Ironbrand Shock-Trooper

Human Elite · 3 XP The Ironbrands
HP
14
Defense
8
AR
3
Mettle
2

Attacks

Attack Pool WR Tempo Qualities Notes
Gatling Arm 7 4 6 Cone (Near range); Suppressing Fire.
Power Fist 7 4 4

Traits

  • Unstoppable: Immune to Knockdown and forced movement. Environmental hazards that would trip or stagger a normal person — ice, rubble, mud — have no effect.
  • Bulky: The Hardsuit's weight reduces Defense by 1 and slows initiative (−1 QUICK for Tempo only, not Defense).

Abilities

  • Suppressing Fire (Tempo 6): Gatling attack targets a Cone (Near range). All targets in the area must roll GRIT + Resilience vs. TN 11 or become Suppressed. Those who fail by 5+ are also Prone. This is area denial — the Shock-Trooper doesn't need to hit you, just make you wish you were somewhere else.

Walking tanks in steam-assisted Hardsuits — hydraulic exoskeletons of riveted iron plate and pressurized servos that turn an ordinary fighter into a siege weapon. A Shock-Trooper stands seven feet tall in their suit, weighs half a ton, and carries enough firepower to suppress an entire street.

The suits are brutally effective but not comfortable. The interior smells of oil, sweat, and hot metal. Operators suffer chronic joint pain, hearing loss, and claustrophobia. Most Shock-Troopers can’t sleep without the hum of machinery — the silence feels wrong. They are the Ironbrands’ greatest asset and their most expensive investment.

Gear: Ironbrand Hardsuit (AR 3, Bulky: −1 Defense, −1 QUICK for Tempo purposes), integrated ammunition feed (200 rounds), emergency release bolts. Speed 5.

Tactics

Advance slowly. Use Suppressing Fire to pin enemies behind cover, then close for Power Fist. They are the breaching tool — sent through the front door, the barricade, the wall. Contractors follow in their wake.

Morale

Professional (+2). Shock-Troopers do not panic. They may execute a fighting retreat if ordered, but never on their own initiative.