Victrus Macharius

Availability: maybe Friday, Saturdays Afternoon to evening and Sundays

Description:

Name: Victrus Macharius
Personal Demeanor: Lucky
Specialty: Sentry
Age: 27
Wounds: 15
Starting Characteristics:
+5 Toughness

Starting XP: 600

Party XP: 5000 (4900)

Objective XP: 600

Personal XP: 790

Total XP: 6990

Remaining Spending XP: 490

Characteristics
Weapon Skill (WS): 30 (30 Base)
Ballistic Skill (BS): 55 (40 Base +5 Simple Adv, +5 Intermediate Adv, +5 Trained Adv)
Strength (S): 43 (35 Base, +3 Regiment, +5 Simple Adv)
Toughness (T): 43 (30 Base, +5 Class Bonus, +3 Homeworld, +5 Simple Adv)
Agility (Ag): 40 (30 Base +5 Dedication +5 Simple Adv)
Intelligence (Int): 26 (29 Base, -3 Regiment)
Perception (Per): 35 (30 Base +5 Simple Adv)
Willpower (WP): 33 (30 Base, +3 Homeworld)
Fellowship (Fel): 30 (30 Base)

Armor:
Head AP: 4
Body AP: 4
Arms AP: 4
Legs AP: 4
Wounds: 15 (Lightly Damaged) (Damage 4)
Fate Points: 1
Corruption Points: 0
Insanity Points: 1
Disorders: None
Malignancies: None
Movement: 4/8/12/24
Initiative Bonus: 4
Strength Bonus: 4
Toughness Bonus: 4
Carrying Capacity: Carry 56kg, Lift 112kg, Push 224kg

Logistics: 35

Starting Aptitudes:
Ballistic Skill
Finesse
Intelligence
Perception
Offence
Toughness

Skills:
Athletics +
Common Lore (Imperial Creed, Imperial Guard, Imperium, War)
Intimidate
Dodge +10
Linguistics
(Low Gothic)
Survival
Trade (Technomat)

Talents:
Iron Jaw
Hatred (Mutants)
Rapid Reload
Weapon Training (Las Projectile, Solid Projectile, Low-Tech, Heavy)
Mighty Shot
Vigilant
Storm of Iron
Crack Shot
Target Selection
Die Hard
Hardy
True Grit

Traits:

Special Equipment:
Heavy Bolter: Status- Destroyed
Class- Heavy,
Range- 150m,
Rate of Fire- //6,
Damage- 1d10+8X,
Penetration- 5,
Clip- 60,
Reload- Full,
Special- Tearing (This Weapon Roll One Extra Die For Damage, and the Lowest Result is Discard),
Weight- 40kg,
Availability- Very Rare

(When Only Firing this Weapon add + 5 to Ballistic Skills)

Ammo- 12/60

8/8 clips

Comrade:
Arthur Volgin KIA

Comrade Advances:
Loader (250 xp)
[As long as his Comrade is in Cohesion, the Heavy Gunner may use his Comrade’s Actions to reload his currently equipped weapon. These may be used in combination with the Heavy Gunner’s Actions. For example, to reload a gun that requires a Full Action to reload, the Heavy Gunner spends a Half Action Reload, and his Comrade performs a Half Action Reload, reloading the gun and leaving them both with a Half Action remaining.]
Stabilise (300 xp) (+10 to Ballistics Skills When Using)
Unblinking Watcher (400 xp)
[As long as the Sentry’s Comrade is within Cohesion, the Sentry’s Overwatch and Suppressing Fire Actions cover a 90-degree arc to front of the him, instead of the usual 45-degree arc]
Hammering Storm (500 xp)
[Coordinating their shots to tear away at a specific piece of armour or cover, the Sentry and his Comrade can hew through even mighty defences through raw and unadulterated volume of fire. On his next Semi-Auto Burst or Full Auto Burst Action before the end of his next Turn, each consecutive hit after the first hit that the Sentry inflicts with his weapon gains 1 additional Penetration (to a maximum of +5 Penetration for the sixth hit and any hits thereafter). The Sentry can only give this Order so long as his Comrade is within Cohesion.]

Experience Advances:
Dodge (100 xp)
Dodge +10 (600 xp)
Strength – Simple Advance (100 xp)
Toughness – Simple Advance (100 xp)
Perception – Simple Advance (250 xp)
Survival (250 xp)
Mighty Shot (400 xp)
[The character knows the weak points in every armour and material, and has the skill to ensure that his shots land exactly where they will do the most damage. The character adds half his Ballistic Skill Bonus to Damage inflicted with a ranged weapon.]
Trade [Technomat] (100 xp)
[Used to maintain and repair technological devices, but through rote memorization rather than true understanding.]
Ballistic Skill – Simple Advance (100 xp)
Ballistic Skill – Intermediate Advance (250 xp)
Ballistic Skill – Trained Advance (500 xp)
Agility Skill – Simple Advance (250 xp)
Storm of Iron (300 xp)
[When facing massed enemies on the battlefield, the character lays down a storm of firepower that even the most foolhardy cannot push through. When the character deals Damage to a target with a semi-auto burst or a full-auto burst, the character may allocate his extra hits to any other target within five metres, instead of the usual two metres.]
Crack Shot (300 xp)
[The character can place his shots where they will inflict more harm, such as at creases, gaps, or joints in armour. When the character’s ranged attack causes Critical Damage, add +2 to
the Damage result.]
Target Selection (400 xp)
[The character’s dread gaze marks out his chosen victim and not even the riotous confusion of close combat interferes. The character may shoot into melee with no penalty. If he aims beforehand, he can avoid any chance of hitting
friendly targets.]
Hardy (450 xp)
When undergoing medical treatment or healing from injuries, the character always recovers Damage as if lightly wounded regardless of the level of Damage they have sustained.
True Grit (600 xp)
Whenever the character suffers Critical Damage (after reduction for Armour and Toughness), reduce the amount by his Toughness Bonus (to a minimum of 1).

Equipment:
• One uniform
• One set of poor weather gear
• One laspistol (Main Weapon)
Class- Pistol
Range- 30m
Rate of Fire- S/2/-
Damage- 1d10+2 E
Penetration- 0
Clip/Ammo- 30
Reload- Half
Special- Reliable
Weight- 1.5 kg
Availability- Common
charge packs- 2/2

Ammo 29/30

• One knife
Melee/Throw
5m
1d5 R
0
1kg
Plentiful

• One Imperial Guard Flak Armor
• One rucksack or sling bag
• One set of basic tools
• One mess kit and one water canteen
• One blanket and one sleep bag
• One rechargeable lamp pack
• One grooming kit
• One set of cognomen tags or equivalent identification
• One primer or instructional handbook
• Combat sustenance rations, four weeks’ supply
• Respirator
• Single Advanced Medkit for Squad
• Microbead
• M36D Prithia Pattern Lasgun :
Class- Basic
Range- 100m
Rate of Fire- S/3/-
Damage- 1d10+3 E (When Bayonet is attached- 1d10)
Penetration- 0
Clip- 60
Reload- Full
Special- Reliable
Weight- 4kg
Availability- Common
Charge Pack- 4/4

Ammo 60/60

• Frag grenades (4/4)
• Krak grenades (4/4)

Mission Assigned Gear:
Recoil Gloves
3 charge packs for pistol
3 charge packs for lasgun
Magnoculars
Longlas Sniper + 3 Charge packs (Willus Currently holding on to it)
Chameleoline Cloak

Long Las
Class- Basic
Range- 150m
RoF- S/–/–
Damage- 1d10+3 E
Pen- 1
Clip- 40
Rld- Full
Special- Accurate, Reliable, Felling (4)
Weight- 4.5kg
Availability- Scarce

Awards and Honors
- Cannonade Breachman’s Medal (Squad Bonus: +10 to Dodge Tests to avoid attacks from weapons with the Blast Quality.)
- Triple Skull (Squad Bonus: +5 to all Dodge and Parry Tests.)

Kills Past Mission 1 Total: 9

Kills Past Mission 2 Total: 19

Kill Current Campaign 3 Session:
Cashed in: 8 spent (200xp)
Cashed in 8 (200xp)

Total: 16

Overall Total Kills: 28

Bio:

Victrus Macharius also know as Lucky to most people is a Heavy gunner who’s luck never seems to run out. At a young age, he was in a almost deadly car accident but came out of it without a scratch. Years later when he joined up for the Imperial Guard while on route to heavy weapons training, a near by Hydra malfunctioned, firing on the Air Transport bringing it down, several people died in the crash, most were seriously wounded, Victrus again like the car accident made it out with just a few scratched, people began giving him the nickname Lucky. Not to long after his luck continued as well known Heavy Weapons trainer who fought in many wars was going to select a few recruits and was he was selected out of a hundred others. After competing his training, he was assigned to the 79th Regiment.

Victrus Macharius

Duty & Resilience Kaiser_von_Salen Jurassicdl3