Soldier (d20 modern): Difference between revisions

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|Saves=Fort +1, Ref +3, Will +0
|Saves=Fort +1, Ref +3, Will +0
|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
|Skills=Listen +4, Spot +4, Drive +6, Survival +4, Navigate +5 (''see description'')
|Skills=???
|Feats=Personal Firearm profes, ???
|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 corperal, 4 privates), etc.
|CR=1/2
|CR=1/2
|Treasure=???
|Treasure=None
|Alignment=Usually neutral
|Alignment=Usually neutral
|Advancement=—
|Advancement=—
Line 60: Line 60:


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.

'''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.

[[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.