Minions Inc

Ninjas
 
29 MP
(10 for the vitality die plus 4/level of operative (8) plus 8 for the adjustments to abilities plus 3 for the extra feat) 
2nd-level operatives, D-6 Wetworks; CR 1. SZ M; v/wp 9/10; Init +4 (+1 class, +1 department, +2 Dex); Spd 30 ft.; Def 13 (+1 class, +2 Dex); Atk: punch/kick +3 (1d6+2), seven piece sword +3 (1d6+2), shuriken +3 (1); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +2, Ref +5, Wil +1; Str 14, Dex 14, Con 10, Int 10, Wis 9, Cha 12; Skills: Bluff +2, Climb +3, Demolitions +2, Driver +3, Hide +5, Move Silently +8, Search +1, Spot +0, Surveillance +0, Tumble +3. Feats: Martial arts, Stealthy, Weapon Prof. (Exotic). Gear: Seven piece sword* (7 BP), 9 shuriken* (1 BP), ninja outfit (considered to be camouflaged clothing as per the MAG page 141) (6 BP), 11 BP left.

* See the Modern Arms Guide.
 

AIM Scientists

20 MP
(5 for the vitality die plus 2/level of academic (8) plus 4 for the adjustments to abilities plus 3 for the extra feat) 
4th-level academics; CR 3. SZ M; v/wp 11/10; Init +2 (+2 class); Spd 30 ft.; Def 13 (+3 class); Atk: punch/kick +1 (1d3-1), plasma ejector* -4 (2d4); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +1, Ref +1, Wil +5; Str 8, Dex 10, Con 10, Int 15, Wis 12, Cha 10; Skills: Bureaucracy +2, Computers +6, Concentration +7, Drive +2, Electronics +6, Knowledge** (choose one) +11, Knowledge** (choose one) +8, Knowledge** (choose one) +6, Languages +4, Mechanics +4, Profession (scientist) +3. Feats: Scholarly, Signature Gadget. Gear: Plasma ejector* (see below), Asbestos suit (7 BP), 18 BP remaining.

* Plasma ejector: It is an experimental weapon created and used by the scientists. There is a proximity sensor in each weapon that tracks each owner. If the weapon should ever leave the scientists grasp for longer than three rounds it explodes as dynamite. Damage is equal to the number of rounds left in the weapon.
Ammunition Type: Plasma
Ammunition Capacity: 12
Weight: 400 oz.

Plasma ejector; Acc. --; Dam 2d4(see below); Err 1-4; Thr --; Range Inc. 15 feet; Q&M DA; Wt. 25 lbs.; Cost: Restricted
Plasma ejector round: Treat as a white phosphorus grenade that only affects the target. (See the MAG page 40.)

** The type of knowledge skills possessed by each scientist varies.
 
Sisterhood of the Sand

An organization of female assassins. They specialize in infiltration and assassination. They are a secret order started many years ago in northern Africa, but have expanded across the globe and into many cultures.

40 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (6) and 4/level of operative (8) plus 8 for the adjustments to abilities plus 3 for the extra feat)
2nd-level femme fatale/2nd-level operative, D-6 Wetworks; CR 3. SZ M; v/wp 21/10; Init +6 (+2 class, +2 department, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk: punch/kick +3 (1d6+1), curved dagger +4 (1d4+1), Walther PPK +4 (2d4); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +2, Ref +8, Wil +5; Str 12, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +5, Climb +2, Demolitions +2, Diplomacy +3, Disguise +3, Driver +4, Hide +6, Innuendo +3, Listen +2, Move Silently +6, Perform +3, Profession (Spy) +2, Search +1, Sense Motive +2, Spot +2, Surveillance +2, Tumble +3. Feats: The Look, Martial Arts, Stealthy, Weapon Prof. (Exotic). Gear: Curved dagger (5 BP), Walther PPK w/removable silencer (14 BP), 50 rounds of MB (1 BP), 5 BP left.

54 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (12) and 4/level of operative (16) plus 8 for the adjustments to abilities plus 3 for the extra feat)
4th-level femme fatale/4th-level operative, D-6 Wetworks; CR 7. SZ M; v/wp 37/10; Init +9 (+4 class, +3 department, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk: punch/kick +7 (1d6+1), curved dagger +8 (1d4+1), Walther PPK +8 (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ None; SV Fort +3, Ref +9, Wil +5; Str 12, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +8, Climb +3, Demolitions +4, Diplomacy +4, Disguise +4, Driver +6, Hide +8, Innuendo +5, Listen +3, Move Silently +8, Perform +4, Profession (Spy) +3, Search +2, Sense Motive +3, Spot +3, Surveillance +3, Tumble +4. Feats: The Look, Martial Arts, Stealthy, Weapon Prof. (Exotic). Gear: curved dagger (5 BP), Walther PPK w/removable silencer (14 BP), 50 rounds of MB (1 BP), 5 BP left.

66 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (24) and 4/level of operative (16) plus 8 for the adjustments to abilities plus 3 for the extra feat)
8th-level femme fatale/4th-level operative, D-6 Wetworks; CR 11. SZ M; v/wp 55/10; Init +13 (+7 class, +4 department, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk: punch/kick +10 (1d6+1), curved dagger +11 (1d4+1), Walther PPK +11 (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Evasion; SV Fort +4, Ref +12, Wil +7; Str 12, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +12, Climb +3, Demolitions +4, Diplomacy +6, Disguise +6, Driver +8, Hide +10, Innuendo +9, Listen +5, Move Silently +8, Perform +6, Profession (Spy) +5, Search +2, Sense Motive +5, Spot +3, Surveillance +3, Tumble +4. Feats: Charmer, The Look, Martial Arts, Stealthy, Weapon Prof. (Exotic). Gear: curved dagger (5 BP), Walther PPK w/removable silencer (14 BP), 50 rounds of MB (1 BP), 5 BP left.
 
The Order of the Cross and Sword
The Order is a secret branch of the Church that investigates and removes any threats to the Church. The Order has roots based in both the Templars as well as the Inquisition. Newer agents are trained in investigation and surveillance along with their religious studies. As they progress, they will receive operative training for handling the more threatening operations.

Order Agents
32 MP
(10 for the higher vitality die (police official) plus 3/level of police official (6) and 2/level of professional (4) plus 12 for the adjustments to abilities) 
2nd-level police official/2nd-level professional; CR 3. SZ M; v/wp 25/12; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk: punch/kick +4 (1d3+1), Barretta Model 92 +5 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +3, Ref +5, Wil +6; Str 13, Dex 14, Con 12, Int 10, Wis 14, Cha 12; Skills: Bluff +3, Bureaucracy +3, Concentration +3, Craft (Gunsmithing) +4, Demolitions +1, Diplomacy +3, Drive +4, Gather Information +2, Hobby (Gardening) +6, Listen +3, Profession (Priest) +9, Profession (Spy) +3, Search +1, Sense Motive +6, Spot +4, Surveillance +6. Feats: Ordinary Past, Point Blank Shot, Police Training. Gear: Barretta Model 92 (12 BP), 50 rounds of MB (1 BP), average clothes (1 BP), signet ring, 11 BP left.

42 MP
(10 for the higher vitality die (police official) plus 3/level of police official (12) and 2/level of professional (8) plus 12 for the adjustments to abilities) 
4th-level police official/4th-level professional; CR 7. SZ M; v/wp 35/12; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk: punch/kick +7(1d3+1), Barretta Model 92 +8 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Armor use +1, specialty +3 (Profession-Priest, Sense Motive); SV Fort +4, Ref +7, Wil +6; Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 12; Skills: Bluff +4, Bureaucracy +4, Concentration +4, Craft (Gunsmithing) +6, Demolitions +2, Diplomacy +4, Drive +6, Gather Information +3, Hobby (Gardening) +8, Listen +4, Profession (Priest) +11, Profession (Spy) +4, Search +2, Sense Motive +13, Spot +6, Surveillance +10. Feats: Ordinary Past, Point Blank Shot, Police Training. Gear: Barretta Model 92 (12 BP), 50 rounds of MB (1 BP), average clothes (1 BP), signet ring, 11 BP left.

56 MP
(10 for the higher vitality die (police official) plus 3/level of police official (18) and 2/level of professional (8) and 4/level of operative (8) plus 12 for the adjustments to abilities)
6th-level police official/4th-level professional/2nd-level operative, Peace Officer department; CR 11. SZ M; v/wp 55/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk: punch/kick +9 (1d3+1), Barretta Model 92 +11 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Armor use +1, human nature 1/session, specialty +3 (Profession-Priest, Sense Motive); SV Fort +7, Ref +9, Wil +12; Str 11, Dex 14, Con 12, Int 12, Wis 14, Cha 12; Skills: Bluff +6, Bureaucracy +5, Climb +1, Concentration +4, Craft (Gunsmithing) +6, Demolitions +6, Diplomacy +4, Drive +8, Gather Information +4, Hide +5, Hobby (Gardening) +8, Listen +5, Move Silently +6, Profession (Priest) +11, Profession (Spy) +4, Search +5, Sense Motive +15, Spot +12, Surveillance +17, Tumble +3. Feats: Ordinary Past, Point Blank Shot, Police Training, Precise Shot, Stealthy. Gear: Barretta Model 92 (12 BP), 50 rounds of MB (1 BP), average clothes (1 BP), signet ring, 11 BP left.
 
Generic Men-in-Black
These are the guys the government sends out to investigate the paranormal. They also must be prepared to eliminate it, if they feel it threatens the security of the country. Not too much surprises these guys. They have seen a lot of weird stuff.

30 MP
(10 for the vitality die plus 4/level of operative (8) and 2/level of mysterious stranger (4) plus 8 for the adjustments to abilities)
2nd-level operative/2nd-level mysterious stranger, "The Basement"; CR 3. SZ M; v/wp 18/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk: punch/kick +3 (1d3+1), SIG-Sauer P-229 +4 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +5, Ref +7, Wil +7; Str 12, Dex 14, Con 10, Int 10, Wis 14, Cha 9; Skills: Bluff +1, Climb +2, Demolitions +2, Disguise +1, Driver +4, Hide +6, Intimidate +5/+3, Knowledge (Paranormal) +4, Listen +5, Move Silently +7, Search +4, Spot +5, Surveillance +6, Tumble +3. Feats: Alertness, Black Cat, Stealthy, Unshakable. Gear: SIG-Sauer P-229 (14 BP), 50 rounds of MB (1 BP), black suit (5), sunglasses (1), 4 BP left.

42 MP
(10 for the vitality die plus 4/level of operative (16) and 2/level of mysterious stranger (8) plus 8 for the adjustments to abilities)
4th-level operative/4th-level mysterious stranger, "The Basement"; CR 7. SZ M; v/wp 32/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk: punch/kick +7 (1d3+1), SIG-Sauer P-229 +8 (1d10+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ None; SV Fort +6, Ref +8, Wil +9; Str 12, Dex 14, Con 10, Int 10, Wis 14, Cha 9; Skills: Bluff +4, Climb +3, Demolitions +4, Disguise +3, Driver +6, Hide +8, Intimidate +8/+6, Knowledge (Paranormal) +7, Listen +6, Move Silently +10, Search +6, Spot +6, Surveillance +8, Tumble +4. Feats: Alertness, Black Cat, Stealthy, Unshakable. Gear: SIG-Sauer P-229 (14 BP), 50 rounds of MB (1 BP), black suit (5), sunglasses (1), 4 BP left.

54 MP
(10 for the vitality die plus 4/level of operative (24) and 2/level of mysterious stranger (12) plus 8 for the adjustments to abilities)
6th-level operative/6th-level mysterious stranger, "The Basement"; CR 11. SZ M; v/wp 46/10; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk: punch/kick +9 (1d3+1), SIG-Sauer P-229 +10 (1d10+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Daredevil; SV Fort +8, Ref +10, Wil +12; Str 12, Dex 14, Con 10, Int 10, Wis 14, Cha 9; Skills: Bluff +8, Climb +4, Demolitions +6, Disguise +5, Driver +8, Hide +10, Intimidate +10/+8, Knowledge (Paranormal) +9, Listen +7, Move Silently +13, Search +8, Spot +7, Surveillance +11, Tumble +5. Feats: Alertness, Black Cat, Sidestep, Stealthy, Unshakable. Gear: SIG-Sauer P-229 (14 BP), 50 rounds of MB (1 BP), black suit (5), sunglasses (1), 4 BP left.
 
Cleaner Team
The cleaner team is called in when a messy operation needs to be cleaned up. These guys take no prisoners. The site is sanitized and nothing is left to show what happened.

48 MP
(20 for the higher vitality die [mercenary] plus 4/level of operative (8) and 4/level of mercenary (8) plus 12 for the adjustments to abilities)
2nd-level operative/2nd-level mercenary , Damage control department; CR 3. SZ M; v/wp 28/12; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 15 (+2 class, +2 department, +1 Dex); Atk: punch/kick +4 (1d3+1), H&K MP5SD +4 (1d8); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10); SV Fort +6, Ref +3, Wil +5; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +5, Climb +2, Demolitions +4, Diplomacy +3, Disguise +4, Driver +3, Hide +5, Listen +2, Move Silently +5, Search +2, Sense Motive +2, Spot +3, Surveillance +2, Survival +2, Tumble +2. Feats: Point Blank Shot, Stealthy, Weapon Focus (H&K MP5SD). Gear: H&K MP5SD (15 BP), 50 rounds MB (1 BP), urban fatigues (5 BP), combat boots (1 BP), trendy clothes (5 BP), 8 BP left.

64 MP
(20 for the higher vitality die [mercenary] plus 4/level of operative (16) and 4/level of mercenary (16) plus 12 for the adjustments to abilities)
4th-level operative/4th-level mercenary , Damage control department; CR 7. SZ M; v/wp 50/12; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 18 (+4 class, +3 department, +1 Dex); Atk: punch/kick +8 (1d3+1), H&K MP5SD +8 (1d8); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Heavily armed (+10), damage reduction 1/-; SV Fort +7, Ref +4, Wil +5; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +7, Climb +3, Demolitions +7, Diplomacy +4, Disguise +5, Driver +5, Hide +7, Listen +3, Move Silently +7, Search +3, Sense Motive +3, Spot +5, Surveillance +3, Survival +3, Tumble +3. Feats: Point Blank Shot, Stealthy, Weapon Focus (H&K MP5SD). Gear: H&K MP5SD (15 BP), 50 rounds MB (1 BP), urban fatigues (5 BP), combat boots (1 BP), trendy clothes (5 BP), 8 BP left.

80 MP
(20 for the higher vitality die [mercenary] plus 4/level of operative (32) and 4/level of mercenary (16) plus 12 for the adjustments to abilities)
8th-level operative/4th-level mercenary , Damage control department; CR 11. SZ M; v/wp 68/12; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 22 (+7 class, +4 department, +1 Dex); Atk: punch/kick +11 (1d3+1), H&K MP5SD +11 (1d8); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Heavily armed (+10), damage reduction 1/-, daredevil; SV Fort +9, Ref +6, Wil +7; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +10, Climb +5, Demolitions +11, Diplomacy +4, Disguise +6, Driver +7, Hide +9, Listen +3, Move Silently +11, Search +5, Sense Motive +3, Spot +7, Surveillance +5, Survival +3, Tumble +5. Feats: Point Blank Shot, Stealthy, Weapon Focus (H&K MP5SD). Gear: H&K MP5SD (15 BP), 50 rounds MB (1 BP), urban fatigues (5 BP), combat boots (1 BP), trendy clothes (5 BP), 8 BP left.

 
Police Redux
For any GC whose players have a hard time avoiding the police.

Rookie Beat Cop
16 MP
(cost is 10 for the vitality die (police official) plus 3/level of police official plus 0 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level police official, CR 1; SZ M; v/wp 9/10; Init +1 (+1 class); Spd 30 ft.; Def 12 (+2 armor); Atk +2 unarmed (1d3), +2 police baton (1d6), +2 SIG-Sauer P-228 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +2, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; Skills: Bluff +1, Bureaucracy +3, Demolitions +3, Drive +1, Gather Information +1, Listen +1, Search +1, Sense Motive +2, Spot +1, Surveillance +3; Feats: Point Blank Shot, Police Training, Signature Gadget; Gear: SIG-Sauer P-228* (14 BP), 50 rounds MB (1 BP), police baton* (4 BP), badge, handcuffs (1 BP), tactical radio (5 BP), Uniform-Standard liner gadget with extra armor (DR 2)**.

Rookie SWAT Officer
33 MP
(cost is 10 for the vitality die (police official) plus 3/level of police official plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level police official, CR 3; SZ M; v/wp 20/12; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 14 (+2 armor, +1 class, +1 Dex); Atk +5 unarmed (1d3+1), +2 MP5K* (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Armor use +1; SV Fort +3, Ref +2, Will +3; Str 12, Dex 12, Con 12, Int 10, Wis 12, Cha 12; Skills: Bluff +3, Bureaucracy +5, Demolitions +4, Drive +3, Gather Information +3, Listen +3, Search +2, Sense Motive +5, Spot +3, Surveillance +7; Feats: Point Blank Shot, Police Training, Signature Gadget; Gear: MP5K* with Power grip* (24 BP), 50 rounds MB (1 BP), badge, Standard liner gadget with extra armor (DR 2)**.

Veteran Detective
45 MP
(cost is 10 for the vitality die (police official) plus 3/level of police official plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level police official, CR 7; SZ M; v/wp 38/12; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 14 (+2 armor, +1 class, +1 Dex); Atk +8 unarmed (1d3), +9 SIG-Sauer P-228 (1d10+3); Face 1 square; Reach 1 square; SA None; SQ Armor use +1, human nature 1/session, weapon specialization (SIG-Sauer); SV Fort +5, Ref +3, Will +5; Str 10, Dex 12, Con 12, Int 12, Wis 12, Cha 12; Skills: Bluff +5, Bureaucracy +7, Demolitions +7, Drive +5, Gather Information +5, Listen +5, Search +5, Sense Motive +9, Spot +5, Surveillance +11; Feats: Point Blank Shot, Police Training, Signature Gadget; Gear: SIG-Sauer P-228* (14 BP), 50 rounds MB (1 BP), badge, handcuffs (1 BP), tactical radio (5 BP), flashlight (1 BP), PDA (3 BP), Suit-Standard liner gadget with extra armor (DR 2)**.

Veteran SWAT Officer
51 MP
(cost is 10 for the vitality die (police official) plus 3/level of police official plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level police official, CR 9; SZ M; v/wp 47/12; Init +7 (+6 class, +1 Dex); Spd 30 ft.; Def 15 (+2 armor, +2 class, +1 Dex); Atk +11 unarmed (1d3+1), +9 MP5K* (1d10+3); Face 1 square; Reach 1 square; SA None; SQ Armor use +1, human nature 1/session, weapon specialization (MP5K); SV Fort +6, Ref +4, Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 12, Cha 12; Skills: Bluff +6, Bureaucracy +8, Demolitions +7, Drive +6, Gather Information +6, Listen +6, Search +5, Sense Motive +11, Spot +6, Surveillance +13; Feats: Point Blank Shot, Police Training, Signature Gadget; Gear: MP5K* with Power grip* (24 BP), 50 rounds MB (1 BP), badge, Uniform-Standard liner gadget with extra armor (DR 2)**.

* See The Modern Arms Guide.
** See the Spycraft Handbook.
 
The Ghost Riders
The Ghost Riders are an unscrupulous motorcycle gang who hire themselves out for just about anything, as long as it includes violence. They are or have been into anything illegal.

Prospect Ghost Rider
32 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level raider*, CR 1; SZ M; v/wp 16/14; Init +3 (+1 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk +4 unarmed (1d3+2), +4 Calico 950 or Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Limited custom ride (+3 GP); SV Fort +4, Ref +4, Will +0; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +3, Boating +3, Drive +4, Intimidate +3/-1, Mechanics +0, Move Silently +3, Spot +1; Feats: Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Motorcycle helmet w/face shield (DR 1) (7 BP), Combat boots (1 BP), 2 BP left, Motorcycle outfit-Standard liner with extra armor (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +8; Spd 500 ft.; MPH 50/100; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP)

Regular Ghost Rider
38 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level raider*, CR 3; SZ M; v/wp 29/14; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk +6 unarmed (1d3+2), +6 Calico 950** or Ruger P94** (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Limited custom ride (+3 GP); SV Fort +4, Ref +4, Will +1; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +4, Boating +4, Drive +6, Intimidate +7/+3, Mechanics +1, Move Silently +4, Spot +2; Feats: Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Motorcycle helmet w/face shield (DR 1) (7 BP), Combat boots (1 BP), 2 BP left, Motorcycle outfit-Standard liner with extra armor*** (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +8; Spd 500 ft.; MPH 50/100; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP)

Veteran Ghost Rider
44 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
6th-level raider*, CR 5; SZ M; v/wp 42/14; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk +8 unarmed (1d3+2), +8 Calico 950** or Ruger P94** (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (+4 GP); SV Fort +5, Ref +5, Will +2; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +5, Boating +5, Drive +8, Intimidate +8/+4, Mechanics +2, Move Silently +5, Spot +3; Feats: Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Motorcycle helmet w/face shield (DR 1) (7 BP), Combat boots (1 BP), 2 BP left, Motorcycle outfit-Standard liner with extra armor*** (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +10; Spd 500 ft.; MPH 50/100; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP), improved handling (+1 GP)

Ghost Rider Lieutenant
50 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level raider*, CR 7; SZ M; v/wp 55/14; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk +10 unarmed (1d3+2), +10 Calico 950** or Ruger P94** (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (+4 GP); SV Fort +6, Ref +6, Will +2; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +6, Boating +6, Drive +10, Intimidate +9/+5, Mechanics +3, Move Silently +6, Spot +4; Feats: Far Shot, Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Motorcycle helmet w/face shield (DR 1) (7 BP), Combat boots (1 BP), 2 BP left, Motorcycle outfit-Standard liner with extra armor*** (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +10; Spd 500 ft.; MPH 50/100; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP), improved handling (+1 GP)

Ghost Rider Captain
56 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level raider*, CR 9; SZ M; v/wp 68/14; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 16 (+4 armor, +2 Dex); Atk +12 unarmed (1d3+2), +12 Calico 950** or Ruger P94** (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (+5 GP), limited familiarity; SV Fort +7, Ref +7, Will +3; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +7, Boating +7, Drive +12, Intimidate +10/+6, Mechanics +4, Move Silently +7, Spot +5; Feats: Far Shot, Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Military helmet w/face shield (DR 1) (9 BP), Combat boots (1 BP), Motorcycle outfit-Standard liner with extra armor*** (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +10; Spd 500 ft.; MPH 50/125; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP), wind resistance reduction (+2 GP)

* See the Archer Foundation. I switch the full skill from Boating to Drive.
** See the Modern Arms Guide.
*** See the Spycraft Handbook.
+ See the Soldier/Wheelman Guide.
 
Kampf-Schwimmer Spezial Einheit
This Hand of Glory unit of underwater soldiers do their work almost exclusively in the water. The KSS are very loyal and highly trained. They carry Russian made weapons to hide who they are, casting the shadow of blame elsewhere.

47+ MP
(cost is 20 for the higher vitality die plus 3/level of frogman (6) and 4/level of shocktrooper (8) plus 8 MP in adjustments to ability stats plus 5 for the chemical treatment {plus 2 for every soldier used})
2nd-level frogman*/2nd-level shocktrooper*; CR 3; SZ M; v/wp 28/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +6 unarmed (1d3+2), +6 survival knife (1d6+2), +6 Tzniitochmash SPP-1 Underwater pistol (1d8+1); Face 1 square; Reach 1 square; SA None; SQ Flippers, Gill chem treatment (see page 173 of the Shadowforce Archer book), heavily armed (+10), specialty skill +3 (Swim); SV Fort +5, Ref +4, Will +6; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 6; Skills: Balance +4, Boating +3, Climb +3, Demolitions +2, Hide +4, Intimidate +3/-1, Jump +3, Move Silently +4, Sport (Skydiving) +3, Spot +2, Survival +3, Swim +8; Feats: Weapon Focus (Tzniitochmash SPP-1 Underwater pistol); Gear: Tzniitochmash SPP-1 Underwater pistol** (12 BP), 50 rounds (1 BP), survival knife (4 BP), night vision goggles (8 BP), dive computer*** (3 BP), fins*** (2 BP), underwater radio*** (4 BP), waterproof bag*** (1 BP).

61+ MP
(cost is 20 for the higher vitality die plus 3/level of frogman (12) and 4/level of shocktrooper (16) plus 8 MP in adjustments to ability stats plus 5 for the chemical treatment {plus 2 for every soldier used}))
4th-level frogman*/4th-level shocktrooper*; CR 7; SZ M; v/wp 50/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +10 unarmed (1d3+2), +10 survival knife (1d6+2), +10 Tzniitochmash SPP-1 Underwater pistol (1d8+1); Face 1 square; Reach 1 square; SA None; SQ Flippers, Gill chem treatment (see page 173 of the Shadowforce Archer book), heavily armed (+10), specialty skill +3 (Swim); SV Fort +5, Ref +5, Will +9; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 6; Skills: Balance +6, Boating +4, Climb +4, Demolitions +4, Hide +8, Intimidate +4/+0, Jump +4, Move Silently +8, Sport (Skydiving) +4, Spot +3, Survival +5, Swim +11; Feats: Iron Will, Stealthy, Weapon Focus (Tzniitochmash SPP-1 Underwater pistol); Gear: Tzniitochmash SPP-1 Underwater pistol** (12 BP), 50 rounds (1 BP), survival knife (4 BP), night vision goggles (8 BP), dive computer*** (3 BP), fins*** (2 BP), underwater radio*** (4 BP), waterproof bag*** (1 BP).

73+ MP
(cost is 20 for the higher vitality die plus 3/level of frogman (24) and 4/level of shocktrooper (16) plus 8 MP in adjustments to ability stats plus 5 for the chemical treatment {plus 2 for every soldier used}))
8th-level frogman*/4th-level shocktrooper*; CR 11; SZ M; v/wp 68/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +14 unarmed (1d3+2), +14 survival knife (1d6+2), +15 Tzniitochmash AS Silent Assault rifle (1d12+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Flippers, Gill chem treatment (see page 173 of the Shadowforce Archer book), heavily armed (+20), specialty skill +3 (Swim); SV Fort +7, Ref +7, Will +11; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 6; Skills: Balance +8, Boating +6, Climb +6, Demolitions +6, Hide +12, Intimidate +4/+0, Jump +4, Move Silently +12, Sport (Skydiving) +4, Spot +5, Survival +7, Swim +15; Feats: Iron Will, Stealthy, Weapon Focus (Tzniitochmash AS Silent Assault rifle); Gear: Tzniitochmash AS Silent Assault rifle** (21 BP), 100 rounds (2 BP), survival knife (4 BP), night vision goggles (8 BP), dive computer*** (3 BP), fins*** (2 BP), underwater radio*** (4 BP), waterproof bag*** (1 BP).

87+ MP
(cost is 20 for the higher vitality die plus 3/level of frogman (30) and 4/level of shocktrooper (24) plus 8 MP in adjustments to ability stats plus 5 for the chemical treatment {plus 2 for every soldier used}))
10th-level frogman*/6th-level shocktrooper*; CR 15; SZ M; v/wp 90/12; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +18 unarmed (1d3+2), +18 survival knife (1d6+2), +19 Tzniitochmash AS Silent Assault rifle (1d12+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Flippers (x2), Gill chem treatment (see page 173 of the Shadowforce Archer book), heavily armed (+20), specialty skill +3 (Swim); SV Fort +9, Ref +9, Will +13; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 6; Skills: Balance +10, Boating +7, Climb +7, Demolitions +8, Hide +14, Intimidate +5/+1, Jump +5, Move Silently +14, Sport (Skydiving) +5, Spot +6, Survival +9, Swim +18; Feats: Coordinate Fire, Iron Will, Stealthy, Weapon Focus (Tzniitochmash AS Silent Assault rifle); Gear: Tzniitochmash AS Silent Assault rifle** (21 BP), 100 rounds (2 BP), survival knife (4 BP), night vision goggles (8 BP), dive computer*** (3 BP), fins*** (2 BP), underwater radio*** (4 BP), waterproof bag*** (1 BP).

*See the Hand of Glory.
**See the Modern Arms Guide.
***See the Modern Arms Guide Chapter 9 web supplement.
Geist Gruppe
Hand of Glory specialists in the field of infiltration and sabotage. This group is specially trained to break into and booby trap or bomb their target, whether it be an object or human being. They are masters of blending into the shadows and using them to their advantage.

32 MP
(cost is 10 for the higher vitality die (operative) plus 3/level of breaker (6) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level breaker*/2nd-level operative**; Dept. Special Forces (see The Sol/Whl Guide); CR 3; SZ M; v/wp 15/10; Init +6 (+3 class, +3 Dex); Spd 30 ft.; Def 16 (+3 class, +3 Dex); Atk +1 unarmed (1d3-1), +4 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Boosted Dex, specialty +3 (OpenLocks); SV Fort +2, Ref +10, Will +4; Str 9, Dex 16, Con 10, Int 12, Wis 14, Cha 10; Skills: Appraise +2, Bluff +1, Climb +1, Demolitions +6, Drive +4, Escape Artist +4, Forgery +2, Gather Information +1, Hide +8, Mechanics +2, Move Silently +11, Open Locks +8, Search +2, Sleight of Hand +4, Spot +3, Surveillance +3, Tumble +5; Feats: Stealthy; Gear: Demolitions kit (10 BP), IMI Uzi pistol w/removeable suppressor (10 BP), 50 rounds of MB (1 BP), lockpicking kit (4 BP).

46 MP
(cost is 10 for the higher vitality die (operative) plus 3/level of breaker (12) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level breaker*/4th-level operative**; Dept. Special Forces (see The Sol/Whl Guide); CR 7; SZ M; v/wp 27/10; Init +8 (+5 class, +3 Dex); Spd 30 ft.; Def 18 (+5 class, +3 Dex); Atk +4 unarmed (1d3-1), +7 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Dex, specialty +3 (OpenLocks); SV Fort +3, Ref +12, Will +5; Str 9, Dex 16, Con 10, Int 12, Wis 14, Cha 10; Skills: Appraise +3, Bluff +2, Climb +3, Demolitions +10, Drive +5, Escape Artist +5, Forgery +3, Gather Information +2, Hide +12, Mechanics +3, Move Silently +17, Open Locks +10, Search +3, Sleight of Hand +5, Spot +4, Surveillance +4, Tumble +7; Feats: Advanced Skill Mastery (Stealthy), Stealthy; Gear: Demolitions kit (10 BP), IMI Uzi pistol w/removeable suppressor (10 BP), 50 rounds of MB (1 BP), lockpicking kit (4 BP).

58 MP
(cost is 10 for the higher vitality die (operative) plus 3/level of breaker (24) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
8th-level breaker*/4th-level operative**; Dept. Special Forces (see The Sol/Whl Guide); CR 11; SZ M; v/wp 37/10; Init +11 (+8 class, +3 Dex); Spd 30 ft.; Def 21 (+8 class, +3 Dex); Atk +6 unarmed (1d3-1), +9 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Dex, specialty +3 (OpenLocks); SV Fort +4, Ref +15, Will +6; Str 9, Dex 16, Con 10, Int 12, Wis 14, Cha 10; Skills: Appraise +7, Bluff +2, Climb +6, Demolitions +13, Drive +5, Escape Artist +9, Forgery +7, Gather Information +6, Hide +16, Mechanics +5, Move Silently +22, Open Locks +16, Search +3, Sleight of Hand +9, Spot +4, Surveillance +4, Tumble +9; Feats: Advanced Skill Mastery (Stealthy), Magician, Master Fence, Stealthy; Gear: Demolitions kit (10 BP), IMI Uzi pistol w/removeable suppressor (10 BP), 50 rounds of MB (1 BP), lockpicking kit (4 BP).

* See the Hand of Glory.
** See the Archer Foundation
 
Hand of Glory Hunt Packs
These units are dispatched to put fear in the Hand of Glory's enemies and track down its enemies. Many are the tales of people disappearing into the night and the sound of hounds howling at the same time. Little do people realize that these hounds were once human.

Huntmaster/Huntmistress
38 MP
(cost is 10 for the vitality die plus 2/level of overseer and 3/level of jäger plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
4th-level overseer*/2nd-level jäger*; CR 5; SZ M; v/wp 26/12; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 15 (+3 class, +1 Dex); Atk +1 unarmed (1d3-2), +4 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Bookworm, psi mastery; SV Fort +4, Ref +6, Will +5; Str 7, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +4, Cultures +5, Diplomacy +4, Disguise +4, First Aid +4, Intimidate +2/+6, Knowledge (History) +2, Knowledge (Psionics) +3, Languages +7, Open Lock +2, Search +3, Sense Motive +5, Spot +4, Survival +3; Psion Skills: Dominion +8, Project Thought +4; Feats: Combat Psion, Imprint Basics, Track, World Traveler; Gear: Walther PPK (12 BP), 50 rounds (1 BP), night-vision goggles (8 BP), cell phone, 4 BP left.

Hellhounds (usually 3-4 hounds per huntsman)
30 MP
(cost is 15 for the vitality die plus 2/level plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level degenerate*, CR 1; SZ M; v/wp 16/14; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 13 (+1 class, +2 Dex); Atk +5 unarmed (1d8+2); Face 1 square; Reach 1 square; SA Claws; SQ None; SV Fort +5, Ref +2, Will +2; Str 14, Dex 14, Con 14, Int 4, Wis 14, Cha 6; Skills: Climb +3, Disguise -1, Hide +3, Listen +3, Move Silently +3, Spot +3, Survival +4; Feats: Track, Weapon Focus (claws); Gear: Clothes.

Huntmaster/Huntmistress
46 MP
(cost is 10 for the vitality die plus 2/level of overseer and 3/level of jäger plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
8th-level overseer*/2nd-level jäger*; CR 9; SZ M; v/wp 40/12; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 17 (+6 class, +1 Dex); Atk +3 unarmed (1d3-2), +6 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Bookworm, psi mastery; SV Fort +5, Ref +8, Will +7; Str 7, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +6, Cultures +5, Diplomacy +6, Disguise +6, First Aid +4, Intimidate +6/+10, Knowledge (History) +2, Knowledge (Psionics) +5, Languages +9, Open Lock +2, Search +3, Sense Motive +9, Spot +6, Survival +6; Psion Skills: Dominion +12, Project Thought +6; Feats: Combat Psion, Imprint Basics, Imprint Mastery, Track, World Traveler; Gear: Walther PPK (12 BP), 50 rounds (1 BP), night-vision goggles (8 BP), cell phone, 4 BP left.

Hellhounds (usually 3-4 hounds per huntsman)
38 MP
(cost is 15 for the vitality die plus 2/level plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
6th-level degenerate*, CR 5; SZ M; v/wp 42/14; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +10 unarmed (1d8+3); Face 1 square; Reach 1 square; SA Claws; SQ Boosted strength +2; SV Fort +7, Ref +4, Will +4; Str 16, Dex 14, Con 14, Int 4, Wis 14, Cha 6; Skills: Climb +6, Disguise +1, Hide +7, Listen +5, Move Silently +7, Spot +5, Survival +8; Feats: Stealthy, Track, Weapon Focus (claws); Gear: Clothes.

Huntmaster/Huntmistress

56 MP
(cost is 10 for the vitality die plus 2/level of overseer and 3/level of jäger plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
10th-level overseer*/4th-level jäger*; CR 13; SZ M; v/wp 56/12; Init +11 (+10 class, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1 Dex); Atk +6 unarmed (1d3-2), +9 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Bookworm, psi mastery, uncanny dodge (Dex bonus to Def); SV Fort +6, Ref +10, Will +9; Str 7, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +7, Cultures +7, Diplomacy +7, Disguise +7, First Aid +5, Intimidate +6/+10, Knowledge (History) +3, Knowledge (Psionics) +6, Languages +12, Open Lock +3, Search +5, Sense Motive +11, Spot +8, Survival +8; Psion Skills: Dominion +15, Project Thought +8; Feats: Combat Psion, Imprint Basics, Imprint Mastery, Insinuation Junction, Track, World Traveler; Gear: Walther PPK (12 BP), 50 rounds (1 BP), night-vision goggles (8 BP), cell phone, 4 BP left.

Hellhounds (usually 3-4 hounds per huntsman)
42 MP
(cost is 15 for the vitality die plus 2/level plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level degenerate*, CR 9; SZ M; v/wp 68/14; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +15 unarmed (1d8+4); Face 1 square; Reach 1 square; SA Claws; SQ Boosted strength +4; SV Fort +9, Ref +5, Will +5; Str 18, Dex 14, Con 14, Int 4, Wis 14, Cha 6; Skills: Climb +9, Disguise +3, Hide +9, Listen +7, Move Silently +9, Spot +7, Survival +12; Feats: Stealthy, Track, Weapon Focus (claws); Gear: Clothes.
 
Hand of Glory Succubae Agents
The Succubae agents are trained in the use of certain Psion skills that compliment their feminine wiles. They are sent in to gather information from certain targets and then eliminate them. They generally do not have a problem getting the information they want from the target, one way or another.

37 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (6) and 2/level of overseer (4) plus 12 for the adjustments to abilities)
2nd-level femme fatale*/2nd-level overseer**; CR 3. SZ M; v/wp 18/11; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk: punch/kick +1 (1d3-1), Baretta 92 +4 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Boosted Charisma +2, psi mastery +2; SV Fort +0, Ref +6, Wil +6; Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 16; Skills: Bluff +6, Diplomacy +5, Disguise +5, Driver +3, Innuendo +3, Intimidate +1/+5, Languages +2, Listen +2, Knowledge (Psionics) +2, Perform +5, Profession (Spy) +2, Sense Motive +4, Spot +2; Psion Skills: Dominion +8, Project Thought +2. Feats: Imprint Basics, The Look, . Gear: Baretta 92 w/removable silencer (14 BP), 20 rounds of Hydrashock (2 BP), disguise kit (4 BP), trendy clothes (5 BP), cell phone.

47 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (12) and 2/level of overseer (8) plus 12 for the adjustments to abilities)
4th-level femme fatale*/4th-level overseer**; CR 7. SZ M; v/wp 32/11; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk: punch/kick +4 (1d3-1), Baretta 92 +7 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Charisma +2, psi mastery +2; SV Fort +2, Ref +6, Wil +7; Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 16; Skills: Bluff +9, Diplomacy +7, Disguise +7, Driver +4, Innuendo +5, Intimidate +3/+7, Languages +3, Listen +3, Knowledge (Psionics) +3, Perform +7, Profession (Spy) +3, Sense Motive +7, Spot +3; Psion Skills: Dominion +11, Project Thought +3. Feats: Imprint Basics, The Look, . Gear: Baretta 92 w/removable silencer (14 BP), 20 rounds of Hydrashock (2 BP), disguise kit (4 BP), trendy clothes (5 BP), cell phone.

59 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (24) and 2/level of overseer (8) plus 12 for the adjustments to abilities)
8th-level femme fatale*/4th-level overseer**; CR 11. SZ M; v/wp 50/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk: punch/kick +7 (1d3-1), Baretta 92 +10 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Charisma +2, evasion (no damage on save), psi mastery +2; SV Fort +3, Ref +8, Wil +9; Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 16; Skills: Bluff +13, Diplomacy +9, Disguise +9, Driver +6, Innuendo +9, Intimidate +3/+7, Languages +3, Listen +5, Knowledge (Psionics) +3, Perform +9, Profession (Spy) +5, Sense Motive +9, Spot +3; Psion Skills: Dominion +13, Project Thought +3. Feats: Charmer, Imprint Basics, The Look, . Gear: Baretta 92 w/removable silencer (14 BP), 20 rounds of Hydrashock (2 BP), disguise kit (4 BP), trendy clothes (5 BP), cell phone.

69 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (30) and 2/level of overseer (12) plus 12 for the adjustments to abilities)
10th-level femme fatale*/6th-level overseer**; CR 15. SZ M; v/wp 64/11; Init +13 (+11 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk: punch/kick +9 (1d3-1), Baretta 92 +12 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Boosted Charisma +2, evasion (no damage on save), psi mastery +2; SV Fort +5, Ref +10, Wil +11; Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 16; Skills: Bluff +16, Diplomacy +11, Disguise +11, Driver +7, Innuendo +11, Intimidate +5/+9, Languages +4, Listen +6, Knowledge (Psionics) +4, Perform +11, Profession (Spy) +6, Sense Motive +12, Spot +4; Psion Skills: Dominion +16, Project Thought +4. Feats: Charmer, Imprint Basics, Imprint Mastery, The Look. Gear: Baretta 92 w/removable silencer (14 BP), 20 rounds of Hydrashock (2 BP), disguise kit (4 BP), trendy clothes (5 BP), cell phone.
 
Hand of Glory Hammer Soldiers
These troops are hardcore. Highly trained and ready to face anyone. Even a small unit can ruin an agent's day.

 
51 MP
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (8) and 4/level of shocktrooper (8) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level mercenary*/2nd-level shocktrooper**; CR 3; SZ M; v/wp 38/14; Init +4 (+2 class, +2 Dex); Spd 30 ft., 20 ft. in armor; Def 13 (+2 armor, +1 Dex); Atk +6 unarmed (1d3+2), +7 HK G36 rifle*** (4d4); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10), heavily armed (+2 GP); SV Fort +7, Ref +2, Will +6; Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8; Skills: Balance +3/-1@, Demolitions +2, Diplomacy +0, Driver +4, Intimidate +4/+1, Jump +3/-1@, Listen +2, Sense Motive +2, Sport (Skydiving) +3, Spot +3, Survival +3; Feats: Point Blank Shot, Weapon Focus (HK G36 rifle), Signature Gadget; Gear: Shocktrooper bundle** (35 BP), Signature gadget- Shocktrooper armor** (4 GP).
 
67 MP
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (16) and 4/level of shocktrooper (16) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level mercenary*/4th-level shocktrooper**; CR 7; SZ M; v/wp 68/14; Init +6 (+4 class, +2 Dex); Spd 30 ft., 20 ft. in armor; Def 13 (+2 armor, +1 Dex); Atk +10 unarmed (1d3+2), +11 HK G36 rifle*** (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage resistance 1/-, heavily armed (+10), heavily armed (+2 GP); SV Fort +8, Ref +4, Will +9; Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8; Skills: Balance +4/+0@, Demolitions +4, Diplomacy +1, Driver +6, Intimidate +6/+3, Jump +4/+0@, Listen +3, Sense Motive +3, Sport (Skydiving) +4, Spot +5, Survival +5; Feats: Iron Will, Point Blank Shot, Weapon Focus (HK G36 rifle), Signature Gadget; Gear: Shocktrooper bundle** (35 BP), Signature gadget- Shocktrooper armor** (4 GP).
 
83 MP
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (32) and 4/level of shocktrooper (16) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level mercenary*/4th-level shocktrooper**; CR 11; SZ M; v/wp 98/14; Init +11 (+5 class, Improved initiative +4, +2 Dex); Spd 30 ft., 20 ft. in armor; Def 13 (+2 armor, +1 Dex); Atk +14 unarmed (1d3+2), +15 HK G36 rifle*** (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage resistance 1/-, heavily armed (+20), heavily armed (+2 GP); SV Fort +10, Ref +5, Will +11; Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8; Skills: Balance +4/+0@, Demolitions +6, Diplomacy +3, Driver +8, Intimidate +8/+5, Jump +4/+0@, Listen +5, Sense Motive +5, Sport (Skydiving) +4, Spot +7, Survival +7; Feats: Iron Will, Point Blank Shot, Weapon Focus (HK G36 rifle), Signature Gadget; Gear: Shocktrooper bundle** (35 BP), night vision goggles (8 BP), combat boots (1 BP), Signature gadget- Shocktrooper armor** (4 GP).
 
99 MP
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (40) and 4/level of shocktrooper (24) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level mercenary*/6th-level shocktrooper**; CR 15; SZ M; v/wp 128/14; Init +14 (+8 class, Improved initiative +4, +2 Dex); Spd 30 ft., 20 ft. in armor; Def 13 (+2 armor, +1 Dex); Atk +18 unarmed (1d3+2), +19 HK G36 rifle*** (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage resistance 2/-, heavily armed (+20), heavily armed (+2 GP); SV Fort +10, Ref +5, Will +11; Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8; Skills: Balance +5/+1@, Demolitions +8, Diplomacy +4, Driver +10, Intimidate +10/+7, Jump +5/+1@, Listen +6, Sense Motive +6, Sport (Skydiving) +5, Spot +9, Survival +9; Feats: Coordinate Fire, Iron Will, Point Blank Shot, Weapon Focus (HK G36 rifle), Signature Gadget; Gear: Shocktrooper bundle (35 BP), night vision goggles (8 BP), combat boots (1 BP), Signature gadget- Shocktrooper armor** (4 GP).

*See the Archer Foundation.
**See the Hand of Glory.
***See the Modern Arms Guide.
@These skills have been adjusted for the soldier wearing armor.

 
Generic Federal Government Police Agents
These are the FBI/RCMP types (feel free to insert whatever country's federal police agency is).

39 MP
(10 for the vitality die plus 3/level of police official (6) and 4/level of operative (8) plus 12 for the adjustments to abilities plus 3 for the extra feat)
2nd-level police official/2nd-level operative, Peace Officer Dept.; CR 3. SZ M; v/wp 18/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 armor, +2 Dex); Atk: punch/kick +3 (1d3), H&K USP .45 ACP +5 (1d12); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +4, Ref +4, Wil +8; Str 11, Dex 14, Con 10, Int 12, Wis 14, Cha 12; Skills: Bluff +3, Bureaucracy +4, Climb +1, Demolitions +6, Driver +4, Gather Information +2, Hide +5, Listen +3, Move Silently +6, Search +3, Sense Motive +4, Spot +6, Surveillance +9, Tumble +3. Feats: Point Blank Shot, Police Training, Signature Gadget, Stealthy. Gear: H&K USP .45 ACP (21 BP), 50 rounds of MB (1 BP), sunglasses (1), 2 BP left, Signature Gadget-suit-standard liner with extra armor.

53 MP
(10 for the vitality die plus 3/level of police official (12) and 4/level of operative (16) plus 12 for the adjustments to abilities plus 3 for the extra feat)
4th-level police official/4th-level operative, Peace Officer Dept.; CR 7. SZ M; v/wp 32/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk: punch/kick +7 (1d3), H&K USP .45 ACP +9 (1d12); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Armor use +1; SV Fort +4, Ref +5, Wil +9; Str 11, Dex 14, Con 10, Int 12, Wis 14, Cha 12; Skills: Bluff +5, Bureaucracy +5, Climb +2, Demolitions +9, Driver +6, Gather Information +3, Hide +6, Listen +4, Move Silently +8, Search +5, Sense Motive +6, Spot +9, Surveillance +13, Tumble +4. Feats: Point Blank Shot, Police Training, Signature Gadget, Stealthy. Gear: H&K USP .45 ACP (21 BP), 50 rounds of MB (1 BP), sunglasses (1), 2 BP left, Signature Gadget-suit-standard liner with extra armor.

65 MP
(10 for the vitality die plus 3/level of police official (24) and 4/level of operative (16) plus 12 for the adjustments to abilities plus 3 for the extra feat)
8th-level police official/4th-level operative, Peace Officer Dept.; CR 11. SZ M; v/wp 46/10; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk: punch/kick +11 (1d3), H&K USP .45 ACP +13 (1d12+2); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Armor use +1, human nature 1/session, weapon specialization (H&K USP); SV Fort +6, Ref +6, Wil +12; Str 11, Dex 14, Con 10, Int 12, Wis 14, Cha 12; Skills: Bluff +7, Bureaucracy +7, Climb +2, Demolitions +11, Driver +8, Gather Information +5, Hide +6, Listen +6, Move Silently +8, Search +7, Sense Motive +10, Spot +12, Surveillance +18, Tumble +4. Feats: Point Blank Shot, Police Training, Signature Gadget, Stealthy. Gear: H&K USP .45 ACP (21 BP), 50 rounds of MB (1 BP), sunglasses (1), 2 BP left, Signature Gadget-suit-standard liner with extra armor.

79 MP
(10 for the vitality die plus 3/level of police official (30) and 4/level of operative (24) plus 12 for the adjustments to abilities plus 3 for the extra feat)
10th-level police official/6th-level operative, Peace Officer Dept.; CR 15. SZ M; v/wp 60/10; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 16 (+4 armor, +2 Dex); Atk: punch/kick +14 (1d3), H&K USP .45 ACP +16 (1d12+2); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Armor use +2, daredevil, human nature 1/session, weapon specialization (H&K USP); SV Fort +8, Ref +8, Wil +15; Str 11, Dex 14, Con 10, Int 12, Wis 14, Cha 12; Skills: Bluff +9, Bureaucracy +8, Climb +3, Demolitions +14, Driver +10, Gather Information +6, Hide +7, Listen +7, Move Silently +10, Search +9, Sense Motive +12, Spot +15, Surveillance +22, Tumble +5. Feats: Point Blank Shot, Police Training, Signature Gadget, Stealthy. Gear: H&K USP .45 ACP (21 BP), 50 rounds of MB (1 BP), sunglasses (1), 2 BP left, Signature Gadget-suit-standard liner with extra armor.
Covert Surveillance Teams
When agents in the field need a subject watched, but don't have the time, a Covert Surveillance Team is put on the job. These teams specialize in keeping their target in view and under watch at all times.

30 MP
(10 for the higher vitality die plus 2/level of professional (4) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level professional/2nd-level operative; D-3: Computer Espionage; CR 3; SZ M; v/wp 15/10; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +2 unarmed (1d3); Face 1 square; Reach 1 square; SA None; SQ Specialty +3 (Surveillance); SV Fort +2, Ref +7, Will +5; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 8; Skills: Bluff +0, Climb +1, Computers +6, Concentration +2, Craft (wire taps & bugs) +6, Demolitions +4, Diplomacy +0, Driver +4, Electronics +5, Hide +5, Hobby (computer games) +5, Move Silently +6, Profession (videographer) +5, Profession (soundman) +4, Search +3, Spot +3, Surveillance +7, Tumble +3; Feats: Ordinary Past, Signature Gadget, Stealthy; Gear: Laptop computer +4, 25 BP and 3 GP (from the Signature Gadget feat); pool  and use this to purchase the equipment that will be needed as this will vary depending on the type of surveillance they will be called upon to perform.

42 MP
(10 for the higher vitality die plus 2/level of professional (8) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level professional/4th-level operative; D-3: Computer Espionage; CR 7; SZ M; v/wp 27/10; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +5 unarmed (1d3); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Specialty +3 (Computer, Surveillance); SV Fort +3, Ref +8, Will +5; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 8; Skills: Bluff +1, Climb +2, Computers +12, Concentration +3, Craft (wire taps & bugs) +8, Demolitions +6, Diplomacy +1, Driver +6, Electronics +7, Hide +6, Hobby (computer games) +7, Move Silently +8, Profession (videographer) +7, Profession (soundman) +5, Search +4, Spot +5, Surveillance +10, Tumble +4; Feats: Ordinary Past, Signature Gadget, Stealthy; Gear: Laptop computer +4, 25 BP and 3 GP (from the Signature Gadget feat); pool  and use this to purchase the equipment that will be needed as this will vary depending on the type of surveillance they will be called upon to perform.

54 MP
(10 for the higher vitality die plus 2/level of professional (12) and 4/level of operative (24) plus 8 MP in adjustments to ability stats)
6th-level professional/6th-level operative; D-3: Computer Espionage; CR 11; SZ M; v/wp 39/10; Init +11 (+9 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +7 unarmed (1d3); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Daredevil, specialty +3 (Computer, Surveillance); SV Fort +5, Ref +10, Will +7; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 8; Skills: Bluff +2, Climb +3, Computers +15, Concentration +4, Craft (wire taps & bugs) +11, Demolitions +8, Diplomacy +2, Driver +8 Electronics +9, Hide +7, Hobby (computer games) +10, Move Silently +10, Profession (videographer) +10, Profession (soundman) +7, Search +5, Spot +7, Surveillance +13, Tumble +5; Feats: Advanced Skill Mastery (Ordinary Past), Ordinary Past, Signature Gadget, Stealthy; Gear: Laptop computer +4, 25 BP and 3 GP (from the Signature Gadget feat); pool  and use this to purchase the equipment that will be needed as this will vary depending on the type of surveillance they will be called upon to perform.
 
The Rose Agency
For those times when you want protection, but big burly bodyguards are too intimidating for you, call the Rose Agency. They will supply you with bodyguards of the female persuasion that won't stand out, except as the beautiful woman on your arm. These women are trained to protect their charge and to look good doing it.

45 MP
(20 for the higher vitality die (mercenary) plus 3/level of femme fatale (6) and 4/level of mercenary (8) plus 8 for the adjustments to abilities plus 3 for the extra feat)
2nd-level femme fatale/2nd-level mercenary; CR 3. SZ M; v/wp 27/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk: punch/kick +3 (1d3), Colt Defender +5 (1d12+1d4 or 1d12); Face 1 square; Reach 1 square; SA None; SQ Boosted Cha +2, heavily armed (+10); SV Fort +3, Ref +4, Wil +5; Str 11, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +4, Demolitions +1, Diplomacy +4, Disguise +3, Driver +4, Innuendo +4, Listen +3, Perform +3, Profession (Bodyguard) +2, Sense Motive +3, Spot +3, Survival +2. Feats: The Look, Point Blank Shot, Quick Draw. Gear: Colt Defender (20 BP), 20 rounds of hydrashock (2 BP), 20 rounds of Teflon-tipped (2 BP), 11 BP left.

59 MP
(20 for the higher vitality die (mercenary) plus 3/level of femme fatale (12) and 4/level of mercenary (16) plus 8 for the adjustments to abilities plus 3 for the extra feat)
4th-level femme fatale/4th-level mercenary; CR 7. SZ M; v/wp 47/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk: punch/kick +7 (1d3), Colt Defender +9 (1d12+1d4 or 1d12); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Cha +2, damage resistance 1/-, heavily armed (+10); SV Fort +5, Ref +5, Wil +5; Str 11, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +6, Demolitions +2, Diplomacy +6, Disguise +4, Driver +6, Innuendo +7, Listen +5, Perform +4, Profession (Bodyguard) +3, Sense Motive +5, Spot +5, Survival +3. Feats: The Look, Point Blank Shot, Quick Draw. Gear: Colt Defender (20 BP), 20 rounds of hydrashock (2 BP), 20 rounds of Teflon-tipped (2 BP), 11 BP left.

71 MP
(20 for the higher vitality die (mercenary) plus 3/level of femme fatale (24) and 4/level of mercenary (16) plus 8 for the adjustments to abilities plus 3 for the extra feat)
8th-level femme fatale/4th-level mercenary; CR 11. SZ M; v/wp 65/10; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk: punch/kick +10 (1d3), Colt Defender +12 (1d12+1d4 or 1d12); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Cha +2, damage resistance 1/-, evasion (no damage on save), heavily armed (+10); SV Fort +6, Ref +7, Wil +7; Str 11, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +10, Demolitions +2, Diplomacy +8, Disguise +6, Driver +8, Innuendo +11, Listen +7, Perform +6, Profession (Bodyguard) +5, Sense Motive +7, Spot +7, Survival +3. Feats: Charmer, The Look, Point Blank Shot, Quick Draw. Gear: Colt Defender (20 BP), 20 rounds of hydrashock (2 BP), 20 rounds of Teflon-tipped (2 BP), 11 BP left.

85 MP
(20 for the higher vitality die (mercenary) plus 3/level of femme fatale (30) and 4/level of mercenary (24) plus 8 for the adjustments to abilities plus 3 for the extra feat)
10th-level femme fatale/6th-level mercenary; CR 15. SZ M; v/wp 85/10; Init +14 (+8 class, +4 feat, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk: punch/kick +13 (1d3), Colt Defender +15 (1d12+1d4 or 1d12); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Boosted Cha +2, damage resistance 1/-, evasion (no damage on save), heavily armed (+10); SV Fort +8, Ref +9, Wil +9; Str 11, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +12, Demolitions +3, Diplomacy +10, Disguise +7, Driver +10, Innuendo +14, Listen +9, Perform +7, Profession (Bodyguard) +6, Sense Motive +9, Spot +9, Survival +4. Feats: Charmer, Improved Initiative, The Look, Point Blank Shot, Quick Draw. Gear: Colt Defender (20 BP), 20 rounds of hydrashock (2 BP), 20 rounds of Teflon-tipped (2 BP), 11 BP left.
 
Shadow Ops Soldiers

30 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (4) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level shadow warrior*/2nd-level operative**; Dept. Special Forces***; CR 3; SZ M; v/wp 18/11; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +4 unarmed (1d3+2), +4 survival knife (1d6+2), +4 MP5SD (1d8); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10 BP); SV Fort +2, Ref +9, Will +5; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 8; Skills: Balance +3, Bluff +0, Climb +4, Demolitions +4, Drive +3, Hide +7, Jump +3, Move Silently +10, Open Locks +3, Search +1, Spot +3, Surveillance +3, Tumble +4; Feats: Jump Up, Stealthy, Traceless; Gear: Black Fatigues-Camouflaged+ (6 BP), Combat Boots (1 BP), Survival Knife (4 BP), Night Vision Goggles (8 BP), MP5SD+ (15 BP), 50 rounds (1 BP).

45 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (8) and 4/level of operative (16) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level shadow warrior*/4th-level operative**; Dept. Special Forces***; CR 7; SZ M; v/wp 32/11; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +8 unarmed (1d3+2), +8 survival knife (1d6+2), +8 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak Attack +2d6; SQ Heavily armed (+10 BP); SV Fort +3, Ref +11, Will +5; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 8; Skills: Balance +4, Bluff +1, Climb +6, Demolitions +7, Drive +4, Hide +10, Jump +4, Move Silently +15, Open Locks +4, Search +2, Spot +5, Surveillance +5, Tumble +6; Feats: Improved Equilibrium, Jump Up, Stealthy, Traceless; Gear: Black Fatigues-Camouflaged+ (6 BP), Combat Boots (1 BP), Survival Knife (4 BP), Night Vision Goggles (8 BP), MP5SD+ (15 BP), 50 rounds (1 BP).

56 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (16) and 4/level of operative (16) plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
8th-level shadow warrior*/4th-level operative**; Dept. Special Forces***; CR 11; SZ M; v/wp 46/11; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +11 unarmed (1d3+2), +11 survival knife (1d6+2), +11 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak Attack +2d6; SQ Evasion, heavily armed (+20 BP); SV Fort +4, Ref +14, Will +7; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 8; Skills: Balance +6, Bluff +1, Climb +8, Demolitions +8, Drive +4, Hide +14, Jump +6, Move Silently +20, Open Locks +6, Search +2, Spot +7, Surveillance +7, Tumble +8; Feats: Hidden Run, Improved Equilibrium, Jump Up, Stealthy, Traceless; Gear: Black Fatigues-Camouflaged+ (6 BP), Combat Boots (1 BP), Survival Knife (4 BP), Night Vision Goggles (8 BP), MP5SD with Powergrip+ (18 BP), 100 rounds (2 BP), 1 smoke grenade (6 BP).

68 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (20) and 4/level of operative (24) plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
10th-level shadow warrior*/6th-level operative**; Dept. Special Forces***; CR 15; SZ M; v/wp 60/11; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +13 unarmed (1d3+2), +13 survival knife (1d6+2), +13 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak Attack +3d6; SQ Evasion, heavily armed (+20 BP); SV Fort +6, Ref +17, Will +9; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 8; Skills: Balance +7, Bluff +2, Climb +10, Demolitions +11, Drive +5, Hide +18, Jump +7, Move Silently +26, Open Locks +7, Search +3, Spot +9, Surveillance +9, Tumble +10; Feats: Advanced Skill Mastery (Stealthy), Hidden Run, Improved Equilibrium, Jump Up, Stealthy, Traceless; Gear: Black Fatigues-Camouflaged+ (6 BP), Combat Boots (1 BP), Survival Knife (4 BP), Night Vision Goggles (8 BP), MP5SD with Powergrip+ (18 BP), 100 rounds (2 BP), 1 smoke grenade (6 BP).

*See PAC.
**See AF.
***See S/W.
+See MAG.

I traded the Operative’s 6th level ability Daredevil for Advanced Skill Mastery.
 
Nameless Ninja Mooks

24 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (4) and 2/level of martial arts mook (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
2nd-level shadow warrior*/2nd-level martial arts mook*; CR 3; SZ M; v/wp 18/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +4 unarmed (1d6+2), +4 tiger claws (1d6+4), +5 ninja-to (1d6+2), +4 shuriken (1), +4 short bow (1d6); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10 BP); SV Fort +2, Ref +7, Will +3; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 10; Skills: Balance +5, Climb +4, First Aid +3, Hide +6, Intimidate +1, Jump +5, Knowledge (Ninjitsu) +2, Listen +2, Move Silently +6, Open Locks +3, Spot +2, Surveillance +2, Tumble +5; Feats: Martial Arts, Stealthy, Traceless, Weapon Focus (Ninja-to), Wolf Pack Basics; Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP).

43 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (8) and 2/level of martial arts mook (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
4th-level shadow warrior*/4th-level martial arts mook*; CR 7; SZ M; v/wp 32/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +8 unarmed (1d6+2), +8 tiger claws (1d6+4), +9 ninja-to (1d6+2), +8 shuriken (1), +8 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Heavily armed (+10 BP); SV Fort +3, Ref +8, Will +4; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 10; Skills: Balance +8, Climb +6, First Aid +5, Hide +9, Intimidate +2, Jump +8, Knowledge (Ninjitsu) +4, Listen +3, Move Silently +9, Open Locks +4, Spot +3, Surveillance +3, Tumble +8; Feats: Advanced Skill Mastery (Stealthy), Dodging Basics, Martial Arts, Stealthy, Traceless, Weapon Focus (Ninja-to), Wolf Pack Basics; Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP).

51 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (16) and 2/level of martial arts mook (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
8th-level shadow warrior*/4th-level martial arts mook*; CR 11; SZ M; v/wp 46/10; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +11 unarmed (1d6+2), +11 tiger claws (1d6+4), +12 ninja-to (1d6+2), +11 shuriken (1), +11 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Evasion, heavily armed (+20 BP); SV Fort +4, Ref +10, Will +6; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 10; Skills: Balance +10, Climb +8, First Aid +5, Hide +13, Intimidate +2, Jump +10, Knowledge (Ninjitsu) +4, Listen +5, Move Silently +13, Open Locks +6, Spot +5, Surveillance +5, Tumble +10; Feats: Advanced Skill Mastery (Stealthy), Dodging Basics, Martial Arts, Stealthy, Traceless, Weapon Focus (Ninja-to), Wolf Pack Basics; Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP), 3 doses of contact poison (9 BP).

59 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (20) and 2/level of martial arts mook (12) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
10th-level shadow warrior*/6th-level martial arts mook*; CR 15; SZ M; v/wp 60/10; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +13 unarmed (1d6+2), +13 tiger claws (1d6+4), +14 ninja-to (1d6+2), +13 shuriken (1), +13 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +2d6; SQ Evasion, heavily armed (+20 BP); SV Fort +6, Ref +12, Will +8; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 10; Skills: Balance +13, Climb +10, First Aid +7, Hide +15, Intimidate +3, Jump +13, Knowledge (Ninjitsu) +6, Listen +6, Move Silently +15, Open Locks +7, Spot +6, Surveillance +6, Tumble +13; Feats: Advanced Skill Mastery (Stealthy), Dodging Basics, Martial Arts, Stealthy, Traceless, Weapon Focus (Ninja-to), Wolf Pack Basics; Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP), 3 doses of contact poison (9 BP).
 
Psyclone Riderz

New Recruit

37 MP
(cost is 15 for the higher vitality die plus 2/level of community criminal (4) and 2/level of urban biker (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
2nd-level community criminal*/2nd-level urban biker*; CR 3; SZ M; v/wp 21/11; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +2 unarmed (1d3), +4 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, home turf (skills, movement), limited custom ride (racing cycle); SV Fort +4, Ref +7, Will +1; Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 10; Skills: Balance +4, Bluff +1, Climb +1, Drive +5, Gather Information +2, Hide +3, Innuendo +2, Intimidate +2, Jump +1, Knowledge (Local) +3, Knowledge (Racing) +2, Mechanics +2, Sport +1/+3, Spot +2, Tumble +4; Feats: One Hand On The Wheel…, Firm Hand; Gear: Beretta Model 92 (12 BP), 50 rounds MB (1 BP), Cell phone, Trendy clothes (5 BP), Sunglasses (1 BP), Motorcycle boots (as per Combat boots) (1 BP), Radio headset (2 BP), PDA (3 BP), Racing motorcycle.

Racing motorcycle+; 4 GP; SZ L; Occ. 1; Hnd +7; Spd 750 ft.; MPH 75/150; Def 17; WP 25; Hrd 2; Qualities OPT (50%).

Regular

48 MP
(cost is 15 for the higher vitality die plus 2/level of community criminal (8) and 2/level of urban biker (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
4th-level community criminal*/4th-level urban biker*; CR 7; SZ M; v/wp 37/11; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +6 unarmed (1d3), +8 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Custom ride (1 enhancement), Daredevil, home turf (skills, movement), limited custom ride (racing cycle); SV Fort +4, Ref +8, Will +3; Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 10; Skills: Balance +6, Bluff +2, Climb +2, Drive +8, Gather Information +4, Hide +4, Innuendo +3, Intimidate +4, Jump +2, Knowledge (Local) +5, Knowledge (Racing) +3, Mechanics +3, Sport +2/+4, Spot +3, Tumble +6; Feats: One Hand On The Wheel…, Firm Hand, Lane Dancer; Gear: Beretta Model 92 (12 BP), 50 rounds MB (1 BP), Cell phone, Trendy clothes (5 BP), Sunglasses (1 BP), Motorcycle boots (as per Combat boots) (1 BP), Radio headset (2 BP), PDA (3 BP), Racing motorcycle.

Racing motorcycle+; 4 GP; SZ L; Occ. 1; Hnd +7; Spd 825 ft.; MPH 82/150; Def 17; WP 25; Hrd 2; Qualities OPT (50%); Extra Performance chip (1 GP).

Expert

56 MP
(cost is 15 for the higher vitality die plus 2/level of community criminal (12) and 2/level of urban biker (12) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
6th-level community criminal*/6th-level urban biker*; CR 11; SZ M; v/wp 53/11; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 22 (+10 class, +2 Dex); Atk +8 unarmed (1d3), +10 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Custom ride (1 enhancement), Daredevil, home turf (skills, movement, chases), limited custom ride (racing cycle); SV Fort +6, Ref +10, Will +5; Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 10; Skills: Balance +8, Bluff +3, Climb +3, Drive +11, Gather Information +6, Hide +5, Innuendo +4, Intimidate +6, Jump +3, Knowledge (Local) +7, Knowledge (Racing) +4, Mechanics +4, Sport +3/+5, Spot +4, Tumble +8; Feats: One Hand On The Wheel…, Firm Hand, Lane Dancer, Speed Racer; Gear: Beretta Model 92 (12 BP), 50 rounds MB (1 BP), Cell phone, Trendy clothes (5 BP), Sunglasses (1 BP), Motorcycle boots (as per Combat boots) (1 BP), Radio headset (2 BP), PDA (3 BP), Racing motorcycle.

Racing motorcycle+; 4 GP; SZ L; Occ. 1; Hnd +7; Spd 825 ft.; MPH 82/150; Def 17; WP 25; Hrd 2; Qualities OPT (50%); Extra Performance chip (1 GP).

Veteran

64 MP
(cost is 15 for the higher vitality die plus 2/level of community criminal (16) and 2/level of urban biker (16) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
8th-level community criminal*/8th-level urban biker*; CR 15; SZ M; v/wp 69/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +12 unarmed (1d3), +14 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Custom ride (2 enhancements), Daredevil, home turf (skills, movement, chases), limited custom ride (racing cycle); SV Fort +8, Ref +12, Will +5; Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 10; Skills: Balance +10, Bluff +4, Climb +4, Drive +14, Gather Information +8, Hide +6, Innuendo +5, Intimidate +8, Jump +4, Knowledge (Local) +9, Knowledge (Racing) +5, Mechanics +5, Sport +4/+6, Spot +5, Tumble +10; Feats: One Hand On The Wheel…, Firm Hand, Lane Dancer, Speed Racer+; Gear: Beretta Model 92 (12 BP), 50 rounds MB (1 BP), Cell phone, Trendy clothes (5 BP), Sunglasses (1 BP), Motorcycle boots (as per Combat boots) (1 BP), Radio headset (2 BP), PDA (3 BP), Racing motorcycle.

Racing motorcycle+; 4 GP; SZ L; Occ. 1; Hnd +7; Spd 825 ft.; MPH 82/150; Def 17; WP 25; Hrd 2; Qualities OPT (50%); Extra Performance chip (1 GP), Solid tires (1 GP).

*See PAC.
+See S/W.
 
Ubersoldaten (Supersoldiers)

46 MP
(cost is 20 for the higher vitality die plus 4/level of shocktrooper (8) and 2/level of uber (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
2nd-level shocktrooper*/2nd-level uber*; CR 3; SZ M; v/wp 35/14; Init +3 (+2 class, +1 Dex); Spd 20 ft.; Def 14 (+1 armor, +2 sealed helmet, +1 Dex); Atk +5 unarmed (1d3+2), +5 H&K G36 (4d4); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Str), heavily armed (+10 BP); SV Fort +7, Ref +1, Will +7; Str 15, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +3, Climb +3, Concentration +3, Demolitions +0, Intimidate +4/+1, Jump +4, Sport +4/+3, Spot +2, Survival +2, Swim +3, Tumble +2; Psion Skills: Energy Burst +4, Speed Control +3; Feats: Adrenal Basics, Signature Gadget x2, Weapon Focus (H&K G36); Gear: Shocktrooper bundle (35 BP), Signature Gadget-Shocktrooper armor (extra armor) (6 GP).

58 MP
(cost is 20 for the higher vitality die plus 4/level of shocktrooper (16) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
4th-level shocktrooper*/4th-level uber*; CR 7; SZ M; v/wp 63/14; Init +5 (+4 class, +1 Dex); Spd 20 ft.; Def 14 (+1 armor, +2 sealed helmet, +1 Dex); Atk +9 unarmed (1d3+2), +9 H&K G36 (4d4); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Str), heavily armed (+10 BP); SV Fort +8, Ref +3, Will +11; Str 15, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +5, Climb +4, Concentration +5, Demolitions +1, Intimidate +6/+3, Jump +6, Sport +6/+5, Spot +3, Survival +3, Swim +4, Tumble +3; Psion Skills: Energy Burst +6, Speed Control +5; Feats: Adrenal Basics, Iron Will, Signature Gadget x2, Weapon Focus (H&K G36); Gear: Shocktrooper bundle (35 BP), Signature Gadget-Shocktrooper armor (extra armor) (6 GP).

74 MP
(cost is 20 for the higher vitality die plus 4/level of shocktrooper (32) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
8th-level shocktrooper*/4th-level uber*; CR 11; SZ M; v/wp 93/14; Init +8 (+7 class, +1 Dex); Spd 20 ft.; Def 14 (+1 armor, +2 sealed helmet, +1 Dex); Atk +13 unarmed (1d3+2), +13 H&K G36 (4d4+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Str), heavily armed (+10 BP), weapon specialization (H&K G36); SV Fort +10, Ref +4, Will +13; Str 15, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +7, Climb +4, Concentration +7, Demolitions +3, Intimidate +8/+5, Jump +8, Sport +8/+7, Spot +5, Survival +5, Swim +4, Tumble +3; Psion Skills: Energy Burst +6, Speed Control +5; Feats: Adrenal Basics, Iron Will, Signature Gadget x2, Weapon Focus (H&K G36); Gear: Shocktrooper bundle (35 BP), Signature Gadget-Shocktrooper armor (extra armor) (6 GP).

86 MP
(cost is 20 for the higher vitality die plus 4/level of shocktrooper (40) and 2/level of uber (12) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
10th-level shocktrooper*/6th-level uber*; CR 15; SZ M; v/wp 121/14; Init +9 (+8 class, +1 Dex); Spd 20 ft.; Def 14 (+1 armor, +2 sealed helmet, +1 Dex); Atk +16 unarmed (1d3+2), +16 H&K G36 (4d4+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Str), heavily armed (+10 BP), improved iron will, superhuman 1/session, weapon specialization (H&K G36); SV Fort +12, Ref +6, Will +17; Str 15, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +9, Climb +5, Concentration +9, Demolitions +4, Intimidate +10/+7, Jump +10, Sport +10/+9, Spot +6, Survival +6, Swim +5, Tumble +4; Psion Skills: Energy Burst +8, Speed Control +7; Feats: Adrenal Basics, Iron Will, Signature Gadget x2, Weapon Focus (H&K G36); Gear: Shocktrooper bundle (35 BP), Signature Gadget-Shocktrooper armor (extra armor) (6 GP).
 
The Order of the Cross and Sword Soldiers
These are the enforcement and protection arm of the order.  It is made up with former special ops soldiers from various militaries who “have seen the light.”  These guys are hard-core, but are now trying to make up for their earlier lives.  Make no mistake, though, they are good soldiers.

46 MP
(cost is 20 for the higher vitality die plus 4/level of bloodstained penitent (8) and 2/level of operative (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
2nd-level bloodstained penitent*/2nd-level operative**; Dept. (See Below); CR 3; SZ M; v/wp 25/12; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +4 unarmed (1d3+1), +5 Steyr AUG (4d4); Face 1 square; Reach 1 square; SA None; SQ Department (see below), heavily armed (+10 BP); SV Fort +3, Ref +6, Will +5; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10; Skills: Bluff +1, Climb +2, Demolitions +4, Drive +3, Gather Information +1, Hide +5, Intimidate +2/+1, Knowledge (Religion) +5, Move Silently +6, Search +2, Spot +3, Surveillance +3, Tumble +2; Feats: Point Blank Shot, Stealthy, Training (Knowledge), Weapon Focus (Steyr AUG); Gear: Steyr AUG+ (28 BP), 100 rounds MB (2 BP), Fatigues (5 BP).

62 MP
(cost is 20 for the higher vitality die plus 4/level of bloodstained penitent (24) and 2/level of operative (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
6th-level bloodstained penitent*/2nd-level operative**; Dept. (See Below); CR 7; SZ M; v/wp 47/12; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 17 (+6 class, +1 Dex); Atk +8 unarmed (1d3+1), +9 Steyr AUG (4d4); Face 1 square; Reach 1 square; SA None; SQ Blind rage, Department (see below), Heavily armed (+10 BP); SV Fort +5, Ref +8, Will +6; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10; Skills: Bluff +1, Climb +2, Demolitions +6, Drive +5, Gather Information +3, Hide +7, Intimidate +4/+3, Knowledge (Religion) +5, Move Silently +8, Search +2, Spot +5, Surveillance +5, Tumble +2; Feats: Lay Down Fire, Point Blank Shot, Stealthy, Training (Knowledge), Weapon Focus (Steyr AUG); Gear: Steyr AUG+ (28 BP), 100 rounds MB (2 BP), Fatigues (5 BP).

78 MP
(cost is 20 for the higher vitality die plus 4/level of bloodstained penitent (40) and 2/level of operative (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
10th-level bloodstained penitent*/2nd-level operative**; Dept. (See Below); CR 11; SZ M; v/wp 69/12; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 20 (+9 class, +1 Dex); Atk +12 unarmed (1d3+1), +13 Steyr AUG (4d4); Face 1 square; Reach 1 square; SA None; SQ Blind rage, Department (see below), Heavily armed (+20 BP), Last stand; SV Fort +6, Ref +10, Will +8; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10; Skills: Bluff +1, Climb +2, Demolitions +8, Drive +6, Gather Information +5, Hide +9, Intimidate +6/+5, Knowledge (Religion) +5, Move Silently +10, Search +2, Spot +7, Surveillance +7, Tumble +2; Feats: Lay Down Fire, Point Blank Shot, Stealthy, Training (Knowledge), Weapon Focus (Steyr AUG); Gear: Steyr AUG+ with Power grip+ & Assault sling+ (34 BP), 100 rounds MB (2 BP), Fatigues (5 BP), Combat Boots (1 BP), Headset radio (3 BP).

Department-Choose one from these: Military Operations, Urban Assault, Black Ops, Wetworks, or Special Forces++.  Then apply all bonuses and feats.  Skills may need to be adjusted.

*See PAC.
**See AF.
+See MAG.
++See S/W.

 
Psibernetic Ninjas
Individuals that possess the psion potential are culled from the general population and given the physical adept serum.  They are then extensively trained in the art of ninjitsu to become assassins.  These ninjas have the ability to go beyond the normal ken and seem almost mystical.  They have been known to get to places that no normal human should be able to in order to complete their mission.

40 MP
(cost is 15 for the higher vitality die plus 2/level of shadow warrior (4) and 2/level of uber (4) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
2nd-level shadow warrior*/2nd-level uber**; CR 3; SZ M; v/wp 25/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +4 unarmed (1d6+2), +4 tiger claws (1d6+4), +4 ninja-to (1d6+2), +4 shuriken (1), +4 short bow (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Str +1), Heavily armed (+10 BP); SV Fort +4, Ref +5, Will +6; Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +4, Climb +4, Concentration +2, Hide +7, Jump +4, Listen +2, Move Silently +6, Open Locks +3, Spot +2, Sport (Skydiving) +3, Surveillance +2, Swim +3, Tumble +4; Psion Skills: Energy Burst +4. Speed Control +4; Feats: Adrenal Basics, Martial Arts, Stealthy, Traceless, Weapon Proficiency (Exotic-Martial Arts); Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP).

48 MP
(cost is 15 for the higher vitality die plus 2/level of shadow warrior (8) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
4th-level shadow warrior*/4th-level uber**; CR 7; SZ M; v/wp 45/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +8 unarmed (1d6+2), +8 tiger claws (1d6+4), +8 ninja-to (1d6+2), +8 shuriken (1), +8 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Conditioning (Str +1), Heavily armed (+10 BP); SV Fort +6, Ref +7, Will +7; Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +6, Climb +6, Concentration +3, Hide +10, Jump +6, Listen +3, Move Silently +8, Open Locks +4, Spot +3, Sport (Skydiving) +4, Surveillance +3, Swim +4, Tumble +6; Psion Skills: Energy Burst +6. Speed Control +6; Feats: Adrenal Basics, Martial Arts, Stealthy, Traceless, Weapon Proficiency (Exotic-Martial Arts); Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP).

56 MP
(cost is 15 for the higher vitality die plus 2/level of shadow warrior (16) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
8th-level shadow warrior*/4th-level uber**; CR 11; SZ M; v/wp 63/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +11 unarmed (1d6+2), +11 tiger claws (1d6+4), +11 ninja-to (1d6+2), +11 shuriken (1), +11 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Conditioning (Str +1), Evasion, Heavily armed (+20 BP); SV Fort +7, Ref +9, Will +9; Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +8, Climb +8, Concentration +3, Hide +14, Jump +8, Listen +5, Move Silently +12, Open Locks +6, Spot +5, Sport (Skydiving) +4, Surveillance +5, Swim +4, Tumble +8; Psion Skills: Energy Burst +6. Speed Control +6; Feats: Adrenal Basics, Martial Arts, Stealthy, Traceless, Weapon Proficiency (Exotic-Martial Arts); Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP), 3 doses of contact poison (9 BP).

64 MP
(cost is 15 for the higher vitality die plus 2/level of shadow warrior (20) and 2/level of uber (12) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
10th-level shadow warrior*/6th-level uber**; CR 15; SZ M; v/wp 83/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +13 unarmed (1d6+2), +13 tiger claws (1d6+4), +13 ninja-to (1d6+2), +13 shuriken (1), +13 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +2d6; SQ Conditioning (Str +1), Evasion, Heavily armed (+20 BP), Superhuman 1/session; SV Fort +9, Ref +11, Will +11; Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +10, Climb +10, Concentration +4, Hide +17, Jump +10, Listen +6, Move Silently +14, Open Locks +7, Spot +6, Sport (Skydiving) +5, Surveillance +6, Swim +5, Tumble +10; Psion Skills: Energy Burst +8. Speed Control +8; Feats: Adrenal Basics, Martial Arts, Stealthy, Traceless, Weapon Proficiency (Exotic-Martial Arts); Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP), 3 doses of contact poison (9 BP).

*See PAC.
**See HoG.
+See MAG.
 
The Black & White Shaolin Monks
Many years ago there was once a little Shaolin monastery in an unnamed town.  The monastery had many disciples who constantly trained and meditated there, trying to find true enlightenment.  There eventually came a schism in the monastery.  One group grew tired of waiting to find enlightenment and decided to go out and seize it.  They became known as the Black Monks.  The other group stayed at the monastery and continued in their ways, some eventually finding what they were seeking.  These monks are known today as the White Monks.  These two groups have clashed often over the years.

Black Shaolin Monks

31 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (4) and 2/level of uber (4) plus 8 MP in adjustments to ability stats)
2nd-level martial arts mook*/2nd-level uber**; CR 3; SZ M; v/wp 25/13; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +4 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +6, Ref +4, Will +4; Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance +5, Climb +4, Concentration +2, First Aid +3, Intimidate +4/+1, Jump +5, Knowledge (martial arts) +2, Swim +3, Tumble +5; Psion Skills: Deadly Hands +4. Speed Control +4; Feats: Adrenal Basics, Martial Arts, Wolf Pack Basics; Gear: Clothes, 25 BP.

42 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (8) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level martial arts mook*/4th-level uber**; CR 7; SZ M; v/wp 45/13; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +8 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +7, Ref +5, Will +6; Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance +8, Climb +6, Concentration +3, First Aid +5, Intimidate +6/+3, Jump +8, Knowledge (martial arts) +5, Swim +4, Tumble +8; Psion Skills: Deadly Hands +6. Speed Control +6; Feats: Adrenal Basics, Kicking Basics, Martial Arts, Punching Basics, Wolf Pack Basics; Gear: Clothes, 25 BP.

53 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (16) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
8th-level martial arts mook*/4th-level uber**; CR 11; SZ M; v/wp 63/13; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +11 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +9, Ref +7, Will +7; Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance +12, Climb +8, Concentration +3, First Aid +9, Intimidate +8/+5, Jump +12, Knowledge (martial arts) +9, Swim +4, Tumble +12; Psion Skills: Deadly Hands +6. Speed Control +6; Feats: Adrenal Basics, Kicking Basics, Martial Arts, Punching Basics, Warrior’s Grace, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 25 BP.

64 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (20) and 2/level of uber (12) plus 8 MP in adjustments to ability stats plus 9 for the extra feats)
10th-level martial arts mook*/6th-level uber**; CR 15; SZ M; v/wp 83/13; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 24 (+10 class, +2 Dex, +2 Adrenal Mast.); Atk +13 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1), superhuman 1/session; SV Fort +11, Ref +9, Will +9; Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance +15, Climb +10, Concentration +4, First Aid +11, Intimidate +10/+7, Jump +15, Knowledge (martial arts) +12, Swim +5, Tumble +15; Psion Skills: Deadly Hands +8. Speed Control +8; Feats: Adrenal Basics, Adrenal Mastery, Kicking Basics, Martial Arts, Punching Basics, Ultimate Wolf Pack, Warrior’s Grace, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 25 BP.

White Shaolin Monks

35 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (4) and 2/level of uber (4) plus 12 MP in adjustments to ability stats)
2nd-level martial arts mook*/2nd-level uber**; CR 3; SZ M; v/wp 33/15; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +2 unarmed (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +7, Ref +4, Will +4; Str 10, Dex 14, Con 15, Int 14, Wis 12, Cha 8; Skills: Balance +5, Climb +2, Concentration +2, First Aid +3, Intimidate +2/+1, Jump +3, Knowledge (martial arts) +4, Swim +1, Tumble +5; Psion Skills: Pain Transmission +4, Perfect Calm +4; Feats: Martial Arts, Metabolic Basics, Wolf Pack Basics; Gear: Clothes, 25 BP.

46 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (8) and 2/level of uber (8) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level martial arts mook*/4th-level uber**; CR 7; SZ M; v/wp 53/15; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +6 unarmed (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +8, Ref +5, Will +6; Str 10, Dex 14, Con 15, Int 14, Wis 12, Cha 8; Skills: Balance +8, Climb +4, Concentration +3, First Aid +9, Intimidate +4/+3, Jump +6, Knowledge (martial arts) +8, Swim +2, Tumble +8; Psion Skills: Pain Transmission +6, Perfect Calm +6; Feats: Dodging Basics, Martial Arts, Metabolic Basics, Vital Point Basics, Wolf Pack Basics; Gear: Clothes, 25 BP.
 
57 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (16) and 2/level of uber (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
8th-level martial arts mook*/4th-level uber**; CR 11; SZ M; v/wp 75/15; Init +13 (+7 class, +2 Dex, +4 Improved Initiative); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +9 unarmed (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +10, Ref +7, Will +7; Str 10, Dex 14, Con 15, Int 14, Wis 12, Cha 8; Skills: Balance +12, Climb +6, Concentration +3, First Aid +13, Intimidate +6/+5, Jump +10, Knowledge (martial arts) +12, Swim +2, Tumble +12; Psion Skills: Pain Transmission +6, Perfect Calm +6; Feats: Dodging Basics, Improved Initiative, Martial Arts, Metabolic Basics, Vital Point Basics, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 25 BP.
 
68 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (20) and 2/level of uber (12) plus 12 MP in adjustments to ability stats plus 9 for the extra feats)
10th-level martial arts mook*/6th-level uber**; CR 11; SZ M; v/wp 75/15; Init +14 (+8 class, +2 Dex, +4 Improved Initiative); Spd 30 ft.; Def 22 (+10 class, +2 Dex); Atk +11 unarmed (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1), superhuman 1/session; SV Fort +12, Ref +9, Will +9; Str 10, Dex 14, Con 15, Int 14, Wis 12, Cha 8; Skills: Balance +15, Climb +8, Concentration +4, First Aid +17, Intimidate +8/+7, Jump +13, Knowledge (martial arts) +15, Swim +3, Tumble +15; Psion Skills: Pain Transmission +8, Perfect Calm +8; Feats: Dodging Basics, Improved Initiative, Martial Arts, Metabolic Basics, Metabolic Mastery, Vital Point Basics, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 25 BP.
 
*See PAC.
**See HoG.
 
The uber’s Sport skill was exchanged for Knowledge (martial arts).
The white monk’s have exchanged Adrenal Basics for Metabolic Basics.

 
The Mysterious Inspector
The Mysterious Inspector looks into happenings beyond the norm and deals with them.  This NPC would make a good foil in an adventure either for or against the players’ characters.

45 MP
(cost is 15 for the higher vitality die plus 4/level of special inspector (8) and 2/level of mysterious stranger (4) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
2nd-level special inspector*/2nd-level mysterious stranger**; CR 3; SZ M; v/wp 21/11; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +3 unarmed (1d3), +5 Berretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Incorruptable; SV Fort +3, Ref +5, Will +6; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 12; Skills: Bluff +2, Bureaucracy +2, Disguise +3, Drive +4, Gather Information +3, Hide +3, Intimidate +3/+4, Knowledge (occult) +3, Listen +4, Move Silently +3, Search +3, Sense Motive +5, Spot +3, Surveillance +3; Feats: Ambidexterity, Black Cat, Hard Core, Two-Weapon Fighting, Unshakeable; Gear: Clothes, 2 Berretta Model 92s, 50 rounds MB.

57 MP
(cost is 15 for the higher vitality die plus 4/level of special inspector (16) and 2/level of mysterious stranger (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
4th-level special inspector*/4th-level mysterious stranger**; CR 7; SZ M; v/wp 37/11; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +7 unarmed (1d3), +9 Berretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Cop’s Intuition (2), Incorruptable; SV Fort +5, Ref +7, Will +8; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 12; Skills: Bluff +3, Bureaucracy +3, Disguise +5, Drive +6, Gather Information +5, Hide +4, Intimidate +6/+7, Knowledge (occult) +5, Listen +6, Move Silently +4, Search +5, Sense Motive +8, Spot +4, Surveillance +4; Feats: Ambidexterity, Black Cat, Hard Core, Two-Weapon Fighting, Unshakeable; Gear: Clothes, 2 Berretta Model 92s, 50 rounds MB.
 
73 MP
(cost is 15 for the higher vitality die plus 4/level of special inspector (32) and 2/level of mysterious stranger (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
8th-level special inspector*/4th-level mysterious stranger**; CR 11; SZ M; v/wp 55/11; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +11 unarmed (1d3), +13 Berretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Cop’s Intuition (4), Hard Target (+2), Incorruptable; SV Fort +6, Ref +8, Will +10; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 12; Skills: Bluff +5, Bureaucracy +5, Disguise +5, Drive +8, Gather Information +9, Hide +4, Intimidate +8/+9, Knowledge (occult) +5, Listen +8, Move Silently +4, Search +7, Sense Motive +12, Spot +6, Surveillance +6; Feats: Ambidexterity, Black Cat, Hard Core, Two-Weapon Fighting, Unshakeable; Gear: Clothes, 2 Berretta Model 92s, 50 rounds MB.
 
85 MP
(cost is 15 for the higher vitality die plus 4/level of special inspector (40) and 2/level of mysterious stranger (12) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
10th-level special inspector*/6th-level mysterious stranger**; CR 15; SZ M; v/wp 71/11; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 22 (+10 class, +2 Dex); Atk +14 unarmed (1d3), +16 Berretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Cop’s Intuition (4), Hard Target (+4), Incorruptable; SV Fort +8, Ref +10, Will +12; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 12; Skills: Bluff +6, Bureaucracy +6, Disguise +7, Drive +10, Gather Information +11, Hide +5, Intimidate +11/+12, Knowledge (occult) +7, Listen +10, Move Silently +5, Search +9, Sense Motive +15, Spot +7, Surveillance +7; Feats: Ambidexterity, Black Cat, Hard Core, Sidestep, Two-Weapon Fighting, Unshakeable; Gear: Clothes, 2 Berretta Model 92s, 50 rounds MB.

 
The Home
The Home is a section, which can be part of the normal government, or it could be an extension of the Shop.  The Home takes in orphans and raises them to be perfect assassins, training them in a variety of killing techniques.  The assassins are also trained extensively in escape and evasion techniques.  If these guys get the drop on you, it may be the last thing you ever know.

37 MP
(cost is 10 for the higher vitality die plus 4/level of operative (8) and 2/level of shadow warrior (4) plus 12 MP in adjustments to ability stats plus 3 for the extra feats)
2nd-level operative*/2nd-level shadow warrior**; Dept. Orphan***, CR 3; SZ M; v/wp 18/11; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +3 unarmed (1d6+1), +4 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Heavily armed +10 BP, Take 10 (Move Silently), +4 to Seduction DCs; SV Fort +3, Ref +8, Will +7; Str 12, Dex 14, Con 11, Int 12, Wis 14, Cha 10; Skills: Balance +3, Bluff +1, Climb +3, Demolitions +3, Drive +3, Hide +7, Jump +2, Knowledge (Espionage) +5, Listen +3, Move Silently +8, Open Lock +3, Search +2, Spot +4, Surveillance +4, Tumble +4 Feats: Career Operative, Martial Arts, Stealthy, Traceless; Gear: Wetworks bundle***, 10 BP.

52 MP
(cost is 10 for the higher vitality die plus 4/level of operative (16) and 2/level of shadow warrior (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
4th-level operative*/4th-level shadow warrior**; Dept. Orphan***, CR 7; SZ M; v/wp 32/11; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +7 unarmed (1d6+1), +8 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Heavily armed +10 BP, Take 10 (Move Silently), +4 to Seduction DCs; SV Fort +4, Ref +9, Will +7; Str 12, Dex 14, Con 11, Int 12, Wis 14, Cha 10; Skills: Balance +4, Bluff +2, Climb +5, Demolitions +5, Drive +4, Hide +10, Jump +3, Knowledge (Espionage) +9, Listen +4, Move Silently +12, Open Lock +4, Search +3, Spot +6, Surveillance +6, Tumble +6 Feats: Career Operative, Martial Arts, Point Blank Shot, Stealthy, Traceless; Gear: Wetworks bundle***, 10 BP.

64 MP
(cost is 10 for the higher vitality die plus 4/level of operative (24) and 2/level of shadow warrior (12) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
6th-level operative*/6th-level shadow warrior**; Dept. Orphan***, CR 11; SZ M; v/wp 46/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 21 (+9 class, +2 Dex); Atk +9 unarmed (1d6+1), +10 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Daredevil, Evasion, Heavily armed +10 BP, Take 10 (Move Silently), +4 to Seduction DCs; SV Fort +6, Ref +11, Will +9; Str 12, Dex 14, Con 11, Int 12, Wis 14, Cha 10; Skills: Balance +5, Bluff +3, Climb +7, Demolitions +7, Drive +5, Hide +13, Jump +4, Knowledge (Espionage) +13, Listen +5, Move Silently +16, Open Lock +5, Search +4, Spot +8, Surveillance +8, Tumble +8 Feats: Career Operative, Martial Arts, Point Blank Shot, Stealthy, Traceless; Gear: Wetworks bundle***, 10 BP.

79 MP
(cost is 10 for the higher vitality die plus 4/level of operative (32) and 2/level of shadow warrior (16) plus 12 MP in adjustments to ability stats plus 9 for the extra feats)
8th-level operative*/8th-level shadow warrior**; Dept. Orphan***, CR 15; SZ M; v/wp 60/11; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 23 (+11 class, +2 Dex); Atk +13 unarmed (1d6+1), +12 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak attack +3d6; SQ Daredevil, Evasion, Heavily armed +20 BP, Take 10 (Move Silently), +4 to Seduction DCs; SV Fort +7, Ref +13, Will +11; Str 12, Dex 14, Con 11, Int 12, Wis 14, Cha 10; Skills: Balance +6, Bluff +4, Climb +9, Demolitions +9, Drive +6, Hide +16, Jump +5, Knowledge (Espionage) +17, Listen +6, Move Silently +20, Open Lock +6, Search +5, Spot +10, Surveillance +10, Tumble +10 Feats: Career Operative, Martial Arts, Moving Target, Point Blank Shot, Stealthy, Traceless; Gear: Wetworks bundle***, 20 BP.

*See AF.
**See Pac.
***See F/PG.
 
Black Tigers
The Black Tigers are a genetically engineered group of killers.  They are hybrids combining the traits of felines (especially wild cats) and humans.  The Tigers are sent on missions where there is little fear of exposure, but a message still wants to be presented.  They usually use their claws for the kill, but will change to their SMGs if they have to.

37 MP
(cost is 15 for the higher vitality die plus 2/level of degenerate (4) and 2/level of shadow warrior (4) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
2nd-level degenerate*/2nd-level shadow warrior**; CR 3; SZ M; v/wp 29/14; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +6 claw or +4 2 claws (1d8+2); Face 1 square; Reach 1 square; SA Claws damage 1d8; SQ Heavily armed +10 BP; SV Fort +5, Ref +4, Will +3; Str 14, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +2, Climb +4, Disguise +0, Hide +6, Jump +3, Listen +3, Move Silently +6, Open Lock +2, Spot +3, Surveillance +2, Survival +3, Tumble +2; Feats: Ambidexterity, Weapon Focus (claws), Stealthy, Two-weapon Fighting; Gear: Camouflaged fatigues (6 BP), encrypted radio headsets (5 BP), .32 ACP CZ Scorpion (9 BP), 50 rounds AP (3 BP), 50 rounds MB (1 BP), night vision goggles (8 BP), survival kit (3 BP).

45 MP
(cost is 15 for the higher vitality die plus 2/level of degenerate (8) and 2/level of shadow warrior (8) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
4th-level degenerate*/4th-level shadow warrior**; CR 7; SZ M; v/wp 53/14; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +11 claw or +9 2 claws (1d8+3); Face 1 square; Reach 1 square; SA Claws damage 1d8, Sneak Attack +1d6; SQ Boosted Strength +2, Heavily armed +10 BP; SV Fort +7, Ref +6, Will +4; Str 16, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +3, Climb +7, Disguise +1, Hide +9, Jump +5, Listen +5, Move Silently +9, Open Lock +3, Spot +5, Surveillance +3, Survival +5, Tumble +3; Feats: Ambidexterity, Weapon Focus (claws), Stealthy, Two-weapon Fighting; Gear: Camouflaged fatigues (6 BP), encrypted radio headsets (5 BP), .32 ACP CZ Scorpion (9 BP), 50 rounds AP (3 BP), 50 rounds MB (1 BP), night vision goggles (8 BP), survival kit (3 BP).

53 MP
(cost is 15 for the higher vitality die plus 2/level of degenerate (16) and 2/level of shadow warrior (8) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
8th-level degenerate*/4th-level shadow warrior**; CR 11; SZ M; v/wp 79/14; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 17 (+6 class, +1 Dex); Atk +15 claw or +13 2 claws (1d8+3); Face 1 square; Reach 1 square; SA Claws damage 1d8, Sneak Attack +1d6; SQ Boosted Strength +2, Heavily armed +10 BP; SV Fort +9, Ref +7, Will +5; Str 16, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +3, Climb +9, Disguise +3, Hide +12, Jump +5, Listen +7, Move Silently +12, Open Lock +3, Spot +7, Surveillance +3, Survival +9, Tumble +3; Feats: Advanced Skill mastery (Stealthy), Ambidexterity, Weapon Focus (claws), Stealthy, Two-weapon Fighting; Gear: Camouflaged fatigues (6 BP), encrypted radio headsets (5 BP), .32 ACP CZ Scorpion (9 BP), 50 rounds AP (3 BP), 50 rounds MB (1 BP), night vision goggles (8 BP), survival kit (3 BP).

61 MP
(cost is 15 for the higher vitality die plus 2/level of degenerate (20) and 2/level of shadow warrior (12) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
10th-level degenerate*/6th-level shadow warrior**; CR 15; SZ M; v/wp 103/14; Init +13 (+12 class, +1 Dex); Spd 30 ft.; Def 20 (+9 class, +1 Dex); Atk +15 claw or +13 2 claws (1d8+4); Face 1 square; Reach 1 square; SA Claws damage 1d8, Sneak Attack +1d6; SQ Boosted Strength +4, Evasion, Heavily armed +10 BP; SV Fort +11, Ref +9, Will +7; Str 18, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +4, Climb +12, Disguise +4, Hide +15, Jump +7, Listen +9, Move Silently +15, Open Lock +4, Spot +9, Surveillance +4, Survival +11, Tumble +4; Feats: Advanced Skill mastery (Stealthy), Ambidexterity, Weapon Focus (claws), Stealthy, Two-weapon Fighting; Gear: Camouflaged fatigues (6 BP), encrypted radio headsets (5 BP), .32 ACP CZ Scorpion (9 BP), 50 rounds AP (3 BP), 50 rounds MB (1 BP), night vision goggles (8 BP), survival kit (3 BP).

* See HOG.
** See PAC.

The shadow warrior’s 1st level ability Traceless was changed for Stealthy and the degenerate’s 6th level ability Stealthy was changed for Advanced Skill Mastery (Stealthy).

 
 
 
Heavy Hitters
 
 
These are the tough guys that your players will run into.  Like, when a clue leads them to some boxing gym or martial arts dojo and they end up having to fight a bunch of mooks there.  The high level ones are particularly nasty with the Ultimate Wolf Pack ability.  I purposely didn’t choose any extra feats (you still have the option of getting three more) for these guys.  At level 16, with three more unarmed basics feats, these guys could be a good challenge to most players.
 
 
 
40 MP
 
(cost is 20 for the higher vitality die plus 2/level of martial arts mook (4) and 4/level of heavy (8) plus 8 MP in adjustments to ability stats)
2nd-level martial arts mook*/2nd-level heavy**; CR 3; SZ M; v/wp 28/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +5 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Specialty (Intimidate) +3; SV Fort +6, Ref +4, Will +3; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +4, Climb +3, Driver +3, First Aid +3, Gather Information +0, Intimidate +8/+5, Jump +4, Knowledge (martial arts) +1, Knowledge (underworld) +0, Sense Motive +2, Spot +2, Tumble +4; Feats: Martial Arts, Punching Basics, Wolf Pack Basics; Gear: Clothes, 25 BP.
 
 
 
52 MP
 
(cost is 20 for the higher vitality die plus 2/level of martial arts mook (8) and 4/level of heavy (16) plus 8 MP in adjustments to ability stats)
4th-level martial arts mook*/4th-level heavy**; CR 7; SZ M; v/wp 50/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +9 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Heavily armed +10, Specialty (Intimidate) +3; SV Fort +7, Ref +5, Will +4; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +6, Climb +4, Driver +4, First Aid +5, Gather Information +1, Intimidate +11/+8, Jump +6, Knowledge (martial arts) +3, Knowledge (underworld) +1, Sense Motive +3, Spot +3, Tumble +6; Feats: Kicking Basics, Martial Arts, Punching Basics, Wolf Pack Basics; Gear: Clothes, 35 BP.
 
 
 
60 MP
 
(cost is 20 for the higher vitality die plus 2/level of martial arts mook (16) and 4/level of heavy (16) plus 8 MP in adjustments to ability stats)
8th-level martial arts mook*/4th-level heavy**; CR 11; SZ M; v/wp 68/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +12 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Heavily armed +10, Specialty (Intimidate) +3; SV Fort +9, Ref +7, Will +5; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +10, Climb +6, Driver +4, First Aid +9, Gather Information +1, Intimidate +13/+10, Jump +10, Knowledge (martial arts) +7, Knowledge (underworld) +1, Sense Motive +3, Spot +3, Tumble +10; Feats: Kicking Basics, Martial Arts, Punching Basics, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 35 BP.
 
 
 
72 MP
 
(cost is 20 for the higher vitality die plus 2/level of martial arts mook (20) and 4/level of heavy (24) plus 8 MP in adjustments to ability stats)
10th-level martial arts mook*/6th-level heavy**; CR 15; SZ M; v/wp 90/12; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +15 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Heavily armed +10, Specialty (Intimidate) +3, Ultimate wolf pack; SV Fort +11, Ref +9, Will +7; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +12, Climb +7, Driver +5, First Aid +11, Gather Information +2, Intimidate +16/+13, Jump +12, Knowledge (martial arts) +9, Knowledge (underworld) +2, Sense Motive +4, Spot +4, Tumble +12; Feats: Holding Basics, Kicking Basics, Martial Arts, Punching Basics, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 35 BP.
 
 
 
* See PAC.
 
** See EC.
 
 
 
Local Muscle
 
 
These are the real tough guys of local gangs.  Your operatives may find need to hire them or they may find themselves going up against them.  These guys are extremely effective on their own turf.
 
 
 
40 MP
 
(cost is 20 for the higher vitality die plus 2/level of community criminal (4) and 4/level of heavy (8) plus 8 MP in adjustments to ability stats)
2nd-level community criminal*/2nd-level heavy**; CR 3; SZ M; v/wp 24/11; Init +3 (+2 class, +1 Dex); Spd 30(40) ft.; Def 14 (+3 class, +1 Dex); Atk +5 unarmed (1d6+2), +5 Sap (1d3+4), +4 Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Home Turf (skills, movement), Specialty (Intimidate) +3; SV Fort +5, Ref +3, Will +2; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 12; Skills: Bluff +2, Climb +3(+5), Driver +3, Gather Information +4(+6), Hide +2(+4), Innuendo+1, Intimidate +7/+7, Jump +3, Knowledge (local) +2, Knowledge (underworld) +1, Move Silently (+3), Listen (+2), Search (+2), Sense Motive +1, Spot +2(+4); Feats: Punching Basics; Gear: Clothes, Ruger P94 (14 BP), 50 rounds MB (1 BP), Sap (2 BP), Sunglasses (1 BP), 7BP.
 
 
 
52 MP
 
(cost is 20 for the higher vitality die plus 2/level of community criminal (8) and 4/level of heavy (16) plus 8 MP in adjustments to ability stats)
4th-level community criminal*/4th-level heavy**; CR 7; SZ M; v/wp 42/11; Init +5 (+4 class, +1 Dex); Spd 30(40) ft.; Def 16 (+5 class, +1 Dex); Atk +9 unarmed (1d6+2), +9 Sap (1d3+4), +8 Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Heavily Armed +10, Home Turf (skills, movement), Specialty (Intimidate) +3; SV Fort +6, Ref +4, Will +3; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 12; Skills: Bluff +3, Climb +4(+8), Driver +5, Gather Information +7(+11), Hide +3(+7), Innuendo+2, Intimidate +11/+10, Jump +4, Knowledge (local) +4, Knowledge (underworld) +2, Move Silently (+5), Listen (+4), Search +4, Sense Motive +2, Spot +4(+8); Feats: Punching Basics; Gear: Clothes, Ruger P94 (14 BP), 50 rounds MB (1 BP), Sap (2 BP), Sunglasses (1 BP), 17BP.
 
 
 
60 MP
 
(cost is 20 for the higher vitality die plus 2/level of community criminal (16) and 4/level of heavy (16) plus 8 MP in adjustments to ability stats)
8th-level community criminal*/4th-level heavy**; CR 11; SZ M; v/wp 56/11; Init +8 (+7 class, +1 Dex); Spd 30(40) ft.; Def 19 (+8 class, +1 Dex); Atk +12 unarmed (1d6+2), +12 Sap (1d3+4), +11 Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Heavily Armed +10, Home Turf (chases, skills, movement), Specialty (Intimidate) +3; SV Fort +8, Ref +6, Will +4; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 12; Skills: Bluff +5, Climb +6(+14), Driver +7, Gather Information +11(+19), Hide +5(+13), Innuendo+4, Intimidate +13/+12, Jump +6, Knowledge (local) +8, Knowledge (underworld) +2, Move Silently (+9), Listen (+8), Search (+8), Sense Motive +2, Spot +6(+14); Feats: Punching Basics; Gear: Clothes, Ruger P94 (14 BP), 50 rounds MB (1 BP), Sap (2 BP), Sunglasses (1 BP), 17BP.
 
 
 
72 MP
 
(cost is 20 for the higher vitality die plus 2/level of community criminal (20) and 4/level of heavy (24) plus 8 MP in adjustments to ability stats)
10th-level community criminal*/6th-level heavy**; CR 15; SZ M; v/wp 74/11; Init +11 (+10 class, +1 Dex); Spd 30(40) ft.; Def 21 (+10 class, +1 Dex); Atk +15 unarmed (1d6+2), +15 Sap (1d3+4), +14 Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Heavily Armed +10, Home Turf (chases, cover, skills, movement), Specialty (Intimidate) +3; SV Fort +10, Ref +8, Will +6; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 12; Skills: Bluff +6, Climb +7(+17), Driver +9, Gather Information +14(+24), Hide +6(+16), Innuendo+5, Intimidate +16/+15, Jump +7, Knowledge (local) +10, Knowledge (underworld) +3, Move Silently (+11), Listen (+10), Search (+10), Sense Motive +3, Spot +8(+18); Feats: Holding Basics, Punching Basics; Gear: Clothes, Ruger P94 (14 BP), 50 rounds MB (1 BP), Sap (2 BP), Sunglasses (1 BP), 17BP.
 
 
 
All bonuses in brackets are in effect when they are on their home turf.
 
 
 
* See PAC.
 
** See EC.
 
 
 
A Secret Order of Mages
 
 
These can be the minions or even a lone helpful (or foil) NPC of a secret cabal of mages.  They are purposely generic, so that you can fit them into your campaign.
 
 
 
32 MP
 
(cost is 10 for the higher vitality die plus 3/level of occultist(6) and 2/level of mysterious stranger (4) plus 12 MP in adjustments to ability stats)
2nd-level occultist*/2nd-level mysterious stranger**; CR 3; SZ M; v/wp 15/11; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +2 unarmed (1d3), +3 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Specialty +3 (Knowledge: Occult); SV Fort +5, Ref +4, Will +6; Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 12; Skills: Appraise +4, Concentration +6, Disguise +4, Drive +2, Hide +2, Intimidate +3/+4, Knowledge (occult) +11, Languages +4, Listen +3, Move Silently +3, Search +4, Sense Motive +3, Spot +3; Feats: Black Cat, Mystic, Scholarly, Unshakable; Gear: Clothes, various occult readings, Walther PPK (12 BP), 50 rounds MB (1 BP), cell phone, 12 BP.
 
 
 
45 MP
 
(cost is 10 for the higher vitality die plus 3/level of occultist(12) and 2/level of mysterious stranger (8) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level occultist*/4th-level mysterious stranger**; CR 7; SZ M; v/wp 27/11; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +5 unarmed (1d3), +6 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Specialty +3 (Knowledge: Occult); SV Fort +6, Ref +6, Will +8; Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 12; Skills: Appraise +6, Concentration +8, Disguise +7, Drive +3, Hide +3, Intimidate +6/+7, Knowledge (occult) +15, Languages +6, Listen +4, Move Silently +5, Search +6, Sense Motive +4, Spot +4; Feats: Black Cat, Mystic, Mystic Fount, Scholarly, Second Sight, Unshakable; Gear: Clothes, various occult readings, Walther PPK (12 BP), 50 rounds MB (1 BP), cell phone, 12 BP.
 
 
 
65 MP
 
(cost is 10 for the higher vitality die plus 3/level of occultist(24) and 2/level of mysterious stranger (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feat plus 5 for the access to invocations)
8th-level occultist*/4th-level mysterious stranger**; CR 11; SZ M; v/wp 37/11; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +7 unarmed (1d3), +8 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Ancient formula, Specialty +3 (Knowledge: Occult); SV Fort +8, Ref +7, Will +10; Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 12; Skills: Appraise +8, Concentration +12, Disguise +9, Drive +3, Hide +3, Intimidate +8/+9, Knowledge (occult) +19, Languages +10, Listen +4, Move Silently +7, Search +8, Sense Motive +6, Spot +6; Feats: Black Cat, Faith Healing, Initiate, Mystic, Mystic Fount, Scholarly, Second Sight, Unshakable; Gear: Clothes, various occult readings, Walther PPK (12 BP), 50 rounds MB (1 BP), cell phone, 12 BP.  NPC may have access to invocations as per the Mastermind rules on page 224 of the Shadowforce Archer book with any MP points paid for them above and beyond what is paid here.
 
 
 
78 MP
 
(cost is 10 for the higher vitality die plus 3/level of occultist(30) and 2/level of mysterious stranger (12) plus 12 MP in adjustments to ability stats plus 9 for the extra feat plus 5 for the access to invocations)
10th-level occultist*/6th-level mysterious stranger**; CR 15; SZ M; v/wp 49/11; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 21 (+10 class, +1 Dex); Atk +9 unarmed (1d3), +10 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Ancient formula, Specialty +3 (Knowledge: Occult); SV Fort +10, Ref +9, Will +12; Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 12; Skills: Appraise +10, Concentration +14, Disguise +12, Drive +4, Hide +4, Intimidate +11/+12, Knowledge (occult) +23, Languages +12, Listen +5, Move Silently +9, Search +10, Sense Motive +7, Spot +7; Feats: Black Cat, Faith Healing, Initiate, Mystic, Mystic Fount, Mystical Lens, Scholarly, Second Sight, Sidestep, The Quickening, Unshakable; Gear: Clothes, various occult readings, Walther PPK (12 BP), 50 rounds MB (1 BP), cell phone, 12 BP. NPC may have access to invocations as per the Mastermind rules on page 224 of the Shadowforce Archer book with any MP points paid for them above and beyond what is paid here.
 
 
 
* See HoG.
 
* See AF.
 
 
 
The Gatherers
 
 
A gatherer is brought in when something of the occult needs to be retrieved by any means necessary.  These guys are very good at getting in and out of places without being seen.  If they are seen, it is usually just before they put a bullet between your eyes.
 
 
 
34 MP
 
(cost is 10 for the higher vitality die plus 4/level of schwarzjaeger(8) and 2/level of shadow warrior(4) plus 12 MP in adjustments to ability stats)
2nd-level schwarzjaeger*/2nd-level shadow warrior**; Dept. Old Blood*; CR 3; SZ M; v/wp 15/11; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +2 unarmed (1d3), +4 Tniitochmash PSS Silent (1d6+1); Face 1 square; Reach 1 square; SA None; SQ Old Blood saves bonus (+2), Heavily armed +10, Specialty +3 (Open Locks); SV Fort +0, Ref +8, Will +4; Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 10; Skills: Appraise +3, Balance +3, Climb +2, Concentration +5, Escape Artist +3, Forgery +3, Gather Information +1, Hide +6, Jump +1, Knowledge (occult) +7, Listen +3, Mechanics+3, Move Silently +6, Open Locks +8, Sleight of Hand +3, Spot +3, Surveillance +3, Tumble +4; Feats: Scholarly, Traceless; Gear: Tniitochmash PSS Silent (11 BP), 50 rounds MB (1 BP), camouflaged utility clothing (6 BP), cell phone, lockpicking kit (4 BP), climbing kit (3 BP), flashlight (1 BP), night vision goggles (8 BP), glow sticks, binoculars (1 BP).
 
 
 
46 MP
 
(cost is 10 for the higher vitality die plus 4/level of schwarzjaeger(16) and 2/level of shadow warrior(8) plus 12 MP in adjustments to ability stats)
4th-level schwarzjaeger*/4th-level shadow warrior**; Dept. Old Blood*; CR 7; SZ M; v/wp 27/11; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +5 unarmed (1d3), +6 Tniitochmash PSS Silent (1d6+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Old Blood saves bonus (+3), Heavily armed +10, Specialty +3 (Open Locks); SV Fort +2, Ref +10, Will +5; Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 10; Skills: Appraise +4, Balance +4, Climb +4, Concentration +6, Escape Artist +4, Forgery +4, Gather Information +2, Hide +12, Jump +2, Knowledge (occult) +9, Listen +4, Mechanics+4, Move Silently +12, Open Locks +11, Sleight of Hand +4, Spot +4, Surveillance +4, Tumble +6; Feats: Scholarly, Stealthy, Traceless; Gear: Tniitochmash PSS Silent (11 BP), 50 rounds MB (1 BP), camouflaged utility clothing (6 BP), cell phone, lockpicking kit (4 BP), climbing kit (3 BP), flashlight (1 BP), night vision goggles (8 BP), glow sticks, binoculars (1 BP).
 
 
 
62 MP
 
(cost is 10 for the higher vitality die plus 4/level of schwarzjaeger(32) and 2/level of shadow warrior(8) plus 12 MP in adjustments to ability stats)
8th-level schwarzjaeger*/4th-level shadow warrior**; Dept. Old Blood*; CR 11; SZ M; v/wp 37/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 21 (+9 class, +2 Dex); Atk +7 unarmed (1d3), +8 Tniitochmash PSS Silent (1d6+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Old Blood saves bonus (+4), Heavily armed +10, Specialty +3 (Open Locks); SV Fort +3, Ref +12, Will +6; Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 10; Skills: Appraise +8, Balance +4, Climb +6, Concentration +8, Escape Artist +8, Forgery +8, Gather Information +6, Hide +16, Jump +2, Knowledge (occult) +12, Listen +4, Mechanics+6, Move Silently +16, Open Locks +17, Sleight of Hand +8, Spot +4, Surveillance +4, Tumble +8; Feats: Magician, Master Fence, Scholarly, Stealthy, Traceless; Gear: Tniitochmash PSS Silent (11 BP), 50 rounds MB (1 BP), camouflaged utility clothing (6 BP), cell phone, lockpicking kit (4 BP), climbing kit (3 BP), flashlight (1 BP), night vision goggles (8 BP), glow sticks, binoculars (1 BP).
 
 
 
74 MP
 
(cost is 10 for the higher vitality die plus 4/level of schwarzjaeger(40) and 2/level of shadow warrior(12) plus 12 MP in adjustments to ability stats)
10th-level schwarzjaeger*/6th-level shadow warrior**; Dept. Old Blood*; CR 15; SZ M; v/wp 49/11; Init +14 (+12 class, +2 Dex); Spd 30 ft.; Def 25 (+13 class, +2 Dex); Atk +9 unarmed (1d3), +10 Tniitochmash PSS Silent (1d6+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Evasion, Old Blood saves bonus (+5), Heavily armed +10, Specialty +3 (Open Locks); SV Fort +5, Ref +14, Will +8; Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 10; Skills: Appraise +9, Balance +5, Climb +8, Concentration +9, Escape Artist +9, Forgery +9, Gather Information +7, Hide +21, Jump +3, Knowledge (occult) +14, Listen +5, Mechanics+7, Move Silently +21, Open Locks +20, Sleight of Hand +9, Spot +5, Surveillance +5, Tumble +10; Feats: Advanced Skill Mastery (Stealthy), Magician, Master Fence, Scholarly, Stealthy, Traceless; Gear: Tniitochmash PSS Silent (11 BP), 50 rounds MB (1 BP), camouflaged utility clothing (6 BP), cell phone, lockpicking kit (4 BP), climbing kit (3 BP), flashlight (1 BP), night vision goggles (8 BP), glow sticks, binoculars (1 BP).
 
 
 
 
 
Psi-Operatives
 
 
 
These operative specialize in dealing with psion threats.
 
 
 
37 MP
 
(cost is 15 for the higher vitality die plus 3/level of psi-punk(6) and 4/level of operative(8) plus 8 MP in adjustments to ability stats)
2nd-level psi-punk*/2nd-level operative**; Dept. Office of Psion Affairs**; CR 3; SZ M; v/wp 33/14; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +4 unarmed (1d6+1), +4 Glock 17 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +2 bonus to identify or notice the use of psion skills, +2 bonus to all saves required by any psion skill or ability targeting the agent; SV Fort +6, Ref +3, Will +5; Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 8; Skills: Balance +2, Bluff +0, Climb +3, Demolitions +3, Driver +3, Hide +5, Knowledge (underworld) +2, Move Silently +6, Search +2, Spot +2, Surveillance +2, Tumble +2; Psion Skills: Energy Burst +3, Friction Control +2, Speed Control +2; Feats: Adrenal Basics, Armor Proficiency (Light, Medium), Combat Psion, Martial Arts, Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle, Hurled); Gear: Underworld bundle.
 
 
 
51 MP
 
(cost is 15 for the higher vitality die plus 3/level of psi-punk (12) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level psi-punk*/4th-level operative**; Dept. Office of Psion Affairs**; CR 7; SZ M; v/wp 59/14; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +8 unarmed (1d6+1), +8 Glock 17 (1d10+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ +3 bonus to identify or notice the use of psion skills, +3 bonus to all saves required by any psion skill or ability targeting the agent, Psi Mastery (Energy Burst); SV Fort +7, Ref +4, Will +5; Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 8; Skills: Balance +3, Bluff +1, Climb +5, Demolitions +5, Driver +5, Hide +7, Knowledge (underworld) +3, Move Silently +9, Search +3, Spot +3, Surveillance +3, Tumble +3; Psion Skills: Energy Burst +7, Friction Control +3, Speed Control +3; Feats: Adrenal Basics, Armor Proficiency (Light, Medium), Combat Psion, Martial Arts, Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle, Hurled); Gear: Underworld bundle.
 
 
 
63 MP
 
(cost is 15 for the higher vitality die plus 3/level of psi-punk (24) and 4/level of operative(16) plus 8 MP in adjustments to ability stats)
8th-level psi-punk*/4th-level operative**; Dept. Office of Psion Affairs**; CR 11; SZ M; v/wp 89/14; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +12 unarmed (1d6+1), +12 Glock 17 (1d10+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ +4 bonus to identify or notice the use of psion skills, +4 bonus to all saves required by any psion skill or ability targeting the agent, Psi Mastery (Energy Burst); SV Fort +9, Ref +5, Will +7; Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 8; Skills: Balance +5, Bluff +1, Climb +7, Demolitions +5, Driver +7, Hide +9, Knowledge (underworld) +5, Move Silently +11, Search +3, Spot +3, Surveillance +3, Tumble +3; Psion Skills: Energy Burst +11, Friction Control +5, Speed Control +5; Feats: Adrenal Basics, Adrenal Mastery, Armor Proficiency (Light, Medium), Combat Psion, Martial Arts, Stealthy, Warrior’s Grace, Weapon Group Proficiency (Handgun, Melee, Rifle, Hurled); Gear: Underworld bundle.
 
 
 
77 MP
 
(cost is 15 for the higher vitality die plus 3/level of psi-punk (30) and 4/level of operative(24) plus 8 MP in adjustments to ability stats)
10th-level psi-punk*/6th-level operative**; Dept. Office of Psion Affairs**; CR 15; SZ M; v/wp 115/14; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 21 (+10 class, +1 Dex); Atk +15 unarmed (1d6+1), +15 Glock 17 (1d10+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ +5 bonus to identify or notice the use of psion skills, +5 bonus to all saves required by any psion skill or ability targeting the agent, daredevil, psi mastery (Energy Burst, Speed Control); SV Fort +11, Ref +7, Will +9; Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 8; Skills: Balance +6, Bluff +2, Climb +9, Demolitions +7, Driver +9, Hide +11, Knowledge (underworld) +6, Move Silently +14, Search +4, Spot +4, Surveillance +4, Tumble +4; Psion Skills: Energy Burst +13, Friction Control +6, Speed Control +8; Feats: Adrenal Basics, Adrenal Mastery, Armor Proficiency (Light, Medium), Combat Psion, Martial Arts, Stealthy, Warrior’s Grace, Weapon Group Proficiency (Handgun, Melee, Rifle, Hurled); Gear: Underworld bundle.
 
 
 
*See EC.
 
**See AF.
 
 
 
 
 
Black Mask Yakuza Soldiers
 
 
 
31 MP
 
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (4) and 2/level of urban biker (4) plus 8 MP in adjustments to ability stats)
2nd-level martial arts mook*/2nd-level urban biker*; CR 3; SZ M; v/wp 25/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +4 unarmed (1d6+2), +5 katana (1d10+2); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (racing cycle); SV Fort +5, Ref +7, Will +0; Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8; Skills: Balance +6, Climb +3, Driver +4, First Aid +2, Intimidate +4/+1, Jump +4, Knowledge (martial arts) +2, Knowledge (racing) +1, Mechanics +1, Sport (baseball) +3, Tumble +6; Feats: Armor Proficiency (Light), Martial Arts, Weapon Group Proficiency (Melee, Hurled, Exotic-Martial Arts), Wolf Pack Basics; Gear: Katana, trendy black suit & mask, motorcycle helmet, cell phone, Gadgets & Vehicles: racing cycle (SZ L; Occ. 1; Hnd +7; Spd 750 ft.; MPH 75/150; Def 17; WP 25; Hrd 2; Qualities OPT [50%]).
 
 
 
39 MP
 
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (8) and 2/level of urban biker (8) plus 8 MP in adjustments to ability stats)
4th-level martial arts mook*/4th-level urban biker*; CR 7; SZ M; v/wp 45/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +8 unarmed (1d6+2), +9 katana (1d10+2); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (racing cycle, 1 enhancement); SV Fort +5, Ref +8, Will +2; Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8; Skills: Balance +10, Climb +4, Driver +6, First Aid +4, Intimidate +6/+3, Jump +6, Knowledge (martial arts) +4, Knowledge (racing) +2, Mechanics +2, Sport (baseball) +4, Tumble +10; Feats: Armor Proficiency (Light), Martial Arts, Sword Basics, Weapon Group Proficiency (Melee, Hurled, Exotic-Martial Arts), Wolf Pack Basics; Gear: Katana, trendy black suit & mask, motorcycle helmet, cell phone; Gadgets & Vehicles: racing cycle (SZ L; Occ. 1; Hnd +9; Spd 750 ft.; MPH 75/150; Def 17; WP 25; Hrd 2; Qualities OPT [50%]; Extra: Improved handling).
 
 
 
47 MP
 
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (16) and 2/level of urban biker (8) plus 8 MP in adjustments to ability stats)
8th-level martial arts mook*/4th-level urban biker*; CR 11; SZ M; v/wp 63/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +11 unarmed (1d6+2), +12 katana (1d10+2); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (racing cycle, 1 enhancement); SV Fort +7, Ref +10, Will +3; Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8; Skills: Balance +14, Climb +6, Driver +6, First Aid +8, Intimidate +8/+5, Jump +10, Knowledge (martial arts) +8, Knowledge (racing) +2, Mechanics +2, Sport (baseball) +4, Tumble +14; Feats: Armor Proficiency (Light), Martial Arts, Sword Basics, Weapon Group Proficiency (Melee, Hurled, Exotic-Martial Arts), Wolf Pack Basics, Wolf Pack Mastery; Gear: Katana, trendy black suit & mask, motorcycle helmet, cell phone; Gadgets & Vehicles: racing cycle (SZ L; Occ. 1; Hnd +9; Spd 750 ft.; MPH 75/150; Def 17; WP 25; Hrd 2; Qualities OPT [50%]; Extra: Improved handling).
 
 
 
55 MP
 
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (20) and 2/level of urban biker (12) plus 8 MP in adjustments to ability stats)
10th-level martial arts mook*/6th-level urban biker*; CR 15; SZ M; v/wp 83/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 13 (+11 class, +2 Dex); Atk +13 unarmed (1d6+2), +14 katana (1d10+2); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (racing cycle, 1 enhancement), ultimate wolf pack; SV Fort +9, Ref +12, Will +5; Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8; Skills: Balance +18, Climb +7, Driver +8, First Aid +10, Intimidate +10/+7, Jump +12, Knowledge (martial arts) +10, Knowledge (racing) +3, Mechanics +3, Sport (baseball) +5, Tumble +18; Feats: Armor Proficiency (Light), Martial Arts, One Hand on the Wheel…, Sword Basics, Weapon Group Proficiency (Melee, Hurled, Exotic-Martial Arts), Wolf Pack Basics, Wolf Pack Mastery; Gear: Katana, trendy black suit & mask, motorcycle helmet, cell phone; Gadgets & Vehicles: racing cycle (SZ L; Occ. 1; Hnd +9; Spd 750 ft.; MPH 75/150; Def 17; WP 25; Hrd 2; Qualities OPT [50%]; Extra: Improved handling).
 
 
 
 
 
Generic SEAL/UDT/SBS Redux
 
 
41 MP
 
(cost is 10 for the higher vitality die plus 3/level of frogman (6) and 4/level of operative (8) plus 8 MP in adjustments to ability stats plus 9 for three extra feats)
2nd-level frogman*/2nd-level operative**; Dept. Special Operations-SEALS***; CR 3; SZ M; v/wp 22/12; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +5 unarmed (1d3+2), +5 diving knife (1d4+2), +5 MP5SD (1d8); Face 1 square; Reach 1 square; SA None; SQ +2 to damage rolls when attacking during a ready action, flippers (partial); SV Fort +5, Ref +5 Will +5; Str 14, Dex 12, Con 12, Int 10, Wis 12, Cha 9; Skills: Balance +2, Bluff +0, Boating +2, Climb +6, Demolitions +5, Driver +2, Hide* +6, Move Silently +7, Profession (Military) +4, Search +1, Spot +3, Sport (Scuba Diving) +8, Surveillance +2, Survival +2, Swim +13, Tumble +2; Feats: Athletic, Stealthy, Weapon Focus (MP5SD), Signature Gear (x2); Gear: MP5SD+ w/power grip+ (18 BP), 50 rounds (1 BP), Fatigues (5BP), Combat Boots+ (1 BP), Signature Gear-Underwater kit (16 BP).
 
 
 
Underwater Kit: SCUBA; fins++; dive computer++; dive light++; underwater radio++; waterproof bag++; weight belt++; ink bomb x2++; diving knife; glow sticks x10;
 
 
 
55 MP
 
(cost is 10 for the higher vitality die plus 3/level of frogman (12) and 4/level of operative (16) plus 8 MP in adjustments to ability stats plus 9 for three extra feats)
4th-level frogman*/4th-level operative**; Dept. Special Operations-SEALS***; CR 7; SZ M; v/wp 40/12; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +9 unarmed (1d3+2), +9 diving knife (1d4+2), +9 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +3 to damage rolls when attacking during a ready action, flippers (partial); SV Fort +5, Ref +5 Will +5; Str 14, Dex 12, Con 12, Int 10, Wis 12, Cha 9; Skills: Balance +3, Bluff +1, Boating +3, Climb +8, Demolitions +9, Driver +3, Hide* +9, Move Silently +11, Profession (Military) +8, Search +2, Spot +5, Sport (Scuba Diving) +12, Surveillance +3, Survival +3, Swim +18, Tumble +3; Feats: Advanced Skill Mastery (Stealthy), Athletic, Stealthy, Weapon Focus (MP5SD), Signature Gear (x2); Gear: MP5SD+ w/power grip+ (18 BP), 50 rounds (1 BP), Fatigues (5BP), Combat Boots+ (1 BP), Signature Gear-Underwater kit (16 BP).
 
 
 
Underwater Kit: SCUBA; fins++; dive computer++; dive light++; underwater radio++; waterproof bag++; weight belt++; ink bomb x2++; diving knife; glow sticks x10;
 
 
 
67 MP
 
(cost is 10 for the higher vitality die plus 3/level of frogman (24) and 4/level of operative (16) plus 8 MP in adjustments to ability stats plus 9 for three extra feats)
8th-level frogman*/4th-level operative**; Dept. Special Operations-SEALS***; CR 11; SZ M; v/wp 58/12; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 15 (+5 class, +1 Dex); Atk +13 unarmed (1d3+2), +13 diving knife (1d4+2), +13 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ +4 to damage rolls when attacking during a ready action, flippers (partial), heavily armed +10 BP; SV Fort +7, Ref +7 Will +7; Str 14, Dex 12, Con 12, Int 10, Wis 12, Cha 9; Skills: Balance +5, Bluff +1, Boating +5, Climb +10, Demolitions +12, Driver +3, Hide* +13, Move Silently +15, Profession (Military) +12, Search +2, Spot +7, Sport (Scuba Diving) +16, Surveillance +3, Survival +5, Swim +23, Tumble +3; Feats: Advanced Skill Mastery (Stealthy), Athletic, Stealthy, Weapon Focus (MP5SD), Signature Gear (x2); Gear: MP5SD+ w/power grip+ (18 BP), 50 rounds (1 BP), Fatigues (5BP), Combat Boots+ (1 BP), Signature Gear-Underwater kit (16 BP).
 
 
 
Underwater Kit: SCUBA; fins++; dive computer++; dive light++; underwater radio++; waterproof bag++; weight belt++; ink bomb x2++; diving knife; glow sticks x10;
 
 
 
81 MP
 
 (cost is 10 for the higher vitality die plus 3/level of frogman (30) and 4/level of operative (24) plus 8 MP in adjustments to ability stats plus 9 for three extra feats)
10th-level frogman*/6th-level operative**; Dept. Special Operations-SEALS***; CR 15; SZ M; v/wp 76/12; Init +11 (+10 class, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1 Dex); Atk +16 unarmed (1d3+2), +16 diving knife (1d4+2), +16 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ +4 to damage rolls when attacking during a ready action, daredevil, flippers (full), heavily armed +10 BP; SV Fort +9, Ref +9 Will +9; Str 14, Dex 12, Con 12, Int 10, Wis 12, Cha 9; Skills: Balance +6, Bluff +2, Boating +6, Climb +12, Demolitions +16, Driver +4, Hide* +16, Move Silently +19, Profession (Military) +16, Search +3, Spot +9, Sport (Scuba Diving) +20, Surveillance +4, Survival +6, Swim +28, Tumble +4; Feats: Advanced Skill Mastery (Stealthy), Athletic, Stealthy, Weapon Focus (MP5SD), Signature Gear (x2); Gear: MP5SD+ w/power grip+ (18 BP), 50 rounds (1 BP), Fatigues (5BP), Combat Boots+ (1 BP), Signature Gear-Underwater kit (16 BP).
 
 
 
Underwater Kit: SCUBA; fins++; dive computer++; dive light++; underwater radio++; waterproof bag++; weight belt++; ink bomb x2++; diving knife; glow sticks x10;
 
 
 
 
 
DELTA FORCE/COUNTER-TERRORIST SOLDIER REDUX
 
 44 MP
 
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (8) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level mercenary/2nd-level operative; Dept. Special Operations-GIGN; CR 3; SZ M; v/wp 28/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +5 unarmed (1d3+2), +5 survival knife (1d6+2), +4 MP5SD (1d8); Face 1 square; Reach 1 square; SA None; SQ +2 to damage rolls when attacking during a ready action, heavily armed (+10); SV Fort +6, Ref +4, Will +5; Str 14 Dex 14 Con 12, Int 10, Wis 12, Cha 7 Skills: Bluff -1, Climb +3, Demolitions +3, Diplomacy -1, Driver +4, Hide +5, Listen +2, Move Silently +7, Profession (military) +4, Search +1, Sense Motive +4, Spot +5, Surveillance +2, Survival +2, Tumble +3; Feats: Armor Proficiency (Light, Medium, Heavy), Point Blank Shot, Precise Shot, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Survival Knife (4 BP), MP5SD (15 BP), 50 rounds (1 BP), Fatigues (5BP), Combat Boots (1 BP), encrypted headset radio (5 BP), 4 BP left plus any from Mastermind system.
 
60 MP
 
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (16) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level mercenary/4th-level operative  Dept. Special Operations-GIGN; CR 7; SZ M; v/wp 50/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +9 unarmed (1d3+2), +9 survival knife (1d6+2), +8 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +3 to damage rolls when attacking during a ready action, damage reduction 1/-, heavily armed (+10); SV Fort +7, Ref +5, Will +5; Str 14 Dex 14 Con 12, Int 10, Wis 12, Cha 7 Skills: Bluff +0, Climb +4, Demolitions +6, Diplomacy +0, Driver +6, Hide +6, Listen +3, Move Silently +10, Profession (military) +8, Search +2, Sense Motive +6, Spot +8, Surveillance +3, Survival +3, Tumble +4; Feats: Armor Proficiency (Light, Medium, Heavy), Point Blank Shot, Precise Shot, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Survival Knife (4 BP), MP5SD (15 BP), 50 rounds (1 BP), Fatigues (5BP), Combat Boots (1 BP), encrypted headset radio (5 BP), 4 BP left plus any from Mastermind system.
 
76 MP
 
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (32) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
8th-level mercenary/4th-level operative  Dept. Special Operations-GIGN; CR 11; SZ M; v/wp 76/12; Init +11 (+5 class, +2 Dex, +4 Improved Initiative); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +13 unarmed (1d3+2), +13 survival knife (1d6+2), +12 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +4 to damage rolls when attacking during a ready action, damage reduction 1/-, heavily armed (+20); SV Fort +9, Ref +6, Will +7; Str 14 Dex 14 Con 12, Int 10, Wis 12, Cha 7 Skills: Bluff +0, Climb +4, Demolitions +8, Diplomacy +2, Driver +8, Hide +6, Listen +5, Move Silently +12, Profession (military) +12, Search +2, Sense Motive +9, Spot +11, Surveillance +3, Survival +5, Tumble +4; Feats: Armor Proficiency (Light, Medium, Heavy), Improved Initiative, Point Blank Shot, Precise Shot, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: MP5SD (15 BP), 50 rounds (1 BP), Combat Boots (1 BP), entry team bundle (25 BP).
 
92 MP
 
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (40) and 4/level of operative (24) plus 8 MP in adjustments to ability stats)
10th-level mercenary/6th-level operative Dept. Special Operations-GIGN; CR 15; SZ M; v/wp 98/12; Init +14 (+8 class, +2 Dex, +4 Improved Initiative); Spd 30 ft.; Def 22 (+10 class, +2 Dex); Atk +16 unarmed (1d3+2), +16 survival knife (1d6+2), +15 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +5 to damage rolls when attacking during a ready action, damage reduction 2/-, daredevil, heavily armed (+20); SV Fort +10, Ref +8, Will +9; Str 14 Dex 14 Con 12, Int 10, Wis 12, Cha 7 Skills: Bluff +1, Climb +5, Demolitions +11, Diplomacy +3, Driver +10, Hide +7, Listen +6, Move Silently +15, Profession (military) +16, Search +4, Sense Motive +11, Spot +14, Surveillance +4, Survival +6, Tumble +5; Feats: Armor Proficiency (Light, Medium, Heavy), Improved Initiative, Point Blank Shot, Precise Shot, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: MP5SD (15 BP), 50 rounds (1 BP), Combat Boots (1 BP), entry team bundle (25 BP).
 
 
 
 
 
SPETSNAZ REDUX
 
 
 
44 MP
 
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (8) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level mercenary/2nd-level operative; Dept. Special Operations-Spetsnaz; CR 3; SZ M; v/wp 32/14; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +4 unarmed (1d3+1), +4 survival knife (1d6+1), +5 Tzniitochmash AS Silent Assault Rifle (1d12+1); Face 1 square; Reach 1 square; SA None; SQ +2 to damage rolls when attacking during a ready action, extra language (choice), heavily armed (+10); SV Fort +7, Ref +4, Will +5; Str 12 Dex 14 Con 14, Int 10, Wis 12, Cha 7 Skills: Bluff -1, Climb +2, Cultures +4, Demolitions +5, Diplomacy -1, Driver +4, Hide +5, Listen +2, Move Silently +6, Profession (military) +4, Search +1, Sense Motive +2, Spot +3, Surveillance +2, Survival +2, Tumble +3; Feats: Armor Proficiency (Light, Medium, Heavy), Mingling Basics, Point Blank Shot, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Survival Knife (4 BP), Tzniitochmash AS Silent Assault Rifle (21 BP), 100 rounds (2 BP), Fatigues (5 BP), Combat Boots (1 BP), headset radio (2 BP).
 
60 MP
 
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (16) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level mercenary/4th-level operative  Dept. Special Operations-Spetsnaz; CR 7; SZ M; v/wp 58/14; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +8 unarmed (1d3+1), +8 survival knife (1d6+1), +9 Tzniitochmash AS Silent Assault Rifle (1d12+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +3 to damage rolls when attacking during a ready action, damage reduction 1/-, extra language (choice), heavily armed (+10); SV Fort +8, Ref +5, Will +5; Str 12 Dex 14 Con 14, Int 10, Wis 12, Cha 7 Skills: Bluff +0, Climb +3, Cultures +6, Demolitions +9, Diplomacy +0, Driver +6, Hide +6, Listen +3, Move Silently +8, Profession (military) +8, Search +2, Sense Motive +3, Spot +5, Surveillance +3, Survival +3, Tumble +4; Feats: Armor Proficiency (Light, Medium, Heavy), Mingling Basics, Point Blank Shot, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Survival Knife (4 BP), Tzniitochmash AS Silent Assault Rifle (21 BP), 100 rounds (2 BP), Fatigues (5 BP), Combat Boots (1 BP), headset radio (2 BP).
 
76 MP
 
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (32) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
8th-level mercenary/4th-level operative  Dept. Special Operations-Spetsnaz; CR 11; SZ M; v/wp 88/14; Init +11 (+5 class, +2 Dex, +4 Improved Initiative); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +12 unarmed (1d3+1), +12 survival knife (1d6+1), +13 Tzniitochmash AS Silent Assault Rifle (1d12+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +4 to damage rolls when attacking during a ready action, damage reduction 1/-, extra language (choice), heavily armed (+20); SV Fort +10, Ref +6, Will +7; Str 12 Dex 14 Con 14, Int 10, Wis 12, Cha 7 Skills: Bluff +0, Climb +3, Cultures +9, Demolitions +12, Diplomacy +2, Driver +8, Hide +6, Listen +5, Move Silently +8, Profession (military) +12, Search +2, Sense Motive +5, Spot +7, Surveillance +3, Survival +5, Tumble +4; Feats: Armor Proficiency (Light, Medium, Heavy), Improved Initiative, Mingling Basics, Point Blank Shot, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Survival Knife (4 BP), Tzniitochmash AS Silent Assault Rifle (21 BP), 100 rounds (2 BP), Fatigues (5 BP), Combat Boots (1 BP), headset radio (2 BP), demolitions kit (10 BP).
 
92 MP
 
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (40) and 4/level of operative (24) plus 8 MP in adjustments to ability stats)
10th-level mercenary/6th-level operative Dept. Special Operations-Spetsnaz; CR 15; SZ M; v/wp 114/14; Init +14 (+8 class, +2 Dex, +4 Improved Initiative); Spd 30 ft.; Def 22 (+10 class, +2 Dex); Atk +15 unarmed (1d3+1), +15 survival knife (1d6+1), +16 Tzniitochmash AS Silent Assault Rifle (1d12+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +5 to damage rolls when attacking during a ready action, damage reduction 2/-, daredevil, extra language (choice), heavily armed (+20); SV Fort +11, Ref +7, Will +8; Str 12 Dex 14 Con 14, Int 10, Wis 12, Cha 7 Skills: Bluff +1, Climb +4, Cultures +11, Demolitions +16, Diplomacy +3, Driver +10, Hide +7, Listen +6, Move Silently +10, Profession (military) +16, Search +3, Sense Motive +6, Spot +9, Surveillance +4, Survival +6, Tumble +5; Feats: Armor Proficiency (Light, Medium, Heavy), Improved Initiative, Mingling Basics, Point Blank Shot, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Survival Knife (4 BP), Tzniitochmash AS Silent Assault Rifle (21 BP), 100 rounds (2 BP), Fatigues (5 BP), Combat Boots (1 BP), headset radio (2 BP), demolitions kit (10 BP).
 
 
 
 
 
RANGER REDUX
 
 
 
44 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (8) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level shocktrooper/2nd-level operative  Dept. Special Operations-Lanceros; CR 3; SZ M; v/wp 28/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +5 unarmed (1d3+2), +6 M-4 (4d4); Face 1 square; Reach 1 square; SA None; SQ +2 to damage rolls when attacking during a ready action, +4 to detect ambushes, heavily armed (+10); SV Fort +5, Ref +4, Will +6; Str 14 Dex 14 Con 12, Int 10, Wis 12, Cha 7 Skills: Balance +3, Bluff -1, Climb +3, Demolitions +3, Drive +3, Hide +6, Intimidate +3/-1, Jump +3, Move Silently +6, Profession (Military) +4, Search +1, Sport (Skydiving) +6, Spot +3, Surveillance +2, Survival +5, Tumble +3; Feats: Armor Proficiency (light, Medium, Heavy), Jungle or Mountain Training, Stealthy, Weapon Focus (M-4), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: M-4 (28 BP), 100 rounds MB (2 BP), Fatigues (5 BP).
 
 
 
60 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (16) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level shocktrooper/4th-level operative  Dept. Special Operations-Lanceros; CR 7; SZ M; v/wp 50/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +9 unarmed (1d3+2), +10 M-4 (4d4); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +3 to damage rolls when attacking during a ready action, +6 to detect ambushes, heavily armed (+10); SV Fort +5, Ref +5, Will +9; Str 14 Dex 14 Con 12, Int 10, Wis 12, Cha 7 Skills: Balance +4, Bluff +0, Climb +4, Demolitions +6, Drive +4, Hide +8, Intimidate +4/+0, Jump +4, Move Silently +8, Profession (Military) +8, Search +2, Sport (Skydiving) +10, Spot +5, Surveillance +3, Survival +9, Tumble +4; Feats: Armor Proficiency (light, Medium, Heavy), Iron Will, Jungle or Mountain Training, Stealthy, Weapon Focus (M-4), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: M-4 (28 BP), 100 rounds MB (2 BP), Fatigues (5 BP).
 
 
 
76 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (32) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
8th-level shocktrooper/4th-level operative  Dept. Special Operations-Lanceros; CR 11; SZ M; v/wp 76/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +13 unarmed (1d3+2), +14 M-4 (4d4+2); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +4 to damage rolls when attacking during a ready action, +8 to detect ambushes, heavily armed (+10), weapon specialization (M-4); SV Fort +7, Ref +6, Will +11; Str 14 Dex 14 Con 12, Int 10, Wis 12, Cha 7 Skills: Balance +6, Bluff +0, Climb +4, Demolitions +8, Drive +4, Hide +10, Intimidate +6/+2, Jump +6, Move Silently +10, Profession (Military) +12, Search +2, Sport (Skydiving) +14, Spot +7, Surveillance +3, Survival +13, Tumble +4; Feats: Armor Proficiency (light, Medium, Heavy), Coordinate Fire, Iron Will, Jungle or Mountain Training, Stealthy, Weapon Focus (M-4), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: M-4 (28 BP), 100 rounds MB (2 BP), Fatigues (5 BP).
 
 
 
92 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (40) and 4/level of operative (24) plus 8 MP in adjustments to ability stats)
10th-level shocktrooper/6th-level operative  Dept. Special Operations-Lanceros; CR 15; SZ M; v/wp 98/12; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +16 unarmed (1d3+2), +17 M-4 (4d4+2); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +5 to damage rolls when attacking during a ready action, +10 to detect ambushes, daredevil, heavily armed (+10), improved iron will, weapon specialization (M-4); SV Fort +9, Ref +8, Will +15; Str 14 Dex 14 Con 12, Int 10, Wis 12, Cha 7 Skills: Balance +7, Bluff +1, Climb +5, Demolitions +11, Drive +5, Hide +12, Intimidate +7/+3, Jump +7, Move Silently +12, Profession (Military) +16, Search +3, Sport (Skydiving) +18, Spot +9, Surveillance +4, Survival +17, Tumble +5; Feats: Armor Proficiency (light, Medium, Heavy), Coordinate Fire, Iron Will, Jungle or Mountain Training, Stealthy, Weapon Focus (M-4), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: M-4 (28 BP), 100 rounds MB (2 BP), Fatigues (5 BP).
 
 
 
 
 
SAS REDUX
 
44 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (8) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level shocktrooper/2nd-level operative  Dept.; CR 3; SZ M; v/wp 32/14; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +4 unarmed (1d3+1), +6 Royal Small Arms Factories L85A1 (4d4); Face 1 square; Reach 1 square; SA None; SQ +2 to damage rolls when attacking during a ready action, heavily armed (+10); SV Fort +6, Ref +4, Will +6; Str 12 Dex 14 Con 14, Int 10, Wis 12, Cha 7 Skills: Balance +3, Bluff -1, Climb +2, Demolitions +4, Drive +3, Hide +6, Intimidate +2/-1, Jump +2, Languages +3, Move Silently +6, Profession (Military) +4, Search +1, Sport (Skydiving) +3, Spot +3, Surveillance +2, Survival +7, Tumble +3; Feats: Armor Proficiency (light, Medium, Heavy), Explosives Basics, Stealthy, Weapon Focus (Royal Small Arms Factories L85A1), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Royal Small Arms Factories L85A1 (27 BP), 100 rounds MB (2 BP), fatigues (5 BP), combat boots (1 BP).
 
 
 
60 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (16) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level shocktrooper/4th-level operative  Dept.; CR 7; SZ M; v/wp 58/14; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +8 unarmed (1d3+1), +10 Royal Small Arms Factories L85A1 (4d4); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +3 to damage rolls when attacking during a ready action, heavily armed (+10); SV Fort +6, Ref +5, Will +9; Str 12 Dex 14 Con 14, Int 10, Wis 12, Cha 7 Skills: Balance +4, Bluff +0, Climb +3, Demolitions +8, Drive +4, Hide +8, Intimidate +3/+0, Jump +3, Languages +4, Move Silently +8, Profession (Military) +8, Search +2, Sport (Skydiving) +4, Spot +5, Surveillance +3, Survival +12, Tumble +4; Feats: Armor Proficiency (light, Medium, Heavy), Explosives Basics, Iron Will, Stealthy, Weapon Focus (Royal Small Arms Factories L85A1), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Royal Small Arms Factories L85A1 (27 BP), 100 rounds MB (2 BP), fatigues (5 BP), combat boots (1 BP).
 
 
 
76 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (32) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
8th-level shocktrooper/4th-level operative  Dept.; CR 11; SZ M; v/wp 88/14; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +12 unarmed (1d3+1), +14 Royal Small Arms Factories L85A1 (4d4+2); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +4 to damage rolls when attacking during a ready action, heavily armed (+10); SV Fort +8, Ref +6, Will +11; Str 12 Dex 14 Con 14, Int 10, Wis 12, Cha 7 Skills: Balance +6, Bluff +0, Climb +3, Demolitions +12, Drive +4, Hide +10, Intimidate +5/+2, Jump +5, Languages +5, Move Silently +10, Profession (Military) +12, Search +2, Sport (Skydiving) +6, Spot +7, Surveillance +3, Survival +17, Tumble +4; Feats: Armor Proficiency (light, Medium, Heavy), Coordinate Fire, Explosives Basics, Iron Will, Stealthy, Weapon Focus (Royal Small Arms Factories L85A1), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Royal Small Arms Factories L85A1 (27 BP), 100 rounds MB (2 BP), fatigues (5 BP), combat boots (1 BP).
 
 
 
92 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (40) and 4/level of operative (24) plus 8 MP in adjustments to ability stats)
10th-level shocktrooper/6th-level operative  Dept.; CR 15; SZ M; v/wp 114/14; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +15 unarmed (1d3+1), +17 Royal Small Arms Factories L85A1 (4d4+2); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ +5 to damage rolls when attacking during a ready action, heavily armed (+10); SV Fort +10, Ref +8, Will +15; Str 12 Dex 14 Con 14, Int 10, Wis 12, Cha 7 Skills: Balance +7, Bluff +1, Climb +4, Demolitions +16, Drive +5, Hide +12, Intimidate +6/+3, Jump +6, Languages +6, Move Silently +12, Profession (Military) +16, Search +3, Sport (Skydiving) +7, Spot +9, Surveillance +4, Survival +22, Tumble +5; Feats: Armor Proficiency (light, Medium, Heavy), Coordinate Fire, Explosives Basics, Iron Will, Stealthy, Weapon Focus (Royal Small Arms Factories L85A1), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Royal Small Arms Factories L85A1 (27 BP), 100 rounds MB (2 BP), fatigues (5 BP), combat boots (1 BP).
 
 
 
 
 
 
 
HONOR GUARD
 
 
 
44 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (8) and 2/level of security guard (4) plus 12 MP in adjustments to ability stats)
2nd-level shocktrooper/2nd-level security guard; CR 3; SZ M; v/wp 26/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +4 unarmed (1d3+1), +6 Steyr ACR (3d4); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10), home base (skills); SV Fort +5, Ref +2, Will +4; Str 12 Dex 14 Con 12, Int 12, Wis 12, Cha 12 Skills: Balance +3, Computer +2, Demolitions +2, Intimidate +3/+3, Jump +2, Listen +5(+7), Search +6(+8), Sense Motive +3(+5), Sport (Skydiving) +3, Spot +6(+8), Surveillance +3(+5), Survival +2; Feats: Alertness, Armor Proficiency (light, Medium, Heavy), Weapon Focus (Steyr ACR), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Steyr ACR (19 BP), 100 rounds (10 BP), fatigues (5 BP), combat boots (1 BP).
 
 
 
56 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (16) and 2/level of security guard (8) plus 12 MP in adjustments to ability stats)
4th-level shocktrooper/4th-level security guard; CR 7; SZ M; v/wp 50/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +8 unarmed (1d3+1), +10 Steyr ACR (3d4); Face 1 square; Reach 1 square; SA None; SQ Armor use (+1), heavily armed (+10), home base (skills); SV Fort +5, Ref +4, Will +8; Str 12 Dex 14 Con 12, Int 12, Wis 12, Cha 12 Skills: Balance +4, Computer +3, Demolitions +3, Intimidate +5/+5, Jump +3, Listen +7(+11), Search +9(+13), Sense Motive +5(+9), Sport (Skydiving) +4, Spot +9(+13), Surveillance +5(+9), Survival +3; Feats: Alertness, Armor Proficiency (light, Medium, Heavy), Iron Will, Signature Gadget, Weapon Focus (Steyr ACR), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Steyr ACR (19 BP), 100 rounds (10 BP), fatigues (5 BP), combat boots (1 BP).
 
 
 
68 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (24) and 2/level of security guard (12) plus 12 MP in adjustments to ability stats)
6th-level shocktrooper/6th-level security guard; CR 11; SZ M; v/wp 72/12; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +11 unarmed (1d3+1), +13 Steyr ACR (3d4); Face 1 square; Reach 1 square; SA None; SQ Armor use (+1), heavily armed (+10), home base (cover, skills); SV Fort +7, Ref +6, Will +9; Str 12 Dex 14 Con 12, Int 12, Wis 12, Cha 12 Skills: Balance +5, Computer +4, Demolitions +4, Intimidate +7/+7, Jump +4, Listen +9(+15), Search +12(+18), Sense Motive +7(+13), Sport (Skydiving) +5, Spot +12(+18), Surveillance +7(+13), Survival +4; Feats: Alertness, Armor Proficiency (light, Medium, Heavy), Coordinate Fire, Iron Will, Signature Gadget, Weapon Focus (Steyr ACR), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Steyr ACR (19 BP), 100 rounds (10 BP), fatigues (5 BP), combat boots (1 BP).
 
 
 
80 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of shocktrooper (32) and 2/level of security guard (16) plus 12 MP in adjustments to ability stats)
8th-level shocktrooper/8th-level security guard; CR 3; SZ M; v/wp 72/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +15 unarmed (1d3+1), +17 Steyr ACR (3d4+2); Face 1 square; Reach 1 square; SA None; SQ Armor use (+1), heavily armed (+10), home base (cover, skills), weapon specialization (Steyr ACR); SV Fort +9, Ref +6, Will +9; Str 12 Dex 14 Con 12, Int 12, Wis 12, Cha 12 Skills: Balance +6, Computer +5, Demolitions +5, Intimidate +9/+9, Jump +5, Listen +11(+19), Search +15(+23), Sense Motive +9(+17), Sport (Skydiving) +6, Spot +15(+23), Surveillance +9(+17), Survival +5; Feats: Alertness, Armor Proficiency (light, Medium, Heavy), Coordinate Fire, Iron Will, Signature Gadget, Track, Weapon Focus (Steyr ACR), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Steyr ACR (19 BP), 100 rounds (10 BP), fatigues (5 BP), combat boots (1 BP).
 
 
 
 
 
GHOSTWALKERS
 
 
 
38 MP
 
(cost is 15 for the higher vitality die (bird of prey) plus 2/level of shadow warrior (4) and 4/level of security guard (8) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level shadow warrior/2nd-level bird of prey; CR 3; SZ M; v/wp 25/12; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 armor, +2 Dex); Atk +4 brass knuckles (1d3+2), +4 FN P90 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Hardsuit mastery (Armor Focus), heavily armed (+10), plate armor; SV Fort +3, Ref +7, Will +3; Str 12 Dex 14 Con 12, Int 10, Wis 12, Cha 9 Skills: Balance +5(+4)*, Climb +3(+2)*, Demolitions +1, Hide +4(+2)*, Intimidate +2/+0, Jump +4(+3)*, Listen +2, Move Silently +4(+2)*, Open Locks +3, Spot +4, Surveillance +2, Tumble +4(+3)*; Feats: Armor Focus (Plate armor), Armor Proficiency (Light, Medium, Heavy), Signature Gadget (Ghost plate), Traceless, Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: FN P90 (28 BP), 100 AP rounds (6 BP).  Gadgets & Vehicles: Ghost plate armor DR 8/-, silenced.
 
 
 
50 MP
 
(cost is 15 for the higher vitality die (bird of prey) plus 2/level of shadow warrior (8) and 4/level of security guard (16) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level shadow warrior/4th-level bird of prey; CR 7; SZ M; v/wp 45/12; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 14 (+2 armor, +2 Dex); Atk +8 brass knuckles (1d3+2), +8 FN P90 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Hardsuit mastery (Armor Focus), heavily armed (+20), plate armor; SV Fort +4, Ref +8, Will +4; Str 12 Dex 14 Con 12, Int 10, Wis 12, Cha 9 Skills: Balance +8(+7)*, Climb +5(+4)*, Demolitions +2, Hide +6(+4)*, Intimidate +3/+1, Jump +7(+6)*, Listen +3, Move Silently +6(+4)*, Open Locks +4, Spot +7, Surveillance +3, Tumble +6(+5)*; Feats: Armor Focus (Plate armor), Armor Proficiency (Light, Medium, Heavy), Signature Gadget (Ghost plate), Traceless, Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: FN P90 (28 BP), 100 AP rounds (6 BP).  Gadgets & Vehicles: Ghost plate armor DR 8/-, silenced, integrated night vision goggles.
 
 
 
58 MP
 
(cost is 15 for the higher vitality die (bird of prey) plus 2/level of shadow warrior (16) and 4/level of security guard (16) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level shadow warrior/4th-level bird of prey; CR 11; SZ M; v/wp 63/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 14 (+2 armor, +2 Dex); Atk +11 brass knuckles (1d3+2), +11 FN P90 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Evasion, hardsuit mastery (Armor Focus), heavily armed (+30), plate armor; SV Fort +5, Ref +10, Will +6; Str 12 Dex 14 Con 12, Int 10, Wis 12, Cha 9 Skills: Balance +10(+9)*, Climb +7(+6)*, Demolitions +2, Hide +10(+8)*, Intimidate +3/+1, Jump +9(+8)*, Listen +5, Move Silently +10(+8)*, Open Locks +6, Spot +9, Surveillance +5, Tumble +8(+7)*; Feats: Armor Focus (Plate armor), Armor Proficiency (Light, Medium, Heavy), Signature Gadget (Ghost plate), Traceless, Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: FN P90 (28 BP), 100 AP rounds (6 BP).  Gadgets & Vehicles: Ghost plate armor DR 8/-, silenced, extended life support, integrated lockpicking kit, integrated night vision goggles.
 
 
 
70 MP
 
(cost is 15 for the higher vitality die (bird of prey) plus 2/level of shadow warrior (20) and 4/level of security guard (24) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level shadow warrior/6th-level bird of prey; CR 11; SZ M; v/wp 83/12; Init +13 (+11 class, +2 Dex); Spd 30 ft.; Def 24 (+10 class, +2 armor, +2 Dex); Atk +14 brass knuckles (1d3+2), +14 FN P90 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Evasion, hardsuit mastery (Armor Focus, Defense), heavily armed (+30), plate armor; SV Fort +7, Ref +12, Will +8; Str 12 Dex 14 Con 12, Int 10, Wis 12, Cha 9 Skills: Balance +13(+12)*, Climb +9(+8)*, Demolitions +3, Hide +12(+10)*, Intimidate +4/+2, Jump +12(+11)*, Listen +6, Move Silently +12(+10)*, Open Locks +7, Spot +12, Surveillance +6, Tumble +10(+9)*; Feats: Armor Focus (Plate armor), Armor Proficiency (Light, Medium, Heavy), Signature Gadget (Ghost plate), Traceless, Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: FN P90 (28 BP), 100 AP rounds (6 BP).  Gadgets & Vehicles: Ghost plate armor DR 8/-, silenced, extended life support, integrated lockpicking kit, integrated night vision goggles.
 
 
 
 
 
Armorines
 
 
 
47 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of bird of prey (8) and 4/level of shocktrooper (8) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level bird of prey/2nd-level shocktrooper; CR 3; SZ M; v/wp 31/12; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 armor, +2 Dex); Atk +6 brass knuckles (1d3+3), +9 H&K G11 (2d8+1); Face 1 square; Reach 1 square; SA None; SQ Hardsuit mastery (Armor Focus), heavily armed (+10), plate armor; SV Fort +5(+7)*, Ref +4, Will +3; Str 14 Dex 14 Con 12, Int 10, Wis 10, Cha 8 Skills: Balance +5(+4)*, Climb +3(+2)*, Demolitions +2, Intimidate +4/+0, Jump +5(+4)*, Sport (Skydiving) +3, Spot +3, Survival +1, Tumble +4(+3)*; Feats: Armor Focus (Plate armor), Armor Proficiency (Light, Medium, Heavy), Signature Gadget (Full plate armor), Weapon Focus (H&K G11), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: H&K G11 (31 BP), 200 rounds (4 BP).  Gadgets & Vehicles: Full plate DR 10/-, extended battery, medical suite.
 
 
 
63 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of bird of prey (16) and 4/level of shocktrooper (16) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level bird of prey/4th-level shocktrooper; CR 7; SZ M; v/wp 55/12; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 14 (+2 armor, +2 Dex); Atk +10 brass knuckles (1d3+3), +13 H&K G11 (2d8+1); Face 1 square; Reach 1 square; SA None; SQ Hardsuit mastery (Armor Focus), heavily armed (+20), plate armor; SV Fort +5(+7)*, Ref +5, Will +7; Str 14 Dex 14 Con 12, Int 10, Wis 10, Cha 8 Skills: Balance +8(+7)*, Climb +4(+3)*, Demolitions +4, Intimidate +6/+2, Jump +8(+7)*, Sport (Skydiving) +4, Spot +6, Survival +2, Tumble +6(+5)*; Feats: Armor Focus (Plate armor), Armor Proficiency (Light, Medium, Heavy), Iron Will, Signature Gadget (Full plate armor), Weapon Focus (H&K G11), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: H&K G11 (31 BP), 300 rounds (6 BP).  Gadgets & Vehicles: Full plate DR 10/-, extended battery, medical suite, integrated night vision goggles.
 
 
 
79 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of bird of prey (32) and 4/level of shocktrooper (16) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level bird of prey/4th-level shocktrooper; CR 11; SZ M; v/wp 77/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 19 (+5 class, +2 armor, +2 Dex); Atk +14 brass knuckles (1d3+3), +17 H&K G11 (2d8+3); Face 1 square; Reach 1 square; SA None; SQ Hardsuit mastery (Armor Focus, Defense), heavily armed (+20), plate armor, weapon specialization (H&K G11); SV Fort +7(+9)*, Ref +7, Will +8; Str 14 Dex 14 Con 12, Int 10, Wis 10, Cha 8 Skills: Balance +12(+11)*, Climb +6(+5)*, Demolitions +6, Intimidate +8/+4, Jump +12(+11)*, Sport (Skydiving) +6, Spot +10, Survival +4, Tumble +8(+7)*; Feats: Armor Focus (Plate armor), Armor Proficiency (Light, Medium, Heavy), Iron Will, Signature Gadget (Full plate armor), Weapon Focus (H&K G11), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: H&K G11 (31 BP), 300 rounds (6 BP).  Gadgets & Vehicles: Full plate DR 10/-, extended battery, medical suite, integrated night vision goggles.
 
 
 
95 MP
 
(cost is 20 for the higher vitality die (shocktrooper) plus 4/level of bird of prey (40) and 4/level of shocktrooper (24) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level bird of prey/6th-level shocktrooper; CR 15; SZ M; v/wp 91/12; Init +14 (+12 class, +2 Dex); Spd 30 ft.; Def 20 (+6 class, +2 armor, +2 Dex); Atk +18 brass knuckles (1d3+3), +21 H&K G11 (2d8+3); Face 1 square; Reach 1 square; SA None; SQ Hardsuit mastery (Armor Focus, Defense, errors/threats), heavily armed (+20), plate armor, weapon specialization (H&K G11); SV Fort +9(+11)*, Ref +9, Will +10; Str 14 Dex 14 Con 12, Int 10, Wis 10, Cha 8 Skills: Balance +15(+14)*, Climb +7(+6)*, Demolitions +8, Intimidate +10/+6, Jump +15(+14)*, Sport (Skydiving) +7, Spot +13, Survival +5, Tumble +10(+9)*; Feats: Armor Focus (Plate armor), Armor Proficiency (Light, Medium, Heavy), Coordinate Fire, Iron Will, Signature Gadget (Full plate armor), Weapon Focus (H&K G11), Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: H&K G11 (31 BP), 300 rounds (6 BP).  Gadgets & Vehicles: Full plate DR 10/-, extended battery, medical suite, integrated night vision goggles.
 
 
 
 
 
Matrix Agents
 
 
 
233 MP
 
(cost is 15 for the higher vitality die (either) plus 3/level of counter intelligence agent (6) and 2/level of uber (4) plus 208 MP in adjustments to ability stats)
2nd-level counter intelligence agent/2nd-level uber; CR 3; SZ M; v/wp 64/30; Init +13 (+3 class, +10 Dex); Spd 30 ft.; Def 22 (+2 class, +10 Dex); Atk +13 unarmed (1d6+10), +13 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Conditioning +1 Strength; SV Fort +13, Ref +12, Will +15; Str 30, Dex 30, Con 30, Int 14, Wis 14, Cha 14; Skills: Balance +11, Climb +11, Concentrate +3, Driver +12, Gather Information +4, Intimidate +11/+3, Jump +11, Listen +3, Move Silently +11, Search +3, Sport (Skydiving) +11, Spot +3, Surveillance +4, Swim +11, Tumble +11; Psion Skills: Energy Burst +12, Speed Control +12; Feats: Adrenal Basics, Armor Proficiency (Light, Medium), Martial Arts, Track, Weapon Group Proficiency (Melee, Handgun, Rifle, Exotic, Archaic); Gear: Beretta Model 92, 200 rounds, suit.
 
 
 
 
 
Deep Cover Mole
 
 
 
37 MP
 
(cost is 15 for the higher vitality die (femme fatale) plus 4/level of deep cover operative (8) and 3/level of femme fatale (6) plus 8 MP in adjustments to ability stats)
2nd-level deep cover operative/2nd-level femme fatale; CR 3; Dept. Operation: Body Double; SZ M; v/wp 21/10; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +2 unarmed (1d3), +3 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ +1 department bonus to the power rating of cover identity, boosted Cha +2, must spend an extra action die for opposed critical failures of Cha skills (Bureaucracy, Gather Information); SV Fort +0, Ref +5, Will +6; Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 16; Skills: Bluff +9, Diplomacy +5, Disguise +8, Driver +2, Gather Information +5, Innuendo +4, Intimidate +1/+4, Knowledge (Target Group) +2, Listen +3, Perform +5, Profession (Target Group) +2, Search +2, Sense Motive +3, Spot +2, Surveillance +3; Feats: Armor Proficiency (Light), Flawless Identity, Silver Tongue, The Look, Weapon Group Proficiency (Melee, Handgun); Gear: Walther PPK (12 BP), 50 rounds (1 BP), body wire transmitter (3 BP), digital memory (3 BP), clothes (up to trendy).
 
 
 
51 MP
 
(cost is 15 for the higher vitality die (femme fatale) plus 4/level of deep cover operative (16) and 3/level of femme fatale (12) plus 8 MP in adjustments to ability stats)
4th-level deep cover operative/4th-level femme fatale; CR 7; Dept. Operation: Body Double; SZ M; v/wp 37/10; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 17 (+6 class, +1 Dex); Atk +6 unarmed (1d3), +7 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ +1 department bonus to the power rating of cover identity, boosted Cha +2, must spend an extra action die for opposed critical failures of Cha skills (Bluff, Bureaucracy, Gather Information), skeletons in the closet; SV Fort +2, Ref +5, Will +7; Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 16; Skills: Bluff +14, Diplomacy +7, Disguise +12, Driver +3, Gather Information +7, Innuendo +7, Intimidate +2/+5, Knowledge (Target Group) +3, Listen +5, Perform +7, Profession (Target Group) +3, Search +3, Sense Motive +5, Spot +3, Surveillance +5; Feats: Armor Proficiency (Light), Flawless Identity, Silver Tongue, The Look, Weapon Group Proficiency (Melee, Handgun); Gear: Walther PPK (12 BP), 50 rounds (1 BP), body wire transmitter (3 BP), digital memory (3 BP), clothes (up to trendy).
 
 
 
67 MP
 
(cost is 15 for the higher vitality die (femme fatale) plus 4/level of deep cover operative (32) and 3/level of femme fatale (12) plus 8 MP in adjustments to ability stats)
8th-level deep cover operative/4th-level femme fatale; CR 11; Dept. Operation: Body Double; SZ M; v/wp 51/10; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 20 (+9 class, +1 Dex); Atk +9 unarmed (1d3), +10 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ +1 department bonus to the power rating of cover identity, boosted Cha +2, must spend an extra action die for opposed critical failures of Cha skills (Bluff, Bureaucracy, Gather Information, Intimidate), skeletons in the closet, undercover lover; SV Fort +3, Ref +7, Will +9; Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 16; Skills: Bluff +19, Diplomacy +9, Disguise +17, Driver +3, Gather Information +11, Innuendo +9, Intimidate +4/+7, Knowledge (Target Group) +5, Listen +7, Perform +9, Profession (Target Group) +3, Search +5, Sense Motive +7, Spot +5, Surveillance +7; Feats: Armor Proficiency (Light), Flawless Identity, Silver Tongue, The Look, Undermine, Weapon Group Proficiency (Melee, Handgun); Gear: Walther PPK (12 BP), 50 rounds (1 BP), body wire transmitter (3 BP), digital memory (3 BP), clothes (up to trendy).
 
 
 
81 MP
 
(cost is 15 for the higher vitality die (femme fatale) plus 4/level of deep cover operative (40) and 3/level of femme fatale (18) plus 8 MP in adjustments to ability stats)
10th-level deep cover operative/6th-level femme fatale; CR 15; Dept. Operation: Body Double; SZ M; v/wp 67/10; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 24 (+13 class, +1 Dex); Atk +11 unarmed (1d3), +12 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ +1 department bonus to the power rating of cover identity, boosted Cha +2, must spend an extra action die for opposed critical failures of Cha skills (Bluff, Bureaucracy, Gather Information, Intimidate), perfect cover, skeletons in the closet, undercover lover; SV Fort +5, Ref +9, Will +11; Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 16; Skills: Bluff +24, Diplomacy +11, Disguise +21, Driver +4, Gather Information +13, Innuendo +12, Intimidate +5/+8, Knowledge (Target Group) +6, Listen +8, Perform +11, Profession (Target Group) +4, Search +6, Sense Motive +9, Spot +6, Surveillance +9; Feats: Armor Proficiency (Light), Charmer, Flawless Identity, Silver Tongue, The Look, Undermine, Weapon Group Proficiency (Melee, Handgun); Gear: Walther PPK (12 BP), 50 rounds (1 BP), body wire transmitter (3 BP), digital memory (3 BP), clothes (up to trendy).
 
 
 
 
 
Unknown Assassin/Hit Man
 
 
 
43 MP
 
(cost is 15 for the higher vitality die (contract killer) plus 3/level of contract killer (6) and 4/level of operative (8) plus 8 in adjustments to ability stats plus 6 for the extra feats)
2nd-level contract killer/2nd-level operative; CR 3; Dept. Phantom Operative; SZ M; v/wp 21/11; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +3 unarmed (1d3), +6 Tzniitochmash VSS Silent Sniping Rifle (2d4); Face 1 square; Reach 1 square; SA None; SQ +1 action die to activate errors with these Cha-based skills (Bluff, Disguise), may activate an error with certain favor and skill checks 2/session; SV Fort +5, Ref +4, Will +3; Str 10, Dex 14, Con 11, Int 10, Wis 12, Cha 12; Skills: Bluff +5, Climb +1, Demolitions +3, Disguise +2, Driver +3, Hide +7 (Thr 19-20), Knowledge (Target) +1, Move Silently +8 (Thr 19-20), Search +1, Sleight of Hand +3, Spot +3, Surveillance +2, Tumble +3; Feats: Armor Proficiency (Light, Medium), Deleted, Point Blank Shot, Signature Gear x2 (Rifle), Stealthy, Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Tzniitochmash VSS Silent Sniping Rifle (22 BP) with day/night scope (4 BP), 50 rounds AP (3 BP), 50 rounds Hollow Point (2 BP), average clothes (1 BP), workman’s clothes and tool box (5 BP), cell phone.
 
 
 
57 MP
 
(cost is 15 for the higher vitality die (contract killer) plus 3/level of contract killer (12) and 4/level of operative (16) plus 8 in adjustments to ability stats plus 6 for the extra feats)
4th-level contract killer/4th-level operative; CR 7; Dept. Phantom Operative; SZ M; v/wp 37/11; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +7 unarmed (1d3), +10 Tzniitochmash VSS Silent Sniping Rifle (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ +1 action die to activate errors with these Cha-based skills (Bluff, Disguise, Intimidate), may activate an error with certain favor and skill checks 3/session; SV Fort +6, Ref +5, Will +4; Str 10, Dex 14, Con 11, Int 10, Wis 12, Cha 12; Skills: Bluff +9, Climb +2, Demolitions +6, Disguise +3, Driver +4, Hide +10 (Thr 19-20), Knowledge (Target) +2, Move Silently +12 (Thr 19-20), Search +2, Sleight of Hand +4, Spot +5, Surveillance +3, Tumble +4; Feats: Armor Proficiency (Light, Medium), Deleted, Point Blank Shot, Signature Gear x2 (Rifle), Stealthy, Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Tzniitochmash VSS Silent Sniping Rifle (22 BP) with day/night scope (4 BP), 50 rounds AP (3 BP), 50 rounds Hollow Point (2 BP), average clothes (1 BP), workman’s clothes and tool box (5 BP), cell phone.
 
 
 
71 MP
 
(cost is 15 for the higher vitality die (contract killer) plus 3/level of contract killer (18) and 4/level of operative (24) plus 8 in adjustments to ability stats plus 6 for the extra feats)
6th-level contract killer/6th-level operative; CR 11; Dept. Phantom Operative; SZ M; v/wp 53/11; Init +11 (+9 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +10 unarmed (1d3), +13 Tzniitochmash VSS Silent Sniping Rifle (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ +1 action die to activate errors with these Cha-based skills (Bluff, Disguise, Intimidate), may activate an error with certain favor and skill checks 4/session, daredevil; SV Fort +8, Ref +7, Will +6; Str 10, Dex 14, Con 11, Int 10, Wis 12, Cha 12; Skills: Bluff +13, Climb +3, Demolitions +9, Disguise +4, Driver +5, Hide +13 (Thr 19-20), Knowledge (Target) +3, Move Silently +16 (Thr 19-20), Search +3, Sleight of Hand +5, Spot +7, Surveillance +4, Tumble +5; Feats: Armor Proficiency (Light, Medium), Deleted, Point Blank Shot, Signature Gear x2 (Rifle), Stealthy, Traceless, Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Tzniitochmash VSS Silent Sniping Rifle (22 BP) with day/night scope (4 BP), 50 rounds AP (3 BP), 50 rounds Hollow Point (2 BP), average clothes (1 BP), workman’s clothes and tool box (5 BP), cell phone.
 
 
 
85 MP
 
(cost is 15 for the higher vitality die (contract killer ) plus 3/level of contract killer (24) and 4/level of operative (32) plus 8 in adjustments to ability stats plus 6 for the extra feats)
8th-level contract killer/8th-level operative; CR 15; Dept. Phantom Operative; SZ M; v/wp 69/11; Init +13 (+11 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +14 unarmed (1d3), +17 Tzniitochmash VSS Silent Sniping Rifle (2d4); Face 1 square; Reach 1 square; SA Sneak attack +4d6; SQ +1 action die to activate errors with these Cha-based skills (Bluff, Disguise, Intimidate), may activate an error with certain favor and skill checks 5/session, daredevil; SV Fort +10, Ref +8, Will +7; Str 10, Dex 14, Con 11, Int 10, Wis 12, Cha 12; Skills: Bluff +17, Climb +4, Demolitions +12, Disguise +5, Driver +6, Hide +16 (Thr 19-20), Knowledge (Target) +4, Move Silently +20 (Thr 19-20), Search +4, Sleight of Hand +6, Spot +9, Surveillance +5, Tumble +6; Feats: Armor Proficiency (Light, Medium), Deleted, Point Blank Shot, Signature Gear x2 (Rifle), Stealthy, Traceless, Weapon Group Proficiency (Melee, Hurled, Handgun, Rifle, Tactical); Gear: Tzniitochmash VSS Silent Sniping Rifle (22 BP) with day/night scope (4 BP), 50 rounds AP (3 BP), 50 rounds Hollow Point (2 BP), average clothes (1 BP), workman’s clothes and tool box (5 BP), cell phone.
 
 
 
 
 
Lethal Lawyers Legion
 
 
 
25 MP
 
(cost is 5 for the higher vitality die (either) plus 3/level of lawyer (6) and 3/level of lone gunman (6) plus 8 MP in adjustments to ability stats)
2nd-level lawyer/2nd-level lone gunman; CR 3; SZ M; v/wp 21/10; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +2 unarmed (1d3-1), +4 Beretta Cheetah (2d4); Face 1 square; Reach 1 square; SA None; SQ Curse of the Word, killer, legal wrangling; SV Fort +0, Ref +1, Will +7; Str 9, Dex 12, Con 10, Int 12, Wis 12, Cha 14; Skills: Bluff +8 (Thr 19-20), Bureaucracy +6, Computer +2, Concentration +2, Craft (Gunsmithing) +2, Demolitions +2, Diplomacy +7 (Thr 19-20), Driver +3, Gather Information +3, Hide +2, Innuendo +2, Intimidate +2/+5 (Thr 19-20), Knowledge (Law) +4, Knowledge (Target) +2, Move Silently +3, Profession (Lawyer) +5, Sense Motive +2, Spot +2; Feats: Armor Proficiency (Light, Medium), Like to Like, Persuasive, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Beretta Cheetah (11 BP) with suppressor (1 BP), 50 rounds (1 BP), PDA (3 BP), trendy clothes (5 BP), micro-tape recorder (2 BP), cell phone, briefcase and notes.
 
 
 
37 MP
 
(cost is 5 for the higher vitality die (either) plus 3/level of lawyer (12) and 3/level of lone gunman (12) plus 8 MP in adjustments to ability stats)
4th-level lawyer/4th-level lone gunman; CR 7; SZ M; v/wp 21/10; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 16 (+5 class, +1 Dex); Atk +5 unarmed (1d3-1), +7 Beretta Cheetah (2d4); Face 1 square; Reach 1 square; SA Deadly aim (1d6); SQ Curse of the Word, killer, legal wrangling; SV Fort +2, Ref +3, Will +9; Str 9, Dex 12, Con 10, Int 12, Wis 12, Cha 14; Skills: Bluff +12 (Thr 19-20), Bureaucracy +10, Computer +3, Concentration +3, Craft (Gunsmithing) +3, Demolitions +3, Diplomacy +10 (Thr 19-20), Driver +5, Gather Information +4, Hide +3, Innuendo +3, Intimidate +3/+6 (Thr 19-20), Knowledge (Law) +7, Knowledge (Target) +3, Move Silently +4, Profession (Lawyer) +9, Sense Motive +3, Spot +3; Feats: Armor Proficiency (Light, Medium), Like to Like, Persuasive, Undermine, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Beretta Cheetah (11 BP) with suppressor (1 BP), 50 rounds (1 BP), PDA (3 BP), trendy clothes (5 BP), micro-tape recorder (2 BP), cell phone, briefcase and notes.
 
 
 
49 MP
 
(cost is 5 for the higher vitality die (either) plus 3/level of lawyer (18) and 3/level of lone gunman (18) plus 8 MP in adjustments to ability stats)
6th-level lawyer/6th-level lone gunman; CR 11; SZ M; v/wp 21/10; Init +10 (+9 class, +1 Dex); Spd 30 ft.; Def 20 (+9 class, +1 Dex); Atk +8 unarmed (1d3-1), +10 H&K SOCOM, silenced  (1d12); Face 1 square; Reach 1 square; SA Deadly aim (1d6); SQ Curse of the Word, heavily armed (+10), killer, legal wrangling, master of the courts; SV Fort +4, Ref +5, Will +11; Str 9, Dex 12, Con 10, Int 12, Wis 12, Cha 14; Skills: Bluff +16 (Thr 19-20), Bureaucracy +14, Computer +4, Concentration +4, Craft (Gunsmithing) +4, Demolitions +4, Diplomacy +13 (Thr 19-20), Driver +7, Gather Information +5, Hide +4, Innuendo +4, Intimidate +4/+7 (Thr 19-20), Knowledge (Law) +10, Knowledge (Target) +4, Move Silently +5, Profession (Lawyer) +13, Sense Motive +4, Spot +4; Feats: Armor Proficiency (Light, Medium), Like to Like, Persuasive, Undermine, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: H&K SOCOM, silenced (24 BP), 50 rounds (1 BP), PDA (3 BP), trendy clothes (5 BP), micro-tape recorder (2 BP), cell phone, briefcase and notes.
 
 
 
61 MP
 
(cost is 5 for the higher vitality die (either) plus 3/level of lawyer (24) and 3/level of lone gunman (24) plus 8 MP in adjustments to ability stats)
8th-level lawyer/8th-level lone gunman; CR 15; SZ M; v/wp 21/10; Init +12 (+11 class, +1 Dex); Spd 30 ft.; Def 22 (+11 class, +1 Dex); Atk +11 unarmed (1d3-1), +13 H&K SOCOM, silenced  (1d12); Face 1 square; Reach 1 square; SA Deadly aim (1d6); SQ Curse of the Word, heavily armed (+10), killer, legal wrangling, master of the courts, sniper; SV Fort +4, Ref +5, Will +13; Str 9, Dex 12, Con 10, Int 12, Wis 12, Cha 14; Skills: Bluff +21 (Thr 18-20), Bureaucracy +18, Computer +5, Concentration +5, Craft (Gunsmithing) +5, Demolitions +5, Diplomacy +17 (Thr 18-20), Driver +9, Gather Information +6, Hide +5, Innuendo +5, Intimidate +6/+9 (Thr 18-20), Knowledge (Law) +13, Knowledge (Target) +5, Move Silently +6, Profession (Lawyer) +17, Sense Motive +5, Spot +5; Feats: Advanced Skill Mastery (Persuasive), Armor Proficiency (Light, Medium), Like to Like, Persuasive, Undermine, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: H&K SOCOM, silenced (24 BP), 50 rounds (1 BP), PDA (3 BP), trendy clothes (5 BP), micro-tape recorder (2 BP), cell phone, briefcase and notes.
 
 
 
 
 
The Third Man
 
 
 
33 MP
 
(cost is 10 for the higher vitality die (street fence) plus 3/level of street fence (6) and 3/level of financier (6) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level street fence/2nd-level financier; CR 3; SZ M; v/wp 15/10; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +1 unarmed (1d3-1), +3 Beretta 8000 Cougar 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Financial expertise, in the market, wheel & deal (error benefits); SV Fort +2, Ref +6, Will +6; Str 9, Dex 12, Con 10, Int 14, Wis 12, Cha 12; Skills: Appraise +6, Bluff +4, Bureaucracy +3, Computers +3, Craft (Firearms) +3, Cultures +2, Diplomacy +3, Forgery +4, Gather Information +3, Knowledge (Finances) +4, Knowledge (Law) +3, Knowledge (Underworld) +3, Language +2, Profession (Accountant) +3, Search +3, Sense Motive +2, Sleight of Hand +2; Feats: Armor Proficiency (Light), Filthy Rich, Safe House, Weapon Group Proficiency (Handgun, Rifle); Gear: Beretta 8000 Cougar (13 BP), 50 rounds (1 BP), designer clothes (10 BP), cell phone, wads of cash.
 
 
 
48 MP
 
(cost is 10 for the higher vitality die (street fence) plus 3/level of street fence (12) and 3/level of financier (12) plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
4th-level street fence/4th-level financier; CR 7; SZ M; v/wp 27/10; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 16 (+5 class, +1 Dex); Atk +4 unarmed (1d3-1), +6 Beretta 8000 Cougar 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Embargo, financial expertise, in the market, wheel & deal (error benefits); SV Fort +3, Ref +7, Will +7; Str 9, Dex 12, Con 10, Int 14, Wis 12, Cha 12; Skills: Appraise +12 (Thr 19-20), Bluff +7, Bureaucracy +5, Computers +4, Craft (Firearms) +4, Cultures +3, Diplomacy +5, Forgery +8 (Thr 19-20), Gather Information +7 (Thr 19-20), Knowledge (Finances) +6, Knowledge (Law) +4, Knowledge (Underworld) +4, Language +3, Profession (Accountant) +5, Search +4, Sense Motive +3, Sleight of Hand +3; Feats: Armor Proficiency (Light), Filthy Rich, Master Fence, Safe House, Safe House Citadel, Weapon Group Proficiency (Handgun, Rifle); Gear: Beretta 8000 Cougar (13 BP), 50 rounds (1 BP), designer clothes (10 BP), cell phone, wads of cash.
 
 
 
60 MP
 
(cost is 10 for the higher vitality die (street fence) plus 3/level of street fence (18) and 3/level of financier (18) plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
6th-level street fence/6th-level financier; CR 11; SZ M; v/wp 39/10; Init +7 (+6 class, +1 Dex); Spd 30 ft.; Def 20 (+9 class, +1 Dex); Atk +6 unarmed (1d3-1), +8 Beretta 8000 Cougar 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Embargo, financial expertise, financial mastery, golf bag full of guns, in the market, wheel & deal (error benefits); SV Fort +5, Ref +9, Will +9; Str 9, Dex 12, Con 10, Int 14, Wis 12, Cha 12; Skills: Appraise +16 (Thr 19-20), Bluff +10, Bureaucracy +7, Computers +5, Craft (Firearms) +5, Cultures +4, Diplomacy +7, Forgery +10 (Thr 19-20), Gather Information +9 (Thr 19-20), Knowledge (Finances) +8, Knowledge (Law) +5, Knowledge (Underworld) +5, Language +4, Profession (Accountant) +7, Search +5, Sense Motive +4, Sleight of Hand +4; Feats: Armor Proficiency (Light), Filthy Rich, Master Fence, Safe House, Safe House Citadel, Weapon Group Proficiency (Handgun, Rifle); Gear: Beretta 8000 Cougar (13 BP), 50 rounds (1 BP), designer clothes (10 BP), cell phone, wads of cash.
 
 
 
72 MP
 
(cost is 10 for the higher vitality die (street fence) plus 3/level of street fence (24) and 3/level of financier (24) plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
8th-level street fence/8th-level financier; CR 15; SZ M; v/wp 39/10; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 22 (+11 class, +1 Dex); Atk +9 unarmed (1d3-1), +11 Beretta 8000 Cougar 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Embargo, financial expertise, financial interference, financial mastery, golf bag full of guns, in the market, wheel & deal (error benefits, threat benefits); SV Fort +6, Ref +11, Will +11; Str 9, Dex 12, Con 10, Int 14, Wis 12, Cha 12; Skills: Appraise +20 (Thr 19-20), Bluff +13, Bureaucracy +9, Computers +6, Craft (Firearms) +6, Cultures +5, Diplomacy +9, Forgery +12 (Thr 19-20), Gather Information +11 (Thr 19-20), Knowledge (Finances) +10, Knowledge (Law) +6, Knowledge (Underworld) +6, Language +5, Profession (Accountant) +9, Search +6, Sense Motive +5, Sleight of Hand +5; Feats: Armor Proficiency (Light), Filthy Rich, Master Fence, Safe House, Safe House Citadel, Weapon Group Proficiency (Handgun, Rifle); Gear: Beretta 8000 Cougar (13 BP), 50 rounds (1 BP), designer clothes (10 BP), cell phone, wads of cash.
 
 
 
 
 
Cyborg/Android Super-Soldiers
 
 
 
38 MP
 
(cost is 15 for the higher vitality die (uber) plus 4/level of android (8) and 2/level of uber (4) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level android/2nd-level uber; CR 3; SZ M; v/wp 12*/19; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +5 unarmed (1d3+2), +5 Steyr ACR (3d4), +6 Light IR missile (5d10); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Con), hardness 5, robot, upgrades (reinforced skeleton); SV Fort +8, Ref +4, Will +3; Str 14, Dex 14, Con 14, Int 9, Wis 10, Cha 8; Skills: Balance +3, Climb +3, Computers +0, Concentration +1, Electronics +0, Jump +3, Mechanics +0, Search +1, Sport (Skydiving) +3, Spot +3, Surveillance +1, Swim +3, Tumble +3; Psion Skills: Energy Burst +4, Speed Control +4; Feats: Adrenal Basics, Signature Gadget (Guided Missile Launcher), Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical); Gear: Steyr ACR (19 BP), 50 APFSDS rounds (5 BP).
 
 
 
50 MP
 
(cost is 15 for the higher vitality die (uber) plus 4/level of android (16) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level android/4th-level uber; CR 7; SZ M; v/wp 21*/19; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +9 unarmed (1d3+2), +9 Steyr ACR (3d4), +10 Light IR missile (5d10); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Con), hardness 7, robot, upgrades (reinforced skeleton, thickened armor); SV Fort +10, Ref +5, Will +5; Str 14, Dex 14, Con 14, Int 9, Wis 10, Cha 8; Skills: Balance +4, Climb +4, Computers +1, Concentration +2, Electronics +1, Jump +4, Mechanics +1, Search +3, Sport (Skydiving) +4, Spot +6, Surveillance +2, Swim +4, Tumble +4; Psion Skills: Energy Burst +6, Speed Control +6; Feats: Adrenal Basics, Signature Gadget (Guided Missile Launcher), Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical); Gear: Steyr ACR (19 BP), 50 APFSDS rounds (5 BP).
 
 
 
62 MP
 
(cost is 15 for the higher vitality die (uber) plus 4/level of android (24) and 2/level of uber (12) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
6th-level android/6th-level uber; CR 11; SZ M; v/wp 30*/19; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +12 unarmed (1d3+2), +12 Steyr ACR (3d4), +13 Light IR missile (5d10); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Con), hardness 7, robot, superhuman 1/session, upgrades (reinforced skeleton, thickened armor, combat programming); SV Fort +12, Ref +7, Will +7; Str 14, Dex 14, Con 14, Int 9, Wis 10, Cha 8; Skills: Balance +5, Climb +5, Computers +2, Concentration +3, Electronics +2, Jump +5, Mechanics +2, Search +5, Sport (Skydiving) +5, Spot +9, Surveillance +3, Swim +5, Tumble +5; Psion Skills: Energy Burst +8, Speed Control +8; Feats: Adrenal Basics, Point Blank Shot, Signature Gadget (Guided Missile Launcher), Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical); Gear: Steyr ACR (19 BP), 50 APFSDS rounds (5 BP).
 
 
 
74 MP
 
(cost is 15 for the higher vitality die (uber) plus 4/level of android (32) and 2/level of uber (16) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level android/8th-level uber; CR 15; SZ M; v/wp 39*/19; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +16 unarmed (1d3+2), +16 Steyr ACR (3d4), +16 all-in-one revolver (varies), +17 Light IR missile (5d10); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Con), hardness 7, robot, superhuman 1/session, upgrades (combat programming, reinforced skeleton, thickened armor, weapons suite); SV Fort +14, Ref +8, Will +8; Str 14, Dex 14, Con 14, Int 9, Wis 10, Cha 8; Skills: Balance +6, Climb +6, Computers +3, Concentration +4, Electronics +3, Jump +6, Mechanics +3, Search +7, Sport (Skydiving) +6, Spot +12, Surveillance +4, Swim +6, Tumble +6; Psion Skills: Energy Burst +10, Speed Control +10; Feats: Adrenal Basics, Point Blank Shot, Signature Gadget (Guided Missile Launcher), Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical); Gear: Steyr ACR (19 BP), 50 APFSDS rounds (5 BP).  Gadgets: Built-in all-in-one revolver (2 GP).
 
 
 
 
 
SPR-109 (Security & Protection Robot Model 109) “Spear”
 
 
 
23 MP
 
(cost is 0 for the vitality die (android) plus 4/level of android (8) and 2/level of security guard (4) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level android/2nd-level security guard; CR 3; SZ M; v/wp 0/19; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +4 unarmed (1d3), +6 Steyr ACR (3d4); Face 1 square; Reach 1 square; SA None; SQ Hardness 5, home base (skills), robot, upgrades (reinforced skeleton); SV Fort +7, Ref +4, Will +1; Str 10, Dex 14, Con 14, Int 10, Wis 13, Cha 7; Skills: Computer +2, Electronics +1, Intimidate +1/-1, Listen +5 (Thr 19-20), Mechanics +1, Search +6 (Thr 19-20), Sense Motive +3, Spot +5 (Thr 19-20), Surveillance +4; Feats: Alertness, Point Blank Shot, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical); Gear: Steyr ACR (19 BP), 50 APFSDS rounds (5 BP).
 
 
 
38 MP
 
(cost is 0 for the vitality die (android) plus 4/level of android (16) and 2/level of security guard (8) plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
4th-level android/4th-level security guard; CR 7; SZ M; v/wp 0/19; Init +10 (+4 class, +2 Dex, +4 Improved Initiative); Spd 40 ft.; Def 17 (+4 class, +2 Dex, armor use +1); Atk +8 unarmed (1d3), +10 Steyr ACR (3d4); Face 1 square; Reach 1 square; SA None; SQ Armor use +1. hardness 5, home base (skills), robot, upgrades (reinforced skeleton, improved articulation); SV Fort +8, Ref +5, Will +3; Str 10, Dex 14, Con 14, Int 10, Wis 13, Cha 7; Skills: Computer +4, Electronics +2, Intimidate +2/+0, Listen +7 (Thr 19-20), Mechanics +2, Search +10 (Thr 19-20), Sense Motive +5, Spot +11 (Thr 19-20), Surveillance +7; Feats: Alertness, Improved Initiative, Point Blank Shot, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical); Gear: Steyr ACR (19 BP), 50 APFSDS rounds (5 BP).
 
 
 
57 MP
 
(cost is 0 for the vitality die (android) plus 4/level of android (32) and 2/level of security guard (8) plus 8 MP in adjustments to ability stats plus 9 for the extra feat)
8th-level android/4th-level security guard; CR 11; SZ M; v/wp 0/24; Init +13 (+7 class, +2 Dex, +4 Improved Initiative); Spd 40 ft.; Def 18 (+5 class, +2 Dex, armor use +1); Atk +12 unarmed (1d3), +14 Steyr ACR (3d4); Face 1 square; Reach 1 square; SA None; SQ Armor use +1. hardness 7, home base (skills), robot, upgrades (improved articulation, reinforced skeleton x2, thickened armor); SV Fort +10, Ref +7, Will +4; Str 10, Dex 14, Con 14, Int 10, Wis 13, Cha 7; Skills: Computer +6, Electronics +4, Intimidate +2/+0, Listen +7 (Thr 19-20), Mechanics +4, Search +14 (Thr 19-20), Sense Motive +5, Spot +15 (Thr 19-20), Surveillance +9; Feats: Alertness, Improved Initiative, Point Blank Shot, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical), Zen Focus; Gear: Steyr ACR (19 BP), 50 APFSDS rounds (5 BP).
 
 
 
69 MP
 
(cost is 0 for the vitality die (android) plus 4/level of android (40) and 2/level of security guard (12) plus 8 MP in adjustments to ability stats plus 9 for the extra feat)
10th-level android/6th-level security guard; CR 15; SZ M; v/wp 0/24; Init +14 (+8 class, +2 Dex, +4 Improved Initiative); Spd 40 ft.; Def 21 (+8 class, +2 Dex, armor use +1); Atk +16 unarmed (1d3), +18 Steyr ACR (3d4); Face 1 square; Reach 1 square; SA None; SQ Armor use +1. hardness 7, home base (cover, skills), robot, upgrades (combat programming, improved articulation, reinforced skeleton x2, thickened armor); SV Fort +12, Ref +9, Will +6; Str 10, Dex 14, Con 14, Int 10, Wis 13, Cha 7; Skills: Computer +8, Electronics +5, Intimidate +3/+1, Listen +9 (Thr 19-20), Mechanics +5, Search +18 (Thr 19-20), Sense Motive +7, Spot +19 (Thr 19-20), Surveillance +12; Feats: Alertness, Improved Initiative, Point Blank Shot, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical), Zen Focus, Zen Shot; Gear: Steyr ACR (19 BP), 50 APFSDS rounds (5 BP).
 
 
 
 
 
Hammerheads
 
 
 
46+ MP
 
(cost is 15 for the vitality die (degenerate) plus 3/level of frogman (6) and 2/level of degenerate (4) plus 8 MP in adjustments to ability stats plus 3 for the extra feat plus 5 for the Gill chemical treatment plus 2 MP per minion )
2nd-level frogman/2nd-level degenerate; CR 3; SZ M; v/wp 25/12; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +6 unarmed (1d3+2), +7 bite (1d8+2), +5 Tniitochmash SPP-1 Underwater Pistol (1d8+1); Face 1 square; Reach 1 square; SA Bite 1d8; SQ Flippers, Gill chem., specialty +3 (Swim); SV Fort +6, Ref +4, Will +3; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +3, Boating +3, Climb +4, Demolitions +0, Disguise +0, Hide +5, Listen +2, Move Silently +5, Spot +3, Survival +4, Swim +7; Feats: Armor Proficiency (Light, Medium), Weapon Focus (Bite), Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical), Wolf Pack Basics; Gear: Tniitochmash SPP-1 Underwater Pistol, 50 rounds, mask, flippers, diving suit (camouflaged).
 
 
 
56+ MP
 
(cost is 15 for the vitality die (degenerate) plus 3/level of frogman (12) and 2/level of degenerate (8) plus 8 MP in adjustments to ability stats plus 3 for the extra feat plus 5 for the Gill chemical treatment plus 2 MP per minion )
4th-level frogman/4th-level degenerate; CR 7; SZ M; v/wp 45/12; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +11 unarmed (1d3+3), +12 bite (1d8+3), +9 Tniitochmash SPP-1 Underwater Pistol (1d8+1); Face 1 square; Reach 1 square; SA Bite; SQ Boosted Str +2, flippers, Gill chem., specialty +3 (Swim); SV Fort +7, Ref +5, Will +4; Str 16, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +4, Boating +4, Climb +7, Demolitions +1, Disguise +1, Hide +10 (Thr 19-20), Listen +3, Move Silently +10 (thr 19-20), Spot +5, Survival +7, Swim +10; Feats: Armor Proficiency (Light, Medium), Stealthy, Weapon Focus (Bite), Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical), Wolf Pack Basics; Gear: Tniitochmash SPP-1 Underwater Pistol, 50 rounds, mask, flippers, diving suit (camouflaged).
 
 
 
71+ MP
 
(cost is 15 for the vitality die (degenerate) plus 3/level of frogman (24) and 2/level of degenerate (8) plus 8 MP in adjustments to ability stats plus 6 for the extra feats plus 5 for the Gill chemical treatment plus 2 MP per minion )
8th-level frogman/4th-level degenerate; CR 11; SZ M; v/wp 63/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +15 unarmed (1d3+3), +16 bite (1d8+3), +13 Tniitochmash SPP-1 Underwater Pistol (1d8+1), +14 speargun (1d6); Face 1 square; Reach 1 square; SA Bite, sneak attack +1d6; SQ Boosted Str +2, flippers, Gill chem., heavily armed +10, specialty +3 (Swim); SV Fort +9, Ref +7, Will +6; Str 16, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +6, Boating +6, Climb +9, Demolitions +3, Disguise +1, Hide +14 (Thr 19-20), Listen +3, Move Silently +14 (thr 19-20), Spot +7, Survival +9, Swim +14; Feats: Armor Proficiency (Light, Medium), Stealthy, Weapon Focus (Bite), Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical), Wolf Pack Basics, Wolf Pack Mastery; Gear: Tniitochmash SPP-1 Underwater Pistol, 50 rounds, speargun, mask, flippers, diving suit (camouflaged).
 
 
 
84+ MP
 
(cost is 15 for the vitality die (degenerate) plus 3/level of frogman (30) and 2/level of degenerate (12) plus 8 MP in adjustments to ability stats plus 9 for the extra feats plus 5 for the Gill chemical treatment plus 2 MP per minion )
10th-level frogman/6th-level degenerate; CR 11; SZ M; v/wp 83/12; Init +13 (+11 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +19 unarmed (1d3+3), +20 bite (1d8+3), +17 Tniitochmash SPP-1 Underwater Pistol (1d8+1), +18 speargun (1d6); Face 1 square; Reach 1 square; SA Bite, sneak attack +1d6; SQ Boosted Str +2, flippers x2, Gill chem., heavily armed +10, specialty +3 (Swim); SV Fort +11, Ref +9, Will +8; Str 16, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +7, Boating +7, Climb +11, Demolitions +4, Disguise +2, Hide +18 (Thr 18-20), Listen +4, Move Silently +18 (thr 18-20), Spot +9, Survival +12, Swim +16; Feats: Advanced Skill Mastery (Stealthy), Armor Proficiency (Light, Medium), Stealthy, Weapon Focus (Bite), Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical), Wolf Pack Basics, Wolf Pack Mastery, Wolf Pack Supremacy; Gear: Tniitochmash SPP-1 Underwater Pistol, 50 rounds, speargun, mask, flippers, diving suit (camouflaged).
 
 
 
 
 
American Mafia
 
 
 
38 MP
 
(cost is 20 for the vitality die (mercenary) plus 3/level of gangster (6) and 4/level of mercenary (8) plus 4 MP in adjustments to ability stats)
2nd-level gangster/2nd-level mercenary; CR 3; Dept.: Organized Crime-American Mafia; SZ M; v/wp 31/13; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +4 unarmed (1d3+1), +4 Glock 21 (1d12+1); Face 1 square; Reach 1 square; SA None; SQ +2 department bonus to arranging and cutting street deals, +1 department bonus to all ranged attack damage rolls, heavily armed +10, strongarm; SV Fort +6, Ref +1, Will +4; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Demolition +0, Diplomacy +2, Driver +3, Innuendo +2, Intimidate +5, Knowledge (Underworld) +3, Listen +1, Sense Motive +2, Spot +2, Survival +1; Feats: Armor (Light, Medium, Heavy), Point Blank Shot, Undermine, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical); Gear: Glock 21, 50 rounds, trendy suit, cell phone.
 
 
 
52 MP
 
(cost is 20 for the vitality die (mercenary) plus 3/level of gangster (12) and 4/level of mercenary (16) plus 4 MP in adjustments to ability stats)
4th-level gangster/4th-level mercenary; CR 7; Dept.: Organized Crime-American Mafia; SZ M; v/wp 55/13; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +8 unarmed (1d3+1), +8 Glock 21 (1d12+2); Face 1 square; Reach 1 square; SA None; SQ +3 department bonus to arranging and cutting street deals, +2 department bonus to all ranged attack damage rolls, damage reduction 1/-, heavily armed +10, strongarm; SV Fort +7, Ref +3, Will +4; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Demolition +1, Diplomacy +3, Driver +5, Innuendo +4, Intimidate +9, Knowledge (Underworld) +7, Listen +2, Sense Motive +4, Spot +4, Survival +2; Feats: Armor (Light, Medium, Heavy), Point Blank Shot, Undermine, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical); Gear: Glock 21, 50 rounds, trendy suit, cell phone.
 
 
 
64 MP
 
(cost is 20 for the vitality die (mercenary) plus 3/level of gangster (24) and 4/level of mercenary (16) plus 4 MP in adjustments to ability stats)
8th-level gangster/4th-level mercenary; CR 11; Dept.: Organized Crime-American Mafia; SZ M; v/wp 77/13; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +11 unarmed (1d3+1), +11 Glock 21 (1d12+3); Face 1 square; Reach 1 square; SA None; SQ +4 department bonus to arranging and cutting street deals, +3 department bonus to all ranged attack damage rolls, damage reduction 1/-, heavily armed +10, made man, strongarm; SV Fort +9, Ref +4, Will +6; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Demolition +1, Diplomacy +3, Driver +7, Innuendo +6, Intimidate +13, Knowledge (Underworld) +11, Listen +2, Sense Motive +6, Spot +6, Survival +2; Feats: Armor (Light, Medium, Heavy), Point Blank Shot, Undermine, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical); Gear: Glock 21, 50 rounds, trendy suit, cell phone.
 
 
 
78 MP
 
(cost is 20 for the vitality die (mercenary) plus 3/level of gangster (30) and 4/level of mercenary (24) plus 4 MP in adjustments to ability stats)
10th-level gangster/6th-level mercenary; CR 15; Dept.: Organized Crime-American Mafia; SZ M; v/wp 101/13; Init +15 (+10 class, +4 Improved Initiative, +1 Dex); Spd 30 ft.; Def 20 (+9 class, +1 Dex); Atk +14 unarmed (1d3+1), +14 Glock 21 (1d12+4); Face 1 square; Reach 1 square; SA None; SQ +5 department bonus to arranging and cutting street deals, +4 department bonus to all ranged attack damage rolls, damage reduction 1/-, heavily armed +10, made man, strongarm, vicious attack; SV Fort +11, Ref +6, Will +8; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Demolition +1, Diplomacy +3, Driver +7, Innuendo +6, Intimidate +13, Knowledge (Underworld) +11, Listen +2, Sense Motive +6, Spot +6, Survival +2; Feats: Armor (Light, Medium, Heavy), Improved Initiative, Point Blank Shot, Undermine, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle, Tactical); Gear: Glock 21, 50 rounds, trendy suit, cell phone.
 
 
 
 
 
European Mafia
 
 
 
29 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (6) and 2/level of diplomat (4) plus 4 MP in adjustments to ability stats)
2nd-level gangster/2nd-level diplomat; CR 3; Dept.: Organized Crime-European Mafia; SZ M; v/wp 18/10; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +2 unarmed (1d3), +3 Beretta model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +2 department bonus to arranging and cutting street deals, specialty +3 (Diplomacy), strongarm; SV Fort +4, Ref +3, Will +6; Str 10, Dex 12, Con 10, Int 9, Wis 12, Cha 12; Skills: Bluff +4 (Thr 19-20), Bureaucracy +5, Cultures +5, Diplomacy +8 (Thr 19-20), Driver +2, Innuendo +3, Intimidate +7 (Thr 19-20), Knowledge (Politics) +1, Knowledge (Underworld) +3, Sense Motive +4, Spot +2; Feats: Armor (Light), Persuasive, Political Favors, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: Beretta model 92, 50 rounds, designer suit, cell phone.
 
 
 
39 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (12) and 2/level of diplomat (8) plus 4 MP in adjustments to ability stats)
4th-level gangster/4th-level diplomat; CR 7; Dept.: Organized Crime-European Mafia; SZ M; v/wp 32/10; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 16 (+5 class, +1 Dex); Atk +5 unarmed (1d3), +6 Beretta model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +3 department bonus to arranging and cutting street deals, specialty +3 (Diplomacy), strongarm; SV Fort +4, Ref +4, Will +7; Str 10, Dex 12, Con 10, Int 9, Wis 12, Cha 12; Skills: Bluff +5 (Thr 19-20), Bureaucracy +8, Cultures +8, Diplomacy +10 (Thr 19-20), Driver +3, Innuendo +5, Intimidate +11 (Thr 19-20), Knowledge (Politics) +3, Knowledge (Underworld) +7, Sense Motive +7, Spot +3; Feats: Armor (Light), Persuasive, Political Favors, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: Beretta model 92, 50 rounds, designer suit, cell phone.
 
 
 
51 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (24) and 2/level of diplomat (8) plus 4 MP in adjustments to ability stats)
8th-level gangster/4th-level diplomat; CR 11; Dept.: Organized Crime-European Mafia; SZ M; v/wp 50/10; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1 Dex); Atk +8 unarmed (1d3), +9 Beretta model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +4 department bonus to arranging and cutting street deals, made man, specialty +3 (Diplomacy), strongarm; SV Fort +6, Ref +5, Will +9; Str 10, Dex 12, Con 10, Int 9, Wis 12, Cha 12; Skills: Bluff +5 (Thr 19-20), Bureaucracy +9, Cultures +9, Diplomacy +10 (Thr 19-20), Driver +5, Innuendo +7, Intimidate +15 (Thr 19-20), Knowledge (Politics) +3, Knowledge (Underworld) +11, Sense Motive +9, Spot +5; Feats: Armor (Light), Persuasive, Political Favors, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: Beretta model 92, 50 rounds, designer suit, cell phone.
 
 
 
61 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (30) and 2/level of diplomat (12) plus 4 MP in adjustments to ability stats)
10th-level gangster/6th-level diplomat; CR 15; Dept.: Organized Crime-European Mafia; SZ M; v/wp 64/10; Init +11 (+10 class, +1 Dex); Spd 30 ft.; Def 22 (+11 class, +1 Dex); Atk +10 unarmed (1d3), +11 Beretta model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +5 department bonus to arranging and cutting street deals, compromise 1/session, made man, specialty +3 (Diplomacy), strongarm, vicious attack; SV Fort +8, Ref +7, Will +11; Str 10, Dex 12, Con 10, Int 9, Wis 12, Cha 12; Skills: Bluff +6 (Thr 19-20), Bureaucracy +12, Cultures +12, Diplomacy +12 (Thr 19-20), Driver +6, Innuendo +9, Intimidate +19 (Thr 19-20), Knowledge (Politics) +5, Knowledge (Underworld) +15, Sense Motive +12, Spot +6; Feats: Armor (Light), Persuasive, Political Favors, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: Beretta model 92, 50 rounds, designer suit, cell phone.
 
 
 
 
 
Russian Mafia
 
 
 
31 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (6) and 3/level of street fence (6) plus 4 MP in adjustments to ability stats)
2nd-level gangster/2nd-level street fence; CR 3; Dept.: Organized Crime-Russian Mafia; SZ M; v/wp 21/10; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +3 unarmed (1d3+1), +3 CZ 75 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +2 department bonus to arranging and cutting street deals, in the market, strongarm, wheel & deal (error benefits); SV Fort +4, Ref +4, Will +4; Str 12, Dex 12, Con 10, Int 9, Wis 10, Cha 12; Skills: Appraise +3 (Thr 19-20), Bluff +3, Craft (Gunsmithing) +0, Diplomacy +4, Driver +2, Forgery +2 (Thr 19-20), Gather Information +5 (Thr 19-20), Innuendo +4, Intimidate +8, Knowledge (Firearms) +0, Knowledge (Underworld) +3, Sense Motive +2, Sleight of Hand +2, Spot +1; Feats: Armor (Light), Master Fence, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: CZ 75 9mm, 50 rounds, average clothes, cell phone.
 
 
 
43 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (12) and 3/level of street fence (12) plus 4 MP in adjustments to ability stats)
4th-level gangster/4th-level street fence; CR 7; Dept.: Organized Crime-Russian Mafia; SZ M; v/wp 37/10; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +7 unarmed (1d3+1), +7 CZ 75 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +3 department bonus to arranging and cutting street deals, embargo, in the market, strongarm, wheel & deal (error benefits); SV Fort +4, Ref +6, Will +4; Str 12, Dex 12, Con 10, Int 9, Wis 10, Cha 12; Skills: Appraise +5 (Thr 19-20), Bluff +5, Craft (Gunsmithing) +1, Diplomacy +6, Driver +3, Forgery +3 (Thr 19-20), Gather Information +6 (Thr 19-20), Innuendo +6, Intimidate +13, Knowledge (Firearms) +1, Knowledge (Underworld) +7, Sense Motive +4, Sleight of Hand +3, Spot +2; Feats: Armor (Light), Master Fence, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: CZ 75 9mm, 50 rounds, average clothes, cell phone.
 
 
 
55 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (24) and 3/level of street fence (12) plus 4 MP in adjustments to ability stats)
8th-level gangster/4th-level street fence; CR 11; Dept.: Organized Crime-Russian Mafia; SZ M; v/wp 55/10; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +10 unarmed (1d3+1), +10 CZ 75 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +4 department bonus to arranging and cutting street deals, embargo, in the market, made man, strongarm, wheel & deal (error benefits); SV Fort +6, Ref +7, Will +6; Str 12, Dex 12, Con 10, Int 9, Wis 10, Cha 12; Skills: Appraise +5 (Thr 19-20), Bluff +5, Craft (Gunsmithing) +1, Diplomacy +6, Driver +5, Forgery +3 (Thr 19-20), Gather Information +6 (Thr 19-20), Innuendo +9, Intimidate +18, Knowledge (Firearms) +1, Knowledge (Underworld) +11, Sense Motive +6, Sleight of Hand +3, Spot +4; Feats: Armor (Light), Master Fence, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: CZ 75 9mm, 50 rounds, average clothes, cell phone.
 
 
 
67 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (30) and 3/level of street fence (18) plus 4 MP in adjustments to ability stats)
10th-level gangster/6th-level street fence; CR 15; Dept.: Organized Crime-Russian Mafia; SZ M; v/wp 71/10; Init +11 (+10 class, +1 Dex); Spd 30 ft.; Def 21 (+10 class, +1 Dex); Atk +12 unarmed (1d3+1), +12 CZ 75 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +5 department bonus to arranging and cutting street deals, embargo, golf bag full of guns, in the market, made man, strongarm, vicious attack, wheel & deal (error benefits); SV Fort +6, Ref +7, Will +6; Str 12, Dex 12, Con 10, Int 9, Wis 10, Cha 12; Skills: Appraise +7 (Thr 19-20), Bluff +7, Craft (Gunsmithing) +2, Diplomacy +8, Driver +6, Forgery +4 (Thr 19-20), Gather Information +7 (Thr 19-20), Innuendo +11, Intimidate +23, Knowledge (Firearms) +2, Knowledge (Underworld) +15, Sense Motive +8, Sleight of Hand +4, Spot +5; Feats: Armor (Light), Master Fence, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: CZ 75 9mm, 50 rounds, average clothes, cell phone.
 
 
 
 
 
South American Cartels
 
 
 
29 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (6) and 2/level of drug lord (4) plus 4 MP in adjustments to ability stats)
2nd-level gangster/2nd-level drug lord; CR 3; Dept.: Organized Crime-South American Cartels; SZ M; v/wp 25/12; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +1 unarmed (1d3-1), +3 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +2 department bonus to arranging and cutting street deals, strongarm; SV Fort +3, Ref +3, Will +4; Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 12; Skills: Appraise +3, Bluff +2, Bureaucracy +2, Cultures +1, Diplomacy +3, Driver +2, Innuendo +3, Intimidate +5, Knowledge (Underworld) +4, Languages +1, Sense Motive +4, Spot +1; Feats: Armor (Light), Filthy Rich, Point Blank Shot, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: Beretta Model 92, 50 rounds, designer clothes, cell phone.
 
 
 
39 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (12) and 2/level of drug lord (8) plus 4 MP in adjustments to ability stats)
4th-level gangster/4th-level drug lord; CR 7; Dept.: Organized Crime-South American Cartels; SZ M; v/wp 45/12; Init +7 (+6 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +5 unarmed (1d3-1), +7 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +3 department bonus to arranging and cutting street deals, strongarm; SV Fort +4, Ref +4, Will +4; Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 12; Skills: Appraise +5, Bluff +3, Bureaucracy +3, Cultures +2, Diplomacy +5, Driver +3, Innuendo +5, Intimidate +9, Knowledge (Underworld) +8, Languages +2, Sense Motive +7, Spot +2; Feats: Armor (Light), Filthy Rich, Point Blank Shot, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: Beretta Model 92, 50 rounds, designer clothes, cell phone.
 
 
 
51 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (24) and 2/level of drug lord (8) plus 4 MP in adjustments to ability stats)
8th-level gangster/4th-level drug lord; CR 11; Dept.: Organized Crime-South American Cartels; SZ M; v/wp 67/12; Init +10 (+9 class, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +8 unarmed (1d3-1), +10 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +4 department bonus to arranging and cutting street deals, made man, strongarm; SV Fort +6, Ref +5, Will +6; Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 12; Skills: Appraise +6, Bluff +3, Bureaucracy +3, Cultures +2, Diplomacy +5, Driver +5, Innuendo +7, Intimidate +13, Knowledge (Underworld) +12, Languages +2, Sense Motive +10, Spot +4; Feats: Armor (Light), Filthy Rich, Point Blank Shot, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: Beretta Model 92, 50 rounds, designer clothes, cell phone.
 
 
 
61 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (30) and 2/level of drug lord (12) plus 4 MP in adjustments to ability stats)
10th-level gangster/6th-level drug lord; CR 15; Dept.: Organized Crime-South American Cartels; SZ M; v/wp 87/12; Init +14 (+13 class, +1 Dex); Spd 30 ft.; Def 21 (+10 class, +1 Dex); Atk +10 unarmed (1d3-1), +12 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +5 department bonus to arranging and cutting street deals, made man, strongarm, vicious attack; SV Fort +8, Ref +7, Will +8; Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 12; Skills: Appraise +8, Bluff +4, Bureaucracy +4, Cultures +3, Diplomacy +7, Driver +6, Innuendo +9, Intimidate +17, Knowledge (Underworld) +16, Languages +3, Sense Motive +13, Spot +5; Feats: Armor (Light), Filthy Rich, Point Blank Shot, Silver Tongue, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: Beretta Model 92, 50 rounds, designer clothes, cell phone.
 
 
 
 
 
Street Gangs
 
 
 
29 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (6) and 2/level of community criminal (4) plus 4 MP in adjustments to ability stats)
2nd-level gangster/2nd-level community criminal; CR 3; Dept.: Organized Crime-Street Gangs; SZ M; v/wp 25/13; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +3 unarmed (1d3+1), +3 switchblade (1d4+2), +3 ACCU-TEK HC-380 (1d8); Face 1 square; Reach 1 square; SA None; SQ +2 department bonus to arranging and cutting street deals, +1 department bonus to all melee attack damage rolls, home turf (skills, movement), strongarm; SV Fort +5, Ref +3, Will +2; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Bluff +1, Climb +2, Driver +3, Gather Information +3, Hide +2, Innuendo +2, Intimidate +5, Jump +2, Knowledge (Local) +1, Knowledge (Underworld) +3, Sense Motive +1, Spot +2; Feats: Armor (Light), Quick Healer, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: ACCU-TEK HC-380, 50 rounds, switchblade, trendy clothes, cell phone.
 
 
 
39 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (12) and 2/level of community criminal (8) plus 4 MP in adjustments to ability stats)
4th-level gangster/4th-level community criminal; CR 7; Dept.: Organized Crime-Street Gangs; SZ M; v/wp 45/13; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 16 (+5 class, +1 Dex); Atk +7 unarmed (1d3+1), +7 switchblade (1d4+3), +7 ACCU-TEK HC-380 (1d8); Face 1 square; Reach 1 square; SA None; SQ +3 department bonus to arranging and cutting street deals, +2 department bonus to all melee attack damage rolls, home turf (skills, movement), strongarm; SV Fort +5, Ref +4, Will +3; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Bluff +2, Climb +3, Driver +5, Gather Information +4, Hide +3, Innuendo +4, Intimidate +9, Jump +3, Knowledge (Local) +3, Knowledge (Underworld) +7, Sense Motive +2, Spot +4; Feats: Armor (Light), Quick Healer, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: ACCU-TEK HC-380, 50 rounds, switchblade, trendy clothes, cell phone.
 
 
 
51 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (24) and 2/level of community criminal (8) plus 4 MP in adjustments to ability stats)
8th-level gangster/4th-level community criminal; CR 11; Dept.: Organized Crime-Street Gangs; SZ M; v/wp 67/13; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1 Dex); Atk +10 unarmed (1d3+1), +10 switchblade (1d4+4), +10 ACCU-TEK HC-380 (1d8); Face 1 square; Reach 1 square; SA None; SQ +4 department bonus to arranging and cutting street deals, +3 department bonus to all melee attack damage rolls, home turf (skills, movement), made man, strongarm; SV Fort +7, Ref +5, Will +5; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Bluff +2, Climb +3, Driver +7, Gather Information +4, Hide +3, Innuendo +6, Intimidate +13, Jump +3, Knowledge (Local) +3, Knowledge (Underworld) +11, Sense Motive +4, Spot +6; Feats: Armor (Light), Quick Healer, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: ACCU-TEK HC-380, 50 rounds, switchblade, trendy clothes, cell phone.
 
 
 
61 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (30) and 2/level of community criminal (12) plus 4 MP in adjustments to ability stats)
10th-level gangster/6th-level community criminal; CR 15; Dept.: Organized Crime-Street Gangs; SZ M; v/wp 87/13; Init +13 (+12 class, +1 Dex); Spd 30 ft.; Def 22 (+11 class, +1 Dex); Atk +12 unarmed (1d3+1), +12 switchblade (1d4+5), +12 ACCU-TEK HC-380 (1d8); Face 1 square; Reach 1 square; SA None; SQ +5 department bonus to arranging and cutting street deals, +4 department bonus to all melee attack damage rolls, home turf (skills, movement, chases), made man, strongarm, vicious attack; SV Fort +9, Ref +7, Will +7; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Bluff +3, Climb +4, Driver +9, Gather Information +6, Hide +4, Innuendo +8, Intimidate +17, Jump +4, Knowledge (Local) +5, Knowledge (Underworld) +15, Sense Motive +5, Spot +8; Feats: Armor (Light), Quick Healer, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: ACCU-TEK HC-380, 50 rounds, switchblade, trendy clothes, cell phone.
 
 
 
 
 
Triad
 
 
 
29 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (6) and 2/level of martial arts mook (4) plus 4 MP in adjustments to ability stats)
2nd-level gangster/2nd-level martial arts mook; CR 3; Dept.: Organized Crime-Triad; SZ M; v/wp 25/13; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +3 unarmed (1d6+1), +3 Browning High-Power (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +2 department bonus to arranging and cutting street deals, +2 department bonus to rolls involving the black market, strongarm; SV Fort +5, Ref +3, Will +2; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Balance +3, Climb +2, Driver +2, First Aid +2, Innuendo +1, Intimidate +5, Jump +3, Knowledge (Martial Arts) +1, Knowledge (Underworld) +3, Sense Motive +1, Spot +1, Tumble +3; Feats: Armor (Light), Kicking Basics, Martial Arts, Weapon Group Proficiency (Handgun, Melee, Martial Arts, Hurled, Rifle), Wolf Pack Basics; Gear: Browning High-Power, 50 rounds, trendy clothes, cell phone.
 
 
 
39 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (12) and 2/level of martial arts mook (8) plus 4 MP in adjustments to ability stats)
4th-level gangster/4th-level martial arts mook; CR 7; Dept.: Organized Crime-Triad; SZ M; v/wp 45/13; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +7 unarmed (1d6+1), +7 Browning High-Power (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +3 department bonus to arranging and cutting street deals, +3 department bonus to rolls involving the black market, strongarm; SV Fort +5, Ref +4, Will +3; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Balance +5, Climb +3, Driver +3, First Aid +4, Innuendo +2, Intimidate +9, Jump +5, Knowledge (Martial Arts) +3, Knowledge (Underworld) +7, Sense Motive +2, Spot +2, Tumble +5; Feats: Armor (Light), Kicking Basics, Martial Arts, Punching Basics, Weapon Group Proficiency (Handgun, Melee, Martial Arts, Hurled, Rifle), Wolf Pack Basics; Gear: Browning High-Power, 50 rounds, trendy clothes, cell phone.
 
 
 
51 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (24) and 2/level of martial arts mook (8) plus 4 MP in adjustments to ability stats)
8th-level gangster/4th-level martial arts mook; CR 11; Dept.: Organized Crime-Triad; SZ M; v/wp 67/13; Init +10 (+9 class, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +10 unarmed (1d6+1), +10 Browning High-Power (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +4 department bonus to arranging and cutting street deals, +4 department bonus to rolls involving the black market, made man, strongarm; SV Fort +7, Ref +5, Will +5; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Balance +5, Climb +3, Driver +5, First Aid +4, Innuendo +4, Intimidate +13, Jump +5, Knowledge (Martial Arts) +3, Knowledge (Underworld) +11, Sense Motive +4, Spot +4, Tumble +5; Feats: Armor (Light), Kicking Basics, Martial Arts, Punching Basics, Weapon Group Proficiency (Handgun, Melee, Martial Arts, Hurled, Rifle), Wolf Pack Basics; Gear: Browning High-Power, 50 rounds, trendy clothes, cell phone.
 
 
 
51 MP
 
(cost is 15 for the vitality die (gangster) plus 3/level of gangster (24) and 2/level of martial arts mook (8) plus 4 MP in adjustments to ability stats)
10th-level gangster/6th-level martial arts mook; CR 15; Dept.: Organized Crime-Triad; SZ M; v/wp 87/13; Init +13 (+12 class, +1 Dex); Spd 30 ft.; Def 21 (+10 class, +1 Dex); Atk +12 unarmed (1d6+1), +12 Browning High-Power (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +5 department bonus to arranging and cutting street deals, +5 department bonus to rolls involving the black market, made man, strongarm, vicious attack; SV Fort +9, Ref +7, Will +7; Str 12, Dex 12, Con 13, Int 8, Wis 10, Cha 10; Skills: Balance +7, Climb +4, Driver +6, First Aid +6, Innuendo +5, Intimidate +17, Jump +7, Knowledge (Martial Arts) +5, Knowledge (Underworld) +15, Sense Motive +5, Spot +5, Tumble +7; Feats: Armor (Light), Kicking Basics, Martial Arts, Punching Basics, Weapon Group Proficiency (Handgun, Melee, Martial Arts, Hurled, Rifle), Wolf Pack Basics; Gear: Browning High-Power, 50 rounds, trendy clothes, cell phone.
 
 
 
 
 
Yakuza
 
 
 
38 MP
 
(cost is 20 for the vitality die (heavy) plus 3/level of gangster (6) and 4/level of heavy (8) plus 4 MP in adjustments to ability stats)
2nd-level gangster/2nd-level heavy; CR 3; Dept.: Organized Crime-Yakuza; SZ M; v/wp 31/13; Init +6 (+3 class, +2 department bonus, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +4 unarmed (1d3+1), +4 SIG-Sauer P-220 9mm (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +2 department bonus to arranging and cutting street deals, +2 department bonus to initiative rolls, specialty +3 (Intimidate), strongarm; SV Fort +6, Ref +1, Will +3; Str 12, Dex 12, Con 13, Int 8, Wis 8, Cha 12; Skills: Driver +3, Gather Information +3, Innuendo +2, Intimidate +9, Knowledge (Underworld) +3, Sense Motive +1, Spot +1; Feats: Armor (Light, Medium), Hard Core, Punching Basics, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: SIG-Sauer P-220 9mm, 50 rounds, trendy clothes, cell phone.
 
 
 
52 MP
 
(cost is 20 for the vitality die (heavy) plus 3/level of gangster (12) and 4/level of heavy (16) plus 4 MP in adjustments to ability stats)
4th-level gangster/4th-level heavy; CR 7; Dept.: Organized Crime-Yakuza; SZ M; v/wp 55/13; Init +9 (+5 class, +3 department bonus, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +8 unarmed (1d3+1), +8 SIG-Sauer P-226 .45 ACP (1d12); Face 1 square; Reach 1 square; SA None; SQ +3 department bonus to arranging and cutting street deals, +3 department bonus to initiative rolls, heavily armed +10, specialty +3 (Intimidate), strongarm; SV Fort +7, Ref +3, Will +3; Str 12, Dex 12, Con 13, Int 8, Wis 8, Cha 12; Skills: Driver +5, Gather Information +4, Innuendo +3, Intimidate +13, Knowledge (Underworld) +7, Sense Motive +3, Spot +3; Feats: Armor (Light, Medium), Hard Core, Punching Basics, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: SIG-Sauer P-226 .45 ACP, 50 rounds, trendy clothes, cell phone.
 
 
 
64 MP
 
(cost is 20 for the vitality die (heavy) plus 3/level of gangster (24) and 4/level of heavy (16) plus 4 MP in adjustments to ability stats)
8th-level gangster/4th-level heavy; CR 11; Dept.: Organized Crime-Yakuza; SZ M; v/wp 77/13; Init +13 (+8 class, +4 department bonus, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +11 unarmed (1d3+1), +11 SIG-Sauer P-226 .45 ACP (1d12); Face 1 square; Reach 1 square; SA None; SQ +4 department bonus to arranging and cutting street deals, +4 department bonus to initiative rolls, heavily armed +10, made man, specialty +3 (Intimidate), strongarm; SV Fort +9, Ref +4, Will +5; Str 12, Dex 12, Con 13, Int 8, Wis 8, Cha 12; Skills: Driver +7, Gather Information +4, Innuendo +5, Intimidate +17, Knowledge (Underworld) +11, Sense Motive +5, Spot +5; Feats: Armor (Light, Medium), Hard Core, Punching Basics, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: SIG-Sauer P-226 .45 ACP, 50 rounds, trendy clothes, cell phone.
 
 
 
78 MP
 
(cost is 20 for the vitality die (heavy) plus 3/level of gangster (30) and 4/level of heavy (24) plus 4 MP in adjustments to ability stats)
10th-level gangster/6th-level heavy; CR 15; Dept.: Organized Crime-Yakuza; SZ M; v/wp 101/13; Init +18 (+12 class, +5 department bonus, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1 Dex); Atk +14 unarmed (1d3+1), +14 SIG-Sauer P-226 .45 ACP (1d12); Face 1 square; Reach 1 square; SA None; SQ +5 department bonus to arranging and cutting street deals, +5 department bonus to initiative rolls, heavily armed +10, made man, specialty +3 (Intimidate), strongarm, vicious attack; SV Fort +11, Ref +6, Will +7; Str 12, Dex 12, Con 13, Int 8, Wis 8, Cha 12; Skills: Driver +9, Gather Information +5, Innuendo +6, Intimidate +21, Knowledge (Underworld) +15, Sense Motive +7, Spot +7; Feats: Armor (Light, Medium), Hard Core, Holding Basics, Punching Basics, Weapon Group Proficiency (Handgun, Melee, Hurled, Rifle); Gear: SIG-Sauer P-226 .45 ACP, 50 rounds, trendy clothes, cell phone.
 
 
 
 
 
ORCA (Ocean Reconnaissance & Covert Action) Troops
 
 
 
38 MP
 
(cost is 15 for the vitality die (raider) plus 3/level of frogman (6) and 3/level of raider (6) plus 8 MP in adjustments to ability stats and 3 MP for the extra feat)
2nd-level frogman/2nd-level raider; CR 3; SZ M; v/wp 25/13; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 12 (+0 armor DR 3, +2 Dex); Atk +6 unarmed (1d3+2), +6 knife (1d4+2), +6 garrote (special), +5 Tniitochmash SPP-1 Underwater pistol (1d8+1); Face 1 square; Reach 1 square; SA None; SQ Flippers, limited custom ride (+3 GP), specialty +3 (Swim); SV Fort +5, Ref +6, Will +2; Str 14, Dex 14, Con 13, Int 10, Wis 10, Cha 7; Skills: Balance +4(+2), Boating +5, Climb +3(+1), Demolitions +1, Driver +3, Hide +4(+2), Intimidate +3/-1, Mechanics +1, Move Silently +5(+3), Spot +2, Survival +1, Swim +7(+5); Feats: Armor (Light, Medium), Point Blank Shot, Signature Gadget (Lamprey armor), Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical); Gear: Tniitochmash SPP-1 Underwater pistol, 50 rounds 4.5 mm ammo, knife, garrote, diving mask, fins, waterproof flashlight, 5 glowsticks.  Gadgets & Vehicles: Lamprey armor, one-man submersible sled.
 
 
 
53 MP
 
(cost is 15 for the vitality die (raider) plus 3/level of frogman (12) and 3/level of raider (12) plus 8 MP in adjustments to ability stats and 6 MP for the extra feats)
4th-level frogman/4th-level raider; CR 7; SZ M; v/wp 45/13; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 12 (+0 armor DR 3, +2 Dex); Atk +10 unarmed (1d3+2), +10 knife (1d4+2), +10 garrote (special), +9 Tniitochmash SPP-1 Underwater pistol (1d8+1); Face 1 square; Reach 1 square; SA None; SQ Flippers, limited custom ride (+3 GP), specialty +3 (Intimidate), specialty +3 (Swim); SV Fort +5, Ref +6, Will +3; Str 14, Dex 14, Con 13, Int 10, Wis 10, Cha 7; Skills: Balance +6(+4), Boating +8, Climb +4(+2), Demolitions +2, Driver +4, Hide +6(+4) [Thr 19-20], Intimidate +7/+3, Mechanics +2, Move Silently +10(+8) [Thr 19-20], Spot +4, Survival +2, Swim +9(+7); Feats: Aquatic Training, Armor (Light, Medium), Point Blank Shot, Signature Gadget (Lamprey armor), Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical); Gear: Tniitochmash SPP-1 Underwater pistol, 50 rounds 4.5 mm ammo, knife, garrote, diving mask, fins, waterproof flashlight, 5 glowsticks.  Gadgets & Vehicles: Lamprey armor, one-man submersible sled.
 
 
 
68 MP
 
(cost is 15 for the vitality die (raider) plus 3/level of frogman (18) and 3/level of raider (18) plus 8 MP in adjustments to ability stats and 9 MP for the extra feats)
6th-level frogman/6th-level raider; CR 11; SZ M; v/wp 65/13; Init +11 (+9 class, +2 Dex); Spd 30 ft.; Def 13 (+1 armor DR 3, +2 Dex); Atk +14 unarmed (1d3+2), +14 knife (1d4+2), +14 garrote (special), +13 Tniitochmash SPP-1 Underwater pistol (1d8+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, flippers, heavily armed +10 BP, limited custom ride (+4 GP), specialty +3 (Intimidate), specialty +3 (Swim); SV Fort +7, Ref +8, Will +5; Str 14, Dex 14, Con 13, Int 10, Wis 10, Cha 7; Skills: Balance +8(+6), Boating +11, Climb +5(+3), Demolitions +3, Driver +5, Hide +10(+8) [Thr 19-20], Intimidate +8/+4, Mechanics +3, Move Silently +13(+11) [Thr 19-20], Spot +6, Survival +3, Swim +11(+9); Feats: Aquatic Training, Armor (Light, Medium), Point Blank Shot, Signature Gadget x2 (Lamprey armor), Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical); Gear: Lamprey bundle (substitute the SIG-Sauer P-226 with the Tniitochmash SPP-1 Underwater pistol & knife).  Gadgets & Vehicles: Lamprey armor (with extra armor), one-man submersible sled (with extra armor) or one-man hovercraft.
 
 
 
80 MP
 
(cost is 15 for the vitality die (raider) plus 3/level of frogman (24) and 3/level of raider (24) plus 8 MP in adjustments to ability stats and 9 MP for the extra feats)
8th-level frogman/8th-level raider; CR 15; SZ M; v/wp 85/13; Init +13 (+11 class, +2 Dex); Spd 30 ft.; Def 13 (+1 armor DR 3, +2 Dex); Atk +18 unarmed (1d3+2), +18 knife (1d4+2), +18 garrote (special), +17 Tniitochmash SPP-1 Underwater pistol (1d8+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Daredevil, flippers, heavily armed +10 BP, limited custom ride (+4 GP), specialty +3 (Intimidate), specialty +3 (Swim); SV Fort +9, Ref +10, Will +6; Str 14, Dex 14, Con 13, Int 10, Wis 10, Cha 7; Skills: Balance +10(+8), Boating +14, Climb +6(+4), Demolitions +4, Driver +6, Hide +12(+10) [Thr 19-20], Intimidate +9/+5, Mechanics +4, Move Silently +16(+14) [Thr 19-20], Spot +8, Survival +4, Swim +13(+11); Feats: Aquatic Training, Armor (Light, Medium), Far Shot, Point Blank Shot, Signature Gadget x2 (Lamprey armor), Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical); Gear: Lamprey bundle (substitute the SIG-Sauer P-226 with the Tniitochmash SPP-1 Underwater pistol & knife).  Gadgets & Vehicles: Lamprey armor (with extra armor), one-man submersible sled (with extra armor) or one-man hovercraft.
 
 
 
 
 
Relentless
 
 
 
50 MP
 
(cost is 20 for the vitality die (squad leader) plus 4/level of squad leader (8) and 4/level of special forces operator (8) plus 8 MP in adjustments to ability stats and 6 MP for the extra feats)
2nd-level squad leader/2nd-level special forces operator; CR 3; Dept.: D-5 Black Ops; SZ M; v/wp 46/18; Init +4 (+3 class, +1 Dex); Spd 20 ft.; Def 12 (+1 armor, +1 Dex, DR 9); Atk +5 unarmed (1d3+1), +5 H&K G36 (4d4); Face 1 square; Reach 1 square; SA None; SQ Masterminds favor +10 BP, terrain training (choose as is appropriate); SV Fort +9, Ref +5, Will +0; Str 12, Dex 12, Con 16, Int 10, Wis 10, Cha 8; Skills: Climb +3(-1), Demolitions +2, Hide +3(-1), Intimidate +3/+1(+5/+3), Jump +3(-1), Move Silently +2(-2), Profession (military) +1, Spot +4, Survival +3; Feats: Armor (Light, Medium, Heavy), Club Basics, Signature Gadget x2 (Shocktrooper armor with armor upgrade), Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical); Gear: Shocktrooper bundle.  Gadgets & Vehicles: Shocktrooper armor with armor upgrade.
 
 
 
66 MP
 
(cost is 20 for the vitality die (squad leader) plus 4/level of squad leader (16) and 4/level of special forces operator (16) plus 8 MP in adjustments to ability stats and 6 MP for the extra feats)
4th-level squad leader/4th-level special forces operator; CR 7; Dept.: D-5 Black Ops; SZ M; v/wp 82/19; Init +6 (+5 class, +1 Dex); Spd 20 ft.; Def 12 (+1 armor, +1 Dex, DR 10); Atk +9 unarmed (1d3+1), +9 H&K G36 (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage reduction 1/-, masterminds favor +10 BP, team player +1, terrain training (choose as is appropriate); SV Fort +11, Ref +5, Will +2; Str 12, Dex 12, Con 16, Int 10, Wis 10, Cha 8; Skills: Climb +5(+1), Demolitions +4, Hide +5(+1), Intimidate +5/+3(+7/+5), Jump +5(+1), Move Silently +3(-1), Profession (military) +2, Spot +8, Survival +6; Feats: Armor (Light, Medium, Heavy), Club Basics, Signature Gadget x2 (Shocktrooper armor with armor upgrade), Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical); Gear: Shocktrooper bundle.  Gadgets & Vehicles: Shocktrooper armor with armor upgrade.
 
 
 
82 MP
 
(cost is 20 for the vitality die (squad leader) plus 4/level of squad leader (32) and 4/level of special forces operator (16) plus 8 MP in adjustments to ability stats and 6 MP for the extra feats)
8th-level squad leader/4th-level special forces operator; CR 11; Dept.: D-5 Black Ops; SZ M; v/wp 120/20; Init +9 (+8 class, +1 Dex); Spd 20 ft.; Def 12 (+1 armor, +1 Dex, DR 10); Atk +13 unarmed (1d3+1), +13 H&K G36 (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage reduction 1/-, masterminds favor +20 BP, relentless, team player +1, terrain training (choose as is appropriate); SV Fort +13, Ref +7, Will +3; Str 12, Dex 12, Con 16, Int 10, Wis 10, Cha 8; Skills: Climb +9(+5), Demolitions +4, Hide +7(+3), Intimidate +9/+7(+11/+9), Jump +9(+5), Move Silently +5(+1), Profession (military) +2, Spot +12, Survival +8; Feats: Armor (Light, Medium, Heavy), Club Basics, Signature Gadget x2 (Shocktrooper armor with armor upgrade), Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical); Gear: Shocktrooper bundle, 2 liquid skin patches.  Gadgets & Vehicles: Shocktrooper armor with armor upgrade.
 
 
 
98 MP
 
(cost is 20 for the vitality die (squad leader) plus 4/level of squad leader (40) and 4/level of special forces operator (24) plus 8 MP in adjustments to ability stats and 6 MP for the extra feats)
10th-level squad leader/6th-level special forces operator; CR 15; Dept.: D-5 Black Ops; SZ M; v/wp 156/21; Init +9 (+12 class, +1 Dex); Spd 20 ft.; Def 12 (+1 armor, +1 Dex, DR 11); Atk +17 unarmed (1d3+1), +17 H&K G36 (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage reduction 2/-, masterminds favor +20 BP, relentless, team player +1, terrain training (choose as is appropriate); SV Fort +15, Ref +9, Will +5; Str 12, Dex 12, Con 16, Int 10, Wis 10, Cha 8; Skills: Climb +11(+7), Demolitions +6, Hide +9(+5), Intimidate +11/+9(+13/+11), Jump +11(+7), Move Silently +6(+2), Profession (military) +3, Spot +16, Survival +11; Feats: Armor (Light, Medium, Heavy), Club Basics, Lay Down Fire, Signature Gadget x2 (Shocktrooper armor with armor upgrade), Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical); Gear: Shocktrooper bundle, 2 liquid skin patches.  Gadgets & Vehicles: Shocktrooper armor with armor upgrade.
 
 
 
 
 
Trauma Team
 
 
 
36 MP
 
(cost is 10 for the vitality die plus 3/level of emergency medical technician (6) and 3/level of wingman (6) plus 8 MP in adjustments to ability stats and 6 MP for the extra feats)
2nd-level emergency medical technician/2nd-level wingman; CR 3; SZ M; v/wp 18/10; Init +5 (+3 class, +2 Dex); Spd 25 ft.; Def 13 (+1 helmet, +0 military aviator suit, +2 Dex, DR 4); Atk +3 unarmed (1d3), +4 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Healer +2, limited custom ride +3 GP, well-equipped +10 BP; SV Fort +2, Ref +7, Will +5; Str 10, Dex 14, Con 10, Int 10, Wis 14, Cha 10; Skills: Climb +1/-2, Concentration +3, Driver +6 (Thr 19-20), First Aid +6, Jump +2/-1, Knowledge (Aircraft) +1, Mechanics +1, Pilot +6 (Thr 19-20), Profession (military) +4, Search +1, Sport (skydiving) +3/+0, Spot +6, Survival +4, Swim +1, Tumble +3/+0; Feats: Armor (Light, Medium), Bandage, Signature Vehicle, Speed Demon, Weapon Group Proficiency (Handgun, Hurled, Melee, Tactical); Gear: IMI Uzi pistol, 100 rounds, pilot bundle (with the survival kit exchanged for the first aid kit).  Gadgets & Vehicles: All-terrain med-evac vehicle (service helicopter with proteus package [humvee jeep], medical suite, 16 GP), must be at least three in the team to meet GP allotment.
 
 
 
51 MP
 
(cost is 10 for the vitality die plus 3/level of emergency medical technician (12) and 3/level of wingman (12) plus 8 MP in adjustments to ability stats and 9 MP for the extra feats)
4th-level emergency medical technician/4th-level wingman; CR 7; SZ M; v/wp 32/10; Init +7 (+5 class, +2 Dex); Spd 25 ft.; Def 13 (+1 helmet, +0 military aviator suit, +2 Dex, DR 4); Atk +6 unarmed (1d3), +7 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Healer +2, limited custom ride +4 GP, well-equipped +20 BP; SV Fort +3, Ref +8, Will +6; Str 10, Dex 14, Con 10, Int 10, Wis 14, Cha 10; Skills: Climb +2/-1, Concentration +4, Driver +8 (Thr 19-20), First Aid +12, Jump +4/+1, Knowledge (Aircraft) +2, Mechanics +2, Pilot +8 (Thr 19-20), Profession (military) +6, Search +2, Sport (skydiving) +4/+1, Spot +10, Survival +6, Swim +2, Tumble +4/+1; Feats: Armor (Light, Medium), Bandage, Signature Vehicle, Speed Demon, Training, Weapon Group Proficiency (Handgun, Hurled, Melee, Tactical); Gear: IMI Uzi pistol, 100 rounds, pilot bundle (with the survival kit exchanged for the first aid kit).  Gadgets & Vehicles: All-terrain med-evac vehicle (service helicopter with proteus package [humvee jeep], medical suite, black headlights, extra armor, improved handling, 19 GP), must be at least three in the team to meet GP allotment.
 
 
 
63 MP
 
(cost is 10 for the vitality die plus 3/level of emergency medical technician (18) and 3/level of wingman (18) plus 8 MP in adjustments to ability stats and 9 MP for the extra feats)
6th-level emergency medical technician/6th-level wingman; CR 11; SZ M; v/wp 46/10; Init +11 (+9 class, +2 Dex); Spd 25 ft.; Def 13 (+1 helmet, +0 military aviator suit, +2 Dex, DR 4); Atk +9 unarmed (1d3), +10 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Healer +2, limited custom ride +4 GP, well-equipped +20 BP; SV Fort +5, Ref +10, Will +9; Str 10, Dex 14, Con 10, Int 10, Wis 14, Cha 10; Skills: Climb +3/+0, Concentration +5, Driver +10 (Thr 19-20), First Aid +14, Jump +6/+3, Knowledge (Aircraft) +3, Mechanics +3, Pilot +10 (Thr 19-20), Profession (military) +8, Search +3, Sport (skydiving) +5/+2, Spot +14, Survival +8, Swim +3, Tumble +5/+2; Feats: Armor (Light, Medium), Bandage, Coolness Under Fire, Firm Hand, Signature Vehicle, Speed Demon, Training, Weapon Group Proficiency (Handgun, Hurled, Melee, Tactical); Gear: IMI Uzi pistol, 100 rounds, pilot bundle (with the survival kit exchanged for the first aid kit).  Gadgets & Vehicles: All-terrain med-evac vehicle (service helicopter with proteus package [humvee jeep], medical suite, black headlights, extra armor, improved handling, 19 GP), must be at least three in the team to meet GP allotment.
 
 
 
75 MP
 
(cost is 10 for the vitality die plus 3/level of emergency medical technician (24) and 3/level of wingman (24) plus 8 MP in adjustments to ability stats and 9 MP for the extra feats)
8th-level emergency medical technician/8th-level wingman; CR 15; SZ M; v/wp 60/10; Init +13 (+11 class, +2 Dex); Spd 25 ft.; Def 13 (+1 helmet, +0 military aviator suit, +2 Dex, DR 4); Atk +12 unarmed (1d3), +13 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, healer +4, limited custom ride +4 GP, well-equipped +20 BP; SV Fort +6, Ref +12, Will +10; Str 10, Dex 14, Con 10, Int 10, Wis 14, Cha 10; Skills: Climb +4/+1, Concentration +6, Driver +12 (Thr 19-20), First Aid +18, Jump +8/+5, Knowledge (Aircraft) +4, Mechanics +4, Pilot +12 (Thr 19-20), Profession (military) +10, Search +4, Sport (skydiving) +6/+3, Spot +18, Survival +10, Swim +4, Tumble +6/+3; Feats: Armor (Light, Medium), Bandage, Coolness Under Fire, Firm Hand, Signature Vehicle, Speed Demon, Training, Weapon Group Proficiency (Handgun, Hurled, Melee, Tactical); Gear: IMI Uzi pistol, 100 rounds, pilot bundle (with the survival kit exchanged for the first aid kit).  Gadgets & Vehicles: All-terrain med-evac vehicle (service helicopter with proteus package [humvee jeep], medical suite, black headlights, extra armor, improved handling, 19 GP), must be at least three in the team to meet GP allotment.
 
 
 
 
 
Feral Zombies
 
 
 
12 MP
 
(cost is 0 for the vitality die plus 4/level of zombie (8) and 2/level of degenerate (4))
2nd-level zombie/2nd-level degenerate; CR 3; SZ M; v/wp 0/14; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +8 unarmed (1d3+4), +9 claws (1d8+4); Face 1 square; Reach 1 square; SA None; SQ Damage reduction 5/-, enhancement (increased Strength +2), undead; SV Fort +8, Ref +2, Will -1; Str 18, Dex 14, Con 14, Int 3, Wis 5, Cha 2; Skills: Balance +3, Climb +7, Disguise -3, Hide +3, Jump +5, Listen -1, Move Silently +3, Spot -1, Survival +1; Feats: Track, Weapon Focus (claws), Weapon Group Proficiency (Hurled, Melee, Exotic-Archaic); Gear: Ragged clothing.
 
 
 
24 MP
 
(cost is 0 for the vitality die plus 4/level of zombie (16) and 2/level of degenerate (8))
4th-level zombie/4th-level degenerate; CR 7; SZ M; v/wp 0/14; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +13 unarmed (1d3+5), +14 claws (1d8+5); Face 1 square; Reach 1 square; SA None; SQ Boosted Strength +2, damage reduction 5/-, enhancement (combat memory [Wolf Pack Basics], increased Strength +2), undead; SV Fort +10, Ref +4, Will +0; Str 20, Dex 14, Con 14, Int 3, Wis 5, Cha 2; Skills: Balance +4, Climb +11, Disguise -2, Hide +4, Jump +7, Listen +1, Move Silently +4, Spot +1, Survival +5; Feats: Track, Weapon Focus (claws), Weapon Group Proficiency (Hurled, Melee, Exotic-Archaic), Wolf Pack Basics; Gear: Ragged clothing.
 
 
 
40 MP
 
(cost is 0 for the vitality die plus 4/level of zombie (32) and 2/level of degenerate (8))
8th-level zombie/4th-level degenerate; CR 11; SZ M; v/wp 0/19; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +17 unarmed (1d3+5), +18 claws (1d8+5); Face 1 square; Reach 1 square; SA None; SQ Boosted Strength +2, damage reduction 7/-, enhancement (combat memory [Wolf Pack Basics], increased Strength +2, reinforced skeleton, toughened skin), undead; SV Fort +12, Ref +5, Will +2; Str 20, Dex 14, Con 14, Int 3, Wis 5, Cha 2; Skills: Balance +6, Climb +13, Disguise -2, Hide +4, Jump +9, Listen +3, Move Silently +4, Spot +3, Survival +9; Feats: Track, Weapon Focus (claws), Weapon Group Proficiency (Hurled, Melee, Exotic-Archaic), Wolf Pack Basics; Gear: Ragged clothing.
 
 
 
52 MP
 
(cost is 0 for the vitality die plus 4/level of zombie (40) and 2/level of degenerate (12))
10th-level zombie/6th-level degenerate; CR 15; SZ M; v/wp 0/19; Init +13 (+11 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +21 unarmed (1d3+5), +22 claws (1d8+5); Face 1 square; Reach 1 square; SA None; SQ Boosted Strength +2, damage reduction 7/-, enhancement (combat memory [Wolf Pack Basics, Wolf Pack Mastery], increased Strength +2, reinforced skeleton, toughened skin), undead; SV Fort +15, Ref +7, Will +4; Str 20, Dex 14, Con 14, Int 3, Wis 5, Cha 2; Skills: Balance +7, Climb +18, Disguise -1, Hide +7 (thr 19-20), Jump +10, Listen +5, Move Silently +7 (thr 19-20), Spot +5, Survival +13; Feats: Stealthy, Track, Weapon Focus (claws), Weapon Group Proficiency (Hurled, Melee, Exotic-Archaic), Wolf Pack Basics, Wolf Pack Mastery; Gear: Ragged clothing.
 
 
 
Geishas
 
 
 
39 MP
 
(cost is 15 for the vitality die plus 3/level of femme fatale (6) and 2/level of martial arts mook (4) plus 8 for attributes and 6 for the extra feat)
2nd-level femme fatale/2nd-level martial arts mook; CR 3; SZ M; v/wp 21/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +3 unarmed (1d6+1), +4 war fan (1d4+2) or Full Atk +2/-2 (1d4+2/1d4+1); Face 1 square; Reach 1 square; SA None; SQ Boosted Charisma +2; SV Fort +2, Ref +6, Will +3; Str 12, Dex 14, Con 10, Int 9, Wis 12, Cha 14; Skills: Balance +4, Bluff +4, Climb +2, Diplomacy +3, Disguise +3, Drive +3, First Aid +3, Innuendo +3, Intimidate +2/+3, Jump +3, Knowledge (Martial Arts) +1, Listen +2, Perform +3, Profession (Geisha) +2, Sense Motive +2, Spot +2, Tumble +4; Feats: Armor Proficiency (Light), Martial Arts, Paired Weapon Basics, The Look, Weapon Focus (war fan), Weapon Group Proficiency (Hurled, Melee, Handgun, Exotic-Martial Arts), Wolf Pack Basics; Gear: 2 war fans, designer clothes, encrypted radio headset.
 
 
 
49 MP
 
(cost is 15 for the vitality die plus 3/level of femme fatale (12) and 2/level of martial arts mook (8) plus 8 for attributes and 6 for the extra feat)
4th-level femme fatale/4th-level martial arts mook; CR 7; SZ M; v/wp 37/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +7 unarmed (1d6+1), +8 war fan (1d4+2) or Full Atk +6/+2 (1d4+2/1d4+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Boosted Charisma +2; SV Fort +3, Ref +6, Will +4; Str 12, Dex 14, Con 10, Int 9, Wis 12, Cha 14; Skills: Balance +6, Bluff +6, Climb +3, Diplomacy +4, Disguise +4, Drive +4, First Aid +5, Innuendo +5, Intimidate +3/+4, Jump +5, Knowledge (Martial Arts) +3, Listen +3, Perform +4, Profession (Geisha) +3, Sense Motive +3, Spot +3, Tumble +6; Feats: Armor Proficiency (Light), Kicking Basics, Martial Arts, Paired Weapon Basics, The Look, Weapon Focus (war fan), Weapon Group Proficiency (Hurled, Melee, Handgun, Exotic-Martial Arts), Wolf Pack Basics; Gear: 2 war fans, designer clothes, encrypted radio headset.
 
 
 
59 MP
 
(cost is 15 for the vitality die plus 3/level of femme fatale (18) and 2/level of martial arts mook (12) plus 8 for attributes and 6 for the extra feat)
6th-level femme fatale/6th-level martial arts mook; CR 11; SZ M; v/wp 53/10; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 21 (+9 class, +2 Dex); Atk +9 unarmed (1d6+1), +10 war fan (1d4+2) or Full Atk +8/+4 (1d4+2/1d4+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Boosted Charisma +2; SV Fort +5, Ref +8, Will +6; Str 12, Dex 14, Con 10, Int 9, Wis 12, Cha 14; Skills: Balance +8, Bluff +8, Climb +4, Diplomacy +5, Disguise +5, Drive +5, First Aid +7, Innuendo +7, Intimidate +4/+5, Jump +7, Knowledge (Martial Arts) +5, Listen +4, Perform +5, Profession (Geisha) +4, Sense Motive +4, Spot +4, Tumble +8; Feats: Armor Proficiency (Light), Charmer, Kicking Basics, Martial Arts, Paired Weapon Basics, The Look, Weapon Focus (war fan), Weapon Group Proficiency (Hurled, Melee, Handgun, Exotic-Martial Arts), Wolf Pack Basics; Gear: 2 war fans, designer clothes, encrypted radio headset.
 
 
 
72 MP
 
(cost is 15 for the vitality die plus 3/level of femme fatale (24) and 2/level of martial arts mook (18) plus 8 for attributes and 9 for the extra feat)
8th-level femme fatale/8th-level martial arts mook; CR 15; SZ M; v/wp 69/10; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 23 (+11 class, +2 Dex); Atk +13 unarmed (1d6+1), +14 war fan (1d4+2) or Full Atk +12/+12 (1d4+2/1d4+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Boosted Charisma +2, evasion; SV Fort +6, Ref +10, Will +7; Str 12, Dex 14, Con 10, Int 9, Wis 12, Cha 14; Skills: Balance +10, Bluff +10, Climb +5, Diplomacy +6, Disguise +6, Drive +6, First Aid +9, Innuendo +9, Intimidate +5/+6, Jump +9, Knowledge (Martial Arts) +7, Listen +5, Perform +6, Profession (Geisha) +5, Sense Motive +5, Spot +5, Tumble +10; Feats: Armor Proficiency (Light), Charmer, Kicking Basics, Martial Arts, Paired Weapon Basics, Paired Weapon Mastery, The Look, Weapon Focus (war fan), Weapon Group Proficiency (Hurled, Melee, Handgun, Exotic-Martial Arts), Wolf Pack Basics, Wolf Pack Mastery; Gear: 2 war fans, designer clothes, encrypted radio headset.
 
 
 
 
 
Shadow Cats
 
 
 
35 MP
 
(cost is 15 for the vitality die plus 2/level of shadow warrior (4) and 4/level of special forces operator (8) plus 8 for attributes)
2nd-level shadow warrior/2nd-level special forces operator; CR 3. Dept. Feline Hybrid; SZ M; v/wp 25/12; Init +5 (+2 class, +3 Dex); Spd 30 ft.; Def 16 (+3 class, +3 Dex); Atk +4 unarmed (1d3+1), +4 claws (1d4+1, threat 20), +5 H&K MP5-N (error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Claws, heavily armed +10 BP, nightvision; SV Fort +4, Ref +8, Will +3; Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 8; Skills: Balance +6 (thr 19-20), Climb +2, Demolitions +2, Hide +10 (thr 19-20), Jump +4 (thr 19-20), Listen +2, Move Silently +11 (thr 19-20), Open Locks +4, Profession (military) +2, Spot +4, Surveillance +2, Survival +3, Tumble +6 (thr 19-20); Feats: Acrobatic, Armor Proficiency (Light, Medium, Heavy), Stealthy, Urban Training, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: H&K MP5-N, 100 rounds, headset radio, camouflage fatigues, lockpicks.
 
 
 
47 MP
 
(cost is 15 for the vitality die plus 2/level of shadow warrior (8) and 4/level of special forces operator (16) plus 8 for attributes)
4th-level shadow warrior/4th-level special forces operator; CR 7. Dept. Feline Hybrid; SZ M; v/wp 45/12; Init +7 (+4 class, +3 Dex); Spd 30 ft.; Def 18 (+5 class, +3 Dex); Atk +8 unarmed (1d3+1), +8 claws (1d4+1, threat 20), +9 H&K MP5-N (error 1-2, threat 20); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Claws, heavily armed +10 BP, nightvision, team player +1; SV Fort +6, Ref +9, Will +5; Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 8; Skills: Balance +7 (thr 19-20), Climb +3, Demolitions +4, Hide +14 (thr 19-20), Jump +5 (thr 19-20), Listen +3, Move Silently +16 (thr 19-20), Open Locks +5, Profession (military) +3, Spot +7, Surveillance +3, Survival +5, Tumble +7 (thr 19-20); Feats: Acrobatic, Armor Proficiency (Light, Medium, Heavy), Stealthy, Urban Training, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: H&K MP5-N, 100 rounds, headset radio, camouflage fatigues, lockpicks.
 
 
 
59 MP
 
(cost is 15 for the vitality die plus 2/level of shadow warrior (12) and 4/level of special forces operator (24) plus 8 for attributes)
6th-level shadow warrior/6th-level special forces operator; CR 11. Dept. Feline Hybrid; SZ M; v/wp 65/12; Init +11 (+8 class, +3 Dex); Spd 30 ft.; Def 20 (+7 class, +3 Dex); Atk +11 unarmed (1d3+1), +11 claws (1d4+1, threat 20), +12 H&K MP5-N (error 1-2, threat 20); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Claws, evasion, heavily armed +10 BP, nightvision, team player +1; SV Fort +8, Ref +11, Will +6; Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 8; Skills: Balance +8 (thr 19-20), Climb +4, Demolitions +6, Hide +18 (thr 19-20), Jump +6 (thr 19-20), Listen +4, Move Silently +21 (thr 19-20), Open Locks +6, Profession (military) +4, Spot +10, Surveillance +4, Survival +7, Tumble +8 (thr 19-20); Feats: Acrobatic, Armor Proficiency (Light, Medium, Heavy), Lay Down Fire, Stealthy, Urban Training, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: H&K MP5-N, 100 rounds, headset radio, camouflage fatigues, lockpicks.
 
 
 
71 MP
 
(cost is 15 for the vitality die plus 2/level of shadow warrior (16) and 4/level of special forces operator (32) plus 8 for attributes)
8th-level shadow warrior/8th-level special forces operator; CR 15. Dept. Feline Hybrid; SZ M; v/wp 85/12; Init +13 (+10 class, +3 Dex); Spd 30 ft.; Def 22 (+9 class, +3 Dex); Atk +15 unarmed (1d3+1), +15 claws (1d4+1, threat 20), +16 H&K MP5-N (error 1-2, threat 20); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Claws, evasion, heavily armed +20 BP, nightvision, team player +2; SV Fort +9, Ref +13, Will +7; Str 12, Dex 16, Con 12, Int 10, Wis 12, Cha 8; Skills: Balance +9 (thr 19-20), Climb +5, Demolitions +8, Hide +22 (thr 19-20), Jump +7 (thr 19-20), Listen +5, Move Silently +26 (thr 19-20), Open Locks +7, Profession (military) +5, Spot +13, Surveillance +5, Survival +9, Tumble +9 (thr 19-20); Feats: Acrobatic, Armor Proficiency (Light, Medium, Heavy), Lay Down Fire, Stealthy, Urban Training, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: H&K MP5-N, 100 rounds, headset radio with encryption, camouflage fatigues, lockpicks.
 
 
 
 
 
War Wolves
 
 
 
37 MP
 
(cost is 15 for the vitality die plus 3/level of stalker (6) and 4/level of special forces operator (8) plus 8 for attributes)
2nd-level stalker/2nd-level special forces operator; CR 3. Dept. Lupine Hybrid; SZ M; v/wp 28/12; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +6 unarmed (1d3+2), +6 fangs (1d4+2, threat 20), +5 Tzniitochmash VSS Silent Sniping Rifle (1d12+1, error 1, threat 19-20); Face 1 square; Reach 1 square; SA None; SQ Fangs, favored prey-humans (Track & damage), scent; SV Fort +7, Ref +3, Will +2; Str 14, Dex 12, Con 12, Int 10, Wis 14, Cha 8; Skills: Demolitions +2, First Aid +3, Handle Animal +3 (thr 19-20), Hide +3, Listen +6, Move Silently +2, Profession (military) +3, Search +1, Spot +6, Survival +8 (thr 19-20); Feats: Armor Proficiency (Light, Medium, Heavy), Forest Training, Outdoorsman, Track, Training (Listen), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Tzniitochmash VSS Silent Sniping Rifle, 50 rounds, headset radio.
 
 
 
51 MP
 
(cost is 15 for the vitality die plus 3/level of stalker (12) and 4/level of special forces operator (16) plus 8 for attributes)
4th-level stalker/4th-level special forces operator; CR 7. Dept. Lupine Hybrid; SZ M; v/wp 50/12; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +10 unarmed (1d3+2), +10 fangs (1d4+2, threat 20), +9 Tzniitochmash VSS Silent Sniping Rifle (1d12+1, error 1, threat 19-20); Face 1 square; Reach 1 square; SA None; SQ Fangs, favored prey-humans (terrain feat, Track & damage), scent, team player +1; SV Fort +9, Ref +4, Will +4; Str 14, Dex 12, Con 12, Int 10, Wis 14, Cha 8; Skills: Demolitions +4, First Aid +4, Handle Animal +5 (thr 19-20), Hide +5, Listen +9, Move Silently +3, Profession (military) +4, Search +2, Spot +10, Survival +12 (thr 19-20); Feats: Armor Proficiency (Light, Medium, Heavy), Forest Training, Outdoorsman, Track, Training (Listen), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Tzniitochmash VSS Silent Sniping Rifle, 50 rounds, headset radio.
 
 
 
63 MP
 
(cost is 15 for the vitality die plus 3/level of stalker (24) and 4/level of special forces operator (16) plus 8 for attributes)
8th-level stalker/4th-level special forces operator; CR 11. Dept. Lupine Hybrid; SZ M; v/wp 72/12; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +14 unarmed (1d3+2), +14 fangs (1d4+2, threat 20), +13 Tzniitochmash VSS Silent Sniping Rifle (1d12+1, error 1, threat 19-20); Face 1 square; Reach 1 square; SA None; SQ Fangs, favored prey-humans (terrain feat, Track & damage), heavily armed +10 BP, scent, team player +1; SV Fort +11, Ref +5, Will +5; Str 14, Dex 12, Con 12, Int 10, Wis 14, Cha 8; Skills: Demolitions +4, First Aid +6, Handle Animal +8 (thr 18-20), Hide +7, Listen +10, Move Silently +5, Profession (military) +4, Search +4, Spot +14, Survival +17 (thr 18-20); Feats: Advanced Skill Mastery (Outdoorsman), Armor Proficiency (Light, Medium, Heavy), Forest Training, Outdoorsman, Track, Training (Listen), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Tzniitochmash VSS Silent Sniping Rifle, 50 rounds, headset radio with encryption, camouflage fatigues.
 
 
 
77 MP
 
(cost is 15 for the vitality die plus 3/level of stalker (30) and 4/level of special forces operator (24) plus 8 for attributes)
10th-level stalker/6th-level special forces operator; CR 15. Dept. Lupine Hybrid; SZ M; v/wp 94/12; Init +11 (+10 class, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1 Dex); Atk +18 unarmed (1d3+2), +18 fangs (1d4+2, threat 20), +17 Tzniitochmash VSS Silent Sniping Rifle (1d12+1, error 1, threat 19-20); Face 1 square; Reach 1 square; SA None; SQ Fangs, favored prey-humans (max damage, terrain feat, Track & damage), heavily armed +10 BP, scent, team player +1; SV Fort +13, Ref +7, Will +7; Str 14, Dex 12, Con 12, Int 10, Wis 14, Cha 8; Skills: Demolitions +6, First Aid +7, Handle Animal +10 (thr 18-20), Hide +9, Listen +11, Move Silently +6, Profession (military) +5, Search +5, Spot +18, Survival +21 (thr 18-20); Feats: Advanced Skill Mastery (Outdoorsman), Armor Proficiency (Light, Medium, Heavy), Forest Training, Lay Down Fire, Outdoorsman, Track, Training (Listen), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Tzniitochmash VSS Silent Sniping Rifle, 50 rounds, headset radio with encryption, camouflage fatigues.
 
 
 
 
 
Tiger Sharks
 
 
 
37 MP
 
(cost is 15 for the vitality die plus 3/level of frogman (6) and 4/level of special forces operator (8) plus 8 for attributes)
2nd-level frogman/2nd-level special forces operator; CR 3. Dept. Piscine Hybrid; SZ M; v/wp 25/12; Init +4 (+2 class, +2 Dex); Spd 30 ft./swim 35 ft.; Def 14 (+2 class, +2 Dex); Atk +5 unarmed (1d3+1), +5 knife (1d6+1, error 1, threat 20), +6 speargun (1d6, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ Fins, flippers, gills, specialty +3 (Swim); SV Fort +6, Ref +6, Will +3; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 8; Skills: Balance +3, Boating +3, Climb +2, Demolitions +4, Hide +5, Move Silently +4, Profession (military) +2, Spot +6, Survival +4, Swim +10; Feats: Aquatic Training, Armor Proficiency (Light, Medium, Heavy), Endurance, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Speargun, survival knife, headset radio, camouflaged wetsuit.
 
 
 
51 MP
 
(cost is 15 for the vitality die plus 3/level of frogman (12) and 4/level of special forces operator (16) plus 8 for attributes)
4th-level frogman/4th-level special forces operator; CR 7. Dept. Piscine Hybrid; SZ M; v/wp 45/12; Init +6 (+4 class, +2 Dex); Spd 30 ft./swim 40 ft.; Def 16 (+4 class, +2 Dex); Atk +9 unarmed (1d3+1), +9 knife (1d6+1, error 1, threat 20), +10 speargun (1d6, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ Fins, flippers, gills, specialty +3 (Swim), team player +1; SV Fort +7, Ref +6, Will +4; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 8; Skills: Balance +4, Boating +4, Climb +3, Demolitions +7, Hide +10 (thr 19-20), Move Silently +8 (thr 19-20), Profession (military) +3, Spot +10, Survival +7, Swim +15; Feats: Aquatic Training, Armor Proficiency (Light, Medium, Heavy), Endurance, Stealthy, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Speargun, survival knife, headset radio, camouflaged wetsuit.
 
 
 
65 MP
 
(cost is 15 for the vitality die plus 3/level of frogman (18) and 4/level of special forces operator (24) plus 8 for attributes)
6th-level frogman/6th-level special forces operator; CR 11. Dept. Piscine Hybrid; SZ M; v/wp 65/12; Init +10 (+8 class, +2 Dex); Spd 30 ft./swim 45 ft.; Def 16 (+4 class, +2 Dex); Atk +13 unarmed (1d3+1), +13 knife (1d6+1, error 1, threat 20), +14 speargun (1d6, error 1, threat 20), +12 IMI Uzi (1d10+1, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Fins, flippers, gills, heavily armed +10 BP, specialty +3 (Swim), team player +1; SV Fort +9, Ref +8, Will +6; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 8; Skills: Balance +5, Boating +5, Climb +4, Demolitions +10, Hide +13 (thr 19-20), Move Silently +10 (thr 19-20), Profession (military) +4, Spot +14, Survival +10, Swim +20; Feats: Aquatic Training, Armor Proficiency (Light, Medium, Heavy), Endurance, Lay Down Fire, Stealthy, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: IMI Uzi, 100 rounds, speargun, survival knife, headset radio, camouflaged wetsuit.
 
 
 
79 MP
 
(cost is 15 for the vitality die plus 3/level of frogman (24) and 4/level of special forces operator (32) plus 8 for attributes)
8th-level frogman/8th-level special forces operator; CR 15. Dept. Piscine Hybrid; SZ M; v/wp 85/12; Init +12 (+10 class, +2 Dex); Spd 30 ft./swim 50 ft.; Def 18 (+6 class, +2 Dex); Atk +17 unarmed (1d3+1), +17 knife (1d6+1, error 1, threat 20), +18 speargun (1d6, error 1, threat 20), +16 IMI Uzi (1d10+1, error 1-2, threat 20); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Fins, flippers, gills, heavily armed +10 BP, specialty +3 (Swim), team player +2; SV Fort +11, Ref +10, Will +7; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 8; Skills: Balance +6, Boating +6, Climb +5, Demolitions +13, Hide +16 (thr 19-20), Move Silently +12 (thr 19-20), Profession (military) +5, Spot +18, Survival +13, Swim +25; Feats: Aquatic Training, Armor Proficiency (Light, Medium, Heavy), Endurance, Lay Down Fire, Stealthy, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: IMI Uzi, 100 rounds, speargun, survival knife, headset radio, camouflaged wetsuit.
 
 
 
Komodo Commandos
 
 
 
37 MP
 
(cost is 15 for the vitality die plus 4/level of special forces operator (8) and 3/level of frogman (6) plus 8 for attributes)
2nd-level special forces operator/2nd-level frogman; CR 3. Dept. Reptilian Hybrid; SZ M; v/wp 25/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +5 unarmed (1d3+1), +5 Steyr AUG 9mm Para (1d10+1, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Cold blooded, flippers, slow regeneration, specialty +3 (Swim); SV Fort +6, Ref +6, Will +3; Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 10; Skills: Balance +3, Boating +3, Climb +2, Demolitions +3, Escape Artist +8, Hide +7, Move Silently +4, Profession (military) +2, Spot +4, Survival +4, Swim +6; Feats: Armor Proficiency (Light, Medium, Heavy), Fast Healer, Jungle Training, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Steyr AUG 9mm Para, 100 rounds, headset radio, camouflaged fatigues.
 
 
 
51 MP
 
(cost is 15 for the vitality die plus 4/level of special forces operator (16) and 3/level of frogman (12) plus 8 for attributes)
4th-level special forces operator/4th-level frogman; CR 7. Dept. Reptilian Hybrid; SZ M; v/wp 45/12; Init +4 (+4 class, +2 Dex); Spd 30 ft.; Def 14 (+4 class, +2 Dex); Atk +9 unarmed (1d3+1), +9 Steyr AUG 9mm Para (1d10+1, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Cold blooded, flippers, slow regeneration, specialty +3 (Swim), team player +1; SV Fort +7, Ref +6, Will +4; Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 10; Skills: Balance +4, Boating +4, Climb +3, Demolitions +6, Escape Artist +13, Hide +13 (thr 19-20), Move Silently +8 (thr 19-20), Profession (military) +3, Spot +7, Survival +7, Swim +8; Feats: Armor Proficiency (Light, Medium, Heavy), Fast Healer, Jungle Training, Stealthy, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Steyr AUG 9mm Para, 100 rounds, headset radio, camouflaged fatigues.
 
 
 
67 MP
 
(cost is 15 for the vitality die plus 4/level of special forces operator (32) and 3/level of frogman (12) plus 8 for attributes)
8th-level special forces operator/4th-level frogman; CR 11. Dept. Reptilian Hybrid; SZ M; v/wp 67/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +13 unarmed (1d3+1), +13 Steyr AUG 9mm Para (1d10+1, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Cold blooded, flippers, slow regeneration, specialty +3 (Swim), team player +2; SV Fort +9, Ref +8, Will +5; Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 10; Skills: Balance +4, Boating +4, Climb +3, Demolitions +10, Escape Artist +18, Hide +16 (thr 19-20), Move Silently +8 (thr 19-20), Profession (military) +5, Spot +11, Survival +11, Swim +8; Feats: Armor Proficiency (Light, Medium, Heavy), Fast Healer, Jungle Training, Lay Down Fire, Stealthy, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Steyr AUG 9mm Para, 100 rounds, headset radio, camouflaged fatigues.
 
 
 
81 MP
 
(cost is 15 for the vitality die plus 4/level of special forces operator (40) and 3/level of frogman (18) plus 8 for attributes)
10th-level special forces operator/6th-level frogman; CR 15. Dept. Reptilian Hybrid; SZ M; v/wp 87/12; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 17 (+6 class, +2 Dex); Atk +17 unarmed (1d3+1), +18 Steyr AUG (4d4, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Cold blooded, flippers, heavily armed +10 BP, slow regeneration, specialty +3 (Swim), team player +2; SV Fort +11, Ref +10, Will +7; Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 10; Skills: Balance +5, Boating +5, Climb +4, Demolitions +13, Escape Artist +23, Hide +20 (thr 19-20), Move Silently +10 (thr 19-20), Profession (military) +6, Spot +14, Survival +14, Swim +10; Feats: Armor Proficiency (Light, Medium, Heavy), Coordinate Fire, Fast Healer, Jungle Training, Lay Down Fire, Stealthy, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: Steyr AUG, 100 rounds, headset radio, camouflaged fatigues.
 
 
 
 
 
Steel Rats
 
 
 
34 MP
 
(cost is 10 for the vitality die plus 4/level of schwarzjager (8) and 4/level of operative (8) plus 8 for attributes)
2nd-level schwarzjager/2nd-level operative; CR 3. Dept. Rodentine Hybrid; SZ M; v/wp 15/11; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +2 unarmed (1d3), +4 Walther PPK (2d4, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ Flexible bones, resilient, specialty +3 (Open Lock); SV Fort +2, Ref +7, Will +4; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 8; Skills: Appraise +4, Bluff +0, Climb +2, Concentration +3, Demolitions +3, Escape Artist +3, Forgery +2, Gather Information +0, Hide +7 (thr 19-20), Knowledge (Occult) +2, Mechanics +2, Move Silently +8 (thr 19-20), Open Lock +7, Search +7, Sleight of Hand +3, Spot +3, Surveillance +3, Tumble +4; Feats: Armor Proficiency (Light, Medium), Scrounge, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle); Gear: Walther PPK with suppressor, 50 rounds, lockpicks, camouflage fatigues.
 
 
 
50 MP
 
(cost is 10 for the vitality die plus 4/level of schwarzjager (16) and 4/level of operative (16) plus 8 for attributes)
4th-level schwarzjager/4th-level operative; CR 7. Dept. Rodentine Hybrid; SZ M; v/wp 27/11; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +5 unarmed (1d3), +7 Walther PPK (2d4, error 1, threat 20); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Flexible bones, resilient, specialty +3 (Open Lock); SV Fort +3, Ref +8, Will +5; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 8; Skills: Appraise +6, Bluff +1, Climb +4, Concentration +4, Demolitions +4, Escape Artist +4, Forgery +3, Gather Information +1, Hide +11 (thr 18-20), Knowledge (Occult) +3, Mechanics +3, Move Silently +13 (thr 18-20), Open Lock +9, Search +12, Sleight of Hand +4, Spot +4, Surveillance +4, Tumble +6; Feats: Advanced Skill Mastery (Stealthy), Armor Proficiency (Light, Medium), Scrounge, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle); Gear: Walther PPK with suppressor, 50 rounds, lockpicks, camouflage fatigues.
 
 
 
66 MP
 
(cost is 10 for the vitality die plus 4/level of schwarzjager (32) and 4/level of operative (16) plus 8 for attributes)
8th-level schwarzjager/4th-level operative; CR 11. Dept. Rodentine Hybrid; SZ M; v/wp 37/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +7 unarmed (1d3), +9 Walther PPK (2d4, error 1, threat 20); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Flexible bones, resilient, specialty +3 (Open Lock); SV Fort +4, Ref +10, Will +6; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 8; Skills: Appraise +11 (thr 19-20), Bluff +1, Climb +6, Concentration +6, Demolitions +4, Escape Artist +8 (thr 19-20), Forgery +7 (thr 19-20), Gather Information +5 (thr 19-20), Hide +15 (thr 18-20), Knowledge (Occult) +5, Mechanics +5, Move Silently +17 (thr 18-20), Open Lock +15 (thr 19-20), Search +17, Sleight of Hand +8 (thr 19-20), Spot +4, Surveillance +4, Tumble +8; Feats: Advanced Skill Mastery (Stealthy), Armor Proficiency (Light, Medium), Magician, Master Fence, Scrounge, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle); Gear: Walther PPK with suppressor, 50 rounds, lockpicks, camouflage fatigues.
 
 
 
82 MP
 
(cost is 10 for the vitality die plus 4/level of schwarzjager (40) and 4/level of operative (24) plus 8 for attributes)
10th-level schwarzjager/6th-level operative; CR 15. Dept. Rodentine Hybrid; SZ M; v/wp 49/11; Init +14 (+12 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +9 unarmed (1d3), +11 Walther PPK (2d4, error 1, threat 20); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Daredevil, flexible bones, resilient, specialty +3 (Open Lock); SV Fort +6, Ref +12, Will +8; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 8; Skills: Appraise +13 (thr 19-20), Bluff +2, Climb +8, Concentration +7, Demolitions +6, Escape Artist +9 (thr 19-20), Forgery +8 (thr 19-20), Gather Information +6 (thr 19-20), Hide +19 (thr 17-20), Knowledge (Occult) +6, Mechanics +6, Move Silently +22 (thr 17-20), Open Lock +17 (thr 19-20), Search +22, Sleight of Hand +9 (thr 19-20), Spot +5, Surveillance +5, Tumble +10; Feats: Advanced Skill Mastery (Stealthy), Armor Proficiency (Light, Medium), Grand Skill Mastery (Stealthy), Magician, Master Fence, Scrounge, Stealthy, Weapon Group Proficiency (Melee, Handgun, Rifle); Gear: Walther PPK with suppressor, 50 rounds, lockpicks, camouflage fatigues.
 
 
 
 
 
Kodiak Commandos
 
 
 
39 MP
 
(cost is 20 for the vitality die plus 4/level of squad leader (8) and 4/level of special forces operator (8) plus 8 for attributes)
2nd-level squad leader/2nd-level special forces operator; CR 3. Dept. Ursine Hybrid; SZ M; v/wp 31/14; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +7 unarmed (1d3+3), +4 FN M249 SAW (4d4, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ Bellow, damage resistance 1/-, mastermind’s favor +10 BP; SV Fort +9, Ref +5, Will +1; Str 16, Dex 12, Con 12, Int 10, Wis 12, Cha 8; Skills: Climb +7, Demolitions +2, Hide +3, Intimidate +9/+5, Jump +5, Move Silently +2, Profession (military) +2, Spot +5, Survival +4; Feats: Armor Proficiency (Light, Medium, Heavy), Great Fortitude, Mountain Training, Toughness, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: FN M249 SAW, 100 rounds, headset radio, camouflage fatigues.
 
 
 
55 MP
 
(cost is 20 for the vitality die plus 4/level of squad leader (16) and 4/level of special forces operator (16) plus 8 for attributes)
4th-level squad leader/4th-level special forces operator; CR 7. Dept. Ursine Hybrid; SZ M; v/wp 55/14; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +11 unarmed (1d3+3), +9 FN M249 SAW (4d4, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ Bellow, damage resistance DR 3/-, mastermind’s favor +10 BP, team player +1; SV Fort +11, Ref +5, Will +3; Str 16, Dex 12, Con 12, Int 10, Wis 12, Cha 8; Skills: Climb +10, Demolitions +4, Hide +5, Intimidate +14/+10, Jump +7, Move Silently +3, Profession (military) +3, Spot +9, Survival +7; Feats: Armor Proficiency (Light, Medium, Heavy), Great Fortitude, Mountain Training, Toughness, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: FN M249 SAW, 100 rounds, headset radio, camouflage fatigues.
 
 
 
71 MP
 
(cost is 20 for the vitality die plus 4/level of squad leader (32) and 4/level of special forces operator (16) plus 8 for attributes)
8th-level squad leader/4th-level special forces operator; CR 11. Dept. Ursine Hybrid; SZ M; v/wp 81/14; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 16 (+5 class, +1 Dex); Atk +15 unarmed (1d3+3), +13 FN M249 SAW (4d4, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ Bellow, damage resistance DR 4/-, mastermind’s favor +20 BP, relentless, team player +1; SV Fort +13, Ref +7, Will +4; Str 16, Dex 12, Con 12, Int 10, Wis 12, Cha 8; Skills: Climb +15, Demolitions +4, Hide +7, Intimidate +19/+15, Jump +11, Move Silently +5, Profession (military) +3, Spot +13, Survival +9; Feats: Armor Proficiency (Light, Medium, Heavy), Great Fortitude, Mountain Training, Toughness, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: FN M249 SAW, 100 rounds, headset radio with encryption, camouflage fatigues.
 
 
 
87 MP
 
(cost is 20 for the vitality die plus 4/level of squad leader (40) and 4/level of special forces operator (24) plus 8 for attributes)
10th-level squad leader/6th-level special forces operator; CR 15. Dept. Ursine Hybrid; SZ M; v/wp 81/14; Init +13 (+12 class, +1 Dex); Spd 30 ft.; Def 17 (+6 class, +1 Dex); Atk +19 unarmed (1d3+3), +17 FN M249 SAW (4d4, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ Bellow, damage resistance DR 6/-, mastermind’s favor +20 BP, relentless, team player +1; SV Fort +15, Ref +9, Will +6; Str 16, Dex 12, Con 12, Int 10, Wis 12, Cha 8; Skills: Climb +18, Demolitions +6, Hide +9, Intimidate +24/+20, Jump +13, Move Silently +6, Profession (military) +4, Spot +17, Survival +12; Feats: Armor Proficiency (Light, Medium, Heavy), Great Fortitude, Lay Down Fire, Mountain Training, Toughness, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical); Gear: FN M249 SAW, 100 rounds, headset radio with encryption, camouflage fatigues.
 
 
 
 
 
IDs (Infiltration Droids)
 
 
 
24 MP
 
(cost is 0 for the vitality die plus 4/level of deep cover operative (8) and 4/level of android (8) plus 8 for attributes)
2nd-level deep cover operative/2nd-level android; CR 3. Dept. Operation: Body Double; SZ M; v/wp 0/10; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +3 unarmed (1d3); Face 1 square; Reach 1 square; SA None; SQ +1 department bonus to the power rating of any cover identity assigned to or created by the agent, GC must spend an extra AD on these skills’ critical failures (Bluff, Disguise), hardness 5, robot, upgrade (hypnosis lenses); SV Fort +3, Ref +5, Will +4; Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 14; Skills: Bluff +6, Computers +3, Diplomacy +3, Disguise +6, Electronics +2, Gather Information +4, Innuendo +2, Intimidate +1/+3, Knowledge (Target Group) +2, Listen +2, Mechanics +2, Search +4, Sense Motive +2, Spot +4, Surveillance +3; Feats: Armor Proficiency (Light), Charmer, Flawless Identity, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Infiltration bundle.
 
 
 
43 MP
 
(cost is 0 for the vitality die plus 4/level of deep cover operative (16) and 4/level of android (16) plus 8 for attributes plus 3 for the extra feat)
4th-level deep cover operative/4th-level android; CR 7. Dept. Operation: Body Double; SZ M; v/wp 0/10; Init +5 (+4 class, +1 Dex); Spd 40 ft.; Def 16 (+5 class, +1 Dex); Atk +7 unarmed (1d3); Face 1 square; Reach 1 square; SA None; SQ +1 department bonus to the power rating of any cover identity assigned to or created by the agent, GC must spend an extra AD on these skills’ critical failures (Bluff, Disguise, Gather Information), hardness 5, robot, skeletons in the closet, upgrade (hypnosis lenses, improved articulation); SV Fort +5, Ref +5, Will +5; Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 14; Skills: Bluff +11 (thr 19-20), Computers +5, Diplomacy +6 (thr 19-20), Disguise +9, Electronics +3, Gather Information +6, Innuendo +3, Intimidate +4/+6 (thr 19-20), Knowledge (Target Group) +3, Listen +3, Mechanics +3, Search +7, Sense Motive +3, Spot +7, Surveillance +5; Feats: Armor Proficiency (Light), Charmer, Flawless Identity, Persuasive, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Infiltration bundle.
 
 
 
62 MP
 
(cost is 0 for the vitality die plus 4/level of deep cover operative (32) and 4/level of android (16) plus 8 for attributes plus 6 for the extra feat)
8th-level deep cover operative/4th-level android; CR 11. Dept. Operation: Body Double; SZ M; v/wp 0/10; Init +6 (+5 class, +1 Dex); Spd 40 ft.; Def 19 (+8 class, +1 Dex); Atk +10 unarmed (1d3); Face 1 square; Reach 1 square; SA None; SQ +1 department bonus to the power rating of any cover identity assigned to or created by the agent, GC must spend an extra AD on these skills’ critical failures (Bluff, Diplomacy, Disguise, Gather Information), hardness 5, robot, skeletons in the closet, upgrade (hypnosis lenses, improved articulation), undercover lover; SV Fort +6, Ref +7, Will +8; Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 14; Skills: Bluff +17 (thr 18-20), Computers +7, Diplomacy +9 (thr 18-20), Disguise +14, Electronics +3, Gather Information +10, Innuendo +5, Intimidate +7/+9 (thr 18-20), Knowledge (Target Group) +5, Listen +5, Mechanics +3, Search +9, Sense Motive +5, Spot +9, Surveillance +7; Feats: Advanced Skill Mastery (Persuasive), Armor Proficiency (Light), Charmer, Credible, Flawless Identity, Persuasive, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Infiltration bundle.
 
 
 
81 MP
 
(cost is 0 for the vitality die plus 4/level of deep cover operative (40) and 4/level of android (24) plus 8 for attributes plus 9 for the extra feat)
10th-level deep cover operative/6th-level android; CR 15. Dept. Operation: Body Double; SZ M; v/wp 0/10; Init +9 (+8 class, +1 Dex); Spd 40 ft.; Def 21 (+10 class, +1 Dex); Atk +13 unarmed (1d3); Face 1 square; Reach 1 square; SA None; SQ +1 department bonus to the power rating of any cover identity assigned to or created by the agent, GC must spend an extra AD on these skills’ critical failures (Bluff, Diplomacy, Disguise, Gather Information, Intimidate), hardness 7, perfect cover, robot, skeletons in the closet, upgrade (hypnosis lenses, improved articulation, thickened armor), undercover lover; SV Fort +8, Ref +9, Will +10; Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 14; Skills: Bluff +20 (thr 18-20), Computers +9, Diplomacy +10 (thr 18-20), Disguise +17, Electronics +4, Gather Information +12, Innuendo +6, Intimidate +8/+10 (thr 18-20), Knowledge (Target Group) +6, Listen +6, Mechanics +4, Search +12, Sense Motive +6, Spot +12, Surveillance +9; Feats: Advanced Skill Mastery (Persuasive), Armor Proficiency (Light), Charmer, Credible, Flawless Identity, Improved Initiative, Persuasive, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Infiltration bundle.
 
 
 
 
 
ADs (Assassin Droids)
 
 
 
24 MP
 
(cost is 0 for the vitality die plus 4/level of sleeper (8) and 4/level of android (8) plus 8 for attributes)
2nd-level sleeper/2nd-level android; CR 3. Dept. Programmed; SZ M; v/wp 0/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +5 unarmed (1d3+1), +6 Beretta Model 92 (1d10+1, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Activation (+1 bonus), hardness 5, killer, robot, upgrade (cloaking device); SV Fort +4, Ref +4, Will +3; Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 10; Skills: Computers +2, Concentration +1, Craft (gunsmithing) +3, Cultures +3, Demolitions +2, Driver +4, Electronics +2, Hide +5, Mechanics +2, Move Silently +3, Profession (any) +2, Search +3, Spot +3, Surveillance +1; Feats: Armor Proficiency (Light, Medium), Mingling Basics, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Bundle C.
 
 
 
43 MP
 
(cost is 0 for the vitality die plus 4/level of sleeper (16) and 4/level of android (16) plus 8 for attributes plus 3 for the extra feat)
4th-level sleeper/4th-level android; CR 7. Dept. Programmed; SZ M; v/wp 0/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +9 unarmed (1d3+1), +12 AF Hush Puppy (1d12, error 1, threat 19-20); Face 1 square; Reach 1 square; SA None; SQ Activation (+2 bonus), hardness 7, killer, robot, upgrade (cloaking device, thickened armor), weapon of choice (attack); SV Fort +6, Ref +5, Will +5; Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 10; Skills: Computers +3, Concentration +2, Craft (gunsmithing) +5, Cultures +5, Demolitions +3, Driver +6, Electronics +3, Hide +7, Mechanics +3, Move Silently +4, Profession (any) +4, Search +5, Spot +6, Surveillance +2; Feats: Armor Proficiency (Light, Medium), Mingling Basics, Signature Gadget (AF Hush Puppy), Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Bundle C.
 
 
 
62 MP
 
(cost is 0 for the vitality die plus 4/level of sleeper (32) and 4/level of android (16) plus 8 for attributes plus 6 for the extra feat)
8th-level sleeper/4th-level android; CR 11. Dept. Programmed; SZ M; v/wp 0/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +13 unarmed (1d3+1), +16 AF Hush Puppy (1d12, error 1, threat 19-20); Face 1 square; Reach 1 square; SA None; SQ Activation (+3 bonus), hardness 7, killer, robot, upgrade (cloaking device, thickened armor), weapon of choice (attack, damage, error ranges); SV Fort +7, Ref +6, Will +7; Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 10; Skills: Computers +4, Concentration +6, Craft (gunsmithing) +11, Cultures +10, Demolitions +6, Driver +12, Electronics +4, Hide +12, Mechanics +4, Move Silently +7, Profession (any) +10, Search +7, Spot +11, Surveillance +3; Feats: Armor Proficiency (Light, Medium), Mingling Basics, Signature Gadget (AF Hush Puppy), Trademark Weapon, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Bundle C.
 
 
 
81 MP
 
(cost is 0 for the vitality die plus 4/level of sleeper (40) and 4/level of android (24) plus 8 for attributes plus 9 for the extra feat)
10th-level sleeper/6th-level android; CR 15. Dept. Programmed; SZ M; v/wp 0/17; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +17 unarmed (1d3+1), +20 AF Hush Puppy (1d12, error 1, threat 18-20); Face 1 square; Reach 1 square; SA None; SQ Activation (+4 bonus), hardness 7, killer, robot, upgrade (cloaking device, reinforced skeleton, thickened armor), weapon of choice (attack, damage, error ranges, threat ranges); SV Fort +9, Ref +8, Will +8; Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 10; Skills: Computers +3, Concentration +4, Craft (gunsmithing) +9, Cultures +8, Demolitions +5, Driver +10, Electronics +3, Hide +10, Mechanics +3, Move Silently +6, Profession (any) +8, Search +5, Spot +8, Surveillance +2; Feats: Armor Proficiency (Light, Medium), Mingling Basics, Point Blank Shot, Signature Gadget (AF Hush Puppy), Trademark Weapon, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical); Gear: Bundle C.
 
 
 
 
 
Warbots
 
 
 
27 MP
 
(cost is 0 for the vitality die plus 4/level of android (8) and 4/level of bird of prey (8) plus 8 for attributes plus 3 for the extra feat)
2nd-level android/2nd-level bird of prey; CR 3. SZ M; v/wp 0/12; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 13 (+2 armor, +1 Dex); Atk +6 unarmed (1d3+2), +5 Steyr ACR (3d4, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Hardness 5, hardsuit mastery (Armor Focus), plate armor (base), robot, upgrade (weapons suite); SV Fort +6, Ref +5, Will +0; Str 14, Dex 12, Con 12, Int 12, Wis 10, Cha 8; Skills: Balance +2*, Climb +2*, Computers +2, Demolitions +2, Electronics +2, Intimidate +3/+0, Jump +3*, Mechanics +2, Search +3, Spot +4, Surveillance +1, Tumble +1*; Feats: Armor Focus (Plate Armor), Armor Proficiency (Light, Medium, Heavy), Signature Gadget, Weapon Group Proficiency (Melee, Handgun, Hurled, Rifle, Tactical); Gear: Full plate with bio-reactor, Steyr ACR with 40 APFSDS rounds.
 
*- Adjusted for the armor’s adjusted ACP.
 
Note: Total DR 15/-.
 
 
 
46 MP
 
(cost is 0 for the vitality die plus 4/level of android (16) and 4/level of bird of prey (16) plus 8 for attributes plus 6 for the extra feat)
4th-level android/4th-level bird of prey; CR 7. SZ M; v/wp 0/12; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 13 (+2 armor, +1 Dex); Atk +10 unarmed (1d3+2), +9 Steyr ACR (3d4, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Hardness 5, hardsuit mastery (Armor Focus), heavily armed (+10 BP), plate armor (base), robot, upgrade (weapons suite, combat programming); SV Fort +7, Ref +5, Will +2; Str 14, Dex 12, Con 12, Int 12, Wis 10, Cha 8; Skills: Balance +4*, Climb +3*, Computers +3, Demolitions +3, Electronics +3, Intimidate +4/+1, Jump +5*, Mechanics +3, Search +5, Spot +8, Surveillance +2, Tumble +2*; Feats: Armor Focus (Plate Armor), Armor Proficiency (Light, Medium, Heavy), Lay Down Fire, Point Blank Shot, Signature Gadget, Weapon Group Proficiency (Melee, Handgun, Hurled, Rifle, Tactical); Gear: Full plate with bio-reactor, Steyr ACR with 80 APFSDS rounds.
 
*-Adjusted for the armor’s adjusted ACP.
 
Note: Total DR 15/-.
 
 
 
65 MP
 
(cost is 0 for the vitality die plus 4/level of android (24) and 4/level of bird of prey (24) plus 8 for attributes plus 9 for the extra feat)
6th-level android/6th-level bird of prey; CR 11. SZ M; v/wp 0/17; Init +10 (+9 class, +1 Dex); Spd 30 ft.; Def 17 (+2 armor, +4 class, +1 Dex); Atk +14 unarmed (1d3+2), +13 Steyr ACR (3d4, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Hardness 5, hardsuit mastery (Armor Focus, Def), heavily armed (+10 BP), plate armor (base), robot, upgrade (weapons suite, combat programming, reinforced skeleton); SV Fort +9, Ref +7, Will +4; Str 14, Dex 12, Con 12, Int 12, Wis 10, Cha 8; Skills: Balance +6*, Climb +4*, Computers +4, Demolitions +4, Electronics +4, Intimidate +5/+2, Jump +7*, Mechanics +4, Search +7, Spot +12, Surveillance +3, Tumble +3*; Feats: Armor Focus (Plate Armor), Armor Proficiency (Light, Medium, Heavy), Coordinate Fire, Lay Down Fire, Point Blank Shot, Signature Gadget, Weapon Group Proficiency (Melee, Handgun, Hurled, Rifle, Tactical); Gear: Full plate with bio-reactor, Steyr ACR with 80 APFSDS rounds.
 
*-Adjusted for the armor’s adjusted ACP.
 
Note: Total DR 15/-.
 
 
 
81 MP
 
(cost is 0 for the vitality die plus 4/level of android (32) and 4/level of bird of prey (32) plus 8 for attributes plus 9 for the extra feat)
8th-level android/8th-level bird of prey; CR 15. SZ M; v/wp 0/17; Init +12 (+11 class, +1 Dex); Spd 30 ft.; Def 19 (+2 armor, +6 class, +1 Dex); Atk +18 unarmed (1d3+2), +17 Steyr ACR (3d4+2, error 1-2, threat 20); Face 1 square; Reach 1 square; SA None; SQ Hardness 5, hardsuit mastery (Armor Focus, Def), heavily armed (+10 BP), plate armor (base), robot, upgrade (weapons suite, combat programming x2, reinforced skeleton), weapon specialization (Steyr ACR); SV Fort +9, Ref +7, Will +4; Str 14, Dex 12, Con 12, Int 12, Wis 10, Cha 8; Skills: Balance +8*, Climb +5*, Computers +5, Demolitions +5, Electronics +5, Intimidate +6/+3, Jump +9*, Mechanics +5, Search +9, Spot +16, Surveillance +4, Tumble +4*; Feats: Armor Focus (Plate Armor), Armor Proficiency (Light, Medium, Heavy), Coordinate Fire, Lay Down Fire, Point Blank Shot, Signature Gadget, Speed Trigger, Weapon Group Proficiency (Melee, Handgun, Hurled, Rifle, Tactical); Gear: Full plate with bio-reactor, Steyr ACR with 80 APFSDS rounds.
 
*-Adjusted for the armor’s adjusted ACP.
 
Note: Total DR 15/-.