Difference between revisions of "KE Experienced Patrol"
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|Unit Name=KE Experienced Patrol | |Unit Name=KE Experienced Patrol | ||
|Metatype=Any | |Metatype=Any | ||
|Threat Level= | |Threat Level=4 | ||
|Faction= | |Faction=Knight Errant | ||
|Resource Link=https://drive.google.com/drive/folders/1K6Rdoby7dHZjeiA5F_h6HbHVJcWNehBw | |Resource Link=https://drive.google.com/drive/folders/1K6Rdoby7dHZjeiA5F_h6HbHVJcWNehBw | ||
|Thematics and Mechanics Approval=No | |Thematics and Mechanics Approval=No |
Latest revision as of 02:42, 26 June 2018
Base Metatype | Any |
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Threat Level | 4 |
Typical Faction | Knight Errant |
Thematics Approval | |
Mechanics Approval |
Description
"These guys don't frag around, they have the skills and experience to ruin a cocky runners day" - Fuse
Key Information
KE is deployed with their pistol and taser carried and either a shotgun, a submachine gun or an assault rifle in their car. They also carry a stun baton. They will work in units of 2 cops and 1 car except for the Barrens, where the unit will increase to 4 cops and 1 car.
Standard Operating Procedure/Rules of Engagement
Similar to standard patrol
Stat Block
B | A | R | S | W | L | I | C | Ess | Special Att | ||
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4 | 4 | 6 | 4 | 3 | 3 | 5 | 4 | 2.2 | 7 | ||
Condition Monitor | 10 | ||||||||||
Limits | Physical 6, Mental 5, Social 5 | ||||||||||
Initiative | 11+2d6 | ||||||||||
Qualities | None | ||||||||||
Skills |
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Knowledge Skills |
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Augmentations |
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Spells | N/A | ||||||||||
Adept Powers | N/A | ||||||||||
Gear |
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Weapons |
Frangible, (140x) Gel Rounds, Smartgun System, Internal, (5x) Spare Clips
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Vehicles | Ford Americar (Handling 4, Speed 3, Accel 2, Body 11, Armor 6, Pilot 1, Sensor 2, Seats 4)
Condition Monitor: 18 Armor: 6H Limits: Mental 2 Physical Initiative: 2+4D6
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