I'm going to resurrect this thread since I finished all the Special Operations Command units. Enjoy

Army: There’s Strong. And then there’s Army Strong.
[1.0] -2 Wisdom
[1.0] Profession (Military) is always a class skill for you plus your result cap with this skill is increased by 5.
[1.0] You gain DR 1/-
[4.0] You gain a +1 insight bonus to Reflex saves. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20
Ranger: 75th Ranger Regiment
+2 Constitution
[1.0] Bonus Feat: Guts
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Your Speed increases by 5’.
[1.0] You gain the Rifle Proficiency.
[1.0] You gain the camouflaged NPC quality for 1 terrain type. You may re-choose this terrain type each time you gain a Career Level (though you still only gain this benefit in 1 terrain type).
[2.0] You gain a +1 insight bonus to Survival checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Special Forces (Communication): Army Special Forces “Green Berets”
+2 Intelligence
[1.0] Bonus Feat: Techie
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Gain a Cultures Skill focus.
[1.0]You gain a +2 bonus to request checks for an Electronics gear pick. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.
[2.0] You gain a +1 insight bonus to Electronics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Special Forces (Weapons): Army Special Forces “Green Berets”
+2 Dexterity
[1.5] Bonus Feat: Marksmanship Mastery.
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Gain a Cultures Skill focus.
[1.5] Gain the Rifles and Submachine Gun Proficiencies.
[1.0]You gain a +2 bonus to request checks for a Weapons gear pick. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.
Special Forces (Engineering): Army Special Forces “Green Berets”
+2 Intelligence
[1.0] Bonus Feat: Explosives Basics
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Gain a Cultures Skill focus.
[1.0] You gain the Explosives Proficiency
[2.0] You gain a +1 insight bonus to Science checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Special Forces (Medical): Army Special Forces “Green Berets”
+2 Wisdom
[1.0] Bonus Feat: Bandage
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Gain a Cultures Skill focus.
[1.0]Your mission gear includes 1 additional First Aid Kit II pick
[2.0] You gain a +1 insight bonus to Medicine checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Delta Force: 1st Special Operations Detachment – Delta
[1.5] Bonus Feat: Check Fire (waive prerequisites)
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.5] Gain the Rifles and Submachine Gun Proficiencies.
[1.0] Once per scene, you may gain the special benefits of attacking an opponent in a terminal situation without spending an action die or you may take a coup de grace action targeting a flat-footed standard character even if he is not helpless.
Air Force: Cross Into the Blue
[1.0] -2 Charisma
[1.0] Profession (Military) is always a class skill for you plus your result cap with this skill is increased by 5.
[1.0] Electronics is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60)
[4.0] Choose 1 skill. This is always a class skill for you, and you may choose an additional skill to gain this benefit at career levels 4, 8, 12, 16 & 20
Combat Controllers: “First There”
+2 Intelligence
[1.0] Bonus Feat: Bombard
[1.0] You gain the Indirect Proficiency
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[2.0] You gain a +2 bonus to request checks for Electronics or Gadget mission gear pick. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.
[2.0] You gain a +1 insight bonus to Electronics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Pararescue: “That Others May Live”
[1.0] Bonus Feat: Bandage
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Medicine is always a class skill for you plus your result cap with this skill is increased by 5.
[4.0] You gain a +1 insight bonus to Medicine and Survival checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Special Operations Weather Technician: “Weather Warriors”
[1.0] Bonus Feat: Survivalist
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Your mission gear includes 1 additional Meteorology Kit II pick.
[1.0] You gain a +2 bonus to request checks for a Gadget mission gear pick. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.
[1.0] Survival is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60)
[2.0] You gain a +1 insight bonus to Survival checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
24th Special Tactics Squadron:
[1.5] Bonus Feat: CQB Mastery (waive prerequisites)
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.0] Cultures is always a class skill for you plus your result cap with this skill in increased by 5.
[1.5] Gain the Rifles and Submachine Gun Proficiencies.
[2.0] You gain a +1 insight bonus to Electronics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
[1.0] Once per scene, you may gain the special benefits of attacking an opponent in a terminal situation without spending an action die or you may take a coup de grace action targeting a flat-footed standard character even if he is not helpless.
Navy: Accelerate Your Life.
[1.0] -2 Strength
[1.0] Profession (Military) is always a class skill for you plus your result cap with this skill is increased by 5.
[1.0] You gain an extra Associate grade contact. This contact improves by 1 grade at career levels 6, 12 & 18
[4.0] You gain 4 additional skill points at career level 1, and 1 additional point per character level gained thereafter
Special Warfare Combatant-craft Crewmen: Special Boat Teams
+2 Dexterity
[1.0] Any Chase feat.
[1.5] You gain the Vehicle Weapons and Tactical Proficiencies
[1.5] Gain the Drive (Ship) Focus and the Mark V Special Operations Craft Forte
[1.0] Medicine is always a class skill for you plus your result cap with this skill in increased by 5.
[2.0] You gain a +1 insight bonus to Drive checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Navy SEa Air and Land Teams: SEALs
+2 Consitution
[1.0] Bonus Feat: Aquatic Training
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.5] You gain the Submachine Gun and Explosives Proficiencies.
[1.5] Once per scene, you may roll 2 dice when making a Fortitude save, keeping the result you prefer. You may use this ability an additional time per scene at Levels 7 and 14.
[2.0] You gain a +1 insight bonus to Athletics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Navy Special Warfare Development Group: DEVGRU
[1.5] Bonus Feat: Mobile Offence (waive prerequisites)
[1.0] Acrobatics is always a class skill for you plus your result cap with this skill in increased by 5.
[1.5] Gain the Rifles and Submachine Gun Proficiencies.
[2.0] You gain a +1 insight bonus to Athletics checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
[1.0] Once per scene, you may gain the special benefits of attacking an opponent in a terminal situation without spending an action die or you may take a coup de grace action targeting a flat-footed standard character even if he is not helpless.
Marines: The Few. The Proud.
[1.0] -2 Intelligence
[1.0] Profession (Military) is always a class skill for you plus your result cap with this skill is increased by 5.
[1.0] You gain the Fearless I quality
[4.0] You gain a +1 insight bonus to Will saves. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20
Force Reconnaissance/Special Operations Battalion
+2 Dexterity
[1.0] Bonus Feat: Aquatic Training, Jungle Training, or Swamp Training.
[1.0] You gain the camouflaged NPC quality for 1 terrain type. You may re-choose this terrain type each time you gain a Career Level (though you still only gain this benefit in 1 terrain type).
[1.0] You gain the Rifle Proficiency.
[1.0] Speed +5'
[1.0] Defense bonus +1.
[2.0] You gain a +1 insight bonus to Survival checks. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.