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
| Phase | Time | Doc |
|---|
| Hideout / pre-op | ~15 min | This file + loadouts.md |
| Operation | 90 min+ | scenario-01-first-contract.md |
| Post-op | ~15 min | Checklist 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)
| |
|---|
| Credits | 150 CR per operator (pooled or individual — table choice) |
| Handlers | All at Rep 1 |
| Stations | All Lv 1 |
| Keep Case | 3 slots (Vault upgrades later) |
| Stash | Empty — unlimited off-kit storage at hideout |
| Insurance | Optional 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
| Storage | When | Limit |
|---|
| Kit | In the EEZ | Weapon, armor, meds pouch, ammo, 1 extra — what's on your operator sheet |
| Keep Case | In the EEZ | 3–6 slots · survives death if not looted |
| Stash | Hideout only | Unlimited · 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.
| Action | Effect |
|---|
| Triage | Advance infirmary queue by 1 op for one blacked limb |
| Repair | Workshop: restore 15 DUR to one armor piece (see costs) |
| Craft | Workshop: ammo or meds at −20% buy price (INT DC 12) |
| Mod | Workshop: attach one unlocked mod (Tinkerer rep) |
| Barter | Buy or sell from handler lists below |
| Upgrade | Pay CR to raise one station level (once per station per downtime) |
| Intel | Intel Board: buy one pre-op report |
| Range | Next op: +1 Recoil Control or ignore first range penalty on one weapon |
| Prep loadout | Swap kit from stash; set Keep Case contents. Free for categories where you own the matching Vault case |
Post-op checklist (GM)
- Who exfilled? — Alive, OOA dragged out, or KIA.
- Loot triage — Kit + loose loot → stash. Keep Case only if exfil or body recovered unlooted.
- Death — KIA: Keep Case only (if not looted). Insurance payout if paid. New op at 75% CR of insured kit value.
- Rep — +1 handler rep per completed task; −1 if task failed. Dog tags / scenario rewards as written.
- Injuries — Blacked limbs → infirmary queue (2 ops base). Sawbones can skip queue for CR.
- Downtime — Each player takes 2 actions. Then brief and deploy.
Insurance
| Rule | Detail |
|---|
| Cost | 20% of declared kit value at deploy |
| Payout | 75% of kit value in CR if you die and body is not looted |
| Looted body | No payout — rivals/scrappers stripped you |
| Keep Case | Always retained on death (contents not looted) |
Playtest kit values (for insurance): M9 loadout 120 CR · M4 650 CR · AKM 580 CR
Stations
Infirmary
| Level | Blacked limb heal | Other |
|---|
| Lv 1 | 2 ops per limb | — |
| Lv 2 | 1 op per limb | +1 CON vs bleeds next op |
| Lv 3 | 1 op per limb | +2 CON vs bleeds next op |
Sawbones instant (any level): pay 2× 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
| Service | Cost / rule |
|---|
| Repair armor | 5 CR per 10 DUR restored |
| Replace broken plate | Class × 40 CR (plate at half DUR of new class) |
| Craft ammo | Buy price −20%; INT DC 12 or lose materials |
| Craft bandage | 15 CR materials → 1 bandage |
| Build meds | Sawbones rep gates kits; craft at −20% |
| Level | Unlock |
|---|
| Lv 1 | Repair, basic craft |
| Lv 2 | Grips, simple mods (Tinkerer R1) |
| Lv 3 | AP loads, suppressor craft (Tinkerer R2+) |
Vault
| Level | Keep Case slots | Upgrade cost |
|---|
| Lv 1 | 3 | — |
| Lv 2 | 4 | 400 CR |
| Lv 3 | 5 | 900 CR |
| Lv 4 | 6 | 1,800 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):
| Case | Covers |
|---|
| Weapon Case | Weapons + attached mods |
| Ammo Case | Ammo loads |
| Medical Case | Meds 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.
| Intel | Cost | Effect |
|---|
| Activity | 50 CR | GM reveals one POI enemy count |
| Exfil status | 75 CR | −1 exfil clock segment on first loud action |
| Task lead | 100 CR | +1 handler rep on success if task completed |
| Rival watch | 125 CR | Contractor spawn checks need 6 instead of 5+ |
| Level | Bonus |
|---|
| Lv 1 | 1 intel purchase per op |
| Lv 2 | 2 intel purchases |
| Lv 3 | 3 intel + GM may offer one hidden exfil |
Range
| Level | Benefit (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
| Item | Buy | Sell |
|---|
| 9×19 Ball (15 rds) | 12 CR | 6 CR |
| 5.56 Ball (30 rds) | 28 CR | 14 CR |
| 7.62×39 Ball (30 rds) | 32 CR | 16 CR |
| M9 | 100 CR | 50 CR |
| M4 | 520 CR | 260 CR |
| AKM | 480 CR | 240 CR |
| Class 2 Soft (AC 2) | 80 CR | 40 CR |
| Class 3 Rig (AC 3) | 220 CR | 110 CR |
| Class 4 Plate (AC 4) | R3 — 480 CR | 240 CR |
| Helmet (head ×3 rule) | 90 CR | 45 CR |
| IFAK (1 bandage + 1 tourniquet) | 85 CR | — |
| Weapon Case (free weapon/mod swaps) | 300 CR | 150 CR |
| Ammo Case (free ammo swaps) | 300 CR | 150 CR |
| Medical Case (free med swaps) | 300 CR | 150 CR |
Sawbones
| Item | Buy | Notes |
|---|
| Bandage | 25 CR | Stop 1 light bleed; +5 HP one limb |
| Tourniquet | 60 CR | Stop 1 heavy bleed |
| Surgical kit | R2 — 150 CR | Blacked limb → 10 HP |
| Instant limb heal | 2× limb surgery cost | Skips infirmary queue |
| Stim (ignore pain 1 op) | R3 — 200 CR | No injured disadvantage |
Tinkerer
| Item | Rep | Buy / craft |
|---|
| Foregrip (+1 RC) | R1 | 120 CR |
| Red dot (−1 close DC) | R2 | 180 CR |
| Suppressor (−1 exfil clock from gunfire) | R2 | 250 CR |
| AP 5.56 (PEN +1) | R3 | 40 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.
| Handler | Example task | Success | Fail |
|---|
| Quartermaster | Exfil with 60+ rds rifle ammo | +1 Rep, +50 CR | −1 Rep |
| Sawbones | Extract without using surgical kit | +1 Rep, free bandage | −1 Rep |
| Tinkerer | Mark POI antenna (Scenario 01) | +1 Rep, +50 CR | −1 Rep |
Sell loot (quick values)
| Loot | CR |
|---|
| Intel chip | 25 |
| CR stash (scenario) | 10–50 |
| Dog tags | Keep Case or 30 CR sell |
| Rival kit pick | Use weapon/armor sell prices |
| Meds off dead | Half 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
- Pay insurance (optional).
- Buy ammo/meds · craft/repair · heal queue.
- Spend downtime actions (2 each).
- Set kit + Keep Case on operator sheet.
- Buy intel (optional).
- Deploy — read scenario briefing.