Task Force Reaper
Task Force Reaper (TFR) is the codename for NATOs answer to the newly uncovered supernatural threat. Where AGIHO is old school, maintaining traditional methods of combating the occult, TFR is new school, using cold science partnered with advanced technology. What they lack in decades of experience and mystic lore, they make up for with sheer firepower and experimental technologies. Their soldiers are drawn from the most elite military organisations such as: the SAS, Navy SEALS, GSG-9, Army Rangers, Joint Task Force 1 and others. Their purpose: extermination.
TFR was assembled not long ago. This is due to the fact that AGIHO, despite its decline, have kept the modern world blissfully ignorant of the supernatural. However, with surveillance technology reaching new heights, it was only a matter of time until the wider world started to notice what lurked in the darkness of the night. Into the heart of the darkness they send their Reapers, who drag hidden abominations out into the light where they are terminated, bagged, tagged and dissected back at HQ.
The problem with this excessive military doctrine and the almost impetuous efficiency with which TFR pursues the duty of its office, it brings itself into conflict with the ideals of AGIHO. Set in their ways (and arguably justified in doing so), AGIHO agents tend to look disdainfully upon the unsubtle methods used by their new-age counterpart. Although their goals tend to align, AGIHO agents follow a careful procedure in their investigations, relying on ages of experience to prey upon the weaknesses of their foes. The up-front, no-nonsense methods of TFR are effective, but ultimately threaten to publicize the private war against the supernatural, particularly due to the sheer number of governments who, although skeptical, are actively funding and watching for the results of this new division. If AGIHO are to maintain the blanket secrecy of the occult that they have worked decades to maintain, then they can allow no evidence of the supernatural to be taken back to NATOs laboratories. Instead they have no choice but to try and reclaim such things, to be safely sealed away in their vaults.
ReapersReapers have an initial stat base as shown below. Only the finest fighting machines are inducted into the Task Force, so the base statline is far above that of a typical human.
WS: 4
BS: 4
S: 3
T: 3
W: 4
I: 3
A: 2
WP: 8
Reapers have 6 stat points to spend. (compared to a base human, equivalent of +14 extra stat points in total)
The maximum stats for a Reaper are as follows:
WS: 8
BS: 8
S: 5
T: 4
W: 6
I: 6
A: 4
WP: 10
Armour (0-1 choices)
- Camo Gear: 6+ armour save, however the adaptive fabric combined with a Reaper's extensive training grants them an modifiable 5+ cover save at all times if they do not move. This improves to a 3+ cover save if they are prone as well. Even heat-based vision barely makes a difference, as the under-suit is specially insulated and designed to avoid detection. However, in melee, only the armour save is used. In trials, it was tested against different predators and even birds of prey, fooling a majority of them. However, the suit does not prevent detection by scent... as one unfortunate test subject discovered. Regardless, this Camo Gear was cleared for use by TFR.
- Combat armour: 4+ armour save.
- Light armour with integrated wingsuit: 5+ armour save, but can deploy a wingsuit to allow the user to 'glide' from high places and land safely.
Weaponry (0-3 choices, maximum of 2 two-handed weapons of which no more than 1 can be heavy OR choose Extra Gear options, see below)
One-handedPistol - range (short) strength (4) AP (4) (pistol)
Autopistol - range (short) strength (3) AP (4) (assault 3)
Wrist-blade - extendable, single-edged sword blade that leaves the user's hand free. Due to its serrated edge and expert craftsmanship, it is AP 4.
Combat Blade - a finely-balanced weapon that provides +1 Attack due to the Reaper delivering numerous quick slashes. It has an AP of 5.
Wrist-mounted GL - a bulky wrist weapon that launches compact grenades. Range (medium) strength (6) AP (3) (assault 1, blast radius of 5 meters, one-shot only before reload at base is required)
Two-handed weapons Combat Shotgun - range (very short) strength (6) AP (5) (assault 2)
.50 Sniper Rifle - range (very long) strength (8) AP (2) (heavy 1)
Designated Marksman Rifle (DMR) - range (long) strength (5) AP (4) (heavy 2)
Rifle - range (long) strength (5) AP (5) (rapid-fire, shoot only short range when moving but can fire twice stationary)
Personal Defense Weapon (PDW) - range (short) Strength (3) AP (5) (assault 4)
Submachine gun - range (medium) strength (4) AP (5) (assault 2)
Machine Gun - range (medium) strength (6) AP (4) (heavy 3)
Ultraviolet Projection Cannon (UPC) - a heavy piece of equipment, this weapon sends an extremely concentrated beam of UV light towards a target area. However due to its weight it is difficult to aim, resulting in a -2 penalty to fire. It has no effect on humans.
- range (short) strength (0/10 against vampires) AP (N/A or 2 against Vampires) (Heavy 1)
Spinethrower: a bulky, cylindrical weapon with a rotating centre holding no less than six electrified titanium harpoons, it is TFR's answer to Werewolves. This weapon is difficult to master due to its weight and relatively slow projectile speed, and as such users suffer from -2 to hit with it.
- range (short) strength (9) AP (6) (Heavy 2)
Extra Gear (One free choice and may take up to three additional choices; one for every weapon option the Reaper sacrifices)
- Jump Jets: a number of special booster jets attached to the outside of a Reaper's armour. Not powerful enough for actual flight, they do however allow for rapid redeployment. They provide a 5+ dodge save, and allow the Reaper to 'jump' over small obstacles such as cars instead of moving normally. If a 1 is rolled on the dodge save, the thrusters have been hit and can no longer be used until repaired at base. They can also be used to make a special charge, in which case the Reaper gains +2 strength that round but -2 attacks, to a minimum on 1, to represent the fact they have only a single, powerful strike as they are propelled towards the enemy.
- Cryo Grenades: these grenades aren't very damaging, but if they successfully hit the target, no armour saves are allowed (only dodge saves). The target is then 'stuck' as ice freezes up their limbs for one round automatically. They may not move and suffer -2 WS and BS, unless they pass a strength test on 2d6 at the start of the round. Otherwise, the effect wears off at the end of the round. When taken, a Reaper receives only three Cryo Grenades, due to the difficulty of their construction.
- Xenoform-Tracker: tracks non-human lifeforms only. This one-handed device reveals all Werewolves or Vampires within 50 meters, however it cycles every 10 seconds (every 2 combat rounds) as it re-acquires their life signals. Useful for hunting down the enemy or testing whether someone is non-human, but it has its limitations.
- Emergency Revival Stimm (ERS): a last resort, when a Reaper is reduced to 0 wounds, they can choose to use this. A d6 is rolled and on a 1-2 they are incapacitated as normal. On a 3-5 they are returned with one wound. On a 6 they are returned to normal with D3+1 wounds restored, but -3 Strength and Toughness for the next six rounds as the Stimm works overtime but begins to overwhelm the body with chemicals. Taking this grants three doses.
- Red-dot laser sight: attachable to any one ranged weapon permanently, this provides +1 BS with that weapon, but also makes the wielder easily noticeable, especially in the dark.
- Infra-red Goggles: when worn, allow the user to see all heat signatures. However, Vampires barely register due to their unnatural biology, and are essentially invisible to the wearer.
- Tracking Dart: a compact, wrist-mounted launcher. Requires a BS test at -1 to hit. If successful, no damage is dealt but the target is tagged and can be tracked via GPS. It is micro-sized so it won't be noticed in the heat of battle, but afterwards could be discovered and destroyed easily if the tagged target finds safety and realises it's there.
- UV Combat Flashlight: attachable to any two-handed ranged weapon (except the UPC). If shooting at a vampire and a hit is scored, the vampire is one step easier to wound. E.g. If the vampire wound normally be wounded on a 6+, it is instead wounded on a 5+, as the UV light burns the flesh.
Experimental Equipment (0-1 options)
- Powered Exoskeleton: kept in storage for most of the time, due to its impractical bulkiness and limited battery life of only 4 hours before it must be recharged. When worn, this armour provides the user with a flat strength of 8 and gives them a 2+ armour save. However due to the added size, anyone attempting to hit them (at range or in melee) gets +1 to their roll. When this option is selected, the Reaper will also have the suitable equipment to store, recharge and maintain their Exoskeleton in their hideout. Beware cunning enemies locating and destroying this equipment, however, as it is impossible to take it with you all the time (for obvious reasons). Finally, it is impossible to swim while wearing the Exoskeleton, and if it is still worn with a dead battery then the Reaper is trapped and immobile until someone activates the hidden manual release on their back.
- Integrated bionic HUD: the Reaper's eyes have been replaced with experimental synthetic eyes, which appear completely organic but in truth provide many inhuman abilities. Primarily it provides a tactical HUD, allowing the Hunter to re-roll any failed rolls to hit with ranged weaponry. Furthermore it makes them immune to flash-bangs (and anything with a similar effect) and also grants them functional night vision. However, up close and personal the response time of the user is slightly decreased, and they suffer -1 attack to their profile (to a minimum of 1).
- Adapted Adrenal Gland: modifications have been made to the adrenal gland, speeding up the reaction time of the Reaper significantly. As well as making them more alert and grants substantial stamina when their body is put under stress, it also grants +2 attacks to the Reaper's statline. Unfortunately the modifications can make the gland unstable and the Reaper's body works overtime to compensate. As well as generally eating substantially more than the average person, if a Reaper with this choice does not sleep or eat at all in 24 hours they suffer -1 to all of their stats.
- Bio-enhancement: through a series of different and physically demanding alterations, the Reaper has been augmented to greatly heighten their pain threshold and durability. Everything from 6-months of brutal conditioning, hypno-therapy and incredibly expensive and rare nanotech in their bloodstream, has resulted in them being able to take absurd amounts of damage and still be able to fight. However, these procedures can make them unstable, both physically and mentally. Whenever the Reaper takes a wound, a dice is rolled; on a 1-4 the wound is taken normally, but on a 5-6 it is entirely ignored. However, the adverse affects of the Bio-enhancement is that the Reaper suffers -2 Toughness as their body struggles to adapt. (Though this can easily be negated by spending spare stat points to make the most of this choice)
- Psy-shield: this small but surprisingly heavy device grants a 50% chance of negating the effects of any
ranged attack magic used against the Reaper, by detecting anomalous energy and absorbing it harmlessly. However this technology is extremely unreliable and only functions as intended occasionally, due to the difficulty of quantifying the effects of what rumours call 'magic' scientifically.
- Sonic Rifle: this esoteric rifle has the ability to fire in several modes. Its stun setting blasts anything man-sized back several meters (potentially off of buildings etc), while its kill setting not only has the blast back effect but is far more powerful.
Sonic Rifle (lethal setting): range (short) strength (6) AP (1) (assault 3)
Battle Drone - disguised as a bulky suitcase until needed, this robot is activated via controls disguised as a digital watch. It will fight for the Reaper with the following profile until it is destroyed. A Reaper may start with three of these, but can only control one at any given time. A Drone with at least 1 wound remaining can be repaired in several hours and restored to full functionality. Any spare Drones can also be set onto a default sentry mode, making them excellent guards for your hideout. Their relatively small size also allows them to climb inside vents (etc) or they can perform remote surveillance while masquerading as a harmless briefcase, recording and relaying audio but not video.
WS: 3
BS: 3
S: 5
T: 5
W: 4
I: 3
A: 3
WP: N/A
Sv: 4+
Equipment: combat armour, wrist-blade and pistol
Reapers may have two NPCs, representing their logistical backup on the ground. These personnel always have at least some degree of military training and actual combat experience, however nowhere near on the same level as the Reapers themselves. They have the following profile:
WS: 3
BS: 3
S: 3
T: 3
W: 2
I: 3
A: 1
WP: 6
May spend four additional stat points.
Equipment: light armour, any 1 weapon and any 1 piece of extra gear