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Vulker Grelius - Salamander techmarine


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image.png.457fc138371c3dc6ed9dfd9992f4d19a.pngVulker Grelius

Characteristics Base Advance Total
Weapon Skill 49   42
Ballistic skill 42   49
Strength 41   41
Toughness 50   50
Agility 43   43
Intelligence 53   53
Perception 44   44
Willpower 43   43
Fellowship 39  

39

Wounds: 20/20

Fate: 3/3

Experience: 100/12000

 


Strength bonus: 8 (+10 in armor)

Toughness bonus: 10 (+2 to area with bionic installed)

Damage resistance:

Body: 10 + 10 from armor (-1 armor if injured/dirty)

Head: 12 + 8 from armor (-1 armor if injured/dirty)

Arms: 12 + 8 from armor (-1 armor if injured/dirty)

Legs: 12 + 8 from armor (-1 armor if injured/dirty)


Traits: Unnatural strength (x2) and toughness (x2), Mechanicus implants


Talents: Ambidextrous, Astartes weapons training, Bulging biceps, Electro-graft use, Heightened sense (hearing), Heightened sense (Sight), Killing strike, Mechadendrite use (servo-arm), Nerves of steel, Quickdraw, Resistance (psychic powers), Talented (Tech-use), True grits, Unarmed master


Skills: Awareness, Cipher (Salamander runes), Climb, Dodge, Common lore (adeptus astartes, imperium, wars), Concealment, Drive (ground vehicule), Forbidden lore (Mecanicum), Intimidate, Literacy, Navigation (surface), Scholastic lore (codex astartes), Silent move, Speak languages (low gothic, high gothic, techna-lingua), Tactic (Defense), Tech-use, Tracking


Deed: Price of victory, Omnissiah's Calling


Trapping: Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cements, Promethean sigil: tools of the forge, Astartes bolter with fire selector


Bionics: Astartes servo-arm, Cybernetic sense (eye), Bionic arm (Mastercraft), Bionic Leg (Mastercraft), Mind Impulse Unit (Exceptional)


Power armor: MK2 Crusade Armor

AR: 7/9

280 kg

Full coverage

+25 Strength

+5 Awareness from auto-sense

Osmotic gills life sustainer

6/6 Pain suppressant doses

- Take -10 penalty to Concealment and Silent Move
- If used by squad leader, add +5 when testing to prevent Cohesion Damage
- Wearer gains +10 to Fel checks in dealings with other Space Marines

History:

- Pristine condition: + 1 armor until injured or dirty. -3 initiative if injured or dirty

- Blood of a battle brother: +1 team cohesion


Advances: Omnissiah's calling deed 500 xp, Forbidden Lore (Mechanicus) 400xp

Edited by Harding (see edit history)
Name
Weapon skill
42
2d10+30 2,10
Ballistic skill
49
2d10+30 10,9
Strength
41
2d10+30 3,8
Toughness
45
2d10+30 7,8
Agility
48
2d10+35 5,8
Intelligence
37
2d10+30 6,1
Perception
49
2d10+35 10,4
Willpower
43
2d10+30 4,9
Fellowship
39
2d10+30 6,3
Wound
20
1d10/2+18 4
Fate
9
1d10 9
Armor history
10; 4; 6
1d10;1d10;1d10 [10]; [10,4]; [10,4,6]
Armor history table
2; 2; 4.5
1d10/2;1d10/2;1d10/2 [4]; [4,4]; [4,4,9]
Intelligence reroll
48
2d10+35 8,5
Armor type roll
3
1d10 3
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Posted (edited)

Backstory of Vulker Grelius, Techmarine

 

Vulker Grelius is a native of the Deathworld of Nocturne, born into the Grelius clan from the giant underground Sanctuary City of the same name. His parents were great warriors of their clan, but unfortunately, they were captured by Drukhari during one of their raids. The 5-year-old boy was left with his surviving grandfather, harboring a deep hatred and contempt for the xenos at a very early stage of his life. His grandfather, knowing he wouldn't be able to care for him until he was self-sufficient, trained his grandson intensely in combat, much like he did with Vulker's father before him. This brutal training, not typically meant for a boy of his age, was all in the hope that Vulker might be considered for the next recruitment of the holy Salamander Space Marines.

To the great joy of his grandfather, the young boy was tested and judged to be of the finest potential material for their consideration. Vulker spent several standard years learning the art of the smith, constantly evaluated by the Chapter's apothecaries and Chaplain to determine if he could survive the gene-seed implementation, if he had the potential to become a great warrior and follow the Promethean doctrines, and if he was worthy of becoming one of them.

This training took 10 long years of constant testing, challenging his resilience and fortitude every day. Many of the other applicants did not survive the training, being either eliminated or rejected by the Marines. But not Vulker. This crucible forged him into a great warrior, and the Chaplains and Apothecaries judged that he could endure the same trials that the Emperor and Vulkan once faced in Nocturnean legend, culminating in the hunting and slaying of a salamander on Mount Deathfire.

Vulker passed the ordeals, utterly exhausted and wounded from his confrontation with the beast. With great pride, he lifted the Salamander head over his head, arms extended, upon his return to the legion chaplains. He was then brought to their fortress-monastery on Promethean Moon for medical treatment and to receive the gene-seed.

As a neophyte, Vulker was intensively trained, and his gene-seed developed successfully. He was deemed worthy of joining his brothers in war as a scout to gain real battle experience. After almost 8 years, there were talks that Vulker would soon become a full-fledged Marine. However, an intense battle between his company and Orks left them surrounded and unable to reposition effectively. Vulker and the other scouts decided it was their duty to help and infiltrated the battlefield despite orders to stay idle. They rained explosives and sniper shots at the enemies, allowing the pinned Marines to escape the Ork trap. The Orks, angered by the scouts' intervention, retaliated against them instead of pursuing the Marines.

The Orks butchered the scouts with savage brutality. Those who didn't die were brought to their war camp and subjected to cruel "games." Vulker witnessed many of his brothers torn to pieces, and he himself suffered extensive injuries, with his right arm and leg torn apart and the left side of his face partially crushed. Miraculously still alive, Vulker was rescued by his company hours later, after they dispatched the Orks.

Severely wounded, the apothecaries had no choice but to put him and the other survivor on life support and ship them to Mars, hoping the mysterious Tech-Priests could rebuild them despite their extensive injuries. Of the three scouts who survived, Vulker was the only one to make it through the voyage. After days of painful surgery, the texh-priest surgical experts managed to implant the necessary bionics to make him "whole" again.

During his recovery, Vulker became curious and very interested in the ways of the Tech-Priests. He had the great honor of being taken around their homeworld, escorted by a Tech-Priest named Valenthius. They had lengthy discussions about the Promethean Cult and the Omnissiah, technological practices, and their affinity with technology. Vulker discovered a keen interest Machine Cult and their ways, and was deeply interested to learn their way. He requested to to the Salamander command to stay on Mars longer to learn more about the Mechanicus ways and bring the knowledge to improve the way of the forge of the legion, as Valenthius judged he had the potential and the mindset to become one. The Legion leadership accepted his request, and Vulker spent 30 standard years on Mars learning, training and mastering the sacred rites of technology. He became a skilled artisan and engineer capable of using the correct rites for the Machine God.

When he came back from Mars, Vulker was not considered a neophyte anymore. He was given the task to build his own armor, using his new knowledge and the parts from fallen brothers from the Ork skirmish he participated almost 50 years ago. This was both a punishment as it was an honor, to remind him that he was an hero that day but also disobeyed an order and that more death of other marine could have been the grim result if their action would have turned into failure. He putted his new knowledge to the test, and rebuilded a new armor infused by the spirits of the machines as taught by the priest during his stay on Mars. The Salamander command was impressed of the result, yet unsure of the new esoteric way they witnessed.

Vulker participated in numerous battles and campaigns, his skills and expertise proving invaluable in the fight against the enemies of mankind. When the call came to join the Ullanor Crusade, Vulker stood ready, his spirit burning bright with righteous fury, ready to enact his vengeance on the Xenos who dared to sacriledged his body with their barbarism. As the Imperium's forces gathered for the greatest campaign in human history, Vulkan Drakken prepared to face the Ork Empire once more...

Edited by Harding (see edit history)
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Posted (edited)

Age: 98 Terran standard years

Height: 7.8 feets

Weight: 1150 pounds

Hairs: Permanently bald, light brown beard

Skin: Obsidian black

Demeanor: Stoic, Promothean cult

Distinctive features: Surgical scars and implants all over his body. His organic eye have no iris nor pupil and slightly glow orange. Cult Mechanicus tattoo on his organic forearm.

 

Personality: Vulkan Grievius is a warrior of unwavering honor and principle, driven by a deep sense of duty to the Emperor and the Imperium. Beneath his stoic exterior lies a compassionate heart, quick to offer aid to those in need and empathize with the suffering of others, might they be his battle brothers or other humans of the Emporium. Tempered by adversity and grievous battle injuries, he possesses an indomitable spirit and an insatiable thirst for knowledge, particularly in matters of technology and the mysteries of the Machine Cult. Loyalty to his comrades and a burning sense of justice fuel his righteous fury against the enemies of mankind, while moments of introspection reveal a philosophical soul grappling with the complexities of existence and his place within the vast cosmos. In battle, he is a stalwart defender of the Imperium, embodying the virtues of courage, resilience, and unwavering determination.

 

Edited by Harding (see edit history)
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  • 4 weeks later...
Posted (edited)
Vulker Grievius

image.png.e41bed5b2059f0ace541e5d0524ac2c8.pngSalamander Tech Marine Rank 1

Wounds: 20/20 | Fate: 3/3 |SB: 8 (+10 in armor) |TB: 10 (+2 to head, legs, arms)


BS WS S T Ag Int Per Wp Fel
49 42 66 50 43 53 44 43 39

Damage resistance:

Body: 10 + 10 from armor (-1 armor if injured/dirty) Head: 12 + 8 from armor (-1 armor if injured/dirty)

Arms: 12 + 8 from armor (-1 armor if injured/dirty) Legs: 12 + 8 from armor (-1 armor if injured/dirty)


 

 

 

 

Edited by Harding (see edit history)
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