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====Ex-Imperial Guard Veteran==== 0-1<br> Credits: 55<br> Starting Experience: 30+d6 <br> Faction: Freelancer. Crew, Rare 8 <br> Skills: Shooting, Combat, Stealth, (roll a d3: 1 Muscle, 2 Ferocity, 3 Techno)<br> Equipment: Melee, Pistol, Basic, Grenades and Shells. Flak, Mesh. M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7 ''Special''<br> '''Experienced''': The veteran has seen a good amount of combat in his time, and thus he starts off with two free rolls on the advancement table. However, not all of that experience has been good: to see what lingering effects he has from his service, roll a d6 1-3: War wounds: the veteran has suffered a serious injury. To determine the extent of his injury, roll on the injury chart, re-rolling “Dead,” and any result above a 45. 4: Withdrawn: Although he has no physical scars, the psychic scars are deep enough to make him avoid human contact. The veteran may not search for rare trade. 5: Deserter: Change the veteran’s faction from freelancer to outlaw. In addition, if the veteran comes in contact with a commissar, if the commissar passes a leadership test he recognizes the deserter and turns hostile. 6: Deathwish: Although he never shares it with anyone, some part of his past must be so horrible that some part of him just wants to die. Sometimes, in the stress of combat, this manifests itself into recklessness. No more than once per episode, the GM can force the veteran to take a leadership test. If the test fails, the GM can move the veteran for the turn. ''Advances'' '''Small Unit Tactics''': All models within coherency (that is, within 2,” or within 2” of someone within 2” etc.) with the veteran can use his leadership for all tests on that characteristic. In addition, if the veteran is “walking point”—that is, he is the first man in the group—any model within coherency can interrupt an over watch shot fired at the squad. If a model chooses to interrupt, that counts as his turn. '''Radio Man''': The veteran had some experience on the vox in the core. Thus, he knows a couple of tricks to make sure the message gets through clearly. Add +2 to all comms checks. '''Advanced Weapons Training''': The veteran can now take special or heavy weapons.
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