← Playtest Kit

Source: hideout.md (markdown kept in kit)

Hideout — Between-Ops Playtest

GDD term: Safehouse. Contractors call it the hideout — a leased safe flat outside the EEZ fence. No combat here. Prep, heal, spend CR, then deploy again.

Open hideout-sheet.html to track CR, rep, stations, and downtime.


Where it fits

PhaseTimeDoc
Hideout / pre-op~15 minThis file + loadouts.md
Operation90 min+scenario-01-first-contract.md
Post-op~15 minChecklist below → back to hideout

Golden rule: If you didn't exfil, you don't keep gear — except Keep Case (3 slots at playtest start).


Starting state (Op 01)

Credits150 CR per operator (pooled or individual — table choice)
HandlersAll at Rep 1
StationsAll Lv 1
Keep Case3 slots (Vault upgrades later)
StashEmpty — unlimited off-kit storage at hideout
InsuranceOptional each deploy — see below

Pick a starter kit from loadouts.md. Everything else lives in stash until you buy or loot it.


Stash vs kit vs Keep Case

StorageWhenLimit
KitIn the EEZWeapon, armor, meds pouch, ammo, 1 extra — what's on your operator sheet
Keep CaseIn the EEZ3–6 slots · survives death if not looted
StashHideout onlyUnlimited · cannot be accessed mid-op

No flea market in-op. Buy, sell, craft, and repair only at the hideout.


Downtime — 2 actions per operator

Between ops, each operator picks 2 actions (or fewer). No action spent = Rest → +1 CON on bleed saves next op.

ActionEffect
TriageAdvance infirmary queue by 1 op for one blacked limb
RepairWorkshop: restore 15 DUR to one armor piece (see costs)
CraftWorkshop: ammo or meds at −20% buy price (INT DC 12)
ModWorkshop: attach one unlocked mod (Tinkerer rep)
BarterBuy or sell from handler lists below
UpgradePay CR to raise one station level (once per station per downtime)
IntelIntel Board: buy one pre-op report
RangeNext op: +1 Recoil Control or ignore first range penalty on one weapon
Prep loadoutSwap kit from stash; set Keep Case contents. Free for categories where you own the matching Vault case

Post-op checklist (GM)

  1. Who exfilled? — Alive, OOA dragged out, or KIA.
  2. Loot triage — Kit + loose loot → stash. Keep Case only if exfil or body recovered unlooted.
  3. Death — KIA: Keep Case only (if not looted). Insurance payout if paid. New op at 75% CR of insured kit value.
  4. Rep — +1 handler rep per completed task; −1 if task failed. Dog tags / scenario rewards as written.
  5. Injuries — Blacked limbs → infirmary queue (2 ops base). Sawbones can skip queue for CR.
  6. Downtime — Each player takes 2 actions. Then brief and deploy.

Insurance

RuleDetail
Cost20% of declared kit value at deploy
Payout75% of kit value in CR if you die and body is not looted
Looted bodyNo payout — rivals/scrappers stripped you
Keep CaseAlways retained on death (contents not looted)

Playtest kit values (for insurance): M9 loadout 120 CR · M4 650 CR · AKM 580 CR


Stations

Infirmary

LevelBlacked limb healOther
Lv 12 ops per limb
Lv 21 op per limb+1 CON vs bleeds next op
Lv 31 op per limb+2 CON vs bleeds next op

Sawbones instant (any level): pay table price → limb to 10 HP immediately.

How the queue works: Each blacked limb heals on its own clock — multiple injuries tick down in parallel, one tick per op you complete. Until healed, you deploy with the limb blacked (Injured state). A limb that completes the queue returns at full HP; only the Sawbones instant heal comes back at 10 HP.

*Example: Lv 1 infirmary, blacked left leg. It needs 2 ops. Spend a Triage downtime action (advances it 1), play one op, and it's healed at full HP for the op after. Or pay Sawbones 2× surgery price and deploy on it today at 10 HP.*

Workshop

ServiceCost / rule
Repair armor5 CR per 10 DUR restored
Replace broken plateClass × 40 CR (plate at half DUR of new class)
Craft ammoBuy price −20%; INT DC 12 or lose materials
Craft bandage15 CR materials → 1 bandage
Build medsSawbones rep gates kits; craft at −20%
LevelUnlock
Lv 1Repair, basic craft
Lv 2Grips, simple mods (Tinkerer R1)
Lv 3AP loads, suppressor craft (Tinkerer R2+)

Vault

LevelKeep Case slotsUpgrade cost
Lv 13
Lv 24400 CR
Lv 35900 CR
Lv 461,800 CR

Trophy wall: flavor — mark first boss kill, rival squad wipe, contract streak. No stat bonus in playtest.

Vault cases (Weapon / Ammo / Medical — 300 CR each, Quartermaster): tempo, not capacity — the stash is already unlimited. Owning a case means swapping that category of gear during downtime is free (doesn't cost your Prep Loadout action):

CaseCovers
Weapon CaseWeapons + attached mods
Ammo CaseAmmo loads
Medical CaseMeds pouch

Armor and anything uncased still needs the Prep Loadout action. All three cases = your shooter's kit reshuffles free every downtime, and your 2 actions go to healing, crafting, and intel instead.

Intel Board

Spend 1 downtime action + CR before deploy.

IntelCostEffect
Activity50 CRGM reveals one POI enemy count
Exfil status75 CR−1 exfil clock segment on first loud action
Task lead100 CR+1 handler rep on success if task completed
Rival watch125 CRContractor spawn checks need 6 instead of 5+
LevelBonus
Lv 11 intel purchase per op
Lv 22 intel purchases
Lv 33 intel + GM may offer one hidden exfil

Range

LevelBenefit (pick one per Range action)
Lv 1+1 Recoil Control next op
Lv 2+2 RC or Advantage on first shot
Lv 3+2 RC and ignore first range band penalty once

Handlers — playtest prices

Rep 1–4 unlocks tiers. Prices are R1 unless noted.

Quartermaster

ItemBuySell
9×19 Ball (15 rds)12 CR6 CR
5.56 Ball (30 rds)28 CR14 CR
7.62×39 Ball (30 rds)32 CR16 CR
M9100 CR50 CR
M4520 CR260 CR
AKM480 CR240 CR
Class 2 Soft (AC 2)80 CR40 CR
Class 3 Rig (AC 3)220 CR110 CR
Class 4 Plate (AC 4)R3 — 480 CR240 CR
Helmet (head ×3 rule)90 CR45 CR
IFAK (1 bandage + 1 tourniquet)85 CR
Weapon Case (free weapon/mod swaps)300 CR150 CR
Ammo Case (free ammo swaps)300 CR150 CR
Medical Case (free med swaps)300 CR150 CR

Sawbones

ItemBuyNotes
Bandage25 CRStop 1 light bleed; +5 HP one limb
Tourniquet60 CRStop 1 heavy bleed
Surgical kitR2 — 150 CRBlacked limb → 10 HP
Instant limb heal2× limb surgery costSkips infirmary queue
Stim (ignore pain 1 op)R3 — 200 CRNo injured disadvantage

Tinkerer

ItemRepBuy / craft
Foregrip (+1 RC)R1120 CR
Red dot (−1 close DC)R2180 CR
Suppressor (−1 exfil clock from gunfire)R2250 CR
AP 5.56 (PEN +1)R340 CR / 30 rds
Parts (from bloodied gear)1d4 per strip; craft discount 10 CR/part

Handler tasks (between ops)

Handlers offer one optional task per op. Accept at pre-op briefing.

HandlerExample taskSuccessFail
QuartermasterExfil with 60+ rds rifle ammo+1 Rep, +50 CR−1 Rep
SawbonesExtract without using surgical kit+1 Rep, free bandage−1 Rep
TinkererMark POI antenna (Scenario 01)+1 Rep, +50 CR−1 Rep

Sell loot (quick values)

LootCR
Intel chip25
CR stash (scenario)10–50
Dog tagsKeep Case or 30 CR sell
Rival kit pickUse weapon/armor sell prices
Meds off deadHalf Sawbones buy price

Playtest economy note

Your first 2–3 ops you should feel broke. That's intentional. Keep Case discipline and handler tasks matter more than buying Class 4 on day one. A clean Scenario 01 exfil is roughly +100–200 CR per operator after sells — enough for ammo, one upgrade, or insurance on a better kit.


Quick deploy flow

  1. Pay insurance (optional).
  2. Buy ammo/meds · craft/repair · heal queue.
  3. Spend downtime actions (2 each).
  4. Set kit + Keep Case on operator sheet.
  5. Buy intel (optional).
  6. Deploy — read scenario briefing.