Friday, 6 September 2013

FSS Shooter Class

so you have chosen to become on of man kinds unknown and un-thanked protectors, good work. many of your current skills will transfer into this line of work (if you can call it that) easily and with the right mind set you should fit in fine with everyone. you background of infantry/special forces/whatever will work fine for what you are about to undertake. thank you for your service to man kind, keep your head down and i will see you on the beach




Class – shooter (i really need a better name for this, maybe operator) 

HD – D10
AC – 10 +/- dex mod
THAC0/BAB – as per fighter
XP – 2000 standard
Saves – half score + level


pick two options from the following table, and one more every 3 levels (so once at 3, 6, 9, 12, etc) (or just roll 1D20 on it)

1 night fighter – you gain low light vision 60 feet (even when not wearing vision enhancing gear)
2 jungle fighter – you can move through jungle terrain without penalty, and add +2 to any survival checks made in any jungle terrain
3 mountain fighter – you can move over mountainous terrain without penalty, and add +2 to any survival checks made in any mountainous terrain
4 ocean fighter – you can move through water without penalty, and don’t make any noise when running though water
5 sand fighter – you can move over sandy terrain without penalty, and add +2 to any survival checks made in any sandy terrain 
6 swamp fighter – you can move over swampy terrain without penalty, and add +2 to any survival checks made in any swampy terrain
7 urban fighter – you can scrounge any small item worth level D6 x 10 once per session/week (which ever makes more sense for the game you’re in at the time) (smaller then a bread basket) only within a urban or semi-urban area only
8 artic fighter – you can move over artic terrain without penalty, and add +2 whenever you make a survival check in artic terrain
9 parachute operations – you know the ins and outs of parachuting (line, HALO, HAHO, etc), you can get access to parachuting equipment wherever you are within hours (1D2 urban, 1D8 bush, 1D6 ocean, nil underground or underwater, 1D4+1 semi-urban)
10 amphibious operations – you know the ins and outs of amphibious operations, you can get access to amphibious equipment wherever you are within hours (1D3 urban, 1D8 bush, 1D2 ocean, nil underground, 1D4+2 semi-urban, only if set up underwater)
11 repelling operations – you know the ins and outs of repelling operations, you can get access to repelling equipment wherever you are within hours (1D2 urban, 1D8 bush, 1D3 ocean, nil underwater, 1D6-1 semi-urban, only if set up underground)
12 combat first aider – whenever someone is reduced to zero or negative hit points, make a roll under half your WIS score + level, if you are successful you revive them (go to zero and add 1D4 + your level HP), if you fail you revive them (go to zero and add 1D6 + your level temporary hit points) these are reduced at 1 point per round (damage as per normal rules) and when they go back to zero or negative HP they die, there is nothing you can do
13 scout training – you gain a +2 to any initiative or perception rolls
14 sniper training – you gain a +2 to any stealth checks you make while on your stomach or in any cover
15 demolitions operations – you know the ins and outs of demolitions operations, you can get access to demolitions equipment wherever you are within hours (1D3 urban, 1D8 bush, 1D4 ocean, 1D4+1 semi-urban, only if set up underground or underwater)
16 heavy weapons – you don’t suffer any encumbrance penaltys for carrying heavy weapons, you also can carry an extra half of the normal limit of ammo (so if you can only carry 4 rockets normally you can carry 6)
17 seer training – gain a +2 to any escape check and a +2 to any sanity checks
18 percussive maintenance – one per level per game you can make something that isn’t working work (temporally) by giving it a good hit, speak to the gm about how this is going to work
19 forward observer – when you mark targets for offensive fire (planes, mortars, whatever) you deviate one step down in dice (a D10 becomes a D8)
20 unarmed combat training – your unarmed attacks do 1D4+STR damage, you also get a +2 to grapple checks


Choose two weapons from the following list (what type of weapon it is doesn’t matter, it can be a machine gun or a shotgun or a sub machine gun or a pistol or whatever)

5.45mm – 2D8
5.56mm (NATO standard) – 2D8+1
5.7mm – 2D8+2
7.62mm (.30 cal) – 2D10
9mm – 1D10
9.5mm (.375 magnum) – 2D6
10mm – 1D8
11.43 (45 acp) – 1D8+2
12.7mm (.50 cal) – 2D10
14.5mm – 6D4+2
40mm (grenade launcher) – 2D12 (HE round, can take special rounds)
60mm (mortar) – 2D10+5 (1D8 deviation for first 2-3 rounds, can have special rounds)
84mm (rocket launcher) – 3D12 (HE round, can take special rounds)
10 gauge – 5D4 (buck/bird)
12 gauge – 4D4 (buck/bird/solid)
20 gauge – 3D4 (can take special rounds)

Special rounds
Illumination, high explosive, flash/bang, CS gas, smoke, white phosphorous, heat seeking, multi charge, taser, smart explosive, fragmentation, baton, high explosive anti-tank
(ask GM about these)


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