Professional Documents
Culture Documents
Endorsed by
Sol Bradman
Director of Training, Counter Terrorism Operations
Security Solutions International
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TERROR NETWORK
C O U N T E R
T E R R O R I S M
R P G
BEDROCK GAMES
2009
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CREDITS
Game Designers
Brendan Davis and William Butler with Steve Bowden
Writers
Brendan Davis, William Butler and Steve Bowden
Cover Artist
Jeff Preston
Art Assistant
Amber Gehrke
Interior Illustrators
Jeff Preston and Michael Syrigos
Logo Design and Diagrams
Jason Greeno
Editor
Alex Miller
Copy Editor
Alex Miller
Play Testers
Cody Sorensen, Steve Bowden, Ned Elwell, J.P. La Fond,
Robert Rosenthal, and Dan Orcutt
Advisors
Michael Weber and Solomon Bradman
ISBN 978-0-9841026-0-0
BED 2001
Published by Bedrock Games
Terror Network is Copyright 2009 by Bedrock Games. All rights reserved.
Printed in the U.S.A.
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CONTENTS
1. INTRODUCTION ..................................................................................... 8
3. EQUIPMENT ..........................................................................................35
Firearms.......................................................................................................................................35
Melee Weapons ...........................................................................................................................37
Explosives ...................................................................................................................................37
Contaminants .............................................................................................................................39
Body Armor .................................................................................................................................40
Field Equipment .........................................................................................................................40
Vehicles .......................................................................................................................................41
4. RULES .....................................................................................................45
Setting Target Numbers .............................................................................................................46
Attacking/Moving Objects.........................................................................................................46
Taking Damage ...........................................................................................................................46
Capping the Numbers ................................................................................................................47
Turn Order & Timing ...................................................................................................................47
Movement ...................................................................................................................................48
Miniatures and Map Scale..........................................................................................................48
Combat Tactics ............................................................................................................................48
Environmental Modifiers ...........................................................................................................49
Condition Modifiers....................................................................................................................50
Adjudicating Non-Combat skills ...............................................................................................50
Success ........................................................................................................................................50
Vehicles .......................................................................................................................................51
5. AGENCIES ..............................................................................................54
Descriptions ................................................................................................................................54
History of Counter-Terrorism .....................................................................................................55
Approaches to Counter-Terrorism.............................................................................................57
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6. TERRORISM ...........................................................................................62
The Mind of a Terrorist ...............................................................................................................62
History of Terrorism....................................................................................................................62
Terrorist Ideologies and Groups ................................................................................................64
Types of Terrorist Attacks...........................................................................................................70
Structure .....................................................................................................................................71
Force Multipliers .........................................................................................................................72
Notable Attacks ..........................................................................................................................72
7. OPERATIONS .........................................................................................74
Operation Ideas ..........................................................................................................................74
Types of Storylines .....................................................................................................................75
Existing Terrorist Organizations................................................................................................76
Creating Terrorist Organizations ...............................................................................................76
Constructing Terrorist Networks ...............................................................................................77
Making NPCs ...............................................................................................................................78
Campaign Approaches ...............................................................................................................78
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Terror Network puts you into the role of a counter-terrorism agent. From the mountains of Afghanistan to the streets of Boston, you are Americas front line of defense against terrorist networks
like Al-Qaeda. You and your fellow agents are the nations unsung heroes. But beware, the fight
against terror is a long and deadly battle, and the odds of survival are stacked against you.
Terror Network is a high body count game, where characters rarely survive a hail of gunfire.
Though filled with heroes, it is not a heroic game. A single gunshot, or one misplaced step, can
get your character killed. To survive, characters must be smart and cautious. But dont worry, no
one gets penalized if their character dies. Your GM will ask you to make a Character Network, a
group of back up characters to replace any of your fallen heroes.
Terror Network has a wide range of options allowing for full customization of your character.
With almost fifty skills, nearly one hundred and fifty Expertise options, and a vast selection of
advantages and flaws, any realistic character concept is possible.
Terror Network is different- it has a flexible campaign structure so you can play different characters
every session, while watching a continuous story thread unfold. In one instance, you and your
friends can play FBI agents in Chicago foiling a bomb plot, and the next session you can play
CIA agents gathering information on the origins of the bomb plot in Syria.
Terror Network also works with the traditional campaign structure. You do not have to shift from
agency to agency and character to character. You can follow and develop a single character over the
course of his or her counter terrorism career. You can even fight terrorism from the private sector.
Terror Network was carefully researched. The writers made every effort to deliver a product that
is accurate, fun, and intense. Experts were consulted and their works were referenced. Though
editorial decisions had to be made- when playability and accuracy were in conflict, for exampleour team dug deep into the subject matter to create a book filled with factual information about
terrorism and counter-terrorist tactics. Still, Terror Network is a game and should not be regarded
as a secondary source for information on terrorism and counter-terrorism.
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ACKNOWLEDGEMENTS
Special thanks to Jonathan White for his invaluable advice. He provided key insight into subject
matter and his book, Terrorism: An Introduction provided us with a solid foundation. In some
places we have been forced, by the needs of playability or clarity, to deviate from Whites ideas and
concepts. So any mistakes introduced were our own. Thanks to Dani Reshef and Mark Pitcavage
for their expert opinions on the subject.
Special thanks to Dr. Michael C. Weber for his assistance with material relating to Islam and
Middle East history. We made every effort to heed his advice and remain loyal to the facts. Any
factual mistakes regarding Islam and the Middle East are a product of the authors attempt to
synthesize and simplify information, not of Dr. Webers advice.
Special thanks to Richard Iorio II, for his invaluable feedback and support.
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CHAPTER ONE
I n t r o d u c t i o n
TOOLS OF PLAY
To play Terror Network you need a copy of this book, some character sheets, a gridded battle map, pencils, and
six 10-sided dice. We also suggest keeping a world atlas handy.
Mechanics
Every role-playing game employs a set of rules called mechanics to ensure consistent play. Mechanics limit what
players can do, and provide methods for gauging success and failure. The core mechanic of Terror Network is the
d10 roll against a target number.
Die Rolls
At some point, characters interact with the world around them. They attack enemies, they jump over ledges,
or they talk a judge into giving them a search warrant. To determine the outcome of these actions, players roll
between one and six 10 sided dice (the number of dice is determined by their rating in the skill being used), and
compare their highest result to a target number (see below). This is called a skill roll. If they meet or exceed the
target number, they succeed. If they roll a natural 10, they get a total success, which is even better than a normal
success.
How do players know
how many dice to roll?
The total number of dice
rolled is determined by
a characters proficiency
rating in the relevant skill.
The proficiency rating
is the number of dots a
character has in a given
skill. Each dot of proficiency rating equals one
10 sided die (from here
on called d10s). So a character with three dots in
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Character Elements
Contacts
Skills
Expertise represents a characters specialized training, and The Terror Network Setting
increases the number of d10s they roll when performing Terror Network is set against the backdrop of modern
actions under specific circumstances.
day terrorism, with a strong focus on the cell and network structure. Players get to be on the front lines of
Agencies
counter-terrorism, in the US and Abroad.
Agencies are the counter-terrorist organizations available
in the Terror Network setting. Characters all belong to Terror Network can support a range playing styles, from
an agency. The available agencies are the FBI, the CIA, combat focused to character focused. All Terror Network
Homeland Security, Non-government, and local law campaigns involve investigation- following leads, trackenforcement.
ing down clues, and hunting down suspects.
Introduction 9
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Chapter Two
Character Creation
CHARACTERS
To play Terror Network, you will need to make a character. Making a character is easy and fun. Just start with a
basic idea of who you want your character to be, and then follow the process outlined in this chapter.
You can make any kind of character you want, but its a good idea to fit your character to the type of game being
played. For instance, if your GM is planning an overseas CIA campaign, your character will likely be a CIA agent
who doesnt have a background that would preclude him or her from being a member of the Central Intelligence
Agency (i.e. a convicted felon, a reputed drug addict, or someone with a significant amount of debt). On the other
hand, if your GM plans to run a Joint Terrorism Task Force campaign, your character options increase.
Consult with your fellow players and your GM before sitting down to make a character. Usually things work out
better if you know what everyone elses expectations are. This doesnt mean everyone needs to make characters
that get along all the time; in fact a little tension sometimes heightens play. The goal is to make a character that
increases the fun for everyone at the table.
Try to work out a basic concept first- some personality traits, quirks, and history is a good place to start. Then use
the character creation rules to build a character that fits your concept.
Follow each step in the process as it is laid out in this chapter. Be sure
you and your GM understand how skills and character points work,
because your character will largely be shaped by his or her skill ratings.
CHARACTER CREATION
5 XP-
5 XP-
2 XP-
Civilian
You worked in the civilian sector before joining your
agency. Civilian life provided you with real world experience and skills that advance your career in counterterrorism.
Primary skills: Specialist plus any two skill groups
Contacts: One Civilian Contact plus any two contacts
of choice
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AGENCIES
Title
Homeland Security
Non-Government Agency
Analysts (Directorate of Intelligence): Analysts assess intelligence information after it has been gathered. Analysts
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Character Creation
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Detective: A plain clothed police officer with special Staff Sergeant: These non-commissioned officers usutraining in investigation techniques.
ally lead a squad of soldiers. Equivalents: Staff Sergeant
(Marines), Petty Officer 1st Class (Navy), Technical
Sergeant: Sergeants supervise squads of other officers or Sergeant (Air Force).
head a special unit.
Sergeant First Class: These non-commissioned officers
Lieutenant: Lieutenants are in charge of a division of the act as assistants to Platoon Leaders, or lead in the Plapolice department.
toon Leaders absence. Equivalents: Gunnery Sergeant
(Marines), Chief Petty Officer (Navy), Master Sergeant/
Captain: In charge of smaller police stations or divisions. First Sergeant E7 (Air Force).
Assistant Chief of Police: Heads the police department in Master Sergeant: These senior non-commissioned officers
the absence of the Chief of Police.
function as the non-commissioned officers in charge
(NCOI) of platoons and squads. They are leaders in
Chief of Police: Head of the entire police department.
combat and administration. Equivalents: Master Sergeant
(Marines), Senior Chief Petty Officer (Navy), Senior
Military
Master Sergeant (Air Force).
Each branch of the military has a different ranking
system. For the purposes of simplicity, the armys rank- First Sergeant: These senior non-commissioned officers
ing system is listed below, and each entry suggests rough function as the NCOI of batteries and troops. They are
equivalents for other branches. The ranks below also frequently in charge of training as well. Equivalents:
represent a chain of command, beginning with the lowest First Sergeant (Marines), First Sergeant E8 (Air Force).
level and moving toward the highest level. Commissioned No Navy equivalent.
officers are empowered by the government to command
enlisted soldiers. They receive formal training to assume Sergeant Major: This is the highest enlisted rank. These
leadership positions. Non-commissioned officers receive non-commissioned officers act as spokesmen on behalf
their authority from commissioned officers, and have of soldiers in their unit to the upper levels of command
worked their way through the enlisted ranks.
and as advisors to their commanding officer. Equivalents:
Sergeant Major (Marines), Command Master Chief
Private 1-2: This is the lowest ranking military soldier, Petty Officer (Navy), Command Chief Master Sergeant
followed by Private E2. Equivalents: Private (Marines), (Air Force).
Seaman (Navy), and Airman (Air Force).
Sergeant Major of the Army: These non-commissioned ofPrivate First Class: Most Privates are promoted to Pri- ficers act as spokesmen on behalf of soldiers to the upper
vate First Class after 12 months. Equivalents: Lance levels of command. Equivalents: Sergeant Major of the
Corporal (Marines), Seaman (Navy), Airman First Class Marine Corps (Marines), Master Chief Petty Officer of
(Air Force).
the Navy (Navy), Chief Master Sergeant of the Air Force.
Specialist: The last of the junior ranks in the military.
Specialists have specialized trade knowledge.
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Captain: These commissioned officers often function Clout begins at zero, and goes up slowly over time to
as company commanders and instructors. Equivalents: a maximum of six. When you request a favor from a
Captain (Marines and Air Force), Lieutenant (Navy).
contact, or need another agency to perform one of its
mandates, make a clout roll. To make a clout roll, roll
Major: These commissioned officers often command the number of d10s equal to your Clout rating against
companies and special operations companies. They also target number six. To use your clout for an agency other
function as senior executive officers in battalions and than your own, simply halve your rating.
brigades. Equivalents: Major (Marines and Air Force),
Lieutenant Commander (Navy).
Agents that follow procedure and achieve their objectives
gain one Clout every three missions. Characters that
Lieutenant Colonel: These commissioned officers usually violate procedure or fail to achieve objectives lose one
command battalions. They also function as executive offi- Clout every three missions. For especially heroic acts,
cers for task forces and brigades. Equivalents: Lieutenant agents may receive two Clout. For particularly egregious
Colonel (Marines and Air Force), Commander (Navy). violations or scandals, agents may lose two Clout.
Colonel: These commissioned officers usually command SKILLS
brigades, USAF groups, and USMC Regiments. Equiva- Terror Network is a skill based role playing game. Skills
lents: Colonel (Marines and Air Force), Captain (Navy). represent your characters ability to do most things
in the game. There are no base attributes or derived
Brigadier General: These one star general officers func- stats; every action, from your ability to fire a gun to
tion as Deputy Commanders of divisions. Equivalents: the ability to impress a crowd is a skill.
Brigadier General (Marines and Air Force), Rear Admiral
(Navy).
There are seven skill groups in Terror Network: Defense, Combat, Physical, Mental, Knowledge, SpeMajor General: These two star general officers function cialist, and Vehicle. Each skill group falls into one
as Division Commanders. Equivalents: Major General of three categories: Defense skills, Combat skills and
(Marines and Air Force), Rear Admiral (Navy).
Non-Combat skills.
Lieutenant General: These three star general officers Combat skills and Non-Combat skills are used when
function as Corps Commanders. Equivalents: Lieuten- your character initiates something, and are made by
ant General (Marines and Air Force), Vice Admiral rolling a number of d10s against your opponents
(Navy).
General: These four star general officers command all
operations inside a specified geographic area. Equivalents:
General (Marines and Air Force), Admiral (Navy).
General of Army: This five star general title is reserved for
wartime and is the highest rank in the army. Equivalents:
Fleet Admiral (Navy), General of Air Force (Air Force).
Clout
Clout is a key mechanic in Terror Network. It represents
your characters pull across all government agencies as
well as his influence over Contacts. Characters that are
respected by their superiors and colleagues have high
Clout Scores. Use clout to navigate Federal Bureaucracy
and request favors from contacts.
Hogans Alley
The FBI Laboratory Division is highly regarded for its forensics capabilities, and is used by other agencies and courts
for evidence analysis, expert testimonies, and evidence
gathering. The FBI forensic capabilities are available to FBI
field offices and law enforcement agencies, free of cost.
However, agents seeking assistance from Laboratory Services must file a request.
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relevant Defense skill or conditional elements (determined by the GM). Combat and Non-Combat
skills represent your characters ability to successfully
do things. Use Combat or Non-Combat skills when
your character initiates an action, such as shoot a gun,
interrogate a suspect, or jump over a ditch.
Defense skills are used when something is initiated
against your character. Defense protects characters
against attacks, manipulation, and surprise. In short,
they provide protection against the actions of others.
Defense produces a passive number, whereas Combat
and Non-Combat produce active rolls. Defense skills
are also used when someone rolls a skill check against
your character (see relevant Defenses and skills below).
Purchasing skills
Use your character points to purchase skills and assign
Expertise. Your background determines how many
character points you have to spend on each skill group.
You get 72 character points distributed as follows:
Spend 12 character points in each or your three primary skill groups, and 9 nine character Points in
each of your secondary skill sroups. Your primary
and secondary skill groups are determined by your
background (see chapter two). So if you selected Academic for your background, that means you have 12
character points to spend on Knowledge skills, 12
character points to spend in each of your two remaining primary skill groups and nine character points in
your secondary skill groups.
Every skill in Terror Network starts with a rating of
zero and can be raised by character points. The cost
to raise a skill is the rating desired, cumulative. For
example, it costs one character point to bring your
Small Arms skill from rating 0-1 and costs six character
points to bring it from 0-3.
Note: You can also spend one character point to gain
one Expertise (see Chapter Four). Expertise indicates
advanced training.
Example: Trevor is playing Terror Network for the
first time, and decides to make a Special Agent with
a Military background. So he begins with Combat
as one of his primary skill groups and selects Defense and Physical for his remaining primary skill
groups (giving him12 character points to spend
Defense
When you use a Combat or Non-Combat skill against an
opponent, you roll against the opponents relevant Defense skill. Each Defense is relevant to one or more other
skills. Use the chart below to determine which Defense
skill is relevant for each Combat or Non-Combat skill.
Example: Special Agent Walker strolls into a club
to find and question Ilana, the girlfriend of a terror
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Hardiness
This Defense represents how tough your character is, how
well he or she can take a hit and roll with the punches.
When an opponent scores a hit against your character, he
or she makes a damage roll based on the weapon against
your Hardiness rating. If your opponents single highest
die roll beats your Hardiness rating, you take a wound.
If your opponent rolls a ten, you take two wounds (and
one wound for any additional 10s).
Stealth
This Defense protects your character from being seen by
observers. It represents your characters ability to evade
detection. Use this to move unseen against an opponents
Detect skill.
Combat/NonCombat Skill
Wits
Hardiness
Stealth
Evade
Parry
Resolve
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Evade
This Defense represents your characters ability to avoid
attacks from Small Arms, Medium Arms, Heavy Arms,
Explosives and Sniper Rifles. Evade allows agents to
maneuver and position themselves so that ranged attacks
are less likely to strike them. If someone makes a Small
Arms skill roll against your character, they need to score
a success with a d10 roll that exceeds your Evade rating.
Parry
Small Arms
You know how to use small firearms effectively in combat
situations. In Terror Network, small arms include Pistols,
Revolvers, and Submachine Guns. When your character
shoots any of these weapons, make a Small Arms skill
roll against the opponents Evade rating.
Medium Arms
Resolve
Heavy Arms
Wits
Explosives
Sniper Rifles
You know how to use Scoped Rifles and other stealthrelated firearms. When your character uses any of these
weapons, make a Sniper Rifles skill roll against the opponents Evade rating.
Hand-to-Hand
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Introduction to Play
Dan, Susan, and Mark sit down for their first game of Terror
Network, and elect Dan to be the GM.
Dan- So would you two enjoy playing characters that are
FBI Special Agents?(Dan is attempting to determine what
his two players might prefer)
Susan- Thats ok with me, as long as I get to be an investigator like on TV.(Susan is a huge fan of Crime Scene and
legal TV shows)
Mark- I want to be a really skilled agent, like Jack Bauer, Michael Samuel, Michael Weston, or even MacGuyver.(Mark
laughs when he includes MacGuyver, but he has explained
what he is looking for in a character)
Dan- Both of those character ideas are great! How about
both of you be FBI Special Agents, partners that work out
of a small office in Los Angeles. You can specialize in cases involving tracking down terrorists based on evidence
found at crime scenes.(Dan is from LA and is comfortable
setting the game in that location)
PHYSICAL SKILLS
Balance
You are good at moving along narrow surfaces and remaining upright in rough conditions. Characters who
want to walk a ledge, move along a moving vehicle or
perform some other feat of coordination should make
a Balance skill roll.
On a normal success for most Balance rolls, you keep
your balance. On a total success for most Balance rolls,
you keep your balance and gain a free skill action (an
attack or any other skill roll).
Muscle
You are strong and powerful. Characters with high ratings in Muscle can lift, break, and throw objects well.
Muscle rolls are always made against a target number
set by the GM. Muscle also improves Hand-to-Hand
Combat damage.
Use the chart in Breaking/Moving Objects in the rules
section to set target numbers for lifting or breaking
objects with Muscle.
Speed
You are fast. Speed is important in Terror Network,
because it determines how fast your character moves in
combat, and how many d10s he or she rolls for their
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GMs must use common sense when adjudicating Persuasion rolls. You normally cannot convince someone
to do or think anything they consider wrong or directly
harmful to their interests (normal range of behavior).
On a normal success for most Persuasion rolls, you convince the target to do or think something within their
normal range of behavior. On a total success for most
Persuasion rolls, you convince the target to do or think
something beyond their normal range of behavior. If the
target defies your characters Persuasion attempt, they
incur a d10 penalty on their next skill action (-2d10
on a total success).
MENTAL SKILLS
Persuasion
You are good at convincing people and getting them to
do what you want. This might mean you are charming,
but it could also mean that you are cunning. An agent
who wants a suspect to lay down his weapon would make
a Persuasion skill roll against the suspects Resolve rating.
Persuasion is a useful skill, but it shouldnt be abused.
Detect
You know how to spot minor details or movements
in any environment and how to search for things. Use
Detect to spot stealthy opponents. Detect can be used
for searching a person, room, or vehicle. At its core, it
is the ability find something amid other things. Agents
who enter a terrorist hideout might make a Detect skill
roll to find documents or leads.
Searching for objects outside combat often takes time.
On a normal success, you find something significant or
the object you were looking for in one hour. On a total
success, you find something significant or the object you
were looking for in minutes.
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Defenses
Skill List
Mental skills
Knowledge skills
Parry
Persuasion
Law
Evade
Interrogation
History (region)
Resolve
Acting
Geo-Politics
Stealth
Empathy
Geo-Politics
Hardiness
Detect
Geography (region)
Wits
Reasoning
Languages
Science
Combat skills
Vehicle skills
Small Arms
Plane
Medium Arms
Helicopter
Heavy Arms
Car
Explosives
Motorcycle
Sniper Rifles
Boat
Hand-to-Hand
Armored vehicles
Physical skills
Specialist skills
Athletics
Computers
Balance
Forensics
Muscle
Intelligence
Endurance
Engineering
Speed
Security Systems
Swim
Medicine
Talent
Cost
Total Cost
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Acting
You know how to adopt
a persona that is not your
own, and make it believable. This comes up frequently in counter-terrorist operations, where
agents must pretend to
be someone they are not.
It takes great skill to pretend to be someone else.
Characters that are undercover may need to make
an Acting skill roll against
an NPCs Wits rating. In
most undercover operations, you have to make
at least one roll a day.
On a normal success for
most Acting rolls, you
remain convincing or do
not blow your cover. On
a total success for most
for most Reasoning rolls, you reach a valid conclusion
Acting rolls, you are so convincing or stay in character in seconds.
so well, you achieve an automatic success the next time
you make a roll against the same target.
KNOWLEDGE SKILLS
Knowledge skills deal with what your character knowsEmpathy
they include the sciences and the humanities. Any charYou understand people, and what makes them tick. acter that wants to be an expert in an academic field
Empathy is used to decipher the motives of other char- should spend Character Points on Knowledge skills.
acters. It can also be used to see if someone is lying or Make Knowledge skill rolls against target numbers set
fearful. It can also help agents figure out what cards to by the GM to see if your character has information on
play during a hostage negotiation.
a subject that comes up during a mission. For example,
a player who comes across an important Saudi figure in
On a normal success for most Empathy rolls, you achieve the course of an investigation can make a Geo-Politics
partial insight into your targets motives. On a total suc- (Middle East) skill roll to see if he or she knows who
cess, you achieve full insight into your targets motives the man is.
and know how truthful he or she is.
Reasoning
Talent
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Science
You have an education in the sciences. Select from any of
the following fields each time you take Science: Chemistry, Anthropology, Biology, Physics, Geology, Geography,
Astronomy, Climatology, etc. The skill itself represents a
general knowledge of science, and Expertise can be purchased for specialized, theoretical, or applied knowledge.
Geo-Politics
English
Estonian
Ewe
Farsi
Gogo
Gujarati
Haitian-Creole
Hausa
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Hakka
Hebrew
Hinko
Hindu
Hmong
Ho
Hungarian
Icelandic
Igbo
Indonesian
Irish (Gaelic)
Italian
Jamaican-Creole
Japanese
Javanese
Kannada
Kashmiri
Kazakh
Koli
Kongo
Kyrgyz
Korean
Kurdish
Lao
Latin
Latvian
Lithuanian
Luganda
Luo
Maithili
Malay
Malayalam
Malian
Marati
Mandarin
Mongolian
Nepali
Naga
Norwegian
Polish
Pashto
Portuguese
Punjabi
Romani
Russian
Ryukyu
Scots
Sindhi
Serbo-Croation
Somali
Spanish
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tibetan
Tigrinya
Turkish
Tuvan
Oriya
Oromo
Ukranian
Urdu
Uzbek
Vietnamese
Welsh
Wu
Yiddish
Yoruba
Zulu
Plane
You know how to pilot a plane. You are a professionally
trained pilot and are certified and licensed to operate
aircraft. This skill applies to all planes and gliders. Use
this skill to perform take-offs, landings, race, and aerial
maneuvers.
Helicopter
You know how to pilot a helicopter. You are professionally trained, certified, and licensed to operate helicopters.
This skill applies to all helicopters. Use this skill to perOn a normal success for most Language rolls, you com- form take-offs, landings, race, and maneuvers.
municate or understand successfully. On a total success
for most Language rolls, you pass as a native.
Car
You have a class D license and know how to operate pasDialects: To add some realism to your game, select a senger cars and trucks. This skill applies to cars, trucks,
regional dialect for each language you select. Any time and towing vehicles. Use the Car skill to perform mayou use your Language skill to speak a dialect you dont neuvers, evade pursuit, race, and drive aggressively.
know, your GM should assign a one die negative modifier to your skill roll. You can master dialects by taking Motorcycle
them as Expertise (Chapter 4).
You know how to ride a motorcycle and you posses
a motorcycle license. This applies to all two- wheeled
VEHICLE SKILLS
passenger vehicles. Use this skill to perform maneuvers,
Vehicle skills govern your characters ability to use ve- stunts, race, and evade pursuit.
hicles. Make Vehicle skill checks when you perform a
maneuver, or outrun another vehicle. Vehicle skill checks Boat
are made against a target number set by the GM based You know how to operate engine-driven boats and poson the performance capability of the vehicle.
sess a boating drivers license. This applies to all motorboats, fishing vessels, sailing vessels, and tankers. Use
All vehicles have a Performance rating and some have a this skill to perform maneuvers, stunts, race, escape
Handling Speed. Any time you try to perform a risky ma- hazardous conditions, and evade pursuit.
neuver (see chapter one), you must make a Vehicle skill
roll with a TN equal to the vehicles Performance rating. Armored vehicles
When performing maneuvers with cars or motorcycles You know how to drive tanks, and other specialized
combat vehicles. This applies to all military combat
Character Creation 25
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vehicles not covered by the other Vehicle skills. Use this Security
skill to perform combat maneuvers, evade pursuit, and You understand security systems, mechanical security
escape detection.
devices, and procedures. Use the Security skill to breach
security systems, open a safe or lock, or evaluate secuSPECIALIST SKILLS
rity procedures. Roll a Security skill roll against a target
Specialist skills are used to perform complex tasks that number (based on the system, equipment, or set by the
often require extensive education, training, and experi- GM) to succeed.
ence. Although many diverse fields of knowledge might
be required on some level to perform a Specialist skill, Breaching security systems allows you to enter a secured
each is treated as a separate stand-alone skill.
area. On a normal success, you breach, but leave evidence
of your activity. On a total success, you breach and leave
Engineering
no evidence.
You understand the principles of Engineering. Use the
Engineering skill when your character designs, builds, Opening a safe or lock takes 1d10 minutes. On a normal
and repairs objects or devices. Engineering also applies success, you open the safe or lock at normal speed. On a
when your character assesses the integrity of a built total success, you open the safe or lock in 1d10 seconds,
structure.
instead of minutes..
Repairing/building simple objects or devices takes 1d10
hours. Repairing/building complex objects or devices
takes 1d10 days. On a normal success, you repair/build
the object. On a total success, you repair/build the object
or device in a faster increment of time- days become
hours, hours become minutes.
Forensics
Computers
You understand computer programming. Use the ComAssessing the integrity of a building or object takes 1d10 puter skill to program or hack into computer systems.
minutes. On a normal success, you identify any obvious
weaknesses. On a total success, you identify any hidden Hacking into a computer system takes 1d10 hours. On
weaknesses.
a normal success, you successfully hack into the desired
system, but leave evidence of your activity. On a total
Intelligence
success, you hack successfully (taking 1d10 minutes
You are trained to interpret and draw useful conclusions instead of 1d10 hours) and without being detected or
from information sources such as maps, raw data, and leaving behind evidence.
people. You also know how to gather and collect intelligence. Use the Intelligence skill any time your character Programming a computer takes 1d10 hours. On a normal
analyzes intelligence data or tries to gather information success, you alter the computer system as desired. On
about a group or person. Make an Intelligence skill roll a total success, you alter the computer system quickly,
against a target number to succeed.
taking only 1d10 minutes instead of 1d10 hours.
You are trained in forensics and know how to use forensic
equipment. Use this skill to reconstruct events such as
a persons death, or a building destroyed by explosives
to gather evidence and build a profile of the perpetrators involved. The GM should base the target number
Gathering intelligence takes 1d10 hours. On a normal for your roll on the crime committed, the skill of the
success, you acquire helpful intelligence, meaning in- criminal(s) involved, and the steps taken to reduce deformation that is useful but not unexpected. On a total tection. You can only make one Forensics roll per crime
success, you acquire significant intelligence, such top scene, unless new evidence emerges. If this happens, the
secret information.
GM can allow an additional Forensics rolls.
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Medicine
Example: Agent John Major has a three in Athletics, which means he rolls 3d10 anytime he uses his
Athletics skill. But agent Major is a trained mountain climber. By taking an Expertise in AthleticsClimb, he gets an additional d10 anytime he uses
his Athletics skill to climb. When he makes an
Character Creation 27
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Heavy Arms-Auto
COMBAT SKILLS
Small Arms-Single
Sniper Rifles-Single
Heavy Arms-Single
Hand-to-Hand-Bladed
Heavy Arms-Burst
Hand-to-Hand-Blunt
PHYSICAL SKILLS
Swim-Fast
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Swim-Diving
Athletics-Climb
Muscle-Lift
You are strong and trained to lift heavy objects. When
using Muscle skill to lift something, apply your Expertise bonus.
Athletics-Leap
Athletics-Sports
You are skilled at team sports. When using Athletics skill
in a competitive team event, apply your Expertise bonus.
Speed-Initiative
KNOWLEDGE SKILLS
Science-Applied
You possess an in-depth understanding of applied science. When using Science skill in the real world, apply
your Expertise bonus.
Science-Theoretical
Speed-Pursue
You are fast on your feet, and able to run more swiftly
than most. When using Speed skill to move fast, such as
running in pursuit, or a race, apply your Expertise bonus.
Speed-Elude
Law-Civil
You are trained in civil law. When using Law skill for
civil matters, apply your Expertise bonus.
Law-Criminal
You are trained in criminal law. When using Law skill
for criminal matters, apply your Expertise bonus.
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Empathy-Intention
Computers-Hack
Detect-Quick
You can find things at a glance. When using Search
skill to find something at a single glance, apply your
Expertise bonus.
Computers-Program
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Computers-Debug
Intelligence-Military
You know how to repair and debug a computer. When You know how to obtain intelligence from military
using Computer skill to fix a computer, make it more sources. When using Intelligence skill to gather or anaefficient, or remove a virus, apply your Expertise bonus. lyze information about a military group, apply your
Expertise bonus.
Engineering-Civil
Engineering-Mechanical
Medical-Treat
Forensics-Psychology
Medical-Surgery
You know how to perform surgery. When using Medical skill to perform surgery on a person, apply your
Expertise bonus.
You know how to treat illness and disease with prescription medication. When using Medical skill to treat a
person, apply your Expertise bonus.
Security-Systems
Intelligence-Government
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Military Equipment
The contact provides an item from the Military Equipment List (at a drop off point) for the players to use
during their session. The equipment must be returned
at the end of the mission.
32 Terror Network
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Information Contact
This type of contact will tell you the location of a member
of his own organization or an allied group. If a terrorist
suspect is hiding in a city, and you have a contact within
a group that is connected with the terrorists organization,
this contact might know his whereabouts. He may also
tell you about any upcoming plots against the US or its
allies. Additionally, the contact reveals the whereabouts
of one of his organizations prisoners.
POLICE CONTACTS
You have a contact inside a police department. For in- Politicians use their power to affect the behavior of
ternational contacts, specify the country. For domestic other politicians. The result of using this contact is the
contacts, specify the State.
influence over a political personality in the campaign,
who performs a single action that is reasonable, desired
Support Contact
by the agent.
This contact detains suspects within his or her jurisdiction, creates road blocks, or evacuates buildings. Police Information Contact
Support Contacts normally occupy high ranking posi- This contact provides inside information about their
tions in their police department.
superiors or the branch of government they work for.
Political aides and campaign consultants make good
Detain
Political Information Contacts.
Using his or her influence, the contact arranges for an individual to be arrested and held for a few hours. Without CIVILIAN CONTACTS
any incriminating evidence, the individual is released. You know someone in the business world with a great
deal of clout. Specify the country and type of business.
Create Road Block
The contact blocks off any major road in his or her Support Contact
jurisdiction for three hours.
This contact works for a major company and has vast
resources. He or she can provide you with a safe haven
Evacuate Building
inside any country that company has a location in.
The contact evacuates any building in his or her juris- CEOs, contractors, and supervisors are examples of
diction.
Civilian Support Contacts.
Information Contact
Safe Haven
This contact provides information about a terrorist sus- Whether a hotel room, an apartment, or even a house,
pect, and any ongoing or past investigations. Detectives this contact finds you a place to lay low for up to 10 days.
and Analysts make good Police Information Contacts.
POLITICAL CONTACTS
Support Contact
Information Contact
This contact knows the secrets of their company/corporation and any company/corporation they deal with. If
a terrorist group is doing business with a US or foreign
company, this contact knows. Analysts, accountants,
and secretaries are examples of Civilian Information
Contacts.
ACADEMIC CONTACTS
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Support Contact
AGENCY CONTACTS
This contact knows Ivory Tower elites. They can get you
access to any library, museum, or lab within the country.
Deans and department chairs make good Academic
Support Contacts.
You know someone within another government organization such as Homeland Security, the CIA, FBI, etc.
Specify the agency and country.
Access
This contact provides someone from inside their organization to help you. This is a temporary joint effort, for
a single mission. The GM creates and controls an NPC
from the contacts agency. Special Agents in Charge
and Deputy Directors are examples of Agency Support
Contacts.
Information Contact
This contact has the latest information in a certain field
of research. Maybe they know about nuclear technology,
or when the Mongols sacked Baghdad. Whatever their
area of expertise, this contact gives you any information
that sheds light on your present investigation. Professors and graduate students are examples of Academic
Information Contacts.
Support Contact
Information Contact
This person has detailed information about investigations
or suspects within their agencys jurisdiction. Agents
and analysts make good Agency Information Contacts.
MEDIA CONTACTS
Support Contact
This contact decides what stories hit print or go on the
air. An editor can run a story, distort the news or cover
up certain information. Editors are an example of Media
Support Contacts.
Run a Story
The editor gets a story that the agent wants, to hit the
news cycle for d10 days. The story can be real or made up.
Distort a Story
Information Contact
The reporter has inside information on a person or place.
He or she knows about a foreign leader, or a terrorist suspect. If there is an event or scandal that the agent needs
to learn about, this contact sheds light on it. Reporters
make good Media Information Contacts.
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Chapter Three
Gear and Weapons
Characters need equipment to do their job. Most of the time, they receive standard issue items for each mission.
They can also make a clout roll to request better supplies. As a general rule, characters should be provided anything they can reasonably be expected to need to achieve their objective. They do not need to purchase items, but
receive items at the discretion of their superiors in the agency.
WEAPONS
Weapons are divided into three categories: Melee Weapons, Explosives and Firearms. Melee Weapons are used for
close quarter combat, sometimes allowing a 1 hex reach. Explosives cover a broad range of devices from grenades
to C4. Firearms include all held weapons that fire projectiles at a range.
Firearms
There are four categories of Firearms: Small Arms, Medium Arms, Heavy Arms, and Sniper Rifles. When shooting a firearm within one of these categories, use the corresponding Combat skill (i.e. use Small Arms skill to fire
Small Arms).
All firearms, except tasers, normally inflict lethal damage. Shotgun slugs are available that inflict non-lethal damage.
Range
All Firearms have a range expressed in feet. There are three range categories: close range, medium range and long
range. There is also point blank range, which is anything within 10 feet. Range modifies Combat skill rolls.
Firing within normal range has no penalties or modifiers. Firing within medium range imposes a penalty of 1d10
on the Combat skill roll. Firing within long range imposes a 2d10 penalty on the Combat skill roll. Firing at
point blank range bestows a 1d10 bonus on the Combat skill roll. Firing point blank with full auto bestows a
1d10 bonus to the damage roll.
Rate of Fire
All firearms have a rate of fire. Rate of fire is divided into three categories: single, burst, and auto. This represents
a firearms ability to fire one round, three rounds, or the entire clip (approx. 30 rounds). The categories listed
under a firearms rate of fire are the options available to those firing the weapon. It is usually better to go for the
higher rate of fire- the only drawback is quicker ammo depletion.
Single round fires one bullet and does not modify any rolls. Three round burst fires three bullets, and adds 1d10
to the Combat skill roll. Full auto fires 30 bullets and bestows a 2d10 bonus to the Combat skill roll.
Magazine
This simply indicates how many bullets the magazine of the firearm holds. Parenthetical entries indicate more
than one magazine option is available. It is important to track the number of bullets depleted from the magazine.
Damage
This indicates the number of d10 for the damage roll. After any successful hit, characters roll a number of d10
equal to the damage listed under the weapon to determine if their opponent(s) sustains any wounds (see Chapter
Four: Rules).
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Firearms
Firearm
Type
ROF
Magazine
Range in Feet
Damage
22SW
Small Arms
Single
60/120/180
2d10
44 Mag
Small Arms
Single
60/120/180
3d10
M9/Glock
Small Arms
Single
Burst
15
60/120/180
2d10
Mp5
Small Arms
Single
Burst
Auto
30 (110)
150/450/600
2d10
Rem700
Medium Arms
Single
400/800/1200
3d10
M16/AK 47
Medium Arms
Single
Burst
Auto
30(40)
300/600/1200
3d10
AA-12
Medium Arms
Burst
Auto
9(20)
60/120/180
3d10
SPAS-12
Medium Arms
Single
Burst
60/120/180
3d10
Rem 870/Moss
590
Medium Arms
Single
4(9)
60/120/180
3d10
XM110
Sniper
Single
Burst
10(20)
1000/2000/3000
3d10
Rem700S
Sniper
Single
800/1600/2400
3d10
SVD
Sniper
Single
10
900/1800/2700
3d10
LW50MG
Heavy Arms
Auto
100
1500/300/6000
4d10
M249
Heavy Arms
Auto
200
250/500/750
3d10
Single
1000/2000/3000
SeeRocket (Ex)
Taser*
Small Arms
Single
20
1d10
M2A17
Medium Arms
Single
10
40
2d10
22SW Revolver- A small, eight round capacity revolver AA12 Shotgun- A fully-automatic military shotgun ideal
that is reliable and concealable.
for close quarters urban warfare.
44Magnum- A large six round capacity revolver utilizing
powerful .44 ammunition.
M9/Glock- A semi-automatic 15 round capacity pistol. Remington 870 Shotgun- A-pump action four round
capacity civilian shotgun.
MP5- A fully-automatic military machine pistol.
Moss590- A pump-action nine round capacity military
Remington 700- A high quality bolt action civilian rifle. shotgun.
M16- A fully-automatic military assault rifle.
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Melee Weapons
Weapon
Damage
Lethal
Range
Unarmed
(Muscle 1) d10s
No
None
Knife/Crowbar
Muscle d10s
Yes
None
Bat/Club
Muscle d10s
No
5 feet
Remington 700S Sniper Rifle- A bolt action five round roll a number of d10 equal to the wielders Muscle rating
capacity sniper rifle.
minus 1d10.
SVD Sniper Rifle- A bolt action 10 round capacity
sniper rifle.
Lethal
Explosives
Melee Weapons
Explosives
Explosive
Type
Inner Blast
Outer Blast
Blast Radius
Lethal
IED (poor)
Set
3d10
1d10
Small
Yes
IED (good)
Set
5d10
2d10
Medium
Yes
Grenade
Thrown
2d10
1d10
Small
Yes
C4
Set
4d10
1d10
Focused
Yes
Claymore
Set
2d10
3d10
Small
Yes
Nuke
Set/Launch
**
**
Massive/Super
Yes
Rocket
Launch
4d10
2d10
Small
Yes
Missile
Launch
6d10
3d10
Medium
Yes
Range
50/100/150
300/600/900
Focused Blast Radiuses only damage a five foot area. They Outer Blast
have no outer blast.
The outer blast is the part of the explosion furthest away
from the center of the blast radius. Anyone inside the
Small Blast Radiuses encompass a 30 foot area. They have outer blast suffers the listed damage roll.
an inner and outer blast.
Poor Improvised Explosive Device- Improvised ExploMedium Blast Radiuses damage a 60 foot area. They have sive Devices are unconventionally constructed bombs.
an inner and outer blast.
They can be constructed from warheads, or other scrap
material. Poor IEDs include suicide bombs, roadside
Massive Blast Radiuses are very large, encompassing a bombs, and some rockets. All IEDs can be laced with
one mile area. These kill or harm everything within contaminants. In such instances, handle the initial explotheir blast radius.
sion first, and then apply the contaminant to the blast
radius of the IED.
Super Blast Radiuses are enormous, damaging things
beyond a 10 mile area. These kill or harm everything Good Improvised Explosive Device- Like poor IEDs,
within their blast radius.
but much more effective. These include car bombs,
improvised warheads, and even dirty bombs.
Explosives have inner and outer blasts, which are different zones of intensity in their blast radius. Inner and Grenade- Hand thrown anti-personnel devices set to
outer blasts determine the damage roll. Most explosives a short time release. Grenades can be thrown as far as
do more damage on their inner blast.
120 feet.
C4- A plastic explosive device that can be molded and
The inner blast is the part of the explosion closest to the set as desired. These can only be set off using a detonator.
center of the blast radius. Anyone inside the inner blast
suffers the listed damage roll.
Claymore- Anti-personnel mine, filled with steel balls
that rip through anyone caught in its blast. Claymores
can be set by a detonator or set off by proximity.
Inner Blast
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Contaminants
Chemical weapons, biological weapons and dirty bombs
function in a unique way. They are all contaminants.
Characters exposed to any of these things suffer increasing penalties to all their skills and risk death if they do not
seek treatment. All these agents impose a 1d10 penalty
to all skills. As time passes, the penalty increases by an
additional d10 at a set rate determined by the contaminant. Each Contaminant is rated by Lethality, Speed,
Effect, and Medicine skill target numbers.
Contaminants
Contaminant
Lethality
Speed
Effect
Anthrax
Week
Day
Temporary
No
50%
Ricin
Day
Hour
Permanent
No
90%
Ebola
Week
Day
Permanent
Yes
30%
Small Pox
Week
Day
Temporary
Yes
90%
Nerve Agents
Hour
Minute
Permanent
No
95%
Blister Agents
Day
Hour
Temporary
No
80%
Choking Agents
Hour
Minute
Permanent
No
80%
Blood Agents
Minute
Minute
Temporary
No
100%
Alpha
Day
Day
Temporary
No
80%
Beta
Hour
Hour
Temporary
No
90%
Gamma
Minute
Minute
Permanent
No
100%
Fire
Hour
Day
Permanent
No
60%
death by asphyxiation, but even limited exposure can Body armor is grouped into three categories based on
create lasting harm to the respiratory system.
overall effectiveness at improving your survivability:
light, medium, and heavy. Armor provides a bonus to
Blood Agents- Blood agents stop the transmission of your Hardiness.
oxygen from blood to cells, causing the cells to die. Famously used by the Nazis in the form of Zyklon B, blood Light armor is most often a standard bullet proof vest
agents are gases that enter the body through inhalation. used by police and civilians. Light armor is not bulky
or heavy enough to impose penalties on the wearer. The
Radiation- Radiation can be released on the popula- protection provided is not particularly strong, but does
tion through nuclear weapons or dirty bombs (which increase the chance of surviving an otherwise lethal
release radioactive material). Radiation is simply energy, wound.
but some types of radiation harm living cells. In Terror
Network, the most likely forms of radiation characters Medium armor is a less armored version of heavy armor,
will encounter are Alpha, Beta and Gamma, with Alpha but otherwise similar. It provides more protection than
being the weakest, and Gamma being the strongest.
light armor at a modest penalty due to its weight and
bulk, reducing your Athletics rolls by 1d. Medium armor
Fire: In the game of Terror Network, fire is considered increases the chance of surviving an otherwise lethal
a Contaminant. Use the Infection Rate for fire when wound.
flame, such as from a flamethrower, contacts a characters
skin or clothing.
Heavy armor is the best protection available and favored
by Swat and soldiers. Most heavy armor consists of a
Body Armor
jacket with protective plates attached and/or inserted.
Combating terrorists virtually guarantees that sooner or The relatively high protection comes at a price in molater you will be shot. Wearing protective body armor bility- reducing your Athletics and Speed rolls by 1d.
is an effective way to increase your chance of survival. Heavy armor greatly increases the chance of surviving
The primary purpose of body armor is to reduce the an otherwise lethal wound.
probability that a wound will be fatal. Body armor is
generally incapable of making you invulnerable.
Field Equipment
Bionic Ear Device- This mechanic device improves hearArmor
Hardiness Bonus
ing at a range. It can be used to eavesdrop on people
Light
+1
from a distance, or even between rooms. Bionic Ears
Medium
+2
provide a +1d10 to your Detect skill roll when used to
Heavy
+3
hear conversations.
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Susan is selecting gear and weapons for her new character, Brenda Baxter. She decides Brenda underestimates the
need for firepower, and carries only a Glock semi-automatic pistol with her. She has a .22 revolver in her apartment
in a locked box. Brenda does not own any other firearms
or fancy weaponry. Brenda wears a light vest and only because her supervisor insists. Brenda, Susan decides, is extravagant about her forensic gear, however, and carries a
customized field kit with her. Brendas kit includes, among
other things, a print lifting kit, a drug detection kit, and a
DNA sampling kit. Susan decides Brenda prefers to be online whenever she needs to be, and asks the GM if she may
have a small but powerful notebook computer with dedicated internet.
Marks approach to equipment is much like his approach
to having a character that is good at everything. Agent Tim
Blake owns a lot of gear. Tim carries an M9 semi-automatic
pistol as his primary weapon, and a semi-automatic Glock
pistol as a back up sidearm. Tim also has a Mossberg 590
shotgun, an M16 assault rifle, and an mp5 machine pistol. He keeps those weapons in his vehicle. Tim has more
weapons in his apartment and a few hidden at a storage
facility. Mark decides Tim does not have any explosives
despite having the skills to use them; perhaps a quirk of
the character. Tim wears light body armor, but owns a set
of heavy body armor for when its appropriate. Mark then
decides Tim possesses many surveillance devices and has a
fondness for spy gadgets.
Drug Detection Kit- Detects the presence of drugs. Usually comes in a spray bottle and sprayed on a surface. If Handcuffs- Used to restrain foes. Make a Restrain roll
residue exists, the spray changes color.
to put opponents in handcuffs. Characters restrained by
handcuffs cannot attack but can move, unless otherwise
Print Lifting Kit- Used to collect fingerprints at the scene restrained.
of a crime. Provides a +1d10 to Forensics rolls when used
to gather evidence.
GPS Device- Global Position Devices show you your
location on the globe.
LED Flashlight- Bright flashlight that cuts through
darkness, removing Illumination penalties. When shined Night Vision Goggles- Removes Illumination penalty
into the eyes of a target, the light imposes a -1d10 Il- in dark environments, allowing users to see in total
lumination penalty.
darkness.
Gas Mask- Used to breathe in the presence of Con- Vehicles
taminants. When wearing a gas mask, characters are Agents need vehicles to get conduct investigations and
unaffected by airborne contaminants.
follow suspects.
Binoculars- Used to observe visual details at a distance.
Allows user to make Detect rolls at a range of 200 yards,
for visual elements.
Vehicle
Vehicles
Vehicle
Hardiness
Health
Sports Car
100 MPH
200MPH
Truck/Van
40 MPH
110MPH
Sedan
60 MPH
130MPH
Chopper, transport
**
150MPH
Chopper, military
**
250MPH
Military Jet
**
1400MPH
Passenger Jet
**
632MPH
Light Plane
**
300MPH
Sports Motorcycle
80 MPH
180MPH
Hog Motorcycle
40 MPH
150MPH
Speed Boat
100MPH
100MPH
Sailing Boat
50MPH
50MPH
Tank
40MPH
40MPH
Performance Rating
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Chapter Four
Combat and Non Combat Rules
When your character performs an action, roll one to six d10s and retain the highest single die result, then compare
it to a target number to gauge success or failure. Your characters proficiency rating in the skill and any situational
modifiers determines the number of d10s you roll. The target number is determined by the difficulty of the task
being performed. There are two kinds of skill rolls in Terror Network: character-versus-character and characterversus-environment. Both function the same- a roll of d10s against a target number. Character-versus-character
skill rolls are made against your opponents relevant Defense rating, Character-versus-environment skill rolls are
made against a target number set by the GM.
Character-Versus-Character- Some rolls occur between characters. One character attacks another or tries to take
some action against another. The acting character makes an action roll against the defending characters relevant
Defense rating. The attackers highest single die result must meet or exceed the targets relevant Defense rating to
succeed.
Character-Versus-Environment- Some rolls occur between characters and their environment. For example, if
your character tries to climb a wall, he makes a roll against a static number based on the difficulty of the task. To
climb the wall successfully your characters single highest die result needs to meet or exceed the target number.
Example: Special agent Luke Murphy fires his pistol at a terrorist who is breaking into a bio-lab. Luke has
a Small Arms proficiency level of two, so he rolls 2d10 for his attack. The terrorist has an Evade of three.
Luke rolls 2d10 and gets an eight and two. Lukes highest result is an eight, which beats the terrorists Evade
rating, so Luke can now roll for damage.
Rolling 10s
Tens indicate greater than normal success in Terror Network. Rolling 10s always has a special effect, but the effect
varies based on the type of roll being made: Combat roll, damage roll and Non-Combat roll.
On Combat Rolls- Every natural 10 results means you roll an additional d10 on your damage roll for that attack.
This increases your chances of inflicting a wound against your target, and of rolling a 10 on your damage roll.
On Damage Rolls- Successful damage rolls normally inflict one wound on your target. In addition, each natural
10 result means you deal one extra wound to the target. One 10 indicates the attack applies one extra wound to
the target while two 10s apply two extra wounds. This applies only to damage rolls.
Non-Combat Rolls- A natural 10 indicates Total Success (see Adjudicating Non-Combat skills).
Example: Special Agent Murphy rolls 2d10 for his Small Arms skill roll and gets a six and ten. Because his
opponent has an Evade of seven, he succeeds. Special Agent Murphys M9 normally deals 2d10 for damage,
but because he rolled a 10, Murphy rolls an additional d10, now putting him at 3d10. He rolls and gets a
six, eight, and ten. The target number for a damage roll is the opponents Hardiness rating, which in this
case is a three. Agent Murphys highest roll beat the three, which means he inflicts one wound. Because his
highest result was a natural ten, he inflicts one additional wound, for a total of two.
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Difficulty
Routine
2
3
Simple
4
5
Challenging
6
7
Hard
8
9
Formidable
10
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Attacking Objects
Target Number
Evade
Cant Miss
Fragile
20 lbs
Large Stationary
Thin Wood
40 lbs
Medium Stationary
Thin Stone
60 lbs
Small Stationary
Thin Metal
80 lbs
Large Moving
Thick Wood
100 lbs
Medium Moving
Thick Stone
120 lbs
Small Moving
Thick Metal
140 lbs
Large Fast-moving
Reinforced Wood
160 lbs
Medium Fast-moving
Reinforced Stone
180 lbs
10
Small Fast-moving
Reinforced Metal
200 lbs
Characters wearing body armor do not die when inca- the battle. Each action round, characters and NPCs
pacitated. Body armor shifts lethal weapons into non- act in the order determined by the Speed skill result.
lethal weapon status for the purposes of dying.
Anyone that rolled a 9, for example, acts first, followed
by anyone that rolled a eight. You dont always have to
Dying characters can be stabilized or healed with a medi- act on your turn (see Setting Sights).
cine roll (See skill Section).
In the event of a tie, compare speed skill proficiency
Characters that are wounded again, after being incapaci- ratings- the highest number wins. If there is still a tie,
tated, die. If your character takes enough wounds to be player characters go before NPCs. If both are player
incapacitated, and then takes another wound, he or she characters, let the players choose who goes first, or the
dies immediately.
GM can decide.
Number of Actions
Each round, your character can make one attack and one
move. All actions are either skill actions or movement
actions. You can use as many Defense skills as you need
in a single round. The skill actions and movement actions may be performed in any order. Skill actions can
be traded in for a second movement skill or +1 bonus
on your Defenses. Alternately, you can trade in your
TURN ORDER & TIMING
movement action for a 1d10 bonus on your attack. See
Like most other role playing games, Terror Network di- the options below:
vides combat into rounds. A round is approximately five
seconds of time, during which each character is allowed Options:
to act. Each round, your character gets an attack and
1) Skill action and movement action
move phase, in a turn order set by your Speed skill roll.
2) Two movement actions
Turn Order
Action order is determined by a speed skill roll. Characters and NPCs each make a speed skill roll to determine
the order they act during the battle (GMs can make collective rolls for groups of NPCs to make things easier).
Retain the single highest die roll total on the speed skill
roll, and add one for each natural 10 rolled. This number
sets the order each round, and does not change during
Lifting Objects
Target Number
Weight
20 lbs
40lbs
60lbs
80lbs
100lbs
120lbs
140lbs
160lbs
Facing
180lbs
10
200lbs
Movement
Characters move 20 feet plus an additional 10 feet for
each proficiency level in the Speed skill. Swimming or
climbing characters move 10 feet plus an additional five
feet for each proficiency level in Swimming or Athletics,
respectively. This is the basis for all movement during
action rounds. In most circumstances no skill roll is required to determine your characters movement. When
your character is in a race situation, make an opposed
Speed skill roll to see who completes their move first.
COMBAT TACTICS
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Full Cover
Slight Cover
Medium Cover
Disarmed- No longer holding weapon. Position of every 10 feet fallen, the damage roll increases by 1d10.
weapon transfers to the restrainer, but takes one round So a fall of 10 feet is a d10 damage roll, a fall of 30 feet
to fire.
is a 3d10 damage roll, and so on.
Setting Sights
You can forgo your characters normal attack to set sights
on an anticipated target. To do so, you sacrifice attacking
on your turn, and only take one move. Then, announce
the direction your character is facing. This allows you to
interrupt with an attack any opponent that enters your
characters sight.
Suppressive Fire
ENVIRONMENTAL MODIFIERS
AND HAZARDS
Illumination
Modifiers
Condition
Bonus/Penalty
Good
+1d10/+1
Ideal
+2d10/+2
Perfect
+3d10/+3
Bad
-1d10/-1
Awful
-2d10/-2
Miserable
-3d10/-3
ADJUDICATING NON-COMBAT
SKILLS
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VEHICLES
Direction
North 1-2: North, 3: North East, 4: East, 5: South East,
6-7: South, 8: South West, 9: West, 10: North West
When rolling to see how far away from the target the
grenade lands, multiply your result by 10, and that is
the number of feet away from the target that the grenade
lands.
Distance
Result multiplied by ten.
Grenade Chart
10
1-2
9
8
6-7
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Facing Chart
Chapter Five
Counter Terrorism Agencies
Agencies are similar to contacts in Terror Network, except instead of favors they have mandates and must follow
protocol. Each agency has different mandates that govern their ability to participate in the War on Terror. Within
its mandate, an agency can use its power to help player characters, at their request. When characters need interagency assistance, they make a Mandate Request from one of the agencies below. A Mandate Request is a Clout
Roll, just like a favor request, except it is cut in half, rounded down. So a character with a Clout of four rolls 2d10
for his Mandate Request Rolls. Within their own agency, players make Clout Rolls at their full score. Also, each
mandate request has a set of requirements that must be met.
The DHS controls the Homeland Security Advisory System to issue threat advisories, communicate threat bulletins
to other agencies, and to change the threat level. The color-coded threat
level system tells citizens and officials the present risk of a terrorist attack. The Threat Level System
Raid
Homeland Security can raid businesses and houses of suspected terrorists or undocumented immigrants.
Intercept
Severe
High
Elevated
Guarded
Low
CIA
The purpose of the CIA is to provide US civilian leadership with security intelligence. It gathers and analysis
intelligence, then supplies its conclusions to government officials. In addition, the CIA is authorized to conduct
covert operations to thwart foreign threats.
Supply Information
The CIA can give agents inside information on foreign nations and terrorist organizations.
Disseminate Information
Sometimes agents need government officials to take threats more seriously. The CIA can feed information to the
President and other national leaders.
Conduct Covert Operation
The CIA can launch covert operations in foreign nations to build support for revolts or sabotage civilian/military
infrastructure. The Special Activities Division of the CIA conducts covert operations. Executive order 12333 makes
it illegal for the CIA to assassinate foreign leaders.
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FBI
The FBI is responsible for conducting security investigations within the US and abroad. Their investigations
cover everything from terrorism to white collar crime.
Under the motto Fidelity, Bravery, and Integrity, the
FBI is the lead terrorist prevention and detection agency.
Launch Investigation
The FBI can send its elite SWAT team to arrest suspected
terrorists or criminals, or to engage in a hostage rescue
mission.
Cryptanalysis
USSOC can launch an air strike on a selected target. Counter-terrorist teams as they exist today serve the
Use missiles from the Explosives list to handle air strikes. function of being a catch-all for any situation that is
too delicate to be handled by police forces. The need
Strike Team
for well-equipped and well-organized forces with rigorUSSOC can send in 10-12 man strike teams.
ous training has always existed and the police have long
sought to take on that role themselves with things like
H I S T O R Y O F C O U N T E R - SWAT. SWAT is an abbreviation for special weapons
TERRORISM
and tactics, and is used when more firepower is needed
Counter-terrorism has a long history that can be traced for a situation, or to set up special snipers to seal off an
back to the origins of organized terrorist attacks. For area. Even the highly trained forces of SWAT may not
many years, various countries have found it necessary to be enough for some situations, and when that is the case,
have counter-terrorist forces that can deal with a wide counter-terrorist forces fill that role and they do it well.
variety of situations. Modern day counter-terrorist teams
were created primarily due to a lack of conventional Counter-terrorist forces comprise military men for the
training of police forces. In many countries, the police most part, that are dedicated and trained in a variety of
forces may be unable to handle large threats for a variety areas that normal law enforcement does not have access
of reasons, be it manpower, training, or simply equip- to. Counter-terrorist forces benefit from having all their
ment. Throughout history, many countries have found capabilities under one umbrella, instead of needing a
separate group for infiltration or bomb disposal, for instance. They simply call upon members of the group who
are trained in those areas. Having such a diverse talent
pool in one place is very appealing, as it saves time and
allows for greater co-ordination of events that need to be
carried out with precision. Due to the specialized training
of counter-terrorist forces, nearly every modern country
has adopted some form of them to deal with situations,
and the wide array of options counter-terrorist teams
give them is evident by the amount that currently exists.
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APPROACHES TO COUNTERTERRORISM
FBI Tactics
FBI Organization
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CIA Organization
Counter-Intelligence- Case
Officers working in the
US find and remove
agents of foreign governments, and US officials and
agents operating as moles. This usually involves identifying the agent or mole, and supplying him or her with
disinformation. Case Officers working abroad find and
remove other officers operating as moles for enemy governments (CIA agents who have been turned).
Protection- Agents may be charged with protecting specific people, cargo, or flights. A group of TSA agents may
be in charge of protecting an entire airport or subway
system.
Homeland Security is divided into many different components. It is made up of offices, directorates, and agencies. In most Terror Network campaigns, the following
components are important: The Transportation Security
Administration, US Customs and Border Protection,
and US Secret Service.
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The AFSOC is based in Florida and has units throughout the world ready for deployment. It is made up of a
number of units, but the one most related to counterterrorism operations is the Special Operations Forces
Mobility. The AFSOC engages in the following types Raids and Assaults- Raids conducted by USASOC are
of operations:
simply small military assaults on targets or buildings
believed to be threats to US National Security.
Air Strikes- The AFSOC targets and destroys enemy
targets with precision strikes.
The United States Naval Warfare Special Operations
Command
The USASOC is made up of the militarys leading unconventional warfare units: The US Army Special Forces, Special Reconnaissance- Special Reconnaissance Units
US Army Rangers, PSYOP, etc. The USASOC engages obtain target information, assess damage from air strikes,
in the following types of operations:
and place surveillance sensors.
Combat Search and Rescue- Find and retrieve fallen sol- Raids and Assaults- Raids conducted by SEALs are simply
diers behind enemies line or on the field of battle. These small military assaults on targets or buildings believed
are typically aided by air transport.
to be threats to US National Security.
Chapter Six
Te r r o r i s m O v e r v i e w
WHAT IS TERRORISM?
There are many definitions of terrorism, all of which possess strengths and shortcomings. At its core, terrorism
is a tactic, a form of asymmetrical warfare used by forces too small to defeat their enemies in direct combat. But
there is more to terrorism than guerilla combat. In Terror Network, terrorism is defined as: the use of violence
against symbolic targets and innocent victims to 1) intimidate groups or governments to pursue a desired course
of action or 2) disrupt the status quo. This is a simple definition, and it also has limitations, but for the purposes
of a counter-terrorism role playing game, it should provide GMs and Players with a helpful framework.
Some military experts view terrorism through a spectrum of conflict, a model developed in the aftermath of the
Vietnam War. The spectrum offers a range of progressively higher (or lower) states of conflict beginning with
basic breaches of social mores and ending with the use of weapons of mass destruction. Terrorism occupies the
middle of the spectrum, just before guerilla war. A step towards the extreme end of the spectrum increases the
need for military force.
Terrorists tend to place more importance on religion and/or politics than other people. At the core of their thinking
is a profound sense of identity that is expressed through the organization they belong to. They are often alienated,
or the victims of perceived or very real oppression and injustice. Unemployment is often a factor as well, but so
is the desire for adventure and to advance a cause the terrorist believes is just.
Terrorists typically dont set out to become terrorists; they are drawn into a movement gradually. They may begin
by supporting a particular cause, or as members of a student action group. From here, many are recruited by terrorist organizations as supporters. Some go on to become combatants, commanders, or even establish their own
organization.
Terrorists are all different, but some share key traits: frustration and narcissistic rage. Their frustration usually
comes from a failure to find a place for themselves in society. This often makes them easy recruits for terrorist
groups. Narcissistic rage occurs when a person with an inflated sense of self-worth reacts with anger when their
self esteem is challenged, or they are faced with failure. They also tend to come from families that have socially
conditioned them to a specific cause at an early age. Often, they move from being simple activists to full-blown
terrorists after a violent confrontation with authorities.
Terrorists are team oriented. Their sense of identity comes from the terrorist group they belong to and its cause.
They are not selfish as other criminals are, but loyal to the cause. This does not mean they are morally good people,
but that their sense of purpose and belonging is what drives them.
Terrorists are sometimes very well trained. Many terrorist organizations function like small armies- they have
training programs, camps, and even small navies.
HISTORY OF TERRORISM
Modern terrorism has its roots in the French Revolution. Prior to that historical event, there were a number of
groups, such as the medieval assassins in Syria and Iran, the zealots in Roman occupied Judea, and the thugs in
seventh century India. But terrorism, as we understand it today, is generally considered to have begun during the
bloodshed that followed the French Revolution, and developed amid the various anarchist and nationalist groups
that operated throughout Europe in the 19th century.
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Peace
Crime
Spectrum of Conflict
Terrorism
War
WMD
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Communist Movements
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in the Middle East, and were responsible for the deaths but in the 1980s they shifted to more violent tactics,
of over 900 people. Sabri al-Banna, who used the name including threats and letter bombs. It has active cells in
Abu Nidal, was gunned down in Baghdad in 2002, pos- 42 countries.
sibly by an order from Saddam Hussein.
Earth Liberation Front- Earth Liberation Front is an
Liberation Tigers Of Tamil (LTTE)- The Liberation Tigers eco-terrorist group that opposes the destruction of the
of Tamil Eelam are a terrorist group active in Sri Lanka. environment. It was established in England during the
Their goal is to carve out an independent state for the 1990s, but has spread to Europe and the US. Most of
ethnic Tamils in Northern Sri Lanka. They are known their attacks are directed at companies the group regards
for their heavy use of suicide bombing, and the assas- as pollution contributors. Their aim is property damage,
sination of Indias Prime Minister, Sri Rajiv Ghandi in and their members are encouraged to avoid harming
1991 by this method. Tamils are an Indian minority, humans or animals.
in the Buddhist dominated island nation of Sri Lanka.
Religious Terrorism
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and made up of affiliated networks. However, many living in the 20th century shortly after the collapse of
regard Al Qaeda central leadership as the ideological the Ottoman Empire.
and strategic engine of the movement.
Two other thinkers are critically important to the formaAccording to the FBI and most experts, Global Jihad tion of the Global Jihad: Sayyid Qutb and Sayyid Abu
organizations are the biggest terrorist threat faced by ala Maududi. Maududi lived in India and wrote many
the United States. The Global Jihadist take an extreme books advocating the formation of an Islamic theocratic
view of Islam, believing that all Islamic lands should state and the spread of a pan-Islamic government. Qutb,
be governed by Sharia law under a restored Caliphate, who started out as a secular literary critic, converted to
and that Islamic land should be reclaimed by violent the Islamist viewpoint after a trip to the United States in
means. They also want to eliminate any non-Muslim 1948. He joined the Muslim Brotherhood, an Egyptian
influences from the Islamic world. Some groups take Islamist group, and believed that the Muslim community
this even further, and call for attacks against Western had returned to a state of impurity and ignorance (Janations on their own soil. Al-Qaeda is an example of a hiliyya) because it was tainted by non-Islamic influences.
Global Jihad group.
He called for a return to Sharia law and a violent Jihad
against the forces of Jahiliyya. The Muslim Brotherhood
The Global Jihad movement is strongly influenced by was established in the wake of the partitioning of the
Ibn Taymiyyah, a 13th century Muslim theologian. Middle East. It rejected the division of the Arab world
Taymiyya advocated the rejection of impure forms of into separate nations, and called for a united Arab World
Islam, and a stricter adherence to Sharia law. In Taymi- as well as the destruction of Israel.
yyahs time, the Islamic world was overrun by Mongol
converts to Islam. He regarded the Mongols as impure Al Qaeda- Al Qaeda is an international Salafi terrorist
adherence to the faith, and argued for violent resistance group, responsible for the 9/11 attacks and numerous US
against them. His ideas had strong appeal to Muslims Embassy bombings in the Middle East and Africa. Most
likely, Al Qaeda is based somewhere on the Pakistani
border region. It was established in 1988 by Osama bin
Laden, out of the Security Office- terrorist groups run
by Osama bin Laden and Abdullah Azzam. Azzam was
assassinated in 1988, and there is a speculation that Bin
Laden ordered the killing. Al-Qaeda wants to establish a
new Caliphate across the Islamic world, by overthrowing
local moderate regimes, and waging Jihad. In the 90s, it
was a centralized network with a solid chain of command.
Since it was forced to flee Afghanistan in the aftermath
of 9/11, it has adopted a de-centralized structure that
relies heavily on autonomous terrorist cells, and affiliated
terror networks. Its central leadership, composed of bin
Laden and his group of advisers, still has cells directly
under its control, but mostly wages Jihad by issuing
proclamations and directives that are carried out by
ideologically aligned individuals and groups throughout
the Islamic world.
Al Qaeda wants to reclaim and purify Islamic lands,
restore the Caliphate, and wage a violent Jihad abroad
against non-believers. They also have the short-term
goals of luring Western Countries, especially the United
States, to fight wars on Islamic soil and increase their
support base through propaganda disseminated via the
internet and mainstream media outlets. Collectively,
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The Global Jihad movement draws much of its strength from fundamentalist philosophies like Salafism and Islamism. However, these terms can easily be misused, so an explanation of their meaning is required. Islamism is an ideology embraced
by segments of the Islamic world, and should not be confused with terrorism. The essential character of Islamism is its rejection of anything non-Islamic. It is a belief that requires complete adherence to Islamic law, and seeks to establish itself as
a system of government. While this sounds extreme, it does not mean that all Islamists are terrorists. Some are, some are
not. Many Islamists are believers who do not act violently to promote their ideology. And not all who promote it through
violence use terrorism as a tactic. Many rely on conventional fighting. Only those who engage in acts of terrorism are to be
considered terrorists.
Salafism is a fundamentalist Sunni viewpoint that recalls the purity of the first three generations following the death of
Muhammad. Salafists go a step beyond Islamists, and reject any innovation following this golden age of Islam. This includes
many of the developments within the Islamic world itself. These are called Bidah (Inventions), and they refer to any practices, beliefs, or habits introduced after the time of the Salaf (Ancestors) Ultimately, Salafists want to emulate the first three
generations of Islam. Modern Salafism is a branch of Wahhabism, but broader in scope. Wahhabism and Salafism are actually the same ideology. But people normally use Wahhabi to mean Salafis inside Saudi Arabia. This is because the movement
began with Muhammad abd al Wahhab in the late 1700s. Wahhab attached himself to a sheik whose decendants became
the rulers of Saudi Arabia, and from there the Wahhabism spread to the rest of the Islamic World, where it is known as
Salafism.
Many people use Salafism, Wahhabism, and Islamism to describe all Muslim terrorists. In this book, a person who adheres
to one of these philosophies and is also a terrorist will be described as such (i.e. Islamist terrorist). Collectively, they are part
of the Global Jihad Movement. We have opted to use Global Jihad because it is clear and only refers to those who engage
in acts of terrorism and have transnational aspirations. It is important to keep in mind that not all Jihadi are terrorists, some
are merely guerilla fighters or political activists (see Jihad Sidebar).
Jihad
Jihad comes from the Arabic root J-H-D, which means to endeavor, strive, or take pains. In the context of Islam, this struggle
has spiritual implications, and operates on an internal and external level. There are therefore two meanings to Jihad. The
first is the Greater Jihad, which refers to the spiritual struggle of the individual to stay true to the Muslim faith. The second
is the Lesser Jihad, which refers to the struggle of the Muslim community against non-believers. The Lesser Jihad has been
described by some Muslim scholars as a defensive war to protect the Umma (the community of Muslims), and by other
Muslim scholars as an offensive war to spread the Umma. Within the Muslim community itself, there is great disagreement
over the meaning of Lesser Jihad.
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68 Terror Network
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The Shark Club- The Shark Club is part of the Christian Patriot movement, and headed by Lewis Reign, a
former Religious Studies professor. Reign commands his
followers to be sharks in a sea of immigrants, atheists,
and non-Christians. He believes these groups are part
of a conspiracy against white Christian America. His
followers launch home invasions of people believed to
be part of the conspiracy. During these brutal home invasions, the Shark Club murders residents who are guilty
of nothing but attracting the organizations attention.
Recently, Reign expanded the enemy to include Civil
Defense lawyers.
Muslim Justice Brigade- The Muslim Justice Brigade
was founded by a wealthy Pakistani man who owns
many successful businesses in Pakistan. The founder is
unknown at this time and takes great pains to remain
that way. Recently, The Muslim Justice Brigade formed
two groups of cells in New York City, each with about a
dozen members. Salim Rajput, a Pakistani student studying Engineering at New York University, is the leader
of cell one. The remainder of cell one consists of other
New York University Students. Cell two is also made up
of students and is the back up if cell one fails to carry
out its missions. Presently, the Muslim Justice Brigade
plans a dramatic attack on New York City.
The Justice Freemen- The Justice Freemen operate out of
several Midwestern States, typically from armed compounds. They are advocates of individual liberty and
reject the authority of the Federal Government. The
Justice Freemen acknowledge their own sovereignty,
having their own courts and banking systems. After a
series of violent standoffs with local law enforcement
Terrorism Overview 69
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and the FBI, the Justice Freemen began bombing federal the 9/11 attacks. The first indication of an impending
buildings. They are led by Leroy Clark.
attack is often intelligence gathering activities by terrorist groups.
Al Mahara- Al Mahara is an organization made up of
highly skilled terrorists who come from a range of back- The following list provides a basic break down, as well
grounds. Most of its members possess advanced technical as some vital mechanics, for different types of terrorist
knowledge, or are highly trained military specialists. Al attacks:
Mahara also recruits young college students who are
technically savvy. It is led by Muhammad Abaza, a former Bombings
Saudi business executive who believes he is the Mahdi. Bombings are dramatic enough to draw media attention,
The stated aim of Al Mahara is to establish a Caliphate deadly enough to generate fear, and cheap enough to be
in a Western nation with a large Muslim population.
practical. It is small wonder then that they are the most
common terrorist attack. A bomb can be anything from
TYPES OF TERRORIST ATTACKS a stick of dynamite to a nuclear warhead. Most utilize
Terrorists select targets that are strategic to their goals, chemical reactions to generate a deadly blast. Most terand symbolic to their cause. Sometimes they attack in rorists use Improvised Explosive Devices, a roughly built
order to feed the moral of their base, other times they bomb (often by attaching a detonator to an artillery
attack with the intent to frighten their enemy or draw device) that ranges in effectiveness. A well-made and
attention to their organization.
well-placed IED can kill hundreds of people.
Use of constrained violence and selective targeting of government or military personnel are the mark of left-wing
political terrorists. They typically try to build popular
support, which means they must be very efficient when
they attack. Killing too many innocent bystanders or disrupting the lives of the general population only reduces
their popularity. When interest in their organization
diminishes, left-wing terrorists often resort to greater
levels of violence than before.
Most right-wing political terrorists are active in Europe,
as the right wing movements in the US tend to be more
religiously oriented. Right-wing political terrorism is
characterized by less discriminate use of violence than
left-wing terrorism. They are still motivated by a political
goal, but they tend to be more nationalistic, applying
a broader view of who their enemies are. Because they
vilify minorities, demonize the welfare state, and view
themselves as defenders of a besieged culture, right-wing
organizations will frequently attack innocent targets that
they feel must be eliminated for the good of their nation.
Suicide Bombings
Kidnappings are difficult to plan, but can yield considerable media attention or be used to negotiate settlements
with authorities. Kidnapping high profile people and
holding them for ransom is an effective way to generate
income for any terrorist organization. Some terrorist
groups kidnap victims, only to murder them in a public
display to intimidate their enemies.
Assassinations
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Armed Massacres
Caustic and toxic chemicals have long been used as weapons. A chemical attack has the potential to kill hundreds,
even thousands, and creates widespread panic. Chemicals
could be unleashed through ventilation systems, the
food and water supply, or an explosive devise. Chemical weapons can have toxic effects on internal organs if
inhaled or ingested. Some can also burn or blister the
skin (see Chapter Six).
STRUCTURE
It is difficult to determine the structure of terrorist organizations because they operate in secret, but most
appear to follow a standard pyramid hierarchy (with
commanders at the top), a network structure, or a combination of both.
Combatants carry out terrorist operations, and combatants are usually organized into small cells of five to eight
members. Most cells have two or more specialists. The
cell structure helps maintain the secrecy that terrorism
demands. Typically, those within a cell are unaware of
people who are inside their own organization, but outside
their cell. Each cell has a leader, and this leader forms
the contact point for other parts of the organization.
Sometimes, members of the same cell only know their
leader, but not each other.
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NOTABLE ATTACKS
9/11
Technology
Madrid Bombing
72 Terror Network
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Terrorism Overview 73
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CHAPTER SEVEN
This chapter explains how to run Operations and develop terrorists to entertain your players.
The possibilities in Terror Network are endless, but there are two basic types of campaigns: domestic and international. In domestic campaigns, your players assume the role of agents trying to break up or infiltrate terror
networks. In international campaigns, players use their skills to gather intelligence on international terrorist groups
and establish contacts in foreign countries. An international campaign is just as action packed and dangerous, if
not more so, than a domestic one, because players are special agents operating in distant lands, sometimes with
absolutely no government protection.
TYPES OF OPERATIONS
Operations are the strategies agencies and agents employ to fight terrorism, and fall into two basic categories:
missions and investigations. As the GM, it is your job to design operations for your players. An operation can be
as short as an hour, or as long as a decade. In most campaigns, the types of operations you create are limited by
the agencies involved.
Missions are organized tasks that often involve the use of force and tactics. Covert operations, raids, and arrests are
all examples of missions. The best missions are fast paced and exciting like a thriller or action film. For example,
you design a mission for an FBI SWAT arrest. Maybe a bomb went off in the New York subway system, and the
suspects are hiding in a multi-level skyscraper. The agents need to go in and track the suspects room by room,
without getting hurt.
Investigations are information-gathering operations. They usually center on a suspect, event, or organization. For
example, an investigation around an explosion on the Golden Gate Bridge is a good investigation operation. The
agents are dispatched to San Francisco to track down the organization or people responsible. Alternately, you could
design an investigation around preventing an attack. Maybe the agents get a tip that a terrorist plans to attack a
New York Suburb. The agents follow leads, hoping to stop the terrorists before they put their plan into motion.
Operation Ideas
Hostage Rescue
(order #2077834)
Description: A terrorist
group plans to blow up
commuter rail trains
in a major city then
follow up with attacks
on local emergency
rooms. The agents do
not know the extent of
the plot when the operation begins. All they
have is information
on a terror suspects
computer indicating a
possible threat in the
near future inside the
city. The agents must
develop a list of leads
and follow trails of evidence in time to stop
the attack.
Caribbean Hijack
Objective: Raid terrorist base in Algeria. Neutralize threat and obtain evidence of cells in America.
Type: Mission
Description: A Global Jihadist group based in Algeria plans a large scale attack on the US. The
government knows an attack will occur, but has
been unable to track down information on the
individual cells. They do know the location of the
groups base in Algeria, however. The agents must
raid the base, take out the terrorists and search for
evidence related to the American cells.
Bombing Spree
TYPES OF STORYLINES
Storylines give your campaigns texture and connect different operations. It is possible to run Terror Network
without storylines at all. For some, this may be more
realistic. For others, storylines make for a better game
and more believable characters.
There are two types of storylines: professional and personal. Professional storylines involve elements of agents
professional lives: co-workers, suspects, and promotions. formation, or refer to the books listed at the end of the
Personal storylines involve elements of agents personal Terror Network Rulebook.
lives: family, finances, and health. Good storylines blend
both together over time.
C R E AT I N G T E R R O R I S T
When introducing storylines, it may help to focus on one
agent at time. Perhaps Agent Murphy is going through a
rocky divorce, and not able to see his kids on the weekends. The player provides you these details at character
creation. But as a GM you need to bring them to life
during the game. For example, while Agent Murphy
is on a three week investigation to infiltrate a terrorist
network, his son is involved in a car accident. He is
starting to make real progress in the investigation, and
is vital to the teams success. But his ex-wife accuses him
of putting his career ahead of his sons life. How Agent
Murphy reacts to these events advances the storyline.
Perhaps Agent Murphy sticks with the investigation. His
son gets better, but takes his fathers absence personally
and holds it against him. A few months later, the GM
decides that Murphys son rebels by skipping school and
using drugs. Now you have an ongoing storyline that
makes Agent Murphy a much more interesting character.
ORGANIZATIONS
76 Terror Network
(order #2077834)
Cell One
Office Buildings
Mekiyah
Cell Two
Cell Three
State House
Transit System
Muhammad Al
Ibrahim
Security
Jabril
Engineer
Ahmed Akhdar
Samir Murabi
Sayyid Al Asada
Demolitions
Abdul Aziz
Jamal
Bio-Weapons
Abdul Hamza
Key
Hub
Cell Member
Use the following model to diagram your cells. This Very Easy- One point in each skill group
allows you to keep track of the networks organization,
and provide a base for determining what each terrorist Easy- Nine points in each kill group
will do during the course of the adventure.
Challenging- Twelve points in three primary skill groups,
In the above model, the GM planned an adventure about nine points in every other skill group
a network plotting to make a three-pronged attack on
the city of Boston. The first attack, by cell two, would Difficult- Fifteen Points in three primary skill groups,
be a biological attack in the State House. So he made nine points in every other skill group
sure the cell had a biological weapons expert. The second
attack would be against the subway system. Their expert When you need NPCs on the fly, refer to the NPC Chart
was an engineer who had infiltrated the MBTA and at the back of the book.
planned to create a deliberate head-on collision between
two railcars. The third attack would be against several Making Memorable Villains
office buildings in Boston and would utilize explosives, In Terror Network, the best villains are both detestable
which is why the cell has an explosives specialist. The and interesting. You want players to hate your villains,
three hubs, or contact points, in the network are Khalid but also believe in them. Villains that are 100% evil withBin Zura, Mekiyah, and Ahmed. This network creates out any redeeming qualities just dont seem human, let
all kinds of opportunities for drama. Suppose the players alone real. This doesnt mean they need to be sympathetic,
manage to crack one of the cells, but still have to track however. A sympathetic villain every so often is a good
down the other two before anyone gets hurt. This is way to mix things up. But for the most part, it is best if
just one example. A network could be even larger, with your players truly loathe the villains they are pursuing.
more members to each cell. It all depends on what the
terrorists are planning.
Three helpful areas to flesh out the villain:
MAKING NPCS
CAMPAIGN APPROACHES
In Terror Network, players are special agents in counterterrorist organizations like the FBI and the CIA. This
structure presents certain advantages but also has some
inherent difficulties. Because players are playing agents
who answer to a commander, GMs dont need to worry
about establishing plausible hooks for their players to
bite. The commanding officer tells the players what their
mission is, and they are expected to comply. But this
also means that the players freedom is limited. They
cant go chasing terrorists across the globe, they have to
stick to their mission, and work within the confines of
their organizations protocols. Here are some possible
approaches to making the game more interesting and
varied:
Have the players create characters for several different
campaigns. They can make a group of characters that
work for the FBI, another group that works for the CIA,
78 Terror Network
(order #2077834)
80 Terror Network
(order #2077834)
CHAPTER EIGHT
O p e r a t i o n
D i r t y
W a t e r
This mission is designed for three to six players. While designed for FBI or Joint Task Force agents, a few adjustments should make it playable with characters from any agency.
Operation Dirty Water is a non-linear investigation. The agents may follow any leads they wish, at any time. As
they conduct the investigation, the GM keeps track of events on the timeline, and updates the agents as events
occur. The NPCs in Operation Dirty Water follow a set plan, but are free to alter their course of action should
the agents do anything to threaten the their scheme.
Operation Dirty Water is based around points of investigation and events. As the agents visit different locations,
they have opportunities to uncover clues or open leads. During the investigation, events occur as the timeline
moves forward. Remember, the agents can use their own set of skills or call in assistance from federal agencies.
They also have the power to interrupt or alter events on the timeline.
Objective- Investigate and stop a terrorist attack on downtown Boston.
Terrorist Plot- Al Mahara, a Saudi Arabian based terror network, plans to launch a dirty missile into downtown
Boston. They have a six member cell operating in the Boston area, laying the ground work for an attack.
Background- An Al Mahara cell led by Rabi Mughniyah (a.k.a. Prince Fahd) purchased radioactive material from
two Russian mobsters (Ivan and Mikhail Andreev), and then paid them to abduct a missile engineer and nuclear
chemist named David Travis, along with his family. David Travis was brought aboard the Sunset Rose, to help the
Mahara cell fit the radioactive material into the rocket. The cell leader, Prince Fahd (real name Rabi Mughniyah)
locked Davids wife and son in a separate room, threatening to kill them if he didnt help. Originally, the plan was
to fit the material to a suicide vest that Asima (one of the cell hubs) would detonate in Boston. But Rabi felt it
was becoming too unstable, and decided to use a rocket instead.
In an effort to eliminate any loose ends, the Russian mob ordered a hit on Ivan and Mikhail. The hit man killed
Mikhail, but Ivan escaped. To further complicate things, CIA field agents recovered a laptop in Jordan with coded
information about the plot. The operation begins when the CIA brings their analysis of this data to the Boston
FBI field office.
Overview- The agents catch wind of the plot, when a laptop with an encrypted message is discovered by the CIA
in Jordan. CIA and NSA analysts are unable to completely decode the message, but they decipher the following
words: Travis, World Arms Inc, Boston, Russian brothers and August. The agencies believe a terrorist organization plans an attack on Boston sometime in August. They send an agent with this information to the Boston FBI
field office. The players are either FBI agents assigned to the field office, or a combination of agents from different
agencies that were assembled into a task force to handle the threat.
The agents discover the Andreev brothers (a pair of Russian mobsters) are connected to the plot against Boston.
Mikhail, the oldest brother, dies from a gunshot wound at the Cauliflower Pub the day the investigation begins.
An autopsy reveals he was shot in the back of the head, but also suffered from severe radiation poisoning. The
Russian Mob wants to eliminate any loose ends that would connect them to Al Mahara, so they sent a hit man
to the Cauliflower Pub to take out the brothers. Ivan, who was present when his brother was shot, ran away, but
is arrested two days later.
(order #2077834)
Timeline*
Day
Time
Event
August 3
5:00 PM
August 4
7:00 AM
3:00 PM
1:00 AM
12:00 PM
INVESTIGATION STARTS
August 6
5:00 PM
August 7
10:00 AM
1:00 PM
4:00 PM
9:00 AM
August 5
August 9
* If running a campaign set in a different time of year, simply replace the dates on the timeline with more appropriate days.
Investigating the warehouse turns up signs of radioactivity. Further investigation reveals a man named Mohamad
Mufta is one of the warehouse employees. The manager
of the warehouse provides them with information that
leads to Asimas apartment.
EVENTS
Each of the following events is keyed to days on the time- Event #4: Dirty Missile Attack- Agents not stopping the
line. Some events can be stopped or altered by actions plot, allow the Al Mahara cell members launch a dirty
82 Terror Network
(order #2077834)
Sample Mission 83
(order #2077834)
84 Terror Network
(order #2077834)
Asimas Apartment
Warehouse 14
The smell of the sea and decayed shellfish permeate the
air. Storage units line the pier, beside a stack of unused
lobster traps. Each unit is numbered from 1-20.
Searching the apartment with a successful Detect roll -Only James and Mohammad have keys to the ware(DC 4) reveals a laptop computer containing Salafist houses.
propaganda, and identification papers with Asimas full
name: Asima Al Hizra.
On a successful Persuade roll (TN 8), James gives the
agents Mohammads address; the same as Asimas HarHaving the field office run a check on Asima Al Hizra rison Avenue apartment.
reveals the following information:
On a successful Forensics roll (TN 5), the agents find
A boat called the Sunset Rose is registered to Asima Al evidence of radioactivity in warehouse 14.
Hizra and is docked at a Marina in the Boston harbor.
Bringing in a Hazmat Team uncovers levels of radiation
Arresting Asima and attempting to extract information inside the warehouse.
from her is difficult, at best. On a successful Interrogation roll (TN 10), she admits to the following:
The Cauliflower Pub
The interior of the Cauliflower Pub is dim and smells
-A dirty bomb will go off in Boston on a day after August of freshly lacquered mahogany.
8th
Owned by Bernard Furman, a retired boxer and con-The dirty bomb is located on the Sunset Rose
victed felon, the Cauliflower Pub (est. 1996) is a favorite
haunt for criminals such as the Andreev brothers. After
There is information hidden on Asimas computer, which August 6th, the pub becomes a crime scene. Mikhails
a successful Computer roll (DC 10) reveals:
body is found in a bathroom stall with two bullets to
the back of the head. Everyone in the pub at the time
-An outline of David Travis daily schedule
left long before the police arrived, except Bernard, who
had to stay.
-Ivan Andreevs cell phone number
Sample Mission 85
(order #2077834)
RESOLUTION
86 Terror Network
(order #2077834)
(In Arabic)
Today, we announce the return of the Mahdi. He
walks among us, and commands the faithful to join
the Jihad against the United States and its allies. This
is but a taste of our strength. We are an army over
10,000 strong. We hide among you. We hide among
our own people. You cannot stop us.
Asima and Mohammad Phone Conversation Go to the bookstore- Detonate the bomb
The first part of this conversation is coded (see key
below). Give the key to any player who makes a suc- Aristotle- Ivan
cessful Intelligence roll.
Plato- Mikhail
Mohammad- Did you enjoy reading Plato and Aristotle?
Dislikes- Intends to kill
Asima- Plato disappointed me, but I enjoyed Aristotle. Though I fear he is losing my interest.
Mohammad-What did the teacher think?
Asima- I believe he dislikes Aristotle as well.
Mohammad- Can you still have dinner at five?
Asima- I think we should have dinner earlier in the
day, so I can study at night.
Mohammad- What time?
Asima- Why?
THE CELL
Asima- Four.
The cell was formed two years ago. Each member was
hand selected by Mohammad Abaza, the leader of Al
Mahara. Every cell member, Except Ibrahim, is working
under a false name.
Prince Fahd (Rabi Mughniyah)- See NPC entry below.
Abu Misri- Abu was born in Egypt and met Rabi when
he came to Saudi Arabia to study and find employment.
He functions as the groups weapons expert. Use the Cell
Sample Mission 87
(order #2077834)
88 Terror Network
(order #2077834)
RABI MUGHNIYAH
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Prince Fahd
Al Mahara
Cell Leader
Build
Ht.
Wt.
Sex
Scars/Marks
Notes:
Moustache, Glasses
1981
Saudi
Defenses
Slender
57
165
Male
None
Combat
Physical
Mental
Endurance
Interrogation
tt
Hardiness
Hand to Hand
Stealth
Medium Arms
Athletics
Persuasion
tt
Evade
Heavy Arms
Balance
tt
Reasoning
tt
Parry
Small Arms
Muscle
tt
Empathy
Wits
Explosives
tt
Speed
Acting
Resolve
Sniper
Swim
Detect
Knowledge
Expertise
Vehicle
Specialist
Geop (Saudi)
Motorcycle
Engineering
Helicopter
Intelligence
Armored
Computers
Planes
Medicine
Boat
tt
Forensics
Car
ttt
Security
ttt
ttt
tt
Chemistry
tt
Law (US)
tt
English
tt
Description
Prince Fahds real name is Rabi Mughniya. He was born in Baha, Saudi Arabia in 1981. He joined Al
Mahara three years ago, while working for a techno-firm based in Riyadh. Rabis sister was killed by crossfire
in 2004, as Saudi police fired at a terrorist who killed two Americans in a nearby caf. Rabi came to blame
the Saudi Government and its close relationship with the US for his sisters death.
Sample Mission 89
(order #2077834)
Chapter Nine
Te r ro r i s t Th re a t s
CARMINE SANCHEZ
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Build
Ht.
Wt.
Sex
Scars/Marks
The Assassin
Freelance
None
Venuzuela
1979
Venezualan
Athletic
58
171
Male
None
Notes:
Defenses
Combat
Physical
Mental
Hardiness
Hand to Hand
tt
Endurance
tt
Interrogation
Stealth
Medium Arms
Athletics
ttt
Persuasion
tt
Evade
Heavy Arms
ttt
Balance
tt
Reasoning
Parry
Small Arms
tt
Muscle
tt
Empathy
Wits
Explosives
tt
Speed
tt
Acting
ttt
Resolve
Sniper
tt
Swim
Detect
tt
Expertise
Vehicle
Hand-to-Hand-Bladed
Motorcycle
Sniper-Single
Helicopter
Athletics-Climb
Armored
Speed-Pursue
Planes
Speed-Elude
Boat
Car
Specialist
Knowledge
tt
Engineering
Science
Intelligence
Law
Computers
Spanish
ttt
Medicine
Arabic
tt
ttt
Forensics
English
tt
tt
Security
Talent: Sing
ttt
ttt
Description
Carmine was born in Venezuela, and moved with his mother to Mexico where he joined the army, eventually entering the Special Forces Corps. He left the army and worked for local drug cartels as an assassin,
but had to flee Mexico after a botched hit. He moved to Spain, and found work with different criminal
groups, including Basque Separatists. Soon, he earned a name for himself as a terrorist for hire, willing to
work for any cause if the money was right.
(order #2077834)
Build
Ht.
Wt.
Sex
Scars/Marks
Crazy Train
Lone Wolf
None
Los Angeles
1972
US
Wide
6
250
Male
Missing Finger
Notes:
Defenses
Combat
Hardiness
Hand to Hand
Stealth
Evade
Physical
Endurance
tt
Interrogation
ttt
Medium Arms
Athletics
Persuasion
tt
Heavy Arms
Balance
tt
Reasoning
tt
Parry
Small Arms
ttt
Muscle
ttt
Empathy
Wits
Explosives
ttt
Speed
Acting
Resolve
Sniper
Swim
Detect
Expertise
Vehicle
Specialist
Explosives-Set
Motorcycle
Science-Theoretical
Helicopter
Intelligence
Science-Applied
Armored
Computers
Planes
Medicine
Boat
Forensics
Car
Mental
tt
ttt
Engineering
Security
Knowledge
t
English (Free)
ttt
Chemistry
ttt
tt
tt
Description
The Wrecking Ball is a lone white supremacist responsible for bombings and killings across the country.
Not much is known about his past, but it is believed he received a college degree and a background in
the sciences. He mostly targets symbols of American consumerism, and appears motivated by a hatred of
capitalism. His improvised explosives are effective, typically killing hundreds at a time. And he has even
kidnapped and killed CEOs of corporations. It is reported he plays Russian roulette with his victims.
Terrorist Threats 91
(order #2077834)
LEWIS REIN
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Build
Ht.
Wt.
Sex
Scars/Marks
The Professor
The Shark Club
Leader
New York
1958
US
Slender
58
130
Male
None
Notes:
Defenses
Combat
Physical
Mental
Hardiness
Hand to Hand
Endurance
Stealth
Medium Arms
ttt
Athletics
Evade
Heavy Arms
Parry
Small Arms
Wits
Explosives
Speed
Acting
Resolve
Sniper
Swim
Detect
Expertise
Vehicle
Specialist
Knowledge
Small Arms-Single
Motorcycle
History-US
Helicopter
tt
tt
tt
Interrogation
Persuasion
Balance
Reasoning
Muscle
Empathy
Engineering
Biology
Intelligence
English (Free)
ttt
Armored
Computers
History (NA)
ttt
Planes
Medicine
Hebrew
tt
Greek
tt
Boat
tt
Forensics
Car
ttt
Security
ttt
ttt
Description
Lewis Rein is the founder and leader of the Shark Club, a Christian Identity terrorist group that believes
white Christians are at war with a conspiracy of atheists, Jews, and other non-Christians. Rein and his
followers stage home invasions of people they think are part of the conspiracy.
92 Terror Network
(order #2077834)
LEROY CLARK
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Lloyd Peterson
Justice Freemen
Leader
Bancroft
1941
US
Notes:
Glasses
Defenses
Combat
Build
Ht.
Wt.
Sex
Scars/Marks
Large
510
209
Male
Tattoo
Physical
Mental
Hardiness
Hand to Hand
ttt
Endurance
tt
Interrogation
Stealth
Medium Arms
Athletics
tt
Persuasion
Evade
Heavy Arms
Balance
Parry
Small Arms
ttt
Muscle
ttt
Empathy
Wits
Explosives
Speed
Acting
Resolve
Sniper
Swim
Detect
Expertise
Vehicle
Specialist
Knowledge
Law-Civil
Motorcycle
Engineering
English (Free)
ttt
Law-Criminal
Helicopter
Intelligence
Law (US)
tt
Hand-to-Hand-Bladed
Armored
Computers
tt
History (NA)
Hand-to-Hand-Unarmed
Planes
Medicine
tt
Geo P (NA)
tt
Boat
Forensics
Car
tt
ttt
Security
Reasoning
t
tt
tt
tt
Description
Leroy Clark is a former lawyer and Green Beret. A proponent of the Individual Liberty Principle, he started
a Survivalist organization called the Justice Freemen. The group evolved into a parallel government that
considered itself independent from the United States. Clark opened Justice Freemen chapters throughout
the US to plant the seeds for future revolution.
Terrorist Threats 93
(order #2077834)
SALIM RAJPUT
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Sal
Muslim Justice B.
Cell Leader
Lahore
1989
Pakistan
Build
Ht.
Wt.
Sex
Scars/Marks
Slender
510
170
Male
None
Notes:
Defenses
Combat
Physical
Mental
Hardiness
Hand to Hand
tt
Endurance
Interrogation
Stealth
Medium Arms
tt
Athletics
tt
Persuasion
tt
Evade
Heavy Arms
Balance
Reasoning
Parry
Small Arms
tt
Muscle
Empathy
Wits
Explosives
tt
Speed
ttt
Acting
Resolve
Sniper
Swim
Detect
Expertise
Vehicle
Specialist
Knowledge
Engineering-Mechanical
Motorcycle
Engineering
Science-Applied
Helicopter
Intelligence
Explosives-Set
Armored
Computers
Planes
Boat
Car
ttt
ttt
ttt
Urdu (Free)
ttt
English
ttt
Arabic
tt
Medicine
Chemistry
ttt
Forensics
History (ME)
ttt
ttt
Security
Description
Sal is a Pakistani student studying Engineering at New York University. He joined the Muslim Justice Brigade before coming to America, and was selected to lead cell one. Sal is fluent in American, English, and
quite able to pass for a twenty year old student. He is charismatic, brilliant, and dedicated to the cause of
making the West pay for meddling in the Muslim world.
94 Terror Network
(order #2077834)
MUHAMMAD ABAZA
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Build
Ht.
Wt.
Sex
Scars/Marks
Al Mahdi
Al Mahara
Leader
Jordan
1965
Saudi Arabia
Wide
56
170
Male
None
Notes:
Defenses
Combat
Hardiness
Hand to Hand
Stealth
Evade
Physical
t
Mental
Endurance
Interrogation
tt
Medium Arms
Athletics
Persuasion
ttt
Heavy Arms
Balance
Reasoning
tt
Parry
Small Arms
Muscle
tt
Empathy
Wits
Explosives
tt
Speed
Acting
Resolve
Sniper
Swim
Detect
ttt
Expertise
Vehicle
Specialist
Computer-Hack
Motorcycle
Engineering
tt
Arabic (Free)
ttt
Computer-Program
Helicopter
Intelligence
ttt
Farsi
ttt
Engineering-Electrical
Armored
Computers
ttt
English
tt
Intelligence-Business
Planes
Medicine
Physics
ttt
Biology
tt
History (ME)
tt
tt
tt
Boat
Car
Knowledge
Forensics
tt
Security
Description
Muhammad Abaza was born in Jordan to a wealthy family, and moved to Saudi Arabia when he was fifteen. There he came under the influence of a former student of Sayyid Qutb. He entered into the biotech
industry after graduating college, and used his fathers fortune to start his own company, which eventually
made him a multi-billionaire. Muhammad used his fortune to fund Al Qaeda affiliate groups inside Saudi
Arabia. Convinced by his wifes dream that he was the Mahdi, Muhammad started his own organization
called Al Mahara. He wants to become the first Caliph of a Western country with a large Muslim Population, believing this will start a global revolution.
Terrorist Threats 95
(order #2077834)
MILA PETROVICH
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Build
Ht.
Wt.
Sex
Scars/Marks
Miles
Bojh
Editor
Belgrade
1970
Serbian
Athletic
510
138
Female
None
Notes:
Defenses
Combat
Physical
Mental
Hardiness
Hand to Hand
Endurance
Interrogation
Stealth
Medium Arms
Athletics
tt
Persuasion
tt
Evade
Heavy Arms
Balance
tt
Reasoning
ttt
Parry
Small Arms
ttt
Muscle
Empathy
Wits
Explosives
Speed
Acting
Resolve
Sniper
ttt
Swim
Detect
ttt
Expertise
Vehicle
Specialist
Knowledge
Geopolitics-US
Motorcycle
Engineering
Serbian (free)
ttt
English
ttt
Computers
Geo P (NA)
tt
Helicopter
tt
Armored
Intelligence
Planes
Medicine
Geo P (EE)
tt
Boat
Forensics
Talent (write)
tt
Car
tt
Security
ttt
Description
Mila Petrovic was living in Serbia as a reporter when NATO bombed the country. She lost her fianc when
a bomb struck their home. Mila never recovered mentally from the loss, and harbors a deep hatred for
NATO, and especially the US, which she sees as the ringleader of NATO. She moved to the US with two
of her like-minded cousins and the three of them have a grand plan. Mila plans nothing less than to kill the
president of the United States. If she succeeds, she will have arranged for a message to be sent, stating the
attack was to repay the US for the attacks on Serbia. She and her cousins started a small Serbian magazine
called Bojh. The stated purpose of Bojh is to bring the American political theatre to Belgrade. Its real
purpose is to help Petrovic and her cousins get closer to the president.
96 Terror Network
(order #2077834)
FRANKLIN SKEETERSON
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Build
Ht.
Wt.
Sex
Scars/Marks
Skeets
Freebirds
Leader
San Diego
1969
US
Heavy
59
240
Male
Tattoos
Notes:
Defenses
Combat
Hardiness
Hand to Hand
Stealth
Evade
Physical
Endurance
tt
Interrogation
tt
Medium Arms
Athletics
ttt
Persuasion
tt
Heavy Arms
Balance
Reasoning
tt
Parry
Small Arms
Muscle
Wits
Explosives
tt
Speed
Acting
Resolve
Sniper
ttt
Swim
Detect
Specialist
Knowledge
Expertise
ttt
Mental
Vehicle
Motorcycle
ttt
Engineering
ttt
tt
Empathy
tt
English (free)
ttt
Helicopter
Intelligence
Spanish
tt
Armored
Computers
History (US)
tt
Planes
Medicine
Boat
tt
Forensics
Car
tt
Security
ttt
Description
Franklin Skeet Skeeterson is the leader of a biker gang called the Freebirds. Once affiliated with the Hells
Angels, the Freebirds are now a rogue independent band of anarchists. They are responsible for a vast
number of violent crimes across the US. Skeet is a very clever man, however, and has managed to avoid a
solid trail of evidence pointing back to his biker gang. Skeet is a true anarchist at heart, and prefers to steal
from the government and likes to kill police officers. Skeet tends to make an example of any weak links in
the gang, and the remaining members are all hardened killers that know how to survive.
Terrorist Threats 97
(order #2077834)
DANIEL WHITE
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Danny Boy
Pinnacle Comm.
Consultant
Detroit
1952
US
Build
Ht.
Wt.
Sex
Scars/Marks
Athletic
511
190
Male
None
Notes:
Defenses
Combat
Mental
Endurance
Interrogation
Hardiness
Hand to Hand
Stealth
Medium Arms
Athletics
Evade
Heavy Arms
Balance
Parry
Small Arms
Wits
Explosives
Speed
Acting
Resolve
Sniper
Swim
Detect
Expertise
Vehicle
Specialist
Knowledge
Pursuasion-Charm
Motorcycle
Engineering
Guitar-Perform
Helicopter
Intelligence
Armored
Computers
Planes
ttt
Physical
tt
ttt
Boat
Car
Muscle
ttt
ttt
tt
tt
Medicine
Persuasion
ttt
Reasoning
tt
Empathy
tt
English (Free)
ttt
Law (US)
tt
Talent (Guitar)
tt
Talent (Sing)
tt
Forensics
ttt
Security
tt
Description
Daniel White is a former auto assembly line worker that became unemployed when Detroit fell on hard
times. Daniel failed to find work for two years before discovering a get rich quick scheme that involved
motivational speaking for pay. He discovered he had a hidden talent for getting people to agree with him.
Daniel is charismatic and has formed a cult centered on himself, under the guise of being a motivational
speaker. His secret agenda is to get revenge on the big three auto companies. Dan recruits mostly unemployed autoworkers with anger toward the government and auto industry.
98 Terror Network
(order #2077834)
Build
Ht.
Wt.
Sex
Scars/Marks
None
FBI
SAC
Portsmouth
1964
US
Athletic
61
198
Male
Scar on jaw line
Notes:
Defenses
Combat
Physical
Mental
Hardiness
Hand to Hand
ttt
Endurance
tt
Interrogation
Stealth
Medium Arms
tt
Athletics
tt
Persuasion
Evade
Heavy Arms
tt
Balance
Reasoning
tt
Parry
Small Arms
tt
Muscle
tt
Empathy
Wits
Explosives
Speed
tt
Acting
Resolve
Sniper
Swim
Detect
Expertise
Vehicle
Specialist
Knowledge
Hand-to-Hand-Unarmed
Motorcycle
Engineering
English (Free)
ttt
Small Arms-Single
Helicopter
tt
Intelligence
Arabic
tt
Intelligence-Military
Armored
tt
Computers
French
tt
Planes
Medicine
Farsi
tt
Boat
Forensics
Car
tt
Security
ttt
tt
ttt
Description
Alex Damico was born in Portsmouth, New Hampshire to a military family. Before joining the army
himself, Alex had a brief stint as a professional boxer. He served in the army for six years, and saw action
in Desert Storm. After, he joined the FBI, and worked his way through the ranks, becoming the Special
Agent in Charge of the Boston field office in 2002.
Alex speaks with a loud voice, and has impeccable posture. He can be impatient, even combative at times.
After meeting a new agent, he decides almost immediately whether he likes the person or not. He treats
those he likes with respect and a boisterous grin, but treats those he dislikes with obvious disdain. Though
some agents find SAC Damico intimidating, they cant deny his competence or ability to lead.
Terrorist Threats 99
(order #2077834)
MARTIN HILLMAN
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
None
CIA
Language Officer
Del Mar
1971
US
Build
Ht.
Wt.
Sex
Scars/Marks
Wide
55
163
Male
None
Notes:
Defenses
Combat
Physical
Mental
Hardiness
Hand to Hand
tt
Endurance
Interrogation
Stealth
Medium Arms
tt
Athletics
tt
Persuasion
Evade
Heavy Arms
Balance
tt
Reasoning
Parry
Small Arms
Muscle
Empathy
tt
Wits
Explosives
Speed
Acting
Resolve
Sniper
Swim
tt
Detect
Expertise
Vehicle
Specialist
Knowledge
Farsi-Dari
Motorcycle
Engineering
English (Free)
ttt
Arabic-Moroccan
Helicopter
Intelligence
tt
Farsi
tt
Arabic-Egyptian
Armored
Computers
Arabic
ttt
Planes
Medicine
Pashto
tt
tt
tt
Boat
tt
Forensics
Car
tt
Security
Description
Martin Hillman was born in Del Mar, California to a single mother from a wealthy family. At an early age,
Martin traveled to a number of North African countries. He learned Arabic quickly, and this enabled him
to absorb other languages as he matured. He earned a foreign language degree in Arabic then went on to
earn a Master of Arts in Arab Studies at Georgetown University. After graduation, he joined the CIA and
became a Language Officer. Presently he serves in Afghanistan.
Martin is a quiet, but resourceful person. Though he comes from a strong academic background, he isnt
afraid to get his hands dirty, and he loves a challenge.
INDEX
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Index 101
(order #2077834)
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Index 103
(order #2077834)
Appendix
(order #2077834)
BOOKS
Appendix 105
(order #2077834)
Probabilities
0d10
1d10
2d10
3d10
4d10
5d10
6d10
100.00%
100.00%
100.00%
100.00%
100.00%
100.00%
100.00%
81.00%
90.00%
99.00%
99.90%
99.99%
100.00%
100.00%
64.00%
80.00%
96.00%
99.20%
99.84%
99.97%
99.99%
49.00%
70.00%
91.00%
97.30%
99.19%
99.76%
99.93%
36.00%
60.00%
84.00%
93.60%
97.44%
98.98%
99.59%
25.00%
50.00%
75.00%
87.50%
93.75%
96.88%
98.44%
16.00%
40.00%
64.00%
78.40%
87.04%
92.22%
95.33%
9.00%
30.00%
51.00%
65.70%
75.99%
83.19%
88.24%
4.00%
20.00%
36.00%
48.80%
59.04%
67.23%
73.79%
10
1.00%
10.00%
19.00%
27.10%
34.39%
40.95%
46.86%
NPC Sheet
Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship
Build
Ht.
Wt.
Hair
Sex
Scars/Marks
Notes:
Defenses
Combat
Physical
Mental
Hardiness
Hand to Hand
Endurance
Interrogation
Stealth
Medium Arms
Athletics
Persuasion
Evade
Heavy Arms
Balance
Reasoning
Parry
Small Arms
Muscle
Empathy
Wits
Explosives
Speed
Acting
Resolve
Sniper
Swim
Detect
Expertise
Vehicle
Specialist
Knowledge
Motorcycle
Helicopter
Armored
Planes
Boat
Car
Engineering
Intelligence
Computers
Medicine
Forensics
Security
Science
Law
History
Geo-P
Language
Talent
Description
Appendix 107
(order #2077834)
Cell Leader
Cell Member
Cell Specialist
Cell Driver
Thug
Elite Thug
Crime Lord
Citizen
Politician
Police Officer
Soldier
Elite Soldier
Lone Wolf
Hit Man
SKILLS
STOCK CHARACTERS
Hardiness
Stealth
Evade
Parry
Wits
Resolve
Hand-Hand
Medium Arms
Heavy Arms
Small Arms
Explosives
Sniper Rifles
Endurance
Athletics
Balance
Muscle
Speed
Swim
Interrogation
Persuasion
Reasoning
Empathy
Acting
Detect
Motorcycle
Armored
Planes
Boat
Car
Y/0+/<<@+/0
=/.<99+0</,<#
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L<,*@+.E
S-X
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D+7.2@E
Z<2I29+.+,7
S-/0*-0<
L,+</,<
Character Sheet
TERROR NETWORK
Name
Sex
Background
Agency
Combat
Hand-to-Hand
Medium Arms
Heavy Arms
Small Arms
Explosives
Sniper
Motorcycle
Helicopter
Armored
Planes
Boat
Car
{{{
{{{
{{{
{{{
{{{
{{{
Engineering
Intelligence
Computers
Medicine
Forensics
Security
{{{
{{{
{{{
{{{
{{{
{{{
Knowledge
Science:
Science:
Law:
Law:
History:
History:
Geo-P:
Geo-P:
Lang:
Lang:
Talent:
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
Total
Expertise
{{{
{{{
{{{
{{{
{{{
{{{
Specialist
Expertise
Interrogation
Persuasion
Reasoning
Empathy
Acting
Detect
>#d {{{=
>#d {{{=
>#d {{{=
>#d {{{=
H#d {{{=
H#d {{{=
Ve h i c l e
Expertise
Mental
Title
Hardiness
Stealth
Evade
Parry
Wits
Resolve
{{{
{{{
{{{
{{{
{{{
{{{
Endurance
Athletics
Balance
Muscle
Speed
Swim
Date of Birth
Defenses
Expertise
Physical
Place of Birth
Expertise
{{{
{{{
{{{
{{{
{{{
{{{
Contacts
Expertise
Equipment
Wo u n d Tr a c k e r
Incapacitated
-2d
-1d
Clout
1
Appendix 109
(order #2077834)
TERROR NETWORK
!0(12!.3(0
Name
-.$(
Sex
-"$"1.0&
Background
4!5
Agency
Combat
Hand-to-Hand
Medium Arms
Heavy Arms
Small Arms
Explosives
Sniper
Motorcycle
Helicopter
Armored
Planes
Boat
Car
{{{
{{{
{{{
{{{
{{{
{{{
Engineering
Intelligence
Computers
Medicine
Forensics
Security
{{{
{{{
{{{
{{{
{{{
{{{
Knowledge
Science:!"#$#%&
Science:'(#$#%&
Law:
Law:
History:
History:
Geo-P:
Geo-P:
Lang:)*%$"+,
Lang:-.*/.0"*
Talent:
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
Total
!
!
!
!
"
"
Expertise
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
Expertise
4#0(*+"6+@8+&6,
4#0(*+"6+@!"#$#%&
Contacts
Expertise
=6"(*6(@;BB$"(/
'(*(0.$2J#$/(*2K-"$"1.0&2=>BB#01L
;$(M.*/(02-(*+3&2KN0"<"*.$25*O#0<.1"#*L
=(*.1#024$&**2K8#$"1"6.$2=>BB#01L
Equipment
Wo u n d Tr a c k e r
Incapacitated
{{{=
{{{=
{{{=
{{{=
{{{=
{{{=
Specialist
Expertise
Interrogation
Persuasion
Reasoning
Empathy
Acting
Detect
>#d
>#d
>#d
>#d
H#d
H#d
Ve h i c l e
Expertise
Mental
=B(6".$2;%(*1
Title
Hardiness
Stealth
Evade
Parry
Wits
Resolve
{{{
{{{
{{{
{{{
{{{
{{{
Endurance
Athletics
Balance
Muscle
Speed
Swim
CDEFGEGHIH
Date of Birth
Defenses
Expertise
Physical
:#A($$
Place of Birth
-2d
'$#63
7.+(0
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1
Sex
Background
Agency
Combat
Hand-to-Hand
Medium Arms
Heavy Arms
Small Arms
Explosives
Sniper
Motorcycle
Helicopter
Armored
Planes
Boat
Car
{{{
{{{
{{{
{{{
{{{
{{{
Engineering
Intelligence
Computers
Medicine
Forensics
Security
{{{
{{{
{{{
{{{
{{{
{{{
Knowledge
Science:
Science:
Law:
Law:
History:
History:
Geo-P:
Geo-P:
Lang:
Lang:
Talent:
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
{{{
Total
Expertise
{{{
{{{
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{{{
{{{
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Specialist
Expertise
Interrogation
Persuasion
Reasoning
Empathy
Acting
Detect
>#d {{{=
>#d {{{=
>#d {{{=
>#d {{{=
H#d {{{=
H#d {{{=
Ve h i c l e
Expertise
Mental
Title
Hardiness
Stealth
Evade
Parry
Wits
Resolve
{{{
{{{
{{{
{{{
{{{
{{{
Endurance
Athletics
Balance
Muscle
Speed
Swim
Date of Birth
Defenses
Expertise
Physical
Place of Birth
Expertise
{{{
{{{
{{{
{{{
{{{
{{{
Contacts
Expertise
Equipment
Wo u n d Tr a c k e r
Incapacitated
Clout
1
Appendix 111
(order #2077834)
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