Core Unit Arthur

Core Unit Arthur

Core Lieutenant Arthur

Arthur.png?dl=0
Special Role: Mech Master
Core Lieutenant Arthur is the Lieutenant in charge of the eponymous Arthur Unit. A perfectly capable line commander in his own right, Arthur's primary role is that of a Tech Guard Master: a specialist of machinery and technology. He is often charged with maintaining the Wizard Army's Guard-type weapons and vehicles. Arthur's silhouette is distinctive on the battlefield due to the massive presence of a Servo-Arm and a handful of small weapon mechadendrites snaking around him like a squid's tentacles.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 50 50 50 50 50 40 40 40
BASIC SKILLS
Acrobatics, Athletics+10, Awareness+10, Carouse+10, Command+10, Dodge+20, Intimidate +10, Literacy, Parry+20, Tech Use+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), Trade (Armorer+20)
HORDE LEADER BONUS
Tech Commander (+1 TB to Horde, +10 to WP tests. +2 AP to Horde. Bonus increases to +4 if Horde is in Cover.)
TRAITS
Iron Guard Mk3 (SB 9, TB 9), Mech Master
COMBAT TALENTS
Ambidextrous, Arms Master, Favoured Enemy (All), Quick Draw
MELEE TALENTS
Berserk Charge, Blade Dancer, Furious Assault, Swift Attack, Takedown, Unarmed Master
RANGED TALENTS
Assault Shooter, Deadeye Shot, Gun Drill (Bolter), Gunslinger, Precision Basic (Well-Placed), Rapid Reload
PHYSICAL TALENTS
Bulging Biceps, Catfall, Drop Trained, Hardy, Iron Jaw, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, Step Aside, True Grit
COMMAND TALENTS
Air of Authority, Forward you Dogs, Iron Discipline
TECHNICAL TALENTS
Careful that's Dangerous, Jury-Rig, Master Engineer, Percussive Maintenance
DEFENSIVE TACTICS
Fortify, Go to Ground
PLOYS
Conflicting Orders
WOUNDS FATE RP SPECIALS AND GAINS
27 2 4 Implants: Servo-Arm, Mechandendrites*4; 4 extra RP for gear.

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Arthur Unit

Arthur%20Squad.png?dl=0
Special Role: Tech Guard
Arthur Unit are a dependable front-line unit. They are quite capable in hand-to-hand and ranged combat both, but perform better when their enemies are some distance away. The Knights of Arthur Unit are all trained Tech Guard, meaning they have developed competent technical and mechanical acumen. Apart from permitting them to perform battlefield repairs and maintain local weaponry, it also gives them access to special ammunition and customised settings for their weapons.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 45 45 45 40 30 30 30
BASIC SKILLS
Acrobatics, Athletics+10, Awareness+10, Carouse+10, Dodge+10, Intimidate +10, Literacy, Parry+10, Tech Use+10
ADVANCED SKILLS
Common Lore (LN+10, Military+10, Weapons+10), Operate (Ground Military, Personal), Speak Language (Arabic, English), Trade (Armorer+10)
HORDE TRAITS
Disciplined, Exemplary Leadership, Fighting Withdrawal, Fire Drill (1), Large, Overwhelming (1), Regen (2), Stubborn
TRAITS
Iron Guard Mk3 (SB 8, TB 8)
COMBAT TALENTS
Ambidextrous, Arms Master, Quick Draw
MELEE TALENTS
Berserk Charge, Furious Assault, Unarmed Master
RANGED TALENTS
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
TECHNICIAN TALENTS
Percussive Maintenance, Careful that's Dangerous
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sapper, Sergeant, Spotter, Weapon Specialist Any Basic Any Melee Any Heavy
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
24 G-Bolter G-Bolt Pistol G-Combat Knife Mk3a Core Armour
Horde Abilities
Ability Name Action Squad Req. Qty Effect
Defensive Abilities
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move or are moved. This ability also stacks with itself up to a maximum of +4 AP.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.
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.
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.
Ranged Abilities
Weapon Expertise Passive/1 Full 1 Unlimited You may use the Custom Ammo, Special Bolts, Maximal and Variable modes as normal with equipped weaponry. You may switch between ammo/modes as a Full, and will continue firing in that mode unless you change to another (inc. default).

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