Subject: Kill Team Draco Squad Sheet Sat 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:
Primary: Find the reason for the lack of Tyranid presence on Talena's descent -COMPLETE Classified Do not let the Soulless gain ascendancy -COMPLETE
Secondary: Classified Keep the Eldar Leadership Alive so long as they do not betray you -COMPLETE
Tertiary: Classified -COMPLETE
Mission 3 Objectives:
Spoiler:
Primary: Locate and evacuate Ironbound from Castobel - COMPLETE
Secondary: Keep Brother Ambrose from taking permanent Damage or dying - COMPLETE
Tertiary: Cassiel's hidden objective - FAILED Slay a synapse creature (Marius Avinicus objective) - COMPLETE Ensure all landing zones are taken successfully - COMPLETE
Mission 2 Objectives:
Spoiler:
Primary: Break the Xenos force Besieging Watch Station Antael Protect Watch Captain Andar Scarion from lasting harm Locate the Source of the Signal (Mortis Thule) - COMPLETE Locate the Gellar Field -COMPLETE Escape the Mortis Thule - COMPLETE
Secondary: Eliminate All Tau forces attacking the watch station Eliminate the Tau Commander Ensure the Watch station's future secrecy Secret Objective - Prevent half the crew of the Emperor's Gaze from dying at the galler field generator - COMPLETE Target of Opportunity - Investigate the Ork presence (Mortis Thule) Target of Opportunity - Investigate the Enigmatic Gate (Mortis Thule) Target of Opportunity - Investigate signs of Inquisitorial Involvement (Mortis Thule) Blow the Reactor on the unknown Ship - COMPLETE
Tertiary: Dario - Unity - Do not let cohesion get to 0 during any point in the mission. Finish the mission with half the starting cohesion Kor'Sahn - Vigilant - Learn the nature of the enemy. Obtain 25 kill markers. After each battle may make Scrutiny, Forbidden Lore, or -20 awareness test for 1 Kill Marker for DOS. 25/25 - COMPLETE Cassiel - Adamant - Let your actions speak for you. Do not fail a WP test during the mission. ***FAILED*** Hydrako - Vigilant - Learn the nature of the enemy. Obtain 25 kill markers. After each battle may make Scrutiny, Forbidden Lore, or -20 awareness test for 1 Kill Marker for DOS. 25/25 - COMPLETE Makradon - Secrets - Knowledge is power. Make 1 discovery of significant importance. - COMPLETE Serephan - Emperor's Wrath - Bring the righteous vengeance of the emperor down upon his foes. Gain 50 Kill markers. 33/50 Lucius - Unity - Do not let cohesion get to 0 during any point in the mission. Finish the mission with half the starting cohesion Caedmon - Trial - A Battle-Brother Endures. Do not burn a FP during the mission. ***FAILED***
Kill Markers: 1 for troop level enemy (or 5 magnitude); 3 for elite enemies; 5 for master enemies (vigilant objective) 1 for troop level enemy (or 5 magnitude); 5 for elite enemies; 20 for master enemies (Emperors Wrath objective)
Objectives: Primary Objective - End the Space Marine Conflict on Rheelas - Complete Secondary Objective - Assist the space marine forces with the conquest of rheelas - Complete
Mission: Take the Hellsmark Primary Objective: Kill the rebellion Leaders-Complete Secondary Objective: Secure Hellsmark-Complete Target of Opportunity: Terminate the signal-Complete
Soundtrack to the Apocalypse
Spoiler:
Mission 1:
Mission 2:
Mission 3:
Last edited by Sylphilis on Fri Apr 07, 2023 10:26 pm; edited 19 times in total (Reason for editing : better)
Sylphilis Admin
Posts : 3000 Join date : 2017-10-16 Age : 39
Subject: Re: Kill Team Draco Squad Sheet Sat 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:
Caedmon Defensive Ability: "Shield and Sword" Chapter: Storm Wardens Action: Free Cost: 2 Sustained: Yes Effects: While this ability is in effect, the Battle-Brother and those in Support Range of him can Parry attacks against those within 2 meters of them. In addition, any time a Battle-Brother benefiting form this ability is struck in melee, he may use his Reaction to make a Standard Attack with a melee weapon back at the creature which wounded him. Improvement: If the Battle-Brother is Rank 5 or more, all those affected by this ability gain +20 to Parry Tests.
Offensive Ability: "Lightning Strike" Action: Reaction Cost: 2 Sustained: No Effects: The Storm Wardens know well the doctrine of strike first, strike fast and practise this both in personal duels and their squad tactics. A Battle-Brother of the Storm Wardens Chapter may order a Lightning Strike at the start of any combat where neither side is Surprised. The Battle-Brother and those in Support Range of him immediately gain a Surprise Round just as if they had Surprised their foes. Improvement: If the Battle-Brother is Rank 3 or more, in addition to gaining a Surprise Round, both he and those supporting him may roll two dice and choose the highest when determining their Initiative for the following combat.
+++++++
Spoiler:
Kor'sahn Defensive Ability: "Unto the Anvil of War" Chapter: Salamanders Action: Full Cost: 3 Sustained: Yes Effects: A squad of Salamanders Space Marines in defence is an immovable object, standing resolute in the face of any foe or peril. Shoulder to shoulder, they are as unyielding as the adamantium anvils that sit in the hearts of their forges. While this ability is in effect, the Battle-Brother and those in Support Range of him gain a +2 Toughness bonus, though all those affected by this ability count their Agility Bonus as half its normal value (rounding up) for the purposes of movement. Improvements: If the Battle-Brother is Rank 5 or more, then the Battle-Brother and those in Support Range are also immune to Fear, Pinning and Stunning, and their movement rate is no longer reduced.
Offensive Ability: "Into the Fires of Battle" Action: Free Cost: 3 Sustained: No Effects: The Salamanders are relentless on the attack, pushing forward inexorably to crush their foes. When the Battle- Brother uses this ability, both he and those in Support Range may make an immediate Half Move and two Standard Attacks with any ranged weapon. Improvements: If the Battle-Brother is Rank 3 or more, then both Standard Attacks may be exchanged for a single Semi Auto Burst or Full Auto Burst.
+++++++
Spoiler:
Dario Defensive Ability: Exemplar of Stoicism Chapter: Imperial Fists Action: Free Cost: 1 Sustained: no Effects: In holding the line against seemingly impossible odds, the character assumes the mantle of an exemplar of duty, stoicism and sacrifice. In shrugging off wounds that would cripple even a mighty Space Marine, he inspires others to do the same. This Defensive Stance may be used by an Imperial Fists character that has sustained Critical Damage and kept on fighting. With this ability in effect, the Battle-Brother and those in Support Range may reduce the effects of any roll on any Critical Effects table by the Rank of the Imperial Fists character, to a minimum of 1. For example, if a Battle-Brother suffers result of 9 on Table 8-9: Energy Critical Effects – Body, a result which would kill him quite spectacularly, and the Imperial Fists character has a Rank of 3, his injury would be reduced to a result of 6, a serious, but survivable effect. Improvements: This Ability Cannot be Improved
Defensive Ability: Hold at All Costs Chapter: Imperial Fists Action: Full Cost: 3 Sustained: Yes Effects: The Imperial Fists hold numerous battle honours for actions in which they have held a strongpoint against the most horrific of foes, declaring they will die before relinquishing their position to the enemy. A Battle-Brother may issue the command to Hold at all Costs by nominating a specific terrain feature, fortification, or an area of cover up to ten metres in diameter. While this ability is in effect, the Battle-Brother and those in Support Range of him and within the nominated position are entirely immune to the effects of Fear. Improvements: This ability cannot be improved.
Offensive Ability: Unto the Breach Chapter: Imperial Fists Action: Full Cost: 3 Sustained: Yes Effects: For the Imperial Fists, a siege is not simply a military operation. It is the supreme test of courage, skill and resolve, the ultimate crucible of war. The veteran of a siege has tested himself in the fires of war and emerged an exemplar, a leader whose brethren will follow him into the most desperate of assaults, certain that by heeding his example they will emerge victorious. Unto the Breach may be used when the Kill-team is assaulting a fortified position held by an enemy, and may be activated as the Battle-Brothers close on the enemy position. With this ability in effect, the Battle-Brother and those in Support Range are entirely immune to the effects of Fear, and reduce the effects of any negative movement modifiers incurred during their charge by one level. Improvements: If the Battle-Brother is Rank 5 or more, he and all members of the Kill-team within Support Range also gain one “free” Fate Point for the duration of their assault on the enemy position (as determined by the GM).
Offensive Ability: Tactical Bolter Drill Chapter: Imperial Fists Action: Free Cost: 2 Sustained: no Effects: The Imperial Fists are every bit as effective in the attack as the most ferocious of their fellow Chapters. Rather than savagery however, their methods rely upon the precise application of firepower, selfless discipline and a refusal to accept that a foe cannot be taken down. With this ability in effect, the Battle-Brother and those in Support Range gain the benefits of the Bolter Drill Talent when firing bolt pistols, bolters, heavy bolters, and storm bolters. Improvements: If the Battle-Brother is Rank 3 or more, all Battle-Brothers benefiting from this ability gain a +10 to BS when firing a bolt pistol, bolter, heavy bolter, or storm bolter.
+++++++
Spoiler:
Seraphan, Blood Angels Defensive Ability: "Feel No Pain" Action: Free Cost: 3 Sustained: No Effect: Blood Angels fight on regardless of the damage done to them. Until the start of his next turn, the Battle-Brother and those in support range of him use the firey will of the Blood Angels to ignore their wounds and ffocus on the attack, halving all Damage (rounding up) after reduction for armour points and toughness bonus. While using this ability, however, such is the Battle Borther's rage they must not use a reaction to Dodge or Parry and must use an action with the Attack subtype. Improvement: The the Battle Brother is rank 5 or more the restrictions on using reactions to dodge or parry is removed.
Defensive Ability: "Conviction" Action: Free Cost: 2 Sustained: Yes Effect: Sanguinius shared the Emperor’s vision for the future of Mankind, and even knowing his own fate, stood to defend it with his final breath. The Blood Angels aspire to emulate Sanguinius’ sacrifice and his dream of hope for Mankind’s future, and will not shirk from the necessary sacrifices that a warrior must make to secure victory. The Battle-Brother moves to the fore, standing as a challenge to those who would act against the Imperium, and while this ability remains in effect, all enemy ranged attacks against any member of the Kill-Team except the Battle-Brother suffer a –20 penalty. Improvements: If the Battle-Brother is Rank 4 or above, enemies attempting to charge a member of the Kill-Team must pass a Challenging (+0) Willpower Test or be forced to select the Battle-Brother as their target.
Offensive Ability: "Fury of Sanguinius" Action: Free Cost: 3 Sustained: No Effect: The Blood Angels possess a fury on the battlefield that can turn them into wild beasts intent only on rending their foes limb from limb. A Battle-Brother of the Blood Angels Chapter may call out to his Primarch Sanguinius to strengthen his arm and fill him with rage against his foes. Until the start of his next Turn, the Battle-Brother and those in Support Range of him add +10 to their Weapon Skill, Strength, and Toughness, including any corresponding increases in Strength Bonus and Toughness Bonus. Improvement: If the Battle-Brother is Rank 4 or more the bonuses to Weapon Skill, Strength, and Toughness are increased to +20.
Offensive Ability: "Crimson Tide" Action: Full Cost: 3 Sustained: Yes Effect: Since the Great Crusade, the Blood Angels have had a reputation as fearsome shock troops, using a combination of speed, controlled fury and intimidation to crush enemy after enemy. This reputation itself is part of their strategy, employing the fear of their prowess as just another weapon in their arsenal. A Blood Angels assault is a swift and terrible thing, driving enemies back in terror even as their comrades fall to the blades of Sanguinius’ Sons. While this ability remains in effect, the Battle-Brother and those in Support Range gain the Fear (1) Trait (or, if they already have the Fear Trait, increase it by 1, to a maximum of Fear (3)) whenever they perform a Charge action. Improvements: If the Battle-Brother is Rank 4 or above, then the Charge Move of the Battle-Brother and those in Support Range increases to 4 x Agility Bonus, instead of the normal 3 x Agility Bonus.
+++++++
Spoiler:
Albrecht, Black Templars Defensive Ability: "Armour of Faith" Action: Free Action Cost: 2 Sustained: Yes Effects: Black Templars are among the most zealous and devoted of the Emperor’s chosen, turning aside even the powers of the warp with their faith. A Battle-Brother of the Black Templars Chapter may cloak himself and those around him in an Armour of Faith, usually by chanting prayers to the Emperor or singing battle hymns. While this power is in effect, the Battle-Brother and those in Support Range of him add +10 to all tests made to resist Psychic Powers and add +4 to their Toughness Bonus when reducing Damage from physical attacks from creatures with the Daemonic Trait and from Psychic Powers. Improvement: If the Battle-Brother is Rank 5 or more, the bonus to resistance tests increases to +20 and the bonus to Toughness Bonus increases to +8.
Defensive Ability: "Immediate Retribution" Action: Reaction Cost: 1 Sustained: No Effects: Whenever a team mate is in support range and hit by a melee attack the Templar may use his reaction to make a charge attack at the culprit adding +1 dmg/battle-brother in support range. Each time this ability is used the cohesion cost must be paid. Improvement: At rank 4 or above he may use Immediate Retribution if an ally is hit by a ranged attack.
Offensive Ability: "Holy Vengeance" Action: Half Action Cost: 2 Sustained: No Effects: The holy fury of the Emperor lives in the hearts of all Black Templars, awaiting the time when it will be unleashed upon his foes. Until the start of his next Turn, whenever the Battle-Brother and those in Support Range of him make a successful Standard Attack with a melee weapon (whether or not Damage is inflicted) they may immediately make an additional Standard Attack with that same weapon, against the same foe, as a Free Action. If this blow also hits, then they may make an additional Standard Attack and so on, up to a total number of extra attacks equal to their Agility Bonus. Improvement: If the Battle-Brother is Rank 4 or more, summoning the Holy Vengeance is a Free Action.
Offensive Ability: "Judgement of Sigismund" Action: Full Action Cost: 2 Sustained: No Effects: A Battle-Brother may invoke the Judgement of Sigismund upon a single enemy he can see, granting all others within Support Range a bonus to Damage rolls against that enemy equal to the Battle-Brother’s Willpower Bonus until that enemy is dead. Once the judged enemy is slain, this ability ends. Improvements: If the Battle-Brother is Rank 3 or above, he may invoke the Judgement of Sigismund again upon a different enemy as a Free Action and with no Cohesion cost as soon as the previous enemy is slain.
+++++++
Spoiler:
Makradon & Cassiel, Dark Angels/Guardians of the Covenant Defensive Ability: "Immovable Defense" Action: Full Cost: 2 Sustained: Yes Effects: Stubbornness is a valued trait among the Dark Angels, especially in battle where they seldom give ground to their foes even in the face of overwhelming odds. While this ability is in effect, the Battle-Brother and those in Support Range of him gain a +10 to all Ballistic Skill Tests, a +10 to all Dodge Tests, and an additional +4 Armour Points to all locations as long as they remain stationary.
Defensive Ability: "With Every Last Breath" Action: Free Cost: 2 Sustained: Yes Effects: While even a single Dark Angel still stands in defence of the Imperium, no enemy of Man shall be suffered to live. So resolute are they that even the most grievous of injuries will not cause them to falter. While this ability remains in effect, the Battle-Brother and those in Support Range may ignore the effects of Fatigue and cannot be Stunned. Improvements: If the Battle-Brother is Rank 5 or above, he and those in Support Range may also ignore the effects of any Critical Hit which does not cause gross physical trauma (loss of an eye or limb) or death.
Offensive Ability: "Sustained Suppression" Action: Free Cost: 2 Sustained: Yes Effects: Dark Angels are masters of holding their ground and have a keen understanding of the tactics of overlapping fields of fire and kill zones. While this ability is in effect, the Battle-Brother and those in Support Range of him may take actions normally while maintaining Overwatch, such as moving and making attacks. Improvement: If the Battle-Brother is Rank 4 or more, the test to avoid Pinning when caught in a kill zone created by him or those supporting him increases from Hard (–20) to Very Hard (–30).
Offensive Ability: "Angel's Wrath" Action: Full Cost: 2 Sustained: Yes Effects: The Dark Angels’ righteous disdain for their foes and their urgent fervour to demonstrate their devotion and loyalty to the Emperor makes them decisive and ruthless in battle. There are few things that can stand before so driven and focussed an assault. While this ability remains in effect, all attempts to Dodge or Parry the attacks of the Battle-Brother and those in Support Range suffer a –10 penalty. Improvements: If the Battle-Brother is Rank 4 or above, the penalty to Dodge and Parry Tests increases to –20.
Last edited by Sylphilis on Sun Oct 22, 2017 11:12 pm; edited 1 time in total
Last edited by Sylphilis on Sun May 07, 2023 11:30 am; edited 1 time in total
Sylphilis Admin
Posts : 3000 Join date : 2017-10-16 Age : 39
Subject: Re: Kill Team Draco Squad Sheet Tue Aug 30, 2022 11:50 pm
Requisition
Ashmon Total: 117 Spent: 107 Pool: 10
Spoiler:
req 117 spent 137, 20 from the pool Stummer - 5 chainsword -5 dipole mag-lock -5 De-tox -3 Resuscitex -15 injector-3 Diagnostor Helmet +10 Medicae Preysense no night time penaties+20 vision @ night -15 Fire Selector -2 kraken rounds -15 hellfire rounds- 25 metal storm -15 pain suppressants -10 astartes harnes 4 signum link -20
Terminator armour - 60 Storm shield - 35 Breaching augur - 18 Signum link - 20
Melta bomb - sig wargear Chainaxe - sig wargear master Frag x6 Krak x6
Current Loadout Rt Hand- Storm Bolter Lt Hand- Chainaxe
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
Sylphilis Admin
Posts : 3000 Join date : 2017-10-16 Age : 39
Subject: Re: Kill Team Draco Squad Sheet Tue Oct 11, 2022 12:05 am
Posts : 5293 Join date : 2017-10-15 Age : 38 Location : Where the sun settles in its final location
Subject: Re: Kill Team Draco Squad Sheet Mon 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?