Grenadier Class

The Grenadier

Cross-Trained Specialty Class

The Mobile Infantry grenadier is the support weapons specialist of the squad. He typically carries the Triple Thud Grenade Launcher, a weapon he is masterfully proficient in, far beyond what most Troopers ever attain with the bulky weapon. The grenadier also has the know-how to set up weapon-emplacements, fire heavy weapons indirectly without the help of a spotter and can truly maximize the effectiveness of the heavy weapons he is using.

The grenadier is also the assault leader of the squad, first through the door or into a bug-hole. This means the Trooper must be physically tough and willing to plunge into the depths of enemy emplacements. This assault role inevitably means the Trooper learns some of the demolitions and sabotage skills that is normally the purview of the Engineer, though far more narrow in its application.

Many grenadier-engineer mixed units have had resounding success taking enemy positions as their complimentary skill-set can easily spell doom for heavy emplacements. Further, working with an engineer, the grenadier can create dangerous cross-fire zones and heavily fortified defensive zones.

Game Rule Information

Requirements
To take the Mobile Infantry grenadier class a Trooper must meet the following requirements:

Skills
Perception 4 or more ranks
Technical (Structural) 5 or more ranks
Knowledge (Tactics) 5 or more ranks
Feats
Toughness
Exotic Firearms Proficiency (Triple Thud GL)
Mounted Weapons Proficiency

Hit Points
The Mobile Infantry grenadier gains two hit points per level, adding this to their total gained from previous class levels.

Class Skills
The Mobile Infantry grenadier's class skills, and the key ability for each skill, are as follows: Acrobatics (Dex), Athletics (Str), Demolitions (Int), Drive (Dex), Knowledge (Tactics) (Int), Perception (Wis), Sabotage (Int), Technical (Mechanical) (Int), Technical (Structural) (Int).

Skill Points at Each Additional Level: 5 + Int Modifier

Additional Standard Issue
The Mobile Infantry grenadier gains the following standard issue equipment in addition to his normal allowance:

Triple Thud GL
Fortifications Pack

_________________________________________________________________________________ Level | Atk Bonus | Fort Save | Ref Save | Will Save | Class Features | Def Bonus  | Prest Bonus
1st    |          +1     |    +1        |      +1      |       +0     |  Frag out!        |       +1        |       +0
         |                    |                 |                |                |   Fortify          |                   |      
_________________________________________________________________________________
2nd   |          +2       |    +2        |      +2      |       +1     |  Bonus Feat      |       +2     |       +1
_________________________________________________________________________________
3rd    |          +3      |    +3        |      +3      |       +2     | Master Gunner |       +3      |       +2
          |                   |                |              |               | Assault Specialist            |  
_________________________________________________________________________________

Class Features
The following are the class features of the Mobile Infantry Grenadier:

Frag Out!: The grenadier has become adept at maximizing the effectiveness of grenades and grenade-like weapons. Once per day per level of the grenadier he may, as a standard action, carefully line up a grenade toss or shot. The effect is a +1 to the next attack roll (or -1 to the opposing Reflex Save) with that weapon and +1 dice of damage to the next attack with that weapon. The attack has to hit for the additional damage to be added. What constitutes a grenade-like weapon is at the discretion of the DM, however this ability does NOT work in conjunction with placed explosives.

Fortify: The Grenadier is adept at recognizing where best to put weapon emplacements and how best to both attack and defend a fortification. The grenadier may make a Technical (Structural) check and use his Fortifications Pack to either:

Create a fortified area 200 sq. feet which affords all inside with a +1 cover bonus to their Defence Value (DC 15)
Increase the cover bonus of an already fortified area by +1 (DC 20)
Reduce the cover bonus of a fortified area by -1 (DC 20)
Carefully adjust a Mounted weapon to give any users a +1 to their attack rolls made with the weapon (DC 25)

Every application of this skills requires 10 minutes of uninterrupted work by the grenadier. This time may be reduced by 2 minutes for every level of engineer that is assisting, to a minimum of 1 minute. Each application of this skill uses up one use of the Fortification Pack. The grenadier may continue to increase or decrease the cover bonus of a fortified area so long as he has sufficient time and materials in his Fortification pack, to a maximum of +5 and a minimum of -5. Likewise a grenadier may increase the attack bonus to a Mounted weapon to a maximum of +5. Once the Mounted weapon is moved all bonuses are lost, even if it is set-up in the same area, the grenadier is the only one who can set it "just-so".

For every attempt to modify a fortification or weapon beyond the first add +2 to the DC, as it becomes increasingly difficult for the grenadier to find things to tinker with.

Bonus Feat: At 2nd level the grenadier gains a bonus feat which must be selected from the following list:

Alertness, Beat Feet, Burst Fire, Blind-Fight, Confident, Disengage, Dodge, Double-Tap, Endurance, Exotic Firearms Proficiency, Great Fortitude, Iron Will, Lightning Reflexes,  Natural Mathematician, Physical Adept, Point Blank Shot, Precise Shot, Resilience, Technical Expert (Structural only), Toughness, and Weapon Focus

Master Gunner: The grenadier is adept with exotic weapons of all kinds, even ones he is untrained on. The grenadier may use any Heavy or Other weapon with only a -1 penalty without being proficient with that weapon. In addition he receives an additional +1 to attack and damage rolls made with any Heavy or Mounted weapon that he has proficiency in.

Additionally the grenadier receives a +2 expertise bonus on all requisition checks for Mounted or Heavy weapons.

Assault Specialist: Facing the unknown of an enemy bunker or dark bug hole is not for the faint of heart, a challenge which grenadiers relish in. Anytime a grenadier is closest to the enemy in combat he gains an additional bravado bonus of +1 to attack rolls and +2 to his defence value.

New Item: Fortification Pack (5 lbs) Req DC: 19
This pack contains bags for loading with sand, caltrops, razor wire, as well as simple tools and manuals to aid a user in fortifying or de-fortifying an area. Because of the nature of the equipment a Fortification Pack may only be used 5 times before being completely expended and needing to be replaced. Without the Fortify class skill a trooper may only increase or decrease the cover bonus of a given area once.

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