Assault Unit George

Assault Unit George

Core Lieutenant George

George.png?dl=0
Special Role: Grenadier Commander
Assault Lieutenant George is the Wizard Army's premiere 'breach assault specialist'. A strong, solemn and cunning man, George has been trained extensively in both demolitions and in finding the right place and time with which to use them. In combat situations, he is often charged with blasting through barricades, bunkers or vehicles, all of which he does very well.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
60 45 50 50 50 45 40 40 40
BASIC SKILLS
Acrobatics+20, Athletics+10, Awareness+10, Carouse+10, Command+10, Demolitions+20(T), Dodge+20, Intimidate +10, Literacy, Parry+20
SPECIALIST SKILLS
Common Lore (LN+10, Military+10, Weapons+10), Operate (Ground Military+20, Personal+20), Scholastic Lore (Tactics+10), Speak Language (Arabic, English)
HORDE LEADER BONUS
Demolisher (+1 Penetration, +1 Melee damage, +1 TB, +10 WP)
TRAITS
Iron Guard Mk3 (SB 9, TB 9)
COMBAT TALENTS
Ambidextrous, Arms Master, Favoured Enemy (All), Quick Draw
MELEE TALENTS
Assault Jump, Battlemaster, Berserk Charge, Crushing Blow, Death from Above, Furious Assault, Precision Melee (Cleaving), Swift Attack, Takedown, Whirlwind of Death, Unarmed Master
RANGED TALENTS
Assault Shooter, Deadeye Shot, Gun Drill (Bolter), Rapid Reload, Storm Charge
PHYSICAL TALENTS
Bulging Biceps, Catfall, Drop Trained, Hardy, Iron Jaw, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, True Grit
COMMAND TALENTS
Air of Authority, Forward you Dogs, Iron Discipline
DEMOLITIONS TALENTS
Careful Work, Demolitions Expert, Fireproof Hands, Maximum Effect
OFFENSIVE TACTICS
Butts and Bayonets, Massive Damage
WOUNDS FATE RP SPECIALS AND GAINS
27 2 4 Requisition Credit: Grenades, Mines, Demo Charges (+4). Free Requisition: Jump Pack Upgrade

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George Unit

George%20Squad.png?dl=0
Special Role: Grenadiers
Assault Unit George are what typical Iron Guard doctrine refers to as 'Grenadiers'. They are all strong and tall specimens (even for Guard) who are expected to lead the charge against fortifications and entrenched positions in order to create a workable breach. Unsurprisingly, one of their most common weapons when it comes to this is the humble grenade, and their assaults often begin with mass grenade tosses before the grim work of hand-to-hand contact finishes the job.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
55 40 50 45 45 30 30 30 30
BASIC SKILLS
Acrobatics+10, Athletics+10, Awareness+10, Carouse+10, Dodge+10, Intimidate +10, Literacy, Parry+10
ADVANCED SKILLS
Common Lore (LN+10, Military+10, Weapons+10), Operate (Ground Military, Personal+10), Speak Language (Arabic, English)
HORDE TRAITS
Disciplined, Exemplary Leadership, Fighting Withdrawal, Large, Overwhelming (2), Regen (2), Stubborn
TRAITS
Iron Guard Mk3 (SB 9, TB 8)
COMBAT TALENTS
Ambidextrous, Arms Master, Quick Draw
MELEE TALENTS
Assault Jump, Berserk Charge, Crushing Blow, Death from Above, Furious Assault, Swift Attack, Unarmed Master
RANGED TALENTS
Assault Shooter, Deadeye Shot, Gun Drill (Bolter), Rapid Reload
PHYSICAL TALENTS
Bulging Biceps, Catfall, Drop Trained, Hardy, Iron Jaw, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, True Grit
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sapper, Sergeant, Weapon Specialist Any Basic Any Melee -
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
24 G-Bolter/Hyper Axe/Hyper Sword G-Bolt Pistol/G-Combat Shield G-Combat Knife/G-Hyper Knife Mk3a Core Armour
Horde Abilities
Ability Name Action Squad Req. Qty Effect
Grenade Abilities
Anti-Armour Assault 1 Full 1 1 Per Battle You make a ranged attack with the Crack Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle You make a ranged attack using either the Smoke or Blind Grenade profile.
Flashbang Assault 1 Full 1 1 Per Battle You make a ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Frag Assault 1 Full 1 3 Per Battle You make a ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Incendiary Assault 1 Full 1 3 Per Battle You make a ranged attack with the Incendiary Grenade profile. The attack deals +2 damage per squad, and gains +1 Blast per squad.
Positron Grenade Assault 1 Full 1 1 Per Battle You make a ranged attack with the Positron Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Movement Abilities
Jump Packs Free 1 6 per Battle Use at the start of your turn. You double your base Movement Points this turn (if you use Rapid Movement, you get three times your base MP, total), and until the end of the turn, you possess the Hoverer (AB) trait. Any melee attacks performed after a Jump Pack move gain +10 to hit, +1 damage and Devastating (1). Jump Pack moves ignore most difficult terrain and in certain circumstances (open spaces etc) can lift you onto higher floors or over enemies.
Melee Abilities
Tank Assault 1 Full 3 3 per Battle You make a melee attack against a single target. The attack type changes to X, deals +1d10 damage and deals +1 damage and Penetration for every Squad you have remaining. This does not apply to your Specialists or Leaders.

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