Euphemia One

EuphemiaOne.png
Name: Euphemia One
Position: 2IC of the Wizard Army, Commander of Iron Guard contingent
Sex: Female
Age: One year old (created 2016); biologically 25
Nationality: None/Libre-Citizen
Place of Residence: W-Base

Physical Details
Hair colour: White
Eye colour: Dark Blue
Height: 7'6"
Build: Powerfully built, even by Guard standards

Personal Details
"The Lord Wizard wants this place held, and by hell you will hold it!"

The commander of W's Iron Guard and his effective second-in-command, Euphemia One is a Prime, a Third Generation Iron Guard built from the genetic data of Eugenia Ranvier combined with pure-strain Angelic DNA and other concoctions. Few Primes were made, with most Iron Guard were recruited from hardened human stock instead of grown. Primes are generally slightly superior to standard Guard- however, their greatest strength is their innate ability to inspire intense loyalty in subordinate Guard due to their conditioning. Thus, when Ranvier told Euphemia One to obey W, she knew exactly what that would entail.

Euphemia One is patient and a solid strategist, as well as a ferocious fighter on her own terms. She is loyal to W, and will do as he says, although she is free to interpret those orders as she likes.

Character Details

Character Details
Name Euphemia One Gender Female

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 -
Ballistic Skill 60 6 -
Strength 65 10 Unnatural Strength (4)
Toughness 65 10 Unnatural Toughness (4)
Agility 50 5 -
Intelligence 60 6 -
Perception 50 5 -
Willpower 60 6 -
Fellowship 50 5 -

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Vitals

Vitals
Wounds: 35 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100

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Traits

Traits

Traits
Trait Effect
Iron Guard Mk3 You gain the Unnatural Toughness (4), Strength (4) and Regeneration (2) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 1d10+7 days. You gain +20 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +30 to tests to resist harmful gases. You count as Hulking in your Power Armour, but do not grant enemies the +10 to hit bonus. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.
Captain Primus You gain a +20 to all Fellowship and Tactics tests made to direct Iron Guard.

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Skills

Basic Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X -
Athletics Str X X X -
Awareness Per X X X -
Carouse Tou X - - -
Charm Fel X X - Captain Primus
Chem Use Int - - - -
Command Fel X X X Captain Primus, Talented
Commerce Int - - - -
Deceive Fel X - - Captain Primus
Demolitions Int X - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel X - - Captain Primus
Intimidate Str X X X -
Literacy Fel X - - -
Logic Int X X - -
Medicae Int - - - -
Parry WS X X X -
Scrutiny Per X X - -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi - - - -
Survival Per X X X -
Tech Use Int - - - -

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore LN Int X X - -
- Military Int X X - -
- Weapons Int X X - -
Navigate Land Int X X - -
Operate Land Military Agi X X - -
- Air Military Agi X X - -
- Personal Agi X X - -
- Superheavy Agi X X - -
Scholastic Lore Tactics Int X X X Talented
Speak Language Arabic Int X - - -
- English Int X - - -
- French Int X - - -
Trade - Int - - - -

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Talents

Weapon Proficiencies

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X X X
- Prog X - -
Basic Bolt X X X
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt X X X
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Pistol Bolt X X X
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Basic Combat Talents

Name Sub-Class Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Agility Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Favoured Enemy All Select one type of enemy (eg. Stormtroopers, Iron Guard, E-Destroyers). take a +10 bonus to hit this type of enemy; you may make a Command test as a Free Action to spread this bonus to all allies within visual range.
This Gun is Mine - Unjam Ballistic Weapons automatically as a Half Action.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect

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Melee Talents

Name Sub-Class Effect
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, may freely move Half Move.
Assault Jump - Melee attacks made after a Float or A-Type Jump count as a charge.
Battlemaster - Once per Round. Reroll attack made with melee weapon.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they Fury on a roll of 9 or 10 instead.
Combat Master - So long as you are not helpless or immobile, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat.
Counter-Attack - This talent permits use of the Counter-Attack Action.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
Crushing Blow - Extra melee damage equal to WSB/2.
Death from Above - When using the Assault Jump talent, you deal extra damage equal to your AB/2.
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
Dual Strike - Full. Dual-Wielding Melee. Make a single WS test- do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single parry or dodge test will avoid both blows.
Flesh Render - +2 Damage with Tearing or Prog weapons. Grant Devastating (3) to melee attacks.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Gravity Kick - Charge, made from height. Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage, +1d10 damage. The attack has a Penetration value equal to 1 per 5dm fallen (or 2 per 1km in Strategic Mode). This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.
Hammer Blow - All Out Attack. Add half of SB to attack's Penetration. Attack has the Concussive quality.
Heroic Assault - Charge. Lets you perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. May use All Out Attack-enhancing talents.
Irresistible Force - Charge. Expend a reaction to perform a Swift or Lightning Attack when making a Charge attack. May not be used in conjunction with another reaction-expending attack talent.
Killing Strike - All Out Attack. Expend a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Makeshift Murder - Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Precise Blow - Reduce Melee attack called shot penalty by 20.
Precision Melee Touché Standard or Called Shot Melee attack. This attack cannot by Parried so long as the attack succeeds by two degrees of success.
- Fast Standard or Called Shot Melee attack. Target takes a -20 penalty to Dodge against this attack.
Street Fighting - +2 Critical Damage with a knife or unarmed attack.
Sure Strike - You may reroll a single melee hit location roll per turn and take the preferred result.
Swift Attack - This talent permits use of the Swift Attack Action.
Takedown - This talent permits use of the Takedown Action.
Thunder Charge - Charge. Expend reaction when Charging to make an Unarmed attack against every opponent you can reach at your end location. Attacks also act as Knockdown. Make normal attack after this. Deal 1d5+1 extra attacks on Hordes. May not be used in conjunction with another reaction-expending attack talent.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive.
Vice Grip - You take a +10 bonus to Grapple tests, and deal +2 damage when using Grapple attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone.
Wall of Steel - May make one extra Parry action per round.
Whirlwind of Death - On dealing a melee attack against a Horde that deals damage, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Full Action: Make a single melee attack against all adjacent enemies, up to an amount equal to your WSB.

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Ranged Talents

Name Sub-Class Effect
Assault Shooter - May fire Basic/Heavy weapons in melee. Heavy weapons have -20 penalty, basic have 0, and pistols count as having the Point Blank bonus.
Barrage - +1 Degree of Success with Ranged attacks.
Crack Shot - +2 critical damage from ranged attacks.
Covering Fire - Any enemies subjected to suppressive fire, even if these enemies are immune to Pinning or Fear, take a -10 penalty to BS so long as they are within the field of fire and Suppressive Fire is sustained.
Deadeye Shot - Reduce penalty to called shots by -10.
Dual Shot - Full. Dual-Wielding Ranged. Make a single BS test- do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows.
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect have their Cover AP halved. Furthermore, enemies who are already pinned must take an immediate Willpower test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.
Gun Drill Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons.
Gunslinger - Reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Heavy Suppression - Enemies hit by the Suppressive Fire action whilst this talent is in use take a -10 penalty to pass their Willpower test versus Pinning.
Hip Shooter - May move Full Move or Run and fire single shot with one Pistol or Carbine. However, apply -20 Penalty to BS if firing as part of a Run action, -40 if used with Sprint.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 10m apart.
Marksman - You reduce the penalty for shooting at long or extreme range by 10.
Mighty Shot - Add half of BSB to ranged weapon damage, rounding down.
Overcharge - Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing the wielder passes a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats.
Precision Pistol Well-Placed Standard or Called Shot Ranged Pistol Attack: roll Ballistic Skill twice, take the better roll.
- Execution Standard or Called Shot Ranged Pistol Attack: +3 Damage to enemies within Point Blank range.
Rapid Reload - Weapon reload times are reduced by half.
Sharpshooter - Reduce penalty to called shots by -20.
Stable Shooter - You gain the Auto-Stabilised Trait.
Storm Charge - Charge. When performing a Charge, you may expend a reaction to make an attack with a ranged weapon on any setting. This attack gains both the Charge and Point Blank bonuses, and deals +2 damage. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal. May not be used in conjunction with another reaction-expending attack talent.
Storm of Iron - Enemies take a -10 to dodge full auto bursts from you. Furthermore, when attacking Hordes with a semi or full auto burst, so long as one attack deals damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.
Target Selection - Take no penalty for firing into melee combat

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Physical Talents

Name Sub-Class Effect
Bulging Biceps - May fire unbraced Heavy Weapons on Semi/Full Auto without the -30 unbraced penalty. Furthermore, take a +20 Bonus when testing Athletics to increase your carrying capacity.
Burst of Speed - Once per session. You gain Unnatural Agility (4) and ignore Difficult Terrain for a number of rounds equal to your pre-Burst of Speed AB/2. On Strategic Maps, this talent also lets you make a single free Full Move per turn.
Catfall - Whenever you fall, test Agility or Acrobatics as a Free. On a success, and for every DoS, you reduce the distance fallen by an amount equal to your AB for the purposes of determining falling damage.
Die Hard - You may reroll toughness tests to resist Blood Loss's effects.
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage.
Extreme Endurance - You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you roll Toughness checks with a +20 bonus, and may reroll every Toughness test and take the better result. So long as Extreme Endurance is active, when taking fatigue, you may test Toughness. On a success, you reduce the amount of Fatigue taken by 1.
Extreme Resilience - You ignore the effects of critical damage (bar the sort that kills or dismembers you) until the end of the battle.
Feat of Strength - Once per session. You gain Unnatural Strength (+4) for a number of rounds equal to your pre-Feat of Strength SB/2.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
I Cannot be Defeated Increase your Fatigue Threshold by 2.
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effects.
Last Man Standing - You cannot be pinned by pistols or basic weapons, and any cover bonus vs. ranged weapons (including shields) is increased by +1.
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - Double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
Renewed Vigour - Once per session, declare Renewed Vigour. You restore wounds equal to your TB as a free action.
Second Wind - This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain a +1 to Toughness, a +10 to Toughness tests, and instantly heal 1d5 wounds, plus an extra equal to your natural TB. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once a day.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
Sprint - +AB to movement distance when full moving, double movement distance when running. You gain a level of Fatigue if you use this talent two turns in a row.
Stalwart Defense - You may spend a fate point as a Full Action to root yourself to a location. You may not move and you may not dodge, but you can make a parry reaction against any and all successful melee strikes against you. All damage you suffer is reduced by 2, and enemies gain no bonuses for outnumbering you in close combat. This state continues until you are incapacitated or you choose it to end.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
Stoic Defense - You may declare Stoic Defense once per combat. During this time, you may only move a distance equal to your Agility Bonus each round; but you gain 18 temporary Wounds not protected by Toughness or AP that are removed before normal wounds. Should you move more than your AB during this time, willingly or involuntarily, your wounds are lost.
True Grit - Halve Critical Damage taken, rounding down. Minimum of 1 Critical Damage taken.

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OD Talents

Name Sub-Class Effect
Precision Targeting - Half Action. Select one allied unit. For their next attack, they add your IB/2 to their weapon's Penetration. When used with multiple-hit attacks, this bonus counts for all hits.
Tactical Genius - Spend fate to allow pilot to reroll failed test or to add 1 degree of success to test.

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Mental Talents

Name Sub-Class Effect
Battle Rage - May Parry when Frenzied.
Blind Fighting - Take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Foresight - Spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Heightened Senses All Senses Take a +10 to Perception tests when using the chosen Sense.
Hotblooded - +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Insanely Faithful - Roll on the Shock Table twice and take the preferred result.
Jaded - Unaffected by mundane horrors such as death, violence or the sight of blood.
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus. Furthermore, whenever you take Insanity, you may test Willpower. On a success, the amount taken is reduced by 1, +1 per 3 degrees of success.
Nerves of Steel - Reroll WP tests to resist or recover from Pinning. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Paranoia - Gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Resistance Cold +10 to tests to resist the chosen object.
- Fear +10 to tests to resist the chosen object.
- Heat +10 to tests to resist the chosen object.
- Mental +10 to tests to resist the chosen object.
- Poison +10 to tests to resist the chosen object.
Sanity Grip - Spend a Fate to ignore a single source of Insanity Points for 1 round.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
Total Recall - Automatically remember facts, can test to retrieve more obscure or esoteric facts
Unshakeable Faith - Reroll failed Fear tests.

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Interpersonal Talents

Name Sub-Class Effect
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 100 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve an extra degree of success. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Chem Geld - Seduction attempts against you automatically fail, and Charm tests against you take a -10 penalty. This applied to Social Conflicts. You take 1 Insanity on gaining this talent.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers. This applies to Social Conflicts.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all nearby allies. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests.
Good Reputation LN You gain a +10 to Fellowship tests with people belonging to the specified group. Stacks with Peer for a total of +20. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
Great Leader - You may command Armies or horde groups in Strategic Combat, granting your Horde Leader Bonus to all hordes in said Army.
Forward, you Dogs - You may test Command as a half action on your turn. On a success, all allies within vocal range of you who are suffering from mental effects (Fear, Pinning, Frenzy, and others) may take an immediate free Willpower test to shake off the effects. For every degree of success on your Command test, those allies gain a +5 bonus to their Willpower test.
Into the Jaws of Hell - Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Iron Discipline - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Inspirational - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
Peer LN You gain a +10 to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.

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Support Talents

Talent Name Talent Sub-Title Effect
Able Assistant - Whenever this character uses the 'Assistance' action on another character making a skill check, the character making the skill check reduces the difficulty level by an extra degree of success.
Combat Formation - When this character is present in a squad, the squad gains +1 Cohesion and all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time.
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit.
Lend a Hand - This character may spend a Full Action to grant an adjacent character a +10 to any actions that character takes until the start of the assisting character's next turn. This includes Reactions.
Low Profile - Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
On the Ball - When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point.
Soak Fire - Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range.

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General Pointman Talents

Talent Name Talent Sub-Title Effect
Guardian - Expend reaction to parry attack aimed at adjacent ally. -10 penalty to test and to WS tests for 1 round.
Sacrifice - May declare that an attack aimed at you hits an arm instead. If arm destroyed, 50% chance of original target taking half damage. Can use in conjunction with Guardian to cover ally.

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Offensive Tactics

Butts and Bayonets
Coordinate Volleys
Harass
Massive Damage
Offensive Stance
Vanguard
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Defensive Tactics

Defensive Stance
Go to Ground
Repel Attackers
Sternguard
Stiffen Backs
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Support Tactics

Example to Others
Harbingers of Dread
Master Tactician
Mobile Stance
Reconaissance
Watchful Stance
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Ploys

Baiting Feint
Delaying Tactics
Shoot the Big Ones
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Equipment

Melee Weapons

Name Class Range Base Damage Real Damage Base Pen Real Pen Total Specials
One-Handed
Best Guard Positron Sword Melee - 1d10+3E 1d10+16E 5 5 Best; Guard, Positron; Balanced, Power Field (5)
Two-Handed
Euphemia's Demolisher Melee - 2d10+3I 2d10+16I 4 4 Best; Guard, Pneumatic; Concussive, Devastating (2); Unwieldy

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Ranged Weapons

Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials
Best Guard Storm Bolter Basic Long (100m/10dm) S/3/5 S/4/6 1d10+8X 1d10+11X 4 4 Best; Guard, Special Bolts; Storm, Tearing
Best Guard Bolt Pistol Pistol Close (30m/3dm) S/2/- S/3/- 1d10+8X 1d10+11X 4 4 Best; Compact, Guard, Special Bolts; Tearing

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Ammo

Ranged Weapons

Name Weapon Clip Size Reload Time Qty
.75 Dual Bolt Clip Storm Bolter 20 1 Full 4
.75 Dual Amputator Clip Storm Bolter 20 1 Full 1
.75 Dual Vengeance Clip Storm Bolter 20 1 Full 1
.75 Dual Metal Storm Clip Storm Bolter 20 1 Full 1
.75 Dual Tox Clip Storm Bolter 20 1 Full 1
.75 Hand Bolt Clip Bolt Pistol 12 1 Full 4
.75 Dual Amputator Clip Bolt Pistol 6 1 Full 2
.75 Dual Vengeance Clip Bolt Pistol 6 1 Full 1
.75 Dual Tox Clip Bolt Pistol 6 1 Full 1

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Armour

Name Body Leg Arm Head Special
Best Mk3a Exemplar Armour 11 10, Weak Spot (2) 10, Weak Spot (2) 10, Weak Spot (2) Best; Iron Guard; Ablative (3), Auto-Doc (1), Empowering (2), Fortified, Inspirational, Intimidating, Recoilless, Sealed, Sentinel, Stims; Powered

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