Welcome to the OOC thread for the First amongst the Fallen black crusade campaign. Please post completed character sheets in this thread and pick your voice colours- preferably ones that match your god. Do not post in the IC thread till you have done so. If you could also tell me where you are from and how often you can post that would be appreciated.
Polthrox: 0
Malich: 0
Korofos: 0
Isidoros: 0
Avykhol: 0 Death List
When you arrive at the Flight Deck you'll find Devron Kayruth, and his terminator bodyguards and a human wearing Cadian Pattern guard armour over a pristine white robe.
Kayruth is incredibly cold-hearted and ambitious, even by Legion standards. It is rumoured behind his back that he was responsible for the death of Captain Solvan at the Emperors palace.
Athletics
Awareness
Common Lore (War)
Dodge
Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War)
Intimidate
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface)
Parry (+10)
Stealth
Talents:
Spoiler
Ambidextrous
Ancient Warrior
Bulging Biceps
Deadeye Shot
Disarm
Heightened Senses (Hearing, Sight)
Iron Jaw
Legion Weapon Training
Lightning Reflexes
Nerves of Steel
Quick Draw
Rapid Reload
Resistance (Cold, Heat, Poisons)
Unarmed Warrior
Traits:
Spoiler
Amphibious
Dark Vision
Unnatural Strength (+4)
Unnatural Toughness (+4)
Handy References
Spoiler
+20 to tests based on sight and hearing.
+30 to all awareness tests from Best-Craftsmanship auspex in Terminator armor
+10 to tests to resist cold and heat and poisons.
+30 to Strength from Terminator Armour.
-20 to Agility Tests
+10 on Called Shots.
May reroll Zealous Hatred
Cannot Run or Dodge
Force Field of 35 that does not overload
Counts as having an auspex
May test Toughness to overcome Stunning
+10 on Interaction test with members of the Traitor Legions
+25 on Intimidate Tests
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 (+4) Trait. Biscopea: This implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (+4) Trait. Haemastamen: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits Larraman’s Organ: 5% instead of 10% chance of dying from blood loss Catalepsean Node: A Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Preomnor: Resistance (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: Amphibious 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 (+4) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity. Oolitic Kidney: Resistance (Poisons) 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: Resistance (Heat)(Cold) 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.
Gear:
Spoiler
Legion Power Armor
Legion Bolter
Legion Bolt Pistol
Legion Chainsword
Reaper Autocannon (Extremely Rare (-30), Ammo Glutton (+10), Single Item (+10))
Lightning Claw (Extremely Rare (-30), Cursed Metal (+10), Single Item (+10))
Best Craftsmanship Legion Terminator Armor (weighs 1/2 normal amount) (Near Unique (-50), Ancient Warrior (+20), Wealth (+20), Single Item (+10), Best Craftsmanship (-20), Trade Legion Combat Knife (+20))
Advances:
Spoiler
Iron Jaw (200)
Disturbing Voice (200)
Simple Toughness Advance (100)
While Polthrox is one of the ancient veterans of the Black Legion, he is not well-respected among the Legion. In addition to his warband's failures, his record during the Great Heresy is undistinguished at best. While he was present at the Siege of Terra, he was part of the rear guard and saw little combat. In the end, he was unceremoniously gunned down by a Terminator of the Imperial Fists during the final stages of the retreat, his broken form dragged back to safety by his fellows.
Naturally, he has been bullied and abused greatly by his fellows with better records, and by his superiors in the Black Legion. He resents this greatly, and has picked up what might be considered an unhealthy habit of going out of his way to humiliate and degrade his enemies publicly. He does this both as a manner of revenge on his old tormenters - though in many cases they are long dead and unrelated to his current adversaries - and to assert himself as the strongest.
It did not take him long to figure out that those of the Legion in suits of Terminator armor achieved much greater respect and fear from their peers than did others. Consequently, he decided that he must acquire for himself one of these legendary warsuits. The only problem was that he lacked the ability to cut down one of the legendary warriors was limited. Or, putting it bluntly, he couldn't and he knew it. Instead, he pursued secret contracts withe the Dark Mechanicus. It took many decades for him to save, steal, bully, and bribe the resources he needed to pay for his armor, but in the end, he succeeded. Just over a year ago, he delivered arcane secrets, archaotech, slaves, and souls to the Dark Magi, and in turn the presented him with a brilliant suit of Terminator armor.
Recently, Polthrox has also taken up the worship of Nurgle. He realized that, in the end, what men feared above all was death and the wasting away of all that they had achieved. Deciding that Nurgle could help him achieve respect and fear, he pledged himself to the Plague Lord. Though he has yet to attract much of his new Grandfather's attention, Polthrox has high hopes for the future.
Polthrox shall speak in Dark Green.
I'm from Tennessee, and I can post pretty frequently. Several times per day, due to almost 24/7 Internet access.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Avatar by Emperor Ing.
Last edited by Henry the 57th : 11-11-2012 at 01:36 PM.
And the worlds of the worshippers of the Corpse God shall burn in the pink fires of Tzeentch.
-Brother Malich
Background
Spoiler
The Sorcerer-Aspirant Malich can still remember the Wars of Unification on Sol. The glory of striding through battle with the First Sorcerer Azhriman before they had found one-eyed Magnus himself. Those long forgotten wars on Terra's Holy soil the last time that he walked on the home of the Corpse God.
During the Great Crusade he served withe great fleet and was present when Magnus the Red was found and during the great organistion in the days of the Pesedjet. Joining in the great sorcerer covens of Prospero he was present when the vile dogs of Fenris attacked their planet and razed the world to the ground. With the Primarch he and the remaining members fled to the Eye of Terror where the demon world had been prepared for them.
From there time has swirled and twisted centuries passing the blink of an eye. A Warp Storm leaving him and the 8th Company twisted and trapped and only raiding outlying sectors of the Great Heresy. In the long Centuries since he has done little. Serving as an apprentice to a string of Masters that have suffered accidents he been unfortunate trapped for 3 millenia at one point aboard the Barge Phosis T'Kar in the depths of the Vortex.
Now rejoined with fellow heretics as the Barge left the warp storm and the crew disbanded spreading amidst the Black Legions of the traitor legions. Sadly the Captain of the Barge was unable to leave the ship - a force sword sadly pinning him to the deck plating of his own bridge.... a cackling as the Sorcerer Aspirant left the vessel the twisting Staff of Change in his hand.
Wounds: 18 Corruption: 1 Movement: Half m Full m Charge m Run m
List of Useful things
Spoiler
+10 to tests based on sight and hearing.
+10 to tests to resist cold and heat and psychic powers.
+20 to tests to resist poisons.
+20 to Strength from Power Armour.
Skills
Athletics Str
Awareness Per (+10 sight/sound)
Common Lore [War] Int
Dodge Ag
Forbidden Long [Daemons][Heresy & Long War][Astartes] Int
Forbidden Lore [Warp][Inquisition] Int
Linguistics [Low Gothic] Int
Navigate [Surface] Int
Operate [Surface] Ag
Parry WS
Psyniscience Per
Scrutiny Per
Scholastic Lore (Occult) Int
Talents
Ambidextrous no -20 penalty for off hand
Bulging Biceps Does not need to brace heavy weapons
Legion Weapon Training Weapon proficiency
Heightened Senses (Sight, Hearing) +10 on sight/sound
Nerves of Steel reroll pinning tests
Quick Draw draw weapon as free action
Resistance (Cold, Heat, Poisons) +10 to resist these
Unarmed Warrior 1d10+SB primitive(7)
Ancient Warrior +10 intretaction wth Legionares. +1 level availability
Meditation Meditate 10 mins, WP test to remove 1 fatigue
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 (+4) Trait. Biscopea: This implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (+4) Trait. Haemastamen: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits Larraman’s Organ: 5% instead of 10% chance of dying from blood loss Catalepsean Node: A Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Preomnor: Resistance (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: Amphibious 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 (+4) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity. Oolitic Kidney: Resistance (Poisons) 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: Resistance (Heat)(Cold) 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
Legion Power armour with [roll2] [Careful maintenance] (AP 8 all)
[i]- Auto Senses, sustainable power source & Biomonitor and Injectors
- Vox Link, Recoil Suppression, Nutrient Recycling
- +20% Strength, Called Shot as Half, +10% sense, Darksight
Legion Bolt gun w/4 magazines
100m S/2/4 1d10+9X PEN4 24 Full Tearing 10kg
Legion Bolt Pistol w/2 magazines
30m S/2/- 1d10+9X PEN4 8 Full Tearing 5.5kg
Legion Combat knife
Melee 1d10R PEN2 2kg
Good Quality Cursed metal Staff of Change (Unq -70, Force sword +50, Single +10, GQ -10, Cursed metal +10 = -10) melee 1d10+5(16) I PEN5(7) Force, Warp
On ZH - target mutates (or dies if minor NPC)
Force - Killing will, +Damage/PEN per Psy rating
Warp - Ignore mundane armour
Cursed Metal - T test or take 1 wound
Talisman of Tzeentch (Very Rare (-20),Single (+10) =-10)
All psyker w/in 50. Make Challenging (+0) WP or -1 Psy Rating/ DoF
Psy-Focus (extra +20 item if allowed) +10 on Psy focus tests
"I Brother Malich shall speak in RoyalBlue as befits my exalted status."
I'm from the UK.
As for posting I can normally post in some mornings (child depending) but always in the evenings and occasionally from my phone at work - but with a silly touch screen phone I struggle to do long posts.
__________________
Thanks to Emperor Ing for the nice Avatar
Talents
Ambidextrous
Ancient Warrior
Bulging Biceps
Heightened Senses (Hearing, Sight)
Legion Weapon Training
Nerves of Steel
Quick Draw
Resistance (Cold, Heat, Poisons)
Unarmed Warrior
Air of Authority
Iron Discipline
Sure strike
Exotic weapon training (Blastmaster)- 500 xp
Traits, Gifts and Special Abilities
Amphibious
Dark Vision
Unnatural Strength (+4)
Unnatural Toughness (+4)
Equipment
Legion power armor
Legion bolter (4 clips) - traded away
Legion combat knife
Legion Power sword
Blastmaster (Near unique -50, trade Bolter +30, Single item +10)
Black Blood (Very Rare -20 single item+10)
Pheromone generator (Very Rare -20 single item+10)
Background
Spoiler
Isidoros has no knowledge of his origins whatsoever. His memories become coherent aboard the "Might Makes Right" in service of the Lord of Falllen warband of the Black Legion. Moreso, not even his so called brothers could recall his deeds before he joined the warband. With the exeption of lord Kayruth himself, but he never shared it with his mostly loyal servant. One is known for sure - Isidoros is one of veterans of the long war and he was present at the Siedge of Terra - and yet nobody remembers him. He, himself speculates, that his past was taken by the Powers for some insidious reason, and it is an opportunity to ascend to power yet again, from scratch.
Isidoros serve his warband well, and is quite respected among the Fallen (though not among the rest of the Black legion, where he is, at the very best, suspected) for the gift of honeyed words and the mastery of weapon alike. By serving lord Kayruth and, perhaps somewhere in future, manipulating him for Isidoros's own agenda, he believes to achieve his greatest desire - to be remembered, so the weird events of the past would never happen again
Advances
Exotic Weapon Training (blastmaster) 500xp
I'm from Ukraine, hope to post once per 24 hours. In Dark Orchid of course
__________________
English isn't my native. Sorry for all misunderstandings.
Familiar summons YOU avatar by happyturtle
To play a fighter is to play the game
To play a wizard is to understand the rules
To understand the rules and still play a fighter is to understand the game (c)don't remember who
Owner of 0 internets, 0 cookies, and 1 Guinness
Spoiler
Quote:
Originally Posted by babel_matrix
Never thought to put a song for the character... brilliant! Have a Guinness!
+1d10 damage, +2 Pen, +10 range and Recharge when used on Maximal setting.
Wounds: 17 Current Wounds: 17 Corruption: 10
Armor: Body (10), Rest (8) Movement: Half 5m Full 10m Charge 15m Run 30m
Skills, Talents and Traits
Spoiler
Skills
Athletics (Strength)
Awareness (Perception)
Common Lore (War) (Intelligence)
Dodge +10 (Agility)
Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War) (Intelligence)
Intimidate (Willpower)
Linguistics (Low Gothic) (Intelligence)
Navigate (Surface) (Intelligence)
Operate (Surface) (Agility)
Parry (WS)
Stealth (Agility)
Talents
Ambidextrous
Ancient Warrior
Bulging Biceps
Double Team
Furious Assault
Heightened Senses (Hearing, Sight)
Legion Weapon Training
Lightning Reflexes
Nerves of Steel
Quick Draw
Rapid Reload
Resistance (Cold, Heat, Poisons)
Sure Strike
Swift Attack
Unarmed Warrior
Traits, Gifts and Special Abilities
Amphibious
Cold Killer (may reroll ZH and take 2nd result)
Dark Sight (with helmet)
Size (Hulking) +1 AB to movement
Unnatural Strength (+4)
Unnatural Toughness (+4)
Unnatural Weapon Skill (+1) from Chaos Organ Gift (Horns and left eye of a Bloodletter)
Best Craftmanship Conversion Field (-30 extreme, +10 single, -20 best, +30 trade bolter = -10)
Best Craftmanship Polix Heavy Khopesh (-20 very rare, +10 single, -20 best, +20 wealth = -10)
Best Craftmanship Legion Plasma Pistol (-20->-10 ancient warrior, -10->+0 ammo glutton, +10 single, -20 best = -10)
Background and personality
Spoiler
Background
Spoiler
Korofos had been recruited into the Sons of Horus late in the Great Crusade from a feral world not so far from Terra, and his almost savage behaviour would have by far been a better fit in the World Eaters Legion than the Legion of the Warmaster. It was that behaviour which resulted in some animosity from some of his battle-brothers, as he had a tendency to make endeavours more risky than needed and put others, not just himself, at risk. This earned him the derogatory name of Korofos the Savage, which he bears still today. Interestingly he saw it as as a epithet to be proud of, and never understood the intent of it.
After Horus' death and the forming of the Black Legion, Korofos' descent into his feral and savage roots became even more prominent, more alike to a Khorne Berzerker than one of the Black Legion. It was only natural his path would lead to Khorne. That the warband he was a part of later became the laughing stock of the Legion, Korofos couldn't care less about. As long as he could cleave foes in twine with his highly priced Polix Heavy Khopesh, a weapon he had taken from the cold dead hands of a foul sorcerer of the Thousand Sons he had slaughter himself, he was content. But something in him has recently awakened. Perhaps ambition. Perhaps a longing for a higher purpose. Perhaps it's destiny. A craving for something more than just mindless slaughter. Not that it will come between him and letting blood for the Blood God.
Personality
Spoiler
Korofos has a tendency to act like a feral savage, due to his roots. Especially when threatened. Or he might just kill you outright without giving it a second through or baring his teeth. Lately he has not been as suicidal as before, thinking there might be something he need to stay alive to reach. Although "suicidal" may be a subjective choice of word, considering most who see him in combat would think he is just that. But he is not dumb and mindless, and can use both tactics and strategy when he feels it's needed. It's just not very often he prefers to.
In combat he prefers to charge in headfirst, slashing foes to pieces with his khopesh, sometimes using it with both hands and sometimes using it coupled with some other one-handed weapon. Varied slaughter is more fun than monotone slaughter to him.
I noticed something which may cause some issues for some starting item acquisitions (Edit: Actually only affects Henry's Lightning Claw and Reaper Autocannon): Ancient Warrior only increases the availability on items with "Legion" in their title, i.e. "Legion Combi-bolter", "Chainsword (Legion)" or "Legion Terminator Armour". Reaper Autocannon, for example, doesn't have it in its title and thus doesn't apply for the increase in availability.
Edit: Is it possible we can change around the speaking scheme? There's a better and more flexible way, as you sometimes want to use bold/cursive when doing speech.
I noticed something which may cause some issues for some starting item acquisitions (Edit: Actually only affects Henry's Lightning Claw and Reaper Autocannon): Ancient Warrior only increases the availability on items with "Legion" in their title, i.e. "Legion Combi-bolter", "Chainsword (Legion)" or "Legion Terminator Armour". Reaper Autocannon, for example, doesn't have it in its title and thus doesn't apply for the increase in availability.
Is this the case, Grailkeeper? Because these are rather obviously Legion weapons, but I can make some changes if watup is correct.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Is this the case, Grailkeeper? Because these are rather obviously Legion weapons, but I can make some changes if watup is correct.
"Long War weaponry is also easier for him to obtain and
all weapons with the word “Legion” in the title count as one
Availability category easier than normal (i.e. Rare becomes
Scarce, Scarce becomes Average, etc.)."
Pretty clear-cut going by the talent description.
From Lightning Claw entry:
"This variant of Lightning Claw requires power armour to use, but
can be used by Legionnaires or humans."
Both Legionnaires and humans share the same model, there's not a specific Legion variant.
I suppose the Reaper Autocannon could be argued being a Legion weapon as it's mostly CSM using it as far as I know? Though it's not made specifically for Legionnaire use.
Last edited by watupwithdat : 11-06-2012 at 12:31 PM.
"Long War weaponry is also easier for him to obtain and
all weapons with the word “Legion” in the title count as one
Availability category easier than normal (i.e. Rare becomes
Scarce, Scarce becomes Average, etc.)."
Pretty clear-cut going by the talent description.
From Lightning Claw entry:
"This variant of Lightning Claw requires power armour to use, but
can be used by Legionnaires or humans."
Both Legionnaires and humans share the same model, there's not a specific Legion variant.
I suppose the Reaper Autocannon could be argued being a Legion weapon as it's mostly CSM using it as far as I know? Though it's not made specifically for Legionnaire use.
*grumblegrumblestupidwritersgrumblegrumble*
I'll modify the sheet.
Edit: Ok, I'll add Ammo Glutton to them both. And before you say I can't, Ammo Glutton does say "Any Weapon".
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Avatar by Emperor Ing.
Last edited by Henry the 57th : 11-06-2012 at 12:46 PM.
How was that a technicality? It said "Legion in the title". I'd argue I used logic.
And going by logic, a melee weapon which doesn't use ammo cannot be an "ammo glutton".
Yes, but it's a classic Terminator weapon, and one of the only ones I could use. By all rights, it should have been a Legion weapon, or at least have some Legion variant.
Logic does not apply to Chaos or efforts at Rules Lawyering.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Yes, but it's a classic Terminator weapon, and one of the only ones I could use. By all rights, it should have been a Legion weapon, or at least have some Legion variant.
You can take a Legion Chainfist. ^^ You just can't Parry with it.
And I agree, it should be a Legion weapon. I thought it was myself until I looked a little closer at Ancient Warrior.
Edit: You can always ask for the Lightning Claw to be houseruled to count as a Legion weapon.
Edit2: Or take Cursed Metal instead, as mentioned. 1 damage if you fail a T test as a follower of nurgle? That's going to be like 1 damage every other combat, at most. Which is nothing in the grand scheme of things. And followers of Nurgle get max back from infamy points to recover wounds, so there's that.
Last edited by watupwithdat : 11-06-2012 at 01:10 PM.
You can take a Legion Chainfist. ^^ You just can't Parry with it.
And I agree, it should be a Legion weapon. I thought it was myself until I looked a little closer at Ancient Warrior.
You misunderstand. The entire point of having the weapon is to parry. If someone feels they stand a chance in close combat with a Terminator, they're completely insane or they do, in which case I need something to defend myself with. I have A+TB 24 and a force field of 35, but that doesn't make me invincible and I know it.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
If it's the Parry which is important, why not go for a Legion Power Sword? They have good damage and Pen (though not as good damage, admittedly), but you get +10 Parry for being Balanced.
Last edited by watupwithdat : 11-06-2012 at 01:15 PM.
Which the errata doesn't correct. You got all technicality on me. I can use a technicality too.
Don't take the P*ss- everthing watsupwithdat has said is true. I'll use my GM's fiat to say that it eats your power supply- counteracting the effect of the stable powersupply.
I don't want to get stuck on this kind of childish squabbling.
__________________
Thanks to Dark Elf Bard for the Avatar!
Don't take the P*ss- everthing watsupwithdat has said is true. I'll use my GM's fiat to say that it eats your power supply- counteracting the effect of the stable powersupply.
I don't want to get stuck on this kind of childish squabbling.
Alright. Cursed metal it is.
Edit: Did it. Also opted to spend my last 100xp on a Toughness advance. I was going to save it, but I feel I may need it more now.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Avatar by Emperor Ing.
Last edited by Henry the 57th : 11-06-2012 at 01:20 PM.
I'll post up the next posst in the IC tomo. I'm free most of tomo and the day after. Friday is going to be a very unpleasant day so I'll probably not post then, and spend most of saturday recovering. The next post is likely to be sat evening.
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Edit: Is it possible we can change around the speaking scheme? There's a better and more flexible way, as you sometimes want to use bold/cursive when doing speech.
Might seem like a tough target but remember this is your LONG TERM campaign goal. I can't say anything more without giving away what'll happen very soon in the campaign.
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I'm curious: what kind of weapons do Captain Incompetence and his Terminator toadies have?
Kayruth still carries Captain Solvan's relic blade and combi bolter. One of the other terminators has two chain fists. Two of the others are armed with combi meltas and power fists. The last is armed with a heavy flamer and lightning claw. This unit of 5 is known as 'the hand'. They could take you guys pretty quickly.
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