Marcus Certus
From Game Logs
Contents
Regiment
Home world: Death World +3 Commanding officer Phlegmatic +1 Regiment Type: Guerrilla Regiment +4 Doctrines: Anti-Armour +4 Anti-Aircraft +4 Regiment Drawback: The Few -5 Replace a M36 lasgun (Main Weapon) or lascarbine (Main Weapon) with a combat shotgun (Main Weapon) and 4 clips - 10 Best Quality Sword 15 Clip/Drop Harness 5 Chrono 2
Personal
Name : Marcus Certus Regiment : Catachan AT/AA Speciality : Scout Heavy Gunner :P Demeanor : Optimist XP Total : 4600/5600 XP
Build
Characteristics
WS 37 = 20 + 12 + 05(100xp) [2ap] BS 43 = 20 + 18 + 05(250XP) [1ap] S 45 = 20 + 17 + 03(Death world) + 05(100xp) [2ap] T 50 = 20 + 17 + 05(HG) + 03(Death world) + 5(100xp) [0ap] Ag 41 = 20 + 16 + 05(250xp) [1ap] Int 30 = 20 + 10 [0ap] Per 42 = 20 + 14 + 3(Guerrilla)+ 05(100xp) [2ap] WP 27 = 20 + 07 [0ap] Fel 23 = 20 + 06 - 3(Guerrilla) [0ap]
Initiative: 4 = 4(Ag) Half move : 4 Wounds : 15 = 13 + 2(Death world) Fate : 1
Comrade
Name: Igor Demeanour: Cook Advance: Stabilise [300 XP] State: Alive
Aptitudes
Weapon Skill (Scout) Strength (swapped Ballistic Skill from Anti-Aircraft) Ballistic Skill (swapped Strength from Scout) Agility (HG) Fieldcraft (HG) Offence (HG) Perception (HG)
Traits
Terrain Expert Type: Passive Effect: As long as the Scout’s Comrade is within Cohesion, the Scout gains a +10 bonus to Stealth and Survival Tests and imposes an additional –20 penalty on anyone attempting to use the Tracking Special Use of the Survival Skill to follow him.
Silent Ambush Type: Order (Half Action) Effect: Striking together, the Scout and his Comrade can quickly eliminate almost any lone infantry target without rustling a single leaf or letting a single scream slip out. As long as the Scout’s Comrade is within Cohesion, the next time the Scout makes a Melee Attack against an Unaware target, the attack inflicts an additional 1d10 Damage and gains the Concussive (2) Quality.
Fluency: While death worlders have learned to speak Low Gothic, they do not have time in their violent lives to learn how to read or write the universal language of the Imperium. Because of this, death worlders do not start with the Linguistics (Low Gothic) Skill at creation, however they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.
Wary of Outsiders: Death worlders tend to be slow to put their faith in anyone other than themselves and their comrades, and they chafe at the expectations and strictures of more civilised society. They suffer a –10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a –10 penalty on any Interaction Skill Tests made on them by any non-death worlders. These penalties can be waived at the GM’s discretion if the death worlders are dealing with those who have earned their trust.
Due to their special training and their encyclopaedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tank- killers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles.
Members of Anti-Aircraft regiments gain an additional +10 bonus to their Ballistic Skill to hit airborne targets such as aircraft, ships, and flying creatures.
Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.
Skills
Athletics Common Lore (Imperial Guard) +10 Common Lore (Imperium) Common Lore (Tech) Common Lore (War) +10 Awareness [200 XP] Dodge [200 XP] Intimidate Survival Stealth +10 [200 XP]
Talents
Ambush Iron Jaw Tank Hunter Weapon training (Las) Weapon training (SP) [200 XP] Weapon training (Launcher) [200 XP] Weapon training (Heavy) Weapon training (Low-Tech) Lightning Reflexes Storm of Iron Bulging Biceps [300 XP] Marksman [450 XP] Nerves of Steel [450 XP] Double Team [200 XP] Sure Strike [Scout] Silent Ambush [400 XP] Swift Attack [450 XP] Terrain Expert [300 XP]
Inventory
Weapons
Name Range RoF Dam Pen Clip Rld Special Wt ----------------------------------------------------------------------------------------------- M34 Autocannon 300m S/3/– 3d10+8I 6 20 Full Ogryn-Proof, Reliable 40 kg Custom grip (+5 BS) Fluid action (+1 hit in semi-auto) Home Materials (+5 WP vs fear) Sacred Inscription (+10 WP vs pinning) Combat shotgun 30m S/3/- 1d10+4I 0 18 Half 6,5 kg Scatter (+10 to hit and +3 Damage (Point Blank Range) +10 to hit (Short Range)–3 Damage other ranges. Custom grip (+5 BS) Fluid action (+1 hit in semi-auto) Home Materials (+5 WP vs fear) Sacred Inscription (+10 WP vs pinning) Sword 1d10+1R 0 Balanced, Best Quality (+10 WP to attack, +20WP to parry +1 damage) 3 kg Knife 1d5 R 0 Thrown 1 kg
Armor
Name/Pattern Covers AP Wt Special ----------------------------------------------------------------------------------------------- Flak vest Body 3 5 kg +1 AP against blast damage.
Ammo
Type Amount Wt --------------------------------------------------- Autocannon Belts 3(49) 12 kg Shotgun 4(240) 2.6 kg Frag grenades 2 1 kg Blind grenades 2 1 kg Stun grenades 2 1 kg
Equipment
Type Wt ------------------------------------------------------- Uniform 3 kg Poor Weather Gear 2 kg Rucksack 2 kg Basic Toolkit 1 kg Mess Kit and water Canteen 0.5 kg Blanket and Sleep Bag 4 kg Rechargeable Lamp-pack 0.5 kg Grooming Kit 0.1 kg Dog Tags 1 kg Uplifting Primer 0 kg Combat sustenance rations 14 days 14 kg Entrenching Tool 2 kg Field Sutures 0.5 kg Chrono 0 kg Micro-bead 0 kg Gas Mask 0.5 kg Clip/Drop Harness 2 kg