A homebrew middle-fantasy/science fiction d20 roleplaying game system based on Pathfinder
As free action, once per round, you grant move action to any member of your squad.
Every member of squad gains +10 ft movement speed. This bonus is only granted to Infantry.
As squad action, designate area within double movement range + grenade throw range of all squad members, when designated, your squad will charge up, everyone hurling a grenade (does not consume their Loadout grenade) to the position. All enemies within 15 ft radius of the point of assault is either stunned, pinned or dazed, depending on their respective save result.
After assault, your squad is considered to be in cover even in open. Also, your squad becomes immune to suppression and pinning for 1d3 rounds.
This action can be used once per resupply. Only Infantry units respond to this action.
Gain +3 armor regardless of Loadout. Gain 1 grenade slot.
After heavy drilling and strict training routine, your squad members gain +3 to HP.
An alive assault trooper is good assault trooper. All squad members gain +1 to Dodge AC. Only applies to Infantry.
All Infantry gains Lightning Reflexes feat for free.
As swift action to toggle on and off, Mechs, Vehicles move at double speed, fires twice instead of once, and Infantry sprints as move action to keep up.
Activating this puts immense strain on your squad. Infantry receives 1d6 non-lethal damage per round this is active, and Mechs, Vehicles deals 1d4 damage to pilot’s hp due to intense overheat.
Mechs and vehicles provide AC bonus equal to its size category to infantries within reach. (+1/+3/+5)
Infantries around mechs and vehicles provides bonus to attack, scaling upto +3, depending on how many infantries there are.
Depending on the previous perks you picked, you gain respective Loadouts. If a unit can wear advanced Loadout, they can add (H) marked property of Loadout in this list and add it to their current loadout for free.
Gains Infantry holster.
Gains basic Assault holster.
Every time the enemy gives ground (turn back, fall back away from front, etc), entire Assault Squad may move up as immediate action. Also, any enemies that escapes from cover to exposed area procs AoO from squad members.
When the Assault Squad first engages enemy, the squad leader rolls intimidate, using her highest ability score mod instead of CHA. If success, the enemy in the vicinity breaks, and must retreat. Does not work against psychologically dull creatures.
As part of any charge related action, grants squad +10 AC bonus against Overwatch, and DR 5/- for the duration of charge. Can be used once a day.
Starting from 2nd Lieutenant, you just flat out gain all the perks listed below. Abilities however, cannot be used until a combat session has reached so called Skirmish Phase. Skirmish phase is usually activated within first few rounds of combat and session.
Select two members except the squad leader. The two selected members becomes Team “Alcatraz”.
Team “Alcatraz” Members gain following bonuses:
Assault Squad always take 20 in initiative.