Wardens' Campaign Date:  1/26/2008   

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Characters - Adversaries

Grand Imperium

Lords Guard

Grand Empire Agent, Class II

Value

CHA

Cost

Total

Roll

  Notes

15

STR

5

15

12-

HTH Damage 3d6 END [1]

15

DEX

15

15

12-

OCV 5 DCV 5

15

CON

10

15

12-

15

BODY

10

15

12-

12

INT

2

12

11-

PER Roll 11-

12

EGO

4

12

11-

ECV: 4

15

PRE

5

15

12-

PRE Attack: 3d6

10

COM

0

10

11-

3/15

PD

0

3/15

3/15 PD (0/12 rPD)

3/15

ED

0

3/15

3/15 ED (0/12 rED)

3

SPD

5

3

Phases: 4, 8, 12

6

REC

0

6

30

END

0

30

30

STUN

-1

30

6"

RUN

0

6"

END [1]

2"

SWIM

0

2"

END [1]

3"

LEAP

0

3"

3" forward, 1 1/2" upward

CHA Cost:

55

Cost

POWERS

END

0

Combat Helmet, all slots OIF (-1/2)

12

1) Burst Transmission Communicator: Radio Perception/Transmission (Radio Group), Discriminatory, Rapid: x10 (18 Active Points); OIF (-1/2)

0

7

2) Polarized Visor: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

0

3

3) Thermal Vision Visor: IR Perception (Sight Group) (5 Active Points); OIF (-1/2)

0

24

DuValren Nivel Tres Body Armor: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)

0

31

MX-4 Blaster Rifle with GL-20: Multipower, 62-point reserve, (62 Active Points); all slots OAF (-1)

3

1) GL-20 Grenade Launcher: EB 8d6 (standard effect: 24 STUN, 8 BODY), 15 Charges (+0), Explosion (+1/2) (60 Active Points); OAF (-1)

[15]

3

2) MX-4 Blaster Rifle: EB 10d6 (standard effect: 30 STUN, 10 BODY), 4 clips of 15 Charges (+1/4) (62 Active Points); OAF (-1)

[15]

83

POWERS Cost

Cost

SKILLS

Cover Identity

12

1) Cover Identity Skills

0

AK: South America 8-

3

Acrobatics 12-

0

Acting 8-

0

Climbing 8-

3

Concealment 11-

0

Conversation 8-

0

Deduction 8-

4

Language: English (completely fluent; literate)

0

Language: Spanish (idiomatic; literate) (5 Active Points)

2

PS: Soldier 11-

0

Paramedics 8-

0

Persuasion 8-

3

Shadowing 11-

3

Stealth 12-

3

Streetwise 12-

6

Survival (Temperate/Subtropical, Tropical, Mountain) 11-

2

TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3

Tactics 11-

3

Teamwork 12-

5

WF: Small Arms, Blades, Blasters, Grenade Launchers, Unarmed Combat

52

SKILLS Cost

Cost

PERKS

5

Concealed Real Identity: Anonymity

1

Fake Papers: False Identity

2

Fringe Benefit for False Identity: International Driver's License, Passport

2

Fringe Benefit: International Driver's License, Passport

10

PERKS Cost

DISADVANTAGES


Value

Hunted: Law-Enforcement Agencies 8- (Mo Pow; NCI; Harshly Punish)

20

Psychological Limitation: Dedicated to Cause (Common; Moderate)

10

Social Limitation: Subject to Orders (Very Frequently; Major)

20

DISADVANTAGES Points

50

Base Pts: 200   Exp Required: 0   Total Exp Available: 0   Exp Unspent: 0   Total Character Cost: 200

BACKGROUND/HISTORY

In every organization there is a need for elite troops that can be used for special assignments.

In the Grand Imperium, the Lords Guard is one such group of troops. Although the unit name would imply that the unit is responsible for protection of the various Lords, this is not the case. The Lords Guard is tasked with many different missions that may sometimes include supplementing the protection of one of the Lords, High Lords or Grand Lords.

Most of the troopers currently serving in the Lords Guard are from South America and have gone through extensive training at the various facilities around the continent.

Each Lords Guard agent when given their first field assignment is provided with documentation for an alias identity. This alias is used as the agent's operations identity while on field assignments. Since the agent's real identity is shielded by the alias identity, they are charged under the alias if arrested. Orion rulings in regards to first time offenders usually result in the agent being deported to their country of origin rather than having to face charges in the country where they committed the crime. This allows the Grand Imperium to "recycle" the agent preserving the highly trained operative for future missions. Sometimes the agents are returned to their previous assignment so that they can complete their mission and other times they are assigned duties at South American training bases before being reassigned to foreign field duty. An agent's second arrest usually leads to an Orion classification of repeat offender allowing for trial in the country where the crime was committed rather than deportation.

PERSONALITY

Candidates for the Lords Guard are chosen for their "right thinking" as well as their physical prowess. Psychological screening and conditioning assures that the primary motivation of Lords Guard members is a dedication to the Grand Imperium's cause.

QUOTE

Grand Imperium salute

TACTICS

Lords Guard units are equipped with some of the best equipment in the Grand Imperium armories.

Each agent wears a combat suit made from DuValren Level Three armor weave and plates and are armed with an MX-4 blaster rifle with integral grenade launcher. The agent are also equipped with an advanced combat helmet that features communications hardware, a polarized visor and an infra-red vision system.

Standard tactics involve trying to maintain range and engaging targets with high explosive grenades. If the target is able to close or use of grenades would endanger other team members and/or the mission objective, the MX-4 blaster is used to engage the targets.

Lords Guard members have received extensive instruction in small unit tactics and the importance of massed fire against paranormal adversaries.

APPEARANCE

Height: 6' 7"    Weight: 220 lbs    Hair: Brown    Eyes: Brown

The combat suit of the Lords Guard features the navy blue and light gray color scheme used by standard Grand Imperium agents. Armored plates cover the torso, upper and lower arms and the upper legs. Joints areas are covered by flexible armor weave. This armor weave is what allows for visual identification of Lords Guard agents. Due to the heavier construction of the DuValren Level Three armor weave, the Lords Guard agents' armor weave has a quilted pattern that the standard agents' armor weave lacks. The Lords Guard combat helmet is navy blue in color with a light gray and navy blue faceplate. The armored gauntlets, armored boots, belt and weapons are the same matte black color as the standard agents' equipment.

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