Character ideas.

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mruozu
mruozu's picture

Fixxxer wrote:

The one from RoB I'd like is Mk VI Elements, but since I'm already wearing a Mk VI suit, it doesn't make thematic sense to take that one. As a result, I'll take Terror Be Thy Friend for CRB for the first history. For the second, I'll take A Fury Like Lightning from CRB.

This done, I need to settle on the last 500xp I have yet to spend and select my Signature Wargear and then I'll be mechanically finished. I'm waiting on a clarification from D&F for this. Mruozu, when I'm finished with the stat block, would you like me to PM it over to you so you can look it over, or should I just go ahead and post it and you'll look it over on the forum?

I'll have an appropriately badass backstory written up posthaste.

You can just finish up the general character sheet Fix and post it to the Characters Thread. If it needs to be edited, it can be done there. And also AWESOME. It's all coming together.

mruozu
mruozu's picture

sylphilis wrote:

Sweet Heres the rolls, do i pick where they go or is it just straight rolling?

Just assign them wherever like Daner said. Then I need you to make a 1d10 roll to decide your armor. I'll let you know what I want you to do after that roll.

mruozu
mruozu's picture

Syl, looks like you got Mk. VIII Errant Armor. Now roll a 1d5, then a 1d10 for me.

Do you have the the Rulebook and Rites of Battle? If not I have them shared for a few people and can add you to that. Then you can pick out your history.

So roll away!

drumandfight
drumandfight's picture

Aren't there only 8 skills? Why roll 10 times?

NEVER MIND! Forgot willpower.

mruozu
mruozu's picture

Well you get to use the Battle Scars Table, but since your roll was a 6, and I give +/- 1 it's a 5, 6 or a 7, so technically Blood of a Battle Brother would be off limits due to it being a 4 on the table.

mruozu
mruozu's picture

Sounds good! Alrighty, well post your character to the Characters Thread whenever you get him finished up. You can write background and what not later, unless you already have a story in mind and have written it out. Almost ready everyone, just about time to start.

drumandfight
drumandfight's picture

GET THAT BACKGROUND UP, DANER! Fulrik needs to know what weaknesses of Darius' to exploit in his drunken jovial tirades!

Fixxxer
Fixxxer's picture

D&F was a great help. I should have the stat block ready tomorrow after work.

drumandfight
drumandfight's picture

Fixxxer wrote:

D&F was a great help. I should have the stat block ready tomorrow after work.

And with that, I shall take my leave to bathe in the proverbial jizz that this rare glimpse into Fixxxer praise has provided me. The Emperor Protects.

Fixxxer
Fixxxer's picture

Alright, D&F is asleep and I need a clarification on skills. Looking at the Deathwatch Core Rulebook, page 397, there's a character sheet sample that has some skills already blocked in. I assume these are the starting skills/levels that we have just for being Astartes? For example, the little blocks next to Awareness that are labeled Basic and Trained are filled in. I take it this means that just for being Astartes int he first place, we already have the ability to make an Awareness check without penalty, correct? I ask because my chapter offers Awareness (trained) as a skill I could potentially spend XP on, so it seems a bit redundant to have listed that in the first place if every Space Marine already has Awareness at a trained level. I just want to make sure and clarify what I believe is correct before I post a stat block full of rookie errors and make myself look like a total choad.

drumandfight
drumandfight's picture

It's redundant. And you're already trained in it.

I have no clue why they do that.

drumandfight
drumandfight's picture

Would you guys be offended if I offered to format your stat blocks so they all look as pretty as mine?

OCD is kicking in.

mruozu
mruozu's picture

Thanks for posting Syl. In the rules for Priests, RAW, you get to have all 3 of the Apothecary special abilities, so don't forget to write them down on the character sheet.

Also did you upgrade your Pilot Skill? You get it as a basic skill per the homebrew rules. So did you take is as trained now? Just wondering and making sure you didn't spend XP unnecessarily.

Fixxxer
Fixxxer's picture

Feel free to reformat mine, D&F.

I don't know what any of the chapter trappings for the Raptors are that I can select from. If anyone has that information, please send it my way. Otherwise, I think my block is pretty okay. I had to make some last second alterations to the primary weapon. I'm trying to build a character that excels at long-distance sharpshooting, which the system overwhelmingly favors single shots for and it never even occurred to me that the heavy bolter doesn't have a single shot option. I considered replacing it with a heavy flamer for a while, but that would invalidate some of my talent choices altogether. Thus, I ended up with a tricked-out Godwyn bolter for the time being.

mruozu
mruozu's picture

One thing I noticed is that you still get the Heavy Bolter as part of your equipment from being a Dev, so you should write that down somewhere, just in case you ever want to bring it with you.

You can also grab a Sniper Rifle as your main heavy weapon for Sig Wargear if you wanted something with a bit more range. Just a thought.

Also total XP should be 13,500 not 15,000

drumandfight
drumandfight's picture

Fixxxer wrote:

Feel free to reformat mine, D&F.

I don't know what any of the chapter trappings for the Raptors are that I can select from. If anyone has that information, please send it my way. Otherwise, I think my block is pretty okay. I had to make some last second alterations to the primary weapon. I'm trying to build a character that excels at long-distance sharpshooting, which the system overwhelmingly favors single shots for and it never even occurred to me that the heavy bolter doesn't have a single shot option. I considered replacing it with a heavy flamer for a while, but that would invalidate some of my talent choices altogether. Thus, I ended up with a tricked-out Godwyn bolter for the time being.

I sent the chapter trappings to you in a separate email with the rest of the Raptor info. It is basically a badass sight for your weapon and you can choose what advantages it has - extra chances to hit, more penetration, etc etc. If you put it on your las cannon when you get it, you will be god.

drumandfight
drumandfight's picture

Also, you cannot carry a Heavy Weapon AND a basic with you. So stop being a little bitch and strap on that Goddamn Heavy Bolter until you can get your single shot Heavys.

Edit: In all seriousness, I think if you want to go Sniper you have twop serious options, neither of which include a Godwyn pattern Bolter. 1) do as Uozu has suggested and take the Astartes Sniper Rifle. Per House rules all Astartes are trained with it and you do not need exotic weaons feat to use it. This way you have the RANGE to actually fuck shit up at a distance and it is relatively silent - much more so than a bolter with a silencer.

2) You keep your heavy weapon - Heavy Bolter - and provide disgustingly badass fire support to the squad UNTIL you can get a Long Las and be a sniper that can practically 1 hit anything granted he hits. That is the real end game here. A devastator without a heavy weapon is just.... just.... just fuck that OK. FUCK THAT. Fulrik thought his boy was going to be a man, not a purse wearer.

drumandfight
drumandfight's picture

sylphilis wrote:

Didn't know I got all 3 abilities. Thx for the tidbit. I took pilot personal as trained as I have a sig wargear jump pack. Feel free to reformat mine how you want.

I got yours looking beautiful, Sylph. Free of charge. Just remember to heal Fulrik First.

Nikello
Nikello's picture

Theoretically, couldn't a Devastator wear a jump pack and use an HB if he confines himself to using ammo-drums instead of the full backpack? I imagine there would be a Pilot (Personal) penalty because of the awkward aerodynamics of an HB. They could also alleviate the weight issue with a stripped-down model (increased chance to Jam?).

That said, I've played stealth and sniper Devs before. If you know what you're doing, you can be a bullet-hose surgeon at full range. With one of my Devs I hit a target with 4 out of 6 of my HB shells at a distance of a full kilometer (the terrain provided a clear view of the target and I had time to account for wind and the effect of the shell's post-exit acceleration and deceleration).

Don't knock the HB, you can do some crazy shit with it.

drumandfight
drumandfight's picture

Nikello wrote:

Theoretically, couldn't a Devastator wear a jump pack and use an HB if he confines himself to using ammo-drums instead of the full backpack? I imagine there would be a Pilot (Personal) penalty because of the awkward aerodynamics of an HB. They could also alleviate the weight issue with a stripped-down model (increased chance to Jam?).

That said, I've played stealth and sniper Devs before. If you know what you're doing, you can be a bullet-hose surgeon at full range. With one of my Devs I hit a target with 4 out of 6 of my HB shells at a distance of a full kilometer (the terrain provided a clear view of the target and I had time to account for wind and the effect of the shell's post-exit acceleration and deceleration).

Don't knock the HB, you can do some crazy shit with it.

Yes to everything you said. I wouldn't even penalize the awkwardness of the HB with a jump pack unless the PC wanted to do some sort of maneuver other than simply moving from point A to B. I like situations where the Devastators have to think outside the box and are prohibited from taking their Backpack Ammo Supply, personally. Scout Armor or Jump pack scenarios immediately come to mind.

And in the other game I am running, we all got to experience the subliminal badassery of the Heavy Bolter first hand. Mruozu's Devastator natural 1'd a Nid Warrior and rolled a 7 on a Nid Shrike and turned them both into fucking dog food. That weapon is no joke at all.

Fixxxer
Fixxxer's picture

Like a deformed porn star, the Needle rifle has great range, but lacks any kind of penetration at all.

Looking over things, it's not the worst thing in the world if I were to utilize a heavy bolter for a while instead of a Godwyn bolter. If I were to make this choice instead, could I retcon my Signature Wargear back to the pimped-out heavy bolter?

drumandfight
drumandfight's picture

Without speaking for Mruozu, GOD YES.

ygnar_1
ygnar_1's picture

Hi, looking for a new home for Bertram, my Raven Guard Librarian. Would have been on sooner but I either missed the big red warning about hotmail or they added after I tried to register.

Bertram
Raven Guard Librarian

drumandfight
drumandfight's picture

Funny you mention that, we have been looking to adopt a Psyker lately.

I am Pearldrum1 from the other forum. MrUozu is running this game and he is a crazy power-hungry...err.. I mean, merciful, kind and loving GM.

If you can take shit talking and balls deep roleplaying, I think you will fit in just fine! <3 Kisses.

mruozu
mruozu's picture

That'd be fine to take on your Psyker. Is he Rank 1? Send me his PC Sheet via PM. So happy we have a psyker coming in. Already have a plant to incorporate you, so be quick!

ygnar_1
ygnar_1's picture

Yes, the game he was in went dark during the first mission. Can I skip armour roll and go with Mk VI for fluffyness?

Stats/wounds/fate
I rolled 2d10+30, the result is 8, 6, 30 = 44.
I rolled 2d10+30, the result is 5, 8, 30 = 43.
I rolled 2d10+30, the result is 1, 5, 30 = 36.
I rolled 2d10+30, the result is 5, 3, 30 = 38.
I rolled 2d10+30, the result is 10, 10, 30 = 50.
I rolled 2d10+30, the result is 1, 4, 30 = 35.
I rolled 2d10+30, the result is 5, 10, 30 = 45.
I rolled 2d10+30, the result is 3, 4, 30 = 37.
I rolled 2d10+30, the result is 6, 5, 30 = 41.
I rolled 2d10+30, the result is 8, 7, 30 = 45.
I rolled 1d5+18, the result is 2, 18 = 20.
I rolled 1d10, the result is 8 = 8.

Bertram
Raven Guard Librarian

mruozu
mruozu's picture

Yeah that'll be fine. I will let you pick your PA, but roll for Power Armor Table and then roll for Power Armor History. Then you can take a plus or minus 1 from your roll and that's your history.

At character creation everyone got a bit more XP, I believe it was 1500 instead of 1000.

mruozu
mruozu's picture

Oh and a Sig Wargear for Free. Under 20 req.

ygnar_1
ygnar_1's picture

history tables

table 1/table 2/table 2 reroll if needed
I rolled 1d5, the result is 2 = 2.
I rolled 1d5, the result is 1 = 1.
I rolled 1d5, the result is 3 = 3.

Bertram
Raven Guard Librarian

ygnar_1
ygnar_1's picture

histories

Battle scars/core book
I rolled 1d10, the result is 7 = 7.
I rolled 1d10, the result is 6 = 6.

Bertram
Raven Guard Librarian

mruozu
mruozu's picture

Alrighty looks good ygnar. I will incorporate you into the story soon and then you can start posting OOC and IC. When we get into combat, I own the IC and players are allowed to tell me what they wish for me to put in their IC section in the OOC thread. This makes combat a lot less complicated and also lets me embellish on specific things. Rolls should be made in the OOC only. Take a look at the Homebrew rules and then I will let you know when you are good to start interacting IC and OOC.

ygnar_1
ygnar_1's picture

Ok.

Bertram
Raven Guard Librarian

deadDMwalking
deadDMwalking's picture

Stats/Wounds/Fate

Edit - I added 13 instead of 30, so each roll should be +17.

41, 32, 46, 46, 36, 37, 41, 36, 50, 46

WS 46
BS 46
S 37
T 46
AG 50
INT 36
PER 41
WP 36
FEL 41

I rolled 1d5+18,= 20.
I rolled 1d10, the result is 1 = 1.

Edit, only rolled 8 attributes, need a 9th. Re-rolling the 32.

I rolled 2d10+13, the result is 10, 1, 13 = 24.
I rolled 2d10+13, the result is 1, 1, 13 = 15.
I rolled 2d10+13, the result is 6, 10, 13 = 29.
I rolled 2d10+13, the result is 6, 10, 13 = 29.
I rolled 2d10+13, the result is 5, 1, 13 = 19.
I rolled 2d10+13, the result is 6, 1, 13 = 20.
I rolled 2d10+13, the result is 3, 8, 13 = 24.
I rolled 2d10+13, the result is 3, 3, 13 = 19.
I rolled 1d5+18, the result is 2, 18 = 20.
I rolled 1d10, the result is 1 = 1.
I rolled 2d10+30, the result is 10, 10, 30 = 50.
I rolled 2d10+30, the result is 8, 8, 30 = 46.
mruozu
mruozu's picture

Cool cool, do you know which specialty you might be playing? Apothecary or something else?

deadDMwalking
deadDMwalking's picture

You suggested Tactical Marine, so I guess I'll go with that. I want to hit the book tonight to review what they can do. From playing the 40K tactical game, Tactical squads seemed kind of 'bland' - sort of the vanilla Space Marine, so I never really gave them much consideration in Deathwatch, but that's probably a mistake on my part. So probably Tactical Marine. Probably something 'pretty' like a Blood Angel, rather than grim, like my Black Templar in Newby's game. But I'm going to look at other chapters for sure.

Edit - I've been wiki-diving. Are the Salamanders supported in any Deathwatch expansions?

ygnar_1
ygnar_1's picture

First Founding

Bertram
Raven Guard Librarian

ygnar_1
ygnar_1's picture

First Founding

Bertram
Raven Guard Librarian

drumandfight
drumandfight's picture

Salamander would be cool. They do love them some average Imperial citizens.

Check out First Founding, like Ygnar said, but Honor the Chapter has a ton of supplementary not as well-known Chapters to dig into.

For a tactical marine, you will be the "natural leader," getting the highest cohesion and command bonuses. Something of a jack of all trades but master of none - able to fill any gaps we may have in the team. But we have also lost our Dev. Something to think about.

deadDMwalking
deadDMwalking's picture

You're also a Devestator, right?

I think I'll go with a Salamander, but I was thinking of using a flamer or other heat weapon. The Tactical marine has two specialties listed, Bolt Mastery and Tactical Specialty. Tactical Speciality seems to be the same ability that has been house-ruled for others. And it appears that Salamanders are bad at squad-mode in general. At least, when they reach Level 2 in their Primarch's Curse.

drumandfight
drumandfight's picture

For some reason, I forgot that I was also playing a Devastator. Early-onset-dementia.

I doubt we will be reaching any level of the Primarch's curse for... oh I don't know, years? Seriously, it would take A LOT of corruption and more importantly time for that to happen.

Bolter mastery is always good. It will also be some time before your PC would have access to cool plasma and melta weaponry.

deadDMwalking
deadDMwalking's picture

Kal'vek
Chapter: Salamanders
Past Event: By Thine Own Hands (First Founding, pg. 23)
Chapter Demeanor: Promethean Cult
Personal Demeanor: Gregarious
Specialty: Deathwatch Tactical Marine
Rank: 1
Power Armor History:
None shall escape the Emperor's Wrath (+5 BS, -10 Dodge in melee)
Cower Not Before the Enemy (+10 to Command, -20 to Silent Move and Concealment tests)
Lead from the Front (+1 Squad Cohesion)
Special Abilities:
- Deathwatch Training
- Bolter Mastery
- Fire Born
Deeds:
-
Squad Mode Abilities for Current Mission: Oath of Knowledge, +10 BS vs. Orks; Dig In, Go-to-Ground, Strong point.

WS 46
BS 46
S (10) 37 (+20 in PA)
T (8) 51*
AG 50
INT 41*
PER 41 (+10 autosenses/+10 heightened senses)
WP 36
FEL 41
*Chapter +5 bonus

Armor: Mk.4 `Maximus` Power Armour, AP: Body 9, Head and Limbs 7.
Armor Additions: Totem of the Sun Wolf (+3 Awareness tests)
Movement: 5m/10m/15m/30m

Wounds: 20/20; Fatigue 0
Critical Damage: 0
Insanity: 0/100
Corruption: 0/100
Battle Trauma: -
Primarch’s Curse: Unyielding
Fate Points: 3/3

Skills:
Awareness (Per)
Barter (Fel)
Carouse (T)
Charm (Fel)
Ciphers (Int)
-Chapter Runes
Climb (S)

Command (Fel)
Common Lore (Int)
-Adeptus Astartes
-Deathwatch
+5 (Deathwatch Training)
-Imperium
-War

Concealment (Ag)
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag)
Drive (Ag)
-Ground Vehicles
Evaluate (Int)
Forbidden Lore (Int)
-Xenos +15 (talented & Deathwatch Training)
Gamble (Int)
Inquiry (Fel)
Intimidate (Fel) +2 (w/ Wolf Pelt)
Literacy (Int)
Logic (Int)
Navigation (Int)
-Surface
Pilot (Ag)
-Personal
Scholastic Lore (Int)
-Codex Astartes
Scrutiny (Per)
Search (Per)
Silent Move (Ag)
Speak Language (Int)
-High Gothic
-Low Gothic

Tech-Use (Int)
Trade (Armorer) (Int)
Swim (S)
Tactics (Int)
Trade (Armorer) (600 XP)
-Armored Tactics
Tracking (Int)

Talents:
Ambidextrous
Astartes Weapon Training
Bulging Biceps
Heightened Senses (Hearing, Sight, Smell)
Killing Strike
Nerves of Steel
Quickdraw
Resistance (Psychic Powers)
Signature Wargear (Astartes Flamer Flametongue)
True Grit
Unarmed Master
Unarmed Warrior
Artificer (800 XP)

Traits:
Unnatural Strength (x2)
Unnatural Toughness (x2)

Gear:
- Astartes Mk. 4 `Maximus` Power Armor (AP 7/9; +10 autosense; 6/6 Pain Suppressants)
-Bolter w/ Fire Selector [Exceptional Quality] (Basic; 1d10+9 X, pen 4; 100m; S/4/-; Mag 28; Full Rld; Tearing)
- Astartes Flamer [Signature Wargear] (Basic; 1d10+9 E, pen 4; 20m; S/-/-; Mag 6; 2 Full Rld; Flame)
- Astartes Bolt Pistol (Pistol; 1d10+11 X, pen 4; 30m; S/3/-; Mag 14; Full Rld; Tearing).
- Astartes Frag Grenade (3/3; thrown; SBx3 - 30m; 2d10+2 X, pen 0; S/-/-; Blast (4)).
- Astartes Krak Grenade (3/3; thrown; SBx3 - 30m; 3d10+4 X, pen 6; S/-/-);
- Astartes Combat Knife (melee; 1d10+10 R, pen 2).
- Repair Cement (3/3)
- Vigil Brazier

Renown: 0
XP: 100; 13,500 (13,600)
XP Expenditure:
- Trade [Armorer] (Skill, 600xp)
- Artificer (Talent, 800xp)

Power Armor History (Mark, Table, Roll)
I rolled 1d10, the result is 1 = 1.
I rolled 1d5, the result is 1 = 1.
I rolled 1d10, the result is 2 = 2.
Additional Armor Histories
I rolled 1d5, the result is 1 = 1.
I rolled 1d10, the result is 10 = 10.
I rolled 1d5, the result is 1 = 1.
I rolled 1d10, the result is 9 = 9.
ygnar_1
ygnar_1's picture

Don't forget to change the Space Wolf things to Salamander things :)

Bertram
Raven Guard Librarian

deadDMwalking
deadDMwalking's picture

Yep. Requires a bunch of edits, since every time I roll I have to save my progress 'as is'. At this point, I think I got everything but the Signature Wargear/Artificer ability.

deadDMwalking
deadDMwalking's picture

Reposting to keep it on the current page. I think this is all correct - can someone look it over?

I have no idea what 'exceptional' quality does for the Bolter, but I have that from my Artificer Talent. Also, I didn't note things like a bonus to bolted attacks because of Bolter Specialty.

Finally, I don't know what 'deeds' are supposed to be.

Kal'vek
Chapter: Salamanders
Past Event: By Thine Own Hands (First Founding, pg. 23)
Chapter Demeanor: Promethean Cult
Personal Demeanor: Gregarious
Specialty: Deathwatch Tactical Marine
Rank: 1
Power Armor History:
None shall escape the Emperor's Wrath (+5 BS, -10 Dodge in melee)
Cower Not Before the Enemy (+10 to Command, -20 to Silent Move and Concealment tests)
Lead from the Front (+1 Squad Cohesion)
Special Abilities:
- Deathwatch Training
- Bolter Mastery
- Fire Born
Deeds:
-
Squad Mode Abilities for Current Mission: Oath of Knowledge, +10 BS vs. Orks; Dig In, Go-to-Ground, Strong point.

WS 46
BS 46
S (10) 37 (+20 in PA)
T (8) 51*
AG 50
INT 41*
PER 41 (+10 autosenses/+10 heightened senses)
WP 36
FEL 41
*Chapter +5 bonus

Armor: Mk.4 `Maximus` Power Armour, AP: Body 9, Head and Limbs 7.
Armor Additions: Totem of the Sun Wolf (+3 Awareness tests)
Movement: 5m/10m/15m/30m

Wounds: 20/20; Fatigue 0
Critical Damage: 0
Insanity: 0/100
Corruption: 0/100
Battle Trauma: -
Primarch’s Curse: Unyielding
Fate Points: 3/3

Skills:
Awareness (Per)
Barter (Fel)
Carouse (T)
Charm (Fel)
Ciphers (Int)
-Chapter Runes
Climb (S)

Command (Fel)
Common Lore (Int)
-Adeptus Astartes
-Deathwatch
+5 (Deathwatch Training)
-Imperium
-War

Concealment (Ag)
Contortionist (Ag)
Deceive (Fel)
Disguise (Fel)
Dodge (Ag)
Drive (Ag)
-Ground Vehicles
Evaluate (Int)
Forbidden Lore (Int)
-Xenos +15 (talented & Deathwatch Training)
Gamble (Int)
Inquiry (Fel)
Intimidate (Fel) +2 (w/ Wolf Pelt)
Literacy (Int)
Logic (Int)
Navigation (Int)
-Surface
Pilot (Ag)
-Personal
Scholastic Lore (Int)
-Codex Astartes
Scrutiny (Per)
Search (Per)
Silent Move (Ag)
Speak Language (Int)
-High Gothic
-Low Gothic

Tech-Use (Int)
Trade (Armorer) (Int)
Swim (S)
Tactics (Int)
Trade (Armorer) (600 XP)
-Armored Tactics
Tracking (Int)

Talents:
Ambidextrous
Astartes Weapon Training
Bulging Biceps
Heightened Senses (Hearing, Sight, Smell)
Killing Strike
Nerves of Steel
Quickdraw
Resistance (Psychic Powers)
Signature Wargear (Astartes Flamer Flametongue)
True Grit
Unarmed Master
Unarmed Warrior
Artificer (800 XP)

Traits:
Unnatural Strength (x2)
Unnatural Toughness (x2)

Gear:
- Astartes Mk. 4 `Maximus` Power Armor (AP 7/9; +10 autosense; 6/6 Pain Suppressants)
-Bolter w/ Fire Selector [Exceptional Quality] (Basic; 1d10+9 X, pen 4; 100m; S/4/-; Mag 28; Full Rld; Tearing)
- Astartes Flamer [Signature Wargear] (Basic; 1d10+9 E, pen 4; 20m; S/-/-; Mag 6; 2 Full Rld; Flame)
- Astartes Bolt Pistol (Pistol; 1d10+11 X, pen 4; 30m; S/3/-; Mag 14; Full Rld; Tearing).
- Astartes Frag Grenade (3/3; thrown; SBx3 - 30m; 2d10+2 X, pen 0; S/-/-; Blast (4)).
- Astartes Krak Grenade (3/3; thrown; SBx3 - 30m; 3d10+4 X, pen 6; S/-/-);
- Astartes Combat Knife (melee; 1d10+10 R, pen 2).
- Repair Cement (3/3)
- Vigil Brazier

Renown: 0
XP: 100; 13,500 (13,600)
XP Expenditure:
- Trade [Armorer] (Skill, 600xp)
- Artificer (Talent, 800xp)

ygnar_1
ygnar_1's picture

Deeds are from RoB, and you've still got "Sun wolf totem" in there. Exceptional ranged weapons get (+1)DMG and the Reliable quality, melee gets (+5) WS. Oh, and they're fancier looking.

Bertram
Raven Guard Librarian

mruozu
mruozu's picture

Everything looks good enough for now, at least for our little meet and greet with the Inquisitor. I will write up the IC now.

drumandfight
drumandfight's picture

Unless I am missing something, your strength bonus should be (8) not (10). Score: 37, bonus is 3x2(Unnatural) = bonus: 6 +2(Power Armor) = bonus 8.

mruozu
mruozu's picture

Yup, Jeff is right. Strength bonus 8.

ygnar_1
ygnar_1's picture

Toughness is 10

Bertram
Raven Guard Librarian

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