Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness, Social. Skills: Survival, Common Lore (Imperial Guard, War, Ecclesiarchy, (Imperial Creed), Scholastic Lore (Beasts), Intimidate, Linguistics (Low Gothic), Operate (Surface), Navigate (Surface), Dodge, Deceive Talents: Iron Jaw, Weapon Training (Solid Projectile, Low-Tech, Heavy, Launchers), Sprint, Peer (Meridian citizens). Equipment: Weapons: Common Craftsmanship missile launcher with 2 Frag Missiles, Autogun and 2 magazines [20/30, 30/30], stub automatic and 2 clips, 2 frag grenades, knife Armor: flak vest and flak helmet Other: uniform, set of poor weather gear, rucksack, set of basic tools, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, set of cognomen tags, instructional handbook, combat sustenance rations, 11 days supply
One With the Land: Agri-world characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops. Blind to the Horror: Agri-world characters suffer a –10 penalty to Scrutiny when using it to Oppose the Deceive Skill. Additionally, the first time an Agri-world character gains Insanity Points, he gains twice the normal amount instead. Local PDF: Meridian gain +10 bonus to Navigation and Survival Test made on the Homeworld
Dodge – 200 xp +5 Fel – 100xp + 5 T – 100xp Deceive – 100 xp Comrade Advance (Loader) – 250xp --- 50xp
Имя: Сервус Фамилия: Викториан Возраст: 27 Рост: 197см Вес: 99кг Полк: 18й Имерийский Полк Специальных Операций Карьера: Weapon Specialist WS 25+13 = 38 BS 23+19 = 42 St 20+18 = 38 Tg 23+17 = 40 Ag 20+14 = 34 Int 20+11 = 31 Per 20+9 = 29 WP 23+9 = 32 Fel 20+7 = 27 Wounds: 13/13 Fate Points: 2/2 Fatigue: 0/7 Corruption: 0 Insanity: 0
Weapons:
Unarmed | Melee | — | Damage: 1d5I-3 | Pen: 0 | A successful hit that inflicts Damage equal to or greater than the target’s Toughness Bonus also inflicts one level of Fatigue, -20 WS to Attack or Parry armed foes
Lascarbine | Basic | Range: 75m | S/2/- | Damage: 1d10+3E | Pen: 0 | Clip: 60 | Reload: Half | Weight: 2.5kg | Reliable, Variable, Only imposes a -10 to fire with one hand
Variable: Overcharge mode: +1 Damage, but using two shots worth of ammunition per shot fired. Overload mode: +2 Damage, +2 Penetration. In this case, the weapon uses four shots of ammunition per shot fired, loses Reliable, and gains Unreliable.
Rucksack, Set of basic tools, Mess kit, Water canteen, Blanket and sleep bag, Rechargeable lamp pack, Grooming kit, Set of cognomen tags, Instructional handbook
Combat sustenance rations запасом на 12 дней (14 СПН)
Grapnel
Clip/drop harness
Drugs and Consumables:
Experience: Total EXP: 800Exp Free EXP: 0Exp
Starting Skills: Common Lore (Imperial Guard)+10, Common Lore (War)+10, Tech-Use, Athletics, Navigate (Surface) Starting Talents: Hatred (Mutants), Bombardier, Lasgun Barrage, Weapon Training (Las), Weapon Training (Launcher), Weapon Training (Low-Tech)
Traits: Blessed Ignorance Their wise blindness imposes a –5 penalty on all Forbidden Lore (Int) Tests.
Kill the Mutant All Imperial world characters start with Hatred (Mutants).
Covert Strike Members of this regiment gain a +10 bonus to all Logistics Tests made to acquire chameleoline cloaks or armour, clip/drop harnesses, rebreathers, survival suits, auspex/scanners, demolitions charges, grav chutes, multikeys, multicompasses, stummers, static generators, and any other such equipment designed for stealth and infiltration. The Logistics bonus also covers the following stealth weapons: needle rifles, needle pistols, and sniper rifles, as well as the Silencer and Tox Dispenser upgrades.
Limited Numbers When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.
Лазкарабин Имерийский Паттерн M5 High Impact: Apply a +2 modifier to the weapon’s Damage when it is fired with the benefit of an Aim Action. Exceptional Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this weapon gain a +20 bonus in addition to any other modifiers. Delicate: Whenever this weapon Jams, roll 1d10. On a result of 1, the weapon’s internal mechanisms seize up or snap, and it must be repaired with a Hard (–20) Tech-Use Test that requires at least several minutes before it can be fired again.
Триплекс Лазган Имерийский Паттерн L14 Piercing: This weapon gains the Felling (2) Quality when fired at a target within Short Range. If it already has the Felling (X) Quality, increase the value of X by 2 when this happens. Crippling Munitions: This weapon gains the Crippling (2) Quality. If it has the Crippling (X) Quality already, increase the value of X by 1. Exceptional Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this weapon gain a +20 bonus in addition to any other modifiers. Fixed Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this item suffer an additional –10 penalty. Rare Model: Logistics Tests to acquire this weapon outside of its place of manufacture suffer a –20 penalty in addition to any other modifiers.
Лазпистолет Имерийский Паттерн L11 Incredibly Lethal: This weapon gains the Accurate Quality. If it has the Inaccurate Quality, it loses it instead. If it already has the Accurate Quality, it gains the Proven (2) Quality. Exceptional Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this weapon gain a +20 bonus in addition to any other modifiers. Delicate: Whenever this weapon Jams, roll 1d10. On a result of 1, the weapon’s internal mechanisms seize up or snap, and it must be repaired with a Hard (–20) Tech-Use Test that requires at least several minutes before it can be fired again.
Мульти-лазер Имерийский Паттерн N60 Venerable Design: This weapon gains the Proven (2) Quality. If it has the Proven (X) Quality already, increase the value of X by 1. Exceptional Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this weapon gain a +20 bonus in addition to any other modifiers. Rare Model: Logistics Tests to acquire this weapon outside of its place of manufacture suffer a –20 penalty in addition to any other modifiers. Delicate: Whenever this weapon Jams, roll 1d10. On a result of 1, the weapon’s internal mechanisms seize up or snap, and it must be repaired with a Hard (–20) Tech-Use Test that requires at least several minutes before it can be fired again.
Favoured Special Weapon: Triplex Pattern Lasgun Favoured Heavy Weapon: Multi-Laser
Auxiliary grenade launcher weapon upgrade Additional krak grenade Additional frag grenade Suit of light carapace armour Deadspace earpiece Synskin Set of preysense goggles Uniform Set of poor weather gear Knife Rucksack or sling bag Set of basic tools Mess kit and one water canteen Blanket and one sleep bag Rechargeable lamp pack Grooming kit Set of cognomen tags or equivalent identification Primer or instructional handbook Combat sustenance rations, two weeks’ supply Grapnel 5p Clip/drop harness 5p Lascarbine (Main weapon) and 2 charge packs 5p Red-dot laser sight 10p Laspistol and 2 charge packs as a sidearm 5p 2 grenade launchers per Squad
Imperial World Cost: 1 point. Characteristic Modifiers: +3 to Willpower and +3 to any one other Characteristic. Skills: All Imperial world characters start with Common Lore (Imperial Creed), Common Lore (Imperium), and Linguistics (Low Gothic). Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a –5 penalty on all Forbidden Lore (Int) Tests. Kill the Mutant: The general citizens of the Imperium are trained from birth to fear mutation, for it heralds the taint of Chaos. All Imperial world characters start with Hatred (Mutants). Starting Wounds: Imperial world characters generate their starting wounds normally.
Phlegmatic Cost: 1 points Starting Skills: Common Lore (Imperial Guard), Common Lore (War)
Grenadiers Cost: 4 points Characteristics: +3 Ballistic Skill, +3 Toughness, –3 Perception. Starting Skills: Tech-Use Starting Talents: Bombardier Standard Kit: 1 auxiliary grenade launcher weapon upgrade per Player Character, 1 additional krak and frag grenade per Player Character, 1 suit of light carapace armour per Player Character, 1 deadspace earpiece per Player Character, 2 grenade launchers per Squad.
Covert Strike Cost: 5 Standard Regimental Kit: 1 suit of synskin per Player Character, 1 set of preysense goggles per Player Character. Special: Members of this regiment gain a +10 bonus to all Logistics Tests made to acquire chameleoline cloaks or armour, clip/drop harnesses, rebreathers, survival suits, auspex/scanners, demolitions charges, grav chutes, multikeys, multicompasses, stummers, static generators, and any other such equipment designed for stealth and infiltration. The Logistics bonus also covers the following stealth weapons: needle rifles, needle pistols, and sniper rifles, as well as the Silencer and Tox Dispenser upgrades.
Iron Discipline Cost: 3 points Starting Aptitude: Willpower
The Few Regiment Points: 5 Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.
Имя: Ширали аль-Тарики ибн Усеркаф Возраст: ?? Рост: 1??см Вес: ??кг Полк: 30й полк Талларнских Пустынных Рейдеров Карьера: Водитель WS 20+16 = 36 BS 20+17 = 37 St 20+17 = 37 Tg 20+10 = 30 Ag 28+9 = 37 Int 20+10 = 30 Per 23+11 = 34 WP 20+17 = 37 Fel 20+8 = 28 Wounds: 9/9 Fate Points: 1/1 Fatigue: 0/6 Порча: 0 Безумие: 0
Вооружение:
Безоружные атак | Melee | — | Damage: 1d5I-3 | Pen: 0 | A successful hit that inflicts Damage equal to or greater than the target’s Toughness Bonus also inflicts one level of Fatigue, -20 WS to Attack or Parry armed foes
Variable: Overcharge mode: +1 Damage, but using two shots worth of ammunition per shot fired. Overload mode: +2 Damage, +2 Penetration. In this case, the weapon uses four shots of ammunition per shot fired, loses Reliable, and gains Unreliable.
Боекомплект:
Батареи для лазгана: 4
Взрывчатка:
Фраг гранаты: 3
Дымовые гранаты: 2
Броня и одежда:
Флак жилет
Флак шлем
Вокс-бусина
Униформа
Комплект одежды для плохой погоды
Снаряжение:
Рюкзак, Набор простых инструментов, Комплект столовых принадлежностей, Фляга, Одеяло и спальный мешок, Перезарежаемый фонарь, Набор гигиенических принадлежностей, Солдатские жетоны, "Памятка имперского гвардейца для поднятия боевого духа"
Боевые пайки (Запас на 4 недели)
Ауспик/сканер
Комби-инструмент
Инфопланшет
Лазерный резак
Магнокль
Аугметика:
Блок мыслеуправления среднего качества
Расходники:
Опыт: Всего EXP: 800Exp Свободная EXP: 50Exp
Стартовые Умения: Навигация (Наземная)+10, Выживание, Управление (Наземная техника), Технология Стартовые Таланты: Меткий выстрел, Дальновидность, Спринт, Ритуал освобождения, Владение оружием (Лазерное, Низкотехнологичное)
Aptitudes: Дальний бой, Ловкость, Восприятие, Товарищество, Полевые навыки, Интеллект, Техника
Traits: Неграмотные Хотя талларнцы умеют говорить на низком готике, в их переполненных насилием жизнях сложно было выкроить время, чтобы научится читать или писать на общеимперском языке. Поэтому они не получают умения «Язык (Низкий готик)» при создании персонажа, но способны говорить на нѐм до тех пор, пока это не требует тестов умения.
Партизанская война Давным-давно народ Талларна в совершенстве овладел тактикой «ударил-отступил». После успешной атаки по врагу, захваченному внезапностью или беззаботному по каким-либо другим причинам, персонаж-талларнец немедленно получает бонусное частичное действие, которое он может потратить только на действие с подтипом «передвижение».
Недоверие к чужакам Талларнцы склонны не верить никому, кроме самих себя и своих товарищей, а ограничения и условности более цивилизованного общества их только раздражают. Они получают штраф -10 на все социальные тесты в официальной обстановке, а также накладывают штраф -10 на все социальные тесты, предпринятые к ним не-талларнцами. По решению ведущего, эти штрафы могут быть сняты, когда персонажи имеют дело с тем, кто заслужил их доверие.
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Раны
ОС
Родной мир: Талларн Специализация: гвардеец-водитель
Specialist Equipment: Common Craftsmanship ripper gun, 1d5 frag grenades. Ripper gun 30 m s/-/6 d10+8 I pen 0, scatter, clip 48, reload 2full Warhammer melee d10+2 I pen 1 primitive 8 Armor: flak vest and flak helmet Other: uniform, set of poor weather gear, rucksack, set of basic tools, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, set of cognomen tags, instructional handbook, combat sustenance rations, two weeks’ supply
Characteristic Modifiers: +3 to any two of the following Characteristics—Fellowship, Strength, Toughness. Skills: All agri-world characters start with Linguistics (Low Gothic), Operate (Surface), and Scholastic Lore (Beasts). One With the Land: Agri-world characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated. They also gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops. Blind to the Horror: Agri-world characters suffer a –10 penalty to Scrutiny when using it to Oppose the Deceive Skill. Additionally, the first time an Agri-world character gains Insanity Points, he gains twice the normal amount instead. Local PDF: Meridian gain +10 bonus to Navigation and Survival Test made on the Homeworld
Exp: S +10 350 T +10 350 WS +5 100
Йеремия, WS 49 BS 49 S 42 T 42 Ag 48 Int 44 Per 44 WP 59 Fel 57 W: 17/30, И: 3/6 Мк IV "Максимус" (-1 все), камоклоак, цепной меч, болтер, болт-пистолет, х30 болтов
Кион, WS 56 BS 39 S 53 T 50 Ag 57 Int 41 Per 44 WP 41 Fel 37 W: 23/30, И: 3/6 Мк IV "Максимус" (все -1), Цепной меч, болтер, болт-пистолет, 60 болтов
Каранка, WS 54 BS 45 S 54 T 52 Ag 60 Int 43 Per 46 WP 44 Fel 38 W: 28/30, И:4/6 Мк IV "Максимус" (-2 АР в правой ноге, все -1), камелиолиновая накидка, болт-пистолет, "Сталкер" - мастеркрафт, х60 болтов "Сталкер", х60 болтов, 5 ножей - мастеркрафт.
Зартан, WS 49 BS 54 S 51 T 51 Ag 39 Int 52 Per 40 WP 47 Fel 34 W: 16/30, И:4/8 Мк III "Железный" (все -1, кроме шлема), нож, плазменная винтовка+1 магазин, болтер, х30 болтов, набор инструментов