WELCOME BACK!

I hope you enjoyed your time in the Tedlands, no doubt your bear is back at Headquarters with some stories to tell. Check in the loot you found during your patrols then take a walk through the stalls at the trade quarter to spend your hard earned TedCreds on some new gear for your bear!

If you are interested in supporting the Tactical Teddies universe you can join HIWEZ Squadron on Patreon and become part of an elite group of teddies on the Roster page who earn commendations and gear throughout your time in the Squadron!

For new recruits!

Welcome to the Tedlands. TTHQ values your service to the safe keeping of humans and the preservation of peace in the Tedlands. Get your registration form below and collect your standard issue gear before heading into the Capital grounds. Good luck out there Ted.

REGISTRATION FORM

Introducing your Character Sheet and Reference Sheet.

Download these by performing one of the two options listed below based on how you’re viewing this page. Once printed. Grab a pencil and eight 10 sided dice, alternatively you can Google “Roll Dice” to do this digitally.

Desktop: Right click and save, or drag and drop onto your desktop.
Phone: Press and hold to save or screenshot.

Character Sheet

Reference Sheet

SPECIALISATION

Choose your class!

Though your bear will be able to take part in anything the Tedlands has to offer, your class will give you an edge on certain activities from foraging to combat. Choose a class that sounds like it suits your play style but remember you can always switch classes later by purchasing the relevant training in the Capital.

RANGER

For Teddy Rangers, the contours of the Tedlands tells a story. Reading their surroundings is what keeps them alive and one paw print closer to anything they might be tracking down. A fire is lit at the heels of any bear who knows a Ranger is on their tail.

RANGER
stalker

+2 D10 to Foraging and Tracking Rolls.

RANGER
pathfinder

+ or – 1 to Patrol roll results.

RANGER
recon

Travelling between regions costs 1 less time
(To a minimum spend of 1)

FRONTIER

The battleground is home sweet home for any Frontier bear. Combat situations that create overwhelming stress for most teds is closer to a chess match for these resourceful fighters. Every move an opportunity to find the weakness in their opponents strategy and exploit it.

FRONTIER
spear

If you have under 3FP during an encounter then your successful hits deal 2 damage,

FRONTIER
shield

Ignore any counter attacks in the first roll of an encounter.

FRONTIER
cloak

If you have no weapons equipped then you may re-roll all deflected result rolls once per round of combat in an encounter.

MEDIC

Any tear can be stitched and any stuffing can be replaced. In a world full of formidable creatures that would shred them to ribbons in a matter of seconds, medic bears see the Tedlands through a lens that reveals a land willing to help them not only survive, but thrive.

MEDIC
Botanist

Foraged wadding gives double FP.

MEDIC
Biologist

When using Med Kits roll 1 D10. If the result is 8, 9 or 10 then you receive double FP.

MEDIC
pioneer

If a combat roll during an encounter would kill you then roll 3 D10. If there are any duplicated numbers then you heal that number of FP immediately. (For example if you roll two results of 3, you heal 3 FP)

ENGINEER

On the surface these oil stained bears may seem like simple creatures bashing things with hammers or checking their screws aren’t loose, but under the surface they are some of the most brilliant minds in the TTHQ, with keen eyes and surgical finesse they can seem to breathe life into any rusted mechanism.

ENGINEER
greasepaw

You may repair broken weapons by scrapping other weapons. Erase scrapped weapons from your character sheet.

ENGINEER
researcher

You may roll 2 dice when making a loot roll and note the higher of the two numbers.

ENGINEER
Tinkerer

Scrap 2 loot to make a Cluster Bomb. (Erase scrapped loot from your character sheet)

Cluster Bomb: (Before making the next combat roll) Roll 3 dice that successfully hit on results of 5+, ignoring the opponents combat grid.

ISSUED KIT

GRAB YOUR ISSUED KITS!

You start the event with one Repair Kit, one First Aid Kit and four dice in your Dice Pool.

With a pencil, add a + to the empty squares to show you have these items.

Some gear you buy from the Trade Quarter may grant you extra dice and kits. Add another + if so.

You cannot gain more than the maximum number of segments for dice or kits.

REPAIR KIT
x 1

Use any time to fix any broken weapon.
If you are in an encounter you must resolve any active combat roll before using, you can then use this kit before making the next combat roll.

FIRST AID KIT
x 1

Use any time to heal two fluff points.
If you are in an encounter you must resolve any active combat roll before using, you can then use this kit before making the next combat roll.

STANISS P12
Primary weapon

If your other weapon is broken then this weapon can reroll one die during any combat roll.

STANISS SERAT
Secondary weapon

If your opponent only has one hit point remaining after any combat roll then you may choose to instantly deal one extra damage and break this weapon.
If you do not have enough dice left in your combat roll to convert one, breaking the weapon still counts as the final hit of damage.

YOUR ALL SET!

Time to check the mission boards and head out on your first Patrol!
Head back to the Capital when your time runs out to return home and refresh your time in the Tedlands!

Welome to the Capital!

Whether it’s your first time here or you’re a well known patron of the Trade Quarter, TTHQ welcomes you home, brave Ted.
Check in any loot you have, spend your TedCreds on some new gear and head back out there, you’re needed in the field.

- CHECK IN ANY LOOT -

Check in your Loot!

All the loot, including any multiples, can be handed in here and you will be compensated for your finds! Find the loot number, make a note of the TedCreds you’ve earned and then remove that loot from your loot box.

1
Fallen Bear TedTags

Reward: 2 TedCreds

2
Electronic Components

Reward: 2 TedCreds

3
Battery pack

Reward: 2 TedCreds

4
Ursium Shard

Reward: 5 TedCreds

5
Hunter plans

Reward: 5 TedCreds

6
Hunter Tech

Reward: 5 TedCreds

7
Tedguard Tech

Reward: 10 TedCreds

8
Dreamgate location

Reward: 10 TedCreds

9
Forgotten Phantom ectoplasm

Reward: 15 TedCreds

10
Ennead Relic Location

Reward: 20 TedCreds

- TRAVEL HOME -

READY TO HEAD BACK HOME?

Head home to fully refresh your Time Spent bar!

Your time in the Tedlands has come to an end and you’re ready to head back to your Charge to rest up and spend some quality time together.

There are many benefits to nurturing the connection with your Charge so make the most of your time together. Some teddies only get one.

Step through the Dream Gate head back home. You’ve earned it.

- MISSION BOARD -

EAST STAR CELEBRATION EVENT!

It’s that time of year in the Tedlands when the Cottonflower is in full bloom and the campfire tales ignite the old legend of the Dire Hare once more. Time to get out there and make TTHQ proud, bring back all the Cottonflowers you can and don’t get hugged to death by any fluffy bunnies.

Oh, and Tedguard are known to lay down their weapon for a day and night this time of year to reflect on their time since losing their charge. They call it Memamoris. Take caution, they are more wary and quick to become combative during this time so if you see one is best to leave them be.

Good luck out there, Ted!

EAST STAR COMMENDATION!

Any HIWEZ Squadron Members from Patreon taking part in this event will receive the East Star Commendation and earn a trip to the Squadron Specials stall to spend some of their hard earned TedCreds on looking great!

Grab a mission from the board below and get out there!

MISSIONS:

During community events you will find missions here to elevate your rewards on patrol.

RECRUIT ORIENTATION

Easy Creds for any new bear on the beat.  We’ve received a report from Hill Camp in Crowsrest that it’s time to cull the corvid menace that gives our convoys so much trouble.

Head to Crowsrest and have one victorious encounter with giant crows.
Reward: 20 TedCreds.

HARVEST RALLY

Cotton flowers are in bloom this time of year so there is a forage rally around the Capital’s neighbouring regions to gather up as much as possible to replenish TTHQ’s stores, ideally before the local wildlife eats them!

Grab a harvest pouch from the Training Grounds if you would like to take part.
Reward: 1 East Star Token for every Cottonflower harvested.

EGG SACK HUNT

There’s the old story about a terrifying Dire Hare that hides egg sacks containing a cocktail of ferocious LintEaters near encampments during the time of the East Star. A fireside tale spun to spook new recruits, most likely. But we do get strangely sudden infestations around this time of year.

Grab a prototype scanner from the Training Grounds if you would like to help locate any potential infestations.
Reward: 1 East Star Token for every Egg Sack Neutralised.

- TRADE QUARTER -

TRADE QUARTER!

An expansive grounds in the outer circle of the TTHQ Capital full of tactical wonders!

Buy new weapons and gear that will aid you on your patrols.

Occasionally there will be Squadron Events that will give Patreon members the chance to earn cool new cosmetics for their bears in the Roster, these will appear in a special section below called the Patreon Cosmetics Stall.
You can view the current Roster of Patreon bears here!

– Tuck Shop –

Sundries and Consumables to spice up your patrols!

Stun Grenade
Cost: 10 TC

Use during combat: Negate all opponent results in a combat roll.

Smoke Grenade
cost: 10 tc

Use during combat: Negate all combat roll results. You may also flee combat.

Cluster Bomb
cost: 10 tc

Use during combat: Resolve the current combat roll then (before making the next combat roll) roll three dice that successful hit on 5 or higher, ignoring the opponents combat grid.

Flare
cost: 10 tc

Use when making a saving throw: Roll 3 die instead of one and choose a result from them.

Fixit tape
cost: 15 tc

Add 2 Repair Kits.

Ration Pack
CosT: 15 tc

Add 2 First Aid Kits.

Hot Tip
cost: 20 tc

Use instead of rolling a patrol: You can choose the result you would prefer based on the time of day you use it.

Training Manual
cost: 60 tc

Permanently add 1 die to your standard dice pool.

– Weapons –

Blades, pistols, rifles. We’ve got it all at the weapons stall! Check out the weapons below and customise your approach to combat!

STANISS Serat
Cost: 10 TC

If your opponent only has one hit point remaining after any combat roll then you may choose to instantly deal one extra damage and break this weapon.
If you do not have enough dice left in your combat roll to convert one, breaking the weapon still counts as the final hit of damage.

staniss bear-knux
cost: 10 tc

If your other weapon is broken you may re-roll Special Ability results on any combat rolls.

staniss quilltips
cost: 10 tc

Before making a combat roll, roll 1 dice for every quill tip you’d like to throw. If the result is 6 or above then it becomes a successful hit dice, ignoring the opponents combat grid.
Draw three small boxes in this weapon box. Every time you throw a Quilltip put a cross in one box. Once all boxes have been crossed remove Quilltips from your character sheet.

Staniss t-hawk
cost: 5 tc

+ one die to your dice pool.

Before making a combat roll you may attempt to throw the T-Hawk at your opponent.
Roll 2 dice. If either result is a 10 immediately deal 2 successful hits to them, ignoring the opponents combat grid.
Note that if you throw the T-Hawk but eventually have to flee combat then you lose the T-Hawk. Remove it from your character sheet.

staniss p12
cost: 15 tc

If your other weapon is broken then this weapon can reroll one die during any combat roll.

staniss hotshot
CosT: 20 tc

For every successful hit on your opponent during a combat roll you can reroll one of the other dice from that same roll.

staniss sbr1
cost: 20 tc

After any combat roll: you may ignore the results, bench one die and reroll the remaining. You can do this as many times as you have dice.

staniss razor
cost: 25 tc

After resolving any combat roll: you may re-roll one deflected result. If it is anything other than a Successful Hit then ignore it.

staniss r6
cost: 25 tc

+ one die to your dice pool.

staniss lm1
cost: 30 tc

For every successful hit during combat rolls, roll one bonus die. Regardless of the result this die stays in your dice pool for the rest of the encounter to a maximum of 8 dice total.

staniss slugger
Cost: 30 tc

During a combat roll, if you roll two results against a shield icon on your opponents combat grid then one of the dice becomes a successful hit.

staniss bar-a1
cost: 35 tc

At the start of an encounter, before making the first combat roll, you may choose to bench one die and instantly use another die as a hit to your opponent.

– Load Bearing Gear –

Four brand new weapon options to further personalise your Teds look!

STANISS evader
Cost: 20 TC

For every successful hit you roll during combat you may ignore one counter attack within the same roll.

staniss espion
cost: 20 tc

If you roll two successful hits in the same roll during combat then convert one other die to damage, ignoring its original result.

staniss recce
cost: 30 tc

Add 2 extra dice to your Tracking rolls.

Staniss siege
cost: 40 tc

If you would take damage during combat you may instead choose to break this item and convert the effecting dice to successful hits.

– Weapon Charms –

If you have the right special item then you’ll be able to pick up one of these weapon charms and gain its bonus. It is considered to be connected to one of your weapons so make a note in it’s section and lsoe the bonus if that weapon breaks.
You may only attach one charm to any weapon.

HINKY PUNK Charm
COST: Hinkypunk in a jar

During the night you may sacrifice four fluff points and choose a night patrol result.

Dragonmoth charm
COST: Dragonmoth silk gland

You may + or – 1 to one D10 during any combat roll if your opponent is a flying creature.

ash golem charm
COST: Spectroliris flower

You may + or – 1 to any saving throws in the Ratrun region.

Phobus arachno charm
COST: Phobus venom sack

If there is a Forgotten opponent in the region then you immediately know where they are. You may sacrifice four fluff points to skip patrol and go straight to an encounter with them.

- TRAINING GROUNDS -

TRAINING GROUNDS!

Remember the 11 T’s.
Top Tier Tactical Training Turns Timid Toys To Tough Tactical Teddies!

Here at the Training Grounds you will put your TedCreds to good use learning invaluable skills that will keep you alive out on patrol!

You can only have two traits active at a time. If you change traits you will need to spend the Creds to relearn (re-equip) a trait even if you have previously owned it.

– Event Traits –

Equipment required for the event that will take up a trait slot. Removed traits will need to be repurchased after the event.

Harvest Pouch
East star event trait

+2 dice and -1 time cost when making foraging rolls.

Prototype scanner
East star event trait

+2 dice and -1 time cost when making tracking rolls.

– Standard Traits –

Influential
COST: 20 TC

When buying items from the Tuck Shop at an encampment you may roll 1 D10. If the result is 8 or above then you may choose a free item. If it is below then you just feel awkward for a bit. Either way erase this trait after use.

ENLISTED
COST: 5 TC

+ one die to your dice pool.

Recruiter
COST: 10 tc

You can travel between regions once without spending time. Erase this trait after use.

hallowed
COST: 15 tc

+ or – 1 to Patrol dice rolls during the night.

ambassador
COST: 20 tc

The first encampment you arrive at are gifted one grenade of your choice and one loot from the camp watch-bear. Erase this trait after use.

smoothsayer
COST: 20 tc

If your patrol finds you in combat with another teddy you can choose to avoid it in exchange for one loot (if you have any).

tactical style
COST: 25 tc

During the first combat roll of any encounter you are immune to counter attacks.

Radiant Moon Event

radiant
COST: 30 tc

+ or – 1 to saving throws.

grail finder
COST: 35 tc

If one of your patrols result in an instant that grants you loot, you instead find two loot. Break this trait if that happens.

legion
COST: 15 tc

+ one die to your dice pool.

gilded heart
COST: 10 tc

If a weapon would break, you may instead erase this trait

refueled
COST: 40 tc

When you visit an encampment you may return to full health and fix all weapons and gear for time cost of 1. Erase this trait after use.

- HEAD OUT -

If you are leaving the Capital to begin your Patrols then there is no time cost for this travel.

If you have returned to the Capital with time to spare to return to the Patrols then travelling to any of the below regions incurs a time cost of 1 Hour.

Whispwood

The darkness beyond the treeline is made of more than just shadows.

Redspine Rows

Time to rock and roll. Watch out for falling rocks and large creatures that roll!

Ratrun

TTHQ tried to make the way to the desert impassable. It became a labyrinth of horrors.

CROWS REST

Rolling Hills and open skies sounds quite relaxing until you realise there’s nowhere to hide.

Squadron Specials!

Only open for business when a community event is active.

Take a look through the items in the stall and let me know via Patreon DM what you would like added to your bear on the Roster Page.

Sometimes an item may replace or remove another cosmetic based on how it overlaps gear. If you have any questions about compatibility between certain cosmetics just let me know and I’ll be happy to let you know!

Stay awesome!

- SQUADRON SPECIALS STALL -

– Weapon Accessories –

Whatever weapon your bear is rocking, make it unique with some awesome new accessories.

COST: 5 TEDCREDS
Staniss 2x sling

COST: 15 TEDCREDS
STANISS Motion pulse

COST: 15 TEDCREDS
STANISS Scoutsight

COST: 10 TEDCREDS
STANISS Combatsight

COST: 10 TEDCREDS
STANISS Illuminator

COST: 10 TEDCREDS
STANISS flashlamp

COST: 5 TEDCREDS
STANISS Supressor v1

– Weapon Skins –

Jazz up your combat with these brand new weapon skins! Affected areas of all weapons will mostly be main body and furniture of the weapon. Skins are currently not available for melee weapons.

COST: 5 TEDCREDS
E.R-nightops skin

COST: 10 TEDCREDS
Goldvane skin

COST: 10 TEDCREDS
nomad skin

COST: 15 TEDCREDS
redmist skin

– Headgear –

More fun accessories for your Ted. Some of these may affect any previous hair choices to be able sit comfortably.

COST: 5 TEDCREDS
eye bandage

COST: 10 TEDCREDS
eye patch

COST: 5 TEDCREDS
snoutmask

COST: 20 TEDCREDS
staniss darksight

– Jackets –

Four stylish new jackets to keep your Ted warm and combat ready!

COST: 15 TEDCREDS
ashen trench jack

COST: 15 TEDCREDS
redspine jack

COST: 10 TEDCREDS
hill-ghillie

COST: 10 TEDCREDS
whisp-wraps

– Damage and Decor –

You’ve been on patrol in the Tedlands and it’s time to start looking the part. No-ted gets out without a scratch or two.

COST: 5 TEDCREDS
slash

COST: 2 TEDCREDS
eye cut

COST: 2 TEDCREDS
cheek scratch

COST: 5 TEDCREDS
face chomp

COST: 5 TEDCREDS
scaff piercing

COST: 3 TEDCREDS
lip piercing

COST: 5 TEDCREDS
ear hoop piercing

COST: 3 TEDCREDS
brow piercing

– Event Specials –

A couple of extras! A cheap and cheerful wristband to show off that you were part of the event, and the opportunity to go on another full length patrol and earn more TedCreds on top of what you have currently!

COST: 2 TedCreds
Hallowed moon 2023 event wristband

A keepsake from your time on the Hallowed Moon Patrols.

COST: 10 tedcreds
assignment for another 12 hours on patrol

Return your Time and Fluff Points back to full and get back out there to earn more TedCreds!
Can only be bought once.

Enjoying the Ted-World?

You can be part of the journey by joining
HIWEZ SQUADRON!
See new projects in development, get free downloads and take part of Squadron-exclusive polls, earn badges and rank up in the Squadron by supporting the art on Patreon.

Enlist today