A few NPCs from Marvel, although could be generic.
Marvel Mercenaries
This group of mercenaries are from the Marvel Cinematic Universe, offer their services as mercenaries, from raiders, guards, foot soldiers, etc. They all wear combat fatigues usually in dark greys with light helmets, goggles and face coverings, heavy gloves, keeping their identities secret, never using names and only ID codes and numbers when on the job or interacting with clients.
Marvel Mercenary Soldier
The mercenary soldier is versatile, able to perform in various roles that one can hire them for. They wear tactical armour with full face covering and tinted goggles to keep their identities secret. While on the job, they carry all the gear typically need for a job, although additional supplies may be assigned or carried, in a backpack with quick access to additional ammunition, grenades and equipment. They are armed with an M-16 with under barrel grenade launcher. The goggles and helmet are fitted with night vision, polarization and ear protection against flash bangs.
Marvel Mercenary Soldier Low Level (Strong Ord 2)
Type: Human
Size: Medium
CR: 1
Hit Points: 2d8+2, 11 hp
Mas: 13
Init: +2
Speed: 30 ft
Defense: 17, Touch 14, Flatfooted 15 (+2 Dex, +2 Class, +3 undercover vest)
BAB/Grp: +2 / +4
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +4 melee knife (1d4+2, 19-20x2 slashing), or +4 ranged Dark Watch Assault Rifle (2d8 ballistic, 80 ft), or +0 grenade launcher (varies, 70 ft), or +5 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks: Covered Fire
Special Qualities: Tactical Loadout, Protective Measures
Allegiances:
Saves: Fort +3, Reflex +2, Will +1
Reputation: +0
Occupation: Military (Demolitions, Survival)
Abilities: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Skills: Climb +2, Demolitions +3, Jump +2, Read/Write English, Survival +5, Swim +4
Feats: Advanced Firearms Proficiency, Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Glock 20 (10mm) + 50 rounds, Dark Watch Assault Rifle (5.56mm, 40mm grenade) + 120 rds, 10 grenades, military radio, undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast use first aid kit, 2 lbs C4
Marvel Mercenary Soldier Mid Level (Strong Ord 6)
Type: Human
Size: Medium
CR: 5
Hit Points: 6d8+12 +5, 44 hp
Mas: 14
Init: +2
Speed: 30 ft
Defense: 19, Touch 15, Flatfooted 17 (+2 Dex, +3 Class, +4 dark watch ceramic undercover vest)
BAB/Grp: +6 / +8
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +8 melee knife (1d4+2, 19-20x2 slashing), or +8 ranged Dark Watch Assault Rifle (2d8 ballistic, 80 ft), or +8 grenade launcher (varies, 70 ft), or +8 ranged Glock 20 (2d6, ball, 40 ft)
Full Attack: +8/+3 melee knife (1d4+2, 19-20x2), or +8/+3 ranged Dark Watch Assault Rifle (2d8, ball, 80 ft), or +8 ranged grenade (varies, 70 ft) and +3 ranged Dark Watch Assault Rifle (2d8, ball, 80 ft), or +8/+3 ranged Glock 20 (2d6, ball , 40 ft)
Special Attacks: Covered Fire
Special Qualities: Tactical Loadout, Protective Measures, Advanced Discipline Conditioning
Allegiances:
Saves: Fort +6, Reflex +4, Will +4
Reputation: +1
Occupation: Military (Demolitions, Survival)
Abilities: Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Climb +5, Demolitions +5, Jump +5, Listen +3, Read/Write English, Spot +3, Survival +8, Swim +6
Feats: Advanced Firearms Proficiency, Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Strafe, Exotic Firearms Proficiency (grenade launcher)
Possessions: Glock 20 (10mm) + 50 rounds, Dark Watch Assault Rifle (5.56mm, 40mm grenade) + 120 rds, 10 grenades (5 frag, 2 sonic pulse, 2 EMP, 1 Buff grenade), military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast use first aid kit, 2 lbs of C4
Marvel Mercenary Soldier High Level (Strong 10)
Type: Human
Size: Medium
CR: 9
Hit Points: 10d8+20 +5, 70 hp
Mas: 14
Init: +2
Speed: 30 ft
Defense: 21, Touch 17, Flatfooted 19 (+2 Dex, +5 Class, +4 Dark Watch Ceramic undercover vest)
BAB/Grp: +10 / +13
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +13 melee knife (1d4+3, 19-20x2 slashing), or +13 ranged Advanced Dark Watch Assault Rifle (3d8+2 ballistic, 90 ft), or +13 grenade launcher (varies, 70 ft), or +12 ranged Glock 20 (2d6, ball, 40 ft)
Full Attack: +13/+8 melee knife (1d4+2, 19-20x2), or +13/+8 ranged Advanced Dark Watch Assault Rifle (3d8+2, ball, 90 ft), or +13 ranged grenade (varies, 70 ft) and +8 ranged Advanced Dark Watch Assault Rifle (3d8+2, ball, 90 ft), or +12/+7 ranged Glock 20 (2d6, ball , 40 ft)
Special Attacks: Covered Fire
Special Qualities: Tactical Loadout, Protective Measures, Advanced Discipline Conditioning, Augmented Crippling Strikes
Allegiances:
Saves: Fort +8, Reflex +5, Will +5
Reputation: +2
Occupation: Military (Demolitions, Survival)
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Climb +8, Demolitions +5, Jump +6, Listen +4, Read/Write English, Search +3, Spot +4, Survival +12, Swim +6
Feats: Advanced Firearms Proficiency, Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Strafe, Exotic Firearms Proficiency (grenade launcher), Point Blank Shot
Possessions: Glock 20 (10mm) + 50 rounds, Advanced Dark Watch Assault Rifle (5.56mm, 40mm grenade) + 120 rds, 10 grenades (5 frag, 2 sonic pulse, 2 EMP, 1 Buff grenade), military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast use first aid kit, 2 lbs C4.
Covered Fire
As long as the soldier saw an opponent, when taking cover, can improve the cover degree by one type (one-quarter becomes half, etc), and can fire the grenade launcher without revealing themselves, at -3 to attack roll.
Tactical Loadout
When fighting with other Marvel Mercenaries, deals an additional +2 to damage if attacking the same target as another Marvel Mercenary in the same round. Allied Marvel Mercenaries within 30 feet of each other gain +1 to attacks. If two Marvel Mercenaries are within 5 ft of each other, they can share ammunition or other supplies in their backpack as if it was on their person as their own equipment, allowing those low on ammunition to get a reload from an ally quickly.
Protective Measures
When fighting defensively with a weapon of small size in hand, only suffers -2 to attack rolls, while gaining +2 to Defense like normal.
Advanced Discipline Conditioning
Higher level members of Marvel Mercenaries gain advanced training, improving their health and resistances. Gains +5 hit points, +1 Fort and Will saves. Only available to members with at least 4 HD.
Augmented Crippling Strikes
Higher level members of Marvel Mercenaries gain advanced training in crippling strikes. The user can take a -5 to attack roll to improve critical threat range of weapon they are currently using, as long as they are proficient in its use, lasts until next attack, but has to be made within 5 rounds. Only available to members with at least 7 HD.
Dark Watch Assault Rifle
This rifle is loosely based on the Colt M-16A2 rifle, using 5.56mm ammunition, with an under barrel 40mm grenade launcher which holds two grenades instead of the normal single grenade. This weapon features a three-round burst setting. When using the Burst fire feat, it only fires three bullets instead of five, and can be used with only three bullets in the weapon. Doesn't grant the ability to make burst fire attacks without the feat, if use the setting without the feat, make a normal attack, wasting the extra two bullets. Switching between grenade launcher and rifle is a free action, can be done as many times as the user has attacks.
Dark Watch Assault Rifle (PL5 Personal Firearms Proficiency)
Damage: 2d8 / varies by grenade
Critical: 20x2
Damage Type: Ballistic / varies
Range Increment: 80 ft / 70 ft
Rate of Fire: S, A / Semi
Size: Large
Weight: 12 lbs
Ammo: 20 box / 2 internal
Purchase DC: 18 Mil (+3)
Notes: built in grenade launcher, switching between rifle and grenade launcher free action. Can load a single grenade as a move action.
Advanced Dark Watch Assault Rifle
This version of the Dark Watch Assault Rifle is higher quality, with a longer barrel, with improved stopping power. This rifle is loosely based on the Colt M-16A2 rifle, using 5.56mm ammunition, with an under barrel 40mm grenade launcher which holds two grenades instead of the normal single grenade. This weapon features a three-round burst setting. When using the Burst fire feat, it only fires three bullets instead of five, and can be used with only three bullets in the weapon. Doesn't grant the ability to make burst fire attacks without the feat, if use the setting without the feat, make a normal attack, wasting the extra two bullets. Switching between grenade launcher and rifle is a free action, can be done as many times as the user has attacks.
Advanced Dark Watch Assault Rifle (PL5 Personal Firearms Proficiency)
Damage: 3d8+2 / varies by grenade
Critical: 20x2
Damage Type: Ballistic / varies
Range Increment: 90 ft / 70 ft
Rate of Fire: S, A / Semi
Size: Large
Weight: 12 lbs
Ammo: 20 box / 2 internal
Purchase DC: 18 Mil (+3)
Notes: master work (+1 attack roll), built in grenade launcher, switching between rifle and grenade launcher free action. Can load a single grenade as a move action, improved damage and improved stopping power gadgets added.
Buff Grenade
These grenades use a combination of magic and nanite technology to steal any benefits those in the blast radius might have. When strikes target square, releases a pulse, dealing 2d6 non lethal concussive damage to all within 10 ft radius, Reflex save DC 15 for half damage. Any benefits those in the area might have, from magic, or technological, to any skills, checks, attack rolls, including fast heal (but not Regeneration), must make a Will save DC 15 or lose the benefits (if passive, or have a longer duration, the benefits are stopped) for 5 rounds. The user of the grenade gains half the bonuses (round down, to a minimum of 1) for 3 rounds. Example, if a target is benefiting from the effects of a Rage (+4 Str, +4 Con, -2 Def), the user of the Buff Grenade gains half the bonuses (+2 Str, +2 Con, -1 Def).
Weight: 1 lb
PDC: 19 for box of 5, unique to Marvel Mercenaries.
Marvel Mercenary Sniper
These are soldiers that are trained as snipers. Their helmet goggles are two circular lenses plus an additional sensor mounted on the left temple, which functions as a set of binoculars. They are equipped with a Dark Watch Longrifle, a knife and a pistol for back up.
Marvel Mercenary Sniper Low Level (Fast Ord 2)
Type: Human
Size: Medium
CR: 1
Hit Points: 2d8+4, 13 hp
Mas: 14
Init: +2
Speed: 30 ft
Defense: 17, Touch 14, Flatfooted 15 (+2 Dex, +2 Class, +3 undercover vest)
BAB/Grp: +1 / +2
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +2 melee knife (1d4+1, 19-20x2 slashing), or +3 ranged Dark Watch Longrifle (2d10 ballistic, 150 ft), or +3 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks: Ricocheted Shot
Special Qualities: Steady Aim, Protective Measures
Allegiances:
Saves: Fort +2, Reflex +4, Will +1
Reputation: +0
Occupation: Military (Demolitions, Survival)
Abilities: Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8
Skills: Climb +2, Concentration +4, Demolitions +3, Drive +4, Hide +5, Jump +2, Move Silently +5, Read/Write English, Survival +5, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Far Shot, Dead Aim
Possessions: Glock 20 (10mm) + 40 rounds, Dark Watch Longrifle (7.62mm) + 80 rds (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Marvel Mercenary Sniper Mid Level (Fast Ord 6)
Type: Human
Size: Medium
CR: 5
Hit Points: 6d8+12, 39 hp
Mas: 14
Init: +7
Speed: 30 ft
Defense: 23, Touch 19, Flatfooted 20 (+3 Dex, +6 Class, +4 Dark Watch Ceramic undercover vest)
BAB/Grp: +4 / +5
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +5 melee knife (1d4+1, 19-20x2 slashing), or +7 ranged Dark Watch Longrifle (2d10 ballistic, 150 ft), or +7 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks: Ricocheted Shot
Special Qualities: Steady Aim, Protective Measures, Advanced Discipline Conditioning
Allegiances:
Saves: Fort +4, Reflex +6, Will +3
Reputation: +2
Occupation: Military (Demolitions, Survival)
Abilities: Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Skills: Climb +2, Concentration +6, Demolitions +3, Drive +4, Hide +7, Jump +2, Move Silently +7, Read/Write English, Search +3, Spot +3, Survival +5, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Far Shot, Dead Aim, Improved Initiative, Armour Proficiency (light)
Possessions: Glock 20 (10mm) + 40 rounds, Dark Watch Longrifle (7.62mm) + 80 rds (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Marvel Mercenary Sniper High Level (Fast Ord 6)
Type: Human
Size: Medium
CR: 9
Hit Points: 10d8+20, 65 hp
Mas: 14
Init: +7
Speed: 30 ft
Defense: 25, Touch 21, Flatfooted 22 (+3 Dex, +8 Class, +4 undercover vest)
BAB/Grp: +7 / +8
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +8 melee knife (1d4+1, 19-20x2 slashing), or +12 ranged Advanced Dark Watch Longrifle (3d10+2 ballistic, 180 ft), or +10 ranged Glock 20 (2d6, ball, 40 ft)
Full Attack: +8/+3 melee knife (1d4+1, 19-20x2, slashing), or +12/+7 ranged Dark Watch Longrifle (3d10+2 ballistic, 180 ft), or +10/+5 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks: Ricocheted Shot
Special Qualities: Steady Aim, Protective Measures, Advanced Discipline Conditioning, Augmented Crippling Strike
Allegiances:
Saves: Fort +5, Reflex +8, Will +5
Reputation: +3
Occupation: Military (Demolitions, Survival)
Abilities: Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Skills: Climb +3, Concentration +9, Demolitions +3, Drive +4, Hide +12, Jump +2, Move Silently +12, Read/Write English, Search +5, Spot +5, Survival +7, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Far Shot, Dead Aim, Improved Initiative, Armour Proficiency (light), Weapon Focus (Dark Watch Longrifle (includes advanced version)
Possessions: Glock 20 (10mm) + 40 rounds, Dark Watch Longrifle (7.62mm) + 80 rds (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Ricocheted Shot
This allows a character to ricochet or bounce a bullet off of objects to hit a target. Make a Concentration check DC 15, and suffers -3 to strike and deals 1 less die of damage. The total distance between the object ricocheted off and the target must be less than half the weapon's range increment, before any feats or equipment that increases range. A ricochet shot can only be ricocheted as many times as the attack has dice of damage (i.e. a character with 2d6 damage could ricochet one time and still do damage to the target). If a shot is ricocheted so that is hits an enemy from behind then the enemy is at caught flat footed. Each ricochet does 1 die of damage of the weapon to the object that it was ricocheted off of. Shots can be ricocheted off of a person, but the character must make an attack roll at --5 to strike instead of the normal -3.
Steady Aim
When spending a full round aiming, make a Concentration check DC equal to target's Defense. Beating the target's Defense grants a +1 bonus to damage +1 for every 5 points over the target's Defense the Concentration check beats.
Protective Measures
When fighting defensively with a weapon of small size in hand, only suffers -2 to attack rolls, while gaining +2 to Defense like normal.
Advanced Discipline Conditioning
Higher level members of Marvel Mercenaries gain advanced training, improving their health and resistances. Gains +5 hit points, +1 Fort and Will saves. Only available to members with at least 4 HD.
Augmented Crippling Strikes
Higher level members of Marvel Mercenaries gain advanced training in crippling strikes. The user can take a -5 to attack roll to improve critical threat range of weapon they are currently using, as long as they are proficient in its use, lasts until next attack, but has to be made within 5 rounds. Only available to members with at least 7 HD
Dark Watch Longrifle
This rifle is loosely based on the Erma SR 100 rifle, using 7.62mm ammunition, however it has a semi automatic action, comes with bipod and electro scope.
Dark Watch Longrifle (PL5 Personal Firearms Proficiency)
Damage: 2d10
Critical: 20x2
Damage Type: Ballistic
Range Increment: 100 ft
Rate of Fire: Semi
Size: Large
Weight: 12 lbs
Ammo: 10 box
Purchase DC: 20 Mil (+3)
Notes: built in bipod providing +1 when used, attached electro-optical scope (attack action acquiring target, range 150 ft ((225 ft with far shot feat), nightvision), built in suppressor.
Advanced Dark Watch Longrifle
The Advanced Dark Watch Longrifle is a masterwork version, with improved barrel construction and recoil systems. This rifle is loosely based on the Erma SR 100 rifle, using 7.62mm ammunition, however it has a semi automatic action, comes with bipod and electro scope.
Dark Watch Longrifle (PL5 Personal Firearms Proficiency)
Damage: 3d10+2
Critical: 20x2
Damage Type: Ballistic
Range Increment: 120 ft
Rate of Fire: Semi
Size: Large
Weight: 12 lbs
Ammo: 10 box
Purchase DC: 20 Mil (+3)
Notes: Mastercraft +1, built in bipod providing +1 when used, attached electro-optical scope (attack action acquiring target, range 150 ft ((225 ft with far shot feat), nightvision), built in suppressor, improved damage and improved stopping damage gadgets added.
Marvel Mercenary Lieutenant
These are combat leaders of groups of Marvel Mercenaries, making allies faster and stronger.
Marvel Mercenary Lieutenant Low Level (Strong Ord 1/Dedicated Ord 1)
Type: Human
Size: Medium
CR: 1
Hit Points: 1d8+1 plus 1d6+1, 13 hp
Mas: 13
Init: +1
Speed: 30 ft
Defense: 16, Touch 13, Flatfooted 15 (+1 Dex, +2 Class, +3 undercover vest)
BAB/Grp: +1 / +3
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +3 melee knife (1d4+2, 19-20x2 slashing), or +2 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks:
Special Qualities: Call the Shots, Squad Coherency, Protective Measures
Allegiances:
Saves: Fort +3, Reflex +1, Will +3
Reputation: +0
Occupation: Military (Demolitions, Survival)
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8
Skills: Climb +2, Drive +3, Hide +3, Intimidate +1, Jump +2, Knowledge Tactics +2, Move Silently +3, Read/Write English, Survival +5, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Armour Proficiency Light, +1
Possessions: Glock 20 (10mm) + 60 rounds, (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Marvel Mercenary Lieutenant Mid Level (Strong Ord 3/Dedicated Ord 3)
Type: Human
Size: Medium
CR: 5
Hit Points: 3d8+6 plus 3d6+6, 39 hp
Mas: 14
Init: +1
Speed: 30 ft
Defense: 19, Touch 15, Flatfooted 18 (+1 Dex, +4 Class, +4 Dark Watch Ceramic undercover vest)
BAB/Grp: +5 / +7
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +7 melee knife (1d4+2, 19-20x2 slashing), or +6 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks:
Special Qualities: Call the Shots, Squad Coherency, Protective Measures, Advanced Discipline Conditioning,
Allegiances:
Saves: Fort +7, Reflex +3, Will +5
Reputation: +1
Occupation: Military (Demolitions, Survival)
Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Skills: Climb +2, Drive +6, Hide +4, Intimidate +4, Jump +3, Knowledge Tactics +4, Listen +2, Move Silently +3, Read/Write English, Spot +3, Survival +5, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Armour Proficiency Light, +3
Possessions: Glock 20 (10mm) + 60 rounds, (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit, Dark Watch Comm Gear,
Marvel Mercenary Lieutenant High Level (Strong Ord 5/Dedicated Ord 5)
Type: Human
Size: Medium
CR: 9
Hit Points: 5d8+10 plus 5d6+10, 65 hp
Mas: 14
Init: +1
Speed: 30 ft
Defense: 20, Touch 17, Flatfooted 19 (+1 Dex, +6 Class, +4 Dark Watch Ceramic undercover vest)
BAB/Grp: +8 / +11
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +11 melee knife (1d4+3, 19-20x2 slashing), or +10 ranged Glock 20 (2d6, ball, 40 ft)
Full Attack: +11/+6 melee knife (1d4+3, 19-20x2 slashing), or +10/+5 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks:
Special Qualities: Call the Shots, Squad Coherency, Protective Measures Advanced Discipline Conditioning,
Allegiances:
Saves: Fort +9, Reflex +3, Will +6
Reputation: +3
Occupation: Military (Demolitions, Survival)
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Skills: Climb +2, Demolitions +5, Drive +8, Hide +4, Intimidate +6, Jump +3, Knowledge Tactics +5, Listen +3, Move Silently +3, Read/Write English, Sense Motivie +4, Spot +3, Survival +6, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Armour Proficiency Light, +4
Possessions: Glock 20 (10mm) + 60 rounds, (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Protective Measures
When fighting defensively with a weapon of small size in hand, only suffers -2 to attack rolls, while gaining +2 to Defense like normal.
Advanced Discipline Conditioning
Higher level members of Marvel Mercenaries gain advanced training, improving their health and resistances. Gains +5 hit points, +1 Fort and Will saves. Only available to members with at least 4 HD.
Augmented Crippling Strikes
Higher level members of Marvel Mercenaries gain advanced training in crippling strikes. The user can take a -5 to attack roll to improve critical threat range of weapon they are currently using, as long as they are proficient in its use, lasts until next attack, but has to be made within 5 rounds. Only available to members with at least 7 HD
Call The Shots
The Marvel Mercenary Lieutenant can inspire their allies, make a Charisma check DC 10 as a full round action, to all allies that can see and hear the Lieutenant within 50 feet. The effects last for 3 rounds. An inspired ally gains a +3 moral bonus to attack rolls and initiative rolls.
Squad Coherency
When using Treat Injury skill to heal an ally Marvel Mercenary, double the amount of hit points. If standing within 5 ft of an ally Marvel Mercenary, if the ally is hit by an attack, the Marvel Mercenary Lieutenant can use an attack of opportunity to attack the attacker at -3 to attack roll. If the attack was a ranged attack, the Lieutenant must already have a ranged weapon in hand, and can only attack if the attacker is within the first range increment of their weapon.
Dark Watch Comm Gear
This set of encrypted communications equipment links to a HUD system in a helmet, and has a touch screen controller that can attached to a user's wrist that can also display what is on the HUD, and functions as a manual input and scans text and images pointed at with a built in camera. Has a holo-display to project small 3D images such as maps or objects for mission briefings. It has a short range cellular phone tap and radio interceptor, both with a 5 mile radius, wireless modem, digital audio recorder and video recorder capturing everything around the user and anything linked via radio from allies, GPS and IFF system with linked radios.
Grants user +1 to Knowledge Tactics, negates half penalties for shooting into melee combat when an ally is in melee range of the target. Allows use of skills that can Inspire allies (Leadership Talent tree, other abilities/skills that grants moral or inspired bonus) over a greater distance of 1 mile without line of sight as long as in radio contact, 5 miles if linked with a video communications and HUD system.
Weight: 19 lbs
PDC: 24 Mil +3
Marvel Mercenary Equipment
Dark Watch Ceramic Undercover Vest
This set of armour is an upgraded version of the Undercover Vest, covering the torso, but instead of using ballistic plates, it uses ceramic plating, slightly lighter and provides slightly better protection with better placement and fitting. These armours are give to mid level and higher (at least 4 HD) members.
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +5
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 3 lbs
Purchase DC: 16
Restriction: Res +2
Notes: When worn under clothing, grants +2 bonus on Spot checks to notice the armour.
Reactive Plating
The name is a slight misnomer, as these plates are not reactive like those on tanks, but are a set of armoured plates that house some defensive systems. These consist of a pair of pauldrons (armour over the shoulders) and a plate that attaches to the user's chest. These contain an aerosol dispenser that can release smoke, anti-laser aerosol. Also contains a magnetic field generator that helps deflect and reduce damage from electrical damage, and deflects projectiles. The system is powered by a power pack that fits in one of the shoulders.
Adds +1 Equipment bonus to Defense, which can be stacked with Light and Medium armour, increases Armour check Penalty by a further -1.
Anti-Laser Aerosol Dispensers release a cloud covering a 15 foot radius around the user, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. The user can use a laser weapon while the cloud is active, but it only deals half damage as the cloud reduces its effectiveness. Has enough for 5 uses.
Smoke Dispenser releases a cloud of smoke that also blocks IR sensors, covering a 15 foot radius around the user, granting full concealment of 50% miss chance for the user. The cloud persists for 2d4 rounds, however strong winds over 30 mph will dissipate the cloud in 2 rounds. Has enough for 5 uses.
Magnetic field generator provides a +1 Deflection bonus against metallic projectiles, electrical and ion weapons. The user gains DR 3 against electrical and ion based weapons. The field can be maintained for 1 minute, requiring a 5 round cool down. Each round of operations uses 1 charge from a standard power pack, which has 50 charges typically.
Weight: 5 lbs, must be used with all 3 pieces.
PDC: 18 Res +2
Dark Watch Isolated Suit
This full body suit, padded with ballistic polymers, with the outer layer fitted with meta-materials that change colours and small cameras that allow it to take on the colour and patterns of the wearer's surroundings. The suit is also insulated to regulate the wearer's heat signature to match the background, and block EM signals from being detected from simple electronics the wearer has on them (passive night vision, radios not actively being used). These suits are used where stealth is required and typically only given to mid level and above members.
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: +6
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 21
Restriction: Mil +3
Notes: Grants +10 to Hide checks when not moving, +4 while moving less than 15 ft per round. IR and EM sensors suffer -3 to Search and Spot checks to detect the wearer.
Ammunition
Black Talon (PL6)
Also called ripper bullets, these degrade the hard defences of a target with each shot. Every black talon round that hits a target with a Hardness rating or Damage Reduction reduces that protection by 1 point to a minimum of 0. Damage caused by black talon rounds is very costly to repair, starting at a PDC of 10 and increasing cumulatively by 1 for every 1 of damage beyond the first. The cratered nature of black talon impacts means that all the damage done from them must be repaired at the same time.
PDC +3 Mil (+3)
Shredder (PL5)
These rounds are designed to break apart into small pieces like shrapnel, shredding the target's insides. Reduce damage die by 2 types (2d8 becomes 2d4, to a minimum of 2d4), but add 1d4 slashing damage, plus target suffers 1 point of bleeding damage each round until receives treatment. Removing the metal shards requires surgery with xray equipment as the shards are small and spread quickly.
PDC: +4 Illegal (+4)
Demo Rounds (PL5)
These rounds have the forward part of the bullet housed in a plastic case that easily breaks which allows the contained C4 to stick to target struck, which will detonate using a remote detonator. Anything struck takes 1d4 points of non-lethal damage. To make the round stick properly the user takes a -4 to attack roll to ensure it strikes to stick. The C4 only deals 1d4 points of concussive damage to a 2.5 foot radius (filling 1 square). These rounds are used more for sabotage and combined with other skills to make the most use of.
PDC: +3 Mil (+3)
Melter Rounds (PL5)
These rounds have a 'soft' shell that easily breaks once they strike a target. The bullet only deals 1d4 ballistic damage if a pistol round, 1d6 if rifle round, plus 1d6 acid for pistols and 1d8 for rifles, and deals same damage for 2 more rounds, the damage bypasses hardness/DR on metal objects.
PDC: +4 Mil +3
Marvel Mercenaries
This group of mercenaries are from the Marvel Cinematic Universe, offer their services as mercenaries, from raiders, guards, foot soldiers, etc. They all wear combat fatigues usually in dark greys with light helmets, goggles and face coverings, heavy gloves, keeping their identities secret, never using names and only ID codes and numbers when on the job or interacting with clients.
Marvel Mercenary Soldier
The mercenary soldier is versatile, able to perform in various roles that one can hire them for. They wear tactical armour with full face covering and tinted goggles to keep their identities secret. While on the job, they carry all the gear typically need for a job, although additional supplies may be assigned or carried, in a backpack with quick access to additional ammunition, grenades and equipment. They are armed with an M-16 with under barrel grenade launcher. The goggles and helmet are fitted with night vision, polarization and ear protection against flash bangs.
Marvel Mercenary Soldier Low Level (Strong Ord 2)
Type: Human
Size: Medium
CR: 1
Hit Points: 2d8+2, 11 hp
Mas: 13
Init: +2
Speed: 30 ft
Defense: 17, Touch 14, Flatfooted 15 (+2 Dex, +2 Class, +3 undercover vest)
BAB/Grp: +2 / +4
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +4 melee knife (1d4+2, 19-20x2 slashing), or +4 ranged Dark Watch Assault Rifle (2d8 ballistic, 80 ft), or +0 grenade launcher (varies, 70 ft), or +5 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks: Covered Fire
Special Qualities: Tactical Loadout, Protective Measures
Allegiances:
Saves: Fort +3, Reflex +2, Will +1
Reputation: +0
Occupation: Military (Demolitions, Survival)
Abilities: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Skills: Climb +2, Demolitions +3, Jump +2, Read/Write English, Survival +5, Swim +4
Feats: Advanced Firearms Proficiency, Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Glock 20 (10mm) + 50 rounds, Dark Watch Assault Rifle (5.56mm, 40mm grenade) + 120 rds, 10 grenades, military radio, undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast use first aid kit, 2 lbs C4
Marvel Mercenary Soldier Mid Level (Strong Ord 6)
Type: Human
Size: Medium
CR: 5
Hit Points: 6d8+12 +5, 44 hp
Mas: 14
Init: +2
Speed: 30 ft
Defense: 19, Touch 15, Flatfooted 17 (+2 Dex, +3 Class, +4 dark watch ceramic undercover vest)
BAB/Grp: +6 / +8
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +8 melee knife (1d4+2, 19-20x2 slashing), or +8 ranged Dark Watch Assault Rifle (2d8 ballistic, 80 ft), or +8 grenade launcher (varies, 70 ft), or +8 ranged Glock 20 (2d6, ball, 40 ft)
Full Attack: +8/+3 melee knife (1d4+2, 19-20x2), or +8/+3 ranged Dark Watch Assault Rifle (2d8, ball, 80 ft), or +8 ranged grenade (varies, 70 ft) and +3 ranged Dark Watch Assault Rifle (2d8, ball, 80 ft), or +8/+3 ranged Glock 20 (2d6, ball , 40 ft)
Special Attacks: Covered Fire
Special Qualities: Tactical Loadout, Protective Measures, Advanced Discipline Conditioning
Allegiances:
Saves: Fort +6, Reflex +4, Will +4
Reputation: +1
Occupation: Military (Demolitions, Survival)
Abilities: Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Climb +5, Demolitions +5, Jump +5, Listen +3, Read/Write English, Spot +3, Survival +8, Swim +6
Feats: Advanced Firearms Proficiency, Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Strafe, Exotic Firearms Proficiency (grenade launcher)
Possessions: Glock 20 (10mm) + 50 rounds, Dark Watch Assault Rifle (5.56mm, 40mm grenade) + 120 rds, 10 grenades (5 frag, 2 sonic pulse, 2 EMP, 1 Buff grenade), military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast use first aid kit, 2 lbs of C4
Marvel Mercenary Soldier High Level (Strong 10)
Type: Human
Size: Medium
CR: 9
Hit Points: 10d8+20 +5, 70 hp
Mas: 14
Init: +2
Speed: 30 ft
Defense: 21, Touch 17, Flatfooted 19 (+2 Dex, +5 Class, +4 Dark Watch Ceramic undercover vest)
BAB/Grp: +10 / +13
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +13 melee knife (1d4+3, 19-20x2 slashing), or +13 ranged Advanced Dark Watch Assault Rifle (3d8+2 ballistic, 90 ft), or +13 grenade launcher (varies, 70 ft), or +12 ranged Glock 20 (2d6, ball, 40 ft)
Full Attack: +13/+8 melee knife (1d4+2, 19-20x2), or +13/+8 ranged Advanced Dark Watch Assault Rifle (3d8+2, ball, 90 ft), or +13 ranged grenade (varies, 70 ft) and +8 ranged Advanced Dark Watch Assault Rifle (3d8+2, ball, 90 ft), or +12/+7 ranged Glock 20 (2d6, ball , 40 ft)
Special Attacks: Covered Fire
Special Qualities: Tactical Loadout, Protective Measures, Advanced Discipline Conditioning, Augmented Crippling Strikes
Allegiances:
Saves: Fort +8, Reflex +5, Will +5
Reputation: +2
Occupation: Military (Demolitions, Survival)
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Skills: Climb +8, Demolitions +5, Jump +6, Listen +4, Read/Write English, Search +3, Spot +4, Survival +12, Swim +6
Feats: Advanced Firearms Proficiency, Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Strafe, Exotic Firearms Proficiency (grenade launcher), Point Blank Shot
Possessions: Glock 20 (10mm) + 50 rounds, Advanced Dark Watch Assault Rifle (5.56mm, 40mm grenade) + 120 rds, 10 grenades (5 frag, 2 sonic pulse, 2 EMP, 1 Buff grenade), military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast use first aid kit, 2 lbs C4.
Covered Fire
As long as the soldier saw an opponent, when taking cover, can improve the cover degree by one type (one-quarter becomes half, etc), and can fire the grenade launcher without revealing themselves, at -3 to attack roll.
Tactical Loadout
When fighting with other Marvel Mercenaries, deals an additional +2 to damage if attacking the same target as another Marvel Mercenary in the same round. Allied Marvel Mercenaries within 30 feet of each other gain +1 to attacks. If two Marvel Mercenaries are within 5 ft of each other, they can share ammunition or other supplies in their backpack as if it was on their person as their own equipment, allowing those low on ammunition to get a reload from an ally quickly.
Protective Measures
When fighting defensively with a weapon of small size in hand, only suffers -2 to attack rolls, while gaining +2 to Defense like normal.
Advanced Discipline Conditioning
Higher level members of Marvel Mercenaries gain advanced training, improving their health and resistances. Gains +5 hit points, +1 Fort and Will saves. Only available to members with at least 4 HD.
Augmented Crippling Strikes
Higher level members of Marvel Mercenaries gain advanced training in crippling strikes. The user can take a -5 to attack roll to improve critical threat range of weapon they are currently using, as long as they are proficient in its use, lasts until next attack, but has to be made within 5 rounds. Only available to members with at least 7 HD.
Dark Watch Assault Rifle
This rifle is loosely based on the Colt M-16A2 rifle, using 5.56mm ammunition, with an under barrel 40mm grenade launcher which holds two grenades instead of the normal single grenade. This weapon features a three-round burst setting. When using the Burst fire feat, it only fires three bullets instead of five, and can be used with only three bullets in the weapon. Doesn't grant the ability to make burst fire attacks without the feat, if use the setting without the feat, make a normal attack, wasting the extra two bullets. Switching between grenade launcher and rifle is a free action, can be done as many times as the user has attacks.
Dark Watch Assault Rifle (PL5 Personal Firearms Proficiency)
Damage: 2d8 / varies by grenade
Critical: 20x2
Damage Type: Ballistic / varies
Range Increment: 80 ft / 70 ft
Rate of Fire: S, A / Semi
Size: Large
Weight: 12 lbs
Ammo: 20 box / 2 internal
Purchase DC: 18 Mil (+3)
Notes: built in grenade launcher, switching between rifle and grenade launcher free action. Can load a single grenade as a move action.
Advanced Dark Watch Assault Rifle
This version of the Dark Watch Assault Rifle is higher quality, with a longer barrel, with improved stopping power. This rifle is loosely based on the Colt M-16A2 rifle, using 5.56mm ammunition, with an under barrel 40mm grenade launcher which holds two grenades instead of the normal single grenade. This weapon features a three-round burst setting. When using the Burst fire feat, it only fires three bullets instead of five, and can be used with only three bullets in the weapon. Doesn't grant the ability to make burst fire attacks without the feat, if use the setting without the feat, make a normal attack, wasting the extra two bullets. Switching between grenade launcher and rifle is a free action, can be done as many times as the user has attacks.
Advanced Dark Watch Assault Rifle (PL5 Personal Firearms Proficiency)
Damage: 3d8+2 / varies by grenade
Critical: 20x2
Damage Type: Ballistic / varies
Range Increment: 90 ft / 70 ft
Rate of Fire: S, A / Semi
Size: Large
Weight: 12 lbs
Ammo: 20 box / 2 internal
Purchase DC: 18 Mil (+3)
Notes: master work (+1 attack roll), built in grenade launcher, switching between rifle and grenade launcher free action. Can load a single grenade as a move action, improved damage and improved stopping power gadgets added.
Buff Grenade
These grenades use a combination of magic and nanite technology to steal any benefits those in the blast radius might have. When strikes target square, releases a pulse, dealing 2d6 non lethal concussive damage to all within 10 ft radius, Reflex save DC 15 for half damage. Any benefits those in the area might have, from magic, or technological, to any skills, checks, attack rolls, including fast heal (but not Regeneration), must make a Will save DC 15 or lose the benefits (if passive, or have a longer duration, the benefits are stopped) for 5 rounds. The user of the grenade gains half the bonuses (round down, to a minimum of 1) for 3 rounds. Example, if a target is benefiting from the effects of a Rage (+4 Str, +4 Con, -2 Def), the user of the Buff Grenade gains half the bonuses (+2 Str, +2 Con, -1 Def).
Weight: 1 lb
PDC: 19 for box of 5, unique to Marvel Mercenaries.
Marvel Mercenary Sniper
These are soldiers that are trained as snipers. Their helmet goggles are two circular lenses plus an additional sensor mounted on the left temple, which functions as a set of binoculars. They are equipped with a Dark Watch Longrifle, a knife and a pistol for back up.
Marvel Mercenary Sniper Low Level (Fast Ord 2)
Type: Human
Size: Medium
CR: 1
Hit Points: 2d8+4, 13 hp
Mas: 14
Init: +2
Speed: 30 ft
Defense: 17, Touch 14, Flatfooted 15 (+2 Dex, +2 Class, +3 undercover vest)
BAB/Grp: +1 / +2
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +2 melee knife (1d4+1, 19-20x2 slashing), or +3 ranged Dark Watch Longrifle (2d10 ballistic, 150 ft), or +3 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks: Ricocheted Shot
Special Qualities: Steady Aim, Protective Measures
Allegiances:
Saves: Fort +2, Reflex +4, Will +1
Reputation: +0
Occupation: Military (Demolitions, Survival)
Abilities: Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8
Skills: Climb +2, Concentration +4, Demolitions +3, Drive +4, Hide +5, Jump +2, Move Silently +5, Read/Write English, Survival +5, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Far Shot, Dead Aim
Possessions: Glock 20 (10mm) + 40 rounds, Dark Watch Longrifle (7.62mm) + 80 rds (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Marvel Mercenary Sniper Mid Level (Fast Ord 6)
Type: Human
Size: Medium
CR: 5
Hit Points: 6d8+12, 39 hp
Mas: 14
Init: +7
Speed: 30 ft
Defense: 23, Touch 19, Flatfooted 20 (+3 Dex, +6 Class, +4 Dark Watch Ceramic undercover vest)
BAB/Grp: +4 / +5
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +5 melee knife (1d4+1, 19-20x2 slashing), or +7 ranged Dark Watch Longrifle (2d10 ballistic, 150 ft), or +7 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks: Ricocheted Shot
Special Qualities: Steady Aim, Protective Measures, Advanced Discipline Conditioning
Allegiances:
Saves: Fort +4, Reflex +6, Will +3
Reputation: +2
Occupation: Military (Demolitions, Survival)
Abilities: Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Skills: Climb +2, Concentration +6, Demolitions +3, Drive +4, Hide +7, Jump +2, Move Silently +7, Read/Write English, Search +3, Spot +3, Survival +5, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Far Shot, Dead Aim, Improved Initiative, Armour Proficiency (light)
Possessions: Glock 20 (10mm) + 40 rounds, Dark Watch Longrifle (7.62mm) + 80 rds (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Marvel Mercenary Sniper High Level (Fast Ord 6)
Type: Human
Size: Medium
CR: 9
Hit Points: 10d8+20, 65 hp
Mas: 14
Init: +7
Speed: 30 ft
Defense: 25, Touch 21, Flatfooted 22 (+3 Dex, +8 Class, +4 undercover vest)
BAB/Grp: +7 / +8
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +8 melee knife (1d4+1, 19-20x2 slashing), or +12 ranged Advanced Dark Watch Longrifle (3d10+2 ballistic, 180 ft), or +10 ranged Glock 20 (2d6, ball, 40 ft)
Full Attack: +8/+3 melee knife (1d4+1, 19-20x2, slashing), or +12/+7 ranged Dark Watch Longrifle (3d10+2 ballistic, 180 ft), or +10/+5 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks: Ricocheted Shot
Special Qualities: Steady Aim, Protective Measures, Advanced Discipline Conditioning, Augmented Crippling Strike
Allegiances:
Saves: Fort +5, Reflex +8, Will +5
Reputation: +3
Occupation: Military (Demolitions, Survival)
Abilities: Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Skills: Climb +3, Concentration +9, Demolitions +3, Drive +4, Hide +12, Jump +2, Move Silently +12, Read/Write English, Search +5, Spot +5, Survival +7, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Far Shot, Dead Aim, Improved Initiative, Armour Proficiency (light), Weapon Focus (Dark Watch Longrifle (includes advanced version)
Possessions: Glock 20 (10mm) + 40 rounds, Dark Watch Longrifle (7.62mm) + 80 rds (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Ricocheted Shot
This allows a character to ricochet or bounce a bullet off of objects to hit a target. Make a Concentration check DC 15, and suffers -3 to strike and deals 1 less die of damage. The total distance between the object ricocheted off and the target must be less than half the weapon's range increment, before any feats or equipment that increases range. A ricochet shot can only be ricocheted as many times as the attack has dice of damage (i.e. a character with 2d6 damage could ricochet one time and still do damage to the target). If a shot is ricocheted so that is hits an enemy from behind then the enemy is at caught flat footed. Each ricochet does 1 die of damage of the weapon to the object that it was ricocheted off of. Shots can be ricocheted off of a person, but the character must make an attack roll at --5 to strike instead of the normal -3.
Steady Aim
When spending a full round aiming, make a Concentration check DC equal to target's Defense. Beating the target's Defense grants a +1 bonus to damage +1 for every 5 points over the target's Defense the Concentration check beats.
Protective Measures
When fighting defensively with a weapon of small size in hand, only suffers -2 to attack rolls, while gaining +2 to Defense like normal.
Advanced Discipline Conditioning
Higher level members of Marvel Mercenaries gain advanced training, improving their health and resistances. Gains +5 hit points, +1 Fort and Will saves. Only available to members with at least 4 HD.
Augmented Crippling Strikes
Higher level members of Marvel Mercenaries gain advanced training in crippling strikes. The user can take a -5 to attack roll to improve critical threat range of weapon they are currently using, as long as they are proficient in its use, lasts until next attack, but has to be made within 5 rounds. Only available to members with at least 7 HD
Dark Watch Longrifle
This rifle is loosely based on the Erma SR 100 rifle, using 7.62mm ammunition, however it has a semi automatic action, comes with bipod and electro scope.
Dark Watch Longrifle (PL5 Personal Firearms Proficiency)
Damage: 2d10
Critical: 20x2
Damage Type: Ballistic
Range Increment: 100 ft
Rate of Fire: Semi
Size: Large
Weight: 12 lbs
Ammo: 10 box
Purchase DC: 20 Mil (+3)
Notes: built in bipod providing +1 when used, attached electro-optical scope (attack action acquiring target, range 150 ft ((225 ft with far shot feat), nightvision), built in suppressor.
Advanced Dark Watch Longrifle
The Advanced Dark Watch Longrifle is a masterwork version, with improved barrel construction and recoil systems. This rifle is loosely based on the Erma SR 100 rifle, using 7.62mm ammunition, however it has a semi automatic action, comes with bipod and electro scope.
Dark Watch Longrifle (PL5 Personal Firearms Proficiency)
Damage: 3d10+2
Critical: 20x2
Damage Type: Ballistic
Range Increment: 120 ft
Rate of Fire: Semi
Size: Large
Weight: 12 lbs
Ammo: 10 box
Purchase DC: 20 Mil (+3)
Notes: Mastercraft +1, built in bipod providing +1 when used, attached electro-optical scope (attack action acquiring target, range 150 ft ((225 ft with far shot feat), nightvision), built in suppressor, improved damage and improved stopping damage gadgets added.
Marvel Mercenary Lieutenant
These are combat leaders of groups of Marvel Mercenaries, making allies faster and stronger.
Marvel Mercenary Lieutenant Low Level (Strong Ord 1/Dedicated Ord 1)
Type: Human
Size: Medium
CR: 1
Hit Points: 1d8+1 plus 1d6+1, 13 hp
Mas: 13
Init: +1
Speed: 30 ft
Defense: 16, Touch 13, Flatfooted 15 (+1 Dex, +2 Class, +3 undercover vest)
BAB/Grp: +1 / +3
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +3 melee knife (1d4+2, 19-20x2 slashing), or +2 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks:
Special Qualities: Call the Shots, Squad Coherency, Protective Measures
Allegiances:
Saves: Fort +3, Reflex +1, Will +3
Reputation: +0
Occupation: Military (Demolitions, Survival)
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8
Skills: Climb +2, Drive +3, Hide +3, Intimidate +1, Jump +2, Knowledge Tactics +2, Move Silently +3, Read/Write English, Survival +5, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Armour Proficiency Light, +1
Possessions: Glock 20 (10mm) + 60 rounds, (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Marvel Mercenary Lieutenant Mid Level (Strong Ord 3/Dedicated Ord 3)
Type: Human
Size: Medium
CR: 5
Hit Points: 3d8+6 plus 3d6+6, 39 hp
Mas: 14
Init: +1
Speed: 30 ft
Defense: 19, Touch 15, Flatfooted 18 (+1 Dex, +4 Class, +4 Dark Watch Ceramic undercover vest)
BAB/Grp: +5 / +7
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +7 melee knife (1d4+2, 19-20x2 slashing), or +6 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks:
Special Qualities: Call the Shots, Squad Coherency, Protective Measures, Advanced Discipline Conditioning,
Allegiances:
Saves: Fort +7, Reflex +3, Will +5
Reputation: +1
Occupation: Military (Demolitions, Survival)
Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Skills: Climb +2, Drive +6, Hide +4, Intimidate +4, Jump +3, Knowledge Tactics +4, Listen +2, Move Silently +3, Read/Write English, Spot +3, Survival +5, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Armour Proficiency Light, +3
Possessions: Glock 20 (10mm) + 60 rounds, (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit, Dark Watch Comm Gear,
Marvel Mercenary Lieutenant High Level (Strong Ord 5/Dedicated Ord 5)
Type: Human
Size: Medium
CR: 9
Hit Points: 5d8+10 plus 5d6+10, 65 hp
Mas: 14
Init: +1
Speed: 30 ft
Defense: 20, Touch 17, Flatfooted 19 (+1 Dex, +6 Class, +4 Dark Watch Ceramic undercover vest)
BAB/Grp: +8 / +11
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: +11 melee knife (1d4+3, 19-20x2 slashing), or +10 ranged Glock 20 (2d6, ball, 40 ft)
Full Attack: +11/+6 melee knife (1d4+3, 19-20x2 slashing), or +10/+5 ranged Glock 20 (2d6, ball, 40 ft)
Special Attacks:
Special Qualities: Call the Shots, Squad Coherency, Protective Measures Advanced Discipline Conditioning,
Allegiances:
Saves: Fort +9, Reflex +3, Will +6
Reputation: +3
Occupation: Military (Demolitions, Survival)
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Skills: Climb +2, Demolitions +5, Drive +8, Hide +4, Intimidate +6, Jump +3, Knowledge Tactics +5, Listen +3, Move Silently +3, Read/Write English, Sense Motivie +4, Spot +3, Survival +6, Swim +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Armour Proficiency Light, +4
Possessions: Glock 20 (10mm) + 60 rounds, (typically carries 20 rds/2 clips of different types of ammunition, such as armour piercing or others), 4 grenades, military radio, Dark Watch Ceramic undercover vest, helmet with ear protection, goggles with nightvision & polarization (+2 saves vs flash bangs & similar attacks, 50 ft darkvision -2 spot, HUD connected to military radio), fast first aid kit
Protective Measures
When fighting defensively with a weapon of small size in hand, only suffers -2 to attack rolls, while gaining +2 to Defense like normal.
Advanced Discipline Conditioning
Higher level members of Marvel Mercenaries gain advanced training, improving their health and resistances. Gains +5 hit points, +1 Fort and Will saves. Only available to members with at least 4 HD.
Augmented Crippling Strikes
Higher level members of Marvel Mercenaries gain advanced training in crippling strikes. The user can take a -5 to attack roll to improve critical threat range of weapon they are currently using, as long as they are proficient in its use, lasts until next attack, but has to be made within 5 rounds. Only available to members with at least 7 HD
Call The Shots
The Marvel Mercenary Lieutenant can inspire their allies, make a Charisma check DC 10 as a full round action, to all allies that can see and hear the Lieutenant within 50 feet. The effects last for 3 rounds. An inspired ally gains a +3 moral bonus to attack rolls and initiative rolls.
Squad Coherency
When using Treat Injury skill to heal an ally Marvel Mercenary, double the amount of hit points. If standing within 5 ft of an ally Marvel Mercenary, if the ally is hit by an attack, the Marvel Mercenary Lieutenant can use an attack of opportunity to attack the attacker at -3 to attack roll. If the attack was a ranged attack, the Lieutenant must already have a ranged weapon in hand, and can only attack if the attacker is within the first range increment of their weapon.
Dark Watch Comm Gear
This set of encrypted communications equipment links to a HUD system in a helmet, and has a touch screen controller that can attached to a user's wrist that can also display what is on the HUD, and functions as a manual input and scans text and images pointed at with a built in camera. Has a holo-display to project small 3D images such as maps or objects for mission briefings. It has a short range cellular phone tap and radio interceptor, both with a 5 mile radius, wireless modem, digital audio recorder and video recorder capturing everything around the user and anything linked via radio from allies, GPS and IFF system with linked radios.
Grants user +1 to Knowledge Tactics, negates half penalties for shooting into melee combat when an ally is in melee range of the target. Allows use of skills that can Inspire allies (Leadership Talent tree, other abilities/skills that grants moral or inspired bonus) over a greater distance of 1 mile without line of sight as long as in radio contact, 5 miles if linked with a video communications and HUD system.
Weight: 19 lbs
PDC: 24 Mil +3
Marvel Mercenary Equipment
Dark Watch Ceramic Undercover Vest
This set of armour is an upgraded version of the Undercover Vest, covering the torso, but instead of using ballistic plates, it uses ceramic plating, slightly lighter and provides slightly better protection with better placement and fitting. These armours are give to mid level and higher (at least 4 HD) members.
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +5
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 3 lbs
Purchase DC: 16
Restriction: Res +2
Notes: When worn under clothing, grants +2 bonus on Spot checks to notice the armour.
Reactive Plating
The name is a slight misnomer, as these plates are not reactive like those on tanks, but are a set of armoured plates that house some defensive systems. These consist of a pair of pauldrons (armour over the shoulders) and a plate that attaches to the user's chest. These contain an aerosol dispenser that can release smoke, anti-laser aerosol. Also contains a magnetic field generator that helps deflect and reduce damage from electrical damage, and deflects projectiles. The system is powered by a power pack that fits in one of the shoulders.
Adds +1 Equipment bonus to Defense, which can be stacked with Light and Medium armour, increases Armour check Penalty by a further -1.
Anti-Laser Aerosol Dispensers release a cloud covering a 15 foot radius around the user, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. The user can use a laser weapon while the cloud is active, but it only deals half damage as the cloud reduces its effectiveness. Has enough for 5 uses.
Smoke Dispenser releases a cloud of smoke that also blocks IR sensors, covering a 15 foot radius around the user, granting full concealment of 50% miss chance for the user. The cloud persists for 2d4 rounds, however strong winds over 30 mph will dissipate the cloud in 2 rounds. Has enough for 5 uses.
Magnetic field generator provides a +1 Deflection bonus against metallic projectiles, electrical and ion weapons. The user gains DR 3 against electrical and ion based weapons. The field can be maintained for 1 minute, requiring a 5 round cool down. Each round of operations uses 1 charge from a standard power pack, which has 50 charges typically.
Weight: 5 lbs, must be used with all 3 pieces.
PDC: 18 Res +2
Dark Watch Isolated Suit
This full body suit, padded with ballistic polymers, with the outer layer fitted with meta-materials that change colours and small cameras that allow it to take on the colour and patterns of the wearer's surroundings. The suit is also insulated to regulate the wearer's heat signature to match the background, and block EM signals from being detected from simple electronics the wearer has on them (passive night vision, radios not actively being used). These suits are used where stealth is required and typically only given to mid level and above members.
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: +6
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 21
Restriction: Mil +3
Notes: Grants +10 to Hide checks when not moving, +4 while moving less than 15 ft per round. IR and EM sensors suffer -3 to Search and Spot checks to detect the wearer.
Ammunition
Black Talon (PL6)
Also called ripper bullets, these degrade the hard defences of a target with each shot. Every black talon round that hits a target with a Hardness rating or Damage Reduction reduces that protection by 1 point to a minimum of 0. Damage caused by black talon rounds is very costly to repair, starting at a PDC of 10 and increasing cumulatively by 1 for every 1 of damage beyond the first. The cratered nature of black talon impacts means that all the damage done from them must be repaired at the same time.
PDC +3 Mil (+3)
Shredder (PL5)
These rounds are designed to break apart into small pieces like shrapnel, shredding the target's insides. Reduce damage die by 2 types (2d8 becomes 2d4, to a minimum of 2d4), but add 1d4 slashing damage, plus target suffers 1 point of bleeding damage each round until receives treatment. Removing the metal shards requires surgery with xray equipment as the shards are small and spread quickly.
PDC: +4 Illegal (+4)
Demo Rounds (PL5)
These rounds have the forward part of the bullet housed in a plastic case that easily breaks which allows the contained C4 to stick to target struck, which will detonate using a remote detonator. Anything struck takes 1d4 points of non-lethal damage. To make the round stick properly the user takes a -4 to attack roll to ensure it strikes to stick. The C4 only deals 1d4 points of concussive damage to a 2.5 foot radius (filling 1 square). These rounds are used more for sabotage and combined with other skills to make the most use of.
PDC: +3 Mil (+3)
Melter Rounds (PL5)
These rounds have a 'soft' shell that easily breaks once they strike a target. The bullet only deals 1d4 ballistic damage if a pistol round, 1d6 if rifle round, plus 1d6 acid for pistols and 1d8 for rifles, and deals same damage for 2 more rounds, the damage bypasses hardness/DR on metal objects.
PDC: +4 Mil +3