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[DW PbP]Vigil of the Dark Hunters: Turn 4 for Players

SanderJKSanderJK Crocodylus Pontifex SinterklasicusMadrid, 3000 ADRegistered User regular
edited July 2011 in Critical Failures
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The Jericho Reach. For millenia, all but forgotten by the Imperium of Man. There were always more crucial planets to defend. Larger threats to the Imperium to combat. Bigger crises to handle first. And the Jericho Reach descended into war, and then into shadow. Lost to the Imperium, and all but forgotten in the eternal wars that plague humanity.

But a few remained, for in ancient times an oath was sworn. And those oaths were kept, through the long night, through endless war. The Deathwatch remained. From Watch Fortress Erioch their vigil over the Jericho Reach never faltered. The Adeptes Astartes saw, and they fought. The Space Marines remained, for millenia. They won, they lost, but never wavered.

And then a Warp Gate was found, spanning half a galaxy, and the Achilus Crusade started. Humanity seeks to regain what it lost, but has already found out that the price is high and paid in blood. The Enemies of Man are everywhere here. Xenos, Mutant, Heretek, all have taken root in the Jericho Reach. Ork madness, Tyranid fleets, Tau expansion and the minions of false Chaos gods, all oppose the Imperium.

Without Mankinds greatest weapon the Crusade would have already been doomed. At nearly every crucial stage a few of these deadly weapons, creatures of war, have stepped in to make the difference. You are one such weapon, a Space Marine. Immensely strong, immensely tough. Nearly two dozen extra organs have transformed you beyond humanity into holy killing machine. Your armour is blessed and anointed, your weapons the best the Imperium can supply. You know no fear, and always long for the thrill of battle.

You are Deathwatch. The finest warriors of the Imperium, cooperating with the Holy Inquisition to neutralize the gravest threats to humanity. You are designed to fight, destined to fight, and fight you shall. All Enemies of the Imperium shall fall before the might of the Deathwatch.

Players

Brother Darrus Sherrkann, Ouroborus Razors Assault Marine - Gabriel Pitt
Brother Corin, Consecrators Tactical Marine - Witch_Hunter_84
Brother Hasdrubel Mendy, Imperial Fists Apothecary - Dread_Cthulu
Brother Mycaelis Arion, Dark Angels Techmarine - Salvation122
Brother Icarus, Blood Angel Librarian - Payot
Brother Jovan Brutus Comitatus, Mortificators Devastator Marine - Thanatos

The Story So Far
Rules:

Setting: Jericho Reach, with Fortress Erioch as a home base. More or less as decribed in the official books. I intend to run it on a very "action movie" feel. (More specificly, '80s action movie feel.)

Source books: Deathwatch Core Rulebook and Rites of Battle (optional) for the players.

Players: For starters, I would like up to one of each Specialty each. This way, everyone has a clear role in the team. This means up to six players at the start. If things go well and there is interest, I will consider adding more then that. The nature of DW makes it very easy to add in new players. ("Reinforcements have arrived!")

Character Creation:
  • Create a Space Marine at the start of Rank 2 (17k xp total, 12k in creation, 5000xp to spend).
  • You start at 20 Renown (Respected).
  • Stats: Either a 100 point buy, where every point above 14 costs double (So a 20 would cost 26 points), or roll 9x 2d10, reroll one, then swap two stats. (So you can always be decent at what you want). You may do a total reroll if stat total is below 95.
  • Power Armour: I like using the RoB expanded tables. For those without RoB, it gives chances to get anywhere between Mk IV and VIII, as well as adding more possible PA histories. I can give people without RoB the results of their rolls.
  • You can take any RoB Deed that you qualify for (1 Deed per PC rule still exists).
  • Be aware of the errata in general. (Link is below in the Weapons section)
  • Ask before you create a new Chapter, and where you want to go with it. (I'm not terribly well versed in SM lore, or in what those rules end up with, so I want to be a bit cautious).
  • Background: Please supply a background with your character, as well as your power armour and any signature wargear. Even a few lines give a lot of flavour to a character.
  • Assume your character has spent some time in service of the Deathwatch already, but has recently been assigned to a new Kill-Team. Feel free to develop a background between PC's.
  • Image:You can supply a headshot of your Space Marine, so I can tokenize it for the maps. (I have several stock tokens if you can't find something decent).
You can use this template for your character, with all the skills, talents, traits and stats that every Deathwatch character has already entered:
Name:
Chapter:
Specialty:
Past Event:
Chapter Deameanour:
Personal Deameanour:
Rank: 2
Power Armour History:

WS:
BS:
S:
T:
Ag:
Int:
Per:
WP:
Fel:

Skills:
Awareness (Per) -Trained
Barter (Fel)
Carouse (T)
Charm (Fel)
Ciphers (Int)
-Chapter Runes -Trained
Climb (S) -Trained
Command (Fel)
Common Lore (Int)
-Adeptus Astartes -Trained
-DeathWatch -Trained
-Imperium -Trained
-War -Trained
Concealment (Ag) -Trained
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag) - Trained
Drive (Ag)
-Ground Vehicles -Trained
Evaluate (Int)
Forbidden Lore (Int)
-Xenos -Trained
Gamble (Int)
Inquiry (Fel)
Intimidate (Fel)
Literacy (Int) -Trained
Logic (Int)
Navigation (Int)
-Surface -Trained
Scholastic Lore (Int)
-Codex Astartes -Trained
Scrutiny (Per)
Search (Per)
Silent Move (Ag) -Trained
Speak Language (Int)
-High Gothic -Trained
-Low Gothic -Trained
Swim (S)
Tactics (Int)
Tracking (Int) -Trained

Wounds: 0/0

Insanity: 0/0

Battle Fatigue: 0/8

Primarch's curse: None

Movement: Half: , Full: , Charge: , Run:

Fate Points: 0/0

Corruption: 0/100

Talents and Traits:

Ambidextrous
Astartes Weapon Training
Bulging Biceps
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Quick Draw
Resistance (Psychic Powers)
True Grit
Unarmed Master
Unnatural Strength (x2)
Unnatural Toughness (x2)

Gear:

Renown: 20

Exp:

Background:

Weapons:

I'll be using the errata'd optional weapon stats! Note that these can significantly alter your weapon of choice. I much prefer more weapons having a possible role though, instead of a bolters being so dominant.
Also note the change to Righteous Fury (Which becomes reroll hit under same modifier for an extra 1d10).
Carry capacity for weaponry is limited by the "5 hand rule." Excluding Combat Knife and Bolt Pistol, you can only carry "5 hands" worth of weaponry. Most melee weapons are 1h (but some are 2h), basic weapons count as 1h, heavy weapons as 2h.

How to Play:

I would like it if once play is started, OOC messages are colored in GRAY.

House Rules
The bonus Agility on the Mk VI Power Armour is reduced to +5
Any ability/trait/talent that has a "once per session" qualifier instead becomes "once per three objectives completed.
Using "Two Weapon Fighting(Ballistic)" to fire Semi-Auto or Full-Auto is penalised at -20 for 2 pistols, -30 for basic SA, and -40 basic FA (Net: pistols -10, basic SA -20, basic FA -20).

I want to focus mostly on the Missions, but I won't neglect the Preparation, which includes Briefing, Selecting a Leader and Squad Abilities, Oath-Taking and Arming. For the first mission at least, I'll let all of those play out for a bit, give everyone a chance to have their say, pick complementary gear, and give a chance to RP as your marine out of combat.

Because DW is combat focused and tactics are a part of it, I'll be drawing out maps in Maptools, and I'll use Line of Sight and Cover. In order to speed up Combat I'll use "initiative blocks," with all players taking their turn as they post, then all the badguys etcet.

I'll also give basic stats about the badguys, so that players can assign their own damage. All enemies use the best reaction they have available, and the players roll for them too. This way, a player immediately knows the effect of his actions, and can describe them in his post.

I hope to do 1 round every 24 - 48 hours with this, once combat is underway. That means that's also the expected postrate. Note that I haven't GM'd a PbP before, so I'm a bit unsure how much of my time it will eat. But I'll do my best to at least see my first planned mission through to the end, and then evaluate.

Combat Example:

Situation:

Crappy map drawn in 20mins:
KphA0.jpg

Statblock:
Players:
Space Marine A
Space Marine B
Space Marine C
Space Marine D

Enemies:
Ork Boy 1: Wounds: 15/15; Armour: 2(all);TB: 8; Cover 6 (Body, legs);Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 2: Wounds: 15.15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 3: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Shoota, Choppa
Ork Mekboy: Wounds: 30/30; Armour: 4(all);Cover 6 (Body, legs);TB: 10;Dodge 20;Parry 35;Weapons: Twin-Linked Shoota, Power claw
Ork Kommando 1: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 35;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Ork Kommando 2: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 30;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades


Anyone who takes their turn, then posts his action then copies down the stat block with the altered effects, and moves himself to the bottom:

First, Space Marine A posts and takes a turn:
:
Space Marine A: Bolter Semi-Auto Versus Ork Boy 1 (Versus 75(BS 55, +10 Range, +10Semi-Auto) (1d100=97)
A miss, and it's a bad one! A roll above 96 means his weapon has jammed.
Space Marine A aims his trusted bolter at the nearest Ork, but instead of bullets all he generates is a clicking sound. The Omnissiah did not bless him today!
Players:
Space Marine B
Space Marine C
Space Marine D

Enemies:
Ork Boy 1: Wounds: 15/15; Armour: 2(all);TB: 8; Cover 6 (Body, legs);Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 2: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 3: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Shoota, Choppa
Ork Mekboy: Wounds: 30/30; Armour: 4(all);Cover 6 (Body, legs);TB: 10;Dodge 20;Parry 35;Weapons: Twin-Linked Shoota, Power claw
Ork Kommando 1: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 35;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Ork Kommando 2: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 30;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades

Players:
Space Marine A: Weapon Jammed!

Then Space Marine B takes his turn:
Space Marine B Semi-Auto Bolter versus Ork Mekboy (v 77(BS 57, +10 Range, +10Semi-Auto)) (1d100=36).
More then 3 hits, so the Ork attempts to dodge:
Ork Mekboy Dodge versus 20 (1d100=8). It dodges 2 hits, so 1 attack lands:
Location: 63 = Body, Body, Arm. Armour 4, Cover 6 TB 10. 1d10+9 Tearing 4 Pen (1d10+9=18) 18 damage with 4 penetration. Only 2 damage done, but the Cover does get hit twice, so it goes down by 2 for the Mekboy. Space Marine B edits and reposts the statblock:
Space Marine B aims at the big Ork behind the bags, and his bolts fly towards the target, only to have the Ork duck away and barely get grazed. Grain pours out on the ground.
Players:
Space Marine C
Space Marine D

Enemies:
Ork Boy 1: Wounds: 15/15; Armour: 2(all);TB: 8; Cover 6 (Body, legs);Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 2: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Slugga, Choppa
Ork Boy 3: Wounds: 15/15; Armour: 2(all);Cover 6 (Body, legs);TB: 8;;Dodge 30;Parry 25;Weapons: Shoota, Choppa
Ork Mekboy: Wounds: 28/30; Armour: 4(all);Cover 4 (Body, legs);TB: 10;Dodge 20;Parry 35;Weapons: Twin-Linked Shoota, Power claw;Reaction used
Ork Kommando 1: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 35;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades
Ork Kommando 2: Wounds: 25/25; Armour: 5(all);TB: 8;Dodge 30;Parry 45;Weapons: Shoota;Chain Axe;2 Frag Grenades

Players:
Space Marine A: Weapon Jammed!
Space Marine B: Ammo 24/28

Etcetera.

In this way, all players can take their turn in any order, and the GM can do 1 turn with all the enemies at once. It also shifts some of the burden of administration onto the player.

Steam: SanderJK Origin: SanderJK
SanderJK on
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Posts

  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited June 2011
    This sounds pretty keen to me, so sign me up. I'll try and have my character up by the evening.

    Gabriel_Pitt on
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Gotta get my hands on the books but interested.

    Salvation122 on
  • PayotPayot Registered User regular
    edited June 2011
    I'm working on a character right now. Trying to decide between a Librarian and a Tactical Marine.

    Payot on
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Books obtained.

    There's a lot of stuff to go over here, so I may be slow in getting something up.

    Salvation122 on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    If you never made a character before, this excel sheet can really help. Be sure to change it to "Deathwatch" on the second tab though. Especially helpful because in DW you have multiple tables with advancements (General Space Marine, Chapter and Specialisation.)

    If you never played any of the FFG RPGs, you'll need to read a bit how it all works, though most of your time in combat is shooting, hitting things, or moving + shooting, or moving + hitting things (As befits a space marine). Ask away though.

    If you played DH or RT, the main new mechanic (apart from character creation) is the Solo Mode/Squad Mode/Cohesion system, which allows for limited amounts of extra abilities. Also note that gear is on a "per mission" basis, apart from your starter gear + signature wargear (which costs experience to buy).

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Cool.

    I'm looking at a Techmarine now. I figure I'll post some numbers today, and people can tell me the myriad ways I screwed up.

    Salvation122 on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited June 2011
    Oh man, definitely interested. I'll get a character up by tonight!

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited June 2011
    Cool.

    I'm looking at a Techmarine now. I figure I'll post some numbers today, and people can tell me the myriad ways I screwed up.

    Nutbunnies, I wanted to do a techmarine :D That's whT I get for keeping my mouth shut. I still haven't started the actual number crunching so I still have time for revision.

    Gabriel_Pitt on
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    SAL'S BIG OL' MECHANICS QUESTIONS POST, SO I DON'T CLUTTER THE THREAD

    Does the bonus from the Mind-Impulse Unit stack with the Electro-Graft Use trait?

    Further, does the Enhanced Senses bonus from cybernetic eyes stack with (or improve upon) the Heightened Sense trait inherent to Space Marines?

    Salvation122 on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    In general, bonuses stack. But:

    1) MIU interfacce only applies to specifically made machinery. I am not aware of any rules on what exactly has a MIU interface and what hasn't, so by GM decree, the general rule is now: Any item that is of at least Exceptional Quality can be requisitioned with a MIU interface. Any item of Exceptional Quality or better for own use by a Magos, senior-tech Priest can also be expected to have one.
    2) Electro-graft speaks of data-ports. This seems limited to machines with some "logic" capabilities. In the rare case that they have both, I'd say they stack.

    Regaining the same talent does not add anything, so Exceptional Quality bionic eyes only help against blinding attacks over normal Heightened Sense(Sight).

    Since you seem to be looking at implants, something often overlooked is that arms/legs add 2 TB bonus to their location, and a bionic heart adds 1 to body (Body gets hit the most, 40% of the time). TB is a lot better then armour in most scenarios, because it's not negated by penetration. The Sprint talent that exceptional legs/hearts is also really nifty for moving fast. (You can Run 2x the normal distance every other round).

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited June 2011
    I'm going for the assault marine specialty, FYI, my battle brosefs.

    Gabriel_Pitt on
  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited June 2011
    Here's a link to my rough character sheet, in case anyone wants to take a gander. The Ouroborous Razors are an original chapter, but they fit the Storm Wardens in mechanics, if not in fluff. I'll do a synopsis of their important bits when I finish the whole sheet.

    I used the point-buy for the character stats, and I'm not sure if I added in an advancement or two and forget to write them down. I'm going to have to go back and redo the math.

    https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B-BRAW8P0DZLNThlYmIyY2ItMjc0ZC00ZmY5LWJhYzktZmI2MjI0OWRkMjRh&hl=en_US&authkey=CInFipgP

    If I don't get around to spending the last three reknown points, can they be pooled for someone else on the team to use?

    Gabriel_Pitt on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited June 2011
    In the midst of making a tactical marine, I'll have it done by tomorrow I believe.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Here's a link to my rough character sheet, in case anyone wants to take a gander. The Ouroborous Razors are an original chapter, but they fit the Storm Wardens in mechanics, if not in fluff. I'll do a synopsis of their important bits when I finish the whole sheet.

    I used the point-buy for the character stats, and I'm not sure if I added in an advancement or two and forget to write them down. I'm going to have to go back and redo the math.

    https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B-BRAW8P0DZLNThlYmIyY2ItMjc0ZC00ZmY5LWJhYzktZmI2MjI0OWRkMjRh&hl=en_US&authkey=CInFipgP

    If I don't get around to spending the last three reknown points, can they be pooled for someone else on the team to use?

    The sheet looks good overall. Dodge is a trained skill for all SM. (It's an error on the original sheet)

    Renown isn't used to get gear, Requisition is, and that's based on each mission. (You get the mission details, then you make a trip to the armoury, at the end of the mission it gets handed back.) The exception is "Signature Wargear" which once bought for xp is yours. Renown determines the kind of gear you can requisition.

    You have a Mk VI armour, which means you get 2 rolls on the history table. (RoB table 3.9 and 3.11). I'm going to nerf the MK VI bonus agility to +5, I hadn't read the +10 Agi bonus, and it seems a lot (Mostly because Agi is Dodge)

    Total base stats should be 30x9 (Base) + 100 (Point) - (Point penalties for going over 14) +/- background / deeds + Stat buys =270+100+?+?=370. If I add up all your stats I get 370 now. However you seem to have taken 18Str, 15T, 16Agi, which would cost 7 points more. (I don't think any of your deeds or backgrounds modifies). Remember that with the Power Armour on, you add +20Str, +5Agi (for Mk VI) after unnatural stats.

    Just in case you missed it, you can also buy stat increases with xp (p73 for the Assault Marine).

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited June 2011
    room for another?

    EDIT: Game for the Apothecary

    Dread__Cthulhu on
  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited June 2011
    SanderJK wrote: »
    If I add up all your stats I get 370 now. However you seem to have taken 18Str, 15T, 16Agi, which would cost 7 points more. (I don't think any of your deeds or backgrounds modifies). Remember that with the Power Armour on, you add +20Str, +5Agi (for Mk VI) after unnatural stats.
    Aha, I knew i was forgetting something. I kept fiddling with my stats through out character creation, and forgot about the 14+ point increase when I was swapping things around.

    Gabriel_Pitt on
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Think I'm done with the mechanical aspects, aside from determining speed and such. Tell me how I terribly screwed up!
    Dark Angels Techmarine

    WS - 8 (+40) - 48 - 4
    BS - 11 (+35) - 46 - 4
    S - 14 (+30) - 44 - 4
    T - 10 (+35) - 45 - 4
    A - 13 (+35) - 48 - 4
    I - 18 (+35) - 53 - 5
    P - 12 (+30) - 42 - 4
    W - 12 (+30) - 42 - 4
    F - 5 (+30) - 35 - 3

    Dark Angels Chapter - +5BS, +5I, Stoic Defense, Sons of the Lion

    Wounds: 21
    Fate: 5

    Power Armor - Mk VI Corvus Pattern (+5 Ag)
    History - Blood of the Enemy (Fear 1)
    History - Gauntlets of Xirion (+10 WS, +5 Fel w/ Imperium)

    XP Expenditures:

    Characteristic Expenditures:
    Simple Toughness (200), Intermediate Toughness (500)

    Skills:
    Demolition (400), Logic (400), Ciphers (Inquisition) (200), Lore (Forbidden:Ad-Mech) (400), Trade: Armorer (600), Tech-Use (free), Speak (Techna-Lingua) (Free)

    Talents: Technical Knock (500), Signature Wargear (Common Plasma Gun) (500), The Flesh is Weak (800), Logis Implant (500), Electro-Graft Use (free), Mechandendrite Use (Servo-Arm) (free)

    Demeanor: Calculating

    Deeds:

    Cybernetics:
    Servo-Arm (Common, Free)
    Mind Impulse Unit (Common, Free)
    Augur Array (Exceptional, Free)

    Background:
    +++++Access to Astartes service records granted.+++++
    +++++Meditation for the Day: It is not necessary to understand in order to hate.+++++[/center]

    Query>>Techmarine Mycaelis Arion

    +++++Service Record Begins+++++

    Induction
    Inducted from feudal world Asogna. Candidate's age, 14, was a concern, as was betrothed status. Candidate's status as apprentice blacksmith raised interest of Chapter's Forge Master. Performance during the Hundred Hour Vigil and simple, methodical approach to combat demonstrated promise outweighing initial concerns.

    Training and Scout Service
    +Candidate's training proceeded without incident. Candidate's study of the Codex Astartes exemplary; general interest in mechanized aspects of warfare and easy acceptance of technology noted.

    +As a Scout, infiltrated Traitor stronghold of Numve and recovered logic stacks of particular interest to Chapter's 2nd Company ("Ravenwing"). +[Further data is redacted.]+

    +As a Scout, infiltrated Ork world of Thunkbuz and placed guidance system directing orbital strike against Big Mek Hurrka's manufacturing infrastructure. As a result of an attack by Orkish weaponry, guidance system's power cell was disabled and squad's Sargeant was disabled. Scout Mycaelis fashioned replacement power source from recovered Orkish weaponry, placed transmitter, and withdrew with Sargeant's remains to extraction point in good order.

    Techmarine Argus censured Scout Mycaelis for desecrating Astartes machinery with Orkish xenotech. Techmarine Argus issued commendation for creatively completing mission objectives under duress. Scout Mycaelis assigned to penance duty in chapter's forges, performing menial work for two hours a day for a duration of one year.

    +Upon completion of penance duty, was recommended for secondment to Mars for training as Techmarine.

    Mechanicum Training
    [Records largely redacted, as standard.]

    +Commendations from Magos Rumer and Xanath for exacting attention to detail, general skill as armourer, and notable nuance when working with machine spirits. As final ordeal, repaired Ragefire-pattern Plasma Gun damaged in service with his Chapter. Gifted the gun by Chapter's Master of the Forge upon Ordination into Cult Mechanicus.

    +Seconded to 9th Company as Armourer, typical practice for newly-inducted Techmarines.

    Service in 9th Company
    +Commendation for battlefield repairs on damaged 9th Company Predator under fire during campaign to repell Eldar invasion of Harpetida.

    +Commendation for successfully freeing the machine spirits of stationary missile batteries on Lichid; said batteries then turned on rebel forces, inflicting grace damage upon a mechanized infantry column.

    +Commendation for excellent strategic utilization of Thunderfire Battery. Subterranean detonation of Tremor shells disrupted stablization systems of Tau Crisis Suits, allowing units to pick off the stunned xenos before they could retreat.

    +Promoted to service in 3rd Company.

    Service in 3rd Company
    +Commendation for design and construction of defensive emplacements during campaign against Death Guard forces on Schistocerca. Repaired Ancient Gregor's Dreadnought chassis following battle damage during same campaign.

    +Successfully infiltrated Hrud trade ship and retrieved navigational data regarding Tau expansion.

    +[Redacted.]

    +Aided in attack plan against Ork WAAAGH Krell, locating weak points in a Gargant's construction and designating targets for 9th Company support elements to exploit as mechanized 3rd Company units engaged main infantry force.

    +Temporarily assumed battlefield command during Prosecution of the Ulask upon the disabling of Captain Marcus and attendant Honor Guard by low-orbit ion cannon strike. Proved a competent if uninspired leader. Successfully regrouped disparate elements of 3rd and 2nd Companies. Held the line against Ulaski attacks for a day and a night, utilizing entrenched defense by four 3rd Company squads as 2nd Company fast attack units harried flanks. Captain Marcus relieved Mycaelis of command the following morning after battlefield surgery, and the campaign was concluded successfully.

    +Upon completion of campaign, was recommended for secondment to Deathwatch by Captain Marcus to gain further command experience.
    +Accepted by Deathwatch; assigned to Watch Fortress Erioch.
    +++++Service Record Ends+++++

    Salvation122 on
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited June 2011
    Name: Hasdrubel Mendi
    Chapter: Imperial Fists
    Specialty: Apothecary
    Past Event: Last Stand
    Chapter Deameanour: Sons of Dorn
    Personal Deameanour: Pious
    Rank: 2
    Power Armour History: Lead From The Front; Battle-scar – Battered by War

    WS: 52
    BS: 42
    S: 39
    T: 41
    Ag: 44
    Int: 49
    Per: 43
    WP: 60
    Fel: 36

    Skills:
    Awareness (Per) -Trained
    Barter (Fel)
    Carouse (T)
    Charm (Fel)
    Chem Use +10 (Int)
    Ciphers (Int)
    -Chapter Runes -Trained
    Climb (S) -Trained
    Command (Fel)
    Common Lore (Int)
    -Adeptus Astartes -Trained
    -DeathWatch -Trained
    -Imperium -Trained
    -War -Trained
    Concealment (Ag) -Trained
    Contortionist (Ag)
    Deceive (Fel)
    Disguise (Fel)
    Dodge (Ag) - Trained
    Drive (Ag)
    -Ground Vehicles -Trained
    Evaluate (Int)
    Forbidden Lore (Int)
    -Xenos –Trained
    -Traitor Legions +20
    Gamble (Int)
    Inquiry (Fel)
    Intimidate (Fel)
    Literacy (Int) -Trained
    Logic (Int)
    Medicae (Int) +10
    Navigation (Int)
    -Surface -Trained
    Scholastic Lore (Int)
    -Codex Astartes -Trained
    Scrutiny (Per)
    Search (Per)
    Silent Move (Ag) -Trained
    Speak Language (Int)
    -High Gothic -Trained
    -Low Gothic -Trained
    Swim (S)
    Tactics (Int) (Defensive) +20
    Tracking (Int) -Trained

    Wounds: 22/22

    Insanity: 0/0

    Battle Fatigue: 0/8

    Primarch's curse: Death Before Dishonor

    Movement: Half: , Full: , Charge: , Run:
    4/8/12/24
    Fate Points: 3/3

    Corruption: 0/100

    Talents and Traits:

    Ambidextrous
    Astartes Weapon Training
    Bulging Biceps
    Heightened Senses (Hearing, Sight)
    Killing Strike
    Nerves of Steel
    Quick Draw
    Resistance (Psychic Powers)
    True Grit
    Unarmed Master
    Unnatural Strength (x2)
    Unnatural Toughness (x2)
    Polyglot
    Autosanguine

    Gear:
    Mk VI Corvus Armor
    Astartes Chainsword
    Astartes Combi-Weapon (Botlgun w/ one-shot Flamer)
    Astartes Plasma Pistol
    Astartes Bolt Pistol
    Astartes knife
    Narthiceium
    Reductor

    Renown: 20

    Exp: 16700/17000
    Chem Use (400)
    Chem Use +10 (400)
    F/L (Traitor Legions) (100)
    F/L (Traitor Legions) +10 (100)
    F/L (Traitor Legions) +20 (100)
    Medicae +10 (400)
    Siegecraft (500)
    Tactics (defense) +10 (100)
    Tactics (defense) +20 (100)
    Autosanguine (500)
    Polyglot (500)
    Sounds Constitution (x2) (1000)
    Weapons Skill Advance (200)
    Feast of Blades Participant (300)
    Background: Hasdrubel Mehdi was brought into the Imperial Fists from a Down-Under gang during one of their regular “purges” / recruitment drives on Scintilla. Proving himself a resourceful and intelligent student, Hasdrubel was assigned the studies of the duties of Apothecary. He has proven himself an apt pupil in both the history of the legions and the art of defensive war. He reveres the Imperial Fists primarch as both a visionary and as an example to all.



    Stats: http://invisiblecastle.com/roller/view/3079048/
    Re-roll: http://invisiblecastle.com/roller/view/3079049/
    Armor: http://invisiblecastle.com/roller/view/3079062/
    Armor History Table #1: http://invisiblecastle.com/roller/view/3079064/
    Armor History #1 Detail: http://invisiblecastle.com/roller/view/3079067/
    Armor History Table #2: http://invisiblecastle.com/roller/view/3079069/
    Armor History #2 Detail: http://invisiblecastle.com/roller/view/3079070/
    Fate Points: http://invisiblecastle.com/roller/view/3079074/
    Wounds: http://invisiblecastle.com/roller/view/3079075/

    Dread__Cthulhu on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    @Salvation:
    Same as Gabriel & the MK VI: I nerfed the agi bonus to +5, and you get an additional roll on the history tables (as per table 3.9/3.11 because the armour is so old).

    Remember that at the end, your strength bonus and toughness bonus double, and after that you add the PA bonus.

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    SanderJK wrote: »
    @Salvation:
    Same as Gabriel & the MK VI: I nerfed the agi bonus to +5, and you get an additional roll on the history tables (as per table 3.9/3.11 because the armour is so old).

    Remember that at the end, your strength bonus and toughness bonus double, and after that you add the PA bonus.

    Yeah, hadn't gotten quite that far yet, figured base stats were more important for an "Am I messing up?" check.

    Just rolled the additional Armor History and got Gauntlets of Xirion, which: woo. Editing the sheet above now.

    My only real question, purely from a char-op perspective, is whether I put too much emphasis on nifty but situational talents, rather than skills and characteristics.

    Salvation122 on
  • ThanatosThanatos Registered User regular
    edited June 2011
    I will be happy to put together a Devastator when I get home this evening, if that slot is still open.

    Thanatos on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited June 2011
    Brother Corin: Deathwatch Tactical Marine

    Consecrators_Marine.jpg125px-Consecrators_symbol.png
    Name: Brother Corin
    Chapter: Consecrators (Dark Angel Successor)
    Specialty: Tactical
    Past Event: Preserved the Secrets of the Chapter
    Chapter Deameanour: Sons of the Lion
    Rank: 2
    Power Armour History: Forget Nothing, Undefeated

    WS: 39 (9+30)
    BS: 53 (13+30+5) (One Advancement)
    S: 58 (8+50)
    T: 40 (10+30)
    Ag: 38 (8+30)
    Int: 46 (6+35+5)
    Per: 38 (8+30)
    WP: 40 (7+33)
    Fel: 36 (6+30)

    Skills:
    Awareness (Per) -Trained
    Barter (Fel)
    Carouse (T)
    Charm (Fel)
    Ciphers (Int)
    -Chapter Runes -Trained
    -Inquisition -Trained
    Climb (S) -Trained
    Command (Fel)
    Common Lore (Int)
    -Adeptus Astartes -Trained
    -DeathWatch -Trained
    -Imperium -Trained
    -War -Trained
    Concealment (Ag) -Trained
    Contortionist (Ag)
    Deceive (Fel)
    Disguise (Fel)
    Dodge (Ag) - Trained
    Drive (Ag)
    -Ground Vehicles -Trained
    Evaluate (Int)
    Forbidden Lore (Int)
    -Xenos -Trained
    -Inquisition -Trained
    -Traitor Legions -Trained
    Gamble (Int)
    Inquiry (Fel)
    Interrogation (WP)
    Intimidate (Fel)
    Literacy (Int) -Trained
    Logic (Int)
    Navigation (Int)
    -Surface -Trained
    Pilot
    -Personal -Trained
    Scholastic Lore (Int)
    -Codex Astartes -Trained
    Scrutiny (Per)
    Search (Per)
    Silent Move (Ag) -Trained
    Speak Language (Int)
    -Explorator Binary -Trained
    -High Gothic -Trained
    -Low Gothic -Trained
    -Techna Lingua -Trained
    Survival (Int) -Trained
    Swim (S)
    Tactics (Int)
    -Tech Use -Trained
    Tracking (Int) -Trained

    Wounds: 23/23

    Insanity: 3/3

    Battle Fatigue: 0/8

    Primarch's curse: None

    Movement: Half: 4, Full: 8, Charge: 12, Run: 24

    Fate Points: 3/3

    Corruption: 0/100

    Talents and Traits:

    Ambidextrous
    Astartes Weapon Training
    Bulging Biceps
    Forget Nothing
    Hatred (Chaos worshippers)
    Heightened Senses (Hearing, Sight)
    Killing Strike
    Nerves of Steel
    Quick Draw
    Rapid Reload
    Resistance (Psychic Powers)
    Rival (Inquisition)
    Sound Constitution (x2)
    Space Marine Implants
    Tactical Expertise
    True Grit
    Unarmed Master
    Undefeated
    Unnatural Strength (x2)
    Unnatural Toughness (x2)

    Gear:
    Mark V "Heresy" Armor (Common)
    Boltgun (Stalker) (Master Quality, chapter relic) w/telescopic sight

    Renown: 20

    Exp:17000 spent

    Background:
    Scout Corin was one of the most remarkable snipers in the Consecrator Chapter's recent history. Distinguishing himself during the Jaxus Heresy, Corin was known for going off on his own and slipping behind enemy lines, taking out enemy officers and disrupting supply trains before returning for a roster of updated targets. His most distinguished moment came when during the height of the campaign's most climactic engagement he came upon a scene he never imagined he would ever witness, he saw the captain of the Third Company laying defeated at the feet of a mysterious, black armoured Astartes sporting the livery of the Dark Angels and surrounded by similarly attired individuals. The Company Champion was already dead and the command squad nowhere to be found, it was as if the captain and his champion had fallen into a trap set by the enemy. Without dwelling on the scene Corin lined up a shot and a during one of the black armoured enemy's bellowing laughs, put a sniper round through his right eye and into his brain, killing him instantly. The other mysterious enemy warriors began firing in an attempt to fluch Corin out, but he remained calm and patient, felling another of them before they fell back. He then retrieved his captain and dragged him back to the Consecrator's battlie-lines. Upon debriefing, the Reclusiam of the Chapter immediately sequestered the young scout, but on review saw much promise in him as he had not only saved the captain, but had killed two of the elusive Fallen. Bolstered by the praise of a grateful captain, Corin was elevated to full Brotherhood within the Chapter and initiated into the Chapter's first Inner Circle of Knowledge over the Fallen. He was given access to the armoury, where he was assigned the battle-armour of a great hero of the Chapter and given the Silent Roar, a mighty Stalker-pattern Bolter suited to his specific idium of combat.

    After becoming assigned to the Third Company, Brother Corin became something entirely unique within the Chapter. Acting on orders from his Captain and various Interrogator Chaplains, Corin became the hidden hand that struck out against enemies of the Consecrators, be they Xenos, Traitor, or functionary of the Imperium. One such enemy was Interrogator Cilaphus, acolyte of a powerful Inquisitor of the Ordo Xenos. The identity of the Interrogator and who he served was a mystery to Corin, but he executed his orders and the Interrogator died with a hole in his chest, the body being found in an Inquisition "safe house" two hab-blocks from the Inquisitor's Manse. Unfortunately one of the Inquisitor's acolytes had managed to get a pict-recording of the killing and the Inquisitor used the information to blackmail the Chapter. The conditions were simple, Brother Corin would serve in the Ordo's Deathwatch for a period of no less than one century in return for the recordings. After giving his oath Corin was assigned within the shadowy organization and is currenty sixty-two years into his time. He serves faithfully and competently, but his superiors within the Ordo Xenos still believe he is in some way recieving orders from his superiors back in the Consecrators.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Assuming Payot makes a Librarian, and Thanatos a Devastator, all spots are full for now. Try to get your character finalized by wednesday, I'll post an introduction then, as well as a briefing. Then you can get to know each other, go visit the armoury, select a leader and Squad mode abilities, and I'll try to drop you into the action by the weekend.

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • PayotPayot Registered User regular
    edited June 2011
    Just as I got done with my tactical marine too...
    Back to the drawing board.
    Mine actually had Command and high Fellowship though.

    Payot on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited June 2011
    :oops: sorry Payot, but you could just switch the base stats toward a Librarian build if you want, or we could just have two Tactical Marines and go without a Librarian if it's all right with Sander.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Sure Payot. Though I think 6 players will be enough for now, so that'd mean no Psyker.

    I had already noticed that the Tactical Marine was just pretty bad at Leaderin'. And his Armour makes it worse.

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited June 2011
    I've finished up Darrus, even got a nice little picture courtesy of the B&C painter. I reran all his scores and attributes to make sure I didn't mess anything up this time, and holy crowbars, when he has his power armor on can he hit like battle barge. Someone get this man a powerfist!

    Daruss Shurrkahn


    spacemarine.jpg

    On top of the 100 points spent in character creation, his other stat boosts came via:
    +5 Strength – storm wardens
    +10 strength – Pauldrons of Fury
    +20 str power armor
    +5 agility – corvus armor
    +5 toughness advance
    +10 weapon skill intermediate

    Brief chapter and personal history below:
    The Ouroboros Razors are a second founding successor chapter, with their original membership drawn mostly from the Iron Hands legion. In the aftermath of the Heresey, some of the newer Iron Hand's initiates dissented with the more senior members' veneration of the machine over the flesh gifted to them by the Emperor, questioning when purity of intent crossed the line to heresey - the following minor schism of orthodoxy resulted in most of these dissenters being diverted to the ranks of the nascent chapter. This left the newly conceived chapter critically short of experienced battle brothers at their inception, resulting in thirty-five members of their original veteran company being drawn from a different legion.

    Thus from their founding, the Ouroboros Razors have possessed a pride in being shaped by the emperor's hand, faith in the wisdom of his guidance, and a concern that it is all to easy to forget about the importance of the flesh - the flesh that makes an astartes an astartes, or the flesh that makes up the Imperium. With stewardship over the Murgnto system and the trade routes that pass through it, chapter serfs, initiates, and even battle brothers are not an unknown sight, the relative openness of the chapter granting its members a clearer view of the day to day operations and events of the Imperium than some might others receive. Their role has had other consequences as well, with more of chapter's members sporting facial hair or decoration than any other chapter, outside of the Space Wolves, or the White Scars.

    The Razor's fortress monastery is located on Murgnto IV, a chill, arid planet. The chapter is on good terms with the Admech, both due to its lineage from the Iron Hands, as well as its proximity to the forge world of Tetsukai II. For that same reason, the relationship with the Ecclesiarchy and the Adeptus Soritas order based on the shrine world of Tetsukai IV is reasonably cordial as well. Close bonds has existed between the Razors and the Blood Angels chapter, ever since the Razors responded in force to aid the Blood Angels following the events aboard the Sin of Damnation. Due to their active relations with rogue traders, merchants, and others who move through and beyond the Imperium, they have a tertiary familiarity with xenos races and tech that has also made them a useful resource for the Deathwatch from time to time.

    Relations between the Razors and both the Imperial Fists and Ravenguard chapters have been historically strained, although the reasons for this have been lost to time. The chapter seems to harbor an especial hatred for the Death Guard, with any appearance by the children of Nurgle quick to draw their attention, and whenever possible, their wrath.

    --

    Daruss Shurrkahn earned a reputation for himself with unfortunate speed after his initiation into the chapter, as one of the worst shots to ever pass through the 10th company's ranks. Although his acuity with a bolter became the stuff of jokes, he showed a strength, tenacity, and skill for close combat that more than made up for his failing with the boltgun, and saw him advanced to the 8th Company soon after being made a full battle brother.

    Slightly, albeit noticeably, thinner than the average astarte, over the next one hundred and fifty years he built a reputation for being able to move like a shadow, and strike with the ferocity of a krareter, earning a promotion to 8th Company sigilite and then brought into ranks of the 4th Company's assault squads.

    Although his battle record was long and distinguished, telling of many engagements and myriad victories, the most noteable event of his career was the disasterous excursion to the rogue moonlet of Karybidis. With the presence of the drifting planetoid and rumors of a xenos presence therein, wrecking havoc on the trade routes, a 4th Company battleforce, lead by Brother-Captain Yosune was dispatched to investigate and destroy it.

    What truly happened on the lightless surface of Karybidis, and the even darker tunnels that riddled it, will never be known. All contact with the force was lost shortly after their thunderhawks touched down, although debris later found where the planetoid had been pointed towards the presence of eldar raiders.

    By the time a response force reached the surface of Karybidis,all they found were the scattered bodies of a dozen tactical and assault marines, and Daruss standing over Captain Yosune's shattered corpse, surrounded by heaps of twisted, unidentifiable bodies that hurt the eye to look at, the last of the assault marine's life leaking out of his sundered armor. Daruss was immediately loaded onto a Thunderhawk and sent to the waiting battlebarge Ryvius' Bite, but the craft had barely cleared orbit when without warning, Karybidis vanished from the materium, another combat squad, and the dozen unaccounted for marines disappearing with it.

    It was nearly half a year before Daruss was able to leave the medicae. The lower half of his body had been mangled almost beyond repair, and much of it had to be replaced with bionics, along one of his hearts, and a substantial portion of his thoracic skeleton. The auto-senses of his armor retained only a fragmented, insensate stream of broken images of what had occurred on the moonlet's surface, and his memory was even worse, retaining nothing more than the sense that something ageless, something hateful, dwelling in the dark.

    Something of that darkness seemed to have followed Daruss off of the moonlet, because when he returned to duty, he was no longer the spirited, risk-taker that he had been before. In battle, he no longer flitted like a shadow, instead moving and killing with an ethereal implacability like a whisper of death. When he sealed the helmet of his armor, a brooding darkness seemed to reside with the deep green of the lenses, something so intense that it could even stir disquiet amongst the other astartes. It did not help that to honor Daruss' valiant effort on Karybidis, one of the 1st Company's Sternguard veteran's presented him with the pauldrons off of his MK III armor, the ancient, heavy pieces only deepening the sense of hateful antiquity that hung from him.

    That made Daruss' seconding to the Deathwatch come as something of a relief, taking him far away from where he could look out into the depths of space and feel Karybidis looking back, a little bit of the old him resurfacing, although once the seals on his helmet closed, the eyes would take on a raptor-like mien, old, cold, inhuman and cruel.

    Gabriel_Pitt on
  • PayotPayot Registered User regular
    edited June 2011
    Icarus, Blood angel Librarian

    Backstory
    Coming soon. Mostly about anger management issues.

    Sheet
    Stat roll : WS 12 BS 9 Str 16 T 6 Agi 9 Int 8 Per 14 WP 20 Fel 18
    Reroll T : 7
    Switch Toughness and Fel
    Armor roll : 9 = Mk 7
    History table roll : 5
    Armor history : 3
    Final choice : Scourge of the Impure
    Wounds = 1
    Fate : 8 = 4


    Stats
    WS 60
    BS 34
    S 66
    T 48
    Ag 48
    Int 38
    Per 44
    WP 60
    Fel 37

    Movement : 5/10/15/30
    Wounds : 19
    Corruption : 0
    Insanity : 0
    Fate points : 4


    Skills
    Skills:Awareness +10,
    Ciphers (Chapter Runes),
    Climb,
    Common Lore (Adeptus Astartes, Deathwatch, War),
    Concealment -10,
    Dodge,
    Drive (Ground Vehicle),
    Forbidden Lore (Xenos),
    Intimidate,
    Literacy,
    Navigation (Surface),
    Psyniscience,
    Scholastic Lore (Codex Astartes),
    Silent Move -20,
    Speak Language (High Gothic, Low Gothic),
    Tactics (Assault Doctrine),
    Tracking

    Talents
    Talents: Basic Weapon Training (Primitive, Flame, Las, Launcher, Melta, Plasma, SP, Bolt),
    Pistol Weapon Training (Primitive, Flame, Las, Launcher, Melta, Plasma, SP, Bolt),
    Heavy Weapon Training (Primitive, Flame, Las, Launcher, Melta, Plasma, SP, Bolt),
    Thrown Weapon Training (Primitive, Flame, Chain, Shock, Power),
    Melee Weapon Training (Primitive, Flame, Chain, Shock, Power),
    Counter Attack,
    Ambidextrous,
    Bulging Biceps,
    Killing Strike,
    Unarmed Warrior,
    Nerves of Steel,
    Quick Draw,
    True Grit,
    Unarmed Master,
    Hulking,
    Psychic Powers (0, 2),
    Heightened Sense (Sound, Sight),
    Resistance (Psychic),
    Battle Rage,
    Frenzy,
    Mental Rage


    Psychic powers
    Psychic Powers: Iron Arm,
    Avenger,
    Smite,
    Compel,
    Possibility Shield

    Gear :
    Armour: Astartes Power Armour (Arms 8, Body 10, Head 8, Legs 8)
    Weapons: Astartes Force Staff* (1d10+14 I; Pen 3; Force, Balanced, Counts as Exceptional Psy-Foci, +15 to Invocation),
    Bolter (Godwyn) (100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload Full; Tearing)
    Astartes Combat Knife (1d10+12 R; Pen 2; Req only for additional beyond Standard Issue),
    Astartes Bolt Pistol (30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload Full; Tearing
    Astartes Krak Grenade (30m; S/-/-; 3d10+4 X; Pen 6; Clip ; Reload ;
    Frag Grenade (30m; S/-/-; 2d10+2 X; Pen 0; Clip ; Reload ; Blast (4),

    Purity focus

    Demeanors : Hot-blooded, Red Thirst
    Deeds : No quarter given

    Payot on
  • ThanatosThanatos Registered User regular
    edited June 2011
    Die rolls/Generation Choices:



    Name: Jovan Brutus Comitatus
    Chapter: Mortifactors (Ultramarines Successor)
    Specialty: Devastator Marine
    Past Event: Krootslayer
    Chapter Deameanour: Honour the Codex
    Personal Deameanour: Gregarious
    Rank: 2
    Power Armour History: Mk VII, Destroyed & Rebuilt

    spacemarine.jpg
    WS: 39
    BS: 60
    S: 40
    T: 52
    Ag: 39
    Int: 34
    Per: 44
    WP: 48
    Fel: 53

    Skills:
    Awareness (Per) -Trained
    Barter (Fel)
    Carouse (T) - Trained
    Charm (Fel) - Trained
    Ciphers (Int)
    -Chapter Runes -Trained
    Climb (S) -Trained
    Command (Fel) - Trained
    Common Lore (Int)
    -Adeptus Astartes -Trained
    -DeathWatch -Trained
    -Imperium -Trained
    -War -Trained
    Concealment (Ag) -Trained
    Contortionist (Ag)
    Deceive (Fel)
    Disguise (Fel)
    Dodge (Ag) - Trained
    Drive (Ag)
    -Ground Vehicles -Trained
    Evaluate (Int)
    Forbidden Lore (Int)
    -Xenos -Trained
    Gamble (Int)
    Inquiry (Fel)
    Intimidate (Fel)
    Literacy (Int) -Trained
    Logic (Int)
    Navigation (Int)
    -Surface -Trained
    Scholastic Lore (Int)
    -Codex Astartes - +10
    Scrutiny (Per)
    Search (Per)
    Silent Move (Ag) -Trained
    Speak Language (Int)
    -High Gothic -Trained
    -Low Gothic -Trained
    Swim (S)
    Tactics (Int)
    -Assault Doctrine - Trained
    Tracking (Int) -Trained

    Wounds: 0/23

    Insanity: 0/0

    Battle Fatigue: 0/8

    Primarch's curse: None

    Movement: Half: 4, Full: 8, Charge: 12, Run: 24

    Fate Points: 0/3

    Corruption: 0/100

    Talents and Traits:

    Ambidextrous
    Astartes Weapon Training
    Blind Fighting
    Bulging Biceps
    Duty Unto Death
    Exemplar of Honour
    Heightened Senses (Hearing, Sight)
    Held in Suspicion (-10 Fellowship with other Ultramarines)
    Killing Strike
    Meditation
    Mighty Shot
    Nerves of Steel
    Quick Draw
    Resistance (Psychic Powers)
    True Grit
    Unarmed Master
    Unnatural Strength (x2)
    Unnatural Toughness (x2)


    Abilities:

    Favoured Son (Solo Mode)
    Unrelenting Devastation (Squad Mode)

    Gear:

    Astartes Bolt Pistol
    3 Astartes Frag Grenades
    3 Astartes Krak Grenades
    Astartes Combat Knife
    Repair Cement
    Heraldry Scroll
    Astartes Heavy Bolter w/backpack ammo supply


    Renown: 20

    Exp: 17,000
    12,000 base

    Experience Expenditures:
    Strike Team Specialist (200, Deed)
    2 Ballistic Skill Advances (700)
    Toughness Advance (500)
    Willpower Advance (500)
    Mighty Shot (500, Devastator)
    Exemplar of Honour (800, Chapter)
    Duty Unto Death (800, Chapter)
    Charm - Trained (400, Chapter)
    Command - Trained (400, Chapter)
    Carouse - Trained (200, General)

    Background:

    Upon his recruitment, the Mortifactors immediately picked up on Jovan Brutus Comitatus' abilities in the field. A leader of a very successful warband on the planet Posul's surface, his skills proved to be a boon in the numerous strikes on Tau-controlled planets that have occurred near the planet. A veteran of many battles on the Tau front, Jovan was recruited to join the Deathwatch a few decades ago.

    Growing up on a dark planet, being allowed to leave has seemingly lightened Jovan's soul; even in battle, he usually has a smile on his face, relishing the opportunity to serve the Emperor, and honor his tribe as he fights alongside his fellow Ultramarines. Even after decades of fighting, Jovan still wakes up each morning hoping for another enemy to kill, another battle to be fought, and, most of all, more brothers-in-arms to celebrate with.

    Thanatos on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Thanatos, With your high Fellowship, Examplar of Honour is a pretty good deal. Normally spending a FP is 1 Cohesion gained, This would be 5. Since Squad mode abilities generally cost 1-3 Cohesion, you get 1-4 more uses of them. Of course you're effectively sacrifising your own 'luck' to give the whole team benefits, and FP are limited. Rest of the sheet looks good.

    Payots sheet looks good too, as far as I can see.

    Gabriel_Pitt, I think you may have added equipment for determining strength bonuses before Unnatural strength, and unfortunately it doesn't round up either to determine bonus. So you'd get 49=4 4*2=8 +2+1 = +11 Str bonus. Your Str is still 79 for any Strength test purposes though.

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • ThanatosThanatos Registered User regular
    edited June 2011
    Just to be clear: when something says that you get a skill "as an advanced skill," that just means you can use it at 1/2 ability, right? It does not mean you are trained in that skill, correct?

    Thanatos on
  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited June 2011
    SanderJK wrote: »
    Gabriel_Pitt, I think you may have added equipment for determining strength bonuses before Unnatural strength, and unfortunately it doesn't round up either to determine bonus. So you'd get 49=4 4*2=8 +2+1 = +11 Str bonus. Your Str is still 79 for any Strength test purposes though.
    So long as I'm wearing my fancy astartes pants, at least. :P

    Gabriel_Pitt on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2011
    Thanatos wrote: »
    Just to be clear: when something says that you get a skill "as an advanced skill," that just means you can use it at 1/2 ability, right? It does not mean you are trained in that skill, correct?

    If you mean "as a basic skill instead of an advanced skill", then yes. For some things this can be quite nifty though(I know that in RT a talent for all common lores exists for instance).
    SanderJK wrote: »
    Gabriel_Pitt, I think you may have added equipment for determining strength bonuses before Unnatural strength, and unfortunately it doesn't round up either to determine bonus. So you'd get 49=4 4*2=8 +2+1 = +11 Str bonus. Your Str is still 79 for any Strength test purposes though.
    So long as I'm wearing my fancy astartes pants, at least. :P

    *Creates depantsing Daemons to haunt the Watch Fortress*

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • ThanatosThanatos Registered User regular
    edited June 2011
    SanderJK wrote: »
    Thanatos wrote: »
    Just to be clear: when something says that you get a skill "as an advanced skill," that just means you can use it at 1/2 ability, right? It does not mean you are trained in that skill, correct?

    If you mean "as a basic skill instead of an advanced skill", then yes. For some things this can be quite nifty though(I know that in RT a talent for all common lores exists for instance).

    I probably misread--and I'm at work so I don't have the books--but I would swear that there was a Deed that said "add Command as an advanced skill," and it was confusing to me.

    Thanatos on
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Just as a heads-up, unless someone spots me doing something utterly dumb in my build, the mechanical aspects are complete. I'll get the background written up and posted probably tonight, and the calcs for stuff after talents, etc either tonight or tomorrow noonish.

    Salvation122 on
  • ThanatosThanatos Registered User regular
    edited June 2011
    Did anyone train up some tactics or talents/traits in anticipation of being the go-to guy to be the squad leader, or should I do that?

    My int sucks some serious ass, and I was planning on mostly being a face/XO-type, but if no one else has the skills to step up, I'm happy to do it.

    Also, SanderJK, all of your links in the OP lead to one person's character sheet. You probably need to right-click->copy link on each one.

    Thanatos on
  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    edited June 2011
    Thanatos, that's probably a good idea, especially if you go with Exemplar of Honor like Sander was talking about above, because unless Sal busts out with a Techmarine tactical commander build, I don't think that we have anyone especially suited to be the squad leader, which would be a signifigant disadvantage to us in certain circumstances, if I understand everything correctly.

    Gabriel_Pitt on
  • ThanatosThanatos Registered User regular
    edited June 2011
    Thanatos, that's probably a good idea, especially if you go with Exemplar of Honor like Sander was talking about above, because unless Sal busts out with a Techmarine tactical commander build, I don't think that we have anyone especially suited to be the squad leader, which would be a signifigant disadvantage to us in certain circumstances, if I understand everything correctly.

    Even with me training up some tactics, I don't think I would be "especially suited," probably just "better than anyone else." If I'd thought things through to this point a little better, I probably would have used my reroll on Int instead, and just switched my Strength and Ballistic Skill. :?

    Thanatos on
  • Salvation122Salvation122 Registered User regular
    edited June 2011
    Thanatos, that's probably a good idea, especially if you go with Exemplar of Honor like Sander was talking about above, because unless Sal busts out with a Techmarine tactical commander build, I don't think that we have anyone especially suited to be the squad leader, which would be a signifigant disadvantage to us in certain circumstances, if I understand everything correctly.

    I don't have access to Tactics until Rank 3, unless there's a Talent or Deed I can take that grants it. I can take Command, but my fellowship is shit, so...

    Salvation122 on
  • ThanatosThanatos Registered User regular
    edited June 2011
    Thanatos, that's probably a good idea, especially if you go with Exemplar of Honor like Sander was talking about above, because unless Sal busts out with a Techmarine tactical commander build, I don't think that we have anyone especially suited to be the squad leader, which would be a signifigant disadvantage to us in certain circumstances, if I understand everything correctly.

    I don't have access to Tactics until Rank 3, unless there's a Talent or Deed I can take that grants it. I can take Command, but my fellowship is shit, so...
    Shit, I didn't even look at that. I just assumed it was a "general advance."

    Also, this book seems to be really poorly-organized. It took me forever to figure out why there were so few advances for Devastators. I was thinking "I guess I'm just supposed to take a lot of ability advances...?"

    No, as it turns out, there are a shit-ton of general and chapter advances. :P

    Thanatos on
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