Ok, this is an idea I had a long time ago, but its finally getting somewhere. It's still HEAVILY under construction, but I'm getting there.
Oh, and please don't post anything on here for a while (even to tell me how amzing this is ^.^) cause there's more to come up at a later date.
Modern D&D
Classes
Covert Ops – A quiet class, well known for their ability to take out opponents quickly and quietly at close range, due to their sneak attack. One of the few that are decent in close combat fighting. They rarely use loud weapons, and work extremely well when supported by team-mates.
Engineer – A very useful support class, the engineer improves his comrades weapons whilst littering the battlefield with explosives. They are the most skilled out of them all, and a team without an engineer can expect to find many obstacles twice as hard.
Heavy – The hard hitter, and an absolute gun nut. Carries more weapons than is usually seen as necessary, and is coveted by fire teams as they are able to use 'light' machine guns without special training.
Marksman – The reconnaissance and long range expert, the marksman attempts to follow the mantra 'One shot, one kill'. Precise shooting quickly deals with single tough opponents, and gives useful covering fire.
Officer – A well-rounded combatant, the officer's contribution is mainly his ability to boost his comrades and let them perform manoeuvres that greatly increase their effectiveness as a team, as well as individuals. Best taken as a fifth member of a team, so the other four can fill all other roles.
Riot Guard – Originally taken from the best that SWAT teams (or their equivalents) had to offer, he has the ability to draw fire away from his comrades toward himself – which would be suicidal, if he wasn't harder than stone, and much more dangerous! A very tough combatant, he allows the others to do their jobs more safely.
Special Ops – Soldiers that have specialised in one or two ways of dealing death are Special Ops; no one is better than them at using their chosen weapon, and they have more access to different weapons than the other classes. If you choose carefully, this specialisation can even be turned into flexibility.
Weapons
Covert Ops – Can use pistols, special combat weapons, submachine guns, shotguns, light armour, and grenades.
Engineer – Can use pistols, submachine guns, assault rifles, shotguns, all armour, and grenades.
Heavy – Can use pistols, submachine guns, assault rifles, special weapons, 'light' MGs, all armour, and grenades.
Marksman – Can use pistols, submachine guns, sniper rifles, light armour, and grenades.
Officer – Can use pistols, machine pistols, submachine guns, assault rifles, all armour, and grenades.
Riot Guard – Can use pistols, machine pistols, submachine guns, all armour and shields, and grenades.
Special Ops – Can use pistols, submachine guns, assault rifles, shotguns, special weapons, all armour, and grenades.
Pistols – USP, Magnum, M9, Desert Eagle, Colt
Machine pistols – Glock, PP2000, TMP, M93 Raffica, Steyr TMP
Submachine guns – Uzi, P90, MP5, UMP, Vector
Assault rifles – AK47, ACR, Scar-H, M4 Carbine, SA80
Shotguns – SPAS-12, Striker, M1014, Winchester 1200, Mossberg 590
'Light' machine guns – RPD, MG4, M240, Minimi, SAR 21
Sniper rifles – MSG90, Dragunov, Barrett, M21 EBR, WA2000
Special weapons – Stinger, RPG 7, M32 MGL, XM25, M120 mortar, Flamethrower
Special combat weapons – Throwing knife, weapon butts, bayonet
Grenades – Frag, Semtex, Claymore, Smoke, Flash, Stun, C4
Attachments
Torch (underslung); 60ft cone darkvision – USP, M9, Colt, Uzi, P90, AK47, SCAR-H, ACR, M4 Carbine, SA80, SPAS-12, M1014,Mossberg 590.
Red dot sight; +2 to hit when aiming – PP2000, TMP, M93 Raffica, Steyr TMP, Uzi, P90, MP5, UMP, Vector, AK47, ACR, SCAR-H, M4 Carbine, SA80, SPAS-12, M1014, Winchester 1200, RPD, MG4, M240, SAR 21, M32 MGL, XM25.
ACOG sight; +4 to hit when aiming at over 60ft, -2 when within 30ft – AK47, ACR, SCAR-H, M4 Carbine, SA80, RPD, MG4, M240, Minimi, SAR 21.
Holographic sight; +2 to hit when aiming - PP2000, TMP, M93 Raffica, Steyr TMP, Uzi, P90, MP5, UMP, Vector, AK47, ACR, SCAR-H, M4 Carbine, SA80, RPD, MG4, M240, Minimi, SAR 21, M32 MGL, XM25.
Thermal sight; Can see through smoke, up to 5ft through walls etc - AK47, ACR, SCAR-H, M4 Carbine, SA80, MSG90, Dragunov, Barrett, M21 EBR, WA2000, RPD, MG4, M240, Minimi, SAR 21, MSG90, Dragunov, Barrett, M21 EBR, WA2000.
Adjustable scope; Can zoom up to 500ft, +2 to hit bonus effective up to that range - MSG90, Dragunov, Barrett, M21 EBR, WA2000
Silencer; +20 to DC of listen checks to hear it from more than 15ft away, +15 from 10ft, +10 from 5, -10ft to weapons range - USP, M9, Colt, Uzi, P90, MP5, UMP, Vector, Glock, PP2000, TMP, M93 Raffica, Steyr TMP, SCAR-H, ACR, M4 Carbine, Striker, M1014, Winchester 1200, MSG90, Dragunov, M21 EBR, WA2000.
Front grip; +2 to hit - P90, MP5, UMP, Vector, AK47, ACR, Scar-H, M4 Carbine, SA80, SPAS-12, Striker, M1014, Winchester 1200, Mossberg 590, M32 MGL, XM25.
M320 grenade launcher attachment (underslung); Can fire frag grenades (see below) – AK47, ACR, SCAR-H, M4 Carbine, SA80.
'Predator' shotgun (underslung); 4 round shotgun (see below) – UMP, AK47, ACR, SCAR-H, M4 Carbine, SA80.
Oh, and please don't post anything on here for a while (even to tell me how amzing this is ^.^) cause there's more to come up at a later date.
Modern D&D
Classes
Covert Ops – A quiet class, well known for their ability to take out opponents quickly and quietly at close range, due to their sneak attack. One of the few that are decent in close combat fighting. They rarely use loud weapons, and work extremely well when supported by team-mates.
Engineer – A very useful support class, the engineer improves his comrades weapons whilst littering the battlefield with explosives. They are the most skilled out of them all, and a team without an engineer can expect to find many obstacles twice as hard.
Heavy – The hard hitter, and an absolute gun nut. Carries more weapons than is usually seen as necessary, and is coveted by fire teams as they are able to use 'light' machine guns without special training.
Marksman – The reconnaissance and long range expert, the marksman attempts to follow the mantra 'One shot, one kill'. Precise shooting quickly deals with single tough opponents, and gives useful covering fire.
Officer – A well-rounded combatant, the officer's contribution is mainly his ability to boost his comrades and let them perform manoeuvres that greatly increase their effectiveness as a team, as well as individuals. Best taken as a fifth member of a team, so the other four can fill all other roles.
Riot Guard – Originally taken from the best that SWAT teams (or their equivalents) had to offer, he has the ability to draw fire away from his comrades toward himself – which would be suicidal, if he wasn't harder than stone, and much more dangerous! A very tough combatant, he allows the others to do their jobs more safely.
Special Ops – Soldiers that have specialised in one or two ways of dealing death are Special Ops; no one is better than them at using their chosen weapon, and they have more access to different weapons than the other classes. If you choose carefully, this specialisation can even be turned into flexibility.
Weapons
Covert Ops – Can use pistols, special combat weapons, submachine guns, shotguns, light armour, and grenades.
Engineer – Can use pistols, submachine guns, assault rifles, shotguns, all armour, and grenades.
Heavy – Can use pistols, submachine guns, assault rifles, special weapons, 'light' MGs, all armour, and grenades.
Marksman – Can use pistols, submachine guns, sniper rifles, light armour, and grenades.
Officer – Can use pistols, machine pistols, submachine guns, assault rifles, all armour, and grenades.
Riot Guard – Can use pistols, machine pistols, submachine guns, all armour and shields, and grenades.
Special Ops – Can use pistols, submachine guns, assault rifles, shotguns, special weapons, all armour, and grenades.
Pistols – USP, Magnum, M9, Desert Eagle, Colt
Machine pistols – Glock, PP2000, TMP, M93 Raffica, Steyr TMP
Submachine guns – Uzi, P90, MP5, UMP, Vector
Assault rifles – AK47, ACR, Scar-H, M4 Carbine, SA80
Shotguns – SPAS-12, Striker, M1014, Winchester 1200, Mossberg 590
'Light' machine guns – RPD, MG4, M240, Minimi, SAR 21
Sniper rifles – MSG90, Dragunov, Barrett, M21 EBR, WA2000
Special weapons – Stinger, RPG 7, M32 MGL, XM25, M120 mortar, Flamethrower
Special combat weapons – Throwing knife, weapon butts, bayonet
Grenades – Frag, Semtex, Claymore, Smoke, Flash, Stun, C4
Attachments
Torch (underslung); 60ft cone darkvision – USP, M9, Colt, Uzi, P90, AK47, SCAR-H, ACR, M4 Carbine, SA80, SPAS-12, M1014,Mossberg 590.
Red dot sight; +2 to hit when aiming – PP2000, TMP, M93 Raffica, Steyr TMP, Uzi, P90, MP5, UMP, Vector, AK47, ACR, SCAR-H, M4 Carbine, SA80, SPAS-12, M1014, Winchester 1200, RPD, MG4, M240, SAR 21, M32 MGL, XM25.
ACOG sight; +4 to hit when aiming at over 60ft, -2 when within 30ft – AK47, ACR, SCAR-H, M4 Carbine, SA80, RPD, MG4, M240, Minimi, SAR 21.
Holographic sight; +2 to hit when aiming - PP2000, TMP, M93 Raffica, Steyr TMP, Uzi, P90, MP5, UMP, Vector, AK47, ACR, SCAR-H, M4 Carbine, SA80, RPD, MG4, M240, Minimi, SAR 21, M32 MGL, XM25.
Thermal sight; Can see through smoke, up to 5ft through walls etc - AK47, ACR, SCAR-H, M4 Carbine, SA80, MSG90, Dragunov, Barrett, M21 EBR, WA2000, RPD, MG4, M240, Minimi, SAR 21, MSG90, Dragunov, Barrett, M21 EBR, WA2000.
Adjustable scope; Can zoom up to 500ft, +2 to hit bonus effective up to that range - MSG90, Dragunov, Barrett, M21 EBR, WA2000
Silencer; +20 to DC of listen checks to hear it from more than 15ft away, +15 from 10ft, +10 from 5, -10ft to weapons range - USP, M9, Colt, Uzi, P90, MP5, UMP, Vector, Glock, PP2000, TMP, M93 Raffica, Steyr TMP, SCAR-H, ACR, M4 Carbine, Striker, M1014, Winchester 1200, MSG90, Dragunov, M21 EBR, WA2000.
Front grip; +2 to hit - P90, MP5, UMP, Vector, AK47, ACR, Scar-H, M4 Carbine, SA80, SPAS-12, Striker, M1014, Winchester 1200, Mossberg 590, M32 MGL, XM25.
M320 grenade launcher attachment (underslung); Can fire frag grenades (see below) – AK47, ACR, SCAR-H, M4 Carbine, SA80.
'Predator' shotgun (underslung); 4 round shotgun (see below) – UMP, AK47, ACR, SCAR-H, M4 Carbine, SA80.
Last edited by Lucernus on Sat Jan 08, 2011 12:50 pm; edited 1 time in total