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Execute, Execute, Execute!: Now Includes More FBI Stat Cards. by Andrew Ruef

This document summarizes the rules for a tabletop roleplaying game where players take on the roles of FBI hostage rescue agents or terrorists. The objective for the FBI is to rescue hostages while the terrorists aim to kill the agents or achieve their demands. Players move their characters around maps, firing weapons, picking locks, and disarming bombs using dice rolls and stats for skills, evasion, vitality and more. The game involves set up, surveillance, planning, and combat phases to play out rescue missions.

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Tom Black
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0% found this document useful (0 votes)
101 views7 pages

Execute, Execute, Execute!: Now Includes More FBI Stat Cards. by Andrew Ruef

This document summarizes the rules for a tabletop roleplaying game where players take on the roles of FBI hostage rescue agents or terrorists. The objective for the FBI is to rescue hostages while the terrorists aim to kill the agents or achieve their demands. Players move their characters around maps, firing weapons, picking locks, and disarming bombs using dice rolls and stats for skills, evasion, vitality and more. The game involves set up, surveillance, planning, and combat phases to play out rescue missions.

Uploaded by

Tom Black
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Execute, execute, execute!

V 1.1
An FBI Hostage Rescue Unit game
Now includes more FBI stat cards.
By Andrew Ruef

The point of the game


The point of this game is to rescue hostages and kill terrorists with automatic weapons.
One side is the Terrorists, and the other side is the FBI’s Hostage Rescue unit. Each
person can control up to 3 people in a fire team, and they use the same map to control
them in the Action phase. The map can be anything from a blueprint to an actual model.
The objective of the Terrorists is to get their demands met, or kill the FBI Hostage
Rescue guys, forcing the FBI to back down. The point for the FBI is to free the hostages.
The hostages follow the team.

Movement
Each team member and terrorist have a stats card that has a movement rating on it, this is
the number of movement points they have to spend per turn. It costs 1 point to move into
any adjacent space, and 2 points to move up and down stairs. A single player can control
up to 3 people.

Firing
Each person has a rating with firearms, this is also displayed on their stat card, and this
number ranges from 1 to 10 and represents their firing skill. Each person also has an
Evasion Value that runs from 1 to 8, this represents their ability to dodge bullets. The
three weapons are the pistol, which uses a D6, a submachine gun, which uses a D8, and a
sniper rifle, which uses a D10. For an attack, you take the targets Evasion Value, multiply
it by 2, subtract your firearms value, and that is the number or above that which you must
roll.

Example: Sam is firing his submachine gun at Matt. Sam has a firearm rating of 8, and
Matt has an evasion value of 6. Do this equation: 6*2-8=4. Sam rolls a 7 on his
submachine guns D8, so he deals 2 VD points to Matt.

Being shot
A pistol does 1 point of vitality damage (VD), a submachine gun does 2 VD, and a sniper
rifle does 3 VD. For each point of VD done, subtract all skill ratings by 2. When there is
only 1 vitality point left, the subject is incapacitated, and lays on the floor unable to
move. When all vitality points are gone, the person is dead.

Example: Josh has 3 vitality points. While guarding the hostages, Fred shot him with his
submachine gun. Josh has no armor, and a submachine gun does 2 VD, so Josh is
incapacitated, badly wounded. Fred only has to shoot him again to kill him.
Picking Locks & other stuff
To pick locks, deactivate security, shut down cameras, kill power, you follow these steps.
Each piece of equipment has a skill level. Take that skill level, multiply it by 2, and
subtract it by the person’s skill level. You must roll this number or higher on a D12.

Example: Will is trying to pick through a level 7 lock, and his skill is 5 in electronics. So
do this equation: 7*2-5=9. Will must roll a 9 or higher to pick the lock.

Body armor
Armor comes in 3 layers, I, II, and III. The level number determines what amount of VD
gets through it. Level 2 armor can block 2 points of damage, but only once in the same
turn. If 2 people shoot it twice with submachine guns, 2 points of VD get through.

Example: Arnold is standing guard at the front door wearing a Level 3 vest. Terry shoots
him with his sniper rifle, which does 3 VD. Arnold’s Vest protects against these rounds,
but the same turn, Greg shoots him with his submachine gun. Since Arnold’s vest has
already absorbed 3 points of VD that turn, he takes 2 VD.

Bombs
Sometimes the terrorists leave bombs. They decide if they control the detonation, or if it
explodes after a number of turns. To disable a bomb, team members take the bombs skill
level, multiply it by two and subtract their own skill level. They have to roll that number
or greater on a D6. If the number is above 6 or you do not roll that number, the bomb
explodes. It does 10 vitality damage to everyone in a 50 square radius. Oops.

Example: Ken’s team has battled their way past the terrorists, but they left a nasty
surprise, C-4 left in an office. It will explode in 2 turns unless Ken disarms it. Its skill
rating is 6 (its well built) and Ken's electronics rating is 9 (he’s a demolitions expert). Do
this equation: 6*2-9=3 Ken has to roll a 3 or above on a D6. He rolls a 3. Whew.

Grenades
Each person has a skill in grenades, and grenades have an automatic skill of 5. When they
want to throw a grenade, they add 1 to its skill for every 5 spaces they want to throw it
(up to 15). Grenades deliver 4 VD and use D8, and have a blast radius of 3 spaces. If you
miss the roll, the grenade overshoots by how many you under rolled.

Example: Jim is throwing a grenade at a terrorist 11 spaces away. His grenade skill is 8,
so do this equation: 5*2-8+3=5. Jim must roll a 5 or above on his D8. He rolls a 4, so
his grenade lands right next to the terrorist instead of on him. Lets hope he has some
armor or he’s gonna be hurting!

Surveillance
When the FBI arrives, they set up the surveillance equipment. To determine the success
of this setup, roll a D12 and compare to the following table.
1-4:Terrorist team tells you nothing about the placement of their people
5-6:Terrorist team tells you the location of 2 terrorists
7-9:Terrorist team tells you the location of 5 terrorists and most hostages
10-12:Terrorist team tell you the location of everyone.

Example: Henry is rolling for surveillance. He rolls an 8, so Pat has to tell him the
location of 5 out of 10 of his terrorists and 6 out of 8 of his hostages.

Game Sequencing
When the game starts, follow these steps.
1.Pick map
2.Terrorists set-up
3.FBI Surveillance rolls
3a.Optional-Negotiations. May negotiate with terrorists.
3b Optional-Planing phase. Plan you action using the floor plan & terrorist info.
4.Insertion & combat

Combat Sequencing
1.Roll for initiative
2.Grenades
3.Lockpicking
4.Movement
5.Firing

FBI stat cards


Assault

Harry Lars
Movement-7
Firearms-8
Grenades-6
Electronics-4
Evasion Value-6
Vitality-4
Gary Ballanger
Movement-8
Firearms-9
Gremades-7
Electronics-2
Evasion Value-8
Vitality-5

Matt Timmerman
Movement-7
Firearms-8
Grenades-6
Electronics-4
Evasion Value-7
Vitality-3

Zach Dante
Movement-9
Firearms-10
Grenades-8
Electronics-7
Evasion Value-7
Vitality-4

Joseph Gerterwich
Movement-7
Firearms-7
Grenades-9
Elecronics-10
Evasion Value-6
Vitality-4

Matambe Mutumbe
Movement-9
Firearms-7
Grenades-2
Electronics-4
Evasion Value-7
Vitality-5

Walt Tohmas
Movement-10
Firearms-8
Grenades-4
Electronics-7
Evasion Value-7
Vitality-4

Billy Boyd
Movement-8
Firearms-9
Grenades-6
Electronics-5
Evasion Value-8
Vitality-3

Jack Cotson
Movement-9
Firearms-7
Grenades-3
Electronics-2
Evasion Value-6
Vitality-4

Demolitions & Electronics

Walter Hunter
Movement-7
Firearms-6
Grenades-10
Electronics-10
Evasion value-5
Vitality-4

Derik Gotam
Movement-6
Firearms-5
Grenades-9
Electronics-10
Evasion Value-6
Vitality-5

Hostage stat cards


Male Hostage
Movement-6
Firearms-2
Grenades-1
Electronics-1
Evasion value-4
Vitality-2

Female Hostage
Movement-5
Firearms-1
Grenades-1
Electronics-1
Evasion Value-3
Vitality-2

Pregnant Hostage
Movement-4
Firearms-1
Grenades-1
Electronics-1
Evasion Value-2
Vitality-2

Boy Hostage
Movement-7
Firearms-1
Grenades-1
Electronics-1
Evasion Value-5
Vitality-2

Girl Hostage
Movement-6
Firearms-1
Grenades-1
Electronics-1
Evasion value-3
Vitality-2

Terrorist Stat Cards


Make your own terrorists, (or FBI agents, or hostages) by taking 25 points and
distributing them around the stats. For hostages use 10 points. This keeps me from
coming up with the 20 or so cards necessary for the Terrorists.

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