d20 Dark Quest Teams SWAT.pdf

(1083 KB) Pobierz
904909626.021.png
TEAMS: SWAT
Author/
Fraser Ronald
Developer/
Neal Levin
Editor/
Joanna G. Hurley
Artist/
Gillian Pearce
Graphic Artist/
Deborah Balsam
www.darkquest.com
www.swordsedgepublishing.ca
OPEN GAME CONTENT & COPYRIGHT INFORMATION
Teams: SWAT. Copyright 2006 Dark Quest, LLC and Sword’s Edge Publishing.
All rights reserved. Reproduction of the product without permission of the publisher is
expressely forbidden. Teams: SAS is presented under the d20 Licence. All textual material is
designated as Open Game Content. All artwork herein is copyrighted Dark Quest, LLC. “d20
System” and the d20 System Logo are trademarks owned by Wizards of the Coast and are
used under the terms of the d20 license.
904909626.022.png 904909626.023.png 904909626.024.png 904909626.001.png 904909626.002.png 904909626.003.png
situation in which the characters are encountered,
the members of the SRT may be in regular police
uniforms or even off duty and in their civvies. At
the end of the character description is a standard
equipment package for when the character is
found on patrol or in civilian clothing (civvies). The
equipment and weapons are listed as they are
presented in the d20 Modern Roleplaying Game or
in this product.
Personality: This is a general description of the
character and how the character may seem to those
around him.
Aptitude: This includes areas of interest or skills
for which the character has garnered a reputation.
This includes no mechanical benefi ts, but is used to
help to round-out and differentiate the character.
Failing: This includes bad habits, past mistakes,
or any other fl aws that might create problems for
the character. This includes no mechanical penalties,
but is used to help to round-out and differentiate
the character.
Goal: To what does the character strive?
Motivation: What drives the character?
Tactics, standard: A general overview of the
character’s combat tactics.
Tactics, long-range: Specifi c tactics when making
ranged attacks against opponents or targets at more
than fi ve range increments.
Tactics, short-range: Specifi c tactics when
making ranged attacks against opponents or targets
at fi ve or less range increments.
Tactics, melee: Specifi c tactics when making
melee attacks.
Quotes: Quips the character might make.
These are tag lines that might help to identify the
character.
SPECIAL RESPONSE TEAM
The Special Response Team (SRT) is a Special
Weapons and Tactics (SWAT) unit within a law
enforcement organization. This team includes a four-
person assault team and a two person containment
team. In a large city, both teams would form the
core of a much larger group, likely close to 60 with
everyone in the fi eld. In a small town or rural area,
this might be the whole team, and in such a case,
they might not even be full time SWAT. Rather, they
would be regular police offi cers trained in SWAT
tactics with their armor and weapons in the trunk of
their vehicle, ready to switch from offi cer to operator
at the fl ip of a switch. The team might even belong
to a state or federal law enforcement organization,
like the FBI.
The SRT would be activated when the police are
faced with a hostage situation, a barricade situation,
or are required to serve a high risk warrant. A hostage
situation could be anything from a husband forcibly
confi ning his wife in their apartment to a bank heist
gone wrong, with the robbers trapped inside the
bank with the clients and staff. A barricade situation
could be a single person in their home with weapons
or a group of armed individuals in a house or offi ce
complex. An arrest warrant might be considered
high risk if the individual to be served has a record
of violence or is suspected of having fi rearms or
other deadly weapons. In all these instances, the
police would likely activate the SRT or at the very
least, have the team on stand-by, ready to move.
Please note that while the SRT is based on actual
SWAT team structure, practices, and equipment, it is
a fi ctional team and some of the character design is
predicated on game mechanics.
Each character is listed in a standard statblock.
Along with rules dependent information, each
listing includes some fl avor and tactics information.
Possessions: This includes the weapons and
equipment the character will use when operating
in the SRT. Depending on the campaign and the
904909626.004.png 904909626.005.png 904909626.006.png 904909626.007.png 904909626.008.png
THE ASSAULT TEAM
The assault team makes the actual entry. This is
the team enters the target location and neutralizes
any threats. They are often called “shooters” or “door-
kickers.”
light sticks (5), fatigues, fl ash goggles, gas mask, lock
release gun, mesh vest, multipurpose tool, tactical
radio, tactical vest armor, upper leg holster, zip-tie
handcuffs (25).
Personality: Every group has its joker, the person
who thinks they are hilarious. For the most part, Jester
is pretty amusing. He isn’t a stand-up comedian, but
he knows when to make a sly comment or the realistic
imitation of fl atulence. His humor is relatively juvenile,
but that’s okay, it’s more about cutting tension than
actual comedy. He doesn’t really do the “tough guy
cop” very well, but those who know him can feel the
tension when the smile leaves his face.
Aptitude: While he doesn’t have an encyclopedic
knowledge of movies, he is always dropping
quotes from fi lms, usually the most famous
ones. This is usually done to break the
tension, but they also pepper Jester’s
conversations, delivering a succinct
summary of a situation or caricaturing
an individual. While his teammates
like to complain about Jester’s movie
quotes, no one really dislikes them.
Sometimes the quotes are delivered
at inopportune moments, but for the
most part they break the tension and
give everyone a good chuckle. Some
have even become group shared
quotes, like “It’s all in the refl exes,” and
“Psychopaths kill for no reason. I kill for
money. It’s a job.”
Failing: For the most part, Jester
is lazy. He does his job, doesn’t try to duck his
responsibilities, and always puts in 110%, but outside
of his work, he doesn’t do much. His idea of a good
day off involves a lot of sitting around, maybe some
sun, a movie on the TV, and a couch.
Goal: Jester’s main goal is to perfect his craft. That
craft is close quarters assault. Jester spends hours
on the range practicing his shooting, then more
hours in the killing house training with his team. He
devours books about the psychology of criminals and
hostage-takers, though the books are usually aimed
at the general public rather than psychologists.
Motivation: Jester did well all through school, but
Dedicated Hero2/Fast Hero 2/Gunslinger 2; CR 6; HD
2d6 plus 2d8 plus 2d10; hp 29; Mas 10; Init +2; Spd
30 ft.; Def 25, touch 19, fl at-footed 23; BAB +3; Grp
+2; Atk +2 melee (1d6-1, baton) or +6 ranged
(2d6, MP5K) or +5 ranged (2d6, Glock); FS
5 ft. by 5 ft.; AL SRT; AP 3; Rep 1; SV Fort
+2, Ref +6, Will +5; Str 9, Dex 15, Con 10,
Int 14, Wis 13, Cha 12.
Skills: (values in parentheses
include armor penalty) Balance +2 (-
3), Climb -1 (-6), Escape Artist +2 (-3),
Gather Information +3, Hide +4 (-1),
Intimidate +3, Jump -1 (-6), Knowledge
(current events) +6, Knowledge
(popular culture) +8, Knowledge
(tactics) +5, Listen +11, Move Silently
+10 (+5), Profession +4, Sense Motive
+6, Sleight of Hand +8, Spot +10, Treat
Injury +4, Tumble +8 (+3).
Feats : Advanced Firearms Profi ciency,
Alertness, Armor Profi ciency (light), Armor
Profi ciency (medium), Burst Fire, Personal Firearms
Profi ciency, Simple Weapons Profi ciency, Stealthy
Talents (Dedicated Hero): Skill Emphasis (Listen)
Talents (Fast Hero) : Increased Speed.
Class Features (Gunslinger): Close Combat Shot,
Weapon Focus (MP5K).
Occ: Law Enforcement (Gather Information,
Intimidate).
Possessions : HK MP5K submachine gun
(illuminator, laser sight, tactical sling), 6 MP5 15-
round magazines, Glock 17 autoloader pistol (laser
sight), 2 Glock magazines, retractable baton (metal
baton), 2 tear gas grenades, 4 stun grenades, chemical
904909626.009.png 904909626.010.png 904909626.011.png 904909626.012.png 904909626.013.png 904909626.014.png
he wasn’t a very physical student. He never did well in
gym class and didn’t excel at sports. In his senior year,
he started to blossom, but he had little time. He went
to college for law and security, and made the decision
to be a police offi cer, a very physical occupation. Once
in the police force, Jester wanted to be the best. His
idea of the best, physically, was the SRT, so that’s what
he aimed for. Now in the SRT, he wants to be the best
at his position, proving to himself he has the brawn
as well as the brain.
Tactics, standard: Jester is fi rst through the door.
He focuses on targets in front of him. Depending on
the shape of the room, he continues to move forward
and swings his aim to the right or left. He will end his
swing after covering a 90 degree arc. He then swings
his aim back to forward. Each target he identifi es, he
attacks with burst fi re. He will not move on to another
target until the target he has attacked is neutralized.
Tactics, long-range: It is rare that Jester engages
anyone at a distance greater than the average
warehouse, but if he has to, he makes a single attack
then advances on the target until within fi ve range
increments. When advancing with the team, he
covers the left fl ank.
Tactics, short-range: Within fi ve range increments,
Jester makes burst fi re attacks on a target until that
target is neutralized. With Close Combat Shot, Jester
does not provoke attacks of opportunity, but he still
attempts to remain outside of melee range.
Tactics, melee: Jester always trys to move out of
melee range, but if he cannot, he continues to make
attacks with his MP5K, focusing on one target until
that target is neutralized and then moving on to
another. Whenever possible, Jester attempts to leave
melee range, as long as doing so will not trigger an
attack of opportunity.
Quotes: “Criminals. I hate these guys.”
“What color is the boathouse at Hereford?”
“One does not simply walk into Mordor.”
Fast Hero 3/Gunslinger 3; CR 6; HD 3d8+6 plus
3d8+6; hp 43; Mas 14; Init +3; Spd 30 ft.; Def 24, touch
18, fl at-footed 21; BAB +4; Grp +5; Atk +5 melee
(1d6+1, baton) or +9 ranged (2d6, MP5) or +8 ranged
(2d6, Glock 17); FS 5 ft. by 5 ft.; AL SRT; AP 3; Rep +2;
SV Fort +2, Ref +4, Will +3; Str 13, Dex 16, Con 14, Int
10, Wis 12, Cha 8.
Skills: (values in parentheses include armor
penalty) Balance +3 (-2), Bluff +3, Climb +1 (-4), Escape
Artist +3 (-2), Hide +5 (+0), Intimidate +5, Jump +1
(-4), Knowledge (tactics) +4, Listen +4, Move Silently
+12 (+7), Profession +4, Sleight of Hand +9, Spot +6,
Tumble +10 (+5).
Feats: Armor Profi ciency (light), Armor Profi ciency
(medium), Double Tap, Personal Firearms Profi ciency,
Point Blank Shot, Precise Shot, Simple Weapons
Profi ciency, Stealthy.
Talents (Fast Hero): Evasion, Uncanny Dodge.
Class Features (Gunslinger): Close Combat Shot,
Weapon Focus (HK MP5).
Occ: Law Enforcement (Knowledge [tactics],
Listen).
Possessions: HK MP5A5 submachine gun
(illuminator, laser sight, tactical sling), 6 MP5
magazines, Glock 17 autoloader pistol (laser sight),
2 Glock magazines, retractable baton (metal baton),
2 tear gas grenades, 4 stun grenades, chemical light
sticks (5), fl ash goggles, fatigues, gas mask, lock
release gun, mesh vest, multipurpose tool, tactical
radio, tactical vest armor, upper leg holster, zip-tie
handcuffs (25).
Personality: Boss is absolutely that, the boss,
and he won’t let his team forget it. He’s not a micro-
manager he knows how to delegate and is happy
to do it. He doesn’t hang at people’s shoulders or
ignore suggestions, but the fi nal decision is his.
Once that decision is made, Boss isn’t happy about
dissension. He expects his people to do their jobs. He
is also considered ruthless, and will do whatever is
necessary to ensure hostages remain unharmed. He
904909626.015.png 904909626.016.png 904909626.017.png 904909626.018.png 904909626.019.png 904909626.020.png
Zgłoś jeśli naruszono regulamin