Elite Gunner (Metal Gear Supplement)
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Elite Gunner[edit]
Medium humanoid (Human), any alignment Armor Class 16 (Chain Shirt)
Saving Throws Str +4, Dex +3, Con +8 Armor. The soldier has a damage threshold of 7 and disadvantage on Stealth checks. Hustle. The soldier may take the dash, disengage, dodge, help, hide, or search action as a bonus action on each of their turns, but they gain 1 level of exhaustion immediately after doing so. Adaptability. When the soldier fails a saving throw, they may choose to succeed instead. Immediately after using this feature, they gain 1 level of exhaustion. Close Quarters Shooter. When the soldier makes a ranged attack while they are within 5 feet of a hostile creature, they do not have disadvantage on the attack roll and their base movement speed increases by 5 feet. Dueling. When the soldier is wielding a weapon in one hand and no other weapons, they gain a +2 bonus to attack and damage rolls with that weapon (included in attack). Great Weapon Fighting.' When the soldier rolls a 1 or 2 on a damage die for an attack they make with a weapon that they are wielding with two hands, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for them to gain this benefit. ACTIONSAutomatic Rifle. Ranged Weapon Attack: +8 to hit, range 60/600 ft., 5 ft. radius. Hit: 13 (2d8 + 4) piercing damage 2 (1d4) times. Must be reloaded as a bonus action after 10 shots, can be reloaded up to 3 times. Handgun. Ranged Weapon Attack: +10 to hit, range 60/600 ft., one target. Hit: 11 (2d6 + 6) piercing damage. Must be reloaded as a bonus action after 12 shots, can be reloaded up to 2 times. Fragmentation Grenade (1/day). Every creature in a 20 ft. radius up to 60 ft. from the soldier must make a DC 15 Dexterity saving throw. On a failure, they take 18 (5d6) piercing damage on a failed save. On a success, they take half as much damage.
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Certain expert soldiers are able to make the most of standard equipment, typically acting as squad leaders or acting in special ops units. VariantsSecurity Squad. Elite gunners that are part of a security squad lose their automatic rifle action and gain the following action:
Security Squad Vanguard. Elite gunners that lead a security squad lose their automatic rifle action and gain the following actions:
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