Impact Charge
After moving at least 10 feet, your next melee attack gains +2 to hit. Spend 1 Momentum to add Proficiency Bonus to damage.
Jump-pack fury, chainsword charges, bolt pistols, brutal melee, and the terrifying art of crossing open ground under fire because the enemy deserves to die up close.
Close with the enemy. Then closer.
The Assault Marine is transhuman violence delivered at charge range: chainsword, pistol, impact, breach, and thunderous momentum.
An Assault Marine does not merely enter melee. They collapse distance as a tactical event, break formations, punish gunlines, and turn enemy cover into the place where the screaming starts.
The class fantasy is simple:
An Assault Marine survives through gene-seed, warplate, chainblade fury, impact doctrine, momentum, and the refusal to let distance protect the enemy.
The Assault Marine should not play like a generic melee bruiser. The class should create moments like:
Shock Assaults are the Assault Marine signature class mechanic.
Shock Assault DC = 8 + Proficiency Bonus + Strength or Agility modifier
Shock Assaults are special. Assault Marines do not gain a new Shock Assault every level.
Momentum represents violent forward pressure.
| Assault Marine Level | Shock Assaults Known |
|---|---|
| 1 | 3 |
| 5 | 4 |
| 9 | 5 |
| 13 | 6 |
| 17 | 7 |
This progression is a working draft. Final class balance may change after all classes are designed.
After moving at least 10 feet, your next melee attack gains +2 to hit. Spend 1 Momentum to add Proficiency Bonus to damage.
When you hit in melee, force the target to make a Strength Save or be pushed 5 feet and become Exposed.
After hitting with a pistol within 10 feet, your next melee attack against that target gains +2.
Move through a doorway, trench, hatch, or breach. Reactive Fire against you has Disadvantage until movement ends.
One enemy within 15 feet must make a Willpower Save or lose its Reaction. If wounded or Pinned, it has Disadvantage.
Future Content: reserved until jump pack rules are ready. Assault Marines do not gain a jump pack by default.
When an enemy within 30 feet attacks an ally with a ranged attack, use your Reaction to move 5 feet toward that enemy.
Assault Marine progression uses Doctrine Trees.
An Assault Marine earns Doctrine Points and spends them across the trees below, specializing deeply in one tree or spreading points across several.
Each rank costs 1 Doctrine Point and requires the previous rank in that tree unless future rules say otherwise.
Assault Marines gain 1 Doctrine Point at every even level.
| Assault Marine Level | Doctrine Points Gained |
|---|---|
| 2 | +1 |
| 4 | +1 |
| 6 | +1 |
| 8 | +1 |
| 10 | +1 |
| 12 | +1 |
| 14 | +1 |
| 16 | +1 |
| 18 | +1 |
| 20 | +1 |
This progression is a working draft. Final class balance may change after all classes are designed.
Once per turn, add +1 damage with chain weapons.
When you drop a target in melee, move 5 feet without triggering Opportunity Strike from that target.
If you hit an Exposed, Pinned, or Prone target, add Proficiency Bonus to damage once per turn.
Gain 1 Momentum when you reduce an enemy to 0 Vitality in melee.
Once per safe rest, after hitting with a chain weapon, add your Assault Marine level to damage and make nearby lesser enemies test Willpower or become Frightened.
The teeth do not sing. They accuse.