Grine

Draex's page

23 posts. Alias of Confucius1.


About Draex

Name: Draex
Race: CSM
Archetype: Khorne Berzerker
Pride: Martial Prowess (+5 WS, -5 Int)
Disgrace: Hubris (+2 Inf, -4 Int)
Motivation: Violence (+5 Corr, -3 Int)
Description:
Alignment: Khorne

Total XP Earned:
Total XP Spent:
Advancements Taken/Cost:

Characteristics:
WS: 57 (62 Legacy Weapon)
BS: 45
S: 50 (+11)
T: 45 (8)
Ag: 46
Int: 27
Per: 43
Wil: 41
Fel: 30
Inf: 35
Wounds: 21
Infamy Points: 3
Corruption Points: 20
Mental Disorders:

Skills:
Athletics +10 [60]
Awareness [43]
Common Lore (War) [27]
Dodge [46]
Forbidden Lore (Adeptus Astartes, The Horus Heresy) [27]
Forbidden Lore (Daemonology) [27]
Intimidate +10 [60]
Linguistics (Low Gothic) [27]
Navigate (Surface) [27]
Operate (Surface) [46]
Parry +10 [67]
Survival [43]

Talents/Traits:
Ancient Warrior [-10 aquisition tests]
Enemy (Inquisition) [-10 Fellowship tests]
Bersek Charge [+30 charge attacks]
Cold Hearted [+20 Will vs Opposed Charm tests]
Sure Strike [Called Shots -10]
Flresh Render [Roll additional die for tearing]
Fearless [Immune fear/pinning, Will test to back down from combat]
Frenzy [1 round prep, +10 WS/St/To/Will, -10 BS/Int/Fel, attack closest enemy, immune stun/fatigue, may not parry, retreat or flee, WP to snap out early]
Two Weapon Wielder (Melee)
Lightning Reflexes [Roll init twice take highest roll]
Pity the Weak [+10 on Command, Commerce, Deception, and Intimidation vs lower Str or Will]
Ambidextrous
Bulging Biceps
Legion Weapon Training
Heightened Senses (Hearing, Sight) [+10 to tests]
Nerves of Steel [+10 Will vs Intimidate]
Quick Draw
Resistance (Cold, Heat, Poison) [+10 to tests]
Unarmed Warrior [1d10 Primitive(7)]
Amphibious
Unnatural Strength +4
Unnatural Toughness +4
Avatars of Slaughter [Spend 1 Inf, Enemies in line of sight Will -10 test or suffer -20 to attack you]
Unstoppable Wrath [Spend 1 Inf, Opposed Strength Test to ignore a successful Parry made against one of his attacks or make a single Challenging (+0) Toughness Test to ignore the effects of Injury, Stunning, Fatigue, or even Death for a single Round]

Weapons:
Crimson Mist - Legacy Legion Chainaxe (1d10+19 E, Pen 6, Tearing)
* +half infamy (rounded up) damage/penetration
* considered good quality +5 WS
* Legacy of Blood (+1 Damage, +5 resist psychic powers, Felling [2])
* Slayer (Felling 2)
Blood Extractor - Legacy Legion Chainaxe (1d10+19 E, Pen 6, Tearing)
* +half infamy (rounded up) damage/penetration
* considered good quality +5 WS
* Legacy of Blood (+1 Damage, +5 resist psychic powers)
Legion Bolt Pistol (30m, S/2/-, 1d10+9 X, Pen 4, Clip 8, Rld Full, Tearing)
Legionnaire Combat Knife (1d10 R, Pen 2)

Two-Weapon Wielder Rules:
+0 to WS for a Standard Attack, since -10 from TWF & Ambidex. cancels with +10 for a Standard Attack
-10 to WS for a Swift Attack
-20 to WS for a Lightning Attack, since the -10 for a Lightning Attack is in addition to the -10 for fighting with two weapons
With Bladedancer (when I get it!)
+10 to WS for a Standard Attack
+0 to WS for a Swift Attack
-10 to WS for a Lightning Attack

Armour: Power Armour
Head: 8
Right Arm: 8
Left Arm: 8
Body: 10
Right Leg: 8
Left Leg: 8

Well Maintained
Auto-senses (Dark Sight and +10 hightened senses)
Osmotic Gill Life Sutainer
Vox Link
Mognetised Boot Soles
Sustainable Power Source
Enhanced Ceramite Plating
Bio-monitor and Injectors
Nurient Recyling
Recoil Suppression

Gear:

Gifts of the Gods:
Blood Substitution (Wounds that lead to blood loss do 1d10 Flame Damage, Difficulty -10 Agility Test to random character within 1m)

Psy Rating:
Psychic Powers:

Space Marine Abilities:
Secondary Heart/Ossmodula/Biscopea/Haemastamen: You gain the Unnatural Strength and Toughness (+4) Traits.
Larraman’s Organ: Only 5% chance of dying from Blood Loss.
Catalepsean Node: You suffer no penalties to Perception-based 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.