TEXT: Blood and Guts: 
  In Her Majesty’s Service 
  by Fraser Ronald 
  INTERIOR ART
   Joseph Wigfield 
  COVER ART
  Jeremy Simmons
  MILITARY Consultant
  Brad Clark
  LINE MANAGER & MECHANICS EDITOR
  CHARLES RICE
  PROOF READING
  CHARLES Baize
  LAYOUT
  CHRIS DAVIS
  d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., 
  a subsidiary of Hasbro, Inc., and is used with permission. 
  Dungeons & Dragons(R) and Wizards of the Coast(R) are 
  registered trademarks of Wizards of the Coast, Inc., a subsidiary 
  of Hasbro, Inc., and are used with permission.
  WWW.RPGObjects.COM
  
  2 OF 40
  BLOOD & GUTS
  Introduction
  I am neither British nor a member of the Special Forces community of any country. While my present job has 
  me working alongside the military, I have never served in the military. I am, however, a gamer and a writer. I 
  mention this because while this supplement is about the special operations units of the United Kingdom, it is a 
  game supplement rather than a military science text. Every effort has been made to be as accurate and complete 
  as possible in reference to units and equipment, however, playability trumps reality in this work. Luckily, I 
  have had the assistance of Brad Clark, a friend, gamer and member of the military who lent his expertise and 
  assistance in a valiant attempt to keep all the statistics for equipment relatively realistic. I have no doubt there 
  are errors and omissions in this text. I accept complete responsibility for these problems. As hard as Brad tried to 
  keep me tied to the real world, I focused on playability and game mechanics. There will undoubtedly be people 
  who will read this supplement and say: “Those stats match the BAe Harrier GR Mk 5 better than the Mk 7.” To 
  that, I can only say: “Fair enough, use your stats.” As long as there are a couple of players who say: “Oh, man, 
  I am so going to play an Increment character. Sweet.” That will make up for any negative comments I might 
  receive.
  My father was also never a member of the Special Forces community, but he stood watch through many a 
  cold night in the Battle of the North Atlantic on the HMCS Longbranch. I would humbly like to dedicate this 
  supplement to all the men and women who have answered the call to duty and service, be it in the military or 
  the auxiliary services such as the merchant marine. For a moment, let’s forget the politics and thank those in 
  uniform for their selfless sacrifices. There are many more peacekeepers and makers than there are warmongers.
  Internet Resources
  While not exhaustive, here are 
  some links to more information 
  about the military of the United 
  Kingdom. Information on special 
  operations forces is not readily 
  available from official sources, but 
  newspapers and industry journals 
  sometimes offer interesting little 
  treasures. 
  Official Web Sites
  Ministry of Defence
  http://www.mod.uk/
  The British Army
  http://www.army.mod.uk/
  The Royal Air Force
  http://www.raf.mod.uk/
  The Royal Navy
  http://www.royal-navy.mod.uk/
  Other Internet Resources
  BBC
  http://news.bbc.co.uk/
  Center for Defense Information
  http://www.cdi.org/
  Center for Strategic & International Studies
  http://www.csis.org/
  Daily Mail
  http://www.dailymail.co.uk/
  Defence Journal
  http://www.defencejournal.com
  Federation of American Scientists
  http://www.fas.org/
  Guardian Unlimited
  http://www.guardian.co.uk/
  Global Security.org
  http://www.globalsecurity.org/
  Jane’s Information Group
  http://www.janes.com/
  SkyNews
  http://www.sky.com/news/
  Telegraph
  http://www.telegraph.co.uk/
  The Times
  http://www.timesonline.co.uk/ 
  Table of contents
  Introduction 
  2
  Chapter 1: uk Special Op 3
  A History 
  3
  Chapter 2: Characters 9
  Prestige Classes 
  9
  Brigade Patrol Troop 
  9
  Fleet Protection Group 
  10
  The Increment 
  11
  M Squadron 
  12
  Pathfinders 
  14
  Special Air Service 
  16
  Special Boat Service 
  18
  Special Project Team 
  20
  Elite Units 
  22
  Rank 
  25
  Chapter 3: Equipment 
  27
  Man-Portable Weapons 
  27
  Indirect Fire Weapons 
  30
  Fixed Wing Aircraft 
  31
  Helicopters 
  31
  Surface Ships 
  33
  Tracked Vehicles 
  34
  Wheeled Vehicles 
  37
  New Vehicle Weapons 
  38
  
  3 OF 40
  Chapter 1: Special Ops of the United Kingdom
  A History of the UK 
  Special Forces from 
  World War II
  World War II
  World War II had a profound impact on the military of 
  the United Kingdom. The conflict gave birth not only 
  to the Commandos, but also the Special Air Service 
  and the Special Boat Service. Those units already 
  in existence, such as the Gurkhas, found themselves 
  tested to the utmost in the worst of conditions.
  Originally created as a mobile raiding force in 
  North Africa, the Special Air Service proved to hit 
  much higher than its weight. It had no equal as a deep 
  strike unit and long-range reconnaissance force. In the 
  deserts of North Africa, the hills of Italy or the forests 
  of occupied France, operators of the SAS completed 
  harrowing missions no other unit would consider. 
  The modern day Special Boat Service had many 
  antecedents in the war. Along with the Special Boat 
  Section (SBS), maritime units included the Combined 
  Operations Pilotage Parties--tasked to landing site 
  reconnaissance--the Royal Marines Boom Patrol 
  Detachment--used to raid shipping and harbors--and 
  the Landing Craft Obstruction Clearance Units--which 
  acted in the same capacity as the USA’s Underwater 
  Demolition Teams. The wartime SBS had both 
  reconnaissance and direct action responsibilities. 
  Like the Combined Operations Pilotage Parties, the 
  SBS reconnoitered possible landing sites, but it also 
  performed raids on shipping and coastal targets.
  Over 112,000 Gurkhas served in the British Army 
  during World War II. They fought in almost every 
  theater of operation, from North Africa to Italy to 
  Indochina and Burma. The Gurkhas helped to form 
  the Chindits, a special operations group fighting in 
  the jungles and often operating behind enemy lines. A 
  total of ten Victoria Crosses were awarded to soldiers 
  of the Gurkhas during World War II.
  The Royal Marines Commando, like the SAS and 
  SBS, were born out to the necessities of the War. 
  Churchill wanted a force that could raid the coastline, 
  and the Commandos were created for this task. 
  They saw action all across Europe and the Far East, 
  including landings at Salerno, Anzio, and Termoli. 
  The Commandos, as can be expected, played an 
  important role in the D-Day landings. By the end of 
  the War, the Commandos numbered 8,000 ranks, a 
  size never since equaled.
  In 1940, Churchill requested the War Office create 
  an airborne infantry force and by the end of 1942, 
  the 1st Airborne Division, trained to insert using 
  parachutes and gliders, was ready for deployment. 
  Success--as infantry--in North Africa led to the 
  creation of the 6th Airborne Division from a nucleus 
  of veterans of the 1st. The 6th proved successful in 
  Normandy but the 1st’s attack on Arnhem as part 
  of Operation MARKET GARDEN failed. Still, the 
  fearsome reputation of the two units survived the war 
  intact.
  The Post-War Years
  With the war over, the men of the SAS hunted down 
  escaping Nazis, delivering them to the Nuremberg 
  War Crimes Tribunal. Very soon, though, the special 
  forces community faced extinction. The reputations 
  and successes of the special operations forces could 
  not save them from the axe. Their deeds, for the most 
  part, were left unsung as stories of great battles and 
  great generals dominated the popular histories and 
  Chapter 1: The Special Operations Forces of the United Kingdom
  
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  Chapter 1: Special Ops of the United Kingdom
  mass media. The SAS survived as a reserve unit, the 
  21st Regiment (Artists Rifles) Special Air Service.
  After name changes and shuffled responsibility, 
  the varied maritime units from World War II became 
  the Small Raids Wing and were tasked with mine and 
  ordnance removal during the formation of the nation 
  of Israel. By 1950, the name was changed to Special 
  Boat Wing and its units referred to as Special Boat 
  Sections, giving rebirth to the acronym SBS. The 
  missions of the SBS entailed all those responsibilities 
  shared by the varied maritime units in the war.
  The 1st and 6th Airborne Divisions were reduced 
  to 16th Independent Parachute Brigade and was 
  deployed for security operations in the Middle East 
  and the Brigade saw action in the Suez Crisis of 1956. 
  During the Crisis, 45 Commando performed the first 
  ever operational helicopter assault.
  The Malayan Emergency
  The Malayan Communist Party (MCP)--dominated by 
  ethnic Chinese--created a paramilitary arm called the 
  Malay Races Liberation Army (MRLA) in response 
  to the UK’s post-War “Malayan Federation” plans. 
  The MRLA was filled with veterans of the Malayan 
  Peoples’ Anti-Japanese Army, which the UK had 
  trained and equipped. Beginning in 1948, the MRLA 
  attacked British interests in Malaya (now known as 
  Malaysia). This drew the UK into its first sustained 
  military operation of the post-war era. 
  During the Malayan Emergency, an ex-SAS officer, 
  Mike Calvert, helped to recreate the SAS in its 
  modern incarnation. The operators of this new SAS 
  learned the secrets of jungle warfare from Chindit 
  veterans and the Gurkhas. This new SAS became 
  masters of the jungle. In doing so, they removed 
  themselves completely from the strictures and norms 
  of the regular army. Rank meant little in the jungle, 
  and command went to that individual most capable 
  of leading. The four-man patrol became the standard 
  operating unit, with four-patrol troops and four-troop 
  squadrons. 
  While the SAS patrolled in small groups, the 
  Gurkhas provided the manpower to protect civilians 
  and British interests from attack. With veterans of 
  World War II still peppering its ranks, the Brigade 
  of the Gurkhas proved adept at jungle warfare and 
  counter-insurgency. The Gurkhas served through the 
  entirety of the Emergency, acting as the backbone 
  of the British military in that campaign. The jungles 
  and swamps were soon denied to the insurgents, their 
  sphere of control shrinking rapidly, until their final 
  outpost was taken and the emergency ended in 1960. 
  By that time, Malaya had gained independence and 
  the avowed anti-colonial actions of the MRLA no 
  longer made sense.
  The Korean War
  Communist North Korea, with the backing of Russia 
  and later China, attacked South Korea--a struggling 
  democracy backed by the United States--in 1950. 
  Almost the entire peninsula was overrun before the 
  United Nations could assemble a relief army, led by 
  the United States. US General Douglas MacArthur 
  made an unexpected amphibious attack at Inchon, 
  cutting the North Korean army’s supply lines. The 
  UN forces then pushed the North Koreans back 
  with US forces entering Chinese territory in pursuit 
  of the enemy. This instigated the Chinese to throw 
  their impressive resources of manpower behind the 
  North, driving the UN south. From that point, the war 
  remained a stalemate until the armistice of 1953. 
  41 (Independent) Commando Royal Marines was 
  created for the specific purpose of fighting in Korea. 
  While the main responsibility of 41 Commando was 
  coastal raiding, at times it took on the role of an 
  infantry unit and fought with distinction alongside the 
  US 1st Marine Division at the Chosin Reservoir, one 
  of the worst battles of the war.
  The SBS also operated in Korea, often from 
  submarines. SBS operators, inserting in small, 
  powered craft or canoes and kayaks, raided all along 
  the North Korean coast. On at least one mission, the 
  SBS moved inland and destroyed an important rail 
  line.
  Conflict in the Middle East
  Along with the Suez Crisis, UK special forces were 
  involved in places like the Sultanate of Oman and 
  Aden, both dealing with communist insurgents. After 
  success in the Malayan Emergency, the resurrected 
  SAS was almost disbanded, but its special skills and 
  counter-insurgency experience proved important 
  in Oman. The actions of the SAS in the jungles of 
  Malaya and the deserts and rocky wastes of Oman, 
  though not public knowledge, made them highly 
  sought after by foreign countries looking for trained 
  military and close personal protection forces.
  In 1958, the Special Boat Wing became the Special 
  Boat Company, and the motto “Not by strength, by 
  guile” was adopted. The operational units remained 
  Special Boat Sections, so a form of continuity existed.
  The SBS, fresh from successes in Korea, joined the 
  SAS in the Middle East and went on to create a long-
  term presence in Bahrain, which remained for several 
  decades. Conflict with communist insurgents again 
  erupted in Oman in 1970, and lasted until 1976. The 
  SBS began its involvement by inserting SAS patrols 
  by boat. The two covert units often joined forces for 
  extended inland patrols, in later years. Along with 
  reconnaissance and direct action, the SAS trained the 
  Sultan’s army in counter-insurgency tactics. 
  The Indonesian Confrontation
  The conflict between British-backed Federation of 
  Malaysia, and Indonesia began in the small country of 
  Brunei. On December 8, 1962, the North Kalimantan 
  National Army, supported by Indonesia, attacked the 
  Sultan of Brunei and seized the nation’s oil fields 
  as well as European hostages. The Sultan requested 
  British help. The Gurkhas in Hong Kong received 
  
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  Chapter 1: Special Ops of the United Kingdom
  the call at 11 PM and arrived in Brunei at 9 AM the 
  following morning. In a few months, the situation 
  had been resolved and the rebel commander had been 
  captured. This, however, was only the opening gambit.
  The Gurkhas had all but completed mopping 
  up the Indonesian-backed insurgents in Brunei 
  when Indonesian troops entered the Sarawak and 
  Sabah areas of Malaya. Indonesia hoped to halt the 
  formation of the Federation of Malaysia after a United 
  Nations sponsored referendum delivered an outcome 
  unfavorable to Indonesia. By August, the Gurkhas 
  had clashed with Indonesian irregulars inside Malaya. 
  After the creation of the Federation of Malaysia on 
  September 16, 1963 (Brunei did not accept admission 
  and Singapore left later), Indonesian regular troops 
  entered Malaysian territory with the aid of locals, 
  many of them communist sympathizers.
  The SAS, well versed in jungle warfare and 
  counter-insurgency, mounted intelligence-gathering 
  operations and increasingly attacked targets inside 
  Indonesian territory and perpetrated cross-border 
  incursions, forcing the Indonesian forces into a more 
  defensive posture. The SAS purposefully did not 
  engage in drawn-out battle, rather it focused its efforts 
  on reconnaissance and sabotage. Alongside the SAS, 
  the SBS patrolled not only the waterways, but also 
  the swamps and jungles the insurgents used to hide. 
  The two covert units worked together to win over the 
  indigenous populace by providing medical aid and 
  supplies, as well as protecting isolated villages from 
  communist reprisals.
  The Gurkhas resumed their duty of jungle patrols 
  and increasingly engaged in full-scale military 
  actions against communist and Indonesian targets. 40 
  Commando--based in Singapore--was sent to Borneo 
  to operate alongside the Gurkhas. Supplies often 
  reached the larger patrols of Commandos and Gurkhas 
  through the SBS, either along rivers or on the coast.
  The 1st Battalion of the Gurkhas was the first 
  military unit to operationally engage since the end of 
  the Malayan Emergency, and the Gurkhas remained 
  active in Borneo, the principal site of conflict, until the 
  peaceful resolution of the conflict in 1964.
  Northern Ireland and counter 
  terrorism
  The 1970s saw a new theater of operation for the SAS. 
  Sectarian violence had erupted in Northern Ireland 
  and the government of the United Kingdom--perhaps 
  considering their success facing insurgents elsewhere-
  -secretly inserted the SAS. As the warfare practiced 
  was even less conventional than what the SAS had 
  faced in the Middle East and Asia, and the constraints 
  of legality even heavier, the SAS encountered 
  unexpected difficulties. Even their successes created 
  problems, as the media, government and Non-
  Government Organizations (NGOs) scrutinized their 
  tactics and actions.
  While the SAS attempted to sort out the quagmire 
  of Northern Ireland, the SBS had a moment in the 
  spotlight. A threat was received that a bomb had been 
  planted on the passenger liner the Queen Elizabeth 
  II. The ship was in the middle of the Atlantic, and the 
  SBS succeeded in a hastily planned parachute drop 
  to the deck of the ship. While the bomb threat proved 
  a hoax, the SBS became concerned with addressing 
  maritime terrorism scenarios. By 1975, 1 SBS was 
  tasked to maritime counter terrorism (MCT) and given 
  specific jurisdiction over guarding the increasing 
  number of oilrigs in the North Sea.
  The responsibility for MCT did not remain long 
  with 1 SBS. In 1979, the Admiralty and Chiefs of 
  Staff gave the mission to a newly created unit of the 
  Royal Marine Commando, the parent unit of the SBS. 
  This new unit--Comacchio Company--had 300 ranks, 
  some of whom were drawn from the SBS. Based at 
  RM Condor Arbroath, the Company not only had the 
  responsibility of addressing maritime terrorism, but 
  also had the task of safeguarding the UK’s nuclear 
  arsenal.
  The SAS and the Iranian Embassy 
  Incident
  It was in Northern Ireland that the SAS, knowing they 
  would face a hostage rescue situation at some point, 
  created the Special Project Team, officially tagged the 
  Counter-Revolutionary Warfare (CRW) Squadron. 
  The Special Project Team created theoretical tactics 
  then tested them in ad hoc Close Quarters Battle 
  (CQB) drills. The failure of the German federal police 
  during their attempt to rescue the Israeli hostages 
  during the Munich Olympics of 1972 led to an even 
  greater impetus to create effective hostage rescue 
  tactics.
  As they say, the proof is in the pudding, and the 
  SAS’ fierce reputation was put to the test on May 5, 
  1980. Terrorists had captured the Iranian Embassy 
  in London. The SAS waited in the wings while 
  negotiations continued. When the terrorists killed one 
  of the hostages, the authorities gave the SAS the green 
  light. A television crew happened to have unwittingly 
  found the perfect position and the world saw, live, 
  as operators from the Special Project Team stormed 
  the embassy. While mistakes occurred--one operator 
  actually got caught up in his own rope rappelling 
  down the wall and a fire erupted during the rescue--
  only one hostage was killed and two injured. Only one 
  terrorist survived after mixing with the hostages.
  Their very success proved the bane of the SAS. 
  A unit that used secrecy and mystery as a weapon, 
  suddenly had every newspaper, radio and television 
  program clamoring for information on the dreaded 
  black-garbed counter terrorism force. The type of 
  recruits the SAS attracted changed. While most of 
  the successful operators remained tough, independent 
  but team-oriented professional soldiers, young 
  men with dreams of dressing in black and gunning 
  down evil terrorists before an appreciative audience 
  became common. The image of the Special Project 
  Team, MP5s at the ready, remains the single most 
  recognizable face of the SAS to the general public 
  worldwide.
  
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  Chapter 1: Special Ops of the United Kingdom
  The Falkland Islands
  The Falkland Islands--also known as the Malvinas-
  -have been a point of contention between Argentina 
  and the United Kingdom since the early nineteenth 
  century. Negotiations between the two countries 
  regarding the fate of the islands began in 1965, but the 
  countries had made no progress by 1981. In that year, 
  General Galtieri rose to power in Argentina, ruled by 
  military dictators since 1976. Faced with crippling 
  economic difficulties and civil disunity, Galtieri 
  played the nationalism card by invading the Falklands 
  in April of 1982. The operation to recover the islands 
  was named CORPORATE.
  Operation CORPORATE drew on all the special 
  operations forces in a conflict that was not as easy 
  or one-sided as many painted it. The SAS and SBS 
  offered up the first victory of the conflict when 
  the planned Royal Marines Commando landing to 
  recapture the South Georgia Islands--Operation 
  PARAQUAT--was scrubbed due to the actions of an 
  Argentinean submarine, the ARA Santa Fe. The SAS 
  and SBS reconnaissance teams already on the island 
  linked up and captured the Argentinean forces on the 
  islands.
  On the Falklands, the SAS and SBS  patrols 
  maintained watch on possible targets. The conditions 
  in the observation posts were far less than ideal, 
  usually cold, wet and cramped. The SAS and SBS 
  teamed up to lead raids against targets such as 
  airfields, which proved important as the UK fleet was 
  susceptible to aerial attack. The two forces also joined 
  in the operations of the Royal Marine Commando, 
  proving the three working in conjunction exceeded the 
  sum of their parts.
  The Royal Marines Commando led the landing 
  at San Carlos and they performed with courage and 
  skill in the hard fighting that followed. Alongside the 
  Commandos, fought elements of the 1st Battalion 
  Gurkha Rifles. Naval Gunfire Forward Observation 
  teams from the 148th (Meiktila) Commando 
  Forward Observation Battery of the 29th Commando 
  Regiment, Royal Artillery joined the reconnaissance 
  and deep penetration operations of the SAS and SBS, 
  allowing precise air and naval gunfire support, which 
  often proved crucial.
  The successes of Operation CORPORATE and 
  the Iranian Embassy rescue led to increased public 
  interest in and support for the British military, and 
  especially its special operations forces. In 1987, the 
  Special Forces Group--consisting of the SAS, the SBS 
  and the 14th Intelligence Company--was created. The 
  name Special Boat Service was resurrected and this 
  renamed SBS regained responsibility for MCT. Many 
  elements and assets of the Comacchio Group--the 
  Comacchio Company having been renamed in 1983 
  with an increase in manpower and the creation of O 
  and P companies--returned to SBS. The SBS then 
  created M Squadron as a dedicated MCT team. The 
  Comacchio Group (now known as the Fleet Protection 
  Group) retained responsibility for safeguarding the 
  UK’s nuclear deterrent as well as fleet protection 
  duties.
  While the 16th Independent Parachute Brigade had 
  been disbanded in 1977, the 5th Infantry Brigade had 
  seen action in Operation CORPORATE, and in 1983 
  it was enlarged and re-christened the 5th Airborne 
  Brigade. Another of the founding units of the16th Air 
  Assault Brigade was created in1986 when the 24th 
  Infantry Brigade was re-designated the 24th Airmobile 
  Brigade.
  Throughout the ’80s, as they had in the ’70s, 
  the units of the Royal Marines Commando cycled 
  through deployments in Northern Ireland. While 
  the SAS gathered intelligence and made occasional 
  arrests or raids on suspected terrorist safe-houses, the 
  Commandos had the unenviable job of attempting 
  to maintain the peace. The Commandos regularly 
  patrolled the most dangerous sections of Northern 
  Ireland and manned those checkpoints set-up in the 
  hopes of increasing security in a very insecure area.
  Desert Storm
  And then Saddam Hussein invaded Kuwait. Even 
  before their comrades in the US Special Operations 
  Command, the SAS had entered Iraq. Once again, the 
  SAS operated in the desert using heavily armed land 
  rovers. While most missions involved long periods of 
  tedium leavened with short periods of extreme danger, 
  the crucible of the desert war returned the keen edge 
  to the UK’s most famous unit. Most operations at the 
  outset of the war seemed unfocussed, but the threat 
  of Scuds drawing Israel into the war soon crystallized 
  their mission. By the end of the war, Norman 
  Schwarzkopf heaped praise on the special operations 
  forces of the United Kingdom.
  Before the onset of ground operations, the SBS 
  participated in a feint on the Kuwaiti coast. The false 
  landing drew Iraqi ground forces away from the 
  actual route of attack. The SBS also led a publicly 
  documented mission into Iraq to destroy fiber-optic 
  cables believed to be used for communications with 
  Scud launchers. Inserted by helicopter just 40 miles 
  outside of Baghdad, 20 SBS operators, three US 
  Army Special Forces soldiers and one US Air Force 
  Combat Controller took only ninety minutes to 
  verify the expected cable did not exist. Rather than 
  leave without making a mark, the team destroyed 
  other communications cables before extraction by 
  helicopter. Later, in a high-visibility operation, the 
  SBS liberated the British embassy.
  The Balkans
  By the mid ‘90s, SAS operations in Northern Ireland 
  decreased as operations in the Balkans and Africa 
  increased. Foreign internal defense and stabilization 
  operations became high priorities and almost fifty 
  years later, the SAS found itself once again hunting 
  suspected war criminals in Europe, this time in the 
  Former Yugoslavia. Reports indicate that operators of 
  the Increment also hunted war criminals, though their 
  orders did not include a war crimes tribunal as the 
  
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  Chapter 1: Special Ops of the United Kingdom
  final destination of the hunted.
  The SBS joined the stabilization forces in the 
  Former Yugoslavia in the early ‘90s along with 
  elements of the Gurkhas and the Royal Marine 
  Commandos. During the 1995 NATO intervention, 
  an entire squadron from the SBS was deployed to the 
  area. 
  In 1996, the United Kingdom’s Joint Rapid 
  Reaction Force (JRRF) was created as a result of 
  the Strategic Defense Review. The JRRF included 
  elements from all three branches of the military 
  and the Royal Marines Commando were a natural 
  inclusion, considering their mobility and rapid 
  deployment capabilities. In September of 1999, the 
  assets of the JRRF increased with the creation of the 
  16th Air Assault Brigade from the 24th Airmobile 
  and 5th Airborne Brigades and 9th Regiment Army 
  Air Corps. In one of its first operations, the 16th AAB 
  joined the NATO taskforce in the Former Yugoslavia.
  When the United Nations took on responsibility for 
  East Timor, the UK responded by sending the SBS, 
  elements of the Royal Marines Commando and the 
  Gurkhas. Along with the Australian and New Zealand 
  SAS, 30 operators from the SBS were among the first 
  troops to land at Dili airport and signal United Nations 
  armed involvement.
  Afghanistan
  Then came September 11, 2001, and everything 
  changed. US Intelligence traced the horrifying 
  attacks on the World Trade Center and the Pentagon 
  to Osama bin Laden’s Al-Quaeda terrorist network. 
  The ultra-conservative Taliban, which ruled much of 
  Afghanistan, sheltered Al-Quaeda. In response to the 
  attack, US forces entered Afghanistan to end the threat 
  of Al-Quaeda and the Taliban.
  The entire special operations community of the 
  United Kingdom converged on Afghanistan with a 
  single purpose: to aid the United States in eliminating 
  Al-Quaeda and the Taliban. This mission proved 
  not only the interoperability of the special forces 
  community of the United Kingdom, but that of the 
  special operations forces of NATO. The SAS and 
  SBS worked alongside units such as Germany’s 
  KSK, Canada’s JTF-2 and the USA’s Delta Force. In 
  a war unlike anything fought previously, the tactics 
  and techniques of special operations groups proved 
  effective. The subtle, covert and deadly units once 
  again showed their worth.
  The SBS was the first Royal Marines Commando 
  unit on the ground when it secured Bagram airport 
  outside of Kabul. Later in 2001, 45 Commando led 
  Operation JANACA, the 1700-strong deployment of 
  British troops sent to bolster the International Security 
  Assistance Force (ISAF) in Afghanistan. Along with 
  45 Commando, combat elements of 29 Commando 
  RA and 59 Independent Commando Squadron RE 
  joined in the operation. In 2002, 16th AAB entered 
  Afghanistan and took responsibility for areas of Kabul 
  as part of the ISAF.
  Iraq
  The UK joined the US in its mission to remove 
  Saddam Hussein’s regime in Iraq. With the 
  commencement of ground operations in Iraq in 2003, 
  the focus of the UK’s special operations assets shifted 
  to that region, but the mission remained essentially 
  the same. The SAS and SBS continued counter-
  insurgency operations in both Iraq and Afghanistan. 
  This pace of operations has created a shortage of 
  manpower that the UK’s military is scrambling to 
  address. Unfortunately, increasing the manpower of 
  a special force takes even more time and is far more 
  difficult than increasing a regular military force by the 
  same percentage. How this difficulty will be addressed 
  has not been revealed, but already signs of increased 
  recruitment have been noted.
  The Royal Marines Commando have been involved 
  since the onset of ground operations. The Battle 
  for Basra involving 40 Commando--supported by 
  29 Commando Regiment RA--saw the first all-out 
  British assault by a full commando since Operation 
  CORPORATE in 1982.
  The Role of the Special Operations 
  Forces
  Perhaps the most famous of the special operations 
  forces in the world, the Special Air Service is known 
  predominantly for its counter terrorism missions, but 
  this is not the focus of the team. The same can be said 
  of the Special Boat Service, less famous among the 
  general public but well known and greatly respected 
  in the international special operations community. 
  These two units are the backbones of the UK’s Special 
  Forces Group.
  The SAS and SBS have similar mission profiles and 
  even have all but identical selection processes. Both 
  groups are tasked to long-range reconnaissance and 
  direct action. Usually, these groups do not attack large 
  targets, though their covert nature makes them the 
  natural choice to infiltrate unnoticed and paint a target 
  with a laser for guided munitions or even deliver 
  accurate coordinates for artillery or naval gunfire.
  Since such operations are rare, the SAS and SBS 
  have branched out to include foreign internal defense 
  (training foreign units in counter-insurgency), close 
  personal protection, anti-terrorist operations (hunting 
  down terrorist training and supply centers) and covert 
  military operations during peacetime. Their emphasis 
  on subtle and covert action makes these units perfectly 
  suited for such missions.
  Certain operations involving intelligence gathering, 
  direct action on foreign soil in peacetime and certain 
  anti-terrorist missions are beyond the legal purview 
  of the Special Forces Group. However, operators of 
  the SAS and SBS are often seconded to the Secret 
  Intelligence Service (often known as MI-6 or Her 
  Majesty’s Secret Service). These operators form 
  what is known as the Increment, a group with special 
  skills and experience that can act under the umbrella 
  
  8 OF 40
  Chapter 1: Special Ops of the United Kingdom
  of the Intelligence Services Act, which allows legal 
  immunity for actions outside the borders of the 
  UK. While the various media outlets often attribute 
  any extra-national covert operation with military 
  trimmings to the SAS, it is likely such actions would 
  take place through the Increment.
  While units like the SAS and SBS perform 
  specialized functions, the missions of the Royal 
  Marines Commando, the Brigade of the Gurkhas 
  and the 16th Air Assault Brigade are usually standard 
  military operations. Of course, the standard military 
  operations of today--including peacekeeping, national 
  stabilization and non-combatant evacuations--are 
  often dissimilar to those operations considered 
  standard for the military even a few decades ago. The 
  utility of these units is based on their rapid reaction 
  times, extensive training and even their sense of 
  history and camaraderie. The Gurkhas, especially, 
  have a long and glorious history, which they continue 
  to honor with their professionalism and capabilities.
  There are aspects of these elite military units that 
  perform missions similar in nature to the Special 
  Forces Group. Tactical Air Control Parties from the 
  Royal Marines Commando can join with SAS or 
  SBS teams during covert insertions to lend expertise 
  in directing air support. Likewise, elements of 148 
  Commando Forward Observation Battery RA can be 
  attached to reconnaissance or strike teams in order 
  to direct naval gunfire. This proved quite effective in 
  the Falklands War. 59 Commando Squadron, Royal 
  Engineers, which is attached to the Royal Marines 
  Commando, maintains a Reconnaissance Troop, 
  which is trained for a combat role and operates 
  alongside the Brigade Patrol Troop.
  The Brigade Patrol Troop of 3 Commando Brigade 
  Royal Marines and the Pathfinder Platoon of 16 Air 
  Assault Brigade act in similar capacities. Both are 
  trained to operate independently of their parent unit 
  for reconnaissance or direct action missions. Also, 
  both are interoperable with units such as the SAS 
  or SBS. The Brigade Patrol Troop leads the Brigade 
  Reconnaissance Force which can include Tactical 
  Air Control Parties, Radio Reconnaissance teams 
  from Y Troop and elements of the support units for 
  3 Commando, such as the Reconnaissance Troop 
  of 59 Commando RE or the Naval Gunfire Forward 
  Observation teams from 148 Commando Forward 
  Observation Battery of 29 Commando RA.
  Role-Playing and Special Operations 
  Forces
  The organization of the various special operations 
  forces of the UK lends itself to a collection of players 
  playing characters with disparate classes. In actual 
  operations, it would not be surprising for elements of 
  various units to work in unison, though this is often 
  under the functional control of one specific unit. In 
  actual missions, a Naval Gunfire Forward Observation 
  Team might be tasked to join a squadron of the SAS 
  on a deep-penetration raid, but the NGFOT would be 
  under SAS control.
  For a role-playing game, though, such strictures of 
  realism need not apply. A situation such as a raid on 
  drug lord’s compound in the jungles of a Third World 
  dictatorship could easily be led by an SAS operator 
  (perhaps seconded to the Increment) but include 
  members of the Tactical Air Control Parties (to 
  coordinate air support if necessary), Y Troops Radio 
  Reconnaissance Team (listening in to the drug gang’s 
  cell phones and their communications with the corrupt 
  local authorities), Brigade Patrol Troop (perhaps 
  with experience in jungle warfare) and M Squadron 
  (as the team is infiltrating by boat and there is a high 
  possibility of Close Quarters Battle). While such a 
  team is more in the realm of fiction than realism, this 
  is a role-playing game rather than a military training 
  exercise.
  Even adherence to realism need not preclude a 
  small but varied group. The Brigade Reconnaissance 
  Force of the Royal Marines Commando is regularly 
  made of disparate elements and is rarely tasked to 
  standard combat missions. Having an SAS or SBS 
  operator assigned to lead such a group does not strain 
  the realistic role of these units.
  The SAS and SBS themselves, in their real-world 
  roles, offer plenty of opportunity for player characters 
  of disparate classes to work together. An operator 
  in the SAS assigned to the Counter-Revolutionary 
  Warfare squadron (Special Project Team prestige 
  class) would regularly work alongside operators from 
  the Sabre Squadrons (SAS prestige class) some of 
  whom could have been involved in missions for the 
  Secret Intelligence Service (the Increment prestige 
  class). SAS and SBS interoperability is well founded 
  and common, thus allowing characters of the SBS 
  and M Squadron prestige classes. In a very realistic 
  collection, that offers five different prestige classes.
  Finally, consider the Increment itself. While 
  presented as a prestige class, the Increment is simply a 
  code for special forces tasked to the SIS. In a mission 
  of extreme importance, it is likely the SIS would 
  draft whomever necessary from whatever arm of the 
  military. One needs no further explanation than this 
  for a group that might even include prestige classes 
  from Blood & Guts, such as Navy SEAL and Delta 
  Force.
  
  9 OF 40
  Chapter 2: Military Characters
  Prestige Classes
  Brigade Patrol Troop
  Within the highly trained 3rd 
  Commando Brigade Royal Marines is 
  the Brigade Patrol Troop. This group of 
  specialized teams once operated under the designation 
  of the Artic and Mountain Warfare Cadre. Actions in 
  the Falkland Islands and in the mountainous north of 
  Iraq proved their daring and their skills. As might be 
  expected from its antecedents, every soldier in the 
  BPT (Brigade Patrol Troop) is a specialist in arctic 
  and mountain warfare. Moreover, every member is 
  jump certified. The BPT consists of six, four-man 
  teams, and each team includes a commander, a 
  communications specialist, a medic and a marksman. 
  The mission of the BPT is long-range reconnaissance, 
  intelligence gathering and direct action. The 
  marksmen of the BPT are considered some of the 
  finest snipers in the UK military. 
  Unlike other soldiers in the Royal Marine 
  Commando, soldiers with BPT carry the Diemaco C7 
  rather than the L85A2. Marksmen use the L96A1 and 
  L115A1.
  Requirements
  To qualify for the Brigade Patrol Troop, a character 
  must meet the following criteria
  Allegiance: Active Duty (Royal Marine 
  Commando)
  Base Attack Bonus: +6
  Skills: Hide 2 ranks, Knowledge (tactics) 4 ranks, 
  Move Silently 2 ranks, Survival, 4 ranks.
  Feats: Advanced Firearms Proficiency, Commando 
  Training, Personal Firearms and Teamwork (RMC).
  Advanced Training: Arctic Warfare OR Mountain 
  Warfare, Jump School, MOS: Infantryman (Skill 
  Level 3) and one other Terrain Warfare College 
  (Amphibious Assault Training, Arctic Warfare, Desert 
  Warfare, Jungle/Swamp Warfare, Mountain Warfare or 
  Urban Warfare).
  Class Information 
  The following features pertain to the Brigade Patrol 
  Troop prestige class
  Hit Die: 1d10
  Action Points: 7 + 1/2 character level, rounded 
  down. 
  Class Skills: Brigade Patrol Troop class skills 
  (and the key ability for each) are as follows: Balance 
  (Dex), Climb (Str), Communications Operations (Int), 
  Demolitions (Int), Drive (Dex), Gather Information 
  (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Knowledge (tactics) (Int), Listen (Wis), Move Silently 
  (Dex), Navigate (Int), Paradrop (Dex), Search (Int), 
  Chapter 2: Military Characters
  Spot (Wis), Survival (Wis), Swim (Str), Treat Injury 
  (Wis), Tumble (Dex) and Use Rope (Dex).
  Skill Points per Level: 5 + Intelligence modifier
  Class Features
  The following features pertain to the Brigade Patrol 
  Troop prestige class.
  Bonus Feats: Advanced Combat Martial Arts, 
  Alertness, Armor Proficiency (heavy), Armor 
  Proficiency (light), Armor Proficiency, (medium), 
  Athletic, Blind Fight, Burst Fire, Combat Expertise, 
  Combat Martial Arts, Combat Reflexes, Cover 
  Fire, Double Tap, Electronic Warfare, Endurance, 
  Exotic Firearms Proficiency, Far Shot, Forced 
  March, Grenadier, Guide, Improved Combat Martial 
  Arts, Improved Damage Threshold, Marksman, 
  Mountaineer, Paratrooper, Point Blank Shot, Quick 
  Draw, Quick Reload, Sharpshooter, Stealthy, Strafe, 
  Tactician, Toughness, Track, Voice of Command, 
  Weapon Focus, Advanced Training (all).
  The character must meet all prerequisites for any 
  feat taken as a bonus feat.
  Table 2-1: THE Brigade Patrol Troop
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +1
  +1
  Terrain Specialization 
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent 
  +2
  +0
  3rd 
  +3
  +3
  +2
  +2
  Bonus Feat 
  +2
  +0
  4th 
  +4
  +3
  +2
  +3
  Specialist Talent
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent
  +4
  +1
  6th 
  +6
  +4
  +3
  +4
  Bonus Feat
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Terrain Specialization
  +5
  +1
  8th 
  +8
  +5
  +4
  +4
  Specialist Talent
  +6
  +2
  9th 
  +9
  +5
  +5
  +4
  Special Ops Talent
  +6
  +2
  10th 
  +10
  +6
  +5
  +5
  Bonus Feat
  +7
  +3
  
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  Chapter 2: Military Characters
  Specialist Talent: Each soldier within the BPT 
  is a specialist with combat medicine, command, 
  communications or marksmanship. As such, at 4th and 
  8th level, the character is able to choose from one of 
  the following specialist talents.
  Combat Medicine: Craft (pharmaceutical) and 
  Knowledge (earth and life sciences) become 
  permanent class skills. All DCs for Treat Injury are 
  reduced by 5.
  Command: The character can spend an action point 
  to aid another as a free action.
  Communications: +2 bonus to Communications 
  Operations. Craft (electronics) and Repair become 
  permanent class skills.
  Marksmanship: The character gains the Marksman 
  feat regardless of meeting the prerequisite.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section 
  found in Chapter 1 of Blood & Guts. The character 
  must meet all the prerequisites for any talent chosen.
  Terrain Specialization: While the soldiers of the 
  Brigade Patrol Troop are recognized as mountain 
  and arctic warfare experts, they are also trained in a 
  variety of terrains. At 1st and 7th level, the character 
  has a choice to increase his or her level with an 
  existing Terrain Warfare college or chose to gain a 
  new one. If taking Terrain Specialization in a Terrain 
  Warfare college the character already possesses, 
  the attack and skill bonuses offered by that Terrain 
  Warfare college are increased by +1.
  Fleet Protection Group
  Once known as the Comacchio Group (named after 
  a lake in northern Italy near which the Royal Marine 
  Commando saw extensive action in World War Two), 
  the Fleet Protection Group Royal Marines is assigned 
  to protect the most deadly military asset in the United 
  Kingdom--its nuclear arsenal. Should any hostile 
  force, foreign or domestic, attempt to gain access to 
  the United Kingdom’s nuclear weapons, the Fleet 
  Protection Group is tasked to deny the hostile force 
  that access. As such, they are in a constant state of 
  preparedness. Along with this awesome responsibility, 
  the Fleet Protection Group provides teams involved in 
  high value asset protection for the Royal Navy as well 
  as non-compliant and hostile target boarding parties. 
  Members of the Fleet Protection Group have been 
  quite busy in the Persian Gulf region. Teams from 
  the Fleet Protection Group have also been involved 
  in protecting human assets in hostile or dangerous 
  areas. This wide range of tasks insures that members 
  are regularly upgrading their training and skills. There 
  are three rifle squadrons--O, P, and R--in the Fleet 
  Protection Group, as well as a headquarters squadron 
  stationed at Her Majesty’s Naval Base Clyde. Each 
  squadron includes 4 rifle troops. The Fleet Protection 
  Group includes 431 members of all ranks.
  Operators in the FPG are usually equipped with 
  the L85A2 and carry the Browning Hi Power as a 
  sidearm. When involved in close quarters combat, 
  FPG operators will be equipped with variants of the 
  Heckler & Koch MP5 sub-machinegun, usually the 
  MP5A3, MP5N or MP5SD6.
  Requirements
  To qualify for the Fleet Protection Group, a 
  character must meet the following criteria
  Allegiance: Active Duty (Royal Marine 
  Commando)
  Base Attack Bonus: +6
  Skills: Demolitions 4 ranks, Disable Device 4 
  ranks, Knowledge (tactics) 6 ranks, Paradrop 6 ranks, 
  Swim 6 ranks.
  Feats: Personal Firearms, Advanced Firearms 
  Proficiency, Precise Shot, Teamwork (RMC), one 
  of the following: Alertness, Attentive, Confident, 
  Focused, Guide, Meticulous, Nimble or Stealthy.
  Advanced Training: Amphibious Assault School, 
  Jump School and MOS: Diver (Skill Level 4).
  Class Information 
  The following features pertain to the Fleet Protection 
  Group prestige class
  Hit Die: 1d10
  Action Points: 7 + 1/2 character level, rounded 
  down.
  Table 2-2: The Fleet Protection Group
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +1
  +1
  CQB, Special Ops Talent
  +1
  +0
  2nd 
  +2
  +2
  +2
  +1
  Amphibious (+2)
  +1
  +0
  3rd 
  +3
  +2
  +2
  +2
  Bonus Feat 
  +2
  +0
  4th 
  +4
  +3
  +2
  +2
  Counter Terrorist (+1)
  +2
  +1
  5th 
  +5
  +3
  +3
  +2
  Special Ops Talent
  +3
  +1
  6th 
  +6
  +3
  +3
  +3
  Bonus Feat
  +3
  +1
  7th 
  +7
  +4
  +4
  +3
  Amphibious (+3)
  +4
  +2
  8th 
  +8
  +4
  +4
  +4
  Counter Terrorist (+2)
  +4
  +2
  9th 
  +9
  +5
  +4
  +4
  Bonus Feat
  +5
  +2
  10th 
  +10
  +5
  +5
  +5
  Special Ops Talent 
  +6
  +3
  
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  Chapter 2: Military Characters
  Class Skills: Fleet Protection Group class skills 
  (and the key ability for each) are as follows: Climb 
  (Str), Communications Operations (int), Concentration 
  (Con), Craft (electronics, mechanical) (Int), 
  Demolitions (int), Disable Device (Int), Drive (Dex), 
  Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (civics, current events, streetwise, tactics) (Int), Listen 
  (Wis), Move Silently (Dex), Navigate (Int), Paradrop 
  (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), 
  Swim (Str), Treat Injury (Wis) and Use Rope (Dex).
  Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the Fleet Protection 
  Group prestige class.
  Amphibious: The character has received advanced 
  combat diving and underwater training. This ability 
  improves on the bonuses granted by the Amphibious 
  Assault training. Fleet Protection Group members also 
  receive combat SCUBA training. This allows Fleet 
  Protection Group members to fight underwater with 
  no penalties to attack or defense.
  Bonus Feats: Advanced Combat Martial Arts, 
  Alertness, Armor Proficiency (light), Armor 
  Proficiency, (medium), Athletic, Attentive, Blind 
  Fight, Burst Fire, Cautious, Combat Expertise, 
  Combat Martial Arts, Combat Reflexes, Confident, 
  Dead Aim, Double Tap, Electronic Warfare, 
  Endurance, Exotic Firearms Proficiency, Far Shot, 
  Focused, Grenadier, Improved Combat Martial Arts, 
  Improved Damage Threshold, Marksman, Meticulous, 
  Nimble, Paratrooper, Point Blank Shot, Quick Draw, 
  Quick Reload, Sharpshooter, Stealthy, Strafe, Surface 
  Vehicle Operation (Powerboats, Sailboats, Ships), 
  Tactician, Toughness, Voice of Command, Weapon 
  Focus, Advanced Training (all).
  The character must meet all prerequisites for any 
  feat taken as a bonus feat.
  Counter Terrorist: The Fleet Protection Group 
  is often involved in counter terrorist training and 
  actions. Fleet Protection Group characters gain the 
  listed bonus to damage rolls and the following skills: 
  Communications Operations, Decipher Script, Gather 
  Information, Intimidate, Investigate and Knowledge 
  (tactics).
  CQB: Fleet Protection Group operators are highly 
  trained in Close Quarters Battle. When in an enclosed 
  space, such as a room, the fuselage of an aircraft or 
  the interior of a train, the character does not provoke 
  attacks of opportunity with ranged or unarmed attacks. 
  The character still provokes attacks of opportunity 
  leaving a threatened square, treating another 
  character’s injuries, etc.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section 
  found in Chapter 1 of Blood & Guts. The character 
  must meet all the prerequisites for any talent chosen.
  The Increment
  While intelligence officers of the Secret Intelligence 
  Service (the United Kingdom’s famous MI-6, Her 
  Majesty’s Secret Service) are immune to prosecution 
  for acts committed outside of the United Kingdom 
  due to 1994’s Intelligence Services Act, SIS officers 
  are not trained for direct action missions. When 
  action in a foreign--usually hostile--environment is 
  deemed necessary, the SIS calls on the Increment, 
  a small cell staffed by SAS and SBS operators. 
  Increment teams have been accused of assassination, 
  sabotage and assisting guerillas against regimes 
  hostile to the United Kingdom, the most famous of 
  these accusations involves the possible use of an 
  Increment team to assassinate Slobodan Milosovic 
  in 1992. Teams are reported to have been active in 
  Afghanistan--both during the Soviet regime and in 
  actions against the Taliban--and Iraq--before, between 
  and during the Gulf Wars. While the SIS is smaller 
  than the CIA, its use of the Increment has proved to 
  be a force multiplier and SIS can engage in operations 
  barred the CIA due to legalities. While the SIS may 
  not involve itself in many JB-esque escapades, the 
  operators of the Increment are, for all intents and 
  purposes, licensed to kill.
  Operators in the Increment will use whatever 
  weapons or equipment are necessary to complete 
  their mission. As most Increment operators originate 
  with the SAS or the SBS, it is common for them to 
  be similarly equipped. Increment operators are more 
  likely to be found in undercover operations with only 
  sidearms than SAS and SBS operators.
  Requirements
  To qualify for the Increment, a character must meet 
  the following criteria
  Allegiance: Active Duty (United Kingdom, Army 
  or RMC)
  Base Attack Bonus: +10
  Skills: Hide 6 ranks, Knowledge (tactics) 6 ranks, 
  Move Silently 6 ranks, Paradrop 6 ranks, Survival, 6 
  ranks.
  Feats: Advanced Firearms Proficiency, Guide, 
  Personal Firearms Proficiency, Precise Shot, Stealthy.
  Advanced Training: Defense Language Institute, 
  Jump School, MOS Intelligence (4 levels), SERE.
  Class Information
  The following features pertain to the Increment 
  prestige class
  Hit Die: 1d10
  Action Points: 7 + 1/2 character level, rounded 
  down.
  Class Skills: Increment class skills (and the key 
  ability for each) are as follows: Bluff (Cha), Climb 
  (Str), Communications Operations (Int), Computer 
  Use (Int), Concentration (Con), Craft (electronic, 
  mechanical, structural) (Int), Decipher Script (Int), 
  Demolitions (Int), Diplomacy (Cha), Disable Device 
  (Int), Disguise (Cha), Drive (Int), Gather Information 
  (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), 
  Jump (Str), Knowledge (behavioral sciences, civics, 
  
  12 OF 40
  Chapter 2: Military Characters
  current events, history, streetwise, tactics, technology) 
  (Int), Listen (Wis), Move Silently (Dex), Navigate 
  (Int), Paradrop (Dex), Read/Write Language (None), 
  Repair (Int), Research (Int), Search (Int), Sense 
  Motive (Wis), Sleight of Hand (Dex), Speak Language 
  (None), Spot (Wis), Survival (Wis), Swim (Str), Treat 
  Injury (Wis) and Tumble (Dex).
  Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the Increment 
  prestige class.
   Bonus Feats: Advanced Combat Martial Arts, 
  Advanced Two-Weapon Fighting, Alertness, Athletic, 
  Attentive, Blind Fight, Burst Fire, Cautious, Combat 
  Expertise, Combat Martial Arts, Combat Throw, 
  Combat Reflexes, Confident, Dead Aim, Deceptive, 
  Defensive Martial Arts, Double Tap, Dodge, 
  Electronic Warfare, Elusive Target, Endurance, 
  Exotic Firearms Proficiency, Far Shot, Focused, 
  Frightful Presence, Gearhead, Improved Combat 
  Martial Arts, Improved Combat Throw, Improved 
  Damage Threshold, Improved Initiative, Improved 
  Two-Weapon Fighting, Lightning Reflexes, Low 
  Profile, Marksman, Meticulous, Mobility, Nimble, 
  Paratrooper, Point Blank Shot, Quick Draw, Quick 
  Reload, Sharpshooter, Shot on the Run, Strafe, 
  Studious, Surface Vehicle Operation (all), Tactician, 
  Toughness, Track, Trustworthy, Two-Weapon 
  Fighting, Unbalance Opponent, Weapon Focus, 
  Advanced Training (all).
   The character must meet all prerequisites for any 
  feat taken as a bonus feat.
   Covert Training: Operators in the Increment 
  receive specialized training as their missions are 
  always covert. At 2nd, 6th and 9th level, the character 
  can take one of the following talents.
   Electronics: +2 bonus for Communications 
  Operations, Computer Use, Craft (electronics) and 
  Listen.
   Demolitions: +2 bonus for Craft (structural), 
  Demolitions, Disable Device and Repair.
   Intelligence: +2 bonus for Bluff, Disguise, 
  Diplomacy and Gather Information.
   Mobility: +2 bonus for Drive, Navigate, Paradrop 
  and Swim.
   Survival: +2 bonus for Climb, Hide, Move Silently 
  and Survival.
   Grace Under Pressure: At 5th level, an 
  Increment character can add his levels in Increment 
  to the following skills once per day: Climb, 
  Communications Operation, Demolitions, Hide, Move 
  Silently, Navigate, Paradrop and Treat Injury
   Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section 
  found in Chapter 1 of Blood & Guts. The character 
  must meet all the prerequisites for any talent chosen.
  M Squadron
  M Squadron is the counter terrorist (CT) squadron 
  for the Special Boat Service (SBS). Maritime 
  counter terrorism (MCT) was once the domain of 
  the Comacchio Group (now known as the Fleet 
  Protection Group), but during reorganization in 1987, 
  M Squadron was created and was tasked to MCT. 
  Elements of Comacchio Group, also linked to the 
  Royal Marine Commando, transferred into SBS M 
  Squadron, creating a mixture of the CT expertise 
  of Comacchio Group and the special operations 
  professionalism of the SBS. In order to meet the 
  mandate of MCT for the United Kingdom, especially 
  in consideration of the North Sea oilrigs, the operators 
  of M Squadron have perfected insertion onto 
  maritime platforms and vessels. Like other CT teams, 
  M Squadron operators are experts at entering and 
  engaging enemies in enclosed surroundings, such as 
  aircraft fuselages, the rooms on an oilrig or the cabins 
  of a ship. The SBS and the SAS regularly cross-
  train, and therefore many of the techniques and skills 
  learned by one group are passed on to the other. This 
  is especially true in the area of CT, as M Squadron 
  and the Special Project Team--the squadron tasked to 
  CT in the SAS--often mount co-operative exercises. 
   M Squadron is divided into three, sixteen-man 
  troops, color-coded as Black, Gold and Purple. Each 
  of these troops includes four, 4-man patrols. During 
  Table 2-3: The Increment
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +1
  +2
  Special Ops Talent
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Covert Training
  +2
  +0
  3rd 
  +3
  +3
  +2
  +2
  Bonus Feat 
  +2
  +0
  4th 
  +4
  +3
  +2
  +3
  Special Ops Talent
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Grace Under Pressure
  +4
  +1
  6th 
  +6
  +4
  +3
  +4
  Covert Training
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Bonus Feat
  +5
  +1
  8th 
  +8
  +5
  +4
  +4
  Special Ops Talent
  +6
  +2
  9th 
  +9
  +5
  +5
  +4
  Covert Training
  +6
  +2
  10th 
  +10
  +6
  +5
  +5
  Special Ops Talent, Bonus Feat
  +7
  +3
  
  13 OF 40
  Chapter 2: Military Characters
  any hostage rescue (HR) mission, M Squadron troops 
  will divide into assault and containment teams. It 
  is the mission of the containment team to insure no 
  terrorist escapes. The containment team includes 
  marksmen and spotters, and will lend assistance to the 
  assault team by sniping when possible. The assault 
  team makes the breach--entering into the enclosed 
  area in which the hostages are held. Operators in the 
  assault team must be experts at entry, but must also 
  have excellent ‘instinctive shooting’ skills, quickly 
  determining who the bad-guys are and putting them 
  down.
   On some deployments, M Squadron will be tasked 
  to regular special operations missions along with the 
  rest of the SBS. At that time, M Squadron operators 
  are equipped as are all SBS operators. When involved 
  in CT operations, the assault team will be equipped 
  with variants of the Heckler & Koch MP5 sub-
  machinegun--usually the MP5A3 and the MP5SD6. 
  All operators in the assault team will wear body 
  armor. Marksmen are equipped with the L96A1 while 
  spotters may be armed with the L96A1, the MP5 or 
  the Diemaco C7.
  Requirements
  To qualify for M Squadron, a character must meet the 
  following criteria
   Allegiance: Active Duty (SBS)
   Base Attack Bonus: +8
   Skills: Hide 4 ranks, Knowledge (tactics) 6 ranks, 
  Move Silently 4 ranks, Paradrop 4 ranks, Swim 6 
  ranks, Survival, 6 ranks.
   Feats: Personal Firearms, Advanced Firearms 
  Proficiency, Precise Shot, Teamwork (RMC), one 
  of the following: Alertness, Attentive, Confident, 
  Focused, Guide, Meticulous, Nimble or Stealthy.
   Advanced Training: Amphibious Assault Training, 
  Defense Language Institute, Jump School, MOS: 
  Diver (Skill Level 4), SERE.
  Class Information
  The following features pertain to the M Squadron 
  prestige class
   Hit Die: 1d12
   Action Points: 7 + 1/2 character level, rounded 
  down.
   Class Skills: M Squadron class skills (and the key 
  ability for each) are as follows: Balance (Dex), Bluff 
  (Cha), Climb (Str), Concentration (Con), Decipher 
  Script (Int), Demolitions (Int), Disable Device (Int), 
  Drive (Dex), Gather Information (Cha), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (civics, 
  current events, streetwise, tactics) (Int), Listen (Wis), 
  Move Silently (Dex), Navigate (Int), Paradrop (Dex), 
  Search (Int), Sense Motive (Wis), Spot (Wis), Survival 
  (Wis), Swim (Str) and Treat Injury (Wis).
   Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the M Squadron 
  prestige class.
  Amphibious: The character has received advanced 
  combat diving and underwater training. This ability 
  improves on the bonuses granted by the Amphibious 
  Assault training. M Squadron operators also receive 
  combat SCUBA training. This allows M Squadron 
  members to fight underwater with no penalties to 
  attack or defense.
  Bonus Feats: Advanced Combat Martial Arts, 
  Alertness, Armor Proficiency (light), Armor 
  Proficiency, (medium), Athletic, Attentive, Blind 
  Fight, Burst Fire, Combat Expertise, Combat 
  Martial Arts, Combat Reflexes, Confident, Cover 
  Fire, Dead Aim, Double Tap, Electronic Warfare, 
  Endurance, Exotic Firearms Proficiency, Far Shot, 
  Focused, Forced March, Grenadier, Guide, Improved 
  Combat Martial Arts, Improved Damage Threshold, 
  Marksman, Meticulous, Nimble, Paratrooper, Point 
  Blank Shot, Quick Draw, Quick Reload, Sharpshooter, 
  Stealthy, Strafe, Surface Vehicle Operation 
  (Powerboats, Sailboats, Ships), Tactician, Toughness, 
  Track, Voice of Command, Weapon Focus, Advanced 
  Training (all).
  The character must meet all prerequisites for any 
  feat taken as a bonus feat.
  Counter Terrorist: M Squadron is involved in 
  Table 2-4: The M Squadron
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +2
  +1
  CQB, Unit Training
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent, Amphibious (+2)
  +2
  +0
  3rd 
  +3
  +2
  +3
  +2
  Bonus Feat, Unit Training
  +2
  +0
  4th 
  +4
  +2
  +3
  +3
  Counter Terrorist (+1)
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent 
  +4
  +1
  6th 
  +6
  +3
  +4
  +4
  Unit Training, Amphibious (+3)
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Bonus Feat, Counter Terrorist (+2)
  +5
  +1
  8th 
  +8
  +4
  +5
  +4
  Special Ops Talent
  +6
  +2
  9th 
  +9
  +4
  +5
  +5
  Unit Training
  +6
  +2
  10th 
  +10
  +5
  +5
  +5
  Special Ops Talent, Bonus Feat
  +7
  +3
  
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  Chapter 2: Military Characters
  many missions against terrorist groups. M Squadron 
  characters gain the listed bonus to damage rolls and 
  the following skills: Communications Operation, 
  Decipher Script, Gather Information, Intimidate, 
  Investigate and Knowledge (tactics).
  CQB: M Squadron operators are highly trained in 
  Close Quarters Battle. When in an enclosed space, 
  such as a room, the fuselage of an aircraft or the 
  interior of a train, the character does not provoke 
  attacks of opportunity with ranged or unarmed attacks. 
  The character still provokes attacks of opportunity 
  leaving a threatened square, treating another 
  character’s injuries, etc.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section 
  found in Chapter 1 of Blood & Guts. The character 
  must meet all the prerequisites for any talent chosen.
  Unit Training: M Squadron operators are divided 
  into teams for containment and assault. At 1st, 3rd, 6th 
  and 9th level, the M Squadron operator chooses a skill 
  from the following unit lists.
  Assault
  Breach: When the character enters any area through 
  a door or other closed portal, or through an improvised 
  entrance--like a window or hole blown in the wall--the 
  character always acts in the surprise round and is not 
  considered flat-footed no matter when in the surprise 
  round the character acts.
  Danger Sense: The M Squadron operator is so 
  attuned to combat in a close-quarters combat or 
  hostage situation that in such situations, he receives a 
  +2 dodge bonus to his Defense and a +2 bonus to any 
  Reflex save.
  Prerequisite: Read the Room
  Hostage Rescue: M Squadron operators are highly 
  trained in hostage rescue. If the character is adjacent 
  to a hostage who is targeted by a direct melee or 
  ranged attack (but not an area of effect), the character 
  may subject himself to the attack instead. The 
  character must declare his intention to intervene on 
  behalf of a hostage before the attack roll is made. At 
  9th level and above, characters with this ability never 
  hit innocents by way of crossfire (see the new combat 
  rules in Chapter 3: Military Combat of Blood & Guts).
  Read the Room: The M Squadron operator has a 
  built-in trigger for danger. With a successful Sense 
  Motive skill check, the character can correctly 
  guess when an opponent will attack and whom that 
  opponent will target.
  Prerequisite: Hostage Rescue
  Containment:
  Careful Watch: +2 to all Listen, Spot and Search 
  skill checks.
  Certain Critical: When the character threatens a 
  critical with a ranged weapon, the character does not 
  need to confirm the critical with a second attack roll.
  Prerequisite: Dead to Rights
  Dead to Rights: When the character attacks with 
  a ranged weapon, any critical hit that does not kill 
  the target forces the target to make a Fortitude save 
  (DC 10 + M Squadron character’s level + total attack 
  bonuses) or be stunned for 1d6 rounds.
  Prerequisite: Marksmanship
  Marksmanship: The character gains the Marksman 
  feat regardless of meeting the prerequisite..
  Prerequisite: Careful Watch.
  Pathfinders
  The 16 Air Assault Brigade is a combined force 
  including land and air assets for a quick reaction, air 
  insertion and support capability. This is where you 
  will find the Pathfinder Platoon. The Pathfinders are 
  specially trained for insertion into hostile areas and 
  securing a drop zone or landing site for the main body 
  of the Air Assault Brigade. Pathfinders are also trained 
  for long-range reconnaissance and direct action. 
  Pathfinders are capable of acting as a light strike force 
  for sabotage and harassment behind enemy lines. 
  Each platoon includes specialists in combat medicine, 
  communications, demolitions, intelligence, survival 
  and weapons. Pathfinders are fully jump qualified and 
  can insert by parachute, helicopter or ground vehicle. 
  Soldiers with the Pathfinders regularly carry the 
  L85A2. Weapons specialists will be equipped with the 
  FN Minimi light machinegun.
  Table 2-5: The Pathfinder
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +1
  +1
  Death from Above  
  +1
  +0
  2nd 
  +2
  +2
  +1
  +1
  Specialist Training
  +2
  +0
  3rd 
  +3
  +2
  +2
  +1
  Terrain Specialization  
  +2
  +0
  4th 
  +4
  +3
  +2
  +2
  Bonus Feat 
  +3
  +1
  5th 
  +5
  +3
  +3
  +2
  Grace Under Pressure 
  +3
  +1
  6th 
  +6
  +3
  +3
  +3
  Special Ops Talent 
  +4
  +1
  7th 
  +7
  +4
  +3
  +3
  Terrain Specialization
  +4
  +2
  8th 
  +8
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  9th 
  +9
  +5
  +4
  +4
  Special Ops Talent
  +5
  +2
  10th 
  +10
  +5
  +5
  +5
  Bonus Feat
  +6
  +3
  
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  Chapter 2: Military Characters
  Requirements
  To qualify for the Pathfinders, a character must meet 
  the following criteria
  Allegiance: Active Duty (United Kingdom, Army)
  Base Attack Bonus: +4
  Skills: Knowledge (tactics) 2 ranks, Paradrop 4 
  ranks, Survival, 2 ranks.
  Feats: Advanced Firearms Proficiency, Paratrooper 
  and Personal Firearms.
  Advanced Training: Jump School.
  Class Information
  The following features pertain to the Pathfinder 
  prestige class
  Hit Die: 1d10
  Action Points: 7 + 1/2 character level, rounded 
  down.
  Class Skills: Pathfinder class skills (and the key 
  ability for each) are as follows: Balance (Dex), Climb 
  (Str), Communications Operations (Int), Demolitions 
  (Int), Drive (Dex), Gather Information (Cha), Hide 
  (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (tactics) (Int), Listen (Wis), Move Silently (Dex), 
  Navigate (Int), Paradrop (Dex), Search (Int), Spot 
  (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), 
  Tumble (Dex) and Use Rope (Dex).
  Skill Points per Level: 5 + Intelligence modifier
  Class Features
  The following features pertain to the Pathfinders 
  prestige class.
  Death from Above: Once per day, the character 
  may add his or her levels in Pathfinder to the 
  following skills: Navigate, Paradrop or Survival. 
  Characters with this ability are not flat-footed while in 
  the air during the paradrop (see the Paradrop skill in 
  Chapter 2 of Blood & Guts).
  Bonus Feats: Alertness, Armor Proficiency (heavy), 
  Armor Proficiency (light), Armor Proficiency, 
  (medium), Athletic, Blind Fight, Burst Fire, Combat 
  Expertise, Combat Reflexes, Cover Fire, Double 
  Tap, Electronic Warfare, Endurance, Exotic Firearms 
  Proficiency, Far Shot, Forced March, Grenadier, 
  Guide, Improved Damage Threshold, Marksman, 
  Mountaineer, Point Blank Shot, Quick Draw, Quick 
  Reload, Sharpshooter, Stealthy, Strafe, Tactician, 
  Toughness, Track, Voice of Command, Weapon Focus, 
  Advanced Training (all).
  The character must meet all prerequisites for any 
  feat taken as a bonus feat.
  Grace Under Pressure: At 5th level, a Pathfinder 
  character can add his levels as a Pathfinder 
  to the following skills once per day: Climb, 
  Communications Operation, Demolitions, Hide, Move 
  Silently, Navigate, Paradrop and Treat Injury
  Specialist Training: Soldiers within the 
  Pathfinders include specialists in combat medicine, 
  communications demolitions, intelligence, survival 
  and weapons. At 2nd level, the character is able to 
  choose from one of the following specialist talents.
  Combat Medicine: All DCs for Treat Injury are 
  reduced by 5. Craft (pharmaceutical) and Knowledge 
  (earth and life sciences) become permanent class 
  skills.
  Communications: +2 bonus to Communications 
  Operations. Craft (electronics) and Repair become 
  
  16 OF 40
  Chapter 2: Military Characters
  permanent class skills.
  Demolitions: +2 bonus to Demolitions. Craft 
  (structural) and Disable Device become permanent 
  class skills.
  Survival: +2 bonus to Hide, Move Silently and 
  Survival. 
  Weapons: +2 bonus to attack and damage rolls when 
  using heavy weapons.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section 
  found in Chapter 1 of Blood & Guts. The character 
  must meet all the prerequisites for any talent chosen.
  Terrain Specialization: The soldiers of the 
  Pathfinders are expected to have the capability to 
  operate in a wide variety of terrains. At 3rd and 7th 
  level, the character has a choice to increase his or her 
  level with an existing Terrain Warfare college or chose 
  to gain a new one. If taking Terrain Specialization 
  in a Terrain Warfare college the character already 
  possesses, the attack and skill bonuses offered by that 
  Terrain Warfare college are increased by +1.
  22nd Regiment Special Air Service
  Created in the violent tempest of World War Two, 
  the Special Air Service (SAS) is thought by many to 
  be the finest special operations force in the world, 
  bar none. Since the spectacular assault on the Iranian 
  Embassy in 1980, the SAS have received much more 
  attention than they would like. While known to the 
  general populace mostly for its counter terrorism 
  (CT) and hostage rescue (HR) missions, the SAS is 
  a covert, direct action and unconventional warfare 
  group. Its actions in the jungles of Malaysia and the 
  rocky wastes of Oman are legendary, and much of 
  what has become standard attitudes within the special 
  operations community was born in those inhospitable 
  climes. The SAS is closed to strangers and suspicious 
  of the regular Army. Operators respect competence, 
  not rank. Able to operate independently for extended 
  periods in hostile or enemy-held areas, the SAS 
  have recently won accolades for their skill and 
  professionalism in Afghanistan and Iraq. Their heavily 
  armed Land Rovers are justifiably famous and have 
  become almost as much a symbol of the SAS as the 
  winged dagger. The motto of the SAS is “Those who 
  dare, win.”
  The SAS operates in 4-man patrols, with four 
  patrols to a troop and four troops to a squadron. At 
  this time, there are four squadrons. One squadron 
  is always tasked to CT and HR. this squadron is 
  officially called the Counter-Revolutionary Warfare 
  (CRW) Squadron, but it is nicknamed the Special 
  Project Team (see Special Project Team prestige 
  class). When deployed along with other military units, 
  the SAS will not wear any distinctive uniforms, berets 
  or badges.
  SAS operators regularly carry Diemaco C7s and C8 
  Carbines with a SIG Sauer P226 as a sidearm. When 
  deployed with other military units but not in action, 
  the SAS will carry the L85A2 in order to blend in. The 
  L85A2 is not a weapon the SAS use in the field. At 
  least one member of a patrol will have a M203. Also, 
  it is common for one member of a patrol to carry a 
  FN Minimi light machinegun. The Land Rovers of the 
  SAS will usually have either a Browning M2HB .50 
  machinegun or a Mk. 19 automatic grenade launcher 
  as the main armament and a GPMG (sometimes 
  referred to as the Jimpy) as a secondary support 
  weapon.
  Requirements
  To qualify for the Special Air Service, a character 
  must meet the following criteria
  Allegiance: Active Duty (United Kingdom, Army)
  Base Attack Bonus: +10
  Skills: Hide 6 ranks, Knowledge (tactics) 6 ranks, 
  Move Silently 6 ranks, Paradrop 6 ranks, Survival, 6 
  ranks.
  Feats: Personal Firearms, Advanced Firearms 
  Proficiency, Precise Shot, Teamwork (U.K. Army) and 
  one of the following: Alertness, Attentive, Confident, 
  Focused, Guide, Meticulous, Nimble or Stealthy.
  Advanced Training: Defense Language Institute, 
  Jump School, MOS: Infantryman (Skill Level 4), 
  SERE and one of the following: Arctic Warfare, 
  Desert Warfare, Jungle/Swamp Warfare or Mountain 
  Warfare.
  Table 2-6: The 22nd Regiment Special Air Service
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +1
  +1
  CQB, Specialist School, Counter Terrorist (+1)
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent 
  +2
  +0
  3rd 
  +3
  +3
  +2
  +2
  Specialist School, Counter Terrorist (+2)
  +2
  +0
  4th 
  +4
  +3
  +2
  +3
  Bonus Feat 
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent, Counter Terrorist (+3)
  +4
  +1
  6th 
  +6
  +4
  +3
  +4
  Specialist School, Bonus Feat
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Special Ops Talent, Counter Terrorist (+4)
  +5
  +1
  8th 
  +8
  +5
  +4
  +4
  Bonus Feat
  +6
  +2
  9th 
  +9
  +5
  +5
  +4
  Specialist School, Counter Terrorist (+5)
  +6
  +2
  10th 
  +10
  +6
  +5
  +5
  Special Ops Talent, Bonus Feat
  +7
  +3
  
  17 OF 40
  Chapter 2: Military Characters
  Class Information
  The following features pertain to the SAS prestige 
  class
  Hit Die: 1d12
  Action Points: 7 + 1/2 character level, rounded 
  down.
  Class Skills: SAS class skills (and the key ability 
  for each) are as follows: Bluff (Cha), Climb (Str), 
  Communications Operations (Int), Concentration 
  (Con), Decipher Script (Int), Demolitions (Int), 
  Disable Device (Int), Drive (Dex), Gather Information 
  (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Knowledge (civics, current events, streetwise, tactics) 
  (Int), Listen (Wis), Move Silently (Dex), Navigate 
  (Int), Read/Write Language (None), Paradrop (Dex), 
  Repair (Int), Search (Int), Sense Motive (Wis), Speak 
  Language (none), Spot (Wis), Survival (Wis), Swim 
  (Str), Treat Injury (Wis) and Use Rope (Dex).
  Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the SAS prestige 
  class.
  Bonus Feats: Advanced Combat Martial Arts, 
  Alertness, Armor Proficiency (light), Armor 
  Proficiency, (medium), Athletic, Attentive, Blind 
  Fight, Burst Fire, Combat Expertise, Combat 
  Martial Arts, Combat Reflexes, Confident, Cover 
  Fire, Dead Aim, Double Tap, Electronic Warfare, 
  Endurance, Exotic Firearms Proficiency, Far Shot, 
  Focused, Forced March, Grenadier, Guide, Improved 
  Combat Martial Arts, Improved Damage Threshold, 
  Marksman, Meticulous, Nimble, Paratrooper, Point 
  Blank Shot, Quick Draw, Quick Reload, Sharpshooter, 
  Stealthy, Strafe, Surface Vehicle Operations (all), 
  Tactician, Toughness, Track, Voice of Command, 
  Weapon Focus, Advanced Training (all).
  The character must meet all prerequisites for any 
  feat taken as a bonus feat.
  Counter Terrorist: 
  The SAS is involved in 
  many missions against 
  terrorist groups. 
  SAS characters gain 
  the listed bonus to 
  damage rolls and 
  the following skills: 
  Communications Operation, 
  Decipher Script, Gather 
  Information, Intimidate, Investigate 
  and Knowledge (tactics).
  CQB: SAS operators are highly 
  trained in Close Quarters Battle. When 
  in an enclosed space, such as a room, the 
  fuselage of an aircraft or the interior of 
  a train, the character does not provoke 
  attacks of opportunity with ranged or 
  unarmed attacks. The character still 
  provokes attacks of opportunity leaving 
  a threatened square, treating 
  another character’s 
  injuries, etc.
  Specialist School: 
  Each troop in a squadron 
  has a specialty, these include Air Troop, 
  Boat Troop, Mobility Troop and Mountain 
  Troop. Troops are not fixed to a single specialty, 
  but rotate through these specialties. At 1st level, a 
  SAS character may choose a type of troop and then a 
  different one at 3rd, 6th and 9th level.
  Air Troop: +2 bonus for Balance, Paradrop 
  and Tumble skills checks. This bonus stacks 
  with the bonus from the Jump School 
  advanced training. A natural roll of 20 is 
  an automatic success for Paradrop skill 
  checks.
  Boat Troop: MOS Diver feat. If the 
  character already has MOS Diver, the 
  bonus to Diver skills is increased by 1. A natural roll 
  
  18 OF 40
  Chapter 2: Military Characters
  of 20 is an automatic success for Swim skill checks.
  Mobility Troop: +2 bonus for Drive, Navigate and 
  Repair. A natural roll of 20 is an automatic success for 
  Drive skill checks.
  Mountain Troop: +2 bonus for Balance, Climb and 
  Survival. A natural roll of 20 is an automatic success 
  for Survival skill checks.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section 
  found in Chapter 1 of Blood & Guts. The character 
  must meet all the prerequisites for any talent chosen.
  Special Boat Service
  Like the more famous SAS, the Special Boat Service 
  (SBS) was born in the crucible of World War Two. 
  It has seen more name changes and re-tasking than 
  the SAS, but it has retained a special character 
  and a reputation as one of the premiere special 
  operations forces in the world. Though the SBS does 
  not have the recognition of the SAS, it revels in its 
  relative anonymity. It’s said by some that when the 
  government of the United Kingdom really wants 
  an operation to remain secret, it turns to the SBS. 
  Like the U.S. Navy SEALs, the SBS began as an 
  underwater demolition team. It has grown far beyond 
  that, becoming not only the top amphibious unit in the 
  United Kingdom, but also a covert operations team 
  capable of aerial insertion or land mobility. Through 
  the warfare in Afghanistan and both wars in Iraq, 
  the SBS acted alongside their SAS and other special 
  operations brethren, involved only minimally in 
  amphibious attacks.
  The operators of the SBS are recruited from the 
  Royal Marine Commando and now have a selection 
  course matching the SAS. The SBS, though, consider 
  their operators more highly trained since they all come 
  through the RMC, itself an elite unit. As with most 
  special operations forces, the selection course has a 
  90% failure rate.
  Operators in the SBS use the Diemaco C8 and the 
  SIG Sauer P226. In some instances, such as Close 
  Personal Protection missions, SBS operators use the 
  Heckler & Koch HK53 short assault rifle.
  Requirements
  To qualify for the Special Boat Service, a character 
  must meet the following criteria
  Allegiance: Active Duty (Royal Marine 
  Commando)
  Base Attack Bonus: +8
  Skills: Hide 4 ranks, Knowledge (tactics) 6 ranks, 
  Move Silently 4 ranks, Paradrop 4 ranks, Swim 6 
  ranks, Survival, 6 ranks.
  Feats: Personal Firearms, Advanced Firearms 
  Proficiency, Precise Shot, Teamwork (RMC) and one 
  of the following: Alertness, Attentive, Confident, 
  Focused, Guide, Meticulous, Nimble or Stealthy.
  Advanced Training: Amphibious Assault Training, 
  Defense Language Institute, Jump School, MOS: 
  Diver (Skill Level 4), SERE.
  Class Information
  The following features pertain to the SBS prestige 
  class
  Hit Die: 1d12
  Action Points: 7 + 1/2 character level, rounded 
  down.
  Class Skills: SBS class skills (and the key ability 
  for each) are as follows: Balance (Dex), Climb (Str), 
  Communications Operations (Int), Concentration 
  (Con), Decipher Script (Int), Demolitions (Int), 
  Disable Device (Int), Drive (Dex), Gather Information 
  (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Knowledge (civics, current events, streetwise, tactics) 
  (Int), Listen (Wis), Move Silently (Dex), Navigate 
  (Int), Read/Write Language (None), Paradrop (Dex), 
  Repair (Int), Search (Int), Sense Motive (Wis), Speak 
  Language (None), Spot (Wis), Survival (Wis), Swim 
  (Str), Treat Injury (Wis) and Use Rope (Dex).
  Skill Points per Level: 7 + Intelligence modifier
  Table 2-7: The Special Boat Service
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +1
  +1
  CQB, Amphibious (+2)
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent 
  +2
  +0
  3rd 
  +3
  +3
  +2
  +2
  Bonus Feat, Specialist School
  +2
  +0
  4th 
  +4
  +3
  +2
  +3
  Counter Terrorist (+1)
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent 
  +4
  +1
  6th 
  +6
  +4
  +3
  +4
  Specialist School, Amphibious (+3)
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Bonus Feat
  +5
  +1
  8th 
  +8
  +5
  +4
  +4
  Special Ops Talent
  +6
  +2
  9th 
  +9
  +5
  +5
  +4
  Counter Terrorist (+2), Specialist School
  +6
  +2
  10th 
  +10
  +6
  +5
  +5
  Special Ops Talent, Bonus Feat
  +7
  +3
  
  19 OF 40
  Chapter 2: Military Characters
  Class Features
  The following features pertain to the SBS prestige 
  class.
  Amphibious: The character has received advanced 
  combat diving and underwater training. This ability 
  improves on the bonuses granted by the Amphibious 
  Assault training. SBS operators also receive combat 
  SCUBA training. This allows Fleet Protection Group 
  members to fight underwater with no penalties to 
  attack or defense.
  Bonus Feats: Advanced Combat Martial Arts, 
  Alertness, Armor Proficiency (light), Armor 
  Proficiency, (medium), Athletic, Attentive, Blind 
  Fight, Burst Fire, Combat Expertise, Combat 
  Martial Arts, Combat Reflexes, Confident, Cover 
  Fire, Dead Aim, Double Tap, Endurance, Exotic 
  Firearms Proficiency, Far 
  Shot, Focused, Forced March, 
  Grenadier, Guide, Improved 
  Combat Martial Arts, Improved 
  Damage Threshold, Marksman, 
  Meticulous, Nimble, 
  Paratrooper, Point Blank Shot, 
  Quick Draw, Quick Reload, 
  Sharpshooter, Stealthy, Strafe, 
  Surface Vehicle Operation 
  (Powerboats, Sailboats, Ships), 
  Tactician, Toughness, Track, 
  Voice of Command, Weapon 
  Focus, Advanced Training (all).
  The character must meet all 
  prerequisites for any feat taken 
  as a bonus feat.
  Counter Terrorist: The SBS 
  is involved in many missions 
  against terrorist groups. SBS 
  characters gain the listed 
  bonus to damage rolls and 
  the following skills: Communications Operation, 
  Decipher Script, Gather Information, Intimidate, 
  Investigate and Knowledge (tactics).
  CQB: SBS operators are highly trained in Close 
  Quarters Battle. When in an enclosed space, such 
  as a room, the fuselage of an aircraft or the interior 
  of a train, the character does not provoke attacks of 
  opportunity with ranged or unarmed attacks. The 
  character still provokes attacks of opportunity leaving 
  a threatened square, treating another character’s 
  injuries, etc.
  Specialist School: SBS operators undergo various 
  missions which require special skills. At 3rd, 6th 
  and 9th level, the SBS operator can take one of the 
  specialist schools.
  Air Insertion: +2 bonus on Balance, Paradrop and 
  Tumble skills checks. This bonus stacks with the 
  bonus from the Jump School advanced training. A 
  natural roll of 20 is an automatic success for Paradrop 
  skill checks.
  Amphibious Insertion: +2 bonus for Climb, 
  Concentration and Swim skill checks. A natural roll of 
  20 is an automatic success for Swim skill checks.
  Land Insertion: +2 bonus for Drive, Navigate and 
  Repair. A natural roll of 20 is an automatic success for 
  Drive skill checks.
  Survival Training: +2 bonus for Hide, Move 
  Silently and Survival. A natural roll of 20 is an 
  automatic success for Survival skill checks.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section 
  found in Chapter 1 of Blood & Guts. The character 
  must meet all the prerequisites for any talent chosen.
  
  20 OF 40
  Chapter 2: Military Characters
  Special Project Team
  The Special Project Team is the nickname for the 
  Counter-Revolutionary Warfare (CRW) Squadron in 
  the Special Air Service (SAS). The CRW Squadron 
  is a rotating assignment among the four squadrons 
  within the SAS. It developed after the SAS was 
  assigned to Northern Ireland during the 1970s. With 
  the Irish Republican Army violently opposing the 
  United Kingdom’s rule of Northern Ireland, the 
  SAS expected to deal with a situation involving 
  hostages. Never ones to get caught unprepared, the 
  SAS developed the CRW Squadron--giving it the 
  moniker “the Special Project Team”--in order to create 
  proper techniques for hostage rescue (HR). After the 
  disastrous attempt to free the Israeli hostages during 
  the Munich Olympics, many countries developed 
  counter terrorism (CT) and HR capabilities. The 
  Special Project Team was always in the forefront of 
  this movement. The proof of this came on May 5, 
  1980, when the Special Project Team ended a terrorist 
  hostage-taking in the Iranian Embassy in London. 
  A well-positioned TV crew caught the daring and 
  successful assault on camera, and suddenly whenever 
  anyone mentioned ‘counter terrorism’ the first image 
  that came to people’s minds was the black clad SAS.
  A necessary part of the Special Project Team 
  training is close quarters battle (CQB), as most 
  hostage situations occur in enclosed spaces, such 
  as buses, aircraft cabins and buildings. Along with 
  CQB, operators in the Special Project Team must 
  have the ability to enter these enclosed spaces while 
  maintaining the element of surprise. In response to 
  this dilemma, the SAS developed the ‘flashbang’ 
  grenade, which stuns opponents by overwhelming 
  auditory and visual senses. The Special Project Team 
  trains with a variety of other CT and HR teams, 
  including M Squadron, the maritime counter terrorism 
  asset of the Special Boat Service. 
  As with all SAS squadrons, the Special Project 
  Team is divided into four troops, each with four, 4-
  man patrols. In an assault, the Special Project Team 
  will divide into the surveillance group and the assault 
  group. The surveillance group surrounds the area in 
  which the hostage situation has occurred and relays 
  back all information to the assault group about the 
  area and the individuals involved. The surveillance 
  group also includes the Special Project Team’s 
  snipers, who will act in support of the assault group. 
  The assault group must make the breach--entering into 
  the enclosed area in which the hostages are held--and 
  rescue the hostages. Operators in the Special Project 
  Team drill for hours in simulated hostage incidents 
  in order to hone their ‘instinctive shooting’ ability--
  the ability to instantantly differentiate hostage from 
  hostage-taker, and shoot only the hostage-
  takers.
  The Special Project Team is an SAS 
  squadron and so may be involved 
  in regular special operations 
  missions with the SAS (see entry 
  for SAS). When acting in a CT 
  role, the assault group will be 
  equipped with variants of the Heckler & 
  Koch MP5 sub-machinegun--usually 
  the MP5A3 and the MP5SD6--or 
  the Heckler & Koch MP7 Personal 
  Defense Weapon. All operators in the 
  assault group will wear body armor.  
  Requirements
  To qualify for the Special Project 
  Team, a character must meet the 
  following criteria
  Allegiance: Active Duty (SAS)
  Base Attack Bonus: +10
  Skills: Hide 6 ranks, Knowledge 
  (tactics) 6 ranks, Move Silently 6 
  ranks, Paradrop 6 ranks, Survival, 6 
  ranks.
  Feats: Personal Firearms, Advanced Firearms 
  Proficiency, Precise Shot, Teamwork (U.K. Army) and 
  one of the following: Alertness, Attentive, Confident, 
  Focused, Guide, Meticulous, Nimble or Stealthy.
  
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  Chapter 2: Military Characters
  Advanced Training: Defense Language Institute, 
  Jump School, MOS: Infantryman (Skill Level 4), 
  SERE and One of the following: Arctic Warfare, 
  Desert Warfare, Jungle/Swamp Warfare or Mountain 
  Warfare.
  Class Information
  The following features pertain to the Special Project 
  Team prestige class
  Hit Die: 1d12
  Action Points: 7 + 1/2 character level, rounded 
  down.
  Class Skills: Special Project Team class skills 
  (and the key ability for each) are as follows: Balance 
  (Dex), Bluff (Cha), Climb (Str), Concentration (Con), 
  Decipher Script (Int), Demolitions (Int), Disable 
  Device (Int), Drive (Dex), Gather Information (Cha), 
  Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (civics, current events, streetwise, tactics) (Int), Listen 
  (Wis), Move Silently (Dex), Navigate (Int), Paradrop 
  (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), 
  Survival (Wis) and Treat Injury (Wis).
  Skill Points per Level: 7 + Intelligence modifier
  Class Features
  The following features pertain to the Special Project 
  Team prestige class.
  Bonus Feats: Advanced Combat Martial Arts, 
  Alertness, Armor Proficiency (light), Armor 
  Proficiency, (medium), Athletic, Attentive, Blind 
  Fight, Burst Fire, Combat Expertise, Combat Martial 
  Arts, Combat Reflexes, Confident, Cover Fire, Dead 
  Aim, Double Tap, Endurance, Exotic Firearms 
  Proficiency, Far Shot, Focused, Forced March, 
  Grenadier, Guide, Improved Combat Martial Arts, 
  Improved Damage Threshold, Marksman, Meticulous, 
  Nimble, Paratrooper, Point Blank Shot, Quick Draw, 
  Quick Reload, Sharpshooter, Stealthy, Strafe, Surface 
  Vehicle Operation (all), Tactician, Toughness, Track, 
  Voice of Command, Weapon Focus, Advanced 
  Training (all).
  The character must meet all prerequisites for any 
  feat taken as a bonus feat.
  Counter Terrorist: The Special Project Team is 
  involved in many missions against terrorist groups. 
  Special Project Team characters gain the listed 
  bonus to damage rolls and the following skills: 
  Communications Operation, Decipher Script, Gather 
  Information, Intimidate, Investigate and Knowledge 
  (tactics).
  CQB: Special Project Team operators are highly 
  trained in Close Quarters Battle. When in an enclosed 
  space, such as a room, the fuselage of an aircraft or 
  the interior of a train, the character does not provoke 
  attacks of opportunity with ranged or unarmed attacks. 
  The character still provokes attacks of opportunity 
  leaving a threatened square, treating another 
  character’s injuries, etc.
  Specialist School: Although the Special Project 
  Team trains extensively for CT and HR, it remains 
  an SAS squadron, and so continues its SAS training. 
  Each troop in the Special Project Team has a specialty. 
  There are Air Troop, Boat Troop, Mobility Troop 
  and Mountain Troop. Troops are not fixed to a single 
  specialty, but rotate through these specialties. At 2nd 
  and 6th level, the Special Project Team operator may 
  choose a type of training to receive.
  Air Troop: +2 bonus for Balance, Paradrop and 
  Tumble skills checks. This bonus stacks with the 
  bonus from the Jump School advanced training. A 
  natural roll of 20 is an automatic success for Paradrop 
  skill checks.
  Boat Troop: MOS Diver feat. If the character 
  already has MOS Diver, the bonus to Diver skills is 
  increased by 1. A natural roll of 20 is an automatic 
  success for Swim skill checks.
  Mobility Troop: +2 bonus for Drive, Navigate and 
  Repair. A natural roll of 20 is an automatic success for 
  Drive skill checks.
  Mountain Troop: +2 bonus for Balance, Climb and 
  Survival. A natural roll of 20 is an automatic success 
  for Survival skill checks.
  Special Ops Talent: The character may choose one 
  talent from the Special Operations Training section 
  Table 2-8: The Special Project Team
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +1
  +2
  +1
  CQB, Unit Training
  +1
  +0
  2nd 
  +2
  +2
  +2
  +2
  Special Ops Talent, Specialist School
  +2
  +0
  3rd 
  +3
  +2
  +3
  +2
  Bonus Feat, Unit Training
  +2
  +0
  4th 
  +4
  +2
  +3
  +3
  Counter Terrorist (+1)
  +3
  +0
  5th 
  +5
  +3
  +3
  +3
  Special Ops Talent, Unit Training 
  +4
  +1
  6th 
  +6
  +3
  +4
  +4
  Specialist School, Counter Terrorist (+2)
  +4
  +1
  7th 
  +7
  +4
  +4
  +4
  Bonus Feat, Unit Training
  +5
  +1
  8th 
  +8
  +4
  +5
  +4
  Special Ops Talent, Counter Terrorist (+3)
  +6
  +2
  9th 
  +9
  +4
  +5
  +5
  Specialist School, Unit Training
  +6
  +2
  10th 
  +10
  +5
  +5
  +5
  Special Ops Talent, Bonus Feat, 
  Counter Terrorist (+4)
  +7
  +3
  
  22 OF 40
  Chapter 2: Military Characters
  found in Chapter 1 of Blood & Guts. The character 
  must meet all the prerequisites for any talent chosen.
  Unit Training: During HR missions, Special 
  Project Team operators divide into assault and 
  surveillance groups. At 1st, 3rd, 6th and 9th level, the 
  Special Project Team operator chooses a skill from 
  one of the unit lists.
  Assault
  Breach: When the character enters any area through 
  a door or other closed portal, or through an improvised 
  entrance--like a window or hole blown in the wall--the 
  character always acts in the surprise round and is not 
  considered flat-footed no matter when in the surprise 
  round the character acts.
  Danger Sense: The Special Project Team operator 
  is so attuned to combat in a close-quarters combat or 
  hostage situation that in such situations, he receives a 
  +2 dodge bonus to his Defense and a +2 circumstance 
  bonus to any Reflex save.
  Prerequisite: Read the Room
  Hostage Rescue: Special Project Team operators 
  are high trained in hostage rescue. If the character 
  is adjacent to a hostage who is targeted by a direct 
  melee or ranged attack (but not an area of effect), the 
  character may subject himself to the attack instead. 
  The character must declare his intention to intervene 
  on behalf of a hostage before the attack roll is made. 
  At 9th level and above, characters with this ability 
  never hit innocents by way of crossfire (see the new 
  combat rules in Chapter 3: Military Combat of Blood 
  & Guts).
  Read the Room: The Special Project Team operator 
  has an in-built trigger for danger. With a successful 
  Sense Motive skill check, the character can correctly 
  guess when an opponent will attack and whom that 
  opponent will target.
  Prerequisite: Hostage Rescue
  Containment:
  Careful Watch: +2 to all Listen, Spot and Search 
  skill checks.
  Certain Critical: When the character has attacks 
  with a ranged weapon, the character does not need to 
  confirm a critical with a second attack roll.
  Prerequisite: Dead to Rights
  Dead to Rights: When the character has attacks with 
  a ranged weapon, any critical hit that does not kill the 
  target forces the target to make a Fortitude save (DC 
  10 + Special Project Team character’s level + total 
  attack bonuses) or be stunned for 1d6 rounds.
  Prerequisite: Marksmanship
  Marksmanship: The character gains the Marksman 
  feat regardless of meeting the prerequisite.
  Prerequisite: Careful Watch.
  Elite Units
  3 Commando Brigade Royal 
  Marines
  It can be said that the Order-In-Council of 
  October 28th, 1664 to create the Duke of 
  York and Albany’s Maritime Regiment of Foot gave 
  birth to the Royal Marines. They have fought with 
  distinction in many wars and battles since that time. 
  In 1942, 5 Royal Marine Commando was formed, and 
  the commandos earned a reputation as tough, cunning 
  and resourceful soldiers. The pace of action lessened 
  only slightly after World War II, as the Royal Marines 
  saw action Korea, Malaysia, Borneo, Suez, Aden and 
  Cyprus. As can be expected, the Royal Marines played 
  an important role in Operation CORPORATE, usually 
  known as the Falklands War. After Desert Storm, 
  Commando units embarked on Operation HAVEN, to 
  support the Kurds in the north of Iraq. Throughout the 
  ‘90s, elements of the Commando Brigade saw service 
  in Bosnia, the Congo, the West Indies, Kosovo, and 
  Sierra Leone. The Commando Brigade has seen 
  extensive action recently in Afghanistan and Iraq.
  The soldiers of 3 Commando Brigade Royal 
  Marines undergo one of the most strenuous and 
  exhaustive infantry training regimes in the world. 
  As well as being the elite fighting force for the 
  Royal Navy, the Commando Brigade--along with 
  16 Air Assault Brigade--is a backbone of the United 
  Kingdom’s Joint Rapid Reaction Force. 3 Commando 
  is broken into the core maneuver units of 40, 42 
  and 45 Commando, each with approximately 700 
  ranks. The total personnel for 3 Commando totals 
  approximately 3,500 ranks in all.
  Prerequisites: Amphibious Assault Training, Arctic 
  Warfare College OR Mountain Warfare College, 
  Commando Training and MOS one of the following 
  (Combat Engineering, Field Artillery, Rifleman, 
  Medical or Signals).
  Benefits: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue 
  and intimidation; increases the bonuses provided by 
  Amphibious Assault Training, Arctic Warfare College 
  and Mountain Warfare College by +1.
  7 Squadron, Royal Air Force
  7 Squadron started its life as a fighter squadron in 
  World War One. Among the battle honors displayed 
  on its standard are Ypres (1915 and 1917) and the 
  Somme (1916). By World War II, 7 Squadron had 
  become a bomber squadron, flying Lancasters as part 
  of the Pathfinder Force (not to be confused with the 
  Pathfinders of 16 Air Assault Brigade). After World 
  War II, 7 Squadron was assigned to the Far East 
  until being disbanded in 1962. 7 Squadron reformed 
  in 1970, was then disbanded and reformed in the 
  same year--1982--though too late to participate in 
  Operation CORPORATE in the Falkland Islands. It 
  was in 1982 that 7 Squadron was first equipped with 
  rotary wing aircraft, the Chinook. The Chinooks of 7 
  Squadron infiltrated, supplied and extracted the SAS 
  and SBS teams that operated inside Iraq. At the end 
  of hostilities, the Chinooks of 7 Squadron were called 
  upon to aid in Operation HAVEN, protecting and 
  
  23 OF 40
  Chapter 2: Military Characters
  supplying the Kurds of northern Iraq. 7 Squadron saw 
  action in the former Yugoslavia then returned to the 
  Middle East for Operations VERITAS, ORACLE and 
  FINGAL in Afghanistan and Operation TELIC in Iraq.
  7 Squadron pilots are trained for severe and 
  inclement weather flying as well as being the best 
  night fliers in the RAF. Along with regular missions of 
  support and casualty evacuation, 7 Squadron is tasked 
  to special operations missions. The Chinooks of 7 
  Squadron are equipped with night vision equipment as 
  well as heavier armaments, including M134 miniguns. 
  Prerequisites: Jump School, MOS Pilot and MOS 
  Signals and Teamwork (RAF).
  Benefits: +1 morale bonus when providing air 
  support (as per “New Combat Options” in Blood & 
  Guts); +2 bonus to Communications Operations and 
  Pilot skill checks.
  16 Air Assault Brigade
  Created as an amalgamation of other air mobile, quick 
  reaction forces on September 1, 1999, 16 Air Assault 
  Brigade--along with 3 Commando Brigade Royal 
  Marines--is a backbone of the United Kingdom’s 
  Joint Rapid Reaction Force. Soon after its creation, 
  the Air Assault Brigade (AAB) led Operation 
  BESSEMER, the UK contribution to NATO’s 
  Operation ESSENTIAL HARVEST, an attempt to 
  collect arms and ammunition from separatist factions 
  in the Former Yugoslav Republic of Macedonia. The 
  AAB led the UK contribution to the International 
  Security Assistance Force (ISAF) in Afghanistan, 
  termed Operation FINGAL. When the focus shifted 
  from Afghanistan to Iraq, the 16 Air Assault Brigade 
  also shifted. Their performance in Iraq has proven 
  exemplary. Soon, however, the AAB may be no more. 
  Some news articles suggest there has been a decision 
  made to return the AAB to an airborne and airmobile 
  infantry unit and remove its aircraft to a separate 
  command. The timetable for this is uncertain.
  16 Air Assault Brigade includes parachute infantry, 
  airmobile infantry and ground support aircraft. 
  However, while the AAB maintains its own ground 
  support helicopters, it has no airmobile assets and 
  must rely on the Royal Air Force (RAF) to supply 
  the Puma and Chinook helicopters used in airmobile 
  actions. Born out of the joining of 24 Airmobile and 
  5 Airborne Brigades, the AAB includes the 1, 2 and 3 
  Battalions of the Parachute Regiment the 3, 4, and 9 
  Regiments, Army Air Corps as well as 1st Battalion, 
  the Royal Irish Regiment, 7th Parachute Regiment, 
  medical, signals, logistics and even police elements. 
  Prerequisites: Jump School and MOS one of the 
  following (Aviation, Infantryman, Medical, Pilot or 
  Signals).
  Benefit: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue 
  and intimidation; +2 bonus to Paradrop and Survival 
  skill checks.
  29 Commando Regiment, Royal 
  Artillery
  In 1962, 29 Field Regiment, Royal Artillery found 
  itself in Aden and Kuwait, trying to scare off a 
  predatory Iraq which had its eyes on the other 
  countries’ oil fields. At that time, the Royal Marines 
  had a lack of artillery support. The 29 Field Regiment 
  RA was re-tasked and, once all its ranks had 
  successfully completed the commando training course, 
  became 29 Commando Regiment RA. 29 Commando 
  also became the first Army unit to wear the commando 
  beret since World War II. 29 Commando traded in 25-
  pound guns for 105mm pack howitzers and the Royal 
  Marines had their artillery support. In any action 
  3 Commando finds itself, 29 Commando is there. 
  Recently, 29 Commando saw action in Afghanistan 
  and Iraq.
  29 Commando is made up of three batteries 
  armed with 105mm light guns--including 7 (Sphinx) 
  Commando Battery RA, 8 (Alma) Commando 
  Battery RA and 79 (Kirkee) Commando Battery RA-
  -as well as 23 (Gibraltar 1779 - 1783) Commando 
  Headquarters Battery RA and 148 (Meiktila) 
  Commando Forward Observation Battery RA (see 
  separate entry for more details). 
  Prerequisites: Amphibious Assault Training, 
  Commando Training, MOS Field Artillery and MOS 
  Rifleman.
  Benefit: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue 
  and intimidation; +1 bonus to Craft (structural), 
  Demolitions and Repair skill checks.
  59 Commando Squadron, Royal 
  Engineers
  While 59 Commando is made up of engineers, it is 
  a commando-trained, combat-capable force that has 
  proved its courage and tenacity in almost every theater 
  of action the United Kingdom has been involved in 
  since the unit’s creation. Formed in 1900 as 59 Field 
  Company, its soldiers saw action in both World War 
  One and Two. Disbanded, it was reformed in 1950, 
  passing through various incarnations until 1967, 
  when 59 Field Squadron became affiliated with 
  3 Commando. In 1971, the Squadron became 59 
  Independent Commando Squadron. 
  59 Commando supports the operations of 3 
  Commando in a forward capacity. This support 
  capacity includes both construction and demolition 
  duties. A specially trained Reconnaissance Troop 
  operates alongside elements of the Brigade 
  Patrol Troop, Tactical Air Control and Y Troop 
  Radio Reconnaissance in 3 Commando’s Brigade 
  Reconnaissance Force. Soldiers from 59 Commando’s 
  Reconnaissance Troop were very active in Iraq 
  in 2003, including storming the house of a senior 
  military official.
  Prerequisites: Amphibious Assault Training, 
  Commando Training, MOS Combat Engineering OR 
  
  24 OF 40
  Chapter 2: Military Characters
  2nd Battalion, Royal Gurkha Rifles, they also man 
  A Company, The Highlanders; D Company, 1 Royal 
  Irish and C Company, 2 Para. Within the Brigade, 
  there are engineering, signals, logistics and even a 
  band. The Brigade also encompasses a HQ unit, the 
  British Gurkhas Nepal--stationed in Kathmandu and 
  Pokhara--and two Demonstration Companies: RMA 
  Sandhurst in Camberley, Surrey and ITC Wales in 
  Brecon, Wales.
  Most members of the Gurkhas have the Esprit de 
  Corps feat, and any character joining the Gurkhas 
  should obtain this feat as soon as possible.
  Prerequisites: Nepalese citizenship, Commando 
  Training and MOS one of the following (Combat 
  Engineering, Field Artillery, Rifleman, Medical or 
  Signals).
  Benefits: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue 
  and intimidation; +3 Reputation.
  Tactical Air Control Parties, 3 
  Commando Brigade Royal Marines
  Attached to the UK Landing Force Command Support 
  Group of 3 Commando, the Tactical Air Control 
  Parties direct ground support aircraft from the Royal 
  Navy, Royal Air Force or Army Air Corps. Working in 
  groups of three, Tactical Air Control Parties can insert 
  with the pre-assault forces--usually led by elements 
  of the Brigade Patrol Troop--can be detached from 
  the main assault body for deep penetration operations, 
  and--along with elements of the Brigade Patrol 
  Troop, 59 Commando and Radio Reconnaissance 
  Teams--are a component of 3 Commando’s Brigade 
  Reconnaissance Force.
  Prerequisites: Amphibious Assault Training, Arctic 
  Warfare College OR Mountain Warfare College, 
  Commando Training, MOS Aviation and MOS 
  Signals.
  Prerequisites: Amphibious Assault Training, Arctic 
  Warfare College OR Mountain Warfare College, 
  Commando Training, MOS Field Artillery, MOS 
  Rifleman and MOS Signals.
  Benefits: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue 
  and intimidation; +1 bonus to Air Traffic Control, 
  Communications Operations and Survival skill 
  checks.
  Brigade of the Gurkhas
  The Gurkhas of the United Kingdom’s army take their 
  name from the nineteenth century city-state of Gorkha 
  in Nepal. In one of the odder results of a war, the 
  Army of the United Kingdom’s East India Company, 
  after a war with Nepal in 1814, began recruiting 
  Gurkha soldiers from that country. The Gurkhas 
  proved an extremely valuable asset to the colonial 
  army, being instrumental in the Indian Mutiny of 
  1857. More than 100,000 Gurkhas fought for the 
  United Kingdom during World War One and more 
  than 112,000 in the various theaters of World War 
  II. After Indian independence in 1947, the Gurkha 
  Regiments were divided; six remaining in India while 
  the others formed the United Kingdom’s Brigade of 
  the Gurkhas. Though the Gurkhas have played an 
  important role in every conflict involving the United 
  Kingdom, still bearing their traditional kukri--an 18-
  inch long curved knife--their numbers have continued 
  to dwindle. The motto of the Gurkhas is: “Better to 
  die than be a coward.” Since they began serving with 
  the military of the United Kingdom, they have won 
  26 Victoria Crosses, which surpasses any other single 
  group within the army.
  Soldiers for the Brigade of the Gurkhas are still 
  recruited at the British Gurkha Camp in the Nepalese 
  village of Pokhara. The Brigade now includes some 
  3,400 ranks. Gurkhas serve not only in the 1st and 
  Maintenance and MOS Infantryman.
  Benefit: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue 
  and intimidation; +1 bonus to all Craft (structural) and 
  Repair skill checks.
  148 (Meiktila) Commando Forward 
  Observation Battery, Royal Artillery 
  Attached to 29 Commando Regiment RA, 148 
  Commando Forward Observation Battery RA 
  often acts separate from its parent regiment. 148 
  Commando has its roots in India, raised there in 
  1842 as S Company 2nd Battalion Bengal Artillery. 
  S Company saw plenty of action in India and then 
  on the fields of France and Belgium in World War 
  One. In 1939, it returned to France as part of the 
  British Expeditionary Force, but did not participate 
  in the European theater after Dunkirk. The Battery 
  earned its moniker through February and March of 
  1945 at the Battle of Meiktila in Burma. After the 
  war, the Battery saw plenty of action in the Far and 
  Middle East, becoming a Commando Battery in 1963. 
  Since that time, 148 Commando has seen extensive 
  service alongside the Royal Marines and the United 
  Kingdom’s special operations forces. 148 Commando 
  has proved its worth in such disparate areas of the 
  globe as the Falkland Islands, Bosnia and Iraq.
  148 Commando is divided into seven, five-man 
  Naval Gunfire Forward Observation teams, each led 
  by a captain. While NGFO teams may act in concert 
  with regular military forces, they are often attached 
  to special operations forces and pre-assault forces. 
  An NGFO team can be covertly inserted into an 
  area before an assault to direct naval, air or artillery 
  fire in support of an attack or other operation. Also, 
  individual soldiers from the 148 Commando can be 
  attached to small raiding or reconnaissance forces, and 
  this proved very effective in Operation CORPORATE, 
  in the Falkland Islands.
  
  25 OF 40
  Chapter 2: Military Characters
  Benefit: +1 morale bonus to attack rolls and to 
  any saving throw to resist any of the following: 
  fatigue, hunger, torture, brainwashing, fear, combat 
  fatigue and intimidation; +1 bonus to any three of the 
  following skills: Air Traffic Control, Communications 
  Operations, Craft (electronic), Craft (mechanical), 
  Craft (structural), Knowledge (technology) or Repair.
  Y Troop, 3 Commando Brigade Royal 
  Marines
  Attached to the UK Landing Force Command 
  Support Group of 3 Commando, Y Troop is the 
  electronics warfare and communications specialist 
  group within the Royal Marines. As well as disrupting 
  enemy transmissions, Y Troop gathers intelligence 
  from enemy communications. The Y Troop Radio 
  Reconnaissance Teams are a part of 3 Commando’s 
  pre-assault, scouting forces--usually led by elements 
  of the Brigade Patrol Troop--and act in an electronic 
  reconnaissance and signals capacity in that role. 
  Prerequisites: Amphibious Assault Training, Arctic 
  Warfare College OR Mountain Warfare College, 
  Commando Training, MOS Intelligence and MOS 
  Signals.
  Benefit: +1 morale bonus to attack rolls and to any 
  saving throw to resist any of the following: fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue 
  and intimidation; +1 bonus to Communications 
  Operations, Computer Use and Survival skill checks.
  Rank
  Below is a table with the ranks and their 
  equivalencies among the three services 
  and the Royal Marines Commando. The 
  ranks are presented in the same format as in 
  Blood & Guts and should be used in the same 
  manner as presented there.
  Promotion DC: This is the DC required to achieve 
  Promotion to the listed rank. Please see the Military 
  Training section in Blood & Guts for an explanation 
  of Promotion.
  Requisition DC: This is the bonus to any checks 
  the character makes to requisition equipment, 
  manpower or information. Please see the Military 
  Equipment section in Blood & Guts for an explanation 
  of Requisition.
  Pay Grade: This is the Wealth Award a character 
  receives, in pension, job placement assistance and 
  college aid when he or she leaves the service (gives up 
  the Active Duty Allegiance). Characters who only had 
  the Reserve Duty Allegiance receive half this amount. 
  A character may only receive this award once.
  
  26 OF 40
  Chapter 2: Military Characters
  Table 2-9: Ranks
  Rank Title
  Promotion 
  DC
  Requisition 
  DC
  Pay 
  Grade
  Non-Commissioned Ranks, British Army
  Private
  ---
  +0
  +1
  Lance Corporal
  16
  +1
  +2
  Corporal
  18
  +3
  +3
  Sergeant
  20
  +6
  +5
  Staff Sergeant
  22
  +8
  +6
  Warrant Officer, 2nd Class
  25
  +12
  +8
  Warrant Officer, 1st Class
  26
  +14
  +9
  Commissioned Ranks, British Army
  Second Lieutenant
  ---
  +4
  +4
  Lieutenant
  20
  +6
  +6
  Captain
  22
  +9
  +8
  Major
  24
  +12
  +10
  Lieutenant Colonel
  26
  +15
  +12
  Colonel
  28
  +18
  +14
  Brigadier
  30
  +21
  +16
  Major General
  32
  +24
  +18
  Lieutenant General
  34
  +27
  +20
  General
  36
  +30
  +22
  Field Marshal*
  38
  +33
  +24
  Non-Commissioned Ranks, Royal Air Force
  Aircraftman
  ---
  +0
  +1
  Leading Aircraftman
  15
  +1
  +2
  Senior Aircraftman
  16
  +2
  +3
  Corporal
  20
  +6
  +5
  Sergeant
  21
  +8
  +6
  Flight Sergeant
  25
  +12
  +8
  Warrant Officer
  26
  +14
  +9
  Rank Title
  Promotion 
  DC
  Requisition 
  DC
  Pay 
  Grade
  Commissioned Ranks, Royal Air Force
  Pilot Officer
  ---
  +4
  +4
  Flying Officer
  20
  +6
  +6
  Flight Lieutenant
  22
  +9
  +8
  Squadron Leader
  24
  +12
  +10
  Wing Commander
  26
  +15
  +12
  Group Captain
  28
  +18
  +14
  Air Commodore
  30
  +21
  +16
  Air Vice-Marshal
  32
  +24
  +18
  Air Marshal
  34
  +27
  +20
  Air Chief Marshal
  36
  +30
  +22
  Marshal of the Air Force*
  38
  +33
  +24
  Non-Commissioned Ranks, Royal Marines Comando
  Marine
  ---
  +0
  +1
  Lance Corporal
  16
  +1
  +2
  Corporal
  18
  +3
  +3
  Sergeant
  20
  +6
  +5
  Colour Sergeant
  22
  +8
  +6
  Warrant Officer, 2nd Class
  25
  +12
  +8
  Warrant Officer, 1st Class
  26
  +14
  +9
  Commissioned Ranks, British Army
  Second Lieutenant
  ---
  +4
  +4
  Lieutenant
  20
  +6
  +6
  Captain
  22
  +9
  +8
  Major
  24
  +12
  +10
  Lieutenant Colonel
  26
  +15
  +12
  Colonel
  28
  +18
  +14
  Brigadier
  30
  +21
  +16
  Major General
  32
  +24
  +18
  Lieutenant General*
  34
  +27
  +20
  General*
  36
  +30
  +22
  Rank Title
  Promotion 
  DC
  Requisition 
  DC
  Pay 
  Grade
  Non-Commissioned Ranks, Royal Navy
  Ordinary Seaman
  ---
  +0
  +1
  Able Seaman
  16
  +1
  +3
  Leading Seaman
  18
  +3
  +4
  Petty Officer
  21
  +7
  +6
  Chief Petty Officer
  24
  +10
  +8
  Warrant Officer
  26
  +14
  +9
  Commissioned Ranks, Royal Navy
  Midshipman
  ---
  +4
  +4
  Sub-Lieutenant
  20
  +6
  +6
  Lieutenant
  22
  +9
  +8
  Lieutenant-Commander
  24
  +12
  +10
  Commander
  26
  +15
  +12
  Captain
  28
  +18
  +14
  Commodore
  30
  +21
  +16
  Rear Admiral
  32
  +24
  +18
  Vice-Admiral
  34
  +27
  +20
  Admiral
  36
  +30
  +22
  Admiral of the Fleet*
  38
  +33
  +24
  
  27 OF 40
  Standard Weapons
  The standard kit of the ground forces of the United 
  Kingdom includes the L85A2 assault rifle and the 
  L86A2 light support weapon. The FN Minimi light-
  machinegun is seeing wider use, but it is mostly in 
  service with special operations forces. In a fire support 
  capacity, soldiers also have access to the 
  “Jimpy”--the L7A2 GPMG (General 
  Purpose Machine Gun) which is a version 
  of the FN MAG--and the “50”--the .50 
  Browning M2HB. For heavier tasks, the military of 
  the UK can call upon the LAW94, the MILAN and the 
  81 mm mortar. Marksmen have access to the L96A1, 
  the .5 Barrett and the L115A1 LRLCR--Long Range 
  Large Caliber Rifle. Special operations forces have a 
  wider latitude than regular units in the choice of small 
  arms, and any additions to the standard kit is noted in 
  the unit or prestige class description.
  Man-Portable 
  Weapons
  These weapons can be carried by an 
  individual. Some are quite heavy but all are 
  designed for use by infantry. Along with 
  firearms, this section includes missile systems 
  designed for infantry use.
  Barrett .5 Anti-Materiel Rifle
  The Barrett .5 is quite similar to the Barrett Light 
  Fifty. Some modifications have been made to meet 
  British military specifications. While the weapon has 
  a maximum effective range of 6,000 feet and it could 
  be used as an anti-personnel sniper rifle, its purpose is 
  anti-materiel. Sniper teams using this weapon would 
  target vehicles and high-value assets rather than 
  enemy combatants.
  The specifications for the Barrett Light Fifty as 
  found in the Modern Core Rulebook can be used for 
  the Barret.5.
  Browning .50 M2HB
  This is one of the most recognizable weapons in the 
  world. The M2HB is often used on vehicles or in 
  emplacements. The Fifty cannot be used without a 
  mount, bipod, tripod or other brace. While it isn’t easy 
  to transport, it offers a potent punch for infantry or 
  other units without the benefit of armored support.
  The specifications for the M2HB can be found in 
  the Modern Core Rulebook.
  Diemaco C7 Assault Rifle
  The C7 is a Canadian-made variant of the M16. 
  Extensive testing done by special operations forces 
  in the United Kingdom led the military to judge the 
  C7 more reliable than the M16A2, which the special 
  operations forces had previously used. Since 1994, 
  the United Kingdom has purchased C7s rather than 
  M16A2s. Though the C7A1 is available, only its 
  precursor, the C7, is used by the military of the United 
  Kingdom. Like the M16, the C7 is chambered for the 
  5.56mm NATO cartridge.
  Chapter 3: Military Equipment
  
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  Chapter 2: Military Characters
  Diemaco C8 Carbine
  The C8 is the carbine version of the C7, just as the 
  M4 is the carbine version of the M16. Unlike the M4, 
  though, the C8 has an effective range only slightly 
  less than the C7. Its reliability, compactness and range 
  have earned it a place with the SAS and SBS special 
  operations forces. The C8 fires the 5.56mm NATO 
  cartridge.
  Euromissile Milan Anti-Tank Rocket
  A joint project of Germany’s Daimler-Benz Aerospace 
  (DASA) and France’s Aerospatiale SA, the Milan is 
  a wire-guided, man-portable anti-tank rocket. The 
  system includes the rocket and the launcher, so, unlike 
  the LAW system, the Milan system is not disposable. 
  The guidance system is known as SACLOS (Semi 
  Automatic Command to Line of Sight), and the user 
  only needs to maintain the target in the sight and the 
  rocket will zero in on it. The system is so accurate 
  that SAS operators allegedly struck illumination flares 
  during practice and even severed the strings attaching 
  the flare to its parachute.
  The Milan explodes like a grenade on impact, 
  dealing 12d6 damage to all creatures within a 15-foot 
  radius (Reflex save DC 20 for half damage). The 
  warhead is designed to penetrate the armor of military 
  vehicles, so it ignores up to 15 points of hardness if it 
  strikes a vehicle, building, or object. This only applies 
  to the target struck, not to other objects or individuals 
  within the burst radius. The Milan’s minimum range is 
  1000 feet, so if fired against a target closer than 1000 
  feet away, it will not explode. The Exotic Firearms 
  Proficiency (rocket launchers) feat applies to this 
  weapon. 
  The Milan’s SACLOS sight provides the user with a 
  +2 circumstance bonus to attack rolls. Using the sight 
  is a standard action.
  Heckler & Koch HK53 Short Assault 
  Rifle
  While the HK53 is approximately the same size as 
  Heckler & Koch’s renowned line of MP5 submachine 
  guns, due to its use of 5.56mm NATO cartridges--
  which is a rifle round--the weapon is considered a 
  ‘short’ assault rifle, much like the Colt Commando. 
  Developed in the 1970s from the HK33 assault rifle, 
  itself a descendant of the storied Heckler & Koch G3 
  assault rifle, the HK53 remains in the shadow of the 
  MP5. The SBS and elements of the Royal Marines 
  Commando have taken to using the HK53 over the 
  MP5, as evidenced in East Timor and during Close 
  Personal Protection details in Afghanistan and Iraq. 
  The HK53 can be purchased with a 3-round burst 
  setting in addition to standard semi- and full automatic 
  settings. The HK53A2 has a fixed polymer stock 
  while the HK53A3 has a collapsible stock.
   This mastercraft weapon grants a +1 bonus on 
  attack rolls. This weapon has a 3-round burst setting.
  Heckler & Koch MP5SD6 Submachine 
  Gun
  Most counter terrorism and hostage rescue teams 
  throughout the world use some variant of the Heckler 
  & Koch MP5 submachine gun. One variant of this 
  extremely popular and excellent submachine gun is 
  the silenced version. The MP5SD6 has a collapsible 
  stock as well as semi-automatic, 3-round burst and 
  full automatic modes. The silencer is integral to the 
  barrel, so it is not removable. Both the Special Project 
  Team of the SAS and M Squadron of the SBS use 
  the MP5SD6. While the weapon is normally used 
  with a 15-round magazine, 30-round magazines are 
  available.
  This mastercraft weapon grants a +1 bonus on 
  attack rolls. This weapon has a 3-round burst setting 
  and is suppressed.
  Table 3-1: Man-Portable Weapons 
  Weapon 
  Damage Critical 
  Type 
  Range 
  ROF Magazine 
  Size 
  Weight Purchase DC Restriction
  Handguns (require the Personal Firearms Proficiency feat)
  P226
  2d6
  20
  Ballistic
  30
  S
  15 box
  Small
  2 lbs.
  17
  Licenced
  Longarms (requires Personal Firearms Proficiency)
  Diemaco C7
  2d8
  20
  Ballistic
  85
  S,A
  30 box
  Large
   8 lbs.
  17
  Military
  Diemaco C8
  2d8
  20
  Ballistic
  75
  S,A
  30 box
  Large
   7 lbs.
  18
  Military
  H&K HK53
  2d8
  20
  Ballistic
  60
  S,A
  30 box
  Medium
   7 lbs.
  20
  Military
  H&K MP5SD6
  2d6
  20
  Ballistic
  40
  S,A
  15 box
  Medium
   7 lbs.
  24
  Military
  H&K MP7
  2d6+2
  20
  Ballistic
  30
  S,A
  20 box
  Medium
   5 lbs.
  24
  Military
  L115A1
  2d10+1
  20
  Ballistic
  175
  S
  5 box
  Large
  16 lbs.
  24
  Military
  L85A2
  2d8
  20
  Ballistic
  80
  S,A
  30 box
  Large
  11 lbs.
  16
  military
  L86A2
  2d8
  20
  Ballistic
  90
  S,A
  30 box
  Large
  15 lbs.
  18
  Military
  L96A1
  2d10
  20
  Ballistic
  125
  S
  10 box
  Large
  15 lbs.
  22
  Military
  Heavy Weapons (requires Exotic Firearms Proficiency)
  Milan
  12d6
  20
  Ballistic
  700
  1
  1 int.
  Huge
  17 lbs.
  36
  Military
  LAW 94
  11d6
  20
  Ballistic
  130
  1
  1
  Huge
  20 lbs.
  34
  Military
  L7A2
  2d12
  20
  Ballistic
  125
  A
  linked
  Huge
  28 lbs.
  30
  Military
  Javelin
  9d6
  20
  Ballistic
  1500
  1
  1 int.
  Huge
  25 lbs.
  35
  Military
  Starstreak
  9d6
  20
  Ballistic
  1650
  1
  1 int.
  Huge
  25 lbs.
  36
  Military
  
  29 OF 40
  Chapter 2: Military Characters
  Heckler & Koch MP7 Personal Defense 
  Weapon
  Very recently issued to the SAS units operating in 
  Afghanistan and Iraq, the MP7 is a next generation 
  weapon for close-quarters combat and personal 
  defense. The personal defense weapon is designed 
  to be a step between the submachine gun and the 
  carbine, often around the size of a machine pistol. The 
  MP7 is an incredibly compact weapon chambered 
  with the new 4.6 x30mm round developed by Royal 
  Ordnance to offer more power than the standard 9 mm 
  Parabellum round used in the MP5 and most other 
  submachine guns. While the MP7 is normally used 
  with a 20-round magazine, a 40-round magazine is 
  available.
  This mastercraft weapon grants a +1 bonus on 
  attack rolls.
  Javelin Surface-to-Air Missile
  The Javelin is a man-portable, laser-guided, anti-
  aircraft missile which is slowly being replaced by 
  the Starstreak system. Along with its man-portable 
  version, a vehicle-mounted multiple-launcher version 
  is available though not in use at this time in the 
  military of the United Kingdom. An evolution of the 
  Blowpipe missile, the Javelin can be set to detonate 
  on impact or through a proximity trigger. It is used 
  mostly against low-level threats. The maximum range 
  of the Javelin is 15,000 feet and its maximum altitude 
  is 3,000 feet. The missile reaches speeds of up to 
  Mach 1.7.
  The Javelin explodes like a grenade on impact, 
  dealing 9d6 damage to all creatures within a 15-foot 
  radius (Reflex save DC 20 for half damage). The 
  warhead is designed to penetrate the armor of aircraft, 
  so it ignores up to 10 points of hardness if it strikes a 
  vehicle, building, or object. This only applies to the 
  target struck, not to other objects or individuals within 
  the burst radius. The Exotic Firearms Proficiency 
  (rocket launchers) feat applies to this weapon. 
  LAW 94 Anti-Tank Rocket
  The British military LAW (light anti-tank weapon) is 
  a 94mm HEAT (high explosive anti-tank) rocket that 
  is man-portable and includes a spotting rifle with an 
  integral low-light sight. The LAW 94 is planned to 
  be replaced by a next-generation anti-tank rocket. As 
  it now stands, the LAW 94 is the standard anti-armor 
  weapon for 3 Commando and 16 Air Assault. 
  The LAW 94 explodes like a grenade on impact, 
  dealing 11d6 damage to all creatures within a 10-foot 
  radius (Reflex save DC 18 for half damage). The 
  warhead is designed to penetrate the armor of military 
  vehicles, so it ignores up to 12 points of hardness 
  if it strikes a vehicle, building, or object. This only 
  applies to the target struck, not to other objects or 
  individuals within the burst radius. The LAW 94 needs 
  30 feet to arm itself, so, if fired against a target closer 
  than 30 feet, it will not explode. The impact will still 
  cause 2d10 damage. The Exotic Firearms Proficiency 
  (rocket launchers) feat applies to this weapon. 
  L108A1 Light-Machine Gun
  The L108A1 is the UK designation for the FN 
  Minimi. This weapon has gained popularity from its 
  initial use by special operations forces. The Minimi 
  is slowly being adopted into the regular military. 
  Along with the special operations forces of the SAS 
  and SBS, 3 Commando and 16 Air Assault Brigade 
  are supplied with this weapon now. This weapon will 
  likely take the place of the existing Light Support 
  Weapon, the L86A2.
  The specifications for the Minimi, listed as the M-
  249, can be found in Blood & Guts in the Military 
  Equipment section.
  L115A1 Long Range Large Caliber Rifle
  The L115A1 is a development of the L96A1. While 
  the L96A1 was developed for first-shot hits at 600 
  meters, the British military wanted a sniper rifle 
  to achieve the same at 1,100 meters. The main 
  difference between the L96A1 and the L115A1 is the 
  ammunition. The L115A1 is chambered for the .338 
  Lapua Magnum, which is 8.60 x70mm as opposed to 
  the 7.62 x51mm of the L96A1. This weapon is issued 
  to the Joint Rapid Reaction Force, which includes 
  3 Commando Brigade and 16 Air Assault Brigade. 
  The L115A1 is the military version of the Accuracy 
  International Arctic Warfare Magnum.
  L7A2 General-Purpose Machine Gun 
  The L7A2 is a license-built variant of the Belgian 
  FN MAG machine gun. It is used both as a light and 
  sustained-fire machine gun. Usually fired from a bipod 
  or tripod, Royal Marines were documented using 
  the L7A2--also known as the GPMG or ‘jimpy’--on 
  a sling as a man-portable weapon in Afghanistan. 
  When used with a bipod, tripod or mount, the GPMG 
  can be used in conjunction with a sight, and special 
  operations forces have equipped some with MAXI 
  Kite night optics sights. Variants of the GPMG are 
  used on tanks, light armored vehicles and helicopters. 
  The GPMG fires the 7.62mm NATO cartridge.
  L85A2 Assault Rifle
  The L85A2 is the service designation for the most 
  recent upgrade of the L85, the military name for 
  Enfield’s SA80 (said to mean Small Arm 1980) 
  Infantry Weapon. The L85 family of weapons is much 
  maligned for problems with jamming and misfires, 
  though it is reported to be a highly accurate weapon. 
  L85A2s include an integral X4 SUSAT (Sight Unit 
  Small Arms Trilux) sight, though it can be fitted with 
  other sights and includes back-up iron sights. The 
  L85A2 is a bullpup assault rifle meaning its magazine 
  
  30 OF 40
  Chapter 2: Military Characters
  and assembly are behind the trigger. This also means 
  it cannot be used left-handed (due to the necessary 
  placement of the ejection port) unless it is adjusted 
  for left-handed use, which requires a Repair skill 
  check (DC 20). The L85A2 fires the 5.56mm NATO 
  cartridge.
  L86A2 Light Support Weapon
  The L86A2 is the Light Support Weapon variant of 
  the SA80. Visually, it is very similar to the L85A2, 
  though it has a longer, heavier barrel and it provides 
  greater muzzle velocity and accuracy than the L85A2. 
  It also includes a bipod and a folding shoulder support 
  in the butt. Unfortunately, like the L85A2, the L86A2 
  is plagued with problems. It has been criticized for 
  its small magazine capacity and a lack of reliability 
  when firing in fully automatic mode. The L86A2 is 
  also equipped with an integral X4 SUSAT (Sight Unit 
  Small Arms Trilux) sight and is chambered for the 
  5.56mm NATO cartridge.
  L96A1 Sniper Rifle
  The L96A1 is a bolt-action sniper rifle based on the 
  Accuracy International AW. Originally, the Accuracy 
  International PM was chosen in a competition to 
  replace the L42 Enfield. This weapon was the L96. 
  The Swedish military, looking for a sniper weapon 
  that remained functional in extreme environmental 
  conditions, including temperatures regularly reaching 
  -30 degrees C, chose the Accuracy International 
  AW (Arctic Warfare), which the British military 
  then adopted as the L96A1. Firing 7.62 NATO 
  ammunition, the L96A1 is a popular marksman’s 
  weapon among the militaries of Europe.
  M72 LAW Anti-Tank Rocket
  While the LAW 94 is the standard issue anti-tank 
  rocket for 3 Commando and 16 Air Assault, the 
  operators of the SAS and the SBS still often carry 
  Table 3-2: Indirect Fire Weapons
  Weapon 
  Damage Critical 
  Type 
  Range 
  ROF Magazine 
  Size 
  Weight Purchase DC Restriction
  L118 105mm
  10d12
  20
  Ballistic
  10 mi
  3 rds.
  1
  G
  4100 lb.
  35
  Military
  L16A2 81mm
  9d6
  20
  Ballistic
  3.5 mi
  2 rds.
  1
  H
  91 lb.
  25
  Military
  the M72 LAW which is much lighter but still packs 
  quite a punch. Though designed for anti-armor, the 
  M72 is normally used against fortifications and 
  emplacements. The Exotic Firearms Proficiency 
  (rocket launchers) feat applies to this weapon. 
  The specifications for the M72 can be found in the 
  Modern Core Rulebook.
  SIG Sauer P226
  The P226 is an auto-loading pistol based on the 
  popular P220. It narrowly missed replacing the Colt 
  M1911A1 .45 ACP pistol as the standard sidearm of 
  the U.S. Military. The Beretta 92--known as the M9 
  by the U.S. Military--won that competition. However, 
  many militaries and police forces around the world 
  have chosen the P226. The SAS and SBS have 
  adopted the P226 as their standard sidearm, replacing 
  the venerable Browning Hi-Power.
  Starstreak High Velocity Missile
  The Starstreak is an anti-aircraft guided weapon 
  system that has both a man-portable and vehicle 
  mounted variant. The weapon is powered by a two-
  stage rocket and the striking element consists of three 
  high-density, independently targeted darts. A delay 
  fuse insures these darts penetrate before detonation. 
  It has a maximum speed exceeding Mach 3 and a 
  maximum range of 3 miles, with a minimum range of 
  1000 feet. The man-portable variant consists of the 
  missile canister and an aiming device. The aiming 
  device is attached to the missile canister, aimed and 
  then fired. 
  The Starstreak aiming device offers a +1 
  circumstance bonus to attack rolls. Using the device is 
  a standard action. 
  The Starstreak explodes like a grenade on impact, 
  dealing 9d6 damage to all creatures within a 15-foot 
  radius (Reflex save DC 20 for half damage). The 
  warhead is designed to penetrate the armor of aircraft, 
  so it ignores up to 10 points of hardness if it strikes a 
  vehicle, building, or object. This only applies to the 
  target struck, not to other objects or individuals within 
  the burst radius. The Starstreak’s minimum range is 
  1,000 feet, so if fired against a target closer than 1,000 
  feet away, it will not explode. The impact will still 
  cause 2d10 damage. The Exotic Firearms Proficiency 
  (rocket launchers) feat applies to this weapon. 
  Indirect Fire 
  Weapons
  These indirect fire weapons are used by 
  ground troops, but vehicles are usually 
  needed to move them. Those weapons 
  which are man-portable will include such information 
  in the description. Also, these weapons are not usually 
  used by a single individual and the crew size as 
  related in the description is necessary for optimum 
  performance. 
  L118 105mm Light Gun 
  Compared to many other guns--let’s say the L85A2-
  -the L118 seems anything but light. However, as 
  artillery pieces go, this 105mm cannon is among 
  the lightest. Its compact nature is part of the reason 
  why it is used by the 16 Air Assault Brigade and 
  29 Commando Regiment, Royal Artillery. The 
  L118 is airmobile and air-portable. Its Automatic 
  
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  Chapter 2: Military Characters
  Pointing System (APS), which is based on an 
  inertial navigation system, allows the weapon to be 
  unlimbered and in action in under a minute. The L118 
  has both a direct and indirect sight as well as night 
  optics. For sustained firing, the weapon can achieve 
  a rate of fire of 3 rounds per minute, however, if the 
  period of fire is under a minute, 12 rounds can be fired 
  without threat of damaging the system.
  The L118 is served by a crew of 6. The maximum 
  range at full charge is just over 56,000 feet. The 
  minimum range of the weapon for indirect fire is 
  8,000 feet. Targets can be engaged by direct fire 
  from 1,000 feet, at range increments of 700 feet. 
  This weapon requires Exotic Weapon Proficiency - 
  Artillery to use.
  L16A2 81mm Mortar
  The L16 81mm mortar was a joint development 
  of the United Kingdom and Canada, with Canada 
  contributing the baseplate and sights while the 
  United Kingdom developed the rest of the weapon. 
  The L16 version entered service in the ‘60s and was 
  followed by the L16A1 and L16A2.  The biggest 
  improvement with the L16A2 was the weight, which 
  was considerably lighter than previous models. As the 
  L16A2 was the basis for the design of the American 
  M-252 mortar, the stats for that weapon can be used, 
  which are found in Blood & Guts in the Military 
  Equipment chapter. As this is an indirect fire weapon, 
  it is normally used behind cover to support forward 
  units.
  While the L16A2 can be carried on a vehicle, and 
  some FV432 APCs have been modified to carry these 
  weapons, the mortar itself is easy to disassemble and 
  so is man-portable. When disassembled, the weights 
  of the component parts are as follows: barrel, 28 
  pounds; bipod mounting, 31pounds; baseplate, 25 
  pounds; and sight unit (in case) 7 pounds. A skilled 
  crew (5 ranks in the Artillerist skill) may assemble or 
  disassemble this weapon in one round. This weapon 
  is served by a crew of 3. This weapon requires Exotic 
  Weapon Proficiency - Mortar to use.
  The L16A2 has a sophisticated sight that provides a 
  +2 circumstance bonus to attack rolls. Using the sight 
  is a standard action.
  Fixed Wing Aircraft
  For special operations forces, fixed 
  wing aircraft are usually platforms to 
  exit on high or heavily-armed guardian 
  angels called in to destroy those targets too 
  entrenched or numerous for the force to attack.
  BAE Harrier GR Mk 7 Multi-Role Day/
  Night All-Weather Aircraft
  The Harrier was the first V/STOL (Vertical/Short 
  Take-Off and Landing) aircraft in widespread military 
  use. Developed and deployed by the RAF, the Harrier 
  was soon modified for the Royal Navy and so the Sea 
  Harrier was born. The United States Marines also uses 
  the Harrier under the AV-8 designation. The Harrier 
  and Sea Harrier are similar enough that a single set 
  of game stats should suffice to cover both. The Mk 9 
  will replace both the Mk 7 and the Sea Harrier in the 
  near future, though the performance of this aircraft is 
  also quite similar to the Mk 7. Its upgraded avionics 
  and defense systems will offer a +1 bonus to both 
  Maneuverability and Defense.
  While the Harrier is capable of vertical take-off, 
  a short runway--usually over 1,000 feet--allows 
  for greater range and heavier loads. The maximum 
  weapons load of the Harrier is 4,500 pounds spread 
  over 6 underwing pylons and 1 underfuselage pylon. 
  Flanking the single underfuselage pylon, the Harrier 
  has 2 25mm cannons.  The inner wing pylons are 
  ‘wet,’ meaning they can be used for fuel tanks to 
  increase the Harrier’s range. Harriers on combat patrol 
  regularly carry two fuel tanks and have a range of 
  approximately 990 miles.
  The Harrier is 5 squares long and 1 square wide 
  with a 3 square wingspan. This craft provides 3/4 
  cover to crew.
  C-130 Hercules Transport Aircraft
  This is the standard heavy-lift aircraft for the military 
  of the United Kingdom. The stats for the Hercules can 
  be found in Blood & Guts in the Fixed Wing section 
  of the Military Equipment chapter.
  Helicopters
  The mobility and support role of the 
  helicopter has grown along with the 
  sophistication of these vehicles. The 
  main use for helicopters among the special 
  operations forces of the United Kingdom remains 
  mobility, though support aircraft are quite important 
  for 16 Air Assault Brigade.
  Chinook Helicopter
  The Chinook is the heavy-lift helicopter for the Army, 
  Navy and Air Force. 7 Squadron, which is usually 
  responsible for inserting special operations forces, 
  fly the Chinook. Royal Air Force Chinooks are used 
  to transport the airmobile troops of 16 Air Assault 
  Brigade. Due to its size, not all landing fields or 
  decks are capable of accommodating it. The Chinook 
  TABLE 3-3: FIXED WING AIRCRAFT
  Name
  Crew
  Pass
  Cargo
  Init
  Man Top Speed
  Def
  Hard
  HP
  Size
  Purchase DC Restriction
  Harrier
  1
  0
  4,500
  +0
  +0
  1220 (122)
  8
  8
  35
  G
  70
  Military
  C-130
  5
  *
  *
  -4
  -4
  715 (75)
  6
  12
  50
  G
  50
  Military
  
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  Chapter 2: Military Characters
  HC. Mk 3 used by the British military is similar in 
  most respects to the CH-47 Chinook save for the 
  avionics and threat response packages. The stats for 
  the Chinook can be found in Blood & Guts in the 
  Helicopters section of the Military Equipment chapter.
  Eh101 Merlin Helicopter
  The Merlin is designed and manufactured through 
  a cooperative venture between the United Kingdom 
  and Italy. The variants of the Merlin include an 
  anti-submarine (ASW) model, a utility model and 
  a support model, as well as a civilian variant. The 
  Merlin has mounts for torpedoes or missiles--the 
  ASW model having space for four torpedoes while 
  the support model having space for two air-to-surface 
  missiles and all models have wing-stubs that can 
  be used as secondary weapon mounts. A .50 M2HB 
  or L37A2 7.62mm machine gun could be pintle-
  mounted at the rear ramp and/or in a chin turret. With 
  a cruising speed of 170 mp/h, the Merlin has a range 
  of about 700 miles, though this can be increased up 
  to 850 miles with drop tanks (1,300 miles for the 
  utility model), and Royal Air Force Merlins include a 
  detachable mid-air refueling probe.
  While a single pilot can fly the Royal Navy Merlin, 
  the standard is a crew of three (pilot, co-pilot and 
  crewman). The utility model has seating for up to 30 
  fully-equipped troops, but 45 can stand in the cabin. 
  The ASW and support model have much less room 
  due to extra equipment and in such models only 10 
  passengers total should be allowed. While the utility 
  model can carry 6,000 pounds internally or 12,000 
  pounds externally (underslung) other models have a 
  limit of 3,000 pounds.
  The Merlin is 8 squares long and 7 squares wide 
  (rotor diameter). The fuselage is 6 squares long and 1 
  square wide. This craft provides 3/4 cover to crew and 
  full cover to passengers when doors are closed.
  Eurocopter Puma Helicopter
  This medium-lift aircraft is widely used in its utility 
  variant. Royal Air Force Pumas are used to transport 
  the airmobile troops of 16 Air Assault Brigade. These 
  Pumas--the AS 532 Cougar variant--can transport 25 
  fully-equipped troops. This version often has pintle 
  mounted L37A2 7.62mm machine guns at its side 
  doors. It has a range of 500 miles and a cruising speed 
  of 155 mp/h. It has an underslung payload maximum 
  of 9,000 pounds.
  The Puma is 7 squares long and 3 squares wide 
  (rotor diameter). The fuselage is 5 squares long and 
  1square wide. This craft provides 3/4 cover to crew 
  and full cover to passengers when doors are closed.
  Westland Apache
  The license-built Westland Apache is in use with 16 
  Air Assault Brigade as its primary support aircraft. 
  The Westland Apache is similar in most respects to the 
  AH-64D Longbow Apache save that its avionics and 
  threat response systems are British, as are some of its 
  armaments, such as the air-to-air-missile variant of the 
  Starstreak HVM, known as the Helstreak. The stats 
  on the Apache can be found in Blood & Guts in the 
  Helicopters section of the Military Equipment chapter.
  Westland Gazelle
  This is the AS 342 version of the French Aerospatiale 
  Gazelle built by Westland in the United Kingdom. 
  The Gazelle is a light utility helicopter, often used 
  in a support and anti-tank capacity by 16 Air Assault 
  Brigade. All weapons are carried as external stores on 
  Table 3-4: Helicopters
  Name
  Crew
  Pass
  Cargo
  Init
  Man Top Speed
  Def
  Hard
  HP
  Size
  Purchase DC Restriction
  EH101 Merlin 1 (3) 30 (45) 6,000
  -4
  -4
  310 (31)
  7
  5
  50
  G
  36
  Military
  Gazelle
  1
  3
  1,650
  -3
  -3
  342 (34)
  6
  5
  35
  G
  33
  Military
  Lynx
  2
  9
  2,000
  -3
  -3
  288 (28)
  6
  5
  45
  G
  35
  Military
  Puma
  2
  25
  6,000
  -4
  -4
  342 (34)
  7
  5
  50
  G
  36
  Military
  racks and a GIAT 20-mm cannon is installed on the 
  right side of some of these aircraft. Up to six missiles, 
  rockets or gun pods can be attached to these racks 
  with a maximum weapons’ payload of 1,550 pounds. 
  The range of the Gazelle with a standard load is 
  approximately 430 miles.
   
  The Gazelle is 4 squares long and 3 squares wide 
  (rotor diameter). The fuselage is 3 squares long and 1 
  square wide. This craft provides 1/2 cover to crew and 
  3/4 cover to passengers when doors are closed.
  Westland Lynx Helicopter
  The Lynx comes in two main models, a wheeled, 
  Naval version and an Army version with skids. It 
  can carry up to 9 fully-equipped troops. When not 
  carrying troops, the cabin can hold up to 2,000 pounds 
  of cargo. Its maximum range with auxiliary fuel is 610 
  miles. It can carry up to 3,000 pounds underslung. The 
  Battlefield Lynx in a support role can be armed with 
  missiles--such as the Hellfire or TOW--on external 
  mounts for missiles. These mounts can also be used 
  for 20mm cannon or L37A2 7.62mm machine gun 
  pods. Pintle mounts are available at the cabin side 
  doors for .50 M2HB or L37A2 7.62mm machine guns. 
  The Naval version of the Lynx, the Super Lynx, can 
  carry two medium-range or four short-range anti-ship 
  missiles. 
  The Battlefield Lynx is used both in its troop 
  transport and it support variant by 16 Air Assault 
  Brigade. The Royal Navy uses a variant of the Super 
  Lynx for naval operations.
  The Lynx is 5 squares long and 3 squares wide 
  (rotor diameter). The fuselage is 4 squares long and 1 
  
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  Chapter 2: Military Characters
  square wide. This craft provides 3/4 cover to crew and 
  full cover to passengers when doors are closed.
  Surface Ships
  One of the main elite elements of 
  the military of the United Kingdom, 
  the Royal Marine Commando is an 
  amphibious unit. Along with the Royal 
  Marines, surface ships are important for the 
  SAS Boat Troops.
  Albion Class Landing Platform, Dock
  A Landing Platform Dock (LPD) is a ship that carries 
  landing craft for amphibious operations. The Albion 
  Class LPD operates 4 landing craft, utility (LCU) or 
  2 landing craft, air cushioned (LCAC) and 4 landing 
  craft, vehicle/personnel (LCVP). The LCUs or LCACs 
  are berthed in the docking system in the stern of the 
  ship while the LCUs are embarked on davits. Albion 
  class ships have a flight deck (though they have no 
  hangars) that can accommodate a single Chinook or 
  two medium support helicopters, such as the Lynx. 
  For protection, Albion Class LPDs have 2 Goalkeeper 
  Close In Weapons Systems (CIWS) and 2 sets of twin 
  20mm cannons. Albion Class LPDs are also fully 
  equipped with defensive countermeasures. For regular 
  operations, the LPD can carry 305 regular troops, 
  though 710 can be accommodated for short periods. 
  Along with these troops, an Albion Class vessel can 
  carry up to 70 support vehicles.
  The Royal Navy has commissioned one Albion 
  Class LPD--the HMS Albion--and a second--the HMS 
  Bulwark--which was launched in 2001 should be 
  commissioned in 2004.
  An Albion Class LPD is 60 squares long and 10 
  squares wide.
  Bay Class Alternative Landing Ship, 
  Logistic
  A Landing Ship, Logistic is a vessel that carries 
  troops, equipment, vehicles and supplies for an 
  amphibious operation, but is active in the second wave 
  rather than the initial assault. The Bay Class craft are 
  alternatives in that they are manned by the merchant 
  marine and are built to commercial standards. Also, 
  while the Bay Class vessels have flooded docks for 
  use by landing craft, the ships are not designed to 
  support or berth such craft. As such, those landing 
  craft which have unloaded would return to the ALSL, 
  load up a second time and return to the landing zone. 
  If the landing zone is reasonably secure, the ALSL 
  can advance and unload personnel, vehicles and 
  equipment using ‘mexeflote’ pontoon bridges.
  While the Bay Class ALSL has no standard 
  armaments or countermeasures, it is capable of taking 
  on a Phalanx CIWS or a twin 20mm cannon as well 
  as defensive countermeasures packages similar to 
  those on Albion Class LPDs or Ocean Class LPHs. 
  Bay Class ALSLs are designed to accommodate 
  350 troops, though overload capacity reaches 700. 
  The ALSL is also capable of carrying 36 main battle 
  tanks or 150 light trucks/jeeps as well as 200 tons of 
  ammunition. The flight deck, situated in the stern, can 
  accommodate 2 medium-sized helicopters or a single 
  Chinook. 
  Of the four Bay Class ALSL expected to be 
  commissioned in the Royal Fleet Auxiliary, only 
  the Largs Bay has been launched. The Lyme Bay is 
  expected to be launched in 2004. By 2005, four ships 
  Bay Class vessels be commissioned.
  A Bay Class ALSL is 58 squares long and 9 squares 
  wide. This craft provides full cover to crew and 
  passengers except when on deck. On desk, crew and 
  passengers have 1/4 cover. On the flight deck, the craft 
  provides no cover.
  Folding Kayak
  These small craft are sturdy, two-man kayaks that 
  can be folded into three carrying bags for overland 
  transportation. These folding watercraft are commonly 
  associated with the SBS. When folded, the kayaks fit 
  into 3 bags, each with an encumbrance value of 25 
  pounds.
  The folding kayak is 1.5 squares long by 0.5 squares 
  wide. This craft provides no cover to crew.
  Griffon Landing Craft Air Cushion 
  (Light)
  The Griffon is a hovercraft landing vehicle. It is a 
  smaller vehicle able to carry its cargo over sea or land. 
  The Griffon LCAC(L) can accommodate 16 troops 
  or 2 tons of equipment. Troops, crew and passengers 
  within the LCAC(L) receive 1/2 cover.
  The Griffon is 4 squares long by 2 squares wide.
  Inflatable Raiding Craft Mk. 2
  Also called the Medium Inflatable Boat (MIB), the 
  IRC Mk. 2 is used by the SBS and the 539 Assault 
  Squadron--the squadron tasked with landing the 
  Royal Marines--for covert insertions and insertions 
  from submarines. Two 30 horsepower outboard 
  motors power the craft which is controlled by a 
  single coxswain. When used by the SBS for covert 
  insertion from a submarine, the craft is inflated on 
  the submarine’s deck. These craft are also carried on 
  Royal Navy frigates and destroyers.
  The IRC Mk. 2 is 4 squares long and 3 squares 
  wide. This craft provides no cover to crew.
  Landing Craft, Utility
  The newest Landing Craft Utility (LCU) in use is the 
  Mark 10. The first Mark 10 was delivered in 1999. 
  These are large landing craft, able to carry a main 
  battle tank if necessary. Rather than an MBT, this 
  
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  Chapter 2: Military Characters
  vessel can carry up to 4 vehicles or 120 troops. Along 
  with a full complement, the LCU has the capacity for 
  4 tons of equipment. Troops, crew and passengers 
  within the LCU receive full cover.
  The LCU is 10 squares long and 3 squares wide.
  Landing Craft, Vehicle/Personnel
  The newest Landing Craft, Vehicle/Personnel in use 
  is the Mark 5. In most circumstances, these smaller 
  landing craft can beach while fully laden.  The LCVP 
  can carry 35 troops and 2 tons of equipment or 8 tons 
  worth of vehicles and equipment. Troops, crew and 
  passengers within the LCVP receive 3/4 cover.
  The LCVP is 5 squares long and 2 squares wide.
  Ocean Class Landing Platform, 
  Helicopter
  A Landing Platform, Helicopter (LPH) is a marriage 
  of a heli-carrier with a landing platform. An LPH 
  offers the advantage, during an amphibious assault, 
  of landing assault forces both by landing craft and 
  helicopter. The Ocean Class LPH can accommodate 
  12 EH101 and 6 Lynx helicopters. Chinooks can land 
  and refuel, but the Ocean Class is not designed to 
  carry Chinooks. Sea Harriers can likewise land and 
  refuel on the LPH’s flight deck, but the ship was not 
  designed to maintain or support such craft.
  Defensive armaments include 3 Phalanx Close In 
  Weapons Systems (CIWS) and four sets of twin 20mm 
  cannons. All Ocean Class LPHs are also equipped 
  with a full spectrum of defensive countermeasures. 
  The LPH can accommodate approximately 500 troops 
  and 40 support vehicles, though it is not designed to 
  carry main battle tanks. For short periods, the LPH 
  can carry up to 800 troops. The total crew of 480 
  includes both naval crew and aircrew.
  At this time, the Royal Navy only operates a single 
  Ocean Class LPH, the HMS Ocean.
  An Ocean Class LPH is 66 squares long and 12 
  squares wide. This craft provides full cover to crew 
  and passengers except when on deck. On desk, crew 
  and passengers have 1/4 cover. On the flight deck, the 
  craft provides no cover.
  Sir Bedivere Class Landing Ship, 
  Logistic
  The Sir Bedivere Class Landing Ship Logistic (LSL) 
  have been in service since the 1960s. The Sir Bedivere 
  and Sir Tristram have undergone life extension 
  modifications. The first two commissioned Bay Class 
  ALSLs are expected to replace Sir Percivale and Sir 
  Geraint, so those vessels did not undergo refit. This 
  class of LSL has the capability of loading/offloading 
  through either the bow or stern as well as complete 
  drive-through facilities and deck-to-deck ramps. 
  These ships also have a very shallow draught (they 
  are all-but flat bottomed) and so have the capability of 
  offloading onto a landing site. Two large anchors set 
  before landing are used to drag the ship back out into 
  deeper water.
  This class of LSL is capable of accommodating 340 
  troops, or 530 at overload. In addition to this, the Sir 
  Bedivere class is able to lift 18 main battle tanks or 
  34 other vehicles. Storage exists for up to 120 tons of 
  equipment and supplies. The specific storage capacity 
  for ammunitions and explosives is 30 tons. The flight 
  deck is large enough to accommodate a Chinook. This 
  class of LSL is armed with up to four 20mm cannons 
  as well as four L37A2 7.62mm machine guns.
  The Sir Bedivere Class LSL is 44 squares long and 
  6 squares wide. This craft provides full cover to crew 
  and passengers except when on deck. On desk, crew 
  and passengers have 1/4 cover. On the flight deck, the 
  craft provides no cover.
  Tracked Vehicles
  Along with the main battle tank, 
  many of the armored personnel 
  carriers, infantry fighting vehicles and 
  reconnaissance vehicles remain tracked. 
  Many of the newer armored vehicles, 
  however, are wheeled vehicles. Tracked vehicles are 
  regularly heavily armed and armored, even those not 
  devised for combat.
  Alvis Vickers Challenger 2 Main 
  Battle Tank
  The Challenger 2 main battle tank (MBT)--replacing, 
  as might be guessed, the Challenger--entered 
  service with the British military in 1994. The United 
  Table 3-5: Surface Ships
  Name
  Crew
  Pass
  Cargo
  Init
  Man Top Speed Def
  Hard
  HP
  Size Pur DC Restriction
  Albion Class LPD
  325
  305 (710) 70,000
  -8
  -8
  36(3)
  6
  30
  70
  G
  70
  Military
  Bay Class ALSL
  60
  350 (700) 350,000
  -10
  -10
  30(3)
  3
  20
  70
  G
  70
  License
  Folding Kayak
  2
  --
  750
  -3
  -3
  23(2)
  3
  2
  5
  L
  24
  --
  Griffon LCAC(L)
  2
  16
  --
  -3
  -3
  54(5)
  5
  10
  35
  G
  50
  Military
  Inflatable Raiding 
  Craft Mk 2
  1
  7
  500
  -3
  -2
  44 (4)
  3
  1
  8
  G
  23
  License
  LCU Mk 10
  7
  120
  4,000
  -5
  -4
  23(2)
  4
  20
  55
  G
  55
  Military
  LCVP Mk 5
  3
  35
  2,000
  -4
  -3
  23(2)
  4
  15
  45
  G
  50
  Military
  Ocean Class LPH
  480
  500(800) 40,000
  -8
  -8
  36(3)
  6
  30
  75
  G
  72
  Military
  Sir Bedivere Class 
  LSL
  49
  340 (530) 120,000
  -10
  -10
  30(3)
  4
  25
  70
  G
  70
  Military
  
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  Chapter 2: Military Characters
  Kingdom’s Amphibious Force, which includes 3 
  Commando Brigade, does not field MBTs but it does 
  have the sealift capacity to move a significant number 
  of these tanks if necessary. The Challenger 2’s armor 
  is second-generation Chobham and the front of the 
  hull can be fitted with the Explosive Reactive Armor 
  (ERA) package with relative ease. The commander 
  of the vehicle sits on the right of the turret, with the 
  driver lower and forward of the commander, and the 
  loader to the left of the driver. Each of these positions 
  includes seats with lap-belts. The vehicle also includes 
  a complete Nuclear, Biological, Chemical threat filter 
  system, as well as completed environmental control.
  The Challenger 2’s main armament is a 120mm 
  cannon. Along with this, the tank sports a L94A1 
  7.62mm chain gun and the 7.62 mm L37A2 machine 
  gun, which is externally mounted as part of a system 
  controlled by the loader. The vehicle has a total of 10 
  smoke grenade dischargers. The commander’s optics 
  package includes regular day optics, thermal imaging 
  and a laser range-finder. The gunner’s optics include 
  a magnified sight. All optics packages include passive 
  night-vision sights. 
  The Challenger 2 is 5 squares long and 3 squares 
  wide. This craft provides full cover to crew.
  Alvis Vickers Sabre Medium 
  Reconnaissance Vehicle
  The Sabre is based on the Scorpion chassis but is 
  armed and equipped differently. Entering the British 
  military in 1993, the Sabre is armed with a L21A2 
  RARDEN 30 mm cannon and the turret also includes 
  a L94A1 7.62mm chain gun, so if necessary, it could 
  be used as fire support for infantry or commando 
  units.  The vehicle has a bank of 4 smoke grenade 
  dischargers on either side of the turret. The vehicle 
  boasts a complete Nuclear, Biological, Chemical 
  threat filter system, as well as environmental controls. 
  The optics package of the vehicle includes thermal 
  imaging and passive night-vision.
  The Sabre is crewed by a commander, a gunner and 
  a driver. The communications equipment onboard the 
  Sabre is quite sophisticated and grants a +4 bonus to 
  any Communications Operations skill checks. While 
  the Sabre can be amphibious with preparation, its 
  regular fording depth is just under 4 feet.
  The Sabre is 4 squares long and 3 squares wide. 
  This craft provides full cover to crew.
  Alvis Vickers Stormer High-Velocity 
  Missile Carrier
  Another vehicle based on the Scorpion chassis, 
  the Stormer saw service as an armored personnel 
  carrier, however in 1986, the British Army chose the 
  Stormer as the vehicle component of the Starstreak 
  Self-Propelled High-Velocity Missile system. The 
  first of the Stormer HVM carriers was manufactured 
  in 1991. Another variant of the Stormer is used 
  as a reconnaissance vehicle for HVM units. This 
  reconnaissance vehicle is armed with a L21A2 
  RARDEN 30 mm cannon and two 7.62mm L37A2 
  machine guns rather than the Starstreak system.
  The Stormer SP HVM has eight Starstreak HVMs 
  in the ready position and these, along with the 
  acquisition and air defense alert packages, are situated 
  on the roof of the vehicle. 12 reload cannisters are 
  carried inside the Stormer but the crew must exit the 
  vehicle to reload. Along with the Starstreak system, 
  the Stormer is armed with a 7.62mm L37A2 machine 
  gun. This vehicle is air-portable though not air-mobile, 
  which means it can be transported by air but is not 
  delivered ready to fight. The Stormer fits inside the 
  C-130 Hercules transport aircraft and can be carried 
  underslung a Chinook.
  The Stormer is 4 squares long and 3 squares wide. 
  This craft provides full cover to crews.
  Alvis Vickers Warrior Armored 
  Infantry Fighting Vehicle
  Replacing the FV432 APC, the first Warrior AIFV 
  (Armored Infantry Fighting Vehicle) entered service 
  in 1987. The British military deployed the Warrior 
  during the Gulf War and it has now seen service in 
  Afghanistan and again in Iraq. The AIFV version 
  includes a crew of 3 and room for 7 fully equipped 
  soldiers in the rear compartment. Two periscopes 
  are available for the passengers in the infantry 
  compartment though there are no ports to allow for 
  the firing of weapons from inside the vehicle. Interior 
  compartments are available for storage, and there is 
  enough space for 48 hours worth of ammunition and 
  rations.
   The main armament of the AIFV is a L21A2 
  RARDEN 30 mm cannon and the turret also includes 
  a L94A1 7.62mm chain gun. The vehicle has a bank 
  of 4 smoke grenade dischargers on either side of 
  Table 3-6: Tracked Vehicles
  Name
  Crew
  Pass
  Cargo
  Init
  Man Top Speed Def
  Hard
  HP
  Size Pur DC Restriction
  Challenger 2 MBT
  4
  --
  500
  -4
  -4
  54 (5)
  5
  20
  64
  G
  47
  Military
  FV102 Striker
  3
  --
  500
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  Military
  FV103 Spartan
  3
  7
  500
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  Military
  FV432 APC
  2
  10
  8,000
  -6
  -6
  54 (5)
  5
  15
  50
  G
  40
  Military
  Hagglunds Bv206 
  2
  2
  1,300
  -4
  -2
  54 (5)
  5
  15
  40
  H
  35
  Military
  Sabre MRV
  3
  --
  1,000
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  MIlitary
  Scimitar CVR(T)
  3
  --
  500
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  Military
  Stormer SP HVM
  3
  --
  1,000
  -4
  -4
  90 (9)
  5
  15
  55
  G
  45
  Military
  Warrior AIFV
  3
  7
  5,000
  -5
  -4
  54 (5)
  5
  20
  55
  G
  45
  Military
  
  36 OF 40
  Chapter 2: Military Characters
  the turret. The vehicle boasts a complete Nuclear, 
  Biological, Chemical threat filter system, as well as 
  environmental controls. The optics package available 
  to the gunner and commander of the vehicle includes 
  thermal imaging and passive night-vision.
  The Warrior is 4 squares long and 3 squares wide. 
  This craft provides full cover to crew and passengers.
  FV102 Alvis Vickers Striker Combat 
  Vehicle Reconnaissance, Tracked
  While the design is based on the Scorpion chassis 
  as a reconnaissance vehicle, it has been adapted 
  as an anti-tank vehicle. B Squadron of the Army’s 
  Household Cavalry Regiment, which is often attached 
  to 3 Commando as an armored reconnaissance unit 
  is supplied with Strikers. The Striker’s weapons 
  include the Swingfire ATGW missile system. Along 
  with the anti-tank weapon, the Striker has a 7.62 mm 
  L37A2 machine gun for protection. The vehicle is 
  not armed for engagement other than against armor. 
  The Swingfire system holds 5 missiles and another 5 
  are stored inside the vehicle. The crew must exit the 
  vehicle in order to reload. 
  Two banks of four smoke grenade dischargers are 
  located at the front of the Striker. The vehicle includes 
  a complete Nuclear, Biological, Chemical threat filter 
  system, as well as environmental controls. The optics 
  package available to the gunner and commander of the 
  vehicle includes thermal imaging and passive night-
  vision.
  The Striker is 4 squares long and 3 squares wide. 
   This craft provides full cover to crew.
  FV103 Alvis Vickers Spartan Armored 
  Personnel Carrier
  Another variant based on the Scorpion chassis, the 
  Spartan has become a SAM launcher vehicle as well 
  as a missile re-supply vehicle for the Striker. As a 
  SAM launcher, the Spartan is equipped with the 
  Javelin surface-to-air missile (SAM) system. The 
  design of the Spartan is quite similar to the Striker 
  configuration and its only weaponry, other than 
  its SAM system, is the 7.62 mm L37A2 machine 
  gun. The Spartan has also been used to transport 
  assault teams for 59 Commando, Royal Engineers. 
  When used to carry assault teams, the Spartan can 
  accommodate 7 passengers and the crew is reduced to 
  a commander, driver and gunner.
  Like the Striker, the Spartan includes two banks 
  of four smoke grenade dischargers located at the 
  front of the vehicle, and boasts a complete Nuclear, 
  Biological, Chemical threat filter system, as well as 
  environmental controls. The gunner and commander 
  have access to thermal imaging, passive night-vision 
  and magnification optics. 
  The Spartan is 4 squares long and 3 squares wide. 
  This craft provides full cover to crew and passengers. 
   
  FV107 Alvis Vickers Scimitar Combat 
  Vehicle Reconnaissance, Tracked
  The Scimitar Medium Reconnaissance Vehicle is 
  one of the many vehicles built by Alvis Vickers 
  (Alvis previous to 2002). The Scimitar is used by 
  3 Commando Brigade as well as B Squadron of 
  the Army’s Household Cavalry Regiment, which 
  is often attached to 3 Commando as an armored 
  reconnaissance unit. While the vehicle is not designed 
  as a fighting vehicle, it is armed with a L21A2 
  RARDEN 30mm cannon and a 7.62 mm L37A2 
  machine gun, so it could be used to support infantry if 
  necessary. 
  The Scimitar is crewed by a commander, a gunner 
  and a driver. Night-vision equipment is standard on 
  the Scimitar. It has four 66mm grenade launchers for 
  smoke grenades. The communications equipment 
  onboard the Scimitar is quite sophisticated and grants 
  a +4 bonus to any Communications Operations skill 
  checks. While the Scimitar can be amphibious with 
  preparation, its regular fording depth is just under 4 
  feet.
  The Scimitar is 4 squares long and 3 squares wide. 
  This craft provides full cover to crew.
  FV432 Alvis Vickers Armored 
  Personnel Carrier
  The FV432 APC (armored personnel carrier) entered 
  British service in 1963 and the last vehicle was 
  delivered in 1971. Though it was supplanted by the 
  Alvis Vickers Warrior, almost 1,500 FV432s remain 
  in service. While the United Kingdom’s Amphibious 
  Force, which includes 3 Commando Brigade, does not 
  fight from APCs, the sealift capacity exists to move a 
  significant number of these should it prove necessary 
  or useful. 
  The standard periscope of the FV432 is a wide-
  angle day system, but can quickly be fitted with the 
  L5A1 passive night-vision periscope. The commander 
  sits just behind the driver and has a manually 
  traversed cupola which includes a 7.62 mm L37A2 
  machine gun. The passenger compartment is in the 
  rear of the vehicle with benches on either side and a 
  total of 10 passengers can be carried. There is space 
  in the vehicle to carry up to 8,000 lbs. of cargo. The 
  vehicle includes six 66mm grenade launchers for 
  smoke grenades.
  There are multiple configurations of the FV432 
  including an ambulance, a command vehicle, an 
  81mm mortar carrier, a maintenance carrier, a mine-
  layer, a radar vehicle, a recovery vehicle and specially 
  designed carriers for the Royal Artillery, Royal 
  Engineers and Royal Signals. 
  The FV432 is 4 squares long and 3 squares wide. 
  This craft provides full cover to crew and passengers.
  
  37 OF 40
  Chapter 2: Military Characters
  Hagglunds Bv206 All Terrain Tracked 
  Vehicle
  The Bv206 is an odd looking small vehicle with a 
  segmented body and independent suspension for each 
  of its four tracks. It has two articulated segments 
  rather than a single body. Each section of the chassis 
  can turn independent of the other. Its track tread is 
  rubber and quite broad. All this adds up to a strange-
  looking vehicle that can travel across heavy snow, 
  marsh or sand. It has proved extremely agile and 
  had no difficulty with the terrains of Afghanistan 
  and Iraq. This small unit is used by Y Troop as an 
  electronic warfare vehicle. In this configuration, 
  the Bv206 carries various jamming, monitoring and 
  communications systems. This equipment offers a 
  +6 bonus to any Communications Operations skill 
  checks.
  The Bv206 is completely amphibious and though it 
  is slow, it can traverse terrain that other vehicles, even 
  of the same weight, would have difficulty with. It can 
  climb an incline up to 45 degrees.
  The Bv206 is 2 squares long and 1 square wide. 
  This craft provides 3/4 cover to crew and passengers.
  Wheeled Vehicles
  Wheeled vehicles have become more 
  common within the British military, 
  including armored vehicles like the 
  Saxon. The Land Rover is ubiquitous for 
  its role as a raiding and strike vehicle, used 
  with great success by the SAS and SBS in the Gulf 
  War and more recently in Afghanistan and Iraq.
  Alvis Vickers Saxon Armored 
  Personnel Carrier
  The Saxon Armored Personnel Carrier entered British 
  service early in 1983. It is a 4X4 wheeled vehicle 
  which can carry up to 8 fully equipped soldiers. 
  Passengers actually have padded seats and seat belts 
  and exit or enter the vehicle through two rear doors 
  or a single door on the right-hand side of the vehicle. 
  (Saxon vehicles in service outside of Great Britain 
  have doors on either side)  All the doors have a 
  firing port.  Saxons include 10 66mm smoke grenade 
  dischargers.
  The Saxon is not in service with United Kingdom’s 
  Amphibious Force, which includes 3 Commando 
  Brigade, or with 16 Air Assault Brigade, though the 
  Saxon could see service in operations that would 
  include either.
  The driver can access his compartments either 
  through the rear of the vehicle or through a forward-
  opening hatch over his seat. All of the vehicle’s 
  mechanical sections are encased in armor, save for the 
  axles. The commander’s cupola also has a forward-
  opening hatch. The cupola has a pintle mount for a 
  7.62 mm L37A2 machine gun and is relatively easily 
  removed so that other modules can be fitted onto the 
  vehicle.
  The Saxon is 4 squares long and 3 squares wide. 
  This craft provides full cover for crew and passengers. 
  When operating the pintle mounted L37A2, a crew 
  member receives only 3/4 cover.
  Land Rover Defender 110
  The 110 is the standard Land Rover used in the 
  military of the United Kingdom. 16 Air Assault 
  Brigade uses the 110 as a mobility vehicle but it 
  is also uses the modified 110 as its ground mobile 
  weapons platform. In this role, the 110 crew includes 
  a driver, commander and gunner. As with the other 
  variants of the Land Rover, the 110 often has a ring-
  mount installed which can accommodate an M2HB, 
  Mk. 19 grenade launcher, GPMG or TOW anti-tank 
  weapon. A passenger-side hard point is available as a 
  mount for a GPMG or Minimi. As a mobility vehicle, 
  the 110 can accommodate up to 7 passengers.
  The 110 is 3 squares long and 2 squares wide. This 
  craft provides 1/2 cover for crew and passengers. 
  Land Rover Rapid Deployment Vehicle
  Originally introduced in 1993, the RDV (Rapid 
  Deployment Vehicle) is completely airmobile, 
  capable of being loaded onto a Chinook helicopter or 
  Hercules aircraft. Not as heavily armed or armored 
  as other Defender models, the RDV still has a mount 
  for a Browning M2HB, Mk. 19 grenade launcher, 
  TOW anti-tank weapon or GPMG and has optional 
  hardpoints on both passenger- and driver-side door 
  hinges for GPMGs or Minimis. A distinctive aspect 
  of the RDV is the roll-over bar, tested up to speeds 
  of 30 mph fully loaded. At the front of the vehicle, a 
  special camouflage-net storage compartment can be 
  attached. This vehicle is not common, but being the 
  most portable of the Land Rover versions, it is likely 
  to be the first inserted in any situation.
  The RDV is 3 squares long and 2 squares wide. This 
  craft provides 1/2 cover for crew and passengers.
  Table 3-7: Wheeled Vehicles
  Name
  Crew Pass Cargo
  Init
  Man Top Speed Def
  Hard
  HP
  Size Pur DC Restriction
  Land Rover Defender 110
  3
  7
  2,500
  -1
  -1
  126 (12)
  8
  6
  35
  H
  32
  Restricted
  Land Rover RDV
  3
  --
  2,500
  -1
  0
  130 (13)
  8
  5
  35
  H
  32
  Military
  Land Rover SOV
  3
  --
  2,500
  -1
  -1
  126 (12)
  8
  8
  40
  H
  35
  Military
  Pinzgauer
  2
  --
  3,000
  -3
  -2
  108 (10)
  5
  6
  40
  G
  32
  Restricted
  Saxon APC
  2
  8
  8,000
  -5
  -5
  72 (7)
  6
  15
  60
  G
  47
  Military
  Supacat
  1
  1
  7,000
  -2
  -1
  126 (12)
  6
  6
  40
  H
  30
  Restricted
  
  38 OF 40
  Chapter 2: Military Characters
  Land Rover Special Operations Vehicle
  The Land Rover SOV (Special Operations Vehicle) is 
  a variant of the Land Rover 110 designed specifically 
  for the U.S. Army Rangers. It can carry up to 7 
  passengers or 2,900 lbs. of cargo. The SOV is usually 
  heavily armed, with either the Browning M2HB or 
  Mk 19 grenade launcher mounted on the roll-bar, 
  and a GPMG or Minimi mounted on a hard-point on 
  the passenger-side. Due to its combat role, the SOV 
  includes protection from mines and other explosives 
  in the form of special composite armor. The vehicle 
  is fully air portable. It can be para-dropped, carried in 
  a Hercules aircraft or a Chinook helicopter. The SOV 
  can also be carried underslung by most medium-lift 
  helicopters. Front impact protection is standard on the 
  SOV as well as a front-mounted winch that is rated at 
  7,000 lbs. 
  The SOV is 3 squares long and 2 squares wide. This 
  craft provides 1/2 cover for crew and passengers.
  Pinzgauer 716 Truck Utility, Medium 
  (Heavy Duty)
  The Pinzgauer is a 4X4 support vehicle, used 
  specifically by 29 Commando Regiment, Royal 
  Artillery to tow its L118 105mm light gun artillery. 
  Developed by Steyr-Daimler-Puch of Austria, 
  Automotive Technik Limited (ATL) of the United 
  Kingdom took over production of the Pinzgauer in 
  2000. The Pinzgauer can tow up to 4,400 lbs. As well 
  as towing artillery, the 716 can be used as a personnel 
  carrier, with space for 9 passengers, or a command 
  vehicle. These models all include a soft covering 
  over the rear, but a closed body command/personnel 
  carrier variant is available. A 6X6 vehicle, the 718, 
  is also produced by ATL and is in service with the 
  UK military in multiple variants, such as the Trauma 
  Management Vehicle.
  The Pinzgauer is 4 squares long and 3 squares wide. 
  This craft provides 3/4 cover for crew.
  Supacat HMT 4X4 High-Mobility Load 
  Carrier 
  The Supacat 4X4 is a multi-purpose vehicle 
  introduced as a load carrier. Other variants--including 
  personnel carrier and armored weapons’ platform-
  -have been designed, though the load carrier is the 
  model in use with 16 AAB. The Supacat is especially 
  useful as it has variable ride height ability which 
  allows it to be easily stored in a Chinook or C-130 
  Hercules. This is quite important for the 16 AAB, 
  which is completely air-mobile. The vehicle’s small 
  size and enviable maximum payload make it highly 
  effective for use as a transport.
  The Supacat is 2 squares long and 1 square wide. 
  This craft provides 1/2 cover for crew and passengers.
  New Vehicle Weapons
  The weapons listed in this section are 
  not man-portable. While certain of 
  these weapons have been considered for 
  use by infantry through ground mounts 
  or other expedients, their role remains tied 
  to vehicles. These weapons are either too large for 
  use outside of vehicle placement or they have been 
  designed specifically for use on vehicles. The weight, 
  purchase DC and restriction are usually tied to the 
  vehicle in which they are used.
  Giat Industries NC 621 cannon pod 
  While this description is specifically of the GIAT NC 
  621, this information and stats can be used with most 
  20mm gun pods. The NC 621 is a gun pod system 
  for the GIAT M621 20 mm M621 cannon. Such 
  systems are external cannon attachments for aircraft or 
  helicopters. The NC 621 pod carries between 180 and 
  250 rounds of linked ammunition. On automatic, the 
  M621 can achieve 800 rounds per minute and it has a 
  burst governor so the weapon can be fired on single-
  shot, timed-burst or full automatic.
  MATRA BAe Dynamics Swingfire Anti-
  Tank Guided Weapon
  A wire-guided, anti-tank missile originally deployed 
  in the late 1960s, the Swingfire Anti-Tank Guided 
  Weapon (ATGW) remains in use with the Striker 
  Combat Vehicle. At this time, the Ministry of 
  Defense’s Directorate of Equipment Capabilities is 
  investigating a replacement system. The Swingfire’s 
  guidance system is a semi-automatic command to line 
  of sight (SACLOS) not unlike that used for the Milan. 
  The missile is capable of maneuver immediately after 
  launch (which earned it its name) but only arms at 
  500 feet from launch. It has a maximum range of 2.5 
  miles.
  The Swingfire explodes like a grenade on impact, 
  dealing 10d6 damage to all creatures within a 15-foot 
  radius (Reflex save DC 20 for half damage). The 
  warhead is designed to penetrate the armor of military 
  vehicles, so it ignores up to 15 points of hardness if it 
  strikes a vehicle, building, or object. This only applies 
  to the target struck, not to other objects or individuals 
  within the burst radius. The Swingfire’s minimum 
  range is 500 feet, so if fired against a target closer than 
  500 feet away, it will not explode. The impact will still 
  cause 2d10 damage.
  The Swingfire’s SACLOS sight provides the user 
  with a +2 circumstance bonus to attack rolls. Using 
  the sight is a standard action.
  MBDA Missile Systems Rapier Field 
  Standard C Low Level Air Defence 
  System
  The Rapier system was developed in the 1960s and 
  the Field Standard C (FSC) variant, which is the 
  common variant used, was developed in the 1980s. 
  
  39 OF 40
  Chapter 2: Military Characters
  This mobile system has packages for either radar or 
  optical tracking and locking targets. Using the radar-
  tracking variant involves a second system--the radar 
  system--working parallel with the missile system. 
  Usually, the system is towed by Land Rover 110s 
  and when in position, four extendable legs steady 
  the platform. Two Land Rovers are normally used to 
  accommodate the thermo-optic tracking system--one 
  to carry the optics unit and to tow the missile system 
  and one to tow the missile resupply trailer. The Field 
  Standard package includes a third Land Rover to tow 
  the radar unit, which is then linked to the optics unit.
  While no listings for weight are included in the 
  stats--as this is not a man-portable system--the weight 
  of the units is broken down as such: Launcher, tactical 
  control unit and generator (towed as a package), 
  3,280 lbs.; optical tracker, 260 lbs.; tracker radar and 
  generator (towed as a package), 3,150 lbs. When 
  used with the tracker radar, the user gains a +2 
  circumstance bonus on attack rolls.
  The Rapier explodes like a grenade on impact, 
  dealing 10d6 damage to all creatures within a 15-foot 
  radius (Reflex save DC 20 for half damage). The 
  warhead is designed to penetrate the armor of aircraft, 
  so it ignores up to 10 points of hardness if it strikes a 
  vehicle, building, or object. This only applies to the 
  target struck, not to other objects or individuals within 
  the burst radius. The Rapier’s minimum range is 5,000 
  feet, so if fired against a target closer than 5,000 feet 
  away, it will not explode. The impact will still cause 
  2d10 damage. 
  L21A2 RARDEN 30 mm cannon 
  The L21A2 was designed for use against armored 
  personnel carriers and low-flying aircraft. The 30mm 
  round seemed the best fit for this mission, as it hit hard 
  enough to penetrate most APC armor but remained 
  light enough to be carried in large quantities in smaller 
  vehicles. The L21A2 favors accuracy over rate of fire, 
  so it can only fire 90 rounds per minute. Further, the 
  clip used to load the L21A2 holds 3 rounds, and two 
  such clips can be loaded at the same time.
  L37A2 7.62mm machine gun
  The L37A2 is simply a modified L7A2 GPMG 
  designed specifically for use as a vehicle-mounted 
  weapon. The L37A2 evolved from the L8A1, the 
  first version of the L7A2 used as a vehicle-mounted 
  weapon. Stats for the L37A2 can be found under the 
  L7A2 GPMG in Table 2-1 Firearms.
  L94A1 Heckler & Koch (UK) 7.62 mm 
  machine gun, chain
  The L94A1 is a licensed version of the 7.62 mm EX-
  34 automatic weapon. While the L94A1 was adapted 
  for use with the Warrior IFV, this automatic weapon 
  proved so effective, it was installed in the Challenger 
  2 main battle tank and the Sabre reconnaissance 
  vehicle. This weapon is called a chain machine gun as 
  it uses electricity to power the ammunition feed.
  Raytheon Phalanx Close-In Weapon 
  System
  The Phalanx Close-In Weapon System (CIWS) is 
  a self-contained anti-missile system that includes 
  targeting radar, tracking computer and 20mm rotary 
  cannon. The Phalanx system tracks not only the target, 
  but also its own projectiles. This allows the weapon 
  TABLE 3-8: VEHICLE WEAPONS
  Weapon 
  Damage Critical 
  Type 
  Range 
  ROF Magazine 
  Size 
  Weight Pur. DC Restriction
  GIAT NC 621 pod
  4d10
  20
  Ballistic
  150
  S,A
  link
  Huge
  110 lbs.
  40
  Military
  L94A1
  5d6
  20
  Ballistic
  150
  A
  link
  Huge
  --
  --
  --
  Rapier
  10d6
  20
  Ballistic
  2,000
  4
  4 int.
  Huge
  --
  40
  Military
  RARDEN 30mm
  4d12
  20
  Ballistic
  150
  A
  2 X 3 clip
  Huge
  --
  --
  --
  Raytheon Phalanx
  5d10
  20
  Ballistic
  175
  A
  link
  Huge
  --
  43
  Military
  Starstreak LML
  9d6
  20
  Ballistic
  175
  1
  3 int.
  Huge
  45 lbs.
  36
  Military
  Swingfire
  10d6
  20
  Ballistic
  1,300
  1
  1 int.
  Huge
  --
  --
  Military
  Thales Goalkeeper
  5d12
  20
  Ballistic
  175
  A
  link
  Huge
  --
  45
  Military
  to correct its aim, particularly useful against fast-
  moving or maneuverable targets. While the Phalanx 
  can detect, track, assess and engage incoming targets, 
  it can also have targets designated through other 
  ship’s systems and has a ‘hold fire’ designation to 
  stop it from engaging friendly targets. A target can be 
  detected at 3.5 miles and acquired for assessment at 
  2.7 miles. The weapon usually engages targets at just 
  over 1 mile out and the best range for a kill is about 
  1,500 feet.
  As the CIWS is normally used as a defensive 
  system, the system adds a +10 circumstance bonus to 
  a ship’s Defense against missiles or rockets. Rather 
  than a miss, should an attack roll for a missile or 
  rocket fail due to the CIWS Defense bonus, that 
  missile or rocket has been destroyed. The CIWS can 
  also be used to engage other targets, and the stats 
  for such an attack are included in Table 5-1 Vehicle 
  Weapons.
  Thales Air Defense Ltd Starstreak 
  High Velocity Missile
  The Starstreak is an anti-aircraft guided weapon 
  system that has both a man-portable and vehicle 
  mounted variant. The vehicle-mounted variant is 
  called the Lightweight Multiple Launcher (LML). 
  This system is basically three canisters linked to a 
  single aiming device for quick succession firing. 
  Another variant of the system is the Starstreak self-
  
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  Chapter 2: Military Characters
  propelled HVM and consists of a Stormer armored 
  vehicle equipped with a package of eight canisters and 
  the Thales Air Defence Alerting Device. The Stormer 
  can carry 12 reload canisters, though the SP HVM 
  package must be reloaded from the exterior of the 
  Stormer. Finally, the Helstreak is a helicopter-mounted 
  variant of the Starstreak system.
  The tracking and optics package associated with 
  the SP HVM and Helstreak offers a +3 circumstance 
  bonus to attack rolls. Using the tracking and optics 
  package is a full-round action. The LML aiming 
  device offers a +1 circumstance bonus to attack rolls. 
  Using the device is a standard action. 
  The Starstreak explodes like a grenade on impact, 
  dealing 9d6 damage to all creatures within a 15-foot 
  radius (Reflex save DC 20 for half damage). The 
  warhead is designed to penetrate the armor of aircraft, 
  so it ignores up to 10 points of hardness if it strikes a 
  vehicle, building, or object. This only applies to the 
  target struck, not to other objects or individuals within 
  the burst radius. The Starstreak’s minimum range is 
  1,000 feet, so if fired against a target closer than 1,000 
  feet away, it will not explode. The impact will still 
  cause 2d10 damage. 
  Thales Goalkeeper Close-In Weapon 
  System
  The Goalkeeper Close-In Weapon System (CIWS) 
  is a self-contained anti-missile system that includes 
  targeting radar, tracking computer and 30mm rotary 
  cannon. The system can designate up to 30 incoming 
  targets and engage up to 4 concurrently. The process 
  from identification to termination can last up to 5 
  seconds. Targeting begins at just under 2 miles and 
  a target can be engaged over a mile away from the 
  CIWS. The standard distance for a kill is just under 
  1,000 feet.
  As the CIWS is normally used as a defensive 
  system, the system adds a +10 circumstance bonus to 
  a ship’s Defense against missiles or rockets. Rather 
  than a miss, should an attack roll for a missile or 
  rocket fail due to the CIWS Defense bonus, that 
  missile or rocket has been destroyed. The CIWS can 
  also be used to engage other targets, and the stats 
  for such an attack are included in Table 5-1 Vehicle 
  Weapons.
  
  41 OF 40
  BLOOD & GUTS
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  3.Offer and Acceptance: By Using the Open Game Content You indicate 
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  5.Representation of Authority to Contribute: If You are contributing original 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Blood and Guts Copyright 2003, RPGObjects; Author Charles Rice 
  Blood and Guts: In Her Majesty’s Service Copyright 2004, RPGObjects; 
  Author Fraser Ronald 
  open gaming content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: Blood 
  and Guts.
  Designation of Open Gaming Content: The following sections of Blood 
  and Guts: In Her Majesty’s Service  are designated as open gaming content 
  except for terms defined as product identity above.  All illustrations, pictures, 
  and diagrams are Product identity and property of RPGObjects™.
  Introduction: This entire chapter is closed content.
  Chapter 1: This entire chapter is closed content.
  Chapter 2: The class descriptions are closed content.  The descriptions of the 
  Elite Units are closed content.  All other text is open content. 
  Chapter 3: This entire chapter is open content.
  .
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Blood and Guts/In Her Majesty's Service.pdf