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Edryc "Shadow" Morrigan โ€“ Raven Guard Assault Marine


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+++ Shadow, The Dark Fury +++

 

Shadow.jpg.7ae25da345c534a94b39323fd8eb8dd7.jpg

 

"Ghastly grim and ancient Raven wandering from the Nightly shore—"

 

Name: Edryc "Shadow" Morrigan Legion: Raven GuardRaven Guard characters are skilled at the arts of stealth and surprise tactics. A Raven Guard Space Marine gains the following benefits: +5 Agility, +5 Perception and the Master of Shadows Solo Mode Ability (see page 17). Rank: 1 | XP: 12900Spent Character XP: 12000
Initial XP: 1000

-Talent: Guerrilla Training - 400
-Talent: Two-Weapon Wielder (Melee) - 500

Spent Initial XP: 900
Unused Initial XP: 100

Total Spent XP: 12900
Specialty: Assault MarineStarting Skills

The Deathwatch Assault Marine gains Pilot (Personal) as a Trained Advanced Skill.

Special Ability

Angel of Death - The Assault Marine gains the Swift Attack Talent.

In addition, choose: Wings of Angels
Legion Demeanour: Son of NightSon of Night is a Demeanour (see page 32 of the Deathwatch rulebook) unique to Space Marines from the Raven Guard Chapter.

The Battle-Brothers of the Raven Guard are known as dark and brooding, often surly and recalcitrant. The Raven Guard are not given to unnecessary conversation, preferring instead to watch and to listen, waiting for events to unfold to their advantage before acting. Some have described their habit of withholding all comment despite repeated questioning to be quite infuriating.

The Raven Guard are extremely patient, biding their time and never acting rashly. They appear to be motivated by some inner darkness and to shun the light, metaphorically and often literally. While they do fight alongside other Space Marine Chapters they have often been accused of failing to share the full extent of their plans with their allies, leading to disagreement and overt conflict on numerous occasions. When fighting in the same theatre of operations as conventional forces such as Imperial Guard and local militia units, the Raven Guard have been known to use their allies as bait in elaborate traps, launching ambushes against common foes, but not always before the unknowing bait has been taken. On numerous such occasions, a furious Imperial Guard Colonel or defence force marshal has lodged the strongest of objections with the Chapter, to be met by nothing but a cold, black-eyed gaze, if even that.
Personal Demeanour: CalculatingThe Space Marine's mind is highly analytical, constantly aware of the pros and cons of any decisions he faces.
Special Ability: Wings of AngelsWings of Angels

The Assault Marine may add 20 meters the movement rate of his Jump Pack with a successful Challenging (+0) Pilot (Personal) Test. When making a Charge whilst using this ability, the Space Marine adds an additional 1d5 Damage to any melee attacks. This ability only functions when in Solo Mode.
Past Event: SurvivorSurvivor: You were part of a covert team dropped into a heavily contested warzone. The enemy knew you were coming, and your drop site was obliterated by artillery fire. Every single Battle-Brother you dropped with that day was killed in the hail of fire, but you miraculously made it out alive. You carry around a memento of your fallen brothers, honouring their memory with every battle. Starting Skill: Recon and StealthRecon and Stealth: An understanding of the best methods of recon and stealth, such as how to approach a defensive position unseen or quietly destroy sentry positions.

Wounds: 20/20

Fate: 3/3

AppearanceThe Raven Guard Melanchromic Organ has a unique mutation that causes the skin of the Space Marine to grow paler. Eventually each Marine's skin becomes pure white while their hair and eyes darken, becoming black as coal. : Battle-Brother Morrigan has ivory white skin, eyes of gleaming black orbs, and hair the colour of raven feathers. At all times, he carries with him the recovered Corvia of all his fallen Battle-Brothers - the only remnants from the doomed covert team. Chained together and hanging from the Assault Marine's belt, the small totems are a dual reminder of their ultimate sacrifice and his miraculous survival against overwhelming odds.


 

Characteristic Roll <+Modifiers> Subtotal <+Bonuses>
Weapon Skill 39 <Swapped with Fellowship=45, A Hero's Shame +5=50> 50
Ballistic Skill 39 <A Hero's Shame +5=44> 44
Strength 35 35 <Unnatural Strength (x2)=6, Corvus Armour +20=8>
Toughness 38 38 <Unnatural Toughness (x2)=6>
Agility 42 <Raven Guard +5=47, Raven Calvaria +2=49> 49 <Corvus Armour +10=5>
Intelligence 36 36
Perception 34 <Reroll: 39, Raven Guard +5=44> 44
Willpower 44 44
Fellowship 45 <Swapped with Weapon Skill=39> 39

 

Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 44 35 8 38 6 49 5 36 44 44 39

 


Skills: Awareness, Cipher (Legion Runes), Climb, Common Lore (Legiones Astartes, Imperium, War), Concealment, Dodge, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic, Low Gothic), Tactics (Recon and Stealth), Tracking


Talents: Ambidextrous, Astartes Weapons Training, Bulging Biceps, Guerilla TrainingRaven Guard Chapter Advances

Advance: Guerilla Training
Cost: 400
Type: Talent
Prerequisites: None

Left with an incredibly low number of men after the massacre at Istvaan V, the Raven Guard had to become masters of rapid deployment, stealth, and guerilla tactics. Each Battle-Brother was expertly trained in covert operations to help them deal with their incredibly low numbers. This training and tradition has carried on through the millennia, and members of the Raven Guard chapter are still revered for their ability to operate secretively and silently, even in their bulky power armour. The Battle-Brother does not take the penalties to Silent Move and Concealment normally inflicted by power armour.
, Heightened Senses (Hearing, Sight), Hulking, Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), Space Marine Implants, Swift Attack, True Grit, Two-Weapon Wielder (Melee)Rank 1 Deathwatch Assault Marine Advances

Advance: Two-Weapon Wielder (Melee)
Cost: 500
Talent Groups: Ballistic, Melee
Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35

Years of training allow the character to use a weapon in each hand when needed. When armed with two weapons of the same type, the character may spend a Full Action to attack with both. Both tests made to attack with the weapons suffer a –20 penalty (see Chapter VIII: Combat for more details on fighting with two weapons). The character must possess Two-Weapon Wielder (Melee) and Two-Weapon Wielder (Ballistic) if he wishes to use a gun and hand weapon with this Talent.
, Unarmed Master, Unarmed Warrior, Unnatural Strength (x2), Unnatural Toughness (x2), Wings of Angels


Solo Mode Ability: Master of the ShadowsRaven Guard Solo Mode Ability: Master of the Shadows

Type: Passive
Required Rank: 1

Effects: The Raven Guard excel at covert operations, opting for the more subtle approach over an all-out assault. Millennia of training and refining their guerilla tactics have made them masters of blending into the shadows and striking when their opponent least expects it. When the Battle-Brother is in solo mode, he may re-roll any failed Concealment, Shadowing and Silent Move Tests.

Improvement: At Rank 3 or above, all attacks made by the Battle-Brother against surprised targets gain a +2 to Armour Penetration. At Rank 5 or above, the Battle-Brother gains a +20 bonus to Concealment, Shadowing and Silent Move Tests. At Rank 7 or above, all attacks made by the Battle-Brother against surprised targets gain a +4 to Armour Penetration.

Squad Mode Abilities: Exploit WeaknessRaven Guard Attack Pattern: Exploit Weakness

Action: Half Action
Cost: 4
Sustained: No

Effects: The Raven Guard use precise application of force to cripple their enemy. The squad works in concert to exploit the foe’s weaknesses and deliver potent, strategic blows. As a Half Action, any Battle-Brother in Support Range may single out an enemy. Until the beginning of that Battle-Brother’s next turn, all members of the Kill-team may re-roll damage rolls against that target (the second result must be taken). Only one target may be singled out at a time.

Improvement: At Rank 5, singling out a target becomes a Free Action.
, Evasive ManoeuvresRaven Guard Defensive Stance: Evasive Manoeuvres

Action: Full Action
Cost: 3
Sustained: Yes

Effects: Battle-Brothers of the Raven Guard favour agilely avoiding their opponent’s main attack over a stalwart defence. All Battle-Brothers in Support Range no longer trigger the effects of Overwatch from an enemy. In addition, Battle-Brothers in Support Range gain a +20 bonus to all tests to avoid Pinning.

Improvement: At Rank 3, all Battle-Brothers in Support Range are immune to the effects of Pinning.


ImplantsRaven Guard do not have the Mucranoid or Betcher's Gland.: Secondary Heart, Ossmodula, Biscopea, Haemastamen, Larraman's Organ, Catalepsean Node, Preomnor, Omophagea, Multi-Lung, Occulobe and Lyman's Ear, Sus-an Membrane, Oolitic Kidney, Neuroglottis, Progenoids, Black Carapace


Equipment: 

Standard Issue: Astartes Bolt Pistol, Astartes Combat Knife, Astartes Frag Grenades (3), Astartes Krak Grenades (3), Legion Trappings: Raven CalvariaRaven Calvaria: Taking the form of a bird’s skull, the Calvaria is a decoration worn by many Battle-Brothers across the Chapter. It is commonly worn hanging from a chain around Space Marine’s neck or strung from their right shoulder pad. Add +2 to Agility (after all modifiers)., Mk VI 'Corvus' Armour (Astartes Power Armour), Repair Cement

Assault Marine Standard Issue: Astartes Chainsword, Astartes Jump Pack

 

Name Class Range RoF Damage Pen Clip Reload Special Weight
Astartes Bolt Pistol Pistol 30m S/2/- 1d10+9 Explosive 4 14 Full Tearing 5.5
Astartes Chainsword Melee Melee - 1d10+3 Rending 3 - - Balanced, Tearing 10
Astartes Combat Knife Melee Melee - 1d10 Rending 2 - - - 2
Astartes Frag Grenade Thrown SBx3 S/-/- 2d10+2 Explosive 0 - - Blast (4) 0.8
Astartes Krak Grenade Thrown SBx3 S/-/- 3d10+4 Explosive 6 - - - 0.8
Astartes Unarmed Master Natural Melee - 1d10 Impact 0 - - - -

 


Mk VI 'Corvus' ArmourAstartes Mk VI 'Corvus' Power Armour

The Mk6 “Corvus Suit” also saw much action during the Horus Heresy. It featured dual technology circuits that allowed the replacement of rare or sophisticated parts with common or basic alternatives. It also included fail-safes such as duplicate power cabling. The left shoulder pad, which always took the brunt of enemy fire, retained the studded Mk5 construction so as to be easily replaced.

Mk6 Rules

Mk6 is the lightest variant of power armour, and has gained a reputation for having a smoother fi t to its moving parts (despite them being interchangeable with Mk7 armour). This small difference has often led to the Corvus suit being fitted with a jump pack, for use by an Assault Marine. The wearer gains a +10 bonus to Agility.

Mark 6 "Corvus", Locations Covered: Full, AP 8/9, 170 kg, +20 Enhanced Strength, Auto-senses (Awareness modifier) +15, Osmotic Gill Life Sustainer, Pain Suppressant Doses: 6, Vox Link, Magnetized Boot Soles, Nutrient Recycling (time per test): 2 weeks, Recoil Suppression, -10 to Agility tests due to Poor Manual Dexterity, Rolls on History Tables: 2

-
Type: Power
Stats: Head: 0 / Arms: 8 / Body: 9 / Legs: 8

Special AP 9 on Body. +20 Enhanced Strength, Osmotic Gill Life Sustainer, Bio-monitor and Injectors, Vox Link, Magnetized Boot Soles, 2 wks Nutrient Recycling, Recoil Suppression, Giant Among Men, -10 to Agility tests due to Poor Manual Dexterity, +10 Agility. Roll two Histories.
:
While the Mk IV ‘Maximus’ was intended as the definitive version of power armour, Mechanicum research has nonetheless continued, and already there are prototypes of a new version, dubbed the Corvus Armour. Distinctive with its beak-like helmet shape, the Corvus is intended to be even lighter, more energy-efficient and modular than the Maximus. With a particularly smooth fit to the black carapace, a far quieter backpack generator than older models, and its remarkably light weight, the Corvus is especially useful for scouts and assault marines.

- Wearer gains +10 to Agility

Armour: 8/9
Weight: 170
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +15
Pain Suppressant Doses: 6

Power Armour History:

Legends of War: A Hero’s ShameA Hero’s Shame: In the history of this armour, it was worn by a mighty Captain who led his Company in a crucial battle. For some reason, however, the Captain failed in his duty and the battle was lost, along with many brother Space Marines. Subsequent wearers have fought hard to prove that this was an isolated case, but none have ever become great leaders. The wearer gains +5 Weapon Skill and +5 Ballistic Skill, but suffers a –10 penalty to Command tests.

 

Edited by IndyKophen (see edit history)
Name
Weapon Skill
39
2d10+30 5,4
Ballistic Skill
39
2d10+30 1,8
Strength
35
2d10+30 2,3
Toughness
38
2d10+30 3,5
Agility
42
2d10+30 10,2
Intelligence
36
2d10+30 2,4
Perception
34
2d10+30 2,2
Willpower
44
2d10+30 7,7
Fellowship
45
2d10+30 8,7
Wounds
20
1d5+18 2
Fate
2
1d10 2
Characteristics Reroll
39
2d10+30 4,5
Power Armour History
5; 2
1d4+1;1d10 [4]; [4,2]
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Posted (edited)

+++ A Son of Night +++

 

On the mineral-rich moon of Lycaeus, Edryc was born into slavery, nothing more than chattel for the ruling Tech-Guilds of the neighboring Hive World Kiavahr. Forced to toil in the shadows of the moon's massive mineworks, a weak and weary Edryc would have surely died on that barren and airless ball of rock, if not for the coming of Corvus Corax, who united the oppressed workers and led a successful revolution to liberate their homeworld, since renamed Deliverance.  

 

Taking command of the XIXth Legion, Raven Lord Corax attempted to purge or banish the Legion of its firstborn sons drawn from savage Xeric warriors of Terra and replaced them with more measured stock native to Deliverance. Honored, Edryc was among the first chosen few to be recruited. Excelling in Aspirant Trials and proving himself as a full Battle-Brother after only a few years of service, Edryc earned the Raven Guard title, Shadow, and took on a new Kiavahran name that he long associated with war and fate, Morrigan. 

 

Exemplifying the grim and brooding nature of the Raven Guard, Battle-Brother Morrigan is often surly and recalcitrant. Similarly, he shares his Primarch's mistrust towards others, to include the Terran warriors of his own Legion, a personality quirk which has ostracized him even among his so-called peers. Unfortunately, his loneliness would be fully realized in the aftermath of a counterinsurgency operation on Lux Majoris against Terocrati dissidents. Battle-Brother Morrigan was part of a covert team, consisting mainly of Dark Fury Assault Marines, that dropped into a heavily contested warzone. The enemy knew the Raven Guard were coming, and the drop site was obliterated by artillery fire. Every single Battle-Brother was killed in the hail of fire, save one. It was the worst massacre the Assault Marine had ever seen, and a past event which still haunts him to this day.

 

image.jpeg.4ef8230a6ffd608ef2fe09df171ccc9f.jpeg

 

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

@Trish_the_Nugg_Queen, this character is ready for review.

 

Specifically, this character will need GM approval for the Requisitioned items. 

  • The Wings of the Raven (First Founding, pp. 101, 104) replaces the standard issued Astartes Jump Pack.   
  • The pair of Astartes Lightning Claws (Deathwatch Rulebook, pp. 154-155) effectively replaces the standard issued Astartes Bolt Pistol, Astartes Combat Knife, and Astartes Chainsword.

If the Requisitioned items are not appropriate for starting the campaign, no worries; these items will become aspirational - something for the character to strive to acquire with gameplay.

Edited by IndyKophen (see edit history)
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A question: with 'Raven Calvaria', you are adding +2 to the Agility Bonus, but shouldn't it be added to Agility? (thus making Agility 54/64 in armour)

 

Edit:

Note that your movement will still be insane. With jump pack: 6+1<Armour> *2<Jump Pack> = 14/28/42/84m

Edit 2: The multiplier of Wings of the Raven is 3, thus making it: 6+1<Armour> *3<Wings of the Raven> = 21/42/63/126m !!

Edited by luctius (see edit history)
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18 minutes ago, luctius said:

A question: with 'Raven Calvaria', you are adding +2 to the Agility Bonus, but shouldn't it be added to Agility? (thus making Agility 54/64 in armour)

 

Edit:

Note that your movement will still be insane. With jump pack: 6+1<Armour> *2<Jump Pack> = 14/28/42/84m

It's entirely possible. I'm not confident I got the characteristics correct.

For Raven Calvaria, I was going off the description "Add +2 to Agility (after all modifiers)", as in, the step after adding all the modifiers. Happy to make corrections, though, as needed.

 

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Looks good, just a few things to note. With Corvus armour (or Maximus armour), you only roll once for history. I'm not sure where Swift Attack has come from, but I may have just missed it.

I'd say the raven calvaria is only meant to add +2 to the base Agility, making it +54, as giving +2 Agility bonus is quite a large benefit for a chapter trapping. As for your requisitioned items, you're fine to take them on each mission if you can afford it, but I'm hesitant to allow swapping out standard wargear for even equivalent items, it'd have to be moreso that you take for example the lightning claws in your requisition and use those instead of the bolt pistol/combat knife/chainsword

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12 hours ago, Trish_the_Nugg_Queen said:

With Corvus armour (or Maximus armour), you only roll once for history.

 

Mark 6 "Corvus" Rolls on History Tables -> 2

Table 3-8, Rites of Battle, pg. 151

Corvus.jpg

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Posted (edited)
12 hours ago, Trish_the_Nugg_Queen said:

I'm not sure where Swift Attack has come from, but I may have just missed it.

 

Angel of Death

The Assault Marine gains the Swift Attack Talent.

Deathwatch Rulebook, pg. 73

Assault Marines.jpg

Edited by IndyKophen (see edit history)
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12 hours ago, Trish_the_Nugg_Queen said:

I'd say the raven calvaria is only meant to add +2 to the base Agility, making it +54, as giving +2 Agility bonus is quite a large benefit for a chapter trapping.

 

To his credit, luctius made the same comment. Correction made!

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13 hours ago, Trish_the_Nugg_Queen said:

As for your requisitioned items, you're fine to take them on each mission if you can afford it, but I'm hesitant to allow swapping out standard wargear for even equivalent items, it'd have to be moreso that you take for example the lightning claws in your requisition and use those instead of the bolt pistol/combat knife/chainsword

 

Understood.

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On 3/17/2024 at 7:46 AM, Trish_the_Nugg_Queen said:

It might be a house rule, but I'll allow it
 

That works for me! Let me know if you guys find any other lore discrepancies like these
 

Hmm I'll say two history rolls for Crusade or Iron, one history roll for Maximus or Corvus. Many PA suits at this time (especially Maximus & Corvus) are likely to have not been worn by anyone prior to the current wearer, but armour history is a neat mechanic that I don't want to do away with entirely; it can perhaps tie in with the PCs' personal histories instead, up to each of you individually

And yes, the official errata is in effect for this game

https://www.myth-weavers.com/index.php?/topic/17413-character-creation-discussion/#comments

48 minutes ago, IndyKophen said:

 

Mark 6 "Corvus" Rolls on History Tables -> 2

Table 3-8, Rites of Battle, pg. 151

Corvus.jpg

 

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7 hours ago, IndyKophen said:

Damn. I guess I'll drop A Fury Like Lightning lowering my Agility even more.

You could use the deed 'Battle Damage (RoB.81)' to get an addition choice for armour history.

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6 hours ago, luctius said:

You could use the deed 'Battle Damage (RoB.81)' to get an addition choice for armour history.

 

Good idea. I'll look into it.

I'll have to drop Two-Weapon Wielder (Melee) to free up some XP, but as I'm not starting with a pair of Lightning Claws, that talent really isn't benefitting me.

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13 minutes ago, IndyKophen said:

 

Good idea. I'll look into it.

I'll have to drop Two-Weapon Wielder (Melee) to free up some XP, but as I'm not starting with a pair of Lightning Claws, that talent really isn't benefitting me.

Well, not necessarily. I assure you that two chainswords are a totally viable dual wielding option until you get the rep for the lightning claws. I played a Ravenguard assault marine before, and I was wrecking in melee with those weapons, Drizzt style.

Edited by Harding (see edit history)
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