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DarthAnthrax

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  1. Elyas Zelman - Dark Angel WS 42 ♦ BS 57 ♦ S 63 ♦ T 47 ♦ A 48 ♦ I 55 ♦ P 45 ♦ W 47 ♦ F 40+25 when dealing with other Space Marines Movement 5/10/15/30 ♦ Carry/Lift/Push 900/1800/3600 Armor Body 9, All Other 7 ♦ Wounds 23/23 ♦ Fate 3/3 ♦ Pain Suppressor Doses 6/6 Awareness 50 ♦ Scrutiny 22 ♦ Command 50 Elyas almost lowered his head in shame when he heard the others begin to talk about accolades and honors. Such talk was exactly why he had always felt most at home among his own kin in the first legion. Deeds and recognition was secondary to duty and service and no matter who or what was behind an operation, the only name that mattered was the name in which they all carried out their orders - the name of the Emperor. He was about to open his mouth about his opinions, but as he heard the doors open he reflexively snapped into a position of attention. As the imposing figure walked into the room, he offered a small nod of the head as a sign of recognition. He knew who the man was, of course, and he had the utmost respect for the Lupercals prowess as a warrior, a thing that was matched by very few. While many of the other legions and their primarchs had maintained a certain distance to the Dark Angels, Horus had never forgot them. And now, he had brought together a force of astartes form across all the legions, to serve a greater cause. He looked down at the crest on his pauldron - the spread wings crowned by a flame - and smiled to himself. While many of the other assembled seemed to have various understandings of what they were asked to do - especially the Luna Wolf seemed to be describing the exact opposite of what their assignment would entail - he understood very well the task ahead of them. After all, such operations had been his life for almost as long as he could remember.
  2. Elyas Zelman - Dark Angel WS 42 ♦ BS 57 ♦ S 63 ♦ T 47 ♦ A 48 ♦ I 55 ♦ P 45 ♦ W 47 ♦ F 40+25 when dealing with other Space Marines Movement 5/10/15/30 ♦ Carry/Lift/Push 900/1800/3600 Armor Body 9, All Other 7 ♦ Wounds 23/23 ♦ Fate 3/3 ♦ Pain Suppressor Doses 6/6 Awareness 50 ♦ Scrutiny 22 ♦ Command 50 Elyas watched the conversation proceed around him, preferring to listen and observe rather than join in. It seemed these people had finally begun to drift their conversation towards more productive topics, like their current assignment and how to prepare for it. He looked over at the Death Guard veteran, appreciating the truth of his words. No enemy - no matter how savage or primitive - should ever be underestimated, that path only lead to ruin. He had only minor experience with orks himself but he knew them to be savage and ferocious, and in their own ways, cunning. "I´d say our friend over there" - he pointed towards Madoc - "has the right idea. The worst thing you can do is underestimate them. If we stay alert and use the strengths we have, we will crush them with ease. But if we grow overconfident and start to ignore the power they possess, things will become much more complicated than they need to be"
  3. That fits pretty well into what I had planned for, being a versatile ranged specialist. I thought about spreading out and using a variety of weapons, but eventually decided to have the Bolter as my choice of arm. Will upgrade to a Storm Bolter asap though. And in doing so I decided that the bonuses from Bolter Mastery might be overkill, so I´ll switch my ability to Tactical Expertise.
  4. I had a few questions of varying nature, so I´ll just throw them out here :) First, just so I´m getting the right intel here, we are in a time period where the Dark Angels haven´t gone through their reorganization yet, right? So they would still wear black armor, and divisions like the Firewing would still be existing? And would they refer to themselves as "Dark Angels" yet? I think I read somewhere that came in pretty late. Next, a mechanical question that I was waiting to ask until we saw what the team would look like. I selected the Bolter Mastery special ability to make Elyas more powerful as an individual soldier, but after reading up a little on Squad Mode and how that works, I´m thinking maybe it would be more beneficial for the team if I switched that to the ability where I can share my chapter tactics with others, what do you think? Finally, just for the GM, I went ahead and completed my sheet by spending some of the leftover XP to pick up a few more skills.
  5. Elyas Zelman - Dark Angel WS 42 ♦ BS 57 ♦ S 63 ♦ T 47 ♦ A 48 ♦ I 55 ♦ P 45 ♦ W 47 ♦ F 40+25 when dealing with other Space Marines Movement 5/10/15/30 ♦ Carry/Lift/Push 900/1800/3600 Armor Body 9, All Other 7 ♦ Wounds 23/23 ♦ Fate 3/3 ♦ Pain Suppressor Doses 6/6 Awareness 50 ♦ Scrutiny 22 ♦ Command 50 "Quite the strange gathering indeed...soldiers from all legions and all kinds of tactical specialties...curious indeed. Though I guess command would not have pulled us away from active duty without good reason. I only hope it will be revealed soon..." Elyas had been pondering the reason for his summons ever since he received them. To pull a handful astartes from their respective deployments during an ongoing campaign of this magnitude...there had to be a very specific reason. He was familiar with the traits and tactics of the various legions, even though he had never actually served with someone outside his own legion directly. While most military units thrived on conformity, and dedicated units to fill various roles, a unit formed from a mix of everything the legions had to offer could be...interesting, to say the least. Standing up from his seat, he pulled back the hood of the dark green cloak he was wearing under his black armor, revealing his dark hair and piercing orange eyes. It was always interesting to see how new people reacted to them, and he was well aware of the eerie appearance they gave him. Even standing up though, he was still noticeably shorter than the others. Not by much, but enough to notice. "Elyas Zelman of the First Legion, Soldier of the Firewing. Pleased to meet all of you"
  6. Wow, didn´t think we´d be this many players. This is going to be fun :) Myself, I´m 37 years old from Sweden, working as a software engineer and have been interested in gaming, rpgs, scifi and fantasy since I was like 12. I have the most experience with the Star Wars Saga Edition RPG, though I have tried some other systems as well. Not super familiar with 40k, but getting into it more and more, and enjoying it. I´m currently playing Baldurs Gate 3, but once I´m done with that, I´m all set up for a massive 40k game spree - Chaos Gate, Inquisitor: Martyr and Rogue Trader. I´ve been on MW for a while, being active on and off, occasionally trying to run my own games, and before I got here I played on a site that was more dedicated to SW Saga Edition games. I´d consider myself a pretty experienced player, not so experienced as a GM, but I´m planning on trying to run another SW game once I get the forum set up properly. Also, once I feel like I´ve gotten a better grasp of the 40k universe I´ve been feeling like I could consider running a Dark Heresy game.
  7. I´ve added a small section on appearance and personality. Other than that, I only have some XP left to spend, and I was hoping that it would be possible to tweak the character a little bit after selection have been made, assuming I make the cut.
  8. There we go, I think I have gotten everything down, except that I have some XP left to spend. However I am of the nature that I will probably tinker with this up until selection, though I won´t change up the backstory and the basic nature of the character.
  9. I saw that we were allowed to do that, just haven´t gotten around to enter it in the sheet yet. I was planning to swap Fellowship and Ballistic Skill. I don´t mind being a highly intelligent soldier, and I hope to pick up several skills that can help outside of combat based on Intelligence (Demolitions, Logic, Tech-Use, several knowledge and tactics skills...) to represent proficiency with the various aspects of military intelligence as well as combat.
  10. So I´ve gotten most of the mechanics down, and are working on the fluff. Here is the basic outline of what I had in mind for the character, feel free to comment and offer suggestions, I´m not all that well-versed in the deeper parts of the lore. He was raised on a remote research station as the son of a guardsman and a scientist and showed a sharp intellect pretty early in life, and it was planned that he would follow in his mothers footsteps as a biologist. His youth was cut short though, as the station came under attack by a host of indigenous aliens. The station managed to hold them off long enough for a nearby strike force of Dark Angels to arrive, but most of its inhabitants were slain, including both Elyas parents. With nowhere else to go, and having shown great courage in the defense of the station despite his age, he was offered to join the legion. He would pass through his trials until he was sent back to his home to search for and eradicate any traces of the aliens, which he did, and as such became a neophyte of the Dark Angels. He continued to serve faithfully until he was accepted as being worthy of becoming a true marine. He would serve his legion well, often in roles outside of the traditional infantry line like a scout or saboteur. With an aptitude for military intelligence, he would eventually come to serve in the Firewing, the most hidden of the Dark Angel orders. While many skills that I want is unavailable at Rank 1, I imagine Elyas as serving a versatile tactical role. With bolter specialization and specialized ammo, he can operate well against many different foes, serving as long-range marksman or short-range devastator. I didn´t take it from start, since I wanted to add some skills for more diversity to him, but I plan to take the Astartes Weapon Specialization talent asap. Also, and hopefully there can be some way to incorporate a good reason for this, I would want to take the Guerrilla Training talent as an Elite Advance. I´m not looking to become a stealth master or anything, but the innate penalties of power armor makes any kind of stealth hard. I might also want to look at getting the Infused Knowledge talent to capitalize on having a pretty good Intelligence, but that is not exactly top priority. Edit: Oops, realized if I wanted you to take a look at this, I should probablt include an
  11. Elyas Zelman - Dark Angel WS 42 ♦ BS 57 ♦ S 63 ♦ T 47 ♦ A 48 ♦ I 55 ♦ P 45 ♦ W 47 ♦ F 40+25 when dealing with other Space Marines Movement 5/10/15/30 ♦ Carry/Lift/Push 900/1800/3600 Armor Body 9, All Other 7 ♦ Wounds 23/23 ♦ Fate 3/3 ♦ Pain Suppressor Doses 6/6 Awareness 50 ♦ Scrutiny 22 ♦ Command 50
  12. Elyas Zelman Legion Dark Angels ♦ Specialty Tactical Marine ♦ Rank 1 (12,700 XP spent) Demeanours Studious, Sons of the Lion ♦ Deed None Distinctions None, yet... Wounds 23 ♦ Fate 3 ♦ Insanity 0 ♦ Corruption 0 Movement 5/10/15/30 ♦ Carry/Lift/Push 900/1800/3600 Height (Without armor) 1,86 m ♦ Weight (Without armor) 104 kgs Hair Black ♦ Eyes Orange ♦ Skin Tan Weapon Skill 42 4 Ballistic Skill 5747 Base +5 Dark Angels +5 Helm of Mordicus 5 Strength 6338 Base +25 Power Armor 9 Toughness 47 8 Agility 48 4 Intelligence 5550 Base +5 Dark Angels 5 Perception 45 4 Willpower 4742 Base +5 Simple Advance 4 Fellowship 40 4 ♦ Skills Basic Skills Awareness 5045 Perception +5 Auto-Senses Carouse Charm Climb 6363 Strength Command 5040 Fellowship +10 Helm of Mordicus Concealment 848 Agility - 30 Heavily Armored -10 Mk Armor Contortionist Deceive Dodge 4848 Agility Evaluate Gamble Inquiry Intimidate 4040 Fellowship Logic Scrutiny Search Move Silently 848 Agility - 30 Heavily Armored -10 Mk Armor Swim Advanced Skills Acrobatics Chem-Use Demolition Interrogation 4747 Willpower Invocation Lip Reading Literacy 5555 Intelligence Medicae Psynicience Security Shadowing Sleight of Hand Survival Tech-Use Tracking 4545 Perception Wrangling Ciphers Skills Chapter Runes 5555 Intelligence Xenos Markings 5555 Intelligence Common Lore Skills Adeptus Astartes 5555 Intelligence Imperium 5555 Intelligence War 5555 Intelligence Drive Skills Ground Vehicles 4848 Agility Forbidden Lore Skills Xenos 5855 Intelligence +3 Robe of Secrets Navigation Skills Surface 4545 Perception Pilot Skills Scholastic Lore Skills Codex Astartes 5555 Intelligence Speak Language Skills High Gothic 5555 Intelligence Low Gothic 5555 Intelligence Tactics Skills Recon and Stealth 5555 Intelligence Trade Skills ♦ Talents, Traits and Abilities AmbidextrousThis Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand. Special: When combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same turn drops to –10 Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal Bulging BicepsWhereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace Dark SightA creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting Heightened Senses (Hearing, Sight)Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes Killing StrikeSpace Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge Nerves of SteelLong years on the battlefield enable the character to remain calm as fire impacts all around them. The character may reroll failed Willpower Tests to avoid or recover from Pinning Quick DrawThe character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand Resistance (Psychic Powers)The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past True GritThe character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage,halve the result (rounding up) Unarmed MasterThe character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus Special Abilities Tactical ExpertiseWhen initiating a Squad Mode ability, the Tactical Marine may share the benefits of his Chapter’s Squad Mode abilities with the members of his Kill-team as if they were part of his Chapter. This requires a successful Hard (-20) Command Test. At Rank 3, the Command Test becomes Challenging (+0). At Rank 7, the Command Test becomes Routine (+20). Solo Mode Abilities Stoic DefenseContent... Squad Mode Abilities Sustained SuppressionContent... ♦ Wargear Weapon Name Class Range RoF Damage Pen Clip Rld Special Wt Unarmed Melee Melee - 1d10+9 I 0 - - - Astartes Combat Knife Melee Melee - 1d10+2 R 2 - - 2 kgs Astartes Bolt Pistol Pistol 30 m S/3/- 2d10+5 X 5 14 Full Tearing 5,5 kgs Astartes Bolter Basic 100 m S/2/4 2d10+5 X 5 28 Full Tearing 18 kgs Astartes Frag Grenade Thrown 27 m S/-/- 2d10 X 0 - - Blast(5) 0,8 kgs Astartes Krak Grenade Thrown 27 m S/-/- 3d10+4 X 6 - - 0,8 kgs Armor Name Locations Covered Special Qualities AP Wt Mk 2 "Crusade" Armor All See Below 7/9 280 kgs Armor Features Enhanced StrengthIncrease the Battle-Brother’s Strength by +25. The effect on SB is calculated after the Unnatural Strength multiplier Bio-Monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits: • +10 to Tests resisting the Toxic Quality and similar poison effects. • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered. • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely. For every week that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every week that passes without food or Preomnor-derived sustenance Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all Auto-SensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests). Additionally, the Auto-Senses make the Called Shot Action (see page 238) Into a Half Action Vox-LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat Blood of Those Who Came BeforeThis suit is stained forever on its inside surfaces by the blood of its previous occupants. For some reason a tradition has developed that the life-fl uids spilt when the wearer of this suit is killed should not be cleaned away. Rather they are left as a harsh and visceral reminder of a Space Marine’s ultimate duty, one that steels his mind against the threat of death. The wearer gains a +10 bonus to Pinning tests Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered Magnetized Boot SolesCan be activated to provide the equivalent of Magboots Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. See page 134 for the full effects of Size. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured Helm of MordicusThis suit has been modifi ed with the addition of a rare Mk2 helmet, dating from the very outset of the Great Crusade. Its Machine Spirit is a veteran indeed. Such a prized relic commands much respect and authority among the Adeptus Astartes. This helmet provides AP 7 to the head and Mk2 Auto-senses. It also grants +5 Ballistic Skill, +10 to Command Tests and +5 Fellowship when dealing with other Space Marines Other Wargear Repair Cement, Robe of SecretsAdds +3 to all Forbidden Lore(Xenos) Tests Implants Betcher´s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute), BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait, Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace, Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time, HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits, Larraman´s OrganSpace Marines do not normally suffer from Blood Loss (see page 260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (see page 136) may still inflict Blood Loss as normal, Lyman´s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent, Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity, MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space, Multi-LungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (see page 261). In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results. The Space Marine may also breathe water through his multi-lung, NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test. The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted, OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent, OmophaegaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course), Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality, PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons, ProgenoidsSee page 271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind, Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits, Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation ♦ Personal History, Appearance and Personality While not born there, Elyas Zelman was nothing but a toddler when his parents brought him to a remote research station on Quaddalur Minoris. His father was a member of the Imperial Army detachment sent to protect the station, and his mother one of the scientists assigned there to study the planets odd biological properties. Something about the planet had caused strange mutations in the plant life there, and made it grow beyond usual metrics. Curios and hungry for knowledge, he would spend as much time as he could with his mother in her lab, and once he got older he would ask to journey with them on expeditions out into the jungles. While this was a relatively peaceful life for the most part, that would all change one day as they made a startling discovery. The source of the strange mutations on the flora was due to infection from a strange parasite, which not only mutated the plants but also provided them with a certain level of sentience - at least enough to adopt the nature of savage predators, disturbed by the humans poking around to close to its nest. As only a handful survivors from the ill-fated expedition returned, screaming about walking trees and carnivorous plants, the rest of the people on the station could only watch on as they were slowly surrounded by animated plant-hybrids. As the garrison engaged the approaching enemy, it would soon be clear that elevated bastions and high-velocity weapons would not do much to slow them down, and they instead focused on closing down all available entrances and potential breach points. Handing out whatever weapons they had - including a small number of flamers - the soldiers prepare to dig in and try to hold on, hoping that an emergency call that had been dispatched would reach someone. It was a tedious wait. Elyas and a few other young men would join the rest of the defenders, and on at least one occasion they would find themselves holding back a small breach in the station, and each attack usually took something away: either someones life, or part of the will to go on - often both. For a few days they managed to hold on, until finally one of the main entrances to the station was breached, allowing the more vicious and sizable aliens to make their way inside. The survivors - a handful of combatants, and about a dozen other people - gathered themselves in the most secure part of the facility they could and decided to make their last stand. Clutching his almost-empty flamer tight, Elyas would watch as a deformed. wrangled mass of roots, branches and vines spread it way across the ceilings, walls and floor of the room. Then suddenly, he could feel something shifting in the air. One moment, the only thing he saw was the slowly approaching alien lifeform. In the next, his field of vision was blocked by a trio of hulking figures, encased in pitch-black metal that put even the ebony of the enemy to shame. They did not speak, they did hesitate - they went to work. With chainsword, bolter and flamer they pushed the aliens back, and soon the survivors could hear the roar of landing craft outside. It was over in mere minutes, and what few remained of the stations crew was brought aboard the Spear of Truth, a warship of the Dark Angel legion that had been passing just close enough by that they had picked up the distress call. While the shock of what he had been through kept him shaken to his core, another feeling began to grow inside him: awe. He had been told stories of the Space Marines of course, these invincible warriors who protected the Imperium. But it was another thing entirely to see them for real. After spending a while with the other survivors, they were approached by an officer of the strike force that had landed on the planet. He would look around until he found the few young men - Elyas among them - who had partaken in the stations defense. Having learned of their resolve during the crisis, and understanding that they were now all orphans, he offered them a choice: return to the Imperium to find their places there, or step onto the path that fate had put them on and join the legion. They unanimously accepted the offer. The path to become one of the marines was long indeed, and Elyas faced many trials. Given a slightly smaller physique than most of his peers, he had to rely on other qualities to compensate, such as his wit and fast-thinking. And sometimes when only brute force would suffice, he would fall back on pure willpower to see himself through. Eventually though, the time would come to see them tested unlike ever before. Elyas and the other survivors was to be sent back to Quaddalur Minoris to seek for and exterminate any traces of the lifeform that had wrecked their home so long ago. Bringing with them all the wrath they had carried, as well as the fire- and willpower instilled in them by the legion, they found a last remaining nest of the parasites, and exterminated them with extreme prejudice. Having passed their final trial, they returned to the ship, now ready to join the legion as neophytes. Elyas would find that he had adapted to the life of a marine with ease, and he also took every opportunity to indulge his more analytical side. He would volunteer to serve as a forward scout and vanguard, preferring to be instrumental in gathering intelligence rather than relying on others to do so. He would eventually go on to serve in the Firewing, the most intelligence-oriented of the various wings within the Dark Angel legion. For one of the Adeptus Astartes, Elyas holds quite a small physical frame. Without his armor he stands about a head shorter than most of his kin, and his body is also more along the leaner and skinnier line - all being relative of course, as he is quite the impressive physical specimen compared to regular humans. His most noteable physical feature is his intense orange eyes, which give him an eerie appearance that can often unnerve those around him. He usually keeps his black hair braided, and his face covered in only a thin layer of facial stubble. To those not used to being around him, he can be seen as somewhat reserved and distant, which is only partially true. Having spent most his life in relatively secluded communities (the research station and the legion), some would say his social skills could use a little more work, and while he does not object to such statements, it is not work that he is in a rush to put in. His social skills work well enough to function within the legion, and that is where he feels most at home. But even among his kin, he is definitely more reserved and studious than most. His mother really left an imprint on him with her analytical and researching mind, and he has put this talent to good use in his service, often volunteering to lead recon missions and perform surgical strikes. All to ensure his duty is carried out as effectively as possible. ♦ Experience Experience Spent On Advance Table Cost Simple Willpower Advance Forbidden Lore(Xenos) Ciphers(Xenos Markings) Interrogation Tactical Marine Special Deathwatch Dark Angels 200 100 200 200
  13. Ok, so I decided to give it a go with the stats I got, but I have some questions: What´s the decision regarding banning non-DMG prestige classes? It would be good to know, since it can have a huge impact on what kind of character I try to make. Would you allow the Ranger ACF that makes it lose Combat Style but gain Fast Movement (as Barbarian)? It also gains Wild Shape (as Druid), but I only plan to take a few Ranger levels, so that won´t matter. Would you allow the Ring of Arming? (pg 122, MIC)
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