Core Unit Berthold

Core Unit Berthold

Core Lieutenant Berthold

Berthold.png?dl=0
Special Role: Undying
Core Lieutenant Berthold is the very ugly, bald commander in charge of the Wizard Army's premiere strongpoint unit. An extremely tough combatant, Berthold is not one for heroic charges or risky, daring strategies, but rather in solid, tried-and-tested defensive strategies.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 50 50 60 50 40 40 40 40
BASIC SKILLS
Acrobatics, Athletics+10, Awareness+10, Carouse+10, Command+10, 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
Defensive Commander (+2 TB, +20 WP)
TRAITS
Iron Guard Mk3 (SB 9, TB 10)
COMBAT TALENTS
Ambidextrous, Armor Master, 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 (Double Tap), Rapid Reload
PHYSICAL TALENTS
Bulging Biceps, Catfall, Drop Trained, Hardy, Iron Jaw, Leap Up, Lightning Reflexes, Rapid Reaction, Renewed Vigour, Sprint, Stalwart Defense, Step Aside, True Grit
COMMAND TALENTS
Air of Authority, Forward you Dogs, Iron Discipline
DEFENSIVE TACTICS
Defensive Stance, Go to Ground, Repel Attackers, Sternguard
WOUNDS FATE RP SPECIALS AND GAINS
30 2 4 Requisition Credit: Power Armour (+2)

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Berthold Unit

Berthold%20Squad.png?dl=0
Special Role: Defensive
Berthold Unit make up some of the more stubborn and resilient units in the Wizard Army. Once entrenched in a well-defended defensive position, dislodging them becomes a herculean task. Extensive experience in defensive combat has led to them routinely customizing their armour to suit their purposes.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 45 50 45 30 30 35 30
BASIC SKILLS
Acrobatics, 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), Speak Language (Arabic, English)
HORDE TRAITS
Disciplined, Exemplary Leadership, Fighting Withdrawal, Fire Drill (1), Large, Overwhelming (1), Regen (2), Stubborn
TRAITS
Iron Guard Mk3 (SB 8, TB 9)
COMBAT TALENTS
Ambidextrous, Armor Master, Arms Master, Quick Draw
MELEE TALENTS
Berserk Charge, Furious Assault, Unarmed Master
RANGED TALENTS
Bolter Drill, Deadeye Shot, 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, Spotter, Weapon Specialist Any Basic Any Melee Any Heavy
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
27 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.
Draw Fire Free 1 3 per Battle You gain +2 TB and all attack rolls against you reroll and take lowest result until the start of your next turn. Until the start of your next turn, all enemies who intend to make an attack, and are able to attack you, must attack you instead of other targets.
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.

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