Orkoral

Doomed Cosmonaut's page

16 posts. Alias of Matthew Thiessen.


Race

Arkady Bogdanov, Weapon Specialist, Vantanian 16th Saboteur Corps

Languages

Low Gothic

Occupation

Sapper

About Doomed Cosmonaut

General Stats:

Wounds: 13/13
Defence: 3 + 5 = 8
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.
Movement: Half Move 4; Full Move 8; Charge 12; Run 24
Experience: 0/600

Comrade:

Name: Odette Samsova
Demeanour: Unlucky

Characteristics:

Weapon Skill (WS): 26
Ballistics Skill (BS): 46
Strength (S): 30
Toughness (T): 35
Agility (Ag): 44
Intelligence (Int): 32
Perception (Per): 32
Willpower (WP): 34
Fellowship (Fel): 32

Skills:

Awareness
Command
Common Lore (Imperial Guard)
Common Lore (Tech)
Common Lore (War)
Dodge
Linguistics (Low Gothic)
Navigate (Surface)
Security
Survival
Tech-Use
Trade (Technomat)

Talents:

Bombardier: Make Indirect Quality ranged attacks targeting unseen locations as a Half Action instead of a Full Action. 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.
Combat Master: Hand-to-hand combat opponents gain no bonuses for Ganging Up.
Heightened Senses (Hearing): +10 to any Tests specifically involving hearing.
Lasgun Barrage: Las weapons on full or semi-auto may score one additional Degree of Success if no Move Action is taken.
Lightning Reflexes: Roll twice and add the higher of the two dice results to Agility Bonus on initiative.
Resistance (Heat): +10 when making Tests to resist Heat.
Technical Knock: Un-jam any gun as a Half Action.
Weapon Training (Las, Launcher, Bolter)

Saboteur Corps Specials:

Close Quarters Combat: +10 to all Ballistic Skill Tests made at Point-Blank Range.
Orders of Fools –10 penalty to Command Tests made during combat, must make a Routine (+20) Command or Intimidate Test as part of any Comrade Order that does not already require a Command Test.
Sappers: +10 bonus to Tech-Use and Trade (Technomat) tests to construct or disassemble a structure.
Tunnel Rat: +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light: –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light.

Equipment:

5 krak grenades 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 Common Craftsmanship Boltgun
--> R: 100m, RoF: S/3/–, Dam: 1d10+5 X, Pen: 4, Clip: 24, Rld: Full, Special: Tearing (roll +1 Dam dice, discard lowest)
1 Compact lascarbine with four charge packs
--> R:38m, RoF: S/2/-, Dam: 1d10+2 E, Pen: 0, Rld: 1/2, Clip: 30
-->1 auxiliary grenade launcher attachment
----> R:45m, RoF: S/–/–, Clip: 1, RLD: Full
1 laspistol (sidearm) and two charge packs
1 Grenade Launcher
--> R: 60m, RoF: S/-/-, Clip: 6, RLD: 2 Full

Standard Kit: 1 uniform, 1 set of poor weather gear, 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, mess kit, water canteen, blanket, sleeping bag, 1 rechargeable lamp pack, grooming kit, 1 set of congnomen tags, 1 copy of The Imperial Infantryman’s Uplifting Primer, 2 week’s supply rations, 1 tube charge (HotE), 1 lascutter.

Advancements:

Agility-Simple (100xp)
Dodge (200xp)
Ballistic Skill-Simple (100xp)
Lightning Reflexes (200xp)