Heavy Gunner
Heavy Gunners are Guardsmen who show a great affinity with the various heavy support weapons fielded by the Imperial Guard.
Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness.
Starting Skills: Athletics or Survival, Common Lore (Imperial Guard, War), Intimidate
Starting Talents: Iron Jaw, Weapon Training (Las or Solid Projectile, Low-Tech, Heavy, choose 1 excluding Exotic).
Specialist Equipment: Common Craftsmanship missile launcher with 5 Frag Missiles or Common Craftsmanship heavy stubber or Common Craftsmanship Regimental Favoured Heavy Weapon.
Wounds: 10+1d5
Cost: 250 xp
Effect: As long as his Comrade is in Cohesion, the Heavy Gunner may use his Comrade’s Actions to reload his currently equipped weapon. These may be used in combination with the Heavy Gunner’s Actions. For example, to reload a gun that requires a Full Action to reload, the Heavy Gunner spends a Half Action Reload, and his Comrade performs a Half Action Reload, reloading the gun and leaving them both with a Half Action remaining.
Cost: 300 xp
Effect: The Heavy Gunner’s Comrade helps brace the weapon for firing, keeping the recoil from throwing off the Heavy Gunner’s aim. Any Semi-Auto Burst or Full-Auto Burst Actions used by the Heavy Gunner this Turn are made with a +10 modifier to the Ballistic Skill Test instead of the modifier normally bestowed by the Action. This Order can only be issued to the Comrade if he is in Cohesion with the Player Character.
Starting Aptitudes, Talents, and Modifiers
Characteristic Bonus: +5 Toughness.Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness.
Starting Skills: Athletics or Survival, Common Lore (Imperial Guard, War), Intimidate
Starting Talents: Iron Jaw, Weapon Training (Las or Solid Projectile, Low-Tech, Heavy, choose 1 excluding Exotic).
Specialist Equipment: Common Craftsmanship missile launcher with 5 Frag Missiles or Common Craftsmanship heavy stubber or Common Craftsmanship Regimental Favoured Heavy Weapon.
Wounds: 10+1d5
Comrade Advances
These are Advances that may be purchased by the Heavy Gunner to enhance the abilities of his Comrade.Loader
Type: PassiveCost: 250 xp
Effect: As long as his Comrade is in Cohesion, the Heavy Gunner may use his Comrade’s Actions to reload his currently equipped weapon. These may be used in combination with the Heavy Gunner’s Actions. For example, to reload a gun that requires a Full Action to reload, the Heavy Gunner spends a Half Action Reload, and his Comrade performs a Half Action Reload, reloading the gun and leaving them both with a Half Action remaining.
Stabilise
Type: Order (Full Action)Cost: 300 xp
Effect: The Heavy Gunner’s Comrade helps brace the weapon for firing, keeping the recoil from throwing off the Heavy Gunner’s aim. Any Semi-Auto Burst or Full-Auto Burst Actions used by the Heavy Gunner this Turn are made with a +10 modifier to the Ballistic Skill Test instead of the modifier normally bestowed by the Action. This Order can only be issued to the Comrade if he is in Cohesion with the Player Character.
Remove these ads. Join the Worldbuilders Guild
Comments