Only War Special Character Sheet

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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

description

This is a character sheet for only war which I made based on the house rules I use.

Transcript of Only War Special Character Sheet

Page 1: Only War Special Character Sheet

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

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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

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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

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NOTES

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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

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ADVANCEMENTS

Cost Advancement Cost Advancement Cost Advancement

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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

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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

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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

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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.

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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.

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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