Soldier (d20 modern): Difference between revisions
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|Saves=Fort +1, Ref +3, Will +0 |
|Saves=Fort +1, Ref +3, Will +0 |
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|Abilities=Str 15, Dex 14, Con 13, Int 12, Wis 10, CHA 8 |
|Abilities=Str 15, Dex 14, Con 13, Int 12, Wis 10, CHA 8 |
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|Skills=Listen +4, Spot +4, Drive +6, Survival +4, Navigate +5 (''see description'') |
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⚫ | |||
|Feats=Personal Firearm |
|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 corperal, 4 privates), etc. |
|Organization=Patrol (2 privates), Squad (1 corperal, 4 privates), etc. |
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|CR=1/2 |
|CR=1/2 |
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|Treasure= |
|Treasure=None |
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|Alignment=Usually neutral |
|Alignment=Usually neutral |
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|Advancement=— |
|Advancement=— |
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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 or surrender. |
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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. |
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[[Category:NPC]] |
Revision as of 16:54, 27 March 2006
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 | 13 (+2 Dex, +1 clothing), touch 12, flatfooted 11 |
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 corperal, 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 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.