About N'Keln the fireforgedWeapon Skill 38 Fate Points 3
Starting Skills: Awareness, Ciphers (Chapter Runes),
Starting Talents: Ambidextrous, Astartes Weapons
Bought abilities: Talented Trade: Armorer (500xp)
Past experience - The Time of Trials: Alongside many of your brethren, you stood in defence of your people during
Promethean demeanor:
tHe PrometHean cult
The Promethean Cult is a Demeanour (see page 32 of the deathwatch rulebook) unique to Space Marines from the Salamanders Chapter. The body of wisdom by which the people of Nocturne and by extension the Salamanders live is known as the Promethean Cult. Salamanders Battle-Brothers are the product of a unique combination of genetics and tradition; the result is the perfect warrior. This perfect example of the Promethean Warrior embodies many principles. One of the most important is selfreliance, for the people of Nocturne lived on their savage world for countless generations before the coming of the Emperor. Even then, they never succumbed to the temptation to tame their cruel environment for they knew it made them stronger. Another major principle of the Promethean Cult is that a warrior must never give up, whatever the odds. While all Space Marines are stubborn and resolute in pursuing their objectives, the Salamanders display this trait to the point of obstinacy. Vulkan himself would not abandon his kill when competing with the Emperor in disguise, even though it could have cost him his life, and all of the Salamanders are equally intransigent. They are stubborn in defence and relentless in attack, though this sometimes leads to them taking disproportionate casualties when others would have withdrawn to pursue alternative tactics. In addition to these essential qualities of the Promethean Warrior, the Salamanders are extremely sturdy, and their favoured fighting styles promote toughness and the ability to stand in the face of overwhelming odds over those of speed or manoeuvrability. They train their bodies relentlessly, building constitution and muscle density in favour of reaction time. In temperament, the Promethean Warrior is level-headed and wise, seeking excellence in all he undertakes. Though he never makes a decision rashly, he rarely changes it once his mind is made up, though others may counsel him to do so. He believes that hardship and adversity are inevitable, and a price worth paying if the body and the soul are to be tempered so that both can withstand the inevitable final confrontation. Salamanders are also loyal to a fault, holding personal honour above all else. It has been noted on numerous occasions that the Salamanders, unlike almost all other Chapters, show compassion for ordinary humans. Perhaps because they maintain family and community ties even after their initiation into the Chapter, the Salamanders often prove themselves to be far more human than many, despite their fearsome appearance. Above all else, the Salamanders believe that their Primarch will one day return, and that all of Humanity will benefit from their shining example. Primarch Curse:
With a culture that emphasises endurance and self-sacrifice,
the Salamanders are renowned for their stubborn nature. The Salamanders are not swift to determine a course of action, and slower still to change their minds once they have decided. However, it is a fine line between determination and obstinacy, and Battle-Brothers must be watchful that their stubbornness does not grow. Level 1 (Unrelenting): The Battle-Brother cannot easily change his mind once he has decided upon something. Having weighed the facts of the situation, he sees his current course of action as the best one, and cannot easily consider alternatives. When the Battle-Brother attempts to reconsider his situation or otherwise change his mind about something, he must pass a Routine (+10) Willpower Test or be forced to remain with his previous decision. Level 2 (Intransigent): The Battle-Brother is unwilling to compromise and is difficult to reason with. His stubborn nature prevents him from regarding any alternatives to his point of view. Unable to reconcile with the rest of the Kill- Team, the Battle-Brother chooses only to rely on himself, reducing the Kill-Team’s Cohesion by 2. Level 3 (Obstinate): The Battle-Brother is slow to decide and is unlikely ever to change his views on any matter, and will die before relenting in any situation. The Willpower Test required from Level 1 of this Primarch’s Curse is now Hard (–20) rather than Routine (+10). In addition, he cannot benefit from any Squad Mode abilities activated by any other character in the Kill-Team, as he will not listen to their advice or instructions. solomode ability chosen:
fIre-born
Type: Passive Required Rank: 1 Effects: The Salamanders speak of themselves as Fire-Born, referring not only to their volcanic home world but also to their skill with the crafts of forge and furnace. The Salamanders hold that all battle is a test of their skill, determination, and endurance: a crucible within which the strong are forged and the weak are annihilated. The Battle-Brother may either add the Proven (2) Quality (see page 96) to, or remove one of the Unreliable, Unbalanced, or Unwieldy qualities from any one weapon he possesses either as Standard Issue or as an item of Signature Wargear, due to his skill at creating and maintaining his wargear. Improvement: At Rank 3 and above, the Battle-Brother’s stoicism grants him an increased resistance to fire, he no longer suffers the effects of being lit on fire. At Rank 5 and above, the Battle-Brother becomes so self-reliant that his Kill-Team does not suffer any loss of Cohesion from any attack, effect, or event that affects him. At Rank 7 and above, all enemies successfully set on fire by an attack by the Battle-Brother take 2d10 Damage (with no reduction from armour) per round instead of the normal amount for being set on fire. Unrelenting Devestation:
Unrelenting devastation
When firing a Heavy weapon, the Devastator Marine inflicts 1 extra point of damage to a Horde’s Magnitude for every hit. If using a weapon with the Blast Quality, he instead inflicts 1d5 extra points of damage to a Horde’s Magnitude (after all other hits have been applied). This ability only functions in Squad Mode. Gear:
Astartes power armour,
Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cement, one Chapter Trapping. Astartes heavy bolter with backpack ammo supply (chapter trapping)Vigil Brazier Amongst those who swear the Apocryphon Oath, the
Power armor background:
Bring Death from Afar: Borne into service amidst great sieges, this armour has become accustomed to the arduous
duty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter steadily firing on target, or the raw power required to withstand the ferocious effect of firing a plasma cannon, this armour never fails under stress. While wearing this armour, the wearer never suffers any penalties for moving and firing with a pistol- or basic-class weapon on semi- or fully automatic fire (see pages 239 and 242). Additionally, the wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or fully-automatic fire. rounds:
3 shots stalker
1 heavy flamer |
