Creating Your Team
Games of Respawn consist of 2 or more teams of 3 characters, if you want to play larger games you can assemble your teams in groups of 3 following the rules below. Teams in Respawn often create their own unique look, able to customise their appearance, weapons, and equipment as they please, any miniatures can be used so long as both players are using miniatures approximately the same size.
To create a team you create 3 characters following these steps:
- Choose a starting profile
- Choose a class: Assault, Scout, Support, Heavy
- Choose a weapon loadout from your class
- Choose 2 perks from your class
- Choose equipment from your class
Each character in your team must have a different class.
Starting Profile
All of your characters must choose one of the following starting profiles.
Profile |
Cmd |
Mov |
Skl |
Def |
Tgh |
HP |
Balanced |
6 |
5" |
4+ |
4+ |
3 |
2 |
Fast |
6 |
7" |
4+ |
5+ |
3 |
2 |
Tough |
6 |
4" |
4+ |
4+ |
4 |
2 |
Assault Class
Weapon Loadouts
Loadout |
Primary Weapon |
Secondary Weapon |
Frontline |
Assault Rifle |
Executioner Pistol |
Vanguard |
Energy Blade |
Executioner Pistol |
Commando |
Tactical Shotgun |
Sentinel Pistol |
Striker |
Hellfire Rifle |
SMG |
Perks
Perk |
Effect |
Onslaught |
Ability (3 Command Points): This action works like a normal Attack action except that the character doubles the Attacks attribute of their weapon. If the character uses this action it performs only this action during its activation. |
Covering Fire |
Ability (1 Command Point): This character makes two Attack Rolls against every enemy character within 12 inches, within its front arc, that it has clear or obscured line of sight to. For each successful roll that enemy character loses 2 Command Points. |
Heavy Hitter |
This character can re-roll failed Attack rolls against targets within 3 inches. |
Tactical Awareness |
This character may perform only 1 action when it first activates each round. In addition they may perform an Advance action after an Attack action. |
Resilient |
Reaction (1 Command Point): When targetted in an attack you may re-roll any failed Defence rolls. |
Suppression Specialist |
When this character causes an enemy character to lose at least 1 hit point it also loses a Command Point. |
Improved Armour |
Improve the characters Defence by 1 (eg. 4+ becomes 3+). |
Skirmisher |
Improve this characters Movement by 3 during Advance actions. |
Equipment
Equipment |
Effect |
Frag Grenade |
Gains the Frag Grenade weapon |
Med Pack |
One use only, this character may spend 1 Command Point at the start of its activation to restore all lost Hit Points. |
Grapnel |
This character counts as having the Flying special rule when it moves to a Higher or Lower height level. |
Shield |
This character gains the Shields special rule. |
Scout Class
Weapon Loadouts
Loadout |
Primary Weapon |
Secondary Weapon |
Assassin |
Shadowstrike Blade |
Executioner Pistol |
Ghost |
Eliminator Shotgun |
Poisoned Blade |
Hunter |
Nemesis Sniper Rifle |
Combat Knife |
Stalker |
Whisperbolt Sniper Rifle |
Sentinel Pistol |
Perks
Perk |
Effect |
Camouflage |
This character gains the Stealth (6) Special Rule. |
Scout |
This character may choose which entry point it uses from the allowed choices and may be placed up to 2 inches further than normal from it when deploying from reserve. |
Sniper |
This character gains +1 to Attack Rolls against targets 12" or more away. |
Weak Spot |
This character adds +1 Piercing to it's primary weapon. |
Marksman |
Improve this characters Skill to 3+. |
Mark Target |
If this character makes an Attack action it may declare that the target character is Marked. All attacks against that character for the rest of the round gain the Shred and Rending (1) special rules. |
Ghost Walk |
One use, this character may move through an area of terrain as though it were clear and gains +2 to its Movement when doing so, so long as it has sufficient movement to be placed on clear terrain at the end of its action. |
Equipment
Equipment |
Effect |
Explosive Charge |
One use only, instead of making a normal attack action, this character may use an attack action to place an explosive charge token within 3 inches of itself, and at least 3 inches from any other character. If any character moves within 1 inch of this marker it explodes and any character within 3 inches takes 6 automatic hits, rolling their Defence as though they were targeted in an attack with a Damage of 3 and Piercing of 2. At the end of each round, on a d6 roll of a 4+ the charge explodes and is removed from the game. |
Grapnel |
This character counts as having the Flying special rule when it moves to a Higher or Lower height level. |
Smoke Grenade |
One Use, at the end of its activation, this character may place 2 smoke markers (a 50mm token) within 6" of itself and touching each other. Any character making an attack that draws line of sight through this marker from more than 3 inches away from their target treats their line of sight as blocked. This marker is removed at the end of the round. |
Targetting Drone |
This character may count obscured line of sight as clear against targets within 12 inches and may re-roll 1 failed attack roll dice. |
Support Class
Weapon Loadouts
Loadout |
Primary Weapon |
Secondary Weapon |
Suppressor |
Quantum Rifle |
Stun Pistol |
Breacher |
Peacekeeper Shotgun |
Stun Hammer |
Defender |
Electro Maul |
Stun Pistol |
Support |
Stasis Rifle |
Sentinel Pistol |
Perks
Perk |
Effect |
Grenadier |
This character has Frag grenades and Stasis grenades but ignores the one use rule. In addition, any friendly character that ends its activation within 3 inches of this character may restore any used Frag Grenades they started with. |
Heavy Armour |
Improve this characters Defence by 1 (eg. 4+ becomes 3+), increase the Toughness by 1, but reduce the Movement by 1. |
Medic |
This character must take a med kit for its equipment but the ability no longer costs a Command Point to use. It must still be declared at the start of the activation and can still contribute to a rush penalty. |
Motivator |
When friendly characters activate within 6 inches of this character they regain 1 used command point on a d6 roll of 4+. This happens before testing to see if the character would lose a single remaining command point. |
Munitions Expert |
Ability (1 Command Point): this character may modify a friendly characters weapon for their next attack. The friendly character must be within 3 inches and no enemy characters may be within 3 inches of either character. You add Rapid Fire (1) Special Rule to that weapon. |
Tactical Expert |
At the start of this characters activation, you may designate any enemy character as the teams Primary Target. Friendly characters may re-roll one dice from any attack roll against that character. This lasts until the end of the round. |
Unbreakable |
This character increases its Hit Points by 1. |
Equipment
Equipment |
Effect |
Deployable Barricade |
One use, at the end of its activation, this character may place a barricade that is 2 inches long and 1 inch tall within 3 inches of itself. This barricade has the Cover keyword. If the character is killed the barricade is removed from the battlefield. |
Med Kit |
Ability (1 Command Point): this character may restore all lost Hit Points to a friendly character within 3 inches, if there are no enemy characters within 3 inches. |
Smoke Grenade |
One Use, at the end of its activation, this character may place 2 smoke markers (a 50mm token) within 6" of itself and touching each other. Any character making an attack that draws line of sight through this marker from more than 3 inches away from their target treats their line of sight as blocked. This marker is removed at the end of the round. |
Phase Inducer |
Ability (1 Command Points): One use. Until the end of the round, this character and any friendly characters within 4 inches of it, may not be targetted for attacks from more than 12 inches away. |
Heavy Class
Weapon Loadouts
Loadout |
Primary Weapon |
Secondary Weapon |
Barrage |
Barrage Launcher |
Crusher |
Rampage |
Rampage Minigun |
Sentinel Pistol |
Pyro |
Heavy Incinerator |
Combat Knife |
Gladiator |
Fusion Gladius |
Executioner Pistol |
Ripper |
Ripper Claws |
Leech Knife |
Perks
Perk |
Effect |
Last Stand |
When this character has 1 hit point remaining, it gains +1 to all its Attack and Defence rolls. |
Intimidation |
Enemy charactes within 6 inches of this character suffer -2 to their attack rolls. |
Bulwark |
This character gains the Heavy Armour (2) special rule, but it can no longer make Advance actions. |
Distraction |
Characters within 6 inches of this character, when able, must target this character when making an attack. |
Finisher |
Ability (1 Command Point): If this model is within 1 inch of a Downed character it may use this ability to kill the character and remove it from the battlefield. |
Brute |
When using a weapon with the Heavy special rule this character does not need to spend an additional Command Point to use it if it did not take more than 2 actions. |
Smash |
This character gains the Smash weapon. |
Equipment
Equipment |
Effect |
Explosive Charge |
One use only, instead of making a normal attack action, this character may use an attack action to place an explosive charge token within 3 inches of itself, and at least 3 inches from any other character. If any character moves within 1 inch of this marker it explodes and any character within 3 inches takes 6 automatic hits, rolling their Defence as though they were targeted in an attack with a Damage of 3 and Piercing of 2. At the end of each round, on a d6 roll of a 4+ the charge explodes and is removed from the game. |
Stasis Grenade |
This character gains the Stasis Grenade weapon. |
Shield |
This character gains the Shields special rule. |
Deployable Barricade |
One use, at the end of its activation, this character may place a barricade that is 2 inches long and 1 inch tall within 1 inch of itself. If the character is killed the barricade is removed from the battlefield. |
Improved Armour |
Improve the characters Defence by 1 (eg. a 4+ becomes a 3+). |
Weapon Summary
Ranged Weapon |
Rng |
Att |
Dmg |
Prc |
Special Rules |
Assault Rifle |
18" |
4 |
3 |
1 |
Rapid Fire (1) |
Barrage Launcher |
12" |
4 |
5 |
2 |
Blast (1), Heavy |
Eliminator Shotgun |
12" |
3 |
6 |
2 |
Indirect, Shred |
Executioner Pistol |
6" |
3 |
4 |
1 |
Assault |
Frag Grenade |
6" |
3 |
3 |
2 |
Blast (1), Indirect, One Use |
Fusion Grenade |
6" |
3 |
5 |
2 |
Blast (2), Indirect, One Use |
Heavy Incinerator |
6" |
6 |
2 |
1 |
Heavy, Torrent |
Hellfire Rifle |
24" |
3 |
4 |
2 |
Accurate, Shred |
Nemesis Sniper Rifle |
28" |
2 |
7 |
3 |
Accurate, Heavy |
Stasis Grenade |
8" |
1 |
4 |
0 |
Stasis, One Use |
Rampage Minigun |
18" |
5 |
3 |
1 |
Rapid Fire (1), Rending (1) |
Sentinel Pistol |
6" |
3 |
3 |
0 |
Assault |
SMG |
9" |
5 |
3 |
0 |
Assault, Rapid Fire (1) |
Tactical Shotgun |
8" |
3 |
4 |
1 |
Rending (1), Shred |
Peacekeeper Shotgun |
8" |
3 |
4 |
0 |
Rapid Fire (1), Impact (2) |
Whisperbolt Sniper Rifle |
24" |
1 |
5 |
3 |
Accurate, Destructive (2) |
Quantum Rifle |
24" |
2 |
4 |
1 |
Quantum Tunneling |
Stun Pistol |
6" |
3 |
3 |
0 |
Assault, Stun |
Stasis Rifle |
14" |
3 |
1 |
0 |
Rapid Fire (1), Stasis |
Assault Weapon |
Rng |
Att |
Dmg |
Prc |
Special Rules |
Combat Knife |
1" |
3 |
3 |
0 |
Assault |
Crusher |
1" |
3 |
5 |
0 |
Assault |
Energy Blade |
1" |
3 |
3 |
3 |
Assault |
Electro Maul |
1" |
3 |
3 |
1 |
Assault, Stasis |
Leech Knife |
1" |
1 |
4 |
0 |
Assault, Leech |
Poisoned Blade |
1" |
3 |
3 |
0 |
Assault, Rending (2), Shred |
Ripper Claws |
1" |
3 |
3 |
1 |
Assault, Rapid Fire (2) |
Shadowstrike Blade |
1" |
2 |
6 |
1 |
Assault, Accurate, Shred |
Stun Hammer |
1" |
2 |
4 |
0 |
Assault, Stun |
Smash |
1" |
d6 |
3 |
0 |
Assault, Impact (3) |