- House Rules
- Damage & H.P.
- PC Creation
- Martial Art Styles
- Special Feats
- Equipment list
- HDC Gear
- Heroes KIA/MIA
- Villains Defeated
House Rules
These are some house rules for the upcoming Spycraft(1st ed)/M&M game (2nd ed).
1. Non-powered Human Defense Corps agents will be power level 5. They will also have access to free gear for missions.
2. Feats from Spycraft and M&M. Various other d20 games might be allowed as there is a lot of them out there. Please ask first.
3. House rule: Parrying. We'll be using parry defense for melee attacks. It will be equal to 1/2 melee attack bonus and 1/2 dodge/defense bonus plus any feats that help blocking/parrying.
4. We will be using Vitality/Wounds and toughness save.
5. Character abilities modifiers will stack for attack and defense (exceeding PL limits).
6. Combine Budget and Gadget points for your Equipment point total to get extra gear per mission.
7. Will be using Action points from Spycraft normally and each character will have 1 Hero point per mission.
When characters are created they gain Vitality from their Spycraft levels (Max. 1st level, Roll for 2nd or take average) like normal.
Gaining more Vitality; you can buy the Spycraft class level gaining what hit points they give Or when you spend 15 power points you gain 1d8+Con modifier in hit points.
Damage Values
Rank 0: 1d3
Rank 1: 1d4
Rank 2: 1d6
Rank 3: 1d8
Rank 4: 2d8
Rank 5: 3d8
Rank 6: 4d8
Rank 7: 5d8
Rank 8: 6d8
Rank 9: 7d8
Rank 10: 8d8
Rank X: (X-2)d8
Tracking Damage (Toughness save)
Saving Throw | Normal Effect |
Succeeds | No Effect |
Fails | Bruised/Injured |
Fails by 5 or more | Stunned + Bruised |
Fails by 10 or more | Staggered + Stunned |
Fails by 15 or more | Unconscious+Wound damage |
(Characters with Impervious Toughness do not suffer this bruised/injured penalties up to their Impervious rank)
Rules for death, unconsciousness and other conditions are per rules of Spycraft. If the condition isn't in Spycraft, then refer to M&M.
Character Creation
First; you make a level 2 Spycraft (1st ed) character like normal with Spycraft rules. (28 but points & Department)
After that; you will have 45 power points (3 power levels) to spend using M&M 2nd edition up to power level 4 maximums.
You can use power points to buy anything from M&M but also Spycraft levels and feats. Class levels cost of 10 power points and feats cost the same as from M&M.
There are cross class skills cost. So when using M&M rules; it takes 2 ranks to have 1 full rank in a cross class skill. Your cross class skill list if based on your Spyrcraft classes.
Max. starting ability scores is 20.
AIKIDO
Aikido is a Japanese martial art school founded by Sensei Morihei
Uyeshiba in the 1920s. It is the epitome of a “soft” martial arts
style, strongly focusing on “flowing” with an attack and using the
attacker’s momentum against him. Aikido emphasizes throws and
evading attacks, along with a few holds for “guiding” an attacker to
the ground.
Feats: Defensive Attack, Dodge Focus, Evasion, Grappling block,
Grappling Finesse, Improved Grapple, Improved Pin, Improved Throw,
Improved Trip, Uncanny Dodge
BOXING
Called “the sweet science” by some, modern boxing is a fairly brutal
and direct fighting style involving powerful punches and evasive
footwork, usually close in with an opponent. Feinting is a common
skill, used to get an opponent to lower his guard for a devastating
attack.
Skills: Bluff. Sense Motive
Feats: All-out Attack, Attack Focus (melee), Defensive Attack, Elusive
Target, Improved Block, Power Attack, Takedown Attack.
CAPOEIRA
The national martial art of Brazil, capoeira originated with ritual
dancing among African slaves. When these slaves rebelled, they
developed an unarmed fighting style and disguised it as folk dancing.
Capoeira involves many handstand moves, allowing practitioners
to use it while their hands were bound or chained. It’s usually practiced
to music like a dance form.
Skills: Acrobatics, Performance (dance)
Feats: Acrobatic Bluff, Dodge Focus, Improved Critical (Capoeira), Improved
Trip, Power Attack, Prone Fighting, Sweeping strike
ESCRIMA
This Philippine stick-fighting style typically uses a pair of short batons,
but is also practiced with a balisong knife or unarmed (and may
include either as a weapon element at the GM’s discretion). It focuses
on deflecting or blocking attacks and fast strikes to the body.
Feats: Accurate Attack, Defensive Attack, Improved Block, Improved
Disarm, Improved Pin, Power Attack, Quick Draw, Stunning
Attack
FENCING
“Fencing” is used here to describe western sword-fighting styles in
general. Traditional fencing uses a slim, slight sword like a foil, but
characters in M&M can fence with whatever sort of sword the GM
approves. Fencing focuses on speed, with a combination of defensive
blocks and offensive strikes and thrusts, along with feints to
fake-out your opponent. The more “swashbuckling” style of fencing
also involves Acrobatics and Acrobatic Bluff.
Skills: Sleight of Hand
Feats: Accurate Attack, Attack Focus (melee), Defensive Attack,
Improved Block, Improved Disarm, Improved Initiative, Power
Attack, Taunt
JUDO
This style, also known as judo, grew out of a number of Japanese
fighting styles over hundreds of years, and spread to the western
world in the 19th and 20th centuries. Its primary techniques focus
on throws and holds to put an opponent on the ground and keep
him there. There are hundreds of modern sub-styles teaching variant
techniques, allowing you to justify including most unarmed combat
feats in it.
Feats: Accurate Attack, Defensive Attack, Defensive throw, Improved Disarm,
Improved Grab, Improved Pin, Improved Trip, Stunning Attack
KARATE
Karate originated on the Okinawa Islands. When Japanese conquerors
forbade the natives from carrying weapons, they focused on
this style of unarmed combat. Karate incorporated various farming
tools that could be discretely carried as weapons, including the staff,
nunchaku (threshing flail), kama (sickle), rope or chain, and tonfa
(mill-wheel handle). Modern karate tends to focus on unarmed techniques.
It spread widely to the west after American soldiers learned
it in Japan after World War II. Karate is a “hard” style focusing on
powerful punches and kicks. A karate teacher is called sensei and
the practice hall or school is a dojo.
Feats: All-out Attack, Attack Focus (melee), Improved Block,
Improved Disarm, Instant Up, Power Attack, Stunning Attack
KRAV MAGA
Krav Maga developed about 40 years ago for use by the Israeli
Defense Forces (and later Israeli police and Mossad intelligence
agents). It’s a highly practical style borrowing moves from many different
fighting styles and focused entirely on quickly and efficiently
disabling an opponent. It lacks the “forms” of other fighting styles,
since it’s intended solely for fighting, not for show. This fighting style
can be used for other modern, constructed styles taught to commandos
and military personnel.
Feats: All-out Attack, Dodge Focus, Follow-up strike, Improved Block,
Improved Disarm, Improved Grapple, Improved Trip, Power Attack,
Stunning attack
KUNG FU
Kung fu means, essentially, “hard work” or “great skill.” It is the common
name of an ancient Chinese style of martial arts dating back
a thousand years or more. It’s most famously associated with the
Shaolin Temple, where it was taught beginning in the sixth century
AD. It spread to the west with Chinese immigration in the 1800s,
but did not become popular among westerners until the mid-1900s.
There are hundreds of kung fu variants and styles, many based on
the movements of animals (Crane, Dragon, Leopard, Mantis, Monkey,
Snake, and Tiger, to name some). A kung fu teacher is called a sifu
and the practice hall is called a kwoon.
Skills: Concentration
Feats: Defensive Attack, Improved Block, Improved Critical, Improved
Sunder, Improved Trip, Instant Up, Power Attack, Startle
MUAY THAI
Also known as Thai kickboxing, Muay Thai is a brutal fighting style
of kicks, knee- and elbow-strikes, and punches. It relies on blocks for
defense and has no holds or throws, the intention being to beat an
opponent to a pulp as quickly as possible.
Feats: All-out Attack, Improved Block, Improved Critical, Power
Attack, Stunning Attack, Takedown Attack, Unbalancing strike
NINJUTSU
Not a “fighting style” per se, ninjutsu is associated with Japanese
ninja and similar stealthy assassins. The ninja fighting style is technically
called taijutsu, but the style here assumes the broad range of
“ninja” training. It does not include whatever superhuman capabilities
the GM wishes to grant ninja; those are better acquired as powers.
Skills: Acrobatics, Climb, Stealth
Feats: Blind-Fight, Chokehold, Dodge Focus, Evasion, Hide in Plain
Sight, Sneak Attack, Startle, Stunning Attack, Takedown Attack
SUMO
Sumo wrestling is a Japanese martial art, usually practiced by large,
heavy fighters. The object of a match is to push the opponent out
of the fighting ring or pin him down within the ring. Sumo matches
tend to be short, but involve a great deal of lengthy ritual. Unlike
most Asian martial arts, sumo focuses heavily on strength and size.
Feats: Crushing pin, Improved Grab, Improved Grapple, Improved Pin,
Improved Trip, Power Attack, Stunning Attack, Tough
TAE KWAN DO
The name of this Korean martial art means “the way of kicking and
punching.” It’s a forceful fighting style, widely taught in schools throughout
the world. As its name implies, tae kwan do relies on both powerful
strikes and various types of kicks, including side and flying kicks.
Feats: All-out Attack, Defensive Roll, Improved Block, Power Attack,
Takedown Attack, Unbalancing strike
WRESTLING
Wrestling includes numerous grappling techniques, ranging from
Greco-Roman style to modern televised wrestling matches (which
may involve more uses of Perform than fighting feats).
Feats: Chokehold, Crushing pin, Improved Disarm, Improved Grab, Improved Pin,
Power Attack, Tough, Weapon Bind
Aggressive Counter [You have surprise attack after countering a power]
(Attack) Flurry (+) [Take -2 and increase your damage by +1 for every 5 points above your target's defense]
Break the Style (+) [Gain a bonus to Defense or Attack against a martial artist]
Bullet Time (+) [Gain extra actions when surging]
Combat Leader [You and allies in 50ft radius get +4 bonus on Initiative rolls]
Combat Reaction (+) [Use a particular action as a reaction to a specific trigger]
Conspiracy Theorist (+) [Make a free, unrelated skill check on a natural 20 in certain skill checks]
Counterattack [Gain an attack of opportunity against an opponent that misses you in melee]
Crushing Pin [Inflict grapple damage on any target you have pinned]
Cunning Fighter [Use Attack Bonus instead of Bluff to Feint in combat]
Deadeye [Aim as a move action]
Dedication [+4 on Will saves and Sense Motive checks when your allegiance is questioned]
Deep Ties (+) [Gain extra hero points when faced with an emotionally important situation]
Defensive Strike [+4 on next attack against opponent that misses you in melee]
Defensive Throw [Trip an opponent that misses you in melee]
Dirty Fighting [+1 damage in close quarters with cover or concealment]
Distracting Looks (+) [Your looks give you a bonus or impose a penalty on people attracted to you]
Dogfighter [Use Pilot check to avoid an attack]
Eagle Eyes [Vision Range Increment 100ft]
Evasive Retreat [Move when an attack misses you]
First Strike [+2 damage against flat-footed opponents]
Follow-up Attack [Attack again a foe you knockback]
Follow-up Strike [Follow up a critical hit with a free attack action]
Grappling Block [Free grapple attempt after successful unarmed melee block]
Improved Mental Grapple [+2 bonus on mental grapple checks]
Improved Ranged Disarm [No penalties to ranged disarm attempts]
Improved Toughness [+5 hit points; can be taken multiple times]
Improved Trick [Bluff as a move action without penalty]
Improvised Weapons (+) [+1 damage per rank with improvised weapons]
Interface [+4 bonus to a skill that requires tools when you use them]
Last Stand [Use Extra Effort to ignore all damage penalties for one round]
Lionheart [+4 bonus against Fear and related effects]
Low Profile (+) [Skill checks to gain info on your suffer a penalty]
Martial Artist [Treat unarmed attacks as armed]
Martial Strike (+) [+1 unarmed damage per rank]
Mechanical Genius [+4 bonus to Craft and Disable Device checks with a chosen technology]
Monkey Climber [Use Acrobatics instead of Climb skill when climbing steep inclines]
Ninja Run (+) [Run for longer and ignore difficult terrain]
Online Research [Use Computers instead of Gather Information when looking for information]
Passing Attack [Keep moving after a charge]
Precise Strike [Your melee attacks ignore any cover that is less than total]
Rallying Cry [Spend a hero point to allow new Will save for allies against mental effects]
Rapid Fire (+) [Attack with two ranged weapons at once]
Rhythm of Combat [You are aware of how combat is going for allies and foes]
Rope Burster [Use Strength for Escape Artist checks]
Rousing Speech (+) [Use a specific interaction skill to give a bonus to an ally for one round]
Sense Murderous Intent [Use Sense Motive instead of Notice pinpoint hostile targets]
Slap Silly (+) [Interrupt a grapple attempt with a well placed slap!]
Speed of Thought [Use Int modified instead of Dex modifier for initiative checks]
Steadfast [+4 bonus on attempts to trip]
Sweeping Strike [Combine a successful uarmed attack with a free trip attack]
Swift [You can run at Speed rank 1]
Talented (+) [+2 to two skills]
Tough (+) [+1 to Toughness saving throws]
Twin Weapon Strike [Attack with two weapons at once]
Two-Weapon Mastery (+) [+1 Damage per rank when using weapons in both hands]
Unbalancing Strike [Remove an opponent's dodge bonus with a melee attack]
Up the Wall [Use Acrobatics instead of Climb skill to scale certain inclines]
Well-Known (+) [People you meet make an automatic Gather Information check to recognize you]
Withstand Damage [Reduce dodge bonus to increase Toughness bonus]
Zen Strike [Use your Wisdom instead of your Strength for melee damage]
ELECTRONICS:
Camera (Tiny [1ep])
Cell Phone, Standard (Diminutive [1ep])
iPhone (Phone, Camera, PDA, Video Camera; Diminutive [3ep])
Commlink (Miniscule [1ep])
Desktop Computer (Large [1ep])
Masterwork Desktop Computer (Large [2ep])
Laptop (Medium [1ep])
PDA (Tiny [1ep])
Digital Audio Recorder (Tiny [1ep])
Video Camera (Small [2ep])
GPS Receiver (Tiny [1ep])
Hologram Cube (Small [5ep])
CRIMINAL/SURVEILLANCE GEAR:
Caltrops (Small [1ep])
Handcuffs (Tiny [1ep])
Lock Release Gun (Tiny [1ep])
Lockpick Kit (Tiny [1ep])
Masterwork Lockpick Kit (Tiny [2ep])
Binoculars (Tiny [1ep])
Concealable Microphone (Miniscule [1ep])
Mini-Tracer (Miniscule [1ep])
Night Vision Goggles (Small [1ep])
Parabolic Microphone (Small [1ep])
Geiger Counter (Medium [1ep])
Radio Scrambler (Obscure 3 [Radio], Small [3ep])
SURVIVAL GEAR:
Camo Clothing (Medium [1ep])
Cold Weather Clothing (Medium [1ep])
Earplugs (Miniscule [1ep])
Flashlight (Tiny [1ep])
Flash Goggles (Tiny [1ep])
Gas Mask (Small [1ep])
Multi-Tool (Tiny [1ep])
Rebreather (Tiny [1ep])
SCUBA Gear (Large [1ep])
First Aid Kit (+2 Medicine [First Aid], Medium [1ep])
Medical Kit (+2 Medicine, Medium [1ep]))
Tool Kit (+2 Craft [Mechanical/Structural], Medium [2ep])
Masterwork Tool Kit (Medium [3ep])
Arsonist's Kit (+2 Demolitions [Fires], Medium [2ep])
Burglar's Kit (+2 Disable Device/Climb, Medium [1ep])
Cleaner's Kit (+2 Investigate Cleaning, Medium [1ep])
Computer Kit (+2 Computers, Medium [1ep])
Demolitions Kit (+2 Demolitions [Explosives], Medium [1ep])
Disguise Kit (Reduce Disguise time, Medium [1ep])
Electronics Kit (+2 Craft [Electronics], Medium [1ep])
Investigator's Kit (+2 Investigate, Medium [1ep])
Repair Kit (+2 Craft [Mechanical], Medium [1ep])
Survival Kit (+2 Survival, Medium [1ep])
HAZMAT Suit (Medium [1ep])
MOLLE Vest (+5 Carrying Strength [EQ only], Medium [1ep])
Parachute (Slow Fall 1 [1ep])
Signal Flare (Small [1ep])
Flight Suit (+2 Pilot sharp turns, Medium [2ep])
SWORDS:
Bastard Sword (Slashing Strike 4, PF: Mighty, Improved Critical, Drawback: Inaccurate with one hand; Medium [6ep])
Claymore (Slashing Strike 3, PF: Mighty, Improved Critical, +1 to block; Medium [6ep])
Cutlass (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep])
Great Scimitar (Slashing Strike 4, PF: Mighty, Improved Critical x2; Medium [7ep])
Greatsword (Slashing Strike 5, PF: Mighty, Improved Critical; Large [7ep])
Longsword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep])
Ninjato (Slashing Strike 2, PF: Mighty, Improved Critical, Multi-Purpose Tool; Small [5ep])
Rapier (Piercing Strike 2, PF: Mighty, Improved Critical x2; Medium [5ep])
Saber (Slashing Strike 2, PF: Mighty, Improved Critical; Medium [4ep])
Scimitar (Slashing Strike 2, PF: Mighty, Improved Critical x2; Medium [5ep])
Short Sword (Slashing Strike 2, PF: Mighty, Improved Critical; Small [4ep])
Sword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep])
Machete (Slashing Strike 3, PF: Mighty; Medium [4ep])
Katana (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep])
KNIVES:
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [4ep])
Kris Knife (Piercing Strike 1, PF: Mighty, Improved Critical x2, Thrown; Small [5ep])
Kurkis (Piercing Strike 1, PF: Mighty, Improved Critical x2, Thrown; Small [5ep])
Emei Piercers (Piercing Strike 1, PF: Mighty, Improved Critical x2, Thrown; Small [5ep])
Sai (Piercing Strike 1, PF: Mighty, Improved Critical, Improved Disarm x2, Thrown; 10 ft range, Small [5ep])
Punching Dagger (Piercing Strike 1, PF: Mighty; Tiny [2ep])
AXES:
Handaxe (Slashing Strike 1, PF: Mighty; Small [2ep])
Throwing Axe (Slashing Strike 1, PF: Mighty, Thrown; Small [3ep])
Battleaxe (Slashing Strike 3, PF: Mighty; Medium [4ep])
Greataxe (Slashing Strike 5, PF: Mighty, Extended Reach; Large [7ep])
HAMMERS:
Warhammer (Bludgeoning Strike 3, PF: Mighty, Thrown; 10 ft, Medium [5ep])
Great Hammer (Bludgeoning Strike 5, PF: Mighty, Extended Reach; Large [7ep])
Maul (Bludgeoning Strike 4, PF: Mighty, Extended Reach, +2 Trip, +2 Sunder, Restricted [12 Str +]; Large [7ep])
OTHERS:
Tonfa (Bludgeoning Strike 1, PF: Mighty; Medium [2ep])
Mere Club (Bludgeoning Strike 2, PF: Improved Critical, Mighty; Medium [4ep])
Flail (Bludgeoning Strike 2, PF: Mighty, Extended Reach [10ft.], +2 Trip, +2 Disarm; Medium [6ep])
Great Flail (Bludgeoning Strike 4, PF: Mighty, Extended Reach [15ft.], +2 Trip, +2 Disarm; Large [8ep])
Chain (Bludgeoning Strike 2, PF: Mighty, Extended Reach [10ft.], Trip; Medium [7ep])
Sheng Bao (Meteor Hammer; Bludeoning Damage 2, PF: Mighty, +4 to keep hidden, Double Weapon, 20ft reach; Medium
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [3ep])
San Jie Gun (Bludgeoning Strike 2, PF: Mighty, +2 Feints, -4 Target's Block roll, Double Weapon; Large [8ep])
War Fan (Slashing [Open]/Piercing [Closed] Strike 2, PF: Mighty, +2 Feint or +1 Dodge, +4 to keep hidden; Small [7ep])
Quarterstaff (Bludgeoning Strike 2, PF: Extended Reach, Mighty; Large [4ep])
Escrima Sticks (Bludgeoning Strike 2, PF: Improved Block, Mighty, Split Attack [5ep])
Halberd (Piercing Strike 3, PF: Mighty, Extended Reach; Large [5ep])
Scythe (Slashing Strike 3, PF: Mighty, Extended Reach, +2 Trip; Large [6ep])
Chainsaw (Slashing Strike 6; Large [6ep])
BOWS:
Shortbow (Piercing Blast 2, PF: Mighty; 60 ft range, Large [7ep])
Longbow (Piercing Blast 3, PF: Mighty; 100 ft range, Large [10ep])
Composite Bow
Heavy Crossbow (Piercing Blast 3, PF: Improved Critical; 120ft range, Medium [10ep])
Light Crossbow (Piercing Blast 2, PF: Improved Critical; 80ft range, Medium [8ep])
OTHER RANGED:
Chakram (Slashing Blast 2, PF: Mighty; 30ft range, Small [6ep])
Sling (Bludgeoning Blast 2, PF: Mighty; 20ft range, Small [3ep])
Javelin (Piercing Strike 2, PF: Mighty, Thrown, Extended Range x3; 80ft range, Medium [7ep])
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [3ep])
Boomerang (Bludgeoning Blast 2, PF: Mighty; 20ft range, Medium [6ep])
PISTOLS:
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep])
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep])
Mini Holdout Pistol (Ballistic Blast 2, PF: Subtle; 20 ft range, Diminuitive [5ep])
Holdout Pistol (Ballistic Blast 3; 30 ft range, Tiny [6ep])
Light Machine Pistol (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [12ep])
Heavy Machine Pistol (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep])
Glock Pistol (Ballistic Blast 4, Feature: Disguised, Flaw: Assembly Required; 40 ft range, Small [6ep])
Glock Pistol (Ballistic Blast 4, Feature: Disguised; 40 ft range, Small [9ep])
RIFLES:
Mini-Submachine Gun (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [12ep])
Submachine Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep])
Assault Rifle (Ballistic Blast 6, Extra: Auto-Fire; 60 ft range, Large [18ep])
7.62mm (M60) Machine Gun (Ballistic Blast 7, Extra: Auto-Fire; 60 ft range, Large [21ep])
.50-caliber Machine Gun (Ballistic Blast 8, Extra: Auto-Fire; 80 ft range, Large [24ep])
Hunting Rifle (Ballistic Blast 6; 60 ft range, Large [12ep])
Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [17ep])
Pump Shotgun (Buckshot Ballistic Blast 6; PF: Accurate, Drawback: Weakness [1/2 damage against targets with any increase in natural Toughness Save; 40ft range, Large [13ep])
Pump Shotgun (Solid Shell Ballistic Blast 6; 50ft range, Large [14ep])
Sawed Off Shotgun (Buckshot Ballistic Blast 6; PF: Accurate, Drawback: Weakness [1/2 damage against targets with any increase in natural Toughness Save; 10ft range, Medium [13ep])
Sawed-off Shotgun (Solid Shell Ballistic Blast 6; +1 to hit, 40ft range, Medium [14ep])
EXPLOSIVES:
Fragmentation Grenades (Ballistic Blast 6, Extra: Explosion, Range 60 ft [18ep])
Tear Gas Grenades (Dazzle 4 [Visual], LP: Nauseate 4, Extra: Explosion [28ep])
Exploding Cufflink (Ballistic Blast 2, Extra: Explosion, PF: Disguised, Range 20ft [7ep])
Silence Grenades (Obscure 4 [Auditory], Range 40ft [4ep])
Sleep Gas Pellet (Sleep 3, Extra: Range, Explosion, Range 30ft [12ep])
Flash Bang Grenade (Dazzle 4 [Visual and Auditory, Extra: Area Burst, Range 40ft [16ep])
Sleep Gas Grenade (Fatigue 4, Extra: Cloud Area, Range 40ft [16ep])
Smoke Grenade (Obscure 2 [Visual], Range 20ft [4ep])
Dynamite (Ballistic Blast 5, Extra: Explosion, Range 50ft [15ep])
Plastic Explosive (Ballistic Blast 10, Extra: Explosion, Range 100ft [30ep])
HEAVY ORDINANCE:
RPG (Ballistic Blast 8, Extra: Explosion 4; Range 70ft, Large [20ep])
Flamethrower (Fire Blast 6, Extra: Line Area, Range 25ft Large [12ep])
Heavy Flamethrower (Fire Blast 8, Extra: Line Area, Range 30ft, Large [16ep])
Grenade Launcher (Ballistic Blast 5, Extra: Explosion, Range 70ft, Large [15ep])
SAM Launcher (Ballistic Blast 8, Extra: Explosion 2, Range 2500ft, Large [22ep])
LAW Rocket (Ballistic Blast 10, Extra: Explosion 2, Range 150ft, Large [22ep])
SEGMENTED BODY ARMOUR (Free) This body armour includes a number of rigid ceramic-backed Kevlar plates, which will normally deflect gunfire from common assault rifles (such as 7.62mmR or 5.56mm) without significant trauma for the trooper. I would assume that there is compact gas mask stored in a pouch somewhere on the webbing.
Heavy Assault Rifle (Free) Those weapons are usually called pulse rifles, but that may be because they are reminiscent of the assault rifles in the movie Aliens rather than an official designation. They seem to have an ample magazine, and each trooper presumably carries about five extra clips. There is a special brace on the stock which makes firing the weapon one-handed quite viable with proper training. Though large, those weapons are fairly light (likely using special polymers rather than typical gunsmithing alloys) and about as short as your typical bulpup assault rifle, making them excellent close-quarters weapons. During the operation in Hell, some of the troops were using ordinary (though recent) M4 assault carbines, hinting that there are not enough pulse rifles yet to outfit a full deployment.
Tactical Headset Radio (Free)
Night Vision Goggles (Free) The Goggles do not hamper the use of other military optics such as rifle sights, binoculars, etc. This night vision gear was used early on, but turned out to be a major liability since some hostiles do not give off any body heat. Though it’s not stated, it seems that the HDC troops switched to passive light amplification goggles (presumably with flash filters). I would *assume* that doctrine calls for one or two men per squad to still use the Thermal Vision ones (in particular to spot lightly-concealed life forms, shape-changers, etc.), and possibly for some volunteers not to use any vision-amplification equipment (to counter hostiles which do not register on technological sensors.)
Colt M1911 variant (Free) This weapon is purely intended as a last-recourse, personal defence weapon. Most troopers carry an extra clip for it, though, since supposedly last-recourse weapons always end up being employed at some point.
Large Serrated Knife (Optional) Though practically never used in combat, those have definite utility. While in an infernal dimension, the troops also used OSP swords to conserve ammo against slow and clumsy hostiles.
Personal GPS (Free) There are apparently several versions of this ; one was seen built into the forearm plating of an EXOSKELETON, since constant access to maps was necessary during that campaign. The GPS includes a beacon that can be picked by radar, in order to locate soldiers in the field. This even worked underground, using powerful X-radar arrays - though some areas remained blind spots due to their geology.
PITON GUNS (Optional) Big rifles shooting a heavy-duty piton trailing as much climbing rope as needed. The rifle is powerful enough to firmly embed the piton into solid granite at fifty meters
Batman
Black Canary
Green Arrow
Black Lightning
Cyborg
Dr. Fate
Donna Troy
Fire
Flash
Green Lanter (Hal)
Hawkman
Hawk girl
Kid Flash
Kilowag
Nightwing
Raven
Supergirl
Superman
Arkillo
Bizarro
Brianiac
Clayface
Joker
Professor Zoom
Red Hood