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by James Baye
 
by James Baye
  
==='''Backgrond'''===
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=='''Rogue Sqaut'''==
The common Squat is a short stocky fellows who lust for
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cost 95 creds
treasure and drink is surpaced only by his stubburn pride.
 
Most Squats live out there entire lives without ever setting
 
foot in a spire. However every now a then a Squat enter into
 
a self-imposed exile within the Spires. Some fome gangs and
 
claim a piece of the Hive as there own. Others wonder from
 
battle to battle joining gangs in exchange for creds and
 
promise of battle and honourable death.
 
  
'''Recruiting a Rogue Squat Heavy'''
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M WS BS S T W  I  A Ld  (exp.)
Both Squat muslce and fire power are well sort after and any
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4  3  4 3 4 1  2  1 8  (60+D6)
gang may hire a Sqaut Rogue to the max of 1 per gang. Its
 
95 creds to hire into the gang. Add this to weapon value to get
 
total character value and addition to gang rating.
 
  
'''Squat Heavy Profile'''
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=='''Background'''==
                                                                 
 
Squats are know for both their strength and engineering
 
prowess and receive special advances to reflect this. 
 
  
M WS BS S T W I A Ld                             
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Squats have been know to go freelance from time to time, but never seem to get taken seriously by other races. Unless ofcourse their packing heavy bolter. If you hive has a squat presence then you might want to consider this guy as an addition to you campagns.
4  3  4 3 3 2 2 1  9
 
  
'''Weapons'''
 
  
Squat heavys are armed with the following weapons:
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'''Weapons:''' Randomize as you see fit: 1 H2H weapon, 1 Pistol, and one Heavy weapon
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*Heavy weapon adjustment - Add up weapon costs divide by 5 and add result to hiring fee (You might want to double check this, cant remember what I had in mind).
  
*An axe/sword or club
 
*Autopistol or Laspistol
 
*One Heavy weapon
 
*Auto Repairer
 
  
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'''Advances :''' Your call. Suggested D3 advances (on a appropriate table).
  
'''Special Rules'''
 
  
'''Stubborn:''' True to there nature Squats are extremely stubborn and would rather stand and fight that take cover any day. A Squat Heavy may always test to escape pinning whether there is a friendly model within 2' or not.
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=='''Special'''==
  
'''Not Encumbered:''' Having a naturally stocky build they are ideal for carrying heavy weapons and equipment and as a result they are not encumbered by heavy weapons and do not suffer the -1WS penalty for having them. Move or fire weapons are still move or fire.
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'''Stubborn:''' May always test to escape pinning whether their is a friendly in 2” or not,
  
'''Hatred:''' Squats suffer hatred for all greenskins and all Hatred rules apply (Just in case your Spire happens to have an Ork/Goblin problem)
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'''Not Encumbered:''' Due to their stocky build sqaut heavies are not encumbered by heavy weapons and do not suffer the -1WS for carrying them. Move or fire weapons are still move or fire.
  
 
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'''Hatred (optional):''' If you got Sqauts then you might have orks. If this is the case then our heavy little hero suffers hatred for all of the Ork and Grotz.
'''Advances'''
 
                                                           
 
After hiring you make an 3 addition roles on the Rogue Squat     
 
Heavy Chart. You may not increase any characteristic more than +2
 
If the same skill is rolled twice then re-roll to get another.
 
 
 
Sqaut Heavy Advance Chart
 
 
 
'''1 -''' +1 Weapon Skill
 
 
 
'''2 -''' +1 Attack
 
 
 
'''3 -''' Roll a a further D6:
 
1-3 +1 Strength
 
4-6 +1 Toughness
 
 
 
'''4-6''' Roll a further D6:
 
1 - Bersek Charge (Ferocity Skill)
 
2 - True Grit (Ferocity Skill)
 
3 - Armouer (Techno Skill)
 
4 - Combat Master (Combat Skill)
 
5 - +1 W (3 maximum)
 
6 - Weaponsmith (Techno Skill)
 

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