Difference between revisions of "Soldier (d20 modern)"
From David's Notebook
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|Initiative=+2 |
|Initiative=+2 |
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|Speed=30 ft |
|Speed=30 ft |
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− | |AC= |
+ | |AC=16 (+2 Dex, +1 clothing, +3 class bonus), touch 15, flatfooted 14 |
|BAB=+0/+2 |
|BAB=+0/+2 |
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|Attack=Firearm +2 ranged (''See description'') |
|Attack=Firearm +2 ranged (''See description'') |
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Line 53: | Line 53: | ||
|Feats=Simple Weapons Proficiency, Personal Firearm Proficiency, Weapon Focus |
|Feats=Simple Weapons Proficiency, Personal Firearm Proficiency, Weapon Focus |
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|Environment=Any |
|Environment=Any |
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− | |Organization=Patrol (2 privates), Squad (1 |
+ | |Organization=Patrol (2 privates), Squad (1 corporal, 4 privates), etc. |
|CR=1/2 |
|CR=1/2 |
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|Treasure=None |
|Treasure=None |
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Line 61: | Line 61: | ||
}} |
}} |
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− | The lowest rank, forming the bulk of of the army's personnel. In the absense of strong leadership, privates are reluctant to engage in a protracted firefire and will either withdraw or surrender. |
+ | The lowest rank, forming the bulk of of the army's personnel. In the absense of strong leadership, privates are reluctant to engage in a protracted firefire and will either withdraw in disarray or surrender. |
'''Skills''' |
'''Skills''' |
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In addition to the skills listed, one further skill with 4 ranks may be chosen to suit the soldiers appropriate role. e.g., a medic would have Treat Injury +5; a radio operator, Craft (electronic) +5. |
In addition to the skills listed, one further skill with 4 ranks may be chosen to suit the soldiers appropriate role. e.g., a medic would have Treat Injury +5; a radio operator, Craft (electronic) +5. |
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+ | |||
+ | <br style="clear:both" /> |
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+ | == Corporal == |
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+ | {{Monster|Size=Fast Ordinary 2 |
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+ | |HD=2d8+2 (11 hp) |
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+ | |Initiative=+2 |
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+ | |Speed=30 ft |
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+ | |AC=17 (+2 Dex, +1 clothing, +4 class bonus), touch 16, flatfooted 15 |
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+ | |BAB=+1/+3 |
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+ | |Attack=Firearm +3 ranged (''See description'') |
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+ | |FullAttack=Firearm +3 ranged (''See description'') |
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+ | |Space=5 ft/5 ft |
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+ | |SpecialAttacks=— |
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+ | |SpecialQualities=— |
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+ | |Saves=Fort +1, Ref +4, Will +0 |
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+ | |Abilities=Str 15, Dex 14, Con 13, Int 12, Wis 10, CHA 8 |
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+ | |Skills=Listen +5, Spot +5, Drive +7, Survival +5, Navigate +6, (''see description'') |
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+ | |Feats=Simple Weapons Proficiency, Personal Firearm Proficiency, Weapon Focus |
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+ | |Environment=Any |
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+ | |Organization=Squad (1 corporal, 4 privates), etc. |
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+ | |CR=1 |
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+ | |Treasure=None |
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+ | |Alignment=Usually neutral |
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+ | |Advancement=— |
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+ | |LA=0 |
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+ | }} |
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+ | |||
+ | Squads led by corporals (or higher ranks) will withdraw in good order if overwhelmed. |
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+ | |||
+ | '''Skills''' |
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+ | |||
+ | As for a private except with 5 ranks. |
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[[Category:NPC]] |
[[Category:NPC]] |
Revision as of 15:56, 30 March 2006
Information in this section is for DMs.
Equipment
- Clothing appropriate for the conditions and terrain they'll be operating in. This uniform gives a +2 circumstance bonus to hide checks when in the correct terrain.
- Helmet
- 2 timed fragmentation grenades
- 3 magazines for their firearm
- Identification tag
Additional equipment is carried when the solider in the field:
- Backpack
- Water bottle
- 3 days of food
- Maps and compass
- Folding trenching tool
- 5 additional magazines
Firearm
Soliders carry one principle firearm depending on their role.
Role | Weapon | Statistics |
---|---|---|
Infantryman | Bolt-action rifle | 2d10 damage, single-shot |
Machine gunner | Light machine gun | 2d8 damage, automatic |
Sniper | Masterwork bolt-action rifle w/ scope | 2d10 damage, single-shot |
Airborne | Submachine gun | 2d6 damage, automatic |
Officer | Submachine gun or Handgun |
2d6 damage, automatic 2d6 damage, semiautomatic |
Private
Size/Type | Fast Ordinary 1 |
---|---|
Hit Dice | 1d8+1 (6 hp) |
Initiative | +2 |
Speed | 30 ft |
Armour class | 16 (+2 Dex, +1 clothing, +3 class bonus), touch 15, flatfooted 14 |
Base Attack/Grapple | +0/+2 |
Attack | Firearm +2 ranged (See description) |
Full Attack | Firearm +2 ranged (See description) |
Space/Reach | 5 ft/5 ft |
Special Attacks | — |
Special Qualities | — |
Saves | Fort +1, Ref +3, Will +0 |
Abilities | Str 15, Dex 14, Con 13, Int 12, Wis 10, CHA 8 |
Skills | Listen +4, Spot +4, Drive +6, Survival +4, Navigate +5, (see description) |
Feats | Simple Weapons Proficiency, Personal Firearm Proficiency, Weapon Focus |
Environment | Any |
Organization | Patrol (2 privates), Squad (1 corporal, 4 privates), etc. |
Challenge Rating | 1/2 |
Treasure | None |
Alignment | Usually neutral |
Advancement | — |
Level Adjustment | 0 |
{{{Footnotes}}} |
The lowest rank, forming the bulk of of the army's personnel. In the absense of strong leadership, privates are reluctant to engage in a protracted firefire and will either withdraw in disarray or surrender.
Skills
In addition to the skills listed, one further skill with 4 ranks may be chosen to suit the soldiers appropriate role. e.g., a medic would have Treat Injury +5; a radio operator, Craft (electronic) +5.
Corporal
Size/Type | Fast Ordinary 2 |
---|---|
Hit Dice | 2d8+2 (11 hp) |
Initiative | +2 |
Speed | 30 ft |
Armour class | 17 (+2 Dex, +1 clothing, +4 class bonus), touch 16, flatfooted 15 |
Base Attack/Grapple | +1/+3 |
Attack | Firearm +3 ranged (See description) |
Full Attack | Firearm +3 ranged (See description) |
Space/Reach | 5 ft/5 ft |
Special Attacks | — |
Special Qualities | — |
Saves | Fort +1, Ref +4, Will +0 |
Abilities | Str 15, Dex 14, Con 13, Int 12, Wis 10, CHA 8 |
Skills | Listen +5, Spot +5, Drive +7, Survival +5, Navigate +6, (see description) |
Feats | Simple Weapons Proficiency, Personal Firearm Proficiency, Weapon Focus |
Environment | Any |
Organization | Squad (1 corporal, 4 privates), etc. |
Challenge Rating | 1 |
Treasure | None |
Alignment | Usually neutral |
Advancement | — |
Level Adjustment | 0 |
{{{Footnotes}}} |
Squads led by corporals (or higher ranks) will withdraw in good order if overwhelmed.
Skills
As for a private except with 5 ranks.