Ronin
Once part of a standing militia, you found purpose in serving a cause greater than yourself. Whether driven by ideals, aspirations for a brighter future, or sheer necessity, your reasons for enlistment are etched in the annals of your personal history. Yet, the circumstances surrounding your departure remain a tale untold, reserved for your own introspection.
Now, untethered from the chains of hierarchy and obligation, you tread the path of the Ronin, a solitary warrior with no allegiance but to your own convictions. Though you bear the scars and carry the implements of war, it is your commitment to the way of the blade, to the ethos of hand-to-hand combat, that sets you apart in the realm of martial prowess. No longer bound by the dictates of command, you navigate the tumultuous landscape of existence, a veteran haunted by the ghosts of camaraderie and the echoes of battle cries.
Why should I play one?
- You are a fighting class that likes to get into the thick of battle. Up close and personal.
- Your team will appreciate your desire to take the lead in a fight. They will also value your combat versatility.
- Your training and experience bring a bit more than just the ability to fight.
Bonus Trait: +1d Physique
Starting skill package (choose one)
Trooper Within the ranks of the futuristic armed forces, Troopers represent the archetypal infantry combat soldier. These steadfast warriors are the very heart of ground operations, trained to endure the rigours of battle under a variety of harsh conditions.
- Armed (d6)
- Munitions (d6)
- Unarmed (Martial Art of choice) (d6)
- Athletics (d4)
- Survival (d4)
- Perception (d4)
Dragoon Stands as a symbol of might and mobility on the battlefield, representing a fusion of heavy infantry resilience and modern cavalry agility. These soldiers are distinguished by their heavy armour and formidable firepower, capable of breaching enemy lines and leading the charge in combat. Their training uniquely amalgamates traditional infantry tactics and the rapid mobility associated with mechanised cavalry.
- Gunnery (d6)
- Munitions (d6)
- Pilot Craft (d6)
- Armed (d4)
- Athletics (d4)
- Demolitions (d4)
Ranger Where the battlefield ends and the wilderness begins, the rangers take up the mantle. These skilled scouts and skirmishers are at home in the unforgiving embrace of untamed lands. Their keen eyes pierce the thickest foliage, their steps leave no trace, and their unerring aim finds its mark from the farthest shadows. Operating behind enemy lines, rangers gather vital intelligence, disrupt crucial supply lines, and eliminate high-value targets with surgical precision.
- Munitions (d6)
- Perception (d6)
- Survival (d6)
- Armed (d4)
- Intelligence (d4)
- Unarmed (Martial Art of choice) (d4)
Choose a Punter
Choose one from the list below, or see the extended Example Punters list and pick one of those with GM approval.
- Armourer
- Bodyguard
- Government Military
- Mercenary
Tradecraft
Tradecraft | Description |
---|---|
Run & Gun | Lesser penalties while moving |
Defensive Position | Maintaining cover is a free action |
Neo Daisho | Use a two-handed munitions weapon one-handed and a small sized melee weapon in the offhand (ie; dagger or short sword). |
Take A Bullet | Take damage for someone else (must be adjacent to target; no roll required but treated as Dodge rule regarding Initiative) and can be used “out of turn”. |
Mollydooker | May wield a normal sized melee weapon in your offhand and attack with both weapons as a single action. [Can be combined with Neo Daisho.] |
Take Charge | Once per conflict, the Ronin can allow another ally to completely re-roll a failed action. |
Tradecraft Descriptions
Run & Gun
Actions: Full & Move
In the heat of battle, the Ronin epitomises fluidity and aggression. This ability lets them move and strike as a single Action, seamlessly blending both in a display of lethal grace. When walking and attacking, the Ronin faces no penalties; even when running, the penalty is just a modest +2 to the target number, testament to their refined combat skills.
Trade Secrets:
Push The Advantage: After executing your Run & Gun Action, you gain a bonus move action. This allows you to close the distance on retreating enemies or reposition for furture attacks, maintaining relentless pressure on your foes.
*Modifier: Gain a bonus move action after your Run & Gun Action.
Flanker: If you move at least 5 metres when using Run & Gun, you gain a bonus to your attack roll. This makes your strikes even more devastating, whether you're delivering a precise blow or adding extra force to your attacks.
Modifier: Gain a +1 Munitions Dice to your attack roll.
Defensive Position
Actions: Full or Move (initially, then Free Action to maintain)
A seasoned warrior knows the value of cover. With this Tradecraft, the Ronin becomes a master of utilising any scrap of concealment, transforming it into a fortress. When entering cover for the first time, they spend a move action as usual. Then, as long as they remain tucked away, maintaining that cover becomes a seamless, free action. They still abide by the usual penalties for hunkering down, but their defensive stance comes at no further cost.
Trade Secrets:
Assault: After successfully avoiding an attack while in cover, you gain a bonus move action immediately. This allows you to capitalise on your cover and quickly reposition, keeping your enemies on their toes. Picture yourself dodging a hail of bullets and then swiftly moving to a better vantage point, ready to strike back.
Modifier: Bonus Move action
*Avoiding the attack is considered as Dodging or an attack directed at you Missing.
This can only be performed once until your next turn.*
Counterstrike: After successfully avoiding an attack while in cover, you can immediately make a counterattack against an adversary. This lightning-quick strike catches your opponent off guard, though it suffers a -2 penalty to your attack roll. Imagine ducking behind cover to avoid an enemy's shot, then popping out to deliver a swift and unexpected counterattack.
Modifier: Bonus Action - make a counterattack with a -2 penalty to your attack roll.
This Bonus action can only be performed once until your next turn.
Neo Daisho
Actions: Full
In the fusion of traditional martial prowess and modern firepower, Neo Daisho emerges as a masterful technique. With this Tradecraft, you gain the unique ability to wield and fire a rifle single-handedly without any penalties, while simultaneously brandishing a small-sized melee weapon in your other hand.
Trade Secrets:
Wax On: Your mastery of the Neo Daisho technique has reached a new zenith, allowing for a seamless transition between firearm accuracy and melee agility. After delivering a precise shot with your munitions, you find yourself in the perfect stance to capitalise with a melee strike, your body and mind perfectly aligned for the follow-through.
Modifier: +1 bonus on your next melee attack.
Wax Off: Similarly, your adeptness with the Neo Daisho technique affords you unparalleled fluidity in transitioning from melee combat to firearms. A successful strike with your melee weapon primes your senses, positioning you ideally for an immediate retaliatory shot.
Modifier: +1 bonus on your next Munitions attack following a successful Armed Combat strike within the same turn.
Each weapon requires a separate action for its use. Dual-wielding rifles are not supported. However, when integrated with the Mollydooker Tradecraft, simultaneous attacks with both weapons can be executed as a singular action.
Take A Bullet
Actions: Bonus
In the heat of battle, loyalty can be your strongest shield. Take A Bullet allows you to embody this principle by stepping into harm's way for an ally. When within 2 metres of a comrade, you're prepared to intercept a projectile aimed at them. This selfless act doesn't require a roll and is automatic. This can be done on the comrade's turn as a reaction to an attack.
This Tradecraft can be employed once per turn and can only be performed if you have not performed the Dodge action this turn. This Tradecraft uses the Ronin’s Dodge action for the turn.
Trade Secrets:
Guardian's Reflex: Your heightened instincts and selfless dedication elevate your protective capabilities, enabling you to shield not just from a single threat but from two projectiles in quick succession, demonstrating an elite level of guardianship.
Modifier: Interception of two projectiles in a single turn.
Hit The Floor: This technique offers a tactical alternative to direct interception; instead of taking a bullet, you employ quick thinking and agility to force your ally and yourself to the ground, avoiding the incoming harm entirely. This manoeuvre requires a successful Dodge roll.
Modifier: Roll Dodge, on success both you and your ally avoid damage. Failure results in Ronin receiving damage, while the comrade remains unharmed.
This action renders both participants prone and can be executed once per turn.
Mollydooker
Actions: 1
Mollydooker allows you to expertly wield a melee weapon in each hand, transforming you into a whirlwind of steel and precision. With this Tradecraft, a single action enables you to launch an attack with both weapons simultaneously, be it twin swords or any combination of equal-sized melee armaments. This technique is a symphony of lethal efficiency, each hand mirroring the other in deadly harmony.
When coupled with Neo Daisho, your versatility escalates. You can seamlessly integrate a rifle in one hand with a blade in the other, striking with both in a single, fluid motion. The synergy of ranged and close-quarter combat encapsulates the essence of adaptability on the battlefield. When wielding two melee weapons, the Ronin is not hampered when fighting multiple opponents in melee combat (NB: This only applies when wielding melee weapons and not munitions.)
Trade Secrets:
Echo Strike: Master the art of deceptive attacks. After successfully hitting with both weapons in a single action, your next attack gains a bonus, deceiving your opponent and leaving them vulnerable to your next strike. This trade secret embodies the unpredictable nature of your fighting style, keeping adversaries guessing and off-balance.
Modifier: +1 to next attack skill roll (to one weapon) against the same adversary.
Whirling Dervish: Elevate the ferocity of your dual-wielding prowess with Whirling Dervish. Following a successful twin assault, this secret harnesses the momentum and psychological impact of your initial hits to increase the damage of your subsequent strike.
Modifier: +1 damage bonus to the next attack with one weapon against the same adversary.
Take Charge
Action: Immediate Reaction (Once per Conflict)
Forget blind panic and floundering plans. This Tradecraft lets you rise above the chaos, a beacon of leadership in the face of adversity. When you witness an ally stumble with a failed action roll, your warrior spirit roars to life. You bellow orders, barking out adjustments, strategies, and a surge of unwavering confidence. In that electrifying moment, you can grant a single target a chance to redeem themselves.
Modifier: The subject of "Take Charge" is granted the opportunity to reroll their failed skill check, applying all dice anew.
Note: This ability can be used with other reroll abilities. This Tradecraft cannot be applied to the Ronin using it, but can aid others (including other Ronin).
Trade Secrets:
Encouragement: Amplify your ability to inspire confidence and determination. With encouragement, your guidance becomes even more potent, providing not just a second chance but an enhanced likelihood of success. This additional support can make all the difference, turning potential failure into a memorable victory.
Modifier: Grants an additional +1 bonus to the reroll provided by "Take Charge”.
Fuel the Flames: Your motivational prowess reaches new heights, igniting the potential within your allies or yourself. When Fuel the Flames comes into play, a successful reroll doesn't merely avert failure; it propels the action to remarkable success.
Modifier: Ensures that a successful reroll results in an automatic critical hit.
Take Charge can bridge physical divides, offering support to team members beyond immediate sight lines, as long as there's a line of communication. For instance, should a distant Hacktivist announce a setback while infiltrating a system, your leadership can transcend space, granting them the resolve and focus needed for a second attempt.