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When Blood Beret Sergeant Michael McBride was seconded to the Cartel his squad was disbanded. In<br />

time all surviving members would follow him to also join the Doomtroopers, but until then their lives<br />

were to diverge significantly. Farraday, for example would go on to lead his own squad, whereas Angela<br />

Rist was sent to Mercury in an ambassadorial role for her father. Hawkes applied his medical training<br />

on Mount Cassino, Mars; for Alfreds though, something much more unforeseen. Alfreds went off the<br />

radar, deep undercover. The Blood Berets had been toying with new tactics, namely to put out a one<br />

man scouting mission to prepare the battlefield. In theory the tactics should drastically improve contact<br />

outcome, but at a significantly higher risk for the scout. When he heard his superiors were looking for<br />

volunteers Alfreds had only one question: ‘Where do I sign?’.<br />

Six hours later Alfreds was dropped deep in the Venusian Jungle a hundred miles from his target: an<br />

archipelago that the Imperial Corporation saw as strategically critical for procuring a stronghold in the<br />

no-man’s-land between Mishima and Bauhaus interests. Six months later the commanders of the<br />

two established megacorporations were hauled in front of their superiors to explain how the Imperial<br />

Corporation could so easily establish a stronghold in their region; neither could answer, both found<br />

themselves under court martial. Alfreds was personally commended and quickly redeployed. At this<br />

point his mission is still Top Secret, but one can be assured that somewhere, another high-flying officer<br />

would soon be seeing their illustrious career cut short; as Alfreds will often say ‘I’ll drink to that!’.<br />

M CC RS ST CON WP LD W A PTS<br />

5 17 14 11 12 15 18 3 15 (13) 150<br />

TYPE: Lord, Medium Base (40mm). Unique. MOW. Alfreds is a Blood Beret.<br />

EQUIPMENT: Aggressor Handgun and Heavy Chain Ripper<br />

ARMOUR: Mk.2.2 Medium Combat Armour (no negative weapon type modifiers taken)<br />

RANGED WEAPON:<br />

CLOSE COMBAT WEAPON:<br />

Aggressor Handgun<br />

R ST RoF AVV TYPE<br />

12 12 2 0 Piercing (P)<br />

Heavy Chain Ripper<br />

R ST RoA AVV TYPE<br />

1.5 +5 5 4 Piercing<br />

SPECIAL SKILLS: Camouflage (2), Contempt<br />

(Dark Legion), Fearless, Ferocity, Infiltrate, Pathfinder,<br />

Stalk, Target Sense, Anti-Vehicle Mines, Blessed by the<br />

Drougans, Ever-Ready, Scanner, Burning Star Incendiary<br />

Gel<br />

Passive: Anti-Vehicle Mines: After deployment but before<br />

Alfreds has infiltrated, place one or two 30mm tokens<br />

anywhere on the battlefield (not within 12” of an<br />

enemy Model). Any vehicle moving within 5” of the mine<br />

activates it. Roll a D20 at the end of the Movement action.<br />

On a roll of 15-20 the vehicle receives a randomised<br />

AVV10 autohit. Jet bikes and Hoverers are unaffected but<br />

do activate the mine token. Remove the mine token at<br />

the end of the Game Turn it is activated.<br />

Passive: Blessed by the Drougans: Alfreds receives a +2<br />

modifier to WP against all Psychic attacks.<br />

Passive: Ever-Ready: Once per Game Turn Alfreds may<br />

immediately complete a Shooting or Dive for Cover action<br />

(following the rules for Sentry) whenever an enemy<br />

squad enters the game via Rapid Deployment within 6”<br />

of him (even if he has already activated this Game Turn).<br />

This Shooting action is in addition to Alfreds’ normal<br />

Shooting action. Additionally every enemy Model that<br />

enters the game via Rapid Deployment within 8” of Alfreds<br />

receives a ST10 Piercing AVV1 autohit.<br />

Passive: Scanner: Enemy Models cannot claim light<br />

terrain cover against Ranged attacks completed by<br />

Alfreds.<br />

Active: Burning Star Incendiary Gel: Alfreds may place<br />

his Burning Star Incendiary Gel on a Heavy, Tank or<br />

Walker vehicle or an Intact Structure he is in Base or<br />

Footprint contact with for 1 Action Point. For another Action<br />

Point at any point in the game, Alfreds can trigger<br />

the Burning Star Incendiary Gel. The target receives<br />

an AVV10 Plasma autohit with Critical Damage (3).<br />

24

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