Third Edition edited by Useful Assistance on Third Edition by: CPT Bryan Adams, GURPS System Design d STEVE JACKSON WILLIAM STODDARD CPT Daniel Bailey, Rupert Boleyn, Creative Director d PHILIP REED LTC Clarance Chae, Second Edition edited by Douglas Cole, Carol Darby, Managing Editor d ANDREW HACKARD SEAN PUNCH Shawn Fisher, 1LT Brian Foster, MSG Joseph Johnson, GURPS Line Editor d SEAN PUNCH andi jones, Matt Jones, First Edition edited by Nigel McCarty-Eigenmann, Project Administrator d MONIQUE CHAPMAN MICHAEL HURST Pauli Hakala, and SSGT Mark Hildreth, Print Buyer d MONICA STEPHENS CREEDE LAMBARD Sami Hyypiä, PO1 Matthew Lewis, Production Assistance d WAYNE BARRETT and Onno Meyer, Illustration and Design by SPC David Osborne, ALEX FERNANDEZ SGT Kenneth Peters, GENE SEABOLT MAJ Edward P. Shannahan, Indexing d JEFF WILSON SGT Keni Thomas, Cover by Paul Vissing, and the wonderful GURPS Errata Coordinator d ANDY VETROMILE people at USASOC, JSOC, and DANILO DUCAK Department of Defense PAO. Sales Manager d ROSS JEPSON

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Special Ops, Pyramid, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Special Ops is copyright © 1990, 1999, 2002 by Steve Jackson Games Incorporated. Some art based on photographs from the U.S. Department of Defense and armed , and , Russian, and Canadian Ministries of Defense. Special thanks to Carol Darby, Army SO Comm and Public Affairs Office. ISBN 1-55634-625-5 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES Skill Improvement ...... 58 Recognizability of Skills ...... 58 Skill Descriptions ...... 58 New Skill ...... 62 CONTENTS CHARACTER TEMPLATES ...... 63 Skills ...... 63 Customizing Templates ...... 63 The United States ...... 64 Australia ...... 68 TOP SECRET . . . . 4 Central Intelligence Agency (CIA) . . 33 NEW ZEALAND ...... 69 AUSTRALIA ...... 34 France ...... 70 REF: About the Author ...... 4 Australian Defence Forces (ADF) . . 34 Germany ...... 71 REF: About the Revisor Private Security Companies ...... 34 Israel ...... 73 of the Second Edition ...... 4 FRANCE ...... 35 Poland ...... 75 REF: About the Revisors L’Arme’e de Terre ...... 35 Russia ...... 76 of the Third Edition ...... 4 Gendarmerie Nationale ...... 35 United Kingdom ...... 78 NEW ZEALAND ...... 35 THE NETHERLANDS ...... 80 1. WHAT ARE GERMANY ...... 36 MILITARY PERSONNEL FILE ...... 81 SPECIAL Bundesgrenzschutz ...... 36 Personnel File Summary ...... 81 Heer der Bundeswehr ...... 37 SPECIAL OPS CHARACTERS IN PLAY . . . . 82 OPERATIONS? . . 5 A “Damned Close Thing” Military Pay ...... 82 at Mogadishu ...... 37 Military Justice ...... 82 SPECIAL OPERATIONS MISSIONS ...... 6 “Pulling the Pin”: Counterproliferation ...... 6 ISRAEL ...... 38 Zva Hagana Le’Israel (ZAHAL) . . . 38 Life After Special Ops ...... 83 Collateral Activities ...... 7 MILITARY RANK STRUCTURE Combating Terrorism ...... 8 Hunting War Criminals IN THE U.S. MILITARY ...... 84 Foreign Internal Defense ...... 8 in Yugoslavia ...... 38 MILITARY RANK STRUCTURE What Special Operations POLAND ...... 39 IN FOREIGN FORCES ...... 85 Soldiers Are Not ...... 8 Wojsko Polskie ...... 39 ...... 9 RUSSIA ...... 40 ...... 9 Glavnoye Razvedivatelnoe 4. OPERATIONS . . 86 Psychological Warfare ...... 9 Upravlenie (GRU) ...... 40 CLASSIFIED MATERIAL ...... 87 Civil Affairs ...... 9 Spetsnaz Company Organization . . 40 Unconventional Warfare ...... 9 Federal’naya Sluzhba STRATEGIC COMMAND AND CONTROL . . 88 Information Operations ...... 9 Bezopasnosti (FSB) ...... 41 Peacetime Strategic Command and Control in the United States . . . . 88 PEACE AND WARTIME: CHANGING UNITED KINGDOM ...... 42 ...... 42 Staff Organization ...... 88 ROLES FOR SPECIAL OPS ...... 10 A Selection-Course Tragedy: Wartime Strategic Command and HISTORICAL EXAMPLES OF Major Mike Kealy ...... 43 Control in the United States . . . . 89 SPECIAL OPERATIONS ...... 10 ...... 44 Strategic Command and Control SWAT ...... 10 “Keeni Meeni” Operations in Aden . . 44 in the United Kingdom ...... 89 SPECIAL OPS IN EARLY AMERICA ...... 11 THE NETHERLANDS ...... 45 TACTICAL COMMAND AND CONTROL: Combating Terrorism ...... 12 Other Special Ops Units ...... 46 MISSION PLANNING ...... 90 Special Reconnaissance ...... 14 Multinational Special Ops Teams . . 47 Standard Operating Procedures . . . . 90 Direct Action ...... 15 Warning Orders ...... 90 Unconventional Warfare ...... 15 The Standing Orders of SPECIAL OPS IN WWII ...... 16 3. CHARACTERS . . 48 Rogers’ Rangers, 1759 ...... 90 Information Operations ...... 17 Good Soldiers and Good When the Balloon Goes Up ...... 91 Combat Search and Rescue ...... 18 Special Ops Soldiers ...... 49 Operation KINGPIN: Special Activities ...... 18 POINT TOTALS ...... 50 What They Carried at Son Tay . . 93 Overt, Covert, and Clandestine: Realistic Soldiers ...... 50 The Operations Order (OPORD) . . 94 What’s the Difference? ...... 20 Action Heroes ...... 50 TACTICAL COMMAND AND CONTROL: THE “GENTLER” SEX ...... 50 MISSION EXECUTION ...... 95 2. UNITS AND Unit OJT: Training as a Way of Life . . 50 Getting There: Tactical PERSONNEL . . 21 ATTRIBUTES ...... 51 Transportation and Infiltration . . 95 ADVANTAGES ...... 51 Deciphering the OPORD THE UNITED STATES OF AMERICA . . . . . 22 Required Advantage ...... 51 For the Nonmilitary ...... 95 U.S. Military Training ...... 22 Desirable Advantages ...... 51 Selecting a Drop Zone ...... 96 The Ranger Creed ...... 25 Decorations ...... 51 Doing the Job: Tactical Execution . . 97 Special Operations Forces Military Rank and Grade ...... 52 Getting Out: Exfiltration ...... 97 and ...... 26 Patrons ...... 54 AFTER-ACTION REVIEW (AAR) ...... 99 Exercise ROBIN SAGE ...... 27 Security Clearance ...... 55 THE GOOD, THE BAD AND THE UGLY: SF A-Detachment Organization . . . 28 DISADVANTAGES ...... 56 OPERATIONS - WARTS AND ALL . . 99 U.S. Marine Corps ...... 29 Required Disadvantage ...... 56 Official and Unofficial Channels . . 99 The “Funny Platoon” ...... 29 Desirable Disadvantages ...... 56 It’s Great to be Skilled, U.S. ...... 30 Acceptable Disadvantages ...... 56 But Better to be Lucky ...... 100 Funny Foreign Hats ...... 30 Prohibited Disadvantages ...... 57 When Operations Go Awry ...... 100 U.S. Air ...... 31 SKILLS ...... 58 TASK FORCE RANGER: Who Do I Send? ...... 32 Skill Acquisition ...... 58 DEATH IN MOGADISHU ...... 101 2 CONTENTS 5. EQUIPMENT . . 102

SPECIAL OPS EQUIPMENT ...... 103 About GURPS and Clothing ...... 103 THE LOGISTICS AND SUPPLY SYSTEM . . . 104 Steve Jackson Games is committed to full support of the GURPS system. Load-Bearing Equipment ...... 105 Our address is SJ Games, Box 18957, Austin, TX 78760. Please include a self- Communications Equipment . . . . . 106 addressed, stamped envelope (SASE) any time you write us! Resources include: Dressed To Kill ...... 106 Pyramid (www.sjgames.com/pyramid/). Our online magazine includes MEAL, READY TO EAT (MRE) ...... 107 new GURPS rules and articles. It also covers Dungeons and Dragons, Trav- Assorted Tools ...... 108 Medical Equipment ...... 108 eller, World of Darkness, Call of Cthulhu, and many more top games – and Navigational Equipment ...... 108 other Steve Jackson Games releases like In Nomine, Illuminati, Car Wars, TACTICAL COMMUNICATIONS Toon, Ogre Miniatures, and more. Pyramid subscribers also have access to PROCEDURES AND SECURITY . . . . . 109 playtest files online! Optical Equipment ...... 110 New supplements and adventures. GURPS continues to grow, and we’ll be Climbing/Northern Warfare ...... 110 ...... 110 happy to let you know what’s new. A catalog is available for an SASE. Explosives ...... 111 Or check out our website (below). WEAPONS ...... 112 Errata. Everyone makes mistakes, including us – but we do our best to fix Weapon Accessories ...... 112 our errors. Up-to-date errata sheets for all GURPS releases, including this Weapons of Choice ...... 112 book, are available from SJ Games; be sure to include an SASE. Or download Automatic Pistols ...... 113 Revolvers ...... 114 them from the Web – see below. Rifles ...... 114 Gamer input. We value your comments, for new products as well as updat- Submachine Guns ...... 116 ed printings of existing titles! Machine Guns ...... 117 Internet. Visit us on the World Wide Web at www.sjgames.com for an Light Antitank Weapons ...... 117 online catalog, errata, updates, Q&A, and much more. GURPS has its own The H&K MP5 Submachine Gun . . 117 Surface-to-Air Missiles ...... 118 Usenet group, too: rec.games.frp.gurps. Hand Grenades ...... 118 GURPSnet. This e-mail list hosts much of the online discussion of GURPS. Antipersonnel Mines ...... 119 To join, e-mail [email protected] with “subscribe GURPSnet-L” in the CONSOLIDATED WEAPON TABLES . . . . . 120 body, or point your web browser to gurpsnet.sjgames.com. VEHICLES ...... 122 The GURPS Special Ops, Third Edition web page can be found at Land Vehicles ...... 122 www.sjgames.com/gurps/books/specialops/. Technical Data ...... 122 Rotary-Wing Aircraft ...... 123 Fixed-Wing Aircraft ...... 125 Page References Watercraft ...... 126 Rules and statistics in this book refer to GURPS Basic Set, Third Edition The AC-130 Gunships ...... 126 Revised. Any page reference that begins with a B refers to GURPS Basic Set Remote-Piloted Vehicles ...... 127 – e.g., p. B211 means page 211 of the Basic Set. AT refers to Atlantis, BE to 6. OPPOSING Bestiary, Third Edition, C to Cops, CI to Compendium I, CII to Compendi- um II, HT to High-Tech, Third Edition, MF to Modern Firepower, VE FORCES . . . . 128 to Vehicles, Second Edition, W to WWII, and W:HS to WWII: OPPOSING FORCES ...... 129 Hand of Steel. The abbreviation for this book is SO. For a full list, see Stockholm Syndrome ...... 130 p. CI181 or the updated web list at www.sjgames.com/gurps/abbrevs.html. UNCONVENTIONAL WARFARE ...... 131 Al-Qaeda ...... 131 ATYPOLOGY OF UNCONVENTIONAL High Popular Support, High FROM SCENARIO TO CAMPAIGN ...... 144 WARFARE ...... 132 External Support ...... 136 BY THE NUMBERS: Low Popular Support, Low Terrorism Backfires ...... 137 HIERARCHY VS. ANARCHY . . . . . 145 External Support ...... 132 CONVENTIONAL FORCES ...... 138 SAMPLE SCENARIOS ...... 145 Cell Structure ...... 132 A Generic Infantry Platoon ...... 138 Hearts and Minds ...... 145 Low Popular Support, Medium WORLD TERRORIST ORGANIZATIONS . . . . 139 Kidnap and Recovery ...... 146 External Support ...... 133 Strike ...... 146 Low Popular Support, High VARIATIONS ON A THEME ...... 146 External Support ...... 133 7. CAMPAIGNS . . 140 Mercs ...... 146 Medium Popular Support, Low TYPES OF CAMPAIGNS ...... 141 Regular Infantry ...... 146 External Support ...... 134 Wartime Campaign ...... 141 The Cinematic Campaign ...... 146 Medium Popular Support, Peacetime/Covert ...... 141 Medium External Support . . . . . 135 Self-Directed ...... 142 Medium Popular Support, High BIBLIOGRAPHY . . 147 SMALL-UNIT OPERATIONS ...... 143 External Support ...... 135 LARGE-UNIT OPERATIONS ...... 143 High Popular Support, Low REATING A GLOSSARY . . . . 152 External Support ...... 136 C GURPS High Popular Support, Medium SPECIAL OPS SCENARIO ...... 144 External Support ...... 136 Scenario Balance ...... 144 Equipment Selection Made Easy . . 144 INDEX ...... 159

CONTENTS 3 TOP SECRET

A camouflaged sniper lies in wait by a jungle trail . . . a 1989), as well as author of several articles on foreign policy team of black-clad soldiers rappel through a skylight onto decision-making, low-intensity conflict, and Middle Eastern unsuspecting terrorists . . . a small squad of specialists moni- politics in academic journals and edited volumes. When tor troop movements far behind enemy lines . . . heavily attending to more entertaining matters, he is an avid gamer armed prepare for a raid on a biological weapons and active member of the Society for Creative Anachronism, facility. This is the world of GURPS Special Ops. as well as the devoted servant of five cats and a dog. TOP SECRET NOFORN REF: About the Revisor 021225Z JUN 02 FM: SSO USSOCOM//SJG-COIIS// of the Second Edition SUBJECT: SPECIAL OPERATIONS CAPABILITIES AND SIMULATION DATA After serving two tours of duty with U.S. Army Intelli- gence, John Goff decided to seek his fortune in the fast-paced The fall of the Soviet Union has reduced the risk of World and lucrative world of game design. To date, he has written War III, but ethnic conflicts, global terrorism, and the prolif- numerous books for the Deadlands (PEG) roleplaying game eration of weapons of mass destruction continue to threaten – some of which were actually published – and GURPS War- world peace and stability. When neither diplomacy nor con- riors. He lives in Virginia with his lovely (and patient) wife, ventional military force can neutralize these threats, more and Joyce, and their evil pet rat, Stripe. When not writing or gam- more nations are turning to the highly trained soldiers of spe- ing, John siphons from other, more deserving mem- cial operations units for . GURPS Special Ops bers of the human race. describes these men: their training, tactics, and equipment – everything you need to run a campaign that focuses on REF: About the Revisors hostage rescues, dirty little wars, and behind-the-scenes mili- tary conflict. of the Third Edition After graduating from Loyola University with a degree in business management and a commission as an U.S. Army Military Intelligence Officer, William Toporek survived several years in the U.S. Army Intelli- gence/Special Operations community. Leaving the Army for a career as a repo man and then as a commercial debt collector, William made his way to Steve Jackson Games as their traffic manager. After 20 years of gaming, this is his first published work. Hans-Christian “Grey Tiger” Vortisch is a linguist and military technology enthusiast. He is the author of GURPS Modern Firepower and numerous articles on related topics in Challenge and Pyramid magazines, as well as his fanzine, The Armourer. He also contributed to GURPS Cliffhangers, GURPS Cops, GURPS WWII, and GURPS WWII: Hand of Steel. Currently, he lives in Berlin, Germany, hoarding punk rock records and Jane’s publications. REF: About the Author Classified by: Jackson, Steve (BMIC) Dr. Gregory Rose is a political scientist whose research Reason: Foreign Government Information; Military Plans focuses on foreign and national security policy and interna- Declassify on: June 2, 2012 tional politics. He is co-author of The Balance of Power: Sta- bility in International Systems (Cambridge University Press, TOP SECRET NOFORN 4 TOP SECRET 5 Intelligence had said that there were no terrorists – “Tan- from conventional military operations is that they involve gos,” as we called them – near the rear area. They couldn’t unconventional training and equipment, political sensitivi- have been more wrong. The terrorists were keeping the ty, unorthodox approaches, limited opportunity, and spe- hostages on the upper observation deck. I could see the bright cialized intelligence. glow of one Tango’s cigarette through my night-vision gog- The key is that special operations forces either support gles, a white streak in the middle of my vision. He was conventional operations by doing what conventional forces between us and the rest of the ship. I signalled to LT Capri cannot easily do for themselves, or replace conventional that I had a camper. We needed to move quickly; Wilson and forces where such forces are inappropriate. Bravo were about to come up on the opposite side, right in the In wartime, special operations forces provide a necessary Tango’s field of view. Wilson would never see him. Capri gave foundation for conventional success by gathering information me the “take him down quietly” sign. I slowly took out the for strategic planning and propaganda, conducting plug in my suppressor and slid the selector to single shot. I and (counter)guerrilla operations, and organizing behind-the- didn’t want any bullets to ricochet off the ship. I took a breath lines resistance. In peacetime, the nature of special operations and let it halfway out, like they taught me six years before, and is determined by the need for capabilities beyond the reach of, took up the slack on the trigger. or politically inappropriate for, conventional forces. He didn’t even know what hit him. Special operations are military operations, involving troops specifically trained for unorthodox missions in which The term “special operations” conjures up images of dar- the degree of force, the difficulty of the mission, or an inti- ing hostage rescues, brave teams of unconventional warriors mate connection to national policy makes it necessary to rely leading armies of guerrillas against an occupying foe, and on specialized units. It is not so much that special ops sol- furtive forays into the nether world of espionage, deceit, and diers are “super-soldiers” as that they have received special- danger. There are elements of all of this in the world of spe- ized training inappropriate or too costly for conventional cial ops, but the reality is both more prosaic and infinitely units. They may be “elite” troops in some sense – in partic- richer than this popular image suggests. ular, as a result of selection procedures – but what they do is The best definition of “special ops” comes from those not so much better than as different from what conventional who order such units into action. The U.S. Army Special units do well. Operations Command defines special operations as those Perhaps the best way to explain “special operations” is to which are “characterized by the use of small units in direct describe the distinct types of missions that special ops units and indirect military actions focused on strategic and oper- perform. The missions of special operations forces include ation objectives. These actions require units with combina- counterproliferation, combating terrorism, foreign internal tions of specialized personnel, equipment, training, and defense, special reconnaissance, direct action, psychological tactics that go beyond the routine capabilities of conven- warfare, civil affairs, unconventional warfare, information tional military roles.” What distinguishes special operations operations, and various collateral activities (see box). Special Operations Missions Counterproliferation One of the primary concerns of major world governments today is curbing the spread of weapons of mass destruction (WMD). WMD include not only nuclear arms, but also chemi- cal and biological agents. This issue has become pressing since the dissolution of the Soviet Union. Since most of the Soviet Union’s nuclear weapons were situated outside Russia, on the boundaries of the USSR, they are now spread throughout the various splinter republics. The U.S. government has paid par- ticular attention to gathering and eliminating these weapons. The use of nuclear weapons by former Soviet republics is a concern, in today’s climate of ethnic and political unrest, but the real worry is that they will be viewed as a lucrative com- modity by these struggling nations. There is no shortage of cus- tomers willing to pay large sums for such devices. A study conducted in 1996 by a high-ranking member of the Russian Ministry of Defense revealed the additional risk of the theft of nuclear weapons during transport – particularly by former

6 WHAT ARE SPECIAL OPERATIONS? Who Do I Send? Special ops units have distinctly different capabilities; sources. Exact size is dependent on the aircraft and the mis- matching the force to the mission is an important part of sion, but as a rule of thumb, there are 10 to 30 people for planning. Different countries have different organizations each operating aircraft. An aircraft can fly to the limit of its and titles, but the functional missions are similar to those of range and return for one mission with nothing but the flight the United States, described below. crew (two to six, depending on type), but is dependent on outside support for any sustained operation. This may be several hundred people per aircraft for large, complex sys- The Rangers train for two distinct missions. The first is tems. Deployment time depends on how far the unit is long-range reconnaissance, using five-man teams that are going and what facilities are already in place. Most units are intended to go deep behind enemy lines and stay for sever- ready to move as fast as the unit they are assigned to trans- al days without resupply. A battalion can be ready to go in port, which can be as little as four hours! Personnel have less than 18 hours. The second mission is raiding, usually in small arms, and most rotary-wing craft have at least defen- forces of no less than 100. Such a raid takes meticulous, sive machine guns, but most fixed-wing special ops planes long-term planning, usually several months at least. U.S. (except gunships) are unarmed. Army Rangers are known as the world’s best at the seizure of airports. Ranger units have almost no vehicles and no Navy SEALs weapons heavier than light mortars and antitank missiles. SEAL Teams are intended for reconnaissance, raiding, They have very little administrative or logistical support clearing underwater obstacles, and underwater sabotage. within the unit, and will need outside support within a few Their raiding missions can be prepared quickly; they could days of being committed. move a detachment of a dozen or so in a few hours. They can deploy in times ranging from a few hours for a dozen Special Forces swimmers to weeks for a large force. SEALs have a lot of U.S. Army Special Forces units are designed as force bulky equipment and need a lot of supplies. They usually multipliers, training and organizing local forces in their oper- work from ships that are part of a navy task force, which is ational areas as long as their missions allow sufficient time. An where most of their logistical support comes from. A fully entire Special Forces Group can have up to a thousand per- equipped Navy task force has the tools and people to do just sonnel, not all Special Forces qualified. Its heaviest organic about any job. weapons (weapons normally assigned to the unit) are heavy mortars and antitank weapons, but it has the administrative Marine Corps Recon Battalion and logistical resources to establish a permanent base, if nec- Recon Battalion specializes in scouting landing sites; essary. U.S. Army Special Forces can be deployed on any in sustained land campaigns, they do long-range recon- scale from the smallest A-Detachment being deployed in a naissance patrols. They operate in small teams, usually few hours up to Group-sized permanent facilities, taking sev- four men. They have only small arms and are not equipped eral months of planning and transportation or trained to support themselves for an extended period. They are intended to operate as part of a larger Marine (1st SFOD-Delta) force and use its resources. A recon team can be loaded Delta Force started out as a dedicated counterterrorist from a ship and on the way in less than four hours, but must and hostage-rescue force. It has recently been tasked with be supported. more standard military special ops missions, however. Its exact strength is classified, but probably less than a battal- Marine Expeditionary Unit ion. It does not have its own long-term administrative or (Special Operations Capable) logistical resources. Its normal equipment is limited to A Marine Expeditionary Unit (MEU) is the big muscle small arms. It can be on its way anywhere in the world in of special ops. It is a force of 2,200 (including about 100 under four hours, but must be supported with outside navy personnel), with four M1A1 Abrams tanks, 31 tracked resources. It usually depends on the host country or other and wheeled APCs, six 155mm M198 howitzers, 23 heli- U.S. units for this support. copters (including three UH-1Ns and four AH-1W Super- Cobra gunships), and sometimes six AV-8B Harrier II VTOL Special Operations Air Units attack jets and two KC-130R tankers. It has supplies and Air Force and Army Aviation special ops units are equipment for 15 days of operation; with resupply, it can intended to provide transportation and fire support for sur- maintain itself indefinitely. It has hospital facilities, a field face elements. They are seldom committed on their own. laundry, heavy equipment, and administrative personnel. They have enough organic parts and maintenance personnel MEUs are normally deployed at sea, on three to five trans- to operate for several days, but will need fuel from outside ports. They can be ready to land in less than 24 hours.

32 UNITS AND PERSONNEL Foreign Language (+2, 4, or 6 points): Add Language (any) DX+1 [1]-15*; Gunner (Machine Gun) (P/A) DX+1 [1]- (M/A) IQ [2]-14 (Basic), IQ+1 [4]-15 (Intermediate), or 15*; Gunner (SAM) (P/A) DX [1/2]-14*; Guns (Grenade IQ+2 [6]-16 (Advanced). Launcher) (P/E) DX+1 [1/2]-15*; Guns (LAW) (P/E) Jungle Warfare School (+4 points): Increase Orienteering to DX+1 [1/2]-15*; Guns (Light Auto) (P/E) DX+3 [2]-17*; 1 15 [2] and Survival (Jungle) to 14 [1 /2]; add Traps (M/A) Guns (Pistol) (P/E) DX+3 [2]-17*; Guns (Rifle) (P/E) IQ-2 [1/2]-12. DX+3 [2]-17*; Guns (Shotgun) (P/E) DX+1 [1/2]-15*; NCO** (+1 point): Increase Leadership to 13 [1/2]; add Hiking (P/A) HT+1 [4]-13; Intelligence Analysis (M/H) Administration (M/A) IQ-2 [1/2]-12. IQ-2 [1]-12; Interrogation (M/A) IQ-2 [1/2]-12; Jumping 1 Northern Warfare School (+2 /2 points): Add Skiing (P/H) (P/E) DX-1 [1/2]-13; Knife (P/E) DX [1]-14; Language DX-2 [1]-11 and Survival (Arctic) (M/A) IQ-1 [1]-13. (any) (M/A) IQ-1 [1]-13; Leadership (M/A) IQ [2]-14; Customization Notes: Spend your remaining points Lockpicking (M/A) IQ-1 [1]-13; Mechanic (Diesel (50 points, in a 150-point campaign) to customize your charac- Engine) (M/A) IQ-2 [1/2]-12; Motorcycle (P/E) DX [1]- ter. Another -15 points in Acceptable Disadvantages (pp. 56-57) 14; NBC Warfare (M/A) IQ-1 [1]-13; No-Landing and five quirks can be taken to get a further 20 points. Extraction (M/A) IQ [2]-14; Orienteering (M/A) IQ+1 * Includes +2 for IQ. [4]-15; Parachuting (P/E) DX [1]-14; Photography (M/A) ** Military Rank [5/level] is required: Rank 1-2 for IQ [2]-14; Savoir-Faire (Military) (M/E) IQ-1 [1/2]-13; NCOs, Rank 3 for warrant officers and Rank 3+ for commis- Scrounging (M/E) IQ [1]-14; Soldier (M/A) IQ [2]-14; sioned officers. Spear (P/A) DX-1 [1]-13; Stealth (P/A) DX [2]-14; Sur- vival (Desert) (M/A) IQ-1 [1]-13; Survival (Jungle) (M/A) IQ-1 [1]-13; Survival (Mountains) (M/A) IQ-1 [1]-13; Survival (Woodlands) (M/A) IQ-1 [1]-13; Swim- ming (P/E) DX-1 [1/2]-13; Tactics (Counterterrorist) (M/H) IQ+1 [6]-15; Tactics (Guerrilla) (M/H) IQ [4]-14; Tactics (Infantry) (M/H) IQ-2 [1]-12; Teaching (M/A) IQ-2 [1/2]-12; Throwing (P/H) DX-1 [2]-13; Tracking (M/A) IQ-2 [1/2]-12; Traps (M/A) IQ [2]-14. Special Skills: Foreign Language (+1, 2, or 4 points): Add Language (any) (M/A) IQ-1 [1]-13 (Basic), IQ [2]-14 (Intermediate), or 1st SFOD-Delta (Delta Force) 185 points IQ+1 [4]-15 (Advanced). Alternatively, increase the lan- The Basic Skills for a soldier of 1st Special Forces Oper- guage already known at Basic level. 1 ational Detachment-Delta (pp. 28-29) appear below. There are Northern Warfare School (+1 /2 points): Add Skiing (P/H) only NCOs and above in the Special Forces; everybody is at DX-3 [1/2]-11 and Survival (Arctic) (M/A) IQ-1 [1]-13. least Rank 1. If he is a higher-graded NCO, warrant officer, or Commissioned Officer or Warrant Officer** (+1/2 point): commissioned officer, or has attended foreign language or Increase Administration to 13 [1/2]. advanced training, he will have the appropriate Special Skills Jungle Warfare School (+3 points): Increase Orienteering to package(s) as well, which will increase template cost. 16 [2] and Survival (Jungle) to 14 [1]. Attributes: ST 11 [10]; DX 14 [45]; IQ 14 [45]; HT 12 [20]. NCO** (+0 points): No additional requirements. Advantages: Fit [5]; Military Rank 1 [5]; and 10 points in addi- Special Warfare Target Interdiction Course (+1/2 point): tional ST or HT, Desirable Advantages (p. 51), Decorations Increase Forward Observer to 13 [1/2]. 1 (pp. 51-52), Military Rank (pp. 52-54), or Patrons (p. 54). Underwater Operators Combat Diver’s Course (+3 /2 points): Disadvantages: Extremely Hazardous Duty [-20] and Increase Swimming to 14 [1/2]; add Navigation (M/H) -25 points selected from the Desirable Disadvantages IQ-3 [1/2]-11, Powerboat (P/A) DX-2 [1/2]-12, Scuba list (p. 56). (M/A) IQ-1 [1]-13, Survival (Island/Beach) (M/A) Basic Skills: Acting (M/A) IQ-1 [1]-13; Administration IQ-2 [1/2]-12, and (M/A) IQ-2 (M/A) IQ-2 [1/2]-12; Armoury (Small Arms) (M/A) IQ [1/2]-12. [2]-14; Boating (P/A) DX-1 [1]-13; Brawling (P/E) Customization Notes: This template is intended for use in DX+1 [2]-15; Camouflage (M/E) IQ+1 [2]-15; Climbing a 200-point campaign; spend the remaining 15 points to cus- (P/A) DX+1 [4]-15; Criminology (M/A) IQ-1 [1]-13; tomize your character. Another -15 points in Acceptable Disad- Demolition (M/A) IQ [2]-14; Driving (Automobile) vantages (pp. 56-57) and five quirks can be taken to get a (P/A) DX+1 [4]-15; Driving (Heavy Wheeled) (P/A) further 20 points. Former Special Forces troops retain their DX-1 [1]-13; Electronics Operation (Communications) MOS skills. These count as template skills and must meet the (M/A) IQ [2]-14; Electronics Operation (Sensors) (M/A) guidelines for MOS skills in the SF template (pp. 67-68). IQ [2]-14; Engineer (Combat) (M/H) IQ-2 [1]-12; Escape * Includes +2 for IQ. (P/H) DX-1 [2]-13; Explosive Ordnance Disposal (M/H) ** Military Rank [5/level] is required: Rank 1-2 for IQ-1 [2]-13; (M/E) IQ-1 [1/2]-13; Forward NCOs, Rank 3 for warrant officers, and Rank 4+ for commis- Observer (M/A) IQ-2 [1/2]-12; Gunner (ATGM) (P/A) sioned officers. CHARACTERS 65 automatic weapon such as the M2HB or MK19 MOD 3 in the : 110,000 lbs. (empty). bow and aft. Speed: 9 mph (max.). Dimensions: [L×W×Draft] 36’×10.5’×3’. Range: 125 miles (max. payload). Weight: [Classified] (empty), 17,400 lbs. (loaded). Speed: 52 mph (max), 37 mph (cruising). Range: 220 miles (max payload). Halter Marine MK5 Special Operations Craft (SOC) The hydrojet-propelled MK5 (operational from 1999) is used by the U.S. Navy to transport SEAL teams into and out of hostile environments. It has a crew of five and can transport a fully equipped 16-man SEAL platoon or 6,400 lbs. of cargo. It is equipped with surface radar, GPS, and secure radio and satellite communications, including a laptop with fax and printer. Its four machine gun pedestals aft of the bridge can carry a mix of M2HB HMGs, MK19 MOD 3 AGLs, MK47 Remote-Piloted Vehicles MOD 0 AGLs, MK43 MOD 0 GPMGs (200 ready rounds), General Atomics RQ-1B Predator or GE MK44 MOD 0 miniguns (use M134 with 1,500 ready rounds). For air defense, the crew is provided with shoulder- The USAF’s RQ-1B (1997) is a medium-altitude, long- fired FIM-92D Stinger SAMs. A ramp at the rear allows rapid endurance unmanned airplane for reconnaissance, surveillance launch and recovery of CRRCs, up to four of which can be and target acquisition. It is remote-piloted from a ground con- carried on the rear deck and inflated using built-in air hoses. trol station (GCS) manned by a pilot and two sensor operators, The MK5 can also tow two RIBs at speeds near its maximum. who have image-intensifying, infrared, and radar cameras at Two C-5B Galaxy transports can carry a complete detachment their disposal. A satellite data link is used. Four RQ-1Bs of two MK5s and their ground support vehicles and crews. together with the GCS and support equipment can be trans- ported by C-130H. From 2001, it was upgraded to enable it to Dimensions: [L×W×Draft] 81.2’×17.5’×4.3’. Weight: 114,000 lbs. (empty), 125,400 lbs. (loaded). carry a single laser-guided AGM-114C Hellfire missile under Speed: 57 mph (max.), 35 mph (cruising). either wing, adding search and destroy missions to its capabil- Range: 690 miles (max. payload). ities. RQ-1Bs have been used in Yugoslavia, and in Afghanistan from October 2001. It is also operated by the CIA. Paramax MK8 MOD 1 Dimensions: [L×H×Wingspan] 27’×6.9’×48.7’. Swimmer Delivery Vehicle (SDV) Weight: 950 lbs. (empty), 2,250 lbs. (max. takeoff). Speed: 140 mph (max.), 84 mph (cruising). This stealthy SDV (1992) is used by U.S. Navy SDV Service Ceiling: 25,000’. teams and the British SBS. It is crewed by two SDV team Range: 450 miles (16 hours on station). members and can move four divers or equipment (such as explosives and limpet mines) faster and over longer distances AeroVironment Interim Small Unit Remote to their objectives than they could swim. It is of the wet type; Scouting System (I-SURSS) Dragon Eye everyone on board has to use scuba gear. The normal diving depth is 150’. It uses batteries (5 hours endurance) and an This tiny RPV resembles a remote-controlled toy model electric motor to power twin propellers. A Doppler , aircraft with two electric engines. It was developed for the compass, inertial navigation system and onboard USMC to provide intelligence at the battalion level and below. system are installed. Tested since early 2001, the Dragon Eye is supposed to enter service in late 2002, and would be ideal for special ops units: Dimensions: [L×W×Draft] 21.2’×4.3’×4.3’. Weight: 3,500 lbs. (empty). It can be carried in a small backpack, is very quiet (Acoustic Speed: 9 mph (max.). Signature +4) and requires no take-off runway – it is launched Range: 40 miles (max. payload). by hand. A 1-lb. sensor package can be fitted, e.g. a thermal imaging camera. Its batteries power it for 2 hours, and it can Northrop Grumman Advanced SEAL operate up to 6 miles away from the controller, who wears the Delivery System (ASDS) control station with a sensor and moving map display on his MOLLE load-bearing vest (less than 10 lbs.). $3,000, plus This is a minisubmarine (2000) in service with the U.S. $10,000 for the ground control unit. Navy. It is crewed by two and can carry up to 16 divers and Dimensions: [L×H×Wingspan] 4.5’×1.2’×3.8’. equipment inside, dry and warm. They can leave the vehicle Weight: 4.3 lbs. (max. takeoff). through an in the floor. The ASDS uses batteries and Speed: 40 mph (max.). an electric motor to power a propeller. A Doppler sonar, com- Service Ceiling: 500’. pass, inertial navigation system, and GPS are installed. Range: 20 miles. Dimensions: [L×W×Draft] 65’×6.8 ‘×8.3’. EQUIPMENT 127 Index

1st SFOD-Delta, 28; template, Berserk disadvantage, 57. Communications, procedures, Elite Soldier template, 129. Groupe d’Intervention de la 65. Bibliography, 147-151. 109; systems, 106-108. Engineer skill, 60, 62, 92. Gendarmerie Nationale 2e Régiment Étranger de Bin Laden, Osama, 9, 115, Composed advantage, 51. Epilepsy disadvantage, 57. (GIGN), 35-36; template, Parachutistes, 35; template, 131, 137. Compulsive Behavior Equipment Selection, 144. 70. 70. Blindness disadvantage, 57. disadvantage, 56. Equipment, civilian, 134; GRU, 40. , 44, 88. Bloodlust disadvantage, 56. Compulsive Gambling medical, 108; military, 136; Grupa Reagowania 22nd Special Air Service Boat, see Watercraft. disadvantage, 55, 56. terrorist, 130. Operacyjno Mobilnego Regiment, 42-43; template, Boating skill, 24, 43, 126. Compulsive Lying Executive officer, 88, 91. (GROM), 39; template, 75. 79. Bow skill, 126. disadvantage, 55. Executive Outcomes, 34. Guerrillas, 6, 134, 137; 160th Special Operations Brawling skill, 22, 59. Compulsive Spending Exercise Robin Sage, 27. support, 133; template, Aviation Regiment, 28, 87. Breath Holding advantage, 51. disadvantage, 55. Exfiltration, 98. 130. 250GD Wolf, 123. Briefback, 92, 142. Computer Operation skill, 62. Explosive Ordnance Disposal Gullibility disadvantage, 57. A 109A, 124. British Army, 42, 45, 124, COMSEC, 92, 108-109. skill, 58, 62, 119. Gunner skill, 23, 62, 129, 138. A-Detachment, 28, 53. 129, 157. Confused disadvantage, 57. Extra Fatigue advantage, 51. Guns skill, 22, 23, 24, 60, 62, A-Team, see A-Detachment. Bundesgrenzschutzgruppe-9 Contacts advantage, 93, 94. Extra Hit Points advantage, 138. Absolute Direction advantage, (GSG9), 36; template 71. Contras, 133. 51. GURPS Basic Set, 58. 51. C-130H Hercules, 125. Cooking skill, 129. Extra Life advantage, 146. GURPS Black Ops, 141. Absolute Timing advantage, C-160, 126. Counterdrug activities, 7, 142. Extremely Hazardous Duty GURPS Compendium I, 58. 51. C-5B Galaxy, 125, 127. Counterterrorism, 8, 88. disadvantage, 56, 63. GURPS Cops, 10, 146. Abu Nidal Organization Callous disadvantage, 56. Court-martial, 145; see also FA-MAS, 112, 115. GURPS CthulhuPunk, 141. (ANO), 132. Camouflage skill, 23, 24, 62. Military Justice. Fanaticism disadvantage, 56. GURPS Cyberpunk, 146. AC-130 Gunship, 126. Campaigns, 140. Cowardice disadvantage, 57. Fast-Draw skill, 105, 112, GURPS Fantasy, 145, 146. Acting skill, 33, 55, 60. Cannot Learn disadvantage, Cryptanalysis skill, 24, 58, 83, 117. GURPS High-Tech, 112. Action heroes, 50. 57. 109. Fast-Talk skill, 92, 93, 104. GURPS Martial Arts, 59. Acute Hearing advantage, Canoe, see . Danger Sense advantage, 51. Fat disadvantage, 57. GURPS Modern Firepower, 112. Carousing skill, 56. Deafness disadvantage, 57. Fearlessness advantage, 51. 103, 112. Addiction disadvantage, 55, Carpentry skill, 9. Debriefing, 92, 99, 142. Field pack, 105. GURPS Myth, 140. 57. Cartography skill, 92. Decorations, 51-52, 82. First Aid skill, 22, 24, 62, 108. GURPS Ogre, 145. Administration skill, 23, 59, Cell structure, 132. Defense Language Institute Fit advantage, 51, 61, 63. GURPS Reign of Steel, 145. 93, 104, 105, 129, 138. Character points, 58, 63. (DLI), 23, 27. Flashbacks disadvantage, 56. GURPS Space, 146. Advantages, 51. Character templates, 22, 83; Degradation, see Skill Force Recon, 29. GURPS Traveller: Ground Air Force Special Operations opposing forces, 129-130; Degradation. Foreign internal defense, 8. Forces, 145. Command (AFSOC), 31, PCs, 64-80. Delicate Forward Observer skill, 24, GURPS Traveller: Star 89. Characters, 22, 47, 49, 50, 61, disadvantage, 57. 60, 62, 110, 129, 138. Mercs, 146. Airborne Rangers, 25; 141, 146. Delta Force, see 1st SFOD- France, L’Armée de Terre GURPS WWII: Hand of template, 64. Charisma advantage, 51. Delta. Deuxieème Régiment Steel, 42. Aircraft, 123-127; exfiltration Chemistry skill, 134. Delusions disadvantage, 57. Étranger de Parachutistes, H&K, USP, 114; G3KA4, 115; via, 98; infiltration via, 95- Chronic Depression Demolition skill, 24, 59, 62, 35; Réaction, Assistance, MP5, 117. 97. disadvantage, 57. 119. Intervention, Dissuader HALO, see Parachuting. AK-47, 133. Chummy disadvantage, 56. Demotion, 53, 54, 82. (RAID), 46; Groupe Hard of Hearing disadvantage, AK-74, 109. Civil affairs, 9, 88. Denied areas, 135, 136. d’Intervention de la 57, 112. Al-Qaeda, 131, 137. Classified material, 87, 106. Dependency disadvantage, 57. Gendarmerie Nationale Hard to Kill advantage, 51, Alcoholism disadvantage, 55, Claymore mine, 119. Dependent disadvantage, 12. (GIGN), 35-36; 2e 146. 57. Climbing skill, 23, 59. Desert Patrol Vehicle (DPV), Régiment Étranger de Hard-Hat Diving skill, 58, 61. Alertness advantage, 51, 112. Coalition support, 7. 123. Parachutistes, 35. Hemophilia disadvantage, 57. Ambidexterity advantage, 51. COBRA, 13, 89. Desert Storm, 14. Freight Handling skill, 62. Hezbollah, 136. American Revolution, 11. Code of Honor disadvantage, Detect Lies skill, 59. French and Indian War, 11, HH-60G Pave Hawk, 124. Amnesia disadvantage, 57. 56. Diplomacy skill, 93, 94. 103. HH-60H Sea Hawk, 124. An-72, 126. Codes and ciphers, 109. Direct action, 9, 15, 39, 92, Funny Platoon, 28-29. High Pain Threshold Antiterrorism, 8. Collateral activities, 7. 142. Gambling skill, 55. advantage, 51. Architecture skill, 92. Collected advantage, 51. Direction finding, 109. General Ground Mobility Honesty disadvantage, 56. Arctic warfare, 23, 35, 43, 44, Color Blindness disadvantage, Disadvantages, 22, 55-57. Vehicle (GMV), 122. Hooah, 107. 45. 57. Discipline, 22, 146. Germany, Bundesgrenz- Humvee, 62, 101, 122. Area Knowledge skill, 92. Comacchio Group, 45. Disease-Resistant advantage, schutzgruppe-9, 36; Hunchback disadvantage, 57. Armor and clothing, 102. Combat Paralysis 51. Kommando Spezialkrafte Il-76M “Candid-B,” 126. Armoury skill, 23, 24, 115. disadvantage, 57. Disguise skill, 33. (KSK), 37. Immunity to Disease Artist skill, 57. Combat Reflexes advantage, Double-Jointed advantage, 51. Ghillie suit, 103. advantage, 51. Assassination, 40, 41, 44, 131, 51. Driving skill, 59, 62, 129, Gigantism disadvantage, 57. Imperturbable advantage, 51. 133, 134, 135, 141, 153. Combat Rubber 138. GION, 35. Impulsiveness disadvantage, Attributes, 49, 50, 51, 63, 129; Reconnaissance Craft Drop Zone (DZ), 96. Glory Hound disadvantage, 57. lowering from skill (CRRC), 126. Dwarfism disadvantage, 57. 57. Indecisive disadvantage, 57. degradation, 83. Combat search and rescue, 18. Dyslexia disadvantage, 57. Glossary, 152-158. Indian Wars, 11. Aviation skill, 22. Combating terrorism, 8, 12. Ecology skill, 92. Gluttony disadvantage, 57. Infiltration, 31, 34; airborne, Bad Back disadvantage, 57. Commissions, 82; see also Edgy disadvantage, 57. GPS, 107, 108. 96; overland, 98; Bad Sight disadvantage, 56, Officers. Electronic warfare, 109. Grade, 22. waterborne, 97. 57. Common Sense advantage, Electronics Operation skill, Greed disadvantage, 55, 57. Insignia, 51, 52. Badges, 51, 52, 81. 51. 22, 24, 59, 60, 62, 109, Green Berets, 30. Intelligence Analysis skill, 24, Bard skill, 55. 110. Grenades, 118. 33, 58, 60, 91, 92. INDEX 159 Intelligence, 83, 87-89; intelli- MH-53J/M Pave Low III/IV, Paranoia disadvantage, 55, 57. Scrounging skill, 61, 93, 104, Top Secret security clearance, gence operations, 142. 124. Patron advantage, 54, 55, 104, 105. 87. Interim Fast Attack Vehicle MH-60K Special Operations 105, 141. Scuba skill, 24, 58, 61. Toughness advantage, 51. (IFAV), 123. Aircraft (SOA), 124. Pay, 42, 82, 145. SEAL, 30; template, 67. Tourette’s Syndrome Interim Small Unit Remote MH-6J Little Bird, 123. Peacetime missions, 10, 140. SEAL Team 6, 31, 82, 101. disadvantage, 57. Scouting System (I- Mi-24, 34, 125. Pension, 83. Secret disadvantage, 55. Tracking skill, 23, 24. SURSS) Dragon Eye, 127. Mi-24V “Hind-E,” 125. Pentagon, 89, 131, 137. Security Clearance advantage, Tradition, military, 43, 50, 57. Interrogation skill, 24, 33. Mi-8, 125. Peripheral Vision advantage, 55. Traffic Analysis skill, 24, 58, Intolerance disadvantage, 57. Mi-8MT “Hip-H,” 125. 51. Sense of Duty disadvantage, 92. Intuition advantage, 51. Military grid, 108. Personnel file, 52, 81, 91. 56. Training, 1st SFOD-Delta IRA, 18, 44. Military justice, 82. Phobias disadvantage, 57. SERE, 27. Operator’s Course, 28; Islam, 19, 131. Military occupational Photography skill, 24. , 39; template, 74. Advanced Individual (AIT), Israel, Mossad, 8, 38; specialty (MOS), 22. Physician skill, 62. Short Attention Span 22; Airborne, 23; Basic Sayeret Mat’kal, 38- Military Rank advantage, 52, Piloting skill, 11. disadvantage, 57. Military (BMT), 22; 39; Sayeret 53, 54, 81, 104, 105, 129. Pistols, 93, 113, 130. Shortsword skill, 61. BUD/S, 30; Infantry, 23; T’zanchanim, 38; Shayetet Mines, 119; removal, 7, 158. Point totals, 49, 50. SIGINT Collection skill, 24, on-the-job, 50; Ranger 13, 39. Mossad, 8, 38. Posse Comitatus Act, 8. 58, 83, 109. (RTP), 25; SEAL, 30; Japanese Red Army (JRA), MRE, 25. Post-Combat Shakes Skiing skill, 23. Special Forces 132. Mujaheddin, 136. disadvantage, 57. Skill degradation, 83, 146. Qualification Course, 26; Joint Special Operations Mute disadvantage, Powerboat skill, 24, 61. Soldier skill, 60, 93. U.S. Military, 22-30. Command (JSOC), 14, 31, 57. Prefrontal Lobotomy Spear skill, 22, 61. Transportation, 94, 95; see 54. MVD, 41. disadvantage, 57. Spear Throwing skill, 61. also vehicles by name and Jungle warfare, 27; school, Narco-terrorism, 133. Primitive disadvantage, 101. Special Air Service (SAS), 42- type. 23. National Command Authority Private security companies, 43; template, 79. Traps skill, 23, 24, 62. KA-29TB “Helix-B,” 125. (NCA), 88. 34. Special Boat Service (SBS), Trickster disadvantage, 57. , 9, 19, 20. National Liberation Army Promotion, 52, 53, 82. 45; template, 78. Truthfulness disadvantage, 56. Kaskad, 19, 20, 41. (ELN), 135. Protective mask, 105, 106, Special Forces, 28-29; Typical Soldier template, 129. Kayak, 126. Naturalist skill, 92. 129. template, 68. Tznitochmash SPP-1, 113. KGB, 19, 20, 41, 154, 155, Naval Special Warfare Rigid Provisional Irish Republican Special Operations Craft U-27A, 125. 158. Inflatable Boat (NSW Army (PIRA), 134. (SOC), 127. US Special Operations Kleptomania disadvantage, RIB), 126. Psychological warfare, 9, 10, Special Operations Executive Command (USSOCOM), 57. Naval Special Warfare Unit 94. (SOE), 9. 88 KLR250D8, 123. (NSWU), 31. Psychology skill, 92. Spetsgruppa Alfa, 41; UDTs, 30. Knife skill, 24, 60, 62. Navigation skill, 24, 111. Pyromania disadvantage, 57. template, 76. UH-1H Iroquois, 123. Knife, 24, 40, 60, 104, 116. Navigational equipment, 108. Quadriplegic disadvantage, Spetsnaz, 40; template, 76. Unconventional warfare, 130- Kommando Spezialkrafte NAVSPECWARCOM, 89. 57. Spies, 8. 131; mission, 9, 15. (KSK), 37; template, 72. NAVSPECWARGRU, 89. Quirks, 57, 63. Split Personality disadvantage, Underwater Demolition skill, KSK, 37; template, 72. Navy SEALs, see SEAL. Ranger Special Operations 57. 24, 58. LALO, see Parachuting. NBC Warfare skill, 22, 62. Vehicle (RSOV), 123. Staff officers, 54, 91. Unit 269, 39. Lame disadvantage, 57. New Zealand Special Air Rangers, Airborne, 25; Stealth skill, 24, 60, 62. UNITA, 134. Language Talent advantage, Service, 35; template, 69. Church’s, 11; Darby’s, Stockholm Syndrome, 13, United Kingdom, Royal 26, 51. Night Blindness disadvantage, 14; Irish, 114, 115; 130. Marines, 42; Royal Marine Laser rangefinder, 110. 57. Rogers’, 90. Strategy skill, 61, 92, 93, 135. Commandos, 44-45; Laziness disadvantage, 57. Night Vision advantage, 51. Rank, 28, 55. Streetwise skill, 81. Special Air Service (SAS), Leadership skill, 61, 91, 94, Nightmares disadvantage, 56, Rapid Healing advantage, 51. Strong Will advantage, 26, 28, 42-43; Special Boat 129, 133, 135, 138. 104. Rappelling, 59; harness, 106; 51, 130. Service (SBS), 45. Lecherousness disadvantage, No Depth Perception rope, 110. Stubbornness disadvantage, United States, Air Force 57. disadvantage, 57. , 97, 108, 111. 57. (USAF), 22, 31, 89; Army, Less Sleep advantage, 51. No-Landing Extraction skill, Reclusive disadvantage, 57. Stun munitions, 13, 14, 103. 22, 31, 89; Marines Liaison, 88, 91, 94. 58. Recon Marine, 29; template, Style Familiarity advantage, (USMC), 22, 89; Navy, 22, Light anti-tank weapons, 135. Nomex flight suit, 103. 66. 60. 31, 89. Load-bearing equipment, 105, Obsession disadvantage, 57. Reputation advantage, 51, 52, Submachine guns, 130. Unluckiness disadvantage, 110. Odious Personal Habits 55, 91. Surgery skill, 62. 57. Lockpicking skill, 24. disadvantage, 57. Reputation disadvantage, 51, Survival skill, 24, 92, Unvouchered funds, 103. Logistics, 104-105; Office of Strategic Services 52, 55, 91. 103. Very Fit advantage, 51. bureaucracy, 93. (OSS), 9, 15. Requisitions, 61, 93. SWAT, 10. Very Rapid Healing Low Empathy disadvantage, Officers, 25, 26, 29. Resistant to Poison advantage, Swimmer delivery vehicle advantage, 51. 57. OJT, 50. 51. (SDV), 30. Very Unfit disadvantage, 57. Luck advantage, 51. On the Edge disadvantage, 57. Retirement, 83. Swimming skill, 24. Viet Cong, 130, 135, 137. Lunacy disadvantage, 57. One Arm disadvantage, 57. Rifles, 114. TACBE, 106. Voice advantage, 51. M21, 116. One Eye disadvantage, 57. Rigid inflatable boat, 126. Tactics skill, 62, 91, 92, 93, Voices disadvantage, 57. M4, 110. One Hand disadvantage, 57. Royal , 129, 133, 135, 138. Warning order, 90. MACV-SOG, 89. Operation ENDURING 44-45; template, 78. Taliban, 9, 137. Warrant officers, 52, 61, Makarov, 113, 116. FREEDOM, 9. Royal Marines, 42, 43, 44, 45. Telegraphy skill, 62. 158; in Spetsnaz, 81. Manic-Depressive Operation RESTORE HOPE, RPK-74, 117. Tolerance Waterborne operations, 30. disadvantage, 57. 101, 131. RQ-1B Predator, 127. advantage, 51. Watercraft, 125; exfiltration Manual Dexterity advantage, Operations order (OPORD), Russia, 6-8; Spetsgruppa Alfa, Templates, see Character via, 97; infiltration via, 97. 51. 94. 41; Spetsnaz, 40. Templates. Weak Immune System Maps, 91, 95, 108. Optical equipment, 110. SA-330L Puma, 124. Terminally Ill disadvantage, disadvantage, 57. Marine Expeditionary Unit, Orienteering skill, 23, 24, 58, Sailor skill, 22. 57. Weak Will disadvantage, 130. 32. 108. SATCOM, 106, 140. Terrorists, 6, 8, 56, 130, 132, Weapons, 112-122; of choice, Marine Reconnaissance, 29. Overconfidence disadvantage, Savoir-Faire (Military), 61, 137; preferred weapons, 112-113; of mass MC-130E/H, 125. 57, 83. 91, 93, 94, 104. 115, 116; template, 130; destruction, 6-7; table, Mechanic skill, 138. Overweight disadvantage, 57. Savoir-Faire skill, 22. see also Combating Terror- 120-122; see also weapons Medals, 51-52, 82. Pacifism disadvantage, 57. Sayeret Mat’kal, 38-39; ism and Counterterrorism. by name and type. Megalomania disadvantage, Palestine Liberation template, 73. Texas Rangers, 11. White phosphorus, 105, 117. 57. Organization (PLO), 133. Sayeret T’zanchanim, 38; Throwing skill, 22. Women, 50; in GROM, 39; in Mercenaries, 20, 83. Parachuting skill, 23, 37, 61, template, 74. Time-in-grade, 52, 54. KSK, 37; in SFOD-Delta, MH-47E, 29, 124. 62, 95. Scenarios, 142-145; for large TO&E, 104. 29. MH-53J, 31, 123, 124. Parachuting, 23, 36-38; HALO units, 143; for small units, Tonfa skill, 61. Workaholic disadvantage, 56. and LALO, 61, 96. 142. World Trade Center, 131, 137. 160 INDEX STUCK FOR AN ADVENTURE? NO PROBLEM.

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