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SOURCEBOOK

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

NEW PLAYER OPTIONS 6


New Influence 7
Once a Marauder 7
New Origin 7
Marine 7
New Role Options 8
New Officer Options 9
New Renegade Options 10
New Vanguard Options 12
New Faction 14

SGT SLAUGHTER’S MOTOR POOL 16


Slaughter’s Marauders Tanks 19

SLAUGHTER AND HIS ALLIES 22


About Contacts 23
Gaining Contacts 23
Summoning Contacts 23
Using Contacts 23
Contact Exits 24
Reading a Contact Stat Block 24
Slaughter’s Marauders 24
Building Slaughter’s Marauders 24
The Renegades 36
New Contacts 36
New Threat 38
1

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.

SGT SLAUGHTER SOURCEBOOK 4


The Joes are better than the best and tougher than Joes, he doesn’t live in The Pit, G.I. Joe’s secret
the toughest, and they know it. So it takes a larger- subterranean headquarters in Utah. Instead, Sgt
than-life personality to convince these international Slaughter serves a special assignment training “a
heroes that saving the world means nothing if they bad bunch of recruits” at his private headquarters,
can’t do one more push-up. Well, they don’t get the Slaughterhouse.
much larger than the Sarge. Sgt Slaughter molds Built by hand from the remains of a U.S. Air
these stiff-necked tenderfoots into the stoutest and Force cargo airlifter that crashed into the Mojave
disciplined mobile trike teams. Desert, the Slaughterhouse is part apocalypse

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.

5 SGT SLAUGHTER SOURCEBOOK


2

NEW PLAYER OPTIONS


Whether you want to play a character inspired by Sgt Slaughter, or you want to build Sgt
Slaughter himself, this chapter introduces new options to put the might of G.I. Joe’s special
drill instructor and task force leader into your hands.
This chapter includes a new Influence, new Origin, alternate Role Perks, three new Role
Focuses, and a new faction, all fully compatible with the G.I. JOE Roleplaying Game.

SGT SLAUGHTER SOURCEBOOK 6


NEW INFLUENCE
Influences can represent personality traits, aspects
HANG-UP
Those with more privileged lives have trouble
relating to what you’ve been through, often writing
of your training, or elements of your background you off as a bad seed. You suffer ↓1 on Social Skill
that impacted who you grew up to be. Although Tests dealing with figures whom society believes
Influences can be specific, the new Once a should have authority over you.
Marauder Influence broadly covers your ability to
overcome hardships.
Once a Marauder can be taken during character
NEW ORIGIN
Origins define your physical traits and represent
creation just like any other Influence in the G.I.
the training that qualified you for your
JOE Roleplaying Game.
adventurous career.

ONCE A MARAUDER Although the G.I. JOE Roleplaying Game core


rulebook provides rules to adapt the Soldier Origin
An invitation to join Slaughter’s Marauders isn’t just for a Marine character, Marines did not have a
a reflection of your military qualifications but also dedicated Origin until now. The Marine Origin can
approval of who you are. Because your experiences be taken during character creation just like any
shaped you in a way that meant you didn’t fit the other Origin in the G.I. JOE Roleplaying Game.
typical mold of a soldier, you’ve had an uphill
battle to be accepted. Coming to terms with these
“rough edges” has helped set you on the track to MARINE
joining Slaughter’s Marauders. The Army fights on land and the Navy fights at sea,
but Marines fight where they’re needed. Beyond
G.I. JOE EXAMPLES shoreline defense and amphibious infiltration
training, Marines exemplify discipline. When neck
• Low-Light • Mutt • Spirit
deep in swamp water and a mile from help, the
mission could depend on the ability to stare down
INFLUENCE PERK
a venomous snake without blinking. An especially
You begin play with access to the Slaughter’s
useful skill for a G.I. Joe.
Marauders faction. You can choose this faction in
place of the G.I. Joe faction. For more on changing
factions, see page 14.

TABLE 2-1: ONCE A MARAUDER BONDS


D12 BACKGROUND BOND
1 Despite growing up far below the poverty line, I carved out opportunities that usually only money can buy.
2 I learned most of what I know about the military (and life) from the long line of veterans I call a family.
3 When my life felt too easy, I left my hometown to discover myself and see what the world was really like.
4 I have developed niche interests that most others don’t appreciate.
5 My level-headedness keeps me centered in times of chaos and uncertainty.
6 I got tired of depending on people who reliably disappointed me, so I started relying on only myself.
7 After years of being defined by my fears, I developed a reputation for overcoming them.
8 Not only does breaking things channel my frustrations, it also makes me very good at breaking things.
9 I have more in common with animals like guard dogs, aggressive livestock, and wild beasts.
10 Being left to my own devices did wonders for my independence.
11 Others may think me a bit impulsive, but that just means I’m flexible when they’re set in their ways.
12 I can find a way to whip even industrial strength foul-ups into shape.

7 SGT SLAUGHTER SOURCEBOOK


DEVELOPMENT
The physical and mental training to qualify for the
Marine Corps tests your ability to haul 100 pounds
of gear through water and across land, your survival
skills in foreign and dangerous territory, and your
confidence to accept any mission. Even though
qualifying for the Joes is even more challenging
than qualifying for the Marines, most Marine Joes
still identify more as a member of their branch.
Essence Score Increase: Increase your Strength or
Speed by +1.
Origin Skill: Your Origin trained you in one of the
following skills: Athletics, Brawn, Conditioning, or
Initiative. This skill training must be in the Essence
taken in your Essence Score Increase.
Starting Health: You begin play with 2 Health.
Movement: Your base Ground Movement is 30
feet. You also have an Aquatic Movement of 30 feet.
Languages: You begin play fluent in one language
in addition to any native languages. You gain one
additional language for every 3 points of Smarts
you possess.

ORIGIN BENEFIT: HARD CORPS


In the heat of battle, you shrug off the worst the
enemy throws at you. Once per combat, you can
ignore the effects of one enemy attack until the
end of the scene. For example, if a B.A.T. deals 2
damage to Mainframe with a flamethrower attack,
the G.I. Joe computer specialist (who was top of his
class at Parris Island despite being 10 years older
than the next oldest trainee) can continue to fight
as though the attack didn’t affect him until the end
of combat. If he has less than 2 Health left when
combat ends, he’s immediately Defeated.

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.

SGT SLAUGHTER SOURCEBOOK 8


NEW OFFICER OPTIONS
This section introduces Alternate Equipment
Training and Qualifications for Officers who fight in
close quarters, and the new Drill Instructor Focus
Option, which Officer characters can choose when
they gain a Focus at 1st level.

ALTERNATE OFFICER EQUIPMENT


TRAINING AND QUALIFICATIONS
When you create a new Officer character, at 1st
level you can choose to permanently replace
the Role’s default Alternate Equipment Training
and Qualifications with the following Alternate
Equipment Training and Qualifications.
Battledress: You are trained in Light Armor.
Weapons: You are trained in melee weapons
and explosives, and Qualified in a Limited Melee
Weapon of your choice.

NEW OFFICER FOCUS


At 1st level, when an Officer gains their Focus, they
can choose Drill Instructor as an area in which
they excel.

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.

TABLE 2-2: DRILL INSTRUCTOR FOCUS


OFFICER LEVEL PERK
1st Brutal Verbalities, Rough and
Takes No Guff
3rd Extra Rough Training, On Your Feet

6th Hup! Hup! Hup! Hup! Hup!


10th At Ease Disease, Not Perfect but Better
17th Whip into Shape
20th That’s Right, Perfect

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

9 SGT SLAUGHTER SOURCEBOOK


1st level, and again at 10th level; the skill point AT EASE, DISEASE
from this improvement must be spent in Brawn, You work your troops till they wish they were dead.
Intimidation, or Might. Intimidation is a Social But they keep going because they’re afraid if they
Skill as well as a Strength Skill for you. You can use don’t, you won’t let them die! At 10th level, during
Intimidation in place of Deception and Persuasion combat, you can use Intimidation instead of Science
for Officer Role Perks, such as Rouse. Additionally, to heal living creatures, and you don’t need a
you can spend a Story Point to use Intimidation on a Standard Science (Medicine) Kit to heal damage.
creature normally immune to it, such as a robot.
WHIP INTO SHAPE
ROUGH AND TAKES NO GUFF Whether you’re terrifying an enemy into submission
If your teammates expect you to run into battle with or channeling your intensity to get a tank to
them, shoulder to shoulder, then they need to learn maneuver like a sports car, you can convince anyone
to keep up. When the Table 5-13: Officer on page and anything to do as you say. At 17th level, once
84 of the G.I. JOE Roleplaying Game core rulebook per scene, you can use Intimidation in place of
lists a Speed Essence Boost, you can choose to invest another Strength- or Speed-based Skill for a Skill Test.
it into Strength or Speed, increasing the appropriate
Essence Score and Defense, and spending the THAT’S RIGHT, PERFECT
resulting skill point in an appropriate skill. You bring out the best in your allies. At 20th level,
once per scene, when an ally fails or succeeds at a
EXTRA ROUGH TRAINING Skill Test, you can spend a Story Point to treat it as
You believe that practice makes perfect. At 3rd a critical success instead. You can use That’s Right,
level, outside of combat, you can have each of Perfect even if you used Not Perfect, But Better this
your teammates attempt a DIF 15 Skill Test. On a scene, and vice versa.
success, they secure confidence in their skills and
gain an Edge the next time they test that skill. On a
failure, though, they still learn something from your
NEW RENEGADE OPTIONS
training and gain ↑1 the next time they test that This section introduces Renegade Commander, an
skill. You decide which skill they’re training, and Alternate Role Perk for leaders of unruly units to
you can choose a different skill for each teammate. replace the Renegade’s Reckless Abandon and the new
Each teammate can only attempt one Extra Rough Slammer Focus Option, which Renegade characters
Training Skill Test per mission. can choose when they gain a Focus at 1st level.

ON YOUR FEET ALTERNATE RENEGADE ROLE PERK


There are only two ways out of your command: on When you create a new Renegade character, at 1st
your feet or in a ditty bag. An itty, bitty ditty bag. At level you can choose to permanently replace the
3rd level, you and your allies gain Edge on Initiative Reckless Abandon Perk and other Renegade Role
Skill Tests. Perks tied to Reckless Abandon (such as Not Done
Yet and Ready for Anything) with the following new
HUP! HUP! HUP! HUP! HUP! Role Perk. If you replace Reckless Abandon with
Whenever your former trainees run, they still hear Renegade Commander, you cannot choose the
you yelling at them to pick ‘em up and put ‘em Renegade’s Tank Focus.
down. At 6th level, as a Standard action, roll an
Intimidation Skill Test. Until the end of your next RENEGADE COMMANDER
turn, your allies add an amount to their Ground You’re used to leading aggressive troops who need
Movement equal to your result rounded down to to be told when not to attack. They’re waiting for
the nearest 5. For example, if your Intimidation Skill you to unleash them. As much as you’d like to join
Test result is 24, your allies add 20ft to their Ground them, you need a clear head to command such
Movement until the end of their next turn. unruly soldiers.
NOT PERFECT, BUT BETTER As a Standard action, you can grant an ally in Light
Your job is to make your allies better. At 10th level, or no armor who can see and hear you the benefits
once per scene, when an ally fails a Skill Test, you can of Reckless Abandon. You can use this ability a
spend a Story Point to treat it as a success instead. number of times in a day equal to the Reckless

SGT SLAUGHTER SOURCEBOOK 10


Abandon Uses column on Table 5-21: Renegade
in the G.I. JOE Roleplaying Game core rulebook.
At 5th level, once per scene, if you would be
Defeated, you may choose to drop to
1 Health instead.
At 9th level, you’re ready to act with
Reckless Abandon too. You can use Renegade
Commander to grant yourself the benefits of
Reckless Abandon.
The Beat Goes On, Fearsome Presence, and
Didn’t Even Feel It only apply to you when you
fight with Reckless Abandon, not your allies you
gave the benefits of Reckless Abandon to.

NEW RENEGADE FOCUS


At 1st level, when a Renegade gains their Focus,
they can choose Slammer as an area in which
they excel.

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.

TABLE 2-3: SLAMMER FOCUS


RENEGADE LEVEL PERK
1st Tough as Nails, Try Me
3rd Roll with the Punches, This is for Me
6th Knuckle Up
10th Wrestler
17th Hammer It Out
20th Knock Down, Drag Out

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.

11 SGT SLAUGHTER SOURCEBOOK


TRY ME WRESTLER
Nothing shuts up a critic like proving them wrong. If it didn’t ruin any attempts at camouflage,
Once per combat, as a Standard action, you can you’d wear a 10-pound gold championship belt
challenge enemies within 20 feet to try to beat you into combat. At 10th level, you no longer suffer
in a fist fight. One at a time, each enemy in range downshifts for using the Maneuver alternate effect
that you’re aware of can choose whether or not they of Melee weapons. Additionally, you gain your
accept. Enemies who accept can move to a space Beast of Burden bonus to Skill Tests to Maneuver.
adjacent to you. This movement doesn’t trigger
Contingency actions. HAMMER IT OUT
At 17th level, when you use Knuckle Up, you
Once adjacent to you, you and your enemy roll a can spend a use of Reckless Abandon to gain the
contested Skill Test using whatever skill they would benefits of Knuckle Up until the end of the scene. If
use for an unarmed combat Attack; this includes you do, you can use Knuckle Up to add Standard,
Might (Grappling), Might (Martial Arts), or Finesse Limited, or Restricted weapon upgrades to your
(Martial Arts). The loser takes the effect of the winner’s Attacks, as long as you meet the prerequisites of the
unarmed combat Attack. Beware, this does mean you upgrade. Adding weapon upgrades to your Attacks
can be damaged and even Defeated on your turn. requires you spend a number of Free actions based
ROLL WITH THE PUNCHES on the upgrade’s availability, just like gaining a
You develop survival instincts sooner than most. You melee weapon effects with Knuckle Up.
gain the Renegade’s Roll with The Punches Role Perk Your GM might rule that certain upgrades are off
at 3rd level instead of 6th level. At 6th level, you limits. For example, your GM might rule that you
can use Roll with The Punches twice per combat can’t take the Tasing weapon upgrade unless you
instead of once. have access to a battery or other item that could
electronically charge your Attack.
THIS IS FOR ME
At 3rd level, when you Stun or deal damage with KNOCK DOWN, DRAG OUT
an unarmed combat Attack, and the Skill Test beats Your knock-down fighting style matches your drag-
your target’s Defense by 5 or more, you can use a out attitude. At 20th level, you can use Try Me and
Move action to grapple, shove, or trip your target. This is for Me as Free actions.
Additionally, when you successfully grapple, shove,
or trip a target, you can use a Move action to make
an unarmed combat Attack with an effect that
NEW VANGUARD OPTIONS
Stuns or deals damage. You can use This is for Me This section introduces Meat Shield, a muscle and
with Try Me. fortitude-based Alternate Role Perk to replace the
Vanguard’s technological Personal Shield, and the
KNUCKLE UP new Marauder Focus Option, which Vanguard
Your teammates worry about you when you wage characters can choose when they gain a Focus at
into combat unarmed, but you know that you’re never 1st level.
unarmed. At 6th level, you can grant your unarmed
combat Attacks the effects and alternate effects of ALTERNATE VANGUARD ROLE PERK
a melee weapon of your choice by spending Free When you create a new Vanguard character, at 1st
actions (the exact number depends on the Availability level you can choose to permanently replace the
of the melee weapon you’re emulating). These Personal Shield Perk and other Vanguard Role Perks
benefits last until the end of your turn. tied to Personal Shield (such as Shield Upgrade,
Quick Shield, Shield Modulation, and Impenetrable
Your GM might rule that certain weapons are
Shield) with the following new Role Perk.
off limits.
MEAT SHIELD
AVAILABILITY NUMBER OF FREE ACTIONS The density of your muscle mass absorbs impact
Standard 1 with the tenacity of a riot shield. As a Free
Limited 3 action, you gain a temporary deflection bonus to
Restricted 5 your Toughness and Evasion until the beginning

SGT SLAUGHTER SOURCEBOOK 12


of your next turn. The bonus you gain is equal
to the Personal Shield Benefit column on Table
5-28: Vanguard in the G.I. JOE Roleplaying
Game core rulebook. Ignore the Personal Shield
Uses column.
At 5th level, this bonus also applies to allies
within your Reach.
At 7th level, you gain a permanent +2 deflection
bonus to Toughness and Evasion. At 12th level, this
increases to +3, and at 20th level, this increases to
+4. This bonus does not stack with the temporary
benefits you gain from Meat Shield as a Free action.
At 13th level, when you gain the temporary
benefits of Meat Shield, you also gain Resistance to
a damage type of your choice. At 18th level, you
instead gain immunity to one type of damage and
Resistance to all other damage types.

TABLE 2-4: MARAUDER FOCUS


RENEGADE LEVEL PERK
1st Aggressive Assault, Catch Off Guard
3rd Jungle Fighter
6th Burly
10th Rolling Thunder
17th Rumble in the Jungle
20th Out of the Jungle

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.

CATCH OFF GUARD


You love ambushing your enemies, how it leaves
them at your mercy. When you successfully Attack
a surprised target, you deal Stun 1 in addition to the
normal effects of the Attack. If the normal effect is
Stun 1, you deal Stun 2.

JUNGLE FIGHTER
When others debate about the most dangerous
animal in the jungle, you know the answer is

13 SGT SLAUGHTER SOURCEBOOK


you. At 3rd level, when in a jungle, you gain the permanently replace the G.I. Joe faction and the
following benefits: suite of Perks associated with it to instead gain the
• You ignore the penalties for moving through Slaughter’s Marauders suite of Perks.
Rough Terrain.
ABOUT FACTIONS
• You gain an Edge on non-Attack Skill Tests, and Each Role in the G.I. JOE Roleplaying Game includes
all your Attacks are considered Specialized. a type of option called a faction built into it. Factions
Additionally, in the jungle, treat Light Armor as if provide Faction Perks. You can customize a Role by
it had the silent battledress upgrade. trading out its faction and Faction Perks. Other G.I.
JOE Roleplaying Game and Essence20 rulebooks
BURLY go into factions and Faction Perks in greater detail.
Anyone can look big in armor, but the less you wear, Consider the following faction basic training.
the bigger you look. When not in a vehicle, and
unarmored or in Light Armor, you gain ↑1 on Animal The default faction for characters in the G.I. Joe
Handling, Intimidation, and Persuasion Skill Tests. Roleplaying Game is G.I. Joe. This grants the Yo Joe!
Perk, which offers a variety of benefits, including +1
ROLLING THUNDER Health, Standard issue equipment Qualification, and
The only thing bigger and badder than you is you Battle Cry. Additionally, each Role features a Faction
in a tank. At 10th level, you gain the benefits of Perk specific to the Role under the special Be a Hero
Burly even when you’re in a vehicle. Additionally, banner. A character in a Cobra-based faction would
increase the bonus you gain by ↑1 for each Size replace Yo Joe! with a Perk that offers a similar suite
Class you or your vehicle are larger than the target. of options that better fit the evil organization, in
addition to Role-specific Faction Perks under a less
RUMBLE IN THE JUNGLE heroic banner.
Only a Marauder can sneak up on the enemy in a
tank. At 17th level, when you Attack a Surprised However, G.I. Joe and Cobra aren’t the only
enemy with a weapon that does not have the Silent factions in this fight. Both teams include special
trait, roll your Intimidation Skill Die as well as purpose units who receive specific training that
the Skill Die you are Attacking with. This bonus sets them apart. They’re still Joes and Cobras, just a
Skill Die works like when you roll a Skill Test with different branch within the organization. One such
Specialization. If you are Specialized in the skill Faction is Slaughter’s Marauders.
you used for the Attack, you gain this bonus Skill CHANGING FACTIONS
Die in addition to your Specialization Dice.
When you choose your character’s Role, you can
For example, Sgt Slaughter sneaks up on change their faction without changing the Role’s
Copperhead. He successfully uses Infiltration, so functionality. Ignore the Be a Hero and Yo Joe!
when combat starts, Copperhead is surprised. On Faction Perk sections at the beginning of the Role.
Sarge’s turn, he Attacks with a machine gun. Not Instead, you gain the new Faction Parks (such as
only does he Attack with his d20 + d10 Targeting the ones ties to the Slaughter’s Marauders faction
Skill Die, but he adds his d12 Intimidation Skill detailed below).
Die. He uses the better of the two Skill Die results
to calculate success. If either Skill Die rolls its Some factions, like Slaughter’s Marauders, have
highest possible result and the Skill Test succeeds, restricted access. In order to take a restricted
it is a Critical Success. faction, you need to meet the conditions outlined
in the Faction Access section. These might include
OUT OF THE JUNGLE choosing a particular character option (such as
You are a Marauder, wherever you are. At 20th an Influence or Origin), completing some kind of
level, you gain the benefits of Jungle Fighter even narrative-based milestone, or both.
outside of the jungle.
NEW FACTION: SLAUGHTER’S
NEW FACTION MARAUDERS
Slaughter’s Marauders is a new faction for G.I.
When you create a new character for the G.I. JOE
Joe characters in the G.I. JOE Roleplaying Game.
Roleplaying Game, at 1st level you can choose to

SGT SLAUGHTER SOURCEBOOK 14


This jungle task force combines the gumption choose to keep this General Perk instead of gaining
of Renegades, the versatility of Infantry, the that Faction’s Role-based Faction Perk.
environmental expertise of Rangers, and the Oorah!: You may not be a Marine, but the Sarge
infiltration ability of Commandos. You can bring expects you to act like one. Every member of
these qualities to another Role, such as an Officer Slaughter’s Marauders gains the following benefits:
or a Technician, or you can reinforce the strengths
of these Roles. • In addition to your Role’s Equipment Training and
Qualifications, you are Qualified in all Standard
FACTION ACCESS weapons, and the silent battledress upgrade.
Sgt Slaughter recruits the boldest and brightest Joes • You are Qualified with Land vehicles and roll
who also don’t mind getting their hands dirty. You Driving Skill Tests to drive Land vehicles without
must be invited to the Slaughterhouse to compete a Snag even if you have no Ranks in the Driving
in and pass the beastly Marauder Marathon skill.
obstacle course to earn access to the Slaughter’s • Withstanding the arduous circumstances of
Marauders faction. Alternatively, the Once a your hardest missions takes mental and physical
Marauder Influence grants access to the Slaughter’s durability, especially when you can’t afford the
Marauders faction as its Influence Perk. weight of heavy armor. You gain +1 Toughness
and +1 Willpower.
FACTION PERKS • The team’s three-color camouflage design
As a member of Slaughter’s Marauders, you gain enables you to blend into a woodland or jungle
the following Perks, regardless of Role. environment to conduct offensive maneuvers
Always A Marauder: Sarge looks for candidates against unsuspecting enemies. You gain an Edge
with a combination of undaunted attitude, flexible on Infiltration Skill Tests, and deal +1 damage
talents, and tensile ability to overcome. You gain when you successfully Attack a Surprised target.
a General Perk. If you change factions, you can

15 SGT SLAUGHTER SOURCEBOOK


3

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.

SGT SLAUGHTER SOURCEBOOK 16


TRIPLE T
(TAG TEAM TERMINATOR)
Sgt Slaughter’s specially designed personal tracked tank.
As the name suggests, the Triple T works best when
teaming up with another vehicle to add a strong right
hook to an armor attack. It also serves as a battlefield
partner for the Sarge. Some boots scoff at Sarge getting
to drive while running drills, until they get into the Triple
T’s command seat. It handles like an ornery rhinoceros.
And like a rhinoceros, if you get it to respond to your
commands, you wade into battle with one fierce ride.
THREAT LEVEL: 6
SIZE: Large HEALTH: 6
MOVEMENT: 45ft Ground
STRENGTH: 6 SPEED: 3
SMARTS: — SOCIAL: —
TOUGHNESS: 18 EVASION: 13
WILLPOWER: — CLEVERNESS: —
only affect this vehicle if it has a driver, in which case
they target the driver’s Willpower or Cleverness. It
SKILLS is immune to Conditions and effects that exclusively
• Athletics +d6 affect the living, like poison, but is susceptible to
effects that affect machines, such as Anti-Tank
• Might +d6
weapons. Damage to a vehicle can be fixed with a
• Targeting +d6 Standard Engineering Kit and a Technology Skill Test.

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

17 SGT SLAUGHTER SOURCEBOOK


WARTHOG A.I.F.V.
(AMPHIBIOUS INFANTRY
FIGHTING VEHICLE)
THREAT LEVEL: 8
SIZE: Huge HEALTH: 8
MOVEMENT: 50ft Ground
STRENGTH: 7 SPEED: 4
SMARTS: — SOCIAL: —
TOUGHNESS: 18 EVASION: 14
WILLPOWER: — CLEVERNESS: —
If a brick house could float, it would look like the
Warthog A.I.F.V. When this amphibious tank drives
over the water and hits the bog, it careens with the
momentum of the world’s largest stone. Weighing
almost 200 tons when carrying a full troop
complement, it’s no surprise that the Warthog takes
two drivers to control, with the option of a third for the
trickiest maneuvers.

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.

SGT SLAUGHTER SOURCEBOOK 18


It is immune to Conditions and effects that
exclusively affect the living, like poison, but is
susceptible to effects that affect machines,
such as Anti-Tank weapons. Damage to a vehicle
can be fixed with a Standard Engineering Kit and
a Technology Skill Test.

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.

19 SGT SLAUGHTER SOURCEBOOK


EQUALIZER
THREAT LEVEL: 10
SIZE: Huge HEALTH: 7
MOVEMENT: 60ft Ground
STRENGTH: 8 SPEED: 5
SMARTS: — SOCIAL: —
TOUGHNESS: 21 EVASION: 15
WILLPOWER: — CLEVERNESS: —
The heftiest tank in the Marauder arsenal, the
Equalizer packs a punch with its twin triple-barrel
missile launchers and two cannons. Astonishingly
stealthy, the Equalizer trades in any element
of surprise as soon as it unloads its firepower.
Slaughter’s Marauders tend to wait until the last
minute before firing a shot, then aim to neutralize the
enemy’s heaviest hitter.

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 SOURCEBOOK 20


LYNX
THREAT LEVEL: 7
SIZE: Long HEALTH: 11
MOVEMENT: 60ft Ground
STRENGTH: 4 SPEED: 6
SMARTS: — SOCIAL: —
TOUGHNESS: 17 EVASION: 16
WILLPOWER: — CLEVERNESS: —
Barreling forward with its cannon extended like a knight’s
lance, Slaughter’s Marauder’s Lynx dares to match the
firepower of the Mauler with the maneuverability of
the Wolverine. As sturdy as the attack track is, there’s
a reason a turret of that size usually needs a larger only affect this vehicle if it has a driver, in which case
chassis. Uninitiated Lynx drivers often suffer whiplash, they target the driver’s Willpower or Cleverness. It
bruises, and even concussions as they rock around the is immune to Conditions and effects that exclusively
cabin. But you should see the other guy! affect the living, like poison, but is susceptible to
effects that affect machines, such as Anti-Tank
SKILLS weapons. Damage to a vehicle can be fixed with a
Standard Engineering Kit and a Technology Skill Test.
• Brawn +d4
• Infiltration +d6 AT TACKS
• Might +d4 203mm High-Velocity, Laser-Guided, Pressurized
Cannon (Targeting): +d6 or Gunner’s Targeting,
• Targeting +d6
Range 300ft/600ft; min 30ft (2 Sharp damage)
PERKS Alternate Effects: 2 Sharp damage Blast (20ft
radius) (↓1)
Crew: 1 driver, 1 gunner (203mm High-Velocity, Laser- Traits: Anti-Tank, Ballistic, Reload, Vehicular, Wrecker
Guided, Pressurized Cannon)
Ram (Might): +d4 or driver’s Driving, Reach ×2 (1
Hardpoint Weapons: 203mm High-Velocity, Laser- Blunt damage)
Guided, Pressurized Cannon Alternate Effects: Trip
Firepoints: 2–The driver and gunner can both Attack Traits: Blunt, Drive-By
with their own weapons. The driver may only use one-
handed weapons, but the gunner can use any weapon.
POWERS
Defenses: Marauder Plates (+3 plating to Toughness) Locator (1/Turn, Free): An integral part of balancing
the weight of the Lynx’s turret when traveling at high
Traits: Land, Vehicle speeds is an infrared directional locator allowing the
All-Terrain Track Treads: The Lynx smashes through driver to anticipate upcoming obstacles and hazards.
any obstacle in its way. It ignores Rough Terrain. The driver can give the Lynx a +3 bonus to Evasion
until the beginning of their next turn.
Barrel Forward: The tip of the Lynx’s cannon acts
as a spearhead of its charge. The Lynx’s Ram Attack
doubles its Reach (meaning 10ft instead of a Large
vehicle’s usual 5ft Reach).
Land: The Lynx is a land vehicle. No Armadillo?
Marauder Camouflage: These green machines can’t Slaughter’s Marauders fans might
be seen. The Lynx gains an Edge on Infiltration Skill remember a third tank in the team’s
Tests in jungles, unless it or its crew used a weapon arsenal: The Armadillo, an upgrade to the
without the Silent trait on their last turn.
classic G.I. JOE vehicle of the same name.
Tank: Weighed down by plates of steel, this vehicle is It was left out in favor of the Triple T, Sgt
easy to hit but hard to damage. Tanks are Resistant to Slaughter’s more iconic single pilot tank.
Ballistic and Martial Arts weapons. If you’re running a campaign that needs
Vehicle: As a vehicle, the Lynx is a sophisticated the Armadillo, you can use the rules for
piece of equipment that requires at least one Driver the Triple T, but replace the Wrest Control
to operate. Without a driver, it is considered a Threat Power with the Marauder Camouflage Perk.
level 0 object, and all Attacks target its Toughness.
Effects that affect a target’s Willpower or Cleverness

21 SGT SLAUGHTER SOURCEBOOK


4

SLAUGHTER AND HIS ALLIES


You might think that a loudmouth drill instructor who mocks elite peacekeepers for their greatest
flaws wouldn’t have a lot of friends. While there certainly are a lot of Joes who hold a grudge
against Sgt Slaughter for marching on their backs while they did finger push-ups in the mud,
others respect Slaughter and credit him for making them better soldiers.

SGT SLAUGHTER SOURCEBOOK 22


When the feeling is mutual, these Joes find a player could decide they’re Duke’s half-brother.
themselves invited to Slaughter’s Marauders, Then, when facing a tribunal for insubordination,
the Sarge’s personal task force for the messiest the player could summon Duke to speak on their
missions. Conversely, when a recruit has the right behalf to get the court to show mercy.
skills to be a Joes, but the wrong attitude, they
might be assigned to the Slaughterhouse and join
The Renegades, Sgt Slaughter’s disciplinary unit.
SUMMONING CONTACTS
Player characters call on their Contacts for aid with
One way or the other, Sgt Slaughter makes Joes a special Standard action.
out of them.
Summon Contact: Once per scene as a
ABOUT CONTACTS
G.I. Joes all consider one another allies, as they
Standard action, you can call on an available
Contact. Your group can use your Contact
starting this turn. The Contact remains
share a mission of defending freedom and fighting available until the end of the scene or until
Cobra. However, in the G.I. JOE Roleplaying they run out of Allegiance Points.
Game, a Contact is an NPC that the player
characters can call on for help. The nature of the summoning is up to the players,
the GM, and the narrative. Contacts could be on
A Contact could be a character elsewhere in the location with the PCs, elsewhere in the scene.
scene that can contribute when needed. For example, Perhaps they’re taking cover or preoccupied with their
Barbecue leads an evacuation from a burning own objective. Alternatively, they could be accessible
building, but his fellow Joes need him to extinguish a through communication devices, using their Contact
fire preventing them from pursuing a fleeing enemy. A Perks through advice or remote weapons. Summoning
Contact could be a non-combatant accompanying the a Contact could even be harkening back to a past
squad whose skills come in handy. For example, if the conversation that’s gained new relevance. The GM
Joes rescue nuclear physicist Dr. Adele Burkhart, then ultimately decides if a Contact can be summoned,
need her to confirm if the site of a nuclear waste spill based on the nature of the aid they can provide.
can be crossed safely. A Contact can even be miles For example, of Slaughter’s Marauders Mutt and
away but reachable through telecommunications, Junkyard’s three Contact Perks, it could be argued that
or even by recalling their past sagely advice. For the PCs could use Animal Control even if Mutt’s not
example, if Wild Bill waits to hear when a unit needs physically there. They could mimic a technique he
a pick up or an air strike. showed them for calming an animal down. However,
Contacts aren’t there to overshadow the PCs. As Mutt and Junkyard’s other two Contact Perks—one
a background element, they don’t roll Skill Tests of which uses Junkyard’s acute sense of smell and
to use their Perks, and the range of their abilities the other has Mutt and Junkyard bite an enemy and
is intentionally vague. They can’t be targeted or drag them to the ground—need the Marauder animal
harmed. Imagine a Contact is as competent as any handler and his canine companion on the scene.
PC in the scene, and they’re spending their actions
being helpful every turn in ways that only take
effect when the players spend Allegiance Points to
USING CONTACTS
gain the benefits of an Contact Perk. Once summoned, Contacts help the PCs to the best
of their abilities.

GAINING CONTACTS Player characters can use Contacts they’ve


summoned by spending a special resource called
Player characters acquire Contacts during their Allegiance Points. Contacts enter a scene with a
campaigns. Each Contact stat block includes 1 pool of Allegiance Points, usually 3. The players
to 3 methods to acquire the Contact, typically can choose to spend Allegiance Points to gain
by interacting with them between missions and the benefit of an Contact Perk. The players need
completing skill challenges. However, Contacts can to agree on what they’re spending Allegiance
also be gained organically through a campaign’s on and how much. Contact Perks cost 1 to 3
narrative, or even worked into a character’s Allegiance Points.
backstory, with the GM’s permission. For example,

23 SGT SLAUGHTER SOURCEBOOK


In combat, Contacts act at Initiative 0 beginning require the GM to create scenes during downtime
on the turn they are summoned. A Contact’s to accommodate them.
Initiative score can’t change unless an option Allegiance Points: The amount of Allegiance
changes it. On the Contact’s turn, the players can Points the PCs can spend on Contact Perks when
choose from the Contact’s list of Contact Perks, they summon the Contact, typically 3.
spending the listed Allegiance Point cost. If the
players don’t want to use any of the Contacts’s Contact Perks: 1 to 3 Perks, in alphabetical order,
Perks this turn, they don’t have to. that describe the benefit of the Perk and how many
Allegiance Points it costs to use.
Outside of combat, summoned Contacts act
as they’re needed. The players decide when their
summoned Contacts act, typically choosing the SLAUGHTER’S
order that makes the most sense for what they’re
trying to accomplish. MARAUDERS
G.I. Joe is already the best of the best, but Sgt
CONTACT EXITS Slaughter personally picks the baddest of the best for
his fast-attack, ground assault special missions unit.
When a Contact runs out of Allegiance Points, they When the stakes of an insert and extraction mission
either leave the scene or fade into the background. are too high for niceties, and diplomacy is not an
GMs can still use them narratively, as they are option, G.I. Joe sends in Slaughter’s Marauders.
characters in the campaign and not disposable
pieces of equipment. However, remember that the During the adventure presented in Marauders
Contact rules are meant to impact the game in a Versus the Slaughter Monster, the PCs can call on the
way consistent with the character’s significance to help of Sgt Slaughter and the members of his assault
the setting and plot without requiring a lot of time unit, Slaughter’s Marauders. Instead of using their pre-
and energy. generated character sheets or Threat stat blocks, GMs
represent the Marauders using Contact stat blocks
If a scene ends and a Contact still has unspent (which can be found on the following pages).
Allegiance Points, they might be available to summon
again in a later scene, depending on the narrative.
BUILDING SLAUGHTER’S
Unless the mission states otherwise or the
narrative justifies an exception, Contacts only MARAUDERS
regain Allegiance Points after the mission, at which In addition to Contact stat blocks, dossiers delving
point they regain all their Allegiance Points. into the backstories, abilities, and motivations of the
six members of Slaughter’s Marauders, this chapter
READING A CONTACT STAT BLOCK provides suggestions for creating them as 1st-level
G.I. JOE Roleplaying Game player characters.
Contact stat blocks provide the following These sections include option recommendations
information, in the following order: and commentary to give additional insight into the
Name: The Contact’s name, whether it’s a Essence20 character creation process.
character’s proper name (like Footloose), a title (like If you are interested in playing characters based
the Mayor), or a descriptor related to their purpose on Sgt Slaughter, Barbecue, Footloose, Low-
in the story (like Flagg Technician). Light, Mutt, and Spirit, these sections are for you.
Description: A brief summary of who this However, keep the following in mind:
character is, what they look like, and how the GM • These builds are suggestions. Change any choices
should roleplay them. that you disagree with.
Gaining A Contact: 1 to 3 methods to gain • These are 1st-level builds to get you started,
this NPC as a Contact. Some methods allow meaning they might not seem as capable as these
for temporary or limited access, others make characters usually appear in G.I. JOE media.
the Contact permanently available to summon. • These characters were built as a unit. Almost all skills
Gaining a Contact permanently involves more have at least one Skill Rank across the six characters.
complex requirements to achieve, and often If you’re only interested in building one of these

SGT SLAUGHTER SOURCEBOOK 24


characters, check with the other players in your
group to see if any skills aren’t covered.
• This is the Slaughter’s Marauders versions of
these characters, meaning they have a harder
edge and function within that group. Other
interpretations of these characters exist. For
example, Barbecue’s +d4 in Driving allows
him to pilot one of Slaughter’s Marauders’
many tanks. You might not picture Barbecue
in the driver’s seat and can instead invest those
Skill Points elsewhere.
• These builds served as the foundation of the
6th-level pre-generated characters included in
Marauders Versus the Slaughter Monster.

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.

BUILDING SGT SLAUGHTER


Below are some suggestions for creating Sgt
Slaughter as a 1st-level PC.

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

25 SGT SLAUGHTER SOURCEBOOK


Marauder Faction at 1st level. Its 12th Background SGT SLAUGHTER AS A CONTACT
Bond was written with Sgt Slaughter in mind. The following three new Contact stat blocks
represent different ways in which the PCs can earn
ORIGIN Sgt Slaughter’s respect and gain him as a Contact.
Marine: The new Marine Origin on page 7 Although all three stat blocks represent the same
combines the grit of the Soldier with the utility of character, each must be earned individually.
the Sailor. The Origin benefit, Hard Corps, fits with
Sgt Slaughter’s ability to scowl and bear even the DRILL INSTRUCTOR SGT SLAUGHTER
worst injury. Calling on your drill instructor for help is a double-
edged swagger stick. He’ll show up, but then he’ll put
ROLE AND FOCUS you to work. Sgt Slaughter’s personality is as big as his
Officer (Drill Instructor): Although the new muscular frame, and every word he growls drips with
Renegade (Slammer) and Vanguard (Marauder) Focus expectation that you could do better.
Options found in Chapter 2 capture different aspects Allegiance Points: 5
of Sgt Slaughter’s personality and fighting style, his
first and best-known specialty on the team is as G.I. GAINING AS A CONTACT
Joe’s drill instructor. The Brutal Verbalities and Rough Fellow Joe: The Joes never leave a teammate behind.
and Takes No Guff Focus Perks gained at 1st level If this Contact is on the scene, the PCs can summon
both emphasize reworking how Officers lead to him for 1 round.
accommodate Sarge’s Might and Intimidation. Prove Yourself: On rare, noteworthy occasions, a Joe
impresses the Sarge by exceeding his expectations. If
ESSENCE SCORES AND SKILLS the PCs are at least 15th level, they can demonstrate
Strength 6: Athletics +d2, Brawn +d2, their talents to Sgt Slaughter between missions by
Conditioning I, Might +d6 succeeding at four DIF 20 Skill Tests, one skill from
Speed 4: Driving +d4, Infiltration +d4 each Essence Score. If they succeed, they gain Drill
Instructor Sgt Slaughter as a permanent Contact they
Smarts 3: Alertness +d6
can call on once per mission.
Social 3: Intimidation +d6
Trainee: Before Sgt Slaughter can dress down a boot,
It bears repeating that this is a suggestion for he finds the potential in them that he knows they
1st-level Sgt Slaughter, a less experienced version can live up to. If one of the PCs was trained by Sgt
of the Sarge than what G.I. Joe media traditionally Slaughter between missions, the PCs can summon
shows. This starting array of Skill Ranks emphasizes this Contact once.
his power and presence. It’s extremely rare, and
not generally recommended, to build a G.I. JOE
CONTACT PERKS
Roleplaying Game character without any training Don’t Get Sloppy (1 Allegiance Point): Lack of
in Targeting, but the Officer abilities allow Sgt training is no excuse for complete incompetency. PCs
do not suffer a Snag on untrained Skill Tests until the
Slaughter to use his actions to improve his allies. end of the round.
When he needs to fight, +d6 Might at 1st level gets
On Your Feet! (3 Allegiance Points): When your Drill
the job done. And when he gains access to the
Instructor gives an order, you obey. All Defeated PCs
Triple T, Warthog, or a Marauder tank, +d4 Driving regain 1 Health.
not only handles the steering, it operates the
Show How It’s Done (2 Allegiance Points): Even
targeting systems as well. in the thick of a fight, Sgt Slaughter’s recruits can
learn from him. One Threat in a combat suffers 1 Blunt
GENERAL PERKS AND OTHER OPTIONS damage and all PCs gain an Edge on one Skill Test until
Because the Officer isn’t a fighting Role, a Sarge the end of the next round.
build needs General Perks like All Out Attack and
Weapon Training to emphasize his combat abilities. TANK COMMANDER SGT SLAUGHTER
Another General Perk to consider is Educated. Whether he’s blasting into battle in the cockpit of
Adding a Story Point to the team’s pool and being his personal Triple T, hauling a unit in the back of the
able to treat a Smarts Skill as Specialized shows how Warthog, or creeping behind enemy lines to blast them
Sarge thinks on his feet. He also can use the extra with the Lynx or the Equalizer, Sgt Slaughter is as
comfortable behind the wheel of a tank as he is on foot.
Language fluency to learn Ancient Greek, which he
studied in college. Allegiance Points: 5

SGT SLAUGHTER SOURCEBOOK 26


GAINING AS A CONTACT CONTACT PERKS
Fellow Joe: The Joes never leave a teammate behind. Overcome Obstacles (1 Allegiance Point): When
If this Contact is on the scene, the PCs can summon you’re caught between a rock and a hard place, and
him for 1 round. Sgt Slaughter is the rock, the hard place looks easy.
PCs ignore Rough Terrain until the end of the round.
Just the Way He Likes It: Sarge likes his tanks
to have a little personality, so he values engineers Pipe Down (1 Allegiance Point): Sgt Slaughter may
who can repair damage without trying to “fix” his be louder than an M1 Abrams battle cannon, but when
tanks’ “problems.” If the PCs work on Sgt Slaughter’s he wants silence, he gets it. Outside of combat, the
vehicles between missions and succeed at three DIF PCs gain ↑1 on Infiltration Skill Tests until the end of
15 Science or Technology Skill Tests, they gain Tank the scene.
Commander Sgt Slaughter as a permanent Contact Sgt Smasher (1 Allegiance Point): When Sarge gets
they can call on once per mission. Cobra in his clutches, he clobbers the competition.
Hitch A Ride: Even the Triple T has personnel One Threat in a combat suffers 1 Blunt damage.
transportation platforms for a couple of passengers.
If one of the PCs is a passenger in a vehicle driven

BARBECUE
by Sgt Slaughter, you can use this Contact’s Perks
without needing to summon him.

CONTACT PERKS A lot of Joes question Barbecue’s place on the team


Make An Opening (1 Allegiance Point): Sgt when they first meet him. Why does a combat unit
Slaughter’s tanks smash through barricades and need a firefighter? Even after deploying with him
enemy lines, creating chaos and opportunities. A PC and seeing what he brings to a mission, none of
gains ↑1 on their next Skill Test this round. them expected Sgt Slaughter to recruit G.I. Joe’s
Squash The Snakes (2 Allegiance Points): If fireman to the Marauders.
Cobra’s in the path of Sgt Slaughter’s tanks, he
What they missed that Sarge saw was a Joe with
crushes them under his treads. All Threats in a
combat suffer 2 Blunt damage. the gumption to run into a burning building to help
others. He saw an emergency responder with the
Tank Driver (2 Allegiance Points): When there’s
an empty driver’s seat, Sgt Slaughter fills it. The PCs
first aid training of a medic, and who understands
succeed at any Driving Skill Test related to operating a chemistry like a scientist. A powerhouse who can
land vehicle for one scene. take out solid oak with one swing of an ax and
who learned the body mechanics to maximize his
SLAUGHTER’S MARAUDERS SGT SLAUGHTER impressive strength. A driver who can get 30 tons of
It’s not an act. Sgt Slaughter barks with the best steel up to 60 MPH through urban streets without
of them as a drill instructor, but he’s all bite when hitting obstacles or pedestrians.
he deploys.
Even if Barbecue never picks up a rifle on a
Allegiance Points: 5
mission, he earned his spot on Slaughter’s Marauders
GAINING AS A CONTACT by treating injuries, driving the tanks, and keeping
campfires from giving away their position.
Fellow Joe: The Joes never leave a teammate behind.
If this Contact is on the scene, the PCs can summon
him for 1 round. BUILDING BARBECUE
Below are some suggestions for creating Barbecue
Marauder: Sgt Slaughter hand-picked you for a reason.
as a 1st-level PC.
If one of the PCs is part of the Slaughter’s Marauders
Faction, the PCs can summon Slaughter’s Marauders Sgt
Slaughter once per mission when he is available.
INFLUENCES
Show Potential: Slaughter’s always looking out for Once A Marauder, Professional (with Hang-Up):
the next Marauder. If the PCs are at least 10th level, The Professional Influence not only emphasizes
they can attempt to better themselves between Barbecue’s ability to relate anything to firefighting,
missions by succeeding at four DIF 10 Skill Tests in but the Edge on Social Skills it provides also
one of their lowest skills (including untrained skills). touches on his party animal personality. The
If they succeed, they gain Slaughter’s Marauders Sgt
benefit applies when performing tasks related to
Slaughter as a permanent Contact they can call on
once per mission. firefighting. Barbecue’s been shown to be a wiz
with a propane grill (another reason for his code

27 SGT SLAUGHTER SOURCEBOOK


name), which comes down to knowing how to
make fire obey his command.
Once a Marauder adds the Slaughter’s
Marauder Faction at 1st level. Its 2nd, 5th,
and 8th Background Bonds were written with
Barbecue in mind.

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.

ROLE AND FOCUS


Technician (Expert): As a firefighter, Barbecue
helps people. While Officer is the Role built to
assist the other PCs, Technician does so as well.
Almost any Primary Tech option works for a
Barbecue build. Armor can simulate his fire-resistant
uniform; Gear allows him to support allies and fight
fires from anywhere on the battlefield; Weapon grants
a powerful element jet fire hose. Although a Drone
would be an interesting choice for a firefighter build,
Barbecue specifically never used one.
The Expert Focus lets characters use a Culture,
Science, or Technology Specialization in place of
Technology Skill Tests for Technician Perks. Fire
science is a real scientific field, but as it isn’t one
of the suggested Science Specializations in the
G.I. JOE Roleplaying Game core rulebook, GMs
might hesitate to allow it as Barbecue’s Field.
Science (Chemistry) could be used instead.

ESSENCE SCORES AND SKILLS


Strength 5: Athletics +d4, Brawn +d2, Might +d4
Speed 3: Driving +d4, Targeting +d2
Smarts 5: Alertness +d2, Science (Fire Sciences) +d6*
Social 3: Streetwise +d6
Strong and smart, Barbecue is highly effective
in surprising ways. The Technician’s Primary Tech
Perk and Expert Focus expand the use of his Fire
Sciences Specialization.
Targeting’s +d2 Rank is below average, but a
lucky roll and a well-positioned area of effect of a
Cold Element Jet means one Attack can hit up to
three targets. Technician gains a generous number
of Speed Essence Boosts, meaning it can increase
to a +d6 by 7th level.

SGT SLAUGHTER SOURCEBOOK 28


Streetwise as a flexible Social Skill shows what First Aid (2 Allegiance Points): Not only can
Barbecue learned navigating cities to get where Barbecue treat burns and smoke inhalation, but most
major injuries. All PCs heal 1 damage.
he’s needed and interacting with the public
both playfully and in crisis situations. Although Have A Blast (3 Allegiance Points): Without any
fires in sight, Barbecue can turn the pressure onto
it has limited application in the jungle, where
Cobra. All Threats in a combat suffer 1 Cold damage.
most Marauder missions take place, as the only
Marauder with ranks in Streetwise, when it comes

FOOTLOOSE
up, Barbecue can help.

GENERAL PERKS AND OTHER OPTIONS


As an all-star academic athlete in high school,
Acute Sense shows that Barbecue understands
Footloose had his pick of Ivy league colleges. If
chemicals, and that the wrong smell can be the
he wanted to take a more modest path, he could
first warning of a dangerous situation. Always Alert
choose from dozens of other scholarships and
makes up for his lack of ranks in Initiative, and the
job offers on the table. He eventually chose the
importance of awareness of one’s surroundings in
humblest route imaginable. He dropped out of
a fiery situation. Pack Mule lets him use Fireman’s
school before graduation and adopted a nomadic
Carry to get allies and innocents out of danger and
lifestyle. His personality changed completely as he
gives him room for cold grenades to fight fires or
traveled the country and eventually the world. Years
electromagnetic grenades to disable machines.
later, on an Italian boardwalk, he decided to return
Finally, Barbecue’s high Science skill means he
home and join the Army.
already handles many of the Marauder’s injuries, but
EMT Crash Source turns him from de facto medic No doubt, Slaughter’s Marauders benefits from a
into a dedicated medic. quintessential soldier on the team, but many Joes
were surprised when Sarge chose the strangest
BARBECUE AS A CONTACT infantryman for the team. It’s Footloose’s unique
outlook that put him at the top of Sgt Slaughter’s
SLAUGHTER’S MARAUDERS BARBECUE candidates. Sarge even put Footloose in charge
The life of the party when everything’s under in a few no-win scenarios because he knew if
control, Barbecue becomes a different person in anyone could squeeze them out of a tight spot, it
an emergency. He goes from casual and carefree was Footloose.
to focused and in control. He’s not like other Joes,
charging into battlefields with only an axe and a high-
pressure fire extinguisher, but “not like other Joes”
BUILDING FOOTLOOSE
applies to all of Slaughter’s Marauders. Below are some suggestions for creating Footloose
as a 1st-level PC.
Allegiance Points: 3

GAINING AS A CONTACT INFLUENCES


Blow Off Steam: Barbecue enjoys a fellow Joe that
Once A Marauder, Nomad (with Hang-Up): Footloose
can distract him from the pressures of the job. If managed to hitchhike from Indiana to Venice,
the PCs hang out with Barbecue between missions schmoozing his way across an ocean. He’s quite weird
and succeed at any combination of three DIF 10 when you meet him, but surprisingly insightful when
Culture, Science, or Streetwise Skill Tests, they gain you get to know him or catch him in his element,
Slaughter’s Marauders Barbecue as a permanent which Nomad’s Perk and Flaw both capture.
Contact they can call on once per mission.
Fellow Joe: The Joes never leave a teammate behind.
Once a Marauder adds the Slaughter’s Marauder
If this Contact is on the scene, the PCs can summon Faction at 1st level. Its 3rd and 11th Background
him for 1 round. Bonds were written with Footloose in mind.

CONTACT PERKS ORIGIN


Extinguish (1 Allegiance Point): Barbecue fights Soldier: An archetypal enlisted man, the Soldier
fires. Remove all fire hazards from a 20ft square area Origin fits Footloose to a tee.
(4×4 spaces, 8×2 spaces, or 16×1 spaces).

29 SGT SLAUGHTER SOURCEBOOK


Note that if you have a first printing of the G.I.
JOE Roleplaying Game core rulebook, the Soldier
Origin’s If It Shoots… Perk was updated to include
the following line at the end: “If another option
grants you training in all weapons, such as the
Infantry Role, you instead gain the Weapon Training
General Perk as your Soldier Origin Benefit.”

ROLE AND FOCUS


Infantry (Artillery): Although Low-Light is easily
the Marauder’s best shot, Footloose is the team’s
run-and-gun fighter. He deploys to the front line,
and uses whatever weapon handles the most
enemy targets. He prefers his M-16, but Footloose
carries an M72 LAW (Light Anti-armor Weapon)
with him for when he needs to kick back and bust
tanks. And when things get personal, he draws
his knife.

ESSENCE SCORES AND SKILLS


Strength 4: Athletics +d4, Might +d4
Speed 6: Infiltration +d4, Initiative +d2, Targeting +d6
Smarts 4: Culture +d6, Science +d2
Social 2: Persuasion +d4
As with most aspects of the Footloose build, his
skills are typical and fairly predictable. Other than
an above average Culture Rank that reflects his
experience traveling and a rank in Science to meet
the requirements to use the artillery lobber, he has
the most expected and utilitarian array of skills.

GENERAL PERKS AND OTHER OPTIONS


As Infantry with the Soldier Origin, Footloose gains
Weapon Training at 1st level. As a utility fighter, an
assault rifle, a close combat heavy blade, and some
element grenades give him a variety of effects and
alternate effects to choose from.
Virtually every combat-focused General Perk
that Footloose qualifies for works with his build.
However, Dodgy both benefits the mechanics
of the build and justifies his code name. When
building a PC, using thematic elements to choose
between equally valid mechanical choices not only
speeds up the process, it emphasizes the character
in “player character.”

FOOTLOOSE AS A CONTACT
SLAUGHTER’S MARAUDERS FOOTLOOSE
A laid-back attitude camouflages a radical thinker and
dedicated soldier. Between his athletic prowess and

SGT SLAUGHTER SOURCEBOOK 30


scholarly achievements, Footloose could have gone to the team. Sgt Slaughter values these skills, and
into any industry he wanted. After a journey of self- ensures that everyone else does too.
discovery, he chose the military, becoming one of the
U.S. army’s most unique soldiers.
BUILDING LOW-LIGHT
Allegiance Points: 3
Below are some suggestions for creating Low-Light
GAINING AS A CONTACT as a 1st-level PC.
Fellow Joe: The Joes never leave a teammate behind. INFLUENCES
If this Contact is on the scene, the PCs can summon
him for 1 round. Once A Marauder, Checkered Past (with
Hang-Up): Although the stereotype is that a difficult
Philosophize: Footloose spends his downtime
pondering the immensity of infinity and the intricacy upbringing leads to joining an organization like
of the human condition. If the PCs engage in casual Cobra or the Dreadnoks, heroes are just as likely to
contemplation with Footloose between missions and overcome a tough youth and do what they can to
succeed at any combination of two DIF 15 Alertness, help others in their situation.
Culture, or Streetwise Skill Tests, they gain Slaughter’s
Marauders Footloose as a permanent Contact they Once a Marauder adds the Slaughter’s Marauder
can call on once per mission. Faction at 1st level. Its 4th and 7th Background
Bonds were written with Low-Light in mind.
CONTACT PERKS
Blow Up (2 Allegiance Points): Footloose carries
ORIGIN
what many teammates consider a concerning number Civilian: Although Low-Light joined the army and
of explosives with him into battle, but he’s never became an instructor at Fort Benning gunnery school,
shown anything short of complete competency with
his path to joining G.I. Joe started when he was left
his grenades and rocket launcher. Up to three Threats
in a combat suffer 1 Sharp damage. alone in the dark to fend for himself as a youth.
Grass Master (3 Allegiance Points): Even if he ROLE AND FOCUS
didn’t wear camouflage from the leaves on his helmet
to the bottom of his boots, Footloose could completely Commando (Sniper): Without question, Low-Light
disappear in enough greenery. All PCs succeed at an excels when he’s looking through the scope of the
Infiltration or Survival Skill Test. most powerful long-range rifle he can get his hands
Provide Cover (1 Allegiance Point): An M-16 may be on. Although he’ll need to stay close to his targets
a dangerous weapon, but it’s also an effective shield. at 1st and 2nd level if he wants to gain the benefits
A PC gains a +2 bonus to Evasion until the end of the of Sneak Attack, by 3rd level he can Sneak Attack
next round. from the full range of his weapon.

ESSENCE SCORES AND SKILLS


LOW-LIGHT Strength 3: Brawn +d2, Conditioning I, Intimidation +d2
Speed 8: Infiltration +d6, Targeting (Sniper) +d8*
Like many children, Low-Light was afraid of the Smarts 3: Alertness +d6
dark as a boy. However, that phobia never really Social 2: Deception +d4
went away. This lead him to teach himself the ins
The most specialized of the Marauders, Low-Light
and outs of image intensifying technology, and
focuses on using infiltration to get into position to
now Low-Light holds several patents for the latest
catch a foe unawares and hit them with a highly
models of night vision gear. Tinkering with delicate
effective shot. Although his lack of Initiative might
equipment also taught Low-Light the value of
slow him down at 1st level, by 2nd level he can roll
patience, and he can sit still and quiet for long
Infiltration for Initiative, negating the need to spend
stretches of time. He gets along well with anyone
Skill Points in that area.
who can do the same.
Of his non-combat skill, Intimidation and
Low-Light takes point at night, keenly guiding
Deception let Low-Light contribute to social
Slaughter’s Marauders to objectives under blankets
scenes, and his Alertness is useful for investigation
of pure darkness. Even though Low-Light’s quiet
and avoiding traps and ambushes. Additionally,
nature may seem like callousness to others, this
the long-range rifle—the ideal Limited weapon for
ability is what makes him an unparalleled asset

31 SGT SLAUGHTER SOURCEBOOK


a low-level sniper—requires Alertness +d6 to use.
Although he doesn’t have any ranks in Finesse or
Might, making melee Attacks difficult, he needs
Brawn +d2 to meet the requirements to use long-
range automatic rifles and submachine guns, two
restricted weapons he’s Qualified to use.

GENERAL PERKS AND OTHER OPTIONS


Between the Slaughter’s Marauders Faction Perks
and the Civilian Origin, Low-Light gains two
General Perks at 1st level. Green makes up for his
narrow array of skills, letting him roll an unskilled
Skill Test three times per mission without a Snag.
For his legendary night vision, Acute Sense not
only justifies the characterization, it pairs with the
Commando’s Friend of Darkness Role Perk. At 8th
level, he can take Split Focus to gain the Infiltrator
Focus’ Night Eyes Perk for even greater natural
night vision.

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.

SGT SLAUGHTER SOURCEBOOK 32


Sniper (3 Allegiance Points): Low-Light can shoot a another First Responder adds more variety to the
black cat from 1,000 feet away on the winter solstice. ranks than another Soldier.
One Threat in a combat suffers 2 Sharp damage and
gains the Frightened condition until the end of the next ROLE AND FOCUS
round, treating the PCs as the source of their fear.
Renegade (Door-Kicker): Ranger (Beastmaster)
may be the fastest way to gain an animal pet, but

MUTT AND it’s not Mutt’s style. Dogs are urban creatures. And
Renegades, like Mutt, fight by letting loose. With

JUNKYARD his MAC-11 and night stick, the Door-Kicker Focus


perfectly matches Mutt’s fighting style.
Animal Handler Mutt and his rottweiler attack But Mutt without Junkyard isn’t like Snake Eyes
dog companion Junkyard bring out the best in without TImber or Spirit without Freedom. As a K-9
each other. Mutt gets along better with dogs than Officer, Mutt not only works with dogs, he partners
humans; he’s as likely to bite anyone he sees as with one. Fortunately, the Slaughter’s Marauders
a threat as Junkyard. But when he brought one of Faction provides a General Perk, allowing Mutt to
his childhood dogs to obedience school, he saw take Animal Pet at 1st level.
techniques for ignoring impulses and focusing
energy that made sense to him. He not only ESSENCE SCORES AND SKILLS
learned how to train his other dogs to obey his Strength 6: Athletics +d4, Intimidation
commands, he understood how to control his +d4, Might +d4
own behavior. Speed 2: Targeting +d4
Mutt was the only Marauder candidate that Hawk Smarts 3: Alertness +d2, Technology +d4
questioned including. Even G.I. Joe’s brigadier Social 5: Animal Handling (Dogs) +d8*
general knew Mutt’s reputation for battlefield When a Renegade like Mutt fights with Reckless
brutality and worried his temper could compromise Abandon, he gains ↑2 on Might Skill Tests. That
a mission. Sgt Slaughter disagreed. Mutt lets his turns Mutt’s +d4 in Athletics, Intimidation, and
rage out in controlled bursts. But it’s always there. Might into +d8, giving him some of the highest
Few Joes know the level of discipline Mutt displays combat skills out of all the Marauders at 1st level.
when he looks calm. Technology may seem like an unusual skill
for Mutt. While Mutt’s never been known for
BUILDING MUTT his engineering skills, Slaughter’s Marauders
Below are some suggestions for creating Mutt as a needs someone who can get a faulty tank engine
1st-level PC. working. As every other Marauder is more qualified
INFLUENCES to either drive or serve as gunner on the team’s
tanks, the upkeep falls to Mutt.
Once A Marauder: Once a Marauder adds the
Slaughter’s Marauder Faction at 1st level. Its 9th Mutt’s most important skill is Animal Handling.
Background Bond was written with Mutt in mind. By investing 5 Skill Points into it (four Ranks
and a Specialization), Junkyard increases any
ORIGIN combination of his Essence Scores a total of 5
First Responder: Police and the U.S. Army both times, and gains 5 Animal Perks.
have K-9 units, so Mutt could have either the First GENERAL PERKS AND OTHER OPTIONS
Responder or Soldier Origin equally. However,
because the Renegade Role’s weapon training The Animal Pet Perk grants Mutt a Standard
gives him submachine gun Qualification, he gets animal pet at 1st level, thanks to the Slaughter’s
fewer benefits from the Soldier’s If It Shoots… Perk Marauders Faction Perk. By 8th level, he can take
than the First Responder’s Skilled Under Pressure it the maximum three times, turning Junkyard into
Perk. That, and Slaughter’s Marauders includes two a Restricted animal pet. From there, Mutt can start
other builds with the Soldier Origin already (and looking at General Perks to improve his own abilities.
could have included a third with Low-Light), so

33 SGT SLAUGHTER SOURCEBOOK


MUTT AND JUNKYARD
AS A CONTACT
SLAUGHTER’S MARAUDERS MUTT & JUNKYARD
Even though Mutt gets to hang out at The Pit and on
missions with his best friend, he still needs allies.
Allegiance Points: 3

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

SGT SLAUGHTER SOURCEBOOK 34


Joes he ever served with. Sarge made it clear that if
anything happened to him on a mission, Spirit takes
over. The only Marauder surprised by this was Spirit
himself. After a lifetime of overcoming limitations, one
of the only things Spirit can’t handle is a compliment.

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.

ROLE AND FOCUS


Officer (Battlefield Psychologist): Though he began
his military career as a soldier and sniper, Spirit
soon came to lead a squad of air commandos. His
learned that patience and attention to detail were
his greatest tools to outwit enemy forces.
Modern interpretations of Spirit focus on his
sniping skills. This build focuses more on his ability
to understand how the mind works and how to plan
ahead. Spirit can be represented as either an officer
or commando, but Marauder teammate Low-Light is
only ever shown to be a sniper.

ESSENCE SCORES AND SKILLS


Strength 2: Conditioning I, Might +d2
Speed 3: Initiative +d2, Targeting +d4
Smarts 5: Alertness +d4, Culture (Psychology) +d4*
Social 6: Animal Handling +d4, Deception +d2,
Persuasion +d6

35 SGT SLAUGHTER SOURCEBOOK


Spirit’s Social outpaces his other skills, and he
can use those points to continue to increase his THE RENEGADES
There comes a time when even the Joes must resort
Animal Handling, Deception, and Persuasion,
possibly even taking a Specialization at later levels. to unconventional tactics. The Renegades are G.I.
He’ll need to increase his Alertness at the first Joe’s answer to offensive bullying. They’re willing
chance to be able to effectively use a sniper rifle, to take on missions the Joes might deem out of
but until then a regular rifle works fine. character. Outside of doing what Sgt Slaughter
orders, The Renegades don’t answer to anyone
Although his combat skills max out at +d4, the
but themselves. They don’t officially exist. This lets
Speed boosts he gains from his role allows him to
them function with very little restraint. But if they
continue to increase his Targeting quickly.
are compromised, they’re on their own.
Where Officers fall behind is Strength, but this
Essence Score isn’t vital to his build.
NEW CONTACTS
GENERAL PERKS AND OTHER OPTIONS The Renegades don’t make friends easily, but they can
Speaking of animals, the free General Perk granted be incredibly useful to anyone who wins their trust.
by the Slaughter’s Marauders Faction allows Spirit
take Animal Pet and gain his pet eagle Freedom.
LT. FALCON
As a Green Beret who got too comfortable operating
independently, when Falcon joined the Joes, his
SPIRIT AS A CONTACT attitude got in the way of his ability to be the best he
could be. As an officer among ruffians, his gold-plated
SLAUGHTER’S MARAUDERS SPIRIT privilege stands out. Sgt Slaughter doesn’t care about
Spirit earned his contemplative stoicism. He gained the color of the stripes on his collar, he wants to bring
wisdom through experiencing an underprivileged the snake-biter out of this rawhide.
upbringing, and knowledge from academic study in the
Allegiance Points: 3
field of psychology. Combined, he’s one of the most
intelligent, rounded minds on the team.
GAINING AS A CONTACT
Allegiance Points: 3
Fellow Renegade: The first lesson Sgt Slaughter
drives home is that they’re a team. If this Contact is
GAINING AS A CONTACT on the scene, the PCs can summon him for 1 round.
Fellow Joe: The Joes never leave a teammate behind.
Flattery: Falcon’s a fan of compliments, but kind
If this Contact is on the scene, the PCs can summon
words are in short supply at the Slaughterhouse,
him for 1 round.
especially at the bottom of the pecking order. If
Mutual Respect: Some Joes show they respect each the PCs spend some time highlighting Falcon’s
other by joking about their flaws. Spirit shows respect qualities between missions and succeed at two DIF
by engaging with his fellow Joes on a personal and 15 Alertness, Culture, Deception, or Persuasion Skill
intellectual level and appreciates others who do the Tests, they gain Falcon as a permanent Contact they
same. If the PCs talk with or listen to Spirit during can call on once per mission.
downtime between missions and succeed at a DIF 20
Alertness, Culture, or Persuasion Skill Test, they gain CONTACT PERKS
Slaughter’s Marauders Spirit as a permanent Contact
Leadership Material (2 Allegiance Points): What
they can call on once per mission.
frustrates the top brass about Falcon’s insubordination
is the wasted potential of a future squad leader. The
CONTACT PERKS PCs gain an Edge on Social-based Skill Tests for the
Safe Route (2 Allegiance Points): Spirit checks duration of a non-combat scene.
the path for dangers, and clears those that he finds.
Linguist (1 Allegiance Point): Green Beret training
The PCs succeed at an Alertness or Animal Handling
includes extensive language fluency courses. The PCs
Skill Test.
become fluent in a language for the duration of a non-
Sniper (3 Allegiance Points): Spirit’s attention to combat scene.
detail makes him one of the best shots on the team.
Secondary Medic (1 Allegiance Point): Falcon has
One Threat in a combat suffers 3 Sharp damage.
many hidden talents. A PC heals 1 damage.
Stress Relief (1 Allegiance Point): Spirit recognizes
that stress leads to impulsiveness and errors, and
addresses the first signs of it. A PC heals 1 damage.

SGT SLAUGHTER SOURCEBOOK 36


MERCER
An ex-Cobra Viper who saw the light, Mercer is valued
for the intelligence he can offer on Cobra operations.
However, the fear that he could be a triple agent
overshadows everything he does in G.I. Joe. Some
Joes vocally disagree with him joining G.I. Joe proper,
and only trust him on The Renegades because Sgt
Slaughter tells them to.
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.
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.

37 SGT SLAUGHTER SOURCEBOOK


NEW THREAT
Wary: Red Dog doesn’t trust others easily. If the PCs
spend some time between missions proving to Red Dog
that they have his back and succeed at a DIF 20 Culture,
The following new Threat is an ideal final boss for
Persuasion, or Streetwise Skill Test, they gain Red Dog as
a permanent Contact they can call on once per mission. a Cobra campaign but can use used for high-level
combat in an Essence20 game.
CONTACT PERKS
Let Him Go (3 Allegiance Points): Nothing disrupts
SGT SLAUGHTER
an enemy unit like unleashing Red Dog on them. All THREAT LEVEL: 23
Threats in a combat suffer 1 Blunt damage.
SIZE: Common HEALTH: 23
Professional Athlete (1 Allegiance Point): Red Dog’s MOVEMENT: 40ft Ground
workout routine emphasizes achieving short bursts
of athletic greatness. A PC gains ↑1 on an Athletics STRENGTH: 20 SPEED: 12
Skill Test. SMARTS: 10 SOCIAL: 10
Stunt Man (2 Allegiance Points): Between getting TOUGHNESS: 30 EVASION: 22
booted from pro football and joining The Renegades, WILLPOWER: 20 CLEVERNESS: 20
Red Dog briefly worked as a B-movie stunt man. The Sgt Slaughter is an impressive figure, standing 6-1/2
PCs gain an Edge on Strength-based Skill Tests for the feet tall and weighing in at 300 pounds of physical
duration of a non-combat scene. fitness. The few Joes the Sarge doesn’t tower over
physically, he overshadows with the biggest attitude
TAURUS on the team. G.I. Joe’s special drill instructor doesn’t
Not many circus acrobats come to G.I. Joe’s attention. expect his recruits to do anything he couldn’t do. That
But then, not many circus acrobats moonlight as might sound reasonable, except a lot of recruits think
INTERPOL spies and dabble in explosives. While the Sgt Slaughter expects the impossible. Sarge says it’s
other Renegades need to prove they can be trusted all in keeping with what General Hawk always says:
despite being defectors, foul-ups, or selfish, Taurus G.I. Joe’s job is to do the impossible and make it look
needs to prove he can be relied on despite having a easy. It’s Sgt Slaughter’s job is to make that happen.
few loose bats in his big top.
SKILLS
Allegiance Points: 3
• Alertness (Situational Awareness) +d6*
GAINING AS A CONTACT • Athletics (Wrestling) +d8*
• Brawn +d6
Fellow Renegade: The first lesson Sgt Slaughter
• Culture +d6
drives home is that they’re a team. If this Contact is
• Driving +d6
on the scene, the PCs can summon him for 1 round.
• Infiltration +d6
Joker: Taurus has a strange sense of humor. If the • Initiative +d6
PCs spend some time between missions making • Intimidation (Drill Instructor) +d12*
Taurus laugh and succeed at three DIF 10 Performance • Might (Swagger Stick) +d8*
Skill Tests, they gain Taurus as a permanent Contact
• Performance +d4
they can call on once per mission.
• Persuasion +d8
• Streetwise +d8
CONTACT PERKS • Survival +d6
Astonishing Feats of Strength (1 Allegiance Point): • Targeting +d6
Taurus’ favorite trick is breaking two-by-fours over his
head. A PC succeeds at a Brawn Skill Test. • Languages: English, Greek, Ancient Greek

Circus Acrobat (2 Allegiance Points): Taurus has PERKS


the build of a lion, but the agility of a gazelle. The
PCs gain an Edge on Speed-based Skill Tests for the Experienced Wrestler: After Sgt Slaughter drags
duration of a non-combat scene. his enemies through the dirt, he pins them for good
measure. Sgt Slaughter doesn’t suffer Downshifts for
Stars Say… (1 Allegiance Point): Like the astronomy using the Maneuver alternate effect of melee weapons.
sign he’s named after, Taurus believes the answers Additionally, Sgt Slaughter uses Athletics instead
are in the stars. A PC gains an Edge on a Skill Test of Might or Finesse when making unarmed combat
before the end of the next round. Attacks, and applies his Wrestling specialization.
Hard Corps: The Marines made Sarge the soldier he
is today. Once per combat, he can ignore the effects of
one enemy Attack until the end of the scene.

SGT SLAUGHTER SOURCEBOOK 38


Military Whistle: In case Sgt Slaughter didn’t make
himself clear barking orders with his foghorn voice, he
makes himself heard with a blast of his brass whistle.
Sgt Slaughter can issue commands at twice the
normal distance. He can use Perks based on verbal
instructions even on characters he doesn’t share a
language with and animals without suffering a Snag.

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

39 SGT SLAUGHTER SOURCEBOOK

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