Bolter
Bolt Pistol
Astartes Power Armor
3 Frag grenades
3 krak grenades
Repair cement
combat knife
chapter trapping
One clip of special ammo
Background
Spoiler
Serving in Tactical Squad Gamma (Iron Boots) in the 5th Company of the Storm Wardens, Ioustinos served for three decades until his first major distinction. On the fifth day of the Battle of Basilus's Ridge, the Razorback assigned to the squad came under heavy fire from Ork forces waiting in ambush. The gunner killed and the squad pinned down under heavy fire, Ioustinos climbed on top of the transport and held off the Orks until reinforcements could arrive.
Seeing Ioustinos' accuracy with the 'back's twin-linked heavy bolters, Captain Marcus approved a transfer to behind the guns of a Razorback. He served there for three more years before being surprised with a potential appointment to a Deathwatch squad. He currently sits waiting to see if he is one of the lucky few who will be approved.
Deathwatch Training - All Deathwatch Space Marines automatically confirm any Righteous Fury results (see page 245) against alien enemies without needing to re-roll the Ballistic Skill Test or Weapon Skill Test.
Fire Born: can either add proven (2) or remove unreliable, unbalanced or unwieldy on any one weapon he possesses.
Equipment:
Trapping: Wyrm Hide (+2 str)
Astarte Servo Arm
Common Cybernetic
repair cement
Spoiler
Armour:
Spoiler
Armour Type
Locations Covered
AP
Kg
Req
Renown
Astartes Power Armour
All
8/10
180
-
-
[b]Power Armour History: Bring Death from Afar
Weapons:
Astarte Bolter with fire selector
Astarte Bolt Pistol
Astarte Combat Knife
3 frag grenades
3 krak grenades
Advances:
Trade: Armourer (600xp)
Lore Common (tech): 200xp
Total / Remaining: 200 / 1000 xp
Backstory:
Spoiler
Xavier is a techmarine of the Salamanders who takes great pride in the works he does. To him, forging a tool of war is not worth doing if you're not going to do it correctly. He not only took great care of his equipment but also worked on that of his squadmates. His time came during the Second War for Armageddon. The Salamanders were among those Astartes that, in addition to combating the greeen tide, also did these utmost to protect the civilian population. Xavier was among those who worked to repair the infrastructure necessary for the civilians to survive. He stayed for over a month in the same installation. His reports mentioned the occasional interruption by third party but nothing worth mentioning. When reinforcements crossed the refugee camp as part of an interception of a marauding band, they were surprised to find it fortified full of refugees eager to help defend the place.
Command was impressed by his work and moved him to become a techmarine.
He volunteered to serve the Deathwatch in order to learn more about alien weaponry and armor. That way, he would know how to counter them when building his creations.
__________________ "I'd say I need an air to surface missile, but no one should need an air to surface missile. That should be firmly under wants and desires." Gordon Freeman
Basics:
Character Name: Elyas
Chapter: Dark Angels
Speciality: Deathwatch Devestator Marine
Rank: 1
Renown: 0
Power Armour History: (9) Bring Death From Afar
Demeanours: Pious, Son of the Lion
Past: Protected the Secrets of the Chapter
Elyas was born to one of the closest inhabited systems to the Rock. It was feudal world ruled by a planetary governor who whiddled away his life in a massive fortress close to the equator.
When Elyas was but a child The Dark Angel's came to assess some of the planet's population for recruits. In the end Elyas was one of two boys to be selected and he joined the Dark Angels on the Thunderhawk gunship, to endure the training and become one of the Emperor's Angels of Death. Of course, the process for becoming a Space Marine is far from perfect, the other recruit from Elyas' homeworld died during the initial gene therapy, Elyas never even learned his name.
Elyas however, survived and eventually earned his place in the third company. After 50 years of service Elyas found himself deployed to his home planet. They went in thinking it was a simple rebellion, but after they landed, when they saw the twisted abominations of metal and flesh. It was clear that the world had fallen to Chaos.
Chaos Space Marines dressed in power armor distressingly similar to the Dark Angel's own, slobbering daemons, deranged humans, hideous mutants. They all died by bolter and flame, but Elyas could not see the end of them and eventually they began to breach the Company's lines. He prayed fervently to his bolter's machine spirit, to the Lion, and of course, to the Emperor. Though Elyas's faith was unquestioned, here on the steps of Chaos, his faith strengthened and served as a bulwerk against the foul whispers of the traitors.
After fending off a particularly massive wave, the Company Master gave Elyas' Sergeant an assignment. Board a Thunderhawk, fly into the Governor's fortress and burn his library. They never did ask why.
The governor had been the one to open the world to Chaos, corrupting the planet's Astropath, so that he could make a dark pact with Khorne. An entire world, for his ascension to immortal daemonhood.
Despite many hardships endured by the squadron of Astartes, including the loss of three of squad members. They managed to kill the daemon possessed governor and make their way to the hall of records. But their trial was not over yet. For that was when the daemons of the warp whispered to them.
They tempted Elyas's squad with promises of forbidden knowledge, of secrets hidden from them, to reveal all the lies the Dark Angels told themselves. All the Astartes had to do, was read the scrolls instead of burn them. They could always destroy them after they read them afterall. None of Elyas's squadmates reacted, a hesitation that could've spelled disaster for their souls. But Elyas was not tempted. He raised his flamer and unleashed a torent of promethium upon the centuries old scrolls.
Shaken out of their stupor Elyas's squad-mates followed suit, burning even the memory of the library from their skulls. The Squad exited the Fortress in time to see the Ravenwing's Thunderhawks descend upon the world. After a long campaign the world was cleansed of chaos and the gate closed by the Chief Librarian.
Later Elyas was commended for his action and recommended to the Deathwatch as a suitable canidate for fulfilling their charter.
It took a few cycles, but Elyas was eventually accepted and ordered to report to the Jericho Reach. Feeling the hand of the Emperor guiding him, Elyas bade his chapter goodbye and joined the battlebarge bound for the Reach.
__________________
Gwyn, The First Knight Karthull, The Lord of Slaughter, The Master of Death
Oraesio, Mistress of Magic
Awareness (PER) - Awareness encompasses the character’s subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats—such as ambushes, traps or cleverly hidden objects—or slight changes in the environment—such as a faint vibration of a far off Ork Squiggoth or the foul smell of a Daemonhost. Acrobatics (AGI) - Acrobatics training supplements the character’s natural agility in attempting types of movement the less athletic would not even consider. Ciphers (Chapter Runes) (INT) - Many groups and organisations employ ciphers as a secret shorthand code in communicating basic ideas, warnings, or information rapidly. The character can use and understand the signals, physical markings, or other subtle signs employed to express these concepts. Climb (STR) - With the Climb Skill the character can ascend or descend ropes, pipes, scaffolding, and both natural and man-made walls. Dodge (AGI) - Use the Dodge skill as a Reaction to nullify a successful hand-to-hand or ranged attack. Success on the Skill Test means the attack has been avoided and deals no damage. Common Lore (Adeptus Astartes, Imperium, War, Deathwatch) (INT) - The Common Lore skill allows the character to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. Forbidden Lore (Xenos) (INT) - Forbidden Lore skills represent knowledge usually hidden, veiled, or proscribed by an organisation or society Concealment (AGI) - The Concealment Skill is used to hide things, from small objects to vehicles to starships, even oneself. Drive (Ground Vehicles, Personal) (AGI) - The Drive Skill allows the character to control ground-based transports and vehicles. Intimidate (STR) - The character uses Intimidate Tests to pressure individuals to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Literacy (INT) - The Literacy skill allows the character to read and write any language he speaks. Navigation (Surface) (INT) - The character uses the Navigation Skill to plot a course between two points. Scholastic Lore (Codex Astartes) (INT) - Scholastic Lore grants the character knowledge of a particularly complex or esoteric subject. A successful Skill Test allows the character to recall necessary information or research a particular subject if appropriate reference material is readily available. Silent Move (AGI) - Use the Silent Move Skill any time silence and secrecy are essential in the character’s activities. Speak Language (High Gothic, Low Gothic) (INT) - The Speak Language Skill is used to communicate with others using the same language. The Imperium has nearly as many languages as it has star systems, but for all this variety, most can speak or understand a variation of Low Gothic. Tactics (Assault Doctrine) (INT) - Tactics is the practical application of military knowledge in the field of battle. It differs from the various Lore Skills in that it relates directly to on the ground combat manoeuvres and actions rather than a broad theoretical or strategic view of warfare. Tracking (INT) - With the Tracking Skill, the character can follow the signs left by his quarry, allowing him to hunt them down.
Talent:
Spoiler
Ambidextrous - This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand. Special: When combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same turn drops to –10. Astartes Weapons Training - The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. Bulging Biceps- Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace. Heightened Senses (Hearing, Sight) - Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Killing Strike - Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge. Nerves of Steel - Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may reroll failed Willpower Tests to avoid or recover from Pinning. Quick Draw - The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand. Resistance (Psychic Powers) - The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. True Grit - The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up). Unarmed Master - The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
Deathwatch Training - All Deathwatch Space Marines automatically confirm any Righteous Fury results against alien enemies without needing to re-roll the Ballistic Skill Test or Weapon Skill Test. Swift Attack - The character’s speed and martial ability allows him to land flurries of blows. As a Full Action, the character may make two melee attacks. If the character has the Two-Weapon Wielder Talent and is wielding two melee weapons, the character gains the advantage of Swift Attack with only one of the weapons, and a single attack with the other. Two-weapon Wielder (Melee) - Years of training allow the character to use a weapon in each hand when needed. When armed with two weapons of the same type, the character may spend a Full Action to attack with both. Both tests made to attack with the weapons suffer a –20 penalty
Trait:
Spoiler
Unnatural Toughness (x2) and Unnatural Strength (x2) - One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. Fear (1) - A creature with this trait has an unnerving appearance.
Implants:
Spoiler
• Secondary Heart: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. • Ossmodula: This implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait. • Biscopea: This implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. • Haemastamen: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. • Larraman’s Organ: Space Marines do not normally suffer from Blood Loss (see page 260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (see page 136) may still inflict Blood Loss as normal. • Catalepsean Node: A Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. • Preomnor: The Space Marine gains a +20 bonus to any Toughness Test against ingested poisons. • Omophagea: By devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course). • Multi-lung: The Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation. In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results. The Space Marine may also breathe water through his multi-lung. • Occulobe: This implants grants the Space Marine the Heightened Senses (Sight) Talent. • Lyman’s Ear: This implant grants the Space Marine the Heightened Senses (Hearing) Talent. • Sus-an Membrane: The Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation. • Melanchromic Organ: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity. • Oolitic Kidney: This implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality. • Neuroglottis: The Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test. The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted. • Mucranoid: The Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. • Betcher’s Gland: The Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute). • Progenoids: See page 271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind. • Black Carapace: This implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.
Squad Mode:
Spoiler
Fury of Sanguinius:
Action: Free Action
Cost: 3
Sustained: No
The Blood Angels possess a fury on the battlefield that can turn them into wild beasts intent only on rending their foes limb from limb. A Battle-Brother of the Blood Angels Chapter may call out to his Primarch Sanguinius to strengthen his arm and fill him with rage against his foes. Until the start of his next Turn, the Battle-Brother and those in Support Range of him add +10 to their Weapon Skill, Strength, and Toughness, including any corresponding increases in Strength Bonus and Toughness Bonus. Improvement: If the Battle-Brother is Rank 4 or more the bonuses to Weapon Skill, Strength, and Toughness are increased to +20.
Feel no Pain:
Action: Free Action
Cost: 3
Sustained: No
Effects: Blood Angels often fight on regardless of the damage dealt to them. Until the start of his next Turn, the Battle- Brother and those in Support Range of him use their training and the fiery will of the Blood Angel to ignore their wounds and focus on the attack, halving all Damage (round up) after reduction for Armour Points and Toughness Bonus. While using this ability, however, such is the Battle-Brothers’ rage that they may not use their Reactions to Parry or Dodge and must use an Action with the Attack subtype.
Solo Mode:
Spoiler
Wings of Angels:
The Assault Marine may add 20 metres the movement rate of his Jump Pack with a successful Challenging (+0) Pilot (Personal) Test. When making a Charge whilst using this ability, the Space Marine adds an additional 1d5 Damage to any melee attacks. This ability only functions when in Solo Mode.
Burst of Speed:
A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank.
Feat of Strength:
Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle- Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.
Blood Frenzy (Blood Angels):
Blood Angels possess a savagery in combat that has its roots deep in the history of their Chapter. It is, however, a trait that can serve them well in close quarters combat where strength and speed are vital. Once per combat, a Battle-Brother of the Blood Angels Chapter may summon up a Blood Frenzy. While under the effects of this ability, the Battle-Brother may re-roll Damage dice with melee weapons. In the case of melee weapons that inflict multiple dice of Damage, all dice or none must be re-rolled. In addition, such is the brutality of his attacks that he scores Righteous Fury on a dice result of 9 or 10 rather than just 10. This ability lasts a number of rounds equal to the Battle-Brother’s Rank, divided by 2 (rounding up).
Equipment:
Spoiler
Armour:
Spoiler
Armour Type
Locations Covered
AP
Kg
Req
Renown
Astartes Power Armour
All
8/10
180
-
-
• Ceramite Plating: Provides AP 10 to the Body and AP 8 to all other Locations. • Enhanced Strength: Increase the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier. • Auto-senses: The Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests). Additionally, the Auto-Senses make the Called Shot Action into a Half Action. • Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered. • Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:
• +10 to Tests resisting the Toxic Quality and similar poison effects.
• The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
• If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it. • Vox Link: Serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals. • Magnetized Boot Soles: Can be activated to provide the equivalent of Magboots. • Nutrient Recycling: Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely. For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance. • Recoil Suppression: Provides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat. • Giant Among Men: A Space Marine in power armour is Hulking. This increases his Base Movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured. • Manual Dexterity: While protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all.
Power Armour History:
Terror be thy friend: Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably. The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).
Weapons:
Spoiler
Ranged:
Name
Class
Range
RoF
Dmg
Pen
Clip
Rld
Special
Wt
Req
Renown
Ammo
Astartes Bolt Pistol
Pistol
30
S/3/-
2d10+5 X
5
14
Full
Tearing
5.5
5
-
3
Ammunition:
Special Issue Ammunition
Range
Pen
Ammo
Kraken Rounds
+50%
8
3
Explosives:
Name
Class
Range
RoF
Dmg
Pen
Special
Wt
Req
Renown
Ammo
Astartes Frag Grenade
Thrown
SBx3
S/-/-
2d10 X
0
Blast(5)
0.8
1
-
8
Astartes Krak Grenade
Thrown
SBx3
S/-/-
3d10+4 X
6
-
0.8
1
-
8
Melee:
Name
Class
Dmg
Pen
Special
Wt
Req
Renown
Astartes Chainsword x2
Melee
1d10+3 R
4
Balanced, Tearing
10
5
-
Astartes Combat Knife
Melee
1d10+2 R
2
-
2
3
-
Misc: Repair cement - Repair Cement is a spray-gel composed of dual tubes of polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test. Wings of Wrath - Add +1 to Damage if the character hits with his attack during the Charge action. Astartes Jump Pack - A Jump Pack requires the Pilot (Personal) skill to operate effectively. An Astartes Jump Pack allows for a safe, guided fall from any height, and any number of short jumps. Such jumps allow the Battle Brother to double his Base Movement and travel in any direction without regard for obstacles. For all other purposes, he counts as having taken the appropriate Movement action. He must land by the end of his Turn. Alternatively, the pack can use maximal thrust to duplicate the Flyer (12) trait for up to a minute before the turbines require a minute to cool. Weight: 50
Advances:
Spoiler
Acrobatics 200 xp Two-weapon Wielder (Melee) 500 xp
Total / Remaining: 700 / 300 xp
Background:
Spoiler
Born onto Baal his life was harsh and deadly, for a deathworld is deadly and dangers lurk everywhere. When the time came for the the contest. He travelled across the miles of uncharted, hostile and irradiated desert, leaping from the highest cliffs and almost dying from a failure of his primitive assembly of wings. But as luck would have it another contestant died nearby.
Soon enough he was one of the fifty to win and be taken by Thunderhawk. His training was long and hard as customary of a Space Marine but soon it was noticed that his proficiency with Meele Weapons was even greater than most initiatives.
As he learned and fought his skill in weaponry grew further until at last he was sent on his first campaign. The Scouring of Ultramar where his skill with his weapons faced against the bestial might and savagery of the Swarm.
Upon the victorious return of those sent he was assigned to the Deathwatch. He is younger than most assigned but his prowesses is unquestionable.
just to keep track of things it took everybody about 4 hours to get armed and make it to the briefing room because they had to go to various store rooms for some of the stuff and it took more time
I am kind of inconsistent where I put stuff like that cause to me I am not too bothered with where the rolls go. If you are making an IC post and need to make a roll then it doesn't bother me to put a roll in a spoiler. My only request is that you don't make a post in IC just to roll. Same goes for where my roll requests are, if I am making a post in IC and want a roll request (and think about it at the time) I'll put it in spoilers
Edit: Btw you didn't learn anything from the lore test
Last edited by Dark Chiun : 09-15-2012 at 11:06 PM.
The leader with the service studs is wearing ultramarine (Voice 2)
The very large one is a space wolf and he is wearing a jet pack (Voice 1)
There is a techmarine that is obviously an iron hands (Did not speak)
There is a imperial fist that looks to have librarian gear and is kind of short for a space marine (Voice 5)
There is an apothacary with storm wardens markings (Voice 3)
And the terminator has the markings of dark angels deathwing company (Voice 4)
Il have you know that swinging a Chainsword involves plenty of skill. Especially two Chainswords.
[roll0] vs 28
EDIT: No surprise here. Although damned high rolls until now.
"Ah yes, I'm certain not cutting your own head off involves as much skill as plotting the trajectory of a missle taking into account thrust, drag, and gravitational pull. What could I have possibly been thinking?"
__________________
Gwyn, The First Knight Karthull, The Lord of Slaughter, The Master of Death
Oraesio, Mistress of Magic