Elekta Kount
Da Warboss
Current necessary roles are:
- Commissar(Who probably will also be my Co-GM) - These men and women enforce morale over the rank-and-file troops with an iron fist and the occasional summary execution. Fortunately, the latter is reserved for Comrades and not other PCs. At least, not without good reason.
- Tech-priest Enginseer - Enginseers wade into battle clad in thick armour, tending to the machine spirits of the Imperial Guard’s many war machines. Gets the most Aptitudes and is able to get his hands on some of the most effective gear the game has to offer before it even starts, so one can make a fair case for this buckethead being the most powerful of the bunch (though the Psyker might mutter some words of dissent into his non-existent beard once he's made it through the first couple of sessions).
- Medic- Soldiers of the Imperial Guard who have been specially trained in combat medicine and are responsible for providing first response and front line medical care to their fellow Guardsmen on the battlefield. They are trained as combat medics, fighting chirurgeons equally at home with a medi-kit as they are with a Lasgun.
Current Specialists include(Though may be limited):
- Weapon Specialist - The “average” Guardsman, these men and women perfect the use of the lasgun or other weapons, bringing death to the enemies of the Imperium.
[*]Heavy Gunner - Big, strong, and tough, these Guardsmen wield any heavy weapons that are given to the Squad.
[*]Operator - A bit less leery of the strange technology that the Imperial Guard often employs than their compatriots, these Guardsmen are often entrusted with piloting the Squad’s transport or other vehicles.
[*]Brawler - A melee fighter, for players who are sick of being told Guardsmen can only beat Fire Warriors in close combat.
[*]Breacher - An explosives specialist, the recommended class for black Scottish cyclopes. Seriously, they even paraphrased the demoman right under the word "Breacher" on the class page. Great for blowing up any-and-everything.
[*]Field Chirurgeon - When keeping your squad mates "alive" simply won't cut it, Field Chirurgeons are soldiers who are meant to keep men fighting. Not quite as medically skillful as a true medic, but better than trying to tape your own arm back on
[*]Scout - Guardsmen who navigate dangerous terrain, operate where they can't be seen, and act as... well, scouts.
[*]Sharpshooter - Snipers without being Ratlings, Sharpshooters are masters of fighting at extreme ranges.
[*]Heavy Weapons Team Leader-In charge with making sure that heavy bolter is pointed in the right direction. Has access to a heavy weapons team.
[*]Sanctioned Psyker - Feared by their enemies and allies alike, the Psykers of the Imperium are capable of bending the roiling power of the Warp to their will - until that power breaks them.
[*]Ministorum Priest - Bringing the light of the God-Emperor to the battlefield, Ministorum Priests inspire the troops around them, not just with their preaching, but by fighting their foes with their massive Evicerator chainswords.
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Personality: (+1 Paragraph)
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Equipment: (Will be assigned by GM)
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Name:
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Class:
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Personality: (+1 Paragraph)
Bio: (Optional)
Powers: (If Apply)
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Equipment: (Will be assigned by GM)
Other:
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