The first version of the Guardsman is now complete. This was made easier by my decision to include a master list of advanced moves that all classes can take, because I didn’t need as many for this class. The explosives stuff is probably enough, but I’d like to introduce some more social moves so this class isn’t limited to only fighting.
Your maximum HP is 10+Constitution.
Your base damage is d8.
Guardsman will likely be focused on fighting so I put his stats as pretty high.
When you search your belt for a suitable grenade roll+WIS. Expend one use of your Grenade Belt and choose a grenade from this list:
- Frag Grenade
- Fire Bomb
- Stun Grenade
- Smoke Grenade
- Krak Grenade
On a 10+ you also 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.
This move hasn’t changed since I described it in this post about grenade moves, although Throw Grenade was changed to a basic move.
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
I haven’t playtested this move yet but I like it a lot.
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:
I think a small line requiring the player to describe their experience with the chosen group could help facilitate some character development.
Your load is 9+Str.
You start with flak armor (worn, 2 armor, 2 weight), grenade belt (3 uses, 1 weight), your trusty Lasgun (near, far, long, 4 uses, 2 weight, 2 proven) and a Box of Ammo (3 ammo, 1 weight). Choose your melee weapon: Short Sword, Axe, Mace (1 weight, close)
I started the Guardsman with a trusty Lasgun, which has the added tag of 2 proven. This is one of the new tags for Heresy World, it means that rolling below 2 damage counts as rolling 2 damage.
When you charge towards the enemy, you and those you lead take +1 forward.
Stolen from Paladin.
Hold the Line
When you don’t fall back despite imminent danger you and your allies gain +1 armor as long as you don’t retreat.
I like the theme of this one. Holding the line seems very Imperial Guard to me. We’ll see how the mechanic works out.
Imperial Infantryman’s Uplifting Primer
You gain +1 to Spout Lore rolls about war.
I might make this a starting move instead just because of the name. Or maybe just change the names of this and First Hand Experience.
You gain +1 to Discern Realities while in combat.
Stolen from the Fighter.
You ignore the clumsy tag on armor that you wear.
Shield of the Imperium
You always gain +1 hold when using Defend, even on a 6-.
Stolen from the Paladin.
When you get a 7-9 on Suppressing Fire you may choose to expend another use of your weapon to deal your damage. On a 10+ you may choose to expend another use of your weapon to deal +1d4 damage.
Baptised by Bullets
Whenever you run through enemy fire, take +1 to Defy Danger.
I like the name of this one.
There’s the Guardsman’s first go. I have a playtest session with a new group on Thursday, hopefully someone tries it out.