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Fervian Repenters ental Creation Rules: Home World: Commanding Officer: Regiment Type: ‘Training Doctrines: Special Equipment: Regimental Drawbacks: Feudal World (Fervious) Choleric Siege Infantry Close Order Drill, Hardened Fighters, Iron Discipline Warrior Weapons Lost Homeworld Characteristics: +3 Weapon Skill +3 Strength +3 Toughness -3 Intelligence Wounds: +1 Starting Wounds Bonus Aptitudes: Willpower Skills: Athletics Common Lore (War) Parry Tech-Use Talents: Double Team: +10 WS when ganging up on an opponent. +20 if more than one character has this talent while ganging up. Duelist: +2 DoS to all WS tests when dueling with a single enemy in melee. Hatred (Daemons): +10 WS, roll WP to retreat or surrender unless massively outnumbered. Nerves of Steel: __Re-roll failed WP tests vs Pinning, +10 WP when resisting Interrogation. Rapid Reaction: _Roll Agility when ambushed or surprised to act normally. Street Figh ng: Add ha If your WS bonus to your unarmed and knife Critical Damage, Regimental Weaponry: Fervian Sword: Dam: 1410 R, Pen: 2 Balanced: +10 WS to all Parry tests with the weapon Proven (2): Minimum result on damage rolls is 2 -20 to all Logistic tests to replace a lost sword. Fervian forges are no longer available. Mohun Kite Shield: Dam: 1451, Pen:0 Defensive: +15 to Parry tests, -10 to WS when attacking Incredibly Dense: Cannot be broken by the Power Field quality Primitive (7): Maximum damage roll result is 3 Grants +2 AP to the Body and the wielding Arm locations Morde’kragg pattern Laspistol: Range: 30m, RoF: $/2/-, Dam: 1d10+2 E, Pen: 0, Clip:30, Rid: Half High Impact: +2 Damage when fired affer an Aim Action Recharge: Longer chargeup time, can only be fired every other round Reliable: Only jams on 00 rolls Lasgun Variable Setting: Can be switched between firing settings: Normal: Normal weapon damage, 1 round per shot Overcharge Mode: +1 Damage, uses 2 rounds per shot Overload Mode: +2 Damage, +2 Pen, usese 4 rounds per shot Mono Knife: Range: 5m (thrown), Dam: 145 R, Pen: 2 ‘Armor & Clothing: Feudal Plate Armor: 5 AP to all locations, 30 kg Imperial Guard Uniform Flak Vest: 3 AP to the Body Location (does not stack), 5 kg Poor Weather Gear Supplies: 2 Frag Grenades: Range: SB*3m, Dam: 2d10 X, Pen: 0, Blast (3 meters blast radius) 2 Krak Grenades: Range: SB*3m, Dam: 2410+4X, Pen: 6, Concussive (0): Opponent must make a Challenging +0 Toughness test or become Stunned for a round after each Degree of Failure 2 Photon Flash Grenades: Range: SB*3m, Anyone within 15 meters of explosion must make an Ordinary (+10) Agility test, or be Blinded for a round for each Degree of Failure 1 Snare Mine: +20 Tech-Use test to plant the mine. Proximity can be set to 1-3 meters, functions as a Frag Grenade for purposes of damage and blast radius. ‘Auxiliary Weapon Options: Heavy Bolter with Gun Shield® (only available if the team has a heavy gunner} Range: 150m, RoF: 0/0/6*, Dam: 1d10+8 X, Pen: 5, Clip: 60, Rid: Full, 40kg ‘Tearing: Re-roll damage rolls, take the higher result * Can only be fired in Full Auto setting Needs to be braced as a Half Action. Braced weapons can fire in a 45 degree arc before moved. * Gun Shield provides +4 AP to the gunner and up to one personnel entrenched behind it. OR 1 Throwing Spear after every two squad members: 110 R, Pen: 0, Primitive (8), can be thrown up to SB*3 meters Each spear can be outfitted with a Krak Tip with the following specifics: Dam: 2410+5 X, Pen: 8, Concussive (3): Opponent must make a-30 Toughness test or become Stunned for a round after each Degree of Failure Proven (2): Minimum Damage roll is 2 ‘To fit a Krak Tip upon the spear requires 2 uninterrupted Full Round Actions The tip can be detonated independently as a Krak Grenade. Once used, the tip is spent. The tip is too heavy to be effectively fixed on a crossbow bolt. Gear: + 4 empty sandbags, entrenching tool + 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 banner or flag with family crest (instead of cognomen tags) + One Imperial Infantryman’s Uplifting Primer + Combat sustenance rations, two weeks’ supply Regimental Drawback: Lost Home World Ravaged by the loss of beloved Fervious and the following cataclysmic events, Repenters start the game with 2d10 Insanity points. Losing comrades only furthers your embitterment and grief over your lost home planet. ‘Whenever a Comrade dies, surviving squad members must make a Challenging +0 Willpower test or gain the Fatigued condition. Requesting replacement members might result in HQ sending replacements from different regiments, or no replacement at all,

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