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Vorticar Seraddon - Luna Wolves Tactical Marine


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"Through every generation of the human race there has been a constant war, a war with fear. Those who have the courage to conquer it are made free and those who are conquered by it are made to suffer until they have the courage to defeat it, or death takes them."

Theme Song: The Devil and the Huntsman

Voice Actor: Fergus O'Donnell

Name: Vorticar Seraddon Legion: Luna Wolves Rank: I
Specialty: Tactical Marine Legion Demeanour: Sons of HorusFew other Legions can match the achievements of the XVIth and of those that could, few could rival them for the brightness with which their victories shone. Spread across hundreds of expeditionary fleets and on countless battlefields, the Luna Wolves have broken the enemies of the Imperium and pushed the Great Crusade forwards.

The position of Horus as the Emperor's favoured son has undoubtedly enhanced their triumphs. The Emperor has fought alongside all of the Primarchs, and led all of the Legions at different times, but Horus and the Luna Wolves have stood beside him for many of his greatest victories since the very beginning of the Great Crusade.

Yet as the character of any Legion is an echo of their Primarch, one can see the flaws of the father in the pride of his gene-sons. Brutal, ruthless and unwavering but also honourable and loyal beyond question, the history of the Luna Wolves is the history of the ambition of the Imperium itself, even as its flaws may yet shatter the dreams of unification and glory for all Mankind asunder.

The overriding belief that animated the Astartes of the XVIth Legion is in the ultimate superiority of Horus and themselves over all other beings in the galaxy. They thrive on the Lupercal's personal charisma, ambition and pride, and these in turn have become notable features of their inner workings. The gang culture of Cthonia has also left an indelible mark on the Legion, with many of its Astartes bearing tattoos from their gang of origin.

A flexible fighting force able to adapt to almost any combat scenario, the Luna Wolves have been trained to respond sharply and decisively to tactical orders. The principle tactic of the legion - one illustrative of their overall attitude - was a decisive surgical assault aimed directly at the command element of the enemy. A compact but hard-hitting force of marines up to several companies strong would compose the initial (and ideally total) thrust of the effort; this battle philosophy was referred to as the Speartip.
Personal Demeanour: AmbitiousThis Space Marine’s gaze is ever-lifted towards his goal.

Characteristics

Weapon Skill: 41 (+4) Ballistic Skill: 38 (+3) Strength: 44 (+4)
Toughness: 43 (+4) Agility: 34 (+3) Intelligence: 49 (+4)
Perception: 33 (+3) Willpower: 39 (+3) Fellowship: 56 (+5)

Other Attributes

Wounds: 22/22

Fate Points: 3/3

Movement: Unarmoured - 3/6/9/18; Armoured - 4/8/12/24


Special Abilities

Tactical Expertise: When 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

Scion of the Lupercal: While in Solo Mode, a Space Marine of the Luna Wolves may re-roll any Fellowship Tests when dealing with either Astartes or other members of the Imperium. In addition, their strength of leadership means that the Battle-Brother adds +1 to the Kill-team’s Cohesion if he is the squad leader. This bonus to Cohesion remains active even when the Battle-Brother is not in Solo Mode. At Rank 3 and above, once per combat the Space Marine may automatically pass one Command Skill Test. At Rank 5 and above the Dispositions (see page 276 of the Deathwatch Core Rulebook) of all Imperial forces and agents are improved favourably by one step when dealing with the Legionnaire. At Rank 7 and above the Space Marine adds +2 to his Kill-team’s Cohesion rather than +1.

Squad Mode

Squad Attack Pattern: Emperor’s Fervour
Action: Free Action
Cost: 2
Sustained: Yes

While this power is in effect, all Space Marines within Support Range of the Legionnaire (including the Legionnaire himself) gain a bonus on all tests equal to the Space Marine's Fellowship Bonus. In addition, each Round the Space Marine may single out one member of his Kill-team and grant that character a re-roll on any one test (this re-roll includes the bonus provided by his Fellowship). If the Battle-Brother is Rank 4 or more, the bonus to tests increases to twice his Fellowship Bonus.

Squad Defensive Pattern: Take Point!
Action: Free Action
Cost: 0
Sustained: No

The Luna Wolves are natural leaders and the champions of the Imperium. In battle their devotion and natural authority is a power force, able to rally their fellow Space Marines and reinforce their will to fight. When a Space Marine uses this ability, it instantly restores a number of Cohesion equal to his Fellowship Bonus. The reverence the Luna Wolves hold for their Primarch and the strength of will required to make a Rally Cry is such that a Space Marine may only use this ability once per game session.


Skills

Awareness Ciphers (Legion Runes)
Climb Command +10
Common Lore (Legiones Astartes, Imperium, War) Concealment
Dodge Drive (Ground Vehicles)
Intimidate Literacy
Navigation (Surface) Scholastic Lore (Principia Belicosa)
Silent Move Speak Language (High Gothic, Low Gothic)
Tactics (Orbital Drop Procedures) Tracking

Talents

Air of AuthorityOn a successful Command Test, the character may affect a number of targets equal to 1d10 plus his Fellowship Bonus. Furthermore the character’s voice commands such respect that even those not in his retinue pay heed. The character may make a Command Test on those not under his authority with a –10 penalty. This Talent has no effect on hostile targets, and only affects NPCs. 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 TrainingThe 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 BicepsThe 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.
Heightened Senses (Hearing, Sight)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 StrikeWhen 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 SteelThe character may reroll failed Willpower Tests to avoid or recover from Pinning. Quick DrawThe 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)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 GritWhenever the character suffers Critical Damage, halve the result (rounding up).
Unarmed MasterThe character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.  

Traits

Unnatural Strength x2Each time this trait is gained, select a Characteristic, and
double its bonus.
Unnatural Toughness x2Each time this trait is gained, select a Characteristic, and
double its bonus.

Marks of Distinction

Mighty LineageA Battle-Brother with this Mark of Distinction can add +3 to his Cohesion whenever he takes the role of the leader in his Kill-team. The GM may also allow him to add +10 to any Command Skill Test and related Tests when in a position if command over those who are aware of his powerful heritage.

Astartes Implants

Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait.
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. In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality may still inflict Blood Loss as normal.
Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time.
PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons.
OmophageaBy 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).
Multi-LungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation. 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.
OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent.
Lyman's EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent.
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.
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.
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.
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.
MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space.
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 non-living 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).
ProgenoidsRemoving a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium, 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.
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.

Equipment

Mark III "Iron Armour"Iron Armour clanks and grinds with the slightest movement. The wearer suffers an additional –20 penalty to Concealment and Silent Move.

Locations Covered: Full
Front-Facing Armour: 9/10
Arms: 7
Rear-Facing Armour: 6/6
Rear-Facing Arms: 6
Weight: 300 kg
Enhanced Strength: +25
Autosenses: +5
Osmatic Gill Life Sustainer: Yes
Pain Suppressant Doses: 8
Vox Link: Yes
Nutrient Recycling (Time per Rest): 1 Week
Recoil Suppression: Yes
Manual Dexterity Modifier: -20

Gauntlets of Maral: This suit’s armoured gloves have been replaced with a unique pair of Mk2 gauntlets (with AP 7). The wearer is filled with all the potential and valour of the Imperium Maxima. He gains a +10 Weapon Skill bonus, plus a +5 Fellowship bonus when dealing with anyone loyal to the Imperium of Man.

Blood of a Battle-Brother: The blood of a squad-mate is upon this suit of power armour. Its wearer was standing side by side with his comrade, but failed to save him. Perhaps there was nothing to be done, or perhaps the wearer was negligent, distracted by his zeal for battle. Whatever the truth, the suit and its latest wearer make every effort to atone. Add 1 to the Kill-team’s base Cohesion.
Bolt PistolPistol
Range: 30m
Fire rate: S/3/–
Damage: 2d10+5 X
Penetration 5
Clip: 14 (Standard bolt ammo)
Reload: Full
Qualities: Tearing
Frag Grenade x3Thrown
Range: SBx3
Fire rate: S/-/–
Damage: 2d10 X
Penetration 0
Qualities: Blast (5)
Krak Grenade x3Thrown
Range: SBx3
Fire rate: S/-/–
Damage: 3d10+4 X
Qualities: Penetration (6)
Astartes ClaymoreMelee
Damage: 2d10+2 R
Qualities: Penetration (2), Unbalanced
Repair CementRepair Cement is a spray-gel composed of dual tubes of polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test. Bolter with Fire SelectorBasic
Range: 100m
Fire rate: S/2/4
Damage: 2d10+5 X
Penetration 5
Clip: 28 (Standard bolt ammo)
Reload: Full
Qualities: Tearing

Fire Selector: A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.
Kraken Rounds x1The superior propellants in kraken rounds provide increased range without sacrificing armour penetration, while their ultra-dense adamantine composition and improved explosive charge provide a final burst of force for puncturing the heaviest armours.

Effects: The weapon’s Penetration increases to 8, and its Range increases by 50%.

Used With: All bolt weapons.
   
         
         
         
Edited by Maester1216 (see edit history)
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History: Planetstrike - Descending in drop pod upon contrails of nucleonic fire, you have experienced the hell-dive of a planetary assault. Having assaulted the bastions of numerous foes, no challenge is beyond you.

Appearance

Outside of his armour, Vorticar stands at around 6'10" and weighs in at 335 lbs. In standard issue power armour his height comes in at 7'6" and weighs in at over 600 lbs.

Vorticar is known as a 'Son of Horus', the term used for those Luna Wolves who bear a strong physical resemblance to their Primarch (a peculiarity of their gene-seed). This quality has been admixed with his Cthonian blood, giving Vorticar craggy, saturnine features complimented by his dark brown hair and eyes. Those with more discerning eyes however may not that it is not a one-to-one similarity; Vorticar's features are narrower than the Lupercal's, and years of service have left him lined and weather-beaten.

Personality

- If one word could be used to describe the essence of who Vorticar is, it would be 'survivor'. Nothing seems to stop him in the pursuit of his goals. Hardened by the ordeals of life on Cthonia, he has developed a sense of perseverance that keeps him going where lesser souls would have surrendered long before. He does what is necessary with the resources at hand, taking to heart the principles of adaptability espoused by the Lupercal. Obstacles are just logistics in Vorticar's mind, and excuses have never healed a broken leg. He never surrenders or backs down, his will indomitable even in the face of death itself.

- With this comes a certain callousness however. Vorticar has little patience or sympathy for those unwilling to do whatever it takes to endure hardship; such people are likely to die when tested, but Vorticar simply refuses to allow the weakness of others to be his downfall. Even as they fall to the wayside, he will forge on in spite of their failings. Succumbing to fate's cruel whims and refusing to withstand more than a person can is the source of much of Vorticar's disgruntlement with mere mortals.

- In person however - especially amongst other Astartes - Vorticar is known for being witty and charming, possessing tact and grace rarely seen amongst the Space Marines. Historically he has bent these manners towards ingratiating himself to his superiors, a practice which has earned him a reputation as a social climber amongst his fellow Luna Wolves. Vorticar simply considers himself career-focused, but whatever the case his end goal is ascending up the Legion's hierarchy as high as he can. Intrigue and gossip are his meat, and he can often be found at the periphery of trouble, watching and listening to see what he can learn and possible use for his own benefit later. However, he knows better than to burden - or burn - his bridges. As a result, he's not above playing the diplomat should the need arise. Vorticar will do anything to make himself look good, which informs his interactions with others.

History

- Born in 2.217.816.M30, Vorticar hails from the barren and impoverished world of Cthonia, homeworld of the Luna Wolves and their Primarch, Horus Lupercal. Long stripped of natural resources and abandoned to entropy and violence, Cthonia is a dead husk of a world riddled with catacombs, crumbling industrial plants and exhausted mine-workings. Life on Cthonia is defined by both its savagery and a desperate struggle for survival as fierce, lawless gangs raid, murder and burn endlessly - whether for food, ammunition, supplies, or simply to cultivate fear or to winnow out the weak from their ranks. Between these factions a fluid web of respect, tribute and rivalry existed. Factions would form, evolve and dissolve in a few solar months. Of those that endured longer, only one thing was certain: their time too would pass. No law but the blade rules on Cthonia, no desire save that to survive.

- Vorticar's family were thralls to one such reaver gang, following behind like carrion after a battle and tending to the wants and needs of their masters. The winding tunnels of Cthonia's underground became his home in turn, Vorticar and his family moving from camp to camp as nomads. The revelry of the drunken raiders sung him to sleep at night. A boot in the ribs knocked him awake come the morn. Innocence does not last long in the face of Cthonia's horrors and Vorticar was no exception to this truth, but in place of innocence neither indignation nor resignation took root; rather, the bleak prospects of his life made Vorticar all the more driven towards improving his lot.

- Leaving his family to their fate at age seven, Vorticar took up arms alongside the reavers - better a blade in your hand than at your throat he reasoned - and began training in the ways of Cthonian warfare alongside other prospective recruits. The reavers were harsh teachers, pitting the children against each other and forcing them through brutal survival training to cull the weak from the strong. Moulded by hands such as these Vorticar grew strong and resolute - at age 10 he began joining raids on rival bands, earning the first notches on his dagger in turn. Being more than a simple brute however, Vorticar also commanded a cunning mind well-disposed to following the ebb and flow of clan politics and the force of personality needed to became a player all his own. All these he rigorously honed in the hopes of becoming a great warlord in his own right.

- Those dreams were nearly dashed after a disastrous raid on an rival gang left much of Vorticar's tribe dead or taken into slavery. Escaping the slaughter with a handful of other child warriors into a long forgotten section of Cthonia's catacombs, he was quick to sense the opportunity before him and formed the survivors into a new gang under his control. Recognizing that they would be far outclassed by all but the weakest of gangs Vorticar implemented a more passive strategy for survival - predominantly scavenging and theft, until such a time as they could more reliable project strength against rivals. This worked for a time, the gang even gaining new members from amongst other children living and hiding in the tunnels; however fate it seems had more in store for Vorticar sometime before his 12th birthday.

- Spirits were high amongst Vorticar and his comrades on this day. They had robbed a lone traveller in the catacombs who was laden with all manner of supplies and materials - not only enough to guarantee their survival for a few months, but enough to allow the gang to begin scaling up their operations. They celebrated well that night, convinced of their invincibility in the face of Cthonian brutality... and in that momentary lapse of attention their weakness was laid bare. A hulking warrior in stark white armour easily smashed through the defenses the gang had erected, swatting away any who resisted as though they were mere gnats. Battered and bruised Vorticar was certain he would be killed by whatever this thing was. But when it seemed poised to crush him underfoot the warrior paused... and laughed. Removing his helmet revealed a man, blonde-haired and blue-eyed, who introduced himself as Luc Sedirae - one of the fabled Space Marines. The traveller the gang had robbed was a serf belonging Sedirae's legion, and he had been transporting some equipment on their behalf. Sedirae had found what he was looking for amongst the gang's belongings, but in their young eyes also saw drive and ability that could prove useful to his lord. He offered to lead the children to a better life amongst the stars; sensing another opportunity - and seeing the proverbial blade at his throat - Vorticar and his comrades accepted.

- While most of the children would come to serve the Legion as Serfs, Vorticar and three of his friends would become Aspirants of the Luna Wolves. One of these friends would die during the Aspirant trials, while another died after his body rejected the Catalapsean Node, but these losses served only to strengthen the bond between Vorticar and Erigor, his surviving friend. The two stood fast by each other as they underwent their changes into Astartes and the gruelling training that accompanied these changes. They saw combat together as Scouts attached to the 253rd Training Company across various campaigns, most prominent of these being the Castigation of Terentius. Their service during the castigation impressed their Captain, and by 834.M30 the two had received the Black Carapace that marked their transition to full Legionnaires.

- Vorticar has served in the Great Crusade as a Legionnaire for over 150 years now, earning a reputation as both a ferocious warrior and a cunning leader well-disposed towards the orbital shock assaults that define Luna Wolves strategies. Erigor and he advanced together through the Legion at a measured pace before finally securing positions in the 10th Battle Company under Captain Garviel Loken, fighting under the Captain during the Keylekid Xenocide. For valour demonstrated in the prosecution of this campaign he was honoured with a pair of gauntlets once worn by Maral Lupus, Legion Master of the Luna Wolves prior to Horus' return to the Imperium. Once secure in the 10th Company Vorticar began to turn his attention once more to personal advancement, eyeing the heights he could achieve - would he settle for Captain of a Battle Company? Centurion or Consulship? Why not a seat on the Mournival, or even standing athwart the Lupercal as his Equerry? He had sturdy legs; why not climb as high as he could?

- Tragedy is rarely long behind triumph however. During the Battle of Gyros-Thravian - where the Legions of Horus, Rogal Dorn and Mortarion pitted themselves against Warboss Gharkul Blackfang and his forces - Erigor sacrificed himself to save Vorticar, pushing his battle-brother out of the way of heavy Ork weapons fire. The blast left naught but bloody ruins of Erigor, the viscera staining Vorticar's armour red. Even so many years later Vorticar still mourns the death of his friend, but the loss of Erigor also served to further galvanize his drive to climb the ranks of the Luna Wolves. Now given the opportunity to serve the Lupercal in killing the hated Orks of Ullanor, Vorticar means to carve a bloody swath through the Greenskins... and by their wretched corpses take his place as a leader amongst his battle-brothers.

Edited by Maester1216 (see edit history)
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Characteristics

Weapon Skill 35, Ballistic Skill 38, Strength 44, Toughness 43, Agility 41, Intelligence 44, Perception 33, Willpower 39, Fellowship 46

((Gonna swap Agility with Weapon Skill))

Legion Bonuses: +5 Intelligence, +5 Fellowship

Wounds: 22

Fate Points: 3


Starting Talents & Skills

Starting Skills (Astartes): Awareness, Ciphers (Legion Runes), Climb, Dodge, Common Lore (Legiones Astartes, Imperium, War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic, Low Gothic), Tactics (Orbital Drop Procedures), Tracking.

Starting Skills (Tactical Marine): Command

Starting Talents: Ambidextrous, Astartes Weapons Training, Bulging Biceps, Heightened Senses (Hearing, Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master.

Starting Talents (Luna Wolves): Air of Authority

Starting Traits: Unnatural Strength (x2), Unnatural Toughness (x2)


Experience Points

Total Experience Points: 1,000

Experience Points Remaining: 0

Mighty Lineage: 500

Command +10: 300

Fellowship Advance: 200


Power Armour

Mark: III, "Iron Armour"

Cannibalized: "Maximus Armour" Chest() think I'll use the "modify the result up or down by 1" option here.

Gauntlets of Maral: +10 Weapon Skill, +5 Fellowship when dealing with anyone loyal to the Imperium.

Blood of a Battle Brother: +1 to Team's Base Cohesion.

Edited by Maester1216 (see edit history)
Name
Ballistic Skill
38
2d10+30 6,2
Weapon Skill
35
2d10+30 2,3
Strength
44
2d10+30 5,9
Toughness
43
2d10+30 4,9
Agility
41
2d10+30 4,7
Intelligence
44
2d10+30 4,10
Perception
33
2d10+30 1,2
Willpower
39
2d10+30 8,1
Fellowship
46
2d10+30 9,7
Wounds
22
1d4+19 3
Fate Points
2
1d10 2
Power Armour Mark
4
1d10 4
Weapon Skill Re-Roll
34
2d10+30 2,2
Power Armour History Table
4; 2
1d6-1;1d4+1 [5]; [5,1]
Skill of the Artificer & Battle Scars
2; 6
1d10;1d10 [2]; [2,6]
Cannibalized Section & Mark
61; 6; 7; 6
1d100;1d100;1d6+2;1d4+4 [61]; [61,6]; [61,6,5]; [61,6,5,2]
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Vorticar Seraddon
70b720bc68262cc0dea4af78fe6b7e0d.jpg

Characteristic Bonuses: Str +10, Tgh +8, Ag +3, Int +4, Per +3, Will +4, Fel +5

Wounds: 22/22

Movement: 4/8/12/24

Armour: Body - 10 (Front)/6 (Back), Arms - 7 (Front)/6 (Back), Other Locations - 9 (Front)/6 (Back)

Pain Suppressant Doses: 8/8

Current Ammunition: N/A

Fate Points: 3/3

Edited by Maester1216 (see edit history)
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Okay, I've finally got the essentials taken care of. I'd appreciate any insight or points that need correcting.

On that note, I know that Deeds are available to take but what about Marks of Distinction at start of play? Wondering if I can take the Mighty Lineage Mark in lieu of Unbowed and Unbroken (essentially to maximize Cohesion if Vorticar becomes Team-Leader, given the use of Scion of the Lupercal).

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On 3/15/2024 at 5:30 PM, Maester1216 said:

Cannibalized: "Maximus Armour" Chest() think I'll use the "modify the result up or down by 1" option here.

Gauntlets of Maral: +10 Weapon Skill, +5 Fellowship when dealing with anyone loyal to the Imperium.

These are options unfamiliar to me. Which source is this from? I'm talking both the "modify up and down result" rule as well as where I can find the gauntlets and possibly other available gear.

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They’re from Rites of Battle, specifically the Skill of the Artificer Table. They’re listed as Gauntlets of Xirion, but there is an addendum about refurbishing/renaming them to reflect a given Chapter/Legion.

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+10 Weapon Skill is a massive boost, equal to a free aim every turn... but I've already rolled on the main book table, so I'll just have to accept that I'm a scary SoB instead. That is, Fear rating 1 against melee enemies. Then again, I could adjust it to +1 Cohesion for the kill-team, which is also useful...

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There's also a +10 to Strength, in addition to the bonus you get from your Power Armour (so in your case with Maximus Armour, you're looking at +30 Strength).

I won't deny that amping up Cohesion has been my main focus with Vorticar here, so I have a vested interest in anything that would increase our base Cohesion.

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The Blood Angels have a piece of equipment available to requisition from the very start that improves the kill-teams cohesion by 1d5. So provided I am not completely put off by the concept, you'll get an average of 3 more, 4 if I go with the cohesion instead of fear armor. The strength doesn't really make all that much difference as an apothecary. It's nice, but I'd rather have the defensive (and offensive) benefits of fear, or the additional cohesion.

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On 3/22/2024 at 7:32 PM, Maester1216 said:

Okay, I've finally got the essentials taken care of. I'd appreciate any insight or points that need correcting.

On that note, I know that Deeds are available to take but what about Marks of Distinction at start of play? Wondering if I can take the Mighty Lineage Mark in lieu of Unbowed and Unbroken (essentially to maximize Cohesion if Vorticar becomes Team-Leader, given the use of Scion of the Lupercal).

Looks great 😄 The only thing I will mention is that you've noted your agility as 34, I think that's a typo, should be 35. And yes it'd be fine to take Mighty Lineage, I know it mentions taking the gene-seed of a notable past hero while at this stage most gene-seeds will have been freshly manufactured on Luna, but I don't want to ban too many things just because they wouldn't be around in 30k, and I think it's safe enough to reflavour it as coming from Vorticar's reputation as a natural leader from his time on Chthonia or something like that. Marks of Distinction more generally are fine to take at character creation on a case-by-case basis

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Posted (edited)

Yeah I did a re-roll of Agility and got 34 instead of something better than 35, so that’s where that comes from.

Yeah I see where you’re coming from with regards to the wording of Mighty Lineage (makes more sense in the context of say, a Black Templar with Sigismund’s own gene seed running through him).

Then again those Luna Wolves/Sons of Horus who look like Horus could be in the same boat. Might be a mixture of that and natural leadership ability?

Edited by Maester1216 (see edit history)
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