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Guardsman starting moves and a couple advanced
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Vindexus committed Feb 28, 2016
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## Starting Moves

### Throw Grenade
When you **prime and throw a grenade**, roll+Dex. On a 10+, the grenade lands where you aimed. On a 7-9 choose one:
- The grenade lands where you aimed but you have to move to make the throw placing you in danger as described by the GM
- The grenade only lands near where you aimed, for a reduced or dangerous effect as described by the GM

### Grab Grenade
When you **search your belt for a suitable grenade** roll+Wis. Expend one use of your Grenade Belt and choose a grenade to add to your inventory. On a 7-9 choose from this list:
When you **search your belt for a suitable grenade** roll+WIS. Expend one use of your Grenade Belt and choose a grenade to add to your inventory. On a 7-9 choose from this list:

- Frag Grenade
- Fire Bomb
- Stun Grenade
- Smoke Grenade
- Krak Grenade

On a 10+ the same and you also take +1 forward to Throw Grenade.
On a 10+ the same and take +1 forward to Throw Grenade.
On a miss the GM will offer you a different grenade, or the one you were searching for at a cost.


### Explosives Expert
When you **set up a triggered explosive** say what materials on hand you're using and choose your trigger: timed, remote, proximity. Roll+INT, on a 10+ choose 1, on a 7-9 choose 2, and on a miss choose 3:

- It takes a bit longer to set up
- You need to something extra to get it to work, the GM will tell you what
- It will go off a little late (or a little early)
- It isn't as powerful as you wanted

### First Hand Experience
Your time with the Guard had you fighting a particular type of enemy of the Imperium - gain +1 to Spout Lore rolls that deal with them. Choose the type of enemy:

- Mutants
- Xenos
- Chaos
- Psykers

## Advanced Moves for Levels 2+

### Charge
When you **charge towards the enemy**, you and those you lead take +1 forward.

### Hold the Line
When you **stand your ground and accept danger** you and your allies gain +1 armor as long as you don't retreat.

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