Karl’s Squad (RMRS)

Karl and his squadron recently joined the Anarch0-Syndicalist Adventurers Guild from the Prussian Empire, and as such, they are the only completely Prussian squad within ASAG (for now). They are all trained as Rapid Motorised Reaction Squad specialists, and all prefer quads over motorbikes or trikes. They are also trained in the use of most half-tracked vehicles, should ASAG ever purchase any.

Karl

Wilhelm

Friedrich

Heinrich

Franz


Evie’s Squad (RMRS)

Evie

Evie is unkempt, unshaven, and a bit of a speed freak. He is also the best thing you have seen on two wheels. Evie is often tanked up on coffee, and is terrible at getting up in the mornings.

Evie now heads up the first Rapid Motorised Reaction Squad.

Natalia

Natalia recently got hired by the Anarcho-Syndicalist Adventurers Guild on the recommendation of Evie. His colleagues are unsure whether it was because of her coffee, or because of her ability with explosives. Natalia, for her part, keeps quiet about this. She has her eye on Evie – now if only he would shower a bit more often…

Yvonne

Yvonne is not one to be underestimated at all – smart, sassy, and very very tough. She has been on the saddle of bikes, trikes and quads since she was knee-high to a halfling, and there isn’t a Steel Horse that she cannot handle.

Smith Senior

Smith Senior is Grunge Smith’s father, a curmudgeonly old explorer who still has plenty of life left within him.

Ian

Ian is a hot-headed young punk who seems to think that his trike is a mobile weapons platform. After strapping an M1919 to the back few would now argue with his insistence that it is.


Changes to the World of Pekab

As you may have noticed, some articles have been ‘disappearing’ from the front page. This is because I am moving certain things into pages for ease of navigation within the site.

You will find that both “Pekab” (world information articles) and “Organisations” are nested pages, with links to articles where appropriate, while “Bestiary” and “Homebrew” are a single page with links to the relevant articles. This two-tier system might seem illogical at first, but it makes perfect sense once you get used to it.

I should have done this from the beginning, but I had no idea how big it was likely to get.


Basildon Bond’s Spy Briefcase

Base cost: 2 CP PLUS usual costs for whatever you put in it.

It has to be something that a minifig will reasonably be able to carry in his or her hands – no vehicles allowed. Just general weapons and small handheld items.

Use: 4

Searching the case for a specific item that the player has put into the case and paid the CP for is a whole action. The minifig spends a whole action searching the case for a specific named item.

1 – critical failure: The case breaks and all the contents are spilled around it in a 2″ radius. The case is FUBAR, and anyone nearby may pick up items as they are on the ground and free for the taking. This includes minifigs of opposing players if they are close enough.

2-3 – failure: The minifig fails to find what they are looking for. Better luck next turn.

4+ – success: The minifig finds what they are looking for and can equip themselves with it, ready for their next turn.

Critical Success [natural 6 on a d6, natural 8 on a d8, natural 10 on a d10, etc]: The item is found so rapidly that it does not take up an action and the minifig can use it immediately as if they already had it in their hands.

A minifig with a “Basildon Bond’s Spy Briefcase” can also put any hand-sized objects they come across into the case. Retrieving them again is done through the usual dice roll.

Size limits: Anything that is listed in the rules as a standard weapon or piece of equipment in the “Mighty Minifig” section of the rules can be put into the case. Anything that is made through the creation rules. including larger weapons, are considered too big to put into the case.

In theory one can have a whole arsenal within the case of standard weapons, armour, and other bits of assorted equipment. Tardis Theory is in play here, within the limitations set out above.


Sharp Shooter

Base Cost: 6CP

Skill: 1d8
Move: 5″
Armour: 4

Specialities: Measured Shot.

When using a standard rifle with a fitted scope, the Sharp Shooter can add 50% effective range to a standard rifle so long as the minifig does not move that turn. Otherwise, the Sharp Shooter will get the standard range out of the rifle if they move on the same turn as firing.

Scopes cost 2CP each, and cannot be swapped between weapons in game.


The Mediks – Malcolm and Mandy

Malcolm

Malcolm flunked medikal school, but who cares, right? It’s not as if the minifigs have that much chance of survival anyhow…

Mandy

Partnered with Malcolm, she is the opium to his open-heart surgery.


Jean the Mechanik

Jean is a happy-go-lucky chain-smoking union guy who somehow found himself in the employ of the Anarcho-Syndicalist Adventurers Guild without even realising it. One day he was doing the occasional repair for them, the next he was setting up a workshop within their compound somewhere in Blighty. The fact that the Mafia had burned his last place down kind of consolidated things for him a bit.


Chaingun Faeries

Chaingun Faeries are rare mythological creatures found all over Pekab (on the rare occasions that they are found, that is) that always come in threes – there is a rule about Faeries always coming in threes (see Disney’s Sleeping Beauty for an example of this). Two will always have bright green transparent chainguns while the third, acting as squad leader, will have a pink wand which strangely can either fire a short burst of energy or be welded like a short blade (acting as both a pistol and a knife, essentially). Some have been hired by various Secret Police forces in the countries of Ekk for riot control (they don’t mess around there).


Richardo’s Squad

Richardo

Richardo recently joined the Anarcho-Syndicalist Adventurers Guild after spending some time leading his own small band of adventurers. They were moderately successful, but decided that they’d fair far better as part of a larger Guild, so Richardo brought his band into ASAG as a new squad.

Richardo is not a man to suffer fools gladly, and his rather tough squad is a reflection of his less tolerable character. To be quite honest about him and his squad, they only just stay on the right side of the law and morality.

Viktoria

Viktoria hails from one of the coldest regions of Nord, where Vodka is drunk just to keep warm and alcoholism is considered a normal side-effect of life. She started her career as a soldier for the Tsar’s Royal Infantry, and soon specialised as a Sharp Shooter. When the Principality of Rusk was overthrown in a popular revolution, led by the charismatic Alexander Lemon, she soon found that officers of the old guard were no longer welcome in the former principality.

For several years she hired herself out as a hired gun, spending her free time in various bars of a dubious nature, before finding herself hired permanently by Richardo, just as they were negotiating terms with the Anarcho-Syndicalist Adventurers Guild.

Unknown to Anne Casey, Viktoria has quite a thing for the cowgirl.

Von Braun

Von Braun is the heavy of the squad. For a Prussian he is very quiet about his past, and this might lead some to believe that there are things in his past he does not want to talk about. But then, he doesn’t want to talk about anything much at all…

Juan

Juan speaks very little English, but it doesn’t mean he doesn’t understand it. He just doesn’t speak it all that often.

Caesar

Don’t let Caesar’s cute Blighty accent fool you. He’s a cold blooded killer.


Clint’s Squad

Clint

Clint is a hardened veteran of gun fights and adventuring alike. He takes no prisoners, either way…

Miriam

Miriam is the long-suffering partner of Grunge Smith and mother of The Kid, and chooses to work in Clint’s squad just to keep out of their way as much as is possible in such a tight-knit Guild.

Tex

He shoots big guns and is painfully polite around ladies.

Helena

A fiercely independent lady with an explosive attitude. Not one to be trifled with.

Holmes

Some say that Holmes is as blind as a bat. This isn’t fair on bats – they have better vision. When the chips are down, Holmes still manages to fire in the correct general direction, though…


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