Difference between revisions of "Fred Walker"

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(Characteristics)
(Comrat)
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State    :  
 
State    :  
 
Spotter [250] -- may use comrade to make an aim action,and gain the benefits myself
 
Spotter [250] -- may use comrade to make an aim action,and gain the benefits myself
Set-up Shot [300] -- next shot cannot be dodged</pre>
+
Set-up Shot [300] -- next shot cannot be dodged
 +
Weak Spot [400] -- DoS into Pen</pre>
  
 
== Aptitudes ==
 
== Aptitudes ==

Revision as of 17:05, 2 February 2020


Overview

Name       : Fredie "The Sack" Walker
Demeanour  : Braggart
Speciality : Ratling/Longshooter
Regiment   : Nova Pinnipedia 13th

XP Total 2700
XP Spent 1950

Regiment

Nova Pinnipedia 13th
Commanding Officer: Phlegmatic [1]
+Starting Skills: Common Lore (Imperial Guard), Common Lore (War)
Homeworld: Death World [3]
+Characteristics: +3 Per, +3 T
-Starting Skill: Linguistics (Low Gothic)
+Starting Skill: Survival
+Starting Talent: Light Sleeper or Lightning Reflexes or Resistance(Poisons)
Wary of Outsiders
+2 Wounds
Regiment Type: Guerrilla Regiment [4]
+Characteristics: +3 Per, -3 Fel
+Starting Skills: Stealth
+Starting Talent: Ambush
Training Doctrine: Snipers [2]
+Characteristics: +2 BS
+Starting Talent: Marksman
Special Equipment Doctrine: Covert Strike[5]
Regimental Drawback: Cloud of Suspicion [-3]
+Starting Talents: Enemy(Inquisition), Paranoia

Additional Equipment:
stummer [8]
magnoculars [8]
pict recorder [8]
preysense common->good [5]

Characteristics

 WS  : 28(2) = 20 base + 08 roll
 BS  : 51(5) = 20 base + 14 roll + 02 regiment + 05 adv [100] + 05 grip + 05 adv [250]
 S   : 29(2) = 20 base + 09 roll
 T   : 23(2) = 10 base + 10 roll + 03 regiment
 Ag  : 45(4) = 25 base + 15 roll + 05 adv [100]
 Int : 31(3) = 20 base + 11 roll
 Per : 55(5) = 30 base + 14 roll + 06 regiment + 05 adv [100]
 WP  : 30(3) = 20 base + 10 roll
 Fel : 31(3) = 25 base + 09 roll - 03 regiment

Init    : 6
Wounds  : 9/9
Hf Move : 3
Fate    : 1/1

Comrat

Name      : Samuel "Sam" Grower
Demeanour : Bilious
State     : 
Spotter [250] -- may use comrade to make an aim action,and gain the benefits myself
Set-up Shot [300] -- next shot cannot be dodged
Weak Spot [400] -- DoS into Pen

Aptitudes

Agility
Ballistic Skill
Fellowship
Fieldcraft
Finesse
Perception
Social

Skills

Speciality:
 Deceive     : 31 = 31 base
 Trade(Cook) : 31 = 31 base
 Stealth     : 95 = 45 base + 30 gear + 10 size + 10 adv[reg] (+ 30 conditional)
Regiment:
 Survival    : 55 = 55 base (+ 20 conditional)
 Common Lore : 31 = 31 base
  Imperial Guard
  War
 Linguistics (Low Gothic) illiterate
Bought:
 Dodge       : 45 = 45 base [200]
 Acrobatics  : 45 = 45 base [100]
 Awareness   : 65 = 55 base [100] + 10 talent (+ 20 conditional))
 Scrutiny    : 55 = 55 base [100]

Talents & Traits

 Speciality:
  Deadeye Shot -- reduce called shot penalty by 10
  Heightened Senses (Sight, Smell, Taste) -- +10 on tests specifically involving this sense
  Weapon Training (Las, Solid Projectile)
  Size(3) -- +10 stealth, -10 to hit, -1 mov
 Regiment:
  Light Sleeper -- character is always assumed to be awake for the purposes of awareness tests or surprise
  Ambush -- attacks against unaware targets inflict 1 bonus dmg per 2 DoS on the WS/BS test beyond the first
  Marksman -- no penalties for BS tests at long or extreme range
  Enemy(Inquisition) --  –10 penalty to Fel tests when dealing with this group
  Paranoia -- +2 init; GM may secretly Test using the character’s Perception to notice hidden threats
 Bought:
  Stealth Sniper -- make stealth vs awareness test to remain hidden after taking a shot [300]
  Sharpshooter -- reduce called shot penalty by 10 [300]

Inventory

 uniform
 set of poor weather gear
 knife
 flak vest{4kg}
 rucksack{2kg}
 mess kit and one water canteen
 blanket and one sleep bag
 rechargeable lamp pack{0.5kg}
 grooming kit{0.1kg}
 set of cognomen tags
 primer or instructional handbook{0.3kg}
 combat sustenance rations, two weeks’ supply


 chrono
 micro-bead
 multikey
 mantrap
 field suture
 gas mask
 

 suit of synskin{2kg} -- +10 stealth, +2AP all, invisible to infra-red goggles and darksight
 set of preysense goggles{0.5kg} -- no penalties due to darkness, +20 to vision-based Perception Tests at night
 long las /w 4 charge packs
 good craftsmanship sniper rifle /w 4 clips {5kg}
 2 blind grenades
 2 stun grenades
 2 frag grenades
 chameleoline cloak{0.5kg} -- +20 stealth, -30 BS to hit while i am stationary
 stummer{2kg} -- +30 stealth. charge 20/20 minutes
 magnoculars{0.5kg}
 pict recorder{1kg}

 2 krak grenades(komissargabe)

Armour:
 Item		Location	AP
 Flak Vest	Body            3
 Synskin	All             2

Weapons:
 Item           Class   Range   RoF     DMG       Pen   Clip   Rld    Special
 Long-las       Basic   150m    S/-/-   1d10+3E   1     40     Full   Accurate, Reliable, Felling(4), Lasgun Variable Setting
  modified stock -- +2 BS on hf aim, +4 on full aim
  custom grip -- +5 BS
  home materials -- +5 vs fear
  sacred inscription -- +10 vs pinning 
 Sniper Rifle   Basic   200m    S/-/-   1d10+4I   3     20     Full   Accurate, Reliable, Noise Baffles
  modified stock -- +2 BS on hf aim, +4 on full aim
  custom grip -- +5 BS
  home materials -- +5 vs fear
  sacred inscription -- +10 vs pinning 

Ammo

Sniper Rifle Clips:
 [x][x][x][x][x] [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o]
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 [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o]
 [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o]

Long-Las Charge-packs:
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 [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o] [o][o][o][o][o]
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