Vale Temros

Brother Solar's page

153 posts. Alias of PhilOfCalth.


Full Name

Brother Solar

Race

Tactical Marine

Classes/Levels

1

Gender

White Consuls

Size

Hulking

Special Abilities

Wounds: 23/23 FPs 3/3

Alignment

Squad Mode

Deity

The God-Emperor

Languages

High Gothic, Low Gothic

About Brother Solar

Name: Solar
Chapter: White Consuls
Demeanor: Calculating
Chapter Demeanor: Honour the Codex
Primarch's Curse: Pride of Ultramar
Specialty: Tactical marine
Past: Fought Alongside Marneus Calgar
Power Armour mark: Mk7 (8/10)
Power Armour History: None Shall Escape the Emperor's Wrath (+5 BS, -10 dodge in melee)

Description: Bald, dark skined, with brown eyes.

Stats:

WS: 39
BS: 50
S: 38 - 58 (8) {power armour and unnatural strength}
T: 40 (8) {unnatural toughness}
Ag: 41
Int: 41
Per: 42 - 62 {helmet autosenses, heightened senses}
Wp: 45
Fel: 54

Experience: 13000 Unspent Experience: 0


Skills - Talents - Traits - Deeds:

Skills: Awareness {Per}, Ciphers (Chapter Runes){Int}, Command +20 {Fel}, Climb{S}, Common Lore (Adeptus Astartes, Deathwatch, Imperium, Imperial Guard, War){Int}, Concealment{Ag}, Dodge{Ag}, Drive (Ground Vehicles){Ag}, Forbidden Lore(Xenos) {Int}Intimidate{S}, Literacy {int}, Navigation (Surface) {Int}, Scholastic Lore (Codex Astartes){Int}, Silent Move{Ag}, Speak Language (High Gothic, Low Gothic){Int}, Tactics (recon & stealth){int}, Tracking{int}

Basic Skills: Barter {Fel}, Carouse {T}, Charm {Fel}, Chipers {Int},Contortionist {Ag}, Decieve {Fel}, Disguise {Fel},Evaluate {Int}, Gamble {Int}, Inquiry {Fel}, Logic {Int}, Scrutiny{Per}, Search {Per}

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, Unarmed Warrior, Tactical Expertise

Traits: Unnatural Strength (x2), Unnatural Toughness (x2)


Equipment:

Current Equipment: Astartes Power Armour, Astartes Boltgun with fire selector (100m S/3/- 1d10+9 X, pen 4, Full, Tearing), Astartes Bolt Pistol (30m S/2/- 1d10+9 X, pen 4, Full, Tearing), Hellfire rounds (Ignores natural armour, Righteous fury on a 9 or 10), 3 Astartes Frag Grenades (2d10 X, Pen 0, Blast 4), Astartes Missile Launcher (250m, S/-/-, full) Frag(2d10 x, Pen 4, Blast(5) Devastating(1)) Krak(3d10+10, Pen 8, Blast(1)), 3 Astartes Krak Grenades (3d10+4 X Pen 6), Astartes combat knife (1d10 R, Pen 2), Repair Cement, Chapter Trapping(Cingulum - Marks of Leadership - +3 tests to regain cohesion or prevent cohesion damage)

Ammo: Boltgun (28/28)(28/28) 6 spare clips , Hellfire Boltgun clip (24/28) 1 spare clip, Missile Launcher (Krak Missile)(5/8) Frag Missile(3/8), Bolt Pistol (14/14) 5 spare clips, Frag Grenades 6, Krak Grenades 6


Squad/Solo mode:
Cohesion: 8/9
Solo Mode abilities (pg 216):
Burst of Speed - Increases AB by 2 for 1 round
Feat of Strength - Unnatural strength x 3 for 1 round
Favoured Son - +1 to cohesion when squad leader

Oath: Oath of Glory - +1 renown per objective
Attack patterns:
Lead by Example - Cost 2 - All battle brothers within support range can get a bonus = Solar's FB
Coordinated Strike - Cost 2 - +2 damage to opponents already wounded by a member of the team while the squad mode was in effect *Activated*
Synchronised Assault - Cost 3 - May exchange initiative rolls at the start of combat

Defensive Stance:
* Regroup - 2 - Full action allow all brothers in squad mode make a full move for free
* Soak Fire - 2 - Use reaction to spread hits among eligible battle brothers within support range.
* Tactical Spacing - 1 - Full action allows battle brothers to share reactions *Activated*
Rally Cry - Cost 0 - Once per mission. Restore a number of cohesion = Solar's FB
Tactical Withdrawal - Cost 3 - Can make a disengage or half move away from enemy
Considered Defence - Cost 3 - May choose: +4 cover Ac, Move up to his AB, +1 reaction per turn. Choice may be changed as a half action *Activated*

Background:

Personality

Service Record
Pre-Initiation - Tracing his ancestory back to the survivors of the assault on Calth, from a void born family, Solar always stood out. As such he was always singled out. Sometimes this meant he was had to defend himself, other times it meant he was tested in other ways. In time he grew to excel in all areas and became a natural leader.

Initiate Record - Noted for being quiet, Solar spent most of his time as a scout watching and learning from his Sargent.

Spacemarine Record - Solar was second in command of his tactical squad when it's Veteran Sargent associated was killed in the defense of Talassar wile fighting along-side the ultramarines. Brother Solar took over, leading the squad to victory without loosing another man. His actions were witnessed first hand by the Ultramarines Chapter Master and he returned to his own chapter masters with great commendation.
Considered too young to promote Chapter Master Titus Valens decided to send the marine to the deathwatch, to earn experience as a leader of space marine.

Recent Events - Solar was recently called upon to take the Apocryphon Oath and join the Deathwatch.

Notes:

Power Armour attributes
Enhanced Strength
Auto-senses: Dark Sight, Heightened Senses (Sight, Hearing)(+10), called shot is a half action
Input filtering: Immune to photon flash and stun grenades
Osmotic Gill: While functioning produces infinite oxygen
Bio monitors & Injectors: +10 to resist toxic quality, 6 doses of pain suppressor which last 1d10 rounds each, can be stunned for a maximum of 1 round.
Vox link
Magnitized boots
Nutrient Recycling: Only take toughness tests for hunger once every 2 weeks.
Recoil Suppression: Can fire basic weapons 1 handed
Giant among men: Hulking, +1 movement, no bonus to hit due to hulking
Poor manual dexterity: -10 penalty for delicate tasks

Space marine special rules
Lyman's ear: Heightened senses (Hearing)+10
Occulobe implants: Heightened sight (Hearing)+10
Larranman's Organ: Only suffer blood loss tfrom warp weapons
Catalepsean Node: Does not suffer from sleep deprivation
Promnor: +20 to resist ingested poison
Omophaga: By eating a creature's brain can retrieve some of it's memories
Multi-lung: Reroll failed toughness tests for drowning or asphyxiation. +30 to resist gas. Can breath water
Sus-an Membrain: Can volintarily enter a state of suspended animation after 1d5 rounds of meditation. Automatically activates if knocked unconscious due to critical damage.
Neuroglottis: May detect any poison or toxin by by taste with an awareness test, or by smell with a(-20) hard test
Mucranoid: May reroll failed toughness tests related to temperature.
Belcher's Gland: Can spit acid (3m, 1d5, Pen 4, Toxic). 3 or more degrees of success on the BS test also blind's the target. Can burn through nonliving substances (eg iron) at 4 kg/min

Experience Spend: Suggestions
fellowship simple 200
command +10 400
command +20 400

Tactical Expertise: Share chapter squad mode abilities with others with a -20 command test.