Борг "Консерва" Грозгар
Evil Sunz
Driva
"Характеристики"Weapon Skill: 45
Ballistic Skill: 40
Strength: 30
Toughness: 35
Agility: 30
Intelligence: 30
Perception: 30
Willpower: 25
Fellowship: 30
Glory: 20
Wounds: 18
"Аптитуды"Agility
WS (за повторяющийся Agility)
Fieldcraft
Intelligence
Offence
Willpower
Tech
"Трейты"‘Ard
Orks are extremely resilient, their bodies capable of withstanding and surviving injury that would kill humans, and recovering swiftly enough from even the most grievous wounds to get back into the fight within days. Orks gain the Unnatural Toughness (+2) and Sturdy Traits, and the Iron Jaw and True Grit Talents. Additionally, all Medicae tests to treat the injuries of an Ork gain a +20 bonus, due to the Ork’s robust physiology
Make it work!
Unreliable Ork weapons are not Unreliable in an Ork’s hands.
Код
Might makes right
An Ork may use the Intimidate Skill to perform the actions listed under the Command Skill, when commanding other Orks, Gretchin, Squigs, or Snotlings.
Mob Rule
All Orks and Gretchin are latently psychic—an ability which increases in strength the more of them there are in one place. This bolsters their confidence and courage to nearfearless levels when they gather en masse. For every additional Ork within 10m, an Ork gains a +10 bonus to Willpower Tests to resist the effects of Fear and Pinning. This Trait works identically for Gretchin, thought they
gain the bonus from other nearby Gretchin, not Orks.
Evil Sunz
Any vehicle piloted by a member of the Evil Sunz has its Tactical Speed increased by 5 metres and its Cruising Speed increased by 10 kph.
Da Red Goez FASTA:
A Kustom Red Paint Job can be applied to any Ork vehicle, increasing its Tactical Speed by 3m and its Cruising Speed by 15 kph.
"Навыки"Operate (Surface, Aeronautica)
Common Lore (Orkz, Meks)
Tech-use
Intimidate
"Таланты"
FURIOUS ASSAULT
The character’s speed and martial prowess allow him to land several blows where lesser combatants land one. If the character successfully hits his target using the All Out Attack Action, they may spend their Reaction (and thus cannot Parry or Dodge until their next Turn) to make an additional Attack using the same bonuses or penalties as the original attack.
Hotshot Pilot
The character can pilot or drive vehicles as if they were extensions of his own body and has a natural understanding of anything that needs steering. The character counts as having all Operate Skills at Rank 1 (Known) (basically they can drive or fly anything). If they wish to later improve their Operate Skills, these Advances must be bought using Experience Points (from Rank 1) as normal. Such is their skill they also add one Degree of Success to any successful Operate Tests.
Iron Jaw
Whenever this character becomes Stunned, he may make a Challenging (+0) Toughness test as a Free Action to ignore the effects.
Runtz
1 Gretchin\1 Attack Squig\2 Snotling minion
True Grit
Whenever he suffers Critical damage (after reduction for Armour and Toughness), reduce the amount by his Toughness bonus (to a minimum of 1 damage).
Weapon-Tech
Once per combat encounter, as a Free Action, this character may enhance any Melta, Plasma, Power, or Exotic weapon he is personally wielding. This increases the weapon’s damage and penetration by an amount equal to the character’s Intelligence bonus until the end of the round.
Weapon Training (Melee, SP)
"История изменений"Evil Sunz +Ловкость, + Интеллект, -Сила.
60 на распределение:
+5 WS
+25 BS
+5 Ag
+5 Per
+10 Int
+10 Fel
1000 стартовой экспы:
Runtz 300
Tech-use 100
Intimidate 200
FURIOUS ASSAULT 300
+5 WS 100
Инвентарь
"Дефф Дред "Грхотало""Монструозная размалеванная красным утюгообразная конструкция, почти типичная для орочьего Дефф Дреда. Основных внешних отличий два: Во-первых, бронированная будка в задней верхней части корпуса. Как правило, из нее видна ухымляющаяся морда гретчина, который, сидя в своей коробке, управляется с установленной на крыше "Грохоталы" бигшутой. Во вторых, громадный зев печки в нижней части правого борта, ближе к корме.
Кроме того, Борг хотел написать на носу машины "Грохотала", чтобы уманы его знали и заранее боялись, но пропустил букву. Что, его, впрочем, не напрягает.
Кроме того, помимо смотровых щелей, в броне прорезаны четыре открывающиеся изнутри бронефорточки: спереди, в передней части обоих бортов и в бронекоробку гретчина. Через эти форточки Борг может ругаться и, при желании, заранее показывать врагам, что он с ними сейчас сделает.
В ящике на корме хранятся ноги Борга. Это позволяет ему довольно удобно к ним подключаться, когда он решает выйти, так как люк для выхода располагается также на корме машины.
"Характеристики"Ballistic Skill: *
Strength: 55
Toughness: -
Agility: 20
Intelligence: *
Perception: *
Willpower: *
Fellowship: *
*As operator
Type: Walker
Tactical Speed: 8 m (16 с учетом трейтов)
Cruising Speed: 25 kph (50 c учетом трейтов)
Manoeuvrability: +10
Structural Integrity: 25
Size: Enormous
Armour: Front 30, Side 30, Rear 25
Carrying Capacity: None. 27 кг по правилам для пихотов. Ждем, что надумает Ильич.
"Трейты "Грхоталы""Enclosed
Сrew and passengers cannot be specifically targeted by those outside the vehicle (unless there is a particularly good reason, such as a mind-based Psychic Attack).
Ponderous
A Ponderous Vehicle may not use the Floor It! Action and moving its Tactical Speed requires a Full Action (therefore it can never move twice its Tactical Speed). If a vehicle has both the Ponderous Vehicle Trait and the Enhanced Motive Systems Vehicle Trait, then these two Traits cancel each other out and it may move as a regular vehicle. (отключен Контролируемым сквигом впрыском)
"Ramshackle"
When rolling Righteous Fury against a vehicle with the Ramshackle Vehicle Trait, the player rolls 1d10 rather than 1d5. The vehicle takes twice the rolled Damage against itself when attempting a Ram Action against another vehicle, building, or something equally solid. Repairing a vehicle with the Ramshackle Vehicle Trait takes half the listed time, and Tests to implement these repairs gain a +20 bonus. Damaged
vehicles with the Ramshackle Vehicle Trait are always treated as Lightly Damaged unless they have taken Critical Damage.
"Walker"
The following rules apply to a vehicle with the Walker Trait:
• Vehicles with the Walker Trait are able to ignore many types of Difficult Terrain due to their large feet and heavy legs. Vehicles with the Walker Vehicle Trait treat conditions such as rockslides, tank traps, allen trees, and basic rubble and ruins as Open Ground. It is up to the GM to determine what other types of terrain a walker can ignore.
• Vehicles with the Walker Trait cannot make use of the Ram Action. They make a standard Charge Action instead. Charge distance = Tactical Speed
• Far more combat capable than most other vehicle types, walkers (or rather their pilots) are better able to turn to face their opponents in the midst of a melee. A vehicle with the Walker Trait has Armour and Facings just like all vehicles and when engaged in melee combat it should always be clear to the GM and the players which direction it is facing for the purposes of working out which armour value its opponents must attempt to penetrate, as well as which direction the walker may make its attacks. Any vehicle with the Walker Trait may turn to face its melee opponents at the end of its Turn as a Free Action. This does not count as a form of movement and it may in fact put other attackers in a better position if the Walker is fighting multiple opponents in melee.
• Vehicles with the Walker Trait may turn as many times as they like when moving, regardless of how far they move.
"Dread"
• Dreads may not use the following Combat Actions: Brace Heavy Weapon, Jump or Leap, Ready, Reload, Run, Mount, and Stun.
• When calculating movement, use Dread’s Tactical Speed as its Half Action Move distance, not its Agility Bonus.
• Dreads are not affected by Blood Loss or Fatigue
• Dreads have no fi ne manipulators (i.e., fingers) and cannot complete tasks that require fine manual dexterity. Dreads without a Close Combat weapon have no hands at all.
• Dreads can only be healed (repaired) using the Tech-use Skill (this functions for all intents and purposes as the Medicae Skill for recovering lost wounds and repairing critical damage).
• Dreads suffer a –30 penalty on all tests when attempting the following skills: Climb, Concealment, Shadowing, Silent Move, Wrangling.
• Dreads cannot use the following Skills at all and automatically fail them should they try: Acrobatics, Contortionist, Sleight of Hand, and Swim.
• Dreads count as having the Two-Weapon Wielder (Melee) Talent, the Two-Weapon Wielder (Ballistic) Talent, and the Ambidextrous Talent, meaning that they can attack with up to two Melee or Ranged Weapons in the same turn with a –10 penalty, or one without a penalty.
• Dreads (and their pilots) are Fearless.
• Dreads always count as Trained in any weapons they can carry.
• Any attacks that reduce a Characteristic automatically fail against the Dread or its pilot.
• When it comes to taking damage and moving long distances (using the Cruising Speed Characteristic) Dreads are treated in the same way as vehicles.
• Dreads can benefit from Skills and Talents their pilots possess. За исключением указанных мастеров.
Sturdy
+20 bonus to Tests made to resist grappling and uses of the Takedown Talent.
"Вооружение"Kustom mega-blasta
Front Facing; 100m; S/2/–; 4d10+7 E; Pen 6; Clip 10; Reload 3 Full; Blast (2), Inaccurate, Overheats, Shocking, Unreliable
5 запасных магазинов
Skorcha
Front Facing; 30m; S/–/–; 1d10+7 X; Pen 3; Clip –; Reload –; Flame, Spray, Tearing, Unreliable.
Работает от топливной системы Дреда
"Апгрейд: Ekstra Kaboom"Explosive ammunition makes for bigger wounds on the enemy and louder noises when the gun fires. The weapon’s damage type
becomes Explosive and it gains the Tearing Quality.
Power klaw
Melee; 2d10+17 R; Pen 7; Power Field, Tearing, Unwieldy, -5 WS
"Апгрейд: Ekstra Rippy"Chains of razor-sharp teeth line the weapon, attached to a smoke-belching motor. The weapon increases its damage by
1 and gains the Tearing Quality. If it already has the Tearing Quality, increase the damage by 3 instead. However, the
weapon becomes Unwieldy. If it is already Unwieldy, it imposes a –5 penalty to all attack rolls made with the weapon.
Buzz saw
Melee; 2d10+14 R; Pen 5; Power Field, Tearing, Unwieldy.
"Апгрейд"A strange contraption beyond the understanding of most Orks, this weapon is fitted with whirling, sparking protrusions
that crackle with green lightning. These devices discharge as the wielder attacks, burning through armour and scorching
flesh. A melee weapon with this upgrade gains the Power Field quality and increases its damage and Penetration by 2.
Big shoota (Турельная, управляется гретчином)
120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Reload Full; Inaccurate, Unreliable
5 запасных магазинов
"Апгрейды"Печка
Страшный грохочущий агрегат, способный измельчить, зажечь и превратить в "гарючий газ" (по словам Урвега), практически любое дерево и вообще почти все, что горит и крошится.
Позволяет заправляться дровами, углем и прочим хламом.
Kustom Red Paint Job
Da Red Goez FASTA: Tactical Speed +3m and its Cruising Speed +15 kph.
Бронекоробка
Жилое помещение для гретчина.
Именно здесь обитает Луди, Отсюда е и защищает Дред своего хозяина.
Открыта сверху, со всех остальных проекций обеспечивает гретчину броню (4).
Поражение коробки наносит урон только гретчину и ее содержимому. Дред отделен от нее кормовой броней.
Управляемый сквигом впрыск гарючего газа.
Устраняет эффект трейта Ponderous.
Laud Hailer 4 kg
Матюгальник, он и у орков матюгальник.
Включается ударом по специальной педали в кабине. Выключается также, но не всегда.
"Снаряжение Борга"Переносимый вес - 36 кг
Текущий вес - 13,4 кг
Ноги (Poor)
Lumbering affairs that reduce a character’s Movement rate by 1, and when running, the user must succeed on an Ordinary (+10) Agility test or fall Prone at the end of his movement.
Clothing (2 кг)
Обычная, слегка драная и промасленная майка.
Grotwhip (5 кг)
Melee 3m 1d10+3 R 0 Flexible, Tearing, Primitive (6)
Slugga (2 кг)
(Pistol; 20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable)
2 запасных магазина
Combi-tool (2 кг) (Сумка с ключами и отвертками)
A character using a combi-tool gains a +10 bonus to Tech-Use tests.
2х Ration pack (2 кг каждый)
"Гретчин Луди"WS 20
BS 35
S 15
T 18
Ag 44
Int 33
Per 35
Wp 16
Fel 24
Wounds: 5
Size: Scrawny
Skills
Awareness
Stealth
Dodge
Tech-use
Sleight of Hand
Trade (Cook)
Talents
Weapon training (Melee, SP)
Heightened Senses (Hearing)
Traits
Mob rule
Unnatural Toughness (2)
Снаряжение
Носимый вес: 4,5 кг
Текущий вес: 1,8 кг +?
Stub Revolver 1.5kg
Pistol; 30m; S/–/–; 1d10+3 I; Pen 0; Clip 6; Rld 2 Full; Reliable
12 запасных патронов.
Засапожный нож гретчина
Melee, 1d5+1 R. Причем в дамаг уже включен бонус силы. Сколько весит - неизвестно. Судя по листу грота - он при нем всегда.