About Dominic MendevBasics:
WS 31 (+3) BS 39 (+3) Str 32 (+3) Tuf 44 (+4) Agy 34 (+3) Int 32 (+3) Per 29 (+2) WP 32 (+3) Fel 29 (+2) Wounds: 15 =12+(1d5)+1 Light: <9, Heavy: 9-15, Critical >15
Aptitudes: Agility, Ballistic skill, Fieldcraft, Finesse, Offense, Toughness
Combat actions:
Hotshot lasgun: Dam= 1d10+4 E, Pen 7 Range= 60; RoF= S/3/-; Clip= 30; Rld= 2 full Equipment & Armor:
Good Craftsmanship Hot-shot Lasgun Stormtrooper carapace armor 1 uniform, 1 set of poor weather gear, 1 compact lascarbine (Main Weapon) with four charge packs, 1 auxiliary grenade launcher attachment, 1 laspistol (sidearm) and two charge packs, 1 Mono-knife, 1 suit of light carapace armour, 1 microbead, 1 respirator, 1 set of sunglasses, 1 deadspace earpiece,1 rucksack, 1 set of basic tools, 1 mess kit, 1 water canteen, 1 blanket, 1 sleeping bag, 1 rechargeable lamp pack, 1 grooming kit, 1 set of congnomen tags, 1 copy of The Imperial Infantryman’s Uplifting Primer, 2 week’s supply rations, 1 krak grenade, 2 frag grenades, 1 tube charge(HotE), 1 lascutter.
Skills:
Acrobatics: Agy-20 Athletics: Str-20 Awareness: Per Charm: Fel -20 Command: Fel Commerce: Int -20 Common Lore (Tech): Int Common Lore (other): Int -20 Deceive: Fel -20 Dodge: Agy Forbidden Lore (any): Int -20 Inquiry: Fel -20 Interrogate: WP Intimidate: Str Linguistics (low gothic): Int Logic: Int -20 Medicae: Int -20 Navigate (any): Int -20 Operate (any): Agy -20 Parry: WS -20 Psynicience: (cannot use untrained) Scholastic Lore (Tactica Imperialis): Int Scholastic Lore (other): Int -20 Scrutiny: Per -20 Security: Int Sleight of Hand: Agy -20 Stealth: Agy Survival: Per -20 Tech Use: Int Trade (Technomat): Int Trade (other): Int -20 Talents:
Bombardier (HotE): Due to many years of training, and an obsession that squad mates might find unnerving, the character is an expert with explosive weapons and has an uncanny control over where projectiles land. This character may make ranged attacks with weapons with the Indirect Quality targeting locations he cannot see as a Half Action instead of a Full Action as normal. When firing a weapon with the Indirect Quality or throwing a grenade, this character rolls twice to determine the direction that his attacks scatters and may choose either result. Heightened Senses (Hearing): Either genetics or augmetics have made one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense. Resistance (Heat): The character’s background, experience, training, exposure or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making Tests to resist effects of this type. Technical Knock: Either through the ease of long practice, or the proper ritual to appease a weapon’s machine spirit, the character can clear stoppages with a simple knock or solid smack of his hand to a weapon. The character may un-jam any gun as a Half Action, but may only use this Talent on one weapon per Round. The character must touch the weapon (often quickly and violently) to make this Talent work. Combat Master: The character’s weapon seems to be everywhere at once, keeping many more opponents at bay in close combat than would seem possible. Opponents fighting the character in hand-to-hand combat gain no bonuses for Ganging Up Rapid reload: The firing ranges and weapon drill chambers are the character’s constant abode, and hours of reloading countless
Experience & Advancements:
EXP:100 Spent:100 Characteristic advancements: Agy +5, BS +5 Talents Purchased: Lightning Reflexes Storm Trooper Specialization:
Characteristic Bonus: +5 Toughness. Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness. Starting Skills: Awareness, Dodge Starting Talents: Specialist Equipment: Good Craftsmanship hot-shot lasgun, storm trooper carapace armour. Wounds: 12+1d5 Regimental Core Stats:
The Vantanian 16th Saboteur Corps Characteristics: +3 Ballistic Skill, +3 Agility, +6 Toughness, +2 Intelligence, –3 Perception. Starting Skills: Awareness, Command, Common Lore (Tech), Linguistics (Low Gothic), Security, Trade (Technomat), and Tech-Use. Starting Talents: Bombardier (HotE), Heightened Senses (Hearing), Resistance (Heat), Technical Knock, Combat Master Standard Kit: 1 uniform, 1 set of poor weather gear, 1 compact lascarbine (Main Weapon) with four charge packs, 1 auxiliary grenade launcher attachment, 1 laspistol (sidearm) and two charge packs, 1 Mono-knife, 1 suit of light carapace armour, 1 microbead, 1 respirator, 1 set of sunglasses, 1 deadspace earpiece,1 rucksack, 1 set of basic tools, 1 mess kit, 1 water canteen, 1 blanket, 1 sleeping bag, 1 rechargeable lamp pack, 1 grooming kit, 1 set of congnomen tags, 1 copy of The Imperial Infantryman’s Uplifting Primer, 2 week’s supply rations, 1 krak grenade, 2 frag grenades, 1 tube charge(HotE), 1 lascutter.
Regimental Favoured Weapons: Basic: Bolter. Heavy: Heavy Stubber
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.
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.
History
The senior commander of the Vantanian 16th is Commander Andrei Mikhailov. A prideful, inflexible man, he hates to admit any fault in his plans. |