Warfighter
Aug 9, 2018 18:39:25 GMT -6
Post by GuardianTempest on Aug 9, 2018 18:39:25 GMT -6
(many thanks for Username and weredrago2 for helping with balance changes)
Homebrew Class: Warfighter
Characteristics: Wisdom, Dexterity, Constitution
Skills: Acrobatics, Athletics, Ballistics, Brawl, Command, Common Lore, Crafts, Drive, Perception, Pilot, Politics, Stealth
Sword Schools: Shadow Hand, Foxhound Protocol
Gun Kata: Brass Tactics, Gear Shelter
Bonus for Completion: +1 to Backing (Special Forces), to a Maximum of 5
Trooper
Level: 1
Prerequisites: Ballistics 2, Brawl 2
Feats:
*Catfall
Combatives
Danger Sense
*Fast Reflexes
Jaded
Armor Proficiency (Light)
Weapon Proficiency (Basic)
Marine
Level: 2
Prerequisites: Ballistics 3, Brawl 2, Combatives, Jaded
Feats:
Deadeye Shot
Double Tap
Far Shot
*Peer (Military)
Tacticool
Armor Proficiency (Medium)
*Weapon Proficiency (Any) OR Unarmed Warrior
Warfighter
Level: 3
Prerequisites: Ballistics 4, Brawl 3, Deadeye Shot, Tacticool
Feats:
Defensive Mobility
Hardy
Headstrong
*Hip Shooting
Pointman
Quick Draw
*Armor Proficiency (Any) OR Weapon Proficiency (Any)
Spec Ops
Level: 4
Prerequisites: Ballistics 5, Brawl 4, Pointman
Feats:
Combat Master
*Good Reputation (Military)
Hard Target
Nerves of Steel
Swift Attack OR Wall of Steel
Tacticool 2.0
*Weapon Proficiency (Any) OR Unarmed Master
Advanced Warfighter
Level: 5
Prerequisites: Ballistics 5, Brawl 5, Tacticool 2.0
Feats:
Duty's Call
Rock and Roll OR Triple Down
Killstreak Rewards
Sharpshooter
True Grit
*Weapon Specialization (Any)
*Weapon Specialization (Any)
UNIQUE FEATS
Combatives
You may use Brawl in place of Weaponry for melee tests (e.g. Disarm, Parry, Standard Attack actions, etc.) using melee weapons you are proficient with as long as it doesn't have the Two Hands or Unwieldy property.
Duty's Call
During combat, you have Regeneration 1 as long as you haven't lost any Hit Points since the end of your previous turn.
Killstreak Rewards
Time to call in some favors. Once per scene or session, whichever is longer, gain one of the following benefits. In structured time, this benefit takes 2d10 rounds to arrive due to logistical delays. You may spend a Hero Point to refresh this ability but it cannot be used more than once in the same scene.
- Care Package: You never can never be too prepared. Choose any combination of non-artifact items with a total rarity of Mythic Rare or less. A supply crate is delivered onto your position containing the chosen items, which are modified to last until the end of the scene due to security concerns.
- Fire Support: Dumping lots of explosives is a legitimate battlefield tactic. Designate a target area within your field of vision. It gets bombarded by a cruise missile, dealing 6k4+10 X damage with Blast (25) and 10 Pen. It is not recommended to use this on targets near your position unless you want to die in a blaze of glory.
- Gunship Rescue: Design a vehicle that costs 200 VP or less, it must be approved by the SM. That vehicle arrives to your location, guns blazing. If you have a vehicle from your Holdings background you may choose that instead. The vehicle returns to base after 2d10 rounds if it cannot stay with you for any reason (like not being able to land or go underground). You may not use this option while you still have an active vehicle summoned this way.
- Reinforcements: Three full minion squads enter the scene via tactical insertion. They have a Threat Rating of 5 with a Damage Rating of 2R (Combat Knives) and Ranged 4I (Assault Rifles). They will continue to support the party until they are either sent home or killed to the last man.
Pointman
You have Combat Advantage against enemies within Point Blank Range when using ranged weapons. This effect negates the penalty Engaged in Melee imposes on your Ballistic tests.
Triple Down
With the Multiple Attacks action, you may make three ranged attacks. You cannot use Triple Down with ranged weapons that have Recharge, can only be fired on Full Auto, or have a clip size smaller than 3. You can make these attacks on different targets.
OTHER HOMEBREW FEATS
Tacticool (Customizer)
Why be satisfied with sticking just one laser pointer on your tactical flintlock? You may stick an additional attachment of any type to your ranged weapons. You may add an additional mod when making a ranged weapon using the Weapon Creation rules, reducing its price by one step if you do.
Tacticool 2.0 (Customizer)
Scopes make knives more accurate, right? You may stick not one, not three, but two additional attachments of any type to your ranged weapons, and you may apply one Optics attachment to your melee weapons. You may add two additional mods making a ranged weapon using the Weapon Creation rules, reducing its price by two steps if you do. Also, you may add a single ranged weapon mod (that doesn't reference exclusive mechanics like Gets Hot and Sawn Off) when making a melee weapon with the Weapon Creation rules, reducing its price by one step if you do.
Footnotes
1. Care Package Examples:
- One Grimscythe (Mythic Rare)
- Two Flamers and a Meltagun (2 Rare + 1 Very Rare)
- Best-quality Daiklaive (A Best-quality Rare item is Mythic Rare)
- 40 doses of Bio-Foam (4 Uncommon) (but why would you do this)
2. Reinforcements give six minions per squad, for a total of 18 minions.
- One Grimscythe (Mythic Rare)
- Two Flamers and a Meltagun (2 Rare + 1 Very Rare)
- Best-quality Daiklaive (A Best-quality Rare item is Mythic Rare)
- 40 doses of Bio-Foam (4 Uncommon) (but why would you do this)
2. Reinforcements give six minions per squad, for a total of 18 minions.
Additional Inspiration Images