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TERROR NETWORK

Counter Terrorism Role Playing Game

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

What is a Role-playing Game? .....................................................................................................8


Mechanics......................................................................................................................................8
Character Elements ......................................................................................................................9
The Terror Network Setting .........................................................................................................9

2. CHARACTER CREATION ......................................................................11


Backgrounds ...............................................................................................................................12
Agencies ......................................................................................................................................13
Skills.............................................................................................................................................16
Expertise .....................................................................................................................................27
Contacts.......................................................................................................................................31

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

8. OPERATION DIRTY WATER .................................................................81


Events ..........................................................................................................................................82
Locations .....................................................................................................................................83
Resolution ...................................................................................................................................86
Handouts .....................................................................................................................................86
Npcs .............................................................................................................................................87

9. TERRORIST THREATS ...........................................................................90


INDEX........................................................................................................101
APPENDIX ................................................................................................104

Papers, Articles, And Reports ..................................................................................................105


Probability of Success Table ....................................................................................................106
NPC Sheet ..................................................................................................................................107
Stock Characters .......................................................................................................................108
Character Sheet ........................................................................................................................109
Sample Character Sheet ...........................................................................................................110
Character Sheet (High Octane) ................................................................................................111

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WHAT IS TERROR NETWORK?

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.

What Is A Role-playing Game?


Terror Network is a pen and paper role-playing gamea form of interactive story telling equipped with a rules
system to resolve conflict. A role playing game is played by a group of players and a Game Master (GM). If you are
a player, you create and control a character called a player character (PCs). If you are a Game Master, you create
and control the plot and setting. The plot is the scenario that the GM presents to the players. Think of the plot
as a story from a book, movie, or television program, except as a player, you control one of the main characters
(your PC). The setting is the world your PCs inhabit. Like the real world, the setting is governed by laws (game
mechanics) and filled with other people called non-player characters (NPCs). The GM controls all the NPCs in
the setting. The Game Master also functions like a referee, deciding which rules apply to a given situation. When
players decide what actions their PCs take, the GM tells them what kind of rolls to make to determine their success.

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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Small Arms, for example, rolls 3d10 any time he or she


fires a gun with that skill.
Target Numbers

To succeed on a skill roll, players need to meet or exceed


a target number. When making a skill roll against another
character, the target number is that characters relevant
Defense rating (see Chapter 2). When attacking an object
or performing an action against the environment, the
Game Master sets the target number using guidelines
found in Chapter 4.

Character Elements

High Octane Campaigns

Terror Network is realistic and gritty. But with some minor


alterations, it can be used for other modes of play. If you
want to crank up the intensity a bit, or play in the style of
a modern thriller, High Octane campaigns are a good option. In High Octane campaigns it takes five wounds to
incapacitate a player character and one wound to incapacitate an NPC. This allows for larger than life heroes, explosive action scenes, and a starker setting. Use the High
Octane character sheet for High Octane campaigns.

Contacts

Contacts are resources available to characters in the form


Character elements are the details that separate characters of personal relationships: people they know who can
from one another. There are eight character elements help them out from time to time.
in the game, and together, they form the basis of who
your character is. These elements are recorded on your Clout
character sheet.
Clout represents how much influence characters have
with agencies and among various contacts. When charBackground
acters want to call in air strikes, get the inside story from
Backgrounds are a characters personal history, and are the press, or gain access to bio-labs, they make Clout
important because they determine how many character rolls. Clout ratings range from one to six, and this inpoints players can spend on different skill groups. There dicates how many d10 to roll. All characters begin the
are three backgrounds in Terror Network: Military, Aca- game with a rating of one.
demic and Civilian.
Title

Skills

Terror Network is a game based on skills. Skills represent


characters physical, mental and emotional qualities.
All skills are divided into three groups: Defense skills,
Combat skills and Non-Combat skills. Non-Combat
skills are further divided into five groups: Physical skills,
Mental skills, Specialist skills, Knowledge skills, and
Vehicle skills. The higher a characters proficiency rating
in a skill, the greater the chances of success when he or
she uses that skill.
Expertise

Title indicates a characters rank or occupation. Every


organization uses different titles to denote position and
function within an overall hierarchy. As characters advance in title, their Clout generally increases.
Character Description

Character Descriptions are details like name, sex, place


of birth, and date of birth that go on the character sheet
but have no real mechanical effect. Players may also add
additional details like background story and personality,
if they wish.

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.

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Players and GMs who want more intensity or action,


can always shift to the High Octane setting (see sidebar).
High Octane is great for groups that just want action
and excitement without the grit.

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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

Follow the six steps below to make a character.


Step 1) Select Character Background- Choose from one of three
character backgrounds: Military, Academic, and Civilian. Character
backgrounds determine how many character points players have to
spend in each skill group.
Step 2) Select Agency and Title- Players select an agency from the
list below. Terror Network usually works best if players are from the
same agency.
Step 3) Spend Character Points on Skills- Spend character points
to increase proficiency ratings in different skills. Players have different
character point pools to spend on primary and secondary skill groups
(depending on your background).
Step 4) Purchase Expertise and Select Contacts- Players spend
character points on Expertise. Players start with three contacts. Contacts
assist characters when they need aid. Characters use Clout to influence
contacts.
Step 5) Complete Character Description- Players need to name their
characters and select a sex, place of birth and date of birth. This is also
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the time to create personality and personal background BACKGROUNDS


information.
Backgrounds determine how many character points you
can spend on each skill group. Each background has a
Step 6) Equip Character- Characters dont need to set of primary and secondary skill groups. Characters
purchase equipment, since agencies provide what they get twelve character points in each primary skill group
need for each mission. This step will depend on what and nine in each secondary skill group. Backgrounds
type of campaign is being played.
represent your characters professional history before
becoming a Special Agent.
After you finish making your character, you can go on
your first mission. Most missions in Terror Network Military
involve infiltrating or stopping a terrorist cell. As PCs You spent time in the military and perhaps served your
encounter enemies, they use their skills to attack and country in a time of war. The military provided you
interact with the world. Their Defenses will protect them with valuable training that translates well into a career
against their opponents rolls.
in counter terrorism.
Character Networks- Because characters may die and
Primary skills: Combat plus any two skill groups
some storylines move from department to department,
you should make a group of characters called a Char- Contacts: One Military Contact plus any two contacts
acter Network. Character Networks usually consist of of your choice
5-10 different characters, that all advance in rank and
experience simultaneously.
Academic
You hold several advanced degrees and may have worked
Advancement- Your Game Master gives one experience for a short time as a professor. Academia provided you
point for every mission your character completes. Ex- with a foundation of knowledge helpful to a career in
perience points purchase the following:
counter-terrorism.
10 XP-

Increase skill rating by one (except Knowledge)

Primary skills: Knowledge plus any two skill groups

5 XP-

Increase Knowledge skill rating by one

Contacts: One Academic Contact plus any two contacts


of your choice

5 XP-

One new contact

2 XP-

One new Expertise

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

Primary and Secondary Skills

Primary Skill Groups: Players have twelve points to spend


in each of their three primary skill groups.
Secondary Skill Groups: Players have nine points to spend
in each of their four secondary skill groups.

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AGENCIES

and player freedom. Player characters can fight terrorism,


Before selecting an agency, consult with your GM about without the hassle of government bureaucracy.
the type of campaign he or she intends to run. In a
standard campaign, characters are all part of the same Local Law Enforcement
agency. In a Task Force campaign, players can be from Characters serve a city or state law enforcement agency.
any agency they want, and work together in a Joint They may be part of a Joint Terrorism Task force, formTerrorism Task Force. The default agencies in Terror ing a local line of defense against terrorist attacks, or
Network are the CIA and the FBI, but players can be they could be detectives in the departments Counter
characters from any of the agencies listed below:
Terrorism Division. Local law enforcement campaigns
work well in major cities.
The FBI

In most standard campaigns, characters are FBI agents.


The FBI is responsible for conducting investigations
and preventing terrorist attacks. FBI campaigns are fun
because they provide the best of both worlds. Characters
have opportunities to use their brains and their fighting
skills.

Title

Homeland Security

Supervisor: A Supervisor is a Special Agent who oversees


a squad in the field.

Title is the rank or position of your character. Starting


characters have the lowest rank possible for their agency
and division. You can gain promotions over the course
of the game, at the discretion of the GM. Because lower
ranks like Special Agent and Case Officer experience
the most action, most promotions are slight, such as
The CIA
being made a Squad Supervisor. Use the following list
In most standard campaigns, characters gather intelli- of titles/ranks:
gence abroad as CIA agents. The CIA supplies the President with vital security intelligence. CIA campaigns are FBI Agents
fun because they arent restricted to the US. Characters Special Agent: This is the rank of most FBI field agents.
have opportunities to visit exotic countries and live a Special Agents are organized into squads when in the
life of adventure.
field.
In some campaigns, characters are Homeland Security
agents charged with protecting a specific area from terrorism, or called in response to a terrorist attack or
threat. Homeland Security responds to terrorist attacks
and natural disasters. Because of their restrictive nature,
Homeland Security campaigns are discouraged. If you
want to play a Homeland Security agent, consider a
Joint Terrorism Task Force campaign (detailed in the
counter-terrorism section).

Special Agent in Charge: The FBI operates out of field


offices throughout the country, and even the world.
Each field office is headed by a Special Agent in Charge.
SWAT Specialist: These specially trained agents engage in
SWAT operations. SWAT certification is rigorous, and
each SWAT member has an area of Expertise.

Assistant Special Agent in Charge: Each division or branch


Players can also be members of special operation units within a field office is headed by an Assistant Special
in the military. All special operations units are headed by Agent in Charge.
U.S. Special Operations Command and include Navy
Warfare Special Operations, US Army Special Forces FBI Director: The FBI Director is in charge of the FBI.
and Air Force Special Operations.
The President appoints FBI Directors.
U.S. Special Operations Command

Non-Government Agency

Characters that work for non-government agencies work


as contractors for defense companies like Black Water or
Infragard. GMs and players can also invent fictional companies to suit their needs. Working for non-government
agencies allows for a more flexible campaign structure

Executive Assistants: Each branch or division of the FBI


is headed by an Executive Assistant.
CIA Agents

Analysts (Directorate of Intelligence): Analysts assess intelligence information after it has been gathered. Analysts

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usually specialize in a particular area such as counterterrorism, narcotics, politics, etc.


Case Officers (National Clandestine Service): Case Officers
are basically spies. They assess and recruit individuals
with access to vital foreign intelligence.
Case Management Officers (National Clandestine Services):
Case Management Officers oversee Case Officers.
Language Officer (National Clandestine Services): Language Officers support Case Officers in the field. They
provide translation services and cultural insight.
Operational Psychologist: Provide the CIA with behavioral
science insights by performing personality tests, assessments and training.

Character Creation

Susan is creating a character and has a few ideas about


what her character will be like. She will name her character
Brenda Baxter, and she envisions Brenda as an FBI agent
with a reputation of brilliantly solving problems others
cannot. Investigative skills and cleverness are the most important elements Susan wants for her character. She looks
over the backgrounds and selects Civilian so that she will
have plenty of points to spend on Forensics and Intelligence. She selects Mental and Knowledge as her other two
primary skill groups, so she has plenty of points to spend
on Reasoning and Science.
Mark wants a character that is good at everything, within
reason. He names his character Timothy Blake and chooses
a Military background, thinking Timothy has Special Forces
training. Timothy Blake is the agent they call in to handle
the most risky assignments, and he loves the danger. Mark
selects Defense and Physical to complement his characters combat primary skill groups. He plans to spread out
the skills he selects to make Tim as well rounded as possible. Mark decides Timothy is arrogant because he really IS
good at everything he does.

Specialized skill Officers (National Clandestine Services):


Specialized skill Officers engage in covert operations
abroad (see counter-terrorism Section), but also have
domestic duties in Washington. Specialized Skill Officers lend their skills to support CIA Operations. They US Secret Service Director: The US Secret Service Director
work at Langley Headquarters and abroad in hostile is head of the Secret Service.
environments. They are part of the Special Activities
Division of the CIA.
US Secret Service Assistant Director of Investigations: The
Assistant Director of Investigations is in charge of all
Staff Operations Officers (National Clandestine Services): investigations conducted by the Secret Service.
Staff Operations Officers are the touchstone between
Human Intelligence Officers in the field and headquar- US Secret Service Assistant Director of Protective Operaters. They help coordinate and guide intelligence gather- tions: The Assistant Director of Protective Operations
ing efforts.
is in charge of all Secret Service operations to protect
VIP personalities.
Director of CIA: The Director of the CIA is in charge
of the CIA. The director is appointed by the President. TSA Administrator: The TSA Administrator is in charge
of the TSA. TSA Stands for Transportation Security
Directors: Each branch, or directorate, of the CIA is Administration. Its objective is to protect the nations
headed by a Director.
transportation system.
Homeland Security

Federal Air Marshal: These plain clothed officers blend


in with passengers at airports and on planes, and act as
a line of defense against would-be terrorists. They must
operate independently and demonstrate great accuracy
with firearms.

Special Agent (Secret Service): Special Agents in the Secret


Service are charged with protection of VIP personalities
and investigation of crimes against the financial system.
Uniformed Division Officer (Secret Service): Uniformed
Officers protect VIP personalities and locations.

Homeland Security Secretary: The Homeland Security Local Law Enforcement


Secretary is in charge of Homeland Security. The Presi- Officer: A uniformed police officer in the line of duty.
dent appoints Homeland Security Secretaries.
Police Officers may have specialized skills or training.

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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.

Warrant Officer 1-4: These non-commissioned officers


have a range of leadership duties (such as supervision
and guidance) but serve primarily to provide technical
Corporal: These non-commissioned officers have com- advice to commanding officers. Equivalents: Warrant
mand of other soldiers. Equivalents: Corporal (Ma- Officer 1-4 (Marines). No other equivalents.
rines), Petty Officer 3rd Class (Navy), Senior Airman
(Air Force).
1st and 2nd Lieutenant: This is the earliest level of commissioned officer. First and Second Lieutenants function
Sergeant: These non-commissioned officers usually lead as platoon leaders. Equivalents: 1st and 2nd Lieutenant
fire teams of four men in the field. Equivalents: Ser- (Marines and Air Force), Ensign and Lieutenant (Navy)
geant (Marines), Petty Officer 2nd Class (Navy), Staff
Sergeant (Air Force).

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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

Located in Quantico, Virginia, Hogans Alley is a training


ground for FBI recruits. A simulated community with movie theatres, hotels, and terrorists, recruits go on mission
scenarios in this city that comes complete with residents
and traffic flow. Designed by Hollywood set builders, it
looks and feels like the real thing. At Hogans Alley, recruits
train in investigative techniques, tactics, and firearms.
Armed with paint guns, recruits and criminals duke it out
in this small Virginia town.

FBI Laboratory Services

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

in each). Therefore, his secondary skill groups are


Knowledge, Vehicle, Mental and Specialist (which
means he has 9 nine points to spend in each). Trevor
wants to make a well-rounded Special Agent, so he
begins by spreading out his character points in his
Combat skills (see table). He assigns the following
ratings: Small Arms- 2, Medium Arms- 1, Heavy
Arms- 1, Explosives- 1, Unarmed- 2, Hand-toHand- 1 (each rating of two costs three points and
each proficiency level of one costs a single point:
3 + 1 + 3 + 1 + 1 + 1 = 10). Trevor has 2 character
points left and decides purchase the following Expertise: Small Arms-Single and Small Arms- Burst
(1 + 1 = 2). Satisfied, Trevor moves on to Defense,
which he also has 12 points to spend

HOW SKILLS WORK (A PRIMER)

To use a Combat or Non-Combat skill, roll the number


of d10s equal to your skill rating and compare your single
highest result against the appropriate target number (if
you have no ranks in a skill, roll 2d10 and take the single
lowest result). If you reach for beat that number, you
succeed. If you roll any 10s, you get a total success. As a
general rule, total successes achieve greater than normal
successes, with better results. Target numbers are set by
either the relevant Defense skill rating of the target or
difficulty of the task (determined by the GM).
Example: Agent Fuentes fires his M9 Pistol at a
fleeing suspect. Pistols use the Small Arms skill,
and Agent Fuentes has a Small Arms rating of
two, which means he rolls 2d10 on his attack.
The relevant Defense skill against Small Arms is
Evade. The fleeing suspect has an Evade rating of
five, which is the target number for Agent Fuentes
skill roll. He rolls 2d10 and gets a three and seven,
retaining the seven (because its the highest result).
Seven meets or exceeds five (the target number),
which means he succeeded. Successful Combat skill
rolls are followed by a damage roll.

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

Character Creation 17
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suspect. Ilana spots special Agent walker as he walks


in, and tries to blend in with the crowd. To find
Ilana, Special Agent walker needs to make a Detect
skill toll against her relevant Defense skill- Stealth.
Special Agent Walker has a Detect skill rating of
three, so he rolls 3d10 and gets a five, two, and
nine. Because nine is the single highest result,
he compares it with Ilanas Stealth rating which
is a six. Since nine reaches or exceeds six, Special
Agent Walker spots Ilana trying to blend in with
the crowd. He walks toward her, and asks her to
join him outside for a private conversation. Ilana is
resistant to the idea, so Special Agent Walker must
make a Persuasion roll to convince her. He has a
Persuasion skill rating of one, so he rolls 1d10 and
gets a three. The relevant Defense for Persuasion is
Resolve, and Ilana has a Resolve rating of five. Since
three does not meet or exceed five, Special Agent
Walker fails to convince Ilana to join him outside.

Hardiness and Damage


Hardiness represents your characters ability to resist
taking wounds. When an opponent hits your character, the opponent rolls damage (based on the weapon
used) against your Hardiness. If the opponents highest
damage roll reaches or beats your Hardiness rating,
your character takes one wound. On a successful
damage roll, 10s cause additional wounds. Each die
result of 10 adds one additional wound on top of the
normal success. Every wound you take is marked down
on the wound tracker, bringing you one step closer
to Incapacitated. If you character is Incapacitated,
he or she dies in a number of rounds equal to your
Hardiness Defense rating. Combat is deadly, and not
to be taken lightly.
Example: Special Agent Walker walks out of the
club, into an ambush. Ilanas boyfriend, Aleksei,

hides behind a sedan and fires a Shotgun at the


Special Agent. Aleksei has a Medium Arms rating
of two, so he rolls 2d10 and gets a two and eight.
He takes the single highest die result, eight, and
compares it with Special Agent Walkers Evade
rating, which is four. His eight beats Walkers four,
which means Aleksei hit his target and rolls for
damage. Shotguns have a damage rating of 3d10,
so Aleksei rolls 3d10 getting a four, six, and ten. He
compares his single highest result, ten, to Special
Agent Walkers Hardiness rating, which is five.
Ten exceeds five, so Special Agent Walker takes
one wound. Because Aleksei rolled a ten, Special
Agent Walker takes an additional wound, for a
total of two wounds.

DEFENSE SKILL DESCRIPTIONS

Defense represents your characters ability to withstand


Combat and Non-Combat skills. When opponents
attack your character or act against your character with
a skill, they must meet or exceed (on a skill roll) your
rating in the relevant Defense skill.

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.

Relevant Defense Skill

Combat/NonCombat Skill

Wits
Hardiness
Stealth
Evade
Parry
Resolve

Acting and Empathy


Damage Rolls
Detect
Small Arms, Medium Arms, Heavy Arms, Sniper, Explosives
Hand-to-Hand
Persuasion and Interrogation

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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

score one success. If you roll a 10, apply an additional


d10 to your damage roll (See Chapter Four: Rules).

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.

This Defense represents your characters ability to protect


against Hand-to-Hand attacks. This includes slipping,
bobbing & weaving, positioning, ducking and rolling.
When an enemy makes a Hand-to-Hand skill roll against
you, he or she must meet or exceed your Parry rating in
order to hit you.

Medium Arms

Resolve

Heavy Arms

This Defense protects your character from the Interrogate


and Persuade skills. It represents his or her force of will.
High Resolve makes it more difficult for opponents to
persuade, interrogate or impress you. When an enemy
makes an Interrogate or Persuade skill roll against you,
he or she must exceed your Resolve rating to succeed.

You know how to use large firearms effectively in combat


situations. In Terror Network, Heavy Arms include
Machine Guns, Flame Throwers, and Rocket Launchers. When your character shoots any of these weapons,
make a Heavy Arms skill roll against the opponents
Evade rating.

Wits

Explosives

This Defense protects your character against deception


and attempts to discern his or her motives. It represents
your characters mental acuity. An enemy that makes an
Acting or Empathy skill roll against you needs to meet
or exceed your Wits rating to succeed.

You know how to set and throw explosives effectively


inside and outside of combat. In Terror Network, Explosives include Grenades, Claymores, Mines, and C-4.
When your character throws or sets any of these, make an
Explosives skill roll against the opponents Evade rating.

COMBAT & NON-COMBAT SKILLS

Sniper Rifles

Combat and Non-Combat skills allow you to make skill


rolls against objects, the environment or other characters.
Always roll the number of d10s equal to your proficiency
level to make a skill roll (remember to include any pertinent bonus dice). Skill rolls are made against other
characters Defense rolls when appropriate, or against
a target number selected by the GM. A skill roll that
meets or exceeds the target number or Defense rating
produces a success.

You know how to use mid-sized firearms effectively in


combat situations. In Terror Network, Medium Arms
include Shotguns, Rifles, and Assault Rifles. When your
character shoots any of these weapons, make a Medium
Arms skill roll against the opponents Evade rating.

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

You know how to use melee weapons and martial arts to


take out an enemy in close quarters. When your character
makes an unarmed attack or uses a melee weapon, make
a Hand-to-Hand skill roll against the opponents Parry
COMBAT SKILLS
rating. Damage for Hand-to-Hand attacks is determined
Combat skills determine how good your character is at by the weapon. For an unarmed attack, use your muscle
fighting. These skills are used for shooting, using explo- roll -1d10 for damage. Whenever you make an unarmed
sive devices, fighting, etc. To use a Combat skill, roll a Hand-to-Hand attack, you can either damage or restrain
number of d10s equal to your skill rating. If your highest your opponent (see Rules Section).
single die roll beats your opponents highest result, you

Character Creation 19
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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.

Physical skills reflect your characters ability to move


in the game. They come into play when your character On a normal success you lift or move the object successreacts quickly to an event or outmaneuvers someone. fully. On a total success you lift or move the object and
Normally, Physical skill rolls are made against a target gain a free skill action (an attack or any other skill roll)..
number set by the Game Master, but not always.
Breaking an object is an Attack skill. On a normal sucAthletics
cess, you harm the object and make a damage roll based
You are good at explosive muscle movement, and adept on the weapon. On a total success, you roll an additional
at a number of sports. Use Athletics to handle most d10 on your damage roll.
general athletic feats not covered by the other Physical
skills. Characters who want to climb a wall or jump Endurance
over a ditch should make an Athletics skill roll against a You can work your body for long periods of time before
target number set by the Game Master. Characters may getting tired. Endurance represents your characters
need to use athletics when climbing buildings, or to do cardio conditioning and stamina. Agents who need to
things like jump from one moving vehicle to another. endure the elements or run long distances will need
Endurance. Endurance skill rolls should be made against
For standing jumps the target number is equal to the a target number, determined by the GM.
distance in feet. So a ten foot ditch is TN- 10. For running jumps, the TN is equal to half the distance in feet. On a normal success for most Endurance rolls, you can
So a twenty foot running jump would be TN- 10. For remain active without resting. A total success for most
stationary vertical jumps, the TN is equal to the distance, Endurance rolls imparts an automatic success on your
multiplied by two. So a five foot vertical jump would next Endurance roll for the same activity within the
be TN- 10.
same period of time.
On a normal success for most Athletics rolls, you achieve
your goal. On a total success for most Athletics rolls, you
achieve success and gain one free skill action (an attack
or any other skill roll).

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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initiative. Agents move twenty feet (four hexes), plus an


additional ten feet for each rating they have in Speed.
For initiative, agents make a Speed skill roll and keep
the highest number for their turn order. Speed is also
used to resolve chases, where one character needs to
catch another.
Initiative occurs at the beginning of combat. Normally,
you take the number you roll and use that for your initiative order. On a total success, you add one for each
ten rolled.

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).

Chasing occurs when multiple characters are trying to


outrun or catch one another. On a normal success, you
maintain your distance from the target. On a total suc- Interrogation
cess, you catch or surpass the target.
You know how to interview suspects and get them to talk.
Interrogation includes a broad range of techniques, from
Swim
coercion to negotiation, but the end goal is to obtain
Your character knows how to tread water. Swimming is information. Presently, the use of torture, water boardan important skill if you are lost at sea or caught in a ing, sleep deprivation, exposure, and stress positioning
raging river. Like most Physical skills, Swim rolls should are all banned in the US. Characters that use these techbe made against a target number, set by the GM and niques could face legal consequences if discovered. An
based on the water conditions. Characters who fail Swim agent who wants to extract the identity of a Hub from
rolls in dangerous situations begin to drown.
a cell member could make an Interrogation skill roll
against the suspects Resolve rating to do so. The line
On a normal success for most Swim rolls, you swim between Persuasion and Interrogation is fuzzy at times.
at the normal swim rate (ten feet + five feet per Swim The primary distinction is that interrogation is used to
rating). On a total success for most Swim rolls, you get information and Persuasion is used to get people to
swim at normal move rate (twenty feet + ten feet per act. Each day of interrogation on a target normally adds
Swim rating).
+1d10 to your Interrogation roll.

MENTAL SKILLS

Mental skills encompass your characters ability to think


fast and act in the appropriate manner for a given situation. Characters that are clever, sophisticated, or suave
should have plenty of Character Points in Mental skills.
Most Mental skill rolls are made against other characters Resolve or Wits ratings or against a target number
set by the GM. For example, a player who wants to get
information out of a terrorist suspect would make an
Interrogation skill roll against the terrorists Resolve
Defense roll.

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.

On a normal success for most Interrogation rolls, you


obtain partial disclosure from the target within one hour.
On a total success for most Interrogation rolls, you obtain
full disclosure from the target within minutes.

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.

Character Creation 21
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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

Cumulative Cost of Skills


Proficiencey Level

Cost

Total Cost

22 Terror Network
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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

You have a special skill that others find impressive, such


You can think on the fly, and put facts together to formu- as the ability to play piano or juggle. This skill is used
late conclusions. Agents can use Reasoning to solve dif- anytime you perform your talent. Talent can be taken
ficult problems. GMs can also request that agents make multiple times for different abilities.
Reasoning skill rolls under certain circumstances, such
as when a player misses clues his character would not. On a normal success for most Talent rolls, your performance or composition is adequate. On a total success
On a normal success for most Reasoning rolls, you reach for most Talent rolls, your performance or composition
a valid conclusion in ten minutes. On a total success is impressive.

Character Creation 23
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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.

multiple pieces of important information on the subject


at hand.

Geo-Politics

You know about different places and people around


the world. This skill is used for understanding customs,
religion, politics, geography, and conflict. You can take
Geo-Politics multiple times, to represent your characters
On a normal success for most Science rolls, you know knowledge of different parts of the globe. Each time
a piece of important information about the subject at you take Geo-Politics, choose from the following list of
hand. On a total success for most Science rolls, you regions: Middle East, Western Europe, Eastern Europe,
know multiple pieces of important information on the Central Asia, East Asia, South Asia, South-East Asia,
subject at hand.
Oceania, North Africa, Central Africa, South Africa,
North America, South America, and Central America.
Law
You know about the present geo-political conditions of
You know the law, and how to avoid breaking it. Each the countries in each region you take.
time you take Law, select a specific country in order to
have knowledge of that countrys laws. This skill is used On a normal success for most Geo-Politics rolls, you
for deciding what is legal or illegal in a given situation. know a piece of important information on the subject
It is also used to navigate legal systems. Your character at hand. On a total success for most Geo-Politics rolls,
may make a Law roll to fill out legal paper work, to you know multiple pieces of important information on
avoid breaking the law, to know how to break the law the subject at hand.
without getting caught, or use a legal system to his or
her advantage. An agent who wants to secure a warrant Languages
for wiretapping, for example, would make a Law roll You can take this skill multiple times, to represent your
against a set difficulty or against a judges resolve.
characters ability to speak foreign languages. Each time
you take it, start a new skill entry and pick the language
On a normal success for most Law rolls, you know a you want your character to know. One proficiency level
piece of important information on the subject at hand. in a language represents mastery of basic conversation.
On a total success for most Law rolls, you know multiple Two proficiency levels represent strong command of the
pieces of important information on the subject at hand. language and three proficiency levels represent native
fluency. Players receive three proficiency levels in their
History
native tongue at the start of the game. You can take this
You have an in-depth understanding of a regions his- skill in any language that exists, but the following are
tory. This skill is used for understanding the historical important to counter-terrorism:
roots of present day conflicts and events. It also can be
used to illuminate geo-political knowledge. For example, Abron
Bulgarian
Fijian
knowing about the Battle of Karbala in 680 would help Afrikaans
Burmese
Finnish
you shed light on tensions between Sunnis and Shiites Albanian
Cantonese
French
in Iraq (covered by Geo-Politics [Middle East]). You can Arabic
Catalan
Fula
take History multiple times, selecting a different region Armenian
Chin
Galician
from the following list each time you take it: Middle Azerbaijani
Czech
Gan
East, Western Europe, Eastern Europe, Central Asia, Bai
Danish
Georgian
East Asia, South Asia, South-East Asia, Oceania, North Batak
Dinka
German
Africa, Central Africa, South Africa, North America, Balinese
Dong
Greek
South America, and Central America.
Basque
Dutch
Gilaki
Belarusian

On a normal success for most History rolls, you know a Bengali


piece of important information on the subject at hand. Bhili
On a total success for most History rolls, you know Buginese

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

at or above Handling Speed, make a Vehicle skill roll


against a TN equal to the vehicles Performance rating.
Car Chases: When chasing another vehicle, a normal
success indicates that you maintain your level of distance
for that round. A total success means you reach the other
vehicle. GMs must consider maximum speeds of the
vehicles involved.
Maneuvers: On a normal success for any Vehicle skill roll,
you maintain control of the vehicle. On a total success
for any Vehicle roll, you can perform maneuvers or move
at Handling Speed without making another Vehicle roll
for one full round.

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

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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.

Evaluating a security system takes 1d10 minutes. On


a normal success, you form a partial assessment of the
targets security procedures. On a total success, you form
a full assessment of the targets security procedures.

Interpreting intelligence data takes 1d10 hours. On a


normal success, you form a partial analysis, meaning
you make one or two significant conclusions. On a total
success, you achieve a full analysis, meaning you make
all conclusions possible from the available data.

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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contaminant and found


in the Equipment Section
of the rulebook.
Treating a wounded
character takes ten minutes per wound suffered.
On a normal success, the
wounded character is stabilized. On a total success,
the wounded character
improves by one wound
category on the Wound
Tracker and is stabilized.
Characters can never be
healed more than one
wound per day.
Treating a contaminated
or sick character takes
one to ten minutes. On a
normal success, the ill or
Reconstructing a crime scene takes 1d10 days. This in- sick character is stabilized, and the contaminants adverse
cludes the time needed to submit evidence for lab results. effects stop increasing. On a total success, the ill or sick
On a normal success, you achieve a partial reconstruc- character is cured, and all temporary negative penalties
tion, meaning you understand most of what occurred, from the contaminant disappear.
minus a few key details. On a total success, you achieve
a full reconstruction, meaning you know exactly what Diagnosing an ill character takes 10 minutes. On a
happened down to the last detail. Reconstruction does normal success, you accurately diagnose the ill characters
not produce a profile of the perpetrator(s), however.
condition. On a total success, you instantly diagnose the
ill characters condition.
Gathering evidence takes 1d10 hours. On a normal
success, you find 50% of the evidence present at the EXPERTISE
scene. On a total success, you find all evidence present Skill ratings indicate how proficient a character is with a
at the scene.
specific skill. Some characters use Expertise for a particular way of using a skill. Natural talent, focused training,
Constructing a profile takes 1d10 hours. GMs are free to or extensive experience allows the character to possess
assign die bonuses or penalties depending on the amount greater than usual ability for his or her skills. Some charof evidence available. On a normal success, you discover acters have specialized training in a skills use. Expertise
the perpetrators intent. On a total success, you construct enhances skills by giving you an additional d10 on your
a full criminal profile of the perpetrator.
roll. This bonus only applies when making a skill roll
where the Expertise applies.

Medicine

You are a trained medical professional. Use the Medicine


skill to diagnose and treat illness, injury, and disease, as
well as perform first aid, triage, and even some types of
surgery. When treating characters exposed to contaminants (biological/chemical weapons and dirty bombs)
use the Medicine skill. The target number for successfully treating contaminant exposure is determined by the

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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Athletics skill roll to climb over a fence, he rolls


4d10 instead of 3d10.

Heavy Arms-Auto

You have advanced training in fully-automatic heavy


arms weapons. This Expertise applies when using Heavy
One Expertise costs 1 Character Point. Each skill has Arms skill to fire on auto.
three areas of Expertise to choose from.

COMBAT SKILLS

Small Arms-Single

Sniper Rifles-Single

You have advanced training in single shot Sniper Rifles.


This expertise applies when using Sniper Rifles skill to
fire a single shot.

You have advanced training in single shot pistols. This


Expertise applies when using Small Arms skill to shoot
a single shot.
Sniper Rifles-Burst
You have advanced training in semi-automatic Sniper
Small Arms-Burst
Rifles. This Expertise Applies when using Sniper Rifles
You have advanced training in semi-automatic pistols. skill to fire a burst.
This Expertise applies when using Small Arms skill to
fire bursts.
Sniper Rifles-Auto
You have advanced training in fully-automatic Sniper
Small Arms-Auto
Rifles. This Expertise applies when using Sniper Rifles
You have advanced training in fully-automatic pistols. skill to fire on auto.
This Expertise applies when using Small Arms skill to
fire on auto.
Explosives-Thrown
You have advanced training in Thrown Explosive devices.
Medium Arms-Single
This Expertise applies when using Explosives skill to
You have advanced training in single shot medium arms throw an explosive device.
weapons. This Expertise applies when using Medium
Arms skill to shoot a single shot weapon.
Explosives-Set
You have advanced training in Set Explosive devices.
Medium Arms-Burst
This Expertise applies when using Explosives skill to set
You have advanced training in semi-automatic medium an explosive device.
arms weapons. This Expertise applies when using
Medium Arms skill to shoot a burst.
Hand-to-Hand-Unarmed
You are trained in a number of unarmed fighting styles
Medium Arms-Auto
and understand the basic principles of striking and grapYou have advanced training in fully-automatic medium pling. This Expertise applies when using Hand-to-Hand
arms weapons. This expertise applies when using Medium skill to make an unarmed attack.
Arms skill to fire on auto.

Heavy Arms-Single

Hand-to-Hand-Bladed

You know how to wield a bladed weapon. This Expertise


You have advanced training in single heavy arms weap- applies when using Hand-to-Hand skill to make an
ons. This Expertise applies when using Heavy Arms skill attack with a bladed weapon.
to fire a single shot.

Heavy Arms-Burst

Hand-to-Hand-Blunt

You know how to wield a blunt weapon. This Expertise


You have advanced training in semi-automatic heavy applies when using Hand-to-Hand skill to make an
arms weapons. This expertise applies when using Heavy attack with a blunt weapon.
Arms skill to fire a burst.

PHYSICAL SKILLS

Swim-Fast

You are an experienced swimmer, and know how to move


quickly in the water. You may have been a competitive

28 Terror Network
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swimmer in your youth, or were trained by an expert. Endurance-Encumbrance


When using Swim skill to race or move quickly, apply You can move while carrying heavy objects. When using
your Expertise bonus.
Endurance skill to see if you are encumbered, apply your
Expertise bonus.

Swim-Diving

You are an experienced diver, and know how to dive


under water. When you use your using Swim skill to
dive into water, apply your Expertise bonus.

Athletics-Climb

Muscle-Lift
You are strong and trained to lift heavy objects. When
using Muscle skill to lift something, apply your Expertise bonus.

You are an experienced climber, and know how to climb Muscle-Break


safely and efficiently. When using Athletics skill to climb, You are good at breaking things, from tables to reinforced
apply your Expertise bonus.
doors. When using Muscle skill to break something,
apply your Expertise bonus.

Athletics-Leap

You are adept at leaping over distances and heights. When


using Athletics skill to leap, apply your Expertise bonus.

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

You understand the theoretical principles of your science


You have lightning reflexes, and react with perfect timing better than most. When using Science skill for something
in combat situations. When using Speed skill to make theory related, apply your Expertise bonus.
an Initiative roll, apply your Expertise bonus.

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.

You move with cunning, and make an elusive target.


When using Speed skill to escape pursuit, apply your History-Country
Expertise bonus.
You studied the history of a specific country. Select one
country within one of the regions you studied, and
Endurance-Exposure
anytime you make a History skill roll related to it, apply
You have Experience in harsh environments, and know your Expertise bonus.
how to pace yourself. When using Endurance skill to
endure the elements, apply your Expertise bonus.
Geopolitics-Country
You studied customs, culture, and politics of a specific
Endurance-Marathon
country. Select one country within one of the regions
You are a cardio king and can run at a steady pace when you studied, and anytime you make a Geo-Politics skill
most others would collapse. When using Endurance skill roll related to that country, apply your Expertise bonus.
to run long distances, such as in a marathon, apply your
Expertise bonus.
Language-Dialect
Normally you suffer a -1d10 penalty when trying to
communicate in a dialect you dont understand. This
expertise nullifies that penalty. Simply select one dialect

Character Creation 29
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in a language you know. When you try to communicate Detect-Prolonged


in this dialect, you receive no penalty.
You are skilled at conducting exhaustive searches of
homes, cars and buildings. When using Search skill to
Talent-Perform
conduct a prolonged search, apply your Expertise bonus.
You are a great performer. Anytime you use your Talent
skill to perform before other people, apply your Exper- Reasoning-Wits
tise bonus.
You think quickly on your feet. When using Reasoning skill to think of a solution on the fly, apply your
Talent-Compose
Expertise bonus.
You are a great innovator and artist. When using Talent
skill to create a composition, apply your Expertise bonus. Reasoning-Logic
You understand the principles of inductive logic, and
MENTAL SKILLS
know how to analyze information. When using ReasonInterrogation-Psychological
ing skill to form a conclusion from evidence gathered,
You are trained in psychological interrogation techniques. apply your Expertise bonus.
When using Interrogation skill to elicit a psychological
reaction, apply your Expertise bonus.
Persuasion-Charm
You are a charming person. When using Persuasion
Interrogation-Physical
skill to seduce or influence another person, apply your
You are trained in physical interrogation techniques. Expertise bonus.
When using interrogation skill to elicit a physical skill,
apply your Expertise bonus.
Persuasion-Debate
You know how to make a strong case for your position.
Acting-Bluff
When using Persuasion skill to convince another person
You know how to lie and bluff your way out of most that your view is correct, apply your Expertise bonus.
situations. When using Acting skill to tell a lie or bluff
an opponent, apply your Expertise bonus.
Vehicle skills-Race
You know how to move fast in your vehicle. When using
Acting-Impersonate
Vehicle skill to go fast, apply your Expertise bonus. Select
You can assume any persona, real of fake. This is a great multiple times for each Vehicle skill you posses.
Expertise for undercover FBI agents. When using Acting
skill to tell a lie or bluff an opponent, apply your Ex- Vehicle skills-Maneuver
pertise bonus.
You know how to maneuver in your vehicle. When using
Vehicle skill to perform a stunt or unusual maneuver,
Empathy-Emotion
apply your Expertise bonus. Select multiple times for
You read other peoples emotions with ease. When using each Vehicle skill you posses.
Empathy skill to assess another persons emotional state,
apply your Expertise bonus.
SPECIALIST SKILLS

Empathy-Intention

Computers-Hack

You know how to hack into other peoples computers


You read other peoples intentions accurately. When using and access files or spread viruses. When using Computers
Empathy skill to decipher another persons intent, apply skill to hack into a computer, apply your Expertise bonus.
your Expertise bonus.

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

You know programming languages and how to program


a computer. Anytime you use your Computer skill to
program, apply your Expertise bonus.

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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

You know how to design, repair, and build infrastructure. Intelligence-Business


When using Engineering skill to engineer things like You know how to obtain intelligence from a business or
roads, railways, and bridges, apply your Expertise bonus. civilian course. When using Intelligence skill to gather
or analyze information about a business or civilian orEngineering-Electrical
ganization, apply your Expertise bonus.
You know how to design, repair, and build electric systems. When using Engineering skill to engineer things Medical-Diagnose
like transformers or electronic devices, apply your Ex- You know how to diagnose illness and disease. When
pertise bonus.
using Medical skill to examine a person, apply your
Expertise bonus.

Engineering-Mechanical

You know how to design, repair, and build mechanical


structures and objects. When using Engineering skill
to engineer things like engines, aircraft, or kinematic
chains, apply your Expertise bonus.

Medical-Treat

Forensics-Psychology

Medical-Surgery

You understand criminal psychology and can assess a


crime scene to determine the criminals state of mind
and intent. When using Forensics skill to assess the
psychology of a suspect or a crime scene, apply your
Expertise bonus.

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

You know about security systems and how to avoid


Forensic-Biology
triggering them. When using Security skill to assess,
You know how to apply a range of forensic techniques disable, avoid, or reconfigure a security system, apply
to a crime scene, in order to identify a suspect. When your Expertise bonus.
using Forensics skill to collect and analyze biological
evidence (DNA, bone samples, and blood types), apply Security-Procedures
your Expertise bonus.
You understand security procedures such as clearances
and strategies. When using Security skill to evaluate seForensics-Chemical and Physical
curity procedures for an organization or building, apply
You know how to collect and analyze ballistics, and trace your Expertise bonus.
evidence at crime scenes. When using Forensic skill to
examine trace evidence (fingerprints, residues, fibers, Security-Mechanical
etc.) or ballistics evidence (bullets and entry wounds), You know how locks and safes function. When using
apply your Expertise bonus.
Security skill to bypass a mechanical security device,
apply your Expertise bonus.

Intelligence-Government

You know how to obtain intelligence from government CONTACTS


sources. When using Intelligence skill to gather or analyze Contacts are people your character knows who provide
information about a government, apply your Expertise information or support. Players begin the game with
bonus.
three contacts. Each contact is a specific person, tied to
an organization and region. Once per mission, you can
make a Clout roll to use your contact. If you succeed,

Character Creation 31
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your contact can perform a single act to help you. There


are two basic types of contacts:

to be captured and are able to communicate with their


contacts. This is a top secret and unpublicized mission.

Support Contacts: Support Contacts give you physical


support such as procuring a safe haven, sending a field
agent to help you, or eliminating red tape in a bureaucracy.

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.

Information Contact: Information Contacts give you


information about people, places or events, such as an Information Contact
impending terrorist attack, or the location of a terrorist This contact can provide information on recent military
suspect.
activity, or secrets from his respective branch and country.
The contact may provide plans for upcoming attacks,
HOW CONTACTS WORK
details about military equipment and technology, or
Once per game session, players get one favor request from information about their bases (such as floor plans).
each of their contacts. Sometimes contacts are busy, or
unable to provide the favor (if the player fails his or her CRIMINAL CONTACTS
Clout roll). Players seeking a favor request from their You know someone inside a criminal organization or tercontact roll a Clout roll against target number six. If rorist group. This may be a person who you befriended
they succeed, their contact grants their favor request.
in the past or someone who gives favors in exchange
for profit. Criminal contacts usually expect something
Each of the following contacts is divided by contact type in return for their efforts. And unlike other contacts,
and the organization they belong to. Players may select criminal contacts are dangerous. When an agent makes
multiple contacts within the same category, provided favor request from a criminal contact, the GM makes
they cover a different geographical region or division.
his Clout roll in secret and doesnt reveal the result right
away. Some criminal contacts pretend to help, but will
MILITARY CONTACTS
betray an agent at the last moment.
You know an influential member of the military. When
choosing a Military Contact, specify the country and Support Contact
Military branch he or she belongs to.
This contact halts activities within his organization,
releases prisoners held by his organization, or arranges
Support Contact
a meeting with a leader in an allied group.
This contact is a high-ranking military officer. On a successful Clout roll, this contact can provide one of the Halt Activities
following favors: an air strike (in active military zone), Your contact puts the breaks on an ongoing tactic or an
a secret rescue operation, or the provision of military upcoming attack (temporarily). Maybe two factions are
equipment.
fighting and he establishes a short cease-fire, or perhaps
his group plots an attack and he gets it redirected or
Air Strike
delayed. In any case, the contact provides a window of
A single military air strike against a specified target. These time for the players to act before activities resume.
are precise, lethal, and generally unpublicized attacks.
These are only allowable in active military zones, and Release Prisoner
never inside the US. A single strike is equal to a missile If the contacts organization or an allied group has a priswith a medium blast radius, and does 6d6 damage to oner friendly to the player, this contact gets him released.
everything inside its inner and outer blast.
Arrange a Meeting

The contact arranges a meeting between a leader in his


A highly trained military strike team (see Friends Sec- organization or an allied group and the agent.
tion) is sent to rescue a prisoner at the players request.
This can even be the player and his allies, if they happen
Secret Rescue Operation

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

someone else in power. Elected officials are an example


of Political Support Contacts.
Stopping/Starting An Investigation

Some agents fall under investigation after their missions.


This contact stops such an investigation. Alternately, if
the agent suspects someone inside his or another agency,
the contact uses his or her influence to launch an investigation.
Influence

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

You know a congressman/woman, a judge, a senator,


a governor, or even the President. Specify the branch
of government your contact belongs to and his or her
region. Use appropriate categories for foreign politicians. Only characters with a Clout of six may know
the President.

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

You know someone in academia, well known in his or


This contact makes your life easier by stopping an in- her field. Specify the field and the country of this contact.
vestigation, starting an investigation, or influencing

Character Creation 33
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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.

You get temporary (one to five hours) access to restricted


areas in a significant museum, library, or laboratory.

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

You know someone in the Media. Specify the news


organization and nation of your contact.

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

The editor changes the angle of a story already in the


news. Maybe they turn it around, so the suspect becomes
the victim, or changes the names of the people involved.
Cover up a Story

The Editor temporarily stifles interest in a story and keeps


it from hitting the news cycle. Roll d10 to determine
how may days it stays out of the news. If the result is
a six or higher, people lose interest and it never runs.

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.

34 Terror Network
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Chapter Three
Gear and Weapons

EQUIPING YOUR CHARACTER

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

Rocket Launcher Heavy Arms

Single

1000/2000/3000

SeeRocket (Ex)

Taser*

Small Arms

Single

20

1d10

M2A17

Medium Arms

Single

10

40

2d10

*Non Lethal Damage


*Shotguns- Shotguns firing slugs or flechette work the same way as a normal shotgun. Shotguns firing slugs have double the normal range. Shotguns firing shot lose
damage dice equal to the body armor worn by the target. Shot also loses 1d to damage per range increment beyond close range. Shotguns firing shot get a penalty of d10
and 2d10 on damage at medium and long range. Shotguns firing slugs have the standard range penalty.

Countless firearms are produced around the world, and


a manageable number are described below.

AK47- A fully-automatic military assault rifle widely


popular around the world.

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.

SPAS12 Shotgun- A semi-automatic military shotgun


ideal for close quarters urban warfare.

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.

XM110 Sniper Rifle- A semi-automatic 10 or 20 round


capacity military sniper 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

M2A17 Flamethrower- A portable military flamethrower


with a fuel tank carried on the back. Flame throwers
fire in a straight line that hits everything within it. So
any target along its 40 foot range gets hit. In addition,
anyone struck by flame throwers continue to suffer burning effects (see Contaminants: Fire). This can be fired
ten times before depleting fuel.

Explosives

This states if the weapon is lethal or not. Lethal weapons


can kill characters by dropping them below incapacitated
LW50MG- A fully-automatic ground or vehicle mounted on the Health Tracker. Non-lethal weapons do not normachine gun. Point blank range for the LW50MG is mally kills characters.
100 yards instead of the standard 10 yards.
Unarmed- Hand-to-Hand combatants with three skill
M249 Light Machine Gun- A fully-automatic military Levels and an Expertise in unarmed combat or melee
portable machine gun.
weapons may choose to inflict lethal damage if they
desire.
RPG (Rocket Propelled Grenade)- A shoulder-launched
rocket launcher.
Range
Most melee weapons can only hit opponents in adjacent
Taser- A short range, non-lethal weapon that uses elec- hexes. Melee weapons with a range of five feet can hit
tricity to stun the target.
opponents five feet away, or 1 hex away on standard scale.

Melee Weapons

Explosives are devices that generate a blast of force and


enough heat to harm people and structures. There are two
categories of Explosives: Set and Thrown. Set Explosives
are put in place and programmed to detonate under a
specific condition. Thrown Explosives are released by
hand and detonate on impact, or according to a timer.
Launched Explosives, such as missiles or rockets exist,
but are not usually handled by the Explosives skill.

There are three basic melee weapons in Terror Network:


Unarmed, Knife/Crowbar and Bat/Club. Some melee Type
weapons inflict lethal damage, others inflict non-lethal The category of explosive is based on how its used.
damage.
Set Explosives are programmed and placed in advance.
Thrown Explosives are thrown at targets. Both Set and
Damage
Thrown Explosives use the Explosive skill. Launch ExThis indicates the number of d10 for the damage roll. plosives, which are projected out of devices, use the
After any successful hit, characters roll a number of d10 most appropriate skill. For example, a rocket fired out
equal to the damage listed under the weapon to deter- of a rocket launcher uses the Heavy Arms skill, whereas
mine if their opponent(s) sustains any wounds.
a missile fired from a plane uses the Plane skill.
Melee weapon damage is tied to muscle. If the entry Blast Radius
is Muscle, then roll a number of d10 equal to the Explosives damage everyone within an area of effect
wielders Muscle rating. If the entry says Muscle -1d, called a Blast Radius. Blast Radiuses are divided into five
groups: Focused, Small, Medium, Massive, and Super.

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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 radius of five feet. No outer blast.


Small: Total blast radius 30 feet. Inner blast 1-15; outer blast 16-30.
Medium: Total blast radius 60 feet. Inner blast 1-30; outer blast 31-60.
Large: Total blast radius 90 Feet. Inner blast 1-45; outer blast 46-90
Massive: Total blast radius 1 mile. Inner blast 0-0.5 miles; outer blast 0.6-1.0 miles
Super: Total blast radius 10 miles. Inner blast 1-5 miles; outer blast 6-10 miles.
**Dead

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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Nuke- Nuclear weapons release vast energy through


a controlled nuclear reaction. Nukes are so powerful,
anyone caught inside their blast radius dies. Even those
who escape are maimed by its radiation. Use the contaminant rules for radiation from a Nuke.
Rocket- Most rockets are fired from hand-held launchers
and therefore use the Heavy Arms skill. Still, they are
explosives, and have an inner and outer blast.

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.

Medical skill Target Number

This represents how difficult the Contaminant is to treat.


Use this target number for Medical skill rolls made to
cure characters exposed to contaminants.
Anthrax- A disease caused by the bacterium Bacillus
Anthracis, Anthrax enters the body by inhalation, ingestion, or contact with open cuts. The mode of infection
determines the severity of the illness, with ingestion and
inhalation being the most lethal. It commonly infects
grazing animals that can then pass the disease on to
humans.
Ricin- Ricin is a poison derived from castor beans. Once
ricin enters the body it prevents cells from making needed
proteins, causing the cells to die. The modes of infection
for Ricin are ingestion and inhalation. Contact with skin
or the eyes usually produces irritation but not illness.

Ebola- Ebola was recognized in 1976 in Zaire (present


day Democratic Republic of the Congo). The Ebola virus
Lethality
causes a condition called Ebola Hemorrhagic Fever, an
Lethality refers to how quickly Contaminants kill. Each often fatal condition characterized by flu-like symptoms.
Contaminant is rated: minute, hour, day, and week. There is no direct cure for Ebola Hemorrhagic fever;
This is how long characters die after exposure to the treatment usually focuses on reducing complications.
contaminant without medical treatment.
Ebola can be transmitted from person to person through
bodily fluids.
Speed

This is the rate at which the d10 penalty imposed by


the Contaminant increases. Each Contaminant is rated:
week, day, hour, minute.

Small Pox- Small Pox is a deadly disease that causes raised


bumps, or pox, to spread on the skin. There has not been
a naturally occurring outbreak since 1977, but experts
fear its use as a bio-weapon. Small Pox is contagious and
Contagious
can be spread from person to person through contact
This indicates if the Contaminant is contagious and with bodily fluid or infected objects.
spreads from person to person.
Nerve Agents- Nerve agents are chemicals that block
Infection Rate
communication between nerve cells in the body and
The percentage number in this column indicates the inhibit neurotransmitters. Nerve agents cause violent
likelihood of infection after exposure. Players must make convulsions and death (usually from asphyxiation). Nerve
a percentage roll (2d10, one die for tens, the other for agents can be inhaled or enter the body through the skin.
ones) when their characters is exposed to a Contaminant.
If they roll under the number listed, their character suf- Blister Agents- Blister agents cause chemical burns. Musfers the negative effects of the Contaminant.
tard Gas is an example of a Blister agent. People exposed
to blister agents experience serious skin irritation and
Effect
develop water filled blisters. Many also suffer respiratory
This is how long the effect of the contaminant remains. complications from inhaling the agent.
Each Contaminant is rated: permanent or temporary.
Penalties from Contaminants with permanent effects stay Choking Agents- Choking agents cause choking damage
with characters forever. Penalties from Contaminants to lung tissue when inhaled. Choking agents can cause
with temporary effects go away after medical treatment.

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Contaminants
Contaminant

Lethality

Speed

Effect

Medicine skill TN Contagious Infection Rate

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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Mini-Cam- Mini-Cams are tiny visual recording devices


that resemble everyday objects such as pens or rings.
They transmit a digital signal to a recorder that stores
footage.
Wiretap Detector- These devices can scan rooms for
most wiretaps.
Pen Recorder- This audio recording device looks like a
pen, and can be used to record conversations.
Wiretapping Device- Most phone companies and cell
phone providers can activate existing wiretapping abilities so authorities can monitor users conversations.
However, the wiretapping device is still useful to agents
operating outside their jurisdiction in foreign countries.
Wiretaps allow third parties to monitor conversations
on phones or cell phones.
DNA Sampling Equipment- Used to gather samples
such as hair, bodily fluids, and skin.
Metal Detector- Detects the presence of any metal
object, using the characters Detect skill. This can be
used up to 20 feet beneath most surfaces.
UV Light- Shine on a surface to detect bodily fluids
such as blood. This provides a +1d10 to Forensics rolls
when used to gather DNA evidence.

Gear and Weapons

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.

Gas Detector- Detects the presence of gas and volatile


agents in the air.

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

This is the generally category of the particular vehicle.

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Vehicles
Vehicle

Performance Rating Handling Speed Top Speed

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

This represents how easy the vehicle is to control. It is


also the target number for any Vehicle skill rolls made
using that vehicle.
Handling Speed

This is the speed at which the vehicle becomes unsafe.


Performing any maneuvers at or beyond a Vehicles Handling Speed always requires a Vehicle skill roll.
Top Speed

This is the maximum speed of the vehicle.


Hardiness

This represents the strength of the vehicle in a crash.


Vehicle Hardiness functions just like character Hardiness. In a crash or when attacked with a weapon, roll
damage against the vehicles Hardiness.
Health

This represents how many wounds a vehicle can sustain


before being disabled or destroyed.

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44 Terror Network
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Chapter Four
Combat and Non Combat Rules

ROLLING THE DICE

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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Setting Target Numbers


Target Number

Difficulty

Routine

2
3

Simple

4
5

Challenging

6
7

Hard

8
9

Formidable

10

SETTING TARGET NUMBERS

ness is the relevant Defense to a damage roll. Success on


a damage roll indicates one wound. Each 10 result on a
damage roll does one extra wound. Each wound drops
a characters wound level on the wound chart by one.
Wounded characters suffer a -1d penalty per wound to
all their Defenses and skill rolls. At three wounds, characters become incapacitated. Incapacitated characters are
motionless and cannot perform actions. They also start
to die the following round (see Dying).
Example: Special agent Luke Murphy just shot a
terrorist with his pistol and scored one success. A
pistol has a damage rating of two, which means he
rolls 2d10 against the targets Hardiness Defense
to see if a wound is scored. Murphy rolls 2d10 and
gets a six and ten. The terrorist has a Hardiness of
three, so he takes one wound (ten meets or exceeds
three). Because Special Agent Murphys highest
result was a natural ten, he inflicts one additional
wound, for a total of two.

Every task has a target number ranging from one to


ten. Skills that are routine enough not to require a skill
roll have a target number of one. Skills that are nearly
impossible have a target number of ten. When your
character performs an action, the GM uses the Setting
Target Numbers chart to assign a target number.
Wounds
Each point of damage your Character takes equals one
ATTACKING/MOVING OBJECTS wound on the wound tracker. Once a character takes
It is important for the GM to know the Defenses of in- damage, he is considered wounded until the damage
animate objects when your character tries to break down heals. Wounded characters suffer a d per wound to
doors, shoot gas tanks, and take apart devices. Objects all their rolls (they subtract 1d10 from all active skill
function like characters; they have Hardiness, Evade, rolls). If you reach 0d10 or lower, roll 2d10 and take
and take wounds. Your GM should use the following the lowest number.
guidelines to set the Defense ratings, weight, and max
wounds for objects:
Example: Special Agent Murphy gets shot while
hiding behind the shed and takes one wound. The
The lifting/moving chart represents a characters ability
next round, he fires his M9 at one of the terrorists.
to move and lift heavy objects in high stress situations
Because he has a proficiency level of two in Small
with time constraints.
Arms, he normally rolls 2d10, but because he is
wounded, he can only roll 1d10.
Target Number- The number characters must meet or
exceed to strike or manipulate the object in a significant Characters heal one wound per week naturally, and
way.
can recover wounds faster with a successful medicine
roll (see Medicine skill).
Evade- The objects size and speed determine the target
number.
Dying
When your character becomes incapacitated from a
Weight- The weight of the object sets the difficulty of lethal weapon, he or she begins to die. Dying takes a
lifting or moving it.
number of rounds equal to your characters Hardiness
rating. So a character with a Hardiness of five dies five
TAKING DAMAGE
rounds after becoming incapacitated.
After a successful attack, make a damage roll to see if
you wound your target. Damage is determined by the
weapon used, and functions much like a skill roll. Hardi-

46 Terror Network
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Attacking Objects
Target Number

Evade

Hardiness/Max Wound Weight

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.

CAPPING THE NUMBERS

Number of Actions

To maintain game balance, numbers and dice are capped.


No character may ever roll more than six dice. Proficiency
levels allow your characters skill rolls to go as high as
three dice, and situational modifiers can add up to three
more. Defense ratings and static target numbers never
go higher than ten Penalties cap out at -3.

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

3) One movement action, no skill action, add +1


to Defense
4) No movement action or skill action, add +2 to
Defense

Combat and Noncombat Rules 47


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Lifting Objects

round in a large scale scenario represents 10 seconds, and


characters can only make a skill or movement action,
not both. Because it is more abstract than standard scale,
large scale should be limited to scenarios that require a
lot of space.

Target Number

Weight

20 lbs

40lbs

60lbs

80lbs

100lbs

120lbs

140lbs

160lbs

Facing

180lbs

10

200lbs

You must declare which direction your character faces


at the end of your move: north, south, east or west.
Characters suffer the following penalties when they are
attacked from a direction they are not facing:

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

Good counter-terrorism agents understand tactics, and in


the game of Terror Network, tactics are key to survival.

Attacked from Behind- Evade, Parry, and Hardiness all


receive -2.
Attacked from Side- Evade, Parry, and Hardiness all
receive -1.
Facing is very important in Terror Network. Be aware of
your characters facing during combat, to minimize the
chance of taking a wound. Use your opponents facing
to gain advantage in combat.

In most circumstances, one hex on the Battle Mat equals


five feet. For large scale combat, one hex equals 100 feet. Restrain
You can restrain opponents to hinder their movements
Miniatures and Map Scale
and disarm them, by making a normal attack with the
Use a standard Battle Mat to determine movement and Hand-to-Hand skill. If you succeed, you forgo damage,
range during combat. Battle Mats are available at most but restrain your opponent. Restrained characters cannot
hobby or comic stores. Use miniatures on the Battle Mat move, but can attack, although they must suffer a -1d10
to represent characters. Miniatures are also available at penalty for anything except Small Arms, Unarmed, and
most hobby and comic stores.
Knives. To maintain the restraint, you must make a successful Hand-to-Hand skill roll each round. If on your
There are two map scales in Terror Network: standard and restraint roll at least one natural 10 is rolled, you can do
large. Standard scale is used most often and is ideal for one of the following: Disarm, Wound, or Pin your opcombat situations where small scale tactics are important, ponent. While restraining, your movement is reduced to
and long range weapons are not being used. In standard five feet. If you move five feet while restraining someone,
scale, one square on the Battle Mat represents five feet. they move with you and remain adjacent.
Characters each occupy one 5 foot square.
Restrained- Reduced movement to five feet, but can
Large scale is used less often, but important for mis- attack. Gets -1d10 penalty with anything other than
sions that involve mass combat, or the use of long range Small Arms, Hand-to-Hand weapons, and unarmed
weapons, such as Sniper Rifles. In large scale, one square attacks.
represents 100 feet. Characters are handled as units in
large scale, that is to say one miniature represents every- Pinned- Cannot move or attack.
one on the same team within a 100 foot square. Large
scale also uses a different time scale for rounds. Each
Wounded- Sustains one wound.

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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

Illumination affects Parry, Defense, Evade, Combat


skills, physical skills, specialist skills, vehicle skills and
the Detect skill. Special equipment, such as night vision
goggles, can nullify illumination penalties.
Dim- Its considered dim when only 3/4s of the environment is illuminated. Situations where there are lots
of shadows, despite the presence of light sources, are
examples of dim illumination. In dim environments,
characters suffer -1d10/-1 to affected skills and Defenses.

Suppressive Fire requires the burst rate of fire option.


You can lay down suppressive fire on a line four squares
long or a 2x2 block of squares to protect your allies. If
firing full-auto, you can lay down suppressive fire on
an eight square line or a 2x4 block of squares. All nonSniper firearms can lay down suppressive fire out to their Dark- Its considered dark when only 1/4 of the environmedium range. Only Sniper Rifles can lay suppressive ment is illuminated. Walking in the woods by moonlight,
fire out to long range.
or in a building with emergency lighting are examples
of dark illumination. In dark environments, characters
To enable suppressive fire takes up all your actions for the suffer -2d10/-2 to affected skills and Defenses.
round and lasts until the beginning of your next turn.
Any enemies caught in the attack suffer a -1d penalty to Lights Out- This is total darkness, with no light source.
their Combat skill rolls. Multiple player characters can In lights-out environments, characters suffer -3d10/-3
lay suppressive fire to the same area. The effect stacks. to affected skills and Defenses.
Multiple player characters can lay suppressive fire to the
same area up to a maximum of -3d10.
Cover
Cover improves your characters Evade and Stealth DeFalling
fense temporarily. There are three degrees of cover: slight,
Falling from tall buildings or cliffs can kill your character. medium and full. It is important to remember the capWhen a character falls, make a damage roll against his ping of the numbers rule (above) when calculating cover
or her Hardiness, based on the size of the descent. For or when cover bonuses stack with bonuses from other

Combat and Noncombat Rules 49


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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

Non-Combat skills are fundamental to Terror Network.


Sometimes characters are better off avoiding combat
altogether to achieve their mission objectives. Given the
lethality of the combat system, it is usually more effective
to resolve conflict with Non-Combat skills.

Non-Combat skill rolls function like Combat skill rolls,


except most are rolled against a target number, set by
sources. No matter what, your character can never get the GM. A few Non-Combat skills, such as most of the
more than +3 to each of his or her Defenses.
mental skills and Stealth, are rolled against your targets
relevant Defenses.
Slight Cover- Small objects such as desks, tables, and
chairs provide slight cover. Characters with slight cover Before making your Non-Combat skill roll, state what
receive a +1 Evade bonus.
your intentions are. This is very important for gauging
the success or failure of your roll.
Medium Cover- Medium objects such as couches, doors,
and small cars provide medium cover. Characters with Failure, Normal Success, and Total Success
Medium cover receive a +2 Evade bonus.
Gauging success for Non-Combat skills is important.
Sometimes an entire mission hinges on a single NonFull Cover- Objects that cover all of a characters body Combat skill roll. There are three possible outcomes with
provide full cover. Standing behind a corner or crouch- any Non-Combat skill roll: failure, normal success, and
ing behind a barrier are both examples of full cover. total success.
Characters with full cover receive a +3 Evade Bonus.
Failure means you rolled below your target number or
Condition Modifiers
below your targets relevant Defense rating. It also means
When circumstances arise that are not covered by the your Non-Combat skill roll did not achieve what you
environmental modifiers and hazards listed, the GM as- intended. For example, if your character tries to use
signs ad hoc modifiers. Sometimes it is just harder to take Stealth to sneak past a guard, and you fail your Stealth
aim, or get into position. Some circumstances make it skill roll, your character is spotted by the target.
easier or harder for things to occur. The GM can assign a
-3d10/-3 to +3d10/-3 modifier (keeping in mind capping Normal success means your Non-Combat skill roll met
rules) to unusual situations or circumstances in combat. or exceeded the target number or your targets relevant
Defense rating, but you did not roll any 10s. It also
Terrain
means your Non-Combat skill roll achieved much of
Some terrain features impede movement. When passing what you intended. How much will vary, depending
through a square occupied by obstructive terrain, deduct on the skill and what your intentions were. As a rule of
the movement penalty from your total movement. Each thumb, a normal success achieves most or all of your
movement action is subject to the following penalty:
intentions. For example, if your character tries to use
Interrogation against a terrorist to obtain information
Clear- No Modifier
about an impending attack, and you get a normal success
on your roll, you get nearly all of the information you
Light Impediment- Movement -5
wanted. Maybe the terrorist tells your character where
the attack will take place, but not when.
Medium Impediment- Movement -10
Total success means you rolled a 10 on your Non-ComHeavy Impediment- Movement -15
bat skill roll. It also means you achieve everything you
intended (within reason), and more. For example, if your
Impassible- Cannot move through
character is negotiating with an armed terrorist and uses

50 Terror Network
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Persuade to get the terrorist to surrender, rolling a 10 on WHEN GRENADES MISS


your Persuade roll might make the terrorist surrender When you throw a grenade and miss, it still detonates.
(or receive a penalty to his rolls if he does not) when he To determine where missed grenades land, roll 2d10. The
normally wouldnt
first roll determines where the grenade landed in relation
to the intended target, and the second roll determines
Non-Combat Condition Modifiers
how far it landed from the intended target.
Conditions affect your characters ability to perform
Non-Combat skills. For example, using the Swim skill When rolling to see where the grenade lands, your result
in perfect conditions (calm waters, a wetsuit, and flip- is keyed to one of eight compass points. Imagine that
pers) gives you a +3d10 bonus on your roll. GMs should your intended target sits in the center of a compass, and
assign condition modifiers to Non-Combat skill rolls the squares around him or her form the cardinal direcusing the Modifiers Chart.
tions (Use the chart below).

VEHICLES

Car chases, emergency helicopter rescues, and shootouts


on boats add excitement to any game. Terror Network
takes a very simple approach to vehicles- each vehicle has
a Maneuverability Rating, Handling Speed, Top Speed,
Hardiness, and Health.

Approximate Speed of Crash

Low Speed Crash- Make a 1d10 damage roll and apply it to


both the vehicle and the passenger(s).
Medium Speed Crash- Make a 3d10 damage roll and apply
it to both the vehicle and the passenger(s).

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.

High Speed Crash- Make a 6d10 damage roll and apply it


to both the vehicle and the passenger(s).
Air Crash- Roll 6d10 twice and apply it to both the vehicle
and the passenger(s)

Any time you try to perform a risky maneuver or perform


a normal maneuver at Handling Speed (applies only to
land vehicles), make a Vehicle skill roll using the vehicle
maneuverability rating against the target number. Maneuvers include turning, stopping, jumping, diving, and
landing. Maneuvers become risky maneuvers when conditions are dangerous, or when there is a high probability
of crashing (i.e. a motorcycle turning sharply between
cars that are close to one another). On a failed roll, you
crash the vehicle (see crash chart below). Using vehicles
in normal conditions does not require Vehicle skill rolls.
Using vehicles to get from point A to point B without
pushing the vehicle to the edge of its performance does
not require Vehicle skill rolls.
To determine how much damage the vehicle and its passengers sustain in a crash, use the Approximate Speed
of Crash Sidebar.

Combat and Noncombat Rules 51


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Grenade Chart

10

1-2

9
8

6-7

52 Terror Network
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Facing Chart

Rear Attack Target receives -2 to Evade, Parry, and Hardiness Defense.

Side Attack Target receives -1 to Evade, Parry, and Hardiness Defense.

Combat and Noncombat Rules 53


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Chapter Five
Counter Terrorism Agencies

AGENCIES AND THEIR MANDATES

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.

Department of Homeland Security


The Department of Homeland Security protects the US from terrorism and natural disasters. Twenty-two other
agencies were consolidated to form the department. Homeland Security enforces immigration laws, controlling the
border and the interior of country. In addition, it protects the nations transportation systems, including airlines.
It is guided by the four values of Duty, Respect, Innovation and Vigilance.
Raise Threat Level

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

The Department of Homeland Security can prevent someone from


entering the country, put them on the No Fly list, and detain anyone
suspected of plotting a terrorist attack.

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.
(order #2077834)

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 launch an investigation into a person or


group. Investigations take 1d10 months and can find
evidence of illegal activity 80% of the time (provided
the target of the investigation is in fact doing something
illegal). Agents can also request investigations of public
officials.
SWAT Raid

The FBI can send its elite SWAT team to arrest suspected
terrorists or criminals, or to engage in a hostage rescue
mission.
Cryptanalysis

The FBI can crack the toughest codes or ciphers. Their


team of specialists solves encrypted messages 70% of
the time.

US Special Operations Command


US Special Operations Command oversees all military
special operations. They are not permitted to act within
the borders of the US, unless martial law has been de- themselves dealing with threats that were dangerous and
clared.
complicated in a variety of ways that were not suitable
for conventional police forces to handle.
Air Strike

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

Counter Terrorism Agencies 55


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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.

History of the FBI


The FBI formally began in 1908 during Theodore Roosevelts presidency. It was created initially as a small group
of highly specialized and highly trained agents who
could deal with interstate and federal crimes. The FBI
arose out of a need to regulate interstate matters and
investigate things thoroughly that occurred across state
lines. Eventually, as the United States became more of a
world economic superpower, the FBI took on a broader
range of responsibilities and therefore had to expand. It
became an agency that is known throughout the world
with offices all over the United States. The expansion
of the FBI into a major law enforcement body meant it
would be called upon to handle many domestic security
issues that eventually translated into terrorist threats.
The United States has had some history with domestic
terrorism but typically those that originated nationally
have been rogues who sought to make a statement and
were often left unfulfilled. Terrorist threats as they exist
today are much more complicated than they were in
the past. Today, terrorist organizations from around
the world are believed to have terrorist cells within the
United States. The spread of more diverse groups of
terrorists into the country means that the FBI has a
greater need for information gathering and tracking of
these groups, which were previously not of great concern. These days, the FBI engages in a wide variety of
counter-terrorist activities and it will continue to do so
for the foreseeable future.

History of the CIA


The origin of the CIA is typically regarded as taking
place in 1941, although foreign intelligence operations
have ostensibly always been a part of the US government. When it began, the CIA had a variety of names
and really only took on its more elaborate role with the
outbreak of World War Two, shortly after its recognized
establishment. This organization was used for gathering

military intelligence for operations, and coordinating


with the Joint Chiefs of Staff about issues they needed
to be aware of. The CIA also became a bit of an umbrella agency, often carrying out tasks that were not
officially designated to the other agencies. The role the
CIA played during intelligence gathering operations is
often regarded as paramount to the success of various
military operations during every major conflict involving
the U.S. since its creation.
Today the CIA takes an active role in undermining terrorism worldwide. This agency has a unique perspective
on world events, with branches all over the world and
coordinated services across the globe. They are able to
combat terrorism in an effective way. The CIA has often
been seen as a big picture agency, meaning that they
dont try to handle the low level terrorist members who
simply carry out an assigned task or even necessarily
target one important individual. The CIA is a group
that has ceaseless ambition and is not satisfied with one
significant apprehension, rather they want to dismantle
and disrupt entire terrorist organizations to the extent
that they can no longer function in any meaningful way.
The CIA, throughout its history, has been regarded as
an agency that is tireless and dedicated to its pursuits,
and has certainly proved itself to be a formidable enemy
of global terrorism.

History of Homeland Security


Homeland Security was established in June of 2002, with
the mission of defending the homeland. It functioned
as a central command for previously disparate executive
branch agencies and acted as a primary contact point
for local law enforcement. Twenty-two agencies were
brought into Homeland Security, including Customs
Service, Secret Service, Coast Guard, The U.S. Border
Patrol, U.S. Immigration and Customs Enforcement,
Transportation Security Administration, Federal Emergency Management Agency, and U.S. Citizenship and
Immigration Services. In 2002, Homeland Security created the Homeland Security Advisory System, to help
co-ordinate counter-terrorism efforts among agencies.

History of U.S. Special Operations Command


After the failure of Operation Eagle Claw in 1980, there
was increased pressure to reform the US military. Operation Eagle Claw was an attempt to rescue American
hostages held at the US Embassy in Tehran. The operation failed to rescue the hostages, and several Delta Force
members died when their air transport crashed over

56 Terror Network
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Posse Comitatus Act

A powerful stride against terrorism that the FBI has made


is to make travel and credit hard or, ideally, impossible
The Posse Comitatus Act of 1878 limits the ability of the US
for terrorists by the most conventional means, and this
military to operate in place of law enforcement within the
United States. The Act does not apply to National Guard
causes them to be slowed down and hopefully stopped
forces acting on behalf on a governor, or military forces
all together. The FBI serves another important role when
acting on behalf of a President trying to put down an indealing with terrorists- they often deal directly with and
surrection (per the Insurrection Act), or troops acting in reactually take down terrorist groups once that informasponse to a nuclear disaster.
tion is deemed reliable. They are a group that takes a
hands-on approach, coordinating with local police forces
the desert. Many felt the mission suffered from a lack to handle terrorist threats and make sure that things are
of co-ordination and poor planning. On June 1, 1987, handled in the most efficient way possible. Ultimately,
the Department of Defense established the U.S. Special the FBI functions as both a law enforcement agency and
Operations of Command, to function as a command an intelligence agency.
center for all special operations units in the US Military.

APPROACHES TO COUNTERTERRORISM

FBI Tactics

The FBI is arguably the most important agency for


dealing with domestic terrorism. Their approach is one
of diligence and good fieldwork, coupled with a broad
spectrum of influence throughout the United States.
The FBI, or Federal Bureau of Investigation, takes its
job very seriously and is nearly unmatched in its ability
to coordinate efforts across the country. The superb coordination of the FBI comes from their wide range of
influence, which is to say they have field offices all across
the country. With the vast amount of offices, the FBI
is able to track terrorist activity in every state and communicate that information to other security branches,
which essentially means they could effectively locate and
dismantle terrorist cells spread throughout several states
with relative ease in the right situation.
The FBI has always approached terrorism with an eye for
detail, but the problem becomes a matter of sorting out
the important details from those that are simply a waste
of resources and time. Due to the need to determine
what actually constitutes a legitimate terrorist threat,
sometimes things slip through, and it is because of this
that the FBI tries to work with every agency it can to
make sure as many threats as possible are addressed.
The main advantage utilized by the FBI is technology.
The FBI has access to equipment that is state of the art;
their field agents are well trained and they can track,
detail, and dismantle terrorist groups with a variety of
cutting edge tools. The FBI generally tries to make use
of wiretaps and various other surveillance tools in order
to break up terrorist plots.

FBI Organization

The FBI is organized into the following branches: The


National Security Branch, The Criminal Investigations
Branch, The Law Enforcement Services Branch, The
Administrative Branch, and the Office of the Chief
Information Officer. All branches answer to the FBI
Director, who is appointed by the President and approved
by Congress. Most agents in Terror Network are part of
the National Security Branch of the FBI or a member
of one of its SWAT teams.
The FBI is headquartered at the J. Edgar Hoover Building
in Washington D.C., and operates out of 56 field offices
throughout the US. Most major cities have their own
field office. In most cases, a Special Agent in Charge commands each field office, and divisions within each field
office are headed by Assistant Special Agents in Charge.
For example, a Special Agent in Charge heads the Boston
office, and the Boston offices counter-terrorism division
is lead by an Assistant Special Agent in Charge. All other
agents within a field office are called Special Agents.
National Security Branch

In 2005, former President George W. Bush created the


National Security Branch of the FBI- this consolidated
the Bureaus counter-terrorism, counter-intelligence,
and intelligence capabilities. The National Security
Branch is headed by the Executive Assistant Director
and is organized into four divisions: Counter-Terrorism
Division, Counter-Intelligence Division, Directorate
of Intelligence, and WMD Directorate. Most player
characters that are FBI agents belong to the National
Security Branchs Counter-Terrorism Division. The National Security Branchs main focus is identifying and
disabling terrorist cells inside the US, and preventing

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future terrorist attacks. To achieve this, it engages in the CIA Tactics


following types of operations:
The CIA deals with domestic and foreign terrorist activity. Their goals have traditionally related to tracking
Surveillance- The FBI monitors suspects by setting up money used by terrorist organizations and disrupting its
wiretaps, roving wiretaps, and surveillance cameras. A flow, while at the same time gathering information to
warrant is required for domestic wiretaps, but under dismantle any groups that are operating in a way that is
the US Patriot Act, no warrant is required for foreign contrary to U.S. interests.
wiretaps.
The CIA is not as hands-on as the FBI and does not
Review- The FBI is authorized to review the financial typically join in on actually apprehending terrorists. The
records of suspected terrorists or organizations.
CIA serves more of an advisory role in many places, and
their aims are decidedly broader than those of the FBI
Searches- The FBI can enter and search the homes or or other law enforcement agencies. The CIA will often
offices of suspected terrorists. Such operations can yield attempt to serve the policy needs of a country as it relates
valuable clues in a counter-terrorist investigation.
to the United States, and they may include eliminating
terrorist threats in certain countries. The CIA has long
Undercover Operations- FBI Agents can infiltrate terrorist been established as a group that helps to train, arm, and
networks or support structures, by going undercover. educate other bodies within countries to fight against
These missions are dangerous and require the ability to terrorist groups.
assume a false persona. They are also time consuming.
FBI agents have gone undercover for several years before The CIA prefers to make contacts in a country and use
obtaining enough information for an arrest.
information as well as strict discipline and careful planning to change the course of politics in a country, or
FBI Special Weapons and Tactics Teams (SWAT)
to preserve peace in certain areas where terrorists cause
The FBI Special Weapons and Tactics Teams (SWAT) problems. Several countries that the CIA operate in dont
are trained to neutralize dangerous situations like stand- have the training or experience to deal with terrorist
offs, and conduct high risk arrests. SWAT members are threats, so this is where the CIA can really be of use,
specially trained and equipped. SWAT works well for by organizing members of that country into a counterplayers who want to dive right into combat and tactics. terrorist force that can adequately handle most threats.
SWAT engages in the following types of operations:
In addition, the CIA will respond to terrorist threats in
the United States often times by communicating their
Arrests and Rescues- SWAT teams are called in to contain information to the FBI, which helps them develop their
hostage situations, or take out violent criminals who own investigations.
barricade themselves inside structures.
The CIA also engages in covert operations abroad to
Interception and Tracking- When the FBI needs to find answer specific terrorist threats. Such operations are
a terror suspect in a large metropolitan area or building conducted by the Special Activities Division, which
complex, they send in SWAT to conduct large scale participates in raids, reconnaissance, psychological optracking operations. SWAT also conducts vehicle stops erations, and sabotage.
at checkpoints with local police departments.
The CIA has always relied on good field operatives to
Joint Terrorism Task Forces
deliver up-to-the-minute information on targets, and
The FBI partners with other security agencies and state to infiltrate terrorist groups in certain countries. Field
and local law enforcement to create Joint Terrorism Task agents in the CIA are very dedicated and highly skilled
Forces. Joint Terrorism Task forces (JTTF) conduct field in whatever area they operate; the philosophy seems to
investigations to prevent terrorist attacks and break up be that only through hard work and strong attention to
terrorist networks. All JTTFs operate out of FBI field detail can the CIA hope to make any meaningful changes
offices, but can draw on the resources and skills of other in their areas of operation.
agencies.

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information. This requires


a broad range of knowledge and mental skills to
pull off safely. Case Officers are essentially spies,
and spying is punishable
by death in most countries. First, Case Officers
identity potential agents
through trade journals
and news sources, then
they befriend potential
agents and secure their
trust. Once this has been
established, they make
a pitch to the potential
agent. Case Officers can
also use unwitting agents,
people they befriend who
dont know they are supplying information to a
CIA Intelligence Officer.

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).

The CIA is organized into four branches: Intelligence,


National Clandestine Service, Science and Technology,
and Support. All branches answer to the Director of
the Central Intelligence Agency who is selected by the
President and approved by Congress. Most CIA Agents
in Terror Network belong to the Intelligence or National
Clandestine Service branches.
Special Activities Division
The Special Activities Division of the CIA handles covert
Operations Division
operations against foreign terrorist threats and is part of
This is the basic Intelligence aspect of the CIA. It is the National Clandestine Service branch. Covert operamade up of Case Officers who go into foreign countries tions by the Special Activities Division include parato recruit agents for intelligence, or work in the US to military missions, and secret political missions. Player
root out foreign agents. Case Officers are the front line characters in the CIA most likely belong to the Special
of the CIAs intelligence efforts. Player characters prob- Activities Division. The Special Activities Division enably wont be in the Operations Division since Case gages in the following types of Operations:
Officers normally work alone or with a partner. The
Operations Division is well suited for a small group of Raids- Raids conducted by the Special Activities Division
players, or players who like to strike out on their own. are simply small military assaults on targets or buildings
The Operations Division engages in the following types believed to be threats to US National Security. Small
of operations:
squads of plain-clothed agents conduct raids.
Recruitment- Case Officers specialize in recruiting rank- Special Reconnaissance- the same paramilitary units reing members of foreign organizations, in order to obtain sponsible for raids usually conduct special reconnaissance.

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The only difference is special reconnaissance missions are


information-gathering efforts. Special Reconnaissance
Units obtain target information, assess damage from air
strikes, and place surveillance sensors.
Psychological Operations- Psychological operations target
the hearts and minds of enemies and allies in enemy
lands. Psychological operations include dissemination
of propaganda and influencing political movements.
Sabotage- Sabotage aims to hinder the enemy through
obstruction and disruption. It includes targeting infrastructure, supplies, and communications systems.

The USA Patriot Act

The USA PATRIOT Act is an acronym for Uniting and


Strengthening America by Providing Appropriate Tools
Required to Intercept and Obstruct Terrorism. It lowered
restrictions on cross-agency communications, to increase
the ability of counter-terrorist agencies and to prevent future terrorist attacks through information sharing. It also
made it easier to obtain for searches and surveillance without warrants. The PATRIOT Act empowers to the Attorney
General to deport any foreign national he or she believes
may commit a terrorist act. Opponents of the PATRIOT Act
argue it violates the Fourth and Fifth Amendments, while
proponents claim it is a needed tool in the fight against
terrorism.

Homeland Security Tactics

The Transportation Security Administration

Homeland Security is composed of 22 agencies, all of


which belong to the Executive branch of the US Government. Its primary aim is to detect, prevent and respond
to terrorist attacks inside the United States.

The Transportation Security Administration protects the


countrys transportation systems through inspections,
patrols, check points, and air marshals. TSA agents are
great characters for one-shot missions, but dont work as
well over the course of long campaigns. The TSA engages
in the following types of Operations:

Homeland Security provides a streamlined command and


communication among its various agencies, allowing for
more efficient response to terrorist threats. Two of its key
functions are border security and transportation security.
In addition to critical infrastructure and key resources
of the United States, Homeland Security monitors the
countrys high risk chemical facilities.

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.

Inspection- Agents may respond to threats by inspecting


Homeland Security assesses the countrys vulnerability key infrastructure.
to attacks. By collecting and analyzing data, the department identifies key weaknesses or concerns. It then makes US Customs and Border Protection
this information available to law enforcement agencies, US Customs and Border Protection is charged with
civilian leadership, and the public.
keeping terrorists and their weapons from entering the
US. It monitors borders and ports of entry. For some
Information sharing is vital to protecting the home- campaign styles, the US Customs and Border Protecland. The Homeland Security Information Network is a tion can work. But normally it is not a good choice for a
computer data base and network that allows for greater Terror Network campaign. The US Customs and Border
information sharing between agencies, leadership, and Protection engages in the following type of operations:
the private sector. It also enables real time communication between state and local law enforcement.
Inspection- Agents inspect people and vehicles entering
the US.

Homeland Security Organization

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.

The US Secret Service

The US Secret Service protects important officials such


as the President, the Vice President, former Presidents,
family members of officials, and presidential candidates.
It also protects foreign dignitaries visiting the US. The
Secret Service is ideal for many Terror Network campaigns. It engages in the following types of operations:

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Protection- Agents protect VIP personalities like the


President or his family.
Investigations- The Secret Service also protects the US
Financial System, and investigates large scale counterfeiting operations.

US Special Operations Command Tactics


The US Special Operations Command focuses on covert
missions made up of small elite teams, such as the Navy
Seals or Army Rangers. Planning, coordination, and
training are all key to successful special operations.

US Special Operations Command


Organization
The US Special Operations Command governs subordinate commands inside each branch of the military:
The Air Force Special Operations Command, The U.S.
Army Special Operations Command, The United States
Naval Warfare Special Operations Command, and the
United States Marine Corps Forces Special Operations
Command.
The Air Force Special Operations Command

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

Reconnaissance- Using manned and unmanned aircraft,


the AFSOC gathers intelligence about enemy targets.
Rescue- The Special Operation Forces Mobility Unit
help with rescue and recovery with soldiers from other
special operations commands.
The U.S. Army Special Operations Command

The United States Naval Warfare Special Operations


Command includes the SEALs and Special Boat teams.
SEAL Team Six is a well known unit specializing in
counter-terrorism missions. NAVSPECWARCOM engages in the following types of operations:
Underwater Demolition- SEAL teams eliminate underwater obstacles and targets.

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.

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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.

THE MIND OF A TERRORIST

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

From the middle of the 19th century, to the early years


of the 20th, anarchists, Marxists, and nationalists tried
to move their political agendas forward. Advances in
technology allowed for more innovative and destructive
modes of attack. For terrorists in the industrial era, the
bomb became the equalizer that gave strength to the
weak, against the powerful state. Before World War I,
most terrorists operated in Western Europe and Russia.
With the success of the Russian Revolution, the state,
in the form of Lenin, turned the gears of terrorism
toward the people. Lenin, and his successor Stalin, were
strengthened in their power by using state terrorism on
their own population.
Modern terrorism reached a new phase in Ireland in
1916, when the IRA fought for independence from England. Under the leadership of Michael Collins, the IRA
used clever tactics to disrupt British rule, and became
a model for Israeli groups like the Irgun. In Palestine
during the British Mandate (Modern Day Israel), the
Irgun and the Stern Gang used guerilla tactics to persuade England to withdraw. Years later, the PLO would
use the same tactics against the Israelis. English resolve
to remain in the region weakened after Irgun agents
blew up the King David Hotel in 1946, where the British Mandatory authorities were based. England
announced its intention
to leave and dissolve the
mandate by August 1948.

War

WMD

In America, terrorism emerged from the racial strife of


slavery and Jim Crow. Groups like the Ku Klux Klan
terrorized black people living in the Southern United
States after the Civil War. Another movement, called
Christian Identity, developed at the same time, and
promoted the view that whites were a race descended
from God and Jews descended from the devil. The Christian Identity movement inspired 20th century terrorist
groups like the Aryan Nation. From the 1980s into the
1990s, Christian Identity and patriot groups formed
a growing threat. Most famously, the bombing of the
Alfred P. Murrah federal building in Oklahoma City
was carried out by Timothy McVeigh, who had ties to
the Patriot Movement.
Modern international terrorism came with the PLO
hijacking of a plane bound from Rome to Tel Aviv in
1968. The PLO grew out of the conflict between Arab
Palestinians and Jews in Israel after Israel was declared
a nation in 1948 (though there had been bloodshed
between them since the 1890s). In 1949, the Arab states
went to war against Israel and lost. About 700,000 Palestinians fled for neighboring countries as Israeli troops
advanced on retreating Arab forces. The Palestinians
lived in refugee camps in Jordan, Syria, and Lebanon

The Irgun provided a


model for a host of anticolonial movements in
the in Middle East after
World War II. Throughout the Middle East,
from Algeria to Cyprus
to Israel, terrorism proved
an effective tool to drive
out foreign powers. The
anti-colonial movements
formed the foundation of
modern terrorism in the
Middle East.

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for what turned out to be a


far longer period than they
had expected. These camps
became breeding grounds for
resentment, and ultimately
terrorism. In the years that
followed, the PLO developed
into a large international terrorist organization, with links
to disparate movements in
Europe and elsewhere. Still,
the PLO and the movements
it inspired was fueled by a political, not a religious cause.
After the Iranian Revolution
in 1979, religious terrorism
spread through the Middle
East. But this movement
wasnt just confined to Shia
Islam. Sunnis, Christians,
new age cults, and Hindus
had their terrorists as well. An unusual trend emerged,
across the world. The 90s saw mammoth growth in religious terrorism with groups like Al Qaeda, Abu Sayyaf,
and Aum Shinrikyo gathering steam. These distant movements came to American attention when two planes
crashed into the World Trade Center on September 11,
2001. Al Qaeda, a terrorist group based in Afghanistan,
launched the most well-coordinated and deadliest terrorist attack in history, and did it on US soil.

Communist Movements

Communism and terrorism


have been associated since the
late 1800s, when Russian revolutionary movements used it as
a tactic. It later became a tool of
communist states, which trained
and funded communist inspired
terrorism throughout the world.
Groups like the PLO were aided
by Eastern Bloc countries, and
had close ties with their governments.
Red Army Faction (RAF)- A
German terrorist group that was
mostly active in West Germany.
It reached its peak in early 70s,
and officially dissolved in 1998,
but acts of terrorism by people
claiming to be RAF continue.
Japanese Red Army (JRA)- A communist organization
that started in Japan, but is now based in Lebanon. They
carried out attacks in Europe, the Middle East, SouthEast Asia, and attempted attacks on US soil.
Ethnic Movements

Ethnic terrorism is similar in many ways to religious


terrorism, in that it is based on a cultural identity and
often draws on religion for strength. Ethnic terrorist
groups tend to be nationalistic, and their aim is usually
TERRORIST IDEOLOGIES AND to establish a state around a common ethnic identity.
TERRORIST GROUPS
They also tend to be more violent than other political
In the following section, terrorism is divided into cat- terrorists. They need violence to perpetuate conflict with
egories. These categories are based on divisions used by their enemy, and to solidify ethnic divisions.
some counter-terrorist experts. However, these categories
of terrorism are to some extant arbitrary and misleading, Some ethnic terrorist movements perceive themselves as
and there is a great deal of cross-over between them. Use oppressed by authorities and wholly separate from the
them to enhance game play, with the understanding that surrounding culture. They may view the present governterrorists belonging to one category, typically belongs to ment as an occupier or illegitimate. The long-term goal
a number of others as well.
for these terrorists is the creation of a new nation; their
short term goal is building a like-minded community
Political Terrorism
with a shared ethnic identity. A classic example of an
Political terrorism emerged as a real force following ethnic terrorist group is the Irish Republican Army.
World War II, in the form of anti-colonialist movements,
and ethno-nationalist movements. These groups seek to Abu Nidal Organization (ANO)- An effective and deadly
overthrow governments or redress historical grievances terrorist group, started by Sabri al-Banna. It was a PLO
through violence. They create fear to intimidate their splinter organization that completely rejected peace with
enemies into submission.
Israel. They developed a reputation as terrorists for hire

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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

Kurdish Workers Party (PKK)- The Kurdish Workers Party


is a group that formed in the 1970s with Marxist roots,
and wants a separate state for ethnic Kurds inside of
Turkey and Northern Iraq. It was founded by Abdulla
Ocalan in 1974.

Religious terrorism is a new and controversial category.


The subject is hotly debated, and it is unclear to many if
the distinction between religiously motivated terrorists
and other groups is even needed. What is clear is that
religion has played a larger role in the rhetoric of terrorism in recent years. Some writers, like Bruce Hoffman,
Basque National and Liberty (ETA)- The Basque region argue that religious terrorists are driven by a firm belief
of Spain, which spans the countrys border with France, that their actions further Gods will on earth, and are
has its own language, culture, and ethnic heritage. The less discriminate about whom they kill. Since many of
Basque National Liberty (ETS) was formed in 1952 and them embrace apocalyptic worldviews, there is concern
aims to establish an independent state in the Basque they will use weapons of mass destruction. Its important
region. Initially, the ETA was not a violent organization, to remember that many groups who appear to be mobut it was radicalized by the repression of the Basque tivated by religion are really just motivated by politics
people by Franco.
or cultural identity. This is especially the case in Islamic
countries, where politics and religion are intertwined.
Eco-Terrorist Movements
Because religion has broader appeal than political or
Eco-Terrorism is performed in the name of the envi- ethnic identity, religious terrorism may be more effective
ronment or animal rights, and its violence is normally at recruiting followers.
directed at property rather than people. They are known
for destroying animal research laboratories and industrial The Global Jihad Movement
equipment, and responsible for millions of dollars worth Global Jihad groups emerged out of the Islamist moveof damages. Eco-terrorism is a
ment (see sidebar), but were
new movement, which can be
more forceful in their call
traced to radical animal rights
for violence, more internagroups operating in England
tional in composition, and
during the 1970s. Since then it
less centralized in structure.
has spread to the United States
Global Jihad is a broad term,
and Europe.
but refers to those Islamist
Groups that have adopted a
Animal Liberation Front- The
global strategy toward the esAnimal Liberation Front is a
tablishment of a Pan-Islamic
leaderless resistance movement
Caliphate, that includes atestablished in England to protacking the US or its interests
tect animal rights. Initially,
to weaken its influence in the
the Animal Liberation Front
Islamic World. These groups
focused on laboratory raids,
are nebulous, ever changing,

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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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these loosely connected groups are called the Global


Jihadist Movement. What separates them from typical
Salafists is their desire to attack countries like the US on
their own soil. This is really just a more extreme version
of Salafism, which is unified by a common enemy.

entry refers only to the South-East Asian organization


founded by Bakr Bashir.

Abu Sayyaf Group- Abu Sayyaf is an Islamist terrorist


group active in the Philippines. The organization has
ties to both Jemaah Islamiyah and Al-Qaeda. Abdurajak
Jemaah Islamiyah(JI)- Jemaah Islamiya is an organization Janjalani, who fought in the Soviet War in Afghanistan,
that wants to create Islamist states throughout South-East started the organization in 1991 as a splinter group of
Asia. It has been active since the early 1990s, when the the Moro National Liberation Front. Abu Sayyaf is well
spiritual leader Abu Bakr Bashir established the orga- known for its kidnapping and bombing campaigns.
nization and Riduan Isamudddin became the military Its long-term goal is to create an Islamic State in the
planner for the group. In 2002, Jemiat Islamiyah bombed Philippines.
a tourist district in Bali, Indonesia, killing 200 people.
Jemaah Islamiyah is also known for its car bombings, White Supremacy and Anti Government Militias
and its attempted plot to blow up 11 US commercial If the Islamic threat unveiled itself when the World Trade
airliners in 1995. There are many groups throughout Towers fell, then the threat posed by the Christian Patriot
the world that use the name Jemmah Islamiyah. This Movement was announced when the Oklahoma City
federal building was attacked. In 1995, a truck bomb

Islamism, Salifism, or Global Jihad

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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exploded near the Alfred P. Murrah federal building in


Oklohama City, and claimed the lives of 168 people,
including 22 children. An additional 800 people were
injured by the attack. Timothy McVeigh and his accomplice Terry Nichols masterminded the plot. McVeigh, an
adherent of the Christian Patriot Movement with ties
to the Militia of Montana (MOM), planned the attack
as a reprisal for the ATF debacles at Ruby Ridge, Idaho
and Waco, Texas.

Europeans the descendants of God. In time, it absorbed


other characteristics, notably a fear of government, an
ardent belief in the 2nd amendment, patriotism, and
racism toward non-whites. It used Christian theology
to justify its stances, and promoted a kind of Christian
holy war against other races and religions.

In the 1980s, a white supremacist group called Posse


Comitatus was formed in Wisconsin. Rooted in white
supremacy, Posse Comitatus also opposed taxation and
During the Depression, a right wing movement emerged. the federal government. Considered one of the first surIt emphasized a literalist interpretation of the bible, vivalist groups, some of its members engaged in violent
and was an offshoot of Anglo-Israelism (a 19th cen- acts against law enforcement officials. The Christian
tury doctrine that held white Europeans were the lost Patriot Movement grew out of Posse Comitatus.
tribe of Israel), called Christian Identity. The Christian
Identity movement was deeply anti-Semitic, believing Like their Islamist counterparts in the Middle East,
that Jews were the descendants of the devil and white the Christian Patriots cast themselves as defenders of
a culture under siege by foreign forces.
They armed themselves, formed survivalist camps and militias, and advocated
violence against their enemies.
In the early 90s, the Christian Patriot
Movement experienced a revival following two tragic events. The first occurred
at cabin in Ruby Ridge, Idaho, where
Randy Weaver, a Christian Patriot, forced
a standoff against ATF agents who had
come to arrest him for failure to appear in
court on weapons charges. The event was
poorly managed; Weavers son, and a US
Marshal were killed in the shootout that
followed. Shortly after, in 1993, a 51 day
siege on the Branch Davidian compound
by ATF agents ended in 76 deaths after
the compound ignited in flames. These
events galvanized the Christian Patriot
Movement, and provided a potent rallying cry for its followers. The Christian
Patriot Movement is a broad term that
refers to a host of movements. Some
are violent terrorist organizations, and
others are simply vocal political groups
that promote radical philosophies. The
movement contains within it Christian
Identity, Nordic Christianity, and Various Militia Groups. It is important to
understand that there is nothing illegal
about being a Christian Patriot. Law enforcement agencies are only interested

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in the groups and members of the Christian Patriot


Movement that engage in criminal acts of violence and
terrorism.

The Phineas Priesthood- The Phineas Priesthood is a


leaderless resistance of like-minded Christian Patriots,
who oppose inter-racial marriage, taxation, abortion,
and homosexuality. They use violence against people
and groups that they feel violate traditional Christian
morality. They call these Phineas acts, and committing
them is how people become members.

Aryan Nation- The Aryan Nation is a white supremacist/


neo-Nazi movement that grew out of Christian Identity
in the 1970s. It was started by Richard Butler, and based
on the teachings of Wesley Swift, who preached a militant form of anti-Semitism. Since the death of Butler in Fictional Terrorist Groups
2002, Aryan Nation has broken into smaller factions. Use fictional terrorist groups to surprise your players,
or create your own fictional groups using the groups
below as models. None of these organizations exist in
The Tuner Diaries
the real world, though many were inspired by real life
The Turner Diaries is a fictional account of race wars and
people or events.
revolution in the United States. Set in 1999, it follows Earl
Turner as he and his followers take over Southern California, execute race traitors, and instigate a nuclear war
with Israel and New York City. The book ends with Turners
group taking over the rest of the world and eliminating all
other races. The book refers to Adolf Hitler as the great
one and glorifies the killing of Jews and African Americans.

The Turner Diaries was written in 1978 by William Pierce, a


neo-Nazi and former Physics professor. It serves as a blueprint for many right-wing extremist groups. It is popular
among militia groups as well. The Turner Diaries inspired
Timothy McVeigh to blow up the Alfred P Murrah Building. In addition to the Oklahoma City bombing, the Turner
Diaries inspired The Order to commit a series of brutal hate
crimes in the early 1980s.

Milestones and Sayyid Qutb


(1906-1966)

Sayyid Qutb was an Egyptian literary critic and member of


the Muslim Brotherhood. His ideas provided a philosophical foundation for Global Jihadist groups like Al Qaeda.
Milestones is Qutbs most well known writing. In it, he argues that the West is morally empty and corrupted by
materialism. He rejects the Western notion of Individualism, believing it was in conflict with submission to the will
of God. Qutb concludes that the world has returned to a
state of pre-Islamic paganism (Jahiliyyah). The only remedy is acceptance of Islam as the system of governance
and the destruction of the Jahili. Qutb singles out America
as an example of Western decadence and moral decay. He
spent time in America from 1948-51, and in Milestones, he
strongly disapproves of the freedom granted to women
and regards American men as brutes.
When Qutb returned to Egypt after his time in America,
he became a leader in the Muslim Brotherhood. He was
imprisoned by the Egyptian government and executed in
1966.

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

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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

Suicide bombers use IEDs, but sacrifice themselves to


maximize the attacks effectiveness. Not only can they
get themselves into a better position to detonate the
explosive device, they can also alter their course of action
at a moments notice.
Kidnapping

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

Assassination is a potent mode of attack. It can silence


enemies, but more importantly it can be used to put
pressure on authorities to change their direction. Terrorists like to target leaders with popular support, to
bring down opposition movements. The Northern AlliReligious terrorists are different than their political coun- ance in Afghanistan was shaken when Al-Qaeda suicide
terparts. For them, violence becomes a sacramental act, bombers posing as reporters killed their leader, Ahmed
not a means to an end, but an end in itself. They are Shah Massoud.
far less constrained than political terrorists, and their
attacks usually have much higher death tolls.
Hijacking
Hijacking involves seizing control of a transportation
Terrorist attacks can take years to plan. Al Qaeda planned vehicle and holding its passengers hostage. This techand collected information for six years before it launched nique is used to negotiate the release of prisoners, to

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obtain funds, or to create media attention. It can also


be used to commandeer vessels so that they can be used
as weapons. The 9/11 attacks were an example of this.

through the food and water supply, or transmitted by


an infected terrorist (see Chapter Six).

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).

Taking to the streets with guns has been a common tactic


of terrorist organizations. By identifying and shooting
symbolic targets, an armed massacre will not only send
a message, but create an atmosphere of dread.
Armed Raids

WMD Chemical Weapons

Less random and haphazard than armed massacres,


armed raids are coordinated attacks on a specific target
or groups of targets. These function much like orthodox WMD Nuclear Weapons
military operations, except they tend to be smaller.
Nuclear weapons are the most difficult technology for
terrorist groups to acquire. The materials needed, and the
Cyber Terrorism
level of expertise required to manufacture them makes
Far less deadly than other attacks, cyber terrorism allows nuclear weapons beyond the reach of most groups. The
groups to hack into government and business networks devices split the nucleus of an atom and cause a chain
in order to create major disruptions.
reaction that produces massive explosions (see Chapter
Six).
WMD Dirty Bombs

Dirty bombs are explosive devices that release radioactive


material into the air. The force of their explosions spread
radioactive material over a desired area. The size of a dirty
bomb explosion is conventional, but it disperses deadly
particles over from between 100 meters to several miles
(depending on the kind of radiation). Most dirty bombs
dont have the potential to kill large numbers of people,
so their use is believed to be more about creating fear.
More potent dirty bombs can cause a significant threat,
however (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.

At the top of these organizations are commanders, men


like Osama Bin Laden and his inner circle who establish
the organizations direction. Most organizations have a
relatively small command structure. Beneath the comWMD Biological Weapons
mand structure are the combatants: suicide bombers,
Biological weapons release pathogens or biotoxins on hostage takers, and guerilla fighters. Combatants are
the general population. They can be spread by aerosol, usually organized into cells and networks (see below).
Of great importance to any terrorist group are their
supporters who gather information, collect funds, and
Fedayeen
help establish safe houses.
Fedayeen comes from the Arabic word for self sacrificers.
It has multiple meanings in the Muslim and Arab world
and typically refers to volunteers who sacrifice their lives
fighting an occupying force or tyrannical government.
Not all Fedayeen are Muslim. The Armenian Irregular Units
were Christians who adopted the name Fedayeen. The Palestinian Fedayeen were motivated by nationalism, not religious extremism. In Iraq, Saddam Hussein formed a group
of Fedayeen to protect his interests, called Fedayeen Saddam. In Iran a Fedayeen group waged war against Muslim
apostates and supported Ayatollah Khomeini during the
Iranian Revolution.

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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Cells themselves are sometimes organized into networks,


or groups of cells, that can be coordinated to launch
major attacks, or complete an overall strategy of attacks.
Networks typically follow the commands of a single
individual, but like individual cells, this is maintained
through contact points to reduce the likelihood of penetration by authorities. In some terrorist organizations,
cells and networks are given a great deal of autonomy,
in order to help them avoid detection.

organized crime. Others open businesses to make profit


for their organization. This is a strong force multiplier
for terrorist organizations. Bin Ladens ability to finance
Al-Qaeda is what made it such a formidable enemy.

NOTABLE ATTACKS

The following describes recent terrorist attacks of note.

9/11

On September 11, 2001, 19 Al Qaeda Terrorists took


control of four passenger airlines and launched the largest
terrorist attack ever on US soil. The hijackers targeted
important US landmarks and used the airplanes as makeshift guided missiles. Two of the planes hit the World
Trade Center in New York, causing its two tower offices
to collapse (killing everyone onboard the planes, and
many who were trapped inside the buildings). A third
Terrorist groups come in two sizes in the game of Terror airplane struck the pentagon, and a fourth, en route to
Network: small organizations and large organizations. the White House, crashed in Pennsylvania when the pasSmall organizations usually have fewer than 60 members, sengers tried to take control of the cockpit. The attack
and lack the numbers and support to carry off more killed 2,974 people.
than a handful of attacks before being broken up by
authorities. Large organizations have over 100 members 7/7
(usually much more), and can sustain a prolonged ter- On July, 7, 2005, the day of the G-8 summit in Scotrorist campaign over many years.
land, four suicide bombers unleashed a coordinated
attack on the London commuter system. Each attacker
FORCE MULTIPLIERS
blew himself up while riding a train or bus, killing 52
Force multipliers increase somethings overall effective- people. An organization called Qaedat al-Jihad in Europe
ness, and make it stronger than it normally would be. claimed responsibility, saying the attacks were revenge for
Terrorist groups are smaller than conventional armies, Englands involvement in Iraq and Afghanistan. It was
but access to force multipliers increases their ability to later revealed that the bombers were all British citizens.
kill larger numbers of people.
The expansion of global communication through the
internet changed the way some terrorist organizations
are structured and operate. These are called leaderless
resistance groups- independent terrorist cells that answer
the call to arms of propaganda spread by other terrorists
or ideologues over the internet.

Technology

Madrid Bombing

On March 11, 2004, 10 bombs exploded in Madrid,


Terrorist who are technically savvy have an edge that Spain. The bombs were set off at four separate points in
enables them to launch better coordinated and more the Madrid train system, killing a total of 191 people
deadly attacks. The greater their technology, the more (and inuring nearly 200 more). At first, Spanish authorideadly they are.
ties believed a Basque separatist group was responsible
for the attack. A group called Abu Hafs al-Misri Brigade
Religion
claimed responsibility. Abu Hafs al-Misri cited Spanish
Religion is powerful. It helps terrorists recruit and gain support of the Iraq war as its motive.
support. Religious fanaticism breeds terrorists who dont
care how many people they kill, because they are on a The Bali Bombing
mission of faith. The more fanatical the religious beliefs of On October 12, 2002, three bombs exploded in Bali,
a terrorist organization, the more deadly they tend to be. Indonesia. The attacks occurred in the Kuta District of
Bali Island, a popular tourist location. The attackers used
Financing
three different types of explosives: a car bomb, a suicide
Terrorist groups must have funds to continue their ac- bomb, and a small remote bomb. The suicide bomb was
tivities. Many have special branches dedicated to the detonated in a nightclub, the car bomb was set off at
acquisition and management of funds. Some resort to another night club, and the small remote bomb went off

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at the US Consulate (but failed to kill anyone). In total,


202 people were killed by the attacks. Jemaah Islamiyah
(JI) was responsible for the attacks.

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CHAPTER SEVEN

Operations and Storylines

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

Objective: Rescue hostages held at VIP summit and neutralize attackers


Type: Mission
Description: An important political summit being held in a major US city was interrupted by a group of
armed men representing a terrorist organization. The summit included members of congress, foreign dignitaries, and celebrity personalities. The terrorists possessed inside information about security, and used elite
tactics to eliminate security before taking hostages. They have issued a list of demands, and promise to kill
one hostage every hour if their demands go unmet.
Synchronized Attack

Objective: Uncover plot to blow up trains and hospital emergency rooms


Type: Investigation

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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: Retake hijacked cruise ship and protect passengers


Type: Mission
Description: Terrorists hijack a luxury cruise ship,
and issue a list of political demands. The terrorists
blended some of their own members among the
passengers, so they can surprise would-be rescuers.
The agents are sent in to recover the ship and save
the passengers.
Operation Viper Pit

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

Object: Identify and arrest groups responsible for


a series of suicide attacks
Type: Investigation
Description: The Operation begins with an isolated
suicide bombing in a heavily trafficked mall. This
is followed by another suicide bombing at another
mall, then another one at a movie theatre. Attacks
occur at a rate of one a day, and the authorities are
baffled. It becomes clear the bombers are themselves
helpless victims- shoppers and movie goers who had
remote explosive devices planted on them without
their knowledge. Producing explosive devices of
this size requires technology unavailable to most
terrorist groups. Whoever is responsible, receives
support from a major world power or organization.

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

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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.

USING EXISTING TERRORIST


ORGANIZATIONS

ORGANIZATIONS

Sometimes, ripping stories or terrorist groups from the


headlines can negatively affect suspension of disbelief.
This isnt always the case; it depends on how well its
done and what your gaming group prefers, but for some
players, meeting Osama Bin Laden face to face is a little
ridiculous. So feel free to make your own terrorist groups
for your campaign. It is fun to do, and will keep your
players guessing.
When making a group, identify their cause or ideology,
and determine whether they are a political, ethnic, or
religious terrorist group. You dont need to excuse their
actions, but you do need to explain them. And try to give
them specific grievances here (recent history is a great
source of inspiration for this). For example, Al Qaeda
has three basic grievances against the US: its support
for Israel, its troop presence in the Middle East, and its
support for the Saudi Regime. There are of course more
complicated factors that feed Al Qaedas dislike of the
United States (Al Qaeda wants to restore the Muslim
Caliphate and eliminate foreign influences from Muslim
countries), but these factors are the ones that Osama Bin
Laden has directly expressed in his Fatwas. Use this kind
of grievance list to help give your terrorist organization
direction and character. Giving them a basic overall
goal is helpful as well. Your terrorist group can be any
nationality and or religion you want, but it should be
bound by a common goal, identity, and ideology.

Use existing terrorist organizations in your campaign


saves time, and doesnt stretch believability. This approach is great, but can fall victim to campiness if you
are not careful. For example, a campaign driven by series
of Al Qaeda attacks inside the US is sure to hold your
players interest and emotions. But allowing them to
interact with Bin Laden could generate silliness. There
is nothing wrong with bringing real world people into
your operations and storylines; just do so with care.
Once you have established the nature of the organization, think about its leadership. Do you want it to have
Using existing terrorist groups lets you rip directly from a single figurehead that will serve as an enemy for your
the headlines. At the time of this writing, global atten- players to focus on, or would you rather a more collection is focused on Somali pirates. An entire campaign tive and elusive leadership? It is up to you. If you give
could be constructed around the recent surge in piracy, the group a leader, make sure he is interesting, because
especially if the players are in the CIA. By staying topical, he is your main villain, and you need the players to
you ensure your players have a ready frame of reference hate him, but also be intrigued by him. Again, with Al
for the events in your campaign.
Qaeda, Bin Laden is a highly cinematic villain. He is a
fanatic with a deranged viewpoint, but he is also highly
One down side of using real terrorist groups is it requires charismatic (as are many villains in history). Beyond
a little research. We provided some basic information on that, he is physically distinct, having a tall physique and
existing groups in Chapter Seven, but you will want to requiring kidney dialysis. Give the leader of your terrordo more if you go forward with an Al Qaeda campaign, ist organization memorable strengths and weaknesses.
to maintain plausibility. Use online sources to find in-

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Cell One

Office Buildings

Mekiyah

Cell Two

Cell Three

State House

Transit System

Muhammad Al
Ibrahim
Security

Jabril
Engineer

Khalid Bin Zura


Ringleader

Ahmed Akhdar
Samir Murabi

Sayyid Al Asada
Demolitions

Abdul Aziz
Jamal
Bio-Weapons

Abdul Hamza

Key
Hub
Cell Member

Constructing Terrorist Networks

2) Decide who its ringleader is

In most operations, players try to uncover terrorist plots


and break up cells. To create believable scenarios for your
3) Decide how many cells it is composed of
players, you should map out terrorist cells and their hubs
(contact points). This is not just a helpful visual aid;
4) Diagram the cell structure and mark contact
it is also an important tool in constructing operations.
points
In a typical operation, you will design a single network
of cells, determine the overall aim of the network, and Every network needs an overall goal. This can be in the
decide who the hubs in each cell are.
form of a single orchestrated attack or a series of attacks
over an extended period. The goal doesnt have to be
The cell and network structure allows terrorist organiza- violent, it can be an attempt to infiltrate the government,
tions to operate while maximizing secrecy. One cell (or or gather information for a future attack. Just make sure
column of cells) is usually assigned a single strategy or it is interesting enough to keep your players entertained.
goal, and commanded by a ringleader. To avoid detection, only one or two members of each cell know or have The ringleader is probably going to be the face of the
contact with anyone else in the network. The individuals plot for your players. He is the glue that holds together
are the contact points in the network. For example, the the cells, so he needs to be intelligent or highly skilled.
terrorists in the 9/11 attacks made up a network of four He also needs to be a great villain.
cells (if you exclude associate members), and Muhammad
Atta was their ringleader.
Cells are made up of specialists and regulars. Most cells
have one or two specialists. In the 9/11 attacks the speHow to create a network:
cialists were the pilots. The nature of the operation will
determine what specialists are needed.
1) Decide on its goal

Missions and Storylines 77


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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

Designing NPCs is similar to character creation, except


you can choose their primary and secondary skill groups.
Skill point distribution is based on the challenge level
the NPC poses to the players:

1) Personality and quirks


2) World view and motive
3) Family ties and history

CAMPAIGN APPROACHES

Criminals, Crusaders and Crazies

Frederick Hacker proposed three categories of terrorists:


criminals, crusaders, and crazies. Though the categories are
lightly humorous, this division has proved useful to law enforcement. Knowing which category a suspect belongs to
enables authorities to predict the suspects behavior and
motives. For example, a terrorist who holds a plane hostage and is a crazy will not respond to the same negotiation techniques as a crusader or criminal.
Crazies are emotionally unstable and commit terrorism
for their own peculiar reason. In short, their terrorism is a
product of their insanity.
Crusaders serve a higher cause, or a mixture of causes.
Their terrorism comes from a desire to further their ideals,
not their own interests (thought the two can intersect).
Criminals are more like regular people-they commit terrorism to further their own interests, usually for financial gain.

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
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They are trying to track


down a group of terrorists operating in the area.
They discover a terrorist
groups plans to launch a
dirty bomb from a yacht
in the Boston harbor. Not
knowing which yacht it is,
they form a search team
and go boat by boat until
they find the terrorists.
The next operation sees
the same group of characters fighting a different
terrorist threat.
If your players really dont
like the limitations that
being part of an agency
creates, create a fictional
counter-terrorist company
or government organization; one that gives them
and another that works as a strike team for the Military. more freedom and greater jurisdiction. They can even be
At the beginning of each game session, have the group part of a vigilante group financed by a multi-billionaire.
decides who it wants to be for the evening. Maybe they It is entirely up to you, the GM.
want to spend time hunting for terrorists in the jungles
of Indonesia one session, and foiling a bomb plot in Character Death
DC the next. This is fine. Allow the players to dictate Characters may die in the game of Terror Network if
the campaign type.
they are not cautious. But that shouldnt stop everyones
fun. If a character dies, allow the player to bring in a new
Another approach that functions on the same principle character with the same number of character points. You
makes the specific terrorist threat the focus of a campaign may want to let him keep his old characters rank as well.
arc. The players still create a bunch of different groups of This is a very deadly game. It is designed to be realistic
characters, but they shift from one to the other rapidly, and intense, so players shouldnt feel like they lost when
depending on what part of the plot is being handled. A their characters die. They should feel like they are playing
game session may begin in New York, where a terrorist the game the way it was meant to be played. In real life
cell is trying to unleash a dirty bomb in the subways. people dont dodge bullets. This is a guiding principle
The players discover important information about the of Terror Network. It makes the game more realistic,
terrorist cells base in Yemen, and they shift to their CIA but it suits the seriousness of the subject matter as well.
agents operating in the Middle East. The CIA agents are
able to track down the terrorist group to its hideout, and If a character dies, use it to move the story forward. Death
have to call in a USSOCO strike team to take them out, in fiction creates drama, so it should in gaming as well.
so the focus again shifts to their Military Strike team.
Dont let a player feel like his death was meaningless.
Maybe a suicide bomber takes out a player character.
If your players dont enjoy shifting from one organiza- Let that become a plot lead. Focus an entire campaign
tion to the next, simply keep the action focused on a on tracking down and breaking up the terrorist group
single agency and one group of characters. Maybe the the bomber belonged to.
game starts out in the Boston FBI field office, where the
characters are part of the Counter-Terrorism Division.

Missions and Storylines 79


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Over time, it is possible that some of the player characters


in your game will die, but many will survive. The reward
for survival is spotlight. Players that make it through
Terror Network should be given special attention in the
plot line. Let them be the focus of storylines. Like any
great drama series, the main characters are the ones who
survive week to week. But even in an ongoing series, the
focus can shift to others if the leads die.
If your players are truly resistant to a lethal setting, use
the High Octane version of the game detailed in Chapter
One. Its simply a matter of increasing how many wounds
player characters suffer before being incapacitated and
decreasing the number of wounds NPCs take before
being incapacitated.

80 Terror Network
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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.

RUNNING THE OPERATION DIRTY WATER

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

Al Mahara cell purchases radioactive


material from the Andreev brothers and
hires them to kidnap the Travis family

August 4

7:00 AM

Travis family kidnapped

3:00 PM

Laptop with encrypted information


discovered

1:00 AM

Mikhail Andreev shot and killed at the


Cauliflower Pub

12:00 PM

INVESTIGATION STARTS

August 6

5:00 PM

Autopsy of Mikhail Andreev reveals clues

August 7

10:00 AM

Ivan Andreev Arrested, questioned

1:00 PM

Mohammad and Asima speak over pay


phone

4:00 PM

Asima tries to blow up a movie theatre


near Boston Commons

9:00 AM

Dirty bomb launched from the Sunset


Rose, hits downtown Boston

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 Travis home (following a lead from the


World Arms Headquarters), the agents discover signs
of a forced entry, and the finger prints of Ivan Andreev.
Phone records reveal several calls were made from a
public phone on Harrison Avenue in Boston. Observing the payphone, they are able to observe and follow
Asima Al Hizra, one of the Al Mahara cell members.
Following Asima, the agents question her or search her
apartment, where they find clues leading to a ship called
the Sunset Rose.

the agents take. For example, Asima intends to blow up


a movie theatre after she and Mohammad argue over her
role in the plot. Should the agents intercept before hand,
she never makes it to the theatre. Use the descriptions
below when an event occurs:

While investigating, they walk into an ambush set up


Ivan at his apartment (which is registered under a different name). There, they find a large sum of money,
and a slip of paper with a warehouse address.

Event #2: The Arrest of Ivan Andreev- Ivan is arrested


while speeding on August 7th. Due to a warrant for his
arrest for an unrelated drug trafficking charge, the FBI
field office had him transferred into FBI custody for questioning. See Ivans description in the character section.

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.

Event # 1: Autopsy of Mikhail Andreev- An autopsy of


Mikhails body reveals he died from a gunshot wound
to the back of the head, but previously suffered from
extreme radiation poisoning.

Event #3: Asima Blows up Movie Theatre- After arguing


with Mohammad, Asima takes the initiative and tries
to blow up a movie theatre by strapping an explosive
vest to her body (use the poor IED from the explosive
list in the Equipment Section). It is likely the agents are
At the Sunset Rose, the agents find the Travis family, a already tracking Asima, so they might be in a position
crude dirty bomb fitted to a rocket, and the remaining to stop her. This is also a good way to bring Asima and
cell members.
the other cell members to the agents attention, if they
have trouble finding leads.

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

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missile into downtown Boston. The dirty missile has


the same stats as a good IED, except it spreads gamma
radiation (see Contaminants in the Equipment Section)
in a half mile radius from the blast. This creates a state
of panic in Massachusetts and New England. Concern
spreads across the US.

Searching the computer network with either a Computer


roll (TN 6) or the aid of an FBI computer technician (5
hours) reveals the following:

-Correspondence between a Jordanian engineer and


David Travis. A successful Intelligence roll (TN 6) reveals
that the Jordanian used a fictitious email account and
Event #5: Video Message- After the dirty missile attack, that he claimed to work for a non-existent tech firm.
a message appears on the internet from a group claiming
responsibility. The message was uploaded at an internet -It appears the Jordanian was fishing for information
caf in Amman. The content of the video message is about Davids personal life and schedule.
contained at the handout at the end of the operation.
Looking for information on David Travis reveals his
LOCATIONS
mother (Jillian Travis) is still alive. Contacting her reUse the following locations as the agents investigate.
veals that she knows nothing about the 10 day leave.
Asking if she has heard from her son, she mentions the
World Arms Boston Office
last time they spoke was on August 1st. The agents may
The World Arms skyscraper looms over the financial investigate the Travis residence and if they do, use the
district. Its glass walls reflect sharp glares of sunlight entry below (Travis Home).
during the day and hold the darkness at night. Throngs
of suited workers enter the office building.
The Travis Home
Resting at the bottom of a hill, the house is surrounded
World Arms is an international missile engineering com- by renovated colonials. Though an upper middle class
pany designing air-to-ground and ground-to-air missiles neighborhood, something feels wrong. A number of
for the US, France, Saudi Arabia, and the United King- things are out of place here. An open garage door with
dom. Based in Boston, and having over 2000 employees no cars inside, newspapers piled on the front step, and
worldwide, the Boston headquarters is located in the an overflowing mail box add to the suspicion
financial district. The 300 employees at this location
form the bulk of the companys executive office, as well The Travis residence is located in Newton, a suburb of
as the top research facility. Raymond Kramer is the cur- Boston. David purchased the house five years ago when
rent CEO, and he welcomes the agents and offers the he began working for World Arms. The garage door is
companys full co-operation with their investigation. still open, but no cars in are parked in the drive way.
World Arms is not involved in the Al Mahara plot in Inside the house, clear signs of a struggle are evident:
any way. Al Mahara targeted David Travis because of furniture is in disarray, papers are strewn about the living
his engineering knowledge and the fact that he had a room floor, and the whole house looks to have been
wife and son.
quickly searched.
The Andreev brothers arrived early on August 4th, and
Speaking with Raymond Kramer (Persuasion TN 4) made an effort to be discreet. The only person awake at
yields the following information:
the time was David, who they quickly subdued. Following this, they sedated the engineers sleeping wife and
-There is a missile engineer named David Travis
son before putting them into the back of their van and
driving to meet Mohammad Mufta.
-David Travis called on August 4th and said he had to
take a 10 day leave because his mother had just passed Evidence and Clues
away.
Searching the house, the agents find no trace of the
Travis family. A successful Forensics roll (TN 6), or
-David Travis is a hard worker and has never been late forensics team and review of the phone records reveal
a day in his life. He has a son named Sebastian and a the following clues:
wife named Lilly.
Evidence and Clues

Sample Mission 83
(order #2077834)

-Fingerprints belonging to Mikhail Andreev (it takes Harrison Avenue


one day to analyze the prints)
Throngs of commuters press though this rundown section of Chinatown on their way to work, eager to pass by
-Phone records show a call was made to the house on the pimps and dealers who lurk at every corner. There is
August 4th at 10:30am from a payphone on Harrison a payphone here, beneath a wall of apartment buildings.
Avenue in Boston (only if the phone records are searched)
Harrison Avenue is a busy road skirting the edge of BosAgents with criminal contacts, or those who succeed on tons Chinatown. A payphone in the area, if observed,
a Persuade roll (TN 7) among members of the criminal eventually sees the arrival of Asima making a call on
underground learn that Mikhail and his brother Ivan the phone.
have an apartment under assumed names on Shore Drive
in Somerville (see the Andreev Apartment below). Stak- Evidence and Clues
ing out the payphone on Harrison Avenue might allow Tapping the payphone allows for the listening in on a
for the apprehension of Asima making a final call to conversation between Asima and Mohammad. The two
Mohammad.
arranged to speak at noon on August 7th. Beginning
the phone call by speaking in code, the conversation
The Andreev Apartment
suddenly switches as Asima and Mohammad begin bickThe flat is meticulously clean, as if no one really lives ering. The conversation is then conducted in modern
here. There is no television or computer; just the basic standard Arabic. Anyone understanding Arabic (TN
necessities: chairs, a phone, and mattresses.
4) deciphers the contents of Asima and Mohammads
argument:
The Andreev brothers have a small apartment on Shore
Drive in Somerville. The two bedroom apartment is near -Asima is upset with Mohammad because he will not
the overpass on Route 93 and has a view of Mystic River. allow her to be a martyr for the mission. She is careful
not to get into specifics, but it is clear from her words she
Evidence and clues
assumed her role in the plot would be different than it is.
Searching the house, two valuable clues are found. Separate successful Detect rolls (TN 4) reveals:
With a successful Intelligence roll (TN 7), it is possible
to decode the rest of the conversation:
-400,000 dollars cash (this is stashed beneath a loose
floorboard)
-Asima tells Mohammad that Mikhail was found dead
on the 5th and she expects Ivan to be dead soon. She
-A note that says Warehouse 14, Inner Harbor (this worries about the plan, and thinks they should act on
is written on the back of an old menu).
the 9th, instead of the 10th (the original date for the
attack). Mohammad Agrees, informs her she will not
Researching Ivan or Mikhail turns up an open warrant be a suicide bomber as they had discussed. Instead, the
for Ivan on a six month old drug trafficking charge.
dirty bomb will be launched from a ship in the harbor.
This infuriates Asima. Mohammad orders Asima to leave
Ambush
Boston immediately.
Evgen Titov, the Russian mobster hired to kill Ivan and
Mikhail hides in the bathroom in hopes of ambushing Asima is so upset that she takes matters into her own
Ivan. After Ivan escaped, Evgen found out where he lived, hands and ignores Mohammads order (see Event #3).
and decided to set a trap. Evgen maintains the ambush
from August 5th to August 8th, and has enough food for A Second Gunman
five days. Entering the building during this time, Evgen If agents dispatch Evgen too quickly, increase the chalemerges from the bathroom and opens fire. For Evgens lenge by adding a second hit man, Illya Sidorev. As with
statistics, use the Elite Thug from the Stock Characters Evgen, use the Elite Thug from the Stock Characters Chart,
Chart in the back of the rulebook. Evgen has a 22SW but equip him with a shotgun instead of a 22SW. Illya waits
outside in case anything goes wrong, and attacks the
and is wearing light body armor.
agents when they leave.

84 Terror Network
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Asima lives in the apartment building overlooking the


payphone. Speaking to the buildings superintendent, a
successful Persuasion roll (TN 5) has him offering a list
of his tenants (Asima is on the list). With a warrant, they
gain entry to search the complex and Asimas apartment.

Asimas Apartment

-A map of downtown Boston, with potential targets


circled

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.

The apartment looks like a college dorm room. Books


on critical theory and literary method fill a shelf next to Warehouse 14 is one of 20 warehouses owned by James
a stack of notebooks. A recently graded paper rests on a Brighton, located along the inner Boston harbor. James
desk beside a closed notebook computer.
usually rents space to local fisherman and sport sailors.
Warehouse 14 contains five small boats, and an abunAsima lives in a small apartment overlooking the pay- dance of nautical supplies.
phone on Harrison Avenue. Another cell member, Ummayma, is her roommate. Both attend Suffolk University Evidence and Clues
as first year business students (this is their cover). The James Brighton co-operates with the investigation, but
apartment serves as the cells meeting place, and Asima knows nothing about the Al Mahara plot. He volunteers
is in charge of communication between cell members. the following information:
Ummayma is the back up hub.
-He has four employees: Jonathon Willy, Patrick Collins,
Asima is always here between 6pm and 8am each evening. Brian Levik, and Mohammad Mufta. Mohammad has
Ummayma is here between 10pm to 12 pm.
been working there longer than anyone else, and is also
the shift supervisor.
Evidence and Clues

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)

Evidence and Clues

Bernard is reluctant to speak about the crime, and cannot


be persuaded to speak on the subject. However, on a
successful Interrogate roll (TN 9), he admits to the
following:
-Ivan and Mikhail were members of the Russian mafia,
and rumors state that they just finished a lucrative deal
with some Saudi prince.

The Missile fires at 9am on August 9th (see Event #4 of


this operation).
Evidence and Clues

The cell is careful to cover their tracks leading to Al


Mahara. If agents get Prince Fahds cell phone before
he destroys it (which he tries to do, if he knows agents
are around), they discover the following:

-Several calls made to and from a house in New York


-The man who killed Mikhail went into the bathroom
and waited there to ambush the brothers. When Mikhail -Calls received from a phone card purchased in Jordan
entered the bathroom two shots rang out, and the man (this was an Al Mahara Agent, but he was careful to
ran out in pursuit of Ivan.
buy a temporary phone and use a pre-paid phone card).

The Sunset Rose

The house in New York belongs to William Irwin, a


The Sunset Rose (valued at $1 million) is registered to sculpture. Another Al Mahara cell invaded Irwins home
Asima Al Hizra. Docked at a marina in Boston harbor and shot him, so they could use his phone line to comon August 9th, a rocket laced with radioactive mate- municate with the Boston Cell. Prince Fahd called the
rial launches from the deck toward downtown Boston. house on August 7th (this lead can be used to design a
Originally, the yacht was meant to be a floating hideout, follow-up operation).
where an explosive vest could be fitted with radioactive
material that Asima would detonate in Boston. As Rabi Foes
became convinced that Asima was unstable, he decided 3 Stock Terrrorists
to use the Sunset Rose as a launching pad for a rocket
instead.
Prince Fahd (see entry).
There are three terrorists on the boat: Prince Fahd (Rabi
Mughniyah), Abu Misri, and Mohammad Mufta. Mohammad Mufta is on the lower deck with David Travis
wife and son. Prince Fahd and Abu Misri are busy assembling the dirty bomb with David Travis in the captains
quarters. All three terrorists have shotguns

RESOLUTION

Stopping the attack, the agents supervisor orders an


investigation into Al Mahara to discover if other cells
are inside the US (they have five cells in the country).
The agents might find themselves on a joint task force
set up to defeat Al Mahara. This can be the source of an
ongoing campaign that takes the agents from the streets
It will be a challenge to approach the boat without en- near their local field office all the way to the mosques
dangering the hostages, especially if the agents call in too of Saudi Arabia.
much support. If Prince Fahd suspects the presence of
law enforcement, he directs Abu Misri to pilot the boat If the attack is not prevented, then Al Mahara makes an
into international waters. The agents can commandeer a announcement over the internet (see handout below)
vessel themselves from the marina and call in the Coast claiming credit for the attack. The FBI still sets up a
Guard if need be. Any ship or aircraft closing in on the Joint Task Force to deal with the organization, but it
Sunset Rose provokes Prince Fahd to start threatening is done with the somber realization that Al Mahara has
to kill the hostages.
already dealt a powerful blow to the city and the people
of Boston.
Stealth is necessary to access the Sunset Rose. With
proper equipment and a successful Swim roll (TN 6), HANDOUTS
the agents can sneak onto the Sunset Rose. Once aboard, Video
have the terrorists make Detect rolls against the agents A low resolution video image appears on the screen. A
Stealth Defense.
man sits behind a long desk, his face obscured by a hood.
The man pounds his fists and starts speaking Arabic.

86 Terror Network
(order #2077834)

As he speaks, a translation of his speech runs along the


bottom of the screen:

Asima- This is not what we planned. I dont want


to skip class.

(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.

Mohammad- I am hanging up. Leave early, before


dinner time.
Key

Pair of glasses- Rocket


The teacher- Ivan and Mikhails boss

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?

Disappointed me- Died


Enjoyed- Alive
Class- The mission
Dinner- The Attack
Four- August 9th
Five- August 10th

THE ANDREEV BROTHERS

Mohammad- Very well. You should leave the city


early then.

The Andreev brothers immigrated to America five years


ago, and are soldiers (Boyeviky) in the Russian Mafia.
Their boss, Brigadier Ivankov, operates out of New York
and answers to a council of bosses in Moscow. Ivankov
ordered the hit on the Andreev brothers.

Asima- Why?

THE CELL

Asima- Four.

Mohammad- I can go to the bookstore without you.


Asima- But I am supposed to
Mohammad- Not any more. I can get Rabi to help
me instead. He has a pair of glasses I can borrow.
Asima- Mohammad, I want to be a matyr!
Mohammad- Watch your words!

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)

Specialist from the Stock Character list. His real name


is Hisham al Hada.
Ummayma Nadeeda- Ummayma grew up with Rabi, and
was a good friend of his sister (see Rabi Entry below).
Her function is to support Asimas cover as her roommate, pretending to be college student. Use Cell Member
from the Stock Character list. Ummaymas real name is
Leila Khalifa.
Asima Al Hizra- Pretending to be college student, Asima
is the most militant member of the cell. She was selected
because of her loyalty to the cause, and her pious disposition. As events unfolded, this proved to be a liability.
Her role is communication hub between the Russians
and the Mahara cell. Asima desperately wants to be a
martyr (the first female to strike the US). Use Cell Specialist from the Stock Character list. Asimas real name
is Nahla Turabi.
Mohammad Mufti- Mohammad is the muscle. He also
works at Warehouse 14, and knows the layout of the
harbor. Mohammad is Rabis primary contact with
Asima. Use the Elite Thug from the NPC Stock Character list. Mohammads real name is Yazid Ali.
Ibrahim Al Nasser- Ibrahim is the cleric in the group.
Hes also good with a pistol. His function is to keep
morale steady, and provide spiritual guidance. Use the
cell leader entry from the Stock character list.

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)

THE WRECKING BALL


Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship

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)

SAC ALEX DAMICO


Aliases
Organization
Title/Rank
Place of Birth
Date of Birth
Citizenship

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.

100 Terror Network


(order #2077834)

INDEX
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Index 101
(order #2077834)

M+@<-@57##>:
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102 Terror Network


(order #2077834)

VGE7+,-9#L8+997##$;
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6SHFWUXPRI&RQLFW
L.@*,.*@<##!&

Index 103
(order #2077834)

Appendix

(order #2077834)

BOOKS

Bruce Hoffman, Inside Terrorism: revised and expanded


edition (New York: Columbia University Press, 2006).

Zachary Lockman, Contending Visions of the Middle


East (New York: Cambridge University Press, 2004).

Encyclopedia of Terrorism, ed. Cindy C. Combs and PA P E R S , A R T I C L E S , A N D


Martin Slann (New York: Facts on File, 2002, revised REPORTS
2007).
Carsten Bockstette, Jihadist Terrorist Use of Strategic
Communication Management Techniques (The MarFBI Handbook of Crime Scene Forensics (Skyhorse shall Center, 2008).
Publishing: New York, 2008).
Philip Vos Fellman and Roxana Wright, Modeling
Henry Holden, To be an FBI Special Agent (St. Paul: Terrorist Networks: complex systems at mid-range
Zenith Press, 2005).
(University of New Hampshire).
Jonathan R. White, Terrorism: an introduction (Bel- Rex A. Hudson, The Sociological Psychology of Termont: Wordsworth Group, 2002).
rorism: who becomes a terrorist and why (Library of
Congress Report: 1999).
Lawrence Wright, The Looming Towers: Al Qaeda and
the Road to 9/11 (New York: Vintage, 2006).
Richard Rothenberg, From Whole Cloth: making up
the terrorist network (INSNA, 2002).
Marc Sageman, Understanding Terror Networks (Philadelphia: University of Pennsylvania Press, 2004).
Sarah E. Zabel, The Military Strategy of Global Jihad
(Army: Strategic Studies Institute, 2007).
Patrick Sookhdeo, Global Jihad: The Future in the Face
of Militant Islam (McLean: Isaac Publishing, 2007).
US Government, The National Strategy for Combating
Terrorism (2003).
Robert Baer, See No Evil (New York: Three Rivers Press,
2002).
Valdis E. Krebs, Mapping of Networks of Terrorist
Cells (INSNA, 2002).
Samuel P. Huntington, The Clash of Civilizations and
the Remaking of the New World Order (London: Simon
& Schuster, 1997).
Suicide Terror: Understanding and Confronting the
Threat, ed. Ophir Falk and Henry Morgenstern (New
Jersey: Wiley, 2009).
The FBI: A Comprehensive Reference Guide, ed. Athan
G. Theoharis with Tony G. Poveda and Richard Gid
Powers (New York: Oryx Press, 2000).
The History of Terrorism, ed. Gerard Chaliand and
Arnaud Blin (Los Angeles: University of California Press,
2007).
Voices of Terror: manifestos, writings, and manuals of
Al Qaeda, HAMAS and other terrorists from around
the world and throughout the ages, ed. Walter Laqueur
(New York: Reed Press, 2004).

Appendix 105
(order #2077834)

Probabilities

Probability of Success by Target Number


Die Number
TN

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%

*Table produced by Dan Orcutt and used with his permission.

106 Terror Network


(order #2077834)

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</,<#

425I*.<@7

[<(+,+/<

M2@</7+,7

L<,*@+.E

S-X

B-9</.

D+7.2@E

Z<2I29+.+,7

S-/0*-0<

L,+</,<

108 Terror Network


(order #2077834)

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)

Sample Character Sheet

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
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Planes
Boat
Car

{{{
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{{{
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Engineering
Intelligence
Computers
Medicine
Forensics
Security

{{{
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Knowledge

Science:!"#$#%&
Science:'(#$#%&
Law:
Law:
History:
History:
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Geo-P:
Lang:)*%$"+,
Lang:-.*/.0"*
Talent:

{{{
{{{
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Total

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"
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4#0(*+"6+@!"#$#%&

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'(*(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
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{{{=
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Specialist

Expertise

Interrogation
Persuasion
Reasoning
Empathy
Acting
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>#d
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{{{
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Date of Birth

Defenses

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Clout
1

110 Terror Network


(order #2077834)

High Octane 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 -2d -1d -1d

Clout
1

Appendix 111
(order #2077834)

VISIT US AT:
Bedrockgames.net
Help us build a better game.
Lend your praise and criticism
by filling out the feedback form
on our website.

COMING SOON
Operation Hydra
Crime Network
Agency Sourcebook
Horror Network

(order #2077834)

(order #2077834)

The battle begins


From the mountains of Afghanistan to the streets
of Boston, fight on the front lines against Terrorist
Networks like Al-Qaeda. You and your fellow agents
are the nations unsung heroes in the War on Terror.
With 42 skills and a gritty,
high body count system,
Terror Network is sure
to get your adrenaline
pumping. It supports
investigation-based
campaigns, combatbased campaigns, and a
combination of both.

$19.99
visit us at: Bedrockgames.net

(order #2077834)

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