Spot's Driver - Myth-Weavers

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Spot's Driver

   
Spot's Driver

Character Name
Regiment:
Details of Regiment here
Regiment
Specialty: Weapons Specialist/Weapons Specialist/Operator Advanced Specialty: Tank Ace
Gender: Male Age: ### Build: Build Height: #.# m Weight: ##.# kg Complexion: Complexion Eyes: Brown Hair: Brown Quirks: Quirks Superstitions: Superstitions Momentos: Momentos

Experience to Spend: ### Experience Spent: 10,000
Fate Points Roll:
Dice Roll:
1d10
d10 Results: 8
Fate Points: Current/Threshold
[dice=Wounds]1d5+#[/dice]
Wounds Current/Total Fatigue: Current/Threshold
Movement: Half: ## m Full: ## m Charge: ## m Run: ## m

Weapons Skill
ooc
(#)#
Ballistic Skill
ooc
(#)#
Strength
ooc
(#)#
Toughness
ooc
(#)#
Agility
ooc
(#)#
Intelligence
ooc
(#)#
Perception
ooc
(#)#
Willpower
ooc
(#)#
Fellowship
ooc
(#)#

Corruption (#)# (Malignacies: Malignacies; Mutations: Mutations)
Insanity (#)# (Mental Disorders: Mental Disorders)

Aptitudes: Aptitudes
Talents & Traits: Talents, Traits
Special Abilities & Advances: Special Abilities
Skills: Skill +##, Skill +##, Skill +##, Skill +##, etc.

Psy Rating: # Psychic Powers Book Page ##, Psychic Powers Book Page ##,

Max Carry Weight: ## kg Current Carry Weight: ## kg

Armour: Armour Type (Special Rules)
Head:# Left Arm:# Right Arm:# Body:# Left Leg:# Right Leg:#

Ranged Weapon: Name Class: Class Range: ## m ROF: X/#/# Damage: #d#+# X Penetration: # Clip: ## Reload: #Full Special: Special Rules Weight: ## kg Availability: Availability
Melee Weapon: Name Class: Class Range: ## m Damage: #d#+# X Penetration: # Special: Special Rules Weight: ## kg Availability: Availability

Gear: Name Weight: ## kg Book Page ##

Characteristic Generation
Initial Rolls:
Dice Roll:
3d10 3d10 3d10 3d10 3d10 3d10 3d10 3d10 3d10
d10 Results: 6, 9, 6 (Total = 21)
d10 Results: 6, 3, 7 (Total = 16)
d10 Results: 9, 10, 7 (Total = 26)
d10 Results: 3, 4, 10 (Total = 17)
d10 Results: 4, 7, 7 (Total = 18)
d10 Results: 4, 8, 8 (Total = 20)
d10 Results: 7, 7, 2 (Total = 16)
d10 Results: 2, 3, 7 (Total = 12)
d10 Results: 2, 3, 3 (Total = 8)

Re-Roll 8:
Dice Roll:
3d10
d10 Results: 3, 10, 4 (Total = 17)

Insanity:
Dice Roll:
2d10
d10 Results: 3, 7 (Total = 10)

Corruption:
Dice Roll:
2d10
d10 Results: 9, 7 (Total = 16)

101st Betic Dragons


Home World: Schola Progenium [3 Points]
Characteristic Modifier: +3 to Willpower, +3 to either Weapon Skill OR Ballistic Skill
Skills: Trained in Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), Linguistics (High Gothic, Low Gothic)
Only In Death Does Duty End: Air of Authority OR Unshakeable Faith
Starting Wounds: +1 Starting Wounds

Commanding Officer: Supine [1 Point]
Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed)

Regiment Type: Reconnaissance Regiment [3 Points]
Characteristics: +3 Perception, -3 Willpower
Starting Skills: Awareness
Starting Talents: Combat Sense
Standard Regimental Kit: One Sentinel Scout Walker or one Chimera Armoured Transport per Squad, and one set of magnoculars per Player Character.

Training Doctrine: Defenders of the Faith [2]
Characteristics: +3 Willpower
Starting Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed)
Starting Talents: Unshakeable Faith

Training Doctrine: Snipers [2]
Characteristics: +2 Ballistic Skill
Starting Talents: Marksman
Standard Regimental Kit: One Long Las and 3 Charge Packs OR one Sniper Rife and 3 Clips per Player Character

Training Doctrine: Sharpshooters [4]
Starting Aptitude: Ballistic Skill
Starting Talents: Deadeye Shot

Training Doctrine: Hardened Fighters [2]
Characteristics: +2 Weapon Skill
Starting Talents: Street Fighting
Standard Regimental Kit: The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.

Regimental Drawback: The Few [5 Points]
Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GMs discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.

Thrilled to see the reason for ending in a penal legion. Driving without drivers license? Stealing a tank?

And make sure to write down a list, what you think makes sense for him to have in regard of equipment.








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