Hjalmar Longfang: Difference between revisions
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[[ | A Character in [[Deathwatch:_Righteous_Few]] | ||
== Background == | == Background == | ||
Defense of Outpost #418 | [[File:300px-Wolf Priest DWFF.jpg]] | ||
===Defense of Outpost #418=== | |||
Nine wolves stood in the trench. Behind them, the outpost needed the length of the night to evacuate before the hordes of the chaos marines. And so, they all drank another shot of heavy bourbon and looked up. Hjalmar held a bolter with a combat knife bayonet. His blood claws dangled unpowered by on the arms of his power suit. The men, former men as they were, rejects of the emperor’s will, advanced. Now only 500 meters and closing quick. | Nine wolves stood in the trench. Behind them, the outpost needed the length of the night to evacuate before the hordes of the chaos marines. And so, they all drank another shot of heavy bourbon and looked up. Hjalmar held a bolter with a combat knife bayonet. His blood claws dangled unpowered by on the arms of his power suit. The men, former men as they were, rejects of the emperor’s will, advanced. Now only 500 meters and closing quick. | ||
Line 16: | Line 18: | ||
8 hours later the forces of chaos turned away. Of the 500 that came to the planet, less than a hundred were left. Hjalmar lay upright on a pile of bodies. All eight of his brothers were motionless and breathless on the ground around him. He found a flask and took a shot. “This one is for all of you.” His body was mutilated, but he was alive. A ship flew over, tracking his lone life signature. He raised his one hand that still worked. His suit was gray the night before, but now it was red. For not being human, the chaos marines still bleed red. | 8 hours later the forces of chaos turned away. Of the 500 that came to the planet, less than a hundred were left. Hjalmar lay upright on a pile of bodies. All eight of his brothers were motionless and breathless on the ground around him. He found a flask and took a shot. “This one is for all of you.” His body was mutilated, but he was alive. A ship flew over, tracking his lone life signature. He raised his one hand that still worked. His suit was gray the night before, but now it was red. For not being human, the chaos marines still bleed red. | ||
===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 [https://warhammer40k.fandom.com/wiki/Harl_Greyweaver 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. | |||
===Enlistment to Deathwatch=== | |||
Finally complete, Harl tapped the full Iron Priest to serve a term with the Deathwatch. Of course Watch Fortress Erioch had a Forge Master. But there was much need at the busy Watch Station Sargossa. So Iron Priest Longfang took the next shuttle to Jericho Reach. | |||
== Stats == | == Stats == | ||
Line 27: | Line 39: | ||
! Solo Mode!! Chapter Demeanor !! Personal Demeanor !! Past Event !! Techmarine Ability | ! Solo Mode!! Chapter Demeanor !! Personal Demeanor !! Past Event !! Techmarine Ability | ||
|- | |- | ||
| | | Wolf Senses || Sons of Russ || Scornful || Bitter Vengeance || Blessed by the Omnissiah | ||
|} | |} | ||
{| class="wikitable" border="0" style="text-align:center" | {| class="wikitable" border="0" style="text-align:center" | ||
! 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 | ||
|- | |- | ||
| 48 || 41 || 50 (10) || 52 (10) || 43 || 47 || 43 || 43 || 48 || 19 || 3 || - || - | | 48 || 41 || 50/70 (10/12) || 52 (10) || 43 || 47 || 43 || 43 || 48 || 19 || 3 || - || - | ||
|} | |} | ||
Line 42: | Line 54: | ||
! Attr. | ! Attr. | ||
! Bonus | ! Bonus | ||
|- | |||
|- | |- | ||
| Charm | |||
| Fel | |||
| | |||
|- | |- | ||
| | | Command | ||
| Fel | | Fel | ||
| | | | ||
Line 73: | Line 89: | ||
|- | |- | ||
| Scrutiny | | Scrutiny | ||
| Per | |||
| | |||
|- | |||
| Search | |||
| Per | | Per | ||
| | | | ||
Line 92: | Line 112: | ||
| Awareness | | Awareness | ||
| Per | | Per | ||
| | | +20 | ||
|- | |- | ||
| Carouse | | Carouse | ||
Line 146: | Line 166: | ||
| | | | ||
|- | |- | ||
| Lore, Forbidden ( | | Lore, Forbidden (Adeptus Mech) | ||
| Int | | Int | ||
| | | | ||
|- | |- | ||
| | | Lore, Scholastic (Codex Astartes) | ||
| Int | | Int | ||
| | | | ||
|- | |- | ||
| | | Navigation (Surface) | ||
| | | Int | ||
| | | | ||
|- | |- | ||
| | | Security | ||
| | | Ag | ||
| | | | ||
|- | |- | ||
Line 170: | Line 190: | ||
| | | | ||
|- | |- | ||
| Speak Language ( | | Speak Language (Techna-Lingua) | ||
| Int | |||
| | |||
|- | |||
| Survival | |||
| Int | | Int | ||
| | | | ||
|- | |- | ||
| Tactics (Defense Doctrine) | | Tactics (Defense Doctrine) | ||
| Int | |||
| | |||
|- | |||
| Tech-Use | |||
| Int | | Int | ||
| | | | ||
Line 187: | Line 215: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Talent or Trait | ! Default Talent or Trait | ||
! Description | ! Description | ||
|- | |- | ||
Line 202: | Line 230: | ||
| Auto-confirm Righteous Fury against aliens | | Auto-confirm Righteous Fury against aliens | ||
|- | |- | ||
| Heightened Senses (Sight, Sound) | | Heightened Senses (Sight, Sound, Smell) | ||
| +10 bonus to relevent senses | | +10 bonus to relevent senses | ||
|- | |- | ||
Line 213: | Line 241: | ||
| Quick Draw | | Quick Draw | ||
| Ready as a free action | | Ready as a free action | ||
|- | |||
| Counterattack | |||
| After a successful parry, get a free attack using the parried weapon at a -20 penalty. | |||
|- | |- | ||
| Resistance (Psychic Powers) | | Resistance (Psychic Powers) | ||
Line 228: | Line 259: | ||
| Unnatural Toughness (x2) | | Unnatural Toughness (x2) | ||
| Increase charactertistic bonus by two | | Increase charactertistic bonus by two | ||
|} | |||
{| class="wikitable" | |||
|- | |||
! Gained Talent or Trait | |||
! Description | |||
|- | |||
| Mechanicus Implants Trait | |||
| The character is a servant of the machine-god, an initiate into the mysteries of the Priesthood of Mars and as such is a vessel for the following implants | |||
| Electro-Graft; Electoo Inductors; Respirator Unit; Cyber-Mantle; Potentia Coil; Cranial Circuitry | |||
|- | |||
| Electro-Graft Use | |||
| The character may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to common lore, inquiry, or tech-use tests while connected to a data port. | |||
|- | |||
| Mechandendrite Use (Servo-Arm) | |||
| Servo arms are powerful mechanical arms fitted with piston-driven claws that are equally effective as weapons as they are at repairing machines | |||
|- | |||
| The Flesh is Weak (1) | |||
| This talent grants the character the Machine Trait with armor points equal to the number of times this Talent has been taken. | |||
|- | |||
| Machine Trait | |||
| Machines do not breathe, are immune to effects of a vacuum, extremes of cold, any mind influencing psychic effect, and their Armor Points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 Armor Points for each location. This number is indicated next to the trait. | |||
|- | |||
| Autosanguine | |||
| When applying healing, the character is always considered lightly damaged, and heals at an increased rate, removing 2 points of damage per day | |||
|- | |||
| Hatred (Chaos) | |||
| When fighting [Chaos], in close combat, the character gains a +10 bonus to all weapon skill tests made against them. | |||
|- | |||
| Right of Awe | |||
| All humans within 50 m radius feel a sense of dread and take a -10 to their next skill test. PCs may ignore with a successful willpower test. The rite requires a one half action speaking the litany in Techna-Lingua. | |||
|} | |} | ||
==Combat Stats== | ==Combat Stats== | ||
===Current Requisition=== | |||
{| 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 | ||
|- | |- | ||
! Astartes | ! Astartes Servo-Arm !! WS !! Trad !! Melee !! - !! 2d10+14 I !! 10 !! - !! - !! - !! 2 !! - !! - | ||
|- | |||
! Astartes Bolter !! BS !! Basic !! 100m !! S/3/- !! 1d10+9 X !! 4 !! 28 !! Full !! Tearing !! 18 !! - !! - | |||
|- | |||
! Mounted Chainsword !! WS !! Chain !! Melee !! - !! 1d10+3 R !! 3 !! - !! - !! Tearing !! +8 !! +9 !! - | |||
|- | |||
! Red Dot Laser Sight !! +10 BS!! Sight !! - !! S/-/- !! - !! - !! - !! - !! Optic !! +0.5 !! +10 !! - | |||
|- | |- | ||
! Astartes | ! Astartes Hand Flamer !! BS !! Pistol !! 10m !! S/-/- !! 1d10+7 E !! 4 !! 4 !! 2 Full !! Flame !! 6 !! 10 !! - | ||
|- | |- | ||
! Astartes Combat Knife !! WS !! Trad !! Melee !! - !! 1d10 | ! Astartes Combat Knife !! WS !! Trad !! Melee !! - !! 1d10 R !! 2 !! - !! - !! - !! 2 !! - !! - | ||
|- | |- | ||
! Astartes Frag Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 2d10 X !! 0 !! - !! Blast ( | ! Astartes Frag Grenade !! BS !! Thrown !! SBx3 !! S/-/- !! 2d10+2 X !! 0 !! - !! Blast (4) !! - !! 0.8 !! - !! - | ||
|- | |- | ||
! 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 !! - !! - | ||
|- | |- | ||
! | ! Breaching Auger !! WS !! Power !! Melee !! - !! 2d10+11 R !! 7 !! - !! - !! Power Field, Unwieldy, Tearing !! 28 !! 18 !! - | ||
|} | |} | ||
{| class="wikitable" border="0" style="text-align:center" | {| class="wikitable" border="0" style="text-align:center" | ||
Line 258: | Line 326: | ||
* '''Dodge: +0''' | * '''Dodge: +0''' | ||
* '''Parry: +0''' | * '''Parry: +0''' | ||
|} | |||
===Other Used Requisition=== | |||
{| class="wikitable" border="0" style="text-align:center" | |||
! Weapon Name !! Skill !! Class !! Range !! Rate of Fire !! Damage !! Penetration !! Clip !! Reload !! Special !! Weight !! Req !! Renown | |||
|- | |||
! Astartes Bolter Combi Flame !! BS !! Basic !! 100m !! S/3/- !! 1d10+9 X !! 5 !! 26 !! Full !! Tearing !! 25 !! 15 !! Respected | |||
|- | |||
! Astartes Bolter Combi Flame !! BS !! Flame !! 20m !! S/-/- !! 1d10+9 E !! 4 !! 1 !! Full !! Flame !! 0 !! 0 !! Respected | |||
|- | |||
! Astartes Bolt Pistol !! BS !! Pistol !! 30m !! S/2/- !! 1d10+9 X !! 4 !! 14 !! Full !! Tearing !! 5.5 !! - !! - | |||
|- | |||
! Astartes Chainsword !! WS !! Chain !! Melee !! - !! 1d10+3 R !! 3 !! - !! - !! Balanced, Tearing !! 10 !! 5 !! - | |||
|- | |||
! Astartes Power Axe !! WS !! Trad !! Melee !! - !! 1d10+8 E !! 6 !! - !! - !! Power Field, Unbalanced !! 10 !! 20 !! Respected | |||
|} | |||
* '''Combi Tool''' | |||
** Commonly found in the hands of Techmarines, combi-tools are versatile, if somewhat bizarre, mechanical devices. They are spindlet with small implements that interface, cut, solder, and anoint. | |||
** +10 bonus to Tech Use Tests | |||
*** 15 Requisition | |||
== Equipment == | == Equipment == | ||
=== | === Tools === | ||
* ''' | * '''Multi Key''' | ||
** | ** As it can open most standard Imperial locks, a multikey is reason for suspicion in the hands of a common citizen. For organisations like the Deathwatch they are indispensable, as it is considerably faste rand quieter to infiltrade the enemy's fortifications than to blast through them. | ||
** | ** +30 bonus to an Securty Test when trying to open locks | ||
*** | *** 15 Requisition | ||
=== Armour === | === Armour === | ||
* ''' | * '''Nemesis of Tyranid''' | ||
** | ** To forget is to forgive. Forget nothing | ||
** Armor value - 8/10 | ** Armor value - 8/10 | ||
** | ** Gain Hatred (Tyranid) Talent | ||
*** This armor | *** This armor is the fuel for all righteous destruction toward the complete obliteration of the Tyranid race. | ||
*'''Fenris Pattern Wolf Helmet''' | |||
==Armor value - 8 | |||
** Still use smell and wolf solo in helmet | |||
===Standard Issue=== | ===Standard Issue=== | ||
Line 281: | Line 374: | ||
** Astartes combat knife | ** Astartes combat knife | ||
** Repair cement | ** Repair cement | ||
** Chapter Trapping ( | ** Chapter Trapping (Totem of the Bloodied Hunter) | ||
** | *** add +1 to any damage inflicted by Righteous Fury | ||
**Astartes Bolter with fire selector | |||
**Astartes servo-arm (part of power armor) | |||
**One other common cybernetic | |||
=== Cybernetics === | |||
* '''Astartes Servo-Arm''' | |||
** 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. | |||
* '''Auger Array''' | |||
** 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 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. | |||
* '''Exceptional Mind Impulse Unit (MIU)''' | |||
* ''' | ** Implant | ||
** | ** These devices, also known as sense-links, allow the owner to direct interface with a machine or technological device. MIUs see widespread use amoung Techmarines. A basic MIO implant involves a single spinal or cortex connector, while advanced variants include wrist connector probes - and possibly mecadendrite connectors - in addition to the spinal plug. | ||
** | *** Exceptional models grant a +10 bonus to communicate with machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic Skill Tests when interfaced with MIU systems. | ||
*** | |||
== Experience == | == Experience == |
Latest revision as of 20:51, 6 March 2019
A Character in Deathwatch:_Righteous_Few
Background[edit]
Defense of Outpost #418[edit]
Nine wolves stood in the trench. Behind them, the outpost needed the length of the night to evacuate before the hordes of the chaos marines. And so, they all drank another shot of heavy bourbon and looked up. Hjalmar held a bolter with a combat knife bayonet. His blood claws dangled unpowered by on the arms of his power suit. The men, former men as they were, rejects of the emperor’s will, advanced. Now only 500 meters and closing quick.
“…when she said: ‘I didn’t realize your mouth was as hairy as your arse.’” Sargeant Fjorn’s joke broke the whole squad in laughter. Hjalmar adds: “As I rememb’, hers was the hairiest of the three.” And the group laughs all the harder. Rarvic falls down, unable to bear his side.
Sarge stands straight, and looks into the eyes of each of his men. Silence bears cold still, as they all know battle is coming. “There ‘ill be a half legion of them coming. They want to rape those there lad and lasses at the outpost. They aren’t marines. They aren’t even human. They just want blood of the children of the emperor. And it is the Grey Hunter’s 15th that will be remembered for saving them. You aren’t your name and you aren’t your mom’s lad any more. You are a Wolf.” Everyone lets out a single bark in unison.
“Now who has the most ammo?” Hjalmar responds third with “Two.” The number of clips he has left outside the one loaded in his bolter and pistol already. Everyone else responds in turn, none having even to look down to know their number. Rarvic is last, and responds with “Four.” Everyone stands taller than him for a moment, proud they are. “Here that boys? Rarvic here thinks his claws are all he needs.” Everyone takes a punch at about 80% strength to the youngest member’s face. He leans in with his chin on each one to take the blow. He then pulls out his four clips and splits the ammo in half for each of the others before rising up from the trench first. The sarge hands over in return his power axe, one engraved with the company logo on the top of the axehead. It glows in his hand, showing the connection to his suit as it turns on. “You are a Wolf.” Rarvic responds, and everyone barks twice in unison.
The chaos now is 200 meters away, and almost in range. The green and brown clad former marines begin to fire, but none of the wolves move yet. Then, as if a trip wire was triggered, the whole pack raises their chins to the starry sky above. And they howl.
8 hours later the forces of chaos turned away. Of the 500 that came to the planet, less than a hundred were left. Hjalmar lay upright on a pile of bodies. All eight of his brothers were motionless and breathless on the ground around him. He found a flask and took a shot. “This one is for all of you.” His body was mutilated, but he was alive. A ship flew over, tracking his lone life signature. He raised his one hand that still worked. His suit was gray the night before, but now it was red. For not being human, the chaos marines still bleed red.
Becoming an Iron Priest[edit]
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.
Enlistment to Deathwatch[edit]
Finally complete, Harl tapped the full Iron Priest to serve a term with the Deathwatch. Of course Watch Fortress Erioch had a Forge Master. But there was much need at the busy Watch Station Sargossa. So Iron Priest Longfang took the next shuttle to Jericho Reach.
Stats[edit]
Character Name | Player Name | Specialty | Chapter | Rank | Experience | Renown |
---|---|---|---|---|---|---|
Hjalmar Longfang | Wonderwill | Tech Marine | Space Wolves | 2 | 17,000 | 20 |
Solo Mode | Chapter Demeanor | Personal Demeanor | Past Event | Techmarine Ability | ||
Wolf Senses | Sons of Russ | Scornful | Bitter Vengeance | Blessed by the Omnissiah |
Weapon Skill | Ballistic Skill | Strength | Toughness | Agility | Intelligence | Perception | Willpower | Fellowship | Wounds | Fate | Insanity | Corruption |
---|---|---|---|---|---|---|---|---|---|---|---|---|
48 | 41 | 50/70 (10/12) | 52 (10) | 43 | 47 | 43 | 43 | 48 | 19 | 3 | - | - |
Skills[edit]
Untrained Basic skills[edit]
Skill | Attr. | Bonus |
---|---|---|
Charm | Fel | |
Command | Fel | |
Contortionist | Ag | |
Deceive | Fel | |
Evaluate | Int | |
Gamble | Int | |
Inquiry | Fel | |
Logic | Int | |
Scrutiny | Per | |
Search | Per | |
Swim | S |
Trained skills[edit]
Skill | Attr. | Bonus |
---|---|---|
Awareness | Per | +20 |
Carouse | T | |
Ciphers (Chapter Runes) | Int | |
Climb | S | |
Concealment | Ag | |
Dodge | Ag | |
Drive (Ground Vehicles) | Ag | |
Intimidate | S | |
Literacy | Int | |
Lore, Common (Adeptus Astartes) | Int | |
Lore, Common (Deathwatch) | Int | |
Lore, Common (Imperium) | Int | |
Lore, Common (War) | Int | |
Lore, Forbidden (Xenos) | Int | |
Lore, Forbidden (Adeptus Mech) | Int | |
Lore, Scholastic (Codex Astartes) | Int | |
Navigation (Surface) | Int | |
Security | Ag | |
Silent Move | Ag | -30 |
Speak Language (High/Low Gothic) | Int | |
Speak Language (Techna-Lingua) | Int | |
Survival | Int | |
Tactics (Defense Doctrine) | Int | |
Tech-Use | Int | |
Tracking | Int |
Talents & Traits[edit]
Default Talent or Trait | Description |
---|---|
Ambidextrous | Use either hand equally well |
Astartes Weapon Training | Proficient with all weapons but exotic |
Bulging Biceps | Remove bracing requirement for certain weapons |
Deathwatch Training | Auto-confirm Righteous Fury against aliens |
Heightened Senses (Sight, Sound, Smell) | +10 bonus to relevent senses |
Killing Strike | Spend a Fate Point to make melee attack impossible to parry/dodge |
Nerves of Steel | Re-roll failed tests to avoid pinning |
Quick Draw | Ready as a free action |
Counterattack | After a successful parry, get a free attack using the parried weapon at a -20 penalty. |
Resistance (Psychic Powers) | +10 bonus to resistance tests |
True Grit | Reduce critical damage the character takes |
Unarmed Master | 1d10+SB damage, no Primitive trait |
Unnatural Strength (x2) | Increase characteristic bonus by two |
Unnatural Toughness (x2) | Increase charactertistic bonus by two |
Gained Talent or Trait | Description | |
---|---|---|
Mechanicus Implants Trait | The character is a servant of the machine-god, an initiate into the mysteries of the Priesthood of Mars and as such is a vessel for the following implants | Electro-Graft; Electoo Inductors; Respirator Unit; Cyber-Mantle; Potentia Coil; Cranial Circuitry |
Electro-Graft Use | The character may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to common lore, inquiry, or tech-use tests while connected to a data port. | |
Mechandendrite Use (Servo-Arm) | Servo arms are powerful mechanical arms fitted with piston-driven claws that are equally effective as weapons as they are at repairing machines | |
The Flesh is Weak (1) | This talent grants the character the Machine Trait with armor points equal to the number of times this Talent has been taken. | |
Machine Trait | Machines do not breathe, are immune to effects of a vacuum, extremes of cold, any mind influencing psychic effect, and their Armor Points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 Armor Points for each location. This number is indicated next to the trait. | |
Autosanguine | When applying healing, the character is always considered lightly damaged, and heals at an increased rate, removing 2 points of damage per day | |
Hatred (Chaos) | When fighting [Chaos], in close combat, the character gains a +10 bonus to all weapon skill tests made against them. | |
Right of Awe | All humans within 50 m radius feel a sense of dread and take a -10 to their next skill test. PCs may ignore with a successful willpower test. The rite requires a one half action speaking the litany in Techna-Lingua. |
Combat Stats[edit]
Current Requisition[edit]
Weapon Name | Skill | Class | Range | Rate of Fire | Damage | Penetration | Clip | Reload | Special | Weight | Req | Renown |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Astartes Servo-Arm | WS | Trad | Melee | - | 2d10+14 I | 10 | - | - | - | 2 | - | - |
Astartes Bolter | BS | Basic | 100m | S/3/- | 1d10+9 X | 4 | 28 | Full | Tearing | 18 | - | - |
Mounted Chainsword | WS | Chain | Melee | - | 1d10+3 R | 3 | - | - | Tearing | +8 | +9 | - |
Red Dot Laser Sight | +10 BS | Sight | - | S/-/- | - | - | - | - | Optic | +0.5 | +10 | - |
Astartes Hand Flamer | BS | Pistol | 10m | S/-/- | 1d10+7 E | 4 | 4 | 2 Full | Flame | 6 | 10 | - |
Astartes Combat Knife | WS | Trad | Melee | - | 1d10 R | 2 | - | - | - | 2 | - | - |
Astartes Frag Grenade | BS | Thrown | SBx3 | S/-/- | 2d10+2 X | 0 | - | Blast (4) | - | 0.8 | - | - |
Astartes Krak Grenade | BS | Thrown | SBx3 | S/-/- | 3d10+4 X | 6 | - | - | - | 0.8 | - | - |
Breaching Auger | WS | Power | Melee | - | 2d10+11 R | 7 | - | - | Power Field, Unwieldy, Tearing | 28 | 18 | - |
- Initiative Bonus: +4
- Movement: 5/10/15/30
- Wounds: 19
- TB: +10
- Armor: 9/11
- Dodge: +0
- Parry: +0
Other Used Requisition[edit]
Weapon Name | Skill | Class | Range | Rate of Fire | Damage | Penetration | Clip | Reload | Special | Weight | Req | Renown |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Astartes Bolter Combi Flame | BS | Basic | 100m | S/3/- | 1d10+9 X | 5 | 26 | Full | Tearing | 25 | 15 | Respected |
Astartes Bolter Combi Flame | BS | Flame | 20m | S/-/- | 1d10+9 E | 4 | 1 | Full | Flame | 0 | 0 | Respected |
Astartes Bolt Pistol | BS | Pistol | 30m | S/2/- | 1d10+9 X | 4 | 14 | Full | Tearing | 5.5 | - | - |
Astartes Chainsword | WS | Chain | Melee | - | 1d10+3 R | 3 | - | - | Balanced, Tearing | 10 | 5 | - |
Astartes Power Axe | WS | Trad | Melee | - | 1d10+8 E | 6 | - | - | Power Field, Unbalanced | 10 | 20 | Respected |
- Combi Tool
- Commonly found in the hands of Techmarines, combi-tools are versatile, if somewhat bizarre, mechanical devices. They are spindlet with small implements that interface, cut, solder, and anoint.
- +10 bonus to Tech Use Tests
- 15 Requisition
Equipment[edit]
Tools[edit]
- Multi Key
- As it can open most standard Imperial locks, a multikey is reason for suspicion in the hands of a common citizen. For organisations like the Deathwatch they are indispensable, as it is considerably faste rand quieter to infiltrade the enemy's fortifications than to blast through them.
- +30 bonus to an Securty Test when trying to open locks
- 15 Requisition
Armour[edit]
- Nemesis of Tyranid
- To forget is to forgive. Forget nothing
- Armor value - 8/10
- Gain Hatred (Tyranid) Talent
- This armor is the fuel for all righteous destruction toward the complete obliteration of the Tyranid race.
- Fenris Pattern Wolf Helmet
==Armor value - 8
- Still use smell and wolf solo in helmet
Standard Issue[edit]
- Tech Marine Package
- Power Armor
- Bolt pistol
- Frag grenades (3)
- Krak greandes (3)
- Astartes combat knife
- Repair cement
- Chapter Trapping (Totem of the Bloodied Hunter)
- add +1 to any damage inflicted by Righteous Fury
- Astartes Bolter with fire selector
- Astartes servo-arm (part of power armor)
- One other common cybernetic
Cybernetics[edit]
- Astartes Servo-Arm
- 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.
- Auger Array
- 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 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.
- Exceptional Mind Impulse Unit (MIU)
- Implant
- These devices, also known as sense-links, allow the owner to direct interface with a machine or technological device. MIUs see widespread use amoung Techmarines. A basic MIO implant involves a single spinal or cortex connector, while advanced variants include wrist connector probes - and possibly mecadendrite connectors - in addition to the spinal plug.
- Exceptional models grant a +10 bonus to communicate with machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic Skill Tests when interfaced with MIU systems.
Experience[edit]
Total Experience - 17,000xp
Spent Experience - 17,000xp
Available - 0xp
Expenditures[edit]
Advance | Cost |
---|---|
The Flesh is Weak (1) | 800 |
Autosanguine | 500 |
Carouse | 200 |
Intelligence Skill, Basic | 200 |
Toughness Skill, Basic | 200 |
Weapon Skill, Basic | 500 |
Security, Simple | 400 |
Lore, Forbidden, simple | 400 |
Hatred (Chaos) | 500 |
Right of Awe | 1000 |
Survival, simple | 300 |