Next-Generation Special Forces (Metal Gear Supplement)

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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.

Next-Generation Special Forces[edit]

Medium humanoid (Human), any alignment


Armor Class 17 (Fatigues)
Hit Points 126 (12d12+48)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +6, Dex +3, Con +8
Skills Athletics +7, Insight +5, Intimidation +4, Perception +5, Survival +5
Senses passive Perception 15
Languages any one
Challenge 12 (8,400 XP)


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.

ACTIONS

Automatic 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.


Genome_Soldiers.jpg
[Source].

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.

Variants

Security Squad. Genome soldiers that are part of a security squad lose their automatic rifle action and gain the following action:

Automatic Shotgun. Ranged Weapon Attack: +9 to hit, range 30/300 ft., 5 ft. radius. Hit: 7 (1d4 + 5) piercing damage 3 (1d6) times. Must be reloaded as a bonus action after 10 shots, can be reloaded up to 3 times.

Security Squad Vanguard. Genome soldiers that lead a security squad lose their automatic rifle action and gain the following actions:

Submachine Gun. Ranged Weapon Attack: +11 to hit, range 30/300 ft., 5 ft. radius. Hit: 12 (2d4 + 7) piercing damage 2 (1d4) times. Must be reloaded as a bonus action after 8 shots, can be reloaded up to 2 times.
Ballistic Shield. As a bonus action, the soldier's DT increases by 10. Any time they take damage while benefitting from their ballistic shield, even if it is reduced to 0 by their DT, their ballistic shield takes an equal amount of damage. Their ballistic damage has 20 hit points. If it is reduced to 0 hit points, they can not use their ballistic shield.

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:

Nerve Gas Grenade (3/day). Every creature in a 20 ft. radius up to 60 ft. from the soldier must make a DC 15 Constitution saving throw. On a failure, they take 18 (5d6) poison damage and are poisoned for 10 minutes. On a success, they take half as much damage. A creature which has been poisoned by a nerve gas grenade must make a DC 15 Constitution saving throw at the end of each minute. On a failure, it takes 7 (2d6) additional poison damage. On a successful save, it takes no additional damage, but is still poisoned. A creature reduced to 0 hit points by nerve gas dies instantly from massive respiratory failure.

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