NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone
← All Classes | How to make a Soldier
"You want to live? Don't cluster. Keep moving. Aim for the head."
**Sources:** Elite Republic Trooper (veteran stormtrooper), Bounty Hunter, Sith Warrior (martial chassis), Mundane NPC Soldier, Arsenal
This replaces point-buy Fighter/gun guy. It is the only class that can wear heavy armor without penalty and make blasters lethal in gritty recovery.
**Primary:** STR or DEX, FGT
**Secondary:** STA, AGI
**Saves:** Fort High, Will Medium (Fearless gives +5), Toughness High (armor)
**Attack:** Full (1/lvl)
**Skills:** 4 + INT mod per level (you're not clever, you're alive)
| Lvl | Features | Talent | Feat |
|---|---|---|---|
| 1 | Armor Training 1 (No ACP, +2 Fort vs gas), Diehard, Weapon Proficiency (Ranged/Military), Combat Stance | - | Feat (Weapon Focus) |
| 2 | Tactical Assessment (Move: +2 attack to you+allies vs one target), Second Wind (1/scene heal Inj 1->Dazed) | Talent 1 | - |
| 3 | +1 Ability, Suppression Fire (Area Affliction), Fearless (+5 vs Fear not immunity) | - | Feat |
| 4 | Weapon Specialization (+2 Damage one weapon group), Armor Training 2 (Protection +1 Armor bonus) | Talent 2 | - |
| 5 | Takedown (minion clear), Improved Suppression | - | - |
| 6 | Great Endurance (Unlimited hustle, +2 Fort), Battlefield Awareness (Uncanny Dodge) | Talent 3 | Feat |
| 7 | Close Quarters Battle (No Rifle penalty), Improved Critical (Weapon Spec) | - | - |
| 8 | Heavy Weapons Platform (Brace free), Armor Mastery (Ignore Vulnerability while moving) | Talent 4 | - |
| 9 | Last Stand (When Dying, can act 1 round), Comrades Save (+2 ally saves 10m) | - | Feat |
| 10 | One-Man Army (Extra Attack + Area Burst 1 on hit), Elite Status (Tier 8 capstone (+1 Attack/Damage at cap) +1 ATK/DAM) | Talent 5 | - |
**Armor Training 1 (L1):** Per Armor.md, you can wear any armor (Battle Armor Prot 5, Heavy 6, Combat Jumpsuit Prot 3) and ignore -1 AGI penalty to Acrobatics/Stealth. You also get Immunity 2 (Heat/Cold half-effect) from sealed suits free. +2 Fort vs Gas, Radiation, Vacuum (10h limit).
**Diehard (L1):** Per Mundane NPC Soldier builds. When Dying, you do not need to roll Fort each round to avoid death. You just remain Dying stable for 5 rounds + 1 per STA mod. You can still be killed by coup de grace or second Damage 15+ fail. Someone still must Treatment DC 15 to stabilize you to Incapacitated.
**Weapon Proficiency (L1):** Proficient with all Ranged Weapons Hold-Out, Blaster Pistol, Heavy Pistol, Blaster Rifle, Repeating, Sporting, Ion. Also Melee Weapons: Vibro-knife, Vibro-ax, Electrostaff.
**Combat Stance (L1):** As Move, enter Combat Focus: +1 Parry +1 Dodge but -2 Initiative for first round. Or Aggressive: +2 Damage but -2 Dodge.
**Tactical Assessment (L2):** Move action, Expertise: Tactics DC 10 + enemy Tier (Tier 4 = DC 14, Tier 8 = DC 18). Success: you + allies within 20m get +2 attack vs that target, and you learn enemy Toughness, Will, Fort. Costs Strain if you use 3+ times per scene (-1 cumulative).
**Second Wind (L2):** Once per scene as Move, remove Dazed, or reduce Injury penalty by 1 for 3 rounds (suppression). Not permanent healing.
**Suppression Fire (L3):** Ranged Multiattack becomes Burst Area Affliction: Standard, 20m line or 8m burst - Targets must Dodge DC (10 + your Ranged Attack bonus) then Will DC (10 + Damage Rank + Weapon Spec) or become Entranced/Impaired (suppressed) - Attack Impaired and -2 to attacks. Repeating rifle gets +1 Area rank free. Must have 10 shots left.
**Fearless (L3):** Per House Rules, not immunity: +5 circumstance bonus vs Fear, Intimidation, Force Fear. Stacks.
**Weapon Specialization (L4):** Pick one: Blaster Pistols, Blaster Rifles, Heavy Weapons, Melee (Vibro). +2 Damage DC (not Damage rank, so stacks over Tier cap as circumstance). This is the Pathfinder-style damage scaling.
**Armor Training 2 (L4) – NERFED FOR GRITTY:** While wearing armor, your Protection rank counts as +1 higher for purposes of Toughness cap. **Removed:** old version reduced Injury penalty by 1 – that double-dipped with Juggernaut and made you immortal to attrition. You still take Injuries normally.
**Takedown (L5):** When you Incapacitate a minion, free extra attack vs another minion within 5m at same bonus.
**Great Endurance (L6):** Can hustle/run without Fatigue checks for 10+STA minutes, +2 Fort vs exhaustion, starvation, forced march.
**Battlefield Awareness (L6):** Uncanny Dodge (can't be flat footed by surprise). If you have Perception 4+ ranks, you get +2 to initiative when ambushed.
**CQB (L7):** Blaster Rifle "Inaccurate at close range -2" Quirk removed. Can use rifle in grapple at no penalty.
**Improved Critical (L7):** Your specialized weapon crit on 19-20.
**Heavy Weapons Platform (L8):** Proton Cannon, Repeating Rifle, Missile Launcher (per Ranged Weapons) no longer require Brace action. You can move and fire heavy at -2 instead of -5.
**Armor Mastery (L8):** While moving, you are not Vulnerable due to armor bulk when Evasive Maneuvers (if you have Combat Pilot).
**Last Stand (L9):** When you would become Dying, you can act for 1 more full round (Standard+Move) then go Dying at end. You can use this to shoot, throw grenade, or drag ally to cover.
**Comrades Save (L9):** Reaction, 1/scene: ally within 10m fails Toughness vs lethal, you can Interpose (take damage instead) if you have Armor 3+.
**One-Man Army (L10):** Once per scene, after you hit with Weapon Specialization, you may make an extra attack as Free vs target within 10m at same bonus, with Burst Area 1 (2m?) - represents overpenetration/explosion. Or full Standard: Area Burst Damage 6 (grenade volley) centered on you but you are immune (you dove).
**Talent 1 (L2):**
**Talent 2 (L4):**
**Talent 3 (L6):**
**Talent 4 (L8):**
**Talent 5 Capstone (L10):**
**Abilities:** STR 3, STA 3, FGT 3, AGI 2, DEX 2, STA? Actually array: STR 3 STA 3 FGT 3 AGI 2 DEX 2 INT 0 AWE 0 PRE 0 (per Elite Trooper chassis)
**Defenses:** Dodge 4, Parry 5, Toughness 2/5 with Combat Jumpsuit (Prot 3), Fort 7, Will 3 (but Fearless +5 vs fear)
**Offense:** Blaster Rifle +5 (Ranged Damage 6 Multiattack, medium 80m long 160m), Blaster Pistol +5 (Ranged 4), Vibro-Knife +5 (STR-based Damage 3 Crit 18-20)
**Skills:** Athletics 4 (+7), Expertise: Tactics 4 (+4), Intimidation 4 (+4 or +9 if STR), Perception 3 (+3), Vehicles 3 (+5)
**Gear:** Combat Jumpsuit (Prot 3, half heat/cold, Perception Package +2), Blaster Rifle, Blaster Pistol, Vibro-Knife, 2x Frag Grenades (Burst 6), Comlink, Field Kit
**Credits:** 1,500cr, Military license (temporary cover) via Benefit if needed
**Complication:** Orders, Duty, Enemy.
Blaster Rifle average damage 6 vs Toughness 5+Injuries. Two hits = likely Staggered. Three hits = Dying. Your job is to ensure you give those three hits before they give them to you. Use cover.
House Rule Reminder: All Rifles get 2 free ranks Extended Range (40m short/80m med/160m long). Use metric!