Scouts

 

Scouts are the eyes and ears of a standard squad, usually scouting far ahead of the rest of the team and reporting their findings back. Speed, Stealth, and perception (Mind) are the Scout's strengths. Those strengths are balanced by physical weakness, Scouts must travel lightly or risk becoming encumbered. While they may not be able to take as many hits as a Marksman they prove their usefulness in other ways. Naturally proficient with small arms and various types of scanning equipment, a squad without a scout leading the way is often blind to many dangers.

 

Unique Attribute: Stealth : Stealth allows characters to go undetected by enemies. Movement can result in penalties to a character's Stealth Rating. Walking decreases Stealth by 5, Running decreases Stealth by 20, and Sprinting reduces Stealth to 0. Staying still after moving will recover the Stealth Rating to its maximum if the player does not move or take any aggressive action for a complete turn after moving.

 

Starting Attributes [Advancement Cost]

Strength: 8 [3]

Stamina: 25 [1]

Speed: 40 [0.75]

Mind: 20 [1.5]

Firing Accuracy: 35 [2] (Pistols: +10, Rifles: -5, Heavy: -20)

Throwing Accuracy: 25 [1]

Reflexes: 50 [1]

Stealth: 45 [1]

Health: 20

Psi Defense: Equal to Mind rating

Action Points: Equal to Speed rating

 

New characters begin with 10 Attribute Points to spend customizing their Attributes. The number in brackets [] indicate the amount of Attribute Points it costs to raise an Attribute by 1. Example: Walther's Scout has 10 Attribute Points to spend, and wants to increase his Strength and Stamina both. He spends 6 Attribute Points to increase his Strength Rating by 2 and 4 Attribute Points to increase his Stamina by 4.

 

The “Pistols”, “Rifles”, and “Heavy” sections can not be increased with Attribute Points and show the soldier's aptitude with weapons of those types. Scouts are naturally proficient with their sidearms and gain when resolving base to-hit with a Pistol-class weapon they receive a bonus of +10 to their Firing Accuracy. Example: Walther's Scout's Firing Accuracy is 35, and his proficiency with Pistols is +10. He has a Razorwind Pistol, and it's Weapon Accuracy is 1.00. So with his Razorwind Pistol, Walther's Scout will have (35+10)x(1.00) accuracy, for a total of a 45% chance to hit. He also carries a Shock Needler that has a Weapon Accuracy of 0.65. His to-hit using the Shock Needler would be (35+10)x(0.65), for a result of 29.25%, rounded down to 29%.

 

Subclassing

 

Scouts have three subclasses to choose from: Forerunners, Infiltrators, and Wardens. Scouts may pick their subclass at level 2. This decision is final and from level 2 onward they will receive skills from their chosen subclass and the base Scout skills only. Example: Walther decides at level 2 that he wants to make his Scout a Forerunner. At level 2 he will have the following skills: Fade, and Swift. At level 3 he will gain Sixth Sense from the base Scout archetype, and at level 4 he will gain Tracker's Tools from the Forerunner subclass.

 

 



Forerunner (Scout subclass)

 

Forerunners emphasize a balance between stealth, speed, and firepower. As a result they are the most evenly balanced of the three Scout subclasses and are useful in nearly all circumstances whether the team needs someone to scout ahead, sneak into a fortified area, or to give covering fire for another team member. Forerunners disdain the use of Heavy Weapons and choose instead to concentrate on training on pistols and rifles.

 

Bonuses: +8 Stealth, +8 Speed

Penalties: -2 Strength, -1 Health, Can not use Heavy Weapons

Level Up: +2 Speed, +2 Stealth, +1 Stamina

 

 

Swift

Level: 2

Cost: N/A

Range: N/A

Damage: N/A

 

Using this skill lets a Forerunner double his walking or running speed for a turn, but use only half the action points normally required for that movement. Swift may be used once every three turns. (Example: Walther’s Forerunner has a walking speed of 14 and running speed of 28. He uses the Swift skill to be able to run 56 feet in his turn, but only has to spend 28 action points to do so.)

 

 

Tracker's Tools

Level: 4

Cost: N/A

Range: Self, passive

Damage: N/A

 

A scout must master the tools of his trade if he intends to be a long-lived scout. At level 4 Forerunners gain additional aptitude in the use of tools and equipment related to their job such as TAG and Motion Scanners, as well as various visual imaging tools. Their Mind Rating is increased by their character level times three for the purpose of using these tools. This skill is passive, always on, and requires no Stamina to use.

 

Speedy Stealth

Level: 6

Cost: N/A

Range: Self

Damage: N/A

 

By focusing his mind on his surroundings, a Forerunner can run while Stealthed with no penalty to their Stealth rating. Speedy Stealth lasts 1 turn and may be used once every 3 turns. Scouts can not fire while Speedy Stealth is active, and must stay immobile for 1 turn after its use, though they may take other actions during that turn.

 

 

Ambidexterity

Level: 6

Cost: N/A

Range: Self, passive

Damage: N/A

 

Forerunners learn how to use their off-hand as well as their main hand through intense training. No penalties to use of either hand, or both in conjunction. (Yes, this allows dual-wielding pistols, but not rifles or heavy weapons)

 

Evasion

Level: 8

Cost: 5 SP

Range: Self

Damage: N/A

 

Forerunners have an uncanny ability to foresee attacks made against them, and receive a 20% chance to dodge any one attack per turn. A successful Evasion costs 5 Stamina.

 

Unblinking Gaze

Level: 10

Cost: N/A

Range: Self

Damage: N/A

 

A Forerunner using this skill allows their eyes to lose focus and has a MUCH better chance to spot an enemy stealthed (doubles the enemy’s Stealth roll), but the Forerunner’s Firing Accuracy is halved while using this ability. It does not drain Stamina, and the Scout may use this ability freely whenever and however long they want, but the Firing Accuracy penalty remains after the player stops using the skill for as many turns as the skill was in use. (Example: Walter has a feeling he’s being watched, and decides to use Unblinking Gaze. He uses the power for 3 turns, enough time to spot and kill the enemy. Upon turning off the skill, his Forerunner’s eyes are still trying to refocus and he suffers the same penalty to his Firing Accuracy for 3 more turns before his vision clears.)

 

 

Eagle's Eyes

Level: 10

Cost: N/A

Range: Self, passive

Damage: N/A

 

Eagle's Eyes is a passive skill that gives Forerunners a chance to spot enemies that are stealthed. Eagle's Eyes will not spot a stealthed enemy that is not moving, but has a 20% chance to see a stealthed enemy that is moving, regardless of the enemy's Stealth Rating.

 

 

 



Infiltrator(Scout Subclass)

 

The Infiltrator’s mission is to get close to the enemy without being seen and wreak havoc from the inside. They are rarely encumbered with much more than is absolutely necessary to do their job, and shun weapons larger than a pistol. Weak in most combat situations where they do not have the benefit of surprise, but strong in surprise attacks and stealth. They also have passable knowledge about the use of demolition equipment.

 

Bonuses: +10 Stealth, +5 Speed

Penalties: -20 Rifle accuracy, -40 Heavy Weapons

Level Up: +4 Stealth, +1 Pistol Accuracy

 

Natural Stealth

Level: 2

Cost: N/A

Range: Self, passive

Damage: N/A

 

Infiltrators are naturally stealthy and suffer no penalties to Stealth while walking or running, and only half the normal penalties while sprinting.

 

Climbing

Level: 2

Cost: N/A

Range: Self

Damage: N/A

 

While any soldier can climb, Infiltrators turn it into an art form by scaling surfaces that would be unclimbable for anyone else. Infiltrators use this to climb buildings, walls, trees, virtually any surface. They gain a significant bonus (exact value depending on situation and GM discretion) to any attempt to climb.

 

 

Tricks of the Trade

Level: 4

Cost: Special

Range: Self, passive

Damage: N/A

 

Infiltrators must master the tools of their trade if they intend to be an effective Infiltrator. At level 4 Infiltrators gain additional aptitude in the use of tools and equipment related to their job such as TAG and Motion Scanners, as well as various visual imaging tools and security-bypassing devices. Their Mind Rating is increased by their character level times three for the purpose of using these tools. In addition, the Infiltrator may spend 3 SP to reduce the Action Point cost of using the equipment by half.

 

 

Explosives Handling

Level: 6

Cost: N/A

Range: Self

Damage: Doubles Explosives damage

 

Infiltrators receive the unique skill Explosives Handling at level 8, which allows them to find the best places inside structures or on vehicles (etc.) for explosives to deal the most damage. It also grants them a +15 bonus to their Mind Rating for the handling of these explosives. Any explosives planted by an Infiltrator using Explosives Handling have their damage doubled. Explosives Handling may be used as often as desired, but does not work in conjunction with grenades of any type.

 

 

Quickdraw

Level: 8

Cost: N/A

Range: Self

Damage: N/A

 

When using a pistol-class weapon an Infiltrator may “quickdraw” it as a free action once every turn. Quickdrawing during an enemy turn for opportunity fire requires a successful Reflex save in addition to the initial roll for opportunity fire.

 

 

Fade II

Level: 10

Cost: N/A

Range: Self

Damage: N/A

 

Fade II works in two separate ways. In the first manner, it can be used to replace “Fade” with twice the Mind rating bonus to stealth in a turn in which the Infiltrator has not moved. In the second fashion it may be used in a turn where an Infiltrator has moved with same bonuses as “Fade”.

 

 

 



Warden {Scout subclass)

 

Wardens are a unique breed of Scout in that they disdain training in stealth and instead concentrate on weapons and psionic training. With minor psionics, enhanced perception, and adequate weapon skill, the Wardens make good escorts or bodyguards by combining speed, perception, and firepower.

 

Bonuses: +5 Mind, +4 Reflexes, access to Psi Offense attribute (equal to “Mind” attribute upon creation)

Penalties: Stealth attribute set to 0, and can not be increased by training.

Level Up: +2 Mind, +1 Firing Accuracy, +1 Speed, +1 Reflexes

 

 

Sureshot

Level: 2

Cost: 5 SP, All available AP

Range: As per weapon range

Damage: ½ damage from weapon

 

By expending all their available action points at the start of their turn, a Warden may make a Sureshot. A Sureshot is a single shot from a rifle or pistol that is a guaranteed hit on an enemy, though at half-damage with no chance for a critical hit. To use a Sureshot, characters must have atleast enough Action Points available to fire the weapon once normally. As well as expending all action points, Sureshots cost 5 Stamina Points.

 

 

Enhanced Perception

Level: 4

Cost: 5 MP per turn

Range: Self

Damage: N/A

 

Enhanced Perception is an ability that lets a Warden notice all movement within their field of vision from a leaf falling to an enemy darting from cover to cover. Enhanced Perception may be used as often as the Warden has 5 Mind Points available, and lasts for a full turn. Reflexes saving rolls resulting from enemies and their actions detected by Enhanced Perception receive a +25 bonus.

 

 

Mind Over Matter

Level: 4

Cost: 20 MP

Range: Line of sight

Damage: N/A

 

By intense force of will, a Warden can form a temporary psionic shield to protect an ally for a single turn. The ally must be within line of sight and clearly visible. The psionic shield will absorb damage equal to the Warden’s Mind rating. Mind Over Matter costs 20 Mind points to use, and may be used once per turn. Example: Jon's Warden uses Mind Over Matter to form a shield around Walther's Forerunner after he's been detected by the enemy. His Warden has a Mind Rating of 45, so the shield will offer 45% resistance to all damage types -including psionic- and will absorb up to 45 points of damage.

 

 

Sureshot II

Level: 6

Cost: 10SP, All available AP

Range: As per weapon range

Damage: Full damage from weapon

 

Sureshot II is an enhanced version of Sureshot, holding to all rules governing Sureshot with the exception that Sureshot II costs 10 Stamina Points to use in addition to the Action Point cost.

 

 

Mental Probe (Basic)

Level: 6

Cost: 2 MP per turn

Range: 50' radius around self

Damage: N/A

 

The basic Mental Probe scans the area surrounding the Warden for intelligent thought patterns and is capable of identifying enemies and their locations in a 50' radius around the Warden. It costs 2 Mind points per turn active, and may be turned on and off at will.

 

 

Soul Observer

Level: 8

Cost: 5 MP per turn

Range: Unlimited

Damage: N/A

 

By allowing their mental essence to soar skyward Wardens can get a view of the battlefield from above. They may remain in their ethereal state as long as wanted, but their body is helpless while they are in their ethereal form.

 

 

Pspyker

Level: 8

Cost: 10 MP

Range: 300'

Damage: 5D6+6

 

A minor psionic attack dealt by the Warden, Pspyker deals 5D6+6 damage to an enemy unless they make a successful Psi Defense saving roll which will nullify the Psypker attack's damage. Pspyker does not require a line of sight to the target, but if the Warden does not have line of sight to his target he must have identified the enemy in the current turn with either Mind Probe.

 

 

Mental Probe (Advanced)

Level: 10

Cost: 10 MP per turn

Range: 200' radius around self

Damage: N/A

 

The Advanced Mental Probe scans the area surrounding the Warden for intelligent thought patterns and is capable of identifying enemies and their locations within a 200' radius around the Warden. It costs 10 Mind Points per turn active, and may be turned on and off at will.

 

 

Mind Over Matter II

Level: 10

Cost: 10 MP

Range: Line of sight

Damage: N/A

 

Mind Over Matter II allows the Warden to protect multiple allies with psionic shields with the absorption and armor factor equal to half of the Warden's Mind Rating. Each individual shield costs 10 Mind Points.

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