Astra Militarum Trooper

Source: Core Rules, pg. 409
Name Rating
Strength 3
Agility 3
Toughness 3
Intellect 3
Willpower 3
Fellowship 3
Initiative 3
Name Rating
Defence 3
Speed 3
Wounds 3
Shock 3
Soak 3
Resolve 3
Conviction 3
Passive Awareness 3
Resilience 8 ( 3 Flak Armour)
Name Rating
Ballistic Skill 6
Default 5

Attacks

Name Range Damage AP Salvo Traits
Lasgun 48 m
7 + 1 ED
0 2 Steadfast, Rapid Fire (2)
2 Frag Grenades 12 m
10 + 1 ED
0 -1 Blast (Medium)
Knife or Bayonet m
5 + 1 ED
0

Blast: Can affect multiple targets (see Core Rules, pg. 229). ◆ Missed attacks deviate. ◆ When used in Melee (e.g. Pistols), the blast may only affect engaged targets. ◆ Fire-Blasts ignore cover bonus to defence. ◆ Fire-Blasts do not deviate, bt hit the location. Characters still avoid being hit.

Rapid Fire: Add +X dice to range attacks at close range.

Steadfast: Ignore the first attack complication in each combat. Add +1d to Tech tests to repair and maintain.

Special Abilities

Human Waves: Any time a mob of Imperial Guardsman fail a Resolve Test or are destroyed, the Game Master gains 1 Ruin.

(Mob) Bring it Down!: When the mob makes a combined attack, it gains +2ED to damage

Keywords: HumanImperium
Core Rules, pg. 409