Hellknight

Techmarine Korbin's page

119 posts. Alias of BayouSnowman.


Full Name

Forgemaster Korbin

About Techmarine Korbin

Brother Techmarine Korbin, Specialty: Forgemaster Rank 5,
100 point buy, 20,000xp for advances
Total XP spent: 37,750/37,950xp

Stats:

WS 50 (+15 in Armor)
BS 50 (+5 in Armor, +10 MIU)
WP 50
INT 65
TG 50 (Unnat. Tgh x2)
PER 53 (Height Senses +10, Auto-senses +10, Watcher +10, Auger +20)
ST 50 (Unnat. St. x2)(+20 Artificer Armor)(+10 Bionic Right Arm)
AG 35
FL 25 (+5 To loyal citizens in Armor)

Wounds 22
Fate: 6
Insanity-0
Corruption-0
Movement: 5/10/15/30

Skills:

(T) Awareness +10 (Per )
(B) Carouse (TGH )
(B) Charm (Fel )
(T) Climb (ST ) or (INT )
(B) Command (Fel )(-10 in Armor)
(T) Concealment +20 (AG ) or (INT ) (+10 When still)Half Action (+20 in Solo Mode)
(B) Contortionist (AG ) or (INT )
(B) Deceive (Fel )
(T) Dodge +10 (AG ) or (INT )
(T) Demolition
(B) Evaluate (INT )
(B) Gamble (Per )
(B) Inquiry (Fel ) (+10 Electro Graft)(+10 MIU)
(T) Intimidate (ST ) or (INT )
(T) Interrogation (WP)
(T) Logic (INT ) (+10 MIU)
(B) Scrutiny (Per )
(B) Search (Per )
(T) Silent Move +20 (AG ) or (INT ) (Free action as part of movement) (+20 in Solo Mode)
(T)Shadowing (AG) or (INT)(+20 in Solo Mode)
(B) Swim (ST ) or (INT )

ADVANCED SKILLS:

(T) Ciphers (Chapter Runes) (INT )
(T) Common Lore (Adeptus Astartes, Imperium, Tech, War, Deathwatch) (INT ) (+10 Electro Graft)
(T) Forbidden Lore (Xenos, Adeptus Mechanicus, Archeotech) (INT)
(T) Drive (Ground Vehicles) (AG ) or (INT ) (+10 MIU)(+10 EQ Bionic Arm)
(T) Literacy (INT )
(T) Navigation (Surface) (INT )
(T) Pilot (Personal) (AG ) or (INT ) (+10 MIU)(+10 EQ Bionic Arm)
(T) Scholastic Lore (Codex Astartes) (INT )
(T) Security (AG ) or (INT )
(T) Speak Language (High Gothic, Low Gothic, Tech-Lingua) **Polyglot talent also gives me all spoken languages as basic skills at -10 tests.
(T) Survival (INT )
(T) Tactics (Recon and Stealth) (INT )
(T) Tech-Use, +20 (INT ) Talented (+10) (+10 Electro Graft, +10 MIU, +10 EQ Bionic Arm, +10 Combi-tool) Not all used at same time, depends on circumstance.
(T) Tracking (INT )
(T) Trade (Armourer) +20 (AG ) or (INT )

Talents and Traits:

Ambidextrous
Armor Monger- +2 AP to all locations with one hour of ritual and blessing
Astartes Weapons Training
Autosanguine- Always considered lightly wounded, heals 2 damage a day.
Bulging Biceps
Death Watch Training-Auto confirm RF with xenos.
Electro Graft Use- +10 bonus to common lore, tech use, and Inquiry
Heightened Senses (Hearing, Sight) +10 bonus to test with senses
Infused Knowledge-****
Guerilla Fighting (No Conceal/Silent move penalties in power armor)
Killing Strike- All-out attack, spend 1 fate point before role, attack can’t be dodged or parried.
Logis Implant- Spend reaction, successful tech use test = +10 to BS and WS till end of next turn. Tough test to avoid 1 fatigue
Luminen Charge-
Hard Target: -20 BS test when charging or running
Mechadendrite Use- (servo arm)
Nerves of Steel- May re-roll failed WP test to avoid or recover from pinning
Polyglot- Treat all spoken languages as basic skills, -10 penalty to all test b/c of simplicity.
Prosanguine- 10 minutes of ritual and incantation and tech use test removes 1d5 damage.
Quick Draw
Rapid Reaction
Resistance (Psychic Powers) +10 Bonus to resist
The Flesh is Weak (x3) +3 AP to all locations (Stacked)
True Grit- ½ result from critical damage
Unarmed Master- Unarmed attacks are 1d10 + SB, lose primitive quality.
Weapon-Tech-**Once per combat, add Int bonus to Weapon Dmg and Pen. for one round.

Starting Traits:

Mechanicus Implants
Unnatural Strength (x2)
Unnatural Toughness (x2)
Dark Sight with Helmet
Flesh is Weak 2
Machinator Array (+10 TG/ST, -5 AG/FL, no longer swim or float)

XP Expenditure:

Deeds and Distinctions: 2350xp total

Deed: Omnissiah’s Calling-500xp, Tech Use Talented, One EC bionic (Auger Array)

Distinctions:
1. Jaws of Intellect- 750xp , May substitute Int for AG/ST tests
2. Watcher- 500xp, +10 Perception Test, +1 Per Bonus, re-roll to ally skill
3. Unshakable-600xp Immune to Fear, 1/2 Insanity Points received.

Characteristic Advances: 3100xp total
Int +15 1700xp(200xp, 500xp, 1000xp)
Tough +10 700xp(200xp, 500xp)
St +10 700xp(200xp, 500xp)

Raven Guard Chapter Advances: 2100xp total
Conceal +10 300xp
Conceal +20 300xp
Silent Move +10 300xp
Silent Move +20 300xp
Guerilla Training 400 Talent (No Penalties to Conceal and Silent Move in Power Armor)
Hard Target 500 Talent AG 40

Techmarine Advances:

Level 1:
Lore: Forbidden (Adeptus Mechanicus) 400
Autosanguine 500
Security 400xp
The Flesh is Weak 1 800

Level 2:
Lore: Forbidden (Archeotech) 400
Logis Implant 500
Luminen Charge 500

Level 3:
Tech-Use +10 400
The Flesh is weak 2 800
Infused Knowledge 1,000
Weapon-Tech 600

Level 4:
Forgemaster Alt. Rank 2000xp
Armor Monger-500xp
Machinator Array 1000xp

Level 5:
Prosanguine 1,000xp
Tech Use +20 400xp
The Flesh is Weak 3 1,000

General Space Marine Advances: 5100xp total

Rank 1
Trade (Armourer) 600xp
Pilot: (Personal) 100xp
Signature Wargear- 500xp

Rank 2
Awareness +10 300
Demolition 400
Polyglot-500
Trade (Armourer) +10 400

Rank 3
Rapid Reaction 500
Trade (Armourer) +20

Rank 4
Shadowing 400xp

Rank 5:
Signature Wargear 500xp
Dodge +10 500xp

Mission 1: Awarded 1650xp

Chapter Abilities and Demeanour:

Personal Demeanour:
Calculating: The Space Marine’s mind is highly analytical, constantly
aware of the pros and cons of any decisions he faces.

Chapter Demeanour:
Son of Night-
The Battle-Brothers of the Raven Guard are known as dark and brooding, often surly and recalcitrant. The Raven Guard are not given to unnecessary conversation, preferring instead to watch and to listen, waiting for events to unfold to their advantage before acting. Some have described their habit of withholding all comment despite repeated questioning to be quite infuriating. The Raven Guard are extremely patient, biding their time and never acting rashly. They appear to be motivated by some inner darkness and to shun the light, metaphorically and often literally. While they do fight alongside other Space Marine Chapters they have often been accused of failing to share the full extent of their plans with their allies, leading to disagreement and overt conflict on numerous occasions. When fighting in the same theatre of operations as conventional forces such as Imperial Guard and local militia units, the Raven Guard have been known to use their allies as bait in elaborate traps, launching ambushes against common foes, but not always before the unknowing bait has been taken. On numerous such occasions, a furious Imperial Guard Colonel or defence force marshal has lodged the strongest of objections with the Chapter, to be met by nothing but a cold, black-eyed gaze, if even that.

Solo-Mode Ability:
Master of the Shadows: Passive
Effects: The Raven Guard excel at covert operations, opting for the more subtle approach over an all-out assault. Millennia of training and refining their guerilla tactics have made them masters of blending into the shadows and striking when their opponent least expects it. When the Battle-Brother is in solo mode, he may re-roll any failed Concealment, Shadowing and Silent Move Tests. Improvement: At Rank 3 or above, all attacks made by the Battle-Brother against surprised targets gain a +2 to Armour Penetration. At Rank 5 or above, the Battle-Brother gains a +20 bonus to Concealment, Shadowing and Silent Move Tests. At Rank 7 or above, all attacks made by the BattleBrother against surprised targets gain a +4 to Armour Penetration.

Attack Pattern:
Exploit Weakness: Half Action(Free at Rank 5), Cost 4, Sustained No.
Effects: The Raven Guard use precise application of force to cripple their enemy. The squad works in concert to exploit the foe’s weaknesses and deliver potent, strategic blows. As a Half Action, any Battle-Brother in Support Range may single out an enemy. Until the beginning of that Battle-Brother’s next turn, all members of the Kill-team may re-roll damage rolls against that target (the second result must be taken). Only one target may be singled out at a time. Improvement: At Rank 5, singling out a target becomes a Free Action

Defensive Stance:
Evasive Maneuvers: Full Action, Cost 3, Sustained Yes,
Effects: Battle-Brothers of the Raven Guard favour agilely avoiding their opponent’s main attack over a stalwart defence. All Battle-Brothers in Support Range no longer trigger the effects of Overwatch from an enemy. In addition, BattleBrothers in Support Range gain a +20 bonus to all tests to avoid Pinning.Improvement: At Rank 3, all Battle-Brothers in Support Range are immune to the effects of Pinning.

Chapter After Action Report with Helmet Picter
The Raven Guard take an incredibly thorough approach to battle, planning out every angle prior to the engagement, and analysing every manoeuvre afterwards. They use data recorded during battle compiled by the Chapter’s warriors to hold post-action sermons to analyse the performance of the Chapter, helping improve their effectiveness in combat. Raven Guard Battle-Brothers serving in the Deathwatch often try to maintain this tradition during their secondment. Using a helmet-mounted picter they can personally review the events of the mission, and better prepare themselves, and the rest of the Kill-team, for future engagements. At the end of each mission, the Battle-Brother may take a Challenging (+0) Tactics Test. Every member of the Kill-team gains an additional 50 experience points per degree of success.

Chapter Trapping:
The Ravenclaw: Commonly placed on the right shoulder of veteran Raven Guard Battle-Brothers, the black Ravenclaw is painted upon a white shoulder pad +3 Perception test after other mods.

Class and Alt Rank Abilities:

TechMarine Special Abilities:
1. Improve cover
The Techmarine can add a number of Armour Points equal to his unmodified Intelligence Bonus to any cover (see page 246). Improving cover requires one Full Action.

2. Blessed by the Omnissiah
The Techmarine begins the game with the Mechanicus Implants Trait and the Electro-Graft Use and Mechadendrite Use (Servo-Arm) Talents.

Forgemaster Special Abilities:
1. Deathwatch Forge Masters gain a servo-harness, a power axe, and artificer armour as standard issue wargear. No penalties for using Xenos weapons.

2. May unlock or suppress a quality on a single weapon:
Unlock:
Melee Weapons—Balanced, Defensive, Razor Sharp, Shocking
Ranged Weapons—Accurate, Gyro-Stabilised, Reliable,
Suppress:
Melee Weapons—Primitive, Unbalanced, Unwieldy
Ranged Weapons—Overheats, Recharge

History:

(Work in Progress)

Korbin was born on the Chapter homeworld Deliverance and trained on Mars to become a TechMarine. Korbin was always highly intelligent and perceptive. While not as quiet as marines of his chapter he tended to speak out more when he knew it to be better. He usually knew what needed to be done, but wasn’t always able to express himself. The way his mind worked couldn’t be so easily put into words. While he might not of been the most charming of Raven Guard’s he is a skilled artificer and renowned for his stealth in combat.

Deliverance is a mining colony with a tough lifestyle and troubled history. The Chapter is supplied by the nearby Kiavahr forgeworld, which refused to give secrets over to Mars, and only listens to the Chapter’s leadership. All Raven Guard marines must learn to “Shadow Walk”as part of trials, learning from Shadow Masters, taught to move in silence, shadows, and between sounds quietly, even in power armor. “Wraith-Slipping,” as its known among the Chapter, is the art of hiding oneself, taught in the Ravenspire. True masters believe it’s a skill that never truly becomes honed until you are the hunted and this ability is the difference between life and death. For 2 years Korbin spent perfecting his guerilla tactics and “Wraith-Slipping”, holding off until he could finally be extracted.

Targus VIII is the mission that changed Korbin forever. He ended up serving under Captain Kayvaan Shrike during the assault on Targus VIII. Part of a covert team dropped into a heavily contested warzone. The enemy knew Korbin’s squad was coming, and his drop site was obliterated by artillery fire. Every single Battle-Brother he dropped with that day was killed in the hail of fire, but he miraculously made it out alive. Korbin’s extraction Thunderhawk was later destroyed in orbit along with others en route to pick up multiple squads. He was stranded on Targus VIII for nearly two years after heavy losses forced a retreat of marines in orbit. He eventually found Captain Kayvaan’s squad and together performed numerous guerilla raids on the Ork. Korbin and the rest of Shrike’s men were hailed as heroes upon extraction. While the rest of the company went on to fight in other campaigns, Korbin was recommended for leadership, but instead requested secondment to the Deathwatch, for his valorous efforts behind enemy lines. Now before every mission, Korbin takes the time to etch his fallen brother’s names onto bolt rounds, the first kills in a mission are in honor of his fallen brothers. He carries on their glory, bringing light and death in their names.

Korbin’s “Shadow Gauntlets” come from a tradition secretly passed down by Raven Guard Techmarines in cooperation with Kiavahr tech-priest. The designs, which are kept secret even from Mars, are a custom lightly armored, but more flexible and stealthier, gauntlet for deserving Raven Guard marines than standard power armor gauntlets. These allow skilled senior Chapter members to move and attack silently in close quarters with flawless precision. Recently Brother Korbin was entrusted with a Chapter Relic of great renown, the “Shadow in the Sky.” It’s an ancient weapon that is a long, curved power sword like the talon of a bird. Perfectly balanced and with a razor’s edge, it seems to move with a mind of its own when in the hands of a Raven Guard BattleBrother.

Korbin’s actions have brought great honor to his Chapter. However, all of this comes with his shame and inability to overcome a curse of his armor. It was worn by a mighty Captain who led a lost campaign where many marines were lost. For a Raven Guard, with such few numbers, the loss has been a shame and a curse on his armor, hindering his command ability. This armor has a history of failed leaders and Korbin hasn’t been an exception. Upon secondment to the Deathwatch Korbin has preffered solitary work in the forges or advanced recon and scouting on missions. He is silent and unseen in nearly any condition, sometimes using allies as bait to lure out enemies and striking at the last possible second. You don’t hear Korbin approach and you rarely know he’s in the room unless he makes his presence known. While he is often quiet you know he is listening and watching everything and everyone. Sometimes catching brother’s mistakes and giving them hints, but rarely an answer. In the forges Korbin is resourceful and creative. While his chapter had to make do with fewer resources than others, they did make do and learned to push and maintain their equipment fully.

While Korbin isn’t very social, he is friendly once you get to know him. His white skin and black eyes take a moment to get used to, but once you do, he can be full of knowledge and opinions.

Battle Gear and tools of the trade:

Ranged Weapons:
1. Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing
2. Astartes Bolter with fire selector: Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing
3. Signature Wargear: Astartes Stalker Pistol 30m S/ 2d10+5 X 5 14 Full Accurate, Tearing (10req) Red-dot scope (+10 BS on Single Shots, 10req)

Grenades:
1. 3-Astartes Frag Grenades Thrown SBx3 S/–/– 2d10 X 0 Blast (5)
2. 3-Astartes Krak Grenades Thrown SBx3 S/–/– 3d10+4 X 6

Melee Weapons:
1. Astartes Combat Knife Melee 1d10+2 R 2
2. Signature Wargear - Chapter Relic: “The Shadow in the Sky” 1d10+7 E 6 Balanced, Power Field 6kg ( +2 Damage, +10 WS Tests, +20 Parry, Grants Precise Blow talent) An ancient weapon of the Chapter, the Shadow in the Sky is a long, curved power sword like the talon of a bird. Perfectly balanced and with a razor’s edge, it seems to move with a mind of its own when in the hands of a Raven Guard BattleBrother. A Battle-Brother that wields the Shadow in the Sky gains the Precise Blow Talent unless he already has it, and a +10 on all Parry Tests (in addition to the +10 for the weapon’s Balanced special quality)

Armor-
1. (Starting Armor) Astartes Scout armor +10 Concealment, no penalties to silent move or concealment based on AP.

2. Master Crafted Artificer armor –Helmet has built in MIU and suit has automated fiber re-weaving. AP 12 100kg, MIU- a +10 bonus to communicate with machine spirits, Tech-Use, Pilot, Drive, Logic, Inquiry, and BS tests with interfaced weapons, automated fiber re-weaving.

Called Shot-Half Action with Helmet
Auto Senses +10
Strength +20 (Right Arm +30)
Recoil Suppression, Nutrient Recycling, Photo-Visor (immune to stun/flash grenades), Sealed +10 resist toxins,

Power armor history
1. Shadow Gauntlets (Arms AP 7, WS +10, +5 Fellowship to loyal citizens)
2. A Hero’s Shame (+5 WS/BS, -10 command tests)

Tools and Implants:

Repair cement: One round to seal breaches in armour.

Combi-Tool: +10 Tech-Use

Common Craftsmanship Bionic Eye with Magnifying lenses (counts as telescopic sight for ranged weapons)

Exceptional Quality Auger Array-
+20 Perception based tests, may use Tech test to identify things not detectable to human senses, 50m range, may re-roll failed tests. Requires concentration and half action.

Exceptional Quality Bionic Right Arm-
Exceptional bionic arms provide a +10 bonus on Tests requiring delicate manipulation (such as Tech-Use Tests to repair small circuitry) and add a +10 bonus to Strength Tests using the arm.

Mission 1 Req (100 points):

Ammo: 30
4x Pistol Stalker Clip (10req) (Completely Silent fired in Stalker pattern)
1x Stalker Rounds for Storm Bolter (5req)
1x Metal Storm Clip (15req) for Storm Bolter (-2Pen/Dmg, gain Blast(2) quality)

Gear: 30
Stummer (5req) (+30 Silent Move test, 20 minutes use, 1 hour recharge, may also be used counter vox and surveillance)
Astartes Grapnel (3req)
Fire selector for Storm Bolter (2req)
Arm Weapon Mount for Storm Bolter (10req)
Narthecium (Med-kit) (10req) for Brother Sardus

Weapon: (40)
Astartes Storm Bolter (20req)
Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing

Motion Predictor (20req) +10 Semi/Full Auto shots

Mission 2 Req (200):

(25) Exceptional Quality Servo Harness (Common quality issued for Forgemaster, never installed, using points now to upgrade to exceptional)
Techmarine may use his Reaction to make a single shot or strike with any one weapon on the harness. Exceptional craftsmanship servo-arms increase their Strength value to 85 (Unat. STx2) increasing damage to 2d10+16, Pen 10. Add a +10 to Grapple Tests, +5 to all Skill, WS, and BS Tests made using the components.

3 Servo arms equipped: (1. Servo Mounted with Sword, 2. Standard Servo Arm 3. Breaching Augur)
a. Combi-tool
b. Fyceline torch- (Astartes Flamer Basic 20m S/–/– 2d10+2 E 3 6 2 Full Flame)
c. Plasma cutter-(Astartes Plasma Pistol 10m S/2/– 1d10+8 E 8 12 3 Full Volatile)
(The plasma cutter can cut through a meter of adamantine plating up to 20 centimeters thick every
minute (thinner material can be cut through faster).

(18) Breaching Augur Installed on Servo Harness
Melee 4d10+3R, Pen 7, Tearing, Unwieldy, Power Field,**Double damage from RF rolls.

***For this mission, Korbin will remove one Servo Arm, the torch, and cutter.

(25)Master Crafted Astartes Executioner Axe
2d10+8E, Pen 6, Power Field, Unwieldy, Felling(1), (+10 WS tests)

(30)Astartes Plasma Cannon with Red Dot (+10 BS)
Heavy 150m S/–/– 2d10+11E Pen 10 (backpack ammo 100 shots) no reload, Blast (1),Volatile (Auto RF w/ 10), Accurate (+10 w/ Aim, +1d10 dmg per 2DOS, max 2)

Maximal mode: gains an extra 10 metres to range, 1d10 to Damage, and +2 Pen, but uses 3 rounds of ammunition. The Maximal setting also adds the Recharge and Overheats Qualities to the weapon, but increases any Blast Quality by +2.
Heavy 160m S/ 3d10+11E, Pen 12, Blast (3), +Recharge, Overheat, 3x ammo

(35)Conversion Shield
Blocks more than 12 dmg = Photon Flash grenade centered on wearer.
Protection Rating: 50, Overload Roll: 01-10

(10)Red Dot scope

(3) Astartes Grapnel

(45)Triflame Vambrace
Basic 30m S/–/– 2d10+4E, Pen 5, Clip 12, 3Full, Flame

3 Firing modes:
a) Concentrated (-20 AG test avoid fire)
b) Wide (60 degree Arc, +1d5 dmg to Horde)
c) Burst (Lose flame quality, +0 AG test avoid catching fire if damaged)

9 Points remaining*** Given to Brother Sardus before leaving***

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.