40K Unisystem Inquisitor Character Creation Rules

  • Published on
    27-Nov-2014

  • View
    158

  • Download
    8

Transcript

Inquisitor character creation rules' ., . . .. '.,.. . ' . .. ......, ' ...l . . .. ' ., . . .. '.,.. . ' . .. ......, ' ...l . . .. ' ., . . .. '.,.. . ' . .. ......, ' ...l . . .. ' ., . . .. '.,.. . ' . .. ......, ' ...l . . ..' '... 'l.. ' . .l ., '., .. .l.l . . ., . ' '... 'l.. ' . .l ., '., .. .l.l . . ., . ' '... 'l.. ' . .l ., '., .. .l.l . . ., . ' '... 'l.. ' . .l ., '., .. .l.l . . ., ...l . . . / . ' ' .. ,. l. .... .. . .l ..l . . . / . ' ' .. ,. l. .... .. . .l ..l . . . / . ' ' .. ,. l. .... .. . .l ..l . . . / . ' ' .. ,. l. .... .. . .l..l .,. . '. . '. ..l .,. . '. . '. ..l .,. . '. . '. ..l .,. . '. . '.... . '.,. l |.. ... . '.,. l |.. ... . '.,. l |.. ... . '.,. l |..System: Unisystem (based on the cinematic system created for Buffy and Angel Role Playing Games)Character Type: Player may choose either Heroes of the Imperium or Retainers.Hero of the ImperiumAttribute Points: 20, Quality points: 20, Skill Points: 25, Drama Points: 10, May have up to 10pts of Flaws , '. .. . ...l l .. ...., ..l ....'l , '. .. . ...l l .. ...., ..l ....'l , '. .. . ...l l .. ...., ..l ....'l , '. .. . ...l l .. ...., ..l ....'lRetainerAttribute Points: 15, Quality points: 10, Skill Points: 20, Drama Points: 20, May have up to 10pts of Flaws, .. . . . .. . ., .l '.. ,. . .. ,. . , .. . . . .. . ., .l '.. ,. . .. ,. . , .. . . . .. . ., .l '.. ,. . .. ,. . , .. . . . .. . ., .l '.. ,. . .. ,. ...l .. .... ,. ..l ..l .. .... ,. ..l ..l .. .... ,. ..l ..l .. .... ,. ..l l l l l l..... l..... l..... l.....Buying Attributes: (Human Average is 2)Attributes can be bought up to level five on a one-for-one basis. Attributes above level five are more expensive: threepoints per additional level. You should not purchase an Attribute past level six, unless one has the EnhancedQuality or is not human other races having their own set maximums, with beings such as Daemonhosts and SpaceMarines far beyond those of mere humans. At the other end, at least one point must be put into each attribute. Somequalities provide bonuses; these are applied after Attributes have been purchased normally.Attributes are:Strength, Dexterity, Constitution, Intelligence, Perception, Willpower,Life Points are calculated by adding the characters Strength and Constitution, multiplying by four and adding ten orconsult the table in the Buffy / Angel Core books (p33/p26). The Hard-to-Kill Quality will also increase Life Points.Qualities (Q) '. l . . ,. '. l . . ,. '. l . . ,. '. l . . ,.Acute Senses (2pts ) One sense +3Age (2pts Level) Each level +1pt per INT (max 4) in skills but gain Adversary/s per levelAttractiveness (1pt level) Add / subtracts level to the Seduction skill,Criminal (2pt ) +1 to any Attribute, +1 Crime, +1 to any other skill related to criminal background.Deadeye Shot (3pt ) An expert with firearms who is able to fire a shot with startling precision,picking out enemies weak spots and may choose her hit location when she hitsa target.Empathy (2pt )Enhanced (1pt ) For whatever reason, biochemical enhancement, cybernetics, gland implants you are more than human and can have attributes above 6Fast Reaction Time (2pt ) +5 Initiative bonus, +1 Will vs FearFurious Assault (3pts ) May add +2 to strength when calculating damage in melee attacks.Good Luck (1pts level )Hard to Kill (1 to 5pt ) +3 life points and +1 to survival tests per level,Hypnosis (5pt Q) Will (x2) vs Will (x2) or Brains or be helpless for a turnNatural Toughness (2pt ) Provide 4pts Armour vs blunt attacksNatural / Implanted Weapon/s (1- 8pt ) Nerves of Steel (3pt ) Immune to Fear except strangest, most horrific manifestations, +4 bonus even then.Occult (Forbidden) Library (Variable ) A dangerous thing to have in the Imperium, even for an InquisitorPariah / Blank / Soulless (6pts) Little or no presence in the Immaterium no psychic powers may be usedDirectly against the character, Daemons and Creatures of the Warp cannot see a Pariah. A Pariah suffers 3 on allPersuasion, Seduction or similar tests. Can never have or use Psychic powersPhotographic Memory (2pt )Psychic Visions / Master of the Emperors Tarot(1pt )Psychometry (3pt ) Subject to Perils of the Warp if rolls one in combat or other stressful situation.Pyrokinesis (3pt Level ), Subject to Perils of the Warp if rolls one in combat or other stressful situation.Resistance (1pt per level ) for example Poison, Daemonic Powers, PainSituational Awareness (2pt ) +2 all Perception based tests to detect danger, trouble or similar.Sorcery (4 pt Level) Forbidden to all within the Imperium, take this Quality at your peril.Supernatural Senses (Variable) Read auras, mystical clues etcTechno-Magus (Superscientist) (5pts level ) Must be Adeptus Mechanicus or Xenos breedTelekinesis (3pt Level) Subject to Perils of the Warp if rolls one in combat or other stressful situation.Telepath (5pts) Subject to Perils of the Warp if rolls one in combat or other stressful situation,Word of the Emperor (3pt) The character is well versed in all the blessings and liturgies of the Emperorand speaks as if with His voice. Any enemy of the Emperor (GM decision) must make a contested Will (x2) vs Will(x2) or Brains or be helpless for a turn, Daemons get a further 5 to the roll / stat and will be unable to act for D3turns if they fail. Those who believe their actions serve Him are immune to this power.& Flaws (F) / l . 'l, .. . . ..l / l . 'l, .. . . ..l / l . 'l, .. . . ..l / l . 'l, .. . . ..lAddiction (Variable)Adversary (Variable)Bad Luck (1pts level)Covetous (-1 to 3) Fifth type of Covetousness knowledgeDependent (-2 to 3)Emotional Problems (-1 to 2)Honourable (-1 to 3)Impaired Senses (-2pt) One sense -3Mental Problems (-1 to 3pt)Minority (-2 to 3pt) Xenos, Mutant or other undesirable in the ImperiumObligation (variable)Obsession (2pt)Paranoid (1pt) possibly a good thingPhysical Disability (Variable)Recurring Nightmares (1pt)Screwed Up Adolescent (4pt ) Lack of adult rights, 1pt emotional Problem and Covetous (Lechery),Zealot (1pt) Almost an advantage in the Dark Millenium.Inquisitor (12 pt Q)+3 to any Physical characteristic/s, +3 to any Mentalcharacteristic/s, Enhanced, Obligation (Inquisition),Inquisitorial Mandate, +3 to any skill/s, Word of theEmperor,Interrogator (4 pt Q)Aspiring Inquisitors start at the lowly rank of Explicator,where they learn how to extract information using physicalpain and the tools of the torturer. Those few who surviveto make the rank of Interrogator are both capable andstrong.+1 to any three attributes, +3 to any three skills, Obligation(Inquisitor), Adeptus Soroitas (7 pt Q)+1 Strength, +1 Constitution, +2 Willpower, Word of the Emperor, Honourable, Natural Toughness, Obligation(Ministorum), +3 to combat skill/sArco-Flagellant (7 pt Q)+2 Strength, +2 Constitution, INT = 1(may not be increased in character generation), Nerves of Steel, Hard to Kill +3,Controlled, Enhanced, Natural Toughness,Death Cult Assassin (14 pt Q)Death Cults can be found on many Imperial worlds, fanatically devoted to the Emperor, theyoffer those they slay in payment of the blood-debt all Mankind owes Him. Death cultistsemploy exotic ritual weapons for their work a dizzying array of stilettos, whip-scythes andblades, backed by augmentative digi-weapons and needlers.+1 Strength, +1 Constitution, +3 Dexterity, +2 Perception, +1 Willpower, +5 to CombatSkill/s, +3 to Stealth, Obligation (Death Cult), Enhanced,Imperial Guard Veteran (7 pt Q)Each world of the Imperium is obliged to raise regiments of Imperial Guard, and these areshipped all across the galaxy to fight terrible wars in the Emperors name.+1 to any two physical characteristics, +1 to Firearms, +1 to another Combat Skill, FastReaction Time or Situational Awareness or Nerves of Steel (pick one),Navigator (8 pt Q)+2 Willpower, +1 Intelligence, The Third Eye, Nerves of Steel (vs Warp Creatures and Daemons only)Rogue Trader (5 pt Q)+2 to any characteristic/s, +3 to Knowledge skill/s,Space Marine (32 pt Q)Genetically altered superhuman warriors created from the flesh of the EmperorHimself, the Space Marines are the greatest defenders of Humanity. They are armedwith the boltgun, a weapon of divine wrath and armoured in ancient, artificer-forgedsuits of power armour, the Space Marines are the living embodiments of theEmperors Will.+3 Strength, +3 Constitution, +2 Dexterity, +2 Willpower, +2 Perception, Word ofthe Emperor, Nerves of Steel, Fast Reaction Time, Enhanced, Hard to Kill +3,Honourable, Obligation, Situational Awareness, Natural Toughness, Spit Acid,Black Carapace, Firearms+3, Brawling+3, Swordsmanship+3, May NOT purchaselevels in Acrobatics, Occultism, Persuade, Seduction.Spyre Hunters (Noble scions of the Ruling house of Necromunda) (Necromunda Outlaws p 47) (6 pt Q)Each particular Spyer specialist has a different and ritual set of armour of equipment, whichevolves and increases in efficiency and power as the hunter grows in experience. Initially itprovides +1 to any two physical attributes (whilst worn),Enhanced, Special Equipment, Obsession (hunt worthy prey) or Obligation (other Spyrehunters / Inquisitor), Honourable, frequently (but not automatically) Screwed Up Adolescents,Choose one of Furious Assault, Fast Reaction Time or Nerves of Steel, +2 to any combat skill/s(can be and usually are specialised see skills)Adeptus Mechanicus (4 pt Q)Known to many as the Priesthood of Mars, the Adeptus Mechanicus develop and construct theweapons of war used by the Emperors armies and it is their knowledge of arcane mysteries thatmaintains the Golden Throne itself. The Machine God, the Deus Mechanicus, is the ultimateobject of the Tech Priests veneration and the Cult Mechanicus, or Cult of the Machine,acknowledges the Emperor as Master of Mankind, but does not recognise the authority of theCult Imperialis.+2 to any physical Characteristic/s, +2 Intelligence, +1 Will, +3 to Technomancy, Obligation (Adeptus Mechanicus), Choose either (or both) Obsession or Covetous (knowledge), '. .'. . l . .l .'., . .l ,.. .'. ... . ' '. .'. . l . .l .'., . .l ,.. .'. ... . ' '. .'. . l . .l .'., . .l ,.. .'. ... . ' '. .'. . l . .l .'., . .l ,.. .'. ... . ''.,. .', . l \. '.,. .', . l \. '.,. .', . l \. '.,. .', . l \.. l. . l. . l. . l. |... |... |... |...AbhumansThough their ancestors may have strayed from the true path and now have forms that may seem monstrous orcomical, yet they may still serve Him.Ogryn (5 pt Q)+2 Strength, +3 Constitution, Maximum Intelligence is 2 (with augmentation), Enhanced, Natural Toughness, Antisocial impulse lack of hygiene, Phobia Fear of confined SpacesRatling (2 pt Q) +1 Dexterity, +1 Constitution, +1 Perception, Max starting Strength is 4,Xenos BreedsAll such creatures will meet with righteous disgust, anger and mistrust in true servants of the Imperium.. u., . . ..., ,. . u., . . ..., ,. . u., . . ..., ,. . u., . . ..., ,. . . . . ..... ..... ..... .....Eldar (9 pt Q)+1 Dexterity, +1 Willpower, +1 Perception, Fast ReactionTime, Enhanced, Night vision,Night vision: see further at night due to highly developedsenses. Ignore all penalties imposed due to poor lightingexcept in pitch-black environments. ., . .. .. .'. ., . .. .. .'. ., . .. .. .'. ., . .. .. .'. l. . , . . l. . , . . l. . , . . l. . , . .. .,.. ''. ..l .l . ,.., '. .. . .,.. ''. ..l .l . ,.., '. .. . .,.. ''. ..l .l . ,.., '. .. . .,.. ''. ..l .l . ,.., '. ..,,., ..l .,, l.. .. ,,., ..l .,, l.. .. ,,., ..l .,, l.. .. ,,., ..l .,, l.. .. l. . l. . l. . l. .., .l, '..' ., .. ' . , , ., .l, '..' ., .. ' . , , ., .l, '..' ., .. ' . , , ., .l, '..' ., .. ' . , , l. '.ll ..l .. . .l l. '.ll ..l .. . .l l. '.ll ..l .. . .l l. '.ll ..l .. . .l ... l .. . .. ... l .. . .. ... l .. . .. ... l .. . ..l ., . . l ., . . l ., . . l ., . .'.,. '.,. '.,. '.,. .' .., . u., .' .., . u., .' .., . u., .' .., . u.,Kroot (6 pt Q)+1 Strength, +1 Dexterity, +2 Perception, Situational Awareness, Anti social impulse Cannibalism, +3 Stealth,Tau (Variable pt Q Water 7pt Q, Fire 4pt Q)Water (Envoy) Caste: +1 Willpower, +2 Intelligence, +3 to Persuade, Obligation (Greater Goodof the Tau Race)Fire (Warrior) Caste: +1 Willpower, Firearms (Specialisation - Tau weapons) = 6 and may not beimproved in character generation, Obligation (Greater Good of the Tau Race)All have Blunt virtually no presence in the Warp, daemons, daemonhosts and denizens of thewarp must make notice checks to detect a Tau even in plain sight! .. ' . ',..l . '. .. .,. . . . , . ,. l .. .., .. ' . ',..l . '. .. .,. . . . , . ,. l .. .., .. ' . ',..l . '. .. .,. . . . , . ,. l .. .., .. ' . ',..l . '. .. .,. . . . , . ,. l .. ..,,. .. . ,. .. . ,. .. . ,. .. .. . . . |..... |..... |..... |.....SkillsBuying Skills: Skills can be bought up to level five on a one-for-one basis. Skills above level five are moreexpensive: three points per additional level. You should not purchase Skills past level six in initial charactergeneration.Specialisation: If required a character can take a more specific version of the skill for instance Knowledge - XenosBreeds or Firearms Bolt Weapons. The skill then only costs 1pt for each 3 levels of ability up to level; To purchaselevel 5 and higher then costs normal. The skill can be used for non-specific tasks, but at a penalty of 5 to the test.Technomancy may not start at more than 3 unless the characters background includes training, experimentation orother notable relationship with the Adeptus Mechanicus, is a Xenos Breed or has some other specific reason in theirbackground approved by the GMLanguagesCitizens of the Imperium will know Low Gothic and the language of their home world or city, usually (but notalways) a debased version of Low Gothic. Any educated character will know High Gothic and most normal citizenswill know a smattering of it for use in prayer and in legal and/or religious ceremonies. A character can knowadditional languages equal to her intelligence and each additional skill point spent will gain languages equal to herintelligence. These languages can be Alien or human and as specific or general as the player wishes.Sample Languages:Eldar (each Craftworld has its own version), Orkish (only 1pt is required to gain full mastery), Tau (each caste hasits own language), Kroot, Binary (Only available to Adeptus Mechanicus),Wargear (refer to p182 of the Inquisitor rulebook for rarity).l. ... ,. .. ,. ..l . ' . l.. ',.l ... .l. ... ,. .. ,. ..l . ' . l.. ',.l ... .l. ... ,. .. ,. ..l . ' . l.. ',.l ... .l. ... ,. .. ,. ..l . ' . l.. ',.l .... ,. ., l., ,. '., ..., .' . ,. l ..l . ,. ... ..l ,. ,.... . ,. ., l., ,. '., ..., .' . ,. l ..l . ,. ... ..l ,. ,.... . ,. ., l., ,. '., ..., .' . ,. l ..l . ,. ... ..l ,. ,.... . ,. ., l., ,. '., ..., .' . ,. l ..l . ,. ... ..l ,. ,......l , ..l , ..l , ..l , .'. /. l |.. .'. /. l |.. .'. /. l |.. .'. /. l |..Missile WeaponsUnless otherwise stated these weapons require two hands to use and are in described in the following formatWeapon name shots per action Damage Magazine NotesLas Pistol 1 10 30 1 HDLasgun (MP) 1 10 60Lasgun (NP) 1 10 50Lasgun (TP) 1 or Burst (3) 10 50Hell Pistol 1 12 20 1 HDHellgun 1 12 40Long Las Rifle 1 per rnd 12 40 +1 to hitLascannon 1 60 20 -1 to hit, ignores armour 20 or lessRequires Str 4+ to useYeld Spyer Suit Laser 1 12 unlimitedAutopistol 13 (-1 per shot) 10 20 1HDAutogun 1 or Burst 16 50Revolver 1 12 6 1HDStubber Burst 9 35 -3 to hit if 1HD and Str 5 or lessHeavy Stubber Burst 14 100 (belt) Requires Str 5+ or tripod etcAssault Cannon Burst 20 120 Requires Str 6+ and/or power armourHunting Rifle 1 20 10Naval Pistol 1 18 6 Requires Str 4+, 1HDDuelling Pistol 1 14 1 +2 to hit, 1HDShotgun 1 or 2 20 1 or 2 Sawn-off 1 or 2 20 1 or 2 Pump Shotgun 1 18 8Auto Shotgun 1-3 (-1 per shot) 20 20Manstopper rounds add +2 to damage and 1 to hitExecutioner rounds (for shotguns) only 1 shot per round, +5 to hit,Hellfire incendiary rounds + 4damage and set target on fire but on a roll of 1 explode in gun destroying it.Bolt weapons are the pinnacle of human projectile weapon technology but require a lot of maintenance to avoid jamsand barrel explosions. All require Str 4+ and/or power armour to use effectively if not user is at 4 to hit.Bolt Pistol 1 18 12 ignores 3pts of armour, 1HDBoltgun (MK II) 1 18 15 ignores 5pts of armourBoltgun (MK III) 1 18 30 ignores 5pts of armourBoltgun (MK IV) 1 18 20/40 ignores 5pts of armourStorm Bolter 2 18 30 ignores 5pts of armourHeavy Bolter Burst 20 40 ignores 5pts of armourRequires Str 6+ and/or power armourPsycannon 1 18 30 ignores all daemonic or psychic armour,X3 Dam vs Daemons, X2 vs PsychicsOrrus Spyer Suit Launcher 2 16 Unlimited ignores 3pts of armour,Kraken Bolt Rounds ignore 10pts of armourSilenced Stalker Bolt rounds are just that and produce no muzzle flash, do 14 Dam but retain their armour penetrationAll Melta weapons suffer at range 2 to hit and 5 Dam per 10yds past the first 10. They ignore armour 10 or lessInferno Pistol 1 27 3 -2 to hit, 1HDMelta Gun 1 35 5Thermal Lance 1 25 1All Plasma Weapons overheat on a natural roll of a 1 when fired.Plasma Pistol 1 per round 46 1 recharges, -2 to hit, 1HDPlasma Gun 1 per round 70 1 recharges, -4 to hitPlasma Blaster 1 per round 60 1 recharges, -3 to hitFlamethrower (all ignore any cover/terrain)Hand Flamer 1 (template) 10 then 4 per rnd 4 Flammable target!Flamer 1 (template) 12 then 6 per rnd 6 Flammable target!Heavy Flamer 1 (hvy Flamer temp) 20 then 8 per rnd 8 Explosive targetExterminator 1 shot (template) 14 then 6 per rnd - attach to other weapon, 1 shotCan be fuelled with purest consecrated promethium ignores Daemonic armour and inflicts double damage on them.Needle Pistol 1 12 plus poison 6 1HDNeedle Rifle 1 12 plus poison 10 +2 to hit,Neural Shredder 1 if hit Will (x2) +d10 vs 20 or loose D6 Will and D4 Dex, 10, 1HDHrud Fusil 1 25 1 Plasma Weapon, -1 to hitKroot Long rifle 1 16 1 Counts as polearmXenarch Death Arc 1 40 8Graviton Gun 1 -D6 dex 10 recharges 1 per rnd,Ogryn Ripper Gun 1 25 20 +5 to hit at 6yds or less, -5 per extra10ydsRequires Str 5+ to useShuriken Pistol 3 / burst 10 40 1HD,Shuriken Catapult 3 / burst 14 80Shuriken Cannon 3 / burst 16 120 May fire Shrieker ammunition Shrieker 1 14 + Toxin (strength 20) resist or die, only living targets.Eldar Long Rifle 1 14 1 +4 to hit, -2 if non-Eldar,Jokaero Digital weapons can be made into rings or other equally small objects counts as a normal weapon of itstype (with half magazine) - Needle Pistol, Las pistol or Hand Flamer.Melee WeaponsUnless otherwise stated, these act as normal melee weapons. Additions to damage are made after any multipliers.Mastercrafted Weapons Add +5 to damage and +1 to Hit and Parry rolls, this includes power weapons or similarPower weapons (Sword, Axe, Dagger etc) inflict an additional 20 Damage when they hit and ignore all non-energyfield armour. All power weapons destroy mundane weapons if parried 75% of the time. Anyone being parried whenmaking an unarmed attack suffers damage equal to the base damage of the weapon plus success levels of the parry.Powerfist inflicts a base damage of 60 plus success levels (ignore wearers strength).Chainfist inflicts a base damage of 50 plus success levels (ignore wearers strength)Thunder Hammer does 60 damage plus success levels but also knocks down any character with Str 9 or less who ishit with the weapon.Chain weapons (chainsword, chainaxe etc)are treated as normal but with an additional +10 damage and ignore up to6pts of armour when they hit,An Eviscerator counts as a Big Axe but inflicts +20 damage and requires Str 5+ (grotesquely large chainsword)Shock Weapons Shock Maul, Neuro whip and Electro flail roll Con (doubled) or Muscle vs Success level (plus 5)of attack or unconscious, if made 2 on all actions for next 8-Con turns (min 1). Weapon also does normal damageas its type. The Dark Eldar Agoniser is a nastier version and does 16 base damage + success levels and causesexcruciating pain.Anointed Weapons inflict triple damage against daemons and double damage against pyskers, they also ignore allpsychic shields and Daemonic protection.Ctan Phase Swords ignore any and all forms of armour physical, energy, psychic or daemonic, except whenattacking a Ctan itselfJakara Spyer Suit Monomolecular Sword +10 dam and ignores 5pts of armourSarissa A Vicious spiked combat accessory used by the Apetus Sororitas a boltgun counts as a sword in combat.Force Weapon add Will to Strength when calculating damage,ArmourFlak (5pts), Carpace (12pts), Mesh (8pts)Power armour (20pts, +1 Strength) includes environmental protection and if helmet various visual enhancements,Shields provide a bonus to parry attempts and an armour value however if an attack exceeds the value it may bedestroyed roll D10 if this is over the amount by which the attack exceeded the protection value it survives.Buckler +2 to Parry, 10 armour, Large Shield +4 to Parry, 15 armour, Target Shield +6 Parry, 20 armour.Mirror shields enable the defender to parry a ranged energy attack and possibly fire it back at the attacker! Theyprovide 50pts of armour vs ranged energy attacks and 25 otherwise.Storm Shields act as normal for their kind but may parry power and daemon weapons without fear of being destroyed.They provide 60pts of Armour if the attack is parried.Energy Force Fields any weapons that reduce armour do not do so against energy fields unless otherwise stated intheir description.Refractor Field D10 (x2) Protection Conversion Field D10 (x3) more than 10 damage acts like a photo flash grenade,Displacer Field 50% chance of activating (+dam inflicted), relocate wearer d10 yds in a random direction, avoidingany objects or other dangers.Pentagrammic Wards any daemon within 5 yds halves all their characteristics and skills.Hexagrammic Wards Any psychic attack is resisted with double the warded characters Will and against any directpsychic attack it provides D10 (x3) armour.Combat drugs (p88 Inquisitor rulebook)Gland dispensers ignore negative effects if can make a Con test (x2) vs 15,Slaught - +D3 Dex, -1 to all mental characteristics for D10 mins, after use roll D10 on a 1 loose 1pt from a mentalCharacteristic (Inhaler, Injector)Psychon - +2 Str and +2 Dex but become Frenzied in combat must make appropriate Will test to avoid continuingattacking once enemies defeated / slain. (Inhaler, Gland)Reflex Gains Fast Reaction Time but suffers 2 WP for D10 Minutes. (All)Barrage - +4 to Str, Con and Dex but loose 1 from all Characteristics permanently every minute (12 turns) (Injector)Spook - +2 Will and generates random psychic power (still subject to rules regarding Perils of the Warp)Spur Roll D6 1-2: +3 Str, 3-4: +3 Con 5-6: +3 Dex, CoN test vs 15 or take boosted stat in damage (each turn) (Injector, Gland)Gunsights (p91)Ranger finder, Laser Sight and Motion Predictor each add +1 to hit (cumulative).Cyber and Psyber CreaturesServo Skull (p90) Str 1, Dex 1, Per 2, Small (-2 to hit), LP:20, Armour 6pts,Gun Skull Shoot 12, closest enemy, Combat Skull Chainblade Dam 20, Attack 12,Psyber Eagle, Str 2, Con 1, Dex 4, Per 4, Int 1, Will 2, LP 14, Talons 14, Dam 10,Cyber-Mastiff, Str 5, Con 4, Dex 3, Per 3, Int 1, Will 4, LP 45, Armour 4pts all over and Hard to Kill 3Bite 16, Dam 25,Tau Escort Drone, Dex 2, Per2, LP 25, Small(-2 to hit), provide D10 +2 forcefield to self and Master,Pulse Pistol, 2 shots a rnd, Skill 12, Dam 10, 10 shots, (Exterminatus - issue 9)u . . .. . ' ..l u ... .l ., .., . ..' .' u . . .. . ' ..l u ... .l ., .., . ..' .' u . . .. . ' ..l u ... .l ., .., . ..' .' u . . .. . ' ..l u ... .l ., .., . ..' .' . |, l, . ..'. . ..l . . '. .l . . ., , . . ., .,. . . |, l, . ..'. . ..l . . '. .l . . ., , . . ., .,. . . |, l, . ..'. . ..l . . '. .l . . ., , . . ., .,. . . |, l, . ..'. . ..l . . '. .l . . ., , . . ., .,. . . . '. ... . . . ., . . . . '. ... . . . ., . . . . '. ... . . . ., . . . . '. ... . . . ., . . '.,. . '.,. . '.,. . '.,. ..,.. . /. .., .,.. . /. .., .,.. . /. .., .,.. . /. ..,

Recommended

View more >