Special Ops
A military (or ex-military) strike force specializing in battle, demolitions, and wet work (covert assassinations). Choosing this will result in a game that plays a bit like episodes of The A-Team or Delta Green. That is to say, expect an action movie feel with a lot of explosions, car chases, and gun fights.
When you choose SpecOps, your crew gains xp on a mission where you show a glorious disregard for subtlety.
In 1972, a crack commando unit was sent to prison by a military court for a crime they didn’t commit. These men promptly escaped from a maximum-security stockade to the Los Angeles underground. Today, still wanted by the government, they survive as soldiers of fortune.
Crew abilities
Dangerous — Each PC may add +1 action rating to Hunt, Fight, or Wreck (up to a max rating of 3)
Door Kickers — When you execute an assault plan, take +1d to the engagement roll.
Silenced — Due to hard-won experience or a license to kill, your activities are hidden from the notice of agencies that typically track deaths. You don’t take extra heat when killing is involved in a mission.
Blood Brothers — When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Muscle type for free (if they’re already Muscle, add another type).
Forged in the Fire — Each PC has been toughened by combat experience. You get +1d to resistance rolls.
Disappearing Act — When you escape notice or set someone up for a getaway, you get +1d.
Strike Fear — When you threaten someone with violence, they will think twice about crossing your crew or lying to you. The GM can make a fortune roll to decide if they go through with it. On a 1-3, they don’t; on a 4-5, they will make trouble in other ways; on a 6, they foolishly persist.
Crew upgrades
- Field packs (2 free load of weapons or armour)
- Camouflage (vehicles and squads are perfectly concealed until activated)
- Elite muscle
- Elite logistics
- Hardened (+1 condition box) Costs 3 supply