Berserker Cannibal

Viluf Irontooth's page

116 posts. Alias of DarkestHeart.


Full Name

Viluf Irontooth

Race

Space Wolf

Classes/Levels

Devastator

Gender

Male

About Viluf Irontooth

Requisition:

Req- 65
Spent- 6
Astartes Heavy Bolter - 50 (Special Ammo)
- Hellfire Rounds
- Hellfire Rounds

Astartes Shotgun - 5

Astartes Frag Grenade(x4) -
Astartes Krak Grenade (x4) -

Mag Boots - 3
Magnoculars - 3

Stats & EXP:

Current: EXP 13,000 Rank 1
Next Rank: EXP Rank 2

Stats
WS 35
BS 60 (+10 Immovable Warrior)
S 65
T 46
AG 44
Int 39
Per 55
WP 45
Fel 53

Wounds: 22
Fate Points: 3
Movement: 5/10/15/30 Agi Bonus + 1 from Armor

Past Event: Bitter Vengeance
Demeanour: Studious

• EXP spent

-200EXP BS+5 [Devastator Advance Rank 1]
-500EXP BS+10 [Devastator Advance Rank 1]
-200EXP PER+5 [Devastator Advance Rank I]

-100EXP Drive(Personal) [Deathwatch Advance Rank I]

Talents & Traits & Skills:

######## Talents ########
• Ambidextrous

• Astartes Weapons Training

• Bulging Biceps | can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.

Counter-attack.

• Deathwatch Training | Confirm automatically all Righteous Fury Shots

• Heightened Senses (Hearing, Sight, Smell)

• Killing Strike | Spend Fate Point -> Enemy can not dodge or parry for that round

• Nerves of Steel | reroll failed Willpower Tests to avoid or recover from Pinning.

• Quick Draw | can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.

• Resistance (Psychic Powers) | +10 Resist

• True Grit | Whenever the character suffers Critical Damage, halve the result (rounding up).

• Unarmed Master | The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.

######## Traits ########

• Unnatural Strength (x2) SB: 12 (5 x 2 + 2)

• Unnatural Toughness (x2) T: 8 (4 x 2)

• [Wolf Sense] Dark Sight: A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting. No helmet equipped

######## Skills ########

• Awareness + 20 (smell/sight/sound) +10 Power Armor & +10 Heightened Senses Talent

• Ciphers (Chapter Runes)

• Climb

• Dodge

• Common Lore (Adeptus Astartes, Imperium, War)

• Concealment

• Drive (Ground Vehicles/Personal)

• Intimidate +2 from Trappings

• Literacy

• Navigation (Surface)

• Scholastic Lore (Codex Astartes)

• Common Lore (Deathwatch) [Advanced +20]

• Forbidden Lore (Xenos) [Advanced +20]

• Silent Move

• Speak Language (High Gothic, Low Gothic)

• Tactics (Defense)

• Tracking

Solo & Squad Modes:

########Solo Mode:########

-- Wolf Senses [Chapter based]

-- Unmovable Warrior [Specialty]

-- Burst of Speed [Rank 1]

-- Feat of Strength [Rank 1]

########Squad Mode:########

• Offensive

-- Bolter Assault

-- Fire for Effect

-- Fire Support

-- Furious Charge

-- Squad Advance

-- Tank Buster

-- Tooth and Nail [Chapter]

• Defensive

-- Pack Tactics [Space Wolves]

-- Go to Ground [Rank 1]

-- Tactical Spacing [Rank 1]

Space Marine Abilities & Speciality Abilities & Chapter Abilities:

######## Space Marine ########
• 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.

######## Speciality: Devastator########

• Unmovable Warrior When the Devastator Marine is wielding a Heavy weapon and behind cover, he gains the Sturdy Trait and a +10 bonus to all Ballistic Skill Tests. This ability only functions in Solo Mode.

• Backpack Ammo Supply. Devastator Bonus

Ammo Clip Size: 250 instead of 60

######## Chapter: Space Wolves########

• Fellowship: +5 Fellowship
• Perception: +5 Perception
• Wolf Senses: Grants Heightened Senses [Smell] and Dark Sight Trait: A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.

Weapons & Armor & Trapping:

######## Weapons: Devastator########

Astartes Heavy Bolter
Heavy | Range 150m | Rate of Fire –/–/10 | Damage 2d10+10 X | Penetration 6 | Clip 250 | Reload: Full | Special: Tearing

Astartes Bolt Pistol
Pistol | Range 30m | Rate of Fire S/3/– | Damage 2d10+5 X | Penetration 5 | Clip 14 | Reload: Full | Special: Tearing

######## Power Armor########

History
Thy Strength Be Legend +10 STR

Power Armor

Locations covered: All | Armor value: 8/10 (Head 10) | Kilograms 180

Power Armor bonuses
• + 10 to Awareness Tests Sight & Sound [Due to Auto-Senses[Helmet]]
• + Dark Sight trait [Power Armor[Helmet]]
• + 1 Movement
• + 10 Test vs Toxic Quality & similar effects
• + 6/6 doses [Ignore Critical Effects for 1d10 rounds]
• + 20 Strength [on SB calculated after Unnatural Strenght multiplier]
• + AP 10 Body / AP 8 All others

######## Trapping########

• Wolf Skin +2 to Intimidate