Name: Cyrax Chapter: Raptors Chapter Demeanor: A History of Pragmatism Personal Demeanor: Pious Speciality: Tactical Marine Rank: 2 Renown: Respected (21) Past event: Sniper Power Armour History: Blood of the Enemy (Fear[1] against all enemies.)
Awareness (Per)
Ciphers [Deathwatch] (Int)
Ciphers [Raptors Runes] (Int)
Climb (S)
Common Lore [Adeptus Astartes] (Int)
Common Lore [Deathwatch] (Int)
Common Lore [Imperium] (Int)
Common Lore [War] (Int)
Concealment +20 (Ag)
Dodge (Ag)
Drive [Ground Vehicles] (Ag)
Forbidden Lore [Xenos] (Int)
Literacy (Int)
Navigation [Surface] (Int)
Scholastic Lore [Codex Astartes] (Int)
Silent Move +20 (Ag)
Speak Language [High Gothic] (Int)
Speak Language [Low Gothic] (Int)
Tactics [Recon and Stealth] (Int)
Tracking (Per)
Talents & Traits
Weapon Training: Astartes
Ambidextrous:
Can use both hands equally well, negating the off-hand penalty. Bulging Biceps:
Removes Bracing requirements from certain weapons. Deathwatch Training:
Automatically confirms Righteous Fury against any alien enemies. Guerilla Training:
No longer takes the penalties to Concealment and Silent Move Tests from wearing Power Armour. Marksman:
No longer suffers penalties to BS from Long or Extreme ranges. Rapid Reload:
Halves the time for reloading weapons, down to a free action. Signature Wargear (Cameleoline Cloak):
Chosen gear is now part of the character's standard loadout. Heightened Senses (Hearing, Sight):
Gains +10 to Tests involving chosen senses. Killing Strike:
May spend a faithpoint to make a melee attack impossible to dodge or parry. Nerves of Steel:
Can re-roll failed tests to avoid Pinning. Quick Draw:
May Ready as a free Action. Resistance (Psychic):
Gains +10 to tests against chosen restistances. Talented (Silent Move):
Grants an additional +10 to all Tests using the chosen Skills. True Grit:
Divide all Critical damage taken by 2. Unarmed Master:
Unarmed attacks deals 1d10+SB Impact damage, now lacking the 'Primitive' Trait. Unarmed Warrior: Unarmed attacks deal: 1d10-3+SB Impact damage.(Unarmed Master overrules)
Secondary Heart/Ossmodula/Biscopea/Haemastamen:
You gain the Unnatural Strength and Toughness Traits. Larraman’s Organ:
You do not suffer from Blood Loss. Catalepsean Node:
You suffer no penalties to Perceptionbased Tests when awake for long periods of time. Preomnor:
You gain +20 to Toughness Tests against ingested poisons. Omophagea:
You may gain a Skill or Skill Group by devouring a portion of an enemy. Multi-Lung:
You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results. Occulube and Lyman’s Ear:
You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests. Sus-an Membrane:
You may enter suspended animation. Oolotic Kidney:
You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality. Neuroglottis:
You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted. Betcher’s Gland:
You may spit acid as a ranged weaponwith the following profile:
Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds. Progenoids: These may be retrieved with a successful Medicae Test. Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.
(Deed)
Canis Salient: Stealth Operations (300) Gains an extra +10 Kill Markers and +1 Renown for every completed Assasination or stealth-based mission objective.
Equipment:
Armour
Power Armour Mk. VII Aquila
AP: 8/10
Locations Covered: All (AP 10 on Body, 8 on rest)
Spoiler
Servo-Augmented Musculature:
+20 Strength. Auto-senses:
Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses) Built-in Vox Link Built-in Magboots Nutrient Recycling:
Can operate for two weeks without re-supply. Recoil Suppression:
May fire Basic weapons 1-handed without penalty. Size: Hulking
(Black Carapace means no bonus for enemies to attack) Poor Manual Dexterity:
Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines. Osmotic Gill Life Sustainer:
With the helmet on, the armour is environmentally sealed.
Marksman Combat Sight Focal Targeter: The sight aids the firer in picking out the weak points on his opponents armour, focusing on joints and seals and guiding the aim to the most vital points. This sight increases the weapons Penetration value by an amount equal to the firers Perception Bonus. Shadow Light: Darkness and optical cloaks are no protection against the attacks from a weapon bearing this combat sight as it pierces the illusion of light and dark to find its prey. The Battle-Brother suffers no penalties to hit due to lighting effects, chameleon cloaks, shadow fields, or the like. This effect extends to creatures which generate similar effects where light and sight are used to baffle targeting. Cameleoline Cloak:
+20 to all Concealment tests. When stationary, the wearer counts as one step further away.
One Clip of special Ammo (Max 25 Req) for each mission
Requisitioned Gear
Spoiler
Stalker Pattern Boltgun Class: Basic, Range: 200m, RoF: S/-/-, Dmg: 1d10+9 X, Pen: 4, Clip: 24, Rld: Half Special Accurate: Gains an extra +10 to BS when using the Aim Action. Does an extra 1d10 damage for every 2 DoS (to a max of 2d10, 4 DoS), if an Aim Action had been taken before firing. Exceptional Quality: Grants the weapon the Reliable Trait, if it doesn't have it. Reliable: In case of a jam, roll 1d10. unless the roll ends up a 10, the shot just counts as a miss. Tearing: Roll an extra die for damage and remove the lowest roll.
Astartes Flamer Class: Basic, Range: 20m, RoF: S/-/-, Dmg: 1d10+9 E, Pen: 4, Clip: 6, Rld: Full Special Flame: Damages a cone-shaped 30 Degree area extending out from the firer out to weapons range, with no need for a BS test to hit. Any creatures caught in the cone must succeed an Agility Test or be struck by the fire and damaged normally. If damage is taken, they must succeed another Agility Test or catch fire.
Astartes Powersword Class: Melee, Dmg: 1d10+6 E, Pen: 6 Special Balanced: Adds +10 to WS when Parrying. Power Field: When Successfully parrying an attack against a weapon that lacks this quality, there is a 75 percent chance that the opponent's weapon is destroyed. This doesn't affect natural weapons or weapons with the Warp Trait.
Dipole Mag-lock (Powersword)
Fire Selector (Stalker Boltgun)
Stummer
Standard Bolt ammo (24/24)
Stalker Rounds Magazine x2 (Stalker Boltgun) Totally silent rounds, which can't be detected
Kraken Rounds Magazine (Stalker Boltgun) (23 shots left) Increases Weapon's Penetration to 8 and Adds +50% to Weapon Range
Metal Storm Rounds Magazine (Tactical Marine Ammo) The weapon's Damage and Penetration is lowered by two, but instead gains the Blast (2) Quality
(Offen Requisitioned Gear)
Spoiler
Mk IX 'Ultra' Pattern Sharpshooter's Rifle Class: Heavy, Range: 250m, RoF: S/-/-. Damage: 1d10+2 R, Pen: 0, Clip 5, Rld: Half, Wt: 4.
Qualities Accurate: Grants an extra +10 to BS when taking the Aim Action. Adds +1d10 damage for every 2 DoS, to a max of 2 extra d10. Felling (1): Lowers the targets unnatural Thoughness by one. An s2 get's neutralized, while an x3 turns into an x2. Toxic: If target takes any damage from the shot, it must make a Thoughness Test with a -5 penalty for every point of damage taken. Success means nothing happens, a failure automaticly deals an immidiate 1d10 damage which ignores Armor and Thoughness. Weapon Specials:
Spoiler
Tailor Made: If anyone but the owner tries to use the rifle, the cogitator inside locks down the rifle, making it unusable until the owner touches it again. 30x Scope: Counts as having a telescopic Sight. Supressor: Any awareness test to detect the shooter via hearing or sight, takes a -20 penalty and can only try so at half the normal distance. Highly Accurate: Grants the Accurate and Toxic Qualities to the weapon. Astartes Weapon: Counts as an 'Astartes' type weapon for Space Marines, instead of Exotic.
Tactical Marine Special Ability:
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Bolter Mastery
The Tactical Marine gains a +10 to all Ballistic Skill Tests and +2 to Damage when firing a Bolt Weapon. This ability only functions in Solo Mode.
Solo Mode Ability:
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Marksman's Honour Action: Free Action Required Rank: 1 Effects: Raptors have a reputation as skilled marksmen, part of the doctrines they have learnt from the Raven Guard along with their own Chapter’s tactical training. A Raptors Battle-Brother with the right weapon and with time and patience can hit targets at the extreme ranges of his weapon with unerring accuracy, while veterans of the Chapter can even hit targets considered almost impossible to hit by normal standards. When firing single shots from a ranged weapon at Long and Extreme ranges, the Battle-Brother reduces the range penalty by 10. Improvement: At Rank 4 the Battle-Brother has mastered sniping targets at range and gains a +20 to his Ballistic Skill Tests when making single shots at Long and Extreme range. At Rank 6 the Battle-Brother has become a veteran sniper and extends the range of any bolt weapon he uses by 20m; this increases the weapon’s short, long and extreme ranges accordingly.
Burst of Speed Required Rank: 1 Effects: 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. Improvement: At Rank 3 and above Burst of Speed also adds +10 to all Agility tests based on movement. At rank 5 the bonus to Agility Bonus is increase to +4. At rank 7 this ability also allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain.
Feat of Strength Required Rank: 1 Effects: Space Marines are genetically gifted with great strength far exceeding that of normal men. In times of need, the Battle-Brother can push his great brawn to it's limits to perform truely 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 by one level. This effect last for a number of rounds equal to his Rank. Improvement:At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skills Tests for it's duration. At rank 5 and above Feat of Strength lasts for a number of rounds equal to twice the character's Rank. At rank 7 and above Feat of Strength increases the character's Unnatural Strength by two levels.
Squad Move Abilities:
Spoiler
Raptors Attack Pattern: Clean Kill Action: Half Action Cost: 2 Sustained: Yes Effect: In pairs or as a squad, Raptors can become even more proficient marksmen than normal, hitting targets at long ranges again and again with unrivalled accuracy. This is a favoured tactic of Raptor fire teams to lay down precision sniping on a target while their brothers move in to flank and destroy a position, the deadly shots so accurate that the targets dare not lift their heads from the dirt. The Battle-Brother and members of his squad
within Support Range can re-roll Ballistic Skill Tests when firing single shots (i.e. not semi or full auto fire) with ranged weapons at Long and Extreme ranges. Additionally, a member of the squad may act as a ‘spotter’ for another member, helping him to find targets and judge distances. Any member of the squad may “spot” for another as a Full Action, negating any penalties to his
Ballistic Skill Test against a single target provided he only takes a single shot (i.e. does not use semi or full auto fire). Improvement: At Rank 4 the Battle-Brother gains the benefits of re-rolls at Long and Extreme ranges with semi auto fire. At Rank 6 the Battle-Brother gains the benefits of re-rolls at Long and
Extreme ranges with full auto fire. In both cases, the Battle-Brother may still only make single shots when benefiting from a spotter.
Raptors Defensive Stance: Swift Withdrawal Action: Reaction Cost: 3 Sustained: No Effect: Like the Raven Guard, the Raptors excel at hit and run tactics, striking and then falling back before they can be attacked. These kinds of manoeuvres also lend themselves to rapid extraction when the squad finds itself unexpectedly in danger, falling away from an ambush or sudden assault before the enemy can press their advantage. When the squad has been surprised by an enemy, this ability can be used to disengage before combat truly begins. The GM should make the Surprise attacks for the enemies (see page 235 of the DEATHWATCH Core Rulebook) then if the squad chooses to make a swift withdrawal, combat immediately ends and the squad makes a retreat. The GM should use his discretion to decide whether retreat would be possible and where the squad would be able to retreat to. However, unless they would absolutely not be able to withdraw from their foes or there is nowhere to run, the GM should allow the squad to disengage from combat without further attacks made against them. Improvement: At Rank 5 the Battle-Brothers can each take a Half Action before making their retreat, which can be an attack against their foes.
Backstory:
Spoiler
Most would have given up on Cyrax during his implantation. Almost everyone did, save for Cyrax himself and a lone apothecary who saw potential in Cyrax where others did not. For whatever reason, Cyrax made it, his implants stabilized- showing no sign of mutation or degradation.
Doing his initiation he distinguished himself as a sharpshooter, making kills which seemed close to impossible. Even by the time he got his black carapace, Cyrax still preferred to snipe. Because of his distinguished record as a scout and his excellent marksmanship during the following decade, he earned his company Captain's recommendation to join the deathwatch. Feeling that this is his path to take, Cyrax took the Apocryphon Oath and joined the deathwatch.
I'll take hold of the Sea Green color for speech.
__________________ Awesome avatars:
Spoiler
Awesome dark heresy inquisitor avatar by The Randomizer
Gender bended avatar by The Randomizer
.... in her party dress, also by The Randomizer
Epic imperial Guardsman by The Architect
Lexicanum Cadmus of the Consecrators
(and I shall speak in this dark orange color I guess)
Background
Spoiler
No son of the Lion was ever the most sociable character, they say they don't even mesh with weaker races, some even refusing to fight side by side with humans. With a very reserved personality, Cadmus is no exception to that. Anyone you ask however, would tell you he is a fierce ally, if they lived to tell the history that is. In the past he has served with the 2nd company of the Ravenwing, coming close to death in the line of duty time and time again. Be it charging into the battle with his sword, or using psychic techniques to bring death to the enemy, he is joined the Deathwatch with a clear goal in mind: Regain the lost respect and honour.
Characteristics
Spoiler
Characteristic
Base
Chapter
Gear
Advances
Total
WS
50
10
60
BS
30
5
35
S
30
20
50
T
50
50
AG
50
15
65
Int
30
5
35
Per
50
5
55
WP
50
15
65
Fel
30
30
Wounds 20
Fate Points 3
Demeanors
Spoiler
Sons of the Lion, Taciturn
Past Event
Spoiler
Served in the Ravenwing
Solo Mode
Spoiler
Stoic Defense - Gain extra wounds (6 at level 1) but halves movement rate (round up).
Salvador Baruchas. One of the finest Imperial Fists - a crack shot whose intolerance of heresy was an example to all who knew him. He seemed destined for glory in the chaplaincy. His only failing was he knew it. The Sons of Dorn abhor pride above all other sins and for one such as Baruchas to hold himself above others is intolerable. Sending him to the Deathwatch so that he may experience life outside of the chapter and witness the skills of others was seen as a solution to the sin of pride.
(Quick pointers for my character- proud to the point of arrogance Imperial Fist. Really hates chaos. Think future chaplain)
Stats
Spoiler
WS - 30
BS - 70
S - 40
T - 55
AG - 50
Int - 40
WP - 50
Fel - 40
W- 24
FP - 3
Demeanors: Sons of Dorn, Proud
Solo Mode: Siege Master: when using this ability the armour points of any cover used by a target he is firing at are halved in adition the armour points of any cover he is using are doubled provided he is stationary
Special ability: Immovable Warrior : Gain the Sturdy trait and +10 to BS when in cover and using a heavy weapon.
Trained Skills :
Armour: Mark v "Heresy armour" (note Mark II "Iron" helm)
Spoiler
+15 Fel with Marines, - 10 Fel with Inquisition
+2 to critical damage, +1 damage against hordes magnitude
AP 7 head, Mark 2 auto senses,
+5 BS
+10 to command
While wearing this armor, the wearer never suffers any penalties for moving and firing with a pistol- or basic-class weapon on semi- or fully automatic fire. Additionally, the wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or fully-automatic fire.
Wounds [roll0]
Fate [roll1]
armour type [roll2] (with max historias as needed)
- history 1 table [roll3] roll [roll4]
- history 2 table [roll5] roll [roll6]
- history 3 table [roll7] roll [roll8]
Centurion Maximus Leptopolis Codicer of the Black Consuls Seconded to the Deathwatch
Background
Spoiler
summary:-
recruited 380 years ago
Was part of a Pilgrammage to Macragge when the Word Bearers destroyed the homeworld. And was faced with the choice of completing the Pilgramage or returning home. He continued to Maccrage.
On Maccrage he survived Hive Fleet Behemoth and the Tyarnid Invasion. Then served with his Ultramarine Brothers for a further 5 decades purifying the wintery planet.
As word returned of the destruction of the chapter he took the Apocraphyn Oath and donned the black armour of the Deathwatch. Since then he has served 2 full centuries in the Deatwatch. The first 100 primarily nead the Eye of Chaos and the Cadian gate and the second now in the Jericho reach.
Character Name: Maximus Leptopolis Chapter: Black Consuls (Ultramarine Successor) Chapter Demeanor:Honour the Codex Personal Demeanor: Taciturn - I am the last of my Chapter Specialty: Librian. Rank: 1 Renown: 21 - Respected
Ambidextrous - Use either hand equally well. Astartes Weapons Training - All weapons except Exotics Trained. Bulging Biceps - Remove bracing requirement for certain weapons. Deathwatch Training - The Space Marine gains bonuses when fighting aliens. Heightened Senses (Hearing, Sight) - Gain +10 bonus to particular sense. Killing Strike - Spend a Fate Point to make your melee attack impossible to parry or dodge. Nerves of Steel - Re-roll failed tests to avoid pinning. Quick Draw - Ready as a Free Action. Resistance (Psychic Powers) - Gain +10 bonus to Resistance Tests. True Grit - Reduce Critical Damage the character takes. Unarmed Master - Attacks do 1d10+SB Damage and lack the Primitive trait. Last Man Standing - Immune to pinning by pistols/basic weapons. +1AP from cover Rite of Sanctioning- Distorted Mirrors Psy rating 3 Psychic technique:- Augury Psychic technique:- Smite Psychic technique:- Short range telepathy Peychic technique:- Possibility shield
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 usable 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 (see page 261). 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.
Equipment:
Spoiler
Repair Cement - Seals PA Damage. Its application takes one Round but requires no Test
Weapons -
Spoiler
Name
Class
Range
RoF
Dmg
Pen
Clip
Rld
Special
Wt
Req
Renown
Bolter
Basic
100m
S/2/4
1d10+9 X
5
28
Full
Tearing, Reliable
18
12.5
–
Bolt Pistol
Pistol
30m
S/3/-
1d10+9 X
5
14
Full
Tearing, Reliable
5
5.5
–
Name
Class
Range
RoF
Dmg
Pen
Special
Wt
Req
Renown
3 Astartes Frag Grenade
Thrown
SBx3
S/–/–
2d10 X
0
Blast (5)
0.8
1†
–
3 Astartes Krak Grenade
Thrown
SBx3
S/–/–
3d10+4 X
6
–
0.8
1†
–
Name
Class
Dmg
Pen
Special
Wt
Req
Renown
Combat Knife
Melee
1d10+2 R
2
-
2
3
—
Force Sword
Melee
1d10+2 R
2
Balanced, Special
5
25
—
Trappings:- Cingulm Adamantine Belt. Adamantine Inlay (+3% to parry)
Armour -
Spoiler
Mk 5 Maximus Pattern Power Armour Heresy: +10 on Fel with marines; -10 on Fel with Inquisitors
History: [i]Unknown Providence[i] Roll a d5 for effect before each mission
(1: +5%BS, 2: +5% WS, 3: +5% S, 4: +10 pinning, 5: -10 Ag)
History: Death is Joy +2 crit damage or +1 magnitude damage
Name
Locations Covered
AP
kg
Req
Renown
Astartes Power Armour
All
7/9
220
N/A
–
Ceramite Plating: Provides AP 9 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 (+5 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 +15 to Sight- and Sound-based Awareness Tests). Additionally, the Auto-Senses make the Called Shot Action (see page 238) 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. See page 134 for the full effects of Size. 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.
Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.
Squad Abilities
Spoiler
Solo Mode Abilties: Burst of Speed: Increase speed by 2 once/day Feat of Strength: Increase Unnatural Str to x3 Favoured Son: +1 Cohesion
Squad Mode Ability: Chapter Attack Patterns:-
Lead by Example:- Cost 2, Sust, Gain bonus equal to FB to all rolls
Coordinated Strike:- Cost 2, Free, Gain +2 damage for hitting opponent in same turn
Synchronised Assault:- Cost 3: Swap Initi freely before combat Chapter Defence patterns:-
Rally Cry:- Once/session. Restore FB cohesion points
Tactical Withdrawl:- Cost 3, reactio, Free disengage action for all marines
Defensive stance:- Cost 3, Full, Sus: gain bonus +4AP, Free move, Bonus reaction
Ultramarine Apothecary Varen, Tyrannic War Veteran:
(Navy for speech)
Spoiler
Spoiler
Character Name: Varen
Chapter: Ultramarines
Speciality: Deathwatch Apothecary
Rank: 2
Renown: 27
Power Armour History: A Fury like lightning: +5 Agi, +1 Init
Chapter Demeanour: Honour the Codex
Personal Demeanour: Calculating
Past: Tyrannic War Veteran
Ambidextrous
Astartes Weapons Training
Bulging Biceps
Hightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Quick Draw
Resistance (Psychic Power)
True Grit
Unarmed Master
Deathwatch Training
Hatred (Tyranids)
Talented (Command)
Traits:
Spoiler
Unnatural Strength (x2)
Unnatural Toughness (x2)
Tyrannic War Veteran: While in Squad mode can impart any Talent from the Tyrannic War Veteran Advances list in Italics with Full-Round action and costs a single point of Cohesion. All those in Support Range of the Battle-Brother count as Possessing the Talent until the end of combat.
Defensive Genius: If leader, -1 to Cohesion Cost (Min 1) for any Codex Defensive Stance once per battle. Also may implement and benefit from any defensive stance from another Chapter in Kill Team at +1 Cohesion cost.
Solo Mode:
Spoiler
Favoured Son: Re-roll Fel tests when dealing with other SM or Imperial Armed Forces while in Solo Mode. If leader, +1 to Kill-team's Cohesion
Burst of Speed
Required Rank: 1
Effects: 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.
Squad Mode:
Spoiler
Ultramarines Attack Pattern: Lead by Example
Free Action
Cost: 2
Sustained: Yes
All Battle-Brothers within Support Range of the Battle-Brother (including himself) gain a bonus on all tests equal to the Battle-Brother's Fel Bonus. In addition, the Battle-Brother may single out one member of his Kill-team and grant that character a re-roll on any one test.
Ultramarines Attack Pattern: Coordinated Strike
Free Action
Cost: 2
Sustained: no
Lasts until begining of following turn. During this time Battle-Brother and all those within Support Range gain a +2 bonus to damage rolles when attacking an enemy who has already been hit by a member of hte Kill-team during the coordinated strike.
Ultramarines Attack Pattern: Synchronised Assault
Free Action
Cost: 3
Sustained: No
When rolling for Initiaive, Battle-Brother may call for Synchronised Assault. For the duration of that combat, the Battle-Brother and those in Support Range may exchange initiative rolls freely before the first round begins, choosing amongst themselves the sequence in which they wish to act.
Ultramarines Defensive Stance: Rally Cry
Free Action
Cost: 0
Sustained: No.
Instantly restores a number of Cohesion equal to Battle-Brother's Fellowship Bonus. Can only be used once per game session.
Ultramarines Defensive Stance: Tactical Withdrawal
Reaction
Cost: 3
Sustained: No
After being attacked in melee, Battle-Brother may call for a Tactical Withdrawal. Battle-Brother and those in Support Range may immediately move up to their Agility Bonus in metres directly away from their enemy as if they had performed a Disengage Action
Ultramarines Defensive Stance: Considered Defence
Full Action
Cost: 3
Sustained: Yes
While this ability remains in effect, the Battlle-Brothers and those in Support Range may gain one of the following benefits which may be chosen with this ability is activated: +4 AP from cover, move Agility Bonus as free action, or an additional Reaction. Choice of benefit may be changed as a Half Action
Special Ability:
Enhanced Healing: +1d5 healing with successful Medicae Test for First Aid
Spoiler
First Aid totals: (Int Bonus+1d5)x2 for Lightly Damaged, 2 Damage from Heavily or Critically Damaged Characters. Full round action, may only be applied once to each wound. Remaining damage is considered "Treated" and can only be removed with an Extended Care test.
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 (see page 238) 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. See page 134 for the full effects of Size. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured.
Poor 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.
Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.
Gear:
Repair cement
Reductor: Reduces time to remove Progenoid glands to 1 Round per gland (2 rounds for full recovery) [Melee|Pen 10|1d10+2R|No SB]
Narthecium: Can perform First Aid without removing patient's power armour. +20 to Medicae tests on Space Marines, Patient is considered Lightly Damaged at 3x TB, and double amount healed by first aid. Holds 10 doses of one drug.
Ammo:
Hellfire Ammo x1
Chapter Trappings:
Cingulum: Marks of Leadership: +3 to any tests made to regain Cohesion or prevent Cohesion Damage
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 usable 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 (see page 261). 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.
Brother Varen's history prior to recruitment by the Ultramarines was fairly typical of many of the chapter's recuits. He was born in one of the agri-complexes that lie scattered around the planet Espandor, to a simple family of grox farmers. The lessons he learned regarding hard work, honesty, and animal husbandry would help shape his later life. Varen dreamed of enlisting in the Ultramar Auxilia upon reaching the age of majority, seeking not personal glory, but the chance to safeguard his family, his homeworld, and ultimately humanity as a whole. He never would have imagined that the years of working on his family’s farm resulted in his recruitment into the Ultramarines following their regular recruitment tests of the planet’s children. Varen's limited experience with helping care for sick and injured livestock translated into quick and dirty field medicine, slightly increasing the survival rate among the recruits within his squad. This did not go unnoticed by the squad’s sergeant, who recommended Varen for evaluation by the Chapter’s Apothecaries. Upon completion of his training within the Scout Company, Varen was inducted into the ranks of the Apothecary, and made privy to the secrets of the Ultramarine's geneseed and his rudimentary medical knowledge was expanded upon. The newly minted Apothecary barely had time to acclimate to his power armour prior to the invasion by Hive Fleet Behemoth. This dire threat warranted the deployment of additional Apothecaries from the Apothecarion, in order to minimize loses of the Chapters precious geneseed. In numerous battles, Varen proved his mettle over and over, administering first aid to those Battle Brothers whose wounds were too extensive for their enhancements to repair, and salvaging geneseeds from those too far gone for him to save, while aiding in the concoction of poisons and other chemicals to fight this new threat. Now, as a member of the Tyrannic War Veterans, Varen has taken the Apocryphon Oath to share his hard won knowledge.
Having re-read the rules, and been reminded of just how much of the decently interesting equipment needs more than an Initiated renown rating, I have decided that every member of this kill-team shall start with a base of 21 points of renown, and that you are all therefore Respected.
This is, of course, before any other additions, but it does reflect some degree of experience within the Deathwatch. That said, none of you have worked together in this team before, with the reassignments either done because of casualties or simply other members being returned to their parent chapters.
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
Kharal Zhou, Fire Aspect of Lookshy:
Last edited by Maugan Ra : 01-01-2013 at 05:02 PM.
Chuluun Morokha, Veteran of the White Scars Seconded to the Deathwatch
Background
Spoiler
Like many of the White Scars, Chuluun shows a mix of wildness and discipline, along with a healthy dose of pride, in all that he does. A veteran of many battles with the White Scars Tulwar Brotherhood, he's earned many a trophy and commendation for his actions over the last three centuries. However, during a joint-operation with the Raven Guard, Chuluun allowed his temper and pride to get the best of him, leading to a fight with one of the Raven Guard. His actions led to the his Khan seconding him to the Deathwatch, hopefully to learn to control his anger and how to cooperate with his fellow Astartes from other Chapters.
Character Name: Chuluun Morokha Chapter: White Scars Chapter Demeanor:Sons of the Steppes Personal Demeanor: Proud - "I am a son of the Great Khan." Specialty: Assault Marine Rank: 2 Renown: 21 - Respected
Ambidextrous - Use either hand equally well. Astartes Weapons Training - All weapons except Exotics Trained. Born in the Saddle - No penalty to Dodge while on a bike; may attempt 180 degree turn. Bulging Biceps - Remove bracing requirement for certain weapons. Deathwatch Training - The Space Marine gains bonuses when fighting aliens. Heightened Senses (Hearing, Sight) - Gain +10 bonus to particular sense. Killing Strike - Spend a Fate Point to make your melee attack impossible to parry or dodge. Lightning Reflexes - Add twice the Ag bonus when rolling Initiative. Nerves of Steel - Re-roll failed tests to avoid pinning. Quick Draw - Ready as a Free Action. Resistance (Psychic Powers) - Gain +10 bonus to Resistance Tests. Signature Wargear (Exceptional Power Lance) - Always equipped with the listed gear. Swift Attack: As Full Action, make two melee attacks. True Grit - Reduce Critical Damage the character takes. Unarmed Master - Unarmed Attacks do 1d10+SB Damage and lack the Primitive trait. Unarmed Warrior - Unarmed Attacks do 1d10-3+SB Damage and does not count as Unarmed.
Special Abilities:
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Wrathful Descent - When making a Charge against a Horde, the Assault Marine may inflict an additional 1d10 damage to the Horde's Magnitude after a successful melee attack. Skilled Rider - A White Scars Veteran never suffers a penalty of greater than –10 for dangerous terrain or other hazards, and may perform the Evasive Manoeuvring action as a Half Action instead of a Full Action. Advanced Reconnaissance - While mounted upon a Bike, Attack Bike or some variety of Land Speeder, a Bike Veteran cannot enter Squad Mode except with those who are similarly mounted, and he may not use the Stoic Defence Solo Mode Ability. These restrictions are waived as soon as the Battle-Brother dismounts.
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 usable 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 (see page 261). 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.
Equipment:
Spoiler
Repair Cement - Seals PA Damage. Its application takes one Round but requires no Test
Astartes Jump Pack - Double Base Movement, ignore obstacles. May gain Flyer (12) trait for one minute, but jump pack must cool for one minute afterwards.
Weapons -
Spoiler
Name
Class
Range
RoF
Dmg
Pen
Clip
Rld
Special
Wt
Req
Renown
Bolt Pistol
Pistol
30m
S/2/-
1d10+9 X
4
14
Full
Tearing
5.5
5
–
Name
Class
Range
RoF
Dmg
Pen
Special
Wt
Req
Renown
3 Astartes Frag Grenade
Thrown
SBx3
S/–/–
2d10+2 X
0
Blast (4)
0.8
1
–
3 Astartes Krak Grenade
Thrown
SBx3
S/–/–
3d10+4 X
6
–
0.8
1
–
Name
Class
Dmg
Pen
Special
Wt
Req
Renown
Power Lance
Melee
1d10+7 E
7
Power Field, Exceptional, Lance, Reach
9
15
Respected
Astartes Chainsword
Melee
1d10+3 R
3
Balanced, Tearing
10
5
Duelling Tulwar
Melee
1d10+2 R
-
Balanced, Primitive
2
5
Combat Knife
Melee
1d10 R
2
-
2
3
—
Trappings:- Honor Gift: Duelling Tulwar
Armour -
Spoiler
Mk 7 Aquila Pattern Power Armour
History: Bring Death From Afar No penalty for moving and shooting pistol or basic weapons on semi- or full-auto. Counts heavy weapons as basic for moving and shooting.
Name
Locations Covered
AP
kg
Req
Renown
Astartes Power Armour
All
8/10
180
N/A
–
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 (see page 238) 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. See page 134 for the full effects of Size. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured. Poor 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.
Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.
Squad Abilities
Spoiler
Solo Mode Abilties: Burst of Speed: Increase speed by 2 once/day Feat of Strength: Increase Unnatural Str to x3 Swift as the Wind: Make a free Half Move after making a ranged attack.
Squad Mode Ability: Chapter Attack Patterns:-
Swift Assault:- Cost 3, Sust, Gain bonus Movement Half Action Chapter Defence patterns:-
Sudden Withdrawl:- Cost 2, Full, One member uses Suppressing Fire, rest of squad gets Full Move Action.
Advances 16000/17000
Spoiler
XP Total: 17,000 XP Spent: 17,000 XP Unspent: 0
Advanced Specialty - Bike Veteran (1000)
Born in the Saddle (1000)
Sig. Wargear (Exceptional Power Lance) (500)
Lightning Reflexes (500)
WS Simple Advance (250)
Strength Simple Advance (250)
Agility Simple Advance (250)
Strength Intermediate Advance (500)
Drive (Ground Vehicles) +10 (500)
Perception Simple Advance (250)
__________________ A mind without purpose will walk in dark places. - Gideon Ravenor
Think 'Iwo Jima' for the target base. Everything is heavily dug in and concealed. I have a map, but it's not available to the PCs for this mission.
Anyway, the mission has two Primary objectives ('Slay the Traitor' and 'Secure the island') and a number of secondary and tertiary objectives that are mostly only going to become apparent when you're on the ground ('eliminate the Tau defenses so the Guard can move in' would be one of them). Therefore, every Battle Brother has 80 requisition points to spend in preparing for the attack. Remember that you are Respected.
And, of course, you need to pick a Leader and an Oath. Naturally, discussion is welcome.
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
I'd obviously like to throw my hat into the ring for leadership of an Assault mission. Strike Teams are his speciality
Agreed, the defensive portion is a secondary mission, else I'd be throwing my helm in as well. I'll look over requisition when I can, will likely be later today. I'll volunteer to grab the Auger/Shears as the least combat oriented member of the team. Kraken rounds are probably a good idea for dealing with battlesuits (at least for those of us who don't pick up melta or plasma based weaponry), and I know from experience a heavy bolter with metal storm rounds can rip through a horde of lightly armoured grunts... I think Varen will be better off kitted out for a support role, partially as it would make the team's medic less of a target...
The drop pods are indeed free, in requisition terms at least.
And I'm well aware of the hideous damage that specialist ammo can do to enemy hordes. I once had an entire Kill-Team go up against massive numbers of Tyranids... and they all brought Storm Bolters loaded with Metal Storm rounds. The resultant massacre was comprehensive.
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
My character is Ideal for scouting forward and laying down coverfire from hidden positions. Cyrax is also ideal for assassination objectives (Like killing unarmored ethereals).
I'm totally getting that 'Ultra' pattern sniper rifle :3
Maybe a plasma weapon as backup.
How much standard ammo clips for each weapon do we get to take along without any special cost or combat webbing? 3... 5... 7??
__________________ Awesome avatars:
Spoiler
Awesome dark heresy inquisitor avatar by The Randomizer
Gender bended avatar by The Randomizer
.... in her party dress, also by The Randomizer
Epic imperial Guardsman by The Architect
My character is Ideal for scouting forward and laying down coverfire from hidden positions. Cyrax is also ideal for assassination objectives (Like killing unarmored ethereals).
I'm totally getting that 'Ultra' pattern sniper rifle :3
Maybe a plasma weapon as backup.
How much standard ammo clips for each weapon do we get to take along without any special cost or combat webbing? 3... 5... 7??
I think deathwatch merely says "enough" for the mission, unless its weird specialist ammo
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Yeah. Since I can't be bothered to restrict average ammo, and because Space Marines are entirely capable of carrying a small car on their shoulders without slowing down, you basically have as much regular ammunition for your weapons as you need.
Heavy weapon ammo is the exception to this, and specialist ammo will of course be checked.
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We may want to use grav-chutes in order to maintain the element of surprise.
Grav-chutes would require the use of a Thunderhawk to deploy, whereas the drop pod would be dropped from orbit... Either way, I'm pretty sure the Tau will know we're coming but the drop pod means less time spent in transit for them to shoot us down.
Quote:
Originally Posted by Hemnon
I'm totally getting that 'Ultra' pattern sniper rifle :3
Maybe a plasma weapon as backup.
How much standard ammo clips for each weapon do we get to take along without any special cost or combat webbing? 3... 5... 7??
Since we're probably spending most of the fight in close quarters, a sniper rifle might not be overly useful this mission at least. Since we're at REspected, you might want to look at the Stalker Pattern bolter for you sniping needs, especially with your fancy scope. You loose Felling (which I doubt many enemies this time around at least are going to have unnatural toughness), and Toxic, but gain Tearing, a higher pen, bigger clip, access to bolter special rounds (Kraken rounds for 300m range at Pen 8 or the incredibly cheap Stalker Bolt rounds for no damage penalty and the enemy cannot find you as a result of shooting... poor rolls concealment are another matter ), and a higher base damage. Ultimately your character, your call, just my $0.02
Plasma imo isn't too bad an option imo... Probably wouldn't be a bad idea for at least one of us to pick up an EMP grenade or two considering how tech-reliant the Tau are.
Does the Siege Auspex require a Tech-Use or Perception test, or do you just have to look at the darn thing to make it work?
Requisition:
Exceptional Breaching Auger: 27
Siege Auspex: 13
Bolter Kraken Clip: 15
Diagnostor Helmet: 15
Upgrading chainsword and bolter to Exceptional: 5
Remaining: 5 for the pool
I am travelling right now, will post requisition in a few hours, but I can probably get the EMP grenades if they are not too expensive...
30 Req each... Which is honestly rather steep for something not guaranteed to work... although it can be pretty devastating (both to our foes and us) when they do!
Tactical Marine Ammo: Metal Storm Rounds Magazine (free)
So, what do people think of my outfitting. Both sniper weaponry, a good melee weapon for tight spots and a horde-neutralizing weapon (aka. a flamer).
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Quick question: In order to upgrade the craftsmanship of a standard piece of wargear (such as a bolter), would I have to buy the bolter again at the exceptional level, or just pay the difference? I'm assuming I'd have to buy the Exceptional bolter since I don't see any rules for trading wargear in...
Ah brilliant. I'll most likely upgrade the Force Sword to exceptional then. Just because its nice to do so
So far the possible leaders are
Me:- Librarian, Command ~80 Cohesion 9, bonus on attack modes
Caimheul:- Apothecary, Command ~85, Cohesion 9, bonus on defence modes
Ipphli:- Assault, No command, Cohesion 4
rbmflrcdst: Librarian, No command, Cohesion 3
I'd vote me , or Caimheul as second choice. It doesn't really make a big difference as tactical desicions will be decided as a group OOC - just affects squad modes, cohesion checks, command checks and the options for the Oath taking
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Drk and Caim are both good choices, so i vote both (or blank if that fits better) :3
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Suppose its more in character to have a librarian in charge
Requsitions
3 Kraken rounds for heavy bolter (30)
1 Metal storm for heavy bolter 20
Motion predictor 20
Astartes blind grenades10
Emp grenades might be useful for taking out suits/tanks
Kraken rounds were errataed to 15 per clip, also added a cost increase of 15 for a backpack ammo supply of a special ammo. Deathwatch suspensors are fun as they make firing on full auto a half action if you end up with 25 req spare.
Edit: I vote for DrK for this mission, attacking is more important this time around IMO.
I'll vote DrK, just because I believe a strong offense makes for a better defense, especially in this situation.
Requisition:
Astartes Melta-gun 20
2 clips Kraken Ammo (Bolter) 30
Not really sure what else. I'm willing to contribute it to the group for whatever. Also, I have access to a Space Marine bike fitted with a teleport homer for free, so that's an option.
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Blind grenades and stummers might be useful all round for attacking emplaced positions.
How many points are left in the team? I make it 70?
It was, bumped my chainsword and bolter up to Exceptional for 5 points so, 65. Tau have those advanced helmets, (I think) similar to space marine ones. I doubt blind grenades will be vary useful. Worth a shot though!