Emil

Description:

Description:
XP Chart:
Starting: 300
Party: 5550
Objective: 0
Secondary Objective: 0
Total: 5850
Spent: 5800
Remaining: 50

Basic Info:
Name: Emil
Personal Demeanor: Loyal
Specialty: Storm Trooper
Homeworld: Void Born
Age: 37
Logistics: 35
Wounds: 16/16 (Base 13 +3 Sound Constitution)
Fate Points: 0/1
Corruption Points: 0
Insanity Points: 0
Disorders: None
Malignancies: None
Movement: 4, 8, 16, 24
Initiative Bonus: 5
Strength Bonus: 3
Toughness Bonus: 3
Carry/Lift/Push Capacity: 36kg, 72kg, 144kg

Characteristics:
Weapon Skill (WS): 30 (Base 30)
Ballistic Skill (BS): 63 (Base 40 +3 Regiment +5 Simple +5 Intermediate +5 Trained +5 Deication) (with Hotshot Modification 73 on semi or full/ 75 on half/ 77 on full)
Strength (S): 35 (Base 30 +5 Simple)
Toughness (T): 38 (Base 25 +5 Class +3 Regiment +5 Simple)
Agility (Ag): 53 (Base 35 +3 Regiment +5 Simple +5 Intermediate +5 Trained)
Intelligence (Int): 30 (Base 30)
Perception (Per): 40 (Base 30 +5 Dedication +5 Simple)
Willpower (WP): 33 (Base 25 +3 Regiment +5 Simple)
Fellowship (Fel): 25 (Base 25)

Aptitudes:
Agility
Ballistic Skill
Fieldcraft
Finesse
Offence
Toughness
Willpower

Skills:
Awareness
Do dge +10
Parry
Security
Scholastic Lore (Tactica Imperialis)
Stealth +20
Common Lore (Tech)
Linguistics (Low Gothic)
Navigate (Stellar)
Operate (Aeronautica)
Tech-Use
Survival

Talents:
Quick Draw
Rapid Reload
Mighty Shot
Takedown
Lagun Barrage
Lightning Reflexes
Weapon Training (Las, Low-Tech, Plasma)
Nerves of Steel
Combat Master

Equipment:

Specialist Equipment:
Good Craftsmanship hot-shot lasgun 5 Reloads
storm trooper carapace armor.

Standard Equipment Kit:
• One uniform
• One laspistol (Main Weapon), and two charge packs
• One rucksack or sling bag
• One mess kit and one water canteen
• One blanket and one sleep bag
• One rechargeable lamp pack
• One grooming kit
• One set of Rosenkrantz Identifier tags
• One primer or instructional handbook
• Combat sustenance rations, Four weeks’ supply
• Respirator
•Auxiliary Grenade Launcher
-Imperial Flak armour
-combat shotgun and 4 Reloads
-3 Frag Grenades
-3 Krak Genades
-1 mono knife
-light carapace armor
-9-70 entrenching tool (AKA The Shovel)
-anointed toolkit
-Clip Harness
-survival suit
-Microbead
-2 Auxiliary Grenades

Weapon Stats:

Weapon Modifications:
Motion Predictor- 10 Ballistics On Full or Semi
Custom Grip- +5 Ballistics
Modified Stock- +2 on Half Action/
4 of Full Action

Acquired Gear:
Forearm Weapon Mounting

Stormtrooper Advances:
Ballistic Skill Simple: 100 xp
Ballistic Skill Intermediate: 250 xp
Ballistic Skill Trained: 500 xp
Rapid Reload: 300 xp
Agility Simple: 100 xp
Agility Intermediate: 250 xp
Dodge +10: 200 xp
Mighty Shot: 400 xp
Lagun Barrage: 400 xp
Lightning Reflexes: 200 xp
Sound Constitution x2: 400 xp
Perception Simple: 250 xp
Stealth +10: 200 xp
Survival: 200 xp
Toughness Simple Advance: 250 xp
Strength Simple Advance: 250 xp
Willpower Simple Advance: 250 xp
Weapons Training Plasma: 200 xp
Sound constitution: 200 xp
Agility Trained: 500 xp
Stealth +20: 300 xp

Mission Gear:
Las Cutter
Com bead tool
data slate
Demo Pack

Squad Info:

Talents Info:
Quick Draw- The character adds half his Ballistic Skill Bonus to Damage inflicted with a ranged weapon.

Takedown- As a Half Action, or when making a Charge Action, the character may declare that he is attempting a takedown against an opponent in melee combat. He then rolls to hit
(using his Weapon Skill) as normal, using any modifiers for weapons and Talents (or the 20 bonus from Charging). If the character hits and would have done at least 1 point of Damage (after reduction for Armour and Toughness), no Wounds are caused, but the character’s opponent must make a Challenging (0) Toughness Test or be stunned for 1 Round and knocked prone. In addition, when performing a Stun Action, the character does not suffer a –20 penalty to his Weapon Skill.

Weapon Training (Las)

Notes:
Charmed: Whenever a void born character spends a Fate Point, he rolls 1d10. On 9 or 10, the Fate Point does not count as being spent, yet the benefit is gained.
Ill-Omened: Void born characters suffer a -10 penalty to Interaction Tests made to interact with characters who are not also void born.
Void Accustomed: Void born characters do not treat zero gravity as Difficult Terrain. Agility Tests to stay on-target when making a Charge of Run Action in zero gravity is only Difficult (-10).
Special: Additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.

half aim +10 single +0 semi

Kills:
10 Mutants

Bio:

Emil

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