Арго Март
Автор:
McHorn
Раса: Человек, Класс: Weapon Specialist
Weapon Skill: 23
[+0]Ballistic Skill: 55
[+0]Strength: 28
[+0]Toughness: 35
[+0]Agility: 36
[+0]Intellegence: 30
[+0]Perseption: 33
[+0]Willpower: 29
[+0]Fellowship: 39
[+0]Принципиальный добрый
Инвентарь:On character: 32.7/36
Weapon:
- M36 Lasgun (Main Weapon) с RED-DOT LASER SIGHT ( +10ВS при стрельбе одиночными ) [Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4kg, имеет Lasgun Variable Setting: 3 режима стрельбы, нормальный - в профиле, перегретый - +1 dmg, 2 заряда за 1, перегруженный - +2 dmg, +2 Pen, Unreliable, 4 заряда за 1]
- Meltagun [Basic 20m S/–/– 2d10+10 E Pen:12 Clip:5 Rld:Full Spesial:Melta 15kg] This weapon doubles its Penetration when firing at Short Range.
- 2 frag grenades [Thrown; SBx3 (9); s/-/-; 2d10X; 0; 1; Blast (3); 0.5 kg] - 1 kg
Ammo:
- 3 charge packs for M36 Lasgun - 3*0.4kg=1.2kg
- 2 Melta Cannister for Meltagun - 3*1.5kg=3.0kg
Armour:
- best craftsmanship light carapace armour with chamelioline coating (All 6 7,5kg, +20 to Stealth, if the
wearer remains stationary, any BS Tests to target him suffer a –30 penalty)
Worn Gear:
- respirator [+30 Toughness Tests против отравляющих газов, а также позволяет перебрасывать провалы, 0.5kg]
- photovisor [grants Dark Sight Trait, 0,5kg]
- uniform [0kg]
Other gear:
- chrono [0kg]
- micro-bed [0kg]
in Backpack 21,7/30 kg
Consumables:
- Combat sustenance rations for two weeks’ supply (двухнедельный паек) [14*0,5kg=7kg]
- офицерский паек на 2 дня 1kg
Weapon:
- 2 photon flash grenades [Thrown; SBx3 (9); s/-/-; -; 0; 1; Blast (10); 0.5 kg] - 1 kg
Ammo:
- 3 charge packs for M36 Lasgun - 3*0.4kg=1.2kg
- 1 Melta Cannister for Meltagun - 1*1.5kg=1.5kg
Other gear:
- mono knife [melee/thrown; 5m; 1d5R; 2; -; 1 kg]
- entrenching tool [melee; -; 1d5+3R; 0; Primitive(8), Unwieldy; 2 kg]
- Poor weather gear [2kg]
- Mess kit [0.5kg]
- Water canteen [0kg]
- Blanket [2kg]
- Sleeping bag [2kg]
- Glow Globe [работает 1д5+5 часов, без этого в темноте будут штрафы, но с этим вас могут заметить, 0.5kg]
- Grooming kit [0kg]
- Dog tags [0kg]
- Imperial Infantryman’s Uplifting Premier [0kg]
Навыки:Regiment Rules
2-й Родосский штурмовой полк "Туннельные крысы"
Characteristic Modifiers: +3 to any two of the following Characteristics–
Agility, Perception, and
Toughness,
+3 Toughness,
–3 IntelligenceSkills: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use,
Talents: Heightened Senses (Hearing) and Resistance (Cold), Die hard, Nerves of Steel, Double Team or Combat Master,Enemy (Inquisition), Paranoia.
Tunnel Rat: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Starting Wounds: Mining colony characters begin play with +1 starting Wound.
Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
-Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range-
******************************************************
Навыки
Wounds: 10/10
Fate points: 6/6
Fatigue Treshhold: 3 (это что за зверь?)
Insanity points: 0
Corruption points: 0
Carrying weight: 36kg + 30kg (for backpack) (уточнить развесовку)
Movement in structured time: 3/6/9/18
Movement in narrative time: 72m per minut / 4km per hour / 40 km per day
Characteristics:
WS 23 (starting 23)
BS 55 (starting 40+ weapon spec +5, +5 Sipmle advance, +5 Intermediate advance)
Strength 28 (starting 28)
Toughness 35 (starting 28, +3 for Mining Colony, +3 for Mining Colony)
Agility 36 (starting 28, +3 for Mining Colony, +5 Sipmle advance )
Intelligence 30 (starting 33, -3 for Siege Regiment)
Perception 33 (starting 33)
Willpower 29 (starting 29)
Fellowshop 39 (starting 39)
Aptitudes: Agility, Ballistic Skill,Fellowship, Fieldcraft, Finesse, Weapon Skill
Skills:
Athletics
Awareness
Common Lore (Imperial Guard, War).
Common Lore (Tech),
Navigate(Surface)
Linguistics (Low Gothic)
Tech-Use
Dodge ( cost: 300)
For Regiment: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use
For Specilaity: Athletics, Common Lore (Imperial Guard, War), Navigate(Surface)
For Spent Experience: Dodge (known)
Talents:
For Regiment:
Die hard
Tier: 1
Prerequisite: Willpower 40
Aptitudes: Willpower, Defence
Through either willpower or sheer stubbornness, the character
refuses to die. When he suffers from blood loss, he may roll
twice to avoid death.
Double Team
Tier: 1
Prerequisite: None
Aptitudes: General, Offence
The character has experience of fighting in paired teams that
work together to take down their enemies. When ganging up
on an opponent, the character gains an additional +10 bonus
to Weapon Skill Tests. If both the characters that outnumber the
enemy have this Talent then both gain an additional +10 bonus,
for a total of +20. This bonus is in addition to the normal bonus
gained from Ganging Up on an opponent (see page 253).
Enemy (Inquisition)
Heightened Senses (Hearing)
Nerves of Steel
Tier: 2
Prerequisite: None
Aptitudes: Willpower, Defence
Long years on the battlefield enable the character to remain
calm as fire impacts all around them. The character may re-roll
failed Willpower Tests to avoid or recover from Pinning. In
addition, he is seldom impressed by
the aggressive displays of his enemies
and gains a +10 to Willpower Tests
when resisting the effects of of enemy
Intimidation Skill attempts.
Paranoia
Tier: 2
Prerequisite:
None
Aptitudes:
Perception, Fieldcraft
The character knows that danger lurks behind every corner
and that the galaxy will hit him as soon as he lets his guard
down. The character gains a +2 bonus on Initiative rolls and
the GM may secretly Test using the character’s Perception to
notice hidden threats. The price of this eternal vigilance is a
twitchy disposition and the inability to relax.
Resistance (Cold)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
For Specilaity:
Lasgun Barrage
Tier: 3
Prerequisite: Weapon Training (Las), BS 40
Aptitudes: Ballistic Skill, Offence
Through years of practice drills and battlefield experience, the
character has become a master of the lasgun. The character
can use lasguns of all types to unleash devastating volleys of
disciplined fire that can cut down his enemies like the sweep
of a scythe. When firing any class of Las weapon on full or
semi-auto, the character may score one additional Degree of
Success (provided the Test is successful) if he does not take a
Move Action in his Turn.
Weapon Training (Las, Melta, Solid-Projectile)
For Spent Experience:
Deadeye Shot
Tier: 1
Prerequisite: Ballistic Skill 30
Aptitudes: Ballistic Skill, Finesse
The character’s rock-steady hand and hawk-like eyesight
make him a dreaded marksman. No target, however agile
or small, can escape his crosshairs. When making a Called
Shot (see page 244) ranged attack, the character reduces the
penalty by 10 (so a –20 becomes a –10 instead).
Special traits:
Close Quarters Battle: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range
Tunnel Rat: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
Comrade Инокентий Браун (Healthy)
Leech - First to ask for a spare lho stick, last to offer one to a dying comrade, this character is a sponge, who leeches off of the rest of his squad for his material needs.
Experience: 1000 spent, 50 free
Dodge (Known) - 300
BS +5 (Simple Advance) - 100
BS +5 (Intermediate Advance) - 250
Deadeye shot - 300
Внешность:Арго Март - чернокожий мужчина. Рослый, крепкий. От излишков жировой ткани не страдает. Ни в шахте, ни в гвардии задницу особо не отъешь.
Жесткая щетина на лице и бритая до шоколадного блеска черепушка. Морда лица в целом злодейская, но глаза добрые. В темном переулке бабы от таких шарахаются, а вот детишки, как правило, не боятся. Чуют - солдат ребенка не обидит. Он и бабу не обидит, да им разве объяснишь?
Большой ветвящийся шрам идет с брюха по ребрам, с правой стороны, заканчиваясь на спине, где-то под лопаткой. На память от сошедшей с рельс вагонетки с породой. Шрамы по-меньше на плечах, на руках и на шее - с мест несения службы.
Характер:Арго человек очень добродушный. Но злоупотреблять этим не нужно. Если вы решили сесть Марту на шею, воспользовавшись его добротой. Или сами по себе гнида ползучая, и совсем не за добро, то с доброй улыбкой, тепло и по-дружески, он пропишет вам в жбан. А потом ласково укроет фуфаечкой. Потому что все люди братья. Кроме еретиков. Еретики не братья. И ксеносов. Ксеносы - не люди. Этих Император велел убивать.
Да, в Императора Март верит очень искренне и горячо. Более того, верит, что Императору есть дело до каждого, даже самого чумазого засранца. И жить на свете надо так, чтобы он не огорчался.
История:Еще один шахтер с Родоса. С той только разницей, что после душевой морда все равно черная.
В забое, как все - отбойник, погрузка, выгрузка, отбойник. Муторно, конечно, но жить можно было. Когда выходные - бухал, да по бабам бегал. Когда смена - вкалывал.
Так бы и корчился до сих пор, если бы однажды перегруженная вагонетка (бригадир, сука, сверхплан ему подавай) ни соскочила с тормозов. Двоих перемолола на месте, а Марта зацепила, протащила по рельсам и шарахнула об стену, где его и завалило на тот случай, если до этого мало показалось. Достали Марта быстро, всего-то пару часов под камнями пролежал. Но за то время, что-то у него в голове подвинулось. Ни то свет узрел, ни то кто из святых помельче (станет кто серьезный к шахтерам чумазым таскаться?) Марту явился и молви: Вот, свинья ты Арго. Лежишь тут, кровью ни за фраг собачий истекаешь. А мог бы ее во славу Императора проливать. Врагов человечества в клочья рвать. Ну, или это сам Арго так подумал. А только, как из лазарета выпустили, так сразу и пошел в гвардию вербоваться.