SHIELD Trooper
Frontline soldiers hold the line with defensive tactics and counterattacks. They are trained with basic knowledge of international laws so when they are in other countries they can assist local forces, or won't break any major laws while operating.
Low Level SHIELD Trooper (Fast Ord 1/Tough Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d8+2 plus 1d10+2; hp 14
Mas: 14
Init: +2
Speed: 30 ft
Defense: 20, 16 Touch , 18 flat-footed (+2 Dex, +4 Class, +4 Armour)
BAB: +0
Grapple: +1
Attack: +2 melee (1d3+1 unarmed strike), or +3 ranged (1d6 + stun ICER Rifle)
Full Attack: +2 melee (1d3+1 unarmed strike), or +3 ranged (1d6 + stun ICER Rifle)
Special Attacks:
Special Qualities: SHIELD Training, Defensive Posture, Fire Support
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: SHIELD
Saves: Fort +3, Ref +3, Will +1.
Action Points: 0
Rep: +0
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics))
Skills: Intimidate +3, Knowledge (civics) +0, Knowledge (streetwise) +3, Knowledge (tactics) +3, Move Silently +4, Profession +3, Read/Write English, Repair +0, Speak English, Spot +2
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: S Tech Armour, ICER Rifle, 120 rounds of ammunition, various gear and personal possessions.
Mid Level SHIELD Trooper (Fast Ord 3/Tough Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d8+6 plus 3d10+6; hp 42
Mas: 15
Init: +2
Speed: 30 ft
Defense: 22, Touch 18, flat-footed 20 (+2 Dex, +6 Class, +4 S Tech Armour)
BAB: +4
Grapple: +5
Attack: +5 melee (1d4+1 unarmed strike), or +7 ranged (1d6 + stun ICER Rifle)
Full Attack: +5 melee (1d4+1 unarmed strike), or +7 ranged (1d6 + stun ICER Rifle)
Special Attacks:
Special Qualities: SHIELD Training, Defensive Posture, Fire Support
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +5, Ref +5, Will +3.
Action Points: 0
Rep: +2
Abilities: Str 13, Dex 15, Con 14, Int 9, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics))
Skills: Intimidate +6, Knowledge (civics) +0, Knowledge (streetwise), +4, Knowledge (tactics) +5, Move Silently +4, Profession +6, Read/Write English, Repair +0, Speak English, Spot +4.
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot
Possessions: S Tech Armour, ICER Rifle, 120 rounds of ammunition, various gear and personal possessions.
SHIELD Training
All SHIELD members receive hand to hand combat training, basic international laws and skills to repair equipment in the field. Gains benefits of Combat Martial Arts feat, Knowledge (Civics) +1 in relation to laws, and Repair +1.
Defensive Posture
When fighting defensively, in addition to the normal -4 to attack rolls and +2 Dodge bonus to Defense, the trooper can also make an attack of opportunity against targets within 30 feet instead of only in melee range, with a ranged weapon in hand.
Fire Support
If an ally is within 5 feet, the trooper can make a ranged attack of opportunity against the target that attacked their ally, if the trooper has any attacks of opportunities left, even if the target is outside of melee range, if the trooper has a ranged weapon in hand, at -4 to attack roll.
ICER Rifle
The ICER (Incapacitating Cartridge Emitting Railgun), is an upgrade to the Night-Night gun, using improved chemicals and technology for improved range and incapacitation capability. Instead of using powder propellant, the ICER uses railgun technology to help reduce the chance of jams the greater range.
ICER Rifle (PL 5-6 Personal Firearms Proficiency)
Damage: 1d6 + Stun
Critical: 20x2
Damage Type: Non-lethal
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 8 lbs
Ammo: 35 box
Purchase DC: 19 (Res +2 SHIELD)
Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds.
S Armour
This is the standard SHIELD armoured uniform for infantry level soldiers expecting combat. Armoured torso, arms and legs protect the body from most weapons, a helmet protects the head. Comes with the same molecular pads and holster belts as the basic jumpsuit. Connectors for combat webbing or packs on the shoulders and waist for added carrying capacity. A torso bandoleer for holding grenades or specialty rounds. The suit contains an encrypted military radio, GPS, and micro computer on the wrist for mission updates, video communications, and maps. The helmet will include a camera for recording all events, which are stored on the micro computer, and can be transmitted live to a command centre.
S Armour (PL5)
Type: Medium Armour
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 10 lbs
Purchase DC: 19
Restriction: Mil (+3)
Notes: Has the following integrated equipment: encrypted military radio, GPS, satellite datalink, display glasses with HUD connected to micro computer, tinting glasses (+2 saves against flash bangs or other light based attacks), nanobeacon, card computer, display on arm. Hooks for easily attaching backpack or webbing. Power pack to power all the onboard systems for 2 days before requiring recharging. Can be recharged from universal power adapter in 2 hours, torso bandoleer that can hold 5 grenades in quick access (quick action to grab the grenades) or 10 of shotgun size or 15 of up to .50 cal sized rounds.
Frontline soldiers hold the line with defensive tactics and counterattacks. They are trained with basic knowledge of international laws so when they are in other countries they can assist local forces, or won't break any major laws while operating.
Low Level SHIELD Trooper (Fast Ord 1/Tough Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d8+2 plus 1d10+2; hp 14
Mas: 14
Init: +2
Speed: 30 ft
Defense: 20, 16 Touch , 18 flat-footed (+2 Dex, +4 Class, +4 Armour)
BAB: +0
Grapple: +1
Attack: +2 melee (1d3+1 unarmed strike), or +3 ranged (1d6 + stun ICER Rifle)
Full Attack: +2 melee (1d3+1 unarmed strike), or +3 ranged (1d6 + stun ICER Rifle)
Special Attacks:
Special Qualities: SHIELD Training, Defensive Posture, Fire Support
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: SHIELD
Saves: Fort +3, Ref +3, Will +1.
Action Points: 0
Rep: +0
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics))
Skills: Intimidate +3, Knowledge (civics) +0, Knowledge (streetwise) +3, Knowledge (tactics) +3, Move Silently +4, Profession +3, Read/Write English, Repair +0, Speak English, Spot +2
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: S Tech Armour, ICER Rifle, 120 rounds of ammunition, various gear and personal possessions.
Mid Level SHIELD Trooper (Fast Ord 3/Tough Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d8+6 plus 3d10+6; hp 42
Mas: 15
Init: +2
Speed: 30 ft
Defense: 22, Touch 18, flat-footed 20 (+2 Dex, +6 Class, +4 S Tech Armour)
BAB: +4
Grapple: +5
Attack: +5 melee (1d4+1 unarmed strike), or +7 ranged (1d6 + stun ICER Rifle)
Full Attack: +5 melee (1d4+1 unarmed strike), or +7 ranged (1d6 + stun ICER Rifle)
Special Attacks:
Special Qualities: SHIELD Training, Defensive Posture, Fire Support
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +5, Ref +5, Will +3.
Action Points: 0
Rep: +2
Abilities: Str 13, Dex 15, Con 14, Int 9, Wis 12, Cha 10
Occupation: Law Enforcement (Intimidate, Knowledge (tactics))
Skills: Intimidate +6, Knowledge (civics) +0, Knowledge (streetwise), +4, Knowledge (tactics) +5, Move Silently +4, Profession +6, Read/Write English, Repair +0, Speak English, Spot +4.
Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Point Blank Shot
Possessions: S Tech Armour, ICER Rifle, 120 rounds of ammunition, various gear and personal possessions.
SHIELD Training
All SHIELD members receive hand to hand combat training, basic international laws and skills to repair equipment in the field. Gains benefits of Combat Martial Arts feat, Knowledge (Civics) +1 in relation to laws, and Repair +1.
Defensive Posture
When fighting defensively, in addition to the normal -4 to attack rolls and +2 Dodge bonus to Defense, the trooper can also make an attack of opportunity against targets within 30 feet instead of only in melee range, with a ranged weapon in hand.
Fire Support
If an ally is within 5 feet, the trooper can make a ranged attack of opportunity against the target that attacked their ally, if the trooper has any attacks of opportunities left, even if the target is outside of melee range, if the trooper has a ranged weapon in hand, at -4 to attack roll.
ICER Rifle
The ICER (Incapacitating Cartridge Emitting Railgun), is an upgrade to the Night-Night gun, using improved chemicals and technology for improved range and incapacitation capability. Instead of using powder propellant, the ICER uses railgun technology to help reduce the chance of jams the greater range.
ICER Rifle (PL 5-6 Personal Firearms Proficiency)
Damage: 1d6 + Stun
Critical: 20x2
Damage Type: Non-lethal
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 8 lbs
Ammo: 35 box
Purchase DC: 19 (Res +2 SHIELD)
Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds.
S Armour
This is the standard SHIELD armoured uniform for infantry level soldiers expecting combat. Armoured torso, arms and legs protect the body from most weapons, a helmet protects the head. Comes with the same molecular pads and holster belts as the basic jumpsuit. Connectors for combat webbing or packs on the shoulders and waist for added carrying capacity. A torso bandoleer for holding grenades or specialty rounds. The suit contains an encrypted military radio, GPS, and micro computer on the wrist for mission updates, video communications, and maps. The helmet will include a camera for recording all events, which are stored on the micro computer, and can be transmitted live to a command centre.
S Armour (PL5)
Type: Medium Armour
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 10 lbs
Purchase DC: 19
Restriction: Mil (+3)
Notes: Has the following integrated equipment: encrypted military radio, GPS, satellite datalink, display glasses with HUD connected to micro computer, tinting glasses (+2 saves against flash bangs or other light based attacks), nanobeacon, card computer, display on arm. Hooks for easily attaching backpack or webbing. Power pack to power all the onboard systems for 2 days before requiring recharging. Can be recharged from universal power adapter in 2 hours, torso bandoleer that can hold 5 grenades in quick access (quick action to grab the grenades) or 10 of shotgun size or 15 of up to .50 cal sized rounds.