Bionic Soldier, Mercenary, and Scoundrel Sci-Fi (or Star Wars) Classes for Black Hack

Yesterday I posted that I kicked off my Star Wars game using the Black Hack rules.  The classes I used are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.

Today I’m posting the Bionic Soldier, The Mercenary, and The Scoundrel classes.

Bionic Soldier (Cyber-Hacked Street Meat altered)

bionic-soldier-1 

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Any and All

Weapon Damage: 1d8/1d6 Unarmed or Improvised

 

SPECIAL FEATURES

 

ONLY A SCRATCH: Once per combat a Bionic Soldier can state that an attack just glanced off their cyberware, doing no damage.  This ability cannot be used in the case of an enemy scoring a critical attack.

 

COMBAT READY: As part of their action a Bionic Soldier can make one attack per every third level.

 

MORE MACHINE NOW THAN MAN: A Bionic can have a max of five pieces of cyberware instead of the normal 4. Start with three pieces of Cyberware at 1st level.  One piece of cyberware is cybernetic arms.

 

CYBER-DOC (4th): The Bionic Soldier has established a rapport with a doctor that specializes in cybernetic medicine (probably because of all the credits the Bionic Soldier has thrown at the doctor).  The Cyber-Doc is treated as a level 3 contact and once per session the Bionic Soldier can call on the Cyber-Doc (if they are nearby) for needed healing or cybernetic repair. If the Cyber-Doc is able to reach the Bionic Soldier in a realistic amount of time, they will do so. The Cyber-Doc is able to heal 3d6 HP and fix one broken piece of cyberware in an 8 hour period or heal 2d6 HP and fix no cyberware in a 2 hour period (player’s choice).

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR and DEX

 

STARTING EQUIPMENT

CHOOSE THREE: Blaster pistol, Carbine, Blaster Rifle, vibro-axe, vibro-knife, or grenade (d4 usage die)

ARMOR: Medium armor- 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Ammo for each ranged weapon if one is taken, communicator, Medstim (1 Hit Dice of HP restored).

 

Mercenary (mix of Black Hack fighter and Cyber-Hacked Street Meat classes)

 merc

Starting HP: 1d10+4

Hit Points Per Level/Resting: 1d10 HP/lvl

Weapon and Armor: Any and All

Weapon Damage: 1d10/1d8 Unarmed or Improvised

 

SPECIAL FEATURES

 

RESERVES: Once per hour, while in combat, a Mercenary can regain 1d10 HP.

 

ROCK ‘N ROLL: As part of their action a Mercenary may make 1 attack per odd level.  Additionally a Mercenary does not suffer the +2 to their attack roll when using two handed weapons, but still gains the +2 to damage.

 

STOUT: A Mercenary has Advantage on tests against Poisons and Fear Effects.

 

ESTABLISH STRONGHOLD (9th): At 9th level, a Mercenary character who chooses to build a planetary stronghold or space station may attract a body of loyal soldiers who will serve as her personal strike force or specialized commando team.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR and DEX

 

STARTING EQUIPMENT

CHOOSE THREE: Blaster pistol, Carbine, Blaster Rifle, plasma pistol, vibro-axe, vibro-knife, flash grenade (d4 usage die) or grenade (d4 usage die)

ARMOR: Medium armor- 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Ammo for each ranged weapon if one is taken, communicator, Medstim (1 Hit Dice of HP restored).

 

Scoundrel (hacked from Starrunner Kit)

scoundrel 

Starting HP: 1d6+4

Hit Points Per Level/Resting: 1d6 HP/lvl

Weapon and Armor: light armor and their weapons are limited to clubs, daggers, vibro-daggers, vibro-swords, firearms, grenades, blaster pistols, plasma pistols, and carbines

Weapon Damage: 1d6/1d4 Unarmed or Improvised

 

SPECIAL FEATURES

I SHOT FIRST: Right before combat begins the Scoundrel makes a Luck roll. If the result favors the Scoundrel they are able to get off a free shot at a target before initiative is rolled (only with a one-handed firearm or laser pistol).

 

I CALL IT LUCK: Once per session a Scoundrel can test their luck. A Scoundrel can turn a failed roll into a success.

 

UNTRUSTWORTHY: If a Scoundrel attempts a sneak attack they make the roll with Advantage.  If the attack is successful it deals 2d6/2d4+the Scoundrel’s level damage.

 

CRIME LORD (4th): When a Scoundrel reaches 4th level they are able to establish their own crime ring. The crime lord attracts unsavory cohorts who will follow his lead and serve loyally (if the price and rewards are right) as shakedown artists, smugglers, confidence men, etc. Each month of in game time, roll 3d6 x 25- this is the amount of credits the Scoundrel receives from their crime ring.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or CHR

 

STARTING EQUIPMENT

Weapons: Blaster pistol x2, and vibro-knife, and flash grenade (d4 usage die)

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistols, communicator, bandoleer, Medstim (1 Hit Dice of HP restored).

 

UP NEXT: The Scout and the Assassin

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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