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TABLE OF CONTENTS

CREATING A CHARACTER 3

CLASSES 10
SHARPSHOOTER 11
TECHNICIAN 11
INFILTRATOR 12
RIFLEMAN 12
POINTMAN 13
FIELD MEDIC 13

WEAPONS AND EQUIPMENT 14


GUNS 15
GRENADES 16
ARMOR 17
MEDICAL EQUIPMENT 17

COMBAT STRUCTURE 18

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CREATING A CHARACTER

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STATS

Attribute points: 14, 12, 10, 8, 6

Apply these attribute points to the stats of your


choosing. These determine your Stat Modifiers.

Note the Stats section of your class page in the


Player Handbook. Add these values to the assigned
stats on your character sheet.

After your stats have been finalised, see the table


below to calculate your modifier. Write the modifier
in the small bubble associated with the stat.

POINTS 6, 7 8, 9 10, 11 12, 13 14, 15 16, 17 18, 19


MODIFIER -2 -1 0 +1 +2 +3 +4

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CLASS

Choose a class, write the class name in the top box. Starting level
should be 1, experience should be 0.

Armor Class and Speed are dependent on the armor type chosen
for your character. See Weapons and Equipment for how to
calculate AC and Speed (typically, 1 square = 5 feet).

Optional: write the details of your class ability in the Notes section

Hit die can be found on your Class page. Hit dice are used when
determining how many hit points should be restored to your
player when healing.

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SAVES

Fill in the Saving throw proficiencies in the


Saves box. Any saving throws made with
proficiency gains +2 in addition to the
modifier of the attribute.

VITALS

Your total number of hit points is


determined by (2x hit die roll) + 15. This is
your character’s maximum health. As your
character takes damage or is healed, you
can erase the Current Hit Points value and
replace it.

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WEAPONS AND EQUIPMENT

In the Classes section of the Player’s Handbook, your class will


have a selection of equipment and weapons. Write your choices
on the lines provided in the Equipment box.

Any weapons and grenades are written twice - in the Weapons


box and on the Equipment lines.

Some items have dedicated boxes, such as tourniquets,


morphine, adrenaline and defibrillator charges. These do not
have to be written on the lines.

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OPTIONAL ROLEPLAY COMPONENTS

There are three optional features on the character sheet. These do not have to be filled
in, however they provide a richer role playing experience. The following components
are optional:
- Height, age, sex
Description of your character, also influences your miniature

- Bonds
These affect how your character makes decisions, i.e. “Frank takes the
shot first, asks questions later,” or “Joe is always willing to help someone in
need, even if it puts him in danger.”
- Backstory
This builds the attachment between you - the player - and the character. It
fleshes the character out, giving other players an idea of the kind of person
they are.
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MINIATURES

Provided with the game is a set of miniature bases. Create your miniature by cutting a
small piece of paper (approx. 2cm x 5cm), drawing your character on it and slide it into
the base.

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CLASSES

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SHARPSHOOTER
• Description: Take out enemies from medium-long range
• Ability: Prone
• Use action to enter/exit prone (exiting prone uses action and movement)
• While prone, enemies are at disadvantage while targeting you
• While prone, you are at advantage while targeting enemies
• Stats: +2 Perception, +2 Concentration
• Saving throws: Perception, Concentration
• Hit die: d6
• Equipment: Choose:
(a) a .22 Long rifle or (b) a .50 BMG
(a) a USP 45 + silencer or (b) a Judge .45
(a) 1x flash grenade or (b) 2x smoke grenades
(a) a light Ghillie suit or (b) medium Kevlar armor
(a) 1x tourniquet or (b) 1x morphine

TECHNICIAN
• Description: Close quarters with training in electronics and robotics
• Ability: EMP
• Disable equipment in a 50ft radius
• Electronic traps are destroyed
• Stats: +2 Strength, +2 Knowledge
• Saving throws: Strength, Knowledge
• Hit die: d10
• Equipment: Choose:
(a) an MP7 or (b) an M4 Super 90
(a) a USP 45 or (b) a Glock 18
(a) 1x HE grenade or (b) 2x smoke grenades
(a) medium Kevlar armor or (b) heavy Kevlar armor
(a) 1x tourniquet or (b) 1x morphine

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INFILTRATOR
• Description: Navigate enemy-controlled territory without being detected
• Ability: Thermal vision
• Detect stealthed enemies up to 70ft
• Can see heat signatures through walls
• Stats: +2 Dexterity, +2 Concentration
• Saving throws: Dexterity, Concentration
• Hit die: d4
• Equipment: Choose:
(a) USP 45 + silencer or (b) MP7 + silencer
(a) 1x flashbang or (b) 1x smoke grenade
(a) 1x flashbang or (b) 1x smoke grenade (in addition to previous)
(a) a light ghillie suit
(a) 1x tourniquet or (b) 1x morphine

RIFLEMAN
• Description: Engage in medium range combat and provide suppressing fire
• Ability: Focus
• Additional shots this turn are at advantage
• Can be used once per encounter
• Stats: +2 Dexterity, +2 Perception
• Saving throws: Dexterity, Perception
• Hit die: d8
• Equipment: Choose:
(a) M16 or (b) .22 Long rifle
(a) Judge .45 or (b) Glock 18
(a) Masterkey or (b) Primary silencer
(a) 1x HE grenade or (b) 1x Incendiary grenade
(a) medium Kevlar armor or (b) heavy Kevlar armor
(a) 1x tourniquet or (b) 1x morphine
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POINTMAN
• Description: Carries a large shield to provide mobile cover for squadmates
• Ability: Flash shield
• 2x flashes per encounter
• Takes 1 turn to recharge
• Provides LOS cover for teammates from the front
• Stats: +4 Strength
• Saving throws: Strength
• Hit die: d12
• Equipment: Choose:
(a) Flash shield
(a) USP 45 or (b) Judge .45
(a) 1x HE grenade or (b) 1x smoke grenade
(a) medium Kevlar armor or (b) heavy Kevlar armor
(a) 1x tourniquet or (b) 1x morphine

FIELD MEDIC
• Description: Provide supporting fire, medical training
• Ability: Medicinal Dart
• Restore half health to a teammate who is downed from a range of 60ft.
• Can be used once per encounter
• Stats: +2 Perception, +2 Knowledge
• Saving throws: Perception, Knowledge
• Hit die: d6
• Equipment: Choose:
(a) P90 or (b) Tec9
(a) USP 45 or (b) Glock 18
(a) 1x smoke grenade or (b) 1x incendiary grenade
(a) light Kevlar armor or (b) medium Kevlar armor
(a)3x tourniquets or (b) 3x morphine
(a) 1x adrenaline or (b) 1x defibrillator charge
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WEAPONS AND EQUIPMENT
TERMS
• Advantage
• Roll 2d20 to hit. Use higher roll.

• Disadvantage
• Roll 2d20 to hit. Use lower roll.

• Semi auto
• Fire a second shot at disadvantage (bonus action)

• Full auto
• Fire a second and third shot at disadvantage (bonus action)

• Bolt / Pump / Double action


• One shot per attack turn
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RIFLES
NAME TYPE RANGE DAMAGE
.50 BMG Bolt Action Disadv. <60ft 2d8
.22 Long Rifle Semi Auto Disadv. >150ft 1d8
M16 Full Auto Disadv. >60ft 1d10

SMGS

NAME TYPE RANGE DAMAGE


P90 Full Auto Disadv. >30ft 1d4
MP7 Full Auto Disadv. >20ft 1d6
Tec9 Semi Auto Disadv. >40ft 1d6

SHOTGUNS

NAME TYPE RANGE DAMAGE


M4 Super 90 Semi Auto Disadv. >30ft 2d4
Nova Pump Action Disadv. >50ft 2d6
Masterkey [under barrel] Disadv. >10ft 1d8

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HANDGUNS
NAME TYPE RANGE DAMAGE
USP 45 Semi Auto Disadv. >60ft 1d6
Glock 18 Full Auto Disadv. >40ft 1d4
Judge .45 Double Action Disadv. >70ft 1d8

GRENADES (30 FT THROW)


NAME TYPE DAMAGE EFFECT
Flash grenade Tactical N/A Anyone who is in line of sight is blinded for
one round
Smoke grenade Tactical N/A Anyone who attempts to fire through smoke
is at disadvantage, cannot see through
smoke
Incendiary Lethal 1d10/round Lasts for 3 rounds, ground in a 20’x20’
square is engulfed in flames. Walking
through results in damage.
HE grenade Lethal 1d20 Anyone within 5ft of the grenade takes
damage. Damage is rolled for each person
hit individually.

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ARMOR
WEIGHT ARMOR CLASS SPEED
Light 10 35
Medium 12 30
Heavy 14 25

MEDICAL EQUIPMENT
NAME EFFECT
Tourniquets Heal 1 hit die to open wounds
Morphine Heal 1 hit die to pain (non-open wounds)
Adrenaline +3 Strength, +3 Dexterity, -3 Concentration, -3 Knowledge for 5 minutes
Defibrillator Restore 1 hit die to a character that is dead (below negative max health)

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COMBAT

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INITIATIVE
Combat is structured into turns. To find the turn order, every player rolls a d20 and
adds their Dexterity modifier (Initiative).

If two or more people roll the same initiative, they re-roll to see who goes first out of
them.

TURN COMPONENTS
A player’s turn has three components - Movement, Action and Bonus action. They can
be taken in any order.

MOVEMENT
Every square on the board is equal to 5 feet. A player can move up to the same
number of feet as their Speed per turn.

Diagonal movement is calculated as follows. The first square on a diagonal is worth 5


feet, and every second square is worth 10 feet.
(Counting diagonally: 5, 15, 20, 30, 35, etc.)

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ACTIONS
Actions include:
- Shooting a weapon
- Throwing a grenade

BONUS ACTIONS
Bonus actions include:
- Using a medical item
- Using a class ability

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CREATED BY BAILEY GIBBONS AND MARTIN BROOS

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