Rambo - Prologue - YM7Euc
Rambo - Prologue - YM7Euc
PROLOGUE
© 2023 Evil Genius Games, Inc. All Rights Reserved. RAMBO™ © 2023 STUDIOCANAL S.A.S. ® All Rights Reserved.
“Old men start it, young men fight
it, nobody wins, everybody in the
middle dies, and nobody tells the
truth!”
JABBOK CREEK – John Rambo, Rambo
The sun is starting to set, and your stomachs are starting to A fine rain falls as you disembark, and a cutting wind makes
rumble, as you pull into Jabbok Creek. Basic as it is, Jabbok it feel colder than it actually is. The sky is leaden and
Creek is the first civilization you have seen for some miles. promises no reprieve.
Even this dilapidated backwater is a relief from the empty
Outside Big Jack’s, a handful of pickups and SUVs sit
desert and scrubland. You are unsure where the “Population:
seemingly abandoned in the parking lot, more rust than
302” live, but the main street is just a line of rusty and faded
motor vehicles.
facades: a Sprouse-Reitz five-and-dime, a car dealership, a
gun store, and Big Jack’s, a bar and grill. Just the sight of the Elsewhere in the town, a handful of folks scuttle around,
Big Jack’s sign makes your stomachs rumble louder. collars up and faces down against the rain. An old woman
looks warily in your direction from outside the Sprouse-Reitz.
GM Tip: Jabbok Creek is a tiny town in a remote part of of their vehicles the locals sabotage them. They slash the
Southern Arizona. The only way to reach it is by road. If the valve stems on all of a vehicle’s tires, break a distributor cap
heroes don’t have enough vehicles to get them there, then or steal the distributor entirely, rip out ignition wires, or steal
they come by Greyhound bus. If the heroes do have their a battery. There is no mechanic in Jabbok Creek and no tow
own cars or trucks, then as soon as they take their eyes off service can get there before the big raid on the 12th.
BIG JACK’S
The only bar in Jabbok Creek is a scruffy affair. Kenny then quickly averts their gaze. A large patch of scuffed
Rogers blasts from the bar’s open doors, insisting that “love linoleum forms the seating area, scattered with mismatched
will turn you around.” As you enter, everyone turns to look, chairs and tables. Toward the back stand a few pool tables.
For the Clundiss family, there is only one acceptable strike first, the Clundisses do so as soon as it’s obvious the
outcome to this encounter: The heroes leave the bar, heroes won’t leave or conversation reaches a stalemate.
either on their feet or on their backs. The Clundisses do Prior to the fight mention of Joe Bacon will be met only
all they can to escalate the situation. If the heroes don’t with smirks and a warning to mind their own business.
THE FIGHT After the third round of combat, sirens wail outside. After
The locals, including the pastor, scatter as soon as the fight the fifth round, the local sheriff, “Pitbull” Watkins, enters the
starts. There are six NPC combatants at the beginning of bar by the main door. He immediately opens fire on the
the fight: Big Jack has a unique stat block, the others use heroes. Use Beat Cop stats (Everyday Heroes Core Rulebook,
generic Clundiss stats, armed with knives and S&W Model pg 372), but with the “Dogged” special trait.
10 revolvers. They all use the tables, chairs, and pool tables Dogged: The first time Pitbull Watkins would drop to 0 HP
as cover, but otherwise try to get up close and personal in a combat, he instead is knocked prone with 1 HP.
with the heroes.
Watkins and his deputies are all in the pay of the Clundiss family.
Joe confronted the family a few years back, but he must The Clundisses have been dealing with a Mexican cartel
have realized he was no match for the Clundisses, as known as the Escorpiones Negros.
they haven’t seen or heard from him since (Only Jack
The heroes will find no help in Jabbok Creek; the locals
and Cindy know that last part is a lie).
are too scared, and the cops are too paid-off.
The Clundisses have a few military items that “fell off a train.”
Jack and Cindy have it all fixed. Even if the feds go
There is a stash of weapons that would make your eyes through their paperwork with a fine-tooth comb, there is
water hidden in the desert by a V-shaped rock. nothing to tie the Clundisses to any illegal money.
NATHANIEL WHEY
As the heroes leave the bar, a nervous looking African-American
preacher named Nathaniel Whey approaches them. He tells the
heroes they are in grave danger, before giving them a hikers’
map of the area and telling them to get out of town before either
the police or the Clundisses come looking for them.
Whey overheard them looking for Joe Bacon and will help them.
If they meet him by the old church (circled on the map) at 10:00
AM the next morning, he promises to show them where Joe is.
SUMMARY
Should the heroes wish to investigate the
town itself, they find it a small and shabby
affair. The locals on the street or in the
few businesses are no keener to talk than
the ones in the bar. There are only three
buildings to which the heroes have access:
the Sprouse-Reitz, Jemmy Garcia’s car
dealership, and El Jefe Guns & Ammo.
SPROUSE-REITZ
The five-and-dime has seen better days. It stocks most things Clue: If Mr. Sandstock gets a chance to speak to the
the conscientious housekeeper on a budget could want. heroes without his wife present (for example if she goes
Several brands, such as Rinso, you didn’t even realize were into the back), he warns them, fear in his eyes, to get out
sold any more. of the town while they still can.
An older couple keeps the shop, Mr. Lemuel and Mrs. Ethel “Joe Bacon was the last to confront the Clundisses, and they
Sandstock. They are both in their 80s and are obviously must’ve scared him so bad he fled, or they strong-armed him
struggling with the rigors of running a business. Mrs. into joining ‘em. He was a good boy, young Joe, but he come
Sandstock is immediately suspicious of the heroes, and back from the war different. He was angry. He went ‘round
seems to think they are shoplifters. If they ask questions town, tellin’ us all how we had to stand together, stand strong.
beyond those of an innocent person passing through But I’m ashamed to say we didn’t listen to him none. We was
town, she tells them to clear off, then she heads into the all too scared. Still are. And now do you reckon… He’s helping
back of the shop to phone the Clundisses. them? Just goes to show what an evil lot those Clundisses
are if they turned a good boy like Joe.”
Jemmy Garcia’s was once an Oldsmobile dealership, but they If the heroes do stick around, the Clundisses turn up. If the
must have lost the franchise, because the Oldsmobile logo heroes have not already encountered the family at Big
has been painted over with an ugly green. You are greeted Jack’s, two Clundisses roll up in a pickup truck. They try
enthusiastically, if somewhat insincerely, by a middle-aged to warn the heroes off first, but resort to roughhousing if
lady with a deep-lined, craggy face. necessary. If the fight at Big Jack’s has already happened,
eight Clundisses show up, three with shotguns, two with
The titular Jemmy died 20 years ago, and his daughter rifles. They open fire on the heroes at first sight. In either
Sally Garcia now runs the dealership. She looks every case, use generic Clundiss stat blocks.
one of her 50-something years. She is initially pleased
to see the heroes and tries to sell one of the clapped- Clue: If the heroes investigate the car lot with a successful
out old bangers on the forecourt. As soon as they ask DC 10 Intelligence (Investigation) check, they find some
questions unrelated to buying a car though, Sally becomes paperwork in a clapped-out old Chrysler New Yorker
suspicious. She says the Clundisses rely on Joe Bacon for sale stating that JG Bacon owns it. Sally is tight-
for their “business.” Instead of being openly hostile, she lipped about the ownership, but with a successful DC 10
becomes profusely genial and tries to persuade the Charisma (Persuasion) check, she tells them it has only
heroes to wait in the “seating area.” It only takes success been for sale for three weeks. If the heroes press, she
on a DC 5 Wisdom (Insight) check to see through the ruse. admits that Big Jack Clundiss sold the car to her.
El Jefe is a gun shop and shooting range. It is set back a The owner of El Jefe is Randy Stumm. He stands behind
little from the main road and is a clapboard building, slowly the counter in the shop portion of the building. He has the
disintegrating under the Arizona elements. By the looks of following guns for sale (plus a range of hunting knives),
the bullet holes in the walls, not everyone in Jabbok Creek which the heroes can buy if they have the appropriate
has good aim. The side of the range is crudely painted with wealth level.
what you guess to be a jaguar.
Price Price
Pistol, Heavy Revolver Pistol, Semi-Auto
2 2
Price Price
Rifle, Hunting Rifle, Tactical
2 2
Price Price
Shotgun, Double Barrel Shotgun, Pump Action
2 2
Price
Large Knife
1
SUMMARY RESTING
When the heroes leave town, they have three choices Allow the heroes to take a short rest between the time
according to the map that they got from Reverend Whey: the they arrive at one of these locations and the time the
Jackrabbit Hills, the Cedarwoods, or the Governor Garvey Clundisses catch up with them.
Reservoir. Wherever they go, the Clundiss family pursues.
SUMMARY
This encounter happens as heroes make their way to one arrives, the sheriff arrives on the scene and investigates,
of the locations in this section. finding evidence at the GM’s discretion that links the
shootout to the heroes and he sets his deputies on their
If the heroes took “Pitbull” Watkins out of action, they
trail, calling in helicopter support from his cousin in the
became wanted. Most of the police in southern Arizona
highway patrol.
are looking for them, and eventually they find them. If by
some chance the fight at Big Jack’s ends before Watkins
If the heroes take shelter at the cabin, they should make do not try), then the Clundisses split into three groups, one
a group DC 12 Dexterity (Stealth) or Wisdom (Survival) group entering from the track, the other two flanking from
check. If the group passes the skill check, when the the rocky bluffs either side. Here, any heroes on lookout
Clundisses attack, they enter from the track, and are at the time of the attack must pass a DC 10 Wisdom
surprised at the beginning of combat. If the heroes fail (or (Perception) check or start the combat surprised.
THE CEDARWOODS
Soon after leaving Jabbok Creek, you come to a small patch of scrubby
trees. It is slightly more than a thicket, but calling it a wood is generous.
To further confuse the matter, most trees are junipers, not cedars. The
trees do at least protect you somewhat from the persistent drizzle. As
you walk through the dappled shade, the air is heavy with the spicy, gin-
like scent of the trees. Ahead of you, an old shipping container stands
with a camp chair out front.
THE HANDOFF
SUMMARY THE NIGHT TRAIN
At some point in the night after the rain stops and the After a while, another six Clundisses arrive. If Brandy is still
clouds part, a hero sees a light bobbing along not far there, they greet her, and she assures them that all is clear.
from where they are sleeping. The heroes see one of the
If the heroes have fought Brandy, the Clundisses see that an
Clundisses go to their weapons cache. They witness the
altercation has taken place, unless the heroes hide the signs.
family pay off two soldiers and take military weapons off
In which case, they scout out the area. Make contested rolls
a train. The heroes then have the opportunity to steal the
against the heroes, a Clundiss’ Wisdom (Perception) with
weapons for themselves.
disadvantage versus a hero’s Dexterity (Stealth).
GM Note: The rest of this Act happens in poor visibility, and GM Note: The Clundisses use the V-shaped rock as a
we’ve given advantage or disadvantage to reflect that. landmark where they temporarily stash weapons between
buying them from the US Army and delivering them to the
Escorpiones Negros. They use the rock because its unique
A FIGURE IN THE NIGHT features stand out once someone gets in the general area,
so they’re not likely to lose track of their stash. They don’t
Each hero who investigates the light must make a stash the weapons by the train tracks because they don’t
successful DC 10 Dexterity (Stealth) check with advantage want the soldiers selling the weapons to see evidence of
to avoid alerting the flashlight carrier to their presence. how much inventory the Clundisses have, or evidence that
If alerted, the flashlight shines at the heroes and they the Clundisses have sold weapons when the stack shrinks.
are asked by a feminine voice to give their names. A It might seem a little slipshod to the professional soldiers
successful DC 14 Charisma (Deception) check, along with among the heroes, but the Clundisses never keep anything
a reasonable excuse, persuade the figure they are nothing long enough for the elements to damage it. If the heroes
to fear. take out Brandy and check the stash, see Weapons Galore
Assuming the flashlight carrier does not think she is for a list of what’s available.
being followed, she continues on her way, traveling about
a quarter of a mile until she comes to a large, V-shaped, When/if the Clundisses are satisfied that they are safe,
rock and something stacked under a tarpaulin. She walks they walk toward the train tracks, which the heroes can tell
around the stack, apparently checking it, then sits down from their map. The heroes have a choice of how far to hold
and smokes a cigarette. back. The farther they keep from Clundisses, the easier it
will be to avoid being heard or seen, but the greater the
The figure is Brandy Clundiss, and the stack is a stash of chance they will lose them. Heroes should make a group
weapons, waiting to be passed off to a criminal gang from Dexterity (Stealth) check with advantage and at least
Mexico. If the heroes attack Brandy, use generic Clundiss one hero should make a Wisdom (Perception) check
stats. If the heroes think to hide any signs of the scuffle, with disadvantage or a DC 14 Wisdom (Survival) check.
they must make a successful DC 12 Wisdom (Survival) The DCs for Stealth and Perception vary according to the
check, but don’t tell them if they have succeeded. distance they keep:
WEAPONS GALORE
At some point, it should occur to the heroes that they can lists in the Everyday Heroes Core Rulebook. If you think
help themselves to the weapons hidden by the Clundisses. such an open choice might result in your players taking
There is enough hardware squirreled away to fight a too long to choose you can instead narrow things down
small war. If the heroes take the time to search, they can a bit beforehand. Remember though that they will need
choose any items they wish from the Military Equipment something beefy enough to take down a helicopter.
M203 Grenade launcher (mounted under the 2x M72 LAW rocket launcher
1x barrel of an M16 Assault Rifle)
M60 medium machine gun with bipod HK MP5A3 submachine gun with 30-round
1x 1x magazine
and sling
3x M16 assault rifle with 30-round magazine 1 per hero Modern combat armor
SUMMARY
In the morning, the heroes go to their rendezvous with
Nathaniel Whey, where they learn that their comrade, Joe
Bacon, died last year.
You spot the church from a way off: a small, corrugated tin around the back of the little church to a simple wooden
shack, its purpose only given away by a rotting wooden cross cross, and brass plaque: “Joseph Gideon Bacon 1951–1981.
nailed to its apex. The coast seems clear. As you approach the He feared nothing but sin, and desired nothing but God.”
furtive figure of Pastor Whey exits the church, looks around On either side of Joe’s grave is another cross, one marked
nervously then, seeing you, hurries over. “Gideon Malcom Bacon” and one “Mary Alice Bacon née
Feltetter”—Joe’s parents. The heroes instantly notice that
Whey clutches an envelope which contains documentation they all died on the same day.
that, along with the heroes’ testimony, will help convict the Whey tells the heroes how Bacon discovered what the
Clundiss family of the theft of the weapons and subsequent Clundiss family were up to when he returned to Jabbok
resale of them to the Escorpiones Negros cartel in Mexico. Creek after the war. Joe alone in the town had the guts
He enthusiastically thanks the heroes for helping to rid his to stand up to the family. But alas, it did him no good and
community of the Clundisses and their malignant effect, he was gunned down, along with his mother and father. To
and hopefully saving lives on the other side of the border. add insult to injury, the Clundisses used his identity to set
When asked about Bacon, Whey tells them he has good up bank accounts to channel the profits from their scheme.
news and bad. He can take them to Joe. He leads them
Act3: Finale 13
THE FINAL SHOWDOWN
SUMMARY
The Clundisses come for the heroes one last time. With all
the proof they need, the heroes just need to survive — no
mean feat when the Clundisses are in a helicopter and
armed to the teeth.
THE FIGHT
There are two more ground-based Clundisses than there are
heroes. Any named Clundisses who have not been killed are
among those attacking, the rest use the generic Clundiss stat
block. All are armed with HK93A2 rifles.
Big Jack is riding in a helicopter (Everyday Heroes Core
Rulebook, pg 172) and is armed with a grenade launcher (with
fragmentation grenades, +1 to hit, and disadvantage due to firing
from a moving vehicle). The helicopter measures 45 feet long
by 15 feet wide, though it does not take up physical space on the
ground and can hover above other characters. It is piloted by a
generic Clundiss, who is too busy flying to do anything else. Each
turn, the helicopter can move to any other place in the combat,
and can face any direction. Any hero standing on the opposite
side of the church from the helicopter and within 20 feet of the
church cannot be seen by the helicopter.
Nathaniel Whey takes cover behind the church but does his
best to help downed heroes by administering first aid — his
Intelligence (Medicine) modifier is +2. The Clundisses do not
actively target Whey unless they have no other available targets,
in which case he has a Defense of 10 and 12 HP.
AFTERMATH “Good work, soldiers. Good work! I knew I could rely on you to
If the heroes survive the final fight, then they have get to the heart of this. You’ve done well here, very well. Say,
succeeded. Shortly afterward, the promised raid happens. what are you folks up to these days? I could do with a group
A bevy of SUVs, some unmarked and some in the livery like you, a group I can trust, a group I can send where the
of the US Army or the Arizona State Police, roar up to regular army can’t go…”
the flaming carnage that now surrounds the church. You
assume the unmarked vehicles belong to the FBI. With Who knows where the heroes will end up next? Only one
them is Major Ezra. He is convinced by the evidence that thing is for sure: The world is a dangerous place, full of
Joe Bacon was not involved with the smuggling. He shares those who wish harm to freedom and liberty. Sometimes
the evidence with two FBI agents, who request that the we need unconventional soldiers who aren’t afraid to
state police start arresting survivors. use unconventional methods — and a butt load of high
explosives — to save the day.
"But this is what we do, who we are. Live for nothing, or die for something. Your call."
–John Rambo, Rambo
Skills: Security +1, Streetwise +3, Survival +3 Hunting Rifle (6 rounds; bonus reload)
Senses: passive Perception 11 Ranged Attack: +1 to hit, PV 4, range 750/2220 ft., one
Challenge: 1 /4 target. Hit: 5 (1d10 − 1) ballistic damage.
Roles: Loner, Ranged,
Equipment: Rustic clothes, pocket stuff, knife, and shotgun. Tactical Rifle (30 rounds; bonus reload)
Ranged Attack: +1 to hit, PV 3, range 600/1200 ft., one
Bark Orders - Big Jack may use his bonus action to target. Hit: 6 (1d12 − 1) ballistic damage.
give an ally in earshot an extra action. The extra action
is taken immediately.
Pump Action Shotgun (9 rounds; action
ACTIONS reload) - Ranged Attack: +1 to hit, PV 3, range
200/400 ft., one target. Hit: 6 (2d6 − 1) ballistic damage.
Knife
Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3
(1d4 + 1) slashing damage.
Skills: Security +1, Streetwise +3, Survival +3 Frenzied - Harry attacks with vigor and enthusiasm. All
Senses: passive Perception 11 attacks made by or against Mad Harry are at advantage.
Challenge: 1 /8
Roles: Support, Ranged/Melee, Charge! - Mad Harry may use his bonus action to move
Equipment: Rustic clothes, pocket stuff, knife and pocket up to his movement into melee with an enemy.
pistol or hunting rifle or pump action shotgun or tactical rifle.
ACTIONS
Slipshod - The Clundisses are known for not taking
care of their equipment. If they ever roll a natural 1 when Knife - Melee Attack: +3 to hit, PV 1, reach 5 ft., one
making a shooting attack the gun jams and may not be
target. Hit: 3 (1d4 + 1) slashing damage.
used for the rest of the combat.
Hunters - The Clundisses spend much of their free time Sledge Hammer - Melee Attack: +3 to hit, PV 2,
hunting in the wilds. If they are in a rural environment and reach 5 ft., one target. Hit: 7 (1d12 + 1) bludgeoning
in cover, then any ranged attacks made against them are damage. Heavy. Two-Handed.
made at disadvantage.
Tactical Rifle (30 rounds; bonus reload)
ACTIONS
Ranged Attack: +1 to hit, PV 3, range 600/1200 ft., one
A selection of the following attacks are available, depending
target. Hit: 6 (1d12 − 1) ballistic damage.
on how this Clundiss is armed.
Appendix - NPCs 15
PREGENERATED HEROES
These characters can be used for Jabbok Creek, either as
a group, or mixed in with players’ own creations.
A. MULLIGAN
Mulligan’s brother Shaun was a member of the Green Saving Throw Proficiencies Constitution (+4) and
Berets with the other heroes. He died a couple of years after Strength (+5)
returning from the war. The rest of the heroes met Mulligan Skill Proficiencies Athletics (+5), Endurance (+4),
at Shaun’s funeral in Boston. A few IRA sympathizer types Intimidation (+1), Mechanics (+2) Streetwise (+3), Survival
started causing trouble at the wake, a brawl ensued, and that (+3)
turned into a full-on riot. Mulligan whooped some ass in their Skill Expertise None
brother’s memory and ever since has been one of the crew. Languages English and Irish Gaelic
Mulligan is a well-known face on the amateur boxing
circuit, earning their crust with illegal fights in parking lots TALENTS AND SPECIAL FEATURES
and disused factories. Crush: Brawler (Level 1)
Hurl: Brawler (Level 1)
[Strong | Brawler] Level 1 Reckless Attack: Strong (Level 1)
Background Rural Family Sports (Boxing): Athletics
Profession Athletics Smash: Brawler (Level 1)
Wealth 3
Defense 14 FEATS
Armor None None
Hit Points 12
Hit Dice 1d10 ATTACKS
Speed 30 feet Unarmed. Melee Attack +5, Damage 1d4 + 3 bludgeoning,
PV 1. Properties: Finesse, Light, Special.
STR DEX CON INT WIS CHA
EQUIPMENT
17 ( +3 ) 14 ( +2 ) 15 ( +2 ) 10 ( +0 ) 12 ( +1 ) 8 ( -1 )
Clothes: Plaid shirt, vest, jeans, sensible boots
Gear: Bag stuff, boxing gloves
Proficiency Bonus +2 Weapons: None
Equipment Proficiencies Basic Equipment and
Improvised Equipment
Pregenerated Heroes 17
J. DE LUCA
De Luca comes from a wealthy Italian-American family, who Saving Throw Proficiencies Intelligence (+5) and Wisdom (+4)
own many businesses across New Jersey. A clever child, they Skill Proficiencies Deception (+4), Insight (+4),
got easily bored and never applied themselves at school. Investigation (+5), Security (+5), Streetwise (+4),
They were even less interested in joining the family firm. Perception (+4), Persuasion (+4), Vehicles (+2)
Skill Expertise Deception (+6), Persuasion (+6)
After they fell in with a bad crowd, a judge offered to suspend
Languages English, Italian
their sentence for stealing a car if they joined the military.
They chose to serve. Despite their reservations, De Luca
actually took to the armed forces like a duck to water, it gave TALENTS AND SPECIAL FEATURES
them a chance to make the most of their quick wits and Criminal Record: Crime
experience the kind of adrenaline rush they normally got Genius: Smart (Level 1)
from breaking the law. It didn’t straighten them out though. Know-It-All: Mastermind (Level 1)
After discharge they fell straight back in with the old crowd. Plans: Smart (Level 1)
Their family keeps threatening to cut them off, but so far they Trust Fund: Wealthy Family
have hidden the worst of their activities, in fact De Luca is You’re Doing It Wrong: Mastermind (Level 1)
thinking there is nothing they can’t get away with.
FEATS
[Smart | Mastermind] Level 1 None
Background Wealthy Family
Profession Crime
Wealth 3 ATTACKS
Defense 13 Pistol 9mm semi-auto. Ranged Attack (100/200) Attack
Armor None +2 to hit. Damage 1d10 ballistic, PV 2. Reload bonus.
Hit Points 7 Rounds 21. Properties: Loud, Semi-Auto.
Hit Dice 1d6 Flick knife. Melee Attack +2, Damage 1d4 + 1 slashing, PV
Speed 30 feet 1. Properties: finesse, light, thrown (30/60).
Unarmed. Melee Attack +2, Damage 1d4 + 1 bludgeoning,
STR DEX CON INT WIS CHA PV 1. Properties: finesse, light, special.
8 ( -1 ) 11 ( +0 ) 12 ( +1 ) 17 ( +3 ) 14 ( +2 ) 14 ( +2 ) EQUIPMENT
Clothes: Leather jacket, nice shirt, jeans, cowboy boots
Proficiency Bonus +2 Gear: Bag stuff, pocket stuff, expensive watch
Equipment Proficiencies Basic Equipment and Advanced Weapons: Pistol, 9mm semi-auto, flick knife
Equipment
Pregenerated Heroes 19
V. VAN CLEET
Van Cleet grew up on the wrong side of the tracks in Chicago, Skill Proficiencies Athletics (+4), Endurance (+5),
in and out of Juvenile Detention Centers from the age of Perception (+3), Stealth (+3), Streetwise (+3) and
eight. They would probably be dead now if they hadn’t found Survival (+3)
their true calling in the military. Languages English
Van Cleet was the only one of the Alpha team to reenlist after
TALENTS AND SPECIAL FEATURES
Viet Nam, in fact they only left a year ago, and only then on
a dishonorable discharge. They have been struggling to fit Fighting Spirit: Commando (Level 1)
back in with civilian life. They hope this reunion with the old Payback: Tough (Level 1)
team will help, though they have mixed feelings about seeing Servicemember: Military
Phan Thi (or Fanny as they call them, it always gets a rise). Underworld Contacts: Juvenile Delinquent
Watch Your Six: Commando (Level 1)
[Tough|Commando] Level 1
Background Juvenile Delinquent FEATS
Profession Military None
Wealth 2
Defense 16
ATTACKS
Armor None
Hit Points 15 9mm semi-auto pistol. Ranged Attack (100/200) Attack
Hit Dice 1d12 +4 to hit. Damage 1d10 + 2 ballistic, PV 2. Reload bonus.
Speed 30 feet Rounds 21. Properties: Loud, Semi-Auto.
Unarmed. Melee Attack +4, Damage 1d4 + 2 bludgeoning,
STR DEX CON INT WIS CHA PV 1. Properties: finesse, light, special.
Knife. Melee Attack +4, Damage 1d4 + 2 slashing, PV 1.
15 ( +2 ) 14 ( +2 ) 15 ( +3 ) 8 ( -1 ) 12 ( +1 ) 10 (+0 ) Properties: finesse, light.
They were given guns, and told how to drive tanks, how to fire missiles,
how to kill. And then, they were sent home, told to forget all that, told
to lead ‘normal’ lives. But they don’t forget. The war never leaves you.
Once back, they found there were as many enemies on home soil as
there ever had been abroad.
© 2023 Evil Genius Games, Inc. All Rights Reserved. RAMBO™ © 2023 STUDIOCANAL S.A.S. ® All Rights Reserved.