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 Kill Team Draco Squad Sheet

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Sylphilis
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Sylphilis


Posts : 2993
Join date : 2017-10-16
Age : 38

Kill Team Draco Squad Sheet Empty
PostSubject: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptySat Oct 21, 2017 6:13 pm

Team Sheet: Kill-Team Draco

XP Given: 14,475
Renown Given: 35


Oath: Oath of Loyalty
Codex Squad Modes:  Tactical Spacing, Regroup, & Soak Fire
Benefits: +1 Cohesion Challenge Rolls, +10 all Cohesion Tests
Marines in Squad Mode:

Reserve Requisition: 64


Cohesion:  9 (Starting: 9)
Unlocked Squad Modes:
Active Squad Mode:

Mission 5 Objectives
Primary:
Plumb the depths of the Mortis Thule (Veteran)
Secure the Archeotech device reported in Rumors (Veteran)
Classified (Veteran)
Secondary:
Find the whereabouts of Caedmon and Korsahn (Skilled)
Classified (Skilled)
Kill Master level enemies 0/12 (Veteran)
Kill Elite Level Enemies 6/25 (Skilled)
Tertiary:
Kill Troops level enemies 5/100 (Novice)
Classified (Veteran)




Mission 4 Objectives:
Spoiler:

Mission 3 Objectives:
Spoiler:
Mission 2 Objectives:
Spoiler:

Mission 1 Objectives:
Spoiler:


Soundtrack to the Apocalypse
Spoiler:


Last edited by Sylphilis on Fri Apr 07, 2023 10:26 pm; edited 19 times in total (Reason for editing : better)
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Sylphilis
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Sylphilis


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Kill Team Draco Squad Sheet Empty
PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptySat Oct 21, 2017 6:17 pm

Kill Team Chapter Specific Squad Mode Abilities


+++ When squad leader, per Defensive Genius, Lucius can use any of his squad-mate's chapter squad mode defensive abilities/Codex squad mode defensive abilities at -1 the normal cost. +++

+++ Per Forging the Bond, Draco members with this talent can also benefit from any other Chapter Squad mode ability (offensive or defensive) at +2 (rank 5) the normal cost. +++


Lucius, Novamarines
Defensive Ability: "Tactical Reassessment"
Action: Half
Cost: 2
Sustained: Yes
Effect: Part of having an adaptable combat doctrine is the ability to change tactics at a moment’s notice in the face of the enemy. If an attack has failed, the Battle-Brother may quickly change his stance or make a swift retreat or advance to place himself in a better position. When used as part of a squad, this ability allows the Kill-team to test an enemy’s defences and own attack strength by repositioning themselves or withdrawing as needed. The Battle-Brother and squad members within Support Range of him may spend their Reaction immediately after their turn (before another PC or NPC has acted) to reverse a move action he has just taken. The Battle-Brother immediately returns to the position he was at the start of his turn before he took any actions, just as if he had moved there normally. This ability has no effect if the Battle-Brother did not move voluntarily during his turn (such as if he was moved by a foe or an environmental effect) or if he can no longer return to his former position (it is now occupied by a foe or no longer exists having collapsed or drifted off into space, etc.). In the latter case, he will move back as close to his original position as possible along the route he took during his turn.
Improvement: At Rank 5 the Battle-Brother has more control over his movement and when using this ability may return to any point within 5m of his original position.

Offensive Ability: "Weak Spot"
Action: Half
Cost: 2
Sustained: Yes
Effects: Novamarines can use their extensive knowledge of foes to predict weak spots in their armour or venerable places on their hides. This information comes in handy when facing foes for the  first time with little or no actual experience in combat against them and only instinct and training to guide the way. The Battle-Brother and members of his squad within Support Range of him increase the bonus for Ganging Up by +10 and decrease the penalty for Called Shots by –10. In addition, Critical Damage inflicted by the Battle-Brother when making a Called Shot is increased by +2 after all other factors. If the Battle-Brother makes a Called Shot while Ganging Up on a foe he will receive both the bonus to his Weapon Skill and a reduction in the Called Shot penalty.
Improvement: At Rank 4 the Battle-Brother suffers no penalty when making Called Shots. At Rank 7 the Battle-Brother
increases the bonus Critical Damage from a called shot to +3.

+++++++


Hydrako, Carcharadons
Defensive Ability: "Bleed Them Dry"
Action: Free Action
Cost: 1
Sustained: Yes
Effects: The other half of the Carcharodon's strategy is the ability to withdraw quickly and completely if the battle goes against them, only to strike later. The Battle-Brother and all allies within Support Range do no suffer Attacks of Opportunity when leaving melee with an oppenet while this Squad Mode is sustainded.
Improvement: If the Battle-Brother is Rank 4 or higher, the Battle-Brother and all allies in Support Range gain a +20 to Agility while the Squad Mode is sustained in addition to aforementioned bonus. This improves thier Movement Speed, as well as any Agility-based Tests.

Offensive Ability: "Savage Finish"
Action: Full
Cost: 3
Sustained: Yes
Effects: The Carcharodons are known for their bloody hit-and-fade attacks, only committing when they are sure to have the advantage against the foe. When they commit, however, they destroy everything in their path. Whenever a Battle- Brother would gain the To-Hit bonus for outnumbering an opponent, he deals 5 additional Damage.
Improvement: If the Battle-Brother is Rank 4 or higher, activating this Ability takes a Half Action, and the additional Damage bonus increases to 10.

+++++++

Grimmr Fenrir, Space Wolves
Defensive Ability: "Pack Tactics"
Action: Free
Cost: 2
Sustained: No
Effects: Space Wolves are skilled at baiting an opponent or distracting an enemy at a critical time so that another Space
Wolf can attack unhindered. When a Space Marine attacks a single target, another Space Marine within support range may voluntarily give up an unused reaction to distract the target. If he does so, the first Space Marine’s melee or ranged attacks against that target may not be parried or dodged this turn.
Improvement: If the Battle-Brother is Rank 3 or more, Melee attack rolls against the target affected by this ability gain a +10 bonus.

Defensive Ability: "Counter Charge"
Action: Reaction
Cost: 3
Sustained: No
Effects: The Space Wolves are not ones to eschew the frenzy of melee, and will often meet an enemy assault with a charge of their own. When an enemy charges a member of the Kill-Team, the Battle-Brother or any of those in Support Range
may immediately make a Charge Move and Standard Attack against the charging enemy. The Counter-Charge is resolved before the charging enemy completes their attack.
Improvements: If the Battle-Brother is Rank 5 or above, the charging enemy (if it survives) must pass a Challenging (+0) Toughness Test or be Stunned, losing their attack.

Offensive Ability: "Tooth and Nail"
Action: Free
Cost: 2
Sustained: Yes
Effects: The animalistic nature and fighting style of the Space Wolves often gives them an edge in close combat where they may unleash their inner beast against their enemies. While this ability is in effect, the Battle-Brother and those in Support Range of him may re-roll all Opposed Tests in grapples, add an additional +10 to any bonuses for outnumbering foes in hand-to-hand, and add +10 to Dodge and Parry rolls against melee attacks.
Improvement: If the Battle-Brother is Rank 4 or more, the bonus to outnumbering and to Dodge rolls increases to +20.

Offensive Ability: "The Hunt"
Action: Free
Cost: 1
Sustained: No
Effects: The Wolves of Fenris hunt. If nothing else can be said of the Space Wolves’ way of war, it is that they hunt. With raw aggression tempered by ruthless cunning and surprising discipline, the Space Wolves are not the savage berserkers many take them to be, but rather circumspect and cruel predators, closing upon their foes intimidatingly, striking only at the moment their foe is at their weakest. The Battle-Brother may call the Hunt at the start of any combat, requiring a Full Action during his first Turn. The Battle-Brother and any of those in Support Range may immediately move up to their Agility Bonus in metres towards the enemy, and make a Challenging (+0) Intimidate Test. If one or more of these Tests is passed, any enemies attacked before the start of the Battle-Brother’s next turn suffer a penalty on all Dodge and Parry Tests equal to –5x the number of Intimidate Tests passed.
Improvements: If the Battle-Brother is Rank 4 or above, the Battle-Brother and those in support range may move up to
twice their Agility Bonus in metres.


+++++++


Khol, Raptors
Defensive Ability: "Swift Withdrawal"
Action: Reaction
Cost: 3
Sustained: No
Effects: When the squad has been surprised by an enemy, this ability can be used to disengage before combat truly begins.
The GM should make the Surprise attacks for the enemies (see page 235 of the DEATHWATCH Core Rulebook) then if the squad chooses to make a swift withdrawal, combat immediately ends and the squad makes a retreat. The GM should use his discretion to
decide whether retreat would be possible and where the squad would be able to retreat to. However, unless they would absolutely
not be able to withdraw from their foes or there is nowhere to run, the GM should allow the squad to disengage from combat without further attacks made against them.
Improvement: At Rank 5 the Battle-Brothers can each take a Half Action before making their retreat, which can be an attack against their foes.

Offensive Ability: "Clean Kill"
Action: Half Action
Cost: 2
Sustained: Yes
Effects: The Battle-Brother and members of his squad within Support Range can re-roll Ballistic Skill Tests when firing single shots (i.e. not semi or full auto fire) with ranged weapons at Long and Extreme ranges. Additionally, a member of the squad may act as a ‘spotter’ for another member, helping him to find targets and judge distances. Any member of the squad may “spot” for another as a Full Action, negating any penalties to his Ballistic Skill Test against a single target provided he only takes a single shot (i.e. does not use semi or full auto fire).
Improvement: At Rank 4 the Battle-Brother gains the benefits of re-rolls at Long and Extreme ranges with semi auto fire. At Rank 6 the Battle-Brother gains the benefits of re-rolls at Long and Extreme ranges with full auto fire. In both cases, the Battle-Brother may still only make single shots when benefiting from a spotter.

+++++++

Bleda, Destroyers
Defensive Ability: "Sudden Withdrawal"
Action: Full Action
Cost: 2
Sustained: No
Effects: The Battle-Brother may call for a Sudden Withdrawal, nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.
Improvements: If the Battle-Brother is Rank 5 or more, he may call for a Sudden Withdrawal as a Half Action instead of a Full Action.

Offensive Ability: "Swift Assault"
Action: Free Action
Cost: 3
Sustained: Yes
Effects: While this ability is in effect, the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.
Improvements: If the Battle-Brother is Rank 4 or more, then enemies attacked by the Battle-Brother or any other member
of the Kill-Team in Support Range suffer a –10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Astartes.

+++++++

Sapien, Argent Ultima
Defensive Ability: "Strength of Iron"
Action: Half
Cost: 2
Sustained: No
Effect: 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

Offensive Ability: "Ruthless Advance"
Action: Half
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.

+++++++

Spoiler:

+++++++

Spoiler:

+++++++

Spoiler:

+++++++

Spoiler:

+++++++

Spoiler:

+++++++

Spoiler:


Last edited by Sylphilis on Sun Oct 22, 2017 11:12 pm; edited 1 time in total
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Sylphilis
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Sylphilis


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Kill Team Draco Squad Sheet Empty
PostSubject: Cassiel   Kill Team Draco Squad Sheet EmptySun Oct 22, 2017 11:16 pm

Requsition

Grimnir:
Total: 117
Spent: 113
Pool: 4

Spoiler:


Last edited by Sylphilis on Sun May 07, 2023 11:18 am; edited 10 times in total
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Sylphilis
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Sylphilis


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Kill Team Draco Squad Sheet Empty
PostSubject: Bleda   Kill Team Draco Squad Sheet EmptySun Oct 22, 2017 11:17 pm

Bleda Requisition
Total: 117
Spent: 107
Squad pool: 10
Spoiler:


Last edited by Sylphilis on Tue Aug 30, 2022 11:10 pm; edited 5 times in total
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Sylphilis
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Sylphilis


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Kill Team Draco Squad Sheet Empty
PostSubject: Lucius   Kill Team Draco Squad Sheet EmptySun Oct 22, 2017 11:18 pm

Lucius Requisition
Total: 117
Spent: 127
Squad Pool: -10

Spoiler:


Last edited by Sylphilis on Sun May 07, 2023 11:19 am; edited 7 times in total
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Sylphilis
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Sylphilis


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Kill Team Draco Squad Sheet Empty
PostSubject: Serephan   Kill Team Draco Squad Sheet EmptySun Oct 22, 2017 11:18 pm

Requisition

Juros:

Total: 117
Spent: 130
Pool: -13

Spoiler:


Last edited by Sylphilis on Mon Oct 10, 2022 11:42 pm; edited 3 times in total
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Sylphilis
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Sylphilis


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Kill Team Draco Squad Sheet Empty
PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyWed May 30, 2018 2:53 am

Requsition

[size=150]Hydrako Requisition[/size]
Total: 117
Spent: 133
Squad Pool: -16
Spoiler:


Last edited by Sylphilis on Sun May 07, 2023 11:19 am; edited 4 times in total
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insane935
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Join date : 2017-11-05
Age : 30
Location : Los Angeles, CA

Kill Team Draco Squad Sheet Empty
PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyWed Aug 03, 2022 6:39 pm

Khol requisitions

Total: 117
Spent: 115
Squad Pool: +2
'Loadout':


Last edited by insane935 on Wed Aug 31, 2022 9:49 am; edited 1 time in total
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Sylphilis
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Sylphilis


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PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyTue Aug 30, 2022 11:40 pm

Requisition

Iovanus:
Total: 117
Spent: 35
Pool: 82
Spoiler:
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Sylphilis
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Sylphilis


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PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyTue Aug 30, 2022 11:43 pm

Requisition

Sapiens:
Total: 117
Spent: 120
Pool: -3

Spoiler:


Last edited by Sylphilis on Sun May 07, 2023 11:30 am; edited 1 time in total
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Sylphilis
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Sylphilis


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Kill Team Draco Squad Sheet Empty
PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyTue Aug 30, 2022 11:50 pm

Requisition

Ashmon
Total: 117
Spent: 107
Pool: 10

Spoiler:
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insane935
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insane935


Posts : 135
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Kill Team Draco Squad Sheet Empty
PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyMon Oct 10, 2022 9:35 pm

Sylphilis wrote:
Requisition

Juros:

Total: 117
Spent: 115
Pool: 2

Spoiler:
Correction

hellfire 2 clips for heavy bolter -60
kraken 2 clips for heavy bolter -40
lamps 2 -2
demolition charges -10
Signum Link-20

req used -130
Pulling from squad pool: -13
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Hydrako
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Hydrako


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PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyMon Oct 10, 2022 11:59 pm

Sylphilis wrote:
Requsition

[size=150]Hydrako Requisition[/size]
Total: 117
Spent: 133
Squad Pool: -16
Spoiler:

Just fyi, i did go ham and add a shoulder mounted grenade launcher as well since there was extra req. I think it's another 30? But that was IF we had spare in the pool
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Sylphilis
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PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyTue Oct 11, 2022 12:05 am

without that 30, we still have 64 in reserve.
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Hydrako
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PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyTue Oct 11, 2022 12:15 am

Hell yea
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Sylphilis
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PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptySat Oct 22, 2022 11:31 pm

Requisition:


Cassiel
Total: 117
Spent: 115
Pool: 2

Spoiler:
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Iron and Metal
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Iron and Metal


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Location : Where the sun settles in its final location

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PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyMon Nov 13, 2023 7:20 am

Question - How do we handle Juros' requisition/being on the team now that he's left? Are we allocating those points to the pool, which I believe is now at 66, or are we pretending as though they never existed?

Just curious.

_________________
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Sylphilis
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Sylphilis


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Kill Team Draco Squad Sheet Empty
PostSubject: Re: Kill Team Draco Squad Sheet   Kill Team Draco Squad Sheet EmptyMon Nov 13, 2023 9:21 pm

treating it as if he was there and died. So his gear can be divvied up as well.

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