Name: Cormac Height: 8’3 Weight: 380
Gender: Male Eyes: Blue Hair: Dark brown, Lighter Highlights
Chapter: Thundering Wolves Specialty: Librarian
Past: Bitter Vengeance
Chapter Demeanor: The Sons of Russ Personal Demeanor: Gregarious
Chapter Solo Mode: Wolf Senses
Armor History: A Fury Like Lightning, Mk 7 Helm
Cormac smiled, if to no one but himself, as he practiced with his sword. Men who had not been chosen would find the Space Marine's obsession with honing their already superhuman abilities, thinking the men of the Astartes something akin to gods, but the rune priest knew better than this. "Cormac, at your drills eh, perhaps a bit of exercise would do us a bit of good?" He knew the voice of his blood angel battle brother, Arkio, and his lips opened in to a most wolfish smile of joy as he turned and nodded with his sword held high in an almost entirely offensive pose. "Whenever you wish, brother Arkio.
"Look to your fore-there you shall see your foe. Blast him! With
bolt, flame, and plasma, lay waste to his body and shrive his very
soul. Do this so that your brothers may close upon their target, do it
because their very lives depend upon your deeds, do it because they
are your kin, and you are theirs, and you can never fail."
-Extract from the Apocrypha of Eons, Verse I, Chapter V
unarmed combat attacks do 1d10-3 + Strength bonus instead of 1d5-3. He does not count as unarmed, when making attacks against armed opponents. Unarmed attacks still count as having Primitive Quality
Favoured Son: re-roll any Fellowship Tests when dealing with either Space Marines or members of the Imperial armed forces. +1 to the Kill-team's Cohesion if the squad leader. This bonus to Cohesion remains active even when the Battle-Brother is not in Solo Mode.
Unrelenting Devastation: Squad Mode: On successful heavy weapon attack deal additional 1d5 damage to the Horde's Magnitude. Stacks with ther additional damage dealt to the Horde.
Secondary Heart/Ossmodula/Biscopea/Haemastamen: Gain Unnatural Strength & Toughness Traits Larraman's Organ: Does not suffer from Blood Loss. Castalepsean Node: No penalties to Perception based Tests for extended periods without rest. Preomnor: +20 to Toughness Tests against ingested Poisons. Omophagea: Gain Skill or Skill Group by consuming a portion of an enemy. Multi-Lung: Re-roll failed Toughness Test for drowning or asphyxiation. +30 to Toughness Tests to resist gases and may re-roll the failed results. Occulube & Lyman's Ear: Gain Heightened Senses (Hearing & Sight) Trait. Sus-an Membrane: Zygote not functional Oolotic Kidney: Re-roll failed Toughness Tests to resist Poisons & Toxins including Attacks with Toxic Quality. Neuroglottis: Detect any Poison or Toxin by taste with successful Awareness Test. Gain +10 to Tracking Tests against Target you have tasted. Mucranoid: Re-roll failed Toughness Tests caused by extreme temperatures. Betcher's Gland: Zygote not functional Progenoids: Retrieved with successful Medicae Test. Black Carapace: While wearing Power Armor enemies do not gain bonus to Hit due to Size.
Servo-Augmented Musculature: +20 Strength. Auto-senses: Dark Sight, immune to Photon Flash & Stun Grenades; Called Shots are Half Actions; +10 to Sight & Hearing Awareness Tests. Built-in Vox Link. Built-in Magboots. Nutrient Recycling: Operate 2 Weeks without re-supply. Recoil: Suppression: May fire Basic weapons 1-Handed without penalty. Size: Hulking (Black Carapace means no bonus for enemies to attack). Poor Manual Dexterity: Delicate tasks suffer -10 penalty, unless using equipment designed for Space Marines. Osmotic Gill Life Sustaner: Armor is environmentally sealed when wearing Helmet.
Martialis was born on the desert agri-world of Quintarn. As one of the agri-worlds known as the the planets and one of the words of Ultramar governed over by the Ultramarines the youths of Quintarn, including Martialis were trained and prepacked for the slim chance of being selected for induction as a neophyte of the Ultramarines.
Eh...i decided to switch from my assault marine character to an apothecary. i had poor ws and s, and there a more effective assault marine application here i see. An apothecary would probably be needed more. Keeping all my rolls from the character rolls page Name: Brother Artemis Marr Specialty: Apothacary Home Chapter: Imperial Fists Personal Demeanor: Sons of Dorn Deed (if any): None Demeanor: Taciturn Armor Mark: Mark 6
Based on tables 3-7 and 3-8 and Mk6 Rules on pages 150-151 in RoB
Mark: 6 Corvus
Locations Covered: Full
AP: 8 (Arms,Legs,Head) / 9 (Body)
Weight: 170kg
Enhanced Strength: +20
Auto-Awareness Modifier: +15
Osmotic Gill Life Sustainer: yes
Pain Suppressant Doses: 6
Vox Link: Yes
Magnetised Boot Soles: Yes
Nutrient Recycling: 2 Weeks
Recoil Suppression: yes
manual Dexterity modifier: -10
Rolls On History Tables: 2
Special Rules: Since it is lighter, than most armour, +10 to agility.
page 153 RoB,
In a long ago battle this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refused to wash off, leaving dark streaks and spatter patterns all across the armor plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear(1) Trait against his enemies (or increases his fear rating by 1 if he already has one).
page 154 RoB,
A previous wearer of this suit was involved in a terrible battle that saw every other member of his squad wiped out. Perhaps he fought his way clear, perhaps he was left for dead, or perhaps it was just dumb luck. Either way, fate placed a hand that day, and has continued to smile upon the subsequent occupants of the armor too. The wearer gains an extra fate point at the beginning of every mission. It is lost again at the end of the mission if it has not been used.
I'm attaching a pdf copy as well, with annotations on the armor/space marine implants to emphasize Corvus armor and degradation of the imperial fist gene seed. I'm reiterating the information to explain my calculations. Also note the changes to the skill list. I noticed there are several skills that are not in the character sheet, but are defined on page 36 in the core rulebook and vice versa. For example, The dodge skills is trained in page 36, but is only in the basic level in the character sheet. In the Character sheet it says we have forbidden lore (Xenos) trained, but no mention in page 36. She skill set im using is the one defined in page 36 of the core rulebook.
Note:For the Skills, i did not include bonuses from occulube, Lyman's Ear or Corvus Armor, as it changes depending on the type of awareness test or whether or not your wearing working power armor.
unarmed combat attacks do 1d10-3 + Strength bonus instead of 1d5-3. He does not count as unarmed, when making attacks against armed opponents. Unarmed attacks still count as having Primitive Quality
unarmed combat attacks do 1d10-3 + Strength bonus instead of 1d5-3. He does not count as unarmed, when making attacks against armed opponents. Unarmed attacks still count as having Primitive Quality
unarmed combat attacks do 1d10-3 + Strength bonus instead of 1d5-3. He does not count as unarmed, when making attacks against armed opponents. Unarmed attacks still count as having Primitive Quality
Siege Master
Type : Active
Required Rank: 1
Effects: in solo mode, the Battle Brother is able to locate weak points in enemy fortifications as well as strong points in cover he himself is using. When using this ability, the Armour points of any cover used by a target he is firing at is count as half thier normal value. In dition the Armour points of any cover the Imperial Fist is making use of are doubled, so long as he remains stationary.
(stationary means the Battle-Brother cannot move or use Dodge. - Errata 1.1)
Improvements: At Rank 5 or more, the Battle Brother may re-rolled failed to hit rolls when firing at enemies in cover.
Create Toxins: Once per day, the apothecary can create a virulent poison that he can hand out to the kill-team to help destroy a particular enemy. The apothecary needs a sample of the enemy, his narthecium, and one hour to create toxins. Once the toxin is applied, the kill-team's attacks in the next combat all have the toxic quality against the enemy type (Tyranid, Tau..etc) for a number of rounds equal to the apothecary's Int Bonus. Creatures with the daemonic trait are not affected by this ability. I order to benefit from this ability, the kill-team must be in squad mode.
Toxins created by the Apothecary using this special ability are
able to bypass immunities to the Toxic Quality possessed by some creatures
such as Tyranids. This exception only works when the toxin is used against
the particular enemy that the Apothecary had selected when creating toxins.
Creatures with the Undying Trait and the Machine Trait are immune to
toxins created by this ability.” -Errata 1.1
Secondary Heart/Ossmodula/Biscopea/Haemastamen: Gain Unnatural Strength & Toughness Traits
Larraman's Organ: Does not suffer from Blood Loss.
Castalepsean Node: No penalties to Perception based Tests for extended periods without rest.
Preomnor: +20 to Toughness Tests against ingested Poisons.
Omophagea: Gain Skill or Skill Group by consuming a portion of an enemy.
Multi-Lung: Re-roll failed Toughness Test for drowning or asphyxiation. +30 to Toughness Tests to resist gases and may re-roll the failed results.
Occulube & Lyman's Ear: Gain Heightened Senses (Hearing & Sight) Trait.
Sus-an Membrane: Zygote not functional
Oolotic Kidney: Re-roll failed Toughness Tests to resist Poisons & Toxins including Attacks with Toxic Quality.
Neuroglottis: Detect any Poison or Toxin by taste with successful Awareness Test. Gain +10 to Tracking Tests against Target you have tasted.
Mucranoid: Re-roll failed Toughness Tests caused by extreme temperatures.
Betcher's Gland: Zygote not functional
Progenoids: Retrieved with successful Medicae Test.
Black Carapace: While wearing Power Armor enemies do not gain bonus to Hit due to Size.
Servo-Augmented Musculature: +20 Strength.
Auto-senses: Dark Sight, immune to Photon Flash & Stun Grenades; Called Shots are Half Actions; +15 to Sight & Hearing Awareness Tests.
Built-in Vox Link.
Built-in Magboots.
Nutrient Recycling: Operate 2 Weeks without re-supply.
Recoil: Suppression: May fire Basic weapons 1-Handed without penalty.
Size: Hulking (Black Carapace means no bonus for enemies to attack).
Poor Manual Dexterity: Delicate tasks suffer -10 penalty, unless using equipment designed for Space Marines.
Osmotic Gill Life Sustaner: Armor is environmentally sealed when wearing Helmet.
Mk6 Special Ability: +10 Agility
Melee|1d10+2 R|Pen 10
A reductor reduces the time to remove the Progenoid glands to 1 round per gland (2 for a full recovery). Can be used as a weapon but does not get Strength bonus.
Gear:
Repair Cement //All Specialties Standard Issue
Chapter Trapping:
If the character has a set of scrimshaw tools, he may create a new Ossific Relic from the bones of a fallen Kill-team comrade (i.e another DW player who has died in an adventure which the imperial fist character also took part in). For this to be possible the body must have been recovered with at least one small bone intact. The relic is created by making a Difficult (-10) Trade (Remembrancer) Test. For every degree of Success on the test to create it, the relic grants a bonus of +1 to the Battle-Brother's Weapon Skill.
Background: Brother Marr was recruited by the Imperial Fists from several trials of pain and endurance of manhood in his tribe, which included the psycho-venemous bite of the Keralak spider-snake. When concluding the rites of manhood, Marr found himself kidnapped from his home and in front of golden-armored giants in a floating fortress in the heavens. In the decades following, Marr realized his destiny as an Imperial Fist and adopted the name Artemis as he undergone scout training and the various implants and conditioning required to morph his mortal frame to that of the immortal Astartes.
At the age of 31, After the Battle of Martik IV against an Ork invasion, Artemis was promoted to the the 2nd Company 4th Tactical squad under the command of Sargent Esephan Vrak. During his tour as a tactical marine, Marr had fought in over a hundred campaigns and battles. At the age of 76 he undertook training to become an Apothecary. During the last 80 or so years, Artemis Marr served as one of the Apothecaries of the Imperial Fist 2nd company, and on several occasions, saved hundreds of lives, both of the Astartes and normal imperial citizens. His achievements include the the Battle of the Walls at Miral, and cure to the Xenos plague of Vrakk IV.
Personality And Appearance: Brother Artemis is a very withdrawn and sullen marine, and often spends his time brooding. He has watched many marines in his care die over the decades, and had himself struck the mercy's blow. When he speaks, when rarely, there is always a mournful edge, not due to belligerence, but because the weariness that comes with his specialty. Despite his introverted nature, he tries to save as much lives as possible, including in order to try repent for the lives lost. When he is brooding, Artemis would normally be intricately carving new charms from the bones of fallen brothers, using the opportunity to honor the dead which he could not save.
Artemis Marr is viewed as a darkly tanned marine, who hailed from the the feral world designated as Kerelak in the Segmentum Tempestus. He has a height of 7'6, dark close cropped hair, dark brown eyes and a face pockmarked with minor cuts and gashes, and despite his young appearance, his hardened eyes show his age of 172.
He wears the Mk6 Corvus armor of Brother Fredric Mardan, an Imperial Fist who perished 1200 years before he was born. This armor is considered both lucky, as the previous inhabitants have had suprising luck in survival, surviving battles and odds that would have normally wiped out a sqaud. After the battle for the Fortress of Syionide, the armor was covered and stained blue from the blood and gore of the Tyranid Xenos. Despite several attempts to clean the armor, the color and smell would not fade. Even after adding the black of the Deathwatch over his armor, the unnerving coppery smell of the blood and death remains and in the right light, the black armor shows dark bluish tinted areas where the blood streaks were. While the blood cannot be removed from the armor, Artemis and other apothecaries and techpriests in the Imperial Fists and the Deathwatch were able to verify that blood does not contain any living xenos material, therefore there is no risk of wearing the armor.
Reputation: The battle at the walls, Artemis Marr and the 2nd and 3rd tactical squads of the second company maned at the Fortress of Syionide in the Deathworld of Miral, was a brutal victory against the almost un-ending tide of Tyranids of Hive Fleet Leviathan. While many of the squad members perished, Artemis was able to hold the bastion until reinforcements, including that of Captain Lysander of 1st Company. With the help captain of 1st company, Artemis was able to hold off until the xenos were driven off. With the commendations of the Captain of the 1st company and his experience with fighting the tyranid, he was chosen to aid the Deathwatch in the Jericho Reach from Hive Fleet Behemoth. Once his tour is over, he hopes to use the lessons learned the Deathwatch to aid his chapter in dealing with xenos threat in the western spiral of the galaxy
ok its 363 words long, but i wanted to elaborate the mood.
Writing Sample:
Artemis' scrimshaw tools squeaked as he worked carefully on the carving on the skeletal remains of the hand of his fallen Brother Issiac of the Imperial Fists. The charm was to be intercalate carved, every tiny area covered with either the devotional scripts to Dorn and the Emperor of Man kind or the deeds and honors that the fallen marine had achieved before his demise.
Artemis sighed. Issiac was a young marine, recently assigned to the second company, but died at the Battle of the Walls, in Miral, fell by the hands of a Lictor. There was was too many deaths. Too many lost lives. Brother Marr remembered in sullen silence the sorrowful but determined look the young Astartes had as Artemis Marr pulled the trigger of his bolt pistol, to give the marine mercy's gift of death and peace, before proceeding to extract the Progenoid glands. While the battle was won, and even though he was given many commendations from his superiors, including the 1st Company Captain Lysander, his dreams were filled with the howls and screams of the dead and the wretched xenos that took their lives. Scrimshawing Issiac's bones was the only thing that consoled Artemis, and as he carved, he vowed he would save more lives in future missions.
Artemis looked up at his power armor, sitting on the plinth of his new chambers in the Deathwatch watch-fortress. The hawk shaped helmet of legendary armor of Fredric Mardan, stared back. It was probably pure luck, the hand of fate or the strange machine spirit in the armor that allowed him to survive the battle. The scars and blue blood of the Tyranid still stained the relic, despite the new coat of black paint. He wondered what would be asked of him in his new home, and what sacrifices he must take. Hopefully his new experiences will help him with his sins of failing to save the dead, and help him save those in the future. Artemis noted the servitor at the door with summons from Watch-Captain Bloodaxe, and sighed again.
Tell the Captain I will be there shortly Artemis politely told the Servitor as he put away the bones and donned his armor.
Chapter: the Blood Drinkers Homeworld: San Guisaga Battle Company: 4th Company Rank: Sergeant
Appearance
As handsome and well-formed as the purest Blood Angel, Brother Camael is renowned among his Chapter for the smoothness of his voice - which is unusually deep, even for a space marine. His singing was the pride of his company's chaplain, whom he would often join in chorus to praise the Emperor.
Camael takes great pleasure in keeping himself clean and well-kept. He does not indulge in self-aggrandizement, but there is something suspiciously vain about the fastidiousness he displays once the fighting is over. This attention to grooming makes the classical beauty of his features all the more noticeable - often a point of gentle ribbing from the men under his command. His black hair and pale skin are instantly recognizable as belonging to the gene-seed lineage of Sanguinius.
Service
At around 200 years old, Brother Camael is a blooded veteran. He fought Orks and Eldar near the Blood Angels' homeworld - during one of the frequent cooperations between the Blood Drinkers and their founding chapter - and won a small but glorious victory aboard a derelict against a band of Khornite daemons who had consumed the crew's astropath.
Despite his centuries of experience, Camael is more lucky than skilled. His redemption comes in being able to acknowledge it. It was with great surprise that he received an invitation to the Deathwatch, and with great apprehension that he accepted it. The secret rites of his Chapter being forbidden in front of outsiders, he cannot help but wonder how he will maintain decorum among a mixed company.
Personality
Camael is both short-tempered and impulsive, which can be a deadly combination for his own men; but he has a tendency to heed the advice of his comrades, which somewhat mitigates this weakness. Not a tactical man by any means, Camael owns his tendency towards rash action and will frequently and without shame beg the wisdom of those he perceives to be more level-headed. This is the Blood Drinker's greatest virtue: his humility. When his blood is not up, when he is not enraged in the heat of battle, there is no space marine more self-effacing than Glaucus Camael.
Although his casual behaviors (cleanliness, willingness to admit fault) can make him seem soft - even pacifistic at time - Camael's battle rages betray another side to him entirely. When blood starts to fly, he is utterly fearless and downright bloodthirsty. He has often refused to retreat, even under orders, and has charged into situations that any clear-minded marine would consider suicide. His company learned the hard way not to judge a book by its cover.
Mark VI "Corvus" Battle Armor (170 kg)
Full Coverage: AP 9 for the Body, 8 everywhere else.
Undefeated and A Fury Like Lightning
+20 Strength, +15 Auto-Senses, +15 Agility, +1 Initiative, +10 Pinning and Fear tests, -1 Squad Cohesion
Mark VI "Corvus" Power Armour
Astartes Chain Sword
Astartes Jump Pack
3x Astartes frag Grenades
3x Astartes krak Grenades
Astartes combat knife
repair cement
Chapter: Space Wolves Homeworld: Fenris Battle Company: None Rank: Wolf Scout
Appearance
Ydnar One-Eye seems almost excessively lithe at times for a Space Marine, having spent so much of his time out of Power Armor that it seems to almost dwarf him. This is not to say he is too small, or lacking in bulk; he still vastly outweighs and outstands a normal human, or even the tallest of the species, and his gait is heavy and long, almost animal and predator more than human. Indeed, very much about Ydnar screams predator.
His armor is primarily of the older Maximus pattern, and in truth it is the same suit his mentor, Balrog Battle-Born, wore before he was killed fighting Eldar marauders, combined with cannibalized parts from Ydnar's first armor, a set of Corvus armor. He wears a heavy wolf pelt, hand slain as many of his chapter do. He has a single eye replaced with an obvious bionic, low-key even as it is very simple.
Service
Ydnar One-Eye is a near two-hundred year veteran of the legion of Russ. A warrior unmatched, he was noticed early to lack the regular blood fury of average fresh recruits, instead having a more calculated, accurate mind that was predisposed more towards another path. He was picked up as a Wolf Scout after only a short period amongst the Bloodclaws, strangely never moving into being a Grey Hunter, an event of the utmost rarity.
Ydnar One-Eye has served with the Wolf Scouts over three-fourths of his career as a Space Wolf, and has become very good at his job. He volunteered for duty with the Deathwatch so as to better gain an understanding of the various xenos he may encounter, as well as the oppurunity to gain bloody vengeance for his mentor.
Personality
Ydnar One-Eye may have lost an eye in combat, but he has never lost his outgoing and joking nature. Although not particularly charismatic as a leader or diplomat, Ydnar One-Eye always seems to have some joke to make, always wants to raise another flagon, or always takes to battle with a grin and a cheer. Indeed, he is an anomaly amongst his Wolf Scout brethren, many who have lost much and suffered more, yet being an outsider is not the way of the Space Wolves, and he is appreciated all the same for his unique perspective an attitude on almost anything he undertakes.
Mark IV "Maximus" Power Armor (220 kg)
Full Coverage: AP 9 for the Body, 8 for the Left Leg, 7 Else
Blood of the Enemy, Hero's Spirit, and Mk6 Elements (Left Leg)
+20 Strength, +10 Auto-Senses, +5 Agility, Fear (1)
Mark IV "Maximus" Power Armor
Astartes bolt pistol
3 Astartes frag grenades
3 Astartes krak grenades
Astartes combat knife
Repair cement
Wolf Pelt
Astartes bolter with fire selector
1 magazine of Stalker ammunition
Mark VII "Aquila" Power Armour (180 kg)
Full Coverage: AP 10 for the Body, 8 for Head and Legs, 7 Arms
Pauldrons of Fury
+30 Strength, +10 Auto-Senses
Mark VII "Aquila" Power Armour
Astartes bolt pistol
3 Astartes frag grenades
3 Astartes krak grenades
Astartes combat knife
Repair cement
Wolf Pelt
Astartes bolter with fire selector
Force Sword
Unlike many chosen for the Space Wolves, Eldgrim was not chosen for his fury or skill in battle - though he was not lacking in the latter - but because of how utterly calm and relaxed he could be in a fight, even to the point of taunting his opponent regularly to try and throw them off-balance.
The event that sealed his selection for the Chapter was one of great personal courage - facing down a small raiding party from a neighbouring island and distracting them while his friends escaped to warn his village. Of course, no matter their talent, a child cannot fight on equal terms with veteran warriors. He made a good account of himself, however, before one of the warrior's buried their sword through his stomach. As Eldgrim's vision faded, the last thing he saw were the warriors moving on towards the village, and what looked like a black giant atop a nearby hill.
While the raiders were attacking his village - and being held off well by the forewarned defenders - Eldgrim was revived by the Wolf Priest who had seen the battle and was spirited away to Asaheim to become a Space Wolf.
His psychic abilities did not manifest themselves until more than a year after becoming a full Blood Claw - during which time he earned his title of
During one of his earlier battles with the Chapter, Eldgrim snatched up the thunder hammer of a fallen Wolf Guard to replace his broken chainsword (his psyker talents not having manifested by that stage) and gave more than a few orks a high-velocity introduction to it's business end. He still had to return it after the battle, though, when it turned out the Wolf Guard was still alive and had only been knocked unconscious.
Hammerstorm - at which point he was taken out of his pack and trained to harness his powers for the good of the Chapter and Mankind.
Upon his return to the field as a fully-trained Rune Priest, Eldgrim made the most of his powers by sticking to the forefront of the battle - either using his powers to inspire his Battle-Brothers or for more direct applications. One such incident that did not go as well as hoped was a plan to kill the leader of an ork Waaagh in an assassination strike.
Eldgrim and two squads of Grey Hunters, backed up by a pair of Terminator-clad members of the Company's Wolf Guard, were deployed via drop-pod almost right on-top of the Warboss. The 'boss's entourage of Nobs and other Boyz caused severe casualties among the Wolves until Eldgrim found himself facing the Warboss in single combat. Just like before he became an Astartes, Eldgrim used the Warboss' own eagerness for a fight against him, making the xeno's swings wilder and more uncontrolled. Finally, Eldgrim saw the opening and took it, plunging his force sword into the creature's chest and pouring raw psychic energy through the weapon with enough force to cause the ork's head to fatally rupture.
Despite the victory, there had been heavy casualties among the strike force and Eldgrim made it a personal mission to memorise as many stories about the fallen Grey Hunters as he could, wanting to ensure that their sacrifice was never forgotten.
What stands out the most with Eldgrim is his tendency towards snarky comments, shifting into full-blown sarcasm when really annoyed. Other than that, he is very friendly and outgoing to the point of even trying to have a friendly conversation with a Black Templar once. Needless to say, that didn't go very well.
Like the animal namesake of his Chapter, Eldgrim is very loyal once earned. He will also be quite happy to have a conversation or joke with anyone, provided they don't act like an arrogant jackass like a Dark Angel he met once (who Eldgrim's since joked about having had a 'sense of anti-humour; able to suck the fun out of any situation').
Among his Chapter, Eldgrim is known as being a talented storyteller with a habit of sprinkling the narratives with his own anecdotes or opinions. Though this does mean that some subjects could easy send him off on a tangent so asking him to tell a story is normally left for when the Company won't be going anywhere for a while and will have a few hours or more to listen. This has prompted some squads in the Company to say something's 'taking longer that one of Eldgrim's stories' when a squad-mate is taking a bit longer than expected. So far it's limited to the Grey Hunter squads the Rune Priest normally accompanies into battle, but expects that it'll spread through the rest soon enough.
"... so I am swinging this thunder hammer around, smashing orks all over the place - I don't know what I am doing with the thing, just swinging on pure instinct. And the momentum they can build up! I thought my arms were going to tear out of my sockets whenever I missed!" A few of the newer Blood Claws had asked about Eldgrim's title of Hammerstorm and the Rune Priest was quite happy to regale them with the tale. Just as he was getting to the good bit - sending a nob sprawling to the ground with a lucky hammer-strike between the legs - a Chapter serf approached him.
"I apologise for the interruption, Rune Priest, but the Stormcaller wishes to speak to you." Eldgrim nodded to the serf and made a quick apology to the Blood Claws, promising to continue the tale as soon as he had the chance. Inwardly, he was worried - Njal Stormcaller would rarely deal with (relatively) newer Rune Priests like Eldgrim; the ancient warrior's reputation often leaving them unwilling to approach him. And if he want to speak to you, you don't keep him waiting.
Eldgrim quickly made his way through the Fang to a special hall used for private meetings between the Rune Priests. The only other soul there was Njal and his raven, the latter standing on the table and pecking away at a small plate of food, though Eldgrim could see it raising its head to look at him whenever it wasn't tearing another strip of meat from the plate.
"You sent for me, Brother Njal?" Eldgrim said. It didn't feel right to only refer to him as that, but since the Chapter did not have separate titles among the Rune Priests, there was really nothing else he could have used.
"I did," Njal replied, walking over to Eldgrim, making the younger Rune Priest keenly aware of how much Terminator Armour added to the wearer's height. "You know of the Deathwatch, correct?"
"Only the basics and that one story Yngvar tells of that... 'overenthusiastic' Salamander."
The Stormcaller smiled, remembering the story himself. "Well, we believe it is time to send another of our number to join them, specifically a Rune Priest. And you are the only one we have who is experienced enough to be accepted, but not so experienced that they are required elsewhere. Well; you are the only one currently here at the Fang who fits that criteria."
"I take it that there is more to this?"
"You are very astute. We want to make sure that our knowledge of various kinds of xenos is accurate and the other Rune Priests I have spoken to agree that you are the best choice for it. Besides - you always try to interact with Space Marines from other Chapters, meaning you will not have much of a problem with working alongside Battle-Brothers not of Fenris."
"Where will I be sent?"
"The Jericho Reach - namely Watch Station Erioch. I do not know if you will be under his command, but one of the Watch Captains there is another son of Fenris - Erich Bloodaxe. Good man, although he does have some trouble with the Iron Priests from his habit of using dataslates as coasters."
"And that is unusual for a Space Wolf?" Eldgrim joked reflexively and was relieved when the senior Rune Priest grinned. Eldgrim was divided over the decision. On the one hand, it was an honour to be selected for the Deathwatch. On the other, it would mean being away from his brothers and having to work with members of other Chapters for prolonged periods instead of the brief times between battles where he normally tried to talk to them. He doubted he would ever get the chance again so accepted.
And was starting to regret it after battling the Tyranids on
Replace with another world if we'll be running through Final Sanction
Avalos and getting his armour badly damaged - spent the last portion of the mission with a limp from a jammed-up knee.