Quinn

Pyros V'estian's page

238 posts. Alias of Wilhelm Shieldbreaker.


Full Name

Pyros V'estian

Race

Salamander Astartes

Classes/Levels

Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Gender

Male

Special Abilities

FP 5/5, Wds 23/23, WS re-rolls 6/6, Squad Cohesion 14

About Pyros V'estian

Image

Pyros Vestian
Salamander Tactical marine 4/Dead Station Vigilant 1/1st company 1
Rank 6
Renown 50

Demeanor: Calculating
Chapter Demeanor: The Promethean Cult

Stats:

Base...Bonus...With Kit/Armour
WS 60....(6)
BS 50....(5)
S 50....(12).........75
T 50....(10)
Ag 40....(4)..........
Int 63....(6)
Per 40....(4)
WP 50....(5)
Fel 60....(6)

Wnds: 23
Fate: 5/5
Movement: Half= 5; Full= 10; Charge= 15; Run= 30

Other Abilities:

Deed: Return to Duty: Have been asked to return to the Deathwatch after returning to chapter. Effects: gain Forbidden Lore (Deathwatch and Inquisition) as advanced skills. Gain Peer (Deathwatch) and Talented (Forbidden Lore (Xenos)).
Distinction: Greater Authority: Having worked closely with an Inquisitor a specia relationship with the Inquisition is created. Effects: add +10 to all Fel, Int or Wp tests (plus related skills) when dealing with the Inquisition. Also may make demands and requests of the Inquisition that would not normally be granted.
Distinction: Tactical Experience
He adds an additional 3 points to the Kill-team’s Cohesion and a +10 to any Command and Tactics Skill Tests when in the role of the squad leader. Perhaps of greater value is that when in command of the Kill-team he also provides excellent fire direction against their foes allowing every Battle-Brother under his command (including himself; Battle-Brothers must be in Squad Mode to benefit) to inflict an additional point of damage per attack against Hordes with either ranged or melee weapons.
Tactical Expertise: When initiating a Squad Mode ability, the Tactical Marine may share the benefits of his Chapter's Squad Mode abilities with the members of his Kill-team as if they were part of his Chapter. This requires a Challenging (+0) Command test.
1st Company Veteran: An Old Friend:A Veteran’s weapons are his oldest
and most trusted friends and he keeps then in excellent condition. Sometimes he takes extra special care of them if he feels he requires a great service of them in a coming battle. For the duration of the mission the Veteran may re-roll a number of Weapon skill Tests equal to his Rank. In addition he may ignore the first Jam result he suffers. Both of these benefits only apply when the Veteran is using his own weapons.
Dead Station Vigilant: Sharpening the Mind's Eye: Heightened Knowledge: For the duration of the mission the Vigilant gains a +20 to all Forbidden and Scholastic Lore skill tests.

Solo and Squad modes:

Salamanders:Fire born Solo mode: May add Proven (2) or remove Unwieldy, Unbalanced or Unreliable from any one standard or Signature weapon. Also no longer suffers being lit on fire, Also Kill-team suffers no loss of Cohesion from any attack, effect or event that affects him.
Dead Stations Vigil Solo Mode: Death's Bane: Half action, When facing enemies with the Necron trait or Machine trait the Vigilant can make a Called Shot (-20 to hit) for an extra 1D10 damage and +8 penetration. (Only with single Melee or Ranged attack)
Into the Fires of Battle Squad Attack mode: Free action, Cost 3, When used, he and those in support range may make an immediate half move and 2 standard attacks with a ranged weapon (the 2 standard attacks may be swapped for one semi or full auto burst.
Unto the Anvil of War Squad Defense mode: Full action, Cost 3, While in effect all in support range gain +2 Toughness bonus and are immune to Fear, Pinning and Stunning.
Dead Station Vigilant Squad Attack Mode: Killswitch: Half action, Cost 3, Sustained, Instead of a normal attack, the Battle-Brother makes an unmodified WS or BS test (depends on wpn) as a Full action. No effect for fail, success he can inflict (until the start of his next turn) 1/2 target's movement, -20 on Ranged, -20 on Melee, Temporarily negate one Trait (chosen by GM).
Dead Station Vigilant Squad Defensive Mode: Living Death Half ction, Cost 2, Sustained, When the Battle-Brother suffers critical damage from a foe with the Necron, Tyranid or Daemon Trait, he reduces the amount (after armour and toughness) by 1+2 for every conscious and living member of the Kill-Team within support range. If killed he can fight on for a sigle round before dying, in which he can ignore fatigue or crippled limbs. Can then burn FP to not die.

Skills:

Skills:
Awareness +10 (+5 Autosenses, +10 Sight or Hearing) (55/65)
Carouse (22)
Charm (30)
Ciphers (Chapter Runes, Deathwatch, Inquisition, Xenos) (60)
Climb (50+25)
Command +20 (80)
Common Lore (Adeptus Astartes, Adeptus Mchanicus, Deathwatch, Imperium,
War) +Infused Knowledge (70)

Common Lore (Tech +10) (80)
Common Lore (Others) (30)[/b]
Concealment (40-40)
Contortionist (20)
Deceive (30)
Demolition (60)
Dodge (40)
Drive (Ground Vehicles) (40)
Evaluate (60)
Forbidden Lore (Xenos +Talented, Archeotech +10) (70)
Forbidden Lore (Deathwatch, Inquisition, Necrons, Warp (60)
Gamble (20)
Inquiry (60)
Intimidate (50+25)
Literacy (60)
Logic (60)
Navigation (Surface) (60)
Scholastic Lore (Codex Astartes +Infused Knowledge) (70)
Scholastic Lore (other) (30)
Scrutiny (40)
Search (20)
Silent Move (40-40)
Speak Language (High Gothic, Low
Gothic) (60)

Survival (60)
Swim (25+25)
Tactics (Assault, Defensive, Void Combat) (60)
Tech-use +10 (70)
Tracking (60)
Trade(Armourer) +10 (70)

Talents and Traits:

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

Talents:
AIR OF AUTHORITY : On a successful Command test, the character may affect a number of targets equal to 1D10+Fel bonus. Can affect those not under his authority on a -10 Command test (Not those who are hostile)
AMBIDEXTROUS: No penalties for off hand, with 2wpn fighter only -10 for attack with each hand.
ARTIFICIER(Thunder Hammer): Item is upgraded to Exceptional craftsmanship.
ASTARTES WPN TRAINING: Proficient in all bar Exotic.
BULGING BICEPS: Can fire Hvy wpns without bracing and no -30.
CLEANSE AND PURIFY: The targets of the character's flamer attacks take a -20 to their AG test to avoid and when used against a Horde, add 1D5 hits.
COMBAT FORMATION: Before rolling Initiative, all other members of the group may use the character's Int bonus for all Initiative rolls instead of their AG bonus.
DEATHWATCH TRAINING: Auto Confirm Righteous Fury against aliens.
DOUBLE TEAM: When ganging up on an opponent the character gains +10 WS, If both who outnumber have this then make it +20. This is in addition to the normal bonuses.
DUTY UNTO DEATH: He temporarily ignores the effects of injury, Fatigue and Stunning during combat, Damage and Death still occur.
HAMMER BLOW: When using All Out Attack to make a single melee attack, he may add half his Str bonus to his wpn's Armour Pen. The attack also counts as Shocking (If target takes 1dmg after T andd armour on location, take T test at +10/armour on location. If failed stunned for 1/2 Dmg X rounds.
HEIGHTENED SENSES (Hearing, Sight,): +10 related checks.
HIP SHOOTING :As a Full action, the character move his Full Move rate and make a single attack with a ranged wpn. (Only a single shot, not auto fire)
INFUSED KNOWLEDGE: Treat all Common and Scholastic Lore as a basic skill. Add +10 for any already possessed.
IRON DISCIPLINE: If the character is visible to his subordinates, they may reroll failed WP tests to resist Fear and Pinning. Can affect a number of targets equal to the character's WP bonus, who must be under the character's command. Player characters can benefit if the character is the official leader.
KILLING STRIKE: spend a fate to make attacks impossible to dodge or parry.
MENTOR: While in Squad mode, all of those in Support Range add +10 to all tests made with any skill which the Battle-Brother has. The Battle-Brother may spend the Fate point on behalf of any other member of the Kill-Team, granting one of the normal benefits of spending a Fate point.
NERVES OF STEEL: Reroll will saves to avoid pinning.
QUICK DRAW: Ready as a free action.
RESISTANCE (Psychic Powers, Heat): +10 resist psychic powers and heat.
SIGNATURE WEAPON (Thunder Hammer and Mantle of the Defiled Crusader): Is permanently in Battle-Brother's possession.
SIGNATURE WEAPON MASTER (Thunder Hammer with Promethean's Blessing): Is permanently in Battle-Brother's possession and gain +10 to attacks with this wpn.
SURVIVOR: Fellowship. Once per game
session the Battle-Brother may call on his experience to remove all negative modifiers from a test associated with his
chosen Characteristic, in effect making it a Challenging
(+0) Test plus any bonuses that might apply.
TALENTED (F Lore (Xenos)): +10 applied.
TRUE GRIT: ½ critical damage.
UNARMED MASTER: unarmed attacks do d10+ Str Impact dmg, not primitive.
UNBOWED AND UNBROKEN: If the squad suffers Cohesion Dmg caused by the enemy in the present or previous Round, the Battle-Brother may declare that his next action is an act of defiance. His action may be: A ranged attack, A melee attack, Or a Challenging (+0) Fel test. If the test succeeds then the Battle-Brother and those within support range regain all Cohesion they lost to Cohesion Dmg in this or the last round.
WISDOM OF THE ANCIENTS:

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:
Signature Wargear: Mantle of the Defiled Crusader (mk2 crusader): AP 10 body, 8 Arms and Legs; +25 Str, +5 autosenses and called shot is a half action.
– Squad leader may add +10 when testing to prevent cohesion dmg.
- Wearer gains +20Fel bonus in dealings with space marines.
- + 10 vs Toxic; 6 doses pain suppressant (ignore critical affects for 1D10 rds; max 1rd stunned; Mag boots; Nutrient recycling 1 weeks; Can fire basic wpns 1 handed; -40 Concealment and Silent Move; -20 to delicate dex tasks.

Signature Wargear Master (+10WS to attack inc): Master-Crafted Relic Thunder Hammer with Promethean's blessing attached.
+20 WS Dmg 2/1D10+7E Pen 9 Power field (75% chance of destroying wpn if successfully parry and lacks this quality. Warp and Natural wpns are unaffected) , Concussive (Opponent takes T test at -10 per degree of success on attack or be stunned for 1 round, Auditory protection gives a +10. If Dmg exceeds Target's Str bonus they are knocked down.), Unwieldy(removed by solo mode), May set on fire.

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

Chapter Trapping – Vigil Brazier (First Founding)

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

1x mag of Witch Bolts (Tac marine):- Normal Dmg + reduces Pay rating by 1 for 1d10 rounds each time. Psyker may also not push it's Psychic Strength. Creatures with Warp Instability must take a WP test to check for disruption.



Requisitioned Kit:

Surtur's Breath (25)
Hvy Range 40m S/-/- 1D10+12E Pen 5 Clip 8 Rld 2Full Flame
(30 degree cone out to wpn's range, Any creatures within must succeed on an AG test or take Dmg, if they take Dmg then 2nd Ag test or catch on fire. Cover doesn't protect. 1D10+4 (no armour) and 1 lvl of fatigue per round. If not in enclosed armour WP test (+0) to take normal actions.) When a target is hit by this wpn, in addition to normal effects, they must make a Hard(-20)WP test or roll on the shock table p277 as if they had failed a Fear test.
Comes with Backpack Ammo Supply contains 75 shots and ignores clip size.

Melta bomb (25)
6D10E Dmg Pen 12 to anything within 2m, anything surviving must take an AG test or catch on fire. Must be placed in contact.

Salamander's Mantle (20)
Negates 2 Armour pen from any incoming attack. The wearer gains a +10 to WS to Feint and if he takes Defensive stance then foes take an additional -10 WS to attack him. Also cannot be set on fire and need never take an AG test to see if he is set on fire when hit by Flame wpns.
Astartes Omniitool (25) +20 to Tech-use.
Astartes Signum (35) While in Squad mode, all characters in Squad Mode gain +5BS. If equipped character takes a Full action and suceeds on a Tech-use test gain +10 until end of next round. All those on Signum or Signum link web in Squad Mode gain rules for ganging up on an opponent regardless of melee or ranged attacks with benefits applied to WS and BS.
Iron Halo (40) Forcefield PR50, overload 01.
Astartes Targeter (25) +10 to hit on Single shot, ignore penalties for long and extreme range of full aim. Also attempts to dodge these take a -10.
Dipole Maglock on Thunder Hammer (5)
Can draw Thunder Hammer as part of a parry.
Shoulder mounted Aux Grenade Launcher (10+15)
Range 31m S/-/- Clip 4 Reload 2Full
Astartes Frag Grenades 2d10+2X 0 Blast (4)
Astartes Krak Grenades 3d10+4X 6

XP breakdown:

XP: 40550 spent

Initial: 12,000 - 13,000
Return to Duty 400
Tech-use 600

Rank 1: 13,000 - 17,000
Air of Authority 500
Ciphers (Deathwatch and Xenos) 400
Common lore (Tech) and +10 400
Fel simple 200
Int simple 500
Logic 400
Tech-use +10 800
Trade (armourer) 600
WP simple 200

Rank 2: 17,000 - 21,100
Awareness +10 300
Cleanse and Purify 400
Hammer Blow 500
Hip Shooting 500
Signature Wargear (Thunder Hammer) 500
Signature Wargear Master
(Thunder Hammer and Promethean's Blessing) 1000
Str Simple 500
Trade (Armourer) +10 400

Rank 3: 21,100 - 25,100
Artificier 800
Combat Formation 600
Double team 200
Duty unto Death 800
Greater Authority 600
Iron Discipline 600
Tactics (Assault) 400

Rank 4: 25,100 - 30,000
Dead Station Vigilant 2000
Ag simple 500
Ciphers (Inquisition) 200
Evaluate 200
Forbidden Lore (Archeotech and +10,Necrons) 800
Infused Knowledge 1000
Inquiry 200

Rank 5: 30,000 - 35,000
1st Company Veteran 2000
Command +10 300
Demolition 200
Mentor 1000
Signature Wargear (Armour) 500
Survival 200
Unbowed and Unbroken 800

Rank 6: 35,000 - 42,050

BS simple 500
Fel inter 500
WS simple 500 (tactical)
F Lore Warp 200 (1/2 price) (deathwatch)
Wisdom of the Ancients 800 (1st company vet)
Survivor (Fel) 1500 (1st company vet)
Scrutiny 400 (general)
C Lore Adeptus mechanics 200 (1st company vet)
Tactical expertise 750 (gameplay)
T simple 500
WS inter 1000
150 left

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:

Pyros is old, not as old as the captain of the Salamander 2nd company, but close. As a result his Black skin and hair has faded to an ashy-grey and his burning red eyes have mellowed to a deep crimson. His body is covered in honour brands and new ones have no space left but upon his face. His palms remain largely clear as well, except for the ritual markings from his part in a set of the 'Rites of Internment'.
Pyros strides to battle in the 'Mantle of the Defiled Crusader', an ancient set of MkII armour that Pyros has sworn to purify of taint. Over this as a reminder of home, Pyros wears a Salamander skin cloak and this now bears the scars of many battles. For weapons, Pyros bears 'Surtur's breath' a heavily modified heavy flamer and for melee, an exceptionally ornate Thunder hammer, that when powered up encases its head in flame. Finally Pyros has spent many hours in his forge, making fittings to allow the attachment of a shoulder-mounted grenade launcher to his armour without damaging the ancient plate.

Background: