EMDF Troopers
The
first set of stats are for a typical first level base guard or grunt. Special Forces types and junior level
officers are listed second, consider them at fifth level.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
1st
|
+1
|
+2
|
+0
|
+0
|
2nd
|
+2
|
+3
|
+0
|
+0
|
3rd
|
+3
|
+3
|
+1
|
+1
|
4th
|
+4
|
+4
|
+1
|
+1
|
5th
|
+5
|
+4
|
+1
|
+1
|
6th
|
+6
|
+5
|
+2
|
+2
|
Stats:
+1
Str, Con, Dex
+2
Str, Con, Dex, +1 Int, Wis, Cha
Level: 1/5
HP: 11 (d10)/ 40 (d10)
Armor Class:
12
(Base 10 +1 Dex +1 1/2 level)
15
(Base 10 +2 Dex +3 1/2 level)
Melee to hit:
+2
(+1 level, +1 Str)
+7
(+5 level, +2 Str)
Ranged to hit:
+2
(+1 level, +1 Dex)
+7
(+5 level, +2 Dex)
Saves:
Fort
+3, Ref +1, Will 0
Fort
+6, Ref +3, Will +2
Melee:
HTH
Trained 1d2+Str, possible KO on 18 and up attack roll
Shock
Wand
(for MP’s) DC 12 Fort Sv or KO 1 turn, 10 charges
Knife or Rifle Bayonet 1d6+Str
Ranged:
Pistol
2d6,
12 shot clip, S, 2 extra clips
M-16A2
Rifle
30 rd clip, M, 2 extra clips
2d8
single shot
2d8
x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8
x 1d2 spray (basically not aiming, +0 to hit), up to 3 adjacent targets (DC 12
Ref Sv ½ damage), 6 bullets
Sniper Rifle (for Special
Forces) 3d6, 12 shots, L (See Sniping rules)
Grenade 4d6, 10’ area (up
to four targets grouped together, each target takes full damage, ½ damage with
a DC 12 Ref Sv), S, Grenade Launcher M, 1 shell chamber
Rocket Launcher M1d6, L, single use
(cannot be used at S range without taking full damage)
Human Thugs
Whether
a bandit gang, unruly protesters, or drunks at a bar, the Characters will
likely find physical conflict at some point with the dregs of humanity. These stats would basically apply to any era. The first stat set given is for a standard
tough guy, the second is for a leader-type.
More organized criminal groups or trained terrorists would have probably
better stats more like a soldier.
Stats:
+1
Str, Con
+2
Str, Con, +1 Dex
Level: 1/2
HP: 9 (d8)/17 (d10)
Armor Class:
11
(Base 10 +1 1/2 level)
12
(Base 10 +1 1/2 level + 1 Dex)
Melee to hit:
+2
(+1 level, +1 Str)
+4
(+2 level, +2 Str)
Ranged to hit:
+1
(+1 level)
+3
(+2 level, +1 Dex)
Saves:
Fort
+3, Ref 0, Will 0
Fort
+5, Ref +1, Will 0
Melee:
Untrained
HTH 1+Str, possible KO on a Natural 18 hit
Club 1d4+Str, possible KO on Natural 18 or if max damage is rolled
Knife or Rifle
Bayonet
1d6+Str
Ranged:
Pistol
2d6,
12 shot clip, S, 2 extra clips
AK-47
Rifle
30 rd clip, M, 2 extra clips
2d8
single shot
2d8
x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8
x 1d2 spray (basically not aiming, +0 to hit), up to 3 adjacent targets (DC 12
Ref Sv ½ damage), 6 bullets
Sawed Off Shotgun 2d10, spray up to two adjacent targets (DC 12
Ref Sv 1/2 damage) 2 shells, S
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