Combat Jokaero

Jokaero

jokaero combat

WS  BS  S        T  Ag  Int Per WP Fel

31   49  47(8)  50  36  49  35   33  38

Wounds: 14

Armour: 5 all

Fate points: 1

Skills:  Acrobatics +20, Awareness +10, Climb +20, Common Lore (Jokaero, Tech +20, Koronus Expanse), Dodge +20, Forbidden Lore (Archeotech +20), Literacy, Logic +20, Scholastic lore (Astromancy, Beasts +10), Speak Language (Jokaero, Low Gothic, Techna Lingua), Tech- Use +20, Trade (Armourer) +20, Scrutiny, Search

Talents: Autosanguine (Heal 2 damage/day, always Lightly Wounded.), Basic Weapon Training (Universal), Binary chatter (+10 bonus to any attempt to instruct, program or question servitors), Concealed Cavity, Electro Graft Use, Ferric Lure, Logis Implant (+10 bonus on WS and BS on successful Tech-Use Test. T test or gain fatigue), Luminen Blast, Luminen Charge, Luminen Shock, Melee Weapon Training (Universal), Miniaturization (See below), Nerves of Steel (Re-roll failed tests to avoid pinning.), Pro-sanguine (Heal 1d5 Damage once per day), Talented (Tech-use, +10 bonus to Tests), Technical Knock (Un-jam a gun as Half Action), Total Recall, Weapon Optimization (See below)

Traits: Extendable Digits (See below), Jokaero Cyber-Mantle (See below), Non-Imperial (See below), Unnatural Strength, Speak Not Unto the Alien (See below)

Gear: Grapller & Line, Best Craftsmanship Guard Flak, Data-slate, Vox Caster, Combi-Tool (+10 to Tech-Use), Traveler’s Robes (Common Quality Clothing), Good Craftsmanship Power Field (Personal, Rate: 80; Overload 01-05; Miniaturized), Good Craftmanship Magnoculars (+5 to Awareness),

Cybernetics: Chem Gland (Frenzon, gain frenzy), Jokaero Cyber-Mantle, Pain Ward (No stun), Synthmuscle (gain unnatural Strenght 1)

Power Fist (Astartes), Melee, Dam: 2d10+1+2XSB E Pen: 9, Best Quality (+10 to hit, +1 to damage), Power Field, Optimized (removes unwieldy), Enhanced (Balanced, +10 to parry), Miniaturized (1 size down), 6 kg

Plasma Cannon Heavy – Plasma Range 120m; S/-/-; Dam: 2d10+10 E; Pen: 8, Clip 16, Reload 5 Full; Two handed; Blast (1), Accurate (+10 to hit), Best (+10 to hit and +1 damage), Miniaturized (1 size down), Optimized (removes Overheats), Enhanced (gains Accurate), Maximal, Unreliable, Customized (half reload time) Upgrades: Mag-lock (drawing a weapon is free action), Omni-scope (Modifier: +10 to hit Special: Combines Preysense Sight, No Darkness Penalties)

Frag Grenade, Thrown SBx3 S/–/– Dam: 2d10 X 0 Blast (4)

Plasma  Grenade, Thrown SBx3 S/–/– Dam: 1d10+6 Pen:6 Blast (1)

Smoke Grenade, Thrown SBx3 S/–/– — 0 Smoke

Jokaerian Field Near unique Daemonhunter page 72
This odd Jokaero altered Imperial force field operates on similar technologies to the massive Gellar Fields that protect vessels while in Warp transit. Inquisitors of the Calixian Ordo Malleus prize this rare and practical device as a means for defense against Warp entities. The Force Field only functions against psychic attacks, but provides its defense against all psychic powers, even friendly ones, that originate more than 5 meters from the user. In addition, any creature with the Daemonic trait that passes or remains within 5 meters of the user suffers 1d10 damage that ignores armour and Toughness Bonus.

EXP spent:

Characteristic advances

BS +15 1500

S +10 350

T +15 850

Ag +10 1250

Int +15 850

Per +5 500

WP +10 750

Fel +5 500

Jokaero Weaponsmith rank 1

Skills:

Acrobatics 200

Awareness 200

Common Lore (Jokaero) 200

Common lore (Tech) 200

Forbidden lore (Archeotech) 200

Literacy 200

Logic 200

Scholastic lore (Astromancy) 200

Scholastic lore (Beasts) 200

Talents

Sound Constitution X2 200

Traits:

Extendable digits 200

Jokaero Cyber Mantle 500

Jokaero Weaponsmith rank 2

Skills:

Climb 200

Dodge 200

Logic +10 200

Scrutiny 200

Search 200

Talents:

Autosanguine 200

Binary chatter 200

Electro graft use 200

Ferric Lure 200

Luminen charge 200

Technical knock 200

Total Recall 200

Miniaturization 1000

Jokaero Weaponsmith rank 3

Skills:

Common Lore (Koronus Expanse) 200

Commo Lore (Tech) +10 200

Forbidden Lore (Archeotech) +10

Logic +10

Scholastic Lore (Beasts) +10

Speak language (Techna Lingua) 200

Tech-use +10 200

Talents:

Luminen shock 200

Nerves of Steel 200

Traits:

Jokaero Weaponsmith rank 4

Skills:

Chem-Use 200

Dodge +10 200

Logic +10 200

Scrutiny +10 200

Talents:

Concealed cavity 200

Luminen Blast 200

Pro-sanguine 200

Talented (Tech-use) 200

Weapon Optimization 1500

Jokaero Weaponsmith rank 5

Skills:

Common Lore (Tech) +20

Forbidden Lore (Archeotech) +20

Logic +20

Tech-Use +20 200

Talents:

Infused knowledge 500

Weapon enhancement 2000

Jokaero Weaponsmith rank 5

Skills:

Dodge +20

Logic +20

New talents:

Miniaturization
Prerequisites: Jokaero, Trade (Armourer, Technomat)
The Weaponsmith has perfected the art of making equipment more efficient with less space. They may reduce the size of any piece of technology by one step, making basic weapons pistol sized, heavy weapons basic sized, etc. The wielder must still have the base Weapon Training Talent to use the modified version of the weapon. To utilize this Talent the Weaponsmith must succeed on an extended Trade (Armourer) Test, with a difficulty to be determined by the GM. While being modified,
the piece of equipment cannot be used. A piece of gear miniaturized by a Jokaero cannot be further modified, and one previously modified by a Weaponsmith loses any previous modifications.

Weapon Enhancement
Prerequisites: Jokaero, Weapon Optimization,Trade (Armorer +20, Technomat +20)
The Weaponsmith has learned to enhance weaponry to make it more deadly. They may
unlock the following Special Qualities on weapons:
Melee – Balanced, Defensive, Razor Sharp, Shocking
Ranged – Accurate, Felling, Gyro Stabilized, Reliable
Unlocking a Special Quality in a weapon which already possesses it has no additional
effects. In cases where unlocking or suppressing a quality would contradict an
existing quality of the item (such as making an Unwieldy melee weapon Defensive) it has no
effect. To utilize this talent, the Weaponsmith must succeed on an extended Trade (Armourer)
Test, with the difficulty to be determined by the GM. While being modified, the weapon may
not be used. A piece of gear Enhanced by the Jokaero may cannot be further modified by any
other Jokaero Talents. Any additional modifications made with Jokaero talents overwrite the existing ones.

Weapon Optimization
Prerequisites: Jokaero, Trade (Armourer +10, Technomat +10)
The Weaponsmith has learned to optimize weapons and remove flaws from them. They
may now suppress the following special qualities on weapons:
Melee – Primitive, Unbalanced, Unwieldy
Ranged – Inaccurate, Overheats, Recharge
To utilize this talent, the Weaponsmith must succeed on an extended Trade (Armourer) Test,
with the difficulty to be determined by the GM.
While being modified, the weapon may not be used. A piece of gear Optimized by the Jokaero
may cannot be further modified by any other Jokaero Talents. Any additional modifications
made with Jokaero talents overwrite the existing ones.

New Traits

Extendable Digits
Prerequisites: Jokaero
The Jokaero have Extendable fingers and toes, a benefit which allows them to perform
maintenance tasks at a small distance. The Jokaero are treated as having a 1m reach in
regard to tasks that require manipulation or grabbing. This reach cannot be utilized to wield
weapons in combat as utilizing weapons with their fingers extended is too unwieldy.

Jokaero Cyber-Mantle
Prerequisites: Jokaero
The Jokaero frequently enhance themselves with technologies and cybernetics that aid them.
Jokaero with this talent are treated as having the Mechanicus Implants Trait (See page 366 of the
Rogue Trader Core Rulebook).

Non-Imperial
This Character was not raised amongst humans, and knows little about the culture and
history of the Imperium. The laws, traditions, religion and superstitions of Mankind are
unfamiliar and alien to Characters with this trait.
The character suffers a -10 penalty on all Common Lore, Forbidden Lore and Scholastic
Lore tests relating to the Imperium of Man.

Speak Not Unto the Alien
This character is a member of an alien species, viewed with a mixture of fear and
loathing by those of other species, and so is essentially different in form and thought that any
kind of social interaction is a significant challenge.
This creature counts all Fellowship based tests as being two steps more difficult when dealing with creatures of a species other than its own. Additionally, those of other species treat their Fellowship-based tests as being two steps more difficult when dealing with him. These penalties do not apply when dealing with individuals who have come to trust the xenos player character, for whatever
reason (although the final arbitrator of this is the GM). Finally, the presence of any xenos aboard a human vessel is unsettling for the crew, and as rumours spread, discontent over the alien in their midst becomes noticeable. The continued presence of one or more Xenos player characters aboard a ship reduces its Morale by 2.

Source: Xenos Character Guide, slightly edited for the Ultima Tectum campaign.