Starter Loadouts — Playtest Op 01
Playtest arms: M9 · M4 · AKM (military designators only — no manufacturer trademarks on cards).
All operators start Op 01 with these options. Pick one. Keep Case holds 3 items regardless of loadout.
A — M9 (recommended first run)
| Slot | Item |
|---|---|
| Weapon | M9 — 9×19 pistol (PEN 1 / DMG 28 / 15rds) |
| Armor | None |
| Meds | 2× Bandage |
| Ammo | 45× 9×19 Ball |
| Keep Case | 1× Dog tags (handler task) · 1× CR stash (50) · 1× empty |
Notes: Cheap. Learn the loop. Don't get shot.
B — M4
| Slot | Item |
|---|---|
| Weapon | M4 — 5.56 carbine (PEN 3 / DMG 38 / 30rds) |
| Armor | Class 3 Rig (AC 3 / 35 DUR) |
| Meds | 1× Bandage, 1× Tourniquet |
| Ammo | 90× 5.56 Ball |
| Keep Case | 1× Intel chip · 2× empty |
Notes: Default contractor kit. Vest stops pistol, not AP.
C — AKM
| Slot | Item |
|---|---|
| Weapon | AKM — 7.62×39 rifle (PEN 3 / DMG 44 / 30rds) |
| Armor | Class 2 Soft (AC 2 / 25 DUR) |
| Meds | 1× Bandage |
| Extra | Breach charge (1× — auto-opens any door, even vault-grade; loud) |
| Ammo | 60× 7.62×39 Ball |
| Keep Case | 1× Handler package (scenario objective) · 2× empty |
Notes: STR 12+ recommended. Loud. Fast.
Playtest arms reference
| Designator | Caliber | PEN | DMG | BLUNT | Mag | Role |
|---|---|---|---|---|---|---|
| M9 | 9×19 | 1 | 28 | 9 | 15 | Sidearm / budget run |
| M4 | 5.56×45 | 3 | 38 | 13 | 30 | Standard carbine |
| AKM | 7.62×39 | 3 | 44 | 15 | 30 | Rifle / breacher |
Med item rules (playtest)
| Item | Effect | Actions |
|---|---|---|
| Bandage | Stop 1 Light bleed; restore 5 HP to one limb | 1 action |
| Tourniquet | Stop 1 Heavy bleed on limb | 1 action |
| Surgical kit | Restore blacked limb to 10 HP (out of combat or 2 actions in combat) | 2 actions |
Weapon quick stats
| Weapon | ROF | Range band | Reload |
|---|---|---|---|
| M9 | Semi | Close/Mid | 1 action |
| M4 | Semi/Burst* | Mid/Long | 1 action |
| AKM | Semi | Mid/Long | 1 action |
*Burst = 3 shots, −2 to hit, resolve each hit separately.