Difference between revisions of "Mort Dakkar"

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(Talents)
(Talents)
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=== Talents ===
 
=== Talents ===
 
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Berserk Charge
+
Berserk Charge                     bonus to WS skill tests from Charge is increased by 10
Blind Fighting
+
Blind Fighting                     halve melee penalties from obscured vision
Deadeye Shot
+
Deadeye Shot                       ranged Called Shot penalty is reduced by 10
Die Hard
+
Die Hard                           reroll failed tests vs Blood Loss
Fierce Loyalty
+
Fierce Loyalty                     if Comrade is not in Cohesion, or within 10m of another PC and engaged in melee (until Comrade is safe or dead); Frenzy, +10 Str, +10 Tgh
Resistance: Fear
+
Resistance                         (Fear) +10 tests vs subject
Sprint
+
Sprint                             +AgiB to Full Move, 1 Fatigue if used two consecutive turns; double Run movement
Technical Knock
+
Technical Knock                     once per round; Half action Unjam
Unshakeable Faith
+
Unshakeable Faith                   reroll failed Wil tests vs Fear
Weapon Training(Heavy, Solid Projectile)
+
Weapon Training                     (Heavy, Solid Projectile) negate -20 penalty for use
 
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Revision as of 18:39, 27 July 2017

Mort Dakkar, Ogryn

Characteristics

                Base Mod Eq Ttl  CB ==Advances==
Weapon Skill    43   --  --  43  04 [ ][ ][ ][ ]   Wounds       27
Ballistic Skill 20   --  --  20  02 [ ][ ][ ][ ]   Fate          2
Strength        50   --  --  50  05 [ ][ ][ ][ ]   
Toughness       40   --  --  40  04 [ ][ ][ ][ ]   Insanity      0
Agility         20   --  --  20  02 [ ][ ][ ][ ]   Corruption    0
Intelligence    20   --  --  20  02 [ ][ ][ ][ ]   Carry  Lift  Push
Perception      35   --  --  35  03 [ ][ ][ ][ ]   67kg   134kg 268kg
Willpower       30   --  --  30  03 [ ][ ][ ][ ]   Walk  Full  Charge  Run
Fellowship      20   --  --  20  02 [ ][ ][ ][ ]   2     4     6       12

Skills

                                    +00+10+20+30
(AGI,GEN)Acrobatics                 [ ][ ][ ][ ]
(STR,GEN)Athletics                  [ ][ ][ ][ ]
(PER,FLD)Awareness                  [ ][ ][ ][ ]
(FEL,SOC)Charm                      [ ][ ][ ][ ]
(FEL,LDR)Command                    [ ][ ][ ][ ]
(INT,KNW)Commerce                   [ ][ ][ ][ ]
(FEL,SOC)Deceive                    [ ][ ][ ][ ]
(AGI,DEF)Dodge                      [ ][ ][ ][ ]
(FEL,SOC)Inquiry                    [ ][ ][ ][ ]
(WIL,SOC)Interrogation              [ ][ ][ ][ ]
(STR,SOC)Intimidate                 [ ][ ][ ][ ]
(INT,GEN)Linguistics*
- High Gothic                       [X][ ][ ][ ]
- Low Gothic                        [X][ ][ ][ ]
(INT,KNW)Logic                      [ ][ ][ ][ ]
(INT,KNW)Lore, Common*
- Imperial Guard                    [X][ ][ ][ ]
- Imperium                          [X][ ][ ][ ]
- War                               [X][ ][ ][ ]
(INT,KNW)Lore, Forbidden*
(INT,KNW)Lore, Scholastic*
- Tactica Imperialis                [X][ ][ ][ ]
(INT,FLD)Medicae                    [ ][ ][ ][ ]
(INT,FLD)Navigate*
- Surface                           [X][ ][ ][ ]
(AGI,FLD)Operate*
(W S,DEF)Parry                      [ ][ ][ ][ ]
(PER,PSY)Psyniscience               [ ][ ][ ][ ]
(PER,GEN)Scrutiny                   [ ][ ][ ][ ]
(INT,TCH)Security                   [X][ ][ ][ ]
(AGI,FLD)Sleight of Hand            [ ][ ][ ][ ]
(AGI,FLD)Stealth                    [X][ ][ ][ ]
(PER,FLD)Survival                   [X][ ][ ][ ]
(INT,TCH)Tech-Use                   [X][ ][ ][ ]
(INT,GEN)Trade*
- Technomat                         [X][ ][ ][ ]

Talents

Berserk Charge                      bonus to WS skill tests from Charge is increased by 10
Blind Fighting                      halve melee penalties from obscured vision
Deadeye Shot                        ranged Called Shot penalty is reduced by 10
Die Hard                            reroll failed tests vs Blood Loss
Fierce Loyalty                      if Comrade is not in Cohesion, or within 10m of another PC and engaged in melee (until Comrade is safe or dead); Frenzy, +10 Str, +10 Tgh
Resistance                          (Fear) +10 tests vs subject
Sprint                              +AgiB to Full Move, 1 Fatigue if used two consecutive turns; double Run movement 
Technical Knock                     once per round; Half action Unjam
Unshakeable Faith                   reroll failed Wil tests vs Fear
Weapon Training                     (Heavy, Solid Projectile) negate -20 penalty for use

Traits

Auto-Stabilised
But It Dark in Dere!
Clumsy
Size (Hulking)
Sturdy
Unnatural Characteristic (Strength +2, Unnatural Toughness +2)

Special

Infiltrator: may roll Stealth at –10 penalty to let another character within 10 metres use their Agility characteristic
Sapper: +10 bonus to Tech-Use and Trade (Technomat) Tests to construct or disassemble a structure
Condemned: –20 all Fellowship-based Tests vs other Imperial Guard regiments, commanding officers, Departmento Munitorum, other officials aware of their reputation

Aptitudes

Ballistic Skill
Weapon Skill
Strength
Toughness
Willpower
Defence
Offence

Wargear

Specialist Kit
1 Ripper Gun (Targeter)
5 Frag Grenades

Standard Kit
1 Las Carbine(Main Weapon), 4 charge packs
1 Lascutter
2 Frag Grenades
2 Smoke Grenades
1 Knife
1 Flak Vest & Helmet
1 Uniform
1 Poor Weather Gear
1 Rucksack
1 Basic Toolkit
1 Mess Kit & Water Canteen
1 Sleep Bag & Blanket
1 Lamp Pack
1 Grooming Kit
1 Cognomen Tags
1 Uplifting Infantry Primer
2 Weeks' Rations
1 Demolition Charge
1 Grapnel & Line
1 Filtration Plugs

Notes & Logs

Advances

300 Fierce Loyalty

Rolls

Wounds

Fate

Frag Grenades