Bring in the heavy artillery. Guns, guns, and even more guns. Enforcers are the ranged security forces of the Alliance. They specialize in carrying around multiple forms of firepower and taking as many shots as possible. The Ninlei thought they liked guns, but after meeting the Gorolei and seeing how they handled the Darkbrood, everyone else stepped up their game. While bullets are still used, most firearms now fire either plasma or magical shots, and Enforcers will often carry around several different types of munitions to cover all bases.
Enforcer is the single most populous Vocation in K.A.O.S. because it is the easiest for anyone to pick up. Almost every desk clerk, engineer, medic, cook, and even janitor has some level of Enforcer training and a gun or two on them at all times. It has gotten to the point that people mistakenly believe that it is a requirement in the service, but nowhere in the training manual, any of the courses, or regulations state that. Because of this, you will find Enforcers deployed everywhere from the colony ships, field missions with small squadron parties, cities, to full-scale military defenses.
In Combat, Enforcers tend to stand in the middle ground, surrounding the backline between them and the frontline. They excel in weaving in and out of various distances and keeping the heat up on the enemy. They don’t heal. They don’t buff. They don’t impair. They just shoot. The best way to impair the enemy is to shoot until the target stops moving.
Abilities
Unique Constant Ability: Guerrilla Warfare
Self, Existenscience
When an Enforcer has two gun Weapon types equipped at once, they gain a +10% bonus to both DOG and DIS.
Unique Command Ability: Double Tap
5 SP – Single Enemy, Physics
[Requires a gun equipped] As an Empty Action, you may take an additional Attack Action with a single gun. This is treated as a normal Attack Action and retains any positive or negative effects of the current turn.
Spray and Pray
Cost 1 AP – Intuitive, Command, AOE Any, Physics
[Requires a gun equipped] As a Full Action, make an Attack Action against everything in a 90° cone in front of you (based on your gun’s range) for 75% of the damage.
Cover Fire Stance
Cost 1 AP – 5 TP – Intuitive, Channel, Self, Physics
[Requires a gun equipped] As a Full Action, enter Cover Fire Stance. While in it, you may not make an Attack Action or use Abilities, but you may still use your Movement, use Consumables, or swap out your Equipment. While you maintain Cover Fire Stance, if one of your allies is targeted by an enemy, whether they are hit by the Attack or not, you may make a Cover Fire roll against the enemy with a CoS (PC DIS x 2) – Target DOG. If Successful, make a free Attack Action with each Weapon (assuming the target is in that Weapon’s range). This Attack cannot Crit or Botch, as all hits are based on the initial Cover Fire roll. If the Enforcer Vocation is currently equipped, you can make an additional free Attack with your Main Hand Weapon for each Empty Action left over from your last turn (in accordance with Double Tap). You will remain in Cover Fire Stance until you take a turn to leave it, or you are rendered unable to act in some way.
Cover Fire Stance: Dive Roll
Cost 5 AP – Intuitive, Conditional, Single Enemy, Physics
[Requires a gun equipped] Prerequisite: Cover Fire Stance. If the enemy targeting your ally is out of reach or your line of sight is broken, you may make up to half your Movement to resolve the issue. You may only do this if you would have succeeded in your Cover Fire roll.
Cover Fire Stance: Retaliate
Cost 10 AP – Intuitive, Conditional, Single Enemy, Physics
[Requires a gun equipped] Prerequisite: Cover Fire Stance. If you are personally targeted by an enemy while in Cover Fire Stance, whether you are hit or not, you may take a single Attack Action using your Main Hand Weapon against your attacker with a fixed CoS 33% to hit.
Photon Grenade
Cost 5 AP – 10 SP – Learned, Command, AOE Any, Magic
As a Full Action, launch a grenade made of photon energy at a location within your gun’s range to deal (3 x FTH) + 2d8 Magic damage to an area with a 5-meter radius.
Photon Canon
Cost 10 AP – 20 SP – Learned, Command, AOE Any, Magic
[Requires a gun equipped] As a Full Action, fire a large blast of unstable photon energy at a target. With a CoS (PC DIS x 2) – Target DOG of hitting, deal (8 x FTH) + 2d12 to your target and (4 x FTH) + d12 to anyone within 5 meters of the target. Since it is unstable, it will typically dissipate shortly after missing the target it was calibrated for, but if you are in tight quarters or aiming from above, your GM can decide if the main damage is dealt to a nearby structure or the ground, and the splash damage to anything in range.
Butt Strike
Cost 5 AP – Intuitive, Command, Single Enemy, Physics
[Requires a gun equipped] As a Full Action, make a melee Attack Action with your equipped gun in your Main Hand with a CoS (PC STR + PC DIS) – Target DOG. For this Attack, swap out the scaling Stat in your gun’s damage formula (usually DIS) with STR and add 25% of the final result before it is mitigated by the target’s PHD.
Akimbo
Cost 5 AP – Intuitive, Command, Single Enemy, Physics
[Requires two guns equipped] As a Full Action, make a single Attack Action with both of your guns at once, combining both Weapon formulas into one, and only mitigated by PHD once. This Attack has a special CoS (PC DIS x 2) – Target DOG.
Full Auto
Cost 15 AP – 25 TP – Intuitive, Command, Single Enemy, Physics
[Requires a gun equipped] Hold that trigger down until it jams. As a Full Action, make an Attack Action with each gun Weapon for 20% of the damage rolled with a CoS (PC DIS + PC Gun Skill) – Target DOG for both Attacks together. Each time the hit is Successful, increase the Difficulty by 10% and roll damage again until you miss. Only subtract the target’s PHD from the final damage total.
Sandbag
Cost 5 AP – 10 TP – Intuitive, Command, Single Enemy, Physics
[Requires a gun equipped] As a Full Action, fire a loaded bag at a target DIS / 3 meters backwards in the direction of your line of sight with a CoS (PC DOG + PC DIS) – Target DOG.
Laser Targeting
Cost 1 AP – 5 TP – Intuitive, Command, Self, Physics
[Requires a gun equipped] As an Empty Action, take the time to set up your shot and reduce the difficulty of your next Attack Action with a gun by 50%.
Photon Boost
Cost 15 AP – 10 SP – Learned, Channel, Self, Magic
[Requires a gun equipped] As an Empty Action, rise up to JMP x 2 into the air and hover there until your next turn. You may stay in the air for an additional 15 SP each turn, but you may only travel half your Movement in this state.
Photon Shield
Cost 5 AP – Learned, Channel, Self, Magic
[Requires a gun equipped] As an Empty Action, project a field in front of you that reduces incoming Physical and Magic damage by 25% until your next turn. You cannot use Movement once this field is deployed. This can be used in midair.
Master Enforcer
Cost 20 AP – Learned*, Constant, Self, Physics
For any Attack made with a gun Weapon, add your maximum TP value to all Critical Successes (for each).
DOG Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus DOG.
DIS Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus DIS.
Thrown Weapons +
Cost 1 – 10 AP – Intuitive, Constant, Self, Physics
For each AP added to this Ability (up to 10), add 1% total damage to Thrown Weapon Attacks (before Master Enforcer).
Handgun +
Cost 1 – 10 AP – Intuitive, Constant, Self, Physics
For each AP added to this Ability (up to 10), add 1% total damage to Handgun Attacks (before Master Enforcer).
Rifle +
Cost 1 – 10 AP – Intuitive, Constant, Self, Physics
For each AP added to this Ability (up to 10), add 1% total damage to Rifle Attacks (before Master Enforcer).
Launcher +
Cost 1 – 10 AP – Intuitive, Constant, Self, Physics
For each AP added to this Ability (up to 10), add 1% total damage to Launcher Attacks (before Master Enforcer).