DnD SWAT Team

VirgilCaine said:
Nah, Rod of Many Wands. Holds 3 wands and uses them at the same time--Ray of Exhaustion, Ray of Enfeeblement and a Ray of Clumsiness.


Nah. I wouldn't want to make the rifle squad wholly reliant upon magical weapons. One perp with a dispel magic and they're out of business.

Besides the rifle squad is for lethal takedown; none of those items is particularly lethal!
 

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My gaming group from back in the Marines used to talk about this all the time. We would even create our PCs based on "Fire Squads".

It ended up looking like your standard adventuring party, in all honesty.

You have the Point locate enemies up ahead and take care of traps (Rogue)

You have the Breacher enter the room first and cause mayhem (Barbarian)

You have the Fragger clear out entrenched rooms with area effects (Wizard)

You have the corpsman patch up the wounded (Cleric)

Finally, you have the sniper waiting on a nearby roof top to take out any critical figures and provide suppressive fire (Warlock or Archer)
 

I actually have a SWAT type team in my world.

They are four member squads of various levels to take care of the different threats (like crazy PC's).

There is the Sniper (Rogue) who can sneak attack from 60 ft away and has a homebrew ring of Dimension Door.

There is the Muscle (Fighter) who specializes in Sunder and Bull Rush. And just for fun carries a Large Greatclub thanks to Monkey Grip.

There is the Negotiator (Cleric) who specializes in Cha based checks.

And there is the Recon Man (Wizard) who uses lots of Divination magic to find the perp and then helps subdue the guy using a Sudden Maximized, Sudden Widened, Sudden Subdual Fireball.

Mind you, thats just the basics for the sixth level group. The higher level they go (10th, 15th, and 20th) the more goodies they have and the more specialized they can become. Needless to say, evil characters no longer can kill large amount of cities while only fighting the town guard.
 


Message spells for communication.

Clairvoyance/Clairaudience spells for surveillance.

Members are scouts and rogues with the Telling Blow feat and +1 keen merciful light crossbows. The merciful quality converts all damage dealt to nonlethal (can be suppressed), and the Telling Blow feat adds sneak attack/skirmish damage to every critical hit.
 

Jondor_Battlehammer said:
Subdual weapons and Subdual Substitution.

Lob in a maximized non-leathal fire ball and send in the brute squad with greatswords doing 3D6 non-leathal damage.

Actually I'd go with Thunderstones enchanted to include a subdual-substituted Sound Burst when they go off.

That's a concussion grenade I can get behind.
 


Ulrik said:
Don't think there's any way to replicate the fact that most people tend to listen when somebody breaks down your door and runs in with assault rifles and yells "DOWN DOWN DOWN!!"...

Most people aren't criminals. Most criminals aren't PCs.

Most criminals don't possess fortunes in weapons, protective gear and useful equipment.

And they pretty reliably stop fighting when they get shot several times.

So no.
 

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