Within these vaults lie the sacred remaining stockpiles of weapons of our Chapter. Treat them well, and they will bring holy death to our enemys, and lead us - eventually - back to Sub-Sector Alera, and our home. -Master of the Forge, Magus Daemondred
Bolt Weapons
Astartes Bolt Pistol:
Class:Pistol Range:30m RoF:S/3/- Dmg:2d10+5 X Pen:5 Clip:14 Rld:Full Special:Tearing
Astartes Bolter(Godwyn pattern):
Class:Basic Range:100m RoF:S/2/4 Dmg:2d10+5 X Pen:5 Clip:28 Rld:Full Special:Tearing
Astartes Storm Bolter:
Class:Basic Range:100m RoF:S/2/4 Dmg:2d10+5 X Pen:5 Clip:60 Rld:2Full Special:Storm, Tearing
Astartes Heavy Bolter:
Class:Heavy Range:150m RoF:-/-/10 Dmg:2d10+5 X Pen:6 Clip:60 Rld:Full Special:Storm, Tearing
Flame Weapons
Astartes Heavy Flamer:
Class:Heavy Range:30m RoF:S/-/- Dmg:2d10+6 E Pen:10 Clip:60 Rld:2Full Special:Flame
Chain Weapons
Chain Sword:
Class:Melee Dmg:1d10+3 R Pen:4 Special:Balanced, Tearing
Power Weapons
Power Sword:
Class:Melee Dmg:1d10+6 E Pen:6 Special:Balanced, Power Field
Power Fist:
Class:Melee Dmg:2d10 E Pen:9 Special:Power Field, Unwieldy
Note: Power Fists add a multiplier to the wielders strength bonus (because Space Marines already have a x2 multiplier. So a Space Marine equiped with a power fist has a Strength Bonus of x3
Other Weapons
Servo-Arm:
Class:Melee Dmg:2d10+14 I Pen:10
Note: This may make an attack as the Tech Marine's Reaction or as Standard attack, as long as the arm only gets one attack per round. Tech Marine may use Arm to anchor himself to a suitable surface as a free action, and may use the Arm's 75 Strength (Bonus modified by Unnatural Strength x2) for relevant tests.
Servo-Fist:
Class:Melee Dmg:1d10+10 I Pen:6
Plasma Cutter:
Class:Pistol Range:10m RoF:S/2/- Dmg:1d10+8 E Pen:8 Clip:12 Rld:3Full Special:Volitile
Note: The Plasma cutter's primary purpose is to cut through Armour plating. To that end it can cut up to a Meter of 20 centimeter thick Adamantium plating every minute. (Thinner materials can be cut faster)
Special Rules
Balanaced - +10 bonus to Weapon Skill Tests made to Parry
Flame - Flame weapons project a cone of flame out to the Range of the weapon. Unlike other weapons, flamers have just one range. When fired, they cast fiery death out to this distance. The wielder does not need to test Ballistic Skill, he simply fires. The flames path is a cone shaped area extending in a 30 degree arc from the firer out to the weapons range. Any creatures caught in it must succeed on an Agility Test or be struck by the flames and take damage normally. If they take damage they must succeed on a second Agility Test or catch on fire. Cover does not protect characters from attacks made by flame weapons. Normally, when a weapon is fired without the appropriate bracing, the wielder suffers a -20 or -30 penalty respectively to his Ballistic Skill Test. When a weilder who does not possess the appropriate weapon training talent fires a weapon with the Flame Quality, anyone in the area of effect ganes a +20 bonus to his Agility Test to avoid damage. This bonus rises to +30 if the weapon is heavy and the wielder is not braced.
Power Field - A field of power wreathes weapons with this Quality, increasing thier Damage and Penetration. Such modifiers are already included in the weapon's profile. When the wielder successfully uses this weapoin to Parry an attack made with a weapoin that lacks this Quality, he has a 75% chance of destroying his attacker's weapon. Weapons with the Warp Weapon Trait and Natural Weapons are immune to this effect.
Storm - This Quality doubles the number of hits inflicted on the target and the mount of ammuntion expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits (to a maximum of twice the weapons full automatic rate of fire)
Tearing - These weapons roll one extra die for Damage and the lowest result gets discarded.
Unwieldy - Cannot be used to Parry
Volatile -
Other Notes
This list is by no means complete. As other weapons are drawn to be used by various Chapter characters and/or squads I will add them to this entry.
Showing posts with label Stats. Show all posts
Showing posts with label Stats. Show all posts
Friday, April 22, 2011
Tactica Entry: Battle Servitors
Name: Battle Servitor
Rank: None
Squad: "Cristos' Clankers
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype:NPC/Battle Servitor
Wounds: 20 AP: 6 - All locations
Primary Stat Line:
[WS:35][BS:35][S:50][T:48][Ag:30][Int:20][Per:30][Wil:35][Fel:--]
Strength Bonus: 10 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Servo-Fist
Heavy Bolter - Two Servitors
Plasma Cutter - One Servitor
Internal Vox
Skills:
Awareness[Per]: T
Trade(Armourer)[Int]: +10
Trade (Technomat)[Int}: +10
Talents
Ambidextrous
Two-Weapon Wielder
Weapon Training: Heavy Bolter (2)
Weapon Training: Plasma Cutter
Traits
Armour-Plated - The creature is encased in armour-plating, increasing its Armour Points by 2 to all locations
Auto-stabilised - Always counts as Braced when firing heavy weapons. And may fire on semi- or full automatic as a half action
Darksight - Sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.
Machine(4) - A creature with the Machine trait is fashiioned from inorganic materials and is generally more rigourous then fleshy folks. Machines do not breathe, are immue to the effects of vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 armour points for each location. This number is indicated next to the trait.
Improved Natural Weapon(Servo-fist) - This creature has sharp claws, teeth, spines or some other natural weapon with which it can slice and dice its fores. It counts as being armed even when not wielding weapons. Its attacks deal 1d10 points of damage plus its Strength Bonus. The creature may make attacks with its Natural Weapons using its Weapon Skill, though it cannot parry with its natural weapons, nor can it be disarmed - unless of course you hack off its limbs! Natural weapons always count as Primative, except when Improved
Sturdy - Gane a +20 bonus to tests made to resist grappling and uses of the Takedown Talent.
Unnatural Strength x2
Unnatural Toughness x2
Other Notes
While this particular entry reflects the Battle Servitors under Tech Sergeant Cristos, the base statline, Skill, Talent and Traits can be used for any battle servitors with only a little modification. (Taken from the NPC profile in the Core book)
Rank: None
Squad: "Cristos' Clankers
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype:NPC/Battle Servitor
Wounds: 20 AP: 6 - All locations
Primary Stat Line:
[WS:35][BS:35][S:50][T:48][Ag:30][Int:20][Per:30][Wil:35][Fel:--]
Strength Bonus: 10 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Servo-Fist
Heavy Bolter - Two Servitors
Plasma Cutter - One Servitor
Internal Vox
Skills:
Awareness[Per]: T
Trade(Armourer)[Int]: +10
Trade (Technomat)[Int}: +10
Talents
Ambidextrous
Two-Weapon Wielder
Weapon Training: Heavy Bolter (2)
Weapon Training: Plasma Cutter
Traits
Armour-Plated - The creature is encased in armour-plating, increasing its Armour Points by 2 to all locations
Auto-stabilised - Always counts as Braced when firing heavy weapons. And may fire on semi- or full automatic as a half action
Darksight - Sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.
Machine(4) - A creature with the Machine trait is fashiioned from inorganic materials and is generally more rigourous then fleshy folks. Machines do not breathe, are immue to the effects of vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 armour points for each location. This number is indicated next to the trait.
Improved Natural Weapon(Servo-fist) - This creature has sharp claws, teeth, spines or some other natural weapon with which it can slice and dice its fores. It counts as being armed even when not wielding weapons. Its attacks deal 1d10 points of damage plus its Strength Bonus. The creature may make attacks with its Natural Weapons using its Weapon Skill, though it cannot parry with its natural weapons, nor can it be disarmed - unless of course you hack off its limbs! Natural weapons always count as Primative, except when Improved
Sturdy - Gane a +20 bonus to tests made to resist grappling and uses of the Takedown Talent.
Unnatural Strength x2
Unnatural Toughness x2
Other Notes
While this particular entry reflects the Battle Servitors under Tech Sergeant Cristos, the base statline, Skill, Talent and Traits can be used for any battle servitors with only a little modification. (Taken from the NPC profile in the Core book)
Tactica Entry: Marine Template
Name:
Rank:
Squad:
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype:
Wounds: 20 Fate Points: 3 XP Spent:13,000
Primary Stat Line:
[WS:40][BS:40][S:40][T:40][Ag:40][Int:35][Per:35][Wil:40][Fel:40]
Strength Bonus: 8 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Power Armour):
[WS:40][BS:40][S:60][T:40][Ag:40][Int:35][Per:35][Wil:40][Fel:40]
Strength Bonus: 10 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Terminator Armour):
[WS:40][BS:40][S:70][T:40][Ag:30][Int:35][Per:35][Wil:40][Fel:40]
Strength Bonus: 11 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Varies
Special Abilities
Varies
Skills:
Awareness[Per]: T
Ciphers (Chapter Runs)[Int]: T
Climb[S]: T
Command[Fel]:T
Common Lore (Adeptus Astartes)[Int]: T
Common Lore (Imperium)[Int]: T
Common Lore (War)[Int]:T
Concealment[Ag]: T
Dodge[Ag]: T
Drive (Ground Vehicles)[Ag]: T
Intimidate[Str]: T
Literacy[Int]: T
Navigation (Surface)[Int]: T
Scholastic Lore (Codex Astartes)[Int]: T
Silent Move[Ag]: T
Speak Language (High Gothic)[Int]: T
Speak Language (Low Gothic)[Int]: T
Tracking[Int]: T
Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps - Can Fire Heavy weapons without bracing without penalty
Heightened Senses(Hearing,Sight) - +10 (+20 in armour)
Killing Strike - During All-Out Attack may spend a Fate Point (before rolling dice) to make melee attacks for the round impossible to parry or dodge.
Nerves of Steel - Re-roll failed Willpower Tests to avoid or recover from Pinning
Quick Draw - Ready weapon is a Free action
Resistance (Pyschic Powers) - +10 bonus when attempting to resist
True Grit - Whenever character takes Critical Damage, halve the result (Round Up)
Unarmed Master - Unarmed combat attacks do 1d10+SB in Impact Damage, and these attacks no longer have the primitive quality.
Traits
Unnatural Strength x2
Unnatural Toughness x2
Other Notes
For taking Ultramarines as the Chapter choice (may change once Rites of Battle is aquired) was allowed 2 +5 characteristic bumps of my choice. Bumped Fel and Wil for template.
This Template reflects *any* unnamed marine. They have not been given the standard 1000XP bonus of starting characters in Deathwatch. The Power Armour Line stats also fill in for Artificer armour (from a strength buff standpoint) No Armour History chosen for any. The only thing not on this template is the special abilities, which can be decided by the GM if they should be usable by an unnamed marine of a certain specialty (Tactical, or Assault, for example). Weapons loadout will be noted in a Squad Entry. Weapons stats will be noted in an Rites of Mars Entry.
Rank:
Squad:
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype:
Wounds: 20 Fate Points: 3 XP Spent:13,000
Primary Stat Line:
[WS:40][BS:40][S:40][T:40][Ag:40][Int:35][Per:35][Wil:40][Fel:40]
Strength Bonus: 8 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Power Armour):
[WS:40][BS:40][S:60][T:40][Ag:40][Int:35][Per:35][Wil:40][Fel:40]
Strength Bonus: 10 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Terminator Armour):
[WS:40][BS:40][S:70][T:40][Ag:30][Int:35][Per:35][Wil:40][Fel:40]
Strength Bonus: 11 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Varies
Special Abilities
Varies
Skills:
Awareness[Per]: T
Ciphers (Chapter Runs)[Int]: T
Climb[S]: T
Command[Fel]:T
Common Lore (Adeptus Astartes)[Int]: T
Common Lore (Imperium)[Int]: T
Common Lore (War)[Int]:T
Concealment[Ag]: T
Dodge[Ag]: T
Drive (Ground Vehicles)[Ag]: T
Intimidate[Str]: T
Literacy[Int]: T
Navigation (Surface)[Int]: T
Scholastic Lore (Codex Astartes)[Int]: T
Silent Move[Ag]: T
Speak Language (High Gothic)[Int]: T
Speak Language (Low Gothic)[Int]: T
Tracking[Int]: T
Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps - Can Fire Heavy weapons without bracing without penalty
Heightened Senses(Hearing,Sight) - +10 (+20 in armour)
Killing Strike - During All-Out Attack may spend a Fate Point (before rolling dice) to make melee attacks for the round impossible to parry or dodge.
Nerves of Steel - Re-roll failed Willpower Tests to avoid or recover from Pinning
Quick Draw - Ready weapon is a Free action
Resistance (Pyschic Powers) - +10 bonus when attempting to resist
True Grit - Whenever character takes Critical Damage, halve the result (Round Up)
Unarmed Master - Unarmed combat attacks do 1d10+SB in Impact Damage, and these attacks no longer have the primitive quality.
Traits
Unnatural Strength x2
Unnatural Toughness x2
Other Notes
For taking Ultramarines as the Chapter choice (may change once Rites of Battle is aquired) was allowed 2 +5 characteristic bumps of my choice. Bumped Fel and Wil for template.
This Template reflects *any* unnamed marine. They have not been given the standard 1000XP bonus of starting characters in Deathwatch. The Power Armour Line stats also fill in for Artificer armour (from a strength buff standpoint) No Armour History chosen for any. The only thing not on this template is the special abilities, which can be decided by the GM if they should be usable by an unnamed marine of a certain specialty (Tactical, or Assault, for example). Weapons loadout will be noted in a Squad Entry. Weapons stats will be noted in an Rites of Mars Entry.
Thursday, April 21, 2011
Tactica Entry: Veteran Apothecary Arvic Elyas
Name: Arvic Elyas
Rank: Veteran Apothecary
Squad: "Octavian's Blades" (Command Squad)
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype: Apothecary
Wounds: 22 Fate Points: 3 XP Spent:14,000
Primary Stat Line:
[WS:47][BS:37][S:44][T:47][Ag:35][Int:53][Per:44][Wil:36][Fel:36]
Strength Bonus: 8 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Power Armour):
[WS:47][BS:37][S:64][T:47][Ag:35][Int:53][Per:44][Wil:36][Fel:36]
Strength Bonus: 10 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Power Armour "Mortus Medica" - 'Common' rarity, To forget is to forgive. Forget nothing Armour history roll
Narthicium(With Reductor) "Balm of the Lighthand" - 'Common' rarity
Chain Sword "Curatio Odio"
Bolt Pistol "Carisma Pacis"
Special Abilities
Extra Healing: The Apothecary may restore 1d5 additional Wounds with any successful Medicae Test for First Aide.
Skills:
Awareness[Per]: T
Chem-Use[Int]: T
Ciphers (Chapter Runs)[Int]: T
Climb[S]: T
Common Lore (Adeptus Astartes)[Int]: T
Common Lore (Imperium)[Int]: T
Common Lore (War)[Int]:T
Concealment[Ag]: T
Dodge[Ag]: T
Drive (Ground Vehicles)[Ag]: T
Intimidate[Str]: T
Literacy[Int]: T
Medicae[Int]: T
Navigation (Surface)[Int]: T
Scholastic Lore (Codex Astartes)[Int]: T
Silent Move[Ag]: T
Security[Ag]: T
Speak Language (High Gothic)[Int]: T
Speak Language (Low Gothic)[Int]: T
Speak Language (Techna-Lingua)[Int]:T
Tracking[Int]: T
Trade(Chymist)[Int]: T
Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps - Can Fire Heavy weapons without bracing without penalty
Hatred(Daemons): When Fighting opponents of this group in close combat, the character gains a +10 bonus to all Weapon Skill Tests made against the enemy. Provided by Armour History
Heightened Senses(Hearing,Sight) - +10 (+20 in armour)
Killing Strike - During All-Out Attack may spend a Fate Point (before rolling dice) to make melee attacks for the round impossible to parry or dodge.
Nerves of Steel - Re-roll failed Willpower Tests to avoid or recover from Pinning
Quick Draw - Ready weapon is a Free action
Resistance (Pyschic Powers) - +10 bonus when attempting to resist
True Grit - Whenever character takes Critical Damage, halve the result (Round Up)
Unarmed Master - Unarmed combat attacks do 1d10+SB in Impact Damage, and these attacks no longer have the primitive quality.
Traits
Unnatural Strength x2
Unnatural Toughness x2
Advances Purchased
400 Chem-Use
600 Trade(Chymist)
Other Notes
For taking Ultramarines as the Chapter choice (may change once Rites of Battle is aquired) was allowed 2 +5 characteristic bumps of my choice. Bumped Per and Int
Elyas has been serving in the Command squad of the First Company since the first century of Septimus's reign. He has repeatedly turned down elevation to the HQ elements of the Chapter Apothecary, chosing instead to remain where he believes the Apothecary belong - in the field looking after their battle brothers in the mud and the blood. Almost every living member of the First Company owe Elyas their life at one point or another.
Rank: Veteran Apothecary
Squad: "Octavian's Blades" (Command Squad)
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype: Apothecary
Wounds: 22 Fate Points: 3 XP Spent:14,000
Primary Stat Line:
[WS:47][BS:37][S:44][T:47][Ag:35][Int:53][Per:44][Wil:36][Fel:36]
Strength Bonus: 8 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Power Armour):
[WS:47][BS:37][S:64][T:47][Ag:35][Int:53][Per:44][Wil:36][Fel:36]
Strength Bonus: 10 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Power Armour "Mortus Medica" - 'Common' rarity, To forget is to forgive. Forget nothing Armour history roll
Narthicium(With Reductor) "Balm of the Lighthand" - 'Common' rarity
Chain Sword "Curatio Odio"
Bolt Pistol "Carisma Pacis"
Special Abilities
Extra Healing: The Apothecary may restore 1d5 additional Wounds with any successful Medicae Test for First Aide.
Skills:
Awareness[Per]: T
Chem-Use[Int]: T
Ciphers (Chapter Runs)[Int]: T
Climb[S]: T
Common Lore (Adeptus Astartes)[Int]: T
Common Lore (Imperium)[Int]: T
Common Lore (War)[Int]:T
Concealment[Ag]: T
Dodge[Ag]: T
Drive (Ground Vehicles)[Ag]: T
Intimidate[Str]: T
Literacy[Int]: T
Medicae[Int]: T
Navigation (Surface)[Int]: T
Scholastic Lore (Codex Astartes)[Int]: T
Silent Move[Ag]: T
Security[Ag]: T
Speak Language (High Gothic)[Int]: T
Speak Language (Low Gothic)[Int]: T
Speak Language (Techna-Lingua)[Int]:T
Tracking[Int]: T
Trade(Chymist)[Int]: T
Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps - Can Fire Heavy weapons without bracing without penalty
Hatred(Daemons): When Fighting opponents of this group in close combat, the character gains a +10 bonus to all Weapon Skill Tests made against the enemy. Provided by Armour History
Heightened Senses(Hearing,Sight) - +10 (+20 in armour)
Killing Strike - During All-Out Attack may spend a Fate Point (before rolling dice) to make melee attacks for the round impossible to parry or dodge.
Nerves of Steel - Re-roll failed Willpower Tests to avoid or recover from Pinning
Quick Draw - Ready weapon is a Free action
Resistance (Pyschic Powers) - +10 bonus when attempting to resist
True Grit - Whenever character takes Critical Damage, halve the result (Round Up)
Unarmed Master - Unarmed combat attacks do 1d10+SB in Impact Damage, and these attacks no longer have the primitive quality.
Traits
Unnatural Strength x2
Unnatural Toughness x2
Advances Purchased
400 Chem-Use
600 Trade(Chymist)
Other Notes
For taking Ultramarines as the Chapter choice (may change once Rites of Battle is aquired) was allowed 2 +5 characteristic bumps of my choice. Bumped Per and Int
Elyas has been serving in the Command squad of the First Company since the first century of Septimus's reign. He has repeatedly turned down elevation to the HQ elements of the Chapter Apothecary, chosing instead to remain where he believes the Apothecary belong - in the field looking after their battle brothers in the mud and the blood. Almost every living member of the First Company owe Elyas their life at one point or another.
Monday, April 18, 2011
Tactica Entry: Tech Sergeant Yse Cristos
Name: Yse Cristos
Rank: Tech Sergeant
Squad: Cristos' Clankers
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype: Tech Marine
Wounds: 20 Fate Points: 3 XP Spent:14,000
Primary Stat Line:
[WS:44][BS:38][S:40][T:44][Ag:37][Int:56][Per:43][Wil:37][Fel:37]
Strength Bonus: 8 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Power Armour):
[WS:44][BS:38][S:60][T:44][Ag:37][Int:56][Per:43][Wil:37][Fel:37]
Strength Bonus: 10 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Power Armour "Armour of the Forge Fathers": - 'Common' rarity, Terror be thy friend History Roll.
Servo-Arm "Aramic's Armature"
Auger Array "Phantom's Eye"
Bolter "Mechanus' Reach": - 'Common' rarity
Special Abilities
Improve Cover: The Techmarine can add a number of Armour Points equal to his unmodified intelligence Bonus to any cover. Improving Cover requires a Full Action
Skills:
Awareness[Per]: T
Ciphers (Chapter Runs)[Int]: T
Climb[S]: T
Common Lore (Adeptus Astartes)[Int]: T
Common Lore (Imperium)[Int]: T
Common Lore (War)[Int]:T
Concealment[Ag]: T
Dodge[Ag]: T
Drive (Ground Vehicles)[Ag]: T
Forbidden Lore(Adeptus Mechanicus)[Int]: T
Intimidate[Str]: T
Literacy[Int]: T
Navigation (Surface)[Int]: T
Scholastic Lore (Codex Astartes)[Int]: T
Silent Move[Ag]: T
Security[Ag]: T
Speak Language (High Gothic)[Int]: T
Speak Language (Low Gothic)[Int]: T
Speak Language (Techna-Lingua)[Int]:T
Tech-Use[Int]: T
Tracking[Int]: T
Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps - Can Fire Heavy weapons without bracing without penalty
Electro-Graft Use - May use Electo-Graft to access data ports and commune with the machine spirits. This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port.
Heightened Senses(Hearing,Sight) - +10 (+20 in armour)
Killing Strike - During All-Out Attack may spend a Fate Point (before rolling dice) to make melee attacks for the round impossible to parry or dodge.
Mechadendrite Use(Servo-Arm)- Allows use of a Servo Arm. Can be used in Combat
Nerves of Steel - Re-roll failed Willpower Tests to avoid or recover from Pinning
Quick Draw - Ready weapon is a Free action
Rapid Reload - Halve all reload actions
Resistance (Pyschic Powers) - +10 bonus when attempting to resist
True Grit - Whenever character takes Critical Damage, halve the result (Round Up)
Unarmed Master - Unarmed combat attacks do 1d10+SB in Impact Damage, and these attacks no longer have the primitive quality.
Traits
Mechanicus Implants
Unnatural Strength x2
Unnatural Toughness x2
Advances Purchased
200 Int +5
400 Security T
400 Forbidden Lore(Adeptus Mechanicus) T
Other Notes
For taking Ultramarines as the Chapter choice (may change once Rites of Battle is aquired) was allowed 2 +5 characteristic bumps of my choice. Bumped WS and Int
Cristos is a relatively new Tech Marine, having earned his Tech Sergeant status only a century or so ago. Still he is a favorite of the Master of the Forge for his eye for detail, and an incredible record of successful battlefield salvage, and returning near wrecks to functional condition, when most would expect such things to be a loss.
Rank: Tech Sergeant
Squad: Cristos' Clankers
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype: Tech Marine
Wounds: 20 Fate Points: 3 XP Spent:14,000
Primary Stat Line:
[WS:44][BS:38][S:40][T:44][Ag:37][Int:56][Per:43][Wil:37][Fel:37]
Strength Bonus: 8 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Power Armour):
[WS:44][BS:38][S:60][T:44][Ag:37][Int:56][Per:43][Wil:37][Fel:37]
Strength Bonus: 10 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Power Armour "Armour of the Forge Fathers": - 'Common' rarity, Terror be thy friend History Roll.
Servo-Arm "Aramic's Armature"
Auger Array "Phantom's Eye"
Bolter "Mechanus' Reach": - 'Common' rarity
Special Abilities
Improve Cover: The Techmarine can add a number of Armour Points equal to his unmodified intelligence Bonus to any cover. Improving Cover requires a Full Action
Skills:
Awareness[Per]: T
Ciphers (Chapter Runs)[Int]: T
Climb[S]: T
Common Lore (Adeptus Astartes)[Int]: T
Common Lore (Imperium)[Int]: T
Common Lore (War)[Int]:T
Concealment[Ag]: T
Dodge[Ag]: T
Drive (Ground Vehicles)[Ag]: T
Forbidden Lore(Adeptus Mechanicus)[Int]: T
Intimidate[Str]: T
Literacy[Int]: T
Navigation (Surface)[Int]: T
Scholastic Lore (Codex Astartes)[Int]: T
Silent Move[Ag]: T
Security[Ag]: T
Speak Language (High Gothic)[Int]: T
Speak Language (Low Gothic)[Int]: T
Speak Language (Techna-Lingua)[Int]:T
Tech-Use[Int]: T
Tracking[Int]: T
Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps - Can Fire Heavy weapons without bracing without penalty
Electro-Graft Use - May use Electo-Graft to access data ports and commune with the machine spirits. This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port.
Heightened Senses(Hearing,Sight) - +10 (+20 in armour)
Killing Strike - During All-Out Attack may spend a Fate Point (before rolling dice) to make melee attacks for the round impossible to parry or dodge.
Mechadendrite Use(Servo-Arm)- Allows use of a Servo Arm. Can be used in Combat
Nerves of Steel - Re-roll failed Willpower Tests to avoid or recover from Pinning
Quick Draw - Ready weapon is a Free action
Rapid Reload - Halve all reload actions
Resistance (Pyschic Powers) - +10 bonus when attempting to resist
True Grit - Whenever character takes Critical Damage, halve the result (Round Up)
Unarmed Master - Unarmed combat attacks do 1d10+SB in Impact Damage, and these attacks no longer have the primitive quality.
Traits
Mechanicus Implants
Unnatural Strength x2
Unnatural Toughness x2
Advances Purchased
200 Int +5
400 Security T
400 Forbidden Lore(Adeptus Mechanicus) T
Other Notes
For taking Ultramarines as the Chapter choice (may change once Rites of Battle is aquired) was allowed 2 +5 characteristic bumps of my choice. Bumped WS and Int
Cristos is a relatively new Tech Marine, having earned his Tech Sergeant status only a century or so ago. Still he is a favorite of the Master of the Forge for his eye for detail, and an incredible record of successful battlefield salvage, and returning near wrecks to functional condition, when most would expect such things to be a loss.
Tactica Entry: Veteran Sergeant Marius Stephland
Name: Marius Stephland
Rank: Veteran Sergeant
Squad: Fist of the First (Tactical Terminators)
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype: Tactical Marine
Wounds: 22 Fate Points: 3 XP Spent:14,000
Primary Stat Line:
[WS:43][BS:50][S:43][T:42][Ag:41][Int:43][Per:40][Wil:42][Fel:41]
Strength Bonus: 8 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Terminator):
[WS:43][BS:50][S:83][T:42][Ag:21][Int:43][Per:40][Wil:42][Fel:41]
Strength Bonus: 12 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Terminator Armour "Pillar of Might": - 'Common' rarity, Thy Strength be Legend history roll.
Power Sword "Reckoning's Edge": - 'Common' rarity
Heavy Flamer "Soulfire": - 'Common' rarity
Special Abilities
Bolter Mastery - The Tactical Marine gains a +10 bonus to all ballistic Skill Tests and +2 damage when firing a Bolt weapon. This ability only functions in Solo Mode
Skills:
Awareness[Per]: T
Ciphers (Chapter Runs)[Int]: T
Climb[S]: T
Command[Fel]:T
Common Lore (Adeptus Astartes)[Int]: T
Common Lore (Imperium)[Int]: T
Common Lore (War)[Int]:T
Concealment[Ag]: T
Dodge[Ag]: T
Drive (Ground Vehicles)[Ag]: T
Intimidate[Str]: T
Literacy[Int]: T
Navigation (Surface)[Int]: T
Scholastic Lore (Codex Astartes)[Int]: T
Silent Move[Ag]: T
Speak Language (High Gothic)[Int]: T
Speak Language (Low Gothic)[Int]: T
Tactics (Assault Doctrine)[Int]: T
Tech-Use[Int]: T
Tracking[Int]: T
Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps - Can Fire Heavy weapons without bracing without penalty
Heightened Senses(Hearing,Sight) - +10 (+20 in armour)
Killing Strike - During All-Out Attack may spend a Fate Point (before rolling dice) to make melee attacks for the round impossible to parry or dodge.
Nerves of Steel - Re-roll failed Willpower Tests to avoid or recover from Pinning
Quick Draw - Ready weapon is a Free action
Rapid Reload - Halve all reload actions
Resistance (Pyschic Powers) - +10 bonus when attempting to resist
True Grit - Whenever character takes Critical Damage, halve the result (Round Up)
Unarmed Master - Unarmed combat attacks do 1d10+SB in Impact Damage, and these attacks no longer have the primitive quality.
Traits
Unnatural Strength x2
Unnatural Toughness x2
Advances Purchased
200 - Rapid Reload
800 - Tech Use
Other Notes
For taking Ultramarines as the Chapter choice (may change once Rites of Battle is aquired) was allowed 2 +5 characteristic bumps of my choice. Bumped Fel and Int
Stephland is a veteran of hundreds, if not thousands of campaigns, to be honest he's forgotten how many. For over six hundred years he's served in the Legion, and for almost four hundred of them, he's held Terminator Honors. With Septimus's Fall, he is the most experienced Battle-Brother aboard the Wrath of the Legionnaire with the confines and power of Terminator Armour.
Rank: Veteran Sergeant
Squad: Fist of the First (Tactical Terminators)
Chapter: Aleran Legion (Ultramarines Archtype, Temporary)
Character Archtype: Tactical Marine
Wounds: 22 Fate Points: 3 XP Spent:14,000
Primary Stat Line:
[WS:43][BS:50][S:43][T:42][Ag:41][Int:43][Per:40][Wil:42][Fel:41]
Strength Bonus: 8 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Armour Adjusted Stat Line(Terminator):
[WS:43][BS:50][S:83][T:42][Ag:21][Int:43][Per:40][Wil:42][Fel:41]
Strength Bonus: 12 (unnatural strength x2) Toughness Bonus: 8 (unnatural toughness x2)
Gear:
Terminator Armour "Pillar of Might": - 'Common' rarity, Thy Strength be Legend history roll.
Power Sword "Reckoning's Edge": - 'Common' rarity
Heavy Flamer "Soulfire": - 'Common' rarity
Special Abilities
Bolter Mastery - The Tactical Marine gains a +10 bonus to all ballistic Skill Tests and +2 damage when firing a Bolt weapon. This ability only functions in Solo Mode
Skills:
Awareness[Per]: T
Ciphers (Chapter Runs)[Int]: T
Climb[S]: T
Command[Fel]:T
Common Lore (Adeptus Astartes)[Int]: T
Common Lore (Imperium)[Int]: T
Common Lore (War)[Int]:T
Concealment[Ag]: T
Dodge[Ag]: T
Drive (Ground Vehicles)[Ag]: T
Intimidate[Str]: T
Literacy[Int]: T
Navigation (Surface)[Int]: T
Scholastic Lore (Codex Astartes)[Int]: T
Silent Move[Ag]: T
Speak Language (High Gothic)[Int]: T
Speak Language (Low Gothic)[Int]: T
Tactics (Assault Doctrine)[Int]: T
Tech-Use[Int]: T
Tracking[Int]: T
Talents
Ambidextrous
Astartes Weapons Training
Bulging Biceps - Can Fire Heavy weapons without bracing without penalty
Heightened Senses(Hearing,Sight) - +10 (+20 in armour)
Killing Strike - During All-Out Attack may spend a Fate Point (before rolling dice) to make melee attacks for the round impossible to parry or dodge.
Nerves of Steel - Re-roll failed Willpower Tests to avoid or recover from Pinning
Quick Draw - Ready weapon is a Free action
Rapid Reload - Halve all reload actions
Resistance (Pyschic Powers) - +10 bonus when attempting to resist
True Grit - Whenever character takes Critical Damage, halve the result (Round Up)
Unarmed Master - Unarmed combat attacks do 1d10+SB in Impact Damage, and these attacks no longer have the primitive quality.
Traits
Unnatural Strength x2
Unnatural Toughness x2
Advances Purchased
200 - Rapid Reload
800 - Tech Use
Other Notes
For taking Ultramarines as the Chapter choice (may change once Rites of Battle is aquired) was allowed 2 +5 characteristic bumps of my choice. Bumped Fel and Int
Stephland is a veteran of hundreds, if not thousands of campaigns, to be honest he's forgotten how many. For over six hundred years he's served in the Legion, and for almost four hundred of them, he's held Terminator Honors. With Septimus's Fall, he is the most experienced Battle-Brother aboard the Wrath of the Legionnaire with the confines and power of Terminator Armour.
Sunday, April 17, 2011
Rites of Mars: Armour
Astartes Power Armour Mark VII "Aquilla" Pattern
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 ganes the Dark Sight Trait, and Hightened Senses (+10 to relevant Tests) for Sight and Sound, Imput 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-seneses stack with the benefits of the Space Marines's Lyman's Ear and Occulobe implants (Meaning that the Space Marines have a +20 to Sight and Sound based Awareness Tests). Aditionally, the Auto-Senses make the Called Shot Action into a Half Action
Osmotic Gill Life Sustainer: With the helmet on, the Armour is enviromentally 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-sighns, it can administerpain 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 sustenanced.
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 basic movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. He Still suffers the usual penalties to Concealment and Silent Move for being heavily armoured
Poor Manual Dexterity: While protective, armoured cloves are not ideal for fine manipulation. Delecate tasks suffer a -10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other then those of Astartes design are too small for an armoured Battle-Brother to wield at all.
Power Armour Ritual: Assuming power armour is a sacred ritual, honoring 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 then 5 minutes no matter the amount of assistance as the proper rites must be observed.
Astartes Artificer Power Armour
Improved AP: Artificer Power Armour provides all the benifits and penaltys of normal Power Armour, with the addition of 12 AP over all locations, and is also *always* Master Crafted
Additional Rules: Helmet includes an MIU in addition to everything listed above for regular Power Armour (MIU stands for Mind Impulse Unit - see Tech Marines section of Armoury in Core rules. Also, roll twice on the Power Armour History table to determine the special properties of the armour.
Astartes Tactical Dreadnought Armour (Terminator)
Improved AP: 14 AP all locations
Additional Benifits: Superior Actuator and stabilisation systems allow for Heavy and Mounted weapons to be fired one-handed. This also provies the Auto-Stabilised Trait and grants +30 to Strength instead of a +20. The Auto-senses are part of a sensorium, which provies the same capabilities as an auspex. (+20 to Awareness Tests, and may make a Tech-Use test to detect things that are not normally visible, such as bio-signatures, poison gas or other toxins, etc.) If Two or more Battle-Brothers are in Terminator Armour, the input link capabilities of a sensorium also increase the Squad's effective Rank by 1 for the purposes of determining weather or not it is in Support Range.
Crux Terminatus: This protection provides the same chance to emerge unscathed as a Force Field with a Protection Rating of 35. Since this is Purely due to the chance of the hit glancing off the armours strongest surfaces, there is no possibility of Overload. (Field Rules - Truncated: A Character may only benifit from one field at a time, regardless of how many different fields he may have equipped. When a character wearing an active field is attacked, roll 1d100. If the result is less thean or equal to the field's protection rating the attack is nullified and has no effect on the protected character. (Although the attack may have an effect on surroundings or other nearby characters, such as with weapons of a Blast Quality.))
Drawbacks: A Terminator cannot Run, and the wearer suffers a -20 to Agility and cannot Dodge (but may still Parry). Furthermore, in order for the Terminator's frame to properly support, aim, and interface with weapons they must be affixed by special couplings. Arming Tactical Dreadnought units is a laborious and sacred ritual that may only be performed by high-ranking Techmarines with the proper ceremonial accoutrements and facilities. This prohibits the weapon configuration from being changed under other circumstances.
Terminator-Compatible Weapons: Any Combi-weapon, Power Weapon or Force Weapon, Storm Bolter, Storm Shield, Heavy Flamer, Assault Cannon, Cyclone Missle Launcher.
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 ganes the Dark Sight Trait, and Hightened Senses (+10 to relevant Tests) for Sight and Sound, Imput 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-seneses stack with the benefits of the Space Marines's Lyman's Ear and Occulobe implants (Meaning that the Space Marines have a +20 to Sight and Sound based Awareness Tests). Aditionally, the Auto-Senses make the Called Shot Action into a Half Action
Osmotic Gill Life Sustainer: With the helmet on, the Armour is enviromentally 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-sighns, it can administerpain 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 sustenanced.
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 basic movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. He Still suffers the usual penalties to Concealment and Silent Move for being heavily armoured
Poor Manual Dexterity: While protective, armoured cloves are not ideal for fine manipulation. Delecate tasks suffer a -10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other then those of Astartes design are too small for an armoured Battle-Brother to wield at all.
Power Armour Ritual: Assuming power armour is a sacred ritual, honoring 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 then 5 minutes no matter the amount of assistance as the proper rites must be observed.
Astartes Artificer Power Armour
Improved AP: Artificer Power Armour provides all the benifits and penaltys of normal Power Armour, with the addition of 12 AP over all locations, and is also *always* Master Crafted
Additional Rules: Helmet includes an MIU in addition to everything listed above for regular Power Armour (MIU stands for Mind Impulse Unit - see Tech Marines section of Armoury in Core rules. Also, roll twice on the Power Armour History table to determine the special properties of the armour.
Astartes Tactical Dreadnought Armour (Terminator)
Improved AP: 14 AP all locations
Additional Benifits: Superior Actuator and stabilisation systems allow for Heavy and Mounted weapons to be fired one-handed. This also provies the Auto-Stabilised Trait and grants +30 to Strength instead of a +20. The Auto-senses are part of a sensorium, which provies the same capabilities as an auspex. (+20 to Awareness Tests, and may make a Tech-Use test to detect things that are not normally visible, such as bio-signatures, poison gas or other toxins, etc.) If Two or more Battle-Brothers are in Terminator Armour, the input link capabilities of a sensorium also increase the Squad's effective Rank by 1 for the purposes of determining weather or not it is in Support Range.
Crux Terminatus: This protection provides the same chance to emerge unscathed as a Force Field with a Protection Rating of 35. Since this is Purely due to the chance of the hit glancing off the armours strongest surfaces, there is no possibility of Overload. (Field Rules - Truncated: A Character may only benifit from one field at a time, regardless of how many different fields he may have equipped. When a character wearing an active field is attacked, roll 1d100. If the result is less thean or equal to the field's protection rating the attack is nullified and has no effect on the protected character. (Although the attack may have an effect on surroundings or other nearby characters, such as with weapons of a Blast Quality.))
Drawbacks: A Terminator cannot Run, and the wearer suffers a -20 to Agility and cannot Dodge (but may still Parry). Furthermore, in order for the Terminator's frame to properly support, aim, and interface with weapons they must be affixed by special couplings. Arming Tactical Dreadnought units is a laborious and sacred ritual that may only be performed by high-ranking Techmarines with the proper ceremonial accoutrements and facilities. This prohibits the weapon configuration from being changed under other circumstances.
Terminator-Compatible Weapons: Any Combi-weapon, Power Weapon or Force Weapon, Storm Bolter, Storm Shield, Heavy Flamer, Assault Cannon, Cyclone Missle Launcher.
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