About CornixCornix
Demeanor: Scornful
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
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:
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.)
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
Astartes Bolter
Astartes Bolt Pistol
Astartes Combat Knife
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
Astartes Assault Shotgun
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
Rank 1: 13,000 - 17,000
Rank 2: 17,000 - 21,100
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. |