Colonial Marines (the noob strikes again!)

darkjedi908

First Post
Ok, I've spent a little time developing a Colonial Marine Class, and here is the finished result (be warned, there are probably many flaws and holes in this class, and it may seem overpowered. I've tried to make it compatable with most d20 spin-offs, so please forgive it. I'm also a KOTOR-adjusted D&D player, so I may not have included some things or misunderstood them. I'm just a noob, feel free to bash this class if you want) (you have to highlight the entire text. Again, I'm sorry, computer problems on my end)
Dungeons and Dragons: Colonial Marines Adaptation



USMC History:

When humans first launched their ships into space and achieved the use of what is known as “Einstinean” or “Slipspace” travel, new avenues were opened. The galaxy was wide and open for exploration. One of the first habitable planets set up by world terraformers was the planet named Reach, first colonized in 2097. Later, the worlds Amstaelodami and New Zanzibar were set up, and all three became major military strongholds. It is from these bases, along with Gateway Station on Earth’s moon, that the Colonial Marines operate. The Colonial Marines are the next step in a generation of galaxy-enforcers, with an impressive combat record, namely in the Jovian Moons campaigns. The Colonial Marines are a rugged bunch, hardened by intensive training and combat. First to fight is their motto, be it in interplanetary disputes or rebellions, the Marines are the first line of defense against any threat to the UNSC and the spacefairing company Weyland-Yutani.



Use in d20:

The Marines are close to the “fighter” class in the classic D&D. They employ mostly ranged weapons, but knife, and saber use are still taught in basic. Marines require a good Dexterity attribute for use of their ranged weapons (Pulse Rifle, etc) and moderate strength (for carrying loads, operating heavy weapons, and melee combat). Constitution is also a must, as Marines are often employed against numerically superior forces. Charisma is an optional attribute for Corporals and Sergeants, as their high CHA modifiers help rally and inspire their troops.



Armor and Weapons: Most Colonial Marines use all small arms issued by the USMC (all pistols, melee weapons, and shotguns). Most are riflemen ( M41A Pulse Rifles), but some specialize in heavy weapons (M67 Smartgun, SADAR), and some even in support weapons (M240 Flamethrower, M4B Sniper Rifle) Standard-issue Battle Dress Utilities, or BDU’s, are given to each marine. They protect against the elements, cold, and to some extend, shrapnel. Most Marines utilize the M3 Combat Armor, while extremely flexible, will not stop an Armor-Piercing bullet at close range. It can deflect all forms of shrapnel and provide limited protection against enemy fire and napalm. And finally, the special M4 Combat Armor is a recent development to help counter hostile species such as the Xenomorphs. These suits are big, bulky, but provide excellent protection against incoming fire and can even stop a M41A bullet at extreme range. They are also excellent acid protectors. The Marine battle helmet helps protect the heads of soldiers from incoming fire as well, and can deflect anything up to a rocket, M67 round, or sniper bullet.



Starting out:

Marines immediately receive the feats Weapon Proficiency: USMC small arms, WP: USMC melee weapons and the feat Toughness. Sergeants also receive the feat Squad Leader, and Corporals Proficiency: Motion Tracker. They can choose two more feats at starting level, and gain one feat every five levels.

Marines receive two skill points to survival, spot, bluff, intimidate, diplomacy, search, use rope, jump, open lock, tech use (below), hacking (below), and listen. They gain four skill points to be spent every four levels. Unique skills to Marines are:

Rifleman: Gives Marine +1 to hit with rifles for every 4 pts on this skill. Max modifier: +10

Handgun: Gives Marine +1 to hit with handguns for every 2 pts on this skill. Max modifier: +10

Heavy Weapons: add +1 to hit with Heavy Weapons (M67 or SADAR) for every 6 points in this skill. Max is +10

Support Weapons: add +1 to hit with M240 Flamethrower or M4B Sniper Rifle for every 4 points in this skill. Max modifier: +10

Tech Use: Allows Marines to use computers, powerloaders, or any other tech device they may find in the field.

Hacking: Skill required to use a Hacking Device. Allows Marines to bypass electric security and to reprogram computers, robot sentries, etc.



Marine Feats:

WP: USMC small arms: grants use of pistols and shotguns. Starting feat for all classes.

WP: USMC melee weapons: grants use of melee weapons.

WP: Rifles: Grants use of M41A (and grenade launcher) and M41C rifles. Starting feat for riflemen.

WP: Heavy Weapons: use of M67 “Smartgun” or SADAR. Starting feat for Heavy Weapons specialist.

WP: Support Weapons: Use of sniper rifle and flamethrower. Starting feat for combat supporter.

Proficiency: Motion Tracker: grants use of Motion Tracker. Corporals start with this feat.

Squad Leader: +2 to Charisma, Wisdom, and Intelligence. +4 Vitality points. Restricted to squad leaders (appointed at start of game, usually sergeants). This feat must be chosen at start; it is not given.

Piloting: enables use of APC or Dropship. Two Marines per squad may choose this feat.

Rapid shot: grants 1 extra attack per round. -1 to hit next round.

Sniper Shot: Doubles critical threat range ( 0 becomes 19-20, 19-20 becomes 17-20, etc).

Power Shot: +1 damage, -1 to hit.



Marine Player Classes:

Squad Leader: (can choose any below stats besides Heavy Weapons. Can only be one per squad). +1 CHA, WIS, INT. Min INT and CHA required: 14. Must choose Squad Leader Feat.

Rifleman: (gain WP: Rifles feat, along with and choice of Rapid Shot, Sniper Shot, or Power Blast). +1 DEX when using rifles. All round-fighter.

Heavy Weapons specialist: (gain WP: Heavy Weapons feat, +1 STR and DEX. Min DEX and STR required: 14 to become this class. Automatically receive either M67 Smartgun or SADAR)

Combat Supporter: (gain WP: Support Weapons feat. +1 DEX)

Scout: (restricted to WP: USMC handguns. +1 to Listen, Hide, Move Silently, Tech Use, and Hacking skills. Can optionally chose Piloting feat.

Starting Funds:

Squad Leader: 6d10 10

Rifleman: 2d10 x 10

Heavy Weapons: 8d10 x 10

Combat Supporter: 2d10 x 10

Scout: 2d10 x10



Marine Equipment:



Weapons:



Marine Saber: (5 lbs) Damage: 1d6. Attack Bonus: none. Type: Melee. Range: Melee. Special: grants feat Power Attack when used. -2 to hit when using Power Attack.

Cost: 6 GP

G5707 Knife: ( 2 lbs) Damage: 1d4. Attack bonus: +1. Type: Melee. Range: Melee. Special: +1 acid resistance.

Cost: None (standard issue)

GP-70 Pistol: (6 lbs loaded) Damage: 1d6 damage. 15 RDS per clip. Type: Pistol. Range: 30 FT (6 squares). Special: -4 to hit when against armor class 16 or higher (remember in Aliens, how Gorman’s pistol shots just bounced off an alien’s skull?). Attack Bonus vs. armor class 12 or less: +1.

Cost: 30 GP

M4A4 Pistol: (8 lbs loaded) Damage: 1d6 damage (normal rounds, 12 rounds per clip). Armor-Piercing Rounds (6 per clip): 2d6 damage. – 1 to hit when using AP rounds. Type: Pistol. Range: 30 FT (6 squares). Special: Critical: 19-20, x2

Cost: None (standard issue) (note: this is the pistol Vasquez used at point-blank range vs. an alien drone at the end of the movie)

M 3 Shotgun: (10 lbs loaded) Damage: 1d12. 6 shells per use. Type: Shotgun. Range: 25 ft (5 squares). Special: +3 to hit. Critical: 18-20, x4.

Cost: 45 GP

M41A Pulse Rifle: (16 lbs loaded) Damage: 2d6. 99 rounds per clip. (3 round bursts used per combat round). Type: Rifle. Range: 100 FT (20 squares). Special: +2 to hit. 19-20, x2 Critical.

Cost: 150 GP

M41A Grenade Launcher: Damage: 1d12 (1d4, piercing to all adjacent enemies). Type: rifle-mounted grenade launcher. Range: 70 ft (14 squares). Special: Mounted to underside of M41A. Critical: x4

M41C Carbine: (14 lbs loaded) 1d6 damage. 3 rds per burst. 90 bullets per clip. Range: 80 ft (16 squares). Type: Rifle. Special: none.

Cost: 120 GP

M67 Smartgun: (50 lbs loaded) 1d12 Damage. 750 bullets per drum. (10 rds per combat round). Type: Heavy Weapon. Range: 150 FT (30 squares). Special: 16-20, x 4. +15 to hit. Can attack two enemies per turn.

Cost: 1,500 GP

SADAR: (90 lbs loaded) 2d12 damage. 3 rockets per clip. Type: Heavy Weapon. Range: 200 ft (40 squares). Special: 1d6 damage to all adjacent enemies.

Cost: 2,500 GP

M240 Flamethrower: (14 lbs loaded) 1d4 Damage. (2 second burst per combat round). 120 seconds napalm per tank. Type: Support Weapon. Range: 20 ft (4 squares) Special: automatically causes an additional 1d4 damage per 25 lbs of target if target fails reflex save (DC 20).

Cost: 145 GP

M4B Sniper Rifle: (16 lbs loaded) 2d8 damage. 12 rds per clip. Type: Support Weapon. Range: 500 FT (100 squares). Special: -1 to hit any target over 250 ft (50 squares) away. +1 to hit any target between 125-250 ft (25-50 squares). -2 to hit below 25 squares. 19-20, x 4.



Equipment: (all Marines can carry 10d12 lbs of gear, plus their STR mod x10, to a max of 30.)

Armor:

M3 Armor: +3 Armor Class. No penalities. Type: Light Armor. Max Dex bonus- +8. resist first 5 pts of slashing, piercing, and bludgeoning. 50 lbs.

Cost: 50 GP

BDU’s: Standard Marine wear. +1 Armor class. Max DEX- +10.

Cost: None

Helmet: +1 Armor Class. No penalties. 10 lbs.

Cost: 40 GP.

M4 Armor: +5 Armor Class. Max DEX bonus: +1. Armor Check: -4. Resist first 5 pts of damage taken.



Ammo (most clips weigh 2 lbs, sans rockets, which are 5 lbs):

VP-70 Clips: 15 rds per clip. Cost: 10 GP

M4A4 Normal: 12 rds per clip. Cost: 10 GP

M4A4 AP rounds: 6 rds per clip. Cost: 12 GP

M 3 Shells: 12 shells per box. Cost: 12 GP

M41A Clips: 99 rds per clip. Cost: 15 GP

M41A Grenades: 4 grenades per clip. Cost: 15 GP

M41C Clips: 90 rds per clip. Cost: 12 GP

M67 Drums: 750 rds per drum. Cost: 25 GP

SADAR Rockets: 3 rockets per clip. Cost: 30 GP

SADAR homing rockets: 3 rockets per clip (+15 to hit). Cost: 50 GP

Napalm: 120 seconds of napalm. 20 GP

M4B Clip: 12 rds per clip. Cost: 18 GP



Misc:

Backpack: 2 GP. Carries all items sans ammo. 1 lb.

Shoulder Lamp: (comes with M3 Armor). Lights up areas. Needs new batteries every 10 hours. (1 lb)

Ammo vest: 2GP. Carries all ammo for marines. (10 lbs w/ ammo)

Motion Tracker: 120 GP. Notifies presence of enemies ahead of Marines. Proficeincy required. (10 lbs)

IR Lens: (comes w/ helmet). Helps see in no-light areas. Needs battery every 4 hours (1 lb)

Bandanna: 1 GP. A cool bandanna (+ 1 CHA) (0 lb)

Medkit: (3 uses, 2 lbs). 20 GP



Misc:

Q: What is the purpose of the medkit?

A: The medkit is used to help revive fallen soldiers. If a Marine has not been revived in 120 seconds (20 rounds), the marine will become comatose and need the attention of a medlab. If another 120 seconds pass, the Marine will go into shock and die. Any Marine can use a medkit. To use a medkit, the Marine must be next to his fallen comrade. If a d20 is rolled and higher than 16, the fallen Marine will regain conciousness, but cannot fight for 3 rounds, and is restored to 1/3 vitality (they can still be attacked). If the roll is 18 or more, ½ health is restored, and the Marine can attack in 1 turn. If the roll is exactly 20, the Marine is restored to ¾ health and can fight immediately. All Marines receive a base pay of 250 GP per campaign (hey, who said being a Marine made one rich?)



Base Saves:

Fortitude: +2

Reflex: +1

Will: +1

Hp: 10
 

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