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 |
| Max Wounds | 3 |
| Max Shock | 3 |
| Determination | 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 | Reliable, Rapid Fire (2) |
| 2 Frag Grenades | 12 m | 10 + 1 ED | 0 | -1 | Blast (Medium) |
| Knife or Bayonet | m | 5 + 1 ED | 0 |
Blast: Target a point (DN 3) and deal damage to anyone in the blast radius. You can´t shift for damage.
Rapid Fire: This Weapon deals +X ED at Short Range.
Reliable: You can ignore the first Complication related to this weapon per scene. Tests made to repair or maintain Reliable weapons are made with +1 bonus die.
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:
Human
Imperium
Core Rules, pg. 409