Demon Hunter

Brother Lucian Vartas's page

575 posts. Alias of golfdeltafoxtrot.


Race

Ultramarine

Classes/Levels

Devastator (Rank 7), Deathwatch Keeper

Size

Hulking

Special Abilities

Astartes heavy bolter - Range 75/150/300m, -/-/6, d10+14X,Tearing (Reliable), Pen 5, Clip 250

Alignment

Astartes bolt pistol - Range 15/30/60m, S/2/-, d10+11X, Tearing, Pen 4, Clip 14

Deity

Astartes power sword - d10+16E, Pen 6, Balanced, Power Field

About Brother Lucian Vartas

CHARACTERISTICS:
WS 35
BS 65
S 45 (65) [SB10]
T 50 [TB 10]
Ag 40
Int 50
Per 60 [PB 7]
WP 55
Fel 60

FP 5
Wounds 23
Move 5/10/15/30
IP 6
CP 5

SKILLS:

Awareness [Trained +10, Watcher, 80 (+10 sight/hearing, +10 sight/hearing when wearing helmet)]
Carouse [Basic, 25]
Charm [Trained, 60]
Ciphers (Chapter Runes, Deathwatch, Inquisition) [Trained, 50]
Climb [Trained, 65]
Command [Trained +20, Talented, 90]
Common Lore (Adeptus Astartes, Deathwatch, Imperium, War) [Trained, 50]
Common Lore (Angevin Crusade) [Trained +10, 60]
Concealment [Trained, 30]
Contortionist [Basic, 20]
Deceive [Basic, 30]
Demolitions [Trained, 50]
Dodge [Trained +10, 50]
Drive (Ground Vehicles) [Trained, 40]
Evaluate [Basic, 25]
Forbidden Lore (Xenos) [Trained, 55]
Gamble [Basic, Watcher, 40]
Inquiry [Trained, 60]
Interrogation [Trained, 55]
Intimidate [Trained, 65]
Literacy [Trained, 50]
Logic [Trained, 50]
Navigation (Surface) [Trained, 50]
Scholastic Lore (Codex Astartes) [Trained +10, 60]
Scholastic Lore (Tactica Imperialis) [Trained, 50]
Scrutiny [Trained, Watcher, 70]
Search [Trained +10, Watcher, 80]
Security [Clavis, 80]
Silent Move [Trained, 30]
Speak Language (High Gothic, Low Gothic) [Trained, 50]
Swim [Basic, 32]
Tactics (Assault Doctrine, Defensive Doctrine, Recon & Stealth, Void Combat) [Trained, 50]
Tactics (Air Combat, Armoured Tactics, Orbital Drop Procedure) [Basic, 25]
Tracking [Trained, 50]

TALENTS:

Air of Authority [affect d10+6 targets with Command test, Command -10 on targets not under my authority]
Ambidextrous [no penalty attacking with off hand]
Astartes Weapon Training [proficient with all non-Exotic weapons]
Bulging Biceps [fire heavy weapons on Semi/Full-Auto without bracing, no penalty for not bracing]
Deadeye Shot [Called Shot penalty reduced to -10]
Deathwatch Training [auto confirm Righteous Fury against xenos]
Duty Unto Death [ignore effects of injury, Fatigue and Stunning during combat]
Forging The Bond [may benefit from other Chapter-specific Squad Mode abilities, cost 1 extra Cohesion to activate]
Heightened Senses (Hearing, Sight) [+10 to tests involving that sense]
Killing Strike [spend FP when All-Out Attacking to prevent Parrying/Dodging attacks]
Mighty Shot [+2 Damage with ranged weapons]
Nerves of Steel [re-roll failed WP tests to avoid/recover from Pinning]
Peer (Inquisition, Tigers Argent)[+10 Fel when dealing with members of group]
Quick Draw [Ready pistol/basic/single hand melee weapon as Free Action]
Resistance (Psychic Powers) [+10 to tests to resist effects]
Signature Wargear (Motion Predictor) [permanently added to equipment]
Talented (Command) [+10 bonus to tests using skill]
Target Selection [no penalty for firing into melee]
True Grit [halve amount of Critical Damage]
Tyranid Savant [re-roll Lore checks related to Tyranids]
Unarmed Master [unarmed attack damage 1d10+SB I, not Primitive]

TRAITS:

Unnatural Strength (x2)
Unnatural Toughness (x2)

SPECIAL ABILITIES:

Unrelenting Devastation (extra d5 damage to Hordes when attacking with Heavy weapon in Squad Mode)
Keeper of Ways (if Kill-Team leader is killed/incapacitated, may assume command and may replace Oath)
Shining Example (+3 WP on tests vs Fear with Daemons for myself, Squad and NPCs who know of you and your feats)
Watcher (+10 on Perception tests, +1 PB, may test to notice things when not actively looking, once/encounter can give fellow Marine re-roll on Int or Per test)
Oath Bound (+30 vs attempts to control mind, spend FP to make +0 WP test if not normally allowed test vs mind control, auto pass opposed WP or Fel test with 1 DoS vs aliens, improve NPC Disposition by 2 degrees)

HONOURS:

Iron Skull of the Ultramarines (holds rank of Sergeant within Ultramarines)
Iron Skull of the Deathwatch (holds rank of Sergeant within Deathwatch)
Purity Seal (+5 Fel with Ecclesiarchy, can take Half-Action to recite Litany of St.Drusus to make next attack Sanctified)
+5 Fel when dealing with Lord Inquisitor Gathrix
-5 Fel when dealing with Sister Vesta
+5% Forbidden Lore: Xenos following instruction from Inquisitor Van Vuygens
Captain of Deathwatch cruiser Dark Tide (training in Scholastic Lore [Tactica Imperialis], Tactics [Void Combat], Command +20)

DEMEANOURS:

Honour The Codex (likely to turn to memorised tracts of the Codex Astartes to solve a problem)
Studious (prefer lore and learning, preferring to think through a problem)

SOLO MODE ABILITIES

Burst of Speed (once/session, increase AB by 4 & +10 to Ag tests based on movement for rounds = Rank & ignore Ag tests when running or charging in difficult terrain)
Feat of Strength (once/day, increase Unnatural Strength by two levels & +10 to S and S-based skill tests for rounds = Rank x2)
Renewed Vigour (once/session, ignore effects of all critical effects for rounds = Rank and restore Wounds = Rank)
Favoured Son (re-roll Fel tests with Space Marines/Imperial armed forces, add 2 to Cohesion if squad leader, automatically pass one Command test per combat, Disposition of all Imperial forces and agents improved favourably by one step)
Student of the Codex (all Tactics skills are Basic, appropriate Tactics test when rolling Initiative to gain re-rolls during combat = Int Bonus+DoS+1, may exchange 3 rerolls to automatically pass Skill Test in combat with DoS = Int bonus)
Mental Fortress (once/session, re-roll WP test with +20 bonus to resist Psychic power or attempt to subvert will)
Extreme Endurance (once/session, re-roll all T tests with +20 bonus for hours = Rank)
Emperor's Grace (once/session, recover spent fate points on d10 roll <= Rank for rounds = Rank)

SQUAD MODE ABILITIES

Cohesion as leader 11 (+ any other bonuses)

Rally Cry (0 Cohesion, Free Action, restore Cohesion = FB once/game)
Lead by Example (2 Cohesion, Free Action, me + all in Support Range gain bonus on all tests = FBx2, one member gains one re-roll per round)

RENOWN:

80 - Famed

EQUIPMENT:

Mark VII Astartes power armour (H8/B10/A8/L8)
Mark IVc Astartes heavy bolter with backpack ammo supply and motion predictor
Godwyn-Ultima pattern Astartes bolt pistol
Ingelldina pattern Astartes power sword
3 Astartes frag grenades
3 Astartes krak grenades
Astartes combat knife
Repair cement
Cingulum (Marks of Leadership [+3 to tests to regain Cohesion/prevent Cohesion damage])
Clavis [use Security as if Trained with +30 bonus, Medicae tests on me gain +10 bonus]

ARMOUR ABILITIES:

Bring Death From Afar [no penalty to moving when Semi/Full-Auto with pistol/basic, can move and Semi/Full-Auto with heavy weapons at -10]
Auto-senses [Heightened Senses (Sight, Sound), Dark Sight, Called Shot as Half Action]
Bio-monitor and Injectors [+10 vs Toxic/poisons, 6 doses pain suppressor (ignore Critical effects for d10 rounds, Stunned for no longer than one Round]
Recoil Suppression [fire Basic weapons one handed]

REQUISITION:
Backpack Kraken rounds 30
Signum link 20
Stummer 2
Dipole maglock for power sword 5
Deathwatch Suspensor 25
Stalker boltgun 15
Backpack Stalker rounds 20
Suppression stabiliser 10
Astartes grapnel 3
Astartes missile launcher 10
Plasma missiles x4 50

BACKGROUND:

Born on the world of Tarentus, an agri world within the Ultramarines' realm of Ultramar
Selected for training in a prestigious scholam on Parmenio
Showed aptitude with a wide variety of weapons during Scout Training, with particular capability with heavy weapons
Inducted into Ultramarines 5th Company Second Devastator squad, under Captain Galenus
Mentioned in dispatches for exceptional recall of Codex defensive doctrines during a Tau attack on an industrial world in the Eastern Marches
Battlefield promotion to Sergeant following the death of Sergeant Castus in the assault on the lair of Ork Warlord Grimnak on Reginus X
Assigned for Deathwatch training to develop command experience and gain further experience in the use of heavy weapons against Xenos threats

XP:

Total: 43150
400 (Second in Command deed)
200 (Simple BS)
200 (Ciphers [Deathwatch])
200 (Simple Per)
400 (Charm)
500 (Simple WP)
500 (Simple Fel)
400 (Command +10)
200 (Ciphers [Inquisition])
400 (Tactics [Assault Doctrine])
500 (Mighty Shot)
500 (Intermediate BS)
400 (Scrutiny)
300 (Awareness +10)
500 (Peer [Inquisition])
500 (Intermediate Per)
800 (Inquiry)
400 (Search)
400 (Logic)
400 (Demolitions)
500 (Simple T)
500 (Signature Wargear)
400 (Tactics [Recon & Stealth])
800 (Duty Unto Death)
1000 (Trained BS)
400 (Search +10)
1000 (Intermediate WP)
300 (Keeper of Ways deed)
500 (Deadeye Shot)
500 (Target Selection)
1000 (Trained Per)
500 (Dodge +10)
400 (Interrogation)
250 (Watcher distinction)
3000 (Keeper alternate rank)

XP saved:
-1960 (pay off Keeper)

STARSHIP ACTIONS

HORDE RULES:

Magnitude is the size of the horde (20, 30, 40, etc)

Size/Hit bonus:
30 Magnitude +30
60 Magnitude +40
90 Magnitude +50
120+ Magnitude +60

All hits are directed at the Horde itself and may not be applied to a specific enemy or commander in the battle.

Damaging a Horde:
Any hit that causes damage (after TB and AP) reduces the magnitude by 1.

Weapons that inflict Exploseive Damage (X) deal 1 additional hit.

Attacks are not to any location, all of the horde has a single AP value. Hordes may be pinned and make WP tests etc for dealing with things like that.

MELEE:
After the first hit, one additional hit for each 2DOS. Weapons with power field inflict one additional hit with straight success, and an additional 1 hit for each 2DOS.***The book says 2DOS for a hit vs Horde, but I'm ruling straight success is 1, each 2DOS is an additional hit. Power fields grant 1 extra hit for the initial success, but not extra hits for 2DOS. (Meaning you don't get 2 hits for each 2DOS..sorry)

BLAST WEAPONS:
Hits a number of times equal to Blast (X).

FLAME WEAPONS:
These weapons hit a number of times = to 1/4th the range of the Flame weapon rounded up +1d5. (30m range= 8 hits +1d5)

PSY Powers:
Hits = PR of the ability. Area abilities add +1d10 hits.

BREAKING a HORDE:
If a horde is reduced by 25% in one turn, it must pass a WP test or flee.

If the horde is less than 50% of starting value, then -10 WP tests. Less than 25% of starting value means it automatically breaks.

**Hordes with Fearless talent do not have to test for breaking, all must be eliminated. (You won't know until it happens, because I won't tell you if they are fearless or not.)

HORDES ATTACKING:

MELEE:
Hordes attack anyone AND everyone close enough. They may use talents like swift attack, lightning attack, etc. Hordes get no "gang up" bonus. ****Attacks may not be dodged or parried unless stated.*****

RANGED:
Hordes may make ranged attacks equal to its first number.( Magnitude 30 gets 3 ranged attacks) These attacks can be full/semi and inflict additional hits as normal against the squad. All modifiers applay, but no aiming is allowed. No ammo count or jamming. ****Attacks may not be dodged or parried unless stated.*****

DAMAGE from HORDES:
Any attack that hits has the damage increased by d10s = Magnitude divided by 10, max +2d10. Example, Magnitude 25 horde, will have +2d10 dmg inflicted.