Radavel |
Born in darkness, a dream given life,
Holy warriors to bring forth the light.
Armed with zeal, armoured with faith,
Gods of battle at the fore of the fight.
Swords of the emperor, shields of mankind,
destined for war, fated for death.
Protectors of the weak, slayers of evil,
we fight til we draw our last dying breath
There is no retreat, there is no surrender,
our hate of the foe drives us eternally on
while aliens live, while heresy festers,
there can be no peace until the last war is won.
Strengthen your heart harden your soul,
launch yourself gladly into death's hungry maw.
There is no time for peace, no respite, no forgiveness,
there is only war.
That being said, would people be interested in playing a short adventure into the 41st Millennium cleansing a space hulk that has wandered into the vicinity of a critical hive-world? This will probably be a suicide mission so I only need a maximum of four members of the Angels of Death.
Live Free! Die Hard!
Grumbaki |
Weapon Skill: 2d10 ⇒ (8, 6) = 14
Ballistic Skill: 2d10 ⇒ (6, 4) = 10
Strength: 2d10 ⇒ (7, 9) = 16
Toughness: 2d10 ⇒ (6, 3) = 9
Agility: 2d10 ⇒ (4, 7) = 11
Intelligence: 2d10 ⇒ (7, 10) = 17
Perception: 2d10 ⇒ (5, 5) = 10
Will Power: 2d10 ⇒ (5, 10) = 15
Fellowship: 2d10 ⇒ (3, 4) = 7
Wounds: 1d5 + 8 ⇒ (5) + 8 = 13
Fate: 1d10 ⇒ 5
Reroll Toughness: 2d10 ⇒ (9, 6) = 15
WS (44) BS (40) STR (46) TG (45) AG (41) INT (47) PER (40) WP (45) FEL (37) W (13) FP (3) Move (4/8/12/24)
Meetch |
Weapon Skill: 2d10 ⇒ (3, 9) = 12
Ballistic Skill: 2d10 ⇒ (10, 6) = 16
Strength: 2d10 ⇒ (8, 5) = 13
Toughness: 2d10 ⇒ (8, 4) = 12
Agility: 2d10 ⇒ (9, 2) = 11
Intelligence: 2d10 ⇒ (1, 1) = 2
Perception: 2d10 ⇒ (8, 6) = 14
Will Power: 2d10 ⇒ (9, 9) = 18
Fellowship: 2d10 ⇒ (8, 8) = 16
Wounds: 1d5 + 8 ⇒ (2) + 8 = 10
Fate: 1d10 ⇒ 8
RR int: 2d10 ⇒ (10, 1) = 11
Vrog Skyreaver |
Weapon Skill: 2d10 + 30 ⇒ (1, 9) + 30 = 40
Ballistic Skill: 2d10 + 30 ⇒ (1, 6) + 30 = 37
Stength: 2d10 + 30 ⇒ (4, 4) + 30 = 38
Toughness: 2d10 + 30 ⇒ (8, 7) + 30 = 45
Agility: 2d10 + 30 ⇒ (8, 8) + 30 = 46
Intelligence: 2d10 + 30 ⇒ (6, 6) + 30 = 42
Perception: 2d10 + 30 ⇒ (1, 10) + 30 = 41
Willpower: 2d10 + 30 ⇒ (5, 9) + 30 = 44
Fellowship: 2d10 + 30 ⇒ (6, 1) + 30 = 37
Reroll Strength: 2d10 + 30 ⇒ (9, 4) + 30 = 43
Wounds: 1d5 + 18 ⇒ (5) + 18 = 23
Fate: 1d10 ⇒ 2
I am going to make a Dark Angels Librarian.
Grumbaki |
So have been thinking...
Stats with Chapter Bonuses
WS (44) BS (40) STR (46) TG (50) AG (41) INT (52) PER (40) WP (45) FEL (37) W (13) FP (3) Move (4/8/12/24)
Armor History: 1d10 ⇒ 3
Chapter: Nova Paladin (Ultramarine)
http://warhammer40kfanon.wikia.com/wiki/Nova_Paladins
+5T +5 Int
Favored Son (The Ultramarines consider themselves a pure expression of the Codex Astartes and among the truest of the Emperor’s sons. This pride and unshakable personal belief often manifests itself in their leadership abilities and the example they set to other members of the Adeptus Astartes. A Battle-Brother of the Ultramarines Chapter may re-roll any Fellowship Tests when dealing with either Space Marines or members of the Imperial armed forces (i.e. Imperial Guard, Imperial Navy, etc.).)
* The one glaring weakness I see is low Fel. This fixes that.
Class: Apothecary
Special Ability: Enhance Healing (On a successful Medicae test for First Aid you heal an additional 1d5 Wounds.)
Astartes Power Armour, Astartes Bolt Pistol, Frag Grenades (3), Krak grenades (3), Astartes Combat Knife, Repair Cement, Bolter with Fire Selector.(The Fire Selector allows you to switch between up to three different ammo types as a 'Free Action'). Reductor. Narthecium (+20 to Medicae tests when used on a Space Marine patient, raises the threshold at which a patient is considered Lightly damaged** and doubles the amount of damage healed by first aid. It also can contain up to ten doses of any one drug, but this drug (if any) must be requisitioned separately. A lightly damaged character can be healed by more than a heavily damaged one. The Narthecium raises the threshold of Lightly Damaged to three times the characters Toughness bonus rather than two times.) Diagnostor Helmet (+10 medicae)
In Practice
+52 (Int) +20 (Narthecium) +10 (Diagnostor Helmet) = 82% medicae chance of success. When healing, he does 5+1d5 wounds healed.
When not healing he is happily shooting with his bolt gun. If an enemy closes in he uses his reductor to do some bad medicine.
Is this all correct?
Aurilous |
1 person marked this as a favorite. |
Grumbaki here. Hard to find a good avatar for a space marine. This one seems like it is workable though. Easier, I would say, for a hooded dark angel. Or a space wolf.
Also it looks like we’ll have an apothecary and a librarian. Can’t go wrong with any other classes to go with them.
Also hope it’s ok to be a Nova Paladin. They’re a new chapter that doesn’t follow the codex as religiously as the ultramarines. They feel like they have to prove themselves given their short history. To me, the low-ish Fellowship also represents being lower on the totem pole due to being from a lesser known chapter.
Aurioious will be a veteran of the 2nd Company’s Far Cry War, meaning that he has experience fighting Tau and Elder. I’d assume that he also has some minor experience combating Tyranids, but wouldn’t be considered an expert by any means. He has no experience dealing with Chaos.
Vrog Skyreaver |
1 person marked this as a favorite. |
Here's what I have so far. I still need to do equipment and spend his XP; I'm also going to have to read up on how being trained in a skill works, cause I couldn't immediately find it.
Chapter: Dark Angels
Specialty: Rank 1 Librarian
WS BS S T Ag Int Per WP Fel Psy WP Fate EXP
40 42 43 45 46 47 41 44 37 3 23 3 500
Skills: Awareness, Ciphers (Chapter Runes), Climb, Demolitions, Dodge, Common Lore (Adeptus Astartes, Deathwatch, Imperium, War), Concealment, Drive (Ground Vehicles), Forbidden Lore (Xenos), Intimidate, Literacy, Navigation (Surface), Psyniscience, Scholastic Lore (Codex Astartes), Silent Move, Speak Language (High Gothic, Low Gothic), Tactics (Assault Doctrine), Tracking
Starting Talents: Ambidextrous, Astartes Weapons Training, Bulging Biceps, Deathwatch Training, Heightened Senses (Hearing, Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master
Starting Traits: Unnatural Strength (x2), Unnatural Toughness (x2)
Battle-Psyker: Iron-Arm, Short Range Telepathy, Smite
Solo Mode Ability: Stoic Defense
Demeanor: Sons of The Lion, Gregarious
Ulf Second Sight |
Grumbaki here. Hard to find a good avatar for a space marine. This one seems like it is workable though. Easier, I would say, for a hooded dark angel. Or a space wolf.
Also it looks like we’ll have an apothecary and a librarian. Can’t go wrong with any other classes to go with them.
Also hope it’s ok to be a Nova Paladin. They’re a new chapter that doesn’t follow the codex as religiously as the ultramarines. They feel like they have to prove themselves given their short history. To me, the low-ish Fellowship also represents being lower on the totem pole due to being from a lesser known chapter.
Aurioious will be a veteran of the 2nd Company’s Far Cry War, meaning that he has experience fighting Tau and Elder. I’d assume that he also has some minor experience combating Tyranids, but wouldn’t be considered an expert by any means. He has no experience dealing with Chaos.
I'm gonna be approving this Chapter for use in this game.
Meetch |
Out of curiosity, do we need demolitions or do we need to blow things up because my ballistics rating is pretty legit and I can’t imagine there’s anything a shaped charge can destroy that a rocket launcher can’t.
Alternatively, can just one or two of us take demo and the rest be escort/defense? It seems like it’ll cost a lot to get demolitions and then we’re all sort of built the same way.
Edit: I can’t actually figure out how to get demolitions. It looks like it’s a rank 2 advancement. How can I add it?
Aurilous |
Is this right?
Medicae: 1d100 ⇒ 74
Int57 + 20 for Narthecium + 10 for Diagnostor Helmet. Total of 87. 74 is under so you passed
If lightly wounded
Narthecium raises the threshold for which the patient is considered Lightly Damaged to 3 times his Toughness Bonus and doubles the amount of damage healed by first aid.
So if a battle brother has T4 and has taken 12 or less wounds, then he is lightly wounded.
Int 5, doubles for Narthecium. Extra Heal for ability: 1d5 ⇒ 3 Total of 13 wounds healed.
If heavily wounded
If a character has taken 13+ wounds he is heavily wounded.
So heals 1 point normally, doubled to 2 because of Narthecium. Further 1d5 for enhanced healing. So with above dice rolls, would heal 5 wounds.
——
Am I doing this all right? Because if so I think that I’ve got a good Healer for the squad.
MisterLurch |
Wounds: 1d5 + 18 ⇒ (1) + 18 = 19
Fate: 1d10 ⇒ 2, 3 Fate
Weapon Skill: 2d10 + 30 ⇒ (2, 1) + 30 = 33
Ballistic Skill: 2d10 + 30 ⇒ (8, 6) + 30 = 44
Stength: 2d10 + 30 ⇒ (6, 7) + 30 = 43
Toughness: 2d10 + 30 ⇒ (9, 3) + 30 = 42
Agility: 2d10 + 30 ⇒ (1, 10) + 30 = 41
Intelligence: 2d10 + 30 ⇒ (1, 5) + 30 = 36
Perception: 2d10 + 30 ⇒ (3, 7) + 30 = 40
Willpower: 2d10 + 30 ⇒ (9, 1) + 30 = 40
Fellowship: 2d10 + 30 ⇒ (4, 5) + 30 = 39
Reroll Weapon Skill: 2d10 + 30 ⇒ (8, 3) + 30 = 41
Iron Hands Techmarine
or
Space Wolf Wolf Scout