Akron Erix

Sam "Heavy" Jankins's page

134 posts. Alias of Swordwhale.


Full Name

Sam Jankins

Classes/Levels

Heavy Gunner

Status:
HP:13/15, FP: 4/4, Pack Load: 36/60, Laspacks (Basic) 8/8, (Pistol) 4/4, Frag-Missiles 7/7, Exterminator 1/1, Grenades: Frag 3/3, Flash 3/3, Smoke 2/2

Gender

Male

Size

1,98

Age

26

Deity

The Emperor of Mankind

Languages

Low Gothic

About Sam "Heavy" Jankins

Characteristics
Weapon Skill: 27
Ballistic Skill: 46
Strength: 35
Toughness: 50
Agility: 33
Intelligence: 25
Perception: 32
Willpower: 34
Fellowship: 30

Movement: 3|6|9|18
Demeanours: Boisterous

Wounds: Max: 15 ||| Current 15
Fate Points: Max: 4 ||| Current 4

History:

Sam enlisted early, like the rest of his family and was quickly recruited. His instructors realized his endurance quickly and send him to heavy weapon training where he quickly excelled.
His dark humor and his ability to swear in such a way that everyone feels better afterwards. Only when he starts his PE sessions, those around him quickly found other things to do and tries to hide from their big fellow.

He is well known in the regiment for the quick appliance of carefully aimed rocket fire to tanks and his ability to keep up with everyone without breaking a sweat.
He was wounded several times from shrapnel fire and close-shave energy fire, but he always found the time to fire back and retaliate with force before passing out.
Every time new recruits come to the regiment he increases his salary by betting with recruits that he will endure several beatings to the unarmored chest with iron clubs without a curse - winning most of the times.

Appearance:

Heavy is a huge man with defined muscels, shoulders like a small ogryn and is even heavier than he looks due to "thick bones". He wears a extreme short soldier cut and tries his best to fight back his rapid growing beard.
He has enormous lungs and can easily over shout a las-gun barrage.
Despite him being the heavy weapon specialist of the team, he manages to keep up with the others due to his enormous endurance.

Aptitudes:

Ballistic Skill, Defense, Offense, Fellowship, Perception, Toughness

Comrade:

Name: Private Zora Kresta
Demeanor: Steely Gaze
.. Especially known to throw this gaze at Heavy after he offered a new exquisite curse.
Zora is broadly build as many female from Teutonia but not bad to look at - not at all if you ask Sam.
He really took a liking of her, and her ability to carry nearly as much as himself, speaks for herself in his opinion.
He drilled her into quickly reloading his rocket launcher so that they together can keep up a near-steady stream of rocket-fire if necessary.

Special Orders:
..Loader (Use Comrade actions to help reload weapon)

Generic Orders:
..Move
..Ranged Volley (+5BS, com half action)
..Close Quarters (Ganging up Bonus in melee)
..Take Cover (Comrade cover +3)

Talents:

Hatred [Heretics, Rivaling Regiment]
Enemy [Rivaling Enemy]
Iron Jaw (Test Toughness to not get stunned)
Die Hard (Roll twice to not die from blood loss)
Tank Hunter (BS-Bonus to Pen vs. vehicles)
Nerves of Steel (Re-Rolled failed Pinning tests, +10 vs Intimidate)
Sprint (Full Move Action + Ag-B meters, double run distance for one round, gain fatigue if used sequentially)

Weapon Training:
Laser
Low-Tech
Heavy
Launchers

Skills:

TRAINED:
Athletics (St)
Awareness (Per)
Common Lore [War, Imperium, Imperial Guard, Tech] (In)
Intimidate (St)
Tech-Use (In)

Equipment:

Regiment is well provisioned. Additional Equipment is already added.
Standard Issue:
- Main Weapon: M36 Lasgun (Base, 100, S,3,-, 1d10+3 E, Pen 0, 60, Full, Reliable, 4kg)
... Melee Attachment: Bayonet (Melee, 1d10 R, Pen 0, Primitive(8))
... Exterminator (10m; S,-,-; 1d10 + 4 E, Pen 2, Flame, Spray, one-shot)
... 8 charge packs

- Side Arm: Laspistol (Pistol, )
... 4 Charge Packs

- Grenades:
... 3*Fragment (Thrown SBx3, 2d10 X, Pen 0, Blast (3), 0,5 kg)
... 3*Photon Flash (Thrown SBx3, Blast(10), Agi(+10 test or get blinded for DoF-rounds)
... 2*Smoke Grenade

- Good Craftsmanship Imperial Guard Flak Armor (4AP all, 5vs Blast Damage, +1AP against first damage each round)

- Gear:
.. Micro-Bead
.. Respirator
.. Entrenching Tool
.. 4 Empty Sandbags
.. 1 set of Uniform, 1 set of poor weather gear
.. knife
.. Rucksack
.. basic tool set
.. mess kit + water canteen
.. blanket + sleeping bag
.. rechargeable lamp pack
.. grooming kit
.. id tags
.. instructor handbook
.. two week ration packs + 2 additional week rations

Specialist Equipment:
Missile Launcher (Heavy, 300m, S--, full, 35kg)
.. 5+2 Frag Missiles (2d10+2 X, Pen 2, Blast(5), 0,5kg)

XP usage:

Comrade Enhancing:
.. Loader 250

Characteristics:
BS - Basic 250
T - Basic 100

Skills:
Awareness - 200

Total spend: 800
Remaining: 0

Battle Reference:

Bracing a Heavy Weapon:
..Half Action to brace the weapon. Remains braced until moved. Shoot without bracing is @-30BS.

Aim:
..Half/Full action. Next action must be an attack or lost. Dodge/parry also removes the noni.
..Half action aim: +10BS
..Full Action Aim: +20BS

Called Shot:
..Declare Hit location. Make BS test @-20. No +10 for standard attack.

Attack types:
..Single Attack: Half Action, BS @+10
..Semi-Auto: Half-Action, BS @+-0, every 2DoS additional hit until semi-auto rate
..Full-Auto: Half-Action, BS @-10, every DoS additional hit until full-auto fire rate

Lasgun Fire Modes:
..Normal Mode: as given in profile, 1 load per shot
..Overload: +1 DMG, 2 loads per shot
..Overcharge: +2 DMG, +2 Pen, Unreliable (91+ jams), 4 loads per shot

Suppressive Fire:
..Full Action
..Weapon with Semi-/Full-auto fire only
..Declare kill zone within the 45 degree angle of view
..BS@-20 if anything was hit, every 2 DoS an additional hit
....GM decides randomly which enemy was hit
..Targets in the kill zone must make a pinning test
...@Semi-Auto Fire: Pinning test @-10
...@Full-Auto Fire: Pinning test @-20

Overwatch:
..Declare kill zone within the 45 degree angle of view
..Specify attack type (single, semi, full)
..Specify a trigger for the attack to happen
..Targets in the kill zone must make a pinning test
..Any other action before the activation ends the overwatch (like dodge)

Ready Item:
..Half Action to ready the item (draw a weapon/grenade, apply stim, ...)

Weapon Jam:
..Auto-Miss
..Single Shot: 96-100 roll
..Semi-Auto: 94-100 roll
..Full-Auto: 94-100 roll
..Suppression Fire: 94-100 roll

Clear Jammed Weapon:
..Full Action, must reload weapon, loosing all loaded ammo
..BS test +-0, may repeated next round if failed

Tactical Advance:
..Full Action
..Start and End point must provide cover
..Up to full move distance
..Considered in the cover left for the entire movement

Battle Circumstances:
..Shooting into Melee: -20BS
..Point-Blank Range: <=2m, BS+30
..Short Range: <1/2 Weapon Range, BS+10
..Long Range: >2xWeapon Range BS-10
..Extreme Range: >3xWeapon Range BS-30
..Fatigued: ALL tests -10
..Fog/Smoke/Shadow/Mist: -20BS, Concealment +10
..Darkness: -20WS, -30BS, Concealment +20
..Prone Target: +10WS, -10BS (unless @point-blank)
....Being Prone: -10WS, -20 Dodge/Parry
..Stunned Target: +20BS/WS
..Unaware Target: (e.g. Surprise round) +30BS/WS
..Helpless Target: (sleeping, unconscious) WS auto succeed, roll damage twice
..Harsh Weather/Unnatural Conditions: All WS/BS -20

Being Pinned:
..only half action per turn
..engaged in melee escapes pinning automatically
..BS tests @-20
..if in cover towards the attacker: May not leave it
..if not: Must head towards cover in the next round
..if no cover in reach: Must move away from the attacker
..at the end of the turn: Retest Pinning +-0
....if in cover not shot since the last round: Pinning +30

Injuries&Healing:
..Lightly Damaged: Dmg < 2xT-Bonus
....Heal 1/day
....Heal T-Bonus on full day of bed rest
..Heavily Damaged: Wound Cap > Dmg > 2xT-Bonus
....Heal 1/day of complete rest until lightly damaged again
..Critically Wounded: > 1 critical damage
....T-Test +-0 per full day of rest to heal 1 critical dmg