Konrad

Cpl Konrad, Heavy Gunner of the 31st Royal Sevendar Grenadiers

Konrad's character's advances:

Talent: Bombardier (Regimental)
Talent: Tank Hunter (Regimental)
Characteristic: Simple Ballistic Skill (+5) (250xp)
Characteristic: Intermediate Ballistic Skill (+10) (500xp)
Characteristic: Simple Toughness (+5) (100xp)
Skill: Dodge (Trained) (200xp)
Comrade Advance: Loader (Heavy Gunner) (250xp)
Comrade Advance: Stabilize (Heavy Gunner) (300xp)
Talent: Rapid Reload (600xp)

*2500 XP Class Choice* Not Made yet

TOTAL SPENT: 2200xp

XP History: 2700xp = 1600 (Starting) + 600 (Ganf Magna Landing) + 500 (Game 3 Ork Ambush)


Special Abilities

Favored Weapons: Missile Launcher, Meltagun (+10 to logistics tests for missiles, grenades, explosives or special tank ammunition)

Tank-Hunting: Due to their special training and their encyclopaedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tankkillers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles.
Demolitions Experts: The regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.
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. Finally, the foolishness of this regiment’s leaders should have a noticeable effect upon the lives of the Player Characters (hurling them needlessly into danger, deploying unwise tactics against the enemy, falling for obvious traps, mistaking enemies for allies or allies for enemies, and other such blunders) at the Game Master’s discretion.
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.

Talents

Bombardier

Tier: 3
Prerequisite: Ballistic Skill 40, Tech-Use, Weapon Training (Launcher)
Aptitudes: Offence, Tech
Due to many years of training, and an obsession that squad mates might find unnerving, the character is an expert with explosive weapons and has an uncanny control over where projectiles land. This character may make ranged attacks with weapons with the Indirect Quality targeting locations he cannot see as a Half Action instead of a Full Action as normal. 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.

Iron Jaw Talent

Tier: 1
Prerequisite: Toughness 40
Aptitudes: Toughness, Defence
The character has taken blows from Orks and given back as good as they got. The character can bounce back from most strikes without ill effects. If ever Stunned, a successful Toughness Test allows the character to ignore the effects.

Hatred (Mutants)

Tier: 2
Prerequisite: None
Specialisations: Chaos Space Marines, Daemons, Mutants, Psykers, Xenos (specific), other
Aptitudes: Weapon Skill, Social
A group, organisation, or race has wronged the character in the past, fuelling this animosity. When fighting opponents of that group in close combat, the character gains a +10 bonus to all Weapon Skill Tests made against them. The character also finds it difficult to back down from a fight with his hated foe and must make a Willpower Test to retreat or surrender when fighting them, unless massively outnumbered or outclassed.

Rapid Reload

Tier: 1
Prerequisite: None
Aptitudes: Agility, Fieldcraft
The firing ranges and weapon drill chambers are the character’s constant abode, and hours of reloading countless magazines or power cells means that he can replace them without looking and without thinking. The character halves all reload times, rounding down. Thus, a Half Action reload becomes a Free Action, a Full Action reload becomes a Half Action, and so on.

Tank Hunter

Tier: 2
Prerequisite: Ballistic Skill 40
Aptitudes: Ballistic Skill, Finesse
The character has faced enemy war machines on numerous occasions, whether the corrupted battle tanks of rebels and traitors or the strange grav vehicles of the xenos. From these experiences, the character has learned where to place his shots to inflict the most damage, targeting fuel reserves, weak points in armour, or firing slits.
Making a ranged attack against a vehicle, the character adds his Ballistic Skill Bonus to the Penetration value of his weapon.

COMRADE ADVANCES

These are Advances that may be purchased by the Heavy Gunner to enhance the abilities of his Comrade.

Heavy Gunner

LOADER
Type: Passive
Cost: 250 xp
Effect: As long as his Comrade is in Cohesion, the Heavy Gunner may use his Comrade’s Actions to reload his currently equipped weapon. These may be used in combination with the Heavy Gunner’s Actions. For example, to reload a gun that requires a Full Action to reload, the Heavy Gunner spends a Half Action Reload, and his Comrade performs a Half Action Reload, reloading the gun and leaving them both with a Half Action remaining.

STABILISE
Type: Order (Full Action)
Cost: 300 xp
Effect: The Heavy Gunner’s Comrade helps brace the weapon for firing, keeping the recoil from throwing off the Heavy Gunner’s aim. Any Semi-Auto Burst or Full-Auto Burst Actions used by the Heavy Gunner this Turn are made with a +10 modifier to the Ballistic Skill Test instead of the modifier normally bestowed by the Action. This Order can only be issued to the Comrade if he is in Cohesion with the Player Character.


Character Sheets

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License