Two New Advanced Classes (Adapted from -The Future Soldier's Battlefield Handbook', by Steampower Publishing):
UNSC BOARDING ASSAULT MARINE
The United Nations Space Command is a faction with many things against it. From the point of view of the opposing force, they have retrograde technology, little numbers, few allies and damn near zero hope.
So the UNSC has had to compensate. The UNSC Marines are trained in Camp Weaver, PLANT 17, for zero-gravity, boarding and close-quarters combat. The Boarding Assault Marine is a fully voluntary force within the UNSC, who is trained further than the standard. They are the sledgehammer that brings the door down and the shield that keeps the bad guys at bay while everybody else is gunning for the ship's bridge.
The Assault Marines develop a fatalistic attitude (after all, it's their fault, nobody else's, that they are the frontliners) and a vow to try and leave the stage with a bang-which might not come to happen if their ship gets shot out of the sky.
But they do not show this attitude as much, since they know one ting for sure: in a Sol System and surroundings full of pirates, rampaging xenobeings and wanna-be conquerors, they surely are the meanest of the bunch.
REQUIREMENTS:
To become an Assault Marine, the character must have the following:
BAB: +6.
Feats: Endurance, Point Blank Shot, Precise Shot, Weapon Focus.
Skills: Hide 10 Ranks, Move Silently 10 Ranks, Survival 10 Ranks.
Special: Must be a member of the UNSC.
CLASS INFORMATION:
Hit Die: 1d10 + Con Modifier.
Class Skills:
Climb, Concentration, Drive, Hide, Intimidate, Jump, Listen, Move Silently, Pilot, Spot, Survival, Swim, Treat Injury.
Skill Points: 5 + Int Modifier.
TABLE: THE UNSC BOARDING ASSAULT MARINE.
Class Level
1
2
3
4
5
6
7
8
9
10
BAB
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
FORT SAVE
+2
+2
+2
+3
+3
+4
+4
+5
+5
+6
REF SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3
WILL SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3
SPECIAL
-Advanced Weapons Training, Explosives Expert
-Boarding Specialist +1
-Sudden Strike
-Boarding Specialist +2
-Advanced Weapons Training
-Boarding Specialist +3
-Overwhelming Force
-Boarding Specialist +4
-Shock Tactics
-Advanced Weapons Training, Boarding Specialist +5
DEFENSE BONUS
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
REPUTATION BONUS
+0
+0
+0
+0
+1
+1
+1
+1
+2
+2
CLASS FEATURES:
+Advanced Weapons Training: Assault Marines are trained in a wide variety of weapons. At 1st Level and every five levels thereafter, the Marine selects a weapons for which he already has Weapon Focus. When using that weapon, the Assault Marine now gains a +1 circumstance bonus to attack and damage rolls. This bonus stacks with both Weapon Focus and Weapon Specialization. Alternatively, the Assault Marine may instead take the Weapon Focus Feat.
+Explosives Expert: The Assault Marines are trained in the use of explosives, such as hand grenades and flash-bangs, to flush out enemies and soften up an area, and they are adept at placing a grenade exactly where is needed to have the maximum effect. The DC for all saving throws to avoid the effects of a grenade or explosive device used by an Assault Marine is increased by an ammount equal to his class level.
+Boarding Specialist: At 2nd Level, the Assault Marine becomes an expert at boarding an enemy vessel, moving swiftly and silently throught the corridors to seize his objective. When on an enemy vessel, the Assault Marine gains a +1 morale bonus to Hide, Listen, Move Silently, Spot and Search checks. This bonus increases at 4th Level and every other level thereafter.
+Sudden Strike: Assault Marines are trained to strike swiftly and without compromise. When attacking from cover or concealment, an Assault Marine gains a +2 morale bonus to attack and damage rolls.
+Overwhelming Force: At 7th Level, the Assault Marine attacks with so much force and determination that an enemy gains few advantages from being holed up in cover. A target attacked by an Assault Marine has any cover bonuses less than total cover reduced by one step-nine tenths cover is reduced to three-quarters cover, three-quarters cover to half cover and so on.
+Shock Tactics: At 9th Level, the Assault Marine strikes deep into the heart of his opponents, making it seem as though they are under assault from dozens of troops instead of a singe soldier. Enemies within 30 ft of an Assault Marine incur a -2 morality penalty to attack, damage, defense and saving throws. This penalty is not cumulative if more than one Assault Marine of 9th Level or higher is within 30 ft, but the radius increases by an additional 30 ft for each Marine present, making an entire unit of Assault Marines a particularly terrifying opponent.
Cagalli Attha, during her run as a Desert Dawn Guerilla Fighter. She sure didn't became Feared by the Enemy...
(Photo taken in Eqypt, December of 2003. Most probably an Alternate of her...?)
THE GUERILLA FIGHTER
Conflict changes people. It may turn them from not considering to hurt anyone into the very example of blood-thirstyness. They learn how to fight unconventionally, ghosts that rise to destroy any hostiles.
The advent of the Hours brought many types of guerilla factions to the fore. From the Fictions guerilla factions that battled against hyper-advanced enemies from beyond the stars (or the government) to the groups of Pre-Vanishing Humans that banded together and took a stand (however pitiful it was).
REQUIREMENTS:
To Become a Guerilla Fighter, the character must have the following:
BAB: +5.
Feats: Oathbound, Track.
Skills: Move Silently 4 Ranks, Survival 8 Ranks.
CLASS INFORMATION:
Hit Die: 1d8 + Con Modifier.
Class Skills:
Balance, Bluff, Climb, Concentration, Disguise, Drive, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local, Current Events, Military), Listen, Listen, Move Silently, Repair, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble.
Skill Points: 5 + Int Modifier.
TABLE: THE GUERILLA FIGHTER.
Class Level
1
2
3
4
5
6
7
8
9
10
BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
FORT SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3
REF SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3
WILL SAVE
+2
+2
+2
+3
+3
+4
+4
+5
+5
+6
SPECIAL
Guerilla Warfare, Local Knowledge.
Hated Enemy +1
Network of Contacts
Alien Weapon Familiarity
Hated Enemy +2
Melt Away
Feared by the Enemy
Hated Enemy +3
Improvised Device
Beloved of the People
DEFENSE BONUS
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
REPUTATION BONUS
+0
+0
+1
+1
+1
+2
+2
+3
+3
CLASS FEATURES:
+Guerilla Warfare: At 1st Level, the Guerilla Fighter dedicates himself to the cause-fixing in his mind who he is fighting and why he is fighting for. The Guerilla Fighter should specify his home soil-where it is he is defending, be it a whole planet, a country or one city. He must also specify the enemy that he is pledged to drive from his home soil. The specifics of these are left to the GM's discretion, but they should be reasonably specific and not at all generic ("To free Springfield, Mass. from ZAFT influence" would be acceptable, wheras "to free the planet from evil" would not).
+Local Knowledge: Fighting to defend their home soil, Guerilla Fighters are intimately familiar with eevry aspect of their homeland. When on home soil, the Guerilla Fighter gains a bonus to all relevant Knowledge and Survival checks equal to their class level.
+Hated Enemy: Guerilla Fighters are sworn to cleanse their homeland from the taint of their foes, and excel at fighting them. The Guerilla Fighter gains a +1 morale bonus to attack and damage rolls, Bluff, Disguise, Hide, Intimidate and Sense Motive checks made when fighting their chosen enemy. Their bonus increases to +2 at 5th level and and to +3 at 8th level.
+Network of Contacts: As the Guerilla Fighter advances in his 'career', he develops a network of contacts both within his organization and among the general populace. In order to tap into the Network of Contacts, there must be members of their culture present and the Guerilla Fighter must first make a Reputation check. The check may be further modified at the GM's discretion, applying up to a +5 bonus or penalty if there is a specially large or small number of potential friends.
If succesful, the Guerilla Fighter may request one of the following from his contacts:
+Pass a message to another member of the Resistance.
+Obtain a single piece of information or a secret.
+Obtain a piece of equipment or weaponry.
+Gain limited or temporary use of a vehicle.
+Gain access to a shelter or hiding place.
The request takes a variable amount of time depending on the request, but typically takes 24 hours. For every 5 points by which the check exceeds 15 the time taken is halved, to a minimum of 1 minute. The time taken remains at the discretion of the GM-some requests simply cannot be completed quickly.
If the check is failed, then either the Guerilla Fighters fails to find his contacts, or they are not in position to help at the time. If the check is failed by 10 or more, some mishap has befallen the Network or the Guerilla Fighter-the supposed contact might turn out to be a double-agent or an assassin sent to kill the Guerilla Fighter, the Network might have been exposed by enemy soldiers and contacts got killed, or the contacts might have carried out the request incorrectly, delivering the message to the wrong person or passing on false information to the Guerilla Fighter.
The Guerilla Fighter may attempt to use their Network of Contacts freely once every 24 hours. If the Guerilla Fighter attempts to use the Network more often, the DC of the check is increased by 5 every time, increasing the risk of a major mishap occuring and slowing the time for requests to be completed.
+Alien Weapon Familiarity: Often forced to steal the weapons from the grasp of their fallen enemies, guerillas are intimately familiar with the workings of enemy weapons and equipment. The Guerilla Fighter gains the Alien Weapons Proficiency Feat.
(Guerilla Fighters that come from universes with no aliens can replace the Feat with a weapons-related Feat of their choice, as long as they meet the Prerequisites and gain GM approval).
+Melt Away: The operatives of the Resistance excel at strking from the midst of a group of civilians before melting away again into a crowd. When in a crowd of at least ten, the GUerilla Fighter gains a +5 circumstance bonus to Hide and Disguise checks. This bonus increases by +1 for every five additional people in the crowd. This bonus is halved if less than half of the crowd is made up of friendly forces.
+Feared by the Enemy: The mere mention of the Guerilla Fighter and his exploits is enough to send a wave of fear through the occupying forces. The Resistance knows how to use this fear to their advantage, spreading rumours-some true, some less so-of their deeds to demoralize their enemy.
To properly do this takes time to prepare: 1 hour per intended target. The Guerilla Fighter may select a number of enemy targets equal to his class level, and he must at least know his intended targets by sight-the Guerilla Fighter should select the targets from a regular patrol, sentry position or barracks as a target.
After the preparations have been made, the targets must succeed at a Will save (DC 10 + character level) or incur a penalty to all attack, damage and skill checks equal to the Guerilla Fighter's advanced class level for the next 24 hours.
+Improvised Device: Guerilla Fighters are often forced to scavenge for mechanical parts to maintain their weapons and devices, and as a result are skilled at converting one piece of equipment into another.
The Guerilla Fighter decides which item he wishes to manufacture, and the GM determines the amount of time necessary to make it. The Guerilla Fighter then makes a Repair check at a DC dependant on the complexity of the task and the materials available (usually DC 25+). If successful, the device works as normal, for a short time at least. The Guerilla Fighter can make any simple devices, such as a radio, as well as somewhat more complex equipent such as handheld weaponry and explosives.
+Beloved of the People: At 10th Level, the Guerilla Fighter has become a great hero of the Resistance, beloved by his people everywhere. His Network of Contacts becomes more proactive and helpful, even to the point of taking up arms and assisting the Guerilla Fighter in battle. Each time the Guerilla Fighter requests help -and sometimes if he does not, should one of his contacts notice that he is in trouble- he can gain the assistance of 2d12 armed men and women from the local population, assuming there are sufficient allies that can help.
This ability functions as a request from the Network of Contacts, and the time taken for the Network to muster is determined by the success of the check-if in dire straits at least 1d6 allies can be mustered immediately. The GM should determine the levels and classes of the allies.
THE FIGHTER ACE
SKETCH OF LUFY 'RIFF RAFF' METCALF.
The poster boys (and girls) of every race's fleet and the heroes in every intergalactic war, the Fighter Aces' tales usually inspire another generation to enlist in the fleet. The Fighter Ace is a dogfighting veteran with few equals and a wingful of kill counts. They excel at fighter combat, and few who dare take them on in battle live to tell the tale.
Famous Coreline Fighter Aces include: Kara 'Starbuck' Thrace (easily the most recognizable Ace of the Colonial Fleet), Lufy 'Riff Raff' Metcalf (former Solnoid Attacker, now famous 'transporter' in Chicago), Mu La Flaga (although most people discuss that it might be because he's a Newtype) and Christopher Blair (those Alts of him that are STILL pilots, in any case).
REQUIREMENTS:
To become an Assault Marine, the character must have the following:
Feats: Starship Battle Run, Starship Dodge, Starship Operation (Ultralight).
Skills: Computer Use 8 Ranks, Pilot 13 Ranks.
CLASS INFORMATION:
Hit Die: 1d8 + Con Modifier.
Class Skills:
Computer Use, Concentration, Drive, Intimidate, Jump, Knowledge (Tactics), Listen, Pilot, Spot and Survival.
Skill Points: 5 + Int Modifier.
TABLE: THE FIGHTER ACE.
Class Level
1
2
3
4
5
6
7
8
9
10
BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
FORT SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3
REF SAVE
+2
+2
+2
+3
+3
+4
+4
+5
+5
+6
WILL SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3
SPECIAL
-Favored Ship
-Maximum Thrust
-Trademark Maneuver
-Out of Nowhere
-Jink, Wing Commander
-Trademark Maneuver
-Quick Recovery
-Damage Roll
-Trademark Maneuver
-Blaze of Glory, Group Captain
DEFENSE BONUS
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
REPUTATION BONUS
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
CLASS FEATURES:
+Favored Ship: The Fighter Ace would be less than useless without his trusty flying machine. Many Fighter Aces spend most of their careers carefully maintaining, repairing and upgrading the same machine over and over again, rather than taking a newer model. At 1st Level, the Fighter Ace selects a specific fighter -space or atmospheric- to be their favord ship. So long as the Fighter Ace is piloting their favored ship, he gains a +1 circumstance bonus to Pilot checks, Technical checks, and attack and damage rolls for every two Fighter Ace levels he possesses.
Many of the Fighter Ace's special abilities are dependant of them being in their favored ship. When not in their favord ship, but in a fighter of the same class, the numerical bonus of all such abilities is halved. No bonus is gained when flying any other class of ship.
To designate a new starship as his favorite ship, the Fighter Ace must pilot it for at least a month.
+Maximum Thrust: At 2nd Level, the Fighter Ace has learnt to coax a little more out of his ship. and to cope with the inherent increase in gees. When in his favored ship, the Fighter Ace may make a maximum thrust as a move action. To do this he must make a Pilot check (DC 20) and if successful he moves as through surging forwards, moving at 4 times tactical speed.
+Trademark Maneuver: As the Fighter Ace progresses in his career, he develops a unique flying style with characteristic maneuvers that identify him in battle. At 3rd, 6th and 9th Levels, the Fighter Ace may select any of the below actions to be a trademark maneuver. Once per round, the Fighter Ace may attempt a trademark maneuver. He must make a Pilot check (DC 20), and if he succeeds a full-round action becomes a move action, and a move or attack action becomes a free action.
A Fighter Ace may use this ability even when not in his favored ship.
The folllowing actins may be selected as a trademark maneuver:
-Attack actions (become free actions): aid another, escape a grappling ship, feint or total defense.
-Move actions (become free actions): jink, operate sensors, out of nowhere, ram, and send/jam a transmission.
-Full round actions (become move actions): jump to cruising speed, withdraw.
+Out of Nowhere: At 4th Level, the Fighter Ace is able to strike seemingly from out of nowhere, positioning his craft to avoid the sensors of an enemy vessel or to blindside an enemy pilot. When in his favored ship, the Fighter Ace may attempt to come out of nowhere as a move action. The Fighter Ace makes a Pilot check (DC 15) and, if successful, any Sensor checks made to detect his craft are reduced by an amount equal to his character level.
+Jink: To the untrained eye, the Fighter ace flies erratically, zig-zagging, looping and rolling all the while. Of course, this is all part of their skill, keeping an opponent from locking onto their craft and getting a clear shot. When in his favored ship, the Fighter Ace may make a Pilot roll (DC 20) and, if succesful, may add his class level to the Defense of his craft for one round.
+Wing Commander: Although at their most confident when operating alone, the Fighter Ace appreciates the usefulness of wingmen to provide cover and run interference. At this stage in their career, the Fighter ace has been given a wing of ultralight fighters to command. A wing led by a Fighter Ace gains the advantage of the Fighter Ace's special abilities and bonuses. The maximum wing size is equal to half the Fighter Ace's class levels. A larger wing may not use the Fighter Ace's abilities except as noted in the main rules.
+Quick Recovery: Fighter Aces poseess almost superhuman skills, but even they make mistakes-albeit rarely. The difference is that a Fighter Ace is able to recover from his mistakes much quicker, limiting their effects. Should a fighter Ace become dazed, entangled, grappled, immobilized, shaken, stunned or suffer a mishap while piloting any ship, he may make a Pilot check (DC 25). A successful roll means that the Fighter Ace can recover from the adverse effects far more quickly and than a regular pilot, halving the duration rounding fractions down.
+Damage Roll: The Fighter Ace may attempt to execute a damge roll to avoid the worst of a direct hit, causing a missile to explode nearby or a laser beam to glance off the hull. When in his favored ship, the Fighter Ace may make a damage roll as a move action. The Fighter Ace makes a Pilot check (DC 25) and, if successful, may add his class level to the Defense of his ship for the next attack that strikes it.
+Blaze of Glory: When all is lost, many a Fighter Ace has chosen to go down fighting, ending it all in a blaze of glory and taking a good many foes with him. When in his favored ship, the Fighter Ace may decide to execute a Blaze of Glory as a move action. The Blaze of Glory is effectively a ramming maneuver against another vessel. The Fighter Ace makes a Pilot check as normal to execute the ram, but may add his class level to the check and, if succesful, damage dealt is doubled. A Fighter Ace who successfully performs a Blaze of Glory is slain instantly, but will long be remembered as a great hero.
+Group Captain: At 10th Level, the Fighter Ace is promoted once again, gaining multiple wings of fighters to control, all of whom gain the benefit of the Fighter Ace's abilities. The maximum size of the Fighter Ace's group increases to ten
FIGHTER ACES AND DOGFIGHTERS:
The Fighter Ace is similar in concept to the Dogfighter Advanced Class, and it is entirely possible for a character to have levels in both. The special abilities and bonuses of both classes stack with, and complement, one another.
Just as a Dogfighter is an elite pilot, a Fighter Ace is an elite Dogfighter, making the most seasoned of pilots look fresh out of the academy. There are perhaps no more than a handful of Fighter Aces in any one military, each a familiar face and celebrity within their culture.