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Colonial Marines (the noob strikes again!)
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<blockquote data-quote="darkjedi908" data-source="post: 2378882" data-attributes="member: 33717"><p>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)</p><p style="text-align: center"><strong><u><span style="font-size: 12px"><span style="color: #000000"><span style="font-family: 'Times New Roman'">Dungeons and Dragons: Colonial Marines Adaptation</span></span></span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><u>USMC History</u>:</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black"><span style="color: black">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</span> 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. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Use in d20</u></strong>:</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">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.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Armor and Weapons</u></strong>: 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. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black">Starting out:</span></span></span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">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. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">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:</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Rifleman: Gives Marine +1 to hit with rifles for every 4 pts on this skill. Max modifier: +10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Handgun: Gives Marine +1 to hit with handguns for every 2 pts on this skill. Max modifier: +10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Heavy Weapons: add +1 to hit with Heavy Weapons (M67 or SADAR) for every 6 points in this skill. Max is +10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Support Weapons: add +1 to hit with M240 Flamethrower or M4B Sniper Rifle for every 4 points in this skill. Max modifier: +10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Tech Use: Allows Marines to use computers, powerloaders, or any other tech device they may find in the field.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Hacking: Skill required to use a Hacking Device. Allows Marines to bypass electric security and to reprogram computers, robot sentries, etc.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black">Marine Feats:</span></span></span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">WP: USMC small arms: grants use of pistols and shotguns. Starting feat for all classes. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">WP: USMC melee weapons: grants use of melee weapons.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">WP: Rifles: Grants use of M41A (and grenade launcher) and M41C rifles. Starting feat for riflemen.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">WP: Heavy Weapons: use of M67 “Smartgun” or SADAR. Starting feat for Heavy Weapons specialist.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">WP: Support Weapons: Use of sniper rifle and flamethrower. Starting feat for combat supporter.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Proficiency: Motion Tracker: grants use of Motion Tracker. Corporals start with this feat.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">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.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Piloting: enables use of APC or Dropship. Two Marines per squad may choose this feat.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Rapid shot: grants 1 extra attack per round. -1 to hit next round.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Sniper Shot: Doubles critical threat range ( 0 becomes 19-20, 19-20 becomes 17-20, etc). </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Power Shot: +1 damage, -1 to hit.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black">Marine Player Classes:</span></span></span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong>Squad Leader</strong>: (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.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong>Rifleman</strong>: (gain WP: Rifles feat, along with and choice of Rapid Shot, Sniper Shot, or Power Blast). +1 DEX when using rifles. All round-fighter. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong>Heavy Weapons specialist</strong>: (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)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong>Combat Supporter</strong>: (gain WP: Support Weapons feat. +1 DEX)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong>Scout: </strong>(restricted to WP: USMC handguns. +1 to Listen, Hide, Move Silently, Tech Use, and Hacking skills. Can optionally chose Piloting feat.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black">Starting Funds:</span></span></span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Squad Leader: 6d10 10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Rifleman: 2d10 x 10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Heavy Weapons: 8d10 x 10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Combat Supporter: 2d10 x 10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Scout: 2d10 x10</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black">Marine Equipment:</span></span></span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black">Weapons:</span></span></span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Marine Saber</u></strong>: (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.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 6 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>G5707 Knife</u></strong>: ( 2 lbs) Damage: 1d4. Attack bonus: +1. Type: Melee. Range: Melee. Special: +1 acid resistance. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: None (standard issue)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>GP-70 Pistol</u></strong>: (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. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 30 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M4A4 Pistol</u></strong>: (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</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">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)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M 3 Shotgun</u></strong>: (10 lbs loaded) Damage: 1d12. 6 shells per use. Type: Shotgun. Range: 25 ft (5 squares). Special: +3 to hit. Critical: 18-20, x4.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 45 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M41A Pulse Rifle</u></strong>: (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.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 150 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M41A Grenade Launcher</u></strong>: 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</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M41C Carbine</u></strong>: (14 lbs loaded) 1d6 damage. 3 rds per burst. 90 bullets per clip. Range: 80 ft (16 squares). Type: Rifle. Special: none.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 120 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M67 Smartgun</u></strong>: (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. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 1,500 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>SADAR:</u></strong> (90 lbs loaded) 2d12 damage. 3 rockets per clip. Type: Heavy Weapon. Range: 200 ft (40 squares). Special: 1d6 damage to all adjacent enemies. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 2,500 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M240 Flamethrower</u></strong>: (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). </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 145 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M4B Sniper Rifle</u></strong>: (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. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Equipment</u></strong>: (all Marines can carry 10d12 lbs of gear, plus their STR mod x10, to a max of 30.) </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Armor</u></strong>: </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M3 Armor</u></strong>: +3 Armor Class. No penalities. Type: Light Armor. Max Dex bonus- +8. resist first 5 pts of slashing, piercing, and bludgeoning. 50 lbs.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 50 GP </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>BDU’s</u></strong>: Standard Marine wear. +1 Armor class. Max DEX- +10. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: None</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Helmet</u></strong>: +1 Armor Class. No penalties. 10 lbs.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Cost: 40 GP.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M4 Armor</u></strong>: +5 Armor Class. Max DEX bonus: +1. Armor Check: -4. Resist first 5 pts of damage taken. </span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Ammo </u></strong>(most clips weigh 2 lbs, sans rockets, which are 5 lbs):</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>VP-70 Clips</u></strong>: 15 rds per clip. Cost: 10 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M4A4 </u></strong><strong><u>Normal</u></strong>: 12 rds per clip. Cost: 10 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M4A4 AP rounds</u></strong>: 6 rds per clip. Cost: 12 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M 3 Shells</u></strong>: 12 shells per box. Cost: 12 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M41A Clips</u></strong>: 99 rds per clip. Cost: 15 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M41A Grenades</u></strong>: 4 grenades per clip. Cost: 15 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M41C Clips</u></strong>: 90 rds per clip. Cost: 12 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M67 Drums</u></strong>: 750 rds per drum. Cost: 25 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>SADAR Rockets</u></strong>: 3 rockets per clip. Cost: 30 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>SADAR homing rockets</u></strong>: 3 rockets per clip (+15 to hit). Cost: 50 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Napalm</u></strong>: 120 seconds of napalm. 20 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>M4B Clip</u></strong>: 12 rds per clip. Cost: 18 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Misc:</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Backpack</u></strong>: 2 GP. Carries all items sans ammo. 1 lb.</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Shoulder Lamp</u></strong>: (comes with M3 Armor). Lights up areas. Needs new batteries every 10 hours. (1 lb)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Ammo vest</u></strong>: 2GP. Carries all ammo for marines. (10 lbs w/ ammo)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Motion Tracker</u></strong>: 120 GP. Notifies presence of enemies ahead of Marines. Proficeincy required. (10 lbs)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>IR Lens</u></strong>: (comes w/ helmet). Helps see in no-light areas. Needs battery every 4 hours (1 lb)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Bandanna:</u></strong> 1 GP. A cool bandanna (+ 1 CHA) (0 lb)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"> <strong><u>Medkit</u></strong>: (3 uses, 2 lbs). 20 GP</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black">Misc:</span></span></span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Q</u></strong>: What is the purpose of the medkit?</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>A</u></strong>: 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?)</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: black"><strong><u>Base Saves</u></strong>:</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Fortitude: +2</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Reflex: +1</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Will: +1</span></span></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: black">Hp: 10 </span></span></span></p> <p style="text-align: center"></p></blockquote><p></p>
[QUOTE="darkjedi908, post: 2378882, member: 33717"] 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) [center][b][u][size=3][color=#000000][font=Times New Roman]Dungeons and Dragons: Colonial Marines Adaptation[/font][/color][/size][/u][/b] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [size=3][font=Times New Roman][color=black][u]USMC History[/u]:[/color][/font][/size] [font=Times New Roman][size=3][color=black][color=black]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[/color] 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. [/color][/size][/font] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]Use in d20[/u][/b]:[/color][/font][/size] [font=Times New Roman][size=3][color=black]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.[/color][/size][/font] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]Armor and Weapons[/u][/b]: 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. [/color][/font][/size] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [b][u][size=3][font=Times New Roman][color=black]Starting out:[/color][/font][/size][/u][/b] [font=Times New Roman][size=3][color=black]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. [/color][/size][/font] [font=Times New Roman][size=3][color=black]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:[/color][/size][/font] [font=Times New Roman][size=3][color=black]Rifleman: Gives Marine +1 to hit with rifles for every 4 pts on this skill. Max modifier: +10[/color][/size][/font] [font=Times New Roman][size=3][color=black]Handgun: Gives Marine +1 to hit with handguns for every 2 pts on this skill. Max modifier: +10[/color][/size][/font] [font=Times New Roman][size=3][color=black]Heavy Weapons: add +1 to hit with Heavy Weapons (M67 or SADAR) for every 6 points in this skill. Max is +10[/color][/size][/font] [font=Times New Roman][size=3][color=black]Support Weapons: add +1 to hit with M240 Flamethrower or M4B Sniper Rifle for every 4 points in this skill. Max modifier: +10[/color][/size][/font] [font=Times New Roman][size=3][color=black]Tech Use: Allows Marines to use computers, powerloaders, or any other tech device they may find in the field.[/color][/size][/font] [font=Times New Roman][size=3][color=black]Hacking: Skill required to use a Hacking Device. Allows Marines to bypass electric security and to reprogram computers, robot sentries, etc.[/color][/size][/font] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [b][u][size=3][font=Times New Roman][color=black]Marine Feats:[/color][/font][/size][/u][/b] [font=Times New Roman][size=3][color=black]WP: USMC small arms: grants use of pistols and shotguns. Starting feat for all classes. [/color][/size][/font] [font=Times New Roman][size=3][color=black]WP: USMC melee weapons: grants use of melee weapons.[/color][/size][/font] [font=Times New Roman][size=3][color=black]WP: Rifles: Grants use of M41A (and grenade launcher) and M41C rifles. Starting feat for riflemen.[/color][/size][/font] [font=Times New Roman][size=3][color=black]WP: Heavy Weapons: use of M67 “Smartgun” or SADAR. Starting feat for Heavy Weapons specialist.[/color][/size][/font] [font=Times New Roman][size=3][color=black]WP: Support Weapons: Use of sniper rifle and flamethrower. Starting feat for combat supporter.[/color][/size][/font] [font=Times New Roman][size=3][color=black]Proficiency: Motion Tracker: grants use of Motion Tracker. Corporals start with this feat.[/color][/size][/font] [font=Times New Roman][size=3][color=black]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.[/color][/size][/font] [font=Times New Roman][size=3][color=black]Piloting: enables use of APC or Dropship. Two Marines per squad may choose this feat.[/color][/size][/font] [font=Times New Roman][size=3][color=black]Rapid shot: grants 1 extra attack per round. -1 to hit next round.[/color][/size][/font] [font=Times New Roman][size=3][color=black]Sniper Shot: Doubles critical threat range ( 0 becomes 19-20, 19-20 becomes 17-20, etc). [/color][/size][/font] [font=Times New Roman][size=3][color=black]Power Shot: +1 damage, -1 to hit.[/color][/size][/font] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [b][u][size=3][font=Times New Roman][color=black]Marine Player Classes:[/color][/font][/size][/u][/b] [size=3][font=Times New Roman][color=black][b]Squad Leader[/b]: (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.[/color][/font][/size] [size=3][font=Times New Roman][color=black][b]Rifleman[/b]: (gain WP: Rifles feat, along with and choice of Rapid Shot, Sniper Shot, or Power Blast). +1 DEX when using rifles. All round-fighter. [/color][/font][/size] [size=3][font=Times New Roman][color=black][b]Heavy Weapons specialist[/b]: (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)[/color][/font][/size] [size=3][font=Times New Roman][color=black][b]Combat Supporter[/b]: (gain WP: Support Weapons feat. +1 DEX)[/color][/font][/size] [size=3][font=Times New Roman][color=black][b]Scout: [/b](restricted to WP: USMC handguns. +1 to Listen, Hide, Move Silently, Tech Use, and Hacking skills. Can optionally chose Piloting feat.[/color][/font][/size] [b][u][size=3][font=Times New Roman][color=black]Starting Funds:[/color][/font][/size][/u][/b] [font=Times New Roman][size=3][color=black]Squad Leader: 6d10 10[/color][/size][/font] [font=Times New Roman][size=3][color=black]Rifleman: 2d10 x 10[/color][/size][/font] [font=Times New Roman][size=3][color=black]Heavy Weapons: 8d10 x 10[/color][/size][/font] [font=Times New Roman][size=3][color=black]Combat Supporter: 2d10 x 10[/color][/size][/font] [font=Times New Roman][size=3][color=black]Scout: 2d10 x10[/color][/size][/font] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [b][u][size=3][font=Times New Roman][color=black]Marine Equipment:[/color][/font][/size][/u][/b] [b][u][font=Times New Roman][size=3][color=black] [/color][/size][/font][/u][/b] [b][u][size=3][font=Times New Roman][color=black]Weapons:[/color][/font][/size][/u][/b] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]Marine Saber[/u][/b]: (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.[/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 6 GP[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]G5707 Knife[/u][/b]: ( 2 lbs) Damage: 1d4. Attack bonus: +1. Type: Melee. Range: Melee. Special: +1 acid resistance. [/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: None (standard issue)[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]GP-70 Pistol[/u][/b]: (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. [/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 30 GP[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]M4A4 Pistol[/u][/b]: (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[/color][/font][/size] [font=Times New Roman][size=3][color=black]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)[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]M 3 Shotgun[/u][/b]: (10 lbs loaded) Damage: 1d12. 6 shells per use. Type: Shotgun. Range: 25 ft (5 squares). Special: +3 to hit. Critical: 18-20, x4.[/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 45 GP[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]M41A Pulse Rifle[/u][/b]: (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.[/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 150 GP[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]M41A Grenade Launcher[/u][/b]: 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[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M41C Carbine[/u][/b]: (14 lbs loaded) 1d6 damage. 3 rds per burst. 90 bullets per clip. Range: 80 ft (16 squares). Type: Rifle. Special: none.[/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 120 GP[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]M67 Smartgun[/u][/b]: (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. [/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 1,500 GP[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]SADAR:[/u][/b] (90 lbs loaded) 2d12 damage. 3 rockets per clip. Type: Heavy Weapon. Range: 200 ft (40 squares). Special: 1d6 damage to all adjacent enemies. [/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 2,500 GP[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]M240 Flamethrower[/u][/b]: (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). [/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 145 GP[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]M4B Sniper Rifle[/u][/b]: (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. [/color][/font][/size] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]Equipment[/u][/b]: (all Marines can carry 10d12 lbs of gear, plus their STR mod x10, to a max of 30.) [/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]Armor[/u][/b]: [/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M3 Armor[/u][/b]: +3 Armor Class. No penalities. Type: Light Armor. Max Dex bonus- +8. resist first 5 pts of slashing, piercing, and bludgeoning. 50 lbs.[/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 50 GP [/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]BDU’s[/u][/b]: Standard Marine wear. +1 Armor class. Max DEX- +10. [/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: None[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]Helmet[/u][/b]: +1 Armor Class. No penalties. 10 lbs.[/color][/font][/size] [font=Times New Roman][size=3][color=black]Cost: 40 GP.[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]M4 Armor[/u][/b]: +5 Armor Class. Max DEX bonus: +1. Armor Check: -4. Resist first 5 pts of damage taken. [/color][/font][/size] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]Ammo [/u][/b](most clips weigh 2 lbs, sans rockets, which are 5 lbs):[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]VP-70 Clips[/u][/b]: 15 rds per clip. Cost: 10 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M4A4 [/u][/b][b][u]Normal[/u][/b]: 12 rds per clip. Cost: 10 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M4A4 AP rounds[/u][/b]: 6 rds per clip. Cost: 12 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M 3 Shells[/u][/b]: 12 shells per box. Cost: 12 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M41A Clips[/u][/b]: 99 rds per clip. Cost: 15 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M41A Grenades[/u][/b]: 4 grenades per clip. Cost: 15 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M41C Clips[/u][/b]: 90 rds per clip. Cost: 12 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M67 Drums[/u][/b]: 750 rds per drum. Cost: 25 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]SADAR Rockets[/u][/b]: 3 rockets per clip. Cost: 30 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]SADAR homing rockets[/u][/b]: 3 rockets per clip (+15 to hit). Cost: 50 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]Napalm[/u][/b]: 120 seconds of napalm. 20 GP[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]M4B Clip[/u][/b]: 12 rds per clip. Cost: 18 GP[/color][/font][/size] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [font=Times New Roman][size=3][color=black]Misc:[/color][/size][/font] [size=3][font=Times New Roman][color=black][b][u]Backpack[/u][/b]: 2 GP. Carries all items sans ammo. 1 lb.[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]Shoulder Lamp[/u][/b]: (comes with M3 Armor). Lights up areas. Needs new batteries every 10 hours. (1 lb)[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]Ammo vest[/u][/b]: 2GP. Carries all ammo for marines. (10 lbs w/ ammo)[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]Motion Tracker[/u][/b]: 120 GP. Notifies presence of enemies ahead of Marines. Proficeincy required. (10 lbs)[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]IR Lens[/u][/b]: (comes w/ helmet). Helps see in no-light areas. Needs battery every 4 hours (1 lb)[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]Bandanna:[/u][/b] 1 GP. A cool bandanna (+ 1 CHA) (0 lb)[/color][/font][/size] [size=3][font=Times New Roman][color=black] [b][u]Medkit[/u][/b]: (3 uses, 2 lbs). 20 GP[/color][/font][/size] [font=Times New Roman][size=3][color=black] [/color][/size][/font] [b][u][size=3][font=Times New Roman][color=black]Misc:[/color][/font][/size][/u][/b] [size=3][font=Times New Roman][color=black][b][u]Q[/u][/b]: What is the purpose of the medkit?[/color][/font][/size] [size=3][font=Times New Roman][color=black][b][u]A[/u][/b]: 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?)[/color][/font][/size] [b][u][font=Times New Roman][size=3][color=black] [/color][/size][/font][/u][/b] [size=3][font=Times New Roman][color=black][b][u]Base Saves[/u][/b]:[/color][/font][/size] [font=Times New Roman][size=3][color=black]Fortitude: +2[/color][/size][/font] [font=Times New Roman][size=3][color=black]Reflex: +1[/color][/size][/font] [font=Times New Roman][size=3][color=black]Will: +1[/color][/size][/font] [font=Times New Roman][size=3][color=black]Hp: 10 [/color][/size][/font] [/center] [/QUOTE]
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