Haven Trooper (Metal Gear Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Soldier class and no background, and as such does not follow traditional CR.

Haven Trooper[edit]

Medium humanoid (Human), any alignment


Armor Class 18 (Type-1 Exoskeleton)
Hit Points 126 (12d12+48)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +6, Dex +5, Con +5, Wis +5, Cha +4
Skills Acrobatics +7, Athletics +9, Insight +5, Intimidation +4, Perception +5, Sleight of Hand +7, Stealth +7, Survival +5
Senses passive Perception 15
Languages any one
Challenge 12 (8,400 XP)


Armor. The soldier has a damage threshold of 11.

Cyborg Body. The soldier gains a +1 bonus to all checks, saving throws, attack and damage rolls (included in attacks), and their AC (included in armor), but they regain half as many hit points from all sources of healing unless they or the creature healing them succeeds a DC 20 Technology check.

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.

Dueling. When the soldier is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to attack and damage rolls with that weapon (not included).

Two-Weapon Fighting. When the soldier engages in two-weapon fighting, they can add their ability modifier to the damage of the second attack.

Conditioning. The soldier can add half their proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check, attack roll, or saving throw they make that doesn't already use their proficiency bonus (included). In addition, when they make a running long jump, the distance they can cover increases 4 feet.

Resourceful. Once on each of the soldier's turns, they can choose to take an additional action. After taking this action, they immediately gain 1 level of exhaustion.

ACTIONS

Submachine Gun. Ranged Weapon Attack: +9 to hit, range 60/600 ft., one target. Hit: 10 (2d4 + 5) piercing damage 2 (1d4) times. Must be reloaded as a bonus action after 8 shots, can be reloaded up to 2 times.


MGS2_Tengu_Commandos.png
[Source].

Primarily assigned to protecting Outer Haven, the home base of the five largest PMCs in the world while SoP was active, haven troopers have top-of-the-line equipment, enhancements, and training. While they are rarely seen outside of Outer Haven, there are standing orders to not engage them by most other PMCs.

Variants

Arsenal Tengu. Each Arsenal Gear has a military complement of Tengu soldiers monitoring it. Tengu soldiers gain the following action:

HF Blade. Ranged Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Frog Soldier. The greatest special forces of the Big Five, Frogs are highly mobile assassins. Frogs lose their Two-Weapon Fighting feature, and gain the following action:

Wall Run. As a bonus action, the soldier's walking speed increases by 15 feet, they gain a climbing speed equal to their walking speed, and they can climb on vertical and inverted horizontal surfaces without making any kind of check for 1 minute. If they stop moving while on a vertical or inverted horizontal surface, they fall prone. They may use this action once, regaining use 1 minute after this effect ends.

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