
FuriousPhil |

It is the 41st Millennium...
Welcome to the discussion and character creation thread for Black Crusade - Hand of Corruption! Let's get to it.
The major mechanic of the game is making Tests against Skills and Characteristics. These all have a Difficulty that can range from Trivial to Hellish. Essentially, for the purposes of this play-by-post game, you (the player) tell me what you want to do, and I get to tell you if you succeed or fail, whilst describing it in gory detail.
To create a character, you are going to need to choose a "race". You can be a Chaos Space Marine or a Human. Ah, choices. Humans tend to be a little more flexible, but lack the martial prowess and sheer physical might of CSMs.
Something that isn't quite spelled out, but becomes apparent through gameplay - you start out sort of unaligned. Certain aspects of your character steer you towards one of the big four throughout the game play. So, you don't start out as a Thousand Son, Death Guard, Emperor's Children, World Eater, and so on. Those guys are all Heresy-era traitors, and are generally a higher power level than starting characters.
The next step is rolling stats. There IS an allocation system - but this is CHAOS, so we're going to roll. You can assign the rolls in whatever Characteristics you want. Roll 2d10 + 30 for each characteristic if you are a Chaos Marine, 2d10 + 25 for a Human (Nine total: Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception, Willpower, Fellowship) and then roll 1d5 + 19 to generate your Infamy.
Because you have been blessed by the Dark Gods, you can re-roll any one result you choose (even Infamy), but you must keep the new result, even if it is worse than the old one.
Once we get Characteristics stats sorted out, we'll move on to Archetypes, and start spending some XP.

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First question would be: Are we going to be a mixed warband (heretics and CSM) or rather either only heretics or marines? The former is really much more flexible, but there is the risk that the combat is CSM-Only, humans need not apply while the more "infiltration" type assignments are exactly the reverse.

Olmek |

So no pre-Heresy Legions? Fair enough.
I'm not sure about Marine or Human yet, so I'll just roll Human stats for now. If I decide on a Marine, I'll jut add 5 to them.
Here are my rollios:
2d10 + 25 ⇒ (1, 3) + 25 = 29
2d10 + 25 ⇒ (10, 4) + 25 = 39
2d10 + 25 ⇒ (7, 10) + 25 = 42
2d10 + 25 ⇒ (8, 2) + 25 = 35
2d10 + 25 ⇒ (9, 4) + 25 = 38
2d10 + 25 ⇒ (3, 6) + 25 = 34
2d10 + 25 ⇒ (1, 4) + 25 = 30
2d10 + 25 ⇒ (10, 2) + 25 = 37
2d10 + 25 ⇒ (5, 4) + 25 = 34
Infamy: 1d5 + 19 ⇒ (1) + 19 = 20
I'll re-roll the 29.
2d10 + 25 ⇒ (8, 8) + 25 = 41

FuriousPhil |

According to the briefing in the adventure:
This adventure offers ample opportunities for both savvy roleplaying and gruelling combat, and the scenarios contained herein are designed to appeal to a wide variety of group types and play styles. Chapter I and Chapter II are geared toward the more academic or diplomatic types like Apostates and Hereteks, and require the Heretics to think their way through their challenges. However, there are opportunities for combat-oriented characters to do their bloody work. Chapter III pits the Heretics against an unstoppable and implacable foe and is largely combat oriented, allowing heretics like Renegades, Champions, and Sorcerors to really shine. Even then, though, the foe's defeat may ultimately lie in quick and creative thinking on the part of the Heretics.
That's all well and good, but I have PLOT KNOWLEDGE, so...I still think you can play what you want, just be aware that if everybody picks Khornate Champions, you might all wind up in the gladiatorial pits on a demon world - which sounds great for eternal carnage, but not so great for a play by post game. The group is probably going to need diplomancers and rogue-ish types in some instances. Even Chaos Space Marines need some guile and cunning before they rip their enemy's guts out, right?
In short, play the character you think would be most interesting to play from a role-playing standpoint. If any of you want to include some background fluff, that would be awesome.

Feustus |

2d10 + 30 ⇒ (4, 9) + 30 = 43
2d10 + 30 ⇒ (5, 10) + 30 = 45
2d10 + 30 ⇒ (2, 10) + 30 = 42
2d10 + 30 ⇒ (4, 10) + 30 = 44
2d10 + 30 ⇒ (4, 4) + 30 = 38
2d10 + 30 ⇒ (9, 6) + 30 = 45
2d10 + 30 ⇒ (4, 8) + 30 = 42
2d10 + 30 ⇒ (1, 3) + 30 = 34
2d10 + 30 ⇒ (10, 10) + 30 = 50
now for infamy
1d5 + 19 ⇒ (2) + 19 = 21
re rolling the 34
2d10 + 30 ⇒ (7, 8) + 30 = 45

The Doom That Came to Sarnath |

2d10 + 25 ⇒ (8, 4) + 25 = 37
2d10 + 25 ⇒ (8, 3) + 25 = 36
2d10 + 25 ⇒ (10, 9) + 25 = 44
2d10 + 25 ⇒ (7, 3) + 25 = 35
2d10 + 25 ⇒ (9, 6) + 25 = 40
2d10 + 25 ⇒ (7, 6) + 25 = 38
2d10 + 25 ⇒ (5, 2) + 25 = 32
2d10 + 25 ⇒ (4, 9) + 25 = 38
2d10 + 25 ⇒ (5, 6) + 25 = 36
infamy
1d5 + 19 ⇒ (3) + 19 = 22
I'll reroll the 32.
2d10 + 25 ⇒ (7, 9) + 25 = 41
I'm thinking of playing a heretek FOR SCIENCE!

FuriousPhil |

Those are some nice re-rolls. Truly you have been blessed by your Dark God patrons, whoever they may ultimately turn out to be.
There's no real tricks to stat allocation. An Apostate is going to want high Fellowship (Fel). A Heretek will want high Intelligence (Int). Agility, Perception and Toughness are all fairly important for all characters. Strength, Weapon Skill, and Ballistic Skill are important for CSM Champions and Chosen, and human Renegades. Don't worry about character optimization - Black Crusade gives you 7000 XP to play with to start. Yeah, compared to Dark Heresy or Only War, you guys are bad asses from the get go. Chaos rules.
Once you have figured out your characteristic stats and archetype, put those stats in the byline under your characters name (where Feustus has "Male Chaos Space Marine Sorcerer" now). It is going to make the game go a LOT more quickly if I can see those stats at a glance. Something like - WS 42 BS 23 S 45 T 40 and so on.
So far we have a Heretek, Apostate, and a Sorcerer. Chosen or Champion? Psyker or Renegade? Forsaken? The choice is yours, but choose wisely. Or let the gods decide....
Once you determine your Archetype, make a 1d5 + x roll to determine your Wounds - it varies based on which one you pick. Take note of your starting skills, talents, and gear. You also have a Special Ability, and may have some XP points to spend on Psychic Powers.
You don't have to roll for your Pride, Disgrace, or Motivation, just pick one that's appropriate.
Of course, I'm assuming that you guys have managed to snag a copy of the book somewhere in the warp. I can also provide any info or explain things if you need me to. Just let me know.

BayouSnowman |

Not sure of the Archetype, but I thought I'd throw some rolls down.
2d10 ⇒ (2, 5) = 7
2d10 ⇒ (10, 7) = 17
2d10 ⇒ (7, 4) = 11
2d10 ⇒ (8, 10) = 18
2d10 ⇒ (8, 5) = 13
2d10 ⇒ (10, 7) = 17
2d10 ⇒ (6, 10) = 16
2d10 ⇒ (4, 5) = 9
2d10 ⇒ (1, 2) = 3
Infamy:
1d5 + 29 ⇒ (2) + 29 = 31
EDIT:
Goingto re-roll that last one, the 3
2d10 ⇒ (8, 3) = 11

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Since I'm leaning towards a sorcerer, I'll go with the marine rolls. If ultimately I decide to take the renegade instead (the most interesting human archetype), I'll just substract 5
2d10 + 30 ⇒ (3, 10) + 30 = 43
2d10 + 30 ⇒ (4, 5) + 30 = 39
2d10 + 30 ⇒ (8, 2) + 30 = 40
2d10 + 30 ⇒ (7, 5) + 30 = 42
2d10 + 30 ⇒ (1, 2) + 30 = 33
2d10 + 30 ⇒ (4, 9) + 30 = 43
2d10 + 30 ⇒ (9, 9) + 30 = 48
2d10 + 30 ⇒ (10, 6) + 30 = 46
2d10 + 30 ⇒ (5, 7) + 30 = 42
Infamity:
1d5 + 19 ⇒ (3) + 19 = 22
Re-Rolling the 3:
2d10 + 30 ⇒ (10, 7) + 30 = 47

Zurias |

If you don't mind I'll roll in case someone has to drop/leave/abandon's the game.
Human (for a variable degree of "human")
2d10 + 25 ⇒ (10, 9) + 25 = 44
2d10 + 25 ⇒ (10, 8) + 25 = 43
2d10 + 25 ⇒ (5, 5) + 25 = 35
2d10 + 25 ⇒ (8, 2) + 25 = 35
2d10 + 25 ⇒ (2, 10) + 25 = 37
2d10 + 25 ⇒ (9, 8) + 25 = 42
2d10 + 25 ⇒ (9, 8) + 25 = 42
2d10 + 25 ⇒ (1, 8) + 25 = 34
2d10 + 25 ⇒ (8, 2) + 25 = 35
Re-roll
2d10 + 25 ⇒ (8, 4) + 25 = 37
Infamy
1d5 + 19 ⇒ (4) + 19 = 23
Name:
Stats:
WS: 37
BS: 32 (-5 Grace)
St: 35
To: 42
Ag: 40 (+5 Grace)
In: 35
Pr: 42
Wl: 54 (+5 Wl as psyker, +5 Motive)
Fl: 43
Infamy: 23
Corruption: 1d5 ⇒ 4 (+4 Disgrace)
Wounds: 1d5 + 8 ⇒ (2) + 8 = 10
Pride: Grace (+5 Agi, -5 BS)
Disgrace: Greed (+4 Corruption, -10 all Commerce Checks)
Motivation: Ascendancy (-2 wounds, +5 Willpower)
Skills:
Awareness: 42
Psyinscience: 42
Fl: Psykers: 35
Deceive: 43
Parry: 37
Talents:
Psy Rating 3
Jaded
Weapon Training: Primary
Weapon Training: Shock
Warp Sense
Psychic Powers:
Thought Sending (100)
Psychic Scream (200)
Doombolt (200)
Gear:
Stub Revolver
Neural Whip
Flak Coat
Psy-focus
dataslate

Zurias |

Starting XP (1000) purchases:
Psy Rating: 4 (750 xp)
Precognition (200)
I mis-read the cost of psychic scream to be 200 when, in fact it is 300, those points are made up here

Zurias |

If we start with 10 corruption or higher, do we check for alignment at character creation?
Human Corruption track is: 10, 20, 40, 60, 80
Legionnaire Corruption track is: 10, 30, 60, 90
When rolling for mutation:
Unaligned roll twice, adjust both up or down by their infamy bonus and select the most desirable
Dedicated* have the option to test against infamy to gather their God's attention and roll on a special table, otherwise roll once on the general table, adjust up or down by infamy bonus and take the most desirable (if there is a deity-based modification to the mutation that is what you get).
*(to be Dedicated, you must have an alignment to a deity at least five points more than any other deity. i.e.: K: 0, N: 0, S: 5, T:0 would be dedicated to Slaanesh; K: 2, N: 0, S: 0, T: 7 would be aligned to Tzeentch because that alignment is 5 more than the next highest; K: 3, N: 0, S: 0, T: 7 is unaligned because they do not have 5 points more than the next highest score. You gain these points by purchasing skills, talents and traits aligned to each god. To remain Unaligned, make sure any one alignment does not have 5 more points than any other)
NOTE: p.75 bold text: Advances granted as part of the Archetype do not count towards Alignment (mark em with an asterisk or something)

FuriousPhil |

Here's the deal. I've got five players from an Interest Check thread, who were all interested, and BayouSnowman sent me a PM asking if I could run. Normally, I would run a recruitment thread for a week where everybody submits characters and then I pick 4-5 players and 4-5 alternates. But that wasn't the case here - I was asked to run by these fine internet people, so run the game for them I shall do.
Trust me, 8 member parties in this game are a cluster@*!$. So I am going to have to limit it to the first five (BayouSnowman, TerraNova, Feustus, Olmek, and the Doom that Came to Sarnath) that posted in the interest check thread originally. I will keep anybody else who has already posted in mind for alternates.
For now, PLEASE limit this thread to discussion between the GM and those five players. This is not a recruitment thread. We are full up. Maybe next time. The Imperium thanks you for your cooperation. Additional heretics will be purged and processed.

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Amazingly, she seems to have gone to sleep. :)
So here is the deal: I would like to build a sorcerer, but have a very solid "fallback ideas" for a Chosen and Renegade instead. If Feustus would rather have the monopoly on the archetype, he can have it. :)
Anyway, before continuing I would like to have this nailed down.

BayouSnowman |

Here are my char. stats and path.
Pride is Craftsmanship +1 Inf, +3 Int/Agi, -3 WS/BS
Disgrace is Betrayel +5 Corruption, -10 charm tests
Motivation is Arcane +4 Corruption, +2 Intell, -3 ST
Probable Alignment: Slaanesh or Tzeentch
Weapon 45 (-3 Pride)
Ballistic 38 (-3 Pride)
Strength 40 (-3 Motivation) Unnat 4 ,+20 Power Armor
Toughness 41 Unnat 4
Intelligence 52 (+3 Pride) (+2 Motivation)
Perception 39 +10 Height Sense sight/hear
Agility 50 (+3 Pride)
Willpower 46
Fellowship 37
Infamy 22 (+1 Pride)
Wounds 16+1d5
Corruption 9 (Betrayel +5, Arcane +4)
I want to spend the xp, but I'm a little unsure how much things will cost, so I'll ask here.
Buying an unaligned skill such as tech use or a trade, how much are those? "True" cost (100xp) since we are all unaligned right now?
Also, the same for unaligned talents? The "true" cost?

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Ok, assigning stats:
Karthuus the Fallen
WS: 42
BS: 47
S: 34
T: 43
Ag: 43
Int: 41
Per: 37
WP: 53
Fel: 40
Inf: 24
Cor: 1
Pride: Devotion
Disgrace: Hubris
Motivation: Vengeance
XP to spend: 500
Wnd: 15+1d5 ⇒ 1 + 2 = 18
Skills: Athletics, Awareness, Common Lore (War), Dodge, Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War), Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Parry, Psyniscience, Scholastic Lore (Occult), Deception, Forbidden Lore
(Daemons)
Talents: Ambidextrous, Bulging Biceps, Legion Weapon Training, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance (Cold, Heat, Poisons), Unarmed Warrior.
Traits: Amphibious, Unnatural Strength (+4), Unnatural Toughness (+4), Psycker
Equipment: Legionnaire Power Armour, Legionnaire Bolter [4xStd Ammo], Legionnaire Combat Knife, Legion Bolt Pistol, Force Sword
Psy: Psy Rating [2], Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Telepathy, or Telekinesis Disciplines (see Chapter VI: The Powers of the Warp), Meditation or Mimic

The Doom That Came to Sarnath |

Hephaest - Heretek
ws - 36
bs - 38
s - 35
t - 40
agi - 36
wil - 41
int - 57
fel - 37
per - 33
Skills
Note - All Common/Scholastic Lore (infused knowledge): 57 +20 +1 DoS
Common Lore (Adeptus Mechanicus, Imperium, Tech, War): 57 +20
Dodge (S): 36
Forbidden Lore (Archeotech) (T): 57 +20
Linguistics (Low Gothic): 57
Logic (T): 57 +20
Medicae (N): 57
Scholastic Lore (Chymistry): 57
Security: 57
Tech-use: 57
Traits
Binary Chatter
Mechanicus Implants
Machine 1
Unnatural Intelligence (+2)
Talents
Armour Monger
Cold Hearted
Die Hard (N)
Enemy (Adeptus Mechanicus)
Infused Knowledge (T)
Mechandendrite Training (Utility)
the Quick and the Dead
Technical Knock
Total Recall (T)
Weapon Training (Las, Plasma, Primary, Shock)
Gear
Best-Craftsmanship Lascarbine, Common-Craftsmanship Power Axe, Light Carapace Armour, unholy unguents, combi-tool, dataslate
Cyberware
Good Mechanicus Assimilation
Good Cerebral Implants
Optical Mechadendrite
Ferric Lure Implants
Corruption: 8
Infamy: 22
Wounds: 11
50 unspent
Infused Knowledge 750, Medicae 200
THE QUICK AND THE DEAD To survive in the Vortex, particularly as a human, one must be quick, both in wits and action. Sometimes fast reflexes can compensate for ceramite armour. All Heretics with this Trait add a +2 bonus to Initiative Rolls.
Pride: Logic - The Heretic believes that his daunting intellect grants him the ability to understand and resolve every situation in the most efficient and effective manner imaginable. Characteristic modifier: +5 Intelligence, –5 Perception.
Disgrace: Betrayal - The Heretic believes in looking out for his own interests first and foremost. Those around him are assets for only as long as they may be useful to his needs. Once their usefulness has been completed, their survival is subject to his whim of the moment. Starting Corruption: +5
Corruption. Untrustworthy: The character receives a –10 Situational Modifier to all Charm attempts.
Motivation: Innovation - While uncovering lost knowledge is a worthy cause, it pales behind the glories of creating completely new forms of technology or psychic phenomena. This Heretic has embraced the ways of Chaos so that he might use its powers to create new tools and uncover information that was previously beyond the limitations of mortals. Starting Corruption: +2 Corruption. Starting Characteristics: +3 Intelligence. Starting Wounds: –2 Wounds.
Hephaest was one innumerable multitudes on a Lathes forge-world, selected by breeding and testing to receive training in the secrets of the Omnissiah and filled with the indoctrination of the Adeptus Mechanicum for years. There was never a single event that drew him into the Logician conspiracy, but he steadily began to coordinate with other priests who pushed against the boundaries of proper tech, and eventually joined the following of a magos who specialized in machine spirits and schemed to develop a true abominable intelligence as the proper expression of the Omnissiah.
By chance or fate, Hephaest received the finest innovation from the magos as a test between interfacing human intelligence and his research. The new understandings let Hephaest analyze the vast workings of the forge world and realize the magos had inadvertantly attracted attention from the Mechanicus and the time of the Logician cult was limited. Hephaest sold out the magos and his fellows to the hunters, and used the chaos to flee from the forge world.
He has spent the years working as a tech for rogue traders, pirates, and worse scum. He is attempting to build up personal resources and understanding to continue the old work. The Mechanicus does not follow the will of the true Omnissiah, for such a marvelous being does not exist, but it will when he has finished his work, and he will work along with anyone or anything to achieve this dream.

FuriousPhil |

Checking in. Looks like everybody has more or less got a character ready at this point. I've just skimmed everything for now, but I can go back through and check everything out if we so desire. I am going to put up a few initial posts in the actual gameplay thread (to establish the story so far, that kind of thing) most likely tomorrow evening. So if you want to pick an avatar for your character and put a stat line in there, that would be great.
Oh and good news! My LGS has Tome of Excess and Tome of Decay in stock, so I will pick those up the next time I head down there. I picked up Iron Gods and Mummy's Mask and that blew my budget. Next time. We should be good with the core book for a bit, anyways.

Doji Himeko |

This is what I have so far. Expanding more tomorrow.
Apostate
WS - 34
BS - 34
Str - 30
Tou - 30
Agi - 37
Wil - 38
Int - 41
Fel - 52
Per - 35
Skills
Awareness
Charm +10
Command
Common Lore (Ecclesiarchy, Imperial Creed)
Deceive
Scholastic Lore (Legend, Occult, Philosophy)
Forbidden Lore (Daemonology, Heresy, the Warp)
Inquiry +10
Linguistics (Low Gothic)
Dodge
Intimidate
Logic
Trade (priest)
Talents
Air of Authority
Hatred (any one)
Peer (any one)
Total Recall
Unshakeable Will,
Weapon Training (Las, Primary)
Disturbing Voice or Radiant Presence
Polyglot or Mimic
Inspire Wrath or Iron Discipline or Lesser Minion of Chaos
Traits
The Quick and the Dead
Gear
Good-Craftsmanship Laspistol
Best-Craftsmanship Sword or Common-Craftsmanship Power Blade
Flak Armor or Mesh Armor
Chaos Symbol Pendant
Unholy Tomes
2 laspistol clips
Corruption: 8
Infamy: 22
Wounds: 1d5 + 9 ⇒ (4) + 9 = 13
Charm:The Heretic expects the respect and obedience of those around him. He revels in their worship, praise, and self-sacrifice in his name, and depends upon their assistance. Characteristic modifier: +5 Fellowship, –5 Toughness.
Deceit: As all of reality is little more than a matter of perception, truth is a relative concept. This Heretic exploits that philosophy to the utmost. Much of what he says is compulsively cloaked in falsehood. Even in the most strict of circumstances, he feels tempted to colour the truth. Characteristic modifier: +2 Infamy, –4 Perception.

BayouSnowman |

Hephaest: Cerebral Implants require a 1d10 deduction BS, WS, Ag, IN, FL. Nice implants to have, but risky.
Also, not sure if we are using the Errata, but a Heretek should have to buy the prerequisites for Armor Monger.
From pg. 6
Question: When creating a Heretek, can the player select
the Armour Monger Talent even though he cannot start with
Trade (Armourer), or the Weapon-Tech Talent even though
he cannot start with Tech Use +10?
Answer: Yes, but he must buy the appropriate prerequisites
when spending his initial Experience Points.
Sorry I'm being a stickler for the rules here, but it was things I had to consider when choosing my charecter. I wanted to play a Heretek too, but there are some things you have to buy, or so I thought. Up to GM, and don't mind either way, just would like to know while I'm building my PC.

FuriousPhil |

Looks like we still have some players figuring some character things out, and that's fine. I figured we could at least get some RP posts up in the meantime.
I'm not being too much of a stickler about RAW with character creation. There are a lot of moving parts - as long as we have skills and characteristics, I can work with that. Special abilities and powers we can deal with as we go. Check each other out, and if everybody is fine with everything, then we should be good to go.
Oh yeah, gameplay thread is up HERE. in case you were wondering.

Brother Librarian Castil |

I PM'd Furious Phil and he's agreed, but we both want everyone else to be fine with it. If anyone isn't then I'll just throw up the standard "Chosen."
I want to play a Fallen Techmarine, and I offered one way and the GM suggested an alternte depending on how you guys feel. The GM suggested I take one from DW if you all don't agree to me using an Archtype, which would be balanced to level 1 like everyone else.
That could work, but a DW Techmarine would be around 8k xp in BC terms, less than level 1 in the DW book. (I think the numbers are a bit scewed, as DW is more expensive, so the numbers look higher, but its not any more skills necessarily. Some Tier 3 talents cost 1000-1500xp in DW) I could take it, lose the equipment/armor and roll up things like a Chaos marine. Could be difficult, but I'd be willing to do it and figure things out. All I really want is a Chaos marine with Mechanicus implants and background...
The original idea I had, was taking the "Warpsmith" archtype from Tome of Decay and then removing the extra stat bonuses, infamy and corruption additions, as well as 2 of the 3 special abilities granted.
For those of you who don't have the text or aren't sure what I'm talking about, I've cut and pasted below:
A Warpsmith must be a Chaos Space Marine.
Characteristic Bonus:Warpsmiths gain +5 Intelligence,
+5 Toughness, +15 Corruption Points, and +9 Infamy.
*****Won't take any of these. The rest below seems balanced and even with others******
Starting Skills:Command or Trade (Armourer),
Common Lore (Adeptus Mechanicus, Tech), Deception
or Scrutiny, Forbidden Lore (Adeptus Mechanicus),
Forbidden Lore (Daemonology) or (The Warp),
Linguistics (Techna-Lingua), Medicae, Scholastic Lore
(Occult), Tech-Use, Security orTech-Use +10.
Starting Traits: Mechanicus Implants.
Starting Talents: Ancient Warrior or Orthoproxy,
Cold Hearted or Resistance (Fear), Disturbing Voice
or Sound Constitution, Enemy (Adeptus Mechanicus),
Mechadendrite Use, Meditation or Total Recall,
Rapid Reload or Combat Sense, Technical Knock,
Unshakeable Will.
Starting Gear:1 Mechadendrite or Dendrite Blade,
1 Mechatendril, 2 Good Craftsmanship Cybernetics,
Fallen Magos Power Axe, Luminen Capacitors or
Ferric Lure Implants, Dataslate.
Wounds :15+1d5.
Special abilities:*****Maybe only one of your choice like other archtypes, the rest are for purchase****I would choose the first, as its the only one I could even use right now.
Binaric Curse:With a few muttered words of technoarcane power, a Warpsmith can place a malediction
upon a weapon, making it recoil against its wielder.
As a Half Action, a Warpsmith may spend an Infamy
Point to curse one weapon or other contraption of
roughly equal complexity within 10 metres. If it is a
weapon, it gains the Overheats or Unbalanced Weapon
Quality until the end of the encounter. If it is another
piece of technology, it falters or fails in some way (as
determined by the GM).
Cybernetic Dominion: A Warpsmith rules over his
cybernetic thralls with an iron fist, and their loyalty
to him is stronger than the curse-wrought steel that
girds them. A Warpsmith’s Minions that possess the
Machine Trait gain +10 Loyalty.
Master of Mechamorphosis:Warpsmiths are masters
of the profane rites of forging unique and terrifying
Daemon Engines to suit their own insane ends. Once
an appropriate shell for a Daemon Engine is obtained, a
Warpsmith can fashion the vehicle into a more suitable
form to house a creature of the Warp, thereby granting
a +10 Sympathy Modifier during the Ritual of Binding.
The time required to forge this construct is subject to
the Warpsmith’s designs and the resources available,
and additional Skill Tests might be required as the GM
sees fit. Further, a Warpsmith can spend an Infamy
Point to commune with a captive Machine Spirit when
attempting to channel the Daemon into its new form,
granting an additional +20 Bonus to the Binding Ritual.
Warpsmiths begin play Unaligned
That's all for the Warpsmith, which I don't even need the name, I just would like to play a fallen techmarine and this seems the closest thing in the BC books I can find. Otherwise, I could choose Heretek, which isn't a marine, or go Marine and forgo the Heretek side. Not trying to gain an edge or advantage over anyone, if you think there is something too OP then I'd be willing to remove or adjust things as necessary. I just really want to Roleplay this type of PC, so I hope you all won't mind.
Perhaps with this I don't get any starting XP wiggle room. Up to you all to decide what you think is fair. Sorry for being so last minute, but I've just been racking my brain trying to choose between marine or heretek and thought, why can't I do both? I plan to be of the Salamander chapter, took the long walk and never returned, tempted by the knowledge and power of Chaos, as well as my desire to innovate and break free from the chains of Mars' control on technology and innovation.

BayouSnowman |

First of all, I would like to here if Haphaest has any concerns. Other than that I am willing to try it. Although admittedly I partly want this to open the way for me to buy plague marine abilities, eventually.
Sorry for posting from another Alias above, that's my DW charecter.
Good to hear Feustus, it sounds pretty open with the GM, he wants us to enjoy and play how we'd like to play, so shouldn't be a problem for you to purchase things you want later.
I don't want him to be OP, I've been in RL games where someone is friends w/ GM and they have some badass charecter they've played before who does all the work and has tons of abilities/talents. Don't want to be that guy, so think if there's something you think believe is unbalanced and I'll work it out.
Gonna adjust my alias, Samsun, with the info and choices I'd make for skills/talents and then you can have a clearer picture.
Hopefully I'll join you boys in the bar for a drink soon.