Лейтенант кейнц, известный игрокам прошлой сессии посвященной событиям на планете *стерто Инквизицией* учавствовавший в освобождение капеллы Ма..*стерто инквизицией*..са Солнечного, уже изрядно постаревший, утративший былую остороту глаз и сноровку, но по прежнему верный Императору неведомыми путями оказался на планете *ну там где игра будет*.
Проснувшись однажды утром в довольно убогом, но все же по своему уютном номере какого то недорого отеля, лейтенант осознал что во время сна в его разум вторгалось сознание Инквизитора который вел их тогда, и ментальный голос его приказал лейтенанту явиться в бар одного из нижних уровней, где его ждут. После долгих поисков по нижним уровням улья, Кейнц обнаруживает нужное место, однако заходя туда он видит абсолютно пустое помещение со стойкой с напитками и расставленными столами. "Ну дела...",- подумал Кейнц, подойдя к стойке он налил себе амасека, и сел с ним за столик ждать...
Keinc ## WS BS St To Int Wp Sg Nv Ld Spd Knb Inj SsS Cns Cost
Imperial Guard Veteran 1 67 76 60 57 51 48 56 75 63 4 6 6 11 29 199.5
Crack Shot; Deadeye Shot; Hunter; Technician; Sniper; Medic;
Marksman; Lightfooted; Lightfooted; Camouflage; Ambidextrous;
Character's Base Cost; Prevent Exotic Items; This Character cannot
use the great and mystical Exotic Items of the Galaxy.; Prevent
Legendary Items; This character simply can't cut a break when it
comes to finding Legendary items.
Las Pistol (Thracian Pattern Range: E; Mode: Single; Acc: -; Damage: 3d6; Shots: 30; Reload: 2; [6.0]
Weight: 15; Range: E; Mode: Single; Damage: 3d6; Shots: 30; Reload:
2 Action; Weight: 15; Standard Reload (x2); Standard Reload; Laser
Sight
Power Knife Parry: -30; Reach 1; Dam: 3D6; When parried by a common weapon, 75% [5.0]
chance opponent's weapon is destroyed.; Damage: 3d6; Reach: 1; Parry
Penalty: -30%; Power Weapon
Bionic Right Eye Average Eye; Bio-Scanner; Infrascope; Motion Predictor [10.0]
Gas Mask Mask covers entire face: Gas Resistance: +15%. [5.0]
Medi-Pak A character with a medi-pak may reroll a failed Toughness test [5.0]
during a recovery action.
Auspex Two settings for an Auspex: Active and passive. The character uses [5.0]
an action to activate the auspex and makes a detection roll straight
away. If on passive, the auspex makes a Detection roll at the start
of every turn, but reduces its chances by -30%.
Autogun Range: C; Mode: Full-Auto (10); Mode: Semi-Auto (4); Mode: Single; [14.0]
Damage: 2d6+2; Shots: 30; Reload: 2 Action; Weight: 30; Man-Stopper
Ammunition (x1); A man-stopper round does an additional d6 damage
but has an extra -5% accuracy modifier.; Standard Reload (x4);
Standard Reload; Laser Sight
Cam-Cloak A Camelioline cloak is a long, heavy cloak, typically black or grey, [5.0]
with fibres of the manufactured polymer Camelioline woven
throughout. These morphic polymer chains in the material
automatically take on the colour and textures of their surroundings.
The result is that after a second or two motionless, the wearer
appears to fade into the background, offering chameleon-like
protection from prying eyes. If the character did not move on his
last action (excluding changing stance), the BS of a character
firing at him is halved for purposes of working out the shot.
Comm-Link Allows chacter to communicate with other members of his party no [5.0]
matter where they are on the table as long as they also carry a
comm-link. This allows characters to be aware of anything the other
characters' with a comm-link are aware of and vice-versa.
Frag Grenades Qty: 3; ; Range: E; Damage: 2d6; Weight: 5; Area: 3; Blast extends 3 [9.0]
yards from target point.; Blast: 4; Model within "Area" suffers
damage equal to blast value minus yards from target point. Total
hits halved for prone characters. Model automatically pinned.;
Grenade
Armour 1 Hd: 5 RtA: 3 LtA: 3 Ch: 4 Ab: 2 RtL: 3 LtL: 3 Grn: 2 All: - [19.5]
.All Locations: -; Abdomen: 2; Chest: 4; Groin: 2; Head: 5; Left
Arm: 3; Left Leg: 3; Right Arm: 3; Right Leg: 3; Chest Armour;
Custom Armor Points (x1); Flak Armour; Abdomen Armour; Basic
Clothing; Groin Armour; Basic Clothing; Left Arm Armour; Flak
Armour; Left Leg Armour; Flak Armour; Right Arm Armour; Flak Armour;
Right Leg Armour; Flak Armour; Open Helmet
Option Footnotes:
Average Bionic Eye No effect.
Bio-Scanner Roll a d100 for the bio-scanner when you make a Detection test.
This is the range in yards that it can detect any human-sized life
forms. Reduce or increase the range according to the relative size
of other creatures (half range for smaller, double for large
monstrosities). Characters close to bio-mass are only detected on a
further 50% chance.
Camouflage The character knows how to blend into his suffoundings almost
seamlessly, whether due to natural camouflage or special skills and
equipment. If the character spends an action hiding and does not
subsequently move from that location, anybody checking to see if
they can see the character by sight alone must do so at a -30% to
their Awareness test in addition to other modifiers, unless they are
using specialist equipment (infrared, etc.). Anybody shooting at a
character that is hiding from view in this way is subject to a -20%
to BS. Deadeye Shot and Laser Sights can never confer a bonus to
someone shooting at this character. This skill can be environment
specific.
Crack Shot The character is such an accomplished marksman that , with the
appropriate sightin equipment and years of experience with their
favorite weapon, he is able to pick out weak spots in the victim's
armor. Bullets invariably target locations such as joints, collars,
and visors, enabling the character to fell even the most heavily
armoured targets. When this character achieves a placed shot, the
opponent must count the Armor value of that location as 1D6 lower
for the purposes of this shot only. This skill can only be used
withn firing a weapon that has the single mode and no option for any
other.
Deadeye Shot Add/Deduct 10% from Hit Location roll. Cumulative with Placed Shot
(i.e. add/deduct 30% on Placed Shots).
Grenades Throwing a grenade is a Risky action. If the character fails the
throw the grenade roll a d6 and consult this table: 1-2: the grenade
explodes whilst in the character's hand. Resolve its effects centred
on the character. 3-4: The character drops the grenade. It scatters
d10 yards in a random direction from the character before exploding.
5-6: The grenade is a dud and does not explode.
Hunter +20% to Initiative when taking any checks for awareness.
Infrascope A character only gains the benefits from a normal gunsight if he has
aimed first. When aiming with an infrascope, the character suffers
no penalties to detect or to hit other characters due to poor light
and in similar conditions. A character using an infrascope can also
"see" a target within 2 yards of the other side of a wall, or
similar obstruction.
Laser Sight A character only gains the benefits from a normal gunsight if he has
aimed first. A character with a laser sight increases his chances
of making a placed shot by +10%.
Lightfooted Sneaks 3 yds, Sneaking cannot be heard, hearing ranges for walking
and running reduced by 2 yds
Man-Stopper Ammunition A man-stopper round does an additional d6 damage but has an extra
-5% accuracy modifier.
Marksman +20% to chances of passing a Nerve test if another target comes in
line of sight when aiming.
Medic If the character attempts a recovery action on another character,
the character may add +10 to his Toughness for the test.
Motion Predictor A character only gains the benefits from a normal gunsight if he has
aimed first. A character with a motion predictor suffers no
reductions to his To Hit chance due to the speed the target is
moving.
Range: C Modifiers in Yards: 1-5 (0) ; 6-20 (-10) ; 21-35 (-20) ;
36-50 (-30) ; 51-65 (-40) ; 66+ (-50)
Range: E Modifiers in Yards: 1-10 (0) ; 11-15 (-5) ; 16-20 (-15) ;
21-25 (-30) ; 26-30 (-45) ; 31-35 (-60) ; 36-40 (-75) ;
41-45 (-90) ; 46-50 (-105) ; 51-55 (-120) ; 56-60 (-135)
; 61-65 (-150) ; 66-70 (-165) ; 71+ (-180)
Sniper The character has become adept at picking out targets and focusing
on them. The bonus for aiming is +25% for each action spent aiming.
Technician The Character is very familiar in dealing with technology, but
lacking the knowledge and training of Adeptus Mechanicus or the
Engineers of other races. He/she gets a +10% to any checks relating
to using or disabling machinery, locks, vehicles, etc.
Grenadier This character has become a specialist with grenades and explosives.
Throwing a grenade is not a risky action for this character.
Rapid Fire If character hasn't moved this turn they can fire twice per action
instead of once.
Внешний вид: старый вояка, с обветренным, небритым лицом, в волосах пробиватся седина, на шее болтается маска, закутан в плащ который хамелеонит при движении, под плащем скрыт укороченный автомат, при бедре писолет и нож, одет в затертую от времени кадианскую форму с армейскими броне пластинами