only war special character sheet
DESCRIPTION
This is a character sheet for only war which I made based on the house rules I use.TRANSCRIPT
V1.0
Name
Regiment
Specialty
Demeanor
Home World
Description
Rank
Age
Birth month
Height
Weight
Skin
Eyes
Hair
Gender
INSANITY
Insanity Points
Degree of Madness
Stable N/A
Unsettled +10
Disturbed +0
Unhinged -10
Deranged -20
Degree Trauma mod
Mental Disorder
CORRUPTION
Corruption Points
Degree of Corruption
Tainted +0
Soiled -10
Debased -20
Profane -30
Degree Malign. mod
Mutations
Malignancies
Malignancy: Every 10 CP requires WP test
MEDALS
Player
CHARACTER
V1.0
TRAITS
TALENTS
WS
Weapon Skill
5
10
15
20
+
BS
Ballistic Skill
5
10
15
20
+
S
Strength
5
10
15
20
+
T
Toughness
5
10
15
20
+
Ag Agility
5
10
15
20
+
Int
Intelligence
5
10
15
20
+
Per
Perception
5
10
15
20
+
WP
Willpower
5
10
15
20
+
Fel
Fellowship
5
10
15
20
+
CHARACTERISTICS
Acrobatics 0 10 20 30 (Ag)
Athletics 0 10 20 30 (S)
Awareness 0 10 20 30 (Per)
Augury 0 10 20 30 (Per)
Charm 0 10 20 30 (Fel)
Command 0 10 20 30 (Fel)
Deceive 0 10 20 30 (Fel)
Dodge 0 10 20 30 (Ag)
Inquiry 0 10 20 30 (Fel)
Interrogation 0 10 20 30 (WP)
Intimidate 0 10 20 30 (S)
Logic 0 10 20 30 (Int)
Medicae 0 10 20 30 (Int)
Navigate (Suface) 0 10 20 30 (Int)
Navigate (Stellar) 0 10 20 30 (Int)
Navigate (Warp) 0 10 20 30 (Int)
Operate (Surface) 0 10 20 30 (Ag)
Operate (Aeronautica) 0 10 20 30 (Ag)
Operate (Voidship) 0 10 20 30 (Ag)
Parry 0 10 20 30 (WS)
Psyniscience 0 10 20 30 (WP)
Scrutiny 0 10 20 30 (Per)
Security 0 10 20 30 (Int)
Sleight of Hand 0 10 20 30 (Ag)
Stealth 0 10 20 30 (Ag)
Survival 0 10 20 30 (Per)
Keys
CL = Common Lore
SL = Scholastic Lore
L = Linguistics
T = Trade
FL = Forbidden Lore
Tech-Use 0 10 20 30 (Int)
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
( ) 0 10 20 30 ( )
Commerce 0 10 20 30 (Int)
ATTRIBUTES
V1.0
Universal Standard Kit (Weight 10kg)
Uniform, Poor weather cloths, Rucksack, Basic Tools, Mess kit, Water canteen, Blanket & Sleeping bag, Re-chargable lamp pack, Grooming kit, Identification, Primer, Two weeks supply
Weight Quality (P/C/G/B) Item Name
TOTAL WEIGHT
KG
Encumbered
CYBERNETICS
DRUGS
First hit free within 24h
De-Tox
Frenzon
Obscura
Slaught
Spook
Stimm
……………...
……………...
-20 -40 -60 -80 -100 Over-dose
Overdose: Drug has no effect for 24h
Toughness test per additional hit within 24h
Effects Negate drug/toxin/gas. Stunned 1d10-TB rounds. Vomiting, diarrhea, nose bleeds.
Immune to Fear 1d10 minutes.
Dreamlike state 1d5 h. Followed by 1d10h depression.
Ag & Per Bonus +3 for 2d10 min. Followed by Toughness Test or take -20 Ag & Per for 1d5h.
No Psy Rating make WP test or gain 1d5 insanity. Success: Random psychic Ignore effects from Fatigue, Critical dmg & stun. 3d10 rnds. Followed by -20 S, T & Ag for 1h.
……...………………..……………...
……………...………..……………... * Psyker make WP test or gain 1 insanity. Success: +2 to Power Rolls for 1h & +25 on Psychic Phenomenon Table.
PERMANENT EFFECTS
SPECIAL DAMAGE
Stunned +20 BS & WS to be hit. Can take no Actions
Blood Loss
10% death chance each Round. Medicae Test to staunch -10 if passive or -30 if active.
Fire
1d10 dmg (ignore armor) + 1 lvl fatigue each round. Energy dmg and body location. Beginning of round: +0 WP test or run and scream (Full Action).
Name Quality (P/C/G/B)
LIFTING
Max Carry Weight
Kg
Max Lift Weight
Kg
Max Push Weight
Kg
Encumbered SB+TB
You are encumbered if you carry more than your Max Carry Weight. If encumbered you -10 to all movement based tests, 1 less Ag Bonus for movement and initiative. If more than 1h encumbered roll +0 T test or gain 1 level of fatigue
GEAR
V1.0
NOTES
V1.0
SOUND CONSTITUTION 1 5 10 15
APTITUDES
Characteristic
Weapon Skill
Ballistic Skill
Strength
Toughness
Agility
Intelligence
Perception
Willpower
Fellowship
Professional
Offence
Finesse
Defence
Psyker
Tech
Knowledge
Leadership
Fieldcraft
Social
Characteristic advances
Matching Aptitudes
Two
One
Zero
Simple (+5)
100 xp
250 xp
500 xp
Intermediate (+10)
250 xp
500 xp
750 xp
Trained (+15)
500 xp
750 xp
1000 xp
Expert (+20)
750 xp
1000 xp
1250 xp
Skill advances
Matching Aptitudes
Two
One
Zero
Known (+0)
100 xp
200 xp
300 xp
Trained (+10)
200 xp
400 xp
600 xp
Experienced (+20)
300 xp
600 xp
900 xp
Veteran (+30)
400 xp
800 xp
1200 xp
Talent advances
Matching Aptitudes
Two
One
Zero
Tier One
200 xp
300 xp
600 xp
Tier Two
300 xp
450 xp
900 xp
Tier Three
400 xp
600 xp
1200 xp
XP to spend
XP spent
Cost Weapon Training
Bolt
Chain
Flame
Heavy
Las
Launcher
Cost Weapon Training
Melta
Plasma
Power
Low-Tech
Shock
Solid Projectile
Exotic
Resistance Cost
Cold
Fear
Heat
Poisons
Psychic Powers
Resistance grants a +10 bonus when resisting the specific area
Without Weapon Training: -20 to using that type of weapon
TRAINING
V1.0
ADVANCEMENTS
Cost Advancement Cost Advancement Cost Advancement
V1.0
Weapon Craft.: Poor(Range: Unreliable – if already Unreliable, any miss Jams)(Melee:-10WS), Good (Range: Reliable)(Melee:+5WS), Best (Range: Never Jam or Overheat)(Melee:+10WS, +1Dmg)
Item Class Damage Type Pen Range RoF Clip Reload
Poor Good Best / /
Special:
m
GRENADES
WEAPONS
Poor Good Best / /
Special:
m
Poor Good Best / /
Special:
m
Poor Good Best / /
Special:
m
AMMO
Name Damage Pen
Special Qty Dmg type
Name Damage Pen
Special Qty Dmg type
Name Damage Pen
Special Qty Dmg type
Name Damage Pen
Special Qty Dmg type
Name #Qty Current
Special
Weapon
Size
Name #Qty Current
Special
Weapon
Size
Name #Qty Current
Special
Weapon
Size
Name #Qty Current
Special
Weapon
Size
Name #Qty Current
Special
Weapon
Size
Name #Qty Current
Special
Weapon
Size
V1.0
MOVE
m Half Move (AB * 1)
Last 4m in straight line. +10WS
COMRADE
Name:
Demeanor:
State
Unharmed
Wounded
Wounded comrades cannot run
ORDERS/ADVANCES Name Action (P/F/HA/FA)
WOUNDS
CRITICAL WOUNDS
AR
LR
H
B
AL
LL
Lightly Wounded
Lightly Wounded
Heavily Wounded
Critically Wounded
1 — (2xTB)
(2xTB+1) +
H 91-99
B 51-90
A31-40
AL 41-50
L1-15
L 16-30
ARMOUR
Type
Poor Good Best
1d5 extra damage
-10Ag Tests First attack in round +1AP
Weight half & Ap+1
Max Ag
INITIATIVE BONUS
1d10 +
…….. Bonus
FATIGUE
-10 to all tests
When Fatigue exceeds 2xTB, subject falls uncon-scious for 10-TB minutes
FATE
Total
Current
-Re-Roll one failed test. -Get 10 on Initiative roll. -Add 1 degree of success. -Recover 1d5 wounds (Damage is applied first). -Recover from stun.
COMBAT
m Full Move (AB * 2)
m Charge (AB * 3)
When running -20BS to hit you, but +20 WS to hit you.
m Run (AB * 6)
Effect
/
R - Rendering
E - Energy
I - Impact
X - Explosive
/ - Critical
Ex: R5/2
V1.0
VEHICLE
Crit Dmg WEAPON
61-80
Crit Dmg TURRET
81-99
Crit Dmg MOTIVE
SYSTEM
01-20
Crit Dmg HULL
21-60
Name
Type
Cruising Speed Km/h Tactical Speed m
ARMOUR
Rear Side Front
Size
Manoeuvrability
Carrying Capacity
TRAITS
STRUCTURAL INTEGRITY
Total
Lightly Wounded
Heavily Wounded
Critically Wounded
1 — (SI/2)
(SI/2+1) +
Current
Operate Skill Bonus
WEAPONS
DAMAGE CONDITIONS
Hits against Turret always counts as a Front-Facing hit. If no turret, attack is to Hull.
You need one of the following to be able to make a repair:
CL (Adeptus Mechanicus)
CL (Tech)
FL (Adeptus Mechanicus)
Attacks that hit the vehicle from the top or the bottom hits against the Rear Facing
Condition Difficulty Time
If no Weapons, attack is to Hull.
Rush Jobs: 50% faster repair, but –30 to repair test. Careful Repairs: 50% slow er repair tim e, but +30 to repair test.
Poor Good Best
Name Facing Special
Damage Type Pen Range RoF Clip Reload
/ / m
Position
Name Facing Special
Damage Type Pen Range RoF Clip Reload
/ / m
Position
Name Facing Special
Damage Type Pen Range RoF Clip Reload
/ / m
Position
Name Facing Special
Damage Type Pen Range RoF Clip Reload
/ / m
Position
Name Facing Special
Damage Type Pen Range RoF Clip Reload
/ / m
Position
V1.0
COMBAT ACTIONS
Evasive Maneuvering Full Action
The vehicle weaves and dodges, presenting a hard target. The vehicle must move its Tactical Speed (following the limita-tions given for Tactical Manoeuvring below, however it is assumed the vehicle is moving more erratically to get to the same location). While doing so, the driver makes a Challenging (+0) Operate Test. On a success, and for every additional Degree of Success, the vehicle imposes a –10 penalty on all attacks against it until the beginning of its next Turn. Any shooting the vehicle performs during the Turn suffers the same penalty in addition to the standard penalties for vehicle movement. If the driver fails the Test by five or more Degrees of Failure, the vehicle goes out of control (Tracked and Wheeled Vehicles only), or crashes (Skimmers only) or falls over (Walkers only).
Concentration, Movement
Floor It! Full Action
The vehicle moves twice its Tactical Speed, and can only turn once. The driver makes a Difficult (–10) Operate Test. If he succeeds, at the end of his move he can move an additional five metres, plus five metres for every additional Degree of Success. If he fails, the vehicle does not gain any additional movement. In either case, all shooting at or from the vehicle suffers a –20 penalty until the beginning of its next Turn. If the driver fails the Test by five or more Degrees, the vehicle goes out of control (Tracked and Wheeled Vehicles only) or crashes (Skimmers only). Walkers cannot use this Action.
Concentration, Movement
Jink Reaction
The driver sees a threat and jinks suddenly, hopefully throwing his vehicle out of the line of fire. This action can only be taken if the vehicle has moved at least its Tactical Speed during its previous Turn (Walkers can attempt this regardless of speed). The driver must be aware of the attack in order to make the Test (and cannot be Surprised). The driver makes an Operate Test, with a penalty equal to the vehicle’s size modifier (someone attempting to jink with a Demolisher, which grants opponents +30 to hit due to size, would suffer a –30 to his Operate Test). For each Degree of Success, he avoids one shot from a single source, as with an Evasion Reaction. If the driver fails the Test by five or more Degrees, the vehicle goes out of control (Tracked and Wheeled Vehicles only), or crashes (Skimmers only) or falls over (Walkers only).
Movement
Hit & Run Full Action
Some vehicles are small enough that they act more as personal transports than proper APCs or tanks—Ork Bikers and Dark Eldar Reavers are both good examples of this. The drivers of these specially adapted vehicles often coast past their enemies at high speed, slashing them with whatever weapons they happen to have as they move past. The attack is quick and brutal, with the driver often leaving his opponent in bloody ruin behind him. Characters operating Open-Topped vehicles that carry only themselves and up to 1 other passenger or crewmember can make a Hit & Run Action in the same way as some-one on foot would make a Charge Action. The vehicle’s operator can move the vehicle up to its Tactical Speed and then make a Difficult (–10) Weapon Skill Test. If the Test is successful the driver scores a single hit w ith an appro-priate melee weapon. Once the attack has been resolved, the vehicle’s operator can choose to stay in combat or can make a second move up to their Tactical Speed directly away from the target of their Hit & Run Action. If the eapon Skill Test is failed by three or more Degrees the vehicle either goes out of control (Tracked and heeled Vehicles only) or crashes (Skimmers only). Walkers can not attempt Hit & Run Actions. No other combat actions (such as Lightning Attack) can be combined with this action, and the victims of this attack do not gain a free attack against the driver or vehicle as they leave melee combat—there simply isn’t time.
Attack, Melee, Movement
Ram! Full Action
The vehicle attempts to ram a person or another vehicle. The vehicle must move at least its Tactical Speed in a straight line, and the driver must make a Challenging (+0) Operate Test. If he succeeds, his vehicle hits his target, doing Damage equal to the AP on the vehicle’s facing that hit plus 1d10. If the vehicle moved twice its Tactical Speed, it gains an extra 1d10 Damage for every 10 additional metres moved. If the vehicle is ramming another vehicle (or something equally large and solid, such as a plascrete wall or promethium storage tank), it also takes Damage equal to the AP of the vehicle it hit plus 1d5. For every point of Damage the ramming vehicle inflicts, it also moves its target 1 metre. This attack can be Dodged, but it cannot be Parried. Force Fields can protect the wearer from any Damage caused, but they can still be pushed back by the attack. You need to have at least your full tactical speed in distance between the vehicle and the target you are going to Ram, all persons in the way can make a +10 Dodge to avoid the Ram action.
Attack, Melee, Movement
Tactical Maneuvering Half Action/Full Action
This is a Vehicle’s basic move action. The Vehicle moves either its Tactical Speed (Half Action) or twice its Tactical Speed (Full Action). A vehicle must move directly forward or back at least its own length before turning 90 degrees in any direction (it can turn more than once, provided it makes the move each time).
Movement
MODIFIES
Modifier Types of Terrain
+0 Clear, open ground, paved roadway
-5 Rough graven road, cleared dry field.
-10 Deep mud or standing water less than 20 cm deep, drifting sand, dense undergrowth and brush.
-15
Flowing water approximately 1 metre deep, rocky and unstable terrain, thick forests or ruined cityscapes (in addition, failing an Oper-ate Test by four or more degrees results in the vehicle becoming bogged down and tuck, and it must be pried free before continuing).
ON FIRE! Vehicles on Fire
GM should roll 1d10 in the end of each round
1-9 Roll again at the end of next Round.
10 Something explosive catches fire and the vehicle suffers 8 Critical Damage (ignoring Armour).
The chance of exploding increases every Round. For every Round after the first that a vehicle
remains on fire, the GM should add +1 to the roll (eg. at the end of the fourth Round that a
vehicle has been on fire, the GM would add +3 to the Roll).
Crew inside a flaming vehicle
If being near a vehicle that is on fire is bad, then being inside a flaming vehicle is much worse. Vehicle crews and passengers have limited time to extinguish flames before vital (and explosive) equipment is destroyed. At the start of any crewmember or passenger’s Turn they can attempt to put out the fire by using internal fire suppressant systems, fire extinguishers or whatever they happen to have on hand. This is done as a Full Action via a Hard (–20) Agility Test. If the Test is successful the flam es are put out and the crew can breathe a sigh of relief (although the vehicle can still be set on fire again). If the Test is failed the vehicle remains on fire, and will remain on fire until the fire is put out or the vehicle explodes. The GM can increase or decrease the Difficulty of this Test due to special conditions (putting a fire out in the pouring rain is easier than putting a fire out in the middle of the scorching desert). Crew inside a flaming vehicle suffer a –20 penalty to any and all Tests they have to make (the –20 is included in the Agility Test above, not in addition to it). If the fire is successfully put out the crew and the passengers may act normally from that point on without suffering the –20 penalty. The vehicle itself gains the Fire Damaged Damage Condition (see page 284).
Flaming crew inside vehicle
As noted in a number of results on the Vehicle Critical Hit Charts, it is possible for crew-members and passengers to also be set alight even when the vehicle itself is not on fire. When a crewmember or passenger is set alight they follow the standard rules for being set on fire (see page 266). At the end of each Round where a vehicle has one or more flaming crew-members or passengers inside it the GM should roll 1d10. On a 10 the vehicle also catches fire. On any other result the vehicle does not catch fire. The GM should roll for each crew-member or passenger on fire, not just once for all of them.
OUT OF CONTROL
Wheeled & Tracked
To determine direction, roll a 1d5
1-2 45 degrees to the left
3 Straight ahead
4-5 45 degrees to the right
The vehicle must now move its tactical speed +1d10m in that direction. Anything hit counts as being hit by a Ram! Action. If something is solid enough to stop it (another vehicle, build-ing) it comes to an immediate halt and suffers the usual dmg from Ram! Action but instead of half dmg it takes full dmg. The Crew/Passengers must take a Challenging (+0) Toughness Test or be Stunned for one round.
V1.0
Assignment
PSYKER
Classification
Soul-Bound
Sanctioning Side Effects
PSYKANA MERCY BLADE
Material
Hilt Design
Blade Design
Instrict Property
History
Properties / Description
Unbound
PSYCHIC STRENGTH
Class of Psyker Fettered
(Psy Rating / 2) Unfettered
(Psy Rating) Push
(Psy Rating +1 to +3/+5) Sustaining powers (More than one)
Bound: Sanctioned Psykers and Astropaths, sorcerorers, Librarians and Chaos space marines
Unbound: Wyrds, renegade psykers and mortal sorcerers
Make a Focus Power Test, count Psy Rating as half normal. No chance to manifest Psy-chic Phenomena.
Make a Focus Power Test, count Psy Rating as half normal. No chance to manifest Psy-chic Phenomena.
If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenom-ena Table.
If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenom-ena Table.
May add up to +3 to Psy Rating when Pushing. Roll on the Psychic Phe-nomena Table, Adding +10 to the total.
May add up to +5 to Psy Rating when Pushing. Roll on the Psychic Phe-nomena Table, Adding +5 per PR added to the total.
+10 per extra power to all rolls on the Psychic Phe-nomena Table. Decrease Psy Rating by 1 per extra power.
+10 per extra power to all rolls on the Psychic Phe-nomena Table. Decrease Psy Rating by 1 per extra power.
Conditions Modifier Psy Rating +5/PR
Target in line of sight +20 †
Psy-Focus +10
Combined Power Focus +5 ††
Concentration Modifier Medative trance (Days long) +30
Medative State (Hours long) +20
Medative State (an Hour) +10
Distracted, Fatigued -10
Duress, Under Interrogation -20
Extreme Duress, Grapple †††, Tortured -30
Environmental Modifier
Vigorous Motion (Riding mounts, charge, sprint -10
Violent Motion (riding a frenzied mount, falling, thrown prone by explosion)
-20
Extraordinary Violent Motion (earthquake, thrown prone by a mortar, sudden vaccum)
-30
† Only for abilities that do not require line of sight (Astrotelepathy, for example) †† The modifier is cumulative for every psyker that offers the Focus assistance. ††† On a turn the psyker breaks free from a grapple
FOCUS POWER MODS. Technique Trees
Max number of known technique trees cannot exceed your Psy Rating value
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
V1.0
Psy Rating
Discipline Mastery
PSYCHIC POWERS
Name Action Focus Power Range Radius Type Effect
Type B — Blessing C — Conjuration
Mal — Malediction Man — Manipulation Bolts — Bolts
Bar — Barrage Storm — Storm Blast — Blast
Cone — Cone MS — Maelstrom Nova — Nova
Beam — Beam
Sustained
Discipline Focus +10 to Focus Power tests made to mani-fest any power from this discipline
Discipline Effect