TEXT: cover art
   jeremy simmons
  interior art
   joseph wigfield
  v. shane 
  editing
  chris van deelen
  layout
  chris davis
  play testing
  paula rice, edward lennon, 
  corey hodges, chris davis, charles 
  baize
  www.rpgobjects.com
  by 
  charles rice 
  Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the 
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  d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the 
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  blood and guts
  special operations command
  v2.0
  
  2 
  special operations command
  introduction
  On April 16, 1987 the United States Special Operations 
  Command (USSOCOM) was established to bring the 
  special operations forces of all the armed services under 
  one joint command structure. The need for this command 
  had been seen for some time but the single event most 
  responsible for the formation of USSOCOM was the 
  disastrous attempt to rescue hostages held in Iran during 
  the Carter Administration. The creation of USSOCOM, 
  whose commander in chief has great ﬂexibility and 
  spending discretion, was further aided by the creation of a 
  Assistant Secretary of Defense for Special Operations and 
  Low Intensity Conﬂict. 
  This joint command is based out of MacDill Air Force 
  Base in Florida and is commanded by a 4-star General 
  with the title Commander in Chief, United States Special 
  Operations Command (USCINCSOC). This joint command 
  has an annual budget of about 4.9 billion dollars and is 
  tasked with providing special operations support to various 
  government agencies, including regional Commanders in 
  Chief and diplomatic services and is capable of providing 
  a wide variety of mission-capable personnel from Civil 
  Affairs to PSYOP to Foreign Internal Defense and Direct 
  Action units. 
  In July 2002 Secretary of Defense Donald Rumsfeld 
  ordered Special Operations Commander, Air Force 
  General Charles Holland to come up with a plan to use 
  special operations forces to locate and eliminate terrorist 
  cells worldwide. This led General Holland to request an 
  additional 50 billion dollars to purchase more equipment, 
  employ more training personnel stateside and expand the 
  total size of the special operations forces from 47,000 to 
  56,000.  
  what is a special operations unit?
  A special operations unit is a small, elite unit employed in 
  direct or indirect military action. These operations tend to 
  be politically sensitive which heightens the need for elite 
  soldiers capable of ensuring success and avoiding detection 
  in missions where the prestige of the United States is at 
  stake. Missions undertaken by special operations units 
  include (but are by no means limited to): foreign internal 
  defense, hostage rescue, counter-terrorism, unconventional 
  warfare and direct action.  
  special operations 
  characters
  special operations training
  Special operations training is granted to the elite of the 
  elite. Many soldiers aspire to this level of excellence and 
  commanders share a love-hate relationship with these 
  units that both provide an essential function in combat and 
  siphon the best soldiers away from their units. 
  requirements
  To qualify for special operations training a character must 
  meet the following criteria.
  Base Attack Bonus: +5
  Feats: Personal Firearms
  Special: A character must also have successfully 
  transferred to one of the special operations units listed 
  below. 
  class information
  The following information pertains to the special 
  operations prestige class. 
  Hit Die: 1d8
  Action Points: 7+ one-half character level, rounded 
  down, every time the character gains a new level in this 
  class.
  Class Skills: Special operations training grants the 
  following class skills (and the ability for each skill) are: 
  Balance (Dex), Climb (Str), Concentration (Con), Craft 
  (structural) (Int), Demolitions (Int), Diplomacy (Cha), 
  Drive (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Knowledge (current events, history, tactics) (Int), Listen 
  (Wis), Navigate (Int), Read/Write Language (all), Repair 
  (Int), Search (Int), Sense Motive (Wis), Speak Language 
  (all), Spot (Wis), Survival (Wis) and Swim (Str).
  Skill points at each level: 7+Int. modiﬁer
  special operations command
  table 1-1: special operations training
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +1
  +1
  +1
  Advanced Training; Mental Toughness
  +1
  +1
  2nd
  +2
  +2
  +2
  +2
  Silent Kill +1d6; Hostage Rescue
  +1
  +1
  3rd
  +3
  +2
  +2
  +2
  Advanced Training; Cat Nap
  +2
  +1
  4th
  +4
  +2
  +2
  +2
  Silent Kill +2d6; Counter Terrorist
  +2
  +2
  5th
  +5
  +3
  +3
  +3
  Advanced Training; Grace Under Pressure
  +3
  +2
  
  3 
  special operations command
  class features
  All of the following are features of the special operations 
  training prestige class. 
  Advanced Training: Each time the character gain this 
  class ability, the character may pick a talent from the 
  advanced training list (see Blood and Guts II: Military 
  Training Manual page X-X).
  Mental Toughness: The character adds his special 
  operations levels to any saving throw to resist fatigue, 
  hunger, torture, brainwashing, fear, combat fatigue, and to 
  level checks to resist intimidation.
  Silent Kill: The character gains the listed damage bonus 
  against surprised, ﬂat-footed or ﬂanked targets.  
  If the victim of this attack is surprised and fails a 
  Massive Damage Threshold saving throw, the character is 
  eliminated in complete silence, requiring a Listen check 
  (DC 30) for anyone nearby to notice something amiss.  
  At the GM’s discretion, in Gritty or True Grit campaigns 
  (see the new combat rules for deﬁnitions of these terms), 
  Ordinaries may not receive a MDT save against this attack.  
  See the d20 Modern Core Rulebook for the deﬁnition of an 
  Ordinary.
  Hostage Rescue: Special operations training includes 
  training in techniques to rescue hostages from hostile 
  forces. Whenever an Ordinary would be subject to an 
  attack from Crossﬁre (see the new combat rules in the 
  Combat Procedures Manual for more information on this 
  optional rule) the character may spend an action point to 
  negate that attack.  
  If the campaign does not use the optional Crossﬁre rules 
  this ability may be replaced with the Harm’s Way ability 
  from the Bodyguard advanced class. 
  Cat Nap: Special operations forces learn to sleep in 
  short naps while in the ﬁeld, never slipping into so deep a 
  slumber as to leave them vulnerable.  Characters with this 
  talent can survive for long periods of time on only four 
  hours of sleep per day with no ill effects.  This talent also 
  allows a character to adds twice his special operations class 
  levels to any Listen check made while asleep (characters 
  normally make Listen checks at –10 while sleeping, so a 
  character with 5 special operations training levels would 
  make Listen checks normally while sleeping).
  Counter Terrorist: Special operations forces receive 
  extensive training in preventing and combating terrorism. 
  Characters with this ability add their Reputation modiﬁer 
  to all Gather Information, Intimidate and Knowledge 
  (tactics) skill checks involving terrorists. 
  Grace Under Pressure: Special operations characters 
  are rare individuals who thrive under stress. When a 
  character spends an action point to aid a skill check he 
  adds all the dice he is entitled to roll to the skill check 
  (characters normally add only the highest die).
  special operations 
  units
  Elite Units Feats: One of the many changes between the 
  1st and 2nd editions of Blood and Guts are the elimination 
  of Elite Unit Feats. In Blood and Guts, just as a character 
  qualiﬁed for inclusion in a special ops unit by meeting 
  prerequisites and taking one or more levels in a class, 
  he qualiﬁed for serving in an elite unit (such as the 101st 
  Airborne) by meeting prerequisites and taking the elite 
  unit feat. This is one of many cases where Blood and Guts 
  suffered from “feat overload”, a failing we have worked 
  very hard to reduce in the 2nd edition. Feat overload means 
  that in order to qualify for some of the high-end classes 
  (such as Delta Force or SEALs) that the character had 
  no feat choices until 10th level and beyond, having been 
  slotted into a path by the fact that the character wished to 
  be in Delta Force. We consider this a bad idea. Certainly 
  qualifying for Delta Force should not be easy but we have 
  tried to at least reduce the number of prerequisites. 
  In Blood and Guts 2nd edition, special operations units 
  are treated like inclusion in any other unit. There is 
  no concept of an elite unit. Each unit will have certain 
  training requirements to be considered a part of that unit. 
  A character must meet all the requirements for a unit to 
  request a transfer to that unit. Requesting a transfer is done 
  through a requisition check. The DC of this check is 15 for 
  a normal unit and 20 for a special operations unit. 
  Once a character has joined a unit he will begin to 
  receive certain beneﬁts in terms of training options, morale 
  bonuses to certain attacks and so forth. The beneﬁts a 
  character receives take a certain amount of time to take 
  effect and fade if the character leaves that unit for another 
  (or retires from the service). These effects represent the 
  constant training and drilling the character receives as a 
  member of that unit.
  Following each Unit feat is a typical NPC statistical 
  block for gamemasters to quickly plug in their campaigns.  
  The statistical blocks were created using RPGObjects’ 
  Modern Character Generator.
  afsoc
  air force special operations command
  Air Force Special Operations Command (AFSOC) was 
  created May 22, 1990 as a component of USSOCOM. 
  Like other special operations forces, those of the air 
  force conduct foreign internal defense, unconventional 
  warfare and direct action missions around the world. 
  Other missions undertaken by soldiers of the AFSOC 
  include special reconnaissance and counterproliferation 
  (the detection, containment and elimination of nuclear, 
  chemical and biological warfare materials). To perform 
  
  4 
  special operations command
  these missions the AFSOC employs a number of high-tech 
  devices and specialized aircraft. 
  Currently AFSOC employs 12,500 active duty, reserve 
  and Air National Guard forces and more than 160 ﬁxed and 
  rotary wing aircraft worldwide. AFSOC is headquartered 
  out of Hurlburt Field in Florida. 
  air force combat controllers
  Combat Controllers enter enemy territory by any means 
  necessary (Land, Sea, Paradrop) and set up air trafﬁc 
  control facilities in enemy territory without being detected 
  by enemy forces.  Whenever possible they will make 
  contact with friendly indigenous forces, and if necessary 
  they will ﬁght their way out.
  In recent months, Combat Controllers provided 
  clandestine air trafﬁc control to American strike aircraft 
  from inside both Afghanistan and Iraq.
  Combat Controllers is one of the most difﬁcult career 
  paths in the military (and considered to be the most 
  difﬁcult in the Air Force) and they are recognized as 
  being on the same level as the Navy SEALs and the Army 
  Rangers. The difﬁculty in completing this training is 
  highlighted by the fact that there are less than 400 Combat 
  Controllers in the entire Air Force. 
  Combat Controllers are members of the various Special 
  Tactics Squadrons (STS) in the AFSOC including the units 
  of 720th Special Tactics Group (21st, 22nd, 23rd and 24th STS 
  along with the 10th Combat Weather Squadron). There are 
  also STS units in the 352nd Special Operations Group and 
  the 353rd Special Operations Group (see below).
  Combat Controllers may be recognized by their scarlet 
  berets and are based around the world, at airﬁelds in 
  America, Britain, and Okinawa.
  The motto of the Combat Controllers is “First There”.
  unit requirements
  To qualify for the Combat Controllers a character must 
  meet the following criteria.
  BAB: 7+
  Skills: Navigate 5 ranks and 2 of 
  the following skills: Spot 8 ranks, 
  Tumble 8 ranks, Computer Use 8 
  ranks, Survival 8 ranks, Demolitions 8 
  ranks, Swim 8 ranks
  Feats: Amphibious Assault Training, Jump 
  School, MOS Aviation
  Talents: Death from Above 1-2
  unit features
  All of the following are features of the Combat Controllers. 
  These specialties and abilities take effect 30 days after 
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions the characters bonus feat 
  list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus on Spot checks 
  for Air Trafﬁc Control and Radar Operation; +4 Tumble 
  competence bonus to Tumble checks for paradrops
  The character gain access to the Semper Fi class ability 
  when working with other Combat Controllers only 
  (normally Semper Fi affects any Teamwork feats the 
  character possesses).
  Unit Abilities:   the characters attack roll bonus 
  from Death from above talent increased by +1 (to a 
  maximum of +6). 
  Being a member of this unit also provides 
  accelerated promotion through E-4 (the 
  character gain the beneﬁts of the Fast Track 
  feat until reaching the rank of E-4).
  Unit Bonus Feats: Being a member of 
  this unit also adds the following feats to  the 
  characters bonus feat list from his MOS: Air 
  Assault Training, Amphibious Assault Training, 
  
  5 
  special operations command
  Arctic Warfare College, Desert Warfare College, Electronic 
  Warfare, Jungle/Swamp Warfare, MOS NBC, Mountain 
  Warfare, Radar Operation, SERE, Urban Warfare College
  Combat Controller (Strong Hero 3/Fast Hero 2/Recon 
  Training 4) CR 9; Medium-size humanoid; HD 3d8+6 
  plus 2d8+4 plus 4d8+8; HP 59; Mas 15; Init +2; Spd 25 
  ft; Defense 26, touch 20, ﬂatfooted 24 (+2 Dex, +8 class, 
  +6 equipment); BAB +7; Grap +8; Atk +8 melee (1d4+1, 
  Knife), or +10 ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; 
  Reach 5 ft; AL US Air Force; SV Fort +6, Ref +7, Will +2; 
  AP 4; Rep +0; Str 12, Dex 14, Con 15, Int 13, Wis 10, Cha 
  10.
  Occupation: Military (Demolitions, Survival)
  Skills: Climb +2, Computer Use +3, Craft (structural) 
  +4, Demolitions +7, Drive +6, Hide +5, Knowledge 
  (Tactics) +7, Navigate +6, Repair +4, Spot +9, Survival +8, 
  Tumble +5
  Feats: Advanced Firearms Proﬁciency, Amphibious 
  Assault Training (Demolitions, Survival, Swim), Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), Combat 
  Expertise, Jump School, MOS Aviation (Computer Use, 
  Spot, Survival), Personal Firearms Proﬁciency, Weapon 
  Focus
  Talents (Strong Hero): Extreme Effort, Improved 
  Extreme Effort
  Talents (Fast Hero): Evasion
  Talents (Recon Training): Camouﬂage, Death from 
  above 1, Death from above 2
  Talents (Combat Controllers): +4 competence bonus 
  to Spot for Air Trafﬁc and Radar Operation, +4 Tumble for 
  paradrops; Death from Above increased by +1
  Possessions: Tactical Vest, Knife, M-4 Carbine, 2 
  Smoke Grenades, 2 Fragmentation Grenades, 2 Tear Gas 
  Grenades, M-9
  air force pararescue
  The job of the Air Force’s elite Pararescue Special 
  Operations Unit is to parachute into enemy territory and 
  recover downed pilots, providing any necessary medical 
  attention, and escorting them to safety. If injured personnel 
  are too injured to be moved, the Pararescue unit stays with 
  them until a rescue is achievable, making contact with any 
  friendly indigenous forces if possible.
  Pararescue was born in the Second World War when 
  the crew of a C-46, comprised of 21 men, ditched into 
  an uncharted jungle near the China-Burma border.  Lt. 
  Colonel Don Fleckinger and a volunteer unit of medical 
  corpsmen, parachuted in and with the help of friendly 
  natives, tended the wounded for more than a month before 
  escape was possible.
  In addition to more traditional Special Ops training, 
  including small unit tactics, HALO Paradrop training, 
  and advanced ﬁrearms training, Pararescue soldiers also 
  become fully trained trauma physicians, in a course that is 
  both physically and mentally grueling, which lasts a full 
  year.
  In peacetime, the Pararescue acts as an elite search and 
  rescue force during times of natural disaster, assisting 
  Coast Guard and allied foreign nations.  They also provide 
  emergency retrieval teams to NASA.
  Along with Combat Controllers, Pararescue are members 
  of the various Special Tactics Squadrons (STS) in the 
  AFSOC including the units of 720th Special Tactics Group 
  (21st, 22nd, 23rd and 24th STS along with the 10th Combat 
  Weather Squadron). There are also STS units in the 352nd 
  Special Operations Group and the 353rd Special Operations 
  Group (see below).
  Pararescue forces wear maroon berets, and live their 
  motto: “These things we do, that others may live”.
  Air Force Pararescue units are stationed all over the 
  world to allow a quick response.  In addition to being 
  posted at several American airﬁelds, Pararescue units are 
  stationed in Britain, Okinawa, and Iceland as well.
  unit requirements
  To qualify for Pararescue a character must meet the 
  following criteria.
  BAB: 3+
  Skills: Navigate 5 ranks, Tumble 5 ranks, Treat Injury 8 
  ranks, Survival 5 ranks and Craft (pharmaceutical) 5 ranks
  Feats: MOS Medical, Jump School and Surgery
  Talents: Combat Medicine 1-2
  unit features
  All of the following are features of Pararescue. 
  These specialties and abilities take effect 30 days after 
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to   the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Tumble and 
  Treat Injury checks.
  Unit Abilities: When restoring hit points or performing 
  surgery the character can spend an action point and add all 
  applicable dice to the amount healed.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Jungle/Swamp Warfare, MOS NBC, Mountain Warfare, 
  Radar Operation, SERE, Urban Warfare College
  Air Force Pararescue (Dedicated Hero 3/Fast Hero 
  2/Recon Training 4) CR 9; Medium-size humanoid; HD 
  3d6+3 plus 2d8+2 plus 4d8+4; HP 47; Mas 12; Init +0; 
  Spd 25 ft; Defense 23, touch 18, ﬂatfooted 23 (+8 class, 
  +5 equipment); BAB +6; Grap +5; Atk +5 melee (1d4-1, 
  
  6 
  special operations command
  Knife), or +6 ranged (2d6+0, M-9); FS 5 ft by 5 ft; Reach 
  5 ft;  AL US Air Force; SV Fort +5, Ref +5, Will +5; AP 4; 
  Rep +1; Str 8, Dex 10, Con 12, Int 15, Wis 14, Cha 13.
  Occupation: Military (Navigate, Survival)
  Skills: Climb +0, Craft (pharmaceutical) +14, Disable 
  Device +8, Drive +5, Hide +5, Knowledge (Behavioral 
  Sciences) +5, Knowledge (Tactics) +9, Listen +8, Navigate 
  +8, Research +6, Spot +4, Survival +10, Treat Injury +16, 
  Tumble +3
  Feats: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Combat Expertise, Desert Warfare College 
  (Hide, Spot, Survival), Jump School, MOS Medical (Craft 
  [pharmaceutical], Treat Injury, Tumble), MOS NBC 
  (Disable Device, Repair, Research), Personal Firearms 
  Proﬁciency, Surgery
  Talents (Dedicated Hero): Healing Knack, Healing 
  Touch 1
  Talents (Fast Hero): Evasion
  Talents (Recon Training): Camouﬂage, Combat 
  Medicine 1, Combat Medicine 2
  Talents (Pararescue): +4 competence bonus to Tumble 
  and Treat Injury skill checks; When restoring hit points 
  may add action point dice to result. 
  Possessions: Light Duty Vest, Knife, M-9, 3 Smoke 
  Grenades, 3 Tear Gas Grenades
  combat weathermen
  The third component of any AFSOC Special Tactics 
  Squadron is Combat Weathermen. These forces provide 
  advanced meteorological and environmental information 
  to STS units to better determine the suitability of a site 
  for front-line air combat missions. In addition these units 
  are expert paratroopers and are given extensive training in 
  small unit tactics making them valuable members of the 
  STS team.
  unit requirements
  To qualify for the Combat Weathermen a character must 
  meet the following criteria.
  BAB: 5+
  Skills: Navigate 5 ranks, Survival 8 ranks, Tumble 5 
  ranks
  Feats: Jump School, any two terrain combat schools 
  (Amphibious Assault Training, Arctic Warfare College, 
  Desert Warfare College, Jungle/Swamp Warfare, Mountain 
  Warfare, Urban Warfare College)
  unit features
  All of the following are features of the Combat 
  Weathermen. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Tumble and 
  Survival checks
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Guide, Jungle/Swamp Warfare, Mountain Warfare, Radar 
  Operation, SERE, Track and Urban Warfare College
  Combat Weatherman (Tough Hero 3/Infantry Training 
  4) CR 7; Medium-size humanoid; HD 3d10+3 plus 4d10+4 
  plus 3; HP 49; Mas 13; Init +1; Spd 30 ft; Defense 17, 
  touch 15, ﬂatfooted 16 (+1 Dex, +4 class, +2 equipment); 
  BAB +5; Grap +5; Atk +5 melee (1d4, Knife), or +6 
  ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft;  AL 
  US Air Force; SV Fort +5, Ref +4, Will +4; AP 3; Rep +1; 
  Str 10, Dex 12, Con 13, Int 14, Wis 15, Cha 8.
  Occupation: Military (Navigate, Survival)
  Skills: Climb +9, Craft (structural) +12, Intimidate +3, 
  Knowledge (Tactics) +6, Listen +4, Navigate +12, Spot +4, 
  Survival +12, Tumble +10
  Feats: Alertness, Armor Proﬁciency (light), Jump 
  School, MOS Riﬂeman (Search, Spot, Tumble), Personal 
  Firearms Proﬁciency, Mountain Warfare College (Tactics, 
  Spot, Survival), Jungle/Swamp Warfare College (Hide, 
  Tactics, Survival)
  Talents (Tough Hero): Robust, Remain Conscious
  Talents (Infantry Training): Defensive Position +1, 
  Terrain Specialization (Mountain), Terrain Specialization 
  (Jungle/Swamp)
  Talents (Combat Weatherman): +4 competence bonus 
  to Tumble and Survival checks
  Possessions: Pull-up Pouch Vest, Knife, M-4 Carbine, 2 
  Smoke Grenades, 2 Fragmentation Grenades, 2 Tear Gas 
  Grenades
  16th special operations wing
  The largest AFSOC unit, the 16th SOW consists of over 
  7,000 soldiers. This unit specializes in unconventional 
  warfare and is able to undertake missions anywhere in the 
  world at a moment’s notice. The 16th SOW is the oldest and 
  most seasoned special operations unit in the AFSOC and is 
  based out of Hurlburt Field, Florida. The motto of the 16th 
  is “Any time, any place”.
  4th special operations squadron 
  (sos) “ghostriders”
  The largest of the squadrons in the 16th SOW, the 4th SOS 
  employs 13 AC-130U Gunships for close air support, 
  convoy escort, urban operations, armed reconnaissance 
  missions and air interdiction missions against preplanned 
  targets or targets of opportunity. 
  The 4th SOS made its ﬁrst operational deployment 
  
  7 
  special operations command
  in 1996 to Brindisi, Italy for three years in support of 
  operations in Bosnia-Herzegovina. Since then the unit 
  assisted in the evacuation of American citizens from 
  Albania and performed combat reconnaissance mission 
  in the Congo in 1997. The unit also participated in a 17-
  mission sortie on Yugoslav border to drive Serbian forces 
  back from the Kosovo-Albanian border. 
  4th sos pilot
  unit requirements
  To qualify for 4th SOS a character must meet the following 
  criteria.
  Skills: Pilot 10 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (Heavy Aircraft), 
  Evasive Maneuvers
  Talents: Air Support 1-2
  unit features
  All of the following are features of the 4th SOS. 
  These specialties and abilities take effect 30 days after 
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to   the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, the character transfers to another special 
  operations unit.
  Unit Specialties: +4 competence bonus to Pilot skill 
  checks
  Unit Abilities: The characters bonus from Air Support is 
  increased by +1 (to a maximum bonus of +6). 
  4th SOS Pilot (Fast Hero 3/Recon Training 4) CR 7; 
  Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP 39; 
  Mas 12; Init +2; Spd 30 ft; Defense 21, touch 18, ﬂatfooted 
  19 (+2 Dex, +6 class, +3 equipment); BAB +5; Grap +4; 
  Atk +4 melee (1d3-1, Unarmed), or +7 ranged (2d6+0, M-
  9); FS 5 ft by 5 ft; Reach 5 ft; AL US Air Force; SV Fort 
  +4, Ref +6, Will +2; AP 3; Rep +1; Str 8, Dex 15, Con 12, 
  Int 13, Wis 10, Cha 14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Craft (mechanical) +7, Craft (structural) +5, 
  Drive +4, Hide +4, Knowledge (Tactics) +13, Navigate +5, 
  Pilot +12, Profession +6, Repair +5, Spot +7, Survival +3, 
  Swim -1, Tumble +6
  Feats: Aircraft Operation (Heavy), Armor Proﬁciency 
  (light), Evasive Maneuvers, MOS Pilot (Pilot, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Uncanny Dodge 1
  Talents (Recon Training): Camouﬂage, Air Support 1, 
  Air Support 2
  Talents (4th SOS Pilot): +4 competence bonus to Pilot 
  checks; Air Support increased by +1
  Possessions: Undercover Vest, Unarmed, M-9
  4th sos gunner
  unit requirements
  To qualify for 4th SOS a character must meet the following 
  criteria.
  BAB: 5+
  Skills: Spot 5 ranks, Repair 5 ranks
  Feats: MOS Riﬂeman, Exotic Firearms Proﬁciency- 
  Fixed Wing Vehicle Weapons, Weapon Focus (40mm 
  cannon, 105mm cannon or 25mm cannon)
  Talents: Marksmanship 1, Sharpshooter 1
  unit features
  All of the following are features of the 4th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after 
  he leaves the unit. Any additions to the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Abilities: +1 competence bonus to attack and 
  damage rolls with any AC-130U-mounted weapon.
  4th SOS Gunner (Strong Hero 3/Assault Training 4) CR 
  7; Medium-size humanoid; HD 3d8+3 plus 4d10+4 plus 
  4; HP 47; Mas 13; Init +2; Spd 30 ft; Defense 18, touch 
  15, ﬂatfooted 16 (+2 Dex, +3 class, +3 equipment); BAB 
  +7; Grap +9; Atk +9 melee (1d4+2, weapon), or +9 ranged 
  (2d6, weapon); FS 5 ft by 5 ft; Reach 5 ft; AL US Air 
  Force; SV Fort +7, Ref +4, Will +2; AP 3; Rep +1; Str 14, 
  Dex 15, Con 13, Int 12, Wis 10, Cha 8.
  Occupation: Military (Navigate, Pilot)
  Skills: Climb +6, Craft (structural) +8, Intimidate +3, 
  Knowledge (Tactics) +8, Pilot +6, Repair +6, Spot +9, 
  Tumble +10
  Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Exotic Firearms Proﬁciency (cannons), 
  Jump School, MOS Riﬂeman (Search, Spot, Tumble), 
  Personal Firearms Proﬁciency, Weapon Focus
  Talents (Strong Hero): Extreme Effort, Improved 
  Extreme Effort
  Talents (Assault Training): Tough as Nails, 
  Marksmanship 1, Sharpshooter 1
  Talents (4th SOS Gunner): +1 competence bonus to 
  attack and damage rolls to AC-130U-ﬁred weapons
  Possessions: Knife, M-9, Undercover Vest
  6th special operations squadron
  One of the main missions of special operations forces is 
  foreign internal defense (FID) or the assisting of friendly 
  nations in improving their defensive and police capabilities 
  to fend off threats to their stability and security. In keeping 
  with this mission the AFSOC formed the 6th SOS to assist 
  
  8 
  special operations command
  friendly nations in developing air power to ensure the 
  security of friendly nations. The 6th SOS has performed 
  successful missions in El Salvador, Tunisia, Ecuador and 
  Jordan. As the unit has grown in size it has been assigned 
  two UH-1N Huey helicopters and two Spanish-built CASA 
  212 transport planes to assist in its missions. 
  unit requirements
  To qualify for 6th SOS a character must meet the following 
  criteria.
  Skills: Pilot 5 ranks, Spot 5 ranks, Craft (structural) 5 
  ranks, Repair 5 ranks
  Feats: MOS Aviation, Radar Operation, Aircraft 
  Operation (heavy aircraft or helicopter)
  unit features
  All of the following are features of the 6th SOS. 
  These specialties and abilities take effect 30 days after 
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stop working with the units in question.
  Unit Specialties: +4 competence bonus to Spot and 
  Craft (structural) checks.
  6th SOS (Dedicated Hero 3) CR 3; Medium-size 
  humanoid; HD 3d6+3; HP 14; Mas 13; Init +2; Spd 30 ft; 
  Defense 14, touch 14, ﬂatfooted 12 (+2 Dex, +2 class); 
  BAB +2; Grap +1; Atk +1 melee (1d3+-1, unarmed), or +4 
  ranged (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 ft;  AL US 
  Air Force; SV Fort +3, Ref +3, Will +2; AP 1; Rep +1; Str 
  8, Dex 15, Con 13, Int 12, Wis 10, Cha 14.
  Occupation: Military (Navigate, Pilot)
  Skills: Craft (structural) +7, Knowledge (Tactics) +7, 
  Listen +2, Navigate +7, Pilot +8, Repair +7, Spot +8
  Feats: Aircraft Operation (Heavy), Alertness, MOS 
  Aviation (Craft [structural], Repair, Spot), Personal 
  Firearms Proﬁciency, Radar Operation
  Talents (Dedicated Hero): Empathy, Improved Aid 
  Another
  Talents (6th SOS): +4 competence bonus to Spot and 
  Craft (structural) skill checks
  Possessions: M-9
  8th special operations squadron 
  “blackbirds”
  The 8th SOS is one of the longest serving units in the 
  history of the Air Force, having been in continuous service 
  since 1917. The mission of the 8th SOS is the insertion, 
  extraction and resupply of special operations forces 
  into hostile territory as well as unconventional warfare 
  missions. To support this mission the squadron uses the 
  MC-130 E Combat Talon I.
  The unit received its motto “with guts to try” during 
  the failed attempt to rescue Iranian Hostages held in Iran 
  in 1980, during which ﬁve members of the unit lost their 
  lives. 
  The 8th SOS next saw action in the Grenada operations 
  of 1983 during which their aircraft suffered intense ground 
  ﬁre as they deployed US Army Rangers onto the island.  
  The 8th then made three more missions over Grenada 
  dropping leaﬂets to encourage the Cubans to give up the 
  ﬁght on the island. 
  The 8th SOS participated in Operation Just Cause in 
  Panama against Manuel Noreiga and a Combat Talon of 
  the 8th SOS ﬂew the captured leader back to the United 
  States to face trial. 
  During Operations Desert Shield and Desert Storm the 
  8th SOS aided Coalition forces by dropping both 15,000 lb. 
  bombs and millions of leaﬂets encouraging the Iraqis to 
  surrender. 
  More recently the 8th SOS has seen action in Bosnia, 
  Liberia, Saudi Arabia and were even seen in the movie 
  “Air Force One”.
  unit requirements
  To qualify for 8th SOS a character must meet the following 
  criteria.
  Skills: Pilot 8 ranks, Computer Use 8 ranks
  Feats: MOS Pilot, Aircraft Operation (heavy aircraft), 
  Electronic Warfare
  unit features
  All of the following are features of the 8th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after 
  he leave the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks
  8th SOS (Fast Hero 3/Recon Training 4) CR 6; Medium-
  size humanoid; HD 3d8+3 plus 3d8+3; HP 34; Mas 12; 
  Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 16 (+2 
  Dex, +6 class); BAB +4; Grap +3; Atk +3 melee (1d3+-
  1, unarmed), or +6 ranged (2d6+0, M-9); FS 5 ft by 5 ft; 
  Reach 5 ft;  AL US Air Force; SV Fort +4, Ref +6, Will +2; 
  AP 3; Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 
  14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +10, Hide +6, Knowledge 
  (Tactics) +10, Listen +3, Navigate +4, Pilot +11, Repair 
  
  9 
  special operations command
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Heavy), Combat Expertise, 
  Electronic Warfare, MOS Pilot (Computer Use, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Support 1
  Talents (8th SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks
  Possessions: M-9
  9th special operations squadron 
  “night wings”
  The 9th SOS’ mission is the combat refueling of special 
  operations helicopters in hostile territory as well as the 
  insertion, extraction and resupply of special operations 
  forces in hostile territory. The unit also performs 
  unconventional warfare missions as well. To support this 
  mission the squadron uses the MC-130 P Combat Shadow.
  During the Viet Nam War the 9th SOS performed 
  numerous unconventional warfare missions including 
  leaﬂet drops that assisted American forces throughout that 
  long conﬂict. In March of 1988 the primary mission of the 
  unit shifted to aerial refueling and it obtained the MC-130 
  P aircraft that it uses today. During Operation Just Cause in 
  Panama the 9th SOS allowed special operations helicopters 
  to ﬂy more than 400 missions and log over 1,200 hours of 
  ﬂight time. 
  In 1990 the squadron deployed to Saudi Arabia where 
  it remained for more than three years. It then transferred 
  to Turkey where it served for another three years during 
  Operation Provide Comfort, which helped the Kurdish 
  people recover from the depredations of the Iraqi 
  government of Saddam Hussein. 
  unit requirements
  To qualify for 9th SOS a character must meet the following 
  criteria.
  Skills: Pilot 8 ranks, Computer Use 8 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (heavy aircraft), 
  Electronic Warfare
  unit features
  All of the following are features of the 9th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks.
  Unit Abilities: The Night Wings are extremely adept at 
  night ﬂying operations during which the pilots wear night 
  vision goggles. Members of the 9th SOS do not suffer the 
  usual –4 penalty to Spot checks when wearing night vision 
  goggles because of their extensive experience using these 
  devices.
  9th SOS (Fast Hero 3/Recon Training 3) CR 6; Medium-
  size humanoid; HD 3d8+3 plus 3d8+3; HP 34; Mas 12; 
  Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 16 (+2 
  Dex, +6 class); BAB +4; Grap +3; Atk +3 melee (1d3+-
  1, unarmed), or +6 ranged (2d6+0, M-9); FS 5 ft by 5 ft; 
  Reach 5 ft; AL US Air Force; SV Fort +4, Ref +6, Will +2; 
  AP 3; Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 
  14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +10, Hide +6, Knowledge 
  (Tactics) +10, Listen +3, Navigate +4, Pilot +11, Repair 
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Heavy), Combat Expertise, 
  Electronic Warfare, MOS Pilot (Computer Use, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Support 1
  Talents (9th SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks
  Possessions: M-9
  15th special operations squadron
  The 15th SOS was formed due to the success of the Combat 
  Talon as a support aircraft for special operations forces. As 
  part of a program to upgrade this successful aircraft, the 
  15th SOS helped to test the upgraded MC-130H Combat 
  Talon II, which the unit uses its mission to insert, extract 
  and resupply special operations forces today. 
  unit requirements
  To qualify for 15th SOS a character must meet the 
  following criteria.
  Skills: Pilot 8 ranks, Computer Use 8 ranks
  Feats: MOS Pilot, Aircraft Operation (heavy aircraft), 
  Electronic Warfare
  unit features
  All of the following are features of the 15th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks
  
  10 
  special operations command
  16th special operations squadron 
  “spectre”
  The 16th was activated in 1968 and originally based at 
  Ubon Royal Thai Air Force Base. They originally ﬂew the 
  legendary AC-47 Spooky gunship and today ﬂy the AC-
  130H Spectre. During the Viet Nam War gunships of the 
  16th destroyed an average of 10,000 trucks per year during 
  night attacks along the Ho Chi Minh Trail. 
  Aircraft of the 16th have served with distinction in 
  Grenada, Panama, Iraq, Somalia and Bosnia-Herzegovina. 
  Despite the enormous heroism of their service the unit 
  also remembers the 52 brothers who lost their lives in Viet 
  Nam, 14 in Operation Desert Storm and 8 in Operation 
  Continue Hope (in Somalia).
  Since 1975 the unit has been based at its current home of 
  Hurlburt Field, Florida. 
  16th sos pilot
  unit requirements
  To qualify for 16th SOS a character must meet the 
  following criteria.
  Skills: Pilot 10 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (Heavy Aircraft), 
  Evasive Maneuvers
  Talents: Air Support 1-2
  unit features
  All of the following are features of the 16th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after 
  he leaves the unit. Any additions to the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot skill 
  checks
  Unit Abilities: The characters bonus from Air Support is 
  increased by +1 (to a maximum bonus of +6). 
  16th SOS Pilot (Fast Hero 3/Recon Training 4) CR 7; 
  Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP 39; 
  Mas 12; Init +2; Spd 30 ft; Defense 21, touch 18, ﬂatfooted 
  19 (+2 Dex, +6 class, +3 equipment); BAB +5; Grap +4; 
  Atk +4 melee (1d3+-1, Unarmed), or +7 ranged (2d6+0, 
  M-9); FS 5 ft by 5 ft; Reach 5 ft;  AL US Air Force; SV 
  Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str 8, Dex 15, Con 
  12, Int 13, Wis 10, Cha 14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Craft (mechanical) +7, Craft (structural) +5, 
  Drive +4, Hide +4, Knowledge (Tactics) +13, Navigate +5, 
  Pilot +12, Profession +6, Repair +5, Spot +7, Survival +3, 
  Swim -1, Tumble +6
  Feats: Aircraft Operation (Heavy), Armor Proﬁciency 
  (light), Evasive Maneuvers, MOS Pilot (Pilot, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Uncanny Dodge 1
  Talents (Recon Training): Camouﬂage, Air Support 1, 
  Air Support 2
  Talents (16th SOS Pilot): +4 competence bonus to Pilot 
  checks; Air Support increased by +1
  Possessions: Undercover Vest, Unarmed, M-9
  16th sos gunner
  unit requirements
  To qualify for 16th SOS a character must meet the 
  following criteria.
  BAB: 5+
  Skills: Spot 5 ranks, Repair 5 ranks
  Feats: MOS Riﬂeman, Exotic Firearms Proﬁciency- 
  Fixed Wing Vehicle Weapons, Weapon Focus (40mm 
  cannon, 105mm cannon or 25mm cannon)
  Talents: Marksmanship 1, Sharpshooter 1
  unit features
  All of the following are features of the 16th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters  bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Abilities: +1 competence bonus to attack and 
  damage rolls with any AC-130U-mounted weapon.
  16th SOS Gunner (Strong Hero 3/Assault Training 4) 
  CR 7; Medium-size humanoid; HD 3d8+3 plus 4d10+4 
  plus 4; HP 47; Mas 13; Init +2; Spd 30 ft; Defense 18, 
  touch 15, ﬂatfooted 16 (+2 Dex, +3 class, +3 equipment); 
  BAB +7; Grap +9; Atk +9 melee (1d4+2, weapon), or +9 
  ranged (2d6, weapon); FS 5 ft by 5 ft; Reach 5 ft;  AL US 
  Air Force; SV Fort +7, Ref +4, Will +2; AP 3; Rep +1; Str 
  14, Dex 15, Con 13, Int 12, Wis 10, Cha 8.
  Occupation: Military (Navigate, Pilot)
  Skills: Climb +6, Craft (structural) +8, Intimidate +3, 
  Knowledge (Tactics) +8, Pilot +6, Repair +6, Spot +9, 
  Tumble +10
  Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Exotic Firearms Proﬁciency (cannons), 
  Jump School, MOS Riﬂeman (Search, Spot, Tumble), 
  Personal Firearms Proﬁciency, Weapon Focus
  Talents (Strong Hero): Extreme Effort, Improved 
  Extreme Effort
  Talents (Assault Training): Tough as Nails, 
  Marksmanship 1, Sharpshooter 1
  Talents (16th SOS Gunner): +1 competence bonus to 
  
  11 
  special operations command
  attack and damage rolls to AC-130U-ﬁred weapons
  Possessions: Knife, M-9, Undercover Vest
  19th special operations squadron
  With a long and distinguished service history going back 
  to 1939, today the 19th SOS serves as training arm of the 
  16th Special Operations Wing and trains AC-130H, AC-
  130U and MC-130E crews for the unit. They also conduct 
  refresher courses for crews in service. 
  19th sos pilot
  unit requirements
  To qualify for 19th SOS a character must meet the 
  following criteria.
  Skills: Pilot 10 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (Heavy Aircraft), 
  Evasive Maneuvers
  Talents: Air Support 1-2
  unit features
  All of the following are features of the 19th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot skill 
  checks
  Unit Abilities:  The characters bonus from Air Support 
  is increased by +1 (to a maximum bonus of +6). 
  19th SOS Pilot (Fast Hero 3/Recon Training 4) CR 7; 
  Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP 39; 
  Mas 12; Init +2; Spd 30 ft; Defense 21, touch 18, ﬂatfooted 
  19 (+2 Dex, +6 class, +3 equipment); BAB +5; Grap +4; 
  Atk +4 melee (1d3+-1, Unarmed), or +7 ranged (2d6+0, 
  M-9); FS 5 ft by 5 ft; Reach 5 ft;  AL US Air Force; SV 
  Fort +4, Ref +6, Will +2; AP 3; Rep +1; Str 8, Dex 15, Con 
  12, Int 13, Wis 10, Cha 14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Craft (mechanical) +7, Craft (structural) +5, 
  Drive +4, Hide +4, Knowledge (Tactics) +13, Navigate +5, 
  Pilot +12, Profession +6, Repair +5, Spot +7, Survival +3, 
  Swim -1, Tumble +6
  Feats: Aircraft Operation (Heavy), Armor Proﬁciency 
  (light), Evasive Maneuvers, MOS Pilot (Pilot, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Uncanny Dodge 1
  Talents (Recon Training): Camouﬂage, Air Support 1, 
  Air Support 2
  Talents (19th SOS Pilot): +4 competence bonus to Pilot 
  checks; Air Support increased by +1
  Possessions: Undercover Vest, Unarmed, M-9
  19th sos gunner
  unit requirements
  To qualify for 19th SOS a character must meet the 
  following criteria.
  BAB: 5+
  Skills: Spot 5 ranks, Repair 5 ranks
  Feats: MOS Riﬂeman, Exotic Firearms Proﬁciency- 
  Fixed Wing Vehicle Weapons, Weapon Focus (40mm 
  cannon, 105mm cannon or 25mm cannon)
  Talents: Marksmanship 1, Sharpshooter 1
  unit features
  All of the following are features of the 19th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit,  the character transfers to another special 
  operations unit.
  Unit Abilities: +1 competence bonus to attack and 
  damage rolls with any AC-130U-mounted weapon.
  19th SOS Gunner (Strong Hero 3/Assault Training 4) 
  CR 7; Medium-size humanoid; HD 3d8+3 plus 4d10+4 
  plus 4; HP 47; Mas 13; Init +2; Spd 30 ft; Defense 18, 
  touch 15, ﬂatfooted 16 (+2 Dex, +3 class, +3 equipment); 
  BAB +7; Grap +9; Atk +9 melee (1d4+2, weapon), or +9 
  ranged (2d6, weapon); FS 5 ft by 5 ft; Reach 5 ft;  AL US 
  Air Force; SV Fort +7, Ref +4, Will +2; AP 3; Rep +1; Str 
  14, Dex 15, Con 13, Int 12, Wis 10, Cha 8.
  Occupation: Military (Navigate, Pilot)
  Skills: Climb +6, Craft (structural) +8, Intimidate +3, 
  Knowledge (Tactics) +8, Pilot +6, Repair +6, Spot +9, 
  Tumble +10
  Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Exotic Firearms Proﬁciency (cannons), 
  Jump School, MOS Riﬂeman (Search, Spot, Tumble), 
  Personal Firearms Proﬁciency, Weapon Focus
  Talents (Strong Hero): Extreme Effort, Improved 
  Extreme Effort
  Talents (Assault Training): Tough as Nails, 
  Marksmanship 1, Sharpshooter 1
  Talents (19th SOS Gunner): +1 competence bonus to 
  attack and damage rolls to AC-130U-ﬁred weapons
  Possessions: Knife, M-9, Undercover Vest
  20th special operations squadron 
  “green hornets”
  The 20th SOS ﬂies the most sophisticated helicopter in 
  the entire Air Force, the MH-53J Pave Low. The unit was 
  
  12 
  special operations command
  activated in 1956 and earned its nickname during Project 
  Lucky Tiger in 1967. It was during these same missions 
  that Captain James P. Fleming earned the Congressional 
  Medal of Honor. In more recent action the unit has seen 
  service in President George H.W. Bush’s Florida Drug 
  Task Force and recorded the ﬁrst rescue of a downed 
  airman during Operation Desert Storm, the ﬁrst rescue of a 
  downed airman since the Viet Nam War. 
  unit requirements
  To qualify for 20th SOS a character must meet the 
  following criteria.
  BAB: 5+
  Skills: Pilot 8 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (helicopter), 
  Exotic Firearms Proﬁciency- Helicopter Vehicle Weapons
  unit features
  All of the following are features of the 20th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unlessthe character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks.
  Unit Abilities: The Green Hornets are extremely adept at 
  night ﬂying operations during which the pilots wear night 
  vision goggles. Members of the 20th SOS do not suffer the 
  usual –4 penalty to Spot checks when wearing night vision 
  goggles because of their extensive experience using these 
  devices.
  20th SOS (Fast Hero 3/Recon Training 4) CR 7; Medium-
  size humanoid; HD 3d8+3 plus 4d8+4; HP 39; Mas 12; 
  Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 16 (+2 
  Dex, +6 class); BAB +5; Grap +4; Atk +4 melee (1d3-1, 
  unarmed), or +7 ranged (2d6, M-9); FS 5 ft by 5 ft; Reach 
  5 ft; AL US Air Force; SV Fort +4, Ref +6, Will +2; AP 3; 
  Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +12, Hide +6, Knowledge 
  (Tactics) +12, Listen +3, Navigate +6, Pilot +13, Repair 
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Helicopter), Combat 
  Expertise, Exotic Firearms Proﬁciency (Helicopter 
  Weapons), MOS Pilot (Computer Use, Repair, Spot), 
  Ofﬁcer Candidate School, Personal Firearms Proﬁciency, 
  Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Superiority 
  1, Air Superiority 2
  Talents (20th SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks; no Spot penalty for wearing 
  nightvision goggles. 
  Possessions: M-9
  720th special tactics group
  The 720th Special Tactics Group deploys 4 of the 6 Special 
  Tactics Squadrons in the Air Force as well as the 10th 
  Combat Weather Squadron. This unit is headquartered 
  at Hurlburt Field in Florida although many of the STS 
  units that are part of the 720th have their own home ﬁelds 
  as well. The mission of the 720th is to conduct airﬁeld 
  and assault zone recon, assessment and control as well 
  as provide emergency medical care and combat search 
  and rescue. The units of the 720th also provide long-range 
  reconnaissance and position navigational aids and target 
  designation equipment in both friendly and hostile areas.  
  The 720th consists of the following units: 21st STS based 
  at Pope Air Force Base, North Carolina; 22nd STS based at 
  McCord Air Force Base, Washington State; 23rd STS based 
  at Hurlburt Field, Florida; 24th STS based at Pope Air Force 
  Base, North Carolina; and 10th Combat Weather Squadron 
  based at Hurlburt Field, Florida. 
  352nd special operations group
  The 352nd SOG is the AFSOC group assigned to the 
  European theater. The unit is based at RAF Mildenhall, 
  United Kingdom and is the primary AFSOC unit for all 
  European operations, as well as operations in Africa and 
  the Middle East. As part of its responsibilities the 352nd 
  frequently works with allied special operations units in 
  Europe.
  7th special operations squadron
  The 7th SOS employs the MC-130H Combat Talon. 
  Its mission in the insertion, extraction and resupply of 
  special operations troops in hostile territory as well as 
  unconventional warfare missions.
  The 7th served in Southeast Asia in 1991 and later 
  assisted in resupply operations to assist the Kurdish 
  peoples living in Northern Iraq in their efforts to resist the 
  regime of Saddam Hussein. 
  unit requirements
  To qualify for 7th SOS a character must meet the following 
  criteria.
  Skills: Pilot 8 ranks, Computer Use 8 ranks
  Feats: MOS Pilot, Aircraft Operation (heavy aircraft), 
  Electronic Warfare
  unit features
  All of the following are features of the 7th SOS. 
  These specialties and abilities take effect 30 days after  
  
  13 
  special operations command
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks
  7th SOS (Fast Hero 3/Recon Training 3) CR 6; Medium-
  size humanoid; HD 3d8+3 plus 3d8+3; HP 34; Mas 12; 
  Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 16 (+2 
  Dex, +6 class); BAB +4; Grap +3; Atk +3 melee (1d3+-
  1, unarmed), or +6 ranged (2d6+0, M-9); FS 5 ft by 5 ft; 
  Reach 5 ft;  AL US Air Force; SV Fort +4, Ref +6, Will +2; 
  AP 3; Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 
  14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +10, Hide +6, Knowledge 
  (Tactics) +10, Listen +3, Navigate +4, Pilot +11, Repair 
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Heavy), Combat Expertise, 
  Electronic Warfare, MOS Pilot (Computer Use, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Support 1
  Talents (7th SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks
  Possessions: M-9
  21st special operations squadron 
  “dust devils”
  The 21st ﬂies the MH-53M Pave Low IV helicopter for 
  low-level night ﬂying for insertion, extraction and resupply 
  of special operations forces in hostile territory. With the aid 
  of the 67th SOS these helicopters have a greatly enhanced 
  range.
  unit requirements
  To qualify for 21st SOS a character must meet the following 
  criteria.
  BAB: 5+
  Skills: Pilot 8 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (helicopter), 
  Exotic Firearms Proﬁciency- Helicopter Vehicle Weapons
  unit features
  All of the following are features of the 21st SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks.
  Unit Abilities: The Dust Devils are extremely adept at 
  night ﬂying operations during which the pilots wear night 
  vision goggles. Members of the 21st SOS do not suffer the 
  usual –4 penalty to Spot checks when wearing night vision 
  goggles because of their extensive experience using these 
  devices. 
  21st SOS (Fast Hero 3/Recon Training 4) CR 7; Medium-
  size humanoid; HD 3d8+3 plus 4d8+4; HP 39; Mas 12; 
  Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 16 (+2 
  Dex, +6 class); BAB +5; Grap +4; Atk +4 melee (1d3+-
  1, unarmed), or +7 ranged (2d6+0, M-9); FS 5 ft by 5 ft; 
  Reach 5 ft;  AL US Air Force; SV Fort +4, Ref +6, Will +2; 
  AP 3; Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 
  14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +12, Hide +6, Knowledge 
  (Tactics) +12, Listen +3, Navigate +6, Pilot +13, Repair 
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Helicopter), Combat 
  Expertise, Exotic Firearms Proﬁciency (Helicopter 
  Weapons), MOS Pilot (Computer Use, Repair, Spot), 
  Ofﬁcer Candidate School, Personal Firearms Proﬁciency, 
  Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Superiority 
  1, Air Superiority 2
  Talents (21st SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks; no Spot penalty for wearing 
  nightvision goggles. 
  Possessions: M-9
  67th special operations group “night 
  owls”
  The 67th ﬂies the MC-130P Combat Shadow, which is 
  designed to refuel special operations helicopters in-ﬂight. 
  This greatly extends the range and endurance of such 
  helicopters (such as those of the 21st SOS). These craft may 
  also be used to deliver special operations units and even 
  rubber raiding craft or resupply bundles for those units. 
  unit requirements
  To qualify for 67th SOS a character must meet the 
  following criteria.
  Skills: Pilot 8 ranks, Computer Use 8 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (heavy aircraft), 
  Electronic Warfare
  
  14 
  special operations command
  unit features
  All of the following are features of the 67th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks.
  Unit Abilities: The Night Owls are extremely adept at 
  night ﬂying operations during which the pilots wear night 
  vision goggles. Members of the 67th SOS do not suffer the 
  usual –4 penalty to Spot checks when wearing night vision 
  goggles because of their extensive experience using these 
  devices.
  67th SOS (Fast Hero 3/Recon Training 3) CR 6; Medium-
  size humanoid; HD 3d8+3 plus 3d8+3; HP 34; Mas 12; 
  Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 16 (+2 
  Dex, +6 class); BAB +4; Grap +3; Atk +3 melee (1d3+-
  1, unarmed), or +6 ranged (2d6+0, M-9); FS 5 ft by 5 ft; 
  Reach 5 ft;  AL US Air Force; SV Fort +4, Ref +6, Will +2; 
  AP 3; Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 
  14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +10, Hide +6, Knowledge 
  (Tactics) +10, Listen +3, Navigate +4, Pilot +11, Repair 
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Heavy), Combat Expertise, 
  Electronic Warfare, MOS Pilot (Computer Use, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Support 1
  Talents (9th SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks; no spot penalty for wearing 
  nightvision goggles. 
  Possessions: M-9
  321st special tactics squadron (sts) 
  The fast reaction force of the 352nd SOG, this unit provides 
  Combat Controllers, Pararescue and Combat Weather 
  personnel for a variety of missions during both peacetime 
  and war (see the individual entries for these units above for 
  more information on the capabilities and missions of the 
  321st STS). 
  353rd special operations group
  Just as the 352nd provides an AFSOC presence to the 
  European theater, the 353rd provides that presence to 
  Southeast Asia and is based out of Kadena Air Base in 
  Japan. The 353rd consists of two ﬂying squadrons as well as 
  one special tactics squadron. 
  1st special operations squadron
  The 1st employs the MC-130H Combat Talon. Its 
  mission in the insertion, extraction and resupply of 
  special operations troops in hostile territory as well as 
  unconventional warfare missions.
  unit requirements
  To qualify for 1st SOS a character must meet the following 
  criteria.
  Skills: Pilot 8 ranks, Computer Use 8 ranks
  Feats: MOS Pilot, Aircraft Operation (heavy aircraft), 
  Electronic Warfare
  unit features
  All of the following are features of the 1st SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks
  1st SOS (Fast Hero 3/Recon Training 3) CR 6; Medium-
  size humanoid; HD 3d8+3 plus 3d8+3; HP 34; Mas 12; 
  Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 16 (+2 
  Dex, +6 class); BAB +4; Grap +3; Atk +3 melee (1d3+-
  1, unarmed), or +6 ranged (2d6+0, M-9); FS 5 ft by 5 ft; 
  Reach 5 ft;  AL US Air Force; SV Fort +4, Ref +6, Will +2; 
  AP 3; Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 
  14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +10, Hide +6, Knowledge 
  (Tactics) +10, Listen +3, Navigate +4, Pilot +11, Repair 
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Heavy), Combat Expertise, 
  Electronic Warfare, MOS Pilot (Computer Use, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Support 1
  Talents (1st SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks
  Possessions: M-9
  17th special operations squadron 
  “jackals”
  The 17th employs the MC-130P Combat Shadow to refuel 
  special operations helicopters in-ﬂight. 
  
  15 
  special operations command
  unit requirements
  To qualify for 17th SOS a character must meet the 
  following criteria.
  Skills: Pilot 8 ranks, Computer Use 8 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (heavy aircraft), 
  Electronic Warfare
  unit features
  All of the following are features of the 17th SOS. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks.
  Unit Abilities: The Jackals are extremely adept at night 
  ﬂying operations during which the pilots wear night vision 
  goggles. Members of the 17th SOS do not suffer the usual 
  –4 penalty to Spot checks when wearing night vision 
  goggles because of their extensive experience using these 
  devices.
  17th SOS (Fast Hero 3/Recon Training 3) CR 6; Medium-
  size humanoid; HD 3d8+3 plus 3d8+3; HP 34; Mas 12; 
  Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 16 (+2 
  Dex, +6 class); BAB +4; Grap +3; Atk +3 melee (1d3+-
  1, unarmed), or +6 ranged (2d6+0, M-9); FS 5 ft by 5 ft; 
  Reach 5 ft;  AL US Air Force; SV Fort +4, Ref +6, Will +2; 
  AP 3; Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 
  14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +10, Hide +6, Knowledge 
  (Tactics) +10, Listen +3, Navigate +4, Pilot +11, Repair 
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Heavy), Combat Expertise, 
  Electronic Warfare, MOS Pilot (Computer Use, Repair, 
  Spot), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Support 1
  Talents (17th SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks; no spot penalty for wearing 
  nightvision goggles.
  Possessions: M-9
  320th special tactics squadron
  The fast reaction force of the 353rd SOG, this unit provides 
  Combat Controllers, Pararescue and Combat Weather 
  personnel for a variety of missions during both peacetime 
  and war (see the individual entries for these units above for 
  more information on the capabilities and missions of the 
  320th STS).
  usasoc
  u.s. army special operations command
  Army Special Operations Command was formed 
  December 1st, 1989. The ARSOC special operations 
  forces consist of the 75th Ranger Battalion, 160th Special 
  Operations Aviation Regiment, Special Forces, Special 
  Forces Operational Detachment Delta, Civil Affairs and 
  Psychological Operations.  USASOC is based out of Fort 
  Bragg, North Carolina. 
  75th ranger regiment
  The 75th Ranger Regiment is composed of three battalions: 
  1st Battalion, based out of Hunter Army Air Field, Georgia; 
  2nd Battalion, based out of Fort Lewis, Washington; and the 
  3rd Battalion based out of Fort Benning, Georgia.
  The Rangers are the elite fast-deployment force of the 
  United States Army.  They allow the United States to 
  project its power, providing a cohesive ﬁghting unit that 
  can reach any place in the world in 18 hours.  Rangers are 
  trained in airborne operations, and are trained to operate 
  in a wide variety of terrain.  They may be used in a variety 
  of roles, from airborne assault to special operations.  Their 
  specialty is the surprise airborne attack, allowing the quick 
  capture of key facilities such as airports and bridges.
  The primary missions of the Rangers are: rapid insertion 
  and extraction by land, sea or air; direct action (including 
  raids); combat search and rescue operations; and special 
  operations. The Rangers can also function as an elite light 
  infantry or airborne brigade.
  Each Ranger battalion consists of three riﬂeman 
  companies and a Headquarters and Headquarters Company 
  (HHC). Each battalion is authorized 580 men but is 
  allowed to be 15% overstaffed.
  The Rangers were created when the United States 
  entered the Second World War.  Major General Lucian 
  K. Truscott submitted a proposal to General George C. 
  Marshall that the United States create “an American unit 
  along the lines of the British Commandos”.  The 1st Ranger 
  Battalion was formed soon after, comprised of hand picked 
  volunteers.
  Rangers have been known for their distinctive black berets 
  for some time, and have even been referred to as the “black 
  berets”.  However, the Army recently approved the black 
  beret for all servicemen, so the Rangers have adopted a tan 
  beret.
  unit requirements
  To qualify for 75th Ranger Battalion a character must meet 
  the following criteria.
  BAB: 5+
  Skills: Navigation 5 ranks, Survival 8 ranks, Tumble 8 
  ranks, Knowledge (tactics) 5 ranks
  Feats: MOS Riﬂeman, Jump School, one terrain warfare 
  feat (Amphibious Assault Training, Arctic Warfare College, 
  
  16 
  special operations command
  Desert Warfare College, Jungle/Swamp Warfare, Mountain 
  Warfare, Urban Warfare College)
  Talents: Death from Above, one terrain specialization
  unit features
  All of the following are features of the 75th Ranger 
  Battalion. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to Survival and 
  Tumble skill checks
  Unit Abilities: Death from Above modiﬁer increased by 
  +1 (to a maximum bonus of +6)
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Engineer, MOS Field Artillery, 
  MOS Medical, MOS Signals, Mountain Warfare, SERE, 
  Urban Warfare College
  75th Rangers (Tough Hero 3/Infantry Training 4) CR 7; 
  Medium-size humanoid; HD 3d10+6 plus 4d10+8 plus 6; 
  HP 59; Mas 15; Init +2; Spd 25 ft; Defense 22, touch 16, 
  ﬂatfooted 20 (+2 Dex, +4 class, +6 equipment); BAB +5; 
  Grap +6; Atk +6 melee (1d4+1, Knife), or +7 ranged (2d8, 
  M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft;  AL US Army; 
  SV Fort +6, Ref +5, Will +2; AP 3; Rep +1; Str 13, Dex 14, 
  Con 15, Int 12, Wis 10, Cha 8.
  Occupation: Military (Navigate, Survival)
  Skills: Climb -1, Craft (structural) +4, Intimidate +3, 
  Knowledge (Tactics) +5, Navigate +8, Spot +3, Survival 
  +10, Swim +0, Tumble +7
  Feats: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Desert Warfare College (Knowledge [Tactics], 
  Spot, Survival), Jump School, MOS Riﬂeman (Craft 
  [structural], Knowledge [Tactics], Tumble), Personal 
  Firearms Proﬁciency, Toughness
  Talents (Tough Hero): Robust, Stamina
  Talents (Infantry Training): Defensive Position +1, 
  Death from above 1, Terrain Specialization
  Talents (75th Rangers): +4 competence bonus to 
  Survival and Tumble checks; Death from above increased 
  by +1
  Possessions: Tactical Vest, Knife, M-4 Carbine, M-9, 2 
  Smoke Grenades, 4 Fragmentation Grenades
  160th special operations aviation 
  regiment (soar) “night stalkers”
  The 160th was born out of the failed attempt to rescue 
  hostage held in Iran during the Carter administration. 
  Following this failure the 
  Army immediately began 
  recruiting the best pilots their 
  service had to offer to form 
  a new type of unit: one that 
  would specialize in low-level 
  night insertion and support 
  of special operations units. 
  Currently the 160th consists 
  of four battalions but as the 
  need for special operations 
  forces increases as part of 
  the global War on Terror, 
  plans are already underway to 
  signiﬁcantly expand this vital 
  force in USASOC. The 160th 
  uses three main helicopters 
  to accomplish its missions: 
  the AH/MH-6 Little Bird, the 
  MH-60 Pave Hawk and the 
  MH-47E Chinook. The 160th 
  is based out of Fort Campbell, 
  Kentucky.
  
  17 
  special operations command
  unit requirements
  To qualify for 160th SOAR a character must meet the 
  following criteria.
  BAB: 5+
  Skills: Pilot 8 ranks, Spot 5 ranks
  Feats: MOS Pilot, Aircraft Operation (helicopter), 
  Exotic Firearms Proﬁciency- Helicopter Vehicle Weapons
  unit features
  All of the following are features of the 160th SOAR. 
  These specialties and abilities take effect 30 days  the 
  character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Pilot and 
  Computer Use skill checks.
  Unit Abilities: The Night Stalkers are extremely adept at 
  night ﬂying operations during which the pilots wear night 
  vision goggles. Members of the 160th SOAR do not suffer 
  the usual –4 penalty to Spot checks when wearing night 
  vision goggles because of their extensive experience using 
  these devices.
  160th SOAR (Fast Hero 3/Recon Training 4) CR 7; 
  Medium-size humanoid; HD 3d8+3 plus 4d8+4; HP 39; 
  Mas 12; Init +2; Spd 35 ft; Defense 18, touch 18, ﬂatfooted 
  16 (+2 Dex, +6 class); BAB +5; Grap +4; Atk +4 melee 
  (1d3+-1, unarmed), or +7 ranged (2d6+0, M-9); FS 5 ft by 
  5 ft; Reach 5 ft;  AL US Army; SV Fort +4, Ref +6, Will 
  +2; AP 3; Rep +1; Str 8, Dex 15, Con 12, Int 13, Wis 10, 
  Cha 14.
  Occupation: Military (Knowledge [Tactics], Pilot)
  Skills: Computer Use +12, Hide +6, Knowledge 
  (Tactics) +12, Listen +3, Navigate +6, Pilot +13, Repair 
  +8, Spot +9, Survival +3, Tumble +8
  Feats: Aircraft Operation (Helicopter), Combat 
  Expertise, Exotic Firearms Proﬁciency (Helicopter 
  Weapons), MOS Pilot (Computer Use, Repair, Spot), 
  Ofﬁcer Candidate School, Personal Firearms Proﬁciency, 
  Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Increased Speed
  Talents (Recon Training): Camouﬂage, Air Superiority 
  1, Air Superiority 2
  Talents (160th SOS): +4 competence bonus to Computer 
  Use and Pilot skill checks; no Spot penalty for wearing 
  nightvision goggles. 
  Possessions: M-9
  special forces “green berets”
  Special Forces, more commonly known as the Green 
  Berets are a unique special operations unit in that they 
  are as often employed in peace as they are in war. 
  Their primary missions are: foreign internal defense, 
  unconventional warfare, long-range reconnaissance, direct 
  action and counter-terrorism. In addition to these primary 
  missions Special Forces, because of their tremendous 
  utility, are often called upon to perform several other 
  mission types including: combat search and rescue, 
  peacekeeping, humanitarian assistance, mine/ordnance 
  removal and drug enforcement operations. As part of the 
  global War on Terror, Special Forces are vital because they 
  allow disparate forces to work together more effectively. 
  This led retired General Normal Swarzkopf to refer to the 
  Special Forces as the “glue that held the coalition together” 
  during Operations Desert Shield and Desert Storm. Neither 
  ﬂamboyant nor ﬂashy, the Special Forces have earned their 
  nickname “Quiet Professionals”.
  Currently there are ﬁve active duty Special Forces 
  Groups (1st, 3rd, 5th, 7th and 10th Special Forces Groups) and 
  two reserve Special Forces Groups (19th and 20th Special 
  Forces Groups). Each group has three battalions, a support 
  company and a Headquarters and Headquarters Company 
  (HHC). Each Special Forces Group consists of six Special 
  Forces Operational Detachments A or “A teams” one 
  Special Forces Operational Detachment B or “B team” 
  and one Special Forces Operational Detachment C or “C 
  Detachment”. The A-team (which is far more likely to 
  consist of PCs) is detailed below. 
  special forces operational 
  detachment a “a-team”
  The heart and soul of Special Forces, the A-team is a 12-
  man unit consisting of 12 soldiers: two ofﬁcers and 10 
  sergeants.  The A-team has almost limitless ﬂexibility and 
  can operate in hostile areas almost indeﬁnitely as long 
  as adequate supply drops are maintained. Each A-team 
  position is further detailed below. 
  detachment commander (1 per a-
  team) rank: captain
  The Detachment Commander is responsible for ensuring 
  and maintaining the readiness of the A-team. He is also 
  qualiﬁed to command indigenous forces of battalion-size 
  or smaller. 
  unit requirements
  To qualify for Special Force Detachment Commander a 
  character must meet the following criteria.
  BAB: 5+
  Skills: Navigate 10 ranks, Knowledge (tactics) 10 ranks
  Feats: Ofﬁcer Candidate School, Tactician
  Rank: O-3
  Special: Voice of Command class ability.
  In addition  the character must also meet the 
  requirements to be a Special Forces Senior Sergeant in 
  one of the following specialties: Weapons, Engineering, 
  Communications or Medical.
  
  18 
  special operations command
  unit features
  All of the following are features of the Special Forces 
  Detachment Commander. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to all Navigate 
  and Knowledge (tactics) skill checks.
  Unit Abilities: The presence of the Detachment 
  Commander increases the bonus all team members 
  (including the Detachment Commander himself) receive 
  from the Teamwork feats by +1 (cumulative with the 
  improvement to this bonus granted by the Operations 
  Sergeant and/or the Semper Fi class ability). The maximum 
  teamwork bonus a character can have (from all sources) is 
  +5. Should the Detachment Commander not be present (or 
  be killed or incapacitated) the unit immediately loses this 
  increased teamwork bonus.
  Due to  the characters ability to train indigenous 
  forces to work together, any two units that train with  the 
  character for one month act as if they have a common 
  Teamwork feat. This also allows the Special Forces 
  Operations Sergeant and/or the Detachment Commander to 
  improve the Teamwork bonuses of these forces if they are 
  in command of the combined force.
  SF Detachment Commander (Charismatic Hero 3/
  Strong Hero 3/Leadership Training 4): CR 10; Medium-
  size humanoid; HD 3d6+3 plus 3d8+3 plus 4d8+4; HP 53; 
  Mas 12; Init +0; Spd 30 ft; Defense 18, touch 15, ﬂatfooted 
  18 (+5 class, +3 equipment); BAB +7; Grap +7; Atk +7 
  melee (1d4+2/19-20, Knife), or +8 ranged (2d8, M-4 
  Carbine); FS 5 ft by 5 ft; Reach 5 ft;  AL US Army; SV 
  Fort +6, Ref +4, Will +9; AP 5; Rep +4; Str 10, Dex 10, 
  Con 12, Int 14, Wis 13, Cha 15.
  Occupation: Military (Knowledge [Tactics], Navigate)
  Skills: Bluff +12, Climb +2, Diplomacy +15, Gather 
  Information +8, Intimidate +12, Jump +1, Knowledge 
  (Civics) +6, Knowledge (Current Events) +8, Knowledge 
  (Tactics) +21, Navigate +19, Sense Motive +11, Survival 
  +4, Tumble +11
  Feats: Armor Proﬁciency (light), Iron Will, Jump 
  School, MOS Intelligence (Diplomacy, Sense Motive, 
  Tumble), Ofﬁcer Candidate School, Personal Firearms 
  Proﬁciency, Tactician (Squad), Teamwork (US Army), 
  Weapon Focus (M-4 Carbine)
  Talents (Charismatic Hero): Coordinate, Inspiration
  Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash
  Talents (Leadership Training): Voice of Command 
  1/day, Voice of Command (Snap Decision), Trench Warfare 
  1, Trench Warfare 2
  Talents (SF Detachment Commander): +4 competence 
  bonus to all Navigate and Knowledge (tactics) skill checks.
  Possessions: Undercover vest, Knife, M-4 Carbine, 2 
  Smoke Grenades, 4 Fragmentation Grenades
  .
  detachment technician (1 per a-
  team) rank: warrant officer 1 or 
  higher
  The Detachment Technician commands the team in the 
  absence of the Detachment Commander. He also serves 
  as the team’s technical, civil affairs and psychological 
  operations advisor.
  unit requirements
  To qualify for Special Forces Detachment Technician a 
  character must meet the following criteria.
  BAB: 5+
  Skills: Repair 10 ranks, Diplomacy 10 ranks, Intimidate 
  10 ranks, Knowledge (tactics) 5 ranks
  Feats: MOS Psychological Operations, MOS 
  Maintenance, Psychological Warfare
  Rank: WO-1
  unit features
  All of the following are features of the Special Forces 
  Detachment Technician. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus on all Repair, 
  Diplomacy and Intimidate skill checks
  Unit Abilities: Due to  the characters ability to train 
  indigenous forces to work together, any two units that 
  train with  the character for one month act as if they have 
  a common Teamwork feat. This also allows the Special 
  Forces Operations Sergeant and/or the Detachment 
  Commander to improve the Teamwork bonuses of these 
  forces if they are in command of the combined force.
  SF Detachment Technician (Fast Hero 2/Charismatic 
  Hero 2/Recon Training 4): CR 8; Medium-size humanoid; 
  HD 2d8+2 plus 2d6+2 plus 4d8+4; HP 42; Mas 12; Init +0; 
  Spd 30 ft; Defense 23, touch 17, ﬂatfooted 23 (+7 class, +6 
  
  19 
  special operations command
  equipment); BAB +5; Grap +4; Atk +4 melee (1d4-1/19-
  20, knife), or +5 ranged (2d8, M-4 Carbine); FS 5 ft by 5 
  ft; Reach 5 ft;  AL US Army; SV Fort +5, Ref +6, Will +2; 
  AP 4; Rep +2; Str 8, Dex 10, Con 12, Int 15, Wis 13, Cha 
  15.
  Occupation: Military (Knowledge [Tactics], Survival)
  Skills: Bluff +13, Craft (mechanical) +8, Diplomacy 
  +17, Drive +10, Gather Information +4, Hide +3, 
  Intimidate +18, Knowledge (Tactics) +13, Navigate +6, 
  Repair +18, Survival +7
  Feats: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Combat Driving, MOS Maintenance (Craft 
  [mechanical], Drive, Repair), MOS Psychological 
  Operations (Bluff, Diplomacy, Intimidate), Personal 
  Firearms Proﬁciency, Psychological Warfare, Teamwork 
  (US Army).
  Talents (Fast Hero): Increased Speed
  Talents (Charismatic Hero): Coordinate
  Talents (Recon Training): Camouﬂage, Trench Warfare 
  1, Trench Warfare 2
  Talents (SF Detachment Technician): +4 competence 
  bonus on all Repair, Diplomacy and Intimidate skill 
  checks; Unit Teamwork Bonus
  Possessions: Tactical Vest, knife, M-4 Carbine, 2 Smoke 
  Grenades, 4 Fragmentation Grenades.
  special forces operations sergeant 
  (1 per a-team) rank: master sergeant
  The Operations Sergeant is the senior enlisted man on the 
  A-team and is fully capable of commanding his unit. Many 
  Operations Sergeants are affectionately referred to as the 
  “team daddy” sometimes even to their faces. 
  unit requirements
  To qualify for Special Forces Operations Sergeant a 
  character must meet the following criteria.
  BAB: 5+
  Skills: Knowledge (tactics) 8 ranks, Intimidate 8 ranks, 
  Diplomacy 5 ranks
  Feats: MOS Intelligence, Tactician
  Rank: E-8
  Special: In addition to these requirements  the character 
  must also meet the requirements to be a Special Forces 
  Senior Sergeant in one of the following specialties: 
  Weapons, Engineering, Communications or Medical.
  unit features
  All of the following are features of the Special Forces 
  Operations Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to Knowledge 
  (tactics) and Intimidate skill checks. 
  Unit Abilities: The presence of the Operations Sergeant 
  increases the bonus all team members (including the 
  Operations Sergeant himself) receive from the Teamwork 
  feats by +1 (cumulative with the improvement to this 
  bonus granted by the Detachment Commander and/or the 
  Semper Fi class ability). The maximum teamwork bonus 
  a character can have (from all sources) is +5. Should 
  the Operations Sergeant not be present (or be killed or 
  incapacitated) the unit immediately loses this increased 
  teamwork bonus. 
  Due to  the characters ability to train indigenous 
  forces to work together, any two units that train with  the 
  characters for one month act as if they have a common 
  Teamwork feat. This also allows the Special Forces 
  Operations Sergeant and/or the Detachment Commander to 
  improve the Teamwork bonuses of these forces if they are 
  in command of the combined force.
  SF Operations Sergeant (Strong Hero 3/Assault 
  Training 4/Recon Training 4): CR 11; Medium-size 
  humanoid; HD 3d8+6 plus 4d10+8 plus 4d8+8 plus 4; 
  HP 80; Mas 15; Init +2; Spd 25 ft; Defense 23, touch 17, 
  ﬂatfooted 21 (+2 Dex, +5 class, +6 equipment); BAB 
  +10; Grap +9; Atk +9 melee (1d4+1/19-20, Knife), or +13 
  ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL 
  US Army; SV Fort +10, Ref +6, Will +3; AP 5; Rep +1; Str 
  8, Dex 14, Con 15, Int 13, Wis 10, Cha 14.
  Occupation: Military (Navigate, Survival)
  Skills: Climb +0, Diplomacy +10, Gather Information 
  +10, Hide +1, Intimidate +16, Jump -2, Knowledge 
  (Tactics) +15, Listen +4, Navigate +9, Spot +2, Survival 
  +8, Swim -4, Tumble +3
  Feats: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Jump School, MOS Intelligence (Diplomacy, 
  Gather Information, Intimidate), MOS Riﬂeman (Hide, 
  Knowledge [Tactics], Tumble), Personal Firearms 
  Proﬁciency, Tactician, Teamwork (Speciﬁc Group), 
  Weapon Focus (M-4 Carbine)
  Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash
  Talents (Assault Training): Tough as Nails, 
  Sharpshooter 1, Sharpshooter 2
  Talents (Recon Training): Camouﬂage, Marksmanship 
  1, Marksmanship 2
  Talents (Operations Sergeant): +4 competence bonus 
  to Knowledge (tactics) and Intimidate skill checks; +1 
  Teamwork bonus
  Possessions: Tactical Vest, Knife, M-4 Carbine, 2 Smoke 
  Grenades, 4 Fragmentation Grenades
  
  20 
  special operations command
  special forces assistant operations 
  sergeant (1 per a-team) rank: 
  sergeant 1st class
  Assists the senior Operations Sergeant. The Assistant 
  Operations Sergeant is also the team’s intelligence ofﬁcer 
  and has the responsibility of interrogating any captured 
  prisoners, as well as the brieﬁng and debrieﬁng friendly 
  forces. 
  unit requirements
  To qualify for Special Forces Assistant Operations Sergeant 
  a character must meet the following criteria.
  BAB: 5+
  Skills: Knowledge (tactics) 5 ranks, Intimidate 5 ranks, 
  Diplomacy 3 ranks
  Feats: MOS Intelligence, Tactician
  Rank: E-7
  Special: In addition to these requirements  the character 
  must also meet the requirements to be a Special Forces 
  Senior Sergeant in one of the following specialties: 
  Weapons, Engineering, Communications or Medical.
  unit features
  All of the following are features of the Special Forces 
  Assistant Operations Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to Diplomacy 
  and Intimidate skill checks when interrogating or 
  debrieﬁng a subject.
  Unit Abilities: Due to  the characters ability to train 
  indigenous forces to work together, any two units that 
  train with  the character for one month act as if they have 
  a common Teamwork feat. This also allows the Special 
  Forces Operations Sergeant and/or the Detachment 
  Commander to improve the Teamwork bonuses of these 
  forces if they are in command of the combined force.
  SF Assistant Operations Sergeant (Strong Hero 3/
  Assault Training 4/Recon Training 2): CR 9; Medium-
  size humanoid; HD 3d8+6 
  plus 4d10+8 plus 2d8+4 plus 
  4; HP 67; Mas 15; Init +2; Spd 
  30 ft; Defense 19, touch 16, 
  ﬂatfooted 17 (+2 Dex, +4 class, 
  +3 equipment); BAB +8; Grap 
  +7; Atk +7 melee (1d4+1/19-20, 
  Knife), or +11 ranged (2d8, M-4 
  Carbine); FS 5 ft by 5 ft; Reach 
  5 ft;  AL US Army; SV Fort +10, 
  Ref +6, Will +2; AP 4; Rep +1; 
  Str 8, Dex 14, Con 15, Int 13, Wis 
  10, Cha 14.
  Occupation: Military 
  (Navigate, Survival)
  Skills: Climb +3, Diplomacy 
  +6, Gather Information +6, 
  Hide +4, Intimidate +8, Jump 
  +1, Knowledge (Tactics) +9, 
  Listen +2, Navigate +9, Spot +2, 
  Survival +8, Swim -1, Tumble +6
  Feats: Armor Proﬁciency 
  (light), Jump School, MOS 
  Intelligence (Diplomacy, Gather 
  Information, Intimidate), MOS 
  Riﬂeman (Hide, Knowledge 
  [Tactics], Tumble), Personal 
  Firearms Proﬁciency, Tactician, 
  Teamwork (US Army), Weapon 
  Focus (M-4 Carbine)
  
  21 
  special operations command
  Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash
  Talents (Assault Training): Tough as Nails, 
  Sharpshooter 1, Sharpshooter 2
  Talents (Recon Training): Camouﬂage, Marksmanship 
  1
  Talents (SF Assistant Operations): +4 competence 
  bonus Diplomacy and Intimidate skill checks for 
  interrogations; Unit Teamwork bonus
  Possessions: Undercover vest, Knife, M-4 Carbine, 2 
  Smoke Grenades, 4 Fragmentation Grenades.
  special forces senior weapons 
  sergeant (1 per a-team) rank: 
  sergeant 1st class 
  The two Weapons Sergeants are responsible for the tactical 
  security of the team and are trained to operate virtually any 
  small arm or crew served weapon in the world.
  unit requirements
  To qualify for Senior Weapons Sergeant a character must 
  meet the following criteria.
  BAB: 6+
  Skills: Knowledge (tactics) 5 ranks, Survival 5 ranks, 
  Navigate 5 ranks
  Feats: MOS Riﬂeman, Teamwork (US Army), Jump 
  School
  Rank: E-7
  Talents: Sharpshooter 1-2
  unit features
  All of the following are features of the Senior Weapons 
  Sergeant. 
  These specialties and abilities take effect 30 days after  
  the characters joins the unit and last until 30 days after 
  he leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to Knowledge 
  (tactics) skill checks
  Unit Abilities:  The characters penalty for using 
  a ﬁrearm with which  the character is not proﬁcient 
  (including Exotic Firearms) is reduced to –0.
  Due to  the characters ability to train indigenous 
  forces to work together, any two units that train with  the 
  character for one month act as if they have a common 
  Teamwork feat. This also allows the Special Forces 
  Operations Sergeant and/or the Detachment Commander to 
  improve the Teamwork bonuses of these forces if they are 
  in command of the combined force.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Engineer, MOS Field Artillery, 
  MOS Medical, MOS Signals, Mountain Warfare, SERE, 
  Urban Warfare College
  SF Senior Weapons Sergeant (Strong Hero 3/Assault 
  Training 4): CR 7; Medium-size humanoid; HD 3d8+6 
  plus 4d10+8 plus 4; HP 54; Mas 14; Init +2; Spd 30 ft; 
  Defense 18, touch 15, ﬂatfooted 16 (+2 Dex, +3 class, +3 
  equipment); BAB +7; Grap +9; Atk +9 melee (1d4+4/19-
  20, Knife), or +10 ranged (2d8, M-4 Carbine); FS 5 ft by 5 
  ft; Reach 5 ft; AL US Army; SV Fort +8, Ref +4, Will +2; 
  AP 3; Rep +1; Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8.
  Occupation: Military (Navigate, Survival)
  Skills: Climb +4, Hide +5, Jump +7, Knowledge 
  (Tactics) +13, Navigate +9, Survival +8, Swim +2, Tumble 
  +6
  Feats: Armor Proﬁciency (light), Jump School, MOS 
  Riﬂeman (Hide, Knowledge [Tactics], Tumble), Personal 
  Firearms Proﬁciency, Point Blank Shot, Teamwork (US 
  Army), Weapon Focus (M-4 Carbine)
  Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash
  Talents (Assault Training): Tough as Nails, 
  Sharpshooter 1, Sharpshooter 2
  Talents (SF Assistant Weapons): +4 competence bonus 
  to Knowledge (tactics) skill checks; -0 with non proﬁcient 
  weapons.
  Possessions: Undercover vest, Knife, M-4 Carbine, 2 
  Smoke Grenades, 4 Fragmentation Grenades.
  special forces assistant weapons 
  sergeant (1 per a-team) rank: staff 
  sergeant
  The two Weapons Sergeants are responsible for the tactical 
  security of the team and are trained to operate virtually any 
  small arm or crew served weapon in the world.
  unit requirements
  To qualify for Special Forces Assistant Weapons Sergeant a 
  character must meet the following criteria.
  BAB: 5+
  Skills: Knowledge (tactics) 3 ranks, Survival 3 ranks, 
  Navigate 3 ranks
  Feats: MOS Riﬂeman, Teamwork (US Army), Jump 
  School
  Rank: E-6
  Talents: Sharpshooter 1
  
  22 
  special operations command
  unit features
  All of the following are features of the Special Forces 
  Assistant Weapons Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +2 competence bonus to Knowledge 
  (tactics) skill checks
  Unit Abilities:  The characters penalty for using 
  a ﬁrearm with which  the character is not proﬁcient 
  (including Exotic Firearms) is reduced to –2.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Engineer, MOS Field Artillery, 
  MOS Medical, MOS Signals, Mountain Warfare, SERE, 
  Urban Warfare College
  SF Assistant Weapons Sergeant (Strong Hero 3/Assault 
  Training 2): CR 5; Medium-size humanoid; HD 3d8+6 
  plus 2d10+4 plus 2; HP 37; Mas 14; Init +2; Spd 30 ft; 
  Defense 16, touch 15, ﬂatfooted 14 (+2 Dex, +3 class, +1 
  equipment); BAB +5; Grap +7; Atk +7 melee (1d4+4/19-
  20, Knife), or +8 ranged (2d8, M-4 Carbine); FS 5 ft by 5 
  ft; Reach 5 ft; AL US Army; SV Fort +7, Ref +3, Will +1; 
  AP 2; Rep +0; Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8.
  Occupation: Military (Navigate, Survival)
  Skills: Climb +4, Hide +5, Jump +7, Knowledge 
  (Tactics) +9, Navigate +7, Survival +6, Swim +4, Tumble 
  +8
  Feats: Jump School, MOS Riﬂeman (Hide, Knowledge 
  [Tactics], Tumble), Personal Firearms Proﬁciency, 
  Teamwork (US Army), Weapon Focus (M-4 Carbine)
  Talents (Strong Hero): Melee Smash, Improved Melee 
  Smash
  Talents (Assault Training): Tough as Nails, 
  Sharpshooter 1
  Talents (SF Assistant Weapons): +2 competence bonus 
  to Knowledge (tactics) skill checks; only -2 with non 
  proﬁcient weapons.
  Possessions: Light undercover vest, Knife, M-4 Carbine, 
  2 Smoke Grenades, 4 Fragmentation Grenades.
  special forces senior engineering 
  sergeant (1 per a-team) rank: 
  sergeant 1st class 
  The two Engineering Sergeants are the team’s demolitions 
  and combat engineering specialists, capable of building or 
  destroying almost anything.
  unit requirements
  To qualify for Special Forces Senior Engineering Sergeant 
  a character must meet the following criteria.
  BAB: 5+
  Skills: Craft (chemical) 5 ranks, Craft (mechanical) 
  5 ranks, Demolitions 8 ranks, Craft (structural) 8 ranks, 
  Navigate 5 ranks
  Feats: MOS Engineer, Teamwork (US Army), Jump 
  School
  Rank: E-7
  Talents: Combat Engineering 1-2
  unit features
  All of the following are features of the Special Forces 
  Senior Engineering Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stop working with the units in question.
  Unit Specialties: +4 competence bonus to all Craft and 
  Demolitions skill checks
  Unit Abilities: Due to  the characters ability to train 
  indigenous forces to work together, any two units that 
  train with  the character for one month act as if they have 
  a common Teamwork feat. This also allows the Special 
  Forces Operations Sergeant and/or the Detachment 
  Commander to improve the Teamwork bonuses of these 
  forces if they are in command of the combined force.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Medical, MOS Riﬂeman, MOS 
  Signals, Mountain Warfare, SERE, Urban Warfare College
  SF Senior Engineering Sergeant (Strong Hero 3/Fast 
  Hero 1/Recon Training 4): CR 8; Medium-size humanoid; 
  HD 3d8+9 plus 1d8+3 plus 4d8+12; HP 61; Mas 16; Init 
  +0; Spd 35 ft; Defense 19, touch 17, ﬂatfooted 19 (+7 
  class, +2 equipment); BAB +6; Grap +8; Atk +8 melee 
  (1d4+2/19-20, Knife), or +6 ranged (2d8, M-4 Carbine); 
  
  23 
  special operations command
  FS 5 ft by 5 ft; Reach 5 ft; AL US Army; SV Fort +7, Ref 
  +4, Will +3; AP 4; Rep +0; Str 14, Dex 10, Con 16, Int 14, 
  Wis 12, Cha 8.
  Occupation: Military (Hide, Navigate)
  Skills: Climb +4, Computer Use +4, Craft (chemical) 
  +18, Craft (electronic) +8, Craft (mechanical) +18, Craft 
  (structural) +18, Demolitions +16, Drive +6, Hide +5, 
  Knowledge (Tactics) +5, Navigate +5, Repair +9, Spot +4, 
  Survival +3, Swim +4, Tumble +6
  Feats: Armor Proﬁciency (light), Athletic, Gearhead, 
  Jump School, MOS Engineering (Craft [chemical], Craft 
  [mechanical], Demolitions), Personal Firearms Proﬁciency, 
  Teamwork (US Army)
  Talents (Strong Hero): Extreme Effort, Improved 
  Extreme Effort
  Talents (Fast Hero): Increased Speed
  Talents (Recon Training): Camouﬂage, Combat 
  Engineering 1, Combat Engineering 2
  Talents (SF Senior Engineering): +4 competence bonus 
  to all Craft and Demolitions skill checks 
  Possessions: Light undercover vest, Knife, M-4 Carbine, 
  Electrical Toolkit, Mechanical Toolkit, 2 Smoke Grenades, 
  4 Fragmentation Grenades 
  special forces assistant 
  engineering sergeant (1 per a-team) 
  rank: staff sergeant
  The two Engineering Sergeants are the team’s demolitions 
  and combat engineering specialists, capable of building or 
  destroying almost anything.
  unit requirements
  To qualify for Special Forces Assistant Engineering 
  Sergeant a character must meet the following criteria.
  BAB: 4+
  Skills: Craft (chemical) 3 ranks, Craft (mechanical) 
  3 ranks, Demolitions 5 ranks, Craft (structural) 5 ranks, 
  Navigate 3 ranks
  Feats: MOS Engineer, Teamwork (US Army), Jump 
  School
  Rank: E-6
  Talents: Combat Engineering 1
  unit features
  All of the following are features of the Special Forces 
  Assistant Engineering Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +2 competence bonus to all Craft and 
  Demolitions skill checks
  Unit Abilities: Due to  the characters ability to train 
  indigenous forces to work together, any two units that 
  train with  the character for one month act as if they have 
  a common Teamwork feat. This also allows the Special 
  Forces Operations Sergeant and/or the Detachment 
  Commander to improve the Teamwork bonuses of these 
  forces if they are in command of the combined force.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Medical, MOS Riﬂeman, MOS 
  Signals, Mountain Warfare, SERE, Urban Warfare College
  SF Assistant Engineering Sergeant (Strong Hero 3/Fast 
  Hero 1/Recon Training 2): CR 6; Medium-size humanoid; 
  HD 3d8+9 plus 1d8+3 plus 2d8+6; HP 46; Mas 16; Init +0; 
  Spd 35 ft; Defense 17, touch 16, ﬂatfooted 17 (+6 class, +1 
  equipment); BAB +4; Grap +5; Atk +5 melee (1d4+1/19-
  20, Knife), or +4 ranged (2d8, M-4 Carbine); FS 5 ft by 5 
  ft; Reach 5 ft;  AL US Army; SV Fort +7, Ref +4, Will +2; 
  AP 3; Rep +0; Str 13, Dex 10, Con 16, Int 14, Wis 12, Cha 
  8.
  Occupation: Military (Hide, Navigate)
  Skills: Climb +3, Computer Use +4, Craft (chemical) 
  +13, Craft (electronic) +5, Craft (mechanical) +13, Craft 
  (structural) +13, Demolitions +12, Drive +3, Hide +4, 
  Knowledge (Tactics) +3, Navigate +5, Repair +9, Spot +2, 
  Survival +2, Swim +3, Tumble +5
  Feats: Athletic, Gearhead, Jump School, MOS 
  Engineering (Craft [chemical], Craft [mechanical], 
  Demolitions), Personal Firearms Proﬁciency, Teamwork 
  (US Army)
  Talents (Strong Hero): Extreme Effort, Improved 
  Extreme Effort
  Talents (Fast Hero): Increased Speed
  Talents (Recon Training): Camouﬂage, Combat 
  Engineering 1
  Talents (SF Assistant Engineering): +2 competence 
  bonus to all Craft and Demolitions skill checks 
  Possessions: Light undercover vest, Knife, M-4 Carbine, 
  Electrical Toolkit, Mechanical Toolkit, 2 Smoke Grenades, 
  4 Fragmentation Grenades. 
  special forces senior 
  communications sergeant (1 per a-
  team) rank: sergeant 1st class 
  The two Communication Sergeants are the team’s lifeline 
  to the outside world. They allow the unit to receive new 
  orders, information vital to their mission, and to call for 
  supplies, extraction or back-up. 
  
  24 
  special operations command
  unit requirements
  To qualify for Special Forces Senior Communications 
  Sergeant a character must meet the following criteria.
  BAB: 5+
  Skills: Craft (electronic) 5 ranks, Craft (mechanical) 5 
  ranks, Computer Use 8 ranks, Repair 5 ranks, Navigate 5 
  ranks
  Feats: MOS Signals, Teamwork (US Army), Jump 
  School
  Rank: E-7
  unit features
  All of the following are features of the Special Forces 
  Senior Communications Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to all Computer 
  Use and Repair skill checks
  Unit Abilities: Due to  the characters ability to train 
  indigenous forces to work together, any two units that 
  train with  the character for one month act as if they have 
  a common Teamwork feat. This also allows the Special 
  Forces Operations Sergeant and/or the Detachment 
  Commander to improve the Teamwork bonuses of these 
  forces if they are in command of the combined force.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Engineer, MOS Medical, 
  MOS Riﬂeman, Mountain Warfare, SERE, Urban Warfare 
  College
  SF Senior Communications Sergeant (Strong Hero 
  3/Fast Hero 1/Recon Training 4): CR 8; Medium-size 
  humanoid; HD 3d8+6 plus 1d8+2 plus 4d8+8; HP 53; Mas 
  14; Init +0; Spd 30 ft; Defense 23, touch 17, ﬂatfooted 23 
  (+7 class, +6 equipment); BAB +6; Grap +5; Atk +5 melee 
  (1d4-1/19-20, Knife), or +6 ranged (2d8, M-4 Carbine); FS 
  5 ft by 5 ft; Reach 5 ft; SQ none; AL US Army; SV Fort 
  +6, Ref +4, Will +3; AP 4; Rep +0; Str 8, Dex 10, Con 14, 
  Int 15, Wis 12, Cha 15.
  Occupation: Military (Hide, Navigate)
  Skills: Climb -4, Computer Use +16, Craft (electronic) 
  +10, Craft (mechanical) +10, Drive +2, Hide +1, Jump 
  +2, Knowledge (Tactics) +4, Listen +3, Move Silently -3, 
  Navigate +10, Repair +11, Spot +3, Survival +3, Swim -4, 
  Tumble +3
  Feats: Armor Proﬁciency (light), Armor Proﬁciency 
  (medium), Athletic, Jump School, MOS Signals (Computer 
  Use, Craft [electronic], Craft [mechanical]), Personal 
  Firearms Proﬁciency, Teamwork (US Army)
  Talents (Strong Hero): Extreme Effort, Improved 
  Extreme Effort
  Talents (Fast Hero): Increased Speed
  Talents (Recon Training): Camouﬂage, Death from 
  above 1, Death from above 2
  Talents (SF Senior Communications): +4 competence 
  bonus to Computer Use and Repair skill checks
  Possessions: Tactical Vest, Knife, M-4 Carbine.
  special forces assistant 
  communications sergeant (1 per a-
  team) rank: staff sergeant
  The two Communication Sergeants are the team’s lifeline 
  to the outside world. They allow the unit to receive new 
  orders, information vital to their mission and to call for 
  supplies, extraction or back-up. 
  unit requirements
  To qualify for Special Forces Assistant Communications 
  Sergeant a character must meet the following criteria.
  BAB: 4+
  Skills: Craft (electronic) 3 ranks, Craft (mechanical) 3 
  ranks, Computer Use 5 ranks, Repair 3 ranks, Navigate 3 
  ranks
  Feats: MOS Signals, Teamwork (US Army), Jump 
  School
  Rank: E-6
  unit features
  All of the following are features of the Special Forces 
  Assistant Communications Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +2 competence bonus to all Computer 
  Operation and Repair skill checks
  Unit Abilities: Due to  the characters ability to train 
  indigenous forces to work together, any two units that 
  train with  the characters for one month act as if they have 
  a common Teamwork feat. This also allows the Special 
  Forces Operations Sergeant and/or the Detachment 
  Commander to improve the Teamwork bonuses of these 
  
  25 
  special operations command
  forces if they are in command of the combined force.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Engineer, MOS Medical, 
  MOS Riﬂeman, Mountain Warfare, SERE, Urban Warfare 
  College
  SF Assistant Communications Sergeant (Strong Hero 
  3/Fast Hero 1/Recon Training 2): CR 6; Medium-size 
  humanoid; HD 3d8+6 plus 1d8+2 plus 2d8+4; HP 40; Mas 
  13; Init +0; Spd 35 ft; Defense 19, touch 16, ﬂatfooted 19 
  (+0 Dex, +6 class, +3 equipment); BAB +4; Grap +3; Atk 
  +3 melee (1d4-1/19-20, Knife), or +4 ranged (2d8, M-4 
  Carbine); FS 5 ft by 5 ft; Reach 5 ft; AL US Army; SV Fort 
  +6, Ref +4, Will +2; AP 3; Rep +0; Str 8, Dex 10, Con 14, 
  Int 15, Wis 12, Cha 14.
  Occupation: Military (Hide, Navigate)
  Skills: Climb -1, Computer Use +12, Craft (electronic) 
  +8, Craft (mechanical) +8, Drive +2, Hide +2, Jump +3, 
  Knowledge (Tactics) +4, Listen +3, Navigate +8, Repair 
  +9, Spot +3, Swim -1, Tumble +4
  Feats: Armor Proﬁciency (light), Athletic, Jump School, 
  MOS Signals (Computer Use, Craft [electronic], Craft 
  [mechanical]), Personal Firearms Proﬁciency, Teamwork 
  (US Army)
  Talents (Strong Hero): Extreme Effort, Improved 
  Extreme Effort
  Talents (Fast Hero): Increased Speed
  Talents (Recon Training): Camouﬂage, Death from 
  above 1
  Talents (SF Assistant Communications): +2 
  competence bonus to Computer Use and Repair skill 
  checks
  Possessions: Undercover vest, Knife, M-4 Carbine.
  special forces senior medical 
  sergeant (1 per a-team) rank: 
  sergeant 1st class 
  The two Medical Sergeants are the team’s caretakers, 
  making sure each member of the team is functioning at 
  the highest level of efﬁciency possible. Trained in surgery, 
  paramedic techniques, dentistry and even veterinary 
  medicine, the Medical Sergeant also enhances the team’s 
  ability to render humanitarian assistance.
  unit requirements
  To qualify for Special Forces Senior Medical Sergeant a 
  character must meet the following criteria.
  BAB: 3+
  Skills: Craft (pharmaceutical) 10 ranks, Treat Injury 10 
  ranks, Navigate 5 ranks
  Feats: MOS Medical, Surgery, Jump School
  Rank: E-7
  Talents: Combat Medicine 1-2
  unit features
  All of the following are features of the Special Forces 
  Senior Medical Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to all Craft 
  (pharmaceutical) and Treat Injury skill checks
  Unit Abilities: When restoring hit points or performing 
  surgery the Medical Sergeant can spend an action point and 
  add all applicable dice to the amount healed.
  Due to  the characters ability to train indigenous 
  forces to work together, any two units that train with  the 
  character  for one month act as if they have a common 
  Teamwork feat. This also allows the Special Forces 
  Operations Sergeant and/or the Detachment Commander to 
  improve the Teamwork bonuses of these forces if they are 
  in command of the combined force.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Engineer, Mountain Warfare, 
  SERE, Urban Warfare College
  SF Senior Medical Sergeant (Dedicated Hero 3/Recon 
  Training 4): CR 7; Medium-size humanoid; HD 3d6+3 
  plus 4d8+4; HP 36; Mas 13; Init +0; Spd 25 ft; Defense 20, 
  touch 14, ﬂatfooted 20 (+4 class, +6 equipment); BAB +5; 
  Grap +4; Atk +4 melee (1d4-1, Knife), or +5 ranged (2d8, 
  M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL US 
  Army; SV Fort +5, Ref +3, Will +6; AP 3; Rep +1; Str 8, 
  Dex 10, Con 13, Int 14, Wis 16, Cha 12.
  Occupation: Military (Hide, Navigate)
  Skills: Craft (pharmaceutical) +16, Drive +2, Hide +1, 
  Investigate +6, Jump -4, Knowledge (Behavioral Sciences) 
  +4, Knowledge (Earth and Life Sciences) +6, Knowledge 
  (Tactics) +6, Knowledge (Technology) +4, Listen +9, 
  Move Silently -1, Navigate +9, Sense Motive +5, Spot +7, 
  Survival +7, Treat Injury +21, Tumble +0
  Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), Jump 
  School, MOS Medical (Craft [pharmaceutical], Treat 
  Injury, Tumble), Personal Firearms Proﬁciency, Surgery
  
  26 
  special operations command
  Talents (Dedicated Hero): Healing Knack, Healing 
  Touch 1
  Talents (Recon Training): Camouﬂage, Combat 
  Medicine 1, Combat Medicine 2
  Talents (SF Senior Medical): +4 Craft (pharmaceutical) 
  and Treat Injury 
  Possessions: Tactical Vest, Knife, M-4 Carbine, Medical 
  Kit, Surgery Kit.
  special forces assistant medical 
  sergeant (1 per a-team) rank: staff 
  sergeant
  The two Medical Sergeants are the team’s caretakers, 
  making sure each member of the team is functioning at 
  the highest level of efﬁciency possible. Trained in surgery, 
  paramedic techniques, dentistry and even veterinary 
  medicine, the Medical Sergeant also enhances the team’s 
  ability to render humanitarian assistance.
  unit requirements
  To qualify for Special Forces Assistant Medical Sergeant a 
  character must meet the following criteria.
  BAB: 3+
  Skills: Craft (pharmaceutical) 8 ranks, Treat Injury 8 
  ranks, Navigate 3 ranks
  Feats: MOS Medical, Surgery, Jump School
  Rank: E-6
  Talents: Combat Medicine 1
  unit features
  All of the following are features of the Special Forces 
  Assistant Medical Sergeant. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +2 competence bonus to all Craft 
  (pharmaceutical) and Treat Injury skill checks
  Unit Abilities: When restoring hit points or performing 
  surgery the Assistant Medical Sergeant can spend an action 
  point and add the highest die to the amount healed.
  Due to  the characters ability to train indigenous 
  forces to work together, any two units that train with  the 
  character for one month act as if they have a common 
  Teamwork feat. This also allows the Special Forces 
  Operations Sergeant and/or the Detachment Commander to 
  improve the Teamwork bonuses of these forces if they are 
  in command of the combined force.
  Unit Bonus Feats: Being a member of this unit also 
  adds the following feats to the character’s bonus feat list 
  from his MOS: Air Assault Training, Amphibious Assault 
  Training, Arctic Warfare College, Desert Warfare College, 
  Endurance, Forced March, Grenadier, Jungle/Swamp 
  Warfare, MOS Diver, MOS Engineer, Mountain Warfare, 
  SERE, Urban Warfare College
  SF Assistant Medical Sergeant (Dedicated Hero 3/Recon 
  Training 2): CR 5; Medium-size humanoid; HD 3d6+3 
  plus 2d8+2; HP 25; Mas 13; Init +0; Spd 25 ft; Defense 16, 
  touch 13, ﬂatfooted 16 (+3 class, +3 equipment); BAB +3; 
  Grap +2; Atk +2 melee (1d4-1, Knife), or +3 ranged (2d8, 
  M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL US 
  Army; SV Fort +5, Ref +3, Will +5; AP 2; Rep +1; Str 8, 
  Dex 10, Con 13, Int 14, Wis 16, Cha 12.
  Occupation: Military (Hide, Navigate)
  Skills: Craft (pharmaceutical) +12, Drive +2, Hide +4, 
  Investigate +6, Knowledge (Behavioral Sciences) +4, 
  Knowledge (Earth and Life Sciences) +6, Knowledge 
  (Tactics) +6, Knowledge (Technology) +4, Listen +7, 
  Move Silently +0, Navigate +7, Sense Motive +5, Spot +5, 
  Survival +7, Treat Injury +17, Tumble -1
  Feats: Armor Proﬁciency (light), Jump School, MOS 
  Medical (Craft [pharmaceutical], Treat Injury, Tumble), 
  Personal Firearms Proﬁciency, Surgery
  Talents (Dedicated Hero): Healing Knack, Healing 
  Touch 1
  Talents (Recon Training): Camouﬂage, Combat 
  Medicine 1
  Talents (SF Assistant Medical): +2 Craft 
  (pharmaceutical) and Treat Injury 
  Possessions: Undercover Vest, Knife, M-4 Carbine, 
  Medical Kit, Surgery Kit.
  special forces operational 
  detachment delta “delta force”
  Delta Force was created under a veil of secrecy in 1977 
  as a response to a growing number of terrorist acts and 
  hostage situations around the world. The man who created 
  this unit, Colonel Charles Beckwith, patterned this unit 
  after the Special Air Service. Delta Force is one of the most 
  elite special operations groups in any of the armed forces 
  and even today, almost 30 years after its formation, the 
  veil of secrecy surrounding this unit remains. Delta Force 
  conducts recruitment twice a year. Less than one percent 
  of recruits pass the qualiﬁcation and selection course for 
  this unit and even seasoned Special Forces personnel have 
  failed to qualify. The majority of those who successfully 
  qualify come from the 82nd Airborne, Rangers and Special 
  Forces.
  unit requirements
  To qualify for Delta Force a character must meet the 
  following criteria.
  
  27 
  special operations command
  BAB: +8
  Skills: Knowledge (tactics) 10 ranks, Hide 5 ranks, 
  Move Silently 5 ranks, Tumble 8 ranks, Spot 8 ranks
  Feats: MOS Riﬂeman, Jump School, Urban Warfare 
  College, Teamwork (US Army), Amphibious Assault 
  Training
  Rank: E-6
  Talents: Sharpshooter 1-3
  Special: Hostage Rescue class ability
  unit features
  All of the following are features of Delta Force. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to all 
  Knowledge (tactics), Tumble and Spot skill checks. 
  Unit Abilities:  The character gains access to the Semper 
  Fi class ability when working with other members of Delta 
  Force only (normally Semper Fi affects any Teamwork 
  feats the character possesses). 
   The character also gain a +2 moral bonus to attack and 
  damage rolls against terrorists.
  Delta Force (Strong Hero 3/Recon Training 4/Special 
  Operations Training 2): CR 9; Medium-size humanoid; 
  HD 3d8+6 plus 4d8+8 plus 2d8+4; HP 46; Mas 14; Init +3; 
  Spd 30 ft; Defense 21, touch 18, ﬂatfooted 18 (+5 class, +3 
  equipment); BAB +8; Grap +10; Atk +10 melee (1d4+3, 
  Knife), or +12 ranged (2d8, M-4 Carbine); FS 5 ft by 5 ft; 
  Reach 5 ft;  AL US Army; SV Fort +8, Ref +8, Will +4; AP 
  3; Rep +0; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 8.
  Occupation: Military (Hide, Move Silently)
  Skills: Climb +6, Drive +7, Hide +11, Knowledge 
  (Tactics) +11, Move Silently +7, Navigate +7, Spot +8, 
  Tumble +7, Survival +8, Listen +8
  Feats: Amphibious Assault Training, Armor Proﬁciency 
  (light), Jump School, MOS Riﬂeman (Knowledge 
  [Tactics], Spot, Tumble), Personal Firearms Proﬁciency, 
  Teamwork (Speciﬁc Group), Urban Warfare College (Hide, 
  Intimidate, Knowledge [Tactics]), Weapon Focus (M-4 
  Carbine)
  Talents (Strong Hero): Extreme Effort, Melee Smash
  Talents (Recon Training): Camouﬂage, Sharpshooter 1, 
  Sharpshooter 2
  Talents (Special Operations Training): Mental 
  Toughness, Silent Kill +1d6, Hostage Rescue, 
  Sharpshooter 3
  Talents (Delta Force): +4 competence bonus to 
  Knowledge (tactics), Tumble and Spot skill checks
  Possessions: M-4 Carbine, M-9, Knife, 2 Smoke 
  grenades, 2 Tear Gas grenades, 2 Fragmentation grenades, 
  Nightvision goggles, Undercover Vest
  usacapoc
  u.s. army civil affairs and psychological 
  operations command 
  This unit consists of approximately 10,000 soldiers, of 
  whom 96% are reservists. The unit consists of one active 
  duty Civil Affairs unit (96th Civil Affairs Battalion) and 
  one active duty Psychological Operations unit (4th PSYOP 
  GP). The rest of the unit consists of 6 reserve Civil Affairs 
  units (350th, 351st, 352nd, 353rd, CA Commands and 412th, 
  451st CA Battalions) and two reserve duty Psychological 
  Operations units (2nd and 7th PSYOP GP).
  civil affairs (ca)
  Civil Affairs provide ﬁeld commanders with a link to 
  civilian governments. They provide specialists in every 
  area of government and can help civilian authorities meet 
  the needs of their population during crises, maintaining 
  order and stability. One reason so many CA personnel 
  are reservists is that these bankers, judges, doctors and 
  ﬁre ﬁghters bring their civilian areas of expertise to CA 
  and help strengthen a broad spectrum of governmental 
  institutions.
  unit requirements
  To qualify for Civil Affairs a character must meet the 
  following criteria.
  Skills: Knowledge (Civics) 5 ranks, Diplomacy 5 ranks, 
  one other Knowledge or Craft skill 5 ranks
  Feats: MOS Administrative, Jump School, one of the 
  following: Educated or Trustworthy
  unit features
  All of the following are features of the Civil Affairs. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Knowledge 
  (Civics) and Diplomacy skill checks
  Civil Affairs (Smart Hero 3/Fast Hero 1) CR 4; Medium-
  size humanoid; HD 3d6+6 plus 1d8+2; HP 24; Mas 14; 
  Init +0; Spd 30 ft; Defense 14, touch 14, ﬂatfooted 14 (+0 
  Dex, +4 class); BAB +1; Grap +0; Atk +0 melee (1d3+-1, 
  unarmed), or +1 ranged (2d6, M-9); FS 5 ft by 5 ft; Reach 
  5 ft;  AL US Army; SV Fort +3, Ref +2, Will +4; AP 2; Rep 
  +1; Str 8, Dex 10, Con 14, Int 12, Wis 14, Cha 15.
  
  28 
  special operations command
  Occupation: Military (Knowledge [Tactics], Navigate)
  Skills: Computer Use +7, Craft (writing) +7, Diplomacy 
  +8, Drive +2, Knowledge (Business) +9, Knowledge 
  (Civics) +12, Knowledge (Current Events) +7, Knowledge 
  (History) +7, Knowledge (Tactics) +7, Navigate +7, 
  Research +7, Tumble +4
  Feats: Desk Jockey, Educated (Knowledge [Business], 
  Knowledge [Civics]), Jump School, MOS Administrative 
  (Computer Use, Diplomacy, Research), Personal Firearms 
  Proﬁciency
  Talents (Smart Hero): Savant (Knowledge [Civics]), 
  Linguist
  Talents (Fast Hero): Evasion
  Talents (Civil Affairs): +4 competence bonus to 
  Knowledge (civics) and Diplomacy skill checks
  Possessions: M-9
  psychological operations (psyop)
  PSYOP uses psychological persuasion to encourage 
  certain behavior in the enemy. For instance, the work of 
  PSYOP in persuading countless Iraqi soldiers to surrender 
  during Operation: Desert Storm through leaﬂet drops and 
  broadcasts saved the lives of Coalition soldiers as well as 
  soldiers of the Iraqi army. 
  unit requirements
  To qualify for PSYOP a character must meet the following 
  criteria.
  Skills: Knowledge (tactics) 5 ranks, Diplomacy 10 
  ranks, Intimidate 10 ranks
  Feats: MOS Psychological Operations, Psychological 
  Warfare, Jump School
  unit features
  All of the following are features of PSYOP. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus on Diplomacy 
  and Intimidate skill checks.
  PSYOP (Charismatic Hero 7) CR 7; Medium-size 
  humanoid; HD 7d6+7; HP 32; Mas 13; Init +1; Spd 30 ft; 
  Defense 16, touch 13, ﬂatfooted 15 (+1 Dex, +2 class, +3 
  equipment); BAB +3; Grap +2; Atk +2 melee (1d4+-1, 
  Knife), or +4 ranged (2d6+0, M-9); FS 5 ft by 5 ft; Reach 5 
  ft;  AL US Army; SV Fort +5, Ref +5, Will +4; AP 3; Rep 
  +4; Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 16.
  Occupation: Military (Hide, Knowledge [Tactics])
  Skills: Bluff +15, Craft (visual art) +12, Craft (writing) 
  +12, Diplomacy +15, Disguise +5, Gather Information 
  +15, Intimidate +13, Knowledge (Behavioral Sciences) 
  +12, Knowledge (Tactics) +12, Read/Write Language +3 
  (any three), Sense Motive +6, Speak Language +3 (any 
  three), Tumble +7
  Feats: Armor Proﬁciency (light), Deceptive, Iron Will, 
  Jump School, MOS Psychological Operations (Craft 
  [writing], Intimidate, Sense Motive), Personal Firearms 
  Proﬁciency, Psychological Warfare, Trustworthy
  Talents (Charismatic Hero): Fast-Talk, Dazzle, Taunt, 
  Coordinate
  Talents (PSYOP): +4 competence bonus to Intimidate 
  and Diplomacy skill checks
  Possessions: Undercover Vest, Knife, M-9
  u.s. marine corps
  Force Recon’s mission is to provide the Marine Force 
  with a long-range, pre-assault reconnaissance capability.  
  Although these units have been in service since WWII, 
  Force Recon is a recent entry in the Special Operations 
  community.  Since the Marine Corps strives for every 
  member of its branch to be elite, the designation of one 
  unit as being “more elite” seemed counterproductive.  
  Although still not a member of USSOCOM, the 
  Marine Corps reluctantly designated Force Recon as 
  “Special Operations- capable”, so that it could take part in 
  operations alongside the other units of USSOCOM so that 
  it could take part in the global War on Terror.
  In the past, Force Recon worked strictly to provide 
  reconnaissance for Marine assaults, but with its new 
  designation as a Special Operations unit, has begun to 
  provide reconnaissance for joint military operations as 
  well.
  Force Recon units, which consist of a 23-man platoon, 
  always include at least one Sniper as well.  Throughout 
  their history dating back to WWII, but especially in 
  Viet Nam, Force Recon has used Snipers for so-called 
  “Stingray” operations, which consist of reconnaissance and 
  elimination of any “targets of opportunity”, so long as such 
  elimination does not endanger their primary mission.
  unit requirements
  To qualify for Force Recon a character must meet the 
  following criteria.
  BAB: 7+
  Skills: Survival 8 ranks, Hide 8 ranks, Move Silently 5 
  ranks, Spot 8 ranks
  Feats: MOS Riﬂeman, Jump School, Teamwork (US 
  Marines), Amphibious Assault Training, Jungle/Swamp 
  Warfare College
  Talents: Terrain Specialization (any two)
  
  29 
  special operations command
  unit features
  All of the following are features of Force Recon. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Survival, 
  Hide and Spot skill checks
  Unit Abilities:  The character gains access to the Semper 
  Fi class ability when working with other members of Force 
  Recon only (normally Semper Fi affects any Teamwork 
  feats the character possesses).
   The characters attack bonus from one terrain 
  specialization is increased by +1 (to a maximum of +6).
  Force Recon (Fast Hero 3/Recon Training 7) CR 10; 
  Medium-size humanoid; HD 3d8+3 plus 7d8+7; HP 56; 
  Mas 13; Init +2; Spd 40 ft; Defense 26, touch 20, ﬂatfooted 
  24 (+2 Dex, +8 class, +6 equipment); BAB +7; Grap +9; 
  Atk +9 melee (1d4+2, knife), or +9 ranged (2d8, M-4 
  Carbine); FS 5 ft by 5 ft; Reach 5 ft;  AL US Marine Core; 
  SV Fort +6, Ref +8, Will +4; AP 5; Rep +2; Str 14, Dex 15, 
  Con 13, Int 10, Wis 12, Cha 8.
  Occupation: Military (Navigate, Survival)
  Skills: Climb +2, Craft (structural) +3, Hide +14, 
  Knowledge (Tactics) +10, Listen +8, Move Silently +16, 
  Navigate +5, Spot +15, Survival +18, Tumble +5
  Feats: Advanced Firearms Proﬁciency, Amphibious 
  Assault Training (Hide, Knowledge [Tactics], Survival), 
  Armor Proﬁciency (light), Armor Proﬁciency (medium), 
  Jump School, Jungle/Swamp Warfare College (Climb, 
  Hide, Survival), MOS Riﬂeman (Knowledge [Tactics], 
  Spot, Tumble), Personal Firearms Proﬁciency, Teamwork 
  (Speciﬁc Group)
  Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed
  Talents (Recon Training): Camouﬂage, Long 
  Range Reconnaissance, Fast Mover +5, Ghost, 
  Terrain Specialization (Jungle), Terrain Specialization 
  (Amphibious), Death from above 1
  Talents (Force Recon): +4 competence bonus to 
  Survival, Hide and Spot skill checks; +1 to Terrain 
  Specialization Amphibious, Semper Fi with Force Recon 
  only.
  Possessions: Tactical Vest, knife, M-4 Carbin
  
  30 
  special operations command
  u.s. navy special 
  warfare command
  Naval Special Warfare Command was created April 
  16, 1987 at the Naval Amphibious Base in Coronada, 
  California to be the naval component to USSOCOM. 
  Naval Special Operations consist of most of the same 
  functions as other special operations units (reconnaissance, 
  unconventional warfare, direct action) but are focused 
  on marine and riverine environments. To the standard 
  special operations missions listed above, Special Warfare 
  Command also conducts hydrographic reconnaissance 
  (underwater mapping for submarines) as well as beach 
  feasibility studies (surveys of tactically important beach 
  areas to determine the feasibility of amphibious operations 
  in those areas) and counter-drug operations (because of the 
  frequent use of oceans and waterways to transport illegal 
  drugs). Special Warfare Command is commanded by a U.S. 
  Navy Rear Admiral. 
  navy special warfare groups (nswg) 
  one and two
  NSWG One is based out of San Diego, California while 
  NSWG Two is based out of Norfolk, Virginia. Each of 
  these groups is led by a Captain (O-6) and consists of three 
  SEAL Teams and one SEAL Delivery Vehicle Team. Each 
  SEAL team consists of eight, 16-man platoons.
  navy seal
  unit requirements
  To qualify for Navy SEALs a character must meet the 
  following criteria.
  BAB: 7+
  Skills: Knowledge (tactics) 10 ranks, Hide 5 ranks, 
  Move Silently 5 ranks, Swim 10 ranks, Spot 8 ranks 
  Feats: MOS Riﬂeman, MOS Diver, Jump School, 
  Amphibious Assault Training, Teamwork (US Navy)
  Talents: Terrain Specialization x2 (both for amphibious 
  terrain)
  unit features
  All of the following are features of the Navy SEALs. 
  These specialties and abilities take effect 30 days after  
  the characters joins the unit and last until 30 days after 
  he leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  For units working together the ability to function as if 
  possessing the Teamwork feat lasts until 30 days after  the 
  character stops working with the units in question.
  Unit Specialties: +4 competence bonus to Knowledge 
  (tactics), Swim and Spot skill checks.
  Unit Abilities:  The characters attack bonus from terrain 
  specialization increased by +1 in amphibious terrain (to a 
  maximum bonus of +6).
   The character gains access to the Semper Fi class ability 
  when working with other SEALs only (normally Semper Fi 
  affects any Teamwork feats the character possesses).
  SEAL (Fast Hero 3/Recon Training 7) CR 10; Medium-
  size humanoid; HD 3d8+3 plus 7d8+7; HP 56; Mas 13; Init 
  +2; Spd 25 ft; Defense 26, touch 20, ﬂatfooted 24 (+2 Dex, 
  +8 class, +6 equipment); BAB +7; Grap +9; Atk +9 melee 
  (1d4+2, Knife), or +9 ranged (2d8, M-4 Carbine); FS 5 ft 
  by 5 ft; Reach 5 ft;  AL US Navy; SV Fort +6, Ref +8, Will 
  +3; AP 5; Rep +2; Str 14, Dex 15, Con 13, Int 12, Wis 10, 
  Cha 8.
  Occupation: Military (Knowledge [Tactics], Swim)
  Skills: Climb +3, Craft (mechanical) +7, Demolitions 
  +13, Hide +9, Intimidate +3, Knowledge (Tactics) +11, 
  Listen +6, Move Silently +9, Navigate +5, Spot +15, 
  Survival +15, Swim +7, Tumble +5
  Feats: Advanced Firearms Proﬁciency, Amphibious 
  Assault Training (Hide, Survival, Swim), Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), Jump 
  School, MOS Diver (Craft [mechanical], Demolitions, 
  Navigate), MOS Riﬂeman (Intimidate, Spot, Tumble), 
  Personal Firearms Proﬁciency, Teamwork (Speciﬁc Group)
  Talents (Fast Hero): Evasion, Uncanny Dodge 1
  Talents (Recon Training): Camouﬂage, Long 
  Range Reconnaissance, Fast Mover +5, Ghost, Terrain 
  Specialization (Amphibious x2), Sharpshooter 1
  Talents (SEAL): +4 competence bonus to Knowledge 
  (tactics) Swim and Spot; +1 to Terrain Specialization 
  (Amphibious); Semper Fi with SEALs only.
  Possessions: Tactical Vest, Knife, M-4 Carbine
  navy seal delivery vehicle (sdv) 
  operator
  unit requirements
  To qualify for SDV Operator a character must meet the 
  following criteria.
  Skills: Drive 5 ranks, Listen 8 ranks
  Feats: Surface Vehicle Operation (submarine), Sonar 
  Operation
  unit features
  All of the following are features of the SDV Operator. 
  These specialties and abilities take effect 30 days after  
  the character joins the unit and last until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  
  31 
  special operations command
  special operations unit.
  Unit Specialties: +4 competence bonus to Drive checks 
  for operating a submarine and Listen checks for operating 
  sonar.
  naval special boat squadrons (sbr) 
  one and two
  SBR One is based out of San Diego, California while 
  SBR Two is based out of Norfolk, Virginia. Each team 
  is commanded by a Captain (O-6) and consists of two 
  Maintenance Support teams and Special Boat Unit 12 
  (SBU-12). SBU-12 contains four Cyclone-class Patrol 
  Coastal (PC) vessels: USS Hurricane, USS Monsoon, USS 
  Squall and USS Zephyr.
  SBR Two consists of four Maintenance Support teams 
  and Special Boat Units 20 and 22 (SBU-20 and SBU-22). 
  These two SBUs contain the Cyclone-class PC vessels 
  USS Chinook, USS Cyclone, USS Firebolt, USS Sirocco, 
  USS Shamal, USS Tempest, USS Thunderbolt, USS 
  Typhoon and USS Whirlwind. 
  In addition to the boat crew each Cyclone-class PC will 
  carry a 9-man SEAL team. Additional SEAL teams may be 
  assigned to the SBU under certain circumstances as the PC 
  makes an excellent base from which to launch attacks via 
  coastal and river environments. 
  navy special boat squadron
  unit requirements
  To qualify for Navy 
  SBR a character must 
  meet the following 
  criteria.
  BAB: 5+
  Skills: Drive 8 ranks, 
  Repair 5 ranks, Listen 
  8 ranks 
  Feats: Surface 
  Vehicle Operation 
  (Powerboat), Teamwork 
  (US Navy) and Exotic 
  Firearms Proﬁciency 
  (25mm Bushmaster, 
  M2HB or Mk 19 
  grenade launcher)
  unit features
  All of the following are 
  features of the Navy 
  SBR. 
  These specialties and 
  abilities take effect 30 
  days after  the character 
  joins the unit and last 
  until 30 days after he 
  leaves the unit. Any additions to  the characters bonus 
  feat list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless  the character transfers to another 
  special operations unit.
  Unit Specialties: +4 competence bonus to Drive and 
  Listen skill checks
  Special Boats (Strong Hero 6) CR 6; Medium-size 
  humanoid; HD 6d8+6; HP 33; Mas 13; Init +2; Spd 30 
  ft; Defense 16, touch 15, ﬂatfooted 14 (+2 Dex, +3 class, 
  +1 equipment); BAB +6; Grap +8; Atk +8 melee (1d4+4, 
  Knife), or +8 ranged (2d6+0, M-9); FS 5 ft by 5 ft; Reach 
  5 ft;  AL US Navy; SV Fort +4, Ref +4, Will +2; AP 3; Rep 
  +1; Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8.
  Occupation: Military (Drive, Navigate)
  Skills: Drive +10, Knowledge (Tactics) +6, Listen +8, 
  Navigate +5, Repair +6, Survival +3, Swim +3
  Feats: Advanced Firearms Proﬁciency, Combat 
  Reﬂexes, MOS Diver (Listen, Repair, Survival), Personal 
  Firearms Proﬁciency, Power Attack, Surface Vehicle 
  Operation (Powerboat), Teamwork (Speciﬁc Group), 
  Weapon Focus
  Talents (Strong Hero): Extreme Effort, Melee Smash, 
  Improved Melee Smash
  Talents (Special Boats): +4 competence bonus to Drive 
  and Listen skill checks
  Possessions: Undercover Vest, Knife, M-9
  
  32 
  special operations command
  open game license
  OPEN GAME LICENSE Version 1.0a
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  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  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: Special Operations Command: 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, Special Operations Command.
  Designation of Open Gaming Content: The following sections of Blood and 
  Guts 2: Special Operations Command 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 Special Operations Training Class, the Elite Unit Feats, and NPC 
  statistical blocks are open content.  All other content is closed content.
  
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