Military Round-up
Yeah, I know the format, but it's easier to post it this way

I will switch to the proper format when I have some more time.
1st-World Soldiers
Low-level (Strong Ordinary 1/Tough Ordinary 1): CR 1; Medium Humanoid (human); HD 1d8+1d10+4, hp 14, Mas 14; Init +2, Spd 25 ft.; Def 20 (+2 Dex, +2 class, +6 tactical vest); BAB +1, Grap +3; Atk assault rifle +3 ranged (2d8); S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +4, Ref +2, Will +1; AP 0, Rep +0; Str 14, Dex 14, Con 14, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb -1, Drive +3, Hide -2 (+0 fatigues), Intmidate +1, Jump -2, Knowledge (tactics) +3, Listen +1, Profession +3, Spot +2, Swim -7, Treat Injury +2.
Feats: Armor Proficiency (light, medium), Personal Firearms Proficiency
Possessions: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles.
Mid-level (Strong Ordinary 3/Tough Ordinary 3): CR 5; Medium Humanoid (human); HD 3d8+3d10+12, hp 42, Mas 15; Init +1, Spd 25 ft; Def 22 (+2 Dex, +4 class, +6 tactical vest); BAB +5, Grap +7; Atk assault rifle +7 ranged (2d8); S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +6, Ref +4, Will +3; AP 0, Rep +1; Str 14, Dex 14, Con 15, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +0, Drive +3, Hide -1 (+1 fatigues), Intimidate +2, Jump -1, Knowledge (tactics) +5, Listen +1, Navigate +1, Profession +3, Spot +4, Survival +2, Swim -7, Treat Injury +2.
Feats: Advanced Firearms Proficiency (light, medium), Armor Proficiency (light, medium), Burst Fire, Personal Firearms Proficiency
Possessions: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles
High-level (Strong Ordinary 5/Tough Ordinary 5): CR 9; Medium Humanoid (human); HD 5d8+5d10+20, hp 70, Mas 15; Init +2, Spd 25 ft.; Def 24 (+2 Dex, +6 class, +6 tactical vest); BAB +8, Grap +10; Atk assault rifle +10/+5 ranged (2d8) or special weapon; S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +8, Ref +4, Will +3; AP 0, Rep +2; Str 15, Dex 14, Con 15, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +0, Drive +3, Hide +0 (+2 fatigues), Intimidate +3, Jump +0, Knowledge (tactics) +7, Listen +2, Move Silently -2, Navigate +1, Profesison +3, Spot +5, Survival +3, Swim -7, Treat Injury +2.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Burst Fire, Exotic Firearms Proficiency (choose one), Personal Firearms Proficiency.
Possessions: assault rifle with illuminator, bayonet and attached grenade launcher with 6 frag grenades and 2 smoke grenades, 6 to 8 assault rifle magazines (30 rounds each)
or SAW M249 medium machine gun (2d8 damage) with 3 boxes of ammunition (200 rounds each)
or M240 heavy machine gun (2d10 damage) with 1000 linked rounds
or rocket launcher with some ammunition
and small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles.
Heavy Gunner (Strong Ordinary 3/Tough Ordinary 3): CR 5; Medium Humanoid (human); HD 3d8+3d10+12, hp 42, Mas 14; Init +1, Spd 25 ft; Def 21 (+1 Dex, +4 class, +6 tactical vest); BAB +5, Grap +7; Atk exotic weapon +6 ranged (varies); S/R 5ft./5 ft.; AL military unit; SV Fort +6, Ref +3, Will +3; AP 0, Rep +1; Str 15, Dex 13, Con 14, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +0, Drive +2, Hide -2 (+0 fatigues), Intimidate +2, Jump -1, Knowledge (tactics) +5, Listen +1, Profession +5, Spot +4, Swim -7, Survival +2, Treat Injury +2.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Exotic Firearms Proficiency (choose one), Personal Firearms Proficiency.
Possessions: assault rifle with illuminator, bayonet and attached grenade launcher with 6 frag grenades and 2 smoke grenades, 6 to 8 assault rifle magazines (30 rounds each)
or SAW M249 medium machine gun (2d8 damage) with 3 boxes of ammunition (200 rounds each)
or M240 heavy machine gun (2d10 damage) with 1000 linked rounds
or rocket launcher with some ammunition
and small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles.
A typical platoon will consist of one junior officer (6th-level officer or 6th-level Charismatic soldier) and one platoon sergeant (either an 8th-level veteran or 8th-level Charismatic soldier) along with two squads of 9 soldiers each. The platoon has attached to it one heavy gunner who uses an M240 heavy machine gun. For flavor reasons the junior officer and the platoon sergeant should not both be charismatic soldiers.
The platoon sergeant is usually more experienced than his commanding officer and will gladly offer advice. Smart officers will solicit advice while arrogant officers will ignore it. In the latter case the platoon sergeant may actually be running the show.
Charismatic Officer (Charismatic Hero 3/Tough Hero 3): CR 6; Medium Humanoid (human); HD 3d6+3d10+6, hp 35, Mas 12; Init +0, Spd 25 ft; Def 19 (+3 class, +6 tactical vest); BAB +3, Grap +4; Atk asault rifle +3 ranged (2d8) or brawl +5 melee (1d6+1 nonlethal); S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +7, Ref +2, Will +2; AP 3, Rep +3; Str 12, Dex 10, Con 12, Int 13, Wis 10, Cha 16.
Occupation: Military (class skills: Hide, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb -1, Concentration +2, Craft (structural) +2, Demolitions +3, Diplomacy +9, Drive +1, Hide -1 (+1 fatigues), Intimidate +11, Knowledge (business) +3, Knowledge (current events) +3, Knowledge (history) +3, Knowledge (tactics) +7, Listen +2, Move Silently -2, Navigate +3, Profession +4, Spot +1, Survival +1, Treat Injury +1.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Brawl, Confident, Great Fortitude, Personal Firearms Proficiency.
Talents (Charismatic Hero): Coordinate, Inspiration.
Talents (Tough Hero): Remain Conscious, Second Wind.
Possessions: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, 1 white smoke grenade, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles, binoculars with range finder, GPS receiver, tactical map.
#11 - SMART MILITARY OFFICER (JUNIOR)
Strong/Smart hero [CR6 / 6th level]; d20 Modern
This is a military officer who has gone to the Quantico Marine school. He has ranks in Craft (structural) because he's expected to be able to build a "shoestring" bridge to get his troops across a river with no special equipment or temporary bridges to help him. He has Extreme Effort because he's expected to do a fireman carry (run with a man of his own size and weight over his shoulder).
Starting occupation: Military (gain Hide, Knowledge-tactics, and Personal Firearms Proficiency).
Allegiance: their military corp.
Reputation: +1 (officers are more easily known by other soldiers than a simple grunt)
Smart Military Officer: Human; Smart 3rd-lvl./ Strong 3rd-lvl. (hero)
Combat: Hit-points: 35; MAS 12; Initiative: +0; Speed: 25 ft.; Defense 16 (touch 13, flat-footed 18); BAB +4; Grap +5; Atk +6 melee (1d6+2, unarmed strike), or +4 ranged (2d8 assault rifle; or 2d6 gun). AP: 3.
Saves: Fort +4, Ref +2, Will +4.
Abilities: Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 14 (+2), Wis 13 (+1), Cha 12 (+1).
Racial Traits: Human
Skills: Climb +2, Computer Use +3, Concentration +3, Craft (structural) +3, Demolitions +4, Diplomacy +3, Drive +1, Hide +5 (+7 fatigues), Intimidate +3, Jump +2, Knowledge (business) +3, Knowledge (current events) +4, Knowledge (history) +6, Knowledge (tactics) +17, Move Silently –1, Navigate +4, Profession +7, Repair +3, Spot +3, Survival +3, Swim +0.
Feats and Talents: Advanced firearms proficiency, Armor proficiency (light, medium), Brawl, Educated (Knowledge [history] and Knowledge [tactics]), Endurance, Personal firearms proficiency; Plan, Savant (Knowledge [tactics]); Extreme effort, Melee smash.
Equipment: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, 1 white smoke grenade, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles, binoculars with range finder, GPS receiver, tactical map.
Platoon Sergeants
Charismatic Veteran (Charismatic Hero 5/Tough Hero 3): CR 8; Medium Humanoid (human); HD 5d6+3d10+8, hp 44, Mas 13; Init +0, Spd 25 ft.; Def 20 (+4 class, +6 tactical vest); BAB +4, Grap +5; Atk assault rifle +4 ranged (2d8) or brawl +6 melee (1d6+1 nonlethal); S/R 5 ft./5 ft.; AL military unit or varies; SV Fort +8, Ref +3, Will +2; AP 4, Rep +4; Str 12, Dex 10, Con 13, Int 13, Wis 10, Cha 16.
Occupation: Military (class skills: Hide, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb -1, Concentration +3, Craft (structural) +3, Demolitoiins +3, Diplomacy +13, Drive +1, Gather Information +5, Hide +1 (+3 fatigues), Intimidate +13, Knowledge (business) +4, Knowledge (current events) +4, Knowledge (tactics) +9, Listen +2, Move Silently +3, Navigate +3, Profession +4, Spot +2, Survival +1, Treat Injury +1.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Brawl, Confident, Great Fortitude, Personal Firearms Proficiency, Trustworthy.
Talents (Charismatic Hero): Coordinate, Greater Inspiration, Inspiration
Talents (Tough Hero): Remain Conscious, Second Wind.
Possessions: assault rifle with illuminator and bayonet, 6 to 8 magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades, 1 white smoke grenade, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles, tactical map.
Tough Veteran (Strong Hero 2/Tough Hero 2/Soldier 4): CR 8; Medium Humanoid (human); HD 2d8+6d10+24, hp 69; Mas 16, Init +2, Spd 25 ft; Def 24 (+2 Dex, +6 class, +6 tactical vest); BAB +6, Grap +8; Atk assault rifle +9/+4 ranged (2d8+2) or combat knife +8/+3 melee (1d4+3/19-20) or brawl +9/+4 melee (1d6+3 nonlethal); S/R 5 ft./5 ft.; SA Weapon Focus (assault rifle), Weapon Specialization (assault rifle); SQ Tactical Aid; AL military unit or varies; SV Fort +8, Ref +4, Will +2; AP 4, Rep +1; Str 14, Dex 14, Con 16, Int 10, Wis 13, Cha 8.
Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +1, Demolitions +1, Drive +3, Hide +0 (+2 fatigues), Intimidate +2, Jump -1, Knowledge (tacti8cs) +8, Listen +5, Navigate +1, Profession +3, Spot +7, Survival +2, Swim -7, Treat Injury +2.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Brawl, Burst Fire, Endurance, Exotic Firearms Proficiency (grenade launcher), Personal Firearms Proficiency.
Possessions: assault rifle with illuminator, bayonet and attached grenade launcher with 6 frag grenades and 2 smoke grenades, 6 to 8 assault rifle magazines (30 rounds each), small pistol, 2 to 3 magazines (15 rounds each), 4 frag grenades and 1 white smoke grenade, combat knife, tactical vest and kevlar helmet, fatigues and jacket, mesh vest, first aid pouch, gas mask, squad-level radio, 2 canteens (1 quart), night vision goggles, tactical map.
Each squad is lead by a sergeant (often a higher level soldier, often with heroic class levels) and has 8 other soldiers. These soldiers are organized into fire teams of 4 soldiers each and have 1 or 2 corporals, the rest being privates. Each fire team consists of 2 pairs, a pair of ordinary riflemen and a pair consisting of a heavy gunner (using an M249) and a rifleman who loads the machine gun and protects the gunner.
A SpecOp group is sometimes referred to as an A-Team. A typical group will consist of 10 soldiers, 8 of whom are regular commandos (all sergeants), 1 a captain and one a warrant officer (also known as the "team sergeant").
Of the regular commandos, 2 are trained in heavy weapons, 2 in engineering, 2 in medicine (including the Surgery feat), 2 in communications. The team sergeant and officer are trained in intelligence and operations, respectively. Each of the special skills (except the leadership ones) are covered by at least two soldiers - if a soldier is seriously injured or killed, someone can always replace him.
In practice, the group can be split into two equal groups (one led by the team sergeant, the other by the captain).
This does not accurately reflect the organization of Delta Force or the Rangers.
Military Officer, Senior, Green Beret: (Smart Hero 5/Strong Hero 3/Soldier 4): CR 12; Medium Humanoid (human); HD 5d6+3d8+4d10+12, hp 67, Mas 13; Init +0, Spd 25 ft.; Def 21 (+6 class, +5 light-duty vest); BAB +8, Grap +9; Atk mastercraft (+1 hit, +0 dmg) M4 carbine +10/+5 ranged (2d8+2) or M9 pistol +8/+3 ranged (2d6) or martial arts +10/+5 melee (1d4+2) or combat knife +9/+4 melee (1d4+2/19-20); S/R 5 ft./5 ft.; SA Weapon Focus (M4 carbine), Weapon Specialization (M4 carbine); SQ Tactical Aid; AL Green Berets, varies; SV Fort +6, Ref +4, Will +6; AP 6, Rep +3; Str 13, Dex 10, Con 13, Int 16, Wis 13, Cha 10.
Occupation: Military (class skills: Hide, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
Skills: Climb +4, Computer Use +6, Concentration +3, Craft (structural) +4, Demolitions +11, Diplomacy +4, Drive +1, Hide +11 (+13 with fatigues), Intimidate +6, Investigate +7, Jump +2, Knowledge (behavioral sciences) +5, Knowledge (business) +4, Knowledge (civics) +5, Knowledge (current events) +9, Knowledge (history) +5, Knowledge (tactics) +26, Knowledge (theology and philosophy) +4, Move Silently +0, Navigate +5, Profession +9, Repair +4, Research +7, Sense Motive +4, Spot +5, Survival +3, Swim +1, Treat Injury +2, Tumble -3.
Languages: English (literate, native), Spanish (literate, spoken), one more (literate and spoken).
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Attentive, Athletic, Burst Fire, Combat Martial Arts, Educated (Knowledge (current events) and Knowledge (tactics)), Endurance, Personal Firearms Proficiency, Studious.
Talents (Smart Hero): Exploit Weakness, Plan, Savant (Knowledge (tactics))
Talents (Strong Hero): Extreme Effort, Melee Smash
Possessions: mastercraft M4 carbine with bayonet, illuminator and nightvision scope, 6 to 8 magazines (30 rounds each), M9 9 mm pistol with 2 to 4 magazines (15 rounds each) and possibly a silencer, 4 frag grenades, 1 white smoke grenade, light-duty vest and helmet, fatigues and jacket, mesh vest, tactical map, GPS gear, survival gear, medical pouch, 2 canteens (1 quart each), binoculars with range finder, nightvision goggles, intelligence-collecting equipment, demolitions kit, miscellaneous gear.
"Team Sergeant" (Fast Hero 3/Strong Hero 4/Soldier 4/SpecOp5): CR 16; Medium Humanoid (human); HD 12d8+4d10+32, hp 111, Mas 15; Init +10, Spd 40 ft.; Def 29 (+2 Dex, +12 class, +5 light-duty vest); BAB +14, Grap +16; Atk mastercraft (+1 hit, +0 dmg) M4 carbine +18/+13/+8 ranged (2d8+2) or bayonet +16/+11/+6 melee (1d6+4/19-20) or combat knife +16/+11/+6 melee (1d4+4/19-20) or martial arts +16/+11/+6 melee (1d4+4); S/R 5 ft./5 ft.; SA Silent Death, Specialist (Weapons), Weapon Focus (M4 carbine), Weapon Specialization (M4 carbine); SQ Hunt and Evade, Night Mover, Shock and Awe; AL Green Berets and varies; SV Fort +11. Ref +10, Will +6; AP 8, Rep +2; Str 14, Dex 14, Con 15, Int 12, Wis 14, Cha 8.
Occupation: Military (class skills: Knowledge (tactics), Survival; bonus feat: Personal Firearms Proficiency)
Skills: Climb +5, Craft (structural) +3, Demolitions +8, Diplomacy +2, Hide +9 (+2 fatigues, +2 when dark or with concealment), Intmidate +0, Investigate +2, Jump +0, Knowledge (current events) +3, Knowledge (tactics) +13, Listen +5, Move Silently +13, Navigate +6, Profession +10, Sense Motive +3, Spot +9, Survival +21, Treat Injury +4, Tumble +0.
Languages: English (literate, native), Spanish (literate, spoken).
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light, medium), Athletic, Burst Fire, Combat Martial Arts, Endurance, Exotic Firearms Proficiency (choose one), Improved Initiative, Point BLank Shot, Run, Stealthy.
Talents (Fast Hero): Improved Increased Speed, Increased Speed.
Talents (Strong Hero): Melee Smash, Improved Melee Smash.
Possessions: Possessions: mastercraft M4 carbine with bayonet, illuminator and nightvision scope, 6 to 8 magazines (30 rounds each), M9 9 mm pistol with 2 to 4 magazines (15 rounds each) and possibly a silencer, 4 frag grenades, 1 white smoke grenade, light-duty vest and helmet, fatigues and jacket, mesh vest, tactical map, survival gear, medical pouch, 2 canteens (1 quart each), nightvision goggles, intelligence-collecting equipment, demolitions kit, miscellaneous gear.
Gotta love that Silent Death ability.