This race assumes a campaign structure that is primarily human-centric and takes cues from my earlier involvement with Matt Jackson’s Edge of Space rpg system (See my work for Edge of Space here).
Mobile Strike Marine Gunner
The Mobile Strike Marine Gunner is the heavy hitter of the UESF interstellar and Void operations. Specializing in Heavy Kit, the Gunner typically relies on the pure brute power of the MSAW Heavy Repeater, and the Kinetic stopping power of the Heavy Strike-Armor to support their comrades and suppress enemy resistance.
Movement Range Restrictions: Mobile Strike Marine Gunners have a Movement Range of 4/round due to the weight of their kit. Moving from a prone to kneeling/standing position is a full round action for the Mobile Strike Marine Gunner.
Weapons / Armor Restrictions: Mobile Strike Marine Gunners may use all simple Melee and Ranged Weapons, Rifles, and Heavy Weapons. Mobile Strike Marine Gunners may wear Light and
Saving Throw: Mobile Strike Marine Gunners receive a +2 on Saving Throws against Death and Poisons. Mobile Strike Marine Gunners receive a +1 bonus to any Push effects against them.
Level | XP | HD | BHB | ST |
---|---|---|---|---|
1 | 0 | 1 | +0 | 18 |
2 | 5,000 | 2 | +1 | 17 |
3 | 10,000 | 3+1 | +2 | 16 |
4 | 20,000 | 4+2 | +3 | 15 |
5 | 40,000 | 5+2 | +3 | 14 |
6 | 80,000 | 6+2 | +4 | 13 |
7 | 150,000 | 7+2 | +5 | 12 |
8 | 275,000 | 8+2 | +5 | 11 |
9 | 550,000 | 9+2 | +6 | 10 |
10 | +300,000/lvl | +3/lvl | -1 per 4/lvl | -1 per 3/lvl |
Mobile Strike Marine Gunner Abilities
Gunner Expert 1: Starting at 1st level the Mobile Strike Marine Gunner has the option to forego movement in order to plant himself in place and spray at 3 cone area within 5 spaces of his position for Weapon Damage equal to 3d6. This requires a “Heavy” weapon and for every round the Gunner uses this ability he must succeed a Saving throw +Round or risk the excessive heat of the automatic fire warping the barrels of the weapon.
Gunner Expert 2: Starting at 5th level the Mobile Strike Marine Gunner’s above option increases to Weapon Damage equal to 4d6 with a spray cone equal to a 5 cone area. In addition, as long as the Mobile Strike Marine Gunner stays in position he gains +1 to his AC. This requires a “Heavy” weapon and for every round the Gunner uses this ability he must succeed a Saving throw +Round or risk the excessive heat of the automatic fire warping the barrels of the weapon.
Establish Tower: At 9th Level, the Mobile Strike Marine Gunner may establish either a terrestrial or Void “Tower” as a reward for his or her service by the UESF and be renamed Gunnery Commander. Assigned Gunners will be under the direct command of the Gunnery Commander and can be deployed in joint operations with other Strike Marine Units.