Core Unit Francis

Core Unit Francis

Core Lieutenant Francis

Francis.png?dl=0
Special Role: Scout Commander
Core Lieutenant Francis is the lieutenant in charge of the single stealth-trained unit in the Wizard Army's Guard contingent. Although all Guard are by definition an elite rapid strike force, more given to well-executed attacks on the weak points of a force, relatively few are trained in traditional commando-style stealth techniques. Francis leads his unit behind enemy lines, using the terrain and their skills to good use, crippling the enemy with sudden ambushes. Guard are terrifying enough; stealthy Guard are even worse.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 50 50 50 60 40 40 40 40
BASIC SKILLS
Acrobatics, Athletics+10, Awareness+10, Carouse+10, Command+10, Dodge+20, Intimidate +10, Literacy, Parry+20, Stealth+20T, Survival+20T
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
Fleet of Foot (+1 TB, +20 WP, +20 Agility, Mobile (2))
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, Bolter Drill, Deadeye Shot, Gunslinger, Precision (Basic), Rapid Reload
PHYSICAL TALENTS
Bulging Biceps, Burst of Speed, Catfall, Dark Execution, Drop Trained, Hardy, Iron Jaw, Fleet-Footed, Leap Up, Lightning Reflexes, Muffled Armament, Rapid Reaction, Silent Hunter, Sprint, Stalking Predator, Step Aside, Swift Shadow, True Grit
COMMAND TALENTS
Air of Authority, Forward you Dogs, Iron Discipline
OFFENSIVE TACTICS
Ambuscade, Massive Damage
PLOYS
Shoot the Big Ones
WOUNDS FATE RP SPECIALS AND GAINS
27 2 4 Requisition Credit: Grenades, Mines, Demo Charges (+4).

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Francis Unit

Francis%20Squad.png?dl=0
Special Role: Scouts
Francis Unit is the only Wizard Guard unit trained as a scout unit. Scouts operate ahead of the main force or behind enemy lines, either skirmishing with the enemy, launching supply raids or destroying sensitive targets. Although useful and decisive if utilised properly, these abilities come with sacrifices. Normal Mk3 Power Armour is too heavy and distinctive to use, and so Francis Unit is often forced to rely on lighter Scout Armour. Although still providing solid defense, and coming with a Chameleon System allowing the Unit to blend into its surroundings, it is not as protective as regular Iron Guard armour, making Francis Unit's risky attacks that much more of a risk.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 45 45 50 30 40 30 30
BASIC SKILLS
Acrobatics, Athletics+10, Awareness+10, Carouse+10, Dodge+10, Intimidate +10, Literacy, Parry+10, Stealth+10, Survival+10
ADVANCED SKILLS
Common Lore (LN+10, Military+10, Weapons+10), Operate (Ground Military, Personal), Speak Language (Arabic, English)
HORDE TRAITS
Ambushers, Disciplined, Dirty Fighters, 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
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/Mk3b Scout 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.
Support Abilities
Markerlight Mk2 1 Normal 2 Unlimited You select a single enemy within visual range. Any attacks any ally makes against your chosen enemy take a +10 BS bonus until the start of your next turn. In E-Scale against Independent Characters, if a single body part is hit with 3 Markerlights in the same turn (from any source), then Called Shot penalties against the location disappear and all Horde attacks against the target hit location.
Sabotage 1 Full 1 3 Times per Battle Choose one enemy Horde within AB dm/km. The target tests Awareness; on a failure, they are stunned for 1 round.

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