Bonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent. Restrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.
Immovable 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.
Экипировка: Болт-пистолет, боевой клинок, 3 фраг-гранаты, 3 крак-гранаты, ремонтный комплект для брони, тяжелый болтер, тотем кровавого охотника (+1 к урону при ярости).
Броня: Thy strength be legend: The raw physical strength of the Adeptus Astartes is already the stuff of legend, which all power armour further enhances. This suit, however, makes the bearer’s strength truly titanic. Such armour has created tales of burning vehicles levered from atop trapped comrades and crumbling buildings supported by the Battle-Brother alone. The bearer receives an extra +10 bonus to Strength, in addition to the normal bonus granted by power armour. The Strength bonus from this power armour is added in after the modifications for Unnatural Strength.
Dark Angels Characters: The Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of overwhelming repower to defeat their foes. Dark Angels Space Marines gain the following bene ts: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence Solo Mode ability (see page 217).
Характеристики: BS 50 30+15+5 WS 44 30+14 S 41. 30+11 T 41. 30+11 Ag 51. 30+16+5 Int 50. 30+15+5 Per 36. 30+6 Wp 43. 30+13 Fel 46. 30+16
История брони: A Fury like lightning: The reactions of the Angels of Death are far beyond what any normal human could achieve. While Astartes power armour manages not to hinder a Battle-Brother’s natural speed, this suit goes to great lengths to enhance and optimise it. The armour’s hyper articulated joint mechanisms allow for more dextrous weight manipulation, and muscle-response auto-readers translate even minute movements into powered assistance. These systems grant the bearer a +5 bonus to Agility, and +1 to Initiative rolls.
Стартовые умения: 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 successful Hard (-20) Command Test. At Rank 3, the Command Test becomes Challenging (+0). At Rank 7, the Command Test becomes Routine (+20).
Стартовые скиллы: Awareness, Ciphers (Chapter Runes), Climb, Dodge, Common Lore (Adeptus Astartes, Imperium, War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Scholastic Lore (Codex Astartes), Silent Move, Speak Language (High Gothic, Low Gothic), Tactics (Recon and Stealth), Tracking. T he Deathwatch Tactical Marine begins with Command as a Trained Advanced Skill.
Экипировка: Болтер: 1\3\- х 1d10+9 pen 4. Болт-пистолет: 1\2\- х 1d10+9 pen 4 Боевой нож: d10 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Ceremonial sword melee d10+3 pen 2 balanced weight 5 Kraken Rounds: The weapon’s Penetration increases to 8, and its Range increases by 50%.
Биография:
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Брат Иов ступил на путь Темного Ангела еще при Верховном гроссмейстере Набериусе в 887.М41. Пройдя ученичество в Десятой скаутской и непродолжительную подготовку в Седьмой, Иов получил назначение в Третью боевую роту Немилосердных капитана Асторана. Первым боевым заданием в качестве брата Третьей роты стала зачистка ядовитого мира Сефлагма в 922.М41. Иов был свидетелем возвышения Азраила после трагической гибели Набериуса, в 949.М41 вместе с Востроянскими Первенцами, Мордианской Железной Гвардией и легионами скитариев Aдептус Механикус противостоял Вааагху! Гроблинка, лично участвовал в битве за Суларианские врата, где Иезекиил, гроссмейстер библиариев, поразил воеводу Гроблинка. Вскоре после завершения кампании, в 950.М41 в ходе битвы с чумными десантниками Нургла Иов подвергся контакту с неизвестным биологическим или алхимическим оружием, заставившего тело десантника разлагаться заживо. Иов смог перенести ранение, но изменения, произошедшие с телом, остались с ним на всю жизнь: шрамы от гнойников и глубокие оспины на левой половине лица и тела, иссохшая левая рука, пусть и не потерявшая силу, но главное - глубокие дегенеративные изменения нервной и кроветворной системы. Поврежденные волокна нервов даже спустил полвека отзываются болями при каждом движении, а клетки Ларрамана значительно снизили коагуляционную активность, замедленно реагируя на кровотечения. Тем не менее после продолжительного пребывания в апотекарионе Иов вернулся в строй, и в 989.М41 в составе ударной группы Темных Ангелов был отправлен на мир Ринна на подмогу Багровым Кулакам, после чего совместно с воинами Педро Кантора провел короткую, но эффективную кампанию по освобождению захваченных орками систем сектора Локи. В 997.М41 принимал непродолжительное участие в обороне Писцины от орд Газкулла Траки, но вскоре вместе с остальными развернутыми частями Немилосердных был отозван обратно на Скалу для участия в зачистке Фенриса. После разоблачения Перевертыша получил назначение в Караул Смерти. Несмотря на то, что тело Иова сумело восстановиться от раны Чумного Десантника, она оставила неизгладимый след в душе и, возможно, рассудке Темного Ангела, сделав его более ревностным и истовым почитателем Императора. Страдания, которые Иов должен превозмогать ежечасно, сам он считает даром и испытанием, посланным Императором, проверкой его воли. Иов не ищет легких путей преодоления трудностей, и упрямство, характерное для Темных Ангелов, этому лишь способствует.
Йеремия, WS 49 BS 49 S 42 T 42 Ag 48 Int 44 Per 44 WP 59 Fel 57 W: 17/30, И: 3/6 Мк IV "Максимус" (-1 все), камоклоак, цепной меч, болтер, болт-пистолет, х30 болтов
Кион, WS 56 BS 39 S 53 T 50 Ag 57 Int 41 Per 44 WP 41 Fel 37 W: 23/30, И: 3/6 Мк IV "Максимус" (все -1), Цепной меч, болтер, болт-пистолет, 60 болтов
Каранка, WS 54 BS 45 S 54 T 52 Ag 60 Int 43 Per 46 WP 44 Fel 38 W: 28/30, И:4/6 Мк IV "Максимус" (-2 АР в правой ноге, все -1), камелиолиновая накидка, болт-пистолет, "Сталкер" - мастеркрафт, х60 болтов "Сталкер", х60 болтов, 5 ножей - мастеркрафт.
Зартан, WS 49 BS 54 S 51 T 51 Ag 39 Int 52 Per 40 WP 47 Fel 34 W: 16/30, И:4/8 Мк III "Железный" (все -1, кроме шлема), нож, плазменная винтовка+1 магазин, болтер, х30 болтов, набор инструментов
Special Abilities: Guardian of purity The Apothecary’s careful monitoring of his Battle-Brothers’ gene-seed means that any Space Marine in a Kill-team that includes the Apothecary reduces all Corruption Points he suffers by 2 (to a minimum of 1), as long as the Apothecary has access to his narthecium—a special tool that assists with battlefield surgery (see page 173).
Enhance Healing: The Apothecary may restore 1d5 additional Wounds with any successful Medicae Test for First Aid.
Solo Mode Ability: Foreknowledge Action: Half or Free Action Required Rank: 1 Effects: Blood Ravens covet knowledge and use it as a weapon in battle to predict and counter the actions of their foes. Although only Blood Ravens Librarians possess the true psychic talent to see into the future, every member of the Chapter benefits from the forbidden lore and secrets with which they have been gifted with. Once per combat, the Battle-Brother may expend a Half Action to negate a single foe’s Reaction for that Round. Alternatively, as a Free Action, the Battle-Brother may make a Challenging (+0) Opposed Intelligence Test against a single foe (or a Horde) to determine its next action before he acts himself. If successful, the Battle-Brother may choose to either gain +10 to all Tests made against the foe this Turn or gain +10 to any Dodge or Parry Tests made against attacks from the foe until the start of his next Turn. Improvement: At Rank 3, the Battle-Brother increases the bonuses made on Tests against a target of Foreknowledge to +20 on all Tests for that Turn or +20 on any Dodge and Parry Tests made against attacks from the foe until the start of his next Turn. At Rank 7 the Battle-Brother can negate the Reaction of a single foe as a Free Action rather than a Half Action.
Power Armour History: Table 3–13: Skill of the Artificer (pg.155, Rites of Battle). Gauntlets of Xirion (Рукавицы Давиана Тула): This suit’s armoured gloves have been replaced with a unique pair of Mk4 gauntlets (with AP 7). They are said to have been worn by one of the Space Marines in the army that fought furthest away from Terra than any other in history—the ultimate reach of the Imperium, now long lost to aliens and warp storms. There is some disagreement among the Adeptus Astartes as to which Legion actually holds this honour, but it is good-natured for the most part. Regardless, the wearer is filled with all the potential and valour of the Imperium Maxima. He gains a +10 Weapon Skill bonus, plus a +5 Fellowship bonus when dealing with anyone loyal to the Imperium of Man.
Характер: Divided Loyalties: Most Crimson Fists embrace their new masters in the Deathwatch and the glory their service promises. You have not adjusted as your brothers have, and fifind loyalty to the Kill-team above loyalty to your Chapter hard. While you wear the black of the Deathwatch and follow the orders of the Watch-Captain, you cannot fully accept those around you are true equals. (Орден превыше всего!).
История брони: Terror be thy friend: Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably. The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one). (Враги кидают Fear-тест в ближнем бою).
Умения: Command (+1 Cohesion; +10 к тесту на приказы). Tactical expertise (Орденские приказы на -20; 3 ранг - +0, 7 ранг - +20). Ork Slayer (уменьшение T орков вдвое при атаке, на 5 ранге Pen +4). Hunter of Aliens (orks) (+10 к WS и +2 к дамагу по оркам). Hunter of Aliens (all) (+10 к WS и +2 к дамагу по ксеносам). Mighty Shot (+2 к дальнобойному дамагу).
Скиллы: Awareness, Ciphers (Chapter Runes), Climb, Dodge, Common Lore (Adeptus Astartes, Imperium, War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Scholastic Lore (Codex Astartes), Silent Move, Speak Language (High Gothic, Low Gothic), Tactics (Choose one), Tracking. Charm. The Deathwatch Tactical Marine begins with Command as a Trained Advanced Skill.
Болтер: 1\3\- х 1d10+9 pen 4. Болт-пистолет: 1\2\- х 1d10+9 pen 4.. Боевой нож: d10+бонус силы*2. Ork Bone Talismans (череп): +10 к WS/BS в бою с орками.
Покупки (1000 exp): 1. 600 ехр - Duty Unto Death (игнор негативных характеристик до конца боя). 2. 200 ехр - Double Team (Брат Иов) (+10(+20) к WS в ХтХ, рядом с Иовом). Остаток: 200 ехр.
Weapons: Astartes Bolter (Range: 100m; S/3/–; Damage: 1d10+9 X; Pen: 4; Clip: 28; Reload: Full; Tearing; Weight: 18kg) with fire selector Astartes Bolt Pistol (Pistol; Range: 30m; S/2/–; Damage: 1d10+9 X; Pen: 4; Clip: 14; Reload: Full; Tearing; Weight: 5.5kg) Astartes Combat Knife (Melee; Damage: 1d10+SB R; Pen: 2; Weight: 2kg) Astartes Servo-Arm (Melee; Damage: 2d10+14 I; Pen: 10) (as part of PA) (pg.178, Core Rulebook) Surtur's Breath (Heavy; Range: 40m; S/–/–; Damage: 1d10+12; Pen: 5; Clip: 8; Reload: 2 Full; Flame, +2 to Initiative, When a target is hit by the Surtur’s Breath, in addition to its normal effects (i.e. dealing damage and potentially setting the target on fire) they must make a Hard (-20) Willpower Test. If they fail they must roll on the Shock Table (see the Deathwatch rulebook page 277) just as if they had failed a Fear Test.; Weight: 15kg) Auxiliary Grenade Launcher (Range: 45m; S/–/–; Damage: Varies with ammunition; Pen: Varies with ammunition; Clip: 4; Reload: 2 Full; Weight: 3kg) Ammunition: 3xClip for Bolter 3xClip for Bolt Pistol Explosive: 3xAstartes Frag Grenades (Thrown; Range: SBx3; Damage: 2d10+2 X; Pen: 0; Blast (4); Weight: 0.8Kg) 3xAstartes Krak Grenades (Thrown; Range: SBx3; Damage: 3d10+4 X; Pen: 6; Weight: 0.8Kg) Armour: Astartes Power Armour (All; Body AP: 10, Another Locations AP: 8, Legs AP: 7; Weight: 180kg; Pg.161, Core Rulebook) Gear: Promethean Sigils (The Flame, add +2 to Initiative rolls.) Drugs and Consumables: Repair Cement (pg.173, Core Rulebook)
Cybernetics: Mind Impulse Unit (MIU) These devices, also known as sense-links, allow the owner to directly interface with a machine or technological device. MIUs see widespread use among Techmarines. A basic MIU implant involves a single spinal or cortex connector, while advanced variants include wrist connector probes and possibly mechadendrite connectors in addition to the spinal plug. Common models give no modifiers to machine spirit communication and add a +10 bonus to the Tech-Use, Pilot, or Drive Tests used in conjunction with devices capable of MIU link. Exceptional models grant a +10 bonus to communicate with machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic Skill Tests when interfaced with MIU systems.
Experience: Starting EXP: 13000exp Total EXP: 17000exp Free EXP: 0exp
Mechanicus Implants The character is a servant of the Machine-God, an initiate into the mysteries of the Priesthood of Mars and as such is vessel for the following implants:
Electro-graft The Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this allows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as skull shunts, finger probes, or spine jacks.
Electoo Inductors Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred mysteries of the Potenia Coil. They can be used to emit or siphon power in many ways.
Respirator Unit A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest. The unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting the voice in a variety of ways.
Cyber-Mantle The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. As the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as “the true flesh.”
Potentia Coil Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.
Cranial Сircuitry Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself.
Special Abilities: 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.
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.
Solo Mode Ability: 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.
Power Armour History: Table 3–13: Skill of the Artificer (pg.155, Rites of Battle). Destroyed and Rebuilt: This suit of armour was completely blown apart by enemy ordnance (along with its occupant), but the shattered, gore-stained pieces were collected and returned to the Chapter forges. There they were painstakingly reassembled by the Artifififi cers, and eventually re-made into a fully functioning suit. The rebuilt armour has weak points in some areas but is actually stronger in others. Roll a d10 for each target location. On a result of 1–3 that location has one less AP than normal. On a 8–10, it has one more AP than normal.
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История брони
Добавлено (24.09.2018, 22:27) --------------------------------------------- Голова Тело Руки Ноги
Сардеон WS 53 Bs 45 S 51 T 53 A 42 I 60 PER 57 WP 45 FS 61 F 0 W 23 Адракс: WS42 BS40 St41 Tg60 Ag 37 Int 63 Per 38 WP 42 Fel 42 W 19 FP 4
Special ability: Wings of angels The Assault Marine may add 20 metres the movement rate of his Jump Pack with a successful Challenging (+0) Pilot (Personal) Test. When making a Charge whilst using this ability, the Space Marine adds an additional 1d5 Damage to any melee attacks. This ability only functions when in Solo Mode.
TALES OF THE VOID Action: Free Action Required Rank: 1 Effects: Novamarines are extensively travelled and the collective knowledge and experiences of the Chapter covers a huge portion of the galaxy. This knowledge is often passed down to new recruits though tales and advice from more veteran members of the Chapter which the Battle-Brother can then call upon as needed. The Battle-Brother can use this knowledge to make a Lore: Common, Scholastic, or Forbidden Skill Test as if he has a specific Skill and associated speciality. If he possesses the Skill and speciality he wants to test against, he gains a +10 bonus to his test instead. A Battle-Brother may use this ability a number of times equal to his Rank each game session. Improvement: At Rank 6 the Battle-Brother’s knowledge becomes even more extensive and he can gains an additional degree of success if he passes any Lore: Common, Scholastic, or Forbidden Skill Test
Standard Issue: Astartes power armour, Astartes chainsword, Astartes jump pack, Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cement, LAURELS OF ULTRAMAR
Броня: Thy strength be legend: The raw physical strength of the Adeptus Astartes is already the stuff of legend, which all power armour further enhances. This suit, however, makes the bearer’s strength truly titanic. Such armour has created tales of burning vehicles levered from atop trapped comrades and crumbling buildings supported by the Battle-Brother alone. The bearer receives an extra +10 bonus to Strength, in addition to the normal bonus granted by power armour. The Strength bonus from this power armour is added in after the modifications for Unnatural Strength.
Добавлено (27.08.2020, 22:39) --------------------------------------------- Два дополнительных броска истории брони за MK.IV: Table: /2 History: Table: /2 History:
Сервус: | WS 38 | BS 42 | St 38 | Tg 40 | Ag 34 | Int 31 | Per 29 | WP 32 | Fel 27 | Wounds 13/13 | Fatigue 0/7 | FP 1/2 | Stealin' property is ma life (⌐■_■)