[PC] Palus Maframe - Iron Hands Techmarine
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[PC] Palus Maframe - Iron Hands Techmarine
References: First Founding (FF), Deathwatch Core (DC), Rites of Battle (RB)
Name: Palus Maframe
Chapter: Iron Hands (FF pg 7)
Past Event: Clash of Vengeance (FF pg 10)
Chapter Demeanor: Iron and Hate (FF pg 9)
Personal Demeanor: Stoic (DC pg 32)
Specialty: Deathwatch Techmarine (DC pg 88)
Advanced Specialty: Deathwatch Kill Marine (RB pg 123)
Power Armour History: A Hero's Shame (RB pg 154)
Primarch's Curse: Steel over Flesh (FF pg 11) [Currently 0 penalty for character]
Stats:
1: +5 power armour history, +5 with 500 exp
2: +5 chapter, +5 power armour history
3: +5 chapter, +3 deed, +5 with 200 exp
4: -3 deed
5: +5 with 200 exp
6: +5 with 200 exp
Wounds: 21
Insanity: 0
Fate Points: 3
Skills:
Basic: Awareness, Barter, Carouse, Charm, Climb, Command [-10 from power armour], Concealment, Contortionist, Deceive, Disguise, Dodge, Evaluate, Gamble, Inquiry, Intimidate, Logic, Scrutiny, Search, Silent Move, Swim.
Trained: Awareness, Ciphers (Chapter Runes), Climb, Common Lore (Adeptus Astartes), Common Lore (Deathwatch), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Forbidden Lore (Xenos), Literacy, Medicae, Scholastic Lore (Codex Astartes), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Speak Language (Techna-Lingua), Tactics (Defensive Doctrine), Tech-Use, Tracking.
+10%: Tech Use [400 exp]
+20%: Tech Use [500 exp]
Talents:
Ambidextrous: No off-hand penalties.
Astartes Weapon Training
Bulging Biceps: Sem and full auto fire without bracing penalty.
Electro-Graft Use: +10 to common lore, inquiry or tech-use when connected to a data port
Heightened Senses (Hearing/Sight): +10 to awareness with those senses (or applicable test)
Killing Strike: Spend fate to make melee full attack unavoidable.
Logis Implant: Tech Use as reaction to get +10 to BS or WS until end of turn. T test or gain 1 fatigue. [500 exp]
Mechadendrite Use (Servo-Arm): Permits use as repair tool and weapon of the servo-arm
Nerves of Steel: Re-roll failed/recovery pinning tests.
Quick Draw: Ready pistols, basic and 1H melee weapons free action.
Resistance (Psychic Powers): +10 to resist.
Sprint: full move gets +agility bonus in metres. Run action I may double my movement. Take 1 fatigue if used 2 turns in a row.
The Flesh is Weak* (1/2/3=1,500 exp): Grants +1/level armor in all locations.
True Grit: 1/2 critical damage.
Two Weapon Wielding (Melee) [1,000 exp]: Permitted to make a full action attack with both hands at a -20 penalty to each attack using WS.
Unarmed Master
Traits:
Mechanicus Implants (+20 to resist airborne toxins and gas weapons)
Machine (3)*
Unnatural Strength (x2)
Unnatural Toughness (x2)
Power Armour
-+20 to str after bonuses
-dark sight
-immune to flash and stun grenades
-call shots=half actions
-+10 stacking to hearing and sight awareness
-built in vox
-built in magboots
-2 weeks w/out resupply
-basic weapons 1H no penalty
-hulking size, no bonus to be hit
--10 to tasks requiring delicacy
-environmentally sealed
Organs
-no blood loss
-no penalty to PER tests from being awake
-+20 vs poisons
-gain skill/skill group from devouring enemy
-re-roll failed suffocation, +30 vs gases & re-roll
-can enter suspended animation
-re-roll vs toxic weapons and toxins/poisons
-re-roll failed vs temp. extremes
-can spit acid
Other:
Improve Cover (Techmarine): Add armor = int bonus to cover as a full action.
One Man Kill Team (Kill Marine): Can enter squad mode without a squad.
Gene-Seed Anomaly (Deed, +300 exp)
Cybernetics:
Bionic Hand (Iron Hand, right arm exceptional): +10 to fine manipulation tests
Astartes Servo-Arm (Techmarine free): exceptional version added when becoming respected, 85 strength, +10 grapple
Mind Impulse Unit (Techmarine free): +10 to tech-use, pilot or drive when connected.
Augur Array (Added in mission 1 as a result of requisition): Concentration, half action, 50m - +20 to awareness, tech use to ID bio forms, gases or radiation.
Bionic Arm (left arm, exceptional added mission 5): +10 strength tests and any delicate manipulation.
Bionic legs (exceptional, added mission 5): +20 to jump. Sprint talent.
Weapons
[/u]
____________
Solo Mode:
_________
Squad Mode:
_________
Experience Tracking:
Rank: 2 (18,300 total)
Renown: 20 - Respected
USED
1,100 stats
900 skills
500 logis implant
1,000 two weapon wielding (melee)
1,500 flesh is weak
300 deed
1,000 kill marine
=6,300
EARNED
2,000 starting
1,000 kill marine
600 mission 1
750 mission 2
1,000 mission 3
950 mission 4
=6,300
Name: Palus Maframe
Chapter: Iron Hands (FF pg 7)
Past Event: Clash of Vengeance (FF pg 10)
Chapter Demeanor: Iron and Hate (FF pg 9)
Personal Demeanor: Stoic (DC pg 32)
Specialty: Deathwatch Techmarine (DC pg 88)
Advanced Specialty: Deathwatch Kill Marine (RB pg 123)
Power Armour History: A Hero's Shame (RB pg 154)
Primarch's Curse: Steel over Flesh (FF pg 11) [Currently 0 penalty for character]
Stats:
Weapon Skill: | 501|| | Ballistic Skill: | 542|| | Strength: | 525 |
Toughness: | 613|| | Agility: | 48 || | Intelligence: | 516 |
Perception: | 464|| | Willpower: | 40 || | Fellowship: | 41 |
2: +5 chapter, +5 power armour history
3: +5 chapter, +3 deed, +5 with 200 exp
4: -3 deed
5: +5 with 200 exp
6: +5 with 200 exp
Wounds: 21
Insanity: 0
Fate Points: 3
Skills:
Basic: Awareness, Barter, Carouse, Charm, Climb, Command [-10 from power armour], Concealment, Contortionist, Deceive, Disguise, Dodge, Evaluate, Gamble, Inquiry, Intimidate, Logic, Scrutiny, Search, Silent Move, Swim.
Trained: Awareness, Ciphers (Chapter Runes), Climb, Common Lore (Adeptus Astartes), Common Lore (Deathwatch), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Forbidden Lore (Xenos), Literacy, Medicae, Scholastic Lore (Codex Astartes), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Speak Language (Techna-Lingua), Tactics (Defensive Doctrine), Tech-Use, Tracking.
+10%: Tech Use [400 exp]
+20%: Tech Use [500 exp]
Talents:
Ambidextrous: No off-hand penalties.
Astartes Weapon Training
Bulging Biceps: Sem and full auto fire without bracing penalty.
Electro-Graft Use: +10 to common lore, inquiry or tech-use when connected to a data port
Heightened Senses (Hearing/Sight): +10 to awareness with those senses (or applicable test)
Killing Strike: Spend fate to make melee full attack unavoidable.
Logis Implant: Tech Use as reaction to get +10 to BS or WS until end of turn. T test or gain 1 fatigue. [500 exp]
Mechadendrite Use (Servo-Arm): Permits use as repair tool and weapon of the servo-arm
Nerves of Steel: Re-roll failed/recovery pinning tests.
Quick Draw: Ready pistols, basic and 1H melee weapons free action.
Resistance (Psychic Powers): +10 to resist.
Sprint: full move gets +agility bonus in metres. Run action I may double my movement. Take 1 fatigue if used 2 turns in a row.
The Flesh is Weak* (1/2/3=1,500 exp): Grants +1/level armor in all locations.
True Grit: 1/2 critical damage.
Two Weapon Wielding (Melee) [1,000 exp]: Permitted to make a full action attack with both hands at a -20 penalty to each attack using WS.
Unarmed Master
Traits:
Mechanicus Implants (+20 to resist airborne toxins and gas weapons)
Machine (3)*
Unnatural Strength (x2)
Unnatural Toughness (x2)
Power Armour
-+20 to str after bonuses
-dark sight
-immune to flash and stun grenades
-call shots=half actions
-+10 stacking to hearing and sight awareness
-built in vox
-built in magboots
-2 weeks w/out resupply
-basic weapons 1H no penalty
-hulking size, no bonus to be hit
--10 to tasks requiring delicacy
-environmentally sealed
Organs
-no blood loss
-no penalty to PER tests from being awake
-+20 vs poisons
-gain skill/skill group from devouring enemy
-re-roll failed suffocation, +30 vs gases & re-roll
-can enter suspended animation
-re-roll vs toxic weapons and toxins/poisons
-re-roll failed vs temp. extremes
-can spit acid
Other:
Improve Cover (Techmarine): Add armor = int bonus to cover as a full action.
One Man Kill Team (Kill Marine): Can enter squad mode without a squad.
Gene-Seed Anomaly (Deed, +300 exp)
Cybernetics:
Bionic Hand (Iron Hand, right arm exceptional): +10 to fine manipulation tests
Astartes Servo-Arm (Techmarine free): exceptional version added when becoming respected, 85 strength, +10 grapple
Mind Impulse Unit (Techmarine free): +10 to tech-use, pilot or drive when connected.
Augur Array (Added in mission 1 as a result of requisition): Concentration, half action, 50m - +20 to awareness, tech use to ID bio forms, gases or radiation.
Bionic Arm (left arm, exceptional added mission 5): +10 strength tests and any delicate manipulation.
Bionic legs (exceptional, added mission 5): +20 to jump. Sprint talent.
Weapons
[/u]
Name | | | Class | | | Range | | | RoF | | | Damage | | |Pen| | |Clip| | |Rld| | |Special |
Bolt Pistol | Pistol | 30m | S/3/- | 2d10+5 X | 5 | 14 | Full | Tearing |
Godwyn Bolter | Basic | 100m | S/2/4 | 2d10+5 X | 5 | 28 | Full | Tearing, Fire Select |
Frag Grenade | Thrown | SBx3 | S/-/- | 2d10 X | 0 | N/A | N/A | Blast (5) |
Krak Grenade | Thrown | SBx3 | S/-/- | 3d10+4 X | 6 | N/A | N/A | - |
Combat Knife | Melee | N/A | N/A | 1d10 + 2 R | 2 | N/A | N/A | - |
Servo-Arm | Melee | N/A | N/A | 2d10 + 16 I | 10 | N/A | N/A | Reaction |
____________
Solo Mode:
Ability Name| | |Type| | |Frequency| | |Length| | |Effect |
Burst of Speed | Activated | 1/session | 1 round/rank| | |Increase AGI bonus +2. |
Feat of Strength | Activated | 1/day | 1 round/rank| | |Increase unnatural str by 1 |
Suffer no Weakness | Passive | 1/combat | Single enemy| | |+1/2 int bonus dmg to enemy. |
_________
Squad Mode:
Attack Patterns| | |Action| | |Cost| | |Sustained| | |Effect |
Fire Support | Half/Free | 1 | Yes | No -20 for overwatch/suppressing fire. |
Tactical Advance | Half/Free | 1 | Yes | May use reaction for 'tactical advance' move. |
Tank Buster | Free | 1 | No | Member of team gets +2m/+5 BS for each assisting member. |
Fire for Effect | Half | 1 | Yes | Can use reactions for standard attack w/ ranged weapon. |
Bolter Assault | Free | 3 | No | Immediate charge move and standard attack w/ basic/pistol bolt weapon or grenade. |
Furious Charge | Free | 3 | No | Immediate charge and standard attack with melee weapon, may re-roll damage. |
Ruthless Advance | Half | 2 | No | Marine & team may use reaction to make full move towards nearest enemy. |
_________
Defensive Stances| | |Action| | |Cost| | |Sustained| | |Effect |
Tactical Spacing | Full | 1 | Yes | Kill team shares a reaction pool. |
Go to Ground | Reaction | 1 | No | After one marine hit free move up to agi bonus in m to cover. |
Regroup | Full | 2 | No | 2x agi bonus any direction, suffer no overwatch or supression fire. |
Soak Fire | Reaction | 2 | No | Divide semi/auto fire between 2 marines. |
Dig In | Full | 3 | Yes | Stationary marines gain 2x armour from their current cover. |
Strongpoint | Full | 3 | Yes | Call targets as reaction/free action, others get +20BS/WS, re-roll damage and reactions as standard attacks. |
Strength of Iron | Half | 2 | No | Marine & support range get +10 vs fear/cohesion and +2 T bonus. |
Experience Tracking:
Rank: 2 (18,300 total)
Renown: 20 - Respected
USED
1,100 stats
900 skills
500 logis implant
1,000 two weapon wielding (melee)
1,500 flesh is weak
300 deed
1,000 kill marine
=6,300
EARNED
2,000 starting
1,000 kill marine
600 mission 1
750 mission 2
1,000 mission 3
950 mission 4
=6,300
Last edited by Legendary on Wed Apr 08, 2015 12:14 pm; edited 25 times in total
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
GoldenThrone wrote:What tactics are you choosing?
Defensive Doctrine. Updated.
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
Can you add your MIU and other permanent gear onto the sheet too?
Re: [PC] Palus Maframe - Iron Hands Techmarine
GoldenThrone wrote:Can you add your MIU and other permanent gear onto the sheet too?
Added a cybernetics section. Will modify with any requisitioned cybernetics.
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
Updated with details on abilities and modes.
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
EXP: 600
Renown: 4
Not bad for an intro mission with 2 objectives.
Renown: 4
Not bad for an intro mission with 2 objectives.
Re: [PC] Palus Maframe - Iron Hands Techmarine
Updated equipment list (base equipment always taken).
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
Exp/renown for mission 2:
Exp: 750
Renown: 6
Renown bonus for defending humans (specifically the instance vs the Arbites with Calth), roleplay
You have 1350 unspent exp. You must spend 1000 (more than what you have already spent) to achieve rank 2.
Exp: 750
Renown: 6
Renown bonus for defending humans (specifically the instance vs the Arbites with Calth), roleplay
You have 1350 unspent exp. You must spend 1000 (more than what you have already spent) to achieve rank 2.
Re: [PC] Palus Maframe - Iron Hands Techmarine
Spent before mission 3: Strength (200 exp), Intelligence (200 exp) and Weapon Skill (500 exp) increase. Tech Use +10% (400 exp).
Total running tally, 1300 exp used. 50 remains.
Total running tally, 1300 exp used. 50 remains.
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
Add logis implant and tech use +20 (500 exp each, 1,000 total).
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
Experience tracking, rank and renown level added.
Note: As per text, the elite advance I will be selecting is Swift Strike at a cost of 1,400 experience. As I understand it I may learn it once I spend the experience.
Note: As per text, the elite advance I will be selecting is Swift Strike at a cost of 1,400 experience. As I understand it I may learn it once I spend the experience.
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
Correct. As soon as you have 1400 exp to spend you may spend it on Swift Strike.
Have you decided on the exceprional cybernetic you want? I recommend the servo arm, as it is the most costly. The other items you can acquire with less than 25 requisition.
Have you decided on the exceprional cybernetic you want? I recommend the servo arm, as it is the most costly. The other items you can acquire with less than 25 requisition.
Re: [PC] Palus Maframe - Iron Hands Techmarine
I am against the servo-arm upgrade since it would be replaced by the servo-harness. I am thinking about a regular arm. I did find in the post that I referenced in the OOC forum that servo-arm adds to my torso toughness for the purposes of cybernetics though.
Am I able to decide once you assign requisition?
Honestly, once I read the Omnissiah's Calling deed as errata'd, I wish I would have taken that instead of my genetic deficiency one. That's worked out a lot better for me, but still.
Am I able to decide once you assign requisition?
Honestly, once I read the Omnissiah's Calling deed as errata'd, I wish I would have taken that instead of my genetic deficiency one. That's worked out a lot better for me, but still.
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
Re: [PC] Palus Maframe - Iron Hands Techmarine
Altered expenditure. Take Two Weapon Wielding (Melee) for the listed price in text of 1,000 exp. Added to character sheet.
Legendary- Posts : 393
Join date : 2014-09-29
Age : 40
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