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luctius

luctius

Character Creation

Rolls and their Results

Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39

Wounds

Roll: 2+18 = 20

Fate Points

Roll: 8 => 4 Fate Points

Starting Decisions: Librarian, White Scars, 3 Psychic Techniques from (Avenger, Reading, Augury, Smite, Inspire, Iron Arm, Short Range Telepathy), White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark

Roll: 8 Mk4 'Maximus'

Armour History

Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.175 (15): Psy Focus
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • OOC (10): Volkite Serpenta
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
  • CRB.159 (15+5): Metal Storm Rounds

 


Cheat Sheet

 

AimType: Half Action or Full Action
Subtype: Concentration
The active character patiently takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants a +20 bonus to the character’s next attack. The next Action the Aiming character performs must be an attack or the benefits of Aiming are lost. Aiming benefits are also lost if the character performs a Reaction before making his attack. Aiming can be used with both melee and ranged attacks.
Half/Full Concentration +10 bonus to hit as Half Action. +20 Bonus to hit as a Full Action on character's next attack, or target a specific body location.
All out AttackType: Full Action
Subtypes: Attack, Melee
The character makes a furious melee attack at the expense of personal safety. He gains a +20 bonus to his next Weapon Skill Test, but he cannot Dodge or Parry until the start of his next Turn.
Full Attack,Melee +20 to Ws, cannot Dodge or Parry.
Brace Heavy WeaponType: Half Action
Subtype: Miscellaneous
Heavy weapons must be braced before they can be fired accurately. Bracing a Heavy weapon can involve using a bipod or tripod, propping the weapon up on a windowsill or sandbags, or simply assuming a wide stance or kneeling.

When a Heavy weapon is fired without being braced, the attacker suffers a –30 to his Ballistic Skill Test. Once a Heavy weapon has been braced, the firer cannot move without losing the benefits of bracing. However, the firer can still traverse his weapon 45 degrees or more depending on the type of bracing. Melee, Thrown, Pistol, and Basic weapons gain no special benefit from bracing.
half Miscellaneous Prepare to fire a heavy weapon (Space Marines don't need to use this, due to Bulging Biceps).
Called ShotType: Full Action
Subtypes: Attack, Concentration, Melee or Ranged
The active character attempts to attack a specific or vulnerable area on his target. The attacker declares a location on his target (Head, Body, Left Arm, Right Arm, Left Leg, or Right Leg) and makes a Hard (–20) Weapon Skill Test or a Hard (–20) Ballistic Skill Test. If he succeeds, he skips the Determine Hit Location step of the attack and instead hits the declared location.
Full (Half) Attack, Concentration, Melee/Ranged

Attack a specific location on the target with a -20 to WS/BS. (Auto-senses makes this a Half Action)

ChargeType: Full Action
Subtypes: Attack, Melee, Movement
The character rushes at his target and delivers a single
melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move. See Table 7–4: Movement (Meters/Round) on page 205. The last four metres of the Charge must be in a straight line so the attacker can build speed and line up with his target. The attacker gains a +10 bonus to his Weapon Skill Test made at the end of the Charge. If the Charging character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, CRB.240.
Full Attack, Melee, Movement Must move 4 meters, +10 to WS.
Defensive StanceType: Full Action
Subtype: Concentration, Melee
The character makes no attacks and instead concentrates entirely on self-defence. Until the start of his next Turn, the character can make one additional Reaction, and all opponents suffer a –20 penalty to Weapon Skill Tests made to attack him.
Full Concentration, Melee Gain an additional Reaction, opponents suffer -20 to WS.
DelayType: Half Action
Subtype: Miscellaneous
nstead of acting immediately, the character waits for an
opportunity. When a character chooses Delay, his Turn ends, but he reserves a delayed Half Action for later use. Any time before the start of his next Turn, the character can perform a delayed Half Action of his choice. If the delayed Half Action is not used before the start of the character’s next turn, it is lost. If two or more characters both attempt to perform delayed Half Actions at the same time, they must make an Opposed Agility Test to see who acts first.
Half Miscellaneous Before character's next Turn, he may take any Half Action.
DisengageType: Full Action
Subtype: Movement
The character breaks off from melee combat and may take a Half Move. Opponents that were engaged with the character do not gain any free attacks. See the Fleeing sidebar for more details.
Full Movement Break off from melee and move.
DodgeType: Reaction
Subtype: Movement

Dodge is a Reaction that a character can perform when it is not his Turn. After a character is hit, but before Damage is rolled, the character can attempt to avoid the attack by making a Dodge Test. A character must be aware of the attack in order to make the test. If the test succeeds, the character gets out of the way at the last moment and the attack is considered to have missed (and thus no Damage is rolled). If the Dodge Test fails, the attack connects and deals Damage normally. Dodge can be used to avoid both melee and ranged attacks.

Dodging Auto-Fire and Area Effect Attacks

Some attacks, such as those made with grenades, flamers, or guns firing semi-automatic or fully-automatic bursts, are especially difficult to avoid. When Dodging an area effect weapon (such as a flamer), a successful Dodge Test moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres. If the character would need to move further than this to avoid the attack, then the Dodge Test automatically fails. When Dodging Full Auto or Semi-Auto Bursts, each Degree of Success on the Dodge Test negates one additional hit.
Reaction Movement Test Dodge to negate a hit.
FeintType: Half Action
Subtype: Melee
The character attempts to use guile and combat training to trick his opponent into a mistake. The character and his target make an Opposed Weapon Skill Test. If the active character wins, his next melee attack against that same target cannot be Dodged or Parried. If the active character’s next Action is anything other than a Standard Attack, the advantage of Feinting is lost.
Half Melee Opposed WS Test, if character wins, his next attack cannot be Dodge or Parried.
Focus PowerType: Half, Full, Free, or Extended Action (Varies by
Power)
Subtype: Varies by Power
This Action is used to manifest Psychic Powers in combat. Every Psychic Power specifies an Action type and one or more subtypes. For more information, see Chapter VI: Psychic Powers.
Varies Concentration Use a psychic power.
Full Auto BurstType: Full Action
Subtype: Attack, Ranged
The character hurls a roaring burst of fully automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this Action. If the character has a pistol in each hand, both capable of fully automatic fire, he may fire both with this Action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +20 bonus. A dice result of 94 to 00 indicates the weapon has Jammed. If successful, the attack scores a hit normally. Furthermore, each Degree of Success scores an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s fully automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test and instead suffers a –10% penalty.

If the weapon has the Scatter special quality and is fired
with a Full-Auto Burst at Point Blank Range, any extra hits from Scatter and Full-Auto Burst are calculated separately and both applied.
Full Attack, Ranged +20 to BS, additional hit for every DoS. Or forgo +20 and move AB meters if firing pistol or basic weapon.
GrappleType: Half or Full Action
Subtype: Attack, Melee
This action is only used when a character is already engaged in a Grapple. See Grappling, page 246, for rules on starting a Grapple. If the active character is controlling the Grapple, the first thing he must do on his Turn is declare Grapple as a Full Action in order to maintain the Grapple; if he does not declare Grapple as a Full Action, the Grapple immediately ends. After that, he can choose one of the following Controller Grapple Options:

controller grapple options
• Damage Opponent: The controller of the Grapple can
attempt to damage his opponent with brute force by making
an Opposed Strength Test with the Grappled opponent.
If the active character wins, he inflicts unarmed Damage
(1d5–3+SB with Armour Points counting double) to his
opponent’s body location and one level of Fatigue. If the
Grappled opponent wins the Opposed Strength Test, no
Damage is dealt, but he is still Grappled. This action can
benefit from Assistance.
• Throw Down Opponent: The controller of the Grapple
can attempt to wrestle his Grappled opponent to the
ground by making an Opposed Strength Test. This test
can benefit from Assistance. If the active character wins,
the Grappled opponent becomes prone.
• Push Opponent: The controller of the Grapple can attempt
to force his Grappled opponent to move. This is resolved
with an Opposed Strength Test, which can benefit from
Assistance. If the active character succeeds, he pushes his
opponent one meter in a direction of his choice, plus one
additional metre for each Degree of Success. This pushed
distance cannot exceed the active character’s Half Move
distance. The active character must move with his Grappled
opponent in order to maintain the Grapple, or he can
choose to let go of his opponent, which ends the Grapple,
but allows the active character to keep his ground.
• Ready: The controller of the Grapple can ready one
of his own items. Or if the GM allows, he can use the
Ready Action to grab an item belonging to his Grappled
opponent.

• Stand: If both Grappling participants are on the ground,
the controller of the Grapple can regain his feet with this
action. He can also attempt to drag his Grappled opponent
up with him by making an Opposed Strength Test. This
test can benefit from Assistance. If the controller of the
Grapple wins, both participants stand.
• Use Item: The controller of the Grapple can use a
readied item.
If the active character is the target of the Grapple, the first
thing he must do on his Turn is declare Grapple as a Half
Action—this is part of the penalty for being Grappled. After
that, he can choose one of the following Grappled Target
Options:
grappled target options
• Break Free: The Grappled target can attempt to break
free of the Grapple by making an Opposed Strength Test
with the controller of the Grapple. This test can benefit
from Assistance. If the active character wins, he breaks
free and may perform any Half Action.
• Slip Free: The Grappled target can attempt to wriggle
out of the Grapple by making a Challenging (+0)
Contortionist Skill Test. If he succeeds, he slips free and
may perform any Half Action.
• Take Control: The Grappled target can attempt to take
control of the Grapple by making an Opposed Strength
Test with his Grappling opponent. This test can benefit
from Assistance. If the active character wins, he becomes
the controller of the Grapple and his opponent becomes
the Grappled target. The active character may then
immediately perform one of the Controller Grapple
Options, but he cannot take any other Half Actions.
Half/Full Attack, Melee Affect a Grappled opponent or excape from a Grapple.
Guarded AttackType: Full Action
Subtype: Attack, Concentration, Melee
The character performs a careful attack, making sure he
remains well poised to defend himself. The character suffers a –10 penalty to his Weapon Skill Test, but he gains a +10 bonus to all Dodge and Parry Tests until the start of his next Turn.
Full Attack, Concentration, Melee -10 WS, +10 to Parry or Dodge.
Jump or LeapType: Full Action
Subtype: Movement
The character can Jump vertically or Leap horizontally. If the character is engaged in melee, each opponent he is engaged with can make a free Standard Attack against the character. See Movement, page 205, for details on Jumping and Leaping.
Full Movement Jump vertically or leap horizontally.
Knock-DownType: Half Action
Subtype: Attack
The attacker smashes his opponent in the hopes of knocking him off his feet. Make an Opposed Strength Test. If the attacker wins, the target is knocked prone and must use a Stand Action on his Turn to regain his feet. If the attacker succeeds by two or more Degrees of Success, the target also suffers 1d5–3+SB damage, with Armour Points counting as double, and one level of Fatigue. If the target wins the Opposed Strength Test, he keeps his footing. If the target wins by two or more Degrees of Success, the attacker is knocked prone instead. If the attacker spent a Half Action to move before performing the Knock-Down attack, he gains a +10 bonus to the test.
Half Attack, Melee Try to knock an opponent to the ground.
ManouvreType: Half Action
Subtype: Melee, Movement
By using superior footwork and aggression, the attacker can force his opponent to move one meter in any direction by succeeding at an Opposed Weapon Skill Test. If desired, the attacker can advance one meter as well. The opponent cannot be forced into another character or some other obstacle (such as wall).
Half Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.
MoveType: Half or Full Action
Subtype: Movement
The active character can spend a Half Action to move a
number of meter equal to his Agility Bonus. As a Full Action, he may move twice that distance. If the Active character ends his movement adjacent to an opponent, he may engage that opponent in melee. If the active character moves away from an opponent with whom he is engaged, that opponent may make a free Standard Attack against the active character.
Half/Full Movement Move up to movement as a Half Action or twice movement as a Full Action.
Multiple AttacksType: Full Action
Subtype: Attack, Melee or Ranged
This action allows the active character to make more than one attack on his Turn, provided he has the Swift Attack or Lightning Attack talent, or is wielding a weapon in his secondary hand. See Two-Weapon Fighting,page 246.
Full Attack, Melee/Ranged Use Swift Attack or Lightning Attack Talents to make multiple Attacks.
OverwatchType: Full Action
Subtype: Attack, Concentration, Ranged
The active character guards a specific area or target, poised to shoot at an opportune moment. When Overwatch is declared, the active character establishes a kill zone, which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction that active character is facing.

The active character then specifies either Full Auto Burst, Semi-Auto Burst, or Suppressing Fire, along with the conditions under which he will perform the chosen attack. At any time the specified conditions are met before the start of the character’s next Turn, he can perform that attack. If this attack occurs at the same time as another character’s Action, the character with the higher Agility Bonus acts first. If both characters have the same Agility Bonus, they make an Opposed Agility Test to see who acts first.

Additionally, targets caught in the kill zone must make a
Hard (–20) Pinning Test or become Pinned (see Pinning on page 248). If a character on Overwatch performs any Actions or Reaction, such as Dodge, his Overwatch immediately ends. Note this does not include Free Actions, such as speech.
Full Attack, Concentration, Ranged Shoot targets cming into a set kill zone, -20 to BS.
ParryType: Reaction
Subtype: Defence, Melee
f the active character is wielding a melee weapon capable of Parrying, he can attempt to thwart an incoming melee attack by making a Challenging (+0) Weapon Skill Test. If the test succeeds, the incoming attack is considered to have missed. If the test fails, the attack connects and Damage is rolled normally. Parrying requires no special Skill or Talent, but Parry can only be used to negate a melee attack.
Reaction Melee Test WS to negate a hit.
ReadyType: Half Action
Subtype: Miscellaneous
The active character draws a weapon or retrieves an object stowed in a pouch or pocket. A weapon or item can also be properly stowed away with this action (but note that simply dropping an item is considered a Free Action). This Action can also be used to do things such as apply a medi-patch, inject stimm or some other kind of drug, coat a blade with poison, and so forth. Ready can be declared twice in the same Turn if it is used on two different weapons or items.
Half Miscellaneous Ready a weapon or item.
ReloadType: Half, Full, or Extended Action (Varies by Weapon)
Subtype: Miscellaneous
The active character can reload a ranged weapon. The amount of time the Reload Action takes depends on the weapon. See Chapter V: Armoury for details. Note that any Reload Action that is spread across more than one Round is an Extended Action.
Varies Miscellaneous Reload a ranged weapon.
RunType: Full Action
Subtype: Movement
The active character runs, covering a distance equal to his Run Movement (see Table 7–4: Movement in Metres/Round on page 205). This makes the character harder to hit with ranged weapons, but easier prey for melee attacks. Until the beginning of the character’s next turn, ranged attacks made against him suffer a –20 penalty to Ballistic Skill Tests, but melee attacks gain a +20 bonus to Weapon Skill Tests.
Full Movement Move triple, enemies get -20 BS and +20 WS.
Semi-Auto BurstType: Full Action
Subtype: Attack, Ranged
With cold precision, the active character shoots a burst of
semi-automatic gunfire at his enemies. The attacker must
be wielding a ranged weapon capable of semi-automatic
fire to take this action. If the character has a pistol in each hand, both capable of semi-automatic fire, he may fire both with this action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +10 bonus. A dice result of 94 to 00 indicates the weapon has Jammed (see Weapon Jams, page 249). If he succeeds, the attack scores a hit normally. Furthermore, every two Degrees of Success score an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits on page 239 to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test.

If the weapon has the Scatter special quality and is fired
with a Semi-Auto Bust at Point Blank Range, any extra hits from Scatter and Semi-Auto Burst are calculated separately and both are applied.
Full Attack, Ranged +10 to BS, additional hit for every 2 DoS. Or forgo +10, and move AB Meters if firing pistol or basic weapon.
Stand/MountType: Half Action
Subtype: Movement
f the active character is on the ground, he can stand. If he is already standing, he can mount a riding beast or a vehicle.
Half Movement Stand up or mount a riding beast or vehicle.
Standard AttackType: Half Action
Subtype: Attack, Melee or Ranged
The active character makes either one melee attack by testing Weapon Skill, or one ranged attack by testing Ballistic Skill. If the attacking character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, page 246.
Half Attack, Melee/Ranged Make one melee or ranged attack.
StunType: Full Action
Subtype: Attack, Melee
f the active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a killing blow. The attacker makes a Hard (–20) Weapon Skill Test. If the attack succeeds, roll 1d10 and add the attacker’s Strength Bonus. The target then rolls 1d10 and adds his Toughness Bonus +1 per Armour Point protecting his head (if the attack is unarmed, or if the attacking weapon is Primitive, the Armour Points are doubled). If the attacker’s roll is equal or higher, the target is Stunned for a number of Rounds equal to the difference between the rolls, and he gains one level of Fatigue.
Full Attack, Melee Try to Stun an opponent.
Suppressing FireType: Full Action
Subtype: Attack, Ranged
The active character unleashes a devastating hail of firepower to force his opponents to take cover. This action requires a weapon capable of fully automatic fire (see Rate of Fire, page 141). When Suppressing Fire is declared, the active character establishes a kill zone (or uses one previously established, see Overwatch, page 241), which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction the active character is facing. Then, the active character fires a fully automatic burst and expends the appropriate ammo. All targets within the kill zone must take a Hard (–20) Pinning Test or become Pinned (see page 248). Additionally, the active character must make a Hard (–20) Ballistic Skill Test to determine if his wild spray of gunfire hits anyone, friend or foe, within the kill zone. A roll of 94–100 on the test indicates the weapon has Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test succeeds, the GM assigns the hit to a random target within the kill zone. Furthermore, every two Degrees of Success score an extra hit against another random victim. Use of the Suppressive Fire action does not affect the defensive benefits of armour or cover. The number of hits scored may not exceed the weapon’s fully automatic Rate of Fire. Use Table 8–2: Multiple Hits to determine Hit Locations for multiple hits against the same target. The active character cannot choose to fail this Ballistic Skill Test. Note that Suppressing Fire is a separate Full Action from Full Auto Burst and therefore does not benefit from the +20 attack bonus Full Auto Burst provides.
Full Attack, Ranged Force opponents to take cover, -20 to BS.
Tactical AdvanceType: Full Action
Subtype: Concentration, Movement
The active character moves from one position of cover
to another position of cover. In so doing, he may cover a
distance up to his Full Move. For the duration of the move, he is considered to benefit from the cover he left, even though he is moving in the open for a brief time.
Full Concentration, Movement Move from cover to cover.
Use A SkillType: Half, Full, or Extended Action (Varies by
circumstance)
Subtype: Concentration, Miscellaneous
The active character may use a Skill. This usually involves making a Skill Test. This can be an Extended Action, depending on the Skill and the circumstances.
Varies Miscellaneous Character may use a Skill.

 

Easy +30

Attacking a Surprised or Unaware target.

Shooting a Massive target.

Shooting a target at Point Blank Range.

Routine +20 Melee attacks against a foe who is outnumbered three to one or more.
Attacking a Stunned opponent.
Shooting an Enormous target.
Ordinary +10 Melee attacks against a foe who is outnumbered two to one.
Attacking a Prone opponent with a melee weapon.
Attacking from higher ground.
Shooting a Hulking target.
Shooting a target at Short Range.
Challenging +0 Standard Attack.
Difficult -10 Any test whilst Fatigued.
Attacking or Dodging whilst in the mud or heavy rain.
Shooting a target at Long Range.
Shooting a Prone target.
Shooting a Scrawny target.
Hard -20 Shooting into melee combat.
Dodging whilst Prone.
Making an unarmed attack against an armed opponent.
Melee attacks in darkness.
Shooting at a target in fog, mist or shadow.
Shooting a Puny target.
Using a weapon without the correct Talent.
Very Hard -30 Attacking or Dodging in deep snow.
Firing a heavy weapon that has not been Braced.
Shooting a Minuscule target.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Shooting at a target in darkness.

 

 

luctius

luctius

Character Creation

Rolls and their Results

Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39

Wounds

Roll: 2+18 = 20

Fate Points

Roll: 8 => 4 Fate Points

Starting Decisions: Librarian, White Scars, 3 Psychic Techniques from (Avenger, Reading, Augury, Smite, Inspire, Iron Arm, Short Range Telepathy), White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark

Roll: 8 Mk4 'Maximus'

Armour History

Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.175 (15): Psy Focus
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • OOC (10): Volkite Serpenta
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
  • CRB.159 (15+5): Metal Storm Rounds

 


Cheat Sheet

 

AimType: Half Action or Full Action
Subtype: Concentration
The active character patiently takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants a +20 bonus to the character’s next attack. The next Action the Aiming character performs must be an attack or the benefits of Aiming are lost. Aiming benefits are also lost if the character performs a Reaction before making his attack. Aiming can be used with both melee and ranged attacks.
Half/Full Concentration +10 bonus to hit as Half Action. +20 Bonus to hit as a Full Action on character's next attack, or target a specific body location.
All out AttackType: Full Action
Subtypes: Attack, Melee
The character makes a furious melee attack at the expense of personal safety. He gains a +20 bonus to his next Weapon Skill Test, but he cannot Dodge or Parry until the start of his next Turn.
Full Attack,Melee +20 to Ws, cannot Dodge or Parry.
Brace Heavy WeaponType: Half Action
Subtype: Miscellaneous
Heavy weapons must be braced before they can be fired accurately. Bracing a Heavy weapon can involve using a bipod or tripod, propping the weapon up on a windowsill or sandbags, or simply assuming a wide stance or kneeling.

When a Heavy weapon is fired without being braced, the attacker suffers a –30 to his Ballistic Skill Test. Once a Heavy weapon has been braced, the firer cannot move without losing the benefits of bracing. However, the firer can still traverse his weapon 45 degrees or more depending on the type of bracing. Melee, Thrown, Pistol, and Basic weapons gain no special benefit from bracing.
half Miscellaneous Prepare to fire a heavy weapon (Space Marines don't need to use this, due to Bulging Biceps).
Called ShotType: Full Action
Subtypes: Attack, Concentration, Melee or Ranged
The active character attempts to attack a specific or vulnerable area on his target. The attacker declares a location on his target (Head, Body, Left Arm, Right Arm, Left Leg, or Right Leg) and makes a Hard (–20) Weapon Skill Test or a Hard (–20) Ballistic Skill Test. If he succeeds, he skips the Determine Hit Location step of the attack and instead hits the declared location.
Full Attack, Concentration, Melee/Ranged Attack a specific location on the target with a -20 to WS/BS.
ChargeType: Full Action
Subtypes: Attack, Melee, Movement
The character rushes at his target and delivers a single
melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move. See Table 7–4: Movement (Meters/Round) on page 205. The last four metres of the Charge must be in a straight line so the attacker can build speed and line up with his target. The attacker gains a +10 bonus to his Weapon Skill Test made at the end of the Charge. If the Charging character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, CRB.240.
Full Attack, Melee, Movement Must move 4 meters, +10 to WS.
Defensive StanceType: Full Action
Subtype: Concentration, Melee
The character makes no attacks and instead concentrates entirely on self-defence. Until the start of his next Turn, the character can make one additional Reaction, and all opponents suffer a –20 penalty to Weapon Skill Tests made to attack him.
Full Concentration, Melee Gain an additional Reaction, opponents suffer -20 to WS.
DelayType: Half Action
Subtype: Miscellaneous
nstead of acting immediately, the character waits for an
opportunity. When a character chooses Delay, his Turn ends, but he reserves a delayed Half Action for later use. Any time before the start of his next Turn, the character can perform a delayed Half Action of his choice. If the delayed Half Action is not used before the start of the character’s next turn, it is lost. If two or more characters both attempt to perform delayed Half Actions at the same time, they must make an Opposed Agility Test to see who acts first.
Half Miscellaneous Before character's next Turn, he may take any Half Action.
DisengageType: Full Action
Subtype: Movement
The character breaks off from melee combat and may take a Half Move. Opponents that were engaged with the character do not gain any free attacks. See the Fleeing sidebar for more details.
Full Movement Break off from melee and move.
DodgeType: Reaction
Subtype: Movement

Dodge is a Reaction that a character can perform when it is not his Turn. After a character is hit, but before Damage is rolled, the character can attempt to avoid the attack by making a Dodge Test. A character must be aware of the attack in order to make the test. If the test succeeds, the character gets out of the way at the last moment and the attack is considered to have missed (and thus no Damage is rolled). If the Dodge Test fails, the attack connects and deals Damage normally. Dodge can be used to avoid both melee and ranged attacks.

Dodging Auto-Fire and Area Effect Attacks

Some attacks, such as those made with grenades, flamers, or guns firing semi-automatic or fully-automatic bursts, are especially difficult to avoid. When Dodging an area effect weapon (such as a flamer), a successful Dodge Test moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres. If the character would need to move further than this to avoid the attack, then the Dodge Test automatically fails. When Dodging Full Auto or Semi-Auto Bursts, each Degree of Success on the Dodge Test negates one additional hit.
Reaction Movement Test Dodge to negate a hit.
FeintType: Half Action
Subtype: Melee
The character attempts to use guile and combat training to trick his opponent into a mistake. The character and his target make an Opposed Weapon Skill Test. If the active character wins, his next melee attack against that same target cannot be Dodged or Parried. If the active character’s next Action is anything other than a Standard Attack, the advantage of Feinting is lost.
Half Melee Opposed WS Test, if character wins, his next attack cannot be Dodge or Parried.
Focus PowerType: Half, Full, Free, or Extended Action (Varies by
Power)
Subtype: Varies by Power
This Action is used to manifest Psychic Powers in combat. Every Psychic Power specifies an Action type and one or more subtypes. For more information, see Chapter VI: Psychic Powers.
Varies Concentration Use a psychic power.
Full Auto BurstType: Full Action
Subtype: Attack, Ranged
The character hurls a roaring burst of fully automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this Action. If the character has a pistol in each hand, both capable of fully automatic fire, he may fire both with this Action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +20 bonus. A dice result of 94 to 00 indicates the weapon has Jammed. If successful, the attack scores a hit normally. Furthermore, each Degree of Success scores an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s fully automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test and instead suffers a –10% penalty.

If the weapon has the Scatter special quality and is fired
with a Full-Auto Burst at Point Blank Range, any extra hits from Scatter and Full-Auto Burst are calculated separately and both applied.
Full Attack, Ranged +20 to BS, additional hit for every DoS. Or forgo +20 and move AB meters if firing pistol or basic weapon.
GrappleType: Half or Full Action
Subtype: Attack, Melee
This action is only used when a character is already engaged in a Grapple. See Grappling, page 246, for rules on starting a Grapple. If the active character is controlling the Grapple, the first thing he must do on his Turn is declare Grapple as a Full Action in order to maintain the Grapple; if he does not declare Grapple as a Full Action, the Grapple immediately ends. After that, he can choose one of the following Controller Grapple Options:

controller grapple options
• Damage Opponent: The controller of the Grapple can
attempt to damage his opponent with brute force by making
an Opposed Strength Test with the Grappled opponent.
If the active character wins, he inflicts unarmed Damage
(1d5–3+SB with Armour Points counting double) to his
opponent’s body location and one level of Fatigue. If the
Grappled opponent wins the Opposed Strength Test, no
Damage is dealt, but he is still Grappled. This action can
benefit from Assistance.
• Throw Down Opponent: The controller of the Grapple
can attempt to wrestle his Grappled opponent to the
ground by making an Opposed Strength Test. This test
can benefit from Assistance. If the active character wins,
the Grappled opponent becomes prone.
• Push Opponent: The controller of the Grapple can attempt
to force his Grappled opponent to move. This is resolved
with an Opposed Strength Test, which can benefit from
Assistance. If the active character succeeds, he pushes his
opponent one meter in a direction of his choice, plus one
additional metre for each Degree of Success. This pushed
distance cannot exceed the active character’s Half Move
distance. The active character must move with his Grappled
opponent in order to maintain the Grapple, or he can
choose to let go of his opponent, which ends the Grapple,
but allows the active character to keep his ground.
• Ready: The controller of the Grapple can ready one
of his own items. Or if the GM allows, he can use the
Ready Action to grab an item belonging to his Grappled
opponent.

• Stand: If both Grappling participants are on the ground,
the controller of the Grapple can regain his feet with this
action. He can also attempt to drag his Grappled opponent
up with him by making an Opposed Strength Test. This
test can benefit from Assistance. If the controller of the
Grapple wins, both participants stand.
• Use Item: The controller of the Grapple can use a
readied item.
If the active character is the target of the Grapple, the first
thing he must do on his Turn is declare Grapple as a Half
Action—this is part of the penalty for being Grappled. After
that, he can choose one of the following Grappled Target
Options:
grappled target options
• Break Free: The Grappled target can attempt to break
free of the Grapple by making an Opposed Strength Test
with the controller of the Grapple. This test can benefit
from Assistance. If the active character wins, he breaks
free and may perform any Half Action.
• Slip Free: The Grappled target can attempt to wriggle
out of the Grapple by making a Challenging (+0)
Contortionist Skill Test. If he succeeds, he slips free and
may perform any Half Action.
• Take Control: The Grappled target can attempt to take
control of the Grapple by making an Opposed Strength
Test with his Grappling opponent. This test can benefit
from Assistance. If the active character wins, he becomes
the controller of the Grapple and his opponent becomes
the Grappled target. The active character may then
immediately perform one of the Controller Grapple
Options, but he cannot take any other Half Actions.
Half/Full Attack, Melee Affect a Grappled opponent or excape from a Grapple.
Guarded AttackType: Full Action
Subtype: Attack, Concentration, Melee
The character performs a careful attack, making sure he
remains well poised to defend himself. The character suffers a –10 penalty to his Weapon Skill Test, but he gains a +10 bonus to all Dodge and Parry Tests until the start of his next Turn.
Full Attack, Concentration, Melee -10 WS, +10 to Parry or Dodge.
Jump or LeapType: Full Action
Subtype: Movement
The character can Jump vertically or Leap horizontally. If the character is engaged in melee, each opponent he is engaged with can make a free Standard Attack against the character. See Movement, page 205, for details on Jumping and Leaping.
Full Movement Jump vertically or leap horizontally.
Knock-DownType: Half Action
Subtype: Attack
The attacker smashes his opponent in the hopes of knocking him off his feet. Make an Opposed Strength Test. If the attacker wins, the target is knocked prone and must use a Stand Action on his Turn to regain his feet. If the attacker succeeds by two or more Degrees of Success, the target also suffers 1d5–3+SB damage, with Armour Points counting as double, and one level of Fatigue. If the target wins the Opposed Strength Test, he keeps his footing. If the target wins by two or more Degrees of Success, the attacker is knocked prone instead. If the attacker spent a Half Action to move before performing the Knock-Down attack, he gains a +10 bonus to the test.
Half Attack, Melee Try to knock an opponent to the ground.
ManouvreType: Half Action
Subtype: Melee, Movement
By using superior footwork and aggression, the attacker can force his opponent to move one meter in any direction by succeeding at an Opposed Weapon Skill Test. If desired, the attacker can advance one meter as well. The opponent cannot be forced into another character or some other obstacle (such as wall).
Half Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.
MoveType: Half or Full Action
Subtype: Movement
The active character can spend a Half Action to move a
number of meter equal to his Agility Bonus. As a Full Action, he may move twice that distance. If the Active character ends his movement adjacent to an opponent, he may engage that opponent in melee. If the active character moves away from an opponent with whom he is engaged, that opponent may make a free Standard Attack against the active character.
Half/Full Movement Move up to movement as a Half Action or twice movement as a Full Action.
Multiple AttacksType: Full Action
Subtype: Attack, Melee or Ranged
This action allows the active character to make more than one attack on his Turn, provided he has the Swift Attack or Lightning Attack talent, or is wielding a weapon in his secondary hand. See Two-Weapon Fighting,page 246.
Full Attack, Melee/Ranged Use Swift Attack or Lightning Attack Talents to make multiple Attacks.
OverwatchType: Full Action
Subtype: Attack, Concentration, Ranged
The active character guards a specific area or target, poised to shoot at an opportune moment. When Overwatch is declared, the active character establishes a kill zone, which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction that active character is facing.

The active character then specifies either Full Auto Burst, Semi-Auto Burst, or Suppressing Fire, along with the conditions under which he will perform the chosen attack. At any time the specified conditions are met before the start of the character’s next Turn, he can perform that attack. If this attack occurs at the same time as another character’s Action, the character with the higher Agility Bonus acts first. If both characters have the same Agility Bonus, they make an Opposed Agility Test to see who acts first.

Additionally, targets caught in the kill zone must make a
Hard (–20) Pinning Test or become Pinned (see Pinning on page 248). If a character on Overwatch performs any Actions or Reaction, such as Dodge, his Overwatch immediately ends. Note this does not include Free Actions, such as speech.
Full Attack, Concentration, Ranged Shoot targets cming into a set kill zone, -20 to BS.
ParryType: Reaction
Subtype: Defence, Melee
f the active character is wielding a melee weapon capable of Parrying, he can attempt to thwart an incoming melee attack by making a Challenging (+0) Weapon Skill Test. If the test succeeds, the incoming attack is considered to have missed. If the test fails, the attack connects and Damage is rolled normally. Parrying requires no special Skill or Talent, but Parry can only be used to negate a melee attack.
Reaction Melee Test WS to negate a hit.
ReadyType: Half Action
Subtype: Miscellaneous
The active character draws a weapon or retrieves an object stowed in a pouch or pocket. A weapon or item can also be properly stowed away with this action (but note that simply dropping an item is considered a Free Action). This Action can also be used to do things such as apply a medi-patch, inject stimm or some other kind of drug, coat a blade with poison, and so forth. Ready can be declared twice in the same Turn if it is used on two different weapons or items.
Half Miscellaneous Ready a weapon or item.
ReloadType: Half, Full, or Extended Action (Varies by Weapon)
Subtype: Miscellaneous
The active character can reload a ranged weapon. The amount of time the Reload Action takes depends on the weapon. See Chapter V: Armoury for details. Note that any Reload Action that is spread across more than one Round is an Extended Action.
Varies Miscellaneous Reload a ranged weapon.
RunType: Full Action
Subtype: Movement
The active character runs, covering a distance equal to his Run Movement (see Table 7–4: Movement in Metres/Round on page 205). This makes the character harder to hit with ranged weapons, but easier prey for melee attacks. Until the beginning of the character’s next turn, ranged attacks made against him suffer a –20 penalty to Ballistic Skill Tests, but melee attacks gain a +20 bonus to Weapon Skill Tests.
Full Movement Move triple, enemies get -20 BS and +20 WS.
Semi-Auto BurstType: Full Action
Subtype: Attack, Ranged
With cold precision, the active character shoots a burst of
semi-automatic gunfire at his enemies. The attacker must
be wielding a ranged weapon capable of semi-automatic
fire to take this action. If the character has a pistol in each hand, both capable of semi-automatic fire, he may fire both with this action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +10 bonus. A dice result of 94 to 00 indicates the weapon has Jammed (see Weapon Jams, page 249). If he succeeds, the attack scores a hit normally. Furthermore, every two Degrees of Success score an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits on page 239 to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test.

If the weapon has the Scatter special quality and is fired
with a Semi-Auto Bust at Point Blank Range, any extra hits from Scatter and Semi-Auto Burst are calculated separately and both are applied.
Full Attack, Ranged +10 to BS, additional hit for every 2 DoS. Or forgo +10, and move AB Meters if firing pistol or basic weapon.
Stand/MountType: Half Action
Subtype: Movement
f the active character is on the ground, he can stand. If he is already standing, he can mount a riding beast or a vehicle.
Half Movement Stand up or mount a riding beast or vehicle.
Standard AttackType: Half Action
Subtype: Attack, Melee or Ranged
The active character makes either one melee attack by testing Weapon Skill, or one ranged attack by testing Ballistic Skill. If the attacking character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, page 246.
Half Attack, Melee/Ranged Make one melee or ranged attack.
StunType: Full Action
Subtype: Attack, Melee
f the active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a killing blow. The attacker makes a Hard (–20) Weapon Skill Test. If the attack succeeds, roll 1d10 and add the attacker’s Strength Bonus. The target then rolls 1d10 and adds his Toughness Bonus +1 per Armour Point protecting his head (if the attack is unarmed, or if the attacking weapon is Primitive, the Armour Points are doubled). If the attacker’s roll is equal or higher, the target is Stunned for a number of Rounds equal to the difference between the rolls, and he gains one level of Fatigue.
Full Attack, Melee Try to Stun an opponent.
Suppressing FireType: Full Action
Subtype: Attack, Ranged
The active character unleashes a devastating hail of firepower to force his opponents to take cover. This action requires a weapon capable of fully automatic fire (see Rate of Fire, page 141). When Suppressing Fire is declared, the active character establishes a kill zone (or uses one previously established, see Overwatch, page 241), which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction the active character is facing. Then, the active character fires a fully automatic burst and expends the appropriate ammo. All targets within the kill zone must take a Hard (–20) Pinning Test or become Pinned (see page 248). Additionally, the active character must make a Hard (–20) Ballistic Skill Test to determine if his wild spray of gunfire hits anyone, friend or foe, within the kill zone. A roll of 94–100 on the test indicates the weapon has Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test succeeds, the GM assigns the hit to a random target within the kill zone. Furthermore, every two Degrees of Success score an extra hit against another random victim. Use of the Suppressive Fire action does not affect the defensive benefits of armour or cover. The number of hits scored may not exceed the weapon’s fully automatic Rate of Fire. Use Table 8–2: Multiple Hits to determine Hit Locations for multiple hits against the same target. The active character cannot choose to fail this Ballistic Skill Test. Note that Suppressing Fire is a separate Full Action from Full Auto Burst and therefore does not benefit from the +20 attack bonus Full Auto Burst provides.
Full Attack, Ranged Force opponents to take cover, -20 to BS.
Tactical AdvanceType: Full Action
Subtype: Concentration, Movement
The active character moves from one position of cover
to another position of cover. In so doing, he may cover a
distance up to his Full Move. For the duration of the move, he is considered to benefit from the cover he left, even though he is moving in the open for a brief time.
Full Concentration, Movement Move from cover to cover.
Use A SkillType: Half, Full, or Extended Action (Varies by
circumstance)
Subtype: Concentration, Miscellaneous
The active character may use a Skill. This usually involves making a Skill Test. This can be an Extended Action, depending on the Skill and the circumstances.
Varies Miscellaneous Character may use a Skill.

 

Easy +30

Attacking a Surprised or Unaware target.

Shooting a Massive target.

Shooting a target at Point Blank Range.

Routine +20 Melee attacks against a foe who is outnumbered three to one or more.
Attacking a Stunned opponent.
Shooting an Enormous target.
Ordinary +10 Melee attacks against a foe who is outnumbered two to one.
Attacking a Prone opponent with a melee weapon.
Attacking from higher ground.
Shooting a Hulking target.
Shooting a target at Short Range.
Challenging +0 Standard Attack.
Difficult -10 Any test whilst Fatigued.
Attacking or Dodging whilst in the mud or heavy rain.
Shooting a target at Long Range.
Shooting a Prone target.
Shooting a Scrawny target.
Hard -20 Shooting into melee combat.
Dodging whilst Prone.
Making an unarmed attack against an armed opponent.
Melee attacks in darkness.
Shooting at a target in fog, mist or shadow.
Shooting a Puny target.
Using a weapon without the correct Talent.
Very Hard -30 Attacking or Dodging in deep snow.
Firing a heavy weapon that has not been Braced.
Shooting a Minuscule target.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Shooting at a target in darkness.

 

 

luctius

luctius

Character Creation

Rolls and their Results

Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39

Wounds

Roll: 2+18 = 20

Fate Points

Roll: 8 => 4 Fate Points

Starting Decisions: Librarian, White Scars, 3 Psychic Techniques from (Avenger, Reading, Augury, Smite, Inspire, Iron Arm, Short Range Telepathy), White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark

Roll: 8 Mk4 'Maximus'

Armour History

Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.175 (15): Psy Focus
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • OOC (10): Volkite Serpenta
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
  • CRB.159 (15+5): Metal Storm Rounds

 


Cheat Sheet

 

AimType: Half Action or Full Action
Subtype: Concentration
The active character patiently takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants a +20 bonus to the character’s next attack. The next Action the Aiming character performs must be an attack or the benefits of Aiming are lost. Aiming benefits are also lost if the character performs a Reaction before making his attack. Aiming can be used with both melee and ranged attacks.
Half/Full Concentration +10 bonus to hit as Half Action. +20 Bonus to hit as a Full Action on character's next attack, or target a specific body location.
All out AttackType: Full Action
Subtypes: Attack, Melee
The character makes a furious melee attack at the expense of personal safety. He gains a +20 bonus to his next Weapon Skill Test, but he cannot Dodge or Parry until the start of his next Turn.
Full Attack,Melee +20 to Ws, cannot Dodge or Parry.
Brace Heavy WeaponType: Half Action
Subtype: Miscellaneous
Heavy weapons must be braced before they can be fired accurately. Bracing a Heavy weapon can involve using a bipod or tripod, propping the weapon up on a windowsill or sandbags, or simply assuming a wide stance or kneeling.

When a Heavy weapon is fired without being braced, the
attacker suffers a –30 to his Ballistic Skill Test. Once a Heavy weapon has been braced, the firer cannot move without losing the benefits of bracing. However, the firer can still traverse his weapon 45 degrees or more depending on the type of bracing. Melee, Thrown, Pistol, and Basic weapons gain no special benefit from bracing.
half Miscellaneous Prepare to fire a heavy weapon (Space Marines don't need to use this, due to Bulging Biceps).
Called ShotType: Full Action
Subtypes: Attack, Concentration, Melee or Ranged
The active character attempts to attack a specific or vulnerable area on his target. The attacker declares a location on his target (Head, Body, Left Arm, Right Arm, Left Leg, or Right Leg) and makes a Hard (–20) Weapon Skill Test or a Hard (–20) Ballistic Skill Test. If he succeeds, he skips the Determine Hit Location step of the attack and instead hits the declared location.
Full Attack, Concentration, Melee/Ranged Attack a specific location on the target with a -20 to WS/BS.
ChargeType: Full Action
Subtypes: Attack, Melee, Movement
The character rushes at his target and delivers a single
melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move. See Table 7–4: Movement (Meters/Round) on page 205. The last four metres of the Charge must be in a straight line so the attacker can build speed and line up with his target. The attacker gains a +10 bonus to his Weapon Skill Test made at the end of the Charge. If the Charging character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, CRB.240.
Full Attack, Melee, Movement Must move 4 meters, +10 to WS.
Defensive StanceType: Full Action
Subtype: Concentration, Melee
The character makes no attacks and instead concentrates entirely on self-defence. Until the start of his next Turn, the character can make one additional Reaction, and all opponents suffer a –20 penalty to Weapon Skill Tests made to attack him.
Full Concentration, Melee Gain an additional Reaction, opponents suffer -20 to WS.
DelayType: Half Action
Subtype: Miscellaneous
nstead of acting immediately, the character waits for an
opportunity. When a character chooses Delay, his Turn ends, but he reserves a delayed Half Action for later use. Any time before the start of his next Turn, the character can perform a delayed Half Action of his choice. If the delayed Half Action is not used before the start of the character’s next turn, it is lost. If two or more characters both attempt to perform delayed Half Actions at the same time, they must make an Opposed Agility Test to see who acts first.
Half Miscellaneous Before character's next Turn, he may take any Half Action.
DisengageType: Full Action
Subtype: Movement
The character breaks off from melee combat and may take a Half Move. Opponents that were engaged with the character do not gain any free attacks. See the Fleeing sidebar for more details.
Full Movement Break off from melee and move.
DodgeType: Reaction
Subtype: Movement

Dodge is a Reaction that a character can perform when it is not his Turn. After a character is hit, but before Damage is rolled, the character can attempt to avoid the attack by making a Dodge Test. A character must be aware of the attack in order to make the test. If the test succeeds, the character gets out of the way at the last moment and the attack is considered to have missed (and thus no Damage is rolled). If the Dodge Test fails, the attack connects and deals Damage normally. Dodge can be used to avoid both melee and ranged attacks.

Dodging Auto-Fire and Area Effect Attacks

Some attacks, such as those made with grenades, flamers, or guns firing semi-automatic or fully-automatic bursts, are especially difficult to avoid. When Dodging an area effect weapon (such as a flamer), a successful Dodge Test moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres. If the character would need to move further than this to avoid the attack, then the Dodge Test automatically fails. When Dodging Full Auto or Semi-Auto Bursts, each Degree of Success on the Dodge Test negates one additional hit.
Reaction Movement Test Dodge to negate a hit.
FeintType: Half Action
Subtype: Melee
The character attempts to use guile and combat training to trick his opponent into a mistake. The character and his target make an Opposed Weapon Skill Test. If the active character wins, his next melee attack against that same target cannot be Dodged or Parried. If the active character’s next Action is anything other than a Standard Attack, the advantage of Feinting is lost.
Half Melee Opposed WS Test, if character wins, his next attack cannot be Dodge or Parried.
Focus PowerType: Half, Full, Free, or Extended Action (Varies by
Power)
Subtype: Varies by Power
This Action is used to manifest Psychic Powers in combat. Every Psychic Power specifies an Action type and one or more subtypes. For more information, see Chapter VI: Psychic Powers.
Varies Concentration Use a psychic power.
Full Auto BurstType: Full Action
Subtype: Attack, Ranged
The character hurls a roaring burst of fully automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this Action. If the character has a pistol in each hand, both capable of fully automatic fire, he may fire both with this Action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +20 bonus. A dice result of 94 to 00 indicates the weapon has Jammed. If successful, the attack scores a hit normally. Furthermore, each Degree of Success scores an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s fully automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test and instead suffers a –10% penalty.

If the weapon has the Scatter special quality and is fired
with a Full-Auto Burst at Point Blank Range, any extra hits from Scatter and Full-Auto Burst are calculated separately and both applied.
Full Attack, Ranged +20 to BS, additional hit for every DoS. Or forgo +20 and move AB meters if firing pistol or basic weapon.
GrappleType: Half or Full Action
Subtype: Attack, Melee
This action is only used when a character is already engaged in a Grapple. See Grappling, page 246, for rules on starting a Grapple. If the active character is controlling the Grapple, the first thing he must do on his Turn is declare Grapple as a Full Action in order to maintain the Grapple; if he does not declare Grapple as a Full Action, the Grapple immediately ends. After that, he can choose one of the following Controller Grapple Options:

controller grapple options
• Damage Opponent: The controller of the Grapple can
attempt to damage his opponent with brute force by making
an Opposed Strength Test with the Grappled opponent.
If the active character wins, he inflicts unarmed Damage
(1d5–3+SB with Armour Points counting double) to his
opponent’s body location and one level of Fatigue. If the
Grappled opponent wins the Opposed Strength Test, no
Damage is dealt, but he is still Grappled. This action can
benefit from Assistance.
• Throw Down Opponent: The controller of the Grapple
can attempt to wrestle his Grappled opponent to the
ground by making an Opposed Strength Test. This test
can benefit from Assistance. If the active character wins,
the Grappled opponent becomes prone.
• Push Opponent: The controller of the Grapple can attempt
to force his Grappled opponent to move. This is resolved
with an Opposed Strength Test, which can benefit from
Assistance. If the active character succeeds, he pushes his
opponent one meter in a direction of his choice, plus one
additional metre for each Degree of Success. This pushed
distance cannot exceed the active character’s Half Move
distance. The active character must move with his Grappled
opponent in order to maintain the Grapple, or he can
choose to let go of his opponent, which ends the Grapple,
but allows the active character to keep his ground.
• Ready: The controller of the Grapple can ready one
of his own items. Or if the GM allows, he can use the
Ready Action to grab an item belonging to his Grappled
opponent.

• Stand: If both Grappling participants are on the ground,
the controller of the Grapple can regain his feet with this
action. He can also attempt to drag his Grappled opponent
up with him by making an Opposed Strength Test. This
test can benefit from Assistance. If the controller of the
Grapple wins, both participants stand.
• Use Item: The controller of the Grapple can use a
readied item.
If the active character is the target of the Grapple, the first
thing he must do on his Turn is declare Grapple as a Half
Action—this is part of the penalty for being Grappled. After
that, he can choose one of the following Grappled Target
Options:
grappled target options
• Break Free: The Grappled target can attempt to break
free of the Grapple by making an Opposed Strength Test
with the controller of the Grapple. This test can benefit
from Assistance. If the active character wins, he breaks
free and may perform any Half Action.
• Slip Free: The Grappled target can attempt to wriggle
out of the Grapple by making a Challenging (+0)
Contortionist Skill Test. If he succeeds, he slips free and
may perform any Half Action.
• Take Control: The Grappled target can attempt to take
control of the Grapple by making an Opposed Strength
Test with his Grappling opponent. This test can benefit
from Assistance. If the active character wins, he becomes
the controller of the Grapple and his opponent becomes
the Grappled target. The active character may then
immediately perform one of the Controller Grapple
Options, but he cannot take any other Half Actions.
Half/Full Attack, Melee Affect a Grappled opponent or excape from a Grapple.
Guarded AttackType: Full Action
Subtype: Attack, Concentration, Melee
The character performs a careful attack, making sure he
remains well poised to defend himself. The character suffers a –10 penalty to his Weapon Skill Test, but he gains a +10 bonus to all Dodge and Parry Tests until the start of his next Turn.
Full Attack, Concentration, Melee -10 WS, +10 to Parry or Dodge.
Jump or LeapType: Full Action
Subtype: Movement
The character can Jump vertically or Leap horizontally. If the character is engaged in melee, each opponent he is engaged with can make a free Standard Attack against the character. See Movement, page 205, for details on Jumping and Leaping.
Full Movement Jump vertically or leap horizontally.
Knock-DownType: Half Action
Subtype: Attack
The attacker smashes his opponent in the hopes of knocking him off his feet. Make an Opposed Strength Test. If the attacker wins, the target is knocked prone and must use a Stand Action on his Turn to regain his feet. If the attacker succeeds by two or more Degrees of Success, the target also suffers 1d5–3+SB damage, with Armour Points counting as double, and one level of Fatigue. If the target wins the Opposed Strength Test, he keeps his footing. If the target wins by two or more Degrees of Success, the attacker is knocked prone instead. If the attacker spent a Half Action to move before performing the Knock-Down attack, he gains a +10 bonus to the test.
Half Attack, Melee Try to knock an opponent to the ground.
ManouvreType: Half Action
Subtype: Melee, Movement
By using superior footwork and aggression, the attacker can force his opponent to move one meter in any direction by succeeding at an Opposed Weapon Skill Test. If desired, the attacker can advance one meter as well. The opponent cannot be forced into another character or some other obstacle (such as wall).
Half Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.
MoveType: Half or Full Action
Subtype: Movement
The active character can spend a Half Action to move a
number of meter equal to his Agility Bonus. As a Full Action, he may move twice that distance. If the Active character ends his movement adjacent to an opponent, he may engage that opponent in melee. If the active character moves away from an opponent with whom he is engaged, that opponent may make a free Standard Attack against the active character.
Half/Full Movement Move up to movement as a Half Action or twice movement as a Full Action.
Multiple AttacksType: Full Action
Subtype: Attack, Melee or Ranged
This action allows the active character to make more than one attack on his Turn, provided he has the Swift Attack or Lightning Attack talent, or is wielding a weapon in his secondary hand. See Two-Weapon Fighting,page 246.
Full Attack, Melee/Ranged Use Swift Attack or Lightning Attack Talents to make multiple Attacks.
OverwatchType: Full Action
Subtype: Attack, Concentration, Ranged
The active character guards a specific area or target, poised to shoot at an opportune moment. When Overwatch is declared, the active character establishes a kill zone, which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction that active character is facing.

The active character then specifies either Full Auto Burst, Semi-Auto Burst, or Suppressing Fire, along with the conditions under which he will perform the chosen attack. At any time the specified conditions are met before the start of the character’s next Turn, he can perform that attack. If this attack occurs at the same time as another character’s Action, the character with the higher Agility Bonus acts first. If both characters have the same Agility Bonus, they make an Opposed Agility Test to see who acts first.

Additionally, targets caught in the kill zone must make a
Hard (–20) Pinning Test or become Pinned (see Pinning on page 248). If a character on Overwatch performs any Actions or Reaction, such as Dodge, his Overwatch immediately ends. Note this does not include Free Actions, such as speech.
Full Attack, Concentration, Ranged Shoot targets cming into a set kill zone, -20 to BS.
ParryType: Reaction
Subtype: Defence, Melee
f the active character is wielding a melee weapon capable of Parrying, he can attempt to thwart an incoming melee attack by making a Challenging (+0) Weapon Skill Test. If the test succeeds, the incoming attack is considered to have missed. If the test fails, the attack connects and Damage is rolled normally. Parrying requires no special Skill or Talent, but Parry can only be used to negate a melee attack.
Reaction Melee Test WS to negate a hit.
ReadyType: Half Action
Subtype: Miscellaneous
The active character draws a weapon or retrieves an object stowed in a pouch or pocket. A weapon or item can also be properly stowed away with this action (but note that simply dropping an item is considered a Free Action). This Action can also be used to do things such as apply a medi-patch, inject stimm or some other kind of drug, coat a blade with poison, and so forth. Ready can be declared twice in the same Turn if it is used on two different weapons or items.
Half Miscellaneous Ready a weapon or item.
ReloadType: Half, Full, or Extended Action (Varies by Weapon)
Subtype: Miscellaneous
The active character can reload a ranged weapon. The amount of time the Reload Action takes depends on the weapon. See Chapter V: Armoury for details. Note that any Reload Action that is spread across more than one Round is an Extended Action.
Varies Miscellaneous Reload a ranged weapon.
RunType: Full Action
Subtype: Movement
The active character runs, covering a distance equal to his Run Movement (see Table 7–4: Movement in Metres/Round on page 205). This makes the character harder to hit with ranged weapons, but easier prey for melee attacks. Until the beginning of the character’s next turn, ranged attacks made against him suffer a –20 penalty to Ballistic Skill Tests, but melee attacks gain a +20 bonus to Weapon Skill Tests.
Full Movement Move triple, enemies get -20 BS and +20 WS.
Semi-Auto BurstType: Full Action
Subtype: Attack, Ranged
With cold precision, the active character shoots a burst of
semi-automatic gunfire at his enemies. The attacker must
be wielding a ranged weapon capable of semi-automatic
fire to take this action. If the character has a pistol in each hand, both capable of semi-automatic fire, he may fire both with this action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +10 bonus. A dice result of 94 to 00 indicates the weapon has Jammed (see Weapon Jams, page 249). If he succeeds, the attack scores a hit normally. Furthermore, every two Degrees of Success score an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits on page 239 to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test.

If the weapon has the Scatter special quality and is fired
with a Semi-Auto Bust at Point Blank Range, any extra hits from Scatter and Semi-Auto Burst are calculated separately and both are applied.
Full Attack, Ranged +10 to BS, additional hit for every 2 DoS. Or forgo +10, and move AB Meters if firing pistol or basic weapon.
Stand/MountType: Half Action
Subtype: Movement
f the active character is on the ground, he can stand. If he is already standing, he can mount a riding beast or a vehicle.
Half Movement Stand up or mount a riding beast or vehicle.
Standard AttackType: Half Action
Subtype: Attack, Melee or Ranged
The active character makes either one melee attack by testing Weapon Skill, or one ranged attack by testing Ballistic Skill. If the attacking character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, page 246.
Half Attack, Melee/Ranged Make one melee or ranged attack.
StunType: Full Action
Subtype: Attack, Melee
f the active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a killing blow. The attacker makes a Hard (–20) Weapon Skill Test. If the attack succeeds, roll 1d10 and add the attacker’s Strength Bonus. The target then rolls 1d10 and adds his Toughness Bonus +1 per Armour Point protecting his head (if the attack is unarmed, or if the attacking weapon is Primitive, the Armour Points are doubled). If the attacker’s roll is equal or higher, the target is Stunned for a number of Rounds equal to the difference between the rolls, and he gains one level of Fatigue.
Full Attack, Melee Try to Stun an opponent.
Suppressing FireType: Full Action
Subtype: Attack, Ranged
The active character unleashes a devastating hail of firepower to force his opponents to take cover. This action requires a weapon capable of fully automatic fire (see Rate of Fire, page 141). When Suppressing Fire is declared, the active character establishes a kill zone (or uses one previously established, see Overwatch, page 241), which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction the active character is facing. Then, the active character fires a fully automatic burst and expends the appropriate ammo. All targets within the kill zone must take a Hard (–20) Pinning Test or become Pinned (see page 248). Additionally, the active character must make a Hard (–20) Ballistic Skill Test to determine if his wild spray of gunfire hits anyone, friend or foe, within the kill zone. A roll of 94–100 on the test indicates the weapon has Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test succeeds, the GM assigns the hit to a random target within the kill zone. Furthermore, every two Degrees of Success score an extra hit against another random victim. Use of the Suppressive Fire action does not affect the defensive benefits of armour or cover. The number of hits scored may not exceed the weapon’s fully automatic Rate of Fire. Use Table 8–2: Multiple Hits to determine Hit Locations for multiple hits against the same target. The active character cannot choose to fail this Ballistic Skill Test. Note that Suppressing Fire is a separate Full Action from Full Auto Burst and therefore does not benefit from the +20 attack bonus Full Auto Burst provides.
Full Attack, Ranged Force opponents to take cover, -20 to BS.
Tactical AdvanceType: Full Action
Subtype: Concentration, Movement
The active character moves from one position of cover
to another position of cover. In so doing, he may cover a
distance up to his Full Move. For the duration of the move, he is considered to benefit from the cover he left, even though he is moving in the open for a brief time.
Full Concentration, Movement Move from cover to cover.
Use A SkillType: Half, Full, or Extended Action (Varies by
circumstance)
Subtype: Concentration, Miscellaneous
The active character may use a Skill. This usually involves making a Skill Test. This can be an Extended Action, depending on the Skill and the circumstances.
Varies Miscellaneous Character may use a Skill.

 

Easy +30

Attacking a Surprised or Unaware target.

Shooting a Massive target.

Shooting a target at Point Blank Range.

Routine +20 Melee attacks against a foe who is outnumbered three to one or more.
Attacking a Stunned opponent.
Shooting an Enormous target.
Ordinary +10 Melee attacks against a foe who is outnumbered two to one.
Attacking a Prone opponent with a melee weapon.
Attacking from higher ground.
Shooting a Hulking target.
Shooting a target at Short Range.
Challenging +0 Standard Attack.
Difficult -10 Any test whilst Fatigued.
Attacking or Dodging whilst in the mud or heavy rain.
Shooting a target at Long Range.
Shooting a Prone target.
Shooting a Scrawny target.
Hard -20 Shooting into melee combat.
Dodging whilst Prone.
Making an unarmed attack against an armed opponent.
Melee attacks in darkness.
Shooting at a target in fog, mist or shadow.
Shooting a Puny target.
Using a weapon without the correct Talent.
Very Hard -30 Attacking or Dodging in deep snow.
Firing a heavy weapon that has not been Braced.
Shooting a Minuscule target.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Shooting at a target in darkness.

 

 

luctius

luctius

Character Creation

Rolls and their Results

Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39

Wounds

Roll: 2+18 = 20

Fate Points

Roll: 8 => 4 Fate Points

Starting Decisions: Librarian, White Scars, 3 Psychic Techniques from (Avenger, Reading, Augury, Smite, Inspire, Iron Arm, Short Range Telepathy), White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark

Roll: 8 Mk4 'Maximus'

Armour History

Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.175 (15): Psy Focus
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • OOC (10): Volkite Serpenta
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
  • CRB.159 (15+5): Metal Storm Rounds

 


Cheat Sheet

 

AimType: Half Action or Full Action
Subtype: Concentration
The active character patiently takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants a +20 bonus to the character’s next attack. The next Action the Aiming character performs must be an attack or the benefits of Aiming are lost. Aiming benefits are also lost if the character performs a Reaction before making his attack. Aiming can be used with both melee and ranged attacks.
Half/Full Concentration +10 bonus to hit as Half Action. +20 Bonus to hit as a Full Action on character's next attack, or target a specific body location.
All out AttackType: Full Action
Subtypes: Attack, Melee
The character makes a furious melee attack at the expense of personal safety. He gains a +20 bonus to his next Weapon Skill Test, but he cannot Dodge or Parry until the start of his next Turn.
Full Attack,Melee +20 to Ws, cannot Dodge or Parry.
Brace Heavy WeaponType: Half Action
Subtype: Miscellaneous
Heavy weapons must be braced before they can be fired
accurately. Bracing a Heavy weapon can involve using a
bipod or tripod, propping the weapon up on a windowsill
or sandbags, or simply assuming a wide stance or kneeling.

When a Heavy weapon is fired without being braced, the
attacker suffers a –30 to his Ballistic Skill Test. Once a Heavy weapon has been braced, the firer cannot move without losing the benefits of bracing. However, the firer can still traverse his weapon 45 degrees or more depending on the type of bracing. Melee, Thrown, Pistol, and Basic weapons gain no special benefit from bracing.
half Miscellaneous Prepare to fire a heavy weapon (Space Marines don't need to use this, due to Bulging Biceps).
Called ShotType: Full Action
Subtypes: Attack, Concentration, Melee or Ranged
The active character attempts to attack a specific or vulnerable area on his target. The attacker declares a location on his target (Head, Body, Left Arm, Right Arm, Left Leg, or Right Leg) and makes a Hard (–20) Weapon Skill Test or a Hard (–20) Ballistic Skill Test. If he succeeds, he skips the Determine Hit Location step of the attack and instead hits the declared location.
Full Attack, Concentration, Melee/Ranged Attack a specific location on the target with a -20 to WS/BS.
ChargeType: Full Action
Subtypes: Attack, Melee, Movement
The character rushes at his target and delivers a single
melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move. See Table 7–4: Movement (Meters/Round) on page 205. The last four metres of the Charge must be in a straight line so the attacker can build speed and line up with his target. The attacker gains a +10 bonus to his Weapon Skill Test made at the end of the Charge. If the Charging character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, CRB.240.
Full Attack, Melee, Movement Must move 4 meters, +10 to WS.
Defensive StanceType: Full Action
Subtype: Concentration, Melee
The character makes no attacks and instead concentrates entirely on self-defence. Until the start of his next Turn, the character can make one additional Reaction, and all opponents suffer a –20 penalty to Weapon Skill Tests made to attack him.
Full Concentration, Melee Gain an additional Reaction, opponents suffer -20 to WS.
DelayType: Half Action
Subtype: Miscellaneous
nstead of acting immediately, the character waits for an
opportunity. When a character chooses Delay, his Turn ends, but he reserves a delayed Half Action for later use. Any time before the start of his next Turn, the character can perform a delayed Half Action of his choice. If the delayed Half Action is not used before the start of the character’s next turn, it is lost. If two or more characters both attempt to perform delayed Half Actions at the same time, they must make an Opposed Agility Test to see who acts first.
Half Miscellaneous Before character's next Turn, he may take any Half Action.
DisengageType: Full Action
Subtype: Movement
The character breaks off from melee combat and may take a Half Move. Opponents that were engaged with the character do not gain any free attacks. See the Fleeing sidebar for more details.
Full Movement Break off from melee and move.
DodgeType: Reaction
Subtype: Movement

Dodge is a Reaction that a character can perform when it is not his Turn. After a character is hit, but before Damage is rolled, the character can attempt to avoid the attack by making a Dodge Test. A character must be aware of the attack in order to make the test. If the test succeeds, the character gets out of the way at the last moment and the attack is considered to have missed (and thus no Damage is rolled). If the Dodge Test fails, the attack connects and deals Damage normally. Dodge can be used to avoid both melee and ranged attacks.

Dodging Auto-Fire and Area Effect Attacks

Some attacks, such as those made with grenades, flamers, or guns firing semi-automatic or fully-automatic bursts, are especially difficult to avoid. When Dodging an area effect weapon (such as a flamer), a successful Dodge Test moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres. If the character would need to move further than this to avoid the attack, then the Dodge Test automatically fails. When Dodging Full Auto or Semi-Auto Bursts, each Degree of Success on the Dodge Test negates one additional hit.
Reaction Movement Test Dodge to negate a hit.
FeintType: Half Action
Subtype: Melee
The character attempts to use guile and combat training to trick his opponent into a mistake. The character and his target make an Opposed Weapon Skill Test. If the active character wins, his next melee attack against that same target cannot be Dodged or Parried. If the active character’s next Action is anything other than a Standard Attack, the advantage of Feinting is lost.
Half Melee Opposed WS Test, if character wins, his next attack cannot be Dodge or Parried.
Focus PowerType: Half, Full, Free, or Extended Action (Varies by
Power)
Subtype: Varies by Power
This Action is used to manifest Psychic Powers in combat. Every Psychic Power specifies an Action type and one or more subtypes. For more information, see Chapter VI: Psychic Powers.
Varies Concentration Use a psychic power.
Full Auto BurstType: Full Action
Subtype: Attack, Ranged
The character hurls a roaring burst of fully automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this Action. If the character has a pistol in each hand, both capable of fully automatic fire, he may fire both with this Action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +20 bonus. A dice result of 94 to 00 indicates the weapon has Jammed. If successful, the attack scores a hit normally. Furthermore, each Degree of Success scores an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s fully automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test and instead suffers a –10% penalty.

If the weapon has the Scatter special quality and is fired
with a Full-Auto Burst at Point Blank Range, any extra hits from Scatter and Full-Auto Burst are calculated separately and both applied.
Full Attack, Ranged +20 to BS, additional hit for every DoS. Or forgo +20 and move AB meters if firing pistol or basic weapon.
GrappleType: Half or Full Action
Subtype: Attack, Melee
This action is only used when a character is already engaged in a Grapple. See Grappling, page 246, for rules on starting a Grapple. If the active character is controlling the Grapple, the first thing he must do on his Turn is declare Grapple as a Full Action in order to maintain the Grapple; if he does not declare Grapple as a Full Action, the Grapple immediately ends. After that, he can choose one of the following Controller Grapple Options:

controller grapple options
• Damage Opponent: The controller of the Grapple can
attempt to damage his opponent with brute force by making
an Opposed Strength Test with the Grappled opponent.
If the active character wins, he inflicts unarmed Damage
(1d5–3+SB with Armour Points counting double) to his
opponent’s body location and one level of Fatigue. If the
Grappled opponent wins the Opposed Strength Test, no
Damage is dealt, but he is still Grappled. This action can
benefit from Assistance.
• Throw Down Opponent: The controller of the Grapple
can attempt to wrestle his Grappled opponent to the
ground by making an Opposed Strength Test. This test
can benefit from Assistance. If the active character wins,
the Grappled opponent becomes prone.
• Push Opponent: The controller of the Grapple can attempt
to force his Grappled opponent to move. This is resolved
with an Opposed Strength Test, which can benefit from
Assistance. If the active character succeeds, he pushes his
opponent one meter in a direction of his choice, plus one
additional metre for each Degree of Success. This pushed
distance cannot exceed the active character’s Half Move
distance. The active character must move with his Grappled
opponent in order to maintain the Grapple, or he can
choose to let go of his opponent, which ends the Grapple,
but allows the active character to keep his ground.
• Ready: The controller of the Grapple can ready one
of his own items. Or if the GM allows, he can use the
Ready Action to grab an item belonging to his Grappled
opponent.

• Stand: If both Grappling participants are on the ground,
the controller of the Grapple can regain his feet with this
action. He can also attempt to drag his Grappled opponent
up with him by making an Opposed Strength Test. This
test can benefit from Assistance. If the controller of the
Grapple wins, both participants stand.
• Use Item: The controller of the Grapple can use a
readied item.
If the active character is the target of the Grapple, the first
thing he must do on his Turn is declare Grapple as a Half
Action—this is part of the penalty for being Grappled. After
that, he can choose one of the following Grappled Target
Options:
grappled target options
• Break Free: The Grappled target can attempt to break
free of the Grapple by making an Opposed Strength Test
with the controller of the Grapple. This test can benefit
from Assistance. If the active character wins, he breaks
free and may perform any Half Action.
• Slip Free: The Grappled target can attempt to wriggle
out of the Grapple by making a Challenging (+0)
Contortionist Skill Test. If he succeeds, he slips free and
may perform any Half Action.
• Take Control: The Grappled target can attempt to take
control of the Grapple by making an Opposed Strength
Test with his Grappling opponent. This test can benefit
from Assistance. If the active character wins, he becomes
the controller of the Grapple and his opponent becomes
the Grappled target. The active character may then
immediately perform one of the Controller Grapple
Options, but he cannot take any other Half Actions.
Half/Full Attack, Melee Affect a Grappled opponent or excape from a Grapple.
Guarded AttackType: Full Action
Subtype: Attack, Concentration, Melee
The character performs a careful attack, making sure he
remains well poised to defend himself. The character suffers a –10 penalty to his Weapon Skill Test, but he gains a +10 bonus to all Dodge and Parry Tests until the start of his next Turn.
Full Attack, Concentration, Melee -10 WS, +10 to Parry or Dodge.
Jump or LeapType: Full Action
Subtype: Movement
The character can Jump vertically or Leap horizontally. If the character is engaged in melee, each opponent he is engaged with can make a free Standard Attack against the character. See Movement, page 205, for details on Jumping and Leaping.
Full Movement Jump vertically or leap horizontally.
Knock-DownType: Half Action
Subtype: Attack
The attacker smashes his opponent in the hopes of knocking him off his feet. Make an Opposed Strength Test. If the attacker wins, the target is knocked prone and must use a Stand Action on his Turn to regain his feet. If the attacker succeeds by two or more Degrees of Success, the target also suffers 1d5–3+SB damage, with Armour Points counting as double, and one level of Fatigue. If the target wins the Opposed Strength Test, he keeps his footing. If the target wins by two or more Degrees of Success, the attacker is knocked prone instead. If the attacker spent a Half Action to move before performing the Knock-Down attack, he gains a +10 bonus to the test.
Half Attack, Melee Try to knock an opponent to the ground.
ManouvreType: Half Action
Subtype: Melee, Movement
By using superior footwork and aggression, the attacker can force his opponent to move one meter in any direction by succeeding at an Opposed Weapon Skill Test. If desired, the attacker can advance one meter as well. The opponent cannot be forced into another character or some other obstacle (such as wall).
Half Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.
MoveType: Half or Full Action
Subtype: Movement
The active character can spend a Half Action to move a
number of meter equal to his Agility Bonus. As a Full Action, he may move twice that distance. If the Active character ends his movement adjacent to an opponent, he may engage that opponent in melee. If the active character moves away from an opponent with whom he is engaged, that opponent may make a free Standard Attack against the active character.
Half/Full Movement Move up to movement as a Half Action or twice movement as a Full Action.
Multiple AttacksType: Full Action
Subtype: Attack, Melee or Ranged
This action allows the active character to make more than one attack on his Turn, provided he has the Swift Attack or Lightning Attack talent, or is wielding a weapon in his secondary hand. See Two-Weapon Fighting,page 246.
Full Attack, Melee/Ranged Use Swift Attack or Lightning Attack Talents to make multiple Attacks.
OverwatchType: Full Action
Subtype: Attack, Concentration, Ranged
The active character guards a specific area or target, poised to shoot at an opportune moment. When Overwatch is declared, the active character establishes a kill zone, which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction that active character is facing.

The active character then specifies either Full Auto Burst, Semi-Auto Burst, or Suppressing Fire, along with the conditions under which he will perform the chosen attack. At any time the specified conditions are met before the start of the character’s next Turn, he can perform that attack. If this attack occurs at the same time as another character’s Action, the character with the higher Agility Bonus acts first. If both characters have the same Agility Bonus, they make an Opposed Agility Test to see who acts first.

Additionally, targets caught in the kill zone must make a
Hard (–20) Pinning Test or become Pinned (see Pinning on page 248). If a character on Overwatch performs any Actions or Reaction, such as Dodge, his Overwatch immediately ends. Note this does not include Free Actions, such as speech.
Full Attack, Concentration, Ranged Shoot targets cming into a set kill zone, -20 to BS.
ParryType: Reaction
Subtype: Defence, Melee
f the active character is wielding a melee weapon capable of Parrying, he can attempt to thwart an incoming melee attack by making a Challenging (+0) Weapon Skill Test. If the test succeeds, the incoming attack is considered to have missed. If the test fails, the attack connects and Damage is rolled normally. Parrying requires no special Skill or Talent, but Parry can only be used to negate a melee attack.
Reaction Melee Test WS to negate a hit.
ReadyType: Half Action
Subtype: Miscellaneous
The active character draws a weapon or retrieves an object stowed in a pouch or pocket. A weapon or item can also be properly stowed away with this action (but note that simply dropping an item is considered a Free Action). This Action can also be used to do things such as apply a medi-patch, inject stimm or some other kind of drug, coat a blade with poison, and so forth. Ready can be declared twice in the same Turn if it is used on two different weapons or items.
Half Miscellaneous Ready a weapon or item.
ReloadType: Half, Full, or Extended Action (Varies by Weapon)
Subtype: Miscellaneous
The active character can reload a ranged weapon. The amount of time the Reload Action takes depends on the weapon. See Chapter V: Armoury for details. Note that any Reload Action that is spread across more than one Round is an Extended Action.
Varies Miscellaneous Reload a ranged weapon.
RunType: Full Action
Subtype: Movement
The active character runs, covering a distance equal to his Run Movement (see Table 7–4: Movement in Metres/Round on page 205). This makes the character harder to hit with ranged weapons, but easier prey for melee attacks. Until the beginning of the character’s next turn, ranged attacks made against him suffer a –20 penalty to Ballistic Skill Tests, but melee attacks gain a +20 bonus to Weapon Skill Tests.
Full Movement Move triple, enemies get -20 BS and +20 WS.
Semi-Auto BurstType: Full Action
Subtype: Attack, Ranged
With cold precision, the active character shoots a burst of
semi-automatic gunfire at his enemies. The attacker must
be wielding a ranged weapon capable of semi-automatic
fire to take this action. If the character has a pistol in each hand, both capable of semi-automatic fire, he may fire both with this action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +10 bonus. A dice result of 94 to 00 indicates the weapon has Jammed (see Weapon Jams, page 249). If he succeeds, the attack scores a hit normally. Furthermore, every two Degrees of Success score an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits on page 239 to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test.

If the weapon has the Scatter special quality and is fired
with a Semi-Auto Bust at Point Blank Range, any extra hits from Scatter and Semi-Auto Burst are calculated separately and both are applied.
Full Attack, Ranged +10 to BS, additional hit for every 2 DoS. Or forgo +10, and move AB Meters if firing pistol or basic weapon.
Stand/MountType: Half Action
Subtype: Movement
f the active character is on the ground, he can stand. If he is already standing, he can mount a riding beast or a vehicle.
Half Movement Stand up or mount a riding beast or vehicle.
Standard AttackType: Half Action
Subtype: Attack, Melee or Ranged
The active character makes either one melee attack by testing Weapon Skill, or one ranged attack by testing Ballistic Skill. If the attacking character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, page 246.
Half Attack, Melee/Ranged Make one melee or ranged attack.
StunType: Full Action
Subtype: Attack, Melee
f the active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a killing blow. The attacker makes a Hard (–20) Weapon Skill Test. If the attack succeeds, roll 1d10 and add the attacker’s Strength Bonus. The target then rolls 1d10 and adds his Toughness Bonus +1 per Armour Point protecting his head (if the attack is unarmed, or if the attacking weapon is Primitive, the Armour Points are doubled). If the attacker’s roll is equal or higher, the target is Stunned for a number of Rounds equal to the difference between the rolls, and he gains one level of Fatigue.
Full Attack, Melee Try to Stun an opponent.
Suppressing FireType: Full Action
Subtype: Attack, Ranged
The active character unleashes a devastating hail of firepower to force his opponents to take cover. This action requires a weapon capable of fully automatic fire (see Rate of Fire, page 141). When Suppressing Fire is declared, the active character establishes a kill zone (or uses one previously established, see Overwatch, page 241), which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction the active character is facing. Then, the active character fires a fully automatic burst and expends the appropriate ammo. All targets within the kill zone must take a Hard (–20) Pinning Test or become Pinned (see page 248). Additionally, the active character must make a Hard (–20) Ballistic Skill Test to determine if his wild spray of gunfire hits anyone, friend or foe, within the kill zone. A roll of 94–100 on the test indicates the weapon has Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test succeeds, the GM assigns the hit to a random target within the kill zone. Furthermore, every two Degrees of Success score an extra hit against another random victim. Use of the Suppressive Fire action does not affect the defensive benefits of armour or cover. The number of hits scored may not exceed the weapon’s fully automatic Rate of Fire. Use Table 8–2: Multiple Hits to determine Hit Locations for multiple hits against the same target. The active character cannot choose to fail this Ballistic Skill Test. Note that Suppressing Fire is a separate Full Action from Full Auto Burst and therefore does not benefit from the +20 attack bonus Full Auto Burst provides.
Full Attack, Ranged Force opponents to take cover, -20 to BS.
Tactical AdvanceType: Full Action
Subtype: Concentration, Movement
The active character moves from one position of cover
to another position of cover. In so doing, he may cover a
distance up to his Full Move. For the duration of the move, he is considered to benefit from the cover he left, even though he is moving in the open for a brief time.
Full Concentration, Movement Move from cover to cover.
Use A SkillType: Half, Full, or Extended Action (Varies by
circumstance)
Subtype: Concentration, Miscellaneous
The active character may use a Skill. This usually involves making a Skill Test. This can be an Extended Action, depending on the Skill and the circumstances.
Varies Miscellaneous Character may use a Skill.

 

Easy +30

Attacking a Surprised or Unaware target.

Shooting a Massive target.

Shooting a target at Point Blank Range.

Routine +20 Melee attacks against a foe who is outnumbered three to one or more.
Attacking a Stunned opponent.
Shooting an Enormous target.
Ordinary +10 Melee attacks against a foe who is outnumbered two to one.
Attacking a Prone opponent with a melee weapon.
Attacking from higher ground.
Shooting a Hulking target.
Shooting a target at Short Range.
Challenging +0 Standard Attack.
Difficult -10 Any test whilst Fatigued.
Attacking or Dodging whilst in the mud or heavy rain.
Shooting a target at Long Range.
Shooting a Prone target.
Shooting a Scrawny target.
Hard -20 Shooting into melee combat.
Dodging whilst Prone.
Making an unarmed attack against an armed opponent.
Melee attacks in darkness.
Shooting at a target in fog, mist or shadow.
Shooting a Puny target.
Using a weapon without the correct Talent.
Very Hard -30 Attacking or Dodging in deep snow.
Firing a heavy weapon that has not been Braced.
Shooting a Minuscule target.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Shooting at a target in darkness.

 

 

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Character Creation


Rolls and their Results
Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39
Wounds
Roll: 2+18 = 20
Fate Points
Roll: 8 => 4 Fate Points

Starting Decisions: Librarian, White Scars, 3 Psychic Techniques from (Avenger, Reading, Augury, Smite, Inspire, Iron Arm, Short Range Telepathy), White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark
Roll: 8 Mk4 'Maximus'
Armour History
Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.175 (15): Psy Focus
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • OOC (10): Volkite Serpenta
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
  • CRB.159 (15+5): Metal Storm Rounds
luctius

luctius

Character Creation


Rolls and their Results
Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39
Wounds
Roll: 2+18 = 20
Fate Points
Roll: 8 => 4 Fate Points

Starting Decisions: Librarian, White Scars, 3 Psychic Techniques from (Avenger, Reading, Augury, Smite, Inspire, Iron Arm, Short Range Telepathy), White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark
Roll: 8 Mk4 'Maximus'
Armour History
Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.175 (15): Psy Focus
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
luctius

luctius

Character Creation


Rolls and their Results
Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39
Wounds
Roll: 2+18 = 20
Fate Points
Roll: 8 => 4 Fate Points

Starting Decisions: Assault Librarian, White Scars, 3 Psychic Techniques from (Avenger, Reading, Augury, Smite, Inspire, Iron Arm, Short Range Telepathy), White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark
Roll: 8 Mk4 'Maximus'
Armour History
Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.175 (15): Psy Focus
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
luctius

luctius

Character Creation


Rolls and their Results
Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39
Wounds
Roll: 2+18 = 20
Fate Points
Roll: 8 => 4 Fate Points

Starting Decisions: Assault Librarian, White Scars, 3 Psychic Techniques: Avenger, Reading, Augury, White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark
Roll: 8 Mk4 'Maximus'
Armour History
Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.175 (15): Psy Focus
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
luctius

luctius

Character Creation


Rolls and their Results
Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39
Wounds
Roll: 2+18 = 20
Fate Points
Roll: 8 => 4 Fate Points

Starting Decisions: Assault Librarian, White Scars, 3 Psychic Techniques: Avenger, Reading, Augury, White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark
Roll: 8 Mk4 'Maximus'
Armour History
Roll: 7 Terror be thy Friend

Requisitions to think about.

  • FF.100 (15): Totem of Subetai
  • CRB.171 (6): Charm
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack
luctius

luctius

Character Creation


Rolls and their Results
Characteristic Roll Final Result
Ballistic Skill 39 <Reroll: 41> 41
Weapon Skill 45 45
Strength 43 43
Toughness 42 42
Agility 43 <Swapped with Intelligence = 48> 48+5<White Scars>= 53
Intelligence 48 <Swapped with Agility=43> 43
Perception 43 43+5<advancement= 48
Willpower 45 45+5<White Scars>+5<advancement>= 55
Fellowship 39 39
Wounds
Roll: 2+18 = 20
Fate Points
Roll: 8 => 4 Fate Points

Starting Decisions: Assault Librarian, White Scars, 3 Psychic Techniques: Avenger, Reading, Augury, White Scar Chapter Trapping: Chieftain Trophy Rack (FF.104)


Items: Astartes Force Weapon, Astartes Bolter, Astartes Bolt Pistol, Astartes Combat Knife, 3 Astartes frag grenades, 3 Astartes krak grenades, repair cement, Chapter Trapping: Chieftain Trophy Rack (Back Banner, Fear 1 to race/organisation/foe chosen at mission start)


Skills: Language (Chogoran) (Bought), Performance (Throat Singing) (Bought), Generic Space Marine Skills: Awareness, Cipher (Chapter Runes), Climb, Dodge, Common Lore (Adaptus Astartes), Common Lore (Imperium), Common Lore (War), Concealment, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal) (Assault Marine), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Tactics (Assault Doctrine), Tracking


Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crusade Training, Heightened Senses (Hearing), Heightened, Senses (Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master, Unnatural Strength (x2), Unnatural Toughness (x2)


Armour Mark
Roll: 8 Mk4 'Maximus'
Armour History
Roll: 7 Terror be thy Friend

Possible Requisitions

  • FF.100 (15): Totem of Subetai
  • CRB.171 (6): Charm
  • CRB.150 (1): Frag Grenade
  • CRB.157 (5): Dipole Mag-Lock
  • CRB.157 (10): Red-Dot Laser Sight
  • CRB.166 (15): Diagnostor Helmet
  • CRB.174 (12): Auspex
  • CRB.174 (5): Cartograph
  • CRB.178 (15): Servo Skull
  • CRB.171 (15): Jump Pack

 

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