Editing Hjalmar Longfang
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===Becoming an Iron Priest=== | ===Becoming an Iron Priest=== | ||
− | After being pulled out, Hjalmar was severely wounded and needed much surgery. He might have never been able to fight again, if not for the cybernetics gifted from the Forge Master | + | After being pulled out, Hjalmar was severely wounded and needed much surgery. He might have never been able to fight again, if not for the cybernetics gifted from the Forge Master Harl Greyweaver. As most gifts, these came with a price. Hjalmar was a lone wolf. His entire unit had perished. There were two ways to regain honor and be given a new unit. Harl gave him only one. So after a year of apprenticeship under the Iron Priest at Watch Fortress Erioch, Hjalmar went to Mars for three years of training. He also spent time on Saturn and Titan under practical experience with his work - repairing and upgrading weapons, armor, and vehicles for the marines of various planets in the Solar Sector. |
− | He would talk with Greyweaver regularly and use remote sessions for further training that would apply beyond the priesthood as use as a Space Wolf or a Deathwatch. After his time, he spent two more years at Fang as a Journeyman. | + | He would talk with Greyweaver regularly and use remote sessions for further training that would apply beyond the priesthood as use as a Space Wolf or a Deathwatch. After his time, he spent two more years at Fang as a Journeyman. |
===Enlistment to Deathwatch=== | ===Enlistment to Deathwatch=== | ||
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! Weapon Skill !! Ballistic Skill !! Strength !! Toughness !! Agility !! Intelligence !! Perception !! Willpower !! Fellowship!! Wounds !! Fate !! Insanity !! Corruption | ! Weapon Skill !! Ballistic Skill !! Strength !! Toughness !! Agility !! Intelligence !! Perception !! Willpower !! Fellowship!! Wounds !! Fate !! Insanity !! Corruption | ||
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− | | 48 || 41 || 50 | + | | 48 || 41 || 50 (10) || 52 (10) || 43 || 47 || 43 || 43 || 48 || 19 || 3 || - || - |
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| Auto-confirm Righteous Fury against aliens | | Auto-confirm Righteous Fury against aliens | ||
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− | | Heightened Senses (Sight, Sound | + | | Heightened Senses (Sight, Sound) |
| +10 bonus to relevent senses | | +10 bonus to relevent senses | ||
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| Quick Draw | | Quick Draw | ||
| Ready as a free action | | Ready as a free action | ||
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| Resistance (Psychic Powers) | | Resistance (Psychic Powers) | ||
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==Combat Stats== | ==Combat Stats== | ||
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{| class="wikitable" border="0" style="text-align:center" | {| class="wikitable" border="0" style="text-align:center" | ||
! Weapon Name !! Skill !! Class !! Range !! Rate of Fire !! Damage !! Penetration !! Clip !! Reload !! Special !! Weight !! Req !! Renown | ! Weapon Name !! Skill !! Class !! Range !! Rate of Fire !! Damage !! Penetration !! Clip !! Reload !! Special !! Weight !! Req !! Renown | ||
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! Astartes Servo-Arm !! WS !! Trad !! Melee !! - !! 2d10+14 I !! 10 !! - !! - !! - !! 2 !! - !! - | ! Astartes Servo-Arm !! WS !! Trad !! Melee !! - !! 2d10+14 I !! 10 !! - !! - !! - !! 2 !! - !! - | ||
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− | ! Astartes Bolter !! BS !! Basic !! 100m !! S/ | + | ! Astartes Bolter Combi Flame !! BS !! Basic !! 100m !! S/2/4 !! 2d10+5 X !! 5 !! 26 !! Full !! Tearing !! 25 !! 15 !! Respected |
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− | ! | + | ! Astartes Bolter Combi Flame !! BS !! Flame !! 100m !! S/-/- !! 2d10+3 E !! 6 !! 1 !! Full !! Tearing !! 0 !! 0 !! Respected |
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− | ! | + | ! Astartes Bolt Pistol !! BS !! Pistol !! 20m !! S/3/- !! 2d10+5 X !! 5 !! 14 !! Full !! Tearing !! 5.5 !! - !! - |
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− | ! Astartes | + | ! Astartes Combat Knife !! WS !! Trad !! Melee !! - !! 1d10+2 R !! 2 !! - !! - !! - !! 2 !! - !! - |
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− | + | ! Astartes Frag Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 2d10 X !! 0 !! - !! Blast (5) !! - !! 0.8 !! - !! - | |
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− | ! Astartes Frag Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 2d10 | ||
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! Astartes Krak Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 3d10+4 X !! 6 !! - !! - !! - !! 0.8 !! - !! - | ! Astartes Krak Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 3d10+4 X !! 6 !! - !! - !! - !! 0.8 !! - !! - | ||
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− | ! | + | ! Astartes Chainsword !! WS !! Chain !! Melee !! - !! 1d10+3 R !! 4 !! - !! - !! Balanced, Tearing !! 10 !! 5 !! - |
|} | |} | ||
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{| class="wikitable" border="0" style="text-align:center" | {| class="wikitable" border="0" style="text-align:center" | ||
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* '''Dodge: +0''' | * '''Dodge: +0''' | ||
* '''Parry: +0''' | * '''Parry: +0''' | ||
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== Equipment == | == Equipment == | ||
− | === | + | === Weapons === |
− | * ''' | + | * '''Weapon Name''' |
− | ** | + | ** Notes about weapon (upgrades, quirks, etc.) |
− | ** | + | ** Weapon Statline |
− | *** | + | *** Flavor text |
=== Armour === | === Armour === | ||
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** A servo-arm can extend up to 1.5 meters. A Techmarine uses the arm's strength value of 75 with Unnatural Strength (x2) rather than his own. The limb's gripping mandibles allow the Techmarine to lift heavy objects or anchor himself to a suitable point as a Free Action. | ** A servo-arm can extend up to 1.5 meters. A Techmarine uses the arm's strength value of 75 with Unnatural Strength (x2) rather than his own. The limb's gripping mandibles allow the Techmarine to lift heavy objects or anchor himself to a suitable point as a Free Action. | ||
** Astartes servo-arms are more than just repair tools, and make deadly weapons. The Techmarine may strike with the arm as his reaction for the round, or as a standard attack during his turn as long as the servo-arm only makes one attack per round. This attack uses the Techmarine's weapon skill, and deals 2d10+14 impact damage with penetration 10. | ** Astartes servo-arms are more than just repair tools, and make deadly weapons. The Techmarine may strike with the arm as his reaction for the round, or as a standard attack during his turn as long as the servo-arm only makes one attack per round. This attack uses the Techmarine's weapon skill, and deals 2d10+14 impact damage with penetration 10. | ||
− | + | *** Flavor text | |
* '''Auger Array''' | * '''Auger Array''' | ||
** Implant | ** Implant | ||
** This duplicates the effects of sensor systems that go beyond the human horizons of perception. In all cases their use requires concentration and a Half Action. Common systems function identically to a standard handheld auspex. | ** This duplicates the effects of sensor systems that go beyond the human horizons of perception. In all cases their use requires concentration and a Half Action. Common systems function identically to a standard handheld auspex. | ||
*** This is used to detect energy emissions, motion, and biological life signs. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50,. though walls more than 50 cm thick and certain shielding materials can block the scan. | *** This is used to detect energy emissions, motion, and biological life signs. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50,. though walls more than 50 cm thick and certain shielding materials can block the scan. | ||
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== Experience == | == Experience == |