Minerva Linden

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Name: Minerva Linden
Position: President of the United States
Sex: Female
Age: 18 (Born 2000)
Nationality: Austrian-American
Place of Residence: Boston, US

Physical Details
Hair colour: Black
Eye colour: Dark blue
Height: 5'6.5"
Build: Petite

Personal Details
"We're taught that nothing devastates a state more than a long drawn-out war. Therefore, the greater good requires- demands- of us that we use every available resource, weapon, tool and tactic to end a war as quickly as possible."
Minerva's Theme (Peaceful)
Minerva's Theme (Dangerous)

Minerva Linden, the young daughter of Tobias Linden was, sadly, orphaned at a young age. Her mother died giving birth to her, and her father disappeared on his tour of duty to Ethiopia when she was only four years old, leaving her with little more than a collection of memories, a small inheritance, a white lion stuffed toy and the promise of protection from high-ranking UN officials. Placed under the guardianship of one such official, a UN general, saw Minerva soon involved in matters outside of her understanding. Her guardian's position, and Minerva's own highly impressive intelligence saw her drafted into the fledgling NeoAlexander Project.

Despite being raised without the protection of her father, Minerva nevertheless felt a strong bond of love and loyalty to him, encouraged by a set of letters he wrote to her before he vanished, in anticipation of his death. The letters wished her well and told her of her father's hopes and dreams, and about the world he wished for her; one letter would be given to her every birthday, and the other during Christmastime.

Much like her good (and only) friend Alphonse Wellesley, Minerva became one of the few success stories of the NeoAlexander Project. A highly competent and inspiring young lady, she held her own in war games, occasionally scoring impressive and decisive victories over Alphonse, which both impressed and infuriated him when they happened. However, for one reason or another, these victories were rarely consistent, waxing and waning with Minerva's mercurial and often depressive mood swings; leading to Alphonse holding long-term supremacy at the end of it all.

Like most Companions, Many of Minerva's memories are gloomy and depressing, and she dislikes talking about her time during the program.

After graduating, she was assigned to the Indian Ocean Battlegroup, where her fondness for seeing the action up close and 'leading from the front', relatively speaking, saw her fly as copilot for a UN fighter jet; ultimately she was shot down in LN territory. She disappeared, presumed dead, only to resurface in early 2017 in the company of her father, Tobias Linden, fighting for the Liberated Nations.

During the LN War, Minerva and her forces invaded and toppled the ruling regime of the United States, installing herself in its stead. Although a decisive defeat at Boston knocked her out of the war, Minerva retained her position by agreeing to align her new US with that of the UN.

In truth, Minerva is more an ally of the 'rebel' NERV contingent than anything. She and her country were one of the founders of the United Earth Federation, along with France, China and the USSR.

The public reaction to Minerva in the US was mixed at first. She was, after all, an invader who assumed control of the country by force, never mind the fact that she was a teenage girl. On the other hand, the regime she wiped out had been loathed by many Americans, which had a way of making the people a little less reluctant to accept her. Furthermore, the fact that during her invasion, she deliberately focused on tactics and strategies that minimized collateral damage and civilian death as best as possible, which won her support. Her support only began to increase as she rebuilt the government into an effective and impressively well-organised machine, something the Americans were not at all used to.

Militarily, Minerva tends to avoid elaborate, over-designed plans, instead going for simple, flexible strategies that will bend rather than break under pressure. She understands that half of the work is in logistics and preparation rather than actual battlefield maneuvers, and so makes sure her forces are organised and balanced, capable of quickly changing to meet any challenge. The end result is that her forces tend to be more efficient than her opponents', and most importantly to her, they can defeat the enemy quickly and decisively instead of being bogged down in long wars. Minerva sincerely believes that long wars destroy and devastate countries, and the quicker and cleaner a war, the quicker the involved (or conquered) territories' energies can be turned to production.

Character Details
Name Minerva Linden Gender Female
Background Companion Career Operations Director
XP Total 40200 Rank Elite
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 25 2 -
Ballistic Skill 27 2 -
Strength 25 1 -
Toughness 25 1 -
Agility 60 6 Expert
Intelligence 70 7 Expert, Like a Boss
Perception 70 7 Expert, Like a Boss
Willpower 55 5 Expert
Fellowship 70 7 Expert, Like a Boss

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Vitals

Vitals
Wounds: 15 Fate Total: 5
Fatigue Threshold: 1 Conditional Fates: 2

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Traits

Assets
Asset Subname Effect
Academic CL (USA, History), SL (Law(T)) Gain 2 Common Lores and 1 Scholastic Lore. Gain 1 Talented talent for one of those three skills. Automatically gain 2 successes when using Personal Training to improve Intelligence.
Innovative - Gain one conditional Fate Point to be used when attempting a creative plan or unorthodox use of a skill.
Military Nut - Gain Common Lore (War) and Scholastic Lore (Tactics) skills. Gain Talented in both.
Sexy Voice Males Gain +10 to Fellowship skill tests toward a gender of your choice.
Shrewd - Gain one conditional Fate Point to be used in negotiations or social interactions or Social Conflicts. The Point may not be used to heal wounds, but it can be used to restore 1d10 Vigour in a Social Conflict.
Urbane - Gain a +10 bonus to Charm, Deceive, Scrutiny and Inquiry tests made when dealing with the authorities, socialite classes and in formal situations.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Skills

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

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Basic Skill Reference Cards

Skill Name Acrobatics
Characteristic Agility
Action Full Action unless otherwise noted
Description
Acrobatics is the skill of moving with agility, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down.
Special Uses
Maneuvering You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first.
Contortionist As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Agility.
Jumping When jumping or leaping, you may test Acrobatics in place of Agility and Strength tests.

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Specialist Skill Reference Cards

Skill Name Common Lore
Characteristic Intelligence
Action Free Action
Specialist Examples Science, Technology, History, War, Government, Second Impact
Description
Common Lore represents your understanding of common knowledge on a topic. This information is deeper than simple knowledge of something's existence, reflecting a degree of familiarity and interested study. Common Lore tends to be broad topics, often equivalent to high school study. This is opposed to Scholastic Lore, which represents detailed intensive scholarly study and research, often into a specific field. Common Lore is a Specialist Skill. Example uses of Common Lore is you testing to know a specific detail about a common subject, or when the GM feels you might know something about a situation, person or place.

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Talents

Proficiency Talents

Weapon Talents

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

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Skill Talents

Name Sub-Class Effect
Basic Talents
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.
Talented Lots of things Gain a +10 to tests made using this skill.
Elite Talents
Skill Exemplar Disguise Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.

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Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Beyond Reproach - When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.
Clues from the Crowd - Once per day, you may reroll a test made to gather information from a group of people and take the preferred result.
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.
Contact Hugo Buonarotti (North American UN Military Region Commander) On selecting this talent, you gain a specific contact, who is an individual who can be relied upon for information and aid.
- Vladimir Holt (Soviet Ambassador to US) On selecting this talent, you gain a specific contact, who is an individual who can be relied upon for information and aid.
- Scott Walter-Grim (Eigenhart Weapons Development Program Director ) On selecting this talent, you gain a specific contact, who is an individual who can be relied upon for information and aid.
Demagogue - You gain a +10 bonus to Fellowship and Fellowship skill tests against crowds.
Eloquent - You may reroll Charm and Deceive tests and take the preferred result.
Iron Discipline - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.
Peer US Government, 2 You gain a 10*X bonus 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.
- US Military, 3 You gain a 10*X bonus 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.
- UEF, 1 You gain a 10*X bonus 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.
- Politicians, 1 You gain a 10*X bonus 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.
- Liberated Nations, 2 You gain a 10*X bonus 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.
Advanced Talents
Devoted - Your Followers take a +20 bonus when using the 'Protect Ally' Dodge Action on you.
Elite Agent Tobias Linden*2 Whenever you select this talent, choose one of your Followers or Entourages. They gain 10 Marks which may be spent to improve themselves. This upgrade may be purchased multiple times, but no Follower or Entourage may increase a Characteristic above 60.
- Kaiden Peters Whenever you select this talent, choose one of your Followers or Entourages. They gain 10 Marks which may be spent to improve themselves. This upgrade may be purchased multiple times, but no Follower or Entourage may increase a Characteristic above 60.
Follower Tobias Linden You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Robert Langley You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Kaiden Peters You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Albert St. Francis You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Presidential Hvy Rangers You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Thruster Congress You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
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 (Break, 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.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all allies within FB km. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests.
Great Leader - You may command Armies in Missions, granting your Horde Leader Bonus to all hordes in said Army.
Inspirational - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success.
Inspire Emotion - Each time you purchase this talent, select one of the options below.
- Courage Your rhetoric grants you a +20 to Interaction Tests when inspiring bravery in the face of fear- which grants them a +10 bonus against fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.
- Fear Your rhetoric grants you a +20 to Interaction Tests when whipping up a person- or persons'- fears, granting them a -10 penalty versus fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. Furthermore, it allows the Intimidation skill to, should your degrees of success exceed that of your target's Willpower Bonus, force them to take a fear test immediately.
- Friendship Your rhetoric grants you a +20 to Interaction Tests when inspiring cooperation or promoting mediation. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.
- Wrath Your rhetoric grants you +20 to Interaction Tests when inspiring hatred or anger. This Talent doubles the upper limit of the number of individuals affected when doing so This Talent can be combined with Air of Authority Master Orator to further increase the number of listeners affected.
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.
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Networking - You may spend a Fate Point once per session; for the rest of the session, you treat your contacts and your followers' Peer talents as though they were your own talents.
Radiant Presence - All allies within 2km of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation.
Veiled Threats - You use Fellowship in place of Strength for the purposes of Intimidate tests.
Elite Talents
Charm Offensive - Select a number between 1 and your Fellowship Bonus. For a number of minutes equal to ten times your FB, you are treated as having Unnatural Fellowship (X), where X is the number you chose. At the end of the allotted time period, however, you take levels of fatigue equal to X.
Double Agent - You may burn Fate and designate NPC. This NPC is revealed to be working for you. The GM may veto your choice, in which case your Fate is not burnt.
IOU LN You are owed a single favour from a specific group.
- US Government You are owed a single favour from a specific group.
- Dyse Group You are owed a single favour from a specific group.
You Owe Me - Select one expended IOU. The IOU may be used once more.

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Mental Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Brilliance - Once per day, you may test Intelligence In place of another Characteristic for any test.
Foresight - You may spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Insanely Faithful - You may roll on the Shock Table twice and take the preferred result.
Jaded - You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result.
Advanced Talents
Fearless - You gain a +10 bonus against Fear, and ignore 1 rank of Fear.
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.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.
Paranoia - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.
Elite Talents
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus, taking the preferred result. 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.
Sanity Grip - You may spend a Fate; until the start of your next turn, you take no Insanity Points and suppress all Disorders and ongoing Traumas.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
Total Recall - You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you may reroll every test with the Lore skill and take the preferred result.

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Physical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Decadence - You may ignore up to your TB*2's worth of intoxicants a day.
Sound Constitution 6 Increase your Wounds by 1 per purchase of this talent.
Advanced Talents
Elite Talents
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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Specialist Talents

OD Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Absolute Order - You may spend a Half Action, and spend or Burn Fate to force a subordinate to follow your orders exactly. If the subordinate refuses, they lose a Fate and you have yours refunded. You may also use this to automatically force a Horde to rally.
Cut Synch - You may cut an Eva pilot's synch by 1-5d10; until the start of your next turn the pilot takes +20 to feedback, but must pass a WP test or only take half actions on their next turn.
Favoured Tactics Evasive Stance, Terrain Mastery Whenever you select this talent, choose one of the abilities below.
- Evasive Stance Subordinates' Defensive Stance affects enemy Ballistic Skill Tests as well.
- Terrain Mastery Reduce the penalties suffered from battling in difficult environments by 10.
Feedback Tampering - As a Free you may select IB amount of Construct pilots per round. Should the pilots take insanity or ego damage (from a source besides high Synch Ratio), they automatically incur feedback and can only take half actions next turn, but reduce damage taken by your IB, to a minimum of 1. Alternatively, you may spend a fate point; the pilot automatically fails their Feedback test and is stunned for 1 round, but insanity/ego damage is halved.
Personnel Surveillance - Whenever a subordinate ends up 'Lost' due to being defeated etc in E-Scale, you may make an Awareness-30 test, which can be assisted by your Security Officer if you possess a Command Centre; on a success, the pilot is safely rescued.
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.
Promote Assistant - You can use Cut Synch, Remote Care, Precision Targeting or Surefire Ejection without using fates or actions (although they must still be on your turn, unless the original talent is a Reaction) a number of times per day equal to FB. Furthermore, select one Follower. They now gain +20 Characteristic Points, +3 Skill slots, +2 Talents, +3 Wounds, and a single Fate Point.
Remote Care - Half Action: select a pilot and spend fate to remove one of the following from a single pilot: blood loss, the Daze or Stun status, or all fatigue. This requires the pilot to be in a Cockpit/Entry Plug and wearing a Plugsuit, or armour with Autodoc.
Surefire Ejection - You may spend fate as a reaction to force a Construct's cockpit to eject, with +40 on the ejection roll.
Synchronized Maneuver - You increase all Cohesion Pools you lead by your IB/2.
Tactical Genius - You may spend fate to either allow a subordinate to reroll a test, taking their preferred result; or to add 1 degree of success to test.
Vigilance - You and all Subordinates gain +2 Initiative and a +10 bonus to Awareness tests.
Advanced Talents
Advanced Analysis - You may test Intelligence or Tech Use before making MAGI test. Add +10 to the MAGI test result on success, and +5 per degree of success. You may use a Follower's Intelligence or Tech Use in your place, and the Chief Engineer can Assist you if you are using a Command Centre.
Battlefield Command - As a Half Action, you may select one Horde or unit under your command. For the duration of this round only, they act on your Initiative, not that of their own.
Delegate - Once per Mission, you may use of Fate-required OD action without expending a Fate. Does not apply to Burning Fates.
Elite Retinue USS Liberty Bell You use your pull and heft to favour a single military unit on which you can rely. You selct a single Horde from the UEF's Resources: Hordes pool. This Horde now may only be deployed to battles involving you. However, you always count as commanding this Horde, and it does not count toward your Horde Army command limits. You also take a +10 to tests involving this Horde.
Foster Teamwork - Before a battle, select two subordinate Independent Characters and spend a fate point. The chosen Independent Characters (referred to from now on as 'Beneficiaries') gain the benefits of all of the below sub-talents, so long as you've purchased them. Every time you purchase this talent, choose one of the abilities below. No ability can be taken twice. If you yourself wish to benefit from these bonuses you must designate yourself as one of the Beneficiaries. You may only use this ability once per battle.
- Coordination So long as a Beneficiary is within Close Range (3km) of another Beneficiary, they receive a +10 to all tests.
- Combined Arms So long as a Beneficiary is adjacent to another Beneficiary, they treat the other Beneficiary's Horde Leader Bonus as though they too had it, alongside their usual Horde Leader Bonus. In any situation where these would overlap (i.e. if two Bonuses add damage), take the highest effect only.
- Defense Team So long as a Beneficiary is adjacent to another Beneficiary, they gain +2 AP. Once per turn, so long as they're adjacent to another Beneficiary, one of the Beneficiaries may spend a Fate Point to generate a single Reaction that any Beneficiary can use.
- Expanded Team You may now choose three Beneficiaries instead of two.
Just as Planned - Reduce Foresight's requirement time to 1 Full Action. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Like a Boss - Whenever you select this talent, choose one of the abilities below.
- Degree in Asskicking Gain a +5 to Int. You may test Intelligence whenever you roll an opposed test against any human target, regardless of the characteristic normally rolled.
- Wary Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.
- Debate Captain Gain a +5 to Fel, and you may reroll Opposed tests using Fellowship or a Fellowship skill and take your preferred result.
Logistics - Character may test Commerce or SL (Administration) after a Mission to earn +1 RP, +1 per 3 DoS. You may use a Follower's Commerce in place of your own. If you have a Command Centre, then the XO and Coordination Officer can assist if they possess the appropriate skill. Only the Supreme Commander may use Logistics in a Combat Mission.
Plan A Absolute Order, Surefire Ejection Choose one of the following Talents: Absolute Order, Feedback Tampering, Just as Planned, Remote Care, Surefire Ejection, When Suddenly. From this point on, the selected Talent does not require spending a Fate Point to use, but still takes an action.
Retinue Loadout Elite Abilities, Enhanced Armour, Special Training, Veterans You go to great lengths to funnel special resources and training into your chosen elites. Each time you select this talent, you choose one of the following bonuses and apply it to your Elite Retinue Horde.
- Elite Abilities (Mighty Shot) Your Horde permanently gains one of the following talents: Barrage, Combat Master, Crushing Blow, Fearless, Gun Drill, Mighty Shot, Rapid Reload, Step Aside, Swift Attack (or Lightning Attack if it already has it), True Grit, Wall of Steel.
- Elite Abilities (Step Aside) Your Horde permanently gains one of the following talents: Barrage, Combat Master, Crushing Blow, Fearless, Gun Drill, Mighty Shot, Rapid Reload, Step Aside, Swift Attack (or Lightning Attack if it already has it), True Grit, Wall of Steel.
- Enhanced Armour*2 Increase your Horde's AP by 2. May be taken up to three times.
- Special Training (Dirty Fighter) Your Horde permanently gains one of the following traits: Ambushers (Gains the Stealth+10 skill), Dirty Fighter, Exemplary Leadership, Fear Incarnate (Your FB), Fire Drill (BSB/2), Overwhelming (WSB/2), Support (Your IB), or any of the Morale, Support or Terrain traits.
- Special Training (Exemplary Leadership) Your Horde permanently gains one of the following traits: Ambushers (Gains the Stealth+10 skill), Dirty Fighter, Exemplary Leadership, Fear Incarnate (Your FB), Fire Drill (BSB/2), Overwhelming (WSB/2), Support (Your IB), or any of the Morale, Support or Terrain traits.
Elite Talents
Last Resort - When using N2 Strike talent, deal extra 4 damage per fate burned by any ally, as well as for every Evangelion defeated and 2 Superheavies defeated.
Tactical Legend - You may use the Tactical Genius talent once per round for free.
Tactical Exemplar - When using Tactical Genius talent you may test SL Tactics. On a Success, the subordinate may choose whether or not to take the result. If they do not, then the fate is returned. When choosing to add doS with Tactical Genius, you may test SL Tactics and add +1 per 3 DoS.
The Plan - Select one Formation and a Squad before the battle. One time per battle, you may activate this Formation on that Squad as a Free Action, with the Cohesion costs halved.
When Suddenly - If your location is goes unverified for 10 minutes, you may spend fate to appear within several metres of a player character. You may dispatch a Follower in your place.

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Support Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Able Assistant - Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40).
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.
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.
Advanced Talents
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.
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.
Elite Talents
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. Coordination Officers may use this on their CO's subordinates.

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Formations

Offensive Formations

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 3 Half -
Effect
The Squad may make a Standard Attack with a ranged weapon as a free action immediately after making a Movement action on their turn.

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Defensive Formations

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Reaction 1 - -
Effect
All members of the Squad gain an extra Reaction, which may be spent only to activate the 'Dive for Cover' action.

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Support Formations

Action Cost Cohesion Cost Sustain Cost Extra Restrictions
Half 3 Free -
Effect
All Squad Members may make Tactical Advances as a Half Action. Furthermore, they take a +20 bonus to Pinning tests, and Overwatch attacks against members of this Squad take a -20 penalty to hit.

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Tactics

Offensive Tactics

Action Cost Skill Test Sustain Cost Extra Restrictions
Full Tactics-10 - Horde must be in stealth and undetected
Keywords
Horde, Offensive
Effect
Until the start of your next turn, if the Horde lands an attack on a Surprised target, that target must test Awareness or be Dazed for one round.
Special Notes and Effects
Thrown into Chaos. The targeted enemy takes a -5 penalty to their Awareness test per 2 DoS on the activation test. If the enemy fails the test by 3 DoF or more, they are Stunned instead.
Horde Trait Bonus. You gain +5 bonuses to the test for each of the following your horde possesses: Ambushers, Dirty Fighters
Terrain Trait Bonus. You gain a +10 bonus if your your horde possesses any of the Alpine, Marine, Ranger or Siege Rat traits and is in terrain matching the trait.
Talent Bonus. You gain +5 bonuses to the test for each of the following your horde possesses: Silent Hunter, Stalking Predator
Stance Bonus. You gain a +10 bonus to the test if the Horde is benefitting from the Offensive Stance tactic.

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Defensive Tactics

Action Cost Skill Test Sustain Cost Extra Restrictions
Half Tactics+10 Free -
Keywords
Army, Defensive, Stance
Effect
Affected Hordes reduce total Magnitude Damage taken by 1, -1 per 3 DoS, to a minimum of 1.
Special Notes and Effects
Organisation Penalty. You take a -5 penalty to the test for every Horde affected past the first.
Army Trait Bonus. You gain +5 bonuses to the test for each of the following all affected hordes possess: Battle-Hardened, Disciplined

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Support Tactics

Action Cost Skill Test Sustain Cost Extra Restrictions
Half Tactics+10 Free -
Keywords
Army, Support
Effect
You generate one test reroll a turn, plus 1 per 2 DoS. Any Hordes in the affected Army may access these rerolls. Furthermore, any Horde Leaders may use a reroll when activating a Tactic. Any unspent rerolls are lost at the start of your next turn.
Special Notes and Effects
Organisation Penalty. You take a -5 penalty to the test for every Horde affected past the first.

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Ploys

Action Cost Skill Test Sustain Cost Extra Restrictions
Full Tactics, opposed by Horde or Horde Leader's Willpower or Command - Target Horde is within IB km of you
Keywords
Horde, Ploy
Effect
Until the start of your next turn, ranged attacks against the target which must roll to determine whether their attacks hit cover or hit the target may reroll and take the preferred result.
Special Notes and Effects
Forced Movement. If you succeed by 4 DoS or more, then you may instantly force the target to move one square in any direction, so long as the destination isn't occupied or terrain that they would not ordinarily be able to move onto with their usual MP.
Horde Trait Penalty. You take -5 penalties to the test for each of the following your targeted horde possesses: Battle-Hardened, Disciplined, Exemplary Leadership
Horde Trait Bonus. You gain +5 bonuses to the test for each of the following your targeted horde possesses: Blood-Soaked Horde, Fanatics, Reckless Charge
Immunity. Soul-Bound and Adept-Linked Hordes are immune to this Tactic.

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Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 25 2 -
Ballistic Skill 27 2 Untrained Eye (-3)
Strength 25 1 Wimp (=1 Bonus)
Toughness 25 1 Low Pain Threshold (-1 Bonus)
Agility 40 4 -
Intelligence 45 4 Companion (+5)
Perception 45 4 Natural Ability (+5)
Willpower 35 3 -
Fellowship 45 4 Companion (+5)

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Vitals

Vitals
Wounds: 9 Fate Total: 5
Fatigue Threshold: 1 Conditional Fates: 2

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Starting Skills and talents

From Background

Command
Scholastic Lore (Tactics)
Scholastic Lore (Administration)
Navigate (Land)

From Assets

Common Lore (War, History, USA)
Scholastic Lore (Law(T), Tactics+10(T))

From Career

Charm (SP)
Command
Common Lore (Politics)
Deceive (SP)
Scholastic Lore (Tactics+20)
Scrutiny
Speak Language (English, German)
Literacy

Starting Talents

Cut Synch
Follower*3
Great Leader
Skill Proficiency*2
Pistol (General)

Experience Table

Income Expenditure Reason Remaining Total Expenditure

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