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| Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> | |
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Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Wed Aug 15, 2018 4:59 pm | |
| Name: Sapien Ialysos Chapter: Argent Ultima Rank: 6 Specialty: Techmarine - Chapter Demeanor:
While all Space Marines utilise wargear that the vast bulk of Humanity regard as a work of technological marvel, some have access to the most arcane and revered of weapons, armour and other devices. Such Chapters invariably maintain close links with the Adeptus Mechanicus, perhaps having served side by side with the servants of the Omnissiah in a past campaign, establishing common connections that both groups value. Through their training and their access to such marvels, the Battle-Brothers have developed a certain expertise in the use of advanced wargear and know how to get the best from such items. These brethren eschew simple weapons in favour of more complex ones, and when serving in the Deathwatch are ideal when the Kill-team is issued with specialised equipment or unusual items, especially those rendered up from the mysterious depths of the Omega Vault at the heart of Watch Station Erioch.
- Personal Demeanor:
Humanity is still a young race in the eyes of the ancient enemy, and but children when measured against the frightful age of the galaxy and its many wonders and horrors. The <REDACTED> have peered behind the curtain of time and seen the darkness which lurks beyond, an empty pit of nothing, which can consume the mind of man and drive him to madness. A Battle-Brother of the <REDACTED> knows that he is but a flicker of light in this darkness, the briefest spark of defiance against an enemy that is the very darkness itself and yet fights on regardless. All material foes will fall before the march of time, the turn of years bringing their accomplishments to dust, and are thus little concern when measured against the <REDACTED> and its progenitors. Under such stresses an ordinary man would give in to despair, unable to comprehend the ageless foe and reduced to madness by the scale of its evil. However, Battle-Brothers are the greatest warriors humanity has ever fashioned and cannot accept such weakness. Battle-Brothers of the <REDACTED> seem strange and distant at times, the knowledge behind their eyes unsettling even for members of the Inquisition who are used to the weight of terrible secrets. They have wandered into the dark places of the Jericho Reach, places where no man has ever set foot, to face horrors beyond a human mind’s ability to fathom or reason, and walked back out again. This can make members of the <REDACTED> seem distant and cold, the knowledge they hold making all other enemies seem mundane and common, of little concern and holding only the shadow of threat when compared against the terror and evil of the <REDACTED>. The secrets they keep can also be a weight driving a wedge between them and their Battle-Brothers, even those from their own Chapter who have not served with the <REDACTED>, the oaths of duty to their Chapter Master tainted by their oaths to the <REDACTED>, which keep them from speaking of the secrets of the <REDACTED>. <REDACTED> can also become infected with the shadow of death should they delve too often into the darkness of <REDACTED> or uncover too much lore about their foes. After a time the Battle-Brother becomes burdened with the knowledge that the <REDACTED> is older even that his entire race, and its long and bloody history is but a fl eeting moment in the roll of endless years. Filled with such thoughts, the Battle-Brother sees death in all things, and the decayed state he will eventually embrace. Men and women are walking corpses while even the greatest city is but a pile of rubble and ash; such is the destiny of all things.
Past Event: Lost in the depths Deeds: Return to Duty, Scion of Skaros (Mars) , <REDACTED UNDER INQUISITORIAL SEAL> - Scion of Skaros:
Due to the isolation of the Calisota sector, the thought of actually going to mars is little more than a pipe dream for those of the argent ultime. For that reason, the techmarines of the argent ultima spend years (even decades) on the Shrine-world of Skaros Primus, an artificial world and masterwork of the machine-god. There, they are taught the many rites and litanies that will be essential in guiding the whole chapter in its worship of the Omnissiah.
Distinctions: <REDACTED UNDER INQUISITORIAL SEAL> Honours: Army Badges (3rd Calisotan crusade, Skitarius Skaros, Battle of Plandius Phall) *Honours irrelevant in jericho reach, just for background) Goals: Short-term:- Determine why he was ordered to come to Watch-fortress Erioch(Achieved) Medium-terms:- Complete his artificer armor (Inlcuding argent panoptic-helm)- Assemble a servo-harnessLong-term:- Construct a mastercrafted omnissian rod (signature wargear: hero objective) - <REDACTED UNDER INQUISITORIAL SEAL> (Working towards Master of Secrets distinction) - Unlocking the 4th seal of Logis-Prophecy ( Working towards Jaws of intellect & Mental Ascension distinction) WS 41 BS 42 (+10 with MIU) S ( 10 ) 42* (+20 with in Power Armor) T (12) 60+** (14 TB head/body) AG 41 PER 42 (+10 vs machines) WP 47 INT (14) 72+**** FEL 41 *Denotes Purchased Upgrade + Chapter Bonus +++ Armor: Mark ? Artificer Armor Head: 14, Body: 14, Arms: 14, Legs: 14; +10 Autosenses (The wearer gains a +10 bonus to Pinning tests; The wearer gains an extra fate point at the beginning of each mission, it is lost if not used.) Mark VII “Aquila” Armor; Head: 9, Body: 13, Arms: 10, Legs: 10; +10 Autosenses.Armor Additions: Argent Panoptic-helm, Servo-harness, Exceptional MIU Power Armor History: Skills of the artificer (Destroyed & Rebuilt, +1 AP body, -1 head) Pain Suppressants: 6/6 +++ Wounds: 20/20 Fate Points: 3/3 Movement: 5m/10m/15m/30m (10m/20m/30m/60m) Crit Damage: 0 Fatigue: 0 +++ Solo Mode: 3/3 Insanity: 0/100 Corruption: 0/100 Battle Trauma: n/a Primarch's Curse: Mind over matter +++ Skills: Athletics (S/Int) Awareness (Per) +10 (+20 with heightened/autosenses, +20 Auger Array) Command (Fel) (+10 vs deathwatch, Adeptus Mechanicus) Common Lore (Int) (+1 Dos, +20 connected to data-port/MIU, +20 Cerebral implants, reroll failed) - Adeptus Astartes - Deathwatch - Imperium - Tech - War - Cult Mechanicus **All common treated as known Demolition (Int) Dodge +10 (Int/Ag) Evaluate (Int) Forbidden Lore (Int) (+20 Cerebral implants, reroll failed) - Xenos (+10 talented) - Archeotech +20 - Adeptus Mechanicus - Deathwatch - Inquisition - <Redacted> - Legends Inquiry (Int) (+20 dataport/MIU) Intimidate (Int/S) Linguistics (Int) (+10 calculus logi upgrade) - Chapter Runes - Deathwatch - High Gothic - Low Gothic -<Redacted> - Techna-Lingua +20 Logic (Int) +10 (+30 Implants, +10 MIU, reroll failed) Navigation (Int) - Surface Operate (Ag/Int) (+10 with MIU) - Ground Vehicles - Personal -Spacecraft Parry (WS) Scholastic Lore (Int) (+1 Dos, +30 implants, reroll failed) - Codex Astartes **All scholastic treated as known Stealth (Ag/Int) Survival (Per) Tech-Use (Int) +20 (+10 talented, +20 connected to Dataports/MIU) Tactics (Int) - Tech-warfare Trade (armourer) (Int) +20 +++ Talents: - -Archeotechnologist:
The Argent Ultima chapter has considerable experience with archeotechnology thanks to the last 9 millenia in the Skaros system. A marine with this talent does not have any negatives when they repair archeotechnological weapons, armor and vehicles.
- -Master Armourer:
The Forge Master may unlock the following qualities: • Melee Weapons—Balanced, Defensive, Razor Sharp, Shocking • Ranged Weapons—Accurate, Gyro-Stabilised, Reliable The Forge Master may suppress the following qualities: • Melee Weapons—Primitive, Unbalanced, Unwieldy • Ranged Weapons—Overheats, Recharge
- -Servo-Harness Integration:
The Techmarine has had his implanted systems integrated with a many-armed servo harness, allowing him to use its pincer-arms and weapon arrays as if they were extra limbs of his body. The Techmarine may be fitted with and use a Servoharness (see page 177 in Chapter V: Armoury) and may use weapons fitted to the harness in which he is proficient.
- Combat Formation:
The character has directed his comrades to prepare for danger, planning out their actions for many contingencies if attacked. Before rolling Initiative, all other members of the group may choose to use the character’s Intelligence Bonus for all Initiative rolls rather than individual Agility Bonuses.
- -Ambidextrous:
The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.
- - Astartes Weapon Training:
The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes.
- - Bulging Biceps:
The character 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.
- - Deathwatch Training:
All Deathwatch Space Marines automatically confirm any Righteous Fury results against alien enemies without needing to re-roll the Ballistic Skill Test or Weapon Skill Test.
- - Heightened Senses (Hearing, Sight):
The character gains a +10 bonus to any tests specifically involving this sense.
- - Nerves of Steel:
The character may reroll failed Willpower Tests to avoid or recover from Pinning.
- - Quick Draw:
The character 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.
- - Resistances (Psychic Powers):
The character gains a +10 bonus when making tests to resist the effects of this group.
- - 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.
- Mechadendrite Use (Servo-Arm) - - Electro-graft Use :
This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port.
- - Autosanguine:
When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day.
- - Luminen Charge:
With a successful Toughness Test, the character may recharge or power machinery with his internal coils. This requires one minute of meditation and ritual incantation.
- - Weapon-Tech:
Once per combat, the Techmarine can enhance his weapon or seek out the weak points in an opponent’s armour, increasing the Techmarine’s deadliness. The effects of this mean that for one Round per combat encounter, a weapon personally wielded by the Techmarine from the Melta, Plasma, Power, or Exotic category increases its Damage and Penetration by an amount equal to the character’s Intelligence Bonus
- - Infused Knowledge:
The character treats all Common and Scholastic Lore Skills as Basic Skills. This Talent also provides a +10 bonus to any tests involving Common or Scholastic Lore for which the character already possesses the Skill.
- - The Flesh is Weak (2):
This Talent grants the character the Machine Trait with Armour Points equal to the number of times this Talent has been taken.
- Total Recall:
Mental conditioning or cranial augmentation enables the character to record and recall great amounts of information, effectively granting them a perfect memory. The character can automatically remember trivial facts or pieces of information the character might feasibly have picked up in the past. When dealing with more detailed, complex, or obscure facts, such as the exact layout of a defence network, the GM may require a successful Intelligence Test to recall the information.
- Forging the bond:
The Space Marine is gifted at adapting to the fighting styles and traditions of other Chapters, and while serving in the Deathwatch has forged strong bonds of brotherhood with his Kill-team. At Rank 1–3, the Space Marine may benefi t from the Squad Mode abilities specifi c to any other Chapter. When members of the Kill-team activate a Chapter-specific Squad Mode ability, the activating Battle-Brother can choose to allow any Space Marines from a different Chapter possessing this Talent to benefi t from the ability as well. If he chooses to do so, activating the Squad Mode ability costs an additional 3 Cohesion (total, not per Battle-Brother). At Rank 4–5, the Talent functions as above, but the cost is reduced to 2 additional Cohesion. At Rank 6–8, the Talent functions as above, but the cost is reduced to 1 additional Cohesion
- Signature wargear (Master, Masterwork Cerebral Implants, Skill reroll) - Peer (Deathwatch, Adeptus Mechanicus) - Talented (Forbidden Lore (Xenos)) - Talented (Tech-use) Traits: - Unnatural Strength (x2) - Unnatural Toughness (x2) - Mechanicus Implants - - Machine (2):
Machines do not breathe, are immune to the effects of a vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour Points apply toward fire damage.
- Unnatural Intelligence (x2) ++++++ Special Ability: - Sharpening the mind's eye:
Choose one of these abilities at the beggining of a mission: Keen Marksmanship: The Battle-Brother chooses a single type of xenos (i.e. <REDACTED>, Tau, Tyranid, etc.) and, for the duration of the mission, may use his Intelligence characteristic instead of his Ballistic Skill when making ranged attacks against this chosen foe. In addition, the Battle-Brother adds his Intelligence Bonus to all ranged attack Damage against this type of xenos
Xenos anatomy: The Battle-Brother chooses a single type of xenos (i.e. <REDACTED>, Tau, Tyranid, etc.) and, for the duration of the mission, may use his Intelligence characteristic instead of his Weapon Skill when making melee attacks against this chosen foe. In addition the Battle-Brother adds his Intelligence Bonus to all melee attack Damage against this type of xenos.
Battle awareness: For the duration of the mission the Battle-Brother may add his Intelligence Bonus to the Armour Points of any cover he uses (or the cover of his Kill-team while they remain within Support Range of him).
Mental Fortress: The Battle-Brother may use his Intelligence characteristic rather than his Willpower when defending against psychic powers.
Heightened Knowledge: The Battle-Brother has set his focus on the obscure secrets of the <REDACTED> and for the duration of the mission gains a +20 bonus to all Lore: Forbidden and Lore: Scholastic Skill Tests.
Mark of Distinction: - Jaws of Intellect:
A Battle-Brother with this Mark of Distinction may choose to substitute his Intelligence for tests based on either Strength or Agility. He may also use his Intelligence Bonus instead of his Agility Bonus when rolling for Initiative (see page 235 in the DEATHWATCH Rulebook). If he chooses, the GM may also give the player hints about alternative solutions to problems or intelligent ways of overcoming challenges that the Kill-team may have missed, to reflect his Battle-Brother’s ability to consider all angles of a dilemma.
++++++ Space Marine Organs: - Spoiler:
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 Perception based 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.
+++++++ Mode Abilities (Inherited from Iron Hands progenitor): Solo Mode Ability: Suffer No WeaknessType: Passive Required Rank: 1 - Effects:
Space Marines of the Argent Ultima (Iron Hands) Chapter find strength in bolstering their bodies with augmetics and bionics. Harnessing cold fury and hatred into their assaults, the Iron Hands are powerful warriors. Once per combat, the Battle Brother may select a single enemy. For the duration of the combat, the Battle-Brother gains the Hatred Talent against his chosen foe and gains a bonus to Damage equal to one-half (rounding up) of his unmodified Intelligence Bonus. Improvements:At Rank 3, the Battle-Brother gains the Sturdy Trait; the Battle-Brother must possess at least 4 cybernetics. At Rank 5, all Interaction Skill Tests used against the Battle-Brother suffer a –30 penalty; the Battle-Brother must possess at least 5 cybernetics. At Rank 7, the Battle Brother gains the Undying Trait; the Battle-Brother must possess at least 6 cybernetics. Note:For this Solo Mode Ability, The Flesh Is Weak Talent counts its level as an equal number of cybernetics. Thus, a Space Marine with The Flesh Is Weak 3 and 2 cybernetics would count as having 5 cybernetics for the purposes of this Solo Mode Ability. Sturdy: Sturdy creatures are hard to move and thus gain a +20 bonus to tests made to resist grappling and uses of the Takedown Talent. Undying: This creature has a strange and ill understood physiology. It cannot be harmed by diseases, poisons, or toxic effects. It has no need to breathe and can survive unaided in a vacuum.
Squad Mode Ability: Attack Pattern: Ruthless AdvanceAction:Half Action Cost:2 Sustained:No - Effects:
The Iron Hands are renowned for their implacable methods of war, able to capture and hold ground in the face of superior numbers or inhospitable terrain. The Battle-Brother and those within Support Range may spend their Reactions to make a Full Move. This movement must be made towards the nearest enemy. The Space Marines using this ability are immune to pinning until the beginning of their next Turn. Improvement:If the Battle-Brother is Rank 4 or more, activating this ability becomes a Free Action. Defensive Stance: Strength of IronAction:Half Action Cost:2 Sustained:No - Effects:
The cold fury of the Iron Hands Space Marine Chapter makes them exceptionally good at holding ground, particularly in the face of enemy fire. The Battle-Brother and those in Support Range of him gain a +10 bonus to resist Fear and Cohesion Damage and add +2 to their Toughness Bonus when reducing Damage from ranged attacks. Improvement: If the Battle-Brother is rank 4 or more, the bonus to resist Fear and Cohesion Damage increases to +20, and the additional Toughness Bonus increases to +4.
+++++++ Cybernetics:-Mechanicus implants - Spoiler:
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 Circuitry 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.
- Exceptional Mind Impulse Unit (Distinction) - Spoiler:
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.
- Exceptional Augur Array (Techamrine-Respected) - Spoiler:
A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50m, though walls more than 50cm thick and certain shielding materials can block the scanner. In all cases their use requires concentration and a Half Action. Exceptional systems function as a full auspex and also allow re-rolls on Perception based Tests when using its functions.
- Masterwork Cerebral Implants (signature wargear, master) - Spoiler:
These grant the user the Unnatural Intelligence (x2) Trait and a +20 bonus to Logic and Lore Tests, thanks to the superior mental capabilities he now enjoys.
Re-roll failed Skill Tests made to use the item.
- Calculus Logi Upgrade (Techmarine) - Spoiler:
+10 on logic, linguistics and scholastic lore rolls.
Armour: Ranged Weapons (Accessories): |Class| Range |RoF |Dmg | Pen |Clip| Rld |Special| -Astartes Bolter (Fire slector) | Basic |100m | S/2/4 | 1d10+9 X |4 | 28 | Full | Tearing - Fire Selector:
A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.
-Astartes Bolt Pistol :|Pistol|30m |S/3/–|1d10+9 X |4| 14|Full|Tearing| -Frag grenades (3) |Thrown|30m |S/-/–|2d10 X |0| -|-|Blast (5)| -Krak grenades (3)|Thrown|30m |S/-/–|3d10+4 X |6| -|-|-| -Plasma Gun|Thrown|30m |S/-/–|1d10+12 X |10| 24|4 Full|Volatile, Maximal| (Resembles phase plasma fusil) Melee Weapons (accessory) | Class | Dmg |Pen |Special |-Astartes combat knife |Melee | 1d10+10 R |2 | –| -Astartes Servo-Arm |Melee | 2d10+14 I |10 | –| -Astartes Power Sword |Melee | 1d10+16 I |6 | Balanced, Power-field| Gear:-Repair Cement -Argent Panoptic-Helm +++
Last edited by Wendigo Bob on Sun Aug 14, 2022 4:53 am; edited 113 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Fri Aug 17, 2018 4:40 pm | |
| Renown: 39 XP: 35150/35,300 XP Expenditure: (Advanced Specialty; <REDACTED>; Forge Master 2000 XP) Characteristics Toughness (1-200, 2-500) Intelligence (1-200, 2-500, 3-1000) Strength (1-200) Forging the bond (500)
Rank 1: -Lignuistics (deathwatch)-(Trained-200) -Lignuistics (inquisition)-(Trained-200) -Trade (armourer) (Trained 600) -FL (adeptus mechanicus) (Trained 400)
Signature wargear (TBD) (500)
Rank 2: -Awareness (+10%, 300) -Linguistics (Techna-Lingua) (+10%, 200) -Trade (armourer) (+10%, 400) -Logic )Trained, 400) -Command (300) -Demolition(400) Luminen Charge (500)
Rank 3: -Linguistics (techna-lingua) (+20%, 200) -Trade (armourer) (+20%, 400)
Weapon-Tech (600) Signature Wargear (Master, Cerebral implants) (1000) Infused Knowledge (1000)
Rank 4: -FL (<Redacted>) 200 -FL (Legends) 200 -Cyphers (<Redacted>) 200 -Evaluate 200 -Inquiry 200
Talents: Armour Monger 500
Chapter Advances: Skills: -Forbidden Lore (archeotech) (Trained-200) -Tech-Use (+10%-400)
Talents: -Autosanguine (200) -The flesh is weak (1-500, 2-500) -Total Recall (200) - Peer (Adeptus Mechanicus) (300) Deeds: Return to Duty (400) Scion of Mars (500)
Small add, Tactics: Tech-warfare: This study is about using and defeating technological tactics. This includes: -Tactical Techsorcism -Electronic warfare -Logis-network warfare -Non-destructive technological support deployement (Shields, power generatoria, communication, etc.)
Last edited by Wendigo Bob on Sun Aug 14, 2022 4:53 am; edited 5 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Fri Aug 24, 2018 2:57 pm | |
| Chapter Trapping, Argent Panoptic-helm:The Calisota sector, home of the Argent Ultima, is an unusual place. The tech-priest there claim that in the sector, the machines “sing”, hymns of joy, hymns of labor, hymns of power that the local mechanicus call the “Choir Mechanic”. This choir, strong and powerful in Calisota, is weak and forlorn elsewhere; whispered odes and elegies that speak of pain and grim duty, that none save the most sensitive can even perceive. As much of the rituals of the Argent Ultima are built around the Choir Mechanic, it is very painful for them to be away from it, and thus they never leave the sector. For those astartes called to the Deathwatch, the Choir Master (chapter master) provides a series of plans to build the Argent Panoptic-helm. These silver, faceless helms augment the power armor autosenses specifically to enhance the hearing of the Choir Mechanic; for even a dour elegy is better than no hymns at all. As is the case with all Argent Ultima equipment, the helm is polished to a mirrored, chrome-like sheen; its faceplate is a one-way mirror of argent design strong as adamantine. When the helm is active, glowing technogramattic wards appear showing a faint outline of the helms utilities. For out-of combat situations, the sensory-augmenting parts of the helm can be separated, though their presence is always obvious. In-game effects:The helm augments the battle-brother’s sensitivity to machines. The player gains a +10 to perception checks related to machines. This includes detecting & analyzing machines, as well as detecting creatures with the Machine trait.
Last edited by Wendigo Bob on Sat Aug 25, 2018 7:38 am; edited 1 time in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Sat Aug 25, 2018 7:27 am | |
| Appearance Height: 8’ 0" Eyes: Silver-Grey Hair: Completely Bald Complexion: Pale grey skin, unusually reflective Quirks: Somewhat distracted affect, always listening to the Choir Mechanic. He is otherwise a very calm and secretive individual. He gets extremely incensed when people disrespect machine-spirits. His voice has an odd cadence and accent, as if his first language where techna-lingua. He also lack large sequences of his history, removed through hypno-conditioning, due to his experiences with the Ordo Xenos. Sapiens is a heavily-cyberneticised space marine. Save for a few battle scars, his body is relatively unmarred, as most of his cybernetics are internal. He also wears the sound-amplifying parts of his helm even out of battle, to better be able to hear machine spirits In battle, he tends to be very calm and focused on the task at hand, seeing battle as a game of n-dimensional chess. He favors asymmetrical tactics to maximize enemy harm and minimize ally harm, eschewing traditional “charge first” tactics in favor of traps, sabotage, enemy manipulation and use of the environment. He also is a follower of the so-called “Hexcalandrax doctrine”, developed during the 2nd Calisotan crusade, which states “Fight without emotion, pleasure, savagery, or courage, as these seem to feed our enemies (at the time mostly Orks and khornate cultists). To achieve victory, one must fight for duty, must fight with wisdom, and must remain collecte at all times”. When not in combat, Sapiens can be found in his forge, working to repair his weapons & armour or creating new ones; it is a fundamental Argent Ultima belief that one must make as many of their own weapons as possible. He can also frequently be found connected to cogitator or searching through librariums seeking things he has not yet learned. On some occasion, he may be seen repairing a machine or mechanism in his environment, to ensure that the Choir Mechanic is as harmonious as possible (difficult with the sad, dutiful machines of the galaxy outside the Calisota sector).
History: Born among the primitive tribes of the death-world of Skaros Ialysos, he was always fascinated by the myths & legends of the tribe, in particular those of the Silver Gods who whisked away the wisest and strongest to fight alongside them in heaven. One day in his youth, he started hearing a strange song whispering in the wilds. With great difficulty he followed it; eventually reach the legendary Argent Pillar, the fortress-monastery of the Argent Ultima. The guards, seeing a mere barbarian child had been able to follow the Choir Mechanics, recruited him immediately as a novice. Due to his inherent talent with machines, he became a techmarine, studying for several decades on the forge-world of Skaros, learning the knowledge of all twelve branches of the Magos. Shortly after his training was finished, he began his tour of duty with the 4th choir (company), fighting orks & khornate cultists during the 3rd calisotan crusade. His talents at detecting & using archeotech led his company to many victories, as he discovered martial artifacts of great power & majesty. This eventually led to his promotion to the 1st choir, stationed on his homeworld of Ialysos. There, his time was mainly spent on active missions to assist the Magos Juris, destroying hereteks & finding (and purifying) archeotech all over the sector. A mission to assist an explorator team in the <REDACTED> of Skaros Aeros revealed strange secrets to him, and allowed him the honor of recovering an STC printout of <REDACTED>. It is at that time he attracted the attention of the Ordo Xenos for his discovery of <REDACTED> on Skaros Aeros. He was seconded to them, and spent several decades in their serves at Watch-fortress Excalibris. While there he faced a bevy of Xenos races, though Sapiens and the inquisitors he followed sought out <REDACTED>. Shortly before he was to take his leave and return to the Argent Ultima, an Omega Crimson class summons came, ordering him to report to Watch-Fortress Erioch with all haste but no other details. He quickly assembled his wargear (including a near-complete set of self-made artificer armor) and servants and made haste on the first courier-corvette heading to the Claixis sector, then to the Jericho reach. As he prepares to disembark at watch-fortress Erioch, he wonders why he has been called such a long way…
Last edited by Wendigo Bob on Mon Sep 03, 2018 5:45 pm; edited 2 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Sun Aug 26, 2018 4:12 am | |
| Guntram, the War-Raven (Corvus Blackstar) Built in his early years in Fort Excalibris, Guntram is a young, aggressive machine-spirit, canny but still unwise. This has not been helped by Sapien's tendency to "spoil" his metal child with the finest care and attention, even attempting to teach its learning algorithms the basics of logis-prophecy combat. Like all corvus blackstars, no other could dare interfacing with it without risking decerebration. Nonetheless, it has acquitted its duties honorably; similar to land raiders, it has periodically acted independantly; in its most exceptional case, it refused orders and, dodging through an entire dark eldar slaver-fleet, managed to save Sapiens and his kill-team who had been heavily pinned down. Artisan Eritrea Triangulum The forge-world Skaros has very close ties to the Argent Ultima, and sometimes offers to it’s most promising the opportunity to gain knowledge in service of the chapter. Tech-priest artisan Eritrea Triangulum is one such person, having been seconded to Sapiens Ialysos for the last half-century. She serves mainly as an assistant in endeavors of craft, maintains Sapien’s technological equipment when he is unable to and as spiritual council in matters of the cult mechanicus. While she originally believed this posting a punishement to prevent from rising further in the mechanicus hierarchy, she has gained access to realms of knowledge previously unseen while serving the Argent Ultima. She has accepted that Sapiens is the one most likely to lead her to new and unhear-of technologies, or to the mysteries of the dark age. She has learned to tread lightly around space marines and inquisition members, who often react violently to her instinctive pursuit of the Quest for Knowledge. Genetor Saembra DeVerres Tasked with servicing Sapien’s “Machine of flesh”, Saembra has served the Argent Ultima since before Sapiens was born. She even participated in the process of Sapien’s augmentation. As she started approaching the maximal age of even a heavily augmented human, she was excluded by the other Priest-Servants of the chapter due to her lack of significant achievements. When Sapiens first joined the Calisotan Deathwatch, he invited her to follow, and she has since become a useful (if slightly senile) assistant to him. Her diminishing perception has given her a somewhat cold and detached demeanor. She is Sapien’s oldest living friend, and has managed to instill in him a great respect for the so-called “Machine of flesh”, attempting to make him realize that the flesh is not weak; it is that steel & flesh together are stronger. The Assembly Brothers A trio of assembly servitors tasked with attaching and removing Sapien’s power armor appear almost (but not quite) identical, which led to them being nicknamed “brothers”. They are otherwise perfectly ordinary servitors with no other skills or abilities. Mapmaker X129901 Calligraphus Servitor Initially found in a dark-age ruin during a strike against Xenos pirates, Sapiens ensured the purity of the servitor and brought it back into service. While the servitor traditionally acts as an average calligraphus servitor, it has shown an unusual skill at map-making. Sapiens has some suspicion there may be hidden technology in the servitor, as it shows an almost prescient capacity in adding information to maps that he himself did not know he needed. Bobert and Zobert, servo-skulls (If I ever bring on a mission, will pay for with requisition) Recovered from a now-dead inquisitor of the ordo xenos (who gave them these odd names apparently locked into their programming), these servo-skulls have been heavily modified for stealth & perception. With delta-grade concealment protocols, Z-nect soundless antigrav engines and an elaborate auspex array, these servo-skulls have served as Sapien’s faithful scouts.
Last edited by Wendigo Bob on Mon Jul 18, 2022 5:58 pm; edited 1 time in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Mon Aug 27, 2018 5:07 pm | |
| Artificer Armor (WIP, for future, will be had once the signature wargear can be afforded) AP: 12 History: Last Survivor, Blood of those who came before (Renamed Blessing of the Omnissiah, Remembrance of those who came before) - History Rolls:
Blessing of the OmnissiahRare are those artificers who manage true perfection in the service of the omnissiah. Those who manage to craft with a skill equal or greater than those of the dark age of technology are said to be blessed, as the omnissiah provides them with the good fortune to continue the quest for knowledge. Remembrance of those who came beforeAs a techmarine, the astartes feels not just the death of battle-brothers, but the death of every machine-spirit as well. This armor is marked by a piece of every machine that has died in service alongside the techmarine, reminding him of his duty both to man and machine, that he never again fear death.
Last edited by Wendigo Bob on Sat Sep 08, 2018 3:51 pm; edited 1 time in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Wed Aug 29, 2018 5:28 pm | |
| Sapiens Ialysos service badges Distinguished service badge, Fort ExcalibrisHis first secondment, Fort Excalibris is the closest to his home sector. Originally recommended for secondment by an Ordo Xenos inquisitor Alphas Das Gupta for <REDACTED BY INQUISITORIAL AUTHORITY>, he has served faithful for the last two decades. Due to inquisitorial redaction, this is the only sign he has been allowed to keep of his time there. Distinguished service badge, Third Calisotan CrusadeStarted in 723M41, the third Calisotan crusade had as an over-arching goal to eliminate those last few Orkish and Chaotic forces rimward of the core of the sector. While it has (for now) been successful, losses have been heavy, leading to the death of the Argent-Ultima chapter master and countless human lives. Distinguished service badge, Battle of Prandius PhallThe battle of Prandius Phall was considered one of the most gruesome episodes of the third Calisotan crusade. Originally a world of no importance, far from trade routes, with a small tribal population and no known resources, it was nonetheless assaulted by a large group of Skaros Skitarius. The locals put up a spirited resistance, and called in various allies they had within the forces of Chaos. This led to reinforcements from the imperial guard, and everything snowballed from there, with the Skaros Mechanicus refusing any plan that involved retreating from the world. At great cost, the planet was won, but millions died for a world most would consider worthless. Army badge, Skaros SkitariusDuring the battle of Prandius Phall, Sapiens served alongside a great many battalions of Skitarius, the inspirational presence of the children of the Omnissiah leading them to ever-greater victory.
Last edited by Wendigo Bob on Sat Sep 08, 2018 4:21 pm; edited 3 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Fri Aug 31, 2018 1:58 pm | |
| THE BOX (No numerical advantage, pretty much just for fluff purposes) As a techmarine and armourer, Sapiens has always had a significant amount of tools built over his long life. When he was first sent to the deathwatch this presented him with a conundrum, as his travels in service often made it impossible to transport what was required on his person alone. To ease transportation, Sapiens created The Box. Made to ressemble a standardized munitorum shipping container, the box unfolds (into a space corresponding to a Z37 standard imperial berth) showing all the many tools needed to create and repair almost anything a space marine might need. While still too massive to be used in the field, it is easily used on even the smallest warp-capable transport vessels. As time passed, and his interest in advancing his trade and in pushing the boundaries of Logis-prophecy combat he integrated many new modules. These include: -The Logis-Vault: due to the inherent lack of security in the Noosphere, Sapiens created a high-security logis-vault to keep his accumulated combat data secure. Unlike most devices, it can only be communicated with through direct MIU interfacing, and it’s machine spirit reacts violently to any other than Sapiens who attempt to acces it. -Active hypno-sensorium tube: Sapiens spends an average of 4 hours every day in this tube filled with a clear gelatin-like substance, absorbing endless hours of combat video and audio. This is his training, absorbing the knowledge and experience of as many combats as possible. -The Argent Panoply: Due to his position as choir-leader, Sapiens believes it is critical that he has intimate knowledge of the machine-spirits of his equipment. For that reason, he has crafted most of his own weapons & armor, that shine as polished silver. While he does not use equipment unauthorized by the watch-captain, he always favors his own equipment. The panoply also includes his almost-complete Artificer armor, which he has been working on for decades. He is nearing completion, with only the last few adjustments and optimizations required for regular use.
Last edited by Wendigo Bob on Sat Sep 08, 2018 3:03 pm; edited 1 time in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Sun Sep 02, 2018 4:56 pm | |
| Zobert servo-skull (will be a fairly standard requisition on my part) | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Thu Sep 06, 2018 2:18 pm | |
| Requisition
Current Loadout Rt Hand- Lt Hand-
Backpack: 1- Ammo Bag (Kraken Bolt Magazine, Bolter magazine. Plasma Magazine, Plasma Magazine) 2-
Chest *ammo vest: 1- Krak Grenade 2- Krak Grenade 3- Krak Grenade 4- Frag grenade 5- Frag grenade 6- Frag grenade
Belt: 1-Plasma Magazine 2- Kraken Bolt Magazine 3- Bolter magazine 4- Kraken Bolt Magazine 5- Bolter magazine 6- Power Sword Hilt
Thighs: 1- Bolt pistol 2- Bolt pistol Magazine 3- Bolt pistol Magazine 4- Bolt pistol Magazine
Greaves: 1-Combat knife 2- | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Wed Jan 02, 2019 5:49 am | |
| With the added 500 XP, bought Forging the bond | |
| | | Hydrako Senpai
Posts : 991 Join date : 2017-10-20 Age : 36
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Wed Jan 02, 2019 12:09 pm | |
| I think you need to do a mission with Draco before that can be purchased. So it reflects time spent together and getting to know one another. Kind of like a social cotillion | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Wed Jan 02, 2019 1:46 pm | |
| - Hydrako wrote:
- I think you need to do a mission with Draco before that can be purchased. So it reflects time spent together and getting to know one another. Kind of like a social cotillion
You are probably right. But I have nothing else urgent to spend it on, so the XP will be reserved for the talent the moment it works | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Mon Mar 04, 2019 5:05 pm | |
| Current mission requisition (75): -Power Sword (20) -Plasma Gun (20) -Astartes Omni-tool (25) -Pict-recorder (5) -Kraken Round Magazine (x3) (5)
Mission 5.3 -5 Kraken rounds -13 plasma rounds | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Wed May 06, 2020 3:59 pm | |
| - Wendigo Bob wrote:
Name: Sapien Ialysos Chapter: Argent Ultima Rank: 4 Specialty: Techmarine
- Chapter Demeanor:
While all Space Marines utilise wargear that the vast bulk of Humanity regard as a work of technological marvel, some have access to the most arcane and revered of weapons, armour and other devices. Such Chapters invariably maintain close links with the Adeptus Mechanicus, perhaps having served side by side with the servants of the Omnissiah in a past campaign, establishing common connections that both groups value. Through their training and their access to such marvels, the Battle-Brothers have developed a certain expertise in the use of advanced wargear and know how to get the best from such items. These brethren eschew simple weapons in favour of more complex ones, and when serving in the Deathwatch are ideal when the Kill-team is issued with specialised equipment or unusual items, especially those rendered up from the mysterious depths of the Omega Vault at the heart of Watch Station Erioch.
- Personal Demeanor:
Humanity is still a young race in the eyes of the ancient enemy, and but children when measured against the frightful age of the galaxy and its many wonders and horrors. The <REDACTED> have peered behind the curtain of time and seen the darkness which lurks beyond, an empty pit of nothing, which can consume the mind of man and drive him to madness. A Battle-Brother of the <REDACTED> knows that he is but a flicker of light in this darkness, the briefest spark of defiance against an enemy that is the very darkness itself and yet fights on regardless. All material foes will fall before the march of time, the turn of years bringing their accomplishments to dust, and are thus little concern when measured against the <REDACTED> and its progenitors. Under such stresses an ordinary man would give in to despair, unable to comprehend the ageless foe and reduced to madness by the scale of its evil. However, Battle-Brothers are the greatest warriors humanity has ever fashioned and cannot accept such weakness. Battle-Brothers of the <REDACTED> seem strange and distant at times, the knowledge behind their eyes unsettling even for members of the Inquisition who are used to the weight of terrible secrets. They have wandered into the dark places of the Jericho Reach, places where no man has ever set foot, to face horrors beyond a human mind’s ability to fathom or reason, and walked back out again. This can make members of the <REDACTED> seem distant and cold, the knowledge they hold making all other enemies seem mundane and common, of little concern and holding only the shadow of threat when compared against the terror and evil of the <REDACTED>. The secrets they keep can also be a weight driving a wedge between them and their Battle-Brothers, even those from their own Chapter who have not served with the <REDACTED>, the oaths of duty to their Chapter Master tainted by their oaths to the <REDACTED>, which keep them from speaking of the secrets of the <REDACTED>. <REDACTED> can also become infected with the shadow of death should they delve too often into the darkness of <REDACTED> or uncover too much lore about their foes. After a time the Battle-Brother becomes burdened with the knowledge that the <REDACTED> is older even that his entire race, and its long and bloody history is but a fl eeting moment in the roll of endless years. Filled with such thoughts, the Battle-Brother sees death in all things, and the decayed state he will eventually embrace. Men and women are walking corpses while even the greatest city is but a pile of rubble and ash; such is the destiny of all things.
Past Event: Lost in the depths Deeds: Return to Duty, Scion of Skaros (Mars) , <REDACTED UNDER INQUISITORIAL SEAL>
- Scion of Skaros:
Due to the isolation of the Calisota sector, the thought of actually going to mars is little more than a pipe dream for those of the argent ultime. For that reason, the techmarines of the argent ultima spend years (even decades) on the Shrine-world of Skaros Primus, an artificial world and masterwork of the machine-god. There, they are taught the many rites and litanies that will be essential in guiding the whole chapter in its worship of the Omnissiah.
Distinctions: <REDACTED UNDER INQUISITORIAL SEAL> Honours: Army Badges (3rd Calisotan crusade, Skitarius Skaros, Battle of Plandius Phall) *Honours irrelevant in jericho reach, just for background)
Goals: Short-term: -Determine why he was ordered to come to Watch-fortress Erioch(Achieved)
Medium-terms: - Complete his artificer armor (Inlcuding argent panoptic-helm) - Assemble a servo-harness
Long-term: - Construct a mastercrafted omnissian rod (signature wargear: hero objective)
- <REDACTED UNDER INQUISITORIAL SEAL> (Working towards Master of Secrets distinction)
- Unlocking the 4th seal of Logis-Prophecy (Working towards Jaws of intellect & Mental Ascension distinction)
WS 41 BS 42 (+10 with MIU) S ( 10 ) 42* (+20 with in Power Armor) T (12) 60+** (14 TB head/body) AG 41 PER 42 (+10 vs machines) WP 47 INT (12) 67+*** FEL 41 *Denotes Purchased Upgrade + Chapter Bonus
+++ Armor: Mark VII “Aquila” Armor; Head: 9, Body: 13, Arms: 10, Legs: 10; +10 Autosenses. Armor Additions: Argent Panoptic-helm, Servo-arm, Exceptional MIU Power Armor History: Skills of the artificer (Destroyed & Rebuilt, +1 AP body, -1 head) Pain Suppressants: 6/6 +++ Wounds: 20/20 Fate Points: 3/3 Movement: 5m/10m/15m/30m (10m/20m/30m/60m) Crit Damage: 0 Fatigue: 0 +++ Solo Mode: -/- Insanity: 0/100 Corruption: 0/100 Battle Trauma: n/a Primarch's Curse: Mind over matter +++ Skills: Athletics (S) Awareness (Per) +10 (+20 with heightened/autosenses, +20 Auger Array) Command (Fel) (+10 vs deathwatch, Adeptus Mechanicus) Common Lore (Int) (+1 Dos, +20 connected to data-port/MIU, +20 Cerebral implants, reroll failed) - Adeptus Astartes - Deathwatch - Imperium - Tech - War - Cult Mechanicus **All common treated as known Demolition (Int) Dodge (Ag) Evaluate (Int) Forbidden Lore (Int) (+20 Cerebral implants, reroll failed) - Xenos (+10 talented) - Archeotech - Adeptus Mechanicus - Deathwatch - Inquisition - <Redacted> - Legends Inquiry (Inq) (+20 dataport/MIU) Intimidate (S) Linguistics (Int) (+10 calculus logi upgrade) - Chapter Runes - Deathwatch - High Gothic - Low Gothic -<Redacted> - Techna-Lingua +20 Logic (Int) (+30 Implants, +10 MIU, reroll failed) Navigation (Int) - Surface Operate (Ag) (+10 with MIU) - Ground Vehicles - Personal Parry (WS) Scholastic Lore (Int) (+1 Dos, +30 implants, reroll failed) - Codex Astartes **All scholastic treated as known Stealth (Ag) Survival (Per) Tech-Use (Int) +10 (+10 talented, +20 connected to Dataports/MIU) Tactics (Int) - Tech-warfare Trade (armourer) (Int) +20 +++
Talents:
- -Ambidextrous:
The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.
- - Astartes Weapon Training:
The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes.
- - Bulging Biceps:
The character 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.
- - Deathwatch Training:
All Deathwatch Space Marines automatically confirm any Righteous Fury results against alien enemies without needing to re-roll the Ballistic Skill Test or Weapon Skill Test.
- - Heightened Senses (Hearing, Sight):
The character gains a +10 bonus to any tests specifically involving this sense.
- - Nerves of Steel:
The character may reroll failed Willpower Tests to avoid or recover from Pinning.
- - Quick Draw:
The character 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.
- - Resistances (Psychic Powers):
The character gains a +10 bonus when making tests to resist the effects of this group.
- - Technical knock:
he character may un-jam any gun as a Half Action, but may only perform this rite on one weapon per Round. The character must touch the weapon to enact this rite.
- - 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.
- Mechadendrite Use (Servo-Arm)
- - Electro-graft Use :
This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port.
- - Autosanguine:
When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day.
- - Luminen Charge:
With a successful Toughness Test, the character may recharge or power machinery with his internal coils. This requires one minute of meditation and ritual incantation.
- - Weapon-Tech:
Once per combat, the Techmarine can enhance his weapon or seek out the weak points in an opponent’s armour, increasing the Techmarine’s deadliness. The effects of this mean that for one Round per combat encounter, a weapon personally wielded by the Techmarine from the Melta, Plasma, Power, or Exotic category increases its Damage and Penetration by an amount equal to the character’s Intelligence Bonus
- - Infused Knowledge:
The character treats all Common and Scholastic Lore Skills as Basic Skills. This Talent also provides a +10 bonus to any tests involving Common or Scholastic Lore for which the character already possesses the Skill.
- - The Flesh is Weak (2):
This Talent grants the character the Machine Trait with Armour Points equal to the number of times this Talent has been taken.
- Total Recall:
Mental conditioning or cranial augmentation enables the character to record and recall great amounts of information, effectively granting them a perfect memory. The character can automatically remember trivial facts or pieces of information the character might feasibly have picked up in the past. When dealing with more detailed, complex, or obscure facts, such as the exact layout of a defence network, the GM may require a successful Intelligence Test to recall the information.
- Forging the bond:
The Space Marine is gifted at adapting to the fighting styles and traditions of other Chapters, and while serving in the Deathwatch has forged strong bonds of brotherhood with his Kill-team. At Rank 1–3, the Space Marine may benefi t from the Squad Mode abilities specifi c to any other Chapter. When members of the Kill-team activate a Chapter-specific Squad Mode ability, the activating Battle-Brother can choose to allow any Space Marines from a different Chapter possessing this Talent to benefi t from the ability as well. If he chooses to do so, activating the Squad Mode ability costs an additional 3 Cohesion (total, not per Battle-Brother). At Rank 4–5, the Talent functions as above, but the cost is reduced to 2 additional Cohesion. At Rank 6–8, the Talent functions as above, but the cost is reduced to 1 additional Cohesion
- Signature wargear (Master, Masterwork Cerebral Implants, Skill reroll) - Peer (Deathwatch, Adeptus Mechanicus) - Talented (Forbidden Lore (Xenos)) - Talented (Tech-use)
Traits: - Unnatural Strength (x2) - Unnatural Toughness (x2) - Mechanicus Implants
- - Machine (2):
Machines do not breathe, are immune to the effects of a vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour Points apply toward fire damage.
- Unnatural Intelligence (x2) ++++++ Special Ability:
- Sharpening the mind's eye:
Choose one of these abilities at the beggining of a mission: Keen Marksmanship: The Battle-Brother chooses a single type of xenos (i.e. <REDACTED>, Tau, Tyranid, etc.) and, for the duration of the mission, may use his Intelligence characteristic instead of his Ballistic Skill when making ranged attacks against this chosen foe. In addition, the Battle-Brother adds his Intelligence Bonus to all ranged attack Damage against this type of xenos
Xenos anatomy: The Battle-Brother chooses a single type of xenos (i.e. <REDACTED>, Tau, Tyranid, etc.) and, for the duration of the mission, may use his Intelligence characteristic instead of his Weapon Skill when making melee attacks against this chosen foe. In addition the Battle-Brother adds his Intelligence Bonus to all melee attack Damage against this type of xenos.
Battle awareness: For the duration of the mission the Battle-Brother may add his Intelligence Bonus to the Armour Points of any cover he uses (or the cover of his Kill-team while they remain within Support Range of him).
Mental Fortress: The Battle-Brother may use his Intelligence characteristic rather than his Willpower when defending against psychic powers.
Heightened Knowledge: The Battle-Brother has set his focus on the obscure secrets of the <REDACTED> and for the duration of the mission gains a +20 bonus to all Lore: Forbidden and Lore: Scholastic Skill Tests.
++++++ Space Marine Organs:
- Spoiler:
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 Perception based 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.
+++++++ Mode Abilities (Inherited from Iron Hands progenitor):
Solo Mode Ability: Suffer No Weakness Type: Passive Required Rank: 1
- Effects:
Space Marines of the Argent Ultima (Iron Hands) Chapter find strength in bolstering their bodies with augmetics and bionics. Harnessing cold fury and hatred into their assaults, the Iron Hands are powerful warriors. Once per combat, the Battle Brother may select a single enemy. For the duration of the combat, the Battle-Brother gains the Hatred Talent against his chosen foe and gains a bonus to Damage equal to one-half (rounding up) of his unmodified Intelligence Bonus. Improvements:At Rank 3, the Battle-Brother gains the Sturdy Trait; the Battle-Brother must possess at least 4 cybernetics. At Rank 5, all Interaction Skill Tests used against the Battle-Brother suffer a –30 penalty; the Battle-Brother must possess at least 5 cybernetics. At Rank 7, the Battle Brother gains the Undying Trait; the Battle-Brother must possess at least 6 cybernetics. Note:For this Solo Mode Ability, The Flesh Is Weak Talent counts its level as an equal number of cybernetics. Thus, a Space Marine with The Flesh Is Weak 3 and 2 cybernetics would count as having 5 cybernetics for the purposes of this Solo Mode Ability. Sturdy: Sturdy creatures are hard to move and thus gain a +20 bonus to tests made to resist grappling and uses of the Takedown Talent. Undying: This creature has a strange and ill understood physiology. It cannot be harmed by diseases, poisons, or toxic effects. It has no need to breathe and can survive unaided in a vacuum.
Squad Mode Ability: Attack Pattern: Ruthless Advance Action:Half Action Cost:2 Sustained:No
- Effects:
The Iron Hands are renowned for their implacable methods of war, able to capture and hold ground in the face of superior numbers or inhospitable terrain. The Battle-Brother and those within Support Range may spend their Reactions to make a Full Move. This movement must be made towards the nearest enemy. The Space Marines using this ability are immune to pinning until the beginning of their next Turn. Improvement:If the Battle-Brother is Rank 4 or more, activating this ability becomes a Free Action.
Defensive Stance: Strength of Iron Action:Half Action Cost:2 Sustained:No
- Effects:
The cold fury of the Iron Hands Space Marine Chapter makes them exceptionally good at holding ground, particularly in the face of enemy fire. The Battle-Brother and those in Support Range of him gain a +10 bonus to resist Fear and Cohesion Damage and add +2 to their Toughness Bonus when reducing Damage from ranged attacks. Improvement: If the Battle-Brother is rank 4 or more, the bonus to resist Fear and Cohesion Damage increases to +20, and the additional Toughness Bonus increases to +4.
+++++++ Cybernetics: -Mechanicus implants
- Spoiler:
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 Circuitry 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.
- Exceptional Mind Impulse Unit (Distinction)
- Spoiler:
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.
- Exceptional Augur Array (Techamrine-Respected)
- Spoiler:
A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50m, though walls more than 50cm thick and certain shielding materials can block the scanner. In all cases their use requires concentration and a Half Action. Exceptional systems function as a full auspex and also allow re-rolls on Perception based Tests when using its functions.
- Masterwork Cerebral Implants (signature wargear, master)
- Spoiler:
These grant the user the Unnatural Intelligence (x2) Trait and a +20 bonus to Logic and Lore Tests, thanks to the superior mental capabilities he now enjoys.
Re-roll failed Skill Tests made to use the item.
- Calculus Logi Upgrade (Techmarine)
- Spoiler:
+10 on logic, linguistics and scholastic lore rolls.
Armour:
Ranged Weapons (Accessories): |Class| Range |RoF |Dmg | Pen |Clip| Rld |Special| -Astartes Bolter (Fire slector) | Basic |100m | S/2/4 | 1d10+9 X |4 | 28 | Full | Tearing
- Fire Selector:
A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.
-Astartes Bolt Pistol :|Pistol|30m |S/3/–|1d10+9 X |4| 14|Full|Tearing| -Frag grenades (3) |Thrown|30m |S/-/–|2d10 X |0| -|-|Blast (5)| -Krak grenades (3)|Thrown|30m |S/-/–|3d10+4 X |6| -|-|-| -Plasma Gun|Thrown|30m |S/-/–|1d10+12 X |10| 24|4 Full|Volatile, Maximal| (Resembles phase plasma fusil)
Melee Weapons (accessory) | Class | Dmg |Pen |Special | -Astartes combat knife |Melee | 1d10+10 R |2 | –| -Astartes Servo-Arm |Melee | 2d10+14 I |10 | –| -Astartes Power Sword |Melee | 1d10+16 I |6 | Balanced, Power-field|
Gear: -Repair Cement -Argent Panoptic-Helm +++ Renown: 30 XP: 26900/28,300 XP Expenditure: (Advanced Specialty; <REDACTED>) Characteristics Toughness (1-200, 2-500) Intelligence (1-200, 2-500, 3-1000) Strength (1-200) Forging the bond (500)
Rank 1: -Lignuistics (deathwatch)-(Trained-200) -Lignuistics (inquisition)-(Trained-200) -Trade (armourer) (Trained 600) -FL (adeptus mechanicus) (Trained 400)
Signature wargear (TBD) (500)
Rank 2: -Awareness (+10%, 300) -Linguistics (Techna-Lingua) (+10%, 200) -Trade (armourer) (+10%, 400) -Logic )Trained, 400) -Command (300) -Demolition(400) Luminen Charge (500)
Rank 3: -Linguistics (techna-lingua) (+20%, 200) -Trade (armourer) (+20%, 400)
Weapon-Tech (600) Signature Wargear (Master, Cerebral implants) (1000) Infused Knowledge (1000) Rank 4: -FL (<Redacted>) 200 -FL (Legends) 200 -Cyphers (<Redacted>) 200 -Evaluate 200 -Inquiry 200
Chapter Advances: Skills: -Forbidden Lore (archeotech) (Trained-200) -Tech-Use (+10%-400)
Talents: -Autosanguine (200) -The flesh is weak (1-500, 2-500) -Total Recall (200) - Peer (Adeptus Mechanicus) (300) Deeds: Return to Duty (400) Scion of Mars (500) | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> Thu Jul 07, 2022 5:12 pm | |
| XP expense, july 2022: 26900/29300 to 35100/35300
Forge-Master 2000 Distinction: Jaws of intellect 750
Tech-Use +20 400 Dodge +10 500 Int +5 1500 FL(archeotech) +10 400 FL(archeotech) +20 400 Operate (Spacecraft) 800
Archeotechnologist 750 Combat Formation 600
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| Subject: Re: Sapien Ialysos, Argent Ultima Choir-Leader (Techmarine) & <REDACTED> | |
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