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“In my dreams I hear again the crash of

guns, the rattle of musketry, the strange,


mournful mutter of the battlefield.”
— Douglas MacArthur
Writing
Andy C. Davis, Alexander Flagg, Clayton A. Oliver, Jason Olsan, Patrick Parrish

Line Developer Project Manager


Patrick Kapera Clayton A. Oliver

System Development and Editing


Scott Gearin

Consultants Creative Director


George Anderson, Alexander Gentry, Scott MacLeod, Mark Jelfo
Christophe Mouchel, Ed Thomas, Chad Underdonk,
D.M. Van Hise, David J. Vargas, Scott Wade, Graphic Design & Cartography
Jim Wardrip, Marcus Wischik Nate Barnes

Art Director Chief Executive Officer


jim pinto John Zinser

Cover Art Chief of Operations


Veronica V. Jones Maureen Yates

Interior Art Production Manager


Ilya Astrakhan Mary Valles

Editors ADDITIONAL MATERIAL


Patrick Kapera, Katie Yates Scott Gearin

Spycraft Created by Patrick Kapera and Kevin Wilson


Dedication
Writing and editing on this book was completed the week of November 11, 2004. The eleventh day
of the eleventh month is the anniversary of the armistice that ended hostilities on the Western Front
of the Great War — now known to us as World War I. In the United States, this is now Veterans Day,
and in the nations of the British Commonwealth, it's Remembrance Day.
We remain. We remember.

The Spycraft/Shadowforce The Spycraft/Shadowforce


Archer Story Team is… Archer Design Team is…
Steve Crow, Robert J. Defendi, B.D. Flory, Sean Michael Fish, Alexander Flagg, James Maliszewski,
Meredith Patterson, Les Simpson Scott Gearin, Clayton A. Oliver, Rodney Thompson

Playtesters
Tony Allen, Alexander Andersson, Bryan Armor, Carl Ballard, Jon Bancroft, Allan Barber, John Barber, Kevin Barbour, Steve Barr, Clark Barrett, Bruce Baugh, Rob Buckley, Matt Birdsall,
Tyler Blount, Kyle Burckhard, Nick Campbell, Simon Campey, Ben Caplan, Chris Carlson, Richard Cattle, Jeff Churchill, David Crabbe, Joshua Cremosnik, Steve Crow, Andy C. Davis, Matt Davis,
Nathan Devonshyre, Ray Edwards, Steve Emmott, Charles Etheridge-Nunn, Sean Fish, Alex Flagg, B.D. Flory, Jerry Ham, Rich Harkless, Nabil Homsi, Ashley Jestico, Stephen Johnstone,
Alex Matarazzo, Dave McAlister, Christi McCray, Matt McGowan, Vivika McKie-Woods, Angus McNichol, James McPherson, Kalai McPherson, Andrew Mertz, Steven Mileham, Justin Miller,
Ben Morton, Clint Menzes, Lisa Murray, Clayton A. Oliver, Jason Olsan, Kent Peet, Bob Pfieffer, Andrew M. Popowich, Michelle Popowich, Anthony Rainwater, Rolando Rivero, Andrew Robertson,
Jill Robertson, Tarik Salameh, Dave Salisbury, Crystal Simpson, Les Simpson, Aaron Smith, Mandy Smith, Marshal Smith, Sonya Smith, Catherine Spainhour, Rich Spainhour, Justin Stodola,
Alasdair Stuart, Michael Surber, Andrew Fraser Taylor, Colin Thomas, Eric Thompson, Seth Tupper, Kris Wagner, James Wiley, Marcus Wischik, Matt Wright

Spycraft, Shadowforce Archer and all related marks are ™ and © 2005 Alderac Entertainment Group, Inc. All rights reserved.
All characters, names, places, and text herein is copyrighted by AEG.
Reproduction without AEG's written permission is expressly forbidden, except for the purpose of reviews and when permission to photocopy is clearly stated.

Vitality points, wounds, Defense, and other rules from the Star Wars® Roleplaying Game and other items not covered by the Open Gaming License
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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 4: Vietnam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Chapter 1: afghanistan . . . . . . . . . . . . . . . . . . . . . . . . . . 5 The War Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 The War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
The War Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
The War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 After the War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Timeline of the Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 The End? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
After the War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 The Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
The End? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 The Viet Cong . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
The Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 The North Vietnamese Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Mujahideen/Northern Alliance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 The South Vietnamese Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Taliban/Al Qaeda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 United States Armed Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Soviet Union/Peoples Democratic Party of Afghanistan . . . . . . . . . . .12 The Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Coalition Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Espionage Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
The Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Military Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Desert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 The Mission: Operation Great Catch . . . . . . . . . . . . . . .68
Desert Urban . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 Firebase Heaven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Mountains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
The Mission: Operation Ant-Eater . . . . . . . . . . . . . . . . . 15 The Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
The Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Chapter 5: the last war — and after . . . . . 73
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
The End of the World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Chapter 2: bosnia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Setting the Stage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
A Window to Genocide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 The Timeline of the Apocalypse . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
The War Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 The Super Flu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
People and Culture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 No Man’s Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Important Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Life After the Last War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
The War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 The State of the World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Timeline of the Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 We Few . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
The Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 National Military . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
After the War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Infantry Squad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
The End? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Intelligence Agency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
The Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Local Government . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Serbian Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Extremist Community . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Ethnic Cleansing and Nationalism . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Neo-Barbarians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Croatian Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 In the Silence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Muslim and Federal Bosnian Forces . . . . . . . . . . . . . . . . . . . . . . . . . .28 Isolation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
International Peacekeepers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29 Recommended Viewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
The Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 The Necessities of Survival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Pulling Back the Curtain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Agents Without an Agency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
By Any Means Necessary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Recommended Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Bring Them to Justice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 The Mission: Operation Dark Tower . . . . . . . . . . . . . . . 92
Smuggling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
The Mission: Operation Fell Hand . . . . . . . . . . . . . . . . . 31 The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 The Action — Option #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 The Action — Option #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
The Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98

Chapter 3: central and south america . . . . 37 Chapter 6: new rules . . . . . . . . . . . . . . . . . . . . . . . . . . 103


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Long Term Gearing Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
The War Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Personal Budget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Geography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Mission Budget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Field Expenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
Important Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Gadget Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
The War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Leveling Up During a Long Term Mission . . . . . . . . . . . . . . . . . . . .105
Columbia (1986 to Present) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Medical Treatment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Bleeding and Squealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
Falkland Islands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Taking a Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Grenada (1983) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 The Road to Recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
After the War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Reconstruction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Nicaragua (1981 to 1990) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Gear Abuse and Maintenance . . . . . . . . . . . . . . . . . . . . . .108
Panama (1989) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Abuse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
The End? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Undoing Abuse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
The Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Preventative Maintenance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Columbia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Cannibalization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Falklands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Vehicular Abuse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Grenada . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 Gadget Abuse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Nicaragua . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 Scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Panama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 In-Mission Scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
The Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Downtime Scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Columbia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Procurement in the Wasteland . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Falkland Islands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Foraging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Grenada . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Fuel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Nicaragua . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Weapons of Mass Destruction . . . . . . . . . . . . . . . . . . . . .113
Panama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 WMD Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
The Mission: Operation Fallen Angel . . . . . . . . . . . . . 48 WMD Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Radiation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
The Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 New Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 Air Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Ground Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Water Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
Mass Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Mass Combat Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Battlefield Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126

3
Introduction
Chapter 6: New Rules presents many optional
mechanics to support squad-style play and alternate
INTRODUCTION
In the last two Spycraft releases, U.S. Militaries and
military play styles (including the conditions inherent in
any post-apocalyptic campaign).
Long-term gearing up rules are introduced, allowing
World Militaries, we’ve focused on real-world forces agents to choose a precise set of gear that they keep
across the globe — their personnel, resources, conflicts, from mission to mission (rather than giving it back to
histories, training, and ways to use them as agent a central clearing house, as seen in typical Spycraft
options and backdrop support in your games. This book games). Military and non-military avenues are given,
concludes our exploration of the military arena with along with different gear schemes based on the missions
a journey into the world of small-scale squad combat — undertaken, and explanations for using every aspect
and the places it happens. of the standard Spycraft gear system in conjunction.
Battlegrounds introduces a variety of historical, With agents potentially hanging on to gear
modern-day, and future settings within which espionage for indefinite periods, we’ve also included more
or military campaigns may be posed. The information comprehensive rules for how vehicles and other gear
contained in this book is useful to Spycraft games can be damaged and repaired, factoring in general
of any type, but shines in games portraying the military abuse, preventative maintenance, and cannibalization.
giants of our time, and their titanic campaigns of Rules for scavenging new parts for old items are also
ideological or territorial superiority. The next time you presented, along with ways to find food in the wild.
find yourself hard-pressed for an evening of RPG fun, Both rules sets may be used during missions and during
all you need do is flip through one of this release’s “downtime,” expanding the options available to agents
Mission sections for a rapid-fire one-shot encounter. beyond the bounds of standard mission structure.
Likewise if you’re short a scene in your latest serial. Realistic medical treatment rules are also offered,
And for a special treat, you might use one of those including alternate injury effects and ways to recover
criminal geniuses’ master plans the agents fail to stop as from them.
a launching pad for this book’s most exciting material Updated weapon of mass destruction rules offer tools
— an all-new post-apocalyptic setting drawn from for the aspiring global dictator — or criminal mastermind
current real-world events right outside your window! — and material on radiation poisoning further supports
the horrific post-apocalyptic scenario seen in Chapter 5.
What This Book Contains Next up is an assortment of never-before-seen
vehicle stats for transports and weapon platforms
Battlegrounds is broken into six chapters, as follows.
found on modern battlefields, with historical notes and
Chapter 1: Afghanistan presents one of the most complete game play notes.
notable military landscapes of the mid- to late-20th Finally, Battlegrounds presents an agent-centric set
century, caught between the super powers of the Cold of mass combat rules — but they’re not what you may
War. think. Instead of detailing troop movements and
complex maneuvers involving thousands or tens of
Chapter 2: Bosnia strives to present one of the
thousands of soldiers, these simple mechanics provide a
longest-maligned territories in the world, with roots in
fast-paced backdrop for any scene taking place in a war
modern conflict dating to World War I and before.
zone. With just a few die rolls, the GC can determine
Chapter 3: Central and South America covers the whether an agent team moving through a battlefield is
Marxist factions, drug cartels, and other forces waging plagued by an enemy sniper or random shrapnel, and
bitter revolutionary skirmishes and battles of personal effortlessly present plausible intensity and scope against
interest through some of the deepest jungles on the globe. which the team’s actions occur.
Chapter 4: Vietnam focuses on the bitter historical Remember, agents: nowhere is safe from the ravages
struggle between communist and capitalist ideals in one of war, but every war produces heroes. Somewhere out
of the least hospitable terrains ever encountered. there, glory awaits you on the field of battle…
Chapter 5: The Last War — And After is Spycraft’s
homage to a classic but often overlooked genre of
fiction and roleplaying: the end of the world. From the
modern day to post-collapse, this chapter presents an
all-too-possible road upon which we might already be
traveling, and the terrors that await us at road’s end.

4
“The Americans want us to continue fighting,
but not to win, just to bleed the Russians.”
— Ismael Khan

afghanistan
1
battlegrounds
INTRODUCTION THE WAR ZONE
Afghanistan is an arid, landlocked country, bordered Afghanistan is a land of steep rocky mountains and
by Pakistan to the south and east, Iran to the west, dusty plateaus. Approximately half of the country lies
Turkmenistan, Uzbekistan, and Tajikistan to the north, over a mile above sea level. This altitude, compounded
and China to the distant northeast. The nation is split by with the extreme climate, creates an arid, rugged land
a north-south divide along the Hindu Kush mountain that supports little life. The brutal scorching tempera-
range, which rises more than three miles at certain tures of the dry summers are compounded by the relent-
points. The western and southern provinces are upon less cold of the winter. In the western and southern
the Iranian plateau, forming high altitude desert lands. regions, intense heat and sandstorms are common
This area is flat and bare, with a sparse population during the summer. Rising in the midday or early after-
dotting the land. North of the Hindu Kush are the noon, “dust winds” of 60-100 mph raise high clouds of
Central Asia steppes, which stretch for thousands dust from the ground, lowering visibility along the vast
of miles into Siberia. Afghanistan is a harsh land with steppes. This can be dangerous to electronics and
hot summers and cold winters; only ten percent of the mechanical devices.
land is arable, mostly near Jalalabad in the east, Herat Precipitation rapidly changes throughout the year.
in the west, Bamiyan valley towards the center, and in Sudden rainstorms will cause shallow rivers to turn into
the northern river valleys. torrents without warning. Many of the local fighters use
Afghanistan’s story is a tale of bloodshed, violence, such unpredictability to their advantage, trapping or
and oppression. Kings, warlords, rebels, and occupying swallowing their enemies after leading them towards
forces have vied to control the tumultuous nation for shallow rivers at the first sign of rain. Within the moun-
millennia. Despite its lack of arable land, technology, tains, the frozen winters can temperatures to plummet
and other resources, many of its mountain passes and well below zero degrees Fahrenheit, difficult to survive
valleys are considered the “back doors” into other without special protection. Relics of past wars and inva-
nations. This fact has made it a keystone for military sions can be found throughout the country, from
success in Asia for as long as history has been written. destroyed vehicles to the corpses of unaccounted soldiers.
Conquerors from Alexander the Great to Genghis Khan One of the key methods to controlling Afghanistan
have taken Afghanistan as theirs, knowing its strategic is the many tunnels and passes that can be found with-
importance. in the country. There are over 200 passes along the bor-
Once considered a distant and inconsequential der between Pakistan and China. Ninety of these can be
country, it did not achieve much prominence until after traversed by vehicles, making them extremely important
World War II. The King of Afghanistan asked both the strategic military locations. In a country where it can
United States and the Soviet Union for military training take weeks to travel around mountains to get from one
and aid, hoping to improve the nation’s defenses. city to another, the shortcuts between them – or through
President Eisenhower deemed Afghanistan too distant them – can make a huge difference in a military strike…
to benefit U.S. interests, but the Soviet Union lent and even help determine control of the entire country.
support through the donation of vehicles and ordnance. The Salang Pass tunnel, a relic of the Soviet occupation,
It also offered Soviet training to all Afghani military is a typical example of such sites. Connecting Kabul,
leaders, which set up the conflict that has marred the Herat, Kandahar, and Ghazni, it serves as a crucial sup-
nation’s recent history. ply route between those cities. The tunnel is considered
the highest in the world and is over a mile and a half
long, making it a high target for ambushes or collapse.
Local fighters often make use of the limestone caves
that surround the mountainsides across the country.
These caves are created from runoff trickling down to
the water table deep below the earth, which creates
enormous lengthy caverns that are primarily used for
irrigation. Resistance fighters have transformed them
into defensive strongholds and hidden training camps.
They act as natural bunkers, able to repel the fiercest
assaults. They can also serve as an excellent method of
hiding from satellite reconnaissance, making them

6
afghanistan
Drug money flows from Afghanistan like a river, and
has helped fund a great many of its regional warlords.
Afghanistan is one of the world’s largest growers of
opium poppies, which can be distilled into narcotics and
smuggled into the black markets of the world.
As money trickles back, the millions raked
in from the harvests and refinement
help line the warlords’ pockets.
The money helps to feed and
arm their troops, as well
as allowing the higher
echelons of their paramilitary
organizations to live very comfortably.
When the Taliban controlled the country,
a significant amount of Al Qaeda’s money
came from sales of drugs.
Throughout all of this, the
people of Afghanistan
have demonstrated a
superhuman endurance
to the difficulties of wars.
They have adapted to the terrain, to
the extreme conditions, and to the ever-shifting
political and economic conditions. With the hardships
excellent hideouts for fugitives. However, cave com- that the people of Afghanistan have to endure, family
plexes are susceptible to “bunker buster” bombs which and community are the major tie that binds. They don’t
can easily collapse them with precision. Most of these give loyalty to a country or a major political power,
cave complexes can be found north of Kabul, and south but to the community and especially to the family.
in the mountains that border Pakistan. As a result, Afghan society has always broken down
Control of the nation has been a very slippery into factions, factions which sometimes war with each
proposition in the last twenty years. During the Soviet other. Unless there is a family tie of some sort, most of
occupation, the communist government actually only the people will not help strangers — especially foreigners
controlled the northern third of the nation, as well as — within these conflicts.
military-backed governing facilities within most major The capital city of Kabul is located in eastern
cities. When the Taliban ran Afghanistan, it was in con- Afghanistan, with a population estimated between
trol of most of the cities in some greater or lesser form 2 and 4 million people. Its refusal to buckle under
yet not the outlying countries. Even when the U.S.-led repeated assaults and seizures may also explain why it
Coalition declared Afghanistan to be free of Taliban rule is the largest city within Afghanistan. It rests upon the
and under the authority of the Afghan Transitional strategically important valley of the Kabul River.
Government, most of the nation remained under the The remnants of Bala Hissar stand on the southern bank
command of regional warlords. (For more information of the Kabul River, an ancient fortress turned military
on Afghanistan during these periods, see page 8). college. About a mile and a half west of the college is
The warlords in Afghanistan are men who, either the University of Kabul which became a battleground in
through familial hierarchies or money and muscle, have the mid-1990s between a fundamentalist group and
obtained enough power to run small armies and militias. supporters of the then-Afghan president. The campus
They typically retain their power with “iron fist” tactics still shows the signs of the battle: bullet damage upon
such as forced taxation, racketeering, and other forms of the trees, crumbled fences from shells, and rocket craters
intimidation against the local populace. Most of the marring pathways. Some of the books within the library
nation’s power depends upon the loyalty of these warlords, show damage.
which is typically either bought or bartered for. They retain The main home away from home for foreigners
regional control and care not who runs the country, as within the city is the Intercontinental Hotel, which has
long as they are left alone with their cities or regions. been a lasting landmark. Multiple bazaars nestled in the
Indeed, part of any attempt to control Afghanistan narrow, crooked mud-filled streets within the old sec-
involves careful courting of the warlords’ favor. tion of the capital act as the ancient hub of commerce

7
battlegrounds
in town. The larger parts of the bazaar are open squares
filled with the local populace, with the brush-covered
THE WAR
mountains visible in the distance. The city is also home
to the only television and radio stations throughout the
The country’s current turmoil began in 1973,
country. When an assault occurs against the country,
when King Zahir Shah traveled to Italy for eye surgery
these two communication hubs are among the first
and a vacation. While he was away, his cousin Daud
targets. Between 1991 and 1996, the southern side
Shah seized power in a bloodless coup and instated
of town was continuously sundered by shelling. Despite
a republic-based government with himself as president.
the shelling, the town as a whole has been little
His cabinet contained a large number of communists.
damaged. It is one of the most heavily landmined cities
Daud brought many modern ideas to the country,
in the world, however, making it dangerous to walk
which went against much of rural Afghanistan’s tradi-
down certain roads and streets for fear of setting one
tions and values. For example, he made women’s veils
off. During the Soviet incursion of Afghanistan, Kabul
optional to wear. He also banned all religious parties
acted as the Soviet command center. The Soviets left the
that opposed the government, which angered a large
city in 1989; the Taliban seized it in1996, and then
percentage of the populace. The kettle came to a boil
abandoned it in September of 2001, when it fell to the
when Mir Akbar Khyber, an important figure within the
control of the Northern Alliance.
communist People’s Democratic Party of Afghanistan
Approximately 100 miles west of Kabul is Bagram
(PDPA) was assassinated. The act sparked a riot, and
Air Base, built in 1976. The Soviets used it heavily
many religious leaders, such as Burhanuddin Rabbani
during their war in Afghanistan, and the Coalition made
and Ahmad Shah Masoud, then fled to Pakistan in order
extensive use of it during Operation: Enduring Freedom.
to organize resistance.
The Air Base consists of three large hangars, a control
On April 27th, 1978, the PDPA initiated a bloody
tower, and numerous support buildings that were built
coup and surrounded the presidential palace. Daud and
during the Soviet occupation. The base is surrounded by
his entourage were killed In the exchange, and the party
the heaps of destroyed and useless planes, a grave
seized power. The coup came to be known as the Saur
reminder of the Soviets’ misadventure in the country.
Revolution (“Saur” means “April” in Afghan). The coun-
Kandahar is the second largest city in Afghanistan,
try was then rechristened as the Democratic Republic of
with around 200,000 people. It lies about 100 miles
Afghanistan. The two factions of the PDPA, the Khalq
north of the Pakistan border. Despite its size, Kandahar
(“People”) and the Parcham (“Flag”) split most govern-
is considered the chief trade center of Afghanistan,
ment positions between them. The Khalq’s leader,
housing numerous mosques and bazaars, as well as
Muhammad Taraki, soon began purging all Parcham
a technical college. The surrounding lands represent
members from the cabinet and major government func-
some of the few fertile areas within the country,
tions. The organizer of the Saur Revolution and the
surrounded by an ancient mud wall. Kandahar was
prime minister under Taraki, Hafizullah Amin, was
a site of Soviet command and the birthplace of the
among the chief targets. However, the attempt on
Taliban in 1994. During the Taliban’s rule, it served
Amin’s life failed; rather, it was Taraki who died in the
as the capital of Afghanistan.
exchange, cut down in a gunfight by Amin’s followers.
Mazar-i-Sharif is near the Uzbekistan border. It was
Amin then became president of Afghanistan. Though he
an important city during the Soviet war, containing
attempted to moderate the PDPA’s anti-religion reputa-
a strategic road between Kabul and Termez in then-
tion, many Afghans considered him to be responsible
Soviet-run Uzbekistan.
for the regime’s sometimes harsh measures.
Jalalabad is a leading trade center in eastern
In Moscow, Taraki’s elimination without consent
Afghanistan. It lies near the Khyber Pass on the Kabul
angered the Soviet leader Leonid Brezhnev. The KGB
River, linking trade with India and Pakistan. This city
chairman and the defense minister opened a special
is an important military center with its air strip and
commission on Afghanistan. The findings reported that
strategic command of the entrances to Laghman and
Amin was purging his opponents, including Soviet sym-
Konar valleys. The town is surrounded by a large
pathizers; that his loyalty to Moscow was feigned; and
irrigated plain that produces much of the city’s food.
that he sought diplomatic links with Pakistan and per-
Jalalabad was badly damaged during the Russian
haps China without consent from Moscow. In December
invasion as well as the civil war that occurred
24, 1979, Soviet airborne forces seized Kabul airport.
afterwards. Sympathetic to the Taliban’s social policies,
Elite Alpha Group commandos gunned down Amin in
it was bloodlessly taken in August 1996, which served
his bedroom. Simultaneously, columns of Soviet troops
as the door opener for the Taliban’s assault upon Kabul.
crossed the Uzbekistan border and headed towards
Kabul. The USSR had invaded Afghanistan with 80,000

8
afghanistan
men. The Parcham’s leader Babrak Karmal, who was in Timeline of the Conflict
exile after his party was eliminated from major govern-
• July 17, 1973 — Daud Shah seizes power in
ment posts, became president under the USSR’s wing.
bloodless coup from Zahir Shah.
The invasion proved anything but decisive, however;
guerrilla fights soon began launching attacks against their • April 27, 1978 — People’s Democratic Party
Soviet “liberators.” The fighters, known as mujahideen, of Afghanistan, headed by Muhammad Taraki,
were led by exiled religious leaders and soon grew in initiates a bloody coup, killing Daud Shah.
skill, technology, and numbers. A jihad, or holy war, was
• September 1979 — Hafizullah Amin seizes
declared upon the PDPA, and other countries began
power from Taraki.
to lend their assistance. The U.S. covertly trained the
fighters and equipped them with surface-to-air missiles, • December 26, 1979 — Soviet invasion forces kill
Pakistan offered training grounds, and Saudi Arabia Hafizullah and install Babrak Karmal as Prime
offered money. The CIA alone invested $2.1 billion over Minister.
10 years to help the anti-Soviet resistance.
• December 27, 1979 — Soviet ground forces invade
The Soviet government eventually grew dissatisfied
from the north.
with Karmal’s governing and replaced him with the
chief of the Afghan secret police, Ahmadzai Najibullah, • 1984 — Mujahidin start receiving assistance
in May 1986. He changed the name of the country back from U.S. and other outside powers.
to the Republic of Afghanistan as a symbolic gesture to
• May 1986 — Karmal is replaced by Ahmadzai
show he was willing to negotiate with the mujahideen,
Najibullah.
but they refused to deal with a Soviet “puppet govern-
ment” and the war continued for another three years. • 1988 — Geneva Accords signed.
After 13,000 Soviet soldiers were killed, the USSR
• February 1989 — Last Soviet troops leave
had had enough. Soviet president Mikhail Gorbachev
Afghanistan.
signed the Geneva Accords, outlining the retreat of
Soviet troops from Afghanistan and the establishment • 1992 — Mujahideen forces, led by Ahmed Shah
of a coalition government run by Najibullah. By Massoud, remove Najibullah from power.
February 1989, the last troops left the country. But
• 1993 — Factions form government, with
peace once again proved short-lived. In April 1992,
Burhanuddin Rabbani as president.
mujahideen forces, led by Ahmad Shah Massoud — a
major religious and military leader of the resistance — • September 1994 — Taliban emerge as a strong
took Kabul, and Najibullah fled to a UN compound. The faction.
new rulers proclaimed the Islamic Republic of
• September 1996 — Taliban seizes control of Kabul.
Afghanistan and made Burhanuddin Rabbani, who was
Rabbani is exiled and Najibullah is executed.
in exile during the Soviet conflict, their president.
Not long after, each faction of mujahideen started to • September 10, 2001 — Massoud is assassinated
fight with one another. The leaders of the factions by a suicide bombing.
became warlords of their territories, ruling their people
• September 11, 2001 — Terrorists hijack multiple
as tyrants with little regard for central authority. Many
U.S. airplane flights, destroying the World Trade
became bandits, engaging in extortion, drug smuggling,
Center and damaging the Pentagon. Thousands
kidnapping, and other criminal ventures. Hizb-I Wahdat,
die in the aftermath; the Taliban-sheltered
a faction of resistance, launched massive rocket attacks
Al Qaeda is suspected for the attack.
on Kabul from 1992 to 1995. By the time the attacks
ceased, one third of the city was reduced to rubble. • October 7, 2001 — U.S. begins strategic bombing
In September 1994, the Taliban emerged under the of Taliban sites.
Islamic teacher Mullah Mohammad Omar. Starting in its
• December 22, 2001 — Hamid Karzai sworn in as
birthplace of Kandahar, it successfully captured most of
chairman of interim government.
the country with the support of the local population,
who were disillusioned with the mujahideen and the • January 2002 — Taliban officially surrenders the
ongoing bloodshed they fosters. Kabul fell to the country.
Taliban in September 1996. Najibullah was publicly
• May 2003 — U.S. claims most of Afghanistan
executed by hanging and the nation once again had
is secure.
new leadership. In 1997, the country was renamed
again, to the Islamic Emirate of Afghanistan.

9
battlegrounds

Soon the Taliban’s oppression of the people began during an interview. The day after, the United States
to be felt. Their harsh and inflexible interpretation was hit by the largest terrorist attack in the country’s
of Islamic law led to brutal curbs on personal liberty. history. Al Qaeda terrorist hijacked a quartet of passenger
Under their regime, women were required to be fully jets, flying two of them into the World Trade Center in
veiled nor could they participate in work. Men were New York City. A third plane crashed into the Pentagon
forced to grow beards. Minority religions were building in Arlington, Virginia, while a fourth crashed
grievously persecuted, culminating in the destruction of into a field outside of Shanksville, Pennsylvania
two priceless Buddhist monuments in cliffsides (it is widely believed that this last crash occurred after
at Bamiyan in March of 2001. They also launched passengers aboard the doomed jet fought back against
a serious effort to rid the country of opium production… their captors). The day after, President George W. Bush
which threatened the livelihood of many mujahideen declared a “War on Terror” with Afghanistan as its
factions. The previous in-fighting between warlords — first target. The U.S. demanded that they turn over
on-going during all of the nations power transfers — Al Qaeda mastermind Osama bin Laden or face severe
was ended, and new resistance rallied under ex-president consequences. The Taliban then refused this demand.
Rabbani as the Northern Alliance. Within a month, the U.S. rallied 70 other countries
Osama bin Laden, a known global terrorist who had under the banner of the “Coalition,” which then forged
left Afghanistan in 1990, was welcomed by the Taliban agreements to free Afghanistan from the Taliban with
and allowed sanctuary in the country in 1996. the assistance of the Northern Alliance. On October 7,
A financier of the war against the Soviets, his money 2001, this unified force then attacked Taliban-held
helped finance the Taliban’s regime. In return, he was Afghanistan with a strategic bombing of major Taliban
allowed to set up terrorist training camps for his reli- sites, including air bases and defense outposts, as the
giously-motivated terror group, Al Qaeda, or “the Base.” inaugural assault of Operation: Enduring Freedom. Most
The United Nations instituted sanctions against major warlords in the country were paid to assist the
Afghanistan in 1999 and 2000, citing the support of ter- Coalition and the Northern Alliance. By December 22,
rorism — Osama bin Laden specifically — as well as the most of the major cities and strategic points were con-
cultivation of narcotics. In all that time, only three trolled by Coalition troops. Hamid Karzai, the director of
nations — Pakistan, Saudi Arabia, and the United Arab operations for a resistance group, was elected by the
Emirates — formally recognized the Taliban’s rule. loya jirga, a gathering of Afghanistan’s tribal leaders,
The Taliban and the Northern Alliance fought and sworn in as president of the Afghan Transitional
continuously with little major success until September Administration. By January 2002, the Taliban officially
2001. On September 10, a Taliban assassin posing as surrendered the country and in May 2003, the U.S.
a news reporter killed Northern Alliance leader Massoud claimed that most of Afghanistan is secure.

10
afghanistan
After the War considered formidable. It was capable of denying
the PDPA and Soviets control of as much as 80 percent
The current governing body of Afghanistan
of the countryside. They assassinated state and party
is the Afghan Transitional Administration, or ATA.
officials, and would attack targets even deep within the
This new government is headquartered in Kabul
heart of Soviet-run territory.
and is run by interim president Hamid Karzai.
The mujahideen had only one goal in mind:
The heavy fighting may have died down, but the
the elimination of the PDPA and the expulsion of Soviet
country is far from peaceful. In September 2002,
rule. Beyond that, they had no solid plan for a replace-
Karzai survived an assassination attempt when a
ment government. Once the Taliban seized power,
gunman infiltrated a security detail for the
remnants of the mujahideen fighters banded together
governor’s palace and attempted to shoot him as
to form the Northern Alliance, which was considered
he traveled in Kabul. The Coalition remains in the
the only major resistance to their religious rule.
country acting as a peacekeeping force. U.S. and
French special forces have spent much of their time Taliban/Al Qaeda
training the new Afghan-run military known as the
During their defense of Afghanistan against the
Afghanistan National Army, or ANA, which are
Coalition forces, Taliban and Al Qaeda fighters worked
responsible for the protection of political figures and
together. Though their units were separate, they fought
are beginning to take up a national policing role.
as a whole against all who opposed Taliban rule and its
As of the time of writing this book, public elections
intolerant beliefs. They were unified under the idea that
are occurring within the country to determine the first
they were fighting a jihad, or holy war, against the
democratically-elected president within Afghanistan.
Coalition forces — specifically, the United States.
Al Qaeda was responsible for multiple attacks upon
American interests in the 1990s, which made them
a prominent threat to the United States.
THE WARRIORS
Once the Soviet Union invaded Afghanistan in order
The End?
to back the fledgling PDPA, militant native forces began • During the Soviet conflict, the United States
to reveal themselves in an attempt to repel the commu- publicly enters the war in order to help the
nist forces. Ten years later, they succeeded in their task, mujahideen. This declaration is taken as an act of
driving the invading Soviet force back to the USSR. war against the Soviet Union. Politically-allied
After the Taliban rose up out of seemingly nowhere to countries come to the defense of both nations and
takeover the country in 1996, many of the veteran lead- World War III is waged upon battlefields across the
ers of the previous war took up arms as the Northern Earth. After a false reading upon a missile defense
Alliance. During its tenure as the ruling party in system claims that the USSR has launched
Afghanistan, the Taliban allowed Osama bin Laden and a nuclear missile towards a U.S. military target,
Al Qaeda to safely live within their protected confines the U.S. retaliates by launching its missiles
as an ally. These three factions battled one another until towards Soviet military targets. By the time the
the events of September 11th, 2001, which then intro- false missile is confirmed, the first wave of missiles
duced the multi-national Coalition forces to the war hit. Allied nuclear-capable countries fulfill their
against the Taliban. treaty obligations and fire towards enemy nations.
Nuclear wastelands replace once-great cities
Mujahideen/Northern across all allied global regions and the world’s
Alliance population is reduced to a scattered few sifting
During the Soviet incursion of Afghanistan, through the radioactive rubble.
the primary defenders of the Afghani people were
• Serendipitous to their plans, Al Qaeda obtains
the mujahideen, which means “strugglers” in Arabic.
a working bioengineered virus created by a world
The mujahideen weren’t an organized army, but more
power’s biological warfare program. This virus
accurately a “population in arms.” They consisted
is altered using captive scientists, changing its tar-
of native people who decided to rise up in revolt of their
gets to match broad genetic types. Within months,
oppressive new regime. Their numbers were completely
millions of people are killed by this mysterious
tallied, with estimates ranging from 90,000 up to 9 million
virus until scientists discover what it is. The engi-
of Afghanistan’s people. The name isn’t even considered
neers attempt a quick delivery of the cure and
a title, but a term for a resistance fighter. It was divided
vaccine. By the time the virus is controlled, only
along tribal, ethnic, regional, religious, and ideological
a handful of survivors are left across the world.
lines, but despite these many differences, it was still

11
battlegrounds
Afghanistan Units Over 80,000 Soviet troops helped the PDPA try to
(Mujahideen/Northern Alliance/Taliban/Al Qaeda Units) keep control of the country, fighting battles and
ambushes against the mujahideen.
The majority of units found between the four locally-
Among the units that were deployed to Afghanistan
based factions of Afghanistan have very similar weapons
were a special unit of the Spetsnaz — the Soviet Union’s
and training. As such, all four will be described below
special operations forces — called the Spetsnaz MVD,
as the “Afghanistan Units”.
which is an interior unit used to counter terrorist
Missions: Units within these factions are the whole
threats.
of the Afghanistan troops. There isn’t a regimented
breakup of these people. As such, members of these Soviet/PDPA Infantry
units are jacks-of-all-trades. They will learn to sabo-
Missions: During an assault mission, the infantry
tage, engage in assaults, and do reconnaissance as the
is responsible for quelling any guerrilla uprisings from
mission requires.
the many mujahideen forces across the country. When
Manpower: There isn’t really a breakdown of unit
infantry is sent in to a known battlefield, they send
members; troops are merely sent where needed. All
in superior numbers to ensure victory where possible.
members are trained in basic weapons use, some demo-
During an escort mission, the troops are responsible
litions, vehicle use, and rudimentary tactics. Specialists
for protecting their designated target — typically
are rare, but can appear among the groups through
a supply convoy. With the mountains making direct
personal experience.
travel impossible, convoys must drive through passes
Gear: Most gear carried by a unit consists
that could easily be ambushed. The infantry flank the
of scrounged remnants of previous battles. During the
vehicles, walking alongside, listening and watching for
80’s, much of their gear was also given to them
any sign of the enemy. A support APC drives behind
by the U.S. in their attempt to thwart communism
with extra troops. The troops are cycled between walk-
in Afghanistan. As such, they are usually armed with
ing and riding in the APC to prevent fatigue.
a ramshackle collection of U.S. and Soviet assault rifles,
Manpower: A typical infantry unit has 4 enlisted
rocket launchers, and explosives.
soldiers and one officer. The officer, more often than
Vehicles: Most Afghanistan units travel in run-down
not, is a trained sniper. Sniper tactics are typically used
vans and pick-up trucks. Some tanks and other military
for suppression fire, as opposed to the U.S. tactic of
vehicles are used, but the availability of them primarily
using the SAW as suppression fire.
has to do with the success of the men in previous
Gear: The unit’s gear typically consists of 1 PKM
missions as they are scavenged from the enemy.
general purpose machine gun, 1 SVD Dragunov sniper
Allies: This is where most of the units differ from
rifle, and 3 RPK-74 assault rifles. The sniper rifle is used
each other. The mujahideen had many allies: the U.S.
by the officer/sniper. The enlisted each have one
would send them weapons, Pakistan gave them grounds
weapon, be it the RPK-74 or PKM. AK-74 assault rifles
for troop training, and Saudi Arabia gave them money
are common as a secondary or surplus rifle.
to help fight their guerrilla war. The Northern Alliance
Vehicles: APCs and helicopters are the common
had little backing until the creation of the Coalition,
method of transportation among the troops. Troops are
who then worked with them to stop the Taliban.
trained how to use common combat vehicles, such as
The Taliban were allied with Al Qaeda units, ensuring
jeeps, APCs, and the like, and will use them if necessary
assistance in any effort which either force required.
in the middle of battle.
Soviet Union/Peoples Allies: The troops generally have allies only among
Democratic Party of other troops. The Soviet forces within Afghanistan are
Afghanistan (PDPA) pretty much fighting alone, with the exception of those
PDPA-sympathetic troops that fight alongside them.
When the PDPA was instated as the government of
Afghanistan, it proved immensely unpopular among the Spetsnaz MVD
populace. The Soviet Union expected the industrial
Missions: During a reconnaissance mission, this
workers of the nation to rise up in defense of the new
squad will infiltrate an unknown location in order to
regime. However, the Soviets had little understanding of
determine the security of the area. The unit will only
Afghanistan: there was hardly any “industry” to employ
engage the enemy if required. Unlike the old proverb,
such workers. At the end of 1979, the Soviet Union sent
dead men do tell tales; a corpse proves that a hostile had
in troops to help quell resistance from the locals. Once
been there.
there, the troops were used to protect key strategic and
During an assault mission, this squad is sent out into
symbolic locations across the country, as well as assault
the cities or desert of Afghanistan to fight guerrilla
the uprising militants known as the mujahideen.
mujahideen forces head on. These battles can stretch on

12
afghanistan
for days, especially in urban situations where the guerril- Sometimes the missions are rather complex, such as set-
la forces have the advantage. Fatigue is very typical ting a chain of explosives to take out a military bunker.
upon these missions, with the constant barrage of During a mine sweeping mission, SEALs are used
enemy fire and the lack of sleep. to search out and disarm mines in the field. With their
Manpower: A Spetsnaz MVD unit has an officer skill as demolition experts, these specialized troops are
as unit commander, a technical chief, and four enlisted able to uncover and clear enemy mines.
soldiers. The enlisted soldiers can have many specialties to During an infiltration mission, SEALs are dropped
round out the group: sniper, explosives, heavy weaponry, behind enemy lines, usually with the intent to retrieve
and the like. The group is designed to be flexible enough a captive or to prepare a location for a planned assault.
to carry out whatever operation they require, while still These can be the most dangerous missions, as being
having an established chain of command. spotted could mean instantly being outnumbered.
Gear: A standard Spetsnaz MVD soldier has a 5.45 Manpower: A SEAL unit has an officer as unit
AKS-74 assault rifle as well as a 5.45 PRI automatic commander, a technical chief, and four enlisted soldiers.
pistol. All Spetsnaz have a special ballistic knife with The enlisted soldiers can have many specialties to round
a spring loaded blade for emergency ranged combat. out the group: sniper, explosives, heavy weaponry,
Beyond that core gear, other weaponry and such are and the like. The group is designed to be flexible enough
optional depending upon the mission requirements of to carry out whatever operation they require, while still
the group. Spetsnaz are trained in foreign equipment as having an established chain of command.
well. This ensures they can scrounge enemy equipment Gear: The SEALs’ primary weapon is the Heckler &
as necessary in the field. Koch MP5-N submachine gun with a Colt M1911 pistol.
Vehicles: Though trained in military vehicle use, The specialty weapons typically are the M203 grenade
Spetsnaz MVD are usually dropped off in the field by launcher, the M14 sniper rifle, or the Benelli M4
either armored personnel carriers (APCs) or helicopters. Super 9 combat shotgun. SEALs trust their equipment
If necessary, they will commandeer a local vehicle in the implicitly — with good reason, as most of it has been
field. meticulously designed for them — and will rarely use
Allies: The Spetsnaz MVD has PDPA ground troops scrounged equipment found upon enemy soldiers.
and Soviet military troops as their direct allies. During Vehicles: SEALs are inserted into enemy combat
an assault mission, they will fight alongside both in many ways. Most are dropped in by plane, using the
against the guerrilla forces. They are highly trained and high altitude low opening (HALO) parachuting method,
can quickly assume a field command presence to guide or by helicopter. Few are actually driven to the location
the PDPA and Soviet troops. of the mission, though occasionally it does happen.
As with most units, the SEALs will commandeer
Coalition Forces vehicles if it is necessary for the mission.
The day after the terrorist attacks of September 11th, Allies: The SEALs have a great many allies in
the United States began building up its allies to help Afghanistan during the Coalition’s “War on Terror.” The
with its newly dubbed “War on Terror.” In the end, thousands of multinational troops as well as the allied
70 nations rallied around the U.S., publicly abhorring Northern Alliance may work to assist the SEALs in some
the atrocities of 9/11 and officially condemning those missions.
who were responsible. These 70 nations were known
as “the Coalition”.
One of the major directives of the Coalition was they
would not allow countries to harbor terrorists. Once the
Taliban refused to turn over Osama bin Laden to the
THE CONFLICT
Throughout Afghanistan’s numerous wars, it is the
United States for trial, this gave the forces enough reason smaller conflicts throughout the towns, countryside,
to invade Afghanistan. and mountains that have the most impact on the
Despite Afghanistan being a land-locked nation, the populace and the soldiers involved. Below are examples
U.S. Navy SEALs assisted in Operation: Enduring of these conflicts that can be put into any military
Freedom. With their ability to quietly work behind or espionage-based Spycraft campaign.
enemy lines, as well as their demolition skills, they were
an invaluable asset in securing the tumultuous nation. Desert
The desert is an almost endless stretch of dry,
U.S. Navy SEALs featureless land. The weather created by such high
Missions: During a demolition mission, the SEALs are altitudes and extreme temperatures can lead
sent in to assess a target location and destroy it. to interesting events and dangerous situations —
Sometimes, it’s as simple as destroying a cave entrance. the staple of a good Spycraft game!

13
battlegrounds
Driving across a stretch of the savannah towards Eventually he reaches his safe house and tells his con-
Kabul searching for the soldiers of a local warlord, trol of the situation. This could lead to many adventure
the agents could be ambushed by a large group possibilities. The agents must search a wide area near
of local resistance fighters that oppose this dictator, where the fleeing agent left the disk for mines, seeking
easily flanking the agents with their superior native the one which hides the disk. Another possibility
knowledge of the region. is a child, accustomed to playing on these dangerous
Dust storms could rise in the distance and rushes across streets, found the disk and took it home.
the open desert plain. This would force the agents to find Perhaps the same local warlord is becoming a threat
cover and hide from the storm’s dangers. The group will to the success of the Afghan Transitional Administration.
need to be resourceful to protect themselves and their sen- In order to quell the threat, he must be dealt with —
sitive equipment from the whirling fury of dust and sand. permanently. There is a problem with this simple plan:
The nomadic people of the desert, seeking a fertile the warlord has become very reclusive after three recent
place to live could also bring many roleplaying oppor- assassination attempts. The agents could infiltrate the
tunities. As family is a key element in the lives of the warlord’s inner sanctum in disguise and build trust
people of Afghanistan, they are very wary of foreigners. among his inner circle. Once trust is built, the team is
Weapons caches can be found hidden under the sand expected to be introduced to the warlord himself. Another
and coarse rock of the deserts, buried by mujahideen option is an organized covert infiltration of the warlord’s
cells in the area, or serving as a storage depot for an fortress, efficiently eliminating guards as they travel
arms dealer. It could be a recent trove, placed there for deeper and deeper until they reach their target. Perhaps
daily re-supply, or perhaps it could be a dust-covered an opposing faction’s assassin could already be in the
relic of a long forgotten resistance fighter that died the room and ready to carry out the exact same mission.
decade before. Another potential threat could be found
in the mystery of a recently-used weapons cache in Mountains
a location that is considered secure and under control… The mountains can be a prime location for action
the precursor to an assault that was — until this and suspense. With craggy surfaces to hide in,
serendipitous discovery — previously unknown. the mountain passes and tunnels make great ambush
Dangerous mistakes can also happen out in the locations. The thin roads could easily lead to crashes
desert. Perhaps the agents are ambushed by terrorists or a very lethal drop off the side of a mountain.
patrolling from a nearby camp. Upon capture, numerous The extreme temperatures can create a sense of urgency,
options are available. The camp could be unknown like a ticking time bomb leading to the death of agents
to the Agency, which would make this capture very or allies if they don’t move fast.
beneficial, though dangerous. The camp could also A crucial mountain pass can easily become a major
be the staging ground for a major assault upon the point of conflict, with skirmishes waged along nearby
established regime, the great and final strike to topple terrain. Resistance fighters could attempt to wire explo-
the government. The camp could also house interrogation sives to the sides of the valley to collapse it.
facilities, creating a sense of urgency to escape lest Reinforcements could be needed at an air base on the
sensitive Agency secrets may be revealed. other side of the pass within a couple of hours, requir-
ing urgency to secure the pass. All explosives, traps, and
Desert Urban resistance would need to be cleared before that convoy
Certainly, the desert is a great location for adventure, of troops reached the pass.
but one should never forget the possibilities of the A sympathetic organization within Pakistan may have
desert cities. Small urban oases between stretches of decided to bring an arms convoy to help the resistance
arid dry wasteland can be a welcome sight and attract fighters. Fortunately, the Agency was able to intercept the
flocks of people to its vital resources. Compound this communications negotiating the deal and timetables. The
with the fact that desert communities are bound by convoy is to travel through one of the unpaved passes in
familial ties more often than political or industrial ones order to not be noticed by Pakistan authorities. A snow
and you have a very unique atmosphere. storm is brewing within the pass, which is supposed
An agent may have infiltrated a warlord’s Kabul to help hide the convoy from satellites. This would also
fortress in order to determine where he intends to strike provide excellent cover for the agents to assault it.
within the next month. Successfully sneaking in during Another option is that a high-ranking lieutenant of
the middle of the night, he transfers all of the planned the resistance is attempting to flee the country in order
strikes to a small disk. Upon leaving, he is discovered by to build up his forces and train them in neighboring
patrolling guards. While being chased into the city, the Pakistan. The only problem is that there are thousands
agent trips and lands next to a land mine. Sliding the of square miles of mountains and his group probably
disk underneath the mine in case of capture, he flees. only numbers between ten and fifty — a difficult job for

14
afghanistan
the agents if they were put up to the task. The agents DC 25 from the air). The edges of the entrance can be
must find this lieutenant before he disappears into the used as half cover to defend the complex from attack.
Pakistani frontier. They could run into diversion groups, 2. Weapons Storage: The weapons storage room is a
which were sent to confuse any enemies that might be major cache within the complex as well as housing vehi-
looking for the lieutenant. They may know the location cles, fuel, and communication equipment. It also contains
of the correct pass which this lieutenant is taking, which the diesel generators to light the rest of the command
would make capturing one of them a top priority. Then complex. This room has an especially large ventilation
again, what if the lieutenant was actually fleeing the shaft (see sidebar) for vehicle fumes and generator heat
country in order to defect, using the recruitment and (–5 cumulative to Spot DCs with thermographic imaging).
training story as a smoke screen, and offers information It contains a surplus of 8 Kalishnikov AK-47 assault
regarding the resistance and their strongholds…? rifles, 2 Kalishnikov AK-74 assault rifles, and ammo
drums of all calibers (at least 50 bullets each). Reinforced
cases against the wall contain 2 rocket launchers and
THE M ISSION
Operation ANT-EATER
2 HE rockets, 2 A/A rockets, and 4 A/T rockets.
3. Worship Space: The worship space is sparsely
filled with prayer mats. Lights dimly illuminate the
room and a few inspirational and religious paintings are
This mission is appropriate for a team of 3–5 agents
found upon the walls.
levels 3, 8, 13, and 18.
4. Sleeping Quarters: The sleeping quarters are about a
The Setting s sparse as the worship space, with mats for sleeping and
simple pillows laying upon the floors. One wall contains
Limestone caves are prevalent within the mountains
a rack of 10 AK-47 assault rifles for quick access. These
and plateaus of Afghanistan. The local population has
quarters can handle between 10 and 12 people comfortably.
expanded them into irrigation systems to help grow
5. Food Stores: The food stores are a room with dry
crops upon the dry mountainous lands. During the
goods as well as perishables from local sympathetic vil-
Soviet incursion, mujahideen used the caves as hideouts
lages. A few small pieces of cooking equipment, such as
and fortresses, expanding and fortifying their natural
old refrigerators and hot plates, can be found there as well.
defensive capacities. Power was brought in thanks to
6. Escape Tunnel: The escape tunnel is a thin hall —
generators, as well as stores of food supplies. After the
wide enough for but a single person to pass through —
end of the war, terrorist camps moved into the area and
that leads out into the mountains. The exit is well-dis-
used many of the caves to hide from view of spy satel-
guised with brush and rocks and is watched every hour of
lites. Once the Coalition invaded Afghanistan, Al Qaeda
the day to ensure there isn’t an assault on the complex
and Taliban forces used the caves as a line of defense.
from behind (Spot DC 25 from outside of complex).
The walls are smoothed out and extra rooms are
B. Living Quarters: Much like the sleeping quarters of
carved out of the ancient caverns. All of the corridors
the command bunker, the living quarters are populated
have at least one ninety-degree angle to prevent extend-
by sleeping mats and pillows. These quarters can handle
ed damage from explosives or rocket blasts. This prevents
20 to 24 people comfortably at a time, and arms are
collateral damage within nearby rooms. Every 15 feet
quickly available for the fighters.
within the hallways between rooms, as well as the
C. Ammunition Storage: Closer to ground level, the
entrance, contains a dynamite tripwire trap (CR 3; 2d6
ammunition storage depot is where most of the heavy
normal damage, blast increment 5 ft.; Search DC 20;
artillery and vehicles are held. This section could com-
Jump DC 20 to avoid; Mechanics DC 20 to disable) that
fortably house a couple of tanks, or up to four jeeps.
defenders of the cave system placed as a nasty surprise
Drums of ammunition and cases of explosives, are safe-
(+4 to avoid rolls if agent is a defender of the complex).
ly secured within this room. It also contains a cache of
Locations 20 Kalishnikov AK-47 assault rifles, 2 Dragunov SVD
sniper rifles, and ammo drums of all calibers (at least 200
A. Command Bunker: The command bunker acts as the
bullets each). Reinforced cases against the wall contain 2
coordination center for the massive cave complex. This
rocket launchers and 2 HE rockets and 10 A/T rockets.
section is expanded into the areas below (areas 1-6).
Fifteen blocks of C4 explosive compound rests upon
1. Entrance: This corridor is approximately 100 feet in
shelves with the ammo drums. A Soviet T-55 main bat-
length, 15 feet wide and 20 feet high. It is wide enough
tle tank is currently parked here, but no other vehicles.
to allow tanks to enter. The mouth of the entrance is usu-
D. Water Table: Deep within the complex, hidden
ally guarded to ensure it is not infiltrated, and typically
from direct access, a small chamber containing the
booby-trapped. The mouth itself has a natural rock out-
water table. The room looks like an underground lake,
cropping jutting out from the roof of the entrance to help
with buckets near the shore for the men to bring up
disguise the opening from flyby surveys of the area (Spot

15
battlegrounds
BP* Weapons and Gear**
water. The water is clean for the most part, filtered
1–25 AKS-74 assault rifle + 3 clips, ballistic knife***,
through the earth until it reaches the baseline and
1 flashbang grenade, Kevlar vest, headset radio,
cleansed of impure elements.
nightvision goggles and desert camouflage
The Action — Option #1 Spetsnaz fatigues.
26–50 AKS-74 assault rifle + 3 clips, Tniitochmash PSS
The Soviet-backed PDPA forces have sent a Spetsnaz
Silent service pistol + 2 clips, ballistic knife***,
unit to clear out a mountain complex containing elements
2 flashbang grenades, 1⁄2 lb C-4, Kevlar vest,
of the local mujahideen. These resistance fighters have
headset radio, nightvision goggles and desert
been responsible for repeated attacks upon PDPA convoys
camouflage Spetsnaz fatigues.
in the region.
51–75 AKS-74 assault rifle + suppressor, night vision
The unit has three objectives. The first is to clear every
sight (2nd generation) and 4 clips, Tniitochmash
room in the complex. This is accomplished either by elim-
PSS Silent service pistol + 2 clips, ballistic
ination of the enemy or secured detaining of the enemy
knife***, 2 flashbang grenades, 2 smoke
for later interrogation. The second objective is to clear the
grenades, 1⁄2 lb C-4, Kevlar vest, headset
mountain of traps. Each room must be swept and
radio, gas mask, nightvision goggles and
searched. The third objective is to search through materi-
desert camouflage Spetsnaz fatigues.
als in the complex for any sort of information regarding
76–99 AKS-74 assault rifle + suppressor, ACOG sight
locations and plans of other mujahideen in the area.
and 4 clips, Tniitochmash PSS Silent service
When the agents enter a section of the complex, roll
pistol + 2 clips, ballistic knife***, 2 flashbang
a d20. Upon a roll of 11-20, a squad of Mujahideen
grenades, 2 fragmentation grenades, 2 smoke
Fighters is within the room. Whether they are armed
grenades, 1⁄2 lb C-4, Kevlar vest, headset
and prepared is the GC’s decision as appropriate.
radio, gas mask, nightvision goggles and
Agent Description desert camouflage Spetsnaz fatigues.
100+ AKS-74 assault rifle + suppressor, ACOG sight,
Read the following aloud to begin.
underbarrel grenade launcher and 4 clips,
A group of mujahideen have been raiding PDPA con- Tniitochmash PSS Silent service pistol + 2 clips,
voys between Kabul and Mazar-i-Sharif. Six ambushes ballistic knife***, 2 flashbang grenades,
have occurred in as many months. The assaults occur 2 fragmentation grenades, 2 smoke grenades,
after hitting a checkpoint in Pol-e Khomri, a town mid- 2 CS gas grenades, 1 lb C-4, Kevlar vest,
way between the two cities. After months of intensive headset radio, gas mask, nightvision goggles
searching within the Hindu Kush mountains, the guer- and desert camouflage Spetsnaz fatigues.
rillas’ base has been found. * Per agent.
** The agent gains only the weapons and gear listed for
Your squad is within 100 feet of the entrance, which is his total BP allotment. He does not gain any of the items
flanked by two guards. They seem to be very dedicated listed for lower total BP allotments.
to their post, speaking to each other without even *** See the MAG Expansion Vol. 1 PDF.
looking. A rock overhang shades them from the harsh
sun above and they are protected by brush and rock,
making a very rudimentary bunker. The rock you
Events
currently crouch behind juts up abruptly, giving Within the Water Table (D), a member of the Afghan
you partial cover from the enemy and enough space Secret Police is found tied up, guarded by a full squad
to hide behind without being detected. of Mujahideen Fighters. His name is Amet Najiib. He
was presumed dead when he disappeared a month back
after proof of an ambush upon his patrol route. His sta-
Gearing Up tistics are the same as a Mujahideen Fighter. When
The GC may either allow the agents to gear up per freed, he will attempt to help clear out the complex in
the standard Spycraft rules with a Threat Code of “Red,” thanks to his saviors.
or, for a more realistic experience, use the following
alternative Gearing Up rules.
This mission has no Threat Code and the agents do
not gain any personal gear. Instead of selecting
weapons and standard-issue gear, the agents are
assigned weapons and gear according to the number of
personal BP at their disposal, as follows.

16
afghanistan
Optional Rule: Ricochets
Ricochets are a very real and very lethal danger of
cave fighting. As an optional rule for critical failures,
2 action dice may be spent to cause a ricochet. When
a ricochet occurs, roll a die. If the number is odd, the per-
son spending the action dice gets to choose the target
of the ricochet. If the number is even, the person firing
the weapon gets to choose the target of the ricochet.
The weapon damage is rolled as if it were
a successful hit upon the ricochet target. The ricochet
target must be within one range increment of the
weapon and in line of sight of the shooter.

a
b
c
d

1 Square = 5’
6

4
3

Ventilation Shafts
Each major section of the cave complex has at least
one large ventilation shaft that rises through the
mountain to the surface above the bunker. Spotting the
shaft from above ground is very difficult (Spot DC 20);
it is well disguised by brush and rocky outcroppings.
Thermographic image scoping will make this task eas-
ier (-5 to Spot DC) as heat rises through the shaft.

17
battlegrounds
XP Rewards Mujahideen Fighters (second-tier — target average
Upon completion of this action scene, each agent agent level 8), 6th-level standard minions (minions,
gains the following XP rewards. squads of 4 – 40 MP): CR 5. SZ M; vp/wp 48/16; Init +8
(+2 Dex, +6 class); Spd 30 ft; Def 14 (+2 Dex, +2 class);
• Killing one or more of the enemy characters*:
Atk: knife +8 (dmg 1d4+2 normal, error 1, threat 20 –
75/200/325/475 XP per agent.
thrown range 5 ft.); Kalishnikov AK-47 +8 (dmg 3d6
• Killing all enemy characters*: 150/400/650/950 XP per
normal, error 1, threat 19-20, range 150 ft., qualities
agent.
and mods: DP, RG – 30 shots of FMJ ammunition);
• Capturing one or more of the enemy characters*:
Face 1 square; Reach 1 square; SA None; SQ None;
225/600/975/1,425 XP per agent.
SV Fort +8, Ref +5, Will +4; Str 15, Dex 14, Con 16,
• Capturing all enemy characters*: 300/800/1,300/
Int 10, Wis 14, Cha 12;
1,900 XP per agent.
Skills: Craft (Trapmaking) +5, Demolitions +5, Driver +4,
• Clearing every room in the complex of traps:
First Aid +7, Hide +6, Intimidate +6/+5, Survival +9.
150/400/650/950 XP per agent.
Feats: Point Blank Shot.
• Recovering information about other mujahideen in Gear: Weapons, worn dusty clothes.
the area: 150/400/650/950 XP per agent.
Mujahideen Fighters (third-tier — target average
* Each agent earns only the highest of these rewards. agent level 13), 11th-level standard minions (minions,
squads of 4 – 48 MP): CR 10. SZ M; vp/wp 86/16; Init
Statistics +11 (+2 Dex, +9 class); Spd 30 ft; Def 16 (+2 Dex, +4
The following NPCs are encountered during this scene. class); Atk: knife +13 (dmg 1d4+2 normal, error 1,
threat 20 – thrown range 5 ft.); Kalishnikov AK-47 +13
Mujahideen Fighters (dmg 3d6 normal, error 1, threat 19-20, range 150 ft.,
The mujahideen fighters around the complex were qualities and mods: DP, RG – 30 shots of FMJ ammuni-
mostly farmers before their time as mountain warriors. tion); Face 1 square; Reach 1 square; SA None; SQ
As such, they wear simple clothes made of wool and None; SV Fort +10, Ref +7, Will +5; Str 15, Dex 14,
cotton, worn in layers. Their faces are weathered from Con 16, Int 10, Wis 14, Cha 12;
the harsh climates and adorned with long beards, which Skills: Craft (Trapmaking) +9, Demolitions +9, Driver +5,
are rarely cut or trimmed. First Aid +10, Hide +8, Intimidate +8/+7, Survival +11.
These men will fight to the death if necessary to Feats: Point Blank Shot, Precise Shot.
repel invaders to the complex, but will attempt to shout Gear: Weapons, worn dusty clothes.
for reinforcements the moment they are given a chance.
Mujahideen Fighters (fourth-tier – target average
Since each cell of fighters could be family or close
agent level 18), 16th-level standard minions (minions,
friends, they are willing to do what it takes to help them
squads of 4 – 56 MP): CR 10. SZ M; vp/wp 123/16;
survive — even if it means sacrificing their life in the
Init +15 (+2 Dex, +13 class); Spd 30 ft; Def 18 (+2 Dex,
process.
+6 class); Atk: knife +18 (dmg 1d4+2 normal, error 1,
Mujahideen Fighters (first-tier — target average threat 20 – thrown range 5 ft.); Kalishnikov AK-47 +18
agent level 3), 1st-level standard minions (minions, (dmg 3d6 normal, error 1, threat 19-20, range 150 ft.,
squads of 4 – 32 MP): CR 1. SZ M; vp/wp 11/16; Init +3 qualities and mods: DP, RG – 30 shots of FMJ ammuni-
(+2 Dex, +1 class); Spd 30 ft; Def 13 (+2 Dex, +1 class); tion); Face 1 square; Reach 1 square; SA None; SQ
Atk: knife +3 (dmg 1d4+2 normal, error 1, threat 20 – None; SV Fort +13, Ref +9, Will +7; Str 15, Dex 14,
thrown range 5 ft.); Kalishnikov AK-47 +3 (dmg 3d6 Con 16, Int 10, Wis 14, Cha 12;
normal, error 1, threat 19-20, range 150 ft., qualities Skills: Craft (Trapmaking) +14, Demolitions +14,
and mods: DP, RG – 30 shots of FMJ ammunition); Driver +6, First Aid +12, Hide +9, Intimidate +10/+9,
Face 1 square; Reach 1 square; SA None; SQ None; Survival +14.
SV Fort +5, Ref +3, Will +2; Str 15, Dex 14, Con 16, Feats: Point Blank Shot, Precise Shot, Sharp-shooting.
Int 10, Wis 14, Cha 12; Gear: Weapons, worn dusty clothes.
Skills: Craft (Trapmaking) +3, Demolitions +3, Driver +3,
First Aid +5, Hide +3, Intimidate +4/+3, Survival +4.
Feats: None.
Gear: Weapons, worn dusty clothes.

18
“When people ask me, ‘Whom do you blame?’, I say,
‘Give me the day and the month, and I'll tell you.’”
— Canadian Major-General Lewis MacKenzie

bosnia
2
battlegrounds
A W INDOW
TO G ENOCIDE
T HE W AR Z ONE
Bosnia-Herzegovina is a small, nearly landlocked
former republic of Yugoslavia, located on the western
Bosnia and Herzegovina have a history as a military
half of the Balkan Peninsula. Originally, the republic
and political flashpoint that stretches the length of the
was two separate nations — Bosnia and Herzegovina —
twentieth century. Some historians have said that World
that grew together as they shared a common political,
War I was the birthing cry of the 20th century, and it
economic and cultural development over the centuries.
was in the streets of Sarajevo, when a Bosnian Serb
Herzegovina composes the southern 20% of the country
nationalist shot Archduke of Austria-Hungary Franz
and is home to the republic’s coastline, a scant 13-mile
Ferdinand, that the first shot of that war was fired.
strip on the Adriatic Sea.
In many ways, the Bosnian war saw the chaos and
During the conflict, Bosnia-Herzegovina was broken
destruction sown at the beginning of the century reaped
into three distinct regions. The “Serb autonomous
at century’s end.
zones” of the Serbian Republic of Bosnia-Herzegovina,
The war in Bosnia is a conflict that defies definition.
under control of the Serbian Democratic Party (SDS),
At its core, it appears to be a civil war, in which political
occupied the eastern and northern territories of the
disagreement has torn the nation asunder. But there is a
country. The Croat Community of Herzeg-Bosnia, under
deeper current to the conflict, drawn from years of ethnic
the control of the Croatian Democratic Council of
and nationalist propaganda, an aggressive campaign by
Bosnia-Herzegovina (HDZ), occupied the southwestern
neighboring nations to divide and conquer the nation,
portions; and the Republic of Bosnia-Herzegovina (BiH)
and clandestine international support for the chaos there.
occupied the center of the country.
All of these factors led the Bosnian conflict to
Despite its enormous reputation, the country is little
become the bloodiest and most chaotic war in Europe
larger than the state of Tennessee, and is bordered by
since WWII. Alliances were made and broken whenever
the Republic of Croatia to the north, south and west, and
one side saw a potential advantage. Every attempt at
the Federal Republic of Yugoslavia (known in 2004 as
peace was met with open arms, only to be summarily
Serbia and Montenegro) to the east. All told, the region
dismissed weeks later. The conflict witnessed the birth
comprises nearly 20% of the total area of the former
of “ethnic cleansing” – the most horrific and systematic
Yugoslavia.
application of genocide since the Nazi Party’s ‘Final
Like much of the Balkan peninsula, Bosnia-
Solution.’
Herzegovina is perched atop the Dinaric Alps, character-
So why Bosnia? What could make this little country
ized by unbroken, jagged hills and mountainous terrain
such a powder keg? In this chapter, we will explore the
criss-crossed by rocky streams and rivers. Lowlands are
history, factors and decisions that made the Bosnian war
few and far between, mainly in the deep valleys cut by the
such a savage conflict, and discover what agents can do
region’s largest rivers. The Bosnian region is heavily
to stop it.
forested, covered in deciduous and mixed woodlands that

20
bosnia
become large stands of conifers at higher elevations. Large Thanks to the diversity of its population, there is no
game such as wild elk and deer still wander the forests, majority ethnic group in Bosnia, which is split fairly
making for good hunting. evenly between Muslims (51%), Serbs (23%), and Croats
To the south, Herzegovina is a dry and stony (21%). However, this multiculturalism is not indicative of
wilderness, save for the Neretva river valley, whose true integration: while big cities like Sarajevo and Mostar
flatter terrain and more fertile soils make fine land are characterized by interethnic marriages and cross-
for farming, particularly towards the coastline. pollination, most of the country remains ethnically
Weather in Bosnia is typical of south-central Europe; subdivided by geography and tradition (a feature that
falls and springs are damp and grey, winters severe and became a major contributing factor in the war).
prone to freezing winds and heavy snows, and summers Traditionally, the people of Bosnia-Herzegovina
tend to be muggy and hot. At the higher elevations, live in small communities and villages typical of central
summers are generally shorter and cooler. The weather and Eastern Europe – small homes line narrow streets,
is the most pleasant from May to October, the driest and surrounding a central square or church that forms the
warmest part of the year. Evenings tend to be cool, heart of the town. These villages are often secluded and
regardless of season. ethnically exclusive. It is not unusual to see traditional
small farms and villages perched precariously on steep
People and Culture slopes and hilltops, surrounded by small grounds for
The ethnic and political landscape of the Balkan states grazing sheep or subsistence farming. Many of these
is complicated, to put it lightly. At the beginning of the communities have changed little for hundreds of years,
Balkan wars, Yugoslavia was a Communist league, and Slavic and Ottoman influence on architecture and
comprised of 6 member republics — Bosnia-Herzegovina, culture still show through.
Croatia, Macedonia, Montenegro, Serbia, and Slovenia.
The republics shared a rotating presidency that controlled Important Locations
federal elements, most important of which was the Sarajevo, in the approximate center of the country,
Yugoslavian National Army. is Bosnia-Herzegovina’s largest city and has been the
The region is also home to 6 major ethnic groups: economic, political, and cultural capital for nearly 1,000
Serbs, Croats, Muslims, Montenegrins, Macedonians, and years. Located in the deep narrow valley on the banks
Slovenes. When Tito built the Yugoslavian government of the Miljacka river, the city consists of a dense core,
following WWII, he conceived each republic as a home- surrounded by a number of quarters which reach up the
land for a particular ethnic group in the interest various slopes, and several municipalities located in
of diffusing tensions and creating stronger national open ground at its western end. Sarajevo remained
identities. There was only one major exception — under siege for most of the war by the Bosnian Serb
the region of Bosnia and Herzegovina. Army, who used the terrain to mercilessly shell the city
Bosnia-Herzegovina is perhaps the most ethnically from the hills nearby.
and culturally diverse region in the Balkan states. Sarajevo was a vital strategic point during the war.
The people are composed of three distinct ethnic groups — The UN mission began with efforts to keep Sarajevo
Serbs, Croats, and Muslims (also known as Bosniaks). Airport open for humanitarian aid, and eventually
All of groups are of South Slav stock, and have broad based most of its mission there. Half a million people —
faces, dark hair and dark eyes. All these groups speak the approximately 11% of Bosnian-Herzegovina’s popula-
same language, though it is called “Bosnian” in the Muslim tion — lived in the city, and it remained the besieged
areas, “Croatian” in the Croat-controlled areas and government’s seat of power throughout the conflict.
“Serbian” in Serb zones. The major difference is that But most importantly, Sarajevo was a symbol for the
the Muslims and Croats use Latin script, while Serbs heart of the country – a trait that each faction wished to
use Cyrillic. claim for its own.
Religion is likewise varied. When the Ottomans seized Like Sarajevo, the southern city of Mostar was
control of Bosnia, many Orthodox Christians converted to besieged for a good portion of the war. Formerly known
Islam in order to improve their ability to travel and trade. as one of central Europe’s most breathtaking cities,
Though today the peoples of Bosnia are mostly secular, it was noted for its strong interethnicity and connection
religion remains an important part of their ethnic to its Ottoman roots. Its most notable feature was the
and nationalist identity — nearly all Serbs are Orthodox, historic Stari Most (Old Bridge), a 500-year-old high
while nearly all Bosniaks and Croats are Muslim. arched bridge soaring over the Neretva river that was
destroyed in 1993 during the siege by Croat troops.

21
battlegrounds
Timeline of the Conflict

THE WAR
• October 1991 — The Bosnian government
declares its sovereignty from Yugoslavia.
The war’s roots begin back in the late 1980’s, follow-
• November 1991 — Bosnian Serb legislatures vote
ing the death of Yugoslavian leader Josip Broz Tito. His
almost unanimously to remain in a common
death and the subsequent vacuum of power herald the
Yugoslav state with the rest of a “greater Serbia.”
beginning of nearly a decade’s worth of economic and
• December 1991 — Bosnian Muslims and Croats social depression. Raging unemployment and hard times
apply for recognition by the European Community. hit the entire country, and from the disenfranchised
rises a new surge of nationalism amongst the people. At
• January 9, 1992 — Bosnian Serbs declare inde-
the head of this wave is a young Serbian politician
pendence as the Serbian Republic of Bosnia and
named Slobodan Milosevic.
Herzegovina, or Republica Srpska.
Milosevic quickly rises through the ranks to a posi-
• March 1, 1992 — The Bosnian referendum on tion of substantial power amongst the Serbian national-
independence receives a 97% vote to secede. ist party. Once firmly entrenched, he begins an “anti-
Bosnia declares independence. bureaucratic revolution” dedicated to removing dissent-
ing voices from the government and the media and
• April 1992 — The SDS declares a separate Serb
replacing them with nationalists in agreement with his
Republic.
agenda. Simultaneously, Milosevic begins an aggressive
• April 6, 1992 — Bosnian president Alija propaganda campaign, warning of the imminent threat
Izetbegovi? declares a state of emergency and of Serbian genocide by the Muslims of Yugoslavia, par-
mobilizes territorial defense forces. The U.S. and ticularly those in Kosovo and Bosnia-Herzegovina.
EC recognize Bosnia’s independence on April 6. Milosevic ascends to the presidency of Serbia short-
Civil war breaks out that week between Serbs ly before Communism began to disintegrate in Europe.
and a Muslim/Croat allied force. The League of Communists of Yugoslavia dissolves in
January 1990, and Slovenia and Croatia immediately
• May 1992 — Serb forces control nearly 70%
holds referendums to declare sovereignty. Bosnia’s first
of Bosnia. Serb forces lay siege to Sarajevo,
democratic elections create a new coalition government
and engage in “ethnic cleansing” within Serb-
comprised of three nationalist parties: the Party of
majority areas.
Democratic Action (PDA) for the Muslims; the Serbian
• July 1992 — Bosnian Croats break with the Democratic Party (SDS); and the Croatian Democratic
Bosnian government and declare independence Union (HDZ).
as the Croat Community of Herzeg-Bosnia. By 1991, chaos is in full bloom in Yugoslavia.
Milosevic threatens that Serbia will seize Serbian-populat-
• July 1992 — March 1994 – War in Bosnia and
ed areas as part of a “greater Serbia” if attempts are made
Herzegovina escalates to a three-way conflict
to break from the Yugoslav government. Simultaneously,
between the Serb, Croats, and Muslims.
the SDS announces its intent to join a “greater Serbia” by
• February 1994 — The Markala marketplace remaining part of the Yugoslavian national government.
shelling in Sarajevo spurs NATO to provide air When Milosevic refuses to hand Croatia the rotating pres-
support and enforcement of a Serb withdrawal. idency of Yugoslavia in June, war breaks out in Croatia.
Bosnia quickly declares neutrality in the conflict, but
• March 1994 — Bosniaks and Croats sign an
Milosevic begins amassing and arming troops in SDS-
agreement creating a joint Bosniak/Croat
controlled areas of Bosnia-Herzegovina, under the pretext
Federation of Bosnia and Herzegovina.
of national security. Bosnia declares sovereignty (but not
• December 1994 — Beginning of a 4 month cease independence) in November 1991, after SDS leaders walk
fire brokered by former U.S. president Jimmy Carter. out of the national assembly in protest. The stage is now
set for war.
• July 1995 — The Srebrenica Massacre unleashes
full commitment by the international community
to end the war.
• December 1995 — Dayton Peace Accords establish
the end of the war in Bosnia.

22
bosnia
The Conflict divide Bosnia-Herzegovina into a set of autonomous
provinces under a central government is introduced in
The Bosnian crisis begins in earnest in March 1992,
the fall. However, none of these attempts at intervention
when the democratic Bosnian government holds a refer-
lead to a cessation of hostilities.
endum on independence. The election, which is boycotted
1993 is a record of failed attempts at peace. Bosnian
almost unilaterally by the Serbian population, is over-
and Croatian forces sign the Vance-Owen peace treaty,
whelmingly in favor of secession from Yugoslavia. Shortly
only to turn on one another later. The UN establishes
thereafter, the SDS declares its statehood as the Republika
“safe zones” to protect Bosniak civilians with peace-
Srpska (Serbian Republic), and Bosnia-Herzegovina
keeping forces, but they are unprepared to handle
requests recognition of its independence from the interna-
protection on the scale required. Much of Mostar is
tional community. On April 6, 1992, the European
destroyed in brutal Muslim-Croat fighting in the south,
Community recognizes Bosnia’s independence. Later that
and ethnic cleansing in the north continues unabated.
week, the war officially begins when Serbian nationalists
Though all sides in the conflict meet on numerous occa-
open fire on a parade in Sarajevo.
sions over the course of the year, each meeting ends at
By the end of the month, Serbians have laid siege to
an impasse, and by the winter of 1993, the UN strongly
Sarajevo, “liberated” the towns of Bejeljina, Zvronik,
considers withdrawing UNPROFOR from the region.
Visegrad, and Foca and begun a campaign of ethnic
1994 opens with NATO intervention on behalf of the
cleansing to expel Muslims and win the hearts and
Bosnians. The February shelling of the Markala market-
minds of Serbs in Serb-controlled areas. Bosnian army
place in Sarajevo produces a NATO ultimatum for Serb
forces, underequipped and undertrained in the wake of
forces to withdraw their artillery out of range of civil-
Bosnia-Herzegovina’s status as an independent nation,
ian populated areas or face punitive airstrikes. In March,
are ill-prepared for the Serbian onslaught and are
the Bosniak and Croatian forces sign a mutual cease fire
quickly overrun.
treaty, agreeing to share control of the central Bosnian
The Yugoslavian government, under the command of
government. Bosnian and Croat forces quickly join
Milosevic, makes a concerted effort to label the conflict in
together and renew the offensive against the Serbs,
Bosnia as a civil war, and officially removes YNA forces
slowly pushing Serbian forces back towards their
from the region (leaving behind Bosnian Serb soldiers to
pre-1992 boundaries.
fight in the new Bosnian Serb Army). The United Nations
Protection Force (UNPROFOR) withdraws from the region,
After the War
imposing a tight arms embargo on the Yugoslavian
republics that cripples the poorly-equipped Bosnian mili- • December 1995 – The Dayton Peace Accords are
tary, but ultimately fails to stop the burgeoning conflict. signed by Bosnia, Serbia, and Croatia in Paris,
Croatian Defense Council (HVO) forces initially fight officially ending the war. The following day, the
on the Bosnian side as part of a counter-offensive NATO-led Intervention Force (IFOR) of over
against Serb forces. While both Croatia and Bosnia are 50,000 troops is assigned to the region to see the
officially allied, Bosnian Croats request a confederation agreement through.
of the two countries. Bosnian president Izetbegovic
• December 1996 – The NATO-led Stabilization
rejects the request, believing that Bosnia-Herzegovina
Force (SFOR) takes over IFOR’s mission of uphold-
can be a successful multi-ethnic state. This leads to the
ing the agreements of the peace accords, with an
secession of the Creation Community of Herzeg-Bosnia
annually renewed mission until the conflict is over.
by the Croatian Democratic Union, and the dissolution
of the alliance between the two groups in July. • December 2001 – Milosevic brought to trail
The war quickly devolves into a three-way conflict: before the UN War Crimes Tribunal on charges of
conflict between the Bosnians and Serbs; between the crimes against humanity for his role in orches-
Serbs and the Croatians; and between the Croatians and trating ethnic cleansing in Bosnia and Kosovo.
the Bosnians. Each group consolidates its territory by
• September 2004 – After a decade of denial
engaging in ethnic cleansing within territory it controls,
of responsibility, the Serbian government
creating a refugee crisis of massive proportions.
acknowledges its role in ethnic cleansings and
By August, pictures of detention camps and human
other crimes perpetrated in Bosnia-Herzegovina.
rights abuses fuels an international call for intervention.
The United Nations again deploys troops in an attempt • October 2004 – The European Union takes over
to demilitarize Bosnian towns, while establishing unen- peacekeeping duties from the decade-old SFOR
forced no-fly zones over the region and strengthening on December 2, 2004, thus ending NATO’s
the sanctions against Serbia. The Vance Owen plan to involvement in the conflict.

23
battlegrounds
The End?

THE WARRIORS
The apocalyptic nature of the conflict lends itself to
the post-apocalyptic story quite well. In one alternative
ending, Muslim forces, pressed into a corner by increas- The plastic nature of the factions fighting in the
ing Serbian and Croatian aggression and the bureau- conflict makes them difficult to define — the average army
cratic waffling of the UN, tap into the international is a combination of militia, volunteers, police, soldiers
black market to acquire a weapon of mass destruction. and paramilitary forces. The only shared trait between the
While the weapon successfully proves that the Bosnian fighters is the ethnic group from which they are drawn.
government is serious about defense, fallout or danger- Thus, there are 4 significant forces involved in the Bosnian
ous waste from the weapon blows into other regions of conflict — Serbian forces, Croatian forces, Muslim forces,
Europe, throwing central Europe into a crisis. and the international peacekeepers trying to stop them all
Another path the conflict can take is that the inter- from wiping each other from the face of the Earth.
national community abandons all notions of neutrality
and enters the war in an attempt to stop it. The coun- Serbian Forces
terattack sends the Serbs and Croats staggering, and Serbian forces fighting in the Bosnian war are com-
they call on other Eastern Bloc countries to ally against prised of three main groups. The first is the Bosnian Serb
“Allied aggression.” Eventually, NATO and Russia Army, the official force of Republika Srpska, composed pri-
become involved and things get even uglier. marily of officers and soldiers of the dissolved Yugoslavian
National Army. The second are the Territorial Defense
Though the international community believes that the Forces of the Serbian Republic of Bosnia-Herzegovina,
stabilization of the front heralds a “winding down” of the a force of police, retired army officers and reservists trained
war, the bitter fighting continues as more and more atroc- and equipped through the policy of Total National Defense
ities committed by all sides come to light. The year closes (see page 27). Third is a core of nationalist and volunteer
on a good note when Jimmy Carter’s peace plan produces paramilitary forces — such as “Arkan’s Tigers,” “The White
a 4-month cease-fire – the longest in over 2 1⁄2 years. Eagles,” and the “Cetniks” — that fight at the behest or in
The Muslim-Croat federation continues to make the employment of the Bosnian Serb government.
inroads against the Serbs throughout the winter and Serbian forces draw heavily from the Yugoslavian
spring of 1995, supported by NATO air strikes and UN National Army, which contains a high percentage of
aid. Serb forces, desperate and suffering a manpower ethnic Serbs, particularly in the officers’ corps. When
shortage, begin capturing and handcuffing UN person- the YNA officially withdrew its troops from Bosnia-
nel to radar and missile batteries in an effort to deter Herzegovina in May 1992, many Serb soldiers remained
airstrikes. In July, Serbian forces attack the UN-protect- behind to fight on the side of the Bosnian Serbs.
ed area of Srebrenica, taking thousands of hostages and Additionally, Republika Srpska received substantial
murdering over 7,000 Muslims in a week — Europe’s materiel and intelligence support from the Serbian gov-
worst atrocity since the end of WWII. ernment during the conflict.
Outrage at the massacre removes the last barrier to Missions: The Serbian campaign’s central goal is to
international involvement in the conflict. Over 10,000 capture and secure territory for the Bosnian Serb gov-
British and French troops are deployed by the end of the ernment. Their tactics and strategies are very aggressive,
month, the U.S. removes its arms embargo from the particularly during the first year of the war, and the
region, and UN drafts what would become the Dayton missions undertaken by squads reflect this.
Peace Accords. Serbian forces finally agree to a cease fire Assault missions are common throughout the con-
in October 1995, and after a month and a half of negoti- flict as Serb forces push forward into Bosniak or Croat-
ations, a permanent cease-fire and agreement is signed held territory. Squads rely on speed and intimidation to
by Bosnia, Serbia, and Croatia, officially ending the war. achieve these goals, shocking the often-unsuspecting
The war leaves Bosnia-Herzegovina in shambles. The residents to surrender as quickly as possible. Shortly
civilian populace pays the biggest price: by the end of after capturing an area, squads will establish a head-
the war, over 200,000 Bosnians are dead, and more than quarters and begin working to convince local Serbs to
60% of the populations are displaced. The historical take up their cause against other non-Serb residents.
cities of Mostar and Sarajevo are nearly destroyed in the After territory is captured, squads are sent on raid
conflict, laid to waste by grinding sieges. The economy, missions, generally as part of “ethnic cleansing.” With
also wrecked by the war and division of the country, the local populace subdued, a squad may be charged
suffers very high inflation and near-collapse for the fol- with searching homes for possible insurgents, disarming
lowing decade. For many people of the region, the peace the populace, expelling non-Serbian residents from
is not so much an end to hostility as a pause, as the their homes or gathering prisoners to be sent to prison
nation holds its breath for the next conflict. or labor camps.

24
bosnia
As the lines of control begin to gel in late 1992, siege However, manpower remains a significant problem
missions become more common, particularly in central for Serbian forces throughout the conflict. Though only
Bosnia. Serbian forces rely heavily on superior firepower 25% of the population is Serbian at the beginning of the
during these missions, shelling towns with mortar war, the Bosnian Serb army must control over 70% of
and howitzer fire regularly to break the besieged civilians the country for most of the conflict. Consequently,
and soldiers. Snipers are also widely employed during Serbian squads must often work understrength and have
the sieges to terrorize and demoralize the population, a more difficult time in mustering reinforcements. This
often through random attacks. is especially evident in the extensive use of paramilitary
Manpower: Serbian units tend to be small, but forces by the Serbian government early in the war.
better trained and better equipped than opposing Gear: Members of Serbian military units are the best
Croatian and Muslim forces. Their access to a strong equipped of the war, thanks to backing by Serbia, access
corps of officers ensures superior training and tactical to YNA armories, and an international arms embargo
and strategic planning. that cripples the opposition. The common armaments of

Ethnic Cleansing and Nationalism


Ethnic Cleansing Ethnic cleansing and its lasting legacy have
The term ethnic cleansing is one of the most endur- proven to be one of the greatest barriers to peace and
ing artifacts of the Balkan wars that raged throughout closure in the years following the war. Many families
the 1990’s. Ethnic cleansing began as an extension — Serb, Croat, and Muslim — have been affected
of the Yugoslavian government’s desire to create in some way by this brutal doctrine, and only time
a “Greater Serbia” out of the chaos of the dissolving will tell if the wounds can ever really heal.
republic, by establishing a territorial and defensible link
between Serbia and the Serbian regions located in Ethnic Nationalism
Bosnia-Herzegovina and Croatia. The process involved The concept of ethnic nationalism is alien to most
the identification and expulsion of undesirable and people in the modern world, but is a key part of under-
potentially hostile elements from these lands. However, standing the motivations behind the war in Bosnia-
in the hands of the severely outnumbered Serbian forces Herzegovina. Loosely defined, ethnic nationalism
in Bosnia and Croatia, this policy quickly escalated into is a communal consciousness exalting members
a license for wholesale pillaging and slaughter of the of one ethnic group above all others, and emphasizing
populace in a captured region. the promotion of that group’s culture and interests over
While Serbian units were most notorious for ethnic those of other ethnicities.
cleansing, all sides engaged in the same behaviors At the time of the Bosnian conflict and collapse of
during the conflict. Croatian forces, fueled by revenge, Yugoslavia, ethnic nationalism was at a fever pitch.
brutally “cleansed” Serb villages and neighborhoods, Nationalist leaders, including Slobodan Milosevic,
and Bosniak fighters purged areas won back from have risen to power with fiery rhetoric, playing off
Serbian or Croatian forces of all non-Muslim residents the disenfranchisement of their people to stir hatred
in the interest of “internal security.” and paranoia. Propaganda accusing other ethnicities
The process of ethnic cleansing is a horrible one, of threats — real or perceived — escalated into all out
regardless of the perpetrator. First, a military force paranoia and widely accepted misrepresentations
seizes control of an area, often warning people of of other cultures. Even the geography of the region
their ethnic group to evacuate. Homes and cultural provided fertile ground for such movements. The geo-
institutions of other ethnic groups — such as schools, graphic and cultural isolation of Yugoslavia’s many
churches, and government buildings — are then van- peoples from one another created a physical and
dalized or destroyed. Next, the armed attackers sweep intellectual barrier to understanding.
through an area, terrorizing the civilians with random The war and its subsequent resolution crystallized
violence, pillaging and other crimes. People of the these elements throughout Balkan society. Perceived
“wrong” ethnicity are evicted from their homes, fired threats escalated to real ones; the people lost homes,
from their jobs, detained and abused. Sometimes, jobs, and family; and even today, post-war Bosnia
civilians are forced to sign documents relinquishing remains haunted by the specter of war, economically,
their rights and property to the invading force, and physically and socially.
detainees may be forced into prison or labor camps.

25
battlegrounds

riflemen in these units are the M-70, AMD-65 and M-80 personnel carriers such as the BTR-80 (see World
– copies of the Kalashnikov AK-47, AKM, and AK-74, Militaries, page 118) and vintage WWII workhorses like
respectively. Combat shotguns, such as the Franchi the American M3 halftrack. BOV-M and M-8 armored
SPAS 12, can be found in the hands of units operating cars are frequently used for reconnaissance, and are
in urban environments. Serb soldiers rarely have access more likely to be in the hands of smaller squads.
to body armor, though grenades and combat knives are Artillery is a key part of the Serbian arsenal, and is
often carried. often used to compensate for the Serb force’s deficient
Squad leaders often carry a Yugoslavian copy of the manpower. Carriage-mounted 105mm, 122mm and
AKSU-74 or CZ Scorpion submachine guns, as well 155mm howitzers are widely employed in sieges and
as Makarov backup pistols as sidearms. Sharpshooters containment missions, as are Soviet 82mm and 120mm
typically carry a CZ M76 sniper rifle for long-range mortars.
engagement. Though rarely used by squads, tanks often served
Because the Bosnian war is predominantly a battle as self-propelled artillery. While venerable armored
of infantry and artillery, anti-personnel weaponry is a vehicles such as the Russian T-55 main battle tank
common sight. Squad support weapons include are still in wide use, Yugoslavian copies of newer tanks
Rheinmetall MG-3 and Kalashnikov PKM machine guns, like the T-72 MBT (see World Militaries, page 121), the
and the ubiquitous RFAS RPG-7 rocket launcher. It’s not Soviet P-76 light amphibious tank, and the American
uncommon to find squads in possession of the man- M47 Patton also serve in the conflict.
portable 60mm or heavier 81mm mortars, particularly Allies: The Yugoslavian National Army occasionally
during a siege. assists Serbian forces, mostly during the early years of
Vehicles: Serbian squads are the most likely units to the war. Paramilitary squads, particularly homegrown
have access to APCs and tanks of all forces participating military units and Russian volunteers, also fight on the
in the conflict. These AFVs are a mixture of newer Serbian side.

26
bosnia
Croatian Forces
The primary Croatian military presence in the Total National Defense
Bosnian conflict are the forces of the Croatian Defense
A major feature contributing to the escalation and
Council (HVO), an army composed of Croatian National
perseverance of the Bosnian conflicts had its roots
Guard Corps veterans, police, civilian volunteers,
in the Yugoslavian government’s policy of Total
and special forces like the military wing of the Croatian
National Defense. Established by Josip Broz Tito,
Party of Rights (named after the fascist Ustasha
a famed Yugoslav partisan who played a major role of
of WWII, who also fought the Serbs). Most of these
in the liberation of his country during WWII and
irregulars are absorbed into the ZNG and disbanded
ruled it for nearly 40 years after the war, this policy
later in the conflict.
stated that all citizens between the ages of 15-60
Like Serbian forces, Croatian military squads receive
(55 for women) must be trained and ready for
financial and material support from backers outside
partisan warfare should the need arise. Weapons
the theatre, mainly in Croatia. Many HVO soldiers
caches were distributed with local territorial defense
have fought in the recent Croatian war with
forces, and much of the command and control of
Yugoslavia, and so are better prepared militarily for
the military was decentralized to allow for greater
the Bosnian conflict than federal Bosnian troops
independence should disaster befall the government.
at the beginning of the conflict.
Consequently, each republic of Yugoslavia
Missions: Croat forces are responsible both for offen-
maintains a territorial defense force (TDF), comprised
sive and defensive operations during the conflict, usually
of independently-operated police and reserve military
depending upon their current relationship with the
units, and a civilian defense force (CDF), composed
Bosniak government.
of civilians between 15 and 60 years of age.
Ambush missions are a favored tactic of Croatian
Thus, nearly all civilians of Yugoslavia are familiar
soldiers. Squads utilize narrow passes, urban terrain
with weapons, and armed and equipped to fight
and hit-and-run tactics to harass and demoralize enemy
an extensive guerrilla campaign. The combination
formations, while allowing them to nullify the advan-
of an armed populace trained in winning war by any
tages of larger Muslim forces and more heavily-armed
means with nationalist fervor is one of the largest
Serbian troops.
obstacles to overcome in stopping the violence that
Like Serb troops, raid missions are a regular part of
raged throughout the Balkans throughout the 1990’s.
a Croatian soldier’s job, especially those fighting in the
south. Generally, raids are carried out against predomi-
nantly Muslim villages in efforts to “ethnically cleanse” market purchases and arms from Hungary, Romania,
an area, or to secure a zone against insurgency. and other former Eastern Bloc nations.
The south is home to siege missions, particularly in In addition to weaponry used by Serbian forces,
and around Mostar, where a bitter battle between Croatian riflemen also carry FN FALs, Heckler & Koch
Muslim and Croat forces lays much of the historical city G-3s or APS-95s, a Croatian knockoff of the IMI Galil
to waste. AR. Early in the conflict, the HVO acquires a substantial
Manpower: HVO forces operating in Bosnia are amount of STK/CIS Ultimax light machine guns on the
noted for their strong discipline; the Croatians do not black market, which replace the standard Kalashnikov
rely as heavily upon paramilitary, militia or other irreg- PK or MG-3s carried by Serbian forces.
ular units to fight the war, and so have a stronger chain Vehicles: Armored vehicles are rarely used by
of command. Croatian soldiers during the Bosnian conflict, though
Though Croatian forces have numbers similar what they do use are of captured YNA or Serbian stock.
to those of the Serb military, the smaller amount The one striking difference in Croatian forces is the
of territory to patrol and guard prevent them from employment of armor-plated tractors and civilian trucks
suffering the same manpower issues. However, as improvised transports.
they cannot muster effective enough manpower to over- Allies: Early and late in the war, Croat forces are
come the superior firepower of the Serbs or massive allied with the Bosnian federal government and fights
infantry strength of the Muslims. alongside Muslim troops against the Serbs. Between
Gear: On the main, Croatian forces are poorly July 1992 and February 1994, however, conflict over
equipped in comparison to Serbian units. Most gear the formation of an independent Croat state within
carried by Croatian squads is captured YNA or Serbian Bosnia-Herzegovina turns the Croats against the
weaponry, augmented by TDF weapons caches, black Bosnian government as well as the Serbs.

27
battlegrounds
Muslim and Federal However, BiH forces suffer from the territorial ties of
Bosnian Forces units, the hodgepodge of experience amongst the ranks,
and the poor training and material support for the
The forces of the Bosnian government are a mish-
fighting men. It is often difficult for Bosniak commanders
mash of volunteers, paramilitary fighters and Muslim
to execute large actions, as soldiers are reluctant
partisans and militias. The core of the Army of Bosnia-
to move to regions where they are needed, and morale
Herzegovina (BiH) is the 120,000 man Bosnian
can be fragile in the face of superior enemy firepower
Territorial Defense Force, which is organized into opistina
and training.
(county) brigades. Each of these brigades operates
Gear: Unlike Serbian and Croatian forces in the
primarily within their own counties, and is manned by
Bosnian war, Muslim units and the army of the federal
former reservists and conscript soldiers. Mobile
government operate without outside support, and are
brigades, made up mainly of expatriates and Bosniaks
crippled by the international arms embargo on the
who lost their homes to Serb or Croat aggression,
region. During the most difficult times, squads often
serve as a roving support and reinforcements for
hand off weapons to soldiers between duty shifts.
opistina units.
Consequently, a BiH squad’s armament tends to be
Missions: Muslims are frequently on the receiving
an eclectic mix of YNA surplus, WWII TDF weapons
end of siege warfare waged by Serb and Croat forces,
caches, and personal arms of police and civilians.
and breakthrough missions are not uncommon for units
Armament amongst squads tends to be consistent,
operating in urban areas. In these missions, a squad
ranging from captured Serbian weapons and early
is tasked with driving a wedge in enemy lines, taking
assault rifles like the AK-47 and FN FAL to post-war
out artillery or snipers, or cutting off supply and
vintage arms, including bolt-action Mauser rifles,
reinforcement lines.
Siminov SKS semi-automatic rifles, and American-
Likewise, rearguard missions are frequent duties
made Thompson submachine guns. Aside from these,
for squads early in the war, in which they have
Muslim fighters may also carry improvised close
the undesirable task of distracting and/or harassing
combat weapons, such as daggers, clubs or bats.
advancing enemy forces to cover the retreat of allied
Squad support weapons are found less frequently
units and local populations.
in the hands of Bosniak fighters than in Serbian
Harassment missions are a regular duty for Muslim
or Croatian units. Older weapons such as German
forces, and employed often by units fighting in the
MG 3 and Kalashnikov PKM machine guns, and WWII-
cities. These missions are the essence of hit-and-run
era Panzerfaust bazookas comprise most squads’ heavy
guerrilla warfare – units will choose locations to pick
weapons.
at the flanks of advancing forces with sniper fire
Vehicles: Muslim forces are direly underequipped
and mortar shelling, then pick up and move before
for an armored and artillery battle at the beginning
the enemy can bring their guns to bear.
of the war – some estimates place their initial heavy
Called zasjeda by the Yugoslavian soldiers, ambushes
equipment strength at a dozen tanks, half a dozen
are also a favored tactic of Bosniak fighters — the hope
to two dozen APCs, and around 20 heavy guns! Many
being that initiative and sheer numbers can help
of these weapons are cast-off relics from WWII and the
compensate for their lack of heavy firepower. Common
early postwar YNA, including T-34 and T-55 tanks,
tactics included the use of roadside bombs to attack
lend-lease halftracks, and the like.
supply lines, mining towns, and areas surrendered
To compensate for their severe lack of heavy
to invading forces, and attacking troops caught in passes,
weapons, Bosnian troops often mount light artillery and
villages, and other bottlenecks.
mortars in the backs of civilian trucks. During sieges,
Squads are typically sent on raids as part of
these mobile firebases allow the soldiers engage in an
a counter-assault to recapture territory lost to invading
aggressive mobile defense – firing and moving before
forces, or to “ethnically cleanse” recaptured territory.
the enemy can mount a response – to great effect.
Fueled by rage, Bosniak response is as brutal as the
Allies: Bosniak and Croat forces are allied for
cleansing by the invaders themselves. Pillaging, arson,
approximately half of the 3-year conflict against the
and execution of enemy soldiers is not uncommon.
Serbs, and squads from both groups fight side by side in
Manpower: The sheer numbers of men operating on
some of the war’s largest battles. Additionally,
behalf of the Bosnian government is the government’s
the Bosnian government receives substantial support from
greatest strength during the war. Muslim forces
international peacekeepers, in terms of humanitarian aid,
often outnumber their opponents two to one in most
protection of Bosnian civilians, and enforcement of the
engagements, allowing them to accept the punishing
peace process.
firepower of the Serbs or ambushes of Croat units
without suffering unduly.

28
bosnia
International abuses by local police forces, accosting insurgents
Peacekeepers and infiltrators in protected areas, enforcing adherence
to cease-fires, and keeping an eye out for snipers
Aside from embargoes and sanctions on the warring
and other hostile forces.
factions, the crisis in Bosnia-Herzegovina also spurred
Oversight missions are a dangerous undertaking
the international community to deploy troops on behalf
for peacekeeping squads. Units are sometimes deployed
of Bosnia’s embattled civilian population. For most
to the field to bear witness to any atrocities or human
of the conflict these troops are part of the United
rights violations by the warring factions — be they on
Nations Protection Force (UNPROFOR), a multinational
the battlefield, in cities and villages, or prison camps —
force of troops. Toward the end of the conflict and
and can come under attack for doing so.
in the decade following, members of the NATO-led
Manpower: Manpower is an issue for peacekeeping
Intervention Force (IFOR) and Stabilization Force
forces through most of the conflict. Despite the Security
(SFOR) fall into this category as well.
Council resolutions authorizing 35,000 or more peace-
Nicknamed “Blue Helmets” by Bosnians, peacekeepers
keepers to be deployed to Bosnia during the conflict,
are frequent targets for hostility. Despite the interna-
troop strength rarely tops 10,000 total until NATO’s
tional community’s best efforts to remain outside
deployment of IFOR, a 50,000-strong force, in 1995.
and unengaged in the conflict, peacekeepers are
Peacekeeping forces, outnumbered and outgunned,
attacked by all three factions in the war at one time
cannot afford to risk casualties except in the most dire
or another as they attempt to go about their mission
circumstances. Thus, most peacekeeping units are under
of helping the civilian population and enforcing the
instruction to fall back when faced with overwhelming
mandates of internationally-sponsored peace accords.
forces or firepower.
Missions: Peacekeepers in Bosnia have an unenvi-
Gear: UN peacekeeping forces in Bosnia are lightly
able task ahead of them – to keep a peace that doesn’t
armed and equipped — typically too light to do much
exist in a war with no lines, all without authorization to
more than defend themselves and individuals in their
use force outside of self-defense. Later in the war, as the
charge. UNPROFOR troops are mostly French, Belgian,
nature of the conflict becomes more self-evident,
and Canadian soldiers, and so carry weapons such as the
UNPROFOR’s — and the follow-up IFOR and SFOR
FAMAS and FN FAL assault rifles. Officers, drivers, and
missions — become more like military deployments
other support personnel carry 9mm sidearms like the
with defined rules of engagement.
Beretta M92 for self-defense. Kevlar vests and helmets are
Humanitarian aid missions are the overarching
standard issue amongst all peacekeeping troops.
responsibility of peacekeeping units. Units work with
Members of the NATO-led IFOR and SFOR are much
organizations such as the Red Cross to distribute food
better equipped to enforce the peace agreements made
and medicine to besieged cities, war victims, and other
late in the war. M-16 assault rifles, M249 light machine-
non-combatants affected by the conflict.
guns, and Kevlar vests and helmets are the
Peacekeeping units also engage in escort missions,
typical armament for these troops.
particularly those transporting humanitarian aid or
Vehicles: Peacekeeping forces have access to a wide
Muslim civilians through “hot” areas. During these
variety of decommissioned armored personnel carriers
missions, soldiers frequently find themselves playing
and armored cars, such as the Warrior infantry fighting
negotiator, arguing for safe passage or brief cease-fires
vehicle and M113 APC (see page 122). Each squad
between warring groups so they can assist residents
generally has access to one of these vehicles when
nearby.
operating in the field.
Peacekeepers are instrumental in ordnance disposal
Peacekeeping forces are the dominant airpower dur-
and mine clearing missions, particularly as areas are
ing the conflict and the enforcers of UN determined “no
reconstituted for civilian life.
fly zones.” When NATO enters the scene later in the
Guard missions are another important function
conflict, bombing missions and close air support are
of peacekeepers in Bosnia. After the UN establishes
used extensively as a deterrent to aggression against
protected areas around major civilian centers in Bosnia,
peacekeeping and Bosniak forces, and to break sieges
peacekeepers are assigned to ensure that these areas
against UN-protected areas.
become and remain demilitarized and civilians residing
Allies: Peacekeeping forces do not fight alongside
within them remain out of harm’s way. This mission
with any of the factions in the conflict; however, their
includes authorization to use deterrent force as necessary.
commitment to and assistance for Bosniak victims of
Likewise, police and patrol missions become a large
the war limits aggression towards them by all groups
part of the peacekeeper’s routine. UN squads act as
save the Serbs.
observers to prevent discrimination and human rights

29
battlegrounds
By Any Means Necessary
THE CONFLICT
The Bosnian war is quite different from most
The international community’s official policy
towards the Bosnian conflict is one of containment,
using negotiation, sanctions, and later threat of force, to
conflicts of the late 20th century — a murky and savage create a return to normalcy. Ultimately, these methods
battle, built of rage, blood, and broken treaties. Revenge prove ineffective, and brutal shelling, ethnic cleansing,
and deep ethnic rivalries ensure any notion of rules and other crimes against the civilian populace continue
of engagement goes out the window. Often, the hatreds unabated. At times like these, governments might decide
run so deep that factions flout external attempts to to fight fire with fire.
restore order to the region almost without blinking. And Elite military units, operating as part of a black
unlike conflicts over resources, political philosophy, operation, are perfectly prepared for these sorts of
or overt aggression, the fighting in the Balkans has missions. Agents might be involved in surgical strikes
a much more visceral core — survival. against artillery and missile batteries, conduct long
Each of the warring factions sees the struggle as range reconnaissance behind enemy lines, spot for
a war for survival — of oneself, one’s people, one’s nation, NATO air strikes, assassinate rogue warlords, or disrupt
and one’s culture. Milosevic’s five-year campaign supply lines.
of aggressive propaganda convinced most of the Serbian
people they face an imminent threat of a Muslim Bring Them to Justice
genocide; fresh off a war, the Croatians are eager to build The Balkan conflict is a tragic reminder of the evil
a buffer zone to prevent further attack or creeping that lurks in the hearts of all men, and home to the
destabilization at the hands of Serb nationalists; and the worst atrocities Europe has seen since the Second World
Bosnians have lost nearly three-quarters of their country War. The War Crimes Tribunal in the Hague is re-estab-
and 10% of their population to Serbian and Croatian lished once again to hold leaders accountable for their
aggression. The desperation amongst these fighters — crimes. However, these leaders can prove elusive. Both
be it manufactured, engendered, or immediate — causes spies and soldiers make excellent bloodhounds to track
the conflict to spiral into a brutal war of survival these criminals down wherever they may hide, spending
in which no quarter is given or expected. weeks or months in the field to slowly close the net and
Though the Bosnian conflict is an incredibly ultimately, bring them to justice.
complex and chaotic event, it presents many unique
opportunities for espionage and military roleplaying. Smuggling
Here, the information that spies gather can spur the The issue of arms and munitions is a huge issue dur-
entire globe to action, and the battles soldiers fight can ing the war. The Serbian war machine has tremendous
liberate a nation. The following are just a few themes access to the arsenals and training of the Yugoslavian
that can enhance any Spycraft game set in this era. National Army, a fact that proves disastrous for the
relatively impoverished forces in Croatia and Bosnia.
Pulling Back the Curtain To make matters worse, an international arms embargo
There is a tremendous amount of conflicting informa- widens the arms gap even further, leaving the defenders
tion and propaganda about the nature and events of the to fight with weapons that are 50 years old.
Bosnian war — from governmental spin to misinterpreted Governments and agencies supporting the efforts
journalism to outright propaganda. Access to the press — of Muslims and Croats might well send military
and thus the outside world — becomes a tremendous or intelligence teams with supplies and munitions
weapon for governments to control or delay an interna- to support the struggling war efforts against Serbian
tional response to the crisis. aggression, or by the same hand, use these soldiers
Spies working in the early parts of the war might to sabotage ammo dumps and armories in an effort
very well be assigned to get to the truth of the matter, to slow the hostilities.
on behalf of the Agency or another governmental body.
Most likely, they might be assigned to investigate
allegations of atrocities and massacres against civilians,
to infiltrate paramilitary units, or to gather intelligence
on clandestine military support for this “civil” war.

30
bosnia
est point in Drozbrenca, and allows anyone climbing
to the top a view stretching the width of the valley —
THE M ISSION :
Operation Fell Hand
an ideal location for a sniper or artillery spotter.
The church has thick concrete walls (Hrd 7, 112 WP)
and narrow windows, making it an ideal place to hold
This mission is appropriate for a team of 3–5 agents against a numerically superior force. Agents fighting
levels 3, 8, 13, and 18. against opponents outside the church receive 1⁄2 cover
against ranged attacks.
The Setting The only ways into the church are a pair of heavy
The village of Drozbrenca in the southern Bosnian iron-shod doors facing the square (Hrd 7, 20 WP, Break
countryside lies approximately 50 miles southwest DC 25), and a hole facing north towards the road 8 feet
of Sarajevo, roughly midway between the capital off the ground (Jump DC 20) used as a machine gun nest.
and Mostar. It is fairly typical of villages in the region. 3. Town Hall: The second largest building in town,
This small agricultural community of approximately 100 behind the church, this long one-story wooden building
is set atop of a small hill in the Naretva river valley, is the civic center of the town. The interior features
overlooking a broad patch of land used to raise small a small theatre with seating for around 100 people,
crops, sheep and cattle. much have which has been removed to make the room
The town itself is a tight cluster of modest stucco into a makeshift barracks, and a few small rooms that
buildings, painted in earthen tones and topped with appear to have recently served as offices or armories.
red tiled roofs. A single paved road passes through The most significant feature of the town hall is
the village square, which is surrounded by the town’s not its tactical value, but rather the small trapdoored
small businesses and church. area beneath the theatre’s stage, which has been used
Drozbrenca’s proximity to the front and Serbian to hide a cache of LAW anti-tank weapons (Search
territory has ensured the area has traded hands between DC 20 — see Option 1 for more information).
Muslim and Serbian paramilitary groups several times. 4. Bunkers: Two identical makeshift bunkers are
The village is not weathering the fighting well. Mortar stationed roadside at the north and south ends of town,
and artillery fire from both sides has badly damaged most likely as checkpoints and guard posts for people
many of the town’s farms and wooden buildings, entering the town. Each is a haphazard affair made
and those that have not been destroyed have had of sandbags (Hrd 5, 50 WP, 3⁄4 cover to agents inside) with
plywood and rough wooden slats nailed over windows a removable corrugated steel roof. Both bunkers are
in a desperate attempt to fortify them against further equipped with an 81mm mortar (and 1d6+3 rounds) for
damage. Carcasses of dead cattle and sheep litter the use against targets approaching along the road. Each
fields outside of town where mines and shells have bunker is usually manned by a pair of the town’s current
overshot their marks. residents who keep an eye out for trouble or fire the occa-
sional mortar round to scare off enemy scouts and patrols.
Locations 5. Trenches: Hastily dug fieldworks, probably created
1. The Square: This simple 150 ft. cobblestone by defenders of Drozbrenca before the Serb attack, sit to
square, ringed with abandoned markets and civic the southwest and north of the village, roughly 20 yards
buildings, is the heart of Drozbrenca. A simple road from the bunkers. Recent rains have made them soggy
enters the square at the north and exits at the south. pits filled with a few inches of water and sucking mud,
In peacetime it was doubtlessly idyllic, but now it has and the walls have partially collapsed from erosion and
become the command and supply point for the current lack of maintenance.
inhabitants of the town, and so is crisscrossed with Agents can fight in the trenches in a pinch, though
muddy tracks of heavy vehicles, empty brass casings, it’s miserable work. The trenches provide 1⁄4 cover against
makeshift tables and seats, and broken glass. attackers outside of the trench, but fighters in the trench
The area is flat and plain, save for a dry fountain, reduce their movement by 1⁄4 and suffer a –2 penalty
and filled with refuse of units inhabiting the town, to all Reflex saves (thanks to the swampy bottom).
which sits at the center of the square. Agents hiding 6. Stone Bridge: This brick and mortar bridge to the
in the fountain receive 1⁄2 cover, though the trash inside south of the village is the only easy way to ford
reduces any movement to 1⁄2 normal and inflicts the creek in the immediate vicinity — the next bridge
a –4 penalty to Move Silently checks in the fountain. is approximately two miles to the east. Agents hoping
2. The Church: This unornamented two-story church to cut off reinforcements from the south can easily
has served both Orthodox Serbs and Bosniak Muslims as sabotage the bridge supports with the suitable applica-
a house of worship over the years, but appears to have tion of explosives (Hrd 5, WP 20; 2 must be destroyed
been site of a fire. The dome of the church is the high- to collapse the bridge).

31
battlegrounds
1 square = 10’

11

12

2
10

1
3

32
bosnia
7. Rocky Creek: Drozja Creek, a small tributary of the The Action – Option #1:
Neretva river south of the village, runs from east to west Ghosts in the Night
and is the town’s main supply of water. The water is swift
Late in the war, rumors occasionally surface
and cold and flanked with steep embankments, which
amongst Serbian and Croat forces of small squads of
provide excellent shelter against spotters in the village.
commandoes, operating under the cover of night, who
Drozbrenca’s water pump has been damaged in the
make surgical strikes behind enemy lines against heavy
fighting, so anyone residing in the village must send
weapons emplacements, sabotage weapons caches, and
down runners to fetch cooking and drinking water.
kill or capture leaders of the invading factions.
Resourceful teams may use this to their advantage when
In this serial option, the players are a crack squad of
in need of intelligence about activity in the village.
SAS commandoes whose mission in is to infiltrate
8. Big Farm: The largest farm in the area is located
Serbian lines to disrupt Serb offensives in south-central
to the southeast of the village, between the creek and the
Bosnia. Today, their target is the abandoned village of
base of the hill. Unlike some of the other more modest
Drozbrenca, the alleged base for a vicious group of
plantations, the farm features not one but three
Serbian rebel paramilitary fighters who call themselves
outbuildings, including a large but badly damaged barn,
“The Vipers.”
chicken coops and a utility shed. The barn is connected to
a one-acre fenced area that was once used to pen cattle, Agent Description
and a small family plot is used to grow vegetables.
Read the following aloud to begin.
There is little of import of the farm house, but the
barn has been used at times for storing military equip- “The day begins like any other day in Bosnia – cold
ment and vehicles. Currently, there is a rusty small truck and gloomy, a herald of impending doom that hangs
stowed here, with the keys in the ignition – an ideal over this place like the clouds kissing the tops of the
escape vehicle for agents in a bind. hills. You have just arrived at the UNPROFOR head-
9. Market: This broken-down open air building on quarters in Sarajevo, and are ushered into a small
the town square once housed a market where local meeting room, where a smartly-dressed English cap-
farmers from the valley would come to peddle their tain in a flak vest and the blue beret of the United
wares and visit friends. Today, the shelter serves mainly Nations greets you.
as a staging area and hard point for heavy guns to
watch over the southern and eastern regions of the area. “‘Good afternoon, gentlemen. As you well know, you
Heavy coils of barbed wire have been strung about the have been deployed to Sarajevo as part of a mission
western, southern and northern sides of the market to help disrupt the ongoing Serb offensive in south-
to guard against assault from outside the village. ern Bosnia. One particularly troublesome group in this
10. Residential Area: The western side of Drozbrenca region is known as the Vipers, a former Serbian inter-
is where most residents who didn’t own farms live. nal security unit cum nationalist militia that has
Narrow, crooked dirt paths wind between the tightly- taken to arming and inciting Serbian paramilitary
packed homes, creating a small maze. Many of these fighters in the area to violence against Muslims. We
buildings have suffered from shelling, and a closer look believe that a surgical strike against their base, in the
will reveal fresh bullet and shrapnel scarring, the marks abandoned village of Drozbrenca 80 kilometers
of recent house-to-house fighting. south-west of here, would put a damper in the vio-
Though the houses are abandoned and damaged, lence in the area and give the UN time to establish
they still make an excellent path of approach and cover protected areas in the region.
for close-quarters firefights. Agents fighting in and “‘Your mission is simple: you will be inserted by heli-
around the buildings gain 1⁄4 cover from damaged build- copter south of Drozbrenca shortly after dusk. You are
ings and 1⁄2 cover from intact ones. to infiltrate the village, locate and destroy any and all
11. Woods: A thick copse of mixed ash and pine forest weapons and ordnance caches there, and escape as
covers the north and northeastern side of the village. quickly as you can. You are authorized to terminate
While in the forest, agents cannot run, but receive 1⁄4 cover any resistance you encounter with extreme prejudice.
against ranged attacks and a +4 circumstance bonus to all Because this mission is not authorized by NATO or the
Hide and Move Silently checks. United Nations, we will disavow all knowledge of the
12. Wrecked Farm: This farm on the plain northwest mission should you be captured or killed.’
of the village shows signs of a recent and fierce fire
fight — bullet holes riddle the exterior of the barn, the “‘Be ready to go at 1900 hours. Godspeed, lads, and
farmhouse has been set alight, and a pile of charred give them hell.’”
corpses has been burned in an unkempt field. The only
thing still standing is the barn.

33
battlegrounds
Gearing Up are well hidden and require a successful Search check
This mission has no Threat Code and the agents do (DC 20) to locate. Each cache contains 1d4+2 RPG-7
not gain any personal gear. Instead of selecting missile launchers, and 2d6 additional rockets.
weapons and standard-issue gear, the agents are To destroy the cache, the agents must place at least
1
assigned weapons and gear according to the number of ⁄2 lb. of C-4 to one of the stocked warheads, and set the
personal BP at their disposal, as follows. timer with a successful Demolitions check (DC 15). The
agents may select anywhere between 30 seconds and 30
BP* Weapons and Gear**
minutes on the detonators. The resulting explosion is
1–25 H&K MP-5 SD SMG + 3 clips, survival knife,
huge, inflicting 6d10 fire damage with a blast increment
1 flashbang grenade, 1⁄2 lb. C-4, rectangle armor
of 15 ft (DC 21 for half damage) to anyone caught once
vest, headset radio, nightvision goggles, black
the cache goes. Once the first charge is detonated,
fatigues and balaclava.
the alarm will be sounded.
26–50 H&K MP-5 SD SMG + 4 clips, P226 service
Once all three caches are detonated, this objective is
pistol + silencer and 2 clips, survival knife,
completed.
2 flashbang grenades, 1⁄2 lb. C-4, tactical
deployment vest, headset radio, nightvision Eliminate the guards: 3 squads of Vipers are in the
goggles, black fatigues and balaclava. village. The first group are in the town square (location 1),
51–75 H&K MP-5N SMG + silencer, ACOG sight tending a fire; the second squad is bedding down
and 4 clips, Browning Hi-Power service pistol in the residential area (location 10); and third squad
+ silencer and 3 clips, survival knife, 2 flash- has split up — a pair of soldiers walk the north and
bang grenades, 1 fragmentation grenade, 1⁄2 lb. south perimeters, while a straggler is at the stone bridge
C-4, tactical deployment vest, headset radio, (location 6) getting water and having a smoke.
nightvision goggles, black fatigues and balaclava. The Vipers are hardcore nationalists, and so will not
76–99 Colt M4A1 assault rifle + silencer, ACOG rout without a fight. They are considered to have a
sight and 4 clips, H&K USP .45 service pistol Loyalty rating equal to 1⁄2 the team’s average agent level
+ silencer and 2 clips, survival knife, 2 flash- (rounded up) for the purposes of all morale checks. Once
bang grenades, 2 fragmentation grenades, a unit suffers over 50% fatalities, they will make a tac-
1 smoke grenade, 1⁄2 lb. C-4, ballistic vest, tical withdrawal to cover and wait for reinforcing
headset radio, nightvision goggles, black squads.
fatigues and balaclava. When 3 squads have suffered 50% or more in casu-
100+ H&K PSG-1 sniper rifle + suppressor, nightvision alties, this objective is completed.
scope and 5 clips, H&K USP .45 service pistol
Escape the village: Once the first two objectives are
+ silencer and 3 clips, survival knife, 3 flash-
completed, the agents must escape the village as quick-
bang grenades, 2 fragmentation grenades,
ly as possible with all members of their team. There are
1 smoke grenade, 1 lb. C-4, ballistic vest,
two commuter trucks in the village — one in the town
headset radio, nightvision goggles, black
square (location 1), and a second in the big farm to the
fatigues and balaclava.
south (location 8).
* Per agent.
When all agents have been removed from the vil-
** The agent gains only the weapons and gear listed for
lage, this objective is completed and the mission ends.
his total BP allotment. He does not gain any of the items
listed for lower total BP allotments.
Events
Deployment Sound the Alarm!: Once unsilenced gunshots or
explosives have been exchanged, any conscious fighters
The agents begin the mission in the south, on the
within line of sight to one of the agents will fire his
banks of the river (location 7). The night is starlight
flaregun into the air — a signal to forces outside the
only (see the Spycraft Espionage Handbook, page 299).
village that they are under attack!
Objectives Roll d20 once per minute after the alarm has been
sounded. If the result equals or exceeds 20 — the number
Destroy the weapons caches: There are three hidden
of minutes since the alarm has been sounded,
weapons caches scattered about the village, one at loca-
a squad arrives on a random side of the map (roll d4:
tion 3 (beneath the theatre’s stage), another at location
1–north; 2–south; 3–east; 4–west). A total of 3 squads
8 (hidden in a hay pile in the barn), and the third in
may arrive as reinforcements in this fashion.
location 12 (in the ruins of the farmhouse). All caches

34
bosnia
XP Rewards Serbian Paramilitary Fighter (first-tier — target
Upon completion of this action scene, each agent average agent level 3), 2nd-level mercenaries (minions,
gains the following XP rewards. squads of 3-4 – 40 MP): CR 1. SZ M; v/wp 21/16; Init +2
(+1 Dex, +1 class); Spd 30 ft.; Def 12 (+1 Dex, +1 class);
• Killing one or more of the enemy characters*:
Atk: survival knife +4 (1d6+2 normal dmg, error 1,
75/200/325/475 XP per agent.
thrown 5ft.), Kalashnikov AK-74 assault rifle +3 (3d6+1
• Killing all enemy characters*: 150/400/650/950 XP
normal dmg, error 1, range 175 ft. qualities and mods:
per agent.
RG, 30 shot capacity); Face 1 square; Reach 1 square;
• Capturing one or more of the enemy characters*:
SA none; SQ heavily armed (10 BP); SV Fort +6, Ref +1,
225/600/975/1,425 XP per agent.
Will +1; Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 8;
• Capturing all enemy characters*: 300/800/1,300/
Skills: Demolitions +1, Diplomacy +0, Driver +2, Hide
1,900 XP per agent.
+2, Listen +1, Sense Motive +1, Spot +1, Survival +1.
• Eliminating all of the weapons caches: 300/800/1,300/
Feats: Point Blank Shot.
1,900 XP per agent.
Gear: Weapons, 90 rounds of 5.45 Soviet ammunition,
* Each agent earns only the highest of these rewards. military fatigues, flare gun, handheld radio.

Statistics Serbian Paramilitary Fighter (second-tier — target


average agent level 8), 4th-level mercenaries/3rd level
The following NPCs are encountered during this scene.
strong minions (minions, squads of 3-4 – 64 MP): CR 6.
Serbian Paramilitary Fighters SZ M; v/wp 57/16; Init +6 (+1 Dex, +5 class); Spd 30
ft.; Def 14 (+1 Dex, +3 class); Atk: survival knife +9
These grizzled veterans are members of a Serbian
(1d6+2 normal dmg, error 1, thrown 5ft.), Kalashnikov
nationalist militia, “The Vipers,” that has been implicat-
AK-74 assault rifle +8 (3d6+1 normal dmg, error 1,
ed in no less than 4 separate attacks on Muslim civilians
range 175 ft. qualities and mods: 30 shot capacity),
during ethnic cleansing operations. According to
fragmentation grenade +8 (2d10 normal dmg, error 1-2,
Serbian sources, many of the men in this unit are mem-
range 15 ft.); Face 1 square; Reach 1 square; SA none;
bers of a disavowed YNA special ops unit who followed
SQ damage reduction 1/-, heavily armed (10 BP);
their leader into Bosnia following the dissolution of
SV Fort +10, Ref +4, Will +3; Str 14, Dex 12, Con 16,
Yugoslavia. Each Viper is shaven bald, and wears
Int 10, Wis 10, Cha 8;
fatigues in the pattern of the Yugoslavian National
Skills: Demolitions +5, Diplomacy +1, Driver +3,
Army, emblazoned with a patch of a Snake twisted
Intimidate +5/2, Hide +3, Listen +2, Sense Motive +2,
around a lightning bolt. They are dangerous and unpre-
Spot +5, Survival +5.
dictable, and do not hesitate to bring their substantial
Feats: “Cover Me!,” Point Blank Shot.
firepower to bear – no matter what the target.
Gear: Weapons, 90 rounds of 5.45 Soviet ammunition,
fragmentation grenade, military fatigues, flare gun,
handheld radio.

35
battlegrounds
Serbian Paramilitary Fighter (third-tier — target Serbian Paramilitary Fighter (fourth-tier — target
average agent level 13), 7th-level mercenaries/5th average agent level 18), 10th-level mercenaries/7th
level strong minions (minions, squads of 3-4 – 80 MP): level strong minions (minions, squads of 3-4 – 97 MP):
CR 11. SZ M; v/wp 96/16; Init +12 (+1 Dex, +7 class, CR 16. SZ M; v/wp 127/16; Init +15 (+1 Dex, +10 class,
+4 feat); Spd 30 ft.; Def 17 (+1 Dex, +6 class); Atk: +4 feat); Spd 30 ft.; Def 20 (+1 Dex, +9 class); Atk:
survival knife +14 (1d6+2 normal dmg, error 1, thrown survival knife +19 (1d6+2 normal dmg, error 1, thrown
5ft.), Kalashnikov AK-74 assault rifle +13 (3d6+1 normal 5ft.), Kalashnikov AK-74 assault rifle +18 (3d6+1 normal
dmg, error 1, range 175 ft. qualities and mods: RG, 30 dmg, error 1, range 175 ft. qualities and mods: RG, 30
shot capacity), fragmentation grenade +13 (2d10 normal shot capacity), fragmentation grenade +18 (2d10 normal
dmg, error 1-2, range 15 ft.); Face 1 square; Reach 1 dmg, error 1-2, range 15 ft.); Face 1 square; Reach 1
square; SA none; SQ damage reduction 1/-, heavily square; SA none; SQ damage reduction 2/-, heavily
armed (10 BP); SV Fort +12, Ref +6, Will +5; Str 14, armed (20 BP); SV Fort +15, Ref +8, Will +7; Str 14,
Dex 12, Con 16, Int 10, Wis 10, Cha 8; Dex 12, Con 16, Int 10, Wis 10, Cha 8;
Skills: Demolitions +8, Diplomacy +2, Driver +4, Skills: Demolitions +12, Diplomacy +4, Driver +6,
Intimidate +7/4, Hide +4, Listen +3, Sense Motive +3, Intimidate +9/6, Hide +6, Listen +5, Sense Motive +5,
Spot +8, Survival +8. Spot +12, Survival +12.
Feats: “Cover Me!,” Improved Initiative, Point Blank Shot. Feats: “Cover Me!,” Improved Initiative, Massive
Gear: Weapons, 90 rounds of 5.45 Soviet ammunition, Crossfire, Point Blank Shot.
2 fragmentation grenades, military fatigues, flare gun, Gear: Weapons, 90 rounds of 5.45 Soviet ammunition,
handheld radio. 2 fragmentation grenades, military fatigues, nightvision
goggles, flare gun, handheld radio.

36
“We have to remind ourselves of this at every moment:
that we are in a war, a cold war as they call it; a war where
there is no front line, no continuous bombardment, but where
the two adversaries — this tiny champion of the Caribbean
and the immense imperialist hyena — are face to face and
aware that one of them is going to end up dead in the fight.”
— Ernesto “Che” Guevara

central and
south america 3
battlegrounds
INTRODUCTION THE WAR ZONE
Since the late 1970’s, the mountains and rainforests
of Central and South America have served as battle- Geography
fields for Marxist revolutionaries, drug cartels, and The geographical region referred to as Central
counter-insurgents. These wars are waged in the moun- America encompasses all of the nations of North
tains, jungles, farmlands, and cities throughout the America south of Mexico. The Sierra Madre mountain
region, frequently spilling over into neighboring coun- range runs most of the region’s length, originating in
tries. From the cold, rocky islands of the Falklands to southern Mexico and terminating in central Costa Rica.
the steamy jungles of Nicaragua, some of the bloodiest Almost all of the nations of Central America share the
battles of the last twenty years have been fought in this common features of flat coastal plains giving away to
region. rugged foothills and then steep mountains in the interi-
Revolution has swept through Central and South or. The climate of Central America is hot and humid in
American nations numerous times in the last decades of the lowlands, gradually shifting to a more temperate cli-
the twentieth century. Time and time again, revolution- mate higher in the mountains. Panama, located on isth-
aries rise up to attempt to cast off the perceived yoke of mus at the southern end of the region, forms a natural
centuries of imperialist repression. Frequently, however, land bridge between North and South America, and
the rebel governments prove as cruel and capricious as controls the Panama Canal, a strategic waterway con-
the regimes they fought to overthrown. Meanwhile, the necting the Atlantic and Pacific Oceans. Earthquakes are
international drug trade exploded in the 1980s, bring- not uncommon in the area, especially throughout
ing money to the region but also violence as rival car- Nicaragua, Honduras, and El Salvador. In 1972, the
tels compete with each other for resources and the Nicaraguan capital of Managua was leveled by a mas-
regional governments struggle vainly to stem the tide of sive earthquake. Hurricanes are another very real threat;
narcotics. in October of 1998, Hurricane Mitch caused 10,000
The battles fought throughout Central and South deaths and billions of dollars worth of damage through-
America have not been fought solely by the native peo- out the region.
ples, either. Advisors and even combat troops from the South America is a mixture of rich farmland,
United States, Great Britain, Cuba, the Soviet Union and rolling hills, lush jungles, and rugged mountains. The
others have found their way here. British troops and Amazon River basin dominates the northern half of the
ships waged a brutal battle against Argentina in the continent, and the Andes Mountains run along the
early 1980s, while Cuban military advisors offered sup- entire western coast. The Brazilian Highlands are a low
port to revolutionary governments in Nicaragua and mountain range on the eastern coast, and the Guiana
Grenada. U.S. troops have served as advisors in Highlands, located north of the Amazon basin, are home
Columbia, Peru, and other countries as part of America’s to Angel Falls, the highest waterfall in the world. The
War on Drugs. CIA operatives and U.S. advisors also rich volcanic soil of northern South America makes for
worked covertly in Nicaragua, backing counterrevolu- plentiful crops, a fact exploited by the drug cartels of
tionaries to check “communist aggression” in Central Columbia and Peru. Climate in South America ranges
America. Additionally, U.S. forces have launched two from the tropical in the northern reaches, through the
full-scale invasions into Central America — Operations temperate, and into the sub-arctic in the southern areas
Urgent Fury and Just Cause. of Argentina. Forests, woodlands, and jungles once
dominated most of the central area of South America. In
the last twenty years, however, deforestation and
expansion of population centers have destroyed mil-
lions of acres of woodlands.

38
central and south america
People
THE WAR
The populace of Central and South America repre-
sent some of the most ethnically diversified people on
the planet. While many of the inhabitants are of The common themes of the wars in Central and
Spanish or Portuguese descent, many others are of South America are halting communist aggression and
Native American or African origin. This diversification winning the war on drugs. In some countries, such as
has led to conflicts among different ethnic groups in Columbia, the two go hand-in-hand, with leftist insur-
some regions. The predominant religion throughout gents receiving financial support from drug cartels in
Central and South America is Catholicism, with some exchange for protection.
countries (such as Argentina) boasting a Catholic popu-
lation of 90% or more.
Many people in this region live in abject Columbia (1986 to present)
poverty. In Nicaragua, for example, the gross domestic
Columbia has served as a battleground for the last
product (GDP) per capita is $2,000 (for reference, the
four decades, with federal military forces routinely
GDP per capita of the United States is approximately
clashing with rebel factions such as the Revolutionary
$38,000). Additionally, infant mortality rates are high in
Armed Forces of Columbia (FARC), and the National
the poorer nations of Central America, as is the occur-
Liberation Army (ELN). Both organizations wage a guerril-
rence of HIV and AIDS infection. Many people living in
la war against the military, while simultaneously carrying
rural areas make their way as subsistence farmers. Most
out kidnappings, hijackings, political assassinations,
of the population is literate; several countries, including
and attacks on civilian targets. The FARC, the largest of
Argentina, Brazil, Costa Rica, and Belize, support a 90%
the insurgent groups in Columbia, is rumored to have
or better literacy rating.
strong ties to the local drug cartels, and receives much
Increasing violence in some areas like Columbia
of its financial support from cartel coffers.
have led to serious refugee problems for neighboring
With aid from the U.S., both financially and militar-
nations. With large numbers of people being displaced
ily, the Columbian government has officially declared
by fighting, refugee encampments are becoming more
war on the drug cartels, with the stated purpose of inter-
common in the region. A few nations, notably
dicting and eradicating drug traffic at its source and
Venezuela, have closed their borders to refugees,
cutting off support to insurgent groups such as FARC.
increasing tension and hostility in the region.
Since the late 1980s, the U.S. has provided Columbia
Important Locations with $30 billion in aid for the war on drugs. Most of this
money, however, has been used to combat the FARC and
Running through the center of the Isthmus of
other insurgent groups directly, leaving the drug trade
Panama, the Panama Canal may be the most important
largely unhindered by military intervention.
waterway in Central America. The Canal links the
Furthermore, the U.S. has slowly been drawn from
Atlantic and Pacific Oceans, greatly reducing shipping
countering to the drug trade to assisting the Columbian
travel distance from East to West. It was under US juris-
government with counter-insurgency operations.
diction until December 31st, 1999, when control revert-
There are currently about 300 American military
ed to the Panamanian government. Given its immense
personnel on the ground in Columbia at any given time.
strategic value, the Panama Canal served to keep a
Most are tasked with setting up, training and directing
strong American presence in the area.
three counternarcotic battalions within the Columbian
The capital of Columbia, Bogotá, has the dubious
Army. Direct U.S. military operations in Columbia have
distinction of being one of the most dangerous cities in
been confined primarily to the southern half of the
the Western Hemisphere. With drug cartels and insur-
country, where the majority of Columbia’s drugs are
gent groups running rampant, kidnappings, murders,
grown and processed. The antinarcotic battalions are
and robberies are daily occurrences. Violence is the
charged with driving the FARC out of this region, there-
leading cause of death in Bogotá for those over the age
by eliminating the revenue they gain from drug pro-
of ten. The city looks fairly cosmopolitan, and on the
duction. U.S. operations have consisted primarily of aer-
surface, is quiet attractive. However, on closer inspec-
ial defoliation of drug crops in an effort to curtail pro-
tion, one notices the machine gun-toting guards
duction, as well as “shootdown flights,” intended to
patrolling the suburbs, and the police stations every
intercept and destroy drug smugglers’ aircrafts as they
block or two.

39
battlegrounds
Timeline

• 1947: Rio Pact is signed, calling for mutual • 1983: Operation Urgent Fury — U.S. forces
defense against Communism. invade the island of Grenada to halt Cuban work
on an airstrip and insure the safety of U.S. citi-
• 1948: Organization of American States (OAS) is
zens living on the island.
formed.
• 1983: General Manual Noriega is placed in con-
• 1956: U.S.-supported dictator Anastasio Somoza
trol of Panamanian Defense Force.
Garcia is assassinated in Nicaragua.
• 1986: Congress begins investigations of the Iran-
• 1957: U.S. high school students in the Panama
Contra scandal.
Canal Zone burn a Panamanian flag; resulting
riots kill or injure more than 100 people. • 1986: The U.S. begins supporting Columbian
government efforts to “eradicate the drug trade
• 1961: Frente Sandinista de Liberación Nacional
at its source.”
(Sandinista National Liberation Front, or FSLN)
is formed to oppose Somoza regime in • 1987: Noriega is accused of murder and drug
Nicaragua. trafficking by his second-in-command.
• 1964: Columbian Communist Party forms • 1988: U.S. courts indict Noriega on drug traf-
Revolutionary Armed Forces of Columbia ficking charges.
(FARC).
• 1989: Manuel Noriega is named head of the
• 1967: Anastasio Somoza Debayle is elected pres- Panamanian government, and declares war on
ident of Nicaragua. the United States.
• 1972: Massive earthquake levels Nicaraguan • 1989: Operation Just Cause — The U.S. invades
capital; Somoza embezzles most of reconstruc- Panama with the intent to capture Manuel
tion funds. Noriega and restore order to the country.
• 1974: Somoza is elected to presidency of • 1990: Noriega surrenders to U.S. forces and is
Nicaragua for a second term. flown to the U.S. to stand trial.
• 1977: U.S. and Panama sign a new treaty pro- • 1994: Noriega is found guilty of racketeering
viding for Panamanian control of the canal in and drug trafficking charges and sentenced to 40
1999. years in prison.
• 1979: Sandinista (FSLN) Revolution overthrows • 1995: Peru invades Ecuador, igniting the
Somoza government of Nicaragua; Somoza “Condor War;” Ecuadorian forces successfully
escapes and flees to Miami, Florida. repulse superior Peruvian numbers and defend
their borders.
• 1980: Somoza relocates to Paraguay, later assas-
sinated by Sandinista agents there. • 1997: A treaty is signed between Peru and
Ecuador, effectively ending border disputes
• 1981: Peruvian patrol clashes with Ecuadorian
between the two nations.
infiltrators in southern Peru; despite urgings
from some Peruvian generals, full-scale war with • 1999: Panama begins sole operation of the
Ecuador is averted. Panama Canal.
• 1981-86: Reagan administration supports • 2003: Columbian irregular forces are bombed by
counter-revolutionary (Contra) forces against the Venezuelan planes during a firefight with FARC
Sandinista government. rebels; Venezuelan President Hugo Chavez
claims that the border incident was engineered
• 1982: Argentina invades the Falkland Islands,
by Columbia; tensions between the two nations
held by Great Britain. Reagan administration
mount.
officials try unsuccessfully to negotiate peace
before siding with Great Britain.

40
central and south america
make their way to the U.S. Grenada (1983)
What has been essentially a civil war for the last
On October 19th, 1983, Marxist revolutionaries
forty years, however, is threatening to turn into an
assassinated Grenadian Prime Minister Maurice Bishop
international conflict. In April of 2003, Columbian
and installed a military government. Supplied with
forces were bombed by Venezuelan military planes after
Soviet equipment and supported by Cuban military
crossing into Venezuela during a battle with FARC
advisors, the rebels declared martial law. Grenada’s
forces. Venezuelan President Hugo Chavez accused the
Governor-General, Sir Paul Scoon, and the Organization
Columbian government of engineering the border inci-
of Eastern Caribbean States requested aid from the U.S.
dent in an attempt to garner more support against the
to combat the growing influence of Cuba and other
FARC insurgency. Since then, tension between the two
communist states in the small island nation.
nations has risen as Columbian security along the bor-
On October 25th, U.S. Marines, Navy SEALs, and
der detiorates and more FARC forces try to hide on the
Army Rangers, along with members of the 82nd
Venezuelan side of the border.
Airborne Division, launched Operation Urgent Fury, a
Falkland Islands dawn raid which took the Marxist military forces by
surprise. The invasion force’s stated goal was to ensure
The Falkland Islands (Islas Malvinas) off the coast of
the safety and security of approximately 1,000
Argentina have been under British rule since 1833. In
American citizens living on the island (most were
the mid-1960s, talks began to return the islands to
attending medical school there). Additionally, U.S.
Argentine rule, but Great Britain refused to surrender
forces moved to halt construction of a military air base
them unless “the islanders’ rights and way of life can be
being constructed in Grenada by Cuban forces. The
guarenteed.” Talks would continue, with limited or no
success, for the next twenty years, until 1983, when the After the War
Argentine government decided on a military solution to
the question. Columbia
On March 28th, an Argentine invasion fleet The War on Drugs still wages, with no clear
launched to retake the islands by force. British intelli- progress being made. FARC insurgents still control a
gence services learned of the invasion three days later, large section of the Columbian countryside, and the
and British Prime Minister Margaret Thatcher dis- drug trade still produces billions of dollars every
patched attack submarines to defend the islands. On year. The Columbian military continues to receive aid
April 1st, U.S. President Ronald Reagan implored the from the U.S. in the form of money and equipment,
Argentine president, Leopoldo Galtieri, to call off the while the FARC still draws money from the nearly
landing force, but Galtieri refused. The invasion force bottomless coffers of the drug cartels.
landed the following day, quickly overwhelming the
British Royal Marine detachment on the island and forc- Falkland Islands
ing Governor Rex Hunt to surrender. Prime Minister Following the recapture of the islands by British
Thatcher ordered a British naval task force to the islands forces, the Falklands returned to being a protectorate
to retake them, securing a 200-mile exclusion zone of the United Kingdom. Today, the Falklands are
around the Falklands. peaceful, with a flourishing eco-tourism trade and a
The task force arrived in the exclusion zone on the strong fishing industry.
last day of April, and military operations to retake the
islands commenced on May 1st. What followed was the Grenada
largest naval engagement since World War II. During After the US invasion in 1983, an interim council
the next month, six British ships and five Argentine ruled until free elections were held the following
ships were sunk, and several more were severely dam- year. Since then, Grenada has been fairly peaceful.
aged on both sides. On May 21st, British Royal Marines With the construction of an international airport in
landed in the Falklands; members of the 2nd Parachute 1985, Grenada has developed a strong tourist trade.
Regiment and the 3rd Commando Brigade soon joined
them. Argentine forces finally surrendered on June Nicaragua
14th, and Governor Rex Hunt returned on the 25th of Following the general elections of 1990 and the
that same month to resume his role as Commissioner of removal of the Sandinista regime from power, the
the Falklands. Contras officially disbanded, effectively ending the
civil war. Since then, combat operations have ceased.
Today, Nicaragua is still free of Sandinista rule, but is
struggling with social and economic difficulties.

41
battlegrounds

Grenadian army, supported by Cuban soldiers and guerrilla attacks on government forces. Somoza retali-
workers from the airfield project, resisted for several ated with ruthless attacks on civilian population centers.
days, but were eventually overrun by superior U.S. mil- Despite superior numbers and equipment, however,
itary forces. The leaders of the military government, as Somoza’s forces were routed, and he fled the country on
well as Cuban, Russian, North Korean, Libyan, and East July 17th, 1979. The Sandinistas now controlled
German advisors, were rounded up and detained. By Nicaragua. A new constitution was drafted, and nation-
mid-December, all American combat troops had with- al elections were held in 1984, when FSNL leader Daniel
drawn. Scoon appointed a advisory council to govern Ortega was elected president.
the island until general elections could be held the fol- In 1981, U.S. President Ronald Reagan accused the
lowing year. FSLN of supporting leftist revolutionary uprisings in
other Central American nations, including El Salvador
Nicaragua (1981 to 1990) and Honduras. To combat ”the spread of communism”
The Frente Sandinista de Liberación Nacional in Central America, Reagan began supporting the rem-
(Sandinista National Liberation Front), also known as nants of Somoza’s national guard, supplying them with
the FSLN or simply ”the Sandinistas,” was formally financial and logistical support as well as military advi-
organized on July 23, 1961, in response to growing dis- sors and trainers. The resistance movement orginally
satisfaction with the American-supported government, called itself The Nicaraguan Revolutionary Democratic
run by the Somoza family. With aid from the Cuban Alliance (ADREN), but due to its opposition of the
government, the FSLN attempted, unsuccessfully, to Sandinista revolutionary government, its members
foment a guerrilla war against the government in the eventually became known simply as ”Contras,” an
1960s. In 1972, an earthquake leveled much of the cap- abbreviation of contrarrevolucionario. The U.S. also
ital city of Managua and killed thousands. Anastasio called for a complete trade embargo and disrupted ship-
Somoza Debayle, the leader of the Nicaraguan Guardia ping by illegally mining the Nicaraguan harbor in
Nacional (National Guard), embezzled most of the inter- Corinto. Meanwhile, striking from bases in Honduras to
national relief funds sent to help rebuild the city. Much the north and Costa Rica to the south, the Contras began
of downtown Managua was never rebuilt, and animosi- launching guerrilla attacks against the Sandistas.
ty toward the Somoza family increased. Despite this, In 1983, the U.S. Congress condemned the Contras as
Somoza was elected President of Nicaragua in 1974. terrorists, citing several atrocities against unarmed
The Sandista struggle continued throughout the civilian targets, and prohibited further funding of their
1970s, with more and more people from all social back- activities. The Reagan administration continued to sup-
grounds — even business leaders — turning against the port the movement, however, by illegally selling arms to
government and calling for Somoza’s overthrow. In Iran and channelling the money to the Contras (the now
1978, Pedro Joaquin Chamorro, editor of the anti- infamous Iran/Contra Affair). Meanwhile, the
Somoza newspaper La Prensa, was assassinated. The Sandinistas commited their own atrocities, massacring
FSLN led a series of labor strikes, urban revolts, and hundreds of pro-Somoza civilians in eastern Nicaragua.

42
central and south america
In 1987, the Nicaraguan National Assembly finally Approximately 200-300 Panamanian combatants
acknowledged the wrongs commited by the Sandinistas, (military and paramilitary) were killed during the inva-
passing an Autonomy Law which guarenteed equal sion, as well as approximately 300 civilians. Twenty-
rights to all Nicaraguans. In 1990, a second national three US servicemen were killed, and several hundred
election was held, with Ortega losing to the United from both nations were wounded. On the first day of the
Nicaraguan Opposition, an alliance of 14 political par- invasion, Endara was sworn in as the new President of
ties ranging from ultra-conservatives to the Nicaraguan Panama, and on January 3rd, 1990, Manuel Noriega
Communist Party. With the FSLN stepping down, a surrendered to U.S. forces. He was flown to the United
peace accord was finally reached with the Contras, States where he stood trial on charges of racketeering
effectively ending a decade-long civil war. and drug trafficking, and was sentenced to 40 years in
prison.
Panama (1989)
In 1983, Colonel Manuel Noriega, a former CIA con-
The End?
tract operative, was placed in charge of the armed forces
of Panama. Legislation was passed to create the
• In response to U.S. support of Contra forces in
Panamanian Defense Force (PDF), an all-encompassing
Nicaragua, the Soviet Union sends ground forces
military force with control over the Panamanian National
to the region to assist their “revolutionary
Guard, the state police force, Canal operations, and such
brethren” in stopping “unchecked imperialist
state matters as immigration and civil air traffic. Though
expansion.” The Reagan Administration uses this
a former ally of the U.S., Noriega began moving to
as an excuse to send U.S. ground troops into the
achieve true power in the region and break free of
area to prevent “Communist aggression” in
American control. He began courting leftist countries such
Central America. Tensions mount as American
as Nicaragua and Cuba, looking for potential allies
and Russian forces engage each other for the
throughout Latin America. Noriega also accepted money
first time, turning the Cold War hot. The military
from the Medellín drug cartel to protect their money laun-
action escalates, with both sides sending addi-
dering and smuggling operations throughout Panama.
tional troops to the region. The Kremlin demands
In 1987, Noriega’s second in command, Colonel
the U.S.’s immediate withdrawal from the area.
Roberto Díaz Herrera, accused Noriega of murder and
When the White House refuses, Soviet hardliners
election fraud, sparking anti-Noriega protests, which
push for a preemptive first strike against U.S.
were rapidly put down by PDF forces. Early in 1988,
forces in Europe. The U.S. responds in kind,
Noriega was indicted on drug trafficking charges by a
igniting World War III.
U.S. court. On February 25th, 1988, President Eric
Delvalle announced that he had fired Noriega as head of • Mounting tension between Columbia and
the PDF. The Panamanian National Assembly, loyal to Venezuela erupts into open warfare when
Noriega, blocked the move by removing Delvalle as Columbian forces cross the border to engage
president of Panama. The U.S. continued to recognize FARC forces hiding in the Venezuelan moun-
Delvalle as the rightful leader of Panama, however, and tains. As the war escalates, the U.S. sends ground
began applying political and economic pressure to force forces to assist its longtime ally and “stabilize
Noriega to step down. the region,” seizing the rich Venezuelan oil
Throughout early 1989, the U.S. began sending more fields. The outcry from the international com-
troops to Panama, and began increasing military opera- munity is deafening, and several nations, includ-
tions in the country, in direct violation of several ing France, the Russian Federation, and the
treaties. Additionally, the U.S. provided $10 million dol- People’s Republic of China, impose heavy eco-
lars to the campaign of Panamanian presidential candi- nomic sanctions on the U.S. As the situation on
date Guillermo Endara, who ran against Carlos Duque, the ground worsens, the United Nations attempts
Noriega’s candidate. The Panamanian National to force the U.S. to withdraw via diplomatic
Assembly annulled the election, and Noriega and his means. Now that the U.S. controls the
people remained in power. On December 15th, 1989, Venezuelan oil fields, however, there is little
Noriega was named head of the Panamanian govern- chance of an American withdrawal without
ment and a state of war was declared against the United armed intervention. Although not a full-blown
States. The next day, Panamanian soldiers murdered an world war, the crisis in South America brings the
unarmed American serviceman. On December 20th, the world closer and closer to the brink of
U.S. military launched Operation Just Cause, with the Armageddon.
stated goal of apprehending Manuel Noriega and restor-
ing Panamanian liberties.

43
battlegrounds
FARC Insurgents
Missions: In addition to patrol missions similar to those
THE WARRIORS carried out by Columbian Army forces, the FARC engages
in a wide variety of terrorist activity, to include kidnap-
Columbia pings, assassination, sabotage, and drug smuggling.
Manpower: FARC units are a guerrilla force, and as
Columbian Army such they defy conventional structuring. Squads are
assembled based on the requirements of the mission,
Missions: Columbian military forces conduct several
although units are frequently organized along regional
types of patrol operations in the jungles and mountains
or family lines.
where insurgent forces hide. Reconnaissance patrols are
Gear: In addition to weapons received from outside
designed to locate enemy troop positions and gather
forces sympathetic to their cause, the FARC uses funds
intelligence on enemy movements. Tracking patrols are
from their relationship with the drug cartels to purchase
charged with trailing and locating a specific enemy or
arms and equipment on the black market. Many FARC
unit, either with the intention of gathering additional
cells also use whatever weaponry and gear they can
intelligence on the subject or destroying said subject
scrounge from battlefields.
when it is located. Ambush patrols move into an area
Vehicles: Like most insurgent forces, the FARC
with heavy enemy traffic. Once in place, the patrol waits
employs a wide variety of “liberated” civilian vehicles.
for an enemy element to move into a “kill zone,”
Owing to the mountainous and undeveloped terrain of
enabling the patrol to destroy the enemy unit quickly
the area, off-road vehicles are extremely popular.
and hopefully with minimal risk to the patrol. Assault
Allies: Despite Columbian claims to the contrary, the
patrols move against a known enemy position, attempt-
FARC seems to enjoy some popular support in certain
ing to outflank and overrun the position, capturing
regions of the country, especially in the “drug triangle”
it and destroying any enemy forces present. After
in southern Columbia. In addition, the FARC is rumored
the assault, the area is routinely swept for prisoners
to have strong connections with several powerful drug
and any possible intelligence. More information on
cartels throughout South America.
patrols can be found on page 104 of the U.S. Militaries
Sourcebook™. Falklands
Manpower: The typical Columbian squad consists of
eight to twelve men, depending on the type of squad British Commandos
and the mission involved. Squads are typically led by a
Missions: During the Falkland Island crisis, the pri-
senior NCO, and divided into two fire teams. A junior
mary missions undertaken by the elite Special Air
NCO leads each fire team. Each fire team usually has
Service included reconnaissance, raids, and diversionary
one machine gunner, and the squad has a radiotele-
actions. Members of the regiment infiltrated the islands,
phone operator (RTO) to maintain contact with higher
selecting suitable landing sites for troops. Thereafter,
headquarters. Tracking patrols will usually have at least
they launched lightning raids on lightly-defended key
one member per fire team who is skilled in tracking.
locations throughout the islands, frequently taking their
Gear: The standard rifle is the Colt M16A2, and the
objectives without bloodshed. They also provided diver-
standard sidearm is the Colt M1911A1. Each squad or
sions for larger strike forces, infiltrating behind enemy
fire team also has at least one Maremount M60 machine
lines and launching surprise attacks, thus drawing
gun, and one rifleman in each team usually has an
attention away from more conventional ground forces.
M203 grenade launcher.
Manpower: During reconnaissance missions, the SAS
Vehicles: The Columbian army uses a wide variety of
deployed small, four-man teams to infiltrate, scout, and
jeeps and trucks for troop movement, and has received
avoid enemy contact. These teams were lightly armed, with
some HMMWVs from the U.S. military. Additionally, the
an emphasis on stealth instead of firepower. Raids and
Columbians have a small fleet of UH-1 Huey and UH-60
diversionary actions were conducted by larger squads, usu-
Black Hawk helicopter at their disposal, also supplied by
ally numbering seven to ten men in a team, with
the Americans. The helicopters are used primarily for
squadrons made up of several squads for larger operations.
troop transportation in the mountain highlands,
Gear: The standard weapon of the SAS is the FN-FAL
although they can and are occasionally configured for
Self-Loading Rifle (SLR).
use as gun ships.
Vehicles: During the Falklands incursion, SAS units
Allies: Currently, American troops in Columbia are
deployed mainly by helicopter and Klepper canoes.
serving in an advisory and training function only.
Allies: The SAS frequently operated alone in the
However, as the current war on terror escalates, it may
Falklands, but could depend on support from Royal Marine
only be a matter of time before U.S. military advisors
units, as well as Royal Navy ships and aviation assets.
turn into U.S. military ground forces in the region.

44
central and south america
Grenada Gear: The Cubans and Soviets supplied the
Sandinista Army, and most of their arms and equipment
US Marine Force Recon reflected this. The standard rifle carried by all squad
members was the AK-47. Usually, one squad member
Missions: During Operation Urgent Fury, Recon
carried a RPD light machine gun, and two or more
Marines conducted both reconnaissance operations and
members would carry RPG-7 rocket launchers.
assault operations. Reconnaissance missions were
Vehicles: Most vehicles of the Sandinista Army were
designed to pinpoint enemy locations and gather intel-
“liberated” from the Somoza government. Vehicles sup-
ligence about enemy dispositions and movements.
plied by the Soviets included BRDM and BTR-60
Assault operations were then planned against enemy
armored personnel carries, and Soviet-manufactured
positions, with the intention of engaging and destroy-
helicopters such as the Mi-17 “Hip” transport helicopter
ing the enemy force.
(see World Militaries, page 116).
Manpower: Marines deploy in squads consisting of
Allies: The Sandinistas received military advisors
three four-man fire teams and led by an NCO. During
from Cuba and the Soviet Union, who helped to train
reconnaissance missions, the four-man team is
their forces in counter-insurgency tactics. However,
deployed, while the entire squad, or even a platoon,
Cuban and Soviet troops served in a strictly advisory
fights together during an assault operation.
position, and were not deployed to combat regions (at
Gear: During Operation Urgent Fury, the standard
least not overtly).
rifle of the Marine Corps was the M16A2, and the stan-
dard sidearm was the M1911A1. Additional weapons “Death Squads”
available the Marines at the squad level were the M60 (Contra forces in Nicaragua)
machine gun, the Talley M72 law rocket, the M203
Missions: Death squads were not hardened front-line
grenade launcher, and the M21 sniper rifle.
fighters. They tended to avoid protracted firefights if at
Vehicles: Marine Force Recon soldiers specialize in
all possible. Typical death squad missions included kid-
deep reconnaissance and infiltration. As such, they do
nappings, assassinations, subjugation of local popula-
not have ready access to vehicles other than those used
tions, and harassment and interdiction.
for insertion into a mission area, such as helicopters or
Manpower: Like most irregular forces, these units
Zodiac rafts.
drew heavily on conscription from the local populace.
Allies: As part of a larger invasion force, the Marine
However, members were selected based on loyalty to the
Force Recon could call upon support from Army and
cause and their capacity for violence and terror. CIA and
Marine units operating within the AO, as well as off-
American military advisors trained the Contras; their
shore assistance from U.S. Naval vessels and air support.
training included basic weapons and tactics, psycholog-
Nicaragua ical operations, interrogation, infiltration, and counter-
intelligence operations.
Sandinista Military Forces Gear: Contra death squads used a wide variety of
weaponry. Most equipment was vintage surplus, some
Missions: Sandinista forces routinely engaged in
dating back as far as World War II, with more modern
pacification missions, where a Sandinista patrol would
equipment supplied to either side by the Americans or
move into an area suspected of harboring Contra forces
their proxies.
and round up likely ringleaders and the like, interrogat-
Vehicles: Since they ware unconventional forces,
ing, torturing and occasionally executing prisoners to
death squads did not have ready access to military vehi-
flush out their prey.
cles. As such, privately owned or “liberated” civilian
Assault operations against known control positions
and military vehicles were the norm. Four-wheel drive
were also common and involved artillery and air strikes
vehicles were preferred, given the rough, mountainous
as well as conventional ground forces. Given the irreg-
terrain of the region.
ular nature of their opposition, Sandinista forces were
Allies: By their very nature and the manner in which
not very discriminatory in their target select, and civil-
they operated, death squads alienated many potential
ian casualties were high.
allies. Even the most sympathetic supporter was hard
Manpower: Sandinista military patrols usually con-
pressed to condone the indiscriminate targeting of civil-
sisted of a platoon of four or more squads, each contain-
ians. However, Contra forces received covert aid and
ing twelve men and led by an NCO. A single squad usu-
support from military advisors from the American gov-
ally conducted patrol operations, allowing a single pla-
ernment, even after the U.S. Congress forbid further
toon to cover a larger area. Assault operations could be
support in light of the Contras’ terrorist activities.
handled at the squad level, but were more commonly car-
ried out by platoon-sized or larger elements, depending
on the nature and strength of the enemy position.

45
battlegrounds
Panama Columbia
Blown: An American DEA agent working deep
US Army Rangers undercover has infiltrated one of the most powerful
Missions: Rangers operating in Panama performed a drug cartels in South America. Over the last twenty-four
variety of missions. One of the most high-profile was months, he has gathered enough information on the
the seizing and securing of the Torrijos-Tocumen cartel’s production and distribution operations to effec-
International Airport, the Rio Hato Military Airfield, and tively cripple the organization. It now appears, howev-
Noriega’s fortified beach house. Both airfields were er, that his cover identity has been compromised, and he
secured after the Rangers executed low-level parachute has gone to ground. A team of agents must locate and
insertions onto the airfields and quickly overwhelmed extract him before the cartel’s hit men find him.
the resistance there. They also conducted assault opera-
The Dogs of War: In light of increasing border ten-
tions against the Panamanian Special Forces, as well as
sions between Columbia and Venezuela, militant hard-
search and clear operations around Panama City, elimi-
liners in both the Columbian and American govern-
nating pockets of resistance and securing the area.
ments have decided to use the situation to their advan-
Manpower: The typical Ranger squad is composed of
tage. Plans have been put in motion to fabricate evi-
ten men, led by an NCO and divided into two fire teams.
dence of Venezuelan support for FARC insurrectionists,
Each fire team has one SAW gunner and one grenadier.
including FARC bases across the border. The hardliners
Every member of the squad is highly trained, and tech-
hope to use the incident to incite a full-blown war
nically and tactically proficient in his job.
between the two nations, with the U.S. moving to help
Gear: During Operation Just Cause, the standard rifle
its long-time ally, Columbia. Venezuela’s oil reserves
of the U.S. Army was the M16A2, and the standard
make a rich prize for the Columbians, and the
sidearm was the M9 Beretta (Model 92SF). Additional
Americans would love to have the oil controlled by a
weapons available to the Rangers at the squad level
decidedly pro-American regime. The agents must find
were the M249 SAW, M60 machine gun, the Talley M72
proof of the conspirators’ plot before the region is
law rocket, the M136 AT4 rocket, the M203 grenade
engulfed in another bloody war.
launcher, and the M24 sniper rifle. Some Ranger units
were also issued USAS 12 combat shotguns during this Pay Day: A wealthy American businessman is visit-
operation. ing several of his holdings in Columbia. His company
Vehicles: The primary means of conveyance for would pay an exorbitant ransom to insure his return if
Rangers operating in Panama was the C130 transport he were kidnapped. Are the agents there to prevent such
plane. Given the nature of its mission and structure, the a kidnapping, or are they looking for a pay day?
Ranger Regiment had no organic transportation or com-
Across The Line: A particularly brutal cell of the
bat support assets. Once the Rangers jumped in to an
FARC has taken to hiding on the other side of the
area, they either hitched a ride… or walked.
Peruvian border, striking with impunity and then
Allies: As part of a much larger invasion force, the
retreating back to safety. The Peruvian government will
Rangers could call upon Army artillery and air support,
not sanction Columbian or American troops to cross the
as well as additional ground support from U.S. Army
border, and the Peruvian Army can’t seem to find the
and Marine forces in the area.
rebels. A small unit of soldiers could cross the border
undetected, locate the cell, and eliminate the leader. The
trick is to do it without igniting a border war.
THE CONFLICT
With the collapse of the Soviet Union, Central and
Headhunter: American advisors have begun direct-
ing counterinsurgent operations in the field. One
South America have become home to the new Cold War. American officer in particular has been extremely suc-
Intelligence agencies pit rival factions against each cessful, severely hindering FARC operations in the area.
other, while small military units wage secret wars in the A bounty has been placed on his head, and at least one
mountains and jungles. Secrecy is the key to success in group of resistance fighters means to collect.
the region. With that in mind, here are a number of
ideas that Game Controls can use in their own Spycraft Falkland Islands
games, whether they be espionage adventures or mili- For Queen and Country: The Argentine Navy has
tary campaigns. begun conducting “training” operations with a bit more
intensity than usual. Could this be the precursor to an
invasion of the Falklands? British intelligence agents
must infiltrate Argentine command, discover the truth,
and get the word back to Her Majesty’s Secret Service.

46
central and south america
Eagle Landing: The Royal Marines are ready to tle popular support in the vicinity of the meeting, and
retake St. George Island in the Falklands, but the best direct military action would most likely fail to capture
landing site may well be a trap. A unit of elite British or kill the Contra leaders. However, a skilled team of
commandos is tasked to reconnoiter the island and agents could get close, and either eliminate the Contras
bring the Marines in safely. or discover their plans for upcoming offensives.

Grenada Hearts and Minds: Popular support for the


Sandinista Revolution is waning in some areas of
Slipping Through The Net: The American invasion
Nicaragua. However, Contra death squads have been
force has landed, and is busy rounding up any and all
terrorizing local villages and butchering innocent civil-
suspected communist agents. Can a team of KGB (or
ians. The Sandinista forces must go into the area and
GRU) agents manage to slip out without getting cap-
stop the Contras while simultaneously convincing the
tured?
locals of their good intentions.
Semper Fidelis: A Marine Force Recon unit is draw-
Be Very, Very Quiet: Sandinista snipers have been
ing heavy fire from Grenadian and Cuban forces. Low
operating in Contra-friendly areas, harassing the insur-
on ammo and weighed down with casualties, the
gents and undermining civilian morale. Operating in
Marines are pinned down and in serious need of back-
one- and two-man elements, the snipers strike and fade
up.
into the jungle. As Contra operations in the area begin
Nicaragua to step up, the counterrevolutionaries and their
American advisors must hunt down the snipers and put
Into The Killing Fields: U.S. military advisors are
an end to their predications.
backing Contra forces in the Nicaraguan mountains.
Rumors of atrocities have begun circulating, and the Panama
Agency has sent in a team of agents to find out the
What’s That Sound?: With tension between Panama
truth. However, the CIA doesn’t want their dirty little
and the United States escalating, an American invasion
secret out. The agents must find out what the Contras
seems eminent. Plans for such an endeavor are formu-
are really up to, without tipping off their CIA and U.S.
lated at the U.S. Army Southern Command. A daring
military cohorts.
team of agents could lay their hands on these plans if
Heads of the Hydra: Several leaders of the Contra they were careful, possibly turning the tide of the
movement are meeting to coordinate activities through- impending battle.
out Nicaragua. Unfortunately, the Sandinistas have lit-
Full Blast, Top Down: Rangers, lead the way!
The Panamanian Special Forces are dug in,
and resistance is expected to be stiff. It’s going
to be house-to-house fighting to clear the
Mountain Guard out.

47
battlegrounds
stacked together under camouflage netting. The south-
eastern corner of the encampment (#8) is kept clear of
THEOperation
MISSIONFallen Angel
debris and detritus, and serves as a makeshift helipad.

The Action — Option #1


This mission is appropriate for a team of 4-6 agents A former U.S. military advisor operating in the area
levels 5, 9, 14, or 19. has gone rogue, taking over the base and setting up his
operations in the area. Prior to his defection, he helped
The Setting train Columbian military forces, and established several
Operation Fallen Angel takes place in the Columbian contacts throughout the outlying area. He was a highly
highlands, in and around an old FARC training facility. decorated Army officer who gave no indications of
The encampment on the map is located in a valley, with compromised loyalties. His knowledge of joint
steep, jungle-covered mountains on all sides. Access to U.S./Columbian operations in the region allows him to
the camp comes from a single two-track dirt road, operate with relative impunity. He has begun training
which winds through the mountain pass before meeting FARC recruits, as well as cartel forces in the area, and
up with a local road several kilometers away. Many has conducted ambushes and raids on Columbian army
footpaths cut through the surrounding rain forest, but patrols throughout the area.
the camp’s inhabitants frequently patrol these paths. The agents’ objective is to locate and recover this
A ten-foot chain-link fence surrounds the encamp- rogue operative. The Agency is very curious as to what
ment, with concertina wire strung across the top. The would cause a career military man to go rogue, and is
tree line was once pushed back a hundred meters in also interested in finding the party or parties responsible
every direction, but has since begun to grow back. for “turning” him. The agents must infiltrate the
Heavy underbrush now comes to within 10 meters of the encampment, locate and subdue the advisor, and get him
fence line in many areas. Fifteen-foot high guard tow- to the extraction zone, preferably without alerting the
ers (#9) stand in each corner, with an additional tower camp to their presence. It is imperative that the advisor
centered on the eastern fence line. The towers are con- be brought out alive; curtailing his unit’s operations in
structed of wood, with a sheet metal roof, and the waist- the area is secondary to ascertaining who turned him
high walls are reinforced with sandbags to provide and locating other potential defectors in the ranks.
cover from small arms fire. The main gate, located on
the western side, and the secondary gate, on the south Agent Description
side (#11) are guarded by sandbag-reinforced guard Read the following aloud to begin:
shacks on either side of a simple bar-type gate.
Inside the compound, a simple cinderblock building Four months ago, a U.S. Army Special Forces unit
(#1) serves as the armory, where surplus arms are stored under the command of Colonel Gregory MacMillan
under lock and key. The tactical operations center (TOC) disappeared while on patrol just north of the
(#2) is a simple wooded two-story structure, with the Columbian-Ecuadorian border. The unit was pre-
lower level serving as a briefing area/auditorium, and the sumed killed in action, until rumors began circulating
upper level divided into the commander’s office and his of American mercenaries training FARC soldiers in the
private quarters. A small holding cell is also located in this area. Intelligence has determined that Colonel
building, on the ground floor. The garage (#3) is a large MacMillan and his men are alive, and are now work-
sheet-metal barn containing rudimentary maintenance ing for the same people he was sent to Columbia to
equipment and the camp’s few motor vehicles. The dining fight. He has set up operations in an abandoned
facility (#4) is a wooden structure designed to seat up to FARC training facility deep in the mountains.
one hundred personnel at a time, and has a large kitchen Your mission is to infiltrate the encampment, locate
area located in the west end of the building. Four two- MacMillan, and get him out. MacMillan is to be taken
story wooden buildings (#5) serve as barracks for the alive at all costs. All other personnel within the camp are
encampment. Each barracks can comfortably house fifty to be considered hostiles, and lethal force is authorized.
soldiers. South of the barracks, an open-sided longhouse
(#12) provides latrine and shower facilities. A large grav- Following a nighttime insertion, your team has made
el parade field (#7) is located in the center of the encamp- its way through the jungle toward the camp. You can
ment. In the northwest corner of the compound, a one- see guards in each of the five guard towers, as well as
story wooden longhouse serves as the supply room. at each of the two gates. A two-man patrol walks the
The fuel dump (#6) is located in the southwestern cor- outside perimeter of the compound, and a second
ner of the base. This area consists of an antique pump patrol makes its way through the interior of the
and several drums of gasoline, diesel, and aviation fuel encampment.

48
central and south america
1 square = 10’

9 9

10

5
11 1

7 9
2

6 3

11

9 9

49
battlegrounds
Gearing Up XP Rewards
The GC may allow the agents to gear up per the Upon completion of this action scene, each agent
standard Spycraft rules, with a Threat Code of “Black.” gains the following XP rewards.
For a more realistic experience, however, use the
• Killing one or more of the enemy characters*:
following alternative Gearing Up rules.
100/225/350/450 XP per agent.
This mission has no Threat Code and the agents do
• Killing all enemy characters*: 200/450/700/1,000 XP
not gain any personal gear. Instead of selecting
per agent.
weapons and standard-issue gear, the agents are
• Capturing one or more of the enemy characters*:
assigned weapons and gear according to the number of
300/675/1,050/1,500 XP per agent.
personal BP at their disposal, as shown on Tables 3.1
• Capturing all enemy characters*: 400/900/1,400/
and 3.2.
2,000 XP per agent.
Events • Capturing the military commander: 200/450/700/
1,000 XP per agent.
All of the tower guards, gate guards, and roving
• Entering and exiting the area without notice: 200/
guards are FARC recruits. MacMillan is located inside
450/700/1,000 XP per agent.
the TOC (#2), possibly asleep in his quarters. The other
American advisors are billeted in the northern-most * Each agent earns only the highest of these rewards.
barracks, while the other three contain FARC and cartel
recruits for training.

Table 3.1: Weapons and Gear


BP* Weapons and Gear**
1–25 1 5.56mm Colt Commando submachine gun, 120 rounds of 5.56mm ball ammunition, 1 survival knife,
1 set of camouflaged fatigues, 1 pair of combat boots, 1 LBE, 1 set of climbing gear, 50’ of nylon rope,
1 tactical flashlight, 1 tactical hand radio, 1 infrared strobe.
26–50 1 5.56mm Colt Commando submachine gun, 180 rounds of 5.56mm ball ammunition, 1 9mm Beretta 92SF with
removable suppressor, 60 rounds of 9mm ball ammunition, 1 survival knife, 1 set of camouflage fatigues, 1 pair of
combat boots, 1 LBE, 1 tactical holster, 1 set of climbing gear, 50’ of nylon rope, 1 pair of night vision goggles,
1 tactical hand radio, 1 infrared strobe. Additionally, one team member may substitute his Colt Commando and
Beretta for a FN M249 SAW with 200 rounds of 5.56mm ball ammunition.
51–75 1 5.56mm Colt M4A1 assault rifle, 180 rounds of 5.56mm ball ammunition, 1 9mm Beretta 92SF with removable
suppressor, 60 rounds of 9mm ball ammunition, 1 survival knife, 1 set of camouflage fatigues, 2 fragmentation
grenades, 1 pair of combat boots, 1 LBE, 1 tactical holster, 1 set of climbing gear, 50’ of nylon rope, 1 pair of night
vision goggles, 1 tactical hand radio, 1 infrared strobe. Additionally, up to two team members may substitute their
Colt M4A1s for a FN M249 SAW with 200 rounds of 5.56mm ball ammunition or a 7.62mm Remington Model
700 with 50 rounds of 7.62mm ball ammunition.
76–99 1 5.56mm Colt M4A1 assault rifle with 4X day/night scope, 180 rounds of 5.56mm ball ammunition, 1 .45 H&K
SOCOM with removable suppressor and laser sight, 60 rounds of .45 ball ammunition, 1 survival knife, 1 set of
camouflage fatigues, 2 fragmentation grenades, 2 flash bang grenades, 1 pair of combat boots, 1 LBE, 1 tactical
holster, 1 set of climbing gear, 50’ of nylon rope, 1 pair of night vision goggles, 1 tactical hand radio, 1 infrared
strobe. Additionally, up to two team members may substitute their Colt M4A1s for a FN M249 SAW with 200
rounds of 5.56mm ball ammunition or a 7.62mm Remington Model 700 with 50 rounds of 7.62mm ball ammunition.
100+ 1 5.56mm Colt M4A1 SOPMOD assault rifle OR 1 5.56mm M4A1 with 40mm M203 grenade launcher, 180 rounds
of 5.56mm ball ammunition, 1 .45 H&K SOCOM with removable suppressor and laser sight, 60 rounds of .45 ball
ammunition, 1 survival knife, 1 set of camouflage fatigues, 2 fragmentation grenades and 2 flash bang grenades
OR 6 40mm fragmentation rounds, 1 pair of combat boots, 1 LBE, 1 tactical holster, 1 set of climbing gear,
50’ of nylon rope, 1 pair of night vision goggles, 1 tactical hand radio, 1 infrared strobe. Additionally, one team
member may substitute his M4A1 for a FN 240B machine gun with 200 rounds of 7.62mm ball ammunition.
One team member may substitute his M4A1 and hand grenades for a Barret M82A1 “Light Fifty” sniper rifle
with a 16x day/night scope and 50 rounds of .50 ball ammunition.
* Per agent.
** The agent may choose 1 set of listed weapons and gear up to his total BP allotment. He may not mix and match weapons
and items from multiple BP allotments.
Further, instead of selecting vehicles and gadgets, the agents are assigned them according to the number of personal GP at
their disposal, as follows.

50
central and south america
Statistics

Colonel Gregory MacMillan (+2 Dex, +2 class); Atk: fist/punch +3 (dmg 1–3 subdual,
error –, threat -), .45 HK SOCOM +5 (dmg 1d12 normal,
Colonel Gregory MacMillan was on the fast track to
recoil 19, accuracy +0, error 1, threat 19–20, range 25 ft.,
bigger and better things until his deployment to Columbia.
qualities and mods: TD, WL; In laser sight — 12 shots
Somewhere during his tour, MacMillan lost his patriotic
of ball ammunition), 5.56mm Colt Commando +4 (dmg
fervor. He no longer felt that he was defending democra-
4d4 normal, recoil 0, accuracy -1, error 1-2, threat 20,
cy or keeping America safe; instead, he began to feel like
range 45 ft., qualities and mods: CS — 30 shots of ball
the Army’s errand boy, sent out to do the dirty little tasks
ammunition); Face 1 square; Reach 1 square; SA None;
no one else wanted to touch. If he was to be an errand
SQ Generous, Versatile, Lead 2/session, Tactics 1/session;
boy, he surmised, he might as well become a highly paid
SV Fort +4, Ref +7, Will +5; Str 11, Dex 14, Con 12,
errand boy. Using contacts he had cultivated through the
Int 12, Wis 12, Cha 13;
area, the colonel established links to local FARC cells, as
Skills: Balance +4, Bluff +5 (threat 19–20), Bureaucracy
well as a number of smaller drug cartels. Once he and a
+4, Climb +2, Diplomacy +12 (threat 19–20), Hide +4,
small unit of his most trusted men were ready, they broke
Intimidate +7 (threat 19–20), Knowledge (Military
away and set up a military training operation in the
History) +3, Move Silently +6, Profession (Military) +8,
Columbian mountains.
Survival +6, Swim +2.
Colonel Gregory MacMillan. (first-tier — target Feats: Hard Core, Jungle Training, Persuasive.
average agent level 4), 5th-level Pointman (special Gear: Weapons, 24 extra shots of .45 ball ammunition,
NPC): Department: Special Forces; CR 5. SZ M; v/wp 120 extra shots of 5.56mm ball ammunition, camouflage
37/12; Init +4 (+2 Dex, +2 class); Spd 30 ft.; Def 14 fatigues, infantry basic load bundle.

Table 3.2: Vehicles and Gadgets


GP* Vehicles, Vehicles and Gadgets, or Gadgets**
1–25 M1025 HMMWV (Ground, Wheeled): SZ L; Occ 2/2; Hnd -5; Spd 350 ft.; MPH 35/70; Def 4; WP 120; Hrd 6;
qualities and mods: CMF, OPT (25%), ORD, solid tires; ordnance: 7.62mm vehicular machine gun (dmg 2d10 normal
(+20), accuracy –, error 1–2, threat 19–20, range 200 ft., qualities and mods: AN — 200 shots of ball ammunition) with
2 extra loads of ball ammunition (400 extra shots), 8 GP.
26–50 M1025 HMMWV (Ground, Wheeled): SZ L; Occ 2/2; Hnd -5; Spd 350 ft.; MPH 35/70; Def 4; WP 120; Hrd 6;
qualities and mods: CMF, OPT (25%), ORD, solid tires; ordnance: 12.7mm vehicular machine gun (dmg 3d8 normal
(+20), accuracy –, error 1–2, threat 19–20, range 400 ft., qualities and mods: AN — 100 shots of ball ammunition)
with 2 extra loads of ball ammunition (200 extra shots), 9 GP.
51–75 M1025 HMMWV (Ground, Wheeled): SZ L; Occ 2/2; Hnd -5; Spd 350 ft.; MPH 35/70; Def 4; WP 120; Hrd 6;
qualities and mods: CMF, OPT (25%), ORD, solid tires; ordnance: 7.62mm vehicular machine gun (dmg 2d10 normal
(+20), accuracy –, error 1–2, threat 19–20, range 200 ft., qualities and mods: AN — 200 shots of ball ammunition)
with 2 extra loads of ball ammunition (400 extra shots), 11 GP; Guerrilla Warfare Training Program.
76–99 UH-60 Black Hawk (Helicopter): SZ L; Occ 3/8; Hnd +7; Spd 1,700 ft.; MPH 170/210; Def 16; WP 80; Hrd 7;
qualities and mods: CMF, FPH, VTL; ordnance: 2 X 7.62mm vehicular machine gun (one per side door) (dmg 2d10
normal (+20), accuracy –, error 1–2, threat 19–20, range 200 ft., qualities and mods: AN — 200 shots of ball
ammunition) with 2 extra loads of ball ammunition (400 extra shots each), 13 GP. Note: The team is neither
expected nor allowed to crew the Black Hawk. The helicopter will insert the team into the area and extract
them when the prisoner is secure.
100+ UH-60 Black Hawk (Helicopter): SZ L; Occ 3/8; Hnd +7; Spd 1,700 ft.; MPH 170/210; Def 16; WP 80; Hrd 7;
qualities and mods: CMF, FPH, VTL; ordnance: 2 X 7.62mm vehicular machine gun (one per side door) (dmg 2d10
normal (+20), accuracy -, error 1-2, threat 19–20, range 200 ft., qualities and mods: AN — 200 shots of ball
ammunition) with 2 extra loads of ball ammunition (400 extra shots each), 13 GP; Air Assault Training Program.
Note: The team is neither expected nor allowed to crew the Black Hawk. The helicopter will insert the team into
the area and extract them when the prisoner is secure.
* Per agent.
** The agent gains only the vehicles and/or gadgets listed for his total BP allotment. He does not gain any of the items listed
for lower total BP allotments.

51
battlegrounds
Colonel Gregory MacMillan (second tier — target Feats: Advanced Skill Mastery (Persuasive), Aquatic
average agent level 9), 5th-level Pointman/3rd-level Training, Command Decision, Daring Ambush, Hard Core,
Officer/2nd-level Ranger (special NPC): Department: Jungle Training, Mountain Training, Persuasive, Swamp
Special Forces; CR 10. SZ M; v/wp 56/13; Init +5 Training, Track.
(+2 Dex, +3 class); Spd 30 ft.; Def 16 (+2 Dex, +4 class); Gear: Weapons, 24 extra shots of .45 ball ammunition,
Atk: fist/punch +7 (dmg 1–3 subdual, error –, threat –), 120 extra shots of 5.56mm ball ammunition, 2 fragmen-
.45 HK SOCOM +9 (dmg 1d12 normal, recoil 19, accuracy tation grenades, camouflage fatigues, infantry basic
+0, error 1, threat 19–20, range 25 ft., qualities and mods: load bundle, 20 BP.
TD, WL; In laser sight — 12 shots of ball ammunition),
Colonel Gregory MacMillan (fourth tier — target
5.56mm Colt M4A1 +9 (dmg 4d4 normal, recoil 0,
average agent level 19), 10th-level Pointman/5th-level
accuracy -, error 1-2, threat 20, range 100 ft., qualities
Officer/5th-level Ranger (special NPC): Department: Special
and mods: No burst, DT, MD (optics only), IN adjustable
Forces; CR 20. SZ M; v/wp 120/14; Init +11 (+2 Dex,
stock — 30 shots of ball ammunition); Face 1 square;
+2 class); Spd 30 ft.; Def 21 (+2 Dex, +9 class); Atk:
Reach 1 square; SA Lead the charge (damage); SQ
fist/punch +15 (dmg 1–3+1 subdual, error –, threat –),
Bushmaster, Encouragement, Generous, Lead 2/session,
.45 HK SOCOM +17 (dmg 1d12 normal, recoil 19,
Tactics 3/session (+2 bonus), Trail Boss +5, Versatile;
accuracy +0, error 1, threat 19–20, range 25 ft.,
SV Fort +9, Ref +10, Will +11; Str 11, Dex 14, Con 13,
qualities and mods: TD, WL; In laser sight — 12 shots
Int 12, Wis 12, Cha 13;
of ball ammunition), 5.56mm Colt M4A1 SOPMOD +17
Skills: Balance +4, Bluff +5 (threat 19–20), Bureaucracy
(dmg 4d4 normal, recoil 0, accuracy -, error 1-2, threat
+4, Climb +2, Demolitions +8, Diplomacy +12 (threat
20, range 100 ft., qualities and mods: No burst, DT, MD
19–20), Hide +7, Intimidate +7 (threat 19–20), Knowledge
(4x day/night sight), IN adjustable stock — 30 shots
(Military History) +3, Move Silently +10, Profession
of ball ammunition); Face 1 square; Reach 1 square;
(Military) +8, Survival +6, Swim +2.
SA Lead the charge (damage), Sneak attack +3d6; SQ
Feats: Daring Ambush, Hard Core, Jungle Training,
All-terrain Expert, Blood of Heroes +4, Bushmaster (+3),
Mountain Training, Persuasive, Track. Gear: Weapons,
Cross-class Ability (sneak attack ×2), Encouragement,
24 extra shots of .45 ball ammunition, 120 extra shots
Field Logistics, Generous, Lead 4/session, Serendipity
of 5.56mm ball ammunition, 2 fragmentation grenades,
1/session, Tactics 5/session (+3 bonus), Trail Boss +5,
camouflage fatigues, infantry basic load bundle.
Versatile; SV Fort +13, Ref +14, Will +15; Str 11,
Colonel Gregory MacMillan (third tier — target Dex 14, Con 14, Int 12, Wis 12, Cha 14;
average agent level 14), 5th-level Pointman/5th-level Skills: Balance +4, Bluff +15 (threat 17-20), Bureaucracy
Officer/5th-level Ranger (special NPC): Department: +7, Climb +11, Demolitions +13, Diplomacy +18 (threat
Special Forces; CR 15. SZ M; v/wp 83/13; Init +9 17-20), Hide +15, Intimidate +19 (threat 17-20),
(+2 Dex, +7 class); Spd 30 ft.; Def 19 (+2 Dex, +7 class); Knowledge (Military History) +5, Move Silently +12,
Atk: fist/punch +11 (dmg 1–3+1 subdual, error –, threat -), Profession (Military) +10, Survival +19, Swim +6.
.45 HK SOCOM +13 (dmg 1d12 normal, recoil 19, accuracy Feats: Advanced Skill Mastery (Persuasive), Aquatic
+0, error 1, threat 19–20, range 25 ft., qualities and Training, Command Decision, Daring Ambush, Grand
mods: TD, WL; In laser sight — 12 shots of ball ammunition), Skill Mastery (Persuasive), Hard Core, Jungle Training,
5.56mm Colt M4A1 +13 (dmg 4d4 normal, recoil 0, Mountain Training, Persuasive, Swamp Training, Track.
accuracy -, error 1-2, threat 20, range 100 ft., qualities Gear: Weapons, 24 extra shots of .45 ball ammunition,
and mods: No burst, DT, MD (4X day/night sight), 120 extra shots of 5.56mm ball ammunition, 2 fragmen-
IN adjustable stock — 30 shots of ball ammunition); tation grenades, camouflage fatigues, infantry basic
Face 1 square; Reach 1 square; SA Lead the charge load bundle, 20 BP.
(damage), Sneak attack +1d6; SQ All-terrain Expert,
Blood of Heroes +4, Bushmaster (+3), Encouragement, US Army Military Advisors
Field Logistics, Generous, Lead 2/session, Tactics 4/session Before his defection, MacMillan handpicked a platoon
(+3 bonus), Trail Boss +5, Versatile; SV Fort +11, Ref +12, of fellow American soldiers to join him. Each is a seasoned
Will +13; Str 11, Dex 14, Con 13, Int 12, Wis 12, Cha 13; combat veteran and a professional soldier. The men are
Skills: Balance +4, Bluff +10 (threat 18–20), Bureaucracy unswervingly loyal to MacMillan, and share his general
+6, Climb +6, Demolitions +8, Diplomacy +13 (threat disillusionment with the American government. They
18–20), Hide +10, Intimidate +12 (threat 18–20), tend to look at the FARC and cartel recruits as ignorant
Knowledge (Military History) +5, Move Silently +13, rubes and incompetents, who require the advisors’
Profession (Military) +10, Survival +9, Swim +6. constant supervision and training to get anything done
properly.

52
central and south america
U.S. Army Military Advisors (first-tier — target average U.S. Army Military Advisors (third-tier — target
agent level 4), 3rd-level Infantryman (minions, squads average agent level 14), 7th-level Infantryman/6th-level
of 4 — 33 MP): Department: U.S. Army Infantry. CR 2. Special Forces Operator (minions, squads of 4 — 87 MP):
SZ M; v/wp 24/12; Init +3 (+1 Dex, +2 class); Spd 30 Department: U.S. Army Infantry. CR 13. SZ M; v/wp 86/12;
ft.; Def 12 (+1 Dex, +1 class); Atk: fist/punch +4 (dmg Init +5 (+1 Dex, +4 class); Spd 30 ft.; Def 15 (+1 Dex, +4
1d3+1, error -, threat -.), 5.56mm M16A2 +4 (dmg 4d4 class); Atk: fist/punch +14 (dmg 1d3+1, error –, threat –.),
normal, recoil 0, accuracy 0, error 1-3, threat 20, range 5.56mm MM4A1 +14 (dmg 4d4 normal, recoil 0, accuracy –,
125 ft., qualities and mods: No strafe — 30 shots of ball error 1–2, threat 20, range 100 ft., qualities and mods:
ammunition), 5.56mm FN M249 SAW +4 (dmg 4d4 nor- No burst, DT, MD (4x day/night sight), IN adjustable
mal, recoil 13, accuracy -, error 1, threat 20, range 100 stock — 30 shots of ball ammunition), 5.56mm FN M249
ft., qualities and mods: HB, In muzzle brake — SAW +14 (dmg 4d4 normal, recoil 13, accuracy –, error 1,
100 shots of ball ammunition); Face 1 square; Reach threat 20, range 100 ft., qualities and mods: HB, In muzzle
1 square; SA None; SQ Department Training, “This is brake — 100 shots of ball ammunition); Face 1 square;
my rifle”; SV Fort +3, Ref +2, Will +3; Str 12, Dex 12, Reach 1 square; SA None; SQ Basic Load, Bonus Feat,
Con 12, Int 10, Wis 10, Cha 8; Department Training, Lay Down Fire, Team Player +1,
Skills: Hide +2, Listen +1, Move Silently +3, Profession Terrain Training, “This is my rifle”; SV Fort +10, Ref +6,
(Military) +3, Spot +1, Survival +3. Feats: Point Blank Shot. Will +7; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 8;
Gear: Weapons (three squad members carry M4A1s, Skills: Demolitions +10, Hide +8, Listen +3, Move
one carries a M249 SAW), 180 extra shots of 5.56mm Silently +7, Profession (Military) +10, Spot +8, Survival +13.
ball ammunition (M4) or 100 extra shots of 5.56mm Feats: Coolness Under Fire, Jungle Training, Lay Down
ball ammunition (M249), basic infantry load. Fire, Point Blank Shot.
Gear: Weapons (three squad members carry M4A1s,
U.S. Army Military Advisors (second-tier — target
one carries a M249 SAW), 180 extra shots of 5.56mm
average agent level 9), 4th-level Infantryman/4th-level
ball ammunition (M4) or 100 extra shots of 5.56mm ball
Special Forces Operator (minions, squads of 4 — 70 MP):
ammunition (M249), basic infantry load, 2 fragmentation
Department: U.S. Army Infantry. CR 8. SZ M; v/wp 55/12;
grenades, night vision goggles.
Init +5 (+1 Dex, +4 class); Spd 30 ft.; Def 15 (+1 Dex, +4
class); Atk: fist/punch +9 (dmg 1d3+1, error –, threat –.), U.S. Army Military Advisors (fourth-tier — target
5.56mm MM4A1 +9 (dmg 4d4 normal, recoil 0, accuracy –, average agent level 19), 8th-level Infantryman/10th-level
error 1–2, threat 20, range 100 ft., qualities and mods: Special Forces Operator (minions, squads of 4 — 70 MP):
No burst, DT, MD (4x day/night sight), IN adjustable Department: U.S. Army Infantry. CR 17. SZ M; v/wp 114/12;
stock — 30 shots of ball ammunition), 5.56mm FN M249 Init +8 (+1 Dex, +7 class); Spd 30 ft.; Def 17 (+1 Dex, +6
SAW +9 (dmg 4d4 normal, recoil 13, accuracy –, error 1, class); Atk: fist/punch +19 (dmg 1d3+1, error –, threat –.),
threat 20, range 100 ft., qualities and mods: HB, In muzzle 5.56mm MM4A1 +19 (dmg 4d4 normal, recoil 0, accuracy –,
brake — 100 shots of ball ammunition); Face 1 square; error 1–2, threat 20, range 100 ft., qualities and mods:
Reach 1 square; SA None; SQ Basic Load, Department No burst, DT, MD (4X day/night sight), IN adjustable
Training, Team Player +1, Terrain Training, “This is my stock — 30 shots of ball ammunition), 5.56mm FN M249
rifle”; SV Fort +7, Ref +4, Will +5; Str 12, Dex 12, SAW +19 (dmg 4d4 normal, recoil 13, accuracy -, error 1,
Con 12, Int 10, Wis 10, Cha 8; threat 20, range 100 ft., qualities and mods: HB, In muzzle
Skills: Demolitions +7, Hide +5, Listen +2, Move brake — 100 shots of ball ammunition); Face 1 square;
Silently +6, Profession (Military) +6, Spot +6, Survival +8. Reach 1 square; SA None; SQ Armor Use (+1/-1), Basic
Feats: Jungle Training, Point Blank Shot. Load, Bonus Feat, Coordinate Fire, Department Training,
Gear: Weapons (three squad members carry M4A1s, Lay Down Fire, Team Player +2, Terrain Training, “This is
one carries a M249 SAW), 180 extra shots of 5.56mm my rifle”; SV Fort +10, Ref +6, Will +7; Str 12, Dex 12,
ball ammunition (M4) or 100 extra shots of 5.56mm ball Con 12, Int 10, Wis 10, Cha 8;
ammunition (M249), basic infantry load, 2 fragmentation Skills: Demolitions +16, Hide +11, Listen +4, Move
grenades, night vision goggles. Silently +10, Profession (Military) +13, Spot +13,
Survival +18.
Feats: Coolness Under Fire, Coordinate Fire, Jungle
Training, Lay Down Fire, Point Blank Shot.
Gear: Weapons (three squad members carry M4A1s,
one carries a M249 SAW), 180 extra shots of 5.56mm
ball ammunition (M4) or 100 extra shots of 5.56mm ball
ammunition (M249), basic infantry load, 2 fragmentation
grenades, night vision goggles.

53
battlegrounds
Colonel MacMillan’s men have two M1025 FARC Recruits (third-tier — target average agent
HMMWVs (“Humvees”) at their disposal. The vehicles level 14), 6th-level Resistance Fighter/5th-level Mercenary
are commonly parked inside the garage structure, and (minions, squads of 8 — 12 MP): CR 10. SZ M; v/wp
are fueled and ready to go. 66/12; Init +6 (+6 class); Spd 30 ft.; Def 18 (+8 class);
Atk: Machete +10 (dmg 1d8+1 normal, error 1-2, threat 20),
M1025 HMMWV (Ground, Wheeled): SZ L; Occ 2/2;
5.56mm Colt M16A1 +10 (dmg 4d4 normal, recoil 0,
Hnd -5; Spd 350 ft.; MPH 35/70; Def 4; WP 120; Hrd 6;
accuracy -, error 1-4, threat 20, range 125 ft., qualities
qualities and mods: CMF, ORD, solid tires; ordnance:
and mods: no burst — 30 shots of ball ammunition);
7.62mm vehicular machine gun (dmg 2d10 normal (+20),
Face 1 square; Reach 1 square; SA None; SQ Ambush
accuracy -, error 1-2, threat 19–20, range 200 ft., qualities
Tactics +2, Cause, Damage Reduction (1/-), Guerrilla
and mods: AN — 200 shots of ball ammunition) with 2
Warfare, Heavily Armed (10 BPs); SV Fort +7, Ref +6,
extra loads of ball ammunition (400 extra shots), 8 GP.
Will +5; Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 6;
FARC Recruits Skills: Bluff +2, Craft (Farming) +3, Demolitions +6,
Diplomacy +2, Driver +6, First Aid +5, Hide +6,
The recruits are rough and unseasoned. They lack the
Intimidate +7, Listen +3, Sense Motive +3, Spot +3,
discipline and military bearing of MacMillan’s advisors.
Surveillance +6, Survival +6.
FARC Recruits (first-tier — target average agent Feats: Explosives Basics, Point Blank Shot.
level 4), 1st-level Resistance Fighter (minions, squads Gear: Weapons, 60 extra shots of 5.56mm ball
of 8 — 12 MP): CR 1. SZ M; v/wp 7/12; Init +1 (+1 class); ammunition, camouflage fatigues.
Spd 30 ft.; Def 11 (+1 class); Atk: Machete +1 (dmg 1d8+1
FARC Recruits (fourth-tier — target average agent
normal, error 1-2, threat 20), 9mm IMI Uzi submachine
level 19), 9th-level Resistance Fighter/7th-level Mercenary
gun -2 (dmg 1d10+1, recoil 10, accuracy -2, error 1-2,
(minions, squads of 8 — 12 MP): CR 15. SZ M; v/wp
threat 20, range 3- ft., qualities and mods: CS — 30
93/12; Init +12 (+8 class, +4 feat); Spd 30 ft.; Def 21
shots of ball ammunition); Face 1 square; Reach 1 square;
(+11 class); Atk: Machete +14 (dmg 1d8+1 normal,
SA None; SQ Cause; SV Fort +1, Ref +2, Will +0; Str 12,
error 1–2, threat 20), 5.56mm Colt M16A1 +13 (dmg
Dex 10, Con 12, Int 10, Wis 10, Cha 6;
4d4 normal, recoil 0, accuracy –, error 1-4, threat 20,
Skills: Hide +1, Intimidate +2, Survival +1.
range 125 ft., qualities and mods: no burst — 30 shots
Feats: None. Gear: Weapons, 30 extra shots of 9mm
of ball ammunition); Face 1 square; Reach 1 square; SA
ball ammunition, camouflage fatigues.
None; SQ Ambush Tactics +2, Cause, Damage Reduction
FARC Recruits (second-tier — target average agent (1/–), Guerrilla Warfare, Heavily Armed (10 BPs); SV Fort
level 9), 4th-level Resistance Fighter/2nd-level Mercenary +8, Ref +8, Will +6; Str 12, Dex 10, Con 12, Int 10, Wis
(minions, squads of 8 — 12 MP): CR 5. SZ M; v/wp 37/12; 10, Cha 6;
Init +3 (+3 class); Spd 30 ft.; Def 14 (+4 class); Skills: Bluff +3, Craft (Farming) +4, Demolitions +9,
Atk: Machete +6 (dmg 1d8+1 normal, error 1-2, threat Diplomacy +4, Driver +9, First Aid +7, Hide +9,
20), 5.56mm Colt M16A1 +5 (dmg 4d4 normal, recoil 0, Intimidate +10, Listen +5, Sense Motive +5, Spot +5,
accuracy -, error 1-4, threat 20, range 125 ft., qualities Surveillance +7, Survival +11.
and mods: no burst — 30 shots of ball ammunition); Feats: Explosives Basics, Improved Initiative, Point
Face 1 square; Reach 1 square; SA None; SQ Ambush Blank Shot.
Tactics +2, Cause, Heavily Armed (10 BPs); SV Fort +5, Gear: Weapons, 60 extra shots of 5.56mm ball
Ref +4, Will +2; Str 12, Dex 10, Con 12, Int 10, Wis 10, ammunition, camouflage fatigues.
Cha 6;
Skills: Bluff +1, Craft (Farming) +2, Demolitions +4,
Diplomacy +1, Driver +4, First Aid +3, Hide +4,
Intimidate +5, Listen +2, Sense Motive +2, Spot +2,
Surveillance +2, Survival +6.
Feats: Point Blank Shot.
Gear: Weapons, 60 extra shots of 5.56mm ball
ammunition, camouflage fatigues.

54
“This is not a jungle war, but a struggle for
freedom on every front of human activity.”
— Lyndon B. Johnson

vietnam
4
battlegrounds
field. Nine months later, nearly 200,000 American troops
would be on the ground in Vietnam, leading to the even-
INTRODUCTION
The Cold War reached its hottest point in a corner of
tual maximum troop strength of 540,000, combined with
some 50,000 Australian and Canadian soldiers.
Initially an internal conflict, the Vietnam War spilled
Southeast Asia. The ideological conflict between capi-
out of the borders of North and South Vietnam into
talism and communism erupted into open warfare in
neighboring Laos and Cambodia. The North Vietnamese
Vietnam, spilling over into the neighboring nations of
and Vietcong forces found both safe routes for troop
Cambodia and Laos.
and supply movement and populations receptive to their
Following the conclusion of the Korean War in 1953,
philosophy and methods.
President Dwight Eisenhower espoused the “Domino
Formally described as a “low-intensity conflict,” the
Theory,” arguing that if communists supported by the
Vietnam War exhibited the difficulty attempting to fight
Soviet Union succeeded in conquering a sovereign
a conventional war against irregular and indigenous
nation, particularly in Southeast Asia, then neighboring
enemies. Vietcong forces found great popular support
countries — Thailand, Burma, and Indonesia, in this case
from civilians in both North and South Vietnam, allow-
— would thereafter fall to Soviet-sponsored communist
ing them to conduct a guerrilla war and campaigns of
takeover, leading to uncontrolled expansion of commu-
terrorist attacks with impunity. Conversely, American
nist governments. Eisenhower’s successors embraced
forces, though numerically and technologically superi-
this theory, relying on it as a directive to halt the spread
or, found the prosecution of a war with no defined front
of communism anywhere in the world, and specifically
line of conflict or safe rear area to be extremely diffi-
in Indochina. The United States adopted a policy of con-
cult, and were often seen as invaders or aggressors
tainment regarding the spread of communism in
instead of allies and defenders.
Southeast Asia, simultaneously promoting democratic
The war in Southeast Asia caused tremendous divi-
and capitalist forms of government.
sion within the citizens of the United States. Anti-war
The war began with the first communist insurgent
demonstrations and riots became all-too-common, with
activity in South Vietnam in 1957. In 1962, American
National Guard troops being used to quell riots at some
military advisors began to arrive in South Vietnam, with
universities, resulting in the deaths of four students at
the first American combat troops — two Marine battal-
Kent State University. Thousands of young men —
ions — landing in March, 1965, to defend Da Nang air-
including two future Presidents — used various methods
to avoid serving in the war, such as education defer-
ments, stateside National Guard duty, or simply avoid-
ing the draft by moving to Canada.
Civil unrest along racial, political, and economic
lines in the United States affected soldiers in the
Vietnam War. Fratricide was a recurring problem in
some military units, with the practice of “fragging,”
or killing a superior officer with a fragmentation
grenade, becoming almost commonplace. The com-
bined stresses of vicious combat in a constantly-
hostile environment and a perceived lack of sup-
port from the home front led to morale and disci-
pline problems in combat units.
The Vietnam War shattered the myth of
American military invincibility, and for-
ever changed how nations fight wars.
Technological and numerical superiori-
ty were no longer seen as guarantors of
victory; new tactics and weapons for con-
ducting irregular warfare against irregu-
lar troops fighting on their home turf
were developed. Lessons learned by
American forces in Vietnam assisted other
nations in later conflicts, most notably
Soviet forces during the 1979 invasion of
Afghanistan.

56
vietnam
the American military presence. Bicycles, motor scoot-
ers, civilian cars, jeeps, and 2-1⁄2 ton cargo trucks clog
THE WAR ZONE
Southeast Asia is hot. Very hot. The northern border
the city streets, and the air is filled with the sound of
helicopters and transport and combat airplanes. Bars,
brothels, and other establishments designed to separate
of Vietnam is only a few miles south of the Tropic of
the American soldier from his paycheck are everywhere,
Cancer, and the entire region endures high temperatures
and children barely out of diapers try to sell cigarettes,
year-round. During the monsoon season, which runs
jewelry, watches, and myriad other items. The often-
from May until January, heavy rains soak the region,
corrupt South Vietnamese government — civilian or
turning the earth into mud and flooding the Mekong
military, depending on the year — is based here, and the
River delta at the southern end of Vietnam. The high-
Viet Cong infiltrate the city to spy on, destabilize, and
lands of central Vietnam are covered in dense tropical
openly attack the American-supported capitalist
rain forests, leading into a mountainous north.
regimes. The city’s atmosphere is one of barely-con-
Cambodia is dominated by low, flat plains, with a
trolled chaos, with danger and intrigue around every
mountainous region in the north, along the Laotian bor-
corner. Agents of all forces — military, government, and
der. Laos itself is mostly mountains, with some plains
otherwise — find fertile ground for espionage and
and plateaus.
adventure. French expatriates abound, years after
The annual monsoons, while destructive, are essen-
Vietnamese independence. Intelligence agencies from
tial to production of the region’s staple crop, rice.
around the world conduct operations out of their
Paddies cover just about any piece of flat, arable land.
national embassies, doing their best to figure out what’s
After the growing season is over, the weather cools by
going to eventually happen to the country, and how
a handful of degrees, and the dry season sets in. The
best to profit from it.
thick mud becomes dry, choking dust, filling the air with
The South Vietnamese and American forces have, on
thick red and tan clouds.
paper, similar goals — to prevent the expansion of
North Vietnam’s capitol, Hanoi, lies roughly 30 miles
Soviet-sponsored communism into South Vietnam
inland of the Gulf of Tonkin, relying on the major sea-
through military strength. American soldiers, airmen,
port of Haiphong for shipping. During the war, Hanoi is
sailors, and marines are expected to support their
well-defended by surface-to-air missile and anti-aircraft
Vietnamese allies, providing the assistance of a better-
artillery sites, with several thousand soldiers of the
trained and better-equipped fighting force. Early in the
North Vietnamese Army in the area as well. The region
war, South Vietnamese officers interpret the American
surrounding Hanoi is a regular target of American
mission as using air power and artillery to fight the war
bombing missions, but the American aircraft operate
for them. South Vietnam’s president prefers to use his
under strict target restrictions, and much of the city is
army to defend against a coup — to no avail, as a cabal
immune to attack as a result. Further protection for
of generals overthrows the civilian government in 1963.
Hanoi is assured when North Vietnam places a prison
Until 1968, Saigon is a relatively safe area for
camp for captured American airmen in the city limits,
Americans and South Vietnamese. The city is far
knowing that American pilots won’t risk injuring or
enough away from the border between the two
killing their fellow aircrews with a poorly-aimed bomb.
Vietnams that large-scale communist attacks are highly
North Vietnam, formally named the Democratic
unlikely. During the Tet Offensive in January 1968,
Republic of Vietnam, is ruled by the Lao Dong, or
communist forces approach within a few miles of the
Workers Party — officially, the Communist party had
city, with handfuls of infiltrators entering Saigon to
been dissolved in 1945. The Lao Dong aligned itself with
conduct extensive terror attacks. Following the offen-
the Soviet goal of global communism, focusing first on
sive, the city is never quite the same, and insurgent
the capitalist half of the divided nation. A regular armed
attacks remain fairly common.
force is raised, supported and equipped by the Soviet
Northeast of Saigon, the Chaine Annamitique moun-
Union and Communist China, and a guerrilla army
tains rise, twisting back to the northwest to form the
called the Viet Cong evolves out of the Vietminh rebels
boundary between Vietnam and Laos. Lush green jungle
who broke French control of the nation after World War
covers the mountains, except for the scattered areas laid
II. The Viet Cong is tasked with infiltrating the capital-
bare by American defoliants. This region is home to
ist south, to prepare the way for northern invasion
some of the most bitter fighting of the Vietnam War.
through assassination, fomenting revolution, and terror
Footpaths and primitive roads — little better than ani-
attacks.
mal trails — snake through the jungle, connecting vil-
Hanoi’s opposite number in the South is Saigon,
lages still living at an Iron Age technological level.
renamed Ho Chi Minh City after the war. Located on the
These paths are also an infiltration route for communist
northern edge of the Mekong Delta, Saigon is a sprawl-
insurgents, branching off from the Ho Chi Minh Trail
ing city, dominated by French colonial architecture and

57
battlegrounds
winding through neighboring Cambodia and Laos. On of Vietnam. This changes with Nixon’s rise to power in
foot, on bicycle, sometimes in trucks, insurgents and the United States. Covert bombing raids slow down the
supplies find their way into South Vietnam. South flow of material, and secret American aid and training
Vietnamese and American forces seek to confound the programs in Laos and Cambodia develop friendly forces
communist operations through “hearts-and-minds” pro- to interfere with communist activities. In time,
jects — creating fortified hamlets throughout the moun- American Marine and Army units are operating secret-
tains and bringing the advantages of modern technolo- ly in Vietnam’s western neighbors. North Vietnam does-
gy to the isolated villages. n’t ignore these changes, and soon, communist insur-
When the open hand of friendship and humanitari- gents in Cambodia are conducting their own war
an aid fails, the stark fist of military might takes over. against the government and its American ally. American
The sounds of animals in the jungle are replaced by the soldiers are withdrawn from Laos and Cambodia in
bark of automatic weapons fire, the high thin whine of early 1971, replaced by South Vietnamese troops raid-
artillery rounds, the roar of jet engines, and the deafen- ing the Ho Chi Minh Trail. American bombing missions
ing thunder of bombs dropped from miles above. against Cambodian territory and insurgents end five
Villages believed to be harboring enemy forces are sum- months after the last troops leave Southeast Asia in
marily destroyed, sometimes by the devastating power March, 1973.
of a B-52’s bombing run, more often by the more per- Zones of control shift greatly as the war progresses.
sonal methods of incendiary grenades and even the cig- North Vietnamese forces slowly but inexorably move
arette lighters of individual soldiers. Entire populations south, occupying more and more of South Vietnam’s
are displaced, forcibly evacuated to nearby villages or territory. The American presence in South Vietnam
large cities, where the refugees would be left to fend for steadily decreases as troop reductions cycle soldiers out
themselves, often resorting to criminal activities or beg- of the country and back to the United States — “the
ging to survive. In many cases, displaced villagers sim- World,” as soldiers began calling their home country.
ply return to the site of their homes and rebuild the sim- By 1973, when the United States completes its troop
ple structures in a matter of a few days. Patrols sent out withdrawal, communist forces in South Vietnam equal
by the various factions stumble across the rebuilt vil- the defenders in manpower, and a cease-fire agreement
lages, and depending on the amount of enemy activity is in effect.
still present in the area, ignore the rebuilding, attempt The cease-fire fails in the beginning of 1974. During
to establish friendly relations, or destroy the village the dry season, communist forces build up their
again, restarting the cycle. strength, laying in supplies and manpower in South
In the highlands bordering Cambodia, an indige- Vietnam. Combat is a daily occurrence in the South,
nous people called the Montagnard (French, meaning with ARVN forces pushed back constantly. With the
“mountaineers”) fight their own guerrilla war against arrival of monsoon season, the communist offensive
communist forces from both Cambodia and North comes to a halt, and Viet Cong and North Vietnamese
Vietnam. American advisors train the Montagnard in Army leaders make plans for the resumption of fighting
the use of modern weapons and learn from the moun- in the next dry season.
taineers where communist infiltrators are entering In the first four months of 1975, South Vietnam
Laos, Cambodia, and South Vietnam. The moun- disappears as a political entity. The nation’s northern
taineers become involved in the greater conflict, and provinces are ordered abandoned as North Vietnamese
are well-regarded by their American and South forces drive towards Saigon. Many ARVN units sur-
Vietnamese allies. render or simply disband in the face of opposition. As
In Laos, Viet Cong and North Vietnamese forces Saigon comes under Communist siege, the city falls
move supplies and men down the Ho Chi Minh Trail, a into chaos — thousands of citizens, as well as foreign-
loosely-connected network of roads and trails. Soldiers, ers, seek to escape the city, or barring that, to find
weapons, food, and the other material of war find their refuge from the invaders. The Vietnam War ends on
way into the south, safe from American reprisal outside April 30, 1975.

58
vietnam
Timeline

THE WAR
In 1946, Vietminh forces under the command of Ho
• 1962: American Military Assistance Command
forms in South Vietnam. Battalion-sized
Communist units assemble in Central Vietnam.
Chi Minh began a war against the French colonial gov-
• 1963: Vietcong units defeat South Vietnamese
ernment in northern Vietnam. Within four years, the
forces at Ap Bac, the first major Communist vic-
Democratic Republic of (North) Vietnam is recognized
tory of the war. South Vietnamese generals stage
by China and the Soviet Union, with modern weapons
a coup.
provided by Chinese communists.
France maintained a presence in Southeast Asia • 1964: U.S. President Johnson given power to act
until 1954, when the Geneva Accords provided for inde- in Southeast Asia. American aircraft bomb North
pendence and self-rule in the region. A staunch anti- Vietnam for the first time.
communist, Ngo Dinh Diem, became president of South
• 1965: Operation Rolling Thunder, sustained U.S.
Vietnam in 1955 and appealed to the United States for
bombing of North Vietnam, begins. First American
financial assistance in modernizing his nation. In short
combat troops, two Marine battalions, arrive.18
order, this assistance grew to include military material
U.S. battalions in Vietnam in July; 200,000 troops
and support.
by end of the year. American forces defeat North
Communist insurgency began in South Vietnam in
Vietnamese in first major conventional battle.
late 1957, focusing on the Mekong Delta. By mid-1958,
a coordinated command structure had been formed, and • 1966: American bombing resumes.
North Vietnamese military and political officers and
• 1968: Tet Offensive begins in January. North
weapons began infiltrating into South Vietnam via the
Vietnamese and Vietcong forces attack through-
Ho Chi Minh Trail through Laos and Cambodia. Viet
out South Vietnam. My Lai massacre. Highest
Cong forces continued the work of their Vietminh pre-
American troop strength of the war – 540,000.
decessors, conducting a guerrilla war against techno-
logically and numerically superior forces. Early Viet • 1969: U.S. President Nixon begins secretly
Cong operations placed great importance on stealth and bombing Cambodia. Troop reductions begin.
secrecy, as a stand-up fight against regular South
• 1970: U.S. and South Vietnamese forces attack
Vietnamese forces was usually outside the scope of Viet
communist forces in Cambodia.
Cong military capability. The Viet Cong also advanced
the cause of communist government and philosophy, • 1971: South Vietnamese forces begin incursions
creating a base of popular support among South into Laos.
Vietnam’s civilian population. The insurgents enjoyed
• 1973: Last American troops leave Vietnam.
material support from China, the Soviet Union, and
North Vietnam, receiving supplies and reinforcements • 1974: Communist forces build up troops and
via the Ho Chi Minh Trail through neighboring supplies in South Vietnam.
Cambodia and Laos.
• 1975: Last Americans evacuate Saigon on April
With the formation of large Communist units in
29. South Vietnam surrenders the next day.
South Vietnam, the South Vietnamese army (Army of
the Republic of Viet Nam, or ARVN) began facing oppo-
sition from a military power with the ability to place forces by almost ten to one, yet lost the day due to
equivalent troop strength on the battlefield. ARVN refusals by ARVN corps commanders to coordinate their
forces could no longer simply outnumber their oppo- efforts. ARVN units found themselves skirmishing with
nents and gain victory through attrition. ARVN forces each other when paratroops were landed between ARVN
were, in fact, reluctant to confront Viet Cong forces, and Viet Cong positions.
even before 1962. South Vietnam’s president, Ngo Dinh Diem’s presidency came to an end at the hands of a
Diem instructed his officers to avoid casualties, seeing cabal of his generals. Diem had dealt harshly with the
the primary role of the army not as fighting the Viet Vietnamese Buddhist population and its practices — he
Cong, but protecting Diem against a potential coup. The was a staunch Catholic — and his policies were accept-
ARVN relied on American Military Assistance ed by the United States only because of his anti-com-
Command artillery and air strikes, rather than their own munist stance. After crackdowns on Buddhists, includ-
combat capabilities. ing attacks on temples, the United States removed sup-
The battle at Ap Bac showed the weaknesses in port for Diem and backed the coup, led by General
ARVN leadership. The South Vietnamese Seventh Duong Van Minh, who was replaced by General Nguyen
Division and its attached units outnumbered Viet Cong Khanh only three months after taking power.

59
battlegrounds
The first direct acts of aggression taken by North The Marine battalions secured the sector around Da
Vietnam against the United States came in August 1964, Nang and went on to launch the first major American
when patrol boats attacked the destroyer U.S.S. Maddox offensive of the war, crippling a Viet Cong regiment.
in the Tonkin Gulf. Congress passed a resolution five Two months later, an American airborne division
days later, giving President Johnson remarkable power smashed three North Vietnamese regiments at Ia Drang,
to act in the region. American aircraft bombed North a jungle-filled valley near Pleiku. This battle prevented
Vietnam in the first acts of reprisal. the communist forces from sweeping out of the central
Large-scale Viet Cong attacks against American highlands down to the heavily-populated coast of South
installations came in early 1965. Viet Cong forces Vietnam. Ia Drang also proved the effectiveness of two
equipped with mortars and recoilless rifles laid siege to new tactics — deploying large units into battle via heli-
a U.S. base near Pleiku, in South Vietnam’s central copter, and using B-52s, designed as strategic nuclear
highlands, destroying several aircraft and inflicting over bombers, to give tactical support to ground forces.
a hundred casualties. A detailed map of the base was American troop strength increased in 1966, reaching
found on the body of a Viet Cong soldier, showing the nearly 400,000 deployed in Southeast Asia. In Hue and
results of dedicated espionage action. Da Nang, near the border between the two Vietnams,
To defend another American installation — the air- Buddhists conducted demonstrations against the Saigon
field at Da Nang — against an estimated 6,000 guerril- government, claiming that interests of their movement
las in the area, General William Westmoreland deployed were being ignored. The demonstrators in Da Nang had
two Marine battalions. The Marines, in full battle kit, the support of troops under the command of South
waded ashore in a spectacle arranged by the U.S. Navy, Vietnamese General Nguyen Chanh Tri. ARVN troops
greeted by Vietnamese girls handing out flowers. were dispatched to the city to restore order by force, and
violence was avoided when the commander of the
After the War American Marines at Da Nang airfield intervened.
On January 31, 1968, the Tet Offensive began. North
Since the fall of Saigon and Vietnam’s unification
Vietnamese regulars and Viet Cong guerrillas launched
under communist rule, Southeast Asia has not
massive simultaneous attacks on towns and cities
remained peaceful and stable.
throughout South Vietnam, expecting the assaults to
• In early May, 1975, a United States merchant inspire uprisings by the urban population. The Viet
ship, the Mayaguez, was boarded and seized by Cong focused its efforts on the southern provinces of
Cambodian communist forces in the Gulf of South Vietnam, leaving the area along the national bor-
Siam. American aircraft bombed Cambodia in der to North Vietnamese forces. For nearly a month,
retaliation, and in the rescue of the vessel’s 39 there were no safe areas to be found in the south, as
seamen, 38 U.S. Marines were killed. communist forces engaged American and South
Vietnamese defenders throughout the country. Viet
• Vietnamese military forces invaded neighboring
Cong units even conducted operations in Saigon, going
Cambodia in December, 1978, citing Cambodia’s
so far as to assault and break into the American
internal insecurity as a threat to the well-being
embassy compound. Marine security forces repulsed the
of Vietnam. Thousands of Vietnamese began
assault, but not before five embassy staff members were
fleeing the nation via boat.
killed.
• The Vietnamese invasion launched a 13-year By the end of February, almost all territory captured
civil war within Cambodia, with Khmer Rouge by communist forces was retaken by American and
(“Red Cambodian”) forces eventually surrender- South Vietnamese troops. The stated goal of the Tet
ing 8 years after the formal cease fire was Offensive was not achieved, making the operation a
declared in 1991. military failure. But Tet provided the communists with a
psychological and political victory, however. The assess-
• In retaliation for the invasion of Cambodia,
ment of the war by the U.S. military was called into
Chinese forces invaded Vietnam in February,
question, and the American people’s faith in President
1979. Under pressure from the Soviet Union,
Johnson collapsed. At the end of March, Johnson
China withdrew its troops by summer.
announced a partial halt to bombing in North Vietnam,
• The United States and Vietnam began working offered peace talks, and declared that he would not seek
towards normalized relations in the early 1990s, re-election as President.
with trade agreements coming into effect over the After Tet, American commitment to defense of South
decade. In 2001, a U.S. Navy warship made a port Vietnam began to wane. Under the new Nixon adminis-
of call at Ho Chi Minh City (formerly Saigon), the tration, secret bombing of communist targets in
first such visit since the end of the Vietnam War. Cambodia began in March, at the same time as with-

60
vietnam
drawal of 60,000 American troops began. The The End?
Cambodian sanctuaries came under ground assault by
Although incredibly destructive, the Vietnam
American and South Vietnamese troops in 1970, fol-
War’s hostilities were contained in a relatively small
lowing the overthrow of Prince Sihanouk by members
area of the globe. The conflict could have escalated
of his government.
into a worldwide war, possibly culminating in a
South Vietnamese forces began incursions into Laos,
nuclear exchange.
against the Ho Chi Minh Trail, in early 1971. The with-
drawal of American troops continued, with 140,000 • In 1969, President Richard Nixon ordered the
remaining at the end of the year. United States military to raise its level of pre-
The first half of 1972 saw an escalation in the fight- paredness, including the deployment and ready
ing. North Vietnam invaded the south at the end of use of nuclear weapons. Rumors of American
March, prompting American bombing around Hanoi aircraft carrying nuclear bombs over Vietnam
and Haiphong in response and the mining of Haiphong have persisted since the latter days of the con-
harbor. Peace talks continued in spite of these acts. flict, and shortly before his death in 1994,
In March 1973, the last American combat troops left Nixon confirmed that he had prepared to use the
South Vietnam, and bombing of Cambodia ended in weapons against targets in North Vietnam. With
August. The United States continued assisting South the policies in place at the time, use of a nuclear
Vietnam with money and equipment, but the war was, weapon against North Vietnamese targets would
for all practical purposes, won by North Vietnam by this have provoked an equivalent response by China
time. Communist forces began stockpiling troops and or the Soviet Union, leading to a full-scale
supplies throughout South Vietnam in 1974, with the nuclear war between the superpowers.
intent of having resources in place for a final offensive
• Soviet freighters and warships were frequent vis-
when the dry season began.
itors to North Vietnamese ports, carrying
North Vietnam’s plans came to fruition in early
weapons and supplies to friendly forces.
January, 1975. Provinces began falling to communist
American bombers and attack aircraft were pro-
forces as South Vietnam’s army suffered defeat after
hibited from attacking these vessels, as Soviet
defeat. South Vietnamese President Thieu ordered the
reprisal was nearly certain. An errant bomb or
northern provinces abandoned in March. Da Nang,
missile, or deliberate attack by a frustrated or
where American troops had waded ashore for the
confused pilot, could have damaged or destroyed
first time in 1965, was captured by North Vietnam
one of these ships, leading to a nuclear war.
on March 30. The next day, NVA General Van Tien
Dung was ordered to push towards Saigon.
Neighboring Cambodia’s capital came under commu-
nist control on April 17, and the final South
Vietnamese defense line before Saigon, Xuan Loc, fell
four days later.
The end came on April 30, 1975, when NVA
Colonel Bui Tin accepted South Vietnam’s
surrender. Evacuation of the last
Americans from Saigon had
begun the previous day.
Almost 18 years
after the first
insurgencies in
the south, Vietnam
was once again
united, under the
gold-and-red
flag of the
communist
north.

61
battlegrounds
The United States committed all branches of its mil-
itary to the war in Vietnam. Presidents Eisenhower,
THE WARRIORS
The Vietnam War was fought primarily by four sep-
Kennedy, Johnson, and Nixon were the ultimate author-
ities, with Secretary of Defense Robert McNamara
directing policy and Army General William
arate military forces. Communist Viet Cong guerrillas
Westmoreland commanding the combined U.S. forces
and North Vietnamese regular forces opposed American
during the Johnson presidency.
and South Vietnamese troops. Laotian and Cambodian
forces fought on both sides of the conflict, supported by The Viet Cong
North Vietnam or the United States as their allegiance
Viet Cong forces in South Vietnam were insurgents
and politics demanded.
and terrorists, fighting a guerrilla war against South
The Viet Cong forces that had infiltrated into South
Vietnamese and American troops. In addition, selected
Vietnam began the hostilities in 1957, with the assassi-
Viet Cong leaders presented the communist ideology to
nation of over 400 minor South Vietnamese officials. As
South Vietnamese citizens in order to garner popular
irregular forces, the Viet Cong relied upon terror attacks
support and further the cause of communist revolution.
and skirmish fighting instead of conventional battlefield
action. The Viet Cong operated with the material sup- Viet Cong Irregular Infantry
port of the North Vietnamese government, but rarely
Missions: Viet Cong infantry were tasked with carry-
conducted operations with the regular North
ing the war to South Vietnamese rear areas. Their mis-
Vietnamese Army. Viet Cong guerrillas had a loose
sions were typically conducted by squads of less than 35
command structure, with independent cells conducting
men, with an emphasis on undetected movement and
operations with occasional regular cooperation. Le Duc
rapid execution of actions to achieve the mission goals.
Tho, a founder of the Indochinese Communist party, was
If local citizens were believed to be neutral or friendly
responsible for building and directing the insurgency in
towards communist forces, Viet Cong would regularly
South Vietnam, and may be considered the overall
use villages as rest and resupply points, enjoying local
leader of the Viet Cong. His deputy, General Tran Do,
hospitality. Unfriendly populations were at best ignored
spent most of the war in villages near the Cambodian
by the Viet Cong; at worst, supplies would be taken by
border.
force as a warning to those siding against the North.
The forces of the North Vietnamese military were the
Viet Cong infantry missions can be grouped into
conventional counterparts to the Viet Cong. North
three broad categories: reconnaissance, combat patrol,
Vietnamese Army troops conducted more large-scale
and sabotage/terror attacks.
combat operations than the Viet Cong, fielding larger
During a reconnaissance mission, squads entered
units under direct command of trained officers.
areas known to contain concentrations of American or
Throughout the Vietnam War, Vo Nguyen Giap served
South Vietnamese forces with the intent of gauging
as the chief strategist for North Vietnam, directing the
hostile strength without detection. These missions were
conduct of the war against United States and South
typically three to five days in duration.
Vietnamese forces. His subordinates included Tran Van
Combat patrol missions sent squads out with the
Tra, who directed the attacks on Saigon during the Tet
intent of finding a hostile force of similar or lesser
Offensive, Van Tien Dung, who handled logistics during
strength and destroying the enemy through force of
the war until leading the offensive against Saigon in
arms.
1975, and Bui Tin, deputy editor of the North
Sabotage/terror missions were undertaken with the
Vietnamese army newspaper and the man who accept-
objective of destroying valuable equipment or facilities
ed the surrender of South Vietnam in April 1975.
possessed by hostile forces or conducting rapid,
The army of South Vietnam fought a defensive war
extremely violent attacks on civilian populations or
against the insurgency and invasion from the North.
military rear areas.
This force also occasionally warred with the civilian
Manpower: Viet Cong infantry units ranged from a
government, with a coup in 1963 replacing the nation’s
half-dozen to three dozen men. Command structure was
president, Ngo Dinh Diem, with General Duon Van
very loose, with a single soldier selected as the squad
Minh. General Nguyen Khanh seized power in 1964, to
leader.
be replaced by Dr. Phan Huy Quat a year later. Nguyen
The squad leader was ultimately responsible for the
Van Thieu became South Vietnam’s president in 1967,
success of every mission. He led the squad into the tar-
holding power until the effective collapse of civilian
get area, directed its actions, and ensured the survival of
government in 1973. He fled South Vietnam just days
his squad members. He provided some degree of trained
before the communist victory.
leadership to an irregular combat unit.

62
vietnam
A Viet Cong rifleman was the core of his squad. Most North Vietnamese Infantry
members of a squad were riflemen, responsible for Missions: North Vietnamese Army forces undertook
delivering firepower onto targets and transporting need- missions similar to Viet Cong units, with a greater
ed supplies. During reconnaissance or sabotage mis- emphasis on large-scale (up to regiment-sized, in many
sions, riflemen would take on the role of scout, search- cases) combat operations and securing rear areas
ing for hostile forces or high-value targets. Terror mis- against attack by American or South Vietnamese units.
sions saw riflemen attack convenient targets, with sig- Patrol missions sent squads of NVA soldiers out into
nificantly less discrimination than when on combat a specified area to ensure the area was secure and free
patrol missions. of hostile forces.
Saboteurs were the most potentially destructive Defense missions required NVA soldiers to protect a
members of Viet Cong squads. While they were compe- particular area, or even a specific installation or struc-
tent riflemen themselves, saboteurs also carried and ture within the area. These missions were common early
used explosives ranging from grenades and improvised in the war, but declined somewhat as communist forces
bombs to sophisticated bombs and incendiary devices. advanced into the south.
Gear: Viet Cong squads dressed in the same clothes During a dedicated attack mission, NVA forces num-
as the civilian population (the infamous “black paja- bering in the hundreds or thousands of troops would
mas”). Most personal weapons were supplied by Soviet assault a selected target with the intent of capturing or
and Chinese allies, commonly AK-47 assault rifles or destroying it. These missions grew in frequency during
SKS semiautomatic rifles, but some squads used the latter stages of the Vietnam War.
weapons left over from French or Japanese occupation. Manpower: The North Vietnamese Army fielded
Squads would be supplied with enough food — almost larger units than the Viet Cong, using 48-man platoons
always rice — for the duration of the mission, with broken down into 12-man squads. Command structure
instructions to acquire further supplies if necessary. was rigid and hierarchal, with a junior officer com-
Radios were occasionally available, particularly if other manding the platoon and a senior enlisted man com-
friendly units were operating in the target area. manding each squad.
Saboteurs could requisition (or create) various portable The squad leader had the responsibility for directing
destructive devices if necessary. his troops in battle.
Viet Cong forces were innovative in their acquisition Most of the soldiers in a squad were riflemen,
and use of explosives. Mines were provided by Soviet assigned to engage the enemy and destroy him.
and Chinese backers, but the guerrillas were also known Machine guns, rocket-propelled grenades, and the
to dig up and reuse American mines, steal Claymore like were the domain of the heavy weapons soldier. He
antipersonnel mines from their tripod mounts, and even was trained to use his heavy weapons to knock out
remove components from unexploded air-dropped vehicles, tight concentrations of troops, and defensive
bombs to recycle into other munitions. emplacements.
Vehicles: Viet Cong squads almost always traveled Medics were trained in trauma treatment and basic
on foot, occasionally making use of heavy-frame bicy- medicine. They carried first aid and field surgery kits, as
cles or other civilian vehicles for overland transport. well as a rifle or carbine.
Allies: In areas held by North Vietnamese forces, Viet A scout was selected from the riflemen on a rotating
Cong squads could count on limited assistance (rein- basis. He ranged ahead of the rest of the unit, watching
forcing troops and occasional heavy weapons fire) from for traps, ambushes, and routes for the rest of the squad
North Vietnamese units. to take.
Gear: North Vietnamese Army soldiers were equipped
The North Vietnamese Army with a pith-type helmet made of pressed paper or some-
The North Vietnamese Army made up the conven- times plastic, a backpack, a green canvas uniform,
tional counterpart to Viet Cong irregular combatants. jungle boots, and a personal weapon, almost always
The mission of the NVA early in the war was defense of the AK-47 assault rifle. A personal first aid kit, food,
the north against attack by South Vietnamese or bedding and shelter, additional ammunition, and small
American forces. As the guerrilla war in the south pro- personal items were carried in the backpack. Heavy
gressed, the NVA began launching large-scale incur- weapons troopers carried rocket-propelled grenade
sions into the south, capturing and holding territory, launchers or machine guns instead of the assault rifle,
and eventually reaching and conquering Saigon in almost always Soviet-designed 7.62 mm RPD light
1975. machine guns and RPG-7 rocket-propelled grenades
(see the Modern Arms Guide, pages 125 and 127).

63
battlegrounds
NVA troops in the south were sometimes able to The loader kept the main gun loaded with ammuni-
acquire shoulder-fired SA-7 Grail anti-aircraft missile tion, selecting between munitions types based on the
systems. Grails were difficult to suppress, being man- commands of the gunner and commander.
portable, and highly effective against helicopters. Gear: Tank crew members were equipped in a man-
Tactical radios were available to most NVA units. ner similar to infantrymen, with the exception of per-
Vehicles: The North Vietnamese military made use of sonal weapons. MAT-49 or PPSh41 submachine guns
a variety of Soviet-designed combat vehicles. The eight- replaced the AK-47.
wheeled BTR-60 armored personnel carrier transported Vehicles: NVA tank crews operated the Soviet-
up to sixteen soldiers. designed T-54/55 tank.
Allies: North Vietnamese Army units could call on the Allies: Armor units usually operated in conjunction
assistance of Viet Cong forces in the area of operations. with infantry squads. Air support, if available, was reg-
ularly assigned to assist tanks in the destruction of
North Vietnamese Army Armor enemy targets.
Armored units saw limited use in the Vietnam War,
with the Tet Offensive and the final push towards The South Vietnamese Army
Saigon making use of tanks. The Army of the Republic of Vietnam (ARVN) fought
a primarily defensive war. It was tasked with repelling
North Vietnamese Army aggression and suppressing
Missions: Tanks serve a single purpose on the battle-
Viet Cong guerrilla activity.
field — the destruction of enemy armored fighting vehi-
cles and emplacements. ARVN Infantry
Manpower: North Vietnamese tank units were made
Missions: On reconnaissance missions, ARVN troops
up of platoons of four four-man T-54/55 main battle
ventured into a designated area to search for hostile
tanks.
forces.
The driver drove the tank, and was responsible for
Defense missions saw the soldiers protecting a par-
basic maintenance on the vehicle.
ticular objective or repulsing a more generalized attack.
The commander directed the actions of the tank
Manpower: Organized along similar lines to American
crew, selecting targets and routes of travel.
infantry, ARVN forces fielded 11-man platoons.
The gunner operated the tank’s main gun and turret-
The squad leader had the responsibility for directing
mounted anti-personnel machine gun.
his troops in battle.

64
vietnam
Most of the soldiers in a squad were riflemen, Most of the soldiers in a squad were riflemen,
assigned to engage the enemy and destroy him. assigned to engage the enemy and destroy him.
Machine guns, rocket-propelled grenades, and the Machine guns, rocket-propelled grenades, and the
like were the domain of the heavy weapons soldier. He like were the domain of the heavy weapons soldier. He
was trained to knock out vehicles, tight concentrations was trained to use his heavy weapons to knock out
of troops, and defensive emplacements. vehicles, tight concentrations of troops, and defensive
Medics were trained in trauma treatment and basic emplacements.
medicine. They carried first aid and field surgery kits, as Medics were trained in trauma treatment and basic
well as a rifle or carbine. medicine. They carried first aid and field surgery kits, as
A scout was selected from the riflemen on a rotating well as a rifle or carbine.
basis. He ranged ahead of the rest of the unit, watching A scout was selected from the riflemen on a rotating
for traps, ambushes, and routes for the rest of the squad basis. He ranged ahead of the rest of the unit, watching
to take. for traps, ambushes, and routes for the rest of the squad
Gear: ARVN troops wore steel helmets, and were to take.
issued olive drab fatigues. First aid kits, food, addition- American units had a designated sharpshooter, a sol-
al ammunition, and personal items rounded out the sol- dier with better accuracy with his rifle. He fought as a
diers’ kits. The issued weapon was the M-16A, with M- rifleman, and was tasked with taking quick, highly-
60 machine guns and M-79 grenade launchers in the effective shots against high-value tactical targets.
hands of heavy weapons troopers. Many squads had a radioman, carrying a backpack-
As the North Vietnamese made limited use of aircraft sized field radio. As he could call in fire support,
in a ground support role, no anti-aircraft missiles were artillery barrages, and reinforcements, the radioman
made available to ARVN forces. was often the first target of enemy squads.
Vehicles: The South Vietnamese counterpart to the Gear: Soldiers were issued a steel “pot” helmet and
BTR-60 was the American-designed M113 tracked fatigues made of either cotton or a ripstop cotton/poly
armored personnel character. ARVN soldiers also had blend. Rain ponchos often served double duty as
access to conventional jeeps and 2-1⁄2 ton trucks. bedrolls. First aid kits, C-rations, personal items,
Allies: ARVN squads regularly operated alongside Claymore mines, entrenching tools, sometimes extra
American squads. clothes, and a canteen rounded out the commonly car-
ried gear.
United States Armed Forces The M-16 assault rifle was standard issue, with most
Every branch of the United States military saw service soldiers carrying several additional ammunition clips
in Vietnam. and fragmentation grenades.
Machine gunners carried the M60 light machine gun
Infantry and additional belts of ammo, often crisscrossed over
The following information applies to both Army and the chest to form makeshift body armor.
Marine units, for purposes of the Spycraft role-playing 60mm mortars were issued to some units expected to
game. encounter strong enemy resistance.
Missions: American infantry squads conducted sev- Vehicles: M113 armored personnel carriers trans-
eral different mission types throughout the war. ported soldiers into battle, along with jeeps and 2-1⁄2 ton
Patrol missions sent squads out into friendly or neu- cargo trucks. For air transport, the UH-1 “Huey” and
tral territory to ensure that no hostile forces were in the CH-47 Chinook helicopters saw heavy use.
area. Contact with civilians was recommended, as they Allies: Infantry worked with armor and air assault
were seen as potential sources of information. squads, and ARVN forces.
During an attack mission, troops attempted to cap-
ture or destroy a specific objective. Enemy troop con- Airborne
centrations and emplacements were the most common Airborne cavalry units saw their first effective use
targets. These missions tended to have the highest casu- during the Vietnam War. Helicopters made the rapid
alty rates. insertion and extraction of infantry feasible, and heav-
Defense missions were the other side of attack. ily-armed gunship helicopters supported attacks.
Troops acted to defend a target against enemy aggres- Missions: Airborne units conducted attack missions,
sion. using the helicopter weapons and transported infantry
Reconnaissance missions were conducted to seek out squads to assault enemy forces and positions.
and identify hostile forces. Medevac missions airlifted wounded soldiers out of
Manpower: The squad leader had the responsibility battle zones.
for directing his troops in battle.

65
battlegrounds
Manpower: Pilots flew the helicopters and were usu- Death to the Running Dog Imperialists!: The
ally the vehicle commanders. American Military Assistance Command housed its offi-
Co-pilot/gunners assisted the pilot with flight and cers and soldiers in civilian hotels in Saigon.
visual identification duties, and operated the aircraft’s Communist forces in the city target these sites for
forward-mounted weapons. bombing or other terror attacks. Viet Cong agents must
Door gunners operated side-mounted weapons, usu- determine the best target and time for the attack, avoid-
ally M60 machine guns or 6-barreled miniguns. ing American and South Vietnamese security.
Gear: Airborne cavalry were issued flight suits and From the other side, a bomb is planted at a hotel
helmets, conventional fatigues, maps, and sidearms — housing an AMAC detachment, but doesn’t go off.
either M1911 semiautomatic pistols or .38-caliber Agents are tasked with finding the terrorists who placed
revolvers. Many air crews augmented their personal the bomb and ferreting out the rest of the cell.
weapons with M16 assault rifles or CAR-15 carbines, Information Wants to be Useful: Good old-fash-
and affected cavalry-style hats in addition to the flight ioned-intelligence gathering never goes out of style. The
helmets. Vietnam War was conducted on several fronts at once,
Vehicles: The iconic vehicle of Vietnam-era airborne and information on opposing forces was very important
cavalry was the Huey helicopter, configured as troop to commanding officers. Missions such as this can read-
transport, air ambulance, or gunship. ily involve a mixture of military and espionage agents,
Allies: Airborne cavalry operated alongside (or no matter where the mission takes place. Basic spying
above) infantry units and assisted Air Force and Navy can have any number of targets and objectives.
aviators in ground attack runs. Peace is at Hand: The Vietnam War has cost thou-
sands of lives and millions of dollars on both sides. The
agents are assigned to secretly meet with their counter-
THE CONFLICT
The Vietnam War presents ample opportunity for
parts on the other side of the conflict to arrange for a
cease-fire or even a permanent end to the fighting.
Every dove has its hawk, though, and the peace talks
Spycraft players and Game Controls to conduct missions may come under attack by elements opposed to any-
on either the military or espionage side of the conflict — thing besides a complete military victory. The Agency
or even both at the same time! This section contains a itself may be opposed to a peaceful resolution, sending
few ideas for action; most can be played out by agents agents to disrupt peace talks or gather information on
on either side of the war. the other side under the guise of escorting the real
diplomats.
Espionage Missions Hearts and Minds: Villages in the countryside are
During the Vietnam War, the region was home to important resources for both sides in the war. Agents are
untold numbers of espionage agents representing the to assess the particular needs and wants of a selected
interests of various powers. Action was very rough-and- village or area, and provide assistance to the people
tumble, and when things went wrong, more than a few there. Along the way, the villagers’ loyalties need to be
agents made the supreme sacrifice for their country. determined and either changed or reinforced, depending
For the Good of the People: A cabal of South on the sponsoring agency’s point of view.
Vietnam’s generals has tired of the president’s brutal A Fox in the Henhouse: Information on Agency
and ineffective leadership. Agents in the employ of activities and military operations is being leaked to the
these rebel generals are tasked with infiltrating the pres- other side. The scant evidence points to a turned agent
ident’s staff and determining how best to capture him at a high level, and the damage is getting worse. Time
without undue bloodshed and casualties in the civilian to clean house, agents — no one is above suspicion
population. Alternately, the agents could be loyal to the when the stakes rise.
president, and have the task of preventing the coup Guerrilla Radio: Broadcast propaganda is a time-
from taking place. honored tactic for damaging the enemy’s will to fight,
The Viet Cong have an interest in this, too. The as well as influencing the thoughts and opinions of
insurgent agents in Saigon have gotten word of the plot civilians. A broadcast station in the central highlands
to overthrow the president — and they want him to could reach a significant fraction of the Vietnamese
remain in power. His unpopular policies are causing population, but also makes a tempting target for the
unrest in the nation’s citizens, which makes the mission opposition.
of spreading revolution much easier. Viet Cong agents
are assigned to prevent the coup, placing communist
insurgents in the unusual position of sustaining the rule
of a U.S.-backed president!

66
vietnam
Military Missions as potent psychological and political resources. To the
agency employing the captives, they’re valuable assets
Virtually any type of mission can be undertaken
in the hands of a hostile force — and to individual
during the course of the Vietnam War.
agents, they’re friends and colleagues. Raids on prison
We May Have to Destroy It: A friendly village has
camps are dangerous in the extreme, as the captors may
come under the control of a hostile force. Some of the
adopt a “sour grapes” policy and execute the captives
village’s citizens are in league with the invaders, while
rather than allow their rescue.
others are loyal to the agents’ side. Without harming
One Shot, One Kill: Unlike the abduction mission
innocents and allied residents, the agents have to
above, the agents have a specific target to kill. The
remove the occupying force and flush out the collabo-
means of this are up to the agents — results here are
rators. For extra spice, maybe the village has a supply
much more important than the procedure used to
cache important to the agents, or is home to an agent’s
achieve them.
family or romantic partner.
Search and Destroy: The primary mission of any mil- Getting a Little Weird
itary force is to defeat the enemy, by destroying the
Wars throughout history have spawned stories of
ability or will to fight. This is a straightforward assign-
supernatural events, and a war as bitterly fought and
ment: go out, find the bad guys, and wipe them out.
destructive as Vietnam is no exception. For Game
Agents on these missions will be well-equipped and pre-
Controls and players who might like to step outside the
pared for lots of action.
carefully documented realm of Agency operations and
Reinforcements: Friendly units often find them-
military missions, Vietnam has opportunity for brushes
selves in difficult situations — surrounded or badly out-
with the unknown.
numbered by hostile forces. Squads assigned to rein-
Neither Fish nor Fowl: Legend tells of an unidenti-
force friendly forces can expect to take the field along
fied flying object shot down by Air Force F-4 Phantoms
with significant numbers of other squads with a clear-
over a Vietnam battlefield. When the alien craft crashed,
ly-defined victory condition — the relief and assistance
American M60 tanks opened fire on it, destroying the
of the beleaguered friendly force. As with search-and-
vessel before any potential survivors could exit. As in
destroy, expect to be well-equipped and face strong
any good they-are-not-our-friends conspiracy game,
resistance.
there would be a mad scramble by any interested par-
Air Support: For those who take to the air and favor
ties to recover the wreckage… and the technology and
the smell of napalm in the morning, air support mis-
bodies therein. Agents can be assigned to the recovery
sions can be quick trips to excitement and glory.
and cover-up, having to spin believable lies about an
Helicopters and fighter-bombers streak over the jungle
unbelievable event, or can be on the other side of the
canopy to assist friendly forces and wipe the bad guys
fence, striving to let The Truth be known about our vis-
from the face of the Earth. If a nearby clearing allows
itors from other worlds.
the helicopters to drop down to ground level, airborne
MKULTRA: In the years previous to and during the
infantry leap from the choppers to make the fight a
Vietnam War, the American Central Intelligence Agency
more personal matter.
conducted research into mind control and similar para-
Bring ’em Back Alive: Sometimes, a particular enemy
normal abilities. These experiments may have succeed-
agent is more valuable as a prisoner than as a casualty.
ed, resulting in a strike team of telepaths, clairvoyants,
Agents have their work cut out for them in missions like
and other “shadow forces.” Send your psionic agents
this. Finding the enemy operative is the first step — if
out to face their counterparts on the other side, with
agents are very lucky, the Agency they work for may
blasts of mental energy accompanying the roar of
have a reasonable idea of where the target is located.
machine guns.
Then it’s time to go get him — without killing him. If the
Against Darker Forces: There are parts of Southeast
target is on the agents’ home turf, it may be a simple
Asia that remained unexplored and unknown even to
matter of kicking in the proper door and hauling the
indigenous populations. The parts of maps that would
target out to the truck. Should the target be in a more
have been labeled “Terra Incognita” in another era hide
inaccessible region, say, on the other side of a battalion
lost temples and artifacts, along with degenerate tribes
of hostile troops, things are going to be much more dif-
worshipping unknowable deities. The Agency’s
ficult.
“Basement” has an interest in investigating rumors of
Tonight There’s Gonna be a Jailbreak: Prisoner-of-
these people and places, and assigns a team of agents,
war camps are located throughout the area of opera-
with special EMERALD TRIANGLE clearance, to find out
tions. The agents held in these camps are valuable
what things lurk in the shadows of Indochina.
sources of potential intelligence to their captors, as well

67
battlegrounds
ground is hard-packed earth when dry, and clinging mud
THEOperation
MISSION Great Catch
during the monsoon season.
The Quonset huts provide nine-tenths cover for
agents inside against opponents outside the structure,
This mission is appropriate for a team of 3-5 agents and vice versa. The DC to break down the doors (one at
levels 3, 8, 13, and 18. each end of the hut) is 10, and the unlocked doors and
walls have Hardness 5 and 6 wound points.
Firebase Heaven The wooden watchtower provides full cover for agents
On top of a hill designated 3H-1 on military maps, inside the tower’s platform against agents on the ground.
the remains of a U.S. Marine Corps firebase roasts The DC to break the tower’s supports is 30, and the legs
in the tropical sun. There are pair of rusting Quonset and platform have Hardness 5 and 8 wound points.
huts (#1) surrounded by decaying sandbag walls, Agents in the trenches surrounding the watchtower
once waist-high, and a three-story watchtower (#2) with have half cover against other opponents, and the jungle
four-feet-deep trenches (#3) on three sides. A cleared provides the same cover.
area in the center of the firebase was used for infrequent The wreckage of the Skyraider (#6), near the heli-
helicopter supply and transfer landings (#4), and a crude copter pad provides half cover for agents hiding under
road (#5), little more than a path hacked out of the jun- and against it, and nine-tenths cover for agents in the
gle, leads down the hillside and away to the south. The cockpit.

1 square = 10’

4
3

6 1

68
vietnam
XP Rewards
THE ACTION – Option #1 Upon completion of this action scene, each agent
The agents are Americans, either Agency spies or
gains the following XP rewards.
military soldiers, or a mixture of both, serving in South
Vietnam. Recent Viet Cong and North Vietnamese Army • Killing one or more of the enemy characters*:
activity in their region has led to regular air strikes and 75/200/325/475 XP per agent.
combat missions, and the agents should be able to han- • Killing all enemy characters*: 150/400/650/950 XP
dle themselves in difficult or violent situations. per agent.
• Capturing one or more of the enemy characters*:
Agent Description 225/600/975/1,425 XP per agent.
Read the following aloud to begin. • Capturing all enemy characters*: 300/800/1,300/
1,900 XP per agent.
Early this morning, a Navy Skyraider went down near • Securing the experimental bomb: 300/800/1,300/
one of our old firebases. The pilot managed a crash- 1,900 XP per agent.
landing and has taken cover in a building at the crash
site. The Skyraider was carrying an experimental bomb * Each agent earns only the highest of these rewards.
design, and we need to recover it before the Viet Cong
guerrillas in the area secure the crash site. The pilot has
Statistics
to be recovered, too, as he has technical information The following NPCs are encountered during this scene.
on the bomb, and the North Vietnamese use captured
pilots for propaganda purposes.
Lieutenant Dale Hammond
Until a few hours ago, Hammond was roaring over
We’ll deliver you to the site via helicopter, and an Vietnam at treetop level, picking off Viet Cong insur-
engineer team in APCs will arrive in a couple of hours gents and escorting search-and-rescue flights. That was
to haul out the bomb. Just secure the device, and you’ll before the 57-millimeter anti-aircraft gun knocked his
be fine. Skyraider from the air and platoons of Viet Cong start-
ed closing in on him.
Gearing Up Dale is tall and lanky, with dark blue eyes and pale
yellow hair. He’s out of his element on the ground, and
Allow the agents to gear up per the standard Spycraft
is saving the last bullet in his sidearm for himself,
rules with a Threat Code of Black. Agents may select any
should it come to that.
items or gadgets desired, within the restrictions presented
in The 1960s Decade Book, pages 120-137. Dale Hammond (first-tier – target average agent
level 3), 2nd-level wingman (NPC class): Department
Events D-2: Military Operations. CR 2. SZ M; v/wp 9/13; Init +4
Any agent who investigates the bomb will discover, (+2 Dex, +2 class); Spd 30 ft.; Def 13 (+2 Dex, +1 class);
by virtue of reading its stencils, that it is not an exper- Atk fist/punch +3 (dmg 1d3 subdual), Colt M1911A1 +3
imental design — it is instead a 200-kiloton nuclear (dmg 1d12 normal, error 0, threat 19–20, range 25 ft.,
bomb. The bomb is not damaged, and there is no dan- qualities: TD, DP – 7 shots of military ball ammunition),
ger of radiation poisoning from being near it. It was not .45 caliber; Face 1 square; Reach 1 square; SA reduce
armed when the plane crashed, and unless tampered opponent’s concealment Defense bonus by half when
with (Demolitions DC 35) cannot be made to explode. attacking with ranged weapon, SQ suffers only –4
The pilot, Lieutenant Dale Hammond, is hiding in the penalty when attacking as driver of moving vehicle;
northern Quonset hut. He has watched the agents arrive, SV Fort +2, Ref +5, Wil +1; Str 11, Dex 15, Con 13,
and will call out to them when the helicopters have lift- Wis 13, Int 13, Cha 13;
ed off. Skills: Jump 1, Knowledge (Aircraft) 1, Mechanics 1,
A few minutes after the agents are dropped off at the Pilot 2, Profession: Military 2, Sport (Skydiving) 1, Spot 2,
site, Viet Cong guerrillas hiding in the surrounding jun- Survival 1, Tumble 1.
gle will attack. These guerrillas will take prisoners, but Feats: Armor Group Proficiency (Light, Medium), Limited
are more interested in simply killing the agents and tak- Custom Ride (+4), Ride Shotgun, Weapon Group Proficiency
ing the bomb, intending to use its explosives to make (Handgun, Tactical), Well-Equipped, Zen Focus.
smaller bombs. They do not know it is a nuclear Gear: M1911A1, 21 extra shots of .45-caliber military
weapon. ball ammunition, flight suit, pilot bundle.

69
battlegrounds
Dale Hammond (second-tier – target average agent Dale Hammond (third-tier – target average agent
level 8), 4th-level wingman (NPC class): Department level 13), 7th-level wingman (NPC class): Department
D-2: Military Operations. CR 3. SZ M; v/wp 16/13; Init +5 D-2: Military Operations. CR 3. SZ M; v/wp 27/13; Init
(+2 Dex, +3 class); Spd 30 ft.; Def 14 (+2 Dex, +2 class); +8 (+2 Dex, +6 class); Spd 30 ft.; Def 15 (+2 Dex, +3
Atk fist/punch +4 (dmg 1d3 subdual), Colt M1911A1 +4 class); Atk fist/punch +7 (dmg 1d3 subdual), Colt
(dmg 1d12 normal, error 0, threat 19–20, range 25 ft., M1911A1 +7 (dmg 1d12 normal, error 0, threat 19–20,
qualities: TD, DP – 7 shots of military ball ammunition), range 25 ft., qualities: TD, DP – 7 shots of military ball
.45 caliber; Face 1 square; Reach 1 square; SA reduce ammunition), .45 caliber; Face 1 square; Reach 1
opponent’s concealment Defense bonus by half when square; SA reduce opponent’s concealment Defense
attacking with ranged weapon, SQ suffers only –4 bonus by half when attacking with ranged weapon,
penalty when attacking as driver of moving vehicle; SQ suffers only -4 penalty when attacking as driver
SV Fort +4, Ref +6, Wil +2; Str 11, Dex 15, Con 13, of moving vehicle; SV Fort +5, Ref +7, Wil +3; Str 11,
Wis 13, Int 13, Cha 13; Dex 15, Con 13, Wis 13, Int 13, Cha 13;
Skills: Jump 2, Knowledge (Aircraft) 2, Mechanics 2, Skills: Jump 4, Knowledge (Aircraft) 4, Mechanics 4,
Pilot 4, Profession: Military 4, Sport (Skydiving) 2, Pilot 7, Profession: Military 7, Sport (Skydiving) 4,
Spot 4, Survival 2, Tumble 2. Spot 7, Survival 4, Tumble 4.
Feats: Armor Group Proficiency (Light, Medium), Baby Feats: Armor Group Proficiency (Light, Medium),
It, Limited Custom Ride (+4), Ride Shotgun, Weapon Baby It, Drive By, Limited Custom Ride (+4), Ride
Group Proficiency (Handgun, Tactical), Well-Equipped, Shotgun, Weapon Group Proficiency (Handgun,
Zen Focus. Tactical), Well-Equipped, Zen Focus.
Gear: M1911A1, 21 extra shots of .45-caliber military Gear: M1911A1, 21 extra shots of .45-caliber military
ball ammunition, flight suit, pilot bundle. ball ammunition, flight suit, pilot bundle.

70
vietnam
Dale Hammond (fourth-tier – target average agent Trang Chi (second-tier – target average agent level 8),
level 18), 9th-level wingman (NPC class): Department 8th-level soldier: Department: Infantry. CR 8. SZ M;
D-2: Military Operations. CR 3. SZ M; v/wp 34/13; Init +9 v/wp 74/15; Init +8 (+2 Dex, +6 class); Atk fist/punch +10
(+2 Dex, +7 class); Spd 30 ft.; Def 16 (+2 Dex, +4 class); (dmg 1d3 subdual), machete +10 (dmg 1d8 normal, error
Atk fist/punch +9 (dmg 1d3 subdual), Colt M1911A1 +9 1–2, threat 20), AK-47 +10 (dmg 3d6 normal, error 1,
(dmg 1d12 normal, error 0, threat 19–20, range 25 ft., threat 19–20, range 225 ft., qualities: DP, RG – 30 shots
qualities: TD, DP – 7 shots of military ball ammunition), of military ball ammunition), 7.62 millimeter; Face 1
.45 caliber; Face 1 square; Reach 1 square; SA reduce square; Reach 1 square; SA +1 on attack and + 3 on
opponent’s concealment Defense bonus by half when damage rolls on targets within one range increment, +1
attacking with ranged weapon, SQ suffers only -4 on attack rolls to opponents for each ally who has fired
penalty when attacking as driver of moving vehicle; on same opponent, SQ Damage Reduction 1/-, gives
SV Fort +7, Ref +8, Wil +4; Str 11, Dex 15, Con 13, allies +6 bonus to defense when providing them with
Wis 13, Int 13, Cha 13; cover fire, inflicts –6 penalty on enemies when using
Skills: Jump 5, Knowledge (Aircraft) 5, Mechanics 5, suppressive fire, armor use +2, weapon specialization
Pilot 9, Profession: Military 9, Sport (Skydiving) 5, AK-47; SV Fort +10, Ref +6, Wil +2; Str 15, Dex 14,
Spot 9, Survival 5, Tumble 5. Con 15, Int 11, Wis 10, Cha 12;
Feats: Armor Group Proficiency (Light, Medium), Baby It, Skills: Balance 4, Climb 2, Craft (Gunsmith) 2,
Drive By, Daredevil, Defensive Driving, Limited Custom Ride Demolitions 2, First Aid 2, Hide 2, Move Silently 2,
(+4), Ride Shotgun, Weapon Group Proficiency (Handgun, Profession (Military) 2, Spot 4, Survival 8.
Tactical), Well-Equipped, Zen Focus. Feats: accurate, Armor Proficiency (All), Blind-Fight,
Gear: M1911A1, 21 extra shots of .45-caliber military Coordinate Fire, Jungle Training, Lay Down Fire, Point-
ball ammunition, flight suit, pilot bundle. Blank Shot, Power Attack, Track, Weapon Proficiency
(Hurled, Melee, Handgun, Rifle, Tactical).
Trang Chi
Trang is a rising star in the local Viet Cong cells. He is Trang Chi (third-tier – target average agent level 13),
a solidly-built Vietnamese man with close-cropped black 8th-level soldier/5th-level ranger: Department: Infantry.
hair. It was his guerrillas that brought down the Skyraider, CR 13. SZ M; v/wp 117/15; Init +11 (+2 Dex, +9 class);
and he wants to be responsible for the capture of the Atk fist/punch +16 (dmg 1d3 subdual), machete +16
pilot and the recovery of any explosives salvageable from (dmg 1d8 normal, error 1-2, threat 20), AK-47 +16
the plane. (dmg 3d6 normal, error 1, threat 19–20, range 225 ft.,
qualities: DP, RG – 30 shots of military ball ammunition),
Trang Chi (first-tier – target average agent level 3),
7.62 millimeter; Face 1 square; Reach 1 square; SA +1
3rd-level soldier: Department: Infantry. CR 3. SZ M;
on attack and + 3 on damage rolls on targets within
v/wp 30/14; Init +5 (+2 Dex, +3 class); Atk fist/punch +5
one range increment, +1 on attack rolls to opponents for
(dmg 1d3 subdual), machete +5 (dmg 1d8 normal, error
each ally who has fired on same opponent, sneak attack
1–2, threat 20), AK-47 +5 (dmg 3d6 normal, error 1, threat
+1d6, SQ Damage Reduction 1/-, gives allies +6 bonus
19–20, range 150 ft., qualities: DP, RG – 30 shots of military
to defense when providing them with cover fire, inflicts –6
ball ammunition), 7.62 millimeter; Face 1 square; Reach
penalty on enemies when using suppressive fire, armor
1 square; SA +1 on attack and damage rolls on targets
use +2, weapon specialization AK-47; SV Fort +16, Ref +8,
within one range increment, SQ Damage Reduction 1/–,
Wil +6; Str 16, Dex 14, Con 15, Int 11, Wis 10, Cha 12;
gives allies +6 bonus to defense when providing them
Skills: Balance 4, Climb 2, Craft (Gunsmith) 6,
with cover fire, inflicts –6 penalty on enemies when
Demolitions 2, Driver 4, First Aid 2, Hide 4, Jump 2, Move
using suppressive fire; SV Fort +6, Ref +4, Wil +1;
Silently 2, Profession (Military) 6, Spot 4, Survival 12.
Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 12;
Feats: accurate, All-Terrain Expert, Armor Proficiency
Skills: Climb 2, Craft (Gunsmith) 2, First Aid 2, Profession
(All), Blind-Fight, Coordinate Fire, Fortunate, Hard Core,
(Military) 2, Spot 2, Survival 2.
Jungle/Mountain/Forest/Urban Training, Lay Down Fire,
Feats: accurate, Armor Proficiency (All), Blind-Fight,
Point-Blank Shot, Power Attack, Track, trailblazer, Trail
Jungle Training, Point-Blank Shot, Lay Down Fire, Track,
Boss Weapon Proficiency (Hurled, Melee, Handgun,
Weapon Proficiency (Hurled, Melee, Handgun, Rifle,
Rifle, Tactical).
Tactical).

71
battlegrounds
Trang Chi (fourth-tier – target average agent level 18), Viet Cong Guerrilla (second-tier – target average agent
8th-level soldier/10th-level ranger: Department: Infantry. level 8): 4th-level conscripts (minions, squads of 5 – 8 MP):
CR 18. SZ M; v/wp 171/15; Init +14 (+2 Dex, +12 class); Department: D-2: Military Operations. CR 3. SZ M; v/wp
Atk fist/punch +21 (dmg 1d3 subdual), machete +21 16/11; Init +3 (+1 Dex, +2 class); Spd 30 ft.; Def 14
(dmg 1d8 normal, error 1–2, threat 20), AK-47 +20 (+1 Dex, +3 class); Atk: fist/punch +3 (dmg 1d3 subdual),
(dmg 3d6 normal, error 1, threat 19–20, range 225 ft., AK-47 +4 (dmg 3d6 normal, error 1 threat 19–20 range
qualities: DP, RG – 30 shots of military ball ammunition), 150 ft., qualities DP, RG – 30 shots of military ball
7.62 millimeter; Face 1 square; Reach 1 square; SA +1 on ammunition), 7.62 millimeter; Face 1 square; Reach 1
attack and + 3 on damage rolls on targets within one range square; SA none; SQ none; SV Fort +4, Ref +3, Wil +1;
increment, +1 on attack rolls to opponents for each ally who Str 11, Dex 13, Con 11, Wis 11, Int 11, Cha 11;
has fired on same opponent, sneak attack +2d6, SQ Damage Skills: Diplomacy 2, First Aid 2, Handle Animal 2, Hide 4,
Reduction 1/–, gives allies +6 bonus to defense when Knowledge (Local Area) 4, Listen 2, Move Silently 2, Spot 2,
providing them with cover fire, inflicts –6 penalty on Survival 4.
enemies when using suppressive fire, armor use +2, Feats: Armor Proficiency (Light), Native (Jungle Training),
weapon specialization AK-47; SV Fort +20, Ref +11, Point Blank Shot, Track, Weapon Proficiency (Exotic, Archaic,
Wil +10; Str 16, Dex 14, Con 15, Int 11, Wis 10, Cha 13; Handgun, Hurled, Melee, Rifle).
Skills: Balance 8, Climb 4, Craft (Gunsmith) 8,
Viet Cong Guerrilla (third-tier – target average
Demolitions 2, Driver 4, First Aid 4, Handle Animal 2,
agent level 13): 7th-level conscripts (minions, squads
Hide 6, Jump 4, Move Silently 2, Profession (Military) 6,
of 5 – 14 MP): Department: D-2: Military Operations.
Spot 8, Survival 12, Swim 2.
CR 6. SZ M; v/wp 27/11; Init +5 (+1 Dex, +4 class); Spd
Feats: accurate, All-Terrain Expert, Armor Proficiency
30 ft.; Def 17 (+1 Dex, +6 class); Atk: fist/punch +5
(All), Blind-Fight, Career Operative, Coordinate Fire,
(dmg 1d3 subdual), AK-47 +6 (dmg 3d6 normal, error 1
Fortunate, Great Fortitude, Hard Core, Jungle/Mountain/
threat 19–20 range 150 ft., qualities DP, RG – 30 shots
Forest/Urban Training, Lay Down Fire, No Quarter, Overrun,
of military ball ammunition), 7.62 millimeter; Face 1
Point-Blank Shot, Power Attack, Silent Rush, Track,
square; Reach 1 square; SA none; SQ none; SV Fort +6,
trailblazer, Trail Boss, Weapon Proficiency (Hurled,
Ref +5, Wil +3; Str 11, Dex 13, Con 11, Wis 11, Int 11,
Melee, Handgun, Rifle, Tactical).
Cha 11; Skills: Diplomacy 4, First Aid 4, Handle Animal
Viet Cong Guerrillas 4, Hide 7, Knowledge (Local Area) 7, Listen 4, Move
Silently 4, Spot 4, Survival 7. Feats: Armor Proficiency
These men are committed soldiers, dedicated to the
(Light), Native (Jungle Training), Point Blank Shot,
communist cause of reuniting Vietnam under a red ban-
Precise Shot, Track, Weapon Proficiency (Exotic,
ner. One member of each squad is equipped with a
Archaic, Handgun, Hurled, Melee, Rifle).
Kalashnikov PK light machine gun or RFAS RPG-7
(Modern Arms Guide, pages 124 and 127 respectively), Viet Cong Guerrilla (fourth-tier – target average
and is considered to have the Weapon Group agent level 18): 9th-level conscripts (minions, squads
Proficiency (Tactical) feat. of 5 – 18 MP): Department: D-2: Military Operations.
CR 8. SZ M; v/wp 34/11; Init +6 (+1 Dex, +5 class); Spd
Viet Cong Guerrilla (first-tier – target average agent
30 ft.; Def 18 (+1 Dex, +7 class); Atk: fist/punch +6
level 3): 2nd-level conscripts (minions, squads of 5 – 4 MP):
(dmg 1d3 subdual), AK-47 +7 (dmg 3d6 normal, error 1
Department: D-2: Military Operations. CR 1. SZ M; v/wp
threat 19–20 range 150 ft., qualities DP, RG – 30 shots
9/11; Init +2 (+1 Dex, +1 class); Spd 30 ft.; Def 13
of military ball ammunition), 7.62 millimeter; Face 1
(+1 Dex, +2 class); Atk: fist/punch +1 (dmg 1d3 subdual),
square; Reach 1 square; SA none; SQ none; SV Fort +6,
AK-47 +2 (dmg 3d6 normal, error 1 threat 19–20 range
Ref +5, Wil +4; Str 11, Dex 13, Con 11, Wis 11, Int 11,
150 ft., qualities DP, RG – 30 shots of military ball
Cha 11; Skills: Diplomacy 5, First Aid 5, Handle Animal
ammunition), 7.62 millimeter; Face 1 square; Reach 1
5, Hide 9, Knowledge (Local Area) 9, Listen 5, Move
square; SA none; SQ none; SV Fort +4, Ref +3, Wil +0;
Silently 5, Spot 5, Survival 9. Feats: Armor Proficiency
Str 11, Dex 13, Con 11, Wis 11, Int 11, Cha 11;
(Light), Native (Jungle Training), Point Blank Shot,
Skills: Diplomacy 1, First Aid 1, Handle Animal 1, Hide 2,
Precise Shot, Quick Reload, Track, Weapon Proficiency
Knowledge (Local Area) 2, Listen 1, Move Silently 1, Spot 1,
(Exotic, Archaic, Handgun, Hurled, Melee, Rifle).
Survival 2.
Feats: Armor Proficiency (Light), Native (Jungle Training),
Track, Weapon Proficiency (Exotic, Archaic, Handgun,
Hurled, Melee, Rifle).

72
“I do not believe that civilization will be wiped out in
a war fought with the atomic bomb. Perhaps two thirds
of the people of the earth might be killed, but enough men
capable of thinking, and enough books, would be left
to start again, and civilization could be restored.”
— Albert Einstein

The Last War


– and after 5
battlegrounds
In Europe, the impetus of the European Union to
form a unified continental economy (and military) ran
INTRODUCTION
The preceding four chapters have examined real-
afoul of residual nationalist movements — violently, in
some cases. Turkey’s resistance to changing its theolog-
ically based legal system to one more acceptable to its
world conflicts, from their beginnings to their conclu-
neighbors was the final straw necessary for widespread
sions. This chapter takes a slightly different approach,
discontent to become overt opposition. Polish citizens,
presenting a grim vision of a possible future conflict
seeing their already-shaky economy receiving its death-
ending in apocalypse. The following material is a loose
blow from EU trade agreements, entered a state of near-
framework that GCs may use intact or strip-mine for
revolt against their government. Conversely, in Western
ideas as they see fit.
European nations, labor movements rose up against EU
Each of the real-world conflict chapters included a
expansion into Eastern European markets and their
sidebar about ending the world. With the exception of
abysmally low labor prices.
the super flu described below, any of these options can
With the exception of North Korea’s continued
be adapted into the events of this chapter with a little
nuclear program, Asia remained relatively quiet during
creativity. If desired, however, the conflict presented
the immediate prewar years. The shaky Japanese econ-
below stands on its own.
omy stabilized, with its effects being felt throughout the
region. Domestic strife continued in Hong Kong, with
Taiwan using these problems to reinforce its own desire
TTHE
HE E ND OF
WORLD for continued sovereignty.
Civil wars continued throughout Central Africa
before the Final War, and UN peacekeeping missions
The world as we knew it took a little over a year and proved largely ineffective in the face of widespread eth-
a half to die. The following timeline provides a month- nic violence. The United States, already heavily com-
by-month summary of the events leading up to the cur- mitted in other areas, was loath to intervene, and few
rent post-apocalyptic situation, giving agents a compre- European nations save for France had any motivation to
hensive overview of the way their world ended — or assist.
allowing the GC to begin his game at any point during The specter of radical Islamic fundamentalism
the global collapse of civilization. loomed large in the Middle East. The continuing occu-
pation of Iraq and Afghanistan maintained high levels
Setting the Stage of tension between the Arab world and the U.S. and
The Last War, as it is commonly known among its Europe. The ebb and flow of Israeli territorial
survivors, had no clear starting point. The consensus disputes remained just below its
among the surviving members of the intelligence com- boiling point, with Syrian and
munity is that the beginning of the Jordanian troop movements
end was the American response to mirrored by Israeli
the attacks of September 11th. The buildups.
United States didn’t stand alone, but its
Middle East policies incited no small degree
of global outrage, inspired a new generation of
fanatics, and, perhaps most importantly, over-
committed the most powerful military in the
world. As the occupation of Iraq continued with
no end in sight after America’s 2004 presi-
dential elections, the strain on a mili-
tary reduced so heavily during
the 1990s became telling,
with morale and unit
readiness at lows not seen
since the post-Vietnam
years.

74
the last war
The Timeline of Apocalypse Indian and Pakistani forces skirmish inconclusively
along the Kashmir border. The United Nations threatens
Special Note: In the interest of flexibility, no specif-
sanctions against both nations but neither disputant
ic dates are provided in the following narrative, though
takes the threats seriously. Several nations, including
the preceding political situation assumes a “near future”
Canada, Norway, and Sweden, withdraw their forces
timeframe. GCs may choose to set these events at any
from UN peacekeeping missions to return home and
point from 2003 to the end of the decade. We suggest
maintain order.
that the timeline begin between September and
In Iraq, insurgent leaders initiate a rumor that U.S.
December to correspond with the usual annual emer-
and British forces possess a cure for the super flu but are
gence of flu strains.
withholding it to kill off the Iraqi population. Mass upris-
18 Months Ago (Year 1, September): The first cases
ings in every major city in Iraq result in heavy American
of what will become known as the super flu are report-
losses — and heavier Iraqi civilian casualties. The U.K.,
ed in India and Thailand. The virus is an exceptionally
citing potential domestic instability in the wake of the
contagious influenza mutation combining a relatively
super flu, reluctantly withdraws its forces from Iraq.
long incubation period with rapid development after
Israel mobilizes the IDF’s reserves and seals its border.
onset of symptoms and a high mortality rate.
In an announcement sent to every major news affiliate,
17 Months Ago (Year 1, October): The second wave
the Israeli government publicly announces its possession
of super flu outbreaks strikes Australia, China, Japan,
of nuclear weapons — which it has denied since the 1960s
Taiwan, and Vietnam. Isolated cases are reported in vir-
— and states that it will strike both troop concentrations
tually every city with an airport. Research into a super
and population centers if any nation threatens to invade.
flu vaccine begins under World Health Organization
12 Months Ago (Year 2, March): Unable to peace-
direction, and most industrialized nations initiate their
fully seal their border against the tide of Eastern
own programs as well.
European citizens, Polish forces fire on a Russian
16 Months Ago (Year 1, November): The third wave
refugee column outside Bialystok. Russia orders a full
of the super flu, now at global epidemic status, strikes
troop mobilization and demands that Poland make
Eastern Europe, Brazil, France, Nigeria, Mexico,
immediate reparations. The Polish government, confi-
Morocco, and South Africa. Virtually every nation in
dent that Russia is bluffing, responds with an insulting-
Asia struggles to cope with widespread infections.
ly phrased series of demands that Russia keep its own
15 Months Ago (Year 1, December): The super flu
citizens under control.
has reached every corner of the world, save for the most
In Iran, government-imposed restrictions on the
isolated small communities. India is the first nation to
availability of health care spawn widespread resent-
levy accusations — against Pakistan, in this case — that
ment, which boils over into a student revolt that quick-
the super flu is a biological weapon. Pakistan responds
ly expands to the general population. American forces
with charges that India manufactured the super flu itself
in the Middle East support the uprising with air strikes
and the initial outbreak in Mumbai was the result of a
against Pasdaran bases and troop concentrations.
laboratory accident. Pakistani and Indian military forces
Pakistan becomes the first nation since 1945 to use a
begin massing on the Kashmir border.
nuclear weapon against another power, launching a set
14 Months Ago (Year 2, January): Japan is the first
of tactical strikes against Indian troop concentrations in
nation to seal its borders against all traffic and declare
Kashmir. India responds in kind, using its air superiority
martial law in an attempt to enforce quarantines and
to attack Pakistani command and control centers. Initial
manage the sheer scope of the epidemic. It will not be
civilian casualties are assessed at five million.
the last. Mass refugee migrations begin throughout
11 Months Ago (Year 2, April): Russian forces, out-
Africa and Asia as millions of desperate citizens flee
raged at what the Russian media portrays as Polish mas-
heavily infected population centers in search of rumored
sacres of Russian citizens, stream through Belarus and
— but ultimately ephemeral — cures or safe areas.
the Ukraine and shatter Polish defenses all along the
13 Months Ago (Year 2, February): The overbur-
border. Former Soviet client states, unable to oppose
dened Russian health care system, barely able to meet
Russia even if they so desired, add their own contribu-
the demands of its citizens under normal circumstances,
tions to the invasion. The Polish military suffers intense
collapses. Russian refugee movements are joined by
initial losses as it struggles to buy time for its own cit-
Belarus, Lithuanians, and Ukrainians as Eastern
izens to evacuate westward.
European governments are unable to maintain order.
The last Canadian peacekeeping forces return home.
Finland creates a 50-kilometer-deep “dead zone” on
Canada withdraws from NATO, citing limited military
its border with Russia, staging a massive evacuation of
funding and the need to maintain order within its own
its own citizens and stripping the area of all food and
borders. Relations between the United States and
fuel reserves. The majority of Russian refugees who
Canada quickly sour.
attempt to enter Finland die while crossing this area.

75
battlegrounds
China considers intervention in the India-Pakistan im Iranian government to assist it in consolidating its
conflict, but negotiations with Pakistan fall through and authority in exchange for basing rights and logistical
China sees insufficient opportunity in invading India support.
across the Himalayas. North Korea, seeing its initial gains rapidly eroding,
Wars both civil and international wrack virtually threatens to launch nuclear weapons against Japan if
every Central African nation as new problems inflame American does not withdraw from South Korea’s
old resentments. defense. American forces launch air strikes against
10 Months Ago (Year 2, May): The Russian offensive North Korean launch facilities. One North Korean mis-
drives to the Vistula River in central Poland before sile is launched and strikes Yokohama, destroying a
NATO reinforcements — primarily American and large part of the city and the American carrier strike
German forces — battle the Russian forces to a standstill. group in harbor there.
Unable to force a crossing in the face of NATO artillery 8 Months Ago (Year 2, July): Shaken by the sudden
and air strikes, Russian forces settle in for a protracted loss of over 5,000 seamen and Marines, the American
battle as reserve units from the eastern part of the public demands reprisals against North Korea. America
nation begin moving west. is on the verge of launching nuclear strikes, despite the
The Four-Day Revolution hits Colombia. The FARC recent and graphic example of India and Pakistan, when
revolutionary movement and its cocaine cartel allies China, unnerved by the possibility of a second nuclear
stage a series of bombings at private medical clinics war on its borders, steps into the conflict. A brief and
used by government officials. The Colombian govern- tenuous Sino-American alliance flattens North Korea
ment is decapitated in four days of intense violence. within two weeks, using only conventional forces.
North Korea sees American distraction in Europe and On the brink of starvation, Libya invades Algeria for
the Middle East as its best opportunity to mount its the purpose of acquiring arable land. Diplomatic
long-awaited invasion of its southern neighbor. Using a protests abound, but no nation with serious interest in
tunnel originally dug for intelligence operations, it the area has the resources necessary to devote to inter-
emplaces a nuclear weapon under Seoul and detonates vention.
it. The blast disrupts South Korean and American com- The last remaining outbreaks of super flu are
mand and control across the peninsula. North Korean resolved — through medicine in some cases, through the
ground forces reach the shattered outskirts of Seoul, death of the last victims in others. The worldwide death
where a fierce ruin-to-ruin battle erupts. toll is estimated at 800 million — approximately 12% of
With the outbreak of NATO-Russia hostilities, the the population of the planet. The wars initiated by the
International Space Station program falls apart. The two virus continue with no end in sight.
crewmen on the station put aside their national differ- 7 Months Ago (Year 2, August): China, flush from its
ences, place the ISS into the most stable orbit they can North Korean success, demands an immediate American
achieve, and abandon it. Their Soyuz capsule, designed withdrawal from the Korean Peninsula. America, reluc-
for a landing on solid ground, comes down in the North tant to confront a second nuclear-armed opponent that
Atlantic and its passengers are rescued at the last can strike the continental United States, agrees to
minute by an Icelandic fishing vessel. China’s terms, a move that is universally unpopular. The
9 Months Ago (Year 2, June): The India-Pakistan war forces originally intended to reinforce Korea instead
grinds to a halt with the effective collapse of both retrieve the remaining troops stationed there, then head
nations’ governments and military command structures. for the Middle East.
With desertion rates greater than 50%, the surviving mil- The last American forces leave Iraq and Saudi Arabia
itary forces in the region quietly melt away and return and move into their new bases in Iran.
to their prewar borders in a tacit ceasefire agreement. The European war settles into a stalemate, with
Peru’s Sendero Luminoso Marxists, once hunted NATO holding the line in Austria, the Czech Republic,
nearly to oblivion by government forces, use the dis- and Poland against Russia and several re-absorbed for-
ruption caused by regional unrest to regroup and recruit mer Soviet republics.
fresh blood. The organization follows FARC’s lead, All contact with New Zealand is lost.
enjoying similar successes. 6 Months Ago (Year 2, September): As the northern
Seeing United States involvement in Iran as a threat hemisphere enters autumn, the super flu re-emerges.
to its own sovereignty, the House of Saud orders all Health agencies, still struggling to rebuild their
American forces out of Saudi Arabia. With most of its resources from the first epidemic, are slow to recognize
sealift capability already committed to moving supplies this resurgence as a new mutation of the virus. Strain II,
to Europe and Korea, the American military’s options as it is labeled, is highly resistant to the vaccines devel-
are limited to overland movement. CENTCOM comman- oped for the initial Strain I. Unlike Strain I, which took
ders and civilian diplomats broker a deal with the inter- four months to spread worldwide, Strain II appears in

76
the last war
major population centers on every continent within two The Super Flu
weeks, baffling epidemiologists with its apparent spon-
The world’s slow slide into chaos became inex-
taneous eruption.
orable with the emergence of the so-called “super
The United Nations, once seen as the best hope for
flu” that epidemiologists had predicted for years. The
both world peace and the eradication of the super flu,
warning of the 1917-18 influenza epidemic was a dry
slides into irrelevance. Delegates continue to give hope-
historical case, not something for actual considera-
ful speeches and pass empty resolutions, but no UN
tion or precautions, and modern global travel
effort has a noticeable effect on the world situation once
ensured the rapid spread of the virus. The first out-
Strain II emerges.
break was recorded in Mumbai, India, but virtually
Media outlets around the world are hit with a wave
every city with an airport had reported at least a
of hacking, conflicting reports, and outright disinforma-
handful of cases within two months. The super flu’s
tion from countless sources, resulting in virtually no
average mortality rate was higher than 25% even in
civilian in the world maintaining a complete or accurate
industrialized nations with developed public health
picture of global events. No source is ever positively
systems, and the death toll in countries with no
identified, but virtually every intelligence agency sus-
healthcare system to speak of rose as high as 90%.
pects one of its rivals.
From a microbiological perspective, the disease was
5 Months Ago (Year 2, October): Nuclear war final-
perfect: highly communicable, but not fast-acting
ly comes to Europe, then to the rest of the world. A
enough to kill its victims before it had spread to the
French infantry division near Krakow uses tactical
entire world.
nuclear artillery shells to prevent Russian armor from
The first outbreak — later designated Strain I —
overrunning it. In retaliation, Russia destroys Lyon, the
took the better part of a year to burn itself out. The
division’s home city, with an ICBM strike launched from
world’s health care infrastructure was completely
a submarine in the North Sea.
unprepared for the emergence of an equally virulent
The Thirty-Minute War plays out under the world’s
mutation at the beginning of the next flu season.
oceans. NATO hunter-killer subs, which have been shad-
Strain II was equally dangerous, but claimed many
owing Russian boomers since the outbreak of war in
more victims due to the losses of medical personnel
Poland, receive clearance to attack. Within half an hour,
and facilities over the last year.
every Russian ballistic missile submarine not in port is
The few still-functioning epidemiological
a shattered wreck on the seabed.
research laboratories have uncovered a horrifying
The United States activates its continuity of govern-
truth in recent months: Strain II is not the end of the
ment plan in preparation for a possible nuclear attack
super flu. There is a high probability that another
on the continental U.S. The federal government evacu-
mutation will emerge in the coming months, much as
ates Washington D.C., dispersing to secure locations
the “ordinary” prewar flu did on an annual basis.
across the eastern half of the country.
This anticipated Strain III is likely to be as deadly as
Russia, fearing an imminent nuclear attack on its
its predecessors, but most researchers believe that the
territory, launches preemptively against NATO C3I cen-
vast majority of the susceptible population is already
ters. France, the U.S., and the U.K. retaliate in kind. Over
dead. Within five years, the super flu’s impact will be
72 hours, both sides empty their missile silos and sur-
as minimal as that of its prewar cousin.
viving SSBNs in a paroxysm of mutual annihilation.
In game terms, Strain I is identical to Influenza
Many of the 8,000 warheads launched in the exchange
(see page 116), but with all DCs raised by 10. Each
hit empty silos, but enough detonate over major cities to
subsequent strain’s DC increase is 2 less than the pre-
produce an uncountable number of casualties.
vious strain.
Air Force One is damaged in the first nuclear air-
bursts over the United States and makes an emergency
landing at Davis-Monthan Air Force Base in Arizona. The EMP from multiple high-altitude nuclear deto-
The President and several cabinet members are killed in nations fries computers and communication systems
the crash. The Secretary of Defense authenticates the across the northern hemisphere. The Internet is
nuclear launch codes, transfers command of American destroyed, as are most systems capable of receiving data
nuclear forces to NORAD, then signs off with the cryp- from surviving satellites.
tic message, “we have to destroy Air Force One to pre- 4 Months Ago (Year 2, November): As America
vent capture.” Davis-Monthan AFB goes off the air at begins putting itself back together, the federal govern-
the same time. Later high-altitude surveillance photos ment is nowhere to be found. Fewer than 20% of the
reveal that Air Force One was destroyed by an internal members of Congress are accounted for, the entire
explosion — presumably its center fuel tank — and most Supreme Court is missing, and the Presidential chain of
of the base’s buildings burned to their foundations. succession is disrupted down to the Secretary of

77
battlegrounds
Commerce. No provision exists for appointing a new
President under such circumstances. Complicating the
NO MAN’S LAND
issue further, no readily evident reason exists for many
of the missing personnel to be missing. They simply dis-
The world as a whole survives, as does humanity —
appeared during or immediately after the activation of
but the margin of survival is narrow. Strain I killed 800
the continuity of government plans.
million people — an unthinkable catastrophe prior to the
Without a government to which to report, American
Strain II outbreak. Without intact health care systems to
forces in Europe attempt to withdraw from combat and
provide aid, Strain II killed an estimated two and a half
begin to seek a means of returning home. Russia,
billion people before it ran its course. The global break-
shocked into immobility by its own losses in the nuclear
down of transportation networks caused another quar-
exchange, agrees to an indefinite ceasefire, though east-
ter-billion casualties through starvation. The strategic
ern Poland remains under its control.
nuclear exchange directly killed an equal number and
Strain II wipes out the entire upper echelon of
its lasting effects will contribute to yet more deaths over
China’s government. The marshals in charge of three
the next decade. With the direct and indirect casualties
Military Area Commands independently declare martial
of conventional wars added to the equation, best esti-
law, and then declare war upon their competitors. The
mates place the planet’s postwar population at no more
four remaining Military Area Commands quickly follow
than one and a half billion — less than a quarter of what
suit, and the Middle Kingdom splinters into seven war-
it was two years ago.
ring provinces dominated by military warlords.
Saudi Arabia declares itself the center of a new Life After the Last War
Islamic regional government. Six days later, a pair of
two-megaton nuclear ground bursts destroys Mecca and The Basic Necessities
Riyadh. No nation or group claims responsibility for the
Globally speaking, few resources are in short supply.
blasts, which various conspiracy theories attribute to
The problem is getting them where they’re needed.
Israel, the United States, Syria, or an Al Qaeda splinter
Agricultural production is still high enough to feed
group.
every mouth on the planet, but few freighters or trains
3 Months Ago (Year 2, December): In the absence of
have the fuel necessary to transport crops and food ani-
the federal government, state governors — or acting
mals across thousands of miles. Tragically, this distrib-
governors, in many cases — take the remaining federal
ution problem has already resolved itself by the end of
assets in America under their control “for the duration
the Last War — the inhabitants of areas without suffi-
of the constitutional crisis.” State police forces and
cient food supplies have either migrated to more agri-
National Guard units, supplemented by civilian volun-
culturally rich regions or are dead of starvation. The
teer militias, set up checkpoints at state borders to inter-
same basic principle applies to water supplies, and any
dict travel and contain the spread of Strain II.
survivor of the Last War is now well aware of the need
The Chinese warlord of Guangzhou scores a major
to always boil or otherwise decontaminate water before
coup with a peaceful takeover of Taiwan, bringing the
using it for drinking, cooking, or bathing.
island’s surviving industry into the fold.
Shelter, another first-order necessity of survival, is
Limited restoration of the Internet occurs on a
readily available. Even in the most devastated areas,
regional basis, using low-bandwidth backup systems
habitable structures still outnumber inhabitants.
salvaged from basement storerooms and college cam-
Travelers can find abandoned “fixer-uppers” in virtual-
puses.
ly any area of the world.
With the ravages of Strain II and both nuclear and
conventional warfare, many of the world’s dead now lie
where they fell. For the short term, the wise traveler
avoids major cities, which have become festering dens
of disease thanks to the combination of unburied bod-
ies and failed sanitation systems. Advanced medicines
are in short supply or nonexistent, and most individu-
als who had health conditions requiring daily medical
maintenance are already dead. Strain II infections are
falling off as the second super flu iteration runs its
course, but it’s far from the only disease capable of
killing its victims.

78
the last war
Infrastructure In the absence of gasoline and its relatives, travelers
Even in the wake of a global war, a significant por- rely on a variety of alternate solutions. Neither solar
tion of the world’s industry and infrastructure is large- power nor hydrogen fuel cells, both touted as the solu-
ly intact, at least physically. Mines echo with the sound tions of the future, had reached a reliable level of devel-
of dripping water, factories slowly rust, and libraries opment before the Last War, but rumors persist of isolat-
gather dust. The two greatest problems with restoring ed research facilities that had produced working proto-
civilization are lack of electrical power (see below) and types of both technologies. Some agricultural communi-
lack of trained personnel. Generally speaking, the super ties have converted gasoline-powered vehicles to run on
flu’s mortality rate was higher among city-dwellers than alcohol, but this solution depends on surplus grain crops.
it was among rural folk, due largely to the greater san- In areas without the necessary agricultural surplus or
itation problems faced by plague-ridden urban areas. fossil fuel reserves, the best remaining alternate is the
This correspondingly led to a greater loss of life among oldest one: muscle power. Draft animals are a highly val-
professional and technical personnel than among farm- ued commodity, and rural communities across the world
ers and blue-collar laborers. In short, the tools to restore are engaging in aggressive breeding programs to meet the
civilization are available — but the people who know renewed need for horses, oxen, and other beasts of bur-
how to use them aren’t. den. Most of the common draft animal species of the
In particularly short supply are medical personnel. world require two to four years to reach a level of matu-
No postwar census data is available, but anecdotal evi- rity and training sufficient for daily work, so these pro-
dence indicates that doctors, nurses, and their support grams will require some time to meet demand.
staff suffered heavier losses during the Last War than In the immediate postwar period, most roads have suf-
any other profession — including soldiers on the front fered no more than two winters without maintenance and
lines in Europe. Constant super flu exposure may have are still in passable condition. However, weather takes its
killed as many as 95% of all doctors on the planet. In toll, and even superhighways will soon become rugged
only slightly lesser demand are skilled engineers and and impassable in places. Landslides and bridge collapses
chemists, both of whom are desperately needed to are ever-present hazards to long-distance travel, particu-
restore basic services and manufacturing facilities to larly in areas that saw extensive ground combat.
full operation. This high demand for technical personnel
has given rise to many technocratic dictatorships, small Power
communities controlled by a handful of former profes- Most of the world’s power plants are physically
sionals who now demand subservience in exchange for intact. The nuclear war may have fried control systems,
electricity, clean water, or medical care. but the generators themselves, able to handle immense
amounts of power, came through with no more than a
Travel few twitches. The problem is in the less robust distribu-
Across the world, vehicles sit abandoned for lack of tion networks, which were unable to handle the massive
fuel. Petroleum production is at less than 10% of its pre-
war levels, with Venezuela supplying the majority of the Gasohol?
world’s crude oil. The U.K.’s North Sea platforms, the re-
Virtually any vehicle that runs on standard gaso-
opened wellheads of the American Gulf Coast states,
line can be converted to burn alcohol fuel instead.
and Vietnam’s recent Spratly Island exploration sites
This is a lengthy but easy process: a complex
are all secondary producers. Most areas farther than a
Mechanics skill check (DC 100, four-hour interval)
hundred miles from a refinery designate their limited
can accomplish it. Reversing the conversion is iden-
fuel reserves for military, government, and emergency
tical in difficulty. This process is only good for gas
use only, and the small amounts that do reach the civil-
burners, however — diesel engines rely on different
ian market are sold at exorbitant prices.
principles of operation and will not convert to alco-
Air travel is a thing of the past outside the immedi-
hol use, and aviation engines require a higher ener-
ate areas of oil production, as aviation fuel and the air-
gy density than can be found in alcohol fuels.
craft that require it are both too precious to risk on any
In the prewar decade, a very few models of civil-
but the most critical missions. Likewise, no national
ian vehicle — including Ford’s Taurus sedan and
space program survives — though in North America, a
Ranger light pickup — were sold as flexible fuel vehi-
handful of former X-Prize competitors now struggle to
cles (FFVs). The engines of these vehicles can burn
complete their craft in the hopes that suborbital survey
gasoline or alcohol fuel with no conversion work,
missions may provide them with critical information
making them exceptionally valued by travelers.
about postwar weather patterns and crop growth.

79
battlegrounds
currents induced by EMP. Long wires, such as power required to make calls is so many tons of fused junk.
lines, tend to attract EMP and amplify its effects, result- Satellite communications and cellular phones are fond
ing in spectacular explosions of power transmission memories — even if the terminals and handsets sur-
equipment across the world. vived, the satellites and relay towers did not. The best
In the absence of fuel oil, the primary sources of available method of long-distance communication is
electrical generation are hydroelectric dams and coal- radio, often using archaic solid-state components, but
fired power plants. Nuclear power, which had previous- even this is subject to frequent weather interference.
ly earned at least minimal acceptance in many coun- The Internet, originally envisioned as a distributed
tries, is now widely regarded as a power source whose data network capable of surviving a nuclear war, failed
risks aren’t worth the benefits. Several nuclear plants to live up to its designers’ first and best intentions. It
also suffered catastrophic meltdowns when EMP ceased to exist as a viable network within minutes of
destroyed their control systems, which makes restarting the first detonations. Most First World nations have ini-
the surviving ones a chancy proposition. tiated reconstruction efforts on a limited scale, using
Even with fuel oil shortages and nuclear plant shut- 1980s-vintage equipment salvaged from university
downs, the world’s electrical generating capability from basements and computer recycling centers, but such
usable sources is now at half its prewar level — more projects are a comparatively low priority in the face of
than sufficient for the remaining population, if only the food shortages and public health threats.
electricity could be sent to the places that need it. As it Individual PCs fared no better. Virtually every
stands, most major population centers are without elec- microprocessor built in the past twenty years is now a
trical energy save for the trickle provided through emer- useless lump of fused silicon and metal, and most mag-
gency generators, and fuel for these is in such short netic storage devices contain little but random data.
supply that electricity is a luxury for all but the most Those computers that survived, whether by accident or
essential uses. through careful preparation, are literally worth their
weight in gold to governments, militaries, and intelli-
Communication and Computing gence agencies struggling with reconstruction and data
Nuclear explosions, particularly the high-altitude management needs.
blasts detonated by Russia to neutralize NATO C3I capa- In a minor ironic twist, the GPS satellite constella-
bilities, wreaked havoc on the world’s electronic tion came through the war largely intact. Anyone with
devices. Antennas and landlines inflicted the same a working GPS terminal can still learn his exact loca-
effects on their connected equipment as power lines did, tion. Likewise, the expected ravages of EMP on vehicu-
and telecommunications equipment suffered some of lar computers failed to materialize, and the majority of
the worst EMP damage. Transoceanic data lines are still the world’s automotive engines would still turn over
in place on the seabeds, but the switching equipment today if fuel were available for them.

PCs and Agents


The State of the World
At the close of the Last War, it should be emphasized
In a post-Last War game, working computers are that no one on Earth has a clear picture of the state of
rarely available, but may be critical to a mission’s the planet as a whole. Rumors of ghost cities or havens
success on the occasions when they do appear. The of civilization are the order of the day. The following
GC is strongly advised to tailor the frequency of these information is presented as a guide and framework for
occasions to the capabilities of the players — if no GCs, not a comprehensive atlas to which every agent
one in the team has invested heavily in computer has access.
equipment and the skills and feats necessary to sup-
port it, then it’ll only be frustrating to run computer- Africa
centered plots. On the other hand, if one of the agents In the Last War, Africa became the personal play-
is a hacker, then it’s only fair to give him occasional ground of the Four Horsemen of the Apocalypse. Strains
opportunities to shine, so long as the player recog- I and II swept through the AIDS-ravaged populations of
nizes that his agent no longer has an Internet on Central Africa like a vast scythe, killing two-thirds of
which to work. the area’s inhabitants. Those whom the virus spared
During the gearing up process prior to beginning were finished off by unrestrained civil war and ethnic
a Last War-era game, agents should be allowed to cleansing. No national government survives between
requisition computers and computer equipment for the Mediterranean coastal states and the southern tip of
their standard price. After the beginning of play, the continent.
however, the BP price of all such items is multiplied Heavier-than-usual rainfalls and Nile flooding left
by five to represent their rarity. Egypt in a better position than predicted to survive the

80
the last war
loss of food imports. Egypt remained strictly neutral continent has found peace through exhaustion, and the
through the Last War, allowing passage through the survivors of the super flu and the Pakistani nuclear
Suez Canal to all nations’ merchant vessels but no war- strikes are content to burn their dead and move on with
ships. It has remained aloof from the religious schis- day-to-day survival. Mumbai, the initial outbreak point
matic warfare that erupted in the Middle East following of Strain I, is already haunted in Indian legend, and no
the destruction of Mecca, and now finds itself in an one willingly goes within sight of the city outskirts.
uneasy alliance with Israel to establish stability in the Japan came through the Last War unscathed (with
region. the exception of the North Korean nuclear strike on
Libya’s government came through the Last War with Yokohama) but its high population density led to one of
minimal disruption, but its reliance on imports for 75% the highest Strain I death rates in the industrialized
of its food led to massive famine. A rapid invasion of world. Ruthless quarantine measures at the outbreak of
Algeria to secure necessary arable land led to wide- Strain II kept the second wave of deaths comparatively
spread protests from African neighbors and other low, but Japan’s population is still less than 45% of its
Islamic nations, but no amount of diplomatic outrage prewar 127 million. The JSDF now patrols Japanese ter-
changed the situation. Having moved to secure Algerian ritorial waters and airspace with an iron fist and will
natural gas reserves, Libya is now a major economic destroy any unauthorized visiting vessel or aircraft
power in the Mediterranean, being courted heavily by without warning. Domestic food production is an ongo-
much of Europe. ing concern, and only trade with Australia staves off
South Africa and Botswana, their own populations widespread famine.
heavily infected with HIV, survived by the simple and The Korean Peninsula north of Seoul is a battle-
draconian expedient of euthanizing all known HIV-pos- scarred wasteland. The former North Korea lies in sham-
itive citizens, as well as using deadly force at their bor- bles, with greater than 90% of its population dead
ders once Strain II erupted. In the immediate postwar between war, super flu, and famine. The reconstituted
period, these two nations have combined their efforts unified Korean government has little time to enjoy its
for mutual survival. With both the industrial capacity pyrrhic victory from its new capital of Chonju, as much
and the agricultural area to support the surviving 18% of the country’s industrial capacity was destroyed by
of their population, they may be Africa’s best hope for North Korean artillery. The hundred miles that separate
recovery in the short term. Korea and Japan are trivial compared to the animosity
that still exists between the two nations, which could
Asia otherwise provide each other with invaluable recon-
China is the world’s last major nuclear power by struction assistance.
default. The country avoided any major military Vietnam, completely ignored by the Last War, stands
engagement during the Last War, but Strain II and the poised to establish itself as a regional power if it can
resulting civil disorder wiped out enough of its govern- muster the industrial might to make good on its plans.
ment to trigger a massive schism in the military com- With China in the throes of civil war and the Philippines
mand structure. The former leaders of the People’s torn apart by domestic terrorism, no nation is capable of
Liberation Army now rule the seven provinces that were opposing Vietnam’s claim to the Spratly Islands and the
their respective command areas, and China’s 400 vast oil reserves below the area’s shallow waters.
remaining atomic weapons may soon be turned on its
own people. Three of the warlords have already clashed Europe
over control of the incomplete Three Gorges Dam and The Last War was fought largely on European soil.
its hydroelectric power generation systems, and only Ironically, the nations that felt themselves most likely to
fear of destroying the dam has kept the aggressors from become battlegrounds during the Cold War were some
using excessive force on the defending units. of the hardest hit. Poland, invaded so many times over
The inhabitants of Hong Kong and the New its long history, was the focal point of the NATO-
Territories cut all ties to China when the civil war began. Russian ground war. No order exists there above the
The presence of a Royal Navy task force, which was in local level, and bands of military deserters roam a
the Pacific when the Last War began and had insuffi- wasteland pockmarked by tactical nuclear craters.
cient fuel to return home, ensures that the warlords keep An exceptionally harsh winter in France during the
their distance for the time being. Trade with China con- first super flu outbreak led to higher-than-average casu-
sists solely of rebuilt electronics exchanged for agricul- alties from Strain I. When the ground war broke out in
tural goods. Europe, the French government honored its NATO treaty
India survives as a culture — or, perhaps more accu- obligations only reluctantly — and many now wish they
rately, a loose confederation of hundreds of cultures — never had. France was the first nation to use nuclear
but the post-Colonial nation is gone. The Indian sub- weapons in the European conflict, and the first to

81
battlegrounds
receive Russian warheads in exchange. DGSE headquar- Most of the Russian government evacuated Moscow
ters in Orleans somehow avoided destruction in the when nuclear hostilities broke out, but the president
strikes, and the French government has moved its oper- and his senior advisors remained in the Kremlin
ations there while it tries to reassert authority over a for unknown reasons. All reliable intelligence states
fragmented country. Perhaps a quarter of the surviving that these individuals were vaporized by American
provincial governments are responding to the national warheads, but recent months have seen hundreds of
government, while the rest are in a state of silent rebel- reported “Vlad sightings,” events in which the former
lion against the leaders who ignited the world. president has taken on a messianic aspect. Regardless,
A disproportionate number of Russian warheads the Russian industrial base is so much radioactive slag,
were targeted on Germany — perhaps to deprive NATO and the only intact military formations are those in the
of its ports and heavy industry, perhaps as delayed ret- Far East.
ribution for German reunification. The German govern-
ment ceased to exist in the initial strikes, but has since North America
been reconstituted by agents of the BfV. The The United States, last superpower of the Cold War,
Bundeswehr is rumored to have assisted this effort by is a lost dream in fact if not in name. The disruption
conducting a series of covert operations to eliminate caused by the nuclear strikes, followed by the disap-
German Communist and Socialist leaders who might pearance of most of the federal government, led state
have threatened the process. governors to assume levels of control unseen since the
The United Kingdom and Ireland came through the early days of the nation. At present, the United States is
nuclear exchange with moderate damage, mainly to a loose coalition of individual states with no federal
port facilities — by some estimates, Strain II-related civil authority to speak of. Each state government attempts
disorder actually did more damage to local industry. to regulate interstate commerce and travel by its own
Currently, these nations’ governments are focusing on standards, enforcing these laws at its borders with state
increasing North Sea oil production and restoring their police forces and National Guard troops. State public
naval forces and merchant shipping fleets, with partic- works departments are heavily engaged in salvage and
ular attention being paid to retaining control of cleanup in the cities and industrial facilities struck by
Gibraltar. With the demise of the United States’ federal Russian nuclear warheads. Those regular military forces
government, the U.K. finds itself setting its own priori- remaining in the United States have thrown in their lots
ties without American advice, a state of affairs that with the states in which their bases are located, with the
appeals to all parties except American military person- exception of a few “rogue” units that have declared sup-
nel in England. The British government has rebuffed all port for one of the several former senators presenting
requests for ships sufficient to return these troops home, themselves as legitimate presidential successors.
citing a more pressing domestic need to use those hulls Mexico was largely untouched by the Last War, but
to evacuate U.K. forces from Europe. Rumors persist that its densely populated cities and poor health care com-
the Royal Navy’s SSBNs did not actually launch on bined to wreak havoc on its citizens when the super flu
Russia and that the U.K. still has 200 nuclear warheads struck. The Mexican federal government collapsed
in reserve. shortly after Strain II’s emergence due to massive attri-
Finland, Norway, and Sweden, all of which handled tion. Immigration northward has slowed to a trickle, as
the super flu outbreaks with slightly better than average popular opinion paints the entire United States as a
results, have established a mutual defense and medical blasted wasteland and few travelers are willing to risk
assistance pact. The nascent Nordic Union, as its mem- the heavily fortified Texas border.
ber-states have dubbed it, is a small but potent power Canadian public health care allowed the country to
bloc in northern Europe. Most of its military forces are save more citizens from Strains I and II than any other
on Finland’s eastern border, just inside the Dead Zone, nation in the Western Hemisphere, and over 40% of the
in case of renewed Russian hostilities. country’s prewar population still survives. In addition,
The various ethnic groups in the Balkans took Canada rode out the Last War with minimal damage
NATO’s involvement in the war in Poland as license for once it withdrew its peacekeeping forces from overseas
renewed atrocities, each blaming the others for the deployments. Fewer than 20 Russian warheads struck
super flu, the Russian invasion, and anything else their the country, most of those targeting remote oil facilities
propaganda apparatuses could come up with. Without and NORAD radar installations. At present, the nation’s
centralized health care, Strain II ran rampant through focus is entirely on internal rebuilding, though agricul-
the region, and the combination of disease, ethnic tural trade with the northern United States is expected
cleansing, and the occasional wayward army killed over to pick up over the next two years. Canada may be in a
90% of the area’s inhabitants. position to establish itself as one of the next superpow-
ers — but it has no real desire to do so at present.

82
the last war
The Middle East With its prewar theocracy dead or hiding in
Following the House of Saud’s short-lived declaration Azerbaijan, Iran is firmly in the hands of an interim
of a united Islamic caliphate and the subsequent destruc- secular government that seeks to establish a parliamen-
tion of Mecca and Riyadh, the Arabian Peninsula has tary democracy. The American, Australian, and British
devolved into doctrinal warfare, with several dozen sects contributions to the destruction of the Pasdaran (the pre-
of Islam tearing at each other’s throats. Most prewar vious government’s internal security force) are still recent
nations on the Peninsula no longer exist, nor does any enough for the majority of Iranian citizens to tolerate
form government above the tribal or factional level. these guests, though the provisional government does
Outside of Jordan and Iran, virtually all Middle Eastern expect the allied forces to leave the country as soon as
oil production facilities are masses of charred steel, they can muster the necessary sealift capacity and fuel.
and few cities are inhabited by more than a handful These troops, as well as those in Afghanistan, have begun
of salvage teams and refugees. to move toward the port of Bandar Abbas in preparation
Israel has held itself together through sheer tenacity for the voyage home, but the threat of their presence does
and the willingness to survive at all costs. Its medical keep Iran’s borders secure for the moment.
establishment, which had prepared for a biological warfare
campaign against its citizens since the late
1960s, saved nearly 60% of its prewar
population — a figure unprecedented
even among industrialized nations.
Although its military position is now
stronger than it has been since the
country’s formation,

Oceania
The Last War’s
effects on the Pacific
nations were com-
paratively lighter than
in any other area of the
planet. However, Strains I and II
did not spare the inhabitants of
Australia, New Zealand, New Guinea, or the
various Pacific countries. Several island nations,
including French Polynesia, Tonga, and Vanuatu, were
almost completely depopulated, their surviving citizens
Israel fleeing to Australia or Fiji.
has no overt Those Australians who planned to re-enact Mad Max
expansionist desires at were sorely disappointed. Australia’s widely distributed
present. Israeli strategists population weathered both super flu outbreaks with bet-
fear that any claims made on addi- ter than average success, despite the early appearance of
tional territory might be the stimulus nec- Strain I in Sydney and Melbourne. Many small Outback
essary to unite the warring Muslim factions to the east. communities were wiped out to the last inhabitant, but
Jordan and Syria, both relatively progressive Islamic rapidly enacted public health edicts spared the major
governments, also came through the Last War intact. cities a complete breakdown once the Australian gov-
Syria’s military-dominated republican government ernment realized the potential scope of the disaster.
negotiated a treaty with Israel, which ceded all of Australia, always largely self-sufficient, is one of the
Lebanon to Syria in an uncontested takeover in closest nations to restoration of its prewar industrial
exchange for a percentage of Lebanon’s surplus fresh status, and its small merchant fleet is Japan’s primary
water. Jordan’s constitutional monarchy survived the lifeline for food imports. The Australian military and
Islamic schism through brutal suppression of any inter- intelligence community is keeping a close eye on
nal factions that threatened national stability, and China’s internal strife and has advised the government
Jordan now stands as a buffer between Israel and the to negotiate a trade treaty for Vietnamese crude oil. This
rest of the Middle East. last is likely to occur, as Australia had sought to

83
battlegrounds
increase its regional leadership role in the immediate forces, the former mayor of Caracas, and the president
prewar years and now occupies an unsteady position of of Petróleos de Venezuela, the nation’s only surviving
strength in the Pacific. oil corporation. Venezuela recognizes its unique posi-
New Zealand remains a minor mystery on the glob- tion as a surviving regional oil producer and is scram-
al stage. A week before the first Strain II outbreaks were bling to simultaneously increase production and built
reported around the world, all radio and television up its naval capabilities to defend its resources. The fact
broadcasts from the country ceased, all New Zealand- that this same buildup will allow Venezuela to establish
based Internet servers went down, and all other signals a regional monopoly on oil by taking over Pemex’s
disappeared within a 15-minute timeframe. Any ship or facilities in the Gulf of Mexico is a benefit not lost upon
aircraft that subsequently came within sight of New the triumvirate. Rumor has it that Venezuelan forces
Zealand’s shores vanished, some after reporting sight- include two aircraft carriers — a significant fraction of
ings of odd pink cloud formations at high altitude over the surviving ones in the world. This rumor is that much
the islands. This state of affairs continues to the present more incredible because the country’s navy possessed
day. Australia wants to launch a naval expedition to no vessels larger than destroyers before the Last War.
investigate the status of its neighbor and ally, but con-
voy escort commitments make this difficult to arrange.

Central and South America


The Marxist revolutionary governments of Colombia
WE FEW
Space prevents a comprehensive listing of all the
and Peru survived Strain II by virtue of the cell struc- major actors on the stage of the post-apocalyptic world.
ture left over from their revolutionary days. In the lat- Instead, the following material sketches the general
ter days of the Last War, the surviving mid-level leaders types of forces that are common to virtually every
of the two groups settled their ideological differences region containing survivors.
and merged, forming the United People’s Equatorial
Republic. The fledgling nation is a shambles, and its National Military
leaders are eyeing neighboring territory acquisitively. In many areas, surviving military forces — whether
Cuba is the only Caribbean nation with any sem- they’re local troops, allied reinforcements, or occupying
blance of central government remaining. The invaders — maintain authority through the simple expe-
Communist nation remained steadfast through Strains I dient of having the biggest guns and the most stable
and II and the ensuing chaos thanks to a combination bureaucracy. Militaries, more than any other type of
of exceptionally charismatic leadership and what was organization on the planet, had the skills, material
widely regarded as the world’s best public health care resources, and established procedures necessary to sur-
system. Following the nuclear strikes upon the United vive the Last War as intact groups despite the loss of
States, American forces and their dependents vacated individual members. In addition, military medical corps
the Guantanamo Bay naval base, leaving behind a large were relatively prepared to combat biological warfare,
quantity of heavy equipment and combat aircraft lack- resulting in lower sustained losses than the civilian pop-
ing transportation or fuel. This windfall has made Cuba ulations.
a major regional power, and refugees from other In the wake of the super flu, global conventional
Caribbean countries now seek Cuban shores rather than combat, and nuclear exchanges, most professional sol-
those of Florida. diers have had enough of war. Few military units are
Panama closed the Canal to military vessels of all willing to engage in offensive operations without direct
world combatants when the ground war broke out in orders from their civilian governments — and in many
Europe, adopting a strict neutral stance that infuriated cases, the governments that could give those orders are
all parties. This decision saved Panama from Russian gone. Instead, surviving military forces have taken one
ICBMs, which would otherwise have struck several of two routes with regard to their current locales. Troops
major locks to cripple shipping and naval traffic in the who are stationed in friendly areas, or who are still fol-
Americas. Unfortunately, Panama’s fate may only have lowing orders to occupy foreign territory, have declared
been delayed. A constitutional amendment banned the martial law in the absence of a strong local government
formation of a standing military in 1994, and armed and control as much of an area as they can reasonably
police will be insufficient to stop any attack by the patrol. Units that find themselves in hostile or neutral
UPER. areas and have no orders to remain are engaged in mass
Venezuela’s military deposed its civilian government migrations toward home, intending to return to their
following Strain II, citing massive corruption and viola- families and rebuild what may remain of their nations.
tion of the public trust. The country is currently ruled by This is not to say that the world’s remaining military
a triumvirate: the commander of the Venezuelan armed forces are no longer engaged in any combat operations.

84
the last war
No one is immune to the pressure of limited resources, In most cases, one rifleman is also a signalman and
be they food, fuel, medicine, or less basic needs, and carries the squad’s long-range radio, if one is available.
soldiers — especially those already desensitized by com- Militaries that employ designated marksmen may
bat — are often better at taking what they need by force replace one rifleman per squad with a sharpshooter if
than negotiating for it. Additionally, some national gov- his skills are adequate.
ernments are still both able and willing to issue orders Gear: At minimum, every member of an infantry
for continued hostilities. squad has an infantry basic load bundle, the standard-
issue weapon(s) appropriate to his assignment within
Infantry Squad the squad, and a single unit of fire for each weapon.
In the absence of heavy industry and petroleum- Standard-issue weapons include an assault rifle for a
based fuels, most military forces have been reduced to rifleman, an assault rifle with underslung grenade
the lowest common denominator: infantry. Even former launcher for a grenadier, a squad automatic weapon for
armor crews and aviators often find themselves issued a machine gunner, and an assault rifle and rocket
rifles and boots, and placed in ground combat situations launcher for a light rocket gunner. A “unit of fire” is the
for which they are barely trained at best. Now, as it has amount of ammunition considered necessary for one
not for over a hundred years, infantry dominates the combat engagement: 200 to 300 rounds for an assault
world’s battlefields again. rifle, 400 to 600 rounds for a machine gun, 5 rounds for
Missions: The missions of a squad of line infantry a grenade launcher or rocket launcher, and 10 rounds
are the same as they have been centuries. See the U.S. for a mortar. Better-equipped forces also add infantry
Army chapter of the U.S. Militaries sourcebook, as well assault bundles for each squads expecting intense com-
as the other chapters of this book, for examinations of bat, or additional units of fire and infantry march bun-
the types of operations that infantry squads conduct. dles for squads going on extended missions.
The missions have not changed after the Last War — Most squad leaders will err on the side of excessive
only the objectives of those missions and the reasons firepower. Units whose official load does not include
behind them. anti-vehicular weaponry often scavenge rocket launch-
Manpower: Through reassignment of personnel with ers through unofficial channels, “just in case.” Likewise,
other specialties, most militaries have managed to keep shotguns and pistols are common backup weapons for
their infantry units up to strength, if not up to training units expecting close-quarters fighting, and no
standards. If insufficient personnel are available to fill infantryman will turn down extra grenades. Trained
ranks, former armor crews and aviators can find them- medics have an infantry medic bundle if such supplies
selves issued rifles and boots and placed in ground com- are available. See the U.S. Militaries and World
bat situations for which they are barely trained at best. Militaries sourcebooks for the above-mentioned infantry
NATO-affiliated regular infantry units maintain a bundles and lists of the specific standard-issue weapons
standard formation of ten men: a squad leader com- of major world combatants.
manding a medic and two fire teams, each composed of Vehicle: Although military forces usually have first
two riflemen, a grenadier, and a machine gunner. Light and best access to available fuel supplies, such resources
infantry units carry a bit less weight, scaling back to an are too precious to expend on standard patrols. Squads
eight-man formation with six riflemen and two machine operating in areas where fuel is available in large quan-
gunners. tities still use their prewar vehicles: armored personnel
Those regular infantry units following former Soviet carriers, infantry fighting vehicles, armored cars,
bloc preferences have 12-man squads: three fire teams, Humvees, or at least a five-ton truck. Those with sparse
each with two riflemen, a machine gunner, and an RPG fuel resources have stepped down to using more fuel-
gunner. Light infantry units have only nine men: two efficient civilian pickup trucks and SUVs, while those
fire teams each with a grenadier, a rifleman, and a with little or no fuel usually move on foot — or, in rare
machine gunner, and a third replacing the machine cases, on horseback. Outside of the world’s surviving
gunner with a light rocket (RPG) gunner. oil-producing regions, airborne infantry is a thing of the
The few surviving national militaries in Africa and past.
the Middle East prefer slightly different weapon mixes: Allies: Infantry units usually have more allied forces
one four-man fire team with three riflemen and a than any other unit type described in this section.
machine gunner, a second replacing the machine gun- Assuming the fuel, ammunition, and manpower are
ner with a light rocket gunner, and a third replacing the available, an infantry unit can call on any military
machine gunner with a 60mm mortar man. This mix resource from armored platoons to artillery batteries to
makes the squad slightly slower, but enables it to intelligence analysts.
respond to a wider variety of threats.

85
battlegrounds
Special Operations Team
Missions: Special operations teams are the military
Intelligence Agency
The world’s intelligence community was not as
units that still adhere most closely to their prewar mis-
resilient as its military forces, and the devastation of the
sion profiles. Every special operations unit in the world
Last War spared few headquarters or bureaucracies. Still,
found itself on the proverbial sharp end of the Last War,
agencies tend to select their field personnel for
and those operators who remain are among the best sur-
resourcefulness, and many station chiefs in out-of-the-
vivors in the world. Wise commanders who are fortu-
way cities are former field operatives rather than career
nate enough to have such men under their command
desk-drivers. In a world without global information net-
guard them closely, deploying them only against threats
works, intelligence can be as valuable a currency as
grave enough to justify losing the whole team through
gasoline or seeds, and surviving governments are des-
random chance. Special operations teams in the post-
perate for reliable reports on their neighbors’ status and
apocalyptic world can expect such assignments as gath-
activities — as well as for occasional direct action
ering intelligence on a heavily-defended enemy facility,
against any of those neighbors who prove too threaten-
scouting a route of advance through unknown territory,
ing. For those intelligence operatives who find them-
destroying or sabotaging a strategic resource that lies in
selves without a government or parent agency to which
enemy hands, kidnapping and interrogating individuals
to report, freelance use of their skills is often even more
with vital information, and infiltrating enemy defenses
lucrative than national loyalty.
to disrupt them for a conventional assault.
Manpower: As much as possible, given their avail- Operative Cell
able personnel, special operations units keep their mem-
Missions: Like military personnel, intelligence agents
bership to prewar personnel only, recruiting new blood
are likely to be tasked with the same kinds of missions
only when a vital specialty is completely unrepresented
that they enjoyed in the prewar era. See the Spycraft
within the team’s veterans. Few teams operate with
Espionage Handbook or any Spycraft supplement for
more than 12 members, with four to six men being the
ideas. Any national government able to look beyond its
de facto standard. Most teams include at least a medic,
own immediate survival is ravenous for reliable
a combat engineer or sapper, and an intelligence analyst
HUMINT on allies, threats, and possible resources, so an
and translator — in addition, of course, to the well-
operative cell may find itself asked to gather informa-
honed combat skills required of every member.
tion on such unfamiliar and non-traditional topics as
Gear: Special operations teams get whatever they
grain harvests or bridge reconstruction.
want — assuming, of course, that it’s available. Their
Manpower: Cells tend to be small affairs, ranging
gear starts with that available to infantry squads, but
from a lone (and lonely) agent to five or six loosely
can also include sniper rifles, suppressed submachine
affiliated operatives who come together when necessary.
guns, explosives, rare electronic surveillance gear, or
Most cells have no formally designated leader but defer
anything else the team can justify requisitioning for its
to their senior member for command decisions and any
current assignment. Most of the surviving satellite com-
member with military experience for combat leadership.
munications gear in the world is in the hands of opera-
Gear: Intelligence cells gear up most like normal
tors.
Spycraft agents: an esoteric mix of weapons and spe-
Vehicle: Most special operations teams eschew
cialized equipment for whatever challenges they expect
armored vehicles — their missions require speed, stealth,
to face. A cell usually has a central safe house or local
and mobility over firepower. If fuel is available,
headquarters, which can be expected to contain a long-
HMMWVs and civilian off-road vehicles are the trans-
range radio or SATCOM terminal, a surviving computer
portation of choice; if not, operators have first choice of
or two, and an armory with a few military-grade
any mounts available to their parent forces. Of course,
weapons for particularly heated negotiations.
any operator worthy of the name is capable of hiking
Vehicle: An operative cell uses whatever won’t
long distances with a punishing load, and the occasion-
attract attention in the area in which it’s operating. This
al long-range mission begins with a parachute jump
typically limits the cell to civilian transportation — alco-
from a transport aircraft.
hol-burning motor vehicles or muscle power. Those cells
Allies: As with infantry squads, special operations
that have salvaged or appropriated more advanced vehi-
teams can call on any military resources within reach.
cles keep them well hidden
This last clause is the limiting factor, though, as such
Allies: Most cells operate far from home, in territory
teams often operate too far from friendly forces for any
ranging from neutral and disinterested to actively hostile.
backup to make a difference.
Accordingly, the only allies upon whom an operative cell
can call with any reliability are those with whom its
members have established personal bonds of trust.

86
the last war
Local Government equipment survived the EMP. Any officer, even in the
most formerly peaceful nations, now carries a sidearm
The influence of most national governments over the
and a melee weapon and wears light armor, and most
people who are nominally their citizens is greatly
supplement this with a shotgun, a submachine gun, or a
diminished in the post-Last War era. State and local
semi-automatic version of an assault rifle, depending on
governments are much more likely to have an impact on
local ammunition supplies.
the lives of citizens of any given area. Most areas con-
Vehicle: Emergency services have highest-priority
taining more than a few hundred people within a day’s
access to their communities’ fuel reserves, as mobility is
travel have established or rebuilt some form of govern-
essential for many of their duties. Some departments
ment, though it is likely to be much more streamlined
still use their prewar cruisers, while others have transi-
and pragmatic than its prewar counterpart. The general
tioned to off-road trucks to better handle the obstacles
agendas of local governments are, in order of priority:
common in ill-maintained communities or wilderness
the basic survival needs of their communities, including
areas. Police vehicles are almost always marked with
food, shelter, and medical care; protection from external
lights, sirens, or distinctive paint schemes, as traffic
(outlaws, neighboring hostile communities) and internal
enforcement is no longer a high-priority mission.
(criminals) threats; restoration of utilities and public
Allies: In areas where the police maintain their
works; and trade with non-hostile neighbors.
integrity, they often enjoy strong popular support from
Police Patrol the citizens they serve, while corrupt departments rarely
receive any help but that which comes grudgingly or
Missions: Police still serve their law enforcement
through coercion. In both cases, the local government’s
function, responding to reports of criminal activity and
bureaucracy is likely to provide logistical support, and
dealing with the perpetrators in whatever manner is
regional militaries may be willing to intercede in large
supported by local law and custom. In addition, they
crises.
serve as the first defense against outside threats, holding
the line until militia or military reinforcements can be Local Militia Squad
activated. Finally, they patrol the borders and major
Missions: Local militias assemble only when necessi-
travel routes of their jurisdictions, keeping an eye out
ty compels them to defend their communities. Some
for anyone or anything out of the ordinary.
individual members or small groups may conduct
In addition to the missions described above, police
“patrols” or “reconnaissance operations” when time per-
serving in larger areas of governance — states or
mits, but most militiamen are more concerned with their
provinces, usually — are often assigned border guard
day-to-day jobs.
duty. This involves manning checkpoints at state lines
Manpower: A militia squad consists of three to eight
and inspecting incoming traffic for contraband, known
irregular “troops.” If they’re lucky, their leader has some
fugitives, or travelers showing super flu symptoms.
military experience; if not, it’s the member with the
Manpower: In sparsely populated areas, a police
most charisma. At least some members of any given
patrol may consist of a lone lawman and his trusty
squad are seasoned hunters, though their fieldcraft may
mount (organic or mechanical). More commonly, how-
be compromised by less-adept comrades.
ever, patrols are comprised of two to four trained offi-
Gear: Militiamen carry a wide array of civilian and
cers, with the most senior member serving as comman-
military-surplus survival gear, ranging in quality from
der. In the event of large-scale problems, a patrol may
excellent to dubious depending on their prewar budgets
supplement itself with an equal number of deputies or
and postwar scavenging skills. While some communities
police auxiliaries — civilian volunteers who have
arm their militias with surplus military weapons, most
received minimal training and who are authorized to
militiamen make do with their civilian-market shotguns
perform law enforcement duties only while supervised
or hunting rifles. Body armor is almost unheard of.
by a sworn officer. Likewise, one or two paramedics may
Vehicle: A militia squad travels at the standards of
accompany officers responding to a situation involving
its parent community.
injuries or illness.
Allies: Militia groups usually rely on their fellow cit-
Gear: A police officer’s inventory always begins with
izens for both assistance and additional recruits. Past
the symbol of his authority: his badge. Other equipment
this, they usually work with friendly police forces or
is much the same as it was before the Last War: a uni-
militaries, though not always in a well-coordinated
form (less common in informal rural jurisdictions),
manner.
handcuffs, pepper spray, and a radio if the department’s

87
battlegrounds
Raiding Party
Extremist Community Missions: As the name implies, the most common
In the Cold War era and subsequent prewar years,
mission for a raiding party is a raid on a community or
religious and political extremists — ranging from right-
convoy to acquire necessities or luxuries. Neo-barbar-
wing fundamentalists to anti-UN survivalists to IFO
ians often commit violent reprisals against any group
cultists — often drew together in small, isolated com-
that threatens them or inflicts severe casualties on them.
munities. There, they could espouse their beliefs without
Manpower: A raiding party consists of between
interference (real or imagined) from governments or
three and twenty loosely organized individuals led by a
majority groups. The super flu wiped out many of these
dangerous and charismatic commander. Most party
groups to the last believer, but a significant minority
members are adept at mayhem on an individual level,
survived intact due to this same isolation. These groups
but poorly disciplined and uncoordinated. Those who
(usually well-financed prior to the Last War) tend to be
have learned to follow orders and adhere to a plan are
strongly militant and can rely on fanatical, if not
an order of magnitude more dangerous.
always well-trained, defenders.
Gear: Neo-barbarians steal whatever isn’t nailed down,
Private Army Squad and are likely to be armed with anything short of tactical
weapons (they tend to avoid raiding military forces, whose
Missions: Most extremist groups are isolationist and
superior training and teamwork turn raiding parties into
rely on their private armies to defend them against any
dog food). Body armor is rare due to the discomfort of
outside aggression — or even outside contact. However,
wearing it, and working electronics are unheard of.
when self-reliance is impossible, these forces are called
Vehicle: Without ready supplies of fuel or spare
upon to conduct raids on nearby communities or
parts, few raiding parties permanently keep vehicles.
ambush travelers to procure the necessary resources.
They are more likely to steal what they need to carry off
Manpower: The structure of private armies depends on
their loot, then burn it once runs dry or breaks down.
the level of military experience represented in the group.
Allies: None to speak of. Multiple groups of neo-bar-
Some follow proper military chains of command, while
barians will occasionally unite against a particularly hard
others are irregular groups welded together by the per-
target, but these arrangements rarely last past the victo-
sonalities and fighting skills of low-level commanders.
ry party before disintegrating into gleeful fratricide.
Gear: Private army troops are armed with older-
model assault rifles, often acquired on the gray or black
market. Tactical weapons are rare, but clever improvisa-
tional use of civilian explosives can lead to unpleasant
surprises for an opponent. Most troops carry a minimum
IN THE SILENCE
A GC setting his campaign in the post-Last War era
of survival gear, as they rarely operate far from home.
faces some significant challenges, in terms of both game
Vehicle: Private armies are likely to have private
play and story. Agents operating after the end of the
stockpiles of fuel, though they’re reluctant to expend it
world have quite a bit more freedom of action than do
on routine operations. When it does mount an operation
those who answer to Control every week, and Spycraft
requiring transportation, a squad usually rides in high-
can’t cover every possible issue that may arise in such a
end civilian vehicles that may or may not be suitable for
situation. When in doubt, improvise, err on the side of
the mission at hand.
austerity, and don’t be afraid to say, “no, you can’t have
Allies: It is extremely rare for a private army to have
that, the world blew up.” Despite that, a few clear hard
friends or allies outside its own community, with the
guidelines exist for some of the more common issues
exception of like-minded extremists far enough away to
facing a post-Last War campaign.
not be competition.

Neo-Barbarians Isolation
In a year and a half, three-quarters of the world’s
Although laughable on the surface, survivors of the
population died. That figure has shown up before, and
Last War who have thrown off all external authority are
it bears repeating. If you’re reading this in a public
more common than many would wish. Some, such as
place, put the book down for a moment and take a look
former gangs, had no respect for government or civi-
around. Pick any four people you can see. Which one of
lization to begin with, while others are formerly law-
them would survive if this chapter’s events began
abiding members of society who were unhinged by the
today? To drive this point home to your players, ask
death of all they knew and loved. Most such groups
each of them to roll 1d4 when they sit down for their
claim self-sufficiency but are actually predatory, relying
first post-apocalyptic session. When they ask what
on force to procure the survival necessities that they do
you’re doing, answer, “if you rolled a one, you’d still be
not have the skills or the inclination to produce on their
alive in this world.”
own.

88
the last war
Recommended Viewing

Post-apocalyptic settings have long been popular bers.


for various modes of entertainment. Many of the fol- On the Beach (1959; dir. Stanley Kramer; with
lowing sources served as inspiration for the Last War, Gregory Peck, Ava Gardner, and Fred Astaire): Dated,
and many of the optional rules in Chapter Six are surprisingly bleak portrait of the survivors of a
intended to allow an innovative GC to inflict them on nuclear attack, contemplating the end of life on Earth.
his players. Postman, The (1997; dir. Kevin Costner; with
Costner, Olivia Williams, and Will Patton): Costner
Films delivers an overly-earnest, WAY too long adaptation
Boy and His Dog, A (1975; dir. L.Q. Jones; with of David Brin’s post-apocalyptic novel.
Don Johnson, Jason Robards, and Susanne Benton): Reign of Fire (2002; dir. Rob Bowman; with
Beloved cult adaptation of Harlan Ellison’s novella, Christian Bale, Matthew McConaughey, and Isabella
about a young scavenger in a post-apocalyptic world Scorupco): Reborn dragons ignite a global apocalypse
who shares a telepathic link with his dog. in this second-tier summer epic. Despite its fantasy
By Dawn’s Early Light (1990; dir. Jack Sholder; elements, it retains an excellent atmosphere and
with Powers Boothe, Rebecca De Mornay, and James a strong sense of how humans would survive
Earl Jones): Underrated direct-to-cable thriller con- in terrain swept bare of all life.
cerning the power struggle resulting from a limited Stand, The (1994; dir. Mick Garris; with Gary
nuclear exchange. Sinise, Molly Ringwald, and Jamie Sheridan): Garris
The Day After (1983; dir. Nicholas Meyer; with Jason does a fair-to-middling job of translating Stephen
Robards, JoBeth Williams, and Steve Guttenberg): King’s canonical novel into a TV miniseries.
Regarded by many as the most effective depiction of Thirteen Days (2000; dir. Roger Donaldson; with
nuclear war ever made, this film focuses on the small Kevin Costner, Bruce Greenwood, and Stephen Culp):
town of Lawrence, Kansas after the death of the world. A fictionalized account of the Cuban Missile Crisis,
Dr. Strangelove (1964; dir. Stanley Kubrick; with notable mainly for the way it shows how small events
Peter Sellers, George C. Scott, and Sterling Hayden): can lead to global catastrophe, and how geopolitical
Perhaps the final word on nuclear war in all its hor- entanglements can force good men into unspeakable
rifying absurdity. Despite a blackly comic tone and decisions.
occasional slapstick humor, the scenario — in which Threads (1984; dir. Mick Jackson; with Karen
an unhinged American general triggers Armageddon Meagher, David Brierly, and Rita May): Britain’s ver-
with an unauthorized attack on the Soviet Union — sion of The Day After, in some ways even more har-
remains chillingly plausible. rowing.
Fail-Safe (1964; dir. Sidney Lumet; with Henry 12 Monkeys (1995; dir. Terry Gilliam; with Bruce
Fonda, Walter Matthau, and Dan O’Herlihy): Duller, Willis, Madeleine Stowe, and Brad Pitt): Gilliam’s
more straight-laced version of Strangelove, with popular time-travel story posits a world destroyed by
Fonda’s President trying to recall a nuclear attack plague, with numerous strong apocalyptic elements
triggered by an electric malfunction. upon which to draw.
Mad Max (1979; dir. George Miller; with Mel 28 Days Later (2002; dir. Danny Boyle; with
Gibson, Joanne Samuel, and Hugh Keays-Byrne): In a Cillian Murphy, Naomi Harris, and Christopher
world teetering on the brink of nuclear war, the Main Eccleston) : Though primarily considered a zombie
Force Patrol holds the line against the civil disorder picture, it holds much to inspire a Last War campaign,
sweeping Australia. The sequel films are set after the specifically its portrait of (disintegrating) military
collapse of civilization, but the original is perhaps the authority, and some breathtaking shots of central
most relevant here. London transformed into a ghost town.
Miracle Mile (1988; dir. Steve De Jarnatt; with The War Game (1965; dir. Peter Watkins; with
Anthony Edwards, Mare Winningham, and Mykelti Michael Aspel, Peter Graham, and Kathy Staff):
Williamson): The last 24 hours before a nuclear war — Not to be confused with the 1983 Matthew Broderick
or is it just a sick joke? — as seen from the eyes of a movie, this unsettling pseudo-documentary chroni-
young man who picks up the god king of wrong num- cles the effects of a nuclear war on the populace
of a British town.

89
battlegrounds
Some of the strongest imagery in post-apocalyptic The Necessities of Survival
fiction involves the emptiness of otherwise-familiar
Agents aren’t normally worried about where their
places. The death toll wasn’t spread evenly across the
next meal is coming from, what’s in their drinking
world. Some nations lost many more citizens than oth-
water, or where they’re going to sleep tonight. In a post-
ers, and cities — teeming with humanity in our own
apocalyptic environment, all of the comforts of civiliza-
mental images of them — became mass graves for mil-
tion that agents take for granted, from indoor plumbing
lions of inhabitants. At every dramatically appropriate
to taxis to satellite news reports, are gone. Suddenly,
moment, play up the echoing silence of places that were
they’re down to what they can carry on their backs,
bustling with people only a year and a half ago. You
every meal is another precious day of survival, and talk-
earn bonus points if you can work familiar places from
ing about the weather may be the most important con-
the agents’ own pasts into your story.
versation they have that day. Feel free to give those
For agents who are accustomed to help being only a
encumbrance, starvation, and weather rules in the
favor check away, the absence of the Agency and
Spycraft Espionage Handbook an occasional workout. In
Control may be more of an isolating factor than a hun-
addition, remember that Spycraft takes a lot of things
dred empty cities (yes, that means favor checks are
for granted that post-apocalyptic survivors can’t afford
impractical in this setting — your players will have to
to cavalierly wave off — things like fuel, spare batteries,
get over it). The initial euphoria of not being account-
and antibiotics.
able to any higher authority should quickly give way to
Keep your doomsaying to a dramatically appropriate
the realization that that same higher authority is never
level, though. The agents are highly trained profession-
going to get the agents out of trouble again. They are
als (or should be), and incessant challenges of hunger
alone in a way that few spies ever are. Military agents,
and rain without the occasional gunfight can lose their
accustomed to operating within a rigidly-defined chain
impact quickly. Such factors are best used to nudge
of command with clear objectives, may feel even more
recalcitrant players toward plots you’ve prepared
lost, despite having all of the skills necessary for sur-
(“You’re down to your last MREs, but there’s a survivor
vival after the plagues and the bombs. And speaking of
community nearby…”) or to complicate something that
survival…
seems to be going too easily (“You’re 28 lengths ahead
of your pursuers — but the flood has destroyed the
bridge!”).
Finally, spend an occasional breath or two describ-
ing the myriad discomforts of life without civ-
ilization. Agents who aren’t used to hik-
ing twenty miles a day to get from city
to city will soon rediscover the joys of
blisters, particularly if they insist on
wearing their gadget-laden wingtips
instead of comfortable standard-issue
combat boots. Dust is only a minor
annoyance or allergen until agents have
to clean it out of their gear at the end of
every day. Soap and toothpaste are fond
memories. With sufficient (but not exces-
sive) reminders, your agents will soon be
willing to pass up rewards like mint-con-
dition tactical weapons in favor of a hot
bath, a thick steak, and a real mattress
with clean sheets.

90
the last war
Agents Without an Agency If you want to go with literary precedents, there are
three common tropes in post-apocalyptic stories:
Without outside supervision, agents may be at a loss
as to what to do, and some players can show a disturb- • Only the Strong Survive. The rule of law is replaced by
ing tendency to descend into Grand Theft Auto-style vicious Darwinian conflict. In this world, agents must
anarchy in such situations. The best way to forestall this rely on their combat capabilities above all else.
— aside from assembling a group of self-motivated and
• The Meek Inherit the Earth. While the Strong are busy
cooperative players, of course, which we hope you
shooting each other to bits over the last can of beer in
already have — is to put the agents in situations similar
all of California, those who scream and run away live to
to those they’d encounter on Agency-sponsored mis-
rule another day. In this world, agents must rely on wits,
sions anyway and let the natural aggressiveness of
stealth, and charm. In traditional Westerns, which
players drive the agents’ actions. The absence of the
extend many of their characteristics to modern science
Agency doesn’t mean that its values or goals are no
fiction, the corollary to this is that the Strong make
longer relevant, and you should reward agents who hold
damn fine protectors of the Meek, but their restless feet
to their values and fight for them. Perhaps their efforts
and itchy trigger fingers make them wholly unsuited
may draw the attention of the last surviving Control…
for life in the paradises they save. Keep movin’, cow-
Of course, some agents may decide that the Agency
boy…
is a casualty of the Last War, becoming freelancers sell-
ing their talents to the highest bidders for food and • Everybody Dies. The Four Horsemen of the Apocalypse
ammunition. There’s nothing innately wrong with this, spare no soul. In this world, it doesn’t matter what
either — disenfranchised and abandoned warriors are agents rely on — except, perhaps, for the purpose of
common and compelling characters in post-apocalyptic dying well against impossible odds. This situation is not
fiction. However, all but the most callous of these well- recommended for most groups due to its profound lack
known heroes eventually adopt causes as their own, of fun — unless your players appreciate the bitter taste
even if it does take the tragic sacrifices of allies or inno- of ashes.
cents (read: NPCs) to motivate them.

Recommended reading
Roleplaying Games
Books
This chapter only scratches the surface of the possi-
Post-apocalyptic fiction ranges from the epic to the
bilities inherent in post-apocalyptic roleplaying. Three
egregiously bad. Some of the better options include:
of the strongest influences on this chapter are:
Andromeda Strain, The (Michael Crichton): One of
Deadlands: The Wasted West (Pinnacle Entertain-
Crichton’s earliest man-vs.-nature science fiction
ment Group): A post-holocaust horror/science fiction
works, this novel focuses on scientists rushing to con-
Western set 13 years after a magically-enhanced
tain and analyze an extraterrestrial virus before it can
nuclear war, this game’s occasional campiness is large-
wipe out all of humanity.
ly obscured by some of the most viscerally unpleasant
Boy and His Dog, A (Harlan Ellison): Ellison
antagonists to ever receive stat blocks.
is at the top of his game in this darkly whimsical
The Morrow Project (Timeline Ltd.): A precogni-
look at the end of the world and what happened
tive millionaire seeds the United States with bunkers
afterwards. This work is widely reputed to be the
filled with reconstruction teams in cryogenic hiberna-
inspiration for the Fallout series of PC and console
tion. Their mission is to rebuild the world after the
games.
predicted nuclear war. Still supported, with a fourth
Postman, The (David Brin): Better known as a
edition in the works.
Kevin Costner film, this is a one-generation-later look
Twilight: 2000 (GDW): The definitive post-WWIII
at the former United States after an unspecified glob-
military RPG and the admitted inspiration for this
al war.
chapter was introduced in the mid-1980s, when a
Stand, The (Stephen King): This is an epic tale of
land war in Eastern Europe seemed possible, if not
an apocalyptic battle between good and evil set
likely. The fall of the Soviet Union rendered it obso-
against the aftermath of a 99% fatal viral weapon
lete, but it still has a strong fan following. Original
outbreak. It’s a grimmer story than anything we
printings often show up on eBay, and Far Future
could publish in this book, and a merciless look at
Enterprises is re-releasing it in collected volumes. Its
how the survivors of such a catastrophe would
cousin, 2300 AD, is set in the starfaring future of the
react.
Twilight War and provides a history of the long-term
reconstruction that might occur after such a conflict.

91
battlegrounds
Ultimately, the kind of story you tell is up to you, as Between the super flu and the nuclear blast, 80% of
it always is. A post-apocalyptic environment offers a the city’s population is now dead. Most of the remain-
unique combination of challenges, scenery, despair, and ing citizens have since left for outlying communities or
hope. The last piece of advice we offer you — and pos- distant families, leaving fewer than 5% of the prewar
sibly the most critical — is that the post-apocalyptic sto- inhabitants still in the area. The average survivor is a
ries traditionally considered the best and most inspiring 1st-level NPC with no combat capabilities to speak of.
aren’t about mere salvage and survival. They’re about There is no surviving city government, and no power
salvation, redemption, and continuation — not of the blocs have yet formed enough to establish a new one.
protagonists, but of humanity as a whole. Most survivors live in “families”— basically, small
groups who can get along with one another and have
complementary skills — in lightly-damaged buildings on
THEOperation
MISSION Dark Tower
the north and west sides of the city.
Those families with agricultural knowledge have
claimed the city parks as improvised farmland, and a
farmer’s market and bazaar occupies the bottom two
This mission is appropriate for a team of 3-5 agents
floors of a downtown parking garage. This area is the
levels 3, 8, 13, and 18.
only part of the city with any law enforcement to speak
Operation Dark Tower is intended as an introducto-
of, and is regulated by the city’s 14 remaining police
ry mission for the post-apocalyptic setting presented in
officers. The local economy is barter-based, with books
this chapter. It takes place at the end of the Last War’s
on technical subjects currently in high demand. No pub-
timeline (see page 75).
lic utilities have been restored yet, and fuel is limited to
The Setting that which can be siphoned from gas stations’ under-
ground tanks.
You may choose to set Operation Dark Tower in any
All in all, the city is an unremarkable combination
small- to mid-sized city in any area of the world —
of destruction and good fortune. What makes it impor-
wherever you want your agents to begin their odyssey
tant to the agents is the surviving field headquarters —
across a war-torn planet. The city itself plays only a
either of the Agency or of one of its rivals, depending
minor part in the mission, though your players will most
on which action option you choose — that is located in
likely want to linger on it for some time before getting
the downtown area.
down to business. The following details provide a
framework for further improvisation. The Tower
The City Before the Last War, the city was home to a minor
field headquarters for an intelligence agency. The exis-
The city was far enough from any front lines that the
tence of this facility was not public knowledge, and
various ground wars around the world touched it only
even within the agency’s bureaucracy it was largely
through nightly news broadcasts. It suffered some minor
unnoticed. Staff assigned to it treated it as a rubber-
damage during the civil disorder spawned by Strain II, but
stamp job, somewhere to park a desk for two years
local authorities managed to keep most of it under control.
before moving on to a better position, while agents
However, the heavy industrial areas on the eastern side of
availing themselves of its services saw it as an unim-
the city attracted a single 120-kiloton airburst during the
portant source of last-minute updates and equipment.
nuclear phase of the Last War. Damage to the downtown
Its location under the sub-basement of an innocuous
core, although extensive, was not as bad as it could have
office tower was unremarkable save for its lack of crea-
been, and prevailing winds carried the minimal fallout
ture comforts.
away from the city. Most buildings east of downtown are
It has now achieved prominence because it is the last
partially collapsed and/or burnt, and the east-facing glass
facility that that agency controls within a thousand miles.
of every building not in a blast shadow is shattered.
Most of the installation’s personnel fell victim to
The industrial area itself is the only place in the area
Strain II, and only one survived the nuclear attack.
where extensive residual radiation remains, thanks to
Formerly an assistant lab supervisor, Michael Seleckis
the large amount of irradiated steel in the vicinity —
has self-promoted to the de facto rank of station chief.
treat this as a DC 15 radiation save (see page 119),
In the absence of orders from a Control, Seleckis —
which agents must make every time they enter the area
a claustrophobe who was never comfortable with the
and at the end of every full six-hour period they spend
facility’s location — salvaged the essential data and gear
there. Any metal item scavenged from the area prompts
he needed to run a one-man intelligence collection center,
a DC 8 radiation save at the end of every six-hour peri-
moved it to the 12th floor of the tower, and activated the
od an agent is in contact with it. These hazards are
self-destruct thermite charges in the original facility.
obvious to anyone using a Geiger counter.

92
the last war
Outside enough spares to piece together a complete mechanic’s
From the outside, the tower is a nondescript exam- kit, as well as a decade-old swimsuit calendar.
ple of late-eighties industrial design. It presents a blank Above the 3rd floor, all floors save for the 12th are
face of mirrored glass to the world, save for the shat- identical: abandoned office spaces for insurance firms,
tered east side and a few panes on the ground and sec- brokerages, psychologists, and staffing agencies. On any
ond floors that have suffered casual vandalism. A clus- given floor, a search turns up normal office supplies,
ter of satellite communication dishes rises over the edge furniture, and other equipment. Every computer has
of the roof, and small balconies protrude from the north been destroyed by EMP. Each floor’s break room has
and south faces on every floor above the second. The been emptied of all foodstuffs. The third and fourth
main entrance faces west, looking over a parking lot floors show signs of looting, but the others are
that now stands empty save for a few dirty and inoper- untouched.
ative cars that haven’t moved since Strain II broke out. The roof is liberally covered with satellite dishes and
To the south, a three-story parking garage with two sub- a microwave relay tower, none of which appear to have
levels serves both the tower and several nearby low-rise been maintained since the nuke fell. The largest clear
office buildings on the same block. area here is approximately 20 feet square — not enough
Aside from two banks of double doors at the main for even the smallest helicopter to land safely. A waist-
entrance, the other ways into the building are the fire high concrete safety lip runs the entire circumference of
doors on the north and south walls and two roll-up the roof.
doors on the loading dock in the parking garage’s first The fire stairs are safe up to the 4th floor — Seleckis
sub-level. The fire doors are of standard security con- didn’t want to establish any security arrangements that
struction with no exterior hinges or handles — treat would be immediately obvious or fatal to casual looters.
them as steel doors with hardness 15, 70 wound points, However, the following traps are in place in each stairwell:
an Open Lock DC of 30, and a break DC of 30. The roll-
• 5th floor: The stairwell door is barricaded with a pair
up dock doors are locked from the inside and have iden-
of cheap metal desks and a pile of other furniture that
tical statistics, but a Spot check (DC 20) shows signs of
also blocks the entire landing. Any agent attempting to
recent use — this is the route Seleckis uses when leav-
squeeze past or clamber over must succeed in a Balance
ing and entering the building.
check (DC 20) to avoid dislodging anything. If the bar-
Inside ricade is disturbed in any way, the entire precarious
mess comes crashing down the stairs, inflicting 3d6
The tower’s lobby is dominated by a massive —
damage on anyone in contact with it or on the flight of
and unused — security desk with seats for four guards
stairs immediately below it (Reflex save (DC 14) to avoid
and banks of silent monitors. The rest of the ground
entirely). If an agent succeeds in a Mechanics check (DC
floor is taken up by conference rooms. Curving stair-
30) before the trap is triggered, he learns that the
cases on either side of the lobby rise to the second
arrangement is deliberately balanced to remain stable
floor’s mezzanine area, which houses an abandoned
until touched.
coffee shop. The elevators and fire stairs are in the same
respective places as they occupy on the map of the 12th • 6th-7th floor landing: A desiccated corpse is sprawled
floor (see page 95). The fire stairs are unlocked. If the here, facedown, still clutching a crowbar. The body
agents force the elevator doors open (Hardness 10, 60 appears to be that of a mid-thirties male and is dressed
wound points, break DC 15), they can clearly see both in street clothes appropriate to the area. A successful
elevators stopped between the 7th and 8th floors. First Aid or Knowledge (Forensics) check (DC 15) indi-
The ground floor has been looted of anything useful. cates that death took place between 4 and 6 months
On the second floor, mummified pastries crumble to ago, while critical success indicates that the body was
dust in the glass counter and the espresso machine is moved here postmortem. A canvas backpack lies on the
missing. This floor has also been looted, but a Search floor next to the body. The backpack contains two plas-
check (DC 15) reveals four vacuum-sealed one-pound tic bottles of chemicals, each with a set of holes
bags of Sumatran coffee in the back corner of a cabinet. punched into the side that’s currently up. If the agents
Unless the agents want to collect plastic ware or disturb the backpack without carefully examining it
decayed fruit, there’s nothing else of use here. Again, first (Demolitions or Search check (DC 20)), these chem-
the elevators and fire stairs are in the same respective icals mix and explode: treat as an incendiary grenade
places as on the map. (Spycraft Espionage Handbook, page 121), but the
The basement level contains the building’s subsequent damage is acid rather than fire. If the blast
boiler/chiller system and maintenance shop. Most of the occurs, any evidence remaining suggests that the
tools here are already gone — looted following the chaos explosion was accidental unless the examining agent
of Strain II — but a Search check (DC 15) turns up rolls a critical success.

93
battlegrounds
• 9th floor: A CS grenade (Spycraft Espionage • Third tier: The error range of all Spot checks made to
Handbook, page 121) with a tripwire is duct-taped to notice Seleckis’ traps and explosives, as well as all
the railing. Spot DC 10, Demolitions DC 10 to defuse. attempts to disarm them, is increased by 5. Any ability,
feat, or effect that normally halves the damage rolled
• 11th-12th floor landing: Two five-gallon buckets with
for one of Seleckis’ explosives — including evasion —
flammable liquid stickers are in plain view on the land-
may not be used to reduce damage from his explosives.
ing, duct-taped together amid a spider web of trip-
All of his explosives inflict an additional 2d6 damage.
wires, all of which run to a flash-bang grenade also
taped to the buckets. The grenade can be defused by • Fourth tier: The error range of all Spot checks made to
the simple expedient of cutting the wires. However, a notice Seleckis’ traps, as well as all attempts to disarm
Spot check (DC 25) reveals that the agents may not them, is increased by 10. Any ability, feat, or effect that
want to do that — several of the wires run into small normally halves the damage rolled for one of Seleckis’
holes punched in the buckets rather than to the explosives — including evasion — may not be used to
grenade. When tension on the wires is released, or if the reduce damage from his explosives. All of his explosives
agents open or move the buckets, or if the flash-bang inflict an additional 2d6 damage and have their threat
goes off, a booster charge under each bucket deto- ranges increased by 2.
nates, kicking the buckets four feet in the air before the
second pair of charges explodes as a pair of bounding The Last Station
fragmentation mines (Modern Arms Guide, page The 12th floor, once identical to the tower’s other
119). A Demolitions check (DC 40) is required to com- office floors, has been converted into a somewhat
pletely defuse the entire trap. defensible intelligence facility. The following key corre-
sponds to the map on page 95.
The security measures in place in the elevator shaft
1. Empty offices: These rooms still contain their
are much simpler — and potentially more lethal due to
original furniture and office supplies, and nothing
the hazard of falling after triggering them. The follow-
of interest. Seleckis rarely enters them save for an
ing traps are in place in both elevator shafts, attached
occasional change of scenery, and a thin layer of dust
to the maintenance ladders:
has collected on most surfaces.
• Above every odd-numbered floor, a fist-sized capacitor 2. Cubicle farm: When the building was in use, this
from a car stereo system is wired to complete a circuit room was full of individual office cubicles. Seleckis has
when a climber comes in contact with two specific rungs, dismantled these, creating a single large open area with
at which point the capacitor discharges for 3d8 electrical stacks of cubicle wall segments in the northwest corner.
damage. An agent who triggers this trap may make The room also contains a rack of improvised weights
a Reflex save (DC 14) for half damage; he must then make and a couch converted to a weight bench.
a second Reflex save (DC equal to the damage he took) 3. Wiring closet: The breaker boxes, network routers,
to avoid losing his grip on the ladder. Search DC 20 and telephone switching equipment for the entire
to find, Electronics DC 25 to defuse. floor are located here. Seleckis has cannibalized some
of this equipment for spare electronic components, but
• Above every odd-numbered floor, one rung of the lad-
a determined effort — eight man-hours and an Electronics
der has been replaced with a well-oiled handle attached
skill check (DC 20) — would yield enough components
to a steel cable. If an agent puts his weight on the han-
to repair 20 points of abuse to electronic devices.
dle, the cable trips a mechanical device that interrupts
4. Balcony: A four-foot-high safety railing runs
the emergency brake of the elevator above him, whose
around the edge of the balcony. Five-gallon buckets
cables have been cut. The elevator immediately falls;
half-full of sand and soggy cigarette butts reveal that
any agent who fails a Reflex save (DC 20) takes 1d8
these were the building’s smoking areas. The exterior
damage for every floor the elevator has fallen to reach
doors to the balconies are mirrored glass — Hardness 1,
him, then must make an immediate Strength check (DC
1 wound point — and are not locked.
18) to avoid being swept off the ladder by the impact.
5. Bedroom: Seleckis uses this former office as his
Special Note: At second, third, or fourth tier, bedroom. It contains a futon, three bookshelves full of
Seleckis’ feats and saboteur class abilities come into reference materials, and an improvised clothing rack, as
play when agents try to notice or disable any of these well as Seleckis’ personal effects. The windows are hung
traps: with blackout curtains to allow Seleckis to read by can-
dlelight without allowing any light to escape to the out-
• Second tier: The error range of all Spot checks made to
side.
notice Seleckis’ traps and explosives, as well as all
attempts to disarm them, is increased by 2.

94
the last war
1 square = 5’

1 1 1 12

11

10 10

8 9 9

4 4

3 7

5
2

1 1

95
battlegrounds
6. Break room: This room contains the usual office The Action — Option #1
kitchen equipment (refrigerator, coffee machines, water
Read the following aloud to begin.
cooler, microwaves), most of which is nonfunctional
without electricity. The cabinets contain 24 MREs and It’s been five months since the nukes fell, and four
two five-gallon cans of water, as well as several dozen since your last static-choked radio contact with
cans of soup and a few meals worth of fresh vegetables, Control: “Good luck, agents. You’re on your own.”
bread, and salted pork. A propane camp stove sits on the Since then, you’ve been wandering a devastated
counter along with a good supply of paper plates and world, searching for friendly forces.
cups from the coffee shop downstairs. A two-gallon
solar shower is hung by the window. Like the bedroom Your search was in vain until three weeks ago, when
next door, this room’s windows are equipped with your last working radio plucked a scrap of an encrypt-
blackout curtains for nighttime use. ed transmission on Agency frequencies from the
7. Armory: Formerly, this was one of two HVAC ionosphere. Just two words — “Dark Tower,” the
equipment rooms, but Seleckis disposed of the equip- Agency code phrase for a field headquarters — and a
ment formerly housed here by tossing it down the north set of coordinates. That message has brought you
elevator shaft. The room is now the station’s small here, to a shattered city that may hold your last hope
armory, containing whatever equipment that the agents of re-establishing contact with the Agency.
will receive when gearing up at the station (see The
Action below). Seleckis keeps his own personal weapons Gearing Up
and gear with him or in his bedroom.
This mission is the agents’ first experience in the post-
8. Generator room: The other HVAC room, similarly
apocalyptic world. They were on an unrelated mission
emptied, now houses a small diesel generator, whose
when the world ended, and begin this mission with only
exhaust is routed into the building’s ventilation system,
their personal budget items and any vehicles they can
and four 55-gallon drums of fuel. Two fire extinguish-
acquire with custom ride GPs alone. Once they make con-
ers are bracketed to the wall outside the door. The gen-
tact with Michael Seleckis, they may gear up as per the
erator is wired to power the wall outlets in the server
optional long-term mission rules presented in Chapter Six.
room (K) and SATCOM room (L) only.
Whatever items they select are what’s in Seleckis’ armory
9. Elevator shafts.
(aside from his personal equipment, of course).
10. Stairwells.
11. Computer room: Once another cubicle farm, this Events
room now contains the centerpiece of the station: three
When the agents arrive in the city, they have no idea
working desktop computers (power ratings +5, +3, and
where the facility they seek might be located. Conducting
+2) with frag switches. Each computer is covered by a
a building-to-building search would take months unless
3-foot metal framework draped in what looks like
they get lucky (a critical success on a Search check). Their
chicken wire. An Electronics or education check (DC 12)
best option is to acquire information from the local citi-
reveals that these are Faraday cages, which shield all
zens that will lead them to Seleckis:
electronic devices within them from EMP and TEMPEST.
12. SATCOM room: The original office furniture • A complex Gather Information check (DC 200, interval
is still in place in this room, which also contains 1 hour) eventually turns up a description of a “crazy
the station’s SATCOM terminal and attached encoding/ guy who scavenges electronic equipment” who lives in
decoding machine. The 5’ square directly in front of the an otherwise-abandoned office complex.
southern window is occupied by the terminal’s satellite
• With a successful Gather Information or Search check (DC
dish, facing southeast. Three layers of plastic sheeting
15), agents browsing the common market find an elec-
are carefully hung in front of the broken eastern win-
tronics toolkit bearing Agency markings. Inquiries with
dows to cultivate the building’s deserted image while
the appropriate vendors provide Seleckis’ description.
still shielding the contents of the room from observa-
tion. This arrangement is far from ideal, but this room • If the agents speak to any local police officer, a disposi-
has the best view of the part of the sky where the nec- tion check with a Helpful or better result will eventually
essary communication satellite hangs in geosynchro- lead the officer to tell the agents about the above-men-
nous orbit. tioned individual, who he suspects is ex-military — “no
reason, just a feeling I get — folks say he’s crazy but they
don’t really look at his eyes. He’s got that stare, y’know?”

96
the last war
Unless the agents specifically take pains to conceal to the last man. The two squads from the stairs show up
their inquiries, Seleckis will hear about them within a as reinforcements at a dramatically appropriate time.
day. When he learns that someone’s looking for him, In the exchange of lead that occurs, Seleckis makes
he’ll trail the agents for a few hours to learn as much as for the computer room to activate the frag switch on the
he can about them, then approach them in his “crazy computers and is fatally wounded accomplishing this
tech-geek hermit” guise. Once he’s as certain as he can task. He survives just long enough to deliver the fol-
be that they are, in fact, Agency personnel, he’ll bring lowing speech to the agents before expiring:
them back to the tower and show them his “safe” route
up: using his climbing belt gadget to ascend to the “Disks… under my futon. Was going to send them out
underside of one of the elevators, then swinging over to with you… pulled the data off the uplink before the
the maintenance ladder above his traps and climbing nukes hit. Couldn’t make contact with anyone to get
the rest of the way. it out. Take it… to Control. Decrypt G-eight-eight-six.
Upon reaching the field HQ, Seleckis will see to the Could be… key to saving…”
agents’ comfort, fixing them what may be the first well-
The contents of the DVD-ROMs are encrypted with a
cooked meal they’ve had in months and tending to any
power rating 12 block cipher (see the Faceman/Snoop
injuries they may have. If they ask about equipment,
Class Guide, page 120) for which the agents do not
he’ll grudgingly show them his small armory and allow
have the key. The GC is free to determine an appropri-
them to gear up.
ately important piece of information that the disks con-
While the agents are eating or gearing up, Seleckis
tain, though finding the encryption key should be a
will fire up the generator and retire to the computer
major challenge spanning several future serials.
room. Agents who check on his activities see him burn-
ing a set of DVD-ROMs — his weekly backups, if anyone XP Rewards
asks. Once he’s done, Seleckis returns to the agents and
Upon completion of this action scene, each agent
sees to their comfort, giving them spare blankets and
gains the following XP rewards.
allowing them to make their beds in the cubicle farm or
any empty office. He’s eager for news of the outside • Killing one or more of the enemy characters*:
world, but hasn’t had any contact with the Agency since 75/200/325/475 XP per agent.
the nukes went off. Any agents who can give him a • Killing all enemy characters*: 150/400/650/950 XP
challenge in poker will earn his lifelong friendship. per agent.
Unfortunately for the agents, the peaceful haven • Capturing one or more of the enemy characters*:
they’ve found does not remain undisturbed. Shortly 225/600/975/1,425 XP per agent.
before they arrived in the city, an enemy commando team • Capturing all enemy characters*: 300/800/1,300/
in a situation similar to their own located Seleckis’ facil- 1,900 XP per agent.
ity (see Death Commandos, page 100). These commandos • Securing the information on Seleckis’ computer:
are equally low on supplies and gear, but have a plan 300/800/1,300/1,900 XP per agent.
to hit the tower from multiple directions. There is one
* Each agent earns only the highest of these rewards.
minion squad per agent, plus a number equal to the
mission’s tier for Seleckis. Two squads enter the building Option #2 — The Gunslingers
from the ground floor, one taking each stairwell up,
Read the following aloud to begin.
while the rest use improvised hang gliders to soar from
a nearby skyscraper to the roof of the tower. Once the It’s been five months since the nukes fell, and four
roof teams are in place, an hour before dawn, the ground since your last static-choked radio contact with
teams start their way up. Control: “Good luck, agents. You’re on your own.”
When the assault begins, the agents are awakened by Since then, you’ve been wandering a devastated
a loud metallic crash — one of the commando teams has world, searching for friendly forces.
tripped one of the 5th floor stairwell traps. They have
one minute (10 rounds) to prepare before the roof team Your search so far has been in vain, but three weeks
acts — a pair of satchel charges on ropes swings against ago, while passing through a small farming commu-
the windows of the cubicle farm and detonate, blowing nity, you caught wind of a rumor: a team similar to
in the glass. The remaining attackers rappel down from your own, an implied destination of a nearby city, and
the roof, one squad per round, and enter the cubicle the phrase “Dark Tower” — an enemy code for a field
farm, fanning out to kill everyone in the facility. headquarters. If you can’t find a friendly facility from
Seleckis, who they’ve already identified, is their prima- which to re-equip yourselves and establish contact
ry target; the agents are just speed bumps. The com- with Control, your next best option is to take what
mandos are both fanatical and desperate, and will fight you need from the hands of your fallen foes.

97
battlegrounds
Gearing Up XP Rewards
This mission is the agents’ first experience in the Upon completion of this action scene, each agent
post-apocalyptic world. They were on an unrelated mis- gains the following XP rewards.
sion when the world ended, and begin this mission with
• Killing one or more of the enemy characters*:
only their personal budget items and any vehicles they
75/200/325/475 XP per agent.
can acquire with custom ride GPs alone. Once they take
over the enemy facility, they may gear up as per the • Killing all enemy characters*: 150/400/650/950 XP
optional long-term mission rules presented in Chapter per agent.
Six. Whatever items they select are what’s in the tower’s • Capturing one or more of the enemy characters*:
armory. 225/600/975/1,425 XP per agent.
• Capturing all enemy characters*: 300/800/1,300/
Events 1,900 XP per agent.
Once the agents arrive in the city, their primary • Securing the DVD-ROMs: 300/800/1,300/1,900 XP
objective is to locate the enemy facility. Any of the per agent.
courses of action listed under Option #1 will be equally
* Each agent earns only the highest of these rewards.
effective here. However, in this case, Seleckis will iden-
tify the agents as enemies and will not approach them. Statistics
The agents should have several chances to identify him,
however, and shadow him back to the tower. Michael Seleckis
Once the agents have located the enemy facility,
Formerly a military combat engineer, Seleckis retired
they are free to assault it in whatever manner they can
after a futile peacekeeping deployment in the Balkans.
devise. Unless they pick a time at which Seleckis is out,
The Agency immediately recruited him for its technical
they will have to face him. In addition, regardless of
division, where he excelled while somehow managing to
Seleckis’ presence, the tower is occupied by the enemy
avoid any significant praise from his superiors. He hates
strike team that the agents followed to the city — one
any sort of physical exertion, but will push himself to it
squad per agent (see Enemy Agents, page 102). The rest
through sheer force of will because he recognizes its
of the mission should be a fairly straightforward com-
necessity — especially in the current world situation.
bat.
Two hours before the nuke hit the city, Seleckis
In the combat, Seleckis makes for the computer room
tapped an enemy communications satellite’s transmis-
to activate the frag switch on the computers. He, or one
sions and downloaded everything he could get, includ-
of the other enemy agents, survives the combat just
ing a lengthy data file that resisted all attempts to
long enough to have a dying moment of forgiveness
decrypt it. Cracking the file took him three months, but
and deliver the following speech to the agents before
once he succeeded, he realized that what he had could
expiring:
mean life or death for a large part of the planet’s sur-
“Disks… under the futon. More important than you or viving population. He’s been trying to re-establish con-
me… or the war. Pulled the data off the uplink before tact with the Agency ever since, but can’t get through
the nukes hit. Couldn’t make contact with anyone to to anyone to whom he can give his information. He’s
get it out. Maybe… you’ll see through to doing the considered abandoning his post and making the journey
right thing with it. Could be… key to saving…” to the site of the Agency’s regional headquarters, but he
knows his chances of moving solo are slim at best, and
The contents of the DVD-ROMs are encrypted with a has no guarantee that there’ll be anyone there to receive
power rating 12 block cipher (see the Faceman/Snoop his data anyway.
Class Guide, page 120) for which the agents do not When dealing with outsiders, Seleckis uses an alter-
have the key. The GC is free to determine an appropri- nate persona, that of a mildly unhinged (but mostly
ately important piece of information that the disks con- harmless) electronics repairman who barters salvaged
tain, though finding the encryption key should be a equipment for the necessities of survival.
major challenge spanning several future serials.

98
the last war
Michael Seleckis (first tier — target average agent Feats: Armor Proficiency (Light), Explosives Basics,
level 3), 3rd-level snoop/2nd-level fixer (special NPC): False Start (modified: Demolitions only), Grease Monkey,
Department: Army Combat Engineer. CR 5. SZ M; v/wp Police Training, Sidestep, Stealthy, Weapon Group
31/13; Init +4 (+1 Dex, +3 class); Spd 30 ft.; Def 16 Proficiency (Hurled, Melee, Handgun, Rifle).
(+1 Dex, +5 class); Atk: fist/punch +3 (dmg 1d3+1 sub- Gear: Weapons, EOD kit (superior tools), electronics
dual, error 1, threat 20), 5.7×28mm FN Five-seveN +3 kit, laptop computer (+1 power rating), mechanics kit,
(dmg 1d10+1 normal, error 1, threat 20, range 25 ft., magnetic flask gadget, standard belt gadget, deck of
qualities: AP, DS – 20 shots of FMJ ammunition w/ playing cards, poker chips.
3 extra magazines); Face 1 square; Reach 1 square;
Michael Seleckis (third tier — target average agent
SA astute, evasion (no damage on save), flawless search,
level 13), 5th-level snoop/5th-level fixer/5th-level
intuition 1/session, jury-rig +2, procure; SQ None;
saboteur (special NPC): Department: Army Combat
SV Fort +4, Ref +8, Will +5; Str 12, Dex 12, Con 13,
Engineer. CR 15. SZ M; v/wp 106/14; Init +7 (+1 Dex,
Int 18, Wis 16, Cha 10;
+6 class); Spd 30 ft.; Def 21 (+1 Dex, +10 class); Atk:
Skills: Bluff +6, Computers +12, Craft (Combat
fist/punch +7 (dmg 1d3+1 subdual, error 1, threat 20),
Engineer) +14, Cryptography +12, Demolitions +14,
5.7×28mm FN P90 +8 (dmg 1d10+1 normal, accuracy
Disguise +4, Electronics +14 (threat 19–20), Gather
–1, error 1–2, threat 19–20, range 30 ft., qualities and
Information +6, Hide +7 (threat 19–20), Hobby
mods: AP, BP, DS, RG, SL, SS, laser sight — 50 shots of
(Gambling) +5, Mechanics +14 (threat 19–20), Move
FMJ ammunition w/ 3 extra magazines); fragmentation
Silently +7 (threat 19–20), Open Lock +7, Profession
grenade +7 (dmg 2d10 normal, error 1–4, threat –,
(Military) +7, Surveillance +11.
range 15 ft., blast 10 ft. – 3 grenades); Face 1 square;
Feats: Armor Proficiency (Light), Explosives Basics,
Reach 1 square; SA anti-tampering, astute, back door,
Grease Monkey, Stealthy, Weapon Group Proficiency
chain reaction, demolition man (False Start, Mastery,
(Hurled, Melee, Handgun, Rifle).
improvise), evasion (no damage on save), flawless
Gear: Weapons, EOD kit (superior tools), electronics kit,
search, “If you see me running…,” intuition 1/session,
laptop computer, mechanics kit, standard belt gadget,
jury-rig +3, like a whisper (Advanced), procure, sneak
deck of playing cards, poker chips.
attack +2d6, uncanny dodge (Dex bonus to Defense);
Michael Seleckis (second tier — target average SQ None; SV Fort +6, Ref +14, Will +7; Str 12, Dex 13,
agent level 8), 5th-level snoop/3rd-level fixer/2nd- Con 14, Int 18, Wis 16, Cha 10;
level saboteur (special NPC): Department: Army Combat Skills: Bluff +10, Bureaucracy +4 (threat 19–20),
Engineer. CR 10. SZ M; v/wp 60/13; Init +6 (+1 Dex, Computers +16, Craft (Combat Engineer) +23, Craft
+5 class); Spd 30 ft.; Def 20 (+1 Dex, +9 class); Atk: (cooking) +6, Cryptography +16, Demolitions +28
fist/punch +6 (dmg 1d3+1 subdual, error 1, threat 20), (threat 19–20), Disguise +8, Electronics +24 (threat
5.7×28mm FN P90 +7 (dmg 1d10+1 normal, accuracy 19–20), First Aid +9, Gather Information +8, Hide +12
–1, error 1-2, threat 19–20, range 30 ft., qualities and (threat 18–20), Hobby (Gambling) +8, Listen +7 (threat
mods: AP, BP, DS, RG, SL, SS, laser sight – 50 shots of 19–20), Mechanics +24 (threat 19–20), Move Silently
FMJ ammunition w/ 3 extra magazines); Face 1 square; +12 (threat 18–20), Open Lock +16, Profession
Reach 1 square; SA anti-tampering, astute, back door, (Military) +7, Search +16 (threat 19–20), Spot +11
demolition man (False Start), evasion (no damage on (threat 19–20), Surveillance +23 (threat 19–20).
save), flawless search, “If you see me running…,” intu- Feats: Advanced Skill Mastery (Stealthy), Alertness, Armor
ition 1/session, jury-rig +3, procure, sneak attack +1d6; Proficiency (Light), Explosives Basics, Explosives Mastery,
SQ None; SV Fort +4, Ref +12, Will +7; Str 12, Dex 13, False Start (modified: Demolitions only), Grease Monkey,
Con 13, Int 18, Wis 16, Cha 10; Police Training, Quick Draw, Sidestep, Stealthy, Weapon
Skills: Bluff +8, Bureaucracy +4 (threat 19–20), Group Proficiency (Hurled, Melee, Handgun, Rifle).
Computers +14, Craft (Combat Engineer) +17, Gear: Weapons, EOD kit (superior tools), electronics
Cryptography +14, Demolitions +22 (threat 19–20), kit, laptop computer (+2 power rating), mechanics kit,
Disguise +6, Electronics +19 (threat 19–20), First Aid +9, explosive pen gadget, magnetic flask gadget, standard
Gather Information +8, Hide +9 (threat 19–20), Hobby belt gadget, deck of playing cards, poker chips.
(Gambling) +5, Mechanics +19 (threat 19–20), Move
Silently +9 (threat 19–20), Open Lock +9, Profession
(Military) +7, Search +10, Spot +7, Surveillance +18
(threat 19–20).

99
battlegrounds
Michael Seleckis (fourth tier — target average agent Death Commandos
level 18), 5th-level snoop/5th-level fixer/10th-level In the absence of orders from their Control, these
saboteur (special NPC): Department: Army Combat highly-trained covert operatives have chosen to seize
Engineer. CR 20. SZ M; v/wp 143/15; Init +11 (+2 Dex, the first enemy facility they can locate in the hopes that
+9 class); Spd 30 ft.; Def 26 (+2 Dex, +14 class); Atk: it will yield the means to re-establish contact with their
fist/punch +11 (dmg 1d3+1 subdual, error 1, threat 20), Agency. They know that this assault is their best — and
5.7×28mm FN Five-seveN +12 (dmg 1d10+1 normal, maybe last — option, and will fight to the last man
error 1, threat 20, range 25 ft., qualities: AP, DS – 20 rather than surrender or retreat.
shots of FMJ ammunition w/ 3 extra magazines), 23mm
Death Commandos (first-tier — target average
Gurza KS-23 +14 (dmg 5d6, recoil 25, error 1–2, threat
agent level 3), 1st-level shocktrooper/1st-level shadow
18–20, range 40 ft., qualities: AD, AK, TD, SG – 3 shots
warrior (minions, squads of 4 — 29 MP). CR 1. SZ M;
of slug ammunition w/ 17 extra slugs), fragmentation
v/wp 17/15; Init +4 (+2 Dex, +2 class); Spd 30 ft.;
grenade +12 (dmg 2d10 normal, error 1–4, threat –,
Def 13 (+2 Dex, +1 class); Atk: fist/punch +3 (dmg
range 15 ft., blast 10 ft. – 3 grenades); Face 1 square;
1d6+2 normal, error 1, threat 20), 9mmP H&K MP5SD
Reach 1 square; SA anti-tampering, astute, back door,
+3, (dmg 1d10+1 normal, accuracy –1, error 1–2, threat
blowout, chain reaction, cookbook, demolition man
20, range 30 ft., qualities and mods: CS, DP, SS, IN
(False Start, Mastery, improvise, Supremacy, Quick Use),
muzzle brake, IN silencer – 30 shots of subsonic
evasion (no damage on save), flawless search, “If you
ammunition w/ 4 extra magazines); Face 1 square;
see me running…,” intuition 1/session, jury-rig +3, like
Reach 1 square; SA None; SQ None; SV Fort +3, Ref +4,
a whisper (Advanced, Grand), procure, rock steady,
Will +4; Str 14, Dex 14, Con 15, Int 12, Wis 12, Cha 10;
sneak attack +2d6, “Try to keep up!,” uncanny dodge
Skills: Balance +3, Climb +3, Demolitions +2, Driver +3,
(Dex bonus to Defense); SQ None; SV Fort +8, Ref +18,
Hide +3, Intimidate +3, Jump +4, Listen +2, Move
Will +9; Str 12, Dex 14, Con 15, Int 18, Wis 16, Cha 10;
Silently +3, Open Lock +3, Sport (skydiving) +3,
Skills: Appraise +9, Bluff +10, Bureaucracy +5 (threat
Spot +2, Surveillance +2, Survival +2, Tumble +3.
18–20), Computers +16, Craft (Combat Engineer) +33,
Feats: Martial Arts, Traceless, Weapon Focus (sub-
Craft (cooking) +6, Cryptography +16, Demolitions +36
machine gun).
(threat 18–20), Disguise +12, Electronics +29 (threat
Gear: Weapons, modern-day ninja bundle, improvised
19–20), First Aid +9, Gather Information +8, Hide +16
hang glider.
(threat 17-20), Hobby (Gambling) +8, Listen +11 (threat
19–20), Mechanics +29 (threat 19–20), Move Silently Death Commandos (second-tier — target average
+16 (threat 17-20), Open Lock +20, Profession agent level 8), 2nd-level shocktrooper/2nd-level shadow
(Military) +7, Search +20 (threat 19–20), Spot +15 warrior (minions, squads of 4 — 35 MP). CR 3. SZ M;
(threat 19–20), Surveillance +24 (threat 18–20). v/wp 29/15; Init +4 (+2 Dex, +2 class); Spd 30 ft.; Def 15
Feats: Advanced Skill Mastery (Police Training, (+2 Dex, +3 class); Atk: fist/punch +5 (dmg 1d6+2
Stealthy), Alertness, Armor Proficiency (Light), normal, error 1, threat 20), knife +5 (dmg 1d6+2
Explosives Basics, Explosives Mastery, Explosives normal, error 1, threat 20), .45 ACP Ingram MAC-10 +5
Supremacy, False Start (modified: Demolitions only), (dmg 1d12 normal, accuracy –2, error 1-2, threat 19–20,
Grand Skill Mastery (Stealthy), Grease Monkey, Police range 30 ft., qualities and mods: TD, laser sight, silencer
Training, Quick Draw, Quick Use (Demolitions), Sidestep, – 30 shots of FMJ ammunition w/ 3 extra magazines);
Stealthy, Weapon Group Proficiency (Hurled, Melee, Face 1 square; Reach 1 square; SA heavily armed
Handgun, Rifle). (+20 BP); SQ None; SV Fort +4, Ref +5, Will +6;
Gear: Weapons, EOD kit (superior tools), electronics Str 14, Dex 14, Con 15, Int 12, Wis 12, Cha 10;
kit, laptop computer (+3 power rating), mechanics kit, Skills: Balance +4, Climb +3, Demolitions +2, Driver +3,
explosive pen gadget, magnetic flask gadget, standard Hide +4, Intimidate +3, Jump +4, Listen +2, Move
belt gadget, X-ray lenses gadget, deck of playing cards, Silently +4, Open Lock +3, Sport (skydiving) +3, Spot +3,
poker chips. Surveillance +2, Survival +2, Tumble +3.
Feats: Martial Arts, Traceless, Weapon Focus (sub-
machine gun).
Gear: Weapons, entry team bundle, night-vision
goggles, improvised hang glider.

100
the last war
Death Commandos (third-tier — target average Death Commandos (fourth-tier — target average
agent level 13), 3rd-level shocktrooper/4th-level agent level 18), 3rd-level shocktrooper/6th-level
shadow warrior (minions, squads of 4 — 46 MP). CR 6. shadow warrior (minions, squads of 4 — 50 MP). CR 8.
SZ M; v/wp 48/15; Init +6 (+2 Dex, +4 class); Spd 30 SZ M; v/wp 57/15; Init +8 (+2 Dex, +6 class); Spd 30
ft.; Def 16 (+2 Dex, +4 class); Atk: fist/punch +8 (dmg ft.; Def 18 (+2 Dex, +6 class); Atk: fist/punch +9 (dmg
1d6+2 normal, error 1, threat 20), knife +8 (dmg 1d6+2 1d6+2 normal, error 1, threat 20), knife +9 (dmg 1d6+2
normal, error 1, threat 20), .45 ACP H&K UMP-45A2 +9 normal, error 1, threat 20), 9x18mm Improved RSA
(dmg 1d12 normal, accuracy –1, error 1-2, threat 19–20, Bizon-2 +10 (dmg 1d12 normal, accuracy –1, error 1,
range 30 ft., qualities and mods: CS, DP, SS, TD, laser threat 19–20, range 40 ft., qualities and mods: CS, DT,
sight, silencer – 30 rounds of FMJ ammunition w/ 3 RG, SS, laser sight – 66 rounds of FMJ ammunition w/ 2
extra magazines); Face 1 square; Reach 1 square; SA extra magazines); fragmentation grenade +9 (dmg 2d10
heavily armed (+20 BP), sneak attack +1d6; SQ None; normal, error 1-4, threat -, range 15 ft., blast 10 ft. – 1
SV Fort +5, Ref +7, Will +6; Str 14, Dex 14, Con 15, grenade); Face 1 square; Reach 1 square; SA evasion
Int 12, Wis 12, Cha 10; (no damage on save), heavily armed (+20 BP), sneak
Skills: Balance +5, Climb +4, Demolitions +3, Driver +4, attack +1d6; SQ None; SV Fort +6, Ref +8, Will +7;
Hide +8 (threat 19–20), Intimidate +4, Jump +6, Listen +3, Str 14, Dex 14, Con 15, Int 12, Wis 12, Cha 10;
Move Silently +8 (threat 19–20), Open Lock +4, Sport Skills: Balance +6, Climb +5, Demolitions +3, Driver +4,
(skydiving) +4, Spot +4, Surveillance +3, Survival +3, Hide +10 (threat 19–20), Intimidate +4, Jump +7, Listen
Tumble +4. +4, Move Silently +10 (threat 19–20), Open Lock +5,
Feats: Martial Arts, Stealthy, Traceless, Weapon Focus Sport (skydiving) +4, Spot +5, Surveillance +4, Survival
(submachine gun). +3, Tumble +5.
Gear: Weapons, entry team bundle, night-vision gog- Feats: Martial Arts, Stealthy, Traceless, Weapon Focus
gles, improvised hang glider. (submachine gun).
Gear: Weapons, entry team bundle, night-vision gog-
gles, improvised hang glider.

101
battlegrounds
Enemy Agents Enemy Agents (third-tier — target average agent
These hostile operatives were on their last legs before level 13), 3rd-level operative/4th-level mercenary
they reached their field headquarters. Now, given time (minions, squads of 4 — 54 MP). CR 6. SZ M; v/wp
to rest and recuperate, they pose a grave threat to any- 51/14; Init +7 (+3 Dex, +4 class); Spd 30 ft.; Def 17
one attempting to take that facility from them. (+3 Dex, +4 class); Atk: fist/punch +8 (dmg 1d3+2
subdual, error 1, threat 20), knife +8 (dmg 1d6+2
Enemy Agents (first-tier — target average agent
normal, error 1, threat 20), 4.6×30mm H&K MP-7 +11
level 3), 1st-level operative/1st-level mercenary
(dmg 2d4+1 normal, error 1-2, threat 20, range 30 ft.,
(minions, squads of 4 — 31 MP). CR 1. SZ M; v/wp
qualities and mods: AP, CP, CS, DT, SS, laser sight – 40
18/14; Init +4 (+3 Dex, +1 class); Spd 30 ft.; Def 15
rounds of FMJ ammunition w/ 3 extra magazines);
(+3 Dex, +2 class); Atk: fist/punch +3 (dmg 1d3+2
Face 1 square; Reach 1 square; SA damage reduction
subdual, error 1, threat 20), stiletto +3 (dmg 1d6+2
1/-, department training (D-2), heavily armed (+10 BP);
normal plus poison effects, error 1-2, threat 20 – 3
SQ None; SV Fort +9, Ref +5, Will +5; Str 14, Dex 16,
doses of paralytic poison on blade), garotte +3 (dmg
Con 14, Int 12, Wis 12, Cha 10;
special, error 1-2, threat -), 9x18mm Makarov PM +6
Skills: Bluff +2, Climb +4, Demolitions +6, Diplomacy +2,
(damage 2d4 normal, error 1, threat 20, range 15 ft.,
Driver +7, First Aid +3, Hide +7 (threat 19–20), Listen +3,
qualities and mods: laser sight, silencer – 8 rounds of
Move Silently +8 (threat 19–20), Search +3, Sense
FMJ ammunition 4/ 5 extra magazines); Face 1 square;
Motive +3, Spot +7, Surveillance +3, Survival +3,
Reach 1 square; SA department training (D-2), heavily
Tumble +5.
armed (+10 BP); SQ None; SV Fort +6, Ref +4, Will +3;
Feats: Lay Down Fire, Point-Blank Shot, Sidestep,
Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 10;
Stealthy.
Skills: Bluff +1, Climb +3, Demolitions +3, Diplomacy +1,
Gear: Weapons, trail bundle.
Driver +5, First Aid +2, Hide +4, Listen +2, Move
Silently +4, Search +2, Sense Motive +2, Spot +4, Enemy Agents (fourth-tier – target average agent
Surveillance +2, Survival +2, Tumble +4. level 18), 5th-level operative/4th-level mercenary
Feats: Sidestep. (minions, squads of 4 – 65 MP). CR 8. SZ M; v/wp
Gear: Weapons, night-vision goggles, wetworks bundle. 62/14; Init +8 (+3 Dex, +5 class); Spd 30 ft.; Def 18
(+3 Dex, +5 class); Atk: fist/punch +9 (dmg 1d3+2
Enemy Agents (second-tier — target average agent
subdual, error 1, threat 20), knife +9 (dmg 1d6+2
level 8), 2nd-level operative/2nd-level mercenary
normal, error 1, threat 20), .12 gauge Mossberg Model
(minions, squads of 4 — 39 MP). CR 3. SZ M; v/wp
500A +10 (dmg 2d12, error 1-2, threat 19–20, range 30
30/14; Init +5 (+3 Dex, +2 class); Spd 30 ft.; Def 15
ft., qualities and mods: DP, TD – 8 rounds of 12 gauge
(+3 Dex, +2 class); Atk: fist/punch +5 (dmg 1d3+2
slug ammunition w/ 12 extra slugs); Face 1 square;
subdual, error 1, threat 20), stiletto +5 (dmg 1d6+2
Reach 1 square; SA damage reduction 1/-, department
normal plus poison effects, error 1-2, threat 20 — 3
training (D-2), heavily armed (+10 BP), sneak attack
doses of paralytic poison on blade), garotte +5 (dmg
+1d6; SQ None; SV Fort +12, Ref +7, Will +6; Str 14,
special, error 1-2, threat -), 9x18mm Makarov PM +8
Dex 16, Con 14, Int 12, Wis 12, Cha 10;
(damage 2d4 normal, error 1, threat 20, range 15 ft.,
Skills: Bluff +3, Climb +5, Demolitions +8, Diplomacy +2,
qualities and mods: laser sight, silencer – 8 rounds of
Driver +8, First Aid +3, Hide +8 (threat 19–20), Listen +3,
FMJ ammunition w/ 5 extra magazines); Face 1 square;
Move Silently +10 (threat 19–20), Search +34 Sense
Reach 1 square; SA department training (D-2), heavily
Motive +3, Spot +9, Surveillance +4, Survival +3,
armed (+10 BP); SQ None; SV Fort +9, Ref +5, Will +5;
Tumble +6.
Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 10;
Feats: Lay Down Fire, Point-Blank Shot, Precise Shot,
Skills: Bluff +1, Climb +3, Demolitions +4, Diplomacy +1,
Sidestep, Stealthy.
Driver +5, First Aid +2, Hide +6 (threat 19–20), Listen +2,
Gear: Weapons, trail bundle.
Move Silently +7 (threat 19–20), Search +2, Sense
Motive +2, Spot +4, Surveillance +2, Survival +2,
Tumble +4.
Feats: Point-Blank Shot, Sidestep, Stealthy.
Gear: Weapons, night-vision goggles, smoke grenade,
wetworks bundle.

102
“Nothing except a battle lost can be
half so melancholy as a battle won.”
— Arthur Wellesley, Duke of Wellington

new rules
6
battlegrounds
Many of the following optional rules deal with long- Each agent may spend no more than 1⁄2 his personal
term missions — missions lasting more than two or three budget to requisition munitions and consumables
sessions of play, or more than a week of game time. By (rounded up). Further, the full (non-discounted) BP cost
default assumption, games applying the following rules of any munitions or consumables in requisitioned bun-
assume that the agents are out of touch with the Agency dles counts toward this limit.
or any other higher authority for the duration of the
mission (for example, Chapter 5’s post-apocalyptic set- Mission Budget
ting assumes that the Agency is severely weakened, Each agent gains his standard mission budget, as if
completely destroyed, or otherwise unable to provide embarking upon a Code: Black mission. Additionally,
any assistance to the agents once play begins). In all each agent gains a number of bundles, weapons, muni-
cases, the GC must exercise common sense and discre- tions, and consumables based on the long-term mis-
tion when deciding whether favor checks, training pro- sion’s expected duration, and whether the team is mili-
grams, and other Agency-provided mission resources tary or non-military, as follows.
are available before or during each long-term mission.
Military Team
Long Range Patrol (1–3 weeks): Each agent gains
LGONG T ERM
EARING U P
1 infantry basic load bundle (see the U.S. Militaries
Sourcebook, page 106). Further, he gains 2 × the standard
amount when requisitioning munitions or consumables
(e.g. if he requisitions and pays for 2 fragmentation
The war has just begun — or, worse, the world has
grenades, he gains 4 fragmentation grenades).
just ended. Your agents must select the supplies neces-
Tactical Operation (1–3 months): Each agent gains
sary to keep them alive over months or even years.
1 infantry basic load bundle, well as his choice of either
Somehow, personal budgets and mission budget bonus-
1 infantry assault bundle or 1 infantry march bundle
es seem woefully inadequate…
(see the U.S. Militaries Sourcebook, pages 106 and 107,
Spycraft’s budget point system is one of its key tools
respectively). Further, he gains 3 × the standard amount
for maintaining game balance, but it’s designed specif-
when requisitioning munitions and consumables.
ically for short-term, episodic missions, not situations
Strategic Deployment (4–6 months): Each agent
where agents are in the field for weeks — or the rest of
gains 1 infantry basic load bundle, as well as his choice
their lives — without further support. In such situations,
of either 1 infantry assault bundle or 1 infantry march
the GC should consider using the following optional
bundle (see the U.S. Militaries Sourcebook, pages 106
rules to ensure that agents begin play with everything
and 107, respectively). Further, he gains his choice of any
they might need during such a long-term campaign.
1 military bundle (see the sidebar on page 105). Also,
Special Note For All: In the following rules, “muni-
he gains 3 × the standard amount when requisitioning
tions” refers to the following types of gear: firearm
munitions and consumables. Finally, for every 4 agents
ammunition, tactical weapon ammunition, hurled pro-
on the team, the entire team — not each agent — gains
jectiles (including grenades), hurled weapon ammuni-
1 tactical weapon with a BP cost equal to or less than the
tion, explosives, and poisons. “Consumables” refers to
largest personal budget of any team member.
all other single-use items of standard-issue gear, includ-
War and Beyond (7+ months): Each agent gains
ing (but not limited to) batteries, medical supplies, and
1 infantry basic load bundle, as well as his choice of any
food.
2 military bundles (see the sidebar on page 105).
Special Note for GCs: Yes, the following rules pro-
Further, he gains 3 × the standard amount when
duce a massive amount of gear per agent. Yes, the team
requisitioning munitions and 5 × the standard amount
might use this gear to completely overpower its first
when requisitioning consumables. Finally, for every
several challenges. As the GC however, you are com-
2 agents on the team, the entire team — not each agent
pletely within your rights to keep raising the stakes, and
— gains 1 tactical weapon with a BP cost equal to or less
to deny the agents additional gear to balance the team’s
than the largest personal budget of any team member.
initial equipment gain.
Non-Military Team
Personal Budget Business Trip (1–3 weeks): Each agent gains 25
Each agent gains his standard personal budget,
bonus BPs that he may only spend to requisition bun-
which represents the items he can’t live without — the
dles. Further, he gains 2 × the standard amount when
gear he finds utterly essential to his work. Players
requisitioning consumables.
should select these items carefully, as they’re the only
things for which replacement is easy during a long-term
mission.

104
New rules
Summer Vacation with Guns (1–3 months): Each
agent gains 50 bonus BPs that he may only spend to
M EDICAL
requisition bundles. Further, he gains 3 × the standard
amount when requisitioning consumables.
TREATMENT
Globetrotting Mayhem (4–6 months): Each agent
gains 75 bonus BPs that he may only spend to requisi- The default Spycraft rules assume inhumanly rapid
tion bundles. Further, he gains 2 × the standard amount healing times for even the sickliest agents. Even with no
when requisitioning munitions and 2 × the standard medical care at all, an agent with average Constitution
amount when requisitioning consumables. can return from the very gates of death in less than 3
World Tour of Duty (7+ months): Each agent gains weeks. This is both cinematic and convenient, but a tri-
75 bonus BPs that he may only spend to requisition fle unrealistic. The following rules provide more detailed
bundles. Further, he gains 3 × the standard amount and gritty rules for serious injuries and subsequent
when requisitioning munitions and 5 × the standard recovery.
amount when requisitioning consumables. Finally, the Special Note: While all of the rules presented in this
agent gains the Signature Gear feat at no cost, and may chapter are optional, the following material is a partic-
retroactively designate any 1 item requisitioned with his ular departure from Spycraft’s core genre conventions.
personal budget to benefit from this feat. GCs should only apply these rules with the consent of
all players, as this material offers a very real chance of
Special NPCs on significant long-term consequences for anyone entering
Long Term Missions combat.
Special NPCs attached to the team gear up for long-
term missions as if the planned mission’s duration is 1 Bleeding and Squealing
category lower (e.g. special NPCs attached to a non-mil- The basic premise of Spycraft’s damage system is
itary team going on a summer vacation with guns gear that vitality is an ephemeral mixture of “endurance,
up as if going on a business trip). luck, and experience.” These points represent an agent’s
instinctive ability to turn aside at the last instant and
Field Expenses avoid taking an assault rifle burst in the chest, or his
Each agent gains field expenses equal to his stan- capacity to sustain a forced march over rough terrain.
dard field expenses × the number of months the mission Accordingly, medical treatment for lost vitality points is
is expected to last (to a maximum of 6 × his standard as much a matter of reassurance and sympathy as it is
field expenses). one of bandages and stitches. When an agent receives
treatment for vitality damage, he’s being patched up,
Gadget Points wiped off, and put back on his feet; there’s no invasive
Each agent gains his standard gadget points, as if surgical procedure involved. Bruises, paper cuts, con-
embarking upon a Code: Black mission. Additionally,
when an agent requisitions a gadget with a limited
Military Bundles
number of uses, he gains 2 × the standard number of
uses (or 2 × the standard number of gadgets if the gad- Many Spycraft bundles are not wholly suitable for
get is disposable). military deployment. The following bundles are rec-
ommended for use by military teams, and may be
Leveling Up During selected as bonus “military bundles” in appropriate
a Long Term Mission long-term missions (see page 104).
When an agent gains a level during a long-term mis- Spycraft Espionage Handbook: Bundle C.
sion, he does not recalculate his personal budget, nor Modern Arms Guide: All bundles.
does he gain additional mission budget or gadget Soldier/Wheelman Class Guide: Arctic operations
points. Instead, he gains a number of bonus scavenging bundle, bush bundle, EOD bundle, pilot bundle.
checks equal to the number of budget points he would Fixer/Pointman Class Guide: Forward reconnais-
typically add to his personal budget at his new level. sance bundle, HAZMAT bundle.
The agent may use these bonus scavenging checks at U.S. Militaries: All bundles.
any time he may typically spend time or an action die World Militaries: All bundles.
to perform a scavenging check (for information about 1960s: Military advisor bundle.
scavenging checks, see page 110). Stargate SG-1 Rulebook and Supplements: All duty
and weapon bundles. Non-military agents gearing up
Example: An agent gains a level in the soldier class.
for a long-term mission may requisition duty bundles
Instead of gaining 2 budget points, he gains 2 bonus
for 25 BP each, or weapon bundles for 35 BP each.
scavenging checks.

105
battlegrounds
crete scrapes, and hangnails are about as serious as sustains even a few points of wound damage, he suffers
vitality damage gets in terms of blood and gore. While an injury that requires a trip to the emergency room for
the actual physical damage to the agent’s body may not any average civilian. This damage may include broken
heal overnight, the impairment he suffers from it quick- bones, torn tendons, lacerations, deep punctures, rup-
ly becomes irrelevant. Even with these more severe tured organs, and arterial bleeding. Few such injuries
rules, the healing rate for lost vitality points remains heal in a matter of days; most take weeks or months,
unchanged — an agent heals 1 vitality point per hour and many require surgery to facilitate full recovery.
per agent level, or double this when under successful Wound point damage and the temporary or permanent
long-term care, or tripled with hospital care. effects that can accompany it are the focus of the fol-
Wounds, on the other hand, are direct physical trau- lowing rules.
mas that occur when the agent’s luck runs out (or an
opponent’s luck is particularly good). When an agent

Table 6.1: Critical Injuries


Margin
of Failure Injury/Effects* Recovery
1 Broken Bone: –2 with all Str- and Dex-based checks. Healing
2 Internal Bleeding: –4 with all Con-based checks. Healing
3 Broken Leg: Base speed is reduced to 1/2 standard (rounded down), agent cannot run, Healing
–4 with all checks requiring full leg mobility.
4 Mild Scarring: –1 Cha (permanent). Healing
5 Broken Arm: –4 with all checks requiring full arm mobility, Healing
50% chance that the broken limb is the agent’s dominant arm**.
6 Concussion: –4 with all Int-, Wis-, and Cha- based checks. Healing
7 Punctured Lung: –4 with all Con-based checks, agent becomes fatigued Surgery
whenever his vitality drops below 1/2 standard (rounded down).
8 Severed Tendon: Base speed becomes 10 ft., agent cannot run, Surgery
–4 with all checks requiring full leg mobility.
9 Punctured Stomach/Intestine: –1 Con (permanent), required food is doubled Surgery
10 Severed Finger: –2 with all checks requiring hand. Surgery
50% chance that the finger is severed from the agent’s dominant hand**.
11 Severe Scarring: –(1d4+1) Cha (permanent). Therapy
12 Punctured Spleen/Kidney/Liver: –(1d4+1) Con (permanent), Surgery
–8 with all Fort saves made against disease and poison.
13 Lost Foot: Base speed reduced by 10 ft. (permanent), –4 with all checks requiring full leg mobility. Prosthesis
14 Lost Ear: –8 with all Listen checks with 1 lost ear. Surgery
Deafened and automatically fail all Listen checks with 2 lost ears.
15 Lost Hand: 50% chance that the agent’s dominant hand is lost**. Prosthesis
16 Lost Leg: Base speed is reduced to 1/2 standard (rounded down), agent cannot Prosthesis
move faster than 30 ft. per round, –10 with all checks requiring both legs.
17 Lost Eye: –10 with all Search and Spot checks, –6 with all crash, maneuver, and obstacle checks, Surgery
–6 with all ranged attacks unless using a scope or other sighting system with 1 lost eye. Blinded,
automatically fail all skill checks that require sight, and make all attacks as if the target possesses
total concealment with 2 lost eyes.
18 Lost Arm: 50% chance that the agent’s dominant arm is lost**. Prosthesis
19 Nervous System Damage: Roll 1d4, then roll that many dice. With each even result, the agent Therapy
suffers –1 Str (permanent), and with each odd result, the agent suffers –1 Dex (permanent).
20+ Brain Damage: Roll 1d4, then roll that many dice. Therapy
With each even result, the agent suffers –1 Int (permanent),
and with each odd result, the agent suffers –1 Wis (permanent).
* All effects from multiple injuries are cumulative, though the agent may only suffer certain injuries a limited number of
times, per the GC’s discretion and common sense (an agent may only lose 2 arms or 10 fingers, for instance).
** Agents with the Ambidexterity feat ignore all rolls to check for arm/hand dominance.

106
New rules
Gadget Prostheses These rules assume that the agent rests in a relative-
ly clean setting, such as a residential dwelling or base
Gadget-grade prosthetic limbs that grant the
camp. If he spends the majority of his time in an unsan-
recipient 100% of his pre-injury capacity are beyond
itary environment — such as a prison camp or jungle —
the scope of modern medicine, and classified as
the base DC for his weekly Fortitude saves rises to 20.
super-science. In a campaign where such technology
On the other hand, during each week the agent receives
is available, an agent suffering an appropriate injury
successful long-term medical care, his base DC falls to
may opt for a prosthetic replacement indistinguish-
10 (though the agent receives no other benefit from
able from his original equipment. In this case, the
long-term medical care — not even the benefit described
agent regains full functionality but finds his gadget
in the Spycraft Espionage Handbook). In a hospital set-
point allotment permanently reduced by 2.
ting, his base DC falls to 10 (though the agent receives
In most cases, the Agency refuses to equip an
no other benefit from long-term medical care — not
agent with any obvious gadget replacement limb.
even the benefit described in the
Such a device constitutes a massive breach of securi-
Spycraft Espionage Handbook),
ty, as it can reveal the existence of super-science.
and the agent may also make
Fortitude saves once every 3
days rather than once per
Taking a Hit week.
Whenever an agent suffers an attack that inflicts
wound damage greater than his Constitution modifier,
he must make a Fortitude save (DC 10 + the amount of
damage suffered). With failure, the agent also suffers a
critical injury, as determined by the difference between
his Constitution modifier and the damage suffered, and
as shown on Table 6.1: Critical Injuries (see page 106).
Example: An agent with a Constitution modifier of 4
loses 6 wounds during an attack. He suffers a concussion.
Example 2: An agent with a Constitution modifier of
–3 loses 6 wounds during an attack. He suffers a punc-
tured stomach or intestine.

The Road to Recovery


Recovering from life-threatening injuries is no easy
matter, especially for a victim who finds himself with-
out proper medical care. An agent with less than 1
wound point may only heal — or worsen, if his body
isn’t up to fighting off infection and pulling itself
back together.
At the end of each week during which an agent
possesses less than 0 wound points, he must make
a Fortitude save (DC 15 + the difference between 0 and
his current wound point total). With success, the agent
heals 1 wound point. With failure, the agent loses 1
additional wound point as his injuries overwhelm his
body. Additionally, while an agent possesses less than 0
wound points, he suffers a penalty with all Fortitude
saves to resist disease and poison equal to the difference
between 0 and his current wound point total.
An agent possessing 0 or more wound points has an
easier time of it. At the end of each week, he must make
a Fortitude save (DC 15). With success, the agent heals
1 wound point. With failure, nothing happens. An agent
possessing 0 or more wound points suffers no addition-
al save penalties.

107
battlegrounds
Reconstruction
G EAR A BUSE AND
An agent who suffers a critical injury may require
additional assistance to set things right, as shown in
MAINTENANCE
the Recovery column of Table 6.1: Critical Injuries
(see page 106).
With the standard single-mission format, agents
Healing: The agent’s body naturally heals this critical
needn’t worry about the effects of extended use upon
injury in time. The critical injury and all of its effects are
their gear. Such operations usually occur over a matter
lost when the agent’s wound points return to maximum.
of days, at the end of which all surviving gear goes back
Prosthesis: The agent must be fitted with an artificial
to the Agency’s stockpile. For agents on long-term mis-
limb that provides at least partial function before he may
sions, however, those in the field for weeks or months at
offset any of the penalties inflicted by this injury. This
a time — or after the end of the world — this luxury may
process cannot begin until the agent’s wound points
become a distant memory. These agents must make do
return to 1 or higher. Assuming the agent has access to the
with gear that’s often a single bad firefight away from
proper facilities, a prosthetic leg or foot costs 4 BP or
literally falling apart in their hands.
$750, while a prosthetic arm or hand costs 8 BP or $1,500.
Special Note: These optional rules frequently refer to
Once prosthetic fitting begins, the agent must make a
repair checks. This general term is used to denote a skill
complex Dexterity check with an interval of 1 week and a
check with whatever skill is most appropriate to repair-
DC of 100. With success, the agent fully adjusts to his
ing a specific item. For example, Craft (Gunsmithing) is
prosthesis, and the penalties inflicted by the missing limb
used to repair a firearm, while Mechanics is used to
are reduced to 1⁄2 standard (rounded up). If the agent suf-
repair a motorcycle. If an agent possesses a feat or class
fers a second identical injury, however, the agent loses the
ability that grants a bonus with improvised repairs, he
prosthesis and may never gain another.
may choose to apply its benefits to any appropriate
Surgery: Invasive or reconstructive surgery is neces-
repair check — though his error range for that check is
sary to correct this injury. This process requires a complex
increased by 1 to reflect the fact that he’s applying a
Profession (Doctor) skill check with an interval of 1 hour
temporary solution to a permanent problem.
and a DC equal to 20 × the number of wound points the
agent possesses below 0 (min. 100). The agent’s Abuse
Constitution modifier is applied to each of the surgeon’s
During a long-term mission, every gear item gains
Profession (Doctor) skill checks. Further, the agent may
an additional trait: abuse. This is a measure of the mate-
spend his own action dice to increase the surgeon’s check
rial fatigue and general wear and tear the item accumu-
results. He may not affect the procedure in any other way,
lates over its service life.
however, as he is (hopefully) unconscious for it. If the
An item may gain abuse as follows.
complex skill check is successful, the injury is healed
once the agent’s wound points return to maximum. If the • Each time an agent suffers an error when using, repairing,
surgeon suffers 2 consecutive critical failures, the proce- or modifying an item, the GC may spend 2 or more action
dure fails and the injury becomes permanent. dice to apply a number of points of abuse equal to the
Therapy: Long-term psychological and/or medical number of action dice spent divided by 2 (rounded down).
care is required to heal this injury. This process cannot This action die cost is increased to 3 per point of abuse if
begin until the agent’s wound points return to 1 or the item possesses the dependable (DP) quality. If the GC
higher. Once therapy begins, the character providing wishes to activate the error as a critical success, he must
care selects 1 damaged ability and makes a complex spend additional action dice to do so.
skill Profession (Psychologist) check with an interval of
• Each time an item suffers enough damage to enter
1 week and a DC equal to 10 × the agent’s original score
a new damage threshold, it gains 1 point of abuse.
in the target ability. The agent may spend his own
This replaces the standard effect of damage thresholds.
action dice to increase the psychologist’s check results,
For more information about damage thresholds, see
but may not affect the procedure in any other way, as
the Modern Arms Guide, pages 23–25.
he must leave himself in another’s hands for the process
to work. If the complex skill check is successful, the An item’s error range is increased by the current
agent regains 1 lost point in the ability. If the psychol- number of abuse points it possesses. If an item’s error
ogist suffers 2 consecutive critical failures, the proce- range ever rises to 1–11 or greater, it is immediately
dure fails and the agent suffers 1 additional point of destroyed and is may only be used for cannibalization
damage with the target ability. (see page 109).

108
New rules
Undoing Abuse in any other item of the same type (or any other weapon
or vehicle of the same model) with 30 minutes and
Proper care can go a long way toward repairing an
a successful repair check (DC 15, +2 per point of abuse
abused item. At any time, an agent with the proper tools
possessed by the recipient item). Each successful instal-
may make a repair check (DC 20). This check requires a
lation reduces the recipient item’s abuse rating by 1,
number of minutes equal to the item’s BP cost for any
to a minimum of 0.
simple or mechanical item, or a number of minutes
Unlike standard repair checks (see Undoing Abuse,
equal to 5 × the item’s BP cost for any electronic item.
in the previous column), cannibalization may reduce
With success, the item loses 1 point of abuse (to a min-
an item’s abuse points to 0 with a standard success
imum of 1 point of abuse). Only a critical success with
(i.e. without a critical success).
a repair check can remove the last point of abuse pos-
sessed by any item (it’s hard to make things “as good as Example: Sergeant Hammonds has an Uzi with 6
new”). abuse points. He decides to dismantle it for spare parts. He
If an item is damaged (i.e. possesses fewer than max- succeeds with a Craft (Gunsmithing) check, then rolls 2d8
imum wound points), this damage must be repaired for a result of 11, salvaging 5 (11–6) spare parts from it.
before any of its abuse points may be removed. This Several days later, Sergeant Hammonds acquires 2
requires a complex repair check (DC 15 × the number of more Uzis, with 6 and 2 abuse points, respectively. Over
wound points the item has lost) and takes 15 minutes the course of several hours, he succeeds with several Craft
per repair check (for a simple or mechanical item), or 1 (Gunsmithing) rolls, installing 3 of his salvaged parts into
hour (for an electronic item). the first Uzi and 2 into the second one. This reduces the
first Uzi’s abuse value to 3, and reduces the second Uzi’s
Preventive Maintenance abuse value to 0 (making it perform like new).
Agents who keep their gear in good condition are
much less likely to experience catastrophic mechanical Vehicular Abuse
failures at inopportune moments. An agent may per- Vehicles are a bit larger and more complex than most
form preventive maintenance on any item with a repair items an agent will abuse during a long-term mission.
check (DC 15). This check takes 30 minutes, +15 minutes Accordingly, vehicles accrue abuse points a bit different-
per size category the item is above Small. With success, ly — or more accurately, each of a vehicle’s critical hit
the item gains the dependable (DP) quality until imme- locations accrues abuse points differently, as follows.
diately after the next error suffered with it. With a crit-
Engine: A vehicle’s engine gains 1 point of abuse
ical success, this effect extends to the next 2 errors.
each time the vehicle suffers an engine critical.
Multiple applications of preventive maintenance do not
Additionally, each time an agent suffers an error with a
stack, nor do the effects of the Clean and Polished feat
maneuver check, the GC may spend 2 action dice to
(see the Fixer/Pointman Class Guide, page 45).
inflict a point of abuse upon the vehicle’s engine.
Special Note: For a preventative maintenance repair
Engine abuse points increase the error ranges of all
check only, the agent may use any Hobby, Knowledge,
maneuver checks made with the vehicle.
Profession, or Sport skill focus directly relevant to the
Steering: A vehicle’s steering gains 1 point of abuse
target item. For example, Profession (Military) may be
each time the vehicle suffers a steering critical.
used to maintain an assault rifle, while Sport
Additionally, whenever an agent suffers an error with
(Waterskiing) may be used to maintain a motorboat. The
an obstacle or crash check, the GC may spend 2 action
GC is the final authority on the applicability of any skill
focus to any gear item. Armor Degradation

Cannibalization Unlike most gear, body armor doesn’t usually see


active use. Rather, its role is passive, so it accrues
Maintenance personnel across the world routinely
abuse in a slightly different manner. At the end of
cannibalize gear to repair other gear, taking parts from
each scene during which an agent is hit with 1 or more
a seriously broken item to help fix an identical but less-
attacks that penetrate his body armor (e.g. an attack
damaged item. Agents can use this technique to dis-
whose damage exceeds the damage reduction of the
mantle an item for spare parts, using those parts to
agent’s armor), the armor accrues 1 point of abuse.
reduce the abuse value of identical items.
The damage reduction of an agent’s armor is
To cannibalize an item, an agent must spend 1 hour
reduced by 1⁄2 the number of abuse points it possess-
and makes a successful repair check (DC 15). This breaks
es (rounded down). Further, its armor check penalty
the item down into its component parts and determines
is reduced by the same amount. If the damage reduc-
which parts are fit for re-use. Thereafter, the agent gains
tion of an agent’s armor is reduced to 0 or below, it
a number of parts equal to 2d8 – the item’s abuse value
is destroyed.
(minimum 0). Each of these parts may then be installed

109
battlegrounds
Table 6.2: Vehicle Repair and Maintenance
Vehicle is… Repair DC/Time Maintenance DC/Time
…Small 10/15 minutes 5/5 minutes
…Medium 15/1 hour 10/30 minutes
…Large 15/2 hours 12/1 hour
…Huge 20/4 hours 15/2 hours
…Gargantuan 25/8 hours 20/4 hours
…Colossal 35/24 hours 25/12 hours
…a surface water vehicle +5/×10 +5/×10
…a submersible water vehicle +10/×20 +10/×20
…a fixed-wing aircraft +5/×3 +5/×3
…a rotary-wing aircraft +10/×5 +10/×5
…an armored or heavy +5/×2 +5/×2
…exotic (possesses the EXO quality) +5/×2 +5/×2
…maintenance friendly (possesses the MTF quality) –5/×0.5 –5/×0.5

dice to inflict a point of abuse upon the vehicle’s steer- Gadget Abuse
ing. Steering abuse points increase the error ranges of
Super-science doesn’t take well to long-term deploy-
all obstacle and crash checks made with the vehicle.
ment. All gadgets sustain abuse like standard-issue gear,
Tires: Each of a vehicle’s tires gains abuse points
with the following exceptions and clarifications.
independently. A vehicle’s tire gains 2 points of abuse
each time it is burst and 1 point of abuse whenever it • Each time an agent suffers an error when using, repair-
suffers 1 or more points of damage from a maneuver. ing, or modifying a gadget, the GC may spend 1 or more
Tire abuse points inflict no additional effects, but a tire action dice to apply a number of points of abuse equal
with 5 or more points of abuse may never be repaired. to the number of action dice spent. This action die cost
Weapon: The “weapon” critical hit location repre- is increased to 2 per point of abuse if the gadget or its
sents all of a vehicle’s mounted subsystems (communi- housing possesses the dependable (DP) quality. If the
cations gear, sensors, etc.), not just its weapons, and GC wishes to activate the error as a critical success, he
each subsystem is tracked separately. Each time any must spend additional action dice to do so.
subsystem suffers a critical hit, it also gains 1 point of
• When a gadget is repaired or maintained using the rules
abuse. Additionally, whenever an agent suffers an error
in this chapter, it is assumed to possess a BP cost equal
when using a vehicle subsystem, the GC may spend 2
to 5 × its GP cost.
action dice to inflict 1 point of abuse upon the subsys-
tem. When a subsystem possesses 1 or more points of • Each repair check DC applied to a gadget is increased by
abuse, the error ranges of all appropriate skill checks 10, or by 20 if the gadget is considered super-science.
made using the subsystem, or with the assistance of the
subsystem, are increased by 1. For example, when a
thermal sight possesses 2 points of abuse, an agent’s
error ranges with Spot checks with the item are
increased by 2.
SCAVENGING
Agents on a long-term mission don’t have access to
Window: A vehicle’s windows never suffer abuse, as the Agency’s vast arsenals. They must acquire addition-
this critical hit location only exists to facilitate hits al gear in play, either by taking it from those who no
upon the vehicle’s occupants. longer need it or by digging it up in the field (oftentimes
literally).
Rules for repairing vehicle damage are presented on
Scavenging may occur during a serial or during the
page 193 of the Spycraft Espionage Handbook. The DCs
downtime in-between, as follows.
and times required to repair vehicle abuse and maintain
Special Note: These optional rules frequently refer to
a vehicle are determined by the vehicle’s size and type,
scavenging checks. A scavenging check is either a
as shown on Table 6.2: Vehicle Repair and Maintenance
Search check (if the agents are located in an urban area),
(see above).
or a Survival check (if the agents are located in the
wilderness). A terrain-based modifier is applied to each
scavenging check, as shown on Table 6.3: Scavenging
Modifiers by Terrain (see page 112).

110
New rules
In-Mission Scavenging Between any two consecutive serials, an agent team
may make 1 scavenging check as described under In-
During each mission, an agent team may make 1
Mission Scavenging (see the previous column), except
scavenging check. Individual agents may cooperate to
that their check result is multiplied by 5 per full day
make this check, but no team may make multiple scav-
spent scavenging.
enging checks while operating in the same area.
Alternately, between any two consecutive serials, a
This scavenging check takes 2 hours, and yields a
single agent may make 1 scavenging check to rebuild
total BP value in gear items equal to the check result.
his personal gear inventory. This scavenging check
Typically, the GC chooses all items found with a suc-
requires 1 full day (8 hours), and has a DC equal to 1⁄2
cessful scavenging check, based on the terrain in which
the BP in the agent’s personal gear allotment (rounded
the check is made. Except for true gadgets, the GC may
down). With success, any of the agent’s personal gear
include 1 or more items with a GP cost among the items
items that have been completely destroyed or lost are
found, at a cost of 10 BP per 1 GP of gadget cost. True
replaced with identical items, each possessing 1d10–6
gadgets may never be found through scavenging. Each
abuse points. Further, each of the agent’s personal gear
item found possesses 1d10–4 abuse points (minimum 0).
items that possesses 1 or more abuse points loses 1
Alternately, at a cost of 1 action die, an agent team
abuse point.
may look for one specific non-gadget item. The team
Finally, between any two consecutive serials, an
spends 4 hours and makes a scavenging check as
agent team may make 1 scavenging check to look for a
described above, with a DC equal to the item’s BP value,
working vehicle. This scavenging check requires 1 full
or 10 × its GP cost). With success, the team finds the
day (8 hours). Unless the team suffers an error, the team
desired item, which possesses a number of abuse points
finds a vehicle whose GP cost is equal to or lower than
equal to 1d10 – the result of the action die spent to ini-
the check result × 5. If any of the team’s agents possess
tiate the scavenging check.
the custom ride class ability and do not currently pos-
Special Note: In a post-apocalyptic setting, an item’s
sess a custom ride, the GP cost of the vehicle found may
starting number of abuse points is increased by 1 per
be increased by the custom ride bonus of any agent
full year since the collapse of civilization.
choosing it as his custom ride. Typically, the GC choos-
Downtime Scavenging es the vehicle found with a successful
scavenging check, based on the ter-
Agents canvassing their surroundings between oper-
rain in which the check is made.
ations have considerably more leisure time to devote to
Each critical hit location of each
the task. In addition to looking for standard-issue gear,
vehicle found possesses 1d10–4
agents may scavenge for specific items to rebuild their
abuse points (minimum 0).
personal budgets, and may attempt to salvage vehicles.

Procurement in the Wasteland


The standard function of the fixer’s procure class
ability is sharply curtailed in a setting where the
agents possess no channels through which to requi-
sition gear. In a game using the rules from this chap-
ter, an agent possessing the procure ability gains a
competence bonus with all scavenging checks equal
to 1⁄4 his agent level (rounded down). Additionally, the
GC must spend 1 additional action die to activate
each error the agent suffers with a scavenging check.
These benefits do not apply to foraging attempts
unless the agent possesses the terrain ‘training’ feat
appropriate to the local terrain.

111
battlegrounds
Table 6.3: Scavenging Table 6.4: Foraging
Modifiers by Terrain Modifiers by Terrain
Terrain Scavenging Terrain Scavenging
Check Modifier Check Modifier
Aquatic –10 Aquatic +2
Arctic –8 Arctic –6
Desert –6 Desert –4
Forest +0 Forest +0
Jungle –4 Jungle +4
Mountain –2 Mountain –2
Plains +2 Plains +0
Swamp –4 Swamp +2
Urban, abandoned +6 Urban, abandoned +6
Urban, destroyed +4 Urban, destroyed +10
Urban, inhabited +2 Urban, inhabited *
Agency/military base, abandoned +10 Agency/military base, abandoned +4
Agency/military base, destroyed +8 Agency/military base, destroyed +8
Agency/military base, in use +6 Agency/military base, in use *
* No foraging possible (the agents must acquire food
Foraging from the inhabitants)
During each mission, an agent team may make 1
scavenging check to find food. This scavenging check
requires 2 hours, and generates a number of man-days’ Fuel
worth of food equal to the check result divided by 5
(rounded up). Fuel is a consideration about which Spycraft
Between any two consecutive serials, an agent team agents rarely need to worry. In a post-apocalyptic
may make 1 scavenging check to find food. For every setting or other situation where resources are limited,
full day spent foraging, this scavenging check generates however, the GC is encouraged to use the following
a number of man-days’ worth of food equal to the check guidelines to determine a vehicle’s fuel capacity and
result divided by 2 (rounded up). the difficulty of scavenging fuel.
In both cases, the check result is modified as shown A ground vehicle or watercraft possesses suffi-
on Table 6.4: Foraging Modifiers by Terrain (see above). cient fuel for 5 hours of highway or waterway travel
Further, with a critical failure when making any scav- (with each hour of off-road travel counting as 2
enging check to find food, the team locates and mistak- hours of highway travel). Finding enough gasoline or
enly consumes a poisonous plant, spoiled groceries, or a diesel fuel for 1 hour of highway travel requires a
supply of diseased meat that operates like a lethal poi- successful scavenging check (DC 12, +3 per vehicle
son or E coli, as appropriate (see Table 6.6: Diseases and size category above Medium). Obviously, this is
Poisons on page 116 for details). implausible with any very large ship, which can
In the wilderness, food found with a scavenging remain at sea for weeks without refueling, but any
check is almost always wild (e.g. nuts, berries, edible agent team that possesses such a vehicle is likely to
mushrooms, etc.). Further, the agent team may choose to only have to refuel once or twice during any season,
hunt for wild game. This consumes 2d10 shots each and then as the center-point of a vital encounter.
from one weapon of each agent’s choice, but generates A fixed-wing aircraft possesses sufficient fuel for
an additional number of man-days’ worth of food equal 10 hours of flight, while a helicopter possesses suffi-
to the twice the maximum damage of any single cient fuel for 4 hours of flight (with any combat or
weapon used in the hunt. chase scene counting as 1 hour of flight, regardless
In an urban area, it’s usually pre-packaged food of how long it actually takes, and what vehicles are
(which may be a bit stale in a post-apocalyptic setting, used). Further, each hour of flight through high
especially if civilization collapsed long ago). Further, winds or worse weather counts as 2 hours of flight.
when an agent team forages in an urban area or base, Finding enough aviation fuel for 1 hour of flight
the GC should roll 1d6: with a result of 1 in an urban requires a successful scavenging check (DC 20, +5 per
area or 1–4 in a military base, the team finds MREs vehicle size category above Medium).
rather than wild or civilian pre-packaged food (see the
U.S. Militaries Sourcebook, page 109).

112
New rules
weapon, which converts everything within a limited
area to hot energized vapor that quickly dissipates. For
W EAPONS
OF M ASS
details, consult Table 6.5: Weapons of Mass Destruction
(see page 116).
Neutron: An offshoot of the nuclear bomb, a neu-
DESTRUCTION
The ultimate horrors of modern warfare, weapons of
tron weapon theoretically releases minimal kinetic
force, inflicting only minor property damage. Instead, it
generates a massive burst of lethal neutron radiation
mass destruction (WMDs) are every professional sol-
which is lethal to living creatures but harmless to most
dier’s worst nightmare. The following rules describe the
structures, and which dissipates quickly after the initial
effects of WMDs, and the techniques agents may use to
blast. In a campaign featuring super-science, this WMD
protect themselves from these effects.
type also includes gadget devices with similar effects,
WMD Types often using other types of radiation (e.g. microwaves).
For a list of neutron weapons, consult Table 6.5:
Weapons of mass destruction take many forms,
Weapons of Mass Destruction (see page 116).
as follows.
Nuclear: The great specters of the twentieth century,
Biological: A biological WMD spreads a deadly dis- nuclear weapons set the standard for massive, wide-
ease across a large area — possibly with a low-power scale destruction. Within any nuclear blast, the central
explosive, aerosol or aerial dispersal, or by contaminat- region — or “ground zero” — is utterly annihilated, while
ing a water supply. Contagious diseases are hard to pre- concentric rings of territory outside this region experi-
dict, but may be introduced into a target area with only ence major property damage, followed by fires, then
one infected individual or animal. Non-infectious bio- severe radiation poisoning, and finally fallout (a surviv-
weapons dissipate quickly, while infectious strains often able condition of radioactive contamination caused by
last for some time, but tend to die out once all hosts are the fall of contaminated particles blown into the atmos-
infected and killed. For a list of possible disease types, phere by the explosion). The massive property destruc-
consult Table 6.6: Diseases and Poisons (see page 116). tion and environmental impact of nuclear weapons
Chemical: A chemical weapon may be distributed have made them unpopular with most governments, but
using the same means as a non-infectious bio-weapon ideal as an implement of terror. For a list of nuclear
(see the previous entry). WMD-grade chemicals are weapons, consult Table 6.5: Weapons of Mass
highly resilient, however, and therefore more easily and Destruction (see page 116).
widely scattered with explosives (artillery shells, for Radiological (“Dirty Bombs”): These devices use con-
example). Most chemical weapons inflict minimal prop- ventional explosives to scatter radioactive substances
erty damage and disperse quickly once employed, mak- over large areas. While not as far-reaching or as fatal as
ing them desirable for attacks on areas the attacker some other WMD types, their relative simplicity and
wishes to seize after the strike. Some chemicals persist slow, painful death dealing makes them an instant con-
for several hours to several days on exposed surfaces, cern for counter-terrorism forces worldwide. For a list of
however, making them just as effective as area-denial radiological weapons, consult Table 6.5: Weapons of
weapons. WMD-grade chemical payloads are considered Mass Destruction (see page 116).
poisons — for possible chemical weapon types, consult
Table 6.6: Diseases and Poisons (see page 116). WMD Effects
Energetic: No nation in the world is known to pos- The single defining characteristic of any WMD is its
sess this theoretical WMD type, which can include exot- area of effect. Each of these weapons destroys lives,
ic forms of radiation, plasma fields, and strikes with property, or both across a wide area. Each WMD
extremely high-powered lasers and other “beam possesses up to 3 destruction increments, applying
weapons.” The common characteristic of every energetic one or more WMD effects to characters and/or scenery
WMD is total devastation within a central area, beyond within each destruction increment as shown on Table
which the weapon has little or no impact. This theory of 6.5: Weapons of Mass Destruction (see page 114).
crisply targeted destruction makes energetic weapon
Example: A nuclear blast applies the devastation
development appealing to militaries with ecological
WMD effect at ground zero (i.e. within the center
concerns, as well as those who wish to demonstrate pre-
destruction increment), the concussion and fires WMD
cisely applied violence. Two energetic WMDs are pre-
effects within the second destruction increment, and the
sented in this chapter. The first is an anti-matter weapon
fallout WMD effect within the third destruction incre-
capable of unleashing titanic energy in an extremely
ment.
confined space, but also releasing hard radiation over a
wider area, while the second is a plasma sublimation

113
battlegrounds
Annihilation: Within each affected destruction incre- Concussion: Within each affected destruction incre-
ment, the weapon generates extremely high-energy ment, the weapon expels a massive wave of explosive
activity, converting conventional matter into high-tem- force. At ground zero, each character and object suffers
perature plasma, which quickly dissipates. Absolutely 12d12 normal blast damage. In the second destruction
everything within the area is vaporized; no one and increment, this damage is reduced to 10d10, and within
nothing is allowed a save. Nothing remains within the the third destruction increment, it is reduced to 8d8.
area to salvage or examine (though the extreme absence Contact: Within each affected destruction incre-
of residue may tip off knowledgeable examiners as to ment, the weapon distributes a standard payload of bio-
the cause of the destruction). This effect frequently logical or chemical material. Each character within the
carves holes in buildings or the ground. area need only make 1 save to resist the payload, as

Table 6.5: Weapons of Mass Destruction


WMD First Increment Second Increment Third Increment
Biological
Airburst Saturation (800 ft.) Exposure (2 miles) Contact (25 miles)
Crop dusting Saturation (1 mile) Exposure (5 miles) Contact (50 miles)
Infectious carrier
Unknowing Exposure (1 mile) Contact (10 miles) None
Unwilling Exposure (5 miles) Contact (50 miles) None
Point source Saturation (100 ft.) Exposure (500 ft.) Contact (1 mile)
Infected water supply* Exposure (10 miles) Contact (20 miles) None
Chemical
Airburst, fluid/solid Saturation (1,000 ft.) Exposure (4 miles) Contact (6 miles)
Airburst, gaseous Saturation (5,000 ft.) Exposure (5 miles) Contact (10 miles)
Crop dusting Saturation (1 mile) Exposure (8 miles) Contact (12 miles)
Point source Saturation (100 ft.) Exposure (1,000 ft.) Contact (2,000 ft.)
Infected water supply* Exposure (10 miles) Contact (15 miles) None
Energetic
Anti-matter, micro-burst Annihilation (50 ft.) Devastation (1 mile) Hard Radiation (3 miles)
Anti-matter, low-yield Annihilation (200 ft.) Devastation (4 miles) Hard Radiation (12 miles)
Anti-matter, high-yield Annihilation (400 ft.) Devastation (10 miles) Hard Radiation (25 miles)
Plasma, micro-burst Annihilation (50 ft.) Fires (75 ft.) None
Plasma, low-yield Annihilation (500 ft.) Fires (600 ft.) None
Plasma, high-yield Annihilation (1 mile) Fires (6,000 ft.) None
Neutron
Gadget, micro-burst Hard Radiation (500 ft.) None None
Gadget, low-yield Hard Radiation (1 mile) None None
Gadget, high-yield Hard Radiation (5 miles) None None
Nuclear, micro-burst Concussion, Fires (80 ft.) Hard Radiation (2,000 ft.) None
Nuclear, low-yield Concussion, Fires (500 ft.) Hard Radiation (3 miles) None
Nuclear, high-yield Concussion, Fires (1,500 ft.) Hard Radiation (10 miles) None
Nuclear
Pocket Devastation (500 ft.) Concussion, Fires (2,000 ft.) Fallout (3,000 ft.)
Tactical Devastation (2,500 ft.) Concussion, Fires (2 miles) Fallout (4 miles)
Strategic Devastation (3 miles) Concussion, Fires (10 miles) Fallout (30 miles)
Theater Devastation (9 miles) Concussion, Fires (25 miles) Fallout (100 miles)
Radiological
Micro-burst Concussion (75 ft.) Fallout (800 ft.) None
Low-yield Concussion (200 ft.) Fallout (2,500 ft.) None
High-yield Concussion (500 ft.) Fallout (1.5 miles) None
* Within the first destruction increment, characters are only affected if they drink from the local water supply. Within the
second destruction increment, however, contamination is person-to-person, and therefore everyone in the area is affected.

114
New rules

shown on Table 6.6: Diseases and Poisons (see page


116). Most chemical and non-infectious biological
materials dissipate within 1 day at this level of contam- Once infected with a disease, a character suffers a –2
ination; infectious diseases present a low-level threat circumstance penalty with subsequent saves to resist its
until the disease runs its course (e.g. all victims recover effects so long as he remains in any destruction incre-
or perish). ment applying the exposure effect. A character may
Devastation: Within each affected destruction incre- only be targeted by each of a poison’s effects once, no
ment, the weapon creates extreme temperatures and matter how long he remains in the same exposed area.
violent concussion. Absolutely every living creature in Less powerful diseases tend to linger for prolonged
the area is killed; none are allowed a save. In general, 4 periods, as more hosts live to transmit them. If the WMD
out of every 5 buildings are destroyed. Items possessing carries a disease, its exposure effect dissipates enough to
a hardness of 10 or higher may leave behind recogniz- become a contact effect after a number of days equal to
able — but not functional — remains. Items possessing the maximum numerical onset time for its payload’s
a hardness of 25 or higher may remain intact or primary phase (e.g. 20 days for measles or 3 days for
repairable, at the GC’s discretion. lassa fever). This base duration assumes civil authorities
Exposure: Within each affected destruction incre- respond to the crisis; otherwise, the effect can last from
ment, the weapon delivers a significant amount of dis- twice as long to indefinitely, per the GC’s discretion.
ease or poison. At ground zero, each character must If the WMD carries a poison, its exposure effect dis-
make 1 save to resist the payload per hour of exposure, sipates enough to become a contact effect after 12
as shown on Table 6.6: Diseases and Poisons (see page hours.
116). Within the second destruction increment, each Fallout: Within each affected destruction increment,
character must make 1 save per 12 hours of exposure, the weapon distributes a dangerous amount of radia-
and gains a +4 circumstance bonus with each save. tion. Each character within the area suffers the standard
Finally, within the third destruction increment, each effects of radiation (see page 119). This effect lingers for
character must make 1 save per full day (24 hours) of 5d100 years, or until the area is thoroughly cleansed
exposure, and gains a +10 circumstance bonus with (e.g. removing the top several inches of everything and
each save. chemically scrubbing what’s found beneath).

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Table 6.6: Diseases and Poisons
–––––––––––– Primary Phase –––––––––––– –––––––––––– Secondary Phase
––––––––––––
Disease CR Onset Time Save Damage/Effect Onset Time Save Damage/Effect BP Cost*
Infection, minor 1 1d2 days Fort (DC 12) 1 Con 1d2 days Fort (DC 14) 1 Con N/A
E coli 1 2d6 days Fort (DC 12) 1 Con 1d6 days Fort (DC 14) 1d2 Con N/A
Cold 2 1d6 days Fort (DC 12) 1 Con 1d4 days Fort (DC 14) 1 Con N/A
Chickenpox** 2 1d4 days Fort (DC 16) 1 Cha 1d10 days Fort (DC 16) 1 Cha N/A
Infection, moderate 3 1d4 days Fort (DC 12) 1 Con 1d4 days Fort (DC 14) 1d4 Con N/A
Influenza (flu) 3 1d6 days Fort (DC 13) 1 Con 1d4 days Fort (DC 15) 1d2 Con N/A
Pneumonia 4 1d6 days Fort (DC 14) 1 Con 1d4 days Fort (DC 16) 1d3 Con N/A
Dengue fever 4 2d4 days Fort (DC 14) 1 Con 1d4 days Fort (DC 16) 1d4 Con N/A
Measles 5 2d10 days Fort (DC 14) 1 Con, 1 Cha 2d10 days Fort (DC 16) 1d2 Con, 1d2 Cha N/A
Infection, severe 5 1d4 days Fort (DC 14) 1 Con 1d4 days Fort (DC 16) 1d6 Con N/A
Black fever 5 2d4 days Fort (DC 13) 1 Con 1d4 days Fort (DC 15) 1d3 Con, 1d2 Cha† N/A
Typhus fever 6 2d10 days Fort (DC 13) 1 Con, 1 Str 1d10 days Fort (DC 15) 1d4 Con, 1d4 Str N/A
Malariau 6 1d6 days Fort (DC 12) 1 Con 1d4 days Fort (DC 14) 1d3 Con† N/A
Flesh-eating virus 6 1d6 days Fort (DC 13) 1 Con 1d4 days Fort (DC 15) 1d2 Con, 1d2 Str†† N/A
(necrotizing faciitis)
Tetanus (lockjaw) 7 1d4 days Fort (DC 14) 1 Con, 1 Str 1d4 days Fort (DC 16) 1d4 Con†, 1d4 Str N/A
Hanta virus 7 1d6 weeks Fort (DC 15) 1 Con, 1 Str 1d10 days Fort (DC 17) 1d4 Con, 1d4 Str N/A
Marburg hemorrhagic fever 7 2d6 days Fort (DC 16) 1 Con 1d6 days Fort (DC 18) 1d4 Con, 1d4 Str N/A
Yellow fever 8 2d4 days Fort (DC 14) 1 Con, 1 Dex 1d4 days Fort (DC 16) 1d2 Con††, 1d2 Dex†† N/A
Severe Acute Respiratory 8 1d6 days Fort (DC 15) 1 Con 1d4 days Fort (DC 17) 1d6 Con† N/A
Syndrome (SARS)
Leprosy 8 2d4 years Fort (DC 14) 1 Dex 2d4 years Fort (DC 16) 1d6 Dex, 1d6 Cha† N/A
Encephalitis/Meningitis 9 1d6 days Fort (DC 14) 1 Con 1d6 days Fort (DC 16) 1d6 Int†, 1d6 Wis† N/A
Anthrax 9 1d6 days Fort (DC 16) 1 Con, 1 Str 1d4 days Fort (DC 18) 1d8 Con, 1d8 Str N/A
Tuberculosis 10 1d8 days Fort (DC 13) 1 Str 1d6 days Fort (DC 15) 1d2 Con††, 1d4 Str†† N/A
Lupus 10 2d4 years Fort (DC 14) 1 Str, 1 Cha 2d4 years Fort (DC 16) 1d4 Con†, 1d6 Str, 1 Cha N/A
Smallpox 10 2d6 days Fort (DC 18) 1 Con, 1 Cha 1d6 days Fort (DC 20) 1d6 Con, 1d6 Cha N/A
Dementia 11 4d6 months Fort (DC 14) 1 Int, 1 Cha 2d6 months Fort (DC 16) 1d6 Int††, 1d4 Cha†† N/A
Lassa fever 11 1d3 weeks Fort (DC 12) 1 Str 2d4 days Fort (DC 20) 2d6 Con N/A
Cancer 12 1d6+1 months Fort (DC 18) 1 Con 1d10+2 weeks Fort (DC 22) 1d12 Con, 1d8 Str N/A
Bubonic plague 18 2d4 days Fort (DC 24) 1 Con, 1 Str 2d6 days Fort (DC 26) 2d6 Con††, 2d6 Str N/A
Ebola 24 2d10 days Fort (DC 30) 1 Con, 1 Str, 1 Dex 1d10 days Fort (DC 32) 2d6 Con††, 2d6 Str†, N/A
2d6 Dex

* The actual cost of all diseases and poisons is “Restricted”.


** Once a character contracts this disease, he may never contract it again.
† One-half of this ability damage is permanent (rounded down).
†† All of this ability damage is permanent.
u Malaria is incredibly difficult to stave off permanently. Even after a character recovers from the disease, there’s a non-cumulative 50% chance that he
contracts it again each time he suffers 1 or more points of Con damage thereafter. Only after avoiding the infection 3 times in a row is the character
completely cured.
uu Both onset times for this poison are 1d4 rounds +a number of rounds determined as follows.
Basic truth serum: The target character’s Con score × 1⁄2 (rounded down).
Improved truth serum: The target character’s Con score × 1⁄3 (rounded down).

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Table 6.6: Diseases and Poisons (Cont.)
––––––––––– Primary Phase ––––––––––– ––––––––––– Secondary Phase –––––––––––
Contagient CR Onset Time Save Damage/Effect Onset Time Save Damage/Effect BP Cost*
Basic Poisons
Blister agent 8 2d6 rounds Fort (DC 12) 1d2 Dex, 1d2 Con 2d6 rounds Fort (DC 12) 1d3 Dex. 1d3 Con 5/use
Dementia poison 6 2d6 rounds Fort (DC 12) 1d4 Int 2d6 rounds Fort (DC 12) 1d6 Int 3/use
Knockout poison 8 2d6 rounds Fort (DC 12) Stunned 1d4 rounds 2d6 rounds Fort (DC 12) Unconscious 1d6 rounds 5/use
Lethal poison 6 2d6 rounds Fort (DC 12) 1d4 Con 2d6 rounds Fort (DC 12) 1d6 Con 3/use
Nerve poison 6 2d6 rounds Fort (DC 12) 1d4 Dex 2d6 rounds Fort (DC 12) 1d6 Dex 3/use
Paralytic poison 8 2d6 rounds Fort (DC 12) Staggered 1d4 rounds 2d6 rounds Fort (DC 12) Paralyzed 1d6 rounds 5/use
Paranoia poison 6 2d6 rounds Fort (DC 12) 1d4 Cha 2d6 rounds Fort (DC 12) 1d6 Cha 3/use
Truth serum 6 Specialu u Fort (DC 12) 1d4 Wis Specialu u Fort (DC 12) 1d6 Wis 5/use
Weakening poison 6 2d6 rounds Fort (DC 12) 1d4 Str 2d6 rounds Fort (DC 12) 1d6 Str 3/use

Improved Poisons
Blister agent, improved 14 1d6 rounds Fort (DC 16) 1d3 Dex, 1d3 Con 1d6 rounds Fort (DC 16) 1d4 Dex, 1d4 Con 10/use
Dementia poison 12 1d6 rounds Fort (DC 16) 1d6 Int 1d6 rounds Fort (DC 16) 1d8 Int 8/use
Knockout poison 14 1d6 rounds Fort (DC 16) Stunned 1d6 rounds 1d6 rounds Fort (DC 16) Unconscious 1d8 rounds 10/use
Lethal poison 12 1d6 rounds Fort (DC 16) 1d6 Con 1d6 rounds Fort (DC 16) 1d8 Con 8/use
Nerve poison 12 1d6 rounds Fort (DC 16) 1d6 Dex 1d6 rounds Fort (DC 16) 1d8 Dex 8/use
Paralytic poison 14 1d6 rounds Fort (DC 16) Staggered 1d6 rounds 1d6 rounds Fort (DC 16) Paralyzed 1d8 rounds 10/use
Paranoia poison 12 1d6 rounds Fort (DC 16) 1d6 Cha 1d6 rounds Fort (DC 16) 1d8 Cha 8/use
Truth serum 12 Specialu u Fort (DC 16) 1d6 Wis Specialu u Fort (DC 16) 1d8 Wis 10/use
Weakening poison 12 1d6 rounds Fort (DC 16) 1d6 Str 1d6 rounds Fort (DC 16) 1d8 Str 8/use

Advanced Poisons
Blister agent, advanced 20 1d4 rounds Fort (DC 20) 1d4 Dex, 1d4 Con 1d4 rounds Fort (DC 20) 1d4+1 Dex, 1d4+1 Con 15/use
Dementia poison 18 1d4 rounds Fort (DC 20) 1d8 Int 1d4 rounds Fort (DC 20) 1d10 Int 13/use
Knockout poison 20 1d4 rounds Fort (DC 20) Stunned 1d8 rounds 1d4 rounds Fort (DC 20) Unconscious 1d10 rounds 15/use
Lethal poison 18 1d4 rounds Fort (DC 20) 1d8 Con 1d4 rounds Fort (DC 20) 1d10 Con 13/use
Nerve poison 18 1d4 rounds Fort (DC 20) 1d8 Dex 1d4 rounds Fort (DC 20) 1d10 Dex 13/use
Paralytic poison 20 1d4 rounds Fort (DC 20) Staggered 1d8 rounds 1d4 rounds Fort (DC 20) Paralyzed 1d10 rounds 15/use
Paranoia poison 18 1d4 rounds Fort (DC 20) 1d8 Cha 1d4 rounds Fort (DC 20) 1d10 Cha 13/use
Truth serum 18 Specialu u Fort (DC 20) 1d8 Wis Specialu u Fort (DC 20) 1d10 Wis 15/use
Weakening poison 18 1d4 rounds Fort (DC 20) 1d8 Str 1d4 rounds Fort (DC 20) 1d10 Str 13/use

* The actual cost of all diseases and poisons is “Restricted”.


** Once a character contracts this disease, he may never contract it again.
† One-half of this ability damage is permanent (rounded down).
†† All of this ability damage is permanent.
u Malaria is incredibly difficult to stave off permanently. Even after a character recovers from the disease, there’s a non-cumulative 50% chance that he
contracts it again each time he suffers 1 or more points of Con damage thereafter. Only after avoiding the infection 3 times in a row is the character
completely cured.
uu Both onset times for this poison are 1d4 rounds +a number of rounds determined as follows.
Basic truth serum: The target character’s Con score × 1⁄2 (rounded down).
Improved truth serum: The target character’s Con score × 1⁄3 (rounded down).
Advanced truth serum: The target character’s Con score × 1⁄4 (rounded down)

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Fires: Within each affected destruction increment, tected within a self-contained environment (e.g. wear-
objects may burst into flame or catch on fire, as appro- ing an NBC suit, benefiting from MOPP Level 4, or in
priate. The GC rolls 1d10 for each character and item in a vehicle possessing the life support (LSP) quality),
the area. At ground zero, each flammable object catch- he automatically fails all saves made to resist the
es fire with a result of 8 or less and each non-flamma- payload’s effects. At ground zero, each character fails
ble object catches fire with a result of 4 or less. Within this save once per 10 minutes of exposure. Within the
the second destruction increment, each flammable second destruction increment, each character fails this
object catches fire with a result of 4 or less and each save once per hour of exposure, and within the third
non-flammable object catches fire with a result of 2 or destruction increment, each character fails this save
less. Within the third destruction increment, each flam- once per 4 hours of exposure. Finally, the onset time
mable object catches fire with a result of 2 or less and for the secondary effect is reduced to 1⁄2 standard
each non-flammable object catches fire with a result of (rounded up).
1 or less. This fire spreads as standard, but the effects of Less powerful diseases tend to linger for prolonged
the weapon do not persist. periods, as more hosts live to transmit them. If the WMD
Hard Radiation: Within each affected destruction carries a disease, its exposure effect dissipates enough to
increment, the area is bombarded with a potentially become an exposure effect after a number of days equal
fatal quantity of radiation. Each character within the to the maximum numerical onset time for its payload’s
area suffers the standard effects of radiation (see page primary phase (e.g. 20 days for measles or 3 days for
119). This effect does not linger. lassa fever). This base duration assumes civil authorities
Saturation: Within each affected destruction incre- respond to the crisis; otherwise, the effect can last from
ment, there is no hope of avoiding prolonged contact twice as long to indefinitely, per the GC’s discretion.
with the weapon’s payload. Unless a character is pro- If the WMD carries a poison, its exposure effect dis-
sipates enough to become a contact effect after 12 hours.

118
New rules
Radiation Major Radiation Sickness: Within 1d4+2 hours, the
character experiences minor radiation sickness (see the
Of the many hazards encountered when WMDs are a
previous entry). After another 3d6 days, the character —
factor, radiation is one of the most feared. Undetectable
who has likely recovered from the symptoms of the minor
without specialized instruments, its effects on the
radiation sickness — suffers a relapse, experiencing the
human body are painful, potentially fatal, and often
effects of minor radiation sickness as well as diarrhea, hair
irreversible even with advanced medical technology.
loss, 2d6 points of temporary Con damage, and 1d6 points
Each time an agent is exposed to a radiation hazard,
of temporary damage to each other ability. After another
he must make a Fort save against a DC as shown on
24 hours, and for every 24 hours thereafter, the character
Table 6.7: Radiation Save DCs (see page 120). With suc-
may make a Fort save (DC 15). With success, his symp-
cess, the agent suffers no ill effects. With failure, how-
toms pass and he starts to recover lost ability points as
ever, the agent suffers a radiation effect determined by
standard.
the difference between the DC and his check result, as
Critical Radiation Sickness: Within 1d3 hours, the
shown on Table 6.8: Radiation Sickness (see page 120).
character experiences minor radiation sickness (see the
Minor Radiation Sickness: Within 4d6 hours, the previous entry). After another 1d8 days, the character
character experiences nausea, weakness, fatigue and experiences internal bleeding, 3d6 points of temporary
vomiting. He suffers 1d6 points of temporary Con dam- Con damage, and 1d6 points of temporary damage to
age and 1 point of temporary damage to each other each other ability. Additionally, he automatically fails
ability. After another 12 hours, and for every 12 full all Fort saves made to resist the effects of poison or dis-
hours thereafter, the character may make a Fort save ease (though he may still save to recover from the
(DC 10). With success, his symptoms pass and he starts effects of radiation). After another 24 hours, and for
to recover lost ability points as standard. every 24 hours thereafter, the character may make a
Fort save (DC 20). With 3 successes, his symptoms pass
Deadly Environments and he starts to recover lost ability points as standard.
With each failure, however, he suffers 1 additional point
Modern militaries train all new recruits in chem-
of temporary Con damage.
ical, biological, and nuclear warfare protection,
Terminal Radiation Sickness: Within 1 hour, the
including the proper use of appropriate protective
character experiences critical radiation sickness (see the
gear, but the mental effects of roaming through a
previous entry). No number of successful saves prevents
deadly environment cannot be easily dissuaded.
his painful and messy demise — he suffers 1 additional
When properly protected and located within any
point of permanent Con damage every 2d12 hours until
deadly environment — including any area targeted
he dies. Only super-science (gadget) medical technology
by an exposure, fallout, or saturation WMD effect —
can prevent or reverse this damage, and only at the GC’s
an agent suffers the following effects.
discretion.
• Each skill use takes 50% longer than standard Instantly Fatal Radiation Sickness: The character
(rounded down). immediately becomes stunned and remains so until
death. He suffers 1 point of permanent Con damage
• The error ranges of each skill check and attack
each minute and may not make any saves to resist this
roll is increased by 2.
damage.
• The agent may not take 10 or 20 with any
check, even if he possesses a special ability that Cumulative Radiation Effects
allows him to do so under stress. This effect is Recurring exposure to hazardous radiation can
negated by any ability that specifically permits reduce the body’s ability to resist future exposure. Each
use in deadly environments. time a character experiences major or critical radiation
sickness, he suffers a permanent, cumulative –1 penalty
When out of combat, an agent may spend and roll
with all Fort saves made to resist the effects of radiation.
1 action die to ignore these effects for a number of
minutes equal to the action die’s result. When in Treating Radiation Damage
combat, this duration is reduced to a number of
Anti-radiation drugs can somewhat alleviate the
rounds equal to the action die’s result.
symptoms of radiation exposure. At the end of each 24-
An agent who lacks the proper protective gear
hour period during which a character is administered
does not suffer these effects — but the deadly envi-
these drugs, the attending physician may make a First
ronment may have its way with him in short order.

119
battlegrounds
Aid or Profession (Doctor) skill check (DC 16). With
success, the character gains a +5 circumstance bonus
with all Fort saves made to resist the effect of radiation
during the following 24 hours. Unfortunately, these
NEW VEHICLES
The following real-world vehicles saw service in the
drugs cause nauseating side-effects, inflicting a –2 conflicts described in Chapters 1–4. Their statistics were
penalty with all attack rolls, skill checks, and Will saves constructed using the rules presented in the Spycraft
the patient makes while under treatment, and during the Vehicle Guide (see the Soldier/Wheelman Class Guide,
72 hours following his last dose. Chapter 4), but take into account each specific vehicle’s
actual performance capabilities, resulting in some val-
Table 6.7: Radiation Save DCs ues — particularly speed — that differ from those of the
Source of Radiation DC base vehicle types.
Medical and environmental sources Some of the following vehicles may be configured
Medical x-ray 3 with different ordnance, depending upon their mission
Severe sunburn 2 profile. In such an event, the vehicle’s permanently
mounted ordnance is listed as the top Ordnance option
Nuclear reactor containment breach on Table 6.9: New Vehicles (see page 123). All optional
Catastrophic failure 60 loads are described beneath this fixed weapons set,
Man-sized hole 45 along with a GP cost that must be paid in addition to
Hand-sized hole 30 the vehicle’s base cost.
Catastrophic failure 15 For additional detail about the vehicle statistics pre-
Substances sented here and how to use them, see the U.S. Militaries
Weapons-grade plutonium 50 Sourcebook, page 112.
Nuclear reactor waste 40
Unprocessed uranium ore 10 Air Vehicles
A-1 Skyraider Ground Attack Fighter: First developed
WMD Effects
in WWII as the XBT2D-1, this single-engine propeller-
Fallout (ground zero) 40
driven ground attack aircraft saw service with the U.S.
Fallout (second destruction increment) 30
Navy, Marine Corps, and Air Force over Korea and
Fallout (third destruction increment) 20
Vietnam. Troops on the ground preferred Skyraiders to
Fallout 1–4 weeks after blast –5
virtually any other close air support due to their combi-
Fallout 1–6 months after blast –10
nation of accuracy and resilience — jets often moved too
Fallout 7–12 months after blast –20
fast to hit enemy troop concentrations and helicopter
Fallout 1+ years after blast –30
gunships were too vulnerable to ground fire, but these
Hard Radiation (ground zero) None*
“Spads” could slow down enough to spot their targets
Hard Radiation (second destruction increment) 80
while absorbing rifle fire. Skyraiders were also an essen-
Hard Radiation (third destruction increment) 40
tial part of American CSAR (Combat Search and Rescue)
Radiological device (“dirty bomb”) ×2
operations in Vietnam, and Cold War-era Skyraider units
* This level of radiation exposure is automatically fatal. were some of the last propeller-driven aircraft to carry
American nuclear weapons.
Table 6.8: Radiation Sickness Services: Chad (1976–1984), Cambodia (1965+),
Difference Radiation Sickness France (1960–1975), South Vietnam (1963–1975),
Up to 10 Minor Thailand, U.K. Royal Navy (1956–1962), U.S. Navy and
11–20 Major Marine Corps (1946–1968), U.S. Air Force (1964–1973).
21–30 Critical In the modern era, all remaining Skyraiders are in
31–40 Terminal museums or privately owned and unarmed.
41+ Instantly Fatal Occupancy: 1 crew (pilots) or 2 crew (pilot, navigator).
Length: 40 ft. Wingspan: 50 ft. Weight: 12 tons

120
New rules
DC-3 Transport: This vehicle appeared during the Special Mechanics: The DC-3 possesses the DP
wartime explosion of commercial aviation, and is (dependable) gear quality, which isn’t typically available
known to aviation enthusiasts as the “Dakota,” the to vehicles. The GC must spend 1 additional action die
“Gooney Bird,” and the “Dak.” It is one of the most to inflict any mechanical failure upon the vehicle.
iconic aircraft ever built. Its parent company, Douglas, Services: U.S. Army Air Force and U.S. Air Force
produced over 10,000 of this venerable twin-engine (1940–1975), as well as virtually every other non-
propeller-driven transport between 1935 and 1947, and Warsaw Pact nation’s air force (1940s–1980s). In the
roughly 1,000 remain in service today thanks to the air- modern era, most remaining DC-3s are in museums or
craft’s legendary reliability and ease of maintenance. privately owned, but a few may be found in the mili-
The DC-3 has been used for virtually every purpose that taries of various nations, including Bolivia, the
conceivable for a 64 ft.-long aluminum tube with Dominican Republic, El Salvador, Guatemala, Honduras,
wings. In American military service, it was designated Thailand, and South Africa.
the C-47, and became the most widely utilized transport Occupancy: 2 crew (2 pilots), 30 passengers (1 cabin).
aircraft of World War II. Many variants saw military use, Length: 64 ft. Wingspan: 95 ft. Weight: 17 tons
ranging from CIA-operated electronic surveillance
AC-47
planes to AC-47 “Puff the Magic Dragon” gunships.
Special Mechanics: The AC-47 possesses the DP
(dependable) gear quality, which isn’t typically available
to vehicles. The GC must spend 1 additional action die
to inflict any mechanical failure upon the vehicle.
Services: U.S. Air Force (1964–1975), Colombia
(1998–present), El Salvador (1984–present), Honduras
(1986–present). Other DC-3s in national fleets or private
hands may have been modified to this configuration as
well.
Occupancy: 7 (2 pilots, navigator, flight engineer,
loadmaster, gunner, loader, observer).
Length: 64 ft. Wingspan: 95 ft. Weight: 17 tons

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battlegrounds
Length: 19 ft. Width: 9 ft. Weight: 8 tons
Ground Vehicles M113 Armored Personnel Carrier: This iconic light
BRDM-2 Armored Car: This 4×4 light armored armored personnel carrier entered American service
car was used by the Soviet Union (and later Russia), in the late 1950s and is still in inventory today. In its
as well as numerous client states, as the foundation for basic configuration, it’s little more than a lightly
a family of light combat and combat support vehicles. armored box with treads and a diesel engine, but the
The base model — which moved the engine to the rear chassis has spawned over 40 variants, ranging from
of the vehicle and added armament — entered service in command post vehicles to guided missile carriers.
the mid-1960s, replacing its predecessor and becoming Services: U.S. Army, more than 50 U.S.-friendly
the mainstay of Soviet armored reconnaissance units. nations (including Vietnam).
Notable combat variants on this vehicle’s basic chassis Occupancy: 2 crew (commander, driver), 11 passen-
include two missile carriers (one anti-tank, one SAM), gers (1 cabin).
as well as a command vehicle used extensively Length: 16 ft. Width: 9 ft. Weight: 15 tons
by artillery and mechanized infantry units, and an NBC
M106 Mortar Carrier
reconnaissance vehicle.
Services: U.S. Army, Australia, Belgium, Canada,
Services: Russia (and previously, the Soviet Union),
Denmark, Egypt, Germany, Ethiopia, Greece, Israel,
as well as more than 45 Soviet-friendly nations.
Italy, Lebanon, Netherlands, New Zealand, Peru,
Occupancy: 4 crew (commander, driver, gunner, nav-
Portugal, Saudi Arabia, Singapore, Spain, Switzerland,
igator).
Taiwan, Thailand, Tunisia, Turkey.
Length: 19 ft. Width: 9 ft. Weight: 8 tons
Occupancy: 6 crew (commander, driver, gunner, 3
BRDM-2 ATGM Carrier loaders).
Services: Russia (and previously, the Soviet Union), Length: 16 ft. Width: 9 ft. Weight: 15 tons
as well as more than 45 Soviet-friendly nations.
M113 ACAV (Armored Cavalry Assault Vehicle)
Occupancy: 3 crew (commander, driver, gunner).
Services: U.S. Army. Individual units in other
Length: 19 ft. Width: 9 ft. Weight: 8 tons
nations may also have modified some M113 APCs to
this configuration.
BRDM-2RKH NBC Reconnaissance Vehicle Occupancy: 6 crew (commander, driver, 2 gunners, 2
Services: Russia (and previously, the Soviet Union), loaders).
as well as more than 45 Soviet-friendly nations. Length: 16 ft. Width: 9 ft. Weight: 15 tons
Occupancy: 4 crew (commander, driver, gunner, nav-
M132 “Zippo” Self-Propelled Flamethrower
igator).
Services: U.S. Army (Vietnam era only).
Length: 19 ft. Width: 9 ft. Weight: 8 tons
Occupancy: 2 crew (driver, gunner).
Length: 16 ft. Width: 9 ft. Weight: 15 tons
BRDM-2U Command Vehicle
M163 VADS (Vulcan Air Defense System)
Services: Russia (and previously, the Soviet Union),
Services: U.S. Army, Israel, Morocco.
as well as more than 45 Soviet-friendly nations.
Occupancy: 4 crew (commander, driver, gunner, loader).
Occupancy: 5 crew (commander, driver, 3 C3I opera-
Length: 16 ft. Width: 9 ft. Weight: 15 tons
tors).
Length: 19 ft. Width: 9 ft. Weight: 8 tons M577 Command Post Carrier
Services: U.S. Army, Australia, Canada, Egypt,
Germany, Greece, Israel, Italy, Netherlands, New
SA-9 GASKIN SAM Carrier
Zealand, Norway, Spain.
Services: Russia (and previously, the Soviet Union),
Occupancy: 2 crew (commander, driver), 6 passengers
as well as more than 45 Soviet-friendly nations.
(1 cabin).
Occupancy: 3 crew (commander, driver, gunner).

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New rules
Length: 16 ft. Width: 9 ft. Weight: 15 tons protection as well as for fixed position defense.
ZSU-57-2 Air Defense Vehicle: Introduced in 1952, Services: The Soviet Union (and China, who copied
the ZSU-57-2 is a Soviet-built self-propelled anti-air- the design) exported the ZSU-57-2 to dozens of Warsaw
craft vehicle based on the T-54 tank’s chassis. It carries Pact client states and other Communist allies, including
a pair of 57mm guns in a large, boxy, open-topped tur- North Vietnam. In the modern era, the vehicle is no
ret. Unlike modern designs, the ZSU-57-2 has no elec- longer in Russian use, but many Third World nations
tronic sighting aids — gunners must aim visually. The that received Soviet arms exports still use it in lieu
vehicle’s combat history has seen it used for convoy of modern designs.
Occupancy: 6 crew (commander, driver, 2 gunners,
2 loaders).

Table 6.9: New Vehicles


Vehicle Name GP SZ Occ. Hnd Speed MPH Def WP Hrd Qualities, Mods, Gear, and Gadgets
Air Vehicles
AC-47 Transport Plane 12 H 7/0 +4 1,750 ft. 175/230 10 100 7 DP< EOP, FPH, LVQ, MTF, autopilot
Ordnance: 3 × 7.62mm vehicular machinegun (gunner, left side).
A-1 Skyraider Ground 20 H 1 or 2/0 +6 2,400 ft. 240/325 17 130 9 AHV, CMF (sky), FPH, MTF, autopilot
Attack Fighter
Ordnance: 4 × 20mm (23mm) vehicular machinegun (pilot).
Ordnance (Bombing, +5 GP): 7.62mm vehicular machinegun (pilot), 500-lb iron bomb rack with HE bombs (pilot),
8 extra HE iron bombs.
Ordnance (Close Air Support, +21 GP): 7.62mm vehicular machinegun (pilot), localized cluster bomb rack with fragmentation
bombs (pilot), 5 extra fragmentation localized bombs, 500-lb iron bomb rack with incendiary bombs (pilot), 70mm rocket
launcher with 19 HE rockets (pilot), 19 extra HE rockets.
Ordnance (Nuclear, GC fiat only): Strategic nuclear bomb (see page 114).
Ordnance (Search and Rescue, +15 GP): 7.62mm vehicular machinegun (pilot), localized cluster bomb rack with fragmentation
bombs (pilot), 3 extra fragmentation localized bombs, 70mm rocket launcher with 19 HE rockets (pilot), 19 extra HE rockets.
D-3 Transport Plane 8 H 2/30 +4 1,750 ft. 175/230 10 100 7 DP< EOP, FPH, LVQ, MTF, autopilot
Ordnance: None.
Ground Vehicles
BRDM-2 Armored Car 16 L 4/0 –4 300 ft. (L) 30/60 (L) 5 200 10 CMF (any one), LSP (1), ORD,
30 ft. (W) 3/6 (W) thermal sights, turret
Ordnance: 14.5mm vehicular machinegun (gunner, turret), 7.62mm vehicular machinegun (gunner, turret).
BRDM-2 ATGM Carrier Car 18 L 3/0 –4 300 ft. (L) 30/60 (L) 5 200 10 CMF (any one), LSP (1), ORD,
30 ft. (W) 3/6 (W) thermal sights
Ordnance: Standard wire-guided missile launcher with HEAT missiles (gunner, front), 12 extra HEAT missiles.
BRDM-2RKH 15 L 4/0 –4 300 ft. (L) 30/60 (L) 5 200 10 CMF (any one), LSP (3), ORD,
Reconnaissance Vehicle 30 ft. (W) 3/6 (W) chemical sniffer, geiger counter,
flag dropper (for marking hazardous
areas), thermal sights,
Ordnance: 2 × 7.62mm vehicular machinegun (gunner).
BRDM-2U Command Vehicle 14 L 5/0 –4 300 ft. (L) 30/60 (L) 5 200 10 CMF (any one), LSP (3), ORD,
30 ft. (W) 3/6 (W) tactical C3I suite, thermal sights
Ordnance: 7.62mm vehicular machinegun (commander — must expose self to fire, one-half cover).
SA-9 GASKIN SAM Carrier Car 16 L 3/0 –4 300 ft. (L) 30/60 (L) 5 200 10 CMF (any one), LSP (1), ORD,
30 ft. (W) 3/6 (W) thermal sights
Ordnance: Standard IR-guided missile launcher with fragmentation missiles (gunner, top), 4 extra fragmentation missiles.

* The helmsman and radar operator each possess total cover, while the gunner possesses one-half cover.
** This weapon operates like a 70mm rocker launcher.

123
battlegrounds
Length: 20 ft. Width: 11 ft. Weight: 31 tons
had minimal cooking and sanitary facilities, fuel and
Water Vehicles crew endurance restricted swift boat mission lengths to
36 hours or less. The typical PCF missions included
Patrol Craft, Fast (PCF) patrolling rivers and coastlines for enemy troop and
equipment movements and providing fire support and
Colloquially known as “swift boats,” PCFs were the
transport for SEAL teams and special operations units.
U.S. Navy’s solution to the demands of counterinsur-
Services: U.S. Navy, Philippines, South Vietnam,
gency duties in Vietnam. Swift boat crews were part of
Thailand, Cambodia, Brazil, and Zaire starting in 1965.
the “brown-water Navy,” operating primarily on the
No PCFs remain in U.S. service, and few, if any, remain
river rather than the open sea. The design of the PCFs
in service with other nations.
was derived from that of water taxis produced by
Occupancy: 6 crew (commander, helmsman, 2 gun-
Sewart Seacraft of Louisiana. Though they technically
ners, radio operator, engineer), 6 passengers (1 cabin).

Table 6.9: New Vehicles (Cont.)


Vehicle Name GP SZ Occ. Hnd Speed MPH Def WP Hrd Qualities, Mods, Gear, and Gadgets
M113 Armored Personnel Carrier 8 L 2/11 –7 200 ft. (L) 20/40 (L) 2 240 10 CMF (any one), MTF, TRK
20 ft. (W) 2/4 (L)
Ordnance: 12.7mm vehicular machinegun (commander — must expose self to fire, one-half cover).
M106 Mortar Carrier 14 L 6/0 –7 200 ft. (L) 20/40 (L) 2 240 10 CMF (any one), MTF, TRK
20 ft. (W) 2/4 (W)
Ordnance: 12.7mm vehicular machinegun (commander — must expose self to fire, one-half cover),
107mm mortar (may only be fired when vehicle is stationary).
M113 Armored Cavalry 10 L 6/0 –7 200 ft. (L) 20/40 (L) 2 240 10 CMF (any one), MTF, TRK
Assault Vehicle 20 ft. (W) 2/4 (W)
Ordnance: 12.7mm vehicular machinegun (commander — must expose self to fire, one-half cover),
2 × 7.62mm vehicular machineguns (one per gunner — must expose self to fire, three-quarters cover).
M132 Self-Propelled 11 L 2/0 –7 200 ft. (L) 20/40 (L) 2 240 10 CMF (any one), MTF, TRK, turret
Flamethrower 20 ft. (W) 2/4 (W)
Ordnance: Light flamethrower (gunner, turret), 7.62mm vehicular machinegun (gunner, turret).
M163 Vulcan Air 13 L 4/0 –7 200 ft. (L) 20/40 (L) 2 240 10 CMF (any one), MTF, TRK,
Defense System 20 ft. (W) 2/4 (W) thermal sights, turret
Ordnance: 20mm (23mm) vehicular machinegun (gunner, turret).
M577 Command Post Carrier 9 L 2/6 –7 200 ft. (L) 20/40 (L) 2 240 10 CMF (any one), MTF, TRK,
20 ft. (W) 2/4 (W) office gear/radios for 6 HQ personnel
Ordnance: 12.7mm vehicular machinegun (commander — must expose self to fire, one-half cover).
ZSU-57-2 Air Defense Vehicle 18 H 6/0 –9 150 ft. 15/30 2 160 10 CMF (desert or forest), OPT (75%), TRK
Ordnance: 2 × 57mm (60mm) cannon.
Water Vehicles
Patrol Craft, Fast 22 L 6/6 +4 180 ft. 18/36 11 160 6 CMF (jungle), OPT (25%)*, turret
Ordnance: 2 x 12.7mm vehicular machineguns (gunner, turret), 12.7mm vehicular machinegun
(gunner, rear deck — cannot fire forward), 82mm mortar** (gunner, rear deck — cannot fire forward),
passengers may fire personal weapons through cabin windows.

* The helmsman and radar operator each possess total cover, while the gunner possesses one-half cover.
** This weapon operates like a 70mm rocker launcher.

124
New rules
Length: 50 ft. Beam: 14 ft. Displacement: 24 tons After the current hazard is determined, but before its
results are applied, the team leader may attempt to use
his expertise to help the team evade it. During combat,
MASS COMBAT
The Spycraft game system does not attempt to place
this costs 1 half action and either 1 action die or 1 use
of the tactics class ability; outside combat, it costs either
1 action die or 1 use of the tactics class ability. During
the players in the commanders’ chairs of major military combat, this action is taken at the start of the round, but
conflicts — such endeavors are left to the many fine tac- doesn’t affect the leader’s initiative count or his remain-
tical board games on the market. Instead, the following ing actions in any way. The leader makes a Profession
rules allow the GC to portray such battles as scenery, (Military) or Knowledge (Military History) check and
backdrops against which the agents’ squad-level may adjust the battlefield hazard result by up to a num-
encounters occur. ber equal to his result divided by 10 (rounded up).
The degree to which any battlefield environment
Example: While traversing the war-torn streets of an
affects an agent team during each round of a standard
unidentified Balkan city, Major Murray’s team stumbles
combat depends upon three factors: the competence of
upon a battle between a company of NATO peacekeep-
the agent team’s leader, the intensity of the battle, and
ers and the irregular forces of a local warlord. The GC
sheer dumb luck. The following rules simulate the
rolls 2d10 for a result of 13. He applies a +4 modifier for
chaotic circumstances for which no team can fully
the scene being a company-scale action, another +3 for
account, and should take place in addition to any
urban terrain, and –1 for Major Murray’s tactics class
threats the team already faces. Unless the GC determines
ability (he’s a 6th-level pointman). Thus, the first
otherwise, all effects generated by this system are ran-
round’s hazard result is 19, and as the team enters the
dom factors on the field of battle, not attacks directed at
battlefield and encounters its first enemy squad, it also
the team.
runs afoul of many innocent, stampeding civilians.
Mass Combat Basics Not wishing to lead his men into a potential acci-
dental atrocity, Major Murray surrenders 1 half action
At the start of each combat scene that takes place
during the first combat round to try to guide the team
during a major backdrop battle, the team must designate
around the refugees. His Profession (Military) check
1 agent as its leader. In a military team, the most likely
result is 12, allowing him to adjust the hazard result by
candidate for this position is the highest-ranking mili-
up to +2 or –2. Trusting in his team’s fast reflexes — and
tary agent, but the ultimate decision is left to the agents.
knowing that they need transportation — he raises the
At the start of each round during a mass combat
result to a 21 and hopes that the out-of-control truck he
scene, and for each minute of travel through a battle-
sees careening down the street instead of the civilians
field, the GC rolls 2d10, applies all applicable modifiers
isn’t going to take out one of his teammates before it
shown on Table 6.10: Battlefield Hazard Modifiers (see
comes to a stop.
page 127), and then consults Table 6.11: Battlefield
Hazards (see page 127). The GC may not spend action

125
battlegrounds
ft. away in a direction determined using the standard
Battlefield Hazards grenade-like weapon deviation rules (see the Spycraft
“Auto-Rotate!”: A transport helicopter is shot down Espionage Handbook, page 173). For weapon statistics
near the agents, crashing 100 ft. away at the end of the for each Table 6.11 result, see the Soldier/Wheelman
current round. The GC rolls a die: with an even result, Class Guide, pages 102–103.
the aircrew possess starting dispositions toward the Minefield: Each time an agent moves 25 ft. or more
agents of neutral; if it’s odd, they’re enemies, possessing during the current round, the GC rolls 1d6. With a result
starting dispositions toward the agents of hostile. The of 6, the agent may stumble upon and set off a toe-pop-
pilot and copilot are each 3rd-level wingmen (see The per mine (see the Modern Arms Guide, page 132). The
1960s Decade Book, page 201), each possessing 1 ser- agent may make a Reflex save (DC 14) to notice and
vice pistol appropriate to his nationality and 1 pilot avoid the mine.
bundle (see the Soldier/Wheelman Class Guide, page Random Fire: A distant enemy rifle team briefly
28). Each of the 2 door gunners is a 3rd-level infantry- glimpses the agents and takes potshots at them as tar-
man (see the U.S. Militaries Sourcebook, page 93), pos- gets of opportunity. Each agent is targeted by a single
sessing 1 7.62mm vehicular machinegun, 1 door gunner wide burst attack with a total ranged attack bonus of –5
vest, and 1 pilot bundle. (including range penalties), an error range of 1–2, and a
Civilian Stampede: Civilians have no business on a threat range of 20. The rifle team’s weapons inflict 3d6
battlefield, but all too often they wind up there anyway. normal damage.
A group of 4d6 civilians runs through the team’s posi- “Sniper!”: An enemy sniper makes a single attack at
tion in a blind panic. Each civilian is a 1st-level stan- a randomly selected agent. The sniper is located at a
dard NPC possessing 10 wounds, 5 vitality points, no range of 4d4×100 ft. and has aimed and braced prior to
useful skills, and no useful gear. The GC determines the making the attack. He possesses a total ranged attack
civilians’ starting dispositions toward the agents, and bonus of +15 (including all modifiers from feats and
they are assumed to have already failed a morale check, actions, but not including range penalties). The sniper’s
suffering a retreat result (see the Modern Arms Guide, rifle possesses a 200-ft. range increment, an error range
page 13). of 1, a threat range of 18–20, a 4× day/night scope, and
Drive-By: An enemy Humvee, gun truck, or equiva- inflicts 2d10 normal damage. The sniper’s initiative
lent vehicle roars through the agents’ location at high bonus is +7. Agents who act before the sniper may only
speed, its occupants randomly spraying lead at the target him if they make a successful Spot check opposed
team. The team suffers a single strafe attack with a by his Hide bonus of +16. A single successful attack
12.7mm vehicular machinegun. The shooter possesses a against the sniper’s Defense of 21 drives him back under
total +4 ranged attack bonus, including modifiers for total cover, preventing subsequent attacks, however.
firing from a moving vehicle. Special Effects: A nearby explosion lights up the
“Eject! Eject! Eject!”: A close air support fighter is sky. Until the end of the current round, the area 4d6×10
shot down over the agents’ heads, crashing 2d10×10 ft. ft. surrounding the agent team gains daylight condi-
away from the agents. The vehicle explodes, inflicting tions, regardless of weather or time of day.
10d10 blast damage with a 20-ft. blast increment. The Unfortunately, any night-vision gear the agents use is
pilot and copilot each eject, coming down 1d100 ft. overloaded by the flash and cannot be used until the
away from the team at the end of the current round. The end of the current round.
GC rolls a die: with an even result, the aircrew possess Speed Bumps: An out-of-control truck or armored
starting dispositions toward the agents of neutral; if it’s vehicle with a dead driver at the wheel careens through
odd, they’re enemies, possessing starting dispositions the agent team’s position. Each agent must make a
toward the agents of hostile. Each character is a 4th- Reflex save (DC 14) or suffer 6d6 normal damage in the
level wingman (see The 1960s Decade Book, page 201), collision. At his initiative count, the agent team’s leader
possessing 1 service pistol appropriate to his nationali- may spend 2 action dice to cause the vehicle to stop
ty and 1 pilot bundle (see the Soldier/Wheelman Class upright 1d10×10 ft. from the team’s current location.
Guide, page 28). Stormy Weather: Few battles take place on a pretty
“Incoming!”: The agents are on the receiving end of day. The GC rolls a die: with an even result, the battle-
a single wayward grenade, mortar shell, artillery shell, field is drenched by rain (or any current rain worsens,
or bomb, as determined by the Table 6.11 result. The GC inflicting an additional –4 penalty with Search and Spot
randomly selects 1 team member as the target of a checks); if it’s odd, the battlefield is swept by strong
missed attack with the weapon. The attack lands 2d4×10

126
New rules
winds (or any current wind is worsened by 1 grade). For Table 6.11: Battlefield
more information about weather conditions, see the Hazards
Spycraft Espionage Handbook, page 232. Roll Hazard
Tactical Air: An enemy aircraft targets the agents — Up to 10 None
or a friendly aircraft misidentifies them as enemies. 11–12 Special effects
Either way, the agent team is targeted by a single attack. 13–14 Stormy weather
If the agents are in vehicles, their most combat-capable 15–17 Random fire
vehicle is the target and the attack comes from a stan- 18 “Incoming!” (fragmentation grenade)
dard IR-guided missile with a HEAT warhead. If they’re 19 Civilian stampede
on foot, the centermost agent is the target and the 20 Unexploded ordnance (60mm cannon/mortar shell)
attack comes from a 70mm rocket launcher with a frag- 21 Speed bumps
mentation warhead. The attacking pilot possesses a total 22 “Auto-rotate!”
ranged attack bonus of –4 (including range and move- 23 “Incoming!” (60mm cannon/mortar shell)
ment penalties), as well as an initiative bonus of +8. For 24 “Sniper!”
these weapons’ statistics, see the Soldier/Wheelman 25 Unexploded ordnance (105mm cannon/mortar shell)
Class Guide, pages 102–103. 26 Drive-by
Unexploded Ordnance: Each time an agent moves 25 27 Minefield
ft. or more during the current round, the GC rolls 1d6. 28 “Incoming!” (105mm cannon/mortar shell)
With a result of 6, the agent may stumble upon and set 29 “Eject! Eject! Eject!”
off on a bomb or artillery shell, as determined by the 30 Tactical air
Table 6.11 result. The agent may make a Reflex save (DC 31 “Incoming!” (2,000-lb. iron bomb)
16) to notice and avoid the ordnance. If the item 32+ Very bad day
remains unexploded after it’s found, the agents may dis-
arm and salvage it with a successful Demolitions check
(DC 16). This check’s error range is increased by 2.
Very Bad Day: Someone — it doesn’t really matter
who — detonates a tactical nuclear warhead near the
agents’ battlefield (see page 114 for details about this
WMD). The agents are located in the second destruction
increment. On the plus side, so is just about everyone
they’re fighting. This result ends most battles.

Table 6.10: Battlefield


Hazard Modifiers
Condition Modifier
Battle Conditions
Civilian-scale gunfight (e.g. police vs. criminals) -2
Irregular small-unit action (e.g. skirmishing
militia groups) +0
Small-unit action (e.g. platoon vs. platoon) +2
Company-scale action (e.g. Mogadishu, 1993) +4
Regimental action (e.g. El Alamein, 1942) +6
Full-scale theatre battle (e.g. Normandy, 1944) +8
Urban terrain +3
Nuclear war +6
Team Leader
Possesses the accurate class ability –2
Possesses the tactics class ability –1
Possesses the lucky or trailblazer class ability –1
Possesses the terrain ‘training’ feat corresponding
to the local terrain –2

127
battlegrounds
Steven Peterson. Spycraft Mastermind Guide Copyright 2004, Alderac Entertainment Group,
The Open Game License Inc.; Authors Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver. Spycraft U.S.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Militaries Guide Copyright 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister,
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Clayton A. Oliver, Patrick Kapera. Spycraft World Militaries Guide Copyright 2004, Alderac
Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have Spycraft Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc.; Authors
contributed Open Game Content; (b) “Derivative Material” means copyrighted material Chad Brunner, Tim D’Allaird, Rob Dake, Michael Fish, Scott Gearin, Owen Hershey, Patrick
including derivative works and translations (including into other computer languages), Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon. Spycraft Faceman/Snoop Class
potation, modification, correction, addition, extension, upgrade, improvement, compilation, Guide Copyright 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton
abridgment or other form in which an existing work may be recast, transformed or A. Oliver. Spycraft Fixer/Pointman Class Guide Copyright 2003, Alderac Entertainment
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly Group, Inc.; Authors Scott Gearin. Spycraft Soldier/Wheelman Class Guide Copyright 2003,
display, transmit or otherwise distribute; (d) “Open Game Content” means the game Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B.D. Flory, Scott
mechanic and includes the methods, procedures, processes and routines to the extent such Gearin, Patrick Kapera. Shadowforce Archer Worldbook Copyright 2002, Alderac
content does not embody the Product Identity and is an enhancement over the prior art and Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under The Open Game Content
copyright law, but specifically excludes Product Identity. (e) “Product Identity” means This printing of the Battlegrounds Sourcebook™ is done under version 1.0a of the Open
product and product line names, logos and identifying marks including trade dress; artifacts; Game License and the draft version of the d20 System Trademark License, d20 System
creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents,
Trademark Logo Guide and System Reference Document by permission of Wizards of the
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and Coast. Subsequent printings of this book will incorporate final versions of the license, guide
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and document.
and special abilities; places, locations, environments, creatures, equipment, magical or AEG’s intention is to open up as much of the Battlegrounds Sourcebook as possible to
supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark be used as Open Game Content (OGC), while maintaining Product Identity (PI) to all aspects
or registered trademark clearly identified as Product identity by the owner of the Product of the Spycraft intellectual property. Publishers who wish to use the OGC materials from this
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No other terms or conditions may be applied to any Open Game Content distributed using including all Spycraft and Shadowforce Archer product and product line names including
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5. Representation of Authority to Contribute: If You are contributing original material as Books, Hand of Glory Threat Book, P.E.R.I.L. Threat Book, Shop Threat Book, and all subse-
Open Game Content, You represent that Your Contributions are Your original creation quent Threat Books, Decade Book: The 1940s, Decade Book: The 1970s, and all subsequent
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128

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