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- Scout
- +5 Ballistic Skill, +5 Perception
- Aptitudes: Ballistic Skill, Agility, Fieldcraft, Fellowship, Finesse, Weapon Skill
- Skills: Awareness, Survival, Navigate (Surface), Common Lore (War)
- Talents: Rapid Reload, Weapon Training (Rifle), Combat Sense
- Comrade Advances:
- There He Is!, 250 XP: If the scout or their comrade are in a position to ignore the cover of an enemy soldier, other allies within voice range may also ignore cover.
- On My Target, 300 XP, Order (Full Action): The scout and their comrade make an attack on an enemy. Make an attack with the Volley Fire comrade action. If it is successful, allies attacking the same target gain a +10 to their Ballistic Skill rolls.
- Shocktrooper
- +5 Ballistic Skill, +5 Toughness
- Aptitudes: Ballistic Skill, Fellowship, Toughness, Weapon Skill, Offense, Defense
- Skills: Athletics, Survival, Intimidate, Common Lore (War)
- Talents: Rapid Reload, Weapon Training (SMG), Lightning Reflexes
- Comrade Advances:
- Into the Breach!, 250 XP: The shocktrooper and her comrade are a blur on the field, the double-team threat distracting enemies before they can make their shot. While the comrade is in cohesion, the Shocktrooper gains +10 to dodge rolls.
- Swarm 'em!, 300 XP, Order (Full Action): The shocktrooper further develops their tactics, splitting up to ensure that while the enemy may know of one volley of fire, the other will come with them completely unaware. The comrade and Shocktrooper make a movement action. If they end this movement action on opposite sides of a target, the target is unable to dodge the Shocktrooper's attacks.
- Lancer
- +5 Toughness, +5 Strength
- Aptitudes: Ballistic Skill, Defense, Fellowship, Offense, Perception, Toughness
- Skills: Athletics OR Survival, Common Lore (Army, War), Intimidate
- Talents: Iron Jaw, Weapon Training (Lance).
- Wounds: 10+1d5
- Comrade Advances:
- Combined Fire (300 xp) Order (Full Action)
- Massing fire on a large target is a good way to take it down. Even if one misses, the odds of both missing are much lower. When the comrade makes a Volley fire action, gain a +10 bonus to Ballistic Skill on your next attack action.
- Hammer It Down! (250 xp) Order (Full Action)
- Even the toughest armor has weaknesses, and a barrage of anti-tank rockets have a habit of finding those weaknesses. Make an attack action. If it hits, double the PEN of your rocket when determining damage.
- Engineer
- +5 Intelligence, +5 Toughness
- Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Tech, Toughness, Weapon Skill, Willpower
- Skills: Common Lore (Tech, Machinery), Peer (Miner's, Machinist's, and Welder's Union), Logic, Tech Use.
- Talents: Technical Knock, Welding Torch Use, Weapon Training (Carbine)
- Gain the Tools of the Trade trait, granting you the following gear: Pipe wrench, socket set, acetylene torch and bottle of acetylene, crescent wrench, screwdriver, entrenching spade, 10 empty sandbags, and Engineer's Apron.
- Comrade Advances:
- Mechanical Dilettante, 250 XP: When assisted by their comrade, the Engineer gains +10 to all Tech-Use tests to either make repairs or craft things out of metal. These tasks take half of the time as usual.
- Four Hands Are Better Than Two, 300 XP (Order, Full Action): The Engineer and their comrade know what needs to be done independent of the other, though shouted advice both helps and calms frayed nerves. As long as the comrade is in the range of communication, the Engineer may perform Tech-Use tests on anything next to the comrade at a -10 penalty.
- Sniper
- +5 Perception, +5 Ballistic Skill
- Aptitudes: Agi, BS, FEL, Fieldcraft, Finesse, Perception, Social
- Skills: Awareness OR Stealth, Deceive, (ONE MORE)
- Talents: Deadeye Shot, Heightened Senses (Sight or smell) OR Light Sleeper, Weapon Training (Scoped Rifle).
- Comrade Advances:
- Spotter, 250 XP:
- The Comrade may make an aim action with his own half action, and the character may gain the benefits of the aim action. This can only be used with an Accurate weapon.
- Set-Up Shot (Order, Half Action) 300 xp:
- The comrade fires an initial shot that distracts the target from the killing shot. The next ranged attack made by the character cannot be dodged. The comrade must be in cohesion to enact this order.
- Tank Commander
- +5 Agility, +5 Fellowship
- Aptitudes: Ballistic Skill, Fellowship, Intelligence, Perception, Leadership, Tech.
- Skills: Command, Operate (Surface) OR , Navigate (Surface) OR Scholastic Lore (Military Tactics).
- Talents: Technical Knock, Air of Authority OR Iron Discipline, Weapon Training (Rifle or Pistol)
- Comrade Advances:
- Loudspeakers, 250 XP: As long as the comrade is in cohesion, all allies may benefit from Orders.
- Driving and Gunnery Training, 250 XP: It takes two people to command a tank, a driver and a gunner. The comrade may make either Ranged Attack or Operate (Surface) tests using the Tank Commander's stats. The commander may choose to either drive or operate the gun.
- Get Down! 200 XP, Order (Free): The Tank Commander must make a Command Test at +0. If it is successful, until the Tank Commander's next round, all player characters with comrades in cohesion gain +10 on all dodge tests. This is cumulative with other bonuses from comrade advances.
- On Your Feet! 200 xp, Order (Free): The Tank Commander must make a Command test at +0. If it is successful, all comrades may immediately end any Fear or Pinning effects on them.
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