"Kill On Sight."
Heavy operatives are walking arsenals—meat sweepers who carry the biggest guns, wear the heaviest armor, and deliver the kind of firepower that ends fights before they begin. When the squad needs overwhelming force, they call the Heavy.
Important: Heavy specialists using HEAVY WEAPONS ONLY. They sacrifice versatility for raw destructive power.
Heavy operatives excel at:
They are the squad's hammer - blunt, powerful, and absolutely devastating.
Heavy operatives are often quiet until the shooting starts. They know their role: be the biggest threat on the battlefield. Some are stoic professionals; others revel in destruction.
Consider:
| Skill | Application |
|---|---|
| Weapon Skills (Large) | Heavy weapons - miniguns, launchers, cannons |
| Fortitude | Carrying heavy loads, resisting knockback, endurance |
| Intimidation | Making enemies reconsider their life choices |
| Term | Meaning |
|---|---|
| Spinjack | Minigun addict; lives for spool-up |
| Warspooler | Nickname for a Heavy operative |
| Hold the Spin | Maintain fire, don't reposition |
| Burn the Lane | Lock down a corridor |
| Red Fog | Aftermath of heavy kinetic fire |
| Dry Cry | The click when the belt runs out |
| Spooler | Any rotary gun |
| Heat Angel | Cooling system pushed past safe limits |
| Brass Vomit | Sustained full-auto fire |
Combat logs: -- Heavy Warspooler designation "Havoc"
The Zod flooded Deck Seven—too many, too fast, like the ship itself was bleeding enemies. Havoc planted her boots, felt the familiar weight of her new spooler—an M-90 Reaper she'd named "Choir Boy"—and let the barrels spin and angels sing.
The corridor filled with noise and judgement, "Burn the lane," she muttered to herself.
The first burst was brass vomit, pure and beautiful. Casings fountained off her shoulder guard in a golden cascade. Zod raiders exploded into mist.
"Hold the spin!" the Commander barked over comms. "Don't let them flank!"
Havoc wasn't going anywhere. The corridor ahead was turning into red fog—that thick crimson haze that happens when you put enough kinetic energy into enough organic matter. She couldn't see the enemy anymore. Didn't need to. Just kept the trigger down and watched the fog get thicker.
Choir Boy's heat angel started screaming—that high-pitched whine that meant the cooling system was past safe limits. She ignored it. The Zod kept coming. She kept firing.
Then came the sound every spinjack dreads.
Click.
The dry cry. The belt was empty.
Havoc stood in the red fog, smoke pouring off Choir Boy's overheated barrels, and listened to the silence. For three heartbeats, nothing moved.
Then her squad leader's voice: "Lane's burned. Good work, Havoc."
She patted the cooling barrel and whispered, "Welcome to the Gritcore, Choir Boy."
Best Legacies: Soldier, Hauler, Rock-Hopper
Best Origins: Boehec, Silicoid, Cyborg (high Mass origins)
Best Organizations: CONFED, MERCS, UNI-NAV
Recommended Skills: Movement - Athletics, Intel - Survival, Systems - Shields
Suggested Skills: Engineering - Repair, Movement - Zero-G
| Rank | Title |
|---|---|
| 2 | Gunner |
| 4 | Heavy Gunner |
| 6 | Ordnance Expert |
| 8 | Walking Arsenal |
| 10 | One-Man Army |
New Heavy operatives begin with the following standard-issue gear:
| Item | Description |
|---|---|
| Heavy Weapon | Choose: Minigun, Rocket Launcher, or Plasma Cannon |
| Heavy Armor | Reinforced protective gear (high DR) |
| Ammo Carrier | Expanded ammunition capacity |
| Ammunition (x3 loads) | For chosen heavy weapon |
| Toolkit-Repair Military (Std) | Field weapon maintenance |
Accuracy matters less when you're hosing a corridor with suppressive fire. It matters more when the ammo bill arrives.
Here's what keeps your rounds on target.
| Layer | Source | Cap |
|---|---|---|
| Core Weapon Training | 11 × Rank, +5 on-specialty type (automatic) | 115 |
| Weapon Skill | +1% per SP in weapon type | 25 |
| Weapon Familiarity | +1% per hit with this specific weapon | 20 |
| Max Accuracy Bonus | 160 |
"You want to shoot at me? Let me show you what a mistake that was."
Unlike other CCS specialists who trigger their Combat Window on attack rolls, Heavy operatives trigger on defense rolls. When enemies attack a Heavy and the Heavy's defense roll falls within their Combat Window, they punish the attacker with devastating counter-fire.
Heavy Combat Window opens when:
When your Combat Window opens on defense, you make a confirmation roll against the attacker's TL. If you exceed it, you execute Retribution.
When a Heavy confirms their Combat Window, they unleash devastating counter-fire against the attacker. The heavy weapons and armor that define Heavy operatives make them walking fortresses - attack one, and you'll regret it.
Effect: After the creature's attack resolves, but before it takes its next action, you make an immediate counter-attack against it, provided you're still standing. This attack:
The stacking modifier from your confirmation roll determines the bonus damage and effects, following the standard Stacking Modifier formula:
| Exceed TL By | Bonus Hits | Physical Effect | Metaphysical Effect |
|---|---|---|---|
| 0-4 | +1 Hit | None | None |
| 5-9 | +2 Hits | Hindered(1) | None |
| 10-14 | +3 Hits | Hindered(1) + Slowed | Shaken(1) |
| 15-19 | +4 Hits | Hindered(2) + Slowed | Shaken(1) |
| 20-24 | +5 Hits | Prone + Hindered(2) | Shaken(2) |
| 25+ | +6 Hits | Continue pattern... | Continue pattern... |
Quick Calculation: Divide the amount you exceeded the TL by 5 (round down), then add 1. That's your bonus Hits.
Example: Exceeded by 12 → 12 ÷ 5 = 2 → 2 + 1 = +3 Hits
Condition Reference:
When you haven't moved this turn, your Retribution gains additional power:
A Rank 4 Heavy (Combat Window 8) is attacked by a Zod raider with TL 35.
If she'd been stationary (Fortified Position), she'd deal an additional +1 Hit and gain +2 DR against that attack.
All Heavy abilities are purchased with Ability Points (AP) during R&R.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: You suffer no movement penalty for carrying heavy weapons. You can deploy heavy weapons that normally require setup in one action instead of two.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: After you are hit by a damage type, gain +1 DR against that type. The DR persists until you are hit by a different damage type, which replaces the adaptation. Your armour takes the first hit at full price; then recalibrates so the next one hurts less.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Reduce the reload cost of heavy weapons by 1 action (minimum 1 action). Belt-fed, magazine-fed, cell-charged; you've done them all under fire.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: If you forego all movement this turn, gain Boon(1) to attack rolls until the start of your next turn. Plant your feet and let the gun do the walking.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Allies within 5 metres of you gain Boon(1) to defence rolls against enemies. Your silhouette is enough to redistribute attention.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Heavy weapons consume 20% less ammunition. Controlled bursts, efficient cycling; you get more from every belt.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: You cannot be forcibly moved (Push, Reposition, knockback) while wielding a heavy weapon. Your Mass plus the weapon's weight is an engineering problem nobody wants to solve.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Gain +2 DR against area-of-effect and explosive damage. Heavy armor is built for blast zones; you're meant to stand where others can't.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Your heavy weapon attacks deal +1 Hit against structures, vehicles, and objects. What's the point of a rocket launcher if it can't crack a wall?
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: When you deal 2 or more bonus Hits above your weapon's base damage with a single attack, the target gains Rattled(1) until end of their next turn. Heavy caliber leaves an impression; both physical and psychological.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: When you attack a target that an ally has already hit this turn, gain Boon(1) to your attack roll. Focus fire is the Heavy's love language.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: When your attack roll is within 10 of the target's TL but doesn't exceed it, the target takes 1 Hit from splash and fragmentation. Heavy ordnance doesn't need precision; close is enough.
Cost: 6 AP
Activation: 2 Actions + Heavy Ammo
Requires: Tier 2
Frequency: At will
Effect: Target a 45-degree cone up to medium range. All creatures in the cone are pinned down until the start of your next turn. Pinned creatures who attempt to move take 1 Hit. Creatures can throw themselves Prone as an Extra Action to escape the pin. Allies gain Boon(1) to all rolls against pinned enemies.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your heavy weapon attacks ignore 1 point of the target's Damage Reduction. On a critical hit, ignore 3 points of Damage Reduction.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your Retribution deals +1 bonus Hit on top of the stacking modifier result. Heavier counter-fire, heavier consequences.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your cone attacks (Suppressive Barrage, etc.) increase by 15 degrees. More barrel coverage, less breathing room.
Cost: 6 AP
Activation: Extra Action (1 Energy)
Requires: Tier 2
Effect: When an enemy within your threat range attacks anyone other than you, you may spend 1 Energy to make a free attack against them. You're the biggest problem in the room; ignoring you is a mistake, not a choice.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your Combat Window confirmation roll gains Boon(1). Retribution comes faster and hits harder.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your Fortified Position DR bonus increases to +4 (instead of +2). When you dig in, nothing gets through.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Braced Stance
Effect: For each consecutive turn you forego all movement, gain an additional cumulative Boon(1) to attack rolls. Moving or being forcibly moved resets the bonus. The longer you hold, the deadlier you get.
Cost: 6 AP
Activation: 1 Action + 1 Energy
Requires: Tier 2
Frequency: At will
Effect: Spend 1 Energy to designate a 45-degree arc in your line of sight. Until your next turn, you may make a free attack against the first enemy that moves within that arc. The Heavy's version of patience; sit still, watch the killzone, wait.
Cost: 6 AP Activation: Passive Requires: Tier 2 Effect: The first time you take Hits each round, reduce incoming Hits by 1 (minimum 0). The first shot is always free; for you, not for them.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When you attack the same target on consecutive turns, each subsequent attack deals +1 Hit (max +3). Switching targets or losing line of sight resets the bonus. Persistent fire erodes everything.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your area-of-effect attacks and suppression effects no longer affect allies. Your fire control is precise enough to thread the needle; everything else in the zone isn't so lucky.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your Suppressive Barrage also deals 1 Hit to each pinned enemy at the start of their turn. Suppression isn't just denial; it's attrition.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your heavy weapons' minimum range increments are halved; Disadvantage penalties kick in at half the normal distance. You've learned to control the recoil at ranges that would make other Warspoolers flinch.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Reactive Plating
Effect: Your Reactive Plating now tracks the last two damage types that hit you. Gain an additional +1 DR against adapted types (stacks with Reactive Plating for +2 total). Your armour maintains two calibration profiles; it learns from every impact.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Bunker Buster
Effect: Your heavy weapon attacks deal an additional +1 Hit against structures, vehicles, and objects (stacks with Bunker Buster for +2 total). Your attacks halve the target's cover bonus (round down). You've studied load-bearing points, structural weak spots, and exactly where to put a round to make the wall work against whoever's hiding behind it.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Devastating Impact
Effect: When you deal 4 or more bonus Hits above your weapon's base damage with a single attack, the target gains an additional Rattled(1) (stacks with Devastating Impact). The shockwave doesn't just wound; it scrambles everything behind the armour.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: You gain 4 additional Back slots that can only hold heavy weapons or heavy weapon ammunition. Switching between deployed heavy weapons costs 1 action or 1 Energy. Two guns, one Warspooler; the math checks out.
Cost: 10 AP
Activation: 3 Actions + All Remaining Ammo
Requires: Tier 3
Frequency: Once per Mission
Effect: Unleash everything you have. Make an attack roll. Each enemy in a large area (GM determines exact zone) whose TL you exceed takes 6 Hits, ignoring DR. Enemies whose TL you do not exceed take 3 Hits instead. Structures and cover in the area take double damage and hardness DR is ignored. You are out of ammunition for all heavy weapons after this attack.
Cost: 10 AP Activation: Passive Requires: Tier 3 Effect: Extinction Event can be used twice per mission. Once wasn't enough? Do it again.
Cost: 10 AP
Activation: Extra Action (1 Energy)
Requires: Tier 3
Effect: Spend 1 Energy to activate. Until the end of your next turn, your Retribution triggers against every enemy that attacks you (one confirmation roll per attacker), ignoring your per-round Tier limit for the duration. Attacking a Heavy in numbers is a group decision everyone regrets.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Entrenched
Effect: While you forego all movement, gain an additional Boon(1) to attack rolls and +2 DR. These stack with Braced Stance, Entrenched, Fortified Position, and Iron Fortress. You become part of the architecture.
Cost: 10 AP
Activation: Extra Action (1 Energy)
Requires: Tier 3
Effect: Spend 1 Energy to become immune to Hindered, Slowed, Staggered, and Prone conditions until the end of your next turn. Nothing moves you, nothing slows you, nothing puts you down.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: You may spend 1 Energy to trigger Retribution on any defence roll, not just those within your Combat Window. At this point, attacking you is less a tactical decision and more a suicide note.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Close Quarters Barrage
Effect: Your heavy weapons ignore minimum range penalties entirely. No Disadvantage, no flinching, no apologies. The barrel is in their face and so are you.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Overwatch Position
Effect: Your Overwatch Position arc increases to 90 degrees. You may make free attacks against ALL enemies that move within the arc, not just the first. Your patience has a body count.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: While your Suppressive Barrage is active, allies positioned behind you (relative to the cone's direction) gain +3 DR against attacks originating from within the cone. Your sustained fire is a shield made of brass.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: Enemies that start their turn within 5m of you take 1 Hit. Your weapon's idle cycling and the heat radiating off your barrel assembly is a threat all by itself.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Improved Retribution
Effect: When your Retribution triggers, you may immediately make a second Retribution attack against a different target within range. One burst answers the attacker; the second answers anyone watching.
Cost: 10 AP Activation: Passive Requires: Tier 3 Effect: When your attack destroys cover or a structure, all enemies within 3m of the destroyed cover take 2 Hits and are knocked Prone. The blast radius isn't just the bullet; it's everything the bullet touches.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Adaptive Armor
Effect: Your Reactive Plating now tracks every damage type that has hit you this encounter; no replacement, no limit. Gain an additional +1 DR against adapted types (stacks with Reactive Plating and Adaptive Armor for +3 total). Your armour catalogues every impact and hardens against all of them. By the end of a long firefight, you're practically invincible.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Structural Analysis
Effect: Your heavy weapon attacks deal an additional +1 Hit against structures, vehicles, and objects (stacks with Bunker Buster and Structural Analysis for +3 total). Your attacks ignore the target's cover bonus entirely. Your heavy weapons penetrate walls and light structures; you can attack targets behind cover as though the cover doesn't exist. Structures reduced to 0 SP by your attacks detonate, dealing 2 Hits to all creatures within 3m. There is no safe side of the wall.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Concussive Force
Effect: When you deal 6 or more bonus Hits above your weapon's base damage with a single attack, the target gains an additional Rattled(1) (stacks with Devastating Impact and Concussive Force for Rattled(3) total). At this level of force, the target's nervous system files a formal complaint.
"Three heartbeats of nothing. That's when you know the lane is burned."
— Havoc, CONFED