Second World War custom Vehicles, Artillery, Armor, Weapons, Classes and PrC - Peach

Post/Author/DateTimePost
#1

tema69

Oct 11, 2007 17:33:19
This thread's purpose is to gather stats for World War Two era vehicles. I'm creating a WW2 D20 variant, and I'd be glad if anyone could help me out a bit with the vehicles. I will of course give you credit for your work.

WW2 D20 Project: Vehicles

Ships and boats:

LCVP Higgins Boat [Landing Craft, Vehicle, Personel - US Landing Craft]

The American Landing craft, known as the Higgins Boat is a barge-like, shallow-drafted boat constructed from plywood. It's seven squares long and 2 squares wide.
Crew: 3 (Pilot, 2 Gunners), Passenger(s): 36, Cargo Capacity: 7000 lb.(instead of troops); Initiative -1, Maneuver -2, Top Speed: 100 (10), Defense: 7, Hardness: 4, Hit Points: 50, Size: Gargantuan.


Land Vehicles:
Tanks:


T-34/76A[Soviet Battletank]
The Soviet T-34 was first mass-produced in July 1940 and saw action as late as the Bosnian/Yugoslavian civil war. The T-34/76A is armed with a single 76.2mm cannon and two DT 7.92 machineguns (a coaxial and a front-firing). It is powered by a 500 horsepower V-2-34 V-12 diesel engine. The T-34 is two squares wide and four squares long.
Crew: 4 (Commander/Gunner, Loader, Driver, Radio Operator/Mgunner), Passenger(s): 0, Cargo Capacity: 400 lb., Initiative: -2, Maneuver: -2, Top Speed: 62 (6), Defense: 8, Hardness: 10, Hit Points: 58, Size: Huge.

T-34/85 [Soviet Battletank]
The T-34/85 is armed with a 85mm cannon and two DT 7.92 machineguns. It is powered by a 500 horse power V-2-34 V-12 diesel engine. The T-34 is two squares wide and four squares long.
Crew: 5 (Commander, Gunner, Loader, Driver, Radio Operator/Mgunner), Passenger(s): 0, Cargo Capacity: 150 lb., Initiative: -2, Maneuver: -2, Top Speed: 62 (6), Defense: 8, Hardness: 15, Hit Points: 60, Size: Huge.

M4 Sherman [US Battletank]
The M4 Sherman is the US workhorse. It is generally smaller and weaker than its german counterparts. The M4 is armed with a 75mm M3 L/40 cannon with a coaxially mounted .30 cal machinegun. It's two squares wide, and five squares long. It has a forward firing .30 cal machinegun fired by the Co-driver. It normally has a .50 cal machinegun in the turret, 90 75mm rounds, 300 .50 cal rounds, and around 5.000 .30 cal rounds.
Variants:
DD Duplex Drive Sherman: Amphibious – it has a swim speed of 25.
Calliope: Has the Calliope rocket turret. See the Vehicle Weapons section.
Firefly: Sports the improved 17-pounder gun – also known as 76,2mm antitank gun – does not have the forward firing .30 cal machinegun. See the Vehicle Weapons section.
Crocodile: Has a vehicular mounted flamethrower coaxial with the M3 L/40 gun. It does not have any .30 cal machineguns. See the Vehicle Weapons section.
Crew: 5 (Commander, Gunner, Loader, Driver, Co-driver), Passenger(s): 0, Cargo Capacity: 100 lb.; Initiative -1, Maneuver -2, Top Speed: 68 (7), Defense: 8, Hardness: 12, Hit Points: 55, Size: Huge.

M4A6 Sherman [US Heavy Tank]
Slower but more armored, the M4A6 often sports dozer blades, rhino blades, mine flails or other attachments. Their flank armor is reinforced with welded-on plates, and the armor itself is improved. It uses the same weapons as the M4. It has an EXP rating of 2.
Crew: 5 (Commander, Gunner, Loader, Driver, Co-driver), Passenger(s): 0, Cargo Capacity: 30 lb.; Initiative -3, Maneuver -3, Top Speed: 50 (5), Defense: 8, Hardness: 16, Hit Points: 75, Size: Huge.

M10 Wolverine [US Tank Destroyer]
Being the main Tank Destroyer of the Allied, the M10 is lighter armored, but more mobile. It’s fours squares long and two squares wide. It uses the 76mm antitank gun for higher armor piercing capabilities, and carries around 55 rounds. It also has a turret mounted M2HB .50 cal machinegun with 300 rounds. It uses a General Motors 6046 Twin Diesel engine.
Crew: 5 (Commander, Gunner, Secondary Gunner/Loader, Loader, Driver), Passenger(s): 0, Cargo Capacity: 50 lb.; Initiative +0, Maneuver -1, Top Speed: 78 (8), Defense: 8, Hardness: 9, Hit Points: 48, Size: Huge.

M26 Pershing [US Heavy Tank]
Slower but heavily armored, the M26 was fielded (unfortunately very late) to withstand the Panther tanks, and to improve the odds against the super heavy wehrmacht tanks such as the Tiger. It uses a 90mm antitank gun with 70 rounds, and a coaxially mounted .30 cal machinegun. The Co-Driver could also fire a forward firing M2HB .50 cal machinegun. The turret often sported a .30 cal machinegun. It has 5000 .30 cal rounds, and 550 .50 cal rounds. It’s five squares long and two squares wide. An EXP 4 variant of this tank, called the Super Pershing, sported heavier armor (Hardness 20) but had reduced speed (52 [5]).
Crew: 5 (Commander, Gunner, Loader, Driver, Co-driver), Passenger(s): 0, Cargo Capacity: 50 lb.; Initiative -3, Maneuver -5, Top Speed: 59 (6), Defense: 8, Hardness: 18, Hit Points: 95, Size: Huge.

Char 2C Alsace or FCM2C Alsace [French Superheavy Tank]
Developped during WWI, the extremely heavy French Alsace tank is quite a sight. It is seven squares long and two squares wide. It has a front-firing partial turret with a 75mm gun. A rear-firing partial turret is equipped with a 7.92mm machinegun. On each side, a forward/side firing 7.92mm machinegun, and there’s a front-firing 7.92mm machinegun. This is most likely found in the hands of the Wehrmacht, but it could also be found in abandonned French army hangars even though it was built in very small numbers.
Crew: 12 (Commander, 4x MGunners, Gunner, Loader, Mechanic, Electrician, Assistant Mechanic/Electrician, Radio Operator and Driver), Passenger(s): 0, Cargo Capacity: 800 lb.; Initiative –8, Maneuver -9, Top Speed: 38 (4), Defense: 7, Hardness: 18, Hit Points: 135, Size: Gargantuan.

StuG III [Wehrmacht Assault Gun]
The Sturmgeschütz III (StuG III) assault gun was Nazi Germany's most produced armoured fighting vehicle during World War II. It was built on the chassis of the Panzer III tank. Initially intended as a mobile, armoured light gun for infantry support, the StuG was continually modified and was widely employed as a tank destroyer. It's two squares wide, and four squares long. It’s powered by a Maybach HL120TRM V-12 gasoline engine. It uses a fixed, forward firing 75 mm L/48 anti-tank gun. It normally carries 65 rounds for its cannon and 600 rounds for its coaxially mounted MG42.
Crew: 4 (Commander, Gunner, Loader and Driver), Passenger(s): 0, Cargo Capacity: 150 lb.; Initiative –1, Maneuver -3, Top Speed: 66 (7), Defense: 8, Hardness: 13, Hit Points: 60, Size: Huge.

Panzer IV Tank [Wehrmacht Battletank]
The Panzer IV was the workhorse of the German tank corps, being produced and used in all theatres of combat throughout the war. The design was upgraded repeatedly to deal with the increasing threats from enemy forces. The Panzer IV was originally intended principally to deal with infantry and fortifications, while the Panzer III dealt with enemy armoured units. To this end it was equipped with the 75 mm KwK 37 L/24 gun, which was effective against soft targets and against many light tanks available at the time, but lacked much armour penetration. During the invasion of France the Panzer IV did face tank-to-tank combat, the L/24 was found effective against some tanks. It was soon upgraded to use a 75mm KwK 40 L/48 gun, much more efficient against armored targets, with a coaxial MG42. A forward-firing MG42 is operated by the Radioman, and an additional MG42 is normally placed on the turret. It is four squares long and two squares wide. Just as the Panther tank, it has “very” weak side and rear armor. Its side Hardness is 1 less, and its rear Hardness is 2 less. It normally carries 90 75mm rounds and around 3.000 7.92mm rounds.
Variant:
Ostwind Flakpanzer: Removed turret. Added 37mm FlaK 43 gun in open top full turret.
Note: Side and Rear armor may be added, but this makes the tank an EXP 2 vehicle. This negates the hardness penalty and adds a bit to the width of the tank.
Crew: 5 (Commander, Gunner, Loader, Radio Operator and Driver), Passenger(s): 0, Cargo Capacity: 100 lb.; Initiative –2, Maneuver –3, Top Speed 63 (6), Defense: 8, Hardness: 13, Hit Points: 68, Size: Huge.

Panther Tank [Wehrmacht Tank Killer]
Probably the most well-rounded tank in World War Two, the Panther is a ferocious adversary combining heavy firepower, thick armor and exceptional mobility. The main 75mm KwK 42 gun can penetrate most armor and has a coaxially mounted MG42. Another MG42 is placed on the front plate of the tank and is fired by the Radio Operator. An addtional MG42 may be installed in the turret and be operated by the Commander. However, the side and rear armor is weak. If an attack hits the side of the Panther, the Hardness is 1 less, and the rear armor is 2 less. It’s four squares long and two squares wide. It normally carries 80 rounds for its main cannon, and 5000 7.92mm rounds for its MG42s.
Note: Side and Rear armor may be added, but this makes the tank an EXP 3 vehicle. This negates the hardness penalty and adds a bit to the width of the tank.
Crew: 5 (Commander, Gunner, Loader, Radio Operator and Driver), Passenger(s): 0, Cargo Capacity: 150 lb.; Initiative –1, Maneuver –3, Top Speed 72 (7), Defense: 8, Hardness: 15, Hit Points: 80, Size: Huge.

Tiger Tank [Wehrmacht Heavy Tank Killer]
Only 1300 Tigers were produced during World War Two, but the few that did see combat left indelible marks on the battlefield. Its main 88mm gun can destroy a Sherman from long distances and has a coaxially mounted MG42. It’s three squares wide and five squares long. The Radio Operator may fire a forward mounted MG42. Additionally, there’s room for an additional MG42 in the turret. It carries 85 rounds for the 88mm, and around 5000 rounds for the MG42s. A variant of this formidable vehicle exist, called Königstiger (meaning Bengal Tiger), but often incorrectly translated into King or Royal Tiger. This tank has Hardness 25 and 200 hit points. Only 500 of these were built.
Crew: 5 (Commander, Gunner, Loader, Radio Operator and Driver), Passenger(s): 0, Cargo Capacity: 250 lb.; Initiative –4, Maneuver -6, Top Speed: 56 (6), Defense: 7, Hardness: 20, Hit Points: 150, Size: Gargantuan (because of the turret – it’s nearly as big as the tank itself).

Neubaufahrzeug Grosstraktor [Wehrmacht Heavy Tank]
Development of the Neubaufahrzeug started in 1933 when the then Reichswehr gave a contract for the development of a Gro
#2

backstabbist

Oct 12, 2007 16:00:16
Cool so far

Dont forget the US/Brit Sherman Firefly with the 17lber cannon to replace the 75&76 US tubes


I see you gave the Sherman-a6 Hardness18 & 75HP, you wanna keep those numbers inlight of the Abrams Hardness20 & 64HP ?

You have picked one of the areas or RAW that has logic holes:
Cannons & Inches of Armor
and I hope you are ready for a bunch of reading & thinking, I highly recomend the CyberDave System if you ever use anything bigger than 50BMG

Towit:
What numbers do you wanna give the 75mm US tankgun, that the Tiger 88mm would just walk all over, and the Brit 17lber should reflect its superiority & hardfittingness over US 76mm too. The AntiTank57 was used... against tanks... with good effect.
And dont forget the 76,90,105 TankDestroyers....
And stat for AP & HE shells (some had Apers too)

But keep all that below the Abrams120 Dart

and a quick chart of iron bombs from 100lb to 2000lb would be handy
(for the really intrepid you can put 3 or 4 fuse options up for them)

Anyhoo, it is a challenge to get it all to fit, Dave spent long, long time working on it and I hope you can gleen some insight & avoid some pitfalls by reviewing his works.

Just as a side comment, if you do choose to use non-raw for the vehicles, put that in a little note or something what rules you used so we can avoid discrepancies when discussing . Good for everyone to be on the same page kind of thing.
#3

Yar

Oct 12, 2007 16:01:46
This Is Forking awesome. Kep them comming i love ww2 stuff.

-yar
#4

Yar

Oct 12, 2007 16:06:03
I know its good thread fluff. But do we have to "Science" every little thing that come along these are pretty decent stats Backstabbest. Its interesting info but i once saw a 7 page debate of weather a gun should do 2d6 or 2d8 damage and a lot of blah blah about muzzle velocity and bullet mass ratio. It was iratateing as all hell.

-Yar
#5

backstabbist

Oct 12, 2007 16:15:57
Well, unless we have a lot of bumpercar activity with the Shermans ramming the Panzers, we will eventually need the numbers for the 75 & 88 guns.... and I dont see how to use bombers without bomb numbers.

yes, in a debate about if a gun should do 2d6 or 2d8, you will see a bunch of numbers to suport a point of logic. We dont really need that here since there is no MarketingHype to overcome with hard data. Everyone is aware of the problems with Sherman 75's bouncing of Tigers so we dont have to prove it with ftlbs, velocities, & AoI's.
#6

Ragitsu

Oct 13, 2007 7:59:10
Can't wait to see the stats for the Zero fighter planes.
#7

tema69

Oct 13, 2007 11:59:40
Thanks all
I'm gonna update this list right now with following:
M10 Wolverine, M26 Pershing, Stug III, Panther III, Tiger (and Bengal Tiger) Tank I/II, M8 Armored Car and the Universal Carrier.
I know all the stats aren't totally as they "should be" or anything, but this was done quite rapidly. If you have any suggestions like "change hardness to 16 because..." I'll look at it, but right now I'm a bit busy statting out a lot of stuff. On my things to do list is:

-M3 Halftrack (Transport or Quad .50 cal) *Done*
-P47 Thunderbolt (2x Quad .50 cal) *Need Help*
-R75 Motorcycle (unarmed or sidecar w/ MG42) *Done*
-SdKfz 251 Halftrack (40 Rocket or 2 Flamenpanzerwagen) *Done*
-SdKfz 234/1 Armored Car (20mm rapid firing gun or Puma 50mm rapid firing gun) *Done*
-Panzer IV SdKfz 161 (75mm Kwk gun) *Done*
-Zero Fighter *Need Help *

And no, I haven't based anything on the Abrams tank, I haven't even looked at it (If it has Hardness 20, a Sherman should probably have 2 or something. How do you compare Composite "Chobham" Uranium Enriched 610mm armor platings with the M4's 20-90mm armor - I can't, so this WW2 D20 Project is a System in its own right). The vehicles here aren't compatible with the vehicular stats for D20 Modern. I've statted a lot of WW2 weapons too for this Project, and I'm using the same stats for grenades for example. Which isn't realistic, as they wheren't as efficient.
Anyway, if you wan't the weapons too, just ask, I'll gladly post'em. ;)
We've made Base Classes (such as Rifleman, Machinegunner, Sniper, Medic, etc.) and Prestige/Advanced Classes (such as Paratrooper, Ranger, Scout, Field Engineer, etc.), Armor, Feats, and a new skill (Fortify). I could post it if anyone's interested.

Edit: EXP means EXPerimental Equipment. The number after it is its Experimental Rating (it's basically non-regulated equipment that you must get a specific permission to use/carry around. Certain PrC do this, such as the Field Tester, the Shocktrooper or the Field Commander.)

Edit: New list of stuff to do:
-M18 Hellcat (Fast TD Tank - 76mm antitank gun)
-LVT (Tracked Landing Vehicle)
-DUKW (Amphibious Truck)
-Churchill Tank (Heavy Tank - 57mm antitank gun)
-Neubaufahrzeug (Superheavy Propaganda Tank - only 5 were built) *Done*
-P38 Lightning
-P47
-Zero Fighter
-Landkreuzer P.1000 Ratte (Ultrasuperheavy Propaganda Tank - luckily none were built) This will be done with the "Lost War" expansion to the project.
-Landkreuzer P.1500 Monster (Ultramegasuperheavy Propaganda Tank - woow!) This will be done with the "Lost War" expansion to the project.

I would like some help with the airplanes, so feel free to (aka "please") post anything related to WW2 airplanes.
#8

backstabbist

Oct 13, 2007 12:27:32
Cool plan.
I like the idea of the new base & adv classes.

p47 8x 50bmg

Dont worry too much about the hardnes quite yet.
RAW gave Fiberglass Aluminum & Steel all 5Hardness, in boathull planeskin & carfenders. The m113 shoebox APC gets 10, Bradley 15, and the Abrams gets 20, so for a RAW looking scale you can try to fit others in there somewhere in a non-linear fit... a very non linear fit if an aluminum Bradley "The Melter" gets 15hardness and the Abrams is only 20.

Get a big list of vehicles, and then try to fit them in relation to eachother & expected levels of firepower (what damage you plan on having 75/88mm do), with a passing glance at what RAW gave its vehicles.
#9

tema69

Oct 13, 2007 12:40:20
Thanks Should I post'em?

P47: Corrected - I hadn't done research yet..

Ok.

Well, I plan to do this after I've made stats for as many WW2 vehicles as possible.

Here's the consolidated list of weapons and their damage.

VEHICLE WEAPONS:

Walking Stuka Rockets (6)

30d8 damage, 150 range incr., indirect fire.
Normal Crew: 2, Reload (for 1 Crewmember): 3 Full-round actions per Rocket.
Special: The Walking Stuka 300mm Rockets are highly inaccurate. Therefore, even a successful hit is considered a miss, and a d8 roll is required. Additionally, instead of 5 squares, the payload hits 7 squares away per range increment.

Calliope Rockets (60)
11d8 damage, 60x60 feet, 120 range incr., Autofire (12 rockets) – Reflex DC 20 for half damage, indirect fire.
Normal Crew: 1 (Tankgunner), Reload (for 1 Crewmember): 2 Full-round actions per Rocket.

Special: One can fire 12 additional rockets to improve the damage by 3d8, or increase the Reflex DC by 3, or increase the area by 10x10 feet. One can fire as many additional rockets as there are left in the tubes.
Note: These Rockets do not use the Artillery rules. To reload a Calliope, one must exit the tank.

150mm Nebelwerfer Rocket Battery (6)
15d8 damage, 35x35 feet radius, 400 range incr., Autofire (6 rockets), indirect fire.
Normal Crew: 2, Reload (for 1 Crewmember): 2 Full-round actions per Rocket.

M2 105mm Howitzer
10d8 damage, 500 range incr., indirect fire.
Normal Crew: 2, Reload (for 1 Crewmember): 2 Full-round actions.

Flak 36 88mm AntiTank/AntiAircraft Gun
9d8 damage, 300 range incr.
Normal Crew: 2, Reload (for 1 Crewmember): 1 Standard action.
This weapon is considered Semiautomatic whenever at least one crewmember reloads the weapon.

90mm AntiTank gun
9d8 damage, 300 range incr.
Normal Crew: 2, Reload (for 1 Crewmember): 2 Full-round actions.

88mm PaK AntiTank gun
9d8 damage, 300 range incr.
Normal Crew: 2, Reload (for 1 Crewmember): 1 Full-round action.

76.2 mm AntiTank gun / QF 17-pounder
8d8 damage, 150 range incr.
Normal Crew: 2, Reload (for 1 Crewmember): 3 Full-round actions.

75mm Kwk Tankgun
8d8 damage, 150 range incr.
Normal Crew: 2, Reload (for 1 Crewmember): 2 Full-round actions.

75mm gun M3 L/40 Tankgun
7d8 damage, 120 range incr.
Normal Crew: 2, Reload (for 1 Crewmember): 2 Full-round actions.

M1 57mm Antitank gun
6d8 damage, 150 range incr.
Normal Crew: 3, Reload (for 1 Crewmember): 2 Full-round actions.

PAK 38 50mm Antitank Gun
5d8 damage, 170 range incr.
Normal Crew: 3, Reload (for 1 Crewmember): 2 Full-round actions.

Puma 50mm KwK tankgun
5d8 damage, 5 feet radius, 100 range incr., 1 shot every round.
Normal Crew: 2, Reload (for 1 Crewmember): 2 Full-round actions.

37mm antitank gun
4d8 damage, 70 range incr., 1 shot every 2 rounds.
Normal Crew: 2, Reload (for 1 Crewmember): 2 Full-round actions.

20mm KwK Tankgun
2d8 damage, 80 range incr. 1 shot per attack.
Normal Crew: 2, Reload (for 1 Crewmember): 1 Standard action.

M2HB .50 cal Machinegun
See under the Weapons Section.

Browning M1919 .30 cal Machinegun
See under the Weapons Section.

MG42 7.92mm Machinegun
See under the Weapons Section.

Flammenpanzerwagen
6d6 fire damage, 10x60 feet area, 1 shot per attack. (50 doses in fuel tank) – Reflex DC 18 for half damage.
Normal Crew: 2, Reload (for 1 Crewmember): None, once the tank is empty, it must be refilled, which takes 30 min.
Special: A flamethrower’s fuel tank has hardness 10 and 20 hit points. The fuel tank has a Defense of 5. A fuel tank reduced to 0 hit points ruptures and explodes, dealing 12d6 points of fire damage to anyone inside the vehicle (no save allowed) and 6d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). The tank, however, is inside the Halftrack, so unless one enters it and then detroys the tank, the fuel tank only explodes when the Halftrack’s reaches 0 hit points.
Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action.

Quad weapons:
A quad weapon is four of the same firearms assembled to fire as a single unit. It is mostly applied to machineguns. The weapons now deals two-and-a-half times the normal damage (+150% - round down). This damage is rolled as extra die. Additionally, the Reflex Save for Autofire is 10 higher. For example, a .50 cal Quad would deal 5d12 damage, and require a DC 25 if used on Autofire.

Linked weapons:
A linked weapon is a scaled down version of a Quad weapon. It deals one-and-a-half times the normal damage (+75% - round down). This damage is rolled as extra die. The Reflex save for Autofire with a Linked weapon is 5 higher. For example, a Linked MG42 would deal 3d10 and require a DC 20 if used on autofire.


VEHICLE WEAPON RULES

Operating Artillery
First the artillery crew must aim the piece at the target square, doing this requires a DC 15 Profession (artillerist) check by the lead operator of the piece, and one or more full-round actions taken by the crew. Multiple crew members can perform these full round actions at the same time, reducing the time it takes to aim the artillery piece. The number of rounds required varies by the weapon. Other crew members can assist the leader my making a DC 10 Profession (Artillerist) to provide the leader with a +2 bonus to his check (just as with the aid another rules).
The piece of artillery must be loaded. As with aiming, loading a piece of artillery requires one or more full-rpund actions taken by the crew-members. As before, multiple crew members can perform these full-round actions at the same time, reducing the time it takes to load the piece (for example, if the piece requires 4 full-round actions to load, a crew of four can load it in a single round). The lead operator must succeed on a DC 15 Profession (Artillerist) check.
Finally, the lead operator makes a special attack roll to fire the piece. He rolls 1d20 and adds his base attack bonus, his Intelligence modifier, any penalty for range increments and any other modifiers that apply. A square on the battlefield is treated as having Defense 15 against an artillery attack. This attack roll is a standard action, and can’t be assisted by the crew.
Since most, if not all, artillery weapons fire their ammunition in a high arc, they require vertical clearance equal to half the range to the target to operate. Because of this high arc, artillery pieces are often used to fire at squares out of sight, although at a –6 penalty to hit.
If the attack roll fails to hit a target that is within sight, and the next attack targets the same square, the lead operator gains a +2 bonus to hit (after five straight consecutive misses, the maximum bonus is reached, +10).
If the targeted square is not in line of sight but can be seen by an observer communicating with the crew, the bonus for successive attempts against the same target starts at +1 (to a maximum of +5 after five straight misses). These attacks still take the normal –6 penalty for being out of sight.
If the attack roll succeeds, the artillery weapon’s payload hits the target square. Once a piece of artillery hits a square, all subsequent shots automatically hit the same square, with no attack roll needed, until the weapon is aimed at a different square.

Attacks that miss: If the attack misses the target square, roll 1d8 (1 being closer, 2 being closer-right, 3 being right, 4 being farther away-right, 5 being farther away, 6 being farther away-left, 7 being left, and 8 being closer-left) to determine the deviation of the attack. The payload lands 5 squares away from the target square for every range increment of the attack.

Transporting Artillery Weapons: Most Field Artillery pieces are transported on small carriages. These can be towed by other heavier vehicles. Artillery pieces with 60mm Bore or less can be pushed around by its crew (or other infantrymen). Two persons must succeed on a DC 12 Strength check to move it 30 feet. For every consecutive round used pushing the carriage, the DC increases by 1. As usual, additional soldiers can provide +2 to this check with a DC 10 Strength check to one of the two crewmembers. For larger artillery weapons, a vehicle of some sort is required. Most Field Artillery pieces have a large metal shield that provide total cover to everyone behind it except the gunner (who receives nine-tenth cover instead). These shields have Hardness 7 to 12 and 22 to 36 hit points.

Effects of Artillery
Artillery are able to deal an incredible amount of damage, often against non-armored units. The blast area depends on the size of the payload, and it can be summed up like this.
An artillery weapon roughly deals 1d8 damage per 10mm Bore.
Drop 1d8 for each square the target is from the point of impact.
A Reflex Save for half damage is DC 11 plus the number of dice of damage.

For example:
M1 75mm Pack Howitzer shell bursts with soldier “A” 15 feet away (three squares), soldier “B” 25 feet away (five squares) and soldier “C” 35 feet away (seven squares):
Soldier A: 7d8 (75mm) -3d8 (3 squares) = 4d8, Ref DC (11+ 4) = DC 15
Soldier B: 7d8 (75mm) -5d8 (5 squares) = 2d8, Ref DC (11+ 2) = DC 13
Soldier C: 7d8 (75mm) -7d8 (7 squares) = no damage
So the blast radius for a M1 75mm Pack Howitzer is 35 feet, or 7 squares.

Now, let us have a look at a 155mm M1 “Long Tom” Field Artillery blast instead:
GuyA: 15d8 (155mm) -3d8 (3 squares) = 12d8, RefDC (11+ 12) = DC 23
GuyB: 15d8 (155mm) - 5d8 (5 squares) = 10d8, RefDC (11+ 10) = DC 21
GuyC: 15d8 (155mm) -12d8 (12 squares) = 3d8 , RefDC (11+ 3) = DC 14


Any creature affected by artillery is shaken and deafened for a number of rounds equal to the number of damage dice dealt. Additionally, a creature must make a Fortitude Save with a DC equal to the Reflex Save DC (see above) to avoid further ill effects. If a creature fails its save by 5 or more, he/she is nauseated. If a creature fails its save by 10 or more, he/she is stunned. If a creature fails its save by 15 or more, he/she is cowering. All these effects stack and last for a number of rounds equal to the number of damage dice dealt.
Shaken
A shaken creature takes a –2 penalty on attack rolls, saving throws, and skill checks.
Deafened
The creature can’t hear and takes a –4 penalty on initiative checks. The character can’t make Listen checks.
Nauseated
Creatures who are nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single move action per turn.
Stunned
A creature who becomes stunned loses his or her Dexterity bonus, drops what he or she is holding, and can take no attack or move actions. In addition, the character takes a –2 penalty to Defense.
Cowering
The creature is frozen in shock, loses his or her Dexterity bonus, and can take no actions. In addition, the character takes a –2 penalty to his or her Defense.


Vehicle Cannons
For Cannons over 40mm Bore, the damage is 1d8 per 10mm Bore.
A cannon can fire multiple types of shells, as noted below:
Armor Piercing Solid (AP): Normal Damage, and Ignores 1 Hardness per 10mm Bore.
A solid AP round is basically a big bullet.
Armor Piercing Burst Charge (APbc): As AP Solid, plus 1 Fire Damage per 10mm Bore.
This AP shell has a small explosive charge inside, dealing additional damage on impact.
AntiTank Gun (AT): Adds +2 Damage per 10mm Bore.
Antitank guns are designed to penetrate armored vehicles, and are fired at higher velocities. High Explosive (HE): See artillery effects rules.

For example:
75mm Tankgun loaded with AP shells: 7d8 (75mm Bore) + Ignore 7 Hardness (AP).
57mm AntiTank gun loaded with AP shells: 6d8 (57mm Bore) + 6 (AntiTank) + Ignore 6 Hardness (AP).
88mm Tankgun loaded with Apbc shells: 9d8 (88mm Bore) + 9 Fire (bc) + Ignore 9 Hardness (AP).
17lb'er AntiTank gun loaded with Apbc shells: 8d8 (76,2mm Bore) + 8 (AntiTank) + 8 Fire (bc) + Ignore 8 Hardness (AP).


Aerial bombardment
When attacking land forces from flying vehicles, the following rules apply.
The person in charge of the attack (gunner or bomber) makes a ranged attack roll against Defense 5 to hit a square directly, applying penalties for range as normal. In addition, the vehicles maneuverability provides an additional penalty to hit equal to the maneuver penalty of the vehicle. An attack that misses hits a square nearby (see Attacks that miss, under Operating Artillery, except that it’s 7 squares instead of 5).

Dive Bombing: A diving vehicle gains more control over the trajectory of its payload and gets a +2 on the attack roll. Range increment penalties, if any, are calculated from the point where the payload is released. A diving vehicle is considered “charging” and takes a –2 penalty to Defense. If the vehicle drops its payload below 2.000 feet, the pilot needs to make a DC 15 Pilot check, failure meaning that the vehicle comes out of control, and another Pilot check, this time DC 18 is needed to regain control. If both checks fail, the vehicle crashes into the ground. When regaining altitude after a dive, the G-pressure forces everybody inside the vehicle to make a DC 12 Fortitude save or become unconscious for 3d6 rounds.
Note: Specially built dive-bombers (such as the Stuka) normally drop their bombs at about 1.500 feet, but do not need to make Pilot checks. Additionally, most of them sport an automatic dive recovery system in case the pilot goes unconscious.
#10

tema69

Oct 13, 2007 13:52:06
VEHICLE ARMOR:
Most vehicles have thicker front armor and weaker side and rear armor. To represent this, all Tanks and Heavy Vehicles have 2 less Hardness in their rear armor, and 1 less Hardness in their side armor. If a character is able to hit the side or rear of a vehicle is entirely up to the GM, who should apply penalties to hit if need be.

I've added the M3 Halftrack, The SdKfz 251 Halftrack, the R75 motorcycle and the Quad rule for weapons. See under Heavy Vehicles, Light Vehicles and Vehicle Weapons, respectively.
#11

tema69

Oct 13, 2007 17:37:42
Any suggestions or critics?
Any feedback appreciated.
#12

backstabbist

Oct 14, 2007 2:11:22
just for fun I did up a formula based system for popping HE Arty Shells on guys last year (hmm, year before?)... cause shelling folks is fun.

In a nutshell, for Artillery HE Shells

Take 1d8 for each 10mm bore
Drop 1d8 for each 5'sq the guy is from the point of impact
RefSave DC is 11+ #of dice (hmmm, was that it, or 15+... cant recall)

75mm PackHowitzer shell bursts with GuyA 15' away, and GuyB 25' away.
GuyA: 7d8 (75mm) -3d8 (15') = 4d8, Ref DC (11+ 4) = DC15
GuyB: 7d8 (75mm) -5d8 (25') = 2d8, Ref DC (11+ 2) = DC13

So the small guns aint so super deadly.... but do it again with a 155mm Shell:
GuyA: 15d8 (155m) -3d8 (15') = 12d8, RefDC (11+ 12) = DC23
GuyB: 15d8 (155mm) - 5d8 (25') = 10d8, RefDC (11+ 10) = DC21
GuyC: 15d8 (155mm) -12d8 (60') = 3d8 , RefDC (11+ 3) = DC14

so as you can see, the best way to survive a big arty shell is to not be next to it when it hits.... GuyC standing 60' away is in ok shape, but you dont wanna be the guy 15' from a 100lb shell going BANG!

Without using my formula,
in general, you should look at the Area / Radius of the shells you posted, and grow it so 20lb shells have bigger blasts than a hand grenade.

Also,
Consider the Calliope Rockets as a salvo shot of AoE rather than single fired rockets. They shot a volley of rockets to saturate an area in an almost shotgun plan: If one rocket will hit somewhere in that general area, then fire 12,24,60 rockets to hit everywhere in that general area. In our terms, treat it like a super Autofire-esque AoE,
12Rocket Shot, 60x60', 4d8 Ref DC20
Add 12 more rockets for +10'r, Or +2d8, Or +3DC, or EvasionProof, one choice per additional set of 12
---this is from the hip, if you like it you can run with it for the details & math


I do like you formed a plan with ATGuns & Arty done with what appears to be a rule of thumb compared to the Tankguns. I like formulas & guides rather than having to make up every possible gun.
#13

tema69

Oct 14, 2007 7:12:30
I think it's a real cool rule, but how would you explain the M3 L/40 (75mm) being so inferior to the KwK (75mm) or to the 17-pounder (76,2mm)?
Additionally, I would find it a bit underpowered if a direct hit from a 20mm Antitank gun would deal the same amount of damage as a standard rifle. Should it then have a very high Armor Penetration (e.g. ignores 5 points of Hardness)?

Edit: Fixed the Calliope rules. Better?
Added the SdKfz 234/1 and variants, the Panzer VIII Maus and the Neubaufahrzeug Grosstraktor.
#14

backstabbist

Oct 14, 2007 14:26:41
If you shoot a 20mm HE shell at a 5'square as 'shelling' then the formula might be used, but the non-linear nature of d20 makes the extremes of the formula lose accuracy. 20mmHE does a bad job of maybe hurting 2 or 3 guys in an area attack, but a great job of killing the heck out of a guy you aimed specificly at & hit in the chest.
0' : 2d8 (20mm) -0d8 (0') = 2d8 , RefDC 13
5' : 2d8 (20mm) -1d8 (5') = 1d8 , RefDC 12

which does a decent job of showing why we dont shell big areas with single 20mm cannonfire, it is horrible at that task due to tiny warhead loads. However, blast out an area Autofire-esque (BarageFire?) 20x40' 2d8 DC18 Vulcan 50rnds 20mm HE and you get better results

PointTarget direct fire 20mm HE would do the 2d20 (3d12/4d8 whatever you use at your house) to the target object/guy it hit

The velocity/power of the cannon has little impact on the shellburst from similar bores: lobbing a 20lb 105mm shell 300y or 3000y is still the same 20lb bomb going off next to guys in the target area. So a 60mm mortar would have similar hurtfullness on guys 400y as a 57mm gun shell hurting guys 1500y away.... the distance the shell traveled(or time it took to do it) before hitting the ground 15' from a guy dont matter.

As for similar gun comparison,
a) d20 Coarseness can cover up a lot of fudging numbers
b) Range Incs make better guns better at hitting DirectFire (& area too)
Consider a 3" 120'RI gun vs a 160'RI gun at 500' Targets: -10Tohit vs -6Tohit
c) Direct Fire & AP can use the different power levels of different guns, the 17lb'er can have a die or 2(or more) more damage on point targets than the 76Tankgun. This also is where you can look at fuzing options: 16" Navalgun AP punched 30" of steel, then after that the explosives inside went bang.

The RAW standard, of folks being just as hurt at the end of the explosion as the guys at the center, makes statting radiuses hard, lest you end up with 10" Navalgun shells with 20d12 but yet only 25' radius because it would be extreme TPK to do 20d12 90'r DC25 and folly to nerf it down to 8d6 90'r DC15 to the guy it landed between his feet. So picking radius numbers is hard work in RAW.
#15

tema69

Oct 14, 2007 21:40:39
Ok. I will get to work on the weapons very soon. I just have to talk to one of my friends who is helping me out ("Who_Likes_666") with this project, but your rules sound very good to me, and I'm pretty sure we'll be using them.
Any comments on the new stuff?
#16

backstabbist

Oct 15, 2007 1:47:12
Quad & Linked (Twin)
Have you seen the d20 Future rules on Linked & Battery weapon grouping?
The text you have or the Quad is a little hard to follow.
I am assuming you want to say +150% damage for Quad
--- Single 2d10 shot becomes 2d10 +3d10(150%)
--- Single 4d10 Burst becomes 4d10 +6d10(150%)

so the Link (Twin) gets +75%,
--- Single 2d10 shot becomes 2d10 + 1.5 d10 (75%)

Perhaps it would be cleaner to just have a multiplier like d20Future did
Quad is 2.5x damage (2d10 times 2.5 )
Link(Twin) is 1.75x damage (2d10 times 1.75)

Your way is fine, Future did it as Twin 1.5x and Quad 2x, but that dont matter too much. Either numbers work & either method works. Some folks like the math way, some like the big dice roll to get the feel for how much hurt you are gonna get.... Nothing says "You Die Now" like reaching for every d8 on the table with a wild grin on your face
#17

tema69

Oct 15, 2007 6:27:51
Yes, I've seen the Fire-Linked rules for Starship weapons. I just think that a quadruple machinegun should do more damage than 4d10. So I made it 5d10 instead. :D
And the difference between +75% (round down) and +50% (round down) is almost none, as 2d10 + 75% (round down) = 3d10; and 2d10 + 50% (round down) = 3d10.

Anyway, I've looked at it in the Weapon Section. Is it clearer now?

Agreed. I love playing rogues or whatever. "I sneak attack him. - Yerp. I'll need 8 d6 please?"
So big die rolls for the win.
#18

jekolmy

Oct 15, 2007 15:57:19
I'd be interested in your Fortify skill... even though I try to not add new skills it could definitely be used in several other settings.
#19

tema69

Oct 15, 2007 17:01:10
Here is it then. I don't know if that's what you thought it was, but anyway...
(It's inspired from Company of Heroes - Strategy WW2 PC game)

Fortify (Int)
Check: Fortify represents the ability to dig in, reinforce a held building or create battlefield fortification (like trenches, low walls, foxholes, etc).
Different fortifications - tools needed - DC - time
Trench (per square; 1 square = foxhole) - Digging tools - 10 - 1 hour
Fortified trench (per square - includes low walls) - Digging tools (plus wooden boards and/or stones) - 15 - 2 hours
Fortify Building; Small (hut) - wooden planks/boards (tables, doors) & small engineering kit/multipurpose tool - 12 - 30 min.
Fortify Building; Medium (lower level of a flat) - same as Small Building - 15 - 90 min.
Fortify Building; Large (2 levels of a flat or large house) - Iron bars & plates, wooden planks & boards, barbed wire, etc. - 17 - 3 hours
Fortify Building; Huge (entire building, several levels) - same as Large Building - 20 - 5 hours.

Several participants: If more than one character is assisting in the check, the time needed is lessened:
Participants : time reduction
2-4: 10 min.
4-8: 15 min.
8-12: 25 min.
12+ : 35 min.
No matter how many characters assist, the time needed is never less than 5 min. Additionally, for the characters to assist, they must all be able to fit inside the building, or be able to provide help from outside.

Fortification description:
A trench provides total cover from anyone inside, unless the opponend is adjacent to the trench, or inside it. If a character wants to fire from a trench, he can do so, gaining a +4 Cover AC and a +2 Ref save to all attacks (except from those adjacent to the trench or inside it). A fortified trench grants +5 Cover AC and +3 Ref save, even against those adjacent, but if the character attacks an adjacent opponent, this opponent gain +2 Cover AC because of the low wall.

Small fortified buildings such as huts grant anyone firing from it a +4 Cover AC bonus and a +2 Ref save against attacks coming from outside.

Medium fortified buildings, such as the first floor of a flat, a small shop pr whatever grants the same bonuses. Additionally, the Break DC of any door is augmented by 2.

Large fortified buildings, such as the first and second floor of a flat grant +5 Cover AC, +3 Ref Save, and the Break DC of any door is augmented by 3 and their Hardness by 1.

Huge fortified buildings, such as an entire small building wing, a small farm or whatever, grant +6 Cover AC, +4 Ref Save and the Break DC of any door is augmented by 5. Additionally, all fortified objects inside (e.g. doors, barricades, etc. ) have double normal hardness and hit points.

Special: An Engineer can apply the bonuses of larger building to a smaller one, by raising to Fortify DC by one per size category increase.
Anyone can apply the bonuses of a smaller building to a larger one instead, by rolling a lower Fortify.
For example, a group of four allied Riflemen must hold up in a Large building. They decide to fortify it, as a Large Building (DC 17; 3 hours), and the one with the highest Fortify modifier (+4) rolls his check, he rolls 8, and only two of the others make their DC 10 Assist check, so he gets a total score of 16. This is not enough to gain the Large bonuses (but quite enough for the Medium bonuses), but the check still takes 2 hours and 50 minutes.
#20

tema69

Oct 17, 2007 8:29:23
I've reedited the vehicle post, changed some minor stuff, cleared some stuff out, and added a lot of vehicles.
#21

backstabbist

Oct 19, 2007 2:05:56
In reply to a PM I got asking about the AT Guns

Take a nice little AT Gun like the 57mm.
It shot (US) only AP / APC(AT) as general issue . The Brits 6Pounder ammo was usable in the gun, and they had HE as well to make the gun more versitle in the field. But lets focus on the AP- it is a bullet, a KE Penetrator, and should be treated in game as a bullet.

The larger AT guns also had AP/APC(AT), and HE shell, but APCBC as well which had a small BurstCharge as well. This is by no means a HE shell, more like the games Explosive Ammo for AK/m16/firearms that just gives a little more damage as a bullet attack.

In many cases, the added Umph the AT Gun got over the TankGun of similar caliber is that the AT Gun would have a longer barrel for better KE Penetrator power
#22

tema69

Oct 19, 2007 7:35:13
So if I take the 10mm Bore = 1d8 rule, add High Explosive to the ammo as well as Armor Piercing (we use a slightly different AP rule, it ignores Hardness or DR [we use DR to armor]), but cut off the artillery blast radius rule, it should be appropriate?
But this doesn't explain why the 75mm of a M4 Sherman was so lousy compared to the 76.2mm of a M10 Wolverine. I recon the 75mm should deal 7d8+HE+AP, and the 76.2mm would deal 8d8+HE+AP, but is that a significant enough damage difference?
#23

backstabbist

Oct 19, 2007 12:38:58
Sherman 75mm L40 tankgun velocity with AP slug is amost 600m/s
Wolverine 76mm L50/55 ATgun (3") with heavier AP slug is almost 800m/s



rules... Lets see... Just gonna throw some ideas out & see how they fit
Cannons >40 : 1d8 damage per 10mm bore
AP solids: as Cannon, plus 1 point Ignore DR/Hard/Def(?)
APCBC burst: as AP, +1 Fire damage per bore
AT Guns : As above, +2 damage per bore
HE Shells : by shelling formula for bore vs distance

so
75mm AP Tankgun: 7d8(bore) + Ignore7(AP)
57mm AP ATgun: 6d8(bore) +6(ATgun) + Ignore6(AP)
88mm APbc Tankgun: 9d8(bore) +9Fire(bc) +Ignore9(AP)
17lb'er APbc ATgun: 8d8(bore) +8(ATgun) +8Fire(bc) + Ignore8(AP)
#24

tema69

Oct 21, 2007 5:45:11
It sounds good. It's real nice to have someone who knows a lot about the subject here. I appreciate it, thanks.

/Thomas
#25

backstabbist

Oct 21, 2007 13:26:57
no problemo-

Its not that I memorized ever cannon stat since the 1300s,
I just have some decent GoogleFu and a set of nice links, such as Navweaps.com for weights & velocities
#26

tema69

Oct 21, 2007 16:30:44
I prefer to believe that you've memorized them.

It sure is nice to have you though. I've edited the weapons section now. It includes a lot of new stuff.
#27

tema69

Oct 28, 2007 6:40:06
All right, there are only a few vehicles left on my to do list, suggestions are still welcome. Is anyone interested in seeing the rest of the rules? Weapons? Armor? Classes (and AdCs)?
#28

campeador

Nov 06, 2007 10:15:34
I'd love to see weapons and AdC's/PrC's... This vehicle and artillery stuff is a bit too hardcore maths for me; the discussion especially...
#29

backstabbist

Nov 06, 2007 11:12:56
Not to worry,
the technical discussion is just to generate the stat numbers. Once the method of statting is found, then the end users (gamers) just use the shopping list of guns/vehicles with regular stat blocks
#30

tema69

Nov 06, 2007 16:27:37
Great, here they are then. First up, the Pre-War Classes.
WW2 D20 Project: Classes & Prestige Classes

Base Classes: Pre-War Classes

Life before total war:

Before you became a soldier to fight in this war, you were a (more or less.. probably less) normal person, having a normal job. To reflect this, you must at least have one level in any of the following classes: Commoner, Expert, Warrior.
Most people will probably choose warrior, but remember, this is for flavor.
Alternative Rule: Instead of these three classes, a GM may opt for the Base Classes from D20 Modern (Strong, Fast, Tough, Smart, Dedicated and Charismatic).

Example:
Before being enlisted, Tom was a professional ice hockey player. Therefore, he is now War2/MGnr3..

Different example carriers for the classes:
Warrior: Aggressive sport player (e.g. boxing, wrestling, ice hockey, basket ball, etc.), thug, professional soldier (due to minimal training, first level is warrior instead of Rfm or Snpr, etc), etc.
Expert: Businessman, Skillrelated sport player (e.g. chess, etc.), Artist, Cat Burglar, Mechanic, Shopowner, Lawyer, etc.
Commoner: Low-skilled employee, unemployed, anything else.


COMMONER
Hit Die: d4.
Skill Points per level: 2 + Int modifier.

Table: The Commoner
Level BAB Fort Ref Will

1st +0 +0 +0 +0
2nd +1 +0 +0 +0
3rd +1 +1 +1 +1
4th +2 +1 +1 +1
5th +2 +1 +1 +1
6th +3 +2 +2 +2
7th +3 +2 +2 +2
8th +4 +2 +2 +2
9th +4 +3 +3 +3
10th +5 +3 +3 +3
11th +5 +3 +3 +3
12th +6 +4 +4 +4
13th +6 +4 +4 +4
14th +7 +4 +4 +4
15th +7 +5 +5 +5
16th +8 +5 +5 +5
17th +8 +5 +5 +5
18th +9 +6 +6 +6
19th +9 +6 +6 +6
20th +10 +6 +6 +6

Class Features
The following is a class feature of the commoner class.

Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor.

EXPERT
Hit Die:
d6.
Skill Points per level: 8 + Int modifier.

Table: The Expert
Level BAB Fort Ref Will Special

1st +0 +0 +0 +2 Skilled
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6 +2 +2 +6
9th +6 +3 +3 +6
10th +7 +3 +3 +7
11th +8 +3 +3 +7
12th +9 +4 +4 +8
13th +9 +4 +4 +8
14th +10 +4 +4 +9
15th +11 +5 +5 +9
16th +12 +5 +5 +10
17th +12 +5 +5 +10
18th +13 +6 +6 +11
19th +14 +6 +6 +11
20th +15 +6 +6 +12

Class Features
The following is a class feature of the expert class.

Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons.

Skilled [1st]: The Expert chooses five skills. He gain a +1 bonus to these skills.

WARRIOR
Hit Die:
d8.
Skill Points per level: 2 + Int modifier.

Table: The Warrior
Level BAB Fort Ref Will Special

1st +1 +2 +0 +0
2nd +2 +3 +0 +0 Surge
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6 +5 +2 +2
7th +7 +5 +2 +2
8th +8 +6 +2 +2
9th +9 +6 +3 +3
10th +10 +7 +3 +3
11th +11 +7 +3 +3
12th +12 +8 +4 +4
13th +13 +8 +4 +4
14th +14 +9 +4 +4
15th +15 +9 +5 +5
16th +16 +10 +5 +5
17th +17 +10 +5 +5
18th +18 +11 +6 +6
19th +19 +11 +6 +6
20th +20 +12 +6 +6

Class Features
The following is a class feature of the warrior class.

Weapon and Armor Proficiency: The warrior is proficient in the use of all simple and one Exotic Weapon or one Personal Firearm and light armor.

Surge [2nd]: Once per day, a warrior can add half his class level (round down) to any single check.

(The reason why they have 20 levels is simply that I didn't bother cut them down to 5 or whatever... I'm lazy but I might do it sometime...)
#31

tema69

Nov 06, 2007 16:44:12
Next, the Military Base Classes.

Base Class: The Rifleman

RIFLEMAN

Despite the name, a Rifleman is a standard soldier more or less specialised with one type of weapons. Examples can be: US rifleman with a M1 Garand taking Semi-Auto Rifles as focus, US bazookaman with a M1 Carbine the Carbine focus, Werhmacht assault trooper with a Stg.44 taking Assault Rifles as focus, etc.

Class Information
Hit Die:
1d10
Skill Points at Each Level: 4 + Int modifier.

Table: The Rifleman
Level BAB Fort Ref Will Special

1st +1 +1 +1 +0 Weapon Focus
2nd +2 +2 +2 +0 Weapon specialization
3rd +3 +2 +2 +1 Bonus feat
4th +4 +2 +2 +1 Tactical aid
5th +5 +3 +3 +1 Improved critical
6th +6 +3 +3 +2 Bonus feat
7th +7 +4 +4 +2 Improved reaction
8th +8 +4 +4 +2 Greater weapon specialization
9th +9 +4 +4 +3 Bonus feat
10th +10 +5 +5 +3 Critical strike

Class Features
The following features pertain to the Rifleman class.

Weapon and Armor Proficiency
The Rifleman is proficient with all simple weapons, personal firearms and light armors.

Weapon Focus [1st]: At 1st level, a Rifleman gains the Weapon Focus class feature, providing the benefit of the feat with the same name, with an exception: instead of choosing a specific weapon, the Rifleman chooses a type of weapon from the following list: Simple Melee Weapons, Archaic Melee Weapons, Pistols, Revolvers, Carbines, Semi-Automatic Rifles, Bolt-Action Rifles, Automatic Rifles, Single-Fire Rifles, Assault Rifles, Battle Rifles, Shotguns, Machinepistols, Submachineguns, Heavy Machineguns and Grenade Launchers. The Rifleman chooses a specific weapon. The rifleman can choose unarmed strike or grapple as the weapon. The rifleman must be proficient with the chosen weapon.
The rifleman adds +1 to all attack rolls made using the selected weapon.

Weapon Specialization [2nd]: At 2nd level, a Rifleman gains weapon specialization with a melee or ranged weapon that he or she also has applied the Weapon Focus class feature to. The rifleman gets a +2 bonus on damage rolls with the chosen weapon.

Bonus Feats [3rd; 6th; 9th]: At 3rd, 6th, and 9th level, the Rifleman gets a bonus feat. The bonus feat must be a combat oriented feat (not Acrobatic, nor Aircraft Operation), and the Rifleman must meet all the prerequisites of the feat to select it.

Tactical Aid [4th]: As a full-round action, the Rifleman provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point.
This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Rifleman’s class level, rounded down.

Improved Critical [5th]: For the weapon the Rifleman has applied weapon specialization to the Rifleman’s threat range increases by one.

Improved Reaction [7th]: At 7th level, a Rifleman gains a +2 competence bonus on initiative checks.

Greater Weapon Specialization [8th]: At 8th level, a Rifleman gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon.

Critical Strike [10th]: The Riflemans threat range increases by an additional point, and the critical multiplier is increased by one also.


Base Class: The Medic

MEDIC
The medic is the squad’s (or party’s) healer, restoring lost hit points and tending to downed comrades. A medic must be protected while tending to the wounded until he reaches higher levels where he can do it extremely fast.

Hit Die: d8.
Skill Points at Each Level: 5 + Int modifier.

Table: The Medic
Level BAB Fort Ref Will Special

1st +0 +2 +2 +0 Bonus Feat, Surgery
2nd +1 +3 +3 +0 Assist, Improved Surgery
3rd +2 +3 +3 +1 Treat Injury 1d6, Study
4th +3 +4 +4 +1 Bonus Feat
5th +3 +4 +4 +1 Tend Quickly
6th +4 +5 +5 +2 Treat Injury 1d8
7th +5 +5 +5 +2 Bonus Feat
8th +6 +6 +6 +2 Treat Injury 1d10
9th +6 +6 +6 +3 Tend Swiftly
10th +7 +7 +7 +3 Treat Injury 2d6

Class Features
All of the following are Class Features of the medic class.

Weapon and Armor Proficiency: The Medic is proficient with Simple Weapons and Personal Firearms.

Treat Injury [3rd; 6th; 8th; 10th]: The Medic gain an increase in hit points restored (as noted above) when performing a Restore Hit Points check. He also adds his Wisdom modifier to the result.

Assist [2nd]: A medic can assist another character that is restoring hit points and add his Treat Injury ranks to the check as a circumstance bonus, and add his Wisdom modifier to the heal result. Additionally, the Medic’s Treat Injury check does not count against the maximum number of Treat Injury checks a character can receive. A medic can only treat the same character a number of times per day equal to his Wisdom modifier + half his/her class level (rounded down).

Improved Surgery [2nd]: The d6 per character level is now raised to 1d8, and the Medic add twice his Wisdom modifier. Additionally, the required time is reduced by one hour, to a minimum of 30 min.

Bonus Feat(s) [1st; 4th; 7th]: Surgery at first level, and additionally, the Medic can choose any bonus feat he/she likes.

Study [3rd]: A medic can study the intact dead (or incapacitated – then soon to be dead) body of a humanoid for 2d4 hours to learn more about the functions of the organs and vital areas. For the body to be considered intact, it cannot be in more than three pieces (this is at the GM’s discretion). He then gains a bonus to all treat injury checks equal to the HD of the studied humanoid. To do this, the medic must have tools for opening the body (e.g. surgical kit). If the humanoid is an enemy, he gains +1 morale bonus to the check. Additionally, because of his knowledge of vital spots, the threat range of any weapon used by the medic increases by one (This only works when the medic is using them). This bonus lasts for a number of days equal to his Wisdom modifier + the number of hours it took to study. A character can on purpose choose to extend the study time to a maximum of 8 hours and a minimum of the hours rolled. If a character is interupted, you must restart the study.

Tend Quickly/Swiftly [5th; 10th]: A medic knows that less time spent on one comrade means more time to tend to other comrades, or shoot the enemy, whatever comes first. So, at 5th level, the medic can Restore Hit Points as a standard action instead of a full-round. At 10th level, the medic can spend a move action instead.


Base Class: Engineer

ENGINEER
Trained to remove obstacles for his allies, and to obstruct the path of the enemy, as well as repairing damaged vehicles, the engineer is normally a second line soldier, but, in some situations, is forced in combat. Later in his carries, he can construct robots and improve and personalise weapons and equipment.

Class Information
The following information pertains to the Engineer class.
Hit Die: 1d6
Skill Points at Each Level: 8 + Int modifier.

Table: The Engineer
Level BAB Fort Ref Will Special

1st +0 +0 +0 +2 Jury-rig +2, Improved Repair, Improved Fortifications
2nd +1 +0 +0 +3 Grease Monkey, Weapon Focus (Wrench)
3rd +1 +1 +1 +3 Bonus feat
4th +2 +1 +1 +4 Build robot
5th +2 +1 +1 +4 Mastercraft
6th +3 +2 +2 +5 Bonus feat
7th +3 +2 +2 +5 Jury-rig +4
8th +4 +2 +2 +6 Mastercraft
9th +4 +3 +3 +6 Bonus feat
10th +5 +3 +3 +7 Mastercraft

Class Features
The following features pertain to the Engineer class.

Jury-Rig [1st;7th]: A Engineer gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging.
At 7th level, this competence bonus increases to +4.

Improved Repair [1st]: The Engineer repairs damage twice as fast as normal characters.

Improved Fortifications [1st]: The Engineer adds his/her class level to Fortify checks. Also, the Engineer can create fortifications from very basic tools. He does not take a penalty to Fortify checks because of wrong tools as long as he has his basic kit (e.g. Spade, a few empty sand bags, hammer, nails, saw, screwdriver, screws, wrench etc.). Additionally, he/she reduces the time needed to fortify by his/her class level x 10 min.

Improved Demolitions [1st]: The Engineer adds his/her class level to Demolition checks.

Grease Monkey [2nd]: The Engineer gains Grease Monkey as a bonus feat.

Weapon Focus [2nd]: The Engineer is proficient with the wrench as a melee and thrown weapon. The statistics are give below. He/she also gains the Weapon Focus (Wrench).
Light melee weapon
1d6 bludgeoning damage - 20/x3
10 feet range incr. - 4 lb.
A heavy, bad-arse wrench.

Bonus Feats[3rd; 6th; 9th] : The Engineer gets a bonus feat. The bonus feat must be selected from the following list, and the Engineer must meet all the prerequisites of the feat to select it.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Studious.

Build Robot [4th]: A Engineer of 4th level or higher can build remote-controlled robots that are Tiny or Small in size. These robots serve as the Engineer’s eyes, ears, or hands out to a predetermined distance away from the character when the Engineer wants to use one of the following skills: Demolitions or Listen.

The Engineer must have at least 1 rank in the skill that he wants to program into the robot. The Engineer can only control one robot at a time, and only one of his robots can be active at any time.
Follow these steps to build a robot.
Construct Frame: The robot’s body determines its size, shape, locomotion, and hit points. The DC of the Craft (mechanical) check is set by the robot’s size and modified by the form of locomotion selected.
Size - Craft DC
Tiny 15
Small 12

Components - DC Modifier
Frame Shape and Locomotion **
Treads +2
Wheels +1
Remote Range *
Wire control link, 100 feet +1
Wire control link, 200 feet +3
Wire control link, 300 feet +5
* Select only one of the options in this category.
** Select one or more of the options in this category.

Select a frame size and form, add manipulators and sensors as necessary, and choose a type of remote control link. Add all the modifiers to determine the check’s DC. Make the Craft (mechanical) check to construct the robot’s frame.
It takes a Engineer 30 hours to construct a Tiny robot frame or 12 hours to construct a Small robot frame.
Construct the Electronics: The next step is to build the internal electronics for the robot and install them in the frame. The DC is based on the size of the robot and modified by the number of components that need to be wired together. For a Tiny robot, the DC is 20. For a Small robot, the DC is 15. Add +2 for the remote wire link. Make the Craft (mechanical) check.
It takes a Engineer 12 hours to wire a Tiny robot or 6 hours to wire a Small robot.
Program the Robot: The Engineer programs the robot as the final step. Decide how many ranks of the appropriate skill to program into the robot, up to the number of ranks the Engineer has in the skill. A Engineer’s robot can only contain programming for one skill. Make the Craft (mechanical) check to program the robot.
The DC for the Craft (mechanical) check is 20, modified by the number of ranks the Engineer wants to program into the robot (+1 to the DC for each rank). It takes 1 hour to program the robot.
Reprogramming: A robot can be reprogrammed at any time. Doing this requires 1 hour of work and a Computer Use check (DC 20 + the number of ranks programmed into the robot).

Mastercraft [5th; 8th]: At 5th level, the Engineer becomes adept at creating mastercraft objects. He of she applies the mastercraft ability to his or her Craft skills (mechanical). From this point on, he or she can build mastercraft objects using that skill.
With Craft (mechanical), the Engineer can build mechanical devices, including weapons.
On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type (see the appropriate Craft skill description). A Engineer can add the mastercraft feature to an existing ordinary object by making the Craft check as though he or she were constructing the object from scratch.
The Engineer must also pay a cost in experience points equal to 25 x his or her Engineer level x the bonus provided by the mastercraft feature. The XP must be paid before making the Craft check. If the expenditure of these XP would drop the Engineer to below the minimum needed for his or her current level, then the XP can’t be paid and the Engineer can’t use the mastercraft ability until he or she gains enough additional XP to remain at his or her current level after the expenditure is made.
When successfully completed, a mastercraft object provides a +1 bonus to its quality compared to an ordinary object of the same type. All weapons and armor, and certain other types of equipment, such as computers and electronic devices, can be constructed as mastercraft objects.
At 8th level, the Engineer can add the mastercraft ability to another Craft skill, or he or she can improve his or her ability in the skill selected at 5th level, so that his or her mastercraft objects provide a +2 bonus.
At 10th level, the Engineer adds another +1 bonus to his or her mastercraft ability. If the Engineer focuses his or her ability on one Craft skill, his or her mastercraft objects now provide a +3 bonus. If the Engineer already has the ability for both Craft skills, he or she chooses which one to improve to a +2 bonus.
The Craft DC for a mastercraft object is the same as for a normal object of the same type, as described in the Craft skill, with the following modification: For a +1 object, add +3 to the Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3 object, add +10 to the Craft DC.


Base Class: Machine Gunner

Machine Gunner
While riflemen and most normal infantry are equipped with semiautomatic weapons, or are trained to use them on semi only, the Machinegunner is trained and deadly with automatic weapons, such as the M2 .50 cal or MG42 7.92mm machineguns.

Class Information
Hit Die: 1d10
Skill Points at Each Level: 3 + Int modifier.

Table: The Machine Gunner
Level BAB Fort Ref Will Special

1st +1 +1 +0 +0 Exotic Weapon Proficiency (HMGs), Advanced Firearms Proficiency
2nd +2 +2 +0 +0 Weapon Focus, Advanced Autofire
3rd +3 +2 +1 +1 Strafe, Burst Fire
4th +4 +2 +1 +1 Extra Damage
5th +5 +3 +1 +1 MG Sweep
6th +6 +3 +2 +2 Improved Critical
7th +7 +4 +2 +2 Knockback
8th +8 +4 +2 +2 Hip Shot
9th +9 +4 +3 +3 Weapon Specialization
10th +10 +5 +3 +3 Improved MG Sweep

Class Features
The following features pertain to the Machine Gunner class.

Weapon and Armor Proficiency: The Machine Gunner is proficient with all Simple Weapons and Personal Firearms.

Bonus Feat(s): Exotic Weapon Proficiency (Heavy Machine Guns), Advanced Firearms Proficiency, Weapon Focus, Strafe, Improved Critical, Weapon Specialization.
With regard to any feats were a weapon can be chosen, the MGunner must choose a machine gun.

Advanced Autofire [2nd]: A Machine Gunner may fire a weapon on autofire at an area of up to 15 feet by 15 feet instead of the normal 10 by 10 feet. Additionally, a Machine Gunner adds his Base Attack Bonus to the Reflex save DC to avoid the damage.

Extra Damage[4th]: A Machine Gunner deals an extra dice of damage when using a machine gun. He/she can only deal this extra damage a number of times per round equal to his/her Base Attack Bonus + 1.

MG Sweep [5th]: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0), the character gets an immediate extra ranged attack against another opponent within 20 feet of the first opponent. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.

Knockback [6th]: A MGunner firing a machine gun may choose to try to knock a target down or back. For a number of times per round equal to his Base Attack Bonus, the MGunner may force an opponent who has been hit by his/her MG to make a Reflex save. The DC to resist being blown back is 10 + class level, and the DC to resist being knocked prone DC 8 + class level, and the save is made only once. For example, a hit character rolls a 7, he is therefore blown back and knocked prone. To use this ability, the MGunner take a -2 penalty to hit.

Hip Shot [7th]: A MGunner may treat a Heavy Machine Gun as a one size category smaller weapon for one round per encounter (if he/she can carry it as a light load) but takes -6 penalty (per size category larger than Large) to hit if not firing from a deployed bipod during this round.

Improved MG Sweep [10th]: As Sweep, except that the character has no limit to the number of times he or she can use it per round. All targets must be within 30 feet of the original opponent dropped.


Base Class: The Sniper

SNIPER
Concealed and careful, the sniper knows where to set up his shots, aim precisely, and kill enemies with a single shot. A skilled sniper works slightly outside standard military units, often backed up by one, sometimes two allies who watch his back while he hides and lines up his shot. A lot of squads include snipers to counter enemy snipers and take out enemy positions like MG emplacements. They are called squad snipers and are used as long range support. Being a sniper often takes it’s toll on the soldier, seeing his target’s faces, knowing weither they’re married or not, before having to kill them. Most snipers prefer not to talk about their “exploits”, except when counting confirmed kills with fellow snipers or superiors.

Hit Die: d4.
Skill Points at Each Level: 6 + Int modifier.

Table: The Sniper
Level BAB Fort Ref Will Special

1st +0 +0 +2 +0 Rifle Attack +1d6
2nd +1 +0 +3 +0 Lined Shot, Camouflage
3rd +2 +1 +3 +1 Rifle Attack +2d6, Range
4th +3 +1 +4 +1 Head Shot, Great Aim
5th +3 +1 +4 +1 Rifle attack +3d6
6th +4 +2 +5 +2 Range, Counter Sniper
7th +5 +2 +5 +2 Rifle attack +4d6
8th +6 +2 +6 +2 Hide in plain sight, Great Aim
9th +6 +3 +6 +3 Rifle attack +5d6
10th +7 +3 +7 +3 Extreme Range

Class Features
All of the following are Class Features of the sniper class.

Weapon and Armor Proficiency: Snipers are proficient with Simple Weapons and all singlefire rifles.

Rifle attack [1st; 3rd; 6th; 9th]: The sniper knows how to maximize the damage potential of precise shots. If he uses a full round action lining up and firing his rifle he deals additional damage as the table above shows. If the rifle is scoped, the sniper adds half his class level (rounded down) to hit when using the scope.

Lined Shot [2nd]: If a sniper studies his victim for 3 rounds through the scope of his rifle, and then makes a rifle attack with his rifle that successfully deals damage against a target that is flat-footed against his attack, the rifle attack has the additional effect of possibly killing the target. While studying the victim, the sniper can undertake no other actions and his attention must stay focused on the target and the target does not detect the sniper. If the victim of such an attack fails a Fortitude save (DC 10 + the sniper’s class level + the sniper’s Int modifier) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal rifle attack. Once the sniper has completed the 3 rounds of study, he must make the Lined Shot within the next 3 rounds.
If a Lined Shot is attempted and fails (the victim makes her save) or if the sniper does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another Lined Shot.

Camouflage [2nd]: Whenever a Sniper is within 5 ft. of natural features (such as trees, bushes, tall grass or rocks), objects that could provide cover (such as a table, a wall corner or a vehicle), is wearing a ghillie suit (in natural environment) or has concealment, he/she may attempt a Hide check and gains a +4 bonus to his check.

Range [3rd; 6th; 10th]: A sniper knows how to hit his targets even when they seem out of reach. Whenever he uses a rifle, the range increment is increased by 1.5. This stacks with other abilities or equipment. At 6th level, this ability increases to x2. At 10th level, the sniper can take shots at extraordinary range. The range increment bonus increases to x3.

Head Shot [4th]: Whenever a sniper makes a Lined Shot, he can make a Head Shot instead, taking a -4 penalty to his attack rolls to hit the target’s head. The Fortitude save becomes a Reflex DC 18 + the sniper’s class level + the sniper’s Int modifier. But, because of the smaller target, if the target succeeds his save, the attack misses and does not inflict scoped damage as normal.

Great Aim [4th]: The save DC of the Lined/Head Shot ability increases by 1. At 8th level, the bonus increases by +2.

Counter Sniper [6th]: The sniper can react to other sniper’s attacks better than other soldiers. He retains his Dexterity bonus against Rifle attacks (and therefore Lined and Head Shots as well). He gains +2 against the saves of Lined or Head Shots. At 10th level, the bonus increases to +3. A Sniper naturally knows where hostile snipers or soldiers might be hiding, and therefore gain a bonus equal to half his class level against hidden foes.

Hide in Plain Sight [8th]: A sniper can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow or natural feature, a sniper can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
#32

tema69

Nov 06, 2007 17:11:29
And, now, the Prestige Classes.

Prestige Class: The Ranger

RANGER (Medium Infantry)

The heaviest infantry used by the US army, the Rangers are front line troopers, specialised in taking punishment.

Prerequesites:
Bab:
+4
Feats: Personal Firearms Proficiency, Light Armor Proficiency, Toughness, Point Blank Shot, Endurance

Hit Die: d12.
Skill Points at Each Level: 4 + Int modifier.

Table: The Ranger
Level BAB Fort Ref Will Special

1st +1 +2 +2 +0 Improved Toughness
2nd +2 +3 +3 +0 Run, Great Fortitude
3rd +3 +3 +3 +1 Bruisefade
4th +4 +4 +4 +1 Shot on the Run
5th +5 +4 +4 +1 Armor Specialization
6th +6 +5 +5 +2 DR 1/-, Weapon Focus
7th +7 +5 +5 +2 Adv. Toughness, Delay
8th +8 +6 +6 +2 DR 2/-, Weapon Specialization
9th +9 +6 +6 +3 Concussion Resistance
10th +10 +7 +7 +3 DR 3/-, Improved Delay

Class Features
All of the following are Class Features of the ranger class.

Weapon and Armor Proficiency: The Ranger gain proficiency with Rocket Launchers and Medium Armor.

Improved Toughness [1st]: Rangers are tough. The Ranger gain Improved Toughness as a bonus feat.

Run [2nd]: Rangers often wear medium armor, and therefore, need to compensate for their reduced speed. The Rangers gain Run as a bonus feat.

Great Fortitude [2nd]: I told you, Rangers are real tough. The Ranger gains Great Fortitude as a bonus feat. If he/she already has that feat, he/she can choose weither to stack those two feats or choose another one.

Bruisefade [3rd]: Rangers recover quickly. Ranger gain Bruisefade as a bonus feat even if they don’t meet the prerequesites.

Shot on the Run [4th]: Rangers spend a lot of time running around on the battlefield tending to fallen comrades, charging foes, plunging for cover, etc., while having to shoot at their enemies. The Ranger gain Shot on the Run as a bonus feat, even if they don’t meet the prerequesites.

Armor Specialization [5th]: Rangers wear armor. And they know how to do it efficiently. Whenever they wear any armor in which they are proficient, the DR increases by 1.

Damage Reduction [6th; 8th; 10th]: Rangers are really, really tough. They can shrug off 1 point of damage per attack. At 8th level, the DR increases to 2/-, and to 3/- at 10th level.

Weapon Focus [6th]: The Rangers also know how to fight. This Weapon Focus ability stacks with any existing weapon focus feat.

Advanced Toughness [7th]: Rangers are really extremely tough. Their Improved Toughness ability stacks with the Toughness feat(s).

Delay [7th]: For a number of times per day equal to his/her Con modifier + half his/her class level (rounded down), the Ranger can delay damage taken from one attack for a number of rounds equal to double her Con modifier. He/she takes this damage at the end of the last turn. His/her DR applies only when he/she is hit, not twice.

Weapon Specialization [8th]: The Rangers gains Weapon Specialization with the same weapon for which he/she has taken Weapon Focus (above). It stacks with any existing Weapon Specialization.

Concussion Resistance [9th]: Rangers slowly get used to enemy grenades and artillery. The Ranger gain resistance to Concussion effects (grenades, etc.) equal to his/hers Con modifier + half his/her HD (rounded down).

Improved Delay [10th]: From now on, the Ranger can expend two of her daily uses of Delay Damage to instead halve the damage (he/she first applies the DR, and halves the damage afterwards). He/she can choose to spend five of his/her Delay Damage uses to ignore the damage. The amount of damage ignored can never be greater than his/her HD x his/her Con modifier.


Prestige Class: The Scout

SCOUT
Often operating behind enemy lines, or at least very close to them, the scout is a master of ambushes and hidden, trackless movement.

Requirements
To qualify to become a Scout, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Hide 6 ranks, Move Silently 3 ranks, Spot 6 ranks, Navigate 3 ranks, Knowledge (nat) 1 ranks, Survival 4 ranks, Search 3 ranks and Speak Language (enemy language; German for the Allied, English or French for Axis).
Feat: Run, Dodge.

Class Information
The following information pertains to the Scout advanced class.
Hit Die: 1d6
Skill Points at Each Level: 6 + Int modifier.

Table: The Scout
Level BAB Fort Ref Will Special

1st +0 +0 +1 +0 Shot on the Run, Track, Quick
2nd +1 +0 +2 +0 Double Move, Fast Crawl
3rd +2 +1 +2 +1 Improved Shot on the Run
4th +3 +1 +2 +1 Armored Scout, Combat Crawl
5th +3 +1 +3 +1 Advanced Shot on the Run
6th +4 +2 +3 +2 Advanced Firearms Proficiency
7th +5 +2 +4 +2 Swift and Hidden
8th +6 +2 +4 +2 Greater Shot on the Run
9th +6 +3 +4 +3 Swift and Silent
10th +7 +3 +5 +3 Extreme Shot on the Run

Class Features
The following features pertain to the Scout advanced class.

Weapons and Armor Proficiency
The Scout gains proficiency with Personal Firearms, and light armor at 4th level.

Bonus Feat(s) [1st; 2nd; 4th; 6th]: The Scout gain a number of bonus feats at these levels. If he/she already has that feat, he/she instead gains a bonus feat.

Double Move [2nd]: A number of times per day equal to his/her class level + his/her Dexterity modifier, the Scout may take a double move as a move action.

Improved Shot on the Run [3rd]: While taking a double move, a Scout can take an attack action between the two moves.

Advanced Shot on the Run [5th]: As a full round action, the Scout can expend one of his/her daily uses of Double Move and instead take a move action, followed by an attack action, followed by a move action, followed by an attack and a move action. This ability looks like this: Move, Attack, Move, Attack, Move. He/she may ignore one or more of his/her actions (e.g. sacrificing her second attack because no enemies were within range).

Swift and Hidden [7th]: The Scout gains the ability to move and remain hidden. The -5 penalty for moving at full speed is removed, and the Scout only takes a -10 if running. Additionally, any DC check to follow the Scout’s tracks is improved by 5.

Greater Shot on the Run [8th]: While running (as a full round action) the Scout may fire an automatic weapon at a -4 penalty.

Swift and Silent [8th]: As Swift and Hidden, but it applies to Move Silently instead. Additionally, any DC check to follow the Scout’s tracks is improved by an additional 5.

Extreme Shot on the Run [10th]: As Greater Shot on the Run, but the penalty is removed. However, if the Scout wants to make more than one attack (given his/her BAB), he/she can, but at a -4 penalty to all attacks made that round. Additionally, any DC check to follow the Scout’s tracks is improved by an additional 10.


Prestige Class: The Field Medic

FIELD MEDIC

An expert medic, the Field Medic is able of smaller miracles regarding medicine.

Requirements
To qualify to become a Field Medic, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Treat Injury 6 ranks, Spot 6 ranks.
Feat: Surgery.

Class Information
The following information pertains to the Field Medic advanced class.
Hit Die: 1d8
Skill Points at Each Level: 5 + Int modifier.

Table: The Field Medic
Level BAB Fort Ref Will Special

1st +0 +2 +0 +1 Medical specialist +1
2nd +1 +3 +0 +2 Expert healer
3rd +1 +3 +1 +2 Bonus feat
4th +2 +4 +1 +2 Medical mastery
5th +2 +4 +1 +3 Medical specialist +2
6th +3 +5 +2 +3 Bonus feat
7th +3 +5 +2 +4 Minor medical miracle
8th +4 +6 +2 +4 Medical specialist +3
9th +4 +6 +3 +4 Bonus feat
10th +5 +7 +3 +5 Medical miracle

Class Features
The following features pertain to the Field Medic advanced class.

Medical Specialist
The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.

Expert Healer
At 2nd level and higher, the Field Medic’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Field Medic restores 1 hit point for every level he or she has in this advanced class.

Bonus Feats
At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat. The bonus feat must be selected from the following list, and the Field Medic must meet all the prerequisites of the feat to select it.
Armor Proficiency (light), Armor Proficiency (medium), Cautious, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Medical Expert, Personal Firearms Proficiency, Surface Vehicle Operation, Vehicle Expert.

Medical Mastery
When making a Treat Injury skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so.

Minor Medical Miracle
At 7th level or higher, a Field Medic can save a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the character’s death, he or she can make a Treat Injury check. The DC for this check is 30, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points.
If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved.

Medical Miracle
At 10th level, a Field Medic can revive a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DC for this check is 40, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points.
If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.


Prestige Class: The Field Commander

FIELD COMMANDER

Known and respected among his troops, the Field Commander is an officer with great leadership abilities. He has influence in most areas, enabling him to request several useful things.

Requirements
To qualify to become a Field Commander, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Diplomacy 7 ranks, Intimidate 7 ranks, Bluff 5 ranks, Knowledge (tactics) 6 ranks, Knowledge (history) 3 ranks, Knowledge (war) 6 ranks.
Feat: Leadership, Natural Leader.

Class Information
The following information pertains to the Field Commander advanced class.
Hit Die: 1d8.
Skill Points at Each Level: 4 + Int modifier.

Table: The Field Commander
Level BAB Fort Ref Will Special

1st +0 +0 +1 +1 Loud Voice, Stoic
2nd +1 +0 +2 +2 Challenge, Specialization
3rd +2 +1 +2 +2 Supply Drop
4th +3 +1 +2 +2 Artillery Strike
5th +3 +1 +3 +3 Greater Inspiration
6th +4 +2 +3 +3 Endurance, Great Competence
7th +5 +2 +4 +4 Air Strike
8th +6 +2 +4 +4 Experimental Equipment
9th +6 +3 +4 +4 Bombardment
10th +7 +3 +5 +5 Demoralize, Air Support

Class Features
The following features pertain to the Field Commander advanced class.

Weapons and Armor Proficiency
The Field Commander gains proficiency with Personal Firearms, and light armor.

Bonus Feat(s) [1st; 2nd; 6th]: The Field Commander gain a number of bonus feats at these levels. If he/she already has that feat, he/she instead gains a bonus feat.

Loud Voice [1st]: A Field Commander’s voice can be heard, if he chooses to, by all persons within 200 feet, allies and foes alike. Additionally, he gains Inspirational Leadership as a bonus feat.

Stoic [1st]: A Field Commander must not let his troops see him frightened, and therefore, whenever he is subject to an effect forcing him to make a Saving Throw (e.g. Reflex saves versus artillery, Fortitude against a Sniper’s attacks, etc.), he may add his Charisma modifier instead of the normal ability. This represents his ability to stay calm and still under bombardments and the like.

Challenge [2nd]: A number of times per day equal to twice his class level, a Field Commander may issue a Challenge to an enemy squad (maximum 12 persons, who must all be within a 60 feet radius circle. If an enemy Field Commander of higher level is within the 60 feet circle, he may spend an immediate action to stop the Challenge. If the enemy Field Commander is the same level as the Field Commander, they roll opposed Intimidate checks. An enemy affected by this effect must make a DC 10 + Field Commander level + Charisma modifier Will save or be forced to attack the Field Commander for a number of rounds equal to his Charisma modifier. If a squad is affected, the highest ranking officer makes this save instead of each and every soldier. Challenge is a verbal mind-affecting ability.

Specialization [2nd]: The Field Commander must choose wether to be Standard Infantry Commander (gaining Weapon Focus), Mechanized Infantry Commander (gaining Surface Vehicle Operations [Heavy Wheeled]), Tank Commander (gaining Surface Vehicle Operations [Tracked]) or Airborne Infantry Commander (gaining Paratrooper).

Supply Drop [3rd]: A Field Commander may request a supply drop at a specific loaction. The Field Commander must know his exact location and have radio communication with a friendly Air Base. The Supply Drop contains 2 K-Rations per man (number specified during the request), a number of various rounds and ammo equal to the Field Commander’s level x 100. The Field Commander decides what kind of ammo he’d like, and all of it need not be the same kind (the lowest amount of specific ammo is 50). Special ammunition such as mines, grenades or rockets count as 10 for 1. The Drop also contains a number of First Aid Kits equal to the Field Commander level (a Surgery Kit can replace two First Aid Kits). The Drop contains the correspondent of 1 Standard Huge weapon per level of the Field Commander (see Weapon Encumbrance in the Weapons Section or below.) This/these weapon(s) must be of standard issue (e.g. Colt 1911, M3A1, Luger, Mauser, Thompson, BAR, M1 Garand, M1 Carbine, Stg44, MP40, K98k, M2HB, M1919, M9, MG42, Panzerfaust 30, Panzerschreck, Mortar, etc.), no exotic weapons (Flamethrower excepted) are allowed, and they all come in standard configuration (no scopes, no bipods unless Huge sized, etc.). If you raise the Diplomacy DC by 2, building tools and materials are dropped as well (barbed wire, empty sandbags, spades, mechanic tools, etc.) At 9th level, this ability engulfs Experimental weapons as well and accessories such as scopes and bipods (the Diplomacy check must still be made regarding EXP rating).

Artillery Strike [4th; 9th]: The Field Commander gain the ability to call upon an artillery strike if within range. The same rules for communication apply as with Supply Drop. The artillery strike is 4 40-foot-radius spread shells dealing 6d6 points of damage. They are not especially accurate. They arrive within 2d4 rounds. At 9th level, this ability improves, the range increases, and the number of shells changes to 6. It now takes 1d6 rounds for the shells to arrive. It is now also a bit more accurate.

Greater Inspiration [5th]: A Field Commander may inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Field Commander shout. The shout/speech takes a full round, and the effect lasts for 5 + Charisma modifier rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against mind-affecting and fear effects and a +2 morale bonus on attack and weapon damage rolls.

Great Competence [6th]: A Field Commander can shout and threaten an ally to help him succeed at a task. The ally must be within 30 feet and able to see and hear the Field Commander. The Field Commander must also be able to see the ally.
The ally gets a +4 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Field Commander. Certain uses of this ability are infeasible. The effect lasts as long as the Field Commander concentrates/focuses on the ally, up to a maximum of 2 minutes. A Field Commander can’t use Great Competence on himself. Great Competence is a mind-affecting ability.

Air Strike [7th]: The Field Commander may replace an Artillery Strike with an Air Strike. It makes the same effect (except the fact that it is airplanes and not artillery), but takes 1d4 minutes. This ability improves with Bombardment as well. This ability also has a range restriction, but it is much longer than the Artillery ability.

Experimental Equipment [8th]: The Field Commander has now gained enough reputation and respect from his superiors to be allowed to “personally field test” some experimental equipment. He will not be penalized if caught by his superiors with experimental or non-regulated equipment. His team will also benefit from this, but at a smaller scale. The Field Commander is from now on considered proficient with any piece of equipment with a EXP rating and may request to test experimental equipment with a Diplomacy check, the DC being 15 + the EXP rating of the piece of equipment. He may also request it for his comrades (fellow PCs or Squad) with a DC 20 + EXP rating. He can only request (successfully or not) equipment a number of times per month equal to his Charisma modifier.

Demoralize [10th]: The Field Commander may expend two of his daily uses of Challenge to inspire terror and demoralize an enemy squad. The same rules apply, except the consequences of failing the save is becoming panicked. Demoralize is a language-dependant verbal, mind-affecting ability.

Air Support [10th]: The Field Commander may request Air Support, which is a combination of all his aerial and bombardment abilities above.
First, an artillery strike is launched (if within range). The shells arrive within 1d4 rounds.
Second, an air strike is launched. The planes arrive 4d4 rounds after the request is made.
Third, two supply drops are made. These arrives 1d4 rounds after the air strike
Finally, 1d4 squads of Paratroopers arrive, 1d4 round after the supply drops, and stay at the Field Commander’s order for 1d4 hours before moving on. The Field Commander may replace follower casualties from these squads.

Another option is simply a large parachuted assault, but this can only be made in controlled and (almost) secure areas. They will refuse if there are enemy MG positions or AA batteries. This consists of 4d4 squads of Paratroopers. A maximum of two d4 of squads can be replaced with a Jeep (a mechanized infantry commander always gets a free Jeep, while an airborne commander gets 6d4 squads of Paratroopers instead of 4d4, a standard infantry commander gets a team of technicians and medics ready to set up field barracks and heal the wounded, and a tank commander gets a free AT gun).

NB:

Weapon Encumbrance : 1 Huge = 2 Large = 4 Medium = 8 Small or smaller

Radio Request: The Field Commander must make a Diplomacy check in order to have his/her Artillery or Air Strike, Supply Drops and Air Support. The Artillery takes a DC 16, Air Strike DC 17, Supply Drops DC 15, Air Support DC 27.

Field Commander Points: A Field Commander has a number of points per day to use his abilities. An Artillery costs 16, Air Strike 17, Supply Drops 15 and Air Support 27 points. Challenge costs 5 points, and Demoralize costs 12. Both Greater Competence and Inspirations costs 5 points. A Field Commander’s number of points is based on his (Class Level + Cha mod) x 3.

Note: Only one successful Radio Request can be made per day, unless an Intimidate check (with a 5 higher DC) is made. If the Field Commander threatens and intimidates to get a second daily Radio Request, his superiors will cut him off any more Radio Requests for 3d4 days. Additionally, if a Field Commander makes a Radio Request on a day where he has made a previous Radio Request the day before, the DC is 5 higher (this stacks per additional day). Any ruined attempts still uses up daily uses of Field Commander Points (Radio Requests excepted). After a Radio Request, a character must wait another hour before trying again.


Prestige Class: The Infiltrator

INFILTRATOR
Specialising in sneaking around enemy bases and killing key officers, retrieving vital documents, or destroying important equipment, the Infiltrator is a spy and a master of disguise. The ability at first level differentiates an assassin from a spy, although they can fill both roles easily.

Requirements
To qualify to become an Infiltrator, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Hide 8 ranks, Move Silently 8 ranks, Bluff 4 ranks, Disguise 4 ranks or Hide 4 ranks, Move Silently 4 ranks, Bluff 8 ranks and Disguise 8 ranks (This choice affects the 1st level ability).

Class Information
The following information pertains to the Infiltrator advanced class.
Hit Die: 1d6
Skill Points at Each Level: 8 + Int modifier.

Table: The Infiltrator
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Sweep, Sneak Atk or Spy Skill
2nd +1 +0 +3 +0 Improvised implements
3rd +1 +1 +3 +1 Bonus feat, Sneak Attack 2d6
4th +2 +1 +4 +1 Improved evasion
5th +2 +1 +4 +1 Skill mastery
6th +3 +2 +5 +2 Bonus feat, Sneak Attack 3d6
7th +3 +2 +5 +2 Improvised weapon damage
8th +4 +2 +6 +2 Improved sweep
9th +4 +3 +6 +3 Bonus feat, Sneak attack 4d6
10th +5 +3 +7 +3 Without a trace

Class Features
The following features pertain to the Infiltrator advanced class.

Weapons and Armor Proficiency
The Infiltrator gains proficiency with Personal Firearms.

Sweep [1st]: An Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter.
Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.

Sneak Attack or Spy Skill [1st]: When entering the class, a character must choose what skill prerequesite to meet. This affects what abilities he/she gains. If he/she chooses the 8 ranks in Hide and Move Silently, he/she gains a Sneak Attack (rules can be found in the SRD) as noted above. If he/she chooses the 8 ranks in Bluff and Disguise, he/she gain a bonus to Investigate, Research, Bluff, Sense Motive and Disguise equal to half his/her class level (minimum 1).

Improvised Implements [2nd]: At 2nd level, an Infiltrator no longer takes a –4 penalty when wielding an improvised weapon. Also, the Infiltrator is able to make do without proper equipment in certain circumstances: the Infiltrator no longer takes a –4 penalty when using the Climb and Disable Device skills without the proper tools.

Bonus Feats [3rd; 6th; 9th]: At 3rd, 6th, and 9th level, the Infiltrator gets a bonus feat. The bonus feat must be selected from the following list, and the Infiltrator must meet all the prerequisites of the feat to select it.
Acrobatic, Alertness, Armor Proficiency (light), Athletic, Attentive, Brawl, Cautious, Defensive Martial Arts, Dodge, Elusive Target, Meticulous, Mobility, Nimble, Renown, Run, Stealthy.

Improved Evasion [4th]: If an Infiltrator of 4th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Infiltrator suffers no damage if he or she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor.
For an Infiltrator who does not have evasion (see the Fast hero class description), improved evasion counts as evasion for the purpose of meeting the prerequisites on the Fast hero’s defensive talent tree.

Skill Mastery [5th]: At 5th level, an Infiltrator selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Infiltrator may take 10 even if stress and distractions would normally prevent him or her from doing so.

Improvised Weapon Damage [7th]: At 7th level, an Infiltrator’s attacks with improvised weapons deal more damage. The Infiltrator treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.

Improved Sweep [8th]: At 8th level, an Infiltrator’s ability to get the lay of the land improves. Now the Infiltrator not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the Infiltrator: stronger (more than 2 levels or HDs), on par (within 1 level or HD), or weaker (more than 2 levels or HDs lower).

Without a Trace [10th]: At 10th level, when an Infiltrator uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Search, or Spot to detect the Infiltrator’s activity take a –8 penalty.


Prestige Class: The Field tester

FIELD TESTER
Be it the nephew of the Major, the son of a rich politician, or simply someone with important connections, the Field Tester has, through his diplomatic skills and influencial friends, been granted non-regulated equipment for him to toy around with.

Requirements
To qualify to become a Field tester, a character must fulfill the following criteria.
Base Attack Bonus: +1.
Skills: Diplomacy 5 ranks, Bluff 3 ranks, Escape Artist 2 ranks.
Special: Must have the Dilettante background.

Class Information
The following information pertains to the Field tester advanced class.
Hit Die: 1d6
Skill Points at Each Level: 3 + Int modifier.

Table: The Field tester
Level BAB Fort Ref Will Special
1st +0 +0 +0 +0 Persecution Immunity
2nd +1 +0 +0 +0 Experimental Test
3rd +1 +1 +1 +1
4th +2 +1 +1 +1
5th +2 +1 +1 +1
6th +3 +2 +2 +2 Experimental Weapon Focus
7th +3 +2 +2 +2
8th +4 +2 +2 +2
9th +4 +3 +3 +3
10th +5 +3 +3 +3 Experimental Exchange

Class Features
The following features pertain to the Field tester advanced class.

Weapons and Armor Proficiency
The Field Tester gains proficiency with Personal Firearms and all weapons and armor with an EXP rating.

Persecution Immunity [1st]: The Field tester may act with relatively low regard to military laws, as he can rely on his relatives to get him out of jail, pay his caution or simply blackmail him out of trouble. He never risks being reprimended if caught with a non-regulated equipment (such as enemy weapons or experimental equipment).

Experimental Test [2nd]: The Field tester gains access to Experimental Equipment (any piece of gear with an EXP rating). Each time he gain a level in this class, he is given a piece of equipment or weapon with an EXP rating equal or lower than his/her class level + his/her charisma modifier (minimum 1). At each odd numbered level, he must spend one day writing down a rapport, describing the gear he has been granted.

Experimental Weapon Focus [4th]: The Field tester gains a Weapon Focus bonus feat which must be applied to a weapon with an EXP rating.

Experimental Exchange [10th]: Each time a Field tester brings back and gives an enemy (or unknown) piece of EXP equipment to a Base Camp that has Engineers of 4th level or higher, he gains a number of experience points equal to 500 x the EXP rating. Note: He can not bring back twice the same piece of equipment since it is no longer considered unknown.

Prestige Class: The Paratrooper

PARATROOPER (Airborne Infantry)

Deployed by parachute, the Paratrooper is a master of surprise tactics and aerial assault.

Prerequesites:
Bab:
+3
Skills: Tumble 7 ranks, Jump 5 ranks.
Feats: Personal Firearms Proficiency, Point Blank Shot, Endurance, Paratrooper, Run.

Hit Die: d8.
Skill Points at Each Level: 6 + Int modifier.

Table: The Paratrooper
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Forced Entry, Sprint
2nd +2 +3 +3 +0 Weapon Focus, Ignore Cover
3rd +3 +3 +3 +1 Parachutist, Surprise!
4th +4 +4 +4 +1 Impr Forced Entry, Bonus Feat
5th +5 +4 +4 +1 Hide & Cover,
Sneak Attack +1d6
6th +6 +5 +5 +2 Impr Parachutist, Bonus Feat
7th +7 +5 +5 +2 Greater Forced Entry,
Sneak Attack +2d6
8th +8 +6 +6 +2 Airhead
9th +9 +6 +6 +3 Currahee, Bonus Feat
10th +10 +7 +7 +3 Master Parachutist,
Sneak Attack +3d6

Class Features
All of the following are Class Features of the paratrooper class.

Weapon and Armor Proficiency: The Paratrooper gain proficiency with Rocket Launchers.

Forced Entry [1st]: The Paratrooper loves airdrops. Whenever he jumps from an airplane, he gain +1 to hit and damage after the insertion for number of hours equal to his class level +2. When the Paratrooper gains Improved, and later Greater Forced Entry, the bonuses increase by one. With Greater Forced Entry, however, the Paratrooper gains the ability to confer the same bonuses to his squad (normally the fellow PCs) if they jump with him and have the Paratrooper feat.

Sprint [1st]: Once per encounter, a Paratrooper may sprint as a full-round action. When doing so, he retains his Dex bonus to AC (thanks to the Run feat), triples the AC bonus gained from normal running, and moves 10 times his speed. He may only make a single 90 degree turn.

Weapon Focus [2nd]: The Paratrooper gains Weapon Focus as a bonus feat.

Ignore Cover [2nd]: Whenever a Paratrooper shoots at a foe who has cover, the cover bonuses are reduced by one step. This can result in a foe not being granted cover bonuses at all. This does not apply to enemies who have total cover. This only applies to the Paratrooper.

Parachutist [3rd]: On a successfull DC 15 Tumble check, the Paratrooper can land, clear the chute and draw his weapon as a standard action.

Surprise [3rd]: Whenever a Paratrooper acts during a surprise round, he deals double damage, can move double the distance or try twice at skill checks.

Hide and Cover [5th]: The Paratrooper is often alone, surrounded and outgunned. To compensate for this, he gains a bonus to Hide equal to half his class level (round down), and whenever he has cover, the bonuses increase by one third of his class level (round down).

Sneak Attack [5th; 7th; 10th]: Whenever a Paratrooper attacks a flat-footed foe, he deals an extra amount of damage as indicated above. A Paratrooper can make sneak attacks at ranges up to 60 ft.

Improved Parachutist [6th]: As Parachutist, except the DC is 20 and it now only takes a move action.

Bonus Feats [4th; 6th; 9th]: The Paratrooper may choose a bonus feat from the following list: Acrobatics, Advanced Firearms Proficiency, Aircraft Operations, Alertness, Armor Proficiency (Light), Dodge, Double Tap, Drive-By Attack, Heroic Surge, Improved Initiative, Lightning Reflexes, Mobility, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Stealthy, Surface Vehicle Operations, Toughness, Track, Vehicle Dodge, Vehicle Expert, Weapon Finesse, Armored Mobility, Armor Specialization, Intrepid, Quick, Light on your Feet, Lunge, Regain Footing, Armored Scout, Fast Crawl or Combat Crawl.

Airhead [8th]: The Paratrooper is often in need of equipment, ammunition and basic supplies. His superiors know that. Once per week he can call in a Supply Drop (as the Field Commander ability of the same name) with a Paratrooper DC 20 Check. Roll 1d20+Class Level+Charisma Modifier. You may not take 10. Failure still use up one of the weekly drops.

Currahee [9th]: The Paratrooper is used to being surrounded and no longer suffers the ill effects of being flanked. He receives Improved Uncanny Dodge (as the Barbarian – see SRD).

Master Parachutist [10th]: At this level, the Paratrooper always succeed his landings, and he can recover from any parachute malfunction. Additionally, the Forced Entry bonuses increase by 1.

Prestige Class: The Shocktrooper

SHOCKTROOPER (Heavy Infantry)

Specially trained to take down enemy infantry as fast as possible, the shocktrooper breaks through obstacles to get to his targets, and once within range, his focused shots should kill most people rapidly.

Prerequesites:
Bab:
+5
Skills: Intimidate 4 ranks.
Feats: Personal Firearms Proficiency, Point Blank Shot, Advanced Firearms Proficiency, Double Tap, Armor Proficiency (Light & Medium).
Special: Must have acquired a suit of armor with an EXP rating.

Hit Die: d12.
Skill Points at Each Level: 3 + Int modifier.

Table: The Shocktrooper
Level BAB Fort Ref Will Special

1st +1 +2 +0 +2 MoE, Equipment and Gadgets
2nd +2 +3 +0 +3 Singleshot, Armor Spec
3rd +3 +3 +1 +3 Shock and Awe, CQF
4th +4 +4 +1 +4 Burst Through
5th +5 +4 +1 +4 Doubleshot
6th +6 +5 +2 +5 Controlled Burst
7th +7 +5 +2 +5 Burstshot
8th +8 +6 +2 +6 Don’t Knock
9th +9 +6 +3 +6 Extend Burst
10th +10 +7 +3 +7 Take Down

Class Features
All of the following are Class Features of the shocktrooper class.

Weapon and Armor Proficiency: The shocktrooper gain proficiency with Grenade Launchers.

Method of Entry [1st]: The shocktrooper specialises in breaking down obstacles and engaging the enemy. Whenever a shocktrooper tries to break an object (e.g. smash through a door, destroy a weapon, etc.) he gains a bonus to damage equal to his class level. Additionally, he ignores up to 5 hardness. If he succeeds in breaking this object, he can immediately take a 5 foot step as a free action (this will probably mostly be used when knocking down a door).

Equipment and Gadgets [1st]: Up and front, the shocktrooper must be able to withstand hits. The shocktrooper gains Armor Proficiency (Heavy) as a bonus feat. Additionally, he is granted the permission to use any EXP equipment he gets his hands on, as long as he reports to his superiors about any enemy equipment used.

Singleshot [2nd]: As a full round action, the shock trooper may shoot a firearm at a single target. When he does so, the shocktrooper deals two extra die of damage. At 6th level, this improves to three die of damage. At ninth, to four die.

Armor Specialization [2nd]: The Shocktrooper gains Armor Specialization as a bonus feat.

Shock and Awe [3rd]: The shocktrooper gains +2 to Initiative, and the Burst Fire feat.

Close Quarter Fighting [3rd]: The shocktrooper does not provoke attacks of opportunity when firing a firearm. He still takes the –4 penalty if firing a longarm at an adjacent target.

Burst Through [4th]: If a shocktrooper successfully breaks through a door with his Method of Entry ability, he may immediately make a Singleshot attack as part of the free 5 foot step.

Doubleshot [5th]: A shocktrooper may now make a Double Tap attack instead of the Singleshot ability. This also applies to the Burst Through ability.

Controlled Burst [6th]: A shocktrooper ignores the penalty for firing Burst Fire.

Burstshot [7th]: A shocktrooper may now make a Burst Fire attack instead of the Singleshot/Doubleshot ability. This also applies to the Burst Through ability.

Don’t Knock [8th]: Whenever a shocktrooper acts during a surprise round, he can use the Singleshot/Doubleshot/Burstshot ability as an attack action. This also applies to the Burst Through ability, in addition to the attack granted.

Extend Burst [9th]: A shocktrooper may spend one addtional round when using Burst Fire, taking a –2 penalty to hit, but deals an additional die of damage.

Take Down [10th]: A shocktrooper now knows where to shoot to stun and knock a target down. Anyone shot by the shocktrooper must succeed a Fortitude save with a DC equal to the damage dealt. Failure indicates that the target is knocked prone and stunned for one round.


Prestige Class: The Commando

COMMANDO (Light Infantry)

Trained to be versatile yet specialised, the British Commando Regiments include SAS, SBS, and the like. Any allied soldier having undergone British Commando training may take levels in this prestige class. Some U.S. Special Forces have a few levels in Commando, mostly taking the Combat Swimmer and the Demolitions abilities (Navy Seals).

Prerequesites:
Bab:
+5
Skills: Knowledge (Tactics) 6 ranks.
Feats: Advanced Firearms Proficiency, Athletic, Endurance, Stealthy, Weapon Focus (any).
Special: See the Specialist ability.

Hit Die: d8.
Skill Points at Each Level: 5 + Int modifier.

Table: The Commando
Level BAB Fort Ref Will Special
1st +1 +0 +2 +2 Specialist, Night Mover
2nd +2 +0 +3 +3 Hunt and Evade
3rd +3 +1 +3 +3 Specialist
4th +4 +1 +4 +4 Sneak Attack +1d6
5th +5 +1 +4 +4 Shock and Awe
6th +6 +2 +5 +5 Specialist
7th +7 +2 +5 +5 Sneak Attack +2d6
8th +8 +2 +6 +6 Silent Death
9th +9 +3 +6 +6 Specialist
10th +10 +3 +7 +7 Sneak Attack +3d6

Class Features
All of the following are Class Features of the Commando class.

Weapon and Armor Proficiency: The Commando gains no proficiencies.

Specialist [1st; 3rd; 6th; 9th]: A special operations team relies on the highly refined skills of its individual members. Every time a Commando reaches one of the levels noted above, he develops extreme capability in one of the twelve areas of specialization. Choose specialization from those given below. A specialization can only be taken once.

Demolitions
This specialization requires 10 ranks in Demolitions. The Commando gains a +5 bonus on all Demolitions checks. With a Demolitions check result of 30 or higher, an explosive device placed by a demolitions Commando deals quadruple damage to a structure. It still deals normal damage to all other targets within its burst radius.
Language
This specialization requires 2 ranks in Speak Language and 2 ranks in Read/Write Language. The language Commando gains the linguist talent from the Smart hero basic class description (see page 26 of the d20 MODERN Roleplaying Game).
Medical
This specialization requires 5 ranks in Treat Injury. The medical Commando gains a +2 bonus on all Treat Injury checks made to restore hit points, stabilize dying characters, or perform surgery. In addition, he may take 10 on Treat Injury checks even if stress and distractions would normally prevent him from doing so.
Tactics
This specialization requires 10 ranks in Knowledge (tactics). The tactical Commando gains the plan talent from the Smart hero basic character description (see page 27 of the d20 MODERN Roleplaying Game). If he has no levels in Smart hero, he makes the required Intelligence check with no level bonus.
Weapons
This specialization requires the Burst Fire feat. The weapons Commando gains Exotic Firearms Proficiency in his choice of weapon categories as a bonus feat, assuming that he meets the prerequisites for it. In addition, when the weapons Commando uses any ranged weapon with which he is proficient, the Reflex save DC (if any) that targets are allowed increases by +5. For example, if a weapons Commando who is proficient with heavy machineguns uses autofire with such a weapon, the saving throw DC for the targets is 20 instead of 15.
Close Quarters Battle
Requirements: Point Blank Shot, Precise Shot.
Benefit: The CQB Commando gains Close Combat Shot (negating the attack of opportunity) and removes the -4 penalty for using Longarms against an adjacent target.
Vehicle Master
Requirements: Drive 8 ranks, Pilot 8 ranks, Aircraft Operation (any), Surface Vehicle Operation (any).
Benefit: The Vehicle Master Commando can use any vehicle or aircraft as if possessing the appropriate Aircraft or Surface Vehicle Operation feat.
Recon
Requirements: Hide 5 ranks, Listen 5 ranks, Move Silently 5 ranks, Spot 5 ranks, Alertness.
Benefit: The Recon Commando Can take 10 on Hide, Listen, Move Silently and Spot checks, even in stressful circumstances.
Technical
Requirements: Craft (mechanical) 8 ranks, Disable Device 8 ranks, Repair 8 ranks, Gearhead.
Benefit: The Technical Commando suffers no penalty on Craft (mechanical, electronic, structural), Disable Device and Repair checks if appropriate tools are not present. He may use the Scientific Improvisation ability of the Field Scientist (Field Scientist and Spec-Op levels stack for determining class level for Scientific Improvisation).
Melee Weapons
Requirements: Archaic Weapons Proficiency
Benefit: The Melee Weapons Commando increases the critical threat range of any melee weapon he uses by 1. For example, if melee weapons Commando uses a longsword, he threatens a critical hit on an 18-20, rather than the normal 19-20. In addition, a melee weapons Commando gains a +1 bonus to damage when using any melee weapon.
Combat Swimmer
Requirements: Hide 8 ranks, Move Silently 8 ranks, Swim 8 ranks.
Benefit: The Combat Swimmer Commando can take 10 on Swim checks, even under stressful circumstances, and can move half speed with a move action, and full speed with a full-round action. Also, there is no penalty on Move Silently checks for being on/in a noisey surface (water).
Interrogator
Requirements: Intimidate 6 Ranks, Sense Motive 6 Ranks, Confident.
Benefit: The Commando gain +4 circumstance bonus on above skills and Bluff when you have an opponent pinned or if they otherwise count as helpless. Additionally, you may ignore size modifiers regarding these skill checks.

Night Mover [1st]: Special operations units rely on stealth and try to strike when the enemy is most vulnerable—often when she’s asleep. The Commando gains a +2 bonus on Hide checks made in darkness or under conditions that provide at least one-quarter concealment. This adjustment stacks with any bonuses provided by darkness, concealment, or equipment (such as fatigues or a ghillie suit).

Hunt and Evade [2nd]: A Commando is a master of survival in the wild. Unlike standard military personnel, he can move through hostile territory without even alerting the enemy to his presence. At 2nd level, he gains a +2 bonus on all Move Silently, Navigate, and Survival checks.

Sneak Attack [4th; 7th; 10th]: Whenever a Commando strikes a flat-footed foe, he deals an extra amount of damage as shown on the table above.

Shock and Awe [5th]: A Commando knows how to hit his target with precision, speed, and power. At 4th level, he gains a +4 bonus on initiative, and his base speed increases by 5 feet.

Silent Death [8th]: The Commando is a master at taking out unsuspecting enemies. He gains the ability to make silent, deadly melee attacks against unprepared opponents. As his first attack against a flat-footed opponent, the Commando may attempt a special grapple check. Because the target is flat-footed, this action does not provoke an attack of opportunity. If successful, the Commando begins a grapple normally, but the opponent may not speak or otherwise vocalize until his or her next turn. In addition, the Commando may immediately make an unarmed attack or an attack with a light melee weapon against the grappled foe. If this attack is successful, it deals triple damage (or normal damage against a target that is immune to critical hits). This ability can be used only against targets that are the same size category as the Commando or smaller.


Prestige Class: The Iron Cross Holder

Iron Cross Holder

Awarded a glorious medal of the Third Reich, the Iron Cross Holder fights with bravour and zeal to prove himself worthy of the reward. The Iron Cross Holder cannot gain access to level 3, 5, 7 and 10 before being awarded the medal in question.

Prerequesites:
Bab:
+3
Feats: Personal Firearms Proficiency.
Special: Must be awarded the Iron Cross II medal, an award given to Wehrmacht soldiers during World War Two.

Hit Die: d12.
Skill Points at Each Level: 5 + Int modifier.

Table: The Iron Cross Holder
Level BAB Fort Ref Will Special

1st +1 +2 +2 +2 Iron Cross II
2nd +2 +3 +3 +3
3rd +3 +3 +3 +3 Iron Cross I
4th +4 +4 +4 +4
5th +5 +4 +4 +4 German Cross
6th +6 +5 +5 +5
7th +7 +5 +5 +5 Knight’s Cross
8th +8 +6 +6 +6
9th +9 +6 +6 +6 Adorned Armor
10th +10 +7 +7 +7 Grand Cross

Class Features
All of the following are Class Features of the Knight’s Cross Holder class.

Weapon and Armor Proficiency: The Knight’s Cross Holder gains no proficiencies.

Iron Cross II: When awarded the Iron Cross 2nd Class, the Iron Cross Holder gains the ability to stabilize automatically whenever reduced to negative hit points. This ability works only when the medal is visible on the wearers uniform (cannot be covered by armor, disguised, or hidden away).

Iron Cross I: When awarded the Iron Cross 1st Class, the Holder gains the ability to instantly heal a number of hitpoints equal to half his character level once per day. This can be done even when it isn’t his turn. This ability works only when the medal is visible on the wearers uniform (cannot be covered by armor, disguised, or hidden away).

German Cross: This medal grants the Holder the ability to reroll any roll he just made, before or after knowing the result. This ability can be used for a number of times per day equal to half his class level. This ability works only when the medal is visible on the wearers uniform (cannot be covered by armor, disguised, or hidden away).

Knight’s Cross: When awarded the Knight’s Cross, the Holder gains the ability to increase any roll he just made by a number equal to half his character level for a number of times per day equal to half his class level. This ability works only when the medal is visible on the wearers uniform (cannot be covered by armor, disguised, or hidden away).


Adorned Armor: At this level, the Holder is allowed to wear custom made (mastercrafted for the occasion) armor over his uniform as long as the armor clearly indicates that the wearer is a Holder of appropriate level. Upon attaining this level, he is granted one such armor, he can choose any armor he likes from his army’s armory as long as he’s proficient with it.

Grand Cross: When awarded the Grand Cross of the Iron Cross, the Holder gains DR 10/-. Additionally, the Holder can choose only to wear the Grand Cross to gain all the benefits from the other medals.


Notes:
Iron cross
Unit commanders can be awarded the medal for exemplary conduct by the unit as a whole. Also, U-boat commanders could qualify for sinking 100,000 tons of shipping, and Luftwaffe pilots could qualify for accumulating 20 "points" [with one point being awarded for shooting down a single-engine plane, two points for a twin-engine plane,and three for a four-engine plane, with all points being doubled at night]. It has been issued since 1939.


The 2nd Class is worn on a black-white-red band in the buttonhole or clasp, the 1st Class without band on the left breast side. The German Cross is worn on the left breast pocket, next to the Iron Cross I. The Knight's Cross is larger in size than the Iron Cross 1st Class and is worn around the neck with a black-white-red band. The Grand Cross is approximately twice the size of the Iron Cross 1st Class, a golden trim instead of the silver trim and is worn around the neck with a broader black-white-red band.
#33

tema69

Nov 06, 2007 17:15:11
Here are the stats for armor and shields.

WW2 D20 Project: Armor & Shields

Armor:

Standard Military Uniform

DR 2/Ballistic
4 lb.
Consists of a helmet, heavy fabric and semi-stabproof materials, this is the most common armor seen and available. All soldiers are equipped with this.

Light bulletproof armor
DR 2/-
Max Dex +5; ACPenalty -2; 10 lb.
Somewhat experimental, the bulletproof vest is rare.

Medium breastplate
DR 4/-
Max Dex +3; ACPenalty -4; 20 lb.
Consisting of a metal plate strapped around your breast, this offers limited protection, and is very heavy. An improvised breastplate can be made rapidly (at the GMs discretion), but the ACP increases to –5, the DR decreases to 3/-, and the Max Dex dercreases to +2.

Medium bulletproof armor (EXP 2)
DR 4/-
Max Dex +3; ACPenalty -4; 14 lb.
Renovating and exceedingly rare, this armor is given to the highest ranking field officers when it is absolutely crucial that they survive.

Heavy metal armor
DR 6/-
Max Dex 0; ACPenalty -10; 60 lb.
Basically a modernised version of the medieval full plate.

Heavy Assault Suit (EXP 6)
DR 8/-
Max Dex +1; ACP -8; 50 lb.
This ceramic and kevlar suit covers the whole body and is extremely heavy and cumbersome. Only a few of these exists, and they have never seen combat. It is unknown who invented it, but the enemy spies quickly learned about it, and it now exists in both camps. It includes a heavy steel helmet, protection goggles, a gasmask and a primitive NBC suit.

Note:
When wearing a helmet, a person gain a +2 AC or saving throw against head shots.
Heavy steel helmets grant +3 (and have a EXP rating of 2).

Shields:
Large shields grant cover and concealment. They have an ACPenalty -3 and a Max Dex +4. If using the full cover (and 50% concealment), you can only move half speed. If using half cover (and 30% concealment), you move two-third speed. Large shields have a DR 25/-.
EXP 2.
#34

tema69

Nov 06, 2007 17:25:39
And here are the weapons.

WW2 D20 Project: WEAPONS


WEAPON ENCUMBRANCE

A character can only carry a certain amount of equipment. This rule applies to weapons also, and a character can never carry more weapon weight than he can carry on a light load without automatically taking the heavy load penalties. A character can carry the following:
1 Huge + 1 Large + 1 Small.
Huge = 2 Large
Large = 2 Medium
Medium = 2 Small
Small = 2 Tiny
For example, you could carry 2 Large, 1 Medium, 2 Small, and 2 Tiny weapons.

Melee Weapons:

Knife (light melee)
1d2 piercing – 20/x2
- ½ lb.
A random knife, such as a utility knife, or a table knife.

Dagger (light melee)
1d4 piercing or slashing damage - 19-20/x2
10 feet range incr. - 1 lb.
A large knife.

Dagger, Punching (light melee)
1d4 piercing or bludeoning damage - 20/x3
- 1lb.
A knife with brass knuckles included.

Club (one-handed melee)
1d6 bludgeoning damage - 20/x2
10 feet - 3 lb.
A heavy stick.

Quarterstaff/Staff (two-handed melee)
1d6/1d6 bludgeoning damage - 20/x2
- 4 lb.
A long stick.

Handaxe/Hatchet (one-handed melee)
1d8 slashing damage - 20/x3 - 3 lb.
An axe.

Spade (one-handed melee)
1d6 slashing damage -20/x2 - 3 lb.
A sharpened spade.

Rapier/Sabre (one-handed melee)
1d6 slashing or piercing - 18-20/x2 - 2 lb.
A fencing-style sabre.

Sidearms and Handguns:

Colt M1911 (.45 autoloader - small)
2d6+1 Ballistic damage - 20/x2
Semiautomatic - 7 round box mag.
30 feet range incr. - 3 lb.
This is the standard issue pistol of the U.S. armed forces.

Enfield No 2 (.455 revolver - med)
2d8 Ballistic damage - 20/x3
Semiautomatic - 6 round cylinder
40 feet range incr. - 3 lb.
English standard army revolver.

Derringer (.45 - tiny)
2d6+1 Ballistic damage - 20/x2
Singleshot - 2 internal rounds
10 feet range incr. - 1 lb.
A small and concealable pistol.

M1917 Revolver (.45 revolver - med)
2d6+1 Ballistic damage 20/x3
Semiautomatic - 6 round cylinder
30 feet range incr. - 3 lb.
A U.S. Revolver.

M3A1 Grease Gun (.45 machine pistol - med)
2d6+1 Ballistic damage - 20/x2
Automatic – 30 round box mag.
35 feet range incr. 6 lb.
The standard issue light submachinegun of the U.S. Army, mostly issued to engineers.

Walther PP(/K) (.32 autoloader - small)
2d4 Ballistic damage - 20/x2
Semiautomatic – 7 round box mag.
20 feet range incr. - 3 lb.
The standard Wehrmacht pistol, until being replaced by the Luger P08.

Luger P08 (9mm autoloader - small)
2d6 Ballistic damage - 20/x2
Semiautomatic – 8 round box mag.
25 feet range incr. - 3 lb.
Standard Wehrmacht pistol until replaced by the P38.

“Artillery” Lange Luger P08 (9mm autoloader - small)
2d6 Ballistic damage – 19-20/x2
Semiautomatic – 32 round drum mag.
45 feet range incr. - 5 lb.

Walther P38 (9mm autoloader - small)
2d6 Ballistic damage - 20/x2
Semiautomatic – 8 round box mag.
35 feet range incr. - 2 lb.

Mauser C96 (9mm machine pistol - med)
2d6 Ballistic damage - 20/x2
Semi & Automatic - 6/10/20 box mag.
25 feet range incr. 3 lb.

Personal Firearms:

Thompson (.45 submachine gun - large)
2d6+1 Ballistic damage - 20/x2
40 feet range incr. - 20/30 box mag. or 50/100 drum
Semi & Automatic - 9 lb.
The standard allied submachinegun during WWII, the Thompson is also known as the Tommygun and due to Hollywood movies, it has a gangster-look to it. It has been improved several times, and it uses a variety of magazines.

Sten Gun (9mm submachine gun - large)
2d6 Ballistic damage - 20/x2
35 feet range incr. - 32 box mag.
Semi & Automatic - 6 lb.
Simple in design and lightweight, the Sten Gun exist in a lot of varieties, some silenced, some with a wooden stock, others with a metal retractable stock.

BAR (.30 automatic rifle - large)
2d10 Ballistic damage - 20/x2
70 feet range incr. - 20 round box mag.
Semi & Automatic - 10 lb.
The Browning Automatic Rifle, more commonly known as the BAR is a light support weapon, used for suppressing and covering fire at close to medium range. It still has a limited ammo capacity.

Bren Gun (.30 light machine gun - huge)
2d10 Ballistic damage - 19-20/x2
80 feet range incr. - 30 round box mag. or 100 round pan mag. (circular mag. - rare)
Automatic - 22 lb.
A British LMG, the Bren Gun is known and recognizable by the curved magazine mounted on top of it, instead of below. A user takes only half penalty when firing the weapon standing, or without support, as it is then considered size large when determining this. A user must be able to carry the weapon as a light load, unless he wants to take the full penalty.

Mossberg (12 gauge shotgun - large)
2d10 Ballistic damage - 19-20/x3
30 feet range incr. - 6 internal slugs
Single - 7 lb.
The Mossberg Shotgun is lethal in close quarter combat, but less effective at medium ranges, and almost unusable at long distances. It deals an extra die of damage within the first range increment, but takes an additional -1 range penalty for each increment beyond the second.

Sawed-off Shotgun (12 gauge shotgun - med)
2d10 Ballistic damage - 19-20/x2
10 feet range incr. - 2 internal slugs
Semiautomatic - 4 lb.
Effective in close quarters, and easily concealed, this weapon is illegal in most countries, but actually quite common. It deals an extra die of damage within the first range increment, but takes an additional -2 range penalty for each increment beyond the second.

M1 Garand (.30 self-loading rifle - large)
2d10 Ballistic damage - 20/x2
160 feet range incr. - 8 internal, non-detachable clip
Semiautomatic - 9 lb.
The standard issue military rifle used by the US forces is quite reliable, but the alternative ammo feed is tricky. It does not allow reloads before the whole clip is empty, and when the last round is fired, the clip itself is ejected, making a very distinctive "ping"-sound. Since it has a quite low rate of fire for a semiautomatic weapon, it has its double tap penalty increased by 1.

M1 Carbine (.30 carbine - large)
2d6+1 Ballistic damage - 19-20/x2
120 feet range incr. -15/30 round box mag.
Semiautomatic - 5 lb. (4 lb. if using folding
stock, but no melee attacks can be made with the stock)
The M1 Carbine was mostly used by motorized infantry and paratroopers, both requiring a small, lightweight firearm. It is often seen with a folding stock. Since it has a very high rate of fire for a semiautomatic weapon, it has its double tap penalty reduced by 1. Certain rare models of the M1 were made with an Automatic fire feature, but only as experiments (and thus have an EXP 4).

M1903 Springfield (.30 rifle - large)
2d10 Ballistic damage - 20/x3
190 feet range incr. - 5 round internal box mag.
Bolt - 8 lb.
The US standard rifle until replaced by the faster firing M1 Garand. It is now used as a sniper rifle by the US military.

M1941 Johnson (.30 rifle – large)
2d10 Ballistic damage – 20/x2
185 feet range incr. – 20 round drum mag.
Semi – 10 lb.
The M1941 Rifle is an American short-recoil operated semiautomatic rifle designed by Melvin Johnson prior to World War II. The M1941 competes unsuccessfully with the U.S. M1 Garand.
Special: A few of these are built as automatic rifles, and have a 25 round drum magazine. These only take half penalty when firing from an unstable position (see Combat: Firearms Section).


Lee-Enfield No. 4 Mk I (.303 rifle - large)
2d10 Ballistic damage - 20/x3
260 feet range incr. – 10 round box mag.
Bolt - 9 lb.
The standard British rifle since 1895, the Lee-Enfield is very reliable and comes in a variety of shapes and sizes, this one being the one used in World War Two.

De Lisle Commando Mk III (.45 carbine – large)
2d6+1 Ballistic damage - 20/x3
100 feet range incr. – 15 round box mag.
Bolt - 6 lb.
Based on the Lee-Enfield rifle, the Commando Mk III was designed to commando and raid soldiers so that they would have a weapon to take out sentries guard dogs, etc. It has a shortened barrel, fitted with an integral silencer (DC 19 to hear the shot), and a folding stock.

Ithaca 37 (12 or 20 gauge shotgun - large)
2d10 or 2d8 Ballistic damage - 18-20/x2
35 feet range incr. – 4 or 7 internal slugs
Single - 8 lb.
This shotgun often comes in carbine version. It normally is a “slam-fire” weapon, which means that one can press the trigger, and fire by racking the slide. This allows for fast semi-automatic fire, and the weapon is considered Semi for anyone proficient and familiar with the weapon.

StG44 Sturmgewehr (7.92mmK assault rifle - large)
2d8+1 Ballistic damage - 20/x2
60 feet range incr.- 30 round box mag.
Semi & Automatic - 10 lb.
The Sturmgewehr is one of the first, if not the first assault rifle ever mass-produced. It was a bit expensive, and therefore not made in quantities like the MP38/40.

MP38/40 (9mm submachine gun - large)
2d6 Ballistic damage - 20/x2
40 feet range incr. - 32 round box mag.
Semi & Automatic - 8 lb.
The MP40, the improved version of the MP38, is a close combat submachine gun with a retractable stock.

K98k (7.92 mm rifle/carbine - large)
2d10 Ballistic damage - 20/x3
250 feet range incr. - 5 round internal box mag.
Bolt - 8 lb.
A high powered rifle, the hard-hitting K98 and its carbine version, the K98k is the standard army rifle both for german riflemen, grenadiers, and snipers.

FG42 (7.92mm support rifle - large)
2d10 Ballistic damage - 18-20/x2
90 feet range incr.- 10/20 round box mag. or linked.
Semi, 3Burst & Automatic - 11 lb.
The FG42, Fallschirmjägergewehr 42, was specifically developed for the german paratroopers, the parahunters. It is used as a rifle, a support weapon, an assault rifle, and a sniper rifle when scoped. It is extremely rare (fewer than 10,000 were built) and always considered mastercrafted.

(The real version does not include the underlined features)

G41 (7.92 mm rifle - large)
2d10 Ballistic damage - 20/x3
200 feet range incr. – 10 round internal (non-detach.) box mag.
Bolt or Semiautomatic - 10 lb.
In need of a higher rate of fire for the soldiers, the Walther Gewehr 1941 was developped. It was quite prone to gas fouling problems, was difficult to keep clean and maintain in field situations, and if the setting includes rules for unreliability, this weapon is considered unreliable.

G43 (7.92 mm rifle - large)
2d10 Ballistic damage - 20/x3
220 feet range incr. – 10 round box mag.
Bolt or Semiautomatic - 10 lb.
This is an improved version of the G41, this rifle is way more reliable and accurate than its younger brother. It is often used as a Sniper rifle with the Zielfernrohr 43 scope.

Volkssturmgewehr (7.92mmK rifle - large)
2d8+1 Ballistic damage - 20/x2
50 feet range incr.- 30 round box mag.
Semi - 8 lb.
Looking like an overdimensioned submachinegun, the VG is issued to members of the Volkssturm, a paramilitary organisation much like a militia. Some semi & automatic versions have been built.


Heavy Weapons:

M2HB (.50 heavy machine gun - huge)
2d20 Ballistic damage - 20/x2
100 feet range incr. – linked
Automatic - 75 lb. (including tripod)
The .50 cal heavy machinegun is heavy, cumbersome and highly efficient. It is often mounted on vehicles. It requires the Exotic Weapon Proficiency (Heavy Machineguns) feat.

Browning M1919 (.30 multipurpose machine gun - huge)
2d10 Ballistic damage - 20/x2
90 feet range incr. – Linked
Automatic - 31 lb.
Basically a scaled down version of the .50 cal, this GPMG is carried around by infantrymen to provide heavy fire support. It requires the Exotic Weapon Proficiency (Heavy Machineguns) feat.

M9 Bazooka (60mm rocket launcher - large)
6d8 - 120 feet range incr.
RoF 1 - 1 internal rocket - 15 lb.
Needing an anti-armor weapon, the allied developped the M9, a recoilless rifle effective against german armor. Rare versions called M9A1 are used by paratroopers because it can be broken down in two pieces. It requires the Exotic Weapon Proficiency (Rocket Launchers) feat. It ignores 2 Hardness.

PIAT (PIAT rocket launcher - large)
6d8 - 40 feet range incr.
RoF 1 - 1 internal rocket - 35 lb.
The Projector, Infantry, AntiTank is an early antitank weapon using a high explosive antitank projectile. It is considered a Carbine, and ignores 2 Hardness. It requires the Exotic Weapon Proficiency (Rocket Launchers) feat. It takes a full round action to reload the PIAT as well as a DC 14 Strength check.

Boys Antitank Rifle (13.9mm x99B antitank rifle - huge)
2d20+4 Ballistic damage – 20/x2
150 feet range incr. – 5 round box mag.
Bolt – 36 lb. (including bipod)
A bolt action rifle fed from a five-shot magazine, the weapon is large and heavy with a bipod at the front and a separate grip below the padded butt. In order to combat the recoil caused by the large .55 caliber round, the barrel is mounted on a slide, and a shock absorber is fitted to the bipod along with a muuzzle brake on the barrel. Extremely rare, the Boys Antitank Rifle is only equipped to a few designated snipers. It can be used against vehicles, especially when employed in conjunction with the following ammunition types.
Mark I. Ammunition = Ignores 5 hardness within the first two range incr. – EXP 1.
Mark II. Ammunition = Ignores 8 hardness within the first five range incr. EXP 3.
This weapon requires the Exotic Weapon Proficiency (Antitank Rifles) because it is such an unusual weapon.


MG34/42 (7.92mm multipurpose machine gun - huge)
2d10 Ballistic damage - 19-20/x2
100 feet range incr. - Linked or 100 round drum
Automatic - 25 lb.
A splendid machinegun, the MG42 is feared among allied infantry, and easily recognisable by its very distinctive humming noise. It requires the Exotic Weapon Proficiency (Heavy Machineguns) feat.

Panzerfaust 100 (disposable rocket launcher - large)
5d8 - 300 feet range incr.
RoF 1- 1 internal rocket - 16 lb.
The Panzerfaust 100 is an improved, longer-range version of the standard Panzerfaust. It requires the Exotic Weapon Proficiency (Rocket Launchers) feat. It ignores 5 Hardness.

Panzerfaust 30 (disposable rocket launcher - med)
4d8 - 90 feet range incr.
RoF 1 - 1 internal rocket - 10 lb.
A single-use, disposable rocket launcher, the Panzerfaust 30 is the standard anti-armor weapon of the german forces. It's name means Iron Fist. It requires the Exotic Weapon Proficiency (Rocket Launchers) feat. It ignores 3 Hardness.

Panzerschreck (88mm rocket launcher - large)
9d8 - 150 feet range incr.
RoF 1 - 1 internal rocket - 22 lb.
Copying the allied M9 Bazooka, the germans developped and built the Panzerschreck, meaning Tank Terrorizer. It requires the Exotic Weapon Proficiency (Rocket Launchers) feat. It ignores 6 Hardness.

Mortar (general stats - huge)
Grenade - 1000 feet range incr.
RoF 1 - 1 internal grenade - 90 lb.
These stats represent most kinds of mortars used by both forces during WWII (e.g. the Wehrmacht 8cm Granatewerfer 34 mortar or the American M2 60mm Mortar). They require the Exotic Weapon Proficiency (Grenade Launchers) feat. To see the rules for artillery, look under vehicles weapons.

Flamethrower (general stats – large)
3d6 fire – 30 feet max range.
Single – 10 doses in fuel tank – 10 lb.
These stats represent most kinds of flamethrowers used by both forces during WWII. They do not require an attack roll, nor do they require a feat to use. A flamethrower sprouts flames in a five feet wide, 30 feet long line. Everyone caught in the path takes 3d6 points of damage, half with a DC 15 Reflex Save.
A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer’s Dexterity modifier. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).
Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action.




Damage based on ammunition

2d3: .25 ACP
2d4: .22 LR, 5.45x25mm, .32 ACP, 3.4mm flechette
2d4+1: .38 S&W, .380 ACP, 9x18mm PM, .38 Long Colt, 9x19mm (subsonic loading), .38 Special, .22 WMR, 9x18mm PMM, 5.7x28mm FN, 4.6mm HK, 7.62x25mm Tokarev
2d6: .38 Super, 9x19mm, .22 Hornet, .17 Remington, .338 nova, 4.35mm flechette
2d6+1: .357 SIG, .357 Magnum, 10mm Auto, .41 AE, .45 ACP, .45 Long Colt, .30 Carbine/7.62x33mm, 7.62x25mm Tokarev (Czech loading), .300 Whisper (subsonic loading)
2d8: .45 Long Colt +p, .44 Magnum, .454 Casull, .50 AE, .440 CorBon, .50 Alexander, .458 Socom, 5.45x39mm/.21 Russian, 5.8x42mm Chinese, 20ga, .223 Rem/5.56x45mm NATO, .44 AutoMag, .300 Whisper, 4.7mm caseless, 12mm, 10.7mm
2d8+1: 7.62x39mm M43/.30 Russian, .30-30, .243 Win, 6.8mm SPC, 7.92x33mm Kurz, .510 Whisper (subsonic loading), 14mm caseless
2d8+d6: .803 gyro
2d10: .270 Win, .308 Win, .30-06, 7.62x54mm, 7.92x57mm Mauser, .300 Win Mag, 12ga, .45-70 Gov't, .500 magnum, 8mm caseless
2d10+1: .444 Marlin, .450 Marlin Magnum, .45-70 +p, 12 ga 3" Magnum
2d12: .338 Lapua, .375 H&H Magnum, 10ga, 12ga 3-1/2" Magnum, .510 Whisper
2d12+1: .458 Win Mag, .505 Gibbs, .404 Jeffreys, .600 Nitro Express, .666 magnum
2d12+2: 8ga
2d12+3: .700 Nitro Express
2d12+4: .800 Nitro Express
2d20: 12.7x109mm Soviet, .50 BMG/12.7x99mm
2d20+2: 22.4mm
2d20+4: 12mm Ramjet
#35

tema69

Nov 06, 2007 17:27:11
Well, I hope you liked it. I'm especially proud of the Field Commander.

If you have any suggestions, improvements, critics, comments, or questions, please ask. I'd be glad to answer. I know there are som minor mistakes around, but if you find something major, please inform me.
#36

backstabbist

Nov 07, 2007 14:56:29
you are giving too much credit to the .455 revolver
.455 with a 265gr slug @600-700 fps is not a magnum
45acp with 230gr slug @800-850 fps
45colt with 255gr slug @900-1000fps

the 455 was a short brass, slow caliber with mild recoil


uh... why the astronomical ranges for the bolt action rifles, while some AR/LMG get gimped?
#37

tema69

Nov 07, 2007 15:27:49
Must have mistaken it for some other revolver. The bolt action rifles have long ranges because they were often effective as snipers, and to compensate for their slow RoF. What AR/LMGs have been neglected?
#38

sauragnmon

Nov 10, 2007 14:10:14
Also to note, is that even in the early days, the first AR's and some of the more common LMG's were gas-operated, which is commonly known to take some of the power from the round as it requires the gas expansion principle to cycle the action, where as a bolt action rifle uses good old manual operation for the action, and puts all its power on the round. Though I have to say, I think you messed up on the FG-42. Being that it was the original assault rifle attempt by the Germans, it actually used the full power 7.92 Mauser round, which was one of its largest complaints by those who first used it, the immense recoil of firing it on full automatic, being that it used a full power rifle round. This is what led to the concept of a medium-power round, in the Stg-44, the 7.92x33mm Kurz round.
#39

tema69

Nov 10, 2007 15:26:05
Thanks for noticing, must have been a typo. It is changed now. I've sent you a PM to answer yours.
#40

tema69

Nov 15, 2007 6:22:08
Alright. I made some illustrations for the WW2 d20 Project.

A Vampire Hunter (for the WW2 Dread Expansion):
#41

colonel_bragg

Jan 02, 2008 14:03:44
I apologize for not asking first, but I snagged some stats from here on artillery for this thread (http://forums.gleemax.com/showthread.php?p=14724719#post14724719). I'll take them down if you want, sorry about not asking though...
#42

backstabbist

Jan 03, 2008 14:38:36
I have no problem with you using the arty numbers we worked up, I doubt Tema will either, since you were kind enough to cite where you got them in your other thread.
#43

DrRonDerryJr

Jan 04, 2008 10:13:49
I'm really glad I stumbled in here after my latest 4E rant. Thanks for the info guys. This is great stuff indeed.
#44

tema69

Jan 11, 2008 1:49:12
Of course you can use it. ;) It's free for anyone to use, that's why I posted it here. And that's why 'stabbist has been kind enough to help me make stats much of the stuff. And, as you did, just give a link to this, or whatever. I actually don't really care, as long as anyone can use this, I'm happy.
#45

someonelse812

Mar 18, 2008 12:48:59
I am running a WWII game right now and I came across this thread and I yanked all this material. This is good stuff and I am going to use it for sure, but I am a bit skeptical of these classes. There are several points that make me wonder if this is actually meant for D20 Modern, such as the lack of Defense and Reputation scores. the fact that classes that should be Advanced classes are listed as Base classes makes me wonder if this is for D&D, but then there are Prestige classes with the same names as Base Classes from D&D, and there is a Prestige class with the same name as an Advanced class from D20 Modern.
My second issue is game balance. Some of these classes seem like they are WAY too overpowered. The Ranger in particular strikes me as having been written by someone who thinks Army Rangers are invincible killing machines (which they may be in real life, but games require balance).
I altered the Machine Gunner, the Sniper and the Engineer to be more in line with the Advanced Classes from the D20 Modern Core Rulebook and I am going to use those in my game.
#46

backstabbist

Mar 18, 2008 13:13:38
Oh yeah, that's normal.
Some things may need a little tweaking or fiddeling to get it to fit in specific GM styles & games. Its not like he published a PDF with this stuff, revision is to be expected as more playtesters kick the tires.

Exactly what did you to do to MG, Sniper, Engineer so they fit better?
Great thing about this community is getting others to share the fixes they find.
#47

someonelse812

Mar 18, 2008 14:37:22
I didn't make any extreme changes, I added requirements for taking these as advanced classes. My biggest concern is that some of these classes just get too much stuff at each level. I figure the Engineer should be roughly equal to the Technie but with a different flavor and the Machine Gunner and Sniper are both just different flavors of soldier.

so here's what I've got:

- [ ] Army Engineer

- [ ]
ENGINEER
Trained to remove obstacles for his allies, and to obstruct
the path of the enemy, as well as repairing damaged vehicles,
the engineer is normally a second line soldier, but, in some
situations, is forced in combat. Later in his career, he can
improve and personalize weapons and equipment.

Class Information
The following information pertains to the Engineer class.
Hit Die: 1d6
Skill Points at Each Level: 8 + Int modifier.

Requirements: 6 ranks in 6 of the following: Repair, Disable
Device, Demolitions, Craft (Structural, Mechanic, Electronic)
or Knowledge (Technology, Physical Sciences)

Table: The Engineer, numerical bonuses equal to the Techie
Level : Special
1st : Jury-rig +2, Improved Repair,
2nd : Grease Monkey, Weapon Focus (Tools)
3rd : Bonus feat
4th : Improved Fortifications
5th : Mastercraft
6th : Bonus feat
7th : Jury-rig +4
8th : Mastercraft
9th : Bonus feat
10th : Mastercraft

Class Features
The following features pertain to the Engineer class.

Jury-Rig [1st;7th]: A Engineer gains a +2 competence bonus on
Repair skill checks made to attempt temporary or jury-rigged
repairs. See the Repair skill for details on jury-rigging.
At 7th level, this competence bonus increases to +4.

Improved Repair [1st]: The Engineer repairs damage twice as
fast as normal characters.

Improved Fortifications [4th]: The Engineer adds their class
level to Fortify checks. Also, the Engineer can create
fortifications from very basic tools. He does not take a
penalty to Fortify checks because of wrong tools as long as
he has his basic kit (e.g. Spade, a few empty sand bags,
hammer, nails, saw, screwdriver, screws, wrench etc.).
Additionally, he/she reduces the time needed to fortify by
his/her class level x 10 min.

Improved Demolitions [1st]: The Engineer adds his/her class
level to Demolition checks.

Grease Monkey [2nd]: The Engineer gains Grease Monkey as a
bonus feat.

Weapon Focus [2nd]: The Engineer is able to use their tools
as weapons without the improvised weapons penalty. The
statistics are give below, they are considered to have Weapon
Focus (Tools)
Light melee weapon
1d6 bludgeoning damage - 20/x2, 10ft range increment,


Bonus Feats[3rd; 6th; 9th] : The Engineer gets a bonus feat.
The bonus feat must be selected from the following list, and
the Engineer must meet all the prerequisites of the feat to
select it.
Builder, Cautious, Combat Expertise, Educated, Gearhead,
Personal Firearms Proficiency, Point Blank Shot, Studious.


Mastercraft [5th; 8th]: At 5th level, the Engineer becomes
adept at creating mastercraft objects. He of she applies the
mastercraft ability to his or her Craft skills (mechanical).
From this point on, he or she can build mastercraft objects
using that skill.
With Craft (mechanical), the Engineer can build mechanical
devices, including weapons.
On average, it takes twice as long to build a mastercraft
object as it does to build an ordinary object of the same
type (see the appropriate Craft skill description). A
Engineer can add the mastercraft feature to an existing
ordinary object by making the Craft check as though he or she
were constructing the object from scratch.
The Engineer must also pay a cost in experience points equal
to 25 x his or her Engineer level x the bonus provided by the
mastercraft feature. The XP must be paid before making the
Craft check. If the expenditure of these XP would drop the
Engineer to below the minimum needed for his or her current
level, then the XP can’t be paid and the Engineer can’t use
the mastercraft ability until he or she gains enough
additional XP to remain at his or her current level after the
expenditure is made.
When successfully completed, a mastercraft object provides a
+1 bonus to its quality compared to an ordinary object of the
same type. All weapons and armor, and certain other types of
equipment, such as computers and electronic devices, can be
constructed as mastercraft objects.
At 8th level, the Engineer can add the mastercraft ability to
another Craft skill, or he or she can improve his or her
ability in the skill selected at 5th level, so that his or
her mastercraft objects provide a +2 bonus.
At 10th level, the Engineer adds another +1 bonus to his or
her mastercraft ability. If the Engineer focuses his or her
ability on one Craft skill, his or her mastercraft objects
now provide a +3 bonus. If the Engineer already has the
ability for both Craft skills, he or she chooses which one to
improve to a +2 bonus.
The Craft DC for a mastercraft object is the same as for a
normal object of the same type, as described in the Craft
skill, with the following modification: For a +1 object, add
+3 to the Craft DC; for a +2 object, add +5 to the Craft DC;
and for a +3 object, add +10 to the Craft DC.


- [ ] Machine Gunner


- [ ] Machine Gunner
While riflemen and most normal infantry are equipped with
semiautomatic weapons, or are trained to use them on semi
only, the Machine gunner is trained and deadly with automatic
weapons, such as the M2 .50 cal or MG42 7.92mm machineguns.

Class Information
Hit Die: 1d10
Skill Points at Each Level: 3 + Int modifier.

Requirements: BAB +3, 3 ranks Repair, Personal Fire Arm
Proficiency

Table: The Machine Gunner, their numerical stats are
identical to that of the soldier.
Level : Special
1st : Bonus Feat
2nd : Bonus Feat, Extra Damage
3rd : Bonus Feat
4th : MG Sweep,
5th : Bonus Feat ,
6th : Knockback
7th : Bonus Feat ,
8th : Hip Shot
9th : Bonus Feat
10th : Improved MG Sweep

Class Features
The following features pertain to the Machine Gunner class.

Weapon and Armor Proficiency: The Machine Gunner is
proficient with all Simple Weapons and Personal Firearms.

Bonus Feat(s): Exotic Weapon Proficiency (Heavy Machine
Guns), Advanced Firearms Proficiency, Weapon Focus, Strafe,
Improved Critical, Weapon Specialization.
With regard to any feats were a weapon can be chosen, the
MGunner must choose a machine gun.

Advanced Autofire [2nd]: A Machine Gunner may fire a weapon
on autofire at an area of up to 15 feet by 15 feet instead of
the normal 10 by 10 feet. Additionally, a Machine Gunner adds
his Base Attack Bonus to the Reflex save DC to avoid the
damage.

Extra Damage[2nd]: A Machine Gunner deals an extra dice of
damage when using a machine gun. He/she can only deal this
extra damage a number of times per round equal to his/her
Base Attack Bonus + 1.

MG Sweep [5th]: If the character deals an opponent enough
damage to make the opponent drop (either by knocking the
opponent out due to massive damage or by reducing the
opponent’s hit points to less than 0), the character gets an
immediate extra ranged attack against another opponent within
20 feet of the first opponent. The extra attack is with the
same weapon and at the same bonus as the attack that dropped
the previous opponent but rolls new damage. The character can
use this ability once per round.

Knockback [6th]: A MGunner firing a machine gun may choose to
try to knock a target down or back. For a number of times per
round equal to his Base Attack Bonus, the MGunner may force
an opponent who has been hit by his/her MG to make a Reflex
save. The DC to resist being blown back is 10 + class level,
and the DC to resist being knocked prone DC 8 + class level,
and the save is made only once. For example, a hit character
rolls a 7, he is therefore blown back and knocked prone. To
use this ability, the MGunner take a -2 penalty to hit.

Hip Shot [7th]: A MGunner may treat a Heavy Machine Gun as a
one size category smaller weapon for one round per encounter
(if he/she can carry it as a light load) but takes -6 penalty
(per size category larger than Large) to hit if not firing
from a deployed bipod during this round.

Improved MG Sweep [10th]: As Sweep, except that the character
has no limit to the number of times he or she can use it per
round. All targets must be within 30 feet of the original
opponent dropped.



- [ ] The Sniper


- [ ] SNIPER
Concealed and careful, the sniper knows where to set up his
shots, aim precisely, and kill enemies with a single shot. A
skilled sniper works slightly outside standard military
units, often backed up by one, sometimes two allies who watch
his back while he hides and lines up his shot. A lot of
squads include snipers to counter enemy snipers and take out
enemy positions like MG emplacements. They are called squad
snipers and are used as long range support. Being a sniper
often takes it’s toll on the soldier, seeing his target’s
faces, knowing wether they’re married or not, before having
to kill them. Most snipers prefer not to talk about their
“exploits”, except when counting confirmed kills with fellow
snipers or superiors.

Hit Die: d4.
Skill Points at Each Level: 6 + Int modifier.

Requirements; BAB +3, 6 ranks in Hide and Spot and Weapon
Focus (Any single shot rifle)

Table: The Sniper, their numerical stats are identical to
that of the soldier.
Level : Special
1st : Rifle Attack +1d6
2nd : Lined Shot, Camouflage
3rd : Rifle Attack +2d6, Range
4th : Head Shot,
5th : Rifle attack +3d6
6th : Range, Counter Sniper
7th : Rifle attack +4d6
8th : Hide in plain sight
9th : Rifle attack +5d6
10th : Extreme Range

Class Features
All of the following are Class Features of the sniper class.

Rifle attack [1st; 3rd; 6th; 9th]: The sniper knows how to
maximize the damage potential of precise shots. If he uses a
full round action lining up and firing his rifle he deals
additional damage as the table above shows. If the rifle is
scoped, the sniper adds half his Sniper class level (rounded
down) to hit when using the scope. This damage stacks with
Sneak Attack.

Lined Shot [2nd]: If a sniper studies his victim for 3 rounds
through the scope of his rifle, and then makes a rifle attack
with his rifle that successfully deals damage against a
target that is flat-footed against his attack, the rifle
attack has the additional effect of possibly killing the
target. While studying the victim, the sniper can undertake
no other actions and his attention must stay focused on the
target and the target does not detect the sniper. If the
victim of such an attack fails a Fortitude save (DC 10 + the
sniper’s class level + the sniper’s Int modifier) against the
kill effect, she dies. If the victim’s saving throw succeeds,
the attack is just a normal rifle attack. Once the sniper has
completed the 3 rounds of study, he must make the Lined Shot
within the next 3 rounds.
If a Lined Shot is attempted and fails (the victim makes her
save) or if the sniper does not launch the attack within 3
rounds of completing the study, 3 new rounds of study are
required before he can attempt another Lined Shot.

Camouflage [2nd]: Whenever a Sniper attempts to hide within 5
ft. of natural features (such as trees, bushes, tall grass or
rocks), objects that could provide cover (such as a table, a
wall corner or a vehicle), is wearing a ghillie suit (in
natural environment) or has concealment, the sniper may fire
their rifle and only incur a -10 penalty to their hide check
(rather than the usual -20).

Range [3rd; 6th; 10th]: A sniper knows how to hit his targets
even when they seem out of reach. Whenever he uses a rifle,
the range increment is increased by 1.5. This stacks with
other abilities or equipment (such as a Scope or the Far Shot
Feat). At 6th level, this ability increases to x2. At 10th
level, the sniper can take shots at extraordinary range. The
range increment bonus increases to x3.

Head Shot [4th]: Whenever a sniper makes a Lined Shot, he can
make a Head Shot instead, taking a -4 penalty to his attack
rolls to hit the target’s head. The Fortitude save becomes a
Reflex save. But, because of the smaller target, if the
target succeeds his save, the attack misses and does not
inflict any damage.

Great Aim [4th]: The save DC of the Lined/Head Shot ability
increases by 1. At 8th level, the bonus increases by +2.

Counter Sniper [6th]: The sniper can react to other sniper’s
attacks better than other soldiers. He retains his Dexterity
bonus against Rifle attacks (and therefore Lined and Head
Shots as well). He gains +2 against the saves of Lined or
Head Shots. At 10th level, the bonus increases to +3. A
Sniper naturally knows where hostile snipers or soldiers
might be hiding, and therefore gain a bonus equal to half his
class level to Spot hidden foes.

Hide in Plain Sight [8th]: A sniper can use the Hide skill
even while being observed. As long as he is within 10 feet of
some sort of shadow or natural feature, a sniper can hide
himself from view in the open without having anything to
actually hide behind. He cannot, however, hide in his own
shadow.
#48

tema69

Mar 18, 2008 16:44:29
:D I'm glad to get some feedback. Indeed, my classes needs loads of balancing. I'm horrible at that myself. Your versions look real good though. Would you mind trying with the Ranger? I know he's overpowered (I had been watching too many WW2 movies and playing too much Company of Heroes.
#49

g.t._dees

Mar 27, 2008 20:17:33
Hmmm, maybe I missed it but have you given any thought to the M-18 Hellcat?

http://en.wikipedia.org/wiki/M18_Hellcat
#50

backstabbist

Mar 27, 2008 21:04:18
In the light of events in North Africa, it was decided that the 37 mm gun was inadequate and the design was changed to use a 57 mm gun. During a series of prototypes and tests, the design was upgunned to a 75 mm gun, and then to the 76 mm gun

see now, I like the way them boys think.
when in doubt, use more gun.

If you've ben reading this thread, you've seen the Cannon Rule System I proposed. This have nomenclature as a TankDestroyer but that is only in role, do not give it the bonuses I gave the Wolverine for its 3" gun being tank destroyer. The Hellcat has the same 75~76 you'd see on the Shermans.

But give it the Maneuver & Init bonuses it deserves for its light weight & speed.
#51

tema69

Mar 28, 2008 9:21:10
I have a list of vehicles that I'd like to stat, including the M18 Hellcat. It looks real cool too (especially with the 76mm). I haven't gotten around to create new stuff here, as the thread seemed to had died. But I'd be happy to look at it if you're interested. Of course, stabbist is on the right course with his idea ^
#52

someonelse812

Mar 28, 2008 9:22:56
I have recently discovered a splatbook for D20 Modern called Blood and Guts, its meant for modern military campaigns, but with some basic knowledge of history it can be used for a WWII campaign as well. This book includes a lot of what is in this thread, but it is a lot more balanced.
So I think I will be using that book from now on, because It's published material I just feel better about using in my game. cause I really don't have the time to balance everything, and even if I did, I preffer to have someone else do the work, ya know?
#53

tema69

Mar 28, 2008 10:05:37
I bought it a couple of months back, which is partially why I'm not updating this stuff much. But B&G doesn't have that many vehicles, so I'm updating my list with the d20 Mecha System (not the one in d20 Future). The list of weapons and their damage really sucks too. It's not entirely balanced IMO (a handgun dealing more damage than a heavy machinegun is just kinda stupid). But the core rules of B&G are really great. We use 'em in our new WW2 game. You might want to take a look at the variant rules they also have (weapons dealing more damage, combat being more deadly, hit locations, injuries, etc.).
#54

backstabbist

Mar 28, 2008 13:22:42
What did B&G do about the 75/76/3"/17lb relationship?
#55

tema69

Mar 29, 2008 18:46:15
Nothin'
The WW2 part is actually very incomplete. They have actually only written stats for about 10 german vehicles.
#56

g.t._dees

Mar 31, 2008 20:14:27
I have a list of vehicles that I'd like to stat, including the M18 Hellcat. It looks real cool too (especially with the 76mm). I haven't gotten around to create new stuff here, as the thread seemed to had died. But I'd be happy to look at it if you're interested. Of course, stabbist is on the right course with his idea ^

Cool! And I'd have to agree with you about 'stabbist idea. Besides, I've had a soft spot for the 'Cat on account I had an uncle who crewed one during the war.
#57

tema69

Apr 01, 2008 5:13:44
Cool about your uncle. I have the deepest respect for the soldiers who fought the Axis during WW2. Where did he serve?
I must say that some of the German soldiers deserve respect too. Have you guys heard of the assault on Fort Eben Emael? 74 German Fallschirmjaegere seized a Belgian fortification held by around 1.000 troops and held it for 24 hours (instead of the planned 4 hours) until reinforcements arrived. They were under artillery fire practically the whole time and only lost a couple of paratroopers. That is some serious stuff right there. Too bad that they were the bad guys, huh?

Anyway, I'm restatting the vehicles using the d20Mecha internet supplement. I'm almost done with the tanks (including the M18). I have an issue with the Hardness (either it needs to be super high so small arms can't penetrate the armour plating but then AntiTank weapons would need a big boost - or we need to create a special rules like "small arms deal only half damage to armoured vehicles"). What do you think?
#58

tema69

Apr 03, 2008 15:44:09
Alright. I've started a new thread here with only vehicle stats so far.

Edit: Ooooh. It's has picturz 'n stuff.
#59

g.t._dees

Apr 06, 2008 10:57:59
Cool about your uncle. I have the deepest respect for the soldiers who fought the Axis during WW2. Where did he serve?

Yanno, he never said exactly just he went from France to Bavaria at Uncle Sam's expense...lol. He had a pretty edgey sense of humor but was very forthcome with details. I can understand why so I did press him for details often. Man, I miss him a lot sometimes.

Anyhow, thanks for putting your work up for us to see. It's much appreciated!
#60

tema69

Apr 06, 2008 11:19:58
I'm sorry to hear that he's dead.

You're welcome, feedback appreciated. Any thoughts on the M18?
#61

g.t._dees

Apr 08, 2008 18:43:10
Well, the Hellcat writeup looks great. As do the others. Thanks a lot, man!
#62

tema69

Apr 09, 2008 6:22:16
Anytime. And if you feel like addin' anything yourself, go ahead. ;) I'd love to have some help.
#63

grimgrin

Apr 09, 2008 12:43:46
Extremely impressive. Very through. I really like the Sniper and the fact that he has extremely low hit die.

What about specialized artillery shells?

Napalm: Airburst fire damage shell

Fragmentary: Less damage but larger blast area (i.e. reduce die by one step to add 5ft to each blast radius).

Gas/Smoke: Poison gas shells were used in WW1

Sabot: Increase range of the shell by 50% at the expense of one die step in damage. (i.e. 4d8 becomes 4d6)
#64

tema69

Apr 09, 2008 15:55:21
Good idea there. Just one thing. only 5 feet extra for frag? I'd add at least 10-15. But I don't know j*cksh*t about artie...

*calls for 'stabbists*
#65

grimgrin

Apr 10, 2008 18:06:36
Good idea there. Just one thing. only 5 feet extra for frag? I'd add at least 10-15. But I don't know j*cksh*t about artie...

*calls for 'stabbists*

In the artillery rules you have on the first page, the damage inflicted is reduced by 1d8 for each square you move away from the blast. The frag. shell would reduce one die (-1d6 for frag.) for each two squares you move away.
#66

tema69

Apr 11, 2008 5:15:40
alright. I see your point. Good idea. I'll add that to the other thread (the updated one).
#67

backstabbist

Apr 11, 2008 12:14:51
Could I see some examples of HE and Frag shells for a gun... got some M numbers?
Just pick some 105mm gun & list the "frag" shells verses HE
#68

tema69

Apr 11, 2008 15:16:19
High Explosive 105mm Shell.
10d8 within 5 feet - Ref DC 21
9d8 within 10 feet - Ref DC 20
8d8 within 15 feet - Ref DC 19
7d8 within 20 feet - Ref DC 18
...etc...

Fragmentation 105mm Shell.
10d6 within 10 feet - Ref DC 21
9d6 within 20 feet - Ref DC 20
8d6 within 30 feet - Ref DC 19
7d6 within 40 feet - Ref DC 18
...etc...

Is it too much range? On the other hand, artillery in the open is nasty...
I might have misunderstood though.
#69

backstabbist

Apr 11, 2008 16:39:20
Actually, I was looking for IRL examples of a "frag" artillery shell M# verses HE M#
#70

tema69

Apr 12, 2008 5:31:31
Sorry, no I don't have any IRL numbers..
#71

backstabbist

Apr 12, 2008 12:04:46
Think about that for a moment.
No IRL M-number names for "frag" vs HE.


Ohh, we have numbers for HE, AP(dsfsti), HEAT, Cannister, Incindiary, Smoke, FlechetteBurst, Flare, Gas, Smart... and recently SubmunitionCluster.... who's got the "frag" ID & details other than HE?

When the HE drops in for a visit, you do get hit by fragments.
Shell fragments, building fragments, vehicle fragments, sergeant fragments, street fragments, telephonepole fragments... if it is between you & the shellburst you will get hit by fragments of it.
#72

tema69

Apr 12, 2008 13:00:33
So, what you're saying is, we don't need no Frag xtrarules?
#73

backstabbist

Apr 12, 2008 13:59:15
Perhaps FlechetteBurst would be what would fit the bill for more radius.

Raise the radius but drop the Save DC, similar to an Autofire of flechetts, constant damage of 2d(bore/10mm) with the range as far out as there is still a SaveDC

76mm Flechette (exist?)
0' 2d8 DC19
30 2d8 DC13
60 2d8 DC7
85 2d8 DC2

6" FlechetteBurst
0' 2d16 DC27
30 2d16 DC21
60 2d16 DC15
85 2d16 DC10
120 2d16 DC3
This fairly well simulate the RAW Autofire that had a 9mm autofire do the same damage at 30' and 150m, while accepting the darts are getting further apart at longer ranges. While mechanically it should be a second degree function for damage vs range, lets keep it simple & not worry about astronomical damage as you approach ontop of the source of all the darts.
#74

tema69

Apr 13, 2008 5:14:05
2d16?
#75

backstabbist

Apr 13, 2008 23:45:16
Sorry, oldschool rolling.
d16 = Roll a d8 & flip a coin to see if it is +8 or not < each # is equally represented.>
2d16 = 2d8 + two 8point coins.
#76

tema69

May 01, 2008 7:14:29
Alright. My newbiness is showing I guess.
#77

backstabbist

May 01, 2008 18:09:35
Yeah, its ok.
Oldschool Monster Manual had some really freaky Number Appearing to roll.
3-10 aint hard, but 5-9 takes some figuring
#78

tema69

May 03, 2008 7:48:32
:omg: what edition was that?
#79

grimgrin

May 03, 2008 14:01:02
Yeah, its ok.
Oldschool Monster Manual had some really freaky Number Appearing to roll.
3-10 aint hard, but 5-9 takes some figuring

Let me guess:

3 to 10= 2+1d8

5 to 9= 4 + (1d10 x 0.5) Round Up

Heads Up
If you haven't saved this file you better do so. d20 Past is due to be scrapped in this month or next.
#80

tema69

May 03, 2008 14:20:52
Already? Damnit. Thanks for the warning.
#81

colonelpuddinhead

May 26, 2008 16:00:39
OMG... this is awesome. I just stumbled onto your thread here and I'm thoroughly impressed. I am trying to put a comprehensive WW2 game together (including the most obscure weapons from the minor European powers (like France, Czech., Austria, Norway, Finland, etc etc), and this is going to be extremely useful.

Hope you get to the tanks and other vehicles you mentioned you were going to do, soon.

Steve
#82

tema69

Jun 05, 2008 5:44:38
Well, glad I can help. I myself am creating a steampunk kind of WW2 supplement (think Hellboy(the WW2part)/the League of Extraordinary Gentlemen, etc...) with big nazi mecha, etc... It is to be used with variant rules, so it won't be entirely compatible with normal d20 Modern, although a bit of conversion should do it. I probably won't create any more tanks/vehicles in this thread, but rather in the updated thread. I've also had great fun finding obscure weapons such as the Kampfpistole, the Sturmpistole, and stattin' them up, as well as the .280 'EM2' No. 9 Automatic Rifle Mk. I, which was scrapped due to NATO standardisation (it's an alternative history WW2, and I've set it in the '50s).
What weapons are you thinking of? I'd be glad to see what weapons I've missed in my supplement.
Oh, and I wonder how you consider France to be a ''minor European power''. I hope you mean back then? :D


Edit: it looks like the updated thread has been archived. I'll post here then, if I write anything more.
#83

backstabbist

May 14, 2009 13:58:37
did you ever integrate in the TemaJet (gyrojet) guns I did for you in the Bunker thread?
#84

rustam1

Mar 23, 2010 13:05:27

Here is another great thread that needs brought back into the light.

I really wished we had download thread capabilities!

#85

the_mindless

Apr 09, 2010 17:14:20
Perhaps FlechetteBurst would be what would fit the bill for more radius. Raise the radius but drop the Save DC, similar to an Autofire of flechetts, constant damage of 2d(bore/10mm) with the range as far out as there is still a SaveDC 76mm Flechette (exist?) 0' 2d8 DC19 30 2d8 DC13 60 2d8 DC7 85 2d8 DC2 6" FlechetteBurst 0' 2d16 DC27 30 2d16 DC21 60 2d16 DC15 85 2d16 DC10 120 2d16 DC3 This fairly well simulate the RAW Autofire that had a 9mm autofire do the same damage at 30' and 150m, while accepting the darts are getting further apart at longer ranges. While mechanically it should be a second degree function for damage vs range, lets keep it simple & not worry about astronomical damage as you approach ontop of the source of all the darts.



i've heard of chocolate rain, but not of steel?