5702 in-depth character profiles from comics, games, movies

DC Heroes RPG – Stock security guard stats


Game system: DC Heroes Role-Playing Game

Context

This is a semi-technical article for the DC Heroes RPG.

As with essentially everything on writeups.org this article depicts fiction (particularly super-heroes comic books) ; references to real-world facts are only thrown in for those who need some verisimilitude.



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

The sets of generic stats in this article are presented in rough order of fighting power and rarity in stories — from the weakest and most common to the most elite.


Warm body

A person with minimal training and no special background. These employees are chiefly useful to check for fire hazards, watch cameras, call the police if there is a problem, check for open windows and unlocked doors, etc.

Warm body

Dex: 02 Str: 02 Bod: 02 Motivation: Salary
Int: 02 Wil: 02 Min: 02 Occupation: Part-time guard
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 003
Init: 006 HP: 000

Skills:
Vehicles (Land): 02

Advantages:
Usually none

Connections:
Usually none

Drawbacks:
Usually none

Equipment:
Heavy flashlight [BODY 03, EV 02 (03 w/STR), Flash (Stdy. illum. only): 03]


Security guard

Guards ensuring the security of a private area (such as a mall, warehouses, an industrial park, a gated community, etc.) are not usually armed – they are here to observe and report, not create legal exposure and PR problems.

This entry errs on the action-ish side of things by assuming they are in good physical shape and carry basic less-then lethal weaponry.

Note that whether guards are armed, and how, varies hugely from area to area depending upon local laws and attitude toward firearms. In the US, what is true in one city might be impossible in the next.

Security guard

Dex: 02 Str: 02 Bod: 03 Motivation: Salary
Int: 02 Wil: 02 Min: 02 Occupation: Security guard
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 003
Init: 006 HP: 000

Skills:
Vehicles (Land): 02

Advantages:
Usually none

Connections:
Usually none

Drawbacks:
Usually none

Equipment:

  • Heavy flashlight [BODY 03, EV 02 (03 w/STR), Flash (Stdy. illum. only): 03]
  • Basic pepper spray [BODY 02, Chemical attack (No Range): 03, Ammo: 03, R#03]
  • Radio [BODY 01, Radio communications: 05]. Some models nowadays have a built-in video cameras – they’re worn on the lapel of the uniform vest and film what is in front of the guard.

K9

Trained dogs are important to security work, particularly large breeds such as rottweilers or dobermans. Less impressive-looking dogs are unlikely to be featured in stories. The stats for large dogs are in our famous Animals File, but are reproduced below for easy reference.

The handler will be any of the guard profiles, with Animal Handling (K9): 03.

Attack dog

Dex: 03 Str: 02 Bod: 02 Motivation: Good doggie !
Int: 01 Wil: 01 Min: 01 Occupation: Canine
Inf: 01 Aur: 00 Spi: 01 Resources {or Wealth}: N.A.
Init: 005 HP: 000

Powers:
Analytical Smell/Tracking Scent: 07, Claws: 03, Extended Hearing: 03, Running: 04, Shrinking: 01, Super Hearing: 03, Ultra Vision: 03

Drawbacks:
MPR (color-blind)

Guard dog with a man in fatigues with a pistol


Armed guard

Trained private security carrying a pistol, guarding an area sensitive enough to justify the risk of a firefight on the premises… which means most of the locations where RPG and comic book stories are going to take place.

In such stories it is possible that such guards will attempt to take on intruders by themselves without warning the police, to protect some secrets their employers do not want to see exposed.

Armed guard

Dex: 02 Str: 02 Bod: 03 Motivation: Salary
Int: 02 Wil: 02 Min: 02 Occupation: Security guard
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 003
Init: 006 HP: 000

Skills:
Vehicles (Land): 02, Weaponry (Firearms): 02

Advantages:
Usually none

Connections:
Usually none

Drawbacks:
Usually none

Equipment:

  • Heavy flashlight [BODY 03, EV 02 (03 w/STR), Flash (Stdy. illum. only): 03]
  • Radio [BODY 01, Radio communications: 05]. Some models nowadays have a built-in video cameras – they’re worn on the lapel of the uniform vest and film what is in front of the guard.
  • Glock 19 9mm pistol [BODY 03, Projectile weapon: 04, Ammo: 15, R#03]
  • CONCEALED VEST [BODY 03, Blunting: 04, Limitation: Partial coverage (Vest), Drawback: Real armour]

Bouncer

Usually a large, intimidating male with a background in fighting sports and/or the martial arts. His main job is to escort out persons causing a disturbance — often as a result of drunkenness — on private premises such as a discotheque, a bar, a strip club, etc.

Competent real-world bouncers have a number of social and observation skills, but those are unlikely to play a role in most stories.

Bouncer

Dex: 03 Str: 03 Bod: 03 Motivation: Power
Int: 03 Wil: 02 Min: 02 Occupation: Bouncer
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 003
Init: 008 HP: 000

Skills:
Accuracy (Wrestling): 04, Charisma (Intimidation): 03, Vehicles (Land): 02

Advantages:
Usually none

Connections:
Usually none

Drawbacks:
MIA toward Machismo

Equipment:
Usually none, though it greatly varies depending upon local laws


Paramilitary guard

Security guards who look very much like tactical police or soldiers, are heavily armed and protect an important site. Most of them will be ex-police or ex-military.

In RPG and comic book stories, what they are guarding is likely to be quite sinister and thoroughly dangerous and illegal. Violent mobs in countries with poor rule of law will also have such men guarding their bases.

Paramilitary guard

Dex: 03 Str: 02 Bod: 03 Motivation: Salary
Int: 02 Wil: 02 Min: 02 Occupation: Security guard
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 003
Init: 007 HP: 000

Skills:
Vehicles (Land): 02, Weaponry (Firearms): 03

Advantages:
Usually none

Connections:
Usually none

Drawbacks:
Occasionally a Minor Rage

Equipment:

  • Surplus night-vision goggles [BODY 01, Shade: 01, Ultra-vision (Limited to night vision): 04, R#3]
  • BODY ARMOUR [BODY 05, Blunting: 06, Flame immunity: 01, Skin armour: 01, Limitation: Partial coverage (vest), Drawback: Real armour]
  • Semi-automatic pistol [BODY 03, Projectile weapon: 04, Ammo: 15, R#03]
  • One long arm among these:
    • Assault Carbine [BODY 04, Projectile weapons: 06, Ammo: 08, R#02, Advantage : Autofire]. The most likely weapon to be used nowadays – probably a M4, a paratrooper-type AK variant or a modern European rifle such as a H&K G36C.
    • Repeater Shotgun [BODY 04, Projectile weapons: 06 (Diminishing), Range: 03, Ammo: 07, R#03, Recommended STR: 02, Advantage : Scattershot, Limitation: Projectile weapons has No Range – use the Range given next instead, Drawback: Very Long Reload]
    • Submachinegun [BODY 04, Projectile weapons: 05, Ammo: 07, R#02, Advantage : Autofire]
    • Marksman’s Rifle [BODY 01, Projectile weapon: 06, Telescopic vision: 02, Ammo: 06, R#02]

Comic-book armoured guard

Ex-military guards wearing high-tech armour – looking a bit like light power armour , but without the powered part. As the name indicates they will normally only be seen in comics, though some near-future/cyberpunk novels might have something similar.

All of this is terribly expensive, and these types will only be seen guarding highly sensitive, very affluent corporate buildings (such as advanced research labs) and some government bases.

Heavier, more powerful grades of security armour are no longer generic – but we can suggest looking at our Secbots profile for a famous example of security power armour.

Armoured guard

Dex: 03 Str: 03 Bod: 03 Motivation: Salary
Int: 02 Wil: 02 Min: 03 Occupation: Security guard
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 003
Init: 007 HP: 005

Skills:
Vehicles (Land): 02, Weaponry (Infantry weapons): 03

Advantages:
Familiarity (Military equipment and protocols)

Connections:
Usually none

Drawbacks:
Usually none

Equipment:
SECURITY ARMOUR [BODY 06, Blunting: 07, Flame immunity: 02, Lighting (No Range): 05, Lighting immunity: 01, Projectile weapons: 05, Sealed systems: 05, Shade: 03, Skin armour: 02, Advantage; Projectile weapon has Autofire, Drawback: Real Armour, MPR (one-handed — right hand is covered by the integral submachinegun)]

Guards in light power armor vs. X-Factor


Sharing

The links to follow us and/or subscribe to our monthly newsletter are at the bottom of this page.

By Sébastien Andrivet

Subscribe to our MINI-NEWSLETTER !

One bare-bones e-mail per month. Plain text. Short. To the point. Learn more.