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Spycraft 2.0 Control Screen
by Ronald W. [Verified Purchaser] Date Added: 05/30/2009 08:58:58

If you run Spycraft 2.0 then you will find this product vey helpful. Everything that you need right away is right in front of you.



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[5 of 5 Stars!]
Spycraft 2.0 Control Screen
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Classic Spycraft: Fixer/Pointman Class Guide
by Megan R. [Featured Reviewer] Date Added: 05/06/2009 08:55:36

This is a solid contribution to the Spycraft line, with plenty of 'core' rules material over and above the expected detail aimed particularly at Fixer and Pointman characters.

The Introduction spells out the rationale between the pairing of these two core classes in this book. The Fixer and the Pointman are the archetype 'spies' - the people who undertake infiltration missions, who conduct the essential tradecraft activities like dead-drops and brush passes, who play the Great Game through anything from threats through burglary to bribery. Suitably, then, the rules section concentrates on providing the necessary information to simulate the practice of tradecraft in your game. There's a lot of information to assimilate, and most should be read by both GCs and players - particularly those who have Fixer or Pointman levels.

The first chapter contains several new prestige classes, which are of use to any agent but particularly, of course, Fixers and Pointmen. The first is the Cleaner - a genius at clearing up, making things (and people) disappear. Then there is the Courier, a specialist in transporting information and small items across the most tightly-controlled borders. They are experts in international travel as well as in protecting the item he's carrying. The Forward is a scout, a 'forward observer' in military parlance, able to operate on his own deep in enemy territory to identify target locations for further investigation (or desctruction) by other members of the team. They are taelented in surveillance and in the use of electronic devices including unmanned drones.

The Goodfella knows his way around organised crime, having good contacts if not actual membership within Triad, Yakuza clan or Mafia family (organisation must be chosen when this Prestige Class is taken). They are good with smooth talk and more strong-arm tactics, using both with equal facility to achieve their objectives. The Grifter is also a criminal, but of a lesser order - his specialty is street crime and casual opportunist theft. They are good at quick searches of premises, finding whatever cash or information is there, however well hidden; and they are past masters at 'acquiring' useful items although it's wise not to enquire too closely as to where the Grifter obtained it! The Inventor is a cunning chap who can manufacture seemingly anything out of any old junk - the epitome of the old TV show "The A-Team" where you could lock them in a shed and they'd come out with an armoured car blazing away. These fellows will end up running your 'Q Branch' when they retire from active service. The Ninja specialises in stealthy infiltration and sheer physical violence. An Officer is a leader type, able to interact with the hierarchy of command and manipulate it to his advantage. They can inspire their team to great heights of achievement. The Provocateur is a more indirect sort of fellow. They are archetypal 'wasps' - small and irritating, able to sow chaos amongst the enemy often by indirect and sneaky means; and masters of psychological warfare ('Psy-Ops'). The Ranger is an expert in wilderness operations, able to survive and continue the mission in the most hostile of conditions. The Saboteur is the demolitions specialist, being able to create improvised explosive devices or disarm other people's bombs with equal ease. The Smuggler is another one good at moving stuff around, especially into and out of places he shouldn't. While you might think this sounds very much like the Courier, the Smuggler is better with large items, and he's also good at finding items and more unusual modes of transportation.

Chapter 2 is entitled 'New Rules' - and contains new departments and backgrounds, some new feats and ideas for new ways to use existing skills. It also looks at the existing departments from the standpoint of a Fixer or Pointman, explaining how such a character would fit in and explain his background.

The 2 backgrounds are a bit vague. One is 'Liaison' - taking this means that you have a reputation as a negotiator, the more points spent increases the importance and mutual hostility of the groups you are known to. It's not really clear how it can be used within a game, though, except possibly as a bit of flavour. The other is that GC's dream - the character is wanted for some crime, which they may or may not have actually committed. The more points spent, the more serious the crime, the more determined those hunting for the character are and the more severe the consequences if caught. That said, most groups I've run games for have developed their own list of crimes for which they are wanted very quickly without the need for expenditure of skill points!

The Departments section first runs through the existing (D0 to The Basement) ones from the core rulebook, explaining why each might be interested in recruiting potential Fixers and Pointmen to their ranks; and then moves on to a vast range of new Departments which a new character can choose from. Perhaps you are a Freelancer, an independent operator who has been recruited by whatever agency the game is built around, or at the other extreme some agencies adopt Orphans and raise them to be agents. Or you may be a Search & Rescue specialist, recruited for your expertise under hazardous conditions and talent for emergency medicine... or even a Thrill Seeker whose exploits have attracted attention. More detail is given on Organised Crime as a 'Department' (where you might have a background in the Mafia from one of a range of locations, a South American cartel, a street gang, a Chinese Triad or the Japanese Yakuza). More legitimate recruits may come from a Special Operations unit - examples given are the South African 1st Recce Regiment, French GIGN, Colombia's Lanceros, China's Special Operations Force, US Navy SEALs, the British SAS (who, despite the error in the core rulebook are an army regiment not part of the air force!) or the Russian Spetznaz. In the real world, it's unlikely that anyone from one of these units would join the intelligence services of any but their own nation; but you may decide that things are different in your game - or be forming an international unit in which such varying backgrounds only serve to add flavour.

The next section runs through some new uses for existing skills... such as using Bluff to pretend to be a law enforcement officer and so commandeer someone's vehicle for your own use! Or maybe your Craft specialisation is in the manufacture and safe use of poison. Maybe your Hobby is hypnosis (someone used this on my character very effectively in a Shatterzone game...) or a Professional Smuggler can use his skill and contacts to turn a few (dis)honest pennies on the side, or arrange to piggy-back his mission on an existing shipment of goods.

Two new Combat Actions are then presented: Threaten and Trick. Both are half actions. Threaten, if used successfully, has an adverse effect on your opponent's morale; while Trick enables you - the actual mechanism whereby this is accomplished as opposed to the rule is not clear - to deal subdual damage without striking your target.

Next comes the expected plethora of new Feats. There's a good range of covert feats like Aquatic Training (SCUBA, anyone?) or Firefighter Training (you don't suffer adverse effects from smoky environments, for example), or enhanced abilities at evading or setting security systems. There are gear feats relating to drones, electronic surveillance, explosives and poisons and new things you can add to the existing Safe House feat to make the place even more useful.

Scattered throughout this chapter there are sidebars on various things, like a few new equipment Bundles, rules for fencing stolen items, new ability options for Pointmen and Fixers and so on. However, after the Feats section, the main text turns to rules, the rules for running reconnaisance drones. This leads on to a whole array of new vehicle options, rules and gadgets; and then a collection of infiltration gear. I am not sure how all the devices are supposed to work in the real world, but their use as game abstractions of infiltration techniques could be useful!

The next chapter is possibly the most useful - Tradecraft! Herein are presented game rules for conducting ambushes, brainwashing people, harassment and even interrogation. While ambushes and harassment are presented as tasks that the agents can undertake, for some reason these rules assume that the PC agents are the targets of any interrogation attempt - they obviously haven't met my agents who are extremely fond of interrogating any of my NPCs that they can get their hands on! It's not too difficult to reverse the rules to cater for this, and the squeamish amongst us can be relieved that these are very abstract rules!

There's a very useful section on police operations, including likely agent actions that might trigger law enforcement interest as well as the resources and procedures available to local police officers. This provides some useful rules for conducting, for example, manhunts in search of the agents.... and like most of the rules, provide a quick means for abstraction if you do not wish to role-play events. There are also mechanics for making and using street contacts, cutting deals, etc.; but I feel that these are better role-played than abstracted.

The chapter ends with a useful collection of ready-made NPCs under the heading of Specialists and Street Contacts. Activists, athletes, con men, various experts, EMTs, journalists, lawyers and even a mistress can be supplied at the flip of a page!

The final chapter, Mission Guide, is aimed purely at GCs designing serials or whole campaigns. If you use the very mechanical Mastermind System to structure the opposition that the players will face, it gives you a whole range more options. If you don't, it's still worth a scan through to give you ideas for more 'artistic' plotting of your villains and their organisations. One useful bit is a selection of security systems complete with the relevant DCs for attempting to bypass, penetrate or defeat them... although I am not sure why it is easier to bypass a retinal scanner than it is to get past a swipe card reader! An oddity is a set of rules for 'streamlining' - read abstracting - an assault on an enemy facility. Surely that's the sort of thing that you'll want to play out in some detail, it's the core of any action game even if you want to skim through intelligence gathering and preparatory stages? Well, the option's there anyway.

Overall, the book is a useful addition to any Spycraft player's shelf, particularly for the additional classes, departments and feats. The latter parts run the risk of taking the ROLE-playing out of the game if followed too slavishly, but are good for ideas, particularly if you are the GC.



Rating:
[4 of 5 Stars!]
Classic Spycraft: Fixer/Pointman Class Guide
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Spycraft 2.0 Rulebook - Second Printing
by Ronald W. [Verified Purchaser] Date Added: 05/05/2009 08:51:48

Spycraft 2.0 is modern d20 at its best. The book is more like a huge toolkit that provides for your every need.



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[5 of 5 Stars!]
Spycraft 2.0 Rulebook - Second Printing
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Origin of the Species: Light of Olympus
by max l. [Verified Purchaser] Date Added: 01/22/2009 08:53:15

This is a very good new approach to d20 fantasy races and so far it is the best i have ever seen. if you play D&D you will find that all races in the pdf are familiar to you but described more in their original context of ancient greek culture. playable without lvl. adjustment they are a must for every fantasy d20 fan.



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[5 of 5 Stars!]
Origin of the Species: Light of Olympus
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Spellbound: The Channeler (Revised)
by max l. [Verified Purchaser] Date Added: 01/22/2009 08:44:55

The revised edition of "The Channeler" will be fully compatible with the upcoming FantasyCraft, which uses the new Mastercraft engine, a streamlined version of the fabulous Spycraft 2.0. It contains everything you need to play a Channeler and it's simply the best d20 magic system i have ever seen. easy to use but very effective and complex in its results. You will find classic spells an new ones. You can use it for modern or fantasy setting and it's worth every penny!



Rating:
[5 of 5 Stars!]
Spellbound: The Channeler (Revised)
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Classic Spycraft: Spycraft Espionage Handbook
by Nicholas Y. [Verified Purchaser] Date Added: 12/07/2008 13:33:32

This is probably THE espionage game out there. It is also highly flexible, allowing for missions that are military special operations to the classic James Bond type mission to realistic missions.



Rating:
[5 of 5 Stars!]
Classic Spycraft: Spycraft Espionage Handbook
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Classic Spycraft: The Shop Threat Book
by Nicholas Y. [Verified Purchaser] Date Added: 12/07/2008 13:31:45

The book seems to add an interesting element to the rest of Shadowforce Archer. I think this addition adds a lot of amazing possibilities to the game. It is a truly amazing add. It adds elements that I highly appricate, considering that I consider myself a slight technocrat.



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[5 of 5 Stars!]
Classic Spycraft: The Shop Threat Book
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Classic Spycraft: Hand of Glory Threat Book
by Nicholas Y. [Verified Purchaser] Date Added: 12/07/2008 13:29:44

The book seems to add an interesting element to the rest of Shadowforce Archer. I think this addition adds a lot of amazing possibilities to the game. Its a good add on, although the realm of mysticism can be difficult to comprehend.



Rating:
[4 of 5 Stars!]
Classic Spycraft: Hand of Glory Threat Book
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Bag Full of Guns: This Is My Rifle
by JD S. [Verified Purchaser] Date Added: 08/16/2008 21:05:26

OK, but the lack of illustrations hinders the utility of this product.



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[4 of 5 Stars!]
Bag Full of Guns: This Is My Rifle
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Bag Full of Guns: This is my Gun
by JD S. [Verified Purchaser] Date Added: 08/16/2008 21:02:40

OK, but the lack of illustrations hinders the utility of this product.



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[4 of 5 Stars!]
Bag Full of Guns: This is my Gun
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Bag Full of Guns: This is my... [BUNDLE]
by JD S. [Verified Purchaser] Date Added: 08/16/2008 20:54:39

OK, but illustrations would have made it a much better asset.



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[4 of 5 Stars!]
Bag Full of Guns: This is my... [BUNDLE]
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Spycraft 2.0 Rulebook - Second Printing
by Nestor M. [Verified Purchaser] Date Added: 07/29/2008 15:38:24

I'm trying to list all the superlatives in the English language in my head. Wow, too much, let me sum up. F&@$g Amazing!! I run for two groups in Orlando Florida and my players wanted a break from fantasy. We may never go back!!! (Ok, maybe not for a while.) Great book, great system, worth every penny. The gear selection process slows the game down a bit, but the idea behind reserve items makes every character want to be McGyver. Great system, very versatile, may try to use it for fantasy instead of that other monolithic brand.



Rating:
[5 of 5 Stars!]
Spycraft 2.0 Rulebook - Second Printing
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Agent X: One-Man Army
by Alan K. [Verified Purchaser] Date Added: 07/25/2008 18:42:50

AgentX: One Man Army is the first in a series of short topic PDFs.

The PDF contains the One Man Army expert class and the partner feat chain.

What is the one man army?

I'll spell it out for you: John McClaine. Yeah, there are other "tough guy" hero figures, but I'd have to say that it's the Die Hard movies series that made the concept deserve its own class.

There are no class skills for crashing cars into helicopters. But there is a class ability called "Yippee-ki-yay". The class abilities are all about taking a lot of punishment and dishing it out against all odds (one ability, I stand alone, gives BIG bonuses when you are outnumbered.)

Of course, the class works well for any of your classical punishment-taking heroes like Rambo or your typical Van Damme character (Martial Artist/OMA!). I'm sure Jack Bauer had a few level in it by season 5 of 24.

Of course, if the class says "Die Hard", the Partner Feat Chain said "Lethal Weapon". Or, any of a number of martial arts flicks with good "partner" fight choreography. There are 3 feats in feat chain (standard for SC 2.0 feat chains). Partner basics lets you elect one "partner" at the beginning of a combat, and gives bonuses to your partner while adjacent. The later feats give more bonuses, and all of the feat's have bonuses that improve if your partner has the feat chain 2.

In addition to the actual mechanics, there are brief sections with recommendations for making a character using the class, and ideas for playing the character, including cultural influences. (They didn't mention Die Hard, but maybe they thought it was obvious.)

The one thing I felt was missing: it always seems like tough guys are getting tortured and shrugging it off. But there is nothing in the OMA class other than resolve as a class skill that really emphasizes that. The poor OMA doesn't even have a good will save. I'm thinking if I ever run this class, a bonus Hold Out feat may make in somewhere into the mix.

In the final analysis, for under 2 dollars, it seems like some players will derive some fun from the mental nuggets that this class and feat chain convey, which should make it worth it.



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[4 of 5 Stars!]
Agent X: One-Man Army
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Classic Spycraft: U.S. Militaries
by Megan R. [Featured Reviewer] Date Added: 04/14/2008 11:18:34

An RPG Resource Review:

The book opens with an Introduction that explains that it, along with World Militaries, is designed to facilitate the creation of characters (and of course NPCs) in military service, whether they are now involved in intelligence activities or still on active service. Due to the rules compatibility, it's good for producing recruits (or opposition) for Stargate SG-1 games as well.

Chapter 1: The Department of Defense provides an overview of the way in which the US armed services operate and are controlled, and is particularly useful to those readers (like myself) who are not Americans. Basically, the US President is the Commander-in-Chief, and his chief advisor on matters military is the Secretary of Defense, a cabinet-level civilian appointee who heads the Department of Defense. This has a mixture of civilian and military (usually serving on secondment) staff with various areas of expertise... and of course, everything is subject to Congressional oversight as well. The Army, Navy and Air Force each have their own departments within this structure, with the Marine Corps coming under the control of the Department of the Navy. The US Coast Guard occupies an interesting position, they are controlled by the Department of Homeland Security in times of peace (formerly they belonged to the Department of Transportation) and switch to the Department of the Navy in case of war.

As well as a lot more detail on the command structure and funding of US armed forces, this chapter also contains a brief introduction of the Uniform Code of Military Justice. This is the body of law to which everyone in uniform is subject, and includes not only things you'd appear before a civil court for (like murder or theft) but things like disobeying a lawful order or conduct unbecoming an officer. And of course, spying! While followers of the TV show 'JAG' will be familiar with this, there’s a brief outline of sample charges and the punishments meted out to the guilty, as well as an outline of how a court martial works. The chapter ends with a comparative rank chart for all services.

The following five chapters look at each service in turn: Air Force, Army, Marine Corps, Navy and Coast Guard. Each follows a similar format, looking at the history, organisation, training, tactics and traditions and customs of each branch of service. There's a wealth of fascinating detail in each chapter which should enable a player unfamiliar with that branch to at least have some idea of what his character might have done during service. Note the 'done' – the whole thing is written as if a character's service has been completed before the game begins… not always the case, particularly if you want to use this book with Stargate, as most members of a Stargate team are serving military personnel who have been transferred to Stargate Command for the duration of their service there. The 'Training' section in each chapter covers the entry requirements and basic training given to all recruits, as well as more specialist training available later and the routes to service available to potential officers, and details of some of the most renowned training facilities to which service members may be assigned. A few notes on attributes and skills required or imparted are included, but these chapters are rules-light. They are amply illustrated with line art of personnel and equipment – I can recognise many of the military vehicles which are quite accurately depicted, but captions would have been a nice touch.

While these chapters provide a good introduction and overview, people wishing to inject more realism into military characters would do well to undertake some research online (unless of course they are veterans themselves). As well as official and other sites devoted to the different branches of service, you'll find that many bases and ships have their own websites; and there are also ones devoted to particular specialties and even to minutiae like uniforms and medals.

The final chapter is devoted to new rules arising from the military emphasis of this book. It starts with a discussion of mechanisms for determining what rank a character with a military background held, or – in the case of a game with a military intelligence setting – still holds, including in the latter case how to calculate promotion chances based on performance and seniority (modelled by recalculating the promotion prospects every time the agent gains a level). There are even negative modifiers for those who blot their copybooks during play – along with notes for which actions might attract a court martial or even a 'Big Chicken Dinner' (the slang term for a Bad Conduct Discharge). More notes on how a military game might operate follow, including the chain of command, giving and receiving orders, and even decorations that may be awarded by the GC if the agents show particular courage or devotion to duty.

Next comes a look at the US Military as a set of Spycraft 'Department' options, with the benefits and penalties each one would give you if chosen during character generation. Firstly you choose the branch of service, and then your specialty within that service. Next comes an array of military-based Feats which you may choose for your character. There are also some military NPC classes to cover the folks you’ll meet when venturing onto a military base or otherwise mixing with the armed forces.

The next set of rules relate to a neat idea – a series of 'training programs' which may be purchased using Gadget Points to give an agent a mission-useful skill on a short term basis... it's something that has certainly come in handy in some of the Living Spycraft serials when, for example, the agents have to make a HALO drop into enemy territory but don’t happen to know how to parachute! The benefits last only for the serial in which you request the training, but it's possible to requalify by paying the GP cost again although you don’t have to spend as much time on this 'refresher' course as you do on the original training.

Then we take a look at some of the resources that access to the military may provide during a mission – like calling an air strike in on the Bad Guy's position, for example. One particularly useful one for agents overseas is the ability to gain the cooperation of a US Embassy's Marine Corps security detail. There are also new bundles to ask for, a detailed exposition of the Battle Dress Utility uniform, military-style medical equipment and even dress uniforms and swords – again, search the web if you want to know what all these items look like. These little details, which may seem trivial to a civilian, are extremely important to any serving or veteran personnel you encounter! There's a list of the standard weapons found in each branch of service, with the note that serving personnel are strongly discouraged if not outright forbidden to carry other weapons instead. The chapter rounds off with copious details of military vehicles that may be available, and a section on converting these Spycraft rules for use in Stargate games – most of the differences are ones of nomenclature than substance, as the rules are basically the same for both games. The book rounds off with a glossary of military terms and slang.

This book really provides good background material for people who wish their characters to have realistic backgrounds in the armed forces of the United States. There are some niggling inaccuracies, and it is difficult for a character to actually progress in a military career (apart from the promotion rules) during play. You'd need to do some work if you want to run a military campaign.

Overall, it is an excellent overview of the armed forces of the United States, which would be good reading for anyone wishing to portray a veteran character, even if it's in another contemporary game setting.



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[4 of 5 Stars!]
Classic Spycraft: U.S. Militaries
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Classic Spycraft: World Militaries
by Megan R. [Featured Reviewer] Date Added: 04/13/2008 11:01:53

An RPG Resource Review:

World Militaries sets out to do for the rest of the world what US Militaries did for the armed forces of America – provide an outline of what goes on in different services and hence what kind of background and training prior service therein might give an agent. Naturally, given its scope, the amount of information provided on any one unit is small so further research is necessary should you require more detail.

The book consists of 6 chapters, five of which look at different parts of the world and the final one of which is the 'new rules' section. Coverage varies considerably, based on the authors' knowledge of different nations' armed forces – and probably the likely interest amongst players and GCs in using them as background either for agents or for the game as a whole.

The first chapter looks at Asian forces, namely those of the People's Republic of China (complete with the incongruously named People's Liberation Army Navy!), the Republic of India, Japan and both North and South Korea. A standard pattern is followed for each country, explaining the general composition of their army, navy and air force. There are notes on training, specialist units, likely arms and equipment and traditions; and a note on their views on gender and ethnicity – i.e. how well integrated into their forces are females and members of minority ethnic groups within that nation.

The second chapter is based around European forces with the exception of the United Kingdom, which gets a chapter to itself. Here we find France (including the French Foreign Legion complete with the Kepi Blanc), Germany, Norway and Poland. A useful feature of each nation's entry is a table of ranks, including the correct foreign language titles, so when encountering someone from one of these forces, they can be addressed correctly! This chapter also contains notes on the organisation of NATO and on the Geneva Conventions – the code that governs the treatment of prisoners of war. Finally it covers the Hague Conventions, another international agreement that defines the terms under which war may be waged – including how a state of war is formally declared and which weapons are deemed so repellent that they should not be used in combat. And, should your agents – or their enemies – really step over the mark, there's an introduction to the concept of war crimes.

Chapter 3 deals with Middle Eastern Forces. Here we learn about the armed forces of Iran (where, unlike the rest of their Islamic society, women are encouraged to participate fully albeit only as non-combatants), Israel, Pakistan (oddly, I'd have put them in with India) and Saudi Arabia.

Russian forces are the focus of Chapter 4, with quite extensive details of the various services of the current Russian Federation – and how things have changed since Soviet days. This could provide an interesting basis for a game, with former and current members of Russian forces seeking to carve out a living for themselves.

The last chapter of the survey of world militaries looks in detail at the armed forces of the United Kingdom. Within the British Army, the basis for much tradition is the regimental system – and anyone interested in exploring this further should hunt down the British Army's website and follow links to the different regiments. To a British soldier, the regiment is everything, and you’ll find veterans telling you that they served in the Cheshire Regiment rather than merely telling you they have been in the army! The Royal Navy and Royal Air Force are rather more homogenous, although they are not lacking in traditions either. This chapter includes notes on the armed forces of Canada and Australia, Commonwealth countries whose armed forces are structured on largely British lines.

Chapter 6, the final chapter of the book, is the rules section – no rules information appears in the preceding chapters. It begins by defining 'military agent' as an agent who is a serving member of the armed forces. The first rules cover new departments based on a selection of the units described in the preceding pages, ranging from Russian conscripts to Gurkhas, the French Foreign Legion and even Israeli military chaplains! Next comes some notes on specific military uses of existing skills – such as using Innuendo to denote your mastery of military field hand signals! – and a series of feats to develop your expertise at Close Quarter Battle, as well as Quick Study (you pick up new information fast) and Threat Analyst (you know a lot about the opposition's forces, each time you take the feat you pick the nation you wish to study).

Then come some NPC classes, mostly of use when you need an expert in a specialist field such as a Combat Engineer, and none of the agents have the skills required... or of course, as cannon-fodder such as a Third World Conscript. We then move on to training programmes, which allow agents to purchase the necessary skills for particular skills such as diving, escape and evasion, or even prisoner handling and political indoctrination. There's a bit about the sort of resources that a military agent in good standing can draw upon, and some extra military equipment you can requisition. This includes protective clothing, some new kits and a range of survival gear which you really shouldn't leave home without! For some rather bizarre reason, individual protective equipment (the formal name for the uncomfortable suit and respirator you wear in case of nuclear, biological or chemical threat) is described as MOPP – the US term for it, and the various levels of protection required also detailed according to the US system. There's also some ground, sea and air vehicles, vehicle equipment (want to air-drop that Land Rover?) and new bundles that cover regular issue kit for specific roles or tasks... including a humanitarian aid kit complete with comic books and soft toys for any distressed children you encounter! Even submarines and main battle tanks are covered, should the need arise.

The chapter winds up with notes on conversion to the Stargate SG-1 rules, useful as the majority of Stargate team members have a military background. There's also a thumbnail sketch of how much various countries spend on their armed forces and the qualifications (in terms of attributes and skills) for entering the officer corps or enlisted ranks in the various units looked at within the book.

The book gives a good overview of the armed forces of selected countries that agents might either come from or need to visit in the course of their careers. However, if you want to use any particular nation's armed forces as a major element in your games, you will want to research them in far more detail than can be contained here. The fairly standard line art does not contribute much to the book and there are one or two minor errors (like a piece of text repeated on a different page) that really ought to have been spotted.

Probably more use as background material than for forging your campaign setting, there is some excellent flavour material that can be used to round out agents or for that matter their enemies that come from the countries covered in this book. A lot of the equipment is very useful, whether or not your campaign has a military slant.



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Classic Spycraft: World Militaries
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