Thorn Tactical Command
Thorn Tactical Command or TTC is the most technologically advanced military force in the world. The TTC is in charge of the offense, defense, and intelligence of the nation of Thorn. Their troopers are sent to various juncas in the fleet for their training. Some of those troopers remain on the juncas while others are sent off to various strategic places throughout Thorn. Elite troopers are often loaned out to the Drosiayde Embassy for security and tactical assaults against the Queldi Nation.
TTC Elite Trooper
TTC elite troopers are trained rigorously both mentally and physically. Each elite trooper that graduates this program is placed where they would be the most effective. The TTC approach is quality over quantity and the majority of recruits wash out into the civilian branches. Those that do make it are given top end equipment for their service. Many buy out their equipment after their service ends as a memento of their enlistment.
Law enforcement is handled by the Elite Tactical Squads subdivision of the TTC. Only the best candidates are placed into law enforcement and become five man operation units among the ETS and sent to the ETS Headquarters in Dalen. Those who show adapt skill move on to solo tasks such as undercover work, GIN liaisons, and district sheriffs.
Hp: 35, Def: +6, Soak: 0, Move: Land 8'/Water 6', APR: 5, CPB: 4, Frequency: Common, Quantity: 1-?
Str: +3, Dex: +2, Cha: +1, Int: +3, Wis: +2, Con: +1
Skill Rolls: Profession Based
Skill Bonuses, Passive Ability
Each TTC trooper has one of the following sets of skills that represent their training background.
Soldier, Athletics (+1d4+4), Aviator (+1d4), Bartering (+4), Culture (+7), Demolition, Drive (+1d4), History (+7), Language, Maintenance (+1d4), Mystical Lore (+7), Sense (+4), Survival (+1d4+7)
Law Enforcement, Athletics (+4), Bartering (+1d4+4), Culture (+1d4+7), Drive, Espionage (+1d4+4), History (+7), Investigation (+1d4+4), Language, Mystical Lore (+7), Sense (+1d4+4), Stealth (+4), Thievery (+4)
Mariner, Athletics, Bartering (+1d4+4), Culture (+7), Demolition, Drive, History (+7), Language, Maintenance (+1d4), Seafarer (+1d4), Sense (+4), Survival (+1d4+7), Thievery (+1d4+4)
Medic, Athletics (+4), Aviator, Bartering (+4), Culture (+1d4+7), Drive, History (+1d4+7), Language, Medical Training (+1d4), Pharmaceutical (+1d4), Sense (+4), Survival (+7), Toxicology (+1d4)
TTC Special Ops, Athletics (+4), Aviator, Culture (+1d4+7)), Demolition, Drive, Espionage (+1d4+4)), History (+7), Language, Sense (+1d4+4), Stealth (+1d4+4), Survival (+7), Thievery (+1d4+4)
Armor Set, Equipment
Each TTC elite trooper is outfitted with an armor set.
TTC Infantry, A set of armor soaking 4 damage that holds 2 spare magazines for their equipped weapons. Once per round the Infantry armor can activate dash boosters, allowing them to charge 2 movements in an action.
TTC Infiltrator, A set of armor soaking 6 damage that holds 3 concealed grenades. Once per round or while out of combat they can activate stealth padding, increasing their stealth check by +5.
TTC Riot Defender, A set of armor soaking 10 damage that gains +5 defender bonus versus being knocked back or prone. The Riot Defender can activate hold the line, allowing it to link to another set of Riot Defender armor to form an impassible wall. TTC Riot Defender has a -2 defender penalty.
TTC Elite Armor, A set of armor soaking 12 damage that grants +2 to attacker and athletics rolls. It is equipped with a booster pack, allowing for leaps and charges of up to 3 movements in 2 actions once per round. Booster pack requires 1 action to fire off and 1 to land, these actions can split between 2 rounds but it cannot be used again until the round after landing. The Elite Armor also contains a scanner that can be activated on 1 target at a time to gain +1 critical strike. TTC Elite Armor has a -1 defender penalty.
Armaments, Equipment
Each TTC elite trooper is outfitted with 2 armaments.
The Enforcer, +6 vs Defender, Medium Range
The Enforcer is a 2d8 piecing pistol primarily used by the Elite Tactical Squads. The Enforcer holds 10 rounds per clip and can those specialty bullets contain tracer rounds that allow for tracking within medium range of the target. The Enforcer sports a lower barrel that has a feed holding 6 stun darts that remove 1d4 APR and an upper barrel that can fire a flame to a target up to close range, dealing 2d6 fire damage up to 6 time per reload. If the flame barrel is held on a target all damage is a combo.
TTC Pulse Rifle, +6 vs Defender, Medium Range
The TTC Pulse Rifle is a 4d8 energy weapon with an attached pump action shotgun that deals 2d12 piercing. The pulse rifle also gains 2d6 sight damage.
TTC SSR-15, +6 vs Defender, Long Range
The TTC issued SSR-15 is a 2d8 piercing rifle that deals 4d8 critical damage. The SSR-15 also gains 2d10 scope damage.
Energy Spear, +7 vs Defender, Melee Range
This collapsible spear deals 2d4 energy damage in collapsed stat and an additional 2d8 energy damage in the extended position.
Stun Baton, +7 vs Defender, Melee Range
This concealable baton deals 2d4 lightning damage. It can be charged for an action once per round, if the next attack is successful the attack is a critical.
The Defender, +10 Soak Rate
This shield allows them to soak additional physical and magical damage. With a +7 vs Defender roll they can perform a shield strike to a melee target dealing 2d6 bludgeoning damage and -1 APR on critical hits. Once per round they can use projector, allowing them to attempt to infuriate a cone of targets within close range.
Expert Arms, +7 Melee or +6 Ranged vs Defender
This option gives the trooper of having one or two regular weapons or shield that is usable as an expert. This option is primarily for troopers that have class abilities that may require certain weapons.
Squad Tactics, Passive Ability
Whenever TTC elite trooper are within 20' of each other they gain a +1 to their attacker bonus for each additional ally. While linked their critical attacks bypass armor.
Command Subordinates, Instant Ability
Once per round the elite trooper can command lower ranked TTC members within 20' to trigger ranked tactics. The command can be issued to as many subordinates that are in range to perform the action. If the action is an attack it is broken between ranged or melee and deals combo damage. If the action is a skill their success increases by their combined bonuses.
TTC Shackles, Item
The TTC elite troopers carry 3 shackles on them that restrain and nullify magic use from their captives. Law enforcement troopers carry twice as many shackles.
Class Skills, Optional Ability
Some TTC elite troopers are trained in various classes. These troopers have their 4th mastery available.
TTC Recruit
The recruits of Thorn Tactical Command make up the bulk of Thorn's military personnel. The training process from recruit to enlisted within the TTC is the lengthiest in the world. Recruit training takes from two to four years depending on the profession the recruit is training in. During this time they perform the minor actions of their future job while also dealing with the menial tasks their base requires. The path to advancement from recruit to enlisted is not as difficult as enlisted to trooper but only around sixty percent of recruits are passed in the end. Those that fail are either released from service or adopted as civilian contractors, they hold no rank but work for TTC performing similar tasks as the enlisted.
Hp: 13, Def: +4, Soak: 2, Move: Land 8'/Water 6', APR: 3, CPB: 2, Frequency: Common, Quantity: 1-?
Str: +2, Dex: +2, Cha: 0, Int: +2, Wis: +1, Con: 0
Skill Rolls: Profession Based
Skill Bonuses, Passive Ability
Each TTC recruit has one of the following skills that represent their training background.
Soldier, Athletics (+1d4+2), Culture (+4), Drive (+1d4), Language, Sense (+2), Survival (+1d4+4)
Law Enforcement, Athletics (+2), Culture (+1d4+4), Drive, Investigation (+1d4+4), Language, Sense (+1d4+2)
Mariner, Athletics (+2), Language, Maintenance (+1d4), Seafarer (+1d4), Sense (+2), Survival (+1d4+4)
Medic, Bartering (+2), History (+1d4+4), Language, Medical Training (+1d4), Pharmaceutical (+1d4), Survival (+4)
TTC Special Ops, Athletics (+2), Espionage (+1d4+2), History (+4), Language, Sense (+1d4+2), Stealth (+1d4+2)
Pistol, +4 vs Defender, Medium Range
The TTC recruit is armed with a standard issue pistol, dealing 1d6 piercing and holding 10 rounds per clip. The recruit carries 2 spare clips as standard protocol.
SAR-7, +4 vs Defender, Medium Range, Optional Equipment
The TTC recruit during live combat encounters or special training operations are issued a temporary SAR-7 for the duration of the conflict. This assault rifle is a burst fire weapon dealing 1d4 piercing and holding a 30 round magazine. When the SAR-7 is issued they are also issues 2 spare magazines.
Ranked Tactics, Passive Ability
While a recruit is within 20' of a higher ranked member of the TTC or a civilian contractor they gain a bonus to any rolls that are given as a command. Whenever they follow the command of a superior they gain that superior's bonus to perform that task on top of their own.
TTC Enlisted or Civilian Contractor
The TTC enlisted and civilian contractors have moved on from their time as recruits and are focused on their profession within Thorn Tactical Command. Those that are enlisted gain their first rank while civilian contractors gain their first commission. Ranks within the enlisted of TTC go from ensign, lieutenant, executive officer, captain, guard commander or advance commander, to commander. Commissions for the civilian contractors are titled based on profession ranks. Roughly thirty percent of the enlisted within TTC are brought up to the ranks of elite troopers. Civilian contractors have been brought into elite trooper training, though it is extremely rare.
Hp: 21, Def: +5, Soak: 2, Move: Land 8'/Water 6', APR: 4, CPB: 3, Frequency: Common, Quantity: 1-?
Str: +2, Dex: +2, Cha: +1, Int: +2, Wis: +1, Con: +1
Skill Rolls: Profession Based
Bonus Skill, Passive Ability
Each TTC enlisted or CC has one of the following skills that represent their training background.
Soldier, Athletics (+1d4+3), Aviator (+1d4), Culture (+5), Drive (+1d4), Language, Maintenance (+1d4), Sense (+3), Survival (+1d4+5)
Law Enforcement, Athletics (+3), Bartering (+1d4+3), Culture (+1d4+5), Drive, Espionage (+1d4+3), Investigation (+1d4+5), Language, Sense (+1d4+3)
Mariner, Athletics (+3), Bartering (+1d4+3), Language, Maintenance (+1d4), Seafarer (+1d4), Sense (+3), Survival (+1d4+5), Thievery (+1d4+5)
Medic, Bartering (+3), Culture (+1d4+5), History (+1d4+5), Language, Medical Training (+1d4), Pharmaceutical (+1d4), Survival (+5), Toxicology (+1d4)
TTC Special Ops, Athletics (+3), Culture (+1d4+5), Espionage (+1d4+3), History (+5), Language, Sense (+1d4+3), Stealth (+1d4+3), Thievery (+1d4+3)
Pistol, +5 vs Defender, Medium Range
The TTC enlisted or CC is armed with a standard issue pistol, dealing 2d6 piercing and holding 10 rounds per clip. The recruit carries 2 spare clips as standard protocol.
SAR-7, +5 vs Defender, Medium Range, Optional Equipment
The TTC enlisted or CC during live combat encounters or special training operations are issued a temporary SAR-7 for the duration of the conflict. This assault rifle is a burst fire weapon dealing 2d4 piercing and holding a 30 round magazine. When the SAR-7 is issued they are also issues 2 spare magazines.
Ranked Tactics, Passive Ability
While an enlisted or CC is within 20' of a higher ranked member of the TTC or a civilian contractor they gain a bonus to any rolls that are given as a command. Whenever they follow the command of a superior they gain that superior's bonus to perform that task on top of their own.
Command Subordinates, Instant Ability
Once per round the enlisted or CC can command lower ranked TTC members within 20' to trigger ranked tactics. The command can be issued to as many subordinates that are in range to perform the action. If the action is an attack it is broken between ranged or melee and deals combo damage. If the action is a skill their success increases by their combined bonuses.