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Gijoe-Sgt Slaughter Sourcebook Digital-Medres v2
Gijoe-Sgt Slaughter Sourcebook Digital-Medres v2
SOURCEBOOK
ROLEPLAYING GAME
SOURCEBOOK
ROLEPLAYING GAME
SOURCEBOOK
Author: Ryan Costello RENEGADE GAME STUDIOS
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TABLE OF CONTENTS
INTRODUCTION 4
Early Life 5
Joining The Joes 5
The Renegades 5
Slaughter’s Marauders 5
INTRODUCTION
Nobody takes on Cobra better than Sgt Slaughter.
Whether he’s prowling through remote locales to get his giant hands on Vipers, roaring through
a firefight in his Triple T personal tank or the Warthog A.I.F.V. troop transport, or on high-stakes
and highly classified missions with one of his elite task forces, Sgt Slaughter kicks Cobra butt. But
they’re not the only ones who feel the Sarge’s boots.
EARLY LIFE
bunker, part high-impact training facility. Every
aspect of the Slaughterhouse tests the resolve of any
Most of the soldiers he’s dressed down have a hard recruits delinquent enough to get assigned there.
time picturing Sgt Slaughter as anything but 6-1/2 The Arizona heat. The vast nothingness all around.
feet of muscles, with a bullhorn of a mouth between The lack of human contact except for fellow yard
his pencil mustache and bear trap lower jaw. That birds and Sgt Slaughter, who doesn’t look at you
might be why there are more rumors than records of without insulting you or telling you what to do. Not
Sarge’s early life. to mention the obstacle course.
Sarge grew up on Parris Island, South Carolina, The Slaughterhouse isn’t meant to break trainees.
within shouting distance of the Marine Corps recruit Sgt Slaughter’s training builds confidence in his
training site. They say he cut his teeth on a bogey recruits. If they can survive the regimen, they know
wheel from a Patton tank and that his first words they can accomplish anything.
were “Semper Fi.” He learned discipline at such a
young age he changed his own camouflaged diapers. THE RENEGADES
“Jarhead” may as well be written all over his Mostly, G.I. Joe uses the Slaughterhouse to pry
face as prominently as his fist-sized chin, but Sgt out and straighten proud nails. Then there’s The
Slaughter slow-tracked his military career. He made Renegades.
time to attend college and ultimately chose to major The Renegades Mercer, Red Dog, and Taurus are
in history, knowing that the knowledge would help to G.I. Joe what the Dreadnoks are to Cobra. Sarge
him as an officer. had insisted that he would make these malcontents
With a degree under his belt, he threw his hat into dependable soldiers to join G.I. Joe proper.
in the ring for Marine training. Most trainees can’t After living with them and training them for a year,
wait for the torturous training to end so they can Sarge changed his mind. He realized their so-called
move on. Sarge decided he liked it there and stuck rough edges were their strengths, and so he taught
around boot camp with the boot on the other foot. them how to lean into their tendencies to think and
act outside of the normal military box. When G.I.
JOINING THE JOES
Soldiers associate drill instructors with basic training.
Joe needs a squad that can face any obstacle, no
matter the cost, they send in The Renegades.
The physical fitness routines of the Joes left basic
far behind, but exercise isn’t just about physical SLAUGHTER’S MARAUDERS
conditioning. It’s also mental, particularly Sgt Not only is Sgt Slaughter G.I. Joe’s premier drill
Slaughter’s area of expertise: discipline. The average instructor, he’s also a special forces leader like no
G.I. Joe hears how special they are so often, many other. If the mission calls for efficient, relentless
develop a bit of a complex. soldiers with unmatched discipline, Sgt Slaughter
General Hawk didn’t recruit Sgt Slaughter to bring assembles the Marauders.
out the best in the Joes. They were always good. Barbecue, Footloose, Low Light, Mutt, and Spirit
Hawk brought in Sarge so they don’t forget what it may seem like odd choices for a fast attack, ground
takes to stay that way. assault unit, but Sarge hand-picked them for their
When not running drills, Sgt Slaughter deploys skills and ability to take the initiative. When Sarge
on missions like any other Joe. But unlike the other calls, the only thing his Marauders can predict
about the mission is that it will be interesting.
NEW ROLE
OPTIONS
Your Role covers how you contribute to a mission.
Your Focus highlights the ways in which you excel.
Any of the following Focus options can be taken by
characters of the associated Role during character
creation just like any other Focus option in the
G.I. JOE Roleplaying Game. Alternate Role Perks
replace one or more of the Role’s default Perks.
You must decide whether you are taking the default
Role Perk or the Alternate Role Perk at the level the
Perk is gained.
DRILL INSTRUCTOR
Just about every member of G.I. Joe is qualified to
be a drill instructor, so it takes a special brand of
heavy-duty honcho to square them away. Anyone
can raise their voice and sound tough, but you earn
respect by practicing what you preach. You bark
orders at your fellow Joes, and back up your words
when you get your hands on Cobra.
BRUTAL VERBALITIES
When you go into vivid detail describing what
your trainees will face if they quit, the scariest part
is thinking about how you learned so many words
for pain. Your Strength Essence increases by 1 at
SLAMMER
With fists like kettlebells and muscles like iron,
you can crush anything you get your hands on.
Your sledgehammer style and aggressive attitude
gained you a reputation as one of the toughest
on your team.
Essence Increase: Increase your Strength
Essence by 1 at 1st level, and again at
10th level.
Focus Skills: Train or specialize in one
of these skills when your Focus gives you
an Essence Increase: Athletics, Brawn,
Conditioning, Intimidation, or Might.
TOUGH AS NAILS
Your Strength Essence increases by 1 at 1st level,
and again at 10th level; the skill point from this
improvement must be spent in Athletics, Brawn,
Conditioning, Intimidation, or Might.
MARAUDER FOCUS
Marauders move fast and make an impact as quick
as they can, whether they’re on foot or in a vehicle.
AGGRESSIVE ASSAULT
You power your way onto the scene. Your Speed
Essence increases by 1 at 1st level, and again at 10th
level; the skill point from this improvement must be
spent in Driving, Infiltration, or Initiative. In addition,
choose one of the following skills: Driving, Infiltration,
or Initiative. That skill is a Strength Essence Skill for
you in addition to a Speed Essence Skill.
JUNGLE FIGHTER
When others debate about the most dangerous
animal in the jungle, you know the answer is
SGT SLAUGHTER’S
MOTOR POOL
Since the first day he drove his Tag Team Terminator into The Pit, Sgt Slaughter’s been as well
known for his custom rides as he is for his aviator sunglasses and campaign hat. Later, when
G.I. Joe engineers built a 200-ton amphibious troop transporter as unforgiving as the Sarge,
they knew exactly who to give the keys to.
PERKS AT TACKS
Crew: 1 driver, 2 passengers 30MM Cannon Turrets (Targeting): +d6 or driver’s
Hardpoint Weapons: 30MM Cannon Turrets, MGM-79 Driving, Range 40ft/160ft; min 10ft (1 Sharp damage)
H.E.A.T. Missiles (2) Alternate Effects: 2 Sharp damage (↓1), 1 Sharp
damage Multiple (2) Targets (30ft cone, ↓1)
Firepoints: 3–The driver and passengers can all Traits: Ballistic, Linked, Reload, Targeting System
Attack with their own weapons. The driver and the
passengers can Attack with any weapon. MGM-79 H.E.A.T. Missile (Targeting): +d6 or driver’s
Driving, Range 500ft/1000ft (1 Fire damage, Blast:
Defenses: Micromesh Armor (+2 plating to 50ft radius)
Toughness) Alternate Effects: 2 Fire damage (↓1), 2 Fire damage
Traits: Land, Vehicle Blast: 20ft radius (↓1)
Traits: Anti-Tank, Computerized, Consumable,
All-Terrain Track Treads: The Triple T smashes
Targeting System, Vehicular, Wrecker
through any obstacle in its way. It ignores
Rough Terrain. Ram (Might): +d6 or driver’s Driving, Reach (1
Blunt damage)
Land: The Triple T is a land vehicle.
Alternate Effects: Trip
Micromesh: Titanium nylon micromesh armor built Traits: Blunt, Drive-By
into the Triple T’s steel hull makes the compact tank
unexpectedly durable. The Triple T and its driver are POWERS
Resistant to Sharp damage.
Wrest Control (1/Turn, Free): Effectively a jet plane
Tank: Weighed down by plates of steel, this vehicle is fuselage slapped on tank tracks, the Triple T packs
easy to hit but hard to damage. Tanks are Resistant to twice the horsepower of a normal tank onto a frame
Ballistic and Martial Arts weapons. half the size. Any driver who can handle the torque of
Vehicle: As a vehicle, the Triple T is a sophisticated 950 horses gets the most out of the Triple T. As a Free
piece of equipment that requires at least one driver action, roll a Contested Athletics Skill Test against
to operate. Without a driver, it is considered a Threat the Triple T. On a success, double the Triple T’s Ground
Level 0 object, and all Attacks target its Toughness. Movement until the beginning of the driver’s next turn.
Effects that affect a target’s Willpower or Cleverness
SKILLS
• Alertness +d4
• Infiltration +d4
• Intimidation +d4 Launchers. The Warthog’s computers are susceptible
• Might +d6 to effects that affect computers, such as the
Electromagnetic element.
• Targeting +d4
Convertible Cabin: Armor covering the driving cabins
PERKS and personnel pit can be opened and closed as a
Move action by the drivers and passengers if they
Crew: 2 drivers, 1 rangefinder (MK-29 Machine Gun, feel it necessary. Attacks can’t target the Warthog
MGM-59 Lance Dual Thrust Missiles, and Steam drivers, rangefinder, or passengers unless the firing
Snorting Smoke Launchers), 6 passengers ports are open, and the crew can’t use their firepoints
Hardpoint Weapons: MK-29 Machine Gun, and MGM- when their firing ports are closed. Additionally, the
59 Lance Dual Thrust Missile (2), and Steam Snorting rangefinder must open their firing port to operate the
Smoke Launchers MK-29 Machine Gun. Each driver and the rangefinder
have their own firing port, but all passengers share
Firepoints: 5–The drivers, rangefinder, and four
two firing ports.
passengers can all Attack with their own one-
handed weapons. Rangefinder: The crew in the rangefinder position is
part navigator, part weapon operator. They can choose
Defenses: Hardened Hull (+1 plating to Toughness)
to act as a driver or a gunner on their turn.
Traits: Amphibious, Computerized, Sensors, Vehicle
Sensors: The Warthog can invest ranks into the
All-Terrain Track Treads: The Warthog smashes Alertness skill, even without a Smarts Essence score.
through any obstacle in its way. It ignores
Tank: Weighed down by plates of steel, this vehicle is
Rough Terrain.
easy to hit but hard to damage. Tanks are Resistant to
Amphibious: The Warthog counts as both a land and Ballistic and Martial Arts weapons.
sea vehicle. The Warthog can drive in up to 2 feet of
Vehicle: As a vehicle, the Warthog is a sophisticated
marsh without being slowed. It still uses its Ground
piece of equipment that requires at least one Driver
Movement when driving in water.
to operate. Without a driver, it is considered a Threat
Computerized (Rangefinder): The Warthog’s level 0 object, and all Attacks target its Toughness.
rangefinder uses Technology instead of Driving Effects that affect a target’s Willpower or Cleverness
to assist the drivers or fire the MGM-59 Lance only affect this vehicle if it has a driver, in which case
Dual Thrust Missile and Steam Snorting Smoke they target the driver’s Willpower or Cleverness.
AT TACKS
MK-29 Machine Gun (Targeting): +d4 or
rangefinder’s Targeting, Range 40ft/160ft; min
10ft (1 Sharp damage)
Alternate Effects: 2 Sharp damage (↓1), 1
Sharp damage Multiple (2) Targets (30ft
cone, ↓1)
Traits: Ballistic, Linked, Reload
MGM-59 Lance Dual Thrust Missile
(Targeting): +d4, driver’s Driving, or
rangefinder’s Technology, Range 500ft/1000ft
(1 Electromagnetic damage, Blast: 50ft radius)
Alternate Effects: 2 Electromagnetic damage
(↓1), 2 Electromagnetic damage Blast: 20ft
radius (↓1)
Traits: Anti-Tank, Computerized, Consumable,
Targeting System, Vehicular, Wrecker
Ram (Might): +d6 or driver’s Driving, Reach (1
Blunt damage)
Alternate Effects: Trip
Traits: Blunt, Drive-By
POWERS
Roaring Engines (Standard): One of the
Warthog’s drivers can gun the water jet
propulsion engine to echo a guttural snarl
across the battlefield. Roll an Intimidation Skill
Test against the Willpower or Cleverness of
any targets on foot within 100ft. Any creature
successfully targeted gains the Frightened
Condition until the beginning of the Warthog’s
next turn.
Steam Snorting Smoke Launchers (1/scene,
Standard): The rangefinder can use the twelve
exhaust pipes above the Warthog’s tusk decals
to conceal the tank in a cloud of smoke. Attacks
targeting the Warthog suffer a Snag until the
beginning of its next turn.
SLAUGHTER’S
MARAUDERS
TANKS
Although he expects The Renegades to walk
(or run), he also commissioned specially
camouflaged heavily armored tanks to serve
as the spearhead of his Marauder’s assaults.
SKILLS
• Brawn +d8
• Infiltration +d8 Vehicle: As a vehicle, the Equalizer is a sophisticated
piece of equipment that requires at least one Driver to
• Initiative +d2
operate. Without a driver, it is considered a Threat level
• Might +d8 0 object, and all Attacks target its Toughness. Effects
that affect a target’s Willpower or Cleverness only affect
PERKS this vehicle if it has a driver, in which case they target
Crew: 2 drivers, 1 gunner (Seniolink LNHE (Low-Noise, the driver’s Willpower or Cleverness. It is immune to
High Effect) Missile Launch System) Conditions and effects that exclusively affect the living,
like poison, but is susceptible to effects that affect
Hardpoint Weapons: Dual-Pulsating M80A Anti-Lock machines, such as Anti-Tank weapons. Damage to a
Cannons, Seniolink LNHE (Low-Noise, High Effect) vehicle can be fixed with a Standard Engineering Kit and
Missile Launch System a Technology Skill Test.
Firepoints: 3–The drivers and gunner can all Attack
with their own weapons. The drivers may only ATTACKS
use one-handed weapons, but the gunner can use Dual-Pulsating M80A Anti-Lock Cannons
any weapon. (Targeting): Driver’s Driving or Targeting, Range
Defenses: Marauder Plates (+3 plating to Toughness) 100ft/200ft; min 30ft (1 Sharp damage, Blast:
20ft radius)
Traits: Land, Vehicle Traits: Armor-Piercing, Linked, Reload, Sharp,
All-Terrain Track Treads: The Equalizer smashes Targeting System
through any obstacle in its way. It ignores Seniolink LNHE (Low-Noise, High Effect) Missile
Rough Terrain. Launch System (Targeting): Gunner’s Targeting,
Convertible Cabin: Armor covering the driving cabin Range 100ft/200ft (2 Sharp damage)
can be opened and closed as a Move action by the Traits: Anti-Tank, Linked, Reload, Sharp, Wrecker
drivers if they feel it necessary. Attacks can’t target Ram (Might): +d8 or driver’s Driving, Reach (2
the Equalizer drivers, unless their firing ports are Blunt damage)
open, and the crew can’t use their firepoints when Alternate Effects: Trip
their firing ports are closed. Each driver has their own Traits: Blunt, Drive-By
firing port.
Land: The Equalizer is a land vehicle. POWERS
Marauder Camouflage: These green machines can’t Opening Volley (1/scene, Standard): Being in charge of
be seen. The Equalizer gains an Edge on Infiltration the six missile silos on a heavy artillery infiltration vehicle
Skill Tests in jungles, unless it or its crew used a makes Equalizer gunners jumpy. One the first round of
weapon without the Silent trait on their last turn. combat, they can fire the Seniolink LNHE (Low-Noise, High
Effect) Missile Launch System up to six times as a single
Tank: Weighed down by plates of steel, this vehicle is
Attack action. Each shot suffers ↓ equal to the number of
easy to hit but hard to damage. Tanks are Resistant to
shots fired and does not gain the benefits of the Linked trait.
Ballistic and Martial Arts weapons.
SGT SLAUGHTER
Brought onto G.I. Joe to maintain physical
and mental discipline, Sgt Slaughter also
occasionally deploys on missions. Usually,
Sarge’s assignments involve keeping at-risk
soldiers in line, or where his combination of
muscles and volume can do the most good.
However, because Sgt Slaughter usually
leaves weapons other than his trusty swagger
stick behind, he’s developed a unique and
useful infiltration style that goes from stealth
to pandemonium. The successive layers
of confusion allow him to repeatedly take
advantage of disoriented Cobras. Once he
found enough fellow Joes he felt fit his modus
operandi, he formed Slaughter’s Marauders.
INFLUENCES
Once A Marauder, Martial Artist (with
Hang-Up): Sgt Slaughter combined boxing and
wrestling on the battlefield before mixed martial
arts was even a sport. The Martial Artist Influence
Perk, which lets him size up an opponent,
helps Sarge pick out a recruit’s weaknesses
and determine how much work they need. The
Martial Artist Influence Hang-Up applies as well.
You don’t get to dress down the greatest soldiers
on the planet without developing a swagger that
a canny opponent can exploit.
Once a Marauder allows adds the Slaughter’s
BARBECUE
by Sgt Slaughter, you can use this Contact’s Perks
without needing to summon him.
ORIGIN
First Responder: The First Responder Origin was
written with Joes like Barbecue in mind. All the
Origin skills make sense for a firefighter, and the
combination of Strength and Smarts emphasis sums
up Barbecue’s Essence Scores perfectly.
FOOTLOOSE
up, Barbecue can help.
FOOTLOOSE AS A CONTACT
SLAUGHTER’S MARAUDERS FOOTLOOSE
A laid-back attitude camouflages a radical thinker and
dedicated soldier. Between his athletic prowess and
LOW-LIGHT AS A CONTACT
SLAUGHTER’S MARAUDERS LOW-LIGHT
Though Low-Light isn’t quick to make friends, allies
can nonetheless trust him with their lives. Even when
he disappears up a tree at midnight, his fellow Joes
move forward with full confidence that Low-Light has
their backs. Back at base, Low-Light hangs out in the
dark. The only thing scarier than finding out you weren’t
alone in a dark room is asking Low-Light why he was
standing silently in the shadows.
Allegiance Points: 3
GAINING AS A CONTACT
Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
him for 1 round.
Shoot Out: Low-Light doesn’t go out of his way to
spend time with friends, but he appreciates someone
he can trust to critique his technique. If the PCs spot
Low-Light at the shooting range during downtime
between missions and succeed at a DIF 20 Alertness,
Infiltration, Science, or Targeting Skill Test, they gain
Slaughter’s Marauders Low-Light as a permanent
Contact they can call on once per mission.
CONTACT PERKS
Gunnery Instructor (1 Allegiance Point): Once a
teacher, always a teacher. A PC gains an Edge on a
Targeting Skill Test on their next turn.
Night Spotter (2 Allegiance Points): Low-Light
moves through darkness with such confidence, his
allies can follow him with ease. The PCs succeed at an
Alertness or Infiltration Skill Test.
MUTT AND it’s not Mutt’s style. Dogs are urban creatures. And
Renegades, like Mutt, fight by letting loose. With
GAINING A CONTACT
Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
him for 1 round.
Soothing Presence: Mutt and Junkyard prefer
company that calms them down. If the relax
with Mutt and Junkyard between missions and
succeed at any combination of three DIF 10 Animal
Handling, Persuasion, or Streetwise Skill Tests,
they gain Slaughter’s Marauders Mutt & Junkyard
as a permanent Contact they can call on once
per mission.
CONTACT PERKS
Animal Control (2 Allegiance Points): When Mutt
demands obedience, few animals can resist. The PCs
critically succeed at an Animal Handling Skill Test, or
an animal Threat suffers Stun 1.
Bloodhound (2 Allegiance Points): Junkyard can
sniff out a sausage like a shark can smell blood in the
water. The PCs succeed at an Alertness or Survival
Skill Test related to tracking.
Muzzles Off (3 Allegiance Points): Mutt and
Junkyard sink their teeth into an enemy. One Threat
in a Ccmbat suffers 3 Sharp damage and gets
knocked Prone.
SPIRIT
Spirit is proud of his Puebloan roots, but he doesn’t
let others define him by them. He grew up in
Arizona in a small Taos town and learned about
the virtue of patience from his elders. But he was
always bit more curious about the human mind.
He attended a prestigious university, and eventually
received a doctorate in psychology. However, his
family didn’t have a lot of money, so to pay off his
student loans, Spirit, like many Native Americans,
enlisted in the United States army. G.I. Joe quickly
recruited him, and he earned a place in Slaughter’s
Maruaders soon after.
Sgt Slaughter appreciates Spirit for his
resourcefulness and for being one of the toughest
BUILDING SPIRIT
Below are some suggestions for creating Spirit as a
1st-level PC.
INFLUENCES
Once A Marauder, Small Town Roots (with
Hang-Up), Specialist (with Hang-Up): Small Town
Roots reflects Spirit’s early life in a poor family. He
found ways to entertain himself and support his
family without needing to spend money, exactly in
line with the Influence Perk.
The Specialist Influence highlights Joes with
extensive training in their field. In Spirit’s case, that
is Culture (Psychology), accentuating his doctorate
in the field.
Once a Marauder adds the Slaughter’s Marauder
Faction at 1st level. Its 1st and 10th Background
Bonds were written with Spirit in mind.
ORIGIN
Soldier: The Soldier Origin’s toughness and
ubiquitous benefits line up with Spirit’s reliability,
and the Marauder modus operandi.
GAINING AS A CONTACT
Fellow Renegade: The first lesson Sgt Slaughter
drives home is that they’re a team. If this Contact is
on the scene, the PCs can summon him for 1 round.
Mutual Respect: The closest Mercer comes to
friends are Red Dog and Taurus, but even they
question his loyalty at the merest suspicion. If the PCs
socialize with Mercer between missions and succeed
at a DIF 15 Deception, Persuasion, or Streetwise Skill
Test, they gain Mercer as a permanent Contact they
can call on once per mission.
CONTACT PERKS
Armorer (3 Allegiance Points): Mercer’s
keen logistical mind makes him an excellent
quartermaster’s assistant, when properly supervised.
Each PC gains an additional requisition attempt during
the Equipment Assignment and Requisition phase of
a mission.
Cobra Defector (2 Allegiance Points): The more he
learned about Cobra, the less he wanted to be there,
and the bigger an asset he became to G.I. Joe. The
PCs gain an Edge on Smarts-based Skill Tests for the
duration of a non-combat scene.
Hot Wire (1 Allegiance): Mercer owes his escape
from Cobra Island to his carjacking days. A PC gains ↑1
on a Streetwise or Technology Skill Test.
RED DOG
Red Dog’s career as a kicker in pro football ended
when an opposing team member maliciously
ground his cleats into the Samoan’s toe and Red
Dog laid the man out with a single punch. He was
permanently suspended for unnecessary roughness
and worked for a brief period as a stunt man before
he was recruited by G.I. Joe. The other player never
suffered any professional repercussions, so Red Dog
understandably has a chip on his shoulder that makes
him a perfect fit for the Renegades.
Allegiance Points: 3
GAINING AS A CONTACT
Fellow Renegade: The first lesson Sgt Slaughter
drives home is that they’re a team. If this Contact is
on the scene, the PCs can summon him for 1 round.
AT TACKS
Swagger Stick (Might): +d8*, Reach (2
Blunt damage)
Alternate Effect: Intimidate (↑2)
Hands: 1
Traits: Martial Arts, Silent, Unique
Unarmed Combat (Athletics): +d8*, Reach (1 Stun)
Alternate Effect: 1 Blunt damage (↓1), Maneuver
Hands: 0
Traits: Blunt, Martial Arts, Silent
Machine Gun (Targeting): +d6, Range 40ft/160ft; min
10ft (1 Sharp damage)
Alternate Effect: 2 Sharp damage (↓1), 1 Sharp
damage Multiple (2) Targets (30ft cone, ↓1)
Traits: Ballistic, Reload
Upgrades: Ammo Belt
POWERS
Hup! Hup! Hup! Hup! Hup! (Standard): Sgt
Slaughter makes his allies run. Until the end of his
next turn, allies who can hear him add an amount
to their Ground Movement equal to the result of an
Intimidation Skill Test rounded down to the nearest 5.
Meat Shield (1/scene, Free): Sgt Slaughter laughs
off Cobra assaults with a mocking “Is that all you got?”
Sgt Slaughter can grant himself or an adjacent ally
a temporary +4 deflection bonus to Toughness and
Evasion until the beginning of his next turn.
Suffocating Grip (1/turn, Free): Sgt Slaughter
squeezes the life out of Cobra in his clutches. Any
turn in which Sgt Slaughter grapples a target, whether
he just started the grapple or the creature hasn’t
escaped his grasp, he can attempt an Athletics
(Wrestling) Skill Test against their Toughness. On a
success, they suffer 1 Blunt damage.
Try Me (1/scene, Standard): Sgt Slaughter’s drills
aren’t unfair, and he can prove it. Slaughter can
challenge enemies within 20 feet to see if they can beat
him in a fist fight. One at a time, each enemy in range
can choose whether or not they accept. Enemies who
accept can move to a space adjacent to Sgt Slaughter.
This movement doesn’t trigger Contingency actions.
Once adjacent to him, Sarge attempts an Athletics
(Wrestling) Skill Test contested by the enemy’s unarmed
combat Attack Skill Test. The loser takes the effect of
the winner’s unarmed combat Attack.
GEAR
Weapons: Machine Gun, Swagger Stick
Other: Restricted Survival (Jungle) Kit