Gunner

The Real Weapon's page

11 posts. Alias of Thatzgaming.


Full Name

Petyr Chenkov

Race

Human

Classes/Levels

Weapon Specialist, Vantanian 16th Saboteur Corps

Gender

Petyr Chenkov, Male

Age

30

Special Abilities

Left-handed

About The Real Weapon

General stats:

Wounds=12

Starting Aptitudes=Agility, Ballistic skill, Fellowship, Fieldcraft, Finesse, Weapon skill.

Movement= Half Move 4; Full Move 8; Charge 12; Run 24.

Experience= 50/600

Comrade:

Name=Thomas Belov
Demeanour=Numb

Characteristics:

WS=33 33
BS=56 38+5+3+5+5
S=30
T=41 35+6
AG=42 39+3
INT=31 29+2
PER=25 28-3
WP=37
FEL=32
Fate=1

Skills:

Survival
Navigate (surface)
Common Lore (imperial Guard, War, Tech)
Awareness
Command
Linguistics (low gothic)
Security
Trade (Technomat)
Tech-use

Talents:

Weapon training (Las, Launcher, plasma)
Lasgun Barrage:Las weapons on full or semi-auto may score one additional Degree of Success if no Move Action is taken.
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
Heightened Senses (Hearing):+10 to any Tests specifically involving hearing.
Resistance (Heat):+10 when making Tests to resist Heat.
Technical Knock: Un-jam any gun as a Half Action.
Double Team: Gain additional +10 for outnumbering opponent.
Quick Draw: Draw weapon as Free Action.

Saboteur Corps Specials:

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.

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 Shotgun
--> R: 30m RoF: S/-/– Dam: 1d10+4 I, Pen: 0, Clip: 8, Rld: 2 Full, Special: Scatter
1 Compact lascarbine with four charge packs
--> R:75m, RoF: S/2/-, Dam: 1d10+3 E, Pen: 0, Rld: 1/2, Clip: 60
-->1 auxiliary grenade launcher attachment
----> R:60m, RoF: S/–/–, Clip: 6, RLD: 2 Full
1 laspistol (sidearm) and two charge packs
1 grenade launcher with two clips
--> 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:

Ballistic Skill-Simple (100xp)
Ballistic Skill-Intermediate (250xp)
Quick Draw (200xp)