Civilization is the act of imposing order on the chaos of the wilderness. Enforcers act as the strong arm of order, the warriors who defend civilization. Of course, definitions of civilization vary. Enforcers stand atop the walls of forts, holding the line against mutant barbarians besieging the outpost. However, enforcers are also found amid the barbarians below - the mutant chieftain and his best warriors are enforcers, keeping order in the tribe. Enforcers are the thugs, the guards, the defenders, and the hunters of Ground Zero.
Hit Points: 4 hit points per class level (×2 for starting characters).
Combat Ability: Good Attack, poor Defense.
Saving Throws: Good Fortitude, poor Reflex and Will.
Skills: 2 skill points per class level (×2 for starting characters), poor skill selection.
Weapons and Armour: Simple Weapons plus five additional proficiencies.
Class Talents: Enforcer talents at 1st, 2nd, 4th, 6th, 8th, and 10th levels.
Talent Trees: Melee Combat, Ranged Combat, Two-Weapon Combat, Weapon Focus.
Special Abilities: Weapon Familiarity (at 1st), Increased Damage Threshold (at 3rd, 5th, 7th, and 9th), Attribute Increase (at 5th and 10th).
Hit Points: Enforcers gain 4 hit points per class level. Starting enforcers gain double hit points (8 hp), plus the standard base for their genotype and Constitution.
Combat Ability: Enforcers have a good attack progression but a poor defense progression (they're more interested in dishing out damage than avoiding it).
Saving Throws: Enforcers have good Fortitude saves but poor Reflex and Will saves.
Skills: Skills are not an enforcer's forte. Who needs Craft (Basket Weaving) when you're packing a bigass plasma rifle? At each class level, enforcers gain only 2 + Int modifier skill points. A starting character gains double skill points (4 + 2 × Int modifier).
The enforcer's class skills are: Acrobatics, Athletics, Craft (Metalworking), Endurance, Handle Animal, Knowledge (Home Region, Tactics), Operate Vehicle, and Profession.
The character's background can provide additional class skills to choose from. Some skills (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.
Weapons and Armour: Enforcers are trained in the use of many types of combat gear and start with the following weapon and armour proficiencies:
Some proficiencies (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.
Enforcer Talents: At character creation and every subsequent even-numbered level (2nd, 4th, 6th, etc.) the enforcer selects a talent from the Melee Combat, Ranged Combat, Two-Weapon Combat, or Weapon Focus talent trees. The player may choose to substitute a general talent, if desired. The character's genotype can also provide additional talents to choose from.
Melee Combat Talent Tree: You are an exceptionally talented melee fighter:
Ranged Combat Talent Tree: You are talented in the use of ranged weapons:
Two-Weapon Fighting Talent Tree: You have a talent for fighting with two-weapons:
Weapon Focus Talent Tree: You are exceptionally deadly with your weapon of choice:
Special: Talents from this talent tree can be selected multiple times. The effects do not stack. Each additional time you take a talent, it applies to a new type of weapon.
Weapon Familiarity: When using a weapon in which they are not proficient, most characters suffer a -4 penalty on attack rolls. At 1st level, an enforcer gains basic training in all weapon types, and when using any non-proficient weapon he suffers only a -2 penalty on attack rolls.
Increased Damage Threshold: Enforcers are good at soaking up damage. At 3rd level, an enforcer's Massive Damage Threshold increases by +1. He gains an additional +1 to MaD at every subsequent odd-numbered level (to a total of +4 at 9th).
Attribute Increase: At 5th level and again at 10th level, the enforcer increases his Strength score by 1 point. These attribute increases stack with the benefits provided by the Increased Strength talent.
| Level | Att | Def | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +0 | +0 | Enforcer Talent, Weapon Familiarity |
| 2 | +2 | +1 | +3 | +0 | +0 | Enforcer Talent |
| 3 | +3 | +1 | +3 | +1 | +1 | Increased Damage Threshold (+1) |
| 4 | +4 | +1 | +4 | +1 | +1 | Enforcer Talent |
| 5 | +5 | +2 | +4 | +1 | +1 | Increased Damage Threshold (+2), Attribute Increase (+1 Str) |
| 6 | +6 | +2 | +5 | +2 | +2 | Enforcer Talent |
| 7 | +7 | +2 | +5 | +2 | +2 | Increased Damage Threshold (+3) |
| 8 | +8 | +3 | +6 | +2 | +2 | Enforcer Talent |
| 9 | +9 | +3 | +6 | +3 | +3 | Increased Damage Threshold (+4) |
| 10 | +10 | +3 | +7 | +3 | +3 | Enforcer Talent, Attribute Increase (+1 Str) |
Enforcers gain 4 hit points and 2 skill points per class level (×2 for starting characters).