Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Military prestige classes, feedback please
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bobitron" data-source="post: 1952915" data-attributes="member: 25479"><p>I was planning on running a military campaign based on the Spycraft rule set, but now that I have grown to like D20 modern I will probably convert to those rules. What do you folks think of these military prestige classes? My ideas were mostly from two sources; The GURPS Special Ops book, and the well researched website, specialoperations.com. The flavor text at the beginning of each entry is pulled almost directly from the GURPS book, with only minor editing. If anyone thinks the text should not be posted here, let me know and I will remove it. </p><p></p><p>I was planning on a realistic level of technology, and going for a more realistic campaign. Many of the feats and class abilities are taken from other Spycraft classes. This was my first attempt at making prestige classes. I wasn't sure of how to reflect the intense training the operatives go through once they are accepted into the unit, but before they are considered mission-ready. I ended up giving each one a series of bonus feats/skills. If the character taking the prestige class already has sufficient points in the skill or the feats, they get no bonus. Feedback is greatly appreciated.</p><p></p><p>UNITED STATES ARMY RANGER</p><p> </p><p> Recruits accepted into Ranger school need to meet exacting physical requirements. To qualify, one must be able to perform six chin-ups, 52 push-ups, and 62 sit-ups, each within two minutes, and run two miles in under 15 minutes. After this, they are required to pass the Combat Water Survival Test. This is made up of a 15 meter swim in full gear, a blindfolded three meter drop into deep water, and equipment removal while completely submerged. The volunteer then must attempt a five mile run in formation and a 12 mile road march in full gear. To volunteer, a recruit must have a high school education, high GT (General Classification Test) scores, and be Airborne qualified. Only enlisted soldiers from combat MOSs such as infantry, cavalry scout, combat engineer, and Special Forces, may attend Ranger School. </p><p> Ranger School lasts 61 days, averaging nearly 20 hours of training per day, all with only one MRE per day. This is the most strenuous training available to US Army soldiers, and is conducted in three stages.</p><p> The first, held at Fort Benning, concentrates on leadership skills and small unit tactics. It also involves tough physical training and extreme mental stress. The second is held at Camp Frank D. Merril, in Dahlonega, GA, where trainees are given training in recon, patrol, raiding, and ambush techniques, as well as mountaineering and land navigation under combat conditions. The third takes place at Camp James E. Rudder, near Eglin AFB in Florida. It consists of platoon-sized exercises in swamp and jungle conditions. The philosophy of Ranger School is to force trainees to exercise creative leadership and decision making under conditions of extreme stress and exhaustion. Fewer than 40% of volunteers complete the program and receive the Ranger Tab. </p><p> The mission of Ranger battalions is to provide long-range recon, ambush, and strategic raid capabilities in support of conventional forces, as well as large-scale counterguerrilla and counterterrorism operations. The Rangers are considered the world’s best at capturing airfields. The three most common missions for a Ranger unit are long-range recon patrols, meticulously planned fast raids behind enemy lines, and airfield seizure. Ranger units have almost no vehicles and no weapons heavier than light mortars and antitank missiles. They require outside support within a few days of being committed. Ranger operations can be ready to go in less than 18 hours, making them an obvious choice when the US needs a battalion of troops on the ground as quickly as possible.</p><p></p><p>US Army Ranger prestige class</p><p></p><p> Pulled from the ranks of the US Army, the Ranger is a light infantryman with few peers. He is highly trained and motivated, and often deployed around the world in units ranging from small (five men) to large battalion-sized forces.</p><p></p><p>Abilities: The Ranger needs high Strength and Dexterity to complete the fast paced, physical missions he is needed for, and a high Constitution to withstand the extreme stress of combat.</p><p></p><p>Vitality: 1d12 plus Constitution modifier per level.</p><p></p><p>Requirements:</p><p>Base level: 5+</p><p>Base Attack Bonus: +4 or better</p><p>Survival: 4 ranks</p><p>First Aid: 2 ranks</p><p>Hide: 2 ranks</p><p>Feats: Endurance, Weapon Group Proficiency (rifle)</p><p>Minimum Statistics: Str 12, Con 12</p><p></p><p>Class skills: Balance(Dex), Climb(Str), Demolitions(Int), Driver(Dex), First Aid(Wis), Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Survival(Wis)</p><p></p><p>Skill points gained at each level: </p><p>4+ Int modifier</p><p></p><p>Bonus Feats</p><p>The Ranger gains the following feats immediately upon completing Ranger School:</p><p>Great Fortitude</p><p>Weapon Group Proficiency (Handgun)</p><p>Weapon Group Proficiency (Tactical)</p><p>Iron Will</p><p>Sport (skydiving) 4 ranks</p><p></p><p>Unrelenting </p><p>The Ranger gets a +1 competence bonus to all Con based skill checks. The Ranger may also spend an action die to put off endurance checks (such as exhaustion) for 5 minutes (50 rounds). This may be done multiple times, so long as the Ranger has action dice available. This is the Ranger’s core ability.</p><p></p><p></p><p>Survivor</p><p>The Ranger gets an automatic success on all Survival checks with a DC of 20 or less. This only applies when the Ranger is alone and not responsible for caring for others. </p><p></p><p>Bonus Feat</p><p>The Ranger gets a bonus basic or ranged combat feat at 3rd level and another bonus basic or ranged combat feat at level 7.</p><p></p><p>Ambush Tactics</p><p>A Ranger receives a +1 bonus to all awareness checks for the purpose of determining surprise. If the Ranger plans an ambush, his opponents’ DCs to spot the ambush are increased by 1. This bonus rises to +2 at 6th level. </p><p> </p><p>Forced March</p><p>At 4th level, the Ranger’s Str is considered 2 points higher when determining his carrying capacity, and his speed is considered 10 feet faster when determining how far he can travel in an hour or day. </p><p></p><p>Fire Team</p><p>The Ranger is an expert in small unit tactics, and can establish effective cooperative fire with ease. At fourth level, the Ranger and all teammates present in combat gain the Coordinate Fire feat, even if they would not normally meet the prerequisites for it.</p><p></p><p>UNITED STATES ARMY SPECIAL FORCES </p><p></p><p> </p><p>A volunteer for the Special Forces, more commonly referred to as the Green Berets, needs to adhere to a higher physical and mental standard than the typical soldier. They must be able to perform 42 push-ups and 53 sit-ups, each within two minutes, run two miles in under 16 minutes, and swim 50 meters unassisted in full uniform. The volunteer must also be an intelligent, quick thinking person with a “Secret” security clearance. He must be Airborne qualified. Foreign language skills are highly desirable. The candidate is sent to the US Army Special Forces Assessment and Selection (SFAS) course.</p><p> The SFAS consists of 21 days of testing, and is divided into three sections. The first is designed to quickly weed out volunteers not meeting the physical and psychological stamina needed. The second focuses on judgment and mental ability under physical stress. The third and final portion requires the candidate to work with others as a team- a vital skill for Special Forces soldiers. Throughout the course, very little feedback is given to allow the volunteers to gauge their progress. Unlike many other special operations selection courses, SFAS isn’t designed to test physical endurance so much as mental fortitude and adaptability.</p><p> The volunteers who pass SFAS go on to the US Army Special Forces Qualification Course, or Q-course. The Q-course is conducted in three phases over a period ranging from 24 to 57 weeks. The basic skills phase, lasting 39 days, is held at the Camp MacKall Training Facility in North Carolina. It emphasizes physical and basic combat soldiering skills under conditions of intense stress and exhaustion. Extensive hands-on training in land navigation, small unit tactics, and patrolling is provided.</p><p> The technical skills phase consists of comprehensive advanced training in the volunteer’s SF specialty; communications, engineer, medical, weapons, or officer. The communications course, lasting 21 weeks, consists of intensive training in US and foreign radio communications systems, voice and Morse code transmission and reception, electronic countermeasures, and communications security. The engineer course, lasting 13 weeks, provides training in plastic explosives, dynamite charges, fuses, and combat and civil engineering. The medical course, lasting 46 weeks, trains personnel in all aspects of field and preventative medicine, including field surgery. The weapons course, lasting 13 weeks, provides the trainee with a mastery of the small arms indirect fire weapons of many nations. The officer course, lasting 24 weeks, teaches future officers the techniques of unconventional warfare, focusing on mission planning, logistics, guerrilla warfare, and insurgency operations. </p><p> The final phase of the Q-course lasts 38 days and focuses on mission planning and unit training skills. The volunteer not only learns how to apply his recently learned skills in a team, but how to teach others effectively. </p><p> The Q-course does not end a Green Beret’s training. Graduates are sent to the Defense Language Institute (DLI) to learn a foreign language. The language assigned is based on aptitude and need, and can take four months to a year to learn. The soldier must then attend Survival, Escape, Resistance, and Evasion (SERE) school, located at Fort Bragg. The school familiarizes the student with basic escape techniques and methods of resisting interrogation, including torture. The majority of Special Forces troops are eventually cross trained in an additional specialty. Many also attend joint service advanced skills schools, obtaining training in other forms of military skills before being dubbed a Green Beret.</p><p> The mission of the Special Forces is primarily as a force multiplier, training and organizing indigenous forces in their operational areas. The heaviest weapons normally assigned to the group are light mortars and antitank weapons, but SF has the logistical and administrative resources to establish a permanent base if needed. A Special Forces group can consist of up to 1000 personnel, not all Special Forces qualified. They work closely in conjunction with local troops to assist with training, recruiting, and providing coordination of troops ranging in size from a squad to a battalion. The Special Forces are deployed in units as small as an A-Detachment of 12 men, which can be even smaller if the situation requires.</p><p></p><p></p><p>US Army Special Forces Prestige Class “Green Beret”</p><p></p><p> The Green Beret is an advanced soldier, accustomed to working with others and able to coordinate the actions of troops to act as insurgents in occupied areas, disrupting the enemy’s plans and infrastructure. </p><p></p><p>Abilities</p><p>The Green Beret needs high Dexterity and Constitution to perform his duty, and a high Intelligence to gather skills, coupled with the Charisma necessary to effectively train others. </p><p></p><p>Vitality</p><p>1d10 plus Constitution modifier per level. </p><p></p><p>Requirements</p><p>Base level: 5+</p><p>Base Attack Bonus: 4+</p><p>Survival: 3 ranks</p><p>Hide: 3 ranks</p><p>First Aid: 2 ranks</p><p>Sport (Skydiving): 2 ranks</p><p>Feats: Endurance</p><p>Minimum Statistics: Str 10, Con 10, Int 12, Cha 12</p><p></p><p>Class Skills: Balance(Dex), Climb(Str), Cultures(Wis), Demolitions(Int), Driver(Dex), First Aid(Wis), Hide(Dex), Languages(Int), Move Silently(Dex), Spot(Wis), Survival(Wis)</p><p></p><p>Skill points gained at each level: </p><p>6+ Int modifier</p><p></p><p>Class Feats</p><p>The Green Beret gains the following feats immediately upon completing his Special Forces training:</p><p>Weapon Group Proficiency (rifle)</p><p>Weapon Group Proficiency (handgun)</p><p>World Traveler</p><p></p><p>Lead by Example</p><p>Once per game session, anyone working with the Green Beret as part of a team may use his result from a skill roll for one action they are performing as a group. If he succeeds, the group succeeds, but if he fails, the entire group fails. For every 2 levels after 1st, the Green Beret may use this ability an additional time per gaming session. This is the Green Beret’s core ability. </p><p></p><p>Effective Teacher</p><p>Green Berets are specialized in instructing foreign and domestic, military and nonmilitary people in a variety of tactics and skills. When teaching in this capacity, the learning time for new skills decreases by one half, and the student gains a +4 bonus to learning rolls. </p><p></p><p>Leave No Trace</p><p>All Green Berets have been trained to remove signs of their presence in hostile environments. They gain the Traceless feat at 3rd level. </p><p></p><p>Bonus Feat</p><p>The Green Beret gets one bonus basic or ranged combat feat at 3rd level and another at 7th level.</p><p></p><p>Ambush Tactics</p><p>A Green Beret receives a +2 bonus to all awareness checks for the purpose of determining surprise. If the Green Beret plans an ambush, his opponents’ DCs to spot the ambush are increased by 2. This bonus/penalty rises to +3 at 6th level. </p><p> </p><p>Fire Team</p><p>The Green Beret is an expert in small unit tactics, and can establish effective cooperative fire with ease. At fourth level, the Green Beret and all teammates present in combat gain the Coordinate Fire feat, even if they would not normally meet the prerequisites for it. </p><p></p><p>Specialized Bonus Feats and Skills</p><p>The Green Beret also gains the following based on his specific Special Forces MOS. </p><p></p><p> Communications: Electronics (+2 ranks), Cryptography (+2 ranks)</p><p> Engineer: Mechanics (+2 ranks), Demolitions (+2 ranks)</p><p> Medical: First Aid (+4 ranks), Knowledge – Medicine (+4 ranks)</p><p> Weapons: Craft – Gunsmithing (+2 ranks), Weapon Group Proficiency</p><p> (tactical), Weapon Focus (weapon of choice)</p><p> Officer: Cultures (+2 ranks), Diplomacy (+2 ranks)</p><p></p><p>FIRST SPECIAL FORCES OPERATIONAL DETACHMENT DELTA</p><p></p><p> First Special Forces Operational Detachment- Delta (SFOD-Delta, also known as Delta Force) is the US Army’s premier counterterrorist unit. Recruitment is done by contacting soldiers, sailors, and airmen with desirable skills and backgrounds and putting those who volunteer through a daunting battery of selection tests. Requirements are similar to those for the Green Berets, but they must also be eligible for a “Top Secret” clearance. Physical requirements are stricter as well; an applicant without the proper fitness is unlikely to pass the three to four week selection course held at Camp Dawson, West Virginia.</p><p> The course extends over hardwood covered mountains, crisscrossed with streams and rivers. Carrying a rucksack, a map, and a compass, each applicant is ordered to go from one location to another, not knowing how much time he has to complete the assignment. Upon reaching his goal, the soldier is ordered to march to another location, again as quickly as possible. If he does not reach the rendezvous point in a specified amount of time, he fails the course and will eventually be shipped back to his old unit. Throughout the course, no feedback is provided on the soldier’s performance. The evaluators go through great pains to keep the selection criteria secret, and will even keep failed recruits in the course to confuse their peers.</p><p> Volunteers who pass this course are subjected to intensive psychological screening. The objective is to identify recruits best able to exercise individual initiative under the conditions of profound stress associated with the kinds of missions undertaken by Delta. Macho “cowboys” who cannot master the subtle psychological challenges of this screening are weeded out. Those who meet the selection standards attend the Delta Operator’s Course. The selection results are then sealed, ensuring the standards remain secret.</p><p> The Operator’s Course is held over a six month period at Ft. Bragg. The training concentrates on a wide variety of military and civilian skills essential to counterterrorist operations. Marksmanship is heavily emphasized- firing three to four hours per day, five days per week- with requirements that trainees are able to hit 100% on 900 yard targets and 90% on 1000 yard targets. </p><p> Some of the topics covered in the course are assault techniques, command and control functions, first aid and paramedical training, hostage management, intensive vehicle and machinery operation, including operation of the foreign vehicles and unconventional equipment like snowmobiles, lock picking, airborne and airmobile techniques and tactics, and man-to-man fighting techniques- and this list is by no means exhaustive. Particular attention is given to realistic training in taking down terrorist-controlled sites: assaulting and clearing buildings, seizing aircraft, and the like. An expensive training complex, known as “The House of Horrors” and including details such as a mockup of an aircraft cabin, has been constructed at Ft. Bragg to allow the utmost level of realism in training exercises. Major air carriers routinely provide Delta with commercial aircraft so that the operators may become familiar with aircraft access and layouts. A Delta operative is not finished training after the Operator’s Course. Delta members often train in foreign languages, and are provided with on-the-job training in many other fields. </p><p> The mission of Delta is primarily counterterrorism, and the unit is fluid and structured to allow many configurations that are mission based. Delta has been used more and more in more conventional roles in recent years. It has no integral support or logistical staff, and must depend on others for these functions. A Delta team can be on the way to anywhere in the world in under four hours, often using commercial air travel.</p><p></p><p></p><p></p><p></p><p></p><p>1st SFOD Delta Prestige Class</p><p></p><p> Delta is a quick reaction force specializing in counterterrorism and hostage rescue. They are directly involved in operations ranging from assaulting buildings and aircraft to tracking a cell of terrorists in nations around the world. They are often assigned in small numbers to larger host units to provide special assistance in a particular task.</p><p></p><p>Abilities</p><p>The Delta Operative needs high Dexterity and Strength to perform the intense direct actions, and a high Intelligence to learn the multitude of skills he will use throughout his career. High Wisdom and Charisma can be a great help when dealing with civilians and hostages.</p><p></p><p>Vitality</p><p>1d10 plus Constitution modifier per level.</p><p></p><p>Requirements</p><p>Base level: 5+</p><p>Base Attack Bonus: 5+</p><p>Survival: 2 ranks</p><p></p><p></p><p>Hide: 3 ranks</p><p>First Aid: 2 ranks</p><p>Move Silently: 3 ranks</p><p>Spot: 4 ranks</p><p>Feats: Combat Instincts, Alertness</p><p>Minimum Statistics: Str 12, Dex 12, Con 12, Int 14</p><p></p><p>Class skills: Balance(Dex), Climb(Str), Computers(Int),Concentration(Wis), Cultures(Wis), Demolitions(Int), Drive(Dex), First Aid(Wis), Gather Information(Cha), Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Diplomacy(Cha), Survival(Wis), Search(Int), Languages(Int)</p><p></p><p>Skill points gained at each level: </p><p>4+ Int modifier</p><p></p><p>Class feats:</p><p>The Delta Operator gains the following feats and skills upon completing the Operator’s Course.</p><p>Armor Group Proficiency (light)</p><p>Confident Charge</p><p>Mobility</p><p>Weapon Group Proficiency (Handgun)</p><p>Weapon Group Proficiency (Melee)</p><p>Weapon Group Proficiency (Rifles)</p><p>Weapon Group Proficiency (Tactical)</p><p>Point Blank Shot</p><p>Precise Shot</p><p>Sport (Skydiving) 2 ranks (This is not a bonus, and reflects basic airborne training. If the character has Skydiving before this training, this is not added as a bonus. It will just serve to bring the character up to Two ranks, if needed.)</p><p>Drive (+2 ranks)</p><p></p><p>Decisive Actions</p><p>The Delta Operator rolls two action dice whenever he spends an action die to add to an initiative roll. Further, the operator may perform a regroup action while fighting defensively, gaining a +4 on his Defense for that round. This is the Delta Operator’s core ability.</p><p></p><p>Skilled Operative</p><p>At 3rd level, the Delta Operative can choose one cross-class skill to add to his class skill list. This reflects the ongoing and unconventional training that Delta continuously runs. The Operator can add one additional skill every 2 more levels.</p><p></p><p>Get There, ASAP</p><p>Delta has working relationships with all the major airlines of the world. With at least two hours of notice, a Delta Operator gain get free commercial air travel to anywhere in the world. This is the preferred method of transit for small Delta teams.</p><p> </p><p>Bonus feat</p><p>At 3rd level, the Delta Operative gains one extra feat, choosing from the basic combat and covert feats. He receives another bonus feat from these trees at 5th, 7th, and 9th levels.</p><p></p><p>Keep your eyes on the target</p><p>The Delta Operator is highly trained to ignore the bustle that is present in a tightly packed area, such as a crowded street or the inside of an aircraft cabin. He can ignore the penalties normally applied to Listen, Search, and Spot checks performed in the presence of crowds. </p><p></p><p>Precision Takedown</p><p>Delta Operators often work in cramped spaces (like airliners, crowded subways, and even inside homes) and may even have to deal with enemies who use friendly players as human shields. In response, he learns how to make shots under the worst of circumstances with minimal visibility. All enemies with cover are considered to have 25% less cover from the Operator’s attacks. At 7th level, the Operator makes attacks as though the enemy has 50% less cover. </p><p></p><p>Moment of Truth</p><p>There comes a time when negotiations have failed and there must be immediate action. At 10th level, once per session, the Delta Operative can take one extra half action before anyone else can act, regardless of initiative. The action gains a +5 surprise bonus. Further, the results of this action do not cause any other character to cease being flat-footed, even if the Delta Operator attacks them. The action is simply too fast and unexpected for them to react at all.</p><p></p><p>US Navy Sea-Air-Land (SEAL) Teams</p><p></p><p></p><p> The US Navy’s Sea-Air-Land Teams are that service’s primary special operations capability. The selection criteria of SEALs is similar to that of the Army’s Green Berets, but the endurance swimming requirements are much more rigorous. The majority of volunteers are regular Navy personnel, who cannot be over 28 years old if they wish to attend BUD/S.</p><p> Basic Underwater Demolition/SEAL (BUD/S) consists of 25 weeks of grueling training, primarily at the Naval Special Warfare Center at Coronado, California. BUD/S is arguably the most difficult course available to a US special forces operator. Attendees must first complete a two week training course just to prepare for the physical strain they will face in BUD/S. </p><p> The first eight weeks of BUD/S emphasizes physical conditioning: running, speed and endurance swimming, confidence and obstacle courses, calisthenics, and small boat seamanship. The notorious “Hell Week” occupies the sixth week of BUD/S. During this period of intense physical training, the candidate is only allowed four hours of sleep. </p><p> The next seven weeks of training involve advanced instruction in sea navigation, open- and closed-circuit scuba, deep-sea diving, and underwater demolition. This phase is followed by ten weeks of instruction in surface demolition, combat engineering, amphibious operations, land navigation, hand-to-hand combat, weapons familiarization, recon techniques, and small unit tactics training on San Clemente Island. The BUD/S course is followed by attendance at the Army’s three week long Airborne Basic Course at Ft. Benning. Over their career, SEALs are also receive advanced training in waterborne operations and swimmer delivery vehicle (SDV) operation, SEAL tactical training on a variety of insertion techniques, and training in other specialized skills and languages, similar to that of the Green Berets. </p><p> SEAL Teams are primarily used for recon, raiding, clearing underwater obstacles, and underwater sabotage. Their raiding missions can be prepared quickly; an eight man SEAL team can be deployed in only a few hours. SEALs have a large amount of bulky equipment and need a lot of supplies. They usually work from ships that are part of a Navy task force, which is where their logistical support comes from. This level of back-up is unlike many other special forces units. A fully equipped naval task force has the tools and people to do just about any job. SEALs are often cross-trained and attached to other units, including the US military special forces such as Delta and the Green Berets, and special units from other nations, such as the British SAS and Israeli Shayetet 13, both to learn how things are done in other units and to gain valuable field experience. SEALs are normally only deployed when a naval insertion option is available; they tend to feel other operations are best left to other unit. However, many SEAL operations consist of overland, helicopter, or even parachute insertion, often when the SEAL team is the best qualified unit that can act on short notice.</p><p></p><p></p><p>US Navy SEAL Prestige Class</p><p></p><p>The SEAL is an unequalled soldier specializing in water operations. He is the master of the silent kill, and his endurance is legendary. </p><p></p><p>Abilities</p><p>The SEAL needs a combination of high Dexterity and Strength to perform the delicate stealthy operations the unit is renowned for. A superior Constitution is advisable to aid in the grueling conditions a SEAL works under.</p><p></p><p>Vitality</p><p>1d10 plus Constitution modifier per level.</p><p></p><p>Requirements</p><p>Base level: 5+</p><p>Base Attack Bonus: 5+</p><p>Demolition: 4 ranks</p><p>Sport (scuba diving): 8 ranks</p><p>Swim: 8 ranks</p><p>Survival: 2 ranks</p><p>Hide: 3 ranks</p><p>Move Silently: 3 ranks</p><p>Feats: Athletic, Endurance </p><p>Minimum Statistics: Str 12, Dex 12, Con 12</p><p></p><p>Class skills: Balance(Dex), Climb(Str), Sport (Scuba Diving), Cultures(Wis), Demolitions(Int), Driver(Dex), First Aid(Wis), Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Survival(Wis), Search(Int)</p><p></p><p>Skill points gained at each level: </p><p>4+ Int modifier</p><p></p><p>Class feats:</p><p>The SEAL gains the following feats and skills upon completing his training.</p><p></p><p>Weapon Group Proficiency (Handgun)</p><p>Weapon Group Proficiency (Melee)</p><p>Weapon Group Proficiency (Rifles)</p><p>Weapon Group Proficiency (Tactical)</p><p>Weapon Group Proficiency (Hurled) </p><p>Demolitions (+2 ranks)</p><p>Sport (Scuba Diving) (+2 ranks)</p><p>Sport (Skydiving) 2 ranks</p><p></p><p>Unrelenting Swimmer</p><p>The SEAL receives a +1 competency bonus on all Constitution checks and Constitution-based skill checks. Further, the SEAL may spend an action die to put off making drowning checks for 1 minute (ten rounds). This may be done multiple times so long as the SEAL has action dice available. Once this period is over, the drowning checks begin (or resume) at the previous DC. This reflects the SEAL’s experience and physical condition. This is the SEAL’s core ability.</p><p></p><p>Competitor</p><p>The SEAL is committed to an intense regimen of physical training that allows him to excel in his chosen environment. At 1st level, the SEAL gains the Advanced Skill Mastery feat for his Athletics feat. At 5th level, he receives the Grand Skill Mastery feat for Athletics. At 9th level, he receives the Perfect Skill Mastery feat for Athletics. All prerequisites for these feats, including level, are waived.</p><p></p><p>Like a Fish</p><p>At 2nd level, the SEAL’s underwater speed is increased by 5 feet, with or without fins. Further, if the SEAL wears his fins on land, his movement rate is only reduced by 5 feet, not 10 feet as standard. At 7th level, the SEAL’s swimming speed increases by an additional 5 feet (to a total of +10 feet), and wearing fins does not give the SEAL a penalty on land.</p><p></p><p>Bonus Feat</p><p>At 3rd level, the SEAL receives a bonus melee, basic combat, or covert feat. At 7th level, the SEAL gains an additional feat from these trees.</p><p></p><p>Clear Waters</p><p>At 4th level, the SEAL’s visibility range is doubled when underwater.</p><p></p><p>Sneak Attack</p><p>The SEAL is an expert at killing his enemies silently and quickly. When flanking a target or attacking a target that is currently denied its Dexterity bonus (including targets that are flat-footed or restrained), the SEAL gains a 1d6 damage bonus. This bonus rises to +2d6 at 8th level. Ranged attacks only gain this bonus if the target is within one range increment. Beyond that, the accuracy needed to hit the target’s vitals is too difficult to achieve with consistency. </p><p>The SEAL may make a sneak attack with any weapon (or unarmed attack), even a weapon that deals subdual damage. However, he may not use a weapon that deals standard damage to inflict subdual damage during a sneak attack, even by accepting the normal -4 penalty to do so. Further, he cannot use strafing fire when sneak attacking. Finally the SEAL may not sneak attack targets that are immune to critical hits, who have total concealment, or whose vitals are out of reach.</p><p></p><p>Go Deep</p><p>At 6th level, the SEAL is resistant to the perils of deep diving. The SEAL may rapidly surface after a dive that would cause the bends, requiring only 2 minutes to surface per 50 feet of depth rather than the normal 5 minutes. Further, the SEAL takes only 1 point of damage per 1d6 he would normally take from pressure damage.</p><p> </p><p>Advanced Combat Swimming</p><p>At 8th level, the SEAL is considered native to water, thus eliminating several penalties to the swimmer’s actions while underwater. Furthermore, the SEAL does not suffer any Hide or Move Silently penalties when leaving or entering water.</p><p></p><p>Ghost Walk</p><p>At 10th level, once per gaming session as a free action, the SEAL may make a normal movement action with complete stealth, incurring a +20 bonus on his Climb, Hide, and Move Silently checks.</p><p>This is usually - but not always - followed by an attack with complete surprise. If the SEAL attacks in the same round as his stealth move and combat has not already begun, his opponents suffer a -5 circumstance penalty to their awareness checks for the purpose of determining surprise.</p><p></p><p>US Airforce Special Operations Command Combat Controller</p><p></p><p> The US Airforce has elements that are tasked with the assistance and support of Army, Navy, and Marine special ops units. They are considered the best the Airforce has to offer, and differ from their branch peers in that the majority of their training deals with ground operations. Two units within the Airforce are dedicated to providing Combat Control (CCT) operatives. They are the 320th and 321st Special Tactics Squadrons, stationed at Kadena AFB in Japan and Mildenhall AFB in the UK, respectively. They are organized, trained and equipped to rapidly establish and control the air-ground interface in the objective area. Functions include assault zone assessment and establishment, air traffic control, command and control communications, and removal of obstacles with demolitions. The CCT provide a unique capability and deploy with joint air and ground forces in the execution of Direct Action, Counterterrorism, Foreign Internal Defense, Humanitarian Assistance, Special Reconnaissance, and Combat Search and Rescue operations. </p><p> Much of the CCT’s training is jointly performed with the units from the Army, Navy, and Marines they will work alongside. Squadrons are given advanced training such as HALO, SERE, and language training at the Defense Language Institute. In fact, they work so closely alongside the other services’ units that airmen are allowed to wear the unit patches of the unit they are attached to. </p><p> The mission of the CCT is mostly as an attached air liaison between special forces and air support. They are seldom committed on their own. In the field, they are often responsible for forward observer and landing preparation activities.</p><p> </p><p>US Airforce CCT Prestige Class</p><p></p><p> The CCT is a highly cross-trained soldier specializing in working closely with other units. He is an expert at communications and navigation. </p><p></p><p>Abilities</p><p>The CCT needs high Dexterity to remain hidden from the enemy, and Constitution to keep up with the physical capabilities of the units he serves with. A high Intelligence is vital in maximizing his technical skills. </p><p></p><p>Vitality</p><p>1d10 plus Constitution modifier per level.</p><p></p><p>Requirements</p><p>Base level: 5+</p><p>Base Attack Bonus: 4+</p><p>Demolition: 4 ranks</p><p>Survival: 2 ranks</p><p>Hide: 2 ranks</p><p>Move Silently: 2 ranks</p><p>Feats: Combat Instincts</p><p>Minimum Statistics: Str 10, Dex 12, Con 12, Int 12</p><p></p><p></p><p>Class skills: Balance(Dex), Climb(Str), Computers(Int), Cryptography(Int), Electronics(Int), Demolitions(Int), Driver(Dex), First Aid(Wis), Hide(Dex), Listen(Wis), Move Silently(Dex), Pilot(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Survival(Wis)</p><p></p><p>Skill points gained at each level: </p><p>6+ Int modifier</p><p></p><p>Class feats:</p><p>The CCT gains the following feats and skills upon completing his training.</p><p></p><p>Weapon Group Proficiency (Handgun)</p><p>Weapon Group Proficiency (Rifles)</p><p>Weapon Group Proficiency (Tactical)</p><p>Demolitions (+2 ranks)</p><p>Knowledge (Engineering) 2 ranks</p><p>Electronics (+2 ranks)</p><p>Cryptography (+1 rank)</p><p>Sport (Skydiving) 2 ranks</p><p></p><p>Control Combat</p><p>The CCT may spend action dice to add to the rolls of his allies, just as if adding to his own rolls, as long as he is within line-of-sight or can speak with them (including by radio) throughout the action. This is the CCT’s core ability.</p><p></p><p>Communication Wizard</p><p>The CCT gains a +4 bonus to any Electronics rolls regarding the use or repair of communication equipment. This reflects the CCT’s intensive training with communications equipment from around the world.</p><p></p><p>Cross Training</p><p>The CCT may select 4 cross class skills to become class skills at 1st level. In addition, he may select another cross class skill at 4th level and every 3 levels afterward. This reflects the CCT’s continuous training alongside other military units.</p><p></p><p>Forward Observer</p><p>The CCT is an expert at coordinating incoming fire. Starting at 3rd level, he gives a +4 competency bonus to any guided or indirect fire munitions he assists on, so long as he has a map of the area. If no map is available, this bonus drops to +2.</p><p></p><p>Planned Retreat</p><p>The CCT’s ability to read terrain ensures that his team always has at least a chance to escape from dangerous situations. Beginning at 4th level, the CCT gains the Planned Retreat special ability. As long as the CCT has the time to reconnoiter the area before the action, taking one full round, once per session, as a free action, he may declare the team is retreating. For the next four rounds, the CCT and all his teammates in verbal or visual contact with him adds the CCT’s class level to their Defense while making a withdraw action.</p><p></p><p>Where did you learn that?!?</p><p>At 6th level, the CCT may choose a special ability to learn from a unit he has been assigned to for at least six months. The GC has final say over what this ability may be, but examples include the US Ranger’s Forced March, the Green Beret’s Leave No Trace, a Delta operative’s Keep Your Eyes on the Target, or the SEAL’s Go Deep ability. These skills cannot be learned unless the CCT is at least 3 levels above where the normal class would gain the skill, and core abilities cannot be learned. The CCT learns another special ability at 9th level. The CCT may “hold” this bonus until his level allows him to learn the skill he desires. The GC’s judgment is used to determine when a CCT has spent enough time in a particular unit to perform on of its special abilities.</p><p></p><p>Air Strike</p><p>At tenth level, the CCT can use his military contacts to call in an air strike once per session as a free action. This takes a minimum of ten minutes (100 rounds) to arrive unless the CCT made specific plans for it at the beginning of the session, in which case it takes one minute (ten rounds). This is above and beyond any air support that may normally be available in the mission. See the Soldier/Wheelman Guide for information on air vehicle ordinance. The CCT must be present to guide the munitions to the target. The GC has the final say on what munitions are available for the strike and its intensity, depending on the resources at ready in the area.</p><p></p><p>I have a good start on the next class, the US CIA SAD Prestige Class. More are planned, including:</p><p></p><p>The New Zealand Defense Force Special Air Service</p><p>French Groupe d’Intervention de la Gendarmerie Nationale (GIGN)</p><p>German Bundesgrenzschutzgruppe 9 (GSG9)</p><p>German Kommando Spezialkrafte (KSK)</p><p>Israeli Sayeret T’zanchanim</p><p>Israeli Sayeret Mat’kal</p><p>Israeli Shayetet 13</p><p>Polish Grupe Reagowania Operacyjno Mobilnego (GROM)</p><p>Russian Spetsgruppa Alfa </p><p>British 22nd Special Air Service</p><p>The Australian Special Air Service Regiment (SASR)</p></blockquote><p></p>
[QUOTE="Bobitron, post: 1952915, member: 25479"] I was planning on running a military campaign based on the Spycraft rule set, but now that I have grown to like D20 modern I will probably convert to those rules. What do you folks think of these military prestige classes? My ideas were mostly from two sources; The GURPS Special Ops book, and the well researched website, specialoperations.com. The flavor text at the beginning of each entry is pulled almost directly from the GURPS book, with only minor editing. If anyone thinks the text should not be posted here, let me know and I will remove it. I was planning on a realistic level of technology, and going for a more realistic campaign. Many of the feats and class abilities are taken from other Spycraft classes. This was my first attempt at making prestige classes. I wasn't sure of how to reflect the intense training the operatives go through once they are accepted into the unit, but before they are considered mission-ready. I ended up giving each one a series of bonus feats/skills. If the character taking the prestige class already has sufficient points in the skill or the feats, they get no bonus. Feedback is greatly appreciated. UNITED STATES ARMY RANGER Recruits accepted into Ranger school need to meet exacting physical requirements. To qualify, one must be able to perform six chin-ups, 52 push-ups, and 62 sit-ups, each within two minutes, and run two miles in under 15 minutes. After this, they are required to pass the Combat Water Survival Test. This is made up of a 15 meter swim in full gear, a blindfolded three meter drop into deep water, and equipment removal while completely submerged. The volunteer then must attempt a five mile run in formation and a 12 mile road march in full gear. To volunteer, a recruit must have a high school education, high GT (General Classification Test) scores, and be Airborne qualified. Only enlisted soldiers from combat MOSs such as infantry, cavalry scout, combat engineer, and Special Forces, may attend Ranger School. Ranger School lasts 61 days, averaging nearly 20 hours of training per day, all with only one MRE per day. This is the most strenuous training available to US Army soldiers, and is conducted in three stages. The first, held at Fort Benning, concentrates on leadership skills and small unit tactics. It also involves tough physical training and extreme mental stress. The second is held at Camp Frank D. Merril, in Dahlonega, GA, where trainees are given training in recon, patrol, raiding, and ambush techniques, as well as mountaineering and land navigation under combat conditions. The third takes place at Camp James E. Rudder, near Eglin AFB in Florida. It consists of platoon-sized exercises in swamp and jungle conditions. The philosophy of Ranger School is to force trainees to exercise creative leadership and decision making under conditions of extreme stress and exhaustion. Fewer than 40% of volunteers complete the program and receive the Ranger Tab. The mission of Ranger battalions is to provide long-range recon, ambush, and strategic raid capabilities in support of conventional forces, as well as large-scale counterguerrilla and counterterrorism operations. The Rangers are considered the world’s best at capturing airfields. The three most common missions for a Ranger unit are long-range recon patrols, meticulously planned fast raids behind enemy lines, and airfield seizure. Ranger units have almost no vehicles and no weapons heavier than light mortars and antitank missiles. They require outside support within a few days of being committed. Ranger operations can be ready to go in less than 18 hours, making them an obvious choice when the US needs a battalion of troops on the ground as quickly as possible. US Army Ranger prestige class Pulled from the ranks of the US Army, the Ranger is a light infantryman with few peers. He is highly trained and motivated, and often deployed around the world in units ranging from small (five men) to large battalion-sized forces. Abilities: The Ranger needs high Strength and Dexterity to complete the fast paced, physical missions he is needed for, and a high Constitution to withstand the extreme stress of combat. Vitality: 1d12 plus Constitution modifier per level. Requirements: Base level: 5+ Base Attack Bonus: +4 or better Survival: 4 ranks First Aid: 2 ranks Hide: 2 ranks Feats: Endurance, Weapon Group Proficiency (rifle) Minimum Statistics: Str 12, Con 12 Class skills: Balance(Dex), Climb(Str), Demolitions(Int), Driver(Dex), First Aid(Wis), Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Survival(Wis) Skill points gained at each level: 4+ Int modifier Bonus Feats The Ranger gains the following feats immediately upon completing Ranger School: Great Fortitude Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Tactical) Iron Will Sport (skydiving) 4 ranks Unrelenting The Ranger gets a +1 competence bonus to all Con based skill checks. The Ranger may also spend an action die to put off endurance checks (such as exhaustion) for 5 minutes (50 rounds). This may be done multiple times, so long as the Ranger has action dice available. This is the Ranger’s core ability. Survivor The Ranger gets an automatic success on all Survival checks with a DC of 20 or less. This only applies when the Ranger is alone and not responsible for caring for others. Bonus Feat The Ranger gets a bonus basic or ranged combat feat at 3rd level and another bonus basic or ranged combat feat at level 7. Ambush Tactics A Ranger receives a +1 bonus to all awareness checks for the purpose of determining surprise. If the Ranger plans an ambush, his opponents’ DCs to spot the ambush are increased by 1. This bonus rises to +2 at 6th level. Forced March At 4th level, the Ranger’s Str is considered 2 points higher when determining his carrying capacity, and his speed is considered 10 feet faster when determining how far he can travel in an hour or day. Fire Team The Ranger is an expert in small unit tactics, and can establish effective cooperative fire with ease. At fourth level, the Ranger and all teammates present in combat gain the Coordinate Fire feat, even if they would not normally meet the prerequisites for it. UNITED STATES ARMY SPECIAL FORCES A volunteer for the Special Forces, more commonly referred to as the Green Berets, needs to adhere to a higher physical and mental standard than the typical soldier. They must be able to perform 42 push-ups and 53 sit-ups, each within two minutes, run two miles in under 16 minutes, and swim 50 meters unassisted in full uniform. The volunteer must also be an intelligent, quick thinking person with a “Secret” security clearance. He must be Airborne qualified. Foreign language skills are highly desirable. The candidate is sent to the US Army Special Forces Assessment and Selection (SFAS) course. The SFAS consists of 21 days of testing, and is divided into three sections. The first is designed to quickly weed out volunteers not meeting the physical and psychological stamina needed. The second focuses on judgment and mental ability under physical stress. The third and final portion requires the candidate to work with others as a team- a vital skill for Special Forces soldiers. Throughout the course, very little feedback is given to allow the volunteers to gauge their progress. Unlike many other special operations selection courses, SFAS isn’t designed to test physical endurance so much as mental fortitude and adaptability. The volunteers who pass SFAS go on to the US Army Special Forces Qualification Course, or Q-course. The Q-course is conducted in three phases over a period ranging from 24 to 57 weeks. The basic skills phase, lasting 39 days, is held at the Camp MacKall Training Facility in North Carolina. It emphasizes physical and basic combat soldiering skills under conditions of intense stress and exhaustion. Extensive hands-on training in land navigation, small unit tactics, and patrolling is provided. The technical skills phase consists of comprehensive advanced training in the volunteer’s SF specialty; communications, engineer, medical, weapons, or officer. The communications course, lasting 21 weeks, consists of intensive training in US and foreign radio communications systems, voice and Morse code transmission and reception, electronic countermeasures, and communications security. The engineer course, lasting 13 weeks, provides training in plastic explosives, dynamite charges, fuses, and combat and civil engineering. The medical course, lasting 46 weeks, trains personnel in all aspects of field and preventative medicine, including field surgery. The weapons course, lasting 13 weeks, provides the trainee with a mastery of the small arms indirect fire weapons of many nations. The officer course, lasting 24 weeks, teaches future officers the techniques of unconventional warfare, focusing on mission planning, logistics, guerrilla warfare, and insurgency operations. The final phase of the Q-course lasts 38 days and focuses on mission planning and unit training skills. The volunteer not only learns how to apply his recently learned skills in a team, but how to teach others effectively. The Q-course does not end a Green Beret’s training. Graduates are sent to the Defense Language Institute (DLI) to learn a foreign language. The language assigned is based on aptitude and need, and can take four months to a year to learn. The soldier must then attend Survival, Escape, Resistance, and Evasion (SERE) school, located at Fort Bragg. The school familiarizes the student with basic escape techniques and methods of resisting interrogation, including torture. The majority of Special Forces troops are eventually cross trained in an additional specialty. Many also attend joint service advanced skills schools, obtaining training in other forms of military skills before being dubbed a Green Beret. The mission of the Special Forces is primarily as a force multiplier, training and organizing indigenous forces in their operational areas. The heaviest weapons normally assigned to the group are light mortars and antitank weapons, but SF has the logistical and administrative resources to establish a permanent base if needed. A Special Forces group can consist of up to 1000 personnel, not all Special Forces qualified. They work closely in conjunction with local troops to assist with training, recruiting, and providing coordination of troops ranging in size from a squad to a battalion. The Special Forces are deployed in units as small as an A-Detachment of 12 men, which can be even smaller if the situation requires. US Army Special Forces Prestige Class “Green Beret” The Green Beret is an advanced soldier, accustomed to working with others and able to coordinate the actions of troops to act as insurgents in occupied areas, disrupting the enemy’s plans and infrastructure. Abilities The Green Beret needs high Dexterity and Constitution to perform his duty, and a high Intelligence to gather skills, coupled with the Charisma necessary to effectively train others. Vitality 1d10 plus Constitution modifier per level. Requirements Base level: 5+ Base Attack Bonus: 4+ Survival: 3 ranks Hide: 3 ranks First Aid: 2 ranks Sport (Skydiving): 2 ranks Feats: Endurance Minimum Statistics: Str 10, Con 10, Int 12, Cha 12 Class Skills: Balance(Dex), Climb(Str), Cultures(Wis), Demolitions(Int), Driver(Dex), First Aid(Wis), Hide(Dex), Languages(Int), Move Silently(Dex), Spot(Wis), Survival(Wis) Skill points gained at each level: 6+ Int modifier Class Feats The Green Beret gains the following feats immediately upon completing his Special Forces training: Weapon Group Proficiency (rifle) Weapon Group Proficiency (handgun) World Traveler Lead by Example Once per game session, anyone working with the Green Beret as part of a team may use his result from a skill roll for one action they are performing as a group. If he succeeds, the group succeeds, but if he fails, the entire group fails. For every 2 levels after 1st, the Green Beret may use this ability an additional time per gaming session. This is the Green Beret’s core ability. Effective Teacher Green Berets are specialized in instructing foreign and domestic, military and nonmilitary people in a variety of tactics and skills. When teaching in this capacity, the learning time for new skills decreases by one half, and the student gains a +4 bonus to learning rolls. Leave No Trace All Green Berets have been trained to remove signs of their presence in hostile environments. They gain the Traceless feat at 3rd level. Bonus Feat The Green Beret gets one bonus basic or ranged combat feat at 3rd level and another at 7th level. Ambush Tactics A Green Beret receives a +2 bonus to all awareness checks for the purpose of determining surprise. If the Green Beret plans an ambush, his opponents’ DCs to spot the ambush are increased by 2. This bonus/penalty rises to +3 at 6th level. Fire Team The Green Beret is an expert in small unit tactics, and can establish effective cooperative fire with ease. At fourth level, the Green Beret and all teammates present in combat gain the Coordinate Fire feat, even if they would not normally meet the prerequisites for it. Specialized Bonus Feats and Skills The Green Beret also gains the following based on his specific Special Forces MOS. Communications: Electronics (+2 ranks), Cryptography (+2 ranks) Engineer: Mechanics (+2 ranks), Demolitions (+2 ranks) Medical: First Aid (+4 ranks), Knowledge – Medicine (+4 ranks) Weapons: Craft – Gunsmithing (+2 ranks), Weapon Group Proficiency (tactical), Weapon Focus (weapon of choice) Officer: Cultures (+2 ranks), Diplomacy (+2 ranks) FIRST SPECIAL FORCES OPERATIONAL DETACHMENT DELTA First Special Forces Operational Detachment- Delta (SFOD-Delta, also known as Delta Force) is the US Army’s premier counterterrorist unit. Recruitment is done by contacting soldiers, sailors, and airmen with desirable skills and backgrounds and putting those who volunteer through a daunting battery of selection tests. Requirements are similar to those for the Green Berets, but they must also be eligible for a “Top Secret” clearance. Physical requirements are stricter as well; an applicant without the proper fitness is unlikely to pass the three to four week selection course held at Camp Dawson, West Virginia. The course extends over hardwood covered mountains, crisscrossed with streams and rivers. Carrying a rucksack, a map, and a compass, each applicant is ordered to go from one location to another, not knowing how much time he has to complete the assignment. Upon reaching his goal, the soldier is ordered to march to another location, again as quickly as possible. If he does not reach the rendezvous point in a specified amount of time, he fails the course and will eventually be shipped back to his old unit. Throughout the course, no feedback is provided on the soldier’s performance. The evaluators go through great pains to keep the selection criteria secret, and will even keep failed recruits in the course to confuse their peers. Volunteers who pass this course are subjected to intensive psychological screening. The objective is to identify recruits best able to exercise individual initiative under the conditions of profound stress associated with the kinds of missions undertaken by Delta. Macho “cowboys” who cannot master the subtle psychological challenges of this screening are weeded out. Those who meet the selection standards attend the Delta Operator’s Course. The selection results are then sealed, ensuring the standards remain secret. The Operator’s Course is held over a six month period at Ft. Bragg. The training concentrates on a wide variety of military and civilian skills essential to counterterrorist operations. Marksmanship is heavily emphasized- firing three to four hours per day, five days per week- with requirements that trainees are able to hit 100% on 900 yard targets and 90% on 1000 yard targets. Some of the topics covered in the course are assault techniques, command and control functions, first aid and paramedical training, hostage management, intensive vehicle and machinery operation, including operation of the foreign vehicles and unconventional equipment like snowmobiles, lock picking, airborne and airmobile techniques and tactics, and man-to-man fighting techniques- and this list is by no means exhaustive. Particular attention is given to realistic training in taking down terrorist-controlled sites: assaulting and clearing buildings, seizing aircraft, and the like. An expensive training complex, known as “The House of Horrors” and including details such as a mockup of an aircraft cabin, has been constructed at Ft. Bragg to allow the utmost level of realism in training exercises. Major air carriers routinely provide Delta with commercial aircraft so that the operators may become familiar with aircraft access and layouts. A Delta operative is not finished training after the Operator’s Course. Delta members often train in foreign languages, and are provided with on-the-job training in many other fields. The mission of Delta is primarily counterterrorism, and the unit is fluid and structured to allow many configurations that are mission based. Delta has been used more and more in more conventional roles in recent years. It has no integral support or logistical staff, and must depend on others for these functions. A Delta team can be on the way to anywhere in the world in under four hours, often using commercial air travel. 1st SFOD Delta Prestige Class Delta is a quick reaction force specializing in counterterrorism and hostage rescue. They are directly involved in operations ranging from assaulting buildings and aircraft to tracking a cell of terrorists in nations around the world. They are often assigned in small numbers to larger host units to provide special assistance in a particular task. Abilities The Delta Operative needs high Dexterity and Strength to perform the intense direct actions, and a high Intelligence to learn the multitude of skills he will use throughout his career. High Wisdom and Charisma can be a great help when dealing with civilians and hostages. Vitality 1d10 plus Constitution modifier per level. Requirements Base level: 5+ Base Attack Bonus: 5+ Survival: 2 ranks Hide: 3 ranks First Aid: 2 ranks Move Silently: 3 ranks Spot: 4 ranks Feats: Combat Instincts, Alertness Minimum Statistics: Str 12, Dex 12, Con 12, Int 14 Class skills: Balance(Dex), Climb(Str), Computers(Int),Concentration(Wis), Cultures(Wis), Demolitions(Int), Drive(Dex), First Aid(Wis), Gather Information(Cha), Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Diplomacy(Cha), Survival(Wis), Search(Int), Languages(Int) Skill points gained at each level: 4+ Int modifier Class feats: The Delta Operator gains the following feats and skills upon completing the Operator’s Course. Armor Group Proficiency (light) Confident Charge Mobility Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifles) Weapon Group Proficiency (Tactical) Point Blank Shot Precise Shot Sport (Skydiving) 2 ranks (This is not a bonus, and reflects basic airborne training. If the character has Skydiving before this training, this is not added as a bonus. It will just serve to bring the character up to Two ranks, if needed.) Drive (+2 ranks) Decisive Actions The Delta Operator rolls two action dice whenever he spends an action die to add to an initiative roll. Further, the operator may perform a regroup action while fighting defensively, gaining a +4 on his Defense for that round. This is the Delta Operator’s core ability. Skilled Operative At 3rd level, the Delta Operative can choose one cross-class skill to add to his class skill list. This reflects the ongoing and unconventional training that Delta continuously runs. The Operator can add one additional skill every 2 more levels. Get There, ASAP Delta has working relationships with all the major airlines of the world. With at least two hours of notice, a Delta Operator gain get free commercial air travel to anywhere in the world. This is the preferred method of transit for small Delta teams. Bonus feat At 3rd level, the Delta Operative gains one extra feat, choosing from the basic combat and covert feats. He receives another bonus feat from these trees at 5th, 7th, and 9th levels. Keep your eyes on the target The Delta Operator is highly trained to ignore the bustle that is present in a tightly packed area, such as a crowded street or the inside of an aircraft cabin. He can ignore the penalties normally applied to Listen, Search, and Spot checks performed in the presence of crowds. Precision Takedown Delta Operators often work in cramped spaces (like airliners, crowded subways, and even inside homes) and may even have to deal with enemies who use friendly players as human shields. In response, he learns how to make shots under the worst of circumstances with minimal visibility. All enemies with cover are considered to have 25% less cover from the Operator’s attacks. At 7th level, the Operator makes attacks as though the enemy has 50% less cover. Moment of Truth There comes a time when negotiations have failed and there must be immediate action. At 10th level, once per session, the Delta Operative can take one extra half action before anyone else can act, regardless of initiative. The action gains a +5 surprise bonus. Further, the results of this action do not cause any other character to cease being flat-footed, even if the Delta Operator attacks them. The action is simply too fast and unexpected for them to react at all. US Navy Sea-Air-Land (SEAL) Teams The US Navy’s Sea-Air-Land Teams are that service’s primary special operations capability. The selection criteria of SEALs is similar to that of the Army’s Green Berets, but the endurance swimming requirements are much more rigorous. The majority of volunteers are regular Navy personnel, who cannot be over 28 years old if they wish to attend BUD/S. Basic Underwater Demolition/SEAL (BUD/S) consists of 25 weeks of grueling training, primarily at the Naval Special Warfare Center at Coronado, California. BUD/S is arguably the most difficult course available to a US special forces operator. Attendees must first complete a two week training course just to prepare for the physical strain they will face in BUD/S. The first eight weeks of BUD/S emphasizes physical conditioning: running, speed and endurance swimming, confidence and obstacle courses, calisthenics, and small boat seamanship. The notorious “Hell Week” occupies the sixth week of BUD/S. During this period of intense physical training, the candidate is only allowed four hours of sleep. The next seven weeks of training involve advanced instruction in sea navigation, open- and closed-circuit scuba, deep-sea diving, and underwater demolition. This phase is followed by ten weeks of instruction in surface demolition, combat engineering, amphibious operations, land navigation, hand-to-hand combat, weapons familiarization, recon techniques, and small unit tactics training on San Clemente Island. The BUD/S course is followed by attendance at the Army’s three week long Airborne Basic Course at Ft. Benning. Over their career, SEALs are also receive advanced training in waterborne operations and swimmer delivery vehicle (SDV) operation, SEAL tactical training on a variety of insertion techniques, and training in other specialized skills and languages, similar to that of the Green Berets. SEAL Teams are primarily used for recon, raiding, clearing underwater obstacles, and underwater sabotage. Their raiding missions can be prepared quickly; an eight man SEAL team can be deployed in only a few hours. SEALs have a large amount of bulky equipment and need a lot of supplies. They usually work from ships that are part of a Navy task force, which is where their logistical support comes from. This level of back-up is unlike many other special forces units. A fully equipped naval task force has the tools and people to do just about any job. SEALs are often cross-trained and attached to other units, including the US military special forces such as Delta and the Green Berets, and special units from other nations, such as the British SAS and Israeli Shayetet 13, both to learn how things are done in other units and to gain valuable field experience. SEALs are normally only deployed when a naval insertion option is available; they tend to feel other operations are best left to other unit. However, many SEAL operations consist of overland, helicopter, or even parachute insertion, often when the SEAL team is the best qualified unit that can act on short notice. US Navy SEAL Prestige Class The SEAL is an unequalled soldier specializing in water operations. He is the master of the silent kill, and his endurance is legendary. Abilities The SEAL needs a combination of high Dexterity and Strength to perform the delicate stealthy operations the unit is renowned for. A superior Constitution is advisable to aid in the grueling conditions a SEAL works under. Vitality 1d10 plus Constitution modifier per level. Requirements Base level: 5+ Base Attack Bonus: 5+ Demolition: 4 ranks Sport (scuba diving): 8 ranks Swim: 8 ranks Survival: 2 ranks Hide: 3 ranks Move Silently: 3 ranks Feats: Athletic, Endurance Minimum Statistics: Str 12, Dex 12, Con 12 Class skills: Balance(Dex), Climb(Str), Sport (Scuba Diving), Cultures(Wis), Demolitions(Int), Driver(Dex), First Aid(Wis), Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Survival(Wis), Search(Int) Skill points gained at each level: 4+ Int modifier Class feats: The SEAL gains the following feats and skills upon completing his training. Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifles) Weapon Group Proficiency (Tactical) Weapon Group Proficiency (Hurled) Demolitions (+2 ranks) Sport (Scuba Diving) (+2 ranks) Sport (Skydiving) 2 ranks Unrelenting Swimmer The SEAL receives a +1 competency bonus on all Constitution checks and Constitution-based skill checks. Further, the SEAL may spend an action die to put off making drowning checks for 1 minute (ten rounds). This may be done multiple times so long as the SEAL has action dice available. Once this period is over, the drowning checks begin (or resume) at the previous DC. This reflects the SEAL’s experience and physical condition. This is the SEAL’s core ability. Competitor The SEAL is committed to an intense regimen of physical training that allows him to excel in his chosen environment. At 1st level, the SEAL gains the Advanced Skill Mastery feat for his Athletics feat. At 5th level, he receives the Grand Skill Mastery feat for Athletics. At 9th level, he receives the Perfect Skill Mastery feat for Athletics. All prerequisites for these feats, including level, are waived. Like a Fish At 2nd level, the SEAL’s underwater speed is increased by 5 feet, with or without fins. Further, if the SEAL wears his fins on land, his movement rate is only reduced by 5 feet, not 10 feet as standard. At 7th level, the SEAL’s swimming speed increases by an additional 5 feet (to a total of +10 feet), and wearing fins does not give the SEAL a penalty on land. Bonus Feat At 3rd level, the SEAL receives a bonus melee, basic combat, or covert feat. At 7th level, the SEAL gains an additional feat from these trees. Clear Waters At 4th level, the SEAL’s visibility range is doubled when underwater. Sneak Attack The SEAL is an expert at killing his enemies silently and quickly. When flanking a target or attacking a target that is currently denied its Dexterity bonus (including targets that are flat-footed or restrained), the SEAL gains a 1d6 damage bonus. This bonus rises to +2d6 at 8th level. Ranged attacks only gain this bonus if the target is within one range increment. Beyond that, the accuracy needed to hit the target’s vitals is too difficult to achieve with consistency. The SEAL may make a sneak attack with any weapon (or unarmed attack), even a weapon that deals subdual damage. However, he may not use a weapon that deals standard damage to inflict subdual damage during a sneak attack, even by accepting the normal -4 penalty to do so. Further, he cannot use strafing fire when sneak attacking. Finally the SEAL may not sneak attack targets that are immune to critical hits, who have total concealment, or whose vitals are out of reach. Go Deep At 6th level, the SEAL is resistant to the perils of deep diving. The SEAL may rapidly surface after a dive that would cause the bends, requiring only 2 minutes to surface per 50 feet of depth rather than the normal 5 minutes. Further, the SEAL takes only 1 point of damage per 1d6 he would normally take from pressure damage. Advanced Combat Swimming At 8th level, the SEAL is considered native to water, thus eliminating several penalties to the swimmer’s actions while underwater. Furthermore, the SEAL does not suffer any Hide or Move Silently penalties when leaving or entering water. Ghost Walk At 10th level, once per gaming session as a free action, the SEAL may make a normal movement action with complete stealth, incurring a +20 bonus on his Climb, Hide, and Move Silently checks. This is usually - but not always - followed by an attack with complete surprise. If the SEAL attacks in the same round as his stealth move and combat has not already begun, his opponents suffer a -5 circumstance penalty to their awareness checks for the purpose of determining surprise. US Airforce Special Operations Command Combat Controller The US Airforce has elements that are tasked with the assistance and support of Army, Navy, and Marine special ops units. They are considered the best the Airforce has to offer, and differ from their branch peers in that the majority of their training deals with ground operations. Two units within the Airforce are dedicated to providing Combat Control (CCT) operatives. They are the 320th and 321st Special Tactics Squadrons, stationed at Kadena AFB in Japan and Mildenhall AFB in the UK, respectively. They are organized, trained and equipped to rapidly establish and control the air-ground interface in the objective area. Functions include assault zone assessment and establishment, air traffic control, command and control communications, and removal of obstacles with demolitions. The CCT provide a unique capability and deploy with joint air and ground forces in the execution of Direct Action, Counterterrorism, Foreign Internal Defense, Humanitarian Assistance, Special Reconnaissance, and Combat Search and Rescue operations. Much of the CCT’s training is jointly performed with the units from the Army, Navy, and Marines they will work alongside. Squadrons are given advanced training such as HALO, SERE, and language training at the Defense Language Institute. In fact, they work so closely alongside the other services’ units that airmen are allowed to wear the unit patches of the unit they are attached to. The mission of the CCT is mostly as an attached air liaison between special forces and air support. They are seldom committed on their own. In the field, they are often responsible for forward observer and landing preparation activities. US Airforce CCT Prestige Class The CCT is a highly cross-trained soldier specializing in working closely with other units. He is an expert at communications and navigation. Abilities The CCT needs high Dexterity to remain hidden from the enemy, and Constitution to keep up with the physical capabilities of the units he serves with. A high Intelligence is vital in maximizing his technical skills. Vitality 1d10 plus Constitution modifier per level. Requirements Base level: 5+ Base Attack Bonus: 4+ Demolition: 4 ranks Survival: 2 ranks Hide: 2 ranks Move Silently: 2 ranks Feats: Combat Instincts Minimum Statistics: Str 10, Dex 12, Con 12, Int 12 Class skills: Balance(Dex), Climb(Str), Computers(Int), Cryptography(Int), Electronics(Int), Demolitions(Int), Driver(Dex), First Aid(Wis), Hide(Dex), Listen(Wis), Move Silently(Dex), Pilot(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Survival(Wis) Skill points gained at each level: 6+ Int modifier Class feats: The CCT gains the following feats and skills upon completing his training. Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Rifles) Weapon Group Proficiency (Tactical) Demolitions (+2 ranks) Knowledge (Engineering) 2 ranks Electronics (+2 ranks) Cryptography (+1 rank) Sport (Skydiving) 2 ranks Control Combat The CCT may spend action dice to add to the rolls of his allies, just as if adding to his own rolls, as long as he is within line-of-sight or can speak with them (including by radio) throughout the action. This is the CCT’s core ability. Communication Wizard The CCT gains a +4 bonus to any Electronics rolls regarding the use or repair of communication equipment. This reflects the CCT’s intensive training with communications equipment from around the world. Cross Training The CCT may select 4 cross class skills to become class skills at 1st level. In addition, he may select another cross class skill at 4th level and every 3 levels afterward. This reflects the CCT’s continuous training alongside other military units. Forward Observer The CCT is an expert at coordinating incoming fire. Starting at 3rd level, he gives a +4 competency bonus to any guided or indirect fire munitions he assists on, so long as he has a map of the area. If no map is available, this bonus drops to +2. Planned Retreat The CCT’s ability to read terrain ensures that his team always has at least a chance to escape from dangerous situations. Beginning at 4th level, the CCT gains the Planned Retreat special ability. As long as the CCT has the time to reconnoiter the area before the action, taking one full round, once per session, as a free action, he may declare the team is retreating. For the next four rounds, the CCT and all his teammates in verbal or visual contact with him adds the CCT’s class level to their Defense while making a withdraw action. Where did you learn that?!? At 6th level, the CCT may choose a special ability to learn from a unit he has been assigned to for at least six months. The GC has final say over what this ability may be, but examples include the US Ranger’s Forced March, the Green Beret’s Leave No Trace, a Delta operative’s Keep Your Eyes on the Target, or the SEAL’s Go Deep ability. These skills cannot be learned unless the CCT is at least 3 levels above where the normal class would gain the skill, and core abilities cannot be learned. The CCT learns another special ability at 9th level. The CCT may “hold” this bonus until his level allows him to learn the skill he desires. The GC’s judgment is used to determine when a CCT has spent enough time in a particular unit to perform on of its special abilities. Air Strike At tenth level, the CCT can use his military contacts to call in an air strike once per session as a free action. This takes a minimum of ten minutes (100 rounds) to arrive unless the CCT made specific plans for it at the beginning of the session, in which case it takes one minute (ten rounds). This is above and beyond any air support that may normally be available in the mission. See the Soldier/Wheelman Guide for information on air vehicle ordinance. The CCT must be present to guide the munitions to the target. The GC has the final say on what munitions are available for the strike and its intensity, depending on the resources at ready in the area. I have a good start on the next class, the US CIA SAD Prestige Class. More are planned, including: The New Zealand Defense Force Special Air Service French Groupe d’Intervention de la Gendarmerie Nationale (GIGN) German Bundesgrenzschutzgruppe 9 (GSG9) German Kommando Spezialkrafte (KSK) Israeli Sayeret T’zanchanim Israeli Sayeret Mat’kal Israeli Shayetet 13 Polish Grupe Reagowania Operacyjno Mobilnego (GROM) Russian Spetsgruppa Alfa British 22nd Special Air Service The Australian Special Air Service Regiment (SASR) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Military prestige classes, feedback please
Top