Hartmann

Squad Leader/Firebat

Description:

Name: Hartmann
Rank: Staff Sergeant
Origins: Level 3 Squad Leader/Firebat

HP: 38/38; bloodied 19
AC 20; Fortitude 16; Reflex 13; Will 17
Speed 5; Init +1


Ability Scores

Strength 12 (+1)
Constitution 16 (+3)
Dexterity 6 (-2)
Intelligence 10 (+0)
Wisdom 11 (+0)
Charisma 18 (+4)


Skills

Acrobatics -1
Athletics +2
Intimidate +8 origin
Obscura +1
Perception +1
Science +1
Speech +10 origin
Stealth -1
Survival +1
Warfare +1


Origin Traits

Afterburn You gain combat advantage against any enemy suffering ongoing damage.
Hold the Line Adjacent allies gain a +1 bonus to AC.
Officer You gain a +2 bonus to Will.
Squad Leader Critical When you score a critical hit, the attack deals an additional +1d10 damage, and allies within 5 squares of you gain a +2 to damage rolls until the end of your turn.
Thermal Insulation Gain resist 10 fire.


Powers


Basic Attack Basic Attack
For you, this is the most natural thing in the world. For your target, it’s a really bad day.
At-WillPhysical, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Str/Con or Dex/lnt + your level + weapon accuracy vs. AC
Hit: 1[W] + Str/Con or Dex/lnt modifier + your level physical damage.

Blast Basic Attack Basic Attack
You blast nearby opponents with your weapon. Hopefully none of your friends are standing nearby.
At-WillPhysical, Weapon
Standard Action Close blast 2 or 3 (by weapon category)
Requirement: You must be using a blast weapon, and you must have ammunition.
Target: All creatures in blast.
Attack: Str/Con or Dex/lnt + your level + weapon accuracy vs. AC
Hit: 1[W] + your level physical damage.

Firebug Firebat Novice
I love the smell of napalm in the morning.
At-Will
Standard Action Personal
Effect: You make a basic attack with a blast weapon. On a miss, you deal damage equal to your Constitution modifier. This damage is the same type as the original attack.

Lead by Example Rebel Novice
I’ll show you how it’s done.
At-WillWeapon
Standard Action Range varies by weapon
Target: One creature
Attack: Charisma + your level + weapon accuracy vs. AC.
Hit: 1[W] + Charisma modifier damage, and you choose an ally within 5 squares of you. That ally makes a basic attack as a free action.

Ain’t Nothing Rebel Utility
Stay alive. That’s an order.
EncounterHealing
Minor Action Close burst 5
Target: You or one ally
Effect: The target regains hit points equal to 5 + your level.


Equipment

  • Heavy armor (+7 to AC;speed -1;Heimdall A2 prototype)
    • This suit has an integrated flamethrower (see below). While at least one hand is free, this weapon is always considered drawn. If there are not two hands free, attacks with the flamethrower take a -1 penalty.
  • Flamethrower (2d6 fire;+0 acc;Close blast 3 two-handed heavy gun)
    • This weapon targets Reflex instead of AC, deals fire damage even with a blast basic attack, and is integrated (see above).
  • C-14 Gauss Rifle (1d12 physical; +4 acc; Ranged 20 two-handed light gun)
  • 1/2 gallon water reserve.
  • 10 days’ field rations.
  • 100 ft. tether cable.


Alpha Powers


+4 on Cyber overcharge rolls

Combat Heuristics
Combat routines have been wired into your major muscle groups.
Alpha • Cyber
Free Action
Trigger: You start your turn.
Effect: You gain a 2 power bonus to attack rolls and to all defenses until the end of your next turn. In addition, you shift 3 squares and take a standard action.
Overcharge: When you use this power, you can roll a d20.
10
: You can use this power a second time on your next turn while this card is readied.
9 or less: At the end of your next turn, you are stunned until the end of your next turn.

Ocular Implants
Your eyes are fitted with cybernetic enhancements, allowing for wide-spectrum scanning beyond human capabilities.
Alpha • Cyber
Benefit: Your enhanced vision detects even the slightest visual detail. You gain a 10 power bonus to Perception checks and ignore the -2 penalty for attacking an enemy that has concealment.
Overcharge: When you start your turn, you can roll a d20.
10
: While this card is readied, you replace each of your Perception check rolls with a 20 and gain a +2 power bonus to attack rolls.
9 or less: An overloaded data feed scrambles your processor (save ends). While under this effect, you are blinded.

Trauma Biomonitor
An implanted monitor detects trauma to major organ systems and triggers the release of resuscitative chems and medical nanites.
Alpha • Cyber
No Action Melee 1
Trigger: You use a second wind or start your turn unconscious.
Effect: You gain regain hit points equal to your bloodied value. Until the end of your next turn, you gain a +1 bonus to speed.


Omega Tech


Heimdall Armor
The Heimdall-class A2 Prototype is an advanced armor design incorporating composite armor and carbon panels to dissipate focused energy weapons.
Omega Tech (Moebius)
Armor: Heavy
Power: Encounter
Immediate Interrupt Close blast 3
Trigger: You take damage.
Effect: You gain resist 5 to all damage until the end of your next turn.
Salvage 2: A 2nd level character an salvage the Heimdall armor. It becomes heavy armor: +8 armor bonus to AC; +1 armor bonus to Reflex and Fortitude.

Bio:

Hartmann

StarCraft RPG Academician Mephit_James