Quinley Basdel

Thomas Locke's page

39 posts. Alias of BayouSnowman.


Full Name

Thomas Locke

Race

Storm Trooper

About Thomas Locke

Stats:

WS: 34
BS: 44
Int: 26
St: 29
Tgh: 45
Per: 33
WP: 30
FW: 27
Ag: 43

Wounds: 17
Fate: 4

History and Aptitudes:

Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Toughness.

Demeanour: Nihilist
This character embraces the emptiness that the Imperial Guard has worn in his soul. He cares little for whether he or others outside his squad live or die, overwhelmed by their insignificance in the face of an uncaring universe. An exception are some Tech-Priest, whom he has sworn to protect as Children of the Ommnissiah, for they can commune with machine spirits and are far more significant than himself or other humans.

Orphaned at an early age, no idea who is parents were, he learned to take care of himself. He saw the worst in humanity and craved order over chaos. The military offered that chance. Relishing the chain of command, he focused his mind on his body and skills, forged himself into a weapon and never backs down from a challenge. Fearless to a point of stupidity, there is not a bet he won't take or a risk that could stop him. His fascination with machines and Tech-Priest is child like to a near obsession. Not smart enough to have been chosen as a Tech-priest, he excels at weapons and physical conditioning with finesse. Toughened by his superior training and forged as a weapon by the finest teachers, he is relentless in pursuit of any objective and lives to follow orders and please his commanders like an obedient dog. His appearance is above average, though he often thinks higher of himself, always a five'o clock shadow he barely keeps to grooming standards, seeing little point in it. He bathes regularly, but only when it serves a purpose. A seasoned veteran, he speaks his mind and cares little for the consequence or friends he makes or loses.

Skills:

Awareness
Acrobatics
Common Lore [War, Imperium, Imp. Guard, Law, Gothic, Tech]
Dodge
Intimidate
Linguistics (Low Gothic)
Scholastic Lore (Tactica Imperialis)
Stealth
Tech-Use

Talents::

Quick Draw
Takedown
Weapon Training (Las).
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)

Equipment:

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: Good Craftsmanship hot-shot lasgun
Hot-shot Lasgun Basic 60m S/3/– 1d10+4 E 7 30 2 Full — 6kg Rare
Backpack Ammo.

Storm trooper carapace armour.

XP Spent:
AG Simple 100, BS Simple 100, 100 Acrobatics Skill

Battle Rolls:

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

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