Core Class – Enforcer
Civilization is the act of imposing order on the chaos of the world. Enforcers act as the strong arm of order, the warriors who defend civilization. Of course, definitions of civilization vary. Enforcers protect the last enclaves of humanity, holding the line against mutant barbarians besieging the vault. However, enforcers are also found amid the barbarians outside – the mutant chieftain and his best warriors are enforcers, keeping order in the tribe. Enforcers are the fighters, the guards, the defenders, and the thugs of Tempora Mutantur.
Game Rule Information
Hit Points: Enforcers start with 10 hit points and gain +5 hp for each additional rank above 1st. (Humans gain +2 bonus hit points, while Near-Humans get +1 hp.)
Combat Ability: Enforcers add their full rank to attack rolls with melee and heavy weapons, otherwise they add ½ their rank (rounded down).
Adventuring Feats: Enforcers add ½ their rank (rounded down) to all adventuring feats, with +4 to Might checks.
Saving Throws: Enforcers have a +4 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)
Weapon Familiarity: Because an enforcer gains basic training in all weapon types, he suffers only one-half the usual Tech Level penalty when using high-tech weapons (–1 per Tech Level difference instead of –2).
Enforcers also have reduced attack penalties with improvised weapons (–1 instead of –2).
Guarding: When the party is resting in the wilderness or a ruin, an enforcer may forfeit all other actions to ‘guard’ instead. This forces approaching opponents to roll two Skill checks for surprise and take the worse result (the opponents are disadvantaged).
Similarly, an enforcer can forfeit his attacks in a given combat round to ‘guard’ an ally who is escaping from melee. To execute this maneuver, the enforcer must be able to engage the foes who would otherwise be allowed a parting shot.
Cleave: When an enforcer of 3rd rank or higher deals enough damage in melee to make a target drop, he can take an immediate, extra attack with the same weapon against another creature within reach. This ability can be used once per round.
- Defence: All opponents take a –1 penalty to attacks against you. (Equivalent to –1 AC, but without the penalty to Adventuring Feats.)
- Duelling: When you wield a light or medium melee weapon in one hand and no other weapons, you gain a +2 bonus to damage with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a medium or heavy melee weapon that you are wielding with two hands, you can reroll the die and use the new result (if it is higher).
- Gunslinger: You can use ranged weapons in melee without penalty and can fire ranged weapons into a melee scrum without accidentally hitting an ally (except perhaps on a critical miss). (This applies to both projectile and thrown weapons.)
- Protection: When a creature that you can see attacks an adjacent target other than you, you can impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting: You can make two separate attacks each round, one with each weapon. You still take a –2 penalty on attacks with your secondary weapon.
- Weapon Specialization: You get a +1 bonus on attack rolls and +2 to damage with a selected weapon type (such as vibro-blades or handguns, for example). The weapon can be high-tech, but the character is still subject to Tech Level penalties.
An enforcer can gain further benefits at higher ranks (in the unlikely event that he survives long enough). These must be discovered through gameplay.