Heavy

*You are most likely the scariest opponent on the entire battlefield. You’re the one the enemy must kill in order to take the field. You cut massive swaths of devastation across whole landscapes, bringing down trees and buildings. You strike fear into opponents, sending entire armies to their grave. Though limited in speed, where you step, you secure ground. Reverse or retreat does not come easily to your lips.*

*When bullets fly, you plant your feet and begin hailing down ammunition upon your foes, suppressing their movement or making them dive for cover. You eradicate obstacles and assist your allies by denying your enemies the opportunity to advance. You might be strong but this is not a requirement, though it helps, especially when carrying the biggest guns.*

## Playing A Heavy

Size does matter—let’s just get that out of the way. Although not as common as a grounder, you fill a similar role and are the second most common found in the general military population.

You rarely walk into a situation with only one gun. Like those avatars in famous video games, you probably carry a few, more than most people think you need. Pistol? Check. Machine gun? Check. Flamethrower? Check. Rocket Launcher? Why not. You have a solution for any problem, at least those problems requiring weapons to solve... and in your eyes, most problems usually can be solved that way.

This is the best class of all since you wield the biggest guns, the heaviest armors, and are the class most resembling a character from a first person shooter.

## Class Features

As a heavy, you gain the following class features.

### Hit Points

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

### Proficiencies

**Armor**: All armor, shields
**Weapons**: All weapons
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Strength, Constitution
**Skills**: Select two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Performance

### Equipment

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

* (a) M3 Heavy Pistol or (b) M4 SMG
* Two grenades
* (a) Stock Light Armor or (b) Stock Medium Armor
* 5,000 credits worth of additional gear

### Artillery Talent

Beginning at 1st level, you gain artillery talents. You gain four talents at first level. You gain an additional talent at 3rd, 6th, and 9th level. Several talents can be selected multiple times, increasing their talent rank, though you cannot achieve more than rank 2 at 1st level.

Several talents require the use of a Dexterity saving throw. The DC to resist your attack is as follows:

**DC save** 8 + your attack ability modifier + your proficiency bonus + any weapon bonus

### Too Close

At 3rd level, if you are hit by an opportunity attack, you can make a single melee attack, using your weapon as a club, as a reaction.

### Strongpoint

When you reach 6th level, you can take one additional action on your turn if both this and your normal action are used to employ artillery talents. When you use this feature, you cannot use it again until you finish a short or long rest.

At 9th level, you gain one additional use of Strongpoint before you finish a short or long rest. You can also expend a Hit Die as a bonus action, not recover any hit points, and gain an additional use of Strongpoint, though you cannot gain more than 1 additional action per turn.