Background
Standard Combat Classes
Vehicle and Specialist Classes
Advanced Combat Classes

✦ Shock Trooper

Frontline assault and breach specialist. Excels in close combat and momentum-driven engagements.

✦ Soldier

Professional baseline combatant. Flexible weapon use and sustained battlefield presence.

✦ Marksman

Long-range precision and target elimination. Controls space through accuracy and patience.

✦ Close Quarters Specialist

Confined-space combat and disabling control. Excels where weapons fail and space is limited.

✦ Psionic Operative

High-risk psionic offense and control. Uses INT to execute effects and WIS to survive degradation.

✦ Pilot

Eagle pilots, Mech operators, Armored vehicle specialists. This class covers them all.

✦ Combat Specialist

Battlefield modification, repairs, and demolitions. Solves problems with tools and explosives.

✦ Trauma Specialist

Trauma Specialists are battlefield critical care operators. They stabilize casualties, suppress lethal conditions.

✦ Electronic Warfare Specialist

Command autonomous weapons, intrude hostile systems. Dominate the invisible layer of modern war

✦ Infiltrator

Stealth, sabotage, and intelligence acquisition. Operates unseen and unsupported.

✦ Intelligence Handler

Morale, influence, and psychological operations. Controls narrative, interrogation, and command cohesion.

✦ Hellmarine

Experts in tight environments and disabling control. They end fights where maneuvering is no longer an option.

✦ Warden

The Praetorians of the Truth Enforcers. Deployed for suppression of dissidence.

✦ Commando

Specialised survivalists and saboteurs, blending in with their environment and utilising it to the fullest.

✦ Psionic Assassin

Operatives who learned just enough psionics to weaponize it without surrendering to total neural collapse.

✦ Fleet Commander

Fleet Commanders do not fight the enemy directly. They move fleets, people, and consequences.

✦ Field Commander

Field Commander controls tempo, positioning, and morale. They win fights by deciding who acts when and where the line holds.

Shock Trooper

Shock Trooper

Shock Troopers are deployed where the line has already failed. They are breach assets, suppression weapons, and controlled violence made mobile. Shock Troopers do not finesse the battlefield. They overwhelm it.

Role Identity

Shock Troopers specialize in:

  • Frontline assault
  • Breaching fortified positions
  • Close-quarters domination
  • Momentum-driven engagements

They are expected to:

  • Take hits
  • Keep moving
  • Break resistance through pressure

Shock Troopers are not subtle. They are decisive.

Ability Score Focus

Primary Abilities:

✪ STR – Melee damage, force, breaching power

Secondary Abilities:

✪ CON – Endurance, pain tolerance, survivability

DEX matters less. Shock Troopers solve problems by advancing.

Proficiencies & Starting Equipment

Saving Throws:

✪ Strength

✪ Constitution

Equipment Proficiencies:

  • All armor
  • Shields
  • Melee weapons
  • Shotguns and heavy close-quarters firearms

Skill Proficiencies:

Choose two from:

  • Athletics
  • Intimidation
  • Survival
  • Perception

Starting Equipment

  • Heavy combat armor or standard combat armor
  • Primary close-quarters weapon
  • Sidearm
  • Breaching charges or shock grenades

There are no armor restrictions.

Class Progression

Level Feature Gained
1 Adrenal State, Combat Surge
2 Reckless Advance
3 Enraged Throw
4 Ability Score Improvement or Feat
5 Extra Attack
6 Hardened Physiology
7 Doctrine Feature
8 Ability Score Improvement or Feat
9 Unstoppable Momentum
10 Berserker Protocol

Level 1

Adrenal State

Shock Troopers can enter an Adrenal State, representing combat stimulants, pain suppressors, and psychological conditioning activating simultaneously.

Activating Adrenal State:

  • Bonus Action
  • Lasts for the duration of the encounter or until incapacitated

While in Adrenal State:

  • Gain advantage on STR-based attack rolls
  • Gain damage resistance against physical damage (-2 HP Damage)
  • Gain advantage on STR and CON saves
  • Cannot be frightened or suppressed

This functions regardless of armor worn.

Adrenal Cost

Adrenal State is not free

When Adrenal State ends:

  • Gain Exhaustion (-2 to combat and defensive rolls & This effect stacks by -2 by each step)
  • If reduced to 0 HP while in Adrenal State, automatically suffer an additional penalty at GM discretion

Shock Troopers survive the fight.

They pay for it afterward.

Combat Surge

Once per operation, you may take an additional action on your turn.

This represents dumping emergency reserves and burning future endurance.

Level 2

Reckless Advance

You may choose to attack recklessly.

  • You gain advantage on attacks
  • Attacks against you also gain advantage

Level 3

Enraged Throw

While in Adrenal State, a Shock Trooper may use Enraged Throw, the limits of which are determined by Strength score, not modifier alone.

This allows the Shock Trooper to:

  • Grab and throw an object
  • Or grab and throw a creature
STR Score Can Throw
10–11 Small objects (chairs, crates, debris)
12–13 Small creatures & Medium objects
14–15 Medium creatures & Medium objects
16–17 Medium creatures & Heavy objects
18–19 Heavy creatures & Heavy objects
20 Large creatures & Massive objects

If something is anchored, braced, or resisting, the GM may require a contested roll.

Distance Thrown

Base distance is tied to STR modifier, so Throw Distance = 5 meters × STR modifier (minimum 5 meters). Additionally Throwing upward halves distance.Throwing downward may increase impact damage.

Examples:

  • STR 14 (+2): 10 meters
  • STR 18 (+4): 20 meters

Impact Damage

When an Enraged Throw successfully hits a target, roll damage based on what was thrown and how violently it impacts, not purely on Strength. Strength determines capacity and distance. Impact determines damage.

Thrown Object / Target Damage Dice
Light object (chairs, loose debris) 1d10 bludgeoning
Heavy object (crates, machinery, barricade parts) 2d10 bludgeoning
Thrown creature (Small or Medium) 2d10 bludgeoning
Thrown creature colliding with another creature 2d10 bludgeoning to both targets + STR Modifier

Directional Impact:

  • Thrown Upward = No bonus/reduced damage; Distance already reduced.
  • Thrown downward or from elevation = GM may add +1d10 damage due to gravitational force.

Collision with Terrain

If the thrown target hits:

  • A wall/Reinforced structure
  • Solid cover
  • Vehicles

The GM may:

  • Increase damage up to +2d10
  • Destroy or damage the terrain
  • Create difficult terrain or debris

Level 4

Ability Score Improvement or Feat

Every 4 levels (not shared by multiclassing) your character gets the opportunity to either assign a Feat to themselves, or improve their Ability Scores.

Choose below which you would like to do:

Level 5

Extra Attack

You may make two attacks when you take the Attack action. This stacks naturally with Adrenal State.

Level 6

Hardened Physiology

Your body adapts to repeated trauma.

  • Reduce exhaustion penalties to -1 to combat and defensive rolls (Still stacks)
  • Gain advantage on saves against stun, knockdown, or forced movement

Level 8

Ability Score Improvement or Feat

Every 4 levels (not shared by multiclassing) your character gets the opportunity to either assign a Feat to themselves, or improve their Ability Scores.

Choose below which you would like to do:

Level 9

Unstoppable Momentum

Once per operation, when reduced to 0 HP, you may:

  • Remain standing until the end of your next turn
  • Act normally for that turn

You immediately collapse afterward.

Level 10

Berserker Protocol

Once per operation, you may enter an Overdrive Adrenal State.

While active:

  • You automatically succeed on STR and CON saves
  • Your attacks deal maximum damage dice
  • You cannot be stunned or knocked prone
  • You take half damage
  • 3 turn duration

When the protocol ends:

  • You immediately fall to 0 HP
  • You are incapacitated and must be stabilized

This is not survivable. It is controlled self-destruction.

Design Notes

Shock Troopers are not tanks, they are shock assets meant to advance, push through pain and attack the weakpoints through sheer strength, not longevity.

Play smart, punish the hesitation in the enemies resolve and make a breakthrough for your team to abuse.