Tiberius 10 000xp
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"Men Must die, so that Humanity may live"

Weapon Skill Ballistic Skill Strength Toughness Agility
(5) 50+++ (2) 25 (8)* 40+++ (3) 30++ (2) 25
Intelligence Perception Willpower Fellowship Influence
(3) 35 (3) 30 (5) 50++ (6) 65+++++ (4) 43

Homeworld, Background & Role

High Born Imperial Guard Hierophant
Homeworld Aptitude: Fellowship Background Aptitude: Leadership Role Aptitude: [Intelligence], Offence, Social, Toughness, Willpower
Breeding Counts: If anything would reduce influence, that reduction is 1 less Talents: Weapon Training (Las, Low Tech) Talents: Double-Team
Modifiers: + Fellowship, + Influence, - Toughness Traits: - Sway The Masses: A fate point may be spent to automatically succeed on any Charm, Command, or Intimidate skill test with a number of degrees of success equal to the characters WP bonus
Fate Threshold: (4) Fate points Hammer of the Emperor When attacking the same target as an Ally, the Guardsman can re-reroll any 1 or 2 results on the damage dice
Wounds: 11 (8+1d5) Skills: Athletics, Command, Common Lore (Imperial Guard), Operate (Surface), Navigate (Surface)

Talents

Weapons Training Las & Low tech T1
Double Team When ganging-up with an ally on an opponent, gain a +10 to combat tests. If both characters have this talent, the bonus increases to +20. This is in addition to normal ganging-up bonuses T1
Jaded Non-supernatural effects do not cause the character to gain insanity points or make fear tests. Supernatural entities may still cause such T1
Peer (Imperial Guard) Gain a +10 bonus on all Fellowship and Influence tests with the chosen group. Additional, the character increases his Influence score by 1 when this talent is purchased T1
Peer (Adeptus Arbities) Gain a +10 bonus on all Fellowship and Influence tests with the chosen group. Additional, the character increases his Influence score by 1 when this talent is purchased T1
Peer (Planetary Defence Forces) Gain a +10 bonus on all Fellowship and Influence tests with the chosen group. Additional, the character increases his Influence score by 1 when this talent is purchased T1
Halo Of Command When using a skill which is tied to either the Social or Leadership Aptitudes, all those within 100x(FG bonus) metres can be affected, instead of the normal x10 T3

Skills

Known (+0) Trained (+10) Experienced (+20) Veteran (+30)
Athletics Command
Common Lore (Imperial Guard)
Operate (Surface)
Navigate (Surface)

Traits


Vitals

Fate Points (4)
Wounds (11) Insanity 0 Corruption 0
XP Total: 11000
XP Free: 1,850

Psychic Powers


Mutations


Equipment

Weapons:
Powerfist (Best Quality) 2d10+(17) Damage, Pen 9, Special: Power Field & Unwieldy, Quality: Best (+10 to all WS tests and +1 Damage), Modifications: Custom Grip (+5 WS when TC is wielding it, -5 WS for anyone else)
Las Pistol -
Gear:
Tempestus Carapace (Best Quality) Grants Armour (7) to all locations, Max agility of 55. Has Devotional Iconography inscribed on it
Combat Vest -
Vox Caster Allows for extended range communication on dedicated channels across great distances and even to ships in Orbit
Grapnel and Line -
Magnoculars -
Cybernetics:
Vocal Implant Allows the character to control the volume of their voice, acting as built in megaphone if required
Synthmuscle (Best Quality) Grants Unnatural Strength (4), but imposes a -10 penalty to agility tests
Subskin Armour Grants Armour (2) to the Arms, body and legs locations. Stacks with all other forms of armour

Ammo Pouch:


Requisition Details:

Starting Requisitions: Source
Chainsword (Best Quality) 1d10+3 Damage, Pen 2, Special: Balanced & Tearing, Quality: Best (+10 to all WS tests and +1 Damage) Modifications: Custom Grip (+5 WS when TC is wielding it, -5 WS for anyone else) Starting
Vocal Implant Allows the character to control the volume of their voice, acting as built in megaphone if required Starting
Vox Caster Allows for extended range communication on dedicated channels across great distances and even to ships in Orbit Starting
Devotional Iconography (Attached to Flak Armour) Grants the wearer a +10 bonus on Command tests to use who follow the Emperor, but a -10 Command penalty to those who don't Starting

Back Story


Abilities cheat sheet:

Standard Chainsword attack ≤60 / (≤70 on Charge) / (≤80/90 with Gang-Up)
Standard Chainsword damage 1d10+5 (Roll twice and discard lowest, reroll all dice that have a 1 or a 2)
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