Sheriff Belor Hemolock

Jak Sunnajak's page

241 posts. Alias of MisterLurch.


Full Name

Jak Sunnajak

Race

Human

Classes/Levels

Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Gender

Male

Size

5'10"

Age

27

About Jak Sunnajak

Scavengers:
HomeWorld: POST CATACLYSM WORLD:
Stats: +3 to WS and Per
Skills: Awareness, Survival, Linguistics(low gothic).
Resourceful: +10 to survival skills to get food or water and to tech use to repair low tech equipment
1d5 insanity points
Talents: Resistance(fear)
Regiment type: Rough rider:
Stats: +3 Ag and -3 Bs
Skills: Survival
Talents: Catfall
Gear: Hunting lance,las pistol stats 1 flak jacket and helmet (3 to body and head) and 1 riding beast (including associated equipment),
Commander: Fixed
Skills: Command
Training Doctrines: Skirmishers:
Aptitude: Agility
Talents: Skilled rider or Ambush
Increased distance for Strike and fade action by your mounts agility bonus
Scavengers: +10 to acquisitions test, repercussion on doubles
Note: If you already have the Agility aptitude gain the finesse. If you have both gain one of your choosing
Additional Standard items:
1 krak grenade
1 frag grenade
1 Auspex per squad

Vital Statistics:

WS - 44 (36+8) Bonus: 4
BS - 28 (31-3) Bonus: 2
S - 37 Bonus: 3
T - 40 Bonus: 4
Ag - 35 (32+3) Bonus: 3
Int - 53 (38+15) Bonus: 7 (5+2)
Per - 36 (33+3) Bonus: 3
WP - 37 Bonus: 3
Fel - 28 Bonus: 3

FP: 3/3
Wounds: 13/13
Move: 3/6/15/18

Insanity: 5
Corruption: 2

Aptitudes:
Agility
Ballistic Skill
Intelligence
Knowledge
Strength
Tech
Toughness
Weapon Skill
Willpower

Skills:
Awareness
Command
Commerce
Dodge
Linguistics(Low Gothic, High Gothic)
Lore, Common(Enginseer)
Lore, Common(Imperial Creed)
Lore, Common(Tech)
Lore, Forbidden(Enginseer)
Lore, Forbidden(Archaeotech)
Survival +10
Tech-Use +20

Talents:
Catfall:
Mechadendrite Use (Weapon, Utility):
Resistance(Fear):
Skilled Rider:
Sprint:
Technical Knock:
Weapon Training (Las, Power):

Traits:
Mechanicus Implants
Unnatural Intelligence (2)

Weapons and Combat:
Ranged:
M36 Lasgun
  • Basic, 100m, S/3/-, 1d10+3 E, Pen 0, Clip 60, Full
  • Reliable
  • 4 extra charge packs
    Laspistol
  • Pistol, 30m, S/2/-, 1d10+2 E, Pen 0, Clip 30, Free
  • Reliable
  • 2 extra charge packs
    Frag Grenade
  • Thrown, 2d10+4 X, Pen 2
  • Blast[1], Shrapnel [8], Proven[3], Delayed
    Krak Grenade
  • Thrown, 3d10+6 I, Pen 6
  • Blast [2], Concussive [0], Proven[4], Delayed
    Melee:
    Hunting Lance
  • Melee, 2d10+6 I, Pen 7
  • Concussive(3)
    Cavalry Saber
  • Melee, 1d10+10, Pen 4
  • Power Field, Razor Sharp
    Servo-Arm
  • Melee, 2d10+14 I, Pen 10
  • Unwieldy
    Knife
  • Melee, 1d5+3 R, Pen 0
    Unarmed
  • Melee, 1d10+3 I, Pen 0
  • Mount (War Drake):
    A natural aerial hunter, the war drake has deadly natural weapons capable of rending through even modern carapace armor. Its tough scaled hide and natural regeneration serve it well against most small arms fire.
    Attributes:
    WS 40
    BS 1
    S 40
    T 50
    Agi 30
    Int 20
    Per 25
    WP 20
    Fel 10
    Skills:
    Athletics
    Awareness
    Survival
    Talents:
    Heightened Senses(Hearing)
    Traits:
    Bestial
    Bred for War
    Darksight
    Deadly Natural Weapons
    Flyer(8)
    Jaded
    Natural Armor(3)
    Natural Weapons
    Quadruped
    Regeneration(1)
    Unnatural Strength(2)
    Natural Weapons
    Weapons:
    Teeth, Claws
  • Melee, 1d10+6 R, Pen 2
  • Mono
    Wounds: 16
  • Ammo:
    M36 Lasgun:
  • 60/60
  • 4 extra charge packs
    Laspistol:
  • 30/30
  • 2 extra charge packs
    Frag Grenades:
  • 1/1
    Krak Grenades:
  • 1/1
  • Equipment:
    Standard Equipment:
  • One uniform
  • One set of poor weather gear
  • One laspistol (Main Weapon) with two charge packs
  • One knife
  • One flack vest with flack helm
  • One rucksack or sling bag
  • One set of basic tools
  • One mess kit and one water canteen
  • One blanket and one sleep bag
  • One rechargeable lamp pack
  • One grooming kit
  • One set of cognomen tags or equivalent identification
  • One primer or instructional handbook
  • Combat sustenance rations, two weeks’ supply
    Specialist Equipment:
  • Sacred unguents
  • Dataslate
  • Combi-tool
  • One utility mechadendrite
    Regimental Equipment:
  • Hunting lance
  • Two extra charge packs for laspistol
  • One frag grenade
  • One krak grenade
  • One squad-issue auspex
    Requisitioned Equipment:
  • One M36 lasgun
  • One clip/drop harness
  • One vox-caster
    Other Equipment:
  • Cavalry Saber
  • Imperial Guard Flak Armor
  • True copy of Lectitio Divinitatus
  • Cybernetics:
    Good Quality Servo-Arm - Str 75, Unnatural Strength(7), can anchor as free action
    Good Quality Mind-Impulse Unit - Gain +10 bonus to communicate with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill Tests made as part of interfacing with the MIU systems.
    Good Quality Cranial Implants - Gain Unnatural Intelligence (2) and +20 to Lore and Logic.
    Good Quality Subskin Armor - Add +2 armor to body, arms, and legs.
    Good Quality Bionic Legs - Gain Sprint Talent, gain +20 to Athletics for jumping. +2TB to legs, subskin armor does not count on legs.
    Common Quality Bionic Arm (Right) - +2TB to right arm, subskin armor does not count on right arm.

    Experience:
    [b]XP Earned: 1500
    Starting xp: 300

    XP spent: 1500

    Expenditures:

  • [i]Intelligence - Basic: Characteristic - 100xp
  • Dodge: Skill - 200xp
  • Commerce: Skill - 100xp
  • Tech-Use +10: Skill - 200xp
  • Linguistics(High Gothic): Skill - 100xp
  • Toughness - Basic: Characteristic - 250xp
  • Weapon Skill - Basic: Characteristic - 250xp
  • Intelligence - Intermediate: Characteristic - 250xp
  • Tech-Use +20: Skill - 300xp

    XP saved: 50