Guard Captain Blacklock

Brother Stone's page

20 posts. Alias of BayouSnowman.


About Brother Stone

Black Shield Tactical Marine Rank 1: Brother Angus
800xp spent of 1000xp

Stats:

48 WS
44 BS (+10 in armor)
40 WP
37 Int
50 Tgh (Unnat. Tgh x2)
44 Per (+10 Auto Senses with Helmet, +10 Height Senses for Sight/Sound)
51 ST (unnat. St. x2) (+20 in P.A./+30 in T.A.)
45 AG
50 Fe (+5 in Armor)

Wounds: 22
Fate: 3
Insanity: 0
Corruption: 0
Movement: 5/10/15/30 in armor (+1 AB to movement) 4/8/12/24 without.

Chapter Bonus: +5 ST, +2 wounds

Skills:

Skills:

(T)Awareness
(B)Barter
(T)Ciphers (Chapter Runes)
(T)Climb
(B)Carouse
(B)Charm
(B)Contortionist
(T)Command (+15 in Armor)
(T)Common Lore (Adeptus Astartes, Imperium, War, Deathwatch),
(T)Concealment: Half Action, +10 when standing still
(B)Deceive
(B)Disguise
(B)Dodge
(T)Drive (Ground Vehicles)
(B)Evaluate
(T)Forbidden Lore (Xenos)
(B)Gamble
(B)Inquiry
(B)Intimidate
(T)Literacy
(B)Logic
(T)Navigation (Surface)
(T)Pilot (Personal???)
(B)Scrutiny
(B)Search
(B)Security
(T)Scholastic Lore (Codex Astartes)
(B)Shadowing
(T)Silent Move
(B)Swim
(T)Speak Language (High Gothic, Low Gothic)
(T)Tactics (Armored)
(T)Tracking

Talents:

Ambidextrous
Astartes Weapons Training
Bulging Biceps
Deathwatch training (Auto Confirm RF vs aliens)
Heightened Senses (Hearing and Sight)
Killing Strike (When making all out attack, may spend FP, can't dodge/parry)
Nerves of Steel
Quick Draw
Resistance (Psychic Powers)
True Grit
Unarmed Master

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

XP Expenditure:

___________________Deathwatch Tactical Marine Advances ______________
Characteristic:
Weapon Skill
Ballistic Skill
Strength
Toughness
Agility
Intelligence
Perception
Willpower 200xp
Fellowship 200xp

Rank 1:

________________Deathwatch Tactical Marine Advances_________________________
Rank 1 Deathwatch Tactical Marine Advances

Rank 2 Deathwatch Tactical Marine Advances

Rank 3 Deathwatch Tactical Marine Advances

Rank 4 Deathwatch Tactical Marine Advances

Rank 5 Deathwatch Tactical Marine Advances

______________________General Space Marine Advances_____________________
Rank 1 General Space Marine Advances
Pilot: (Personal) 100xp

Rank 2 General Space Marine Advances

Rank 3 General Space Marine Advances

Rank 4 General Space Marine Advances

Rank 5 General Space Marine Advances

_______________________Deathwatch Advances:________________________

Rank 1:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

(Not bought, just for reference)
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:
Battle History: 300xp (Choose an additional history for armor)

DISTINCTIONS

Class and Alt Rank Abilities:

Tactical Marine:
________Tactical expertise________
When initiating a Squad Mode ability, the Tactical Marine may share the benefits of his Chapter’s Squad Mode abilities with the members of his Kill-team as if they were part of his Chapter. This requires a successful Hard (-20) Command Test. At Rank 3, the Command Test becomes Challenging (+0). At Rank 7, the Command Test becomes Routine (+20).

“This Command Test is rolled once when the Tactical Marine initiates the Squad Mode ability for the first time during the mission (for Sustained Squad Mode abilities) or during the combat encounter (for nonsustained Squad Mode abilities). If the Command Test is successful the Tactical Marine may then share the benefits of his Chapter’s Squad Mode ability freely for the full duration of the Squad Mode ability.

2. 1 free Clip of 25 points Ammo

Chapter Trapping:
Amulet of Strenght: Small leather pouch with "tempest stones" that grant +2 ST

Solo Mode:
Not allowed as Black Shield

***Black shield may freely participate and benefit from others Attack/Defence patterns as if part of their chapter.

***May spend fate point to:
Reckless Assault: • The Black Shield doubles his
movement and gains a +10 to all Weapon Skill and
Ballistic Skill Tests until the start of his next Turn.

Only in Death Does Duty End: • The Black Shield
can ignore the effects of a single Critical Damage effect
(not including death or the loss of a limb or eye) for the
remainder of the encounter.

Strength in Ignorance: • The Black Shield may
automatically succeed at a Willpower Test to resist a
psychic power or other such ability that affects his mind
(counting as if he had achieved a number of degrees of
success equal to his Willpower Bonus

BLACK SHIELD SQUAD MODE ABILITIES
(Chosen from other Chapters with the names Changed)

ATTACK PATTERN:
Relentless Assault
Chapter: ????, Action: Half Action, Cost: 2, Sustained: No
Effects: The holy fury of the Emperor lives in the hearts of all marines, awaiting the time when it will be unleashed upon his foes. Until the start of his next Turn, whenever the Battle-Brother and those in Support Range of him make a successful Standard Attack with a melee weapon (whether or not Damage is inflicted) they may immediately make an additional Standard Attack with that same weapon, against the same foe, as a Free Action. If this blow also hits, then they may make an additional Standard Attack and so on, up to a total number of extra attacks equal to their Agility Bonus. Improvement: If the Battle-Brother is Rank 4 or more, summoning Relentless assault is a Free Action.

DEFENSIVE STANCE:
Battle Cry:
Chapter: ???, Action: Free Action, Cost: 0, Sustained: No
Effects: Natural leaders embody the Codex Astartes. In battle their purity and natural authority is a power force, able to rally their fellow BattleBrothers and reinforce their will to fight. When a BattleBrother uses this ability, it instantly restores a number of Cohesion equal to his Fellowship Bonus. The reverence the held for their Primarch and the strength of will required to make a Rally Cry is such that a Battle-Brother may only use this ability once per game session. Improvement: This ability cannot be improved.

History & Demeanour:

(Work in progress, will continue to add more)

Past options:

DEMEANOUR: Aspire to Glory (maybe now Redemption of Glory at any cost)

Personal Demeanour: Stoic

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

_______Grenades_______
1. 3-Astartes Frag Grenades Thrown SBx3 S/–/– 2d10 X 0 Blast (5)
2. 3-Astartes Krak Grenades Thrown SBx3 S/–/– 3d10+4 X 6

_______Melee Weapons_______
1. Astartes Combat Knife Melee 1d10+2 R 2

_______Armor_______
Mrk 8 Errant Power Armor, Head AP 7, Body AP11, Auto-senses +10
Special: If hit on head location, roll 1d10, with 8,9,10, hit is to body, not head, +5 Command tests

_______History_______
1. None shall escape the Emperor’s Wrath: +5 BS, -10 Dodge in melee
2. Helm of Mordicus: AP 7, +5 BS, +10 Command Tests, +5 FW with marines.

Called Shot-Half Action with Helmet
Auto Senses +10, Strength +20, Recoil Suppression, Nutrient Recycling, Photo-Visor (immune to stun/flash grenades), Sealed +10 resist toxin.

Mission 1 Req:

1.(10)Chainsword Melee 1d10+3 R 4 Balanced, Tearing

2.(10)Stalker Pistol 30m S/3/– 2d10+9X, Pen 5, 14 Full Tearing, Accurate (Accurate adds +10 to aim action, single shot adds 1d10 dmg per 2DOS, max 2d10)

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

3.(10) Missile Launcher, Standard ammo Krak and Frag
Astartes Missile Launcher (Soundstrike) Heavy 250m S/–/– 8 Full 50kg
Astartes Frag Missile 2d10 X, Pen 4, Blast (8), Devastating(1)
Astartes Krak Missile 4d10+6 X, Pen 10, Blast (1)

4.(15)Jump pack-15
An Astartes Jump Pack allows for a safe, guided fall from any height, and any number of short jumps. Such jumps allow the Battle-Brother to double his Base Movement and travel in any direction without regard for obstacles. For all other purposes, he counts as having taken the appropriate Movement action. He must land by the end of his Turn. Alternatively, the pack can use maximal thrust to duplicate the Flyer (12) trait for up to a minute before the turbines require a minute to cool.

5. (5)Stalker Rounds Pistol x2 clips

6.(Free clip for Tactical Marine) Hellfire Rounds
The weapon ignores Natural Armour and may inflict Righteous Fury on any damage die results of a 9 or 10. In addition, the weapon gains the Tearing Quality (if it did not already possess it). When used in a Heavy Bolter, it changes the weapon’s ROF to S/–/– and adds the Blast
(3) Quality. When used against a Horde, Hellfire Rounds add one additional point of damage to the Horde’s Magnitude per hit.

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.