The Khorforjan Gambit

Credits

Author: Fraser Ronald
Publisher: Sword’s Edge Publishing

Open Game Content

Generic Bad Guy One

Tough Ordinary 2/Strong Ordinary 1/Fast Ordinary 1: CR 3; HD 2d10+4 plus 1d8+2 plus 1d8+2; HP 29; Mas 15; Init +1; Spd 30 ft; Defense 17, touch 17, flatfooted 16; BAB +2; Grap +4; Atk +4 melee (1d4+2, knife), or +3 ranged (2d8, AKM); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV Fort +5, Ref +2, Will +1; Rep +0; Str 15, Dex 12, Con 15, Int 8, Wis 13, Cha 10.
Skills: Climb +5, Hide +3, Intimidate +3, Knowledge (streetwise) +2, Spot +3, Survival +4
Feats: Advanced Firearms Proficiency, Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency
Occ: Rural (Climb, Survival)
Possessions: AKM, 8 AKM magazines, knife, street clothes.
Tactics: The Generic Bad Guy Ones are basically boys with guns. They will use autofire regularly, burning ammo like it’s infinite. They tend to shun cover until one or two of their people are dead or incapacitated.


Generic Bad Guy Two

Tough Ordinary 2/Fast Ordinary 2/Dedicated Ordinary 2: CR 5; HD 2d10+2 plus 2d8+2 plus 2d6+2; HP 33; Mas 13; Init +2; Spd 30 ft; Defense 20, touch 20, flatfooted 18; BAB +3; Grap +4; Atk +4 melee (1d6+1, extendable baton), or +5 ranged (2d8, AKS-74); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV Fort +5, Ref +4, Will +4; Rep +1; Str 12, Dex 14, Con 13, Int 10, Wis 15, Cha 8.
Skills: Drive +7, Hide +5, Intimidate +4, Knowledge (tactics) +4, Listen +8, Move Silently +5, Spot +13, Treat Injury +4
Feats: Advanced Firearms Proficiency, Alertness, Combat Martial Arts, Personal Firearms Proficiency, Quick Reload, Simple Weapons Proficiency
Occ: Military (Drive, Knowledge [tactics])
Possessions: AKS-74 carbine, 6 AKS-74 magazines, extendable baton, street clothes
Tactics: Generic Bad Guy Twos are very careful about protecting their assigned individual or “package.” They will use their bodies as shields and do anything necessary to protect their package. When attacking, they will mostly use autofire. They do this in hoping to keep targets off-balance and re-direct attacks away from their package.


Generic Bad Guys Three

Strong Ordinary 3/Tough Ordinary 3: CR 5; HD 3d8+6 plus 3d10+6; HP 43; Mas 14; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14; BAB +5; Grap +7; Atk +7 melee (1d4+2, knife), or +7 ranged (2d8, AKM); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV Fort +6, Ref +4, Will +3; Rep +1; Str 15, Dex 14, Con 14, Int 8, Wis 12, Cha 10.
Skills: Balance +5, Climb +5, Intimidate +3, Knowledge (streetwise) +2, Spot +4, Survival +4
Feats: Advanced Firearms Proficiency, Brawl, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency
Occ: Rural (Balance, Survival)
Possessions: AKM assault rifle, 8 AKM magazines, knife, street clothes.
Tactics: Generic Bad Guy Threes are aggressive fighters. They rarely withdraw, save when vastly outnumbered, as on a scale of three to one. They will push an attack forward, always seeking cover and using autofire. They will not hesitate to throw their lives away if they think doing so will tip the balance toward victory for their comrades. They are smart enough to try to capture targets alive for questioning, meaning that if they outnumber an opponent, they will put themselves at great risk to close for melee combat and attempt to disarm and incapacitate an opponent.


Generic Bad Guy Four

Fast Ordinary 4: CR 3; HD 4d8+4; HP 22; Mas 13; Init +2; Spd 30 ft; Defense 17, touch 17, flatfooted 15; BAB +3; Grap +2; Atk +2 melee (1d4-1, combat knife), or +5 ranged (2d8, AKM); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV Fort +2, Ref +4, Will +3; Rep +1; Str 8, Dex 15, Con 13, Int 12, Wis 14, Cha 10.
Skills: Balance +5, Climb +2, Drive +4, Escape Artist +6, Hide +9, Knowledge (streetwise) +5, Move Silently +9, Ride +4, Sleight of Hand +4, Survival +6, Tumble +6
Feats: Brawl, Dodge, Personal Firearms Proficiency, Run, Simple Weapons Proficiency
Occ: Rural (Climb, Survival)
Possessions: AKM assault rifle, 4 AKM magazines, combat knife, street clothes.
Tactics: Generic Bad Guy Threes are mostly interested in getting their messages through, so they will avoid combat or retreat from it at first opportunity. They are armed and are willing to use those arms, though they are not well-trained in the use of said firearms.


Generic Bad Guy Four

Strong Ordinary 2/Tough Ordinary 2/Fast Ordinary 2: CR 5; HD 2d8+2 plus 2d10+2 plus 2d8+2; HP 35; Mas 13; Init +2; Spd 30 ft; Defense 20, touch 20, flatfooted 18; BAB +4; Grap +6; Atk +6 melee (1d6+2, nightstick), or +6 ranged (2d8, AK-74); FS 5 ft by 5 ft; Reach 5 ft; AL SIG; SV Fort +5, Ref +4, Will ; Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8.
Skills: Drive +3, Hide +8, Intimidate +3, Knowledge (current events) +3, Knowledge (streetwise) +5, Move Silently +8, Profession +5, Repair +5, Spot +4, Tumble +6
Feats: Advanced Firearms Proficiency, Dodge, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency
Occ: Military (Hide, Move Silently)
Possessions: AK-74 assault rifle, 6 AK-74 magazines, BDUs, nightstick
Tactics: Most Generic Bad Guy Fours have had combat experience. What they have not had is extensive training. They know enough to use double tap on most opponents. If facing a superior force, they will attempt to make a fighting withdrawal, spraying and praying with autofire.


Generic Bad Guy Five

Fast Ordinary 3/Tough Ordinary 3: CR 5; HD 3d8+6 plus 3d10+6; HP 43; Mas 14; Init +2; Spd 30 ft; Defense 18, touch 18, flatfooted 16; BAB +4; Grap +5; Atk +5 melee (1d4+1, combat knife), or +6 ranged (2d8, AKM); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV Fort +5, Ref +5, Will +3; AP 0; Rep +2; Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8.
Skills: Balance +5, Drive +5, Escape Artist +5, Gamble +4, Hide +10, Intimidate +3, Knowledge (streetwise) +5, Move Silently +10, Sleight of Hand +4, Spot +3, Tumble +4
Feats: Advanced Firearms Proficiency, Brawl, Dodge, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy
Occ: Criminal (Gamble, Knowledge [streetwise])
Possessions: AKM assault rifle, 4 AKM magazines, combat knife, street clothes, moped
Tactics: Generic Bad Guy Fives aren’t particularly well-versed in combat techniques. Due to their intelligence-gathering capacity, they have been ordered to avoid conflict. They have, however, been well-armed with AKMs. In truth, most are itching for a chance to prove themselves. In combat, they will rely on autofire for the first two magazines. With those expended, they will begin to see the benefits of semi-automatic fire and will be more conservative with ammunition consumption. They will always use cover and will attempt to keep moving, either toward the enemy if they outnumber the enemy, or away if the enemy outnumbers them.


Generic Bad Guy Six

Tough Ordinary 3/Strong Ordinary 3: CR 5; HD 3d10+6 plus 3d8+6; HP 43; Mas 15; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14; BAB +5; Grap +6; Atk +6 melee (1d4+1, combat knife), or +7 ranged (2d8, AKM); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV Fort +6, Ref +4, Will +3; Rep +1; Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8.
Skills: Hide +11, Intimidate +3, Knowledge (streetwise) +3, Listen +3, Move Silently +11, Spot +9
Feats: Advanced Firearms Proficiency, Alertness, Combat Martial Arts, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy
Occ: Criminal (Hide, Move Silently)
Possessions: AKM assault rifle, 4 AKM magazines, combat knife, street clothes.
Tactics: Generic Bad Guys Sixes will use autofire often, adhering to the ‘spray and pray’ school of combat. When they start to run low on ammo, they will be a little more careful, but still tend to be nervous. The amount of lead autofire puts down soothes their nerves.


Villain One

Charismatic Hero 4/Smart Hero 4/Soldier 4: CR 12; 46-year old Male; HD 4d6+12 and 4d6+12 and 4d10+12; hp 92; MAS 16; Init +7; Spd 30 ft.; Def 17, touch 17, flatfooted 14; BAB +7/+2; Grap +8/+3; Atk +8/+3 melee (knife 1d4+1), or +11/+6 ranged (2d8+2, AKS-74U) or +10/+5 ranged (2d6, Browning HP); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Bad Guy Group; SV Fort +5, Ref +7, Will +4; AP 6; Rep +5; Str 12, Dex 16, Con 16, Int 12, Wis 13, Cha 15.
Skills: Balance +7, Bluff +13, Craft (writing) +6, Diplomacy +9, Disguise +11, Forgery +9, Gather Information +15, Intimidate +13, Investigate +5, Knowledge (civics) +5, Knowledge (current events) +7, Knowledge (popular culture) +5, Knowledge (streetwise) +13, Knowledge (tactics) +7, Knowledge (theology and philosophy) +9, Listen +5, Read Language (Arabic, English, Russian, Tajik), Research +9, and Speak Language (Arabic, English, Pashto, Russian, Tajik), Spot +5, Survival +9.
Feats: Advanced Firearms Proficiency, Brawl, Deceptive, Dodge, Educated (streetwise, theology and philosophy), Improved Initiative, Lightning Reflexes, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Simple Weapons Proficiency, Trustworthy
Talents (Charismatic Hero): Coordinate, Inspiration
Talents (Smart Hero): Savant (Knowledge [streetwise]), Strategy
Class Features (Soldier): Weapon Focus (AKS-74U), Weapon Specialization (AKS-74U), Tactical Aid
Occ: Rural (Balance, Survival)
Possessions: AKS-74U short assault rifle, 4 AKS-74U magazines, Browning Hi-Power, 2 HP magazines, combat knife, 2 fragmentation grenades, overcoat, street clothes.
Tactics: While a trained and experienced combatant, Villain One will not enter into combat willingly but will seek to escape. His first inclination is to flee and seek help. If forced to fight, he will use mainly autofire while making a fighting withdrawal. He will fight defensively, using his move action to attempt to escape combat.


Villain Two

Smart Hero 4/ Charismatic Hero 4/Dedicated Hero 2: CR 10; 48-year old Male; HD 4d6+4 and 4d6+4 and 2d6+2; hp 55; MAS 12; Init +4; Spd 30 ft.; Def 14, touch 14, flatfooted 14; BAB +5; Grap +4; Atk +4 melee (1d4-1, combat knife), or +5 ranged (2d4, Skorpion Machine Pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Bad Guy Group; SV Fort +6, Ref +3, Will +6 AP 5; Rep +6; Str 9, Dex 10, Con 12, Int 14, Wis 12, Cha 15.
Skills: Bluff +13, Computer Use +6, Craft (mechanical) +9, Craft (structural) +9, Demolitions +6, Disable Device +6, Disguise +5, Forgery +7, Gather Information +9, Intimidate +9, Knowledge (business) +20, Knowledge (civics) +6, Knowledge (current events) +7, Knowledge (physical sciences) +11, Knowledge (popular culture) +6, Knowledge (streetwise) +10, Knowledge (technology) +6, Knowledge (theology and philosophy) +5, Profession +7, Read/Write Language (Arabic, Russian, English, and Tajik), Repair +5, and Speak Language (Arabic, English, Farsi, Russian, Pashto and Tajik).
Feats: Advanced Firearms Proficiency, Brawl, Deceptive, Dodge, Educated (business, physical sciences), Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency
Talents (Smart Hero): Savant (Knowledge [business]), Trick
Talents (Charismatic Hero): Coordinate, Inspiration
Talents (Dedicated Hero): Skill Emphasis (Bluff)
Occ: White Collar (Knowledge [business], Knowledge [physical science])
Possessions: Skorpion Machine Pistol, 2 Skorpion magazines, combat knife, street clothes.
Tactics: Villain Two is not much of a fighter. If forced, he will autofire with his Skorpion while trying to make an escape. He considers survival his paramount goal, so surrender is always an option. He leads from the rear, always keeping an escape route open. He is more than willing to shoot an opponent in the back or do anything else that will give him an edge.


Villain Three

Tough Hero 2/ Strong Hero 3/ Dedicated Hero 2: CR 7; 41-year old Male; HD 2d10+4 and 3d8+6 and 2d6+4; hp 52; MAS 15; Init +2; Spd 30 ft.; Def 18, touch 18, flatfooted 16; BAB +5; Grap +7; Atk +7 melee (knife 1d4+3), or +7 ranged (2d8, AKM); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Bad Guy Group; SV Fort +8, Ref +2 Will +3; AP 3; Rep +1; Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 8.
Skills: Intimidate +5, Knowledge (streetwise) +9, Listen +5; Move Silently +4, Repair +5, Sense Motive 5; Spot +10, Speak Languages (Tajik), Survival +7
Feats: Advanced Firearm Proficiency, Brawl, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Streetfighting.
Talents (Tough Hero): Remain Conscious
Talents (Strong Hero): Extreme Effort, Melee Smash
Talents (Dedicated Hero): Skill Emphasis (Spot)
Occ: Criminal (Knowledge [streetwise], Move Silently)
Possessions: AKM assault rifle, 8 AKM magazines, combat knife, street clothes.
Tactics: Villain Three’s first priority in combat will be to protect Villain Five. He will attempt to remove Villain Five from danger. If Villain Five is not involved, Villain Three will take some time to gauge his opponent(s). He is an experienced combatant and will be able to judge if he is outclassed. If he finds himself outnumbered or fighting superior opponents, he will make a fighting withdrawal, remaining defensive until out of combat.
Villain Three loves autofire. He is likely to use it even against a single opponent if he has plenty of ammunition. If he is low on ammunition, or he has expended more than half his current magazine, he will control his desire to autofire unless he faces multiple opponents and autofire would be useful.


Villain Four

3 Dedicated Hero/2 Smart Hero/3 Tough Hero: CR 8; 44-year old Male; HD 3d6+3 and 2d6+2 and 3d10+3; hp 43; MAS 12; Init -1; Spd 30 ft.; Def 16, touch 16, flatfooted 16; BAB +5; Grap +5; Atk +5 melee (1d4, combat knife), or +5 ranged (2d8, Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Bad Guy Group; SV Fort +5, Ref +2, Will +8; AP 4; Rep +4; Str 10, Dex 9, Con 12, Int 13, Wis 15, Cha 16.
Skills: Computer Use +4, Diplomacy +9, Knowledge (business) +9, Knowledge (civics) +7, Knowledge (current events) +5, Knowledge (streetwise) +9, Listen +9, Profession +8, Read/Write Language (Arabic, Russian, English and Tajik), Research +5, Search +9, Sense Motive +13, Speak Language (Arabic, Russian, English and Tajik), Spot +11.
Feats: Alertness, Attentive, Combat Martial Arts, Defensive Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus (Desert Eagle)
Talents (Dedicated Hero): Empathy, Skill Emphasis (Sense Motive)
Talents (Smart Hero): Savant (Knowledge [business])
Talents (Tough Hero): Damage Reduction 1/—, Robust
Occ: White Collar (Diplomacy, Knowledge [business])
Possessions: Street clothes, Desert Eagle pistol, 3 Desert Eagle magazines
Tactics: Villain Four is not a trained combatant, and it shows. He has lived among dangerous men, but he has never become one himself. He carries a Desert Eagle because he saw one carried by a particularly dangerous and competent thug in a recent British action-comedy movie. He has never used it, save for target practice. In a fight, he’ll try to escape and summon help. If backed into a corner, he’ll fight hard, but he won’t fight to the death. Surrender is an option if he believes he’ll receive fair treatment. He does not expect fair treatment from the SIG or SSP, but he does trust that the Europeans won’t torture him.


Villain Five

5 Smart Hero/3 Dedicated Hero/2 Tough Hero: CR 10; 46-year old Male; HD 5d6 and 3d6 and 2d10; hp 41; MAS 10; Init +5; Spd 30 ft.; Def 15, touch 15, flatfooted 14; BAB +4; Grap +3; Atk +3 melee (1d6-1, cane/club), or +5 ranged (2d4, Walther PPK); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Bad Guy Group; SV Fort +3, Ref +3, Will +8; AP 5; Rep +4; Str 9, Dex 12, Con 10, Int 16, Wis 16, Cha 15.
Skills: Bluff +6, Computer Use +9, Craft (electronic) +5, Craft (mechanical) +6, Craft (structural) +6, Decipher Script +10, Demolitions +9, Disable Device +8, Forgery +8, Intimidate +8, Knowledge (business) +16, Knowledge (civics) +11, Knowledge (current events) +11, Knowledge (popular culture) +5, Knowledge (streetwise) +12, Knowledge (tactics) +7, Listen +13, Profession +8, Read/Write Language (Arabic, English, Russian, and Tajik), Repair +10, Research +11, Search +5, Sense Motive +11, Speak Language (Arabic, English, Russian, and Tajik), Spot +15, Survival +7.
Feats: Alertness, Brawl, Combat Expertise, Gearhead, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Streetfighting, Studious
Talents (Smart Hero): Exploit Weakness, Plan, Savant (Knowledge [business])
Talents (Dedicated Hero): Aware, Skill Emphasis (Sense Motive)
Talents (Tough Hero): Robust
Occ: Entrepreneur (Bluff, Knowledge [business])
Possessions: Walther PPK, 2 PPK magazines, street clothes, walking stick/cane
Tactics: While Villain Five has lived among dangerous company in his life, he is not particularly dangerous himself. In any fight, he will attempt to escape. Surrender, for the most part, is not an option as that could lead to questioning and Villain Five fears he might reveal information, even inadvertently. While he will attempt to flee, if he cannot, he will fight to the death. If a better weapon is available, he will take it. While he only carries a PPK, that is for concealment and as an affectation. In a stand-up fight, he would prefer something heavier in his hand, like an AKM.


Villain Six

Smart Hero 3/Tough Hero 4/Soldier 5: CR 12; 51-year old Male; HD 3d6+9 and 4d10+12 and 5d10+15; hp 99; MAS 16; Init +1; Spd 30 ft.; Def 21, touch 18, flatfooted 20; BAB +7; Grap +7; Atk +7 melee (1d6, rifle butt), or +7 melee (1d4, combat knife), or +8 ranged (2d8, AKS-74); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Bad Guy Group; SV Fort +9, Ref +6, Will +6, AP 6; Rep +3; Str 10, Dex 13, Con 16, Int 13, Wis 14 Cha 15.
Skills: Computer Use +6, Decipher Script +7, Demolitions +12, Disable Device +7, Forgery +6, Hide +8, Intimidate + 10, Investigate +10, Knowledge (civics) +9, Knowledge (current events) +5, Knowledge (popular culture) +3, Knowledge (streetwise) +10, Knowledge (tactics) +5, Listen +9, Profession +8, Read/Write Language (Russian, Tajik), Search +4, Speak Language (Russian, Tajik), Spot +12, and Survival +10.
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Brawl, Cautious, Combat Martial Arts, Dodge, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency
Talents (Smart Hero): Savant (Investigate), Trick
Talents (Tough Hero): Damage Reduction 1/—, Robust
Talents (Soldier): Weapon Focus (AKS-74), Weapon Specialization (AKS-74), Tactical Aid, Improved Critical (AKS-74)
Occ: Military (Hide, Survival)
Possessions: AKS-74 carbine, 4 AKS-74 magazines, BDUs, combat knife, undercover vest armor
Tactics: Villain Six has lived the life of a spy, an investigator and a soldier. He will keep a cool head. If outnumbered or simply outfought, he will attempt to disengage and retreat to safety. He will make a withdrawal fighting defensively. He will seek help and return with superior numbers.
In combat, he will use autofire if faced with multiple opponents. He will use double tap on any leader or exceptionally dangerous opponent. He will always fight from cover and will not lead from the front. He is not afraid to engage in fisticuffs, and will use his carbine as a melee weapon in the heat of battle.


Villain Seven

Tough Hero 2/ Strong Hero 3/ Fast Hero 2: CR 7; 32-year old Male; HD 2d10+4 and 5d8+10; hp 54; MAS 15; Init +2; Spd 30 ft.; Def 20, touch 20, flatfooted 18; BAB +5; Grap +7; Atk +7 melee (knife 1d4+3), or +7 ranged (2d8, AKM) , or +7 ranged (2d6, PM); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Bad Guy Group; SV Fort +6, Ref +4, Will +1; AP 3; Rep +0; Str 14, Dex 14, Con 15, Int 12, Wis 10, Cha 8.
Skills: Craft (structural) +4, Hide +8, Intimidate +7, Knowledge (streetwise) +9, Move Silently +8, Repair +7, Spot +5, Sleight of Hand +4, Speak Languages (Tajik), Tumble +6
Feats: Advanced Firearm Proficiency, Brawl, Dodge, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Stealthy, Streetfighting.
Talents (Tough Hero): Remain Conscious
Talents (Strong Hero): Extreme Effort, Melee Smash
Talents (Fast Hero): Evasion
Occ: Criminal (Knowledge [streetwise], Sleight of Hand)
Possessions: AKM assault rifle, 6 AKM magazines, Makarov PM, 2 PM magazines, combat knife, street clothes.
Tactics: Villain Seven is an experienced and cunning combatant. He will use autofire when facing tightly packed groups. When he has identified the leader, he will use double tap in an attempt to eliminate that individual. He will seek cover and will always attempt to attack with surprise. When numbers are overwhelming, he will fall back, but he has a weakness in that he considers himself an extremely capable fighter, so he is unlikely to fall back when only facing one or two opponents.
Villain Seven will never surrender. He fears he might crack under interrogation.


Villain Eight

Dedicated Ordinary 2/Strong Ordinary 2: CR 3; 45-year old Male; Medium-size Human; HD 2d6+2 plus 2d8+2; HP 20; Mas 13; Init -1; Spd 30 ft; Defense 13, touch 13, flatfooted 14; BAB +3; Grap +3; Atk +3 melee (1d6, rifle butt), or +3 melee (1d4, combat knife) or +2 ranged (2d8, AKS-74); FS 5 ft by 5 ft; Reach 5 ft; AL SIG rogue faction; SV Fort +5, Ref -1, Will +4; Rep +1; Str 10, Dex 8, Con 13, Int 12, Wis 15, Cha 14.
Skills: Gather Information +9, Intimidate +9, Investigate +5, Knowledge (streetwise) +4, Listen +9, Read/Write Language +2 (Russian, Pashto, Tajik), Sense Motive +9, Speak Language +2 (Russian, Pashto, Tajik), Spot +9
Feats: Advanced Firearms Proficiency, Alertness, Attentive, Personal Firearms Proficiency, Simple Weapons Proficiency
Occ: Law Enforcement (Gather Information, Intimidate)
Possessions: AKS-74 carbine, 4 AKS-74 magazines, BDUs, combat knife
Tactics: Villain Eight is brave and he is a capable intelligence officer, but he is not much of a soldier. His weapon is for intimidation, not use. If it comes down to it, he will rely mostly on autofire. If unsupported by strong allies, he will make a fighting withdrawal, moving at the beginning of each round then autofiring.


Villain Nine

Dedicated Ordinary 2/Fast Ordinary 2/Strong Ordinary 2: CR 5; 36-year old Male; Medium-size humanoid; HD 2d6+-2 plus 2d8+-2 plus 2d8+-2; HP 19; Mas 8; Init +2; Spd 30 ft; Defense 20, touch 20, flatfooted 18; BAB +4; Grap +5; Atk +5 melee (1d6+1, rifle butt), or +5 melee (1d4+1, combat knife) or +6 ranged (2d8, AKS-74); FS 5 ft by 5 ft; Reach 5 ft; AL SIG rogue faction; SV Fort +3, Ref +4, Will +4; Rep +1; Str 13, Dex 14, Con 8, Int 12, Wis 15, Cha 10.
Skills: Hide +6, Investigate +5, Knowledge (civics) +3, Knowledge (current events) +3, Knowledge (history) +3, Knowledge (streetwise) +6, Knowledge (tactics) +6, Knowledge (technology) +3, Knowledge (theology and philosophy) +3, Listen +7, Move Silently +4, Read/Write Language +2 (English, Russian, Tajik), Repair +3, Sense Motive +6, Sleight of Hand +6, Speak Language +2 (English, Russian, Tajik), Spot +7
Feats: Advanced Firearms Proficiency, Alertness, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency
Occ: Military (Hide, Knowledge [tactics])
Possessions: AKS-74 carbine, 4 AKS-74 magazines, BDUs, combat knife
Tactics: Villain Nine is a canny fighter. He will use cover as much as possible. When attacking, he will double tap anyone within 4 range increments. If outnumbered, he will attempt a fighting withdrawal, always moving from one place of cover or concealment to another, turning and autofiring to keep his opponents off-balance.


Villain One Half

Dedicated Ordinary 1/Charismatic Ordinary 1: CR 1; 55-year old Female; HD 1d6-1 plus 1d6-1; HP 6; Mas 8; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11; BAB +0; Grap +0; Atk +0 melee (1d3, fists), or +-3 ranged (1d4, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL Bad Guy Group; SV Fort +1, Ref +2, Will +3; Rep +4; Str 10, Dex 12, Con 8, Int 13, Wis 15, Cha 14.
Skills: Bluff +9, Diplomacy +9, Disguise +4, Gamble +4, Gather Information +7, Intimidate +4, Knowledge (business) +5, Knowledge (civics) +3, Knowledge (current events) +3, Knowledge (popular culture) +2, Knowledge (streetwise) +6, Sense Motive +4
Feats: Deceptive, Simple Weapons Proficiency, Trustworthy
Occ: Entrepreneur (Bluff, Diplomacy)
Possessions: Purse, shabby business attire, wallet (including identity card, residency card and 100,000 dinars).
Tactics: Villain One Half is not about to engage in combat. She might fight back if someone is man-handling her or trying to drag her off to prison, but in most cases, she won’t engage in combat.


Villain Ten

Smart Hero 2/ Strong Hero 2/ Tough Hero 2/ Soldier 2: CR 8; 47-year old Male; HD 2d6+2 and 2d8+2 and 4d10+4; hp 52; MAS 13; Init +2; Spd 30 ft.; Def 18, touch 18, flatfooted 16; BAB +5; Grap +6; Atk +6 melee (knife 1d4+2), or +8 ranged (2d8+2, AKM), or +8 ranged (2d6, M1911A1); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Bad Guy Group; SV Fort +7, Ref +4, Will + 2; AP 4; Rep +1; Str 13, Dex 15, Con 13, Int 14, Wis 10, Cha 8.
Skills: Craft (pharmaceutical) +7, Craft (structural) +10, Disable Device +10, Forgery +7, Handle Animal +2, Intimidate +7, Listen +5, Knowledge (current events) +8, Knowledge (streetwise) +9, Knowledge (tactics) +7, Knowledge (theology and philosophy) +5, Navigate +7, Repair +6, Search +5, Speak Language (Arabic, Russian and Tajik), Spot +5, Survival +8
Feats: Advanced Firearm Proficiency, Brawl, Educated (Tactics and Theology & Philosophy), Personal Firearms Proficiency, Quick Reload; Weapon Focus (M1911A1)
Talents (Smart Hero): Savant-Knowledge (streetwise)
Talents (Strong Hero): Extreme Effort
Talents (Tough Hero): Robust
Talents (Soldier): Weapon Focus (AKM), Weapon Specialization (AKM)
Occ: Rural (Handle Animal, Survival)
Possessions: AKM assault rifle, 6 AKM magazines, combat knife, M1911A1, 2 M1911A1 magazines, worn clothing.
Tactics: While an experienced combat veteran, Villain Ten has had no formal training. He knows enough to attack from surprise, and to withdraw from a superior force. He loves his autofire and this is his preferred mode of attack. He will lead from the front, but will not open himself to attack unnecessarily.
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Clerk

Smart Ordinary 1 CR 0; HD 1d6; HP 4; Mas 10; Init +1; Spd 30 ft; Defense 11, touch 11, flatfooted 10; BAB +0; Grap -1; Atk -1 melee (1d3-1, unarmed), or +1 ranged (1d3, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL varies; SV Fort +0, Ref +1, Will +3; Rep +1; Str 8, Dex 12, Con 10, Int 15, Wis 14, Cha 13.
Skills: Computer Use +6, Craft (electronic) +4, Craft (writing) +6, Decipher Script +6, Knowledge (business) +8, Knowledge (civics) +8, Knowledge (current events) +6, Knowledge (history) +4, Knowledge (popular culture) +6, Knowledge (streetwise) +4, Knowledge (technology) +6, Profession +6, Research +8
Feats: Educated (Knowledge [business], Knowledge [civics]), Studious
Occ: White Collar (Computer Use, Knowledge [business])
Possessions: business casual street clothes, matches, pack of cigarettes, wallet with money, ID and credit cards.
Tactics: Duck and cover. Stop, drop, roll and whimper.
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Guide

Charismatic Ordinary 3: CR 2; 32-year old Male; HD 3d6; HP 11; Mas 10; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11; BAB +1; Grap +0; Atk +0 melee (1d3-1, unarmed), or -2 ranged (1d4, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL Employer; SV Fort +2, Ref +3, Will +2; Rep +3; Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15.
Skills: Bluff +8, Diplomacy +10, Disguise +6, Gamble +3, Gather Information +10, Intimidate +8, Investigate +4, Knowledge (Business) +6, Knowledge (Civics) +6, Knowledge (Current Events) +8, Knowledge (Popular Culture) +8, Knowledge (Streetwise) +8, Knowledge (Theology and Philosophy) +4, Read/Write Language +2 (English, Russian, Tajik), Sense Motive +3, Speak Language +4 (Arabic, English, Pashto, Russian, Tajik)
Feats: Attentive, Confident, Simple Weapons Proficiency, Trustworthy
Occ: Entrepreneur (Bluff, Diplomacy)
Possessions: business casual street clothes, cell phone, day-planner, wallet with money, ID and credit cards.
Tactics: The Guide won’t fight unless it is his last option. He’s more likely to talk his way out of a fight, which he has done regularly. He’s not a coward or fearful man, but he understands that getting into a fight is unlikely to profit him in any way.


Driver

Tough Ordinary 3: CR 2; 41-year old Male; HD 3d10; HP 17; Mas 10; Init +2; Spd 30 ft; Defense 14, touch 14, flatfooted 12; BAB +2; Grap +4; Atk +4 melee (1d3+2, unarmed), or +0 ranged (1d4, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL Employer; SV Fort +2, Ref +3, Will +2; Rep +1; Str 14, Dex 15, Con 10, Int 8, Wis 12, Cha 13.
Skills: Craft (mechanical) +1, Drive +8, Pilot +4, Repair +3, Speak Language +2 (English, Russian, Tajik)
Feats: Brawl, Dodge, Simple Weapons Proficiency, Vehicle Expert
Occ: Blue Collar (Craft [mechanical], Drive, Repair)
Possessions: cell phone, day-planner, street clothes, wallet with money and ID.
Tactics: While the Driver is not the type to look for a fight, if it’s simply fisticuffs, he won’t back away. If there are guns, knives or even just clubs involved, the Driver will follow his cousin’s example and steer clear if at all possible. He won’t stand by and see his fares or clients threatened or harassed. He’ll try to get them out of danger first, secondly he’ll try to defuse the situation and as a last resort, he’ll stand alongside his clients against aggressors.


Chief of Police

Dedicated Ordinary 2/Tough Ordinary 2/Charismatic Ordinary 1: CR 4; 53-year old Male; HD 2d6+-2 plus 2d10+-2 plus 1d6+-1; HP 17; Mas 8; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14; BAB +2; Grap +2; Atk +2 melee (1d6, club), or +4 ranged (2d6, Makarov PM); FS 5 ft by 5 ft; Reach 5 ft; AL City Government; SV Fort +4, Ref +3, Will +4; Rep +3; Str 10, Dex 14, Con 8, Int 12, Wis 15, Cha 13.
Skills: Bluff +4, Diplomacy +3, Gather Information +11, Intimidate +9, Investigate +7, Knowledge (Civics) +5, Knowledge (Current Events) +5, Knowledge (Streetwise) +7, Knowledge (Tactics) +3, Listen +6, Sense Motive +6, Spot +8
Feats: Alertness, Attentive, Personal Firearms Proficiency, Simple Weapons Proficiency, Trustworthy
Occ: Law Enforcement (Gather Information, Intimidate)
Possessions: Makarov PM, uniform
Tactics: While his days of fighting are long since past, if cornered, the Chief of Police will draw his trusty old Makarov. He really isn’t interested in melee combat and so his philosophy is that any fight can easily become a gun fight.


Reporter

Charismatic Ordinary 2/Smart Ordinary 2: CR 3; 36-year old Male; HD 2d6 plus 2d6; HP 14; Mas 10; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12; BAB +2; Grap +1; Atk +1 melee (1d3-1, unarmed), or -1 ranged (1d4, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL News Media; SV Fort +2, Ref +3, Will +3; Rep +3; Str 8, Dex 13, Con 10, Int 14, Wis 12, Cha 15.
Skills: Bluff +6, Computer Use +5, Craft (writing) +7, Decipher Script +7, Diplomacy +8, Disguise +6, Gather Information +11, Intimidate +6, Knowledge (Civics) +4, Knowledge (Current Events) +9, Knowledge (History) +4, Knowledge (Popular Culture) +6, Knowledge (Streetwise) +10, Profession +4, Read/Write Language (Arabic, English, French, Persian, Tajik), Research +8, Search +6, Speak Language (Arabic, English, French, Persian, Tajik)
Feats: Brawl, Educated (Knowledge [Current Events], Knowledge [Streetwise]) , Simple Weapons Proficiency, Studious, Trustworthy
Occ: Investigative (Gather Information, Knowledge [Streetwise])
Possessions: business casual street clothes, camera, cell phone, day-planner, hand-held cassette recorder, wallet with money, ID and credit cards.
Tactics: The Reporter will run if he can, surrender if he cannot. He’ll only fight to save his life, if he is absolutely certain he’s about to be killed. Other than that, he’s a reporter, not a fighter.


Hotelier

Charismatic Ordinary 2: CR 1; 40-year old Female; HD 2d6; HP 7; Mas 10; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11; BAB +1; Grap +0; Atk -4 melee (1d4-1, improvised weapon), or -2 ranged (2d4, PPK); FS 5 ft by 5 ft; Reach 5 ft; AL Family; SV Fort +2, Ref +3, Will +1; Rep +3; Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15.
Skills: Bluff +7, Diplomacy +9, Gather Information +9, Intimidate +7, Knowledge (Business) +7, Knowledge (Civics) +4, Knowledge (Current Events) +7, Knowledge (Popular Culture) +6, Knowledge (Streetwise) +6, Listen +3, Profession +5, Read/Write Language +2 (English, Russian, Tajik), Speak Language +4 (Arabic, English, Russian, Tajik, Uzbek), Spot +3
Feats: Alertness, Simple Weapons Proficiency, Trustworthy
Occ: Entrepreneur (Diplomacy, Knowledge [Business])
Possessions: business attire, purse, wallet (including identity card, driver’s license, residency card, Walther PPK, and 250,000 dinars).
Tactics: While the Hotelier carries a PPK, she carries it for its deterrent factor. She has only practiced with it a couple of times and if it became necessary to use it, she certainly isn’t capable with it. Further, she is not ready for or interested in combat. She will attempt to flee any combat and call for assistance. In the Blue Zone, almost all the PMCs know her as do the SIG troops in the area. She has cultivated connections with these groups specifically for the time when trouble comes.


Proprietor

Dedicated Ordinary 2: CR 1; 42-year old Male; HD 2d6-2; HP 5; Mas 8; Init +0; Spd 30 ft; Defense 12, touch 12, flatfooted 12; BAB +1; Grap +2; Atk +2 melee (1d3+1, unarmed), or -3 ranged (1d4, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL Family; SV Fort +1, Ref +0, Will +4; Rep +2; Str 12, Dex 10, Con 8, Int 15, Wis 14, Cha 13.
Skills: Bluff +6, Diplomacy +8, Gamble +7, Gather Information +3, Knowledge (Business) +5, Knowledge (Civics) +4, Knowledge (Streetwise) +5, Listen +5, Read/Write Language +2 (Arabic, Russian, Tajik), Speak Language +5 (Arabic, English, German, Japanese, Russian, Tajik), Spot +4
Feats: Heroic Surge, Simple Weapons Proficiency, Trustworthy
Occ: Entrepreneur (Bluff, Diplomacy)
Possessions: business attire, wallet (including identity card, driver’s license, residency card and 250,000 dinars).
Tactics: The Proprietor is not much of a fighter. He will certainly engage in fisticuffs if pushed, but that is not his style. He will attempt to talk his way out of any confrontation. He is not above fleeing and calling for assistance. If faced with firearms, he will meekly surrender unless a chance for escape presents itself.


Disgruntled Cop

Strong Ordinary 1/Tough Ordinary 1: CR 1; 38-year old Male; HD 1d8+2 plus 1d10+2; HP 15; Mas 15; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12; BAB +1; Grap +3; Atk +3 melee (1d6+2, nightstick), or +2 ranged (2d6, Makarov PM); FS 5 ft by 5 ft; Reach 5 ft; AL Khorforjan Police Force; SV Fort +4, Ref +1, Will -1; Rep ; Str 14, Dex 13, Con 15, Int 10, Wis 8, Cha 12.
Skills: Intimidate +5, Knowledge (Current Events) +2, Knowledge (Popular Culture) +2, Knowledge (Streetwise) +2, Read/Write Language (Tajik), Speak Language (Tajik), Spot +2
Feats: Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency
Occ: Law Enforcement (Intimidate, Knowledge [Streetwise])
Possessions: Makarov PM, 4 PM magazines, nightstick, police uniform, tactical radio
Tactics: Apparently, his tactics consist of drinking most of the day, then driving by and throwing a grenade. If he makes an Intelligence check against DC 10, he’ll remember to pull the pin.


Commanding Officer

2 Smart Hero/ 2 Charismatic/ 2 Dedicated/ 2 Soldier/ 3 Negotiator: CR 11; 52-year old Male; HD 2d6 plus 2d6 plus 2d6 plus 2d8 plus 2d8; hp 39; MAS 10; Init +6; Spd 30 ft.; Def 21, touch 18, flatfooted 19; BAB +6; Grap +6; Atk +6 melee (1d4, combat knife), or +8 ranged (2d6, Browning HP); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Military Unit; SV Fort +8, Ref +7, Will +10; AP 5; Rep +5; Str 10, Dex 14, Con 10, Int 16, Wis 12, Cha 14
Skills: Bluff +11, Computer Use +10, Craft (electronic) +6, Craft (mechanical) +6, Craft (structural) +6, Craft (writing) +6, Demolitions +7, Diplomacy +16, Disguise +4, Gather Information +13, Knowledge (behavioral sciences) +5, Knowledge (civics) +10, Knowledge (current events) +11, Knowledge (history) +6, Knowledge (popular culture) +5, Knowledge (streetwise) +9, Knowledge (tactics) +13, Knowledge (technology) +5, Knowledge (theology and philosophy) +5, Intimidate +11, Listen +6, Navigate +10, Profession +6, Read/Write Language (English, French, Russian), Research +7, Sense Motive +9, Speak Language (English, French, Russian), Spot +6, Survival +8
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Deceptive, Double Tap, Educated (civics, tactics), Far Shot, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Simple Weapon Proficiency, Trustworthy.
Talents (Smart Hero): Linguist
Talents (Charismatic Hero): Coordinate
Talents (Dedicated Hero): Skill Emphasis (Diplomacy)
Class Features (Soldier): Weapon Focus (L85), Weapon Specialization (L85)
Class Features (Negotiator): Conceal Motive, React First
Occ: Military (Navigate, Survival)
Possessions: FN Browning Hi-Power autoloader pistol; 4 Browning HP magazines; BDUs; binoculars, electro-optical; combat knife; tactical radio; undercover vest armor.
Tactics: The CO will never be in a position in which he will engage in combat alone. If he does find himself in a firefight, he’ll snatch up an L85A2 if one is handy. If not, he’ll Double Tap with his trusty HP. With an L85A2, he’ll act in a support capacity, using autofire to keep the enemy off-balance.


Officer In Charge, Security

3 Dedicated Hero/3 Smart Hero/4 Soldier/3 Infiltrator: CR 13; 38 year-old Male; HD 3d6+9 and 3d6+9 and 4d10+12 and 3d8+9; hp 91; MAS 16; Init +3; Spd 30 ft.; Def 20, touch 20, flatfooted 17; BAB +7/+2; Grap +8/+3; Atk +8/+3 melee (1d4+1, combat knife), or +11/+6 ranged (2d8+2, C8 SFW); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Military Unit; SV Fort +9, Ref +10, Will +7; AP 6; Rep +3; Str 12, Dex 16, Con 16, Int 14, Wis 12, Cha 13
Skills: (modifiers in parentheses include armor penalty) Balance +9 (+7), Computer +8, Escape Artist +7 (+5), Decipher Script +8, Demolitions +7, Disable Device +14, Hide +12 (+10), Intimidate +6, Investigate +8, Knowledge (behavioral sciences) +5, Knowledge (current events) +6, Knowledge (history) +8, Knowledge (popular culture) +4, Knowledge (streetwise) +10, Knowledge (tactics) +6, Listen +14, Move Silently +14 (+12), Navigate +7, Profession +3, Read/Write Language (Arabic, English, Tajik), Search +7, Sense Motive +3, Speak Language (Arabic, English, Tajik), Spot +12, Survival +7
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Blind-Fight, Double Tap, Educated (history, streetwise), Far Shot, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Stealthy
Talents (Smart Hero): Exploit Weakness, Savant (Disable Device)
Talents (Dedicated Hero): Aware, Skill Emphasis (Disable Device)
Talents (Soldier): Tactical Aid, Weapon Focus (C8 SFW), Weapon Specialization (C8 SFW)
Talents (Infiltrator): Improvised Implements, Sweep
Occ: Military (Hide, Move Silently)
Possessions: C8 SFW carbine (illuminator; scope, electro-optical); 4 SFW magazines; SIG Sauer P226; 2 P226 magazines; BDUs; binoculars, electro-optical; combat knife; load-bearing vest; tactical radio; undercover vest armor.
Tactics: OIC Security would like to lead from the front, but he knows that is no longer his job. If in conflict, he will direct combat and liaise with command. He is not gung-ho and if things get too hairy, he will be ready to pull his team out. He is not squeamish though, and if a fight erupts, he’ll use everything at his disposable to insure the Military Unit comes out on top.
If forced into combat, he’ll Double Tap opponents. He will also be ready to lend assistance to any fallen troops.


QRF Officer

2 Strong Hero/ 2 Charismatic Hero/ 1 Dedicated Hero/ 3 Soldier: CR 8; 36 year-old Male; HD 2d8 plus 2d6 plus 1d6 plus 3d10; hp 35; MAS 10; Init +2; Spd 30 ft.; Def 23, touch 18, flatfooted 21; BAB +5; Grap +7; Atk +7 melee (1d4+2, combat knife), or +8 ranged (2d8+2, L85A2) or +6 ranged (2d6, Browning HP); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Military Unit; SV Fort +7, Ref +6, Will +3; AP 4; Rep +3; Str 14, Dex 15, Con 10, Int 10, Wis 12, Cha 13
Skills: Diplomacy +8, Gather Information +6, Intimidate +8, Knowledge (streetwise) +3, Knowledge (tactics) +4, Listen +6, Navigate +6, Read/Write Language (English), Repair +3, Sense Motive +4, Speak Language (English, French, German), Spot +6, Survival +7.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Combat Martial Arts, Double Tap, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Simple Weapon Proficiency.
Talents (Strong Hero): Melee Smash
Talents (Charismatic Hero): Coordinate
Talents (Dedicated Hero): Skill Emphasis (Diplomacy)
Class Features (Soldier): Weapon Focus (L85), Weapon Specialization (L85)
Occ: Military (Knowledge [tactics], Navigate)
Possessions: L85A2 assault rifle; 4 L85A2 magazines; FN Browning Hi-Power autoloader pistol; 2 Browning HP magazines; BDUs; combat knife; compass; flashlight; light-duty vest armor; load-bearing vest; maps, local; multi-purpose tool; PLGR (precision, lightweight GPS receiver); squad radio; tactical radio.
Tactics: The QRF Officer will stay near the forefront of combat, but far enough back that he feels he is getting a good idea of the ebb and flow of the entire situation. He will be focused on taking in all his men’s positions, finding the enemy positions, and directing the action. If he gets into it, he Double Taps. If he notes a concentration of enemy, he’ll spray off a couple of autofires.


QRF Officer 2

3 Strong/ 5 Soldier: CR 8; 38 year-old Male; HD 3d8+6 plus 5d10+10; hp 56; MAS 14; Init +2; Spd 30 ft.; Def 20, touch 17, flatfooted 18; BAB +6/+1; Grap +7/+2; Atk +7/+2 melee (1d4+1, combat knife), or +9/+4 ranged (2d8+2, L85A2), or +8/+3 ranged (2d6, Browning HP); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Military Unit; SV Fort +7, Ref +6, Will +3; AP 4; Rep +1; Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Skills: (modifiers in parentheses include armor penalty) Demolitions +5, Drive +7, Knowledge (tactics) +3, Navigate +5, Read/Write Language (English), Repair +3, Speak Language (English), Spot +6, Survival +5, Swim +4 (+2).
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Combat Martial Arts, Double Tap, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Simple Weapon Proficiency.
Talents (Strong Hero): Extreme Effort, Melee Smash
Class Features (Soldier): Improved Critical (L85), Tactical Aid, Weapon Focus (L85), Weapon Specialization (L85)
Occ: Military (Navigate, Survival)
Possessions: L85A2 assault rifle; 4 L85A2 magazines; FN Browning Hi-Power autoloader pistol; 2 Browning HP magazines; BDUs; combat knife; compass; flashlight; load-bearing vest; maps, local; multi-purpose tool; PLGR (precision, lightweight GPS receiver); squad radio; tactical radio; undercover vest armor.
Tactics: In combat, QRF Officer 2 will be leading his men more then fighting, so he rarely is in the thick. He needs to maintain his operational awareness. If push does come to shove, Stewart will engage using Double Tap. He’ll use cover to his advantage and keep moving, either forward or back.


CT Team Leader

1 Smart Hero/ 2 Fast Hero/ 2 Strong Hero/ 4 Soldier/ 1 Infiltrator/ 2 CT Assaulter: CR 12; 32 year-old Male; HD 1d6+1 plus 2d8+2 plus 2d8+2 plus 4d10+4 plus 1d8+1 plus 2d8+2; hp ; MAS 10; Init +6; Spd 30 ft.; Def 26, touch 23, flatfooted 23; BAB +8/+3; Grap +9/+4; Atk +9/+4 melee (1d4+2, combat knife), or +12/+7 ranged (2d8+2, HK53) or +11/+6 ranged (2d6, P226); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Military Unit; SV Fort +5, Ref +8, Will +1; AP 6; Rep +1; Str 13, Dex 16, Con 13, Int 12, Wis 12, Cha 10
Skills: (modifiers in parentheses include armor penalty) Computer Use +2, Craft (electronic) +2, Craft (mechanical) +2, Craft (structural) +2, Decipher Script +2, Demolitions +6, Disable Device +8, Hide +8 (+6), Intimidate +6, Knowledge (behavioral sciences) +3, Knowledge (civics) +2, Knowledge (current events) +3, Knowledge (tactics) +6, Listen +3, Move Silently +8 (+6), Navigate +4, Read/Write Language (Arabic, English, Russian), Repair +2, Search +1, Speak Language (Arabic, English, Russian, Tajik), Spot +10, Survival +4, Swim +4 (+2), Tumble +4 (+2).
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Dodge, Double Tap, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Simple Weapon Proficiency, Stealthy.
Talents (Smart Hero): Linguist
Talents (Fast Hero): Evasion
Talents (Strong Hero): Melee Smash
Class Feature (Soldier): Tactical Aid, Weapon Focus (HK53), Weapon Specialization (HK53)
Class Feature (Infiltrator): Sweep
Talents (CT Assaulter): Breaching, CQD
Occ: Military (Hide, Move Silently)
Possessions: H&K HK53 short assault rifle (illuminator; laser sight, removable suppressor), 6 HK53 magazines, SIG Sauer P226 autoloader pistol, 2 P226 magazines, combat knife; binoculars, electro-optical; chem-lights (5); compass; flashlight; handcuffs, zip-tie (25); load-bearing vest; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); squad radio; tactical radio; undercover vest armor.
Tactics: The CT Team Leader doesn’t much like autofire. He’ll Double Tap, always using cover and always using Dodge against the most dangerous opponent. He’ll be the first into a fight and the last out of it. He isn’t stupid, and he’s not going to keep his men in a fight they can’t win or that will likely lead to a death in the ranks.


ODA Commander

2 Smart Hero Hero/ 2 Dedicated Hero/ 2 Charismatic Hero/ 2 Negotiator/ 2 Soldier: CR 10; 39 year-old Male; HD 2d6+2 plus 2d6+2 plus 2d6+2 plus 2d8+2 plus 2d10+2; hp ; MAS 10; Init +2; Spd 30 ft.; Def 21, touch 18, flatfooted 19; BAB +5; Grap +5; Atk +5 melee (1d4, combat knife), or +8 ranged (2d8+2, M4A1), or +7 ranged (2d6, P226); FS 5 ft. by 5 ft.; Reach 5 ft.; AL SF; SV Fort +9, Ref +6, Will +9; AP 5; Rep +5; Str 10, Dex 14, Con 12, Int 16, Wis 15, Cha 14
Skills: Bluff +10, Computer Use +8, Decipher Script +8, Diplomacy +12, Demolitions +8, Disable Device +8, Forgery +8, Gather Information +12, Intimidate +9, Knowledge (behavioral sciences) +6, Knowledge (civics) +5, Knowledge (current events) +5, Knowledge (history) +4 Knowledge (popular culture) +4, Knowledge (streetwise) +9, Knowledge (tactics) +5, Listen +12, Navigate +8, Read/Write Language (Arabic, English, Farsi), Repair +6, Research +8, Sense Motive +10, Search +4, Speak Language (Arabic, English, Farsi, Tajik), Spot +12, Survival +8
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Burst Fire, Combat Expertise, Personal Firearms Proficiency, Point Blank Shot, Simple Weapon Proficiency, Track, Trustworthy.
Talents (Smart Hero): Linguist
Talents (Dedicated Hero): Empathy
Talents (Charismatic Hero): Coordinate
Class Features (Negotiator): Conceal Motives, React First
Class Features (Soldier): Weapon Focus (M4), Weapon Specialization (M4)
Occ: Military (Navigate, Survival)
Possessions: M4A1 carbine (illuminator; laser sight; scope, electro-optical; removable suppressor), 6 M4A1 magazines, SIG Sauer P226 autoloader pistol, 4 P226 magazines, combat knife; binoculars, electro-optical; chem-lights (5); compass; flashlight; handcuffs, zip-tie (25); load-bearing vest; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); squad radio; tactical radio; undercover vest armor.
Tactics: The ODA Commander picks his targets carefully. He will use Burst Fire until he is low on ammunition. He will always use cover and concealment. He will never remain static in combat, especially if there is the chance the enemy could flank him.


ODA Engineer NCO

2 Smart Hero/ 2 Dedicated Hero/ 2 Fast Hero/ 2 Infiltrator/ 2 Soldier: CR 10; 35-year old Male; HD 2d6+4 plus 2d6+4 plus 2d8+4 plus 2d8+4 plus 2d10+4; hp 63; MAS 14; Init +2; Spd 30 ft.; Def 26, touch 23, flatfooted 23; BAB +5; Grap +6; Atk +6 melee (1d4+1, combat knife), or +9 ranged (2d8+2, M4A1), or +8 ranged (2d6, P226); FS 5 ft. by 5 ft.; Reach 5 ft.; AL SFG; SV Fort +6, Ref +10, Will +5; AP 5; Rep +3; Str 12, Dex 16, Con 14, Int 15, Wis 13, Cha 12
Skills: (modifiers in parentheses include armor penalty) Computer Use +3, Craft (electronic) +3, Craft (mechanical) +4, Craft (structural) +3, Decipher Script +4, Demolitions +14, Disable Device +8, Hide +6 (+4), Knowledge (civics) +3, Knowledge (current events) +4, Knowledge (earth and life sciences) +2, Knowledge (physical sciences) +5, Knowledge (tactics) +3, Listen +8, Move Silently +6 (+4), Navigate +5, Read/Write Language (Arabic, English), Repair +5, Speak Language (Arabic, Dari, English, Pashto, Tajik), Spot +8, Survival +6, and Tumble +5 (+3).
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Burst Fire, Cautious, Double Tap, Far Shot, Point Blank Shot, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents (Smart Hero): Linguist
Talents (Dedicated Hero): Empathy
Talents (Fast Hero): Evasion
Class Features (Infiltrator): Improvised Implements, Sweep
Class Features (Soldier): Weapon Focus (M4), Weapon Specialization (M4)
Occ: Military (Demolitions, Survival)
Possessions: M4A1 carbine (illuminator; laser sight; scope, electro-optical; removable suppressor), 6 M4A1 magazines, SIG Sauer P226 autoloader pistol, 4 P226 magazines, combat knife; binoculars, electro-optical; chem-lights (5); compass; flashlight; handcuffs, zip-tie (25); load-bearing vest; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); squad radio; tactical radio; undercover vest armor.
Tactics: The ODA Engineer NCO will try to ghost through a fight. After firing, he’ll try to use concealment, cover and Move Silently to occupy a new location without the enemy realizing his new position. He will not remain static. He’ll try to synchronize his movement with others in his unit, using their attacks to cover his movement and finding positions which will allow him to cover flanks or otherwise protect his comrades. The ODA Engineer NCO will use Double Tap on targets beyond 4 range increments and Burst Fire on targets at or within 4 range increments.


Marine Veteran

Tough Ordinary 3/Fast Ordinary 2/Strong Ordinary 2: CR 6; HD 3d10+6 plus 2d8+4 plus 2d8+4; HP 49; Mas 15; Init +1; Spd 30 ft; Defense 23, touch 20, flatfooted 21; BAB +5; Grap +7; Atk +7 melee (1d4+2, combat knife), or +7 ranged (2d8, L85A2); FS 5 ft by 5 ft; Reach 5 ft; AL Military Unit; SV Fort +6, Ref +5, Will +2; Rep +1; Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 8.
Skills: (modifiers in parentheses include armor penalty) Climb +6 (+4), Hide +8, Intimidate +2, Knowledge (tactics) +4, Move Silently +8 (+6), Navigate +4, Repair +2, Spot +5, Survival +4, Swim +6 (+4), and Tumble +6 (+4).
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Combat Martial Arts, Far Shot, Personal Firearms Proficiency
Occ: Military (Knowledge [tactics], Navigate)
Possessions: L85A2 assault rifle; 6 L85A2 magazines; 4 fragmentation grenades; 2 smoke grenades; BDUs; combat knife; compass; flashlight; load-bearing vest; maps, local; multi-purpose tool; tactical radio; undercover vest armor.
Tactics: Unless in an extremely untenable position, most Marine Veterans will keep their cool and place their shots prudently. They will conserve their ammunition, pick their targets carefully while using any cover offered. They fight as a team, attempting to maintain battlefield awareness. When faced with a nice, tight pack of targets, autofire is a lovely option. If they need to shake things up a bit, there’s always a grenade.


Spec Ops Captain

Smart Hero 4/ Fast Hero 3/ Soldier 2/ Infiltrator 3/ CT Assaulter 3: CR 15; 41-year old Male; HD 4d6+4 plus 3d8+3 plus 2d10+2 plus 3d8+3 plus 3d8+3; hp 101; MAS 13; Init +6; Spd 30ft.; Def 28, touch 25, flatfooted 26; BAB +9/+4; Grap +9/+4; Atk +9/+4 melee (1d4, combat knife), or +12/+7 ranged (2d8+2, C8 SFW), or +11/+6 ranged (2d6, P226); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Spec Ops Unit; SV Fort +8, Ref +12, Will +6; AP 7; Rep +5; Str 11, Dex 15, Con 13, Int 16, Wis 14, Cha 15.
Skills: (modifiers in parentheses include armor penalty) Balance +6 (+4), Bluff +10, Computer Use +10, Craft (chemical) +5, Craft (electronic) +5, Craft (mechanical) +5, Craft (pharmaceutical) +5, Craft (structural) +5, Decipher Script +7, Demolitions +11, Disguise +10, Disable Device +13, Escape Artist +8 (+6), Forgery +10, Hide +14 (+12), Intimidate +8, Investigate +5, Knowledge (behavioral sciences) +7, Knowledge (business) +4, Knowledge (civics) +7, Knowledge (current events) +7, Knowledge (earth and life sciences) +4, Knowledge (history) +6, Knowledge (physical sciences) +4, Knowledge (popular culture) +6, Knowledge (streetwise) +10, Knowledge (tactics) +9, Knowledge (technology) +5, Knowledge (theology and philosophy) +5, Listen +14, Move Silently +14 (+12), Navigate +14, Read/Write Language (Arabic, English, German, and Tajik), Research +5, Search +4, Sense Motive +10, Speak Language (Arabic, English, German, and Tajik), Spot +14, Survival +10.
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Burst Fire, Cautious, Dodge, Double Tap, Improved Initiative, Meticulous, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Simple Weapons Proficiency, Stealthy
Talents (Smart Hero): Exploit Weakness, Linguist
Talents (Fast Hero): Evasion, Uncanny Dodge 1
Class Features (Soldier): Weapon Focus (C8 SFW/M4), Weapon Specialization (C8 SFW/M4)
Class Features (Infiltrator): Sweep, Improvised Implements
Talents (CT Assaulter): CQD, Breach
Occ: Adventurer (Bluff, Disable Device)
Possessions: Diemaco C8 Special Forces Weapon carbine (illuminator; laser sight; scope, electro-optical; removable suppressor); 6 C8 SFW magazines; SIG Sauer P226 autoloader pistol; 2 P226 magazines; combat knife; binoculars, electro-optical; chem-lights (5); compass; flashlight; maps, local; load-bearing vest (mesh vest); multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); squad radio; tactical radio; undercover vest armor.
Possessions, Undercover: H&K MP5K submachine gun (+11/+6 ranged, 2d6; illuminator; laser sight); 6, 15-round MP5K magazines; SIG Sauer P226 autoloader pistol in concealed carry holster; 2 P226 magazines; combat knife; binoculars, electro-optical; chem-lights (5); compass; day pack (appears as large camera bag, contains MP5K and other equipment); flashlight; PLGR (precision, lightweight GPS receiver); maps, local; multi-purpose tool; night vision goggles (if working at night); tactical radio; undercover vest armor.
Tactics: The Spec Ops Captain tends to use burst-fire often. He will always target the leader of any group of opponents. He uses whatever cover is available and prefers to keep moving. He does not like to provide a stationary target. If faced with a large number of tightly grouped opponents, the Spec Ops Captain might use autofire, but he is much more likely to thin out the crowd with a couple of burst-fire attacks. Sloane is always aware of his allies and will not leave anyone behind. He will protect a wounded comrade and remove that individual from danger if there is no other help available. More commonly, the Spec Ops Captain will provide covering fire while the Spec Ops Medic administers first aid.


Spec Ops Intelligence NCO

Smart Hero 3/ Dedicated Hero 2/ Charismatic Hero 2/ Soldier 3/ Infiltrator 2: CR 12; 36-year old Male; HD 3d6+3 plus 2d6+2 plus 2d6+2 plus 3d10+3 plus 2d8+2; hp 61; Mas 12; Init +2; Spd 30 ft.; Def 23, touch 20, flat-footed 21; BAB +8/+3; Grp +8/+3; Atk +8/+3 melee (1d4, combat knife) or +11/+6 ranged (2d8+2, C7 assault rifle) or +10/+5 ranged (2d6, P226) ; FS 5 ft. by 5 ft.; Reach 5 ft.; AL 14 Spec Ops Unit; SV Fort +8, Ref +10 Will +7; AP 6; Rep +5; Str 11, Dex 14, Con 12, Int 15, Wis 14, Cha 16.
Skills: (modifiers in parentheses include armor penalty) Bluff +10, Computer Use +6, Craft (electronic) +5, Craft (writing) +5, Demolitions +4, Diplomacy +9, Disable Device +9, Disguise +10, Decipher Script +5, Escape Artist +4 (+2), Gather Information +10, Hide +10 (+8), Intimidate +8, Investigate +5, Knowledge (art) +5, Knowledge (behavioral sciences) +6, Knowledge (civics) +5, Knowledge (current events) +5, Knowledge (history) +6, Knowledge (streetwise) +7, Knowledge (tactics) +6, Knowledge (technology) +5, Knowledge (theology and philosophy) +5, Listen +5, Move Silently +11 (+9), Read/Write Language (English, Hebrew, German, French, Russian, Tajik), Research +6, Search +7, Sense Motive +8, Speak Language (English, Hebrew, German, French, Russian, Tajik), Spot +5, Survival +7, and Tumble +8 (+6).
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Cautious, Combat Martial Arts, Deceptive, Dodge, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Trustworthy
Talents (Smart): Linguist, Plan
Talents (Dedicated): Skill Emphasis (Gather Information)
Talents (Charismatic): Fast Talk
Class Features: (Soldier): Weapon Focus (C7/M16), Weapons Specialization (C7/M16)
Class Features (Infiltrator): Improvised Implements, Sweep
Occ: Military (Hide, Move Silently)
Possessions: Diemaco C7 assault rifle (illuminator; laser sight; scope, electro-optical; suppressor, removable); 8 C7 magazines; SIG Sauer P226; 4 P226 magazines; combat knife; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest (mesh vest); multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom (portable satellite radio); tactical radio; undercover vest armor.
Possessions, Undercover: H&K MP7 personal defense weapon (+10/+5 ranged, 2d4; illuminator; laser sight, removable suppressor); 6, 20-round MP7 magazines; SIG Sauer P226 autoloader pistol in concealed carry holster; 2 P226 magazines; combat knife; day pack (appears as camera bag, contains MP7 and other equipment); binoculars, electro-optical; chem-lights (5); compass; flashlight; PLGR (precision, lightweight GPS receiver); maps, local; multi-purpose tool; night vision goggles (if working at night); tactical radio; undercover vest armor.
Tactics: The Spec Ops Intelligence NCO will engage a target at 10 range increments if possible. He will use cover if at all available and will attack with double tap. If facing a tightly-packed group of adversaries, he would be willing to use autofire. He is always aware of his comrades and will immediately move to provide protection for a wounded ally or innocent. If he is working alongside the Spec Ops Medic, he will cover while the Spec Ops Medic provides medical treatment.


The Spec Ops Medic

Dedicated Hero 4/ Fast Hero 2/ Soldier 2/ Infiltrator 1/ Spec Ops Marksman 3: CR 12; 35-year old Male; HD 4d6+4 plus 2d8+2 plus 2d10+2 plus 1d8+1 plus 3d8+3; hp 63; Mas 12; Init +7; Spd 30 ft.; Def 27, touch 24, flat-footed 24; BAB +8/+3; Grp +9/+4; Atk +9/+4 melee (1d3+1, unarmed strike) or +9/+4 melee (1d4+1, combat knife) or +14/+9 ranged (2d10+2, L115A1) or +11/+6 ranged (2d6, P226); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Spec Ops Unit; SV Fort +4, Ref +10, Will +4; AP 6; Rep +5; Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha 10.
Skills: (modifiers in parentheses include armor penalty) Craft (pharmaceutical) +9, Knowledge (earth and life sciences) +5, Knowledge (streetwise) +7, Knowledge (tactics) +7, Hide +13 (+11), Listen +6, Move Silently +11 (+9), Navigate +5, Read/Write Language (Arabic, Dari, English, Farsi, Tajik), Sense Motive +5, Speak Language (Arabic, Dari, English, Farsi, Tajik), Spot +14, Survival +8, Treat Injury +20, and Tumble +8 (+6).
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Dead Aim, Double Tap, Far Shot, Improved Initiative, Medical Expert, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency.
Talents (Dedicated): Healing Knack, Healing Touch 1
Talents (Fast): Evasion
Class Features (Soldier): Weapon Focus (L115A1), Weapon Specialization (L115A1)
Class Features (Infiltrator): Sweep
Talents (Spec Ops Marksman): Careful Aim, Personal Weapon Focus (L115A1)
Occ: Emergency Services (Knowledge [earth and life sciences], Treat Injury)
Possessions: L115A1 Long Range Large Caliber Rifle (scope, electro-optical; suppressor, removable); 6 L115A1 magazines; SIG Sauer P226 autoloader pistol; 2 P226 magazines; combat knife; binoculars, electro-optical; 5 chem-lights; compass; flashlight; maps, local; load-bearing vest (mesh vest); multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); squad radio; tactical radio; undercover vest armor.
Possessions, Undercover: H&K HK53 short assault rifle (+11/+6 ranged, 2d8; illuminator; laser sight), 4, 30-round HK53 magazines; SIG Sauer P226 autoloader pistol in concealed carry holster; 2 P226 magazines; combat knife; day pack (appears as small, tourist backpack, contains HK53 and other equipment); binoculars, electro-optical; chem-lights (5); compass; flashlight; PLGR (precision, lightweight GPS receiver); maps, local; multi-purpose tool; night vision goggles (if working at night); tactical radio; undercover vest armor.
Tactics: The Spec Ops Medic prefers to engage a target at 10 range increments. He will take the time to aim his shots. Once a target moves to within 100 feet, the Spec Ops Medic will switch to his sidearm. With his P226, the Spec Ops Medic will regularly double tap. If undercover and using his HK53, the Spec Ops Medic will always double-tap targets. If an ally or innocent is wounded during combat, the Spec Ops Medic will immediately move to administer first aid. His team knows enough to provide him cover and protection in such an instance.


Spec Ops Engineer

Smart Hero 3/ Fast Hero 3/ Soldier 3/ Infiltrator 3/ CT Assaulter 2: CR 14; 35-year old Male; HD 3d6+3 plus 3d8+3 plus 3d10+3 plus 3d8+3; hp 71; Mas 12; Init +3; Spd 30 ft.; Def 26, touch 23, flat-footed 23; BAB +8/+3; Grp +10/+5; Atk +10/+5 melee (1d4+2, combat knife) or +12/+7 ranged (2d8+2, C7 assault rifle) or +11/+6 ranged (3d6, M203 grenade launcher) or +11/+6 ranged (2d6, P226) ; FS 5 ft. by 5 ft.; Reach 5 ft.; AL Spec Ops Unit; SV Fort +6, Ref +11, Will +7; AP 7; Rep +3; Str 14, Dex 17, Con 12, Int 13, Wis 14, Cha 10.
Skills: (modifiers in parentheses include armor penalty) Computer Use +4, Craft (chemical) +5, Craft (electronic) +4, Craft (mechanical) +5, Craft (structural) +5, Demolitions +19, Disable Device +11, Drive +13, Escape Artist +6 (+4), Gather Information +3, Hide +13 (+11), Intimidate +3, Knowledge (earth and life sciences) +3, Knowledge (physical sciences) +3, Knowledge (streetwise) +4, Knowledge (tactics) +7, Knowledge (technology) +4, Listen +8, Move Silently +13 (+11), Read/Write Language (English, Russian, Tajik), Repair +6, Search +5, Sense Motive +5, Speak Language (English, Russian, Tajik), Spot +10, Survival +5, and Tumble +8 (+6).
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Cautious, Double Tap, Exotic Firearms Proficiency (grenade launchers), Far Shot, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Stealthy
Talents (Smart): Savant (Demolitions), Trick
Talents (Fast): Evasion, Uncanny Dodge 1
Class Features (Soldier): Weapon Focus (C7/M16 assault rifle), Weapon Specialization (C7/M16 assault rifle)
Class Features (Infiltrator): Improvised Implements, Sweep
Talents (CT Assaulter): Breach, CQD
Occ: Military (Demolitions, Drive)
Possessions: Diemaco C7 assault rifle (underslung M203 grenade launcher, illuminator; laser sight; scope, electro-optical; suppressor, removable); 8 C7 magazines; 8 40mm fragmentation grenades; SIG Sauer P226; 4 P226 magazines; combat knife; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest (mesh vest); multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom (portable satellite radio); tactical radio; undercover vest armor.
Possessions, Undercover: H&K MP5K submachine gun (+11/+6 ranged, 2d6; illuminator; laser sight), 6, 15-round MP5K magazines; SIG Sauer P226 autoloader pistol in concealed carry holster; 2 P226 magazines; combat knife; day pack (appears as camera bag, contains MP5K and other equipment); binoculars, electro-optical; chem-lights (5); compass; flashlight; PLGR (precision, lightweight GPS receiver); maps, local; multi-purpose tool; night vision goggles (if working at night); tactical radio; undercover vest armor.
Tactics: The Spec Ops Engineer prefers to engage targets at extreme distances. Any target beyond 4 range increments, the Spec Ops Engineer will double tap. If the targets are closely-packed, he is likely to use his M203. The Spec Ops Engineer will use burst fire on targets at or within 4 range increments. He usually acts as a spotter for the Spec Ops Medic, so will check his fire in accordance with the Spec Ops Medic’s needs. Once the Spec Ops Medic has switched to his sidearm, the Spec Ops Engineer will take a more active role, attempting to block attacks. Further, at any point that the Spec Ops Medic moves to administer medical aid, the Spec Ops Engineer will provide covering fire and will, if no other cover exists, shield the patient and the Spec Ops Medic with his own body.


Non-Governmental Staff One

Smart Ordinary 2/Charismatic Ordinary 1: CR 2; 42-year old Male; HD 2d6 plus 1d6; HP 11; Mas 10; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11; BAB +1; Grap +0; Atk +0 melee (1d3-1, unarmed), or -2 ranged (1d3, improvised weapons); FS 5 ft by 5 ft; Reach 5 ft; AL NGO; SV Fort +1, Ref +2, Will +3; AP 1; Rep +3; Str 8, Dex 12, Con 10, Int 15, Wis 13, Cha 14.
Skills: Bluff +7, Computer Use +6, Craft (chemical) +5, Craft (pharmaceutical) +5, Diplomacy +9, Disguise +4, Gather Information +10, Investigate +6, Knowledge (business) +4, Knowledge (civics) +8, Knowledge (current events) +6, Knowledge (earth and life sciences) +9, Knowledge (physical sciences) +4, Knowledge (popular culture) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Profession +2, Read/Write Language +4 (Arabic, Dutch, English, Russian, Tajik), Research +7, Speak Language +4 (Arabic, Dutch, English, Russian, Tajik)
Feats: Deceptive, Educated (Knowledge [civics], Knowledge [earth and life sciences]), Simple Weapons Proficiency, Trustworthy
Occ: Academic (Gather Information, Knowledge [earth and life sciences], Read/Write Language)
Tactics: NGO Staff One is not about to sully himself with combat. He is more likely to get himself killed by ignoring a very real threat. He will, however, face death with composure.


NGO Staff Two

Smart Ordinary 1/Charismatic Ordinary 2: CR 2; 51-year old Male; HD 1d6-1 plus 2d6-2; HP 8; Mas 8; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11; BAB +1; Grap +1; Atk +1 melee (1d3, unarmed), or +2 ranged (1d3, improvised); FS 5 ft by 5 ft; Reach 5 ft; AL NGO; SV Fort +1, Ref +3, Will +3; AP 0; Rep +3; Str 10, Dex 12, Con 8, Int 13, Wis 15, Cha 14.
Skills: Bluff +8, Computer Use +5, Diplomacy +10, Disguise +4, Gather Information +8, Investigate +3, Knowledge (Behavioral Sciences) +3, Knowledge (business) +3, Knowledge (civics) +9, Knowledge (current events) +9, Knowledge (history) +5, Knowledge (popular culture) +7, Knowledge (streetwise) +7, Read/Write Language (English, French, Russian), Speak Language (English, French, Russian)
Feats: Deceptive, Educated (Knowledge [civics], Knowledge [current events]), Simple Weapons Proficiency, Trustworthy
Occ: White Collar (Diplomacy, Knowledge [civics])
Tactics: NGO Staff Two will not resort to combat. He would rather someone kill him than force him to lower himself to the level of a primitive—as he puts it.


NGO Staff Three

Smart Ordinary 2/Charismatic Ordinary 1: CR 2; 43-year old Male; HD 2d6 plus 1d6; HP 11; Mas 10; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11; BAB +1; Grap +0; Atk +0 melee (1d3-1, unarmed), or +2 ranged (1d3, improvised); FS 5 ft by 5 ft; Reach 5 ft; AL NGO; SV Fort +1, Ref +2, Will +6; Rep +3; Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 15.
Skills: Computer Use +3, Craft (electronic) +3, Craft (visual art) +3, Craft (writing) +3, Decipher Script +3, Diplomacy +10, Gather Information +7, Intimidate +5, Investigate +6, Knowledge (Behavioral Sciences) +4, Knowledge (business) +8, Knowledge (civics) +8, Knowledge (current events) +4, Knowledge (earth and life sciences) +3, Knowledge (physical sciences) +3, Knowledge (popular culture) +4, Knowledge (streetwise) +3, Knowledge (theology and philosophy) +3, Read/Write Language (French, English, Russian), Speak Language (Dutch, French, English, Russian)
Feats: Educated (Knowledge [business], Knowledge [civics]), Iron Will, Simple Weapons Proficiency, Trustworthy
Occ: White Collar (Diplomacy, Knowledge [civics])
Tactics: NGO Staff Four will only fight if he believes he is in mortal danger. At that point, he will do what he needs to do to get away.


NGO Staff Four

Smart Ordinary 1/Strong Ordinary 1: CR 1; 25-year old Male; HD 1d6+1 plus 1d8+1 plus 3; HP 14; Mas 13; Init ; Spd 30 ft; Defense 11, touch 11, flatfooted 11; BAB +1; Grap +2; Atk +2 melee (1d3+1, unarmed), or +1 ranged (1d3, improvised); FS 5 ft by 5 ft; Reach 5 ft; AL NGO; SV Fort +2, Ref +0, Will +0; Rep +1; Str 12, Dex 10, Con 13, Int 15, Wis 8, Cha 14.
Skills: Computer Use +6, Craft (chemical) +5, Craft (pharmaceutical) +5, Decipher Script +4, Investigate +4, Knowledge (Behavioral Sciences) +4, Knowledge (civics) +4, Knowledge (current events) +4, Knowledge (earth and life sciences) +9, Knowledge (history) +4, Knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (streetwise) +5, Knowledge (technology) +4, Read/Write Language (English, French, Russian), Research +7, Speak Language (English, French, Russian, Tajik)
Feats: Educated (Knowledge [earth and life sciences], Knowledge [physical sciences]) , Simple Weapons Proficiency, Toughness
Occ: Student (Knowledge [earth and life sciences], Knowledge [physical sciences], Research)
Tactics: NGO Staff Four has a touch of bravado and won’t back down. He will listen to the advice of other, wiser individuals. If it gets down to it, NGO Staff Four’s ready to get into some fisticuffs, but guns and knives are a little out of his league.


NGO Staff Five

Smart Ordinary 1/Charismatic Ordinary 2/Dedicated Ordinary 1: CR 3; 38-year old Male; HD 1d6+1 plus 2d6+2 plus 1d6+1; HP 19; Mas 12; Init ; Spd 30 ft; Defense 12, touch 12, flatfooted 12; BAB +1; Grap ; Atk melee (1d3-1, unarmed), or +1 ranged (1d3, improvised); FS 5 ft by 5 ft; Reach 5 ft; AL NGO; SV Fort +4, Ref +2, Will +4; AP 0; Rep +4; Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 15.
Skills: Bluff +6, Computer Use +7, Diplomacy +11, Gather Information +8, Intimidate +4, Investigate +3, Knowledge (Behavioral Sciences) +5, Knowledge (business) +5, Knowledge (civics) +7, Knowledge (current events) +5, Knowledge (popular culture) +5, Knowledge (streetwise) +8, Profession +6, Read/Write Language (English, Punjabi , Russian, Urdu), Sense Motive +8, Speak Language (Chinese, English, Punjabi , Russian, Urdu)
Feats: Attentive, Educated (Knowledge [civics], Knowledge [current events]), Simple Weapons Proficiency, Trustworthy
Occ: White Collar (Computer Use, Diplomacy)
Tactics: NGO Staff Five will not willing fight. He will first try to defuse the situation and then try to flee. If he believes his life is in immediate peril, he will fight back, but he has no training in doing so.


NGO Staff Six

Smart Ordinary 1/Dedicated Ordinary 2: CR 2; 41-year old Male; HD 1d6 plus 2d6; HP 11; Mas 10; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12; BAB +1; Grap +0; Atk +0 melee (1d3-1, unarmed), or -2 ranged (1d3, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL NGO; SV Fort +2, Ref +1, Will +5; AP 1; Rep +2; Str 8, Dex 12, Con 10, Int 15, Wis 14, Cha 13.
Skills: Craft (chemical) +6, Craft (pharmaceutical) +10, Diplomacy +3, Gather Information +3, Investigate +6, Knowledge (behavioral sciences) +4, Knowledge (business) +4, Knowledge (civics) +4, Knowledge (current events) +4, Knowledge (earth and life sciences) +8, Knowledge (physical sciences) +6, Knowledge (popular culture) +4, Profession +4, Read/Write Language +4 (Arabic, English, French, Russian, Tajik), Research +6, Sense Motive +6, Speak Language +4 (Arabic, English, French, Russian, Tajik), Treat Injury +10
Feats: Medical Expert, Simple Weapons Proficiency, Surgery, Trustworthy
Occ: Doctor (Knowledge [earth and life sciences], Treat Injury)
Tactics: NGO Staff Six will rely on his good standing in the community and his persuasive manner if caught in a tense situation. He will defend himself if forced, but will always seek an avenue of escape.


NGO Staff Seven

Smart Ordinary 2: CR 1; 43-year old Male; HD 2d6; HP 7; Mas 10; Init +1; Spd 30 ft; Defense 12, touch 12, flatfooted 11; BAB +1; Grap +0; Atk +0 melee (1d3-1, unarmed), or -2 ranged (1d3, improvised); FS 5 ft by 5 ft; Reach 5 ft; AL GMAG; SV Fort , Ref +1, Will +4; Rep +1; Str 8, Dex 12, Con 10, Int 14, Wis 15, Cha 13.
Skills: Craft (pharmaceutical) +9, Knowledge (behavioral sciences) +7, Knowledge (business) +4, Knowledge (civics) +4, Knowledge (current events) +5, Knowledge (earth and life sciences) +7, Knowledge (physical sciences) +7, Knowledge (popular culture) +5, Knowledge (technology) +5, Knowledge (theology and philosophy) +4, Profession +7, Read/Write Language (Dutch, English, German), Research +7, Speak Language (Dutch, English, German, Russian), Treat Injury +9
Feats: Medical Expert, Simple Weapons Proficiency, Surgery
Occ: Doctor (Craft [pharmaceutical], Treat Injury)
Tactics: He will offer any aggressor the steely stare of a man unafraid. He has been shot, stabbed and beaten with iron pipes. Not much scares the guy but he is not a fighter.


Displaced Person One

Charismatic Ordinary 3: CR 2; 43 year-old Male; HD 3d6+3; HP 14; Mas 12; Init +0; Spd 30 ft; Defense 11, touch 11, flatfooted 11; BAB +1; Grap +0; Atk +0 melee (1d3-1, unarmed), or -3 ranged (1d3, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL DPs; SV Fort +3, Ref +2, Will +3; Rep +5; Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 15.
Skills: Bluff +8, Diplomacy +10, Gamble +4, Gather Information +10, Handle Animal +5, Intimidate +10, Knowledge (current events) +7, Knowledge (popular culture) +7, Knowledge (streetwise) +7, Speak Language +3 (Arabic, English, Pashto, Urdu), Survival +8
Feats: Brawl, Confident, Renown, Simple Weapons Proficiency, Trustworthy
Occ: Rural (Handle Animal, Survival)
Tactics: DP One is in no shape to be fighting anyone. He will count on his persuasiveness. If he cannot defuse the situation, he will attempt to escape or die with dignity.


DP Two

Tough Ordinary 3: CR 2; 36 year-old Male; HD 3d10+6; HP 23; Mas 15; Init -1; Spd 30 ft; Defense 11, touch 11, flatfooted 12; BAB +2; Grap +3; Atk +3 melee (1d3+1, unarmed), or -3 ranged (1d3, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL Family and Clan; SV Fort +4, Ref +0, Will +3; Rep +1; Str 12, Dex 8, Con 15, Int 10, Wis 14, Cha 13.
Skills: Diplomacy +3, Gather Information +3, Intimidate +4, Investigate +2, Knowledge (streetwise) +3, Navigate +2, Repair +3, Sense Motive +4, Speak Language +3 (Arabic, Dari, English, Pashto), Survival +10
Feats: Attentive, Guide, Personal Firearms Proficiency, Simple Weapons Proficiency, Trustworthy
Occ: Rural (Repair, Survival)
Tactics: DP Two is not much of a fighter, but if his family is threatened he will do what he can. If there is a firearm nearby, he’ll try to get his hands on it. If that’s not successful, he’ll use whatever is at hand.


DP Three

Charismatic Ordinary 2/Tough Ordinary 1: CR 2; 58 year-old Male; HD 2d6+4 plus 1d10+2; HP 19; Mas 15; Init -1; Spd 30 ft; Defense 11, touch 11, flatfooted 12; BAB +1; Grap +1; Atk +1 melee (1d3, unarmed), or -4 ranged (1d3, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; AL DPs; SV Fort +5, Ref +1, Will +1; Rep +2; Str 10, Dex 8, Con 15, Int 12, Wis 13, Cha 14.
Skills: Bluff +7, Diplomacy +9, Gather Information +9, Handle Animal +8, Intimidate +7, Investigate +3, Knowledge (civics) +3, Knowledge (current events) +4, Knowledge (popular culture) +3, Knowledge (streetwise) +4, Knowledge (theology and philosophy) +3, Listen +3, Sense Motive +3, Speak Language +3 (English, Russian, Tajik, Uzbek), Spot +5, Survival +7
Feats: Alertness, Attentive, Personal Firearms Proficiency, Simple Weapons Proficiency, Trustworthy
Occ: Rural (Handle Animal, Survival)
Tactics: DP Three is past his days as a fighter. He will try to talk his way out of a fight and if that doesn’t work, he’ll try to flee.


DP Camp Doctor

Smart Ordinary 1/Dedicated Ordinary 1/Charismatic Ordinary 1 CR 2; 41 year-old Male; HD 1d6+1 plus 1d6+1 plus 1d6+1; HP 15; Mas 12; Init +0; Spd 30 ft; Defense 11, touch 11, flatfooted 11 (+0 size, +0 Dex, +1 class); BAB +0; Grap -1; Atk -1 melee (1d3+-1, unarmed), or +0 ranged (1d3+0, improvised weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, Ref +1, Will +4; Rep +4; Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 13.
Skills: Computer Use +4, Craft (chemical) +6, Craft (pharmaceutical) +8, Diplomacy +5, Gather Information +3, Investigate +4, Knowledge (behavioral sciences) +4, Knowledge (business) +4, Knowledge (civics) +4, Knowledge (current events) +4, Knowledge (earth and life sciences) +10, Knowledge (physical sciences) +8, Knowledge (popular culture) +4, Profession +6, Read/Write Language +2 (English, Russian, Tajik), Research +6, Sense Motive +5, Speak Language +4 (English, Pashto, Russian, Tajik, Uzbek), Treat Injury +10
Feats: Educated (Knowledge [earth and life sciences], Knowledge [physical sciences]), Medical Expert, Simple Weapons Proficiency, Surgery
Occ: Doctor (Knowledge [earth and life sciences], Treat Injury)
Tactics: The DP Camp Doctor will not engage in combat. He will face death with bravery and composure, but he’s not about to engage in fisticuffs.


DP Camp Criminal

Tough Ordinary 2/Strong Ordinary 1/Fast Ordinary 1 CR 3; 33 year-old Male; HD 2d10+4 plus 1d8+2 plus 1d8+2; HP 29; Mas 15; Init +1; Spd 30 ft; Defense 17, touch 17, flatfooted 16; BAB +2; Grap +4; Atk +4 melee (1d4+2, knife), or +3 ranged (2d8, AKM); FS 5 ft by 5 ft; Reach 5 ft; AL HMA; SV Fort +5, Ref +2, Will +1; Rep +0; Str 15, Dex 12, Con 15, Int 8, Wis 13, Cha 10.
Skills: Climb +5, Hide +3, Intimidate +3, Knowledge (streetwise) +2, Spot +3, Survival +4
Feats: Advanced Firearms Proficiency, Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency
Occ: Rural (Climb, Survival)
Possessions: AKM, 8 AKM magazines, knife, street clothes.
Tactics: In the camp, he doesn’t usually carry his AKM around. He will flee any confrontation when he is alone and will attempt to summon help and get his hands on his weapon. With AKM in hand, he will autofire like there is no tomorrow … until he runs out of ammo of course.


Private Military Contractor One

Tough Hero 3/ Fast Hero 2/Soldier 3/Infiltrator 3/Gunslinger 2: CR 13; 52 year-old Male; HD 3d10+6 plus 2d8+4 plus 3d10+6 plus 3d8+6 plus 2d10+4; hp 99; Mas 14; Init +2; Spd 30ft.; Def 26, touch 23, flatfooted 24; BAB +7/+2; Grap +8/+3; Atk +8/+3 melee (1d4+1, combat martial arts), or +10/+6 ranged (2d8+2, M4A1), or +10/+5 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; AL PMCs; SV Fort +7, Ref +12, Will +7; AP 6; Rep +2; Str 12, Dex 15, Con 14, Int 10, Wis 14, Cha 10.
Skills: (modifiers in parentheses include armor penalty) Disable Device +3, Escape Artist +5 (+3), Hide +10 (+8), Intimidate +6, Knowledge (streetwise) +3, Knowledge (tactics) +3, Listen +9, Move Silently +10 (+8), Read Language (English, Russian), Sleight of Hand +8, Speak Language (English, Russian, Tajik), Spot +12, Survival +8, and Tumble +8 (+6).
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Burst Fire, Combat Martial Arts, Dodge, Double Tap, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Stealthy
Talents (Tough Hero): Damage Reduction 1/-, Robust
Talents (Fast Hero): Evasion
Class Features (Soldier): Weapon Focus (M4/C8), Weapon Specialization (M4/C8)
Class Features (Infiltrator): Improvised Implements, Sweep
Class Features (Gunslinger): Close Combat Shot, Weapon Focus (Glock 17)
Occ: Military (Hide, Knowledge [tactics])
Possessions: M4A1 carbine (illuminator; laser sight; scope, electro-optical); 6 M4A1 magazines; Glock 17 autoloader pistol; 2 Glock magazines; combat knife; compass; flashlight; maps, local; multi-purpose tool; PLGR (precision, lightweight GPS receiver); tactical radio; undercover vest armor.
Tactics: At the first sign of combat, PMC One will call for support from his men. PMC One will engage targets beyond 4 range increments with Double Tap. Once targets are at 4 range increments or closer, PMC One will use Burst Fire. If in an enclosed area, PMC One will switch to his Glock and Double Tap opponents.


PMC Two

Strong Hero 3/ Soldier 3/ Infiltrator 2/Gunslinger 3: CR 11; 42 year-old Male; HD 3d8+3 plus 3d10+3 plus 2d8+2 plus 3d10+3; hp 64; Mas 12; Init +2; Spd 30ft.; Def 23, touch 20, flatfooted 21; BAB +8/+3; Grap +8/+3; Atk +8/+3 melee (1d4+2, combat martial arts), or +12/+7 ranged (2d10+2, M14), or +11/+6 ranged (2d6, 92SF); FS 5 ft. by 5 ft.; Reach 5 ft.; AL PMCs; SV Fort +6, Ref +10, Will +6; AP 5; Rep +2; Str 10, Dex 15, Con 12, Int 14, Wis 14, Cha 10.
Skills: (modifiers in parentheses include armor penalty) Bluff +5, Climb +2, Craft (structural) +6, Disable Device +8, Hide +8 (+6), Intimidate +5, Jump +2 (0), Knowledge (current events) +6, Knowledge (streetwise) +6, Knowledge (tactics) +6, Move Silently +12 (+10), Read/Write Language (Arabic, English, Russian), Repair +6, Sleight of Hand +8, Speak Language (Arabic, English, Russian), Spot +10, Swim +2 (0), Survival +8, and Tumble +10 (+8).
Feats: Armor Proficiency (light), Blind-fight, Combat Martial Arts, Dead Aim, Double Tap, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency
Talents (Strong Hero): Improved Melee Smash, Melee Smash
Class Features (Soldier): Weapon Focus (M14), Weapon Specialization (M14)
Class Features (Infiltrator): Improvised Implements, Sweep
Class Features (Gunslinger): Close Combat Shot, Weapon Focus (Beretta 92SF)
Occ: Military (Hide, Move Silently)
Possessions: M14 Designated Marksman Rifle (illuminator; laser sight; scope, electro-optical); 6 DMR magazines; Beretta 92SF autoloader pistol; 2 92SF magazines; combat knife; compass; flashlight; maps, local; multi-purpose tool; PLGR (precision, lightweight GPS receiver); tactical radio; undercover vest armor.
Tactics: At the first sign of combat, PMC Two will call for support from the other PMCs. Manny engages targets as soon as they are within 10 range increments. He will take the time to use Dead Aim. If the target is advancing on PMC Two’s position and moves to within 5 range increments, PMC Two will no longer use Dead Aim, but will use full attacks to make two Double Tap attacks. In enclosed spaces, PMC Two will use his Beretta, always attacking with Double Tap. PMC Two is not an idiot, and will withdraw if outclassed or outnumbered.


PMC Three

Fast Hero 4/ Soldier 5: CR 9; 41 year-old Male; HD 4d8+8 plus 5d10+10; hp 67; Mas 14; Init +3; Spd 30ft.; Def 24, touch 21, flatfooted 24; BAB +6/+1; Grap +7/+2; Atk +7/+2 melee (1d4+1, combat knife), or +10/+5 ranged (2d8+2, M16), or +9/+4 ranged (2d6, 92SF); FS 5 ft. by 5 ft.; Reach 5 ft.; AL PMCs; SV Fort +6 Ref +8 Will +4; AP 4; Rep +1 Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 8.
Skills: (modifiers in parentheses include armor penalty) Demolitions +6, Drive +6, Escape Artist +6 (+4), Hide +11 (+9), Intimidate +5, Knowledge (tactics) +4, Listen +5, Move Silently +11 (+9), Navigate +4, Read/Write Language (English), Speak Language (English), Spot +6, Survival +10, and Tumble +9 (+7)
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Simple Weapons Proficiency, Stealthy
Talents (Fast Hero): Evasion, Uncanny Dodge
Class Features (Soldier): Improved Critical (M16), Tactical Aid, Weapon Focus (M16), Weapon Specialization (M16)
Occ: Military (Knowledge [tactics], Survival)
Possessions: M16A2 assault rifle (illuminator; laser sight); 6 M16 magazines; Beretta 92SF autoloader pistol; 2 92SF magazines; combat knife; compass; flashlight; maps, local; multi-purpose tool; PLGR (precision, lightweight GPS receiver); tactical radio; undercover vest armor.
Tactics: While not particularly likeable on a personal level, PMC Three is a capable combat leader. He leads from the front. He will always call for support because that’s the smart thing to do. He’ll engage targets beyond 5 range increments with Double Tap. Those at or within 5 range increments, he’ll use Burst Fire. If the targets are tightly packed, he’ll use autofire. He knows enough to withdraw when outclassed or outnumbered. He leads from the front and is the last man out of a fight.


Personal Equipment

Satcom: This is a man-portable satellite communications terminal. In order to contact a satellite, that satellite must be in line-of-sight, meaning the satcom cannot communicate with a satellite that is beyond the horizon. Most satcom terminals can be used as computer modems and have encryption capabilities. An example of a satcom would be the AN/PRC 137F Satellite Communications Terminal.


Squad Radio: 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 joint operation. Most squad radios can be used as computer modems and have encryption capabilities. The effective range is up to 35 miles, but the normal range in less than ideal conditions is 20 miles. Examples of squad radios would include the UK/PRC-320 and the AN/PRC 119 Single-Channel Ground and Airborne Radio System.


Squad Radio with Satcom: This is a squad radio that has satcom capabilities. This unit performs as do satcoms and squad radios. An example of a squad radio with satcom would be the ANPRC-117F.


Tactical Radio: 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. The effective range is up to 2 miles. Examples of tactical radios include the UK/PRC-349 and the SABER series of radios.

Personal Equipment Table

Name Size Weight (lbs.) Purchase DC Restrictions
Satcom M 8 23
Squad Radio M 18.5 21
Squad Radio/Satcom M 15 24
Tactical Radio T 1 15

Vehicles

Armored Sedan: This vehicle represents the type of secretly armored vehicle used by Captain David Sloane in Khorforjan. While appearing to be a luxury sedan of a type manufactured in Europe, its engine has been modified and its body has been armored.


Armored Suburban: This is the sport utility vehicle used by the PMCs. Unlike the standard SUV, this vehicle is armored to withstand small arms fire. It does not offer the protection of an armored personnel carrier or even an up-armored HMMWV, but increases survivability of its occupants. It is a four-door truck, two squares wide and four squares long.


Name Crew Pass Cargo Init Man. Top Speed DEF Hard HP Size Purchase DC Res.
Armored Sedan 1 4 325 lb. –2 -2 230 (23) 8 8 34 H 36 Lic (+1)
Armored Suburban 1 8 500 lb. -4 –4 175 (17) 8 8 40 G 36 Lic (+1)

Skills and Feats

Adopt Identity
When working in a covert capacity, you regularly assume a false identity. Often, the false identity is of an individual with a professional background, such as a reporter, travel writer or aid worker. You have become adept at answering questions relating to the occupation of the cover.
Prerequisite: Int 13+
Benefit: The character can glibly answer most questions relating to the profession of the adopted identity. For extremely specific or arcane questions (the natural habitat for a species of rare bird, the assistant foreign news editor of a certain newspaper), the character applies +4 to all Bluff checks regarding the answers offered. The character has either guessed correctly or is able to persuade the questioner that the questioner's information is false.
Special: If the character has a Knowledge or Craft skill that relates to the adopted identity, and he/she uses that skill to answer a question. If he/she fails his/her skill check, a Bluff check can still be made using the bonus for Adopt Identity. Also, for each Knowledge, Craft or Profession skill which relates to the adopted identity, the character can add an additional +1 to the bonus granted by Adopt Identity.

Communications
You know how to use communications equipment effectively, and you know how not to use it. You understand all about special frequencies, encryption and avoidance of detection.
Prerequisites: Computer Use 4 ranks
Benefit: A character with this feat can use communications equipment never studied or seen previously without instruction with a successful Computer Use skill check against DC 10. A character can attempt a Computer Use skill check (against DC 20) to properly use communications equipment even when the character cannot read the language of the equipment.
A character with the Communications feat is also knowledgeable regarding direction finding (DF) equipment, used to discover the direction a signal originates from or—when using groups of DF equipment and triangulating—the position of the source. Due to this knowledge, a character can either use DF equipment to track a signal or avoid detection with an opposed Computer Use skill check. At the very least, the character will be aware that the signals can lead opposition to the position from which the communications originate.
Jamming and eavesdropping are common problems when using communications equipment in a conflict environment. A character with the Communications feat can jam or eavesdrop—if the proper equipment is available—or avoid the same with a successful opposed Computer Use skill check.
Normal: A character without the Communications feat suffers a -4 penalty when attempting to use communications equipment without training or when attempting or evading DF, eavesdropping, or jamming.

Face In A Crowd
When on a covert mission, you easily blend into different cultures. You have an uncanny ability to disappear in a crowd and to make yourself innocuous.
Prerequisite: Hide 4 ranks, Knowledge (streetwise) 4 ranks
Benefit: The character can hide among other people, even when the character's dress or appearance would usually preclude this. If the character is being actively sought by another, the character can make a Hide check at +2 as long as there are at least 10 other people within 30 ft of the character.
Special: If there are no other people around, but the character is in a public area, such as a market, café or restaurant, the character can make a Hide check without the bonus.

Organizations

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 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.

License for this entry

OPEN GAME LICENSE Version 1.0a
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15. COPYRIGHT NOTICE

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 Sword’s Edge Publishing; Author Fraser Ronald
The Qalashar Device Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Khorforjan Gambit Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald
The Khorforjan Gambit OGC Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; SEP Spec Ops; the Qalashar Device; Raid on Ashkashem; the Khorforjan Gambit.

All entries on this wiki are published under the Open Game Licence Version 1.0a. See individual entries for copy of the license and declaration of Open Game Content.