HEAVY WEAPONS SPECIALIST

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Heavy Weapon Specialists are the experts at firing the really big guns, be it grenade launchers, missile launchers, or on-board cannons. Heavy Weapon Specialist officers go to Fort Knox, KY.

**Requirements**

To qualify to become a Heavy Weapons Specialist, a character must fulfill the following criteria.

**Base Attack Bonus:** +2.

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

**Skills:** Demolitions 6 ranks, Move Silently 6 ranks.

**Feats:** Exotic Firearms Proficiency (cannon, grenade launcher, or rocket launcher), Weapon Proficiency (Vehicle).

**Class Information**

The following information pertains to the Heavy Weapons Specialist advanced class.

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

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

**Skill Points at Each Level:** 7 + Int modifier.

**Class Features**

The following features pertain to the Heavy Weapon Specialist advanced class.

**Sweep**

A Heavy Weapon 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 Heavy Weapon Specialist (but not behind him or her). The Heavy Weapon 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 TN for concealed or less obvious threats is equal to their Hide check result.

**Explosives Specialist**

A Heavy Weapon Specialist no longer causes explosives to detonate on a Craft (chemical) check failure of 5 or more.

**Fast Bomber**

A Heavy Weapon Specialist can halve the time it takes to build a scratch-built explosive using the Craft (chemical) skill.

**Expert Throw**

At the Heavy Weapon Specialist's option, if he misses a target with an explosive, the Agent can choose to use a smaller deviation radius to determine the random direction. Thus a deviation that would normally require a 1d12 roll can be a 1d8 roll instead, and a deviation that would normally require a 1d8 rolls can be a 1d4 roll instead.

**Long Throw**

The range increment for any explosive fired by a Heavy Weapon Specialist is doubled.

**Bigger Burst**

The Heavy Weapon Specialist's explosives have double the amount of burst radius.

**Close Combat Shot**

The Heavy Weapon Specialist gains the ability to make a ranged attack with a large firearm while in a threatened area without provoking an attack of opportunity.

**Weapon Focus**

The Heavy Weapon Specialist gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Heavy Weapon Specialist must choose a cannon, grenade launcher, or rocket launcher. The Heavy Weapon Specialist adds +1 to all attack rolls using the selected exotic firearm.

**Defensive Position**

The Heavy Weapon Specialist gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.

**Greater Weapon Focus**

The Heavy Weapon Specialist receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability at 2nd level. This bonus stacks with the earlier bonus.

**Bull's-eye**

The Heavy Weapon Specialist becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the Heavy Weapon Specialist’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the Heavy Weapon Specialist can spend 1 action point to deal +3d6 points of damage.