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[PC] Palus Maframe - Iron Hands Techmarine

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[PC] Palus Maframe - Iron Hands Techmarine Empty [PC] Palus Maframe - Iron Hands Techmarine

Post by Legendary Mon Sep 29, 2014 1:29 pm

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:
Weapon Skill:501||Ballistic Skill:542||Strength:525
Toughness:613||Agility:48 ||Intelligence:516
Perception:464||Willpower:40 ||Fellowship:41
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]
Name    || Class || Range || RoF || Damage ||Pen||Clip||Rld||Special
Bolt PistolPistol30mS/3/-2d10+5 X514FullTearing
Godwyn BolterBasic100mS/2/42d10+5 X528FullTearing, Fire Select
Frag GrenadeThrownSBx3S/-/-2d10 X0N/AN/ABlast (5)
Krak GrenadeThrownSBx3S/-/-3d10+4 X6N/AN/A-
Combat KnifeMeleeN/AN/A1d10 + 2 R2N/AN/A-
Servo-ArmMeleeN/AN/A2d10 + 16 I10N/AN/AReaction

____________
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
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Post by GoldenThrone Mon Sep 29, 2014 2:31 pm

What tactics are you choosing?

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Post by Legendary Mon Sep 29, 2014 3:20 pm

GoldenThrone wrote:What tactics are you choosing?

Defensive Doctrine. Updated.
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Post by GoldenThrone Mon Sep 29, 2014 8:30 pm

Can you add your MIU and other permanent gear onto the sheet too?

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Post by Legendary Tue Sep 30, 2014 12:54 pm

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.
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Post by Legendary Mon Oct 06, 2014 3:53 pm

Updated with details on abilities and modes.
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Post by GoldenThrone Wed Oct 08, 2014 8:47 am

EXP: 600
Renown: 4

Not bad for an intro mission with 2 objectives.

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Post by Legendary Thu Oct 09, 2014 5:29 pm

Updated equipment list (base equipment always taken).
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Post by GoldenThrone Wed Nov 05, 2014 12:12 pm

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.

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Post by Legendary Mon Nov 17, 2014 12:15 pm

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.
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Post by GoldenThrone Wed Jan 07, 2015 10:27 pm

EXP: 1000
Renown: 6

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Post by Legendary Fri Jan 09, 2015 10:57 pm

Add logis implant and tech use +20 (500 exp each, 1,000 total).
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Post by GoldenThrone Thu Apr 02, 2015 8:32 am

Rewards- exp 950 renown 4

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Post by Legendary Sun Apr 05, 2015 6:59 pm

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.
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Post by GoldenThrone Sun Apr 05, 2015 10:08 pm

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.

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Post by Legendary Sun Apr 05, 2015 10:12 pm

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.
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Post by Legendary Mon Apr 06, 2015 11:07 am

Altered expenditure. Take Two Weapon Wielding (Melee) for the listed price in text of 1,000 exp. Added to character sheet.
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