TEXT: BY
  CHARLES RICE
  COVER ART:
  JEREMY SIMMONS
  INTERIOR ART:
  JOSEPH WIGFIELD  
  EDITING:
  CHARLES BAIZE 
  LAYOUT: 
  CHRIS DAVIS
  PLAYTESTING:
  CARRIE BAIZE, CHARLES BAIZE, COREY 
  HODGES, EDWARD LENNON, PAULA RICE, 
  CHRIS DAVIS
  Requires the use of the d20 Modern Roleplaying Game, 
  published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are trademarks of 
  Wizards of the Coast, Inc. in the United States and other 
  countries and are used with permission
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the 
  terms of the d20 System License version 6.0.  A copy of this 
  License can be found at www.wizards.com/d20.
  V2.0
  
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  Introduction
  Welcome to the second edition of Blood and Guts: 
  War on Terror, the campaign model that serves as 
  the monster manual for the Blood and Guts line. In 
  the real world the monsters are human and War on 
  Terror updates these monsters to the second edition 
  following the pattern used in Blood and Guts 2: 
  Special Operations Command. These rules should 
  provide the game master with the perfect opponents 
  for his special operations campaigns, providing 
  adventure hooks, historical information on the 
  organizations involved as well as a number of ready 
  made NPCs representing the rank and ﬁle of the 
  different groups presented. 
  Terrorism Primer
  What is Terrorism?
  The ofﬁcial United States 
  deﬁnition of terrorism is deﬁned 
  in federal law as follows: “The 
  unlawful use of force or violence 
  against persons or property to intimidate or 
  coerce a government, the civilian population, 
  or any segment thereof, in furtherance of 
  political or social objectives.”
  The FBI also makes a distinction between 
  domestic and international terrorism.
  Domestic Terrorism
  Domestic terrorism is the unlawful use, 
  or threatened use, of force or violence 
  by a group or individual based and 
  operating entirely within the United 
  States or its territories without foreign 
  direction committed against persons 
  or property to intimidate or coerce a government, 
  the civilian population, or any segment thereof, in 
  furtherance of political or social objectives.
  International Terrorism
  International terrorism involves violent acts 
  dangerous to human life that are a violation of the 
  criminal laws of the United States or any state, or 
  that would be a criminal violation if committed 
  within the jurisdiction of the United States or any 
  state. These acts appear to be intended to intimidate 
  or coerce a civilian population, inﬂuence the policy 
  of a government by intimidation or coercion, or 
  affect the conduct of a government by assassination 
  or kidnapping. International terrorist acts occur 
  outside the United States or transcend national 
  boundaries in terms of the means by which they 
  are accomplished, the persons they appear intended 
  to coerce or intimidate, or the locale in which the 
  perpetrations operate or seek asylum.
  To this, an added deﬁnition is assumed 
  throughout this work, that those forces which 
  attack government and military forces exclusively 
  are guerillas, not terrorists.  However, a force 
  which attacks both government/military forces 
  and civilians is considered a terrorist organization 
  throughout this work.
  Homeland Security Advisories
  In an effort to coordinate domestic efforts to combat 
  terrorism, the Homeland Defense Agency issues a 
  daily threat level based on a ﬁve-tier color-coded 
  system.
  Green (Low Threat Level):  At this 
  threat level, agencies concentrate on 
  maintaining alertness, and training 
  personnel, including training on the 
  Homeland Security Advisory system.  
  All facilities and regulated sectors 
  will be monitored for any weaknesses 
  in security, and all possible steps will 
  be taken to mitigate any weaknesses 
  discovered.
  
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  Blue (Guarded Threat Level):  This condition 
  indicates a general risk of terrorist attack.  In 
  addition to the procedures outlined above, agencies 
  will:  1) Check emergency communication with 
  designated emergency command centers; 2) 
  Review and update emergency response centers; 3) 
  Provide the public with any information that would 
  strengthen its ability to act appropriately.
  Yellow (Elevated Threat Level): This condition 
  indicates a signiﬁcant risk of terrorist attack.  In 
  addition to the procedures outlined above, agencies 
  will: 1) Increase surveillance of critical locations; 
  2) Coordinate emergency plans with neighboring 
  jurisdictions; 3) Assess whether the precise 
  characteristics of the threat require reﬁnement of 
  preplanned Protective Measures; 4) Implement, as 
  appropriate, contingency and emergency response 
  plans.
  Orange (High Threat Level): This condition 
  indicates a high risk of terrorist attack, usually 
  in regards to a speciﬁc statement by one or more 
  terrorist groups or intelligence of a speciﬁc risk 
  of imminent attack.  In addition to the procedures 
  outlined above agencies will: 1) Coordinate 
  necessary security efforts with Federal, State, 
  and local law enforcement agencies, or the 
  National Guard, or any appropriate armed forces 
  organizations; 2) Take additional precautions at 
  public events, including consideration of other 
  venues or cancellation; 3) Prepare to execute 
  contingency plans, including relocating command 
  centers or dispersing emergency services personnel; 
  4) Restricting access to any threatened facility to 
  essential personnel only.
  Red (Severe Threat Level):  This condition 
  indicates a severe threat of terrorist attack, almost 
  always coupled with a speciﬁc threat or speciﬁc 
  intelligence.  This threat level is not meant to 
  be maintained for extended periods of time.  In 
  addition to the procedures outlined above agencies 
  will: 1) Increase or redirect personnel to address 
  critical emergency needs; 2) Assign emergency 
  response personnel and pre-position and mobilize 
  specially trained response teams or resources; 
  3) Monitor, redirect, or constrain transportation 
  systems; 4) Close public and government facilities.
  Terrorism Sourcebook
  Below are described various terror groups, their 
  motivations, and their histories.  Before each group 
  is described, relevant information is provided for 
  the GM, including Holy Wars, Operatives, Size, 
  Cells, and Financial Resources.
  Holy Wars: An organization’s Holy Wars 
  determine which targets Zealots and Terrorists 
  will get bonuses against, and in general who the 
  organization will conduct operations against.  As the 
  campaign progresses, these enemies may change, 
  and a change in leadership in the organization will 
  almost always add an enemy to the list.
  Operatives: This indicates where you are likely 
  to encounter members or afﬁliates of a group 
  in small numbers.  These afﬁliates will usually 
  not have access too much of the organization’s 
  resources (maximum requisition value being one-
  fourth the organization’s resources.
  Size: Size indicates the general size of the 
  organization, including leadership, die-hard 
  members, afﬁliates and those who provide aid.  
  Small organizations are more difﬁcult to locate and 
  track through the Investigate skill, but tend to have 
  more resources.
  Home Base: A group’s main bases of operations.
  Cells: Cells indicate where the organization 
  has active cells working on future terrorist action.  
  Members of a Cell will have the Cell or Splinter 
  Cell feat, and thus be much harder to trace back to 
  the home organization with the Investigate skill.  
  “Certain groups of people: Christian 
  Fundamentalists, Jewish Fundamentalists, 
  Muslim Fundamentalists, and just plain guys 
  from Montana, are eventually going to provide 
  us with a great deal of entertainment.” 
  George Carlin
  Max and Bri walked hand in hand down by 
  the water.  Following that business with the 
  Hanmei and Marcel, they had come to South 
  Korea, the place where Bri’s soul could always 
  feel at home.  They were two lovers, trying to 
  rediscover what they’d lost.
  “Bri! Max!”
  They turned, seeing Kimmy running up to 
  them at full tilt.  Max laughed, “I told you the 
  old man would send someone after us.”
  Then they saw the blood. About twenty yards 
  away from the couple, Kimmy collapsed, blood 
  seeping from her shoulder.
  Kimmy woke to ﬁnd Max and Bri standing 
  over her, she started to sit up.  “Where…”
  Max shook his head.  “Don’t move.  Don’t.  
  You took a through and through to the shoulder.  
  I patched you up, but stay still.”
  Kimmy’s eyes wandered lazily around the 
  small minbak the couple had rented.  Max 
  got up, giving Bri room to sit on the edge of 
  the bed.  “Kimmy, it’s Bri honey, we need to 
  know… where’s my father?  You and he went 
  to see the old Korean Folk Village.  Do you 
  remember?”
  Suddenly, the girl’s glazed eyes focused 
  on Bri.  Her hand grabbed the older woman’s 
  forearm in a bruising grip.  “They took him Bri.  
  They had masks, and guns.  I tried to stop them, 
  but they shot me, and then I just ran.  I knew I 
  had to ﬁnd you.  I knew…”
  And then she was unconscious, those words 
  taking the last of her energy.
  
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  Cells can requisition Equipment at a –6 penalty, 
  while Splinter Cells requisition equipment at a –10.
  Financial Resources: The wealth of the group. 
  The number given is the maximum Wealth value of 
  items that may be requisitioned from the group. 
  17 November
  17 November was established in 1975, and named 
  after a student uprising that occurred two years 
  earlier (November 17th 1973) that protested the 
  government’s military ties to the United States.  The 
  group seeks the removal of U.S. military bases, 
  and the withdrawal of Greece from NATO and the 
  European Union (EU).
  17 November has engaged in the assassination of 
  U.S. and Greek ofﬁcials, bombing and assassination 
  of EU targets, and attacks on foreign companies 
  investing in Greece.  Kidnapping of foreign 
  businessmen is a possibility, both as a means of 
  raising capital, and to draw further attention to their 
  cause from the international community.  
  Recently, rocket attacks have been conducted 
  against targets of opportunity.  These attacks seem 
  to be more spur of the moment, rather than planned 
  operations.
  Holy Wars:  Greek Government, European 
  Union, NATO, United States.
  Operatives: Europe, Turkey, Cyprus.
  Size: Small.
  Home Base:  Athens, Greece.
  Cells:  Europe.
  Financial Resources: +15 (well funded by a 
  small, committed group).
  Group Requirements
  To qualify for 17 November a character must meet 
  the following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 
  3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency, Exotic Firearms Proﬁciency 
  (Rocket Launchers)
  Group Features
  All of the following are features of 17 November. 
  These specialties and abilities take effect 30 days 
  after you join the group and last until 30 days after 
  you leave the group. 
  Group Specialties: +2 competence bonus to 
  Demolitions skill checks, +1 competence bonus 
  with rocket launchers. 
  Group Enemies: Members of 17 November 
  receive a +1 morale bonus to hit and damage when 
  ﬁghting American or Greek military or government 
  ofﬁcials. 
  Typical 17 November terrorist (Strong Hero 
  3) CR 3; Medium-size humanoid; HD 3d8+3; HP 
  17; Mas 13; Init +2; Spd 30 ft; Defense 15, touch 
  14, ﬂatfooted 13 (+0 size, +2 Dex, +2 class, +1 
  equipment); BAB +3; Grap +5; Atk +5 melee 
  (1d4+4, Combat Martial Arts), or +5 ranged (2d4+0, 
  Walther PPK); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  none; SV Fort +3, Ref +3, Will +0; AP 1; Rep +0; 
  Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 12. 
     Occupation: Military (Demolitions, Knowledge 
  [Tactics]) 
     Skills: Climb +5, Craft (structural) +3, 
  Demolitions +3, Knowledge (Streetwise) +3, 
  Knowledge (Tactics) +3, Repair +3 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Combat Martial Arts, Exotic 
  Firearms Proﬁciency (rocket launchers), Personal 
  Firearms Proﬁciency 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Leather Jacket, Walther PPK
  Plot Hook: Anniversary Present:  On November 
  17th group members decide to remind the world of 
  their cause by kidnapping an American serviceman, 
  Capt. Ronald Tracy, having lunch with his 
  girlfriend.  Unknown to the terrorists, the girl is 
  the daughter of an American ambassador.  Since 
  she would make a much better “statement” than a 
  ﬁghter pilot, and one hostage is easier to care for 
  than two, Greek Intelligence believes Capt. Tracy 
  will be killed the moment the group discovers the 
  girl’s identity. 
  At the insistence of the Greek government, 
  American special operations forces must work with 
  Greek authorities and free the hostages before the 
  situation turns into a major international incident.  
  Also, one member of the Greek forces the PCs are 
  working with is a 17 November plant, who will try 
  to alert his fellows to the identity of the girl without 
  being detected.  Worse, if he is unable to do that, 
  he will try to turn any operation into a bloodbath, 
  killing his fellows to turn them into martyrs, as well 
  as the hostages, and damaging both the reputation 
  of the Greek and American forces, but also souring 
  their relations with one another. 
  Abu-Nidal 
  Abu-Nidal (also known as Black September) and 
  its leader, Sabri al-Banna, split from the PLO in the 
  1970’s.  Since that time, Abu-Nidal has engaged in 
  terrorist operations in over twenty countries, killing 
  close to a thousand people.  Targets have included 
  the United States, Great Britain, Israel, the PLO, 
  moderate Palestinians and Arabs.
  Abu-Nidal is believed responsible for the Pan Am 
  Flight 73 Hijacking in 1986, and the assassination 
  of two high-ranking PLO ofﬁcials in the early 
  nineties.  For unknown reasons, Abu-Nidal has not 
  attacked a Western target since the late 1980’s.
  The membership of Abu-Nidal is believed 
  
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  to be close to ﬁve hundred, and in the past the 
  organization has received money, equipment, 
  training, and logistical support from Iraq, Syria, 
  and Libya.  Due to a falling out with Syria in 1987, 
  and current United States and British operations in 
  Iraq, it is believed that this organization’s external 
  support has been considerably diminished of late.
  Holy Wars:  Israel, PLO, moderate Arabs, 
  Palestinians, and Muslims; previously the United 
  States (Abu-Nidal has not attacked a United States 
  target since the late eighties.  Future attacks are still 
  a possibility, however, since no formal cessation 
  of hostilities has been declared and the United 
  States continues to work with Abu-Nidal’s enemies, 
  particularly Israel.)
  Operatives: Europe, Africa, 
  Middle East, Asia.
  Size: Medium.
  Home Base:  Believed to 
  have relocated to Iraq in 1998.  
  Previously believed to be based in 
  the Bekaa Valley of Lebanon.
  Cells: West Bank, Lebanon, Syria, 
  Sudan.
  Financial Resources: previously +25 
  (considerable external support from Iraq, 
  Syria, and Libya); currently +20 after 
  ongoing operations in Iraq and a falling out 
  with Syria (considerable external support from 
  Libya).
  Group Requirements
  To qualify for Abu Nidal a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Hide 6 ranks, Move Silently 6 ranks, 
  Demolitions 6 ranks
  Feats: Personal Firearms
  Group Features
  All of the following are features of Abu Nidal. 
  These specialties and abilities take effect 30 days 
  after you join the group and last until 30 days after 
  you leave the group.
  Group Specialties: +4 competence bonus to 
  Demolitions skill checks; +4 competence bonus 
  Hide and Move Silently skill checks in desert or 
  urban terrain. 
  Group Enemies: +1 morale bonus to attack 
  and damage rolls against the PLO and moderate 
  Palestinians and Arabs. +2 morale bonus to attack 
  and damage rolls against American and Israeli 
  military forces.  
  Typical Abu Nidal member (Fast Hero 3) CR 
  3; Medium-size humanoid; HD 3d8+3; HP 17; 
  Mas 13; Init +2; Spd 40 ft; Defense 16, touch 16, 
  ﬂatfooted 14 (+0 size, +2 Dex, +4 class); BAB 
  +2; Grap +4; Atk +4 melee (1d4+2, Knife), or +4 
  ranged (2d6+0, Ruger Service Six); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL none; SV Fort +2, Ref +4, Will 
  +1; AP 1; Rep +1; Str 14, Dex 15, Con 13, Int 12, 
  Wis 10, Cha 8. 
     Occupation: Military (Demolitions, 
  Survival) 
     Skills: Craft (mechanical) +4, 
  Demolitions +7, Drive +8, Hide 
  +10, Knowledge (Streetwise) +4, 
  Move Silently +10, Survival +6 
     Feats: Armor Proﬁciency 
  (light), Endurance, Personal 
  Firearms Proﬁciency, Point Blank 
  Shot, Stealthy 
     Talents (Fast Hero): Increased Speed, 
  Improved Increased Speed 
     Possessions: Knife, Ruger Service Six
  Plot Hook: The Great Escape:  High-
  ranking Abu-Nidal organizers, trapped in Iraq 
  since the beginning of American and British 
  operations there, have decided the time has come 
  to slip out of the country.  American and British 
  special operations are alerted to the pending escape 
  by Saudi intelligence.  The group’s plan is to slip 
  out of Iraq into Jordan (a country not at all friendly 
  to terrorists), pass through Jordan to Egypt (another 
  country that would happily arrest and kill them) to 
  make their way to Libya where they can expect safe 
  haven.
  
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  Depending on how evil the GM is feeling, the 
  PCs could apprehend the terrorists’ small, heavily-
  armed convoy in the desert on their way to the 
  Jordan border, or the PCs could be forced to pursue 
  the terrorists through Jordan and Egypt, where 
  the PCs will not be much more welcome than the 
  terrorists.  Collateral damage or civilian casualties 
  would be a nightmare for America, but the terrorists 
  are considered an important enough target to risk it.  
  GMs who wish to complicate matters further could 
  have Jordan decline American requests for special 
  operations to seek the terrorists in their country (this 
  is the most realistic response they would have in 
  fact), and have the PCs ordered to attempt a covert, 
  illegal apprehension of the terrorists in Jordan or 
  Egypt.
  Abu Sayyaf
  Abu Sayyaf seeks to create an independent 
  Muslim state in Mindanao, an area of the Southern 
  Philippines with a large Muslim population.  Their 
  leader was killed in a clash with police in 1998, and 
  the current leadership of the group is unknown at 
  the present time.
  Many members of Abu Sayyaf went to ﬁght with 
  the Mujahadin resistance to the Soviet invasion 
  of Afghanistan, and this action led to members 
  returning to the Philippines with Al-Qaeda contacts, 
  as well as better training, battle experience, 
  and more radical views toward America. After 
  September 11th, United States Special Operations 
  units have been aiding the Philippine military in 
  their attempts to combat Abu Sayyaf.
  Throughout April 2002, Abu Sayyaf claimed 
  responsibility for a series of bombings in the 
  Mindanao city of General Santos.  The organization 
  is also known for kidnapping foreign tourists.  
  Twenty tourists seized in May 2001 were either 
  ransomed for large amounts of money (one of the 
  organization’s methods of raising capital to continue 
  its activities) or killed in June 2002, and the United 
  States, Britain, Australia, and Canada have travel 
  advisories in place warning tourists to avoid the 
  Island of Mindanao, although unexploded bombs 
  were discovered in the northern city of Manila in 
  March 2002.
  Holy Wars:  Philippine Government, United 
  States.
  Operatives: Afghanistan.
  Size: Small.
  Home Base: Southern Philippines (Mindanao 
  Island and Sulu Archipelago).
  Cells: None.
  Financial Resources: +16 (small group of 
  devoted followers with outside aid from Al-Qaeda, 
  and other Mid East and Asian Islamic terror 
  organizations).
  Group Requirements
  To qualify for Abu Sayyaf a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Knowledge (streetwise) 3 ranks, 
  Demolitions 3 ranks, Hide 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Abu Sayyaf. 
  These specialties and abilities take effect 30 days 
  after you join the group and last until 30 days after 
  you leave the group. 
  Max was yelling into the phone.  Bri helped Kimmy sit up so she could sip some tea.
  “No. No. I don’t give a fuck who you are.  I want to speak to General Eiling.  A Japanese citizen was 
  kidnapped today, an ex-Ambassador.  He is a personal friend of the General.  Is this starting to soak 
  through to your ass where the thinking part of you is, Lieutenant?  No, I won’t give you my number.  
  I’m going to stand here on hold while criminals hold the General’s friend, who is very elderly and could 
  die at any moment, while you haul your ass like it never has been hauled and get the General on the 
  phone for me soldier!”
  Max ﬁnally paused for breath, sinking into a chair and exhaling heavily.
  “Ok, I have impressed on Lieutenant Waid the importance of his waking the General up.”
  Bri sat down on the huge bald man’s lap, “You know you’re amazing when you get like that right?”
  Max just laughed.  “Yeah I know, I was here the whole time remember gorgeous? How’s the patient?”
  Bri looked over at the bed, suddenly serious, watching the girl, who was already asleep again.  “Better. 
  Not a bad job for someone who supposedly had very little medical training.  She just needs rest.  How 
  she made it all the way to us with that wound is a mystery to me.”
  Max shrugged, one arm slipping lazily around Bri’s waist. “She’s tough, that’s how. Listen, there’s 
  something you need to know.  I didn’t think this would be an issue, but I have a pretty good idea who 
  these guys are that nabbed your old man, and I want to tell you before you hear me tell the General.”
  Bri just looked down at him, chestnut and blonde hair a beautiful contrasting frame to the almost 
  perfect oriental cast of her face.  Max steeled himself. He hated it when she did that.  She was the most 
  beautiful woman in the world when she was all quiet and serious like that.
  “Your father wasn’t just an ambassador, Bri.  Your father was a spy.”
  
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  Group Specialties: +2 competence bonus to 
  Demolitions skill checks, +2 competence bonus to 
  Hide and Survival checks in Philippines
  Group Enemies: Members of Abu Sayyaf 
  receive a +1 morale bonus to hit and damage 
  when ﬁghting American or Philippine military or 
  government ofﬁcials.
  Typical Member of Abu Sayyaf (Fast Hero 3) 
  CR 3; Medium-size humanoid; HD 3d8+6; HP 
  20; Mas 14; Init +2; Spd 40 ft; Defense 18, touch 
  16, ﬂatfooted 16 (+0 size, +2 Dex, +4 class, +2 
  equipment); BAB +2; Grap +3; Atk +3 melee 
  (1d4+1, Knife), or +4 ranged (2d8+0, AK-47); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, 
  Ref +4, Will +2; AP 1; Rep +1; Str 13, Dex 15, Con 
  14, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Craft (mechanical) +3, Demolitions +6, 
  Drive +5, Hide +7, Knowledge (Streetwise) +3, 
  Move Silently +4, Survival +7 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Dodge, Mobility, Personal 
  Firearms Proﬁciency 
     Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Al-Jihad
  Al-Jihad seeks to overthrow the government of 
  Egypt and replace it with an Islamic state.  Targets 
  high-ranking Egyptian government ofﬁcials, such as 
  Cabinet ministers, for assassination.  Assassinated 
  Egyptian President Anwar Sadat in 1981.
  Ayman al-Zawahiri, a key leader of one Al-Jihad 
  faction, is believed to be in Afghanistan right now, 
  and is believed to be a key ally of Bin-Laden’s Al-
  Qaeda, who provide Al-Jihad with funding.
  One of the most effective tactics employed by Al-
  Jihad is the surprise SMG attack launched from the 
  back of a motorcycle. This was the attack method 
  used in the assassination of President Sadat. 
  Holy Wars: Egyptian Government, Israel, United 
  States.
  Operatives: Africa, Middle East, Europe.
  Size: Medium.
  Home Base: Cairo, Egypt.
  Cells: Afghanistan, Pakistan, Sudan, Britain.
  Financial Resources: +20 (supported by Al-
  Qaeda, Iran, and Sudan, as well as from Islamic 
  charities and donations).
  Group Requirements
  To qualify for Al-Jihad a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Drive 3 ranks
  Feats: Personal Firearms Proﬁciency, Drive-by 
  Attack, Weapon Focus (Skorpion)
  Group Features
  All of the following are features of Al-Jihad. 
  These specialties and abilities take effect 30 days 
  after you join the group and last until 30 days after 
  you leave the group. 
  Group Specialties: +2 competence bonus to 
  Knowledge (tactics) and Drive skill checks. 
  Group Enemies: Members of Al-Jihad receive a 
  +1 morale bonus to hit and damage when ﬁghting 
  American or Egyptian military or government 
  ofﬁcials.
  Typical Member of Al-Jihad (Strong Hero 3) 
  CR 3; Medium-size humanoid; HD 3d8+6; HP 
  20; Mas 14; Init +2; Spd 30 ft; Defense 16, touch 
  14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, +2 
  equipment); BAB +3; Grap +4; Atk +4 melee 
  (1d4+3, Knife), or +6 ranged (2d4+0, Skorpion); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, 
  Ref +3, Will +0; AP 1; Rep +0; Str 13, Dex 15, Con 
  14, Int 12, Wis 8, Cha 10. 
     Occupation: Military (Demolitions, Drive) 
     Skills: Climb +3, Craft (structural) +4, 
  Demolitions +4, Drive +8, Knowledge (Streetwise) 
  +4, Knowledge (Tactics) +4, Repair +4 
     Feats: Armor Proﬁciency (light), Combat 
  Driving, Drive-by Attack, Personal Firearms 
  Proﬁciency, Weapon Focus (Skorpion SMG) 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, Skorpion
  Plot Hooks (Devil’s Bargain): Abu-Nidal 
  organizers, ﬂeeing Iraq, with American and British 
  forces nipping at their heels, barter Sarin Nerve gas 
  with Al-Jihad for safe haven and passage to Libya. 
  If the PCs are illegally pursuing Abu-Nidal through 
  Cairo, this would be an especially evil plot twist.  
  (See the Great Escape plot hook under Abu Nidal 
  for more information).
  Al-Qaeda 
  Al-Qaeda (“The Base”) grew out of the Mujahadin 
  resistance to the Soviet invasion of Afghanistan.  
  Although this resistance was supported by many, 
  the two forces with the greatest bearing on the 
  eventual formation of Al-Qaeda as it is known today 
  from the Mujahadin are the United States Central 
  Intelligence Agency, and Usama Bin Laden.  
  Many of the Mujahadin were trained in 
  paramilitary and unconventional warfare tactics by 
  the CIA, and felt there was an implied promise that 
  America would help Afghanistan rebuild from the 
  long and bloody conﬂict with the Soviets.  When 
  the United States “abandoned” the Mujahadin after 
  the Soviet withdrawal, a deep hatred of the United 
  States was sparked in many of the revolutionaries 
  that had ﬂocked from the Middle East to join 
  
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  Blood and Guts
  the conﬂict as these soldiers, with their Jihad 
  experience returned home to countries such as 
  Egypt, Algeria, and Saudi Arabia.
  In an effort to fund the Mujahadin, many Arab 
  “money men” were brought into the picture.  One 
  of these was Usama Bin Laden, who, after the 
  Soviet withdrawal from Afghanistan, began to 
  shape the organization, using his vast personal 
  wealth to provide training camps and “courtesy 
  houses”.  United States citizens were recruited to 
  make ﬁnancial transactions on behalf of Al-Qaeda, 
  allowing these transactions to draw less attention 
  from the authorities.  In the early 90’s, Al-Qaeda 
  issued several Fatwahs, or interpretations of Islamic 
  law stating the just and noble cause of destroying 
  the United States, Israel, and various “illegitimate” 
  governments (those deemed to be supported by the 
  United States, such as Egypt and Saudi Arabia).  
  One of these Fatwahs stated, “in compliance with 
  God’s order we issue the following fatwah to all 
  Muslims: the ruling to kill the Americans and 
  their allies, including civilians and military, is an 
  individual duty for every Muslim who can do it in 
  any country in which it is possible to do it.”
  After the Gulf War, in 1991, and Operation: 
  Restore Hope in Somalia in 1992, which Al-Qaeda 
  saw as American precursors to occupation 
  of the Holy Land, Al-Qaeda became 
  even more focused on the destruction 
  of the United States.
  Al-Qaeda maintains close ties 
  with numerous groups that share 
  its goals, including Al-Jihad and 
  Egyptian Islamic Jihad, and has 
  contacts with terrorist groups in 
  Sudan, Saudi Arabia, Yemen, 
  Somalia, Eritrea, Djibouti, 
  Afghanistan, Pakistan, Bosnia, 
  Croatia, Albania, Algeria, Tunisia, 
  Lebanon, the Philippines, Tajikistan, 
  Azerbaijan, the Kashmiri region of India, and the 
  Chechen rebels in Russia. Al-Qaeda is known or 
  suspected to have cells operating in Kenya, Britain 
  and the United States.
  Since 1993 Al-Qaeda has been involved in attacks 
  in Somalia, Kenya, Tanzania, Yemen and 
  the United States that have resulted in 
  thousands of deaths.
  Al-Qaeda is an umbrella organization.  They 
  provide logistical aid, money and training to 
  small groups who share their goals (usually the 
  destruction of enemies on Al-Qaeda’s Holy War 
  list).  The result of this chaotic network makes 
  Al-Qaeda uniquely difﬁcult to track.  In 
  game terms, each group working under 
  the Al-Qaeda umbrella is a Cell or 
  Splinter Cell.
  Holy Wars:  United States, Israel, 
  “inﬁdel governments” (varies- includes 
  Egypt, Saudi Arabia, all secular 
  governments, and all pro-Western 
  governments).
  Operatives: Global.
  Size: Large (but see below).
  Home Base: Afghanistan.
  Cells:  Africa, Britain, Saudi Arabia, 
  United States.
  Financial Resources:  +40 (virtually 
  unlimited resources; large internal support 
  from leader Usama Bin Laden, as well as 
  extensive external support).
  Note: Since Al-Qaeda is a network of 
  likeminded organizations, there 
  are no group requirements, 
  features or typical members. 
  Operatives from any afﬁliated 
  organization will be recruited 
  based on the requirements of the 
  target the group wishes to attack. 
  
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  Alex Bancayao Brigade
  Formed in the mid-1980’s, the ABB performs 
  acts of terror and assassination on behalf of the 
  Manila Communist party, dedicated to turning the 
  Philippines into a communist country.
  ABB has been credited with more than 100 
  murders, including the death of American Army 
  Colonel James Rowe in 1989.  In the mid 90’s 
  Philippine law enforcement successfully engaged in 
  several successful raids on the organization, killing 
  and imprisoning many key members.  Although 
  thought destroyed by these raids, a subsequent 
  assassination of a high-ranking Philippine ofﬁcial 
  shows the group, though seriously weakened, still 
  maintains the ability to strike.
  Holy Wars: Philippine Government, United 
  States.
  Operatives:  Manila.
  Size: Small.
  Home Base: Manila.
  Cells: None.
  Financial Resources: +10 (small group that has 
  recently taken serious blows due to clashes with 
  law enforcement; some outside assistance from the 
  Revolutionary Proletariat Party).
  Group Requirements
  To qualify for Alex Bancayo Brigade a character 
  must meet the following criteria. 
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Alex Bancayo 
  Brigade
  Group Specialties: +2 competence bonus to 
  Intimidate skill checks; +2 competence bonus to 
  Survival and Hide checks in the Philippines.
  Group Enemies: Members of Alex Bancayo 
  Brigade gain a +1 morale bonus to attack and 
  damage roles when ﬁghting American or Philippine 
  military or government forces. 
  Typical Member Alex Bancayo Brigade (Tough 
  Hero 3) CR 3; Medium-size humanoid; HD 3d10+6 
  plus 6; HP 29; Mas 15; Init +2; Spd 30 ft; Defense 
  16, touch 14, ﬂatfooted 14 (+0 size, +2 Dex, +2 
  class, +2 equipment); BAB +2; Grap +3; Atk +3 
  melee (1d4+1, Knife), or +4 ranged (2d8+0, AK-
  47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV 
  Fort +4, Ref +3, Will +2; AP 1; Rep +1; Str 13, Dex 
  14, Con 15, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +3, Demolitions +3, 
  Drive +7, Hide +4, Intimidate +2, Pilot +4, Survival 
  +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Toughness, Vehicle Expert 
     Talents (Tough Hero): Robust, Damage 
  Reduction 1/— 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Armed Islamic Group 
  Armed Islamic Group is an extremely violent group, 
  seeking to replace the Algerian government with 
  an Islamic religious state.  Terrorist activities began 
  in the early 90’s when the Islamic Salvation Front 
  (FIS), Algeria’s largest Islamic political party won 
  seats in the ﬁrst round of a legislative election, and 
  the government voided the results of that election 
  (whether because the election results were tainted or 
  because the government simply wanted to keep the 
  FIS out of power is a subject of some debate).
  GIA engages in frequent attacks against 
  foreigners, particularly journalists and businessmen.  
  GIA also conducts particularly bloody attacks 
  against villages who disagree with their views, and 
  has massacred entire villages in successive terror 
  campaigns. Also uses car bombs, and is known for 
  kidnapping victims and slitting their throats.
  The GIA hijacked an Air France ﬂight to Algiers 
  in 1994, and is suspected of a series of bombings in 
  France in 1995.
  The GIA has an estimated several thousand 
  members, and receives support from Algerian 
  nationals living in Western Europe.  GIA also 
  receives support from Sudan and Iran. Algeria has 
  severed all diplomatic relations with Iran as a result 
  of their support of the GIA.
  Holy Wars: Algerian Government, United States.
  Operatives: Africa, Iran, Sudan, Western Europe.
  Size: Medium.
  Home Base: Algeria.
  Cells: France.
  Financial Resources: +20 (medium organization 
  supported by Algerian expatriates in Western 
  Europe, as well as receiving support from Iran and 
  Sudan).
  Group Requirements
  To qualify for Armed Islamic Group a character 
  must meet the following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 
  3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of Armed Islamic 
  Group. 
  Group Specialties: +2 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks; 
  +2 competence bonus to Hide and Survival skill 
  checks in Alegeria
  
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  Group Enemies: +1 morale bonus to attack and 
  damage rolls when ﬁghting American or Algerian 
  military or government forces. 
  Typical Member Armed Islamic Group (Strong 
  Hero 3) CR 3; Medium-size humanoid; HD 3d8+3; 
  HP 17; Mas 13; Init +2; Spd 30 ft; Defense 16, 
  touch 14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, 
  +2 equipment); BAB +3; Grap +5; Atk +5 melee 
  (1d4+4, Knife), or +6 ranged (2d10+0, HK G3); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, 
  Ref +3, Will +1; AP 1; Rep +0; Str 14, Dex 15, Con 
  13, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +4, Demolitions +7, 
  Hide +6, Knowledge (Streetwise) +4, Knowledge 
  (Tactics) +7, Move Silently +3, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Stealthy, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, HK G3
  Aum Supreme Truth
  A cult established in 1987, Aum was at one time a 
  legal, legitimate religion under Japanese law and 
  ran candidates for Parliamentary election in 1989. 
  The cult believes that “Armageddon” is near, and 
  will be caused when the United States attacks Japan, 
  starting World War III.
  In the late 80’s the group began its ﬁrst 
  terrorist activities, targeting rival cult leaders and 
  reporters critical of the group. When the group’s 
  Parliamentary bids proved unsuccessful, the 
  organization became increasingly radical, and 
  attacks moved from those who opposed the cult 
  directly to Japanese and American authorities.
  In 1995 the group’s religious recognition was 
  revoked, but it was not outlawed.  In March of 
  that year, Aum operatives released Sarin nerve 
  gas on the Tokyo subway, killing 12 and injuring 
  6,000.  The organization also has attempted to use 
  biological weapons without success.
  Although the leader of Aum was arrested and 
  has been charged with 17 counts of murder, 
  the organization continues recruitment, and its 
  website still promotes the group taking over Japan, 
  anti-American sentiment, and the imminence of 
  Armageddon.
  Shortly before the subway attacks, Aum claimed 
  to have 9,000 members in Japan, and 40,000 
  members worldwide.  Its current membership is 
  unknown, but estimated at 2,000 members.
  However, reports indicate Aum now seeks 
  nuclear and radiological materials, and the Japanese 
  government is so convinced of the movement’s 
  continued danger to public safety that it has 
  successfully expanded police powers to investigate 
  the group. 
  Holy Wars:  Japan, United States.
  Operatives:  Australia, Russia, Ukraine, 
  Germany, Taiwan, Sri Lanka, United States.
  Size: Large.
  Home Base: Japan.
  Cells: Unknown.
  Financial Resources: +21 (large organization 
  with legitimate businesses and many contributors).
  Group Requirements
  To qualify for Aum Supreme Truth a character must 
  meet the following criteria.
  Skills: Craft (chemical) 6 ranks, Craft (electronic) 
  6 ranks, Demolitions 6 ranks
  Feats: Builder
  Group Features
  All of the following are features of Aum Supreme 
  Truth.
  Group Specialties: +2 competence bonus to 
  Craft (chemical), Craft (electronic) and Demolitions 
  skill checks
  Group Enemies: +1 morale bonus to attack and 
  damage rolls when ﬁghting American or Japanese 
  government or military forces.
  Typical Aum Supreme Truth Member (Smart 
  Hero 3) CR 3; Medium-size humanoid; HD 3d6+3; 
  HP 14; Mas 12; Init +1; Spd 30 ft; Defense 12, 
  touch 12, ﬂatfooted 11 (+0 size, +1 Dex, +1 class); 
  BAB +1; Grap +1; Atk +1 melee (1d3+0, Unarmed 
  Strike), or +2 ranged (2d6+0, Ruger Service Six); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort 
  +2, Ref +2, Will +4; AP 1; Rep +1; Str 10, Dex 13, 
  Con 12, Int 15, Wis 14, Cha 8. 
     Occupation: Technician (Computer Use, Craft 
  [chemical], Craft [electronic]) 
     Skills: Computer Use +8, Craft (chemical) +13, 
  Craft (electronic) +10, Craft (mechanical) +8, Craft 
  (pharmaceutical) +8, Demolitions +10, Disable 
  Device +10, Knowledge (Current Events) +8, 
  Knowledge (Tactics) +8, Knowledge (Technology) 
  +8, Knowledge (Theology and Philosophy) +5, 
  Repair +5 
     Feats: Builder (Craft [chemical], Craft 
  [electronic]), Cautious, Combat Expertise, Personal 
  Firearms Proﬁciency 
     Talents (Smart Hero): Savant (Craft [chemical]), 
  Plan 
     Possessions: Ruger Service Six
  Plot Hook: The stuff of nightmares:  South 
  Korean intelligence alerts PCs that Aum operatives 
  have made contact with North Korean intelligence 
  about purchasing radiological materials suitable for 
  the construction of a dirty bomb (a conventional 
  bomb used to spread radiological materials, and 
  thus spreading toxic radiation- not an atomic or 
  nuclear weapon, but still capable of causing mass 
  
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  Blood and Guts
  casualties by both the explosion itself and lingering 
  radiation).  
  This adventure could be played out in several 
  ways.  First, the PCs could seek the materials 
  en route from North Korea to Japan in a fast, 
  well armed, speedboat ﬂotilla.  This would be an 
  especially interesting mission for a SEAL/Special 
  Boat Unit party.  For PCs with a more investigative 
  bent, the adventure could begin with the materials 
  already in Tokyo, with Parliamentary elections 
  underway, the PCs must coordinate with Tokyo 
  police and track the group down before the bomb is 
  constructed and detonated.
  Basque Fatherland and Liberty 
  Formed in the 50’s, ETA (Euzkadi Ta Askatasuna) 
  is devoted to the formation of an independent 
  Basque state, devoted to Marxist ideals from areas 
  now part of Northern Spain and Southern France.  
  ETA has engaged in bombings and assassination 
  of Spanish judges, politicians, and military forces.  
  The organization also engages in robberies and 
  kidnappings to ﬁnance its operations.
  In addition to ties with Nicaraguan and Cuban 
  Marxist organizations, ETA also has ties with 
  Libyan and Lebanese terrorist groups, as well as 
  the IRA. Cuba has provided safe haven for ETA 
  refugees seeking to escape Spanish and French 
  authorities.
  Holy Wars:  Spain, France.
  Operatives: Libya, Lebanon, Nicaragua, Cuba.
  Size: Medium.
  Home Base: Northern Spain/Southern France.
  Cells: None.
  Financial Resources:  +16 (medium group with 
  training support from Marxist/Communist countries 
  worldwide, particularly Cuba).
  Group Requirements
  To qualify for Basque Fatherland and Liberty a 
  character must meet the following criteria.
  BAB: 2+
  Skills: Demolitions 3 ranks, Hide 3 ranks, Move 
  Silently 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Basque 
  Fatherland and Liberty.
  Group Specialties: +2 competence bonus to 
  Demolitions skill checks; +2 competence bonus 
  to Hide and Move Silently skill checks in Basque 
  region of Northern Spain and Southern France.
  Group Enemies: +1 morale bonus to attack 
  and damage rolls when ﬁghting Spanish or French 
  government or military forces. 
  Typical Member Basque Fatherland and Liberty 
  (Fast Hero 3) CR 3; Medium-size humanoid; HD 
  3d8+3; HP 17; Mas 13; Init +2; Spd 30 ft; Defense 
  16, touch 16, ﬂatfooted 14 (+0 size, +2 Dex, +4 
  class); BAB +2; Grap +4; Atk +4 melee (1d4+2, 
  Combat Martial Arts), or +4 ranged (2d6+0, Beretta 
  92F); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV 
  Fort +2, Ref +4, Will +2; AP 1; Rep +1; Str 14, Dex 
  15, Con 13, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Craft (mechanical) +3, Demolitions +6, 
  Drive +5, Hide +5, Knowledge (Streetwise) +3, 
  Move Silently +5, Pilot +5, Survival +4, Tumble +5 
     Feats: Combat Martial Arts, Dodge, Mobility, 
  Personal Firearms Proﬁciency, Point Blank Shot 
     Talents (Fast Hero): Evasion, Uncanny Dodge 1 
     Possessions: Beretta 92F
  It was a week later.  Kimmy and Bri were talking over by the window. Max hung up the phone.  Bri 
  turned, the dusk light making her hair glow as it ﬁltered into the small room.  “What did they say?”
  “They said there are no known currently active terrorist groups in South Korea, there have been no 
  known terrorist attacks in South Korea for… blah blah blah.  They said nothing. Basically.”
  Bri shook her head and headed for her gym bag.  “I’m calling some friends of mine.  They have 
  helped me with stories in the past, back when I worked for the Sentinel.  They will know something and 
  then we…”
  Max reached out and snared her hand, gently pulling her close.  “I’m sorry. He asked me not to tell 
  you.”
  Brianna let herself be pulled closer, speaking softly, “I’m not mad at you per se Max.  But dad’s career 
  was always a big issue for me.  Mom always seemed so worried about him.  About me.  I guess I know 
  why now.  You didn’t lie to me Max. He did.  His whole life was a lie.”
  Max shook his head. “When you’re in that life, you agree not to talk about it.  It’s a solemn duty.  
  There’s things I did in the service I can’t talk about either.  It comes with the territory.”
  Brianna just nodded as she dug out her Palm and started looking for the phone number she needed.  
  Just before she turned away, in a soft voice she said, “You’re just like him, which is why you always 
  scared me Max.”
  
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  Blood and Guts
  Continuity Irish Republican Army 
  A very small group (estimated around 50 members) 
  that broke away from Sinn Fein (the IRA’s political 
  arm) when peace was signed with Britain that 
  continues the ﬁght to unite Ireland and continues 
  to attack British and Irish Protestant targets. They 
  continue to engage in assassinations, bombings, 
  kidnappings, and even the occasional attack on 
  Protestant towns.
  Holy Wars: Britain, Irish Protestants.
  Operatives: Britain, Ireland.
  Size: Small.
  Home Base: Northern Ireland.
  Cells: None.
  Financial Resources: +15 (very small group, but 
  with outside aid from extremist supporters in the 
  United States).
  Group Requirements
  To qualify for Continuity Irish Republican Army a 
  character must meet the following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Knowledge 
  (streetwise) 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of Continuity Irish 
  Republican Army.
  Group Specialties: +2 competence bonus to 
  Demolition skill checks; +2 competence bonus 
  to Hide and Knowledge (streetwise) checks in 
  Northern Ireland. 
  Group Enemies: +1 morale bonus to attack 
  and damage rolls when ﬁghting British and Irish 
  government or military ofﬁcials.
  Typical Member Continuity Irish Republican 
  Army (Strong Hero 3) CR 3; Medium-size 
  humanoid; HD 3d8+6; HP 20; Mas 14; Init +2; Spd 
  30 ft; Defense 16, touch 14, ﬂatfooted 14 (+0 size, 
  +2 Dex, +2 class, +2 equipment); BAB +3; Grap 
  +4; Atk +4 melee (1d4+3, Knife), or +6 ranged 
  (2d10+0, HK G3); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL none; SV Fort +4, Ref +3, Will +1; AP 1; Rep 
  +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, 
  Demolitions +7, Hide +4, Knowledge (Streetwise) 
  +4, Knowledge (Tactics) +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Point Blank Shot, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, HK G3
  Dev Sol (Revolutionary Left)
  Egypt’s largest militant group seeks to overthrow 
  the Egyptian government and replace it with an 
  Islamic state.  Dev Sol also signed Usama Bin-
  Laden’s fatwah calling for attacks against the 
  United States, but claims it does not support Al-
  Qaeda.
  Has engaged in attacks against Egyptian 
  government ofﬁcials, Coptic Christians, and 
  moderate Muslims, as well as foreign tourists.  
  Killed 58 foreign tourists in Luxor in 1998.  
  Attempted to assassinate President Hosni Mubarak 
  in Ethiopia in 1995.
  Holy Wars:  Egyptian Government, United 
  States.
  Operatives: Global.
  Size: Medium.
  Home Base: Egypt.
  Cells: Britain, Afghanistan, Austria.
  Financial Resources: +20 (Medium group with 
  popular support in home country and external aid 
  from terrorist groups such as Al-Qaeda and Iranian 
  and Sudanese militants).
  Group Requirements
  To qualify for Dev Sol a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Dev Sol.
  Group Specialties: +2 competence bonus to 
  Intimidate skill checks; +2 competence bonus to 
  Survival and Hide skill checks in Egypt. 
  Group Enemies: +1 morale bonus to attack 
  and damage rolls against American and Egyptian 
  government and military forces. 
  Typical Member of Dev Sol (Tough Hero 3) CR 
  3; Medium-size humanoid; HD 3d10+6 plus 6; HP 
  29; Mas 15; Init +2; Spd 30 ft; Defense 14, touch 
  14, ﬂatfooted 12 (+0 size, +2 Dex, +2 class); BAB 
  +2; Grap +3; Atk +3 melee (1d4+1, Knife), or +4 
  ranged (2d6+0, Beretta 92F); FS 5 ft by 5 ft; Reach 
  5 ft; SQ ; AL none; SV Fort +4, Ref +3, Will +2; AP 
  1; Rep +1; Str 13, Dex 14, Con 15, Int 10, Wis 12, 
  Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Demolitions +3, Drive +5, Hide +5, 
  Intimidate +2, Knowledge (Streetwise) +3, Survival 
  +4 
     Feats: Combat Martial Arts, Double Tap, Personal 
  Firearms Proﬁciency, Point Blank Shot, Toughness 
     Talents (Tough Hero): Robust, Damage 
  Reduction 1/— 
     Possessions: Knife, Beretta 92F
  
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  HAMAS (Islamic Resistance 
  Movement)
  Formed in 1987, HAMAS seeks to replace Israel 
  with an Islamic state.  HAMAS uses both terrorism, 
  as well as peaceful political activity, such as running 
  candidates in West Bank elections, in order to 
  achieve its goals.
  HAMAS engages in spectacular attacks, 
  including suicide bombings, which target Israeli 
  civilians, Palestinian collaborators with Israel, and 
  rival Islamic groups.  The number of “hard core” 
  members of HAMAS (those willing to engage in 
  terrorism) is unknown, but the organization’s total 
  membership likely exceeds ten thousand.
  HAMAS receives extensive funding from 
  Palestinians living abroad, Iran, and private 
  donations from Saudi Arabia and other moderate 
  Arab states. The organization also conducts 
  fundraising and anti-Israeli propaganda campaigns 
  in Europe and North America.
  Recently, HAMAS has been a major roadblock to 
  peace between Israel and Palestine, using carefully 
  timed terrorist attacks to keep the tensions high 
  between the two forces.
  Holy Wars: Israel.
  Operatives: The Middle East.
  Size: Large.
  Home Base: Gaza Strip and the West Bank.
  Cells: Israel, Jordan.
  Financial Resources: +25 (large organization, 
  extensive fund-raising efforts, both illicit, and 
  openly through charities and mosques and political 
  rallies).
  Group Requirements
  To qualify for HAMAS a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Hide 3 ranks, 
  Knowledge (tactics) 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency 
  Group Features
  All of the following are features 
  of HAMAS.
  Group Specialties: 
  +2 competence bonus to 
  Demolitions and Knowledge 
  (tactics) skill checks; +2 
  competence bonus to Hide and 
  Survival checks in the Gaza Strip 
  and the West Bank. +1 competence 
  bonus to attack rolls in the Gaza 
  Strip and the West Bank.
  Group Enemies: +2 morale 
  bonus to attack and damage 
  rolls against Israeli military 
  and government forces.  
  
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  Blood and Guts
  Typical Member of HAMAS (Strong Hero 3) 
  CR 3; Medium-size humanoid; HD 3d8+6; HP 
  20; Mas 14; Init +2; Spd 30 ft; Defense 16, touch 
  14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, +2 
  equipment); BAB +3; Grap +4; Atk +4 melee 
  (1d4+3, Knife), or +6 ranged (2d8+0, AK-47); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, 
  Ref +3, Will +1; AP 1; Rep +0; Str 13, Dex 15, Con 
  14, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, 
  Demolitions +7, Hide +4, Knowledge (Streetwise) 
  +4, Knowledge (Tactics) +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Drive-By Attack, Personal 
  Firearms Proﬁciency, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Plot Hook (Gang War):  The new Palestinian 
  leadership has cracked down on terrorist attacks 
  as part of the “roadmap for peace”, and the result 
  is a counterattack by HAMAS, Palestinian Islamic 
  Jihad, and other militant groups that has thrown 
  the West Bank and Gaza Strip into complete 
  chaos.  The new leadership, teetering on the 
  brink of collapse, has asked the United States for 
  assistance, with one condition: no Israeli Special 
  Operations forces will enter Palestinian held lands; 
  the authorities think all the militant factions would 
  ignore their current differences with each other and 
  the leadership, and concentrate their aggression on 
  the Israelis, sparking a full-scale war.
  The Israelis have agreed to allow use of their 
  territory as a staging area for American special 
  operations, but they warn if the current conﬂict 
  goes on much longer, that they will intervene to 
  prevent a massacre of Israeli civilians still living in 
  settlements.
  A long, dangerous series of adventures could 
  result from this plot hook, with special operations 
  forces ﬁrst securing and evacuating Israeli citizens, 
  and then going after the terrorists.  This would be 
  an excellent adventure to introduce a new terrorist 
  mastermind, pulling the strings.
  Harakat ul-Mujahidin (HUM)
  Harakat ul-Mujahidin (HUM) is an Islamic terrorist 
  group with operates in the Kashmir region of 
  Pakistan and India. HUM is a signer of Bin Laden’s 
  1998 Fatwah calling for attacks against the United 
  States, and terrorist training camps in Afghanistan 
  have been the subject of United States attacks.  
  These attacks have led HUM to promise retribution 
  against the United States.
  HUM has been responsible for terrorist attacks 
  against India, and numerous operations in the 
  Kashmir region of India and Pakistan.  The 
  organization has also conducted kidnappings and 
  murders of Western tourists.
  Holy Wars: United States, India.
  Operatives: Middle East.
  Size: Medium.
  Home Base: Kashmir region, Pakistan.
  Cells: India.
  Financial Resources: +20 (medium organization, 
  supported externally by Saudi Arabian interests, and 
  also provided aid by Al-Qaeda).
  Group Requirements
  To qualify for HUM a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Hide 3 ranks, Move Silently 3 ranks, 
  Survival 3 ranks
  Feats: Personal Firearms Proﬁciency, Far Shot
  Group Features
  All of the following are features of HUM.
  Group Specialties: +2 competence bonus to Hide 
  and Move Silently skill checks; +2 competence 
  bonus to Survival skill checks in the Kashmir region 
  of India and Pakistan.
  Group Enemies: +1 morale bonus to attack 
  and damage rolls against American and Indian 
  government and military forces. 
  Typical Member of HUM (Fast Hero 3) CR 
  3; Medium-size humanoid; HD 3d8+6; HP 20; 
  Mas 14; Init +2; Spd 40 ft; Defense 16, touch 16, 
  ﬂatfooted 14 (+0 size, +2 Dex, +4 class); BAB 
  +2; Grap +3; Atk +3 melee (1d4+1, Knife), or +4 
  ranged (2d10+0, Remington 700); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL none; SV Fort +3, Ref +4, Will 
  +2; AP 1; Rep +1; Str 12, Dex 15, Con 14, Int 10, 
  Wis 13, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Balance +5, Demolitions +3, Drive +5, 
  Hide +10, Knowledge (Streetwise) +3, Move 
  Silently +10, Survival +4, Tumble +5 
     Feats: Advanced Firearms Proﬁciency, Dead Aim, 
  Far Shot, Personal Firearms Proﬁciency, Stealthy 
     Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed 
     Possessions: Knife, Remington 700
  Hezballah 
  Also known as Islamic Jihad, Islamic Jihad 
  Organization, Revolutionary Justice Organization, 
  Organization of the Oppressed on Earth, Islamic 
  Jihad for the Liberation of Palestine, Organization 
  of Right Against Wrong, Ansar Allah, Followers of 
  the Prophet Muhammed.
  Hezballah is a Shiite Islamic terrorist group 
  dedicated to the establishment of an Iranian-style 
  
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  Blood and Guts
  Islamic government in Lebanon and the destruction 
  of Israel.  Hezballah is also very anti-Western and 
  anti-American in particular.  The organization 
  performs missions on behalf of Iranian supporters, 
  but also has conducted independent operations in 
  the past.
  Hezballah was responsible for the suicide truck 
  bombing of the Beirut Marine Barracks in 1983, has 
  taken American and Western hostages in Lebanon, 
  and attacked the Israeli embassy in Argentina in 
  1992.  
  Holy Wars: Israel, United States.
  Operatives: Middle East.
  Size: Large.
  Home Base: Lebanon.
  Cells: United States, Canada, Western Europe 
  (various countries), Israel, Gaza Strip and West 
  Bank, Africa (various countries).
  Financial Resources: +25 (state sponsored 
  terrorist group, supported, trained, and directed by 
  Iran; also receives extensive support from Syria).
  Group Requirements
  To qualify for Hezballah a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 
  3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of Hezballah. 
  Group Specialties: +4 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks
  Group Enemies: +1 morale bonus to attack and 
  damage rolls when ﬁghting American or Israeli 
  military or government forces. 
  Typical Member Hezballah (Strong Hero 3) 
  CR 3; Medium-size humanoid; HD 3d8+3; HP 
  17; Mas 13; Init +2; Spd 30 ft; Defense 16, touch 
  14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, +2 
  equipment); BAB +3; Grap +5; Atk +5 melee 
  (1d4+4, Knife), or +6 ranged (2d10+0, HK G3); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, 
  Ref +3, Will +1; AP 1; Rep +0; Str 14, Dex 15, Con 
  13, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +4, Demolitions +7, 
  Hide +6, Knowledge (Streetwise) +4, Knowledge 
  (Tactics) +7, Move Silently +3, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Stealthy, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, HK G3
  Liberation Tigers of Tamil Elam 
  The Tamil Tigers (LTTE) seek an independent Tamil 
  homeland in Sri Lanka, the small island southeast of 
  India, connected to the Indian mainland by a narrow 
  strip of land.  They have massive external support 
  among front organizations and Tamil communities 
  in North America, as well as drug smuggling 
  operations in Europe.
  The Tigers engage in guerilla warfare with the 
  governments of Sri Lanka and India, including 
  terrorist tactics.  Sri Lankan politicians and military 
  leaders have been the targets of assassinations, and 
  suicide bomb attacks have been carried out against 
  both Sri Lankan President Ranasinghe Premadasa 
  in 1993 and Indian Prime Minister Rajiv Gandhi in 
  1991.  The Sri Lankan capitol of Colombo has also 
  been the target of numerous bombings.
  
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  Blood and Guts
  The Tigers control the north and eastern coast of 
  Sri Lanka, particularly the Jaffna peninsula, where 
  Tiger control is so complete that the movements of 
  strangers are monitored at all times.
  The Tigers have a policy of not attacking 
  foreigners, thinking that to do so would cause a 
  backlash against their foreign front organizations’ 
  fundraising activities.
  The Tigers armed membership is said to top 
  10,000.
  Holy Wars:  Sri Lanka, India.
  Operatives: Global.
  Size: Large.
  Home Base:  Jaffna, Northern Sri Lanka.
  Cells: United States (fundraising only), Canada 
  (fundraising only), Europe (drug smuggling/
  fundraising), Asia (fundraising), India (terrorism).
  Financial Resources:  +25 (massive external 
  fundraising among Tamil communities worldwide, 
  with dozens of front organizations raising capital).
  Group Requirements
  To qualify for Tamil Tigers a character must meet 
  the following criteria.
  BAB: 2+
  Skills: Demolitions 3 ranks, Hide 3 ranks, Move 
  Silently 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Tamil Tigers.
  Group Specialties: +2 competence bonus 
  to Demolitions and Survival skill checks; +2 
  competence bonus to Hide and Move Silently skill 
  checks in Sri Lanka.
  Group Enemies: +1 morale bonus to attack and 
  damage rolls when ﬁghting Indian and Sri Lankan 
  government or military forces. 
  Typical Member Tamil Tigers (Fast Hero 3) 
  CR 3; Medium-size humanoid; HD 3d8+3; HP 
  17; Mas 13; Init +2; Spd 40 ft; Defense 18, touch 
  16, ﬂatfooted 16 (+0 size, +2 Dex, +4 class, +2 
  equipment); BAB +2; Grap +4; Atk +4 melee 
  (1d4+2, Combat Martial Arts), or +4 ranged (2d8+0, 
  Mossberg); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  none; SV Fort +2, Ref +4, Will +2; AP 1; Rep +1; 
  Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Survival) 
     Skills: Craft (mechanical) +3, Demolitions +6, 
  Drive +5, Hide +6, Knowledge (Streetwise) +3, 
  Move Silently +6, Survival +5, Tumble +5 
     Feats: Combat Martial Arts, Dodge, Mobility, 
  Personal Firearms Proﬁciency, Armor Proﬁciency 
  (Light) 
     Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed 
     Possessions: Mossberg, Pull-up pouch vest
  Plot Hook (The Hammer Falls):  A “shore 
  leave” adventure, in which the PCs, employed as 
  special operations forces, mercenaries, CIA, DEA 
  etc. are vacationing in exotic Sri Lanka when the 
  Tigers actually succeed in toppling the government.  
  Surrounded by chaos, the PCs would have to choose 
  their course of action.  Do they slip out of the 
  country? Stay and make sure foreign tourists are 
  safeguarded during the chaos? Or do they attempt to 
  reverse the tide and cause the coup to fail.
  Japanese Red Army
  A communist terrorist group, JRA was formed in 
  the 70’s, with the stated intention of overthrowing 
  the Japanese government, including elimination of 
  the monarchy, and “fomenting world revolution”.  
  During the 70’s, JRA conducted many spectacular 
  terrorist attacks, including the massacre at Lod 
  airport, Israel, in 1972.  The group was also 
  responsible for several hijackings of Japanese 
  airplanes, and attempted to sieze the American 
  embassy in Kuala Lumpur.
  In the 80’s, the group was known to be organizing 
  cells in Asian cities such as Manila and Singapore. 
  In 1988, a JRA member was arrested on the New 
  Jersey Turnpike with explosives. In 1995, a member 
  was arrested in Romania and extradited to Japan.
  It is believed that about eight members, including 
  the group’s leader and founder, remain at large.
  Holy Wars: Japan, United States.
  Operatives: Global.
  Size: Small.
  Home Base: Lebanon.
  Cells: Manila, Singapore, United States.
  Financial Resources: +15 (very small group, 
  with backing from Syria, and possibly some covert 
  support from legitimate Japanese political parties).
  Group Requirements
  To qualify for JRA a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of JRA.
  Group Specialties: +2 competence bonus to 
  Intimidate and Demolitions skill checks
  Group Enemies: +1 morale bonus to attack 
  and damage rolls against American and Japanese 
  government and military forces. 
  Typical Member of JRA (Tough Hero 3) CR 3; 
  Medium-size humanoid; HD 3d10+6 plus 6; HP 
  29; Mas 15; Init +2; Spd 30 ft; Defense 14, touch 
  14, ﬂatfooted 12 (+0 size, +2 Dex, +2 class); BAB 
  +2; Grap +3; Atk +3 melee (1d4+1, Knife), or +4 
  ranged (2d6+0, Beretta 92F); FS 5 ft by 5 ft; Reach 
  
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  Blood and Guts
  5 ft; SQ ; AL none; SV Fort +4, Ref +3, Will +2; AP 
  1; Rep +1; Str 13, Dex 14, Con 15, Int 10, Wis 12, 
  Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Demolitions +3, Drive +5, Hide +5, 
  Intimidate +2, Knowledge (Streetwise) +3, Survival 
  +4 
     Feats: Combat Martial Arts, Double Tap, Personal 
  Firearms Proﬁciency, Point Blank Shot, Toughness 
     Talents (Tough Hero): Robust, Damage 
  Reduction 1/— 
     Possessions: Knife, Beretta 92F
  Kach and Kahane Chai
  Kach was founded by radical American Rabbi Meir 
  Kahane.  After his assassination, his son Binyamin 
  founded Kahane Chai, or “Kahane Lives”.  Anti-
  Arab and Palestinian group with the stated goal of 
  restoring “Biblical” Israel.  Was declared a terrorist 
  group by the Israeli government in 1994 following 
  an attack on a mosque by the group, and the release 
  of anti-government statements by the group.
  Most of the group’s activities are criminal 
  but non-violent: harassing and threatening West 
  Bank Palestinians, threatening Arab and Israeli 
  government ofﬁcials.  However, the group has 
  claimed responsibility for several shootings of 
  Palestinians in the West Bank in 1993, including 
  three deaths, and seems to grow increasingly radical 
  and violence-prone over time.
  Kahane Chai is known to receive donations from 
  sympathizers in Europe and America. The exact size 
  of the group is unknown at the present time.
  Holy Wars: Palestine, Arab governments, Israeli 
  government.
  Operatives: Israel and the West Bank.
  Size: Small.
  Home Base: Hebron, West Bank.
  Cells: Unknown.
  Financial Resources: +15 (small group 
  supported by Jewish-American sympathizers).
  Group Requirements
  To qualify for Kahane Chai a character must meet 
  the following criteria.
  BAB: 2+
  Skills: Intimidate 3 ranks, Knowledge 
  (streetwise) 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Kahane Chai.
  Group Specialties: +4 competence bonus to 
  Intimidate skill checks; +2 competence bonus to 
  Knowledge (streetwise) skill checks in Israel and 
  the West Bank.
  Group Enemies: +1 morale bonus to attack and 
  damage rolls when ﬁghting Palestinian and Israeli 
  government and military forces. 
  Typical Member of Kahane Chai (Tough Hero 
  3) CR 3; Medium-size humanoid; HD 3d10+6 plus 
  3; HP 26; Mas 15; Init +1; Spd 30 ft; Defense 13, 
  touch 13, ﬂatfooted 12 (+0 size, +1 Dex, +2 class); 
  BAB +2; Grap +4; Atk +4 melee (1d6+2, Club), or 
  +3 ranged (2d6+0, Ruger Service Six); FS 5 ft by 5 
  ft; Reach 5 ft; SQ ; AL none; SV Fort +4, Ref +2, 
  Will +1; AP 1; Rep +1; Str 14, Dex 13, Con 15, Int 
  10, Wis 10, Cha 12. 
     Occupation: Military (Hide, Knowledge 
  [Tactics]) 
     Skills: Drive +4, Intimidate +7, Knowledge 
  (Streetwise) +3, Knowledge (Tactics) +3, Listen +2, 
  Spot +5 
     Feats: Alertness, Brawl, Personal Firearms 
  Proﬁciency, Power Attack, Streetﬁghting 
     Talents (Tough Hero): Robust, Damage 
  Reduction 1/— 
     Possessions: Club, Ruger Service Six
  Khmer Rouge 
  The Party of Democratic Kampuchea, a Maoist-
  style communist terrorist group attempting to 
  impose “agrarian utopia” communism (sometimes 
  called Mao-Style Communism) on Cambodia.  
  During a four-year reign during the late 70’s, Khmer 
  Rouge killed 1.7 million people by torture, slave 
  labor, execution, and starvation.  Despite numerous 
  efforts to bring the leaders of these atrocities to 
  trial, currently only two Khmer Rouge members are 
  awaiting trial, and none have been convicted.
  Recent defections, beginning in 1996 and 
  accelerating since then, have destroyed the Khmer 
  Rouge as a viable insurgent organization capable 
  of overthrowing the Cambodian government.  
  However, the group still controls some areas of the 
  countryside, and low-level attacks continue.
  The group also attacks Cambodian and ethnic-
  Vietnamese villagers, and has killed foreigners 
  traveling in rural areas.
  Holy Wars: Cambodian Government.
  Operatives: Cambodia.
  Size: Small.
  Home Base: Cambodia.
  Cells: None.
  Financial Resources: +10 (small group, self-
  supported through banditry).
  Group Requirements
  To qualify for Khmer Rouge a character must meet 
  the following criteria. 
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of Khmer Rouge
  Group Specialties: +2 competence bonus to 
  
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  Page - 18
  Blood and Guts
  Intimidate skill checks; +2 competence bonus to 
  Survival and Hide checks in Cambodia.
  Group Enemies: Members of Khmer Rouge gain 
  a +2 morale bonus to attack and damage roles when 
  ﬁghting Cambodian military or government forces. 
  Typical Member Khmer Rouge (Tough Hero 3) 
  CR 3; Medium-size humanoid; HD 3d10+6 plus 
  6; HP 29; Mas 15; Init +2; Spd 30 ft; Defense 16, 
  touch 14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, 
  +2 equipment); BAB +2; Grap +3; Atk +3 melee 
  (1d4+1, Knife), or +4 ranged (2d8+0, AK-47); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, 
  Ref +3, Will +2; AP 1; Rep +1; Str 13, Dex 14, Con 
  15, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Demolitions +3, Drive +7, Hide +4, 
  Intimidate +4, Knowledge (streetwise) +3, Survival 
  +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Toughness, Vehicle Expert 
     Talents (Tough Hero): Robust, Damage 
  Reduction 1/— 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Plot Hook (The Extradition):  The United 
  Nations has decided to try some of the old-guard 
  Khmer Rouge leaders for war crimes/crimes against 
  humanity.  The United States is asked to help secure 
  some captured leaders for transport to Geneva.  
  Making it to the airport, being attacked several 
  times along the way by die-hard supporters, should 
  prove for an exciting adventure. 
  Or perhaps, the attackers are the family of the 
  Khmer Rouge’s victims, seeking a more satisfying 
  brand of justice than that which would be handed 
  down by a tribunal. GMs who enjoy evil moral 
  quandaries can have the PCs’ vehicle surrounded by 
  victims of their charges, missing limbs and bearing 
  horrible scars, and let the PCs decide if protecting 
  some old men who don’t even regret their sins is 
  worth succeeding in their mission.
  Kurdistan Workers’ Party 
  A Marxist-Leninist communist group composed 
  primarily of Kurds, founded in the mid-70’s, they 
  seek to establish an independent Kurdish state in 
  Southeastern Turkey.  In the ‘90s, they moved from 
  a rural-insurgent group to an urban terrorist group.
  Their primary operations include attacks on 
  Turkish government ofﬁcials and security forces.  
  In 1993 and 1995, they attacked dozens of Turkish 
  diplomatic facilities throughout Western Europe.  
  The PKK has attempted to damage Turkey’s 
  tourist industry through attacks on hotels, and the 
  kidnapping of foreign tourists.
  Holy Wars: Turkish Government.
  Operatives: Middle East, Europe.
  Size: Large.
  Home Base: Southeastern Turkey (near the Iraq 
  border).
  Cells: Iraq, Western Europe.
  Financial Resources: +25 (large group, external 
  support from many sympathizers in Western 
  Europe, may also receive modest support from Iran- 
  Syria and Iraq have provided support in the past).
  Group Requirements
  To qualify for Kurdistan Workers’ Party a character 
  must meet the following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 
  3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Brianna snarled into the phone.  “You remember that oil deal I clued you into? You owe me you little 
  shit.”
  Kimmy just watched, amazed, then turned to Max.
  “You realize she’s exactly like you don’t you?”
  Max just laughed. “Except she’s meaner.”
  Brianna ﬂipped him off, voice sweet and light now, “Ok listen, you know that thing in New Orleans.  
  The cop killing.  No. No. The whole thing is being covered up.  I know you were looking to break a big 
  police case, and this might be the biggest one.  I was going to do it myself but…”
  Brianna was writing, nodding.  Max suddenly found himself looking for a cigar.  He knew he had 
  some more around here.  Suddenly she clicked her phone off.  “Ok Max, you were right.  This is about 
  something that happened twenty years ago.  And the government is going to sweep this whole thing 
  under the rug, too.  We have to do something.”
  Max nodded.  That sixth sense of his never let him down.  Biting the end off his cigar, he spit it into 
  the trashcan.  “Right.  We need to meet with some friends of mine ﬁrst.  This isn’t some prissy little 
  martial arts tournament.”
  Bri just looked at him.  “This is Korea.  Do you have any idea how hard it will be to get your hands on 
  a gun?”
  Max laughed, lighting up.  “In the ﬁrst place, darlin, we’ll need guns not gun. And in the second place, 
  I know a guy.”
  
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  Blood and Guts
  Group Features
  All of the following are features of Kurdistan 
  Workers’ Party. 
  Group Specialties: +2 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks; 
  +2 competence bonus to Hide and Survival skill 
  checks in Southeastern Turkey and Northern Iraq
  Group Enemies: +2 morale bonus to attack and 
  damage rolls when ﬁghting Turkish military or 
  government forces. 
  Typical Member Kurdistan Workers’ Party 
  (Strong Hero 3) CR 3; Medium-size humanoid; 
  HD 3d8+3; HP 17; Mas 13; Init +2; Spd 30 ft; 
  Defense 16, touch 14, ﬂatfooted 14 (+0 size, +2 
  Dex, +2 class, +2 equipment); BAB +3; Grap +5; 
  Atk +5 melee (1d4+4, Knife), or +6 ranged (2d8+0, 
  AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; 
  SV Fort +3, Ref +3, Will +1; AP 1; Rep +0; Str 14, 
  Dex 15, Con 13, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +4, Demolitions +7, 
  Hide +6, Knowledge (Streetwise) +4, Knowledge 
  (Tactics) +7, Move Silently +3, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Stealthy, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Manuel Rodriguez Patriotic Front 
  (FPMR)
  Manuel Rodriguez Patriotic Front (FPMR) began 
  as the armed wing of the Chilean Communist Party, 
  which sought to turn Chile into a Soviet client state 
  in the mid-80’s.  After a factional split, some of the 
  organization decided to pursue legitimate means and 
  became a political party, while the rest continued 
  armed means of bringing about political change.
  With only 50-100 members and little support, 
  FPMR focuses on lightly guarded targets for 
  terrorist attacks such as restaurants, U.S. businesses, 
  and Mormon churches.  Government counter-
  terrorism actions have been highly successful 
  against this group.
  At least one escaped FPMR member has been 
  granted asylum in Switzerland, which has refused to 
  extradite him.
  Holy Wars: Chilean Government.
  Operatives: South America, Switzerland.
  Size: Small.
  Home Base: Chile.
  Cells: None.
  Financial Resources: +10 (Small organization 
  with no outside support).
  Group Requirements
  To qualify for FPMR a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 
  3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of FPMR. 
  These specialties and abilities take effect 30 days 
  after you join the group and last until 30 days after 
  you leave the group. 
  Group Specialties: +4 competence bonus to 
  Demolitions skill checks. 
  Group Enemies: Members of FPMR receive a 
  +2 morale bonus to hit and damage when ﬁghting 
  Chilean military or government ofﬁcials. 
  Typical FPMR member (Strong Hero 3) CR 
  3; Medium-size humanoid; HD 3d8+3; HP 17; 
  Mas 13; Init +2; Spd 30 ft; Defense 15, touch 
  14, ﬂatfooted 13 (+0 size, +2 Dex, +2 class, +1 
  equipment); BAB +3; Grap +5; Atk +5 melee 
  (1d4+4, Combat Martial Arts), or +6 ranged (2d4+0, 
  Walther PPK); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  none; SV Fort +3, Ref +3, Will +0; AP 1; Rep +0; 
  Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 12. 
     Occupation: Military (Demolitions, Knowledge 
  [Tactics]) 
     Skills: Climb +5, Craft (structural) +3, 
  Demolitions +3, Knowledge (Streetwise) +3, 
  Knowledge (Tactics) +3, Repair +3 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Combat Martial Arts, Personal 
  Firearms Proﬁciency, Weapon Focus (Walther PPK) 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Leather Jacket, Walther PPK
  National Liberation Army of 
  Columbia 
  National Liberation Army of Columbia (also known 
  as ELN or the Ejercito de Liberacion Nacional) is 
  a pro-Cuban, anti-American guerilla group.  The 
  organization has engaged in ecoterrorism, attacking 
  foreign oil pipelines and causing massive oil spills.  
  They support themselves through kidnapping 
  of foreign workers and extorting money from 
  local coca and poppy farmers.  They also attack 
  government anti-drug forces that seek to restrict 
  coca farming. 
  The National Liberation Army has close to 5,000 
  armed members, with little or no external support.
  Holy Wars: United States, Columbian 
  Government.
  Operatives: Venezuela.
  
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  Blood and Guts
  Size: Medium.
  Home Base: Columbia-Venezuela border.
  Cells: None.
  Financial Resources: +16 (medium organization, 
  self-supported through kidnapping and extortion).
  Group Requirements
  To qualify for National Liberation Army a character 
  must meet the following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Knowledge 
  (streetwise) 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of National 
  Liberation Army.
  Group Specialties: +2 competence bonus to 
  Demolition skill checks; +2 competence bonus 
  to Hide and Knowledge (streetwise) checks in 
  Columbia. 
  Group Enemies: +1 morale bonus to attack 
  and damage rolls when ﬁghting American and 
  Columbian government or military ofﬁcials.
  Typical Member National Liberation Army 
  (Strong Hero 3) CR 3; Medium-size humanoid; 
  HD 3d8+6; HP 20; Mas 14; Init +2; Spd 30 ft; 
  Defense 16, touch 14, ﬂatfooted 14 (+0 size, +2 
  Dex, +2 class, +2 equipment); BAB +3; Grap +4; 
  Atk +4 melee (1d4+3, Knife), or +6 ranged (2d8+0, 
  AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; 
  SV Fort +4, Ref +3, Will +1; AP 1; Rep +0; Str 13, 
  Dex 15, Con 14, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, 
  Demolitions +7, Hide +4, Knowledge (Streetwise) 
  +4, Knowledge (Tactics) +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Point Blank Shot, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, AK-47
  National Liberation Army of Iran 
  Formed in the ‘60s to combat excessive Western 
  inﬂuence in the Shah’s regime, NLA’s ideology is 
  a dangerous mixture of Marxism and radical Islam.  
  In its history the group has gone from conducting 
  some of the most spectacular and famous anti-
  American attacks to attacks on the clerical regime 
  that currently rules Iran.
  In the ‘70s, the NLA attacked Americans working 
  on defense projects in Tehran, and killed numerous 
  civilians and military personnel.  In 1979 it 
  supported the takeover of the American embassy in 
  Tehran.
  However, in the ‘90s, the group began a campaign 
  targeting not America, but the Iranian clerical 
  regime.  Although this campaign has stressed 
  propaganda over violence, April of 1992 saw 
  attacks on Iranian embassies in thirteen countries, 
  demonstrating NLA’s ability to conduct near-
  simultaneous global operations.  Recent attacks 
  include bombings and assassinations inside Iran.
  Successful counter-terrorism operations in 
  the ‘80s forced the NLA’s leaders to ﬂee Iran. 
  Eventually these leaders settled in Iraq.
  Holy Wars: Iranian Government, United States.
  Operatives: Global.
  Size: Large.
  Home Base: Iran.
  Cells: Iraq.
  Financial Resources: +25 (Large organization, 
  extensively supported through front organizations, 
  charities, and expatriate Iranians).
  Group Requirements
  To qualify for NLA a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Knowledge (tactics) 3 ranks, Demolitions 
  3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of NLA. 
  Group Specialties: +4 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks
  Group Enemies: +1 morale bonus to attack and 
  damage rolls when ﬁghting American or Iranian 
  military or government forces. 
  Typical Member NLA (Strong Hero 3) CR 
  3; Medium-size humanoid; HD 3d8+3; HP 17; 
  Mas 13; Init +2; Spd 30 ft; Defense 16, touch 
  14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, +2 
  equipment); BAB +3; Grap +5; Atk +5 melee 
  (1d4+4, Knife), or +6 ranged (2d10+0, HK G3); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, 
  Ref +3, Will +1; AP 1; Rep +0; Str 14, Dex 15, Con 
  13, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Craft (structural) +4, Demolitions +7, 
  Hide +6, Knowledge (Streetwise) +4, Knowledge 
  (Tactics) +7, Move Silently +3, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Stealthy, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, HK G3
  Plot Hooks (The enemy of my enemy): The PCs, 
  conducting special operations activities in Iraq, 
  seeking terrorists and weapons of mass destruction, 
  
  War on Terror
  Page - 21
  Blood and Guts
  come upon a heavily fortiﬁed NLA compound and 
  seize it, capturing several leaders and dozens of 
  soldiers.  
  In the wake of this adventure the PCs are given 
  an offer by several NLA leaders.  They know the 
  time that an Abu-Nidal convoy (see the Great 
  Escape plot hook included with that organization) is 
  leaving for the Jordan border with a large amount of 
  Sarin nerve gas, which they plan to barter to other 
  terror groups for safe haven and passage to Libya 
  (see the Devil’s Bargain plot hook in the Al-Jihad 
  organization).  
  Both the PCs and the NLA are enemies of Iran; 
  will they trade the leaders’ freedom in return for the 
  information needed to aid the prevention of the sale 
  of a weapon that would kill thousands?
  New People’s Army
  Militant arm of the Communist Party of the 
  Philippines, NPA is a Maoist-style, rural-based 
  communist terrorist group devoted to overthrowing 
  the Philippine government.  The NPA has also 
  developed an urban infrastructure capable of 
  carrying out terrorist attacks in Manila and other 
  large cities.  The group also has elite assassination 
  squads known as Sparrow Units (depending on 
  how cinematic the campaign is, and how high level 
  the PCs are, these Sparrow Units could be mid 
  level Guerillas/Zealots all the way to high level 
  Terrorists).
  Factional inﬁghting and a lack of money have 
  weakened this group in recent years, though 
  the group is still quite active, targeting corrupt 
  politicians, Philippine security forces, and drug 
  trafﬁckers.  The group also imposes “revolutionary 
  taxes” (extortion) on businesses to supplement its 
  waning funds.
  Holy Wars: Philippine Government, United 
  States.
  Operatives: Philippines.
  Size: Medium.
  Home Base: Rural Philippines.
  Cells: None.
  Financial Resources: +15 (Medium group, 
  largely self-supported through extortion).
  Group Requirements
  To qualify for NPA a character must meet the 
  following criteria.
  BAB: 2+
  Skills: Intimidate 3 ranks, Survival 3 ranks
  Feats: Personal Firearms Proﬁciency
  Group Features
  All of the following are features of NPA.
  Group Specialties: +2 competence bonus to 
  Intimidate skill checks; +2 competence bonus to 
  Survival and Hide skill checks in Philippines. 
  Group Enemies: +1 morale bonus to attack 
  and damage rolls against American and Philippine 
  government and military forces. 
  Typical Member of NPA (Tough Hero 3) CR 3; 
  Medium-size humanoid; HD 3d10+6 plus 6; HP 
  29; Mas 15; Init +2; Spd 30 ft; Defense 14, touch 
  14, ﬂatfooted 12 (+0 size, +2 Dex, +2 class); BAB 
  +2; Grap +3; Atk +3 melee (1d4+1, Knife), or 
  +4 ranged (2d4+0, Walther PPK); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL none; SV Fort +4, Ref +3, Will 
  +2; AP 1; Rep +1; Str 13, Dex 14, Con 15, Int 10, 
  Wis 12, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Demolitions +3, Drive +5, Hide +5, 
  Intimidate +2, Knowledge (Streetwise) +3, Survival 
  +4 
     Feats: Combat Martial Arts, Double Tap, Personal 
  Firearms Proﬁciency, Point Blank Shot, Toughness 
     Talents (Tough Hero): Robust, Damage 
  Reduction 1/— 
     Possessions: Knife, Walther PPK
  Palestinian Islamic Jihad 
  Also PIJ-Shaqaqi Faction, PIJ-Shallah Faction, 
  Islamic Jihad of Palestine, Islamic Jihad in 
  Palestine, Abu Ghunaym Squad of the Hezballah 
  Bayt Al-Maqdis.
  A loosely organized coalition of many groups 
  (each name above is actually a separate faction that 
  works independently, but collectively comprise 
  PIJ) formed in the Gaza Strip in the 70’s.  The 
  PIJ’s stated goal is the destruction of Israel and 
  the creation of a Palestinian state in its place.  The 
  United States is an enemy of the PIJ because of its 
  strong support for the state of Israel, and PIJ also 
  opposes “Western” governments in the Middle East, 
  such as Egypt, Saudi Arabia, and Jordan.
  PIJ has conducted suicide bombings in Israel, 
  the West Bank, and the Gaza Strip.  Has threatened 
  to attack United States interests in Jordan and 
  elsewhere, but so far has not followed through on 
  those threats.
  Although the PIJ conducts most of its operations 
  in the occupied territory, the group’s base and 
  largest concentration of support and followers are 
  in Syria. 
  Holy Wars: Israel, United States, “inﬁdel” 
  Middle Eastern governments (such as Egypt and 
  Saudi Arabia).
  Operatives: Middle East.
  Size: Medium.
  Home Base: Syria.
  Cells: West Bank, Gaza Strip, Israel.
  Financial Resources: +20 (medium group, 
  externally supported by Iran and Syria).
  
  War on Terror
  Page - 22
  Blood and Guts
  Group Requirements
  To qualify for PIJ a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Hide 3 ranks, 
  Knowledge (tactics) 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency 
  Group Features
  All of the following are features of PIJ.
  Group Specialties: +4 competence bonus to 
  Demolitions and Knowledge (tactics) skill checks; 
  +2 competence bonus to Hide and Survival checks 
  in the Gaza Strip and the West Bank. 
  Group Enemies: +1 morale bonus to attack and 
  damage rolls against American, Inﬁdel and Israeli 
  military and government forces.  
  Typical Member of PIJ (Strong Hero 3) CR 
  3; Medium-size humanoid; HD 3d8+6; HP 20; 
  Mas 14; Init +2; Spd 30 ft; Defense 16, touch 
  14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, +2 
  equipment); BAB +3; Grap +4; Atk +4 melee 
  (1d4+3, Knife), or +6 ranged (2d8+0, AK-47); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, 
  Ref +3, Will +1; AP 1; Rep +0; Str 13, Dex 15, Con 
  14, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, 
  Demolitions +7, Hide +4, Knowledge (Streetwise) 
  +4, Knowledge (Tactics) +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Drive-By Attack, Personal 
  Firearms Proﬁciency, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, AK-47
  Revolutionary Armed Forces of 
  Columbia 
  Revolutionary Armed Forces of Columbia (FARC) 
  is the largest, best-trained, and best-equipped 
  of Columbia’s guerilla groups.  It was formed 
  in the ‘60s as a pro-Soviet, anti-American army 
  attempting to establish a Soviet client state in 
  Columbia.  
  FARC carries out frequent attacks against 
  Columbian government, judicial, military, and 
  economic targets, particularly the country’s large 
  oil pipelines.  It also carries out kidnappings 
  of foreigners as a way to raise funds.  FARC 
  also receives money from drug farmers and 
  trafﬁckers, providing protection from both 
  government drug enforcement agencies, as 
  well as other guerilla groups (such as the 
  National Liberation Army of Columbia).
  FARC’s membership is estimated to 
  exceed 10,000 armed members.  It is 
  believed, though undocumented, 
  that the group has wide 
  support among Columbia’s 
  rural population.
  Holy Wars: United 
  States, Columbian 
  Government.
  Operatives: 
  South America.
  Size: Large.
  Home Base: 
  Columbia.
  Cells: Venezuela, Panama, Peru, Brazil, Ecuador.
  Financial Resources: +25 (large organization, 
  self-support through kidnapping and extortion, as 
  well as external support from drug trafﬁckers and 
  growers for protection and raids against government 
  drug enforcement attempts).
  
  War on Terror
  Page - 23
  Blood and Guts
  Group Requirements
  To qualify for FARC a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Knowledge 
  (streetwise) 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of FARC.
  Group Specialties: +2 competence bonus to 
  Demolition skill checks; +2 competence bonus 
  to Hide and Knowledge (streetwise) checks in 
  Columbia. 
  Group Enemies: +1 morale bonus to attack 
  and damage rolls when ﬁghting American and 
  Columbian government or military ofﬁcials.
  Typical Member FARC (Strong Hero 3) CR 
  3; Medium-size humanoid; HD 3d8+6; HP 20; 
  Mas 14; Init +2; Spd 30 ft; Defense 16, touch 
  14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, +2 
  equipment); BAB +3; Grap +4; Atk +4 melee 
  (1d4+3, Knife), or +6 ranged (2d6+0, HK-MP5); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +4, 
  Ref +3, Will +1; AP 1; Rep +0; Str 13, Dex 15, Con 
  14, Int 12, Wis 10, Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, 
  Demolitions +7, Hide +4, Knowledge (Streetwise) 
  +4, Knowledge (Tactics) +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Point Blank Shot, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Pull-up pouch vest, Knife, HK-MP5
  Revolutionary People’s Liberation 
  Party
  This is a Marxist group, a splinter faction of Dev 
  Sol that broke away after factional differences 
  in ideology.  They have extreme anti-American/
  anti-NATO views. They have conducted attacks 
  against Turkish military and government ofﬁcials, 
  along with United States contractors and military 
  personnel living and working in Turkey. The 
  Revolutionary People’s Liberation Party conducted 
  rocket attack against United States consulate in 
  Istanbul in 1992, and assassinated a prominent 
  Turkish businessman in 1996.
  This organization is self-supported through 
  kidnapping, robbery, and extortion.
  Holy Wars: United States, NATO, Turkish 
  Government.
  Operatives: Europe.
  Size: Small.
  Home Base: Turkey.
  Cells: Europe, Egypt.
  Financial Resources: +15 (Small group, self-
  supported).
  Note: Except for its enemies (RPLP gains a morale 
  bonus to attack and damage rolls against American, 
  NATO and Turkish forces) this group is identical to 
  Dev Sol, from which it broke away. 
  Tupac Amaru Revolutionary 
  Movement (MRTA)
  Tupac Amaru Revolutionary Movement (MRTA) 
  is a traditional Marxist-Leninist group dedicated 
  to ridding Peru of “imperialist” inﬂuences and 
  establish a Marxist-style communist regime in 
  place of the current government.  Recently, the 
  organization has been thrown into disarray by 
  effective government counter-terrorism efforts and a 
  dwindling of support.  Many die-hard members are 
  currently incarcerated, further hindering MRTA’s 
  ability to recover from recent setbacks.
  MRTA has conducted bombings, kidnappings, 
  ambushes, and assassinations targeting government, 
  security, and foreign interests; has also conducted 
  numerous anti-American attacks and operations.  
  In December 1996 the group seizes the Japanese 
  Ambassador’s residence during a diplomatic 
  reception.  Government forces eventually stormed 
  the residence, freeing all but one hostage.  This was 
  the last operation undertaken by MRTA.
  MRTA is believed to have less than 100 
  remaining members.
  Holy Wars: Peruvian Government, United States.
  Operatives: Peru.
  Size: Small.
  Home Base: Peru.
  Cells: None.
  Financial Resources: +10 (small group, with 
  dwindling support, many members currently jailed).
  Group Requirements
  To qualify for MRTA a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Demolitions 3 ranks, Knowledge 
  (streetwise) 3 ranks
  Feats: Personal Firearms Proﬁciency, Advanced 
  Firearms Proﬁciency
  Group Features
  All of the following are features of MRTA.
  Group Specialties: +2 competence bonus to 
  Demolition skill checks; +2 competence bonus to 
  Hide and Knowledge (streetwise) checks in Peru. 
  Group Enemies: +1 morale bonus to attack 
  
  War on Terror
  Page - 24
  Blood and Guts
  and damage rolls when ﬁghting American and 
  Peruvian government or military ofﬁcials.
  Typical Member MRTA (Strong Hero 3) CR 
  3; Medium-size humanoid; HD 3d8+6; HP 20; 
  Mas 14; Init +2; Spd 30 ft; Defense 14, touch 14, 
  ﬂatfooted 12 (+0 size, +2 Dex, +2 class); BAB 
  +3; Grap +4; Atk +4 melee (1d4+3, Knife), or +6 
  ranged (2d4+0, Skorpion); FS 5 ft by 5 ft; Reach 5 
  ft; SQ ; AL none; SV Fort +4, Ref +3, Will +1; AP 
  1; Rep +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, 
  Cha 8. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +4, 
  Demolitions +7, Hide +4, Knowledge (Streetwise) 
  +4, Knowledge (Tactics) +4, Repair +4 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Personal Firearms Proﬁciency, 
  Point Blank Shot, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Knife, Skorpion
  “I told you, I heard something.”*
  “You’re always hearing things.  It’s your deal 
  anyway.”
  Suddenly the window collapsed inward.  The 
  room descended into stunned silence for a moment, 
  the two men looking dumbly at the small round 
  object on the ﬂoor.
  Suddenly, the men were on the ground.
  “Grenade!”
  The men covered their ears, waiting for the 
  explosion, curled up into little balls in a vain 
  attempt to protect themselves.  From the hallway 
  of the hotel room outside they heard the sounds of 
  ﬁghting.
  In a moment, the men looked around, the object 
  hadn’t exploded.  A huge bald man wearing a tank 
  top, camo pants, and military boots was crouched 
  on the table where the men had been playing cards.  
  He smiled at them.
  “What do you know?  Damn thing was a dud.  
  You guys better hurry up and surrender.  The girls 
  outside are much, much meaner than me.”
  The men turned around as the elevator door 
  opened.  They had been through this routine before.  
  The hotel staff had been bribed to move everyone 
  off this ﬂoor.  And if someone came up here by 
  mistake, they were “encouraged” to get off on 
  the next ﬂoor.  As always, one of them waited for 
  the doors to open, face an impenetrable mask of 
  intimidation.
  When the door was only open a crack, a hand 
  reached through and grabbed the Korean thug by 
  his tie and smacked him against the still opening 
  doors.  He slumped to the ground, unconscious.
  There was a moment of quiet disbelief in what 
  had just happened.  In the moment the doors opened 
  all the way, and a second guard, who had been 
  standing behind the ﬁrst, dropped like a wet sack, as 
  a blur seemed to come out of the elevator.  Brianna 
  crouched on top of the prone guard, and blew a kiss 
  to the other two guards.
  From the room the men were guarding a crash 
  sounded, which caused one of the men to glance 
  away from the woman crouching over his two 
  companions.  The fourth reached into his jacket for 
  a pistol.
  Eyes darkening, Brianna hissed, “Kimmy”.
  The tiny woman emerged from the elevator, and 
  rolled forward, a series of bullets buried themselves 
  in the wall over her head, never seeming to catch 
  up to her.  Suddenly a plaintive scream broke the 
  odd quiet that had descended over the hallway.  The 
  man’s hand, and the gun it held, was lying on the 
  ground.  He seemed dazed, unable to believe he had 
  not felt the blade move through ﬂesh and sinew and 
  bone.
  The man next to him, the lone remaining guard, 
  ﬁnally stirred to action by the screams of his friend, 
  reached for his gun, but a Sai pinned his hand to his 
  chest, and before he could free it, Kimmy caught 
  him square across the jaw with her Katana’s sheath, 
  and in a spray of blood and teeth, the last guard was 
  on the ground.
  Behind the two women, the elevator doors closed.
  Brianna just shook her head.  “Where did you 
  learn this again?”
  Kimmy frowned ever so slightly.  “My father 
  thinks he lives in Tokugawa Japan, what can I say.”
  The door to the hotel room opened up, and Max 
  stepped through, carrying a bundle over one broad 
  shoulder.  
  “He’s drugged, and the street outside looks like 
  the DMZ right now, so let’s go.”
  They hit the stairs at a run.
  *Translated from the Korean- your multilingual editor.
  
  War on Terror
  Page - 25
  Blood and Guts
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  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.
  System Reference Document Copyright 2000-2004, Wizards of the 
  Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Bruce R. Cordell, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Blood and Guts 2: War on Terror 2005, RPGObjects; Author Charles 
  Rice
  Open Gaming Content
  Designation of Product Identity: The following terms are 
  designated as product identity as outline in section 1(a) of the Open 
  Gaming License: Blood and Guts 2, Military Training Manual, War 
  on Terror.
  Designation of Open Gaming Content: The following sections 
  of Blood and Guts 2: War on Terror is 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™.
  The Elite Unit Feats, and NPC statistical blocks are open content.  All 
  other content is closed content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Blood and Guts/2nd Edition/War on Terror (screen).pdf