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Rambo

The document is a sourcebook for a game based on the Rambo film franchise, detailing character options, new rules, and game master advice. It includes sections on the movies, hero options, and themes from the films, emphasizing the military fantasy aspect and the character of John Rambo. The foreword reflects on the cultural impact of the Rambo films and their themes of war, trauma, and heroism.

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100% found this document useful (2 votes)
795 views

Rambo

The document is a sourcebook for a game based on the Rambo film franchise, detailing character options, new rules, and game master advice. It includes sections on the movies, hero options, and themes from the films, emphasizing the military fantasy aspect and the character of John Rambo. The foreword reflects on the cultural impact of the Rambo films and their themes of war, trauma, and heroism.

Uploaded by

RPGshare
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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A C I N E M AT I C S O U R C E B O O K ™
CA 1-08

COMPATIBLE WITH THE SYSTEM


CREDITS
Publisher: D. Todd Scott
Producer: Rich Redman
Game Designer: Sigfried Trent
Adventure Designers: Thomas Pugh, Rich Redman
Developer: Chris “Goober” Ramsley
Editor: David Larkins
Proofreader: Awen I. Rowan-Nelson
Layout Artist: Irrgardless
Cover Art: David Chen
Interior Art: Ines Munoz Diaz, Pedro Silva, Stefan Milosavljevic,
Sergio Villa, Jensen Sujaya, Leonardo Guinard, Nic Lim
Map Art: Marc Kenobi, Tom Cartos
Accessibility Consulting: Chris Hopper
Project Manager: Lisa Lemon, Paul Allen Timm
Community Manager: Maya Coleman
Marketing Manager: Steve Ireland
Playtesters: Aaron Corbett, Benjamin “Dybbuk” Alany, Donald#1824, Kyle Reistad
Evil Aggressive Entomologists: Benjamin “Dybbuk” Alany, Dave Grainger, Aaron Corbett, Robert DeBroeck
Special Thanks: Jason Weeks, Internet Movie Firearms Database

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

PART II: HERO OPTIONS 12


BACKGROUNDS12 COMBAT SCOUT (AGILE HERO) 27
PROFESSIONS14 COMMANDER (WISE HERO) 29
CLASSES18 SURVIVALIST (TOUGH HERO) 31
COMBAT ENGINEER (SMART HERO) 19 FEATS33
COMBAT MEDIC (SMART HERO) 23 EQUIPMENT35

PART III: NEW RULES 46


GRADED CHALLENGES 46 BLEEDING CONDITION 49
DEMOLITION47 FORTIFICATIONS50
COLLAPSING BUILDINGS 47 TRAPS51
BURNING BUILDINGS 48 LURES52
CREWED VEHICLES 48

PART IV: GAME MASTER ADVICE 53


THEMES53 LARGE-SCALE BATTLES 57
CANNON FODDER 54 MORALE58
DEFENSIVE SCENARIOS 55 REAL-WORLD CONFLICTS 59
INFILTRATION55 ADVENTURE IDEAS 59
INTERROGATION AND TORTURE 55

PART V: RAMBO: FLESH & BLOOD 61


INTRODUCTION61 ACT III: A MAN, A PLAN, A CANAL, PANAMA! 95
ACT I: INSERTION 62 ACT IV: IT COMES TO A HEAD AT THE HACIENDA 103
ACT II: JUNGLE WORK 85 EPILOGUE108

PART VI: THE CAST 110


SUPPORTING CAST 110 KEY CHARACTERS 118
EXTRAS115 PREGENERATED HEROES 120

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)

In addition to the military-themed action of the Rambo


movies, the plight of veterans is a recurring theme. In
Rambo: First Blood, we witness Rambo’s difficulty fitting
into civilian life, his personal trauma, and the disrespect
he is shown by civilians. In Rambo: First Blood Part II,
we see how veterans are sometimes used as political
pawns whose lives and missions are compromised by
civilian leaders with political aspirations. Finally, Rambo III
illustrates how difficult it can be for soldiers to walk away
from the call of war, and how they can be drawn back into
violence by their principles.
Historically, societies have struggled with the conflicting
needs of warriors trained for violence and civilians who
desire peace and harmony in their daily lives. So, soldiers
are often viewed by civilians with a mixture of reverence
and fear, and only those who have lived through combat
can understand what this is like and how it feels. It can
result in soldiers who feel alone and isolated in civilian life,
and who are unable to form the kinds of connections that
they see people around them enjoying.
Perhaps the most onerous disparity of all, though, is
between what soldiers are asked to do and how they
are rewarded for doing it. They are commanded to put
their lives on the line and their country’s interests before
their own. Yet the pay that a soldier receives is rarely
generous; their military career is generally short; and
their post-discharge pay, if any, is said to compromise
the military’s interests. And, once this lack of reward
is combined with the longterm effects of physical and
psychological trauma, the result is often a deep sense of
injustice: the very people that society claims to revere,
and to whom it claims a debt of gratitude are abandoned
to live on the edge, or in the depths of poverty, when their
service concludes.

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.

REFUGEE В Language: Choose one additional language


В Skill Proficiencies: Arts and Crafts
You escaped a place of danger, whether due to the
ravages of war, targeted persecution by the powers that В Iconic Equipment: Handcrafted woodwork from a
be, or a natural disaster that made achieving the basics of village craftsperson, a postcard to send back home
survival nearly impossible. The insecurity of that time still В Special Feature: The Quiet Life. You have advantage
haunts you to some degree. on Dexterity (Stealth) checks made to move or do
activities quietly.

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.

Genetics blessed you with a short stature and a wiry build.


Whenever someone needed cables pulled through a tight
VIOLENT PAST
spot or a puppy rescued from a culvert, you were always You once lived a life where violence was a constant threat,
their first choice. or where violence was required to avoid becoming a
В Ability Adjustment. Increase your Dexterity by one, to victim of others. While you may have left that life behind, it
a maximum of 20. is easy to fall into old habits.

В Skill Proficiencies: Acrobatics В Ability Adjustment. Increase your Constitution by one,


to a maximum of 20.
В Iconic Equipment: GI flashlight
В Skill Proficiencies: Athletics
В Special Feature: Urbex. You have advantage on
Dexterity checks made to get through tight spaces and В Iconic Equipment: A switchblade knife, a leather jacket,
on Dexterity (Acrobatics) checks made to escape a a wicked scar
grapple or restraint. В Special Feature: Hardened. You have advantage on
saving throws made to resist being Stunned or to end
TRAUMATIC the Stunned condition.

Events in your past have left you with deep emotional


wounds, which have given you a wariness of others that
WAR ORPHAN
helps you to see through deception. In addition, the Your childhood was a casualty of the war that took your
process of healing has given you unique insights into life, parents’ lives. You, however, survived. Having faced such
even though some of the pain remains unresolved. hardship as a child, you have an inner strength few
В Ability Adjustment. Increase your Wisdom by one, to a can match.
maximum of 20. В Ability Adjustment. Increase your Wisdom by one, to a
В Skill Proficiencies: Insight maximum of 20.

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.

Part II: Hero Options 13


PROFESSIONS attempts to slander you. You lose these advantages
with any person who has witnessed you committing an
“Rambo, John J. Born 7-6-47 in Bowie, Arizona. act of violence.
Of Indian-German descent—that’s a hell of a
combination. Joined the army 8-6-64. Accepted ARMS DEALER
Special Forces, specialization: light weapon, medic,
helicopter and language qualified. Fifty-nine You buy and sell weapons. Whether your buyers are
confirmed kills. Two Silver Stars, four Bronze, four legitimate governments, rebels, authorized buyers, or
Purple Hearts. Distinguished Service Cross and criminals, they pay well for the munitions you provide.
Medal of Honor. You got around, didn’t you?” Some say you are a merchant of death; you say that you
—MURDOCK (RAMBO: FIRST BLOOD PART II)
simply provide an in-demand service.
The additional professions for Rambo are focused on В Ability Adjustments. Increase your Charisma by one,
military careers, and civilians who might find themselves to a maximum of 20.
in war zones and political hot spots. When building a В Skill Proficiencies: Persuasion and Streetwise
hero with a very similar theme, between your profession
В Equipment Proficiencies: Basic, Advanced, and
and class, you may find too much duplication in the
Military Equipment
proficiencies offered. Since almost all the classes
presented later in the book are themed on military roles, В Iconic Equipment: Operative Pack
to avoid this conundrum we’ve created a Special Forces В Wealth Level. 4
Career Path, which lets you customize your profession В Special Feature: Restricted Arms. You have access
based on real-world military training. While it uses the to buy restricted weapons and armor. Selling these
United States Armed Forces as an example, the training to unauthorized buyers is illegal even if your ability to
paths are applicable to any nation with a professional acquire them is legitimate.
military service.
Ideally, this career path system will prove helpful in DIPLOMAT
developing a backstory for your hero, and in imagining
You serve your government as a foreign diplomat.
the contacts, attachments, and role they play on a combat
You negotiate on behalf of your country with the
team. For those who find the system a bit daunting, we’ve
officials in the country where you are stationed. You
also included the Special Forces Operative profession,
are also assigned with collecting useful intelligence
offering a wide range of skill and equipment proficiencies
whenever possible.
in the traditional profession format, as well as four non-
military professions. В Language: Choose one additional language
В Ability Adjustments. Increase your Intelligence and
AID WORKER Charisma by one, to a maximum of 20.
В Skill Proficiencies: Deception, Insight, Persuasion, and
You volunteer to go to dangerous locations and help
Social Sciences
people affected by military conflict. The bottom line is:
you are willing to give your life to help others survive the В Equipment Proficiencies: Basic Equipment
horrors of war. В Iconic Equipment: Visa, secure briefcase, encrypted
В Ability Adjustments. Increase your Constitution and phone, diplomatic paperwork
Wisdom by one, to a maximum of 20. В Wealth Level. 3
В Skill Proficiencies: Endurance, Medicine, Persuasion, В Special Feature: Diplomatic Immunity. When in the
Social Sciences, Stealth, and Streetwise country you are officially assigned to and where you
В Equipment Proficiencies: Basic Equipment are recognized as a diplomat, you have immunity
from arrest and prosecution. The nation can expel you
В Iconic Equipment: First-aid kit, nutrition bars, aid
if your crime is severe enough, but will not take you
worker ID
into custody.
В Wealth Level. 1
В Special Feature: A Good Reputation. You have
advantage on Charisma ability checks made to ask
for aid for yourself, your allies, or others. You also have
advantage on Charisma saving throws made to resist

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

Part II: Hero oPtIons 15


proficiency you already have, you may instead take any Army Enlisted
skill proficiency of your choice. В Skill Proficiencies: Athletics and Endurance.
В Equipment Proficiencies: Basic, Advanced, and
STEP 1: CHOOSE A BRANCH
Military Equipment
In the time frame of the Rambo films, there were four
primary branches of the United States Armed Forces: the
В Iconic Equipment: Army dress uniform, Army combat
Army, Marines, Navy, and Air Force. Your choice of branch fatigues, M-16A1 rifle
influences your basic training later. Army Officer
В Skill Proficiencies: Insight and Persuasion.
The Coast Guard is also a military branch, not usually under В Equipment Proficiencies: Basic and
Pentagon command. They are one of America’s oldest armed Advanced Equipment
forces, originating as tariff collection ships in the 1790s.
В Iconic Equipment: Army dress uniform, Army combat
Traditionally controlled by the US Treasury Department, during
fatigues, Colt M1911 pistol
WWI they were briefly under the Navy’s command and are now
organized under Homeland Security. The Army and Air Force Marines Enlisted
National Guards are not truly branches of their own, but are В Skill Proficiencies: Athletics and Endurance.
organized under their respective commands as reserve forces. В Equipment Proficiencies: Basic, Advanced, and
The newest branch of the armed forces is the Space Force, Military Equipment
founded well after the time frame for our Rambo films.
В Iconic Equipment: Marines dress uniform, Marines
combat fatigues, M-16A1 rifle
STEP 2: RECRUITMENT TYPE Marines Officer
Military personnel are either enlisted or officers. Enlisted В Skill Proficiencies: Endurance.
personnel make up eighty percent of the military, and
В Equipment Proficiencies: Basic, Advanced, and
are required to have a high-school education, as well as
Military Equipment
meeting certain physical and moral standards. Officers
must have a four-year college degree, complete officer
В Iconic Equipment: Marines dress uniform, Marines
training, and test high enough for the role they wish to combat fatigues, M-16A1 rifle
play in the command structure. Officers make a bit more Navy Enlisted
money than enlisted personnel, but receive fewer benefits В Skill Proficiencies: Athletics, Acrobatics,
from basic training. and Mechanics.
Choose one of the following two options. This affects the В Equipment Proficiencies: Basic and
next step of your career path. Advanced Equipment
Enlisted В Iconic Equipment: Navy dress uniform, Navy working
В Ability Adjustments. Increase your Strength, Dexterity, uniform, Colt M1911 pistol or Beretta M9 pistol
or Constitution by one to a maximum of 20.
Navy Officer
В Wealth Level. 2 В Skill Proficiencies: Natural Sciences and Vehicles.
Officer В Equipment Proficiencies: Basic and Advanced
В Ability Adjustments. Increase your Intelligence, Equipment
Wisdom, or Charisma by one to a maximum of 20. В Iconic Equipment: Navy uniform, Navy working
В Wealth Level. 3 uniform, Colt M1911 pistol

STEP 3: BASIC TRAINING Air Force Enlisted


Each branch of service has its own basic training
В Skill Proficiencies: Athletics, Mechanics,
program. Enlisted personnel focus more on combat and and Perception.
maintenance work, while officers focus on leadership В Equipment Proficiencies: Basic and
and command. Find your combination of service branch Advanced Equipment
and recruitment type to see what you receive as part of В Iconic Equipment: Air Force dress uniform, Air Force
your training. battle uniform, Colt M1911 pistol

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.

В Skill Proficiencies: Streetwise Medical Technician Training (Minor Feat)


В Native Tongue. You are trained to speak your new В Skill Proficiencies: Medicine
language with native inflections. You have advantage В Iconic Equipment: First-aid kit, morphine syrettes
on Charisma (Deception) checks made to persuade В Stop the Bleeding. You have advantage on Intelligence
someone of your nationality. (Medicine) checks made to stabilize a creature with 0
Advanced Skill Training (Minor Feat) hit points.
В Skill Expertise. You gain expertise in a skill you are Mental Conditioning (Minor Feat)
proficient in. В Ability Adjustments. Increase your Intelligence,
Alpine Training (Major Feat) Wisdom, or Charisma by one to a maximum of 20.
В Skill Proficiencies: Athletics, Acrobatics, Endurance Network Development Training (Major Feat)
В Iconic Equipment: Climbing kit, military parka В Skill Proficiencies: Deception, Persuasion, Streetwise
В Mountain Goat. You have advantage on Strength В Iconic Equipment: Foreign currency, foreign
(Athletics) checks made when rock or ice climbing. fake passport

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.

В Iconic Equipment: Clipboard, pen, a bundle of Physical Conditioning (Minor Feat)


operations maps В Ability Adjustments. Increase your Strength, Dexterity,
В Well Prepared. You have advantage on your first or Constitution by one to a maximum of 20.
initiative roll after completing a short or long rest.
Reconnaissance Training (Minor Feat)
Combat Weapons Training (Minor Feat) В Skill Proficiencies: Perception, Stealth
Prerequisite: Advanced Equipment proficiency В Iconic Equipment: Ghillie suit, spotting scope
В Equipment Proficiencies: Military Equipment
Surveillance Training (Major Feat)
В Quick Clear. You can clear a firearms jam as a В Skill Proficiencies: Computers
bonus action. В Iconic Equipment: Military laptop computer
В Cipher. You have advantage on Intelligence Checks
made to decrypt enemy communications or solve
other types of ciphers and codes.

Part II: Hero Options 17


Urban Combat Training (Major Feat) Vehicle/Flight Training (Minor Feat)
Prerequisite: Advanced Equipment proficiency В Skill Proficiencies: Vehicles
В Skill Proficiencies: Perception, Streetwise В Weapon Systems. Choose a type of military vehicle for
В Equipment Proficiencies: Military Equipment which you received special training. When operating
this type of vehicle, you have advantage on Dexterity
В Iconic Equipment: Semi-automatic shotgun
(Vehicles) checks that include the vehicle’s Dex
В Close Combat. You do not suffer disadvantage on modifier. You are always considered proficient in any
ranged attacks made while you are in close combat. weapons systems integrated into the vehicle.

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)

You are proficient in both placing and removing


all types of mines, as well as in using explosives
for demolition. You are an expert in creating
fortifications to set up a strong defensive position
for your team, as well as in overcoming enemy
fortifications. With your help, your team can move
safely while also ensuring that your enemies cannot.
Combat engineers are capable fighters who also
have access to an array of useful plans. Most of
their plans center around overcoming obstacles
or creating obstacles for their enemies. Engineers
are advised to stick to cover and use ranged
weapons when possible, as they don’t have many
personal defenses.

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

Part II: Hero Options 19


COMBAT ENGINEER TALENTS Enacting this plan requires sufficient time and access to
I’ve Had Worse (Level 1). You have advantage on all saving the structure that you wish to demolish. If the GM allows,
throws normally allowed against any effect that deals you may satisfy this requirement retroactively when you
explosive or fire damage. You also have advantage on enact the plan, assuming that you had prior access to
saving throws made to avoid the Deafened condition. the structure. Otherwise, you must spend 5 minutes per
Finally, you can automatically remove the Burning charge (with free access to the structure) or plant the
condition from yourself as a bonus action. needed charges through roleplay.
Trajectory (Level 1). You can use your Intelligence bonus Once the charges are in place, you finish enacting the
instead of your Dexterity bonus when making attack plan by taking an action to demolish the structure.
rolls with thrown or launched explosives and weapons You do not need to make an ability check when using
with the Artillery trait. Bring It Down. It is considered a “Success” result. (See
“Demolition Graded Results” in Part III: New Rules
Advanced Combat Training (Level 5). Once during your
for details.)
turn, when you take the Attack action, you can make
two attacks as part of that action. Anyone on or in the structure at the time the plan is
enacted may be in serious danger. (See “Collapsing
COMBAT ENGINEER PLANS Buildings” in Part III: New Rules for details.)
At the Last Second PLAN ENHANCEMENTS:
Enact this plan as an action to immediately disarm any В 3rd: Reduce the time to plant charges to 2 minutes per
explosive device, any mechanical trap, or any device with charge.
a countdown timer. You must be adjacent to the device or В 5th: Your demolition is considered an “Epic Success”.
trap to enact this plan and must have both hands free.
В 7th: Reduce the time to plant charges to 1 minute per
PLAN ENHANCEMENTS: charge.
В 3rd: You can enact this plan with only one hand free.
В 9th: Enemies in the building or structure have
В 5th: You can enact this plan by making a special disadvantage on saving throws made to avoid taking
ranged attack with a weapon you are holding against damage or becoming trapped, and cannot dive for
a device within your line of sight and the weapon’s cover to escape the building.
range. The attack does not require an attack roll and
automatically hits the device, effectively disarming it. Cut the Power
When you enact this plan as a bonus action, you cause
В 7th: You can enact this plan as a reaction to a device
any one machine that you can see, or everything powered
activating, thus preventing its activation at the last
by the building’s electrical system in a single room that
possible moment.
you can see, to lose electrical power until repaired. If a
В 9th: You regain your reaction if you enact this plan as a machine is being held or operated, its owner can attempt
reaction, but do not regain it again until the beginning an Intelligence saving throw against your plan DC to
of your next turn. ignore this effect. Anyone can attempt to fix the outage as
Bring It Down an action by succeeding on an Intelligence (Mechanics)
This plan allows you to expertly demolish any structure, check against your plan DC. You can return power as a
such as a building, bridge, tunnel, ship, or monument. bonus action.

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

Part II: Hero Options 21


interaction on that device as part of the plan’s action to on a given attack. If the attack hits, choose one of the
make use of the thing you fixed. following effects:
When driving or riding in a vehicle, you can activate this В The target has disadvantage on vehicle damage
plan as a bonus action to remove one level of Loss of saving throws.
Control or Loss of Power. В Your damage ignores armor and damage reduction.
PLAN ENHANCEMENTS: В You can choose the result on the Vehicle Damage Table
В 3rd: You can enact this plan during a short rest to instead of rolling randomly.
permanently modify a firearm with the semi-auto
В Add 1d6 bonus damage (against vehicles only).
property to give it either the full-auto or burst 3
В The target cannot make a reaction to taking
properties.
the damage.
В 5th: You can enact this plan during a short rest to
В The target has disadvantage on saving throws to resist
permanently remove the slow-firing property from a
status effects caused by the attack.
weapon.
В 7th: You can enact this plan during a short rest to PLAN ENHANCEMENTS:
permanently remove the awkward property from a set В 3rd: The bonus damage option deals 2d6 bonus
of armor. damage total.

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

As a combat medic, your primary mission is to see to EQUIPMENT RECOMMENDATIONS


the survival of everyone on your team. This means both В Equipment Pack: Combat Medic Pack
treating injuries and making sure everyone stays in good В Weapons: Submachine gun, survival knife
health. You are also a trained soldier and expected to TABLE: COMBAT MEDIC TALENTS
fight and kill the enemy when ordered to do so. LEVEL TALENTS
Combat medics are capable fighters, but lack any combat 1 Healthy
specialization. Their plans can be powerful tools for 3 Plans Improve
preserving the life and health of 5 Advanced Combat Training, Plans Improve
your team, going well beyond what 7 Plans Improve
you can do with First Aid. They are 9 Plans Improve
at their best when supporting their
team under intense pressure.

Part II: Hero Options 23


COMBAT MEDIC TALENTS You can also use it to perform cosmetic surgery to create
Healthy (Level 1). You gain the Healthy feat. This gives you a very convincing disguise, or for other creative purposes.
an additional 2 hit points at level 1, and 2 additional hit You should generally limit its use to types of surgery
points each time you gain a level. known to be possible in a given historical period.
Advanced Combat Training (Level 5). Once during your PLAN ENHANCEMENTS:
turn, when you take the Attack action, you can make В 3rd: Halve the recovery time for long-term injuries
two attacks as part of that action. after surgery.
В 5th: You can enact this plan without a first-aid kit,
COMBAT MEDIC PLANS
scrounging needed materials.
Adrenaline Burst В 7th: You can enact this plan as an action in combat,
You can activate this plan as a reaction when an ally targeting an ally who died during this combat. This
drops to 0 hit points, as your adrenaline surges in this saves their life, and they are instead at 0 hit points and
crisis moment. You gain the following benefits of this plan stabilized, but unable to recover hit points. You must
for the next hour after activating it: perform surgery on them during a short rest within
В Advantage on Strength (Athletics) checks made to the next 24 hours or they will die. Once surgery is
move or break objects performed, they may start to recover hit points again.
В You can ignore the effects of the Encumbered condition The surgery is considered part of enacting the plan
and does not require spending another Genius point.
В You can carry the body of a comrade without
accounting for their bulk (if using the optional В 9th: You can now use this plan on an ally who has died
bulk rules) in the last hour as per the 7th-level enhancement.

В You can ignore the effects of difficult terrain and


Note: Returning an ally to life is not possible in situations
difficult movement
with no conceivable explanation for why they may still
В You gain 1d6 + your Intelligence bonus temporary
be alive—for example, an ally who was beheaded. The
hit points
GM has final say over whether or not they could have
PLAN ENHANCEMENTS: survived. This use of Field Surgery represents the ability
В 3rd: The temporary hit point benefit is now 2d6 + your to resuscitate patients who are clinically dead, but not so
Intelligence bonus. injured that life is impossible.
В 5th: The temporary hit point benefit is now 3d6 + your
Intelligence bonus. You may Dash as a bonus action. It’s Not So Bad
В 7th: The temporary hit point benefit is now 4d6 + your When you enact this plan as an action, you can administer
Intelligence bonus. a remedy to yourself or one living ally within 5 feet of
you. Realizing that the ailment is not nearly as serious
В 9th: The temporary hit point benefit is now 5d6 + your
as it first appeared, you are able to quickly remove one
Intelligence bonus. You may Dodge as a bonus action.
of the following conditions: Bleeding, Burning, Distracted,
Field Surgery Frightened, or Prone. Alternatively, remove one level of
You can enact this plan during a short rest to perform Intoxication or Exhaustion.
field surgery on an injured living creature. The creature
must be a willing patient or be unconscious. You can do Note: If you are playing with additional conditions
this without having a medical facility, but it does require a that represent temporary adverse health, the GM has
first-aid kit. The surgery is automatically a success due to discretion to decide at what level you can reasonably
your medical genius. remove them using this plan.
If you are playing with the optional injury rules, enacting
this plan cures short-term injuries completely. You can PLAN ENHANCEMENTS:
heal the permanent damage from long-term injuries, but В 3rd: You can enact this plan as a reaction, targeting an
they still require recovery time to remove the effect. adjacent ally during their turn. You can now remove
Blinded, Deafened, Sickened, and Stunned.
If you are not playing with the injury rules, the core use
of this plan is largely story centric, since heroes don’t В 5th: You can now remove up to two levels of
normally need surgery. You can use it to save the lives of Intoxication or Exhaustion. You can now remove
NPCs and help people in need without the risk of failure.

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

Part II: Hero Options 25


Rest and Relaxation You’ll Be OK
You can enact this plan when beginning a short or long You can activate this plan as an action to restore health
rest to gain additional benefits from the rest. Everyone to an adjacent ally at 0 hit points. The target may
resting gains a number of temporary hit points equal immediately spend one Hit Die and add their Constitution
to your Intelligence modifier. Anyone spending Hit Dice modifier to regain hit points equal to the result.
during the rest can add your Intelligence bonus to PLAN ENHANCEMENTS:
their roll instead of their Constitution bonus. Everyone В 3rd: The target may spend a total of two Hit Dice,
automatically benefits from medical care during rest, adding their Constitution modifier to each. Your target
giving them a reroll on each Hit Die spent. may regain one spent Hit Dice when you activate this
PLAN ENHANCEMENTS: plan before they spend any.
В 3rd: Temporary hit points are now 1d8 + your В 5th: The target may spend a total of three Hit Dice,
Intelligence modifier. adding their Constitution modifier to each. The target
В 5th: You can halve the time needed for a short rest can stand up immediately as a free action.
and reduce a long rest to 6 hours. В 7th: The target may spend a total of four Hit Dice,
В 7th: Temporary hit points are now 2d8 + your adding their Constitution modifier to each. Your target
Intelligence modifier. may regain a total of two spent Hit Dice when you
В 9th: Long rests recover all spent Hit Dice. activate this plan before they spend any.
В 9th: The target may spend a total of five Hit Dice,
adding their Constitution modifier to each. Your target
may regain a total of three spent Hit Dice when you
activate this plan before they spend any.

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)

You are a master of stealth and observation in warfare.


You are tasked with ensuring the way ahead is safe for
your team and with finding enemy positions before they
find yours. In the shadows you are a deadly foe, and, when
the tables are turned, nearly impossible to catch.
The combat scout possesses a wide range of very useful
proficiencies for covert operations. They also enjoy
excellent mobility in combat and access to a range of
enhanced defensive bonus actions. At high level, they
can perform silent kills, helping their team infiltrate
enemy positions.

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

Part II: Hero Options 27


COMBAT SCOUT TALENTS Quiet Kill (Level 7). As a special attack with a melee
Eagle Eye (Level 1). You can take the Search action as a weapon, you can silently take down an enemy under the
free action once during each of your turns. following conditions:
Quiet (Level 1). You have advantage on Dexterity (Stealth) В You and your target must not be in combat
checks made to avoid making noise or alerting others В Your target must be stationary and unaware of
with sounds you might make. (You cannot make an your presence
inherently noisy action quiet, such as firing a gun.) В You must be within 5 feet of your target
Vanish (Level 1). You can take the Hide action as a bonus The Quiet Kill is resolved using a special contest
action. If you aren’t surprised, you can also hide as a between you and the target. Make a melee attack
reaction to the start of combat, and may move up to roll versus your opponent’s Constitution saving throw.
10 feet to reach a suitable location to hide. If you can’t You cannot use advantage on this special attack roll.
reach a suitable location, you cannot use this reaction. If you win the contest, the target is killed unless you
Cautious (Level 3). You have advantage on ability checks choose to make a nonlethal finish, in which case they
made to detect traps and hidden enemies. (This grants are knocked Unconscious for 8 hours. If the contest
advantage on passive Perception checks, represented fails, roll damage as if this were a standard attack. If
as a +5 bonus to passive Perception.) the target is not killed or knocked unconscious by the
Scout Training (Level 3). Choose one skill from: Acrobatics, Quiet Kill, combat begins and all potential combatants
Athletics, Deception, Endurance, Investigation, roll for initiative. You cannot use your Vanish talent if
Perception, Security, Sleight of Hand, Streetwise, combat starts as a result of a failed Quiet Kill.
Survival, Stealth, and Vehicles. You gain proficiency in The GM has discretion not to allow the use of Quiet Kill
the chosen skill, or expertise in the chosen skill if you against a pivotal antagonist in the adventure.
are already proficient. Hyper Awareness (Level 9). You can take the Dodge action
Swift (Level 3). Once during a turn when you take the as a bonus action.
Dash or Disengage action, your movement speed is Silent Assassin (Level 9). You can perform a Quiet Kill
increased by 10 feet and you can ignore difficult terrain from up to 60 feet away from your target by making
during that turn. a ranged attack roll in the contest instead of a melee
Advanced Combat Training (Level 5). Once during a turn attack roll. The weapon you are using must not have the
when you take the Attack action, you can make two “loud” property.
attacks as part of that action.
Advanced Scout Training (Level 7). Choose one skill
from: Acrobatics, Athletics, Deception, Endurance,
Investigation, Perception, Security, Sleight of Hand,
Streetwise, Survival, Stealth, and Vehicles. You gain
proficiency in the chosen skill, or expertise in the
chosen skill if you are already proficient.

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)

You survived many combat engagements, entrusted


with the responsibility of leading others. Your long and
hard-earned experience in combat made you wise in
the ways of war. Fighting alongside your team, you
do what you can to keep them out of trouble and to
get them back to their families when the fighting
is done.
The commander is a capable and well-
rounded combatant. They are able to support
their allies while still contributing to the fight,
since most of their supportive talents don’t
require actions in combat. It’s a good class if
you are looking for a hero who balances their own
combat abilities with supporting their team.

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

Part II: Hero Options 29


COMMANDER TALENTS Advanced Combat Training (Level 5). Once during your
Courage Under Fire (Level 1). You and allies that can see or turn, when you take the Attack action you can make two
hear you have advantage on saving throws to avoid or attacks as part of that action.
remove the Frightened condition. Improved Focused Fire (Level 7). If you hit an opponent
Focused Fire (Level 1). When you hit an opponent with a with a ranged attack, you can spend 2 Focus to give
ranged attack, you can spend 1 Focus to give advantage advantage to ranged attack rolls made by any of your
on the next ranged attack against that opponent made allies against that target until the start of your next turn.
by an ally. That Was Close (Level 7). You can spend a reaction and 1
Wise Words (Level 1). You can substitute your Wisdom Focus when you or an ally is hit by an attack, but before
modifier for Charisma (Intimidation) and Charisma damage is rolled. Increase the target’s Defense by your
(Persuasion) checks. Wisdom modifier until the beginning of the target’s next
turn. If the target’s modified Defense is now higher than
Get the Lead Out (Level 3). You can spend 1 Focus at
the attacker’s attack roll result, the attack misses.
the beginning of your turn to give you and all team
members that can see or hear you +10 movement Not On My Watch (Level 9). When one of your allies is
speed until the beginning of your next turn. about to be reduced to 0 hit points, you can spend
your reaction and 1 Focus to have them instead only be
Experienced (Level 3). You ignore one source of
reduced to 1 hit point.
disadvantage on each attack roll you make.
Suck It Up (Level 3). You can spend 1 Focus to allow you
or an ally that can see or hear you to re-roll a failed
saving throw. You can only do this once for a given
saving throw.

30 RAMBO
SURVIVALIST (TOUGH HERO)
“Hunting? We ain’t hunting him, he’s hunting us!”
—DEPUTY MITCH (RAMBO: FIRST BLOOD)

You have dedicated yourself to


mastering the ancient arts of survival,
woodlore, and using the natural world to
your advantage. While your skills normally
provide for your basic needs, they can be
easily turned against your enemies. No matter what
dangers you face, you are the one to survive.
The survivalist has unmatched skill in their natural
environments of choice and can handle nearly any
outdoor challenge. As a combatant, they are at their
best when they can prepare the battlefield with traps
and lay an ambush. Survivalists do well with balanced
ability scores in Constitution, Dexterity, and Wisdom.

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

Part II: Hero Options 31


SURVIVALIST TALENTS Survival Skills (Level 3). Choose one skill from: Arts and
Ambush (Level 1). When you hit with an attack as an Crafts, Athletics, Endurance, Investigation, Medicine,
unseen attacker, you deal an additional 1d6 bonus Natural Sciences, Perception, and Stealth. You gain
damage. In addition, if you successfully set a trap, the proficiency in the chosen skill, or expertise in the
trap deals an additional 1d6 bonus damage. chosen skill if you are already proficient.
The amount of bonus damage increases based on your Trapping Expert (Level 3). You have advantage on Wisdom
level as shown in the Ambush column. (Survival) rolls to set traps in any outdoor environment.
When in one of your selected terrains, you can always
Know The Land (Level 1). Knowledge is the key to survival,
find the needed materials to build traps, within reason.
and the best way to gain it is first-hand experience. At
The GM has final say on what traps can be made with
first level, and at every odd level thereafter, you can
natural materials.
select one type of natural terrain to study from the
choices below. Survival Training (Level 5). You gain a saving throw
proficiency of your choice. (You cannot gain proficiency
Natural Terrains
in special saving throws.)
В Alpine: Mountains and cold-weather environments
Terrain Mastery (Level 5). When in any of the terrains you
В Desert: Arid environments with minimal rainfall
have selected, you gain the following benefits:
В Forest: Environments with significant tree cover,
В You can ignore the effect of difficult terrain.
including jungles
В You cannot be tracked through the use of Wisdom
В Grasslands: Plains and hilly regions, such as
(Survival) ability checks.
savannas
В When attacking with a ranged weapon while hidden,
В Ocean: Both on the ocean itself or in a coastal area
you do not automatically reveal your position.
В Wetlands: Inland freshwater lakes, rivers, or After making a ranged attack, make a Dexterity
marshes (Stealth) check. You remain unseen by any opponent
While in any of the terrains you have selected you gain with a passive Perception lower than your check
the following benefits: result. Those who have an equal or higher passive
В You gain advantage on Strength (Athletics), Perception see you and your position.
Dexterity (Acrobatics), and Wisdom Natural Cures (Level 7). When in any of the terrains you
(Survival) checks made to interact with the have selected, you can spend 10 minutes collecting
natural environment. local resources and administering a cure which
В You also gain advantage on Wisdom (Perception) removes one of the following conditions from you or
checks to spot hidden things, and Dexterity (Stealth) an ally: Blinded, Deafened, Exhaustion (remove 1 level),
checks to hide. Intoxicated (remove 2 levels), Paralyzed, or Sickened. In
addition, you can end the ongoing effects from a Poison.
В You can Hide as a bonus action.
Survival Skills (Level 7). Choose one skill from: Arts and
В You can automatically find food, water, and basic
Crafts, Athletics, Endurance, Investigation, Medicine,
shelter in your terrains, allowing you to rest
Natural Sciences, Perception, and Stealth. You gain
effectively even without supplies.
proficiency in the chosen skill, or expertise in the
Being “in a terrain” means you are outdoors, and in a chosen skill if you are already proficient.
(largely) natural environment. At the Game Master’s
Impossible to Kill (Level 9). You are no longer limited in
discretion, you can use this talent when in a situation
how many times you can perform the Second Wind
substantially similar to that terrain. Game Masters
action. You can spend your reaction whenever you take
should be generous as to whether a terrain falls under
damage to perform the Second Wind action.
a given category. A wooded mountain stream could be
considered Alpine, Forest, and Wetlands, for example. Survival Training (Level 9). Gain a saving throw proficiency
of your choice. (You cannot gain proficiency in special
Hard to Kill (Level 3). When spending Hit Dice to recover
saving throws.)
hit points, treat any roll of 6 or less as 7. Modifiers are
then added as normal.

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.

Part II: Hero Options 33


В You have advantage on Dexterity (Stealth) checks В You can spend a reaction and 1 Focus when you
made to avoid making noise or alerting others with or an ally is hit by an attack, but before damage is
sounds you might make. rolled. Increase the target’s Defense by your Wisdom
В You can Hide as a bonus action. modifier until the beginning of the target’s next turn. If
the target’s modified defense is now higher than the
В You have advantage on ability checks made to detect
attacker’s attack roll result, the attack misses.
traps and hidden enemies.

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

COMBAT SCOUT PACK (PRICE LEVEL 3)


В Clothes: Combat boots, military fatigues, helmet
В Gear: Soldier’s kit, night vision goggles, pocket stuff
В Vehicle. n/a
В Weapons: H&K MP5A3 submachine gun, 2 smoke
grenades
В Armor. Light ballistic vest

SURVIVALIST PACK (PRICE LEVEL 3)


В Clothes: Hiking boots, cargo pants, t-shirt, hunting vest,
rain jacket
В Gear: Survival kit, canteen, food, flashlight, pocket stuff
В Vehicle. 4WD pickup truck, personal ATV
В Weapons: Hunting rifle, survival knife, hatchet
В Armor. None

Part II: Hero Options 35


SPECIALIZED KITS: 1980 s contains a small survival kit. The survival kit includes
fishing line, fishing hooks, sewing needles, thread, and 6
TABLE: SPECIALIZED KITS: 1980s
TOOL 1980s PRICE BULK
waterproof matches in a plastic case. The sheath has a
sharpening stone or cylinder in an external pouch. Knives
Demolitions Kit 3 3
like these are often part of camping and hiking kits, in
First-Aid Kit 1 2
addition to their use by military air crews that might need
Soldier’s Kit 2 4
to survive after a crash. The downside of such knives is
Survival Kit 1 2
that the individual tools tend not to be especially effective
Survival Knife 1 1
at their jobs. But it is a compact and versatile package
Demolition Kit (1980s). This kit contains tools and overall.
supplies to set off explosive charges in a safe and As a weapon, it is treated as a combat knife.
controlled manner. It includes detonators, tape, fuses, wire
cutters, radio transmitters, and one or more control boxes. NEW WEAPON PROPERTIES
A demolition kit is a required tool for rigging
Artillery. Artillery weapons are simply too large for use
demolition explosives.
as personal weapons, and must either be mounted on
First-Aid Kit (1980s). A first-aid kit helps treat injuries a vehicle or a stationary platform. They are used to fire
and the symptoms of illness at home or in the field. Sizes very large projectiles at armored targets, or to deliver
range from tiny survival kits to large EMT kits. The entry explosives across a battlefield. They cannot be used
assumes a briefcase-sized kit. against moving targets unless the path of the target can
A first-aid kit is required for some uses of the First Aid be reliably predicted.
action and specific actions from feats, class talents, and Integrated: A weapon with this quality is always mounted
professions. Usage calls for an Intelligence (Medicine) or on a vehicle, cart, or fixed post. It cannot be operated and/
Wisdom (Survival) check. or moved by a single person.
Soldier’s Kit (1980s). Soldiers carry a lot of equipment Masterwork. Masterwork weapons are made by
when deployed for combat. Exactly what depends on weaponsmiths as one-of-a-kind creations, sparing no
the mission, their role in their unit, and their immediate expense and showing off the peak of the artisan’s skill.
environment. This kit offers the essentials, including a Melee Masterwork weapons add +1 to damage, while
frame backpack, combat fatigues, military ID, chemlight, ranged Masterwork weapons do not have disadvantage
ear and eye protection, trench tool, notebook and pen, at long range. Add +1 to the price level of any masterwork
a woobie (a versatile poncho liner, blanket), seven weapon.
magazines of ammunition, batteries, rations for three
days, water, first-aid kit, hygiene kit, snacks, and radio WEAPON CONDITIONS
(unit leader only).
Weapon conditions are special properties not intrinsic
Survival Kit (1980s). A survival kit is a set of tools and
to the weapon, but stem from its current condition.
supplies that help keep you alive when stranded away
Generally, weapon conditions represent a degradation of
from civilization. The exact supplies vary based on
normal performance.
the environment, but the basics usually include a knife,
hatchet, fire-starter kit, fishing line, fishing hooks, plastic Blunted. This condition applies only to weapons and
sheeting, signaling device, emergency food, signal whistle, ammunition dealing slashing or piercing damage. Due to
flashlight, fresh batteries, 50 feet of cord, first-aid kit, a lack of maintenance or malformation, blunted weapons
reusable water bottle, and a compass. deal half damage (the total damage dealt is halved) unless
the wielder has Improvised Equipment proficiency. Remove
Having a survival kit gives you advantage on Wisdom
this condition during a short rest by sharpening the weapon.
(Survival) checks where these supplies are useful.
Dirty. This condition only affects mechanical firearms.
Survival Knife. A survival knife is both a weapon and a
Dropping a weapon into mud, sand, loose soil, or other
tool. It has both a straight and a serrated edge, and it
similar substances can make a weapon dirty. A dirty
ends with a sharp point. There is a magnetic compass
weapon temporarily has the Unreliable property, causing
built inside the screw-off pommel, and the outside of
it to jam on a critical miss. Cleaning the weapon during a
the pommel can be used to shatter glass. The guard
short rest removes this condition.
has a Phillips-head screwdriver on one side and a flat
screwdriver on the other. The handle is hollow and Fragile. This condition can affect any weapon that has
been mistreated or not maintained over a significant

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

TABLE: BASIC RANGED WEAPONS – HANDGUNS


WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
S&W Model 10 1d6 ballistic 100/200 6 Action 2 Light, Loud, Versatile (1d8) 2 2

TABLE: BASIC RANGED WEAPONS – RIFLES


WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
SKS 1d10 ballistic 750/2200 5 Action 4 Loud, Semi-Auto, Two-Handed 2 2
SVD Dragunov 1d10 ballistic 750/2200 10 Bonus 4 Loud, Semi-Auto, Two-Handed 2 3
Winchester
1d10 ballistic 750/2200 3 Bonus 4 Loud, Semi-Auto, Two-Handed 2 2
Model 88

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

Part II: Hero Options 37


to engage targets at longer ranges than their standard Winchester Model 88. This is a lever-action rifle with a
battle rifles normally allowed. Despite its appearance, it is detachable box magazine originally chambered for the
not a variant of the AK-series of assault rifles. It fires the .308 Winchester round. It’s a powerful hunting rifle, and
same ammunition as the Mosin-Nagant 1891/30, and is still also useful for defending property against humans and
in production. larger nuisances, like porcupines.

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

TABLE: ADVANCED WEAPONS – RIFLES


WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
M16/SP1 1d12 ballistic 900/1800 20 Bonus 3 Loud, Semi-Auto, Two-handed 2 3
5, 20, 25,
Heckler & Koch HK93A2 1d12 ballistic 900/1800 Bonus 3 Loud, Semi-Auto, Two-handed 2 3
30, or 40

TABLE: ADVANCED WEAPONS – SHOTGUNS


WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
Remington Model 870 Shotgun 2d6 ballistic 200/400 7 Action 3 Loud, Shot, Two-handed 2 2

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

Part II: Hero Options 39


TABLE: MILITARY WEAPONS – SUBMACHINE GUNS
WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
15, 30, 40, 50 Burst 3, Full Auto,
H&K MP5A3 1d8 ballistic 100/200 Bonus 3 3 2
box; 100 drum Restricted, Two-Handed
Full Auto, Restricted,
MAC-10 SMG 1d8 ballistic 100/200 30 Bonus 2 3 1
Versatile (1d10)

TABLE: MILITARY WEAPONS – RIFLES


WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
20, 30, or 60 Burst 3, Full Auto, Loud,
M16A1 1d12 ballistic 900/1800 Bonus 3 2 3
box; 100 drum Restricted, Two-handed
20 or 30 box; Full Auto, Loud, Restricted,
AK-47 2d6 ballistic 900/1800 Bonus 3 2 3
40 or 70 drum Two-handed
Burst 3, Full Auto, Loud,
AKS-74U 1d12 ballistic 600/1200 30 or 45 box Bonus 3 2 2
Restricted, Two-handed

TABLE: MILITARY WEAPONS – MACHINE GUNS


WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
Belt, Full-Auto, Heavy, Loud,
Browning M2 HMG 2d10 ballistic 1200/2400 Belt Action 5 4 8
Restricted, Stationary, Two-Handed
Belt, Full-Auto, Heavy, Loud,
FN MAG 2d6 ballistic 900/1800 Belt Action 3 4 4
Restricted, Two-Handed
Belt, Full-Auto, Heavy, Loud,
M60 MMG 2d8 ballistic 900/1800 Belt Action 4 4 5
Restricted, Two-Handed
Belt, Full-Auto, Heavy, Loud,
PKM 2d8 ballistic 900/1800 Belt Action 4 4 6
Restricted, Stationary, Two-Handed

TABLE: MILITARY WEAPONS – GRENADE LAUNCHERS AND ROCKET LAUNCHERS


WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
Grenade Launchers and Rocket Launchers
M72 LAW Rocket 500/1500 1 - - Restricted, Two-Handed 4 3
M79 Grenade Launcher Grenade 300/600 1 Bonus - Indirect, Restricted, Two-Handed 3 2
M203 Grenade Launcher Grenade 250/500 1 Bonus - Indirect, Restricted, Two-Handed 3 1
RPG-7 Rocket 500/1500 1 Action - Restricted, Two-Handed 4 3
WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
M-9 Flamethrower 2d6 fire 80/160 8 Special 1 Two-Handed, Special 3 3

TABLE: MILITARY WEAPONS – FLAME THROWER


WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
M-9 Flamethrower 2d6 fire 80/160 8 Special 1 Two-Handed, Special 3 3

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.

Part II: Hero Options 41


TA
WEAPON DAMAGE RANGE ROUNDS RELOAD PV PROPERTIES PRICE BULK
Belt, Full-Auto, Heavy, Loud,
23mm 2A7 Autocannon 2d8 explosive 1200/2400 Belt Action 3 4 n/a
Integrated, Restricted
Artillery, Loud, Integrated,
115mm U-5TS Tank Main Gun 8d6 explosive 4000/8000 1 Action 6 5 n/a
Restricted, Slow-Firing
Artillery, Loud, Integrated,
125mm 2A46M Tank Main Gun 9d6 explosive 4000/8000 1 Action 6 5 n/a
Restricted, Slow-Firing
Belt, Full-Auto, Heavy, Loud,
Browning M3 Dual AA Guns 4d6 explosive 1200/2400 Belt Action 3 Integrated, Restricted, 4 8
Stationary, Two-Handed
Belt, Full-Auto, Heavy, Loud,
DShK Machine Gun 2d10 ballistic 1200/2400 Belt Action 5 4 8
Restricted, Stationary, Two-Handed
Belt, Full-Auto, Heavy, Loud,
GE M134 Minigun 2d8 ballistic 1200/2400 Belt Action 5 Integrated, Restricted, 4 8
Stationary, Two-Handed
Artillery, Heavy, Loud, Restricted,
M19 60mm Mortar 4d8 explosive 220/660 1 Action 3 4 8
Stationary, Two-Handed
Belt, Full-Auto, Heavy, Loud,
PKT Coaxial Machine Gun 2d8 ballistic 1200/2400 Belt Action 4 4 n/a
Restricted, Integrated
Belt, Full-Auto, Heavy, Loud,
YakB 12.7mm Gatling Gun 2d10 ballistic 1200/2400 Belt Action 5 Integrated, Restricted, 4 8
Stationary, Two-Handed
UB-S-5 Rocket Pod 10d6 explosive 2 miles 16 or 32 - 5 Loud, Integrated, Restricted 5 n/a

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 -

EXPLOSIVE DAMAGE PV RADIUS PROPERTIES PRICE BULK


RPG Rocket 8d8 explosive 6 10 feet Heavy, Loud, Restricted 5 2

40mm flechette round. These rounds for roughly 700 eighth-inch-diameter


the M79 and M203 grenade launchers steel balls in a sixty-degree cone. The
fired bundles of 45 10-grain steel darts. Claymore remains in U.S. arsenals, and
Users referred to them as “Beehive” similar mines are now produced by
rounds because of the buzzing sound nations around the world.
the darts made in flight. They proved M72 LAW rocket. The M72 rocket is
relatively ineffective against enemy integrated into the M72 light anti-tank
infantry because the darts would often weapon (LAW). The M72 LAW cannot
tumble, hit sideways, and bounce off be reloaded, making it and its rocket a
their targets. However, these rounds “fire and forget” system.
remained in use because they were
RPG rocket. This rocket, which is the
extremely effective at clearing away any
ammunition for the RPG-7, is designed
concealing underbrush and revealing
to give infantry anti-armor capabilities.
enemy positions.
The rockets fire a shaped charge
Claymore mine. The M18A1 Claymore designed to penetrate heavy steel
mine has a horizontally-convex, gray- armor.
green plastic case famously bearing the
mark, “Front Toward Enemy.” It can be
fired remotely or by trip-wire. It is directional, and fires

TA
ARMOR ARMOR VALUE PRICE BULK PROPERTIES

M69 Body Armor 3 3 2 Ballistic, Awkward

M69 body armor. Used by the U.S. Army in Vietnam,


the M69 weighed just under 8 pounds and was made of
twelve layers of compressed ballistic nylon. The M-1955
vest used by U.S. Marines at the same time weighed over
10 pounds and included fiberglass plates. Both types of
armor were only moderately effective, uncomfortable in
hot and humid environments, and generally disliked by
soldiers who valued their mobility highly.

Part II: Hero Options 43


TA
VEHICLE PAX STR DEX CON AV PRICE TOP SPEED PROPERTIES
Police SUV 5 +3 +2 +3 2 2 150 MPH All-Terrain, Huge

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.

Part II: Hero Options 45


PART III:
U L E S
NEW R
TABLE: GRADED CHALLENGE
DESCRIPTION RANGE RESULT VS. DC 10
Rambo is exactly the kind of action movie that Everyday
Epic Success +10 or better 20 or higher
Heroes already emulates. Of course, there is always room
Success +5 to +9 15-19
for even more fun tools to enhance your games…
Close Success +0 to +4 10-14
Partial Failure -1 to -4 9-6

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

Titanic buildings like skyscrapers, falling debris


32
stadiums, or massive bridges. В A Strength saving throw to avoid being trapped by
the debris
WHAT TO ROLL The DC and damage vary by the overall size of the
collapsing building.
Intelligence (Mechanics) is the go-to skill for demolitions,
but Intelligence (Natural Science) is a reasonable
TABLE: BUILDING COLLAPSE
BUILDING TYPE SAVE DC DAMAGE
alternative. The best time to make the roll is when
the explosives are supposed to go off. The GM may Small one-story building (home,
10 2d6
small office, shack)
simply declare the demolition a success. If the hero is
Medium 2-4 story building (mansion,
a professional demolitions expert, and they have all the 15 4d6
small apartment, mall, small bridge)
time and materials that they need, then success is likely.
Large 5-20 story building (apartment
That said, adventure scenarios don’t often present these 20 6d8
complex, large bridge, office tower)
ideal conditions, and the suspense of rolling lends a sense
of fun to something so inherently dramatic. Massive building (skyscraper, sports
25 8d12
stadium, concrete dam, power plant)

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.

BUILDINGS Gunner/Loader. Gunners control the vehicle's weapon


systems. They can make attacks with the vehicle’s weapon
Being inside of a building on fire is dangerous. This rule during their turn in combat. If the vehicle has multiple
also applies when caught in a wildfire or similar situation. gunner stations, gunners are assigned a designation:
There are two chief hazards: suffocation from smoke and Main Gunner, Tail Gunner, and the like. Without someone
heat from the fire. Eventually there is also a danger of the to man the position(s), the vehicle’s weapon(s) cannot
building (or surrounding foliage) collapsing completely. be fired.
These rules are for structures or areas truly engulfed Engineer/Technician. Engineers and technicians are
in flames. needed to operate and maintain essential systems in
Anyone in a burning area lacking a respirator is subject the vehicle, such as the engine, electronics, or other
to the standard suffocation rules. A moistened cloth specialized systems. If the vehicle has multiple positions
mask offers advantage on any saving throws made to of this type, they are listed with specific designations.
avoid suffocating. Depending on the nature of the system, the engineer
may take specific actions to use the vehicle's systems,
Each round spent in the midst of the fire requires a DC
such as using sensors to locate enemies or repairing
15 Dexterity saving throw. On a roll of 1, the victim gains
damage to the vehicle. The engineer normally makes
the Burning condition. If the hero succeeds, they take
the Constitution saving throws when their vehicle takes
1d4-2 fire damage from the heat. If they fail, they take 1d6
damage. They can also use the Help action to support
fire damage.
other positions, as appropriate.

CREWED VEHICLES VEHICLE CERTIFICATIONS


Military vehicles often require multiple crew positions The vehicle rules in Everyday Heroes are mostly
to properly operate the vehicle in combat. These concerned with civilian vehicles, especially cars and
positions are indicated in the properties section after motorcycles. Because heroes in action movies tend to
the “Crew:” indicator. Typically, any given crew member simply be good at whatever vehicle they operate, the
can operate just one of these positions at a time, though Vehicle skill applies to most ability checks made in
it is possible for crew to move from one to another. The any vehicle.
detailed description for a vehicle may contain specific Realistically, military vehicles typically require very
information about its crew positions, but there are a few specific and intense training to operate. This is also true
common types. of complex civilian vehicles, such as farm or construction

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

Fortifications include a range of defensive emplacements,


FOXHOLE/SPIDER HOLE
deterrents, and obstacles that create a defensive fighting Foxholes are vertical holes dug deep enough for a soldier
position in anticipation of an enemy attack. or soldiers to crouch in and hide completely. They
These positions are used in both traditional provide excellent cover as a firing position, but
and guerrilla warfare. Mechanically, are difficult to flee, as the soldier must climb
they are very similar to traps, except out first. Spider holes are foxholes with a
that the effect of a fortification is to camouflage lid pulled over the hole to
protect rather than to attack. hide it from casual inspection. The U.S.
Unlike Traps, make the ability Army specifies that foxholes should
check when the Fortification is accommodate two soldiers.
built to determine the success of Foxholes provide three-quarters
the construction effort. If it fails, or full cover to any soldier in them,
additional time is required equal with AV 5. It takes the soldier 10 feet
to half the normal setup time, of movement to leave a foxhole. To make a
and another check is made. This spider hole, make an Intelligence (Security)
continues until the check is successful check to contest anyone searching for it.
or the builder gives up. If no difficulty is В Materials: Shovel or trench tool
given, success is automatic.
В Setup time: 2 hours
Difficulty: none
BREASTWORKS В

Breastworks are temporary walls or barriers, erected to PILLBOX


provide cover to troops and equipment. They are most
commonly made with sandbags, but nearly any material A pillbox is a small, fortified building used as a firing
will suffice. Typically, they stand two to four feet tall and position. The lower section is especially well fortified to
provide three-quarters cover for troops. The AV of the provide cover for soldiers, but it also includes strong
cover varies by material, but most types of cover are walls and a roof to reduce risk from artillery and
constructed with the AV at least at 3, preferably 4 or grenade attacks. They have very small windows/firing
even 5. ports. Pillboxes provide their occupants three-quarters
cover from their firing angle and full cover from any
В Materials: Natural or salvaged materials
other direction. The Armor Value depends on the
В Setup time: 1 hour per 10 feet of cover materials used, but AV 4 is the standard for stone and
В Difficulty: none mortar pillboxes.
В Materials: Stone, mortar, timbers, sandbags,
DECOY mechanic’s tools
Decoy soldiers have featured in warfare for a very long В Setup time: 2 days for a 10x10 foot pillbox
time. They are a cheap and simple battlefield deception, В Difficulty: DC 12 Wisdom (Arts and Crafts) or
deployed for numerous purposes: you can try to Intelligence (Mechanics)
intimidate the enemy by over-representing your forces, or
you can draw out the enemy as they attack the decoy, as
Rambo does in Rambo: First Blood.

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

THEMES of conflict—especially for stories in which soldiers are


betrayed in some way. Another good use of this theme
If you want to evoke the feeling of a Rambo film in your is the general distrust and fear directed by civilians
adventures, include elements from one or more of the towards military personnel. Having civilian NPCs be wary
following themes. They make all the difference between a and difficult to persuade can help evoke this feeling of
generic action-adventure and a true “Rambo” experience. isolation and unease.

GUERRILLA WARFARE GOVERNMENT CORRUPTION


The essential nature of the action in Rambo is that of The theme of soldiers being noble and their governments
guerrilla warfare. It’s about hit-and-run tactics, infiltration, throwing them into mortal danger for corrupt motives
and being resourceful in the field. Putting the heroes into is a central theme in Rambo: First Blood Part II. It’s also
a dangerous situation in which they are isolated and don’t the perfect plot twist for nearly any military adventure.
have access to outside resources is key. Keep them on That said, don’t use this device in every adventure, lest
their toes with surprise encounters and unanticipated it become predictable and stale. This theme need not
challenges. Make the enemy superior in number and always take the form of a direct betrayal. It can also
position and let the heroes figure out how to turn the manifest in the heroes being poorly supplied or informed,
tables with a clever plan. or disrespected by their soft-bellied superiors.

Part IV: Game Master Advice 53


PATRIOTISM needs more than one attempt to take his opponents out
of the fight.
In truth, John Rambo is the only explicitly patriotic
character in the Rambo films. While he has every reason The Cannon Fodder rule is an optional tool for allowing
to question that patriotism, he sticks with it even when heroes to mow down waves of enemies, sneak up and
he is betrayed by the people and institutions of America. one-shot guards, or experience other tropes of bad-ass
Nonetheless, patriotism is an important keystone of the action cinema. The rule is very simple:
psychology of any soldier. Whether they hold fast to Cannon Fodder NPCs are defeated if they take any
or lose sense of it says a lot about their character and damage from a hero.
thinking. Creating stories with patriotic themes gives While this rule can be used with any NPC, it makes the
players a chance to express how their hero feels about most sense to use NPCs designated as Fodder. Killer and
who they are fighting for and why. Shadow NPCs also work pretty well, but it defeats the
mechanical purpose of Hulk and Loner NPCs to use them
POLITICS as Cannon Fodder.

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.

SUFFERING FODDER VARIATIONS


Suffering is intrinsic to war, and there are many times Elite Fodder. Sometimes you want a leader for your
Rambo and others face intense suffering, both physical Cannon Fodder, but don’t want to track their hit points.
and emotional, during the films. Use caution when playing Elite Fodder take damage twice before being defeated.
up this theme, as it can overwhelm more sensitive players The first hit visibly wounds them, and the second hit puts
and lead to an adventure that feels dismal and dreary. them down.
Pair suffering with triumph, humor, and relief as part of Useless Fodder. If you need your Fodder to be as bad at
your overall narrative flow. offense as they are staying alive, Useless Fodder always do
the minimum amount of damage possible when they hit.
EXPLOSIONS
This is a reminder not to forget the explosions! Every CANNON FODDER CAUTION
Rambo movie has its share of explosions, especially Sometimes, when players catch on that their enemies
Rambo: First Blood Part II and Rambo III. When in doubt, have only one hit point, they change their tactics to take
have something explode in the midst of combat. You advantage. This isn’t necessarily a bad thing, but it can
never know where a bunch of fuel canisters might be lead to weakening immersion and tension in combat.
lurking, just waiting for a spark to ignite them into a One thing you can do is not tell the players they are
massive fireball. Not every explosion needs to threaten facing Fodder—have them make damage rolls normally.
the heroes, or even their enemies—they can simply be for This slows things down a little by comparison, but it helps
the sheer fun of it! keep the normal feeling and flow of combat. The heroes
will realize that their enemies are weak, but maybe not so

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.

SCENARIOS A good infiltration scene does not rely on the success of


every check or decision to avoid complete disaster. It’s
The majority of RPG adventures are offensively minded best to structure the action such that when a mistake
from the heroes’ perspective: a problem exists, and the is made, there is some opportunity to correct it. You
heroes must solve it by going to a place and overcoming should reach complete failure only after a cascade of
the obstacles that they find there. It’s a great formula subsequent mistakes or failures. One way to do this is to
with a lot of advantages for storytelling, especially in keep an “alert level” that starts at 0; when it reaches 5,
roleplaying games. The GM sets the locations where the the infiltration is a complete failure. Each mistake raises
heroes must go, thus ensuring that whatever they plan the alert level, while actions taken to correct the failure
comes to pass. lower it again. If the heroes are doing a little too well, have
In movies like Rambo: First Blood, the hero is the obstacle outside circumstances raise it, thus forcing them to react.
and the antagonists are out to get them. Wherever the Try to be creative about the kinds of challenges and
hero chooses to go, trouble and challenge follow in their solutions used during an infiltration scenario; Dexterity
wake. It's an exciting format for a story, and it lends itself (Stealth) checks get a bit stale after a while. Also
well to the hero setting traps and creating situations that remember that dice need not be used for every challenge.
the enemies must overcome. The Survivalist and the Allow your players to be creative and clever. If they come
Combat Engineer, however, are both heroes with trap- up with a great plan, let them enjoy the benefits. Likewise,
oriented skills tailored to defensive scenarios like those if they make a tragic mistake, put them on the spot to get
in First Blood. This reversal of strategies can be tricky for themselves out of trouble.
Game Masters, because the heroes are the ones deciding
Consider whether group or individual skill challenges are
where to go as they try to survive their pursuers.
best for the situation. If everyone in a group is making
If you are a strong improviser, this reversal may not be an individual challenge, the chance that one of them will
a problem. For GMs who focus more on planning, though, have poor luck is pretty high. A group challenge helps
it can present a significant challenge. In these kinds of even the odds a little by letting lucky players cancel out
stories, it's a good idea to provide the players with a map the unlucky ones. On the other hand, group checks in
of the area, and to include information on the map about which most of the heroes have poor chances are more
points of interest. Players will naturally gravitate to places likely to fail.
that offer them positional advantages or useful resources.
Knowing this, in turn, will let you plan out encounters
in advance, and decide how the pursuers will approach INTERROGATION
these locations.
Even in an adventure with a more traditional exploration AND TORTURE
or objective structure, you can create situations in which “You may scream. There is no shame.”
the players know that the enemy is coming, and so can —PODOVSKY (RAMBO: FIRST BLOOD PART II)
plan their defenses. A common structure has the heroes
All three Rambo movies covered in this book feature
achieve their primary goal, only to have their enemies
scenes of torture and violent interrogations. Before
arrive in force to get revenge. It’s a great way to stage a
deciding how to represent torture in your game, though,
final showdown that allows the heroes to plan out how to
give serious thought to whether you should even include
defeat a hated antagonist.
it. As visceral as it can be to watch a scene of torture, it
can be something quite different to roleplay it. There are

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.

Part IV: Game Master Advice 55


WHEN TO INTERROGATE HEROES contest. Don’t simply decree, “You break, and tell them
what they want to know.” Instead, let the player decide
The torture scenes in Rambo serve three story purposes.
how their hero breaks under the strain. Doing this will
The first shows how evil the bad guys are, the second
give the player some measure of narrative control,
shows how tough Rambo is, and the third establishes
rather than leave them feeling entirely helpless. Yes,
the mental and emotional trauma that Rambo suffers.
interrogators want their victims to feel helpless, but Game
The last one isn’t something that you need for an RPG
Masters should never want their players to feel this way.
adventure—if a hero wants to explore trauma as part of
their background, they will choose it themselves. The Most dice rolling in an interrogation takes the form of a
other two are worth further examination, however. contest of some kind. Social skills like Deception, Insight,
Persuasion, and Intimidation are all mainstays. Endurance
Using torture to establish animosity towards your villains
is a good physical skill to employ to resist interrogation,
is a popular technique, because it’s easy; everyone
but Constitution, Intelligence, and Wisdom saving throws
understands how evil it is on its face. For our purposes,
all make sense as well. If the person being interrogated
however, you really don’t need to roleplay or narrate
is trying to escape, then Athletics, Acrobatics, Sleight of
torture scenes. Just seeing the tools of torture, witnessing
Hand, and Security are all common skills to employ.
threats of torture, or hearing rumors about it are enough
to establish the villains as terrible people. If there is physical torture involved, the hero likely takes
damage. Exactly how much is up to you, but it should
Using torture as a way to demonstrate the heroes’
scale up based on the level of the hero. You don’t need to
toughness is perhaps the only legitimate reason
use combat rules if the victim is fully restrained and at
to include an interrogation scene. It’s not all that
the interrogator’s mercy. As a baseline, 1d4 + the hero’s
uncommon to imagine yourself with the physical, mental,
level feels dangerous, but does not take them to zero
and emotional fortitude to stand up to such evil, and
too quickly.
roleplaying games offer a venue for exploring that
fantasy safely.
HOW HEROES INTERROGATE NPCS
The reality of violent interrogation is very different from film. Hopefully, the heroes are not especially keen on
First, everyone breaks eventually under torture. How, when, roleplaying the torture of NPCs and, as the GM, you
and why people break will vary, but, in the end, the human have just as much right to pull the Fade-to-Black as do
mind and body are not meant to hold up against such suffering. the players, if you aren’t comfortable with the story that
Second, the value of the information gained from torture is they are telling. That said, many adventures, especially
often dubious, because people will say anything that they think military fantasy, feature situations in which the heroes
will stop the torture, be it the truth or a lie. Realistic torture is are sufficiently motivated to get information from their
just not useful or fun in an action-oriented RPG. enemies by any means necessary.
Remember, the NPCs are under your control and, most
of the time, it is in the story’s best interest to inform the
HOW TO INTERROGATE HEROES players about what is going on. Having the NPCs spill the
beans to the heroes when threatened tends to be a win-
Player agency is very important to roleplaying. Situations
win for everyone involved. Again, you can choose to throw
in which the heroes are forced to do, say, or feel
dice, or simply roleplay the situation. There is a lot less
something rob them of agency. It’s one thing to narrow
worry about player agency, though, so traditional social
their choices due to circumstances, but quite another to
challenges work fine. Let the hero pick their approach,
say, “This is what you do/say.” Yet herein lies the challenge
and choose an appropriate roll (usually a saving throw) to
of playing out an interrogation, since the interrogator is
resist the hero’s efforts.
very much trying to force or trick the other person into
doing or saying something. Avoid setting up situations in which you are both
compelling the players into an interrogation and having
As with other social encounters, you can play out
your NPCs be especially tough in holding out. Such a
interrogations using dice and/or roleplay. If you choose
scenario only railroads everyone into potentially graphic
roleplay exclusively, the players should have complete
violence, and this is not best for your game. Allowing
control over their heroes’ reactions to what is happening.
players to make ethical choices is a big part of playing a
Let the player decide whether their hero is tough, clever,
hero, after all. It’s one thing to tempt them into easy-but-
or weak. If you want to use dice to see how well a hero
shady choices, and another thing altogether to force them
resists interrogation, be careful when the hero loses the
into compromising their values.

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

BATTLES stakes for each as you do so.

Everyday Heroes is not a wargame. Determining the TAKING FIRE


outcome of large battles through game mechanics is not
one of our design goals. That said, in a military fantasy Modern battles involve gunfire, and most combatants
setting, the hero's actions often take place in the context shoot at targets of opportunity that seem either especially
of war. Your intended story may involve larger battles for dangerous or especially easy to hit. It’s rare that any
the heroes to participate in and perhaps influence. given soldier is specifically targeted, and this goes for
heroes as well. If the heroes come face-to-face with
specific enemies, run the combat normally, and assume
INITIATIVE that all other enemies are engaged with allies.
During a massive battle, it can be expedient to have On the other hand, if the heroes are in the battle, but not
enemy forces collectively act on a given initiative number. specifically attacking a position or being attacked directly,
You can roll this or just choose a middle-of-the-road you may threaten them with “random” attacks, explosions,
number, like 12. Generally speaking, there is no surprise or other hazards. Use modified Luck saving throws for
involved in a large-scale battle; everyone knows what they this, and set a DC (usually between 1-5); anyone who fails
are getting into and is prepared to fight. their saving throw is targeted by enemy fire. It’s up to you
You don’t have to be in initiative during a battle scene if to decide what form the attack takes, but treat it like a
the heroes are not directly engaged in combat. The battle normal attack.
may be playing out in the background while the heroes
are up to other business. You may occasionally have CASUALTIES
someone take a shot at them (see below), and they may
occasionally shoot back. It really depends on whether Unless you are focusing on a specific combat objective,
fighting is the focus of the encounter. there are endless enemies to fight in a large battle. It’s
not like normal combat, where once the foes are down,
the fight is over. The battle keeps going until one or
GOALS ARE THE KEY more sides disengages or surrenders. Tracking the hit
The best way to keep the action focused in a large-scale points of thousands of soldiers is not a good idea, to put
battle is for the GM to set clear goals for the heroes it mildly. Using the Cannon Fodder rules helps a lot. If a
during the battle. These can either be a larger objective hero hits a rank-and-file enemy, that soldier is likely out
within the scope of the battle, or a more personal of the fight, injured or killed. Leaders and special foes are
objective occurring alongside the battle. Goals within the handled normally.
battle are usually strategic objectives, such as capturing
a position, taking out an important enemy, getting into DESCRIBING THE ACTION
a key position, defending an allied leader, rallying their
allies, or achieving a certain number of enemy kills. These For the most part, keep your descriptions focused on the
types of goals should generally shift the overall tide of the heroes and their role in the battle. However, it's important
battle, either ensuring outright victory or moving a step to evoke the feeling of a fight raging all around. The
closer to it. enemy’s initiative provides an opportunity to offer details
about the life-and-death struggle playing out around
Personal goals may be important to the larger story, but
the heroes. Be careful about describing events that may
don’t really impact the battle itself. Examples include
unintentionally distract the heroes from their goals—they
collecting intelligence, moving behind enemy lines,
may take a cool, off-hand description as an important plot
stealing something important, evacuating wounded from
point and think that they need to rush over and interact
the fight, or just trying to stay alive until the fight is over.
with it. This isn’t necessarily a bad thing, as it could enrich
But whether the heroes succeed or fail likely has no effect
the story, But be aware of and possibly avoid it if you wish
on the overall course of battle.
to keep a tight focus on the goals for the encounter.
For a truly epic battle scene, set a series of goals for
the heroes, with each goal being an encounter with its
own challenges and options. You could create an entire
adventure that takes place within the course of a single

Part IV: Game Master Advice 57


MORALE HIGH AND LOW MORALE
Favorable or unfavorable circumstances offer advantage
In warfare, force morale is very important. Most battles or disadvantage to a morale saving throw. A group of
end when one force chooses to leave the battlefield, either NPCs with generally low morale always has disadvantage,
in a controlled retreat or a complete rout. Despite the fact and a group with generally high morale always has
that soldiers willingly risk their lives, they are not eager advantage. It’s up to you to decide if either applies, or
to die—fear is something that everyone experiences what specific circumstances might grant advantage
in war. The following morale rules are optional tools to or disadvantage beyond those specified by the rules
create both more realistic encounters and, often, more or scenario.
enjoyable ones. Any talent or effect that modifies saving throws against
the Frightened condition also modifies morale saving
WHEN TO USE MORALE throws in the same fashion.
By default, the morale and behavior of NPCs is yours SUCCESS AND FAILURE
to control, and the morale and behavior of heroes is
Combatants who succeed at their morale saving throws
the domain of their players. And the following rules can
act normally.
apply to either or both NPCs and heroes. We recommend
limiting morale to NPCs most of the time, and excluding Combatants who fail are Frightened of both the battle
NPCs critical to the plot, such as a primary antagonist. and all of their opponents. Furthermore, if they roll a 1 on
their saving throw, they are Stunned until the end of their
Using morale with your NPCs makes fights feel more
next turn in addition to being Frightened. Combatants
realistic, and it also helps wrap up combat sooner. Again,
who are Frightened due to failing a morale saving throw
you don’t have to use these mechanics to force your NPCs
can take an Action during their turn to overcome their
to run away, but they do add an element of chance. Even
fear, granting them a DC 10 morale saving throw. If they
when you choose to use the morale rules, they need not
succeed, they recover from the Frightened condition.
apply to every combat.
If a combatant fails a morale saving throw while they have
Using morale rules for the heroes should be reserved
the Frightened condition, they must flee the battlefield,
for adventures in which you want to capture the feel of
surrender, or find a hiding place to remain until the end
combat stress among “green” soldiers, or among soldiers
of the battle.
that are inexperienced in combat. You could also use
the rules in situations in which the enemy is employing
especially terrifying tactics against the heroes.
MORALE EVENTS
Morale events trigger morale saving throws. Different
MORALE SAVING THROWS events have different DC values. This list is not intended
to be exhaustive. The GM is invited to create additional
The core mechanic for morale is the saving throw. Morale
Morale events that feel appropriate, and assign an
saving throws are made when an event occurs that either
appropriate DC.
seriously threatens an individual’s life or indicates that
TABLE: MORALE EVENTS
their team is in real danger of losing the battle.
EVENT DC
Morale saving throws are made either by individuals or by
Opponent uses their action to make a Charisma Intimidation
groups of combatants. When made by an individual hero, (Intimidation) check against them in combat Result
the hero uses their Archetype’s ability score saving throw. An adjacent ally is killed 10
Thus, an Agile hero makes a Dexterity saving throw, and a The combatant takes damage equal to
Tough hero makes a Constitution saving throw. Individual half their maximum hit points in one 10
NPCs use their highest saving throw bonus. Any bonus or enemy turn or suffers a critical hit
penalty to these ability saving throws possessed by the When half of their allies have been killed 15
hero applies to the morale saving throw as well. When their leader is killed 15
When all their allies have been killed 20
Group morale saving throws are made by the NPC with
the best saving throw bonus in the group, or by their
designated leader.
The DC of the saving throw varies depending on the
severity of the event that triggered it. The more dire the
situation, the more difficult the saving throw should be.

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?

Part IV: Game Master Advice 59


SWEATING BULLETS
Hook. The heroes find themselves repelling a Soviet
invasion of an Afghan town.
Heroes. Pakistani special forces delivering American
arms to the mujahideen in Afghanistan.
Action. The heroes are in charge of an arms shipment
to Afghan fighters resisting occupation by the Soviet
Union early in the Soviet-Afghan war. While making the
exchange, the city comes under unexpected attack by
Soviet forces. Unless the heroes help fend off the Russian
advance, the weapons will fall into the hands of
the Soviets and the local resistance will
be crushed.

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.

Part V: Rambo: Flesh & Blood 61


This adventure can follow on from the Rambo prologue their tardiness in the early stages may make things more
adventure, Jabbok Creek. In this case, the heroes difficult later.
are already a unit, and will have already run into the
Escorpiones Negros. Presumably, Colonel Barrigan EXHAUSTION
has heard of their exploits in Arizona; but what they
The heroes are highly trained soldiers in great physical
have been doing in the intervening seven years is up to
condition. Their training prepares them to operate for
the players.
long hours with little food or water. That said, a significant
This adventure is set in 1989, so not all equipment is
amount of this adventure happens in a hot, humid,
suitable—most notably computers and smartphones.
hostile environment.
Some of the classes may produce heroes that you would
Every hour that the heroes operate on foot, call for a DC
not expect to find in a Rambo movie. There is no innate
8 Constitution (Endurance) check. Any hero failing the
problem with this. There are as many styles of Everyday
check gains a level of exhaustion. Whether or not a hero
Heroes games as there are players, but make sure
succeeds, increase the DC of the next check by one. If
everyone knows what to expect.
all the heroes take a long or short rest, reset the DC to
8. Operating in a vehicle is much easier, such that the
MILESTONES heroes don’t have to make the hourly check, but not so
If you are following this adventure from Rambo: Jabbok easy that it resets the DC once they are back on foot.
Creek, the heroes should level up between adventures to Remind the heroes to eat and to hydrate, because
level 2. soldiers know to eat and drink when they can. If the
This is a lengthy adventure and the heroes should be heroes go four hours without water, or eight hours without
awarded a milestone upon its completion. If you wish to food, they gain disadvantage on the Endurance check.
progress your heroes at a faster rate, you could award a
milestone at the end of Act II to fit with the ramping-up of
the action from that point. ACT I: INSERTION
TIME ENCOUNTER 1: JUNGLE COFFEE
A large part of this adventure is time sensitive. The
So far the best thing about being in Costa Rica is
heroes drop into Panama at 1900 hours (all times are
the coffee. A special operations lieutenant named
Panamanian local unless noted otherwise), and should
Sandy met you at San Jose Airport, and made sure
be out of Panama City by 0100 hours the next day or risk
that you got some coffee before leading you to an
getting caught up in the main invasion.
unmarked C-12D plane with blacked-out windows.
After they leave the city, they are still in a hurry: they want
to get to Barrigan before either the Panamanian Army or
the rival drug cartel.
SUMMARY
The heroes receive their task and the gear they need to
Each scene in Act I and Act II advances the clock. Bear in
complete it. An MH-47D helicopter takes them close to
mind that this is an estimation of in-game time, and not
Panama City, but crashes en route.
the time that it actually takes to play!
In exceptional circumstances, you may add even more BRIEFING
time than given in the guide. Feel free to do this, but bear If the heroes are an existing group, they recognize each
in mind that, if this happens more than once or twice, their other, but they don’t yet know why they are back together.
chances of getting to Barrigan on time will be almost zero. If this is the first adventure for this group of heroes, there
If the time reaches 0045 hours and the heroes are still is still a chance a few of them may recognize each other
in the city, insert Encounter 8 at the earliest opportunity. from shared backgrounds. Whether they know each other
H-Hour moved up from 0100 at the last minute due to or not, this is a chance for them to engage in a bit of small
reports that the Panamanian Defense Force knew some talk or to express a bit of their character during the flight.
sort of U.S. military operation was imminent.
A few hours later the small plane makes a bumpy
If 1300 hours comes before they get to Encounter 14 landing on what experience tells you is an
and Barrigan’s cabin, they fail the first part of their improvised airfield. When you disembark, a hastily
mission. There is time to redeem themselves, though built camp bustles around you, blasted from a

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

Part V: Rambo: Flesh & Blood 63


В 1 collapsible canteen holding a half gallon of water to reserve it for their own use. You’ve got about an
(Bulk 1) hour to check your weapons, reload your packs,
В 12 water purification tablets, each sufficient for one and generally check your gear. About forty minutes
gallon of water (Bulk 0) into the flight, a loud bang sounds above the rear of
the cargo area. Black smoke is visible through the
В 1 water filter (Bulk 0)
windows at the back of the fuselage. The helicopter
В 50 feet of rope (Bulk 1) dives toward the ground. A voice shouts over the
В First-aid kit (Bulk 1) intercom, “Bird strike! Bird strike! Get out now!”
В Night vision goggles (Bulk 1)
The flight engineer rushes to the rear of the cargo area to
В Walkie-talkie with a 1-mile range (Bulk 1)
lower the tail ramp. Lieutenant Sandy beckons urgently at
В Navigation gear (Lensatic compass, a tourist map the heroes to help throw the fast ropes off the ramp.
of Panama City, a large-scale topographic map of
What follows is a series of skill checks to escape the
Panama City and its surroundings) (Bulk 0)
crashing helicopter.
The backpacks and the gear they contain are completely
Failing skill checks causes heroes to lose pieces of gear
plausible for Canadian hikers vacationing in Panama.
from unsecured pockets, open backpacks, or even from
Lieutenant Sandy hurries them along, but does take time
holsters or weapon slings. Each step in the series of skill
to caution the heroes that the weapons will destroy their
checks specifies what kind of gear can or cannot be lost.
civilian cover identities, so they should not get caught
Each loss is 1d3 pieces of gear, determined randomly
with them.
from the following table:
If the heroes wish to leave behind any identifying
2D10 RESULT
information or items with sentimental value, Lieutenant ROLL
Sandy has a lock box to secure them. 2 Heavy, metalworker gloves
3 Sidearm (Colt M1911)
THE CHINOOK 4 1d4 sidearm magazines
Once the heroes change into the supplied clothing, pick 5 1d6 nutrition bars
up their packs, and select their weapons, Lieutenant 6 Canteen
Sandy leads them to a helicopter landing pad where a 7 First aid kit
Boeing MH-47D Chinook helicopter is spinning up its
8 Tourist map
rotors. The tail ramp is open.
9 50 ft. of rope
If you need stat blocks for the flight crew, use the Vehicle 10 Walkie-talkie
Specialist variant of the soldier from pp. 377-378 of the 11 Suppressor (1d6, even: sidearm; odd: primary weapon)
Everyday Heroes Core Rulebook. Lieutenant Sandy’s stat 12 Night-vision goggles
block is in the Supporting Cast section of this adventure. 13 Lensatic compass
14 Topographic map
The colonel clearly isn’t fooling around. The MH-47D
15 Water filter
you boarded is a Special Operations variant of the
16 2d6 water purification tablets
Chinook with advanced avionics and the capacity
17 1 primary weapon reload worth of magazines or ammunition
for in-flight refueling. This one already has coils of
thick rope strapped to the tail ramp for your fast 18 Survival knife
rope descent. Lieutenant Sandy boards behind 19 Primary weapon (H&K MP5A3, M1014, M24)
you and the flight engineer raises the tail ramp. Backpack (including all contents); allow a hero who gets
this result to make a DC 12 Wisdom saving throw. On a
You strap into seats and don headsets, so you can 20 success, the hero can choose two items from the backpack
hear instructions in-flight and protect your hearing. to be already strapped to or around their body (e.g., rope),
Over the intercom, the lieutenant says, “You won’t or in their pockets (e.g. a compass or a first aid kit)
have time to get comfortable, this flight should only
A hero may wish to stay on the helicopter and recover
take about 90 minutes. To disguise the LZ, we won’t
one or more lost items. Remind the hero about the flames
come to a full hover. We’ll go slow, but you’ll only
visible out the back of the helicopter and coming through
have about 30 seconds to reach the ground.”
the roof above the tail ramp. Tell the player that if they
Despite the headphones, the Chinook is very loud. stop to recover the gear, their hero will still be on the
The only way to converse is over the intercom, and helicopter when it crashes.
you know from experience that flight crews prefer

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:

Part V: Rambo: Flesh & Blood 65


CRASH RESULT de Jorges believe them. They do not want to shoot anyone,
Anyone still on the helicopter when it crashes takes 12d6 and their compassion for the injured can overcome their
bludgeoning damage (DC 20 Constitution saving throw patriotism with relative ease. They may believe what
for half). The pilot and co-pilot are strapped into seats Noriega has said about evil Americans, but these injured
designed to increase crash survivability and wearing souls don’t seem like that much of a threat.
helmets. Assume that the pilot fails his save and dies on If they decide that the heroes are really Americans and
impact. The co-pilot is injured, but survives the crash; part of the invasion, they will shoot. They are not proficient
see below. with the shotgun, and so get +0 to attack. The shotgun is
Lieutenant Sandy fast ropes down behind the heroes and per the rules in the Everyday Heroes Core Rulebook, p. 143,
collides with a tree. The flight engineer jumps from the except that it is single barreled (i.e., only contains 1 round).
tail ramp of the helicopter at the last possible moment. In addition, the de Jorges have the following rule:
Lieutenant Sandy runs to the flight engineer and calls to Trembling Hands. When the de Jorges spend an action to
the heroes for a first-aid kit. The flight engineer has several reload, roll 1d6. On a 1-4, the attempt is unsuccessful, but
injuries, including a broken leg that cannot be treated here. the action has still been used.
Success on a DC 15 Intelligence (Medicine) check makes
the flight engineer as comfortable as possible. THE DE JORGES’ FARM
If the de Jorges believe the heroes, they invite them
If anyone checks the Chinook, it is on fire. Fortunately
back to their humble abode for a glass of chirrisco (a
the jungle is damp enough that it looks like the fire won’t
particularly potent alcoholic drink, it tastes like it contains
spread. The pilot is dead. The co-pilot’s door is stuck. A
battery acid—because it does). Otherwise, it is very easy
hero who succeeds on a DC 12 Strength (Athletics) check
for the heroes to find the farm by themselves, especially if
pulls it open and gets the co-pilot to a safe distance
they trail the old couple.
before the helicopter explodes.
The farm is a simple affair: a wooden shack, and a small
AFTERMATH tin shed full of cut sugar cane and hessian sacks of coffee
While en route, Lieutenant Sandy tracked their progress and rice. A handful of chickens cluck in their coop where
with information from the flight crew. He can tell the they shelter during hours of darkness.
heroes that it is roughly 1815, and that they are about 60 The most important object on their property is the
miles northwest of the LZ. They still have a mission to battered Datsun 520 pickup parked outside. It takes a
accomplish. He agrees that there is no way to cover the successful DC 10 Intelligence (Security) check to hotwire
distance in time on foot. the truck, or the heroes could find the keys hanging on a
THE RECEPTION COMMITTEE nail just inside the (unlocked) door.

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.

They spot Lieutenant Sandy and the injured survivors of TIME


the crash. Heroes free to move can hide easily. Have each The helicopter crashed at 1815 hours on Tuesday,
player make a Dexterity (Stealth) check for their hero, December 19th, 1989, with Operation Just Cause to kick off
with advantage, since the sun is setting and visibility is at 0100 the following morning. Depending on how long the
poor. The results of their rolls provide the DC for the de heroes take to deal with the de Jorges, it might be as late
Jorge’s Wisdom (Perception) checks (+0). as 1845 before the heroes move to the next encounter.
The de Jorges level an aging and rusty shotgun (they
both hold it) at Lieutenant Sandy and the survivors, WHERE NEXT?
and demand an explanation for their presence. They If it hasn’t occurred to the heroes, Lieutenant Sandy
speak nothing except Spanish, heavily flavored with a suggests that they get the truck from the de Jorges by
Panamanian patois at that. any means necessary. It’s the only way to get them to
Panama City on time, since they’re about two-and-a-half
If the heroes want to create a cover story, they must make
hours by truck away.
a DC 12 Charisma (Deception) check. If they succeed, the

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.

If the heroes kill the PDF soldiers in Encounter 2, it has


no immediate effect. Eventually, however, the PDF notices RANDOM ENCOUNTERS
that one of its teams failed to make a regular check-in. If your heroes are racing through this adventure, good
Even this doesn’t cause an immediate response. Too for them! Recognizing that your heroes may find the
much of the PDF is on stand-by to resist an invasion adventure too easy, or they may go so fast that deadlines
to dispatch anyone to investigate. After four hours, the provide no tension, we’ve included some encounters to
deaths increase alert level by 1 point. slow down progress, use some of their resources, and add
If the heroes get in a gunfight with Sargento Hector some spice to your game.
Cunampia and Officer Fang Dongmei in Encounter 3, alert
level immediately increases by 1 point. Even if the heroes GM Note: Clever heroes (and GMs) can turn some of
kill the police sergeant and his partner quickly and quietly, these encounters against opponents. If the heroes need
they still do so in public, and the Panama City police get some help, let them know that there is a nearby jaguar,
descriptions of the event and the heroes circulating within wild boar, coral snake, or similar animal that they can use
30 minutes. to set traps for the bad guys.
If the heroes shoot up the Geco Lounge in Encounter 4, it
increases alert level by 2 points, because a large number MILITARY PURSUIT
of police officers are there. Even if no police officer Local police forces and the PDF is focused on the
escapes to report the encounter, locals will call the police imminent, or proceeding, U.S. invasion. They do not
and the PDF to report that the invasion has started. Six pursue the heroes outside of town, regardless of alert
SWAT officers (Everyday Heroes Core Rulebook, p. 375) level in Panama City. However, General Manuel Noriega’s
arrive in 5 minutes, accompanied by 2 police detectives Batallones de la Dignidad (Dignity Battalions) are available.
(Everyday Heroes Core Rulebook, p. 374).
They consist of a ragtag bunch of patriotic civilians, civil
The effects of increased alert levels in Panama City are servants told by their overbearing bosses that they
as follows: had to sign up, and convicts let out of prison early on
ALERT RESPONSE the condition that they joined. They have red t-shirts
LEVEL
emblazoned with “Batallón de la Dignidad,” though they
Any new gunfire draws a rapid response from
the police. Two minutes after shooting starts, may choose to cover these in the interest of camouflage.
1 backup arrives in the form of six SWAT officers Their capabilities and equipment vary widely. A typical
(Everyday Heroes Core Rulebook, p. 375). They stat block appears under DigBat in the “Extras" section of
try to arrest the heroes before opening fire.
this adventure.
In addition to the rapid SWAT response, the Panama
City police calls up off-duty and reserve officers. Depending on the alert level the heroes left in Panama
There are four beat cops (Everyday Heroes Core City, the DigBats may have drug cartel: sicario
2 Rulebook, p. 372) operating in pairs at every major
reinforcements from the Familia Duerendez cartel, or
street intersection. These police officers arrive
at any gunfight within four rounds. They attack from the Soviet mercenaries infiltrating Panama. Stat
immediately, without negotiations or arrests. blocks for those GMCs also appear in the “Extras" section
In addition to the above, all police officers now of this adventure.
carry a Remington 870 shotgun or an H&K MP5A3
3 Below are sample encounters based on the alert level.
submachine gun in addition to their pistols. Pairs
of police have one shotgun and one SMG each. Once the invasion begins, use alert level 4 at all times.
Police on patrol and at major intersections are The encounter chance represents a 1d20 roll made every
now SWAT officers. Instead of SWAT responding to hour until an encounter happens. Randomly encountered
gunfights, a PDF team responds. The PDF team includes DigBats attack Norte Americanos like the heroes on sight.
a helicopter with one sniper (Everyday Heroes Core
4 Rulebook, p. 379) and four soldiers (Everyday Heroes Once the heroes have a random DigBat encounter, two
Core Rulebook, p. 377) accompanied by one heavy things happen: first, stop rolling for random DigBat
weapons (Everyday Heroes Core Rulebook, p. 378) encounters every hour until the heroes complete two
and one officer (Everyday Heroes Core Rulebook, p.
379). They attack immediately and indiscriminately. planned encounters; second, increase the alert level by 1
(to a maximum of 4).

Part V: Rambo: Flesh & Blood 67


ALERT ENCOUNTER property, this check is made with disadvantage.
LEVEL CHANCE ENCOUNTER
(D20) (On Foot) Constitution (Endurance).
Four DigBats at a roadblock, GAIN GROUND SUGGESTIONS
0 1
without any rocket launchers В Gun it! (Driver Only) Dexterity (Vehicles) against
Six DigBats patrolling on foot, Dexterity (Vehicles), with a bonus equal to each
1 1-2
with one rocket launcher vehicle’s Strength modifier. If a driver’s vehicle does
Four DigBats in a 4WD vehicle, no not have the All-Terrain property, that driver has
rocket launcher, but there is a medium
machine gun mounted in the vehicle. disadvantage on this check.
If the heroes defeat this patrol, they Sprint! (On Foot) Dexterity (Acrobatics) against
2 1-3 В
may take the machine gun. It has no
bipod or tripod, and no shoulder sling, Dexterity (Acrobatics), or (Predator Only) Dexterity
imposing a -2 penalty on attack rolls for (Vehicles). If using the latter, apply the vehicle’s
characters without the Big Guns talent. Strength modifier.
Four DigBats on foot patrol with one
rocket launcher, reinforced by one
3 1-4 ROUND 2:
Familia Duerendez drug cartel: heavy
and one drug cartel: sicario.
A massive tree has fallen across the roadway
Four DigBats on foot patrol with one
4 1-5 rocket launcher, reinforced by two Soviet Hazard: (Driver Only) Constitution saving throw
mercenaries with one flame thrower. (vehicle). If the vehicle is Gargantuan, this save is made
with advantage.
(On Foot) Strength (Athletics) or Dexterity (Acrobatics)
CHASES
GAIN GROUND SUGGESTIONS
In the event that the heroes encounter a DigBat patrol,
В Take the best path through the branches (Driver
the heroes may evade the patrol and stay focused on
Only, unless on foot). Intelligence (Investigation) or
their mission by sneaking, taking a detour, or fleeing.
Wisdom (Survival) against Intelligence (Investigation)
If the heroes have a vehicle and the DigBats do not, the or Wisdom (Survival).
heroes can simply drive through/past them. The DigBats
get one round to fire at the heroes and their vehicle, and
ROUND 3:
the heroes may shoot back. After that, the heroes are free
to continue. A group of deer darts into the road
If the DigBats have a vehicle and the heroes do not, the Hazard: (Driver Only, unless on foot) Charisma
saving throw.
heroes must choose whether to evade or to initiate
combat. If they choose to evade, follow the standard GAIN GROUND SUGGESTIONS
rules for opposing Wisdom (Perception) and Dexterity В Spook the deer into your opponents (once
(Stealth) checks. per side). Charisma (Intimidation) against
Charisma (Intimidation).
If both sides are on foot, or both in vehicles, the heroes
have the same choice. If the heroes have a vehicle,
they may substitute Dexterity (Vehicles) at the GM’s ROUND 4:
discretion. Otherwise, use the standard contested rules. The road ahead is covered in mud, making the route a
If both sides are on foot, or if the DigBats have a vehicle, slippery mess.
and the heroes choose to evade by fleeing, a chase Hazard: (Driver Only) Constitution saving throw.
sequence begins. The DigBats lack the morale and (On Foot) Wisdom (Perception or Survival).
discipline for an extended chase, so this only lasts 4 GAIN GROUND SUGGESTIONS
rounds. The DigBats take the predator role and the В (Driver Only) Drive right through the thickest mud.
heroes take the prey role. Regardless of the outcome, Dexterity (Vehicles) against Dexterity (Vehicles), with
increase alert level by one level (to a maximum of 4). a bonus equal to each vehicle’s Constitution modifier.
CHASE DC 13 В (Prey Driver Only) Spray mud at pursuers. Dexterity
(Vehicles) against Wisdom (Perception). If either
ROUND 1: vehicle is larger than the other, the larger vehicle’s
driver has advantage on this check.
Road narrows to little more than a dirt path.
В (On Foot, Prey Only) Charisma (Deception) against
Challenge: (Driver Only) Dexterity (Vehicles) check,
with a maximum bonus equal to the vehicle’s Dexterity Wisdom (Perception).
modifier. If a vehicle does not have the All-Terrain

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.

DIE ROLL ENCOUNTER CR OPPONENT


2D6 NAME
2 Jaguar Warrior 1 Jaguar
3 Leeches 0 Leeches
4 Eight-legged Death 1/4 Brown recluse spiders
5 Crawling Gems 1/8 Giant centipedes
6 Boar-ing 1/4 Wild boar
7 Monkeying Around 1/2 Howler Monkeys
8 Bite the Bullet 1/2 Bullet ants
9 Bloodsuckers 1/4 Vampire bats
10 Red on Yellow 1/8 Coral snake
11 Going Viral 1 Mosquitos
12 Hungry, Hungry 2 Hippo

Part V: Rambo: Flesh & Blood 69


Boar-ing (CR ¼) Going Viral (CR 1)
Wild boar are aggressive and territorial. If the heroes The whine of a hunting mosquito is familiar to almost
enter the territory of a wild boar and it is aware of their everyone, and anyone who has ever lived in a tropical or
presence, it attacks. subtropical climate (e.g., Louisiana or Florida) knows that
Wild boar are surprisingly cunning and stealthy, but any they lay eggs in stagnant water. Mosquitoes in Panama
hero with a passive Perception of 12 or more prevents the are known to carry dengue fever and the Zika virus.
boar from gaining surprise. Fortunately, dengue takes at least three days (five is
more common) for symptoms to show. Zika takes roughly
Use the Wild Boar variant of the Pig stat block (Everyday
two weeks. In either case, the heroes will complete the
Heroes Core Rulebook, p. 394). The wild boar fights to
adventure and have time to start treatment in proper
the death.
medical facilities.
Crawling Gems(CR 1/8) If this encounter occurs, have the heroes make a group
Scolopendra gigantea, the Amazonian giant centipede, is DC 10 Intelligence (Natural Sciences) or Wisdom
not native to Panama. That said, Panama has its fair share (Survival) check. If at least half of them succeed, they
of large centipedes and millipedes. This one is 12 inches realize that mosquitoes are likely to be nearby and
long, with yellow legs and reddish tinges to its segments. remember the insect repellent in the first-aid kits
Centipedes often crawl under fallen tree limbs or inside provided by Colonel Barrigan and Lieutenant Sandy. This
hollow logs, exactly the kinds of places that humans gives them advantage on all checks and attack rolls in
like to sit or lean against. This centipede has surprise this encounter.
unless a hero succeeds on a DC 12 Intelligence (Natural Treat the mosquitoes as a swarm of flying insects
Sciences) or Wisdom (Survival) check. If a hero prevents (Everyday Heroes Core Rulebook, p. 399), but remove
allies from directly disturbing the centipede’s habitat, it the poison from their attack. Heroes “stung” by the
still attacks. mosquitoes instead make a DC 13 Constitution saving
Treat a single giant centipede as an Extremely Venomous throw. On a success, they avoid infection. On failure,
variant of a venomous bug (Everyday Heroes Core they should see a doctor as soon as they return to the
Rulebook, p. 393). United States.
The giant centipede fights to the death, but heroes can The swarm attacks until destroyed and can easily move
easily outrun it. fast enough to keep up with the heroes.

Eight-legged Death (CR ¼) Hungry, Hungry (CR 2)


Fortunately for the heroes, brown recluse spiders are As far as we know, there aren’t really any hippopotamuses
web-builders in their native habitats. Their webs are in Panama. That said, Pablo Escobar had them on his
generally asymmetrical and an excellent warning that estate in Colombia in 1989, and for the purposes of this
the heroes should beware of the tiny creatures. Allow adventure we’re going to assume that he gifted some
any hero succeeding at a DC 12 Intelligence (Natural to Manuel Noriega as part of a drug deal, and that one
Sciences) or Wisdom (Survival) check to remember escaped to the rivers of Panama.
brown recluses are native to Panama, and those Hippos are aggressively territorial and have no fear
webs might indicate their presence. Heroes aware of of humans. They’re entirely capable of overturning or
their presence can detour around the area and avoid smashing small boats (adding this as a complication
the encounter. before Encounter 17 is entirely appropriate).
If the heroes do not or cannot avoid the area, spotting a If the heroes have to cross a river or stop to replenish
brown recluse before it attacks requires success on a DC their water supplies, they may encounter this hippo. Give
16 Wisdom (Perception) check. On a success, the hero the hippo advantage on any Dexterity (Stealth) checks
gains surprise against the spider. while in the water. Use the hippo from the Everyday
Should combat ensue, treat the brown recluse spider as a Heroes Core Rulebook, p. 400.
Deadly variant of a venomous bug (Everyday Heroes Core If the heroes withdraw from the water that the hippo has
Rulebook, p. 393). claimed for its own, it does not pursue them on land. If
The brown recluse fights to the death, but outside its web the heroes reduce the hippo to 9 hit points, it retreats
its perception is very limited and it can’t move very fast. If beneath the water and does not bother the heroes again.
the heroes attempt to withdraw, the brown recluse does
not pursue them.

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

Part V: Rambo: Flesh & Blood 71


can make a DC 13 Intelligence (Medicine) or Wisdom SUMMARY
(Survival) check to treat the infection. On success, the The heroes come across a Panamanian Defense Force
hero takes no further damage. (PDF) roadblock, and must either bluff or shoot their
On failure, an hour later, allow a second saving throw way through.
at the same DC. If the hero fails the saving throw, they
take 2d6 poison damage. If the hero succeeds, they take
THREE SOLDIERS
half damage. The three soldiers (Everyday Heroes Core Rulebook, p.
377), each holding an AK-74U, walk up to the heroes. They
TIME ask in Spanish where the heroes are going and what
These encounters add 10 minutes to the adventure, they are up to. “¿Adónde vas? ¿Qué estás tramando?”
except the Leeches encounter, as noted. How the heroes respond determines the outcome of
this encounter.
ENCOUNTER 2: CHECKPOINT Two of the men, Erico and Ernesto, are in early middle age
and are career soldiers. They know things are kicking off
The jungle is so thick on either side of the road that you
with the Americans, but don’t want to get in trouble’s way
have no choice but to stick to the beaten path, despite the
if they can help it. They won’t be cowed by threats, but are
fact that this increases your chance of being seen. You
generally pleasant to the heroes unless given reason not
hear a few gun shots in the distance, but there is nothing
to be. They would prefer that this encounter did not end
else to indicate that you are in enemy territory during a
in violence.
time of impending war.
Their younger comrade, Francisco, is filled with patriotic
You round a corner and see a Nissan Vanette with fervor and, in recent days, he has developed a passionate
“Vigilancia Civil” emblazoned across the front. Three hatred of the Yanquis. Francisco carries a piece of paper
uniformed soldiers, members of the PDF, lean on it, with words and a photograph printed on it. A hero who
casually waving you to a halt. succeeds on a DC 15 Wisdom (Perception) check can
read enough to know that it’s a bulletin about a suspect in

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.

SLIM PICKINGS WELL DAMN!


If combat does break out, the three soldiers are This section of Encounter 3 only occurs if the heroes are
professionals and fight as such, making the most of the in one of the vehicles they’ve encountered so far, because
cover that their van provides. Francisco continually hurls it breaks down when they stop at a traffic light. If they are
insults at them, pleased to get his teeth into the enemy. on foot, then skip to the next section (“Pssst!”)
Once one of the soldiers is taken out of action, though, the If the heroes look under the hood at the seized engine,
other two retreat and call for backup. They take off in their a successful DC8 Dexterity (Vehicles) or Intelligence
van, back towards Panama City.

Part V: Rambo: Flesh & Blood 73


(Mechanics) check tells them that they need a workshop checks (+0). If she finds their weapons, she shouts
before they can repair the vehicle. to Hector and both draw their sidearms. Hector and
They are creating a bit of a traffic jam, broken down Dongmei arrest the heroes and the two officers call for
as they are in an intersection. Drivers hoot and shout: help getting the heroes to lockup.
“¡Hazte a un lado, awebao!” The whole situation is far These two police officers appear again in Encounter 4. If
from discrete. the heroes get access to the police car somehow, they
If the heroes leave the scene quickly, go to the find a wanted poster for Larry Barrigan. Like the bulletin
next section. in Encounter 2, the image is too blurry to make out
any resemblance to Colonel Barrigan. This is another
If they choose to push the vehicle to the side of the
opportunity, albeit an unlikely one, for the heroes to
road, this requires success on a group DC 12 Strength
notice the similarity in names and, later, to realize that
(Athletics) check.
the PDF is looking for Botella.
While the heroes attempt to resolve the chaos around
the broken-down truck, a Mitsubishi Starion with police PSSST!
markings pulls up. Out jumps a short but stocky sergeant
As you move through the city, looking for Calle
(an indigenous Panamanian), Sargento Hector Cunampia,
Epifanio Garay and the Geco Lounge, you pass
and a Chinese Panamanian officer, Fang Dongmei (use
an apparently abandoned building, from a dark
beat cop stats, Everyday Heroes Core Rulebook, p. 372).
doorway comes a low voice “Pssst! ¿Americano?”
Hector is truculent, fed up with ignorant foreigners
causing trouble, and worried about the war that everyone
The voice belongs to a man squatting in the dark and
knows is coming. Dongmei is quieter and more polite, but
beckoning to the heroes. His sandy hair marks him as
she too is nervous and doesn’t want to be seen talking
not a typical Panamanian. He is Sergeant McKinley of 7th
to foreigners out in the open. Hector keeps referring to
Special Forces Group. If the heroes identify themselves as
Dongmei as “Plum,” which she hates.
Americans, he asks who exactly they are.
It is possible that the heroes can pacify the police with a
He hopes that they are fellow soldiers, but no matter how
successful DC 7 Charisma (Deception) check by telling
the heroes respond he asks them for help. Slumped in a
them, for example, that they have already called a
corner is a Black man, also in camouflage fatigues, his
tow truck. In this case the police leave them to it.
bloody hands holding his bandaged side. Their unit
Being stranded in the middle of a busy has been in-country since October. If the heroes
intersection does not look like obvious behavior admitted to being fellow soldiers, McKinley says that
for invading soldiers, and so (as long as the his unit was recovering certain documents from
heroes give a sensible explanation) the U.S. Embassy when they ran into trouble,
they need only a successful DC 8 and Staff Sergeant Nwodo was shot. The
Charisma (Deception) check heroes don’t need to make a check to see
to pass as innocent North that Nwodo is in a bad way. McKinley’s
Americans in Panama secondary specialty is medic, so he
on legitimate business. stayed behind to help get Nwodo to
However, Hector does an aid station. They made it this far
not just let them walk and then waited for nightfall, but
off and leave the pickup Nwodo’s condition has steadily
truck in the middle of gotten worse. McKinley was about
the intersection. Instead, to try moving Nwodo when
he insists that they hurry he saw the heroes.
up and clear the road, while
The aid station is in the
Dongmei blocks traffic.
American Store just
Failure on either check across the street. They
triggers Dongmei to take a can hide there until the
closer look at their vehicle. The main invasion launches and
heroes need to make a group medevac can collect them. For
Dexterity (Sleight of Hand or some time, the shop has been an unofficial
Stealth) check, which sets the DC hospital for Americans, giving treatment to
for the cops’ Wisdom (Perception)

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

Part V: Rambo: Flesh & Blood 75


THE GECO LOUNGE

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”

Part V: Rambo: Flesh & Blood 77


2. If they head for the casino now, go to Encounter 6. they can chew with Chaime. He is a large Afro-Caribbean
3. If they want more intel before they go dashing off man without an ounce of fat on him. His head looks like it
cross-country, go to Encounter 7. sits directly on shoulders the size of basketballs. He wears
an Inca Kola baseball cap backwards, an Astronautas de
4. If they head out to check an escape route, ask them
Los Santos t-shirt, and baggy jeans. Of more concern to
which one, and then go to Encounter 9.
the heroes, he carries a pump action shotgun. If he is
driving, there is also a baseball bat in the vehicle.
ENCOUNTER 5: Chaime vigorously defends the vehicle. His stats are
MORE THAN THEY BARGAINED FOR in the Supporting Cast Section. The noise of gunshots
There are more than enough vehicles to choose attracts a lot of attention. Most people run screaming, but
from. Cars are parked along the edge of pretty roll 1d6 at the beginning of each of the first two turns. On
much every street, often appearing abandoned; the roll of a 5-6, a civilian (Everyday Heroes Core Rulebook,
it seems that the Panamanians take a relaxed p. 385) enters the fray. Roll a further 1d6 to see how they
attitude towards parallel parking. Larger modes of are armed:
transport roar past: vans, trucks, even a tractor. 1D6 WEAPON
1 Baseball bat (large wooden club, p. 143).
2 Machete (p. 143)
SUMMARY
3 Pocket pistol (p. 143)
The heroes attempt to steal a vehicle to continue their
4 Heavy Revolver (p. 143)
mission, but find Panamanians a feisty lot.
5 9mm semi automatic Pistol (p. 145)
PICK A CAR – ANY CAR 6 Double barreled shotgun (p. 143)
The heroes can choose pretty much any kind of vehicle
From the third turn onwards, a new combatant enters
to steal, from a bicycle to a 40-ton big rig. They also
every turn. Roll 1d6 to see who they are:
have a choice of either carjacking a vehicle, or hotwiring
1D6 COMBATANT
a parked one. Carjacking requires a successful DC 10
1 police officer (use beat cop stats, Everyday
Charisma (Intimidation) check to get the driver to 1-2
Heroes Core Rulebook, p. 372)
stop. Hotwiring needs a successful DC 12 Intelligence 3-4 1 PDF soldier (p. 377)
(Security) check. 5-6 1 citizen, armed as above.
Chaime Bigotes
If you think that your game might run long, this is a good The Better Part of Valor
encounter to skip. Let the players acquire a car and get It is possible that the heroes eliminate every opponent
on with the game. present in a single round, but it’s extremely unlikely.
It is far more likely that the heroes realize that being
If the heroes carjack a vehicle, it is driven by Chaime
overwhelmed is inevitable, and they should withdraw. If so,
Bigotes. If they steal one, then Chaime is walking by and
a foot chase begins. The Chase DC is 13. See p. 273 of the
accosts them. The heroes may have bitten off more than
Everyday Heroes Core Rulebook for rules on running foot
chases in urban streets. The chase only lasts 4 rounds
before the opponents give up.
If the heroes all manage to get in a vehicle,
they drive off to safety. Any opponents
currently on the map get one last
chance to shoot at them before they
round a corner and break contact.
The heroes might decide to give up
on this vehicle and steal an easier
one. The second vehicle requires the
same checks to hotwire or carjack.
This time the occupant, if there
is one, does not resist and
they have an easier time
of it.

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.

Part V: Rambo: Flesh & Blood 79


INFORMATION on this check. However, if they have antagonized the
Inside, the casino is just as shabby as its exterior. Empty NPCs, they roll with disadvantage. They gain all the
food wrappers litter the much-stained carpet. The patrons information from their result, plus all the information from
that are eating and smoking at the tables haven’t seen lower results.
daylight in who-knows-how long. The seats are a cheap DC INFORMATION GAINED
PASSED
red velveteen, abundant with buttock-shaped sweat stains
The Escorpiones Negros are a well-known cartel
and cigarette burns. The air is a thick, nicotine-rich fog. in Panama City and beyond. It is rumored that
On a successful DC 14 Wisdom (Perception) check, the 12 they operate from Mexico to Columbia. They have
been engaged in an aggressive turf war with
heroes notice McKinley at the back of the casino. He has the Familia Duerendez for the past year.
not seen the heroes as he slips into a back room. Larry Barrigan recently escalated the feud when
The heroes may wish to talk to locals in the casino and he shot one of the Duerendez tenientes. He spent a
15 few nights in jail before being released for “lack of
see if they can learn anything about Larry Barrigan and evidence,” after all fifteen of the witnesses refused
the Escorpiones Negros. The locals are: to testify. It is rumored his bail was paid in rubles.
Lope Bonilla: a thin man with a long and much- The manager here, Costança Brasa,
В 17
might know things that we don’t.
creased neck, not unlike that of a tortoise. He wears
There is rumor that Noriega or one of his cronies
thick spectacles and sports a large-brimmed straw has been protecting the Escorpiones. But there are
hat that would look more at home in a farmer’s field also contrary rumors that the PDF is looking for
18
than a casino. He is a retired taxi driver who spends Larry Barrigan. An Escorpiones Negros teniente
was shot a couple of days ago; some people say that
the first half of each month blowing his pension in the it was by the PDF, some by the Duerendezes.
casino, and the second half trying to win it back. He is A clever gringo like Larry would never do
perpetually convinced the next hand will be the one 20+ what he told people that he was going to do.
that wins him his fortune and doesn’t like interruptions. Wherever he hid, it’s not Nueva Bennto.
В Suzuki Masako: a tall and slender Japanese woman
who would probably be elegant if not for her purple COSTANÇA BRASA
velour tracksuit and floppy, much-faded sun hat. She Standing slightly apart from the customers is a handsome
is the widow of a Panamanian fisherman, and has woman named Costança Brasa, the manager of the
a prodigious mathematical mind, which has been casino. She is involved with the Escorpiones Negros
frustrated much of her life. She gambles conservatively cartel, paying protection money and also helping them
and usually makes a small profit each week, which launder cash.
she spends on books and tango lessons. She hates She is very suspicious of the heroes. Normally, Americans
flippancy, and attempts at humor likely only make her are good for business. Those who live in the Canal Zone
roll her eyes. are generally wealthy by Panamanian standards. However,
В Juanita Galleta: a petite Panamanian woman with an at the moment everyone is understandably focused on
antiquated floral dress and mismatched sandals. She the war. The chaos that will inevitably ensue will not be
is wearing bright red lipstick and heavy eyeshadow good for businesses in Panama.
that has begun to smudge within the sweaty hothouse Costança does not speak to anyone except her toadies,
of the casino. Juanita spent her life careening from and does not invite conversion from others—at least to
one obsession to another. For a few months to a year, begin with.
she will be completely engrossed in flower pressing,
The toadies following Costança around are brothers,
or book binding, or collecting baseball cards, before
Rubén and Miguel-Ángel Yevera. Rubén is the younger,
suddenly growing tired and moving onto the next
but tries to make up for this with a sparse mustache.
fascination. Gambling is just beginning to wane a
Miguel-Ángel has the appearance of a startled goat. Both
little in her affections, and she is no longer paying as
wear loud, ill-fitting suits woven of cheap fabric. They are
much attention as she could. She flirts outrageously
currently enjoying a life of some luxury, but know that it
with the hero with the highest Charisma score (of any
will last only as long as Costança finds them amusing. The
gender), and will be put out if she is rebuffed. However,
exact status of the relationship between Costança and the
if the hero responds too enthusiastically, she becomes
pair is oft-debated, but never confirmed.
flustered and backs off.
First impressions are very important. The first sentence
If the heroes ask questions, they need to make Charisma
uttered by a hero to Costança determines how she reacts
(Persuasion) checks. If you feel that they played to the
to them for the rest of their conversation. The approach
NPC’s motives or personalities, grant them advantage

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.

Part V: Rambo: Flesh & Blood 81


ENCOUNTER 7: “SCAPPA” CIGARRUISTA Infiltration: Success on a DC 10 group Dexterity (Stealth)
check gets the heroes inside unnoticed. A small steel
The docks are quiet. One huge ship, the CS Lugus, staircase leads to a catwalk that runs around the
quietly hauls its load of shipping containers toward perimeter of the warehouse. A room on the catwalk level
the canal entrance. A couple of smaller vessels sits above the rear entrance.
chug to and fro, their lights glinting off the smooth
black sea. Mostly, there is a sense of anticipation. HOSTAGES
Everyone knows that, within a few hours, an The warehouse is mostly empty. Broken pallets, tools, coils
almighty fury will descend upon Panama from the of rope, and rolls of industrial plastic wrap stand against
sky and sea. Everyone wants to get through the the walls. There are no signs of any imports or exports.
Canal in case U.S. operations close it. In the middle of the otherwise empty concrete floor, four
people kneel. Their hands are tied behind their backs and
Scappa’s warehouse is small and, compared to
they’re gagged. They wear civilian clothing. One of them
most, inconspicuous. A sign by the door is the only
is sobbing.
thing identifying it: “G. Cigarruista Importadores y
Exportadores.” Around them, six people in red t-shirts talk amongst
themselves. They carry M-16 assault rifles. Once the
heroes are inside, and assuming at least one of the
SUMMARY
heroes speaks Spanish, they understand that the armed
The heroes find a hostage drama playing out at the
people found some tourists wandering around “like lost
warehouse. Once they resolve it, they find a very scared-
lambs” and kidnapped them, planning to extort money
looking Scappa. He sold all the equipment he stockpiled,
from their families or governments after the war.
but he can still help the heroes.
LIBERATION
VOICES
The six armed people are DigBats; other than not having
Through the door, the heroes hear voices laughing and
rocket launchers, their stat block is the same as in the
arguing in Panamanian-accented Spanish. They also
Extras section of this adventure.
hear the sounds of someone sobbing. If the heroes check
If the heroes take a DigBat alive and question them about
around, there is a rear entrance to the warehouse as well.
Scappa Cigarruista, they laugh and say that the “little
Locked Doors: The heroes can unlock either door
mouse” is hiding in his office upstairs. The hostages don’t
with success on a DC 12 Intelligence (Mechanics or
know who Scappa is, but they did see a man that the
Security) check.
DigBats pushed around and ordered upstairs.

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.

If the heroes came to Scappa looking for a vehicle, he FRIEND OR FOE


obviously knows something and is reluctant to tell them. The heroes are in a street. There are opposing forces at
If a hero succeeds on a DC 12 Charisma (Deception, either end of the street: Americans to the left, PDF to the
Intimidation, or Persuasion) check, Scappa grudgingly right. The heroes can tell by the distinctive sounds made
leads them out the back of the warehouse, and pulls a by the M16 versus the AK74 rifles.
tarpaulin off a 1979 Dodge Street Van modified for all-
Give the heroes a split second to state their actions. If
terrain use. It is painted an interesting shade of metallic
they hesitate at all, they just stand in place.
brown, and adorned with gold-colored alloys. “I call her
the ‘Mierda Dorada’—’the Gilded Turd,’” he says. He opens If the heroes remain where they are, they are caught in
the trunk, looks around conspiratorially, then pulls the crossfire. Each hero standing in the street must roll
aside a blanket to reveal a PKM machine gun. The gun 1d20 (they may use inspiration to get advantage on this
is mounted in the back, so it can be fired out of the van roll): on a 5 or more, the bullets whistle past them, and on
when the trunk doors are open. It can also be unbolted in a 1-4 they hit. Any hero hit takes 1d12 ballistic damage (PV
a matter of minutes and carried, but it takes three people 3). If a hero dove to the ground, they are hit only on a roll
to do so. (It is Bulk 6 for a single person, or three Bulk 2 of 1.
loads; reassembling it takes 2 rounds.) Inside the van are If the heroes themselves fire in either direction, both
also some supplies, some boil-in-bag beef stew (about groups of soldiers become aware of the new threat. Even
three days’ worth of rations for the heroes), plus a large if the heroes use suppressed weapons, the soldiers see
container of drinking water. flickers of muzzle flares from a new location. The soldiers
This was Scappa’s escape plan, but the heroes can take it take the Suppressive Fire action, so any hero that does
from him without a fight. not Dive for Cover takes 1d12 points of ballistic damage
(PV 3).
TIME If the heroes shout out to cease fire, they must succeed
It should take no more than 15 minutes for the heroes on a DC 12 Charisma (Persuasion or Deception) check
to complete this encounter. Depending on previous to convince anyone that they are not enemies; even then,
events and decisions, H-Hour could be as close as 45 however, depending on what exactly they shout, only one
minutes away. side stops firing.

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.

Part V: Rambo: Flesh & Blood 83


If the heroes move towards one side, they have to roll FROM BAD TO WORSE
once more to see if they are hit in the crossfire before After approximately three combat rounds, or the
that side sees them. If they are openly carrying their equivalent if the heroes are not in combat, a loud whine
firearms, that side shoots directly at them instead of descends from the sky and the American position
using Suppressive Fire. There are six soldiers (Everyday explodes as it is hit by a shell. If the heroes are with the
Heroes Core Rulebook, p. 377) on each side, so each Americans, they must all make a DC 13 Dexterity saving
is equally dangerous. If they are not openly carrying throw. They take 1d12 explosive damage on a fail, or half
firearms, both sides see them as civilians caught on on a success.
the street during the invasion, and wave for them to go
One of the American soldiers has his leg blown off by
through their lines and find cover.
the shell. He immediately shouts for help, his high-
There is a doorway not far from the heroes where they pitched pleas echoing eerily through the quiet following
may seek cover. However, it is boarded up and requires the detonation. All of his comrades are either dead or
a successful DC 12 Strength (Athletics) check to unconscious. If the heroes have not worked out which
break open. The doorway is wide enough for up to two group of soldiers is which by this point, it becomes
heroes to attempt the check in a single turn, and up to obvious when the wounded soldier shouts in English
two additional heroes can use the Help action to give and uses expletives particular to the States. The heroes
advantage on the checks. If the heroes fail this check, all can help him. It takes a successful DC 12 Intelligence
heroes waiting to go through the door must make a roll (Medical) check to apply a tourniquet. However, unless
(as above) to see if they are hit. some of the heroes fire upon the Panamanian position,
If the heroes make it into the house, they can either wait the PDF advances.
there quietly, safe from gunfire, or they can fire, in which
case the soldiers shoot back.

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

JUNGLE WORK Rulebook) and begins indiscriminately shooting.


A successful DC 12 Wisdom (Insight) check reveals that
the man is just scared and is shooting because he feels
ENCOUNTER 9: ON THE ROAD AGAIN threatened by the heroes. Any attempt to talk him into a
cease-fire after he starts shooting has disadvantage.
As you drive out of Panama City and into the
If the heroes get as far as talking to the man, they learn
darkness of the surrounding jungle, you check the
that he is Ernest Bloom, a scientist studying the botany
radio for news. There are exactly three stations
of the area. He got scared by the chaos around the
of excited Spanish and upbeat accordion music,
invasion and decided to take to the hills until he deems it
liberally interspersed with static. You turn it off. You
safe again.
keep your weapons handy and roll the windows
down, exploiting all your senses in an environment This is almost the truth. A successful DC 12 Wisdom
that will only get more hostile. (Insight) check on the part of the heroes alerts them
to the fact that he is holding something back. Success
on a DC 15 Charisma (Persuasion or Deception) check
SUMMARY gets him to spill the beans—but, even then, he gives
The heroes head out in one of the vehicles that they away as little as he can get away with. If the heroes try to
acquired. En route, they investigate an abandoned boat intimidate him, he clams up. He knows that the cartel will
and negotiate a request for aid. do worse to him than any threat that the heroes can come
up with.
STRANGER DANGER
This encounter happens on the road to Nueva Bennto, The full truth is that Dr. Bloom’s particular area of
and it can provide the heroes with warning of the Familia expertise is the coca plant. He has been working for the
Duerendez presence there. Familia Duerendez cartel, trying to develop a strain of the
plant that will grow productivity in Panama, thus removing
The road emerges from the jungle and winds the need for the cartel to import the raw product. But he
through a steep-sided gorge. The Enchos River really was scared, and so he is seeking shelter with the
flows alongside it, little more than a stream. Your cartel, which, he heard, had traveled to Nueva Bennto.
military training kicks in when you see a car ahead, Ernest’s car is not going anywhere soon, so he asks if the
a person standing beside it, waving you down. heroes can take him to Nueva Bennto.

Part V: Rambo: Flesh & Blood 85


THE PANAMANIAN QUEEN

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).

Part V: Rambo: Flesh & Blood 87


NUEVA BENNTO
ENCOUNTER 10: NUEVA BENNTO Duerendez, the youngest sibling of the Familia. All three
are openly armed—the two heavies with light machine
Neuva Bennto is a collection of cinder block and guns, Emilio with a 9mm semi-automatic pistol.
plywood lowrises, clustered around a red-tiled and
At this point, the heroes don’t know whether the
crumbling colonial mission station. Three 55-gallon
Duerendezes have Larry. Emilio at first refuses to discuss
drums stand outside the station, along with three
family business. “You have no need to worry about
Jeep Cherokees. Two youths sit on a low brick wall,
anything here,” he tells them. “This is our territory and
swinging their legs back and forth and throwing a
we are looking after it.” If the heroes mention Botella or
ratty tennis ball for a mangy dog. As you pull up
Larry Barrigan, Emilio makes no secret about the fact
one of the youths jumps down and disappears into
that he knows the names, but he does not talk about their
the mission building. The other keeps throwing the
relationship or Larry’s whereabouts. There are a few
ball while keeping an eye on you.
different ways that the heroes can tackle this situation:
act as though they are on the same side as the cartel;
SUMMARY bluff that they have the might of the American Army
The heroes arrive at the small town of Nueva Bennto and behind them; or pretend that they just want to get into the
realize that they have chosen the wrong road. To make mission for innocuous reasons.
matters worse, they bump into the Familia Duerendez Any negotiations require success on a DC 11 Charisma
cartel also looking for Larry Barrigan, and a fight ensues. (Deception or Persuasion) check. Emilo is not particularly
They must then make the choice whether to retrace their bright, but he does suffer from an excess of pride. If
steps and lose time, or abandon their vehicle and take a their explanation involves flattery, they may roll with
hard slog shortcut on foot. advantage; if they try to threaten him at all, they must roll
with disadvantage. If the heroes have Ernest Bloom with
NUEVA BENNTO them, they may be able to use this fact to their advantage,
The Familia Duerendez detachment in Nueva Bennto depending what they told Ernest they were up to.
consists of: The best outcome has Emilio opening up and telling the
В Emilio Duerendez: Stats in the Supporting Cast heroes that the Familia Duerendez is looking for Larry
section. because it heard that he was coming here to hole up, but
В 2 x drug cartel: heavies: Stats in the Supporting Cast found that he must have gone elsewhere.
section. It may be that the heroes manage to trick their way into
В 3 x drug cartel: sicarios (hitmen): Stats in the the mission to see for themselves. If they do, they find
Supporting Cast section. another three members of the cartel sitting round an
old mahogany table, playing cards. These three are less
В 2 x drug cartel: halcones (the youths): Stats in the
well-built than the bodyguards, and less well armed (with
Supporting Cast section.
9mm semi-automatic pistols, like their boss). The youth
В Gulliver Stamp, a Cosa Nostra accountant: use
who came inside is sitting at the table as well, trying to
civilian stats.
join in, but being ignored. A pile of U.S. dollar bills lies in
В Ernest Bloom (if the heroes brought him): the middle of the table. The gangsters are suspicious of
mugger Stats. the heroes, but, if their boss OKed their presence, they
When the heroes arrive, all of the Duerendez detachment do nothing beyond giving inquiring glances. There is
are inside the mission except the two boys (and possibly obviously no sign of Larry, and from a remark by one
Ernest Bloom). of the poker players (“I was s’posed to be meeting my
The Familia Duerendez cartel are also looking for Larry querida. Man, she’s going to be pissed at me, all for a wild
in Nueva Bennto. They arrived a couple hours before the goose chase.”), the heroes can infer that he isn’t here.
heroes, discovered he isn’t here, and are now holed up If the negotiations don’t go well, or the heroes prefer a
in the mission building (where Larry was going to take more direct approach, then the Familia Duerendez is
refuge). The two youths are part of the gang, and already happy to oblige. The combatants' starting places on the
alerted their boss to the heroes’ presence. map vary depending on how things begin.
After a few minutes, a small, rat-faced man in an If the heroes find out what they need to know peacefully,
expensive suit saunters out of the mission, flanked then, just as they are about to leave, a small, pot-
by a huge man and an even-bigger woman, dressed bellied American man with a balding head and a pale
smartly, but less flamboyantly. The center figure is Emilio blue sweater comes out of the mission (or into the

Part V: Rambo: Flesh & Blood 89


room), buttoning up his fly. This is Gulliver Stamp, an remind them that it is Bulk 6 for a single person or
accountant for an American mob outfit that works with three Bulk 2 loads for a team, and requires 2 rounds
the Duerendezes. He recognizes one of the heroes from to reassemble.
past encounters (choose the one whose background After the heroes have been going for an hour, ask for
makes the most sense). He wastes no time shouting an a DC12 Constitution (Endurance) check. If they are
accusation, and violence ensues. Encumbered, they roll with disadvantage. Any hero who
It is important here to note the three, 55-gallon drums fails gains a level of Exhaustion.
stacked up by the door of the mission. They contain Whichever hero is in the lead must also make a DC12
gasoline. Anyone who shoots at and hits these drums Wisdom (Survival) check. If they pass, they notice
must roll 1d6. On a 5 or 6, the drums explode. An the ashy soil growing loose underfoot. Continuing on
explosion results in an area effect covering the entire the current route requires successful DC10 Dexterity
area within 25 feet of the drums. Anyone in that area (Acrobatics) checks from each hero in order of march.
takes 2d6 fire damage unless they Dive for Cover. Any hero who fails slips, and slides back down 100 feet or
The two youths try to keep out of the action, being armed so of the mountainside, taking 1d4 bludgeoning damage.
only with knives. However, if any hero goes down they pile All those behind them in the marching order must
on top, stabbing liberally, eager to make their name. succeed at a DC 12 Dexterity saving throw to avoid also
Gulliver hides inside the mission, as does Ernest. taking 1d4 bludgeoning damage from the falling debris.

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

Part V: Rambo: Flesh & Blood 91


AMBUSH ON CERRA SANTA SANGRA
the driver, each more difficult than the last. Failing any of if they have been kitted out by the local Army and Navy
them means that the heroes have to walk. Surplus Store. They consist of:
В The first check is at DC 5. Failure results in one wheel Capitana Emilda (stats in the Supporting Cast section):
sliding off the road, and the truck bottoming out. a grizzled and much-scarred ex-con. She wears a black
В The second check is at DC 7. Failure results in the vest, camo pants, and a moth-eaten wool cap, and wields
whole truck leaving the road, sliding a few dozen feet an M16A1. Starts at point A.
down the slope before coming to rest against a tree. 3 DigBats (stats in the Extras section): one with a rocket
The heroes inside must all pass a DC 12 Dexterity launcher, the other two with AK-74s. The soldier with the
(Acrobatics) check or take 1d4 bludgeoning damage. rocket launcher starts on the road in front of the heroes,
В The third check is at DC 10. Failure results in the truck barring their escape. The other two start with one at point
rolling over and down the mountainside! The heroes B, and one at point C.
inside must make a DC 12 Dexterity (Acrobatics) The soldier with the rocket launcher tries to take out the
check, taking 2d4 bludgeoning damage on a success, heroes’ vehicle, if present. Capitana Emilda tries to stop
or half that on a failure. any of the heroes from leaving the area. The other two
If some or all of the heroes opt to walk up the mountain, attack whomever looks most likely to do them harm.
they do not have to make any checks. The going is steep, To continue up the mountain, the heroes have to leave the
but taking the short route crossing the road every 20 to map on the left-hand side.
50 yards shortens the route and actually takes no more
time than driving.
TIME
This encounter adds at least one hour to the clock,
AMBUSH whether they walked up the mountain or drove.
You are relieved when finally the road levels out and you
reach a plateau, which gently slopes towards the summit
WHERE NEXT?
proper. The road is narrow here, rough bluffs penning it in Having fought through the ambush, the heroes can
on both sides. carry on to the summit of Cerro de la Sangre Santa and
hopefully find Larry Barrigan. Go to Encounter 13.
The road up the mountain is easily visible from the
summit, and the heroes have been watched in their
ascent by a squad of General Noriega’s Dignity Battalions, ENCOUNTER 13: LARRY’S SHACK
which are also on the trail of Larry Brannigan. The situation for this encounter depends on the time that
Any hero who succeeds on a DC 15 Wisdom (Perception) the heroes arrive.
check (any hero with the Military background may roll If the heroes arrive before 0900 hours, they find
with advantage) either spots one of the Panamanians Larry Barrigan in his cabin. The PDF is just arriving on
hiding, or simply sees the potential for an ambush on this the scene.
road.
At long last, you see Larry’s old tin cabin ahead of you. It
COMBAT is nothing more than a corrugated shack, but smothered
in a vivid, purple-flowering, climbing plant that renders it
If the heroes spotted the ambush, they may enter
almost picturesque. A Ford Fiesta sits outside it. As
the area as they wish from the right side of the
you begin to move, a 1962 Toyota Land Cruiser
map. The Panamanians open fire as soon
roars onto the scene from the opposite
as it becomes clear that they have been
direction. The Land Cruiser is painted in a
spotted. If the heroes are oblivious to
crude camouflage pattern, and 3 soldiers in
the attack, they start the combat in the
the uniform of the PDF alight. They have not
center of the map.
seen you, but make towards the cabin.
The Panamanian forces are drawn from
If it is between 0900 hours and 1300 hours,
the Dignity Battalions, but none of the
the heroes hear a bombastic salsa rendition
ambushers wear their trademark red shirt—
of “Peter Gunn” blasting out before they ever
or at least if they do they hide it under a
see the shack. They find the PDF already on
jacket. (Red t-shirts are not really conducive
the scene. They have been interrogating
to an ambush.) The attackers here look as
Barrigan for some time.

Part V: Rambo: Flesh & Blood 93


BRANNIGAN’S SHACK
At long last, you see Larry’s old tin cabin ahead of you. It’s В If the PDF are already there, Balbosa and 1 DigBat start
nothing more than a corrugated shack, but smothered in the cabin, the others by the Fiesta (A).
in a vivid, purple-flowering, climbing plant that renders The heroes start the combat unseen on the bottom
it almost picturesque. A Ford Fiesta sits outside it. That’s edge of the map. Every time they move, they must
the good news. The bad news is that a 1962 Toyota make a successful Dexterity (Stealth) check to remain
Land Cruiser is also parked outside, painted in crude undetected. The DC is 12 (Zifar Balbosa’s passive
camouflage pattern (more pink than you would generally Perception) minus the number of squares to the nearest
expect). The music comes from this vehicle. enemy that can draw line of sight to them (measure to
If it is after 1300 hours, then the PDF has been and gone, the shortest distance during their movement). If there
taking Barrigan with them. is undergrowth between them, the heroes may roll at
At long last, you see Larry’s old tin cabin ahead of you. It’s advantage.
nothing more than a corrugated shack, but smothered The Panamanians open fire as soon as they are aware
in a vivid, purple-flowering, climbing plant that renders it of the heroes’ presence. Balbosa likes to fight up close
almost picturesque. A Ford Fiesta sits outside it, the door and personal, and he charges the heroes at the earliest
hanging open. Inside, the place is a mess, as if it has been opportunity. The other DigBats are more circumspect,
turned upside down. There is no sign of Barrigan. and they try to keep the heroes suppressed with fire while
they drag Barrigan to the Land Cruiser and pile him in.
INVESTIGATION
If one DigBat is dragging Barrigan, they move at half
If the PDF came and went, the heroes can look around the
speed and cannot take any other action. If two are
cabin to work out what happened. The papers on the floor
dragging him (their preferred option), they move at
seem to be a mixture of drug cartel business (relating to
three-quarter speed and can make ranged attacks at
the Escorpiones Negros) and sports papers. There are
disadvantage. Once they have him at the SUV, they spend
various bits of drug paraphernalia lying around: mirrors,
1 action piling him in and then drive off.
razor blades, and straws.
On a successful DC 10 Intelligence (Investigation) check, WHERE NEXT?
they find Larry Barrigan’s wallet containing $32 in US Whether or not the heroes manage to extract Barrigan,
currency, a driver’s license, and a few credit cards. before they can do anything else a bevy of U.S. soldiers
turn up on the scene. At their head is Colonel Trautman.
EXTRACTION Go straight to Encounter 14.
If Larry is still on the scene, the heroes have their work
cut out to save him from the clutches of the PDF.
The Panamanian forces are as follows: ACT III:
В Zifar Balbosa (stats in the Supporting Cast section):
the officer in charge, he is a very tall chap—at least 6’6,”
A MAN, A PLAN, A
with a barrel chest and a pirate’s beard to match his
name. He is smoking a small pipe, and has an ammo
CANAL, PANAMA!
belt slung across his torso, bedecked with archaic WWII
grenades. He is armed with a machete, but has a 9mm
ENCOUNTER 14: TRAUTMAN EXPLAINS
Bersa Thunder handgun in a holster. You have barely had time to take breath when you
В 2 DigBats (stats in the Extras section): one with a beret, hear the unmistakable roar of several Humvees
one with a Dignity Battalion baseball cap, both wear the race up to the cabin. Before they even pull to a full
red t-shirts of their unit. stop, a dozen Special Forces alight, covering the
In addition, any Panamanians who escaped the ambush in area with their M16s. After they give the all clear,
the prior encounter are in attendance. a colonel steps out of the lead vehicle and strolls
Larry Brannigan is present, but is too off his head to take
towards you. “Alright men, stand down.” He is tall,
part in the combat on either side.
but with a commanding presence beyond even his
physical frame. His intense eyes are creased by a
В If the heroes arrive before the PDF, Balbosa and 1
slight smile. “You must be Barrigan’s task force. My
DigBat start adjacent to the Land Cruiser (B), the
name is Colonel Trautman.”
others by the Fiesta (A).

Part V: Rambo: Flesh & Blood 95


SUMMARY up with him and the Soviet-funded mercenaries that have
The heroes meet with Colonel Trautman, who tells them been hired to take the pair of them out of the country.
how they have been taking orders from a corrupt officer: Trautman wants Barrigan to make the meeting, so that
Larry Barrigan was never working for the Feds, and his the heroes can tail him and pick up Villalobos. However,
brother was just using the heroes to save him. The U.S. he can’t just let Barrigan go. If any U.S. forces see him,
Army has orders to kill Larry Barrigan on sight. Trautman they’ll kill him. If the Soviets suspect Barrigan is being
needs him to survive, so they can track an associate of his tailed, they will cut ties with him and Villalobos will be lost.
suspected of working with the Soviets. Therefore, Trautman wants the heroes to pose as traitors
From here, the encounter takes one of two forms and spring Barrigan from captivity. They must then evade
depending on the outcome of Encounter 13: the rest of the U.S. military, and make their way to the CS
В If the heroes successfully rescued Larry Barrigan, they Lugus, find out where Villalobos is, and get to him before
must stage his escape and get him away from the U.S. the Soviets do.
forces hunting him. Of course, if Barrigan is currently in the hands of the
В If Barrigan was taken by the PDF, one of the heroes PDF, things are now even more complicated. If this is
must pose as him and stage his escape. the case, Trautman modifies his plan. One of the heroes
must play the part of Barrigan (luckily, only Villalobos
A NEW LAYER OF TRUTH knows Barrigan’s appearance), and will then have to
Trautman asks the heroes to come into the cabin with him, be “rescued.”
where he takes a seat and bids them do the same. The
other soldiers stand guard outside. Trautman tells them CAMP SANTA MARIA
he has news--some bad and some worse. Once his briefing concludes, Colonel Trautman and his
team take the heroes in the Humvees. If they still have
Starting with the bad news: Colonel Barrigan was arrested
the HMG, it goes with them. If Barrigan is here, the team
back in the States after the helicopter crash revealed
chucks him, cuffed and blindfolded, into the back of one of
his secret mission. It was never sanctioned. Barrigan
the vehicles. If one of the heroes pretends to be Barrigan
somehow managed to arrange for them to conduct
(and they should first choose among themselves who
personal business on his behalf. As the heroes have by
will take this role), they receive the same treatment. The
now probably guessed, Larry is the colonel’s brother. He
Green Berets accompanying Trautman are in on the ruse,
is not a CIA-embedded agent in the Escorpiones Negros
but it is vitality important that no one else suspects that
in any way, shape, or form. Rather, Larry pulled strings
the hero is not really Barrigan, and so everyone is “in
and got his brother embedded with the U.S. Army. Had the
character” from the jump.
heroes completed their mission, they would have simply
removed Larry Barrigan to safety, so he could continue The Humvees travel to a temporary camp next to the
his nefarious business elsewhere. Panama Canal. “Camp” is probably overselling it, however.
Really, it is a half-dozen tents pitched around a WWII-
After the scheme came to light, the entire U.S. Army was
era concrete bunker. Camp Santa Maria is named for a
given orders to kill Larry Barrigan on sight. If the heroes
large white statue of the Virgin Mary that looks down on
have rescued or captured Larry Barrigan, this is the point
everyone. Exactly why the statue was erected here, in
at which Special Forces soldiers handcuff him and take
the middle of nowhere, is anybody’s guess. A few dozen
him to one of the Humvees.
soldiers garrison the camp.
Unfortunately—and here is the worse news—things grew
Soldiers take Barrigan (real or otherwise) to the concrete
more complicated when U.S. intelligence ops discovered
structure, where three G.I.s stand guard. The plan is for
that an associate of Larry’s, who is both a member of the
the heroes to have a rest at the camp and to give the
Escorpiones Negros and the Panamanian government,
impression that, although Trautman trusts them, they are
has been cutting deals with the Soviets. This individual,
probably up to no good. (“Don’t oversell this,” Trautman
Simón Villalobos, has gone to ground, and nobody
says. “We don’t want trouble kicking off before Barrigan is
knows where.
sprung.”) After night falls, they are to facilitate Barrigan’s
Intelligence has since picked up communications
escape in any way they see fit (keeping American
indicating that Barrigan is due to meet a Soviet spy
casualties to a minimum), and make their way to the
aboard a ship called the CS Lugus, which is currently
canal, where they will find a speedboat. If they have their
making its way through the Panama Canal. He is to learn
HMG, it will already be assembled and mounted on the
the location of Villalobos at this meeting, so he can meet
boat. From there, they need to get away from the Army

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.

GRUNTS AND GRILLED CHEESE SANDWICHES ENCOUNTER 15: ESCAPE!


The general atmosphere in the camp is one of people
trying desperately to relax. The soldiers are sitting As the sun slowly slips below the horizon, the time
around in groups, chatting and (after having found a has come to leave the relative safety of the camp
nigh industrial quantity of processed cheese and sliced and to do your patriotic duty by taking on the might
bread somewhere on the way) cooking grilled cheese of the United States Army.
sandwiches. They landed in Panama only a few hours
ago, but have broken through the initial resistance and SUMMARY
found themselves waiting for orders to catch up. Several The heroes must bust out Barrigan (real or otherwise)
of them, laying on bedrolls, are taking the chance to from the concrete building and get him down to the boat
get some sleep. A large percentage of their number on the canal.
constantly patrol the perimeter.
Santa Maria surveys them all with maternal affection. At THE LIE OF THE LAND
the base of the statue is an inscription, a quote from the The concrete building is ten feet wide and about thirty
Bible written in Spanish. It translates as: feet long. There is one doorway in one of the end walls,
the door long gone. There are windows in all of the other
Ephesians 6:12
walls, each with a set of rusty bars. There are three G.I.s
“For our struggle is not against flesh and blood, but against guarding the building at any one time, except when
the rulers, against the authorities, against the powers of they change guard every two hours. During the change,
this dark world, and against the spiritual forces of evil in the they shoot the breeze for a few minutes, making six
heavenly realms.” soldiers until they hand off responsibility. One soldier
The heroes get more than their share of inquisitive looks, remains by the door at all times, while the other two
and a fair few suspicious glares. There is plenty of time slowly circumnavigate the building in opposite directions.
before nightfall for a short rest. Sometimes (roughly every fifteen minutes, but by no
If they take the opportunity to mingle, as Trautman means regularly), one of the moving sentries pops inside
suggested, they find the following people willing to chat: and makes sure that Barrigan is still there.
Willy Womak: A new recruit from Knoxville, Tennessee. The soldiers not on guard duty remain close to the
Willy is nervous, and this manifests in short bursts of building, but mainly to one side. There is one long wall
laughter, often at inopportune times. He is repeatedly that no one from the camp can see. If needed, use soldier
making a grilled cheese sandwich, then deciding that stats (Everyday Heroes Core Rulebook, p. 377).
he is too nervous to eat it, and giving it to someone else, There is a path from the camp down to the canal; at the
before realizing that, actually, he is hungry, and starting water is a wooden dock. There are several 55-gallon
the process over again. drums on the dock, and a hand pump for delivering fuel
Mikolaj Peters: The polar opposite of Willy, but a good to boats. There is a patrol boat tied up here (use the
friend of his. Mikolaj is on his third enlistment. He does motorboat stats from the Everyday Heroes Core Rulebook).
not talk very much, but instead lies back with his head Any heroes who see the boat note that it has a mounting
against his rucksack, picking his teeth with a cocktail stick. post on the bow for a machine gun, but no weapon is
Occasionally, he breaks into a snatch of a Lynyrd Skynyrd mounted there at this time (unless the heroes brought
song, even though he is from upstate New York. their own).
There are three broad avenues for approaching
the escape.

Part V: Rambo: Flesh & Blood 97


LURE THE SENTRIES AWAY GETTING AWAY
This is probably the least likely to succeed, as the heroes Once the captive is free, the heroes must get down to the
would have to come up with some reason for the sentries canal and into the boat. This takes three combat rounds.
to leave their post that couldn’t be dealt with by any of the If the heroes are spotted when the combat round begins,
dozens of other G.I.s dotting the camp. If they lure away they are targeted.
one sentry, they will buy themselves a bigger window for В The first combat round after they are detected, the 3
getting Barrigan out, but luring away all three gives them guards shoot at them.
the greatest chance of success.
В The second combat round after they are detected, an
The DC to persuade a sentry to leave their post is 14, or additional 6 soldiers shoot at them.
17 for all three at once, though this can be adjusted for
В The third combat round after they are detected, an
particularly clever or idiotic plans. The check should
additional 10 soldiers shoot at them.
be Charisma (Deception, Persuasion, or Intimidation),
depending on the tack taken. For each round that they were not previously spotted, the
heroes must make a group DC 12 Dexterity (Stealth)
SNEAK IN check. Barrigan is included in this if he is present. (His
Unless this approach is combined with luring the sentries stats are in the Supporting Cast section.) If they fail at
away, the door is of little use, as it is never left unattended. any point, the heroes must survive the remaining combat
However, windows on one side of the building are out of rounds without being shot.
sight of anyone for roughly 30 seconds at a time. The For example: if the heroes fail a Stealth check during the
windows are barred, but rusted to such an extent that breakout, they have to survive three combat rounds of
a successful DC 8 Strength (Athletics) check breaks shooting, and a total of 19 shots, to make it to the boat. If
them. A successful DC 10 Dexterity (Stealth) check is they managed the breakout without being spotted, they
also needed to to do so without making an attention- still have to make a Stealth check on the first combat
grabbing noise. round. If they fail this check, they need to survive 2
combat rounds of being shot at, and a total of 9 shots.
BLOW IT UP
If all else fails, the heroes can use explosives to blow a WHERE NEXT?
hole in the wall. Anyone with a demolition kit or explosives When the heroes reach the boat, an alarm sounds. There
can sneak up and plant them next to the wall. They is a boatload of commandos on the canal who give chase
need to succeed on a DC 8 Dexterity (Stealth) check to in Encounter 16.
avoid detection. If they plant the explosives, the wall is
successfully breached whether or not they were seen. ENCOUNTER 16: BOAT CHASE
As soon as the explosives go off, all the soldiers in the
camp respond. Roughly half check it out while the other For a split second it seems like it might be all over,
half man the perimeter. as the motor sputters, but then it roars to life, and
everyone but the driver falls backwards. The bow
INSIDE THE BUILDING raises out of the water and the boat leaps forward,
When the heroes get inside the building, they find the skipping over the slate-like surface of the canal.
captive handcuffed to an old iron pipe, with their feet Then a Zodiac inflatable boat appears behind you.
bound. It takes a matter of seconds (1 combat round) The crew shouts, though you can’t hear them, due
to cut through the rope, and it requires no check. The to both the roar of your engine and the whoosh of
handcuffs are another matter, though. The lock can be the wind. The spray stings your faces like buckshot,
picked with a successful DC 12 Intelligence (Security) but you dare not let off the throttle because you
check. Alternatively, a hero with a suitable tool can cut can see that the rubber boat is only a hundred feet
through the handcuffs or iron pipe. The iron pipe can or so behind you, bounding over the surface of the
be yanked away from the wall, but this requires a DC 18 water like a living sea creature.
Strength (Athletics) check. Sawing and breaking make
noise, requiring success on a DC 10 Dexterity (Stealth)
check to cover up.

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.

Part V: Rambo: Flesh & Blood 99


ROUND 2: SEE YOU LATER ALLIGATOR If the SEALs have more chase points than the heroes at
any time (either 6 or 8, as explained at the beginning),
A crocodile emerges from the dark water mere feet in
they catch the heroes. The chase then devolves into
front of you, probably more scared than you are—not that
close combat, fought over the two boats and/or the land
this is much consolation. Yell at him and hope for the best.
adjoining the canal, depending on the heroes’ actions.
Hazard (Driver Only): Charisma (Intimidation); other
The heroes may wish to evade the SEALs at this point
heroes can take the Help action by shooting at the croc,
including with the machine gun. by disappearing into the night. In this case, the heroes
GAIN GROUND SUGGESTION (EVERYONE): must make a group DC 10 Dexterity (Stealth) or Wisdom
В Try to wrangle the croc into the path of the oncoming (Survival) check with advantage, due to the poor visibility.
SEALs. Charisma (Intimidation) against Charisma Anyone who is successful loses the pursuers, but those
(Intimidation). who fail still have to deal with them.
If the SEALs do not catch the heroes by the end of the
OPTIONS FOR SHOOTING:
fourth chase round, they ease off.
В As above, except that the range is now influenced
by the speed and direction of the current, with the THE DROP-OFF
distance between the two boats based on the total
When the heroes successfully lose the SEALs, one of two
chase points. The gap between them is altered by 10’
things happens:
for each point difference: widening if the heroes are
If they rescued Barrigan, he thanks them for their help,
ahead, but narrowing if the SEALs are in the lead.
and says that he has to go on alone from here. His
contacts would not take kindly to Yankee soldiers, even if
ROUND 3: LOCK OUT! they were helping him. He has a motorcycle stashed away
One of the canal’s gigantic industrial locks looms ahead. at one of the canal office buildings that dot the route: a
Luckily, the water is lapping at the very top. It's going to rather nice Triumph TR65 Thunderbird. He mounts up,
be a bumpy ride, but you have no choice but to jump it. and heads off with a throaty roar to meet the Soviet spy
Hazard (Everyone): Strength saving throw. aboard the CS Lugus.
GAIN GROUND SUGGESTION (DRIVER ONLY): The heroes follow discreetly in their boat. Just as the bulk
В Try to use your boat’s wake, however little it might be, of the massive cargo ship looms ahead, the radio that
to throw the pursuers off balance. Dexterity (Vehicles) Trautman gave them in case of emergencies crackles to
against Dexterity (Vehicles). life, and the colonel’s voice issues forth:
OPTIONS FOR SHOOTING: “Come in Cartier, come in. We have new intel. Tiffany is
В You are holding on too tightly to shoot. hostile to Fabergé. Repeat: Tiffany is hostile to Fabergé.
Do not let the rendezvous go ahead. If not possible, begin
ROUND 4: THAT DOESN’T SMELL RIGHT… extraction immediately.”
If the heroes did not rescue Barrigan, the message is
A greasy black smoke starts coming from the outboard
received before the pretend Barrigan departs for the ship,
motor. It smells like someone is burning rancid fish.
and Trautman adds the following:
Challenge (one hero): Intelligence (Mechanics).
“Tiffany should be detained, so they can provide location.”
GAIN GROUND SUGGESTION (DRIVER ONLY):
В Good old-fashioned “floor it and hope for the best.” WHERE NEXT?
Dexterity (Vehicles) against Dexterity (Vehicles). The heroes have to infiltrate the CS Lugus, either to
OPTIONS FOR SHOOTING: rescue Barrigan or to capture the Soviet spy. Either way,
В As per round 2. go to Encounter 17.

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.

Part V: Rambo: Flesh & Blood 101


CS LUGUS
Key Information. If she is alive and the heroes succeed
on their Charisma checks, then Laskin can show them ACT IV: IT COMES
where Villalobos is on a map. If the heroes don’t manage
to gather the information before she dies, there are some
TO A HEAD AT
papers in one of her pockets. On one is a six-figure grid
reference. It won’t take long for the heroes to find Simón
THE HACIENDA
Villalobos’s location on a map; there are plenty aboard
the ship.
ENCOUNTER 18: FRIENDLY FIRE
Either way, he is in a large colonial-era house, once the It seems ages since the sun went down on Camp
center of a coffee estate. It is not far away and, as luck Santa Maria. Now, the daylight is a blessed relief. At
would have it, the ship is now roughly in the vicinity. last, you can see where you are going. But the heat
Sophia knows only that “Beauty and the Beast” guard climbs with the sun, and sweat runs down your back
the hacienda. The papers in her pocket also contain in rivulets. You also realize that, just as you can now
that warning. see better, so can all the forces who currently wish
Sophia knows that the Soviets plan to exfiltrate Simón you dead.
Villalobos to Cuba, and keep him there until the expected
post-invasion turmoil dies down. When there are fewer SUMMARY
American feet on the ground, he will return. Rubles and The heroes cross paths with an American force. Still
the Soviet propaganda machine will help him to, once considered traitors, they must either avoid detection or,
more, win a prominent position in the new government, failing this, get away as unscathed as possible.
and Russia will increase its influence in Central America.
If Sophia has died, the same information is on the papers
STUMBLING INTO TROUBLE
in her pocket. The heroes trek through the jungle without incident for a
couple hours. The landscape is beautiful, but it also saps
POLITICAL INTRIGUE their energy. For every mile that they travel, they seem
Simón Villalobos has been both a drug trafficker and a to climb two hundred feet to a mountain ridge, only to
member of Noriega’s government for some years now. drop back down to a valley floor on the other side. And
Despite his wheeling and dealing, he is a charismatic everywhere is thick, tangled, undergrowth that needs
individual, well-liked by the general populace. He has hacking with machetes.
also been feeding information to the Soviets, which is an The heroes come to a ridge line that offers vistas of a wide,
arrangement that the Soviets are very keen to continue. flat valley. On a successful DC 14 Wisdom (Perception)
check, they notice a small huddle of figures at the valley’s
WHERE NEXT?
floor. If they have binoculars, they identify them as
The hacienda is a three- or four-hour hike. Even if the
American soldiers—presumably an advance party on a
heroes could find a vehicle (and there are none to be
reconnaissance mission. If the heroes all failed the check,
seen), it would not be of any help, because the area is
the first they know of the soldiers are gunshots as they
heavily overgrown, and there are no roads between the
descend into the valley and the Americans open fire.
property and the canal.
The action continues in Encounter 18. GETTING THROUGH
There are five soldiers (Everyday Heroes Core Rulebook,
p. 377), and one officer (Everyday Heroes Core Rulebook,
p. 379).
The heroes must get to the other side of the valley,
and the lie of the land, with rocky outcrops on either
side, dictates that they must pass within 200 yards of
the soldiers.
The heroes are wanted as traitors, but they are not
wearing the uniform of an enemy. Descriptions of the
heroes have circulated, but not photographs. They may be
able to deceive the unit into thinking they are someone

Part V: Rambo: Flesh & Blood 103


THE HACIENDA
else, but they need a successful group DC 12 Charisma ENCOUNTER 19: THE FINAL SHOWDOWN
(Deception) check to do so.
You sight the hacienda while still a half-mile away.
Another option is to tell the truth. The trouble with this
A sprawling mansion, it presents a jumbled heap
approach is that, even if the soldiers personally believe
of red roof tiles, decorative towers, and arched
them, orders dictate holding them captive until Trautman
porticoes. Not long after, when you come to the
can confirm their mission. They need a successful DC
edge of the estate, you find a shiny, new, 12-foot-
17 Charisma (Persuasion) check for the officer to allow
high, chain-link fence running through the jungle.
them to go about their business.
At intervals inside the fence, there are concrete
Assuming that their presence has not yet been noticed,
sheds. By one such shed, something large and
the heroes could try to sneak past the soldiers. This
square squats under a tarpaulin. Atop the tarp, you
requires a successful group DC 13 Dexterity (Stealth) or
spy the prone figure of a man--a cigarette gently
Wisdom (Survival) check. The DC can be lowered to 10
balanced in his slack mouth, and rhythmic snores
if they somehow engineer a distraction. Failure results in
following the rise and fall of his chest.
the Americans opening fire.

WHERE NEXT? SUMMARY


Once past the American unit, the heroes can continue The heroes reach the hacienda, purloin a tank, storm the
on their way. They make it to the edge of the hacienda place, and hopefully rescue Simón Villalobos—or, if not,
without further interference. Carry on to Encounter 19. at least make sure that he doesn’t fall into Soviet hands.
Hopefully, they escape before the whole place comes
down on their heads.

Part V: Rambo: Flesh & Blood 105


GREGOR В A razor
Heroes can climb the chain-link fence with a successful В A personal cassette player containing a Kate
DC 10 Strength (Athletics) check. Alternatively, they Bush album
can cut the fence with success on a DC 12 Intelligence В A two-way radio
(Security) check. If the players make a good argument
В Binoculars
for having the right tools to cut the fence, give them
advantage on the check. В A half-dismantled central heating system.

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)

Part V: Rambo: Flesh & Blood 107


check spots them before they trigger. An action and a
successful DC 12 Intelligence (Security) check disarms EPILOGUE
them. Having appropriate tools allows the hero to disarm
You feel as much as hear the roar, the ear-splitting
with advantage. If the heroes trigger the devices, then
boom, and are thrown face-first into the dirt. For an
they explode, dealing 1d6 explosive damage. The Soviet
instant, the hacienda stands proud as if nothing has
mercenaries know where these traps are located, and
happened. Then it begins collapsing in on itself: the
so they avoid those doors. A successful DC 10 Wisdom
towers toppling, the red roof disintegrating, dust
(Perception) or Intelligence (Security) check also
billowing up into the air. The windows shatter, flame
reveals that the whole building is rigged with explosives,
erupts from the doorways. But then it dies down
though the trigger for this system is not obvious until they
and the jungle once more reigns. It’s over. You’ve
eventually find Simón Villalobos.
done it!
When the heroes reach the inner courtyard, first Bogdan
then Shahlo attack them. When the heroes start getting The heroes can now call Trautman on their radio. They no
the upper hand in combat, Shahlo falls back to the longer need to keep silent or pretend to be traitors. They
bedroom where Villalobos is hiding. wait, and after a while hear the familiar, friendly whump-
whump-whump of twin-rotored Chinooks. Two of them
THE LAST ROLL OF THE DICE
descend from the heavens, landing on the lawn, and out
Simón Villalobos cowers in the bedroom. When the
of one steps Colonel Trautman. If the heroes managed to
heroes enter, he pleads for mercy. If the heroes tell
deliver both Barrigan and Villalobos, he gives them hearty
him he will be spared if he comes with them, he doesn’t
slaps on the back. If their success was less complete, his
need to be asked twice. Shahlo flies into a rage at this,
praise is more muted, but he still recognises what they
calling him spineless, and declaring no one is leaving the
have gone through.
hacienda alive. She then hits a big red button, from which
“You’ve done well,” he says. “I asked a lot of you, America
emanates lots of wires running to the explosives set up all
asked a lot of you. I thought maybe too much. But you’ve
over the building.
delivered. I wish I could say your war is over now. But in
The heroes now have 30 seconds (5 combat rounds) to
truth, the war is never over. It never ends. No matter how
get out. Bogdan calls Shahlo crazy and does his best to
much we ask of you, how much you deliver, we will always
get out, as do any surviving guards, though they attempt
need to ask more.”
to slow down the heroes at the same time.When the
explosives detonate, anyone within the hacienda building
takes 10d6 explosive damage. Shahlo goes down with her
ship, attempting to take as many of the heroes with her as
she can.

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 ----

in his later adventures, he didn’t hold back and racked Defense 12


up quite a body count. Being a named character or an Hit Points 59 (7d8 + 28)
American national is a benefit to any NPC hoping to Armor —
survive a hostile encounter with John Rambo. Speed 30 ft.
----

STR DEX CON INT WIS CHA

ART GAULT CR 1 19 (+4) 9 (-1) 18 (+4) 7 (-2) 11 (+0) 10 (+0)

Medium person (human) Skills Intimidation +2, Security +0, Survival +2


Senses passive Perception 12
----

Defense 13
Roles Melee, Tank
Hit Points 33 (6d8 + 6)
Equipment Camo gear, pocket stuff
Armor Light ballistic vest (save +2, AV 2, Ballistic, ----

Concealable) Razgromit! If Bogdan hits with a melee attack, the target


Speed 30 ft. must make a DC 12 Strength (Athletics) or Dexterity
(Acrobatics) check. If they fail, they are pushed back
----

STR DEX CON INT WIS CHA


one square.
15 (+2) 11 (0) 12 (+1) 8 (-1) 9 (-1) 9 (-1)
Fists of Fury. Bogdan uses a d6 rather than a d4 for
Saves Str +4, Con +3 unarmed attack damage.
Skills Athletics +4, Investigation +1, Intimidation +3,
ACTIONS
Perception +1, Survival +1
Multiattack. Bogdan makes two attacks, the second using
Senses passive Perception 11
his bonus action.
Roles Tank
Punch. Melee Attack: +6 to hit, PV 1, reach 5 ft., one target. Hit: 7
ACTIONS (1d6 + 4) bludgeoning damage.
Cuff ‘Em. The cop tries to cuff a combatant that they have
Grappled. The target must succeed at a DC 12 Strength Bogdan stands just over seven feet tall, and is built like a
saving throw or be cuffed. The cop decides whether brick gulag.
the target is cuffed to an object, to the cop, or to Shahlo’s pet, Bogdan is the very embodiment of one of Genghis
themselves. A combatant cuffed to an object or the cop Khan’s Golden Horde. He looks like a throwback to a licentious
cannot move further than 5 feet from what it is cuffed 13th-century horseman, hence his (almost historically correct)
to, and has disadvantage on any attack rolls made with nickname. Bogdan is not a Bulgar at all. He hails from Georgia, but
the cuffed hand. A combatant cuffed to themselves has is descended from Mongol invaders. Soldiers are not known for
disadvantage on any attack roll or ability check using their historical knowledge, however, and “Bogdan the Bulgar” is
their hands. alliterative, so it stuck.

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.
----

STR DEX CON INT WIS CHA


Emilda was convicted of murder in 1982 and sentenced to life in
prison. Being cooped up didn’t suit her temperament, and she 12 (+1) 13 (+1) 14 (+2) 16 (+3) 12 (+1) 13 (+1)
found herself in solitary confinement more often than not. When Skills Deception +3, Insight +3, Intimidation +3,
convicts were offered release in return for joining the Dignity Security +5, Streetwise +3
Battalions, she jumped at the chance. She has been having a Senses passive Perception 11
whale of a time ever since, leading her soldiers into a multitude of Roles Leader, Ranged
violent frays. Equipment 9mm semi-automatic pistol, a nice suit, pocket
stuff
----

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
----

Part VI: The Cast 111


LIEUTENANT BLAKE SANDY  CR 2 LIEUTENANT-COLONEL
SERGEY TARASOVICH PODOVSKY CR 5
Medium person (human)
----
Medium person (human)
Defense 15
----

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) ----

STR DEX CON INT WIS CHA


----

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
14 (+2) 16 (+3) 14 (+2) 14 (+2) 13 (+1) 15 (+2)
Saves Dex +6, Con +4, Cha +6
Skills Deception +4, Mechanics +4, Medicine +4, Stealth +5,
Skills Athletics +4, Deception +6, Endurance +4, Insight
Survival +5
+8, Intimidation +6, Investigation +4, Perception +7,
Senses passive Perception 13
Persuasion +6, Social Sciences +4, Vehicles +9
Roles Leader, Ranged
Senses passive Perception 17
Equipment 9mm semi-automatic pistol, soldier’s kit
Roles Leader, Pilot
Languages: Lieutenant Sandy spent a lot of time in Central
Equipment Russian military fatigues, AKM assault rifle,
America and speaks several local dialects of Spanish,
2 fragmentation grenades
as well as English. ----

Gunner. They do not have disadvantage firing weapons


----

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

Podovsky is a ruthless and possibly psychotic Russian intelligence


officer and special forces veteran who interrogates Rambo. He
is eventually killed by Rambo during a helicopter battle. He is
a master of violent interrogation, and he seems to relish taking
a personal hand in it. Podovsky is also a celebrated soldier with
advanced training in multiple skills, and he is fluent in a host
of languages including Russian, Mandarin Chinese, Vietnamese,
Korean, and English.

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
----

American soldiers. Murdock oversees Rambo’s mission to look for


Defense 14 prisoners of war in post-war Vietnam, but sabotages the mission
Hit Points 33 (6d8 + 6) when prisoners are discovered.
Armor —
Speed 30 ft.
SHAHLO ESHONOV
----

STR DEX CON INT WIS CHA CR 3


14 (+2) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 11 (+0) Medium person (human)
----

Skills Endurance +3, Intimidation +2, Security +2, Defense 15


Survival +3 Hit Points 49 (9d8 + 9)
Senses passive Perception 13 Armor —
Roles Fodder, Ranged Speed 30 ft.
Equipment SMG or flamethrower, comm gear, pocket stuff ----

----
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 14 interrupt. The enemy must make a DC 12 Dexterity


Hit Points 36 (8d8) save; if they fail, Shahlo can use her reaction to make a
Speed 30 ft. movement and attack before the enemy attacks. If the
enemy cannot make their declared attack as a result,
----

STR DEX CON INT WIS CHA


they may declare a different attack.
10 (0) 14 (+2) 11 (0) 16 (+3) 10 (0) 13 (+1)
ACTIONS
Saves Dex +4, Int +5
Multiattack. Shahlo makes two attacks, then may make a
Skills Deception +3, Intimidation +3, Investigation +5,
third using her bonus action.
Persuasion +3, Stealth +4
Knife. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. Hit: 6
Senses passive Perception 10
(1d6 + 3) slashing damage.
Roles Fodder, Support
9mm semi automatic Pistol (21 rounds; bonus reload). Ranged
Equipment Dress shirt, slacks, 9mm service pistol
---- (100/200) Attack: +5 to hit, 7 (1d8 + 3) ballistic damage
Genius. The agent has 2 Genius points, and can enact (PV 2).
Plans as a 1st-level Smart Hero (save DC 13). They know
the following plans: Dirty Little Secret, I Had Them Being an Uzbeki woman, Shahlo has to prove herself at every
Bugged, I Lured You Into Danger. turn. Luckily, she is more than capable of doing so. Ruthless and
dedicated to violence, she is the perfect commander for a Soviet
ACTIONS mercenary squad.
Multiattack. They make two attacks when taking the
attack action.
9mm service pistol (16 rounds; action reload). Ranged (100/200)
Attack: +4 to hit, 7 (1d10+2) ballistic (PV 2). Properties: loud

Part VI: The Cast 113


SHERIFF WILL TEASLE CR 4 SOFIA LASKIN CR 2
Medium person (human) Medium person (human)
---- ----

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
----

Counterpunch. If a melee attack against Sophia fails to hit,


Roles Leader, Tank, Ranged
---- Sophia may use her reaction to make an attack against
Orders. Allies that can see and hear them add 1d4 to each the enemy that attacked her.
of their attack rolls and saving throws. A combatant can
ACTIONS
benefit from only one such die at a time.
Multiattack. Sophia makes two attacks, then may make a
ACTIONS third using her bonus action.
Book ‘Em. They make two attacks. Up to two of their police Disarm. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target.
allies that can see or hear the chief can use their Hit: 4 (1d4 + 2) bludgeoning damage. On a successful
reaction to make an attack, make a grapple attempt, or hit, the target must make a successful Strength save or
use their Cuff ‘Em action. drop a weapon of Sophia’s choice.
Smith and Wesson Model 66 Heavy Revolver (6 rounds; action Gutpunch. Melee Attack: +4 to hit, PV1, reach 5ft., one target.
reload). Ranged (100/200) Attack: +5 to hit, 7 (1d10+2) ballistic Hit: 4 (1d4 + 2) bludgeoning damage. On a successful hit,
(PV 3). Properties: loud the target must make a successful Constitution save or
AR-15 SP1 Tactical Rifle (bonus reload; 30 rounds). Ranged is Stunned until the beginning of Sophia’s next turn.
(900/1800) Attack: +5 to hit, 8 (1d12+2) ballistic (PV 3). Pistol (5 rounds; action reload). Ranged (50/100) Attack: +4 to hit, 5
Properties: loud, restricted, semi-auto (1d6 + 2) ballistic damage or 6 (1d8 + 2) if two-handed
(PV 1).
Will Teasle is the police chief of Hope, Washington, and the Thrown Fragmentation Grenade (2 per encounter). Ranged (40/80)
primary antagonist of First Blood. Will tries to chase Rambo out Attack: Automatically hits target square, 20’ radius
of his town, due to Rambo’s vagrancy, and then pursues Rambo explosion, 18 (4d8) explosive (PV 3), DC 15 save for half
relentlessly after he escapes police custody. Sheriff Teasle is damage. Properties: loud, restricted
unforgiving and uncompromising, and he believes that he is fully
justified in both treating Rambo as he does and making every— Sophia was at first a Federal agent in her native Haiti, but
increasingly unhinged—effort to bring him down. defected to the Soviets (the land of her father), as they offered her
much more scope to exercise her talents. She is smart, vicious, and
one hundred percent dedicated to the cause.

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
----

STR DEX CON INT WIS CHA


allies may ignore the Easily Shaken special ability until
12 (+1) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 12 (+1)
the beginning of Zifar’s next turn.
Archaic Grenades. If Zifar hits with a grenade attack, roll 1d6 Skills Intimidation +3, Security +2
to find the effect. Senses passive Perception 10
1 The grenade is a dud and does no damage. Roles Fodder, Ranger
The grenade takes longer than expected to go off. Roll Equipment Rocket launcher or M16, rag-tag uniform,
2-3
again on this table at the beginning of Zafir’s next turn. pocket stuff
It goes off and does 1d12 explosive
----

4-5 Unpredictable. When making an attack, the DigBat rolls 1d6


damage (PV 3) in a 10-ft. radius.
It goes off and does 2d12 explosive and adds this to the total. Once the DigBat or one of
6 their allies has taken damage, the dice rolled is a d4.
damage (PV 3) in a 20-ft. radius.
Easily Shaken. If an ally of the DigBat was taken out
ACTIONS of action during this combat, the DigBat must use
Multiattack. Zifar makes two attacks, the second uses his its movement each turn to move away from the
bonus action. nearest enemy.
Machete. Melee Attack: +5 to hit, PV 1, reach 5 ft., one target. ACTIONS
Hit: 6 (1d6 + 3) slashing damage. AK-74 (30 rounds; action reload). Ranged (900/1800) Attack: +0 to
9mm semi automatic pistol (21 rounds; bonus reload). Ranged hit, 6 (1d12) ballistic damage (PV 3).
(100/200) Attack: +5 to hit, 7 (1d8 + 3) ballistic damage Rocket Launcher (1 round; no reload). Ranged (500/1500) Attack: +0
(PV 2). to hit, 22 (5d8) explosive damage (PV 6).
Archaic Grenade (2 per encounter). Thrown Explosive (40/80) Attack: Knife. Melee Attack: +1 to hit, PV 1, reach 5 ft., one target. Hit: 3
+5 to hit. Variable damage (see Archaic Grenades (1d4 + 1) slashing damage.
special feature).
The paramilitary Batallones de la Dignidad (Dignity Battalions)
Zifar was first in line to join the Batallones de la Dignidad. He is were formed by General Noriega in 1988, both because it was
not a fan of General Noriega, but he is a true Panamanian patriot becoming increasingly obvious that the U.S. was going to invade
who is tired of the foreign influence over his country. His father at some point and also to help suppress political dissent.
fought in WWII and won a medal for bravery; Zifar dreams of
They were essentially civilians given a red t-shirt and a gun. Their
doing the same, and plans on using his papa’s old grenades in
abilities were varied and their morals questionable.
the process.

Part VI: The Cast 115


DRUG CARTEL: HALCONES CR 1/4 Matapuerco. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target.
Medium person (human) Hit: 6 (1d6 + 3) bludgeoning damage. If the attack hits,
----

the target must make a DC 11 Strength save or be


Defense 11 Stunned until the beginning of their next turn.
Hit Points 13 (3d8)
Armor — Drug cartels control many areas of the world, especially in
Speed 30 ft. Latin America. In some countries, they are the unofficial police,
imposing their own force of law. In other countries, they have
----

STR DEX CON INT WIS CHA


more official positions within the establishment. Legal or
11 (+0) 12 (+1) 10 (+0) 9 (-1) 10 (+0) 11 (+0)
extralegal, heavies are the enforcers of these organizations. Often
Skills Deception +2, Security +1, Streetwise +2 their physical bulk is enough to ensure compliance—but they are
Senses passive Perception 10 more than happy to spray lead or throw their fists if required.
Roles Fodder
Equipment Knife, jeans and t shirt, pocket stuff
ACTIONS DRUG CARTEL: SICARIOS CR 1
Knife. Melee Attack: +3 to hit, PV 1, reach 5 ft., one target. Hit: 3 Medium person (human)
(1d4 + 1) slashing damage.
----

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
----

----

Defense 14 Pai pai y no estoy. After the sicario makes a successful


Hit Points 37 (5d8 + 15) attack, they may use their bonus action to disengage.
Armor —
Speed 30 ft.
ACTIONS
----

Multiattack. The sicario may make two attacks, choosing


STR DEX CON INT WIS CHA
from unarmed strike and 9mm semi-automatic pistol.
16 (+3) 10 (+0) 17 (+3) 8 (-1) 10 (+0) 12 (+1)
9mm semi automatic Pistol (21 rounds; bonus reload). Ranged
Skills Athletics +5, Intimidation +3, Security +1, (100/200) Attack: +4 to hit, 6 (1d8 + 2) ballistic damage
Streetwise +2 (PV 2).
Senses passive Perception 10 Unarmed Strike. Melee Attack: +4 to hit, PV 1, reach 5 ft., one
Roles Hulk, Melee, or Ranged target. Hit: 4 (1d4 + 2) bludgeoning damage.
Equipment Light machine gun, a cheap suit, pocket stuff
Sicario translates as “hitman” or “assassin.” They are the
ACTIONS backbone of the cartels. While they may lack the physical presence
Multiattack. The heavy may make two unarmed attacks: of heavies, they are extremely dangerous nonetheless.
one light machine gun attack, or one matapuerco
attack (see below). If they make two attacks, the second
uses their bonus action. RIVER PIRATE CR 1/2
Light machine gun (30 rounds; action reload). Ranged (900/1800)
Medium person (human)
Attack: +2 to hit, 7 (2d6) ballistic damage (PV 3). ----

Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one Defense 13


target. Hit: 5 (1d4 + 3) bludgeoning damage. Hit Points 18 (4d8)
Armor None
Speed 30 ft.

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
----

Medium person (human)


Strong Swimmer. They have advantage on checks made to
----

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
----

STR DEX CON INT WIS CHA


3, full auto, loud, restricted
14 (+2) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 11 (+0)
River pirates are criminals that operate river boats in remote Skills Endurance +3, Intimidation +2, Security +2,
locations. They make their living both from criminal activities Survival +3
(smuggling and robbery) and from mundane ones (river transport Senses passive Perception 13
and fishing). Roles Fodder, Ranged
Equipment SMG or flamethrower, comm gear, pocket stuff
----

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.

Part VI: The Cast 117


KEY CHARACTERS Unfortunately, this put John in a difficult position. Outside
of the military, John had no close friends or family to
Rambo is very much a solo protagonist through most of turn to, and the anti-war political climate meant that he
the first three films. He is the epitome of the lone wolf, encountered open hostility in the civilian sphere. His
though perhaps not out of choice—a sense of loneliness emotional trauma made it very difficult for him to hold
and longing is one of his key character traits. He does employment, and he became a drifter, running from both
occasionally have allies fighting with him, especially in himself and the horrors that he had experienced, but
Rambo III, but, even then, his big confrontations often end having nowhere to go.
up as Rambo against overwhelming odds. Since Colonel Despite being one of the nation’s most highly-trained
Trautman is the closest thing that Rambo has to an ally, killers, John Rambo is, for the most part, a soft-spoken
we include his stats in this section as well. and gentle person. While he has a temper and inner fire
that makes him dangerous when pushed, he doesn’t
JOHN J. RAMBO seek conflict and prefers a quiet and simple life. John is
gifted in nearly every respect, being physically powerful
“I could have killed 'em all; I could've killed
and incredibly tough, and also having a keen intelligence.
you. In town, you're the law; out here, it's me.
His only real weakness is in dealing with everyday social
Don't push it! Don't push it or I'll give you a
war you won't believe. Let it go. Let it go!” interactions, something that he has had little experience
—JOHN RAMBO (RAMBO: FIRST BLOOD) with in his adult life.

Note: This version of Rambo was created according to


the rules, but with higher-than-normal starting ability
scores. This represents his abilities just after the events
of Rambo III.

[TOUGH | COMMANDO] LEVEL 10


John Rambo is a native-born American from Arizona. His
ancestry includes Native Americans and Germans. He Background Rural Family
enrolled in the U.S. Army straight out of high school with Profession Special Forces Career Path
the intent of going to Vietnam. John proved an exemplary Wealth 2
recruit, and he earned himself a place in the Army Defense 21
Rangers. During his first two tours of duty, he served with Armor —
great honor, and earned a reputation as one of the best Hit Points 125 (10d12 Hit Dice)
soldiers that the Army had to offer. When he returned Speed 30 feet
stateside, he moved into the Green Berets and enrolled Damage Reduction 4 (all types)
in a cutting-edge special operations training program at Trap Damage Bonus 4d6
Fort Bragg under the direction of Colonel Trautman.
----

STR DEX CON INT WIS CHA


Returning to Vietnam under MACV-SOG command, 16 (+3) 18 (+4) 20 (+5) 16 (+3) 10 (0) 8 (-1)
John deployed with the eight-man Baker Team led by
Proficiency Bonus +4
Trautman. They ran clandestine missions in Vietnam and
Equipment Proficiencies Basic, Advanced, and Military
neighboring countries. In 1971, his team was captured by
Equipment
Viet Cong forces, held as prisoners, and brutally tortured.
Saving Throw Proficiencies Strength +7, Constitution +9
John managed to eventually escape, but he was the only
Skill Proficiencies Athletics +7, Endurance +9, Intimidation
captured member of his team to do so. Only one other
+3, Investigation +7, Mechanics +7, Medicine +4,
member of Baker Team, Delmar Barry, made it back, and
Perception +4, Survival +8, Stealth +13, Vehicles +13
he died a few years later from lung cancer, due to Agent
Skill Expertise Survival, Stealth, Vehicles
Orange exposure.
Languages English, Vietnamese, Spanish, Thai
John continued service in Vietnam after his escape, but ----

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.

В Explosive Arrows. Explosive (5-ft. radius) Damage 3d6


explosive, PV 3. Properties: loud, restricted
Unarmed. Melee Attack +8, Damage 2d4+4
bludgeoning, PV 1. Properties: finesse,
light
Survival Knife. Melee or Ranged (20/40)
Attack +7, Damage 2d6+3
piercing or slashing, PV
1. Properties: light, thrown
(20/40)
EQUIPMENT
Clothes: Camouflage pants, jungle
boots, weapons harness
Gear: Survival kit, canteen
Weapons: Survival knife, M-16 combat rifle,
compound bow, 6 explosive arrows
Vehicle: None

Part VI: The Cast 119


COLONEL SAMUEL TRAUTMAN [CHARMING | LEADER] LEVEL 6
“John, I want you to try and forget the war. Background Bookworm
Remember the mission. The old Vietnam's dead.” Profession Special Forces Career Path
–TRAUTMAN (RAMBO: FIRST BLOOD PART II)
Wealth 3
Samuel Trautman was born in Columbus, Ohio, in July Defense 15
of 1929 to a middle-class American family of German Armor —
ancestry. Sam was a studious child who showed a special Hit Points 45 (6d8 Hit Dice)
interest in history—especially military history—and, as Speed 30 ft.
a teenager, in political philosophy. He earned a BA in Damage Reduction 3 (all types)
Sociology from the University of Texas. While there, he Influence 5d8
----

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

After Vietnam concluded, Col. Trautman moved to the ATTACKS


Pentagon as an analyst and advisor in insurgency and 9mm Beretta. Ranged (100/200) Attack +4 to hit. Damage 1d10+1
counter-insurgency operations. Drawn back into John ballistic, PV 2. Rounds 15, Reload bonus. Properties: loud, semi-auto
Rambo’s life after the events of First Blood, Trautman and Unarmed. Melee Attack +4, Damage 1d4+1 bludgeoning, PV 1.
Rambo would go on, both to work with one another and Properties: finesse, light
to form a genuine bond of friendship. Sam’s last field EQUIPMENT
engagement was in Afghanistan, where he was captured Clothes: Army dress uniform
and tortured by Russian personnel. He retired from active Gear: Military duffel bag, military fatigues, military
service not long after. Samuel Trautman lived until 2003, personnel profile documents
when he died of natural causes. Weapons: 9mm Beretta service pistol
Vehicle: U.S. military Jeep

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
----

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 18 (+4)

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
-

Talents Life of the Party, The Price Is Right, Influence,


Tricks, Charm, Demoralize, Social Expertise
Feats Network Development Training,
Ability Score Training: Charisma +2
Tricks. Scapegoat, Trust Me

Part VI: The Cast 121


US ARMY SERGEANT STONE WEAPONS
Survival Knife. Melee or Ranged (20/40) Attack +4 to hit, Damage
Sergeant Stone was born in rural Iowa. Although their
1d6+2 piercing or slashing, PV 1. Properties: light, finesse,
academic performance was average, they excelled at
thrown (20/40)
athletics. Sergeant Stone developed a reputation as a
Unarmed. Melee Attack +4 to hit, Damage 1d4+2 bludgeoning,
hell raiser and as someone who never backed down from
PV 1. Properties: light, finesse
a fight. Their disciplinary record and average academic
Colt M1911 pistol. Ranged (125/250) Attack +4 to hit. Damage
performance closed off most life paths after high school.
1d10+2 ballistic, PV 2. Rounds 15. Reload bonus. Properties:
They grew depressed, and took their feelings out with
loud, semi-auto
their fists. This led to legal trouble, but a judge took pity
M870 shotgun. Ranged (100/200) Attack +4 to hit. Damage 1d8+2
on Sergeant Stone and offered them military service in
ballistic, PV 3. Rounds 40. Reload bonus. Properties: burst 3,
lieu of prison. Sergeant Stone took the chance, and the
full-auto, restricted, two-handed
Army quickly selected them for special operations.
EQUIPMENT
[TOUGH | SURVIVALIST]  LEVEL 2 Clothes: Civilian hiking outfit
Gear: Pocket stuff, Canadian passport, backpack
Background Small Town containing heavy gloves, 6 energy bars, canteen, 12
Profession Special Forces Career Path water purification tablets, water filter, 50 feet of light
Wealth 2 rope, first aid kit, night vision goggles, walkie talkie,
Defense 15 compass, and local maps
Hit Points 24 (2d12 Hit Dice) Weapons: Colt M1911 pistol, M1014 semi-automatic shotgun,
Armor — survival knife
Speed 30 ft. Ammunition: 4 spare M1911 magazines, 14 spare
Damage Reduction 2 (all damage types) M870 rounds
Ambush 1d6
----

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 9 (+0)

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
----

Talents Country Cousin, Tough As Nails, Payback,


Know the Land (Forests), Ambush (1d6)
Feats Physical Conditioning: Strength +1,
Physical Conditioning: Constitution +1,
Ability Score Training: Constitution +1, Grappler

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
----

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 8 (-1)

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
----

Talents Military Solidarity, I’ve Had Worse, Genius, Plans,


Mental Refresh, Never Say Die, Trajectory
Feats Ability Score Training: Constitution +1,
Ability Score Training: Intelligence +1
Plans At the Last Second, Coordinated Maneuvers,
Bring it Down, Good as New

Part VI: The Cast 123


US NAVY WARRANT OFFICER 1 FRYE WEAPONS
Survival knife. Melee or Ranged (20/40) Attack +4 to hit, Damage
Warrant Officer Frye grew up in a single-parent household
1d6+2 piercing or slashing, PV 1. Properties: light, thrown
with their mother. Childhood was uneventful, until their
(20/40)
mother was diagnosed with ALS when Frye was in middle
Unarmed. Melee Attack +4 to hit, Damage 1d4+2 bludgeoning,
school. Warrant Officer Frye devoted themselves to
PV 1. Properties: light, finesse
caring for their mother until she passed. Now a senior in
Colt M1911 pistol. Ranged (125/250) Attack +4 to hit. Damage
high school and completely adrift, he had a sympathetic
1d10+2 ballistic, PV 2. Rounds 15. Reload bonus. Properties:
biology teacher who told him that he already knew quite
loud, semi-auto
a bit about medicine and pharmacology, and the military
H&K MP5A3 SMG. Ranged (100/200) Attack +4 to hit. Damage
would welcome that knowledge. Warrant Officer Frye
1d8+2 ballistic, PV 3. Rounds 40. Reload bonus. Properties:
talked with several recruiters, and appreciated the Navy
burst 3, full-auto, restricted, two-handed
recruiter’s enthusiasm for Frye’s potential. After enlisting,
Warrant Officer Frye earned a spot with the Navy’s elite EQUIPMENT
pararescue teams. Clothes: Civilian hiking outfit
Gear: Pocket stuff, Canadian passport, backpack
[SMART | COMBAT MEDIC]  LEVEL 2 containing heavy gloves, 6 energy bars, canteen, 12
water purification tablets, water filter, 50 feet of light
Background Caregiver rope, first aid kit, night vision goggles, walkie talkie,
Profession Special Forces Career Path compass, and local maps
Wealth 2 Weapons: Colt M1911 pistol, H&K MP5A3 SMG, survival knife
Defense 12 Ammunition: 4 spare M1911 magazines, 4 spare
Hit Points 14 (2d6 Hit Dice) MP5A3 magazines
Armor —
Speed 30 ft.
Plan DC 12
Genius 3
----

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 10 (+0) 16 (+3) 16 (+3) 8 (-1)

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
----

Talents Soothing, Death From Above, Genius, Plans,


Mental Refresh, Healthy
Feats Healthy, Mental Conditioning: Intelligence +1,
Jumpmaster Training, Ability Score Training: Wisdom +1,
Reconnaissance Training
Plans Expect the Unexpected, It’s Not So Bad,
Field Surgery, Rest and Relaxation

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.
----

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 12 (+1) 8 (-1) 14 (+2) 10 (+0)

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
----

Talents Natural Medicine, Fast Reflexes, Quickness,


Eagle Eye, Quiet, Vanish
Feats Advanced Skill Training: Survival,
Physical Conditioning: Dexterity +1,
Ability Score Training: Dexterity +1,
Advanced Skill Training: Perception

Part VI: The Cast 125


126
Part VI: The Cast 127
Soldiers like John Rambo are forged in the fires of war. They answer the
call to serve their country with their lives, and they do it like few ever could.
Provided with the best training and equipment available, they give it their
all carrying out their orders and upholding the patriotic ideals their nation
is supposed to represent. Their adventures and exploits are legendary. But
war is hell, and no soldier walks away unscarred, whether the wounds are of
the body, the mind, or the soul. Victory always carries a cost.
Strap on your gear and prepare to go behind enemy lines in Panama as a
covert-ops force during Operation Just Cause. Your orders are clear, but
not everything is how you were told it would be. If you want to get home
with your life and conscience intact, you will have to make some tough
decisions and fight for both your survival and what you believe is right.
Rambo™ is a Cinematic Sourcebook™ for use with the Everyday Heroes™
roleplaying game. You need the Everyday Heroes Core Rulebook to
understand and play the contents of this book. Every Cinematic
Sourcebook contains a wealth of lore about the world of the film,
new hero building options, tools and guidance for game masters,
and an incredible adventure.

Made in the USA

evilgeniusgames.com
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.
RAMBO III ™ & © 1988 Studiocanal S.A.S. All Rights Reserved.© 2019 Studiocanal S.A.S. ® All Rights Reserved.
© 2023 Evil Genius Games, Inc. All Rights Reserved. Everyday Heroes™, Everyday Heroes Rules System™,
Everyday Heroes Core Rules™, EDH™ are registered trademarks of Evil Genius Games, LLC.

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