Calling · Tank
Enforcer
Heavy frame, heavier gun. Somebody has to stand in the doorway.
Your first Redaction
It talked you out of every fight for twelve years. The Burn gave you the nerve to stand in a doorway and stay there.
At a glance
- Role
- Tank: holds the front line and soaks up hits
- Relies on
- Strength & Toughness
- Hard to knock down by
- shoves and grabs · poison and exhaustion
- Health
- Sturdy
- Fuel
- Grit
- Armour
- Light, Medium, Heavy
- Gear family
- Vanguard
Skills
15 skills. The first four come one per level from 1 to 4; the rest are learned as you level. You choose which go on your action bar (four slots, a fifth at level 10 and a sixth at 20), and every skill ranks up as you use it. How skill ranks work →
Your first four
Where a slot depends on your weapon, each version is listed.
Suppressing Fire Area
Hose a 50° cone: six rounds, each its own attack roll. Anything hit is Lagged.
Breach Swing Mobility
Leap up to 4 tiles and cleave everything around the landing. Anything hit is Lagged.
Hardpoint Support
Brace for 6 s: +2 AC, can't be knocked back, fire 30% faster, half speed. Grit flows faster.
Frag Shell Projectile
Lob a shell: 3d6 fire in a 40 px blast (DEX save for half), Plasma burn, and a shove outward.
Adrenal Surge Support
Reset every other cooldown, heal 1d10 + level, and move 30% faster for 4 s.
Learned as you level
Hammerpair Strike
Two heavy rounds into one target, each its own attack roll at 1.4x. The wounds keep bleeding. Pick the one that matters.
Live Wire Area
Spool a charged cable across 44 px for 7 s. Anything crossing it takes 1d8 lightning and Shock. Cheap way to own a doorway.
Fall Back Mobility
Slide 3.5 tiles away from the nearest threat, untouchable for a beat, then move 30% faster for 3 s. Reset the fight on your terms.
Door Kick Strike
One boot to the chest at 1.2x: a long shove, Knocked down, and Exposed for 5 s so the squad hits harder. Short reach.
Scatter Blast Area
A point-blank 90 degree blast at 1.8x that hits up to eight and throws them back. Clears a crowd that got too close.
Armour-Piercer Projectile
A tungsten round down a long line at 2.2x. Everything it passes through takes two Corrode stacks. Plate melts, doors open.
Stand Up Support
Patch yourself with 3d10 + level and shake off whatever is clinging to you. Anything over full becomes Barrier.
Command Presence Area
Bark the old riot-line order. Everything within 72 px that fails a WIS save runs for 3 s; the rest are Lagged. Buys a squad room.
Danger Close Projectile
Call a heavy shell: 6d6 fire in a 64 px blast (DEX save for half), Plasma burn, a huge shove. Stay clear of your own splash.
Last Redoubt Support
Dig in for 8 s: Hardpoint, Past Spec against a killing blow, and 30% of your health back as Barrier. The doorway becomes a wall.
Weapons and gear
| Weapon | Damage | Range | Hands | From level |
|---|---|---|---|---|
| Autocannon | 1d10 Ballistic | Ranged · 6 tiles | Two-handed | 1 |
| Heavy Autocannon | 2d6 Ballistic | Ranged · 6.5 tiles | Two-handed | 14 |
| Breach Shotgun | 2d4 Ballistic | Ranged · 3.5 tiles | One-handed | 1 |
| Breaching Greatsword | 2d6 Slashing | Melee · 1.4 tiles | Two-handed | 1 |
Off-hand: Riot Shield, Arm Shield. Armour: Light, Medium, Heavy. See all gear families.
First Exploit · Zero-Day
Door Held (Autocannon)
In a doorway you can't be knocked back, and allies behind you take 20–30% less damage.
Twelve years of walking away. Not tonight.
Signature traits
- Suppressing Fire. Lock down an area: anyone who moves through it takes your weapon damage.
- Hardpoint. Brace and become immovable: much harder to hit until you move.
Fighting style: Adrenal Surge: a burst of extra moves · Second Wind: patch yourself up mid-fight.
Specialisations (planned): Bulwark, Gunline, Duelist.
Tabletop numbers
Under the hood LAST AWAKE runs on SRD 5.1 rules. The Enforcer is built on the Fighter: hit die d10, main abilities Strength and Toughness, saving throws Strength and Toughness. Class features: Adrenal Surge (Action Surge) · Second Wind.