TEXT:  
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  Fraser Ronald/Author 
  Dean Martin/Graphic Design & Cartography 
  Rob Wakefield/Cover 
   
   
   
   
   
  Photos Courtesy of: 
  US Department of Defense at defenselink.mil 
   
  A Very Special Thank You to: 
  Brad Clark/Military Consultant 
  Brad Clark, Sandy Mackay, Chris Pockett/Play Testers 
  Colin Couchman/Technical Support 
  Rob Wakefield/Advertisement Graphics 
   
  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. 
   
   
  
   
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  The Qalashar Device can be played as a one-shot 
  or as the second in the Albenistan series of 
  adventure supplements from Sword's Edge 
  Publishing's “SEP Spec Ops” line. The first 
  adventure is Raid on Ashkashem. In it, a group of 
  special operatives raided what they believed to 
  be a drug smuggling way station only to find 
  evidence of connections to nationalist extremists. 
  If the players have not completed Raid on 
  Ashkashem, some alterations to the initial 
  briefing will be necessary. Like the previous 
  supplement, this adventure is set in a fictional 
  former Soviet Republic called Albenistan, 
  however, it can be set in any real-world country. 
  Information on Albenistan is included in 
  Appendix 6: Albenistan. The names in this 
  supplement are in keeping with Central Asia and 
  the equipment is all Russian/Soviet, but the 
  setting can be changed from the former Soviet 
  Union to Africa, South America, the Golden 
  Triangle or even the United States of America or 
  Canada. Moving the adventure from its point of 
  origin would necessitate new names for all the 
  NPCs and new equipment for the bad guys.  
   
  In this adventure, the PCs are sent to 
  investigate a military complex thought to be 
  abandoned. Based on information gained at 
  included in this supplement. The “Big Bang” 
  series is grounded strongly in the real-world 
  Ashkashem, the Secret Intelligence Service 
  believes the complex may be a base for an 
  extremist terrorist group. Further, there are some 
  fears that a special weapon is being developed 
  there. The PCs must reconnoiter the complex and 
  decide on a course of action. The complex is 
  being used by extremists, so the PCs are faced 
  with a fight. 
   
   
  NOTE: Please read through the entire 
  adventure before attempting to lead players 
  through it. Players who intend to play this 
  adventure should not read any further. This 
  adventure requires only the d20 Modern 
  Roleplaying Game to play. While the stats for 
  any new weapon can easily be extrapolated from 
  existing weapon stats, Big Bang # 9 from 
  Alternate 
  Realities 
  Press 
  offers 
  extensive 
  information and stats on each of the weapons 
  performance of the weapons rather than that of 
  cinematic action. Both Blood & Guts: Modern 
  Military and Blood & Guts: In Her Majesty's 
  Service from RPG Objects include information  
   
  on role-playing military characters. Other 
  resources for military weapons include Ultra 
  Modern Firearms from Green Ronin and 
  Weapons Locker from Wizards of the Coast. 
  Guardians of Order have released Military 
  Vehicles, a sourcebook that is compatible with 
  the d20 system. 
   
  The 
  bold/dark 
  green 
  text 
  contains 
  information to be related to the players. Regular 
  text contains information for the GM which the 
  GM may or may not relate to the players. 
   
   
  Story: The UK's spy agency, the Secret 
  Intelligence Service (SIS) executed a raid on a 
  drug smuggling way station near the village of 
  Ashkashem in the Republic of Albenistan, along 
  its border with Afghanistan. Information from 
  that raid revealed the existence some kind of 
  weapon — referred to as "the Device." This 
  information has lead to an abandoned vehicle 
  repair facility near the village of Qalashar. It is 
  believed to be a base of the terrorist extremist 
  group Holy Motherland Albenistan (HMA), 
  information on which is included in Appendix 7: 
  Organizations. The facility had been used by the 
  Soviets during their occupation of Afghanistan 
  but since the collapse of the USSR, it has fallen 
  into disuse. Recent image intelligence indicates a 
  large number of vehicles on the premises, and 
  the SIS requires solid information on. The HMA 
  is suspected of using this facility. Further, the 
  Device may be at this location. In order to 
  maintain the element of surprise, the Increment 
  has been ordered to reconnoiter the facility 
  ASAP. Based on the information from the 
  reconnaissance, an attack will be deemed 
  necessary. 
   
  What is unknown to the SIS is that the HMA 
  is in league with a rogue faction of Albenistan’s 
  Security 
  and 
  Intelligence 
  Group 
  — 
  a 
  paramilitary wing of the Ministry of the Interior. 
  This rogue faction is part of an anti-government 
  conspiracy, bent on removing President Abdul 
  Umarov and his supporters and installing a 
  military dictatorship. The HMA and SIG rogue 
  faction are using the facility to repair old Soviet 
  armored vehicles and missile launchers which 
  they intend to use in their eventual coup d’etat. 
  Hidden among the repair and storage facilities is 
  a rudimentary biological warfare laboratory in 
  which a viral agent has been created. If this 
  adventure is being used as a one-shot, the Device 
  — a suitcase device for spreading a virulent form 
  of the Ebola virus — can be found in 
  Observation in Building X. If this supplement is 
  
   
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  used as part of the Albenistan series, a device has 
  been removed from the facility, and this leads to 
  the next adventure, The Khorforjan Gambit. 
   
  In The Khorforjan Gambit, the Increment 
  will have tracked the leader of the HMA, Abbas, 
  and the leader of the SIG rogue faction, Colonel 
  Olim Iskanov, to the city of Khorforjan. 
  Khorforjan is now home to many charitable 
  Non-Government Organizations attempting to 
  alleviate the suffering of the populace situated 
  along the border with Afghanistan. Further, 
  Camp Parker, the headquarters for the UN’s 
  Central Asian Stabilization Force – Albenistan 
  (CASFOR-A), is just outside of Khorforjan. The 
  UN forces are attempting to secure the area 
  along the Afghanistan border. While the SIS 
  fears that Abbas may have plans to take the 
  Device out of the country, the information 
  collected by the PCs and the Increment will lead 
  them to Khorforjan and a final confrontation 
  with Abbas and Colonel Iskanov. 
   
  The map in the Command & Control 
  building in Raid on Ashkashem leads the PCs to 
  the base at Qalashar. If the PCs did not make 
  note of this, one of the SBS support personnel or 
  Lt. Cameron Sykes noted it and retrieved the 
  map for intelligence purposes. The NPCs Jubair 
  and Bahridin Sulaimonov both know about the 
  Qalashar base, and if they were taken prisoner, 
  they could provide intelligence on its location 
  and its use by the HMA. They do not know the 
  precise nature of the Device, but they will know 
  it is a weapon. 
   
  As with Raid on Ashkashem, the use of the 
  Increment is not essential to the plot. If the 
  characters are from the US Military, perhaps the 
  CIA's Special Activities Division has requested 
  their participation in the mission. If the prime 
  motivator for this adventure is the CIA, the SAS 
  operators supporting the PCs in this adventure 
  could be US Navy SEALs, Delta Force or even 
  US Army Special Forces (Airborne) and the 
  aircraft of 7 Squadron and 16 Air Assault 
  Brigade could be from the 160th Special 
  Operations Aviation Regiment, known as the 
  Nightstalkers. Further, a completely fictional 
  unit can be created which could be useful if 
  characters come from disparate backgrounds. 
  Appendix 7: Organizations includes information 
  on the Increment as well as information on a 
  "Department 7" unit called the NATO Special 
  Actions Group. 
   
   
  Prologue - the Unit Reactivation: Each of 
  the characters should belong to one of the United 
  Kingdom's special operations forces, such as the 
  SAS or SBS. The rules supplement Blood & 
  Guts: In Her Majesty's Service includes a 
  prestige class for Increment members, though 
  none of the characters need levels in that class. 
  Further, while the adventure is intended for 
  military characters, if the PCs are not military, 
  perhaps they have some special skill or ability 
  that leads to their recruitment. The adventure is 
  not well suited for a non-military campaign, 
  however the Special Actions Group, as described 
  in Appendix 7: Organizations, might be a section 
  of Interpol and the group may be acting on a 
  request from the Albenistani government. 
  Finally, plot hooks for character not in the 
  military 
  can 
  be 
  found 
  in 
  Appendix 
  1, 
  coincidentally titled Plot Hooks. 
   
  If the group completed Raid on Ashkasham, 
  Captain David Hensley — or whomever acted as 
  the prime motivator in that earlier adventure — 
  reactivates the group, still at the base in 
  Uzebkistan from which they launched their 
  previous mission. If the PCs are recovering from 
  injuries, they can still be activated. The 
  reactivation will come once a majority of the 
  PCs are almost fully healed (at least 90% of their 
  total hit points) and the rest have at least three-
  quarters of their hit points. The reactivation is 
  supposed to happen soon after the Ahskashem 
  raid (known as Operation PAVEMENT), but if 
  the PCs were heavily wounded in that adventure, 
  the timetable can be pushed back to allow for 
  recovery time. 
   
   
   
   
   
  It's 0700, a couple of days since your 
  return from the Ashkashem operation, and 
  you have been gathered in the mess for 
  another briefing. A number of men in civilian 
  clothes — by their poise and attitude, you 
  place them as operators — sit and stand near 
  the far table and the map board beside it. 
  These operators aren't the SBS team that 
  supported you in Ashkasham, and they eye 
  you with barely concealed curiosity and 
  suspicion. You have a fair idea that something 
  big, 
  likely 
  something 
  to 
  do 
  with 
  the 
  Ashkashem raid, is afoot. Lt. Cameron Sykes, 
  who led the SBS team, sits at the head of the 
  table. He has some empty chairs around him 
  and waves you over. 
   
  The map board has a picture of a 
  relatively large facility on it. Along with the 
  political map of Albenistan is a smaller scale 
  
   
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  map of an area along the border with 
  Afghanistan, between the towns of Sharan 
  and Qalat. Before you have a chance to ask 
  Cam anything, Captain Hensley enters the 
  room. The room drifts into silence. 
   
  The captain's eyes move from one 
  member of your team to the next as he speaks. 
  "Operation PAVEMENT was a big success. 
  We made a good intel catch. Based on 
  information from the raid, London has 
  reactivated your unit. We have reason to 
  believe that this place," the captain taps the 
  facility picture, "needs a good eye-balling. We 
  may have bigger problems than opium and 
  drug smugglers." 
   
  "These are pictures of the Qalashar 
  Vehicle Maintenance Facility. This place was 
  abandoned by the military back in '98, but it 
  seems to be back in action. We've had little 
  luck getting intel on the target. We were able 
  to get the Americans to task a satellite to 
  photograph the complex. Weather conditions 
  made that difficult and the image intelligence 
  we have is low grade. We've lost three UAVs 
  trying to get further pics. What I can tell you 
  is that the facility is near the village of 
  Qalashar, about 12km south of Sharan and 15 
  km east of Qalat, nestled in nice and tight 
  near the Afghani border. No surprise there. 
  We all know the border area has more guns 
  and more problems than any town out of a 
  Wild West movie. Other than that, we've got 
  two main problems — we've got no intel and 
  the clock is ticking."  
   
  The captain sticks a red tack in the map 
  between Sharan and Qalat. "The CIA and SIS 
  have assets on the ground near Qalashar, and 
  the people are claiming ignorance. The locals 
  know there are people at the facility but they 
  believe they are squatters, farmers. There 
  doesn't seem to be any contact between the 
  village and the facility, so the villager’s 
  ignorance 
  isn't 
  particularly 
  surprising. 
  Squatters or not, something is going on at the 
  facility. 
   
  "Photo interpretation indicates lines of 
  vehicles. 
  During 
  the 
  occupation 
  of 
  Afghanistan, this place was a military base 
  and repair facility for Soviet vehicles deployed 
  to Afghanistan. It got reopened by the 
  Albenistani military, though by all accounts 
  wasn't much good at anything. Cutbacks and 
  a currency crisis led to its closure in 1998. No 
  one's heard much about it since. As it stands, 
  the resolution of this photo is too poor to 
  judge if those are wrecks or working vehicles. 
  The local authorities aren't particularly 
  concerned about this place, but we are. 
  Intelligence retrieved from the Ashkashem 
  camp referred to a base at or near the village 
  of Qalashar. Since there isn't much else 
  around, this is likely the place. 
   
  "Worse news. We have a letter to one 
  Jubair from a character named Abbas in 
  which this Abbas refers to a device or weapon 
  that will 'strike fear in the hearts of the enemy 
  and destroy their feeble resolve.' This sounds 
  pretty ominous. The characters running the 
  camp in Ashkashem were part of an extremist 
  group 
  calling 
  itself 
  Holy 
  Motherland 
  Albenistan. They have the usual hatred of the 
  West and consider the democratically elected 
  government of Albenistan puppets of some 
  international conspiracy apparently headed 
  by the US. This Holy Motherland Albenistan 
  is reported to be small but very hardcore, and 
  London is worried what this device might be. 
  Based on our sketchy intelligence, we're 
  hoping to find the device in Qalashar and 
  maybe Abbas as well. We don't have much 
  time and this chance is too good to pass up. 
  The speed and secrecy of the raid on 
  Ashkashem leads us to hope that anyone at 
  the Qalashar base won't know that the hunt is 
  on. That's not going to last, so we need to size 
  up the target and do what needs to be done."  
   
  "Welcome to Operation DISCONNECT." 
   
  Captain Hensley gestures to Cam, who 
  rises to address the gathered operators. 
  "London considers this so important that the 
  SAS has tasked a squadron to support our 
  team. For this mission, the SAS element will 
  be divided into Black, White, Green and Gold 
  Troops. The Increment section is designated 
  Red Troop for this mission. Red Troop is 
  tasked to recon the site tonight while Black 
  and White Troops provide support. Green 
  and Gold Troops will remain at the insertion 
  point and will be ready to assist. 7 Squadron 
  will be giving us a ride and 16 Air Assault is 
  sending further air assets that will hopefully 
  arrive before dawn. 
   
  “Insertion will be made by Chinooks, 5 
  kilometers east of the target. The loss of the 
  UAVs lead us to believe that the target is 
  protected 
  by 
  substantial 
  SAM 
  assets. 
  Movement to the target will be on foot. We 
  don’t have the assets to transport the 
  necessary number of vehicles. I figure a 5 
  klick hike will be a walk in the park for you. 
   
  "For now, this is a reconnaissance 
  mission, but it could become a strike at the  
  
   
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  drop of a hat. Personal load-out should be for 
  a single night. If our information is correct, 
  and this is some kind of terrorist base, we'll be 
  looking at an extended stay and likely an 
  assault. Supplies and equipment for an 
  extended stay will be loaded on to the 
  Chinooks and dropped off at the insertion 
  point and remain there under guard by Green 
  and Gold. Questions?" 
   
   
   
  A squadron consists of four troops. Each 
  troop consists of 4 patrols of 4 men, which 
  means a troop has sixteen operators. While the 
  PCs are designated as a troop, they are really 
  more of a patrol. However, as the PC's team is 
  operationally and functionally separate from the 
  SAS element, the Increment element has been 
  designated as a troop. 
   
  Cam and the captain will answer any 
  questions that they can, but they have no further 
  information. If you believe that the Increment's 
  intelligence assets might have the answer to a 
  player's questions, render what answer you deem 
  proper. 
   
   
  Cam taps the picture of the facility. 
  "Okay, let's hear some options. Red Troop, 
  you'll be in the lion's den, so I'd like to hear 
  your thoughts on this." 
   
   
  The planning session should be about 
  brainstorming and exchange of ideas. Captain 
  Hensley and Cam will only get involved if the 
  PCs have moved far off track. The mission is 
  intended as reconnaissance, so while battle plans 
  may become necessary, the priority is getting 
  eyes on the facility and information back to base. 
  Equipment is limited. Air assets from 16 AAB 
  will become available later, but the PCs cannot 
  count on these at the outset. These assets, like 
  the SAS squadron, should be used in a narrative 
  role only, with success or failure based on the 
  judgment of the GM and the necessities of the 
  story rather than the roll of the dice.  
   
   
  Captain Hensley rises from his chair. "All 
  right then, I expect equipment reqs on my 
  desk no later than 1200. Launch time for this 
  mission will be 1900. I will expect a report 
  tomorrow at 2200 and a decision will be made 
  regarding further actions at that time. While 
  there is no order for radio silence, keep the 
  traffic to a minimum. We believe the facility 
  may have radio towers, which could be simply 
  broadcast, but might also be used for 
  eavesdropping or triangulation. It would be 
  best not to alert the enemy to your presence. 
  Contact will be made by encrypted, burst 
  transmission." 
   
  Without another word, the captain 
  marches out of the room. There is silence, for 
  a moment. Cam speaks first. "Okay, you 
  heard him. Let's move like we have a 
  purpose." 
   
   
  The 
  PCs 
  will 
  need 
  to 
  requisition 
  communications equipment, including a satcom 
  terminal — encryption and burst capable — 
  surveillance equipment and a GPS receiver. If 
  they don’t think to requisition these items, the 
  captain or Cam will remind them to do so. 
   
  The team cannot be inserted any closer than 
  5 km due to fears of alerting the base and the 
  possibility of SAM batteries. The insertion 
  should take place at approximately 2130, which 
  means the team should be in place at the facility 
  by 2200. The day in which the PCs are infiltrated 
  counts as Day 1 and the day beginning at 
  midnight is considered Day 2. Green and Gold 
  Troops will remain at the insertion point with the 
  extra equipment and supplies. Each Troop 
  should have at least one satellite radio frequency 
  terminal (satcom) equipped for encrypted, burst 
  transmission, with which to contact HQ, as well 
  as one squad radio. If the PCs do not have a 
  satcom or a squad radio, Green Troop will loan 
  the PCs either or both.  
   
  Black and White Troops will join Red Troop 
  in advancing to the facility, but they are there for 
  overwatch and not to engage in reconnaissance 
  themselves. Given their training, the SAS 
  operators will likely garner much intelligence 
  regarding the facility and thus if the PCs miss 
  any important features, it is likely that at least 
  one SAS operator will have noticed it and 
  reported it through Cam. 
   
  Cam is in overall command of the SAS 
  element and is also in command of 5 Patrol of 
  Black Troop. 6 Patrol of Black Troop is 
  commanded by Staff Sergeant Trent Fielding. 5 
  and 6 Patrol will remain with Red Troop, 
  providing the PCs with round-the-clock guards. 
  6 Patrol is composed of two sniper teams, each 
  with one marksman and one spotter. Staff 
  Sergeant Fielding and Sergeant Wiley make up 
  one such team and their stats are available in 
  Appendix 2 - NPCs.  
  
   
  9
   
  The HMA at the facility do have radio 
  triangulation equipment and if the PCs use their 
  tactical radios on a regular basis or use their 
  satcom or squad radio in a mode other than burst, 
  there is a chance the communications technicians 
  at the facility will intercept their transmissions 
  and the PCs will lose the element of surprise. 
  Each time the PCs use their tactical radios for a 
  period of more than 5 minutes or they use the 
  satcom or squad radio in anything other than 
  burst mode, the Computer Tech situated at the 
  Comm. Room at the Gate Office must make a 
  Computer Use skill check against DC 15 to note 
  the transmission. Once the transmission has been 
  noted, the radio users must make an opposed 
  Computer Use skill check against the Computer 
  Tech. If the Computer Tech wins, he will have 
  traced the radio use and the base will be alerted 
  to the PCs presence. 
   
  The HMA have regular patrols around the 
  perimeter of the camp. These patrols consist of 4 
  Perimeter Guards. Each group is stationed on 
  one side of the base (north, east, south and west). 
  The groups have no set schedule or patrol 
  pattern, but they are also not particularly quiet. 
  They do not venture further than 1500 feet from 
  the camp. For every two hours that the PCs are 
  within 1500 feet of the edge of the camp, there is 
  a 1 in 20 chance (a roll of 1on a d20) that they 
  make contact with a patrol. If the PCs make a 
  successful Listen check against DC 10, they will 
  hear the patrol approaching. Remember, unless 
  the PCs are camouflaged or hidden somehow, 
  when the PCs can Spot the patrol, the patrol can 
  Spot the PCs.  
   
  If there is a firefight, all 4 of the perimeter 
  patrols will converge on the scene of the 
  firefight. The shifts for the patrols are 0800 to 
  1400, 1400 to 2000, 2000 to 0200 and 0200 to 
  0800. During shift changes, the patrols can be 
  noted leaving and arriving at Barracks.  
   
  The following includes timed events — 
  events that will only happen once and at a given 
  time. These events will change if the PCs attack 
  the facility early, which would — of course — 
  violate orders. Otherwise, if the PCs merely 
  reconnoiter the facility, they should note these 
  events. Further, general descriptions of the 
  visible areas are offered. This is what the PCs 
  will be able to see from a distance with 
  binoculars or other optical devices. More in-
  depth descriptions are given in Chapter 3 - the 
  Facility. 
   
   
  The land is a vacuous waste with little 
  vegetation. Some scrub grows on the sides of 
  the humped hills, along their slight slopes. 
  Gullies and divots mar the ground and even 
  the slightest movement kicks up small clouds 
  of dust and debris. Rather than sand, small, 
  sharp pebbles cover the ground. This 
  produces the expected crunch and grind 
  whenever you place your foot down. The 
  shifting, granular covering would be a terror 
  for all but the most sure of vehicles. 
   
   
  Arrival at the facility should be during 
  darkness. It is assumed the PCs will have 
  thought to bring Night Vision Devices and 
  electro-optical binoculars. As previously noted, 
  if the PCs did not requisition surveillance 
  equipment, the captain or Cam would have 
  reminded them of the necessity of such 
  equipment. Should the PCs still have forgotten 
  these things, the SAS can loan the team electro-
  optical binoculars, but that's all. 
   
  During the night: 
   
   
  The evening wind carries the muted 
  sounds of activity from the base. Most of the 
  buildings are dimly lit by exterior lights and 
  the chugging rhythm of electrical generators 
  all but drowns out the other sounds from the 
  facility. You can see movement among the 
  vehicles and around the buildings. 
   
   
  In the text relating to the various areas and 
  in Appendix 2 - NPCs, there is information on 
  guards, their patrol patterns and schedules. 
  Should the PCs attempt to covertly enter the 
  facility, this information will be important.  
   
  During the daylight hours of Day 2: 
   
   
  At about 1005, local, you notice a light 
  utility vehicle, like a large jeep approach from 
  the south. It appears to be some kind of small, 
  military transport, but it has no markings. 
  The truck drives up to the gate. What appears 
  like a friendly exchange follows. The two 
  occupants of the truck get out and offer the 
  two guards cigarettes. The four chat for a bit, 
  smoking. 
  Another 
  individual 
  exits 
  the 
  building. After the five chat a bit longer, 
  everyone waves good-bye. The two uniforms 
  get back in the truck and the third uniform 
  re-enters the building. The guards life the gate 
  barrier and allow the truck entry. The truck 
  proceeds to straight toward the largest 
  building.  
   
   
  If the PCs make a Knowledge (tactics) 
  check against DC 10, they will recognize the 
  
   
  10
  light utility vehicle (LUV) as a UAZ-469 — a 
  vehicle common through out the Commonwealth 
  of Independent States. The PCs should make a 
  Spot skill check against DC 10. If successful, 
  they will note that the occupants of the truck 
  wear military-style uniforms. If the Spot check is 
  successful against DC 15, it is also noted that the 
  uniforms 
  have 
  no 
  identifying 
  badges 
  or 
  markings. The PCs can make a Knowledge 
  (tactics) check against DC 15 to identify — with 
  fair certainty — the uniforms are in the style of 
  the Security and Intelligence Group (SIG), an 
  Albenistani paramilitary intelligence department 
  which is operated by the Ministry of the Interior. 
  The SIG is better supported than the Military 
  Intelligence Service, which is shared among all 
  branches of the Albenistani military. 
   
  Due to the direction of the truck and 
  buildings obstructing the line of sight, if the PCs 
  are observing the facility from the northeast, east 
  or southeast, they must make a Spot check 
  against DC 10 to continue following the truck's 
  progress. The truck is traveling to Building X. In 
  the narrative below, the main building refers to 
  Factory. 
   
   
  The truck disappears from your line of 
  sight for a moment, but you pick it up again 
  at the west side of the building just to the 
  south of the main building. It parks in front of 
  the structure. As at the gates, there is a pause 
  while the two uniforms share a cigarette with 
  three men who have come out of that 
  building. Cigarettes completed, the five begin 
  to unload boxes from the truck. 
   
   
  The three men referred to in the narrative are 
  all armed with AKMs. The PCs must make a 
  Spot check against DC 10 to note the markings 
  on the box. Once the PCs have noted the 
  markings, the PCs must make either a successful 
  Craft (pharmaceutical) check against DC 10 or a 
  Treat Injuries check against DC 15 to recognize 
  the markings and conclude that the boxes have 
  medical supplies. If a PC succeeds in his/her 
  Spot check against DC 15, that PC will note that 
  at least one box has the skull symbol for poison 
  and another has a biohazard marking. 
   
   
  After sunset on Day 2: 
   
  Cam has contacted you and requested a 
  meeting in order to discuss the report to HQ.  
   
   
  The PCs can decide where and even if this 
  meeting will take place. It is likely a good idea to 
  meet physically, as extensive radio traffic might 
  be intercepted and the base alerted. If a physical 
  meeting is agreed to: 
   
   
  Red, Black and White Troops are 
  gathered together. Most of the operators sit or 
  squat in a small, tight circle, but four spotters 
  — one at each compass point — crouch with 
  their backs to the meeting, close enough to 
  hear and contribute, but watching the 
  approaches. Cam kneels in the centre of the 
  group. 
   
  "Okay, we need to send a concise report 
  that gives all the information gathered. Red 
  Patrol, it’s your call. Anything you want to 
  discuss?" 
   
   
  If the PCs missed the delivery truck 
  (unlikely) or did not see the actual delivery of 
  medical supplies, one of the SAS operators noted 
  it. Further, any aspect of the buildings below that 
  the PCs didn't note, one of the SAS operators 
  will mention it.  
   
  Captain Hensley is waiting for the satcom 
  communication. He will need information on 
  guards, weapons, equipment and any suspicious 
  activity. Considering that the facility is supposed 
  to be abandoned and that there are lots of men 
  with weapons, it is obvious something suspicious 
  is happening. As long as the captain is made 
  aware about the SAM and SSM launchers, he 
  will make the decision to leave Red Troop to 
  continue the reconnaissance. If this information 
  is not given to him, he will pull everyone out and 
  reconsider the approach to the situation. 
   
  After the information is delivered, the team 
  is told to await contact at 2230 for further 
  instructions. The call comes through at 2230. 
   
   
  Captain Hensley's voice comes through 
  the satcom. "The decision has been made to 
  keep watch on the facility through the day. 
  Red Troop, along with 5 and 6 Patrol will 
  maintain position to keep the facility under 
  surveillance. All other personnel, including 
  Lieutenant Sykes, are to return to the 
  insertion 
  point 
  for 
  exfiltration. 
  The 
  information has been delivered to the highest 
  level and a decision is forthcoming. I would 
  expect that we will need to neutralize this 
  facility, so be ready to move into action 
  tomorrow. Check in at 2200 tomorrow for a 
  possible rendezvous for 0200. Understood?" 
   
   
  During the morning of Day 3: 
   
  You notice a group of five men digging in 
  an area just outside the northeast perimeter 
  
   
  11
  of the base. Behind them is a corridor marked 
  by two lines of red flags. Two men are 
  digging, while another has a device that he is 
  sweeping the ground with. The last two men 
  are working on a round object that looks 
  somewhat like a model of a UFO from some 
  bad 1950s science fiction movie. 
   
   
  A successful Demolitions skill check against 
  DC 10 or a Knowledge (tactics) check against 
  DC 15 will allow the PCs to identify the round 
  object as an older style anti-personnel land mine. 
  It appears to be of mostly metal construction. A 
  similar check will allow the PCs to identify the 
  device used by the individual searching the 
  ground as a metal detector. 
   
  These men are working on the minefield that 
  protects the perimeter. If the PCs watch closely, 
  they will note that the mines are being removed, 
  tinkered with and replaced. There are no mines 
  being removed or planted along the corridor 
  marked by the flags. With a Navigate check 
  against DC 10, the PCs can make a fix on the 
  area if they later wish to attempt to pass across 
  that minefield. 
   
   
  The following occurs in the early afternoon, 
  around 1330 local. 
   
   
  You hear the revving of an engine and a 
  plume of smoke rises up from the inner line of 
  vehicles at the northeastern corner of the 
  base. These are large vehicles carrying 
  massive missiles. The sound and smoke comes 
  from two such vehicles, now running. After 
  the engines are revved a couple more times, 
  they slowly begin to drive away. They turn 
  south and drive to the small wall that 
  surrounds the base. Following this, they 
  traverse slowly, jouncing and rumbling over 
  the uneven ground. Finally, they pass the wall 
  and turn onto the relatively level path that 
  leads to the west. 
   
   
  Two of the working Frog-7 launchers are 
  being sent to another base as the HMA continues 
  to prepare for a move against the government. 
  The PCs do not have the assets to follow the 
  vehicle, and they should be warned against 
  leaving their posts. If, for some reason, they do 
  follow the vehicle, it will not be difficult to track 
  the vehicle, as these roads are rarely used. 
  However, even though the vehicles are moving 
  slowly, they will vastly outpace the PCs, and it 
  will take the PCs almost a week, across broken 
  and barren terrain with the ever-present threat of 
  bandits, to reach the camp to which the vehicles 
  have been sent. In the intervening period, 
  Captain Hensley will have tried to contact and 
  recall the PCs. They will be severely dressed-
  down and command of the action will be 
  transferred to Lt. Sykes. The PCs will still be in 
  on the attack, but they wouldn’t be the 
  commanders. 
   
   
  If the PCs do not make the satcom call at 
  2200 on Day 3, Captain Hensley will contact 
  them at 2210. If the captain must make the call, 
  he's going to be both worried and angry. 
   
   
   
  Once again, you speak directly to Captain 
  Hensley. "Be advised that Black, White, 
  Green and Gold Troops will be returning to 
  insertion point. ETA, 0100. Red Troop, 
  transmit a GPS fix of your position no later 
  than 0030.We don't want any blue on blue. 
  Expect full complement at your location 
  before 0200. Action to commence at 0300. As 
  the most familiar with the facility, Red Troop 
  will take command of the assault. I need 
  equipment reqs ASAP. Contact HQ at 2230 
  with reqs. Understood?" 
   
   
  The PCs can request anything within reason. 
  Since this is an assault on a large facility, as 
  many as four 81mm mortars are available. One 
  in four operators could be equipped with 
  L108A1s — the UK military variant of the FN 
  Minimi, known in the US as the M249 SAW. 
  Further, up to a dozen M72 LAWs are available 
  for the operators and the 16 AAB Gazelle's are 
  on standby and could be used for aerial support. 
  Before the Gazelles can be used, though, the 
  SAM threat must be neutralized. Within the 
  available troops there are of ten sniper teams — 
  each team consisting of a marksman and a 
  spotter — which includes 20 out of the total of 
  64 SAS operators. The sniper teams, though, are 
  also available for use in an assault.  
   
  Prisoners are expected and desired by HQ as 
  intelligence is needed. 7 Squadron has the assets 
  necessary to move the prisoners and the assault 
  team out once the threat of the SAMs is 
  neutralized. 
   
  Contact with the SAS element comes at 
  around 0130 in the morning of Day 3 
   
   
  Cam's voice comes through on your tac 
  radio. "Be advised, we're coming in from the 
  northeast. Hold your fire." 
   
  In surprisingly little time, Cam and the 
  three troops of SAS operators arrive at your 
  
   
  12
  position. There are muffled greetings and 
  Cam motions you all over. He crouches near 
  the center of your camp. "All right, here's the 
  deal as it stands. We will be assaulting the 
  facility. We need to capture Building C 
  intact." Cam's finger taps Building C on a 
  folded copy of the aerial photo. "From what 
  we've told them, HQ believes there may be a 
  lab in that building, possibly even chemical or 
  biological weapons. The rest of the facility is 
  fair game. HQ wants all the working vehicles 
  disabled. The Albenistanis aren't going to 
  bother with a clean-up for at least a few days, 
  so we have to do as much damage as possible 
  to deny the enemy use of the facility and the 
  vehicles. We need to be in place by 0250 for 
  an attack at 0300. Since you've got tactical 
  command of the assault, what are your 
  thoughts?" 
   
   
  Cam will listen carefully to the PCs plan. If 
  necessary, he will remind them that they have a 
  total of 64 men and they do not have artillery or 
  other heavy weapons unless there was a req for 
  mortars or LAWs. Staff Sergeant Fielding will 
  lend his voice to Cam's side, should Cam need to 
  dissuade the PCs from some ill-thought plan, 
  such as a frontal assault. 
   
   
  Once combat is over, the PCs can retire to a 
  safe distance and call in air assets. Gazelles and 
  Battlefield Lynxs from 16 Air Assault Brigade 
  have arrived and with the SAM threat 
  neutralized, they can come in and attack any 
  remaining targets. At the landing zone, four 
  ground laser target designators (GLTD) are 
  available to “paint” targets for air support. 
  Anyone can use the GLTD, and their ranged 
  attack bonus will be added to the attack bonuses 
  for the pilots. The GLTD incurs no range 
  penalties and has a range of 5 miles. The target 
  must be in the character’s line of sight to be 
  designated. 
   
   
  You hear them only slightly before you 
  see them. Popping up from behind hills are 
  three 
  small 
  but 
  heavily 
  laden 
  Gazelle 
  helicopters and two of the larger Battlefield 
  Lynx helicopters. They begin to launch 
  missiles. After each hit, a new target is 
  designated. The missiles travel with unerring 
  accuracy. The explosions echo across the hills 
  and the smoke begins to obscure the base. 
   
   
  With everything done, the PCs and their 
  support can return to the landing zone for 
  extraction by Chinook back to the base. If you 
  like, they can have a debrief session with Captain 
  Hensley in which the captain will point out 
  errors committed and suggest better options. 
   
   
  Area Descriptions 
   
  The game stats, schedule of movements, and 
  waypoints for the NPCs listed in this section can 
  be found in Appendix 2 - NPCs.  
   
   
  Barracks 
   
  This looks more like a complex than a 
  single building. From east to west it runs a 
  total of 240 ft. The middle section — about 
  100 ft total — is a single story. Two sections, 
  each 70 ft east to west are two stories. From 
  north to south the building is 80ft. 
   
   
  If viewed from the west, northwest or 
  southwest: 
   
  You note a large, 10ft sliding door. The 
  upper story has windows facing west. 
   
   
  If viewed from east, northeast or southeast:  
   
  On the second story of the eastern side of 
  the building, there are windows. 
   
   
  If viewed from the south, southwest or 
  southeast: 
   
  You note a double door near the 
  southeast corner of the building and another 
  single door about 80 ft from the western 
  corner. From this single door, you note 4 
  windows, 1 every 5 ft starting 5 ft from the 
  door. 
   
   
  Building X 
   
  If the PCs note the machinery and fan on the 
  north-east corner of the building, a successful 
  Craft (mechanical) check against DC 20 or a 
  Knowledge (Earth and Life Sciences) check 
  against DC 25 will reveal this to be a very 
  complex 
  environmental 
  control 
  system. 
  Knowing it is an environmental control system, a 
  successful Craft (mechanical) check against DC 
  15 or a Knowledge (Earth and Life Sciences) 
  check against DC 20 will reveal it has — what 
  appear to be — NBC (Nuclear, Biologic, 
  Chemical) filter mechanisms. 
   
   
  This building is 80 ft north to south and 
  160 ft east to west. 
   
   
  If viewed from the northwest or southwest: 
   
   
  You can see a large double door set in the 
  
   
  13
  west wall near the northern corner and 
  smaller door to the south. The double door is 
  about 40 ft wide and the smaller is about 20. 
  Both appear to slide open. 
   
  If viewed from the west: 
   
  You can see a large double door set in the 
  west wall near the northern corner and a 
  smaller door to the south. The double door is 
  about 40 ft wide and the smaller is about 20. 
  Both appear to slide open. There is a large 
  amount of machinery between the door and 
  the corner of the building. You note a large, 
  covered fan. 
   
   
  If viewed from the north, northwest or 
  northeast:  
   
  You note a door in the north wall about 
  30 ft from the eastern corner. There is a large 
  amount of machinery between the door and 
  the corner of the building. You note a large, 
  covered fan. 
   
   
  Carport 
   
  This is not so much a building as a roof. 
  There is some paneling on the north side, but 
  overall, there are no walls. From east to west, 
  this section runs 200 ft. From north to south, 
  it is 40 ft. Under this roof you note four light 
  utility vehicles and a couple of heavier 6X6 
  cargo transports. 
   
   
  If the PCs make a Knowledge (tactics)  
   
  check against DC 10, they will recognize the 
  light utility vehicle (LUV) as a UAZ-3151 — a 
  vehicle common through out the Commonwealth 
  of Independent States. 
   
   
  Emplacement 
   
  An earthen wall, almost twenty feet from 
  base to top, surrounds an area 240 ft north to 
  south and 200 ft east to west. The top has 
  stacked sandbags and you note machine guns 
  at each corner. You see the barrels of a couple 
  of artillery pieces pointing south. On the 
  north and west sides you note cut away 
  sections with staircases which would allow 
  access. 
   
   
  Factory 
   
  A PC must make a Spot check against DC 
  20 to note the machine gun emplacement on the 
  extreme eastern end of the roof, in the central 
  raised section. If the PCs have not seen a ZPU-4 
  previously, a successful Knowledge (tactics) 
  check against DC 5 will reveal that this is a 
  ZPU-4 emplacement. 
   
   
  This is an extremely large building. It is 
  240 ft north to south and 400 ft east to west. 
  There is a central section some 10 ft taller 
  than the rest of the roof, and the sides of this 
  section have windows. Some of these windows 
  appear to be boarded up. 
   
   
  After sunset: 
   
  You can see a very weak light through the 
  windows on the roof. 
   
   
  If viewed from the west, northwest or 
  southwest: 
   
  You note four large, sliding doors — each 
  about 10 ft wide — that seem to cover a single 
  40 ft opening. At this time, the sliding doors 
  are closed, allowing no view of the interior.  
   
   
  At night from the west, northwest or 
  southwest: 
   
  You can see a very slight opening — only 
  a crack really — between the centre two 
  doors. Some light emits from this crack, 
  through which a man might pass sideways. A 
  drum in front of the doors has a fire burning 
  in it, and two armed men stand near it. 
   
   
  There is no need to make a Spot check to 
  note the two guards as they are standing directly 
  beside a large source of illumination. 
   
   
  Gate Office 
   
  There are three guards by the radio towers 
  that patrol the area around the towers, the gate 
  office and the SIG barracks. There schedule of 
  movements is listed in the area description in 
  Chapter 3 - the Facility. If the PCs have not seen 
  a ZPU-4 previously, a PC can identify the quad 
  MG emplacement as a ZPU-4 with a successful 
  Knowledge (tactics) check against DC 5.  
   
   
  To the north of this building are two tall 
  radio towers at least 150 feet high. The 
  building itself is 80 ft square. On its roof is a 
  satellite dish. The second floor has a large 
  balcony, 40 ft north to south and 80 ft across 
  — covering the entire front of the building. 
  On that balcony is a quad MG emplacement 
  at its center with 2 regular machinegun 
  emplacements, one on the southwest corner 
  and one on the southeast corner. Two guards 
  stand at a ground floor door on the south side 
  of this building. You notice two men flanking 
  
   
  14
  the gate. All four of these guards are armed.  
   
   
  IFVs  
   
  This area includes a line of infantry fighting 
  vehicles running east to west (EW) and a line 
  running north to south (NS). The PCs can 
  identify the vehicles with a Knowledge (tactics) 
  check against DC 5 for each type of vehicle. 
  Each successful check indicates the PC can 
  identify one of the following: BMP-2s and, in 
  the EW line, 2 BMP-1s and 2 BRDMs with AT-
  5 
  Spandrel 
  launchers. 
  There 
  are 
  neither 
  mechanics nor guards in this area. 
   
   
  For the EW line: 
   
  The vehicles in this section, while not in 
  excellent condition, seem to be complete. They 
  are not clean and most have some form of 
  damage, be it dents and scratches or obvious 
  cannon or bullet strikes, but they appear 
  functional for the most part. 
   
   
  For the NS line, during daylight: 
   
  These vehicles are in obvious need of 
  repair. You cannot see a vehicle that is not 
  missing some part, be it an antenna, a wheel 
  or an entire turret. At the southern end of the 
  line, you note a pile of tracks and engine parts 
  beside a vehicle that is missing its turret. A 
  pole with what appears to be a lamp juts out 
  of the empty socket. 
   
   
   
  For the NS line during the night: 
   
  There are two lines of vehicles, one 
  running east to west and another running 
  north to south. A light hangs from a pole set 
  in the centre of the southernmost vehicle in 
  this line. The vehicle has no turret, and the 
  makeshift lamp-post juts out from this 
  opening. 
   
   
  LAVs  
   
  This area has a line of light armored 
  vehicles, both functional and damaged. A PC 
  that succeeds in a Spot check against DC 15 will 
  note the group of three mechanics working on a 
  BRDM-2 near the centre of the line. At night, 
  four guards cluster near the southern extreme of 
  the line, smoking and talking. A Spot check 
  against DC 15 will allow a PC to note them. The 
  PCs can identify the vehicles with a Knowledge 
  (tactics) check against DC 5 for each type of 
  vehicle. Each successful check indicates the PC 
  can identify one of the following: BRDM-2s, 
  BTR-70s and BTR-80s. 
   
   
  This area has a long line of light armored 
  vehicles. You can distinguish three different 
  types of Russian LAVs. Along the southern 
  end of the line, you notice that some of these 
  vehicles are missing wheels, turrets or doors 
  and some are missing all. The northern end of 
  the line seems to have vehicles that appear 
  mostly 
  complete, though 
  whether 
  these 
  vehicles are functional is uncertain. 
   
   
  SAMs (R)  
   
  The SAM launchers in this area are in the 
  midst of being repaired. There are four 
  mechanics working on two of the SA-8 Gecko 
  transporter erector launcher and radar vehicles 
  — TELARs. One group of mechanics travels 
  here from SSMs (B), where they are scavenging 
  parts. At that time, there will be two LUVs. A 
  PC who succeeds in a Craft (mechanical) check 
  against DC 25 will note that none of the 
  TELARs in this area are functional. The high DC 
  indicates the difficulty in making such a 
  judgment at a distance. The PCs can identify the 
  vehicles with a Knowledge (tactics) check 
  against DC 5 for each type of vehicle. Each 
  successful check indicates the PC can identify 
  one of the following: SA-8s and SA-9. 
   
   
  You see a long line of self-propelled 
  missile launchers. Many of them have 
  damaged tracks, removed panels and missing 
  launch towers. Near the centre of the line, you 
  see forms moving around two of the vehicles. 
  A small truck is parked just south of the line 
  of vehicles. 
   
   
  Just to the south of the SAMs is the 
  Lavatory building. This is a small 20 ft X 20 ft 
  structure. At night, two guards wander the area 
  around the lavatory, which is lit during the night. 
  These two guards follow no set pattern, but they 
  also don't move more than 100 ft from the 
  Lavatory structure. A PC would need to make a 
  successful Spot check against DC 20 to note the 
  guards. 
   
   
  SAMs (W)  
   
  This area has working SAM launchers. 
  During the day, two mechanics are busy wiring 
  up the SAMs to the controlling computer found 
  in Computer Room at Gate Office. A PC must 
  make a Spot check against DC 15 to note the 
  mechanics, who are working near the center of 
  the line. The PCs can identify the vehicles with a 
  Knowledge (tactics) check against DC 5 for each 
  type of vehicle. Each successful check indicates 
  
   
  15
  the PC can identify one of the following: SA-9 
  and SA-8 TELARS. The western half of the line 
  is made up of SA-9 launchers, while the other 
  launchers are for SA-8s. 
   
   
  This 
  line 
  of 
  self-propelled 
  missile 
  launchers are dirty and appear ill-maintained, 
  however, all 12 have missiles in their 
  launchers. There are at least two different 
  types of missile launchers. All the launchers 
  are pointed north. 
   
   
  At night, two guards stand just beyond the 
  western edge of the line of launchers. They are 
  usually sitting or crouching, smoking and 
  talking, not being very observant. A PC must 
  make a Spot check against DC 20 to note the 
  guards. 
   
   
  SIG Barracks: 
   
  This long, single story building is about 
  300 ft, north to south and about 80 ft east to 
  west. It has windows all around it. 
   
   
  If viewed from the east, northeast or 
  southeast: 
   
  You note a double door near the 
  northeast corner on the east wall and another 
  on the east wall about 120 ft from the 
  southeast corner. 
   
   
  SSMs (B)  
   
  This area is filled with SSMs (and some 
  SAMs) that are broken. These vehicles are not 
  operational. 
   
   
   
  Scattered around the area are multiple 
  hulks of launch vehicles. None of the vehicles 
  appear functional. Some are missing their 
  cabs, others missing tracks, wheels, launchers 
  or other components. The area is not only a 
  disorganized mess of vehicles, but also parts. 
  It seems nothing more than a junkyard.  
   
  You see small knots of people working 
  around these desiccated remains of vehicles. 
  They seem to be scavenging parts, loading 
  them into trucks and driving either north, to 
  the line of vehicles there, or south, past the 
  main facility. 
   
   
  PCs can identify the vehicles with a 
  Knowledge (tactics) check against DC 5 for each 
  type of vehicle. Each successful check indicates 
  the PC can identify one of the following: SA-8 
  and SA-9 SAM launchers and SS-21 and Frog-7 
  SSM launchers. There are two groups of four 
  mechanics gathering parts. Each group has a 
  LUV. These mechanics complete their duties 
  around 1600.  
   
  The PCs must make a Spot check against 
  DC 20 to note the PKM machine gun 
  emplacement. The machine gun emplacement 
  isn't manned, though if trouble starts, the 2 
  standard guards who patrol the area at night 
  would man it. As they do not have Exotic 
  Firearms Proficiency (heavy machine guns), they 
  take a -4 penalty on attack rolls with the PKM.  
   
   
  If the PCs catch sight of the machine gun 
  emplacement: 
   
  Almost in the center of this jumble of 
  parts and vehicle skeletons, you note a small 
  hill, elevated only slightly over the chaos of 
  metal. You can see the barrels of machine 
  guns protruding from above the sides of the 
  hill. 
   
   
  During the night, there is no light in this 
  section of the camp. If the PCs make a Spot 
  check against DC 20, they will note the patrol 
  moving through the area. The patrol is made up 
  of 2 standard guards. During the day, these 
  guards sleep in the Barracks. 
   
   
  You can see a patrol of two men leisurely 
  strolling along the lines of SAM launchers, 
  smoking and talking, AKMs hanging from 
  their shoulders and nestled under their arms. 
  These guards do not appear very vigilant. 
   
   
  SSMs (R)  
   
  This area is filled with SSM launchers 
  which are under repair. PCs can identify the 
  vehicles with a Knowledge (tactics) check 
  against DC 5 for each type of vehicle. Each 
  successful check indicates the PC can identify 
  one of the following: SS-21 and Frog-7 SSM 
  launchers. One of the groups of mechanics from 
  SSMs (B) is scavenging parts for these two 
  launchers, and their movements will occasionally 
  bring them to this area, where they will interact 
  with the mechanics working, mostly to help with 
  repairs, but also to share cigarettes and converse. 
  The mechanics here call it a day around 1600.  
   
   
   
  The uneven line of launchers is filled by 
  vehicles equally uneven in their apparent 
  maintenance or functionality. Some appear to 
  be little more than rescued wrecks with 
  gaping wounds or blackened scars. Others 
  look nearly functional, but even these have 
  small flaws, such as missing targeting radar 
  
  16 
  or even wheels. You can well imagine the knot 
  of bodies surrounding the two vehicles at the 
  far west of the line is ants crawling over a 
  picnic basket. You note four individuals 
  attending each of the two battered SSM 
  launchers. On one vehicle, the group seems to 
  focus on the launch tower while on the second, 
  the engine seems to be the point of concern.  
   
   
  The mechanics are working on two SS-21 
  launchers. At night, if the PCs make a Spot 
  check against DC 20, they will note the patrol 
  moving through the area. The patrol is made up 
  of 2 Standard Guards. These guards are very 
  poor guards. Most of the time, they stand on the 
  northern side of the line of vehicles and talk or 
  smoke. In the dead of night, between 0200 and 
  0500, they sleep for 45 minutes, wake, do a 
  transit of the southern side of the line, then return 
  to the northern side and sleep some more.  
   
   
  You see two guards, smoking cigarettes, 
  leaning against the vehicles, their AKMs at 
  their feet. 
   
   
  SSMs (W)  
   
  This area has working SSMs. While not in 
  perfect condition, and though many are 
  incomplete, these vehicles are operational. PCs 
  can identify the vehicles with a Knowledge 
  (tactics) check against DC 5 for each type of 
  vehicle. Each successful check indicates the PC 
  can identify one of the following: Frog-7 
  launchers making up the western line of vehicles, 
  and SS-21s making up the eastern line of 
  vehicles.  
   
   
  There are two lines of vehicles running 
  north to south, the eastern line made up of 
  different self-propelled missile launchers than 
  the western line. While neither set of vehicles 
  looks ready for a May Day parade in 1980s 
  Moscow, they appear viable enough to use. 
  The four northernmost vehicles in each line 
  have missiles loaded. The rest of the vehicles 
  have no missiles, though there are three 
  launchers  at the southern end of the eastern 
  line that are set in launch position as though 
  the tower could not be lowered. A group of 
  three individuals is clustered around the 
  targeting equipment on one of the launchers 
  in the middle of the eastern line. 
   
   
  The three individuals are mechanics. They 
  begin working on the vehicles at 0800 and finish 
  working around 1600. At night, the area is 
  patrolled. From 2100 to 0600, they walk the line 
  of vehicles. If the PCs make a Spot check against 
  DC 20, they will note the guards. Once during 
  the evening, the guards will stop, turn on a 
  flashlight and inspect one of the vehicles, 
  checking in its cab and under its main assembly. 
  During this inspection, the PCs can note the 
  guards with a successful Spot check against DC 
  10. 
   
   
  Two men march along the line of vehicles, 
  each with an AKM shouldered. Their eyes are 
  always moving, searching the darkness as well 
  as the vehicles. 
   
   
  Technician Barracks:  
   
  This squat, stone and plaster structure is 
  100 ft north to south and 70 ft, east to we st. It 
  has chimneys at its southwest and near 
  northeast corner.  
   
   
  If viewed from south: 
   
  You note a double-door in the south wall 
  about 10 ft from the southwest corner. 
   
   
  Watchtower 
   
  This tower is of all wooden construction 
  save for the metal ladder that is the only 
  access to the ten-foot square observation area 
  some fifty feet off the ground. You note the 
  muzzles of weapons pointing to the south and 
  the east, as well as a rather large spotlight on 
  the northeast corner. Two men lean against 
  the stomach-high wall that surrounds the 
  observation area. A flat, wood roof tops the 
  tower. 
   
   
  Just below the tower is the Fanatics' Camp: 
   
  Just to the west of the tower is a collection 
  of dome-like huts made from timber and 
  plastic. These huts look quite like tents of 
  some sort. There are five of these structures 
  around a large firepit circled with rocks. 
   
   
  Warehouse:  
   
  This building has no lights on after sunset. 
  Between 1400 and 2200, there will be a large 
  number of people congregating in front (west 
  side) of this building. For exact numbers, see the 
  NPC Schedule for Warehouse in Chapter 3 - the 
  Facility. 
   
   
  This building is about 100 ft north to 
  south and 170 ft east to west. It has a flat roof 
  and a pipe near the NE corner of the roof 
  emits smoke. 
  
   
  17
   
  If viewed from the west, northwest or 
  southwest: 
   
  You can see a large double door near the 
  north and a smaller door to the south. The 
  double door is about 20 ft wide and the 
  smaller is about 10. Both appear to have 
  tracks on which they slide open. 
   
   
  If viewed from the north, northwest or 
  northeast: 
   
  You note a door set in the north wall 
  about 15 ft from the eastern corner edge. 
   
   
  If viewed from the east, northeast or 
  southeast: 
   
  You note a single door in the east wall 
  about 20 ft from the north corner. 
   
      
   
   
   
   
  Note on NPCs: Depending on the time of 
  day, the number of NPCs to be found at the 
  different buildings will vary. This schedule will 
  be given first, followed by a standard set of 
  descriptions. The Gamemaster should alter the 
  descriptions based on the time at which the PCs 
  are entering the building. 
   
    
   
  Barracks 
   
  NOTE: the Barracks do not have central 
  heating, so the building is quite cool at night. 
  The only reason it is habitable is the large 
  number of individuals who sleep there. During 
  the early evening, when there are large numbers 
  of individuals in the mess and open area, the 
  place is actually quite stifling and the doors often 
  remain open. 
   
   
  Barracks Exterior, North Side:  
   
  NPC Schedule: 0800 to 0900 16 Perimeter 
  Guards, 4 Standard Guards 
   
  0900 to 1000, 1 CTech, 4 Machine Gunners, 
  16 Perimeter Guards, 4 Quick Guards, 10 
  Standard Guards, 1 Technician 
   
  1000 to 1200, 1 CTech, 4 Machine Gunners, 
  4 Quick Guards, 16 Perimeter Guards, 4 
  Standard Guards, 1 Technician 
   
  1500 to 1700, 16 Perimeter Guards 
   
  1700 to 1800, 4 Clerks, 3 Cooks, 3 CTechs, 
  4 Machine Gunners, 16 Perimeter Guards, 3 
  ZPU Gunners 
   
  1800 to 2000, 4 Clerks, 3 Cooks, 3 CTechs, 
  4 Machine Gunners, 19 Mechanics, 16 Perimeter 
  Guards, 6 Quick Guards, 4 Technicians, 3 ZPU 
  Gunners 
   
  2000 to 2200, 4 Clerks, 3 CTechs, 19 
  Mechanics, 4 Quick Guards, 4 Technicians 
   
   
   
   
   
  
   
  18
  Many times during the day, NPCs will gather 
  here to have a cigarette, talk or relax in some 
  other manner. This will also need to be related to 
  players who are reconnoitering the building. 
   
   
  Staging Area: 
   
  NPC Schedule: 0800 to 1200: 2 Standard 
  Guards. 1600 to 2000: 2 Standard Guards 
   
   
  This room is 40 feet north to south and 35 
  feet east to west. This room does not have a 
  wall to its north, but has a chain link fence 
  running east to west. There is a door 5 feet 
  from the west wall. There are also openings, 
  like slots or short, wide windows 5 feet from 
  the door and another 5 feet from the east wall. 
  In the southern portion are benches set 
  against the south wall. There is a table in the 
  centre of the room. In the southeast corner of 
  this area is a staircase leading up. Under this 
  staircase is a single doorway. Two armed men 
  are sitting on the benches. 
   
   
  The staging area is visible from the armory. 
  This is the place where guards and others who 
  are being armed receive and prepare their 
  weapons. While those who sleep elsewhere may 
  keep their weapons nearby, those individuals 
  who sleep in the Barracks must surrender their 
  weapons to the armory and retrieve them the 
  next day. One side-effect of this is that the 
  weapons are better maintained, as those who 
  work in the armory are tasked with regular 
  maintenance of the weapons.  
   
  While most of the Barracks' occupants 
  adhere to the rule to surrender their weapons, 
  some feel the need to keep their weapons at 
  hand. As such, the Barracks area is not 
  completely safe. 
   
   
  Closet:  
   
  In the closet under the stair you see crates 
  of 7.62 Russian ammunition stacked against 
  the far wall. Along the other two walls are 
  coat hooks. 
   
   
  Armory:  
   
  NPC Schedule: 0800 to 0000 2 Mechanics 
   
  This room has three racks running north 
  to south covered with Kalashnikovs. You see 
  mostly AKMs, but you also note the 
  occasional AK-74 and two AKS-74s, which 
  are in much better condition than the AKMs. 
  On the racks along the walls are a variety of 
  other weapons. There are a handful of M16s, 
  a couple of M4s, some Dragunov sniper rifles, 
  RPG-7s and you even note, in the northeast 
  corner, a Carl Gustaff 84mm anti-tank rocket 
  launcher. Under the racks are many crates. 
  From their markings, these seem to be 
  ammunition and magazines for the various 
  weapons. You do not see any grenades or 
  rockets. 
   
   
  There is an alarm on the west wall and 
  beneath each of the windows. The two men in 
  the armory are Mechanics. They gather up the 
  weapons of those staying in the barracks and 
  maintain them. It allows for a certain level of 
  maintenance with all the weapons. They work on 
  8 hour shifts, running 0800 to 1600 and 1600 to 
  0000. 
   
   
  Mess:   
   
  NPC Schedule: 0800 to 0900, 1 CTech, 2 
  Fanatics, 4 Machine Gunners, 16 Perimeter 
  Guards, 4 Quick Guards, 2 Standard Guards, 1 
  Technician, 6 ZPU Gunners 
   
  0900 to 1000, 16 Perimeter Guards 
   
  1400 to 1500, 3 Cooks, 16 Perimeter 
  Guards, 3 Technicians 
   
  1500 to 1600, 9 Mechanics, 3 Science 
  Techs, 5 Technicians 
   
  1600 to 1700, 4 Clerks, 3 CTechs, 4 
  Machine Gunners, 4 Quick Guards, 3 ZPU 
  Gunners 
   
  1700 to 1800, 6 Quick Guards 
   
  1800 to 1900, 4 Fanatics  
   
  1900 to 2000, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists 
   
  2000 to 2100, 1 CTech, 1 Fanatic, 16 
  Perimeter Guards, 3 ZPU Gunners 
   
  2200 to 2300, 3 Cooks, 16 Perimeter Guards 
   
  2300 to 0000, 16 Perimeter Guards 
   
  0000 to 0100, 1 CTech, 4 Machine Gunners, 
  4 Quick Guards, 3 ZPU Gunners 
   
  0200 to 0300, 16 Perimeter Guards, 4 
  Standard Guards 
   
  0300 to 0400, 3 Artillerists, 2 Machine 
  Gunners, 2 Mortarists, 16 Perimeter Guards 
   
  0600 to 0700, 10 Standard Guards, 10 
  Perimeter Guards 
   
  0700 to 0800, 6 Machine Gunners, 2 
  Mortarists 
   
   
  This area is dominated by a plethora of 
  tables and chairs. They are mismatched, few 
  looking as though they belong together. Most 
  of the furniture is scarred, pitted and worn. 
  It's been ill-used and ill-maintained. A few 
  newspapers and magazines cover some of the 
  tables. Against the north wall, to the east, is a 
  
   
  19
  large basin and a rack of dishes and utensils. 
  A pair of garbage cans is under the basin. 
   
   
  Kitchen:  
   
  NPC Schedule: 0600 to 2200 3 Cooks 
   
  This room is filled with stoves, ovens, 
  counters, pots, pans and utensils. In the centre 
  of the room, against the north wall, is a 
  staircase leading down. 
   
   
  The staircase leads to Storage. The cooks 
  work on 8 hour shifts, from 0600 to 1400 and 
  1400 to 2200. After 2200, the kitchen is empty. 
  Based on the needs of the story, a few Standard 
  Guards might be found here getting a snack or a 
  drink. 
   
   
  Storage: 
   
  This room is 40 feet east to west by 20feet 
  north to south and has a packed earth floor. 
  Cans of food area stacked on shelves against 
  the south and east walls. There is a doorway 
  in the west wall in the north corner. Beside 
  this door, against the west wall, is a small 
  table topped by thick block of wood. The 
  block, the wall behind it and the floor beneath 
  it are covered in dark stains. A cleaver is 
  imbedded in the block. 
   
   
  The door leads into the refrigerator. The 
  refrigerator is stocked with large slabs of meat as 
  well as delicacies like bags of french fries from 
  Russia, milk from Germany and TV dinners 
  from the UK. Hidden away behind cases of 
  frozen beets are cases of Russian and Chinese 
  beer. 
   
   
  Open Area: 
   
  NPC Schedule: 0800 to 0900, 3 Artillerists, 
  8 Machine Gunners, 4 Mortarists, 6 Perimeter 
  Guards, 6 Standard Guards 
   
  0900 to 1000, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists, 6 Perimeter Guards, 2 
  Standard Guards, 6 ZPU Gunners 
   
  1000 to 1100, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists, 22 Perimeter Guards, 4 
  Standard Guards, 6 ZPU Gunners 
   
  1100 to 1200, 22 Perimeter Guards, 4 
  Standard Guards, 6 ZPU Gunners 
   
  1200 to 1300, 1 CTech, 4 Machine Gunners, 
  22 Perimeter Guards, 4 Quick Guards, 8 
  Standard Guards, 3 ZPU Gunners 
   
  1300 to 1500, 1 CTech, 4 Machine Gunners, 
  16 Perimeter Guards, 4 Quick Guards, 3 ZPU 
  Gunners 
   
  1500 to 1600, 3 Cooks, 1 CTech, 4 Machine 
  Gunners, 16 Perimeter Guards, 4 Quick Guards, 
  3 Technicians, 3 ZPU Gunners 
   
  1600 to 1700, 3 Cooks, 9 Mechanics, 16 
  Perimeter Guards, 3 Science Techs  
   
  1700 to 1800, 9 Mechanics, 16 Perimeter 
  Guards, 4 Quick Guards, 3 Science Techs 
   
  1800 to 1900, 9 Mechanics, 4 Quick Guards, 
  3 Science Techs,  
   
  1900 to 2000, 4 Quick Guards, 
   
  2000 to 2100, 3 Cooks, 12 Machine 
  Gunners, 16 Perimeter Guards, 6 Quick Guards, 
  3 ZPU Gunners 
   
  2100 to 2200, 3 Cooks, 1 CTech, 3 
  Artillerists, 12 Machine Gunners, 4 Mortarists, 
  16 Perimeter Guards, 6 Quick Guards, 2 
  Standard Guards, 6 ZPU Gunners 
   
  2200 to 2300, 4 Clerks, 4 CTechs, 3 
  Artillerists, 12 Machine Gunners, 4 Mortarists, 
  16 Perimeter Guards, 10 Quick Guards, 6 ZPU 
  Gunners 
   
  2300 to 0000, 4 Clerks, 3 Cooks, 4 CTechs, 
  4 Machine Gunners, 16 Perimeter Guards, 4 
  Quick Guards, 4 Technicians, 6 ZPU Gunners 
   
  0000 to 0100, 3 Cooks, 16 Perimeter Guards 
   
  0100 to 0200, 1 CTech, 4 Machine Gunners, 
  16 Perimeter Guards, 4 Quick Guards, 3 ZPU 
  Gunners 
   
  0200 to 0300, 1 CTech, 4 Machine Gunners, 
  16 Perimeter Guards, 4 Quick Guards, 3 ZPU 
  Gunners 
   
  0300 to 0400, 1 CTech, 4 Machine Gunners, 
  32 Perimeter Guards, 4 Quick Guards, 4 
  Standard Guards, 3 ZPU Gunners 
   
  0400 to 0600, 1 CTech, 3 Artillerists, 6 
  Machine Gunners, 2 Mortarists, 32 Perimeter 
  Guards, 4 Quick Guards, 6 Standard Guards, 3 
  ZPU Gunners 
   
  0600 to 0700, 1 CTech, 3 Artillerists, 6 
  Machine Gunners, 2 Mortarists, 16 Perimeter 
  Guards, 4 Quick Guards, 6 Standard Guards, 3 
  ZPU Gunners 
   
  0700 to 0800, 1 CTech, 6 Machine Gunners, 
  26 Perimeter Guards, 4 Quick Guards, 10 
  Standard Guards, 3 ZPU Gunners 
   
  There is always at least 1 occupant in this 
  area. Occupants of this area are relaxing, and 
  only 1/4 of those that would usually be armed 
  are actually carrying their weapons. Further, 
  unless there is an alarm or other indication of 
  combat of some sort, the occupants of this room 
  will be surprised and slow to react. Any 
  occupant must make a WIL save against DC 15 
  to act in the first round of any encounter and a 
  WIL save against DC 5 to act in the second 
  round. By the third round of any encounter, the 
  occupants will all be acting unless — for 
  
   
  20
  example, they are watching a movie and there 
  has been a quick and silent attack. In such a case, 
  it is up to the GM to decide how likely it is that 
  such an action might be noticed or that the 
  occupants that have been neutralized will be 
  missed. The following description will need to 
  be updated with information on the occupants. 
   
   
  There is little in this large area. You see a 
  couple of TVs on stands, one against the north 
  wall and the other against the south wall. 
  There are some chairs, sofas and tables. The 
  TV against the north wall is showing and 
  Arabic all-news network while the TV against 
  the south wall is playing a South American 
  soap opera dubbed into Russian and with 
  Tajik subtitles. The furniture in this area is 
  old and worn. Some rickety old tables have 
  newspapers on them. 
   
   
  Lower Quarters:  
   
  NPC Schedule: 0800 to 1000, 4 Quick 
  Guards, 20 Standard Guards 
   
  1000 to 1200, 4 Quick Guards, 20 Standard 
  Guards 
   
  1200 to 1300, 4 Quick Guards, 20 Standard 
  Guards 
   
  1300 to 1400, 6 Perimeter Guards, 4 Quick 
  Guards, 16 Standard Guards 
   
  1400 to 1600, 6 Perimeter Guards, 4 Quick 
  Guards, 18 Standard Guards 
   
  1600 to 1700, 6 Perimeter Guards, 4 Quick 
  Guards, 2 Standard Guards 
   
  1700 to 1800, 6 Perimeter Guards, 4 Quick 
  Guards, 6 Standard Guards 
   
  1800 to 1900, 6 Perimeter Guards, 4 Quick 
  Guards, 6 Standard Guards 
   
  1900 to 2100, 6 Perimeter Guards, 4 Quick 
  Guards, 6 Standard Guards 
   
  2200 to 2300, 4 Quick Guards, 4 Standard 
  Guards  
   
  2300 to 0000, 4 Quick Guards 
   
  0000 to 0500, 16 Perimeter Guards, 4 Quick 
  Guards, 5 Standard Guards 
   
  0500 to 0700, 16 Perimeter Guards, 4 Quick 
  Guards, 1 Standard Guards 
   
  0700 to 0800, 16 Perimeter Guards 
   
   
   
  This room has many bunk-beds — you 
  estimate about 30. Each bed has two 
  footlockers. Along the walls are small lockers, 
  each with a name tape. In the north east 
  corner, you see a metal stairwell leading up.  
   
   
  There is 1 AKM for every 5 men found in 
  this room. The AKMs will be lying on the 
  sleeping man's footlocker. The lockers include 
  toiletries and change of attire, including boots. 
  Footlockers contain personal effects, shirts and 
  undergarments. 
   
   
  W/C:  
   
  This room has two partitioned toilets and 
  two washbasins. 
   
   
  Shower:  
   
  This tiled room has 8 shower heads, split 
  evenly along the north and south walls. 
   
   
  Specialist Barracks:  
   
  NPC Schedule: 0700 to 1100, 16 Perimeter 
  Guards 
   
  1100 to 1200, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists, 16 Perimeter Guards 
   
  1200 to 1400, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists, 32 Perimeter Guards 
   
  1400 to 1900, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists, 16 Perimeter Guards 
   
  1900 to 2000, 16 Perimeter Guards 
   
  1800 to 2000, 32 Perimeter Guards 
   
  2000 to 2300, 16 Perimeter Guards 
   
  2300 to 0200, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists, 16 Perimeter Guards 
   
  0200 to 0600, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists 
   
  0600 to 0700, 3 Artillerists, 8 Machine 
  Gunners, 4 Mortarists, 16 Perimeter Guards 
   
   
  This room has twenty-five bunk beds — 
  one bed atop another — of rough metal 
  construction with thick mattresses and box-
  springs. Each bed has a footlocker at its foot. 
  Twenty-five standing cabinets line the walls.  
   
   
  This room is the quarters for the specialized 
  personnel, such as Artillerists and Mortarists. 
  Due to overflow, many regular troops also bunk 
  here. The cabinets include toiletries and change 
  of attire, including boots. Footlockers contain 
  personal effects, shirts and undergarments. 
   
   
  Upper Quarters:  
   
  NPC Schedule: 0800 to 1000, 4 Machine 
  Gunners, 3 ZPU Gunners 
   
  1000 to 1100, 4 Machine Gunners, 2 
  Standard Guards, 3 ZPU Gunners 
   
  1100 to 1200, 12 Machine Gunners, 2 
  Standard Guards, 3 ZPU Gunners 
   
  1200 to 1300, 12 Machine Gunners, 4 
  Standard Guards, 3 ZPU Gunners 
   
  1300 to 1400, 12 Machine Gunners, 4 
  Perimeter Guards, 4 Standard Guards, 3 ZPU 
  
   
  21
  Gunners 
   
  1400 to 1600, 12 Machine Gunners, 4 
  Perimeter Guards, 8 Standard Guards, 3 ZPU 
  Gunners 
   
  1600 to 1800, 12 Machine Gunners, 4 
  Perimeter Guards, 6 Standard Guards, 6 ZPU 
  Gunners 
   
  1800 to 1900, 12 Machine Gunners, 4 
  Perimeter Guards, 4 Standard Guards, 6 ZPU 
  Gunners 
   
  1900 to 2000, 4 Machine Gunners, 4 
  Perimeter Guards, 4 Standard Guards, 6 ZPU 
  Gunners 
   
  2000 to 2100, 4 Machine Gunners, 4 
  Perimeter Guards, 4 Standard Guards, 3 ZPU 
  Gunners 
   
  2100 to 2200, 4 Machine Gunners, 4 
  Standard Guards, 3 ZPU Gunners 
   
  2300 to 0000, 12 Machine Gunners, 6 Quick 
  Guards, 3 ZPU Gunners 
   
  0000 to 0700, 12 Machine Gunners, 6 Quick 
  Guards, 6 ZPU Gunners 
   
  0700 to 0800, 4 Machine Gunners, 6 ZPU 
  Gunners 
   
   
  This room has many bunk-beds — you 
  estimate about 30. Each bed has two 
  footlockers. Along the walls are small lockers, 
  each with a name tape. In the northeast 
  corner there is a metal stairwell leading down. 
   
   
  There is 1 AKM for every 5 men found in 
  this room. The AKMs will be lying on the 
  sleeping man's footlocker. The lockers include 
  toiletries and change of attire, including boots. 
  Footlockers contain personal effects, shirts and 
  undergarments. 
   
   
  Building X 
   
  If the PCs investigate the machinery and fan 
  on the north-east corner of the building, a 
  successful Craft (mechanical) check against DC 
  10 will reveal this to be a very complex 
  environmental control system. Knowing it is an 
  environmental control system, a Knowledge 
  (earth and life sciences) check against DC 15 
  will reveal it has — what appear to be — NBC 
  (Nuclear, Biologic, Chemical) filter mechanisms. 
   
  All guards in Building X are Fanatics. 
   
   
  Loading Area:  
   
  NPC Schedule: Always 4 Fanatics 
   
  There are two shifts of guards running 0600 
  to 1800 and 1800 to 0600. Each shift of guards 
  includes 4 Fanatics. Those guards that are off-
  duty can be found at the Fanatics' Camp under 
  the Watchtower. 
   
   
  The door leads to a large, open area. Oil 
  and other dark stains cover the floor. At the 
  east end of the bay is a raised area, about 
  chest high. The floor of the bay is dark, grey 
  concrete. A single, metal grillwork stair leads 
  up from the loading bay. Racks and stacks of 
  boxes cover the raised area. Standing before 
  these racks and stacks are four men with 
  AKMs. 
   
   
  Raised Area:  
   
  The boxes that are found on the shelves are 
  from the US, Europe, Russia and China. All have 
  passed through Sadirov Holdings in the city of 
  Khorforjan, near the Afghani border. The boxes 
  hold or held (based on the labels of empty boxes 
  and the contents of full boxes) laboratory 
  equipment from glass vials and beakers to 
  
   
  22
  computer equipment. The drums hold hydrogen 
  peroxide, ammonia and other cleaning agents. 
  One drum is labeled as an anti-bacterial agent. 
  Based on this evidence, a character with 
  Knowledge (earth and life sciences) can surmise 
  that someone has a chemical or biological 
  laboratory. A Knowledge (earth and life 
  sciences) check against DC 15 will allow a 
  character to decipher the equipment and supplies 
  as possibly for a bio-weapons facility. 
   
   
  Against the north and south walls are tall 
  metal racks with 3 levels of shelving. Only a 
  few boxes sit on these shelves. In the centre of 
  the area is a line of oil drums. The wall at the 
  east end of the room is all metal. It has only a 
  single door. 
   
   
  Observation:  
   
  NPC Schedule: 0800 to 0900, 3 Science 
  Tech and 1 Fanatic. 
   
  0900 to 1400, 3 Science Tech, 1 Fanatic. 
   
  1400 to 1500, 3 Science Tech, 1 Fanatic. 
   
  1500 to 2000, 1 Fanatic. 
   
  2000 to 0800, 2 Fanatics. 
   
  If the PCs capture the Science Techs in this 
  room, they are willing to reveal, with minimal 
  coercion, that they are working on briefcase 
  devices to transport viral and chemical agents. 
  When the briefcases are investigated, the PCs 
  will note that they have containers similar to 
  vacuum canisters and tubes that connect to well 
  camouflaged vents in the bottom of the 
  briefcases. A successful Craft (mechanical) or 
  Demolition skill check against DC 15 will reveal 
  that there is a timer attached to a small motor — 
  all but silent — that is a pump. The timer can be 
  set to start the pump and empty the contents of 
  the canisters into the tubes and therefore into the 
  surrounding atmosphere. 
   
  The Science Techs will not reveal that the 
  devices are to carry a biologic payload developed 
  in the lab, or that one such device has already left 
  the camp, except under interrogation. If they 
  crack under interrogation, all they know is that 
  Abbas, a leader in the HMA movement, took a 
  briefcase device. He left the facility only two 
  days previous. The men in the dingy and patched 
  lab coats are Science Techs. The man sitting by 
  the north wall with the AK-74 is a guard. At 
  night, the only individuals in this room will be 
  two armed guards with AK-74s, sitting on the 
  floor, smoking and reading newspapers. 
   
  The PCs can identify the mechanical 
  instruments in the room with a successful 
  Demolition check against DC15. A successful 
  check will allow the PCs to identify the 
  instruments as warheads from artillery shells, the 
  arming mechanism from an SSM and various 
  detonators, both timed, triggered and radio 
  detonated. 
   
  The door to the laboratory is sealed and 
  cannot be opened. It is not locked, but 
  completely sealed, welded shut. The only way to 
  open this door is with explosives. On the other 
  side of the wall is computer equipment, which 
  such an explosive will destroy. 
   
   
  Tables are set along the west and north 
  walls. On these tables rest a variety of 
  mechanical instruments, looking like some 
  kind of mechanisms, items that could be 
  explosives of some sort and — incongruously 
  — a pair of briefcases. Against the east wall is 
  a set of large windows. They look in on a 
  laboratory. In the centre of the lab is an 
  isolation 
  chamber 
  with 
  four 
  sets 
  of 
  manipulation gloves. The east wall of the 
  room in which you stand has two doors. The 
  one to the north evidently leads into the 
  laboratory, but the windows do not show 
  where the door to the south leads. Against the 
  south wall is a set of tall lockers, as one might 
  see in a sports complex. The lockers have no 
  locks on them. A group of three men in dingy 
  and patched lab coats work at the table 
  against the west wall. They do not appear 
  armed. The man sitting on the stool by the 
  north wall, however, cradles an AK-74. 
   
   
  B1 - Change Room:  
   
  At night, three environmental suits, rather 
  than one, will be hanging from the tracks. There 
  will be no military fatigues hanging beside the 
  towels at night. If the PCs examine the soap, 
  they will note it smells medicinal rather than 
  soapy. It has the trademark of a medicine 
  manufacture on it. The keypad lock can be foiled 
  with a Disable Device check against DC 25. 
   
   
  This long, narrow room has a door set 
  into its western wall and one in its 
  northeastern corner. A set of tracks runs 
  along the ceiling beside the north wall. The 
  tracks only reach 15 feet from the eastern 
  wall. There are two frames, almost like giant 
  hangers, 
  attached 
  to 
  the 
  tracks. 
  An 
  environmental suit, with obvious repairs, 
  though appearing functional, is draped over 
  the third frame. A rubber grill mat covers the 
  floors for 20 feet from the western wall. In the 
  southern wall are two shower heads and 
  
   
  23
  faucets. Soap dishes set into the wall have 
  yellowy bars of soap in them. Towels hang on 
  the south wall across from the environmental 
  suits. Hanging from one of the hooks beside 
  the towels is a pair of military fatigues, 
  though without markings or tags. The 
  northeast door is a metal, air-tight door. A 
  keypad is set into the wall beside it. 
   
   
  B2 - Decon:  
   
  At night, three sets of hoses will be hanging 
  from the tracks just in front of the door in the 
  southeast. If one wishes to move from this room 
  into the Lab with the environmental suit sealed, 
  one must attach one of the hoses to the 
  environmental suit. To do so correctly, one must 
  make a successful Craft (mechanical) or 
  Knowledge (earth and life sciences) against DC 
  15. The keypad locks can be foiled with a 
  Disable Device check against DC 25. Once the 
  door is open, alarms will sound unless they have 
  been disabled. An examination of the keypad and 
  a successful Computer Use or Craft (electronics) 
  against DC 20 will reveal the existence of the 
  alarm. A second successful Disable Device skill 
  check against DC 20 is necessary to turn off the 
  alarm. If the alarm goes off, anyone in Building 
  X or within 20 feet of the structure will be 
  alerted.  
   
   
  This entire room is metal. The floor is 
  grillwork. Ten shower heads cover the ceiling. 
  Tracks run from the southeast door to the 
  only other door in the room, the door to the 
  northwest. A single hose with a fastener hangs 
  just above the southeast door. Both are metal, 
  air-tight doors and both have keypads set into 
  the walls beside them. 
   
   
  Lab:  
   
  NPC Schedule: 0900 to 1500, Lt. Amrullo 
  Asrorova and Capt. Sadriddin Shernazarov. 
   
   
  This is the lab you saw through the 
  windows. In its centre is an isolation chamber 
  five feet across and about twenty feet long 
  running north to south. Against the walls are 
  counters. Some of these counters look like 
  work areas — with test tubes, vials, tools etc 
  — others have computers at them. In the 
  northwest corner is a cabinet with a glass 
  face. You can see a collection of ten large and 
  long hypodermic needles. In the northeast 
  corner, a large electrical generator chugs 
  away. Beside it, against the east wall, is a 
  twenty foot square, white, metal cube with a 
  door. Beside the door is a keypad. One man in 
  an environmental suit works at one of the 
  computers while another man also in an 
  environmental suit has his hands in one of 
  four pairs of manipulation gloves. He appears 
  to be adding something to a culture in a Petri 
  dish, the image of which is on the other man's 
  monitor. 
   
   
  The two individuals are Lt. Amrullo 
  Asrorova and Capt. Sadriddin Shernazarov of the 
  SIG. These men are scientists, though they will 
  refuse to talk save under interrogation. They are 
  not armed and will not put up a fight. The 
  computers are networked and the G drive 
  contains a RESEARCH folder in which there are 
  folders named for the codes on the containers in 
  the refrigerator. These files include documents, 
  pictures and movies. A quick glance at some of 
  the documents — written in Tajik — will reveal 
  that the batches are various strains of small pox, 
  anthrax, Ebola and hanta, made more virulent 
  and airborne. The documents, pictures and 
  movies are all related to experimentation with 
  the various strains, including tests on live 
  animals. 
   
  Asrorova and Shernazarov have a pretty 
  easy schedule. They work in the laboratory from 
  0900 to 1500. The rest of the time they can be 
  found in or near the SIG barracks. 
   
  If this is being played as part of the 
  Albenistan series, records will indicate that batch 
  E15631-October — an aerosol variant of Ebola, 
  modified to survive for days outside a host, 
  making it more infectious and more virulent than 
  the strain now threatening central Africa — was 
  removed by Abbas two days previous, with no 
  further information about destination or use. The 
  SIG scientists know nothing save that Abbas is 
  an important member of HMA. The SIG 
  scientists will reveal nothing about their orders, 
  superiors or reasons for being at the facility. 
   
  The hypodermic needles are labeled with 
  alpha-numeric codes. These codes are the same 
  as codes in the RESEARCH folder relating to 
  chemical nerve toxins. These are the antidotes 
  for those experiments. In the same folder is 
  information on inoculations for some of the viral 
  agents being developed, though none of these 
  inoculations have proved successful. 
   
  The outline of the door to Observation is 
  noticeable on the west wall, though a table and 
  computer equipment covers most of it. The north 
  wall also has a door set into it. This is also 
  sealed, though the seal is temporary. A search 
  will reveal the wiring for an alarm that will be 
  
   
  24
  triggered if the door is opened. A successful 
  Disable Device check against DC 25 is necessary 
  to remove the alarm. The door can be forced 
  open with a successful Strength check against 
  DC 25. The seal can also be removed using 
  conventional means, but it will take 10 minutes 
  with tools, like a crowbar, to remove the seal. 
   
   
  B3 - Refrigerator:  
   
  Inside each container in the refrigerator is a 
  collection of Petri dishes. The containers have 
  brackets for holding the Petri dishes, four dishes 
  per bracket. Most containers only have one or 
  two brackets. Container E15631 has three 
  brackets, the top one only has three dishes. Each 
  Petri dish has a label with the same code as the 
  front of the container followed by a month, such 
  as T65612-March. 
   
   
  This walk-in refrigerator has racks along 
  its walls set with metal containers. Each 
  container has a code on its front. 
   
   
  Emplacement  
   
  NPC Schedule: 0700 to 1900, 8 Machine 
  Gunners total at machine guns (2 per machine 
  gun), 3 Artillerists sitting in the kitchen, 3 SIG 
  officers in the center tent (Command and 
  Control) and 4 Mortarists at each mortar pit (E3).  
   
  1900 to 0300, 8 Machine Gunners total at 
  machine guns (2 per machine gun), 3 Artillerists 
  and 2 SIG officers in the center tent and 4 
  Mortarists at the northeastern mortar pit (E3). 
   
  0300 to 0700, 6 Machine Gunners total (2 at 
  northwest machine gun, 2 at southwest machine 
  gun and 2 in kitchen), 2 Mortarists and 1 SIG 
  officer in centre tent. These NPCs also serve at 
  this position from 1900 to 0300. 
   
  E1 – Ammunition 
  E2 – Artillery 
  E3 - Mortars 
   
   
  In the center of the area is a tent, 50 feet 
  west to east and 30 feet north to south. It is 
  open on all sides. There is a table with 
  electronics equipment on the west side of the 
  tent. A second table dominates the centre of 
  the tent, with books and papers stacked on it, 
  held down by what appears to be a couple of 
  artillery shells. A dainty silver tea service sits 
  on the opposite side of the table from the 
  artillery shells. Flanking it, on opposite sides, 
  and pointing south are two howitzers. Directly 
  in front of the tent is a mortar pit with two 
  medium and two light mortars. In the far 
  southeast and southwest corners are howitzer 
  shells and boxes of mortar shells. In the 
  northeast corner is another mortar pit with 
  two medium and two light mortars. In the 
  
   
  25
  northwest corner is a tent, 50 feet east to west 
  and 30 feet north to south. Smoke rises out of 
  a pipe at its northeast corner. That pipe is 
  connected to a wood stove with a small, 
  rickety table on its left and an open chest on 
  its right. The chest holds pots, pans and 
  utensils. You note two long tables, each with 
  ten chairs around it.  
   
   
  The machine guns are Kalashnikov PKMs. 
  The howitzers are Soviet-era 152mm 2A36 
  Giatsint-Bs. The PCs can identify the weapons 
  with a Knowledge (tactics) check against DC 5 
  for each type of weapon. The PCs need to make 
  a successful check to identify the PKM and a 
  successful check to identify the howitzers. 
   
  Should the SIG officers realize that the 
  attack is being made at a distance of greater than 
  a mile, they will attempt to bring their indirect 
  fire weapons — the howitzers and mortars — to 
  bear. If they decide to engage with their indirect 
  fire weapons, they will order those Artillerists 
  and Mortarists that are not on duty to report to 
  the emplacement in order to fully utilize their 
  weapons. Of course, the message must reach the 
  barracks — if the PCs have somehow disrupted 
  radio communications, one of the Machine 
  Gunners will be sent as a runner — the NPCs 
  must then rise and make their way to the 
  Emplacement. Assume it will take fifteen 
  minutes for off-duty personnel to arrive. 
   
   
  Factory 
   
  The central section of the Factory's ceiling is 
  crisscrossed by tracks and pulleys, no longer in 
  use. The grillwork catwalk above these, 
  however, permits access to the windows and thus 
  the roof. Some windows have been boarded up 
  rather than replaced. 
   
   
  Exterior: 
   
  NPC Schedule: 1700 to 2200, 6 Mechanics, 
  3 Standard Guards together, eating, chatting and 
  smoking, playing cards, dice or reading 
  newspapers outside. 
   
  2200 to 0800, 2 Standard Guards. 
   
   
  If the PCs approach the Factory from the 
  west, northwest or southwest between 1700 and 
  2200, they will note the following: 
   
   
  In front of the middle door, a fire burns 
  in an oil drum. There are men standing near 
  it, talking and smoking. Others are sitting 
  with their backs to the building, eating or 
  reading newspapers. Some seem to be 
  engaged in a card game. All told, you see 9 
  men. You also see 3 AKMs lying on the 
  ground. 
   
   
  There are 6 unarmed men who are 
  Mechanics. The other 3, armed with AKMs, are 
  Standard Guards.  
   
   
  If the PCs approach the Factory from the 
  west, northwest or southwest between 2200 and 
  0800, they will note the following: 
   
   
  In front of the middle door, a fire burns 
  in an oil drum. Two men, AKMs hanging 
  from their shoulders, warm their hands by the 
  fire, smoke and chat. 
   
   
  These two men are Standard Guards.  
   
   
  Pit & Hoist Area: 
   
  NPC Schedule: 0800 to 0900, 6 Mechanics 
  and 3 Standard Guards. 
   
  0900 to 1500, 1 SIG Officer, 6 Mechanics 
  and 3 Standard Guards.  
   
  1500 to 1700, 6 Mechanics and 3 Standard 
  Guards. 
   
   
  Entering, you are flanked by four pits 
  with hydraulic hoists, two to the north and 
  two to the south. All are huge, 60 feet north to 
  south by 40 feet east to west. All have ladders 
  into the pits on their south walls. There is a 
  large, open area between them. In this area, 
  almost 
  completely 
  disassembled, 
  is 
  an 
  armored vehicle. Parts lay all around it, 
  though set in an orderly manner. Two larger 
  vehicles rest on the hoists to the southeast and 
  southwest. You see work areas with tools, 
  benches and various support and cradles for 
  parts against the walls. The entire area is 
  blotchy with dark stains — on the floor, the 
  walls and the benches. There are various 
  mechanical contrivances seeming scattered in 
  a haphazard fashion on the benches and racks 
  that line the walls. Three men are working on 
  the disassembled under the direction of a 
  fourth man. None appear armed. There are 
  three men carrying AKMs and a fourth in 
  uniform and carrying an AKSU-74. 
   
   
  A successful Knowledge (tactics) check 
  against DC 5 is necessary to identify the vehicles 
  found in this area. Each successful check  
   
  
   
  26
  indicates the PC can identify one of the 
  following: BRDM-2, SS-21 Scarab and SA-9 
  TELAR. The disassembled vehicle is the 
  BRDM-2. The vehicle on the southeast hoist is 
  the SS-21 Scarab. The vehicle on the southwest 
  hoist is the SA-9 TELAR. The two northern 
  hoist pits are filled with drums, crates and 
  mechanical parts. The crates and parts in the 
  northwest pit are for BRDM-2s, while those in 
  the northeast are for BMP-2s. The engine of the 
  SS-21 TELAR has been removed and rests in a 
  cradle against the south wall. It can be identified 
  with a Craft (mechanical) check against DC 20. 
  The four unarmed men are Mechanics and the 
  three armed men are Standard Guards. Two more 
  Mechanics are in the pit, working on the SA-9 
  launcher's transmission. They will stay quiet, 
  hoping to be overlooked, but will surrender if 
  found. 
   
  The uniformed man is SIG Officer. He does 
  not arrive at the Factory until 0900 and he leaves 
  soon after 1500. He spends most of his time at 
  Gate Office and SIG Barracks. The Mechanics 
  and Guards all sleep on cots in the Tires section. 
  The Standard Guards on duty at night spend their 
  days at Barracks.  
   
   
   
  At night, there is a single, weak lamp on by  
  the disassembled BRDM. Other than the two 
  Guards just outside, by the oil drum fire, there is 
  no one in this area. 
   
   
  Racks:  
   
  You see four long rows of racks. These 
  are massive, metal racks with shelves, 
  standing over 15 feet high and stretching 
  approx 100 feet from east to west. The shelves 
  are large enough across to hold an entire 
  engine and you note that there are a few 
  engines 
  on 
  the 
  bottom 
  shelf 
  of 
  the 
  northernmost rack. Other shelves hold crates, 
  sections of missiles, parts for heavy weapons 
  and various other implements and machinery 
  one might find in a vehicle mechanic's, 
  gunsmith's or machinist's shop. 
   
   
  If the PCs search through all these items, 
  they will note that the parts come from SSMs, 
  SAMs and the launchers for both, as well as 
  artillery pieces and cannons — of the 20mm+ 
  variety. Along with mechanical parts, there is 
  electronics equipment. A successful Craft 
  (electronics) check against DC 15 will reveal the 
  equipment to be components for tracking 
  systems, some visual, some radar and some 
  infra-red. 
   
   
  Tires:  
   
  NPC Schedule: 2200 to 0800, 6 Mechanics, 
  3 Standard Guard. 
  
   
  27
   
   
  Past the racks, in the northeast corner of 
  the open area are stacked piles of tires. These 
  are the large tires common on trucks and 
  there are even the type used on wheeled 
  armored vehicles. The stacks reach almost 15 
  feet high. Among the tire stacks, axels and 
  wheel rims litter the ground. Near the north 
  wall you note a line of linked track like that 
  used for tracked vehicles like tanks. Just to 
  the south of these stacks is a forklift. It is old, 
  beaten and dented, but it still appears usable. 
  Stacked against the north wall are ten folding 
  cots. 
   
   
  The 6 mechanics and 3 guards sleeping on 
  the cots here are stationed at Pit & Hoist during 
  the day. 
   
   
  Drums:  
   
  In the SE corner of this large, open area is 
  a veritable wall of oil drums. The drums are 
  stacked four and five high. Against the south 
  wall, they are stacked six high, making that 
  wall appear to be built out of drums. There 
  are four distinct rows, stretching west to east, 
  of stacked drums. Some of them are labeled 
  and the labels vary. Some saying 'diesel' in 
  English while others are in various languages. 
  You note a stairway that heads up to a metal 
  grill walkway running along the east and 
  north walls. 
   
   
  The other languages on the drum labels 
  include Arabic, Tajik, Uzbek and Russian. 
  Most of these drums are fuel, grease, or oil, 
  but some are chemicals, mostly ammonia, 
  hydrogen peroxide and even varsol. If the PCs 
  investigate the metal grill walkway, they will 
  note a ladder at the ceiling's eastern 
  extremity. The ladder leads up to the ceiling 
  and ends in a portal, which opens outward. 
  The portal leads to the ZPU emplacement. If 
  the PCs don't climb up to investigate the 
  walkway, a PC can make a Spot check against 
  DC 15 to note the portal and the ladder 
  leading to it. 
   
   
  Office:  
   
  Shoved into the southeast corner of this 
  room is a desk. It may once have been a fine, 
  expensive desk, but it is now worn, pitted and 
  charred in areas. On top of the desk, a myriad 
  collection of canned foods is stacked. Fruits, 
  vegetables, meat and unidentifiables are all 
  stacked together on the desk. Beside the desk, 
  against the south wall, two oil drums have 
  been pushed together and a piece of plywood 
  has been placed on top of them. Resting on 
  this makeshift counter are two, large, single-
  burner gas stoves. The counter is marked with 
  a variety of stains, as is the wall behind the 
  stoves. In the centre of the room, two other 
  drums and a piece of plywood have become 
  the table on which a mismatched collection of 
  pots, plates, cups and cutlery rest. There 
  seems no rhyme or reason to the manner in 
  which the items have been placed, though 
  several mugs double for utensil holders. 
  Against the west wall are three, tall filing 
  cabinets. Each one has five drawers. None of 
  them are labeled. Against the east wall are 
  two clothing racks. The only occupants of 
  these racks, other than a few wire hangers, 
  are two Soviet military long coats. They 
  appear well-worn with many holes and a few 
  patches. Stretched out from the east wall are 
  four cots. A person sleeps in each cot and 
  below each cot, lying on the ground, is an 
  AKM. 
   
   
  If the PCs investigate the filing cabinets, the 
  amount of dust they will disturb should be a clue 
  that the cabinets have not been used for quite 
  some time. Leafing though files, they will note 
  that most of the documents are written in 
  Cyrillic. Those in Tajik are dated from 1991 to 
  1994 and relate to the purchase and shipment of 
  parts. There are no files more recent than 1998. 
   
  At night, the cots will be folded up and 
  stored against the east wall. Two guards will be 
  found here, smoking, chatting, cooking and 
  eating. The other two guards will be patrolling 
  the building and will make a circuit of the 
  factory every 45 minutes, spending 15 minutes at 
  the oil drum with the two guards there. 
   
   
  Portal: 
   
  NPC Schedule: Always 3 ZPU Gunners 
  manning the ZPU-4. 
   This refers to the portal at the top of the ladder 
  on the metal grill walkway. The ladder leads to 
  the ceiling and the portal is set in the ceiling. It 
  opens outwards. If there has been a firefight in 
  the factory or around the factory, the three-man 
  crew of the AA gun will be ready with AKMs. 
  One will be covering the door while the other 
  two search the grounds below. If there has been 
  no warning, during the day, they will be relaxing 
  — smoking, eating canned tuna, reading 
  newspapers. During the night, two will be 
  sleeping while one remains awake, usually 
  
   
  28
  listening to a small transistor radio. If the PCs 
  approach quietly during the night, they should 
  hear the radio. The ZPU Gunners change at 0800 
  and 2000. 
   
  If the ZPU Gunners must engage in combat 
  at night, the ZPU Gunners will use the 
  searchlights to try to track the enemy. Further, 
  they will attempt to depress the ZPU to engage 
  any targets on the ground. It will take them four 
  rounds to get the gun into position and all attacks 
  will have a -4 circumstance penalty. If the PCs 
  have not encountered a ZPU-4 — one was 
  involved in the adventure Raid on Ashkashem — 
  the PCs can identify the weapon as a ZPU-4 with 
  a successful Knowledge (tactics) check against 
  DC 5. 
   
   
  You see a quad MG emplacement. On 
  either side of it, small searchlights have been 
  attached and are wired to a car battery which 
  sits on the ground, beside the weapon. 
   
   
   
  Gate Office 
   
  Exterior: 
   
  NPC Schedule: 0700 to 1500, 2 Quick 
  Guards at door, 2 Quick Guards at gate. 
   
  1500 to 1700, 2 Quick Guards at door, 2 
  Quick Guards and 1 SIG Officer at gate. 
   
  1700 to 0700, 2 Quick Guards at door, 2 
  Quick Guards at gate. 
   
  There will always be two guards outside the 
  main door patrolling the front of the Gate Office 
  and two guards on the gate. These four guards 
  will often be together socializing and they are 
  Quick Guards. The shifts for the guards are 0800 
  to 1600, 1600 to 0000 and 0000 to 0800. The 
  guards all arrive in a UAZ around the time to 
  switch, so there is always a vehicle in the 
  Carport. Between 1500 and 1700, one SIG 
  Officer from the Factory will be at the gate, 
  smoking and socializing with his buddies. 
   
   
  Balcony: 
   
  NPC Schedule: 0800 to 0000, 3 ZPU 
  Gunners and 4 Machine Gunners.  
   
  0000 to 0800, 3 ZPU Gunners. 
   
   
  This 
  balcony, 
  open 
  to 
  the 
  sky, 
  encompasses the entire front of the building 
  and almost half the second floor. A stone 
  railing surrounds it. At its center is a quad 
  machine gun emplacement, appearing to be 
  some kind of AA weapon. At either front 
  corner are medium machine guns. The crews, 
  a total of seven men, do not appear 
  particularly vigilant. 
   
   
  The quad MG is a ZPU-4 emplacement. The 
  medium machine guns are Kalashnikov PKMs. 
  One is stationed at the southwest corner and the 
  other is stationed at the southeast corner. Unless 
  they have encountered these types of weapons 
  previously, the PCs can identify the weapons 
  with a Knowledge (tactics) check against DC 5 
  for each type of weapon. The PCs need to make 
  a successful check to identify the PKMs and a 
  successful check to identify the ZPU. 
   
  The ZPU-4 is always manned, though the 
  
   
  29
  PKMs are only manned between 0800 and 0000. 
  The ZPU-4 crew, though, doubles as regular 
  guards, so they are often patrolling the area on 
  foot. The ZPU has a crew of 3 and each 
  machinegun has a crew of 2. The ZPU Gunners’ 
  shifts run from 0800 to 1600, 1600 to 0000 and 
  0000 to 0800. The Machine Gunners shifts run 
  from 0800 to 1600 and 1600 to 0000. The ZPU 
  gunners and Machine Gunners travel with the 
  Quick Guards from the doors and gates as per 
  above, and so they also travel in the UAZ. 
   
   
  Guard Room:  
   
  NPC Schedule:  
   
  0700 to 1700, 6 Quick Guards. 
   
  During the night, this room is empty. The 
  ashtrays will not have been cleaned, and while 
  the coffee urn will have been emptied, the used 
  coffee mugs will not have been cleaned. 
   
   
  This room has two ratty if comfortable 
  appearing sofas. Between them is a low coffee 
  table. It is covered with pamphlets and 
  newspapers. To the north is a round table 
  with chairs around it. On the round table to 
  the north is a pair of ashtrays — both full. A 
  deck of cards sits in the middle of the table as 
  well as two 2 liter bottles of water, almost 
  empty. On a sideboard is a large urn of coffee. 
  The coffee urn's red light is on and the 
  measure on its face indicates it's half full. 
  Coffee cups, all of them stained and used, 
  surround the urn. Two tins sit to the side of 
  these cups, one with sugar and the other with 
  coffee whitener. Throughout the room, some 
  sitting, some standing, are six men, all of them 
  with AKMs. 
   
   
  The pamphlets are all of the fanatical anti-
  Western and anti-Semitic variety and the 
  newspapers 
  are 
  extremist 
  religious 
  and 
  nationalist rags, with stories that seem all but 
  complete fabrications. The guards are on duty, 
  but are a quick reaction force (QRF) and usually 
  there is nothing to react too. They are on light 
  duty and alternate with the gate and tower 
  guards. Their duty lasts from 0700 to 1700 and 
  the rest of the time can be found in or around 
  Barracks. 
   
   
  Entry Files: 
   
  NPC Schedule:  
   
  0800 to 1600, 4 Clerks. 
   
  During the night, there will be no one in this 
  room. None of the drawers or cabinets is locked. 
   
   
  In the center of this large room are four 
  desks, pushed together. They all have 
  typewriters, plenty of pens and in and out 
  racks for files. Along the walls are filing 
  cabinets, each with four drawers. There must 
  be almost twenty of them lined up around the 
  walls. A set of stairs leads up to the second 
  floor. A man sits at each of the four desks. 
   
   
  The papers on the desks are schedules for 
  truck deliveries as well as the movement of the 
  repaired vehicles — where vehicles are going 
  and when — and notes on expected delivery of 
  recovered vehicles or parts. The filing cabinets 
  are labeled and are ordered by date, starting with 
  December of 2002. The most recent files show 
  more vehicles leaving than arriving. Information 
  gleaned here will show that a laboratory was set 
  up in August of 2003 and cultures arrived 
  immediately, though the origins of the cultures 
  are not indicated. This room is an intelligence 
  gold mine! 
   
   
  Comm. Room:  
   
  NPC Schedule: Always 1 CTech. 
   
  This is the communications room. The 
  individual here is a Computer Tech (CTech). At 
  night, the CTech will be sleeping in his chair. 
  The CTechs in this room work on 12 hour shifts 
  (0800 to 2000 and 20000 to 0800) of mostly no 
  action. If the facility has been alerted, the CTech 
  will be attempting to contact an individual code-
  named "the Builder" by radio. A notebook 
  includes a list of codenames and frequencies. 
  The codenames include Ali, the Builder, 
  Hameed, Hasanov, Kamilov and Saparmurat.  
   
   
  Two desks are against the west wall. On 
  them 
  is 
  radio 
  equipment, 
  including 
  a 
  UHF/VHF radio and radio triangulation 
  equipment. On a table in the northeast corner 
  is a military grade satcom terminal. All the 
  equipment is in excellent condition. A single 
  man sits at the radio.  
   
   
  Computer Room:  
   
  NPC Schedule: 0700 to 0800, 1 CTech.  
   
  0800 to 1600, 3 CTechs. 
   
  1600 to 0700, 1 CTech. 
   
  The individuals working in this room are 
  CTechs. Three CTechs work 0800 to 1600. The 
  1600 to 0000 and 0000 to 0800 shifts each have 
  a single CTech. During the night, the single 
  CTech working in this room is slouched in his 
  chair, feet crossed, eyes closed. 
   
  
   
  30
   
  While 
  the 
  equipment 
  here 
  is 
  not 
  particularly impressive, it is surprising to find 
  so much computer hardware together in one 
  place in the troubled border regions of 
  Albenistan. Three men work at separate work 
  stations. 
   
   
  If the PCs examine the computer hardware: 
   
   
  Some of the equipment is high-end, but 
  most are cheap clone rip-offs. All of it looks 
  cobbled together. There are three large towers 
  that look like they might be servers. Stations 
  flanking these server stations have images on 
  their monitors that look like radar of some 
  sort. As you look at other stations, it looks like 
  someone has somehow networked the SAM 
  launchers through these computers. Other 
  computers 
  display 
  extreme 
  nationalist 
  programs, mostly harangues in Tajik. One 
  station is apparently being used to edit a 
  propaganda video.  
   
   
  The computers have indeed been used in an 
  attempt to link the fire controls for the SAMs. At 
  this time, it is functioning poorly, and only one-
  third of the working SAMs can be controlled 
  from these computers. However, that still means 
  there are a total of five linked and functioning 
  SAM launchers. The nationalist harangues in 
  Tajik are criticizing the Albenistani government 
  for its subservience to America. The usual 
  damning of the corrupt West and portrayals of 
  the government as criminals is included. 
   
  If the PCs completed Raid on Ashkashem, 
  the first adventure in the Albenistan series, the 
  'host' of the propaganda video being edited will 
  look familiar. He was prominent in videos 
  captured from Ashkashem as well as some of the 
  extremist pamphlets found there. This is Abbas, 
  who plays a very large role in the third adventure 
  in the Albenistan series. 
   
   
  Planning Room:  
   
  A large table dominates the centre of this 
  room. Maps are strewn about it. The largest 
  map — a political map of Albenistan — has 
  many notations on it and areas have been 
  circled in red or black. Chairs sit against the 
  walls and beside the door in the SW corner is 
  a sideboard with a tea service. The tea service 
  appears to be unused. 
   
   
  With a successful Knowledge (local for 
  Albenistan) check against DC 15 or Intelligence 
  check against DC 25, the PCs will be able to 
  recognize that the red circles mark all the 
  military bases still used by the government while 
  the black circles indicate abandoned bases. 
   
   
  Sitting Room:  
   
  Two comfortable looking sofas face each 
  other in the centre of the room. They look 
  quite new and quite clean. A low coffee table 
  sits between them on which are many 
  magazines including some Central Asian 
  entertainment magazines. At the head and 
  foot of the table area two large chairs, 
  upholstered in leather. To the right of the 
  door to the north, is a single desk, bare save 
  for a recent, local newspaper, a used coffee 
  cup and a full ashtray. 
   
   
  Commander:  
   
  NPC Schedule: 0800 to 1400, Major 
  Musulmongul Radjabov. 
   
  At night, there will be no one present in this 
  room. The desk and cabinet are locked with key 
  locks of DC 20 difficulty. They can also be 
  opened with a Strength check against DC 25. 
   
   
  A large, impressive desk is to the left of 
  the door. Beside it is a small, side table. To the 
  right are two plush sofas. Against the east 
  wall is a cabinet of some sort. The desk has a 
  computer, a cup and saucer, a desk lamp and 
  an ashtray on it. On the side table is a civilian 
  grade satcom set. The large cabinet is an 
  entertainment unit including a widescreen 
  TV. Behind the desk sits a large man in an 
  Albenistani military uniform. The uniform 
  has no identifying markings or name tapes. 
   
   
  Major Musulmongul Radjabov of the SIG is 
  in command of this camp. He can be found at 
  work from 0800 to 1400. His AKS-74U short 
  assault rifle will be close at hand, likely on his 
  desk or on the side table. In the drawers of his 
  desk are files on the clerks, Technicians and 
  mechanics 
  including 
  information 
  on 
  their 
  families and plans to kill the families of those 
  who don't cooperate. A date book includes many 
  names and telephone numbers. There are no 
  addresses, but each name has a city beside it. The 
  name Jubair is beside the listing for Ashkashem. 
  If the PCs are involved in the Albenistan Series 
  and will be playing the Khorforjan Gambit, 
  Hameed is beside the listing for Khorforjan. 
  Other names include Hasanov and Saparmurat, 
  though they have no city notation beside them. If 
  the PCs ask, the book contains other names that 
  
   
  31
  are recognizable as Tajik, some are Afghani and 
  some are Uzbek.  
   
   
  IFVs  
   
  This area includes a line of infantry fighting 
  vehicles running east to west and a line running 
  north to south. The PCs can identify the vehicles 
  with a Knowledge (tactics) check against DC 5 
  for each type of vehicle. Each successful check 
  indicates the PC can identify one of the 
  following: BMP-2s and — in the east-west line 
  — 2 BMP-1s and 2 BRDMs with AT-5 Spandrel 
  launchers. There are neither mechanics nor 
  guards in this area. 
   
   
  East to West Line, During the Day or at 
  Night with Artificial Light or NVDs 
   
  The vehicles in this section, while not in 
  excellent condition, seem to be complete. They 
  are not clean and most have some form of 
  damage, be it dents and scratches or obvious 
  cannon or bullet strikes, but they appear 
  functional for the most part. North of the line 
  is a small wall, just under a meter tall. It is 
  crumbling and breached in many locations. 
   
   
  East to West Line, in Darkness 
   
  Without light, it is hard to distinguish one 
  mass of metal from another. Still, from the 
  shapes of the vehicles, you are able to 
  distinguish numbers and have a fair idea of 
  the types of vehicles. 
   
   
  North to South Line, During the Day or at 
  Night with Artificial Light or NVDs 
   
  These vehicles are in obvious need of 
  repair. You cannot see any vehicle that is not 
  missing some part, be it an antenna, a wheel 
  or an entire turret. You note a pole with what 
  appears to be a lamp protruding up from 
  somewhere at the southern end of the line. 
   
   
  At the southern end of the line, there is a 
  pile of tracks and engine parts beside a vehicle 
  that is missing its turret. It is out of this empty 
  turret that the pole with the lamp juts. In the 
  darkness, the PCs will need to success in a 
  Knowledge (tactics) check against DC 15 to 
  identify a vehicle. If the PCs had previously 
  identified the types of vehicles in this area, the 
  check need only succeed against DC 5 in the 
  darkness. When already identified, no check is 
  needed during the day, with artificial light or 
  NVDs. 
   
   
   
   
  North to South Line, in Darkness: 
   
  A light hangs from a pole set in the centre 
  of the southernmost vehicle in this line. The 
  vehicle has no turret, and the makeshift lamp-
  post juts out from this opening.  
   
   
  The lamp is not particularly bright, but still 
  casts enough illumination to foul-up NVDs. IF 
  the PCs insist on continuing to wear NVDs, 
  when within 40 feet of the light; they will incur a 
  -2 circumstance penalty to all Spot and Search 
  checks as well as attack rolls. The penalty to 
  Spot and Search is in addition to the standard 
  penalty for searching while wearing NVDs. 
  When within 30 feet of the light, the penalty is 
  increased to -4. Within 20 feet, the penalty 
  increases to -6 and within 10 feet the penalty 
  reaches -10.  
   
   
  LAVs 
   
  NPC Schedule: 0800 to 1500, 3 Mechanics 
   
  2100 to 0600: 4 Perimeter Guards 
   
  During the Day or at Night with Artificial 
  Light or NVDs 
   
  A variety of Russian light armored 
  vehicles stretch in an uneven line from north 
  to south. You would estimate at least 25 
  vehicles of three distinct classes. The vehicles 
  are all rough, some with missing components, 
  some simply looking like they have been 
  neglected for a decade or so and some 
  appearing to have been on the losing side of a 
  messy dustup. While most of the vehicles 
  appear functional, none would make it 
  through an official inspection. 
   
   
  At Night 
   
  The hulks of various vehicles stretch 
  unevenly from the north to the south. In the 
  darkness, it is hard to distinguish one type of 
  vehicle from another, but their silhouettes 
  indicate at least three types of different 
  armored vehicles. 
   
   
   The mechanics work here from 0800 to 
  1500, and spend the rest of their time at 
  Technicians Barracks. The guards arrive at 2100 
  and stay until 0600. The PCs can identify the 
  vehicles with a Knowledge (tactics) check 
  against DC 5 for each type of vehicle. Each 
  successful check indicates the PC can identify 
  one of the following: BRDM-2s, BTR-70s and 
  BTR-80s. In the darkness, the PCs will need to 
  success in a Knowledge (tactics) check against 
  DC 15 to identify a vehicle. If the PCs had 
  previously identified the types of vehicles in this 
  
   
  32
  area, the check need only succeed against DC 5 
  in the darkness. When already identified, no 
  check is needed during the day, with artificial 
  light or NVDs. 
   
   
  SAMs (R)  
   
  NPC Schedule: 0800 to 1500, 4 Mechanics 
   
  2100 to 0600: 4 Perimeter Guards around 
  SAMs, 2 Standard Guards around the Lavatory 
   
   
  This area has SAM launchers that are in the 
  midst of being repaired. The PCs can identify the 
  vehicles with a Knowledge (tactics) check 
  against DC 5 for each type of vehicle. Each 
  successful check indicates the PC can identify 
  one of the following: SA-8 and SA-9 TELARS. 
  If the PCs had previously identified the types of 
  vehicles in this area, no check is needed during 
  the day, with artificial light or NVDs. In the 
  darkness, the PCs will need to success in a 
  Knowledge (tactics) check against DC 15 to 
  identify a vehicle. If the PCs had previously 
  identified the types of vehicles in this area, the 
  check need only succeed against DC 5. 
   
  Four mechanics work on two of the SA-8 
  Gecko transporter erector launcher and radar 
  vehicles — TELARs. One group of four 
  mechanics travels here from SSMs (B), where 
  they scavenge parts. When both groups of 
  mechanics are present, there will be two LUVs. 
  A PC who succeeds in a Craft (mechanical) 
  check against DC 10 will note that none of the 
  TELARs in this area are functional. These 
  mechanics work from 0800 to 1500.  
   
   
  During the Day or at Night with Artificial 
  Light or NVDs 
   
  You see a long line of self-propelled 
  missile launchers. Many of them have 
  damaged tracks, removed panels and missing 
  launch towers. You would estimate that most 
  of these launchers are at least a decade old 
  and most probably bore a best before date 
  twenty years past. Obvious effort has gone 
  into maintaining the vehicles, but the wear of 
  ages is apparent.  
   
   
  At Night 
   
  In the darkness, the massive vehicles loom 
  over you, offering plenty of shadow in which 
  to hide but obscuring much of the ambient 
  light from the stars and moons. The different 
  types of vehicles are obvious in their 
  silhouettes, but details are impossible to make 
  out. 
   
   
   
  When already identified, no check is needed 
  during the day, with artificial light or NVDs. A 
  successful Spot check against DC 15 will note 
  the Lavatory building. At night, two guards 
  wander the area around the lavatory, which is lit 
  during the night. These two guards follow no set 
  pattern, but they also don't move more than 100 
  feet from the Lavatory structure. A PC would 
  need to make a successful Spot check against DC 
  20 to note the guards.  
   
   
  The Lavatory - Exterior 
   
  Even if without a sign — the standard 
  male toilet emblem is readily visible on the 
  door — the purpose of this building would be 
  fairly apparent. There is a cloud of lingering 
  odor hanging about it that marks it for 
  anyone with the slightest olfactory sensitivity. 
  The building itself is a simple 20 foot by 20 
  foot structure with a single entrance. 
   
   
  The Lavatory - Interior 
   
  The interior is as simple in design as the 
  exterior. Against the south wall are three 
  stalls, each 5 feet square. Against the north 
  wall are three washbasins. No soap or towels 
  are apparent. Inside the stalls are slit toilets 
  — porcelain but certainly not to Western 
  standards. Your sense of smell is sorely 
  offended.  
   
   
  A PC would need to squat over the opening 
  to properly use these facilities. These are flush 
  toilets, 
  and 
  more-or-less 
  well-maintained. 
  Certainly the PCs will have encountered worse 
  W/Cs through the military or even at gas 
  stations. The stench, though, is certainly 
  memorable. 
   
   
  SAMs (W) 
   
  NPC Schedule: 0800 to 1500, 2 Mechanics 
   
  1800 to 0200, 2 Standard Guards 
   
  This area encompasses working SAM 
  launchers. During the day, two mechanics are 
  busy wiring up the SAMs to the controlling 
  computer found in Computer Room at Gate 
  Office. The network isn't very reliable right now 
  and only two SA-8s and three SA-9s can be 
  controlled and launched. Should an attack occur, 
  the mechanics will attempt to target and fire the 
  remaining two SA-9s themselves, though they 
  haven't been properly trained and have a -6 
  circumstance modifier for their actions.  
   
  The PCs can identify the vehicles with a 
  Knowledge (tactics) check against DC 5 for each 
  type of vehicle. Each successful check indicates 
  
   
  33
  the PC can identify one of the following: SA-9 
  and SA-8 TELARS. The western half of the line 
  is made up of SA-9 launchers, while the other 
  launchers are for SA-8s. In the darkness, the PCs 
  will need to success in a Knowledge (tactics) 
  check against DC 15 to identify a vehicle. If the 
  PCs had previously identified the types of 
  vehicles in this area, the check need only succeed 
  against DC 5 in the darkness. When already 
  identified, no check is needed during the day, 
  with artificial light or NVDs.  
   
  These mechanics work from 0800 to 1500. 
  A PC must make a Spot check against DC 15 to 
  note the mechanics, who are working near the 
  center of the line. 
   
   
  During the Day or at Night with Artificial 
  Light or NVDs 
   
  You are overshadowed and dwarfed by 
  the large launch vehicles around you. The 
  vehicles are scarred, battered and dirty, but 
  they do have missiles in their launchers and 
  apparently in ready position. The launchers 
  are spaced well apart, leaving large gaps in 
  the line.  
   
   
  At Night 
   
  In the darkness, the massive vehicles loom 
  over you. The wide space between each 
  vehicle is shrouded in deep darkness as the 
  ambient light from the stars and moons s 
  obscured. The different types of vehicles are 
  obvious in their silhouettes, but details are 
  impossible to make out. 
   
   
   
  At night, two guards stand just beyond the 
  western edge of the line of launchers. They are 
  usually sitting or crouching, smoking and 
  talking, not being very observant. As such, they 
  receive a -2 miscellaneous modifier to all Spot 
  and Listen skill checks. A PC must make a Spot 
  check against DC 15 to note the guards. 
   
   
  SIG Barracks  
   
  Lounge and Games Room:  
   
  NPC Schedule: 0800 to 1100, 2 SIG 
  Officers. 
   
  1400 to 1500, Radjabov and Mahoud. 
   
  1500 to 1800, Radjabov, Mahoud, Asrorova 
  and Shernazarov. 
   
  1900 to 2000, 1 SIG Officer. 
   
  2000 to 2300, 4 SIG Officers. 
   
  2300 to 0100, 1 SIG Officer. 
   
  0300 to 0700, 1 SIG Officer. 
   
   
  This room is 50 feet north to south and 80 
  feet east to west. It has two big-screen TVs, a 
  pool table, sofas, tables and chairs. The TVs 
  are tuned to continuous news networks, one in 
  English and one in Arabic. The pool table 
  looks relatively new but also relatively cheap. 
  The sofas, tables and chairs all seem to be 
  sets, newly purchased and in excellent 
  condition. 
   
   
  The NPCs in this room will only have a 25% 
  chance (1-4 on a d20) to have their weapons. 
  Those NPCs with weapons will not have them at 
  the ready and weapons will likely be lying on the 
  floor or leaning against the wall or furniture. 
   
   
  Mess:  
   
  NPC Schedule: 1700 to 1900, SIG Officer. 
   
  1900 to 2000, 3 SIG Officers. 
   
  0700 to 0800, 2 SIG Officers.  
   
   
  This area — 50 feet north to south and 80 
  feet east to west — is dominated by a plethora 
  of tables and chairs. They appear to be the 
  kind one would find at any institutional 
  setting — unattractive and cheap but sturdy. 
  A few newspapers and magazines cover some 
  of the tables. Against the northwest wall are a 
  large basin and a rack of dishes and utensils. 
  A pair of garbage cans is under the basin. 
  Against the northeast wall is a pair of gas 
  stoves sitting on a counter topping cupboards. 
  In the northeast corner is a refrigerator. 
   
   
  If the group is aware that there are people in 
  this room, they will have surprise. The 
  cupboards contain canned goods, the refrigerator 
  contains food. The NPCs in this room will only 
  have a 25% chance (1-4 on a d20) to have their 
  weapons. Those NPCs with weapons will not 
  have them at the ready and weapons will likely 
  be lying on the floor or leaning against the wall 
  or furniture. 
   
   
  Quarters A, B and C:  
   
  NPC Schedule: 0800 to 0900, 1 SIG Officer 
  in Quarters C. 
   
  1100 to 1900, 2 SIG Officers in Quarters A. 
   
  2300 to 0100, 2 SIG Officers in Quarters B, 
  1 SIG Officer in Quarters C. 
   
  0100 to 0700, 2 SIG Officers in Quarters B 
  and 2 SIG Officers in Quarters C. 
   
  0700 to 0800, 1 SIG Officer in Quarters C.  
   
   
  This room has a pair of twin beds, 
  appearing comfortable if not particularly tidy. 
  Each bed has two footlockers. There is a 
  
   
  34
  cabinet against the far wall with a closet and 
  drawers.  
   
   
  If the Quarters are occupied the characters 
  will be able to hear snoring and heavy breathing 
  from the bed(s) with a successful Listen check 
  against DC 5. Further, AK-74s will lie on each 
  footlocker in front of a bed that has an occupant. 
  Inside the lockers are toiletries. Inside the 
  footlockers are personal effects such as dress 
  uniforms, extra BDUs, civilian clothes, pictures 
  and books. 
   
   
  W/C:  
   
  This room has two partitioned toilets, two 
  washbasins and a shower stall. 
   
   
  Mahoud's Quarters:  
   
  NPC Schedule: 0000 to 0800, Mahoud 
   
  To your left is a bed of rough metal 
  construction with a thick mattress and box-
  spring. Against the far wall is a desk with a 
  desk lamp. To your right is a standing cabinet 
  with a closet and drawers. Leaning against the 
  desk is an AKS-74 carbine. 
   
   
  When Mahoud is in his bed, the PCs will be 
  able to hear heavy breathing with a successful 
  Listen check against DC 5. Mahoud never carries 
  his carbine with him, so it will always be found 
  in this room. When Mahoud is here, his 
  Browning Hi-Power will be sitting on his desk 
  with two extra magazines beside it. The cabinets 
  include toiletries and change of attire — both a 
  dress uniform and further BDUs, complete with 
  dress uniform shoes and clean boots. The 
  footlockers contain personal effects, shirts and 
  undergarments. 
   
   
  Elite W/C:  
   
  This room has a partitioned toilet, a 
  washbasin and a shower stall. 
   
   
  Elite Lounge:  
   
  NPC Schedule: 1900 to 0000, Radjabov, 
  Mahoud, Asrorova, Shernazarov in Elite Lounge. 
   
  0000 to 0100, Asrorova and Shernazarov in 
  Elite Lounge. 
   
   
  This area measures 30 feet north to south 
  and 50 feet east to west. It includes four plush 
  chairs and two sofas. A small coffee table sits 
   
  
   
  35
  between the sofas. A widescreen TV is against 
  the east wall and an entertainment unit sits 
  beside it, complete with DVD and VCR 
  players, stereo, tape deck and CD player. The 
  coffee table has a silver tea service on it. Four 
  crystal ashtrays surround the tea service. 
  Against the south wall is a table with a coffee 
  maker, sugar, coffee whitener and coffee 
  mugs. 
   
   
  In the evening, when occupied, a South 
  American drama, dubbed into Russian and with 
  Tajik subtitles will be playing on the TV. The air 
  will be thick with cigarette smoke, which will be 
  noticeable in the hall from the doorway to the 
  Mess, as will the noise. 
   
   
  Asrorova's Quarters:  
   
  NPC Schedule: 0100 to 0900, Asrorova 
   
  This room is 40 feet north to south and 30 
  feet east to west. To your left is a wooden bed 
  that seems of quality construction. It boasts a 
  thick mattress, clean and attractive bedding 
  and an apparently new box spring. Against 
  the far wall is a desk with a desk lamp. To 
  your right is an ornately carved cabinet with a 
  closet and drawers. In a rack on the wall 
  beside the desk is an immaculate AKS-74 
  carbine with four magazines. 
   
   
  When Asrorova is in his bed, the PCs will be 
  able to hear heavy breathing with a successful 
  Listen check against DC 5. Asrorova never 
  carries his carbine with him, so it will always be 
  found in this room. When Asrorova is here, his 
  Makarov will be sitting on his desk with five 
  extra magazines beside it. The cabinets include 
  toiletries and change of attire — both a dress 
  uniform and further BDUs, complete with dress 
  uniform shoes and clean boots. The footlockers 
  contain 
  personal 
  effects, 
  shirts 
  and 
  undergarments. 
   
   
  Shernazarov's Quarters: 
   
  NPC Schedule: 0100 to 0900, Shernazarov. 
   
  This room is 40 feet north to south and 30 
  feet east to west. To your left is a utilitarian 
  but sturdy bed of metal construction. It boasts 
  a thick mattress, and while the bedding looks 
  clean, it is rumpled and untidy. Against the 
  east wall is a desk with a desk lamp. Two cups 
  sit on the desk, one stained dark on the inside 
  and the other with a puddle of coffee in it. To 
  your right is a sturdy, wooden cabinet with a 
  closet and drawers. On top of the cabinet sits 
  an AKS-74 carbine with four magazines. 
   
  When Shernazarov is sleeping, the PCs will 
  be able to hear heavy breathing with a successful 
  Listen check against DC 5. Shernazarov never 
  carries his carbine with him, so it will always be 
  found in this room. When Shernazarov is here, 
  his Makarov will be sitting on his desk with five 
  extra magazines beside it. The cabinets include 
  toiletries and change of attire — both a dress 
  uniform and further BDUs, complete with dress 
  uniform shoes and clean boots. The footlockers 
  contain 
  personal 
  effects, 
  shirts 
  and 
  undergarments. 
   
   
  Radjabov Quarters: 
   
  NPC Schedule: 0000 to 0800, Radjabov. 
   
  This room is 50 feet north to south and 30 
  feet east to west. To your left is a large, 
  comfortable bed made of wood. It has ornate 
  bedding 
  including 
  a 
  fine, 
  elaborately 
  embroidered quilt. The mattress is thick and 
  appears new, as does the box spring. Set into 
  the northwest corner is a large, L-shaped 
  wood and metal desk on which sits a desktop 
  computer and a desk lamp. Beside the desk on 
  the west wall is a finely-crafted, wooden 
  cabinet with a closet and drawers. Above it is 
  an empty, wooden weapon rack. Against the 
  south wall is a tall, broad armoire with 
  mirrors on its doors. 
   
   
  When Radjabov is here, the PCs will be able 
  to hear heavy breathing with a successful Listen 
  check against DC 5. His AKSU-74 will be 
  placed in the weapons rack and five spare 
  magazines will be on the top of the cabinet. 
  Further, his Makarov will be sitting on his desk 
  with three extra magazines beside it. The 
  cabinets include toiletries and change of attire — 
  both civilian clothing and further BDUs, 
  complete clean boots. His dress uniform is in his 
  armoire, along with civilian suits, dress shoes 
  and dress uniform shoes. The footlockers contain 
  personal effects, shirts and undergarments. 
   
   
  SSMs (B)  
   
  NPC Schedule: 0800 to 1600, 8 Mechanics 
  1800 to 0200 2 Standard Guards 
   
   
  During the Day or at Night with Artificial 
  Light or NVDs 
   
  The vehicles in this area almost seem to 
  have been left there by some giant child. 
  There is no order. The vehicles have not been 
  grouped by function or by type. You note 
  both SAM and SSM launchers of at least four 
  different 
  types. 
  It 
  is 
  a 
  haphazard, 
  
   
  36
  disorganized mess, worse than any junkyard 
  you've seen. While most of the items here are 
  recognizable as vehicles, you also note many 
  rusted or burnt hulks littered among the less 
  damaged equipment. Strewn among the 
  launchers are parts. You note tracks, wheels, 
  radar components, electronics and engine 
  parts. Again, there is no discernable order in 
  how this equipment has been positioned.  
   
   
  At Night 
   
  While the darkness cannot hide the 
  haphazard mess and maze of vehicles, it hides 
  the various parts, elements and components 
  strewn across the spaces between the vehicles. 
  By necessity, your movement in the darkness 
  is slow, careful and laborious. Too often, a 
  foot raps against hard metal, or catches on 
  loose wires invisible in the night. 
   
  This area is filled with SSMs (and some 
  SAMs) that are broken. These vehicles are not 
  operational. The PCs can identify the vehicles 
  with a Knowledge (tactics) check against DC 5 
  for each type of vehicle. Each successful check 
  indicates the PC can identify one of the 
  following: SS-21 and Frog-7 launchers. In the 
  darkness, the PCs will need to succeed in a 
  Knowledge (tactics) check against DC 15 to 
  identify a vehicle. If the PCs had previously 
  identified the types of vehicles in this area, the 
  check need only succeed against DC 5 in the 
  darkness. When already identified, no check is 
  needed during the day, with artificial light or 
  NVDs.  
   
  There are two groups of four mechanics 
  gathering parts. Each group has a LUV. One 
  group travels from SSMs (B) to SAMs (R), and 
  the other group travels to SSMs (R). These 
  mechanics work from 0800 to around 1600. Just 
  after 1600, they will move to the Warehouse, 
  where they will share a meal with the other 
  NPCs at that location. The PCs must make a 
  Spot check against DC 20 to note the machine 
  gun 
  emplacement. 
  The 
  machine 
  gun 
  emplacement isn't manned, though if trouble 
  starts, the 2 Standard Guards who patrol the area 
  at night would man it. 
   
   
  Almost in the center of this jumble of 
  parts and vehicle skeletons, you note a small 
  hill, elevated only slightly over the chaos of 
  metal. You can see the barrels of machine 
  guns protruding from above the sides of the 
  hill. 
   
   
  If the PCs make a Spot or Listen check 
  against DC 10, they will note the patrol moving 
  through the area. The patrol is made up of 2 
  Standard 
  Guards. 
  These 
  guards 
  are 
  not 
  particularly vigilant and take a -4 circumstance 
  modifier to all Listen and Spot checks. 
   
   
  SSMs (R)  
   
  NPC Schedule: 0800 to 1600, 8 Mechanics 
  2100 to 0600, 2 Perimeter Guards 
   
   
   
  This line of launch vehicles is unevenly 
  spaced. The vehicles are likewise of uneven 
  quality. Most of these launchers appear to be 
  in need of extensive repair while others 
  appear functional if a bit rough. There is no 
  vehicle, though, that is complete. Every 
  launcher is missing something, from cabs to 
  engines to tower assembly. Some of these 
  missing components lie on the ground nearby. 
   
   
  The SSMs in this area are under repair. The 
  PCs can identify the vehicles with a Knowledge 
  (tactics) check against DC 5 for each type of 
  vehicle. Each successful check indicates the PC 
  can identify one of the following: SS-21 and 
  Frog-7 launchers. In the darkness, the PCs will 
  need to success in a Knowledge (tactics) check 
  against DC 15 to identify a vehicle. If the PCs 
  had previously identified the types of vehicles in 
  this area, the check need only succeed against 
  DC 5 in the darkness. When already identified, 
  no check is needed during the day, with artificial 
  light or NVDs. 
   
  One of the groups of mechanics from SSMs 
  (B) is scavenging parts for these two launchers, 
  and their movements will occasionally bring 
  them to this area, where they will interact with 
  the mechanics working, mostly to help with 
  repairs, but also to share cigarettes and discuss 
  the usual topics of football, movies and the lack 
  of women. The 8 mechanics working in this area 
  are focused on repairing two SS-21 launchers on 
  the far west of the line. They call it a day around 
  1600.  
   
  At night, if the PCs make a Spot or Listen 
  check against DC 10, they will note the patrol 
  moving through the area. The patrol is made up 
  of 2 Standard Guards. These guards are very 
  poor guards. Most of the time, they stand on the 
  northern side of the line of vehicles and talk or 
  smoke. In the dead of night, between 0200 and 
  0500, they sleep for 45 minutes, wake, do a 
  transit of the southern side of the line, then return 
  to the northern side and sleep some more. These 
  guards are not particularly vigilant and take a -4 
  circumstance modifier to all Listen and Spot 
  
   
  37
  checks. 
   
   
  SSMs (W) 
   
  NPC Schedule: 0700 to 1600, 3 Mechanics 
   
  2100 to 0600, 2 Standard Guards 
   
   
  During the Day or at Night with Artificial 
  Light or NVDs 
   
  These 
  vehicles 
  are 
  tightly 
  packed 
  together; parked so close one could barely 
  walk between them. While not in showroom 
  condition, these vehicles look functional. You 
  see two distinct types of launchers. The 
  shorter line of vehicles to the west is 
  comprised solely of one type of vehicle while 
  the line to the east is made up of another, 
  larger launch vehicle. You note that there are 
  vehicles along the northern ends of each line 
  that have their missiles loaded and ready. 
  Oddly enough, three vehicles at the southern 
  end of the eastern line have their towers set 
  for launch but have 
  no missiles.  
   
   
  At Night 
   
  The 
  darkness 
  seems even deeper 
  here as the large 
  masses 
  of 
  missile 
  launchers, 
  parked 
  tightly together, filter 
  out much of the moon 
  and 
  starlight. 
  The 
  shapes 
  in 
  the 
  darkness lead you to 
  assume there are two 
  different 
  types 
  of 
  vehicles. The line to 
  the west is shorter, 
  while the line to the 
  east is not only longer 
  but 
  comprised 
  of 
  largest vehicles. 
   
   
  This 
  area 
  has 
  working SSMs. The 
  PCs can identify the 
  vehicles 
  with 
  a 
  Knowledge 
  (tactics) 
  check against DC 5 for 
  each type of vehicle. 
  Each successful check indicates the PC can 
  identify one of the following: SS-21 launchers 
  — the eastern line — and Frog-7 launchers — 
  the western line. In the darkness, the PCs will 
  need to success in a Knowledge (tactics) check 
  against DC 15 to identify a vehicle. If the PCs 
  had previously identified the types of vehicles in 
  this area, the check need only succeed against 
  DC 5 in the darkness. When already identified, 
  no check is needed during the day, with artificial 
  light or NVDs. 
   
  While not in perfect condition, and though 
  many are incomplete, these vehicles are 
  operational. There are three mechanics working 
  on an SS-21 situated in the middle of the eastern 
  line. They begin working on the vehicles at 0800 
  and finish working around 1600. At 1600, they 
  go to Warehouse to dine. At night, the area is 
  patrolled. From 2100 to 0600, 2 guards patrol the 
  line of vehicles. If the PCs make a Spot or Listen 
  check against DC 10, they will note the guards.  
   
   
  Technician Barracks 
   
  This 
  building 
  houses 
  the 
  various 
  Technicians and clerks that work on the base. 
  The occupants of this building will take their 
  meals in the Mess in 
  Barracks. 
   
   
  Quarters: 
  NPC 
  Schedule: 
  0800 
  to 
  1400, 
  3 
  Cooks, 
  1 
  CTech 
   
  1400 to 1600, 1 
  CTech 
   
  1600 to 1900, 1 
  CTech 
   
  1900 to 2200, 1 
  CTech, 9 Mechanics, 3 
  Science Techs 
   
  2200 to 0000, 3 
  Cooks, 1 CTech, 28 
  Mechanics, 3 Science 
  Techs, 4 Technicians 
   
  0000 to 0600, 3 
  Cooks, 4 Clerks, 4 
  CTechs, 28 Mechanics, 
  3 Science Techs, 4 
  Technicians 
   
  0600 to 0800, 4 
  Clerks, 3 Cooks, 4 
  CTechs, 28 Mechanics, 
  3 Science Techs, 4 
  Technicians 
   
   
  This room is 70 
  feet east to west and 80 feet north to south. It 
  is filled with 20 bunk-beds — each with two 
  beds, one atop the other. Along the east and 
  west walls are a series of lockers, each with a 
  name tape on it. In the southwest and 
  
   
  38
  northeast corner are coal stoves with pipes 
  leading up to the ceiling. In the south wall is a 
  set of double doors, 10 feet from the southwest 
  corner. 
   
   
  From 1900 to 2300, most of the Technicians 
  will be awake, smoking cigarettes, reading 
  newspapers and talking. There is gambling going 
  on, both dice and cards. No one is particularly 
  alert. 
   
   
  W/C 
   
  This room is 20 feet north to south and 40 
  feet east to west. It has a door in the southwest 
  corner of the south wall. The west wall is not a 
  wall, per se, rather a divider with a 10 feet 
  opening at its southern half. The 10 feet 
  square area to the east has multiple basins 
  along the wall and a round, communal basin 
  with taps in the center. The rest of the room 
  has 4 toilet stalls, 10 feet square, against the 
  north wall. 
   
   
  Showers: 
   
  This room is 20 feet north to south and 30 
  feet east to west. The east wall is not a wall, 
  per se, rather a divider with a 10 feet opening 
  at its southern half. There are six shower 
  heads and taps along the north and south 
  walls. Along the east divider/wall, are racks 
  on which towels could hang. 
   
   
  Watchtower 
   
  Tower 
   
  The base of the tower consists of wood 
  framework 
  measuring 
  some 
  twenty-feet 
  square. A metal ladder offers the only access 
  to the observation deck approximately fifty 
  feet above you. To the west of the tower are a 
  group of small, dome-like huts. 
   
   
  The tower is always manned by two 
  Machine Gunners at all times. At night, the 
  Machine Gunners are easily discernable in the 
  dark due to their habit of chain-smoking. The 
  shifts of the Machine Gunners are 0800 to 1600, 
  1600 to 0000 and 0000 to 0800. If the PCs climb 
  the ladder, they will be very vulnerable to attack 
  from the Machine Gunners on the observation 
  deck. 
   
   
   
  The observation deck of the tower is ten 
  foot square. A stomach high wall surrounds it 
  and a flat roof tops it. Four pillars, one at 
  each corner, hold up the roof. There are 
  machine guns pointing north and east as well 
  as a spotlight at the northeast corner. 
   
   
  Fanatics' Camp 
   
  The Fanatics who work as guards in 
  Building X spend most of their off time here. The 
  large bonfire regularly burning here will aid any 
  observation by the PCs during the evening hours. 
   
   
  Exterior 
   
  NPC Schedule 
   
  0700 - 1000, 4 Fanatics 
   
  1000 - 1200, 2 Fanatics 
   
  1900 - 2100, 4 Fanatics 
   
  2100 - 2200, 5 Fanatics 
   
  2200 - 0000, 1 Fanatic 
   
   
  Five dome-like structures, seemingly built 
  of wood and plastic, like tents made of cast-off 
  supplies surround a fire pit filled with burnt 
  wood and ash. 
   
   
  Interior 
   
  NPC Schedule 
   
  1000 - 1200, 4 Fanatics in Hut # 1 
   
  1200 - 1800, 4 Fanatics in Hut # 1, 2 
  Fanatics Hut # 2 
   
  1800 - 2000, 2 Fanatics in Hut # 2 
   
  2200 - 0000, 2 Fanatics in Hut # 3, 2 
  Fanatics in Hut # 4 
   
  0000 - 0600, 2 Fanatics in Hut # 3, 2 
  Fanatics in Hut # 4, 1 Fanatic in Hut # 5 
   
  0600 - 0800, 1 Fanatic in Hut # 5 
   
   
   
  The interior of the structure is about 
  fifteen feet from entrance to back wall. Other 
  than a couple of foot lockers, mattresses, 
  cushions and bedding, there is nothing here. 
   
   
  The footlockers are divided into three 
  sections, and each section includes toiletries, 
  personal items and clothing. When there are 
  Fanatics present, their AKMs will be close at 
  hand. 
   
   
  Warehouse  
   
  Exterior: 
   
  NPC Schedule: 1600 to 1700, 19 Mechanics 
  from SSMs (B), SSMs (R) and SSMs (W) and 8 
  Standard Guards eating, chatting, smoking, 
  playing cards, dicing or reading newspapers. 
   
  1700 to 1800, 19 Mechanics from SSMs (B), 
  SSMs (R) and SSMs (W), 8 Standard Guards, 4 
  Technicians and 2 Cooks eating, chatting, 
  smoking, playing cards, dicing or reading 
  newspapers. 
  
   
  39
   
  1800 to 2200, 8 Standard Guards and 2 
  Cooks eating, chatting, smoking, playing cards, 
  dicing or reading newspapers. 
   
   
  You can see a large double door near the 
  north and a smaller door to the south. The 
  double door is about 20 ft wide and the 
  smaller is about 10. Both appear to have 
  tracks on which they slide open. 
   
   
  Main Area: 
   
  NPC Schedule: 0800 to 1600, 8 Standard 
  Guards. 
   
  2200 to 0800, 8 Standard Guards sleeping. 
   
   
  The main area of this building is an open 
  area with two loading bays. The main area is 
  raised so that it is at chest height for an 
  individual standing in the loading bay. Racks 
  upon racks of missiles fill the main area. Some 
  are in large crates but most are unboxed. 
  Stacked along the north wall are crates too 
  small to carry missiles. Each crate is only 
  around 2 to 3 feet by 1 foot or so. Eight men 
  sit on the floor of the southern loading bays, 
  playing cards, smoking and chatting. Eight 
  AKMs lean against the walls of the bay. 
   
   
  The PCs can identify the missiles with a 
  Knowledge (tactics) check against DC 5 for each 
  type of missiles. Each successful check indicates 
  the PC can identify one of the following: SS-21s 
  and Frog-7s. A Spot check against DC 10 will 
  reveal that three SS-21s and at least five Frog-7s 
  have their warheads removed.  
   
  While not all of the weapons stored here are 
  active or functional, every miss in a firefight — 
  unless the shooter has Precise Shot — has a 1 in 
  10 chance of setting off a missile. For each miss, 
  roll 1d10. On a score of 1, a missile warhead has 
  been hit. Roll d20. On any score other than 1, the 
  missile goes off. Make a random roll based on 
  the amount of space between the shooter and the 
  farthest wall to find out how far away the missile 
  was. The explosion deals 12d6 damage to all 
  creatures within a 15-foot radius (Reflex save 
  DC 20 for half damage) and 6d6 damage to all 
  creatures between 15 and 25 feet away (Reflex 
  save DC 15 for half damage). 
   
  The crates contain AKMs and are clearly 
  labeled in English as such. There are a total of 30 
  AKMs. 
   
  These guards are kind of a flying squad, 
  prepared to act as reinforcements should any 
  section of the facility come under attack. This is 
  a rotating guard duty, and right now, these 8 
  have the job. It's easy, so they are happy, but it's 
  also boring, as they don't really leave the 
  environs of the Warehouse. 
   
  At night, the 8 guards will be sleeping on 
  
   
  40
  thin mattresses — stored in the kitchen — at the 
  eastern end of the main area, between the lockers 
  and the offices/kitchen. 
   
   
  W2 - Kitchen:  
   
  NPC Schedule: 0800 to 1700, 1 Cook.  
   
  2200 to 0800, 1 Cook sleeping. 
   
  The cook found here will not fight unless 
  given no other option. At night, the cook actually 
  sleeps in the kitchen on one of the two cots. 
  During the evening, the cook will be found 
  socializing in front of the Warehouse. 
   
   
  A man is working over a gas range, 
  dropping things into a large pot while stirring. 
  Against the north wall is a counter topped 
  with some kind of linoleum. The cupboards 
  are of wood painted a chipped white. There is 
  a gas range on the counter in the northeast 
  corner. Against the south wall are folded cots 
  and a pile of thin, folded mattresses. A single 
  florescent light illuminates the room, the 
  other an ashen grey. 
   
   
  W1 - Boss Room:  
   
  NPC Schedule: 0800 to 1400, Ilhom 
  Mahoud 
   
   
  An old, ill-used desk faces the door. A 
  typewriter rests atop it, flanked by a desk 
  lamp and an ashtray. A pair of filing cabinets 
  stands against the south wall, each with four 
  drawers. Sitting at the desk is a large, stocky 
  man, reading a newspaper and sipping from a 
  steaming cup. 
   
   
  This is Ilhom Mahoud, one of the officers 
  from the SIG. He is overseeing the stockpiling 
  and modification of warheads. He is usually out 
  of the office by 1400. At night, the office is 
  abandoned and no light is left on. The desk is old 
  and ill-used. It only has one working drawer, the 
  others are missing.  The single working drawer 
  has 
  Arabic 
  newspapers, 
  pens, 
  paperclips, 
  cigarettes, matches and Mahoud's Browning Hi-
  Power with an extra clip. Mahoud does not leave 
  the pistol here overnight, but takes it with him. 
  The filing cabinets only have notices of when 
  parts, fuel and other supplies will arrive. There 
  are also notes on when certain vehicles will be 
  ready to leave and notes on vehicles that have 
  left. 
   
   
  W3 - Engineering:  
   
  The thrum and chug of the heater is quite 
  loud. The pipes that infest the walls of this 
  room groan and gurgle. From the east wall, 
  faint illumination shines out from an open 
  compartment on the side of a large boiler. A 
  large tank for liquid rests against the east wall 
  beside the boiler. A small, wooden worktable 
  is against the east wall opposite the only door. 
  A cot is set against the south wall. 
   
   
  Lockers:  
   
  NPC Schedule: 0800 to 1700, 4 Technicians. 
   
   
  Two long workbenches run along the 
  middle of this room, one is 10 feet from the 
  west wall and one is 10 feet from the east. 
  Each table is about 2 to 3 feet wide, leaving 
  about 14 feet in the middle of the room 
  between the two tables. Each table is just over 
  twenty feet long. Both tables are covered in 
  mechanical parts, tools, diagrams, books and 
  what appear to be about eight rather large 
  warheads. Most of these are open, and you 
  can see fuses and initiators lying among the 
  other mechanical parts. Four men quietly 
  back away from the door. They are wearing 
  stained, dirty white frocks, not unlike lab 
  coats.  
   
   
  The PCs can identify the warheads with a 
  Demolitions or Knowledge (tactics) check 
  against DC 5 for each type of missiles. Each 
  successful check indicates the PC can identify 
  one of the following: SS-21s and Frog-7s. There 
  are three SS-21s and five Frog-7s. 
   
  A missed shot with a trajectory that would 
  have carried it across the table, has a 1 in 20 
  chance of hitting one of the warheads. For each 
  warhead hit, roll 1d20. On any score other than 
  1, a warhead goes off. Make a random roll based 
  on the amount of space between the shooter and 
  the farthest wall to find out how far away the 
  missile was. The explosion deals 12d6 damage to 
  all creatures within a 15-foot radius (Reflex save 
  DC 20 for half damage) and 6d6 damage to all 
  creatures between 15 and 25 feet away (Reflex 
  save DC 15 for half damage). 
  
   
  41
   
   
   
   
  So what happens if the characters are not a 
  part of the Increment, or even part of the 
  military? How do you order a team of 
  adventurers to reconnoiter and then attack a 
  vehicle facility in Albenistan — or wherever you 
  decide to locate the Qalashar Vehicle Facility? 
  Well, perhaps they have a reputation in certain 
  circles for getting these things done and so the 
  Increment comes to them and requests their 
  participation. Why should they participate? 
  Below are a few quick hooks that might be used 
  to bring a party of characters into the game. 
   
  1. 
  The Big Bad Evil Guy from the PCs’ 
  campaign is allied with Abbas and the HMA. 
  Perhaps the BBEG wants some of the Ebola 
  variant the HMA is cooking up. Is the BBEG an 
  arms dealer? Abbas is Central Asian connection. 
  Maybe Abbas, though his SIG connections is 
  supplying the BBEG with weapons like AKMs, 
  AK-74s and even RPG-7s. Is the BBEG a drug 
  smuggler? Abbas moves his shipments through 
  Central Asia. Is the BBEG a terrorist? Abbas is 
  secretly part of his organization and the HMA is 
  a front or the HMA is supplying training and 
  support. 
   
  2. 
  An ally or friend of the PCs has been 
  infected with a virulent biological agent or 
  chemical poison that has been traced to an HMA 
  operative. The Increment has information that 
  indicates the biological agent or poison may have 
  originated in or have been transported through 
  the Qalashar facility. The answers to a cure may 
  lie there. Is that information real or did the 
  Increment manufacture it in order to obtain the 
  cooperation of the PCs? 
   
  3. 
  A journalist/Interpol agent/spy ally/friend 
  of the PCs left information indicating that s/he 
  was investigating a story/case about nationalist 
  elements in Albenistan researching biological 
  and chemical weapons. The journalist/Interpol 
  agent/spy 
  has 
  disappeared 
  and 
  the 
  family/dependants/any-other-sympathetic 
   
   
   
  NPC/Interpol/CIA has asked the PCs to find out 
  what happened. The only flight into Albenistan 
  is through Uzbekistan. When the PCs arrive in 
  Uzbekistan, they are taken aside by the border 
  police. Captain Hensley comes to them and 
  offers them a deal. The Increment has 
  information, but they need a point-team on the 
  ground. The PCs are the best chance the 
  Increment has for finding out what's going on in 
  Qalashar and the Increment  is the only ally the 
  PCs will have in Albenistan. They will not get 
  any cooperation out of the indigenous personnel 
  or organizations. 
   
  4. 
  In an FX campaign, the HMA could be 
  linked to the Shadow. Perhaps the HMA or the 
  anti-government conspiracy is allied or in the 
  thrall of the Shadow. Conversely, Abbas could 
  be the only one aware of the connection, and he 
  directs the HMA at the command of the Shadow. 
  Perhaps Abbas has some kind of magical 
  powers. Some of the named NPCs could be 
  given FX class levels in order to better simulate 
  this kind of campaign. 
   
  5.    Are we talking the evil Elder Gods? Perhaps 
  Abbas is an adherent and the biological weapon 
  is being created in order to make a huge sacrifice 
  to raise one of the really nasty Elder Gods. The 
  PCs learn about this through contact with an 
  underling or perhaps the Increment is secretly 
  involved in the war against this mysterious evil. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  42
   
   
  A. The Bad Guys 
    
  Moving Encounter Chart 
  Area: This is the area where the PCs will likely meet the NPCs. 
  Travel: This is the amount of time it takes for the NPC to travel from one waypoint to the next. 
  Waypoint: These are the map areas that the NPCs will travel to or through. 
  Encounters Day 
  Area 
   
   
  Travel 
  SSMs (B) 4 Mechanics 
  20 min 
  Waypoints: SSMs (B) and SAMs (R). The technicians will remain at SAMs (R) for 4 hours before moving, 
  but only stay at SSMs (B) for 2 hours. 
   
  SSMs (B) 4 Technicians 10 min  
  Waypoints: SSMs (B) and SSMs (R). The technicians will remain at SSMs (R) for 4 hours before moving, 
  but only stay at SAMs (B) for 2 hours. 
   
  Encounters  Night
  Area 
   
   
  Travel  
  SSMs (B) 2 Guards 
  30 min 
  Waypoints: Southernmost point of area, through area to northernmost, then to westernmost, then through 
  area to easternmost, then to southernmost. 
   
  Bad Guy NPCs 
   
  The Regular Troops 
   
   
  Artillerist  
   
  Most of the Artillerists once worked at 
  manual jobs that required a certain amount of 
  technical aptitude. After independence from the 
  Soviet Union and the currency crises, the market 
  for skilled labor dropped. Those skilled laborers 
  from the border area were often recruited by the 
  HMA and trained  
  for relatively skilled positions. Those without the  
  aptitude or ability for technical or maintenance 
  trades were funneled into skilled military 
  occupations, such as artillery. 
   
  NOTE: The Artillerist showcases a new feat 
  — Exotic Weapon Proficiency (heavy weapons) 
  — which is detailed in Appendix 5: Skills and 
  Feats. 
   
  Fast Ordinary 3/Dedicated Ordinary 3: CR  
  5; Medium-sized Human; HD 3d8+3 and 3d6+3; 
  hp 23; Mas 12; Init +3; Spd 30 ft.; Defense 19  
   
   
   
  (+2 Dex +7 Class); BAB +4; Grap +7; Atk +7 
  (1d4+2 knife) or +7 ranged (2d8, AKM); Full 
  Atk +7 melee or +7 ranged; FS 5 ft. by 5 ft.; 
  Reach 5 ft.; AL HMA; SV Fort +4, Ref +6, Will 
  +4; Rep +2; Str 14, Dex 16, Con 12, Int 10, Wis 
  13, Cha 8. 
   
  Skills: Balance +6, Craft (mechanical) +4, 
  Escape Artist +7, Hide +5, Knowledge (current 
  events) +2, Knowledge (popular culture) +2, 
  Knowledge (streetwise) +2, Listen +8, Move 
  Silently +5, Profession (military) +5, Read/Write 
  Language (Russian, Tajik), Sense Motive +6, 
  Speak Language (Russian, Tajik), Spot +8, 
  Tumble +5. 
   
  Feats: Advanced Firearms Proficiency, 
  Alertness, Exotic Weapon Proficiency (heavy 
  weapons), Personal Firearms Proficiency, Simple 
  Weapons Proficiency. 
   
  Occ: Blue Collar (Craft [mechanical], Drive, 
  Repair). 
   
  Possessions: AKM assault rifle with 6 AKM 
  
   
  43
  magazines, BDUs, combat knife, load-bearing 
  vest. 
   
  Tactics: The Artillerists are assigned to a 
  position and will not leave that position unless 
  ordered. All Artillerists are armed with AKMs, 
  which is what they will use against personnel. 
  When using the AKM, their minimal training 
  with the weapon is revealed in their "spray and 
  pray" tactics — lots and lots of autofire, even if 
  that is not the most sensible attack. If 
  outnumbered or facing a recognizably superior 
  opponent, most Artillerists will attempt to flee. If 
  that is not an option, and it appears the 
  opposition is willing to accept surrender, most 
  Artillerists will see that as an acceptable 
  alternative. Artillerists will only fight to the 
  death against an opponent from whom they can 
  expect no mercy. 
   
   
  Clerk 
   
  Most of the Clerks at the Facility are trained 
  and capable. The city of Khorforjan in the border 
  area had once been relatively prosperous. The 
  Soviets 
  had 
  a 
  large 
  bureaucracy, 
  which 
  employed a substantial number of educated 
  individuals. After independence, the civil service 
  shrunk. After the currency crisis, the pay of the 
  remaining civil service shrank further. Men with 
  university degrees, who had worked in an office 
  environment most of their lives became itinerant 
  laborers, attempting to eke out enough to 
  survive. Many became embittered and blamed 
  their lot on the government of President Abdul 
  Umarov. The educated who had once formed 
  bureaucratic elite became some of the first 
  adherents to the HMA cause. However, their 
  motivations are more bitterness than patriotism. 
  The Clerks at the Qalashar Facility are there 
  because it is a job and because they blame 
  President Umarov, not because they are ready to 
  die for the HMA. Further, it has been made 
  known to them that the HMA is keeping track of 
  their families. Should a Clerk attempt to leave or 
  pass on information about the facility, that 
  Clerk's family would pay the price along with the 
  Clerk. 
   
  Smart Ordinary 2: CR 2; Medium-sized 
  Human; HD 2d6; hp 9; Mas 10; Init +1; Spd 30 
  ft.; Defense 11, touch 11, flatfooted 10; BAB: 
  +1; Grap +0; Atk +0 melee (1d3-1, unarmed) or -
  4 melee (1d3-1, improvised weapon) or -2 
  ranged (1d3, improvised weapon); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL HMA; SV Fort +0, Ref +1, 
  Will +4; AP 0; Rep +1; Str 8, Dex 12, Con 10, 
  Int 15, Wis 14, Cha 13. 
   
  Skills: Computer Use +7, Craft (writing) +7, 
  Diplomacy 
  +6, 
  Forgery 
  +4, 
  Knowledge 
  (business) 
  +5, 
  Knowledge 
  (civics) 
  +9, 
  Knowledge (current events) +9, Knowledge 
  (popular culture) +4, Knowledge (streetwise) +5, 
  Knowledge 
  (technology) 
  +4, 
  Knowledge 
  (theology and philosophy) +4, Profession 
  (bureaucrat) +7, Read/Write Language (Russian, 
  English, Tajik), Research +9, Speak Language 
  (Arabic, English, Pashtu, Russian, Tajik) 
   
  Feats: Educated (civics, current events), 
  Simple Weapons Proficiency, Studious. 
   
  Occ: White Collar (Diplomacy, Knowledge 
  [civics]) 
   
  Possessions: Stationary, Street Clothes. 
   
  Tactics: 
  The 
  Clerks 
  are 
  not 
  trained 
  combatants and many of them are not 
  particularly dedicated to the cause. At the first 
  sign of trouble, most of them will run. Those that 
  don't are likely to observe the fight from a safe 
  area. Treated with respect and offered rewards, 
  many will be willing to give what information 
  they have. The Clerks will only fight if their 
  lives are threatened. If attacked, they will attempt 
  to surrender first, but if they fear they will be 
  murdered, they will attempt to flee and only as a 
  last resort will they fight. 
   
   
  Computer Tech (CTech) 
   
  Most of the Computer Techs at the Facility 
  are trained and capable. The city of Khorforjan 
  in the border area had once been relatively 
  prosperous. The Soviets had a large bureaucracy, 
  which employed a substantial number of 
  educated individuals. After independence, the 
  civil service shrunk. There was still some market 
  for individuals with technical skills and 
  knowledge. After the currency crisis, though, 
  that demand vanished. Men with university 
  degrees, who had worked with computers and 
  technology most of their lives, became itinerant 
  laborers, attempting to eke out enough to 
  survive. Many became embittered and blamed 
  their lot on the government of President Abdul 
  Umarov. The operation in Qalashar necessitated 
  men with skills in technology and computers, 
  and 
  so 
  some 
  unemployed 
  CTechs 
  were 
  approached and offered a good wage — in 
  comparison to what they earned. The CTechs at 
  the Qalashar Facility are there because it is a 
  good job and because they blame President 
  Umarov, not because they are ready to die for the 
  HMA. Further, it has been made known to them 
  that the HMA is keeping track of their families. 
  Should a CTech attempt to leave or pass on 
  information about the facility, that CTech's 
  family would pay the price along with the 
  
   
  44
  CTech. 
   
  Smart Ordinary 2: CR 2; Medium-sized 
  Human; HD 2d6; hp 9; Mas 10; Init +1; Spd 30 
  ft.; Defense 11, touch 11, flatfooted 10; BAB: 
  +1; Grap +0; Atk +0 melee (1d3-1, unarmed) or -
  4 melee (1d3-1, improvised weapon) or -2 
  ranged (1d3, improvised weapon); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL HMA; SV Fort +0, Ref +1, 
  Will +4; AP 0; Rep +1; Str 8, Dex 12, Con 10, 
  Int 15, Wis 14, Cha 13. 
   
  Skills: 
  Computer 
  Use 
  +10, 
  Craft 
  (electronics) +10, Craft (mechanical) +7, Disable 
  Device +7, Forgery +5, Knowledge (civics) +4, 
  Knowledge (physical sciences) +5, Knowledge 
  (popular culture) +7, Knowledge (technology) 
  +7, Profession (Computer Technician) +7, 
  Read/Write Language (English, Russian, Tajik), 
  Repair +9, Research +7, Speak Language 
  (English, Russian, Tajik) 
   
  Feats: Builder (electronics, mechanical), 
  Gearhead, Simple Weapons Proficiency. 
   
  Occ: Technician (Computer Use, Craft 
  [electronics]) 
   
  Possessions: Stationary, Street Clothes. 
   
  Tactics: The CTechs are not trained 
  combatants and many of them are not 
  particularly dedicated to the cause. At the first 
  sign of trouble, most of them will run. Those that 
  don't are likely to observe the fight from a safe 
  area. Treated with respect and offered rewards, 
  many will be willing to give what information 
  they have. The CTechs will only fight if their 
  lives are threatened. If attacked, they will attempt 
  to surrender first, but if they fear they will be 
  murdered, they will attempt to flee and only as a 
  last resort will they fight. 
   
   
  Cook 
   
  The cooks now working at the Qalashar 
  Facility have all received training as chefs. 
  Though they may not be at the level of the chefs 
  that work in Western hotels and fancy 
  restaurants, they take their craft seriously. So 
  how did they end up here? Economic necessity. 
  The city of Khorforjan in the border area had 
  once been relatively prosperous. Soviet military 
  personnel, 
  government 
  officers 
  and 
  even 
  businessmen were common there, and so the 
  hotels and upscale restaurants needed skilled, 
  trained chefs. After Albenistani independence, 
  this source of capital dried up. Then, with the 
  currency crisis, the fancy hotels and restaurants 
  died a quick death. The cooks at the Qalashar 
  Facility were not the finest or the most skilled, 
  but they were trained and capable chefs. Further, 
  most of them — either through bitterness or 
  patriotism — believe in the nationalist goals of 
  the HMA, and so, when the opportunity afforded 
  itself, they happily took the job. Low pay and 
  prestige 
  is 
  better 
  than 
  starvation 
  and 
  unemployment. 
   
  NOTE: The Cook showcases a new use for 
  the Craft skill and the Creative occupation. Most 
  individuals trained as chefs are creative 
  individuals, and so the Creative occupation 
  seems appropriate. Further, while cooking shows 
  may indicate cooking can be a Perform skill (and 
  in another situation, could easily be such), it is as 
  much a Craft as writing or building an engine. 
  Appendix 5: Skills and Feats includes a 
  description of the Craft (culinary) skill and the 
  Gourmet feat. 
   
  Smart Ordinary 1: CR 1; Medium-sized 
  Human; HD 1d6; hp 7; Mas 13; Init +0; Spd 30 
  ft.; Defense 11, touch 11, flatfooted 10; BAB +0; 
  Grap -1; Atk +2 melee (1d4-1, knife) or +0 
  ranged (1d4, knife); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  AL HMA; SV Fort +1, Ref +0, Will +2; AP 0; 
  Rep +1; Str 8, Dex 10, Con 13, Int 15, Wis 12, 
  Cha 14. 
   
  Skills: Computer Use +6, Craft (culinary) 
  +7, Craft (mechanical) +4, Diplomacy +6, 
  Knowledge (business) +4, Knowledge (current 
  events) +4, Knowledge (earth and life sciences) 
  +4, Knowledge (popular culture) +6, Knowledge 
  (streetwise) +5, Knowledge (technology) +4, 
  Profession (Cook) +5, Read/Write Language 
  (Russian, Tajik), Repair +6, Research +6, Speak 
  Language (Arabic, Russian, Tajik)  
   
  Feats: 
  Gourmet, 
  Simple 
  Weapons 
  Proficiency 
   
  Occ: Creative (Craft [culinary], Diplomacy) 
   
  Possessions: Clothing and cooking utensils, 
  including a nice, big knife. 
   
  Tactics: A Cook will not fight unless he 
  believes he is about to be killed. He will first 
  attempt to flee. If that is not possible, he will 
  attempt to surrender and will be willing to help 
  the PCs in exchange for humane treatment and 
  the chance to continue breathing. Maybe he can 
  even whip them up nice custard if they have the 
  time. 
   
   
  Fanatic 
   
  The Fanatics are the most dangerous of the 
  regular troops at the Qalashar Facility. These 
  men have been wandering around since even 
  before 
  Albenistani 
  independence, 
  fighting 
  against the Soviets then against the Albenistani 
  government. Once parts of roving, terrorist 
  gangs, these men have flocked to the HMA cause 
  They are true believers in the nationalist cause of 
  
   
  45
  the HMA, and do believe there is something holy 
  about their fight. While many of them are 
  experienced fighters, they are not trained. They 
  are also rather ignorant, believing the half-truths 
  and full-lies fed to them by the HMA leaders. 
  Their only interest in capturing a Westerner is 
  for propaganda and a bit of torture — just for 
  fun. 
   
  The Fanatics only socialize with the other 
  troops at the mess and while on duty, otherwise 
  they keep very much to themselves. They sleep 
  in rough, low structures surrounding the 
  watchtower. These quarters are small and 
  spartan, but the Fanatics say it reminds them of 
  their time in the field, on the run from the 
  Soviets and the government troops. 
   
  Dedicated 
  Ordinary 
  3/Tough 
  Ordinary 
  2/Strong Ordinary 1/Fast Ordinary 1: CR 6; 
  Medium-sized Human; HD 3d6+6 and 2d10+6 
  and 1d8+3 and 1d8+3; hp 44; Mas 15; Init +4; 
  Spd 30 ft.; Defense 18, touch 18, flatfooted 18; 
  BAB +4; Grap +5; Atk +5 (1d4+1 knife) or +5 
  ranged (2d8, AKM) or +4 ranged (4d6, grenade); 
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL HMA; SV Fort 
  +7, Ref +2, Will +4; Rep +2; Str 13, Dex 10, 
  Con 16, Int 8, Wis 14, Cha 12. 
   
  Skills: Hide +2, Intimidate +3, Knowledge 
  (streetwise) +3, Knowledge (theology and 
  philosophy) +3, Listen +6, Move Silently +2, 
  Repair +1, Sense Motive +5, Speak Language 
  (Farsi, Pashtu, Tajik), Spot +7, Survival +6 
   
  Feats: 
  Advanced 
  Firearm 
  Proficiency, 
  Improved 
  Initiative, 
  Personal 
  Firearms 
  Proficiency, Point Blank Shot, Simple Weapons 
  Proficiency, Weapon Focus (AKM). 
   
  Occ: Adventurer (Intimidate, Knowledge 
  [streetwise]). 
   
  Possessions: AKM assault rifle with 6 AKM 
  magazines, 
  BDUs, 
  combat 
  knife, 
  6 
  fragmentation grenades, load-bearing vest. 
   
  Tactics: A Fanatic will first insure the area 
  he was assigned to is secure. If the gunfire 
  continues after this point, a Fanatic will race to 
  the area of the fight, hoping to get the chance to 
  kill or die for the cause. In a fight, a Fanatic 
  prefers the "spray and pray" tactic of autofire. If 
  the enemy is outnumbered, a Fanatic will charge, 
  AKM blazing, hoping to reap glory either in a 
  stunning victory or a memorable death. A 
  Fanatic will never surrender, though retreat to a 
  more defensible location is always an option. As 
  a last resort, a Fanatic is more than willing to 
  engage in a suicide attack, perhaps using a 
  grenade or two and a grapple attack.  
   
   
   
  Machine Gunner (MGr) 
   
  The Machine Gunners at the Qalashar 
  Facility have mostly been recruited from the 
  smugglers and criminal gangs operating in the 
  border region. These men are not fanatics and 
  most of them are not even believers in the 
  nationalist aims of the HMA. To most of the 
  MGrs, this is a job, and not a good paying one at 
  that. They are the grunts and are not completely 
  trusted by the HMA. 
   
  Fast Ordinary 6: CR 5; Medium-sized 
  Human; HD 6d8+12; HP 42; Mas 14; Init +3; 
  Spd 30 ft; Defense 19, touch 19, flatfooted 16; 
  BAB +4; Grap +5; Atk +5 melee (1d4+2, knife), 
  or +7 ranged (2d8, AKM), or +7 ranged (2d10, 
  PKM); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV 
  Fort +4, Ref +6, Will +3; Rep +2; Str 12, Dex 
  16, Con 14, Int 10, Wis 13, Cha 8. 
   
  Skills: Craft (mechanical) +3, Drive +5, 
  Escape Artist +6, Hide +12, Knowledge (current 
  events) +3, Knowledge (popular culture) +3, 
  Knowledge (streetwise) +4, Move Silently +12, 
  Speak Language (Pashtu, Tajik), Tumble +12 
   
  Feats: Advanced Firearms Proficiency, 
  Burst Fire, Exotic Firearms Proficiency (heavy 
  machine guns), Personal Firearms Proficiency, 
  Simple Firearms Proficiency, Strafe 
   
  Occupation: Criminal (Gamble, Knowledge 
  [streetwise])  
   
  Possessions: AKM assault rifle with 6 AKM 
  magazines, BDUs, combat knife, load-bearing 
  vest. 
   
  Tactics: The MGrs will not leave their posts 
  unless ordered. They have AKMs to use when 
  not manning a PKM. Though experienced, they 
  are not trained military troops. Likely in a 
  firefight, the MGrs will eat up plenty of ammo 
  hosing down large areas in the hopes of making 
  a lucky kill. With AKMs, spray and pray is also 
  common. When things look grim, though, the 
  MGrs will likely try to conserve ammunition and 
  use short, controlled bursts — utilizing the Burst 
  Fire feat. They are not fanatics and if it looks like 
  they will be treated humanely, they would rather 
  surrender than die. 
   
   
  Mechanic 
   
  The area along the border was once an 
  important way station for Soviet armor and 
  equipment bound for Afghanistan. At that time, 
  many of the men in the urban areas were trained 
  mechanics, finding work on the Soviet bases as 
  well as servicing the vehicles of the Russian 
  bureaucrats and government officers who visited 
  or lived in the area. After independence, business 
  was bad. After the currency crisis, there was no 
  
   
  46
  business. When the HMA quietly sent out 
  feelers, looking for men who knew how to repair 
  and maintain armored vehicles, the most 
  desperate and the most bitter joined up. Most, 
  however, are not committed to the cause of 
  Albenistani nationalism. Most, rather, are 
  dedicated to the cause of putting food on their 
  families' tables and providing a dry, warm 
  environment in which their families may live. 
  Further, it has been made known to them that the 
  HMA is keeping track of their families. Should a 
  Mechanic 
  attempt 
  to 
  leave 
  or 
  pass 
  on 
  information about the facility, that Mechanic's 
  family would pay the price along with the 
  Mechanic. 
   
  Smart Ordinary 2: CR 2; Medium-sized 
  Human; HD 2d6+2; hp 11; Mas 12; Init +2; Spd 
  30 ft.; Defense 13, touch 13, flatfooted 11; BAB: 
  +1; Grap +0; Atk +0 melee (1d3-1, unarmed) or -
  4 melee (1d3-1, improvised weapon) or -2 
  ranged (1d3, improvised weapon); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL HMA; SV Fort +1, Ref +2, 
  Will +2; AP 0; Rep +1; Str 8, Dex 14, Con 12, 
  Int 15, Wis 10, Cha 13. 
   
  Skills and feats: Computer Use +8, Craft 
  (mechanical) 
  +10, 
  Disable 
  Device 
  +7, 
  Knowledge (current events) +5, Knowledge 
  (physical sciences) +4, Knowledge (popular 
  culture) 
  +4, 
  Knowledge 
  (streetwise) 
  +5, 
  Knowledge 
  (technology) 
  +7, 
  Profession 
  (mechanic) +5, Read/Write Language (Russian, 
  English, Tajik), Repair +10, Research +7, Search 
  +7, Speak Language (Arabic, English, Pashtu, 
  Russian, Tajik) 
   
  Feats: Builder (electronic, mechanical), 
  Gearhead, Simple Weapons Proficiency. 
   
  Occ: Technician (Craft [electronic], Craft 
  [mechanical], Repair) 
   
  Possessions: Tools, street clothes. 
   
  Tactics: The Mechanics are not trained 
  combatants and many of them are not 
  particularly dedicated to the cause. At the first 
  sign of trouble, most of them will run. Those that 
  don't are likely to observe the fight from a safe 
  area. Treated with respect and offered rewards, 
  many will be willing to give what information 
  they have. The Mechanics will only fight if their 
  lives are threatened. If attacked, they will attempt 
  to surrender first, but if they fear they will be 
  murdered, they will attempt to flee and only as a 
  last resort will they fight. 
   
   
  Mortarist  
   
  The Mortarists at the Qalashar Facility were 
  all trained in the Albenistani military, but after 
  the currency crisis spending on the military 
  declined and many were demobilized. Not able 
  to find any jobs, and seeing the desperate 
  situation of most Albenistani outside the urban 
  centers, these trained military personnel were 
  easily persuaded to join the HMA. While not the 
  most fanatical of the members of the HMA, most 
  Mortarists are true believers in the nationalist 
  cause. The Mortarists are among the most 
  professional of the HMA members at the 
  Qalashar Facility. Should Mortarists capture the 
  PCs, they can expect their captors — at least 
  while in the care of a Mortarist — to follow the 
  Geneva Conventions. 
   
  NOTE: The Mortarist showcases two new 
  feats — Effective Fire and Exotic Weapon 
  Proficiency (heavy weapons) — which are 
  detailed in Appendix 5: Skills and Feats. 
   
  Fast 
  Ordinary 
  3/Strong 
  Ordinary 
  2/ 
  Dedicated Ordinary 1: CR 5; Medium-sized 
  Human; HD 3d8+3 and 2d8+2 and 1d6+1; hp 
  36; Mas 13; Init +3; Spd 30 ft.; Defense 20, 
  touch 20, flatfooted 17; BAB +4; Grap +5; Atk 
  +5 (1d4+1 knife) or +7 ranged (2d8, AKM); FS 
  5 ft. by 5 ft.; Reach 5 ft.; AL HMA; SV Fort +5, 
  Ref +5, Will +4; Rep +2; Str 12, Dex 16, Con 
  13, Int 10, Wis 14, Cha 8. 
   
  Skills: Craft (mechanical) +5, Drive +5, 
  Hide +4, Knowledge (current events) +4, 
  Knowledge (popular culture) +3, Knowledge 
  (streetwise) +4, Listen +5, Move Silently +4, 
  Navigate 
  +4, 
  Profession 
  (military) 
  +6, 
  Read/Write Language (Russian, Tajik), Repair 
  +4, Speak Language (Russian, Tajik), Spot +5, 
  Survival +6, Treat Injury +6. 
   
  Feats: 
  Advanced 
  Firearm 
  Proficiency, 
  Alertness, 
  Effective 
  Fire, 
  Exotic 
  Weapon 
  Proficiency (heavy weapons), Personal Firearms 
  Proficiency, Simple Weapons Proficiency. 
   
  Occ: Military (Navigate, Survival). 
   
  Possessions: AKM assault rifle with 6 AKM 
  magazines, BDUs, combat knife, load-bearing 
  vest. 
   
  Tactics: The Mortarist is assigned to a 
  position and will not leave that position unless 
  ordered. All Mortarists are armed with AKMs, 
  which is what they will use against personnel. If 
  outnumbered or facing a recognizably superior 
  opponent, most Mortarists will attempt to retreat 
  to a more defensible position. If that is not an 
  option, and it appears the opposition is willing to 
  accept surrender, most Mortarists will see that as 
  an acceptable alternative. Mortarists will only 
  fight to the death against an opponent from 
  whom they can expect no mercy. 
   
   
   
   
  
   
  47
   
   
  Perimeter Guard (PerG) 
   
  The men guarding the perimeter are mostly 
  recruits, younger sons of rural families in the 
  poor areas along the border. Farming and 
  herding has recently dropped to little more than 
  subsistence, and there are no opportunities for 
  young men. The HMA has had great success in 
  recruiting the young men from the small villages 
  in the foothills and mountainous regions along 
  the border. Really, the choice for many of these 
  young men is eking out a sparse living as a 
  farmer, tempting fate working for smugglers of 
  drugs, weapons or people, or joining the HMA. 
  For those at Qalashar, they considered the HMA 
  their best choice. 
   
  Fast 
  Ordinary 
  3/Dedicated 
  Ordinary 
  2/Tough Ordinary 1: CR 5; Medium-sized 
  Human; HD 3d8+3 plus 2d6+2 plus 1d10+1; HP 
  28; Mas 13; Init +4; Spd 30 ft; Defense 19, touch 
  19, flatfooted 16; BAB +3; Grap +5; Atk +5 
  melee (1d4+2, knife), or +6 ranged (2d8+0, 
  AKM); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV 
  Fort +5, Ref +5, Will +4; Rep +1; Str 14, Dex 
  16, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills: Balance +7, Craft (mechanical) +2, 
  Drive +6, Hide +7, Intimidate +1, Knowledge 
  (current events) +3, Knowledge (streetwise) +4, 
  Listen +7, Move Silently +7, Speak Language 
  (Arabic, Russian, Tajik), Spot +8, Treat Injury  
   
   
  +3, Tumble +7 
   
  Feats: 
  Advanced 
  Firearm 
  Proficiency, 
  Alertness, Blind-Fight, Improved Initiative, 
  Personal Firearms Proficiency, Simple Firearms 
  Proficiency 
   
  Occ: Rural (Balance, Survival) 
   
  Possessions: AKM assault rifle with 6 AKM 
  magazines, BDUs, combat knife, load-bearing 
  vest. 
   
  Tactics: The PerGs will always try to use 
  their speed to their advantage. They'll move from 
  cover to cover, keeping constant fire on their 
  target. If outnumbered, one of them will make a 
  dash to try to get reinforcements. Their tactics 
  will rarely be much more complicated than this 
  as they have received only minimal military 
  training. They tend toward the "spray and pray" 
  school of autofire attacks. While the PerGs are 
  brave, they are also young and inexperienced, 
  Faced with determined, professional opponents, 
  the PerGs will likely lose their nerve quickly. In 
  such a situation they will first attempt to retreat 
  to a more defensible position or link up with a 
  larger force. If neither is an option, they are 
  likely to try to flee. While they will attempt to 
  keep their firearms, if they are taking fire, they 
  will drop them, hoping that their enemy will not 
  shoot unarmed opponents. They may surrender if 
  they can expect humane treatment. 
  
   
  48
   
  Quick Guard 
   
  Many of the guards at the Qalashar Facility 
  have come from the smugglers and criminal 
  gangs operating in the border region. These men 
  are not fanatics and most of them are not even 
  believers in the nationalist aims of the HMA. To 
  most of the Quick Guards, this is a job, and not a 
  good paying one at that. They are the grunts and 
  are not completely trusted by the HMA.    
   
  Fast Ordinary 3/Strong Ordinary 3 CR 5; 
  Medium-size humanoid; HD 3d8+3 plus 3d8+3; 
  HP 34; Mas 13; Init +7; Spd 30 ft; Defense 19, 
  touch 19, flatfooted 16 (+0 size, +3 Dex, +6 
  class); BAB +5; Grap +7; Atk +7 melee (1d6+2, 
  weapon), or +8 ranged (2d8, AKM); FS 5 ft by 5 
  ft; Reach 5 ft; AL HMA; SV Fort +4, Ref +6, 
  Will +3; AP 3; Rep +1; Str 14, Dex 16, Con 13, 
  Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +7, Craft (mechanical) +2, 
  Disable Device +3, Drive +7, Escape Artist +5, 
  Hide +7, Jump +6, Knowledge (Current Events) 
  +2, Knowledge (Streetwise) +5, Move Silently 
  +7, Sleight of Hand +4, Speak Language +1 
  (Russian, Tajik), Tumble +5 
   
  Feats: Advanced Firearms Proficiency, 
  Dodge, Improved Initiative, Personal Firearms 
  Proficiency, Point Blank Shot 
   
  Occupation: Criminal (Disable Device, 
  Forgery) 
   
  Possessions: AKM assault rifle with 6 AKM 
  magazines, BDUs, combat knife, load-bearing 
  vest. 
   
  Tactics: A Quick Guard will always try to 
  use his speed to his advantage. He'll move from 
  cover to cover, keeping constant fire on the 
  target. If outnumbered, one of them will make a 
  dash to try to get reinforcements. If they 
  outnumber an opponent, they will leapfrog 
  toward an opponent, one Quick Guard moving 
  forward under cover fire, then another. Surrender 
  is certainly an option these guards will consider, 
  but they will first try to flee. 
   
   
  Science Tech (SciT) 
   
  Most of the Science Techs at the Facility are 
  trained and capable. The city of Khorforjan in 
  the border area had once been relatively 
  prosperous. Situated in Khorforjan, Khorforjan 
  State University, the second largest university in 
  Albenistan, employed many scientists and lab 
  technicians. After independence, money for 
  research dried up and the student body dwindled. 
  Many of the lower rung techs and less talented 
  profs lost their jobs. With the currency crisis, the 
  government couldn't find enough money to meet 
  the needs of Khorforjan State University. Some 
  programs closed while others reduced the 
  number of employees. While many scientists 
  migrated into Russia or even into the Middle 
  East, many more didn't have the wherewithal to 
  leave Albenistan. When the HMA and the rogue 
  faction of the Security and Intelligence Group 
  decided to begin their biological weapons 
  project, they ferreted out the most talented 
  scientists remaining. These men have been put to 
  work, though mostly they assist the SIG 
  scientists. 
   
  The SciTs at the Qalashar Facility are there 
  because it is a good job and because they blame 
  President Umarov for their state of affairs, not 
  because they are ready to die for the HMA. 
  Further, it has been made known to them that the 
  HMA is keeping track of their families. Should a 
  SciT attempt to leave or pass on information 
  about the facility, that SciT's family would pay 
  the price along with the SciT. 
   
  Smart Ordinary 2: CR 2; Medium-sized 
  Human; HD 2d6; hp 9; Mas 10; Init +1; Spd 30 
  ft.; Defense 11, touch 11, flatfooted 10; BAB: 
  +1; Grap +0; Atk +0 melee (1d3-1, unarmed) or -
  4 melee (1d3-1, improvised weapon) or -2 
  ranged (1d3, improvised weapon); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL HMA; SV Fort +0, Ref +1, 
  Will +4; AP 0; Rep +1; Str 8, Dex 12, Con 10, 
  Int 15, Wis 14, Cha 13. 
   
  Skills: Computer Use +7, Craft (chemical) 
  +7, Craft (pharmaceutical) +7, Decipher Script 
  +6, 
  Knowledge 
  (behavioral 
  sciences) 
  +4, 
  Knowledge (current events) +5, Knowledge 
  (earth and life sciences) +10, Knowledge 
  (physical sciences) +9, Knowledge (popular 
  culture) 
  +4, 
  Knowledge 
  (technology) 
  +5, 
  Profession (scientist) +7, Read/Write Language 
  (Arabic, English, French, Russian, Tajik), 
  Research +10, Speak Language (Arabic, English, 
  French, Russian, Tajik) 
   
  Feats: Educated (earth and life sciences, 
  physical sciences), Studious, Simple Weapons 
  Proficiency 
   
  Occ: Academic (Knowledge [earth and life 
  sciences], Research) 
   
  Possessions: Lab coat, Stationary, Street 
  Clothes. 
   
  Tactics: 
  The 
  SciTs 
  are 
  not 
  trained 
  combatants and many of them are not 
  particularly dedicated to the cause. At the first 
  sign of trouble, most of them will run. Those that 
  don't are likely to observe the fight from a safe 
  area. Treated with respect and offered rewards, 
  many will be willing to give what information 
  they have. The SciTs will only fight if their lives 
  are threatened. If attacked, they will attempt to 
  
   
  49
  surrender first, but if they fear they will be 
  murdered, they will attempt to flee and only as a 
  last resort will they fight. 
   
   
  SIG Officer 
   
  Officers of the Security and Intelligence 
  Group are not really military officers. While 
  their training in the Ministry of the Interior has 
  military elements, they are also trained as 
  investigators and bureaucrats. However, the SIG 
  officers at the Qalashar Facility are part of a 
  rogue group opposed to the government of 
  President Abdul Umarov. This conspiracy has 
  touched not only SIG but also the military and 
  the State Security Police — the federal police 
  force controlled by the Ministry of the Interior. 
  Most of the SIG officers were trained during or 
  just after the Soviet regime, and many are quite 
  conservative. They consider the government a 
  pawn of the West and see Russia as a decrepit, 
  corrupt state controlled by criminals. The only 
  hope for Albenistan is for it to break its 
  connections with the CIS and the West and strike 
  its own path, led by a strong, military leader who 
  understands the need for strength and order.  
   
  Dedicated 
  Ordinary 
  3/Fast 
  Ordinary 
  2/Strong Ordinary 2: CR 6; Medium-sized 
  Human; HD 3d6-3 and 2d8-2 and 2d8-2; hp 34; 
  Mas 8; Init +2; Spd 30 ft.; Defense 20, touch 20, 
  flatfooted 18; BAB +5; Grap +6; Atk +6 melee 
  (1d4+1 knife) or +7 ranged (2d6, Makarov); FS 
  5 ft. by 5 ft.; Reach 5 ft.; AL SIG rogue group; 
  SV Fort +3, Ref +5, Will +4; AP 0; Rep +1; Str 
  12, Dex 15, Con 8, Int 10, Wis 15, Cha 13. 
   
  Skills: Drive +5, Hide +4, Knowledge 
  (current events) +4, Knowledge (tactics) +7, 
  Move Silently +3, Profession (Intelligence 
  Officer) +6, Sense Motive +5, Survival +4, Treat 
  Injury +5, Speak Language (Russian, Tajik), 
  Read/Write Language (Russian, Tajik) 
   
  Feats: Advanced Firearms Proficiency, 
  Confident, 
  Deceptive, 
  Personal 
  Firearms 
  Proficiency, Simple Weapons Proficiency. 
   
  Occ: 
  Military 
  (Knowledge 
  [tactics], 
  Navigate). 
   
  Possessions: BDUs, combat knife, load-
  bearing 
  vest, 
  Makarov 
  PMM, 
  6 
  PMM 
  magazines, tactical radio. 
   
  Tactics: A SIG Officer will attempt to 
  coordinate any attack on any enemy. He will call 
  on whatever resources are available. While he 
  will not lead from the front, he will certainly 
  engage as best he can. In close quarters, he will 
  use his Makarov, but outside or in a spacious 
  environment, he will try to get his hands on an 
  AKM or other longarm. 
   
  Standard Guard 
   
  Many of the guards at the Qalashar Facility 
  have come from the smugglers and criminal 
  gangs operating in the border region. These men 
  are not fanatics and most of them are not even 
  believers in the nationalist aims of the HMA. To 
  most of the Standard Guards, this is a job, and 
  not a good paying one at that. They are the 
  grunts and are not completely trusted by the 
  HMA.    
   
  Tough Ordinary 3/Strong Ordinary 3: CR 5; 
  Medium-sized Human; HD 3d10+6 and 3d8+6; 
  hp 45; Mas 18; Init +1; Spd 30 ft.; Defense 15, 
  touch 15, flatfooted 14; BAB +5; Grap +8; Atk 
  +8 melee (1d4+2 knife) or +7 ranged (2d8, 
  AKM); FS 5 ft. by 5 ft.; Reach 5 ft.; AL HMA; 
  SV Fort +6, Ref +3, Will +3; AP 0; Rep +1; Str 
  14, Dex 13, Con 15, Int 10, Wis 12, Cha 8. 
   
  Skills:  Climb +5, Disable Device +1, 
  Intimidate +1, Knowledge (streetwise) +4, Move 
  Silently +5, Repair +5, Spot +4, Survival +4, 
  Speak Language (Russian, Tajik) 
   
  Feats: 
  Advanced 
  Firearm 
  Proficiency, 
  Brawl, Improved Damage Threshold, Personal 
  Firearms Proficiency, Point Blank Shot, Simple 
  Weapons Proficiency. 
   
  Occ: Criminal (Disable Device, Move 
  Silently). 
   
  Possessions: AKM assault rifle with 6 AKM 
  magazines, BDUs, combat knife, load-bearing 
  vest. 
   
  Tactics: These guys are tough, but not 
  stupid. When outnumbered, they'll find cover 
  and try to pin down opposition. When 
  outnumbering their opponents, they'll sometimes 
  take chances and advance to put pressure on 
  opponents, but they aren't fanatics and are not 
  interested in suicidal charges, even as a last-ditch 
  tactic. Surrender is certainly an option these 
  guards will consider, but they will first try to 
  flee. 
   
   
  Technician 
   
  The area along the border was once an 
  important way station for Soviet armor and 
  equipment bound for Afghanistan. At that time, 
  there were some university graduates who were 
  trained as weapons technicians. These Weapons 
  Techs worked on the Soviet military bases and 
  some even traveled around the USSR, working 
  for the military. After independence, business 
  was bad and many technicians went abroad, 
  trying to make a decent living. After the currency 
  crisis, many of the Weapons Techs worked as 
  manual laborers. When the HMA quietly 
  searched for these technicians, the most 
  
   
  50
  desperate and the most bitter joined up. Most, 
  however, are not committed to the cause of 
  Albenistani nationalism. Most, rather, are 
  dedicated to the cause of putting food on their 
  families' tables and providing a dry, warm 
  environment in which their families may live. 
  Further, it has been made known to them that the 
  HMA is keeping track of their families. Should a 
  Technician attempt to leave or pass on 
  information about the facility, that Technician's 
  family would pay the price along with the 
  Technician. 
   
  Smart Ordinary 2: CR 2; Medium-sized 
  Human; HD 2d6+2; hp 11; Mas 12; Init +2; Spd 
  30 ft.; Defense 13, touch 13, flatfooted 11; BAB: 
  +1; Grap +0; Atk +0 melee (1d3-1, unarmed) or -
  4 melee (1d3-1, improvised weapon) or -2 
  ranged (1d3, improvised weapon); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL HMA; SV Fort +1, Ref +2, 
  Will +2; AP 0; Rep +1; Str 8, Dex 14, Con 12, 
  Int 15, Wis 10, Cha 13. 
   
  Skills and feats: Computer Use +8, Craft 
  (electronics) 
  +10, 
  Disable 
  Device 
  +7, 
  Knowledge (current events) +3, Knowledge 
  (physical sciences) +6, Knowledge (popular 
  culture) 
  +4, 
  Knowledge 
  (streetwise) 
  +5, 
  Knowledge 
  (technology) 
  +7, 
  Profession 
  (Technician) +5, Read/Write Language (Russian, 
  English, Tajik), Repair +10, Research +7, Search 
  +7, Speak Language (Arabic, English, Pashtu, 
  Russian, Tajik) 
   
  Feats: Builder (electronic, mechanical), 
  Gearhead, Simple Weapons Proficiency. 
   
  Occ: Technician (Craft [electronic], Craft 
  [mechanical], Repair) 
   
  Possessions: Tools, street clothes. 
   
  Tactics: The Technicians are not trained 
  combatants and many of them are not 
  particularly dedicated to the cause. At the first 
  sign of trouble, most of them will run. Those that 
  don't are likely to observe the fight from a safe 
  area. Treated with respect and offered rewards, 
  many will be willing to give what information 
  they have. The Technicians will only fight if 
  their lives are threatened. If attacked, they will 
  attempt to surrender first, but if they fear they 
  will be murdered, they will attempt to flee and 
  only as a last resort will they fight. 
   
   
  ZPU Gunner (ZPUG) 
   
  The ZPU Gunners are ex-military. After the 
  currency crisis spending on the military declined 
  and many military personnel were demobilized. 
  Not able to find any jobs, and seeing the 
  desperate situation of most Albenistani outside 
  the urban centers, these trained military 
  personnel were easily persuaded to join the 
  HMA. While not the most fanatical of the 
  members of the HMA, most ZPUGs are true 
  believers in the nationalist cause. The ZPUGs are 
  among the most professional of the HMA 
  members at the Qalashar Facility. Should the 
  PCs be captured by the ZPUGs they can expect 
  their captors — at least while in the care of a 
  ZPUG — to follow the Geneva Conventions. 
   
  Fast Ordinary 3/Dedicated Ordinary 3: CR 
  5; Medium-sized Human; HD 3d8+3 and 3d6+3; 
  hp 44; Mas 12; Init +3; Spd 30 ft.; Defense 19, 
  touch 19, flatfooted 16; BAB +4; Grap +5; Atk 
  +5 (1d4+1 knife) or +7 ranged (2d8, AKM) or 
  +7 ranged (3d12, ZPU); FS 5 ft. by 5 ft.; Reach 5 
  ft.; AL HMA; SV Fort +4, Ref +6, Will +5; Rep 
  +2; Str 13, Dex 16, Con 12, Int 10, Wis 14, Cha 
  8. 
   
  Skills: Balance +7, Craft (mechanical) +3, 
  Drive +7, Hide +5, Knowledge (current events) 
  +2, Knowledge (popular culture) +2, Knowledge 
  (streetwise) +4, Knowledge (tactics) +3, Listen 
  +6, Move Silently +5, Profession (military) +6, 
  Read/Write Language (Russian, Tajik), Speak 
  Language (Pashtu, Russian, Tajik), Spot +8, 
  Survival +4 
   
  Feats: Advanced Firearms Proficiency, 
  Exotic Firearms Proficiency (heavy machine 
  guns), Far Shot, Personal Firearms Proficiency, 
  Point Blank Shot, Simple Weapons Proficiency. 
   
  Occ: Military (Demolitions, Navigate). 
   
  Possessions: AKM assault rifle with 6 AKM 
  magazines, BDUs, combat knife, load-bearing 
  vest. 
   
  Tactics: The ZPU Gunners will not abandon 
  their post unless ordered to do so. All ZPUGs are 
  armed with AKMs for use against personnel, 
  though if manning a ZPU, the ZPUGs will 
  attempt to bring that weapon to bear on any 
  attackers. If a ZPUG is involved in an attack 
  while away from his post, he will seek cover that 
  still allows a good field of fire. He will rarely use 
  autofire, but will conserve ammunition and place 
  his shots as best he can. If he is outnumbered, or 
  his position becomes tenuous, he may use 
  autofire in conjunction with a fighting retreat, 
  seeking a more defensible position or a larger 
  body of friendlies. While retreat is the first 
  option, should he find himself outnumbered or 
  his position overrun, a ZPUG will consider 
  surrender an acceptable alternative if he believes 
  he can expect humane treatment. 
   
  The Named Bad Guys 
   
   
   
  
   
  51
   
  Amrullo Asrorova, Senior Lieutenant. 
   
  Amrullo 
  Asrorova 
  graduated 
  from 
  Khorforjan State University with a Bachelor of 
  Science in Pharmacology. On graduation, he 
  traveled to Isherbazi in the hopes of securing a 
  government position. This was in the summer of 
  1991, and while there were rumors of 
  independence, Asrorova did not believe them. 
  When September came, and independence with 
  it, Asrorova thought he was doomed. However, 
  he still applied for a government position. He 
  was accepted into the Ministry of the Interior and 
  found himself in the Department of Food and 
  Health Research. While mundane, the job 
  seemed stable. As the country's economy slowly 
  inched toward collapse, Asrorova figured there 
  wasn't much security to be had. When he heard 
  of the Security and Intelligence Group (SIG), he 
  figured it couldn't hurt to see about transferring 
  there. It seemed a powerful organization, though 
  a quiet one.  
   
  Asrorova joined SIG just as the civil war 
  was reaching its most violent point. Asrorova 
  was involved in operations uncovering rebel 
  supporters in Isherbazi. The problem was he 
  wasn’t particularly capable as an investigator. 
  For years, he was trapped as a Junior Lieutenant, 
  his career stalled. He had fewer and fewer cases, 
  and he figured he would soon lose his job. He 
  didn’t hide his dissatisfaction well. Further, he 
  was upset that he was unable to use his scientific 
  training. 
   
  Soon after the end of the war, Asrorova 
  suddenly found himself back at university. He 
  had been offered the opportunity to continue his 
  studies at a post-graduate level. He was thrilled 
  and threw himself into his academic pursuits. He 
  was working on his doctorate when the rogue 
  element in SIG approached him. They revealed 
  that it was through their influence that Asrorova 
  had received the chance to study again, and they 
  needed him working on a project for them. 
  Though somewhat concerned about becoming 
  involved in an anti-government conspiracy, 
  Asrorova considered this his only route to 
  promotion, and so he joined. 
   
  Asrorova joined Project HARVEST hoping 
  that it might help to rejuvenate his career. He 
  proved intelligent, dedicated and resourceful. His 
  superiors appreciated his lab work and his 
  results. Project HARVEST was about biological 
  and chemical warfare, but all Junior Lieutenant 
  Asrorova cared about was the pay and the 
  prestige. He finally received his promotion to 
  Lieutenant and he had high hopes of getting to 
  Senior Lieutenant. When he was offered a 
  position at the Qalashar Facility, he saw it as an 
  opportunity. He accepted and as he had planned, 
  this got him his promotion to Senior Lieutenant. 
  He doesn’t care that he is working on weapons 
  that will likely be used against his countrymen, 
  he only cares about getting his captaincy.  
   
  Asrorova has buried any moral qualms he 
  may have and has thrown himself completely 
  into his work. Major Radjabov considers 
  Asrorova a valuable member of his team. In fact, 
  the major has started to question the reports he 
  had 
  received 
  about 
  Asrorova’s 
  past 
  incompetence. For his part, Asrorova has 
  attempted to ingratiate himself to the major and 
  to his younger counterpart, Capt. Sadriddin 
  Shernazarov. 
   
  Smart Hero 5/ Field Scientist 4: CR 9; 
  Medium-sized Human; HD 5d6 and 4d8; hp 46; 
  Mas 10; Init +2; Spd 30 ft.; Defense 17, touch 
  17, flatfooted 13; BAB: +4; Grap +3; Atk +3 
  melee (knife 1d4-1), or +3 melee (1d4-1, 
  unarmed), or +6 ranged (2d6 Makarov PMM); 
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL SIG rogue 
  group; SV Fort +3, Ref +5, Will +5; AP 11; Rep 
  +3; Str 8, Dex 15, Con 10, Int 16, Wis 12, Cha 
  13. 
   
  Skills: Computer Use +16, Craft (chemical) 
  +10, Craft (pharmaceutical) +19, Investigate +6, 
  Knowledge (earth and life sciences) +21, 
  Knowledge (physical sciences) +16, Knowledge 
  (tactics) +6, Knowledge (technology) +14, 
  Knowledge (theology and philosophy) +7, 
  Navigate +7, Read/Write Language (Russian, 
  Tajik), Repair +15, Research +15, Speak 
  Language (Russian, Pashtu, Tajik) 
   
  Feats: Combat Expertise, Combat Martial 
  Arts, Double Tap, Educated (earth and life 
  sciences, physical sciences), Gearhead, Iron 
  Will, Personal Firearms Proficiency, Point Blank 
  Shot.  
   
  Talents 
  (Smart 
  Hero): 
  Savant 
  (Craft, 
  pharmaceutical), Savant (Knowledge, earth and 
  life sciences), Trick. 
   
  Class Features (Field Scientist): Scientific 
  Improvisation, Skill Mastery (Craft, chemical; 
  Craft, pharmaceutical; Knowledge, earth and life 
  sciences; 
  Knowledge, 
  physical 
  sciences; 
  Navigate), Smart Defense. 
   
  Occ: Technician; Craft (pharmaceutical), 
  Knowledge (earth and life sciences), Research. 
   
  Possessions: Makarov PMM, 5 magazines, 
  BDUs, combat knife, load-bearing vest. 
   
  Tactics: While Lt. Asrorova has been active 
  in the Ministry of the Interior almost his entire 
  adult life, he is not well trained in combat. When 
  faced with high-speed military operators, he will 
  
   
  52
  always choose the better part of valor and 
  attempt to escape. If escape is not possible, Lt. 
  Asrorova will accept capture, but he will not 
  voluntarily cooperate. If his life is in danger, or 
  he finds himself — through no fault of his — in 
  the midst of a firefight, he will make a fighting 
  withdrawal and will attempt to gather help. He is 
  no hero and not even really a soldier. 
   
  What Does He Know? Asrorova knows only 
  enough to do his job. He is aware that he is part 
  of a rogue element in SIG, though he has no idea 
  how pervasive or large the movement might be. 
  He is aware that they are working on viral and 
  chemical agents, but he is not sure for what. He 
  has noted the development of the briefcase 
  devices, but he is uncertain what the target might 
  be. Finally, he knows that an important member 
  of the HMA retrieved one of the devices, and he 
  has heard the name Abbas bandied about, but he 
  does not know to where Abbas may travel. 
   
  What Will He Tell? He will not speak save 
  through interrogation. Now that his career is 
  back on track and he is gaining some kind of 
  acceptance and respect, Asrorova is unwilling to 
  jeopardize that. It could lead to his death, and he 
  believes 
  himself 
  ready 
  for 
  that. 
  Under 
  interrogation, though, he cannot last forever. He 
  has never been trained in how to endure 
  questioning. Right now, for him, his career is his 
  life. Giving information will destroy his career, 
  which will pretty much kill him. 
   
   
  Ilhom Mahoud, Senior Lieutenant 
   
  Ilhom Mahoud grew up in a relatively 
  prosperous bureaucrat’s family. He went to 
  school simply with the intention of joining the 
  civil service as well. However, independence 
  changed all that. Suddenly the civil service 
  didn’t seem like much of an option. Still, his 
  family had enough money and influence to get 
  him into Khorforjan State University.  Soon after 
  graduating, Mahoud was able to secure a 
  position with the Security and Intelligence 
  Group. SIG had important work during the civil 
  war, but Mahoud was not the kind of agent sent 
  into the field. Mahoud maintained records, filed 
  reports and compiled data.  
   
  While he had reached his goal of joining the 
  civil service, it was not like he had imagined. 
  Corruption and criminal actions continued 
  unabated after independence, but the groups 
  holding the purse strings had changed. President 
  Umarov and his cronies continued to gorge on 
  the nation’s shrunken wealth to such a degree 
  that others could do little more than wrestle over 
  the remaining crumbs. The type of moderate 
  wealth his parents had managed to amass was 
  unavailable to Mahoud. His parents had spent all 
  their savings on his education, and Mahoud 
  became their sole source of support. 
   
  Despite his despair and disillusionment, 
  Mahoud threw himself into his job. Though he 
  lacked any kind of field experience, he did well 
  for himself. He became a lieutenant quickly, but 
  then his career stalled. The administrative 
  departments in SIG were not deemed essential, 
  and when money needed to be cut, the records 
  section, in which Mahoud worked, was usually 
  the first target. Mahoud maintained his job 
  because he had connected himself to everyone in 
  his department through favors and ingratiation. 
  He networked constantly, always selling himself 
  and cementing his place in SIG. 
   
  It was not long after the civil war, as SIG 
  started to reassert itself as an important part of 
  the Ministry of Interior that Mahoud learned of 
  the anti-government conspiracy. He had not been 
  approached, but his myriad connections gave 
  him enough information that he was able to 
  deduce the situation. Mahoud did not reveal his 
  knowledge but locked it away in his skull, 
  knowing that it could become valuable in the 
  future. He quietly amassed more and more 
  information on the movement until he had as 
  good an understanding of its purpose, plans and 
  pursuits as most inside the conspiracy. 
   
  While he had known of the conspiracy for 
  some time, Mahoud was still surprised when the 
  rogue element approached him. He had long 
  previous decided that the conspiracy was both 
  pursuing a worthy goal and fairly certain of 
  success. Mahoud did not pass up the opportunity 
  and enthusiastically joined. The rogue group 
  within SIG insured Mahoud reached Senior 
  Lieutenant. When Project HARVEST required 
  an administrator, Mahoud was the natural choice. 
   
  Smart 
  Hero 
  4/Charismatic 
  Hero 
  2/Negotiator 2: CR 8; Medium-sized Human; 
  HD 4d6 and 2d6; hp 26; Mas 10; Init +1; Spd 30 
  ft.; Defense 14 (+1 Dex, +3 class), touch 14, 
  flatfooted 13; BAB: +4; Grap +3; Atk +3 melee 
  (1d4-1, knife) or +5 ranged (2d6, Browning HP); 
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL SIG rogue 
  group; SV Fort +5, Ref +4, Will +7; AP 11; Rep 
  +4; Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 
  13. 
   
  Skills: Bluff +10, Computer Use +15, Craft 
  (writing) +9, Diplomacy +12, Forgery +6, 
  Gather Information +8, Knowledge (business) 
  +7, Knowledge (civics) +11, Knowledge (current 
  events) +11, Knowledge (popular culture) +6, 
  Knowledge 
  (streetwise) 
  +7, 
  Knowledge 
  
   
  53
  (technology) +4, Knowledge (theology and 
  philosophy) +5, Profession (bureaucrat) +9, 
  Read/Write Language (Russian, English, Tajik), 
  Research +11, Speak Language (Arabic, English, 
  Pashtu, Russian, Tajik) 
   
  Feats: 
  Alertness, 
  Combat 
  Expertise, 
  Educated (civics, current events), Gearhead, 
  Personal Firearms Proficiency, Simple Weapons 
  Proficiency, Studious, Trustworthy. 
   
  Talents (Smart Hero): Savant (Computer 
  Use), Exploit Weakness. 
   
  Talents (Charismatic Hero): Fast Talk. 
   
  Class 
  Features 
  (Negotiator): 
  Conceal 
  Motive, React First. 
   
  Occ: Military (Drive, Navigate) 
   
  Possessions: 
  Browning 
  Hi-Power, 
  2 
  Browning magazines, BDUs, combat knife, load-
  bearing vest. 
   
  Tactics: Lieutenant Mahoud is not much of a 
  soldier. He is a bureaucrat who has been 
  assigned to administrative duties at Qalashar. If 
  faced with opposition, Mahoud will first attempt 
  to talk his way out of it. He will use Bluff and 
  Diplomacy. He will threaten only as a last resort. 
  First he will try to bargain his way out, 
  pretending to be compliant, all the time telling 
  the PCs lies. If this fails, he will try to cut a deal, 
  his freedom in exchange for information. Finally, 
  if things look grim, he’ll start to threaten, 
  exaggerating the number of soldiers on the base 
  and their disposition. If forced to fight, Mahoud 
  will attempt to make a fighting withdrawal. He 
  will not stand toe-to-toe against a superior force 
  and if withdrawal is not an option, he will accept 
  surrender if he believes he may receive humane 
  treatment. 
   
  What Does He Know? Mahoud knows about 
  everything going on at the base. He knows that 
  Abbas was here, and that Abbas is traveling 
  under the alias Ali Ahmed Hussein, a Syrian 
  national working for the International Aid and 
  Assistance Conference, a charitable, non-
  governmental organization. Mahoud believes 
  Abbas is traveling to Khorforjan, but he is not 
  certain if that is Abbas’ final destination. 
  Mahoud is aware that Building X houses a 
  laboratory and Mahoud processes most of the 
  supply orders for equipment. While he is aware 
  that Qalashar is under the command of a rogue 
  faction of SIG, he does not know how high the 
  conspiracy goes. 
   
  What Will He Tell? Mahoud will reveal 
  information he believes the PCs already have or 
  would soon learn if they are willing to set him 
  free. He will tell them about Building X and 
  about Abbas. He will plead ignorance regarding 
  the rogue faction of SIG and will claim to 
  believe he is following orders. He will hide 
  behind the guise of a true patriot if pushed. If 
  faced with violent interrogation — or he believes 
  he is faced with the same — he will reveal 
  everything. 
   
   
  Musulmongul Radjabov, Major 
   
  Musulmongul 
  Radjabov 
  grew 
  up 
  in 
  Isherbazi but he studied in Moscow. A diehard 
  conservative, he detests change and revels in 
  strength. He had only just entered the military 
  when the USSR sent troops into Afghanistan. A 
  supply officer, Radjabov was transferred back to 
  Albenistan — at that time the Albeni Soviet 
  Socialist Republic — and to Khorforjan. 
  Albenistan was important as a transit point for 
  the Soviet presence in Afghanistan. Radjabov 
  proved both competent and politically astute. By 
  the 
  time 
  the 
  Soviets 
  disengaged 
  from 
  Afghanistan, Radjabov was a Senior Lieutenant 
  and second-in-command of logistics for the 
  Khorforjan region. 
   
  Though a patriot of the USSR, Radjabov 
  was also devout in his religion, which created 
  problems for him in the military. Radjabov 
  always believed that he should have reached 
  captain and possibly even major in the Soviet 
  Army, and he thought the promotions were 
  denied to him due to his religion. As such, when 
  Albenistan 
  gained 
  independence, 
  Radjabov 
  became as fervent a patriot of the Republic of 
  Albenistan as he had been of the USSR. Initially, 
  he took a position with the State Security Police, 
  but he considered his talents wasted. The SSP 
  looked at his military service and put him into an 
  administrative 
  position. 
  Radjabov 
  wanted 
  something more. 
   
  When he learned of the Security and 
  Intelligence Group (SIG), it sounded perfect. His 
  transfer was accepted and he was immediately 
  put in the field, leading an investigative unit 
  operating inside the Autonomous Province of 
  Qurghon Khujand. His actions against rebel 
  elements 
  garnered 
  him 
  a 
  reputation 
  of 
  ruthlessness and the captaincy he had desired. 
  Another promotion, though, wasn’t soon to 
  arrive. The civil war disrupted everything, 
  including Radjabov’s career. Other men, more 
  capable as soldiers or spies, gained positions of 
  authority in SIG while Radjabov’s career 
  stagnated. He became vocal — though quietly so 
  — with his disenchantment. This may have 
  targeted him as a candidate for the anti-
  government conspiracy.  
   
  Soon after the end of the civil war, the rogue 
  
   
  54
  element of SIG approached Radjabov, making 
  him an offer. With his background in both 
  administration and training as a chemist, he was 
  considered the perfect man to lead Project 
  HARVEST, which involved the development of 
  chemical and biological weapons. Radjabov 
  joined in the conspiracy and soon found himself 
  a major. It didn’t take long for him to find the 
  perfect locale for a secret research laboratory. 
  The rogue element of SIG had joined other anti-
  government forces within the military and the 
  SSP, and had even forged a loose alliance with 
  Holy Motherland Albenistan. SIG and the HMA 
  joined together to reopen the Qalashar Facility 
  which would both serve as a base of operations 
  for Project HARVEST but could also be used to 
  repair old Soviet and Albenistani armored 
  vehicles for the planned coup d’etat. Radjabov 
  became the base commander and brought in two 
  scientists he believed he could trust and who 
  were capable enough to succeed.  
   
  Project HARVEST has indeed succeeded 
  with the creation of E15631-October — a hardy, 
  aerosol variant of Ebola. The next phase has 
  been left to the HMA, and so Radjabov handed 
  over two briefcases designed to spread E15631-
  October in an urban environment. He is 
  expecting to receive orders to close the facility, 
  so his involvement is starting to flag. 
   
  Smart Hero 4/Tough Hero 3/Charismatic 
  Hero 3/Soldier 2: CR 12; Medium-sized Human; 
  HD 4d6+4 and 3d10+3 and 3d6+13 and 2d10+2 
  and Robust (+3); hp 48; Mas 13; Init +6; Spd 30 
  ft.; Defense 17, touch 17, flatfooted 15; BAB 
  +6/+1; Grap +6/+1; Atk +6/+1 (1d4 knife) or 
  +9/+4 ranged (2d8+2, AKSU-74) or +8/+3 
  ranged (2d6, Makarov PMM); FS 5 ft. by 5 ft.; 
  Reach 5 ft.; AL SIG rogue group; SV Fort +8, 
  Ref +6, Will +3; AP 6; Rep +5; Str 11, Dex 15, 
  Con 13, Int 14, Wis 9, Cha 12. 
   
  Skills: Bluff +4, Concentration +6, Craft 
  (chemical) 
  +10, 
  Craft 
  (mechanical) 
  +7, 
  Demolitions +10, Diplomacy +9, Disguise +9, 
  Gather Information +10, Forgery +7, Knowledge 
  (civics) +10, Knowledge (current events) +13, 
  Knowledge 
  (streetwise) 
  +14, 
  Knowledge 
  (tactics) 
  +10, 
  Knowledge 
  (theology 
  and 
  philosophy) +17, Research +8, Spot +8, Survival 
  +8, Speak Language (Arabic, Russian, Tajik, 
  Uzbek), Read/Write Language (Arabic, Russian) 
   
  Feats and Talents: Advanced Firearm 
  Proficiency, 
  Alertness, 
  Combat 
  Expertise, 
  Educated (current events and theology and 
  philosophy), 
  Improved 
  Initiative, 
  Personal 
  Firearm Proficiency, Point Blank Shot, Simple 
  Weapons Proficiency. 
   
  Talents 
  (Smart 
  Hero): 
  Plan, 
  Savant-
  Knowledge (streetwise). 
   
  Talents (Tough Hero): Damage Reduction 1, 
  Robust. 
   
  Talents (Charismatic): Coordinate, Fast 
  Talk. 
   
  Class Features (Soldier): Weapon Focus 
  (AKSU-74), Weapon Specialization (AKSU-74). 
   
  Occ: 
  Academic 
  (Gather 
  Information, 
  Knowledge [theology and philosophy] and 
  Research). 
   
  Possessions: AKSU-74 short assault rifle, 5 
  magazines, Makarov PMM with 3 magazines, 
  BDUs, combat knife, load-bearing vest. 
   
  Tactics: Radjabov is a trained and capable 
  combatant. He is not, however, crazy. If he faces 
  one or two opponents, he will engage in combat. 
  He is inordinately impressed with the feel of 
  automatic fire, and so will likely use autofire 
  attacks. If he faces more than two opponents and 
  he is alone, he will make a fighting withdrawal, 
  making as much noise as possible to alert the rest 
  of the base. Once he has back up, he will return. 
  He will not lead from the front, but will use his 
  men carefully, not sending any on ridiculous, 
  suicide attacks. He will target apparent leaders 
  first and then attack those individuals who have 
  proved most capable in combat. He will avoid 
  capture as long as possible, and will willingly 
  risk his life in an escape attempt, but capture 
  remains preferable to certain death. 
   
  What Does He Know? As the commanding 
  officer (CO) of the base, Radjabov knows 
  everything. He is also aware that Colonel Olim 
  Iskanov who is stationed at Khorforjan heads the 
  SIG rogue group. He knows that Abbas is the 
  leader of the HMA and that he travels under the 
  alias of Ali Ahmed Hussein, a Syrian national 
  working for the International Aid and Assistance 
  Conference, a charitable, non-governmental 
  organization. He was instrumental in creating the 
  plan to spread the Ebola variant in Khorforjan, 
  hoping to inflict massive damage on the NGOs 
  and THE UN’s Central Asian Stabilization Force 
  – Albenistan (CASFOR-A), so he is well aware 
  of Abbas’ destination and plans. Radjabov has 
  worked in Khorforjan and knows that the leader 
  of the HMA in that city is Bahrom Hasanov, who 
  own Sadirov Holdings and who maintains good 
  relations with the government, the NGOs and the 
  soldiers of CASFOR-A. Hasanov’s right hand 
  and the most active operative in the region is a 
  criminal called Saparmurat. Saparmurat has 
  contacts in the nearby Ashanjube Internally 
  Displaced Persons camp, run by the International 
  Humanitarian Organization. 
  
   
  55
   
  What Will He Tell? Radjabov is not stupid; 
  he knows that his value lay in the information he 
  holds. Should he be captured, he will offer small 
  tidbits — such as indicating he knows who leads 
  the HMA in Khorforjan or that he knows Abbas’ 
  destination — in the hopes of receiving relatively 
  good treatment in exchange for cooperation. He 
  will, however, always be looking for a way out. 
  He will not want to travel to Khorforjan, as he 
  knows Abbas’ plans for that area. He will refuse 
  to cooperate if he is handed over to the 
  Albenistani authorities and will only cooperate 
  while in the hands of some Western or NATO 
  force. 
   
   
  Sadriddin Shernazarov, Captain 
   
  At only 30 years old, Sadriddin Shernazarov 
  is SIG’s youngest captain. He grew up during the 
  declining years of the Soviet involvement in 
  Afghanistan and Albenistan’s importance to 
  Moscow. He was a young man when the civil 
  war broke out, and he dropped out of the State 
  Science Academy in Isherbazi — one of the 
  most prestigious universities in Central Asia. His 
  education led him to a position in the State 
  Security Police (SSP) as an investigator. He was 
  assigned to Khorforjan and quickly moved up 
  through the ranks.  
   
  In 1997, as the civil war was reaching its 
  conclusion, Shernazarov was approached by the 
  Security and Intelligence Group (SIG). He 
  transferred and was immediately sent back to the 
  State 
  Science 
  to 
  complete 
  his 
  studies. 
  Shernazarov returned to active duty in SIG in 
  1999. While in Isherbazi, he saw the corruption 
  and decay that filled the government and 
  bureaucracy. He became disillusioned and angry, 
  and even considered leaving SIG. Instead, in 
  2000, Shernazarov was approached to join a 
  rogue element in SIG, whose purpose was to 
  overthrow the corrupt government and replace it 
  with a stronger one that did not pander to 
  Moscow or the West. Shernazarov joined.  
   
  His work within the rogue group led to his 
  promotion to Senior Lieutenant. However, 
  Shernazarov didn’t use his scientific training for 
  a few years, until Major Radjabov approached 
  him and inquired if he was interested in working 
  on Project HARVEST, developing chemical and 
  biological agents. Shernazarov agreed and 
  gained another promotion, to Captain. He soon 
  found himself lead scientist at the Qalashar 
  Facility. 
   
  Shernazarov respects Radjabov, but does not 
  particularly like him. Shernazarov considers the 
  major too career oriented. While Shernazarov is 
  concerned about his own career, and this was the 
  reason for his transfer from the SSP, he does not 
  consider himself as focused on his career to the 
  same extent as the major. The major, however, is 
  more soldier than bureaucrat, so Shernazarov 
  respects him. The captain, though, does not 
  respect his assistant, Senior Lieutenant Asrorova. 
  Asrorova has all of Radjabov’s failings with 
  none of his accomplishments. Asrorova is a 
  scientist more than a bureaucrat and a bureaucrat 
  more than a soldier. While Shernazarov is happy 
  to spend time with Asrorova, he does not respect 
  him on a professional level. Asrorova is a better 
  scientist than Shernazarov, but he will never be 
  much of a soldier and should never be anything 
  more than a Senior Lieutenant and an assistant. 
   
  Smart Hero 5/ Field Scientist 2/Soldier 3: 
  CR 10; Medium-sized Human; HD 5d6 and 2d8 
  and 3d10; hp 57; Mas 10; Init +2; Spd 30 ft.; 
  Defense 19, touch 19, flatfooted 16; BAB: +5; 
  Grap +4; Atk +4 melee (knife 1d4-1), or +4 
  melee (1d4-1, unarmed), or +8 ranged (2d6+2 
  Makarov PMM); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  AL SIG rogue group; SV Fort +5, Ref +7, Will 
  +5; AP 11; Rep +3; Str 9, Dex 14, Con 10, Int 
  16, Wis 12, Cha 13. 
   
  Skills: Computer Use +12, Craft (chemical) 
  +8, Craft (pharmaceutical) +16, Intimidate +9, 
  Investigate +6, Knowledge (earth and life 
  sciences) +18, Knowledge (physical sciences) 
  +14, 
  Knowledge (tactics) 
  +6, 
  Knowledge 
  (technology) +12, Knowledge (theology and 
  philosophy) +5, Listen +9, Navigate +7, 
  Read/Write Language (Russian, Tajik), Repair 
  +11, Research +12, Speak Language (Russian, 
  Pashtu, Tajik), Spot +9. 
   
  Feats: Combat Expertise, Combat Martial 
  Arts, Double Tap, Far Shot, Educated (earth and 
  life sciences, physical sciences), Iron Will, 
  Personal Firearms Proficiency, Point Blank Shot.  
   
  Talents 
  (Smart 
  Hero): 
  Savant 
  (Craft, 
  pharmaceutical), Exploit Weakness, Trick. 
   
  Class Features (Field Scientist): Scientific 
  Improvisation, Smart Defense. 
   
  Class Features (Soldier): Weapon Focus 
  (Makarov 
  PMM), 
  Weapon 
  Specialization 
  (Makarov PMM). 
   
  Occ: 
  White 
  Collar 
  (Computer 
  Use, 
  Diplomacy) 
   
  Possessions: Makarov PMM, 5 magazines, 
  BDUs, combat knife, load-bearing vest. 
   
  Tactics: Shernazarov always carries his 
  Makarov with him, even to meals and while 
  relaxing. If he is facing one or two opponents, he 
  will seek cover and start to Double Tap. If he is 
  facing more than two opponents, he will attempt 
  
   
  56
  to secure a longarm and if one is not immediately 
  available, he will make a fighting withdrawal. If 
  he escapes, he will seek help, alerting as much of 
  the base as he can. Once he is armed with an 
  assault rifle, be it an AKM, AK-74 or even a 
  weapon taken from one of the enemy, he will re-
  enter combat, leading whomever he can gather. 
  Surrender is only an option when faced with a 
  vastly superior force or if escape is completely 
  impossible.  
   
  What Does He Know: As the second-in-
  command (2IC) of the base, Shernazarov knows 
  everything. He is also aware that Colonel Olim 
  Iskanov who is stationed at Khorforjan heads the 
  SIG rogue group. He knows that Abbas is the 
  leader of the HMA and that he travels under the 
  alias of Ali Ahmed Hussein, a Syrian national 
  working for the International Aid and Assistance 
  Conference, a charitable, non-governmental 
  organization. 
  Shernazarov 
  has 
  worked 
  in 
  Khorforjan and knows that the leader of the 
  HMA in that city is known as Hasanov, though 
  the most active operative is known as 
  Saparmurat. 
   
  What Will He Tell? Shernazarov will tell 
  nothing except under interrogation. He would 
  actually rather die than talk. He is very aware 
  that even if his life is spared, he’ll end up in one 
  of Albenistan’s military prisons, and he likely 
  wouldn’t last long there. He might try to feed the 
  PCs false information. He will give the name of 
  the leader in Khorforjan as Nurov and the leader 
  of the SIG rogue group is Major General Marat 
  Umarov — both completely fictitious names. He 
  will admit that he is researching chemical and 
  biological weapons, but he will claim they are 
  only doing so to create defenses against the 
  same. He will claim ignorance of the HMA 
  involvement and will intimate, though not 
  outright state, that this project has the highest 
  level of approval in the Albenistani government. 
   
  B. The Good Guys 
   
   
  Sergeant Brett Wiley  
   
  Brett Wiley has served in the British Army 
  for 9 years, in the SAS for the last 5 of those 
  years. He is a skilled, capable and humble 
  operator, acting as spotter for Staff Sergeant 
  Fielding. He is well liked by his teammates and 
  quite affable, even with outsiders. Wiley is most 
  likely, out of the entire SAS element, to extend a 
  hand in friendship to the Increment team. While 
  garrulous, he is very aware of operational 
  security and when speaking of missions, he is 
  quite tight-lipped. 
   
  NOTE: Sergeant Wiley showcases a new 
  feat —Spotter — which is detailed in Appendix 
  5: Skills and Feats. 
   
  (Dedicated Hero 3/ Fast Hero 2/ Infiltrator 
  4/Soldier 4) (13): CR 13; M; HD 3d6 and 2d8 
  and 4d8 and 4d10; hp: 75; Mas 11; Init +3; Spd 
  25 ft.; Defense 26, touch 24, flatfooted 23; BAB 
  +8/+3; Atk +10/+5 melee (1d4+2 knife) or 
  +12/+7 ranged (2d8+2 Diemaco C7) or +11/+6 
  ranged (2d6, P226); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  AL SAS; SV Fort +5, Ref +9, Will +4; AP 9; 
  Rep +3; Str 15, Dex 17, Con 11, Int 13, Wis 15, 
  Cha 10. 
   
  Skills: Balance +7, Hide +17, Knowledge 
  (physical sciences) +4, Knowledge (streetwise) 
  +7, Knowledge (tactics) +9, Listen +18, Move 
  Silently 
  +15, 
  Navigation 
  +7, 
  Read/Write 
  Language (Arabic, English, Pashtu, Tajik), 
  Speak Language (Arabic, English, Pashtu, 
  Tajik), Spot +19, Survival +14, Treat Injury +6, 
  Tumble +7 
   
  Feats and Talents: Advanced Firearms 
  Proficiency, 
  Alertness, 
  Armor 
  Proficiency 
  (light), Dead Aim, Double Tap, Far Shot, 
  Personal Firearms Proficiency, Precise Shot, 
  Simple Weapons Proficiency, Spotter, Stealthy, 
  Track. 
   
  Talents (Dedicated Hero): Aware, Skill 
  Emphasis (Spot). 
   
  Talents (Fast Hero): Evasion. 
   
  Class Features (Infiltrator): Improvised 
  Implements, Improved Evasion, Sweep. 
   
  Class Features (Soldier): Weapon Focus 
  (Diemaco C7), Weapon Specialization (Diemaco 
  C7), Tactical Aid. 
   
  Occ: 
  Military 
  (Knowledge 
  [tactics], 
  Survival). 
   
  Possessions: Diemaco C7 assault rifle 
  (illuminator; laser sight; scope, electro-optical; 
  suppressor, removable); 8 C7 magazines; SIG 
  Sauer P226; 4 P226 magazines; concealable vest; 
  backpack; binoculars, electro-optical; chem-
  lights (5); compass; flashlight; GPS receiver; 
  map, area; multi-purpose tool; night vision 
  goggles; radio, tactical; rope (synthetic, 75 ft); 
  satcom (portable satellite terminal).  
   
  Tactics: Sergeant Wiley will act as spotter to 
  Staff Sergeant Fielding for any targets over 350 
  feet away. Once targets come within 350 feet, 
  Wiley will engage, usually attacking with 
  Double Tap. Wiley rarely — save in the most 
  extreme circumstances — uses autofire attacks. 
  He saves his ammunition, picks his targets 
  carefully and will usually take the extra round to 
  use his Dead Aim feat to insure a good hit. In 
  combat, he is always watching Fielding's back. 
  
   
  57
  In fact, while Fielding is not aware of this, Wiley 
  is quite ready to put himself between danger and 
  Fielding, believing the staff sergeant is a more 
  valuable asset to the team. 
   
   
  Staff Sergeant Trent Fielding 
   
  Trent Fielding is a quiet, precise man. While 
  considered all but family by most of the SAS 
  element, he is not given to overt shows of 
  affection. Even when surrounded by his SAS 
  mates, he rarely speaks and then only in short, 
  clipped sentences. He is not shy, rather he is 
  careful in all things. Fielding does not like to 
  gamble but rather invests every action with 
  forethought and calculation. He has become one 
  of the top marksmen for the SAS and, along with 
  his spotter, Sergeant Wiley, he usually leads any 
  support or reconnaissance activity for the SAS. 
  When Fielding does converse, it is usually with 
  or around Wiley. They are all but inseparable. 
   
  (Tough Hero 3/ Fast Hero 2/ Soldier7/ Spec 
  Ops Marksman 2) (14): CR 14; M; HD 3d10+6 
  and 2d8+4 and 7d10 +14 and 2d8+4; hp: 139; 
  Mas 16; Init +5; Spd 25 ft; Defense 26, touch 24, 
  flatfooted 23; BAB +10/+5; Atk +12/+7 melee 
  (1d4+2 knife) or +14/+9 ranged (2d10+3 
  L115A1) or +13/+8 ranged (2d6, P226); FS 5 ft 
  by 5 ft: Reach 5 ft; AL SAS: SV Fort +10, Ref 
  +11, Will +6: AP 9; Rep +2;Str 14, Dex 17, Con 
  16, Int 12, Wis 15, Cha 10 
   
  Skills: Hide +20, Knowledge (tactics) +9, 
  Listen +11, Move Silently +13, Navigate +7, 
  Read/Write Language (Arabic, English, Russian, 
  Tajik), Speak Language (Arabic, English, 
  Russian, Tajik), Spot +14, Survival +9 
   
  Feats and Talents: Advanced Firearms 
  Proficiency, 
  Armor 
  Proficiency 
  (light), 
  Alertness, Dead Aim, Dodge, Double Tap, Far 
  Shot, Mobility, Personal Firearms Proficiency, 
  Precise Shot, Quick Reload, Simple Weapons 
  Proficiency, Toughness, Stealthy 
   
  Talents (Tough Hero): Damage Reduction 
  1/-, Robust. 
   
  Talents (Fast Hero): Evasion. 
   
  Class Features (Soldier): Improved Critical, 
  Improved Reaction, Tactical Aid, Weapon Focus 
  (L115A1/Accuracy International Arctic Warfare 
  Magnum), 
  Weapon 
  Specialization 
  (L115A1/Accuracy International Arctic Warfare 
  Magnum). 
   
  Class Features (Spec Ops Marksman): 
  Careful Aim, 
   
  Occ: 
  Military 
  (Hide 
  and 
  Knowledge 
  [tactics]). 
   
  Possessions: L115A1 rifle (scope, electro-
  optical; suppressor, removable); 8 L115A1 
  magazines; SIG Sauer P226; 4 P226 magazines; 
  concealable vest; backpack; binoculars, electro-
  optical; chem-lights (5); compass; flashlight; 
  GPS receiver; map, area; multi-purpose tool; 
  night vision goggles; radio, squad; radio, tactical; 
  rope (synthetic, 75 ft).  
   
  Tactics: Staff Sergeant Fielding is quite 
  happy to engage targets at 10 range increments. 
  The farther from his position, the better, as it 
  lessens the chance of return fire. Fielding will 
  attempt to identify any enemy snipers and 
  neutralize them first. He will then move on to 
  officers or apparent leaders. Next he will choose 
  enemies manning heavier weapons, such as 
  machine guns, RPGs or mortars. Finally, he will 
  choose the most dangerous or aggressive enemy. 
  He relies on Wiley as his spotter and has 
  complete faith in the sergeant's abilities. In the 
  event of his position being overrun, he knows 
  Sergeant Wiley will take the lead in such a 
  combat and will switch to his P226, protecting 
  Sergeant Wiley's back and flanks. 
  
   
  58
   
   Explosives and Splash Weapons 
   Mine: A mine is a generic term for a buried or 
  hidden explosive intended to disable or destroy at 
  target. 
   
   
   
   
   
   
  Explosives and Splash Weapons 
   
  Purchase 
   
  Weapon 
  Damage 
  Critical 
  Type 
  Burst
  REFDC
  Range
  Size
  Weight
  DC 
  Restriction
  Mine 
  5d6 
  - 
  Con. 
  10 ft. 
  18 
  - 
  M 
  12 lbs. 
  14 
  Mil (+3) 
   
   
   Vehicles 
  BRDM-2 armored reconnaissance vehicle: The 
  BRDM-2 is a wheeled reconnaissance vehicle. It 
  had replaced the BRDM-1 in almost all Warsaw 
  Pact countries by the mid-1980s. This vehicle 
  has amphibious capabilities and has a top speed 
  of 23(2) in the water. It is armed with both a 14.5 
  heavy machine gun and a 7.62X54mmR medium 
  machine gun in a top turret. The BRDM-2 
  chassis, minus the machine gun turret is the basis 
  for the SA-9 Gaskin SAM transport erector 
  launcher vehicle. 
   The BRDM-2 is three squares wide and four 
  squares long. It provides full cover to its 
  occupants. 
   
   BTR-70 armored personnel carrier: The 
  BTR-70 entered service in the USSR and 
  Warsaw Pact countries in the early 1980s. The 
  vehicle carries six passengers, each with their 
  own gun-port. The main armament of the BTR-
  70 is a 14.5mm heavy machine gun and it also 
  carries a 7.62mmR medium machine gun. It is 
  fully amphibious and has a top speed of 23(2) in 
  the water.  
   The BTR-70 is three squares wide and four 
  squares long. It provides full cover to its 
  occupants. 
   
   BTR-80 armored personnel carrier: The 
  BTR-80 entered service in the late 1980s as a 
  replacement 
  for 
  the 
  BTR-70. 
  The 
  main 
  armament of the BTR-80 is a 14.5mm heavy 
  machine gun, though some variants include a 
  30mm cannon. Its secondary armament is a 
  7.62mmR medium machine gun. It is fully 
  amphibious and has a top speed of 23(2) in the 
  water. 
   The BTR-80 is three squares wide and four 
  squares long. It provides full cover to its 
  occupants. 
   
   Frog-7 Transport Erector Launcher (TEL): 
  The Frog-7 TEL is based on the ZIL-135 8x8 
  truck, also known as the BAZ-135. The TEL is 
  basically an eight-wheeled truck with a crane and 
  a launch rail. Due to the size of the Frog-7 
  rocket, the TEL only carries one and is reloaded 
  using the integral crane. 
   The Frog-7 TEL is three squares wide and six 
  squares long. It provides three-quarters cover for 
  occupants. 
   
   
   
  Vehicles Table 
   
  Top 
   
  Purchase 
  Name 
  Crew 
  Pass 
  Cargo 
  Init 
  Man
  Speed 
  Def 
  Hard 
  HP 
  Size 
  DC 
  Rest 
  BRDM-2 
  4 
  -- 
  500 
  -3 
  -4 
  108(10)
  8 
  10 
  50 
  H 
  42 
  Mil 
  (+3) 
  
   
  59
  BTR-70 
  2 
  8 
  1000 
  -3 
  -4 
  90 (9) 
  8 
  10 
  50 
  H 
  40 
  Mil 
  (+3) 
  BTR-80 
  2 
  8 
  1500 
  -3 
  -4 
  100(10)
  8 
  10 
  50 
  H 
  42 
  Mil 
  (+3) 
  Frog-7 TEL 
  1 
  2 
  3,000 
  -4 
  -4 
  80 (8) 
  6 
  6 
  48 
  G 
  38 
  Lic 
  (+1) 
  SA-8 
  TELAR 
  3 
  -- 
  250 
  -4 
  -4 
  80 (8) 
  6 
  6 
  52 
  G 
  42 
  Mil 
  (+3) 
  SA-9 TEL 
  4 
  -- 
  250 
  -3 
  -4 
  108(1) 
  8 
  10 
  50 
  H 
  42 
  Mil 
  (+3) 
  SS-21 TEL 
  3 
  -- 
  2,000 
  -4 
  -4 
  80 (8) 
  6 
  8 
  60 
  G 
  42 
  Mil 
  (+3) 
  UAZ-469 
  LUV 
  1 
  3 
  1,000 
  -2 
  -2 
  125(12)
  8 
  8 
  40 
  H 
  25 
  Lic 
  (+1) 
   
   SA-8 Gecko Transport Erector Launcher And 
  Radar (TELAR): The TELAR for the Gecko has 
  the designation BAZ-5937. The crew of the 
  vehicle includes a driver, a gunner-radar operator 
  and a commander. The vehicle is fully 
  amphibious and has a top speed of 23(2) in the 
  water. The vehicle is basically a six-wheeled 
  truck that is shaped somewhat like a boat, with a 
  radar assembly and four launch rails on top.  
  Once all four missiles have been launched, 
  reload time is five minutes. 
   The Gecko TELAR is three squares wide and 
  six squares long. It provides three-quarters cover 
  for occupants. 
   
   SA-9 Gaskin Transport Erector Launcher 
  (TEL): The Gaskin TEL is based on the BRDM-
  2 armored reconnaissance vehicle. The SA-9 
  TEL has no weaponry other than the SAMs, 
  which are fired from a mount that has launch 
  rails for 4 missiles in two separate pods. The 
  vehicle is fully amphibious and has a top speed 
  of 23(2) in the water. Once all four missiles have 
  been launched, reload time is five minutes. 
   The Gaskin TEL is three squares wide and four 
  squares long. It provides full cover to its 
  occupants. 
   
   SS-21 Scarab Transport Erector Launcher 
  (TEL): The TEL for the Scarab is a 6x6 wheeled 
  vehicle designated 9P129. It is designed very 
  similar to the Gecko TELAR however it does not 
  have a radar assembly. Due to the size of the SS-
  21 missile, only one can be carried and launched 
  by the TEL. A transporter-loader and a missile 
  transport trailer towed by a truck support the 
  Scarab TEL. The TEL is fully amphibious and 
  has a top speed of 23(2) in the water. 
   The Scarab TEL is three squares wide and six 
  squares long. It provides three-quarters cover for 
  occupants. 
   
   UAZ-469 light utility vehicle: The UAZ-469 is 
  the common jeep for Russia and most of the 
  Commonwealth of Independent States. It is a 
  sturdy 
  but 
  cheap 
  vehicle 
  with 
  multiple 
  configurations and uses. It can be fixed with a 
  pintel mount in the rear for a heavy machine gun. 
   
   Vehicle Weapons 
   14.5mm heavy machine gun: The 14.5mm 
  machine gun, such as the 14.5 mm KPVT 
  mounted on the BTR-80 APC, is for use against 
  lightly armored vehicles and personnel. It can 
  also be used against low-flying aircraft. 
   
   7.62mmR medium machine gun:  The 
  7.62mm machine gun, such as the 7.62mm PKT 
  mounted 
  on 
  the 
  BRDM-2 
  armored 
  reconnaissance vehicle, is for use against 
  personnel and lightly fortified fixed positions. It 
  can also be used against low-flying aircraft. 
   
   Frog-7 surface-to-surface missile: The last of 
  the USSR's Free Rocket Over Ground systems, 
  the Frog-7 is an unguided, tactical, artillery 
  rocket. Capable of carrying nuclear or chemical 
  payloads, 
  the 
  standard 
  warhead 
  is 
  high 
  explosives. 
   The Frog-7 has a blast radius of 50 feet. Any 
  individual or item caught within the burst radius 
  may make a Reflex save against DC 18 for half 
  damage. For each 10 feet beyond the blast 
  radius, 1 die of damage is reduced.  
    
   SA-8 Gecko surface to air missile: The SA-8 
  is a single stage, radar guided anti-aircraft 
  missile with a back-up optical targeting assist 
  system. Designed for use against aircraft, the 
  Gecko ignores 10 Hardness of any object hit. 
  
   
  60
  The Gecko takes no range penalties. The Gecko 
  is fired either individually or in a volley of two 
  missiles.  
   The Gecko has a blast radius of 15 feet. Any 
  individual or item caught within the burst radius 
  may make a Reflex save against DC 15 for half 
  damage. The missile's minimum range is 5,000 
  feet. If the missile strikes an individual or object 
  within 5,000 feet of its launch, it will not 
  explode, but will still inflict 3d12 damage to the 
  individual or object struck. 
   
   SA-9 Gaskin surface to air missile: The SA-9 
  is a single stage, infrared guided, anti-aircraft 
  missile. Designed for use against aircraft, the 
  Gecko ignores 5 Hardness of any object hit. The 
  Gaskin takes no range penalties. The Gaskin is 
  fired in a volley of two missiles to increase the 
  possibility of a hit. 
    
   
  Vehicle Weapons Table 
   
   
   
   
   
   
   
   
   
  The Gaskin has a blast radius of 10 feet. Any 
  individual or item caught within the burst radius 
  may make a Reflex save against DC 15 for half 
  damage. The missile's minimum range is 2,500 
  feet. If the missile strikes an individual or object 
  within 2,500 feet of its launch, it will not 
  explode, but will still inflict 3d12 damage to the 
  individual or object struck. 
    
  SS-21 Scarab surface-to-surface missile: The 
  SS-21 was designed as a replacement for the 
  Free Rocket Over Ground systems. The Scarab is 
  an unguided, tactical, artillery rocket. Capable of 
  carrying nuclear or chemical payloads, the 
  standard warhead is high explosives. 
   The Scarab has a blast radius of 50 feet. Any 
  individual or item caught within the burst radius 
  may make a Reflex save against DC 18 for half 
  damage. For each 10 feet beyond the blast 
  radius, 1 die of damage is reduced.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon 
  Damage 
  Critical 
  Type 
  Range 
  ROF 
  Magazine 
  Size 
  Weight 
  14.5mm MG 
  2d12 
  20 
  Ballistic 
  150 
  A 
  linked 
  H 
  NA 
  7.62mmR MG 
  2d10 
  20 
  Ballistic 
  120 
  A 
  linked 
  H 
  NA 
  Frog-7 
  9d12 
  20 
  Ballistic 
  23k 
  1 
  1 
  G 
  5435 
  SA-8 
  7d12 
  20 
  Ballistic 
  3940 
  1 or 2 
  4 
  G 
  290 
  SA-9 
  6d12 
  20 
  Ballistic 
  2130 
  2 
  4 
  G 
  65 
  SS-21 
  9d12 
  20 
  Ballistic 
  40k 
  1 
  1 
  G 
  4430 
  
   
  61
   
   
   
  Special Operations Marksman 
   
  While the Marksman is becoming much 
  more common on the modern battlefield, they 
  have always been an important element for 
  special operations forces. These individuals are 
  experts with longarms, often favoring a specific 
  type of weapon. A Marksman acts as long-range 
  support for any type of assault operation but also 
  in a surveillance or reconnaissance role. 
  Marksmen are heavily drilled in long-range 
  shooting and target acquisition but also receive 
  training in quiet movement and remaining 
  unseen. On the battlefield, they are ghosts, 
  striking from great distances, difficult to spot and 
  instilling fear in the enemy 
   
  Requirements: 
  Base Attack Bonus: +8 
  Skill: Hide 10 ranks, Knowledge (tactics) 6 
  ranks, Move Silently 8 ranks, Spot 10 ranks. 
  Feat: Dead Aim, Far Shot, Personal Firearms 
  Proficiency. 
   
  Class Information 
  The following information pertains to the Special 
  Operations Marksman prestige class. 
   
  Hit Die 
  The Special Operations Marksman gains 1d8 hit 
  points per level. The Constitution modifier 
  applies.  
   
  Action Points 
  The Special Operations Marksman gains a 
  number of action points equal to 6 + one-half his 
  character level, rounded down, every time the 
  character attains a new level in this class. 
   
  Class Skills 
  The Special Operations Marksman's class skills 
  are as follows: Balance; Bluff; Climb; Computer 
  Use; Concentration; Drive; Escape Artist; Gather 
  Information; Hide; Intimidate; Jump; Knowledge 
  (tactics); Listen; Move Silently; Navigate; 
  Read/Write Language; Repair; Search; Sense 
  Motive; Speak Language; Spot; Survival; Swim; 
  Treat Injury; Tumble. 
   
  Skill Points at each level: 5 + INT modifier 
   
   
   
  Spec Ops Marksman 
  Level 
  BAB 
  FOR 
  REF  
  WIL 
  Special 
  DEF 
  REP 
  1st 
  +1 
  +0 
  +1 
  +1 
  Talent, Bonus Feat 
  +1 
  +0 
  2nd 
  +2 
  +1 
  +1 
  +1 
  Bonus Feat 
  +1 
  +0 
  3rd 
  +3 
  +1 
  +1 
  +2 
  Cross-Training 
  +2 
  +1 
  4th 
  +4 
  +1 
  +2 
  +2 
  Talent 
  +2 
  +1 
  5th 
  +5 
  +2 
  +2 
  +3 
  Bonus Feat 
  +3 
  +2 
  6th 
  +6 
  +2 
  +3 
  +3 
  Cross-Training 
  +3 
  +2 
  7th 
  +7 
  +2 
  +3 
  +4 
  Talent 
  +4 
  +3 
  8th 
  +8 
  +3 
  +3 
  +4 
  Bonus Feat 
  +4 
  +3 
  9th 
  +9 
  +3 
  +4 
  +5 
  Cross-Training 
  +5 
  +4 
  10th 
  +10 
  +3 
  +4 
  +5 
  Talent, Bonus Feat 
  +5 
  +5 
   
   
  Talent: At 1st, 4th, 7th and 10th levels, the 
  Special Operations Marksman selects a talent 
  from the following class talent trees. As long as 
  the character qualifies, he or she can select freely 
  from any and all talent trees. No talent can be 
  selected more than once unless expressly 
  indicated.  
   
   
  Firearms Training Talent Tree 
   
  One cornerstone of special operations 
  
   
  62
  training is the firearm drill. Thousands of rounds 
  are expended on both shooting ranges and in 
  "killing houses" — specially designed training 
  areas for close quarters drill using firearms. 
   
   
  Improved Critical: The character chooses a 
  weapon with which s/he has Personal Weapon 
  Specialization. The threat range of the chosen 
  weapon increases by one. This modifier stacks 
  with other similar modifiers, such as those 
  provided by feats or class features. 
   
  The character can choose this talent multiple 
  times, each time applying it to a different 
  weapon. 
   
  Prerequisites: 
  Personal 
  Weapon 
  Specialization. 
   
   
  Personal Weapon Focus: The character 
  chooses a specific weapon — which includes 
  unarmed strike or grapple. The character must be 
  proficient with the chosen weapon.  
    
  The character adds +1 to all attack rolls 
  made using the selected weapon. This modifier 
  stacks with any other modifiers including the 
  Weapon Focus feat. 
   
  The character can choose this talent multiple 
  times, each time applying it to a different 
  weapon. 
   
  Prerequisites: Proficiency in weapon chosen. 
   
   
  Personal 
  Weapon 
  Specialization: 
  The 
  character chooses a weapon with which s/he has 
  Personal Weapon Focus talent. Personal Weapon 
  Specialization provides the benefit of the 
  Weapon Specialization feat. The character gets a 
  +2 bonus on damage rolls with the chosen 
  weapon. This modifier stacks with any other 
  modifiers including the Weapon Specialization 
  feat. 
   
  The character can choose this talent multiple 
  times, each time applying it to a different 
  weapon. 
   
  Prerequisites: Personal Weapon Focus in 
  weapon chosen. 
   
   
  Greater 
  Weapon 
  Specialization: 
  The 
  character chooses a weapon with which s/he has 
  Personal Weapon Specialization. The Greater 
  Weapon Specialization talent increases the bonus 
  on damage rolls from the Personal Weapon 
  Specialization to +4 when using the selected 
  weapon. This modifier stacks with any other 
  modifiers including feats and class features. 
   
  The character can choose this talent multiple 
  times, each time applying it to a different 
  weapon. 
   
  Prerequisites: 
  Personal 
  Weapon 
  Specialization in weapon chosen. 
   
   
  Sniper Talent Tree 
   
  Sniper training focuses on both the approach 
  and the elimination of a target. A sniper must be 
  a ghost on the battlefield, moving silently and 
  invisibly. Further, a sniper should eliminate 
  his/her target, be it personnel or equipment, 
  quickly. 
   
   
  Camouflage: Using this talent, if the 
  character takes a full round to prepare, modifiers 
  for ability, cover and concealment are doubled 
  for all Hide skill checks.  
   
  Prerequisites: Survival 6. 
   
   
  Critical Strike: This talent allows the 
  character the ability to automatically confirm a 
  threat as a critical hit when attacking with a 
  specific type of weapon, eliminating the need to 
  make a roll to confirm the critical hit. 
   
  Prerequisites: Far Shot feat, Careful Aim 
  talent, Personal Weapon talent or Weapon Focus 
  feat in weapon used. 
   
   
  Careful Aim: When using a weapon with 
  which the character has the Personal Weapon 
  talent or the Weapon Focus feat, the character 
  can double ability modifiers to attack rolls by 
  taking a full-round action to steady or aim the 
  weapon. Like the Dead Aim feat, once the 
  character begins aiming, s/he can’t move, even to 
  take a 5-foot step, until after the character makes 
  his/her next attack, or the benefit of the talent is 
  lost. Likewise, if the character’s concentration is 
  disrupted or the character is attacked before 
  his/her next action, the character must make a 
  successful Concentration skill check against DC 
  15 or the character loses the benefit of aiming. 
   
  This talent can be used in conjunction with 
  the Dead Aim feat. If used together, the character 
  only needs to take a single full-round action, not 
  one full round action for each. 
   
  Prerequisites: Far Shot feat, Personal 
  Weapon talent or Weapon Focus feat in weapon 
  used. 
   
   
  Quick Aim: The character can gain the 
  benefits of the Careful Aim and/or Dead Aim 
  talent by making a move-equivalent action to 
  steady or aim his/her weapon. 
   
  Prerequisites: Careful Aim talent, Precise 
  Shot feat, Personal Weapon talent or Weapon 
  Focus feat in weapon used. 
   
  
   
  63
   
   
  Cross-Training: At 3rd, 6th and 9th level, the 
  Special Operations Marksman selects a talent 
  from the available class talent trees (Firearms 
  and Sniper Talent Trees) or from the following 
  talent tree. As long as the character qualifies, he 
  or she can select freely from any and all talent 
  trees. No talent can be selected more than once 
  unless expressly indicated.  
   
   
  Assault Talent Tree 
   
  Most special operations forces are trained in 
  room clearing and assaulting enclosed areas — 
  such as buildings, aircraft, train cars, etc — to 
  rescue hostages, make an arrest or neutralize a 
  threat.  
   
   
  CQD: CQD stands for Close Quarters Drill. 
  When fighting in close quarters (room, shed, 
  aircraft cabin, etc), the character incurs no 
  attacks of opportunity when making any kind of 
  attack, this includes actions such as Grapple 
  attacking an opponent's weapon or using a 
  ranged weapon in melee combat. 
   
   
  Breaching: Breaching is the term applied to 
  entering an area during an assault. This may 
  mean going through a door, a window or even a 
  hole blasted in a wall by explosives. When 
  entering an area during an assault or entering an 
  area in which resistance is expected, the 
  character always acts in the surprise round with a 
  +4 bonus to initiative. 
   
  Prerequisite: CQD. 
   
   
  Defensive Aid: This talent reflects rigorous 
  training in hostage rescue scenarios. As a move 
  equivalent action, the character can provide 
  Defensive Aid to any individual within 5 ft. The 
  character must spend an action point to trigger 
  this talent. 
   
  Defensive Aid provides a +1 bonus to 
  defense and saving throws. 
   
  Prerequisites: Breaching, CQD. 
   
   
  Instinctive Shooting: Instinctive shooting is 
  a term referring to a type of training common to 
  counter-terrorism and hostage rescue forces. This 
  
   
  64
  talent allows the character to instantly identify 
  and engage hostile targets while also identifying 
  and not engaging friendlies. This is an important 
  skill in a hostage situation. The Instinctive 
  shooting class feature provides the benefit of the 
  Quick Draw feat. If the character has the Quick 
  Draw feat or later acquires it, the class feature 
  provides a +2 modifier to initiative checks in the 
  surprise round and the first round of regular 
  combat. This modifier only affects the first round 
  of regular combat so the character's position in 
  the initiative order may change after the first 
  round. 
   
  Further, by spending an action point, the 
  Instinctive Shooting class feature allows the 
  character to automatically confirm all critical 
  threats in the surprise round and critical threats 
  against flat-footed opponents in regular combat. 
   
  Prerequisites: Breaching, CQD. 
   
   
  Clear the Room: In most situations, 
  characters involved in an assault will be armed 
  with automatic weapons capable of burst fire. 
  When using a weapon that has either automatic 
  or burst fire capacity, the character can subject 
  opponents to autofire but will not subject any 
  friendly or non-hostile targets to the effects of 
  autofire. The autofire attack is made as per the 
  normal rules, but the character may choose 
  which targets in the area of effect are subject to 
  the autofire attack. Those targets that are subject 
  to the autofire attack must make a Reflex save as 
  per the autofire rules or be subject to damage. 
   
  The Clear the Room class feature may also 
  be used with the Strafe feat. 
   
  When using this talent, the character may 
  make an autofire or strafe attack with weapons 
  that have automatic or burst fire capacity and can 
  even be used with weapons that have burst fire 
  but do not have automatic fire capacity. 
   
  Prerequisites: Breaching, CQD, Instinctive 
  Shooting. 
   
   
  Bonus Feats: At 1st, 2nd, 5th, 8th and 10th 
  level, the character gains a bonus feat from this 
  list below. The character must meet the 
  prerequisites of the feat to select it. 
   
  Advanced 
  Combat 
  Martial 
  Arts, 
  Advanced Firearms Proficiency, Advanced Two-
  Weapon Fighting, Alertness, Armor Proficiency 
  (light), Armor Proficiency (medium), Armor 
  Proficiency 
  (heavy), 
  Athletic, 
  Blind-Fight, 
  Combat Expertise, Combat Martial Arts, Combat 
  Reflexes, 
  Combat 
  Sense, 
  Combat 
  Throw, 
  Defensive Martial Arts, Dodge, Double Tap, 
  Elusive Target, Endurance, Focused, Guide, 
  Improved Combat Martial Arts, Improved 
  Combat Throw, Improved Damage Threshold, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning 
  Reflexes, Mobility, Point Blank Shot, Precise 
  Shot, Quick Draw, Quick Reload, Run, Shot on 
  the Run, Skip Shot, Stealthy, Strafe, Surface 
  Vehicle Operation, Toughness, Track, Weapon 
  Focus.
   
   
   
  The following section includes a variant of an 
  existing skill and feat as well as four entirely 
  new feats. The modified Exotic Firearms 
  Proficiency feat now includes "heavy weapons" 
  which are crew-served weapons such as 
  howitzers and mortars. While the workings of 
  howitzers and mortars — as well as other 
  indirect fire and crew-served weapons — are 
  substantially different, the rarity of such weapons 
  in most campaigns justifies their joining in one 
  feat.  
   
   
  Craft (culinary) (Int) 
  This skill allows a character to create meals, 
  dishes, desserts and other food creations. When 
  attempting to prepare food, the character simply 
  makes a Craft (culinary) check, the result of 
  which determines the quality of the product. For 
  the most part, the Craft (culinary) skill requires 
  the use of equipment, such as a stovetop, oven, 
  barbeque, etc. Unless the effort is particularly 
  elaborate or the character must acquire an 
  expensive piece of equipment, the basic 
  components have a purchase DC of 5. 
   
  
   
  65
  Skill Check 
  Result 
  Effort Achieved 
  9 or lower 
  Bland 
  10-19 
  Palatable 
  20-24 
  Delicious 
  25-30 
  Exquisite 
  31 or higher 
  Masterpiece 
   
  Effective Fire 
  The character has had extensive training in the 
  targeting of indirect fire weapons.  
  Prerequisite: Proficient with weapon, base 
  attack bonus +1. 
  Benefit: When the character uses an indirect fire 
  weapon and makes an attack using indirect fire, 
  that character reduces the attack penalty per 
  range increment by 1. 
   
  Exotic Firearms Proficiency 
  Choose a weapon type from the following list: 
  cannons, heavy machine guns, heavy weapons, 
  grenade launchers, and rocket launchers. Heavy  
   weapons include such crew-served weapons as
  howitzers and mortars.  
  Prerequisites: Personal Firearms Proficiency, 
  Advanced Firearms Proficiency. 
  Benefit: The character makes attack rolls with 
  the weapon normally. 
  Normal: A character who uses a weapon without 
  being  proficient  with  it  takes  a  -4  penalty  on 
   
  attack rolls. 
  Special: A character can gain this feat as many 
  as five times. Each time a character takes the 
  feat, he or she selects a different weapon group. 
   
  Gourmet 
  The character is a trained chef, capable of 
  making excellent meals worthy of a fine dining 
  restaurant. 
  Prerequisite: Craft (culinary) 4 ranks 
  Benefit: The character may add his/her Wisdom 
  or Charisma modifier to all Craft (culinary) skill 
  checks. 
   
  Impressive Trajectory 
  The character has been trained in the use of 
  indirect fire for heavy support weapons. 
  Prerequisite: Base attack bonus +1, Exotic 
  Weapon Proficiency (heavy weapons). 
  Benefit: When the character uses a heavy 
  weapon in its indirect fire mode, its range 
  increment increases by one-half (multiply by 
  1.5). 
   
  Spotter 
  The character has been trained to act as a spotter 
  for a marksman or sniper. The character aids the 
  marksman or sniper in preparing a shot and 
  realigning a missed shot. 
  Prerequisite: Base attack bonus +4, Spot 6 
  ranks, Alertness, Personal Firearms Proficiency 
  Benefit: The character can add one-half his/her 
  base attack bonus to another character's ranged 
  attack roll (with a minimum modifier of 1) if the 
  other character takes a round to aim the ranged 
  attack. 
   
   
   
  Please note, Albenistan is a completely fictitious country. 
  Albenistan Brief 
  Prepared by 1Lt William Morse 
   
   
  Recent 
  History: 
  Albenistan 
  gained 
  independence from the USSR on 18 September 
  1991, though its initial political structure 
  mirrored that of the Soviet Union. Abdul 
  Umarov, an important political figure in the 
  Soviet government, took control of the nation as 
  the Chairman of the Supreme Assembly. Various 
  elements within Albenistan resisted Umarov’s 
  control, and from the spring of 1992, sections of 
  the country became hostile to government 
  officials and forces. A full-scale civil war 
  followed in the summer of 1993, and the 
  government only maintained effective control of 
  Viloyati Khujkhon, the province that included 
  the capital, Isherbazi. 
   
  The 
  Russian 
  Federation 
  and 
  the 
  
   
  66
  Commonwealth 
  of 
  Independent 
  States 
  gave 
  covert and overt 
  military 
  and 
  financial support 
  to the Umarov 
  government. By 
  the 
  spring 
  of 
  1997, 
  government 
  forces 
  dominated most 
  of the country 
  except for the 
  rugged 
  and 
  barren 
  area 
  bordering 
  Afghanistan. 
  The leaders of 
  the 
  two 
  main 
  rebel 
  groups, 
  Marat Burhonov 
  of the Albeni People's Liberation Party and 
  Islom Khafiz of the National Army for Freedom 
  and Reconciliation, agreed to sit down for talks 
  with Umarov. An agreement was reached on 12 
  December 1997. The three groups formed an 
  interim 
  government 
  which 
  ratified 
  the 
  Albenistani constitution on 1 January 1998. 
  Elections were held and on 12 April 1998, Abdul 
  Umarov received an overwhelming majority of 
  the votes. UN observers reported widespread 
  irregularities, but neither Burhonov nor Khafiz, 
  both of whom ran for president, did more than 
  complain. 
   
  President Umarov's government was still 
  composed of the representatives that had sat in 
  the Supreme Assembly preceding national 
  acceptance of the constitution. The planned 
  election for representatives was delayed by a 
  currency crisis. The economy of Albenistan 
  collapsed in August of 1998 and the country only 
  survived through massive loans, including a 
  large "bail-out" package from the International 
  Monetary Fund. Since that time, the economy 
  has been growing stronger, but the country's 
  economy remains one of the worst in the region. 
   
  Elections 
  for 
  the 
  Assembly 
  of 
  Representatives (the lower chamber) or Majlisi 
  Namoyandagon were held on 23 April 2001, and 
  in this election, Ikhbol Nurov, a staunch 
  supporter of Islom Khafiz received the position 
  of prime minister as his National Reconciliation 
  Party 
  joined 
  a 
  coalition 
  with 
  Umarov's 
  Albenistan National Party and two other minor 
  parties — the Party of Albenistani Workers, led 
  by Nuriddin Mirzo and the National Unity Party, 
  led by Parviz Mamadshoyev — to gain a 
  majority. 
   
  Since the outset of the War on Terror, 
  President Umarov has been very receptive to US 
  and NATO overtures, including joining NATO's 
  Partnership for Peace. However, both the 
  National Reconciliation Party and the Party of 
  Albenistani Workers are opposed to supporting 
  the War on Terror. President Umarov angered 
  both parties by accepting British and German 
  troops as part of the UN's Central Asian 
  Stabilization 
  Force 
  (CASFOR). 
  The 
  next 
  presidential election comes in 2005, and there is 
  some concern that President Umarov may lose 
  his hold on the Albenistan government. The 
  government's control is not total, and the area 
  along the Afghanistan border is in the hands of 
  warlords and smugglers. The last remnants of the 
  Russian military — termed advisors and 
  observers — recently withdrew from Albenistan 
  at the request of the president. 
   
   
  Economy: Albenistan has the second-lowest 
  per capita GDP among the 16 former Soviet 
  republics. Arable land is limited to between 9% 
  and 12%. The most valuable crop is cotton, 
  though much of the arable land is given over to 
  subsistence farming. The nation has various 
  mineral resources, but most are in limited 
  quantity. The most valuable minerals now being 
  mined include silver, gold, uranium, and 
  
   
  67
  tungsten. Hydropower facilities are important for 
  the 
  Albenistani 
  economy. 
  The 
  industrial 
  infrastructure suffered greatly during the civil 
  war (1992 - 1997) and Albenistan carries a large 
  foreign debt from the 1998 currency crisis. An 
  agreement 
  was 
  reached 
  with 
  Russia 
  to 
  restructure Albenistan's debt burden in 2002. 
   
  The Albenistani currency, the dinar, is not 
  officially available outside the country. The 
  government has maintained the official exchange 
  rate at 2,500 dinars per US dollar, though the 
  black market rate has fluctuated between 12,000 
  and 25,000 dinars to the dollar.   
   
   
  Military: 
  While 
  Albenistan 
  prospered 
  during the Soviet Union's involvement in 
  Afghanistan, its military has suffered extreme 
  rust-out since independence. The currency crisis 
  stalled the recovery from the civil war and troops 
  remain ill equipped and poorly trained. The 
  southern 
  border 
  area 
  and 
  most 
  of 
  the 
  Autonomous Province of Qurghon Khujand are 
  out of government control. President Umarov 
  agreed to allow troops from the UN's Central 
  Asian Stabilization Force (CASFOR) to operate 
  in Albenistan and British and German troops are 
  now patrolling the areas bordering Qurghon 
  Khujand under the command of the Central 
  Asian 
  Stabilization 
  Force 
  - 
  Albenistan 
  (CASFOR-A). CASFOR-A is headquartered at 
  Camp Parker in Khorforjan. 
   
  Stability: The country remains very unstable. 
  Warlords and smugglers rule the area along the 
  southern border and the incessant fighting has 
  created a humanitarian crisis. Displaced Persons 
  continue to arrive from Afghanistan, adding to 
  the existing and escalating problems of Internally 
  Displaced Persons. Humanitarian organizations, 
  based in the city of Khorforjan, have set up 
  camps for IDPs and DPs, and have attempted to 
  address the rising risk of malnutrition and 
  starvation, but their efforts are hampered by a 
  lack of security outside the city. 
   
          Conclusions: Without foreign financial and 
  military aid, President Umarov will likely lose 
  the next election. Based on the popularity of anti-
  Western 
  parties 
  such 
  as 
  the 
  National 
  Reconciliation Party and the Party of Albenistani 
  Workers, it is likely an anti-Western candidate 
  will gain the presidency, possibly even Islom 
  Khafiz. While CASFOR-A may help to bring 
  some stability to the area around the city of 
  Khorforjan, it is not large enough to affect the 
  ongoing security crisis in the Autonomous 
  Province of Qurghon Khujand. The humanitarian 
  crisis there will escalate until it is beyond the 
  capabilities of Non-Governmental Organizations 
  or the government of Albenistan. 
  
   
  68
   
   
   
  Holy Motherland Albenistan (HMA) 
   
  Summary: Holy Motherland Albenistan is a 
  young, very loosely organized group of extremist 
  nationalist movements. The HMA itself is small, 
  merely a core of dedicated men — there are no 
  women in the HMA — led by a shadowy 
  individual known as Abbas. This small group 
  acts as liaison and umbrella for a disparate 
  collection of extremists, drug-smugglers and 
  terrorists. Its power in Albenistan has increased 
  due to an alliance with an anti-government 
  conspiracy that includes individuals from the 
  State 
  Security 
  Police, 
  the 
  Security 
  and 
  Intelligence Group and the military. 
   
  From the anti-government conspiracy, the 
  HMA have gained financial support as well as 
  access to intelligence and equipment. The drug-
  smugglers and warlords of the area that borders 
  Afghanistan have some idea of the HMA’s 
  contacts within the government, but Abbas has 
  insured that HMA’s connections with the 
  Security and Intelligence Group remain cloaked 
  in secrecy. While the HMA has stated that they 
  aim to remove the elected government of 
  Albenistan and install a conservative theocracy, 
  those conspirators allied with the HMA have 
  made no secret of their intention to replace the 
  elected government with a military regime. Each 
  group has made clear that their alliance is 
  temporary and it is likely that if the elected 
  government of Albenistan falls, these two groups 
  will turn to fighting each other. 
   
  Hierarchy: The groups operating under the 
  HMA’s 
  umbrella 
  include 
  tribal 
  leaders, 
  criminals, and extreme nationalists. There has 
  been some speculation that, along with anti-
  government conspirators, the HMA may have 
  ties to some of the legal political parties in the 
  Albenistani government, but no proof of any 
  such relationship exists. 
   
  For the most part, the HMA maintains a cell 
  structure. Each cell operates independently, 
  having no contact with other cells. The leader of 
  each cell has limited contact to a higher level of 
  command as well as to a lower level to which the 
  leader will pass orders and receive intelligence. 
  In the region bordering Afghanistan, which 
  includes the Autonomous Province of Qurghon 
  Khujand, the HMA is active in an overt manner, 
  signing agreements with various warlords and 
  drug gangs. In this area, the HMA is structured 
  in a military manner, with uniforms, ranks and  
   
  military 
  discipline. 
  Training 
  camps 
  for 
  extremists allied to the HMA are maintained in 
  Qurghon Khujand. 
   
   
  NATO Special Actions Group (SAG) 
   
  The Special Actions Group (SAG) is a 
  fictional Department 7.  
   
  Summary: The NATO Special Actions 
  Group is the umbrella organization within 
  NATO’s 
  Combined 
  Military 
  Intelligence 
  Directorate (CMID). The SAG controls small, 
  temporary units raised jointly from the forces of 
  member nations. These units are termed 
  Detached Teams. Detached Teams are created 
  for a specific mission and then disbanded upon 
  completion of that mission. Along with the SAG, 
  the sections of the CMID include Personnel 
  (Department One or simply D-1), Intelligence 
  (D-2), Operations (D-3), Logistics (D-4), Liaison 
  (D-5), and Signals (D-6). When activated, the 
  SAG is technically Department 7 of the CMID. 
   
  Mission Profile: The SAG is responsible for 
  covert surveillance, long-range reconnaissance, 
  unconventional warfare and direct action. In 
  peacetime, the SAG offers the members of 
  NATO covert paramilitary capabilities for 
  missions within hostile territory. Recently, the 
  SAG 
  has 
  been 
  tasked 
  to 
  anti-terrorism 
  operations. Detached Teams can be sent into 
  denied areas to monitor or strike at terrorist 
  assets and personnel. SAG Detached Teams have 
  been reported to have trained indigenous 
  elements in areas controlled by dangerous 
  regimes. Detached Teams may also have been 
  involved in the elimination of certain leaders of 
  extreme nationalist and terrorists groups. 
   
  Capable of extended independent action, 
  SAG Detached Teams can be tasked to deep 
  infiltration for forward observation, tactical air 
  control, interdiction, long-range reconnaissance 
  or direct action, which could include the 
  
   
  69
  elimination of enemy assets or personnel. SAG 
  Detached Teams are capable of infiltration by 
  land, sea or air. Available equipment includes 
  fixed and rotary wing aircraft, swimmer delivery 
  vehicles and light utility vehicles. 
   
  Organization: A member nation of NATO 
  must request the activation of a Detached Team. 
  The request is made to D-5. Mission planning is 
  done by D-2 in cooperation with the requesting 
  force or government. The command component 
  of a team is functionally attached to D-3 for the 
  duration of the mission, while the remainder of 
  the team is attached to D-1. Personnel are 
  requested by the command component and 
  participation 
  is 
  voluntary. 
  The 
  command 
  component must obtain the permission of the 
  governments of any individual requested if that 
  individual volunteers to participate. Personnel 
  are returned to their parents units with the 
  completion of a mission. 
   
   
  SIS Increment  
   
  Summary: The UK's Secret Intelligence 
  Service does not have the integral assets to 
  undertake direct action in denied or hostile 
  territory. As such, the SIS has created a special 
  organization, similar to the CIA's Special 
  Activities Division, known as the Increment. 
  Staffed by seconded operators from the Special 
  Forces Group, the Increment offers the SIS a 
  potent force multiplier as well an opportunity to 
  undertake paramilitary operations that otherwise 
  would have necessitated the tasking of a military 
  special operations force. 
   
  The government of the UK has yet to 
  confirm the existence of the Increment, but it has 
  been mentioned in both media and official 
  government documents. Shadowy beyond even 
  the Special Air Service or Special Boat Service, 
  the Increment has the blackest of budgets. 
  Deploying the SAS or SBS carries the same 
  responsibility for politicians and bureaucrats as 
  deploying 
  any 
  other 
  military 
  unit. 
  The 
  Increment, however, is unknown, unseen and 
  deniable. Further, the Intelligence Services Act 
  of 1994 protects its operators from prosecution 
  in the UK for actions in foreign countries.  
   
  Mission Profile: Teams from the Increment 
  are available for almost any operation in which 
  deniability is essential. Not spies, the operators 
  seconded for missions are highly trained for 
  direct 
  action 
  and 
  unconventional 
  warfare 
  operations. The SIS has plenty of intelligence 
  gathering assets, so unless the mission is deep 
  within an extremely hostile or otherwise 
  dangerous area, it is highly unlikely an 
  Increment team would ever be tasked to any type 
  of reconnaissance mission. 
   
  The operations that have netted the 
  Increment the greatest amount of notice have 
  been direct action missions, both in the Balkans 
  and in Afghanistan. It is reported that an 
  Increment 
  team 
  operated 
  in 
  the 
  former 
  Yugoslavia, hunting down and killing war 
  criminals. In Afghanistan, the elimination of key 
  Taliban personnel has been attributed in certain 
  sectors to the Increment, though the SAS or SBS 
  could have completed such a mission. 
   
  More commonly, reports from Afghanistan 
  alleged very small Increment teams acted in the 
  same manner as the CIA's Special Activities 
  Division staff, that being the training and support 
  of the Northern Alliance troops who overthrew 
  the Taliban. Increment operators had previously 
  been reported in northern Iraq supporting the 
  Kurds against Saddam Hussein's regime. 
   
  Organization: The Increment is not a 
  standing unit with regular personnel. Activated 
  for specific missions, an Increment team is 
  comprised of operators temporarily seconded 
  from the units of the Special Forces Group. 
  When the need for deniability is extreme, outside 
  contractors — usually ex-SAS or SBS operators 
  — can be used.  
   
  There is no standard structure for an 
  Increment team. When operating in the Balkans, 
  the teams seemed to be comprised similar to the 
  4-man patrol structure common to the SAS. In 
  Afghanistan, though, Increment teams tended to 
  be extremely small, often 2-man groups, if 
  reports are to be believed. A team is as large as is 
  necessary, but never large enough to attract 
  attention. 
  
   
  70
   
   
  16 Air Assault Brigade: A combined air assault 
  and airborne operations unit in the British Army. 
   
  160 Special Operations Aviation Regiment: The 
  premier special operations aviators in the world. 
  A part of the United States' Special Operations 
  Command, 160 SOAR is also known as the 
  Nightstalkers due to the night operations 
  capability of its pilots.  
   
  7 Squadron: The RAF squadron that regularly 
  supports special operations units. 7 Squadron is 
  the premier night operation squadron in the RAF. 
   
  AKM: An acronym for Avtomat Kalashnikova 
  Modernizirovannyj, 
  meaning 
  modified 
  Kalashnikov automatic rifle. A slightly more 
  modern version of the AK-47.  
   
  APC: Armored Personnel Carrier. This term 
  refers to an armored vehicle used to transport 
  infantry but which lacks heavy weaponry 
  capable of supporting infantry actions. While the 
  vehicle may have defensive weaponry, it is ill 
  suited to a fire support role and completely 
  incapable of engaging heavy armor. The US 
  M1123 and the UK Spartan are both APCs. 
   
  ASAP: As Soon As Possible. 
   
  BDU: Battle Dress Uniform. The regular 
  clothing worn by military personnel. Most 
  people would not consider this clothing a 
  'uniform' and these are often called 'fatigues' by 
  the general public. 
   
  Blue on Blue: This is euphemism for death by 
  friendly fire or an attack by friendly forces. 
   
  Chinook: A large utility helicopter, usually 
  assigned to transport equipment or personnel. 
   
  CIA: Central Intelligence Agency, the United 
  States Government department for foreign 
  intelligence gathering. When it is necessary for 
  the CIA to complete a direct action or  
   
  paramilitary mission, the Special Activities 
  Division (SAD) handles the operation. 
   
  ETA: Estimated Time of Arrival. 
   
  HAHO: High Altitude High Opening. A 
  technique of aerial insertion by parachute in 
  which the skydiver opens the parachute at a high 
  altitude and glides to the target.  
   
  HUMINT: 
  Human 
  Intelligence, 
  gathering 
  intelligence by using people, be they actual spies 
  or informants.  
   
  IFV: Infantry Fighting Vehicle. This term refers 
  to an armored vehicle used to transport infantry 
  that has heavy weaponry capable of supporting 
  infantry actions but which is not capable of 
  engaging heavy armor. The US Bradley and the 
  UK Warrior are both IFVs. 
   
  IMINT: 
  Image 
  Intelligence, 
  gathering 
  intelligence by using photographs or other visual 
  or graphic means. 
   
  Increment, the: A special operations unit used 
  by the Secret Intelligence Service, also a Prestige 
  Class in Blood & Guts: In Her Majesty's Service. 
   
  Lynx: A utility and support helicopter that, in its 
  Battlefield Lynx variant, is the main ground 
  support aircraft for the UK's 16 Air Assault 
  Brigade. More information available in Blood & 
  Guts: In Her Majesty's Service. 
   
  LAV: Light Armored Vehicle. This term refers 
  to armored support vehicles that are not designed 
  to engage heavy armor. LAVs are usually 
  armored personnel carriers, infantry fighting 
  vehicles, support vehicles or reconnaissance 
  vehicles.  
   
  LUV: Light Utility Vehicle. This term refers to 
  vehicles such as jeeps and small trucks, used in a 
  support rather than a combat role. 
   
  
   
  71
  Operator: A term that refers to members of elite 
  special operations forces, such as the UK's SAS, 
  the US' Delta Force or Canada's JTF-2. 
   
  NVD: Night Vision Device, also called Night 
  Optical Device or Night Vision Goggle. Special 
  optics that enhance ambient light to allow 
  wearers to see in darkness. 
   
  Patrol: A unit consisting of 4 operators. 4 patrols 
  equal a troop. 
   
  QRF: Quick Reaction Force. A unit or group 
  ready to quickly act or react to a given 
  circumstance, such as an attack. 
   
  Radio, Squad: This is a man-portable radio used 
  for long-range communications, such as with the 
  unit’s base. The squad radio is also used to 
  communicate with other units and vehicles when 
  on a join operation. 
   
  Radio, Tactical: This is a man-portable radio 
  used for short-range communication between 
  members of the same unit. In most situations, 
  every member of a unit will have a tactical radio, 
  which keeps all members connected. 
   
  Req: Requisition. A request for equipment, 
  support or other item or element. 
   
  RPG: Rocket Propelled Grenade. A cheap and 
  plentiful anti-armor weapon that fires rocket-
  assisted grenades. The ubiquitous RPG-7 is — as 
  can be guessed — an RPG. 
   
  SAD: The CIA's Special Activities Division, 
  which is responsible for all direct action or 
  paramilitary missions. The units under SAD 
  control are commonly called Special Operations 
  Groups. 
   
  SAM: Surface-to-air missile. An anti-aircraft 
  missile, fired from the ground. 
   
  SAS: 22nd Regiment Special Air Service, 
  perhaps the most famous special operations force 
  in the world. Also a Prestige Class in Blood & 
  Guts: In Her Majesty's Service. 
   
  Satcom: This is a man-portable radio with 
  satellite communications capabilities. In order to 
  contact a satellite, that satellite must be on line-
  of-sight, 
  meaning 
  the 
  satcom 
  cannot 
  communicate with a satellite that is beyond the 
  horizon. 
  SBS: Special Boat Service, along with the 
  Special Air Service, an elite special operations 
  force from the United Kingdom. Also a Prestige 
  Class in Blood & Guts: In Her Majesty's Service. 
   
  SEALs: The elite special operations force of the 
  US Navy, able to insert by sea, air or land. 
   
  SFG: The UK's Special Forces Group 
   
  SIS: Secret Intelligence Service, also known as 
  MI6 or Her Majesty's Secret Service. 
  SOG: Special Operations Group, a CIA unit 
  tasked to direct action and paramilitary missions 
  through the Special Activities Division (SAD). 
   
  Special Forces Group: A branch of the UK's 
  military that oversees the nation's special 
  operations forces, including the SAS, SBS and 
  14 Independent Intelligence Company. Similar to 
  the US Special Operations Command. 
   
  Tango: Terrorist. 
   
  TELAR: Transporter Erector Launcher and 
  Radar. This term refers to vehicles which can 
  transport, target and fire surface-launched 
  missiles. The TELAR is a mobile missile battery, 
  though it may be limited in the number and 
  frequency of its missile launches. A Transporter 
  Erector Launcher (TEL) lacks radar or other 
  targeting device, though it can transport and fire 
  missiles. 
   
  Troop: A unit consisting of 4 patrols. Usually, a 
  troop includes sixteen operators. 4 troops equal a 
  squadron. 
   
  UAVs: Unmanned Aerial Vehicles. Pilot-less 
  drone aircraft that can be used for reconnaissance 
  or as a weapons' platform. Not to be confused 
  with the UAZ, a short-form for the UAZ-469, a 
  light utility vehicle.  
  
   
  72
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  73
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE  
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
   
  Raid on Ashkashem Copyright 2004 Dean Martin and Fraser Ronald; Author Fraser Ronald 
  The Qalashar Device Copyright 2004 Dean Martin and Fraser Ronald; Author Fraser Ronald 
   
  DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are 
  designated as Product Identity: SEP; SEP Spec Ops; the Qalashar Device; Raid on Ashkashem; the adventure text, excluding 
  Appendices and anything designated as Open Game Content; all artwork; all maps except the map of Albenistan. 
   
  DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated 
  as Open Content: map of Albenistan; Appendix 2: Non-Player Characters; Appendix 3: Equipment; Appendix 4: New Prestige Class; 
  Appendix 5: Skills and Feats; entries for Holy Motherland Albenistan (HMA), and NATO Special Actions Group from Appendix 7: 
  Organizations.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  74
   
  
SOURCE: textdata/thevault/D20 system/D20 Modern/Swords Edge Publishing/D20 Modern - Swords Edge Publishing - Module - The Qalashar Device.pdf