Core Unit Christopher
Core Unit Christopher
Core Lieutenant Christopher

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 | ||||||||
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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) |
Christopher Unit

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. |
page revision: 6, last edited: 20 Nov 2015 06:50