Wiking (Class)

The Wikings are the Acadian personnel who were born and raised as Teutons. Having defected to Acadia very recently, the Wikings are still unfamiliar with most of Acadia's combat tactics and technological advancements, but their skills with the use of pre-Winter equipment make up for their lack in technical skills.

Role:

Hit Die: 4 + Wiking level +  (2 x Con modifier)

Tolerance: 1d12 + (6 + Con modifier) x Knight level

Class Features
The following are class features of the Knight

Proficiencies:
The Knights are proficient with all traditional armour. They need to train with the use of modern armour before they can wear it.
 * Sharpshooter I proficiency with three weapon classes. Only pre-Winter weapons are affected. Modern weapons only get Marksman proficiency.
 * Basic II proficiency with two weapon classes. Only pre-Winter weapons are affected. Modern weapons only get Basic I proficiency.
 * Unqualified with all other weapon types.

Grit:
See page Grit and Deeds

Deeds:
See page Grit and Deeds

Wiking Training:
The Wikings were raised in the martial Teuton society, so they are very effective combatants. All wikings gain the following bonuses:
 * The Wiking is immune to suppression when they are under medium, heavy or full cover.
 * The Wiking can clear any jammed pre-Winter weapon as a move action. They can also repair and maintain their weapons to extend their service life.
 * Cold resistance bonus provided by all equipment is doubled for the Wiking.
 * The Wiking gains a +5 bonus to perception rolls when looking for ambush spots.
 * The Wiking cannot raise their proficiency with modern firearms above Sharpshooter I uness they choose the Embrace Modernism path.

Wiking Deeds:

 * Break Suppression: At 2nd level, when the Wiking is suppressed by enemy fire, they can spend 1 grit point to break suppression and make a double move. The Wiking can fire their weapon during their full move with the usual penalties, but they must finish their round in medium, heavy or full cover.
 * Ironsight Expert: At 2nd level, the Wiking gets better at using weapons sight attachments. As long as they have at least 1 grit, they gain a +2 bonus to hit targets within 50 metres. Only applies to attacks when using ironsightts.
 * Detect Targets: At 7th level, the Wiking knows how to detect enemies from a distance. As long as they have 1 grit, they can scan an area for targets. As long as the area they are within the range of the binoculars they are using or within 2 range increments of their rifle's scope, they have an easier time recognizing enemies (effects up to the GM to decide). The Wiking does not get the bonuses of this deed with technological equipment unless they choose the Embrace Modernism path.

Chosen Path:
At 10th level, the Wiking must declare their stance towards technology. Their skills with traditional and modern equipment will be changed accordingly.
 * Uphold Teuton Traditions: The Wiking actively refuses to give up their traditions. In exchange for giving up any more progression with technological weapons, armour and equipment, they gain a permanent bonus to the use of pre-Winter equipment. They gain the following benefits with pre-Winter equipment:
 * The Wiking can upgrade their pre-Winter equipment themselves, raising their attack bonus by +1 every 2 levels after choosing this path (maximum +5 at level 20). The reliability of pre-Winter weapons is also raised.
 * The Wiking can easily modify their weapons to fire different cartridges without giving up reliability.
 * The Wiking can choose to upgrade their armour to either add 1 DR or +2 AC.
 * Embrace Modernism: Aware that the Acadian technological advancements cannot be ignored, the Wiking spends their time training with the modern equipment. They can now raise their modern firearm proficiency above Sharpshooter I and gain full bonuses of their features with all forms of weapons. They can also become proficient with modern and technological armour.

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.