Terence Savage

Terry.png
Name: Terence Bruce Savage
Position: Security Chief of S2 (Defense and Pilot Protection Division)
Sex: Male
Age: 42 (b. 1976)
Nationality: Australian
Place of Residence: Paris-2 Geofront

Physical Details
Hair colour: Red
Eye colour: Reddish-Brown
Height: 7'6" (250cm)
Build: Iron Guard Strong

Terry Punch
Personal Details
"Why? Because I am the steam drill to your steel driver. The shuttle to your rocket. The railgun to your rifle. The Panzer to your tankette. I can have my head blown off and I'll regrow it back in a few days, except more handsomer. There is no mortal poison that can hurt my constitution. I can lift most vehicles and thrown them down a street. For all intents and purposes I am as close to immortal as mankind has ever gone.

Now. Are you gonna go fetch me my twenty sundaes or am I gonna have to get them myself?"

Terence Savage was born in 1976 in Broome, Western Australia, the son of pearlers and the eldest of five; from an early age his life was an active one- swimming, fishing, often in rough circumstances, in the blazing heat above and dangers below- and often doing this near stark naked. He was already naturally strong and powerful, and by the time he was 18 he was averaging around 6'6 and was built like a brick outhouse.

Terence was 25 when Second Impact occurred. Australia suffered terribly, and Broome was flooded and practically destroyed; his parents died in the calamity, as did two of his siblings. Terence was forced, along with many others, to seek refuge in other towns; although some could be taken to safety my plane, the near-collapse of Australia's government heralded the collapse of logistics and line of supply in many areas. Terence was one of those who was left behind, giving his spot to his two surviving siblings- a brother and sister. Instead he made his way south, slowly, following the new coastal regions, salvaging and scavenging in towns when he could, foraging and fishing when he could not.

And thus it is no surprise that Terence was one of those who bore witness to what would be the start of the Australian War. 2I did massive damage to countries throughout the Indian Ocean, especially to island states such as Indonesia; even as these states disintegrated, seemingly endless numbers of refugees sought refuge on Australia's shores. For his part, Terence did his best to help when he could.

Many, however, did not. In many cities and towns, the refugee ships were greeted with open violence, enough so to spark backlashes; after all, soldiers too were part of the refugee groups, and they still had their weapons. By the time Terence reached the city of Perth it was a crumbling war zone.

Terence fought. He became a soldier, showing excellent aptitude as a tracker, with a solid aim and a fearless demeanor; as Australia slowly lost ground his role changed from front-line soldier to something of a commando guerrilla.

Ultimately, however, Australia was losing the war. By the time the UN and Valentine's Day forces stepped in, any central authority had collapsed, to be replaced with either small gangs or larger warlords, with 'official' military forces being clustered mostly around the very largest cities or ruins. The UN thus found it easy to impose order as well as conditions, reshuffling the Australian map- half of the country was partitioned off to Indonesia, which, unbeknownst to many in Australia, was also currently the focus of a UN subjugation campaign.

Terence chafed at this something considerable, and yet he found that in many cases the people he had been fighting he suddenly had common cause with. Unwilling to extend a grudge he formed something of a rebel clique in Australia, made up of disgruntled Indonesians and Australians- they called themselves the Australasian Militia.

And this was how Terence would eventually find himself connected with the Liberated Nations. By 2015 the Australasian Militia had ended up being the largest anti-UN rebel group in Oceania, numbering some 20,000 men across 500 cells from Malaysia to New Zealand. The LN offered him an alliance and he took it.

The story of how Terence became an Iron Guard is not well-known, and neither he nor Surov are telling the story; what -is- known, however, is that use of Angelic DNA and specialised genetically-artificial organs had been implanted into men, making them huge giants wearing heavy armour- the Iron Guard. Surov was nevertheless less than happy with the performance of these Guard, and worked on developing a third generation. He offered Terence the position in the initial testing. Terence accepted, perhaps not really realising what he was getting himself into.

Given the codename "Subject #20335", not even he remembers much of those days. The process took roughly two and a half months. Out of ten subjects he was the only one to survive, but at the end of it he had grown a full foot, weighed as much as three times that of the normal human being, all of it muscle; special gels and nutrients hardened his bones considerably; subdermal plating had increased his resilience and allowed him to wear the special power armour of a Guard; he could lift a battle tank if he needed to, and burst through a solid wall without breaking his stride; he could be set on fire and he would heal faster than the flames could burn; lose a limb and regrow it within hours; and his ability to perceive light was now far beyond that of normal human beings. He had become superhuman.

Despite all this Terence remains a generally mellow person. He does not dwell over-long on past disappointments or tragedies. He enjoys life when he can, eating a great deal and sharing time with his friends. His qualities and his experiences have made him philosophical and considerate.

All this coming from a man who can pulverise every bone in a person's body with a single punch.

Character Details
Name Terence Savage Gender Male

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 55 5 -
Ballistic Skill 55 5 -
Strength 65 10 Unnatural Strength (4)
Toughness 65 10 Unnatural Toughness (4)
Agility 55 5 -
Intelligence 50 5 -
Perception 50 5 -
Willpower 50 5 -
Fellowship 55 5 -

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Vitals

Vitals
Wounds: 34 Fate Total: 2/2
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.
Regeneration 2 This creature regenerates or has a self-repair function. It may test Toughness as a free once per round to heal a number of wounds equal to X.
Unnatural Toughness 4 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Characteristic. It increases this Characteristic's Bonus by X. For every 2 ranks of this Trait, the creature reduces the penalty of tests made in that rank by 10 (-30 becomes -20 etc), and also adds 1 Degree of Success to any successful rolls using that Characteristic. Note: Unnatural Toughness will affect the Follower's wounds.
Unnatural Strength 4 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Characteristic. It increases this Characteristic's Bonus by X. For every 2 ranks of this Trait, the creature reduces the penalty of tests made in that rank by 10 (-30 becomes -20 etc), and also adds 1 Degree of Success to any successful rolls using that Characteristic. Note: Unnatural Toughness will affect the Follower's wounds.

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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 Talented
Awareness Per X X X Talented
Carouse Tou X X X -
Charm Fel X - - -
Chem Use Int - - - -
Command Fel X X X Talented
Commerce Int - - - -
Deceive Fel X - - -
Demolitions Int - - - -
Disguise Fel - - - -
Dodge Agi X X X Talented
Inquiry Fel X - - -
Intimidate Str X X X -
Literacy Int X - - -
Logic Int X - - -
Medicae Int - - - -
Parry WS X X X -
Scrutiny Per X X - -
Security Int X - - -
Sleight of Hand Agi X - - -
Stealth Agi X X X -
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 Australia Int X - - -
- LN Int X - - -
- War Int X - - -
Navigate Land Int X - - -
- - Int - - - -
Operate Ground Military Agi X - - -
- Personal Agi X - - -
- Superheavy Agi X - - -
Scholastic Lore Tactics Int X X X Talented
- - Int - - - -
Speak Language Arabic Int X - - -
- English Int X - - -
- French Int X - - -
Trade Armorer Int X - - -

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Talents

Weapon Proficiencies

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X - -
- Prog X - -
Basic Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Pistol Bolt 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.
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, 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.
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 - Full Action. Make a single attack roll. For every Degree of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal.
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, Cleaving Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Melee effect at any one time.
- Touché Standard or Called Shot Melee attack. This attack cannot by Parried so long as the attack succeeds by two degrees of success.
- Cleaving Standard or Called Shot Melee attack. Attack gains +2 Penetration.
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 Whenever you select this talent, choose one of the abilities below. Weapons must have a Semi/Full function for the talents to apply.
- Bolter +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, Execution Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Pistol effect at any one time.
- 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 a half action.
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 - You 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 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.
Decadence - When consuming drugs or alcohol, you do not pass out unless you fail a number of Toughness tests equal to double your TB.
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.
Sound Constitution # 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 (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.
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, to a minimum of 1.

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OD Talents

Name Sub-Class Effect
Tactical Genius - Spend fate to allow subordinate 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.
Fearless - +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Heightened Senses All Take a +10 to Perception tests when using the chosen Sense.
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, Fear, Heat, Poison, Mental +10 to tests to resist the chosen object.
- 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.
- Poison +10 to tests to resist the chosen object.
- Mental +10 to tests to resist the chosen object.
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.
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.
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.
Great Leader - You may command Armies or horde groups in Strategic Combat, 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. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
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.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.
Veiled Threats - In a Social Conflict, if tou win the Opposed Test, for every extra Degree of Success you win by, the loser takes an additional 1d5 Willpower damage. Note that for this talent to take effect, then your contribution during the Verbal Contact stage must contain at least one veiled threat or loaded phrase.

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Offensive Tactics

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

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

Example to Others
Harbingers of Dread
Mobile Stance
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
Best G-Combat Knife Melee - 1d10+3R 1d10+15R 2 2 Best; Compact, Guard; Balanced
Best G-Hyper Sword Melee - 1d10+4R 1d10+18R 3 3 Best; Guard, Hyper-Progressive; Balanced, Proven (4). Vibration Spike
Best G-Positron Sabre Melee - 1d10+3E 1d10+15E 6 6 Best; Guard, Positron; Balanced, Power Field (15); Overheats. Power Surgepack
Two-Handed
Best G-Executioner Melee - 2d10+3R 2d10+15R 4 4 Best; Progressive; Cleaving, Devastating (3), Proven (5); Unwieldy. Vibration Spike

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Ranged Weapons

Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials
Pistols
Best G-Bolt Pistol Pistol Close (30m/3dm) S/2/- S/3/- 1d10+8X 1d10+10X 4 4 Best; Compact, Guard, Special Bolts; Tearing. Smart Demotimer
Best G-Positron Pistol Pistol Close (30m/3dm) S/-/- S/-/- 1d10+7E 1d10+9E 7 7 Best; Compact, Guard, Positron; Overheats. Coolant Pack, S2 Rifling
Basics
Best G-Bolter Basic Long (100m/10dm) S/3/- S/4/- 1d10+8X 1d10+10X 4 4 Best; Guard, Special Bolts; Tearing. Smart Demotimer
Best G-Stalker Bolter Basic Long (100m/10dm) S/-/- S/-/- 1d10+8X 1d10+10X 4 4 Best; Guard, Special Bolts; Accurate, Tearing
Best G-Storm Bolter Basic Long (100m/10dm) S/3/5 S/4/6 1d10+8X 1d10+10X 4 4 Best; Guard, Special Bolts; Rapid Fire, Tearing. Smart Demotimer, Lubricated Workings.

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Ammo

Ranged Weapons

Name Weapon Clip Size Reload Time Qty
Bolt Pistol Clip Bolt Pistol 6 1 Half 4
Bolter Clip Bolter 12 1 Half 4
Stalker Bolter Clip Stalker Bolter 6 1 Half 2
Vengeance Stalker Clip Stalker Bolter 6 1 Half 1
Storm Bolter Clip Storm Bolter 20 1 Half 4
Metal Storm Bolter Clip Storm Bolter 20 1 Half 1

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Armour

Name Head AP Arm AP Leg AP Body AP Special
Mk3a Exemplar 10 9, Weak Spot (2) 9, Weak Spot (2) 9, Weak Spot (2) Iron Guard; Ablative (3), Auto-Doc (1), Empowering (2), Fortified, Inspirational, Intimidating, Recoilless, Sealed, Sentinel, Stims; Powered

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