Soldier
A Soldier is a disciplined and focused fighter. They take
their job seriously and perform it with vigor and
thoroughness. Soldiers learn combat from the defensive and
protective side first, mastering moves that are meant to keep
them alive.
Base Abilities
- Protect: As an Action, the
Soldier can spend 1 Motivation to move half their Movement to
be positioned adjacent to an ally or friendly NPC, or as
close as possible. For the rest of the Round, any attacks
made against the ally or friendly NPC will instead hit the
Soldier, so long as they are still adjacent to them. The GM
may Shift the Soldier 1 square during these attacks, but this
does not count as normal Movement.
- Serve: As an Action, the
Soldier can spend 1 Motivation to perform an Athletics or
Acrobatics check for an adjacent character as an act of
assistance. This can include: climbing, jumping, running,
strength feats, swimming and Reaction Checks. It is assumed
that the Soldier carries or tosses the adjacent character, so
there is a difficulty penalty if the adjacent character is
Medium or Larger (additional Difficulty Die for each size
category above Small).
Ultimate Ability
- Deadly Strike
[Finesse/Attack]: As an Action and by spending 1
Motivation, the Soldier can perform an attack with a +3 dice
bonus. All Focus Results count as Critical Hits for this
attack. If this would inflict an Injury on the target, it
instead inflicts 2 Injuries.
Knowledge
- Military: the Soldier knows
how their military functions as well as how most militaries
function, including standard protocols, security, strategies
and tactics.
Motivators
- Good Soldiers Follow
Orders: Whenever the Soldier asks for orders from a
commanding officer, or selects a Standing Order and spends at
least 10 minutes working to accomplish those orders, they
gain 1 Motivation.
- Protect the Civvies:
Whenever the Soldier moves adjacent to an ally or friendly
NPC during combat, they gain 1 Motivation. Additionally,
whenever a Soldier spends at least 10 minutes working out the
defenses of their current position, they gain 1
Motivation.
Knowledge: Military
The Soldier is knowledgeable in how large militaries work,
their common procedures and protocols. This can come in handy
when predicting the behavior of military personnel, or
attempting to infiltrate a military by utilizing their blind
spots.
This knowledge of the Military
can also impart valuable tactical information, like what guard
rotations are like, how much spare ammunition a typical trooper
hauls with them, and what the standard procedure is when hearing an
explosion.
Hit Points
The Soldier gains 1 Hit Point per level.
Leveling Table
|
Class Level
|
Class Features for Level
|
|
0
|
|
|
1
|
- Knowledge: Military
- Hit Points +10
|
|
2
|
- Ranged Weapons Proficiency;
- Guard Skill Point
|
|
3
|
- Melee Weapons Proficiency
- Survivalist Skill Point
|
|
4
|
- Thrown Weapons Proficiency
- Athlete Skill Point
|
|
5
|
- Knowledge: Military
- Stun Threshold +1
|
|
6
|
- Ranged Weapons Proficiency
- Technician Skill Point
|
|
7
|
- Investigator Skill Point
- Exotic Weapons Proficiency
|
|
8
|
- Helm Skill Point
- Melee Weapons Proficiency
|
|
9
|
- Knowledge: Military
- Acrobatics +1
|
|
10
|
- Thrown Weapons Proficiency;
- Scanners Skill Point
|
|
11
|
- Ranged Weapons Proficiency
- Comms Skill Point
|
|
12
|
- Melee Weapons Proficiency
- Medical Skill Point
|
|
13
|
- Knowledge: Military
- Resistance +1
|
|
14
|
- Thrown Weapons Proficiency
- Networker Skill Point
|
|
15
|
- Ranged Weapons Proficiency
- Negotiator Skill Point
|
|
16
|
- Any Field Operative Skill Point
- Exotic Weapons Proficiency
|
|
17
|
- Knowledge: Military
- Emotional Control +1
|
|
18
|
- Leader Skill Point
- Instigator Skill Point
|
|
19
|
- Calculator Skill Point
- Engineering Skill Point
|
|
20
|
|
Talent Tree(s)
- Weapon Specialty (x12): The
Soldier gains a +1 damage bonus when using a specific Weapon
category. This can only be taken once per Weapon
Proficiency. This does not stack with a Weapon Specialty from
another class.
- Light Armor Mastery: The
Soldier has mastered the use of Light Armor. While wearing
Light Armor the Soldier gains +1 Armor Deflection, +1 Soak
and +1 Resistance Bonus.
- Medium Armor Mastery: The
Soldier has mastered the use of Medium Armor. While wearing
Medium Armor the Soldier gains +2 Armor Deflection, +2 Soak
and +2 Resistance Bonus.
- Heavy Armor Mastery: The
Soldier has mastered the use of Heavy Armor. While wearing
Heavy Armor the Soldier gains +3 Armor Deflection, +3 Soak
and +3 Resistance Bonus.
- Shield Mastery: The Soldier
has mastered using Shields (physical or energy). They gain +1
Block Bonus and +10 Shield Hit Points (if it has any) while
wielding a shield.
- Improved Suppressive Fire: This
talent grants the Soldier
the Suppressive
Fire special move if they don't have it already. It
increases the size of the area to 4x4 or a 16-square-line. In
addition, the ability gains +2 bonus damage dice against any
who are hit by this.
- Improved Piercing Shot: This
talent grants the Soldier
the Piercing
Shot special move if they don't already have it. It also
reduces the target's Armor Soak by 4 and doubles the Attack
bonus to +4. It gains Piercing 2 (instead of the normal
Piercing 1).
- Crack Shot: Activating this
ability costs 1 Motivation. The Soldier can gain the effects
of the Aim
Action without taking the extra Action. The Aim Action
allows two Attack Dice to be rerolled.
- Combat Reflexes: The Soldier's
Passive Defense increases by 1 permanently.
- Increased Deftness: The Bounty
Hunter's permanent Deftness score increases by 1.
- Increased Agility: The Bounty
Hunter's permanent Agility score increases by 1.
- Increased Toughness: The Bounty
Hunter's permanent Toughness score increases by 1.
- Increased Strength: The Bounty
Hunter's permanent Strength score increases by 1.
- Improved Block: The
Soldier's Block is improved, increasing their Block defense
by +2.
- Improved Dodge: The
Soldier's Dodge is improved, increasing their Dodge defense
by +2.
- Improved Parry: The
Soldier's Parry is improved, increasing their Parry defense
by +2.
- Indomitable Will: The
Soldier can spend 3 Motivation to ignore all penalties from
Injuries for 1 minute.
- Shield Strike [Finesse /
Attack]: The Soldier spends 2 Motivation and performs
an (extra) Attack Action against a single target using their
Shield with a +3 Attack bonus. If successful, the target must
beat a Hard(4) Acrobatics check or be knocked Prone.
- Dive Prone
[Quick / Defense
+ Attack]: As an Action, the
Soldier can spend 2 Motivation and move their full Movement
speed, drop Prone on the ground and open fire against a
target within weapon range. The Prone state cuts their Dodge
in half, reduces their Armor Soak by 2 against Melee Attacks,
but doubles their Passive Defense against Ranged Attacks. In
addition, the Soldier also gains a +3 Attack bonus against
their target. Until the beginning of their next Turn the
Soldier can use 3 Focus Results as Evades on the Green
Defense Die when defending. This special move can be
performed as a Reaction for 3 Motivation instead of 2.
Standing Orders
These are orders that the Soldier gets either from their
commander, or from their organization. These Orders can provide
additional opportunities to gain Motivation, as per the Good
Soldiers Follow Orders Motivator.
Standard Standing Orders:
- Clean or Latrine: Keep your area clean and your bed made, or you will be put on latrine cleaning duty. Whenever the Soldier takes 10 minutes to clean up an area, they gain 1 Motivation.
- Rifle vs Gun: Soldiers respect their equipment and keep it well maintained and properly stowed when not in use. Whenever the Soldier takes 10 minutes to clean, repair and pack up their gear after a scene, they gain 1 Motivation.
- Cut the Chatter: Soldiers know that radio frequencies are for important communications, and not for idle conversation. Whenever a Soldier reminds their fellow adventurers to stay on track and "cut the chatter," they gain 1 Motivation.
- No In-Fighting: Soldiers know that inner-squad fighting and rivalries are dangerous and do their best to diffuse conflicts among allies. Whenever the Soldier attempts to intervene in an argument between two allies in an attempt to prevent the dispute from escalating, they gain 1 Motivation.
- Get Your Exam: Soldiers know that they must be in the best possible physical condition to do their job well, and don't ignore injuries or illness. Whenever a Soldier willingly submits themselves to a doctor or medic's examination, they gain an 1 Motivation.
- Don't Waste Ammo: Soldiers know that their supplies are critical and should not be wasted frivolously. Whenever a Soldier double checks that they have enough ammunition, rations and energy cells for a mission, even if it's to double check the current amount, they gain 1 Motivation.
- Hazards of the Job: Soldiers understand the hazards of the soldiering job and will obey orders that put the soldier in danger. Whenever a Soldier follows an order that puts themselves in harm's way, they gain 1 Motivation.
- Chain of Command: Soldiers know that obeying a command from a superior is important. Whenever a Soldier responds to a superior's request with "Sir, yes sir!" or the equivalent, they gain 1 Motivation.
Click on the image to open a PDF version.