Automaton Master Mold

Dromichaetes's page

101 posts. Alias of Decimus Observet.


Full Name

Dromichaetes

Race

Iron Warrior

Classes/Levels

Wounds: 12/17, Infamy Points: 0/3, TB: 8 (10 on legs), Armour: Head 9, Arms 9, Legs 9, Chest 11. Fatigue: 0

Alignment

Unaligned

Occupation

Tech-Marine

About Dromichaetes

Attributes
WS 48
BS 44
S 46 SB 8 (10 in power armour)
T 47 TB 8 (10 for legs)
Ag 45
Int 64 *
Per 41 * (rerolls on perception- based tests when using embedded auspex, +10’s from heightened senses)
Fel 35
Wp 40
Inf 38
Wounds 17

Skills
Athletics (+20 bonus to test made to jump or leap)
Awareness (additional +30 from embedded auspex)
Common Lore (Adeptus Mechanicus, Tech, War)
Dodge
Forbidden Lore (Adeptus Astartes, Adeptus Mechanicus, Archaeotech, The Horus Heresy and the Long War, Xenos)
Intimidate
Linguistics (Low Gothic, High Gothic, Technua Lingua)
Logic
Navigate (Surface)
Operate (Surface)
Parry
Scrutiny
Security
Tech-Use +30 (additional +10 from Master Enginseer, can also spend an infamy point to automatically succeed)

GC MIU: +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry and Ballistic Skill Tests when interfaced with MIU systems

Infused Knowledge: Can test any Common Lore or Scholastic Lore as if trained, and adds +1 DoS to successful tests on same.

Talents
Ambidextrous
Ancient Warrior
Bulging Biceps
Cold-Hearted
Jaded
Heightened Senses (Hearing, Sight)
Infused Knowledge
Nerves of Steel
Legion Weapon Training
Master Enginseer
Mechadendrite Training (Weapon, Utility)
Peer (Dark Mechanicus)
Quick Draw
Resistance (Cold, Heat, Poisons)
Sprint (from BC Bionic Locomotion)
Technical Knock
Unarmed Warrior
Unremarkable (from Illusion of Normality so more potent than usual, see BC p133 and p295)

Traits
Amphibious
Machine (1)
Mechanicus Implants
Unnatural Strength (+4)
Unnatural Toughness (+4)

Legionnaire Organs and Traits:

Secondary Heart: This organ contributes to the Unnatural Strength and Toughness Traits.
Ossmodula: This implant contributes to the Unnatural Toughness Trait.
Biscopea: This implant contributes to the Unnatural Strength Trait.
Haemastamen: This organ contributes to the Unnatural Strength and Toughness Traits.
Larraman’s Organ: The Chaos Space Marine only has a 5 percent chance of dying each round from Blood Loss,
rather than the normal 10 percent.
Catalepsean Node: Chaos Space Marines suffer no penalties to Perception-based Tests (such as Awareness) when
awake for long periods of time.
Preomnor: This implant contributes to the Resistance (Poisons) Trait.
Omophagea: By devouring a portion of an enemy, a Chaos Space Marine can gain access to certain information from
the foe’s memories. The information he can access is at the GM’s discretion, keeping in mind what may have been
known by the enemy in the first place.
Multi-lung: This organ provides the Amphibious Trait.
Occulobe: This implant grants the Heightened Senses (Sight) Talent.
Lyman’s Ear: This implant grants the Heightened Senses (Hearing) Talent.
Sus-an Membrane: The Chaos Space Marine may voluntarily enter a form of suspended animation. To do so,
the character must meditate for 1d5 Rounds. This organ automatically activates if the character is knocked
unconscious by Critical Damage. While in suspended animation, the Chaos Space Marine’s wounds will not
deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (-20)
Medicae Test to revive a character from suspended animation.
Melanchromic Organ: This organ contributes to the Unnatural Toughness Trait.
Oolitic Kidney: This organ contributes to the Resistance (Poisons) Trait.
Neuroglottis: This implant contributes to the Resistance (Poisons) Trait.
Mucranoid: The organ contributes to the Resistance (Heat, Cold) Traits.
Betcher’s Gland: The Chaos Space Marine may spit acid at his foes. This acts as a ranged weapon with the following
profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the character rolls three or more Degrees of Success on his
Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.
Progenoids: Implanted in a regular human, these glands may change his body into that of a Space Marine, or they
may overwhelm his physique and destroy him. The loyalist Adeptus Astartes place great stock in recovering the
Progenoid glands from their fallen brethren to create new Space Marines. However, many Chaos Space Marines are
less concerned with this. This gland has no in-game effect, though certain individuals may be interested in obtaining
them for nefarious purposes (such as creating more Space Marines!).
Black Carapace: This implant gives the Chaos Space Marine exceptional control over his power armour. Although a Space
Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.

Gifts of the Gods
Corruption: 22

Infamy abilities:

CP
Level
Infamy Bonus

0-20
• The Heretic immediately removes all levels of Fatigue he is currently suffering.
• The Heretic immediately heals 1d5 Wounds, and any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed).
• The Heretic may add a +10 bonus to a single Test before rolling.

21-60
• The Heretic immediately heals 1d5+1 Wounds and any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed).
• The Heretic may reroll any failed Characteristic Test, using the same penalties and bonuses as the original Test. He must use the results of the
second roll. Only one re-roll per Test is allowed.
• The Heretic may add one Degree of Success to a successful Test.

Gift: Illusion of Normality

The character gains the Unremarkable Trait, regardless of how many mutations he has, what weapons he is carrying, or even if he is a Chaos Space Marine. This gift is more than a quirk, it is an active power, and as such it may be detected by enemies using the Psyniscience Skill. For each Gift the character has, deduct 5 from the difficulty of the Psyniscience Test.

Unaligned (3 ahead)

K: 0

T: 6

S: 0

N: 2

XP
5300 spent
0 left

Passions
Pride: Logic
Disgrace: Destruction
Motivation: Perfection

Cybernetics and Bionics

GC Embedded Auspex
Expanding the realms of the senses is a common desire and this implant allows a Heretic a glimpse at what rewards true devotion might bring. Concentrating (a Half Action) allows the user to duplicate the effects of special sensory system.

Good systems act as a full Auspex but also allow a re-roll on Perception based tests when it is in use.

BC Bionic Locomotion
Good Craftsmanship level artificial legs grant the owner the Sprint Talent and add a +20 bonus to Athletics Tests made to jump or leap.

GC MIU
Also known as sense-links, these arcane implants allow direct interface with a machine or technological device. A basic MIU rig involves a single spinal or cortex connector, while the
advanced variant will also include wrist connector probes (and possibly mechadendrite connectors) in addition to the flesh plug.
Good models are perfectly tuned and the user feels the interfaced devices as if they were parts of their own body, even to specially modified weapons. They grant a +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry and Ballistic Skill Tests when interfaced with MIU systems.

Mechanicus Assimilation (1)
The user’s body is rebuilt with interlaced bionic replacements, augmenting and supporting the biological systems. Now almost as much metal as flesh, the Heretic gains the Machine Trait (see page 141) with Armour points equal to the number of times this replacement upgrade is acquired.

Other Equipment:
Legionnaire Power Armour (autosenses, sustainable power supply and enhanced ceramite plating)
Legionnaire Bolter 100m, S/3/_, 1D10+9X, Pen 4, Tearing, Clip 24, Reload Full,
Legionnaire Combat Knife 1D10+10R, Pen 2
4 magazines for starting weapon
Unarmed attack 1D10+10I, Pen 0, Primitive (7)

Chain Bandoliers: Several lengths of chain wrap around the body of the armour, providing additional protection from melee
strikes. Any non-Power Field melee attack that hits the body must test to see if it is damaged as if being parried by a Power
Weapon (see page 162).

Special Ability: Traitor to Mars
The Renegade was once a Tech-Priest of Mars. He still possesses the tools of his former life. The Renegade gains the Mechanicus Implants Trait (listed above), as well as one level of Mechanicus Assimilation(listed above). In addition, he gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.

MECHANICUS IMPLANTS
The character was a servant of the Machine-God before his fall, or has been augmented by those who were. Therefore, he has access to implants beyond the ken of other heretics. Although technically these are augmentations or cybernetic upgrades, the implantation of such devices is reserved for a select group, and consists of far more than simply obtaining these upgrades.

ELECTRO-GRAFT
The Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this allows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as skull shunts, finger probes, or spine jacks.

ELECTOO INDUCTORS
Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred mysteries of the Potentia Coil. They can be used to emit or siphon power in many ways.

RESPIRATOR UNIT
A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest. The unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting the voice in a variety of ways.

CYBER-MANTLE
The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. As the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as “the true flesh.”

POTENTIA COIL
Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce
various types of fi elds. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.

CRANIAL CIRCUITRY
Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself.

Background:

Dromichaetes despises the Imperium and wants it to burn. It has been a long time coming.

He began life on Terra under another name, a gifted tek-prentice in a lesser enclave on the Auro Plateau. His life subsumed into the conquering armies of the greatest warlord, into a legion of iron.

The fourth legion fought. The fourth legion become Perturabo’s. The fourth legion became hard and cold to achieve victory.

And so did Dromichaetes.

Any doubt he had was crushed under the weight of Perturabo’s expectation. Of total victory achieved through brutal logic. Of compensating for the failings of others.
And then the Rebellion came. And Dromichaetes needed change not one method – only his targets.

A path of devastation and broken sieges led all the way to the greatest siege, to slay the Tyrant, to bring low all he built.

The Tyrant fell, but so did the Rebellion. Perturabo led the Legion to one last victory and then abandoned his sons for the warp. The perfect one proved his own failings.

Dromichaetes needed no vow, no roar of rage. Only cold logic fuelled by seething hatred. The Imperium was imperfect, and thus must be destroyed utterly. And he would be the one to do it.

Dromichaetes despises the Imperium and wants it to burn. It has been a long time coming.

Character Creation Numbers:

WS 48
BS 44
S 46 SB 8 (10 in power armour)
T 47 TB 8 (10 for legs)
Ag 45 AB 4
Int 49 +10 = 59
Per 41 -5 = 36
Fel 42 -4 -3 = 35
Wp 43 -3 = 40
Inf 19 +12 +2 +2 = 36
Wounds 3 + 14 = 17

Lifepath
Pride: Logic +5 Int -5 Per
Disgrace: Destruction +2 Inf -4 Fel
Motivation: Perfection +5 Int -3 Fel -3 Wp