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jobs:tanker [2026/06/27 13:09] – [Bringing The Noise] ms_ashjobs:tanker [2026/07/08 14:08] (current) – [Tanker] ms_wuntch
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 |  6  |  D8  |[[:Jobs:Tanker#Targets Marked]] (D8), [[Tanker#Upgrade Job Die]]| |  6  |  D8  |[[:Jobs:Tanker#Targets Marked]] (D8), [[Tanker#Upgrade Job Die]]|
 |  7  |  D8  |[[:Jobs:Tanker#Bringing The Noise]] (4/40/4), [[:Jobs:Tanker#Bonus Proficiency]]| |  7  |  D8  |[[:Jobs:Tanker#Bringing The Noise]] (4/40/4), [[:Jobs:Tanker#Bonus Proficiency]]|
-|  8  |  D10  |[:Jobs:[Tanker#Targets Marked]] (D10), [[:Jobs:Tanker#Upgrade Job Die]]|+|  8  |  D10  |[[:Jobs:[Tanker#Targets Marked]] (D10), [[:Jobs:Tanker#Upgrade Job Die]]|
 |  9  |  D10  |[[:Jobs:Tanker#Bringing The Noise]] (5/50/5), [[:Jobs:Tanker#Bonus Proficiency]]| |  9  |  D10  |[[:Jobs:Tanker#Bringing The Noise]] (5/50/5), [[:Jobs:Tanker#Bonus Proficiency]]|
 |  10  |  D12  |[[:Jobs:Tanker#Targets Marked]] (D12), [[:Jobs:Tanker#Upgrade Job Die]] , [[:Jobs:Tanker#Lead The Target]]| |  10  |  D12  |[[:Jobs:Tanker#Targets Marked]] (D12), [[:Jobs:Tanker#Upgrade Job Die]] , [[:Jobs:Tanker#Lead The Target]]|
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 Furthermore, you gain the [[:Jobs:Tanker#Riding Heavy|Hell Yeah]] [[:Game Mechanics:Actions:Double Action]]:\\ Furthermore, you gain the [[:Jobs:Tanker#Riding Heavy|Hell Yeah]] [[:Game Mechanics:Actions:Double Action]]:\\
 \\ \\
-^Hell Yeah^ +<WRAP center 700px> 
-|[[:Game Mechanics:Actions:Double Action]]| +|< - 25% 50% 25%>| 
-|You may remove or install a [Class] 1 or 2 [[Items:Equipment:Weapons|Weapon]] from a [Weaponry] [Component] or [Module] in an [Allied], [Uncrewed] or [Destroyed] [Vehicle].|+^**Hell Yeah**^^
 + [[:Game Mechanics:Actions:Double Action]]     |    
 +|You may remove or install a [Class] 1 or 2 [[Items:Equipment:Weapons|Weapon]] from a [Weaponry] [Component] or [Module] in an [Allied], [Uncrewed] or [Destroyed] [Vehicle].||| 
 +</WRAP>
 ===== Job Abilities ===== ===== Job Abilities =====
 ==== Bringing The Noise ==== ==== Bringing The Noise ====
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 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
 \\ \\
-You reduce the [[:Game Mechanics:Ritual:Severity]] of the [[:Traits:Setup X|Set Up] [[:Game Mechanics:Definitions:Ability:Ritual]] by 10. At [[Jobs:Tanker#Tanker]] ranks 3, 5, 7, & 9, the reduction is increased to 20, 30, 40 & 50, respectively.\\+You reduce the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of the [[:Traits:Setup X|Set Up]] [[:Game Mechanics:Definitions:Ability:Ritual]] by 10. At [[Jobs:Tanker#Tanker]] ranks 3, 5, 7, & 9, the reduction is increased to 20, 30, 40 & 50, respectively.\\
 \\ \\
 In addition, you increase your effective [[:Stats:Brawn]] for the purposes of meeting the [[Game Mechanics:Stat Requirements|Requirements]] for [[:Items:Equipment]] by 1. At [[Jobs:Tanker#Tanker]] ranks 3, 5, 7 & 9, this bonus is increased to 2, 3, 4 & 5, respectively.\\ In addition, you increase your effective [[:Stats:Brawn]] for the purposes of meeting the [[Game Mechanics:Stat Requirements|Requirements]] for [[:Items:Equipment]] by 1. At [[Jobs:Tanker#Tanker]] ranks 3, 5, 7 & 9, this bonus is increased to 2, 3, 4 & 5, respectively.\\
 \\ \\
-Furthermore, you gain 1 [[:Inventory#Holster|Holster]]. At [[Jobs:Tanker#Tanker]] ranks 3, 5, 7 & 9, you the amount of additional [[:Inventory#Holster|Holsters]] is increased to 2, 3, 4 & 5, respectively.\\+Furthermore, you gain 1 [[:Game Mechanics:Inventory#Holster Slot|Holster]]. At [[Jobs:Tanker#Tanker]] ranks 3, 5, 7 & 9, the amount of additional [[:Game Mechanics:Inventory#Holster Slot|Holsters]] is increased to 2, 3, 4 & 5, respectively.\\
  
 ==== Targets Marked ==== ==== Targets Marked ====
 //A good Tanker doesn’t just hit targets, they make everyone else hit them too. Their shots are loud, bright, and impossible to ignore, laced with tracers, EM painters, or whatever tech keeps the rest of the squad on the same page. Once a Tanker lights something up, it glows like a flare across every channel worth listening to, visual, thermal, astral, doesn’t matter. The rest of the crew just follows the signal and rains hell. That’s why every armoured push keeps a Tanker at the front: they see first, shoot first, and make sure nobody misses. Some call it strategy, some call it madness, but whatever you call it, it’s damn effective.// \\ //A good Tanker doesn’t just hit targets, they make everyone else hit them too. Their shots are loud, bright, and impossible to ignore, laced with tracers, EM painters, or whatever tech keeps the rest of the squad on the same page. Once a Tanker lights something up, it glows like a flare across every channel worth listening to, visual, thermal, astral, doesn’t matter. The rest of the crew just follows the signal and rains hell. That’s why every armoured push keeps a Tanker at the front: they see first, shoot first, and make sure nobody misses. Some call it strategy, some call it madness, but whatever you call it, it’s damn effective.// \\
 \\ \\
-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
 \\ \\
-After successfully [[:Game_Mechanics:Attacks|Attacking]] a [Target], until the start of your next [Turn], you and any [Allies] that [[:Game_Mechanics:Attacks|Attack]] the same [Target], do so under the effects of the [[:Game_Mechanics:Advantage_and_Disadvantage#Advantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> and gain a bonus D4 to the <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap>.\\ +After successfully [[:Game Mechanics:Attack|Attacking]] a [[:Game Mechanics:Definitions:Target]] with a [[:Items:Equipment:Weapons|Weapon]], until the start of your next [[Game Mechanics:Turn Order:Turn]], you and any [Allies] that [[:Game_Mechanics:Attack]] the same [[:Game Mechanics:Definitions:Target]], with a [[:Items:Equipment:Weapons]], [Spell] or [Invocation], gain a [[:Game Mechanics:Bonus Die]] D4 to the [[:Game Mechanics:Attack]].\\ 
-  * At [TankerRank 4, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> the bonus [Die] to a D6. In addition, these [Attacks] are made under the effects of the <wrap preview>[[:Traits:Reliable]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>+\\ 
-  * At [Tanker] Rank 6<wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> the bonus [Die] to a D8In addition, these [Attacksare made under the effects of the <wrap preview>[[:Traits:Fine]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>+In addition, you also apply the [Marked] [[:Game Mechanics:Conditions]] to the [[:Game Mechanics:Definitions:Target]] until the start of your next [[Game Mechanics:Turn Order:Turn]]. 
-  * At [Tanker] Rank 8, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> the bonus [Die] to a D10. In addition, these [Attacks] are made under the effects of the [Exploding] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>+  * At [[:Jobs:Tanker#Tanker]] rank 4, [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the [[:Game Mechanics:Bonus Die]] to a D6. 
-  * At [Tanker] Rank 10, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> the bonus [Die] to a D12. In addition, these [Attacks] are made under the effects of the [Doubles] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>.+  * At [[:Jobs:Tanker#Tanker]] rank 6, [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the [[:Game Mechanics:Bonus Die]] to a D8
 +  * At [[:Jobs:Tanker#Tanker]rank 8, [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the [[:Game Mechanics:Bonus Die]] to a D10
 +  * At [[:Jobs:Tanker#Tanker]rank 10, [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the [[:Game Mechanics:Bonus Die]] to a D12.
 ==== Upgrade Job Die ==== ==== Upgrade Job Die ====
-[Trait].\\+[[:Traits|Trait]].\\
 \\ \\
-You gain a [Job Die]. A [Job Die] is a [Bonus Die] that is added to [Checks] or [Saves] that you are [Proficient] or [Resistant] in, respectively. Your [Job Die] is a D4.\\+You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]], [[Game Mechanics:Attack|Attacks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\
 \\ \\
-If you gain an additional instance of this [Ability], and you already have a [Job Die], you do not gain another; it is [Upgraded] instead.\\+If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade]] instead.\\
 \\ \\
-At [Tanker] rank 4, 6, 8 & 10, you gain an additional instance of this [Ability].\\+At [[:Jobs:Tanker#Tanker]] rank 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]].
 ==== Bonus Proficiency ==== ==== Bonus Proficiency ====
-[Trait].\\+[[:Traits|Trait]].\\
 \\ \\
-You gain an additional [Proficiency]. This can be [Swagger], [Presence], [Initiative], [Reaction] or any [Skills].\\+You gain an additional [[:Game Mechanics:Proficiencies|Proficiency]]. This can be [[:Ratings:Swagger]], [[Ratings:Presence]], [[Ratings:Initiative]], [[Ratings:Reaction]] or any [[:Skills]].\\
 \\ \\
-**Please Note**: You can select any of the above options, not just the ones listed on the [Job Proficiency List], so long as you are not already [Proficient] in it.\\+**Please Note**: You can select any of the above options, not just the ones listed on the [[:Jobs:Ace#Starting Package]], so long as you are not already [[:Game Mechanics:Proficiencies|Proficiency]] in it.\\
 \\ \\
-At [Tanker] rank 5, 7 & 9, you gain an additional instance of this [Ability].\\+At [[:Jobs:Tanker#Tanker]] rank 5, 7 & 9, you gain an additional instance of this [[:Game Mechanics:Definitions:Ability]]. 
 ==== Alpha Strike ==== ==== Alpha Strike ====
-//Every spacer knows how to fire their guns. Only a Tanker knows how to make them sing. An Alpha Strike is what happens when experience, timing, and a total disregard for safety meet in perfect harmony. Most crews spend their whole careers learning to avoid overloading the sub-systems with rolling bursts, watching heat gauges, praying the generator doesn’t turn itself inside out. Tankers do the opposite. They study the hum, memorize the flicker in the diagnostics, feel the lag between charge and recoil. Then, right at the edge of meltdown, they pull every trigger they’ve got. For a few glorious seconds the whole rig becomes a sundozens of guns, all spitting death in perfect sync, the air shaking with the sound of it. It’s reckless, it’s unsafe, but when the smoke clears, there’s usually nothing left standing. They didn’t invent the broadside, but they sure as shit perfected it.// \\+//Every spacer knows how to fire their guns. Only a Tanker knows how to make them sing. An Alpha Strike is what happens when experience, timing, and a total disregard for safety meet in perfect harmony. Most crews spend their whole careers learning to avoid overloading the sub-systems with rolling bursts, watching heat gauges, praying the generator doesn’t turn itself inside out. Tankers do the opposite. They study the hum, memorize the flicker in the diagnostics, feel the lag between charge and recoil. Then, right at the edge of meltdown, they pull every trigger they’ve got. For a few glorious seconds the whole rig becomes a sundozens of guns, all spitting death in perfect sync, the air shaking with the sound of it. It’s reckless, it’s unsafe, but when the smoke clears, there’s usually nothing left standing. They didn’t invent the broadside, but they sure as shit perfected it.// \\
 \\ \\
-[Double Action].\\+[[:Game Mechanics:Actions:Double Action]].\\
 \\ \\
-You gain the [Alpha Strike] [Ability]:\\+You gain the [[:Jobs:Tanker#Alpha Strike]] [[:Game Mechanics:Definitions:Ability]]:\\
 \\ \\
- Alpha Strike  +<WRAP center 700px> 
-|[Double Action] - <wrap preview>[[:Traits:Tiring]]</wrap>+|< - 25% 50% 25%>| 
-When acting as [Crew], select up to 3 [Weaponry[Componentsinstalled on the [Crewed] [Vehicle]. You may select the same [Weaponry] [Component] multiple times. \\ Perform an <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap> using one of the selected [Weapons], under the effects of the [[:Game_Mechanics:Advantage_and_Disadvantage#Advantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>If [Successful], deal [Damage] as if each [Weaponry] had [Successfully] [Attacked] the [Target]. If the <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap> was [Critically Successful], each [Weaponryautomatically inflicts an [[:Game_Mechanics:Injuries|Injury]] or [[:Game_Mechanics:Malfunctions|Malfunction]], instead.|+^**Alpha Strike**^^
 + [[:Game Mechanics:Actions:Double Action]]  |  [[:Traits:Tiring]]     
 +|You may perform the [[Basic Abilities:Combat]] [[:Game Mechanics:Actions:Action]with each [Weaponry] [Component] installed on the [Vehicle] you are [Crewing], up to a maximum of five [Components], provided each could normally be used to perform the [[Basic Abilities:Combat]] [[:Game Mechanics:Actions:Action]]. For the purposes of this [[:Game Mechanics:Definitions:Ability]], you count as being mounted to every relevant [Console]. \\ \\ Once these [[Basic Abilities:Combat]] [[:Game Mechanics:Actions:Action|Actions]] have been resolvedyou trigger [Overload] for each [Component] after the first.||| 
 +</WRAP>
 \\ \\
 ==== Lead The Target ==== ==== Lead The Target ====
 //Space fights don’t happen in straight lines, and Tankers learned that the hard way. They spend their lives tracking things that move faster than thought, fighters, interceptors, Orcish Windriders, you name it, and they still manage to land the shot. They don’t aim at a target; they aim at where the target’s about to be, three heartbeats from now, across half a sky. While everyone else is still calculating trajectory, a Tanker’s already fired, and by the time the shell arrives, it meets the mark dead centre. They read motion like language, feel gravity wells and thrust signatures the way others feel a punch coming. Regardless of whether they’re dogfighting in the void or duelling it out with a tweaked-out chrome junkie in some dingy alleyway, Tankers never miss twice. You can call it instinct, experience, or sorcery, but whatever it is, it turns every battlefield into their shooting range.// \\ //Space fights don’t happen in straight lines, and Tankers learned that the hard way. They spend their lives tracking things that move faster than thought, fighters, interceptors, Orcish Windriders, you name it, and they still manage to land the shot. They don’t aim at a target; they aim at where the target’s about to be, three heartbeats from now, across half a sky. While everyone else is still calculating trajectory, a Tanker’s already fired, and by the time the shell arrives, it meets the mark dead centre. They read motion like language, feel gravity wells and thrust signatures the way others feel a punch coming. Regardless of whether they’re dogfighting in the void or duelling it out with a tweaked-out chrome junkie in some dingy alleyway, Tankers never miss twice. You can call it instinct, experience, or sorcery, but whatever it is, it turns every battlefield into their shooting range.// \\
 \\ \\
-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
 \\ \\
-When you perform [Distant] [Attacks] with [Weapons] or [Weaponry] [Components], you do so under the effects of the <wrap preview>[[:Traits:Arc]]</wrap> <wrap preview>[[:Traits|Trait]]</wrap>.+When you perform [[:Game Mechanics:Definitions:Distant]] [[:Game Mechanics:Attack|Attacks]] with [[:Items:Equipment:Weapons]] or [Weaponry] [Components], you do so under the effects of the [[:Traits:Arc]] [[:Traits|Trait]].
  
 ==== Changelog ==== ==== Changelog ====
 <WRAP changelog center 800px> <WRAP changelog center 800px>
-__Version 0.5b - Dec 2025__ +Version 0.5 - Nov 2025
-  * Wording updated. +
-__Version 0.5 - Nov 2025__+
   * **Riding Heavy**   * **Riding Heavy**
     * No longer doubles Brawn Requirement of chosen Weapon.     * No longer doubles Brawn Requirement of chosen Weapon.
 +Version 0.5b - Dec 2025
 +  * Wording updated.
 +Version 0.5c - June 2026
 +  * Wording updated.
 +  * Starting Proficiency list updated to include Knowledge - Social and Reaction
 +  * Bug Fixed: The Starting Proficiency list incorrectly listed Natural as a possible option and has been removed
 +  * Riding Heavy no longer requires the Tanker to specify a specific Vehicle. They may instead wield and install a single Class 2 Weapon, individually
 +  * Finders Keepers Action is now easier to use and has more use cases
 +  * Finders Keepers Action has been renamed to the Hell Yeah Action
 +  * Targets Marked has been adjusted to no longer apply Properties, in addition to the Bonus Die
 +  * Targets Marked now applies the Marked Condition, in addition to the Bonus Die
 +  * Alpha Strike reworked to allow you to perform Combat Actions with all Weaponry on a Vehicle, regardless of Consoles
 </WRAP> </WRAP>