Duke Arvanoff

Cormaeg MacCammon's page

9 posts. Alias of IrishWristwatch.


Full Name

Cormaeg MacCammon of the Highlands

Classes/Levels

Heavy Gunner

Gender

Male

Age

54

Deity

The God Emperor

About Cormaeg MacCammon

Description:
Cormaeg was a hunter and a father. Though, after around 40 years of trying to be both, only one came out on top.
Cormaeg fathered 8 sons and one daughter with his wife. All of which are now dead, killed while hunting, and several in front of his own eyes. They died too far away from the protective walls of the Highland kingdoms.
His last child was a daughter, and at the age of two his wife died as well, this time in bed rather than in the dark of the woods.
Knowing (Or only believing) that he could not take care of this one daughter, knowing most of his children have died, he left her in the care of another couple, and decided the best way he can escape his failed past as a father is to take the complete role of a hunter, this time fighting the Imperium's enemies, far away from his past.
He has seen what stalks in the night and has always come back from it, many times alone. He is strong but not quite stupid, yet only intelligent when it comes to the ways of fighting. He was alive to see the first Imperial ships land and see those participate in the first guerrilla wars against the Imperium.
He has never been a talkative man, yet he is not unable to show comradeship and amiability.
He is only amiable with his comrades until the point when the fighting starts, and then there is no room for error, and he will punish any that might jeopardize his or any of his other comrades lives.
The Aquila on his full plate is on his left shoulder blade.

Weapon Skill: 2d10 ⇒ (7, 7) + 20 + 3 = 37
Ballistic Skill: 2d10 ⇒ (7, 7) + 20 = 34
Strength: 2d10 ⇒ (7, 3) + 20 + 3 = 33
Toughness: 2d10 ⇒ (9, 8) + 20 + 5 = 42
Agility: 2d10 ⇒ (7, 1) + 20 = 28
Intelligence: 2d10 ⇒ (2, 6) + 20 = 28
Perception: 2d10 ⇒ (3, 3) + 20 + 3 = 29
Willpower: 2d10 ⇒ (3, 6) + 20 = 29
Fellowship: 2d10 ⇒ (1, 8) + 20 - 3 = 26

Wounds: 12

Fate Points: 1

Experience: Unspent: 1000, Spent: 0, Total: 1000, Expenditure:

Armor: - Feudal World Plate; 5 All, 30Kg

Aptitudes:
Agility, Ballistic Skill, Defense, Fellowship, Offense, Perception, Toughness

Skills:
Athletics, Common Lore (War), Stealth + 10, Linguistics(Heghland), Survival, Common Lore (Imperial Guard, War), Intimidate

Talents:
Ambush, Blind fighting, Duelist, Resistance(Fear), Frenzy, Hatred(14th Mordian Iron Guard), Enemy (14th Mordian Iron Guard), Iron Jaw, Weapon Training(SP, Heavy, Launcher, Bolt, Low tech)

Ammo and Weapon Status:
Poor Craftsmanship Bolter (19/24); 3 Reloads
Common Craftsmanship Autocannon 7 Clips
Frag Grenades; 2
Krak Grenades; 1
Blind Grenades; 2
Stun Grenades; 2
Knife

Weapons:
Common Craftsmanship Autocannon 7 clips, Poor Quality Boltgun with 4 clips and a melee atachment, Missile launcher with 2 frag and 2 krak missiles, 2 blind grenades, 2 Stun Grenades, 2 frag grenades, 1 Krak Grenades, Common Craftsmanship Axe, knife

Equipment:
Microbead, 9-70 Entrenching Tool, Poor weather gear, rugsack, set of basic tools, mess kit, water canteen, blanket, sleeping bag,rechargable lamp pack, grooming kit, subdermal id-microchip, 2 weeks combat rations, Imperial Infantryman's Uplifting Primer, mantrap

Comrade: Carno Tavish
Disposition: Addict
Description:

Fluency: Can speak low gothic but cannot read or write it. Does not start with Linguistics (Low Gothic). Starts with Linguistics(Heghland). Heghland as a written language is poorly developed which makes communication of some complex concepts difficult. See the House rules for more information.

Suspicious of Machine Spirits: -10 to Lore (Tech), Medicate and Tech Use Tests, unless trained in that skill.

Infiltrators: When 2 or more Character from this Regiment are called upon to make a stealth test, 1 character may attempt it at -10. If he succeeds all other characters may use his agility score instead of their own. The Characters must be within 10 meters of each other.
Survivalist: May re-roll failed Survival and Navigate surface tests when in a jungle environment.

Condemned: -20 Fellowship when dealing with members of Imperial Guard Regiments other than those raised from Heghland or the 12th Catachan Jungle Fighters.

The Regiment Rivalry: 14th Mordian Iron Guard Artillery Regiment.

The Few: When the squad 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 otherwise. Failure by 1 degree will mean they receive reinforcements from the 12th Catachan regiment (who do not speak Heghland). Failure by 2 degrees will mean they will receive reinforcements from a Mordian Iron guard Regiment (who don't speak Heghland and give the player a -5 to stealth tests when in cohesion). Failure by 3 or more degrees will mean they receive no reinforcements this time.