Tuesday, November 1, 2016

Commando 3.0

The Commando primarily focuses on the Great Galactic War.  They are military characters.  Their niche is access, and ability to play with, heavy military equipment appropriate for ground-pounders.  As such, they are consummate gunmen.  They must be extremely good with blaster rifles (skill 16), and competent with all other military things (skill 14).

I've kept the MOS divisions and added two more: the Field Medic (with rudimentary medical skill, in case a medi-bot is unavailable) and the Sergeant (an intermediary position between officer and commando, with high levels of leadership, soldier and various, squad-level command skills).  However, I've made their specializations even more important: Instead of spending 30 points on a specialization, characters now spend 50, but they can also access skills, techniques and perks appropriate to their MOS. Assault troopers gain access to Riot Control techniques and Infantry techniques.  Recon troopers gain access Sniper tactics. Heavy troopers gain access to Elite Gunner tactics.  This has resulted in less dexterous, less intelligent commandos, but it seems to give me the numbers I'm looking for.

For power-ups, I've added a single one: Demolitionist.  Perhaps as time goes on I'll think of more, but Demolition seemed an important addition that didn't require a complete MOS.  For the rest, Cross-Training seems to work well enough. And, of course, each Commando has more than enough skills, techniques, perks and advantages to keep him busy if he should seek to expand his skillset.



Commando 250 points

Attributes: ST 11 [10], DX 13 [60]; IQ 10 [0]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+1; BL 22 lbs; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]

Advantages: Born Soldier 4 [20], Combat Reflexes [15], Fit [5], Gunslinger [25], Luck [15]. You may choose to take Military Rank [0]. Choose a total of 20 points from the following: ST +1 or +2 [10/level], DX +1 [20], IQ +1 [20], HT +1 or +2 [10/level], HP +1 to +4 [2/level], Will +1 to +3 [5/level], FP +1 to +3 [3/level], Absolute Direction [5], Absolute Timing [2], Acute Vision [2/level], Armor Familiarity (Judo or Karate) [1], Contact Group (Military, Skill 12, 15 or 18, 9 or less) [5, 10, 15], Danger Sense [15], Daredevil [15], Enhanced Dodge (Dive for Cover) 1-3 [5/level], Fearlessness +1 to +5 [2/level], Gizmos 1-3 (Military Hardware Only -20%) [4/level], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Lifting ST +1 to +4 [3/level], Military Rank +1 to +3 [5/level], Night Vision 1-5 [1/level], Rapid Healing or Very Rapid Healing [5 or 15], Serendipity 1 [15], Signature Gear [Varies], Wild Talent [20/level], Weapon Bond [1], improve Fit [5] to Very Fit [15] for 10 points, improve Luck [15] to Extraordinary Luck [30] for 15 points.

Disadvantages: Either Duty (Required if your character has Military Rank) (Space Army, 12 or less, Extremely Hazardous) [-15] or 15 points from Code of Honor (Soldier's or Mercenaries) [-10], Fanaticism (Faction) [-15], Gullibility [-10*], Impulsiveness [-10], Lecherousness [-15*], Overconfidence [-5*], Sense of Duty (Team or Faction) [-5 to -10], Selfless [-5*], Workaholic [-5]. Divide 30 points among the previous disadvantages or among Appearance (Unattractive or Ugly) [-4 to -8], Bad Temper [-10*], Bloodlust [-10*], Callous [-5], Chummy [-5], Compulsive Carousing [-5*], Easy to Read [-10], Flashbacks (Mild) [-5], Honesty [-10*], Intolerance (Rival Faction) [-5], No Sense of Humor [-10], Oblivious [-5], Post-Combat Shakes [-5*] or Unluckiness [-10].

Primary Skills: Beam Weapons (Rifle) (E) DX+3 [8]-16, Hiking (A) HT [2]-12, Savoir-Faire (Military) (E) IQ+41 [1]-14, Soldier (A) IQ+41 [2]-14, Throwing (A) DX+1 [4]-14, Vacc Suit (A) DX+1 [4]-14

Secondary Skills: Beam Weapons (Pistol) (E) DX [1]-13; Stealth (A) DX+1 [4]-14; Either Brawling (E) DX+1 [2]-14 or Karate (H) DX-1 [2]-12; Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [4]-13; Choose four of Fast-Draw (Pistol, Grenade or Longarm) (E) DX+22 [2]-15, Gunner (Beams), Guns (Grenade Launcher) or Knife all (E) DX+1 [2]-14, Pilot (Contragravity) or Spear both (A) DX [2]-13, Camouflage or First Aid both (E) IQ+1 [2]-11, Leadership (A) IQ+41 [2]-14, Armoury (Any), Artillery (Guided Missile), Electronics Operations (Comms), Forward Observer, or Navigation (Land) all (A) IQ [2]-10, Tactics both (H) IQ+31 [2]-13, Expert Skill (Military) (H) IQ-1 [2]-9, Swimming (E) HT+1 [2]-13, or Scrounging (E) Per+51 [2]-15.

Background Skills: Computer Operation (E) IQ [1]-10; Pilot (Starship) (A) DX-1 [1]-12, and 20 points chosen from a background lens.

MOS: Choose one MOS Lens (Assault, Heavy Weapons, Recon, Field Medic or Sergeant) below for 50 points.


Assault Trooper Lens: 50


Attributes: +1 ST [10]

Secondary Traits: +1 Basic Speed [20]

Advantages: Fearless +1 [2]. Add “Improve Basic Move [5/level]” to the advantage option list.

Skills: Forced Entry (E) DX+1 [2]-14; Improve Beam Weapons (Pistol) to (E) DX+2 [4]-15 for 3 points; Divide 8 points among Fast-Draw (Any) (E) DX+31 [2]-17, Beam Weapons (Projector), Knife, Jumping all (E) DX+1 [2]-15, Climbing, Shield or Shortsword all (A) DX [2]-14, Explosives (Demolition) both (A) IQ [2]-11, Running (A) HT [2]-12, Intimidation (A) Will [2]-11, or any unarmed skill by +1 for 2 points. Spend five points on the previous skills

Perks: Motorized Training [1], Standard Operating Procedure (Move under Cover or On Alert) [1], Shield Wall Training [1], Tap-Rack-Bang [1], Teamwork (Other Assault Troopers) [1],

Techniques: Fast-Firing (Rifle) [2-5], Immediate Action (Any) [1-4], Retain Weapon (Baton or Rifle) [2-6], Targeted Attack (Baton Swing/Face) [2-6], Targeted Attack (Baton Thrust/Vitals) [2-4]


 Heavy Weapons Lens: 50

Attributes: ST +2 [20]

Advantages: Hand Cannon 2 [2]

Disadvantages: Add Pyromania [-5*] to disadvantage options.

Skills: Lifting (A) HT [2]-12; Armoury (Any) IQ+1 [4]-11 Choose two of Beam Weapons (Projector), Gunner (Beams), or Guns (Grenade Launcher) all (E) DX+3 [8]-16, Artillery (Guided Missile) (A) IQ+2 [8]-12, or improve Beam Weapons (Rifle) +2 levels for 8 points. Choose an additional 6 points of perks, techniques, Cinematic Skills or of the previous skills:

Perks: Army of One [1], Cinematic Knockback (Any) [1], Gun Shtick (Wall o’ Lead) [1], Plasma Breaker [1], Tacticool [1], Walking Armory [1]

Cinematic Skills: Breaking Blow (Plasma) (H) IQ-1 [2]

Techniques: Fast-Firing (Rifle) [2-5], Immediate Action (Any) [1-4], Quick Shot (Rifle. Gunner or Grenade Launcher) [1-6].

 Recon Specialist Lens: 50


Attributes: IQ+1 [20]

Advantages: Stalker +2 [10]

Disadvantages: May not take Chummy [-5]. Add Loner [-5*] to disadvantage options.

Skills: Electronics Operation (Comms) (A) IQ-1 [1]-10, Navigation (Land) (A) IQ+23 [2]-13, Observation (A) Per [2]-11, Survival (Any) (Per/A) Per+23 [2]-13. Improve Beam Weapons (Rifle) to DX+5 [12]-18 for +8 points. Choose 5 points of the following perks, cinematic skills, techniques or the previous skills:

Perks: Dead Eye [1], Gun Shtick (Next Time It’s Your Head or Stone Cold Killer) [1], Gun Whisperer (Rifle) [1], Weapon Bond [1]

Cinematic Skills: Zen Marskmanship (VH) IQ-2 [2]

Techniques: Masked Shooting (Rifle) [1-2], Quick Shot (Rifle) [1-6], Targeted Attack (Rifle/Skull) [2-8], Targeted Attacked (Rifle/Vitals) [2-4]

Note: The following skills improve for free: Hiking improves to HT+33 [2]-15; Stealth improves to DX+33 [4]-16; If you chose Camouflage, improve it to IQ+33 [2]-13


 Field Medic Lens: 50


Advantages: Healer +4 [40]

Disadvantages: Add Charitable [-15*] or Vow (Refuse no request for medical aid) [-10] to disadvantage options.

Skills: Diagnosis (H) IQ+34 [2]-13, Electronics Operation (Medical) (A) IQ [2]-10, Physician (H) IQ+44 [4]-14, Surgery (H) IQ+34 [2]-13.


 Sergeant: 50


Attributes: IQ + 1 [20]

Advantages: Either Military Rank +2 [10] or Contact Group (Military, Skill 15, 9 or less) [10], Charisma +1 [5], Penetrating Voice [1].

Skills: Improve Soldier to (A) IQ+51 [4]-16 for 2 points; Leadership (A) IQ+515 [2]-16; Electronics Operation (Comms) IQ+1 [4]-12; Expert Skill (Military Science) (H) IQ-1 [2]-10, Tactics (H) IQ+31 [2]-14.

*: Modified by self-control value
1: +4 from Born Soldier
2: +1 from Combat Reflexes
3: +3 from Stalker
4: +4 from Healer
5: +1 from Charisma

Commando Power-Ups

Cross Trained 25 points

Choose a second MOS Specialty.

Demolitionist 25 points

Advantages: Enhanced Dodge (Dive for Cover) [5]

Skills: Explosives (Demolition) (A) IQ+4 [16]-15; Choose one of Architecture (A) IQ [2]-11 or Engineering (Civil or Spaceships) both (H) IQ-1 [2]-10;
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