Soldier (d20 modern): Difference between revisions

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|AC=16 (+2 Dex, +1 clothing, +3 class bonus), touch 15, flatfooted 14
|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=—
|SpecialAttacks=—
Line 75: Line 75:
|AC=17 (+2 Dex, +1 clothing, +4 class bonus), touch 16, flatfooted 15
|AC=17 (+2 Dex, +1 clothing, +4 class bonus), touch 16, flatfooted 15
|BAB=+1/+3
|BAB=+1/+3
|Attack=Firearm +3 ranged (''See description'')
|Attack=Firearm +4 ranged (''See description'')
|FullAttack=Firearm +3 ranged (''See description'')
|FullAttack=Firearm +4 ranged (''See description'')
|Space=5 ft/5 ft
|Space=5 ft/5 ft
|SpecialAttacks=—
|SpecialAttacks=—

Revision as of 15:00, 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 +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.