TEXT: The
  Counter-Terrorism Assaulter
  A PRESTIGE CLASS FOR THE MODERN D20 SYSTEM™
  Written by Fraser Ronald
  Design and Layout by Rob Wakeﬁeld
  REQUIRES THE USE OF THE D20 MODERN ROLEPLAYING GAME, PUBLISHED BY WIZARDS OF THE COAST, INC.
  SWORD’S EDGE PUBLISHING, COPYRIGHT 2005
  
  2
  the Counter-Terrorism 
  Assaulter
   
  The CT Assaulter is a member of a unit tasked 
  to counter-terrorism (CT)—such as the SAS’ Special 
  Project Team or GSG-9 from Germany—or hostage-
  rescue (HR)—such as the FBI’s Hostage Rescue Team 
  (HRT) or Grupo Operational Contra Extorsion 
  y 
  Secuestros 
  (Anti-Extortion 
  and 
  Kidnapping 
  Operational Group or GOES) from Columbia. CT 
  Assaulters may also be found in other areas of the 
  military—such as Naval Boarding Parties or Fleet 
  Anti-terrorism Security Teams—and in many police 
  forces at all levels of government, including municipal 
  SWAT teams. CT Assaulters make up the main force 
  used during an entry, room clearing or building assault, 
  be that to rescue hostages, make an arrest or neutralize 
  a threat. Entries are extremely dangerous and require 
  extensive training and preparation. 
   
  Each entry is unique, though certain techniques 
  have been developed and disseminated through CT 
  and HR units. Cutting power to the target location 
  is common. The mode of entry may be through a 
  door (the hinges being blown oﬀ using a special round 
  in a shotgun), a window (shaped charges applied to 
  the window will remove it quite quickly) or through 
  a hastily created portal (explosives of some sort are a 
  common tool to expedite entry). Flash-bang grenades 
  are standard weapons to stun opponents and innocents 
  alike. Once inside the location, the CT Assaulters 
  must quickly eliminate all threats without harming 
  any innocents or hostages. 
   
  Whether part of the military—such as 1st Special 
  Forces Operational Detachment - Delta (also known 
  as Delta Force or Combat Application Group) from 
  the USA or GROM from Poland—or from a civilian 
  force—such as Groupement d’Intervention de la 
  Gendarmerie Nationale (National Police Intervention 
  Group or GIGN) from France—CT Assaulters are 
  usually members of elite units or groups. Being the most 
  common visual image of an elite CT or HR force, the 
  public perception of CT Assaulters is often romantic or 
  at least tainted by Hollywood action tropes. Far from 
  being romantic, though certainly exciting, the role of 
  these high-speed door-kickers is exceedingly dangerous 
  and diﬃcult. Entering into a hostile, enclosed area 
  though a small portal that usually only allows a single 
  entrant at a time and then removing the threats in 
  that area without harming innocents is the bread and 
  butter of the CT Assaulter. A single mistake could lead 
  to multiple deaths, among the CT Assaulter’s team but 
  also of any hostages or by-standers. The CT Assaulter 
  must be beyond professional to be eﬀective.
  Requirements
  To qualify to become a CT Assaulter, a character must 
  fulﬁll the following criteria.
  BASE ATTACK BONUS: +6
  Skills: Disable Device 6 ranks, Knowledge (tactics) 4 
  ranks, Move Silently 6 ranks, Spot 6 ranks. 
  Feats: Advanced Firearms Proﬁciency, Personal 
  Firearms Proﬁciency, Precise Shot
  Class Information
  The following information pertains to the CT Assaulter 
  prestige class.
  HIT DIE: 1d8 
  CLASS SKILLS
  The CT Assaulter’s class skills are as follows: Balance 
  (Dex), Bluﬀ (Cha), Computer Use (Int), Climb (Str), 
  Demolitions (Int), Disable Device (Int), Disguise 
  (Cha), Drive (Dex), Escape Artist (Dex), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (tactics) 
  (Int), Listen (Wis), Move Silently (Dex), Repair (Int), 
  Search (Wis), Sense Motive (Wis), Spot (Wis), Swim 
  (Str), Treat Injury (Wis), and Tumble (Dex)
  Skill Points at each level: 5 + Int modiﬁer
  Action Points: CT Assaulters gain a number of action 
  points equal to 6 + one-half their character level, 
  rounded down, every time they attains a new level in 
  this class.
  Class Features
  All of the following are class features of the CT 
  Assaulter.
  Table: The CT Assaulter
  CLASS 
  LEVEL
  BASE 
  ATTACK
  FORT
  REF
  WIL
  CLASS 
  FEATURE
  DEF
  REP
  1
  +1
  +1
  +1
  +0
  Talent, Bonus Feat
  +1
  +0
  2
  +2
  +1
  +2
  +0
  Bonus Feat
  +1
  +0
  3
  +3
  +2
  +2
  +0
  Cross-Training
  +2
  +1
  4
  +4
  +2
  +2
  +1
  Talent
  +2
  +1
  5
  +5
  +2
  +3
  +1
  Bonus Feat
  +3
  +1
  6
  +6
  +3
  +3
  +1
  Cross-Training
  +3
  +2
  7
  +7
  +3
  +4
  +2
  Talent
  +4
  +2
  8
  +8
  +4
  +4
  +2
  Bonus Feat
  +4
  +2
  9
  +9
  +4
  +4
  +2
  Cross-Training
  +5
  +3
  10
  +10
  +4
  +5
  +3
  Talent, Bonus Feat
  +5
  +3
  
  3
  Talents
  At 1st, 4th, 7th and 10th levels, the CT Assaulter 
  selects a talent from the following talent trees. As long 
  as the character qualiﬁes, he can select freely from any 
  and all talent trees. No talent can be selected more 
  than once unless expressly indicated. 
  Assault Talent Tree
  Most special operations forces are trained in room 
  clearing and assaulting enclosed areas—such as 
  buildings, aircraft, train cars, etc—to rescue hostages, 
  make an arrest or neutralize a threat. 
  CQD: CQD stands for Close Quarters Drill. When 
  ﬁghting in close quarters (room, shed, aircraft cabin, 
  etc), the character incurs no attacks of opportunity 
  when making any kind of ranged attack, even when 
  using ranged weapons in melee combat.
  BREACHING: Breaching is the term applied to 
  entering an area during an assault. This may mean 
  going through a door, a window or even a hole blasted 
  in a wall by explosives. When entering an area during 
  an assault or entering an area in which resistance is 
  expected, the character always acts in the surprise 
  round with a +4 bonus to initiative in the surprise 
  round and the ﬁrst round of regular combat. This 
  modiﬁer only aﬀects the ﬁrst round of regular combat 
  so the character’s position in the initiative order may 
  change after the ﬁrst round.
   
  Prerequisite: CQD
  DEFENSIVE AID: This talent reﬂects rigorous 
  training in hostage rescue scenarios. As a move 
  equivalent action, the character can provide Defensive 
  Aid to any individual within the character’s reach. The 
  character must spend an action point to trigger this 
  talent.
   
  Defensive Aid provides a +1 bonus to defense and 
  saving throws.
   
  Prerequisites: Breaching 
  INSTINCTIVE SHOOTING: Instinctive shooting 
  is a term referring to a type of training common to 
  CT and HR forces. This talent allows the character 
  to instantly identify and engage hostile targets while 
  also identifying and not engaging friendlies. This is an 
  important skill in a hostage situation. The Instinctive 
  shooting talent provides the beneﬁt of the Quick 
  Draw feat. If the character has the Quick Draw feat 
  or later acquires it, the talent provides a +2 modiﬁer to 
  initiative checks when the character is using personal 
  ﬁrearms.
   
  Further, when the character spends an action point, 
  the Instinctive Shooting talent allows the character to 
  automatically conﬁrm all critical threats in the surprise 
  round and critical threats against ﬂat-footed opponents 
  in regular combat.
   
  Prerequisites: Breaching
  CLEAR THE ROOM: In most situations, characters 
  involved in an assault will be armed with automatic 
  weapons capable of burst ﬁre. When using a weapon 
  that has either automatic or burst ﬁre capacity, the 
  character can subject opponents to autoﬁre but will 
  not subject any friendly or non-hostile targets to the 
  
  4
  eﬀects of autoﬁre. The autoﬁre attack is made as per 
  the normal rules, but the character may choose which 
  targets in the area of eﬀect are subject to the autoﬁre 
  attack. Those targets that are subject to the autoﬁre 
  attack must make a Reﬂex save as per the autoﬁre rules 
  or be subject to damage.
   
  The Clear the Room class feature may also be used 
  with the Strafe feat.
   
  When using this talent, the character may make 
  an autoﬁre or strafe attack with weapons that have 
  automatic and burst ﬁre capacity or weapons that have 
  burst ﬁre but do not have automatic ﬁre capacity.
   
  Using the Clear the Room talent uses six bullets 
  even when using a weapon with a burst setting. The 
  Clear the Room talent may only be used with a weapon 
  that has at least six bullets loaded.
   
  Prerequisites: Instinctive Shooting
  Firearms Training 
  Talent Tree
  One cornerstone of CT Assaulter training is ﬁrearm 
  drill. Thousands of rounds are expended on both 
  shooting ranges and in “killing houses”—specially 
  designed training areas for close quarters drill using 
  ﬁrearms.
  PERSONAL WEAPON FOCUS: The character 
  chooses a speciﬁc weapon—which includes unarmed 
  strike or grapple. The character must be proﬁcient 
  with the chosen weapon. 
    
  The character adds +1 to all attack rolls made using 
  the selected weapon. This beneﬁt stacks with any other 
  beneﬁts including the Weapon Focus feat.
   
  The character can choose this talent multiple 
  times, each time applying it to a diﬀerent weapon.
   
  Prerequisites: Proﬁciency in weapon chosen
  PERSONAL WEAPON SPECIALIZATION: The 
  character chooses a weapon with which he has Personal 
  Weapon Focus talent. Personal Weapon Specialization 
  provides the beneﬁt of the Weapon Specialization feat. 
  The character gets a +2 bonus on damage rolls with 
  the chosen weapon. This beneﬁt stacks with any other 
  beneﬁts including the Weapon Specialization feat.
   
  The character can choose this talent multiple 
  times, each time applying it to a diﬀerent weapon.
   
  Prerequisites: Personal Weapon Focus talent with 
  the weapon chosen
  GREATER WEAPON SPECIALIZATION: 
  The character chooses a weapon with which he has 
  Personal Weapon Specialization. The Greater Weapon 
  Specialization talent increases the bonus on damage 
  rolls from the Personal Weapon Specialization to +4 
  when using the selected weapon. This beneﬁt stacks 
  with any other beneﬁts including feats and talents.
   
  The character can choose this talent multiple 
  times, each time applying it to a diﬀerent weapon.
   
  Prerequisites: Personal Weapon Specialization in 
  weapon chosen
  IMPROVED CRITICAL: The character chooses 
  a weapon with which he has Personal Weapon 
  Specialization. The threat range of the chosen weapon 
  increases by one. This increase stacks with other such 
  increases, such as those provided by feats or talents.
   
  The character can choose this talent multiple 
  times, each time applying it to a diﬀerent weapon.
   
  Prerequisites: Personal Weapon Specialization 
  talent with the weapon chosen
  Bonus Feat
  At 1st, 3rd, 5th, 7th and 9th level, a CT Assaulter gains 
  a bonus feat from this list below. The CT Assaulter 
  must meet the prerequisites of the feat to select it.
  Acrobatic, Alertness, Armor Proﬁciency (light), Armor 
  Proﬁciency (medium), Armor Proﬁciency (heavy), 
  Athletic, Blind-Fight, Burst Fire, Combat Reﬂexes, 
  Dead Aim, Defensive Martial Arts, Dodge, Double 
  Tap, Endurance, Exotic Firearms Proﬁciency, Far Shot, 
  Focused, Improved Damage Threshold, Improved 
  Initiative, Improved Trip, Lightning Reﬂexes, Mobility, 
  Point Blank Shot, Quick Draw, Quick Reload, Run, 
  Shot on the Run, Stealthy, Strafe, Toughness, Weapon 
  Focus.
  Cross-Training 
  At 3rd, 6th and 9th level, the CT Assaulter selects a 
  talent from the available class talent trees (Assault and 
  Firearms Talent Trees) or from the following talent 
  tree. As long as the character qualiﬁes, he or she can 
  select freely from any and all talent trees. No talent can 
  be selected more than once unless expressly indicated. 
  
  5
  Sniper Talent Tree
  Sniper training focuses on both the approach and the 
  elimination of a target. A sniper must be a ghost on 
  the battleﬁeld, moving silently and invisibly. Further, 
  a sniper should eliminate his target, be it personnel or 
  equipment, quickly.
  CAMOUFLAGE: Using this talent, if the character 
  takes a full round to prepare, modiﬁers for ability, 
  cover and concealment are doubled for all Hide skill 
  checks. 
   
  Prerequisites: Survival 6. 
  CAREFUL AIM: When using a weapon with which 
  the character has the Personal Weapon talent or the 
  Weapon Focus feat, the character can double ability 
  modiﬁers to attack rolls by taking a full-round action 
  to steady or aim the weapon. Like the Dead Aim feat, 
  once the character begins aiming, he can’t move, even 
  to take a 5-foot step, until after the character makes 
  his next attack, or the beneﬁt of the talent is lost. 
  Likewise, if the character’s concentration is disrupted 
  or the character is attacked before his next action, the 
  character must make a successful Concentration skill 
  check against DC 15 or the character loses the beneﬁt 
  of aiming.
   
  This talent can be used in conjunction with the 
  Dead Aim feat. If used together, the character only 
  needs to take a single full-round action, not one full 
  round action for each.
   
  Prerequisites: Far Shot feat, Personal Weapon 
  talent or Weapon Focus feat in weapon used. 
  QUICK AIM: The character can gain the beneﬁts of 
  the Careful Aim and/or Dead Aim talent by making 
  a move-equivalent action to steady or aim his/her 
  weapon.
   
  Prerequisites: Careful Aim talent, Precise Shot 
  feat, Personal Weapon talent or Weapon Focus feat in 
  weapon used.
  CRITICAL STRIKE: This talent allows the character 
  the ability to automatically conﬁrm a threat as a critical 
  hit when attacking with a speciﬁc type of weapon, 
  eliminating the need to make a roll to conﬁrm the 
  critical hit.
   
  The character can choose this talent multiple 
  times, each time applying it to a diﬀerent weapon.
   
  Prerequisites: Far Shot feat, Careful Aim talent, 
  Personal Weapon talent or Weapon Focus feat in 
  weapon used.
  
  6
  STAFF SERGEANT JACKSON MYLES,
  MILITARY COUNTER-TERRORISM 
  ASSAULTER
  Fast Hero 4/ Inﬁltrator 2/ Soldier 3/ 
  CT Assaulter 1: CR 10; HD 4d8+8 plus 2d8+4 plus 
  3d10+6 plus 1d8+2; hp 68; MAS 14; Init +3; Spd 
  30ft. (25 ft. in armor); Def 27, touch 22, ﬂatfooted 
  24; BAB +7/+2; Grap +7; Atk +7/+2 melee (1d4, 
  unarmed), or +12/+7 ranged (2d6+2, HK MP5), or 
  +10/+5 ranged (2d6, 92F); FS 5 ft. by 5 ft.; Reach 5 
  ft.; AL CT Platoon, Military, Nation; SV Fort +6, Ref 
  +11, Will +3; AP 5; Rep +2; Str 11, Dex 16, Con 14, 
  Int 12, Wis 13, Cha 8.
   
  Skills: modiﬁers shown in parentheses reﬂect 
  armor penalty, Balance +8 (+4), Bluﬀ +2, Demolitions 
  +6, Disable Device +7, Escape Artist +9 (+5) , Hide 
  +11 (+7), Intimidate +4, Jump +2 (-2), Knowledge 
  (current events) +4, Knowledge (streetwise) +4, 
  Knowledge (tactics) +6, Listen +7, Move Silently +15 
  (+11), Sleight of Hand +8, Spot +7, Swim +2 (-2), and 
  Tumble +8 (+4).
   
  Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), 
  Combat Martial Arts, Double Tap, Precise Shot, 
  Personal Firearms Proﬁciency, Point Blank Shot, 
  Stealthy, Quick Reload.
   
  Talents (Fast Hero): Evasion, Opportunist.
   
  Class 
  Features 
  (Inﬁltrator): 
  Improvised 
  Implements, Sweep.
   
  Class Features (Soldier): Weapon Focus (HK 
  MP5), Weapon Specialization (HK MP5).
   
  Talents (CT Assaulter): CQD.
   
  Occ: Military (Knowledge [tactics], Move 
  Silently)
   
  Possessions (on person, 43.5 lbs.): HK MP5 
  with laser sight, illuminator, and suppressor, 8 MP5 
  magazines, Beretta 92F in hip holster, 2 Beretta 
  magazines, fatigues (black), ﬁrst aid kit, gasmask, 
  light-duty vest armor, lockpick set, lock release gun, 
  mesh vest (load bearing vest), multi-purpose tool, 
  professional walkie-talkie (tactical radio), zip-tie 
  handcuﬀs (25).
   
  Note: due to mesh vest, Jackson is not 
  encumbered.
   
  Jackson had always been an ambitious individual. 
  He excelled at everything to which he set himself. If he 
  wasn’t the captain of the team, he sure as heck was the 
  star player. From humble beginnings, Jackson decided 
  his best course of action was the military. There he 
  could acquire job skills as well as experience. Rather 
  than become a means to a career, the army became 
  Jackson’s career. He quickly came to the notice of his 
  superiors. If there was a chance for training, Jackson 
  took it. When the opportunity presented itself to 
  apply for the elite, counter-terrorism unit of the army, 
  Jackson made his attempt. As everyone expected, Staﬀ 
  Sergeant Myles was accepted on his ﬁrst attempt. 
  MARIA GONZALEZ, LAW ENFORCEMENT 
  COUNTER-TERRORISM ASSAULTER
  Fast Hero 3/ Dedicated Hero 2/ Smart Hero 1/Strong 
  Hero 3/ CT Assaulter 1: CR 10; HD 3d8+6 plus 2d6+4 
  plus 1d6+2 plus 3d8+6 plus 1d8+2; hp 62; MAS 14; 
  Init +6; Spd 30ft. (25 ft. in armor); Def 25, touch 20, 
  ﬂatfooted 23; BAB +7/+2; Grap +7; Atk +7/+2 melee 
  (1d6, extendable baton), or +11/+6 ranged (2d6, HK 
  MP5), or +10/+5 ranged (2d6, Glock); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL SRT, Police, City; SV Fort +8, Ref 
  +6, Will +5; AP 5; Rep +3; Str 10, Dex 15, Con 14, Int 
  13, Wis 10, Cha 12.
   
  Skills: modiﬁers shown in parentheses reﬂect 
  armor penalty, Balance +7 (+2), Climb +4 (-1), Disable 
  Device +8, Demolitions +5, Hide +7 (+2), Intimidate 
  +7, Investigate +4, Knowledge (current events) +4, 
  Knowledge (streetwise) +4, Knowledge (tactics) +5, 
  Listen +7, Move Silently +8 (+3), Sleight of Hand +5, 
  Spot +8, Treat Injury +4 and Tumble +7 (+2).
   
  Feats: Advanced Firearm Proﬁciency, Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), 
  Combat Reﬂexes, Double Tap, Improved Initiative, 
  Personal Firearms Proﬁciency, Point Blank Shot, 
  Precise Shot.
   
  Talents (Fast Hero): Evasion, Uncanny Dodge.
   
  Talents (Dedicated Hero): Empathy.
   
  Talents (Smart Hero): Savant (disable device).
   
  Talents (Strong Hero): Improved Melee Smash, 
  Melee Smash.
   
  Talents (CT Assaulter): Personal Weapon Focus 
  (HK MP5).
   
  Occ: Law Enforcement (Intimidate, Listen)
   
  Possessions (on person, 41.5 lbs.): HK MP5 with 
  laser sight and illuminator, 6 MP5 magazines, Glock 
  17 in hip holster, 2 Glock magazines, extendable 
  baton, fatigues (black), ﬁrst aid kit, gasmask, lockpick 
  set, lock release gun, mesh vest (load bearing vest), 
  multi-purpose tool, professional walkie-talkie (tactical 
  radio), tactical vest armor, zip-tie handcuﬀs (25).
   
  Note: due to mesh vest, Gonzalez is not 
  encumbered.
   
  Maria had always dreamed of being a police 
  oﬃcer. While she grew up in an era in which female 
  patrol oﬃcers were common, they were not common 
  in all aspects of law enforcement. Maria didn’t realize 
  this until already out of training. She loved being a 
  patrol oﬃcer, but she wanted that Special Weapons 
  And Tactics position. In her city, the Special Response 
  Team was the forced entry, assault unit, and that’s 
  where she wanted to be. That didn’t matter, though, 
  because no woman had ever been accepted into the 
  SRT. Maria didn’t take no for an answer. She pushed 
  and she pushed and ﬁnally, more to shut her up than 
  anything else, she was allowed to take the test. 
   
  All that needs be said is she now leads the entry 
  team. 
  
  7
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  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Counter-Terrorism Assaulter Prestige Class Copyright 2005, Sword’s 
  Edge Publishing; Author Fraser Ronald
  DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of 
  the Open Game License, version 1.0a, the following are designated as 
  Product Identity: SEP; Roles and Classes.
  DESIGNATION OF OPEN CONTENT: As per section 1(d) of the 
  Open Game License, version 1.0a, the following are designated as 
  Open Content: Requirements, Class Information, Class Features.
  All Photographs are Austrian Armed Forces Photographs. 
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of 
  the Coast, Inc. and are used according to the terms of the d20 System 
  License version 6.0.  A copy of this License can be found at www.
  wizards.com/d20.
  d20 Modern and Wizards of the Coast are trademarks of Wizards of 
  the Coast, Inc. in the United States and other countries and are used 
  with permission. 
  
  THE counter-terrorism 
  assaulter
  is from SEP’s ROLES AND CLASSES line.
  Also look for:
  COMBAT HERO SPECIALIZED CLASS
  COVERT HERO SPECIALIZED CLASS
  capable HERO SPECIALIZED CLASS
  SPECIAL OPERATIONS MARKSMAN PRESTIGE CLASS
  SPEC OPS RECCE PRESTIGE CLASS
  and
  ROLES AND CLASSES TALENT TREES ASSEMBLED
  All from Sword’s Edge Publishing
  
SOURCE: textdata/thevault/D20 system/D20 Modern/Swords Edge Publishing/D20 Modern - Swords Edge Publishing - Supplement - The Counter-Terrorism Assaulter.pdf