Infantry - Subclass
In a world of indiscriminate danger, survival was forged on the backs of brave men and women in heavy armor. Infantry are the bulk of any major fighting force in the Post-Dämmerung world. Emphasizing defensive tactics, modern militaries focus on keeping their soldiers alive and fighting longer than the enemy. People who find themselves as infantry can find steady work as local militia, Nafgallan Dragoons, bodyguards, Palace Guards, and mercenaries.
Armor Training
Care and use of armor in and out of combat.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Action Point Penalties for Light Armor is reduced by 1.
- This is does not reduce other penalties from Weight in armor.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- Action Point Penalties for Medium Armor is reduced by 1.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- Action Point Penalties for Heavy Armor is reduced by 1.
Deflect
You have field training that teaches you the art of taking cover behind a shield during a firefight and not letting yourself get pinned down.
- Gain an extra die to parry with a shield, any spell that produces a shield, or any weapon with the Cover Trait.
Bulwark
You know how to deflect and shield yourself from attacks, even ones that sneak through.
- You can spend a Set on a failed Defense Roll to gain armor equal to its Size.
- Heavy armor, medium armor or a weapon with Cover is required to use this ability.
Return Fire
You know when you are in danger and you know when to keep fighting.
- On a successful defense, you may spend ammunition and deal minimum damage to the person attacking you.
- A ranged weapon, spell, or ability is required to use this ability.
Deadman’s Gambit
When a person attacks, that tends to leave an opening... and vice versa.
- Instead of a defense, you can spend an action point to make a counter-attack. This is not an Opposed Roll, simply two Attack Rolls with no defense. All damage exchanged between you and your opponent is done at the same time.
Intercept
You can put yourself in harms way to shield another.
- When an ally is in melee range, you can give them a 1 Die Bonus to Defense rolls.
- If an attack gets through, you can split the damage any way you'd like between you and the person you are guarding.
Parry
In melee, you are well trained in how to deflect and control strikes against you to minimize their damage.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On your Athletics Roll to Defend against a Melee Attack, gain a die.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
Grit
Physical and mental resolve in the face of adversity.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Gain 1 extra health.
- On Rolls to heal, fight physical or mental trauma, and resist bleeding out from the Dying Hazard, gain a die.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Gain 1 extra health.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- Pain Tolerance: Gain a free point of Protection due to a massive ability to absorb abuse.
- Gain 1 extra health.
Situational Awareness
Fluff
- You have one extra Action Point to spend on Defense if you are out of Action Points. Using this action point incurs a -1 dice penalty.
Hip Fire
Fluff
Can fire a ranged weapon in melee range without penalty
Note: Without this ability, you lose a die when firing a ranged weapon in melee.