Augustus Harken

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Name: Augustus Harken
Position: Adeptus General, AE-03
Sex: Male
Age: 74 (Born 1944)
Nationality: German
Place of Residence: Berlin-2, Germany

Physical Details
Hair colour: Grey
Eye colour: Blue
Height: 6'2" (188.2cm)
Build: Solid

Personal Details
"There's certainly something to be said for the vigour of youth; but I've seen too much to be afraid of anything."

Harken's Theme

The Captain of NERV Germany's Tactical Division as well as a personal friend of the deceased Dorian Lachapelle, Harken is a learned man of war, having served in the German Officer Corps since he was 22 years old. He combines a sharp mind with a wealth of experience and wisdom on the battlefield. When NERV Germany was opened, he was immediately approached by the organisation to lead its Tactical Division. At first, he refused, feeling it improper to abandon his General's post in the German army. However, after witnessing a few battles involving the Evangelions he quickly realised that conventional forces were obsolete. After the destruction of Berlin-2 and the death of the incumbent Operations Director, Harken was approached again, and this time he accepted.

Harken quickly grasped the intricacies of Evangelion-scale combat. Nevertheless, he never felt that it was appropriate to dismiss the combat doctrines with which he excelled; instead he adapted them to his new forces. The result was a combat doctrine that emphasized a balanced Evangelion squadron capable of reacting to any situation, as well as packing enough force to overwhelm any foe that stands in their path in one swift killing blow.

His son, Michael, died in Second Impact along with his wife; Augustus looked after their son, Wilhelm, ever since; unfortunately he perished in the Crystal Massacre. This, combined with the massive psychological shock of the defeat following Metatron's destruction, nearly drove Harken to suicide- if not for the intervention of his 'second family', namely Asuka and Hachi, he definitely would have.

Character Details

Character Details
Name Augustus Harken Gender Male
Background Impact Survivor Career Operations Director
XP Total 39500 Rank Elite
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 56 5 Expert
Ballistic Skill 42 4 Intermediate
Strength 62 6 Expert
Toughness 62 7 Expert
Agility 55 5 Expert
Intelligence 69 6 Expert, Degree in Asskicking
Perception 54 5 Expert, Wary
Willpower 46 4 Intermediate
Fellowship 70 7 Expert, Debate Captain

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Vitals

Vitals
Wounds: 30 Fate Total: 4
Insanity: 40/100 Ego Barrier: 100/100
WUP Pool: - Fatigue Threshold: 7

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Traits

Assets
Asset Effect
Egghead (Armorer) You gain the Trade (Armorer(T)) skill.
Egghead (Tech Use) You gain the Tech Use(T) skill.
High Endurance You increase your Fatigue Threshold by 1. Whenever you take a level of Fatigue, you make a toughness test; on a success you reduce the fatigue taken by 1 level, minimum zero.
Mad Skill At any time when you gain 1 or more Insanity, you may spend a Fate Point to add half your total Insanity as a free bonus on all rolls made by a single characteristic. This benefit lasts for five rounds, after which you instantly roll on the trauma table.
Military Nut You gain the Common Lore (War (T)) and Scholastic Lore (Tactics(T)) skills.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X -
Athletics Str X X X Talented
Awareness Per X X X Talented
Carouse Tou X X - -
Charm Fel X X X Talented
Chem Use Int - - - -
Command Fel X X X Talented
Commerce Int X X - -
Deceive Fel X X X -
Demolitions Fel - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel X X - -
Intimidate Fel X X X Talented
Literacy Int X - - -
Logic Int X X - -
Medicae Int X - - -
Parry WS X X X -
Scrutiny Per X X X Talented
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X - - -
Survival Per X - - -
Tech Use Int X X X Talented

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Talents

Proficiency Talents

Weapon Talents

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X - -
- Prog X - -
Basic Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Pistol Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Skill Talents

Name Sub-Class Effect
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.
Talented Athletics Gain a +10 to tests made using this skill.
- Awareness Gain a +10 to tests made using this skill.
- Charm Gain a +10 to tests made using this skill.
- Command Gain a +10 to tests made using this skill.
- Intimidate Gain a +10 to tests made using this skill.
- Scrutiny Gain a +10 to tests made using this skill.
- Tech-Use Gain a +10 to tests made using this skill.
- Common Lore (War) Gain a +10 to tests made using this skill.
- Scholastic Lore (German Military) Gain a +10 to tests made using this skill.
- Tactics Gain a +10 to tests made using this skill.
- Armorer Gain a +10 to tests made using this skill.

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Combat Talents

Generic Combat Talents

Name Sub-Class Effect
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Movement Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.

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Melee Talents

Name Sub-Class Effect
Berserk Charge - Whenever you Charge an enemy, you gain an extra +10 bonus to charge, for a total bonus of +20.
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality.
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Heroic Assault - When making a Charge attack, you may elect to perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. You may use All Out Attack-enhancing talents.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed.

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Ranged Talents

Name Sub-Class Effect
Covering Fire - Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained.
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion. Furthermore, enemies who are already pinned must take an immediate Willpower test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.
Heavy Suppression - Enemies hit by the Suppressive Fire action whilst this talent is in use take a -10 penalty to pass their Willpower test versus Pinning.
Rapid Reload - Weapon reload times are reduced by a half action.

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General Pointman Talents

Name Sub-Class Effect
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally.
Sacrifice - You may declare that an attack aimed at you hits one of your arms instead. If your arm is destroyed, there is a 50% chance of the original location taking any excess damage (using the same penetration) after soak. Can use in conjunction with Guardian to cover ally.

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Personal Talents

Interpersonal Talents

Name Sub-Class Effect
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Beyond Reproach - When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.
Charm Offensive - Select a number between 1 and your Fellowship Bonus. For a number of minutes equal to ten times your FB, you are treated as having Unnatural Fellowship (X), where X is the number you chose. At the end of the allotted time period, however, you take levels of fatigue equal to X.
Clues from the Crowd - Once per day, you may reroll a test made to gather information from a group of people and take the preferred result.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers. This applies to Social Conflicts.
Contact - On selecting this talent, you gain a specific contact, who is an individual who can be relied upon for information and aid. You may specify up to 6 ranks of Intelligence skills and 3 ranks of the Peer talent; so long as you are able to communicate with your Contact, you can use their skills as though they were your own, and use their Peer talents to gain information about that group.
- Juno Winter-Lorenz On selecting this talent, you gain a specific contact, who is an individual who can be relied upon for information and aid. You may specify up to 6 ranks of Intelligence skills and 3 ranks of the Peer talent; so long as you are able to communicate with your Contact, you can use their skills as though they were your own, and use their Peer talents to gain information about that group.
- Maximilian von Leitzkau On selecting this talent, you gain a specific contact, who is an individual who can be relied upon for information and aid. You may specify up to 6 ranks of Intelligence skills and 3 ranks of the Peer talent; so long as you are able to communicate with your Contact, you can use their skills as though they were your own, and use their Peer talents to gain information about that group.
- Josef Sobieski On selecting this talent, you gain a specific contact, who is an individual who can be relied upon for information and aid. You may specify up to 6 ranks of Intelligence skills and 3 ranks of the Peer talent; so long as you are able to communicate with your Contact, you can use their skills as though they were your own, and use their Peer talents to gain information about that group.
Demagogue - Once per round, when addressing a crowd, you may reroll a Social skill test. When in a social conflict with multiple opponents, including crowds, you inflict FB/2 extra Willpower damage against all foes if you used Charm or Intimidate for your Opposed Skill Test.
Devoted - Your Followers take a +20 bonus when using the 'Protect Ally' Dodge Action on you.
Disturbing Voice - You gain a +10 to tests when using Intimidate, but take a -10 to Charm tests. You take a +10 to Command tests when using the Terrify Skill Use.
Double Agent - You may burn Fate and designate NPC. This NPC is revealed to be working for you. The GM may veto your choice, in which case your Fate is not burnt.
Elite Agent - Whenever you select this talent, choose one of your Followers or Entourages. They gain 10 Marks which may be spent to improve themselves. This upgrade may be purchased multiple times, but no Follower or Entourage may increase a Characteristic above 60.
Eloquent - In a Social Conflict, if you use Charm or Inquiry in the Opposed Test, and then pass the test, then half the Vigour spent that turn is placed back into their reserve. You do not need to win the Opposed Test, merely manage to pass.
Enemy Group eg. 'UEF', 'Law Enforcement' You gain a -10*X penalty to Fellowship tests with people belonging to the specified group.
Follower Emil Reuter You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Elise Keller You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Wild Riders You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
Forward, you Dogs - You may test Command as a half action on your turn. On a success, all allies within vocal range of you who are suffering from mental effects (Break, Fear, Pinning, Frenzy, and others) may take an immediate free Willpower test to shake off the effects. For every degree of success on your Command test, those allies gain a +5 bonus to their Willpower test.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all allies within FB km. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests.
Great Leader - You may command Armies in Missions, granting your Horde Leader Bonus to all hordes in said Army.
Inspirational - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
Into the Jaws of Hell - Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
IOU R&D You are owed a single favour from a specific group.
Iron Discipline - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus. When in a Social Conflict with multiple opponents, including crowds, you sap 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Networking - You may spend a Fate Point once per session; for the rest of the session, you treat your contacts and your followers' Peer and Good Reputation talents as though they were your own talents.
Peer - You gain a 10*X bonus to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
- Germans (1) You gain a 10*X bonus to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
- German Intelligence (1) You gain a 10*X bonus to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
- German Military (2) You gain a 10*X bonus to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
- UEF (2) You gain a 10*X bonus to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
Radiant Presence - All allies within 2km of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation.
Veiled Threats - In a Social Conflict, if tou win the Opposed Test, for every extra Degree of Success you win by, the loser takes an additional 1d5 Willpower damage. Note that for this talent to take effect, then your contribution during the Verbal Contact stage must contain at least one veiled threat or loaded phrase.
You Owe Me - Select one expended IOU. The IOU may be used once more.

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Mental Talents

Name Sub-Class Effect
Brilliance - Once per day, you may test Intelligence In place of another Characteristic for any test.
Fearless - You gain a +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Foresight - You may spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Insanely Faithful - You may roll on the Shock Table twice and take the preferred result.
Jaded - You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result.
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Paranoia - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Total Recall - You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you may reroll every test with the Lore skill and take the preferred result.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.

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Physical Talents

Name Sub-Class Effect
Decadence - You may ignore up to your TB*2's worth of intoxicants a day.
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effect. This is in conjunction with any other test you may be permitted.
Last Man Standing - You cannot be pinned by pistols or basic weapons, and you count Cover and Shield AP as being +1 against ranged attacks.
Renewed Vigour - Once per session, you may declare Renewed Vigour. You restore wounds equal to your TB as a free action.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Specialist Talents

OD Talents

Name Sub-Class Effect
Absolute Order - You may spend a Half Action, and spend or Burn Fate to force a subordinate to follow your orders exactly. If the subordinate refuses, they lose a Fate and you have yours refunded. You may also use this to automatically force a Horde to rally.
Advanced Analysis - You may test Intelligence or Tech Use before making MAGI test. Add +10 to the MAGI test result on success, and +5 per degree of success. You may use a Follower's Intelligence or Tech Use in your place, and the Chief Engineer can Assist you if you are using a Command Centre.
Battlefield Command - As a Half Action, you may select one Horde or unit under your command. For the duration of this round only, they act on your Initiative, not that of their own.
Cut Synch - You may cut an Eva pilot's synch by 1-5d10; until the start of your next turn the pilot takes +20 to feedback, but must pass a WP test or only take half actions on their next turn.
Delegate - Once per Mission, you may use of Fate-required OD action without expending a Fate. Does not apply to Burning Fates.
Favoured Tactics Dropkick/Dynamic Aiming/Flyswatter/Focused Charge/Evasive Stance/Lightning Feint/Terrain Mastery Whenever you select this talent, choose one of the abilities below.
- Dynamic Aiming Your subordinates may now aim (either full or half action) and then take a half move or reaction action without losing the benefits of the aim action. If they THEN fail to attack as their next action, the benefits of aim are lost.
- Focused Charge All subordinates gain a +10 bonus to any attempts to Charge an enemy.
Feedback Tampering - As a Free you may select IB amount of Construct pilots per round. Should the pilots take insanity or ego damage (from a source besides high Synch Ratio), they automatically incur feedback and can only take half actions next turn, but reduce damage taken by your IB, to a minimum of 1. Alternatively, you may spend a fate point; the pilot automatically fails their Feedback test and is stunned for 1 round, but insanity/ego damage is halved.
Foster Teamwork Attack Team/Coordination/Combined Arms/Defense Team/Exemplar Style/Expanded Team Before a battle, select two subordinate Independent Characters and spend a fate point. The chosen Independent Characters (referred to from now on as 'Beneficiaries') gain the benefits of all of the below sub-talents, so long as you've purchased them. Every time you purchase this talent, choose one of the abilities below. No ability can be taken twice. If you yourself wish to benefit from these bonuses you must designate yourself as one of the Beneficiaries. You may only use this ability once per battle.
- Attack Team Whenever a Beneficiary attacks a target that has already been attacked by a Beneficiary this turn, they gain +2 damage to all attacks. This does not stack.
- Coordination So long as a Beneficiary is within Close Range (3km) of another Beneficiary, they receive a +10 to all tests.
- Combined Arms So long as a Beneficiary is adjacent to another Beneficiary, they treat the other Beneficiary's Horde Leader Bonus as though they too had it, alongside their usual Horde Leader Bonus. In any situation where these would overlap (i.e. if two Bonuses add damage), take the highest effect only.
- Expanded Team You may now choose three Beneficiaries instead of two.
Just as Planned - Reduce Foresight's requirement time to 1 Full Action. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Like a Boss Discipline/He Has a Gun/Correction Punch/Take Charge/Degree in Asskicking/Wary/Oldest One in the Book/Linguist Whenever you select this talent, choose one of the abilities below.
- Degree in Asskicking Gain a +5 to Int. You may test Intelligence whenever you roll an opposed test against any human target, regardless of the characteristic normally rolled.
- Wary Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.
- Debate Captain Gain a +5 to Fel, and you gain +10 vigour in Social Conflicts.
Logistics - Character may test Commerce or SL (Administration) after a Mission to earn +1 RP, +1 per 3 DoS. You may use a Follower's Commerce in place of your own. If you have a Command Centre, then the XO and Coordination Officer can assist if they possess the appropriate skill. Only the Supreme Commander may use Logistics in a Combat Mission.
Personnel Surveillance - Whenever a subordinate ends up 'Lost' due to being defeated etc in E-Scale, you may make an Awareness-30 test, which can be assisted by your Security Officer if you possess a Command Centre; on a success, the pilot is safely rescued.
Plan A - Choose one of the following Talents: Absolute Order, Feedback Tampering, Just as Planned, Remote Care, Surefire Ejection, When Suddenly. From this point on, the selected Talent does not require spending a Fate Point to use, but still takes an action.
Precision Targeting - Half Action. Select one allied unit. For their next attack, they add your IB/2 to their weapon's Penetration. When used with multiple-hit attacks, this bonus counts for all hits.
Promote Assistant Emil Reuter You can use Cut Synch, Remote Care, Precision Targeting or Surefire Ejection without using fates or actions (although they must still be on your turn, unless the original talent is a Reaction) a number of times per day equal to FB. Furthermore, select one Follower. They now gain +20 Characteristic Points, +3 Skill slots, +2 Talents, +3 Wounds, and a single Fate Point.
Remote Care - Half Action: select a pilot and spend fate to remove one of the following from a single pilot: blood loss, the Daze or Stun status, or all fatigue. This requires the pilot to be in a Cockpit/Entry Plug and wearing a Plugsuit, or armour with Autodoc.
Surefire Ejection - You may spend fate as a reaction to force a Construct's cockpit to eject, with +40 on the ejection roll.
Synchronized Maneuver - You increase all Cohesion Pools you lead by your IB/2.
Tactical Genius - You may spend fate to either allow a subordinate to reroll a test, taking their preferred result; or to add 1 degree of success to test.
Tactical Legend - You may use the Tactical Genius talent once per round for free.
Tactical Exemplar - When using Tactical Genius talent you may test SL Tactics. On a Success, the subordinate may choose whether or not to take the result. If they do not, then the fate is returned. When choosing to add doS with Tactical Genius, you may test SL Tactics and add +1 per 3 DoS.
The Plan - Select one Formation and a Squad before the battle. One time per battle, you may activate this Formation on that Squad as a Free Action, with the Cohesion costs halved.
Vigilance - You and all Subordinates gain +2 Initiative and a +10 bonus to Awareness tests.
When Suddenly - If your location is goes unverified for 10 minutes, you may spend fate to appear within several metres of a player character. You may dispatch a Follower in your place.

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Support Talents

Name Sub-Class Effect
Able Assistant - Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40).
Combat Formation - When this character is present in a squad, the squad gains +1 Cohesion and all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time.
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit.
Lend a Hand - This character may spend a Full Action to grant an adjacent character a +10 to any actions that character takes until the start of the assisting character's next turn. This includes Reactions.
Low Profile - Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
On the Ball - When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point.
Soak Fire - Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range. Coordination Officers may use this on their CO's subordinates.

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Formations

Offensive Formations

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 3 Half -
Effect
The Squad now gains Gangup bonuses against Hordes as though the Horde were an independent character. Furthermore, you now earn Gangup Bonuses against characters with Combat Master.

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Tactics

Offensive Tactics

Action Cost Skill Test Sustain Cost Extra Restrictions
Half Tactics-10 - -
Keywords
Horde, Offensive
Effect
Until the start of your next turn, the affected Horde may reroll all melee damage once, plus again per 4 DoS on the test.
Special Notes and Effects
Horde Trait Bonus. You gain +5 bonuses to the test for each of the following your horde possesses: Overwhelming
Talent Bonus. You gain +5 bonuses to the test for each of the following your horde possesses: Furious Assault, Swift or Lightning Attack
Stance Bonus. You gain a +10 bonus to the test if the Horde is benefitting from the Offensive Stance tactic.

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Defensive Tactics

Action Cost Skill Test Sustain Cost Extra Restrictions
Half Tactics+10 Free -
Keywords
Army, Defensive, Stance
Effect
Affected Hordes reduce total Magnitude Damage taken by 1, -1 per 3 DoS, to a minimum of 1.
Special Notes and Effects
Organisation Penalty. You take a -5 penalty to the test for every Horde affected past the first.
Army Trait Bonus. You gain +5 bonuses to the test for each of the following all affected hordes possess: Battle-Hardened, Disciplined

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Support Tactics

Action Cost Skill Test Sustain Cost Extra Restrictions
Half Command-10/Intimidate-10 Free -
Keywords
Horde, Support
Effect
The Affected Horde gains the Fear Incarnate (+1) Trait, +1 per 3 DoS on the activation test.
Special Notes and Effects
Horde Trait Bonus. You gain +5 bonuses to the test for each of the following your horde possesses: Blood-Soaked Tide, Fanatics
Talent Bonus. You gain +5 bonuses to the test for each of the following your horde possesses: Disturbing Voice, Galvanising Presence
Stance Bonus. You take a +10 bonus to the test if the Horde is benefitting from the Stiffen Backs tactic.

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Ploys

Action Cost Skill Test Sustain Cost Extra Restrictions
Full Tactics, opposed by Horde or Horde Leader's Willpower or Command - Target Horde is within IB km of you
Keywords
Horde, Ploy
Effect
Until the start of your next turn, ranged attacks against the target which must roll to determine whether their attacks hit cover or hit the target may reroll and take the preferred result.
Special Notes and Effects
Forced Movement. If you succeed by 4 DoS or more, then you may instantly force the target to move one square in any direction, so long as the destination isn't occupied or terrain that they would not ordinarily be able to move onto with their usual MP.
Horde Trait Penalty. You take -5 penalties to the test for each of the following your targeted horde possesses: Battle-Hardened, Disciplined, Exemplary Leadership
Horde Trait Bonus. You gain +5 bonuses to the test for each of the following your targeted horde possesses: Blood-Soaked Horde, Fanatics, Reckless Charge
Immunity. Soul-Bound and Adept-Linked Hordes are immune to this Tactic.

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Equipment

Melee Weapons

Name Class Range Base Damage Real Damage Base Pen Real Pen Total Specials
One-Handed
Vengeance Claw Melee - 1d10+3+(SB/2)R 1d10+15R 4 4 Best; Dread-Base, Hyper-Progressive; Proven (4)

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Ranged Weapons

Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials
Heavy Bolter Heavy Long (100m/10dm) -/3/6 -/3/6 1d10+6X 1d10+6X 4 4 Special Bolts; Anti-Air (10), Devastating (4), Tearing; Inaccurate; Combi-Weapon
Combi-Prototype Fusion Gun Basic Assault (10m/1dm) S/-/- S/-/- 1d10+1E 1d10+1E 8 8 Fusion; Faulty, Inaccurate, Overheats, Recharge
Positron Pistol Pistol Medium (60m/6dm) S/-/- S/-/- 1d10+5E 1d10+5E 7 7 Compact, Positron (15%); Overheats. S2 Rifling

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Ammo

Ranged Weapons

Name Weapon Clip Size Reload Time Qty
Heavy Bolter Drum Heavy Bolter 30 3 Half Actions 1
Combi-Fusion Charge P. Fusion Gun 1 1 Half Action 2
Positron Pistol Battery Posi. Pistol 6 1 Half Action 4

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Armour

Name Body AP Arm AP Leg AP Head AP Special
Stalwart Armour (Best Fortress Armour) 12 12, Weak Spot (2) 12, Weak Spot (2) 12, Weak Spot (2) Best; Ablative (3), Auto-Doc (1), Dreadnought, Empowering (2), Fortified, Invulnerable (10), Recoilless, Sealed, Sentinel; Powered

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Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 36 3 -
Ballistic Skill 32 3 -
Strength 42 4 Impact Hero (+5)
Toughness 42 5 Impact Hero (+5), Unnatural Toughness (1)
Agility 35 3 -
Intelligence 44 4 Impact Survivor (+5)
Perception 29 2 -
Willpower 36 3 Impact Hero (+5)
Fellowship 45 4 Impact Survivor (+5)

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Vitals

Vitals
Wounds: 18 Fate Total: 2
Insanity: 20/100 Ego Barrier: 100/100

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Traits

Assets

Assets
Asset Effect
Egghead (Armorer) You gain the Trade (Armorer(T)) skill.
Egghead (Tech Use) You gain the Tech Use(T) skill.
High Endurance You increase your Fatigue Threshold by 1. Whenever you take a level of Fatigue, you make a toughness test; on a success you reduce the fatigue taken by 1 level, minimum zero.
Mad Skill At any time when you gain 1 or more Insanity, you may spend a Fate Point to add half your total Insanity as a free bonus on all rolls made by a single characteristic. This benefit lasts for five rounds, after which you instantly roll on the trauma table.
Military Nut You gain the Common Lore (War (T)) and Scholastic Lore (Tactics(T)) skills.

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OD Assets

OD Assets
OD Assets Horde Effect
Fuhren mit Auftrag You and all subordinate horde leaders and commanders gain a +10 bonus to activate Offensive Tactics. You may increase this to a +20 bonus by spending a Full Action.
Schwerpunkt Once per turn, you may choose a single Horde under your command. The Horde may now disengage as a Free Action, and any attacks (both melee/ranged) made at point blank/melee range reroll damage and add half the unit's AB to damage. Furthermore, once per turn, choose a target attacked by this unit; this target is 'marked'. Until the start of your chosen unit's next turn, all attacks against the marked unit take a +20 bonus to hit and may reroll damage.
Vernichttungsschlacht For the first three turns of the battle, all Hordes under your command (inc. all forces if SupCom) count as benefitting from the Blitzkrieg, Close Assault and Fire Storm abilities (in Fire Storm's case, the penalty stopping them from attacking on the next turn is put off until turn 4 only). During this time, you and subordinate commanders reduce the action requirement for Offensive and Support Tactics by a half action.

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Drawbacks

Drawbacks
Drawback Effect
Duty of Care (Wilhelm Harken) You are charged to protect your grandson Wilhelm.
Damaged Goods You begin play with 10 Insanity.

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Traits

Traits
Trait Effect
Battle Hardened You gain Unnatural Toughness (1) (+1 TB for all intents and purposes; add +1 Degree of Success to all Toughness tests), and increase your wounds by +1.
Impact Hero You increase your Strength, Toughness and Willpower by 5.
Flashback Whenever you are Stunned, you instead suffer the effects of a Hallucinogenic Grenade.
Trauma You gain 10 Insanity, and reroll results on the Trauma Table and take the worse result.

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Injuries

Injuries
Injury Effect Cause Incident

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Decoherencies

Decoherencies
Decoherency Effect Tested Characteristic Ego Threshold
-
-
-
-

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Instabilities

Instabilities
Instability Effect Ego Threshold
-
-
-
-

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Disorders

Disorders
Disorders Effect Insanity Threshold
-
-
-
-

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Starting Skills and talents

From Background

Command
Survival
Scholastic Lore (Tactics)
Tech-Use

From Assets

Common Lore (War)(T)
Tech Use+10(T)
Trade (Armorer)(T)
Scholastic Lore (Tactics+10)(T)

From Career

Charm (SP)
Command+10
Common Lore (History)
Deceive (SP)
Literacy
Scrutiny
Speak Language (English, German)

Starting Talents

Cut Synch
Follower*3
Great Leader
Skill Proficiency*2 (Charm, Deceive)
Melee (General)

Experience Table

Income Expenditure Reason Remaining Total Expenditure

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