Difference between revisions of "Glory-in-Death"

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Lightning Reflexes (reroll init)
 
Lightning Reflexes (reroll init)
 
Nerves of Steel (reroll WP vs pinning, +10 vs Intimidate)
 
Nerves of Steel (reroll WP vs pinning, +10 vs Intimidate)
Quick Draw (ready one-handed weapons as a free action) (200XP)
+
Quick Draw (ready one-handed and basic weapons as a free action) (200XP)
 
Unshakeable Faith (reroll WP vs fear)
 
Unshakeable Faith (reroll WP vs fear)
 
Weapon Training (Bolt, Chain, Solid Projectile)</pre>
 
Weapon Training (Bolt, Chain, Solid Projectile)</pre>

Revision as of 22:59, 15 December 2019

Death is inevitable. Our fear of it makes us play safe, blocks out emotion. It's a losing game. Without passion you are already dead.
~ Max Payne

Description

Serving Emperor and a muse, in that priority.

Overview

Name: Zachariah Warborn Glory-in-Death
Regiment: 14th UR Facemelters
Specialty: (Junior) Comissar
Demeanor: Dreamer
XP Total: 1600 (including +100 from talent deduplication)
XP Spent: 1600

Regiment

14th UR Facemelters (12/12 pts)

Commanding Officer: Phlegmatic [1pt] [OW 063] 
	Skills: Common Lore (Imperial Guard), Common Lore (War)

Home World / Origin: Schola Progenium [3pts] [OW 061]
	Skills: Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), Linguistics (High Gothic, Low Gothic); 
	Talent: Air of Authority or Unshakeable Faith; 
	Modifiers: +3 to Willpower, and +3 to Weapon Skill or Ballistic Skill, +1 Wounds

Regiment Type: Close Assault [3pts] [SH 032]
	Skill: Dodge or Parry
	Talent: Lightning Reflexes;
	Characteristics: +3 Weapon Skill, –3 Intelligence
	Equipment:
		* One combat shotgun and four reloads (Main Weapon),
		* One suit of Imperial Guard flak armour per Player Character,
		* Three frag grenades and two krak grenades per Player Character.

Training Doctrine: Demolitionists [4 pts] [SH 034]
	Characteristics: +2 Intelligence
	Starting Skills: Tech-Use, Operate (Surface), additional +10 to Tech-Use Tests for Demolitions.
	Starting Talents: Nerves of Steel
	Standard Regimental Kit:
		* One Cyclops demolition vehicle per Squad,
		* One respirator per Squad Member,
		* 1kg demolition charge per Squad Member.

Training Doctrine: Die-Hards [3pts] [OW 066]
	Aptitude: Toughness
	
Special Equipment Doctrine: Well-Provisioned [3pts] [OW 067]
	Equipment: Increased the number of clips for main ranged weapon and the number of weeks’ rations by +2, additional grenade of each type

Regimental Drawback: The Few [-5pts] [HE 047]
	Special: Hard (–20) Logistics Test to request reinforcements if most of the regiment is actively deployed, otherwise Ordinary (+10) Logistics Test
	
Favoured basic weapon: Combat shotgun
Favoured heavy weapon: Heavy bolter

Additional Equipment [30/30]:
	* Good craftsmanship Photo-visor in standard kit
	* Grapnel in standard kit
	* Calixian Infantryman's Portable Communications Transcription Device in standard kit
	* Best craftsmanship upgrade to the flak armour suit.

Characteristics (600 XP)

WS : 31 (+3 regiment)
BS : 37 (+3 regiment)
S  : 30
T  : 41 (+5 advance) (+30 vs gases; reroll vs gases)
Ag : 41 (+10 advance)
Int: 31 (-1 regiment)
Per: 24
WP : 29 (+3 regiment) (+10 vs Intimidate and pinning, +5 vs fear; rerolls vs pinning and fear)
Fel: 33 (+5 speciality)

Initiative: 4 (+1 with ready bolt pistol; reroll)
Half move: 4

Wounds: 15
Fate: 3
Insanity: 0
Corruption: 0

Aptitudes

Agility, Fellowship, Finesse, Leadership, Perception, Toughness (regiment), Weapon Skill, Willpower

Talents (500 XP)

Air of Authority (Command tests cover more people and area)
Ambidextrous (No offhand penalty) (300XP)
Lightning Reflexes (reroll init)
Nerves of Steel (reroll WP vs pinning, +10 vs Intimidate)
Quick Draw (ready one-handed and basic weapons as a free action) (200XP)
Unshakeable Faith (reroll WP vs fear)
Weapon Training (Bolt, Chain, Solid Projectile)

Skills (400 XP)

Acrobatics (Ag) (100XP)
Awareness (Per) (200XP)
Command (Fel) (100XP)
Common Lore (Imperial Guard) +20
Common Lore (Imperium)
Common Lore (War) +10
Dodge (Ag)
Intimidate (Str or Fel)
Linguistics (High Gothic)
Linguistics (Low Gothic) 
Operate (Surface) (Ag)
Scholastic Lore (Tactica Imperialis)
Scrutiny (Per) (100XP)
Tech-Use (Int) (+10 for Demolitions special use)

Wargear

Guardsman's uniform
Commissar’s uniform
Set of poor weather gear
IG flak armour suit, best craftsmanship (5 AP @ all, 6 kg) (only 2 AP @ head from Officio Prefectum cap)
Respirator (+30 to Toughness vs gas, with reroll)
Photo-visor, good craftsmanship (Dark-Sight, photon flash immunity)
Microbead

Chainsword, good craftsmanship (1d10+2 R, Pen 2; Tearing, Balanced, +5 WS)
* Tox dispenser, charges x10 (free action: Toxic (2) for 1 round)
* Custom grip (+5 WS), Home Materials (+5 WP vs fear), Sacred Inscription (+10 WP vs pinning)

Bolt pistol, good craftsmanship (1d10+5 X, Pen 4, S/2/-, range 30m, clip 8; Tearing, Reliable)
* Red-Dot Laser Sight (+10 BS at single shots)
* Custom grip (+5 BS), Home Materials (+5 WP vs fear), Sacred Inscription (+10 WP vs pinning), Trigger Adjustment (+1 init)
* Spare mags x3

Combat shotgun (1d10+4 I, Pen 0, S/3/-, range 30m, clip 18; Scatter)
* Scatter in errata: +10 to hit and +3 Damage at Point Blank Range, +10 to hit at Short Range, –3 Damage at longer ranges.
* Custom grip (+5 BS), Fluid action (+1 hit in semi-auto), Home Materials (+5 WP vs fear), Sacred Inscription (+10 WP vs pinning)
* Spare drums x3 (regular buckshot)
* Spare drums x3 (solid slugs) (+1 damage, +2 pen, loses Scatter)

Knife (1d5 R, Pen 0; Thrown (range 5m))

Frag grenade x1 (2d10 X, Pen 0, Blast (3))
<lent> Frag grenade x3 (2d10 X, Pen 0, Blast (3))
<lent> Krak grenade x3 (2d10+4 X, Pen 6, Concussive (0))
<spent> Demolition Charge, x1 kg (3d10 X)

Rucksack
* Multikey
* Manacles
* Grapnel and line
* Set of basic tools
* Field suture
* Mess kit and one water canteen
* Blanket and one sleep bag
* Rechargeable lamp pack
* Grooming kit
* Set of Comissarial cognomen tags
* Instructional handbook
* Data-slate (mission-issued)
* Calixian Infantryman's Portable Communications Transcription Device
* Combat sustenance rations, 4 weeks’ supply