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Operator

Operators are given the duty of operating the many vehicles of the Imperial Guard.


Starting Aptitudes, Talents, and Modifiers

Characteristic Bonus: +5 Agility.

Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech.

Starting Skills: Common Lore (Tech) or Navigate (Surface), Operate (Surface), Tech-Use.

Starting Talents: Technical Knock, Weapon Training (Las or Solid Projectile, Low-Tech).

Specialist Equipment: Auspex/scanner, Common Craftsmanship mind impulse unit, combi–tool, data–slate, lascutter.

Wounds: 6+1d5


Comrade Advances

These are Advances that may be purchased by the Operator to enhance the abilities of his Comrade.

Gunner

Type: Passive
Cost: 250 xp
Effect: When the Operator is driving a multi-passenger vehicle, his Comrade can jump in and man one of the guns, firing upon the Operator’s command. If the Operator spends his Turn driving a vehicle, he may also make a Ranged Attack Action using whatever gun his Comrade is manning, as if he were stationed at it himself. This uses the Comrade’s Full Action for the Turn.


Put That Out!

Type: Order (Full Action)
Cost: 300 xp
Effect: If the Operator’s vehicle catches fire, the Operator’s Comrade jumps into action. If the Comrade is inside the affected vehicle, he spends a Full Action to end any Fire effect currently afflicting the vehicle.


Type
Military
Other Associated professions
Used By
Character Classes
Generic article | Oct 10, 2023

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