Heavy Unit Ingram

Heavy Unit Ingram

Heavy Lieutenant Ingram

Ingram.png?dl=0
Special Role: Artillerist Commander
Heavy Lieutenant Ingram is a quiet, thoughtful leader, which is greatly appreciated since his unit wields heavier firepower than anything else in the Wizard Army short of several battle tanks. Tanks, in fact, are his primary prey, since Ingram's solid, precise shooting lends itself more to hunting those behemoths than it does mowing down infantry. His favourite weapon tends to be a Mascannon or a Positron Cannon, a fact that is appreciated by the Wizard logistics division who find it much easier to generate excess energy than it is to gather materials for bolt shells and missiles.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 65 50 50 50 40 40 40 40
BASIC SKILLS
Acrobatics+10, Athletics+10, Awareness+10, Carouse+10, Charm+10, Command+10, Dodge+20, Intimidate +10, Literacy, Parry+10
SPECIALIST SKILLS
Common Lore (LN+10, Military+10, Weapons+10), Operate (Land Military+10, Air Military, Personal, Superheavy), Speak Language (English)
HORDE LEADER BONUS
Precision Shooter (+20 BS, +2 Ranged Damage)
TRAITS
Iron Guard Mk3 (SB 9, TB 9)
COMBAT TALENTS
Ambidextrous, Arms Master, Quick Draw
MELEE TALENTS
Berserk Charge, Blade Dancer, Furious Assault, Hatred (All), Swift Attack, Takedown, Unarmed Master
RANGED TALENTS
Assault Shooter, Bolter Drill, Deadeye Shot, Precision (Heavy: Well-Placed, Cleaving, Brutal), Mighty Shot, Rapid Reload, Storm of Iron
PHYSICAL TALENTS
Bulging Biceps, Catfall, Drop Trained, Hardy, Iron Jaw, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, True Grit
COMMAND TALENTS
Air of Authority, Forward you Dogs, Iron Discipline, Litany of Hate
WOUNDS FATE REQUISITION SPECIALS AND GAINS
25/25 2 4 Requisition Credit: Heavy Weapons (50%)

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Ingram Unit

Ingram%20Squad.png?dl=0
Special Role: Artillerists
Heavy Unit Ingram focuses on heavy weaponry designed to kill big targets. Mascannons, anti-armor missiles, positron cannons… Tanks, AC Suits, aircraft, Annihilators and Apocalypse Engines are all targets Ingram Unit happily takes on and often leaves in ruins.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 60 45 45 45 30 30 30 30
BASIC SKILLS
Acrobatics, Athletics+10, Awareness+10, Carouse+10, Dodge+10, Intimidate +10
ADVANCED SKILLS
Common Lore (LN+10, Military+10, Weapons+10), Operate (Land Military+10, Air Military+10, Personal, Superheavy), Speak Language (English)
HORDE TRAITS
Disciplined, Exemplary Leadership, Fighting Withdrawal, Fire Drill (2), Large, 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
Assault Shooter, Barrage, Bolter Drill, Deadeye Shot, Mighty Shot, Rapid Reload
PHYSICAL TALENTS
Bulging Biceps, Catfall, Drop Trained, Hardy, Iron Jaw, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, True Grit
SPECIALISTS
Engineer, Medic, Pathfinder, Sergeant, Spotter, Weapon Specialist (G-Bolter/G-Heavy Bolter/G- Stalker Bolter/G-Mas Repeater/G-Mascannon/G-Missile Launcher (W/3 AA Missiles)/G-Positron Rifle/G-Positron Cannon)
WOUNDS EQUIPMENT
20 G-Bolter, G-Bolt Pistol, G-Combat Knife, Mk3 Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty Effect
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor 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 single ranged attack using either the Smoke or Blind Grenade profile.
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move.
Frag Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Killing Field 1 Full 3 3 Times per Battle You make a single Ranged attack; if your attack is performed with a Semi or Full Auto weapon, then the attack affects all squares adjacent to its target square. This attack counts as a Blast (5) attack on everything it hits, and for every Squad you have, deals +1 Damage and Pen. Enemy horde are forced to test vs. Pinning as though they'd been the target of a Horde Pinning attack. This does not affect Leaders, but it does effect Specialists.
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.
Weapons Team Passive 1 Unlimited You gain an extra Weapons Specialist, who is treated as per usual for a Weapons Specialist and may be equipped with any weaponry your Specialists may access.

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