Grounder

*You’re the front line attacker, the one your opponents are most likely to see, the one that carries the flag and takes ground. You’re the first deployed and the last to leave. Whether you consider yourself another ground pounder or an elite member of a special team, your general talents at warfare have made you a reliable ally in combat. You are a multi-talented, general purpose soldier, able to pick up and master nearly every weapon you can find. Your skills with firearms have few equals.*

## Playing a Grounder

Because of generalized training, as a grounder, you can employ heavy pistols like a gunslinger, more powerful arms like an assault rifle, or even a long-range precision weapon like a sniper. There really is nothing you can’t do. Generally you gain purpose from the others around you, joining a team because of loyalty and friendship, not because a commander issued an order. Even when the goal is a paycheck, you would never commit to this job without others to have your back.

## Class Features

As a grounder, you gain the following class features.

### Hit Points

**Hit Dice:** 1d10 per grounder level
**Hit Points at 1st Level:** 10 + your Constitution modifier
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per grounder level after 1st

### Proficiencies

**Armor**: All armor, shields
**Weapons**: Simple weapons, Assault Rifles, Heavy Pistols, Melee, Shotguns, SMGs, Sniper Rifles
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Strength or Dexterity
**Skills**: Select two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, and Vehicle Handling.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) M3 Heavy Pistol or (b) M4 SMG or (c) M8 Assault Rifle or (d) M92 Sniper Rifle or (e) M23 Shotgun
* Two grenades
* (a) Stock Light Armor or (b) Stock Medium Armor or (c) Stock Heavy Armor
* 5,000 credits worth of additional gear

### Specialization

At 1st level, you choose a specialization. The specialization chosen grants you features at 1st level and again at 3rd, 6th, and 9th level.

### Brotherhood

At 1st level you select three of the following brotherhood abilities. These abilities complement the group you are in, rewarding teamwork over selfish ambitions.

You select two additional brotherhood abilities at 3rd, 6th, and 9th level.

### Take A Knee

Starting at 3rd level, you are able to crouch quickly and brace your elbow against your knee for a secured firing position. You can spend 30 feet of movement to make an additional ranged attack as part of an Attack action this turn. You cannot use this feature if you are within reach of an enemy or an enemy is in reach of you.

### Double Tap

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Spray

At 9th level, you can use your action to make a ranged attack any number of creatures within 30 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you must make a separate attack roll for each target.

Once you use this feature, you cannot use it again until you finish a short or long rest.