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An Adult Themed Table Top Roleplaying Game, New Horizons is fairly custom, or 'homebrew', compared to most established systems.
 
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 - The Commando -

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PostSubject: - The Commando -   - The Commando - EmptySun Aug 18, 2019 7:44 pm

Jack of all trades, Commandos specialize in both close and ranged combat with a wide variety of skills and combat capabilities. Commandos are masters of all forms of combat, only getting more efficient at it as time goes on.

- Medium to Close range specialist
- Uses a 4d6 dice to determine Health, or use 15.


Commando Omni Skills:

-Bullet Modification-
You may modify bullets outside of combat to be any type of ammunition, free of charge. Requires 3 hours to modify each clip

-Bullet Time-
Once per mission, you enter a state of hyper awareness. For 2 rounds, you can take two actions instead of one, in addition, you gain +6 to Accuracy, and +10 to Defense.

-Weapon Familiarity-
When you take this, you choose a weapon you can use. While you wield this weapon, you gain +4 to accuracy.

-Tactical Advantage-
If you have the high ground, enemies do not gain any cover against you.

-True Grit-
While in combat, you take increasingly reduced damage as you become acclimated to enemy tactics. Every round in combat, reduce damage by 1 until combat ends, or you get knocked unconscious.

-Weapon Specialization-
When you choose this skill, choose a weapon type. While using those weapons, you gain plus 1 to dice size damage.

-Clutch Reload-
Whenever you take an action to reload, you may roll a luck or technology roll. On a success, you reload without needing to take an action to do so, and deal +2 to damage using this new clip. On a fail, your weapon instead becomes jammed.


Last edited by Admin on Sun Aug 18, 2019 7:59 pm; edited 1 time in total
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PostSubject: Re: - The Commando -   - The Commando - EmptySun Aug 18, 2019 7:48 pm

Martial Path

Black Ops:

-Access to Melee Weapons, SMGs, Assault Rifles
-Medium Armor- Can use Medium armor and lower


-Cloaking Device-
allowing for stealthed movement for up to 10 rounds. Not effective against thermal or psionic scans.

-Combat Superiority-
Against an enemy unaware of your presence, you deal advantage to hit. If the enemy is aware of your presence, but you are cloaked, you deal critical damage instead.

-Orderly Pacification-
If damage would be fatal to a target, the Black Op can make a secondary attack against a separate target. On a hit, the remaining damage is instead transferred to the new target.

Black Ops Optional Skills:

-Assault Rifle Expertise-
Critical Range on Assault Rifles is increased by 2.

-Small Arms Expertise-

Called Shots using small arms only suffer half the penalty to accuracy.

-Military Martial Arts Training-
Increase the damage of melee weapons and unarmed attacks by 1 die size
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PostSubject: Re: - The Commando -   - The Commando - EmptySun Aug 18, 2019 7:52 pm

Technology Path

Grenadier:

-Heavy Armor-Grenadier may use any armor.
-Grenadier may use Side Arms, Shot Guns, and Assault Rifles.


-Grenade Gauntlet-
Gives Grenadiers the use of an armor augment that adds a Series 9 Launcher to one of the hands. It has the following stats:

Series 9 Launcher:
Also known as the 'Love Lobber', the Series 9 augments throwing power through mechanical means, able to fire grenades at extremely long distances to avoid collateral damage to allies. Not widely distributed, as some have been known to jam, potentially damaging the user.
Clip Size: 3, costs 1 turn per grenade to be loaded, 3 turns to fully load.
Credits: 800 to Replace
Special: Increases the throw range of grenades to extreme range. However, when making an attack roll, a 1 is a jam. On a jam, immediately roll a luck roll. On a fail, the grenade being used instantly explodes, otherwise the gun can be unjammed as normal.


-Explosive Expert-
Your grenades and explosives deal 1d6 extra damage.

-Fat Man Grenades-
Allows your Fragmentation Grenades to be upgrades to 'Fat Man' Grenades, which affect two spheres of movement instead of one.

Grenadier Optional Skills:

-Double Whammy-
Allows your grenade Gauntlet to fire 2 grenades instead of one on a successful shot. On a critical fail, only one grenade explodes.

-Launcher Spider-
Upgrades the Crawler Mine to be able to be fired, embedding into their target before detonating. Also increases Crawler Mine's damage by 1d4, and causing armor breach on Light armor on critical hits.

-No Escape-
Enemies receive no cover from you while using the Grenade Gauntlet.
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PostSubject: Re: - The Commando -   - The Commando - EmptySun Aug 18, 2019 7:56 pm

Psionic Path

Psychic Soldier:

-Psychic Soldiers gain training in all weapons other than Heavy Weapons
-Psychic Soldiers gain access to Medium and Light Armor


-Psionic Augmentation-
A Psychic Soldier can use a number of augments equal to 25% of their Psionic score per battle. You may augment your defensive capabilities, or attack capabilities. These augments require one action to use, and last until your next turn. Augmenting your defenses increases your Defense stat by your psionic stat, and grants a temporary shield equal to 50% of your psionic stat. Augmenting your attack capabilities increases your damage by 25% of your psionic stat, in addition, depending on your psionic level (1,2, 3, or 4), grants the attack a knock back effect. At level 1, your attack carries a knock down to enemies with a Physical Force of 100 or less. At level 2, 300, level 3, 600, and level 4, 1200. The knockdown requires one action to get back up.

-Preternatural Awareness-
A psychic soldiers cannot be surprised in combat

-Psionic Knowledge-
You gain one level 1 psionic ability for free.

Psychic Soldier Optional Skills:

-Swift Augmentation-
Your augments no longer require an action to use during your turn.

-Augment Allies-
Rather than augment yourself, you may use your psionic augmentation on allies instead.

-Rupture-
You may forgo Weapon damage to instead to knock down all creatures in an area when augmenting an attack. This is considered a Psionic Explosion, and deals your psionic force damage to all creatures in the area.
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PostSubject: Re: - The Commando -   - The Commando - EmptySun Aug 18, 2019 8:01 pm

Veteran Class

Hell Jumper:
“A thousand battles, a thousand victories!”

Named after the deployment, Hell Jumpers are an Alliance Special Operations branch that was developed to deal with threats without needing to land a ship. Tough as nails veterans, Hell Jumpers have survived scraps that would kill a regular soldier. Favoring defense and expecting sustained firefights, Hell Jumpers generally are equipped to deal with a fight expecting limited supplies and no support on the ground. Armed with specialized armor, Hell Jumpers are known to make orbital drops, and using the armor to jump from combat zone to combat zone.

How you became a Hell Jumper remains in question; you might have been trained, or just gained the fortitude to be on par with them. But you find yourself fighting similar fights, and going toe to toe with threats that most would shy away from. Whether or not you obtained your armor legally or not, you know how to use it quite effectively.


Requires: Commando, completed 10 missions

Trial by Fire:
Through experience and close shaves with death, you’ve become quite tough and simply used to pain. You are able to use Heavy Armor, in addition, you gain resistance 6 to all physical damage other than energy types.

Hellion MK VI Titan Armor:
Created to be durable and capable of orbital drops, the Hellion armor has gone through changes to ensure the rider’s survival in combat and orbital entry by nearly 4%. The Hellion trademark is the backwards aerial stabilizers resembling demonic wings, with built in rockets for orbital control and limited ground flight. While not capable of sustained flight due to its heavy weight, it still allows quick deployment and prevents simply crashing into the ground on impact.
Suit HP: 60
Suit Defense: +6
Suit Weight: 100 lbs
Cost: 4000 to Replace, otherwise free
Special: Immunity Heat 15, Flight for 2 rounds gaining double movement speed, 1d4 round recharge.


Hell Jumper Optional Skills:

Arch Devil:
Upgrades the Hellion Suit, removing previous structural weaknesses for improved functionality. Increase Flight to 4 rounds. Also increases suit HP to 70, and +2 to its defenses.

Hell Dive Leg Upgrades:
Replaced leg actuators with highly functional hydraulics that allow for much greater impact. Allows for orbital drop strikes. When in flight, or dropped from high altitude, allows the area you land in to be an attack zone. Creatures in the zone hit by the attack suffer 20 damage and are stunned for 2 rounds. From a take off, this effect can only occur from Extreme range.
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PostSubject: Re: - The Commando -   - The Commando - EmptySun Aug 18, 2019 8:05 pm

Veteran Class

Elite:
“I’ve been trained to be the best, and my employers know that.”

The seemingly innocent term, an Elite is one of those soldiers who quite simply excels at combat. They fight better, train harder, and do everything just one step further than the average foot soldier. These are the honor guards, the soldier turned to when a full assault isn’t a possibility, and odds are, they’ll get the job done. Elites are at their best when shooting, and enemies on the receiving end rarely live to tell the tale.

As an Elite, you’ve always been just a bit better than your peers. It might not have started out as much. Perhaps a few awards here and there, marksman trophies, accolades, etc. But over time, you’ve found your place on the battle is usually that of an executioner. You find your targets, and eliminate them with efficiency, before moving onto the next one. Some may favor a long conflict, but for you, a few seconds is all you want and need.


Requires: Commando, completed 10 missions

Rapid Response:
Quick thinking and acting, you know the first to fire in battle is usually the winner. Rolling twice for initiative, you take the better result. In addition, you deal double damage against enemies who have not acted this round.

Elite Action:
Knowing how to make the most of things, you make every second count. You gain an additional action per round.

Elite Optional Skills:

Fear That Gives Wings:
While rarely afraid, adrenaline pumps hard the closer you are to death. When below 50% health, Elite Action grants you two extra actions instead of one.

Shock and Awe:
You know the best type of warfare is the one they don’t see coming, and can’t react to. Enemies who have not acted before you also increase your critical range against them by +3.
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PostSubject: Re: - The Commando -   - The Commando - EmptySun Aug 18, 2019 8:08 pm

Veteran Class

Strategist:
“The best war is the one fought to my plan.”

The battlefield is the home for heroes and individuals that simply fire at each other until they, or their enemies are spent. For some, however, warfare is a thinking man’s game. They see the field of conquest, and rather than seeing a shooting match, they see a grand chess game that they can be manipulated to their own ends. Strategists are individuals who eschew normal combat in favor of well placed shots, tactics, and control. Every action is used to control the battlefield, with your grand plan ultimately throwing your enemies into chaos, something to which your allies can take advantage of.

As a Strategist, you’ve always tried to see the bigger picture. Your allies have never noticed the seeming artistry in battle that you do. You can see a tempo to it, and you know the fight goes its best when it goes to your drum beat. Over time, you’ve studied past strategists and their own insights of combat. Sun Tzu from ancient Earth, Hive Guard Cri’ck of the Zax, perhaps even Shadow Knight Anisa Amri of the Bulor. Each have left their own impact in your mind, and you’re at best when you’re directing things.


Requires: Commando, completed 10 missions

Art of War:
You’ve studied texts on how to fight, and it makes you all the better at directing the flow of battle. Once per round, during your turn or another creature’s, you may attempt to use your insight to change the flow of battle, but requires a successful Persona check. For an ally, using your insight during their turn increases their Accuracy by +10 and damage by 2d6 during their turn. For an enemy, they suffer -10 to Accuracy, or can be considered stunned for their turn due to hesitation or confusion.

Tactical Strike:
You know that the perfect application of force can be far more effective than brute force. When you make a called shot, you deal three times the damage against that enemy. Does not include Area of Effect attacks.

Strategist Optional Skills:


Amri’s Gambit:
Studying the works of Anisa Amri, known as the Warp Spider, you know just how effective ambushes are. When you roll initiative, you may choose to roll a Persona check as well. On a success, the enemy side is placed into an Ambush state, giving you and your allies first strike. On a fail, however, the Strategist is considered ambushed instead.

Cri’ck Formation:
Hive Guard Cri’ck was known for a near impregnable, malleable defense line in his troops, something that you’ve adopted to your own strategies. Allies within 2 spheres of movement of the Strategist gain +5 to Defense. In addition, allies that are behind other allies are considered behind cover.
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