Hey there.
For our weekly game I split up the Trooper playbook into Trooper and Gunner, including the changes below. Note that most of the Moves are recycled from classic Regiment moves of other playbooks:
The TrooperStats: BATTLE+2, +1 in another Stat.
Special: You Always Were an Asshole: When you die, use up your remaining gear to make an attack with +1d +area but expose friendlies to 1d incidental fire from that attack.
Moves: Choose two more
- x Marines Go First: When you put the mission first and follow the orders of your superiors into danger, mark xp.
- o Battle–Tested: You get +1 BATTLE (max +3).
- o Comrade in Arms: When you aid someone and choose assist, they take +2 forward instead of +1.
- o Eye for Supply: When you scrounge for ammo or weapons, roll+BATTLE instead of roll+LUCKY.
- o Heavy Weapon: Spend 1–supply from the unit surplus to equip a heavy weapon for the mission: Incinerator, smartgun, rocket launcher, or explosive charges.
- o Fight Back: When you keep it together, roll+BATTLE instead of roll+GUTS.
- o Stone Cold: You get 1–grit.
- o Forward Observer: When you observe the enemy from a concealed position and report their movements and disposition up the chain of command, roll+TACTICS. On a 10+, choose two. On a 7–9, choose one. Your unit gets:
- Intelligence: Gain +intel.
- Tactical initiative: +1 forward to an engagement move.
- Target coordinates: +1 forward to fire support Officer move.
- o Close Quarters Battle: At tight or close range, do +1d.
Loadout Choose one
- o Pulse Rifle (3d close/near spray) w/ under–barrel grenade launcher (3d AP near messy indirect reload ordnance), rifle and smoke grenades.
- o Pulse Rifle (3d close/near spray) w/ under–barrel shotgun (2d tight quick), frag and smoke grenades.
Choose one (unless you use the Heavy Weapon move):
- o Extra Supplies: Additional ammo, grenades, bandages, etc. Single use, replenish 2 Gear.
- o Recon Gear: Motion tracker, binoculars, sidearm (2d tight quick), flares.
- o Intrusion Gear: Electronic lock–picks, welding torch.
- x Basic: Helmet w/camera and light, commlink, combat knife (2d tight), ammo, hydration packs, nutrient packs, barter items worth 3–smokes, 1–personal item
The GunnerStats: BATTLE+2, +1 in another Stat.
Special: Come get me!: When you die, move into the open and use up your remaining gear to make an attack to draw the enemy’s attention to you. Your attack deals no harm, but the rest of your team is not subject to enemy fire for the next move.
Gunner Moves Choose two more
- x Covering Fire: When you provide covering fire, spend 1–gear and roll+BATTLE. On a hit, you rake the enemy’s position with fire, giving friendly troops an opportunity; but, your VOF is reduced by one step. GM chooses: The enemy is suppressed (-1 VOF) or the enemy is pinned (cannot act) but finds cover and/ or concealment. On a 10+, you also give the allies you cover +1 forward. When you kill an enemy in this way, mark xp.
- o Angel of Death: When you’re front and center carrying the fight to the enemy, everyone on your team who can see you gets +1 grit.
- o Battle–Tested: You get +1 BATTLE (max +3).
- o Explosives Expert: When you detonate an explosive you set up, spend 1–gear and roll+TACTICS. On a 10+, it works just as you planned. On a 7–9, it works, yes, but the GM will introduce some hitch, delay, or complication right now.
- o Get Some!: When you attack or assault against a determined foe that outnumbers or outguns you, gain 1–tough and +1grit.
- o Love the Smell of Napalm in the Morning: When you use an Incinerator, increase its range to tight/close.
- o Rattlesnake: When you use a smartgun, increase your default VOF by one step.
- o Spray & Pray: When you assault, you can spend additional gear 1–for–1 to take +1 to your roll.
- o Stone Cold: You get 1–grit.
Loadout Choose one
- o Smartgun (3d near/far autofire IFF indirect), sidearm (2d tight quick), smoke grenades.
- o Incinerator (4d tight messy autofire burn terror), sidearm (2d tight quick), frag and smoke grenades, helmet.
- o Rocket Launcher (5d HEAT AP near breach messy reload ordnance), sidearm (2d tight quick), smoke grenades, helmet.
- o Pulse Rifle (3d close/near spray) w/ under–barrel grenade launcher (3d AP near messy indirect reload ordnance), explosive charges (5d AP tight messy breach ordnance), rifle and smoke grenades, helmet.
- x Basic: Camera and light, commlink, combat knife (2d tight), ammo, flares, hydration packs, nutrient packs, barter items worth 3–smokes, 1–personal item (detail).
Your comments, ideas, criticism are welcome.