Core Unit Christopher

Core Unit Christopher

Core Lieutenant Christopher

Christopher.png?dl=0
Special Role: Devastator
Core Lieutenant Christopher leaders Christopher Unit, the best ranged combatants that can be drawn from the Core Units. An accomplished shot, Christopher prefers brutal, heavy weaponry over that of the rifle, and particularly favours the Heavy Bolter. This has irritated several people amongst the Wizard Army's support and logistics division, who find it easier to recharge a Mascannon pack than it is to make more bolt rounds.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 60 50 50 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
Devastator (Fire Drill (2), +1 Ranged 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
Berserk Charge, Blade Dancer, Furious Assault, Swift Attack, Takedown, Unarmed Master
RANGED TALENTS
Assault Shooter, Barrage, Deadeye Shot, Gun Drill (Bolter), Gunslinger, Precision Basic (Crippling), Rapid Reload, Storm of Iron
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
OFFENSIVE TACTICS
Coordinate Volleys, Massive Damage
WOUNDS FATE RP SPECIALS AND GAINS
27 2 4 Requisition Credit: Heavy Weapons (+2)

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Christopher Unit

Christopher%20Squad.png?dl=0
Special Role: Heavy Veterans
Christopher Unit are a front-line core unit weighted more towards powerful ranged combat. The entire unit has been formed from veteran Heavy Guard, forming a unit that combines the tactical flexibility of a Core unit with the experienced weight of firepower that Heavy units excel in developing.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 50 45 45 45 30 40 30 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 8)
COMBAT TALENTS
Ambidextrous, Arms Master, Quick Draw
MELEE TALENTS
Berserk Charge, Furious Assault, Unarmed Master
RANGED TALENTS
Barrage, 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, 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
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.

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