BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Weapon Specialist

The baseline Guardsman; the one who does not care for leading, operating vehicles, or anything else but fighting for the Emperor.


Starting Aptitudes, Talents, and Modifiers

Characteristic Bonus: +5 Ballistic Skill or +5 Weapon Skill.

Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.

Starting Skills: Athletics or Survival, Navigate (Surface), Common Lore (Imperial Guard, War).

Starting Talents: Lasgun Barrage or Rapid Reload, Weapon Training (choose 3 excluding Heavy and Exotic).

Specialist Equipment: 4 frag or krak grenades, Good Craftsmanship lasgun or Common Craftsmanship flamer or Common Craftsmanship shotgun or Common Craftsmanship Regimental Favoured Basic Weapon.

Wounds: 8+1d5


Comrade Advances

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

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.

Hail of Fire

Type: Order (Half Action)
Cost: 300 xp
Effect: With just a look, the Weapon Specialist signals his Comrade to lay down a coordinated hail of fire. If the Weapon Specialist’s Comrade is in Cohesion, all of the targets of the Weapon Specialist’s attacks this Turn must take a Challenging (+0) Pinning Test or become Pinned (see Pinning on page 254).


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

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!