Vigilance said:
Personally, as a talent, where you are choosing sneak attack over another ability, that sneak attack is fine.
Some things to keep in mind: As a talent, your max damage is +4d6.
The only thing that makes it less appropriate possibly in Modern than D&D is the massive damage save.
Given that commandos *are trained* in quick kill techniques, I actually think that's an argument for it.
Chuck
There are also some balance reason in these things - quick kill techniques are fine, but remember that both sides (NPCs and PCs) have them, and a realistically deadly combat is nothing players will really enjoy in the long run. (I wouldn`t like rolling up new characters after every two combats)
I think real life combat is there reason why real life commandos might have quick kill techniques: Because normal people (and even soldiers are normal people in real life) can be killed quite easy. A single bullet kills (or at least disables) a person, and most people don`t dodge a bullet (neither in a Neo-like way nor by simply being not there where the shooter expected them to be - because there are no Hitpoints and Class Defense Bonus to AC).
Quick Kill Techniques in unarmed melee (real life) might be a bit harder to pull off, but I guess most only work against suprised opponents - and that`s what Knockout and Improved Knockout Punch achieve in D20 Modern, even if it is only nonlethal damage that doesn`t kill the target, just knocks it out. (But this is equivalent to death - the next action you could take is a coup de grace. The only reason these feats don`t allow for lethal damage is because D20 Modern is an heroic game and no hero should die "accidently".)
In d20 Modern, you can build high level chacters who have little chance to succeed (alone) in a combat, even if their opponent is of equal or lower level - A Smart6/Charmismatic6 can probably be killed by any Strong6 who took some combat feats (land not Windfall, Alertness, Cautious, Gearhead, Persuasive. Trustworthy and so on).
It might not be a quick kill he delivers (like you expect from a commando), but even that`s not sure. (Knockout Punch again - but a single Pistol Shot might be anough if the opponent only has a Constitution of 10. In our D20 Modern/Shadowrun Campaign, we have such a character - charismatic/fixer(arcane arranger) - combat is deadly for him.).
Anyway, you could try it out and prove me wrong.
But to get back to topic:
I think a ranged attack equivalent of the Improved Melee Smash Ability might be too much (I think it is there to make melee combat worthwhile compared to ranged weapons), but an ignore Hardness Talent tree seems okay.
Ranged Ignore Hardness Talent tree (Fast Hero):
Prerequisite: Evasion or Increased Speed
You are instincively aware of weak spots in a material, allowing you to ignore some hardness.
Ranged Ingore Hardness: Ignore 1 point of Hardness on ranged attacks
Improved RIH: Ignore an additional point of Hardness on ranged attacks
Greater RIH: Ignore an additional point of Hardness on ranged attacks or one point of equipment bonus to Armor Class.
Throwing Talent (Strong/Fast Hero): You ignore the first range increment of thrown weapons. Strong Heros can applie the benefits from Melee Smash also to thrown weapons.
Mustrum Ridcully