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Forte
2009-12-15, 03:10 PM
There was some minor interest in this in an earlier thread, so I've decided to consolidate the information here so I can scavange some comments and critisizms. Any constructive comments are apreciated.

As I edit this post, I will add and remove asterisks (*) to denote section that I have updated.

Rules (new mechanics, keywords, power sources, etc.)

Keywords
Jump
The jump keyword is used in certain powers. Jump powers use a trooper's jump jets to perform a maneuver or attack. All jump powers involve movement. This movement is a part of the power and does not require an additional move action. A character using a power with the jump keyword can still use his move action that turn to move an additional distance.

Power Sources
Discipline (Cap Trooper, Chaplain, Scout)
You draw your strength from years of dedicated training and experience in your profession. While other learn the basics and continue on, you constantly strive to master your life's chosen path.

Ammunition (Field Medic, Engineer, Marauder)
While there is no doubt you're skill at arms is beyond reproach, your true strength lies in the array of tools at your disposal. From grenades to rockets to bangalores, your knowledge of the tools of war is unparralleled.

Psychic (Special Services Agent)
Your entire life has been spent harnessing the powers of the mind. Gifted with powers beyond the kin of normal men, you've been blessed with the greatest weapon mother nature ever created.


Classes*

Cap Trooper (Discipline Defender)

Cap Trooper
“To the everlasting glory of the Infantry.”

CLASS TRAITS
Role: Defender.
Power Source: Discipline.
Key Abilities: Strength, Dexterity, Constitution, Wisdom

Armor Proficiencies: Power Armor, Scout Armor.
Weapon Proficiencies: Simple melee, special melee, simple ranged, special ranged.
Bonus to Defense: +2 Fortitude

Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 9+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), First Aid (Wis), Intimidate (Cha), Tactics (Int).

Class features: Combat Focus, Combat Superiority, Trooper Talents.

Cap troopers are the pride of the mobile infantry. Able to strike fast and hard against the enemies of man anywhere in the galaxy, their superior training and experience makes them humanity’s first and last line of defense against a hostile universe.

MI CAP TROOPER CLASS FEATURES
COMBAT FOCUS
A cap trooper gains a +2 bonus to attack rolls against any enemy that hasn’t attacked him since the end of his last turn and every time you attack an enemy whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, you gain the Combat Focus power.

Combat Focus
At-Will -- Discipline, Weapon
Immediate Interrupt -- Melee or Ranged weapon
Effect: Whenever an enemy marked by you makes an attack that does not include you, you can make a melee or ranged basic attack against that enemy.

COMBAT SUPERIORITY
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

TROOPER TALENTS
Choose one of the following trooper talents.

Phalanx Trooper
You may make opportunity attacks using a ranged weapon. Also, if there are no enemies adjacent to you, you threaten every square within range of your weapons.
Assault Trooper
You may make a melee or ranged basic attack whenever you use a power with the Jump keyword.

AT WILL POWERS

Aimed Attack
You attack your opponent where it hurts the most.
At-Will -- Discipline, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.

Enfeebling Strike
Your attacks hamper your enemy’s concentration.
At-Will -- Discipline, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.

Sure Strike
You trade power for precision.
At-Will -- Discipline, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength +2 vs. AC (melee) or Dexterity +2 vs. AC (ranged)
Hit: 1[W] damage.

Valiant Strike
As you bring your weapon to bear, the odds against you add strength to your attack.
At-Will -- Discipline, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC (melee) or Dexterity + 1 per enemy adjacent to you vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged).


LEVEL 1 ATTACK POWERS

Blazing Charge
Aiming your jets behind you instead of toward the ground, you charge with all the force your jump jets can muster.
Encounter -- Discipline, Jump
Standard Action -- Ranged 10
Target: One creature
Attack: Strength vs. Reflex
Effect: You slide in a straight line up to 10 squares but no less than 5 squares.
Hit: 2d6 + Strength modifier damage, and target enemy is knocked prone.

Covering Attack
You launch a dizzying barrage of attacks at your enemy, compelling him to give you all his attention. Under the cover of your ferocious attack, one of your allies can safely retreat from that same foe.
Encounter -- Discipline, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and an ally adjacent to the target can shift 2 squares.

Distracting Attack
Your attacks draw the enemy’s attention, setting up openings for your team.
Encounter -- Discipline, Weapon
Immediate Reaction -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target suffers a –2 penalty to AC until the end of your next turn.

Double Tap
You strike or shoot twice in rapid succession.
Encounter -- Discipline, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.


LEVEL 1 DAILY POWERS

Brutal Attack
You deliver a single, well placed attack against your foe.
Daily -- Discipline, Reliable, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged)

Comeback Attack
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.
Daily -- Healing, Discipline, Reliable, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and you can spend a healing surge.

Focused Supression
You subject your opponent to a hail of fire, forcing him to take cover.
Daily -- Discipline, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to attack rolls (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.


LEVEL 2 UTILITY POWERS

Adrenaline Rush
You let your adrenaline surge carry you through the battle.
Daily -- Healing, Discipline
Minor Action -- Personal
Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.

Get Behind Me
You shield an ally with your own body.
Encounter -- Discipline
Standard Action -- Melee 1
Target: One adjacent ally
Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn.

Get Over Here
You pull one of your allies into a more advantageous position.
Encounter -- Discipline
Move Action -- Melee 1
Target: One willing adjacent ally
Effect: You slide the target 2 squares to a square that is adjacent to you.

Intervene
Heightened reflexes and jet powered legs lets you put yourself in harms way.
Encounter -- Discipline, Jump
Immediate Reaction -- Ranged 10
Trigger: An enemy makes an attack against an ally within 10 squares.
Effect: You can jump up to 10 squares, placing yourself between your ally and the attacking enemy. You can slide your ally 1 square if necessary. The attack directed at your ally targets you instead.


LEVEL 3 ATTACK POWERS

Controlled Burst
You accurately attack in rapid succession.
Encounter -- Discipline, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), three attacks
Hit: 1[W] damage.

Halting Attack
You aim for the legs to stop the enemy’s advance.
Encounter -- Discipline, Weapon
Standard Action -- Ranged eapon
Targets: One or two creatures
Attack: Dexterity vs. Reflex, one attack per target
Hit: 1[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.

Long Goodbye
You over boost your jets to create a heavy back blast at the cost of range.
Encounter -- Discipline, Jump
Standard Action -- Close burst 1
Target: Each creature in burst
Attack: Strength vs. Fortitude
Hit: 2d6 damage, and the target is dazed until the end of your next turn.
Effect: You jump 5 squares.

Precision Attack
You trade damage for accuracy when you really want to land an attack on your opponent.Encounter -- Discipline, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength +4 vs. AC (melee) or Dexterity +4 vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged).



Chaplain (Discipline Leader)

Chaplain
“The most noble fate a man can endure is to place his own mortal body between his loved home and the war's desolation.”

CLASS TRAITS
Role: Leader.
Power Source: Discipline.
Key Abilities: Dexterity, Wisdom, Charisma

Armor Proficiencies: Power Armor, Scout Armor.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: Religion. From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Diplomacy (Cha), First Aid (Wis), History (Int), Insight (Wis), Religion (Int).

Class features: Collegiate Doctrine, Divine Inspiration, Inspiring Word, Paragon of Sacrifice

CHAPLAIN CLASS FEATURES
COLLEGIATE DOCTRINE
Choose one of the following doctrine benefits below.

Historical Laureate
When an ally you can see spends an action point to make an attack, the target of the ally’s attack grants him combat advantage until the end of his next turn.
Theological Laureate
When an ally you can see spends an action point to take an action, that ally also gains hit points equal to one-half your level + your Charisma modifier.

DIVINE INSPIRATION
Once per encounter you can use your faith as inspiration, filling you with clarity of mind and spirit necessary to act with purpose in the face of the enemy.
Regardless of how many different uses for Divine Inspiration you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.

Faith of Action
You face peril with confidence of action and faith of purpose, sure in the knowledge that a higher power guides your hand.
Encounter -- Discipline
Free Action -- Personal
Divine Inspiration: You can use only one divine inspiration power per encounter.
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Sermon of Inspiration
You call out inspiring words to nearby wounded comrades to embolden them and find resolve in your faith.
Encounter -- Discipline, Healing
Standard Action -- Close burst 5
Divine Inspiration: You can use only one divine inspiration power per encounter.
Target: Each bloodied ally in burst
Effect: Each target can spend a healing. You are weakened until the end of your next turn.

INSPIRING WORD
Using the inspiring word power, chaplains can grant their comrades additional resilience with nothing more than a shout of encouragement.

Inspiring Word
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) -- Discipline, Healing
Minor Action -- Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

PARAGON OF SACRIFICE
You may spend your own action points or healing surges in place of that of an ally within 10 squares. This requires no action on your part and does not change the effects of the action point or healing surge.

AT WILL POWERS

LEVEL 1 ATTACK POWERS

LEVEL 1 DAILY POWERS

LEVEL 2 UTILITY POWERS

LEVEL 3 ATTACK POWERS


Engineer (Ammunition Striker)

In progress


Field Medic (Ammunition Leader) *

Field Medic
“He who bleeds with me shall be my brother.”

CLASS TRAITS
Role: Leader.
Power Source: Ammunition.
Key Abilities: Strength, Intelligence, Charisma

Armor Proficiencies: Power Armor, Scout Armor.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: First Aid. From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), First Aid (Wis), Insight (Wis), Tactics (Int).

Class features: Directed First Aid, Healing Touch, Inspiring Presence, Medical Expertise

FIELD MEDIC CLASS FEATURES
Directed First Aid
Encounter (Special) -- Discipline, Healing
Minor Action -- Close burst 5
Special: You can use this power twice per encounter, but only once per round.
Target: You or one ally in burst.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

HEALING TOUCH
When you grant healing with one of your field medic powers that has the healing keyword, add your Intelligence modifier to the hit points the recipient regains.

INSPIRING PRESENCE
Bloodied allies adjacent to you gain a +2 power bonus to AC and attack rolls.

MEDICAL EXPERTISE
Choose one of the following expertise benefits below.

Prevention
When an ally is affected by a power with the disease, fear, or poison keywords, he gains a bonus to defenses equal to your Intelligence modifier.
Recovery
When an ally rolls saving throws at the end of their turn, they may reroll any one failed saving throw.

AT WILL POWERS

Aim for the Heart
Your in depth knowledge of anatomy and physiology allow you to aim for the most vulnerable areas.
At-Will -- Discipline
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage.

From the Front
You face your enemies alongside your soldier brethren, showing them that even ‘Doc’ is in the fight.
At-Will -- Discipline
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. Fortitude (melee) or Dexterity vs. Fortitude (ranged)
Hit: Deal damage equal to your Strength modifier (melee) or Dexterity modifier (ranged), and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.

Got You Covered
You attack an enemy in an attempt to pin him down, giving your allies time to get into position.
At-Will -- Discipline
Standard Action -- Ranged weapon
Target: One creature
Attack: Dexterity vs. AC (ranged)
Hit: 1[W] + Dexterity modifier damage
Effect: If the target moves before the start of your next turn, it provokes an opportunity attack from you.

Gut Shot
You aim for a sensitive spot, causing your target pain greater than the wound.
At-Will -- Discipline
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. Fortitude (melee) or Dexterity vs. Fortitude (ranged)
Hit: 1[W] + Strength modifier (melee) or 1[W] + Dexterity modifier (ranged) damage, and the target take a -2 penalty to Fortitude defense until the end of your next turn.


LEVEL 1 ATTACK POWERS

Concussion Grenade
You lob a concussion grenade into a group of enemies to deal damage and disrupt their coordination.
Encounter -- Ammunition
Standard Action -- Area burst 3 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 1d8 + Intelligence modifier damage, and targets are dazed until the end of your next turn.

On the Bounce
You strike decisively and quickly like your MI brothers.
Encounter -- Ammunition, Jump, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. Fortitude (melee) or Dexterity vs. Fortitude (ranged)
Effect: You can jump up to 5 squares before or after the attack.
Hit: 1[W] + Strength modifier (melee) or 1[W] + Dexterity modifier (ranged) damage, and the

Sure Attack
You steady yourself and take careful aim at your enemy’s vital areas.
Encounter -- Ammunition, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 2[W] + Intelligence modifier damage.

Warning Shot
You fire your weapon at an advancing enemy, forcing it to stop in its tracks.
Encounter -- Ammunition, weapon
Immediate Interrupt -- Ranged weapon
Trigger: An enemy in range moves.
Target: Triggering enemy.
Attack: Dexterity vs Reflex
Hit: 1d6 + Intelligence modifier damage, and the target is immobilized until the start of its next turn.
Effect: Targets hit by this power grant combat advantage until the start of their next turn.


LEVEL 1 DAILY POWERS

Chaff
You release a burst of metal chaff to injure and confuse your foes.
Daily -- Ammunition
Standard Action -- Close Burst 1
Target: Each creature in burst.
Attack: Intelligence vs Reflex
Hit: 3d8 + Intelligence modifier damage, and the targets suffer a -2 penalty to attack rolls (save ends).
Miss: Half damage, and no penalty to attack rolls.
Special: This power does not affect you.

Expired Meds
You use a mixture of your expired pharmaceuticals to enhance the effectiveness of your weapon.
Daily -- Ammunition, Weapon
Standard Action -- Ranged weapon
Target: One creature.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage, and ongoing 5 poison damage (save ends).

Invigorating Assault
You signal your squad’s suits to begin endorphin release and charge the enemy.
Daily -- Ammunition, Healing, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged).
Hit: 2[W] + Strength modifier (melee) or 2[W] + Dexterity modifier (ranged) damage.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

Static Discharge
You release channel a burst of energy into your fist to deliver a shock in order to disable your opponent.
Daily -- Ammunition, Reliable
Standard Action -- Melee touch
Target: One creature.
Attack: Intelligence vs Fortitude
Hit: Intelligence modifier damage, and target is unconscious (save ends).


LEVEL 2 UTILITY POWERS

Basic Analgesics
You release a burst of low level analgesic agents into the target’s system, relieving pain and bolstering their resolve.
Daily -- Ammunition, Healing
Standard Action -- Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing surge.

Pop Smoke
You toss a smoke canister to create a cloud to obscure the movement of your squad.
Daily -- Ammunition, Zone
Standard Action -- Area burst 3 within 10 squares
Effect: The burst creates a zone of thick white smoke that obscures all vision within it until the end of the encounter.

Stim Trigger
You signal the suits of your squad to inject a cocktail of performance enhancing drugs into their wearers, boosting their ability for a short duration.
Daily -- Ammunition
Standard Action -- Close burst
Target: You and each ally in burst.
Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.

Supportive Treatments
You administer a dose of supportive drugs to help your target overcome his maladies.
Encounter -- Ammunition
Standard Action -- Melee touch
Target: You or one creature
Effect: The target makes a saving throw with a bonus equal to your Intelligence modifier.


LEVEL 3 ATTACK POWERS

Anesthetizing Toxin
You fire a dose of anesthetizing toxin at your opponent to debilitate his attacks.
Encounter -- Ammunition, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Dexterity vs Fortitude
Hit: Intelligence modifier damage, and the target is weakened and slowed until the end of your next turn.

Dazzling Strobe
Your suit emits a focused pulse of intense light in an effort to blind your foes.
Encounter -- Ammunition
Standard Action -- Ranged 10
Target: One creature
Attack: Intelligence vs Fortitude
Hit: 2d6 + Intelligence modifier damage, and the target is blinded until the end of his next turn.

Power Charge
You fire a targeting round at your enemy that broadcasts pertinent range and location information to guide the attacks of your team.
Encounter -- Ammunition, Jump
Standard Action -- Ranged 10
Target: One creature
Attack: Strength vs Reflex
Hit: 1d8 + Strength modifier damage, and you push the target 2 squares and knock it prone.

TAG Round
You fire a targeting round at your enemy that broadcasts pertinent range and location information to guide the attacks of your team.
Encounter -- Ammunition, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn.



Marauder (Ammunition Defender) *

Marauder
“War is not violence and killing, pure and simple; war is controlled violence, for a purpose.”

CLASS TRAITS
Role: Defender.
Power Source: Ammunition.
Key Abilities: Strength, Dexterity, Constitution

Armor: Marauder Armor.
Weapon Proficiencies: Simple melee, simple ranged, special ranged.
Bonus to Defense: +2 Fortitude

Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 9+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), First Aid (Wis), Intimidate (Cha), Tactics (Int).

Class features: Alpha Strike, Entrench, Line Guard, Vigilence

SCOUT CLASS FEATURES
ALPHA STRIKE
A marauder can overload his suits systems for an immediate burst of firepower.

Alpha Strike
Daily
Free Action
Effect: Until the end of your current turn, all of your powers become At-Will minor actions. At the end of your current turn, these benefits are lost and you are weakened, slowed, and dazed until the end of the encounter.

ENTRENCH
Your suit can cement its footing by forcing its legs into the ground.

Entrench
At-Will
Move Action
Effect: You can entrench your suit in the ground. While entrenched, you cannot be pushed, pulled, or slid nor can you perform these actions either. Powers with the recoil keyword can be used without penalty while entrenched.
Special: As a move action, you can pull your legs out, ending the entrench effect.

LINE GUARD
Any enemy who enters a square threatened by you must end its movement in that square.

VIGILENCE
Any enemy that attacks an ally within 5 squares of you grants you combat advantage.

AT WILL POWERS

Both Barrels
You bring to bear a weapon in either hand and unleash them upon your foes.
At-Will -- Ammunition, Weapon
Standard Action -- Ranged weapon
Target: One or two creature
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] damage per attack.

Concussive Blow
Your attacks land with such power that even a miss sends shockwaves into your enemies.
At-Will -- Ammunition, Weapon
Standard Action -- Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage.
Miss: Strength modifier damage.

Slam
You slam your opponent with the full force of your battle armor.
At-Will Ammunition
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Fortitude.
Hit: 1d10 + Strength modifier, and you push the target a number of squares equal to your Strength modifier.

Stomp
You pound the floor with enough power to force you enemies off balance.
At-Will -- Ammunition
Standard Action -- Close burst 2
Target: All creatures in burst.
Attack: Strength vs. Reflex
Hit: 1d6 + Strength damage, and targets are slowed until the end of your next turn.


LEVEL 1 ATTACK POWERS

LEVEL 1 DAILY POWERS

LEVEL 2 UTILITY POWERS

LEVEL 3 ATTACK POWERS


Scout (Discipline Striker)

Scout
“There are no dangerous weapons; there are only dangerous men.”

CLASS TRAITS
Role: Striker.
Power Source: Discipline.
Key Abilities: Dexterity, Intelligence, Wisdom

Armor Proficiencies: Scout Armor.
Weapon Proficiencies: Simple melee, simple ranged, special ranged.
Bonus to Defense: +2 Reflex

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: Stealth, Nature. From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Tactics (Int), Thievery (Dex).

Class features: First Strike, Hunter's Quarry, Wrath of Nemesis

SCOUT CLASS FEATURES
FIRST STRIKE
At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

HUNTER'S QUARRY
Once per turn, you can use your Hunter's Quarry power.

Hunter's Quarry
At-Will
Minor Action
Effect: You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals 1d6 extra damage. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.

WRATH OF NEMESIS
Once per turn, you can use your Wrath of Nemesis power.

Wrath of Nemesis
At-Will
Move Action
Effect: The base damage of the next at-will attack power deals double damage. If you have not used an at-will attack power by the start of your next turn, this benefit is lost.

AT WILL POWERS

Careful Attack
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At-Will -- Discipline, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Dexterity + 2 vs. AC (ranged).
Hit: 1[W] damage (ranged).

Hit and Run
With a quick jab, you disorient your opponent to better enable your retreat.
At-Will -- Discipline
Standard Action -- Melee 1
Target: One creature
Attack: Dexterity vs. Reflex
Hit: Dexterity modifier damage, and the target is dazed until the end of your next turn.
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.

Nimble Strike
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will -- Discipline, Weapon
Standard Action -- Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.

Smart Shot
You aim your attack at a vital organ for a sure kill.
At-Will -- Discipline, Weapon
Standard Action -- Ranged weapon
Target: One creature
Attack: Dexterity or Intelligence vs. AC
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage.


LEVEL 1 ATTACK POWERS

LEVEL 1 DAILY POWERS

LEVEL 2 UTILITY POWERS

LEVEL 3 ATTACK POWERS


Special Services Agent (Psychic Controller)

Special Services Agent
“When you come right to it, it is easier to die than it is to use your head.”

CLASS TRAITS
Role: Controller.
Power Source: Psychic.
Key Abilities: Charisma, Intelligence, Constitution

Armor Proficiencies: Scout Armor.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10+ Constitution Score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Bluff (Cha), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Religion (Int).

Class features: Cantrips, Psychic Discipline, Surge of Power

SPECIAL SERVICES AGENT CLASS FEATURES
CANTRIPS
Cantrips are minor psychic tricks you gain at 1st level. You can use the always lucky, telepathic vocalization, and sense the unseen cantrips as at-will powers.

PSYCHIC DISCIPLINE
Choose one of the following psychic disciplines. In addition to the listed benefits, whenever you use a power with the discipline’s keyword, you gain a +2 proficiency bonus to attack rolls made with that power or another listed benefit if the power is not an attack.

Probability Distortion
When you use an action point for any reason you can reroll any one roll made before the end of your next turn.
Psychometry
You’re trained in the Perception skill and can use your Charisma modifier instead of your Wisdom modifier for Perception checks.
Telepathy
Allies within 10 squares gain a +2 power bonus to all Intelligence, Wisdom, and Charisma based skills.

SURGE OF POWER
You can burn a single healing surge in order to use an encounter power you have already used in that encounter or three healing surges to use a daily power you have already used that day. Healing surges used in this way provide no actual healing.

CANTRIPS
Always Lucky
You subtly alter the rules of fate in your favor.
At-Will Psychic, Probability Distortion
Minor Action Personal
Effect: While under the effects of this power, your attack rolls of natural 1 are not automatic misses and enemy attack rolls against you that land as natural 20 are not automatic hits.
Sustain Minor: You can sustain this power indefinitely.
Special: If you selected the Probability Distortion discipline, you can grant the benefits of this power to a single ally within 5 squares instead of granting it to yourself.

Sense the Unseen
By maintaining slight concentration, cover and concealment become inconsequential to your perception.
At-Will Psychic, Psychometry
Standard Action Ranged 5
Effect: The effects of cover and concealment do not affect Perception checks made within 5 squares and line of sight is not needed. This power functions through objects such as walls or doors.
Sustain Standard: You can sustain this power indefinitely.
Special: If you selected the Psychometry discipline, this power’s range increases to 10.

Telepathic Vocalization
You project your voice into the mind of another.
At-Will Psychic, Telepathy
Standard Action Ranged 10
Target: One friendly creature.
Effect: You project your internal monologue into the mind of another creature within range, allowing you to speak to him telepathically. The target creature cannot respond and you gain no knowledge of their thoughts. If you do not share a language with the target creature, they can still hear your thoughts, but won’t be able to understand them.
Special: If you selected the Telepathy discipline, this power’s range increases to 20.

AT-WILL POWERS

Focusing Shot
Your attacks guide the attacks of your allies.
At-Will Psychic, Probability Distortion, Weapon
Standard Action Ranged weapon
Target: One creature.
Attack: Charisma vs. AC
Hit: 1[W] + Intelligence modifier damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Stagger the Mind
You force your will into your enemy’s mind, causing pain and hindering their movement.
At-Will Psychic, Telepathy
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier psychic damage, and the target is slowed until the end of your next turn.

Unbalancing Attack
With a supernatural awareness of your terrain, you use your attacks to drive your enemy’s into disadvantageous positions.
At-Will Psychic, Psychometry, Weapon
Standard Action Ranged weapon
Target: One creature.
Attack: Charisma vs. AC
Hit: 1[W] + Intelligence modifier damage, and the target grants combat advantage until the end of your next turn.

Unnerving Wave
You project a wave of psychic fear in front of you, causing pain and hesitation in your enemies.
At-Will Psychic, Telepathy
Standard Action Close blast 3
Target: Each creature in blast.
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage, and you push the targets a number of squares equal to your Intelligence modifier.


LEVEL 1 ATTACK POWERS

Cause Fear
You implant images of nightmare into the mind of your enemy.
Encounter Psychic, Telepathy, Fear
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Enfeeble
With just a thought, you cause debilitating pain in your enemy.
At-Will Psychic, Telepathy
Standard Action Ranged 10
Target: One creature.
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier psychic damage, and the target is weakened until the end of your next turn.

Help and Hinder
You alter the very laws of chance in the area around you, guiding the attacks of your allies and staggering the minds of your enemies.
Encounter Psychic, Probability Distortion
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Setup
You use your psychic foresight to draw your enemies into advantageous positions.
Encounter Psychic, Psychometry, Weapon
Standard Action Ranged weapon
Attack: Charisma vs. AC
Hit: 2[W] + Intelligence modifier damage, and you slide the target 2 squares.


LEVEL 1 DAILY POWERS

Agonizing Cloud
You cause an area to almost shimmer with psychic energy, crippling the minds of anyone caught in its force.
Daily Psychic, Telepathy
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier Psychic damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

Sleep
You exert your will against your foes, seeking to overwhelm them with a tide of weariness.
Daily Psychic, Sleep, Telepathy
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Tactical Awareness
You attack with near pre-cognition of your enemy’s movement and actions.
Daily Psychic, Psychometry, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Intelligence modifier damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains no vulnerability.

Tactical Divination
By reading the flow of battle and using precognition, you attack with uncanny accuracy.
Daily Psychic, Psychometry, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Intelligence modifier damage.
Effect: You gain a +1 power bonus to attack rolls for the rest of the encounter.


LEVEL 2 UTILITY POWERS

Do Over
You or a creature you choose falls much slower than normal.
Daily Psychic, Probability Distortion
Free Action Ranged 10
Trigger: You or one creature in range rolls a failing skill check or saving throw.
Effect: You or the creature rerolls the failed skill check or saving throw.
Special: If you selected the Probability Distortion discipline, the new roll gains a power bonus equal to your Charisma modifier.

Empathic Prose
You use your gifts to read the emotions and projected thoughts of those around you lending you an apparently unnatural grace in speech and manner.
Encounter Psychic, Telepathy
Minor Action Personal
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
Special: If you selected the Telepathy discipline, the power bonus granted by this ability is +5 + Intelligence modifier.

Insure Hope
You force the odds to turn in your favor.
Daily Psychic, Probability Distortion
Standard Action Close burst 20
Targets: You and each ally in burst
Effect: Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.
Special: If you selected the Probability Distortion discipline, the power bonus granted by this power is equal to your Intelligence modifier.

Precognitive Defense
In a burst of clarity, you quickly alter your own positioning in an attempt to deflect an imminent attack.
Encounter Psychic, Psychometry
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Special: If you selected the Psychometry discipline, you also gain a +4 power bonus to Fortitude and Will defense until the end of your next turn.


LEVEL 3 ATTACK POWERS

Command
You enter the mind of your foe and force obedience. You can choose to drive the foe back, order it closer, or cause the foe to throw itself to the ground.
Encounter -- Charm, Psychic, Telepathy
Standard Action -- Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Intelligence modifier.

Guided Recklessness
You blanket an area with gunfire, relying on your innate talents to simply force the attacks to fly true.
Encounter -- Psychic, Probability Distortion, Weapon
Standard Action -- Ranged Weapon
Target: Up to four creatures no more than 2 squares apart from each other
Attack: Charisma vs. AC, one attack per target.
Hit: 1[W] + Intelligence modifier damage.

Pain Wave
You focus a blast of psychic energy to overwhelm your foes with crippling pain.
Encounter -- Psychic, Telepathy
Standard Action -- Close blast 5
Target: Each creature in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.

Unreality
You peer into the immediate future and manipulate minor events, causing cognitive dissonance in your enemies and forcing them off their footing.
Encounter -- Psychic, Psychometry
Standard Action -- Ranged 10
Targets: One or two creatures
Attack: Charisma vs. Will, one attack per target
Hit: 1d10 + Charisma modifier damage, and the target is knocked prone.

Yakk
2009-12-15, 03:26 PM
Link to earlier discussion?

Oh, and are we talking movie starship troopers, or book starship troopers?

hamishspence
2009-12-15, 03:49 PM
Which movie? There have been a few.

I'm guessing it probably bears closest resemblance to the Starship Troopers RPG, which was a bit like D&D- and which was based on movies, TV series, and the book.

Forte
2009-12-15, 04:04 PM
Book as much as possible though I'm going to be drawing from the cartoon a lot for inspiration on the arachnids (since the book really only had warriors/workers/brainbugs). Also, since the cartoon fleshed out the skinnies a lot more than the book did, I'll use that. I'm trying to avoid using movie stuff though since I just simply didn't like it (although I've only seen the first one).

My basis is that in the book, it was described that a single MI cap trooper could cover something like a 13 mile radius by himself. This concept allows for a party of 5 to tackle the kinds of missions I'm planning. The movie's concept of the MI trooper (no capsule, battalion of troops marching single file through a canyon) is just not something I'd enjoy creating.

As for the earlier discussion, it was really just me adding on to the Support Mission I linked above.

hamishspence
2009-12-15, 04:10 PM
The movie's concept of the MI trooper (no capsule, battalion of troops marching single file through a canyon) is just not something I'd enjoy creating.

Most definitely agreed.

The game provided an excuse for the movie style troopers (in a big war, they sometimes need cannon-fodder) but at least kept the power armour, jump jets, etc.

It split the "ape suits" from the others though- they are considered large enough to be more like small vehicles, whereas scouts look like men in spacesuits.

It also had a lot larger number of Arachnid types, and filled in the Skinnies in more detail.

I think the animated series may have contributed a lot to the game.

Still, if you haven't read the game books, but have watched the series and are using that, it will probably end up fairly similar anyway.

Mulletmanalive
2009-12-15, 04:54 PM
I always thought some of the stuff in the game was a bit...out of place.

Like the dogs. with bombs in their tummies that can only be detonated if fido is still alive? buh?

Still, nice minis and if i'm not getting confused, probably the best formatted books Mongoose ever managed...

gnownek
2009-12-15, 07:54 PM
I went generic instead of specialized trying to do modern. I found the biggest problems in modern 4e was firearms, vehicles (not resolved), modern skills and new generic classes. I have ideas for machine guns, guns and rockets.

If you are interested in generic 4e modern, please see stuff in link below.

4e Modern Homebrew

http://www.giantitp.com/forums/showthread.php?p=6765222#post6765222

I would also google goodman games hearts of chaos.

Forte
2009-12-15, 08:37 PM
I always thought some of the stuff in the game was a bit...out of place.

Like the dogs. with bombs in their tummies that can only be detonated if fido is still alive? buh?

Still, nice minis and if i'm not getting confused, probably the best formatted books Mongoose ever managed...

Those were neodogs. Neodog Handler was one of the things Rico was looking at when he was enlisting since he liked dogs and had one as a kid. He changed his mind when the recruiter discouraged him from following that career path.

Mulletmanalive
2009-12-15, 09:19 PM
Those were neodogs. Neodog Handler was one of the things Rico was looking at when he was enlisting since he liked dogs and had one as a kid. He changed his mind when the recruiter discouraged him from following that career path.

I was referring to them in the game. They're not particularly useful in the tabletop game and an absolute liability in the RPG. Were it possible to blow them up after they were dead, they'd be more use in both cases.

Been far too long since i've even picked up the book; mostly because i rather like the cartoon better.

Forte
2009-12-16, 07:30 AM
Thinking of creating the following power sources for the classes above, but would like some input from you guys.

Power Sources
Discipline (Cap Trooper, Chaplain, Scout)
You draw your strength from years of dedicated training and experience in your profession. While other learn the basics and continue on, you constantly strive to master your life's chosen path.

Ammunition (Field Medic, Engineer, Marauder)
While there is no doubt you're skill at arms is beyond reproach, your true strength lies in the array of tools at your disposal. From grenades to rockets to bangalores, your knowledge of the tools of war is unparralleled.

Psychic (Special Services Agent)
Your entire life has been spent harnessing the powers of the mind. Gifted with powers beyond the kin of normal men, you've been blessed with the greatest weapon mother nature ever created.

gnownek
2009-12-17, 12:01 AM
Discipline and martial are really the same thing

Psionic is good

Not sure on ammo. I mean a bow and arrow ranger is technically speaking an ammo/equipment expert and he's martial.

Forte
2009-12-17, 07:23 AM
I know discipline and martial are basically the same. It's just different to facilitate the difference between martial and ammo. The concept is this: The ranger uses a bow and arrows, true. However, the ranger's power is drawn from his expertise with the bow and arrows. A class using the ammo power source (field medic, engineer, marauder) would be drawing power from the tools they posses themselves and not necessarily any kind of skill (although the medic might overlap). For example, a ranger's powers using a bow are all about doing cool things that the character learned. An engineer can practice his craft all his life, that grenade, bangalore, and javelin missile are all still going to perform the same for him regardless of his skill level. By using a specific ammo power source, I can give them powers drawing from tools in their basic kit, rather than creating a rediculously long list of equipment that will eventually make several classes obsolete.

A chaplain's healing ability (Discipline) would be something like an inspiring word to help an ally fight through pain and continue the mission. (healing surge +xd6 hit points)

A field medic's healing ability (Ammunition) would be something like applying a pressure dressing over a wound and administering a dose of painkillers. (healing surge +xd6 hit points)

Mechanically, they're both the same. They're also both martial based on the DnD rules.

Also, I'm removing armor proficiencies and armor in general. I think that the power suits are too intrinsic to the classes. By taking that option away, I can put in more powers to make the classes distinct. I was working on it and suddenly realized that, if for some silly reason, a cap trooper PC's player decided he wanted to use scout armor instead of power armor, he would basically be out every power with the jump keyword and I really had no way of making the scout armor able to compensate for that. I'm going to create a kind of cybernetics system to account for equipment in each of the standard body slots to compensate.

Calmar
2009-12-17, 08:14 AM
Just out of curiosity: Is this project restricted solely to the book, or does it include other stuff from Heinlein's Universe(s?). For example, Pluto Station and one of the training posts Rico attends are mentioned in other books as well (a certain academy, I believe - it's been quite a time since I read the book the last time).

In case you use the whole thing, the Skinnies probably aren't special besides the fact that Rico participates in the expedition to their world; just another alien race remotely involved in the conflict.

Forte
2009-12-17, 08:35 AM
I want to use as much from the book as possible, defering to it whenever there is even a hint of conflict. Going to have to go to the cartoon for some variety as far as enemies go since the book only had 3 types of arachnids and a undescribed alien race (skinnies). I'm trying to limit influence from the movies though. Might throw in some of the stuff from the anime too. I seem to recall the book describing warriors as having some kind of ranged biological weapon.

hamishspence
2009-12-17, 08:56 AM
It does mention a beam weapon wielded by warriors.

And that the best way to deal with the warrior is to hit a vulnerable spot, whereupon it will blunder on, still shooting, till it collides with a wall.

Hmm.

Calmar
2009-12-17, 10:11 AM
The bugs have the overall edge in ground combat, because they have a virtually endless number and reserve of expendable troops, while every Starship Trooper is extremely valuable both in training time and equipment. This is cool for a book and maybe a PC game, too, but it might get boring in a P&P game. I guess you can't avoid to invent advanced war machinery for the arachnids in order to make them dangerous to a group of PC (other than drowning them in masses of CR 1/2 - CR 1 monsters).
After all, they have space forces and advanced weapons in the novel. :smallsmile:

Forte
2009-12-17, 11:15 AM
Added the field medic's powers up to level 3.

Yeah, the main reason I wanted to use the book's concept of the Mobile Infantry but the cartoon's vision of the arachnids is to have a small squad of very capable super soldiers (novel) against a varied and calculating opponent (cartoon). That way, I wouldn't be drowning the PC's in level 1 to 2 encounters or just increasing numbers of minions. That would get old fast.

Forte
2009-12-17, 03:22 PM
Added marauder class and its at-will powers. Reached the post cap of characters, so I'll wait until I've completed all the classes and maybe some other stuff before I post crunch stuff for a while.

Forte
2009-12-18, 10:36 AM
How are these two? This is kind of the direction I was thinking of going with the arachnids.

Warrior Scout
Medium arachnid
Level 2 Skirmisher XP 125
Initiative +5 Senses Perception +7; low-light vision
HP 37; Bloodied 18
AC 16; Fortitude 14, Reflex 13, Will 12
Speed 8, climb 8
Bite (standard, at-will)
+7 vs AC; 1d8+4 damage.
Swarm Attack
An warrior scout deals an extra 1d6 damage against an enemy adjacent to two or more of the warrior scout’s allies.
Tireless Pursuit
Whenever an adjacent enemy attempts to move or shift away, the warrior scout may shift up to 2 squares.
Alignment Unaligned Languages -
Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
Con 13 (+2) Int 2 (-3) Cha 5 (-2)

Light Worker
Medium arachnid
Level 2 Minion XP 31
Initiative +3 Senses Perception +0; low-light vision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 15, Will 12
Speed 8, burrow 2 (tunneling), climb 8
Claw (standard, at-will)
+5 vs AC; 4 damage.
Martyr of the Swarm
Whenever an attack would hit one of the light worker’s adjacent non-minion allies, the attack hits the light worker instead.
Genetically Passive
Light workers are incapable of engaging in combat unless they are completely unable to move.
Alignment Unaligned Languages -
Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
Con 13 (+2) Int 2 (-3) Cha 5 (-2)