Sardar Qadami

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Name: -
Position: -
Sex: -
Age: - (Born -)
Nationality: -
Place of Residence: -

Physical Details
Hair colour: -
Eye colour: -
Height: -
Build: -

Personal Details
Defining quote
(Theme)

Bio details here.

Character Details

Character Details
Name Sardar Qadami Gender Male

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 -
Ballistic Skill 55 5 -
Strength 60 10 Unnatural Strength (4)
Toughness 60 10 Unnatural Toughness (4)
Agility 50 5 -
Intelligence 50 5 -
Perception 60 6 -
Willpower 50 5 -
Fellowship 40 4 -

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Vitals

Vitals
Wounds: 35 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100

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Traits

Traits

Traits
Trait Subname 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 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.
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Injuries

Injuries
Injury Effect Cause Incident

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Decoherencies

Decoherencies
Decoherency Effect Tested Characteristic Ego Threshold
-

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Instabilities

Instabilities
Instability Effect Ego Threshold
-

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Disorders

Disorders
Disorders Effect Insanity Threshold
-

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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 X X -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel X X X -
Commerce Int - - - -
Deceive Fel - - - -
Demolitions Int - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Str X X X Talented
Literacy Int X - - -
Logic Int X - - -
Medicae Int X - - -
Parry WS X X X Talented
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X - - -
Survival Per X X X -
Tech Use Int X X X -

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore LN Int X X X -
- Military Int X X - -
- War Int X X - -
Navigate Land Int X X X -
- - Int - - - -
Operate Land Military Agi X X - -
- Personal Agi X X - -
- Superheavy Agi X X X -
Scholastic Lore Tactics Int X X X -
- - Int - - - -
Speak Language Arabic Int X - - -
- English Int X - - -
- Pashto 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 X 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 Movement 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.
Critical Strike - On Righteous Fury, can spend fate and sacrifice extra damage to roll a 1d5. Enemy must then take the damage and the result in Critical Damage effects, even if they're normally immune to them. Attack must have dealt damage. Furthermore, if you ever you roll a Righteous Fury against an enemy that does not use Critical Damage charts (such as low-level enemy troops), and your attack deals damage, the enemy instantly dies.
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 - You may unjam jammed ranged weapons as a half action, automatically passing your test.
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
Advanced Disarm - You take a +20 bonus to Disarm tests.
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action.
Assault Jump - Melee attacks made after a Boosted Jump count as a charge.
Battlemaster - Once per Round. Reroll attack made with melee weapon.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blade Dancer - Reduce the penalty for dual-wielding Balanced melee weapons by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality.
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.
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 Cleaving Standard or Called Shot Melee attack. Attack gains +2 Penetration.
- Crippling Standard or Called Shot Melee attack. Attack deals +1 Critical Damage when Critical Damage is inflicted.
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.
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 Basic Well-Placed Standard or Called Shot Ranged Basic Attack: roll Ballistic Skill twice, take the better roll.
- Fast Standard or Called Shot Ranged Basic Attack: Target takes a -20 penalty to dodge this attack.
Rapid Reload - Weapon reload times are reduced by half.
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.

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Physical Talents

Name Sub-Class Effect
Bulging Biceps - May fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, take a +20 Bonus when testing Athletics to increase your carrying capacity.
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 you count Cover and Shield AP as being +1 against ranged attacks.
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 Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once a day.
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 (or an ally if you have Guardian). 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.
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, to a minimum of 1.

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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.
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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General Pointman Talents

Talent Name Talent Sub-Title Effect
Dynamic Reaction - On successfully parrying an attack, in place of the standard melee attack granted by Counter Attack, you may choose to take instead any legal half action.
Guardian - Expend reaction to parry attack aimed at adjacent ally.
Intervention - When you successfully parry a melee attack from an enemy (aimed either at you or at an ally you defend with Guardian), you gain a +20 to any feint, grapple, or knockdown tests against that same enemy on your next action.
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.
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20.
Spotter - As a Full Action you may designate one ally. That ally may now calculate to-hit range bonuses from your location instead of their own.

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Melee Pointman Talents

Talent Name Talent Sub-Title Effect
Force Move - After succeeding with the Maneuver Action, you may activate the Float AT Field Power as a free action to send you and your target 2d10+10dm in one direction of your choice. Upon landing, the enemy is knocked Prone (and falls to Earth if knocked upwards without the ability to hover). In Strategic Scale, you push them 1d3+2 km instead.
Halt Advance - Half Action. Make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free.
Maneuver Mastery - +10 to WS tests when using the Maneuver action.
Tactical Blow - When armed with a an Impact damage-based melee weapon, test Strength whilst maneuvering an opponent. On a success, may maneuver the enemy 1 extra m/dm, with an extra 1m per DoS you gained on the Strength test. In Strategic scale, you may instead maneuver the enemy 1 extra dm/km, with an extra 1dm/km per 3 DoS gained.
Tactical N2 Punch - Commanding OD must spend a Fate Point an expend one N2 Strike talent. An N2 Warhead is deployed for you to equip. When in Melee range of an enemy, the Pointman must expend all of their ATP (no less than 6) to detonate the N2 Warhead at the enemy. The arm holding the Warhead is instantly destroyed (-10 Energy Critical Damage). The Pointman must then test SR. On a success, the enemy takes damage as though struck by an N2 Warhead. Reduce the enemy's ATS for the purpose of Deflection (and thus resisting the attack) by the amount of ATP expended. If this reduces the enemy's ATS to 0 or below, they take +2 damage per negative ATS. On a failure, the N2 Warhead explodes as normal, affecting everything in range.

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Ranged Pointman Talents

Talent Name Talent Sub-Title Effect
Maser Overload - On a successful attack with a Maser weapon, you may choose not to roll for damage and instead cause the target to suffer a -10 penalty to all tests for a number of rounds equal to the number of shots that hit the target. Multiple uses of this talent do not increase the penalty but do add to its duration.
Obscuring Barrage - Full Action, must wield a full auto weapon. Test BS; on successful test that breaches enemy AT Field, the enemy makes a Perception test, -5 penalty per hit; on a failure they take no damage but are blinded for 1 round.
Positron Burrow - Full Action. Make a single shot attack with a Positron Weapon against an E-Scale Enemy with a -20 penalty. Instead of rolling for damage, you may instead reduce the target's ATS for the purpose of Deflection by X, where X is the amount of Penetration your weapon possesses. This persists until the start of your next turn. Multiple Burrows do not stack.
Shell Shock - After a successful hit with a Bolt weapon, you may choose to, Instead of rolling for damage, reduce the target's TB by X, where X is the amount of Penetration your weapon possesses, to a maximum of half the enemy's total TB. This persists until the start of your next turn. This effect does not stack, and the entire attack must be sacrificed, including extra hits from full autos.

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Offensive Formations

Fire and Advance
Fire for Effect
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Defensive Formations

Enflame Elan
Get Down
Hold Ground
Soak Fire
Tactical Spacing
Tooth and Nail
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Support Formations

Bounding Advance
Rally Squad
Strongpoint

Offensive Tactics

Vanguard
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Defensive Tactics

Defensive Stance
Fortify
Go to Ground
Hold the Line
Repel Attackers
Sternguard
Stiffen Backs
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Support Tactics

Reconaissance
Watchful Stance
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Equipment

Melee Weapons

Name Class Range Base Damage Real Damage Base Pen Real Pen Total Specials
One-Handed
Sardar's Damaskari Power Glaive Melee - 2d10+2E 2d10+15E 6 6 Best; Guard, Positron; Devastating (3), Power Field (40)
Sardar's Damaskari Heavy Shield Melee - 1d5+1I 1d5+14I 0 0 Best; Guard, Shield (4); Ablative (5), Defensive

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Ranged Weapons

Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials
Sardar's Damaskari Storm Bolter Basic Long (100m/10dm) S/3/5 S/4/6 1d10+8X 1d10+11X 4 4 Best; Guard, Special Bolts; Storm, Tearing

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Ammo

Ranged Weapons

Name Weapon Clip Size Reload Time Qty
.75 Dual Clip Storm Bolter 20 1 Half 4

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Armour

Name Body Arm Leg Head Special
Sardar's Damaskari Cataphract Armour 17 15 (Weak Spot 2) 15 (Weak Spot 2) 15 (Weak Spot 2) Iron Guard; Ablative (5), Auto-Doc (1), Dreadnought, Empowering (3), Fortified, Inspirational, Intimidating, Invulnerable (30), Recoilless, Sealed, Sentinel, Stims; Awkward (20), Powered
Sardar's Damaskite Mantle 5 5 5 5 Damaskite; Shimmer (2)

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