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Spec Ops Classes

beardbandit Jan '14  /  edited Jan '14
-Assault: 1 - Movement, breaching, close quarters, melee
Assaults specialize in closing with the enemy and destroying them viciously. They thrive in close quarters environments, and can clear rooms with ease. They typically use carbines or shotguns, because of their effectiveness in CQB. because of their speediness, they can spend a PP to reload their weapons instantly. They have 1 flashbang per Assault level, allowed to be used during breaching.

-Support: 1- Leadership, grenades, medic, communication
Supports are the team leaders, and they glue everyone together. They have extensive medical training, and can help patch up combatants and keep them in the fight, and stabilize men who are down. They also have an underbarrel grenade launcher on their rifles alongside regular grenades, allowing them to use HE and smoke rounds. They carry 3 grenades(2 smoke, 1 HE), and they must be reloaded after a turn. They also carry a radio to keep in contact with HQ and call for air support when viable.

-Heavy: 1 - LMG Suppression, Explosives
Heavies are big bastards, and they know just how to destroy everything they see. They carry an LMG, allowing them to suppress multiple enemies more effectively with ease at no extra cost to ammo. They also pack explosives of every kind including C4 and Rockets, and can use these to destroy enemy armor, and destroy enemy fortifications. they have up to 2 explosive shots during combat( out of combat explosives do not count), and must wait a turn to reload these.

-Sniper: 1 - Long range, recon, no penalty for sidearm, stealth, perception
Snipers are the ghillies in the mist. They specialize in stealthy, long range combat, going by the motto "One shot, one kill." Their powerful sniper rifles often can penetrate through cover, and will typically down a man easily (this does not apply if using a suppressor). They are the most perceptive, and can spot irregularities easily. They also can use their pistol in close range easily, at no penalty.

This must be your major trait.
Minor traits are customizable, but must be passed by the GM first.

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