Heavy (Snow Trolls)

The Heavies focus on the use of heavy weapons. Because the weapons and ammunition they have to carry is very heavy, the Heavies are among the strongest people in the Snow Trolls. Most teams put the Heavies in support roles since it is difficult for them to move during combat

Role:

Hit Die: 7 + Heavy level +  (2 x Con modifier)

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

Class Features
The following are class features of the Heavy

Proficiencies:
Heavies are also proficient with all light and medium and heavy armour.
 * Marksman proficiency with all handguns and one more weapon class
 * Marksman proficiency with one heavy weapon class, Sharpshooter I proficiency with one weapon from that class
 * Basic II proficiency with all other heavy weapon classes
 * Unqualified proficiency with remaining weapon classes

Grit:
See page Grit and Deeds

Deeds:
See page Grit and Deeds

Heavy Deeds:

 * Covering Fire: At level 2, the Heavy has enough experience to know how to keep the enemies suppressed most efficiently. As long as they have at least 1 grit, they can choose an enemy or a group of close enemies and fire up to 5 automatic bursts (determined by weapon) of shots to keep them in cover. With this deed, their first burst does not count towards their automatic firing penalty, but their damage is halved.

Heavy Weapon Proficiency I:
At level 2, the Heavy can choose one type of heavy weapons and gain an extra level of proficiency with all weapons of that type. In order to gain the bonus to a new weapon they observe, the heavy must spend some time adapting to the use of that weapon, after which they get their regular bonuses.

Feat: Explosive Ordnance Training:
At level 3, the Heavy is trained on safe handling of explosive ordnance. With this feat, the Heavy reduces the risk of accidents when carrying or using explosives, reducing their failure range by 2 (minimum 1). Additionally, they get a +3 bonus in defusing enemy explosive ordnance such as landmines, plastic explosives and unexploded shells.

Support Gunner:
At level 7, the Heavy is able to respond to target calls made by squadmates. When a target is called, the Heavy gets a +2 bonus to their attack rolls against that target. This bonus stacks with the Striker's Coordinate Fire deed, raising the total bonus to +5.

Belt Feeding:
At level 8, the Heavy is able to modify their equipment such that their machinegun ammunition is connected to a belt feed mechanism from their backpack, eliminating the need to reload. This modification requires specialized equipment and only the weapons which can be belt-fed are affected.

Feat: Thick Skin I
At level 8, the Heavy gains the Thick Skin I feat. With the feat, their Constitution modifier bonus to Tolerance raises to (1.5 x Con), rounded down. This bonus also affects the Tolerance points gained in earlier levels.

Chosen Path:
At level 10, the Heavy must choose their primary weapon or armour type. If their chosen weapon type is different from the type they chose for Heavy Weapon Proficiency ability, they are given a chance to change it.
 * Machineguns: The Heavy is able to modify their machineguns to improve their performance, reducing their weight and spread, or improving their accuracy, fire reate and accuracy.
 * Combination Weapons: The Heavy has gained enough experience maintaining the unreliable combination weapons that their weapons no longer break down unexpectedly.
 * Rocket/Grenade Launchers: The Heavy has improved their skills at projectile trajectory calculations that their distance penalties are halved.
 * Other Heavy Weapons: The bonuses that the Heavies get for other types of Heavy Weapons are for the GM to decide.
 * Panzer: The Heavy focuses on enhancing their proficiency with using heavy armour. They gain a DR from their armour equal to half their AC bonus (rounded down). Additionally, standard ammunition no longer gains penetration advantage when they are wearing heavy armour. They also gain access to advanced armour modifications.
 * Panzer: The Heavy focuses on enhancing their proficiency with using heavy armour. They gain a DR from their armour equal to half their AC bonus (rounded down). Additionally, standard ammunition no longer gains penetration advantage when they are wearing heavy armour. They also gain access to advanced armour modifications.

Heavy Weapon Proficiency II
At level 10, the heavy can choose a second type of heavy weapons and gain an extra level of proficiency with all weapons of that type. This follows the same rules as Heavy Weapon Proficiency I. Additionally, they are now strong enough to control the recoil of automatic weapons better. The automatic fire penalty for all light automatic weapons (up to 7.62mm) is reduced from -5 to -3 per step.

Feat: Heavy Armour Specialization
At level 15, the Heavies can choose to specialize further in the use of heavy armour, reducing their penalties when they are using heavy armour. Their movement penalty will be reduced by 5 feet (does not increase the speed above the base speed) and their check penalty will be reduced by 2. If the Heavy has chosen the Panzer path, then the bonuses of the feat are are doubled.

Feat: Thick Skin II
At level 16, the Heavy gains the Thick Skin II feat. The bonus gained from Thick Skin I is raised to (2 x Con. This bonus also affects the Tolerance points gained in earlier levels.

Feat: Improved Mounted Weapon Proficiency:
At level 20, the heavy is able to use even heavier weapons without sacrificing their mobility. The bonuses they gain from the Mounted Proficiency is doubled for all weapons under 12.5 kilograms (minimum 0) and they get regular bonuses for weapons that weigh between 12.5 and 20 kilograms.