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Tuesday, June 28, 2016

Soldier - A Class for Adventurers of the Lost World

Today we continue with the Adventurers of the Lost World previews with the presentation of the draft for a new class. The Soldier would be the equivalent to the Warrior in the fantastic version of the 1930s of Our World in this setting. As always, the final text and mechanics that are going to be in the Adventurers of the Lost World sourcebook may be different than what is presented here.

Soldier


You served the military, maybe even went to war a few years ago. Or maybe you were part o paramilitary group, created to overthrown an authoritarian regime. Fact is you know how to act in combat. You know the armaments. You know the tactics. Your presence in the battlefield can mean the difference between victory and death.

Soldiers are one of the toughest classes in the game, trained to use the most effective and heavy weapons, including war vehicles and equipment. Their military knowledge helps them serve a leading role in combat also, making them valuable individuals to any adventuring party.


Hit points: A soldier gains 1d10 hit points at each level.

Proficiencies: A soldier is proficient in all modern civil and military weapons, as specified on the equipment chapter. In addition to that, soldiers are capable of using any kind of modern armor and artillery and can choose 3 other weapons either from the primitive or exotic weapons list to be trained at.

Alignment: Soldiers usually follow the alignment their nation commonly follows. However, there are freedom fighters battling authoritarian regimes, mercenaries just looking for a higher pay and even crusaders trying to force the law on chaotic regions, be it on Our World or in the Lost World.

War vehicles: A soldier is also trained in the use of war vehicles like tanks, war ships, planes and other machines. They can pilot it, use its gear and fire its weapons effectively. They use their deed die in any test involving them, possibly even attempting mighty deeds with them.

Deed die: Just like warriors from the DCC RPG core rulebook, soldiers do not get a fixed attack bonus. They instead receive a die to roll every round to determine their attack and damage bonus for all attacks in that round. This dice is rolled anew every round, not every attack. The Table 3-3: Soldier show the die value per level.

Mighty deeds of arms: Likewise, soldiers can perform mighty deed of arms. This allow them to try courageous acts with their weapons, fists and even vehicles in combat or otherwise. It works just like the warrior's ability.

Improved critical: Because of their elite combat training, soldiers have an incredible precision in combat and thus score critical hits more easily than other classes. In addition, soldiers have higher than average crit dice and roll on more devastating tables when they score one. At 1st through 4th level, a soldier scores a critical hit on a roll of 19-20. This increases to 18-20 at 5th level and again to 17-20 at the 9th level.

Improved initiative: Soldiers are trained for war. As such, they have very quick reaction time and add their level to any initiative roll.

Military training: Becoming a soldier is no easy task. An individual has to go through a very intensive and demanding physical training. A soldier learns how to climb walls, traverse rivers, endure the harsh conditions, and other skills that should ensure their survival on the wars he will face. A soldier receives a fixed modifier that increases by level to skill tests that relate to the military training he received. This modifier is applied to whatever tasks the judge and the player agrees his training would improve his chances of succeeding.

Superior tactics: The battlefield is the natural habitat of a soldier. They have an instinctive perception of it and know where to position troops and allies and the best tactics to defeat his enemies. A soldier gets to add his luck modifier to his attack rolls and damage rolls if at least another combatant helps him in combat following his tactical advices. This means going for higher ground, doing flanking maneuvers and other tactics.

Action dice: Soldiers use their action dice mainly for attacks and physical actions.

Level
Attack (Deed Die)
Crit Die /Table
Threat Range
Action Die
Ref
Fort
Will
Military Training
1
+d3
1d12/III
19-20
1d20
+1
+1
+0
+2
2
+d4
1d14/III
19-20
1d20
+1
+1
+0
+3
3
+d5
1d16/IV
19-20
1d20
+1
+2
+1
+4
4
+d6
1d20/IV
19-20
1d20
+2
+2
+1
+5
5
+d7
1d24/V
18-20
1d20+1d14
+2
+3
+1
+6
6
+d8
1d30/V
18-20
1d20+1d16
+2
+4
+2
+7
7
+d10+1
1d30/V
18-20
1d20+1d20
+3
+4
+2
+8
8
+d10+2
2d20/V
18-20
1d20+1d20
+3
+5
+2
+9
9
+d10+3
2d20/V
17-20
1d20+1d20
+3
+5
+3
+10
10
+d10+4
2d20/V
17-20
1d20+1d20+1d14
+4
+6
+3
+11




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