About Pyros V'estianPyros Vestian
Demeanor: Calculating
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
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:
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.
Astartes bolt pistol, Astartes bolter with fire selector, 3 Astartes frag grenades, 3 Astartes
Chapter Trapping – Vigil Brazier (First Founding) Astartes Bolter
Astartes Combat Knife
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)
XP breakdown:
XP: 40550 spent Initial: 12,000 - 13,000
Rank 1: 13,000 - 17,000
Rank 2: 17,000 - 21,100
Rank 3: 21,100 - 25,100
Rank 4: 25,100 - 30,000
Rank 5: 30,000 - 35,000
Rank 6: 35,000 - 42,050 BS simple 500
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:
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