H.A.R.D. SPCIALIST

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Hazardous Atmosphere and Radiation Detachments (HARD) Specialists deal with the dizzying array of environments, gravities, and atmospheres that Colonial Marines are likely to encounter. Although Colonial Marines are fond of proclaiming that they're the first into a conflict, HARD Specialists go before them to scope out the terrain. HARD Specialists are best known for their HARDCore suits, which they wear with pride. HARD Specialist officers get their training at an advanced hostile environments course at Camp Hanneken, Valles Colonial Marineris, Mars.

**Requirements**

To qualify to become an HARD Specialist, a character must fulfill the following criteria.

**Profession:** Colonial Marine garrison infantry, colonial marine line infantry, colonial marine officer, military, or staff officer.

**Skills:** Navigate 6 ranks, Survival 6 ranks.

**Feat:** Guide.

**Class Information**

The following information pertains to the HARD Specialist advanced class.

**Hit Die:** The HARD Specialist gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** 6 + one-half character level, rounded down, every time the HARD Specialist attains a new level in this class.

**Skill Points at Each Level:** 5 + Int modifier.

**Class Features**

All of the following are features of the HARD Specialist advanced class.

**Outdoor Survival**

A HARD Specialist can add a +2 circumstance bonus to all Survival skill checks on Thin, Standard, or Dense atmosphere worlds. In addition, he can treat the following skills as untrained skills: Handle Animal, Tumble.

**Sweep**

A HARD Specialist knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 10 meters away from the HARD Specialist (but not behind him or her). The HARD Specialist can use this bonus at the start of an encounter.

Anything not concealed can be spotted in a sweep with a successful check (TN 10). The DC for concealed or less obvious threats is equal to their Hide check result.

**3D Spatial Awareness**

HARD Specialists are comfortable in zero gravity environments. They have the ability to maneuver in three dimensions as easily as if they were in a gravity environment. In addition to the Low-G and Zero-G feats, they receive a +2 circumstance bonus when making Reflex saves in such environments and a +1 circumstance bonus to all Pilot skill checks while operating in space.

**Camouflage**

A HARD Specialist can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

**Obscure Knowledge**

A HARD Specialist receives a +2 bonus to Knowledge and Survival checks regarding new planets and environments.

**Trackless Step**

A HARD Specialist leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

**Pan immunity**

If the HARD Specialist encounters any normal human disease requiring a Save during the course of an adventure, the HARD Specialist does not have to save, he is immune. Due to the bolstering of the immune system, if the HARD Specialist encounters an exotic disease, even an Alien one, he receives a +4 bonus to his Save.

**Improved Sweep**

A HARD Specialist's ability to get the lay of the land improves. Now the HARD Specialist not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the HARD Specialist: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).

**Woodland Stride**

A HARD Specialist may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

**Hide in Plain Sight**

While in any sort of natural terrain, a HARD Specialist can use the Hide skill even while being observed.