True20 Special Operations Pre-Gens

For Games on Demand at Gen Con 2011, I was prepared to run four different games. Two were  my own (Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery and Kiss My Axe: Thirteen Warriors and an Angel of Death) and two were not. The two that were not was Old School Hack and True20. For Old School Hack, I was actually going to use Jenn Wong’s Quest for the Golden Panda playset for Fiasco to generate an improvised game. For True20, I had a quick hack of the Khorforjan Gambit prepared.

I’ve already shared the pre-generated characters used for Sword Noir. Here are the pre-gens for the proposed True20 Spec Ops game, which was never played.

The Boss, Army Captain
Expert 3/Warrior 3
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +1, Con +1, Int +2, Wis +1, Cha +2
Skills: Acrobatics +2/-1, Bluff (4), Climb +1/-2, Escape Artist +2/-1, Diplomacy (9), Intimidate (9), Jump +1/-2, Knowledge [civics] (4), Knowledge [current events] (4), Knowledge [tactics] (9), Language [Arabic, English, Pashto], Notice (9) +2, Search (6), Sense Motive (6) +2, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (9), Swim +0/-3
Feats: Armour Training, Attack Focus (firearms), Attack Specialization (firearms), Connected, Far Shot, Firearms Training, Master Plan, Point Blank Shot, Precise Shot, Talented (Notice, Sense Motive)
Combat: Attack +6 (+5 base, +1 Dex), Defence Dodge/Parry +6/+5 (+5 base, +1 Dex), Initiative +1
Saving Throws: Toughness +4 (+1 Con, +3 armour), Fortitude +3 (+2 base, +1 Con), Reflex +3 (+2 base, +1 Dex), Will +5 (+4 base, +1 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: HK G3/SG1 marksman rifle, 6 G3 magazines; Leupold electro-optical scope for G3; Norinco P226 autoloader pistol (12/24/48, 2d6, 17, AP1, SA); 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom (portable satellite radio); tactical radio.

Urban Kit: Norinco P226 autoloader pistol (12/24/48, 2d6, 17, AP1, SA); 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); satcom (portable satellite radio); tactical radio.

Weapon Att           Range    Crit         Dam        Ammo     Special
G3           +7           150         20           +6           30           Autofire
P226       +7           45           20           +4           13

The Intelligence Officer, Navy Sub-Lieutenant
Expert 6
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +0, Con +0, Int +2, Wis +3, Cha +2
Skills: Acrobatics +0/-3, Bluff (9) +11, Climb +0/-3, Computers (4) +6, Diplomacy (9) +11, Disable Device (4) +6, Disguise (4) +6, Escape Artist +0/-3, Gather Information (9) +11, Intimidate (4) +6, Jump +0/-3, Knowledge (current events) (5) +7, Knowledge (streetwise) (4) +6, Languages (2) (English, Dari, Pashto, Tajik, Turkmen) +4, Notice (9) +12, Sense Motive (9) +12, Sleight of Hand +0/-3, Stealth (9) +9/+6, Swim +0/-3
Feats: Armour Training, Attack Focus (pistol), Defensive Roll, Eidetic Memory, Far Shot, Firearms Training, Lucky, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +4 (+4 base), Defence Dodge/Parry +4/+4 (+4 base), Initiative +0
Savings Throws: Toughness +3 (+3 armour), Fortitude +3 (+2 base, +1 Cha), Reflex +3 (+2 base, +1 Cha), Will +9 (+5 base, +3 Wis, +1 Cha)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); tactical radio; military grade laptop

Urban Kit: Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: 5 chem-lights; compass; flashlight; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio.

Weapon Att         Range    Crit         Dam       Ammo   Special
AKM      +4           75           20           +5           30           Autofire
P226       +5           45           20           +4           13

The Medic, Air Force Warrant Officer
Expert 4/Warrior 2
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +1, Dex +2, Con +0, Int +3, Wis +1, Cha +0
Skills: Acrobatics +2/-1, Bluff (4) +4, Climb +1/-2, Computers (4) +7, Concentration (7) +8, Craft [pharmaceutical] (9) +12, Escape Artist +2/-1, Diplomacy (7) +7, Jump +1/-2, Knowledge [behavioural sciences] (7) +10, Knowledge [life sciences] (9) +14, Language [Arabic, English, Farsi, Pashto, Urdu] (1), Medicine (9) +17, Notice (9) +10, Sense Motive (9) +10, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (7) +8, Swim +1/-2
Feats: Armour Training, Attack Focus (firearms), Attack Specialization (firearms), Firearms Training, Improvised Tools, Jack-of-All-Trades, Prone Fighting, Skill Focus (Medicine), Sneak Attack, Talented (Knowledge [life sciences], Medicine)
Combat: Attack +7 (+5 base, +2 Dex), Defence Dodge/Parry +7/+6 (+5 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +3 (+0 Con, +3 armour), Fortitude +2 (+2 base), Reflex +3 (+1 base, +2 Dex), Will +2 (+1 base, +1 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; 5 chem-lights; compass; flashlight; maps, local; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); field medical kit; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: 5 chem-lights; compass; flashlight; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); field medical kit; tactical radio.

Weapon Att         Range    Crit         Dam        Ammo     Special
AKM      +8           50           20           +5           30           Autofire
P226       +8           30           20           +4           13

The Engineer, Army Warrant Officer
Expert 6
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +1, Con +0, Int +3, Wis +2, Cha +1
Skills: Acrobatics +1/-2, Climb +0/-3, Computers (9) +12, Craft (electronic) (9) +12, Craft (mechanical) (9) +12, Craft (structural) (9) +12, Disable Device (9) +12, Escape Artist +1/-2, Jump +0/-3, Knowledge (physical sciences) (9) +12, Knowledge (technology) (9) +12, Language (Arabic, English, Farsi, Tajik, Urdu) (1) +4, Notice (9) +11, Search (9) +12, Sleight of Hand (8) +9/+6, Stealth (9) +10/+7, Swim +0/-3
Feats: Armour Training, Attack Focus (assault rifle), Defensive Attack, Demolitions, Evasion, Far Shot, Firearms Training, Improvised Tools, Point Blank Shot, Precise Shot
Combat: +5 (+4 base, +1 Dex), Defence Dodge/Parry +5/+4 (+4 base, +1 Dex/+0 Str), Initiative +1
Savings Throws Toughness +3 (+3 armour), Fortitude +5 (+5 base), Reflex +3 (+2 base, +1 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; 5 pounds C4 w/detonators; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); AN/PRC-117F squad radio w/ satcom; tactical radio; military grade laptop

Urban Kit: Norinco P226 autoloader pistol (in concealed carry rig); 2 P226 magazines; removable silencer for P226; combat knife; undercover vest;
in rucksack: 5 pounds C4 w/detonators; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio; military grade laptop

Weapon Att         Range    Crit         Dam        Ammo     Special
AKM      +6           75           20           +5           30           Autofire
P226       +5           45           20           +4           13

Demolitions Feat: When using any Skill to complete a task related to Demolitions, including the placing, arming, removal, or disarming of explosives, the character gains a +2 bonus

The Sniper, Army Warrant Officer
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
Skills: Acrobatics +3/+0, Climb +1/-2, Concentration (9) +11, Escape Artist +3/+0, Jump +1/-2, Languages (4) (Arabic, English, French, Pashto, Tajik) +4, Notice (9) +11, Sleight of Hand +3/+0, Stealth (9) +12/+9, Survival (5) +7, Swim +1/-2
Feats: Armour Training, Attack Focus (rifle), Attack Specialization (rifle), Far Shot, Firearms Training, Greater Attack Focus (rifle), Improved Precise Shot, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+7 (+6 base, +3 Dex/+1 Str), Initiative +3
Savings Throws Toughness +4 (+3 armour, +1 Con), Fortitude +6 (+5 base, +1 Con), Reflex +5 (+2 base, +3 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); satcom; tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
SVDS     +11         325         19-20/+4+7           20
P226       +9           45           20           +4           13

Weapons NCO, Army Sergeant
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +2, Dex +3, Con +2, Int +0, Wis +0, Cha +0
Skills: Acrobatics +3/+0, Climb (5) +7/+4, Escape Artist +3/+0, Intimidate (9) +9, Jump +2/-1, Languages (4) (English, German, Hindi, Russian, Tajik) +4, Notice (5) +5, Sleight of Hand +3/+0, Stealth (9) +12/+9, Swim (4) +5/+2
Feats: Armour Training, Attack Focus (machinegun), Attack Specialization (machinegun), Far Shot, Firearms Training, Greater Attack Focus (machinegun), Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+8 (+6 base, +3 Dex/+2 Str), Initiative +7
Savings Throws Toughness +5 (+3 armour, +2 Con), Fortitude +7 (+5 base, +2 Con), Reflex +5 (+2 base, +3 Dex), Will +2 (+2 base, +0 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Norinco Type 81 SAW; 4 Type 81 drum magazines; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); squad radio w/satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); sitcom; tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
SAW       +11         325         20           +6           75
P226       +9           45           20           +4           13

The Scout, Army Sergeant
Expert 2/ Warrior 4
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +2, Con +2, Int +2, Wis +3, Cha +0
Skills: Acrobatics (5) +7/+4, Climb (5) +5/+2, Drive (5) +7, Escape Artist +2/-1, Jump (3) +3/+0, Languages (2) (English, Dari, Farsi, Pashto, Tajik) +4, Notice (9) +12, Ride (4) +6, Search (9) +11, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (9) +12, Swim (5) +5/+2
Feats: Armour Training, Far Shot, Firearms Training, Point Blank Shot, Precise Shot, Sneak Attack, Track, Trackless, Trailblazer, Uncanny Dodge
Combat: +7 (+5 base, +2 Dex), Defence Dodge/Parry +7/+5 (+5 base, +2 Dex/+0 Str), Initiative +2
Savings Throws: Toughness +5 (+3 armour, +2 Con), Fortitude +4 (+2 base, +2 Con), Reflex +4 (+2 base, +2 Dex), Will +8 (+5 base, +3 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: HK G3 battle rifle; 6 G3 magazines; ACOG (night-vision capable) for G3; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); AN/PRC-117F squad radio w/satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
G3           +7            112           20           +6           20           Autofire
P226       +7           45            20           +4           13

For those interested in Sword Noir, it can be found here.

The Khorforjan Gambit can be found here.

You can check out Old School Hack here.

The Quest for the Golden Panda can be found here

Fiasco can be found here.

True20 can be found here.

And just to cover my legal butt. Haven’t done one of these in a while, but here’s the OGL. Using True20 Adventure Roleplaying: Revised Edition really added to the section 15. Holy crap!

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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The Qalashar Device Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Khorforjan Gambit Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; SEP Spec Ops; the Qalashar Device; Raid on Ashkashem; the Khorforjan Gambit.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: everything

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11 Comments

  1. Just curious why you would go with Norinco. There guns tend to be poorly made copies. I used to have one of their Sig clones like you have and it gave me nothing but grief until I got rid of it. Just saying, your mileage may vary.

    1. Well, I doubt my mileage will vary, as I will likely never hold, shoot or certainly own a Norinco copy of anything. The idea was that the crew would be armed with weapons that could believably be found in Khorfojan. Now, I doubt too many SIGs make it to the weapons markets of Central Asia (or do they? hmmmm) but a Chinese knock-off just might. Also, True20’s weapons rules are so abstract, that there is no difference between the actual SIG and the Norinco knock-off.

  2. I would even go with Makarovs, Torks’, hell even Webleys being more common.

    1. It’s no problem to re-skin the Norinco knock-offs as any of those, given the stats for pistols in True20 is standard among everything. It makes the choice of firearm a stylistic choice.

  3. *shudder* at generic small arms.

    1. Yeah, we diverge on this, as I’m more and more a fan of systems in which the weapon is not a consideration for the lethality of the attack, rather the skill of the attacker and the success of the attack is the main factor in the level of damage delivered.

      But, then again, I’m only a fair weather gun bunny.

  4. I miss our talks and debates.

    1. Can you get transferred to NDHQ? 😉

  5. Always a possibility just not this APS.

  6. I just noticed none of your pre-gens beyond your Engineer has any sort of grenades lethal or non lethal. Was this by design?

    1. Heh heh heh. Totally an oversight on my part. I haven’t been doing the Modern thing in so long, it’s like flexing old muscles. Definitely something that would need to be added!

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