins the unit and last until 30 history of the Air Force, having been in continuous after the character joins the unit and last until 30
days after he leaves the unit. Any additions to the service since 1917. The mission of the 8th SOS is the days after he leave the unit. Any additions to the
characters bonus feat list, as well as the ability to take insertion, extraction and resupply of special operations characters bonus feat list, as well as the ability to take
levels in the Special Operations Prestige Class are forces into hostile territory as well as unconventional levels in the Special Operations Prestige Class are
lost immediately upon leaving the unit, unless the warfare missions. To support this mission the lost immediately upon leaving the unit, unless the
character transfers to another special operations unit. squadron uses the MC-130 E Combat Talon I. character transfers to another special operations unit.
For units working together the ability to function The unit received its motto “with guts to try” during Unit Specialties: +4 competence bonus to Pilot and
as if possessing the Teamwork feat lasts until 30 days the failed attempt to rescue Iranian Hostages held in Computer Use skill checks
after the character stop working with the units in Iran in 1980, during which five members of the unit
question. lost their lives. 8th SOS (Fast Hero 3/Recon Training 4) CR 6;
Unit Specialties: +4 competence bonus to Spot and The 8th SOS next saw action in the Grenada Medium-size humanoid; HD 3d8+3 plus 3d8+3; HP
Craft (structural) checks. operations of 1983 during which their aircraft suffered 34; Mas 12; Init +2; Spd 35 ft; Defense 18, touch
intense ground fire as they deployed US Army 18, flatfooted 16 (+2 Dex, +6 class); BAB +4; Grap
6th SOS (Dedicated Hero 3) CR 3; Medium-size Rangers onto the island. The 8th then made three more +3; Atk +3 melee (1d3+-1, unarmed), or +6 ranged
humanoid; HD 3d6+3; HP 14; Mas 13; Init +2; Spd missions over Grenada dropping leaflets to encourage (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air
30 ft; Defense 14, touch 14, flatfooted 12 (+2 Dex, the Cubans to give up the fight on the island. Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str
+2 class); BAB +2; Grap +1; Atk +1 melee (1d3+-1, The 8th SOS participated in Operation Just Cause in 8, Dex 15, Con 12, Int 13, Wis 10, Cha 14.
unarmed), or +4 ranged (2d6+0, M-9); FS 5 ft by 5 Panama against Manuel Noreiga and a Combat Talon Occupation: Military (Knowledge [Tactics], Pilot)
ft; Reach 5 ft; AL US Air Force; SV Fort +3, Ref +3, of the 8th SOS flew the captured leader back to the Skills: Computer Use +10, Hide +6, Knowledge
Will +2; AP 1; Rep +1; Str 8, Dex 15, Con 13, Int 12, United States to face trial. (Tactics) +10, Listen +3, Navigate +4, Pilot +11,
Wis 10, Cha 14. During Operations Desert Shield and Desert Storm Repair +8, Spot +9, Survival +3, Tumble +8
Occupation: Military (Navigate, Pilot) the 8th SOS aided Coalition forces by dropping both Feats: Aircraft Operation (Heavy), Combat
Skills: Craft (structural) +7, Knowledge (Tactics) 15,000 lb. bombs and millions of leaflets encouraging Expertise, Electronic Warfare, MOS Pilot (Computer
+7, Listen +2, Navigate +7, Pilot +8, Repair +7, Spot the Iraqis to surrender. Use, Repair, Spot), Officer Candidate School,
+8 More recently the 8th SOS has seen action in Bosnia, Personal Firearms Proficiency, Teamwork (Specific
Feats: Aircraft Operation (Heavy), Alertness, MOS Liberia, Saudi Arabia and were even seen in the movie Group)
Aviation (Craft [structural], Repair, Spot), Personal “Air Force One”. Talents (Fast Hero): Evasion, Increased Speed
Firearms Proficiency, Radar Operation Talents (Recon Training): Camouflage, Air
Talents (Dedicated Hero): Empathy, Improved Aid unit requirements Support 1
Another To qualify for 8th SOS a character must meet the Talents (8th SOS): +4 competence bonus to
Talents (6th SOS): +4 competence bonus to Spot following criteria. Computer Use and Pilot skill checks
and Craft (structural) skill checks Skills: Pilot 8 ranks, Computer Use 8 ranks Possessions: M-9
Possessions: M-9 Feats: MOS Pilot, Aircraft Operation (heavy
aircraft), Electronic Warfare

special operations command 8


9th special operations squadron days after he leaves the unit. Any additions to the 15th special operations squadron
“night wings” characters bonus feat list, as well as the ability to take The 15th SOS was formed due to the success of
The 9 SOS’ mission is the combat refueling of
th levels in the Special Operations Prestige Class are the Combat Talon as a support aircraft for special
special operations helicopters in hostile territory lost immediately upon leaving the unit, unless the operations forces. As part of a program to upgrade
as well as the insertion, extraction and resupply of character transfers to another special operations unit. this successful aircraft, the 15th SOS helped to test the
special operations forces in hostile territory. The unit Unit Specialties: +4 competence bonus to Pilot and upgraded MC-130H Combat Talon II, which the unit
also performs unconventional warfare missions as Computer Use skill checks. uses its mission to insert, extract and resupply special
well. To support this mission the squadron uses the Unit Abilities: The Night Wings are extremely operations forces today.
MC-130 P Combat Shadow. adept at night flying operations during which the
During the Viet Nam War the 9th SOS performed pilots wear night vision goggles. Members of the 9th unit requirements
numerous unconventional warfare missions including SOS do not suffer the usual –4 penalty to Spot checks To qualify for 15th SOS a character must meet the
leaflet drops that assisted American forces throughout when wearing night vision goggles because of their following criteria.
that long conflict. In March of 1988 the primary extensive experience using these devices. Skills: Pilot 8 ranks, Computer Use 8 ranks
mission of the unit shifted to aerial refueling and it Feats: MOS Pilot, Aircraft Operation (heavy
obtained the MC-130 P aircraft that it uses today. 9th SOS (Fast Hero 3/Recon Training 3) CR 6; aircraft), Electronic Warfare
During Operation Just Cause in Panama the 9th SOS Medium-size humanoid; HD 3d8+3 plus 3d8+3; HP
allowed special operations helicopters to fly more than 34; Mas 12; Init +2; Spd 35 ft; Defense 18, touch unit features
400 missions and log over 1,200 hours of flight time. 18, flatfooted 16 (+2 Dex, +6 class); BAB +4; Grap All of the following are features of the 15th SOS.
In 1990 the squadron deployed to Saudi Arabia +3; Atk +3 melee (1d3+-1, unarmed), or +6 ranged These specialties and abilities take effect 30 days
where it remained for more than three years. It then (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air after the character joins the unit and last until 30
transferred to Turkey where it served for another Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str days after he leaves the unit. Any additions to the
three years during Operation Provide Comfort, 8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. characters bonus feat list, as well as the ability to take
which helped the Kurdish people recover from the Occupation: Military (Knowledge [Tactics], Pilot) levels in the Special Operations Prestige Class are
depredations of the Iraqi government of Saddam Skills: Computer Use +10, Hide +6, Knowledge lost immediately upon leaving the unit, unless the
Hussein. (Tactics) +10, Listen +3, Navigate +4, Pilot +11, character transfers to another special operations unit.
Repair +8, Spot +9, Survival +3, Tumble +8 Unit Specialties: +4 competence bonus to Pilot and
unit requirements Feats: Aircraft Operation (Heavy), Combat Computer Use skill checks
To qualify for 9th SOS a character must meet the Expertise, Electronic Warfare, MOS Pilot (Computer
following criteria. Use, Repair, Spot), Officer Candidate School,
Skills: Pilot 8 ranks, Computer Use 8 ranks, Spot 5 Personal Firearms Proficiency, Teamwork (Specific 16th special operations squadron
ranks Group)
“spectre”
Feats: MOS Pilot, Aircraft Operation (heavy Talents (Fast Hero): Evasion, Increased Speed
The 16th was activated in 1968 and originally based
aircraft), Electronic Warfare Talents (Recon Training): Camouflage, Air
at Ubon Royal Thai Air Force Base. They originally
Support 1
flew the legendary AC-47 Spooky gunship and today
unit features Talents (9th SOS): +4 competence bonus to
fly the AC-130H Spectre. During the Viet Nam War
All of the following are features of the 9th SOS. Computer Use and Pilot skill checks
gunships of the 16th destroyed an average of 10,000
These specialties and abilities take effect 30 days Possessions: M-9
trucks per year during night attacks along the Ho Chi
after the character joins the unit and last until 30 Minh Trail.

special operations command 9


Aircraft of the 16th have served with distinction +5; Grap +4; Atk +4 melee (1d3+-1, Unarmed), or +7 take levels in the Special Operations Prestige Class
in Grenada, Panama, Iraq, Somalia and Bosnia- ranged (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL are lost immediately upon leaving the unit, unless the
Herzegovina. Despite the enormous heroism of their US Air Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep character transfers to another special operations unit.
service the unit also remembers the 52 brothers +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. Unit Abilities: +1 competence bonus to attack and
who lost their lives in Viet Nam, 14 in Operation Occupation: Military (Knowledge [Tactics], Pilot) damage rolls with any AC-130U-mounted weapon.
Desert Storm and 8 in Operation Continue Hope (in Skills: Craft (mechanical) +7, Craft (structural)
Somalia). +5, Drive +4, Hide +4, Knowledge (Tactics) +13, 16th SOS Gunner (Strong Hero 3/Assault Training
Since 1975 the unit has been based at its current Navigate +5, Pilot +12, Profession +6, Repair +5, 4) CR 7; Medium-size humanoid; HD 3d8+3 plus
home of Hurlburt Field, Florida. Spot +7, Survival +3, Swim -1, Tumble +6 4d10+4 plus 4; HP 47; Mas 13; Init +2; Spd 30 ft;
Feats: Aircraft Operation (Heavy), Armor Defense 18, touch 15, flatfooted 16 (+2 Dex, +3 class,
16th sos pilot Proficiency (light), Evasive Maneuvers, MOS Pilot +3 equipment); BAB +7; Grap +9; Atk +9 melee
(Pilot, Repair, Spot), Officer Candidate School, (1d4+2, weapon), or +9 ranged (2d6, weapon); FS 5 ft
unit requirements Personal Firearms Proficiency, Teamwork (Specific by 5 ft; Reach 5 ft; AL US Air Force; SV Fort +7, Ref
To qualify for 16th SOS a character must meet the Group) +4, Will +2; AP 3; Rep +1; Str 14, Dex 15, Con 13, Int
following criteria. Talents (Fast Hero): Evasion, Uncanny Dodge 1 12, Wis 10, Cha 8.
Skills: Pilot 10 ranks, Spot 5 ranks Talents (Recon Training): Camouflage, Air Occupation: Military (Navigate, Pilot)
Feats: MOS Pilot, Aircraft Operation (Heavy Support 1, Air Support 2 Skills: Climb +6, Craft (structural) +8, Intimidate
Aircraft), Evasive Maneuvers Talents (16th SOS Pilot): +4 competence bonus to +3, Knowledge (Tactics) +8, Pilot +6, Repair +6, Spot
Talents: Air Support 1-2 Pilot checks; Air Support increased by +1 +9, Tumble +10
Possessions: Undercover Vest, Unarmed, M-9 Feats: Advanced Firearms Proficiency, Armor
unit features Proficiency (light), Exotic Firearms Proficiency
All of the following are features of the 16th SOS. 16th sos gunner (cannons), Jump School, MOS Rifleman (Search,
These specialties and abilities take effect 30 days Spot, Tumble), Personal Firearms Proficiency,
after the character joins the unit and last until 30 unit requirements Weapon Focus
days after he leaves the unit. Any additions to the To qualify for 16th SOS a character must meet the Talents (Strong Hero): Extreme Effort, Improved
characters bonus feat list, as well as the ability to following criteria. Extreme Effort
take levels in the Special Operations Prestige Class BAB: 5+ Talents (Assault Training): Tough as Nails,
are lost immediately upon leaving the unit, unless the Skills: Spot 5 ranks, Repair 5 ranks Marksmanship 1, Sharpshooter 1
character transfers to another special operations unit. Feats: MOS Rifleman, Exotic Firearms Proficiency- Talents (16th SOS Gunner): +1 competence bonus
Unit Specialties: +4 competence bonus to Pilot Fixed Wing Vehicle Weapons, Weapon Focus (40mm to attack and damage rolls to AC-130U-fired weapons
skill checks cannon, 105mm cannon or 25mm cannon) Possessions: Knife, M-9, Undercover Vest
Unit Abilities: The characters bonus from Air Talents: Marksmanship 1, Sharpshooter 1
Support is increased by +1 (to a maximum bonus of 19th special operations squadron
+6). unit features With a long and distinguished service history going
All of the following are features of the 16th SOS. back to 1939, today the 19th SOS serves as training
16th SOS Pilot (Fast Hero 3/Recon Training 4) CR These specialties and abilities take effect 30 days arm of the 16th Special Operations Wing and trains
7; Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP after the character joins the unit and last until 30 AC-130H, AC-130U and MC-130E crews for the
39; Mas 12; Init +2; Spd 30 ft; Defense 21, touch 18, days after he leaves the unit. Any additions to the unit. They also conduct refresher courses for crews in
flatfooted 19 (+2 Dex, +6 class, +3 equipment); BAB characters bonus feat list, as well as the ability to service.

special operations command 10


19th sos pilot (Pilot, Repair, Spot), Officer Candidate School, (1d4+2, weapon), or +9 ranged (2d6, weapon); FS 5 ft
Personal Firearms Proficiency, Teamwork (Specific by 5 ft; Reach 5 ft; AL US Air Force; SV Fort +7, Ref
unit requirements Group) +4, Will +2; AP 3; Rep +1; Str 14, Dex 15, Con 13, Int
To qualify for 19th SOS a character must meet the Talents (Fast Hero): Evasion, Uncanny Dodge 1 12, Wis 10, Cha 8.
following criteria. Talents (Recon Training): Camouflage, Air Occupation: Military (Navigate, Pilot)
Skills: Pilot 10 ranks, Spot 5 ranks Support 1, Air Support 2 Skills: Climb +6, Craft (structural) +8, Intimidate
Feats: MOS Pilot, Aircraft Operation (Heavy Talents (19th SOS Pilot): +4 competence bonus to +3, Knowledge (Tactics) +8, Pilot +6, Repair +6, Spot
Aircraft), Evasive Maneuvers Pilot checks; Air Support increased by +1 +9, Tumble +10
Talents: Air Support 1-2 Possessions: Undercover Vest, Unarmed, M-9 Feats: Advanced Firearms Proficiency, Armor
Proficiency (light), Exotic Firearms Proficiency
unit features 19th sos gunner (cannons), Jump School, MOS Rifleman (Search,
All of the following are features of the 19th SOS. Spot, Tumble), Personal Firearms Proficiency,
These specialties and abilities take effect 30 days unit requirements Weapon Focus
after the character joins the unit and last until 30 To qualify for 19th SOS a character must meet the Talents (Strong Hero): Extreme Effort, Improved
days after he leaves the unit. Any additions to the following criteria. Extreme Effort
characters bonus feat list, as well as the ability to take BAB: 5+ Talents (Assault Training): Tough as Nails,
levels in the Special Operations Prestige Class are Skills: Spot 5 ranks, Repair 5 ranks Marksmanship 1, Sharpshooter 1
lost immediately upon leaving the unit, unless the Feats: MOS Rifleman, Exotic Firearms Proficiency- Talents (19th SOS Gunner): +1 competence bonus
character transfers to another special operations unit. Fixed Wing Vehicle Weapons, Weapon Focus (40mm to attack and damage rolls to AC-130U-fired weapons
Unit Specialties: +4 competence bonus to Pilot cannon, 105mm cannon or 25mm cannon) Possessions: Knife, M-9, Undercover Vest
skill checks Talents: Marksmanship 1, Sharpshooter 1
Unit Abilities: The characters bonus from Air 20th special operations squadron
Support is increased by +1 (to a maximum bonus of unit features “green hornets”
+6). All of the following are features of the 19th SOS. The 20th SOS flies the most sophisticated helicopter in
These specialties and abilities take effect 30 days the entire Air Force, the MH-53J Pave Low. The unit
19th SOS Pilot (Fast Hero 3/Recon Training 4) CR after the character joins the unit and last until 30 was activated in 1956 and earned its nickname during
7; Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP days after he leaves the unit. Any additions to the Project Lucky Tiger in 1967. It was during these same
39; Mas 12; Init +2; Spd 30 ft; Defense 21, touch 18, characters bonus feat list, as well as the ability to take missions that Captain James P. Fleming earned the
flatfooted 19 (+2 Dex, +6 class, +3 equipment); BAB levels in the Special Operations Prestige Class are Congressional Medal of Honor. In more recent action
+5; Grap +4; Atk +4 melee (1d3+-1, Unarmed), or +7 lost immediately upon leaving the unit, the character the unit has seen service in President George H.W.
ranged (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL transfers to another special operations unit. Bush’s Florida Drug Task Force and recorded the first
US Air Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep Unit Abilities: +1 competence bonus to attack and rescue of a downed airman during Operation Desert
+1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. damage rolls with any AC-130U-mounted weapon. Storm, the first rescue of a downed airman since the
Occupation: Military (Knowledge [Tactics], Pilot) Viet Nam War.
Skills: Craft (mechanical) +7, Craft (structural) 19th SOS Gunner (Strong Hero 3/Assault Training
+5, Drive +4, Hide +4, Knowledge (Tactics) +13, 4) CR 7; Medium-size humanoid; HD 3d8+3 plus unit requirements
Navigate +5, Pilot +12, Profession +6, Repair +5, 4d10+4 plus 4; HP 47; Mas 13; Init +2; Spd 30 ft; To qualify for 20th SOS a character must meet the
Spot +7, Survival +3, Swim -1, Tumble +6 Defense 18, touch 15, flatfooted 16 (+2 Dex, +3 class, following criteria.
Feats: Aircraft Operation (Heavy), Armor +3 equipment); BAB +7; Grap +9; Atk +9 melee BAB: 5+
Proficiency (light), Evasive Maneuvers, MOS Pilot

special operations command 11


Skills: Pilot 8 ranks, Spot 5 ranks Feats: Aircraft Operation (Helicopter), Combat operations in Africa and the Middle East. As part of its
Feats: MOS Pilot, Aircraft Operation (helicopter), Expertise, Exotic Firearms Proficiency (Helicopter responsibilities the 352nd frequently works with allied
Exotic Firearms Proficiency- Helicopter Vehicle Weapons), MOS Pilot (Computer Use, Repair, special operations units in Europe.
Weapons Spot), Officer Candidate School, Personal Firearms
Proficiency, Teamwork (Specific Group) 7th special operations squadron
unit features Talents (Fast Hero): Evasion, Increased Speed The 7th SOS employs the MC-130H Combat Talon.
All of the following are features of the 20th SOS. Talents (Recon Training): Camouflage, Air Its mission in the insertion, extraction and resupply of
These specialties and abilities take effect 30 days Superiority 1, Air Superiority 2 special operations troops in hostile territory as well as
after the character joins the unit and last until 30 Talents (20th SOS): +4 competence bonus to unconventional warfare missions.
days after he leaves the unit. Any additions to the Computer Use and Pilot skill checks; no Spot penalty The 7th served in Southeast Asia in 1991 and later
characters bonus feat list, as well as the ability to take for wearing nightvision goggles. assisted in resupply operations to assist the Kurdish
levels in the Special Operations Prestige Class are lost Possessions: M-9 peoples living in Northern Iraq in their efforts to resist
immediately upon leaving the unit, unlessthe character the regime of Saddam Hussein.
transfers to another special operations unit. 720th special tactics group
For units working together the ability to function The 720th Special Tactics Group deploys 4 of the 6 unit requirements
as if possessing the Teamwork feat lasts until 30 days Special Tactics Squadrons in the Air Force as well To qualify for 7th SOS a character must meet the
after the character stops working with the units in as the 10th Combat Weather Squadron. This unit is following criteria.
question. headquartered at Hurlburt Field in Florida although Skills: Pilot 8 ranks, Computer Use 8 ranks
Unit Specialties: +4 competence bonus to Pilot and many of the STS units that are part of the 720th have Feats: MOS Pilot, Aircraft Operation (heavy
Computer Use skill checks. their own home fields as well. The mission of the aircraft), Electronic Warfare
Unit Abilities: The Green Hornets are extremely 720th is to conduct airfield and assault zone recon,
adept at night flying operations during which the assessment and control as well as provide emergency unit features
pilots wear night vision goggles. Members of the 20th medical care and combat search and rescue. The units All of the following are features of the 7th SOS.
SOS do not suffer the usual –4 penalty to Spot checks of the 720th also provide long-range reconnaissance These specialties and abilities take effect 30 days
when wearing night vision goggles because of their and position navigational aids and target designation after the character joins the unit and last until 30
extensive experience using these devices. equipment in both friendly and hostile areas. days after he leaves the unit. Any additions to the
The 720th consists of the following units: 21st STS characters bonus feat list, as well as the ability to take
20th SOS (Fast Hero 3/Recon Training 4) CR 7; based at Pope Air Force Base, North Carolina; 22nd levels in the Special Operations Prestige Class are
Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP STS based at McCord Air Force Base, Washington lost immediately upon leaving the unit, unless the
39; Mas 12; Init +2; Spd 35 ft; Defense 18, touch 18, State; 23rd STS based at Hurlburt Field, Florida; 24th character transfers to another special operations unit.
flatfooted 16 (+2 Dex, +6 class); BAB +5; Grap +4; STS based at Pope Air Force Base, North Carolina; Unit Specialties: +4 competence bonus to Pilot and
Atk +4 melee (1d3-1, unarmed), or +7 ranged (2d6, and 10th Combat Weather Squadron based at Hurlburt Computer Use skill checks
M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air Force; Field, Florida.
SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str 8, Dex 7th SOS (Fast Hero 3/Recon Training 3) CR 6;
15, Con 12, Int 13, Wis 10, Cha 14. 352 nd
special operations group Medium-size humanoid; HD 3d8+3 plus 3d8+3; HP
Occupation: Military (Knowledge [Tactics], Pilot) The 352nd SOG is the AFSOC group assigned to 34; Mas 12; Init +2; Spd 35 ft; Defense 18, touch
Skills: Computer Use +12, Hide +6, Knowledge the European theater. The unit is based at RAF 18, flatfooted 16 (+2 Dex, +6 class); BAB +4; Grap
(Tactics) +12, Listen +3, Navigate +6, Pilot +13, Mildenhall, United Kingdom and is the primary +3; Atk +3 melee (1d3+-1, unarmed), or +6 ranged
Repair +8, Spot +9, Survival +3, Tumble +8 AFSOC unit for all European operations, as well as (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air

special operations command 12


Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str days after he leaves the unit. Any additions to the Computer Use and Pilot skill checks; no Spot penalty
8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. characters bonus feat list, as well as the ability to take for wearing nightvision goggles.
Occupation: Military (Knowledge [Tactics], Pilot) levels in the Special Operations Prestige Class are Possessions: M-9
Skills: Computer Use +10, Hide +6, Knowledge lost immediately upon leaving the unit, unless the
(Tactics) +10, Listen +3, Navigate +4, Pilot +11, character transfers to another special operations unit. 67th special operations group
Repair +8, Spot +9, Survival +3, Tumble +8 For units working together the ability to function “night owls”
Feats: Aircraft Operation (Heavy), Combat as if possessing the Teamwork feat lasts until 30 days The 67th flies the MC-130P Combat Shadow, which is
Expertise, Electronic Warfare, MOS Pilot (Computer after the character stops working with the units in designed to refuel special operations helicopters in-
Use, Repair, Spot), Officer Candidate School, question. flight. This greatly extends the range and endurance of
Personal Firearms Proficiency, Teamwork (Specific Unit Specialties: +4 competence bonus to Pilot and such helicopters (such as those of the 21st SOS). These
Group) Computer Use skill checks. craft may also be used to deliver special operations
Talents (Fast Hero): Evasion, Increased Speed Unit Abilities: The Dust Devils are extremely adept units and even rubber raiding craft or resupply
Talents (Recon Training): Camouflage, Air at night flying operations during which the pilots bundles for those units.
Support 1 wear night vision goggles. Members of the 21st SOS
Talents (7th SOS): +4 competence bonus to do not suffer the usual –4 penalty to Spot checks unit requirements
Computer Use and Pilot skill checks when wearing night vision goggles because of their To qualify for 67th SOS a character must meet the
Possessions: M-9 extensive experience using these devices. following criteria.
Skills: Pilot 8 ranks, Computer Use 8 ranks, Spot 5
21st special operations squadron 21st SOS (Fast Hero 3/Recon Training 4) CR 7; ranks
“dust devils” Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP Feats: MOS Pilot, Aircraft Operation (heavy
The 21st flies the MH-53M Pave Low IV helicopter 39; Mas 12; Init +2; Spd 35 ft; Defense 18, touch aircraft), Electronic Warfare
for low-level night flying for insertion, extraction 18, flatfooted 16 (+2 Dex, +6 class); BAB +5; Grap
and resupply of special operations forces in hostile +4; Atk +4 melee (1d3+-1, unarmed), or +7 ranged unit features
territory. With the aid of the 67th SOS these helicopters (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air All of the following are features of the 67th SOS.
have a greatly enhanced range. Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str These specialties and abilities take effect 30 days
8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. after the character joins the unit and last until 30
unit requirements Occupation: Military (Knowledge [Tactics], Pilot) days after he leaves the unit. Any additions to the
To qualify for 21st SOS a character must meet the Skills: Computer Use +12, Hide +6, Knowledge characters bonus feat list, as well as the ability to take
following criteria. (Tactics) +12, Listen +3, Navigate +6, Pilot +13, levels in the Special Operations Prestige Class are
BAB: 5+ Repair +8, Spot +9, Survival +3, Tumble +8 lost immediately upon leaving the unit, unless the
Skills: Pilot 8 ranks, Spot 5 ranks Feats: Aircraft Operation (Helicopter), Combat character transfers to another special operations unit.
Feats: MOS Pilot, Aircraft Operation (helicopter), Expertise, Exotic Firearms Proficiency (Helicopter Unit Specialties: +4 competence bonus to Pilot and
Exotic Firearms Proficiency- Helicopter Vehicle Weapons), MOS Pilot (Computer Use, Repair, Computer Use skill checks.
Weapons Spot), Officer Candidate School, Personal Firearms Unit Abilities: The Night Owls are extremely adept
Proficiency, Teamwork (Specific Group) at night flying operations during which the pilots
unit features Talents (Fast Hero): Evasion, Increased Speed wear night vision goggles. Members of the 67th SOS
All of the following are features of the 21st SOS. Talents (Recon Training): Camouflage, Air do not suffer the usual –4 penalty to Spot checks
These specialties and abilities take effect 30 days Superiority 1, Air Superiority 2 when wearing night vision goggles because of their
after the character joins the unit and last until 30 Talents (21st SOS): +4 competence bonus to extensive experience using these devices.

special operations command 13


67th SOS (Fast Hero 3/Recon Training 3) CR 6; Japan. The 353rd consists of two flying squadrons as Repair +8, Spot +9, Survival +3, Tumble +8
Medium-size humanoid; HD 3d8+3 plus 3d8+3; HP well as one special tactics squadron. Feats: Aircraft Operation (Heavy), Combat
34; Mas 12; Init +2; Spd 35 ft; Defense 18, touch Expertise, Electronic Warfare, MOS Pilot (Computer
18, flatfooted 16 (+2 Dex, +6 class); BAB +4; Grap 1st special operations squadron Use, Repair, Spot), Officer Candidate School,
+3; Atk +3 melee (1d3+-1, unarmed), or +6 ranged The 1st employs the MC-130H Combat Talon. Its Personal Firearms Proficiency, Teamwork (Specific
(2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air mission in the insertion, extraction and resupply of Group)
Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str special operations troops in hostile territory as well as Talents (Fast Hero): Evasion, Increased Speed
8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. unconventional warfare missions. Talents (Recon Training): Camouflage, Air
Occupation: Military (Knowledge [Tactics], Pilot) Support 1
Skills: Computer Use +10, Hide +6, Knowledge unit requirements Talents (1st SOS): +4 competence bonus to
(Tactics) +10, Listen +3, Navigate +4, Pilot +11, To qualify for 1st SOS a character must meet the Computer Use and Pilot skill checks
Repair +8, Spot +9, Survival +3, Tumble +8 following criteria. Possessions: M-9
Feats: Aircraft Operation (Heavy), Combat Skills: Pilot 8 ranks, Computer Use 8 ranks
Expertise, Electronic Warfare, MOS Pilot (Computer Feats: MOS Pilot, Aircraft Operation (heavy 17th special operations squadron
Use, Repair, Spot), Officer Candidate School, aircraft), Electronic Warfare “jackals”
Personal Firearms Proficiency, Teamwork (Specific The 17th employs the MC-130P Combat Shadow to
Group) unit features refuel special operations helicopters in-flight.
Talents (Fast Hero): Evasion, Increased Speed All of the following are features of the 1st SOS.
Talents (Recon Training): Camouflage, Air These specialties and abilities take effect 30 days unit requirements
Support 1 after the character joins the unit and last until 30 To qualify for 17th SOS a character must meet the
Talents (9th SOS): +4 competence bonus to days after he leaves the unit. Any additions to the following criteria.
Computer Use and Pilot skill checks; no spot penalty characters bonus feat list, as well as the ability to take Skills: Pilot 8 ranks, Computer Use 8 ranks, Spot 5
for wearing nightvision goggles. levels in the Special Operations Prestige Class are ranks
Possessions: M-9 lost immediately upon leaving the unit, unless the Feats: MOS Pilot, Aircraft Operation (heavy
character transfers to another special operations unit. aircraft), Electronic Warfare
321st special tactics squadron Unit Specialties: +4 competence bonus to Pilot and
(sts) Computer Use skill checks unit features
The fast reaction force of the 352nd SOG, this unit All of the following are features of the 17th SOS.
provides Combat Controllers, Pararescue and Combat 1st SOS (Fast Hero 3/Recon Training 3) CR 6; These specialties and abilities take effect 30 days
Weather personnel for a variety of missions during Medium-size humanoid; HD 3d8+3 plus 3d8+3; HP after the character joins the unit and last until 30
both peacetime and war (see the individual entries 34; Mas 12; Init +2; Spd 35 ft; Defense 18, touch days after he leaves the unit. Any additions to the
for these units above for more information on the 18, flatfooted 16 (+2 Dex, +6 class); BAB +4; Grap characters bonus feat list, as well as the ability to take
capabilities and missions of the 321st STS). +3; Atk +3 melee (1d3+-1, unarmed), or +6 ranged levels in the Special Operations Prestige Class are
(2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air lost immediately upon leaving the unit, unless the
353rd special operations group Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str character transfers to another special operations unit.
Just as the 352nd provides an AFSOC presence to the 8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. Unit Specialties: +4 competence bonus to Pilot and
European theater, the 353rd provides that presence to Occupation: Military (Knowledge [Tactics], Pilot) Computer Use skill checks.
Southeast Asia and is based out of Kadena Air Base in Skills: Computer Use +10, Hide +6, Knowledge Unit Abilities: The Jackals are extremely adept
(Tactics) +10, Listen +3, Navigate +4, Pilot +11, at night flying operations during which the pilots

special operations command 14


wear night vision goggles. Members of the 17th SOS
do not suffer the usual –4 penalty to Spot checks
usasoc K. Truscott submitted a proposal to General George C.
Marshall that the United States create “an American
u.s. army special operations command
when wearing night vision goggles because of their unit along the lines of the British Commandos”. The
extensive experience using these devices. 1st Ranger Battalion was formed soon after, comprised
Army Special Operations Command was formed
of hand picked volunteers.
December 1st, 1989. The ARSOC special operations
17th SOS (Fast Hero 3/Recon Training 3) CR 6; Rangers have been known for their distinctive black
forces consist of the 75th Ranger Battalion, 160th
Medium-size humanoid; HD 3d8+3 plus 3d8+3; HP berets for some time, and have even been referred to
Special Operations Aviation Regiment, Special
34; Mas 12; Init +2; Spd 35 ft; Defense 18, touch as the “black berets”. However, the Army recently
Forces, Special Forces Operational Detachment Delta,
18, flatfooted 16 (+2 Dex, +6 class); BAB +4; Grap approved the black beret for all servicemen, so the
Civil Affairs and Psychological Operations. USASOC
+3; Atk +3 melee (1d3+-1, unarmed), or +6 ranged Rangers have adopted a tan beret.
is based out of Fort Bragg, North Carolina.
(2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air
Force; SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str unit requirements
8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. 75th ranger regiment To qualify for 75th Ranger Battalion a character must
Occupation: Military (Knowledge [Tactics], Pilot) The 75th Ranger Regiment is composed of three meet the following criteria.
Skills: Computer Use +10, Hide +6, Knowledge battalions: 1st Battalion, based out of Hunter Army Air BAB: 5+
(Tactics) +10, Listen +3, Navigate +4, Pilot +11, Field, Georgia; 2nd Battalion, based out of Fort Lewis, Skills: Navigation 5 ranks, Survival 8 ranks,
Repair +8, Spot +9, Survival +3, Tumble +8 Washington; and the 3rd Battalion based out of Fort Tumble 8 ranks, Knowledge (tactics) 5 ranks
Feats: Aircraft Operation (Heavy), Combat Benning, Georgia. Feats: MOS Rifleman, Jump School, one terrain
Expertise, Electronic Warfare, MOS Pilot (Computer The Rangers are the elite fast-deployment force warfare feat (Amphibious Assault Training, Arctic
Use, Repair, Spot), Officer Candidate School, of the United States Army. They allow the United Warfare College, Desert Warfare College, Jungle/
Personal Firearms Proficiency, Teamwork (Specific States to project its power, providing a cohesive Swamp Warfare, Mountain Warfare, Urban Warfare
Group) fighting unit that can reach any place in the world in College)
Talents (Fast Hero): Evasion, Increased Speed 18 hours. Rangers are trained in airborne operations, Talents: Death from Above, one terrain
Talents (Recon Training): Camouflage, Air and are trained to operate in a wide variety of terrain. specialization
Support 1 They may be used in a variety of roles, from airborne
Talents (17th SOS): +4 competence bonus to assault to special operations. Their specialty is the unit features
Computer Use and Pilot skill checks; no spot penalty surprise airborne attack, allowing the quick capture of All of the following are features of the 75th Ranger
for wearing nightvision goggles. key facilities such as airports and bridges. Battalion.
Possessions: M-9 The primary missions of the Rangers are: rapid These specialties and abilities take effect 30 days
insertion and extraction by land, sea or air; direct after the character joins the unit and last until 30
action (including raids); combat search and rescue days after he leaves the unit. Any additions to the
320th special tactics squadron operations; and special operations. The Rangers can
The fast reaction force of the 353rd SOG, this unit characters bonus feat list, as well as the ability to take
also function as an elite light infantry or airborne levels in the Special Operations Prestige Class are
provides Combat Controllers, Pararescue and Combat
brigade. lost immediately upon leaving the unit, unless the
Weather personnel for a variety of missions during
Each Ranger battalion consists of three rifleman character transfers to another special operations unit.
both peacetime and war (see the individual entries
companies and a Headquarters and Headquarters For units working together the ability to function
for these units above for more information on the
Company (HHC). Each battalion is authorized 580 as if possessing the Teamwork feat lasts until 30 days
capabilities and missions of the 320th STS).
men but is allowed to be 15% overstaffed. after the character stops working with the units in
The Rangers were created when the United States question.
entered the Second World War. Major General Lucian Unit Specialties: +4 competence bonus to Survival

special operations command 15


and Tumble skill checks 160th special operations aviation Little Bird, the MH-60 Pave Hawk and the MH-47E
Unit Abilities: Death from Above modifier regiment (soar) “night stalkers” Chinook. The 160th is based out of Fort Campbell,
increased by +1 (to a maximum bonus of +6) The 160th was born out of the failed attempt to rescue Kentucky.
Unit Bonus Feats: Being a member of this unit hostage held in Iran during the Carter administration.
also adds the following feats to the character’s Following this failure the Army immediately began unit requirements
bonus feat list from his MOS: Air Assault Training, recruiting the best pilots their service had to offer to To qualify for 160th SOAR a character must meet the
Amphibious Assault Training, Arctic Warfare College, form a new type of unit: one that would specialize following criteria.
Desert Warfare College, Endurance, Forced March, in low-level night insertion and support of special BAB: 5+
Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS operations units. Currently the 160th consists of four Skills: Pilot 8 ranks, Spot 5 ranks
Engineer, MOS Field Artillery, MOS Medical, MOS battalions but as the need for special operations forces Feats: MOS Pilot, Aircraft Operation (helicopter),
Signals, Mountain Warfare, SERE, Urban Warfare increases as part of the global War on Terror, plans Exotic Firearms Proficiency- Helicopter Vehicle
College are already underway to significantly expand this Weapons
vital force in USASOC. The 160th uses three main
75th Rangers (Tough Hero 3/Infantry Training helicopters to accomplish its missions: the AH/MH-6
4) CR 7; Medium-size humanoid; HD 3d10+6 plus
4d10+8 plus 6; HP 59; Mas 15; Init +2; Spd 25 ft;
Defense 22, touch 16, flatfooted 20 (+2 Dex, +4 class,
+6 equipment); BAB +5; Grap +6; Atk +6 melee
(1d4+1, Knife), or +7 ranged (2d8, M-4 Carbine); FS
5 ft by 5 ft; Reach 5 ft; AL US Army; SV Fort +6, Ref
+5, Will +2; AP 3; Rep +1; Str 13, Dex 14, Con 15, Int
12, Wis 10, Cha 8.
Occupation: Military (Navigate, Survival)
Skills: Climb -1, Craft (structural) +4, Intimidate
+3, Knowledge (Tactics) +5, Navigate +8, Spot +3,
Survival +10, Swim +0, Tumble +7
Feats: Armor Proficiency (light), Armor Proficiency
(medium), Desert Warfare College (Knowledge
[Tactics], Spot, Survival), Jump School, MOS
Rifleman (Craft [structural], Knowledge [Tactics],
Tumble), Personal Firearms Proficiency, Toughness
Talents (Tough Hero): Robust, Stamina
Talents (Infantry Training): Defensive Position
+1, Death from above 1, Terrain Specialization
Talents (75th Rangers): +4 competence bonus
to Survival and Tumble checks; Death from above
increased by +1
Possessions: Tactical Vest, Knife, M-4 Carbine, M-
9, 2 Smoke Grenades, 4 Fragmentation Grenades

special operations command 16


unit features Talents (160th SOS): +4 competence bonus to special forces operational
All of the following are features of the 160th SOAR. Computer Use and Pilot skill checks; no Spot penalty detachment a “a-team”
These specialties and abilities take effect 30 for wearing nightvision goggles. The heart and soul of Special Forces, the A-team is
days the character joins the unit and last until 30 Possessions: M-9 a 12-man unit consisting of 12 soldiers: two officers
days after he leaves the unit. Any additions to the and 10 sergeants. The A-team has almost limitless
characters bonus feat list, as well as the ability to take special forces “green berets” flexibility and can operate in hostile areas almost
levels in the Special Operations Prestige Class are Special Forces, more commonly known as the Green indefinitely as long as adequate supply drops are
lost immediately upon leaving the unit, unless the Berets are a unique special operations unit in that they maintained. Each A-team position is further detailed
character transfers to another special operations unit. are as often employed in peace as they are in war. below.
Unit Specialties: +4 competence bonus to Pilot and Their primary missions are: foreign internal defense,
Computer Use skill checks. unconventional warfare, long-range reconnaissance,
Unit Abilities: The Night Stalkers are extremely
detachment commander (1 per a-
direct action and counter-terrorism. In addition to
adept at night flying operations during which the these primary missions Special Forces, because of
team) rank: captain
pilots wear night vision goggles. Members of the The Detachment Commander is responsible for
their tremendous utility, are often called upon to
160th SOAR do not suffer the usual –4 penalty to Spot ensuring and maintaining the readiness of the A-team.
perform several other mission types including: combat
checks when wearing night vision goggles because of He is also qualified to command indigenous forces of
search and rescue, peacekeeping, humanitarian
their extensive experience using these devices. battalion-size or smaller.
assistance, mine/ordnance removal and drug
enforcement operations. As part of the global War on
160th SOAR (Fast Hero 3/Recon Training 4) CR unit requirements
Terror, Special Forces are vital because they allow
7; Medium-size humanoid; HD 3d8+3 plus 4d8+4; To qualify for Special Force Detachment Commander
disparate forces to work together more effectively.
HP 39; Mas 12; Init +2; Spd 35 ft; Defense 18, touch a character must meet the following criteria.
This led retired General Normal Swarzkopf to refer
18, flatfooted 16 (+2 Dex, +6 class); BAB +5; Grap BAB: 5+
to the Special Forces as the “glue that held the
+4; Atk +4 melee (1d3+-1, unarmed), or +7 ranged Skills: Navigate 10 ranks, Knowledge (tactics) 10
coalition together” during Operations Desert Shield
(2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US ranks
and Desert Storm. Neither flamboyant nor flashy, the
Army; SV Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str Feats: Officer Candidate School, Tactician
Special Forces have earned their nickname “Quiet
8, Dex 15, Con 12, Int 13, Wis 10, Cha 14. Rank: O-3
Professionals”.
Occupation: Military (Knowledge [Tactics], Pilot) Special: Voice of Command class ability.
Currently there are five active duty Special Forces
Skills: Computer Use +12, Hide +6, Knowledge In addition the character must also meet the
Groups (1st, 3rd, 5th, 7th and 10th Special Forces Groups)
(Tactics) +12, Listen +3, Navigate +6, Pilot +13, requirements to be a Special Forces Senior Sergeant
and two reserve Special Forces Groups (19th and
Repair +8, Spot +9, Survival +3, Tumble +8 in one of the following specialties: Weapons,
20th Special Forces Groups). Each group has three
Feats: Aircraft Operation (Helicopter), Combat Engineering, Communications or Medical.
battalions, a support company and a Headquarters and
Expertise, Exotic Firearms Proficiency (Helicopter Headquarters Company (HHC). Each Special Forces
Weapons), MOS Pilot (Computer Use, Repair, unit features
Group consists of six Special Forces Operational
Spot), Officer Candidate School, Personal Firearms All of the following are features of the Special Forces
Detachments A or “A teams” one Special Forces
Proficiency, Teamwork (Specific Group) Detachment Commander.
Operational Detachment B or “B team” and one
Talents (Fast Hero): Evasion, Increased Speed These specialties and abilities take effect 30 days
Special Forces Operational Detachment C or “C
Talents (Recon Training): Camouflage, Air after the character joins the unit and last until 30
Detachment”. The A-team (which is far more likely to
Superiority 1, Air Superiority 2 days after he leaves the unit. Any additions to the
consist of PCs) is detailed below.
characters bonus feat list, as well as the ability to take
levels in the Special Operations Prestige Class are

special operations command 17


lost immediately upon leaving the unit, unless the Occupation: Military (Knowledge [Tactics], Intimidate 10 ranks, Knowledge (tactics) 5 ranks
character transfers to another special operations unit. Navigate) Feats: MOS Psychological Operations, MOS
For units working together the ability to function Skills: Bluff +12, Climb +2, Diplomacy +15, Maintenance, Psychological Warfare
as if possessing the Teamwork feat lasts until 30 days Gather Information +8, Intimidate +12, Jump +1, Rank: WO-1
after the character stops working with the units in Knowledge (Civics) +6, Knowledge (Current Events)
question. +8, Knowledge (Tactics) +21, Navigate +19, Sense unit features
Unit Specialties: +4 competence bonus to all Motive +11, Survival +4, Tumble +11 All of the following are features of the Special Forces
Navigate and Knowledge (tactics) skill checks. Feats: Armor Proficiency (light), Iron Will, Jump Detachment Technician.
Unit Abilities: The presence of the Detachment School, MOS Intelligence (Diplomacy, Sense Motive, These specialties and abilities take effect 30 days
Commander increases the bonus all team members Tumble), Officer Candidate School, Personal Firearms after the character joins the unit and last until 30
(including the Detachment Commander himself) Proficiency, Tactician (Squad), Teamwork (US Army), days after he leaves the unit. Any additions to the
receive from the Teamwork feats by +1 (cumulative Weapon Focus (M-4 Carbine) characters bonus feat list, as well as the ability to take
with the improvement to this bonus granted by the Talents (Charismatic Hero): Coordinate, levels in the Special Operations Prestige Class are
Operations Sergeant and/or the Semper Fi class Inspiration lost immediately upon leaving the unit, unless the
ability). The maximum teamwork bonus a character Talents (Strong Hero): Melee Smash, Improved character transfers to another special operations unit.
can have (from all sources) is +5. Should the Melee Smash For units working together the ability to function
Detachment Commander not be present (or be killed Talents (Leadership Training): Voice of as if possessing the Teamwork feat lasts until 30 days
or incapacitated) the unit immediately loses this Command 1/day, Voice of Command (Snap Decision), after the character stops working with the units in
increased teamwork bonus. Trench Warfare 1, Trench Warfare 2 question.
Due to the characters ability to train indigenous Talents (SF Detachment Commander): +4 Unit Specialties: +4 competence bonus on all
forces to work together, any two units that train with competence bonus to all Navigate and Knowledge Repair, Diplomacy and Intimidate skill checks
the character for one month act as if they have a (tactics) skill checks. Unit Abilities: Due to the characters ability to train
common Teamwork feat. This also allows the Special Possessions: Undercover vest, Knife, M-4 Carbine, indigenous forces to work together, any two units
Forces Operations Sergeant and/or the Detachment 2 Smoke Grenades, 4 Fragmentation Grenades that train with the character for one month act as if
Commander to improve the Teamwork bonuses of . they have a common Teamwork feat. This also allows
these forces if they are in command of the combined the Special Forces Operations Sergeant and/or the
force. detachment technician (1 per a- Detachment Commander to improve the Teamwork
team) rank: warrant officer 1 or bonuses of these forces if they are in command of the
SF Detachment Commander (Charismatic Hero combined force.
3/Strong Hero 3/Leadership Training 4): CR 10; higher
Medium-size humanoid; HD 3d6+3 plus 3d8+3 plus The Detachment Technician commands the team SF Detachment Technician (Fast Hero 2/
4d8+4; HP 53; Mas 12; Init +0; Spd 30 ft; Defense 18, in the absence of the Detachment Commander. He Charismatic Hero 2/Recon Training 4): CR 8;
touch 15, flatfooted 18 (+5 class, +3 equipment); BAB also serves as the team’s technical, civil affairs and Medium-size humanoid; HD 2d8+2 plus 2d6+2 plus
+7; Grap +7; Atk +7 melee (1d4+2/19-20, Knife), or psychological operations advisor. 4d8+4; HP 42; Mas 12; Init +0; Spd 30 ft; Defense 23,
+8 ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach touch 17, flatfooted 23 (+7 class, +6 equipment); BAB
5 ft; AL US Army; SV Fort +6, Ref +4, Will +9; AP unit requirements +5; Grap +4; Atk +4 melee (1d4-1/19-20, knife), or +5
5; Rep +4; Str 10, Dex 10, Con 12, Int 14, Wis 13, To qualify for Special Forces Detachment Technician ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft;
Cha 15. a character must meet the following criteria. AL US Army; SV Fort +5, Ref +6, Will +2; AP 4; Rep
BAB: 5+ +2; Str 8, Dex 10, Con 12, Int 15, Wis 13, Cha 15.
Skills: Repair 10 ranks, Diplomacy 10 ranks, Occupation: Military (Knowledge [Tactics],

special operations command 18


Survival) Skills: Knowledge (tactics) 8 ranks, Intimidate 8 unit features
Skills: Bluff +13, Craft (mechanical) +8, ranks, Diplomacy 5 ranks All of the following are features of the Special Forces
Diplomacy +17, Drive +10, Gather Information +4, Feats: MOS Intelligence, Tactician Operations Sergeant.
Hide +3, Intimidate +18, Knowledge (Tactics) +13, Rank: E-8 These specialties and abilities take effect 30 days
Navigate +6, Repair +18, Survival +7 Special: In addition to these requirements the after the character joins the unit and last until 30
Feats: Armor Proficiency (light), Armor Proficiency character must also meet the requirements to be a days after he leaves the unit. Any additions to the
(medium), Combat Driving, MOS Maintenance (Craft Special Forces Senior Sergeant in one of the following characters bonus feat list, as well as the ability to
[mechanical], Drive, Repair), MOS Psychological specialties: Weapons, Engineering, Communications take levels in the Special Operations Prestige Class
Operations (Bluff, Diplomacy, Intimidate), Personal or Medical. are lost immediately upon leaving the unit, unless
Firearms Proficiency, Psychological the character transfers to another
Warfare, Teamwork (US Army). special operations unit.
Talents (Fast Hero): Increased Speed For units working together the
Talents (Charismatic Hero): ability to function as if possessing
Coordinate the Teamwork feat lasts until 30
Talents (Recon Training): Camouflage, days after the character stops
Trench Warfare 1, Trench Warfare 2 working with the units in question.
Talents (SF Detachment Technician): Unit Specialties: +4
+4 competence bonus on all Repair, competence bonus to Knowledge
Diplomacy and Intimidate skill checks; (tactics) and Intimidate skill
Unit Teamwork Bonus checks.
Possessions: Tactical Vest, knife, Unit Abilities: The presence of
M-4 Carbine, 2 Smoke Grenades, 4 the Operations Sergeant increases
Fragmentation Grenades. the bonus all team members
(including the Operations
special forces operations Sergeant himself) receive from the
Teamwork feats by +1 (cumulative
sergeant (1 per a-team)
with the improvement to this
rank: master sergeant bonus granted by the Detachment
The Operations Sergeant is the senior Commander and/or the Semper
enlisted man on the A-team and is fully Fi class ability). The maximum
capable of commanding his unit. Many teamwork bonus a character
Operations Sergeants are affectionately can have (from all sources)
referred to as the “team daddy” sometimes is +5. Should the Operations
even to their faces. Sergeant not be present (or be
killed or incapacitated) the unit
unit requirements immediately loses this increased
To qualify for Special Forces Operations teamwork bonus.
Sergeant a character must meet the Due to the characters ability to
following criteria. train indigenous forces to work
BAB: 5+ together, any two units that train

special operations command 19


with the characters for one month act as if they have a special forces assistant interrogating or debriefing a subject.
common Teamwork feat. This also allows the Special operations sergeant (1 per a- Unit Abilities: Due to the characters ability to train
Forces Operations Sergeant and/or the Detachment indigenous forces to work together, any two units
team) rank: sergeant 1st class
Commander to improve the Teamwork bonuses of that train with the character for one month act as if
Assists the senior Operations Sergeant. The Assistant
these forces if they are in command of the combined they have a common Teamwork feat. This also allows
Operations Sergeant is also the team’s intelligence
force. the Special Forces Operations Sergeant and/or the
officer and has the responsibility of interrogating
Detachment Commander to improve the Teamwork
any captured prisoners, as well as the briefing and
SF Operations Sergeant (Strong Hero 3/Assault bonuses of these forces if they are in command of the
debriefing friendly forces.
Training 4/Recon Training 4): CR 11; Medium-size combined force.
humanoid; HD 3d8+6 plus 4d10+8 plus 4d8+8 plus 4;
unit requirements
HP 80; Mas 15; Init +2; Spd 25 ft; Defense 23, touch SF Assistant Operations Sergeant (Strong Hero
To qualify for Special Forces Assistant Operations
17, flatfooted 21 (+2 Dex, +5 class, +6 equipment); 3/Assault Training 4/Recon Training 2): CR 9;
Sergeant a character must meet the following criteria.
BAB +10; Grap +9; Atk +9 melee (1d4+1/19-20, Medium-size humanoid; HD 3d8+6 plus 4d10+8
BAB: 5+
Knife), or +13 ranged (2d8, M-4 Carbine); FS 5 ft by plus 2d8+4 plus 4; HP 67; Mas 15; Init +2; Spd 30
Skills: Knowledge (tactics) 5 ranks, Intimidate 5
5 ft; Reach 5 ft; AL US Army; SV Fort +10, Ref +6, ft; Defense 19, touch 16, flatfooted 17 (+2 Dex, +4
ranks, Diplomacy 3 ranks
Will +3; AP 5; Rep +1; Str 8, Dex 14, Con 15, Int 13, class, +3 equipment); BAB +8; Grap +7; Atk +7
Feats: MOS Intelligence, Tactician
Wis 10, Cha 14. melee (1d4+1/19-20, Knife), or +11 ranged (2d8, M-4
Rank: E-7
Occupation: Military (Navigate, Survival) Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL US Army;
Special: In addition to these requirements the
Skills: Climb +0, Diplomacy +10, Gather SV Fort +10, Ref +6, Will +2; AP 4; Rep +1; Str 8,
character must also meet the requirements to be a
Information +10, Hide +1, Intimidate +16, Jump -2, Dex 14, Con 15, Int 13, Wis 10, Cha 14.
Special Forces Senior Sergeant in one of the following
Knowledge (Tactics) +15, Listen +4, Navigate +9, Occupation: Military (Navigate, Survival)
specialties: Weapons, Engineering, Communications
Spot +2, Survival +8, Swim -4, Tumble +3 Skills: Climb +3, Diplomacy +6, Gather
or Medical.
Feats: Armor Proficiency (light), Armor Proficiency Information +6, Hide +4, Intimidate +8, Jump +1,
(medium), Jump School, MOS Intelligence Knowledge (Tactics) +9, Listen +2, Navigate +9, Spot
unit features
(Diplomacy, Gather Information, Intimidate), MOS +2, Survival +8, Swim -1, Tumble +6
All of the following are features of the Special Forces
Rifleman (Hide, Knowledge [Tactics], Tumble), Feats: Armor Proficiency (light), Jump School,
Assistant Operations Sergeant.
Personal Firearms Proficiency, Tactician, Teamwork MOS Intelligence (Diplomacy, Gather Information,
These specialties and abilities take effect 30 days
(Specific Group), Weapon Focus (M-4 Carbine) Intimidate), MOS Rifleman (Hide, Knowledge
after the character joins the unit and last until 30
Talents (Strong Hero): Melee Smash, Improved [Tactics], Tumble), Personal Firearms Proficiency,
days after he leaves the unit. Any additions to the
Melee Smash Tactician, Teamwork (US Army), Weapon Focus (M-4
characters bonus feat list, as well as the ability to take
Talents (Assault Training): Tough as Nails, Carbine)
levels in the Special Operations Prestige Class are
Sharpshooter 1, Sharpshooter 2 Talents (Strong Hero): Melee Smash, Improved
lost immediately upon leaving the unit, unless the
Talents (Recon Training): Camouflage, Melee Smash
character transfers to another special operations unit.
Marksmanship 1, Marksmanship 2 Talents (Assault Training): Tough as Nails,
For units working together the ability to function
Talents (Operations Sergeant): +4 competence Sharpshooter 1, Sharpshooter 2
as if possessing the Teamwork feat lasts until 30 days
bonus to Knowledge (tactics) and Intimidate skill Talents (Recon Training): Camouflage,
after the character stops working with the units in
checks; +1 Teamwork bonus Marksmanship 1
question.
Possessions: Tactical Vest, Knife, M-4 Carbine, 2 Talents (SF Assistant Operations): +4 competence
Unit Specialties: +4 competence bonus to
Smoke Grenades, 4 Fragmentation Grenades bonus Diplomacy and Intimidate skill checks for
Diplomacy and Intimidate skill checks when
interrogations; Unit Teamwork bonus

special operations command 20


Possessions: Undercover vest, Knife, M-4 Carbine, a firearm with which the character is not proficient Sharpshooter 1, Sharpshooter 2
2 Smoke Grenades, 4 Fragmentation Grenades. (including Exotic Firearms) is reduced to –0. Talents (SF Assistant Weapons): +4 competence
Due to the characters ability to train indigenous bonus to Knowledge (tactics) skill checks; -0 with non
special forces senior weapons forces to work together, any two units that train with proficient weapons.
sergeant (1 per a-team) rank: the character for one month act as if they have a Possessions: Undercover vest, Knife, M-4 Carbine,
common Teamwork feat. This also allows the Special 2 Smoke Grenades, 4 Fragmentation Grenades.
sergeant 1st class Forces Operations Sergeant and/or the Detachment
The two Weapons Sergeants are responsible for the Commander to improve the Teamwork bonuses of
tactical security of the team and are trained to operate special forces assistant weapons
these forces if they are in command of the combined sergeant (1 per a-team) rank:
virtually any small arm or crew served weapon in the force.
world. Unit Bonus Feats: Being a member of this unit staff sergeant
also adds the following feats to the character’s The two Weapons Sergeants are responsible for the
unit requirements bonus feat list from his MOS: Air Assault Training, tactical security of the team and are trained to operate
To qualify for Senior Weapons Sergeant a character Amphibious Assault Training, Arctic Warfare College, virtually any small arm or crew served weapon in the
must meet the following criteria. Desert Warfare College, Endurance, Forced March, world.
BAB: 6+ Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS
Skills: Knowledge (tactics) 5 ranks, Survival 5 Engineer, MOS Field Artillery, MOS Medical, MOS unit requirements
ranks, Navigate 5 ranks Signals, Mountain Warfare, SERE, Urban Warfare To qualify for Special Forces Assistant Weapons
Feats: MOS Rifleman, Teamwork (US Army), College Sergeant a character must meet the following criteria.
Jump School BAB: 5+
Rank: E-7 SF Senior Weapons Sergeant (Strong Hero 3/ Skills: Knowledge (tactics) 3 ranks, Survival 3
Talents: Sharpshooter 1-2 Assault Training 4): CR 7; Medium-size humanoid; ranks, Navigate 3 ranks
HD 3d8+6 plus 4d10+8 plus 4; HP 54; Mas 14; Init Feats: MOS Rifleman, Teamwork (US Army),
unit features +2; Spd 30 ft; Defense 18, touch 15, flatfooted 16 Jump School
All of the following are features of the Senior (+2 Dex, +3 class, +3 equipment); BAB +7; Grap +9; Rank: E-6
Weapons Sergeant. Atk +9 melee (1d4+4/19-20, Knife), or +10 ranged Talents: Sharpshooter 1
These specialties and abilities take effect 30 days (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL US
after the characters joins the unit and last until 30 Army; SV Fort +8, Ref +4, Will +2; AP 3; Rep +1; Str unit features
days after he leaves the unit. Any additions to the 14, Dex 15, Con 14, Int 12, Wis 10, Cha 8. All of the following are features of the Special Forces
characters bonus feat list, as well as the ability to take Occupation: Military (Navigate, Survival) Assistant Weapons Sergeant.
levels in the Special Operations Prestige Class are Skills: Climb +4, Hide +5, Jump +7, Knowledge These specialties and abilities take effect 30 days
lost immediately upon leaving the unit, unless the (Tactics) +13, Navigate +9, Survival +8, Swim +2, after the character joins the unit and last until 30
character transfers to another special operations unit. Tumble +6 days after he leaves the unit. Any additions to the
For units working together the ability to function Feats: Armor Proficiency (light), Jump School, characters bonus feat list, as well as the ability to take
as if possessing the Teamwork feat lasts until 30 days MOS Rifleman (Hide, Knowledge [Tactics], Tumble), levels in the Special Operations Prestige Class are
after the character stops working with the units in Personal Firearms Proficiency, Point Blank Shot, lost immediately upon leaving the unit, unless the
question. Teamwork (US Army), Weapon Focus (M-4 Carbine) character transfers to another special operations unit.
Unit Specialties: +4 competence bonus to Talents (Strong Hero): Melee Smash, Improved For units working together the ability to function
Knowledge (tactics) skill checks Melee Smash as if possessing the Teamwork feat lasts until 30 days
Unit Abilities: The characters penalty for using Talents (Assault Training): Tough as Nails, after the character stops working with the units in

special operations command 21


question. Possessions: Light undercover vest, Knife, M- Unit Abilities: Due to the characters ability to train
Unit Specialties: +2 competence bonus to 4 Carbine, 2 Smoke Grenades, 4 Fragmentation indigenous forces to work together, any two units
Knowledge (tactics) skill checks Grenades. that train with the character for one month act as if
Unit Abilities: The characters penalty for using they have a common Teamwork feat. This also allows
a firearm with which the character is not proficient special forces senior the Special Forces Operations Sergeant and/or the
(including Exotic Firearms) is reduced to –2. engineering sergeant (1 per a- Detachment Commander to improve the Teamwork
Unit Bonus Feats: Being a member of this unit bonuses of these forces if they are in command of the
also adds the following feats to the character’s team) rank: sergeant 1st class combined force.
bonus feat list from his MOS: Air Assault Training, The two Engineering Sergeants are the team’s Unit Bonus Feats: Being a member of this unit
Amphibious Assault Training, Arctic Warfare College, demolitions and combat engineering specialists, also adds the following feats to the character’s
Desert Warfare College, Endurance, Forced March, capable of building or destroying almost anything. bonus feat list from his MOS: Air Assault Training,
Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS Amphibious Assault Training, Arctic Warfare College,
Engineer, MOS Field Artillery, MOS Medical, MOS unit requirements Desert Warfare College, Endurance, Forced March,
Signals, Mountain Warfare, SERE, Urban Warfare To qualify for Special Forces Senior Engineering Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS
College Sergeant a character must meet the following criteria. Medical, MOS Rifleman, MOS Signals, Mountain
BAB: 5+ Warfare, SERE, Urban Warfare College
SF Assistant Weapons Sergeant (Strong Hero 3/ Skills: Craft (chemical) 5 ranks, Craft (mechanical)
Assault Training 2): CR 5; Medium-size humanoid; 5 ranks, Demolitions 8 ranks, Craft (structural) 8 SF Senior Engineering Sergeant (Strong Hero 3/
HD 3d8+6 plus 2d10+4 plus 2; HP 37; Mas 14; Init ranks, Navigate 5 ranks Fast Hero 1/Recon Training 4): CR 8; Medium-size
+2; Spd 30 ft; Defense 16, touch 15, flatfooted 14 (+2 Feats: MOS Engineer, Teamwork (US Army), Jump humanoid; HD 3d8+9 plus 1d8+3 plus 4d8+12; HP
Dex, +3 class, +1 equipment); BAB +5; Grap +7; Atk School 61; Mas 16; Init +0; Spd 35 ft; Defense 19, touch 17,
+7 melee (1d4+4/19-20, Knife), or +8 ranged (2d8, Rank: E-7 flatfooted 19 (+7 class, +2 equipment); BAB +6; Grap
M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL US Talents: Combat Engineering 1-2 +8; Atk +8 melee (1d4+2/19-20, Knife), or +6 ranged
Army; SV Fort +7, Ref +3, Will +1; AP 2; Rep +0; Str (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL US
14, Dex 15, Con 14, Int 12, Wis 10, Cha 8. unit features Army; SV Fort +7, Ref +4, Will +3; AP 4; Rep +0; Str
Occupation: Military (Navigate, Survival) All of the following are features of the Special Forces 14, Dex 10, Con 16, Int 14, Wis 12, Cha 8.
Skills: Climb +4, Hide +5, Jump +7, Knowledge Senior Engineering Sergeant. Occupation: Military (Hide, Navigate)
(Tactics) +9, Navigate +7, Survival +6, Swim +4, These specialties and abilities take effect 30 days Skills: Climb +4, Computer Use +4, Craft
Tumble +8 after the character joins the unit and last until 30 (chemical) +18, Craft (electronic) +8, Craft
Feats: Jump School, MOS Rifleman (Hide, days after he leaves the unit. Any additions to the (mechanical) +18, Craft (structural) +18, Demolitions
Knowledge [Tactics], Tumble), Personal Firearms characters bonus feat list, as well as the ability to +16, Drive +6, Hide +5, Knowledge (Tactics) +5,
Proficiency, Teamwork (US Army), Weapon Focus take levels in the Special Operations Prestige Class Navigate +5, Repair +9, Spot +4, Survival +3, Swim
(M-4 Carbine) are lost immediately upon leaving the unit, unless the +4, Tumble +6
Talents (Strong Hero): Melee Smash, Improved character transfers to another special operations unit. Feats: Armor Proficiency (light), Athletic,
Melee Smash For units working together the ability to function Gearhead, Jump School, MOS Engineering (Craft
Talents (Assault Training): Tough as Nails, as if possessing the Teamwork feat lasts until 30 days [chemical], Craft [mechanical], Demolitions),
Sharpshooter 1 after the character stop working with the units in Personal Firearms Proficiency, Teamwork (US Army)
Talents (SF Assistant Weapons): +2 competence question. Talents (Strong Hero): Extreme Effort, Improved
bonus to Knowledge (tactics) skill checks; only -2 Unit Specialties: +4 competence bonus to all Craft Extreme Effort
with non proficient weapons. and Demolitions skill checks Talents (Fast Hero): Increased Speed

special operations command 22


Talents (Recon Training): Camouflage, Combat after the character stops working with the units in Teamwork (US Army)
Engineering 1, Combat Engineering 2 question. Talents (Strong Hero): Extreme Effort, Improved
Talents (SF Senior Engineering): +4 competence Unit Specialties: +2 competence bonus to all Craft Extreme Effort
bonus to all Craft and Demolitions skill checks and Demolitions skill checks Talents (Fast Hero): Increased Speed
Possessions: Light undercover vest, Knife, M-4 Unit Abilities: Due to the characters ability to train Talents (Recon Training): Camouflage, Combat
Carbine, Electrical Toolkit, Mechanical Toolkit, 2 indigenous forces to work together, any two units Engineering 1
Smoke Grenades, 4 Fragmentation Grenades that train with the character for one month act as if Talents (SF Assistant Engineering): +2
they have a common Teamwork feat. This also allows competence bonus to all Craft and Demolitions skill
special forces assistant the Special Forces Operations Sergeant and/or the checks
engineering sergeant (1 per a- Detachment Commander to improve the Teamwork Possessions: Light undercover vest, Knife, M-4
bonuses of these forces if they are in command of the Carbine, Electrical Toolkit, Mechanical Toolkit, 2
team) rank: staff sergeant combined force. Smoke Grenades, 4 Fragmentation Grenades.
The two Engineering Sergeants are the team’s Unit Bonus Feats: Being a member of this unit
demolitions and combat engineering specialists, also adds the following feats to the character’s
capable of building or destroying almost anything. special forces senior
bonus feat list from his MOS: Air Assault Training, communications sergeant (1 per
Amphibious Assault Training, Arctic Warfare College,
unit requirements Desert Warfare College, Endurance, Forced March, a-team) rank: sergeant 1st class
To qualify for Special Forces Assistant Engineering Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS The two Communication Sergeants are the team’s
Sergeant a character must meet the following criteria. Medical, MOS Rifleman, MOS Signals, Mountain lifeline to the outside world. They allow the unit to
BAB: 4+ Warfare, SERE, Urban Warfare College receive new orders, information vital to their mission,
Skills: Craft (chemical) 3 ranks, Craft (mechanical) and to call for supplies, extraction or back-up.
3 ranks, Demolitions 5 ranks, Craft (structural) 5 SF Assistant Engineering Sergeant (Strong Hero
ranks, Navigate 3 ranks 3/Fast Hero 1/Recon Training 2): CR 6; Medium- unit requirements
Feats: MOS Engineer, Teamwork (US Army), Jump size humanoid; HD 3d8+9 plus 1d8+3 plus 2d8+6; HP To qualify for Special Forces Senior Communications
School 46; Mas 16; Init +0; Spd 35 ft; Defense 17, touch 16, Sergeant a character must meet the following criteria.
Rank: E-6 flatfooted 17 (+6 class, +1 equipment); BAB +4; Grap BAB: 5+
Talents: Combat Engineering 1 +5; Atk +5 melee (1d4+1/19-20, Knife), or +4 ranged Skills: Craft (electronic) 5 ranks, Craft (mechanical)
(2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL 5 ranks, Computer Use 8 ranks, Repair 5 ranks,
unit features US Army; SV Fort +7, Ref +4, Will +2; AP 3; Rep +0; Navigate 5 ranks
All of the following are features of the Special Forces Str 13, Dex 10, Con 16, Int 14, Wis 12, Cha 8. Feats: MOS Signals, Teamwork (US Army), Jump
Assistant Engineering Sergeant. Occupation: Military (Hide, Navigate) School
These specialties and abilities take effect 30 days Skills: Climb +3, Computer Use +4, Craft Rank: E-7
after the character joins the unit and last until 30 (chemical) +13, Craft (electronic) +5, Craft
days after he leaves the unit. Any additions to the (mechanical) +13, Craft (structural) +13, Demolitions unit features
characters bonus feat list, as well as the ability to take +12, Drive +3, Hide +4, Knowledge (Tactics) +3, All of the following are features of the Special Forces
levels in the Special Operations Prestige Class are Navigate +5, Repair +9, Spot +2, Survival +2, Swim Senior Communications Sergeant.
lost immediately upon leaving the unit, unless the +3, Tumble +5 These specialties and abilities take effect 30 days
character transfers to another special operations unit. Feats: Athletic, Gearhead, Jump School, MOS after the character joins the unit and last until 30
For units working together the ability to function Engineering (Craft [chemical], Craft [mechanical], days after he leaves the unit. Any additions to the
as if possessing the Teamwork feat lasts until 30 days Demolitions), Personal Firearms Proficiency, characters bonus feat list, as well as the ability to take

special operations command 23


levels in the Special Operations Prestige Class are Hide +1, Jump +2, Knowledge (Tactics) +4, Listen unit features
lost immediately upon leaving the unit, unless the +3, Move Silently -3, Navigate +10, Repair +11, Spot All of the following are features of the Special Forces
character transfers to another special operations unit. +3, Survival +3, Swim -4, Tumble +3 Assistant Communications Sergeant.
For units working together the ability to function Feats: Armor Proficiency (light), Armor These specialties and abilities take effect 30 days
as if possessing the Teamwork feat lasts until 30 days Proficiency (medium), Athletic, Jump School, after the character joins the unit and last until 30
after the character stops working with the units in MOS Signals (Computer Use, Craft [electronic], days after he leaves the unit. Any additions to the
question. Craft [mechanical]), Personal Firearms Proficiency, characters bonus feat list, as well as the ability to take
Unit Specialties: +4 competence bonus to all Teamwork (US Army) levels in the Special Operations Prestige Class are
Computer Use and Repair skill checks Talents (Strong Hero): Extreme Effort, Improved lost immediately upon leaving the unit, unless the
Unit Abilities: Due to the characters ability to train Extreme Effort character transfers to another special operations unit.
indigenous forces to work together, any two units Talents (Fast Hero): Increased Speed For units working together the ability to function
that train with the character for one month act as if Talents (Recon Training): Camouflage, Death as if possessing the Teamwork feat lasts until 30 days
they have a common Teamwork feat. This also allows from above 1, Death from above 2 after the character stops working with the units in
the Special Forces Operations Sergeant and/or the Talents (SF Senior Communications): +4 question.
Detachment Commander to improve the Teamwork competence bonus to Computer Use and Repair skill Unit Specialties: +2 competence bonus to all
bonuses of these forces if they are in command of the checks Computer Operation and Repair skill checks
combined force. Possessions: Tactical Vest, Knife, M-4 Carbine. Unit Abilities: Due to the characters ability to train
Unit Bonus Feats: Being a member of this unit indigenous forces to work together, any two units
also adds the following feats to the character’s special forces assistant that train with the characters for one month act as if
bonus feat list from his MOS: Air Assault Training, they have a common Teamwork feat. This also allows
communications sergeant (1 per
Amphibious Assault Training, Arctic Warfare College, the Special Forces Operations Sergeant and/or the
Desert Warfare College, Endurance, Forced March, a-team) rank: staff sergeant Detachment Commander to improve the Teamwork
Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS The two Communication Sergeants are the team’s bonuses of these forces if they are in command of the
Engineer, MOS Medical, MOS Rifleman, Mountain lifeline to the outside world. They allow the unit to combined force.
Warfare, SERE, Urban Warfare College receive new orders, information vital to their mission Unit Bonus Feats: Being a member of this unit
and to call for supplies, extraction or back-up. also adds the following feats to the character’s
SF Senior Communications Sergeant (Strong Hero bonus feat list from his MOS: Air Assault Training,
3/Fast Hero 1/Recon Training 4): CR 8; Medium- unit requirements Amphibious Assault Training, Arctic Warfare College,
size humanoid; HD 3d8+6 plus 1d8+2 plus 4d8+8; HP To qualify for Special Forces Assistant Desert Warfare College, Endurance, Forced March,
53; Mas 14; Init +0; Spd 30 ft; Defense 23, touch 17, Communications Sergeant a character must meet the Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS
flatfooted 23 (+7 class, +6 equipment); BAB +6; Grap following criteria. Engineer, MOS Medical, MOS Rifleman, Mountain
+5; Atk +5 melee (1d4-1/19-20, Knife), or +6 ranged BAB: 4+ Warfare, SERE, Urban Warfare College
(2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; SQ Skills: Craft (electronic) 3 ranks, Craft (mechanical)
none; AL US Army; SV Fort +6, Ref +4, Will +3; AP 3 ranks, Computer Use 5 ranks, Repair 3 ranks, SF Assistant Communications Sergeant (Strong
4; Rep +0; Str 8, Dex 10, Con 14, Int 15, Wis 12, Cha Navigate 3 ranks Hero 3/Fast Hero 1/Recon Training 2): CR 6;
15. Feats: MOS Signals, Teamwork (US Army), Jump Medium-size humanoid; HD 3d8+6 plus 1d8+2 plus
Occupation: Military (Hide, Navigate) School 2d8+4; HP 40; Mas 13; Init +0; Spd 35 ft; Defense
Skills: Climb -4, Computer Use +16, Craft Rank: E-6 19, touch 16, flatfooted 19 (+0 Dex, +6 class, +3
(electronic) +10, Craft (mechanical) +10, Drive +2, equipment); BAB +4; Grap +3; Atk +3 melee (1d4-
1/19-20, Knife), or +4 ranged (2d8, M-4 Carbine); FS

special operations command 24


5 ft by 5 ft; Reach 5 ft; AL US Army; SV Fort +6, Ref Feats: MOS Medical, Surgery, Jump School SF Senior Medical Sergeant (Dedicated Hero 3/
+4, Will +2; AP 3; Rep +0; Str 8, Dex 10, Con 14, Int Rank: E-7 Recon Training 4): CR 7; Medium-size humanoid;
15, Wis 12, Cha 14. Talents: Combat Medicine 1-2 HD 3d6+3 plus 4d8+4; HP 36; Mas 13; Init +0; Spd
Occupation: Military (Hide, Navigate) 25 ft; Defense 20, touch 14, flatfooted 20 (+4 class, +6
Skills: Climb -1, Computer Use +12, Craft unit features equipment); BAB +5; Grap +4; Atk +4 melee (1d4-1,
(electronic) +8, Craft (mechanical) +8, Drive +2, Hide All of the following are features of the Special Forces Knife), or +5 ranged (2d8, M-4 Carbine); FS 5 ft by
+2, Jump +3, Knowledge (Tactics) +4, Listen +3, Senior Medical Sergeant. 5 ft; Reach 5 ft; SQ none; AL US Army; SV Fort +5,
Navigate +8, Repair +9, Spot +3, Swim -1, Tumble +4 These specialties and abilities take effect 30 days Ref +3, Will +6; AP 3; Rep +1; Str 8, Dex 10, Con 13,
Feats: Armor Proficiency (light), Athletic, after the character joins the unit and last until 30 Int 14, Wis 16, Cha 12.
Jump School, MOS Signals (Computer Use, Craft days after he leaves the unit. Any additions to the Occupation: Military (Hide, Navigate)
[electronic], Craft [mechanical]), Personal Firearms characters bonus feat list, as well as the ability to take Skills: Craft (pharmaceutical) +16, Drive +2,
Proficiency, Teamwork (US Army) levels in the Special Operations Prestige Class are Hide +1, Investigate +6, Jump -4, Knowledge
Talents (Strong Hero): Extreme Effort, Improved lost immediately upon leaving the unit, unless the (Behavioral Sciences) +4, Knowledge (Earth and Life
Extreme Effort character transfers to another special operations unit. Sciences) +6, Knowledge (Tactics) +6, Knowledge
Talents (Fast Hero): Increased Speed For units working together the ability to function (Technology) +4, Listen +9, Move Silently -1,
Talents (Recon Training): Camouflage, Death as if possessing the Teamwork feat lasts until 30 days Navigate +9, Sense Motive +5, Spot +7, Survival +7,
from above 1 after the character stops working with the units in Treat Injury +21, Tumble +0
Talents (SF Assistant Communications): +2 question. Feats: Advanced Firearms Proficiency, Armor
competence bonus to Computer Use and Repair skill Unit Specialties: +4 competence bonus to all Craft Proficiency (light), Armor Proficiency (medium),
checks (pharmaceutical) and Treat Injury skill checks Jump School, MOS Medical (Craft [pharmaceutical],
Possessions: Undercover vest, Knife, M-4 Carbine. Unit Abilities: When restoring hit points or Treat Injury, Tumble), Personal Firearms Proficiency,
performing surgery the Medical Sergeant can spend an Surgery
special forces senior medical action point and add all applicable dice to the amount Talents (Dedicated Hero): Healing Knack, Healing
sergeant (1 per a-team) rank: healed. Touch 1
Due to the characters ability to train indigenous Talents (Recon Training): Camouflage, Combat
sergeant 1st class forces to work together, any two units that train with Medicine 1, Combat Medicine 2
The two Medical Sergeants are the team’s caretakers, the character for one month act as if they have a Talents (SF Senior Medical): +4 Craft
making sure each member of the team is functioning common Teamwork feat. This also allows the Special (pharmaceutical) and Treat Injury
at the highest level of efficiency possible. Trained in Forces Operations Sergeant and/or the Detachment Possessions: Tactical Vest, Knife, M-4 Carbine,
surgery, paramedic techniques, dentistry and even Commander to improve the Teamwork bonuses of Medical Kit, Surgery Kit.
veterinary medicine, the Medical Sergeant also these forces if they are in command of the combined
enhances the team’s ability to render humanitarian force.
assistance. special forces assistant medical
Unit Bonus Feats: Being a member of this unit sergeant (1 per a-team) rank:
also adds the following feats to the character’s
unit requirements bonus feat list from his MOS: Air Assault Training, staff sergeant
To qualify for Special Forces Senior Medical Sergeant Amphibious Assault Training, Arctic Warfare College, The two Medical Sergeants are the team’s caretakers,
a character must meet the following criteria. Desert Warfare College, Endurance, Forced March, making sure each member of the team is functioning
BAB: 3+ Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS at the highest level of efficiency possible. Trained in
Skills: Craft (pharmaceutical) 10 ranks, Treat Injury Engineer, Mountain Warfare, SERE, Urban Warfare surgery, paramedic techniques, dentistry and even
10 ranks, Navigate 5 ranks College veterinary medicine, the Medical Sergeant also

special operations command 25


enhances the team’s ability to render humanitarian force. special forces operational
assistance. Unit Bonus Feats: Being a member of this unit detachment delta “delta force”
also adds the following feats to the character’s Delta Force was created under a veil of secrecy in
unit requirements bonus feat list from his MOS: Air Assault Training, 1977 as a response to a growing number of terrorist
To qualify for Special Forces Assistant Medical Amphibious Assault Training, Arctic Warfare College, acts and hostage situations around the world. The
Sergeant a character must meet the following criteria. Desert Warfare College, Endurance, Forced March, man who created this unit, Colonel Charles Beckwith,
BAB: 3+ Grenadier, Jungle/Swamp Warfare, MOS Diver, MOS patterned this unit after the Special Air Service. Delta
Skills: Craft (pharmaceutical) 8 ranks, Treat Injury Engineer, Mountain Warfare, SERE, Urban Warfare Force is one of the most elite special operations
8 ranks, Navigate 3 ranks College groups in any of the armed forces and even today,
Feats: MOS Medical, Surgery, Jump School almost 30 years after its formation, the veil of secrecy
Rank: E-6 SF Assistant Medical Sergeant (Dedicated Hero surrounding this unit remains. Delta Force conducts
Talents: Combat Medicine 1 3/Recon Training 2): CR 5; Medium-size humanoid; recruitment twice a year. Less than one percent of
HD 3d6+3 plus 2d8+2; HP 25; Mas 13; Init +0; Spd recruits pass the qualification and selection course for
unit features 25 ft; Defense 16, touch 13, flatfooted 16 (+3 class, +3 this unit and even seasoned Special Forces personnel
All of the following are features of the Special Forces equipment); BAB +3; Grap +2; Atk +2 melee (1d4-1, have failed to qualify. The majority of those who
Assistant Medical Sergeant. Knife), or +3 ranged (2d8, M-4 Carbine); FS 5 ft by successfully qualify come from the 82nd Airborne,
These specialties and abilities take effect 30 days 5 ft; Reach 5 ft; SQ none; AL US Army; SV Fort +5, Rangers and Special Forces.
after the character joins the unit and last until 30 Ref +3, Will +5; AP 2; Rep +1; Str 8, Dex 10, Con 13,
days after he leaves the unit. Any additions to the Int 14, Wis 16, Cha 12. unit requirements
characters bonus feat list, as well as the ability to take Occupation: Military (Hide, Navigate) To qualify for Delta Force a character must meet the
levels in the Special Operations Prestige Class are Skills: Craft (pharmaceutical) +12, Drive +2, Hide following criteria.
lost immediately upon leaving the unit, unless the +4, Investigate +6, Knowledge (Behavioral Sciences) BAB: +8
character transfers to another special operations unit. +4, Knowledge (Earth and Life Sciences) +6, Skills: Knowledge (tactics) 10 ranks, Hide 5 ranks,
For units working together the ability to function Knowledge (Tactics) +6, Knowledge (Technology) Move Silently 5 ranks, Tumble 8 ranks, Spot 8 ranks
as if possessing the Teamwork feat lasts until 30 days +4, Listen +7, Move Silently +0, Navigate +7, Sense Feats: MOS Rifleman, Jump School, Urban
after the character stops working with the units in Motive +5, Spot +5, Survival +7, Treat Injury +17, Warfare College, Teamwork (US Army), Amphibious
question. Tumble -1 Assault Training
Unit Specialties: +2 competence bonus to all Craft Feats: Armor Proficiency (light), Jump School, Rank: E-6
(pharmaceutical) and Treat Injury skill checks MOS Medical (Craft [pharmaceutical], Treat Injury, Talents: Sharpshooter 1-3
Unit Abilities: When restoring hit points or Tumble), Personal Firearms Proficiency, Surgery Special: Hostage Rescue class ability
performing surgery the Assistant Medical Sergeant Talents (Dedicated Hero): Healing Knack, Healing
can spend an action point and add the highest die to Touch 1 unit features
the amount healed. Talents (Recon Training): Camouflage, Combat All of the following are features of Delta Force.
Due to the characters ability to train indigenous Medicine 1 These specialties and abilities take effect 30 days
forces to work together, any two units that train with Talents (SF Assistant Medical): +2 Craft after the character joins the unit and last until 30
the character for one month act as if they have a (pharmaceutical) and Treat Injury days after he leaves the unit. Any additions to the
common Teamwork feat. This also allows the Special Possessions: Undercover Vest, Knife, M-4 Carbine, characters bonus feat list, as well as the ability to take
Forces Operations Sergeant and/or the Detachment Medical Kit, Surgery Kit. levels in the Special Operations Prestige Class are
Commander to improve the Teamwork bonuses of lost immediately upon leaving the unit, unless the
these forces if they are in command of the combined

special operations command 26


character transfers to another special operations unit. Possessions: M-4 Carbine, M-9, Knife, 2 Smoke unit features
Unit Specialties: +4 competence bonus to all grenades, 2 Tear Gas grenades, 2 Fragmentation All of the following are features of the Civil Affairs.
Knowledge (tactics), Tumble and Spot skill checks. grenades, Nightvision goggles, Undercover Vest These specialties and abilities take effect 30 days
Unit Abilities: The character gains access to the after the character joins the unit and last until 30
Semper Fi class ability when working with other usacapoc days after he leaves the unit. Any additions to the
members of Delta Force only (normally Semper Fi u.s. army civil affairs and characters bonus feat list, as well as the ability to take
affects any Teamwork feats the character possesses). psychological operations command levels in the Special Operations Prestige Class are
The character also gain a +2 moral bonus to attack lost immediately upon leaving the unit, unless the
and damage rolls against terrorists. This unit consists of approximately 10,000 soldiers, character transfers to another special operations unit.
of whom 96% are reservists. The unit consists of Unit Specialties: +4 competence bonus to
Delta Force (Strong Hero 3/Recon Training 4/ one active duty Civil Affairs unit (96th Civil Affairs Knowledge (Civics) and Diplomacy skill checks
Special Operations Training 2): CR 9; Medium-size Battalion) and one active duty Psychological
humanoid; HD 3d8+6 plus 4d8+8 plus 2d8+4; HP Operations unit (4th PSYOP GP). The rest of the Civil Affairs (Smart Hero 3/Fast Hero 1) CR 4;
46; Mas 14; Init +3; Spd 30 ft; Defense 21, touch 18, unit consists of 6 reserve Civil Affairs units (350th, Medium-size humanoid; HD 3d6+6 plus 1d8+2; HP
flatfooted 18 (+5 class, +3 equipment); BAB +8; Grap 351st, 352nd, 353rd, CA Commands and 412th, 451st 24; Mas 14; Init +0; Spd 30 ft; Defense 14, touch 14,
+10; Atk +10 melee (1d4+3, Knife), or +12 ranged CA Battalions) and two reserve duty Psychological flatfooted 14 (+0 Dex, +4 class); BAB +1; Grap +0;
(2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL Operations units (2nd and 7th PSYOP GP). Atk +0 melee (1d3+-1, unarmed), or +1 ranged (2d6,
US Army; SV Fort +8, Ref +8, Will +4; AP 3; Rep +0; M-9); FS 5 ft by 5 ft; Reach 5 ft; AL US Army; SV
Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 8. Fort +3, Ref +2, Will +4; AP 2; Rep +1; Str 8, Dex 10,
civil affairs (ca)
Occupation: Military (Hide, Move Silently) Con 14, Int 12, Wis 14, Cha 15.
Skills: Climb +6, Drive +7, Hide +11, Knowledge Occupation: Military (Knowledge [Tactics],
Civil Affairs provide field commanders with a link
(Tactics) +11, Move Silently +7, Navigate +7, Spot Navigate)
to civilian governments. They provide specialists
+8, Tumble +7, Survival +8, Listen +8 Skills: Computer Use +7, Craft (writing) +7,
in every area of government and can help civilian
Feats: Amphibious Assault Training, Armor Diplomacy +8, Drive +2, Knowledge (Business)
authorities meet the needs of their population during
Proficiency (light), Jump School, MOS Rifleman +9, Knowledge (Civics) +12, Knowledge (Current
crises, maintaining order and stability. One reason
(Knowledge [Tactics], Spot, Tumble), Personal Events) +7, Knowledge (History) +7, Knowledge
so many CA personnel are reservists is that these
Firearms Proficiency, Teamwork (Specific Group), (Tactics) +7, Navigate +7, Research +7, Tumble +4
bankers, judges, doctors and fire fighters bring their
Urban Warfare College (Hide, Intimidate, Knowledge Feats: Desk Jockey, Educated (Knowledge
civilian areas of expertise to CA and help strengthen a
[Tactics]), Weapon Focus (M-4 Carbine) [Business], Knowledge [Civics]), Jump School,
broad spectrum of governmental institutions.
Talents (Strong Hero): Extreme Effort, Melee MOS Administrative (Computer Use, Diplomacy,
Smash Research), Personal Firearms Proficiency
unit requirements
Talents (Recon Training): Camouflage, Talents (Smart Hero): Savant (Knowledge
To qualify for Civil Affairs a character must meet the
Sharpshooter 1, Sharpshooter 2 [Civics]), Linguist
following criteria.
Talents (Special Operations Training): Mental Talents (Fast Hero): Evasion
Skills: Knowledge (Civics) 5 ranks, Diplomacy 5
Toughness, Silent Kill +1d6, Hostage Rescue, Talents (Civil Affairs): +4 competence bonus to
ranks, one other Knowledge or Craft skill 5 ranks
Sharpshooter 3 Knowledge (civics) and Diplomacy skill checks
Feats: MOS Administrative, Jump School, one of
Talents (Delta Force): +4 competence bonus to Possessions: M-9
the following: Educated or Trustworthy
Knowledge (tactics), Tumble and Spot skill checks

special operations command 27


psychological operations (psyop) (Behavioral Sciences) +12, Knowledge (Tactics) +12, for so-called “Stingray” operations, which consist
PSYOP uses psychological persuasion to encourage Read/Write Language +3 (any three), Sense Motive of reconnaissance and elimination of any “targets of
certain behavior in the enemy. For instance, the work +6, Speak Language +3 (any three), Tumble +7 opportunity”, so long as such elimination does not
of PSYOP in persuading countless Iraqi soldiers to Feats: Armor Proficiency (light), Deceptive, Iron endanger their primary mission.
surrender during Operation: Desert Storm through Will, Jump School, MOS Psychological Operations
leaflet drops and broadcasts saved the lives of (Craft [writing], Intimidate, Sense Motive), Personal unit requirements
Coalition soldiers as well as soldiers of the Iraqi army. Firearms Proficiency, Psychological Warfare, To qualify for Force Recon a character must meet the
Trustworthy following criteria.
unit requirements Talents (Charismatic Hero): Fast-Talk, Dazzle, BAB: 7+
To qualify for PSYOP a character must meet the Taunt, Coordinate Skills: Survival 8 ranks, Hide 8 ranks, Move
following criteria. Talents (PSYOP): +4 competence bonus to Silently 5 ranks, Spot 8 ranks
Skills: Knowledge (tactics) 5 ranks, Diplomacy 10 Intimidate and Diplomacy skill checks Feats: MOS Rifleman, Jump School, Teamwork
ranks, Intimidate 10 ranks Possessions: Undercover Vest, Knife, M-9 (US Marines), Amphibious Assault Training, Jungle/
Feats: MOS Psychological Operations, Swamp Warfare College
Psychological Warfare, Jump School Talents: Terrain Specialization (any two)
u.s. marine corps
unit features unit features
All of the following are features of PSYOP. Force Recon’s mission is to provide the Marine All of the following are features of Force Recon.
These specialties and abilities take effect 30 days Force with a long-range, pre-assault reconnaissance These specialties and abilities take effect 30 days
after the character joins the unit and last until 30 capability. Although these units have been in service after the character joins the unit and last until 30
days after he leaves the unit. Any additions to the since WWII, Force Recon is a recent entry in the days after he leaves the unit. Any additions to the
characters bonus feat list, as well as the ability to take Special Operations community. Since the Marine characters bonus feat list, as well as the ability to take
levels in the Special Operations Prestige Class are Corps strives for every member of its branch to be levels in the Special Operations Prestige Class are
lost immediately upon leaving the unit, unless the elite, the designation of one unit as being “more elite” lost immediately upon leaving the unit, unless the
character transfers to another special operations unit. seemed counterproductive. character transfers to another special operations unit.
Unit Specialties: +4 competence bonus on Although still not a member of USSOCOM, the Unit Specialties: +4 competence bonus to Survival,
Diplomacy and Intimidate skill checks. Marine Corps reluctantly designated Force Recon Hide and Spot skill checks
as “Special Operations- capable”, so that it could Unit Abilities: The character gains access to the
PSYOP (Charismatic Hero 7) CR 7; Medium-size take part in operations alongside the other units of Semper Fi class ability when working with other
humanoid; HD 7d6+7; HP 32; Mas 13; Init +1; Spd USSOCOM so that it could take part in the global War members of Force Recon only (normally Semper Fi
30 ft; Defense 16, touch 13, flatfooted 15 (+1 Dex, on Terror. affects any Teamwork feats the character possesses).
+2 class, +3 equipment); BAB +3; Grap +2; Atk +2 In the past, Force Recon worked strictly to provide The characters attack bonus from one terrain
melee (1d4+-1, Knife), or +4 ranged (2d6+0, M-9); reconnaissance for Marine assaults, but with its new specialization is increased by +1 (to a maximum of
FS 5 ft by 5 ft; Reach 5 ft; AL US Army; SV Fort +5, designation as a Special Operations unit, has begun to +6).
Ref +5, Will +4; AP 3; Rep +4; Str 8, Dex 12, Con 13, provide reconnaissance for joint military operations as
Int 14, Wis 10, Cha 16. well. Force Recon (Fast Hero 3/Recon Training 7) CR
Occupation: Military (Hide, Knowledge [Tactics]) Force Recon units, which consist of a 23-man 10; Medium-size humanoid; HD 3d8+3 plus 7d8+7;
Skills: Bluff +15, Craft (visual art) +12, Craft platoon, always include at least one Sniper as well. HP 56; Mas 13; Init +2; Spd 40 ft; Defense 26, touch
(writing) +12, Diplomacy +15, Disguise +5, Gather Throughout their history dating back to WWII, but 20, flatfooted 24 (+2 Dex, +8 class, +6 equipment);
Information +15, Intimidate +13, Knowledge especially in Viet Nam, Force Recon has used Snipers BAB +7; Grap +9; Atk +9 melee (1d4+2, knife), or +9

special operations command 28


ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 Assault Training (Hide, Knowledge [Tactics], Talents (Recon Training): Camouflage, Long
ft; AL US Marine Core; SV Fort +6, Ref +8, Will +4; Survival), Armor Proficiency (light), Armor Range Reconnaissance, Fast Mover +5, Ghost,
AP 5; Rep +2; Str 14, Dex 15, Con 13, Int 10, Wis 12, Proficiency (medium), Jump School, Jungle/Swamp Terrain Specialization (Jungle), Terrain Specialization
Cha 8. Warfare College (Climb, Hide, Survival), MOS (Amphibious), Death from above 1
Occupation: Military (Navigate, Survival) Rifleman (Knowledge [Tactics], Spot, Tumble), Talents (Force Recon): +4 competence bonus to
Skills: Climb +2, Craft (structural) +3, Hide +14, Personal Firearms Proficiency, Teamwork (Specific Survival, Hide and Spot skill checks; +1 to Terrain
Knowledge (Tactics) +10, Listen +8, Move Silently Group) Specialization Amphibious, Semper Fi with Force
+16, Navigate +5, Spot +15, Survival +18, Tumble +5 Talents (Fast Hero): Increased Speed, Improved Recon only.
Feats: Advanced Firearms Proficiency, Amphibious Increased Speed Possessions: Tactical Vest, knife, M-4 Carbin

u.s. navy special


warfare command
Naval Special Warfare Command was created
April 16, 1987 at the Naval Amphibious Base in
Coronada, California to be the naval component to
USSOCOM. Naval Special Operations consist of
most of the same functions as other special operations
units (reconnaissance, unconventional warfare,
direct action) but are focused on marine and riverine
environments. To the standard special operations
missions listed above, Special Warfare Command also
conducts hydrographic reconnaissance (underwater
mapping for submarines) as well as beach feasibility
studies (surveys of tactically important beach areas
to determine the feasibility of amphibious operations
in those areas) and counter-drug operations (because
of the frequent use of oceans and waterways to
transport illegal drugs). Special Warfare Command is
commanded by a U.S. Navy Rear Admiral.

navy special warfare groups


(nswg) one and two

NSWG One is based out of San Diego, California


while NSWG Two is based out of Norfolk, Virginia.
Each of these groups is led by a Captain (O-6) and

special operations command 29


consists of three SEAL Teams and one SEAL Delivery SEAL (Fast Hero 3/Recon Training 7) CR 10; unit features
Vehicle Team. Each SEAL team consists of eight, 16- Medium-size humanoid; HD 3d8+3 plus 7d8+7; HP All of the following are features of the SDV Operator.
man platoons. 56; Mas 13; Init +2; Spd 25 ft; Defense 26, touch 20, These specialties and abilities take effect 30 days
flatfooted 24 (+2 Dex, +8 class, +6 equipment); BAB after the character joins the unit and last until 30
navy seal +7; Grap +9; Atk +9 melee (1d4+2, Knife), or +9 days after he leaves the unit. Any additions to the
ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; characters bonus feat list, as well as the ability to take
unit requirements AL US Navy; SV Fort +6, Ref +8, Will +3; AP 5; Rep levels in the Special Operations Prestige Class are
To qualify for Navy SEALs a character must meet the +2; Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8. lost immediately upon leaving the unit, unless the
following criteria. Occupation: Military (Knowledge [Tactics], Swim) character transfers to another special operations unit.
BAB: 7+ Skills: Climb +3, Craft (mechanical) +7, Unit Specialties: +4 competence bonus to Drive
Skills: Knowledge (tactics) 10 ranks, Hide 5 ranks, Demolitions +13, Hide +9, Intimidate +3, Knowledge checks for operating a submarine and Listen checks
Move Silently 5 ranks, Swim 10 ranks, Spot 8 ranks (Tactics) +11, Listen +6, Move Silently +9, Navigate for operating sonar.
Feats: MOS Rifleman, MOS Diver, Jump School, +5, Spot +15, Survival +15, Swim +7, Tumble +5
Amphibious Assault Training, Teamwork (US Navy) Feats: Advanced Firearms Proficiency, Amphibious naval special boat squadrons
Talents: Terrain Specialization x2 (both for Assault Training (Hide, Survival, Swim), Armor (sbr) one and two
amphibious terrain) Proficiency (light), Armor Proficiency (medium), SBR One is based out of San Diego, California while
Jump School, MOS Diver (Craft [mechanical], SBR Two is based out of Norfolk, Virginia. Each team
unit features Demolitions, Navigate), MOS Rifleman (Intimidate, is commanded by a Captain (O-6) and consists of two
All of the following are features of the Navy SEALs. Spot, Tumble), Personal Firearms Proficiency, Maintenance Support teams and Special Boat Unit 12
These specialties and abilities take effect 30 days Teamwork (Specific Group) (SBU-12). SBU-12 contains four Cyclone-class Patrol
after the characters joins the unit and last until 30 Talents (Fast Hero): Evasion, Uncanny Dodge 1 Coastal (PC) vessels: USS Hurricane, USS Monsoon,
days after he leaves the unit. Any additions to the Talents (Recon Training): Camouflage, Long USS Squall and USS Zephyr.
characters bonus feat list, as well as the ability to take Range Reconnaissance, Fast Mover +5, Ghost, Terrain SBR Two consists of four Maintenance Support
levels in the Special Operations Prestige Class are Specialization (Amphibious x2), Sharpshooter 1 teams and Special Boat Units 20 and 22 (SBU-20
lost immediately upon leaving the unit, unless the Talents (SEAL): +4 competence bonus to and SBU-22). These two SBUs contain the Cyclone-
character transfers to another special operations unit. Knowledge (tactics) Swim and Spot; +1 to Terrain class PC vessels USS Chinook, USS Cyclone, USS
For units working together the ability to function Specialization (Amphibious); Semper Fi with SEALs Firebolt, USS Sirocco, USS Shamal, USS Tempest,
as if possessing the Teamwork feat lasts until 30 days only. USS Thunderbolt, USS Typhoon and USS Whirlwind.
after the character stops working with the units in Possessions: Tactical Vest, Knife, M-4 Carbine In addition to the boat crew each Cyclone-class
question. PC will carry a 9-man SEAL team. Additional SEAL
Unit Specialties: +4 competence bonus to navy seal delivery vehicle (sdv) teams may be assigned to the SBU under certain
Knowledge (tactics), Swim and Spot skill checks. operator circumstances as the PC makes an excellent base
Unit Abilities: The characters attack bonus from from which to launch attacks via coastal and river
terrain specialization increased by +1 in amphibious unit requirements environments.
terrain (to a maximum bonus of +6). To qualify for SDV Operator a character must meet
The character gains access to the Semper Fi the following criteria.
class ability when working with other SEALs only Skills: Drive 5 ranks, Listen 8 ranks
(normally Semper Fi affects any Teamwork feats the Feats: Surface Vehicle Operation (submarine),
character possesses). Sonar Operation

special operations command 30


navy special boat squadron unit features Special Boats (Strong Hero 6) CR 6; Medium-size
All of the following are features of the Navy SBR. humanoid; HD 6d8+6; HP 33; Mas 13; Init +2; Spd
unit requirements These specialties and abilities take effect 30 days 30 ft; Defense 16, touch 15, flatfooted 14 (+2 Dex,
To qualify for Navy SBR a character must meet the after the character joins the unit and last until 30 +3 class, +1 equipment); BAB +6; Grap +8; Atk +8
following criteria. days after he leaves the unit. Any additions to the melee (1d4+4, Knife), or +8 ranged (2d6+0, M-9); FS
BAB: 5+ characters bonus feat list, as well as the ability to take 5 ft by 5 ft; Reach 5 ft; AL US Navy; SV Fort +4, Ref
Skills: Drive 8 ranks, Repair 5 ranks, Listen 8 ranks levels in the Special Operations Prestige Class are +4, Will +2; AP 3; Rep +1; Str 14, Dex 15, Con 13, Int
Feats: Surface Vehicle Operation (Powerboat), lost immediately upon leaving the unit, unless the 12, Wis 10, Cha 8.
Teamwork (US Navy) and Exotic Firearms character transfers to another special operations unit. Occupation: Military (Drive, Navigate)
Proficiency (25mm Bushmaster, M2HB or Mk 19 Unit Specialties: +4 competence bonus to Drive Skills: Drive +10, Knowledge (Tactics) +6, Listen
grenade launcher) and Listen skill checks +8, Navigate +5, Repair +6, Survival +3, Swim +3
Feats: Advanced Firearms Proficiency, Combat
Reflexes, MOS Diver (Listen, Repair, Survival),
Personal Firearms Proficiency, Power Attack, Surface
Vehicle Operation (Powerboat), Teamwork (Specific
Group), Weapon Focus
Talents (Strong Hero): Extreme Effort, Melee
Smash, Improved Melee Smash
Talents (Special Boats): +4 competence bonus to
Drive and Listen skill checks
Possessions: Undercover Vest, Knife, M-9

special operations command 31


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