Sig De Klerk



Signaller Colin De Klerk, Radioman
Homeworld: Tapsco

Strength: 6/8* (0)
Dexterity: 6 (0)
Endurance: 8(0)
Intelligence: 9 (1)
Education: 9 (
Social Status 3 (-1)

  • Character’s powered armour gives a +2 to strength for everything except taking damage

Comms 2
Gun Combat (Slug Rifle) 1
Recon 1
Battledress 1
Athletics 0
Melee 0
Heavy Weapons 0
Stealth 0
Tactics 2 (while in communication with HQ)

Coyote Main Battle Armour (Comms Template)
Armour Value 20
Speed: 5 per move action, 25 running, 50 using jetpack to bound, up to 140 in flight
Strength Increase (2, already in stats)
Integrated Computer system (Computer 0), running basic library software
Basic Sensors: Out to long range, enhanced visual and audio
Basic Navigation (
1 Nav DM)
Advanced Comms, Encrypted
Active Camo (2 Stealth DM)
IR Camo (
2 DM against IR/heatseeking weapons)
Heads Up Display: Linked to rifle and grenade launcher, gives a +2 to hit with that weapon. Doesn’t stack with holographic sight. Can also display 1 sensor feed.
Magnetic Grapples: Can walk on metal surfaces in zero g.
Tactical Relay Network: While in communication with HQ, may make tactics checks at +2 (included in skills)

Advanced Combat Rifle (Light)
Range: Rifle
Damage: 3d6 SAP (ignores 1 point of armour)
Magazine: 100 rounds
Auto: 6
Recoil: 0 (with gyrostabiliser)
Keyed into HUD (as above)
Holographic Sight: Telescopic, may reduce range penalties by two bands, +1 to targets at medium range. Low light. Rugged. Does not stack with HUD.
Underslung RAM Grenade Launcher
Range: Assault Weapon
Damage: 5d6 within 4m, 3d6 within 8m, 1d6 within 12m
Recoil: 0 (with gyrostabiliser)
Keyed to HUD and Holosight (does not stack)

Webbing: Can carry 6 mags/individual grenades, reduces weight by half.

Ammunition Carried:
6mm ACR ammo: 5 mags/500 rounds
RAM Grenades: 3


Sig De Klerk

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