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Sergeant Statted

Nov 6th, 2014
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  1. Name: Gumbo Bulge
  2. Career: Sergeant
  3.  
  4. Wounds: 14 (10 + 3 (roll) + 1 (regiment)
  5. Fate: 2/2
  6. IP:0
  7. CP:0
  8.  
  9. Armor:
  10. Head: [2] Body: [3] Arms: [0] Legs: [0]
  11.  
  12. Weapon Skill: 40 | [20+20]
  13. Ballistic Skill: 32 | [20+12]
  14. Strength: 34 | [20+14]
  15. Toughness: 32 | [20+ -3 (Light Infantry) + 3(Penal Regiment) + 12]
  16. Agility: 32 | [20+ 3 (Light Infantry) + 3(Penal Regiment) + 6]
  17. Intelligence: 36 | [20+16]
  18. Perception: 26 | [20+6]
  19. Willpower: 32 | [20+12]
  20. Fellowship: 43 | [20+ 5 (sergeant) + 18]
  21.  
  22.  
  23.  
  24. ==Skills==
  25. Intimidate (uses Strength, Intelligence at GM discretion)
  26. Navigate - Surface (Int)
  27. Command +10 (Fel)
  28. Scholastic Lore - Tactics (Int)
  29.  
  30. ==Talents==
  31. Double Team (another +10 to melee if you outnumber the dude you're attacking, on top of the existing +10 - ANOTHER +10 if your ally also has doubleteam!)
  32. Foresight (+10 to intelligence tests if you can spend ten minutes peering Scruntily at the problem first)
  33. Peer - Scum (+10 fel tests to criminals and the scum of society, such as other Scrunts)
  34. Sprint - run
  35. Weapon Training - Chain, SP (yes this means you don't know how to use your laspistol yet)
  36. Air of Authority - Command up to 100 x fellowship bonus, not just 10 x fellowship. Remember that Command can only be used on people you, y'know, would expect to be able to command.
  37. Counter Attack - parry, get a free attack at -20
  38.  
  39. ==Traits==
  40. Scrunty (for all intents and purposes of Normal size, except for narrative purposes like fitting through gaps or hiding in garbage etc.)
  41. Criminal (+10 to scavenge/requisition tests for illegal stuff e.g. rare drugs, horse porn etc.)
  42. Scavengers (+10 to scavenge/requisition test for anything at all, if desired. However, rolls of doubles - 22, 33 etc. - attract negative attention!)
  43.  
  44. ==Comrade Advances==
  45.  
  46.  
  47. ***Gear***
  48. Scrunt Rifle (Autogun - Basic / 100m / S/3/10 / 1d10+3 I / pen 0 / clip 30 / Full reload)
  49. Scrunt Melee Weapon (Mono-truncheon - Melee, 1d10 I + Strength Bonus, pen2)
  50. Laspistol
  51. Chainsword (1d10 + 2 + SB, pen2, Tearing, Balanced)
  52. Tox Dispensor (attached to Chainsword - weapon gets Toxic (2) for a round)
  53. Wooden chest containing 144 extremely fine cigars.
  54. Flak vest + helm (2AP head, 3AP body, +1 AP against blast damage)
  55. 2 x injector marked with EXPERIMENTAL COMBAT DRUG
  56. 2 frag granades
  57. 2 smoke grenades
  58. 2 fire grenades
  59. A Narratively Infinite Amount Of Ammunition That Runs Out As Soon As It Is Abused
  60. Knife
  61. Scrunt Pistol (Autopistol)
  62. General tools, clothing, dead rats etc. If it's reasonable for a soldier to have, you have it. Pliers and rain hoods yes; plasma batteries and ornamental plate armour, no.
  63.  
  64.  
  65. ==Aptitudes==
  66. Defence
  67. Fellowship
  68. Leadership
  69. Perception
  70. Strength
  71. Toughness
  72. Weapon Skill
  73.  
  74. ==XP==
  75. Parry (100)
  76. Command +10 (200)
  77. Counter Attack (300)
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