Trained in the use of heavy weapons, which includes powerful weapons and very weighty weapons.
Also built tough and strong, generally able to withstand considerable damage, wear heavy (carbon) armour and Augmented armour.
Select a 1 to 3 word description to fit each of the following categories.
Select your character's name, generally you only have a single name, you have no family, only the City.
You begin with 1 in Body and 0 in all other traits. You have 1 point you may allocate. You may deduct -1 from a trait other than Body and add it to another, but not so as to make +2.
You begin with:
You may allocate 1 point to your History to one other Team member.
Complete the three starting questions with your Team mates.
Heavy Armour is Slow and Augmented. Grenadiers may select a new suit at the beginning of every adventure.
All Grenadier’s armours have the following in common:
The Grenadier can repair one box of damage by expending a Resource during a Camp move. Technicians can use a Repair Move during a Camp Move.
*Augmented (Grenadiers only)(gain +2CC)
*A Lance is a speciality weapon designed for the Grenadier. It counts as a Halberd for values. Thermal and Sonic Lances have AP. Thermal Lances gain +1 Harm vs Hives and Swarms. Sonic Lances do Stress damage.
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You begin with all the Basic Moves and Peripheral Moves, and the Augmented Armour Move. You can select 2 more of the following.
You are trained in the use of Augmented Armour of all kinds.
Inflict a heavy melee blow using Exchange of Violence, doing +1Harm (Hammer Armour would add +1 more).
Any time you suffer damage from a melee attack and the GM asks for a Harm&Heal roll, you may apply -1 to that roll.
You armour and training give you +1 to Influence Moves.
Unleash the fury of your chaingun against your enemy, and expend 1 Ammo. This attack effects upto a LAOE, and hits EVERYONE! You are able to reduce the area of affect to an AOE as an option.
10+ You inflict Harm on every target hit. You may exclude one ally from any damage.
7-9 You may expend an extra Ammo and inflict Harm on every target hit. You become unstable.
6- GM option.
You perform a feat of amazing strength or physical endurance, eg holding up a collapsing roof or wall. Everyone else will be allowed to perform a Move without having to worry about the specific threat you have countered.
10+ You succeed at your task for now, take 1 Harm or 1 Stress.
7-9 You succeed but suffer 1 Harm and 1 Stress and become Winded.
6- You fail, GM option.
You break through doors and weak walls, any barrier that would give way before a small car crashing into it. This creates a path for the next character to follow without risk of danger.
10+ You burst through and come out the other side. Anyone following you gets +1 Forward.
7-9 You burst through, just. You suffer 1 Harm or 1 Stress, and either Winded or Stunned.
6- You bounce or bend, GM option.
You may use your JumpJets to launch yourself into the air and then descend down on top of your target, inflicting massive crushing damage, or you may simply control your descent from a great hieght.
10+ You strike your target, inflicting 6Harm, you must select one option.
7-9 You strike your target, inflicting 4Harm, you must select two options.
6- GM option.
Options:
You use your body and armour as cover.
10+ The Grenadier will generate 2 Hold points that can be used with any Hardway or Exchange Violence Move performed by a team mate who is near to the Grenadier (same Block). Cover in this instance can be physical protection, covering fire or communicating the best places to stand. A Hold point converts to a +1 Forward for Hardway or Exchange.
7-9 The Grenadier will generate 1 Hold point and is Winded. They may generate another Hold point for each Stress they accept.
6- You are exposed, GM option.
Mayhem move. Area effect ranged weapon and mode reqd. Expend 2 Ammo.
When you enact this Move the GM gains an immediate option against you. The option cannot directly prevent you from making the Move unless it knocks you unconscious with standard damage.
10+ Inflict +2Harm over the normal damage to all targets in the Zone.
7-9 Expend extra ammo to inflict +1Harm over the normal damage to all targets. Become Unstable.
6- Miss, GM option.
You are trained in security measures, gain +1 Forward to the Security Move.
You are trained in breaking up the cohesion of your opponents. If you announce before rolling that you are attempting to Break a Group (it is an option for the move) you gain +1 Forward to the roll, but must then use that result.
You gain +1 Forward using Recon and Light Drones.
Lose the -1Harm when using two weapons.
+1 to Suppression Moves vs Groups.
+1 to Inflict Violence when using Grenades.
Reduce incoming damage
10+ Reduce 1 Harm
7-9 Convert 1 wound to a combat tag.
6- GM option.
You may make a frenzied melee attack against everyone in the Target and Hand blocks, inflicting -1Damage to your normal amount, to everyone. One roll is used to strike everyone, including friends.
10+ You make a strong strike, you may select 2 options. You become Busy.
7-9 You make a normal strike, you may select 1 option. You become Busy.
6- GM Option.
Options list: