Our DM will be out on Halloween Weekend so I'm going to resurrect our Star Wars Storm Trooper One-Shots, but I've decided to use Colonial Troopers a DnD 0e SF RPG by Thomas Denmark and his Nite Owl Workshop. I'm pretty darn excited.
LEVEL 4 SNIPER (AGENT)
Strength -1
Intelligence +0
Wisdom +0
Dexterity +2
Constitution +0
Charisma -1
Hit Points 18
Melee Attack Bonus +1
Ranged Attack Bonus +4
AC 17 (15+2)
Saving Throw 13+
Skill Bonus +3
Sneak Attack: An Agent who successfully sneaks up on, surprises, or distracts an enemy receives a bonus of +4 to-hit, and does double the normal melee or ranged weapon damage. This bonus to damage increases to x3 at 5th level.Skill: Agents have a knack for achieving unlikely results when it comes to things like picking pockets, picking locks, sneaking past or distracting guards, disarming small or intricate traps, bluffing at gambling, and so on. They have a bonus to their normal Saving Throw to achieve favorable results as indicated in the Agent Skill Bonus column, these are only applied at the Game Master’s discretion.
LEVEL 4 NEGOTIATOR (DIPLOMAT)
Strength +0
Intelligence +1
Wisdom +0
Dexterity +0
Constitution +0
Charisma +2
Hit Points 14
Melee Attack Bonus +2
Ranged Attack Bonus +2
AC 15
Saving Throw 13+
Persuade 11+
Diplomat Special Abilities: Because Diplomats are frequently called on to use their talents intense situations they have no weapon or armor restrictions.LEVEL 4 SCOUT (HUNTER)
Strength +0
Intelligence +0
Wisdom +1
Dexterity +0
Constitution +0
Charisma +0
Hit Points 23
Melee Attack Bonus +2
Ranged Attack Bonus +2
AC 13
Saving Throw 11+ (9+ on Wisdom Saves)
Healing: +2
Detect Ambush: +2
Tracking: +1
Blaster Rifle: 2d8; Rate of Fire 2
LEVEL 4 VANGUARD (MERCENARY)
Strength +0
Intelligence -1
Wisdom +0
Dexterity +1
Constitution +1
Charisma +0
Hit Points 32
Melee Attack Bonus +4
Ranged Attack Bonus +5 (+6 with Assault Blaster)
AC 15
Saving Throw 12+
Unstoppable: A Mercenary, upon killing an enemy, receives an immediate free attack with the same probability against any other enemy within reach.Assault Blaster: 2d6+1; Rate of Fire 2; Burst; Full
LEVEL 4 TANK (TROOPER)
Strength -1 (+3 in Battle Suit)
Intelligence +1
Wisdom -1
Dexterity +0
Constitution +0
Charisma +0
Hit Points 23
Melee Attack Bonus +2
Ranged Attack Bonus +2 (+3 in Battle Suit)
AC 14; Damage Reduction 6
Saving Throw 9+
Blaster Rifle: 2d8; Rate of Fire 2
Battle Suit Features
Auto Railgun: 2d6; Roll 3d20 to Attack; Usage Die d8; -1 to Hit for each additional Range Bracket
Large Flamer: 4d6; Cone; Usage Die d6
Light: Out to 100'; Usage Die d12
Smoke Bombs: These fire and discard bombs and have a range of 300’. 60’ before the intended end of the shot, smoke issues out, creating a line of dense smoke about 3’ wide. The smoke blocks normal and ultraviolet frequencies and is hot enough to block Infrared. It also contains minuscule chaff that expands to block radar and it distorts sound waves.
No comments:
Post a Comment