Next-Generation Special Forces (Metal Gear Supplement)
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Next-Generation Special Forces[edit]
Medium humanoid (Human), any alignment Armor Class 17 (Fatigues)
Saving Throws Str +6, Dex +3, Con +8 Fatigues. Choose one type of camouflage: arctic, coast, desert, forest, grassland, mountain, swamp, outdoor manmade, or indoor manmade. The soldier gains advantage on Stealth checks while in the chosen terrain while wearing their fatigues. 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. Imperfect Soldier Genes. The soldier has a +1 bonus to all checks, saving throws, attack and damage rolls, and their AC (included in attacks and AC). When initiative ends, they gain 1 level of exhaustion. 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. ACTIONSAutomatic Rifle. Ranged Weapon Attack: +9 to hit, range 60/600 ft., 5 ft. radius. Hit: 14 (2d8 + 5) 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: +11 to hit, range 60/600 ft., one target. Hit: 12 (2d6 + 7) 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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During the Gulf War, certain elite soldiers were secretly enhanced by having aspects of their genome rewritten to match those of Big Boss. These "genome soldiers" were stronger, faster, and better shots than those that did not receive these treatments, eventually being placed on counter-terrorist units after the war. However, the imperfect process left many with life-threatening conditions, which were covered up with claims of depleted uranium and PTSD, eventually leading to an insurrection on Shadow Moses Island. VariantsSecurity Squad. Genome soldiers that are part of a security squad lose their automatic rifle action and gain the following action:
Security Squad Vanguard. Genome soldiers that lead a security squad lose their automatic rifle action and gain the following actions:
NBC Specialist. Genome soldiers that specialize in fighting in and decontaminating nuclear, biological, and chemical threats have disadvantage on Perception checks, are immune to diseases, poisons, poison damage, and the poisoned condition, as well as any other airborne threats, lose their grenade, and gain the following action:
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