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[WH40K] Тонкости позиционной войны | ходы игроков | КУБОМЕТ
Вниз
DungeonMaster
Ranadan
27.11.2015 00:22
=
ИНИЦИАТИВА. БОЙ 1
Винтер -15 (+2 за паранойю)
Бюрк -10
Исче -9
Виктрус -9
Претт -13
Гривз -12
Баркер -8
Грабовски -9
Штайгер -15
Моррис -8
1
Бюрк `Железка`
UncleSam
01.12.2015 22:38
=
Бросок стрельбы.
Случайно кинул дважды. Второе верно.
Отредактировано 01.12.2015 в 22:39
2
Даниэль `Лаз` Штайгер
SeaJey
11.12.2015 05:51
=
Штайгер, инициатива
3
DungeonMaster
Ranadan
13.12.2015 22:37
=
бой в насосной:
Инициатива
Штайгер - 7
Баркер - 7
Сержант -15
Гривз -12
Моррис -15
Бюрк -12
Грабовски - 11
Претт - 11
Орки: 5
Последовательность:
Вы все, потом орки
4
Маркус `Мелкий` Грабовски
BritishDogMan
20.01.2016 18:59
=
Кину тест на Интеллект тут. А потом в посте опишу это.
5
DungeonMaster
Ranadan
12.02.2016 15:27
=
мек
Результат броска 1D100: 87 - "поле".
Результат броска 1D100: 7 - "уворот".
6
Даниэль `Лаз` Штайгер
SeaJey
17.05.2016 14:43
=
Распиннились?
Отредактировано 17.05.2016 в 14:43
7
Даниэль `Лаз` Штайгер
SeaJey
15.06.2016 09:04
=
Pinned or Not
vs 30
Отредактировано 15.06.2016 в 09:05
8
Даниэль `Лаз` Штайгер
SeaJey
16.06.2016 10:51
=
И снова, распиннулся?
9
Даниэль `Лаз` Штайгер
SeaJey
24.11.2016 11:42
=
Чек тафны
10
Джордж Буш
Автор:
Layer87
Раса: Человек, Класс: Leader
Weapon Skill: 39
[
+0
]
Ballistic Skill: 39
[
+0
]
Strength: 26
[
+0
]
Toughness: 41
[
+0
]
Agility: 39
[
+0
]
Intellegence: 31
[
+0
]
Perseption: 32
[
+0
]
Willpower: 39
[
+0
]
Fellowship: 38
[
+0
]
Принципиальный добрый
Инвентарь:
On character 28.7/36 kg
Weapons
:
- Flamer [Basic 20m S/–/– 1d10+4 E 2 3/6 2 Full Flame, Spray 6kg]
- Lasgun [Basic 100m S/3/– 1d10+3 E 0 60/60 Full Reliable 4kg]
- Fuel for Flamer [6/6, 0,6kg]
- Fuel for Flamer [6/6, 0,6kg]
- Clip for Lasgun [60/60, 0.4]
- Clip for Lasgun [60/60, 0.4]
- Clip for Lasgun [60/60, 0.4]
- Clip for Lasgun [60/60, 0.4]
- photon flash grenade [Thrown SBx3 S/–/– Blast (10) 0.5kg]
- photon flash grenade [Thrown SBx3 S/–/– Blast (10) 0.5kg]
- frag grenade [Thrown SBx3 S/–/– 2d10 X 0 1 Blast (3), Ogryn-Proof 0.5kg]
- frag grenade [Thrown SBx3 S/–/– 2d10 X 0 1 Blast (3), Ogryn-Proof 0.5kg]
- mono knife (Melee Weapon) [Melee/Thrown 5m 1d5 R 2 1kg]
- 9-70 entrenching tool (саперная лопатка) [без неё не вырыть окопа; Melee — 1d5+3 R 0 Primitive (8), Unwieldy 2kg]
Ammo
:
Armour
:
- best craftsmanship light carapace armour with chamelioline coating (All 6 7,5kg, +20 to Stealth, if the
wearer remains stationary, any BS Tests to target him suffer a –30 penalty)
Worn Gear
:
- respirator [+30 Toughness Tests против отравляющих газов, а также позволяет перебрасывать провалы, 0.5kg]
- photovisor [grants Dark Sight Trait, 0,5kg]
- uniform [2kg]
Consumables
:
Other gear
:
- chrono [0kg]
- micro-bed [0kg]
- Dog tags [0kg]
in Backpack 17/30 kg
Weapons
:
Ammo
:
Consumables
:
- Combat sustenance rations for two weeks’ supply (двухнедельный паек) [14*0,5kg=7kg]
Other gear
:
- empty sandbag [с их помощью, при достаточно количестве, можно соорудить небольшое укрепление, 1 kg]
- empty sandbag [с их помощью, при достаточно количестве, можно соорудить небольшое укрепление, 1 kg]
- empty sandbag [с их помощью, при достаточно количестве, можно соорудить небольшое укрепление, 1 kg]
- empty sandbag [с их помощью, при достаточно количестве, можно соорудить небольшое укрепление, 1 kg]
- Poor weather gear [2kg]
- Mess kit [0.5kg]
- Water canteen [0kg]
- Blanket [2kg]
- Sleeping bag [2kg]
- Glow Globe [работает 1д5+5 часов, без этого в темноте будут штрафы, но с этим вас могут заметить, 0.5kg]
- Grooming kit [0kg]
- Imperial Infantryman’s Uplifting Premier [0kg]
Навыки:
Wounds
: 14/14
Fate points
: 1/3
Fatigue Treshhold
: 0/4
Insanity points
: 0
Corruption points
: 0
Carrying weight
: 56kg + 30kg (for backpack)
Movement in structured time
: 3/6/9/18
Movement in narrative time
: 48m per minut / 3km per hour / 30 km per day
Characteristics
:
WS 39 (starting 39)
BS 39 (starting 39)
Strength 26 (starting 31)
Toughness 41 (starting 35, +3 for Mining Colony, +3 for Siege Regiment)
Agility 39 (starting 36, +3 for Mining Colony)
Intelligence 31 (starting 34, -3 for Siege Regiment)
Perception 32 (starting 32)
Willpower 39 (starting 39)
Fellowshop 38 (starting 28, +5 speciality, +5 for XP)
Aptitudes
: Fellowship, Intelligence, Leadership, Social, Toughness, Weapon Skill
Skills
: Awareness, Command+20, Common Lore (Tech), Dodge, Scholastic Lore (Tactica Imperialis), Linguistics (Low Gothic), Tech-Use+10
Показать содержимое
For Specilaity: Command, Scholastic Lore (Tactica Imperialis)
For Spent Experience: Dodge, Tech-Use+10, Command +20
Talents
: Air of Authority, Die hard, Double Team, Enemy (Inquisition), Fearless, Heightened Senses (Hearing), Nerves of Steel, Paranoia, Resistance (Cold), Weapon Training (Chain, Flame, Las, Low-Tech)
Показать содержимое
For Regiment: Die hard, Double Team, Enemy (Inquisition), Heightened Senses (Hearing), Heroic Inspiration, Nerves of Steel, Paranoia, Resistance (Cold),
For Specilaity: Air of Authority, Weapon Training (Chain, Las, Low-Tech), Heroic Inspiration
For Spent Experience: Weapon Training (Flame), Fearless
Special traits
:
Close Quarters Battle
: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range
Tunnel Rat
: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light
: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Untimely Inquiries
: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
Comrades
Джим "Проклятый"Дум. Healthy. Невысокий смуглый гвардеец, который часто курит(где достает лхо, неизвестно)Кличку получил из постоянных передряг в бою с его участием. Посредственный стрелок, немного механик. Healthy
Курт Гон. Healthy. Здоровяк, глуповат, стреляет плохо, но не труслив.
Comrade Advance Vox tech
. Passive. As long as his Comrade is in Cohesion with him, all of the Sergeant’s orders affect all Comrades within vox range.
Comrade Advance Born Leader
. Passive. Add one additional comarde
Comrade Advance Get Them!
. Sweeping Order (Free Action). As part of this order, the Sergeant must make a Challenging (+0) Command Test. If he succeeds, for the next Round, when performing the Ranged Volley or Close Quarters Orders, the Comrades grant their controlling Player Character an additional +4 Damage to the affected Melee or Ranged Attack.
Comrade Advance Snap Out of It!
. Sweeping Order (Free Action). As part of this order, the Sergeant must make a Challenging (+0) Intimidate or Command Test. If he succeeds, all Comrades in communication range end any ongoing Fear or Pinning effects. They may act normally in subsequent Turns.
Comrade Advance Back Them!
. Sweeping Order (Free Action).
Показать содержимое
Experience
: 3550/3600
100 - Fellowship +5 (Simple)
200 - Dodge (Known)
400 - Tech-use +10 (Trained)
Command +10 (Trained)
Command +20 (Experienced)
300 - Weapon training (Flame)
600 - Fearless
200 - Vox tech
250 - Get Them!
200 - Snap out of It!
400 - Born Leader (1)
400 - Back Them Up!
Внешность:
Нет описания.
Характер:
Нет описания.
История:
Нет описания.
Даниэль `Лаз` Штайгер
Автор:
SeaJey
Раса: Человек, Класс: Weapon Specialist
Weapon Skill: 30
[
+0
]
Ballistic Skill: 59
[
+0
]
Strength: 36
[
+0
]
Toughness: 35
[
+0
]
Agility: 42
[
+0
]
Intellegence: 27
[
+0
]
Perseption: 40
[
+0
]
Willpower: 30
[
+0
]
Fellowship: 31
[
+0
]
Принципиальный добрый
Инвентарь:
Триплекс: 30/30
On character:
[18.6/36]
Weapons
[7,5 kg]:
- Triplex Pattern Lasgun {Custom Grip +5 BS}(Main Weapon) [Basic 100m S/3/– 1d10+3 E 0 30 Full 4.5 kg] 3 fire modes:
1. Standart mode: [100m S/3/– 1d10+3 E 0]
2. Precision mode: [150m S/–/– 1d10+3 E 0 Accurate],
Accurate Quality
Показать содержимое
These weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, in addition to the normal bonus granted from Aiming. When firing a single shot from a single Basic weapon with the Accurate Quality and benefiting from the Aim Action, the attack inflicts an extra 1d10 of Damage for every two Degrees of Success, to a maximum of an extra 2d10. These extra d10s cannot generate Righteous Fury.
3. Incineration mode: [50m S/–/– 1d10+3 E 0 Proven (5), Felling (4)],
Proven Quality
Показать содержимое
Weapons with a Proven Quality always inflict massive trauma and treat any dice roll for Damage lower than the Proven rating (as indicated by the number in parentheses) as if it were the Proven rating instead. Thus, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating Damage.
Felling Quality
Показать содержимое
To kill powerful foes often requires fearsome weapons or special rounds with the ability to punch through even the toughest hides. When calculating Damage from Felling weapons, reduce the target’s Unnatural Toughness Bonus by the number in parentheses (X). Felling only reduces Unnatural Toughness, not the target’s base Toughness Bonus. The reduction occurs for calculating Damage only and does not persist.
- 2 photon flash grenades [Thrown SBx3 S/–/– — 0 1 Blast (10) 0.5 kg] - 1 kg
- 2 frag grenades [Thrown; SBx3 (9); s/-/-; 2d10X; 0; 1; Blast (3); 0.5 kg] - 1 kg
- mono knife (Melee Weapon) [Melee/Thrown 5m 1d5 R 2 ] - 1 kg
Ammo
[2.1 kg]:
- 2 charge packs for Triplex Pattern Lasgun - 2*0.45 = 0.9 kg
- 3 charge packs for M36 Lasgun - 3*0.4kg = 1.2 kg
Armour
[7.5 kg]:
- best craftsmanship light carapace armour with chamelioline coating (All 6, 7,5kg, +20 to Stealth, if the
wearer remains stationary, any BS Tests to target him suffer a –30 penalty)
Worn Gear
[1,5 kg]:
- respirator [+30 Toughness Tests против отравляющих газов, а также позволяет перебрасывать провалы, 0.5 kg]
- photovisor [grants Dark Sight Trait, 0.5kg]
- uniform [0kg]
- chrono [0kg]
- micro-bed [0kg]
- Dog tags [0kg]
- Auspex [+20 bonus to Awareness Tests, Tech-Use Test to use it to spot things not normally possible with human senses, standard range - 50m, <50cm thick walls] - 0.5 kg
On Comrade
[19 kg]:
- Meltagun [Basic 20m S/–/– 2d10+10 E Pen:12 Clip:5 Rld:Full Spesial:Melta 15kg] This weapon doubles its Penetration when firing at Short Range.
- M36 Lasgun [Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4 kg, имеет Lasgun Variable Setting: 3 режима стрельбы, нормальный - в профиле, перегретый - +1 dmg, 2 заряда за 1, перегруженный - +2 dmg, +2 Pen, Unreliable, 4 заряда за 1]
In Backpack
[24.2/30] kg
Ammo:
- 2 Melta Cannister for Meltagun - 2*1.5kg = 3.0kg
- 3 charge packs for M36 Lasgun - 3*0.4kg = 1.2kg
Consumables:
- Combat sustenance rations for two weeks’ supply (двухнедельный паек) [14*0,5kg=7kg]
Other gear:
- Mess kit [0.5kg]
- Water canteen [0kg]
- Blanket [2kg]
- Sleeping bag [2kg]
- Glow Globe [0.5kg]
- Grooming kit [0kg]
- Imperial Infantryman’s Uplifting Premier [0kg]
- Poor weather gear [2kg]
- empty sandbag [1kg] x4 = [4kg]
- 9-70 entrenching tool (саперная лопатка) [без неё не вырыть окопа; Melee — 1d5+3 R 0 Primitive (8), Unwieldy 2kg]
On Base
:
- none
Навыки:
Speciality
: Weapon Specialist
Wounds
: 13
Fate Points
: 1/1
Corruption Points
: 0
Insanity Points
: 0
Fatigue Treshhold
: 3
Carrying weight
: 36 kg + 30kg (for backpack)
Lifting Weight
: 72 kg
Pushing Weight
: 144 kg
Movement in structured time
: 4/8/12/24
Movement in narrative time
: 96m per minute / 6km per hour / 60km per day
Characteristics
:
Weapon Skill — 30
Ballistic Skill — 59
Strength — 36
Toughness — 35
Agility — 42
Intelligence — 27
Perception — 40
Willpower — 30
Fellowship — 31
Characteristic Modifiers
: +3 Agility, +3 Perception; +3 Toughness, –3 Intelligence, +5 BS
Aptitudes
: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, General
Skills
: Awareness +10, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use, Athletics, Navigate (Surface), Common Lore (Imperial Guard, War); Acrobatics, Dodge, Stealth +10
Talents
: Heightened Senses (Hearing), Resistance (Cold), Die Hard, Nerves of Steel, Combat Master, Enemy (Inquisition), Paranoia; Lasgun Barrage, Lasgun Volley, Weapon Training (Las, Melta, Flame), Hip Shooting, Quick Draw, Las Weapon Expertise, Las Weapon Mastery, Crack Shot
***
Heightened Senses (Hearing)
Показать содержимое
Tier: 1
Prerequisite: None
Specialisations: Sight, Sound, Smell, Taste, Touch
Aptitudes: Perception, Fieldcraft
Either genetics or augmetics have made one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of Shale Crows, but not to a Ballistic Skill Test or a Weapon Skill Test because the character is not just using their eyes. This Talent may be taken more than once, each time with a different specialisation.
Resistance (Cold)
Показать содержимое
Tier: 1
Prerequisite: None
Specialisations: Cold, Fear, Heat, Poisons, Psychic Powers, Other
Aptitudes: Toughness, Defence
The character’s background, experience, training, exposure or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making Tests to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.
Die Hard
Показать содержимое
Tier: 1
Prerequisite: Willpower 40
Aptitudes: Willpower, Defence
Through either willpower or sheer stubbornness, the character refuses to die. When he suffers from blood loss, he may roll twice to avoid death.
Nerves Of Steel
Показать содержимое
Tier: 2
Prerequisite: None
Aptitudes: Willpower, Defence
Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning. In addition, he is seldom impressed by the aggressive displays of his enemies and gains a +10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts.
Combat Master
Показать содержимое
Tier: 2
Prerequisite: Weapon Skill 30
Aptitudes: Weapon Skill, Defence
The character’s weapon seems to be everywhere at once, keeping many more opponents at bay in close combat than would seem possible. Opponents fighting the character in hand-to-hand combat gain no bonuses for Ganging Up.
Paranoia
Показать содержимое
Tier: 2
Prerequisite: None
Aptitudes: Perception, Fieldcraft
The character knows that danger lurks behind every corner and that the galaxy will hit him as soon as he lets his guard down. The character gains a +2 bonus on Initiative rolls and the GM may secretly Test using the character’s Perception to notice hidden threats. The price of this eternal vigilance is a twitchy disposition and the inability to relax.
Lasgun Barrage
Показать содержимое
Tier: 3
Prerequisite: WRt(Las), BS 40;
Aptitudes: BS, Offence
Through years of practice drills and battlefield experience, the character has become a master of the lasgun. The character can use lasguns of all types to unleash devastating volleys of disciplined fire that can cut down his enemies like the sweep of a scythe. When firing any class of Las weapon on full or semi-auto, the character may score one additional Degree of Success (provided the Test is successful) if he does not take a Move Action in his Turn.
Lasgun Volley
Показать содержимое
Tier: 1
Prerequisite: BS 30, WTr(Las);
Aptitudes: BS, General
The character has trained extensively with his trusty lasgun, including endless drills with his fellow soldiers, ensuring that their shots are perfectly timed to inflict maximum damage upon the enemy. For each Comrade who is part of any Ranged Volley Order this character issues, this character deals +1 additional Damage (to a maximum of +3 Damage) with any attack he makes with a las weapon (such as a lasgun, lascarbine, laspistol, or lascannon) for that Round in addition to the normal benefit.
Hip Shooting
Показать содержимое
Tier: 2
Prerequisite: BS 40, Ag 40;
Aptitudes: Ballistic Skill, Finesse
The character’s prowess with ranged weapons is such that they can still fire accurately without their eye behind the sights.
As a Full Action, the character may both move up to their Full Move rate and make a single attack with a ranged weapon. This attack can only be a single shot and may not be a semi- or full-automatic ranged attack. Characters with the Two-Weapon Fighting Talent may use this Talent with Hip Shooting to make two single shots, if they are armed with a ranged weapon in either hand.
Quick Draw
Показать содержимое
Tier: 1
Prerequisite: None
Aptitudes: Agility, Finesse
The character has practised so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic class ranged weapon, or a melee weapon that can be wielded in one hand.
Las Weapon Expertise
Показать содержимое
Tier: 2
Prerequisite: BS 35, Lasgun Volley
Aptitudes: BS, General
Though all Guardsmen are expected to be proficient with their main weapon and for most this is the noble lasgun, some troopers exceed these baseline expectations and become incredible shots with their lasguns, turning them into the instruments of death that the Emperor most assuredly intended them to be.
Whenever this character attacks with a las weapon, he imposes a –5 penalty on Dodge Tests to avoid the attack for every Degree of Success he scores beyond the first (to a maximum of –30).
Las Weapon Mastery
Показать содержимое
Tier: 3
Prerequisite: BS 45, Las Expertise
Aptitudes: BS, General
The character’s time spent training with las weapons is perhaps only exceeded by his time spent using them to kill the enemies of the God-Emperor in the fields of war. The character is an expert with las weapons, attuned as much to the weapon’s machine spirit as to its physical characteristics.
Whenever this character makes an attack with a las weapon, he deals +1 additional Damage for every two Degrees of Success he scores on the Ballistic Skill Test beyond the first.
Crack Shot
Показать содержимое
Tier: 2
Prerequisite: BS 50
Aptitudes: BS, Finesse
The character can place his shots where they will inflict more harm, such as at creases, gaps, or joints in armour.
When the character’s ranged attack causes Critical Damage, add +2 to the Damage result.
***
Special traits
:
Close Quarters Battle:
Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range
Tunnel Rat:
Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light:
Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Untimely Inquiries:
Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
Awards
:
Стрелок Родосса
- +5 к баллистике при стрельбе, используя устройства прицелов.
***
Comrade
: Доминик 'Невезунчик' Ковальски (Unlucky)
This character has a history of extremely poor fortune, and he and his squad-mates have noticed this trend. Whether he accepts his fate with quiet resignation, complains vociferously, or cheerily denies it, nobody in the squad thinks that his luck is likely to improve any time soon.
Comrade Advances
:
Armsman
Type: Passive
Cost: 250 xp
Effect: The Weapons Specialist is a master in the use of many weapons, and often needs different ones for different situations. His Comrade carries all of the necessary weapons with him, keeping them ready for the Weapons Specialist when the time comes. As long as his Comrade is in Cohesion, the Weapon Specialist may switch to any of his weapons as a Free Action.
***
Character Advances
:
BS; S1 — 100 xp
Ag; S1 — 100 xp
Dodge; S1 — 200 xp
Acrobatics, S1 — 100 xp
Ord: Armsman — 250 xp
Lasgun Volley — 200 xp
BS; S2 — 250 xp
Hip Shooting — 300 xp
Quick Draw — 200 xp
Las Weapon Expertise — 300
Las Weapon Mastery — 400
Stealth; S1 — 100
Crack Shot — 300
Awareness; S2 — 400
Stealth; S2 — 200
All EXP
: 1000 + (150 + 50) + 500 + 800 + 500 + 400 = 3400
Spent
: 3400
To Spend
: 0
Table 8-3: Hit Locations
01-10 Head
11-20 Right Arm
21-30 Left Arm
31-70 Body
71-85 Right Leg
86-00 Left Leg
Внешность:
Рост: средний
Телосложение: нормальное
Вес: 75-80 кг
Возраст: около 25 лет
Волосы: тёмно-рыжие
Глаза: разноцветные, правый - зелёный, синий - голубой
Кожа бледная, под ногтями ничем несмываемая тёмная кайма.
Иллюстрация:
Показать содержимое
Характер:
У Даниэля двойственная натура: есть периоды, когда он полон энтузиазма и кипучей активности, а бывает ленится и забивает. Может один день болтать без умолку, а на следующий выдавит из себя пару слов, и то по острой необходимости. Любит делать всё в последний момент, борется с этой привычкой, но с переменным успехом.
Камрад: Доминик 'Невезунчик' Ковальски
Добродушный здоровяк, которому постоянно не везёт. Его родственник, служащий в соседнем отделении, уже дорос до сержанта.
История:
Даниэль, как и практически все в в отделении, родился на Родоссе, промёрзшем каменистом мире, славным разве что своими шахтами. Отец — местный уроженец в n-ном поколении, мать — переселенка с одного из хайв-миров. С 12ти лет Дэн работает подмастерьем-разнорабочим, потом в отряде дератизации, а в 16 ему первый раз доверили отбойник. В горняцком деле особых успехов не добился: никакого перевыполнения плана, он с трудом выполнял норму. Но хотя бы обвалы, взрывы шахтного газа и катастрофические поломки оборудования его миновали. В забастовке, устроенной недавно организованным профсоюзом, он не участвовал, но плодами усилий протестующих воспользовался, а именно, при первой же возможности, записался в Имперскую Гвардию, что в обычные времена обычному шахтёру было сделать довольно сложно. Ну, во всяком случает, он так считал.
В Гвардии, Даниэлю удалось достигнуть большего, по крайней мере на его взгляд. Оказалось, он неплохо стреляет и, главное, ему нравится сам процесс. Дэн постоянно пропадает на стрельбище, даже в "ленивой" фазе. Особенно ему импонирует лаз-технология — упреждения делать не надо, по сравнению с пулевым оружием, просто никакая отдача — красота! И что важно, разрядил батареи, поставил на подзарядку, несколько часов подождал, и, чудо Омниссии — можно снова стрелять. От этой его увлечённости лазерами в итоге и пошло прозвище.
Кирк `Так-Точн` Шрейк
Автор:
Азлагор
Раса: Человек, Класс: Другой
Weapon Skill: 32
[
+0
]
Ballistic Skill: 33
[
+0
]
Strength: 37
[
+0
]
Toughness: 63
[
+0
]
Agility: 33
[
+0
]
Intellegence: 27
[
+0
]
Perseption: 31
[
+0
]
Willpower: 32
[
+0
]
Fellowship: 32
[
+0
]
Принципиальный нейтральный
Инвентарь:
Specialist Equipment: Best Craftsmanship great weapon, Best Craftsmanship mono knife.
Имущество:
Standard Kit: One M36 lasgun and six charge packs
- one respirator
- four empty sandbags and one entrenching tool
- two frag grenades and two photon flash grenades
- 1 suit of Best light carapace armour
- chameleoline-coated armour.
• One uniform
• One set of poor weather gear
• One knife
• One rucksack or sling bag
• One set of basic tools
• One mess kit and one water canteen
• One blanket and one sleep bag
• One rechargeable lamp pack
• One grooming kit
• One set of cognomen tags or equivalent identification
• One primer or instructional handbook
• Combat sustenance rations, two weeks’ supply
- Photo-visor
- Micro-bead
- Chrono
- Glow-Globe
Навыки:
Speciality:
Heavy Gunner >> Brawler
Wounds:
10+1+1= 12
Fate Points:
1
Corruption Points:
0
Insanity Points:
0
Fatigue Treshhold:
6
Carrying weight:
67kg + 30kg (for backpack)
Lifting Weight:
134kg
Pushing Weight:
268kg
Movement in structured time:
3/6/9/18
Movement in narrative time:
72m per minute / 4km per hour / 40km per day
Tunnel Rat:
Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light:
Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Untimely Inquiries:
Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
Members of regiments that specialise in
Close Quarters Battle
gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range-
Comrade
Айк Тагманн
: Slacker
Hard work is anathema to this character, and despite the difficulty of maintaining a lazy lifestyle on the battlefield, this character is willing to try. While he cannot usually derelict his duties for fear of reprisal, this character is eager to pass on hard or unpleasant tasks to any squad-mates willing to take them up in his stead.
Characteristic Modifiers:
+3 to Agility, and Toughness, +3 Toughness, –3 Intelligence,
Characteristic Bonus
(
Heavy gunner
): +5 Toughness.
Aptitudes
(
Heavy gunner
): Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness.
Aptitudes
(
Brawler
): Agility, Finesse, Offence, Strength, Weapon Skill, Toughness.
Skills
: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use
Skills (
Heavy gunner
): Survival, Common Lore (Imperial Guard, War), Intimidate
Skills (
Exp
): Athletics, Deceive, Dodge, Parry, Scrutiny +10
Talents
: Heightened Senses (Hearing) and Resistance (Cold), Die hard, Nerves of Steel, Double Team, Enemy (Inquisition), Paranoia.
Talents (
Heavy gunner
): Iron Jaw, Weapon Training (Las, Low-Tech, Heavy, Mole Mortar).
Talents (
Brawler
): Ambidextrous and Street Fighting.
Talents (
Exp
): Hardy
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Ambidextrous
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When combined with Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.
Die hard
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Through either willpower or sheer stubbornness, the character refuses to die. When he suffers from blood loss, he may roll twice to avoid death.
Double Team
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When ganging up on an opponent, the character gains an additional +10 bonus to Weapon Skill Tests. If both the characters that outnumber the enemy have this Talent then both gain an additional +10 bonus, for a total of +20. This bonus is in addition to the normal bonus gained from Ganging Up on an opponent (see page 253).
Enemy (Inquisition)
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The opposite of Peer; the character is particularly despised and possibly hunted by a specific social group or organisation. The character suffers an additional –10 penalty to Fellowship Tests when dealing with this group, and the GM may use them to complicate his life from time to time.
Hardy
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The character’s constitution rebounds quickly from shock or injury. When undergoing medical treatment or healing from injuries, the character always recovers Damage as if lightly wounded regardless of the level of Damage they have sustained.
Heightened Senses (Hearing)
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Either genetics or augmetics have made one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense. Thus,Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of Shale Crows, but not to a Ballistic Skill Test or a Weapon Skill Test because the character is not just using their eyes.
Iron Jaw
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The character has taken blows from Orks and given back as good as they got. The character can bounce back from most strikes without ill effects. If ever Stunned, a successful Toughness Test allows the character to ignore the effects.
Nerves of Steel
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The character may re-roll failed Willpower Tests to avoid or recover from Pinning. In addition, he is seldom impressed by the aggressive displays of his enemies and gains a +10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts.
Paranoia.
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The character gains a +2 bonus on Initiative rolls and the GM may secretly Test using the character’s Perception to notice hidden threats.
Resistance (Cold)
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The character gains a +10 bonus when making Tests to resist effects of this type.
Street Fighting
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When armed with a knife (powered, chain or otherwise), similar small weapon, or simply armed with his bare hands, he adds half his Weapon Skill Bonus to any Critical Damage he inflicts.
Weapon Training (Las, Low-Tech, Heavy, Mole Mortar).
Experience:
Experience (
Heavy gunner
) 2600 exp:
- Deceive (Known) 200 exp
- Parry (Known) 200 exp
- Scrutiny (Trained) 100+200 = 300 exp
- Toughness (+20) 100+250+500+750 = 1600 exp
- Hardy (300 exp)
Experience (
Brawler
) 300 exp:
- Athletics (Known) 100 exp
- Dodge (Known) 200 exp
- Strength (+5) 100 exp
Total
3000 spent, 0 free
Внешность:
Невысокий, но необъятный мужчина с горделивой выправкой. Что плохо сочетается в умах окружающих с представителем "подземщиков". Всем своим видом выражает готовность выполнить поручения начальства или просьбу сослуживцев, а услужливая улыбка редко покидает его лицо, хотя истинные эмоции Кирка понять не так то просто для любого, кто его не знает достаточно хорошо, да и тем порой сложно сохранять спокойствие из-за его поведения.
Характер:
Кирк довольно болтлив, но за словами своими он привык (или был вынужден) следить, так что, несмотря на многословность, полезную информацию у него добыть бывает довольно сложно. На все просьбы о помощи он обычно отвечает согласием и сложно понять, хочет он помогать, или нет. Единственный проверенный способ это выяснить - посмотреть на результат: если Шрейк был не прочь посодействовать, поручение будет выполнено достаточно качественно. Иначе - любой мог пожалеть о своей просьбе, так как убыток от её выполнения намного превышает пользу.
Также никто не сможет назвать его грустным или угрюмым, да и не видел никто, чтобы у Кирка было дурное настроение. Те, кто знает его давно, за глаза зовут идиотом. Но предпочитают к нему не лезть и уж тем более о чем-то его просить.
История:
Шрейк на Родосе служил при шахте на кухне одной из колоний. И, вероятно, успел насолить тамошней администрации, после чего поспешил вступить в ряды гвардии в качестве добровольца, где волею случая оказался в паре тяжелой поддержки, вероятно, нажраная ряха не пропала даром. А спустя время он опять провинился и командование решило его переквалифицировать на бойца ближнего боя - на верную смерть.
О своем прошлом предпочитает молчать. Верней, рассказывает настолько много историй во всех подробностях, что определить, что здесь правда, а что ложь - не представляется возможным.
Бюрк `Железка`
Автор:
UncleSam
Раса: Огрин, Класс: Огрин
Weapon Skill: 39
[
+0
]
Ballistic Skill: 37
[
+0
]
Strength: 45
[
+0
]
Toughness: 37
[
+0
]
Agility: 33
[
+0
]
Intellegence: 17
[
+0
]
Perseption: 30
[
+0
]
Willpower: 37
[
+0
]
Fellowship: 35
[
+0
]
Хаотичный добрый
Инвентарь:
-Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range-
Common Craftsmanship ripper gun
- Heavy 30m S/–/6 1d10+8 I 0 48 2 Full Ogryn-Proof, Scatter 35kg
4
Frag Grenades
- Thrown SBx3 S/–/– 2d10 X 0 1 Blast (5), Ogryn-Proof 0.5kg Common
M36 Lasgun Basic
- 100 S/3/– 1d10+3 E 0 60/60 Full "Reliable, Overcharge mode: +1 Dmg, 2 Ammo per Shot Overload mode: +2 Dmg, +2 Pen, 4 Ammo per shot, "4
photon flash
2
Melee 1d10–2 I +?(SB) 0 Ogryn-Proof, Primitive (7), Unbalanced 0
2
Photon Flash Grenade
- Thrown 9 (SBx3) S/–/– - 0 1 "Blast (10) A target must succeed on an Ordinary (+10) Agility Test or be blinded for a number of Rounds equal to his DoF" 0,5
Mono-knife
- Thrown/Melee 5 1d5+1 I +3(SB) 2 1
Knife
- Thrown/Melee 5 1d5 I +3(SB) 0 1
light carapace
1
Uniform
Sleep bag 1
rucksack
Water canteen 1
Mess kit 1
6
Cartridge for ripper gun
48/48 0,4
5
Charge Pack for lasgun
60/60 3,5
light carapace armour 6 AP for all locations(Best quality) 7,5
Respirator +30 to Toughness to resist gases 0,5
Photovisor Grants Dark Sight 0,5
Microbead 0
Rucksack +30 кг 2
Rechargable lamp pack
Uniform 0
Dog tags 0
Basic Toolkit 1
Poor weather gear 2
respirator 1
Mess kit 0
Water canteen 2
empty sandbags 4
entrenching tool 1
Blanket 2
Sleeping bag 2
Grooming kit 0
Imperial Infantryman’s Uplifting Premier Без этого придется вспоминать трюки, а ещё туалетной бумаги вечно не хватает… 0
Chrono
Glow globe 0,5
Combat sustenance rations for six weeks’ supply 42/42 (42*0,5=21 кг) 21
В рюкзаке 30,5 Нагрузка 78,4
Навыки:
Брюк 'Железка'
Fate: 3
Regiment: 2-й Родосский штурмовой полк "Туннельные крысы"
Specialisation: Ogryn
Demeanour: Heroic
WS BS S T Ag Per Int WP Fel
39 37 45 37 33 17 30 37 35
За 250 очков поднял BS на 5
Fate: 3
Wounds: 27
Малыш (250)
Повышение
Talents
Die Hard
Weapon traning
Heightened Senses (Hearing)
Resistance (Cold)
Nerves of Steel
Double Team
Enemy (Inquisition)
Paranoia.
Skills
Intimidate
Athletics
Awareness
Common Lore (Tech)
Linguistics (Low Gothic)
Tech-Use
Aptitudes
Ballistic skill
Defence
Offence
Strength
Toughness
Weapon skill
Traits
Auto-stabilised, But it dark in dere!, Clumsy, Size (Hulking), Sturdy, Unnatural Strength, Unnatural Toughness
Comrade Advances
LITTLE ‘UN
Теодор
Mentor
Characteristic Modifiers: +3 to any two of the following Characteristics–Agility, Perception, and Toughness,
+3 Toughness, –3 Intelligence,
Skills: Awareness, Common Lore (Tech), Linguistics (Low Gothic), Tech-Use,
Talents: Heightened Senses (Hearing) and Resistance (Cold), Die hard, Nerves of Steel, Double Team or Combat Master,Enemy (Inquisition), Paranoia.
Tunnel Rat: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Starting Wounds: Mining colony characters begin play with +1 starting Wound.
Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
-Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range-
Внешность:
Показать содержимое
Бюрк - огрин высотой в 3 метра, а его ширина плеч достигает метра двадцать, очень красивый - ему так мама говорила. Лысый с постоянно непонимающим выражением лица, и очень кривыми зубами (даже по меркам огринов).
Характер:
Очень добрый и доверчивый огрин. Верит, что император это большой огрин, который видит всё и следит именно за Брюком. И что император явился ему во сне и приказал нести его веру всем и каждому, а также думает, что комиссары тоже его проповедники и их надо слушаться. Но всё равно не понимает приказы с первого раза.
История:
Брюк служит в этом полку очень давно. Его приняли в этот полк потому что он был самый умный среди своей деревни.
У Брюка есть помощник Теодор он Высок для людей, но мал в глазах огрина. Брюк дал ему прозвище - малыш, а также охраняет его как зеницу ока.
Маркус `Мелкий` Грабовски
Автор:
BritishDogMan
Раса: Ратлинг, Класс: Снайпер
Weapon Skill: 31
[
+0
]
Ballistic Skill: 43
[
+0
]
Strength: 32
[
+0
]
Toughness: 25
[
+0
]
Agility: 38
[
+0
]
Intellegence: 24
[
+0
]
Perseption: 37
[
+0
]
Willpower: 33
[
+0
]
Fellowship: 41
[
+0
]
Хаотичный нейтральный
Инвентарь:
Good Craftmanship Sniper Rifle
Basic 200m S/–/– 1d10+4 I 3 20 Full Accurate, Reliable 5kg scarce + telescopic sight
Chameleoline Cloak
0.5kg Rare
Показать содержимое
Chameleoline material is made up of mimic fibres that blend the coloration of the wearer into their surroundings and are the garb of choice for snipers. A character wearing a chameleoline cloak gains a +20 bonus to Stealth Tests. If the wearer remains stationary, any Ballistic Skill Tests to target him suffer a –30 penalty.
M36 Lasgun
Basic 100 S/3/– 1d10+3 E 0 60/60 Full "Reliable, Overcharge mode: +1 Dmg, 2 Ammo per Shot Overload mode: +2 Dmg, +2 Pen, 4 Ammo per shot," 4kg
на базе
Melee 1d10–2 I +?(SB) 0 Ogryn-Proof, Primitive (7), Unbalanced 0
2
Frag grenade
Thrown 9 (SBx3) S/–/– 2d10 X 0 1 Blast (3), Ogryn-Proof 0,5
Photon Flash Grenade Thrown 9 (SBx3) S/–/– - 0 1 "Blast (10)
A target must succeed on an Ordinary (+10) Agility Test or be blinded for a number of Rounds equal to his DoF" 0,5
Photon Flash Grenade Thrown 9 (SBx3) S/–/– - 0 1 "Blast (10)
A target must succeed on an Ordinary (+10) Agility Test or be blinded for a number of Rounds equal to his DoF" 0,5
mono-knife Thrown/Melee 5 1d5+1 I +3(SB) 2 1
Knife Thrown/Melee 5 1d5 I +3(SB) 0 1
6
Charge Pack for lasgun
60/60 0,4
на базе
5 + 1 в пушке
Ammo for sniper rifle
20/20 0.5
light carapace armour 6 AP for all locations(Best quality) 7,5
Respirator +30 to Toughness to resist gases 0,5
Photovisor Grants Dark Sight 0,5
Microbead
Rucksack +30 кг к переносимому весу 2
Rechargable lamp pack C ним в темноте до 25 м у вас не будет штрафов за плохую видимость, но с этим вас могут заметить.
Uniform 3 kg if in ruksack 0
Dog tags Без этого труп не смогут опознать 0
Basic Toolkit Без этого сложно сделать даже самый мелкий ремонт одежды или снаряжения, а также просто выживать в дикой местности, в случае наличия техники - ещё и для ремонта техники пригодятся 1
Poor weather gear Без этого будете мокнуть под дождем 2
Mess kit Без этого придется есть руками 0
Water canteen Без этого воду негде будет хранить, вмещает 2 л воды 2
Blanket Без этого можно замерзнуть и/или не выспаться 2
Sleeping bag Без этого можно замерзнуть и/или не выспаться 2
Grooming kit Без этого иной офицер сделает вам замечание или выговор, если у вас в полку не принято носить усы/бороды/дреды/афрокосички 0
Imperial Infantryman’s Uplifting Premier Без этого придется вспоминать трюки, а ещё туалетной бумаги вечно не хватает… 0
Chrono
Glow globe 0,5
- Micro-bead
- 1 suit of light carapace armour
- 1 mono knife per Player Character
На базе
One M36 lasgun and six charge packs per Player Character (Main Weapon)
- one respirator per Player Character,
- four empty sandbags and one entrenching tool per Player Character,
- two frag grenades and two photon flash grenades per Player Character,
- 1 mono knife per Player Character
- 1 suit of light carapace armour per Player Character.
- chameleoline-coated armour.
• One uniform
• One set of poor weather gear
• One knife
• One rucksack or sling bag
• One set of basic tools
• One mess kit and one water canteen
• One blanket and one sleep bag
• One rechargeable lamp pack
• One grooming kit
• One set of cognomen tags or equivalent identification
• One primer or instructional handbook
• Combat sustenance rations, two weeks’ supply
- Photo-visor
- Micro-bead
- Chrono
- Glow-Globe
Upgrade one item to Best quality(carapace armor)
Combat sustenance rations for six weeks’ supply 42/42 (42*0,5=21 кг) 21
В рюкзаке 32,1 Нагрузка 20,4
Навыки:
Марус 'Мелкий' Грабовски
Regiment: 2-й Родосский штурмовой полк "Туннельные крысы"
Specialisation: Ratling
Demeanour:
WS 31
BS 43 (100+250 прокачка)
S 32
T 22
Ag 35 (100)
Per 37
Int 27
WP 33
Fel 41
Fate:
2
Wounds:
9
Talents
Weapon Training (Solid)
Deadeye Shot
Heightened Senses (Sight, Smell, Taste)
Heightened Senses (Hearing)
Resistance (Cold)
Die hard
Nerves of Steel
Combat Master
Enemy (Inquisition)
Paranoia
Skills
Stealth
Deceive
Trade (Cook)
Charm (100)
Awareness
Common Lore (Tech)
Linguistics (Low Gothic)
Tech-Use
Aptitudes
Agility
Ballistic Skill
Fellowship
Fieldcraft
Finesse
Perception
Social
Traits
Size (Weedy)
Comrade Advances
Forever alone
Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes.
-Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range-
Unaccustomed to Light: Unfortunately, their subterranean lifestyle makes them incredibly sensitive to bright light, and they suffer a –10 penalty to all Perception and Awareness Tests made in full daylight or bright artificial light. This penalty can be mitigated with goggles or other types of eye protection at the Game Master’s discretion.
Tunnel Rat: Navigating the twisting warren of tunnels, shafts, and chambers that make up an average mine requires a good attention to detail and a well-developed sense of direction. Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground.
Expirience
: 1050 есть/600 было
Внешность:
Маркус выглядит как обычный представитель своей расы, то есть он невысок, но при этом обладает большими ступнями. Его черные бакенбарды, которыми он гордится, всегда ровно подстрижены и аккуратно расчесаны. А еще он любит курить. Причем до такой степени, что за сигарету готов даже под колено ударить (головой).
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Характер:
Характер у Маркуса скверный. Он всегда острит, а также всегда, прям всегда, шутит ниже пояса. Ну, и чего же в этом скверного? Ну, комиссар вроде женщина, а они такие шутки не любят. К тому же, он ненавидит неудобства вроде холода, ливня, жары и прочего, поэтому в любой ситуации, когда ему не комфортно он будет уведомлять об этом всех окружающих.
История:
Маркус - сын торговца с Родосса. В армию пошел, чтобы убивать, так как он просто зависим от адреналина. Его отцу это не понравилось, но ратлингу было насрать на мнение родителя, поэтому, как только ему стукнуло двадцать, он свалил из дома и вступил во второй Родосский полк.
Обсуждение
|
Информация
|
Персонажи
|
Вверх
Партия:
Джордж Буш
,
Даниэль `Лаз` Штайгер
,
Кирк `Так-Точн` Шрейк
Комнаты:
Сводки с фронта
,
Информация о полке и личностях
,
Комната генерации
,
Трофеи и имущество взвода
,
Информаторий и хоумрулы
,
------------------------
,
Вступление: высадка
,
Глава 1: Крысы легко прогрызают стены
,
Глава 2: Старые обиды на новый лад
,
КУБОМЕТ
,
Личные вылазки
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