← Playtest Kit

Source: loadouts.md (markdown kept in kit)

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.


SlotItem
WeaponM9 — 9×19 pistol (PEN 1 / DMG 28 / 15rds)
ArmorNone
Meds2× Bandage
Ammo45× 9×19 Ball
Keep Case1× Dog tags (handler task) · 1× CR stash (50) · 1× empty

Notes: Cheap. Learn the loop. Don't get shot.


B — M4

SlotItem
WeaponM4 — 5.56 carbine (PEN 3 / DMG 38 / 30rds)
ArmorClass 3 Rig (AC 3 / 35 DUR)
Meds1× Bandage, 1× Tourniquet
Ammo90× 5.56 Ball
Keep Case1× Intel chip · 2× empty

Notes: Default contractor kit. Vest stops pistol, not AP.


C — AKM

SlotItem
WeaponAKM — 7.62×39 rifle (PEN 3 / DMG 44 / 30rds)
ArmorClass 2 Soft (AC 2 / 25 DUR)
Meds1× Bandage
ExtraBreach charge (1× — auto-opens any door, even vault-grade; loud)
Ammo60× 7.62×39 Ball
Keep Case1× Handler package (scenario objective) · 2× empty

Notes: STR 12+ recommended. Loud. Fast.


Playtest arms reference

DesignatorCaliberPENDMGBLUNTMagRole
M99×19128915Sidearm / budget run
M45.56×453381330Standard carbine
AKM7.62×393441530Rifle / breacher

Med item rules (playtest)

ItemEffectActions
BandageStop 1 Light bleed; restore 5 HP to one limb1 action
TourniquetStop 1 Heavy bleed on limb1 action
Surgical kitRestore blacked limb to 10 HP (out of combat or 2 actions in combat)2 actions

Weapon quick stats

WeaponROFRange bandReload
M9SemiClose/Mid1 action
M4Semi/Burst*Mid/Long1 action
AKMSemiMid/Long1 action

*Burst = 3 shots, −2 to hit, resolve each hit separately.