CoDnD- Call of Duty 3.5 (3.5e Sourcebook)/Chapter 2: New Rules

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New Rules

In CoDnD, characters function differently than their 3.5 counterparts. In addition to using the standard E6 rules, a character gains access to new abilities called "Perks." Normally, Perks may only be obtained by Commandos, but any character can use their bonus feats in order to gain access to these abilities. This Section will deal with Perks, New Bonus Feats, Combat, and powerful abilities called "Tactical Warfare."

Perks

Perks are basically a character's class abilities. For the Commando, at levels 1, 2, and 3, they select a perk and may ready it. A character may change their readied perks during each short rest (at least five minutes downtime). At levels 4, 5, and 6, the Commando may upgrade one of their perks to the Pro version. They still have the abilities gained by their normal perk, but gain additional abilities based upon the perk they choose to upgrade.


|name=Sleight of Hand |summary=You reload your firearms faster than normal. |benefit=When reloading a firearm, you reduce the time taken to reload by 1 action step. }}


Sleight of Hand Pro [General] Benefit: When Aiming down the Sight, you reduce the time taken to ADS by 1 action step.


Marathon [General] Benefit: You gain a +4 Bonus to Endurance, Climb, Swim, and Jump checks.


Marathon Pro [General] Benefit: You gain a Climb and Swim Speed equal to 1/2 your normal movement speed.


Bling [General] Benefit: Your primary weapon gains an additional attachment slot. You may not have two different sights/scopes or undermounted attachments on the same weapon. The extra attachments breaks off one round after the weapon leaves your possession. You may have only one primary weapon with the bling perk active at one time. If you do not have the Bling Perk active, then your weapon loses it's second attachment.


Bling Pro [General] Benefit: Your sidearm gains an additional attachment slot. You may only have one sidearm with the bling perk active at any one time.


Scavenger [General] Benefit: When searching a body for ammo, grenades, and the like, you may take 20 as a standard action.


Scavenger Pro [General] Benefit: Ammo, Grenades, and the like weigh half as much so long as they are in your inventory.


Grenadier [General] Benefit: You can increase the range increments of your thrown weapons by 2 squares


Grenadier Pro [General] Benefit: You can delay a grenade's explosion by up to two extra rounds, or you can have it explode as soon as it touches the ground.


Concentrated Fire [General] Benefit: You and your adjacent Allies gain a bonus to attack rolls equal to 1/2 your charisma modifier


Concentrated Fire Pro [General] Benefit: Your Adjacent Allies gain a bonus to attack rolls equal to your charisma modifier.


Stopping Power [General] Benefit: When using a firearm, you deal an extra point of damage per damage die.


Stopping Power Pro [General] Benefit: Against Vehicles and Inanimate Objects, your bullets deal an extra 2 points of Damage per Damage Die.


Lightweight [General] Benefit: Increase your movement speed by 10ft.


Lightweight Pro [General] Benefit: You can move, then attack, then move again, so long as you don't exceed your normal movement speed.


Danger Close [General] Benefit: Increase the explosion range of your explosives by 5ft.


Danger Close Pro [General] Benefit: Your explosives deal an extra point of damage per damage die.


Cold Blooded [General] Benefit: You do not show up on thermal imaging scopes or cameras.


Cold Blooded Pro [General] Benefit: You gain a +4 Bonus to Hide and Move Silently Checks, and you can hide in plain sight as per the ranger ability.


Medic [General] Benefit: You gain a +4 Bonus to heal checks, and your allies gain 1HP/Level when you heal them.


Medic Pro [General] Benefit: When stabilizing an ally, it requires only a move action.


Hardline [General] Benefit: Action point costs for tactical warfare are reduced by 1. This ability does not stack with others in the party.


Hardline Pro. [General] Benefit: When Action Points are gained after combat, increase the amount gained by 1. This ability does not stack with others in the party.


Advanced Formation [General] Benefit: Adjacent Allies gain a bonus to AC equal to 1/2 your Charisma Modifier


Advanced Formation Pro [General] Benefit: Adjacent Allies gain a bonus to AC equal to your Charisma Modifier.


Steady Aim [General] Benefit: When making an unaimed shot, you reduce the penalties by 2.


Steady Aim Pro [General] Benefit: After taking a scoped-shot, reduce the penalties to your next round's attack rolls by 1.


Commando [General] Benefit: Melee Attacks have their reach extended by 5’. After you make your melee attack, you may move adjacent to your enemy (1 square) without provoking an attack of opportunity. If you cannot move into the square, then you remain in your own square.


Commando Pro [General] Benefit: When using your combat knife, every successful melee attack is treated as a critical hit.


Scrambler [General] Benefit: When within 15' of you, Enemy GPS and incoming transmissions from their HQ do not work.


Scrambler Pro [General] Benefit: If you trigger an enemy trap (such as a claymore or C4), then it doesn't go off until one round later.


Sitrep [General] Benefit: When searching for traps, increase your search checks by 4.


Sitrep Pro [General] Benefit: You gain a +4 Bonus to Spot, Listen and Search (Stacks with Search Bonus from Sitrep when searching for traps).


Ninja [General] Benefit: You do not show up on Enemy Heart Beat Sensors.


Ninja Pro [General] Benefit: Reduce the penalties to move silently when moving your full speed by half.


Combat Leader [General] Benefit: When utilizing your Concentrated Fire and Advanced Formation Perks, it affects all allies within 10'.


Combat Leader Pro [General] Benefit: The bonuses from Concentrated Fire and Advanced Formation apply to all allies within 15'.

PrerequisiteNone +
SummaryYou can aim your weapon faster than normal. +, You have unmatched endurance. +, You are a true Athlete. +, Your Primary weapon is decked to the nines. +, Your Sidearm is blinged out. +, You've got a knack for looting corpses +, You're able to carry more ammo than your comrades. +, You've got a great throwing arm. +, You're damned good at cooking grenades. +, Your allies know to heed your directions when it comes to taking the offensive. +, Your allies are quicker to react when you charge the enemy lines. +, You know where to aim for maximum effectiveness. +, By studying the weak areas of an object or vehicle, your shots deal extra damage. +, You're faster than your friends. +, You are damned quick on your feet. +, You've tweaked your explosives to grant you a larger kill zone. +, With a little extra tweaking, you've made your explosives even more powerful. +, With some nifty new camo, you can hide from thermal cameras rather effectively. +, You've got top of the line stealth camo. +, You're a combat medic, and have the tools required to save lives. +, You've got quick hands when it comes to patching others up. +, You've got a direct line to HQ, and you're fond of yammering at them. +, With a little flattery and a bit of manipulation, HQ is more accommodating to your requests for aid. +, Your allies know when you shout, it's best to duck. +, Your allies are quicker to react when you tell them to get down. +, Who needs to aim? +, Your steady hands serve you well. +, You can lunge exceptionally far when moving into melee. +, You are a master at striking your enemies where it hurts. +, Enemy GPS goes on the fritz when you're around. +, You've upgraded your scrambler to also interfere with the electrical circuits of traps set by your enemies. +, You are the eyes and ears of your unit. +, No stone left unturned. +, By keeping calm even during the direst of circumstances, you can evade HBS. +, You are a master of Stealth. +, You are a natural leader. + and With a little extra training, you become a formidable leader. +
TypeGeneral +