Striker (Snow Trolls)

The **Strikers** are the most common class in the Snow Trolls squad. Their versatility makes them the most favourable option for new Snow Trolls, and their training focuses mainly on teamwork and general fighting techniques. The Strikers are allowed to train on the use of any type of weapon they want, but use of automatic rifles is the most common preference for the Strikers.

**Role:**

**Hit Die:** 5 + Striker level +  (2 x Con modifier)

**Tolerance:** 1d10 + (4 + Con modifier) x Striker level

### **Class Features**

The following are class features of the Striker

#### **Proficiencies:**

* Marksman proficiency with all handguns
* Marksman proficiency with two weapon classes, Sharpshooter I proficiency with one weapon from those two classes
* Basic II proficiency with all other small arms

Strikers are also proficient with all light and medium armour.

#### **Striker Deeds:**

* **Improved Suppression:** At 2nd level, the Striker can fire a burst of shots before they leave their cover as long as they have 1 or more grit. With Improved Suppression, they can fire up to two bursts (determined by their weapon's automatic fire accuracy), taking a -5 penalty instead of the normal -10 penalty for shooting while running. If any of their shots hit an enemy, they do half damage (rounded down). If any of their shots hit the enemy or miss within a 5 point range, the enemy remains suppressed for the next round. This deed does not require the use of the Sprint deed.
* **Coordinate Fire:** At 7th level, the Striker can identify weaknesses of one enemy and share their findings with the allies they can communicate with. The Strike and all allies who were informed of this weakness gets a +3 bonus to hit during the next turn. Using this deed costs 1 grit and the Striker must have a clear sight of their enemy. Whether the Striker can identify a weakness is up to the GM and no grit points are used if a weakness cannot be discovered.
* **Quick Disarm:** At 13th level, the Striker can disarm their enemies quickly, without giving them the time to react. By spending 2 grit, they can gain a +5 bonus to grapple checks with the intention to disarm the weapon. If their disarm attempt is successful, the Striker can choose to use the captured weapon. If the target has their weapon attached to their body in any way, the attempt either fails or its DC increases (decided by the GM).

#### **Feat: Quickdraw:**

At 2nd level, a Striker can draw a one-handed weapon as a free action as long as the weapon is in an easily accessible holster or sheath. If they are able to make multiple attacks, they can make attacks with up to two weapons as a full action.

#### **Striker Weapon Proficiency I:**

At 3rd level, a Striker must choose a specific weapon. Their proficiency with their chosen weapon is raised by one level permanently. Their chosen weapon can be changed after a long period of retraining, after which the Striker loses their proficiency bonus to their previously chosen weapon.

#### **Feat: Running Evasion**

At 4th level, a Striker knows how to time their movements better in order to avoid enemy fire. As long as they have moved more than 15 feet in their turn, they get a +2 bonus to their AC against ranged attacks.

#### **Striker Weapon Proficiency II:**

At 9th level, the Striker can choose a second weapon and gain one extra proficiency level with that weapon. In addition, they get one more level of proficiency with their first chosen weapon.

#### **Chosen Path:**

At 10th level, the Striker must choose how they want to fight from that point onwards. They are given 3 options:

* **Fight alone:** The Striker gains bonuses to their personal combat skills.
* **Fight with squadmates:** The Striker gains abilities that are focused on supporting their allies. They get stronger as they coordinate their actions with their allies.
* **Fight with ANN:** The Striker gains increased support from ANN such as enhanced situational awareness, real time access to ANN's knowledge and increaase in support from Acadia.

#### **Feat: Improved Running Evasion**

At 14th level, the Striker gets better at evading enemy attacks. The movement required to get a +2 bonus is reduced to 10 feet and this bonus is raised to +5 if they have moved more than 25 feet.

#### **Striker Weapon Proficiency III:**

At 15th level, the Striker can choose a third weapon and gain one extra proficiency level with that weapon. In addition, they get one more level of proficiency with their second chosen weapon and maximum proficiency with their first chosen weapon.

#### **True Grit:**

At 18th level, a character can choose one deed they have access to and that costs at least 1 grit to perform. Their chosen deed costs 1 grit less to perform (minimum 0). If the cost is reduced to 0, they can perform that deed as long as they have at least 1 grit.