Abra Lopati

Dominic Mendev's page

12 posts. Alias of MattTheOsome.


Full Name

Dominic Mendev

Race

Vantanian 16th Sabotuer Corps,

Classes/Levels

Storm Trooper

cnd:
3 Damage, Lightly Wounded, left arm disabled

Gender

Male,

Size

5' 9"

Age

27

Languages

Low Gothic

About Dominic Mendev

Basics:

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
Defense: 10 =(6 armor, everywhere)+(4 toughness)
Speed: Half=3; Full=6; Charge=9; Run=18

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
magazines or power cells means that he can replace them without looking and without thinking. The character halves all reload times, rounding down. Thus, a Half Action reload becomes a Free Action, a Full Action reload becomes a Half Action, and so on.
Takedown: As a Half Action, or when making a Charge Action, the
character may declare that he is attempting a takedown
against an opponent in melee combat. He then rolls to hit
(using his Weapon Skill) as normal, using any modifiers for
weapons and Talents (or the +20 bonus from Charging).
If the character hits and would have done at least 1 point
of Damage (after reduction for Armour and Toughness), no
Wounds are caused, but the character’s opponent must make
a Challenging (+0) Toughness Test or be stunned for 1
Round and knocked prone. In addition, when performing a
Stun Action, the character does not suffer a –20 penalty to
his Weapon Skill.
Weapon Training (las or solid, low-tech)

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 or Parry, Intimidate or Security, Scholastic Lore (Tactica Imperialis), Stealth.
Starting Talents: Quick Draw or Rapid Reload, Takedown, Weapon Training (Las or Solid Projectile, Low-Tech) .
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 or Double Team

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.
(2 grenade launchers per Squad)

Regimental Favoured Weapons: Basic: Bolter. Heavy: Heavy Stubber
Starting Wounds: Characters begin play with +1 starting Wound.

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.

History
Vantania Prime is a hot world orbiting close to its sun. Known primarily for being a rare source of adamantium, its inhabitants eke out a living digging deep into the crust in search of the elusive metal. Their skills with explosives lead to their tithed regiments being assigned as combat engineers, demolitionists, and close-quarters combatants. The Sixteenth Saboteur Corps are also skilled sappers, able to craft formidable defenses… and penetrate them. Their habit of tunnelling under enemy fortifications has necessitated an emphasis on close quarters battle. The regiment’s predilections lean toward overt displays of explosive prowess. With their iconic bolters and grenade launchers, this regiment likes to start things off with a bang.

The senior commander of the Vantanian 16th is Commander Andrei Mikhailov. A prideful, inflexible man, he hates to admit any fault in his plans.