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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:

  1. Choose a starting profile
  2. Choose a class: Assault, Scout, Support, Heavy
  3. Choose a weapon loadout from your class
  4. Choose 2 perks from your class
  5. 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)