CHARACTER SHEET

Name: OA-EVA-13245.67 - Eversor Assassin

WS BS S T I Wp Sg Nv Ld Speed
Starting 90 90 70 70 95 80 80 120 50 6
Current 0 0 0 0 0 0 0 0 0 0

Ranged Weapons
Weapon Type Range Firing Mode Accuracy Damage Shots Reload Weight
Bolt Pistol Pistol E Single / Semi (2) - 2D10+4 12 2 25
Needle Pistol Pistol E Single - 2D6 6 4 15

Close Combat Weapons
Weapon Reach Damage Parry Penalty
Power Sword 3 3D10 -15%
Nuero-Gauntlet 1 2D10 * -20%
* See below for more information.

Equipment, Reloads, etc.
Executioner Pistol (Counts as Bolt Pistol w/ Shot Selector & Needle Pistol w/ Stun); 1 Bolt Pistol Reload, 2 Each Metal Storm, Kraken, Inferno, Hellfire & Stalker Rounds; Power Sword; Nuero Gauntlet;
3 Frag Grenades; 3 Plasma Grenades; Eversor Combat Drugs (See below for more information);
Syn-Skin on all locations, Bionic Head (+1 Armour)


Game Record (shots fired, injury effects, etc.)






















Special Abilities & Psychic Powers
Ambidextrous, Catfall, Dodge, Ferocious Assault, Fearsome




Knockback (S/10): 7

Base Injury (T/10): 7

System Shock (T/5): 14

Conciousness T/2): 35
96-100
HEAD
Armour: 2
Damage
L H A C
Injury Total:








36-50
RIGHT ARM
Armour: 1
Damage
L H S A C
81-95
CHEST
Armour: 1
Damage
L H S A C
51-65
LEFT ARM
Armour: 1
Damage
L H S A C
Right Arm Carrying




66-80
ABDOMEN
Armour: 1
Damage
L H S A C
Left Arm Carrying




01-15
RIGHT LEG
Armour: 1
Damage
L H S A C
31-35
GROIN
Armour: 1
Damage
L H A C
16-30
LEFT LEG
Armour: 1
Damage
L H S A C

Recovery: Successful Toughness test reduces damage D3 (+1 for every 10 Toughness over 50).

Bleeding: D3 to Injury total at end of every turn.


Nuero-Gauntlet:

A model that suffers damage from a Nuero-Gauntlet, after deductions for armour, fields, etc, must pass a Willpower test. If failed (rolls of 96+ always fail) the target loses 4D10 Willpower and Sagicity (roll seperately for each) and 2D10 Initiative (remember that this may reduce his Speed), A target who is reduced to 0 Willpower or less rendered unconcious.


Eversor Combat Drugs:

When acive, an Eversor Assassin has a constant flow of Combat Drugs, anti-venoms, anti-toxins and other such chemicals running through his blood. Any one of these chemicals would most likely kill and ordinary person, but the conditioning given to the Eversor, and the careful balance of these chemicals not only keeps him alive, but turns him into a combat nightmare.

Eversor Assassins have a +50% bonus to Resistance Tests against gasses and toxins, but will suffer double damage or stun time for any failed tests (as the equilibrium of chemicals in his body is disturbed by the new toxin).

In addition, the Eversor may use any or all of the following Combat Drugs in any of his turns (he has enough to last any battle, no matter how long): 'Slaught, Psychon, Reflex, Barrage and Spur. All of these are injector relased (even the Psychon). Add any bonuses from other drugs after doubling characteristics with Barrage. In addition, due to the many anti-toxins and such flowing through him, the Eversor does not automatically suffer the negative effects of these drugs. Instead, choose which drugs he will use this turn, then roll a D6, consulting the chart below. If the drug rolled is being used, its negative effect is applied. If not, no negative effects are applied this turn.

D6 Drug Negative Effect
1 'Slaught -D10 to all Mental Stats for rest of game
2 Psychon Eversor is Frenzied
3 Reflex Eversor is at 1/2 Willpower this turn
4 Barrage -10 to all Stats for rest of game
5 Spur Make Toughness Test or suffer +D6 Injury Total
6 N/A No ill effects this turn