Sajan

Oktyabar's page

56 posts. Alias of aptinuviel.


Gender

WS- 25, BS- 48, S- 30, T- 30, Ag- 40, Int- 30, Per- 38, WP- 35, Fel- 25, Wounds 13/13, FP 1/1, Insanity 0, Corruption 0, AP- 3 (Body, 4 vs. weapons with Blast quality)

About Oktyabar

Name: Oktyabar
Demeanor: Quiet
Specialty: Weapon Specialist

Comrade: Bataar (Superstitious)

Current Statistics:
Wounds: 13/13
Fate: 1/1

Characteristics:

Weapon Skill: 25
Ballistic Skill: 48
Strength: 30
Toughness: 30
Agility: 40
Intelligence: 30
Perception: 38
Willpower: 35
Fellowship: 25

Aptitudes:

Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Perception

Talents:

Combat Sense: May use Perception Bonus in place of Agility Bonus when rolling Initiative.
Deadeye Shot: When making a Called Shot ranged attack, the character reduces the penalty by 10.
Hatred (Orks): +10 bonus to all Weapon Skill tests made against Orks. Must make a Willpower Test to retreat or surrender unless massively outnumbered ot outclassed.
Lasgun Barrage: When firing any Las class weapon on full or semi-auto, may score one additional Degree of Success if no Move Action is taken on Turn.
Light Sleeper: Always assumed to be awake, even when asleep, for purposes of Awareness Tests or surprise.
Nerves of Steel: Re-roll failed Willpower Tests to avoid or recover from Pinning. +10 to Willpower Tests when resistsing the effects of enemy Intimidation Skill attempts.
Rapid Reaction: When surprised or ambushed, a successful Agility Test allows normal action.
Weapon Training (Las, Solid Projectile, Launcher)

Hated Enemy: May be required to attempt an Ordinary (+10) Willpower Test in order to restrain from attacking without mercy when Orks are sighted.
Bred for War: Must attempt a Challenging (+0) Willpower Test in order to go against the rules and regulations of the Imperial Guard.

Trained Skills:

Common Lore (War) (Int) +10
Common Lore (Imperium) (Int)
Common Lore (Imperial Guard) (Int) +10
Linguistics (Low Gothic) (Int)
Awareness (Per)
Athletics (Str)
Navigate (Surface) (Int)
Acrobatics (Agi)
Survival (Surface) (Per)
Stealth (Agi)
Scrutiny (Per)

Basic Skills:

Acrobatics (Agi)
Charm (Fel)
Command (Fel)
Commerce (Int)
Deceive (Fel)
Dodge (Agi)
Inquiry (Fel)
Interrogation (Wil)
Intimidate (Str)
Logic (Int)
Medicae (Int)
Parry (WS)
Psyniscience (Per)
Security (Int)
Sleight of Hand (Agi)
Tech-Use (Int)

Experience:

Total/Used: 600/600

Acrobatics 100xp
Survival (Surface) 100xp
Stealth 100xp
Scrutiny 100xp
Light Sleeper 200xp

Equipment:

Weapons
Common Craftsmanship Long Las
Class: Basic
Range: 150m
RoF: S/-/-
Damage: 1d10+3 E
Penetration: 1
Clip: 40
Reload: Full
Special:
Accurate: +10 to firer's Ballistic Skill when used with an Aim Action in addition to the normal bonus grated from Aiming. When firing a single shot from a single Basic weapon with the Accurate Quality and benefitting from the Aim Action, the attack inflicts an extra 1d10 of damage for every two Degrees of Success, to a maximum of an extra 2d10.
Reliable: Only jams on an unmodified hit roll of 00.
Felling (4): When calculating damage reduce target's Unnatural Toughness Bonus by 4. Felling only reduces Unnatural Toughness, not the target's base Toughness Bonus.
Weight: 4.5kg
Two charge packs

Las Carbine
Class: Basic
Range: 75m
RoF: S/2/-
Damage: 1d10+3 E
Penetration: 0
Clip: 60
Reload: Half
Special:
Reliable: Only jams on an unmodified hit roll of 00.
Weight: 2.5kg
Two charge packs

Krak grenades: 4
Class: Thrown
Range: SB(3)x3
RoF: S/-/-
Damage: 2d10+4 X
Penetration: 6
Clip: 1
Special:
Concussive (0): Targets struck must make a Toughness Test. If failed, the target is Stunned for 1 round per Degree of Failure. If the target takes Damage greater than Strength Bonus, they are knocked Prone.
Weight: 0.5 kg (2kg total)

Smoke Grenade
Class: Thrown
Range: SB(3)x3
RoF: S/-/-
Damage: -
Penetration: -
Clip: 1
Special:
Smoke (6): When a hit is scored from a weapon with the Smoke Quality, it creats a smokescreen 6 metres in diameter. The screen lasts for 1d10+10 rounds, or less in adverse weather conditions.
Weight: 0.5 kg

Armour
Flak vest
Locations Covered: Body
AP: 3 (4 vs. Blast)
Weight: 5kg

Wargear
Chameleoline Cloak: +20 bonus to Stealth Tests. If the wearer remains stationary any Ballistic Tests to target him suffer a -30 penalty.
Magnoculars: Magnify distant objects.

Standard Wargear:
One uniform
One set of poor weather gear
One knife
One rucksack
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
One instructional handbook
One Chrono
Combat sustenance rations, four weeks' supply

Character Creation:

Characteristic Bonus: +5 BS
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill
Starting Skills: Athletics or Survival, Navigate (Surface), Common Lore (Imperial Guard, War)
Starting Talents: Lasgun Barrage or Rapid Reload, Weapon Training (Las, Solid Projectile, Launcher)
Specialist Equipment: 4 Frag grenades, Common Craftsmanship Long-las
Wound Roll: 8+1d5 1d5 ⇒ 5
Wounds: 13
Fate Roll: 1d10 ⇒ 3
Fate: 1
---

Characteristics:
Weapon Skill: 20+5 = 25
Ballistic Skill: 20+20+3+5 = 48
Strength: 20+10 = 30
Toughness: 20+10 = 30
Agility: 20+20 = 40
Intelligence:20+10 = 30
Perception: 20+15+3 = 38
Willpower: 20+15 = 35
Fellowship: 20+5 = 25

Redundant Aptitude (Ballistic Skill): Perception
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill

Skills: Common Lore (War) +10, Common Lore (Imperium), Common Lore (Imperial Guard) +10, Linguistics (Low Gothic), Awareness, Athletics, Navigate (Surface)

Talents: Hatred (Orks), Nerves of Steel, Rapid Reaction, Combat Sense, Deadeye Shot, Lasgun Barrage, Weapon Training (Las, Solid Projectile, Launcher)

Experience:
Acrobatics 100xp
Survival (Surface) 100xp
Stealth 100xp
Scrutiny 100xp
Light Sleeper 200xp