Нико Фендеркот
Автор:
space_monkey
Раса: Ratling, Класс: Ratling
Weapon Skill: 24
Ballistic Skill: 31
Strength: 26
Toughness: 17
Agility: 36
Intelligence: 29
Perception: 40
Willpower: 29
Fellowship: 39
Хаотичный добрый
Инвентарь:Main Weapon:
Good Craftsmanship Long-las (Basic; 150m; S/–/–; 1d10+3 E; Pen 1; Clip 40; Reload Half; Accurate, Lasgun Variable Setting, Reliable, Felling (4); 4.5kg; Extremely Rare) + 40/40/40 Charge Packs
Settings:
Good Overcharge Long-las (Basic; 150m; S/–/–; 1d10+4 E; Pen 1; Clip 20; Reload Half; Accurate, Reliable, Felling (4))
Good Overload Long-las (Basic; 150m; S/–/–; 1d10+5 E; Pen 3; Clip 10; Reload Half; Accurate, Unreliable, Felling (4))
Qualities:
Accurate - 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.
Felling (4) - 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.
Reliable - Reliable weapons only jam on an unmodified hit roll of 00. Reliable weapons with the Spray Quality, or which do not make hit rolls, never jam.
Unreliable - An Unreliable weapon suffers a jam on a roll of 91 or higher, even if fired on Semi- or Full Auto.
Secondary Weapon:
Lascarbine (Basic; 75m; S/2/–; 1d10+3 E; Pen 0; Clip 60; Reload Half; Reliable; 2.5kg; Common) + 60/60/60/60/60/60 Charge Packs (у камрада или вообще где-то хранится на базах)
Melee Weapon:
Knife (Melee/Thrown; 5m; 1d5+3 R; Pen 0; None; 1kg; Plentiful) (у камрада)
Grenades:
Frag Grenades (Thrown; 6m; S/–/–; 2d10 X; Pen 0; Clip 1; Blast (3), Ogryn-Proof; 0.5kg; Common)
Frag Grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; Clip 1; Blast (3), Ogryn-Proof; 0.5kg; Common) (у камрада)
Frag Grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; Clip 1; Blast (3), Ogryn-Proof; 0.5kg; Common) (у камрада)
Smoke Grenades (Thrown; 6m; S/–/–; —; Pen 0; Clip 1; Smoke (6); 0.5kg; Common)
Smoke Grenades (Thrown; 9m; S/–/–; —; Pen 0; Clip 1; Smoke (6); 0.5kg; Common) (у камрада)
Smoke Grenades (Thrown; 9m; S/–/–; —; Pen 0; Clip 1; Smoke (6); 0.5kg; Common) (у камрада)
Qualities:
Smoke (6) - Creates a smokescreen for 6m. Lasts for 1d10+10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 253). BS Tests to attack targets in smoke are Hard (–20). Character concealed by smoke Stealth Skill Tests are Ordinary (+10).
Armour:
?
Clothing:
Chameleoline Cloak: A character wearing a chameleoline cloak gains a +20 bonus to Stealth Tests (72). If the wearer remains stationary, any Ballistic Skill Tests to target him suffer a –30 penalty (-40 = -10 trait -30 equip).
Uniform: стоит носить, если не хочешь, чтобы командир или "фуражка" отстегали тебя на плацу.
Set of field gear (poor weather gear, rucksack, mess kit and water canteen, blanket and sleep bag, rechargeable lamp–pack, grooming kit, dog tags, Imperial Infantryman’s Uplifting Primer, 4 weeks’ rations) - у камрада.
1 Micro-bead - на мне.
1 Lascarbine - у камрада или на базе.
6 Charge packs for Lascarbine - у камрада.
3 Frag Grenades - одна на мне, две у камрада.
3 Smoke Grenades - одна на мне, две у камрада.
1 Light Carapace - не ношу.
1 Good Long-las - на мне.
3 Charge packs for Long-las - на мне.
1 Chameleoline cloak - на мне.
Навыки:Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social.
Characteristic:
24 WS 24
36 BS 31 + 5 exp
26 S 26
17 T 27 - 10 spec - 3 reg + 3 reg
41 Ag 33 + 3 reg + 5 exp
29 Int 29
40 Per 30 + 10 spec
29 WP 29
39 Fel 29 + 10 spec
1 Fate Points
11 Wounds 5 + 5 roll + 1 reg
Move 3/6/9/12 (3 = 4 - 1 spec)
Skills:
21 Acrobatics Agility General
06 Athletics Strength General
50 Awareness +10 Perception Fieldcraft
19 Charm Fellowship Social
19 Command Fellowship Leadership
09 Commerce Intelligence Knowledge
29 Common Lore (Tech) +0 Intelligence General
39 Deceive +0 Fellowship Social
41 Dodge +0 Agility Defence
19 Inquiry Fellowship Social
09 Interrogation Willpower Social
06 Intimidate Strength Social
29 Linguistics (Low Gothic) +0 Intelligence General
14 Logic Intelligence Knowledge
09 Medicae Intelligence Fieldcraft
29 Navigate (Surface) +0 Intelligence Fieldcraft
04 Parry Weapon Skill Defence
20 Scrutiny Perception General
09 Security Intelligence Tech
21 Sleight of Hand Agility Knowledge
71 Stealth +0 Agility Fieldcraft (+10 spec +20 equip)
20 Survival Perception Fieldcraft
29 Tech-Use +0 Intelligence Tech
29 Trade (Cook) +0 Intelligence General
Talents:
Combat Formation: Add +1 to their Initiative rolls (1d10+5). May choose to use the Int B of this character for their Initiative roll rather than their own Ag B.
Deadeye Shot: When making a Called Shot (see page 244) ranged attack, the character reduces the penalty by 10 (31) (so a –20 becomes a –10 instead).
Heightened Senses (Hearing, Sight, Smell, Taste): The character gains a +10 bonus to any Tests (60) specifically involving this sense.
Iron Discipline: If the Player Character fails a Fear or Pinning Test, his Comrade only fails if the roll was a double.
Resistance (Fear): The character gains a +10 bonus when making Tests (39) to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.
Resistance (Heat): The character gains a +10 bonus when making Tests (27) to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.
Sprint: Full Move Action +Ag B meters (10 m). Run Action double movement for one Round (36 m). +1 Fatigue for 2 Turns of Run in row.
Weapon Training (Las, Solid Projectile): When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test.
Orders:
Spotter (Basic Half/Full Order): If the Ratling is using an Accurate weapon, and his Comrade is in Cohesion, the Ratling may use his Comrade to make an Aim Action, and gain the benefits himself.
Set-Up Shot (Basic Half Order): The Ratling’s next Ranged Attack cannot be Dodged. The Ratling’s Comrade must be in Cohesion to enact this Order.
Move Actions (Basic Half/Full Order): In addition to their ability to maintain Cohesion, Comrades have access to a majority of the normal Move Actions available to player characters: Disengage, Move, Run, Stand/Mount, Tactical Advance.
Ranged Volley (Basic Half Order): The Comrade lines up with the Player Character and fires upon his target. The Player Character gains an additional +5 to all Ballistics Skill Tests this Turn.
Close Quarters (Basic Half Order): The Comrade moves to flank one of the opponents the Player Character is engaged with, granting the Player Character the benefit of Ganging Up (see page 253), even if the two of them do not outnumber their opponents.
Take Cover! (Basic Full Order): For the next Round, all attacks that hit the Comrade must roll Damage. If the Damage of the attack does not exceed the 3 + the AP of the Comrade’s cover (see page 253 for cover APs), the Comrade is not Wounded by the attack.
Traits:
Size (Weedy): To Hit Modifier –10 (-40 = -10 trait -30 equip), Stealth +10 (72), Base Movement AB–1 (3 M = 4 AgB - 1).
Tunnel Rat: Bonus +10 to Awareness (70) and Navigation (Surface) (39) when underground.
Unaccustomed to Light: Penalty –10 to all Perception (30) and Awareness Tests (50) in full daylight or bright artificial light.
Experience (1500/1500):
100 Ballistic Skill Simple Characteristic
100 Agility Skill Simple Characteristic
250 Spotter Order
300 Set-Up Shot Order
100 Stealth +0 Skill
200 Dodge +0 Skill
450 Iron Discipline Talent
Внешность:Милый улыбчивый малый (в прямом и переносном смысле), в вечно хорошем настроении. Доброжелательный и любезный. Предпочитает не носить доспехи, которые мало того, что ему не по размеру, так ещё и весят тонну. Почти не расстаётся со своим хамелиолиновым плащом и длинной лазерной винтовкой, которую по неизвестным причинам зовёт "Тассия".
Характер:Впрочем, его всё внешнее благодушие напускное. Нико трусоват. Стоит только опасности оказаться близко, у Фендеркота вполне могут сдать нервы, и только его волосатые пятки будут сверкать. Бросать друзей он, конечно, не станет, но рисковать шкурой и жертвовать ради кого-то жизнью не станет! Снимать врагов на дистанции, пока они далеко от товарищей, а главное от него самого - вот это лучшее из его умений. Не попадаться на чужие глаза, и использовать свои по назначению также входят в список его талантов (которыми он, кстати, любит гордиться). К сожалению, не смотря на общую предрасположенность его братии, он не самый лучший повар.
История:На Птефии он был одним из тех лазутчиков в шахтах. Проверял узкие проходы, лазил в завалы, помогал в разборах завалов не хуже поисковых животных. Отлынивать от работы он тоже любил. Нет ничего лучше, чем дрыхнуть в каком-нибудь укромном уголке полсмены, а потом как ни в чём не бывало возвращаться и рассказывать сказки о том, что был в совсем другом проходе. Когда один раз ему не повезло попасться, пришлось выбирать: Нижние ярусы копей, или "добровольная" запись в Гвардию. То есть - полные разных опасностей глубины с убийственной жарой или холодом, ядовитыми газами, потопами, толпами мутантов, в компании таких же неудачливых шахтёров.. против полных разных опасностей неизвестных планет с убийственными условиями, бомбёжками, арт.обстрелами, толпами врагов, но в компании вооруженных людей.
Из двух зол Нико выбрал компанию людей с пушками...