Даниэль `Лаз` Штайгер
Автор:
SeaJey
Раса: Человек, Класс: Weapon Specialist
Weapon Skill: 30
[+0]Ballistic Skill: 59
[+0]Strength: 36
[+0]Toughness: 35
[+0]Agility: 42
[+0]Intellegence: 27
[+0]Perseption: 40
[+0]Willpower: 30
[+0]Fellowship: 31
[+0]Принципиальный добрый
Инвентарь:Триплекс: 30/30
On character: [18.6/36]
Weapons [7,5 kg]:
- Triplex Pattern Lasgun {Custom Grip +5 BS}(Main Weapon) [Basic 100m S/3/– 1d10+3 E 0 30 Full 4.5 kg] 3 fire modes:
1. Standart mode: [100m S/3/– 1d10+3 E 0]
2. Precision mode: [150m S/–/– 1d10+3 E 0 Accurate],
Accurate Quality
These weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, in addition to the normal bonus granted from Aiming. When firing a single shot from a single Basic weapon with the Accurate Quality and benefiting from the Aim Action, the attack inflicts an extra 1d10 of Damage for every two Degrees of Success, to a maximum of an extra 2d10. These extra d10s cannot generate Righteous Fury.
3. Incineration mode: [50m S/–/– 1d10+3 E 0 Proven (5), Felling (4)],
Proven Quality
Weapons with a Proven Quality always inflict massive trauma and treat any dice roll for Damage lower than the Proven rating (as indicated by the number in parentheses) as if it were the Proven rating instead. Thus, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating Damage.
Felling Quality
To kill powerful foes often requires fearsome weapons or special rounds with the ability to punch through even the toughest hides. When calculating Damage from Felling weapons, reduce the target’s Unnatural Toughness Bonus by the number in parentheses (X). Felling only reduces Unnatural Toughness, not the target’s base Toughness Bonus. The reduction occurs for calculating Damage only and does not persist.
- 2 photon flash grenades [Thrown SBx3 S/–/– — 0 1 Blast (10) 0.5 kg] - 1 kg
- 2 frag grenades [Thrown; SBx3 (9); s/-/-; 2d10X; 0; 1; Blast (3); 0.5 kg] - 1 kg
- mono knife (Melee Weapon) [Melee/Thrown 5m 1d5 R 2 ] - 1 kg
Ammo [2.1 kg]:
- 2 charge packs for Triplex Pattern Lasgun - 2*0.45 = 0.9 kg
- 3 charge packs for M36 Lasgun - 3*0.4kg = 1.2 kg
Armour [7.5 kg]:
- 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 [1,5 kg]:
- respirator [+30 Toughness Tests против отравляющих газов, а также позволяет перебрасывать провалы, 0.5 kg]
- photovisor [grants Dark Sight Trait, 0.5kg]
- uniform [0kg]
- chrono [0kg]
- micro-bed [0kg]
- Dog tags [0kg]
- Auspex [+20 bonus to Awareness Tests, Tech-Use Test to use it to spot things not normally possible with human senses, standard range - 50m, <50cm thick walls] - 0.5 kg
On Comrade [19 kg]:
- 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.
- M36 Lasgun [Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4 kg, 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]
In Backpack [24.2/30] kg
Ammo:
- 2 Melta Cannister for Meltagun - 2*1.5kg = 3.0kg
- 3 charge packs for M36 Lasgun - 3*0.4kg = 1.2kg
Consumables:
- Combat sustenance rations for two weeks’ supply (двухнедельный паек) [14*0,5kg=7kg]
Other gear:
- Mess kit [0.5kg]
- Water canteen [0kg]
- Blanket [2kg]
- Sleeping bag [2kg]
- Glow Globe [0.5kg]
- Grooming kit [0kg]
- Imperial Infantryman’s Uplifting Premier [0kg]
- Poor weather gear [2kg]
- empty sandbag [1kg] x4 = [4kg]
- 9-70 entrenching tool (саперная лопатка) [без неё не вырыть окопа; Melee — 1d5+3 R 0 Primitive (8), Unwieldy 2kg]
On Base:
- none
Навыки:Speciality: Weapon Specialist
Wounds: 13
Fate Points: 1/1
Corruption Points: 0
Insanity Points: 0
Fatigue Treshhold: 3
Carrying weight: 36 kg + 30kg (for backpack)
Lifting Weight: 72 kg
Pushing Weight: 144 kg
Movement in structured time: 4/8/12/24
Movement in narrative time: 96m per minute / 6km per hour / 60km per day
Characteristics:
Weapon Skill — 30
Ballistic Skill — 59
Strength — 36
Toughness — 35
Agility — 42
Intelligence — 27
Perception — 40
Willpower — 30
Fellowship — 31
Characteristic Modifiers: +3 Agility, +3 Perception; +3 Toughness, –3 Intelligence, +5 BS
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, General
Skills: Awareness +10, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use, Athletics, Navigate (Surface), Common Lore (Imperial Guard, War); Acrobatics, Dodge, Stealth +10
Talents: Heightened Senses (Hearing), Resistance (Cold), Die Hard, Nerves of Steel, Combat Master, Enemy (Inquisition), Paranoia; Lasgun Barrage, Lasgun Volley, Weapon Training (Las, Melta, Flame), Hip Shooting, Quick Draw, Las Weapon Expertise, Las Weapon Mastery, Crack Shot
***
Heightened Senses (Hearing)Tier: 1
Prerequisite: None
Specialisations: Sight, Sound, Smell, Taste, Touch
Aptitudes: Perception, Fieldcraft
Either genetics or augmetics have made one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of Shale Crows, but not to a Ballistic Skill Test or a Weapon Skill Test because the character is not just using their eyes. This Talent may be taken more than once, each time with a different specialisation.
Resistance (Cold)Tier: 1
Prerequisite: None
Specialisations: Cold, Fear, Heat, Poisons, Psychic Powers, Other
Aptitudes: Toughness, Defence
The character’s background, experience, training, exposure or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making Tests to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.
Die HardTier: 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.
Nerves Of SteelTier: 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 enemy Intimidation Skill attempts.
Combat MasterTier: 2
Prerequisite: Weapon Skill 30
Aptitudes: Weapon Skill, Defence
The character’s weapon seems to be everywhere at once, keeping many more opponents at bay in close combat than would seem possible. Opponents fighting the character in hand-to-hand combat gain no bonuses for Ganging Up.
ParanoiaTier: 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.
Lasgun BarrageTier: 3
Prerequisite: WRt(Las), BS 40;
Aptitudes: BS, 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.
Lasgun VolleyTier: 1
Prerequisite: BS 30, WTr(Las);
Aptitudes: BS, General
The character has trained extensively with his trusty lasgun, including endless drills with his fellow soldiers, ensuring that their shots are perfectly timed to inflict maximum damage upon the enemy. For each Comrade who is part of any Ranged Volley Order this character issues, this character deals +1 additional Damage (to a maximum of +3 Damage) with any attack he makes with a las weapon (such as a lasgun, lascarbine, laspistol, or lascannon) for that Round in addition to the normal benefit.
Hip ShootingTier: 2
Prerequisite: BS 40, Ag 40;
Aptitudes: Ballistic Skill, Finesse
The character’s prowess with ranged weapons is such that they can still fire accurately without their eye behind the sights.
As a Full Action, the character may both move up to their Full Move rate and make a single attack with a ranged weapon. This attack can only be a single shot and may not be a semi- or full-automatic ranged attack. Characters with the Two-Weapon Fighting Talent may use this Talent with Hip Shooting to make two single shots, if they are armed with a ranged weapon in either hand.
Quick DrawTier: 1
Prerequisite: None
Aptitudes: Agility, Finesse
The character has practised so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic class ranged weapon, or a melee weapon that can be wielded in one hand.
Las Weapon ExpertiseTier: 2
Prerequisite: BS 35, Lasgun Volley
Aptitudes: BS, General
Though all Guardsmen are expected to be proficient with their main weapon and for most this is the noble lasgun, some troopers exceed these baseline expectations and become incredible shots with their lasguns, turning them into the instruments of death that the Emperor most assuredly intended them to be.
Whenever this character attacks with a las weapon, he imposes a –5 penalty on Dodge Tests to avoid the attack for every Degree of Success he scores beyond the first (to a maximum of –30).
Las Weapon MasteryTier: 3
Prerequisite: BS 45, Las Expertise
Aptitudes: BS, General
The character’s time spent training with las weapons is perhaps only exceeded by his time spent using them to kill the enemies of the God-Emperor in the fields of war. The character is an expert with las weapons, attuned as much to the weapon’s machine spirit as to its physical characteristics.
Whenever this character makes an attack with a las weapon, he deals +1 additional Damage for every two Degrees of Success he scores on the Ballistic Skill Test beyond the first.
Crack ShotTier: 2
Prerequisite: BS 50
Aptitudes: BS, Finesse
The character can place his shots where they will inflict more harm, such as at creases, gaps, or joints in armour.
When the character’s ranged attack causes Critical Damage, add +2 to the Damage result.
***
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.
Awards:
Стрелок Родосса - +5 к баллистике при стрельбе, используя устройства прицелов.
***
Comrade: Доминик 'Невезунчик' Ковальски (Unlucky)
This character has a history of extremely poor fortune, and he and his squad-mates have noticed this trend. Whether he accepts his fate with quiet resignation, complains vociferously, or cheerily denies it, nobody in the squad thinks that his luck is likely to improve any time soon.
Comrade Advances:
Armsman
Type: Passive
Cost: 250 xp
Effect: The Weapons Specialist is a master in the use of many weapons, and often needs different ones for different situations. His Comrade carries all of the necessary weapons with him, keeping them ready for the Weapons Specialist when the time comes. As long as his Comrade is in Cohesion, the Weapon Specialist may switch to any of his weapons as a Free Action.
***
Character Advances:
BS; S1 — 100 xp
Ag; S1 — 100 xp
Dodge; S1 — 200 xp
Acrobatics, S1 — 100 xp
Ord: Armsman — 250 xp
Lasgun Volley — 200 xp
BS; S2 — 250 xp
Hip Shooting — 300 xp
Quick Draw — 200 xp
Las Weapon Expertise — 300
Las Weapon Mastery — 400
Stealth; S1 — 100
Crack Shot — 300
Awareness; S2 — 400
Stealth; S2 — 200
All EXP: 1000 + (150 + 50) + 500 + 800 + 500 + 400 = 3400
Spent: 3400
To Spend: 0
Table 8-3: Hit Locations01-10 Head
11-20 Right Arm
21-30 Left Arm
31-70 Body
71-85 Right Leg
86-00 Left Leg
Внешность:Рост: средний
Телосложение: нормальное
Вес: 75-80 кг
Возраст: около 25 лет
Волосы: тёмно-рыжие
Глаза: разноцветные, правый - зелёный, синий - голубой
Кожа бледная, под ногтями ничем несмываемая тёмная кайма.
Иллюстрация:
Характер:У Даниэля двойственная натура: есть периоды, когда он полон энтузиазма и кипучей активности, а бывает ленится и забивает. Может один день болтать без умолку, а на следующий выдавит из себя пару слов, и то по острой необходимости. Любит делать всё в последний момент, борется с этой привычкой, но с переменным успехом.
Камрад: Доминик 'Невезунчик' Ковальски
Добродушный здоровяк, которому постоянно не везёт. Его родственник, служащий в соседнем отделении, уже дорос до сержанта.
История:Даниэль, как и практически все в в отделении, родился на Родоссе, промёрзшем каменистом мире, славным разве что своими шахтами. Отец — местный уроженец в n-ном поколении, мать — переселенка с одного из хайв-миров. С 12ти лет Дэн работает подмастерьем-разнорабочим, потом в отряде дератизации, а в 16 ему первый раз доверили отбойник. В горняцком деле особых успехов не добился: никакого перевыполнения плана, он с трудом выполнял норму. Но хотя бы обвалы, взрывы шахтного газа и катастрофические поломки оборудования его миновали. В забастовке, устроенной недавно организованным профсоюзом, он не участвовал, но плодами усилий протестующих воспользовался, а именно, при первой же возможности, записался в Имперскую Гвардию, что в обычные времена обычному шахтёру было сделать довольно сложно. Ну, во всяком случает, он так считал.
В Гвардии, Даниэлю удалось достигнуть большего, по крайней мере на его взгляд. Оказалось, он неплохо стреляет и, главное, ему нравится сам процесс. Дэн постоянно пропадает на стрельбище, даже в "ленивой" фазе. Особенно ему импонирует лаз-технология — упреждения делать не надо, по сравнению с пулевым оружием, просто никакая отдача — красота! И что важно, разрядил батареи, поставил на подзарядку, несколько часов подождал, и, чудо Омниссии — можно снова стрелять. От этой его увлечённости лазерами в итоге и пошло прозвище.