Necromancer

Cornix's page

25 posts. Alias of Wilhelm Shieldbreaker.


Full Name

Cornix

Race

Raven Guard

Classes/Levels

Librarian 2. Wounds 21/21, FP 5/5

Gender

Ammo: Bolter = 3x 28, Bolt Pistol = 3x 14

About Cornix

Cornix
Raven Guard Librarian 2
Rank 2
Renown 20

Demeanor: Scornful
Chapter Demeanor:

Son of Night :

The Battle-Brothers of the Raven Guard are known as dark and brooding, often surly and recalcitrant. The Raven
Guard are not given to unnecessary conversation, preferring instead to watch and to listen, waiting for events to unfold to
their advantage before acting. Some have described their habit of withholding all comment despite repeated questioning
to be quite infuriating.
The Raven Guard are extremely patient, biding their time and never acting rashly. They appear to be motivated by
some inner darkness and to shun the light, metaphorically and often literally. While they do fight alongside other Space
Marine Chapters they have often been accused of failing to share the full extent of their plans with their allies, leading to
disagreement and overt conflict on numerous occasions. When fighting in the same theatre of operations as conventional
forces such as Imperial Guard and local militia units, the Raven Guard have been known to use their allies as bait in
elaborate traps, launching ambushes against common foes, but not always before the unknowing bait has been taken.
On numerous such occasions, a furious Imperial Guard Colonel or defence force marshal has lodged the strongest of
objections with the Chapter, to be met by nothing but a cold, black-eyed gaze, if even that.

Stats:

Base...Bonus...With Kit/Armour
WS 51....(5)..........61
BS 44....(4)
S 41....(8)..........61
T 37....(6)
Ag 51....(6)..........61
Int 52....(5)
Per 51....(5)
WP 51....(5)
Fel 37....(5)

Wnds: 21
Fate: 5/5
Movement: Half= 7; Full= 14; Charge= 21; Run= 42

Other Abilities:

Deed: Orpheus Salient -10 to Fel tests with Imp crusade officers, gain Tactics (Void Combat), gain Talented (F Lore Xenos)


Solo and Squad modes:

Raven Guard: Master of Shadows Solo mode:
Type: Passive
Required Rank: 1
Effects: The Raven Guard excel at covert operations, opting
for the more subtle approach over an all-out assault. Millennia
of training and refining their guerilla tactics have made them
masters of blending into the shadows and striking when their
opponent least expects it. When the Battle-Brother is in solo
mode, he may re-roll any failed Concealment, Shadowing
and Silent Move Tests.
Improvement: At Rank 3 or above, all attacks made by the
Battle-Brother against surprised targets gain a +2 to Armour
Penetration. At Rank 5 or above, the Battle-Brother gains
a +20 bonus to Concealment, Shadowing and Silent Move
Tests. At Rank 7 or above, all attacks made by the Battle-
Brother against surprised targets gain a +4 to Armour
Penetration.
Exploit Weakness Squad Attack mode:
Action: Half Action
Cost: 4
Sustained: No
Effects: The Raven Guard use precise application of force to
cripple their enemy. The squad works in concert to exploit the
foe’s weaknesses and deliver potent, strategic blows. As a Half
Action, any Battle-Brother in Support Range may single out
an enemy. Until the beginning of that Battle-Brother’s next
turn, all members of the Kill-team may re-roll damage rolls
against that target (the second result must be taken). Only one
target may be singled out at a time.
Improvement: At Rank 5, singling out a target becomes a
Free Action.
Evasive Manoeuvres Squad Defense mode: Action: Full Action
Cost: 3
Sustained: Yes
Effects: Battle-Brothers of the Raven Guard favour agilely
avoiding their opponent’s main attack over a stalwart defence.
All Battle-Brothers in Support Range no longer trigger the
effects of Overwatch from an enemy. In addition, Battle-
Brothers in Support Range gain a +20 bonus to all tests to
avoid Pinning.
Improvement: At Rank 3, all Battle-Brothers in Support
Range are immune to the effects of Pinning.

Skills:

Skills:
Awareness (+15 Autosenses, +10 Sight or Hearing) (51+15+10)
Carouse (18)
Charm (18)
Ciphers (Chapter Runes) (52)
Climb (41+20)
Command (18)
Common Lore (Adeptus Astartes, Deathwatch, Imperium,
War) (52)

Concealment +10 (61+10)
Contortionist (30)
Deceive (18)
Dodge (51+10)
Drive (Ground Vehicles) (51+10)
Evaluate (26)
Forbidden Lore (Xenos +Talented) (62)
Forbidden Lore (Psykers, Warp) (52)
Gamble (25+8)
Inquiry (18)
Intimidate (41+20)
Invocation. (51)
Literacy (52)
Logic (26)
Navigation (Surface) (52)
Psyiscience. (51+15)
Scholastic Lore (Codex Astartes) (52)
Scrutiny (25+8)
Search (25+8)
Silent Move +10 (61+10)
Speak Language (High Gothic, Low
Gothic) (52)

Swim (20+20)
Tactics (Assault, Recon and Stealth, Void Combat) (52)
Tracking (52)

Talents and Traits:

Traits:
Dark Sight: No penalties in darkness. (With helmet on)
Unnatural Strength (x2).
Unnatural Toughness (x2).

Talents:
AMBIDEXTROUS: No penalties for off hand, with 2wpn fighter only -10 for attack with each hand.
ASTARTES WPN TRAINING: Proficient in all bar Exotic.
BULGING BICEPS: Can fire Hvy wpns without bracing and no -30.
DEATHWATCH TRAINING: Auto Confirm Righteous Fury against aliens.
GUERRILLA TRAINING: No penalty to silent move and Concealment for power armour.
HEIGHTENED SENSES (Hearing, Sight,): +10 related checks.
KILLING STRIKE: On an All out attack, may spend a Fate point (before rolling)to make the attack impossible to parry or dodge.
NERVES OF STEEL: Reroll will saves to avoid pinning.
PSY RATING: 4
QUICK DRAW: Ready as a free action.
RESISTANCE (Psychic Powers): +10 resist psychic powers.
TALENTED (F Lore (Xenos)): +10 applied.
TRUE GRIT: ½ critical damage.
UNARMED MASTER: unarmed attacks do d10+ Str Impact dmg, not primitive.

Psychic powers:

Fettered: Focus power test (WP +0), no danger of psychic phenomena, count PR as half.
Unfettered: Focus power test (WP+0), Psychic phenomena on a double.
Pushed: Focus power test (WP+0), Always Psychic phenomena, PR counts as +3.

Sustained: Takes half action. 2x powers means PR counts as 2 less, 3 powers = 3 less etc.

AUGURY: Extended action (10), Reads the Emperor's Tarot, can ask one question chosen by the individual. Result at end dependant on PR. (1-3: most dangerous opposition, subject will face; 4-6 as above plus other negative forces present up to PR; 7-8 as above plus best advantage or tool the subject can use; 9+ as above plus may offer a single sentence of advice concerning the clearest path.)
AVENGER: Full action, Range 30m, Counts as Hvy Flamer Pen 2xPR, 2d10+6, Ag test to dodge and Ag test to not catch on fire (+4 to dmg p260)
IRON ARM: Half action or Reaction, Self only, Sustained. Gain one additional reaction per round, must be a parry with a WS bonus of 3xPR. Arm cannot otherwise be used.
POSSIBILITY SHIELD: Half Action, 5m x PR range, Sustained. Psyker and any number of allies equal to PR within range gain +10 to one roll per round. Psyker also gets +5 x PR to all dodge and parry tests.

Space Marine Implants:

• Secondary Heart/Ossmodula/Biscopea/ Haemastamen: You gain the Unnatural Strength and Toughness Traits.
• Larraman’s Organ: You do not suffer from Blood Loss. Catalepsean Node: You suffer no penalties to Perceptionbased Tests when awake for long periods of time.
• Preomnor: You gain +20 to Toughness Tests against ingested poisons.
• Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
• Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
• Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
• Sus-an Membrane: You may enter suspended animation.
• Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality.
• Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
• Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
• Betcher’s Gland: You may spit acid as a ranged weapon with the following profile:

---- Range: 3m; Damage: 1d5; Pen 4 Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
• Progenoids: These may be retrieved with a successful Medicae Test.
• Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.
Equipment: Show

Equipment:

Equipment:
Mk6 corvus: AP 9 body, 7 Arms, 8 Legs; +20 Str, +15 autosenses and called shot is a half action.
Blood of those who came before – +10 to pinning tests
Gauntlets of Xirion - Mk 4 Gauntlets +10WS, +5 Fel with anyone loyal to the Imperium.
- + 10 vs Toxic; 6 doses pain suppressant (ignore critical affects for 1D10 rds; max 1rd stunned; Mag boots; Nutrient recycling 2 weeks; Can fire basic wpns 1 handed; -30 Concealment and Silent Move; -10 to delicate dex tasks.

Astartes bolt pistol, Astartes bolter with fire selector, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cement, Force sword.

Chapter Trapping – Helmet Picter

Force Sword
Dmg 1d10+2+PR(4)R, pen 2+PR(4), Balanced (+10 WS to parry). When causes damage, may as free action channel psychic force, opposed Focus power test, for every degree of success deals an additional 1d10dmg ignoring toughness and armour. Immune to power wpn field.

Astartes Bolter
Range 100m ROF S/3/- 1d10+9X Pen 4 Clip 28 Rld (Full) Tearing Wt 18

Astartes Bolt Pistol
Range 30M RoF S/2/- DMg 1D10+9X Pen 4 Clip 14 Rld (Full) Tearing Wt 5.5

Astartes Combat Knife
Dmg 1d10R Pen 2

Astartes Frag Grenades Thrown SBx3 S/–/– 2d10+2X 0 Blast (4)

Astartes Krak Grenades Thrown SBx3 S/–/– 3d10+4X 6



Requisitioned Kit:

Astartes Assault Shotgun 7
Motion Predictor 20
Slug Rounds x2 clips 8
Dipolemaglock for my Force Sword 5
Auspex 12
Cartograph 5
Psy focus 15
Stummer 5
Camo cloak 20
Fire Selector 2
1x extra krak 1

Astartes Assault Shotgun
Range 30M RoF S/3/5 DMg 1D10+10I Pen 4 Clip 20 Rld (Full) Reliable, Scatter Wt 10
Fire Selector:
Motion Predictor: +10 to BS when Semi or fully auto.
Slug Rounds: loses scatter, gains Tearing and Felling

Dipolemaglock for Force Sword

Auspex:+20 Awareness

Cartograph:+5 Navigation(surface)

Psy Focus:+10 Invocation

Stummer: +30 Silent Move, 20 mins use, 1hr recharge

Camo cloak: +20 Concealment, when stationary count as 1 range increment further away for ranged attacks.

XP breakdown:

XP: 18000 spent

Initial: 12,000 - 13,000
Deed - Orpheus Salient. 200
Guerrilla training. 400
Invocation. 400

Rank 1: 13,000 - 17,000
Concealment +10. 300
F Lore (Psykers). 400
F Lore (Warp). 200
Int simple 200
Int Inter. 500
Possibility Shield power 1000
Silent Move +10. 300
Tactics (Recon and Stealth) 200
WP simple. 200
WP Inter 500
WS Simple. 200

Rank 2: 17,000 - 21,100
Psy Rating 4. 500
WS Inter. 500

Rank 3: 21,000 - 25,000

Rank 4: 25,000 - 30,000

Rank 5: 30,000 - 35,000

[b]Rank 6: 35,000 -

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.

Hit location reference:

01-10 Head
11-20 R arm
21-30 L arm
31-70 Body
71-85 R leg
86-00 L leg

Appearance:

Tall and slender for a space marine, Cornix bears the pale skin and dark hair of his chapter. Upon implantation of the geneseed of the Raven Guard, Cornix's eyes began to burn with a fey light as his psychic powers were released, as such he was named after the hooded crow an ancient Terran bird associated with the ancient Albyon legend of the Morrigan. Like those of his chapter, Cornix favours stealth, leading to brutal close combat and for this he carries a force sword in the ancient design of a Kopis, hooked so he can tear the flesh of his enemies, like the talon of a bird.

Background:

Born on Deliverance, Cornix was a fey child who was never expected to survive for long, let alone rise to the ranks of the Raven Guard. However he developed a talent for stealth at an early age and this and his wandering led him into trouble.