Grenzschutzgruppe 9 (GSG-9)
 Prior to 104 P.A. the only available Special Forces capable soldiers available to the NGR small units of intelligence commandoes in use by the NGR intelligence division. Their primary jobs were that of information gathering as well as hunting down military fugitives as well as small roaming monster groups. these units however were never highly trained and organized enough to be employed as effective combat elements. With the discovery of records of the old german GSG-9 the need for deployable combat ready and well trained Special Operations groups is met. control of this new unit has been given to the NGR Fedral Border Police Force.
 The GSG-9 is manned by the Federal Border Police Force (Bundesgrenzschutz). One benefit that membership in the Federal Border Police provides to German government Special Operations efforts is that these highly skilled operators can also conduct long-term infiltration of terrorist, Gargoyle, and Brodkil groups in enemy territory which increases the potential for foiling any offensives against the NGR and it's territories before it happens, rather than simply reacting after the enemy has acted.
 Selection for those interested in becoming GSG-9 members has always been demanding. In keeping with their strict charter, all recruits must be volunteers and all must come from the Bundesgrenzschutz. For those who are already members of the German Army (Bundeswehr), they must leave, then join the Border Police to become eligible. The initial training course is 22 weeks long. The first 13 weeks is spent learning the fundamentals of counterterrorism and police operations, including a ratio of academic work much higher than that found in most other CT units. This uniqueness is attributable to the additional responsibilities the GSG-9 trooper has as a member of the police, rather than the military. The last half is devoted to military/operator skills and advanced antiterrorist studies. An attrition rate of 80 percent is not uncommon.
 GSG-9 is currently broken down into three primary groups; GSG-9/1, GSG-9/2 , GSG-9/3, and GSG-4 (formed in the last years prior to the apocolypse). These units a specialized according to these respective taskings; counter-terrorism, maritime operations, Long Range wilderness patrolling (usually patrollign the borders of the NGR with the regualar Federal Border Guard), and a sort of  airborne Powered Armor, helicopter deployable unit (more resembing the SAS's mobility troop). The first three have approximately 150 operators each, with GSG-9/4 manning only about 75. The locatation of where the units are based is secret only to the top brass. At base they share a medium-sized compound with the regular Federal Border Guard. Those who have visited the facility have returned with reports that would seem odd to the uninitiated. According to the unit's charter, money is no object when it comes to equipping the team with the latest weapons and equipment. This benefit does not apply to the room and board of the team members. For example, the food has been described as being poor at best and their quarters bordering on Spartan. This may seem unusual on the surface, however German soldiers have
long prided themselves on exactly this situation.
 Operationally, GSG-9 has chosen the five man patrol as its principle combat unit. As previously mentioned, the troopers enjoy the full support of the government when it comes to their equipment. As such, they are issued not one, but two complete sets of combat gear. One of these sets is tailored to daytime operations, while the other is built around use at night. Unlike numerous other CT and SO units, GSG-9 members are not compelled to leave the unit after a set period of time. Rather, operators are permitted to stay for as long as they are able to maintain the group's high and inflexible standards. This policy is logical and has the added benefit of allowing the lessons learned by senior operators to be handed down to the newer members. As these 525 or so new troopers fire over 1,000,000 rounds a year in training, it becomes obvious that the German government takes its investment in these soldiers quite seriously.
 
Attribute Requirements: I.Q. 10, P.E. 15, P.S. 10 or better. A high P.P., P.S., and SPD are incouraged but not a requirement.
O.C.C. Skills:
Math:Basic (+10%)
Literacy:Euro (+30%)
Language: Euro (98% plus one of choice)
Lore: Demons and monsters (+20%)
Lore: Magic (+20%)
Radio: Basic (+20%)
Computer Operation (+15%)
Intelligence (+20%)
Land Navigation (+14%)
Tracking: Humans/Monsters (+20%)
Tracking: Animals (+10%)
Wilderness Survival (+20%)
Prowl (+10%)
Pilot skill of choice (+20%)
General Athletics
Climbing (+10%)
Running
Swimming (+5%)
W.P. Energy Rifle
W.P. Heavy Energy
Hand to Hand: Martial Arts
 
 As usual the hand to hand can be changed to assassin if the character is of an evil alignment with the cost of one O.C.C. related skill.

M.O.S. Depending no the unit the player is stationed with the character gets the following bonuses on all chosen and O.C.C. skills
Counter Terrorism: (+20%) on all communications, technical, pilot related and rogue skills
Maritime/SEALs: (+20%) on underwater demolitions. The Player also gets (+10%) to swimming and SCUBA at (+20%)
LRP's: (+20%) on wilderness, military, and espionage skills.
Airborne: Pilot Robots and Power Armor at (+15%), Power armor elite: X-535, X-60, X-10A. (+20%) to pilot related and pilot skills.

O.C.C. Related Skills: select two W.P.s of choice and three "other" skills, plus select one additional skill at levels 3, 7, 11, and 15, And of course all new skills start at level one proficiency
Communications: Any (+10%)
Domestic: Any (+5%)
Electrical: Any (+5%)
Espionage: any (10%)
Mechanical: Basic Mechanics only (+5%)
Medical: First Aid only (+10%)
Military: Any (+10%)
Physical: Any
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Rogue: Any (+10%)
Science: None
Technical: Any (+10%)
W.P. Any
Wilderness: Any (+10%)

Secondary Skills: The character also gets to select two secondary skills from the list, excluding those marked "none", at levels two, four, eight, and twelve. these are additional areas of knowledge that do not get the bonuses listed in parentheses. All secondary skills start at base skill level.

Standard Issue:

Counter Terrorism: 2 suits of T-10 or T-12 Armor, T-11 enhanced body armor, energy rifle of choice, side arm of choice, 4 extra energy clips for each, vibro-blade of choice, survival knife, 2 flash-bang grenades, climbing and rapelling equipment (100 feet of nylon cord), hand-held computer, language translator, flashlight, distancing binoculars, canteen, utility belt, backpack, additonal air filter and gas mask, walkie-talkie, Hooligan tool, two standard uniforms and one dress uniform.

Maritime Operations: 2 suits of  *amphibious armor, T-11 enhanced body armor, energy rifle of choice, energy pistol of choice, 4 extra clips for each, vibro blade survival knife, 2 flash bang grenades, 2 smoke grenades, 2 plasma grenades (4D6 M.D.), 2 standard green uniforms, 1 dress uniform, wet suit and dry suit, oxygen tank (either mixed or 100% oxygen) , swim fins, snorkel, diving mask,SEAL PFD (personal floatation device), air filter and gas mask, first aid kit, RMK, IRMSS, canteen, H-harness and rucksack.



* T series amphibious armor
  With the emergence of Naval Special Forces into the NGR, scientists set out to design new lighter weight "t" series armor, that would be suitable for swimming and amphibious operations, yet still hold out in a combat situation. what they got was a lighter version of Triax armor. There is a version similar to the T-11 model, but it is still experimental and has  substantial a weight gain over the rest of the new armor, leaving it for more slow paced jobs
(like underwater EOD).

note: all these suits of armor ahve the same components and stats at the original with the exception of the following:

Underwater directional jetpack
 a) top speed of 35 Mph
 b) maximum effective range: unlimited
 c) weight 15 lbs
 d) M.D.C. 15

T-10a
-M.D.C.: 80
-Weight: 17 lbs
-good mobility -8% prowl penalty
-Underwater directional jetpack
-underwater compass -telling 4 basic directions and up and down for total knowledge of ones position at all times. This small computer details the speed and direction or currents, uses sonar for navigating (when needed), and can identify over 200 types of aquatic creatures.
-detachable fins can be put on the utility belt on the armor
-Oxygen supply of 8 hours (compared to the normal 5 hours)

T-12a
-M.D.C. 65
-Weight 15 lbs
-Good mobility -3% prowl penalty
-also has underwater compass and jetpack

T-13a
-M.D.C.: 70 M.D.
-Weight: Good mobility -5% prowl penalty
-Also has underwater compass and navigational equipment and aquatic jetpack.

Experimental T-11a armor
-M.D.C. 100
-Weight: 35 lbs
-fair mobility -10% prowl penalty
-The exo-skeleton adds the following bonuses to the attributes of the soldier as long as he's wearing the enhanced armor: +6 P.S., +10 SPD, +10 feet to leaps, +10% to climb skill and reduces fatique rate by 50%.


LRP's (Long Range Patrollers):  2 suits of T-10 or T-12 body armor, T-11 enhanced body armor, choice of energy rifle, coice of sidearm, 6 clips for each, 4 fragmenation grenades, 2 smoke grenades, 2 signal flares, vibro knife,, survial knife, RMK, IRMSS, utility belt with H-harness and rucksack, air filter & gas mask, two standard green uniforms, 1 dress uniform, 2 canteens, infrared distancing binoculars, pocket laser distancer, pocket audio recorder, a basic survial pack can also be compiled by the soldier similar to the NG-S2 give or take a few items.

Airborne: 2 suits of T-10 or T-12 body armor(cannot be worn inside power armor or taken with pilot), 2 fragmentation grenades, flight suit, 2 standard green uniforms, 1 dress uniform, sunglasses, portable language translator, RMK, IRMSS, pocket flashlight, portable tool kit, survival knife, choice of energy pistol with 4 extra clips, backpack, utility belt, canteen, hover cycle orpersonal vehicle (jeep, hover car, etc..). Players are issued power armor at mission time at the choice of team commander or if allowable, player's preference.

note: parts quoted from the Center for Terrorism Research

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