Heavy Unit Jordan

Heavy Unit Jordan

Heavy Lieutenant Jordan

Jordan.png?dl=0
Special Role: Fire Support Commander
Heavy Lieutenant Jordan is almost certainly one of the most hated men alive… If you ask the Logistics Division of the Wizard Army. Jordan's approach to warfare very much rests on being the well-equipped forefront of a force with unlimited resources, which is not what he is anymore. Any man whose favoured tactics involve firing highly expensive bolter shells in massive volleys 'just to be sure' is sure to infuriate the quartermasters of a guerrilla outfit. Nevertheless, Jordan's tactics serve to make his unit a formidable anti-infantry force, and when properly set up can shred through formations numbering hundreds of times the size of his own unit.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 65 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
Fire Support (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, Covering Fire, Deadeye Shot, Flush Out, Gun Drill (Bolter), Heavy Suppression, Precision Heavy (Fast), 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
OFFENSIVE TACTICS
Coordinate Volleys, Vanguard
WOUNDS FATE RP SPECIALS AND GAINS
27 2 4 Requisition Credit: Semi/Full Weapons (+2).

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Jordan Unit

Jordan%20Squad.png?dl=0
Special Role: Fire Team
Heavy Unit Jordan is the major ranged anti-infantry unit in the Wizard Army. Often favouring heavy bolters, there are few forces in the world better at tearing through massive formations of infantry like this unit. Supply issues might mean that they rarely see service, but when they do, the results are gruesome and unmistakeable.
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, 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 (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, Deadeye Shot, Gun Drill (Bolter), Mighty Shot, 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)
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
Killing Field 1 Full 3 3 Times per Battle You make a 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. Targets are forced to test vs. Pinning as though they'd been the target of a Horde Pinning attack. Specialists may make their attack as normal.
Support Abilities
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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