Rambo
Rambo
A C I N E M AT I C S O U R C E B O O K ™
CA 1-08
FIRST BLOOD ™ & © 1982 STUDIOCANAL S.A.S. All Rights Reserved. © 2023 STUDIOCANALS.A.S.® All Rights Reserved.
RAMBO: FIRST BLOOD PART II ™ & © 1985 STUDIOCANAL S.A.S. All Rights Reserved. ® 2023 STUDIOCANAL S.A.S. • All Rights Reserved.
RAMBO III ™ & © 1988 STUDIOCANAL S.A.S. All Rights Reserved. © 2023 STUDIOCANAL S.A.S. • All Rights Reserved.
RAMBO™’ is a Trademark owned by STUDIOCANAL S.A.S. All Rights Reserved. © 2023 STUDIOCANAL S.A.S. • All Rights Reserved.
© 2023 Evil Genius Productions, Inc. All Rights Reserved. Everyday Heroes™, Everyday Heroes Rules System™,
Everyday Heroes Core Rules™, EDH™ are registered trademarks of Evil Genius Productions, LLC.
2 RAMBO
TABLE OF CONTENTS
CREDITS2 FOREWORD4
PART I: INTRODUCTION 5
THE MOVIES 5 THE WORLD OF RAMBO 6
Introduction 3
FOREWORD
Growing up, all my friends watched Rambo, but I never did. I was
deeply into fantasy and all things geeky, so Rambo’s military
theme didn’t appeal to me. Nonetheless, my buddies loved it,
and we played many adventures inspired by the cinematic
military fantasies of the time. In these games, I typically COMFOR T AND SAF
ETY
played a cautious and clever sniper who put survival before For the comfort
and safety of bo
body count. Ultimately, it was my passion for strategic war and your player th you as the Ga
s, we want to ou me Master
games that sparked my interest in military history and that may be un tline the themes
comfortable for in Rambo
the weapons of war, and that brought me back to military- discussing them some. We recom
with your group m en d
themed films and storytelling. asking if anyone before you begi
has any concer n play, and
are presented. ns about how th
The first time that I watched any Rambo film was in ese topics
preparation for writing this book; while writing it, I watched В Deadly
violence
them all multiple times. I’ve become especially fond of В Drug us
e
Rambo: First Blood, which is both an exciting action film
В Global po
and a genuine character drama that paints Rambo as litics
В Mental
a strongly sympathetic character, while you come to health
despise Sheriff Teasle and his corrupt officers. Even В Profanity
though it reportedly had a troubled production, the В Torture
result is a very well-crafted film. I’ve been sucked into
В Warfare
the story every time that I’ve watched it, and often forgot
my note-taking. If any players ex
press concern
depictions, we re about these them
commend that es or
While First Blood is my favorite, I enjoyed the second you make an ef
minimize the fo fo rt to
and third films as well. The drama takes a back seat to cus on the conc
erning theme.
the action in these movies, but there are a lot of great
character moments for Rambo, and some really iconic
T H E FA D E-T O -B LAC
K TOOL
action scenes, many captured in posters that adorned As a group, dete
rmine a way for
bedroom walls throughout the ‘80s, ‘90s, and beyond. signal that they anyone in the ga
would like an un me to
They really are iconic action films that set the standard resolve “off-scre co mfortable scen
en” with no furt e to
for military fantasy films. then narrate a her description.
“fade-to-black.” Yo u can
still happen, an The consequenc
My intention is always to write books honoring the d the world still es of actions
that scene are moves on, but th
source material and its fans, but, with Rambo, I now left to the im e details of
agination.
especially wanted to reach out to folks like myself; Ideally, the signa
l is a gesture th
people who never thought that they would enjoy everyone in the at is easy to ob
game. In-perso serve for
something like Rambo because they didn’t know what or figure to poin n games often us
t to. The X-card e a card
it had to offer. I dearly hope that you find this book X drawn on it) is (a card or pape
a common stan r with an
both a springboard for exciting adventures and a black” is an optio dard. Saying “le
n as well. t’s fade to
thoughtful exploration of the themes presented in
the films.
Sincerely
SIGFRIED TRENT
4 RAMBO
PART I: N
T R O D U C T I O
I N
The Rambo franchise is primarily a military fantasy. Even
THE MOVIES
when it tackles serious and painful topics, it delivers these “Hey. If you’re looking for trouble, you’ve
ideas in the context of incredible action cloaked in the come to the right place, buddy.”
— DEPUTY SERGEANT ARTHUR GAULT (RAMBO: FIRST BLOOD)
mystique of military Special Forces. Rambo invites the
viewer to walk in the shoes of a man who can overcome This book is based on the first three films in the Rambo
any odds, whose conviction and character give him nearly franchise. All three were popular at the box office, and
superhuman endurance, and who is always fighting for are fondly remembered by military action fans, especially
what he believes is right. those of us who grew up in the 1980s, when these movies
As war films, the Rambo movies are grounded in real- were released in theaters.
world conflicts, real-world military groups, and what it
means to be a soldier fighting for your country. As fantasy RAMBO: FIRST BLOOD
films, they take liberties with all of those elements to
Rambo: First Blood, released in theaters in 1982, was
create a larger-than-life story of a man who can defeat
based on a novel of the same name written in 1972. It
corrupt police, the National Guard, the Vietnamese Army,
stars Sylvester Stallone as John Rambo, a role that
and even the Soviets largely on his own. Yet the movies
Stallone continued to play in all the films. The film tells
are still a tribute to the real men and women who live and
the story of a homeless vet who is abused by small-town
die as soldiers, and to veterans.
police, flees their custody, and is hunted in the wilderness.
This section of Rambo dives into the world of the films. For Rambo proves more than a match for both the police and
the most part, it is our own world, as seen through the the National Guard until he is finally captured with the
lens of the U.S. military and the eyes of a veteran soldier help of his old commanding officer, Colonel Trautman.
like Rambo himself. The film combines intense action with a dramatic theme
that is built around the difficulty of war veterans returning
to civilian life.
Part I: Introduction 5
RAMBO: FIRST BLOOD PART II WHO IS RAMBO?
Released in 1985, Rambo: First Blood Part II was a record- “Who are you?” —ZAYSEN
breaking blockbuster that both cemented Rambo as a “Your worst nightmare!” —RAMBO
cultural phenomenon and exemplified the ‘80s action (RAMBO III)
movie. The story sends John Rambo back to Vietnam
We are first introduced to the character of John J. Rambo
on a mission to prove that rumors of American POWs
as an indigent veteran of the Vietnam war. Later, we find
still in captivity are false. Instead, he discovers American
out that he was a decorated member of the U.S. Army
prisoners held in horrible conditions and, contrary to his
Special Forces—specifically, a Green Beret who served
orders, decides to free them. The second film focuses
as a member of a Special Operations Group (SOG)
almost entirely on the action, but continues the political
detachment. His unit was designated Baker Team. He was
themes of government corruption and the mistreatment
among the best-of-the-best special operations soldiers of
of veterans.
his time. As a civilian, however, Rambo seems alone and
lost and, even as he tries to connect with civilian life, he
RAMBO III discovers that he is the last of his team left alive.
Rambo III is the final movie in the series set in the 20th Physically and mentally, Rambo is a paragon. His combat
century. Released in 1988, while Part II was still fresh in skills are unmatched, he has a keen mind, and he has
the public mind, it didn’t quite match the popularity of mastered a wide range of skills useful in unconventional
its predecessor. The action takes place in Afghanistan warfare. But, emotionally, he is a deeply troubled man.
during the Soviet occupation. Rambo is reluctant to get Rambo was left traumatized by the horrors of war, the
involved until he receives word that Colonel Trautman has torture that he endured as a POW, and the death of his
been taken captive by the Soviets. Determined to rescue entire team of close-knit soldiers. Returning home from
his mentor and ally, Rambo joins with the mujahideen to war, he encountered the strong anti-military sentiment
rescue Trautman and help the Afghan rebels defeat the of those who opposed U.S. involvement in Vietnam. Even
Soviet forces. While the implied politics of the film haven’t among those who were not overtly hostile, his service
aged well, the action is still great, and Stallone is as iconic was far from honored. Due to his physical and emotional
as ever in the role. trauma, he was unable to hold a job and he had no
friends or family to turn to for support.
THE WORLD Although adept at the art of war, and perhaps feeling the
most fulfilled as a soldier, Rambo is not a bloodthirsty,
OF RAMBO or even an aggressive person by nature. He seems to
prefer living a relatively simple life involving routine,
“Back there, I could fly a gunship; I could drive a hard work, and a sense of place. Even when confined in a
tank; I was in charge of million-dollar equipment.
hard-labor prison camp, he seems at ease, remarking, “In
Back here, I can’t even hold a job parking cars!”
here, at least I know where I stand.” Rambo has a strong
—RAMBO
(RAMBO: FIRST BLOOD) sense of ethics and an even stronger sense of loyalty.
He helps those in need, pays his debts, and holds to
The world of Rambo is essentially our own. Not everything American patriotism, even in the face of mistreatment by
in the films is realistic, though. These are military fantasy corrupt officials.
films that take liberties in their storytelling, but each film
deals with contemporary, real world issues and situations.
The three movies cover a period of time from roughly
GUERRILLA WARFARE
1979 to the latter parts of the Soviet-Afghan War of the The type of military action seen in the Rambo films is
1980s. Likewise, we keep to the themes and style of these typically called “guerrilla warfare,” which is a type of
seminal films by focusing this book on pre-millennial asymmetrical warfare, defined by a set of strategies used
military conflicts in the post-Vietnam era. by a smaller force facing a larger one. Guerrilla fighters
The action and drama in all three films is heavily avoid direct engagement with the enemy on its own terms,
influenced by who Rambo is as a character. Even though and instead use stealth, hit-and-run attacks, and sabotage.
he is a humble and stoic soldier, he becomes a flashpoint While the line between guerrilla warfare and terrorism
for everything that happens, and we mostly see the isn’t always clear, a principled soldier like Rambo would
stories through his eyes. never purposefully put innocent civilians in danger.
Unfortunately, not all soldiers are John Rambo.
6 RAMBO
Strictly speaking, U.S. special operations soldiers like
Rambo aren’t considered guerrilla fighters, as they are
part of a larger, conventional military command. That
said, the tactics they use, and the types of missions they
are often sent to perform are very much guerrilla tactics
and operations. They often work behind enemy lines, are
under threat by much larger forces, and use stealth and
high mobility to get in, accomplish their objective, and
get out before the bulk of their opponents can bear down
on them.
Even though Rambo fights alone until the end of the
third film, he would have been trained to operate as part
of a small team of between five and ten soldiers, each
with a range of training specialties. While such teams
do sometimes operate semi-independently in the field,
they are, in truth, part of a larger special operations unit,
including the wide array of soldiers and officers who
support them.
Guerrilla warfare is especially common in civil wars,
uprisings, and succession crises. The opposing forces are
both indigenous to the area, and can easily hide amongst
and find support from the local population. This makes it
easy to engage in sustained hit-and-run tactics, sabotage,
and even the infiltration of enemy forces. This kind of
conflict can become systemic and continue for decades,
spawning multiple generations of guerrilla fighters.
This type of warfare also lends itself to RPG adventures,
as teams are often assigned specific objectives to be
carried out in a short time frame. They face considerable
danger, and often have to solve complex tactical
problems in the field. Although guerrilla fighters are
still expected to follow orders, they must often operate
under radio silence to keep their position hidden from the
enemy. Thus, the team has to make decisions based on
its understanding of its mission orders, instead of being
micromanaged by the chain of command.
US SPECIAL FORCES
For most of recorded history, military units have engaged
in guerrilla warfare. But it wasn’t until WWII that the U.S.
Army began looking to create a permanent command
tailored specifically to such warfare. Rambo is a member
of the U.S. Army Green Berets--which are among the first
official U.S. Special Forces groups that still exist today--
and so is considered part of the Special Forces.
In the modern era, nearly every branch of the US military
has one or more special operations units. The field
operators, like Rambo, are only a small part of these
organizations. Intelligence gathering, communications,
logistics, and the more mundane types of work are
carried out by other, highly trained military personnel.
Part I: Introduction 7
The Vietnam war was the first large-scale conflict in
which U.S. special operators were frequently used in
combat. Rambo’s second tour in Vietnam was as part of
SOG (Military Assistance Command, Vietnam—Studies
and Observations Group). This CIA-initiated command
pioneered the special operations program and brought
together elite soldiers from all branches of the US
military. Their operations were highly classified and
sometimes quite controversial.
VETERANS
“To survive a war, you gotta become war.” —RAMBO
(RAMBO: FIRST BLOOD PART II)
8 RAMBO
Despite the hardships, though, most veterans identify THEATERS OF WAR
their time in the military as one that greatly defines them.
Unfortunately, every period of human history has had
The incredible closeness and camaraderie of military life,
its share of wars and military conflict, and the late-
especially when under enemy fire together, is something
twentieth century is no exception. While the period saw
that veterans can never forget. Those moments can be
no truly global wars, the Cold War threat of a nuclear
the most human, the most true, and the most essential
apocalypse cast a grim shadow over the entire world, as
of their lives, and almost no part of civilian life can
the US and the USSR traded threats and developed ever
match them.
more devastating weapons with the potential to destroy
civilization as we knew it. Meanwhile, the two powers were
THE LATE-TWENTIETH CENTURY engaged in wide-ranging proxy conflicts throughout the
Rambo: First Blood takes place in 1981, and Rambo III developing world. And, while the following summaries
takes place sometime during the Soviet-Afghan war, touch only briefly on the complexities of each conflict,
which ended in 1989. Rambo didn’t return to the screen together, they evoke an era of widespread warfare.
until after the millenia, by which time life had been
VIETNAM WAR (1955–1975)
transformed by the ubiquity of smartphones and the
Although the Vietnam war took place prior to the
Internet, and by a changed political climate.
events in the Rambo films, it looms large in Rambo’s
The late-twentieth century saw the final decade of
story, and it is directly evoked in Rambo: First Blood Part
the Cold War and, in the 90s, there was a transition in
II. The conflict stemmed primarily from colonization, a
American foreign policy from fighting communism to
scramble for power as French domination waned, and
combating terrorism. In twenty years, elements of the
the U.S. containment policy. The primary line of division
mujahideen that Rambo champions in Rambo III had
was between the communist-supported North and the
become America’s chief military foes, and America was
capitalist-supported South, but the war was also both
the new foreign power occupying Afghanistan. Only one
complicated and influenced by simultaneous and related
year after the release of Rambo III, the Berlin Wall fell and,
conflicts in neighboring countries. The war ended with
two years later, in December 1991, the Soviet Union was
the withdrawal of US forces in 1973 and the eventual
officially dissolved. The Cold War was over.
surrender of the South Vietnamese government in 1975.
These events did not, of course, signal the end of
America’s opposition to communist governments NICARAGUAN REVOLUTION (1961–1990)
worldwide, but they did signal a significant change in This conflict started as FSLN (“Sandinista”) rebel forces
focus. Turmoil in the Middle East--largely stemming from fought against the Somoza dictatorship from 1961 to 1979,
U.S. support of both Israel and coups in countries like when they eventually took control of the government. As
Iran--had turned the Islamic nationalists that targeted U.S. the Sandinistas were socialist, the US funded a right-
diplomatic and military installations in the region against wing rebel movement called the “Contras.”. It continued
the U.S. to support them until 1990, when elections led to the
The Rambo films highlight the military-themed patriotism Sandinista party losing control of the government and
of the 1980s, which was championed by Ronald Reagan mending relations with the U.S. All sides were cited for
and bolstered by a surge of conservative politics in the human rights atrocities.
U.S. The “War on Drugs” was a key policy focus within the
NAMIBIAN WAR OF INDEPENDENCE
U.S., and HIV/AIDS was sweeping across the world. The
(1966–1990)
decade was viewed as an age of prosperity coupled with a
Intertwined with the Angolan Civil War (see below),
steep rise in violent crime connected to the drug trade.
this conflict centered on the Namibian struggle for
During this period, the smart-weapon systems now independence from South Africa. The rebellion was led
standard in the military were still the realm of DARPA by SWAPO, which established its military wing, PLAN,
research and popular speculation. Military fantasies were in 1966, and armed insurrection began. South Africa
popular in mass media, with shows like the A-Team, GI Joe, became increasingly aggressive as the conflict wore on,
and Airwolf on the TV, and the Rambo films, Red Dawn, and attacking a rebel base in Zambia and conducting a raid
Top Gun in the movie theaters. into Angola. Like the Angolan Civil War, this conflict was
used as a Cold War proxy at times, with varying degrees
of involvement by Cuba, the U.N., the UK, the U.S., and
Part I: Introduction 9
Russia. Ultimately, the independence movement was government. The conflict ravaged the country, resulted in
successful and, in 1990, the Secretary-General of the UN the deaths of up to 2 million Afghans, and created millions
administered the oath of office to the first President of the of refugees.
newly independent state.
SALVADORAN CIVIL WAR (1979–1992)
ETHIOPIAN CIVIL WAR (1974–1991) After a military coup in 1979, El Salvador became
This Civil War took place in Ethiopia and present-day embroiled in a civil war between the US-backed, military
Eritrea. It began in 1974, when the Ethiopian military junta, government and the leftist FMLN insurgency. The war--
known as the Derg, overthrew the Ethiopian Empire, and which resulted from socioeconomic inequalities, election
established a Marxist-Leninist state.. The Derg faced fraud, and human rights violations--was a humanitarian
opposition from various radical movements led by current disaster, with atrocities committed by both sides (only
and exiled students. In retaliation, the Derg instigated the 5% were attributed to the FMLN). Death squads, torture,
Qey Shibar (Ethiopian Red Terror). which claimed 30,000 kidnapping and murder were rampant, 75,000 people
- 750,000 victims.. In time, the famine (resulting in over 1 died, and 25% of the populace was displaced.
million deaths), economic instability, and nationalization
of industry and land increased support for the rebels. In
IRAN-IRAQ WAR (1980–1988)
1991, the rebel coalition EPRDF overthrew the dictatorship Long-standing tensions between the two nations turned
of President Mengistu, and established the Transitional to war when Iraq invaded Iran in 1980. Despite eight years
Government of Ethiopia. Ethiopia later became a federal of fighting, neither side made substantial gains against
parliamentary republic. the other. The US and other western nations supported
Iraq, while Iran was supported by the USSR. Iraq deployed
ANGOLAN CIVIL WAR (1975–2002) chemical weapons towards the end of the war, and later
This conflict began immediately after Angola became turned them on the Kurdish population in northern Iraq.
independent from Portugal. It revolved around the Soviet-
and Cuban-backed MPLA and the U.S.- South African-
FALKLAND ISLANDS WAR (1982)
backed UNITA. At heart, it was a struggle for power After a protracted dispute over the sovereignty of the
between two former anti-colonial guerrilla movements. Falkland Islands and South Georgia between Argentina
The MPLA was ultimately victorious, but the nation was and the UK, Argentina invaded both the Falkland Islands
ravaged, 500,000 - 800,00 people died, and over 1 million and South Georgia in April 1982, stating that it was
people were displaced. reclaiming its own territory. UK forces mobilized and, after
74 days, the conflict ended with an Argentine surrender.
LEBANESE CIVIL WAR (1975–1990)
This conflict resulted from long-standing religious-political
SECOND SUDANESE CIVIL WAR (1983–2005)
and economic inequalities among Lebanon’s diverse This conflict between the central Sudanese government
population. Power and wealth had long been vested in the and the SPLA was largely a continuation of the First
Maronite Christians, who resisted all attempts to erode Sudanese Civil War (1955-72), and one of the longest civil
their power, but the majority of the nation was Muslim. wars on record. The war, ensuing famine, and drought
The conflict was further inflamed by the U.S., Israel, cost an estimated 2 million lives.. A Peace Agreement was
Iran, Syria, and other Arab nations, each with a stake signed in 2005 that, among other things, gave autonomy
in which faction governed Lebanon, and by an influx of to the south for 6 years, followed by a referendum on
Palestinians in 1948 and 1967. The war ended in 1990, but independence. South Sudan gained independence in 2011,
violence continued, and the South Lebanon conflict did with 98.8% support for independence on the referendum..
not end until a decade later.
WAR IN UGANDA (1986–1994)
SOVIET–AFGHAN WAR (1979–1989) The War in Uganda was a civil war between the
Featured in Rambo III, this decade-long conflict was government under Museveni and a number of rebel
one factor in the dissolution of the Soviet Union. The groups. In 1994, outside powers intervened, funding
Soviets had expected a 6-month conflict, but faced rebellions to overthrow Museveni, and Uganda also
fierce resistance from Afghan guerrillas and severe became involved in border conflicts with Zaire and Sudan.
operational difficulties in the rugged, mountainous terrain. Although the government defeated most of the rebels,
They withdrew in 1989, but supported the remaining some groups continue their insurgencies to this day.
10 RAMBO
SOLDIERS OF FORTUNE considered little more than murderers for hire by most
governments and humanitarian organizations.
Soldiers of fortune are professional warriors who fight
for pay. They are usually members of a larger mercenary Soldiers of fortune are hired for a wide range of missions
company, but some are independent soldiers of fortune and, unlike normal soldiers, they always have the option
that hire directly with foreign military units. They are to say no to any particular assignment. For instance, it’s
almost universally drawn from the world’s military and highly unlikely that they will take on a mission with a high
security forces. Once released from their original duty, chance of significant casualties. This is not to say that
they decide to continue in their former occupation, they will not risk their lives in the line of duty, but, rather,
possibly due to a love of the military lifestyle, or because that they don’t typically sign up for suicide missions.
their set of skills dictates the career, or as a way for It’s common for mercenaries to serve as security for
veterans of war to cope with the difficulty of returning to behind-the-lines operations, which frees up national
civilian life. soldiers to fight on the front. They also often serve as
Some mercenaries work for legally recognized military advisors and trainers, as most soldiers of fortune
organizations employed by major governments, while have extensive combat and law enforcement experience.
others are available for hire by anyone, including criminal If they don’t engage directly in offensive combat,
and rebel factions. Even those with official sanction and though, units like these have a different classification
recognition often have a controversial reputation due under international law, and they often call themselves
to the stigma associated with engaging in war strictly Private Military Contractors or Private
for personal profit. Those in the shadiest companies are Security Contractors.
Part I: Introduction 11
PART II:
HER O OPTION
S
BACKGROUNDS В Ability Adjustment. Increase your Constitution by one,
to a maximum of 20.
“Listen, Will, you sure picked one hell of a В Language: Choose one additional language
guy to mess around with. This came over the
В Skill Proficiencies: Endurance
teletype a few minutes ago: John Rambo is a
Vietnam vet. He’s a Green Beret, Congressional В Iconic Equipment: Photographs of the family you lost
Medal of Honor. Guy’s a war hero!” В Special Feature: Know When to Run. When you take
—DEPUTY LESTER (RAMBO: FIRST BLOOD)
the Dodge action, you can take the Dash or Disengage
The first three Rambo films don’t really get into the action as a bonus action in the same turn.
backgrounds of the characters beyond Rambo’s service
in Vietnam. Rambo appears in First Blood as a man with a REMOTE VILLAGE
past that strongly defines him, and a present with which
You grew up in a small, rural village in a remote location.
he can’t quite connect. This serves to remind us that
The appearance of anyone from outside your community
“background” is really a state of mind about who you were,
was a remarkable event.
whether that is your childhood or an earlier stage of your
adult life. В Ability Adjustment. Increase an ability score of your
choice by one, to a maximum of 20.
12 RAMBO
SMALL TOWN VETERAN
You grew up in a small, rural town where everyone knows You were a member of your country’s armed forces. You
everyone else and strangers are often viewed with mustered out, but your time in uniform shaped who you
guarded suspicion. For whatever reason, you left that are today. For better or worse, civilian life is very different,
behind…but you still nurture some nostalgia for small- and you often think back to your time in the service.
town life. В Ability Adjustment. Increase your Strength by one, to
В Ability Adjustment. Increase your Charisma by one, to a maximum of 20.
a maximum of 20. В Equipment Proficiencies: Basic and Advanced
В Skill Proficiencies: Mechanics Equipment
В Iconic Equipment: A souvenir license plate, Grandma’s В Iconic Equipment: A set of dog tags, service awards
secret blueberry pie recipe, a McNally road atlas and medals, a VA card
В Special Feature: Country Cousin. You have В Special Feature: Thank You For Your Service. You
advantage on Charisma (Persuasion) and Wisdom gain advantage on Charisma (Persuasion) and
(Streetwise) checks made in small towns or with small- Charisma (Deception) checks made to change
town residents. someone’s attitude towards you to non-hostile, or
to gain small privileges otherwise denied to the
TUNNEL RAT general public.
В Iconic Equipment: A diary you try not to read, kept in a В Language: Choose one additional language
safe place В Skill Proficiencies: Stealth
В Special Feature: Bullshit Detector. You have В Iconic Equipment: Your father’s watch, an old
advantage on Wisdom (Insight) checks made to shell casing
identify when someone is lying to you. В Special Feature: Stoic. You have advantage on saving
throws to avoid becoming Frightened or to end the
Frightened condition.
14 RAMBO
SHERIFF SPECIAL FORCES OPERATIVE
You are an elected American law enforcement official You are among the world’s most highly trained
responsible for keeping the peace in your county. You soldiers specializing in guerrilla tactics and
wield exceptional power within your jurisdiction and unconventional warfare.
are beholden directly to the people rather than to other В Ability Adjustments. Increase your Strength, Dexterity,
elected officials. or Constitution by one, to a maximum of 20.
В Ability Adjustments. Increase your Charisma and В Skill Proficiencies: Athletics, Endurance, Stealth,
one other ability score of your choice by one, to a Survival, and Vehicles
maximum of 20.
В Equipment Proficiencies: Basic, Advanced, and
В Skill Proficiencies: Intimidation, Investigation, Military Equipment
Persuasion, and Social Sciences
В Iconic Equipment: Operative Pack
В Equipment Proficiencies: Basic and
В Wealth Level. 2
Advanced Equipment
В Special Feature: Never Say Die. You can re-roll all
В Iconic Equipment: Sheriff’s uniform and badge, police
failed death saving throws once.
kit, police cruiser
Wealth Level. 3
В
SPECIAL FORCES CAREER PATH
В Special Feature: The Big Boss. You have broad
The special forces career path is an optional way to create
authority over the officers and personnel working in
a profession. Instead of selecting a complete profession,
the sheriff’s office and little direct oversight. You have
you assemble one through a series of choices, allowing
advantage on Charisma (Intimidation) checks against
you to customize the profession in a number of ways. This
anyone living in your county.
takes a bit more time, but gives you more control over the
final result.
You cannot increase any ability score by more than one
point as part of your career path. If you receive a skill
16 RAMBO
Air Force Officer Combat Dive Training (Major Feat)
В Skill Proficiencies: Perception and Vehicles. В Skill Proficiencies: Athletics, Endurance, Vehicles
В Equipment Proficiencies: Basic and В Iconic Equipment: Scuba gear, ocean grease,
Advanced Equipment harpoon gun
В Iconic Equipment: Air Force dress uniform, flight suit, В Strong Swimmer. You have advantage on Strength
Colt M1911 pistol (Athletics) checks made to swim or dive, and
Constitution (Endurance) checks made to avoid
STEP 4: SPECIAL OPERATIONS suffocation effects.
TRAINING FEATS
Military personnel, especially special operations Jumpmaster Training (Minor Feat)
personnel, can pursue a wide array of training programs В Skill Proficiencies: Acrobatics
to qualify for specific assignments and duties. To В Iconic Equipment: Paratrooper boots, hand-
complete your training, select two Minor training Feats packed parachute
or one Major training Feat. These feats may also be В Death From Above. You have advantage on Dexterity
chosen when gaining levels, even by heroes with a (Acrobatics) checks made to control a parachute,
different profession. hang glider, or wingsuit. Additionally, you do not have
Advanced Language Training (Minor Feat) disadvantage when making ranged attacks while using
В Language: Choose one additional language these devices.
Analytics Training (Major Feat) В The Price Is Right. You have advantage on Charisma
В Skill Proficiencies: Insight, Security, Social Sciences checks made to bribe people.
CLASSES
Rambo introduces five new classes to Everyday Heroes. Four of the Core Rulebook classes already have a military
Four represent roles typically found in Special Forces theme and work well for heroes in the world of Rambo:
A-teams: combat engineer, combat medic, commander, В Commando
and scout. All are soldiers, but each excels at their own
В Leader
specialty. While the survivalist is not necessarily a soldier,
they certainly could be; their outdoorsman talents reflect В Heavy Gunner
the woodcraft that Rambo demonstrates in Rambo: В Sharpshooter
First Blood. While not specifically designed as military heroes, the
When considering the combat engineer and combat following classes easily fit the themes of Rambo and would
medic classes, keep in mind that they can perform make sense in a Special Forces team:
many of their duties using ability checks, but their plans В Brawler
represent moments of sheer brilliance in which there is
В Bodyguard
little-to-no risk of failure. Not having a given plan doesn’t
В Scoundrel
mean that the task it represents is otherwise impossible,
only that it may take longer, involve more preparation, В Scrapper
and carry a chance of failure. В Sleuth
18 RAMBO
COMBAT ENGINEER
(SMART HERO)
“I’ve always believed that the
mind is the best weapon.”
—RAMBO (RAMBO: FIRST BLOOD PART II)
PROFICIENCIES
В Saving Throws: Dexterity, Intelligence
В Skills: Mechanics, and choose three more from
Arts and Crafts, Athletics, Computers, Endurance,
Investigation, Natural Sciences, Perception,
Security, Stealth, and Vehicles.
В Equipment: Basic, Advanced, and Military
Equipment
В Mechanical Expertise: Gain expertise in
Mechanics
EQUIPMENT RECOMMENDATIONS
В Equipment Pack: Combat Engineer Pack
В Weapons: Grenade launcher, demolition charges
TABLE: COMBAT ENGINEER TALENTS
LEVEL TALENTS
1 I’ve Had Worse, Trajectory
3 Plans Improve
5 Advanced Combat Training, Plans Improve
7 Plans Improve
9 Plans Improve
Enacting the plan gives you the equipment needed for the PLAN ENHANCEMENTS:
demolition, provided the GM agrees that it is reasonable В 3rd: You can cut the power to an entire room.
under the circumstances. For instance, if you are in a В 5th: You can cut the power to an entire building.
prison cell, the GM may deem it unreasonable that you В 7th: You can cut the power to an entire compound.
would have any explosive charges available to you. (See
В 9th: You can cut the power to a small town or a block
“Demolition” in Part III: New Rules for the number of
within an urban city.
charges used for a given building or object.)
20 RAMBO
В Ceiling or Floor. The surface within 5 feet of the charge
The combat engineer in Rambo shares some of the same plan collapses. Everyone under the collapse must make a
concepts, names, and functions as the engineer class in the Dexterity saving throw against your plan DC, taking
Core Rulebook. These plans have been modified to better fit 3d6 bludgeoning damage (PV 1) from falling debris on
the specific genre of the Rambo movies, which has a more a failed save, or half as much on a successful one.
grounded feel. Whenever two different classes both have a Anyone who was standing on the collapsed surface
component with the same name, they are treated as being must make a Dexterity saving throw against your plan
distinct from one another, and heroes should use the version DC, taking 3d6 explosive damage (PV 4) on a failed
specific to their class. The only exception is if the component save, or half as much on a successful one. If they fail,
has an explicit limitation on how often it can be used, such they also fall through the hole, suffering falling damage
as: “You cannot use this plan again until you have completed as normal.
a short rest.” In this case, the limitation applies to the use of
В Wall or Door. The surface within 5 feet of the charge is
both plans.
breached, becoming difficult terrain and providing half
cover. Anyone behind the breached surface must make
Defensive Positions a Dexterity saving throw against your plan DC, taking
You can enact this plan outside of combat, enabling you, 3d6 explosive damage (PV 4) on a failed save, or half
your allies, and any other volunteers to build a set of as much on a successful one.
fortifications to defend your current position. If you are В Chase Hazard. The charge damages your enemies’
in a remote location these defenses must be constructed path. Choose up to two opponents, who must each
from local materials or those that you brought with make a Dexterity saving throw against your plan DC,
you. If you are in a place with reasonable access to the taking 3d6 bludgeoning damage (PV 4) on a failed
necessary hardware, they can be constructed from any save, or half as much on a successful one. Each failed
available commercial or government-issued materials. save also gives your side 1 chase point unless that
If you have The Right Tool plan, thanks to your excellent opponent drops from the chase.
planning, you can also activate that plan to supply
PLAN ENHANCEMENTS:
materials or ordnance not otherwise available. В 3rd: The damage from debris or the explosion
At 1st level, you can create one layer of defenses. A layer becomes 4d6.
consists of one type of fortification or trap sufficient to В 5th: The damage from debris or the explosion
protect the members of your team or hinder enemies
becomes 6d6. You can collapse or breach the surface
approaching your position. (See “Fortifications” in Part
within 10 feet of the charge. During a chase, you can
III: New Rules for a list of possible fortifications.)
choose up to four opponents.
It takes 5 hours to enact this plan. You can reduce this В 7th: The damage from debris or the explosion
time by 1 hour per layer that you can create, but choose
becomes 7d6.
not to. Setup rolls are not required for fortifications
В 9th: The damage from debris or the explosion
constructed with this plan. You can satisfy some or all of
becomes 9d6. You can collapse or breach the surface
this time requirement retroactively, at the Game Master’s
within 20 feet of the charge. During a chase, you can
discretion. Trap setup rolls are made when enemies
choose up to six opponents.
encounter the traps, as is standard for traps.
PLAN ENHANCEMENTS: Good as New
В 3rd: You can create two layers of defenses. You can enact this plan during a short rest to completely
repair any piece of broken equipment, any small
В 5th: You can create three layers of defenses.
structure, or a vehicle—even if the vehicle is totaled. The
В 7th: You can create four layers of defenses.
item might still show some cosmetic damage, but is
В 9th: You can create five layers of defenses. fully functional. You can also use Good as New to make
creative modifications to a device or vehicle, at the Game
Demolish
Master’s discretion.
You can enact this plan as an action to activate a hidden
demolition charge on a surface you can see that you You can also enact this plan as an action during combat
planted earlier. The effect depends on the surface. to fix small devices such as a handheld device, door
Targets cannot Dive for Cover in reaction to this plan. mechanism, weapon, or other object on your person
or within 5 feet of you. You may then perform an object
В 9th: The things you repair look brand-new, and adds В 5th: Choose two different options. The bonus damage
the Masterwork property to armor and weapons. option deals 3d6 bonus damage total.
В 7th: The bonus damage option deals 4d6 bonus
The Weak Spot damage total.
You can activate this plan as a free action after you
В 9th: Choose three different options. The bonus damage
hit a single opponent or vehicle with an attack before
option deals 5d6 bonus damage total.
determining damage. You can only activate this plan once
22 RAMBO
COMBAT MEDIC (SMART HERO)
“How’s the wound?” PROFICIENCIES
—TRAUTMAN
В Saving Throws: Constitution, Intelligence
“You taught us to ignore pain, right?” В Skills: Medicine, and choose three more from Athletics,
—RAMBO
Endurance, Insight, Investigation, Natural Sciences,
“Is it working?” Perception, Persuasion, Social Sciences, Stealth,
—TRAUTMAN and Survival.
“Not really. Don’t take it personal.” В Equipment: Basic, Advanced, and Military Equipment
—RAMBO
(RAMBO III)
В Medical Expertise: Gain expertise in Medicine
24 RAMBO
Paralyzed. You can end the effect of one poison instead complete a long rest, whichever comes first. They gain
of removing a condition. advantage on Wisdom (Perception) checks to locate
В 7th: You can enact this plan as a bonus action. You can traps or hidden enemies until they complete a long rest.
remove three levels of Intoxication or Exhaustion when No-Go Pills (Depressant): The target is immune to the
using this plan. You can now remove Unconsciousness. effects of the Distracted and Frightened conditions.
В 9th: You can enact this plan to end the effects of a They have advantage on Wisdom saving throws. These
disease instead of removing a condition. effects last until they complete a long rest.
Pain Relievers (Opiate): The target gains 2d8 temporary
Hit ‘em Where It Hurts hit points and has advantage on Constitution saving
You can activate this plan as a free action after you hit
throws. These effects last until they complete a
an opponent with an attack before dealing damage. You
long rest.
can only activate this plan once during a given attack. In
addition to the normal damage dealt, you can apply one PLAN ENHANCEMENTS:
of the following effects. В 3rd: When you enact this plan in combat you can
administer two of the available drugs.
В The target’s movement becomes 0 until the end of their
next turn. В 5th: You can enact this plan outside of combat to
give every willing member of your team one of the
В The target is Distracted by you until the end of their
available drugs.
next turn.
В 7th: When you enact this plan in combat you can
В The attack deals 1d6 bonus damage.
administer all three drugs.
PLAN ENHANCEMENTS: В 9th: You can enact this plan outside of combat to
В 3rd: New Effect Choice: The target is Frightened until
give every willing member of your team two of the
the end of their next turn. The attack now deals 2d6
available drugs
bonus damage.
If you are playing with the optional drug rules from the
В 5th: New Effect Choice: The target is Sickened until
Everyday Heroes Core Rulebook, any hero taking one of
the end of their next turn. The attack now deals 3d6
these pills more than once in a given week must make an
bonus damage.
addiction check. It is assumed that the combat medic is
В 7th: New Effect Choice: The target is Stunned until careful enough in administering these drugs that there is
the end of their next turn. The attack now deals 4d6 no risk of overdose.
bonus damage.
В 9th: New Effect Choice: The target is Paralyzed until The U.S. military no longer issues these kinds of combat
the end of their next turn. The attack now deals 5d6 drugs, but they were in common use during the Vietnam
bonus damage. war, when their addictive qualities and dangers were not
as well understood. The idea of a pharmacological super-
Just Take This
soldier entered the public consciousness at this time, too.
You can enact this plan as an action to administer
Unfortunately, this experimentation was done on young U.S.
prescription-grade combat drugs to yourself or
soldiers and the consequences for some were dire. “Go pills”
an adjacent ally, granting a range of temporary
and other drugs were often abused, and a number of soldiers
benefits. When activated, choose one of the following
came home as addicts, compounding the challenges of adapting
prescription drugs:
to civilian life.
Go Pills (Stimulant): The target is immune to the effects
of Exhaustion levels for the next 48 hours, or until they
26 RAMBO
COMBAT SCOUT (AGILE HERO)
“You don’t seem to want to accept the fact you’re
dealing with an expert in guerrilla warfare,
with a man who’s the best with guns, with
knives, with his bare hands. A man who’s been
trained to ignore pain, ignore weather, to live
off the land, to eat things that would make
a billy goat puke. In Vietnam, his job was to
dispose of enemy personnel. To kill! Period!
Win by attrition. Well, Rambo was the best.”
—TRAUTMAN (RAMBO: FIRST BLOOD)
PROFICIENCIES
В Saving Throws: Dexterity, Wisdom
В Skills: Stealth, and choose three more from
Acrobatics, Athletics, Deception, Endurance,
Investigation, Perception, Security, Sleight of Hand,
Streetwise, Survival, and Vehicles.
В Equipment: Basic, Advanced, and Military Equipment
В Reconnaissance Expertise: You gain expertise in
either Stealth or Perception. You must be proficient in
a skill to gain expertise.
EQUIPMENT RECOMMENDATIONS
В Equipment Pack: Combat Scout Pack
В Weapons: Sniper rifle, combat knife
TABLE: COMBAT SCOUT TALENTS
LEVEL TALENTS
1 Eagle Eye, Quiet, Vanish
3 Cautious, Scout Training, Swift
5 Advanced Combat Training
7 Advanced Scout Training, Quiet Kill
9 Hyper Awareness, Silent Assassin
28 RAMBO
COMMANDER (WISE HERO)
“I don’t think you understand.
I didn’t come to rescue Rambo from you.
I came here to rescue you from him.”
—TRAUTMAN (RAMBO: FIRST BLOOD)
PROFICIENCIES
В Saving Throws: Constitution, Wisdom
В Skills: Choose three from Acrobatics, Athletics,
Endurance, Insight, Intimidation, Perception,
Persuasion, Social Sciences, Stealth, Survival,
and Vehicles.
В Equipment: Basic, Advanced, and Military Equipment
EQUIPMENT RECOMMENDATIONS
В Equipment Pack: Commander’s Pack
В Weapons: Submachine gun
TABLE: COMMANDER TALENTS
LEVEL TALENTS
1 Courage Under Fire, Focused fire, Wise Words
3 Experienced, Get the Lead Out, Suck it Up
5 Advanced Combat Training
7 Improved Focused Fire, That Was Close
9 Not on My Watch
30 RAMBO
SURVIVALIST (TOUGH HERO)
“Hunting? We ain’t hunting him, he’s hunting us!”
—DEPUTY MITCH (RAMBO: FIRST BLOOD)
PROFICIENCIES
В Saving Throws: Constitution, Wisdom
В Skills: Survival, and choose three more
from Arts and Crafts, Athletics, Endurance,
Investigation, Medicine, Natural Sciences,
Perception, and Stealth.
В Equipment: Basic and Advanced Equipment
В Wilderness Expertise: You gain expertise in Survival.
EQUIPMENT RECOMMENDATIONS
В Equipment Pack: Survivalist Pack
В Weapons: Modern bow, survival knife
TABLE: SURVIVALIST TALENTS
LEVEL TALENTS TERRAINS AMBUSH
1 Ambush, Know the Land 1 1d6
Hard to Kill, Survival
3 2 2d6
Skills, Trapping Expert
5 Survival Training, Terrain Mastery 3 3d6
7 Natural Cures, Survival Skills 4 4d6
9 Impossible to Kill, Survival Training 5 5d6
32 RAMBO
FEATS Advanced Combat Engineer Training (Major Feat)
Prerequisite: Combat Engineer Training; Level 8+
“Are you insane? One man against trained Your advanced knowledge of explosives and fortifications
commandos... Who do you think this man is? God?” is essential for keeping your team safe.
—ZAYSEN
В You gain expertise in Mechanics.
“No. God would have mercy. He won’t”. —TRAUTMAN
(RAMBO III) В You gain an additional Genius point.
В You learn 2 additional plans from either the Combat
With five new classes come a host of multiclass feats to
Engineer list or shared plan list.
give heroes new ways to customize and diversify. We also
introduce Weapon Expertise as a way to give heroes with
В You can use Combat Engineer plan enhancements only
low combat ability scores an avenue for basic competency up to Level 5.
in weapons combat. Finally, don’t forget that any hero В If you are not a Smart Hero (archetype), you can use
can take the Training Program Feats from the Profession shared plan enhancements only up to Level 5.
section as they level up.
Combat Medic Training (Major Feat)
Bloodletter (Minor) Prerequisite: Not a Combat Medic, Smart Hero, or Smart
You know just where to cut your enemies so they suffer Hero Training; Level 4+
from significant bleeding. You have been trained in a range of emergency medicine
В When you score a critical hit with a melee weapon practices while in battlefield situations.
dealing slashing damage, the target also gains the level В You gain proficiency in Medicine.
2 Bleeding condition. В You gain proficiency in Basic and Advanced Equipment.
Weapons Expertise (Minor) В You learn 1 additional plan from the Combat Medic
You have spent extensive time training in the use of plan list.
weapons, such that you have overcome any deficiency in В You can use Combat Medic plan enhancements only up
your natural talent. to Level 3.
В Instead of using an Ability Score Modifier for attack В If you are not a Smart Hero archetype, you can use
rolls, you may double your proficiency bonus. shared plan enhancements only up to Level 3.
В Instead of using an Ability Score Modifier as a damage
modifier on damage rolls with weapons, you can use
Advanced Combat Medic Training (Major Feat)
Prerequisite: Combat Medic Training; Level 8+
your proficiency bonus.
Your medical acumen is the stuff of legend among your
You must be proficient in the weapon you are using to
team, instilling them with confidence.
make attacks in order to use the benefits of this feat.
В You gain expertise in Medicine.
Combat Engineer Training (Major Feat) В You gain an additional Genius point.
Prerequisite: Not a Combat Engineer, Smart Hero, or Smart
Hero Training; Level 4+ В You learn 2 additional plans from either the Combat
Medic or shared plan list.
You completed your initial training in battlefield
engineering. You can create defensive positions, handle В You can use Combat Medic plan enhancements only up
explosives, and clear enemy fortifications. to Level 5.
В You gain proficiency in Mechanics. В If you are not a Smart Hero (archetype), you can use
shared plan enhancements only up to Level 5.
В You gain proficiency in Basic and Advanced Equipment.
В You learn 1 additional plan from the Combat Engineer Combat Scout Training (Major Feat)
plan list. Prerequisite: Not a Combat Scout, Agile Hero, or Agile Hero
Training; Level 4+
В You can use Combat Engineer plan enhancements only
up to Level 3. You have been trained as a combat scout, giving you
the skills to move behind enemy lines and observe
В If you are not a Smart Hero archetype, you can use
their positions.
shared plan enhancements only up to Level 3.
В You gain proficiency in Stealth.
В You gain proficiency in Basic and Advanced Equipment.
В You can search as a free action during your turn.
Advanced Combat Scout Training (Major Feat) Survivalist Training (Major Feat)
Prerequisite: Not a Survivalist, Tough Hero, or Tough Hero
Prerequisite: Combat Scout Training, Level 8+
Training; Level 4+
Your scout training and experience has made you a
You have trained in the arts of outdoor survival and enjoy
ghost, able to slip behind enemy lines and create serious
extended trips into the wilderness.
problems for enemy forces.
В You gain proficiency in Survival.
В You gain expertise in Stealth.
В You gain proficiency in Basic Equipment.
В When using the Dash or Disengage actions, you gain 10
feet of movement and can ignore difficult terrain. В Choose one skill from: Arts and Crafts, Athletics,
Endurance, Investigation, Medicine, Natural Sciences,
В You gain the Quiet Kill talent as described in the
Perception, and Stealth. You gain proficiency in the
Combat Scout class, which lets you take out unaware
chosen skill.
enemies with a single melee attack.
В Traps you set that deal damage deal an additional 2d6
Commander Training (Major Feat) bonus damage.
Prerequisite: Not a Commander, Wise Hero, or Wise Hero
В You have advantage on Wisdom (Survival) rolls to set
Training; Level 4+
traps in any outdoor environment.
You have trained in military leadership skills, making you
В Choose one Terrain listed under the Know the Land
a capable leader in combat.
talent from the survivor class. You gain the benefits of
В You gain proficiency in Basic and Advanced Equipment. the talent while in that terrain.
В You gain an additional Focus point.
Advanced Survivalist Training (Major Feat)
В You and your allies have advantage on saving throws to Prerequisite: Survivalist Training; Level 8+
avoid or remove the Frightened condition.
You have greatly expanded your knowledge of survival to
В You can substitute your Wisdom modifier for Charisma include multiple biomes and can easily sustain yourself
(Intimidation) and Charisma (Persuasion) checks. through trapping and hunting.
В You can spend 1 Focus to allow you or an ally to re-roll В You gain expertise in Survival.
a saving throw. You can only do this once for a given
В You gain proficiency in Advanced Equipment.
saving throw.
В Choose one skill that you are already proficient in from:
В When you hit an opponent with a ranged attack, you
Arts and Crafts, Athletics, Endurance, Investigation,
can spend 1 Focus to give advantage on the next
Medicine, Natural Sciences, Perception, or Stealth. You
ranged attack against that opponent made by an ally.
gain expertise in the chosen skill.
Advanced Commander Training (Major Feat) В Traps you set that deal damage deal an additional 2d6
Prerequisite: Commander Training, Level 8+ bonus damage, for a total of 4d6 bonus damage.
Through hard-won experience and advanced training, В You may select two additional terrains from the Know
you have become an exemplary leader able to keep your The Land talent.
team from danger and grant them an edge in nearly
В You gain the benefits of the Terrain Mastery talent from
any situation.
the survivor class when in your selected terrains.
В You gain proficiency in Military Equipment.
В You gain an additional Focus point.
В Spend 1 Focus at the beginning of your turn to give you
and all team members +10 speed until the beginning of
your next turn.
34 RAMBO
EQUIPMENT EQUIPMENT PACKS
The equipment packs listed here are typical for U.S. Army
“Rambo, you can feel totally safe because we have personnel in the early 1980s. Special Forces operatives
the most advanced weapons in the world available
tended to have wide latitude in the weapons they chose
to us.” —MURDOCK
(RAMBO: FIRST BLOOD PART II) to carry, based on their mission parameters. Heroes that
are military personnel do not need to purchase their
For the most part, the Rambo films feature real-world own equipment, as it is provided by their armed forces
equipment appropriate to the era of the films’ settings. organization or employer.
The most notable exception are Rambo’s famous
exploding arrows, which were entirely invented by the OFFICER PACK (PRICE LEVEL 3)
filmmakers. There were also a number of vehicles made В Clothes: Combat boots, military fatigues, helmet
to look like real-world military equipment that were either В Gear: Soldier’s kit, binoculars, portable radio
civilian vehicles or other modified military vehicles.
В Vehicle. n/a
Some of the equipment listed here does not differ
В Weapons: Colt M1911, M-16A1 assault rifle, 2
significantly from the weapons listed in the Core Rulebook,
fragmentation grenades
while some are slightly worse or slightly better than
their core rules counterparts. Players making heroes В Armor. Light ballistic vest
for Rambo adventures should be allowed most of the
COMBAT ENGINEER PACK (PRICE LEVEL 3)
weapons from the Core Rulebook, as well as those listed
В Clothes: Combat boots, military fatigues, helmet
herein. The small differences won’t have any significant
impact on play balance. The main difference is that, В Gear: Soldier’s kit, demolitions kit, pocket stuff
rather than broad weapon categories, the weapons В Vehicle. n/a
presented here are specific, iconic gear used in the era В Weapons: Colt M1911, M79 Grenade launcher, 2
and in the films. fragmentation grenades
Players should avoid taking any of the high tech gear В Armor. Light ballistic vest
from the Core Rulebook when playing in a historical
setting. Talk to your GM about the time period in which COMBAT MEDIC PACK (PRICE LEVEL 3)
the game is set, but assume that it is the late 20th В Clothes: Combat boots, military fatigues, helmet
century by default; there are no smartphones, tablets, or В Gear: Soldier’s kit, military first-aid kit, pocket stuff
other high tech, cellular-based, electronic devices.
В Vehicle. n/a
В Weapons: M-16A1 assault rifle, 2 smoke grenades
В Armor. Light ballistic vest
36 RAMBO
period of time, and causes the weapon to break on a BOX AND DRUM MAGAZINES
critical miss. Remove this condition during a short rest
Some firearms can be fitted with box or drum magazines
with a successful DC 15 Intelligence (Mechanics) check.
that have extensive ammunition capacity. These reduce
Sawed-Off. This condition represents a long-barrel the need to reload, but increase the bulk of the weapon
firearm having its barrel cut down to a short length. Once significantly. Ammunition options over 30 and up to 50
done, the condition is permanent. Quarter the range and rounds add 1 Bulk to the weapon, and those with more
long range of the firearm, but reduce the Bulk of the than 50 rounds add 2 Bulk to the weapon.
weapon by 1 (to a minimum of 1).
Shoddy. A shoddy weapon is one with manufacturing 1980S COMBAT EQUIPMENT
defects, or that has permanent damage from use and no
The majority of combat did not change dramatically
longer works well. Bent blades, damaged sights, and warped
from the late-20th century to the early-21st century.
wood are all potential sources of the shoddy condition.
Many of the following weapons vary only in small ways
Shoddy weapons impose disadvantage on all attack rolls
from the modern category weapons represented in the
made with them. Shoddy weapons cannot be repaired.
Everyday Heroes Core Rulebook. Often, the difference is
found in ammunition capacity and/or price. Even in the
NEW ARMOR PROPERTIES 1980s, there were plenty of weapons from the time of
Masterwork. Masterwork armor is made by true masters the Second World War still in use by many nations and
as one-of-a-kind creations, sparing no expense and insurgent groups.
showing off the peak of the artisan’s skill. Masterwork
armor removes the Awkward property. Add +1 to the price
level of any masterwork armor.
BASIC EQUIPMENT
TA
WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
Combat Knife 1d4 piercing or slashing n/a n/a n/a 1 Light, Finesse, Thrown (20/40) 1 1
Combat knife. Soldiers rely on combat knives as weapons Armed Forces by the introduction of the AK-47. However,
of last resort, to make “quiet kills,” or to survive crashes SKS carbines continued to be used by Soviet second-
or harsh terrain. While most are fixed blade knives, their line and non-infantry troops, and the Soviet Air Defense
designs vary widely, and some are folding knives. Famous Forces until at least the late 1980s. It was also exported to,
examples include the Mark I Trench Knife, with a double and manufactured by, nations around the world, where it
edge blade and heavy brass knuckle grip; the V-42 was popular with armed forces, insurgencies, and civilians
Stiletto with a 7-inch stiletto blade and a “skull crusher” (as sporting and hunting rifles).
pommel; the legendary KA-BAR, USMC, fixed blade, clip Smith & Wesson Model 10. This .38 revolver was very
point knife; the Cold Steel Recon 1 folding knife with a popular with police departments for decades. It has a
tanto blade; the SOG folding knives; the Gerber multi- blued finish and, typically, a 4-inch barrel. Unlike a pocket
tools; and other combat/utility knives. pistol, it has a full barrel and cylinder, giving it a better
SKS. This semi-automatic rifle fires a 7.62x39mm round, effective range and an additional shot.
has a permanently attached folding bayonet, and a SVD Dragunov. This semi-automatic marksman’s rifle
hinged fixed magazine. It served as the main Soviet battle was originally developed in the Soviet Union as a squad
rifle from 1945 until it was rendered obsolete in the Soviet support weapon to give front-line units an opportunity
ADVANCED EQUIPMENT
TABLE: ADVANCED WEAPONS – HANDGUNS
WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
Browning Hi-Power / Colt M1911 1d10 ballistic 125/250 15 Bonus 2 Loud, Semi-Auto 2 1
S&W Hush Puppy 1d10 ballistic 100/200 14 Bonus 2 Slow-Firing 2 1
Browning Hi-Power. Fabrique Nationale commissioned the large size of the suppressor housing. The resulting
American firearms inventor John Browning to design a weapon, designated the “9mm Pistol Mark 22 Mod 0,”
service pistol to the specifications of the French military. was paired with the Mark 3 suppressor, and specifically
After Browning died in 1926, the design was completed by designed ammunition, designated the “Mark 144 round.”
Dieudonné Saive at FN Herstal in 1935. One of the most Between 110 and 120 modified pistols were made, and
widely used pistols in military history, it was used by the reports claim that only two may still exist today.
armed forces of over 50 nations, and it was in continuous M16/SP1. This is a civilian, semi-automatic, version of
production from 1935 until 2018, when production ended. the M16 assault rifle chambered in .223 Remington (the
In 2022, however, FN announced that production of a basis for the 5.56x45mm NATO round). The “SP” stands
redesigned model with many entirely new features, for “Sporting Purpose” according to the manufacturer.
the “FN High Power,” would begin. And, while the 2022 Rifles like this are extremely useful for hunting small, fast-
model resembles the original Hi-Power, it is an entirely moving varmints that damage property and are a hazard
different design. to livestock.
Smith & Wesson Hush Puppy. The Smith & Wesson Heckler & Koch HK93A2. Approximately 18,000 of this
Model 39 was originally developed in the 1950s for the U.S. export variant of the HK43 semi-automatic, 5.56x45mm
Army. When the Army lost interest in the pistol, it was sold NATO rifle made it to the United States before a 1989 ban
commercially, beginning in 1955, as the first American on assault weapons. Unlike the HK43, the HK93A2 could
designed, double action, semi-automatic pistol marketed not convert to full auto and lacked a bayonet mount. Like
in the U.S. Over a decade later, a modified version of the the M16/SP1, this rifle is useful for hunting small critters.
Model 39 found a home with the Navy SEALS during the Hunters and other sharpshooters that believe in the
Vietnam War. quality of German manufacturing carry these.
In 1966, the Naval Ordnance Laboratory developed a Remington Model 870. This pump-action, 12-gauge
modified version for the SEALS, who had requested a shotgun is popular for shooting sports, home defense,
weapon that could silence both human and canine guards and law enforcement use. It was introduced in 1950, and
without revealing their position. This led to the name had sold over two million units by 1973. In 2009, the ten-
“Hush Puppies.” The pistol’s barrel was extended by an millionth unit came off the production line. There have
inch, and threaded to accept a suppressor. A simple been many tactical versions used by military and police
slide lock was added, which allowed a single shot mode forces. The U.S. military used the 870M in jungle conflicts
to minimize action noise. The magazine and magazine for rapidly removing underbrush in a firefight. The 870P
housing were adapted to use a 13-round, double stack (for police) often has a pistol grip and a barrel as short as
magazine. The sights also had to be raised to account for 14 inches.
38 RAMBO
TA
EXPLOSIVE DAMAGE PV RADIUS PROPERTIES PRICE BULK
Demolition Charge 4d6 explosive 3 10 ft. Loud, Restricted, DC 15 2 1
Det Cord 3d6 explosive 2 0 ft. Loud, Restricted, DC 10 2 2
Explosive Arrows (set of 4) 3d6 explosive 3 5 ft.. Loud, Restricted 3 1
Demolition charge. A demolition charge is a engineers would often wrap coils of det cord around trees
prepackaged explosive intended for use in demolitions and then blow them to clear landing zones for helicopters.
or civil engineering. The charge comes in a bag, often It is not possible to use det cord as a weapon, but it can be
with a shoulder sling. The bag usually contains plastic used to create traps, as long as the victim is adjacent to
explosives (like C4, PETN, or Semtex), an ignition charge the device when it goes off.
(like a blasting cap), a fuse, and a detonator. The user Explosive arrows. Explosive arrows not only exist in
activates the detonator, places or tosses the charge away, Rambo’s world, but are also extremely effective weapons.
and then sprints for hard cover. The special heads are conical, and designed to detonate
Det cord. Short for “detonation cord,” the det cord is a on impact, throwing shrapnel in a focused burst. When
thin, flexible, plastic tube usually filled with pentaerythritol using them, replace the normal damage dealt by the
tetranitrate (PETN or pentrite). It is a high-speed fuse bow with the damage from the arrows. The arrows are
that explodes rather than burns, and is suitable for considered direct fire weapons, so they use a normal
detonating high explosives. It can also be used on its own attack roll.
for light demolition work. During the Vietnam war, combat
IMPROVISED EQUIPMENT
TA
WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
Dambe Hand Wraps 1d6 bludgeoning/slashing n/a n/a n/a 1 Improvised 1 0
Trenching Tool 1d6 slashing n/a n/a n/a 1 Improvised, Fragile 1 1
Dambe hand wraps. Dambe is a Nigerian combat sport Trenching tool. This is a collapsible shovel designed for
where the goal is to knock your opponent to the ground. digging trenches, but some have a small edge on one end
Fighters sometimes use hand wraps made of rope, which of the shovel that can be used as an improvised weapon.
are then coated in glue and broken glass. While not
especially deadly, they are very intimidating.
MILITARY EQUIPMENT
AK-47. This 7.62x39mm assault
rifle remains one of the most
widely produced weapons in the
world. Over 75 million have been made, and it remains in
production to this day. The Soviet army adopted it in 1949,
and kept it in service until 1979, when the AK-74 replaced
it. Not only are they found in Soviet- and Russian-
allied states, but are also used by paramilitaries and
insurgencies around the world. During the early adoption
armored vehicle crews. Urban police foot patrols still
period of the M16, many American soldiers preferred the
carry them.
more reliable and heavier caliber AK-47. The Chinese
Browning M2 heavy machine gun. The “Ma Deuce’’ is a
version of the AK-47 is the Type 56.
.50-caliber machine gun that was adopted by U.S. forces
AKS-74U. This AK-74 variant has a side-folding, triangular
in 1933, and is still in use today, mounted in aircraft, on
metal stock, and a severely shortened barrel. It was in
armored vehicles, and on tripods for infantry use. Like the
use from 1979-1993. The Soviets developed this carbine
M1919, it took many people to carry the weapon itself, its
as a submachine gun for special operations, airborne,
tripod, spare barrels, and ammunition. During the Korean
and rear-echelon troops, as well as for helicopter and
and Vietnam wars, some snipers mounted scopes on burst, or full-automatic, and has a collapsing metal stock.
Browning M2s and used them as sniper weapons. Absolutely any military, paramilitary, or police personnel
FN MAG. During WWII, the Wehrmacht’s MG-42 machine could carry these.
gun proved a formidable weapon, and many nations M16A1. This 5.56mmx45mm NATO assault rifle entered
hungered for a similar design. Fabrique Nationale in U.S. service in 1967. The A1 variant incorporated
Belgium designed the FN MAG, a 7.62mm NATO machine numerous improvements based on usage in Vietnam and
gun, from their research on the MG-42. It entered other places, greatly increasing the rifle’s reliability. This
production in 1958, and is sometimes called the MAG-58; particular variant left production in 1982, but with millions
in the British military, it is known as the L7 (colloquially, as produced by then, they can still be found in armories
the “Jeeper,” from “General Purpose” machine gun). The around the world. The Vietnamese captured over
U.S. version is the M240 machine gun. Both the FN MAG 900,000 in 1975 alone, so not all of the extant rifles are in
and the M240 remain in production around the world. the hands of U.S. allies.
Heckler & Koch MP5A3. Developed in the 1960s in M60 medium machine gun. The United States military
Germany, the H&K MP5 submachine gun has over 100 began issuing these gun to units in 1959. They replaced
variants and clones in use in over 40 countries. The the Browning M1919 in U.S. service, and are 7.62mm NATO
9x19mm Parabellum MP5A3 variant can fire single-shot, weapons. The U.S. mounts them on tripods and on light
40 RAMBO
vehicles, such as HMMWVs and pickup trucks. During the instead of relying on a sidearm. Later models of the M203
Vietnam war, troops sometimes referred to this gun as could be dismounted and used as stand-alone weapons.
a “Pig,” because it was “a pig to carry” due to its weight. The M203 can fire any of the grenades listed in the
However, it was lighter than the M1919, and only required Everyday Heroes Core Rulebook.
a gunner and an assistant gunner as crew. Unlike the M9 flamethrower. Developed for the Vietnam war, but
M1919, the M60 was intended to fire from the hip in short discontinued by 1978, the M-9 was the last U.S. military
bursts by advancing infantry, and even unsupported from flamethrower used in combat. The wielder wears a fuel
the shoulder at short ranges. It has been largely replaced tank backpack and holds a wand, connected by a hose, to
by the M240, which (oddly enough) is slightly heavier. the tank. The flamethrower ignores personal armor because
M72 LAW. This 66mm, light anti-tank weapon entered the weapon envelops a target in flames. Targets damaged
service with the U.S. Army and Marine Corps in 1963. It by the flamethrower have the Burning condition. The tanks
is a portable, single-shot, disposable rocket launcher. It cannot be re-loaded during combat. The M-9 flamethrower
replaced both the HEAT (High Explosive Anti-Tank) rifle can be used to create covering fire as if it had the full-auto
grenade and the bazooka in the U.S. arsenal. Designed property, though it only requires 8 rounds to do so.
to be simple and usable by non-English speakers, it MAC-10 SMG. This extremely compact, .45 ACP
has instructions written in pictographs on the side submachine gun from the Military Armaments
of the launcher tube. The two biggest dangers for an Corporation was used by American special operations
inexperienced user are that they will fire it backwards during the Vietnam war, and remains in the armories
or in an enclosed space. The exhaust from the rocket is of Delta Force and the 492nd Special Operations Wing.
deadly, and no one should be in a 30-foot cone behind the Sionics designed a two-stage suppressor for the MAC-
user when firing (6d6 fire damage, DC 15). 10, which has the unique feature of making the weapon
M79 grenade launcher. This stand-alone, 40mm grenade more accurate when used with the Nomex cover. The
launcher looks like a fat, stubby shotgun. Known by its suppressor increases the Bulk to 2 and allows the use of
users as a “Thump Gun,” “Thumper,” or “Blooker” for the the Versatile property.
sound that it made when firing, the M79 gave infantry PKM. This general-purpose machine gun that uses
squads a single-shot weapon with more range than a rifle 7.62x54mm Russian rounds replaced the PK machine gun
grenade. It had less range and firepower than a mortar, in 1961. It is a belt-fed weapon, and roughly equivalent to
but was lighter, easier to move, and did not require a an American M60 machine gun. It remains in use today in
dedicated crew. Over 300,000 were made in the US many armed forces around the world.
alone. The M79 can fire any of the grenades listed in the
RPG-7. The RPG-7 entered Soviet service in 1961. It is a
Everyday Heroes Core Rulebook.
reusable, rocket-propelled grenade launcher that fires
M203 grenade launcher. This 40mm grenade launcher 85mm-diameter unguided rockets, and was issued at the
fires the same rounds as the M79, but mounts under the squad level. Over 9,000,000 RPG-7s have been produced,
barrel of the M16 rifle. The advantage of this system is and they remain in use around the world. The Chinese
that the grenadier has a rifle for close-range encounters version is the Type 69 RPG.
23mm 2A7 autocannon. Four of these cannons provided what you may have seen in movies), it is not portable.
the main armament for the Russian ZSU-23-4 anti-aircraft Its six-barrel design allows high rates of fire without
vehicle. Anti-aircraft guns fire explosive rounds with any one of the barrels overheating. The U.S. military
special fuses set to detonate in proximity to their targets initially mounted these in dedicated gun pods on aircraft.
in order to increase the chance of a hit. They are rarely Eventually, turreted versions were added to aircraft like
mounted to fire at ground targets. the AH-1 Cobra.
115mm U-5TS tank main gun. This smoothbore tank gun M19 60mm mortar. Because calling for artillery support
was the primary armament of the T-62 tank. Main guns of can take time, both to receive priority and to get
tanks are most commonly used as mobile artillery and for accurately on-target. infantry commanders preferred
fighting other armored vehicles. having mortars directly under their control. And the M19
125mm 2A46M tank main gun. This smoothbore tank was one of the lighter mortars in the U.S. military. It still
gun was the primary armament of several Soviet tanks, required a crew to carry the weapon, baseplate, bipod,
including the T-72. It fires somewhat larger munitions than and ammunition. The M19 began development in 1942,
does its U-5TS counterpart. and saw use in both Korea and Vietnam. Many were sold
off after new 60mm mortars entered U.S. service.
Browning M3 dual AA guns. This is a variant of the
Browning M2 machine gun made for use in aircraft and PKT coaxial machine gun. This variant of the 7.62mm PK
anti-aircraft mounts. Unlike the M2, these had massive machine gun was mounted coaxially with (alongside) the
pneumatic buffers to reduce the impact of recoil. Dual main guns on Soviet tanks. Coaxial machine guns allow
mounts might appear as emplaced anti-aircraft weapons tank gunners to engage infantry targets without having to
or as door guns on helicopters. waste main gun ammunition.
DShK machine gun. The DShK is a mounted, heavy UB S-5 rocket pod. These rocket pods, with their
machine gun, the Soviet equivalent of the American M2. distinctive conical heads, were mounted on Soviet aircraft
Like the M2, it is a pre-WWII design still in use today. For for ground-attack missions. They vary in the number of
infantry use, it comes mounted on low, wheeled carts, so rockets that they contain (16 or 32). Because the rockets
that no one has to carry the weapon. It is typically crew- are unguided, they are generally used against stationary
served, and used in the anti-aircraft role. or slow-moving targets.
GE M134 minigun. Despite the name, this 7.62mm, NATO YakB 12.7mm Gatling gun. Depending on which source
rotary machine gun is not small. And, due to its weight you use, you may see this weapon listed as a rotary
and need for an external power source (and despite cannon or a machine gun. Either way, in the 1970s, many
42 RAMBO
weapon designers were looking for ways to increase multiple barrels. The YakB was one such weapon, and
the firepower of this type of weapon without increasing it was mounted in Mi-24 “Hind” gunships and other
its recoil force. One of their solutions was to reach Russian helicopters.
back to the 19th-century Gatling gun, a weapon with
TA
EXPLOSIVE DAMAGE PV RADIUS PROPERTIES PRICE BULK
40 foot, 30
40mm Flechette Round 4d6 ballistic 2 Loud, Restricted, DC 15 2 1
degree cone
30 foot, 30
Claymore Mine 4d6 explosive 4 Loud, Restricted, DC 15 2 1
degree cone
M72 LAW Rocket 8d8 explosive 6 10 feet Heavy, Loud, Restricted 5 -
TA
ARMOR ARMOR VALUE PRICE BULK PROPERTIES
TA
VEHICLE PAX STR DEX CON AV PRICE TOP SPEED PROPERTIES
All-Terrain, Bulletproof, Crew
T-62 Tank 4 -4 -2 +10 5 25 MPH (Commander, Driver, Gunner, Loader),
Enclosed, Huge, Restricted
All-Terrain, Bulletproof, Crew
T-72 Tank 3 -2 -1 +10 5 45 MPH (Commander, Driver, Gunner, Loader),
Enclosed, Huge, Restricted
All-Terrain, Bulletproof, Crew (Commander,
ZSU-23-4 Shilka
4 -5 -4 +10 5 19 MPH Driver, Gunner, Radar Technician),
SP AA Gun
Enclosed, Huge, Restricted
TA
VEHICLE PAX STR DEX CON AV PRICE TOP SPEED PROPERTIES
Aérospatiale
6 +8 +2 +1 2 4 190 MPH Enclosed, Large
SA341G Gazelle
TA
VEHICLE PAX STR DEX CON AV PRICE TOP SPEED PROPERTIES
Mi-24D Hind 10 +8 +2 +1 2 4 208 MPH Bulletproof, Crew (Pilot, Co-Pilot)
UH-1 Iroquois (Huey) 15 +0 +4 +4 2 4 125 mph Crew (Pilot, Co-Pilot, Engineer), Enclosed, Huge
Aérospatiale SA341G Gazelle. The Gazelle is in service T-72 tank. This Soviet main battle tank was an evolution
in multiple countries and often doubles for enemy of the T-64, intended to improve reliability and to reduce
helicopters in films and television. It is a lightweight costs. It is in service in over 40 countries around the
aircraft intended for observation roles, large enough to world, and although both Russia and China have both
also act as an air ambulance. replaced it, modernized T-72s remain in production today.
Mi-24D Hind. This armored bathtub of a helicopter was a UH-1 Iroquois (Huey). The Huey was the all-purpose
Soviet cross between a gunship and a utility helicopter. A combat helicopter for the US Army during its time in
typical weapon load-out included a YakB 12.7mm Gatling Vietnam, and became an iconic symbol of the war. They
gun and one UB-16 or UB-32 rocket pod under each wing. are used for reconnaissance, transport, and assault, and
Police SUV. Essentially, this is a bigger police can be fitted with a wide range of integrated weapons.
car with improved off-road capability and more Their crews often include a door gunner, especially when
power in situations requiring ramming vehicles or used as a troop transport.
demolishing barricades. ZSU-23-4. The Shilka self-propelled anti-aircraft system
T-62 tank. The Soviets introduced this medium tank in had its own radar dish to identify and track enemy
1961. It was the first production tank with a smoothbore aircraft. It mounted four 23mm 2A7 autocannons, two
gun. More than 22,000 were built before production on each side of the vehicle turret. Afghan soldiers called
ceased in 1975. This was the granddaddy of all modern them “sewing machines” for the sound the cannons
Soviet and Russian tanks, introducing many features that made when firing. Americans often referred to it as “Zeus”
are now standard. It was exported around the globe, and or “the Zeus monster” from “ZSU.” Although it hasn’t
made under license in many places. been produced since 1980, thousands remain in service
around the world.
44 RAMBO
GEAR
“What’s that?” —HAMID emergency situations. Rambo put them to good use as
“It’s blue light.” —RAMBO lures in Rambo III. Glow sticks provide dim light up to 20
feet from the source and last for about six hours.
“What does it do?” —HAMID
Trenching tool. Trenching tools are collapsible shovel/
‘It turns blue.” —RAMBO
pick combinations designed for digging trenches, latrines,
(RAMBO III)
foxholes, and other simple earthworks. This tool or any
Glow sticks. These chemical-based lights encased in
like it grants advantage on Strength (Athletics) checks
plastic tubes were first invented in the 1960s but didn’t
made to construct earthworks.
become popular until the 1980s, when the latest versions
allowed the user to activate them by bending the durable Combat pharmaceuticals. During the 1970s and 1980s,
plastic tube. While they didn’t cast a great deal of light, the US military experimented with a number of combat
they were easily portable, waterproof, and great for drugs, including pain killers for injury, stimulants for long
missions, and depressants to fight combat stress. The
use of these drugs was mostly discontinued or more
tightly regulated after studies showed significant rates of
addiction and other health issues from their use. Refer to
the optional Drug Rules from the Everyday Heroes Core
Rulebook when used outside the context of the combat
medic’s “Just Take This” plan.
GRADED Failure
Epic Failure
-5 to -9
-10 or worse
5-1
0 or lower
CHALLENGES Epic Success (+10). The result is far better than anyone
Graded challenges are ability checks whereby the degree could have expected, basically perfect and possibly with
of success is determined by how close the result is to the unanticipated benefits.
DC value. This mechanic appears in the Everyday Heroes Success (+5). Everything went smoothly and it worked
chase rules as a way to award chase points in some out exactly as you wished.
circumstances. It’s a useful system for ability checks when
Close Success (+0). You accomplished what you needed
the degree of success is relevant. With the exception of a
to, but only just barely. There may be some unanticipated
Close Success, graded challenges measure success and
complications or issues.
failure in five-point increments. Unless specifically called
for, it is up to the GM to decide when a graded challenge Partial Failure (-1). You didn’t get the result you wanted,
is appropriate for an ability check, but they are useful in but it wasn’t a complete failure. The result may be
nearly any circumstance. advantageous even if it wasn’t quite a success.
Failure (-5). It just didn’t work and there isn’t anything
useful to show for the effort you made.
Epic Failure (-10). Wow, you really messed this up. Not
only did you fail, things went horribly wrong and now you
may have even more problems than you had before.
46 RAMBO
DEMOLITION to lay them. DC 15 is a good default, as it is a challenging
value for someone not very skilled, but very achievable
Graded challenges are an excellent way to determine the for someone with the right skills or rolling with advantage.
success of the complicated task of using explosives to TABLE: DEMOLITION GRADED RESULTS
blow up buildings, bridges, or other complex inanimate RESULT OUTCOME
objects. Demolition requires three elements: something Demolition resulting in complete destruction.
you want to blow up, sufficient explosives, and sufficient Epic Success The blast is either perfectly clean and
(+10) precise, or cascades into other structures
time to set the explosives. or targets at the hero’s discretion.
Demolitions are typically set to go off by way of a timer, a An effective demolition, completely
Success (+5)
fuse or wired connection, or a wireless signal. The hero destroying the target.
chooses how they want to set off the explosives, provided The target is functionally destroyed, but the
Close Success
demolition is incomplete and somewhat messy,
the technology is available. The means chosen shouldn’t (+0)
with some unintended consequences.
make any difference to the difficulty, but it may be Partial The target is badly damaged, but remains
important to the action. Failure (-1) at least partly intact and functional.
Something went wrong and the explosives
The number of charges needed can be determined using
Failure (-5) either didn’t go off or caused only
the Necessary Charges Table, but the GM is always free superficial damage to the target.
to specify a number based on their judgment of the Things went very wrong. Perhaps your spare
situation. A typical demolition takes at least 10 minutes detonators exploded, setting you on fire or dealing
Epic Failure
per charge planted. Again, the GM can make special damage to you and your allies. Perhaps an enemy
(-10)
stole all the explosives. Whatever it is, you
allowances, or the planting of explosives can be handled really messed up and the target is unharmed.
directly through roleplay or as actions during combat.
TABLE: NECESSARY CHARGES
CHARGES
1
SIZE
A single object or civilian vehicle.
COLLAPSING
2
4
Tiny buildings such as shacks, foot bridges, or trucks.
Small to medium sized homes, a
BUILDINGS
business, or single-lane bridges. Being inside a building when it collapses is extremely
Large buildings such as mansions or dangerous. Potential victims make two saving throws in
8
factories, or double-lane bridges. this situation:
Huge office buildings, warehouses,
16 A Dexterity saving throw to avoid taking damage from
sizable factories, large bridges. В
DIFFICULTY CLASS If the Dexterity saving throw fails, the victim takes the
damage indicated. If it succeeds, the victim manages to
This is totally left to the Game Master’s discretion based
avoid taking any damage.
on their assessment of the situation. Factors to consider
are the durability of the object being demolished, the
quality of the explosives, and the time that was available
Part III:
New Rules 47
If the Strength saving throw fails, the victim is trapped Captain/Commander. The captain of the vehicle gives
in the debris, unable to free themselves. If they succeed, orders to the other crew members, coordinating their
they are able to free themselves from the debris. efforts and otherwise making key decisions. They can use
Victims trapped in a collapsed building require someone their action during combat to Help any of the other crew
to rescue them unless they have some means of digging with their actions. They can also replace missing crew.
out other than their own Strength. The time needed to Driver/Pilot. The driver or pilot always controls the
rescue victims is left to the discretion of the GM, based on vehicle’s movement and any system necessary for that
the type of building and the equipment available. movement. They make the Dexterity (Vehicles) checks,
Vehicle saving throws, and other checks by default. Even
DIVING FOR COVER if not listed, assume any manned vehicle has a driver
or pilot position at a minimum. If no other position is
Victims in a collapsing building can also attempt to Dive
indicated, the driver or pilot controls all operations of
for Cover. Generally speaking, though there usually isn’t
the vehicle.
any cover sufficient to stand up to a collapsing building.
Co-Pilot. Some aircraft and many ships have co-pilots.
But if the GM decides that there is, and it is close enough
They assist the pilot in the operation of the vehicle and
for a hero to dive under or into it, they should get the
can take over piloting directly, if needed. The pilot can
opportunity to try. Likewise, if someone could feasibly dive
turn over control to the co-pilot at the beginning of their
out of a collapsing building through a window or doorway
turn, though the co-pilot cannot act until their turn starts.
sufficiently close, they may make the attempt.
In some situations, at the discretion of the GM, the co-pilot
can use the Help action to give the pilot advantage on
BURNING a check.
48 RAMBO
equipment. If you want a bit more realism, use the
following optional rules for operating military vehicles. BLEEDING
To use the Vehicle proficiency or expertise to operate
a military vehicle or its systems, the hero must have a
CONDITION
Certification in that vehicle’s operation. Certifications
“They drew first blood, not me.”
—RAMBO (RAMBO: FIRST BLOOD)
cover a general type of vehicle, such as a Tank, Jet
Fighter, Hydrofoil, Helicopter, or other broad category. Bleeding is an optional condition for use in a grittier
Without a Certification, someone trying to operate such campaign or when using injury rules. Bleeding has
a Vehicle cannot use their proficiency bonus and must different levels of severity. Unlike Exhaustion and
make DC 15 Dexterity (Vehicle) check to perform even Intoxication, these are not cumulative; only the most
routine operations, such as starting the Vehicle, making it severe level of bleeding applies.
go forward, turning it, and so forth. TA
Heroes can choose a Certification appropriate to their LEVEL DESCRIPTION EFFECT FIRST
AID DC
military service whenever they receive the Vehicle Superficial bleeding,
proficiency from a military-themed background, 0 like small cuts, None 0
profession, feat, or class, or any time they learn a new skill scrapes, and bruises
proficiency of their choice, substituting the Certification Light bleeding from a Victim cannot
1 5
three-inch or greater cut recover hit points
for the proficiency. For example, when taking the Skill
As level 1, and the
Training feat, they could take one Certification and one Heavy bleeding from
victim takes 1d6
2 a serious internal or 10
skill proficiency or two Certifications. damage at the start
external wound
of their turn.
You can also use the Certification system for other
As level 2, and the
categories in which you want a more realistic feel—the Massive bleeding from
victim gains a level
3 an arterial wound that 15
sciences skills are a good example. of Exhaustion at the
can quickly cause death
start of their turn.
Part III:
New Rules 49
The First Aid action can stop bleeding. In the case of Decoys only work at distances of 60 feet or more, or in
heavy and massive bleeding, the victim must remain low-visibility conditions at any distance. An active Wisdom
still, with pressure applied to the wound, or the bleeding (Perception) check detects a decoy. If the decoy is made
resumes. Victims of heavy bleeding (level 2) must by a hero, roll a contest against the creator’s Charisma
complete a short rest to permanently stop the bleeding, (Deception) or Wisdom (Arts and Crafts)—player’s choice.
while victims of massive bleeding (level 3) must complete В Materials: Extra clothing or cloth, sticks
a long rest to permanently stop the bleeding.
В Setup time:10 minutes per decoy
Difficulty: none
FORTIFICATIONS
В
50 RAMBO
TANK TRAPS A watchtower provides advantage on Wisdom
(Perception) checks. Watchtowers typically include cover
Tank traps are like giant caltrops designed to block
of some kind for the guards, though typically this is only
vehicles. Any vehicle impacting a tank trap risks a crash,
AV 2. A tower can be concealed from observers more
and its forward movement is automatically halted. Tank
than 60 feet away—make an Intelligence (Security) check
traps are fairly easy to remove by hand, so they are only
to contest anyone trying to spot it. This effect is lost if
deployed in locations under active guard.
anyone in the watchtower fires a loud weapon.
В Materials: Steel beams, welding kit (or prefab
В Material: Lumber, nails, carpentry tools
tank traps)
В Setup time: 6 hours
В Setup time: 30 minutes per trap (5 minutes for
prefab traps) В Difficulty: DC 12 Wisdom (Arts and Crafts) or
Intelligence (Mechanics)
В Difficulty: none
TRENCH WIREWORKS
Wireworks include a range of obstacles created out of
Trenches provide cover for soldiers while also granting
barbed wire, used both to slow enemy progress and
mobility along the trench line. This is preferable to a
to funnel the enemy towards vulnerable positions.
foxhole, as it allows easier escape and provides the ability
Wireworks can be set up as fences, free-standing
to reposition defenders while they remain in cover. The
obstacles, or just wire strung between trees. Generally,
AV for a typical trench is 5.
these fortifications are placed where they are covered
В Materials: Shovel or trench tool by friendly observation; otherwise it’s simply a matter of
В Setup time: 6 hours per 10 feet (per person digging) time for the enemy to dismantle them.
В Difficulty: none Cutting your way through wireworks safely takes 10
minutes per 5 feet. Once done, anyone may pass freely.
TUNNELS Vehicles usually knock down or push aside wireworks.
Tunnel fortifications are used for a number of purposes. Traversing wireworks without disabling them is difficult
They are good for sheltering against artillery or other movement, and deals 1d6 piercing damage (PV 2) to
heavy fire; they provide a hiding place; and they present the person traversing it. Every 5 feet of movement also
an escape route from an entrenched position. The only requires a successful DC 15 Dexterity (Acrobatics) check.
problem is they may also become a death trap if their exit If they fail, their movement is reduced to 0 until the end
is blocked. A tunnel entrance can be concealed if desired— of their turn. On their next turn, they must attempt to
make an Intelligence (Security) check to contest anyone traverse the wireworks again to leave the space.
searching for it. В Material: Lumber, nails, carpentry tools
В Materials: Shovels, picks, and/or explosive charges В Setup time: 6 hours
В Setup time: 10 feet of tunnel per day В Difficulty: DC 12 Wisdom (Arts and Crafts) or
В Difficulty: DC 14 Intelligence (Mechanics) or Intelligence (Mechanics)
Intelligence (Natural Sciences)
WATCHTOWER TRAPS
Rambo is an expert at creating traps, using both
Watchtowers give soldiers a better view of the battlefield, specialized equipment and natural materials. The
which allows them to spot the enemy, and grants them Everyday Heroes Core Rulebook covers many of the
a better angle of fire in some cases. Watchtowers may basics, but a few more classics are detailed here. Keep
be constructed entirely from building materials, or by in mind that players are encouraged to devise their own
making use of natural features, such as a hill or sturdy traps as well; use the examples here and in the core
tree. If natural materials are available, this halves the rules to assign setup times and difficulty values. Heroes
construction time. like the Survivalist, who excel in making traps, should
create situations in which their enemies are motivated
to come after them, so that they can get the most out of
their talents.
Part III:
New Rules 51
GRENADE TRAP ROCKFALL TRAP
Grenade traps combine some kind of triggering A rockfall trap involves a tripwire or other trigger
mechanism, usually a tripwire, with a grenade that is mechanism connected to a platform or plate that is
activated by the tripwire, and had its safety feature holding heavy objects, such as a collection of large rocks.
disengaged. The tripwire can be strung across a gap, When the trigger is activated, the plate is released and
attached to a door, or placed with another device such the rocks fall on the victim. Rockfall traps are not the
that, when the device is moved, the grenade is activated. most reliable traps, as it's difficult to ensure that the rocks
Because hand grenades have a four- to five-second fuse, hit the target.
a victim who identifies the trap can often evade the blast В Materials: Wire, rocks, or other heavy objects, a plate
even after it is activated. or net to hold the objects
В Materials: Grenade, wire В Setup Time: 20 minutes
В Setup Time: 5 minutes В Effect: Anyone activating the tripwire takes
В Effect: Anyone activating the tripwire sets off the 1d12 damage.
grenade. The victim can make a DC 15 Perception В Difficulty: DC 20 to set, DC 15 to detect, DC 5 to disable
check to detect the grenade, allowing them to Dive
for Cover. If they fail, they suffer the full effects of
the grenade.
SPRING SPIKE TRAP
A supple branch is positioned under high tension with
В Difficulty: DC 10 to set, DC 15 to detect, DC 5 to disable
a series of wooden spikes attached to it with twine. A
tripwire leads to a trigger that releases the branch to
MINEFIELD swing violently into anyone standing over the tripwire,
Minefields are areas used to manipulate enemy impaling them on the spikes.
movement through the deployment (or concealment) of В Materials: Fresh wood, a knife, twine or vine
mines. Most often, they are used to funnel enemy forces
В Setup Time: 20 minutes
onto a desired path, but they also prevent enemy forces
from advancing through them or delay and damage В Effect: Anyone activating the tripwire takes 1d10
those that make the attempt. Some minefields involve piercing damage.
hidden mines, while others are made simply by scattering В Difficulty: DC 12 to set, DC 15 to detect, DC 5 to disable
visible mines over an area. Minefields can be relatively
small areas, or they can stretch for miles of territory.
The types of mines can also vary, though anti-personnel LURES
and anti-vehicle mines are the two common varieties. Lures are used to both draw enemies into a trap and
Deploying both together makes it especially difficult distract them, so that they don’t anticipate or see the trap
to clear the minefield. These statistics assume you are in advance. The rules for traps assume that the players
creating a hidden minefield with carefully concealed take care to set them up in good locations, and in a way
mines. The effect depends on the type of mines used. that is difficult to detect. The key to a good lure lies in
В Material: 10 mines per 50-foot-square area psychology: it needs to short-circuit the enemy’s critical
В Setup time: 1 hour for a 50x50-foot area thinking skills in some way. A bad lure only raises the
victim’s suspicion and causes them to think twice about
В Effect: Anyone activating the minefield suffers the
what to do next.
effects of the mines while traversing the field.
When a hero sets a lure for their trap and the GM
В Difficulty: DC 10 to set, DC 20 to detect, DC 15
determines that an enemy will encounter it, roll a contest
to disable
between the hero’s Charisma (Deception) and the target’s
Note that specialized tools like a metal detector or Intelligence saving throw. If the hero wins, it’s a good lure,
ground-penetrating radar can greatly decrease the and the hero has advantage on their check to set the
difficulty for detecting a minefield, or even grant trap. If the defender wins, it’s a bad lure, and the hero has
automatic success when used methodically and outside disadvantage on their check to set the trap. Alternatively,
of combat. the GM may decide that the lure is good or bad, based on
their understanding of the potential victim’s psychology.
52 RAMBO
PART IV:
GA M E
M A ST E R A
DVICE
“God must love crazy people.” —MOUSA VETERANS’ ISSUES
“Why?” —RAMBO The treatment of veterans is central to the drama in
“He makes so many of them!” —MOUSA Rambo: First Blood and Rambo: First Blood Part II. This
(RAMBO III) theme is not always easy to work into the structure of
an RPG adventure, but it can make for a good source
War is the continuation or abandonment of politics Using the Cannon Fodder rule affects encounter balance
by other means. Wars are conducted by nations and considerations and effectively changes CR levels. The
represent the values that the nations’ rulers feel are more hit points originally possessed by the NPC, the more
important enough to risk the lives of their people to significantly they are weakened for balance purposes. It
defend or promote. The soldiers who die for the cause typically works best to use NPCs two or more steps lower
may or may not believe in or even understand these in CR than the average level of the heroes. So 1/8 CR
political motivations. While not always important to the NPCs are pretty good fodder for level 1 heroes and level 5
story, the politics that drive the conflict form an important and lower NPCs are reasonable fodder for level 7 heroes.
part of the backdrop for the action, and they make it feel You can generally double the number of Fodder NPCs of a
more real and grounded. given CR and achieve a similar combat balance.
CANNON FODDER much that they start trying to exploit the situation.
Another good practice is to have at least one normal NPC
“Cannon fodder” is a slang military term for soldiers who with your Fodder with enough hit points to take at least a
are treated as expendable by their commanding officers, couple of hits from the heroes and survive. This keeps the
and sent into battle without adequate support or regard players from reverting entirely to disingenuous tactics for
for their lives. Nearly anyone sent to face off against John the fight.
Rambo probably qualifies. It’s a rare day when Rambo
54 RAMBO
DEFENSIVE discovery. Any time that you set up an infiltration, then, be
sure to make clear the possible consequences of failure.
INFILTRATION plenty of people who, for very good reasons, don’t want
this experience featured at the table.
Infiltration scenes are a staple of action cinema and If you do decide to include interrogation and torture as
guerrilla warfare tactics. They can be tricky to set up and part of your campaign, make sure that everyone both
run, especially in an RPG that has a team of heroes rather consents to it and is aware of the fade-to-black tool. This
than a lone wolf like Rambo. The tension from infiltration goes both for you narrating any torture of the heroes and
scenes relies on the heroes having both a strong for the heroes torturing NPCs. This kind of violence adds
motivation not to be discovered until they reach their drama to a game, but it can also cross a line into territory
objective and knowledge of the consequences of early that ceases to be fun for anyone.
56 RAMBO
LARGE-SCALE battle, if you are feeling very ambitious. The key is to
provide a steady stream of clear goals, laying out the
58 RAMBO
REAL-WORLD ADVENTURE IDEAS
CONFLICTS While Rambo adventures take many forms, players
are going to expect a high degree of action as part of
The Rambo films mix real-world issues and conflicts the story. Putting the players up against seemingly
with fictional characters. There are both benefits and impossible odds and obstacles is a big part of the fun,
pitfalls to using such conflicts in your adventures. Rambo especially if they can pull off the mission and get home in
adventures from Evil Genius Games feature real places one piece. You can find great inspiration for stories in war
and events because we want to honor the film’s legacy, films, books, and TV shows, as well as in historical events.
but, in your own games, it’s your choice to make.
CARTEL BUSTERS
THE BENEFITS
Hook. A DEA agent is taken hostage by a powerful drug
The chief benefit to featuring real-world conflicts is the cartel, and the heroes are tasked with rescuing them.
wealth of information available to help you build an
Heroes. A team of black-ops mercenaries based in
adventure. Everything that you need is there, from the
Latin America.
locations of battles, the tactics and equipment used,
the motivations of the combatants, and the politics Action. The family of the DEA agent hires the heroes
surrounding them, to actual stories of heroism and to rescue him from the cartel, and is willing to pay
villainy. You also potentially get built-in interest from your handsomely for his return. Time is of the essence, as
players, who are either curious or passionate about the they expect the cartel will execute the agent soon.
conflict. Finally, anchoring fantasy in real frameworks The heroes must assault or infiltrate the cartel’s well-
lends adventures a concrete feeling that helps with defended compound.
immersion, both for the players and the Game Master.
EATING DUST
THE PITFALLS Hook. The heroes must lead a large group of refugees
There are many potential pitfalls here, and how they are to safety.
handled largely depends on the sensibilities of the GM Heroes. A mix of aid workers and guerrilla fighters
and the players. For example, wars are inherently tragic in Angola.
events, in which real people lose their lives. In contrast, Action. A recent battle destroyed the homes and fields of
roleplaying games offer the opportunity to have fun and a village where the heroes were trying to set up a hospital.
relax with friends. There is a tension here between reality With hostile forces about to occupy the area, the heroes
and fantasy that isn’t easy for everyone to handle when must lead the people on a dangerous trek to find a safe
every detail reminds you of the real thing. place to take refuge. They face dangers from enemy
You can also run afoul of political sensitivities. Every war forces while trying to secure food, shelter, and safety for
in history was fought by groups that thought they were the refugees in a land ravaged by war.
justified in doing what they did. Rambo III embraces the
mujahideen as heroes, and celebrates a child soldier who OPERATION EAGLE CLAW
is fighting on their side. Because of these events and
Hook. Can the heroes succeed where the historical
others, the politics of the film have not aged very well.
mission failed, and rescue Americans held hostage
Like other sensitive issues, however, the key to handling
in Iran?
real-world conflicts is to make sure that everyone is
comfortable with both the real-world context of the Heroes. Members of a Delta Force operations team
adventure and the sensitive topics that surround it. assigned to Operation Eagle Claw
Action. The hero's team is part of Operation Eagle Claw,
tasked in 1980 with a special forces operation to rescue
the 52 American embassy staff taken hostage by Iranian
student activists. Can the heroes overcome the obstacles
that stopped the historical mission, and rescue the
hostages despite the odds stacked against them?
TIGER COMPANY
Hook. The heroes are building a
mercenary company from the
ground up.
Heroes. A tightly knit group of
veterans turned soldiers of fortune.
Action. This is a long running-
campaign in which the heroes begin
as a small mercenary company
funded by their personal wealth.
Their dream is to grow the company
and to get rich in the security
business. Tracking both their
finances and their reputation, they
take on increasingly challenging
and lucrative contracts from
a range of clients, some
aboveboard…some not so much.
60 RAMBO
RAMBO:
PART V:
FLESH & BLOOD
INTRODUCTION The heroes discover that the informant is actually the
colonel’s brother. Fearing for his life, and embroiled in a
This adventure is written for Everyday Heroes. It turf war on top of the invasion, he has fled the city and is
references both the Everyday Heroes Core Rulebook and now holed up in a safe house. Both the Panamanian Army
the rules found in Part II and Part III of this sourcebook. It and a rival cartel are hunting him. The heroes must use
is intended for four to five, 2nd-level characters. all their training to get to him first.
Whenever you come across a block of text with a green But when the heroes finally get their hands on him, the
frame, paraphrase or read it aloud to your players. operation is not over. Colonel Trautman informs them
that their original mission was not only off the books, but
BACKGROUND it was also illegal. Colonel Barrigan was on the payroll
of the Escorpiones cartel and trying to prevent the PDF
This adventure takes place just after Rambo III. It follows (Panamanian Defense Force) from bringing his brother
the high-octane, high-stakes, action-orientated approach, to justice. Trautman has bigger fish to fry, though. He has
but also touches upon what it means to serve your been following the colonel’s brother for some time, hoping
country and the effects that wars have on those who that he would lead him to Simón Villalobos, a Soviet-
fight them. backed Panamanian politician destined to become their
Like the films, it is set against the backdrop of real man in Panama after the invasion ends.
military actions. The invasion of Panama, codenamed Trautman asks the heroes to keep up the pretense of their
Operation Just Cause, was a many-faceted conflict. The traitorous mission, evade the might of the U.S. Army and
Panamanian dictator, Manuel Noriega, played the United follow the colonel’s brother to Villalobos, the real prize.
States against narcotics traffickers for many years. In 1989,
To fulfill Trautman’s request, the heroes have to outrun
after the U.S. and the Organization of American States
Navy SEALs, catch a spy on board a cargo ship, and
tried to curb his worst excesses, Noriega announced that
eventually confront the Soviets in a luxurious hacienda in
a state of war existed between Panama and the U.S. As
the middle of a jungle—with a tank.
the public learned the extent of Noriega’s involvement
with drug trafficking, and the extent of US support for the
dictator, relations continued to deteriorate. CREATING OR SELECTING HEROES
In December 1989, President George H. W. Bush, himself Five pregenerated heroes are provided for quick play, but
a former director of the CIA, gave the go-ahead for an players can create their own heroes if they wish.
invasion of Panama to remove Noriega from power. This Heroes are assumed to be in the U.S. Special Forces,
adventure takes place during that invasion. but if players wish to play a hero outside of this remit,
The heroes take on the role of Special Forces soldiers, it is reasonable to assume that Colonel Barrigan cast
sent to extract a valuable informant mere hours before his net wide to find recruits for his illegal mission. The
the main invasion. Things get more complicated once five classes in this sourcebook are specially designed
they are in the field. to create characters for this kind of military-based
adventure, but the classes from the Everyday Heroes Core
SYNOPSIS Rulebook can also be used.
As the heroes are given weapons and gear in the first
Colonel Barrigan tasks the heroes with locating and
encounter, it is not necessary to pick these during
extracting an individual embedded in a drug cartel, the
character creation, though small personal effects are fine.
Escorpiones Negros. He gives the individual’s whereabouts
We suggest full ammunition tracking in this adventure, as
as Panama City, but can’t be more specific because
it is intended to have a more realistic feel and focus on
contact with the individual was lost.
the heroes’ resourcefulness.
62 RAMBO
jungle ridge line. Lieutenant Sandy leads you to a cover for taking out one of the rival cartels—or at least
GP-Medium tent, the sort that you’ve been in many that is what they plan to do.
times before. Outside the tent stands a wooden post When the heroes have asked their questions, the
with a sign made with a Sharpie and corrugated colonel continues:
cardboard. It says “Operation Pineapple.” Inside,
a full colonel waits for you. His name tape says If things go wrong, we do have another operative in
Barrigan. He orders you to sit down. the area you can call on for help, but I reiterate that
time is of the essence. “Scappa” Cigarruista is an
Once they sit, the colonel addresses them: importer/exporter with a warehouse on the docks.
We know he’s still in place in the city, so use him
Alright, we’re running out of time, so listen up. if you need leads. He’s a treacherous little shit, so
Operation Blue Spoon is now Operation Just Cause, don’t trust him and don’t count on him to bail you
and it kicks off tomorrow morning. We haven’t had out of trouble or resupply you. Sandy, take charge
time to extract all our agents in the drug war, and and get these people airborne.
theater assets are committed to Just Cause. One of
our agents, codename Botella, missed a scheduled Lieutenant Sandy leads the heroes out of this tent and
check-in six hours ago. Botella is a mole in the into another of similar size. Against one wall of the tent
Escorpiones Negros cartel. They’re big—active all stands a row of scarred wooden folding tables. On them
across Latin America--and the War on Drugs needs are neat stacks of clothing and equipment.
Botella’s information.
The clothing is all civilian hiking and outdoor gear. There
The time is now 1615 local time, 2115 Zulu. In one is a Canadian passport for each hero. Encourage the
hour, you board a Chinook headed for Panama players to create fake identities for their heroes. If they
City. There’s tons of activity down there, including a need inspiration, here are a few potential names.
Special Forces detachment, and it will be dark when В Steve/Susan O’Dowd
you get there, so hopefully no one will notice one
В George/Georgie Pert
more chopper. You will fast rope from the chopper
into the jungle north of the city by 1900 hours, local В Lacey Mouth
time. On Calle Epifanio Garay there’s a bar called В Abe/Aimee Hick
the Geco Lounge. Start looking for Botella there. В Maros/Maria Garcia
When you meet Botella, use the phrase “Big Brother
В Bellamy Crying River
sent us to help.” If Botella is not there, you must
ascertain his whereabouts as quickly as possible. Also on the tables are weapons:
Your first objective is getting Botella out of the city В 3 H&K MP5A3 SMGs with suppressors and 1 spare
before 0100 tomorrow morning. Botella will provide magazine apiece (Bulk 2 each)
your second objective, taking out a drug cartel
В 1 M870 shotgun (the U.S. military designation for a
known as the Familia Duerendez.
Remington Model 870) and 14 additional 12-gauge
You’re going in as civilians. This means that you rounds (Bulk 2)
can be shot as spies under the Geneva Convention. В 1 M24 Sniper Weapon System (U.S. military designation
I don’t like it, but operational security is in tatters,
for a Remington M700 rifle with scope and bipod) with
and we can’t have this operation kick the PDF into
20 spare rounds (Bulk 3)
higher alert. We pulled gear and clothing from the
В 5 Colt M1911 pistols, each with a holster, suppressor, and
CIA. Sandy will show you where it is.
4 spare magazines (Bulk 2)
Any questions?
В 1 survival knife (Bulk 1) per hero
Barrigan answers simple operational questions, but is Under the tables are backpacks, one per hero. Each pack
loath to give out too many details. His mission briefing can hold up to Bulk 5 and contains:
is only partially correct. “Botella” is embedded in the В 1 pair of heavy, metalworker gloves appropriate for fast
Escorpiones Negros, but is not acting on behalf of the roping (Bulk 0)
U.S. government; rather, he is acting purely for profit. He
В 6 high-nutrition energy bars, enough for 3 days
is in fact Colonel Barrigan’s brother, though the colonel
(Bulk 0)
does not divulge this. The colonel is also in the pay of the
Escorpiones Negros, and they are using the invasion as
64 RAMBO
SKILL CHALLENGE DIE RESULT
ROLL
1. Gather your gear: Each hero makes a DC 10 Wisdom The hero heads straight towards a jagged cluster
(Perception) check to get everything together and 1 of rocks. They must succeed on a DC12 Dexterity
strapped to their bodies. On a failure, the hero loses (Acrobatics) check or take 1d4 bludgeoning damage.
The hero lands in a small pool and gets stuck in the mud.
gear from their pack. If you roll a weapon or glove loss,
2 They must succeed on a DC12 Strength (Athletics) check
roll again on the table. to free themselves before trouble arrives (see below).
2. Climb up to the tail ramp: The nose-down attitude of The sling of the hero’s weapon slips off their shoulder.
the helicopter helps keep the ramp clear of smoke, but They must make a successful DC12 Dexterity
(Acrobatics or Sleight of Hand) check to keep it from
makes getting to the ramp a challenge. Heroes make 3
tangling with the rope and their legs. Failure causes
DC 11 Strength (Athletics) or Dexterity (Acrobatics) them to take 1d6 bludgeoning damage from colliding
checks. On a failure, the hero loses gear, which can with a tree before they can separate from the rope.
include anything on the table. The hero heads straight toward a tree. They must make
a successful DC12 Dexterity (Acrobatics) check to
3. Get down without losing gear: The heroes bail out, avoid the tree. The tree itself isn’t big enough to injure
fast roping to the jungle floor as it blurs past below. them, but it is a Manchineel tree, which is so toxic
4
that even touching it raises painful blisters. They take
Any hero who is without their gloves takes 1d6 points 1d4 poison damage. Success on a DC15 Intelligence
of fire damage and makes the following check with (Natural Sciences) identifies the tree species, its
disadvantage: DC 12 Strength (Athletics) or Dexterity toxic effect, and appropriate first-aid response.
(Acrobatics) check. Failing this check means that the 5 The hero lands gracefully on a sandy bit of ground.
hero loses gear. If a hero still has their gloves, they The hero lands without issue on a
6
relatively open patch of grass.
cannot lose them now, but any other loss is possible.
4. The heroes descend roughly 100 feet. For each hero,
roll 1d6 and consult the following table:
An elderly civilian couple, Gabriela and Estevan de Jorge Lieutenant Sandy insists on staying with the injured at
(Everyday Heroes Core Rulebook, p. 385) lives nearby in the farm. If any first-aid kits survived the landing, he asks
a small timber building. They respond to the thunderous for one, so that he can continue providing aid. He takes
crash of the Chinook by coming to investigate. As the the heroes away from the de Jorges (if they are still alive),
heroes consider how they can possibly get their job done, and tells them that the helicopter will be missed in a few
the de Jorges approach, calling, “¿Quién anda ahí?” (“Who hours. However, he does not expect a rescue mission
is there?”). before the invasion begins.
66 RAMBO
ALERT LEVEL For time purposes, assume any of these encounters add
10 minutes to the adventure.
The next three encounters in Act I involve interaction
with the authorities. If your heroes choose violence, Once the invasion starts, the response to automatic or
this increases the pressure on an already volatile pre- heavy weapons fire is the PDF team described in alert
invasion situation. level 4.
68 RAMBO
Crashing: If either side fails a Dexterity (Vehicles) check Bite the Bullet (CR ½)
by 5 or more, the driver must make another Dexterity The first sign of trouble is a lone ant, roughly an inch long
(Vehicles) check at DC 15. If this check fails, the vehicle and resembling a reddish-black wingless wasp, crawling
takes 8d6 (PV 3) crash damage, and everyone in it takes across a hero’s boot. Success on a DC 10 Intelligence
2d6 crash damage. Dexterity (Vehicles) checks after (Natural Sciences) or Wisdom (Survival) check identifies
this crash have disadvantage. Removing disadvantage the threat as bullet ants, granting the heroes surprise.
requires an hour of time, success on a DC 13 Intelligence Treat the attacking ants as a swarm of crawling
(Mechanics) or Dexterity (Vehicles) check, and a insects (Everyday Heroes Core Rulebook, p. 398). Any
Workshop of at least level 1 (see the “Useful Places” rules hero damaged by the swarm must succeed on a DC
in the Everyday Heroes Core Rulebook, pp. 174-176). 13 Constitution saving throw or become Sickened. If
Vehicle Damage: If the DigBat vehicle takes damage to the swarm gets a critical hit or reduces a hero to 0 hit
Control, Power, Tires, or Passenger (including passengers points, that hero receives the laceration short-term
taking damage from a crash), the damage triggers the injury (Everyday Heroes Core Rulebook, p. 304), which
Easily Shaken feature of the DigBats, and the heroes win lasts 24 hours or until another hero succeeds at a DC 15
the chase. Intelligence (Medicine) check.
Assume any of the DigBat encounters add 10 minutes to Bullet ants have no individual survival instinct. The swarm
the adventure. attacks until destroyed. That said, its movement speed
is quite low and any hero outside the swarm can simply
ANIMAL ENCOUNTERS move away.
The Panamanian wilderness is home to a wide variety of
creatures, some possibly unfamiliar. It can be so hostile Bloodsuckers (CR ¼)
that standing instructions at the U.S. military’s Survival, Vampire bats prefer to sleep in dark places, but they may
Evasion, Rescue, and Escape (SERE) School in Panama take shelter in the tops of trees the heroes shoot, knock
included, “Don’t touch or sit on anything unless you poke into, or otherwise disturb during the day. At night, the
it with a stick first,” and “assume everything is venomous.” bats are out looking for prey.
If the heroes take a rest in a wilderness area, roll 1d20 Treat them as a swarm of bats (Everyday Heroes Core
every hour. On a result of 1-3, there is an encounter. Roll Rulebook, p. 396), but a hero who takes damage during
on the nearby table to find out what it is. Before you run this attack runs the risk of Bartonella infection. Success on
a specific encounter, read it over first. Some a DC 13 Constitution saving throw prevents the infection.
lower-CR opponents cause lasting effects It takes roughly five days for symptoms to appear,
because of disease or venom, while so there is no danger during the adventure proper;
higher-CR opponents do afterward, hopefully the hero has access to sufficient
a lot of damage but have medical facilities to avoid endocarditis.
no lasting effect Bats have a sense of individual survival. If heroes do 11
points of damage to the swarm, the swarm flies away.
70 RAMBO
Jaguar Warrior (CR 1) some slowly knuckle-walk their way along the road. On a
Jaguars are shy and prefer not to attack groups of successful DC12 Wisdom (Survival) check, a hero notices
humans, but this one just killed an animal and wants to that the monkeys appear to be eying their equipment.
protect its meal. Suddenly, as if at some unheard command, the troop
Unless a hero has a passive Perception of 16 or more, the dashes forward.
jaguar has surprise against the heroes. Treat the jaguar Roll for initiative. On their actions, the monkeys grab
as a great cat (Everyday Heroes Core Rulebook, p. 398). anything of bulk 1 or less not currently in the heroes’
The jaguar is very fast, but more interested in its meal backpacks, taking 1d4+1 such items, and doing their best
than in fighting the heroes. If they withdraw, the jaguar to carry them off. Heroes can shoot at the monkeys; use
chases them for 50 feet, but doesn’t do more than lunge the ape stats (Everyday Heroes Core Rulebook, p. 397),
and yowl at them. Once the heroes are at least 200 feet but they only have 9 hit points. Alternatively, a hero
away, the jaguar returns to its meal. If the heroes reduce can attempt a DC 14 Strength (Athletics) or Dexterity
the jaguar to 18 hit points or less, it runs away and hides (Acrobatics) to recover stolen items from one monkey.
until the heroes leave, then returns for whatever food Success on the earlier Survival check lowers the DC to 11.
is left. Any item not retrieved is lost for good. After 1 round, the
monkeys vanish into the trees.
Leeches (CR 0)
When this encounter occurs, it affects all the heroes. Red on Black(CR 1/8)
(If the heroes have spent most of the time between their Corn snakes are harmless. They have red bands bordered
last encounter and this in a vehicle, roll again on the by black bands. Coral snakes, on the other hand, are
table.) Make a group DC 10 Wisdom (Perception) check. venomous. They have red bands bordered by yellow,
If the group fails, they gain a level of Exhaustion. Whether hence the rhyme, “Red on black, friend to Jack. Red on
the heroes then get in a vehicle or not, substitute the yellow, kill a fellow.”
Perception check for the hourly Endurance check until Coral snakes don’t generally hunt animals as large
this encounter ends, with the same result for failure. as humans, but will bite if disturbed. Treat the coral
If the group succeeds on their Perception check, then snake as having a passive Stealth of 13. Any hero that
someone notices a leech on another hero. Quickly spots the coral snake can attempt a DC 10 Intelligence
checking themselves and each other reveals they all (Natural Sciences) or Wisdom (Survival) check to
have leeches on their bodies. Removing leeches is a fairly identify it. Assuming they do so, the heroes can avoid the
simple process, especially since they have first-aid kits, coral snake.
and requires no checks. However, it does add 30 minutes If they do not see it or fail to identify it, the snake may
to their time. attack. Treat it as a venomous snake (Everyday Heroes
Assume that these leeches do not carry any diseases. Core Rulebook, p. 395).
If the heroes gained a level of Exhaustion during this Alternatively, if the heroes take a long rest in the jungle, a
encounter, remove one after the heroes get all the hero (determined randomly) may wake up with the coral
leeches off their bodies. snake settling in to enjoy the hero’s body heat. Startling
the snake causes it to attack, potentially with surprise.
Monkeying Around (CR ½)
The coral snake has no interest in chasing the heroes, and
Whatever vehicle the heroes are in, it gets a flat tire.
has so few hit points it will never get a chance to retreat.
There is a spare in the back, but it takes a few minutes
to change. DISEASE
Trees hang over the road here, forming a dark green Disease is difficult even for higher-level heroes to
tunnel. Suddenly a loud and sonorous howl sounds above diagnose and to treat, often requiring extended bed rest
your heads. Looking in the direction from which it came,, and advanced medical facilities. If you want something
you see a large black monkey, its teeth gleaming in the a little less life-threatening and with more immediate
jungle shadows. consequences, those encounters that deliver disease
If the heroes attempt to scare off the howler monkey, they (Bloodsuckers, Going Viral) can instead have the
must succeed on a DC14 Charisma (Intimidation) check. following effect:
If they fail, or don’t even try, the monkey approaches. It The heroes must make Constitution saving throws, as
raises its face skywards and once again howls, and this described in the encounters. On a success, the hero
time its baritone whoop is answered. At least a dozen resists any toxin present. On a failure, the hero takes 1d6
more monkeys move into view. Some hang from trees, points of poison damage. After the encounter, any hero
72 RAMBO
a murder. Francisco shines a flashlight in each hero’s face If the heroes best the PDF in combat, they may be able
and compares them with the photo. to salvage the men’s weapons and the van. As well as
If the heroes use their Canadian covers and present the three assault rifles, in the back of the van they find
their passports, their weapons are the only potential a Claymore mine. They also have the wanted bulletin
giveaway of their true nature as U.S. Special Operations. Francisco carried. It’s for someone named Larry Barrigan.
Heroes may attempt a group Dexterity (Sleight of Hand The bulletin is crudely printed on thermal fax paper, and
or Stealth) check, with advantage due to the darkness, it’s hard to tell if the photo accompanying the text shows a
which sets the DC for the soldiers’ Wisdom (Perception) relative of Colonel Barrigan, but heroes should notice the
checks (+0). Should the soldiers discover the heroes’ familiar name. The text in the bulletin says that the PDF
armaments, they attempt to give the heroes a beating, wants Larry on suspicion of murder.
tie them up, and bundle them into the back of their
TIME
Nissan Vanette.
This encounter happens halfway to the city center, so
If the soldiers are happy with the heroes’ story and don’t depending on how the heroes traveled this far, it begins
find the weapons, Erico and Ernesto are about to wave the between 1920 and 2000 hours. If the heroes successfully
heroes through when Francisco pipes up. He is curious hide their weapons and talk their way past the checkpoint,
what a bunch of tourists are doing in the jungle when it takes a negligible amount of time.
the Yanquis could invade any day. He is very persistent,
demanding to know why the heroes haven’t sheltered in WHERE NEXT?
their embassy or left Panama altogether. The heroes continue on their way into Panama City. Go to
A successful DC 10 Wisdom (Insight) check tells the Encounter 3.
heroes that Erico and Ernesto are not particularly happy
about Francisco taking the reins in this situation and a ENCOUNTER 3: HUB OF THE AMERICAS
successful DC 12 Charisma (Persuasion) check allows the
heroes to stir things up amongst the group. If they pull You are now in Panama City proper, in a
this off, Erico and Ernesto start chiding Francisco, telling neighborhood of single-story buildings of gay
him he is just a culicagao and doesn’t know what he’s on colors and little pretension. As you pull up at a
about, and he should leave things to them. They tell the traffic light, your vehicle begins to knock. Knocking
heroes to get on about their business. is not good, but surely not bad enough to stop
If the heroes otherwise try to bluff their way out, they
you from getting to the city center? Clunk-clunk-
need to think of a good excuse and make a successful DC
clunk, the engine protests. Clunk-clunk—the noise
12 Charisma (Deception) check. Lower this DC if you have
stops. So does the truck. The tires squeal as the
a diverse group of heroes, as Francisco isn’t sophisticated
engine seizes.
enough to realize that the American military includes
people who are not white and male. If the excuse is a bit SUMMARY
dodgy, raise the DC. If Francisco believes them, he has The heroes reach Panama City. If they have either the
no option but to let them go. He is obviously not happy Datsun pickup or the Nissan van, the vehicle breaks down.
about it. They bump into some American soldiers, who seek their
If the heroes do not manage to negotiate their way assistance, as one of their number has been injured and
through the roadblock, the PDF soldiers tell them they are they need him evacuated.
being detained. Unless they are rude or aggressive, they After getting the injured soldier to safety, the heroes are
will miss the beating, but the PDF will not be dissuaded told that, if they need help with their mission, they should
and further resistance means that combat ensues. come to The Grand Majestic Casino.
74 RAMBO
a number of operatives who received injuries and needed OBSERVE & ORIENT
to stay under the radar. Finding the Geco Lounge does not require a check as the
When they get Nwodo to the other side, Camille Saint heroes have the address. There are two vehicles parked
Cecile meets them. She is a concerned Midwestern lady outside the lounge: a VW Kombi van belonging to the bar
with a neat hairdo and a button-down collar. She hurries and a Mitsubishi Starion with police markings. If they met
them into the backroom, set up like a hospital with clean the police in Encounter 3, the heroes recognize the latter
steel surfaces and bright lights. Almost before he is as belonging to Sargento Hector Cunampia. From the
placed on the table, she starts fussing over him, checking street, they see that the bar is moderately busy, and that
his ID tags for his blood type, pulling a bag of blood from a it seems to be divided into two halves: a door to the left
refrigerator, and inserting an IV into his arm. leads into the bar proper, while a door to the right leads
into the restaurant.
AN OFFER OF HELP A narrow, grubby alley runs behind the bar. The heroes
McKinley is very grateful to the heroes for their help. He
notice it on a successful DC 10 Wisdom (Perception or
wishes them luck with their mission and says that, if they
Streetwise) check. A battered and rusty Vespa leans
run into trouble, they can find him and the rest of his unit
against the wall of the alley. A stray cat meows at anyone
at The Grand Majestic Casino, just a few streets away.
in the alley, begging for food. Two doors lead into the
They have been operating in the city for a few months
lounge from the alley. The odor of the bar’s toilets wafts
now, and have built up contacts in most of its areas. If the
from the door on the right. The much more savory smell
heroes want a vehicle, the Special Forces can lend them
of chicken stew wafts from the door on the left.
a 1987 Ford Bronco. It looks like junk, but that’s cosmetic.
If the heroes scout the alley, they can approach the
Their mechanics keep it well-tuned. Sergeant McKinley
lounge doors stealthily just by saying that they are
can also give them directions to the Geco Lounge, if
doing so. If they do, have them make a DC 10 Wisdom
they ask.
(Perception) check as they approach the kitchen. If
TIME they succeed, they hear Ronaldo and Lia (see below),
It is now between 2000 and 2100, depending on how the complaining about someone named Larry. From their
heroes dealt with this and preceding encounters. bitch session, the heroes gather that Larry killed a
member of the Familia Duerendez gang and ran off
WHERE NEXT? without Lia.
At this point the heroes have yet to accomplish their
first objective of locating Botella. Even if they have the DECIDE
wanted bulletin from Encounter 2, they don’t yet know Depending on their approach, the heroes are entering
that Botella is Barrigan. They’re still following Colonel from either one of the back doors (on the left of the map)
Barrigan’s orders to get to the Geco Lounge, and there or one of the front doors (on the right). They can scout
they must go. things out and get a rough idea of what is inside the bar,
but don’t show them the map until they enter.
ENCOUNTER 4: THE GECO LOUNGE In the bar, there is one bartender, one waitress, and
one Panamanian police officer per hero, one of whom is
Panama City buzzes with life. As you navigate Sargento Hector Cunampia and another Fang Dongmei.
your way through its streets, avoiding the diablos Use beat cop stats from the Everyday Heroes Core
rojos—the bright-painted buses with an unhealthy Rulebook, p. 372, for the police officers. If combat breaks
disregard for public safety—a few people shout out, the waitress runs out the back and the bartender
abuse at you. “Yanquis” are not very popular takes cover behind the bar. If you need them, use goon
right now, but mainly everyone is getting on with stats for the bartender, and civilian stats for the waitress,
their lives. both from the Everyday Heroes Core Rulebook.
There are 26 people in the restaurant, including staff.
SUMMARY They flee if allowed to, but if you need stats, then use
The heroes find the Geco Lounge. However, Larry civilian stats.
Barrigan is not present. Instead, he has escaped to one of Ronaldo Pinto and Lia Ortega are in the kitchen. Ronaldo
two possible locations. is a lower-level member of the Escorpiones Negros,
dressed in a ridiculous yellow suit paired with scruffy
sneakers and a Mowbray hat. He is cocksure and thinks
76 RAMBO
that he is a lot more important and capable than he in Spanish, manages the Geco Lounge. They’re looking
actually is. His stats are the same as a goon (Everyday for him because they think that he shot a lieutenant in
Heroes Core Rulebook, p. 360). Lia is Larry Barrigan’s the Familia Duerendez cartel. Ronaldo knows Botella did
lover, and rather miffed that he left her behind to fend for shoot the rival, and is angry about the trouble that he
herself. She has been crying on Ronaldo’s shoulder. Use stirred up. Larry took off after someone shot a lieutenant
civilian stats (Everyday Heroes Core Rulebook, p. 385) for in the Escorpiones Negros. Ronaldo thinks that the
Lia. A door from the kitchen leads to the manager’s office. shooting was revenge by Familia Duerendez. Neither
knows where Botella is hiding, but if the heroes ask
ACT about his real name, either confirms it as: “Larry. Larry…
If they enter the restaurant first, the place falls silent. A something weird. Barreton? No, Barrigan.” The heroes
waitress disappears into the back room to tell Ronaldo. should recognize the name and deduce the connection to
If they enter the bar through the front door, the police the colonel, but this is not essential at this stage.
see them. If the heroes met Sargento Cunampia earlier, Papers in the office tell the heroes that Botella and Larry
any attempt to talk their way into the bar gives him Barrigan are the same person, if Lia or Ronaldo haven’t
time to recognize them. Sargento Cunampia does not already clarified it. In addition, there are two maps with
believe in coincidences, and he immediately shouts escape routes marked on them:
at his fellow officers to arrest the heroes. If the heroes
В One leads to the summit of Cerro de la Sangre Santa,
restrained or killed the police in Encounter 2, the police
where a building is circled, and labeled “Old Tin Shack.”
in the Geco Lounge have descriptions of the heroes from
This route is roughly 80 km, but ascending the summit
eyewitnesses, but eyewitnesses get details wrong. Make
will strain any vehicle, not to mention how exhausting it
a single DC 12 Intelligence (Streetwise) check for the
would be on foot.
police. If they succeed, they connect the heroes with
the descriptions. One runs to call for backup, as the rest
В The second is to a small village called Nueva Bennto on
attack. If they fail, they tell the heroes in no uncertain the flank of Cerro de la Sangre Santa, where a building
terms: “This is not a bar for gringos, go somewhere else. is circled and an untidy hand has written “Old Mission—
Better yet go home!” If the heroes don’t comply, then the Abandoned.” This route is roughly 100 km.
police resort to violence. There is a note on the desk obviously written in a numeric
If they enter the bar through the alley door, the heroes code. Success on a DC 15 Intelligence (Investigation or
should make a group DC 10 Dexterity (Stealth) check. Security) check breaks the code. The note says, “Had to
If they succeed, they have a chance to observe the change plans about where to hide. Familia Duerendez
bar unnoticed. If they fail, proceed as if the heroes had found out about first place.” There is no indication of
entered through the front. which of the hideouts was the “first place.”
If the heroes enter the kitchen from the alley door, roll TIME
for initiative and give the heroes surprise. If the heroes Depending on how long the heroes took to reconnoiter
use their surprise round to succeed on a DC 10 Charisma the lounge, the time is now somewhere between 2030 and
(Deception, Intimidation, or Persuasion) check, then 2200 hours.
Ronaldo and Lia are willing to talk. If the heroes fail their
check or take some other action, Ronaldo and Lia begin WHERE NEXT?
shouting, and the police come through to see what the The good news for the heroes is that regardless of which
commotion is. site Botella used, he is outside of the city already. However,
Ronaldo and Lía both try to run away if combat breaks the heroes need to talk to him in order to accomplish
out in either part of the lounge. The police fight until it is their second objective of disrupting the Familia
clear that they don’t have the upper hand, and then make Duerendez cartel. They should also realize that, once the
a tactical retreat. invasion starts in a few hours, there is no guarantee that
they will be able to travel either route. Their need for a
Two minutes after shooting starts, backup arrives for the
vehicle should be obvious to them.
police in the form of six SWAT officers (Everyday Heroes
Core Rulebook, p. 375). Where they go next depends on several factors:
1. If they did not get a vehicle from the Green Berets
USEFUL INTEL at the Grand Majestic Casino, they may decide to
If the heroes keep hold of Lía or Ronaldo, either tells the just hijack a car and get on with things. If so, go to
heroes that the cops are hanging out in the bar hoping Encounter 5.
that “Botella'' will show up. “Botella,” which means “bottle”
78 RAMBO
If the heroes do successfully steal the original vehicle, on ENCOUNTER 6:
the backseat they find a dirty holdall containing US$300 THE GRAND MAJESTIC CASINO
and 57 Panamanian Balboa (worth $57), a can of Inca
Kola, 18 shotgun shells, a half-full pack of cigarettes The Grand Majestic is a low-slung building, sitting
(Panamas, of course), and a clean pair of men’s briefs. alone in a rough part of town. White stucco walls
curve unusually, if not gracefully, in an Art Deco
TIME style that was out of vogue before the casino was
After this encounter the time is between 2045 and built. One such wall is sprayed with the legend
2315 hours. “Marculfo vivirá para siempre” in four foot high
letters (“Marculfo will live forever”). Out front, on
WHERE NEXT? what could charitably be called a “lawn,” which
If the heroes run away with their tails between their legs,
may once have even sported some grass, is a giant
the only option left is to seek help from the Green Berets
fiberglass woman wearing a cocktail dress and
at The Grand Majestic Casino.
holding a martini glass aloft like an Olympic torch.
If they now want more info, go to Encounter 7. Behind her, the front doors are open, the ching-
If they have managed to steal themselves a ride, they can ching-ching of slot machines audible.
leave Panama City, and must decide whether to head
towards Nueva Bennto or the Cerro de la Sangre Santa. SUMMARY
Either way, go to Encounter 9.
The heroes seek help from McKinley and his unit hiding
out at The Grand Majestic Casino. They meet John Rambo.
80 RAMBO
taken by a hero when first speaking with her determines is a bit scathing about the deal, but he recognizes that
the DC for a Charisma (Persuasion) check: sometimes you have to look at the greater good.
The DC varies as follows: The whole group responds favorably to the heroes. Fellow
В The hero is rude or disrespectful: 20 soldiers are a sight for sore eyes when behind enemy
lines. They do not know anything about Barrigan, beyond
В The hero is polite: 15
the fact that he is a part of the Escorpiones Negros. They
В The hero is polite and complimentary: 12 do, however, have a 1987 Ford Bronco that they can lend
On a success, Costança looks favorably on the heroes. the heroes.
She tells them that the Escorpiones are known by almost
everyone in town, but that the heroes would do well to JOHN RAMBO
speak the name with caution, as there is currently a feud Rambo nods at the heroes if they seem interested in
between them and the Familia Duerendez. If someone him, but otherwise ignores them, lost in his own thoughts,
suspects the heroes of being involved with either side, it unless they approach him. His default attitude if the
will set a drug cartel on the heroes’ trail. She has even heroes do approach is respectful. They are fellow grunts
heard rumors that the PDF is now gunning for Larry, in hostile territory, putting their lives at risk for people at
though she doesn’t know why. home who will never know what they have been through.
A successful DC 12 Wisdom (Insight) check suggests that If the heroes talk to him, he listens while remaining
Costança is more involved with the Escorpiones than she largely taciturn. He offers these words of advice though:
lets on. A successful DC 13 Charisma (Persuasion) or DC “You just gotta do what’s in front of you, you know? The
15 Charisma (Intimidation) check gets her to open up old men at home, they fly you out here, they put a gun in
about her business dealings with them. She also says that your hands, and they tell you to kill. You just gotta do it.
she has heard the rumor that Barrigan fled to his house That’s what we are, you and me, all of us here, we’re killers.
in Nueva Bennto right when the war was about to kick off. You just gotta trust that somebody, somewhere, knows
what the hell is going on. Maybe we shouldn’t be here.
MCKINLEY AND CREW Maybe we shouldn’t be doing this. But at the end of the
If the heroes investigate McKinley, they find that he went day, what else can we do? This is who we are.”
through a door marked “privado.”
If any of the heroes make a particularly good impression
If the heroes did not notice him, after they have been at on John Rambo, he hands them a Bowie knife. “Here kid, I
the casino for a while, he comes and taps one of them think you are gonna need this more than me.”
on the shoulder. “We shouldn’t talk here,” he says, giving
a meaningful glance at Costança. “It isn’t safe.” He leads TIME
them to the private room. It’s difficult to track time at this point because there’s no
Inside the room, a half dozen soldiers sit around, smoking, way to know how the heroes got to this encounter. They
playing cards, and drinking coffee. One reads Ulysses. should need no more than 30 minutes here.
One figure, a dark-haired man with an intense look
and a sweatband, sits by himself in a corner, brooding
WHERE NEXT?
The heroes now have a vehicle. They may have intel
and fiddling with a pen, twirling it round and round his
suggesting that Larry Barrigan is at Cerro de la Sangre
fingers. This is John Rambo. The heroes will have heard
Santa, or they may still be guessing which of two places
of his escapades in Washington, if not in Vietnam and
he ran to.
Afghanistan.
If they came to the Casino directly from Encounter 3,
A large pile of boxes is stacked in one corner, each box
now is the time to check the Geco Lounge (Encounter 4).
emblazoned with the words, “PROPERTY OF THE UNITED
There they can learn that Botella and Larry Barrigan are
STATES EMBASSY – PANAMA CITY. Not to be removed
the same person, and find the map to Cerro de la Sangre
from Embassy property under any circumstances.” The
Santa.
unit recently acquired the papers, and is guarding them
here until the main invasion force secures a route to get If, for some reason, they need more information, remind
them out of the country safely. them that Colonel Barrigan gave them a last resort to use
in such a case: the importer/exporter at the docks named
No one in the unit fully trusts Costança Brasa, but they
“Scappa” Cigarruista (Encounter 7).
struck a deal that she would not be taken down along with
the drug cartel after the invasion. McKinley in particular Otherwise, they and their vehicle should drive on to
Encounter 9.
82 RAMBO
FRIGHTENED MOUSE ENCOUNTER 8: H-HOUR
Upon investigation, the heroes find an office with a
plastic chair behind an old school desk, slightly too The unmistakable crump-crump of artillery breaks
short. Underneath the desk, plain to see, is a wide-eyed out towards the docks. The invasion has come
Panamanian: Scappa Cigarruista. He looks malnourished early! Plane engines whine to the east, but you
and furtive, his hair long, the military jacket he wears do not know if they are American or Panamanian.
at least three sizes too big. If for some reason you need An orange plume of flame a couple blocks away
a stat block for Scappa, use the expert variant of the lights the sky for a second, followed by the roar of
civilian stat block, (Everyday Heroes Core Rulebook, an explosion and the fall of debris. Just as you are
p. 385.) thinking that you need to get out of here—and fast!-
-the rattle of gunfire sounds to your left, then to
Scappa whimpers pathetically as the heroes confront him.
your right; you are caught between forces at either
He pleads for mercy, telling them that he sold everything
end of the street.
he had. He really didn’t have any choice. He owed money
to several people—the sort of people to whom you really
don’t want to owe money. If he hadn’t sold his stock to pay SUMMARY
off his debts, they would have killed him, and then they This encounter should be played out only if the heroes
would have taken everything anyway. So, really, what was are still in Panama City at 0045 hours, in which case it
he supposed to do? should take place as soon as they find themselves in the
If the heroes ask, he heard that Larry Barrigan ran off to streets. The invasion begins and the heroes get caught in
an old ruin atop Cerro de la Sangre Santa. the crossfire.
WHERE NEXT? For example, if they shout that they are Americans and
are believed, their fellow countrymen stop shooting at
This encounter gives the heroes a vehicle, a machine
them, but the PDF now deliberately targets them.
gun, and a specific location to look for Botella. H-Hour
(Encounter 8) is approaching. They need to get moving.
84 RAMBO
The heroes must make a decision on how long to wait with If the heroes have the headlights on, the stranded man
the injured soldier and his two unconscious team mates. sees the lights and waves them down. If they are using
It will be two hours before help arrives. If they manage their night-vision goggles, he hears them approach and
to drive the PDF away from the street, they can hide the waves in hopes that whoever is approaching will see him
surviving Americans in the house. Exactly how the heroes and lend a hand.
deal with this situation is up to both their consciences and The car ahead is a battered 1965 Oldsmobile Cutlass,
their ingenuity, but all the while the clock is ticking. though more rust than car these days. One front wheel
is at a 90 degree angle to the car. A middle-aged man
TIME
in a polo shirt and slacks, balding but with an impressive
It could take up to 2 hours to complete this encounter if
walrus mustache, stands beside it. He seems relieved to
the heroes wait for assistance.
see the heroes, but also wary. As the heroes approach, he
WHERE NEXT? smiles at them and sticks his hand into his pocket with
If they came here from earlier encounters, proceed to his pistol.
Encounter 9. If they reached this point from Encounter 10, If the heroes act sensibly and pass a DC 12 Charisma
then proceed to Encounter 11. (Persuasion) check, he relaxes and leaves his gun alone.
If the heroes say anything particularly stupid or get a
ACT II: result of 1 or less on the check, he draws his gun (use
the mugger stats on p. 360 of the Everyday Heroes Core
86 RAMBO
THE PANAMANIAN QUEEN their backside. There are no ill effects other than making
This encounter can happen on the way to either of Larry a loud noise.
Barrigan/Botella’s safe houses. If the heroes are pressed The cabin was probably once very homey, but is now a
for time, feel free to skip past this. swampy morass of 1970s kitsch floating in stagnant water.
A tin box floats, temptingly, in the center of the space.
The road winds ever further into the jungle, the
Written on it in white paint are the words, “Emergency
dense canopy. In places the road is little more than
Supplies” in chunky characters
a dirt track, winding erratically around boulders
and trees too big to move or bother cutting down, If any hero enters the water, 3 crocodiles immediately
respectively. The River Enchos runs beside your attack (use alligator, Everyday Heroes Core Rulebook, p.
route, periodically coming into and out of view, its 395).
slow and sluggish waters black. There is a boat, Because of the poor visibility in the boat, the crocodiles
little more than a shadow at first, but, from its surprise the heroes. If the heroes do something to negate
lopsided angle and low position in the water, you the poor visibility (e.g., use the night-vision goggles issued
can tell that it isn’t healthy. As you slowly drive by Colonel Barrigan), any hero with a passive Perception
along Brannigan’s escape route, you see a curtain of 12+ notices the crocodiles. Of course, it’s also possible
twitch in one of the boat’s windows. to spot the crocodiles by succeeding on a DC 12 Wisdom
(Survival or Perception) check. Note that this check is
On closer inspection, the boat, the Reina Panameña made with disadvantage unless the heroes negate the
(Panamanian Queen), has been sitting there for some poor visibility condition.
time. Its timbers sag with rot and the whole structure If the emergency supplies box is retrieved, it contains: a
drips with moss. It is an old-fashioned house boat, moored mass of AA batteries glued together by corrosion and
to the bank nearest the heroes. useless, a first-aid kit, a flare gun with no ammunition, and
There is no line of sight from the river bank into the a whistle.
interior of the boat, though there are windows (2 each
on the front and sides) through which a grenade or TIME
something similar could be thrown. Line of sight could be Including driving time, one of these encounters advances
drawn from the rear of the boat through the door (down the clock by two hours. Both together advance the clock
the steps). by 3 hours.
Boarding the boat is a tricky business: the deck is rotten WHERE NEXT?
and slick. Have each hero boarding the boat attempt a
Heroes proceed to their destination, whether that’s Nueva
DC 7 Dexterity saving throw. On a failure, the hero falls on
Bennto (Encounter 10) or Cerro de la Sangre Santa
(Encounter 11).
Emilio keeps himself behind cover and attacks as best Having noticed the loose soil, the heroes have the option
he can. of finding a better route up the mountain. To do this, one
of the heroes must make a successful DC 14 Wisdom
The other five do what is necessary to take the heroes
(Survival) check.
out of action. Emilio considers them expendable. If the
heroes take him out and things are going against the If the leading hero fails the first check to notice the
cartel soldiers, the soldiers flee or surrender, depending loose soil, they continue ahead unawares. They make
on the heroes. Acrobatics checks as above, but at disadvantage as they
are oblivious to the potential danger.
A LONG WAY UP
Larry Barrigan is not in Nueva Bennto. Your eyes rise
BUG BASH
up to Cerro de la Sangre Santa. Its black volcanic mass If you think your game might run long, skip this encounter
looms over you. Larry must be there. It would be a hard and get on with the game.
climb, but you can get there directly if you go on foot. If The march is grueling, the mountain rising constantly
you want to drive, you’ll have to go almost back to the city ahead of you. The air is thick, and sweat runs down the
before taking the road to the summit. small of your back. You are all too aware that time is
The heroes have a choice of retracing their steps and slipping away as surely as the soil beneath your feet.
going up the Cerro de la Sangre Santa by road (in which Randomly select one of the heroes. This hero makes a
case go to Encounter 8) or walking up the mountain, in DC 12 Wisdom (Perception) check (note that, depending
which case carry on with this encounter. on the hero, they may succeed on this check with their
passive Perception score). On a success, they notice a
SHANK’S MARE brown spider crawling across their forearm. They can
You can only thank Providence that it is not summer, even brush it off with a successful DC 12 Dexterity (Sleight of
as the sweat pours off you as you ascend the mountain. Hand) check, but if they fail the spider bites them. If the
The ground below your feet is inky black, and so, in large hero did not see the spider, the first they know of its bite
part, are you now. A fine dust rises with every footfall, is when the crook of their elbow begins itching.
coating everything and making breathing difficult. It has
Once the hero knows that they have been bitten, they take
been several hundred years since the Sangra Santa last
2d6 points of damage. Success on a DC 12 Constitution
erupted, but, despite the vegetation, the smell and dust of
saving throw halves the damage. In addition to the
volcanic soil still lingers.
damage, failing the Constitution save means that the
The heroes must abandon their vehicle (no matter the bite area becomes steadily more swollen. After an hour,
type) to make this trek. They should check the Bulk of the bitten hero suffers disadvantage on any action
the gear they are carrying to determine whether this that involves that arm. Success on a DC 12 Intelligence
encumbers them. If they took Mierda Dorada from (Medicine or Natural Sciences) or Wisdom (Survival)
Scappa, and wish to remove the PKM machine gun, prevents the disadvantage effect. If the heroes make use
90 RAMBO
of a first-aid kit, they make the Intelligence or Wisdom advantage on their Vehicles roll. They get only one try. If
checks with advantage. they fail, the truck is stuck just as if they had failed their
Perception checks.
TIME
A stuck truck can be pushed free. One hero must remain
This encounter adds at least two-and-a-half hours to the
inside to drive, but all the others can Help by succeeding
clock if they walk up the hill. If they drive, go to Encounter
at DC 12 Strength (Athletics) checks. The driver must
11. In that case, check the elapsed time. It may be
succeed at a DC 20 Dexterity (Vehicles) check. If the
appropriate to run Encounter 8 before continuing.
heroes put something under the tires to increase the grip
WHERE NEXT? (there are stones and vegetation on either side of the
Having made the hard trek up the mountain, the heroes track), the DC for the Vehicles check is 17.
find themselves at the summit; this is Encounter 12. If If the heroes cannot free the truck, they have no choice
they drive instead, go to Encounter 11. but to continue on foot. In this case, they should check the
Bulk of the gear they are carrying to see whether or not
ENCOUNTER 11: THUNDER ROAD this makes them encumbered. If they took Mierda Dorada
from Scappa and now wish to remove the heavy machine
The road to Cerro de la Sangre Santa is tiny gun, remind them that it is Bulk 6 for a single person
and rutted, winding back and forth through or three Bulk 2 loads for a team, and takes 2 rounds
marshy jungle. to reassemble.
WHERE NEXT?
SUMMARY With or without a vehicle, the heroes go to Encounter
The heroes left Panama City en route to find Larry 12 next.
Barrigan who, they hope, is hiding at Cerro de la Sangre
Santa. On the way, their truck gets stuck and they are
mobbed by monkeys.
ENCOUNTER 12: SWITCHBACKS
The Cerro de la Sangre Santa looms out of the jungle
STUCK IN THE MIDDLE WITH YOU like a giant green boil. The road ahead switches back
Have the driver and any hero up front with them make a and forth, an elaborate zig-zag inching its way up the
DC 12 Wisdom (Perception) check. If either of them pass, mountain’s eastern flank. From the tire tracks, you can
read this: tell that someone has been up this way recently—but was
While bouncing along dirt tracks, you round a corner and it Larry?
slam on the brakes, coming to a sudden, shuddering halt
SUMMARY
just before plowing into a sodden stretch of
The heroes negotiate the treacherous hairpin turns
track, the mud deeper than the wheels on
and battle their way through an ambush to reach
your vehicle.
the top of the mountain.
If neither pass, read this:
Your vehicle flies around a corner THE LONG & WINDING ROAD
and comes to an abrupt halt as it If the heroes are in the truck, read the
sinks axle deep in a muddy section following paragraph:
of the road. You go this way and that, the truck
If the heroes saw the mud before bumping and lurching alarmingly along a
they got stuck, they may be able narrow track hardly wider than a cycle path.
to drive through. The left side With each sudden switchback, your stomach
of the track is drier, and with lurches. Outside the window, the ground falls away
a run-up they might be able only inches from the tire in one direction, and the
to get through. This requires mountain seems to climb forever up in the other.
a successful DC 12 Dexterity It quickly becomes clear that it is going to take some
(Vehicles) check. The person skillful driving to get the truck up to the top, and the
sitting up front can Help with price of failure will be costly.
success on a DC 10 Wisdom
Driving up requires three successful
(Perception) check,
Dexterity (Vehicles) checks from
granting the driver
96 RAMBO
and keep heading north on the canal until they get to the Brenda Hansen: She is currently occupied with collecting
CS Lugus. flowers, which she intends to make into a garland to hang
Trautman gives the heroes a radio (Bulk 2) for around the statue’s neck. She is not quite sure why she is
emergencies, and tells them that they are call-sign doing this—she isn’t particularly religious, but she has a
Cartier. Barrigan (or the Barrigan impostor) is call-sign faded memory of seeing it somewhere, and it just seems
Fabergé. The Soviet spy aboard the ship is call-sign kind of right, you know?
Tiffany. He instructs the heroes to maintain radio silence
WHERE NEXT?
to prevent U.S. or enemy forces from triangulating their
Once night falls, the heroes enact their plan. Go to
signal. And then he and his Special Forces soldiers roar
Encounter 15.
off on another mission.
98 RAMBO
SUMMARY ROUND 1: OPEN WATER
The heroes are in a chase along the Panama Canal, and The water is calm and smooth, perfect for a skilled pilot to
they must try to escape a boat full of Navy SEALs! pick up speed.
DO OR DIE Challenge (Driver Only): Dexterity (Vehicles) check, with
a bonus equal to the Vehicle’s Strength modifier
В This encounter is a chase, as per the rules in Chapter 11
GAIN GROUND SUGGESTION (DRIVER ONLY):
of the Everyday Heroes Core Rulebook.
В Quick getaway, Dexterity (Vehicles) against Dexterity
В The heroes are the prey, and the Navy SEALs in the (Vehicles).
rubber boat the predators.
OPTIONS FOR SHOOTING:
В There are four SEALs on their boat; use the stats for В The SEALs are currently 80 feet behind the heroes’
soldier: Special Forces variant (p. 377 of the Everyday
boat. Anyone except the driver may use their action to
Heroes Core Rulebook).
shoot. If anyone mounted the machine gun, it cannot
В Both boats are Inflatable Boats (Everyday Heroes Core fire at any target directly behind the boat that it is
Rulebook, p. 171). on. When the heroes do use it, it requires only one
В The SEALs need 8 more chase points than the heroes person to fire it. All shots except the machine gun
to catch them. If the heroes mounted their machine are at disadvantage. The three SEALs not piloting
gun on their boat, the SEALs only need 6 more chase the boat fire upon the heroes on their turn. They too
points than the heroes. have disadvantage.
В One hero pilots the boat and they should make all
checks for doing so.
В The Chase DC is 13.
100 RAMBO
ENCOUNTER 17: THE CS LUGUS The guards are committed to the cause and, if they
discover the heroes, they do their best to take them out,
As the first light of dawn brightens the eastern or at least to stop them from reaching the common room.
horizon, the cargo ship is still just an ominous The two guards in the common room head to the deck as
shadow, blotting out the canal ahead. The muted soon as the alarm is raised. Sofia is conscious of the fact
early light helps hide you as you sneak aboard, that Barrigan must not fall into the hands of the heroes,
but you are all too aware that, soon, the sun will but she cannot kill him yet (see below). The guards do
rise above the horizon, and any chance of stealth their best to keep the heroes on the deck of the ship,
will evaporate. and Comrade Laskin runs for the radio room, dragging
Barrigan with her (kicking and screaming) if he is present.
SUMMARY SOPHIA LASKIN
The heroes must sneak aboard the CS Lugus, and either
Sophia is a very intelligent and highly-competent agent.
locate and extract Barrigan or locate and capture the
She knows that Barrigan should not fall into the hands
Soviet spy.
of the Americans, and is aware that the heroes are
The Map acting from patriotic interests.
Four ship guards stand watch at points B, C, D and Sophia is part-Haitian and part-Russian.
E. The heroes may climb the ladder at point A on Her father was a diplomat stationed in the
their first turn. As they do so, they make a group Caribbean, and she followed him in working
DC 10 Dexterity (Stealth) check with advantage. for the Soviet cause. She is fashionably
On a failure, the guards see them and attack on dressed, and more glamorously than
their turn. If the guards are unaware of the seems necessary for laying low on a
heroes’ presence at the beginning of their cargo ship. She is wearing an open
turn, they walk 30 feet in a counter clockwise knit sweater and leather hot pants
direction. The heroes can hide and, if they with tights.
do so, any guard coming within 30 feet (and If Barrigan is present, when the
being physically able to see them) makes a heroes finally corner her, she
Wisdom (Perception) check with disadvantage, holds a grenade to Barrigan’s
contested against the heroes’ Dexterity head threatening to blow it off if
(Stealth) checks. The heroes can make silent they come any nearer. Common
melee attacks against the guards with a sense should tell the heroes that, if
successful DC 12 Dexterity (Stealth) check. Sophia were willing to kill Barrigan, she
However, even with a successful check, unless would have done it by now. However, if the
the guard is killed with one attack, they raise players don’t realize this, a successful DC
the alarm. 12 Wisdom (Insight) check reveals that
Aboard the ship there are: she is bluffing.
В4 ship guards on patrol, wearing black The reasons for the meeting were two-
turtlenecks, black caps, and navy slacks. fold: one, to tell Barrigan where to go
They each carry a MAC-10 SMG. to meet up with Simón Villalobos, and,
В 2 more ship guards are in the common two, to learn an American military secret
room (point F), armed in 9mm semi- from Barrigan. He doesn’t actually know
automatic pistols. any military secrets—the bluff was just
insurance on his part against being double-
В Sophia Laskin is the Soviet spy. She
crossed.
is small and slight, not quite 5 feet
tall with big dark eyes and lips If Barrigan is not on board, the location of
painted purple. She carries a Simón Villalobos may be learned with a
pistol and has three grenades on successful DC 14 Charisma (Persuasion or
her belt. Deception) check. Intimidation has no effect
on Sophia, because she is quite happy to
В Larry Barrigan, if present, is
blow herself up with a grenade if she can take
also in the common room.
out a hero or two at the same time.
The Soviets built the concrete sheds when they took over В An arc welder
the estate. They are defensive positions, complete with
THE T-62
gun slits. Fortunately for the heroes, all sit empty. The only
Once the heroes get rid of Gregor, they can have a look
Soviet nearby is Gregor, currently asleep (stats in the
at the tank. It is a beauty in almost full-working order.
“Supporting Cast” section). He wears a gray serge field
Success on a DC 10 Intelligence (Security or Streetwise)
cap and a white shirt with corduroy trousers. He clutches
check reveals that this might be valuable to U.S.
an AKS-74U even in his sleep. He was given the job of
intelligence, since relatively few T-62s were exported.
guarding what is under the tarpaulin: a T-62 tank!
The main gun is loaded and ready for action, so these
On a successful DC 10 Dexterity (Stealth) check, a hero
Soviets are obviously expecting trouble. Nor is Gregor the
can sneak up to the tank without waking Gregor. If he
last line of defense in protecting the tank. On a successful
wakes, Gregor challenges the heroes, but is still slightly
DC 10 Intelligence (Security or Mechanics) check, the
befuddled by sleep. Depending on what approach
heroes notice that the hatch is rigged with a booby trap.
the heroes take, they can persuade him to vacate his
Anyone opening it without disarming the device sets off a
position with a successful DC 12 Charisma (Deception,
small amount of plastic explosives, taking 2d6 Explosive
Intimidation, or Persuasion) check, but they get only one
damage, or half this with a successful DC 12 Dexterity
crack at this.
saving throw.
If they fail the check, Gregor opens fire on them, trying
Once in the tank, the heroes find that it won’t start; the
to get them to back off, so that he can get to his radio,
Soviets took the precaution of removing the battery.
which he left inside the nearest concrete bunker. If any of
However, on a successful DC 13 Wisdom (Perception) or
the heroes speak Russian, they can understand Gregor’s
Intelligence (Investigation) check, the heroes find the
radio conversation. He asks for reinforcements from the
battery concealed among the half-dismantled central
hacienda to fight intruders. A woman’s voice refuses. She
heating system.
says, also in Russian, that they are all needed there, and
he will have to do the best he can. But whatever he does, Running a Tank
he cannot let them take the tank. The T-62 has four crew positions: Commander, Gunner,
If Gregor does not make it to the radio, but shots are fired, Loader, and Driver. The commander can substitute for the
the heroes hear the woman’s voice asking, in Russian, gunner and the loader; and the gunner can also load, but
what is going on. there are consequences for doing so.
Even if the heroes manage to trick or intimidate Gregor While operating the tank, whichever hero takes the driver
into not attacking them, he does not let them near the role makes all Dexterity (Vehicles) checks to maneuver
tank. “It’s not worth it,” he will say to any Russian speaker. the tank.
“Shahlo will hang me up by the balls if I let you anywhere The gunner operates both the main gun and the coaxial
near it.” They have to either incapacitate him or get him machine gun. They can operate either in a single round.
to leave the vicinity. If the gunner has two attacks in a round, they can choose
which to fire for each attack. Note that the main gun
THE CONCRETE SHED requires reloading after every shot, so it cannot be fired
If the heroes inspect the shed, they find that Gregor
twice in the same round. Both guns require proficiency
has been using it as both a home and a workshop. Its
with Military Equipment. Normal rules for firing weapons
contents include:
from moving vehicles apply. If the commander substitutes
В A photograph of a woman leading a cow, possibly taken for the gunner, they suffer a -2 penalty on all shots
in Russia, or at least somewhere very flat fired. If the gunner is also the loader, they suffer the
В A wristwatch, not working same penalty.
В A pack of Belomorkanal cigarettes The loader keeps the main gun and the coaxial machine
gun loaded. This is a challenging task, due to the confines
106 RAMBO
of the tank turret and the movement of the tank. While Russian soldiers is hard, but Shahlo is an intimidating
the machine gun has belts of hundreds of rounds of woman, with dark eyes and a narrow face. She is quite
ammunition, the main gun is a single-shot weapon capable of instilling obedience in her men and fear in
requiring a reload every round. Reloading while the her enemies. She is small but nimble, one moment
vehicle is stationary requires no check. But reloading standing stock still and the next whipping out a gun or
while the vehicle is moving requires success on a DC 10 throwing knife, often hitting her target square between
Strength (Athletics) or Dexterity (Acrobatics) check. If the eyes.
either the gunner or the commander is making the check, В Bogdan the Bulgar
they suffer a -2 penalty on it.
В Simón Villalobos: The Panamanian politician that the
The commander’s job is to observe what is happening heroes are after. Use civilian stats (Everyday Heroes
around the tank, and to direct the rest of the crew. The Core Rulebook, p. 385).
commander dictates direction and speed to the driver,
The heroes enter from the bottom of the map, through
target type and location to the gunner, and ammunition
the jungle. This is difficult terrain if they are on foot, but
type to the loader. In addition, the commander may
not for the tank.
operate the anti-aircraft machine gun on top of the
turret. The most common skill check for the commander At the beginning of the combat, two soldiers are on the
is Wisdom (Perception). Other crew members can Help wall at points A and B, both armed with SMGs. The other
with these checks. If the commander is also the gunner two soldiers are in the courtyard adjoining the lawn.
and/or loader, their Perception checks suffer a -2 penalty Shahlo, Bogdan and Simón are in one of the bedrooms
per additional role. (point D).
The tank cannot cross the combination of ditch and
THE HACIENDA retaining wall. Even breaching the retaining wall does
If Gregor alerted the others via the radio, or shots were not create a sloped-enough spot for the tank to climb.
fired, the heroes are not able to approach the hacienda However, breaching the retaining wall in this way allows
covertly. As soon as they get near it, the guards on the the heroes to climb without making a check. The walls
wall (see below) open fire. However, if the occupants take 35 points of damage before crumbling at that point,
of the hacienda are unaware of their presence, then allowing the heroes to pass through.
on a successful DC 10 Dexterity (Stealth) or Wisdom
(Survival) check, the heroes are able to sneak forward Note: the 115mm U-5TS main gun of the T-62 tank does
to perform a reconnaissance of the area, though they 33 points of damage on average, per round.
cannot do so in the tank.
The hacienda is a large building with mold-streaked white If the heroes take the tank around the house to the gravel
stucco walls and red ceramic roof tiles. It is surrounded drive, all they can manage to do is collapse the path
by a manicured lawn, in which is situated a swimming under the forty-one-ton mass of a Soviet medium tank.
pool. A broad ditch and red brick retaining wall border the This traps the tank. in the ditch, rendering it just capable
entire complex. of firing at targets to one side or the other.
There is a courtyard with a fountain at the center of the If the heroes use the tank to shoot at the walls of the
building, from which the heroes can enter the house house from a distance, roll to hit against an AC of 12. Treat
itself. There are large windowed rooms on both sides of the hacienda walls the same as the retaining wall.
the courtyard, though they are too far away to be able to Explosives can also be used to breach the walls.
tell what the rooms contain. To the left of the building is When the heroes climb the retaining wall, the two soldiers
a gravel drive with a parked, smart-looking, Chevy Blazer there (if still alive) fall back to the courtyard. If a hero
SUV. The house is obviously lived in and kept in very good wishes to climb over a part of the wall that has not been
repair, though the only sign of life visible at the moment is breached, they must make a DC 12 Strength (Athletics)
the two guards. check. If they fail, their movement ends at the wall, but
The enemies for this combat are as follows: they have total cover and concealment from the hacienda.
В Soviet mercenaries: they are not in uniform; instead The inside of the hacienda should remain hidden until the
they are wearing generic camo, etc. One is armed with heroes explore it room by room. As the heroes get closer,
a flamethrower and the other three with SMGs. the soldiers keep falling back toward room D. The doors
В Shahlo Eshonov: Shahlo defies convention in many indicated with a red star are booby trapped. A successful
ways. Being an Uzbek officer in charge of ethnically- DC 12 Wisdom (Perception) or Intelligence (Security)
108 RAMBO
Part V: Rambo: Flesh & Blood 109
PART VI: THE CAST
“Are you telling me that 200 of our men against Nightstick. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target.
your boy is a no-win situation for us?” Hit: 4 (1d4 + 2) bludgeoning damage.
—TEASLE
Winchester Model 88 Hunting Rifle (4 rounds; bonus reload).
“You send that many, don't forget one thing.” Ranged Attack (750/2200) Attack: +2 to hit, 1d10 ballistic (PV 3).
—TRAUTMAN Properties: loud, slow-firing, two-handed
“What?” Arthur “Art” Galt is the Deputy Sergeant under Sheriff Teasle in
—TEASLE
Hope, Washington. He is a hot-tempered officer who seems to
“A good supply of body bags.” enjoy abusing suspects and prisoners who are not immediately
—TRAUTMAN (RAMBO: FIRST BLOOD)
submissive. Not one to think things through or follow procedure,
his recklessness gets him killed while trying to kill John Rambo.
SUPPORTING CAST
Rambo has his share of enemies, some of whom BOGDAN THE BULGARCR2
occasionally get the better of him—at least temporarily. In Medium person (human)
First Blood, Rambo went out of his way to avoid killing, but ----
Defense 13
Roles Melee, Tank
Hit Points 33 (6d8 + 6)
Equipment Camo gear, pocket stuff
Armor Light ballistic vest (save +2, AV 2, Ballistic, ----
110 RAMBO
He is dedicated to the Communist cause, unquestioningly Defensive Swing. If an enemy moves within 5 ft. of Chaime,
believing the propaganda that he was brought up on. He is Chaime may use his reaction to make an attack of
brawny and relies on his two fists where possible, viewing guns opportunity.
as unmanly. ACTIONS
Multiattack. Chaime makes two attacks, the second with his
bonus action.
CAPITANA EMILDA CR 1/2 Bat. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target.
Medium person (human) Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2)
bludgeoning damage if wielded in two hands.
----
Defense 13
Shotgun (9 rounds; action reload). Ranged (200/400) Attack: +3 to
Hit Points 22 (4d8 + 4)
hit, 8 (2d6 + 1) ballistic damage (PV 3). This attack is
Armor —
made at advantage against targets within 30 feet.
Speed 30 ft.
----
Chaime is an honest citizen, fed up with the crime
STR DEX CON INT WIS CHA
and corruption that he believes is rotting his country
12 (+1) 12 (+1) 13 (+1) 10 (+0) 13 (+1) 13 (+1) from the top down. He is leaving Panama City until
Skills Security +2 things get quieter. When the heroes try to take his car,
Senses passive Perception 13 he vents his pent-up anger in their direction.
Roles Leader, Ranged
Equipment M16, knife, uniform, pocket stuff
EMILIO DUERENDEZ CR 1/2
ACTIONS Medium person (human)
----
Knife. Melee Attack: +1 to hit, PV 1, reach 5 ft., one target. Hit: 3 Defense 13
(1d4 + 1) slashing damage. Hit Points 19 (3d8 + 6)
M16 (30 rounds; action reload). Ranged (900/1800) Attack: +3 to hit, Armor —
7 (1d12 + 1) ballistic damage (PV 3). Speed 30 ft.
----
CHAIME BIGOTES CR 1 ¡Tumbar a ese tonto! As a bonus action, Emilio may nominate
an enemy. All attacks made against that enemy have
Medium person (human) advantage until the beginning of Emilio’s next turn.
----
Defense 12 ACTIONS
Hit Points 45 (7d8 + 14) Unarmed Strike. Melee Attack: +1 to hit, PV 1, reach 5 ft., one
Armor — target. Hit: 3 (1d4 + 1) bludgeoning damage.
Speed 30 ft. 9mm semi automatic Pistol (21 rounds; bonus reload). Ranged
----
STR DEX CON INT WIS CHA (100/200) Attack: +3 to hit, 5 (1d8 + 1) ballistic damage
15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 9 (-1) (PV 2).
Skills Athletics +4, Mechanics +2, Security +2, Streetwise Emilio is part of the famed Familia Duerendez, and one of the
+2 heads of the organization. He is a vindictive man with few scruples,
Senses passive Perception 12 part of the reason the Duerendezes are on the rise.
Roles Tank, Melee, Ranged
Equipment Baseball bat, street clothes, pocket stuff
----
Defense 15
Hit Points 26 (4d8 + 8)
Hit Points 82 (15d8 + 15)
Armor Modern combat armor (save +2, AV 3, Awkward)
Speed 30 ft.
Speed 20 ft. (30 ft. without armor) ----
Orders. Allies that can see and hear Lt. Sandy add 1d4
from a moving vehicle.
to each of their attack rolls and saving throws. A
Headshot. They score a critical hit on a roll of 19 or 20 when
combatant can benefit from only one such die at a time.
making ranged attacks.
Swim Training. Lt. Sandy can hold their breath for twice as
Skirmisher. They do not have disadvantage when making
long as normal. Swimming is not difficult movement
ranged attacks from close combat.
for them.
ACTIONS
ACTIONS
Multiattack. They make three attacks when taking the
Multiattack. Lt. Sandy makes two attacks.
attack action, or they can throw a grenade and then use
9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged (100/200)
the suppressive fire action.
Attack: +5 to hit, 8 (1d10 + 3) ballistic damage (PV 2).
AKM Assault Rifle (30 rounds; bonus reload). Ranged (900/1800)
Lieutenant Blake Sandy is a reliable special operations officer Attack: +6 to hit, 9 (1d12+3) ballistic (PV 3). Properties: burst
with experience both in the field and in mission planning. He is 3, full auto, loud, restricted
loyal, follows orders carefully, and shows a genuine concern for all Thrown Fragmentation Grenade (2 per encounter). Ranged (40/80)
his fellow soldiers. Attack: Automatically hits target square, 20’ radius
explosion, 18 (4d8) explosive (PV 3), DC 15 save for half
damage. Properties: loud, restricted
Note: This stat block also works well for Colonel Aleksey "Alexei"
Nikolayevich Zaysen from Rambo III, who has a similar background
and skill set.
112 RAMBO
GREGOR CR 1 Murdock is a corrupt CIA officer who proves more interested
Medium person (human) in making money as a political operative than in the lives of
----
----
STR DEX CON INT WIS CHA
Lead and will we follow! If an enemy has taken damage this 14 (+2) 16 (+3) 13 (+1) 16 (+3) 15 (+2) 15 (+2)
turn, Gregor gains advantage on all attacks.
Skills Endurance +3, Perception +4, Security +5,
ACTIONS Stealth +5, Survival +4
Multiattack. Gregor makes one attack with their action, and Senses passive Perception 16
a second with their bonus action. Roles Leader, Ranged
AKS-74U Assault rifle (31 rounds; bonus reload). Ranged (600/1200) Equipment: Pistol, knife, camo gear, pocket stuff
Attack: +3 to hit, 7 (1d12 + 1) ballistic damage (PV 3). ----
Knife. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 6 Dictate the Fight. If Shahlo hits with an attack in melee,
(1d6 + 3) slashing damage. the target must make a DC 12 Wisdom save. If they fail,
Shahlo can move them into an adjacent square of their
MARSHALL MURDOCK CR 2 choosing. This does not trigger opportunity attacks.
Now you see her… If an enemy who is within line of sight
Medium person (human) of Shahlo declares an attack, Shahlo can attempt to
----
Defense 15 Defense 14
Hit Points 58 (9d8 + 18) Hit Points 44 (8d8 + 8)
Armor Light ballistic vest (save +2, AV 2, ballistic, Armor —
concealable) Speed 30 ft.
Speed 30 ft.
----
----
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 18 (+4) 13 (+1) 15 (+2)
15 (+2) 14 (+2) 14 (+2) 13 (+1) 8 (-1) 12 (+1)
Skills Deception +4, Insight +3, Intimidation +4, Medical +6,
Saves Str +5, Con +5, Cha +4 Security +6, Stealth +4
Skills Athletics +5, Insight +2, Investigation +4, Intimidation Senses passive Perception 13
+4, Perception +2, Persuasion +4, Streetwise +2, Roles Leader, Melee
Vehicles +5 Equipment Pistol, grenades, glamorous clothes
Senses passive Perception 12
----
114 RAMBO
ZIFAR BALBOSA
Medium person (human)
CR 1
EXTRAS
The Everyday Heroes Core Rulebook contains an
----
Defense 14
abundance of stat blocks for use in Rambo adventures.
Hit Points 39 (6d8 + 12)
All you need to do to customize the various military, law
Armor —
enforcement, and criminal NPCs found there is to change
Speed 30 ft.
----
the equipment for a given country or time period.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+2) 10 (+0) 13 (+2) DIGBAT CR 1/4
Skills Athletics +5, Intimidation +4, Security +4, Medium person (human)
Senses passive Perception 12
----
Defense 13
Roles Leader, Melee
Hit Points 16 (3d8 + 3)
Equipment Pipe, archaic grenades, machete, 9mm semi-
Armor —
automatic pistol, uniform, pocket stuff
----
Speed 30 ft.
Capitán Zifar may use his bonus action to Goad his allies. Goaded
----
Defense 14
The Halcones (Falcons) are the wannabes, the youths trying to Hit Points 22 (5d8)
earn a place for themselves. Until they are admitted properly into Armor —
the cartel structure, they serve as lookouts and runners. They Speed 30 ft.
----
often experience conflicted emotions when a fight starts. They are STR DEX CON INT WIS CHA
green and not yet inured to the violence, and so may succumb to 12 (+1) 14 (+2) 11 (+0) 12 (+1) 14 (+2) 12 (+1)
nerves, but they are also often desperate, and may prove more
dangerous than their low CR suggests. Skills Deception +3, Intimidation +3, Security +3,
Streetwise +4
Senses passive Perception 12
DRUG CARTEL: HEAVY CR 1 Roles Hulk, Melee
Equipment 9mm semi-automatic pistol, a cheap suit,
Medium person (human) pocket stuff
----
----
116 RAMBO
----
STR DEX CON INT WIS CHA The guards aboard the CS Lugus are trained to a higher standard
12 (+1) 14 (+2) 10 (0) 12 (+1) 10 (0) 8 (-1) than one would expect on a simple cargo ship. This is because
they were placed there by the Kremlin to assist in furthering Soviet
Saves Dex +4 interests in the region.
Skills Athletics +3, Deception +1, Intimidation +1,
Perception +2, Stealth +4, Vehicles +4
Senses passive Perception 12 SOVIET MERCENARY CR 1
Roles Fodder, Killer
----
Defense 14
swim or dive and saving throws made to avoid drowning.
Hit Points 33 (6d8 + 6)
ACTIONS Armor —
AK-17 Assault Rifle (30 rounds; bonus reload). Ranged (900/1800) Speed 30 ft.
Attack: +4 to hit, 8 (1d12+2) ballistic (PV 3). Properties: burst
----
SHIP GUARDS CR 1/2 Lead and will we follow! If an enemy has taken damage
this turn, the Soviet mercenary gains advantage on
Medium person (human)
----
all attacks.
Defense 13 ACTIONS
Hit Points 22 (4d8+4) Multiattack. The Soviet mercenary makes one attack with
Armor — their action, and a second with their bonus action.
Speed 30 ft. M-9 Flamethrower (8 rounds; short rest reload). Ranged (80/160)
----
STR DEX CON INT WIS CHA Attack: +4 to hit, 8 (2d6 + 1) fire damage (PV 1) +
12 (+1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 12 (+1) Burning condition.
SMG (31 rounds; bonus reload). Ranged (100/200) Attack: +4 to hit, 6
Skills Security +3
(1d8 + 2) ballistic damage (PV 2).
Senses passive Perception 14
Knife. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4
Roles Fodder, Support, Ranged
(1d4 + 2) bludgeoning damage.
Equipment 9mm semi-automatic pistol or SMG, knife,
a cheap suit, pocket stuff Wherever regular soldiers cannot go, the USSR employs
----
Strength in numbers. If the ship guard cannot draw line of mercenaries. Unofficial, and operating without the backup of
sight to an ally, they have disadvantage on all attacks, the Soviet Army, these individuals are resourceful and deadly.
checks, and saves. However, the ship guard gets They are often equipped with non-standard, sometimes out-of-
advantage on all attack rolls if there is an ally within 5 date equipment.
feet of the target.
ACTIONS
9mm semi-automatic pistol (21 rounds; bonus reload). Ranged
(100/200) Attack: +4 to hit, 6 (1d8 + 2) ballistic damage
(PV 2).
SMG (31 rounds; bonus reload). Ranged (100/200) Attack: +4 to hit, 6
(1d8 + 2) ballistic damage (PV 2).
Knife. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 4
(1d4 + 2) bludgeoning damage.
the loss of his teammates and his experiences as a Talents Payback, Tough as Nails, Fighting Spirit, Watch Your
POW left him with deep emotional scars. These proved a Six, Extra Effort, Grenadier, Advanced Combat Training,
serious danger to himself and others in the field, and he Maximum Effort, Situational Awareness, Master of Arms,
was eventually discharged with honor under Section 5-17.
118 RAMBO
Weapon Systems, Know the Land, Terrain Mastery,
Quiet Kill
Feats Reconnaissance Training, Vehicle/Flight Training,
Survivalist Training, Advanced Survivalist Training,
Agile Hero, Combat Scout Training, Advanced Combat
Scout Training
Survivalist Terrains Desert, Forest, Wetlands
ATTACKS
M-16A1 Combat Rifle. Ranged (900/1800) Attack +8 to hit. Damage
2d12+4 ballistic, PV 3. Reload bonus. Rounds 30. Properties:
burst 3, full-auto, loud, restricted
Compound Bow. Ranged (200/600) Attack +8 to hit. Properties:
two-handed
В Standard Arrows. Damage 2d10+4 ballistic, PV 2.
also participated in the ROTC program with an eye toward STR DEX CON INT WIS CHA
becoming a U.S. Army officer. 8 (-1) 12 (+1) 14 (+2) 10 (0) 14 (+2) 16 (+3)
Sam was commissioned an officer in the Army just as
Proficiency Bonus +3
the U.S. committed to the Korean War. Then-Second-
Equipment Proficiencies Basic, Advanced, and Military
Lieutenant Trautman served with distinction, earning
Equipment
promotion to Captain after the war, and Major within a
Saving Throw Proficiencies Constitution +5, Charisma +6
few more years. He entered a cross-training program with
Skill Proficiencies Acrobatics +4, Athletics +2, Deception +6,
the CIA, and served as a covert operative in Chile and
Insight +8, Intimidation +6, Perception +5, Performance
Guatemala, representing U.S. interests in the region. He
+6, Persuasion +9, Social Sciences +3, Streetwise +5
later served an early tour in Vietnam in the Green Berets
Skill Expertise Persuasion
command and earned his promotion to Colonel.
Languages English, Korean, Vietnamese
Returning to Fort Bragg, Colonel Trautman began training ----
a special, off-the-books S.O.G unit designated Baker Team, Talents Have You Ever Read, The Price Is Right, Influence,
which included the decorated soldier John Rambo and Tricks, Command, Charm, Encouraging Banter,
seven other hand-picked Special Forces operatives. The Improved Command, Improved Influence, Death From
team returned to the Vietnamese theater of war, often Above
operating outside boundaries to destabilize neighboring Tricks Barked Order, Defensive Order, Inspiring Order,
regions that supported the North Vietnamese. While Motivate
the team saw many successes, a final mission ended Feats Network Development Training, Tough Hero Training,
disastrously, and only two of the team ever made it home Combat Weapon Training, Jumpmaster Training,
from the war apart from Trautman. Advanced Skill Training: Insight, Lead by Example
PREGENERATED HEROES
On the following pages, you’ll find five 2nd level heroes, built using standard
hero rules. These pregens can be used as-is when playing the Rambo: Flesh
& Blood adventure in this book.
You can also use them in any other adventure for 2nd level heroes (at the
GM’s discretion), or use them as inspiration when building your own heroes.
120 RAMBO
US MARINES SERGEANT YOUNG WEAPONS
Survival knife. Melee or Ranged (20/40) Attack +4 to hit, Damage
Sergeant Young grew up in a big city. At school, they were
1d4+2 piercing or slashing, PV 1. Properties: light, finesse,
always popular and socially active, using their charm to
thrown (20/40)
get away with all sorts of high jinks. Along the way, they
Unarmed. Melee Attack +4 to hit, Damage 1d4+2 bludgeoning,
realized that being able to get things for people made
PV 1. Properties: light, finesse
them valuable to people outside their social circle. They
Colt M1911 pistol. Ranged (125/250) Attack +4 to hit, Damage 1d10
started connecting disparate groups and individuals
+ 2 ballistic, PV 2. Rounds 15, Reload bonus, Properties: loud,
through barter. Eventually, this bumped up against
semi-auto
organized crime activities. Sergeant Young needed
H&K MP5A3 SMG. Ranged (100/200) Attack +4 to hit, Damage 1d8
to get out of town while things cooled down, and the
+ 2 ballistic, PV 3. Rounds 40. Reload bonus. Properties: burst
Marines offered a way for them to travel “for free.” Once
3, full-auto, restricted, two-handed
in the service, they were surprised by how valuable a
first-class scrounger was to first sergeants. Having the EQUIPMENT
gift of gab was also valuable to special operations, and Clothes: Civilian hiking outfit, pith helmet, silk scarf
Sergeant Young eventually found their way to U.S. Central Gear: Pocket stuff, Canadian passport, backpack
Command (USCENTCOM). containing heavy gloves, 6 energy bars, canteen, 12
water purification tablets, water filter, 50 feet of light
CHARMING | MANIPULATOR] LEVEL 2 rope, first-aid kit, night vision goggles, walkie talkie,
compass, and local maps
Background Social Butterfly Weapons: Colt M1911 pistol, H&K MP5A3 SMG, survival knife
Profession Special Forces Career Path Ammunition: 4 spare M1911 magazines, 4 spare
Wealth 2 MP5A3 magazines
Defense 14
Hit Points 15 (2d8 Hit Dice)
Armor —
Speed 30 ft.
Influence 3d6
Trick DC 14
----
Proficiency Bonus +2
Equipment Proficiencies Basic, Advanced, and Military
Equipment
Saving Throw Proficiencies Wisdom +4, Charisma +6
Skill Proficiencies Athletics +2, Deception +6, Endurance
+3, Insight +4, Intimidation +6, Persuasion +8, Sleight of
Hand +4, Streetwise +4
Skill Expertise Persuasion
Senses passive Perception 12
Languages English, Spanish
-
Proficiency Bonus +2
Equipment Proficiencies Basic, Advanced, and Military
Equipment
Saving Throw Proficiencies Constitution +5, Wisdom +3
Skill Proficiencies Athletics +4, Endurance +6, Mechanics +2,
Perception +3, Stealth +4, Survival +5, Vehicles +4
Skill Expertise Survival
Senses passive Perception 13
Languages English, Spanish
----
122 RAMBO
US NAVY STAFF SERGEANT AUSTIN WEAPONS
Survival knife. Melee or Ranged (20/40) Attack +4 to hit, Damage
Growing up in the suburbs, Staff Sergeant Austin was
1d6+2 piercing or slashing, PV 1. Properties: light, thrown
always a bit of an outcast. Constantly in search of social
(20/40)
acceptance, Staff Sergeant Austin found a group of kids
Unarmed. Melee Attack +4 to hit, Damage 1d4+2 bludgeoning,
who loved fireworks. Something about pyrotechnics
PV 1. Properties: light, finesse
excited their above-average mind. They became the
Colt M1911 pistol. Ranged (125/250) Attack +4 to hit. Damage
source of the group’s ideas, always planning a bigger
1d10+2 ballistic, PV 2. Rounds 15. Reload bonus. Properties:
display or figuring out how to get the most bang from the
loud, semi-auto
smallest amount of black powder. A chance encounter
H&K MP5A3 SMG. Ranged (100/200) Attack +4 to hit. Damage
with a Navy recruiter led Staff Sergeant Austin to enlist.
1d8+2 ballistic, PV 3. Rounds 40. Reload bonus. Properties:
After a few years of service handling ammunition, they
burst 3, full-auto, restricted, two-handed
took an opportunity for Basic Underwater Demolition
School (BUDS), the first stepping stone to becoming a U.S. EQUIPMENT
Navy SEAL. Clothes: Civilian hiking outfit
Gear: Pocket stuff, Canadian passport, 4 explosive charges
[SMART | COMBAT ENGINEER] LEVEL 2 with radio detonators, backpack containing heavy
gloves, 6 energy bars, canteen, 12 water purification
Background Military Tradition tablets, water filter, 50 feet of light rope, first aid
Profession Special Forces Operative kit, night vision goggles, walkie talkie, compass, and
Wealth 2 local maps
Defense 12 Weapons: Colt M1911 pistol, H&K MP5A3 SMG, survival knife
Hit Points 12 (2d6 Hit Dice) Ammunition: 4 spare M1911 magazines, 4 spare
Armor — MP5A3 magazines
Speed 30 ft.
Genius 3
Plan DC 13
----
Proficiency Bonus +2
Equipment Proficiencies Basic, Advanced, and Military
Equipment
Saving Throw Proficiencies Dexterity +4, Intelligence +4
Skill Proficiencies Athletics +4, Endurance +3, Mechanics
+7, Natural Sciences +5, Perception +3, Security +5,
Stealth +4, Survival +3, Vehicles +4
Skill Expertise Mechanics
Senses passive Perception 13
Languages English, Russian
----
Proficiency Bonus +2
Equipment Proficiencies Basic, Advanced, and Military
Equipment
Saving Throw Proficiencies Constitution +2, Intelligence +5
Skill Proficiencies Acrobatics +4, Athletics +3, Insight
+5, Investigation +5, Mechanics +5, Medicine +7,
Perception +5, Survival +5, Stealth +4
Skill Expertise Medicine
Senses passive Perception 15
Languages English, Spanish
----
124 RAMBO
US ARMY SERGEANT MORAN WEAPONS
Survival knife. Melee or Ranged (20/40) Attack +6 to hit, Damage
Sergeant Moran grew up in the woods with their parents
1d6+4 piercing or slashing, PV 1. Properties: light, finesse,
in a hippie commune. They learned to live off the land
thrown (20/40)
in harmony with nature. When Sergeant Moran was
Unarmed. Melee Attack +6 to hit, Damage 1d4+4 bludgeoning,
14, the government showed up, claiming the commune
PV 1. Properties: light, finesse
neglected the health and education of its children, failed
Colt M1911 pistol. Ranged (125/250) Attack +6 to hit. Damage
to pay any taxes, and was in violation of several other
1d10+4 ballistic, PV 2. Rounds 15. Reload bonus. Properties:
local and federal statutes. The commune collapsed.
loud, semi-auto
Sergeant Moran went to live with an aunt and uncle and
M24 Sniper Weapon System. Ranged (100/200) Attack +6 to
discovered two things. Firstly, the modern world held
hit. Damage 1d8+4 ballistic, PV 3. Rounds 40. Reload bonus.
a lot of advantages that their parents had concealed
Properties: burst 3, full-auto, restricted, two-handed
from them. Secondly, high school was pretty terrible.
Sergeant Moran skipped a lot of school, leading to issues EQUIPMENT
with truancy. Their family talked with them about it, and Clothes: Civilian hiking outfit
together they decided that Sergeant Moran was better Gear: Pocket stuff, Canadian passport, backpack
off getting their GED and starting work with the Forestry containing heavy gloves, 6 energy bars, canteen, 12
Service or enlisting in the military. Sergeant Moran chose water purification tablets, water filter, 50 feet of light
the latter. Their ability to disappear into the wilderness rope, first aid kit, night vision goggles, walkie talkie,
and live off the land made them a natural for special compass, and local maps
operations recruitment. Weapons: Colt M1911 pistol, M24 Sniper Weapon System,
survival knife
[AGILE | COMBAT SCOUT] LEVEL 2 Ammunition: 4 spare M1911 magazines, 20 spare
M24 rounds
Background Subsistence
Profession Special Forces Career Path
Wealth 2
Defense 14
Hit Points 15 (2d8 Hit Dice)
Armor —
Speed 30 ft.
----
Proficiency Bonus +2
Equipment Proficiencies Basic, Advanced, and Military
Equipment
Saving Throw Proficiencies Dexterity +5, Wisdom +4
Skill Proficiencies Acrobatics +6, Athletics +4, Endurance +3,
Perception +6, Stealth +8, Survival +6, Vehicles +5
Skill Expertise Perception, Survival, Stealth
Senses passive Perception 14 (19 for traps and
hidden enemies)
Languages English, Mandarin
----
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FIRST BLOOD ™ & © 1982 Studiocanal S.A.S. All Rights Reserved.© 2019 Studiocanal S.A.S. ® All Rights Reserved.
RAMBO: FIRST BLOOD PART II ™ & © 1985 Studiocanal S.A.S. All Rights Reserved.© 2019 Studiocanal S.A.S. ® All Rights Reserved.
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Everyday Heroes Core Rules™, EDH™ are registered trademarks of Evil Genius Games, LLC.