Cressida

Dead Marine Walking's page

11 posts. Alias of Lemonumnade.


Full Name

Raska Lubovia

Race

Human

Classes/Levels

Medic, Vantanian 16th Saboteur Corps

Gender

Raska Lubovia, Female

Size

Med

Age

28

Special Abilities

Right Handed

About Dead Marine Walking

General Stats:

Wounds: 12/12
Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower
Movement: Half=3, Full=6, Charge=9, Run=18
Experience: 000/600

Comrade:

Name: Ivan Ivanovich
Demeanor: Mentor

Characteristics:

WS= 34 34
BS= 33 30+3
S= 34 34
T= 40 34+6
AG= 35 32+3
INT= 52 40+5+2+5
PER= 41 39-3+5
WP= 33 33
FEL= 29 29

Fate=1

Skills:

Medicae +10
Scholastic Lore (Chymistry)
Trade (Chymist)
Awareness +10
Command
Common Lore (Tech)
Linguistics (Low Gothic)
Security
Trade (Technomat)
Tech-Use

Talents:

Weapon Training (Las, Low Tech)
Jaded: Ignore mundane horrors.
Bombardier: Bonus to attack with launchers and explosives, improved scatter.
Heightened Senses (Hearing): Gain +10 bonus to particular sense.
Resistance (Heat): Gain +10 bonus to particular resistance Test.
Technical Knock: Un-jam gun as Half Action.
Combat Master: Opponents get no bonus for outnumbering the
character.

Regiment bonuses:

Close Quarters Combat: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.
Orders of Fools: Members of this regiment suffer a –10 penalty to Command Tests made during combat, either due to they themselves being incompetent or, in the case of most Player Characters, because they are saddled with unruly and sullen subordinates who have grown embittered by the poor decisions raining down from the ranks above.
Further, members of this regiment must make a Routine (+20) Command or Intimidate Test as part of any Comrade Order that does not already require a Command Test; if the character fails the Test, the Comrade refuses the order due to a learned distrust for authority or fouls
it up.
Sappers: Sappers are trained to both build and disassemble fortifications, undermine walls, and similar duties. Characters from this regiment gain a +10 bonus to Tech-Use and Trade (Technomat) tests to construct or disassemble a structure.
Tunnel Rat: Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness
Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.

Equipment:

1 krak grenade R: SBx3, RoF: S/–/–, Dam: 2d10+4 X, Pen: 6 Special: Concussive (0)
2 frag grenades R: SBx3, RoF: S/–/–, Dam: 2d10 X, Pen: 0, Special: Blast (3), Ogryn-Proof
1 tube charge

1 Compact lascarbine with four charge packs
--> R:75m, RoF: S/2/-, Dam: 1d10+3 E, Pen: 0, Rld: 1/2, Clip: 60

-->1 auxiliary grenade launcher attachment
----> R:45m, RoF: S/–/–, Clip: 1, RLD: 1 Full

1 laspistol (sidearm) and two charge packs

Mono-knife

Medic equipment: Diagnostor, injector, medikit

Uniform, Poor weather gear, light carapace armour, micro bead, respirator, sunglasses, deadspace earpiece, rucksack, Set of basic tools, mess kit, water canteen, blanket, sleeping bag, rechargeable lamp pack, grooming kit, cognomen tags, The Imperial Infantryman's Uplifting Primer, 2 weeks rations, lascutter

Advancements:

Intelligence-Simple (100xp)
Perception-Simple (100xp)
Medicae-Trained (200xp)
Awareness-Trained (200xp)