Soldier (d20 modern): Difference between revisions

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{{DMOnly}}
{{DMOnly}}

<div class="opengamecontent">


''' Equipment '''
''' Equipment '''
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|Initiative=+2
|Initiative=+2
|Speed=30 ft
|Speed=30 ft
|AC=13 (+2 Dex, +1 clothing), touch 12, flatfooted 11
|AC=16 (+2 Dex, +1 clothing, +3 class bonus), touch 15, flatfooted 14
|BAB=+0/+2
|BAB=+0/+2
|Attack=Firearm +2 ranged (''See description'')
|Attack=Firearm +3 ranged (''See description'')
|FullAttack=Firearm +2 ranged (''See description'')
|FullAttack=Firearm +3 ranged (''See description'')
|Space=5 ft/5 ft
|Space=5 ft/5 ft
|SpecialAttacks=&mdash;
|SpecialAttacks=&mdash;
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|Feats=Simple Weapons Proficiency, Personal Firearm Proficiency, Weapon Focus
|Feats=Simple Weapons Proficiency, Personal Firearm Proficiency, Weapon Focus
|Environment=Any
|Environment=Any
|Organization=Patrol (2 privates), Squad (1 corperal, 4 privates), etc.
|Organization=Patrol (2 privates), Squad (1 corporal, 4 privates), etc.
|CR=1/2
|CR=1/2
|Treasure=None
|Treasure=None
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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'''


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.

<br style="clear:both" />
== Corporal ==
{{Monster|Size=Fast Ordinary 2
|HD=2d8+2 (11 hp)
|Initiative=+2
|Speed=30 ft
|AC=17 (+2 Dex, +1 clothing, +4 class bonus), touch 16, flatfooted 15
|BAB=+1/+3
|Attack=Firearm +4 ranged (''See description'')
|FullAttack=Firearm +4 ranged (''See description'')
|Space=5 ft/5 ft
|SpecialAttacks=&mdash;
|SpecialQualities=&mdash;
|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.
|CR=1
|Treasure=None
|Alignment=Usually neutral
|Advancement=&mdash;
|LA=0
}}

Squads led by corporals (or higher ranks) will withdraw in good order if overwhelmed.

'''Skills'''

As for a private except with 5 ranks.

<div class="ogcfooter">[[Open Game Content]]</div>
</div>


[[Category:NPC]]
[[Category:NPC]]

Latest revision as of 21:33, 8 May 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 +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 +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 +4 ranged (See description)
Full Attack Firearm +4 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.