Task Force Quartermaster — Facility 9 Armory

Est. 2025 Human Rogue (Master of Logistics) / Warlock (contacts)

Task Force Quartermaster — Facility 9 Armory

The quartermaster (Director Waller) is famously blunt and operates on strict mission-authorization chains — items marked 'restricted' require a Squad Orders sig...

DI

Shopkeeper

Director Harlan Waller, a Human Rogue (Master of Logistics) / Warlock (contacts) (Lvl 12)

Keeper's Species

Human

3 Weapons3 Armor14 Misc1 PotionsEst. 2.7k gp

Shop Inventory

(21)
Weapons3

Reliable 9mm sidearm adapted to fire mundane bullets or short-burst magical rounds. Favored for concealability and ease of maintenance.

Atk Can be loaded with 'stun' or 'explosive' special rounds (see ammunition entries). Considered mundane for dispel effects unless special ammo used.

Compact submachine with burst-fire capability. Standard for close-quarters operations.

Atk Burst-fire counts as an attack that makes three attack rolls at -2 to each; expendable 'rubber' rounds included in basic kit.

Blade hidden in clothing; useful for last-resort melee. Cheap and disposable.

Nonmetallic—may bypass some metal detectors and certain anti-magic sensors.
Armor3

Layered kevlar-lined vest with ceramic plate inserts. Balances mobility and protection for deniable ops.

AC +13Reduces damage from ranged piercing/slashing by (once per hit) against non-magical attacks.

Max-protection vest used on high-risk insertions. Ceramic plates and reactive layers.

AC +16Reduces damage from one ranged attack per short rest by half; provides resistance to non-magical ballistic damage.

Cloak woven with light-suppressing fibers and odor-neutralizers—used for stealth ops at night.

AC +11Grants advantage on Dexterity (Stealth) checks made in low-light or darkness. Once per long rest can cast Pass Without Trace (as the spell, no components) for 1 hour (no concentration).
Miscellaneous14

Electronic-and-arcane collar used to monitor and restrict behavior of operatives. Built-in geolocator and shock discipline.

Can be remotely triggered to deliver a shock (non-lethal settings) and emit a geolocate pulse usable once per hour. Imposes disadvantage on Charisma (Persuasion) if wearer resists command checks without proper authorization.

Discrete shaped-charge that breaches doors or destroys light cover. Intended for tactical entry.

Area: 5-ft radius; Dexterity save halves damage. Can be set with 1–10 second timer or remote trigger.

Standard-issue hand explosive for crowd/hostile suppression.

Blast radius 10 ft, Dexterity save halves. Causes shrapnel leaving lingering bleeding (non-magical) on failed save.

Disorients and blinds targets for short periods; favored for capture rather than kill.

Creates bright flash and loud concussion: creatures within 10 ft must succeed on a Constitution save or be blinded and deafened for 1 round and have disadvantage on attack rolls next round.

Compact medkit containing clotting agents, analgesics, and wound sealant. Use in the field to stabilize and treat injuries.

Heal 2 HPWhen used during a short rest, grant an additional +2 HP per die rolled for hit dice used (applies to up to 4 creatures). Can stabilize a dying creature automatically.

Darts coated with fast-acting sedative capable of knocking out most humanoid targets if they fail a save.

Target must succeed on a Constitution save or fall unconscious for 1 minute (wakes if shaken or damaged). Darts are single-use, can be fired from blowgun or pistol-adapted launcher.

Wearable restraint that emits a powerful shock and can lock joints when activated by remote or proximity.

On activation, target must make a Constitution saving throw or be paralyzed for 1 round and restrained for 1 additional round (escape ). Can be toggled to warn (non-lethal pulse) to compel compliance.

Compact launcher that fires a grappling line with a mechanical anchor. Useful for vertical insertion/extraction.

Effective range 60 ft; anchor holds up to 600 lbs. Allows a controlled climb at 30 ft/min when secured. One-use line cartridges (10) included.

Tools and arcane dampeners for disarming explosive and arc-laced charges. Not a guarantee but increases safety.

Provides a bonus to checks to detect and disarm traps/explosives (use appropriate skill). Allows safe disarm attempt on common charges with DC up to 18.

Special rounds designed to quiet firearms; used when stealth is required.

Rounds fire with disadvantage to noise-based perception checks within 30 ft; no mechanical effect on attack or damage unless combined with suppressed weapon (then grants advantage on stealth to remain unheard).

A dense smoke that, for a brief time, blinds vision and scrambles typical detection magics to create a zone of obscurity.

Creates heavy obscurement in a 15-ft radius for 1 minute. Creatures inside have advantage on Dexterity (Stealth) checks and attackers outside have disadvantage on attack rolls against creatures inside. Arcane detection spells centered outside suffer a +5 difficulty.

Sturdy restraints with magical dampeners to block small-scale magic or tech from being used by the restrained.

Imposes disadvantage on checks to cast spells or use magical items that require somatic or verbal components while cuffed (DM may allow Intelligence-based workarounds).

A compact faceplate with adaptive patterning and low-light enhancements for recon and disguise.

+5 to Disguise kit checks when in terrain-matching mode; grants darkvision 30 ft for 1 hour once per long rest.

One-time use beacon that sends a secure signal to Facility 9 and nearby allies when activated.

Sends location and a 60-ft radius status ping for 10 minutes; can optionally broadcast a pre-recorded 10-second message. Also triggers the collar alarm if linked.
Potions1

A tactical serum that heightens pain tolerance and reflexes for short duration—administered via syringe.

Atk Upon injection: +1 to attack rolls and +2 to Dexterity checks for 1 hour. Causes one level of exhaustion after duration ends (cannot be removed by short rest).
DI

Director Harlan Waller

HumanRogue (Master of Logistics) / Warlock (contacts)Lvl 12

Shop Atmosphere

The quartermaster (Director Waller) is famously blunt and operates on strict mission-authorization chains — items marked 'restricted' require a Squad Orders signature (DM can stipulate NPC authorization). She catalogs purchases in a ledger that can be queried later by rival factions: expect your gear to be accounted for. Occasionally swaps in 'black budget' experimental toys between inventory rotations; players can petition for them with high-risk tasks or favors. The armory issues a single free field medkit and one geolocator beacon upon assignment; extra supplies are charged.
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