Tactical Marine Sardus, Specialty: Keeper Rank 5,
100 point buy, 20,000xp for advances
Total XP spent: 37,200/37,950
Stats:
30 WS
55 BS (+10 with MIU interface)(Term. Armor +5 vs Tyranids)
45 WP
50 Int
60 Tgh (Unnat. Tgh x2)
60 Per (+15 Auto Senses with Helmet, +10 Height Senses for Sight/Sound)
30 ST (unnat. St. x2) (+20 in P.A./+30 in T.A.)
60 AG (+15 in Armor)
50 Fe
Wounds: 22
Fate: 4
Insanity: 0
Corruption: 0
Movement: In armor AG Bonus 8: Half 8, Full 16, Charge 22, Run 48
Talents:
Air of Authority
Ambidextrous
Astartes Weapons Training
Bulging Biceps
Deathwatch training (Auto Confirm RF vs aliens)
Deadeye Shot (Called shot -10)
Foresight (+10 Int. with 10min thought before action)
Heightened Senses (Hearing and Sight)
Hip Shooting (As full action, may move full and make single attack shot)
Hardy (Always considered Lightly wounded)
Killing Strike (When making all out attack, may spend FP, can't dodge/parry)
Marksman (Suffer no penalties for long or extreme range on BS tests)
Mighty Shot (+2 Damage with ranged weapons)
Nerves of Steel
Quick Draw
Rapid Reload
Rapid Reaction
Resistance (Psychic Powers)
Signature Wargear
Sleight of Hand
Storm of Iron (Doubles Mag. dmg to horde)
Target Selection (May fire into melee without penalty)
True Grit
Two-Weapon Wielder (Ballistic)
Unarmed Master
Forging the Bond 500xp (Rank 5: Activating marine may Add 2 to cohesion cost, other marines may benefit from that Chapter squad mode ability, Rank 6+ add 1 to cohesion cost. Cost is paid once and counts for all brothers with this ability.****R.O.B. pg 226
DEEDS:
GENE-SEED ANOMALY
Cost: 300 xp
Apply all of the following changes to your character:
Characteristics: You may increase any single characteristic by +3, and you must also reduce any single other characteristic by –3.
Skills:You gain Medicae as an Advanced Skill.
Special Note:The character will strive to take care of his own wounds instead of relying on an Apothecary (unless they are from the same Chapter). Should an Apothecary from another Chapter be the one to heal this character, they must make aHard (–20) Medicae Test to discern that there is something wrong with the character’s gene-seed. Should the test be successful, the mutation becomes common knowledge within the team. The consequences of this knowledge are up to the GM, but the revelation should at least reduce the group’s Cohesion by 1d10.
DISTINCTIONS
MASTER OF ARMS
Cost: 1000 xp
The boltgun has a sacred role in the training and life of a Space Marine, next to his power armour it is the most important piece of equipment he will ever carry and is as vital to him as his loyalty to his brothers and his faith in the Emperor. A Master of Arms has achieved legendary skills with the bolter, and with many other types of common Astartes weapons; able to push them to their limits and tap into their killing power in ways common soldiers could not begin to imagine. When taking this Mark of Distinction the GM chooses two of Weapon Special Qualities from either: Accurate, Blast (2), Felling (1), Scatter, or Tearing (see page 142 in the DEATHWATCHRulebook). Whenever the Battle-Brother uses a Ranged Weapon with the word “Astartes” in its title he can then apply one of these Special Qualities to it at the start of each of his turns (swapping between Qualities from round to round should he choose). Note, however, that if the weapon already possesses the Special Quality applied by Master of Arms then no further effects are added. In addition to these effects, all Astartes weapons wielded by a Battle-Brother with this Mark of Distinction also gain the Reliable Weapon Special Quality if they do not already have it.
FIRST AMONG EQUALS
Cost: 1000 xp
The ranking system within the Deathwatch is different than that of other Chapters, and the glory and standing of individual Killteams counts for a great deal when measuring a Battle-Brother against his peers. Sometimes though great deeds and peerless performance in battle, a Battle-Brother will make a name for his Kill-team in the eyes of his commanders and earn a special place within the ranks of the Deathwatch. This Mark of Distinction allows the Battle-Brother, and his Kill-team, greater leeway when dealing with the Deathwatch and more favourable treatment for both requisition and choice of Missions. The Battle-Brother may add +10 to his Renown when determining what he can Requisition for Missions as well as +20 to his Requisition total for each Mission. At the GM’s discretion, he may also allow the Battle-Brother to make special requests of the Deathwatch pertaining to things like Mission deployment and what kind of support they might have. If more than one member of the Kill team has this Mark of Distinction, they may add together their bonuses when making Requisitions
ANGEL OF DEATH
Cost: 1000 xp
Only a handful of times in each generation will a truly mighty champion rise from the ranks of a Chapter. Blessed by the Emperor, such warriors embody the legend of the Space Marine, and carry with them the shadow of their Primarch to watch over their greatness. A Battle-Brother with this Mark of Distinction is a true killing machine even by the impossibly high standards of the Adeptus Astartes and death to all he should meet. Once per combat encounter the Battle-Brother may make an attack with a Ranged Weapon or a Melee Weapon which cannot be Parried or Dodged. Alternatively he may instead choose for one of his hits (determined once a successful hit has been landed) to ignore either all his foe’s Armour Points or his Toughness Bonus.
Class and Alt Rank Abilities:
Distinctions:
1. Master of Arms
Add Scatter or Felling (1) to any "Astartes" Gun each round, all weapons wielded gain reliable.
2. First Among Equals: +20 Requisition and +10 Renown for Requisition purposes. May request special favors/resources/info/missions/etc at GM's discretion.
3. Angel of Death: Once per combat, enemy can't dodge or parry a single attack. OR have a successful attack ignore TB or AP.
Tactical Marine:
1. Bolter mastery: The Tactical Marine gains a +10 bonus to all Ballistic Skill Tests and +2 to Damage when firing a Bolt weapon. This ability only functions in Solo Mode
2. Tech-Marine gets 1 free Clip of 25 points Ammo
Specialty: Keeper
1. Gain Clavis and Power Weapon of Choice (Force Sword)
2. A Closed Book—the Keeper gains a +30 to resist all attempts to control his mind, such as from Telepathy powers. In addition if the Keeper would not normally be allowed a chance to resist a mind controlling effect he may spend a Fate point to be allowed a Challenging (+0) Willpower Test to ignore its effects.
3. Alien Witchcraft—a Keeper is often required to deal with dangerous and subversive xenos and has had his mind hardened against their trickery. Whenever an alien foe uses a skill or ability which forces the Keeper to make an Opposed Willpower or Fellowship Test (excluding those from psychic powers) the Keeper automatically wins with one degree of success
4. Beyond Reproach—those that recognize a Keeper will respect his position and favour him with their trust. When dealing with NPCs, the Keeper improves their Disposition (see page 276 in the DEATHWATCH Rulebook) by two degrees. This automatically applies when dealing with members of the Deathwatch and may apply to other organisations at the GM’s discretion.
Clavis:
A clavis is a special silvered vambrace, a piece of armour granted to Space Marines upon becoming a Deathwatch Keeper. Created during the Dark Age of Technology, the workings of the clavis are not fully understood by the Adeptus Mechanicus, but it is known that it interfaces with the Space Marine’s nervous system and monitors his vital signs.The clavis acts as a unique and complex key that contains a myriad of Inquisitional override codes and other, more arcane systems that allow it to bypass nearly any technological seal. The clavis communicates with light, vibration, and other, less-known means to unseal magnetic locks and shield barriers at the Keeper’s command. Servitors and other autodefences register the Keeper as a friend and stand down in his
presence. The clavis is what allows a Keeper to walk his vigil undisturbed and reach nearly any secure zone.
Effect: The clavis bypasses nearly any Imperial lock, seal, or automated defence system. If a roll is required, the clavis allows its wearer full use of the Security Skill even if he does not possess it, and in addition adds a +30 bonus to any Security Test. In addition, Medicae Tests used on the wearer of a clavis gain a +10 bonus due to the device’s ability to monitor its wearer’s vital information.
Chapter Trapping:
Marksman Combat Sight with 2 effects:
1. Focal Targeter: The sight aids the firer in picking out the weak points on his opponents armour, focusing on joints and seals and guiding the aim to the most vital points. This sight increases the weapons Penetration value by an amount equal to the firers Perception Bonus.
2. Laser Tracer: The sight projects an invisible laser targeter which can only be seen by special filters (built into the lenses of the Space Marine’s helmet). This provides a +10 bonus to hit against targets when taking single shots.
Acrobatics Special Skills:
Disengage
When taking the Disengage Action in combat (see page 239), the character may make a Challenging (+0) Acrobatics Test to reduce it to a Half Action.
Jump And Leap
An Acrobatics Test may substitute for an Agility Test when jumping or a Strength Test when leaping, according to the appropriate rules on page 207
Raptor Solo Mode:
MARKSMAN’S HONOUR
Action: Free Action, Required Rank: 1
Effects: Raptors have a reputation as skilled marksmen, part of the doctrines they have learnt from the Raven Guard along with their own Chapter’s tactical training. A Raptors Battle-Brother with the right weapon and with time and patience can hit targets at the extreme ranges of his weapon with unerring accuracy, while veterans of the Chapter can even hit targets considered almost impossible to hit by normal standards. When firing single shots from a ranged weapon at Long and Extreme ranges, the Battle-Brother reduces the range penalty by 10.Improvement:At Rank 4 the Battle-Brother has mastered sniping targets at range and gains a +20 to his Ballistic Skill Tests
when making single shots at Long and Extreme range. At Rank 6 the Battle-Brother has become a veteran sniper and extends the range of any bolt weapon he uses by 20m; this increases the weapon’s short, long and extreme ranges accordingly.
RAPTORS SQUAD MODE ABILITIES
RAPTORS ATTACK PATTERN: CLEAN KILL
Action: Half Action, Cost:2, Sustained: Yes
Effect: In pairs or as a squad, Raptors can become even more proficient marksmen than normal, hitting targets at long ranges again and again with unrivalled accuracy. This is a favoured tactic of Raptor fire teams to lay down precision sniping on a target while their brothers move in to flank and destroy a position, the deadly shots so accurate that the targets dare not lift their heads from the dirt. The Battle-Brother and members of his squad within Support Range can re-roll Ballistic Skill Tests when firing single shots (i.e. not semi or full auto fire) with ranged weapons at Long and Extreme ranges. Additionally, a member of the squad may act as a ‘spotter’ for another member, helping him to find targets and judge distances. Any member of the squad may “spot” for another as a Full Action, negating any penalties to his Ballistic Skill Test against a single target provided he only takes a single shot (i.e. does not use semi or full auto fire).Improvement: At Rank 4 the Battle-Brother gains the benefits of re-rolls at Long and Extreme ranges with semi auto fire. At Rank 6 the Battle-Brother gains the benefits of re-rolls at Long and Extreme ranges with full auto fire. In both cases, the Battle-Brother may still only make single shots when benefiting from a spotter.
DEFENSIVE STANCE:
SWIFT WITHDRAWAL
Action: Reaction, Cost:3, Sustained: No
Effect: Like the Raven Guard, the Raptors excel at hit and run tactics, striking and then falling back before they can be attacked. These kinds of manoeuvres also lend themselves to rapid extraction when the squad finds itself unexpectedly in danger, falling away from an ambush or sudden assault before the enemy can press their advantage. When the squad has been surprised by an enemy, this ability can be used to disengage before combat truly begins. The GM should make the Surprise attacks for the enemies (see page 235 of the DEATHWATCHCore Rulebook) then if the squad chooses to make a swift withdrawal, combat immediately ends and the squad makes a retreat. The GM should use his discretion to decide whether retreat would be possible and where the squad would be able to retreat to. However, unless they would absolutely not be able to withdraw from their foes or there is nowhere to run, the GM should allow the squad to disengage from combat without further attacks made against them. Improvement: At Rank 5 the Battle-Brothers can each take a Half Action before making their retreat, which can be an attack against their foes
History & Demeanour:
Born on the home world of the Raptor Chapter, a location known only to its members and a closely guarded secret, Brother Sardus rose the ranks as few could match his marksmanship. Located somewhere in the Sutter Spiral Nebula, Raptor’s are known to be pragmatists that are very liberal with the Astartes Codex. Raptors prefer to adapt to any situation and utilize whatever means necessary to achieve success. Discouraged from blind obedience early in their training, they learn to look at the whole picture and make decisions with flexibility and ad-hoc methods as the situation arises. Leaders are taught how to understand the overall battle flow and make decisions to support its parts as they change, without needing direct ordering. Brother Sardus has often been a first choice among Watch Captains to infiltrate and lead missions with little intelligence and reports to act on, knowing that they’ll do what is necessary to achieve success. Raptors are also known for leading Imperial forces successfully, often taking over command of ground units, bypassing local leadership. While some have been angered by these habits, none can refute the results or blank expression complaining officers receive in response to their misplaced emotions.
For a Raptor, honor is meaningless without mission success. With this in mind, they will not hesitate to take any action to ensure a beneficial outcome, much to the dislike of more traditional chapters that adhere strictly to the codex. While some marines may be put off by this leadership, Brother Sardus’ battle history has been exemplary. Whether its been on solo missions to assassinate high value targets or leading a group of Deathwatch brothers behind enemy lines and infiltrating difficult locations, Brother Sardus has brought nothing but honor and recognition to his chapter.
One of the names brother Sardus’ is also known by is the “Angel of Death.” His marksmanship at extreme ranges is further augmented by his mastery of Astarte Bolt weapons. Complex and custom modification to his bolt weapons allows brother Sardus to wield his weapons with devastating stopping power, with few beings able to take more than a few shots and still survive. Furthermore all Raptors fit their chosen weapon with a custom sight, significantly enhancing their power and range.
Brother Sardus’years of dedication and successful actions recently earned him the title of “Keeper” in the Death Watch. While keepers usually dawn the oldest and most ceremonial of their chapters armor, Raptors are without such ancient relics, Wargear, and equipment. After their first home world was destroyed, what was left of the chapter disappeared along with much of its history and chapter artifacts. Instead, Brother Sardus has a more modern era armor that Raptors prefer due to its agility in battle. He was bestowed with a unique power sword for his achievements, while not an ancient item, its was masterfully skilled by the artificers of his chapter.
Brother Keeper Sardus’ role isn’t yet clear. While an experienced pilot and driver, versed in hit and run tactics, its yet unclear how the Deathwatch will utilize him. He his extremely interested in piloting void vessels in space combat, hoping to push the limits of his abilities and challenge the most worthy adversaries in zero gravity. He hopes his new position and past honors will allow him to be trained and utilized as he sees fit, but he understands the traditions of the Deathwatch are even greater than himself. For now he continues to study Space Craft Flight and Void combat tactics, hoping to maintain the trust and responsibility placed with him by his Chapter and the Deathwatch. Perhaps one day his knowledge and leadership experience on the ground will allow him to take his piloting skills into the void and command rapid strike vessels, hopefully venturing forth with the kill team more often than just delivering and extracting.
(Work in progress, will continue to add more)
Raptor Past options:
Sniper: : The marksman’s discipline is favored highly by the Raptors and skill at killing at range is considered far more important to prowess in close combat. You have eared honors as a marksman either through skill or luck, you have made some impressive kills at extreme ranges.
DEMEANOUR: A HISTORY OF PRAGMATISM
A History of Pragmatism is a Demeanour (see page 32 of the DEATHWATCHCore Rulebook) unique to Space Marines from the Raptors Chapter. At various times during its history, the Raptors have almost faced extinction but has neither the less continued to function, rebuild and once more face their enemies. It is part of the Raptor mentality that the Chapter will endure no matter the cost and that the eventual destruction and rebuilding of all Chapters in the Adeptus Astartes is inevitable. As one Battle-Brother dies, another takes his place to continue the endless struggle where the gene-seed lives on but the warrior does not. Death is the only constant in the universe and regardless of victory or defeat the only reward a Battle-Brother can look forward to. Quite apart from casting a dark cloud over the Battle-Brothers of the Raptors Chapter, it fills them with stoic pragmatism to face everything that the universe can throw at them, to fulfil their duty until they eventually die and another takes their place. The galaxy and its many horrors hold no surprises for them and they know that somewhere out there among the inky black is the piece of ground where they will fall, having served their Emperor and held back the night at least for a brief time. Other Chapters can find these attitudes at odds with a strong devotion to the Emperor and the righteous plight of mankind, though the Raptors see the two as intertwined, and their Chapter has always done its duty and remains unquestionably loyal to the Imperium. For a Raptors Battle-Brother facing death is only a matter of time, and they carry the knowledge with them every day, alongside their duty to their brothers and their oath to the God-Emperor.
Personal Demeanour:
Gregarious: The Space Marine is a charismatic and talkative sort, one who puts his BattleBrothers and even normal humans at ease.
Battle Gear and tools of the trade:
Ranged Weapons:
1. Astartes Bolt Pistol Pistol 30m S/3/– 2d10+9 X 5 14 Full Tearing
2. Astartes Bolter with fire selector: Basic 100m S/2/4 2d10+9 X 5 28 Full Tearing
Melee Weapons:
1. Astartes Combat Knife Melee 1d10+2 R 2
2. Signature Wargear: Master Crafted Power Sword: (+10 WS test, +2 Dam) Melee 1d10+8 E Pen 6 Balanced, Power Field 5kg
Armor-
Mrk 6 Corvus Power Armor, Head AP 8, Body AP11, Arms and Legs 9
History:
1.“A Fury like Lightning”+5 bonus to Agility, and +1 to Initiative rolls.
2. Mk M8 Elements: Chest plating has been replaced with parts from a rare suit of Mk8 “Errant” Providing AP11 to the body.
Called Shot-Half Action with Helmet
+10 Agility, Auto Senses +15, Strength +20, Recoil Suppression, Nutrient Recycling, Photo-Visor (immune to stun/flash grenades), Sealed +10 resist toxin.
Mission 1 Req (120 points):
Equipment and Gear: (40 total Req)
1. (25)Astartes Targeter
The Space Marine version of a Targeter encompasses several sights connected to a guidance cogitator array that improves overall accuracy. Rather than being hard-wired to a specific weapon, the array fixes at the shoulder or backpack unit and links into the power armour’s general targeting systems, providing its benefits to all ranged weapons the user wields regardless of their Class. A Targeter combines the effects of a Red-Dot Laser Sight and Telescopic Sight. In addition, its sophisticated target-lock system makes evading a shot from a weapon guided by it extremely difficult. Attempts to Dodge ranged attacks from a character equipped with a Targeter suffer a –10 penalty
2. (3) Astartes Grapnel
Sometimes used by Space Marine Scout Squads in the field, a grapnel fires a hooked or magnetic grapnel from a bolt pistol, connected to the launcher with a thin but strong 100m wire. Once the grapnel attaches to the desired rock outcropping, gargoyle edifice or other anchor, the user can manually climb the line or activate a powered winch. In a pinch, a grapnel can also be used as a crude—and messy—projectile weapon, doing 1d10+2 R Damage with a Penetration of 2.
3. (2) Fire Selector for Stalker pistol
4. (5) Stummer (+30 Silent Move test, 20 minutes use, 1 hour recharge, may also be used counter vox and surveillance)
5. (5) Cartograph: This specialised data-slate accepts geographical and navigational information on a planet, either from existing data-banks or gathered by a ship’s Augur Arrays in orbit. Its geo-locator tracks the user’s planetary coordinates, enabling it to provide distance and bearing to any known location. This provides a +10 to all Navigation (Surface) Tests. It is also capable of storing detailed maps and schematics, which can be useful for objective approach planning. Equipped with a small holo-projector that displays three-dimensional maps of its content
Ammo: (37 req points total)
1. (10) Stalker Round Clips 1x basic, 2x pistol
No chance to detect when fired from Stalker Pattern Bolt weapon, otherwise -30 penalty to test possible at half range, -2 damage.
2. (12) Witch Bolts 2x pistol clips
Based on a Black Templars design, these bolts release a small core of neuro-inhibitors laced with warp-reductive compounds that disrupt a creature’s connection to the warp. Effects: In addition to taking normal Damage from the weapon, any creature with a Psy Rating who takes Damage from a witch bolt reduces its Psy Rating by 1 for 1d10 Rounds each time. During this time, the creature may not Push its Psychic Strength. Additionally, creatures with Warp Instability must immediately make a Willpower Test to check for disruption as described in the Trait. Used With: All bolt weapons.
3. Vengeance Rounds 1x basic(One free clip up to 25 for Tactical marine) Weapon gains Felling (1), Pen 9
4. (15) Metal Storm Rounds 1x basic (-2 Dmg/Pen gain Blast (2))
Guns: (20 req total)
1. (10) Stalker pattern silenced Bolt pistol
A Stalker pattern Bolt Pistol is identical to a normal Astartes Bolt Pistol with the following changes: the weapon gains the Accurate quality, and Awareness Tests to hear shots made with a Stalker pattern Bolt Pistol suffer an additional –30 penalty and can only be attempted at half the normal range. Additionally, a Stalker pattern Bolt Pistol loaded with Stalker Rounds suffers no reduction in damage and no Tests to detect the shot are possible, in the same manner as with a Stalker pattern Bolter.
2.(10) Missile Launcher, Standard ammo Krak and Frag
Astartes Missile Launcher (Soundstrike) Heavy 250m S/–/– 8 Full 50kg
Astartes Frag Missile 2d10 X 4 Blast (8), Devastating(1)
Astartes Krak Missile 4d10+6 X 10 Blast (1)
Implant: (23 total)
1. (23) Exceptional Quality MIU
These devices, also known as sense-links, allow the owner to directly interface with a machine or technological device. MIUs see widespread use among Techmarines. Exceptional models grant a +10 bonus to communicate with machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic Skill Tests when interfaced with MIU systems.
(22)Astartes Heavy Bolter with fire Selector,custom Raptor Sight (+6 Pen)(Chapter Trapping, and Motion Predictor Cogitator (+10 Semi/full auto)
Heavy 150m –/–/10 2d10+14 X Pen 12 Clip 60 Reload 1/2, Tearing, reliable (No jam or overheat), Accurate (+10 with Aim action, single shots have +1d10 dmg per 2DOS, max 2d10)
(5)Hellfire rounds: Ignores natural armor, RF on 9 or 10, Heavy Bolter S/ fire w/ Blast (3), +1 Magnitude damage per hit vs Horde. (Normally 25, but Tactical Marine gets 1 free clip up to 25, used extra req to upgrade to Heavy Sized Clip.)
(32)Dragonfire Rounds: -2 damage, everything w/n 2m must test agility to catch fire, can aim area for same effect with +20 bonus to hit.
(15)Inquisitorial Assets: Arcane Weaponry: Modified Heavy Bolter to have Accurate Quality.
1 req point remaining + 9 from Brother Korbin, exchange Metal Storm Heavy Clip (20) for Vengeance Heavy Clip (30). **Done before we left**
History for Terminator Armor:
“Trophies of Battle” +5 BS vs Tyranids
Attacks vs Hordes QUICK reference:
a)Any hit that causes DMG reduces Mag by 1
b)Explosive Damage (X) Counts as +1 hit per attack
c)MELEE- One additional hit per 2DOS, Power Field=+1 hit.
d)Blast weapons hits= to blast value automatically(?)
e)Flame hits = 1/4 of range (rounded up) +1d5 Dmg to magnitude.
f)Psy Power hits vs horde = PR of ability. AOE(Area of effect)powers +1d10 magnitude dmg.