AVAILABLE FOR HIRE: APEX TACTICAL SOLUTIONS
:dart: [AVAILABLE FOR HIRE: APEX TACTICAL SOLUTIONS] :dart:
When superhuman problems require human solutions
Standard Threat Response Element (4-6 Operators)
Rate: [CONTACT FOR PRICING]
Duration: Mission-dependent
Availability: Global deployment capable
Equipment Profile Per Operator:
Arachnofiber tactical armor with enhanced ceramic plating
HK416 w/KAC suppressor + M203 launcher capability
FN FNX-45 Tactical (suppressed)
XM-78 Advanced Combat Goggles (thermal/NV/limited X-ray)
Multi-spectrum tactical grenades
Full breaching and demo kit
Operational Capabilities:
✓ Superhuman threat neutralization
✓ High-value target extraction/elimination
✓ Asset denial operations
✓ Perimeter security and counter-infiltration
✓ Urban warfare specialists
✓ Advanced electronic warfare suite
Proven track record vs powered threats
Strict operational security
Full logistics and intelligence support
No questions asked, no traces left
"Powers don't make them bulletproof. Training makes you bulletproof."
Initial consultation required
50% deposit on contract acceptance
Full operational discretion guaranteed
Multiple payment methods accepted
:lock: Contact [REDACTED] for rates and availability
:warning: All communications strictly confidential
:globe_with_meridians: Global deployment within 24 hours
Note: ATS reserves the right to refuse contracts that conflict with existing operational parameters. No refunds on deployment.
#TacticalSolutions #PrivateContractor #Professionals
Alternate Identity: Apex Tactical Solutions Mercenary
STR: 15 (5 points) [Roll: 12-]
DEX: 12 (4 points) [Roll: 11-]
CON: 15 (5 points) [Roll: 12-]
INT: 11 (1 point) [Roll: 11-]
EGO: 11 (1 point) [Roll: 11-]
PRE: 12 (2 points) [Roll: 11-]
Secondary Characteristics
Total Characteristics Cost: 58 points
Lift: 200kg (END Cost: 1)
Running: 16m (Combat) / 32m (Noncombat)
Swimming: 4m (Combat) / 8m (Noncombat)
Horizontal Leap: 4m (Combat) / 8m (Noncombat)
Vertical Leap: 2m (Combat) / 4m (Noncombat)
Block: ½ Phase, +0 OCV, +0 DCV, Block, abort
Brace: 0 Phase, +2 OCV, ½ DCV, +2 OCV vs R. Mod.
Disarm: ½ Phase, -2 OCV, +0 DCV, Disarm, STR v. STR
Dodge: ½ Phase, — OCV, +3 DCV, Abort, vs. all attacks
Grab: ½ Phase, -1 OCV, -2 DCV, Grab 2 limbs
Grab By: ½ Phase†, -3 OCV, -4 DCV, Move & Grab; +(v/10) to STR
Haymaker: ½ Phase*, +0 OCV, -5 DCV, +4 DCs to attack
Move By: ½ Phase†, -2 OCV, -2 DCV, STR/2 + v/10; you take 1/3
Move Through: ½ Phase†, -v/10 OCV, -3 DCV, STR + v/6; you take ½ or full
Multiple Attack: 1 Phase, var OCV, ½ DCV, Attack multiple times
Set: 1 Phase, +1 OCV, +0 DCV, Ranged attacks only
Shove: ½ Phase, -1 OCV, -1 DCV, Push 1m per 5 STR
Strike: ½ Phase, +0 OCV, +0 DCV, STR or weapon
Throw: ½ Phase, +0 OCV, +0 DCV, Throw w/ STR dmg
Trip: ½ Phase, -1 OCV, -2 DCV, Knock target Prone
Akido Throw: ½ Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
Boxing Cross: ½ Phase, +0 OCV, +2 DCV, 5d6 Strike
Choke: ½ Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
Escape: ½ Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
Hold: ½ Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
Judo Disarm: ½ Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
Karate "Chop": ½ Phase, -2 OCV, +0 DCV, HKA 2d6 +1
Kung Fu Block: ½ Phase, +2 OCV, +2 DCV, Block, Abort
Disarm: ½ Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
SKILLS, PERKS, & TALENTS (142 Total Cost)
General Everyman Skills (Generous)
Climbing (11-) [3 points]
Paramedics (11-) [3 points]
Shadowing (11-) [3 points]
Infantry Training [6 points]: WF: Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons
Soldier: PS (10-) [2 points]
KS: The Military/Mercenary/Terrorist World (11-) [2 points]
Infantry Tactics: Tactics (11-) [3 points]
Security Systems (11-) [3 points]
Demolitions (11-) [3 points]
Fast Draw (11-) [3 points]
Teamwork (11-) [3 points]
Systems Operation (11-) [3 points]
TF: Common Motorized Ground Vehicles [2 points]
Tracking (11-) [3 points]
Survival (11-) [3 points]
Navigation (Land, Marine) (11-) [3 points]
English (idiomatic) [0 points]
Russian (fluent conversation) [2 points]
Computer Programming (11-) [3 points]
Martial Arts: Commando Training
1) Akido Throw (Martial Throw) [3 points]
2) Boxing Cross (Martial Strike) [4 points]
3) Choke (Choke Hold) [4 points]
4) Escape (Martial Escape) [4 points]
5) Hold [4 points]
6) Judo Disarm (Martial Disarm) [4 points]
7) Karate "Chop" (Killing Strike) [4 points]
8) Kung Fu Block (Martial Block) [4 points]
9) Disarm (Martial Disarm) [4 points]
10) Weapon Element: Clubs [1 point]
11) Weapon Element: Knives [1 point]
Fringe Benefit (Mercenary License) [24 points]
Weapon Permit (where appropriate)
Concealed Weapon Permit (where appropriate)
License to practice a profession
Improved Equipment Availability
Contact: Apex Tactical Solutions (11-) [21 points]
Access to major institutions
Extremely useful Skills or resources
Resistance (+1 to roll) [1 point]
Arachnofiber Weave Body Armor ($8000)
Resistant Protection (9 PD/9 ED) (27 APs)
Hit Locations Protected 7-16 (-¾)
Plus Resistant Protection (3 PD/3 ED), Hardened (+¼) (11 APs)
Hit Locations Protected 7-8,9,10-12,24 (-¾)
Plus Resistant Protection (8 PD/8 ED) (Impermeable) (24 APs)
Hit Locations Protected 3-4 (Head and Face) (-½)
+1 with Fast Draw: Small Arms (2 APs)
Plus +1 with Concealment (2 APs)
Only For Hiding A Particular Handgun (-2)
+1 with Fast Draw: Small Arms (2 APs)
Plus +15 STR, Reduced Endurance (0 END; +½) (22 APs)
Only To Help Vs Disarm (-2)
Side Effects (If character is disarmed then sling breaks; -½)
Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 APs)
Plus Resistant Protection (6 PD/6 ED) (18 APs)
Requires A Roll (11- roll; -½)
Plus +1 with Climbing (2 APs)
Plus +1 with Acrobatics (2 APs)
Plus Running +4m (16m total) (4 APs)
Side Effects (Distinct Sole Marks - Lets Users Be Tracked Easier Where Marks Can Be Left +2 Tracking; -1)
Plus +2 with Stealth (4 APs)
Plus Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 APs)
Plus Knockback Resistance -2m (2 APs)
HK416 w/ Suppressor ($875)
+1 Increased STUN Multiplier (+¼)
STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -¾)
Required Hands Two-Handed (-½)
4 clips of 31 Charges (+½)
Plus +1 with any single attack
Plus +1 with any single attack; Only Works If User can see Infrared (-1)
Plus +1 to offset Range Modifier
Plus +2 versus Range Modifier for Sight Group (3 APs)
[31 charges]
Heckler & Koch MP7A1 ($31)
+2 Increased STUN Multiplier (+½)
Required Hands One-And-A-Half-Handed (-¼)
Plus targeting modifiers
[40 charges]
FN FNX-45 Tactical .45 cal Semi-Auto Pistol ($1400)
Killing Attack - Ranged 2d6-1
+1 Increased STUN Multiplier (+¼)
4 clips of 16 Charges (+¼)
Plus range and targeting modifiers
[16 charges]
Killing Attack - Hand-To-Hand 1d6 (1½d6 w/STR)
M67 Fragmentation Grenade ($180)
Killing Attack - Ranged 2d6
Area Of Effect (15m Radius Explosion; +¼)
+1 Increased STUN Multiplier (+¼)
1 Charge (Recovers Under Limited Circumstances; -2)
Range Based On Strength (-¼)
[1 charge]
Change Environment (-10 to Sight Group PER Rolls)
Area Of Effect (12m Radius; +¾)
Can be blown away by strong winds or range (-1)
1 Continuing Fuel Charge lasting 5 Minutes (-½)
[1 continuing charge]
[Continued from previous section…]
M15 White Phosphorous Grenade ($200) [continued]
Difficult to obtain new Focus; -1¼)
Plus Change Environment (-6 to Sight Group PER Rolls)
Area Of Effect (16m Radius; +¾)
Plus additional effects
[1 charge]
M203 Grenade Launcher ($700)
Multipower, 70-point reserve (70 APs)
Extra Time (Extra Segment, Takes a segment to reload; -½)
All slots 12 Charges (total grenades divided among different types; -¼)
Can only be fired if attached to a rifle or carbine (-¼)
1) M406 Fragmentation Grenade ($50f)
Killing Attack - Ranged 2½d6
Area Of Effect (8m Radius Explosion; +¼)
+1 Increased STUN Multiplier (+¼)
Limited Range (150 meters; -¼)
Can only be fired if attached to a rifle or carbine (-¼)
2) M433 HEDP Anti-Vehicle Grenade ($60f)
Killing Attack - Ranged 3d6
Limited Range (150 meters; -¼)
Can only be fired if attached to a rifle or carbine (-¼)
3) M576 Buckshot Round ($40f)
Killing Attack - Ranged 3d6-1
Area Of Effect (2m Cone; +¼)
Limited Range (40 meters; -¼)
Can only be fired if attached to a rifle or carbine (-¼)
4) M651 CS/Smoke Round ($70f)
Darkness to Sight Group 6m radius (30 APs)
Can only be fired if attached to a rifle or carbine (-¼)
Plus Blast 1d6, STUN Only
Area Of Effect (8m Radius)
Constant, Reduced Endurance (0 END)
Attack Versus Alternate Defense (Life Support)
Damage Over Time (32 damage increments, every other Segment)
5) M583A1 Star Parachute Illumination Grenade ($50f)
Time Limit (1 Minute, last for 3 turns; +½)
Area Of Effect (24m Radius; +1)
Can only be fired if attached to a rifle or carbine (-¼)
XM-78 Advanced Combat Goggles ($2500)
Infrared Perception (Sight Group)
Discriminatory, Analyze, Partially Penetrative, Tracking (25 APs)
1 Continuing Fuel Charge lasting 1 Day
Plus Ultraviolet Perception (Sight Group)
Discriminatory, Partially Penetrative, Tracking (23 APs)
1 Continuing Fuel Charge lasting 1 Day
Plus Partially Penetrative with Normal Sight (5 APs)
1 Continuing Fuel Charge lasting 1 Day
Plus +1 with a large group of attacks (5 APs)
1 Continuing Fuel Charge lasting 1 Day
[1 continuing charge]
Detect Power Signatures ($15000)
Detect A Class Of Things 15- (Unusual Group)
Concealed (-6 with Detect PER Rolls)
Increased Arc Of Perception (360 Degrees)
Range, Sense, Targeting, Tracking, Transmit (59 APs)
Sense Affected As More Than One Sense very common Sense
Requires A Roll (System Operation roll; -½)
1 Continuing Fuel Charge lasting 1 Day
[1 continuing charge]
COMPLICATIONS (50 Total Points)
Distinctive Features: Uniform [5 points]
Detectable By Commonly-Used Senses
Hunted: military forces character fights [10 points]
Infrequently (Mo Pow; NCI; Watching)
Social Limitation: Subject to Orders [20 points]
Social Limitation: Mercenaries Code of Conduct [15 points]
Not Limiting In Some Cultures
Height: 6'2ft (1.89 m)
Weight: 220.46lbs (100 kg)
Background:
Apex Tactical Solutions emerged in the post-superhuman world as an elite private military company, explicitly marketing themselves as "the human solution to superhuman problems." Their operators are drawn primarily from Tier 1 special operations units worldwide - Navy SEALs, Delta Force, SAS, Spetsnaz - who see ATS as a way to level the playing field against powered threats.
The company maintains rigorous selection standards, with only 2% of applicants making it through their brutal 6-month training program. This includes advanced small unit tactics, superhuman threat response protocols, and extensive training with their cutting-edge equipment suite. Each operator must demonstrate mastery of both individual skills and seamless team integration.
The typical ATS operator is:
Highly professional but morally flexible
Confident bordering on arrogant
Deeply cynical about powered individuals
Fiercely loyal to their team
Motivated by both money and proving human superiority
Common saying among operators: "Powers don't make you bulletproof. Training makes you bulletproof."
ATS presents itself as a professional high-end security service, but operators have no illusions about their true role. They are precision instruments of violence for hire, deployed against the most dangerous threats money can buy.
While they maintain strict operational discipline and rules of engagement, ATS teams are known for ruthless efficiency once committed to action. Their reputation for getting results, no matter the opposition, keeps them in high demand among both legitimate clients and those requiring more discreet services.
"Standby for breach. Remember - powers don't make them smart."
"Target's throwing lightning? Great. Lightning's never stopped a bullet."
"We're not here to fight fair. We're here to win."
"Your fancy powers mean nothing against good old-fashioned teamwork and superior firepower."
ATS operators work in 4-6 person cells designated as "Tactical Response Elements" (TREs). Their doctrine emphasizes:
Overwhelming synchronized fire superiority
Exploitation of advanced sensor capabilities
Precise application of specialized ammunition types
Strict fire discipline and communications protocols
Leveraging urban terrain for tactical advantage
"Powers don't make you bulletproof. Training makes you bulletproof."
These small units are designed to take down targets many times more powerful than any individual operator through coordinated action and superior equipment.
ATS teams make excellent recurring antagonists as:
Elite mooks for superhuman villains
Rival operators to player heroes
Wild cards in larger conflicts
Their tactical sophistication and advanced gear let them credibly threaten even powerful heroes through superior coordination and specialized countermeasures.
ATS operators are imposing figures, standing out even among military contractors. Their appearance is deliberately engineered to project both professional precision and intimidating presence.
Standard Physical Profile:
Height Range: 5'10" - 6'4"
Weight Range: 180-220 lbs
Physically fit with emphasis on functional strength
Movement reflects military bearing and tactical awareness
Standard Field Loadout Appearance:
Matte black and urban gray Arachnofiber combat suit with carbon-fiber reinforced plates
Distinctive skull-faced tactical mask with integrated rebreather
XM-78 Advanced Combat Goggles mounted on modular helmet
Cross-draw tactical vest with custom magazine placement
Modified drop-leg holster for FNX-45
Combat boots with enhanced grip pattern
Low-profile communications gear integrated into collar
IR strobes and IFF markers on shoulders and back
The overall silhouette is sleek but threatening - more predator than soldier. The mask design particularly has become something of a trademark, with its aggressive angles and respirator integration creating an inhuman appearance that deliberately plays into their reputation.
Accent: Muted gold on equipment attachments
Subdued unit markings in dark grey
Primary weapon held at high ready
Magazines arranged for tactical reloads
Grenades positioned for quick access
Medical kit on lower back
Emergency breaching tools on rear waist
Combat knife mounted on chest
Movement Profile:
Their training creates a distinctive way of moving - economical but predatory. Every motion is purposeful, maintaining tactical spacing and angles of coverage even during routine movement.
Group Appearance:
In teams, they maintain precise spacing and complementary fields of fire. Their coordinated movement creates an intimidating display of professional violence capacity, with each operator covering specific sectors while moving as a single integrated unit.
From the perspective of an observer, the most unnerving aspect is their absolute silence during operations. Unlike many military contractors who rely on constant verbal communication, ATS teams operate with minimal voice traffic, using hand signals and their integrated comms for coordination.