TEXT: interior art
   joseph wigfield
  v. shane 
  editing
  charles baize
  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 Coast, Inc.
  d20 Modern and Wizards of the Coast are trademarks of 
  Wizards of the Coast, Inc. in the United States and other 
  countries and are used with permission
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the 
  terms of the d20 System License version 6.0.  A copy of 
  this License can be found at www.wizards.com/d20.
  v2.2
  
  2 
  military classes
  military basics
  In 1947, President Harry Truman authored the 
  “National Defense Act”, which sought to reorganize 
  wartime defenses into a cold war defense strategy. 
  This act transformed the Army Air Corps into a 
  separate branch of service, the Air Force, transformed 
  the War Department into the Department of Defense, 
  and transformed the OSS into the CIA. The National 
  Defense Act also set the hierarchy for the military 
  branches of service, a hierarchy largely unchanged 
  until 2002 when the Coast Guard was transferred from 
  the Department of Transportation to the Department 
  of Homeland Security.
  All branches of service have a civilian leader. 
  The President is the Commander in Chief of all 
  American Military forces. Below him is the Secretary 
  of Defense, a Presidential appointee. Below the 
  Secretary of Defense are three service secretaries, also 
  appointed by the President: the Secretary of the Air 
  Force, the Secretary of the Army, and the Secretary of 
  the Navy. 
  Below the service secretaries are the direct 
  commanders for the ﬁve branches of service. A Four-
  Star General, the Army Chief of Staff, who reports 
  directly to the Secretary of the Army, commands the 
  Army. A Four-Star General, the Air Force Chief of 
  Staff, who reports directly to the Secretary of the Air 
  Force, commands the Air Force. A four-star Admiral, 
  called the Chief of Naval of Operations, commands 
  the Navy. A Four-Star General called the Commandant 
  of the Marine Corps commands the Marines. Both 
  of these commanders report to the Secretary of the 
  Navy. From 1972 to 2002 the Coast Guard reported 
  to the Secretary of Transportation. In 2002 the 
  Homeland Security Act transferred the Coast Guard 
  to the Department of Homeland Defense. A Four-Star 
  Admiral known as the Commandant of the Coast 
  Guard commands the Coast Guard. However, this 
  Admiral does not serve on the Joint Chiefs of Staff. 
  The four top military commanders for each branch 
  of service form a group known as the Joint Chiefs of 
  Staff. The President picks one of these commanders 
  to be the Chairman of the Joint Chiefs of Staff. 
  The President is free to appoint whichever of the 
  four commanders he thinks would be best qualiﬁed 
  to be Chairman of this committee, but in practice 
  each branch of service is selected in turn, barring 
  extraordinary circumstances. For instance, due to 
  recent scandals (such as Tailhook), the Air Force 
  Chief of Staff has been bypassed twice in recent years.
  In times of crisis, this hierarchy can be streamlined 
  and altered to a great degree by the President. For 
  instance, during wartime it is common for the Joint 
  Chiefs of Staff to report directly to either the President 
  or the Secretary of Defense. The assets of the Coast 
  Guard can be transferred to the Navy at the President’s 
  discretion. 
  The President watched the countdown from the camerawoman and then saw the red light go on.
  “My fellow Americans. As you know, events in the Soviet Union have been escalating rapidly in recent 
  weeks. At the request of the Russian President, American forces, led by the 172nd Infantry Brigade crossed 
  the Bering Strait to protect the Russian government in exile. While American forces move west, NATO 
  has advanced across the border and will advance east. We will beat back the forces of General Fjoder 
  Fortunatov and remove his rogue government from exile.” 
  There was a slight pause, and it seemed as if the leader of the free world might be just a man after all, but 
  then the resolve took form again, “It is also my duty to inform you that, in keeping with the large military 
  force that will be required to undertake this task I have instituted an emergency draft in accordance with the 
  Military Selective Service Act. I have spoken to our allies in Europe and encouraged them to take similar 
  steps in accordance with the laws of their respective countries and they agree that our current military 
  strength will be exceeded by the requirements of the days ahead.
  I do not take these steps lightly. If this were strictly an internal matter of Russian politics I would not 
  commit such a large number of American lives. But the statements by General Fortunatov that his “Party 
  for Truth” will seize control of Russia’s nuclear weapon stockpiles and ‘restore all that was lost by the 
  failed policies of Glasnost’ has forced me to take these steps in concert with our European allies.
  I will speak to you weekly as these events unfold and I call one last time on General Fortunatov to end 
  this crisis before another drop of blood is spilled.
  Thank you, and may God bless America.”
  Hasko sat quietly for a moment as some blonde from the network came back on to provide commentary. 
  Then he noticed his men were all looking at him. He ﬁxed each of their eyes in turn as if taking a gauge of 
  their mental strength and resolve: Rittenauer, Johnson, Pilgrim, Hoagland and the rest. 
  When he stood and picked up his riﬂe, so did they, “All right boys, we’re a go, let’s not leave that helo 
  waiting any longer. The way home is through Moscow. The sooner we catch and kill this lame-ass Hitler 
  wannabe the sooner we can hit the beaches of the Ukraine and see if we can’t meet us a nice babushka 
  babe.”
  They left the room at a run.
  introduction
  
  3 
  military classes
  the army 
  The army was formally established by an act of the 
  Continental Congress on June 14, 1775. It consisted 
  of 6 companies of riﬂemen from Pennsylvania, 
  two from Virginia and two from Maryland. This 
  act also nationalized the militias of Massachusetts, 
  Connecticut and New York. On July 3, 1775 after a 
  lengthy debate, George Washington was named the 
  ﬁrst Commander in Chief of the army. 
  The army currently consists of approximately 
  700,000 soldiers. Of these 70% are active duty while 
  the remaining 30% are reservists. 83% of the soldiers 
  in the army are enlisted men or non-commissioned 
  ofﬁcers, 2% are warrant ofﬁcers and 15% are 
  commissioned ofﬁcers. 
  the navy 
  Like the Army, the Continental Congress 
  created the Navy in 1775. Although the 
  Navy’s core mission to provide free use 
  of the seas to the United States remains 
  unchanged, since World War II, with the 
  advent of the aircraft carrier, the Navy 
  frequently is the ﬁrst step in establishing air 
  superiority, since planes can be launched 
  from a carrier without need of a ﬁxed 
  runway and without fear of violating 
  a country’s airspace. Naval vessels 
  also attack land targets through 
  bombardment and cruise missile strikes, 
  and transport marines into battle. There 
  are currently about 400,000 active duty 
  naval personnel, and approximately one-sixth 
  of these are commissioned ofﬁcers. Like the Army, 
  the Navy maintains a reserve force through the Naval 
  Reserve, which may be activated in times of need. 
  There is no naval “national guard”, though arguably 
  the Coast Guard ﬁlls that role. 
  marine corps 
  The Marine Corps was created on November 10, 
  1775 when the Continental Congress authorized the 
  formation of two marine battalions. The colorful 
  character the marines bear to this day was established 
  when its ﬁrst commanding ofﬁcer, Captain Samuel 
  Nicholas embarked on his ﬁrst (highly successful) 
  recruiting trip at Tun Tavern near Philadelphia. During 
  the Revolutionary War the marines acted as a highly 
  effective amphibious force. They stormed British forts 
  on New Providence Island in the Bahamas, capturing 
  600 barrels of gunpowder vital to the ﬂedgling 
  American military efforts. They supported George 
  Washington as he crossed the Delaware on Christmas 
  Eve to surprise the Hessian mercenary forces 
  occupying New Jersey. And they fought on the decks 
  of every American sailing vessel during offensive and 
  defensive boarding actions including the legendary 
  Ranger commanded by John Paul Jones. At the end 
  of the Revolutionary War both the Navy and Marine 
  Corps were brieﬂy disbanded, however threats to the 
  United States prompted Congress to reactivate the 
  Marine Corps on July 11, 1798 and it has never been 
  deactivated since. 
  The Marine Corps is composed of two Fleet 
  Marine Forces, one for the Atlantic and one for the 
  Paciﬁc theaters of operation. The Atlantic force 
  is based in Norfolk, Virginia while the Paciﬁc 
  force is based in Pearl Harbor, Hawaii. Marine 
  Corps detachments serve on naval vessels and 
  garrison naval bases to protect them from 
  attack.  Marines also serve as embassy guard 
  to protect these vital American bases from 
  foreign attack. The Commandant of the Marine 
  Corps, a 4-star General who sits on the Joint Chiefs of 
  Staff, commands the Marine Corps.
  Applicants for the Marine Corps must be between 
  17 and 28 years of age. Recruits from east of the 
  Mississippi receive basic training at Paris Island, 
  South Carolina while recruits from west of the 
  Mississippi receive basic training at San Diego, 
  California. Following basic training marines undergo 
  training in small unit tactics either at Camp Lejeune, 
  North Carolina (for east coast recruits) or Camp 
  
  4 
  military classes
  Pendleton, California (for west coast recruits). 
  The Marine Corps Reserve, established during 
  World War I, supplements the Marine Corps’ active 
  force. Today this force numbers over 44,000 and 
  consists of the 4th Marine Division and the 4th Marine 
  Aircraft Wing. 
  air force 
  Although airplanes saw limited use during the First 
  World War, primarily in a reconnaissance role, 
  military strategists were quick to realize the value 
  of air power. However, the main function air power 
  would serve in combat was thought to be providing 
  support for troops on the ground, so the Army Air 
  Corps was created as a subsidiary force to provide 
  air support to Army personnel. However, new 
  technologies and strategies showed that air power 
  had a much larger role to play in combat than simply 
  supporting forces on the ground, and so, in 1947, the 
  National Security Act separated the Air Force from the 
  Army. 
  The Air Force’s mission is to provide air and 
  space superiority to the United States military in any 
  operation. As such, the Air Force has at its disposal 
  light and heavy combat aircraft, tankers, helicopters, 
  bombers, and transport aircraft. The Air Force also 
  controls and maintains all military spy satellites and 
  ballistic nuclear missiles. The Air Force shares control 
  over the bulk of the United States’ nuclear arsenal 
  with the Army, with the Air Force controlling the 
  majority of strategic level weapons, and the Army 
  controlling the bulk of the tactical level weapons 
  (though Naval Submarines also play an important role 
  in the strategic nuclear strategy). 
  There are approximately 375,000 Air Force 
  personnel, approximately one-ﬁfth of which are 
  commissioned ofﬁcers. Both the Air National Guard 
  and the Air Force Reserve supplement the Air Force. 
  coast guard 
  Although not often thought of as a military force, the 
  Coast Guard is an important element in protecting 
  the United States from foreign attack. The Coast 
  Guard was created in 1790, when it was known as 
  the Revenue Cutter Service, and was responsible for 
  the imposition of tariffs and curtailing of smuggling 
  and piracy. In 1915 it was renamed the Coast Guard 
  and transferred to the Treasury Department. In 1967 
  it was transferred to the Transportation Department, 
  and ﬁnally, in 2002, to the Department of Homeland 
  Security. 
  In peacetime the Coast Guard acts to prevent drug 
  smuggling, illegal immigration, and to protect ships 
  at sea from piracy and weather mishaps. In wartime, 
  control of the Coast Guard is transferred to the Navy 
  Chief of Staff. The Coast Guard has about 35,000 
  members, about one-ﬁfth of which are commissioned 
  ofﬁcers. The Coast Guard Reserves and volunteer 
  auxiliaries supplement the Coast Guard. 
  military organization 
  The military is built from the ground up, and the 
  success or failure of any military operation begins 
  and ends with the individual soldier. Each size unit is 
  comprised of a certain number of smaller components. 
  The sizes listed for each unit are at the high end, and 
  units may be composed of as many as half the listed 
  number of component parts. 
  Squad: A squad consists of 9 to 10 soldiers. 
  Typically commanded by a Sergeant. This size of 
  unit is the size represented by a unit in the Small Unit 
  Combat rules. 
  Platoon: Approximately four Squads (16 to 44 
  soldiers). Typically commanded by a Lieutenant, with 
  a senior NCO (typically a Staff Sergeant) as second in 
  command. 
  Company: Approximately 5 Platoons (62 to 190 
  soldiers). Typically commanded by a Captain, with a 
  First Sergeant as second in command. Artillery units 
  of this size are called Batteries, and Air or Cavalry 
  units of this size are called Troops. 
  Battalion: Approximately 6 Companies (300 
  to 1,000 soldiers). Typically commanded by a Lt. 
  Colonel, with a Command Sergeant Major as second 
  in command. 
  Brigade: Approximately 5 Battalions (3,000 to 
  5,000 soldiers). Typically commanded by a Colonel, 
  with a Command Sergeant Major as second in 
  command. Units of this size are capable of sustained 
  operations with no outside support. 
  Division: Approximately 3 Brigades (10,000 to 
  15,000 soldiers). Typically commanded by a Major 
  General. Divisions are numbered, and assigned names 
  based on their function (3rd Infantry Division, 10th 
  Mountain Division, and so forth). 
  Corps: Approximately 5 Divisions (20,000 to 
  45,000 soldiers). Typically commanded by a Lt. 
  General. Capable of independent operation on an 
  international scale. 
  Army: Approximately 2 Corps. Typically 
  commanded by a Lt. General or higher. An Army is 
  responsible for all operations in one theater of war. 
  The commander of an Army reports directly to either 
  a 5-Star General, or the Commander in Chief (in other 
  words, the commander of an Army is completely 
  autonomous from other Army commanders, even 
  though they might outrank him). Army designations 
  have not been used by the American military since 
  World War II. 
  
  5 
  military classes
  The following classes represent training a character 
  receives after Basic Training. This represents what 
  is commonly referred to as “advanced individual 
  training”, where a character learns his MOS and 
  begins his career as a soldier. 
  assault training
  Some people live an entire lifetime and wonder if 
  they have ever made a difference in the world, but 
  the Marines don’t have that problem.  
  -Ronald Reagan
  Assault training focuses on penetrating fortiﬁed 
  positions with shock troops. This class is common 
  among Marine Corps enlisted personnel but members 
  of the Army (usually soldiers in an Air Assault unit) 
  and Navy (usually SEALs) receive this training as 
  well. 
  requirements
  To qualify for assault training a character must meet 
  the following criteria (the quickest path into this class 
  is through the Strong Hero basic class).
  Base Attack Bonus: +3
  Skills: Knowledge (tactics) 3 ranks
  Feats: Personal Firearms Proﬁciency
  class information
  The following information pertains to assault training. 
  Hit Die: 1d10
  Action Points: 6+ one-half character level, rounded 
  down, every time the character gains a new level in 
  this class.
  Class Skills: Assault training grants the class skills 
  (and the ability for each skill) are: Balance (Dex), 
  Climb (Str), Craft (structural) (Int), Intimidate 
  (Cha), Jump (Str), Knowledge (popular culture, 
  tactics) (Int), Navigate (Int), 
  Survival (Wis), Swim (Str)
  Skill points at each 
  level: 5+Int. modiﬁer
  class features
  All of the following are 
  features of assault training. 
  Tough as Nails: Assault training 
  grants a bonus of +1 hit point for 
  each level of assault training 
  the character takes. This 
  ability also grants a 
  bonus to all Intimidate 
  skill checks (and 
  level checks to resist 
  intimidation) equal to the 
  character’s Reputation 
  bonus.
  Advanced Training: 
  Each time you gain this class 
  ability you may pick a talent 
  chapter 1: military classes
  table 1-1: assault training
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +0
  +0
  Tough as Nails
  +0
  +0
  2nd
  +2
  +3
  +0
  +0
  Advanced Training
  +1
  +0
  3rd
  +3
  +3
  +1
  +1
  Bonus Feat
  +1
  +1
  4th
  +4
  +4
  +1
  +1
  Advanced Training
  +1
  +1
  5th
  +5
  +4
  +1
  +1
  First Wave +1
  +2
  +1
  6th
  +6
  +5
  +2
  +2
  Bonus Feat; Advanced Training
  +2
  +2
  7th
  +7
  +5
  +2
  +2
  First Wave +2
  +2
  +2
  8th
  +8
  +6
  +2
  +2
  Advanced Training
  +3
  +2
  9th
  +9
  +6
  +3
  +3
  Bonus Feat
  +3
  +3
  10th
  +10
  +7
  +3
  +3
  Advanced Training; Semper Fi
  +3
  +3
  
  6 
  military classes
  from the advanced training list. 
  Bonus Feats: At 3rd, 6th and 9th level a character 
  receives a bonus feat. The bonus feats the character 
  may choose from are determined by his MOS (see 
  below). The character must meet the prerequisite for 
  any feat selected with this ability.
  First Wave: First in last out is your motto and you 
  have been trained to lead attacks on heavily fortiﬁed 
  positions. You gain the modiﬁer listed on the class 
  table as a morale bonus to your Defense and all melee 
  damage rolls as long as you are attacking or advancing 
  toward an active hostile force. If you are pinned down, 
  retreating, aiding an injured colleague or performing 
  any action that does not involve advancing toward an 
  enemy you do not gain this bonus. 
  Semper Fi: The bond of those who share one of 
  the most dangerous jobs (even by military standards) 
  is inseparable, often stronger than family. This 
  class ability improves the bonus granted from the 
  Teamwork feat to +4 (you must take that feat to 
  beneﬁt from this ability).
  recon training
  Now I recall the Recon Marines ragged, ﬁlthy 
  cammie shirted young men in green paint who 
  move silent like the fog with deadly purpose in 
  their eyes. Swift, Silent, Deadly. I smile.  
  -GYSGT Correll, USMC, Retired
  Recon training focuses on identifying enemy threats 
  and reporting that information back to friendly forces. 
  Special operations, snipers and pilots routinely receive 
  this training.
  requirements
  To qualify for recon training a character must meet the 
  following criteria (the quickest path into this class is 
  through the Fast Hero basic class).
  Base Attack Bonus: +2
  Skills: Hide 4 ranks
  Feats: Personal Firearms Proﬁciency
  class information
  The following information pertains to 
  recon training. 
  Hit Die: 1d8
  Action Points: 6+ one-half character 
  level, rounded down, every time the 
  character gains a new level in this class.
  Class Skills: Recon training grants 
  the following class skills (and the ability 
  for each skill) are: Balance (Dex), Climb 
  (Str), Craft (structural) (Int), Drive (Dex), 
  Hide (Dex), Jump (Str), Knowledge 
  (popular culture, tactics) (Int), Listen 
  (Wis), Move Silently (Dex), Navigate 
  (Int), Spot (Wis), Survival (Wis) and 
  Swim (Str)
  Skill points at each level: 7+ Int. 
  modiﬁer
  class features
  All of the following are features of recon 
  training. 
  Camouﬂage: Reconnaissance training 
  teaches the ﬁne art of camouﬂage, using 
  a combination of natural foliage along 
  with netting and soft color patterns to 
  make observing a target more difﬁcult, 
  especially at long distances. 
  Being able to remain unseen allows characters on 
  patrol to observe the enemy undisturbed for extended 
  periods of time, gathering much more information. 
  Camouﬂage also allows a character to shield 
  equipment and buildings from aerial and satellite 
  observation. 
  This ability allows you to construct a blind to shield 
  characters in 1 square from observation, granting a 
  bonus to Hide checks equal to ½ your ranks in Craft 
  (structural). Constructing this blind requires 5 minutes 
  of time and the character may construct larger blinds 
  if he has the time. For example a character wishing 
  to construct a small blind only for himself (such 
  as a sniper’s nest) would require 5 minutes while a 
  character wishing to hide a vehicle with a size of 6x3 
  would require over an hour (18x5 or 70 minutes). 
  This bonus stacks with any other use of the Craft 
  
  7 
  military classes
  (structural) skill that grants a Hide bonus (so a vehicle 
  protected by camouﬂage netting that is also dug in 
  would receive both bonuses).
  Advanced Training: Each time you gain this 
  class ability you may pick a talent from the advanced 
  training list. 
  Bonus Feats: At 3rd, 6th and 9th level a character 
  receives a bonus feat. The bonus feats the character 
  may choose from are determined by his MOS (see 
  below). The character must meet the prerequisite for 
  any feat selected with this ability.
  Long Range Reconnaissance: This ability allows 
  you to survive in enemy territory for extended periods 
  of time. It also teaches you to note much more subtle 
  details in force deployment, providing much better 
  information to friendly forces. You gain a bonus to all 
  Spot and Survival skill checks equal to your Recon 
  Training level. 
  Fast Mover: At the levels indicated on the class 
  table, increase your movement by the listed amount. 
  Ghost: You have become extremely adept at stealth 
  and camouﬂage techniques, gaining a bonus to all 
  Hide and Move Silent checks equal to your Recon 
  Training level. This ability also increases the DC 
  of any tracking check made against you (making it 
  harder for enemy forces to follow you). 
  infantry training
  Army: A body of men assembled to rectify the 
  mistakes of the diplomats.  
  -Josephus Daniels
  Infantry training is very common in the armies of the 
  world, whose primary mission could be deﬁned as 
  the holding of territory (as opposed to assault training 
  which would focus on seizing that territory in the ﬁrst 
  place). 
  requirements
  To qualify for infantry training a character must meet 
  the following criteria (the quickest path into this class 
  is through the Tough Hero basic class).
  Base Attack Bonus: +2
  Skills: Craft (structural) 3 ranks
  Feats: Personal Firearms Proﬁciency
  class information
  The following information pertains to infantry 
  training. 
  Hit Die: 1d10
  Action Points: 6+ one-half character level, rounded 
  down, every time the character gains a new level in 
  this class.
  Class Skills: The infantry training’s class skills 
  (and the ability for each skill) are: Balance (Dex), 
  Climb (Str), Craft (structural) (Int), Intimidate (Cha), 
  Jump (Str), Knowledge (popular culture, tactics) (Int), 
  Navigate (Int), Survival (Wis), Swim (Str)
  Skill points at each level: 5+Int. modiﬁer
  class features
  All of the following are features of infantry training. 
  Defensive Position: Infantry training grants the 
  bonus listed on the class table to Defense and Reﬂex 
  saving throws when a character is ﬁghting from cover.
  table 1-3: infantry training
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +0
  Defensive Position +1
  +1
  +0
  2nd
  +1
  +2
  +2
  +0
  Advanced Training
  +1
  +0
  3rd
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4th
  +3
  +2
  +2
  +1
  Advanced Training
  +2
  +0
  5th
  +3
  +3
  +3
  +1
  Defensive Position +2; Hurry Up and Wait
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Advanced Training; Bonus Feat
  +3
  +1
  7th
  +5
  +4
  +4
  +2
  Hurry Up and Wait 
  +4
  +1
  8th
  +6
  +4
  +4
  +2
  Advanced Training
  +4
  +1
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  10th
  +7
  +5
  +5
  +3
  Advanced Training; Defensive Position +3
  +5
  +2
  table 1-2: recon training
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +0
  Camouﬂage
  +1
  +0
  2nd
  +1
  +2
  +2
  +0
  Advanced Training
  +1
  +0
  3rd
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4th
  +3
  +2
  +2
  +1
  Advanced Training
  +2
  +0
  5th
  +3
  +3
  +3
  +1
  Long Range Reconnaissance; Fast Mover +5’
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Advanced Training; Bonus Feat
  +3
  +1
  7th
  +5
  +4
  +4
  +2
  Ghost
  +4
  +1
  8th
  +6
  +4
  +4
  +2
  Advanced Training
  +4
  +1
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +2
  10th
  +7
  +5
  +5
  +3
  Advanced Training; Fast Mover +10’
  +5
  +2
  
  8 
  military classes
  Advanced Training: Each time you gain this 
  class ability you may pick a talent from the advanced 
  training list.
  Bonus Feats: At 3rd, 6th and 9th level a character 
  receives a bonus feat. The bonus feats the character 
  may choose from are determined by his MOS (see 
  below). The character must meet the prerequisite for 
  any feat selected with this ability.
  Hurry Up and Wait: At 5th level infantry 
  training allows the character to ignore medium 
  armor and/or a medium load when calculating long 
  distance movement. A character can move 3 mph 
  unencumbered but bearing a medium load and/or 
  medium armor his long distance movement is reduced 
  to 2 mph. A character with this ability would be able 
  to cover 3 mph while carrying a medium load and/or 
  medium armor. A character with this ability also 
  marches as if he possessed the Endurance feat (but 
  he does not gain the beneﬁts of Endurance for any 
  purpose other than marching).
  At 7th level infantry training allows the character 
  to ignore heavy armor and/or a heavy load when 
  calculating long distance movement. A character with 
  this ability also marches as if he possessed the Forced 
  March feat. 
  specialist 
  The battle, sir, is not to the strong alone; it is to 
  the vigilant, the active, the brave...  
  -Patrick Henry
  The military can’t ﬁght without the support of 
  an enormous infrastructure. Mechanics, website 
  engineers, even airborne illustrators all have a role to 
  play and help the military accomplish its missions. 
  Enter the specialist. 
  requirements
  To qualify to become a specialist a character must 
  meet the following criteria (the quickest path into this 
  class is through the Smart Hero basic class).
  Skills: Computer Use 6 ranks, Knowledge 
  (technology) 6 ranks
  Feats: Educated, Desk Jockey
  class information
  The following information pertains to the specialist. 
  Hit Die: 1d6 
  Action Points: 6+ one-half character level, rounded 
  down, every time the character gains a new level in 
  this class.
  Class Skills: Specialist training grants the following 
  class skills (and the ability for each skill) are: 
  Computer Use (Int), Concentration (Con), Craft (all) 
  (Int), Forgery (Int), Knowledge (all) (Int), Repair (Int) 
  and Research (Int)
  Skill points at each level: 9+Int. modiﬁer
  class features
  All of the following are features of the specialist. 
  Smart Defense: The specialist adds his Intelligence 
  bonus and his Dexterity bonus to his Defense. Any 
  condition which causes the specialist to lose his 
  Dexterity bonus causes him to lose his Intelligence 
  bonus as well.
  Advanced Training: Each time you gain this 
  class ability you may pick a talent from the advanced 
  training list.
  Bonus Feats: At 3rd, 6th and 9th level a character 
  receives a bonus feat. The bonus feats the character 
  may choose from are determined by his MOS (see 
  below). The character must meet the prerequisite for 
  any feat selected with this ability.
  Speed of the Essence: At 5th level the specialist 
  may pick one class skill (gained from this class or 
  from an occupation or MOS) as his favored skill. 
  When making skill checks with that skill the specialist 
  may take ten even under stress. The specialist also 
  can perform that skill in half the usual time (minimum 
  time of one hour if the skill takes more than an hour, 
  otherwise the minimum time is one round). 
  For example a specialist could choose Craft 
  (chemical) as his chosen skill. If the specialist was 
  making a complex explosive (normal time 3 hours) he 
  could do it in 1.5 hours. If the specialist later needed 
  to make an improvised explosive it would take him 
  one round (since the time is already one round).
  Qualiﬁed Expert: At 7th level when the specialist 
  spends an action point to aid his favored skill he adds 
  all dice he is entitled to roll to the result rather than 
  the highest die.
  table 1-4: specialist
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +2
  Smart Defense
  +0
  +0
  2nd
  +1
  +2
  +2
  +3
  Advanced Training
  +1
  +0
  3rd
  +1
  +2
  +2
  +3
  Bonus Feat
  +1
  +0
  4th
  +2
  +2
  +2
  +4
  Advanced Training
  +1
  +0
  5th
  +2
  +3
  +3
  +4
  Speed of the Essence
  +2
  +1
  6th
  +3
  +3
  +3
  +5
  Advanced Training; Bonus Feat
  +2
  +1
  7th
  +3
  +4
  +4
  +5
  Qualiﬁed Expert
  +2
  +1
  8th
  +4
  +4
  +4
  +6
  Advanced Training
  +3
  +1
  9th
  +4
  +4
  +4
  +6
  Bonus Feat
  +3
  +2
  10th
  +5
  +5
  +5
  +7
  Advanced Training
  +3
  +2
  
  9 
  military classes
  leadership training
  The mothers and fathers of America will give you 
  their sons and daughters...with the conﬁdence in 
  you that you will not needlessly waste their lives. 
  And you dare not. That’s the burden the mantle 
  of leadership places upon you. You could be the 
  person who gives the orders that will bring about 
  the deaths of thousands and thousands of young 
  men and women. It is an awesome responsibility. 
  You cannot fail. You dare not fail...” 
  -General H. Norman Schwarzkopf
  Leadership training reﬂects education in leading other 
  men into battle. Many members of armed services 
  will receive this training whether at one of the various 
  ofﬁcer-training programs (West Point, Annapolis and 
  so forth) or at NCO school for 
  the enlisted man. 
  requirements
  To qualify for leadership 
  training a character must meet 
  the following criteria (the 
  quickest path into this class is 
  through the Charismatic Hero 
  basic class).
  Skills: Diplomacy 6 ranks, 
  Intimidate 6 ranks
  Feats: Teamwork and 
  Tactician
  class information
  The following information 
  pertains to leadership training. 
  Hit Die: 1d8
  Action Points: 6+ one-half 
  character level, rounded down, 
  every time the character gains a 
  new level in this class.
  Class Skills: Leadership training grants the 
  following class skills (and the ability for each 
  skill) are: Bluff (Cha), Climb (Str), Craft (writing), 
  Diplomacy (Cha), Intimidate (Cha), Jump (Str), 
  Knowledge (civics, history, tactics) (Int), Navigate 
  (Int), Sense Motive (Wis) and Swim (Str).
  Skill points at each level: 7+Int. modiﬁer
  class features
  All of the following are features of leadership training. 
  Voice of Command: Leadership training allows 
  the character to add his reputation modiﬁer to the 
  attack or skill checks of any character affected by the 
  character’s Tactician feat. Using this ability is a full-
  round action.
  At 3rd level leadership training allows this ability to 
  be used with an attack action.
  At 5th level a character can spend an action point 
  when using this ability, adding the result of that roll to 
  the affected roll in addition to his Reputation modiﬁer. 
  At 7th level a character can use this ability with a 
  move action. 
  Advanced Training: Each time you gain this 
  class ability you may pick a talent from the advanced 
  training list.
  Bonus Feats: At 3rd, 6th and 9th level a character 
  receives a bonus feat. The bonus feats the character 
  may choose from are determined by his MOS (see 
  below). The character must meet the prerequisite for 
  any feat selected with this ability.
  table 1-5: leadership training
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Voice of Command 1/day
  +1
  +1
  2nd
  +1
  +0
  +0
  +3
  Advanced Training
  +1
  +1
  3rd
  +2
  +1
  +1
  +3
  Bonus Feat; Voice of Command (Snap Decision)
  +2
  +1
  4th
  +3
  +1
  +1
  +4
  Advanced Training
  +2
  +2
  5th
  +3
  +1
  +1
  +4
  Voice of Command 2/day (Rally) 
  +3
  +2
  6th
  +4
  +2
  +2
  +5
  Advanced Training; Bonus Feat
  +3
  +2
  7th
  +5
  +2
  +2
  +5
  Voice of Command (Command Decision)
  +4
  +3
  8th
  +6
  +2
  +2
  +6
  Advanced Training
  +4
  +3
  9th
  +6
  +3
  +3
  +6
  Bonus Feat
  +5
  +3
  10th
  +7
  +3
  +3
  +7
  Advanced Training; Voice of Command 3/day
  +5
  +4
  
  10 
  military training
  This chapter represents speciﬁc abilities a character 
  could receive training in as part of his military service. 
  The game master may allow non-military characters to 
  make use of the skill and feat options presented below 
  as long as he has a reason why his character would 
  have received such specialized training. For instance 
  a stuntman might take the Jump School feat and a 
  criminal might take the Combat Driving feat. 
  new skill uses
  climb (str)
  Armor Penalty
  Rappelling (New Use): This use of the Climb 
  skill may not be used untrained. A character can 
  make a Climb check to rappel down a rope rather 
  than climbing down it. Rappelling allows a character 
  to descend much more quickly, moving a number 
  of feet down a rope within a single round. The DC 
  of a rappelling check depends on the character’s 
  movement and the amount of distance he wishes to 
  descend. 
  The maximum distance that can be moved is four 
  times the character’s Move or the length of rope he is 
  rappelling from, whichever is less. While a character 
  is rappelling he can take no actions and is considered 
  ﬂat-footed. The round after a character lands he must 
  spend the entire round clearing himself from the 
  rope and gear (gloves, hooks to the rope, possibly a 
  harness), may not move from the square where he 
  ended his rappelling movement and is considered ﬂat-
  footed until the beginning of his next action. 
  A failed Climb check for rappelling means that the 
  character moves only half the distance he intended to. 
  A check failed by 5 or more means the character falls 
  the distance he intended to rappel. 
  chapter 2: military training
  Distance Rappelled
  DC
  Less than character’s Move
  10
  1-2 times character’s Move
  15
  3 times a character’s Move
  20
  4 times a character’s Move
  30
  Character is rappelling without a wall or cliff face to 
  brace against
  +5
  Special: A character may take 10 while making 
  Climb checks to rappel. A character using a 
  specialized rappelling harness who has a spotter 
  beneath him on the ground may take 20 on Climb 
  checks to rappel.
  A character with 5 or more ranks in the Tumble skill 
  gains a +2 synergy bonus on all Climb checks made to 
  rappel.  
  Time: Rappelling is a full-round action, regardless 
  of the distance covered. 
  computer use (int)
  The following new uses are Trained Only.
  Send Transmission (New Use): This skill 
  represents familiarity with communication systems, 
  from backpack sized satellite radios to the satellites 
  themselves.  
  Unless there is severe weather, the character’s 
  transmitter is damaged, or an enemy is actively 
  jamming his signal, there is usually no need to make 
  a check.  If the character’s transmitter is damaged, 
  then the DC of her skill check is 10 + the amount of 
  damage the system has suffered.  If there is a storm, 
  the DC would be anywhere from 15 for an extremely 
  heavy thunderstorm to 30 during hurricane conditions.  
  If the PC is attempting to overcome enemy Electronic 
  Warfare, then the DC is usually a skill vs. skill 
  contest.  
  If the character rolls the DC needed exactly, then a 
  partial, garbled message gets through.
  Jamming (New Use):  Most of the time, this skill 
  is not rolled against a static DC, but rather rolled as 
  basic training
  The following is a brief description of basic training in the United States Army. Depending on where and 
  when you train each experience will be different. However the purpose of basic training is the same in 
  militaries around the world: turn a civilian into a soldier. 
  Basic training lasts nine weeks and depending on your point of view they could either be the best or 
  worst nine weeks of your life. Either way it’s an experience you are unlikely to forget. A typical day in 
  basic training begins at 5 am and ends at 9:30 pm. Army basic training includes three basic phases: Phase I, 
  the “Patriot Phase”, Phase II, the “Gunﬁghter Phase” and Phase III, the “Warrior Phase”. 
  Phase I is where the recruit learns “soldierization” skills including the Army Core Values (Loyalty, Duty, 
  Respect, Selﬂess Service, Honor, Integrity and Personal Courage), military customs and courtesies and drill 
  and ceremony. 
  Phase II is where the recruit learns combat skills and although a variety of weapons are introduced to the 
  recruit, the primary goal of this phase is to qualify with M-16. 
  Phase III is where the recruit’s training comes together and he begins to learn individual skills preparing 
  him for the next phase in his training, Advanced Individual Training which is where he will learn his 
  Military Occupational Specialty, or MOS. 
  
  11 
  military training
  a skill vs. skill contest against the Computer Use of 
  the character’s opponent.  The character engaging 
  in active jamming rolls her skill check ﬁrst, which 
  sets the DC for her opponent’s Computer Use skill to 
  successfully get a signal through. 
  Transmission Interception (New Use):  If a signal 
  is not scrambled (meaning it is a general broadcast 
  on an unsecured frequency) then intercepting it 
  requires a Computer Use check (DC 10). If the signal 
  is scrambled (see below) it requires a successful skill 
  vs. skill contest against your opponents Computer Use 
  roll. 
  Transmission Triangulation (New Use):  Once 
  a transmission has been intercepted, a character 
  with this skill may make another skill check (DC 5 
  higher than the check required to intercept a signal) 
  to determine where that signal was broadcast. This 
  grants a +5 bonus to any active sensor scan to detect 
  the target.
  Scramble/Unscramble Transmission (New Use): 
  Computer Use can be used to scramble a transmission. 
  This is done with an opposed Computer Use check 
  between the individual sending the message and 
  anyone attempting to intercept or unscramble it.  
  Electronic Counter Measures (New Use): 
  Electronic Warfare is an extremely powerful defense 
  against missile attacks against aircraft. A character 
  with the Electronic Warfare feat may roll a skill check 
  and use that result as the Defense of any craft he is 
  ﬂying. The missile must then hit the craft’s Defense or 
  the result of the skill check, whichever is higher. This 
  use of the Computer Use skill may not be performed 
  without the Electronic Warfare feat.  
  Retry: The character may retry the skill whenever 
  conditions improve.  If the storm lessens, or if her 
  transmitter is repaired (even partially), the character 
  may try again.  If the character is trying to pierce 
  enemy jamming operations, she may try every round.  
  In the case of documents coded with Cryptography, 
  the character may try again, but disposing of the 
  original becomes a serious security issue in such a 
  case.
  craft (chemical) int
  New Use
  Weaponized Diseases:  The ﬁrst step in the 
  creation of a biological weapon, a “weaponized” 
  disease is one that has been bred to be especially 
  virulent.  Information on weaponizing virulent 
  diseases is highly restricted, and seeking this 
  information, or someone who has it, will likely trigger 
  an investigation by the authorities.  Weaponizing a 
  virus increases the Saving throw by 5, and halves 
  the incubation period.  Below are some examples of 
  weaponized diseases from the Modern Core Rules, 
  with the craft DC needed to create them.
  Disease
  Craft 
  DC
  Type
  Incubation 
  Period
  Initial/Secondary 
  Damage
  Anthrax
  25
  Inhaled 
  DC 21
  13-24hours 
  (12+1d12)
  1 Con/1d4 Con
  Small Pox
  25
  Inhaled 
  DC 20
  1-2 days 1 Str & Con/1-2Str 
  & Con
  craft (writing) (int)
  New Use
  Manifesto:  A character may write a manifesto to 
  increase his Leadership score, as shown on the table 
  below.
  Skill Check 
  Result
  Effort Achieved
  Leadership 
  Modiﬁer
  9 or lower
  Uninspired Idealist
  -2
  10-19
  Moderately Inspirational
  -1
  20-24
  Inspirational
  +0
  25-30
  Revolutionary Idealist
  +1
  31 or higher
  Radical Idealist
  +3
  Written Propaganda:  Written propaganda is used 
  to allay fears, or to cement suspicions by those trained 
  in psychological warfare.  This propaganda can 
  take the form of a newspaper, leaﬂets dropped from 
  aircraft, a website, or any other form of the written 
  word. 
  Propaganda, in any form, allows properly trained 
  characters to improve people’s impressions of their 
  allies, and turn them against their enemies. On 
  the Propaganda table, use the ﬁrst section if the 
  Propaganda is intended to improve relations with an 
  ally, and the second section if it is intended to hurt 
  relations with an enemy.
  Consult the Table 2-1: Propaganda for more 
  information on this use of the Craft (writing) skill.
  Characters without the Psychological Warfare feat 
  suffer a -4 penalty on this use of the Craft (writing) 
  skill. 
  table 2-1: propaganda
  Attitude
  Means
  Possible Actions
  Hostile
  Will take risks to hurt 
  or avoid you
  Attack, interfere, 
  berate, ﬂee
  Unfriendly
  Wishes you ill watch 
  suspiciously, insult
  Mislead, gossip, 
  avoid,
  Indifferent
  Doesn’t much care
  Act as socially 
  expected
  Friendly
  Wishes you well 
  limited help, advocate Chat, advise, offer
  Helpful
  Will take risks to help 
  you
  Protect, back up, heal, 
  aid
  Initial
  New Attitude
  Attitude
  Hostile
  Unf.
  Indif.
  Friendly Helpful
  Hostile
  19 or less
  20
  25
  35
  45
  Unfriendly 4 or less
  5
  15
  25
  35
  Indifferent
  —
  0 or less
  1
  15
  25
  Friendly
  —
  —
  0 or less
  1
  15
  Initial
  New Attitude
  Attitude
  Helpful Friendly
  Indif.
  Unf.
  Hostile
  Friendly
  19 or less
  20
  25
  35
  45
  Indifferent 4 or less
  5
  15
  25
  35
  Unfriendly
  --- 
  0 or less
  1
  15
  25
  Hostile
  ---
  ---
  0 or less
  1
  15
  
  12 
  military training
  craft (structural) (int)
  Trained Only
  Fortiﬁcations (New Use):  Characters can make 
  fortiﬁcations to aid them in combat, from the simple 
  (yet effective) foxhole, to the bunkers described in 
  the Modern Core Rulebook.  Hasty Fortiﬁcations can 
  be constructed more quickly.  For each ﬁve points 
  by which the character’s skill check exceeds the DC, 
  reduce the construction time by one hour. Vehicles 
  in the new vehicles section can reduce many of these 
  times to minutes.
  Name
  DC
  Time
  Effect
  Dug In (Small Vehicle)
  5
  24 hrs.
  ¼ Cover
     Deep 
  5
  36 hrs.
  ½ Cover
  Dug In (Med. Vehicle)
  5
  36 hrs.
  ¼ Cover
     Deep
  5
  48 hrs.
  ½ Cover
  Dug In (Lg. Vehicle)
  5
  48 hrs.
  ¼ Cover
     Deep
  5
  72 hrs.
  ½ Cover
  Foxhole (shallow)
  5
  8 hrs. per man
  ¼ Cover
  Foxhole (deep)
  5
  12 hrs. per man
  ½ Cover
  Anti-Mobility Construction:  Fortiﬁcations are also 
  useful to deny an enemy the use of its vehicles in a 
  certain area or from a certain direction.
  Name
  DC
  Time
  Effect
  Road Break 
  (shallow) 
  5
  12 hrs per 4 
  feet
  Ditch (see vehicle 
  rules for gaps)
  Road Break 
  (deep)
  10
  18 hrs per 4 
  feet
  Culvert (see vehicle 
  rules for gaps)
  Mobility Construction:  The opposite of anti-
  mobility, allows you to get where you’re going faster, 
  land aircraft safely, and cross raging rivers. Again the 
  right equipment (such as a Bridgelayer) can reduce 
  construction times substantially.
  Name
  DC
  Time
  Effect
  Improvised Road
  15
  12/hrs 
  per mile
  Wheeled vehicles 
  move ¾ speed.
  Improvised Runway
  15
  8 hrs.
  Aircraft may land (as 
  opposed to crash)
  Short Runway
  18
  12 hrs.
  Aircraft may land 
  more safely
  Runway
  20
  24 hrs.
  Aircraft may land 
  more safely
  Pontoon Bridge 
  (small river)
  15
  12 hrs.
  Vehicles may cross at 
  ½ speed.
  Pontoon Bridge 
  (med. river)
  15
  18 hrs.
  Vehicles may cross at 
  ½ speed.
  Pontoon Bridge 
  (lg. river)
  15
  24 hrs.
  Vehicles may cross at 
  ½ speed.
  Sectional Bridge 
  (small river)
  20
  18 hrs.
  Vehicles may cross at 
  full speed.
  Sectional Bridge 
  (med. River)
  20
  24 hrs.
  Vehicles may cross at 
  full speed.
  Sectional Bridge 
  (lg. river)
  20
  36 hrs.
  Vehicles may cross at 
  full speed.
  diplomacy (cha)
  New Use
  Spoken Propaganda:  Spoken propaganda is used 
  to allay fears, or to cement suspicions by those trained 
  in psychological warfare.  This propaganda can take 
  the form of a newscast, documentary, a political rally, 
  or any other form of the spoken word.
  Propaganda, in any form, allows properly trained 
  characters to improve people’s impressions of their 
  allies, and turn them against their enemies. On 
  the Propaganda table, use the ﬁrst section if the 
  Propaganda is intended to improve relations with an 
  ally, and the second section if it is intended to hurt 
  relations with an enemy.
  Consult Table 2-1: Propaganda for more 
  information on this use of the Diplomacy skill.
  Characters without the Psychological Warfare feat 
  suffer a -4 penalty on this use of the Diplomacy skill. 
  intimidate (cha)
  New Use
  Psychological Warfare:  This use of the Intimidate 
  skill may not be used untrained.  Characters without 
  the Psychological Warfare feat take a –4 penalty to 
  their skill check.  A successful skill check will render 
  a group shaken for the next twenty four hours.  After 
  the ﬁrst twenty four hours characters affected by 
  psychological warfare may make a will save (DC 15) 
  to recover.  If this is failed it may be rerolled every 
  day.
  Characters without the Psychological Warfare feat 
  suffer a -4 penalty on this use of the Intimidate skill.
  Skill Check
  Number of characters affected
  10
  1
  15
  10
  20
  100
  25
  1,000
  +5
  +1,000
  This skill check is modiﬁed as follows:
  Skill Modiﬁer
  Action
  +5
  Violent Act
  +10
  Extremely Violent Act
  +5
  Act caused light casualties
  +10
  Act caused a large number of casualties
  +5
  Attack was a Suicidal Attack (the 
  Guerilla/Zealot/Terrorist ability)
  knowledge 
  (behavioral sciences) (int)
  New Use
  Psychotherapy: One of the most valuable tools of 
  this skill is its application in curing (or alleviating) 
  psychological illnesses. The seriousness of the illness 
  (this will either be determined by the game master 
  or listed in the character’s condition summary) will 
  determine the time and difﬁculty of treating a given 
  patient. At the end of the listed time make a skill 
  check. If successful the patient will recover. Some 
  illnesses are incurable but their symptoms may be 
  alleviated through continued treatment. Characters 
  without the Psychotherapy feat suffer a -4 penalty to 
  this use of Knowledge (behavioral sciences).
  
  13 
  military training
  Mild Illnesses: This category includes illnesses 
  that often go undiagnosed and do not stop a person 
  from functioning in society (although he is likely 
  to function better and be happier if his condition is 
  treated). Examples include smoking, eating disorders, 
  depression, attention deﬁcit disorder, hyperactivity, 
  phobias and so forth.
  Serious Illnesses: This category includes illnesses 
  place a serious limitation on the health and/or 
  livelihood of the people suffering from them. This 
  level of mental illness is usually apparent to those 
  close to the patient. Example of this illness are usually 
  more serious forms of mild illnesses (mental illnesses, 
  like other diseases tend to progress if left untreated). 
  Debilitating Illnesses: This category includes 
  illnesses that make the person suffering from them a 
  danger to himself and others. Some patients suffering 
  this level of mental illness are very obviously ill, 
  while others seem normal to the casual observer. In 
  both cases institutionalization and full time care are 
  called for. 
  Chronic Illnesses: These illnesses can never actually 
  be cured and require constant vigilance on the part 
  of those suffering from the illness. Examples include 
  many forms of drug addiction (including alcoholism). 
  This form of care is often provided by a support group 
  rather than a single physician.
  Type of Illness
  DC
  Time
  Mild
  15
  6 hours
  Serious
  20
  6 days
  Debilitating
  30
  6 weeks
  Chronic
  15
  1 hour*
  *This will alleviate the effects of the condition for one 
  week.
  Retry? If the skill check is unsuccessful a 
  character may retry the skill check. This second skill 
  check requires the same amount of time as the ﬁrst 
  (so a character treating a patient suffering from a 
  debilitating mental illness could make a skill check 
  every 6 weeks until his treatments were successful). 
  Special: This skill is greatly aided by judicious 
  application of medicines to calm the mind or correct 
  chemical imbalances in patients. Characters with 5 
  or more ranks in the Craft (pharmaceutical) skill gain 
  a +2 synergy bonus on all Knowledge (behavioral 
  sciences) checks made for psychotherapy.
  listen (wis)
  The following new use is Trained Only.
  Sonar Operation (New Use):  Sonar operators 
  use what is known as passive sonar to detect enemy 
  vessels on most occasions.  Passive sonar gives the 
  best chance of detecting your enemy without aiding 
  his efforts to detect you.  Sonar operators have 
  ﬁnely tuned senses of hearing capable of discerning 
  minute differences in pressure and motion in the 
  waters around their ship.  These natural capabilities 
  are backed up by computers sophisticated enough 
  to identify submarines by name by the sound they 
  make when moving through the water.  This skill is 
  opposed by the Drive skill of an enemy submarine in 
  submarine warfare.  See the new combat rules section 
  on submarine warfare for more information.
  Active Sonar grants an operator a +10 to his skill 
  check, but grants the same bonus to any enemy in 
  the area to detect him.  Thus, this method of Sonar 
  detection is often only used by surface vessels 
  and aircraft that have a clear advantage over any 
  submarine in terms of weaponry and speed.
  Characters without the Sonar Operation feat take 
  a –4 penalty when making Listen checks for Sonar 
  Operation.
  pilot (dex)
  Trained Only
  Under most normal circumstances (with characters 
  being able to take 10 on piloting skill checks), there 
  is no need to make a skill check to land an aircraft.  
  However, pilots conducting special operations rarely 
  land at well-lit airports during the day.
  Landing in Adverse Conditions
  DC
  Carrier Deck
  20
  Improvised Runway
  20
  Short Runway
  15
  Normal Runway
  10
  Mildly Adverse Weather (Thunderstorm)
  +5
  Adverse Weather (High Winds, Fog, Extreme Cold)
  +10
  Seriously Adverse Weather (Hurricane, Blizzard)
  +15 
  Mildly Crowded Airspace (Medium Airport)
  +5
  Crowded Airspace (Large Airport, Medium Airport 
  at Peak)
  +10
  spot (wis)
  The following new uses are Trained Only.
  Radar Operation (New Use): Even with modern 
  advanced radar systems, the eye of the operator is 
  still key in determining the difference between a 
  large cloud bank and a squadron of incoming ﬁghters.  
  A successful spot check will allow the operator to 
  distinguish natural phenomena from aircraft at a 
  range of several miles.  Characters without the Radar 
  Operation feat take a –4 penalty to Spot checks for 
  Radar Operation.
  Air Trafﬁc Control (New Use): When making 
  spot checks for radar operation you can assist a craft 
  in taking off or landing. The base DC is 15 and grants 
  a +2 circumstance bonus to Pilot skill checks. For 
  every 5 points by which your roll exceeds this DC an 
  additional +1 bonus is granted. This use of the Spot 
  skill may not be used untrained.”
  Reconnaissance (New Use): Knowing where your 
  enemy is, in what numbers, how he is defended, and 
  where he is going are crucial to formation of a plan for 
  attack or defense. Besides providing the information 
  above, a successful reconnaissance skill check will 
  grant the following bonus to Knowledge (tactics) if 
  brought the attention of a friendly force within 24 
  hours.
  
  14 
  military training
  Check
  Bonus
  15
  +2
  20
  +3
  25
  +4
  survival (wis)
  The following new use is Trained Only
  Signaling (New Use):  This skill also covers 
  non-electronic methods of communication, such as 
  Semaphore, and can allow a character to perform 
  the Air Trafﬁc Control skill without a radio by using 
  lights, ﬂares, ﬂags, and other improvised methods. 
  Characters without the Signaling feat take a –4 
  penalty to Survival checks for Signaling.
  tumble (dex)
  Trained Only
  Paradrop (New Use): Airborne insertions are 
  a powerful military tool for inserting soldiers 
  behind enemy lines for scouting, surprise raids, 
  and special operations.  In modern warfare, heavily 
  fortiﬁed positions can be bypassed, encircled, and 
  defeated with far less casualties than were taken 
  in past conﬂicts.  This skill allows a character to 
  land precisely where she wishes to, and also allows 
  parachuting under less than ideal conditions (from 
  a very fast-moving craft, a low-ﬂying craft and so 
  forth).  This skill also covers preparing equipment 
  to be dropped. Characters without the Jump School 
  feat take a –4 on any Tumble skill check made during 
  a paradrop attempt (both the skill check to land on 
  target and any skill check required to avoid damage).
  Failing this check means the character lands 100 
  yards off target for every two points by which his 
  roll missed the DC.  Failing a check by more than 5 
  means the character has landed somewhere dangerous 
  (depending on the situation, a dangerous landing 
  could be in proximity to enemy soldiers, power lines, 
  dense foliage, etc).
  Failing the check to safely land in dense foliage 
  such as a forest means the character has become 
  fouled in the brush 10-100 feet above the ground.  
  Getting down usually involves climbing or simply 
  cutting yourself free and falling the remaining 
  distance.
  Failing the check from a high speed or low altitude 
  insertion results in 1-4 points of damage per 2 points 
  by which the character missed the DC (in addition to 
  possibly landing off target, and landing somewhere 
  dangerous).  The character may attempt either a 
  Reﬂex save (DC 20), or a Tumble check (DC 15) to 
  reduce this damage by half.
  Forces on the ground need to roll a Spot check 
  (DC 10) to detect incoming paratroopers 1-6 rounds 
  (50-300 ft) before landing.  Paratroopers in the air are 
  extremely vulnerable to enemy ﬁre, being treated as 
  ﬂat-footed both while in the air, and for 1-4 rounds 
  after they land (while the soldiers get free of their 
  heavy parachute riggings). A successful Paradrop 
  skill (DC 15) will allow a character to get clear of his 
  riggings in the minimum time (1 round).  
  For these reasons, soldiers will only be dropped 
  into a hostile landing zone when absolutely necessary.  
  Often Special Operations forces will be sent in ﬁrst, to 
  make sure an area is secure (neutralizing any enemy 
  forces encountered) before more conventional troops 
  are paradropped in.
  The following uses of the Tumble skill may not be 
  used at all by characters without the Jump School feat:
  HALO (New Use): For special operations, the 
  HALO, or High Altitude Low Opening method of 
  deployment is considered the ideal.  Troops are 
  dropped from extreme altitude, making the presence 
  of aircraft harder to detect.  The soldiers so deployed 
  then wait until they are extremely low before 
  deploying their parachutes. HALO landings are only 
  spotted by forces on the ground on a Spot check of 
  20 or higher, and if a HALO drop is spotted, forces 
  on the ground only have 1-2 rounds during which to 
  attack the incoming Paratroopers.
  LALO (New Use): LALO, or Low Altitude Low 
  Opening method of deployment is also very popular, 
  used when aircraft must come in under the radar of 
  a potentially hostile group, or to avoid a diplomatic 
  incident. LALO insertions are risky, as the soldiers are 
  pulled from the craft, their chute opens, and they hit 
  the ground, all in under a minute. On a LALO jump, 
  characters receive 2d6 points of nonlethal damage 
  from the stress and impacts of the jump (if they fail 
  their paradrop skill check the damage inﬂicted above 
  is added to this nonlethal damage as well).
  Sample Actions
  DC
  Land within 100 feet of target
  15
  Land within 100 yards of target
  10
  Land within one mile of target
  5
  Paradrop Safely through dense foliage
  25
  HALO
  +5
  LALO
  +5
  Paradrop equipment 
  20
  Clear riggings in 1 round
  15
  Special: Characters with 5 or more ranks in Jump 
  receive a +2 Synergy bonus on Paradrop checks.
  new feats
  air assault training
  You are trained to quickly enter a combat situation by 
  rappelling from a helicopter.
  Prerequisite: Climb 4 ranks
  Effect: You are not rendered ﬂat-footed by 
  rappelling. In the same round that you stop rappelling 
  (when you land on the ground or voluntarily stop 
  your movement) you may take a partial action. Most 
  commonly this action involves moving out of the 
  square in which you land so another soldier can rappel 
  into that same square. This allows a great number of 
  troops to exit a helicopter in a very short period of 
  time. 
  
  15 
  military training
  aircraft operation
  Select a class of aircraft (heavy aircraft, helicopters, 
  jet ﬁghters, or spacecraft). The character is proﬁcient 
  at operating that class of aircraft.
  The heavy aircraft class includes jumbo passenger 
  airplanes, large cargo planes, heavy bombers, and any 
  other aircraft with three or more engines. Helicopters 
  include transport and combat helicopters of all types. 
  Jet ﬁghters include military ﬁghter and ground attack 
  jets. Spacecraft are vehicles such as the space shuttle 
  and the lunar lander.
  Prerequisite: Pilot 4 ranks.
  Beneﬁt: When operating an aircraft of the selected 
  type, you take no penalty on Pilot checks made when 
  operating the aircraft, and you also apply your full 
  class bonus to Defense to the aircraft’s Defense.
  Normal: Characters without this feat take a –4 
  penalty on Pilot checks made to operate an aircraft 
  that falls in any of these classes, and on attacks made 
  with aircraft weapons and you apply only one-half 
  your class bonus to Defense (rounded down) to the 
  aircraft’s Defense. There is no penalty when the 
  character operates a general-purpose aircraft.
  Special: The character can gain this feat multiple 
  times. Each time the character takes the feat, the 
  character selects a different class of aircraft.
  amphibious assault training 
  You have learned how to ﬁght and survive in 
  amphibious conditions (including beach and aquatic 
  terrain but excluding shipboard combat).
  Skills:  You gain a +2 bonus to three of the 
  following skills in amphibious terrain:  Balance, 
  Demolitions, Hide, Knowledge (tactics), Survival and 
  Swim. This feat also includes combat SCUBA training 
  allowing you to ﬁght underwater with no penalty to 
  attack or defense. 
  Special: You may take this feat twice. Taking this 
  feat twice grants a bonus to all six skills affected by 
  this feat.
  antithesis 
  You have a deep hatred for one Allegiance or group.
  Prerequisite: Enemy (same group), Base Attack 
  Bonus 9+.
  Effect: When you are combating your antithesis, 
  you gain and additional +2 to hit and skill checks.  
  You will not willingly deal with your antithesis on 
  friendly terms, and when you must deal with forces 
  friendly to them, you are –4 on all Charisma based 
  skill checks.
  Special:  You may only take this feat once.
  arctic warfare college 
  You have learned how to ﬁght and survive in arctic 
  terrain.
  Skills:  You gain a +2 bonus to three of the 
  following skills in arctic terrain:  Balance, Climb, 
  Drive, Hide, Knowledge (t`actics) and Survival. 
  Characters with this training are also proﬁcient in the 
  use of skis, which negate any movement penalties due 
  to snow/arctic conditions.
  Special: You may take this feat twice. Taking this 
  feat twice grants a bonus to all six skills affected by 
  this feat.
  black market
  You are willing to use illicit back channel methods 
  to procure equipment. It is a well-known (though 
  unfortunate) fact that soldiers with access to 
  equipment (because they are in charge of supply) are 
  willing to grant “preference” in return for money or 
  other favors. Some soldiers in dire need of money will 
  even sell their own equipment and then claim they lost 
  it or it was damaged.  
  Prerequisite: Knowledge (streetwise) 3 ranks
  Effect: You gain a bonus to Requisition checks 
  equal to your Reputation modiﬁer. You may also gain 
  a one-time bonus on a Requisition check by using the 
  Diplomacy skill for bribery.   
  combat driving
  You are highly skilled at using normal vehicles in 
  combat.
  Prerequisite: Drive 4 ranks
  Effect: When driving a normal wheeled vehicle you 
  add your class Defense bonus and Dexterity modiﬁer 
  to the defense of that vehicle.
  Normal: A character without this feat adds no 
  bonus to the Defense of a car that comes under attack.
  Bonus: This feat is a bonus feat for Fast heroes and 
  Daredevils.
  cover fire 
  You are highly skilled at providing cover ﬁre.
  Prerequisites:  Personal Firearms Proﬁciency, 
  Teamwork
  Effect:  You gain a 50% increase in cover ﬁre 
  bonuses (+3 or Dexterity modiﬁer x1.5 whichever is 
  higher).
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  desert warfare college 
  You have learned how to ﬁght and survive in desert 
  terrain, most commonly at the National Training 
  Center at Fort Erwin California.
  Effect:  You gain a +2 bonus to three of the 
  following skills in desert terrain:  Balance, Drive, 
  Hide, Knowledge (tactics), Spot, Survival.
  Special: You may take this feat twice. Taking this 
  feat twice grants a bonus to all six skills affected by 
  this feat.
  desk jockey 
  You haven’t seen a lot of combat (not yet anyway), 
  but know the ins and outs of the military way.  
  Regular military personnel tend to refer to characters 
  with this feat as REMFs.
  Effect: You gain +3 on Requisition checks
  
  16 
  military training
  Special: You may take this feat more than once. Its 
  effects stack.
  electronic warfare 
  You are an expert in the most sophisticated modern 
  warfare techniques.
  Effect: You gain a +3 bonus when using 
  the following uses of the Computer Use skill: 
  Jamming, Transmission Interception, Transmission 
  Triangulation, or Scrambling/Unscrambling 
  Transmission.
  Bonus: This feat is a bonus feat for Smart heroes.
  enemy - one allegiance 
  You have one allegiance or group that you detest.
  Effect: You gain +2 to attack and skill checks when 
  combating your Enemy.  When you must deal with 
  your Enemy peacefully, or when you deal with groups 
  allied with your Enemy, you take a –2 to all Charisma 
  based skills.
  Special:  You may take this feat more than once.  
  Each time it applies to a different group or Allegiance.
  evasive maneuvers
  You are a master of aerial acrobatics which make any 
  craft you pilot a hard target to latch onto in a dogﬁght.
  Prerequisite: Pilot 5 ranks, Aircraft Operation 
  (any)
  Effect: When piloting a craft you have the Aircraft 
  Operation feat for you may take a –1 penalty to attack 
  rolls in return for raising the Defense of the craft you 
  are piloting by +1. 
  Special: This feat may not be used by ﬁghters in 
  a formation (those beneﬁting from the Formation 
  Flying or Wingman feats- they are too close together). 
  However on a free action one or more the craft may 
  break formation in order to use this feat. 
  Bonus: This feat is a bonus feat for Fast heroes and 
  Daredevils. 
  exotic firearms proficiency - 
  fixed wing vehicle weapons 
  You are proﬁcient in Fixed-Wing mounted vehicle 
  weapons. This feat replaces the more generic Exotic 
  Firearms Proﬁciency- Cannon feat.
  Prerequisite:  Personal Firearms Proﬁciency and 
  Advanced Firearms Proﬁciency, or Aircraft Operation 
  (Jet Fighters)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  exotic firearms proficiency - 
  helicopter vehicle weapons 
  You are proﬁcient in Helicopter mounted vehicle 
  weapons.  This feat replaces the more generic Exotic 
  Firearms Proﬁciency- Cannon feat.
  Prerequisite:  Personal Firearms Proﬁciency and 
  Advanced Firearms Proﬁciency, or Aircraft Operation 
  (Helicopters)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  exotic firearms proficiency- 
  mortar/indirect fire weapons 
  You understand the basics of indirect ﬁre and can ﬁre 
  them without penalty. 
  Prerequisite:  Personal Firearms Proﬁciency and 
  Advanced Firearms Proﬁciency
  Effect: You make attack rolls with the weapon 
  normally. 
  Normal: A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit. 
  Special: Characters serving as the crew of an 
  artillery weapon (as opposed to the character ﬁring the 
  weapon) do not need this feat. However, if characters 
  working on a crew also have the Teamwork feat it 
  can substantially reduce the time required to load the 
  weapon, increasing the ﬁring rate. 
  exotic firearms proficiency - 
  tank/apc weapons 
  You are proﬁcient with large vehicle-mounted 
  weapons found on tanks and APCs. This feat replaces 
  the more generic Exotic Firearms Proﬁciency- Cannon 
  feat.
  Prerequisite:  Personal Firearms Proﬁciency and 
  Advanced Firearms Proﬁciency, or Drive 5 Ranks and 
  Surface Vehicle Operation (tracked)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  fast track 
  You have gained the notice of your superiors and 
  are marked for rapid promotion, either through 
  demonstrating your ability to lead, or your ability to 
  brown-nose.
  Effect: You may immediately make a Promotion 
  Check upon taking this feat.  You receive +4 on this 
  and all future Promotion Checks.
  fighter escort 
  You are able to provide support and protection to a 
  large allied aircraft, usually a bomber or transport. 
  Prerequisites: Aircraft Operation (any), Teamwork
  Description: As their ability to protect each other 
  in air combat became apparent, strategists also 
  recognized the Fighter’s ability to protect larger, more 
  valuable craft.  Although a vital necessity at times 
  due to the strategic value of larger ships, ﬂying escort 
  with a larger ship is one of the most dangerous jobs a 
  ﬁghter pilot can have.
  
  17 
  military training
  Effect: A craft Large or larger protected by a 
  ﬁghter escort gains a +1 Defense bonus for each 
  ﬁghter protecting him. If the ﬁghters ﬂying escort are 
  themselves are the target of an attack their pilots only 
  apply ½ their class bonus to the Defense of their craft.
  forced march 
  You have mastered the ﬁne art of hurrying up so you 
  can wait. 
  Prerequisite: Endurance.
  Effect: You can Hustle (covering 6 miles per hour 
  overland) for 2 hours before requiring a saving throw 
  to avoid damage, and can engage in Forced March 
  movement for 12 hours per day (covering 48 miles) 
  without requiring a save to avoid damage. You gain 
  a +6 on any saving throw to avoid damage from 
  marching or hustling longer than these times (this 
  includes the +4 bonus from the Endurance feat’s 
  bonus, which this feat requires).
  Normal:  Normally a character suffers one point of 
  damage after hustling for 2 hours, and this damage 
  doubles for each hour the character hustles beyond 
  that.  When marching, a character normally requires 
  a Fortitude save after 8 hours (DC 10 +1 per hour 
  beyond 8) or the character takes 1-6 points of damage.
  formation flying 
  You are skilled at ﬂying in formation with other 
  aircraft. This allows one pilot to provide cover for a 
  friendly aircraft in combat. 
  Prerequisites: Aircraft Operation (any), Teamwork
  Description: As long as aircraft have been shooting 
  each other down pilots have known the advantages 
  of ﬂying in formation.  One craft covers for the other, 
  and a character’s wingman is usually the person he 
  trusts most in the world.
  Effect: All ﬁghters on the same side of a battle who 
  are ﬂying in formation with this feat gain +2 Defense 
  in vehicle combat by protecting one another. This 
  feat also grants a +2 bonus on Clear Your Six stunt 
  piloting checks.
  grenadier
  You are skilled with grenades and grenade launchers.
  Prerequisite: Exotic Weapon Proﬁciency (Grenade 
  Launcher)
  Effect: You gain a +1 to hit with grenade launchers 
  and increase the range increment of thrown grenades 
  by 10 feet.
  jump school
  You have been given training in advanced parachute 
  techniques including HALO and LALO openings 
  (although the military term “Jump School” is used for 
  this feat a character who was a highly skilled sport 
  jumper or “extreme athlete” could possess this feat as 
  well).
  Prerequisite: Tumble 4 ranks
  Effect: This feat adds Tumble to your permanent 
  class skill list. You suffer no penalty to Tumble skill 
  checks made during a paradrop. In addition you may 
  make HALO and LALO paradrops (see the Tumble 
  skill entry for more information on this new skill use).
  Bonus: This feat is a bonus feat for Fast heroes and 
  Daredevils. 
  jungle/swamp warfare college
  You have learned how to ﬁght and survive in jungle/
  swamp terrain.
  Skills:  You gain a +2 bonus to three of the 
  following skills in jungle/swamp terrain:  Balance, 
  Climb, Drive, Hide, Knowledge (tactics), Survival.
  Special: You may take this feat twice. Taking this 
  feat twice grants a bonus to all six skills affected by 
  this feat.
  mos mastery
  You are especially skilled at your MOS.
  Prerequisite: Any one MOS
  Effect: You may select an additional class skill 
  from your MOS skill list. This skill is added to your 
  permanent class skill list. You also gain a morale 
  bonus equal to your Reputation bonus to a single 
  MOS skill you have selected as a class skill. Finally 
  this feat grants you a +1 bonus on promotion checks.
  Special: You may take this feat multiple times. If 
  this feat is selected multiple times you may apply it 
  to the same MOS (selecting yet another class skill 
  and gaining a bonus to an additional skill) or different 
  MOS. The promotion bonus stacks if it is taken 
  multiple times. 
  mountain warfare college 
  You have learned how to ﬁght and survive in 
  mountainous terrain.
  Beneﬁt:  You gain a +2 bonus to three of the 
  following skills in mountainous terrain:  Balance, 
  Climb, Demolitions, Hide, Knowledge (tactics), 
  Survival.
  Special: You may take this feat twice. Taking this 
  feat twice grants a bonus to all six skills affected by 
  this feat.
  officer candidate school
  You have graduated from an elite ofﬁcer-training 
  program.
  Prerequisite: Int 13+, Cha 13+, Knowledge 
  (Tactics) 5 Ranks, Teamwork
  Effect:  Knowledge (tactics) becomes a permanent 
  class skill for you and you receive a +2 competence 
  bonus on checks using that skill. If you posses the 
  Tactician feat, your Charisma modiﬁer is increased by 
  +2 for the purposes of that feat. 
  Special:  Your rank is immediately improved 
  to O-1. Also, you receive a +1 bonus on all future 
  
  18 
  military training
  Promotion checks. OCS is a one time opportunity 
  in a character’s career to jump into the ofﬁcer ranks 
  (assuming you think that’s a good thing).
  psychological warfare
  You are skilled in the arts of using applied psychology 
  in support of a military objective.
  Prerequisite: Knowledge (behavioral sciences) 4 
  ranks
  Effect: You suffer no penalty on Craft (writing), 
  Diplomacy or Intimidate skill checks made for 
  psychological warfare. 
  Normal: Characters without this feat suffer a -4 
  penalty to Craft (writing), Diplomacy and Intimidate 
  skill checks made for psychological warfare.
  psychotherapy
  You are able to cure mental illnesses.
  Prerequisite: Knowledge (behavioral sciences) 4 
  ranks
  Effect: You can remove mental afﬂictions 
  and conditions from a patient with a successful 
  Knowledge (behavioral sciences) skill check. 
  radar operation 
  You are skilled at operating Radar Systems.
  Effect: You make Spot skill checks normally to 
  perform Radar Operation.
  Normal:  Characters without this feat suffer a 
  –4 penalty to Spot skill checks to perform Radar 
  Operation.
  Bonus: This feat is a bonus feat for Smart heroes.
  sere 
  SERE stands for Survival, Evasion, Resistance, and 
  Escape, and is the military training program to prepare 
  soldiers for surviving in hostile territory, withstand 
  interrogation and torture, and escape or survive to 
  reach home.  The SERE motto is “return with honor”. 
  Although SERE training is offered to all branches of 
  service (especially special operations forces), many 
  regular Air Force personnel receive this training, since 
  they are at high risk of being shot down behind enemy 
  lines and captured.
  Beneﬁt: Characters with this feat gain a +2 
  bonus on Hide and Survival checks, and a +2 on all 
  Will saves and level checks to resist intimidation, 
  interrogation, torture, and brainwashing.
  signaling
  You are skilled at performing non-electronic methods 
  of communication.
  Effect: You make Survival skill checks normally to 
  perform Signaling.
  Normal:  Characters without this feat suffer a –4 
  penalty to Survival skill checks to perform Signaling.
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  sniper school
  According to the Department of Defense, the average 
  soldier ﬁred 50,000 rounds per kill in Viet Nam, at 
  a cost of 23,000 dollars, while the average sniper 
  expended 1.3 rounds per kill, at a cost of 17 cents. 
  Begun after the Korean War, Sniper School, based 
  at Fort Benning, Georgia provides the military with 
  stealth, reconnaissance, and highly discriminatory 
  attack capabilities. The motto of the sniper is “one 
  shot, one kill”.
  Prerequisite: MOS: Infantry/Riﬂeman, Weapon 
  Focus, Marksmanship 1, Sharpshooter 1
  Beneﬁt: You receive the following talents upon 
  taking this feat: Marksmanship 2 and Sharpshooter 2
  sonar operation 
  You are skilled at operating sonar equipment.
  Effect: You make Listen skill checks normally to 
  perform Sonar Operation.
  Normal:  Characters without this feat suffer a 
  –4 penalty to Listen skill checks to perform Sonar 
  Operation.
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  surface vehicle operation
  Select a class of surface vehicle (wheeled, heavy 
  wheeled, powerboat, sailboat, ship, or tracked). 
  The character is proﬁcient at operating that class of 
  vehicle.
  The heavy wheeled class includes all kinds of 
  semi-trucks and tractor-trailers, as well as wheeled 
  construction vehicles (such as earth movers) and 
  wheeled armored vehicles (such as some armored 
  personnel carriers). Powerboats are engine-powered 
  water vessels designed for operation by a single 
  person and usually no more than 100 feet in length. 
  Sailboats are wind-powered water vessels. Ships are 
  large, multicrewed water vessels. Tracked vehicles 
  include bulldozers and tanks and other military 
  vehicles.
  Prerequisite: Drive 4 ranks.
  Beneﬁt: When operating a vehicle of the selected 
  type, you take no penalty on Drive checks made when 
  operating the vehicle, and you also apply your full 
  class bonus to Defense to the vehicle’s Defense.
  Normal: Without this feat, you take a –4 
  nonproﬁcient penalty on Drive checks made to operate 
  a vehicle, and you apply only one-half your class 
  bonus to Defense (rounded down) to the vehicle’s 
  Defense.
  Special: A character can gain this feat as many as 
  ﬁve times. Each time the character takes the feat, he or 
  she selects a different class of surface vehicle.
  
  19 
  military training
  tactician 
  You are a skilled leader, with a strong grasp of tactics 
  and an ability to make those around you better in 
  combat.
  Prerequisite: Int 13+, Cha 13+, Knowledge 
  (Tactics) 5 Ranks, Teamwork.
  Effect: Normally when you roll a tactics skill check 
  the beneﬁts apply only to you. This feat allows you to 
  grant the bonuses of a successful tactics skill check to 
  your allies (characters who have the Teamwork feat 
  for the same team).  The number of allies affect is 
  equal to double your Charisma modiﬁer. 
  Special: Having this Feat grants a character a +2 
  bonus on all Promotion checks.
  teamwork- specific group 
  “An army is a team. It lives, eats, sleeps, ﬁghts as a 
  team. This individuality stuff is a bunch of bullshit.”  
  General George Patton Jr 
  You have trained with a speciﬁc group and gain 
  bonuses when working with members of that group.
  Prerequisite:  Allegiance (Speciﬁc Team)
  Effect: Whenever you are working with someone 
  with the Teamwork feat for the same group (this could 
  be as small as one other person and as large a group 
  as a branch of the armed forces), you gain +2 to attack 
  and skill checks.
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  urban warfare college 
  You have learned how to ﬁght and survive in urban 
  terrain. Unlike the other terrain feats which focus 
  on surviving in a hostile environment, this training 
  focuses on the most hostile element of the modern 
  urban environment: man. Characters with this training 
  will receive extensive training on crowd control, riot 
  procedures and questioning of witnesses in street 
  situations. 
  Beneﬁt:  You gain a +2 bonus to three of the 
  following skills in urban terrain:  Demolitions, 
  Diplomacy, Gather Information, Hide, Intimidate, 
  Knowledge (tactics).
  Special: You may take this feat twice. Taking this 
  feat twice grants a bonus to all six skills affected by 
  this feat.
  war profiteer
  By using contacts, savvy and a lack of moral ﬁber, 
  you use your position in the military to line your 
  pockets (a practice unfortunately as old as war itself). 
  Servicemen in a war zone or businessmen in a country 
  racked by war usually select this feat; however, these 
  are not requirements as evidenced by the number of 
  businessmen of all nationalities proﬁting from current 
  conﬂicts in complete safety. 
  Prerequisite: Knowledge (business) 3 ranks
  Effect: Your wealth bonus increases by +3 or your 
  Reputation modiﬁer whichever is higher. Unlike 
  Windfall this feat does not grant a bonus to profession 
  checks. This feat makes your Reputation infamous to 
  active duty and reserve military personnel who do not 
  possess this feat or an allegiance to avarice or graft. 
  Finally this feat gives you a –2 penalty on Promotion 
  checks. 
  Special: You may take this feat multiple times with 
  both the wealth bonus and the promotion penalty 
  stack.
  wingman 
  You are skilled at providing cover for teammates in 
  aerial combat. 
  Prerequisite: Aircraft Operation (any), Formation 
  Flying, Teamwork
  Description: You are a most valuable commodity: 
  an expert wingman.
  Effect: You grant your partner a +4 Def bonus in 
  vehicle combat. If a missile hits the plane you are 
  defending, you may attempt to shoot it down as an 
  attack of opportunity.  This feat grants a +2 bonus on 
  Clear Your Six pilot checks, which stacks with the 
  bonus granted by Formation Flying (for a total bonus 
  of +4).
  mos feats
  military occupational specialty
  To coin a phrase: “being in the military is not just an 
  adventure, it’s an occupation.”  Being in the military 
  is not just one occupation, and characters will have the 
  opportunity to learn many different skills during their 
  time in the military.  The military’s term for these jobs 
  is Military Occupational Specialty, or MOS.  Like 
  an occupation, each MOS expands the character’s 
  range of class skills.  However, unlike Occupations no 
  wealth bonus is gained.  
  Terminology Note:  Each nation’s military, and 
  even different branches of service within nations, 
  have their own language.  Each MOS below that is 
  offered by more than one branch of service has a 
  different name for each different military organization.  
  What the Army calls “Signals”, the Air Force calls 
  the “Communications Career Field”, and the Marine 
  Corps calls “Operational Communications”.  In 
  general, however, each MOS is given only one name, 
  for ease of reference.
  mos administrative
  “Paper-work will ruin any military force” 
  Lieutenant-General Lewis B. “Chesty” Puller
  You are trained in human resources and administration 
  duties. Following a recent reorganization of military 
  MOS ﬁelds, this MOS also includes the military 
  bands.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  
  20 
  military training
  permanent class skills: Computer Use, Diplomacy, 
  Knowledge (art, business, current events, history, 
  popular culture, tactics), Listen, Perform and 
  Research. If a skill you select is already a class skill, 
  you receive a +1 competence bonus on checks using 
  that skill.
  Bonus Feat List: Armor Proﬁciency (light), 
  Attentive, Combat Expertise, Creative, Defense 
  Language Institute, Desk Jockey, Educated, Fast 
  Track, Iron Will, MOS Mastery, Meticulous, Ofﬁcer 
  Candidate School, Studious
  mos air defense
  You have been trained to man and maintain an air 
  defense rocket system such as the Patriot missile 
  system or the Bradley Linebacker.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills:  Choose any three of the following as 
  permanent class skills:  Climb, Computer Use, 
  Demolitions, Disable Device, Drive, Hide, Knowledge 
  (tactics, technology), Navigate, Repair, Spot and 
  Tumble. If a skill you select is already a class skill, 
  you receive a +1 competence bonus on checks using 
  that skill.
  Bonus Feat List: Air Assault Training, Armor 
  Proﬁciency (light, medium), Cautious, Combat 
  Driving, Cover Fire, Exotic Firearms Proﬁciency 
  (tank/APC weapons), Far Shot, Gearhead, Jump 
  School, MOS Mastery, Radar Operation, Surface 
  Vehicle Operation (heavy wheeled or tracked), 
  Teamwork, Vehicle Expert, Weapon Focus
  mos armor 
  You are trained to operate as either a driver or a 
  crewman on a large wheeled or tracked vehicle, such 
  as the M-1 Abrams, Paladin, or Avenger.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills:  Choose any three of the following as 
  permanent class skills:  Computer Use, Demolitions, 
  Disable Device, Drive, Hide, Knowledge (tactics), 
  Knowledge (technology), Navigate, Repair and 
  Tumble. If a skill you select is already a class skill, 
  you receive a +1 competence bonus on checks using 
  that skill.
  Bonus Feat List: Air Assault Training, Armor 
  Proﬁciency (light, medium, heavy), Cautious, Combat 
  Driving, Drive-by Attack, Exotic Firearms Proﬁciency 
  (tank/APC weapons), Far Shot, Gearhead, Jump 
  School, MOS Mastery, Radar Operation, Surface 
  Vehicle Operation (heavy wheeled or tracked), 
  Teamwork, Vehicle Expert, Weapon Focus
  mos aviation 
  You are trained in aviation support techniques, 
  including Air Trafﬁc Control duties.  At higher skill 
  levels, you will be trained to construct air trafﬁc 
  control facilities, and to command them.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  permanent class skills: Computer Use, Craft 
  (electronic, mechanical, structural), Knowledge 
  (technology), Repair, Spot and Survival. If a skill 
  you select is already a class skill, you receive a +1 
  competence bonus on checks using that skill.
  Bonus Feat List: Alertness, Armor Proﬁciency 
  (light, medium), Builder, Combat Expertise, 
  Electronic Warfare, Gearhead, Iron Will, Jump 
  School, MOS Mastery, Radar Operation, Signaling, 
  
  21 
  military training
  Surface Vehicle Operation (heavy wheeled or 
  tracked), Teamwork
  mos diver 
  You are trained in underwater repair, demolition, and 
  salvage.
  Prerequisite: Personal Firearms Proﬁciency
  Skills:  Choose any three of the following as 
  permanent class skills: Craft (chemical, electronic, 
  mechanical), Demolitions, Disable Device, 
  Knowledge (technology), Listen, Navigate, Profession 
  (diver), Repair, Search, Spot, Survival and Swim. If a 
  skill you select is already a class skill, you receive a 
  +1 competence bonus on checks using that skill.
  Bonus Feats:  Alertness, Amphibious Assault 
  Training, Armor Proﬁciency (light, medium, heavy), 
  Athletic, Builder, Cautious, Endurance, Gearhead, 
  Great Fortitude, Guide, Jump School, Jungle/Swamp 
  Warfare College, MOS Mastery, Signaling, Sonar 
  Operation, Surface Vehicle Operation (powerboat, 
  sailboat), Teamwork
  mos engineering 
  You are trained in combat construction and bridge 
  laying, as well as mine laying and mine removal.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills:  Choose any three of the following as 
  permanent class skills: Craft (chemical, electronic, 
  mechanical, structural), Demolitions, Disable Device, 
  Drive, Knowledge (technology), Navigate, Repair, 
  Search, Survival and Tumble. If a skill you select is 
  already a class skill, you receive a +1 competence 
  bonus on checks using that skill.
  Bonus Feat List: Air Assault Training, Amphibious 
  Assault Training, Arctic Warfare College, Armor 
  Proﬁciency (light, medium, heavy), Builder, Cautious, 
  Combat Driving, Combat Reﬂexes, Desert Warfare 
  College, Endurance, Gearhead, Jump School, Jungle/
  Swamp Warfare School, MOS Mastery, Meticulous, 
  Surface Vehicle Operation (heavy wheeled, tracked), 
  Teamwork, Toughness and Vehicle Expert
  mos field artillery 
  You are trained to ﬁre Indirect Fire weapons, from 
  the smallest mortar to the largest howitzers.  This 
  MOS also covers especially large Indirect Fire 
  weapons such as ship cannons when used for Indirect 
  Fire (bombardment).
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills:  Choose any three of the following 
  as permanent class skills: Computer Use, Craft 
  (electronic, mechanical, structural), Demolitions, 
  Disable Device, Drive, Knowledge (tactics), Hide, 
  Repair and Spot. If a skill you select is already a class 
  skill, you receive a +1 competence bonus on checks 
  using that skill.
  Bonus Feats:  Alertness, Armor Proﬁciency (light, 
  medium), Air Assault Training, Builder, Cautious, 
  Cover Fire, Desert Warfare College, Exotic Firearms 
  Proﬁciency- Mortar/Indirect Fire Weapons, Gearhead, 
  Jump School, MOS Mastery, Radar Operation, 
  Surface Vehicle Operation (heavy wheeled and 
  tracked), Teamwork, Vehicle Expert
  mos intelligence 
  You are trained in information gathering.  Depending 
  on your specialty, this could involve using satellites, 
  binoculars, or a bribe slipped under a table.  
  Characters with the MOS Signal Intelligence will 
  have the Signals MOS, as well as the Intelligence 
  MOS, and select either the Cryptography or Electronic 
  Warfare feats.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  permanent class skills:  Bluff, Computer Use, 
  Decipher Script, Diplomacy, Forgery, Gather 
  Information, Intimidate, Read Language (all), 
  Research, Sense Motive, Speak Language (all), Spot 
  and Tumble. If a skill you select is already a class 
  skill, you receive a +1 competence bonus on checks 
  using that skill.
  Bonus Feats: Air Assault Training, Alertness, 
  Amphibious Assault Training, Armor Proﬁciency 
  (light, medium), Attentive, Black Market, Combat 
  Expertise, Combat Martial Arts, Combat Reﬂexes, 
  Deceptive, Defense Language Institute, Desert 
  Warfare College, Electronic Warfare, Jump School, 
  Low Proﬁle, MOS Mastery, MOS NBC, MOS 
  Signals, Meticulous, SERE, Signaling, Stealthy, 
  Teamwork, Trustworthy, Urban Warfare College
  mos law enforcement 
  Law Enforcement characters provide security for 
  critical military bases and resources, guard prisoners 
  of war, and act as military police.
  Prerequisite: Personal Firearms Proﬁciency
  Skills: Choose any three of the following as 
  permanent class skills: Diplomacy, Drive, Handle 
  Animal, Intimidate, Investigate, Knowledge (civics), 
  Sense Motive and Spot. If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Bonus Feats: Air Assault Training, Alertness, 
  Animal Afﬁnity, Armor Proﬁciency (light, medium), 
  Attentive, Combat Expertise, Combat Martial Arts, 
  Combat Driving, Combat Reﬂexes, Double Tap, 
  Improved Disarm, Improved Trip, Jump School, MOS 
  Mastery, Teamwork, Urban Warfare College
  mos legal services
  Legal specialists serve as legal advisors to military 
  commanders and staff and serve the Judge Advocate 
  General in legal and administrative matters.
  Prerequisite: Ofﬁcer Candidate School
  
  22 
  military training
  Skills: Choose any three of the following as 
  permanent class skills: Bluff, Computer Use, 
  Diplomacy, Gather Information, Knowledge 
  (behavioral sciences, business, civics), Research and 
  Sense Motive. If a skill you select is already a class 
  skill, you receive a +1 competence bonus on checks 
  using that skill.
  Bonus Feats: Attentive, Combat Expertise, 
  Conﬁdent, Deceptive, Defense Language Institute, 
  Desk Jockey, Educated, Fast Track, Focused, Iron 
  Will, MOS Mastery, Renown, Studious, Trustworthy
  mos maintenance 
  You perform a vital, if less than glamorous job: 
  the care, maintenance, and repair of the numerous 
  vehicles, tanks, missiles systems, and electronic 
  equipment ﬁelded by the military. In the real world 
  this MOS is really a wide range of related, specialized 
  ﬁelds, molded into one MOS for game purposes. At 
  the ofﬁcer level this specialization is more commonly 
  called “Ordnance”.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills:  Choose any two of the following as 
  permanent class skills:  Computer Use, Craft 
  (electronic, mechanical, structural), Drive, Knowledge 
  (technology) and Repair. If a skill you select is already 
  a class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Bonus Feats: Armor Proﬁciency (light, medium), 
  Builder, Combat Driving, Combat Expertise, 
  Gearhead, Great Fortitude, MOS Mastery, Surface 
  Vehicle Operation (heavy wheeled), Teamwork, 
  Vehicle Expert
  mos medical 
  Performs duties as a ﬁeld medic to combat units, 
  and provides support to nursing and medical staff at 
  military hospitals. A character who wishes to be a full 
  ﬂedged surgeon must enter this MOS after completing 
  Ofﬁcer Candidate School. Otherwise the character is a 
  ﬁeld medic.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  permanent class skills: Computer Use, Craft 
  (electronic, pharmaceutical), Diplomacy, Investigate, 
  Knowledge (behavioral sciences, technology), 
  Repair, Research, Treat Injury and Tumble. If a skill 
  you select is already a class skill, you receive a +1 
  competence bonus on checks using that skill.
  Bonus Feats: Air Assault Training, Attentive, 
  Combat Expertise, Desk Jockey, Educated, Focused, 
  Iron Will, Jump School, MOS Mastery, MOS NBC, 
  Medical Expert, Psychotherapy, Studious, Surgery, 
  Teamwork
  mos nbc 
  Identiﬁes Nuclear, Biological and Chemical Weaponry 
  based on limited data, observations, or effects. The 
  MOS NBC is also in charge of caring for units NBC 
  equipment, training soldiers in NBC countermeasures 
  and survival, and ensuring that a unit is prepared to 
  operate in a NBC environment.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  permanent class skills: Craft (chemical, electronic), 
  Demolitions, Diplomacy, Disable Device, Knowledge 
  (technology), Repair, Research, Search, Spot, Treat 
  Injury and Tumble. If a skill you select is already a 
  class skill, you receive a +1 competence bonus on 
  checks using that skill.
  Bonus Feats: Air Assault Training, Alertness, 
  Armor Proﬁciency (light, medium), Builder, Cautious, 
  Combat Expertise, Gearhead, Great Fortitude, Jump 
  School, MOS Mastery, Medical Expert, SERE, 
  Teamwork, Urban Warfare College
  mos pilot 
  You are trained to pilot various types of aircraft for the 
  following purposes: air superiority, reconnaissance, 
  combined arms, and rescue operations.
  Requirements: Ofﬁcer Candidate School.
  Skills: Choose any two of the following as 
  permanent class skills:  Computer Use, Craft 
  (electronics, mechanical), Knowledge (tactics), 
  Pilot, Repair, Spot, Survival and Tumble. If a skill 
  you select is already a class skill, you receive a +1 
  competence bonus on checks using that skill.
  Bonus Feats: Aircraft Operation (heavy aircraft, 
  helicopters, jet ﬁghters), Alertness, Armor Proﬁciency 
  (light, medium), Conﬁdent, Evasive Maneuvers, 
  Exotic Firearm Proﬁciency- Fixed Wing Vehicle 
  Weapons, Exotic Firearms Proﬁciency- Helicopter 
  Vehicle Weapons, Fighter Escort, Formation Flying, 
  Improved Initiative, Jump School, Lightning Reﬂexes, 
  MOS Mastery, Radar Operation, SERE, Signaling, 
  Teamwork, Vehicle Dodge, Vehicle Expert, Wingman
  mos psychological operations
  In this war, which was total in every sense of 
  the word, we have seen many great changes in 
  military science. It seems to me that not the least 
  of these was the development of psychological 
  warfare as a speciﬁc and effective weapon.” 
  -General Dwight D. Eisenhower
  Psychological operations specialists are skilled at 
  altering the attitudes of the enemy. Sometimes this 
  involves winning over a hostile force while other 
  times it will involve turning enemies against one 
  another. Depending on which feat is used as the 
  prerequisite for this feat the character will be either a 
  Psychological Operations Specialist (in the enlisted 
  ranks) or a Psychological Operations Ofﬁcer. 
  Prerequisite: Personal Firearms Proﬁciency or 
  
  23 
  military training
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  permanent class skills: Bluff, Computer Use, Craft 
  (writing), Diplomacy, Disguise, Forgery, Gather 
  Information, Intimidate, Knowledge (behavioral 
  sciences, civics, current events, history, popular 
  culture, streetwise, tactics), Research and Sense 
  Motive. If a skill you select is already a class skill, 
  you receive a +1 competence bonus on checks using 
  that skill.
  Bonus Feats: Air Assault Training, Armor 
  Proﬁciency (light, medium), Attentive, Combat 
  Expertise, Conﬁdent, Deceptive, Defense Language 
  Institute, Educated, Iron Will, Jump School, Low 
  Proﬁle, MOS Mastery, Psychological Warfare, SERE, 
  Signaling, Studious, Teamwork, Trustworthy, Urban 
  Warfare College
  mos recruiting and retention
  You are trained to recruit men and women into the 
  armed forces, to convince of them of the value of their 
  continued service, and as a reserve member of this 
  MOS to aid them in their transition back to civilian 
  life when their service is completed. 
  Prerequisite: Personal Firearms Proﬁciency 
  Skills: Choose any three of the following as 
  permanent class skills: Bluff, Computer Use, 
  Diplomacy, Knowledge (behavioral sciences, current 
  events, popular culture), Listen, Research and Sense 
  Motive. If a skill you select is already a class skill, 
  you receive a +1 competence bonus on checks using 
  that skill.
  Bonus Feats: Air Assault Training, Alertness, 
  Armor Proﬁciency (light), Attentive, Combat 
  Expertise, Conﬁdent, Deceptive, Defense Language 
  Institute, Desk Jockey, Educated, Fast Track, 
  Iron Will, Jump School, MOS Mastery, Renown, 
  Teamwork, Trustworthy
  mos religious services
  You are trained to assist the Chaplain’s corps in the 
  performance of their duties.
  Prerequisite: Personal Firearms Proﬁciency
  Skills: Choose any three of the following as 
  permanent class skills: Diplomacy, Knowledge 
  (behavioral sciences, history, theology and 
  philosophy), Listen, Research, Sense Motive, Spot 
  and Treat Injury. If a skill you select is already a class 
  skill, you receive a +1 competence bonus on checks 
  using that skill.
  Bonus Feats: Alertness, Attentive, Desk Jockey, 
  Educated, Fast Track, Focused, Iron Will, MOS 
  Mastery, Medical Expert, Renown, SERE, Studious, 
  Trustworthy
  mos rifleman 
  “No bastard ever won a war by dying for his 
  country. He won it by making the other poor 
  dumb bastard die for his country.” 
  -General George Patton Jr
  You are trained to perform offensive and defensive 
  combat operations, including placement and removal 
  of mines, reconnaissance, and leading of combat units.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  permanent class skills: Climb, Craft (structural), 
  Demolitions, Disable Device, Drive, Hide, Intimidate, 
  Knowledge (tactics), Navigate, Search, Spot, Survival 
  and Tumble. If a skill you select is already a class 
  skill, you receive a +1 competence bonus on checks 
  using that skill.
  Bonus Feats: Advanced Firearms Proﬁciency, 
  Air Assault Training, Amphibious Assault Training, 
  Armor Proﬁciency (light, medium, heavy), Athletic, 
  Burst Fire, Combat Martial Arts, Combat Reﬂexes, 
  Conﬁdent, Cover Fire, Dead Aim, Desert Warfare 
  College, Endurance, Exotic Firearms Proﬁciency, Far 
  Shot, Forced March, Jump School, Jungle/Swamp 
  Warfare College, MOS Mastery, Mountain Warfare 
  College, Point Blank Shot, Precise Shot, SERE, 
  Signaling, Strafe, Teamwork, Urban Warfare College, 
  Weapon Focus
  mos signals 
  You are trained to install, maintain, repair, and operate 
  communications systems.  Characters wishing to be 
  MOS Signal Intelligence will have this MOS and the 
  Intelligence MOS.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  permanent class skills: Computer Use, Craft 
  (electronic, mechanical), Diplomacy, Knowledge 
  (technology), Read Language (all), Repair, Speak 
  Language (all), Spot, Survival and Tumble. If a skill 
  you select is already a class skill, you receive a +1 
  competence bonus on checks using that skill.
  Bonus Feats: Air Assault Training, Amphibious 
  Assault Training, Armor Proﬁciency (light, medium), 
  Combat Martial Arts, Combat Reﬂexes, Conﬁdent, 
  Deceptive, Defense Language Institute, Desert 
  Warfare College, Educated, Electronic Warfare, 
  Gearhead, Guide, Jump School, Jungle/Swamp 
  Warfare, MOS Intelligence, MOS Mastery, Mountain 
  Warfare College, Radar Operation, SERE, Signaling, 
  Teamwork, Trustworthy, Urban Warfare College
  mos supply and logistics
  Armies run on their stomachs, but this MOS provides 
  more services as well including mortuary services, 
  laundry services and parachute rigging. 
  Prerequisite: Personal Firearms or Ofﬁcer 
  Candidate School
  Skills: Choose any three of the following as 
  
  24 
  military training
  permanent class skills: Bluff, Computer Use, 
  Diplomacy, Forgery, Gather Information, Listen, 
  Repair, Research, Sense Motive. If a skill you select 
  is already a class skill, you receive a +1 competence 
  bonus on checks using that skill.
  Bonus Feats: Air Assault Training, Armor 
  Proﬁciency (light, medium), Attentive, Black Market, 
  Combat Expertise, Desk Jockey, Educated, Iron Will, 
  Jump School, MOS Mastery, Meticulous, Surface 
  Vehicle Operation (heavy wheeled), War Proﬁteer
  mos transportation
  You are trained to drive a myriad of sea vehicles to 
  transport troops and equipment. In the real world this 
  would be a wide range of related MOS career ﬁelds.
  Prerequisite: Personal Firearms Proﬁciency or 
  Ofﬁcer Candidate School
  Skills: Choose any three of the following as 
  permanent class skills: Computer Use, Drive, 
  Knowledge (current events, history, tactics, 
  technology), Listen, Navigate, Repair, Spot and Swim. 
  If a skill you select is already a class skill, you receive 
  a +1 competence bonus on checks using that skill.
  Bonus Feats: Alertness, Amphibious Assault 
  Training, Armor Proﬁciency (light, medium), Drive-
  by Attack, Gearhead, Guide, Jungle/Swamp Warfare 
  College, MOS Mastery, Radar Operation, Signaling, 
  Sonar Operation, Surface Vehicle Operation 
  (powerboat, sailboat, ship), Teamwork, Vehicle 
  Dodge, Vehicle Expert
  advanced training
  These talents represent the extremely focused training 
  received by characters on active or reserve duty with 
  a major military force. What constitutes a major 
  military force is left to the game master’s discretion 
  but could include paramilitary groups, terrorist groups 
  or mercenary companies. 
  air superiority
  Air Superiority 1 (prerequisite MOS Pilot): You 
  gain a +1 bonus to attack rolls when ﬁghting another 
  air vehicle. 
  Air Superiority 2 (prerequisite air superiority 
  1): You gain a +1 bonus to attack rolls when ﬁghting 
  another air vehicle (cumulative with air superiority 1 
  for a total bonus of +2). 
  Air Superiority 3 (prerequisite air superiority 
  2): You gain a +1 bonus to attack rolls when ﬁghting 
  another air vehicle (cumulative with air superiority 2 
  for a total bonus of +3).
  Air Superiority 4 (prerequisite air superiority 
  3): You gain a +1 bonus to attack rolls when ﬁghting 
  another air vehicle (cumulative with air superiority 3 
  for a total bonus of +4).
  Air Superiority 5 (prerequisite air superiority 
  4): You gain a +1 bonus to attack rolls when ﬁghting 
  another air vehicle (cumulative with air superiority 4 
  for a total bonus of +5).
  air support
  Air Support 1 (prerequisite MOS Pilot): You 
  grant an additional dodge bonus of +1 Defense when 
  providing air support. 
  Air Support 2 (prerequisite air support 1): You 
  grant an additional dodge bonus of +1 Defense when 
  providing air support (cumulative with air support 1 
  for a total bonus of +2).
  Air Support 3 (prerequisite air support 2): You 
  grant an additional dodge bonus of +1 Defense when 
  providing air support (cumulative with air support 2 
  for a total bonus of +3).
  Air Support 4 (prerequisite air support 3): You 
  grant an additional dodge bonus of +1 Defense when 
  providing air support (cumulative with air support 3 
  for a total bonus of +4).
  Air Support 5 (prerequisite air support 4): You 
  grant an additional dodge bonus of +1 Defense when 
  providing air support (cumulative with air support 4 
  for a total bonus of +5).
  artillerist
  Artillerist 1 (prerequisite MOS Field Artillery): 
  You gain a +2 bonus to hit when using indirect ﬁre 
  weapons. This bonus may only be used to counter the 
  -10 bonus to attack rolls incurred by indirect ﬁre. 
  Artillerist 2 (prerequisite artillerist 1): You gain 
  a +2 bonus to hit when using indirect ﬁre weapons 
  (cumulative with artillerist 1 for a total bonus of +4). 
  This bonus may only be used to counter the -10 bonus 
  to attack rolls incurred by indirect ﬁre. 
  Artillerist 3 (prerequisite artillerist 2): You gain 
  a +2 bonus to hit when using indirect ﬁre weapons 
  (cumulative with artillerist 2 for a total bonus of +6). 
  This bonus may only be used to counter the -10 bonus 
  to attack rolls incurred by indirect ﬁre.
  Artillerist 4 (prerequisite artillerist 3): You gain 
  a +2 bonus to hit when using indirect ﬁre weapons 
  (cumulative with artillerist 3 for a total bonus of +8). 
  This bonus may only be used to counter the -10 bonus 
  to attack rolls incurred by indirect ﬁre.
  Artillerist 5 (prerequisite artillerist 4): You gain 
  a +2 bonus to hit when using indirect ﬁre weapons 
  (cumulative with artillerist 4 for a total bonus of +10). 
  This bonus may only be used to counter the -10 bonus 
  to attack rolls incurred by indirect ﬁre.
  bombing run
  Bombing Run 1 (prerequisite MOS Pilot): You 
  gain a +2 bonus to bombing attack rolls. Bomb attacks 
  are unaffected by the character’s BAB and have a base 
  attack modiﬁer of +0.
  Bombing Run 2 (prerequisite bombing run 
  1): You gain a +2 bonus to bombing attack rolls 
  (cumulative with bombing run 1 for a total attack 
  bonus of +4). Bomb attacks are unaffected by the 
  character’s BAB and have a base attack modiﬁer of 
  
  25 
  military training
  +0.
  Bombing Run 3 (prerequisite bombing run 
  2): You gain a +2 bonus to bombing attack rolls 
  (cumulative with bombing run 2 for a total attack 
  bonus of +6). Bomb attacks are unaffected by the 
  character’s BAB and have a base attack modiﬁer of 
  +0.
  Bombing Run 4 (prerequisite bombing run 
  3): You gain a +2 bonus to bombing attack rolls 
  (cumulative with bombing run 3 for a total attack 
  bonus of +8). Bomb attacks are unaffected by the 
  character’s BAB and have a base attack modiﬁer of 
  +0.
  Bombing Run 5 (prerequisite bombing run 
  4): You gain a +2 bonus to bombing attack rolls 
  (cumulative with bombing run 4 for a total attack 
  bonus of +10). Bomb attacks are unaffected by the 
  character’s BAB and have a base attack modiﬁer of 
  +0.
  combat engineering
  Combat Engineering 1 (prerequisite MOS 
  Engineering): You gain a +1 bonus to all Craft skill 
  checks. In addition you decrease the time needed to 
  make Craft skill checks by 10%.
  Combat Engineering 2 (prerequisite combat 
  engineering 1): You gain a +1 bonus to all Craft skill 
  checks. In addition you decrease the time needed to 
  make Craft skill checks by 10%. Both of these effects 
  are cumulative with combat engineering 1 for a total 
  bonus of +2 to skill checks and a 20% reduction in the 
  time needed to make a check.
  Combat Engineering 3 (prerequisite combat 
  engineering 2): You gain a +1 bonus to all Craft skill 
  checks. In addition you decrease the time needed to 
  make Craft skill checks by 10%. Both of these effects 
  are cumulative with combat engineering 2 for a total 
  bonus of +3 to skill checks and a 30% reduction in the 
  time needed to make a check.
  Combat Engineering 4 (prerequisite combat 
  engineering 3): You gain a +1 bonus to all Craft skill 
  checks. In addition you decrease the time needed to 
  make Craft skill checks by 10%. Both of these effects 
  are cumulative with combat engineering 3 for a total 
  bonus of +4 to skill checks and a 40% reduction in the 
  time needed to make a check.
  Combat Engineering 5 (prerequisite combat 
  engineering 4): You gain a +1 bonus to all Craft skill 
  checks. In addition you decrease the time needed to 
  make Craft skill checks by 10%. Both of these effects 
  are cumulative with combat engineering 1 for a total 
  bonus of +5 to skill checks and a 50% reduction in the 
  time needed to make a check.
  combat medicine
  Combat Medicine 1 (prerequisite MOS Medical): 
  You gain a +2 bonus on all Treat Injury skill checks.
  Combat Medicine 2 (prerequisite combat 
  medicine 1): You can reduce the time required to 
  perform surgery by one hour for each -2 penalty you 
  take on your Treat Injury skill check. The minimum 
  time to perform surgery is always one hour. 
  Combat Medicine 3 (prerequisite combat 
  medicine 2): You can increase the amount of damage 
  healed by surgery by +1 per die for each -2 penalty 
  you take on a Treat Injury skill check. If you fail 
  your skill check when performing this procedure 
  your patient loses 1-6 points of Constitution due to 
  temporary ability damage. 
  Combat Medicine 4 (prerequisite combat 
  medicine 3): You can use your treat injury skill to 
  restore hit points twice per day on each patient.
  Combat Medicine 5 (prerequisite combat 
  medicine 4): You can use your treat injury skill to 
  restore hit points three times per day on each patient. 
  death from above
  Death from above 1 (prerequisite Jump School 
  or Air Assault Training): You receive a +1 morale 
  bonus to attack rolls made within one minute of a 
  parachute or air assault insertion.
  Death from above 2 (prerequisite Death from 
  Above 1): Your attack roll bonus is increased an 
  additional +1 cumulative with death from above 1 (for 
  a total attack bonus of +2).
  Death from above 3 (prerequisite Death from 
  Above 2): Your attack roll bonus is increased an 
  additional +1 cumulative with death from above 2 (for 
  a total attack bonus of +3).
  Death from above 4 (prerequisite Death from 
  Above 3): Your attack roll bonus is increased an 
  additional +1 cumulative with death from above 3 (for 
  a total attack bonus of +4).
  Death from above 5 (prerequisite Death from 
  Above 4): Your attack roll bonus is increased an 
  additional +1 cumulative with death from above 4 (for 
  a total attack bonus of +5).
  marksmanship
  Marksmanship 1 (prerequisite MOS: Riﬂeman): 
  You gain a +2 bonus on all ranged attack rolls at 
  ranges of one range increment or further when using 
  any ranged weapon for which you possess the Weapon 
  Focus feat. This bonus may only be used to offset 
  range penalties. 
  Marksmanship 2 (prerequisite Marksmanship 
  1): Your attack roll bonus is increased by +2 
  cumulative with Marksmanship 1 (for a total attack 
  bonus of +4) to offset range penalties.
  Marksmanship 3 (prerequisite Marksmanship 
  2): Your attack roll bonus is increased by +2 
  cumulative with Marksmanship 2 (for a total attack 
  bonus of +6) to offset range penalties.
  Marksmanship 4 (prerequisite Marksmanship 
  3): Your attack roll bonus is increased by +2 
  cumulative with Marksmanship 3 (for a total attack 
  bonus of +8) to offset range penalties.
  
  26 
  military training
  Marksmanship 5 (prerequisite Marksmanship 
  4): Your attack roll bonus is increased by +2 
  cumulative with Marksmanship 4 (for a total attack 
  bonus of +10) to offset range penalties.
  sharpshooter
  Sharpshooter 1 (prerequisite MOS: Riﬂeman): 
  You gain a +1 bonus to damage rolls when using any 
  ranged weapon for which you possess the Weapon 
  Focus feat. You only gain this damage bonus if 
  you suffer no penalty to attack rolls from range 
  (this includes any range penalty negated by the 
  Marksmanship feat).
  Sharpshooter 2 (prerequisite Sharpshooter 1): 
  Your damage bonus in increase by +1 cumulative with 
  Sharpshooter 1 (for a total damage bonus of +2).
  Sharpshooter 3 (prerequisite Sharpshooter 2): 
  Your damage bonus in increase by +1 cumulative with 
  Sharpshooter 2 (for a total damage bonus of +3).
  Sharpshooter 4 (prerequisite Sharpshooter 3): 
  Your damage bonus in increase by +1 cumulative with 
  Sharpshooter 3 (for a total damage bonus of +4).
  Sharpshooter 5 (prerequisite Sharpshooter 4): 
  Your damage bonus in increase by +1 cumulative with 
  Sharpshooter 4 (for a total damage bonus of +5).
  shock assault
  Shock Assault 1 (prerequisite Personal Firearms 
  Proﬁciency): You gain a +1 morale bonus to attack 
  rolls whenever attacking or advancing toward an 
  active hostile force. If you are pinned down, retreating 
  or performing any action that does not involve 
  advancing toward an enemy you do not gain this 
  bonus.
  Shock Assault 2 (prerequisite Shock Assault 1): 
  You gain a +1 morale bonus to attack rolls whenever 
  attacking or advancing toward an active hostile force 
  cumulative with Shock Assault 1 (for a total attack 
  bonus of +2).
  Shock Assault 3 (prerequisite Shock Assault 2): 
  You gain a +1 morale bonus to attack rolls whenever 
  attacking or advancing toward an active hostile force 
  cumulative with Shock Assault 2 (for a total attack 
  bonus of +3).
  Shock Assault 4 (prerequisite Shock Assault 3): 
  You gain a +1 morale bonus to attack rolls whenever 
  attacking or advancing toward an active hostile force 
  cumulative with Shock Assault 3 (for a total attack 
  bonus of +4).
  Shock Assault 5 (prerequisite Shock Assault 4): 
  You gain a +1 morale bonus to attack rolls whenever 
  attacking or advancing toward an active hostile force 
  cumulative with Shock Assault 4 (for a total attack 
  bonus of +5).
  sniper
  Sniper 1 (prerequisite MOS: Riﬂeman, Sniper 
  School, Weapon Focus, Marksmanship 2, 
  Sharpshooter 2): You inﬂict +1d6 extra damage 
  against opponents denied their Dexterity bonus due 
  to surprise or being ﬂat-footed and on conﬁrmed 
  criticals. If this attack (including the bonus damage) 
  triggers a massive damage saving throw, the DC of 
  that save is increased by +1. 
  Sniper 2 (prerequisite Sniper 1): Your increased 
  damage is increased by an additional +1d6 cumulative 
  with Sniper 1 (for a total damage bonus of +2d6).
  Sniper 3 (prerequisite Sniper 2): Your increased 
  damage is increased by an additional +1d6 cumulative 
  with Sniper 2 (for a total damage bonus of +3d6).
  Sniper 4 (prerequisite Sniper 3): Your increased 
  damage is increased by an additional +1d6 cumulative 
  with Sniper 3 (for a total damage bonus of +4d6).
  Sniper 5 (prerequisite Sniper 4): Your increased 
  damage is increased by an additional +1d6 cumulative 
  with Sniper 4 (for a total damage bonus of +5d6).
  tanker
  Tanker 1 (prerequisite MOS Armor): You 
  increase the Defense of any tracked vehicle you are 
  driving by +1.
  Tanker 2 (prerequisite tanker 1): You increase the 
  Defense of any tracked vehicle you are driving by +1 
  (cumulative with tanker 1 for a total bonus of +2).
  Tanker 3 (prerequisite tanker 2): You increase the 
  Defense of any tracked vehicle you are driving by +1 
  (cumulative with tanker 2 for a total bonus of +3).
  Tanker 4 (prerequisite tanker 3): You increase the 
  Defense of any tracked vehicle you are driving by +1 
  (cumulative with tanker 3 for a total bonus of +4).
  terrain specialization
  Terrain Specialization (prerequisite any one of 
  the following: Amphibious Assault Training, Arctic 
  Warfare College, Desert Warfare College, Jungle/
  Swamp Warfare College, Mountain Warfare 
  College, Urban Warfare College): When you take 
  this talent choose one terrain for which you have the 
  appropriate feat. You gain a +1 to all attack rolls made 
  within that terrain. You may take this talent multiple 
  times for the same or different terrain (you must have 
  the appropriate feats to apply this talent to multiple 
  terrains). 
  trench warfare
  Trench Warfare 1 (prerequisite Personal 
  Firearms Proﬁciency): When ﬁghting from cover 
  you gain a +1 morale bonus to attack rolls.
  Trench Warfare 2 (prerequisite trench warfare 
  1): When ﬁghting from cover you gain a +1 morale 
  bonus to attack rolls (cumulative with trench warfare 
  1 for a total bonus of +2).
  Trench Warfare 3 (prerequisite trench warfare 
  2): When ﬁghting from cover you gain a +1 morale 
  bonus to attack rolls (cumulative with trench warfare 
  2 for a total bonus of +3).
  
  27 
  military training
  Trench Warfare 4 (prerequisite trench warfare 
  3): When ﬁghting from cover you gain a +1 morale 
  bonus to attack rolls (cumulative with trench warfare 
  3 for a total bonus of +4).
  Trench Warfare 5 (prerequisite trench warfare 
  1): When ﬁghting from cover you gain a +1 morale 
  bonus to attack rolls (cumulative with trench warfare 
  4 for a total bonus of +5).
  rank
  As characters progress in the military campaign, Rank 
  offers them another avenue for character advancement 
  and development in addition to the traditional gaining 
  of levels.  In general, a character will have the 
  opportunity to gain one rank per level, with higher 
  rank bringing more authority, and the ability to 
  requisition more gear from the character’s branch of 
  service.
  rank and the game
  The Game Master in any d20 Modern game involving 
  military personnel must handle rank with utmost 
  care.  Two factors must be balanced at all times when 
  dealing with rank: the realism of the game and the fun 
  of the game.  
  Realistically, rank is not as linear as most outside 
  the military tend to believe.  It is technically true that 
  a First Lieutenant ten minutes out of OCS outranks a 
  Command Sergeant Major with thirty years combat 
  experience.  In reality, when the bullets start ﬂying, 
  whom would you listen to?  In the chain of command, 
  most units have a very experienced NCO (Staff 
  Sergeant or above, depending on the size of the 
  command) who is second in command.
  Fun must take precedence, even over reality, in 
  any activity for enjoyment, like a roleplaying game.  
  No one shows up at their weekly game to be ordered 
  around by someone else.  We all get enough of that 
  in our real lives, obeying trafﬁc laws, ﬁlling out our 
  taxes, toeing the line for our bosses, etc.  Fortunately, 
  special ops groups work almost identically to 
  adventuring parties, with each character taking a 
  role in leadership when the situation better ﬁts his 
  expertise. 
  promotion
  The basic mechanic for gaining Rank in Blood and 
  Guts is the Promotion check.  Promotion checks 
  are made whenever a character gains a level, or 
  whenever some other quality entitles the character to a 
  Promotion check (such as the Fast Track feat, earning 
  a new skill level in a character’s MOS, or earning a 
  Medal as the result of a mission). Often a character 
  will be entitled to make more than one Promotion 
  check per level (for instance a character would make 
  a Promotion check for gaining the level, then, if 
  spending skill points qualiﬁed a character for a new 
  MOS Skill level, the character would get to roll his 
  free promotion check as well).  However, regardless 
  of how many Promotion checks a character is entitled 
  to make, a character may not advance more than one 
  Rank per level under normal circumstances.
  Whenever a character is entitled to a Promotion 
  check, roll 1d20 plus the character’s Charisma 
  table 2-2: air force enlisted ranks
  Rank
  Name
  Promotion DC 
  Requisition Modiﬁer
  Pay Grade
  E-1
  Airman Basic
  ---
  +0
  +1
  E-2
  Airman
  15
  +1
  +2
  E-3
  Airman 1st Class
  16
  +2
  +3
  E-4
  Senior Airman
  17
  +4
  +4
  E-5
  Staff Sergeant
  20
  +6
  +5
  E-6
  Technical Sergeant
  21
  +8
  +6
  E-7
  Master Sergeant
  22
  +10
  +7
  E-7+
  1st Master Sergeant
  23
  +11
  +7
  E-8
  Senior Master Sergeant
  23
  +12
  +8
  E-8+
  1st Sergeant
  25
  +14
  +8
  E-9
  Chief Master Sergeant
  26
  +16
  +9
  E-9+
  1st Chief Master Sgt.
  27
  +18
  +9
  E-9++ 
  Command CMS
  30
  +20
  +10
  E-10
  CMS of the Air Force
  30
  +22
  +11
  Warrant Ofﬁcer Ranks:  The Air Force has eliminated Warrant Ofﬁcers
  Air Force Ofﬁcer Ranks (requires Ofﬁcer Candidate School)
  O-1
  2nd Lieutenant
  20
  +6
  +6
  O-2
  1st Lieutenant
  22
  +9
  +8
  O-3
  Captain
  24
  +12
  +10
  O-4
  Major
  26
  +15
  +12
  O-5
  Lieutenant Colonel
  28
  +18
  +14
  O-6
  Colonel
  30
  +21
  +16
  O-7
  Brigadier General
  32
  +24
  +18
  O-8
  Major General
  34
  +27
  +20
  O-9
  Lieutenant General
  36
  +30
  +22
  O-10
  General
  38
  +32
  +24
  
  28 
  military training
  Modiﬁer plus ½ the character’s level plus any 
  miscellaneous bonuses.  The DC the character needs 
  to roll depends on the rank the character is trying to 
  achieve.
  Promotion Check = 1d20 + Cha. modiﬁer + ½ 
  Level + Misc. Bonus
  enlisted ranks 
  Require the character have either the Active Duty or 
  Reserve Duty Allegiances
  Promotion DC: This is the DC required to achieve 
  Promotion to the listed rank.
  Requisition DC:  This is the bonus to any checks 
  the character makes to requisition equipment, 
  manpower, or information (see Requisitioning below).
  Pay Grade:  This is the Wealth Award a character 
  receives, in pensions, job placement assistance, and 
  college aid when he or she leaves the service (gives 
  up the Active Duty Allegiance). Characters who have 
  only had the Reserve Duty Allegiance receive half 
  this amount.  A character may only receive this award 
  once. 
  “Plus” Ranks:  Within some grades there is 
  more than one rank, designated in game terms as 
  a plus rank.  These ranks must be achieved before 
  the character can achieve the next higher rank. So a 
  character who was a Master Sergeant in the Army, 
  would have to achieve the rank of First Sergeant (E-
  8+) before being allowed to roll for promotion to E-
  8++ (Sergeant Major).  The character would likewise 
  have to achieve the rank of Sergeant Major before 
  being allowed to roll for Promotion to E-9 (Command 
  Sergeant Major).  Only one person may hold the Rank 
  of E-10 at a time.  This character, the highest-ranking 
  Non-Commissioned Ofﬁcer for his entire branch of 
  service, is the representative of the enlisted personnel 
  for his entire branch of service.
  medals 
  As characters gain skills and perform heroic deeds, 
  they will be granted medals, commendations, and 
  badges to recognize their service to their country.  
  Medals in the American military extend back to 
  the Badge of Military Merit, created by George 
  Washington.  After the Revolutionary War, however, 
  medals fell into disuse by the military, Americans 
  wanting to avoid anything that reminded them 
  of Europe or European ways whenever possible.  
  However, during the Civil War, medals began to be 
  awarded once again.  One of the ﬁrst of these to be 
  awarded was the Medal of Honor, created by an act of 
  Congress February 17, 1862.
  table 2-3: army enlisted ranks
  Rank
  Name
  Promotion DC 
  Requisition Modiﬁer
  Pay Grade
  E-1
  Private
  ---
  +0
  +1
  E-2
  Private
  15
  +1
  +2
  E-3
  Private First Class
  16
  +2
  +3
  E-4
  Specialist
  17
  +4
  +4
  E-4+
  Corporal
  17
  +5
  +4
  E-5
  Sergeant
  20
  +6
  +5
  E-6
  Staff Sergeant
  21
  +8
  +6
  E-7
  Sergeant 1st Class
  22
  +10
  +7
  E-8
  Master Sergeant
  23
  +12
  +8
  E-8+
  First Sergeant
  25
  +14
  +8
  E-9
  Sergeant Major
  26
  +16
  +9
  E-9+
  Command Sgt. Major
  27
  +18
  +9
  E-10 
  Sgt. Major of the Army
  30
  +20
  +10
  Warrant Ofﬁcer Ranks (Requires 10 Skill Ranks in two skills)
  WO-1
  Warrant Ofﬁcer 1
  20
  +6
  +6
  WO-2
  Warrant Ofﬁcer 2
  22
  +9
  +7
  WO-3
  Warrant Ofﬁcer 3
  24
  +12
  +8
  WO-4
  Warrant Ofﬁcer 4
  26
  +15
  +9
  WO-5
  Chief Warrant Ofﬁcer
  28
  +18
  +10
  Ofﬁcer Ranks (Requires Ofﬁcer Candidate School)
  O-1
  2nd Lieutenant
  20
  +6
  +6
  O-2
  1st Lieutenant
  22
  +9
  +8
  O-3
  Captain
  24
  +12
  +10
  O-4
  Major
  26
  +15
  +12
  O-5
  Lieutenant Colonel
  28
  +18
  +14
  O-6
  Colonel
  30
  +21
  +16
  O-7
  Brigadier General
  32
  +24
  +18
  O-8
  Major General
  34
  +27
  +20
  O-9
  Lieutenant General
  36
  +30
  +22
  O-10
  General
  38
  +33
  +24
  
  29 
  military training
  the medal check  
  Similar to a promotion check, a Medal Check is made 
  whenever a character meets the minimum criteria for 
  a medal.  Unlike Promotion checks, which may only 
  be made once per level under normal circumstances, it 
  is possible for a character to qualify for a dozen medal 
  checks from one minute of combat.  A medal check is 
  rolled on d20, modiﬁed by your Charisma modiﬁer, 
  along with any speciﬁc criteria listed under the medal 
  itself. Medals may not be awarded unless you could 
  actually meet or exceed the DC on a roll of 20 or 
  less (in other words, a Natural 20 is not an automatic 
  success).
  bronze star 
  All; DC 18
  The Bronze Star is awarded for gallantry in combat 
  that does not rise to the level-meriting award of a 
  Silver Star.
  Prerequisite: This medal is earned in the same 
  fashion as the Silver Star, Distinguished Service 
  Medal, Distinguished Service Cross, and the Medal of 
  Honor, and is part of the same Medal Check as those 
  medals (roll once, modiﬁed rolls of 35 or higher result 
  in the Medal of Honor, 30 or higher the Distinguished 
  Service Cross, 23 or higher the Silver Star, 20 or 
  higher the Distinguished Service Medal, and 18 or 
  higher the Bronze Star).
  Effect: You gain a +4 bonus on your next 
  promotion check, and a +2 bonus on all future 
  promotion checks.
  distinguished service cross 
  All; DC 30
  The Distinguished Service Cross is awarded to 
  Army personnel who distinguish themselves through 
  conspicuous gallantry that does not rise to the level to 
  merit a Medal of Honor.  The Distinguished Service 
  Cross was created by President Woodrow Wilson to 
  honor American soldiers serving in Europe in WWI.
  Prerequisite: To check for this medal, you must 
  have participated in an encounter with an Encounter 
  Level higher than your level.  For each level the EL 
  is higher than your level, you gain a +1 to the medal 
  check for this medal. Make only one check for this 
  and the Medal of Honor, comparing the result of the 
  Medal Check to both DCs.  If the modiﬁed roll is 35 
  or higher, you are awarded the Medal of Honor only, 
  not both medals.  If the modiﬁed roll is 30 or higher, 
  you receive the Distinguished Service Cross.
  Effect: You make a Promotion check at +8 
  immediately upon receiving this medal.  If you also 
  gained a level as a result of the adventure in which 
  this medal was gained, you make a normal Promotion 
  check, and can gain 2 Ranks this level. You gain +4 on 
  all future Promotion checks. 
  distinguished service medal 
  All, other; DC 20
  The Distinguished Service Medal, unlike the 
  table 2-4: marine enlisted ranks
  Rank
  Name
  Promotion DC 
  Requisition Modiﬁer
  Pay Grade
  E-1
  Private
  ---
  +0
  +1
  E-2
  Private First Class
  15
  +1
  +2
  E-3
  Lance Corporal
  16
  +2
  +3
  E-4
  Corporal
  17
  +4
  +4
  E-5
  Sergeant
  20
  +6
  +5
  E-6
  Staff Sergeant
  21
  +8
  +6
  E-7
  Gunnery Sergeant
  22
  +10
  +7
  E-8
  Master Sergeant
  23
  +12
  +8
  E-8+
  First Sergeant
  25
  +14
  +8
  E-9
  Master Gunnery Sergeant
  26
  +16
  +9
  E-9+
  Sergeant Major
  27
  +18
  +9
  E-10
  Sgt. Maj. of the Marines 
  30
  +20
  +10
  Warrant Ofﬁcer Ranks (Requires 10 Skill Ranks in two skills)
  WO-1
  Warrant Ofﬁcer 1
  20
  +6
  +6
  WO-2
  Warrant Ofﬁcer 2
  22
  +9
  +7
  WO-3
  Warrant Ofﬁcer 3
  24
  +12
  +8
  WO-4
  Warrant Ofﬁcer 4
  26
  +15
  +9
  WO-5
  Chief Warrant Ofﬁcer
  28
  +18
  +10
  Ofﬁcer Ranks (Requires Ofﬁcer Candidate School)
  O-1
  2nd Lieutenant
  20
  +6
  +6
  O-2
  1st Lieutenant
  22
  +9
  +8
  O-3
  Captain
  24
  +12
  +10
  O-4
  Major
  26
  +15
  +12
  O-5
  Lieutenant Colonel
  28
  +18
  +14
  O-6
  Colonel
  30
  +21
  +16
  O-7
  Brigadier General
  32
  +24
  +18
  O-8
  Major General
  34
  +27
  +20
  O-9
  Lieutenant General
  36
  +30
  +22
  O-10
  General
  38
  +33
  +24
  
  30 
  military training
  Distinguished Service Cross or the Medal of Honor, 
  is awarded for meritorious army service either in 
  combat or peacetime, of a particularly meritorious 
  nature.  The Distinguished Service Medal may also 
  be awarded to non-Army personnel who perform 
  meritorious service in wartime, at the discretion of the 
  President.  In WWI, for example, the allied generals 
  of France, Britain, Italy, and Belgium were awarded 
  Distinguished Service Medals.
  Prerequisite: For combat service, this medal is 
  earned in the same fashion as the Distinguished 
  Service Cross, and the Medal of Honor, and is part 
  of the same Medal Check as those medals (roll once, 
  modiﬁed rolls of 35 or higher result in the Medal of 
  Honor, 30 or higher the Distinguished Service Cross, 
  20 or higher the Distinguished Service Medal).  For 
  peacetime, if you make a skill check roll of a natural 
  20, that results in at least 50 HD of lives being saved, 
  then you may check for this medal.
  Effect: You gain +8 to your next Promotion check, 
  and a +4 to all future Promotion checks. 
  table 2-5: navy enlisted ranks
  Rank
  Name
  Promotion DC 
  Requisition Modiﬁer
  Pay Grade
  E-1
  Seaman Recruit
  ---
  +0
  +1
  E-2
  Seaman Apprentice
  15
  +1
  +2
  E-3
  Seaman
  16
  +2
  +3
  E-4
  Petty Ofﬁcer 3rd Class
  17
  +4
  +4
  E-5
  Petty Ofﬁcer 2nd Class
  20
  +6
  +5
  E-6
  Petty Ofﬁcer 1st Class
  21
  +8
  +6
  E-7
  Chief Petty Ofﬁcer
  22
  +10
  +7
  E-8
  Senior CPO
  23
  +12
  +8
  E-9
  Master CPO
  27
  +18
  +9
  E-10 
  Master CPO of the Navy
  30
  +20
  +10
  Warrant Ofﬁcer Ranks (Requires 10 Skill Ranks in two skills) 
  WO-1
  Warrant Ofﬁcer 1
  20
  +6
  +6
  WO-2
  Warrant Ofﬁcer 2
  22
  +9
  +7
  WO-3
  Warrant Ofﬁcer 3
  24
  +12
  +8
  WO-4
  Warrant Ofﬁcer 4
  26
  +15
  +9
  WO-5
  Chief Warrant Ofﬁcer
  28
  +18
  +10
  Ofﬁcer Ranks (Requires Ofﬁcer Candidate School)
  O-1
  Ensign
  20
  +6
  +6
  O-2
  Lieutenant Junior Grade
  22
  +9
  +8
  O-3
  Lieutenant
  24
  +12
  +10
  O-4
  Lieutenant Commander
  26
  +15
  +12
  O-5
  Commander
  28
  +18
  +14
  O-6
  Captain
  30
  +21
  +16
  O-7
  Rear Admiral, Lower
  32
  +24
  +18
  O-8
  Rear Admiral, Upper
  34
  +27
  +20
  O-9
  Vice Admiral
  36
  +30
  +22
  O-10
  Admiral
  38
  +33
  +24
  table 2-6: above o-10 
  Name
  Promotion 
  DC 
  Requisition 
  Modiﬁer
  Pay 
  Grade
  (All Branches of Service)
  Joint Chiefs
  40
  +40
  +28
  Chairman Joint Chiefs
  45
  +46
  +32
  expert badge
  All
  You have passed the proper expert exam and been 
  recognized with a badge of achievement.
  Prerequisite:  Weapon Focus feat
     Effect:  The character gains a +2 bonus on 
  Promotion checks until the character gains one rank.
  marksman badge
  All
  You have passed the proper marksmanship exam 
  and been recognized with a badge of achievement.
     Prerequisite: Marksman 1
     Effect: The character gains a +2 bonus on 
  Promotion checks until the character gains one rank.
  medal of honor
  All, DC 35
  The Medal of Honor is awarded by the President, 
  on behalf of congress, for conspicuous gallantry 
  and intrepidity at the risk of his or her life above 
  and beyond the call of duty, while engaged in action 
  against an enemy of the United States.
  Prerequisite: To check for this medal, you must 
  have participated in an encounter with an Encounter 
  Level higher than your level. For each level the EL 
  is higher than your level, you gain a +1 to the medal 
  check for this medal.  Realistically then, this medal 
  will only be awarded for very dangerous encounters.
  Effect: You make three Promotion checks at +12.  
  You may gain rank from all three of these checks, and 
  if you gain a level, may gain one rank in the normal 
  fashion.  You gain a +4 Reaction from all characters 
  
  31 
  military training
  with Allegiances to military, country, patriotism, 
  loyalty, etc.  You gain +8 on all future Promotion 
  checks. 
  purple heart
  All
  A decoration awarded to members of the armed forces 
  who have been wounded in action.
  Prerequisite: Must sustain at least 25% hit point 
  loss due to enemy action.
  Effect: You gain a +1 bonus on the next, and all 
  future Promotion checks.
  Special: If you receive more than 2 Purple Hearts in 
  a six month period, or more than three Purple Hearts 
  total, you must go before a Medical Review Board 
  within 60 days of completely healing up to ensure 
  that you are still ﬁt for duty. If you cannot succeed in 
  attribute checks (DC: 15) for each attribute, you will 
  be discharged from the military or assigned to a desk.
  sharpshooter badge
   All
  You have passed the proper Sharpshooter exam and 
  been recognized with a badge of achievement.
  Prerequisite: Sharpshooter 1
     Effect: The character gains a +2 bonus on 
  Promotion checks until the character gains one rank.
  silver star 
  All; DC 23
  The Silver Star is awarded for gallantry in combat 
  that does not rise to the level meriting award of a 
  Distinguished Service Medal.
  Prerequisite: This medal is earned in the same 
  fashion as the Distinguished Service Medal, 
  Distinguished Service Cross, and the Medal of Honor, 
  and is part of the same Medal Check as those medals 
  (roll once, modiﬁed rolls of 35 or higher result in 
  the Medal of Honor, 30 or higher the Distinguished 
  Service Cross, 23 or higher the Silver Star, 20 or 
  higher the Distinguished Service Medal).
  Effect: You gain a +6 bonus on your next 
  Promotion check, and a +4 bonus on all future 
  Promotion checks.
  example military characters
  Players familiar with the original Blood and Guts will notice that character creation in 2nd edition is quite 
  different. The original Blood and Guts was very speciﬁc. If you wished to be a member of the SEALs, you 
  built up to the prerequisites, and took a level of the SEAL Prestige Class. The new edition is much more 
  freeform.  To help illustrate how new military characters are developed with the new system, we provide a 
  couple examples.
  Let us say a player wants his character to be in a Light Cavalry unit. He might take MOS Armor and then 
  levels in the Recon Training class. If that character later became the commander of his unit, he might then 
  add the Leadership Training class to the mix. His actual profession has not changed. His “archetype” is still 
  a Light Cavalryman and his “profession” is still soldier. 
  Another character might want to play the gunner on a M-1 Abrams tank crew. This character would 
  also take MOS Armor but would be more likely to opt for Assault Training. Later the character could be 
  assigned to make regular runs through a hostile city, looking for insurgents. He might then take some 
  levels in Recon Training to make himself a harder target to surprise. Again his archetype and profession are 
  unchanged. 
  v-device 
  All; DC +2
  The V-Device is a small addition to the medal, but 
  one that changes the meaning entirely. A V-Device 
  signiﬁes valor in combat or a dangerous situation, and 
  enhances the Bronze or Silver Star that it is attached 
  to. It is often used to signify a valorous action that did 
  not meet the requirements for the next highest level, 
  but many soldiers consider a Bronze Star for Valor 
  more impressive than a Silver Star.
  Prerequisite: The V-Device is earned in the same 
  fashion as the Silver Star or Bronze star, and is part of 
  the same Medal Check as those medals. However, this 
  device may only be earned for actions under ﬁre.
  Effect: You gain a +2 bonus on his next Promotion 
  check, and a +1 bonus on all future Promotion 
  Checks.
  
  32 
  military training
  open game license
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modiﬁcation, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly 
  identiﬁed as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative 
  works under copyright law, but speciﬁcally excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identiﬁed as Product identity by the owner of the Product Identity, and 
  which speciﬁcally excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must afﬁx such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufﬁcient 
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identiﬁcation: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  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: Military Training Manual: 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.
  Designation of Open Gaming Content: The following sections of 
  Blood and Guts 2: Military Training Manual 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™.
  Introduction: This entire section is closed content.
  Chapter 1: All of the text in this section is open content.
  Chapter 2: The MOS and Medal descriptions are closed content.  All 
  other text is open content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Blood and Guts/2nd Edition/Military Training Manual (screen).pdf