dwchar

//Braddoc//

Name: Rel' Nor-Kan Chapter: Mentor Speciality: Tactical Marinie (Can requisition one magazine of special issue ammunition, must meet renown requirement) Homeworld: Unknown Age: 105 Demeanour: Scornful
 * Character**

12.;13.;9.;13.;10.;12.;11.;12.;17. +5 Int, +5 BS Weapon Skill:42 Ballistic Skill:48 Strength:40 Toughness:41 Agility:39 (49 with Armour) Intelligence:52 Perception:42 Willpower:42 Fellowship:48
 * Characteristics**

Wounds: 23/23 Fate: 2/3 Initiative: 1d10+3 (1d10+4 with armour) Movement: 3/6/9/18 (4/8/12/24 with Armour) Renown: 0 Corruption: 0 Insanity: 0
 * Condition**


 * Skills**


 * Awareness
 * Ciphers (Chapter Runes)
 * Climb
 * Command
 * Common Lore, Adeptus Astartes
 * Common Lore, Deathwatch
 * Common Lore, Imperium
 * Common Lore, War
 * Concealment
 * Dodge
 * Drive (Ground Vehicles)
 * Forbidden Lore, Xenos
 * Intimidate
 * Literacy
 * Navigation, Surface
 * Scholastic Lore, Codex Astartes
 * Speak Language, High Gothic
 * Speak Language, Low Gothic
 * Silent Move
 * Tactics (Recon and Stealth)
 * Tech-Use
 * Tracking


 * Talents**
 * Ambidextrous (use either hand equally well)
 * Astartes Weapons Training (proficient with all non-exotic weapons)
 * Bulging Biceps (use Heavy Weapons withour bracing)
 * Deathwatch Training (automatically confirm Righteous Fury when fighting aliens)
 * Heightened Senses (+10 Hearing, +10 Sight; +25 with helmet)
 * Killing Strike (spend Fate Point to make melee attack impossible to parry/dodge)
 * Nerves of Steel (reroll failed tests to avoid Pinning)
 * Quick Draw (Ready weapon as a Free Action)
 * Resistance (+10 vs Psychic Powers
 * Tactical Expertise (Can use Chapter Squad ability with DW kill-team: Command -20 (+0 at Rk3, +20 at Rk7) to 'activate'
 * True Grit (halve all critical damage received)
 * Unarmed Master (unarmed attack does 1d10+SB Impact damage, no Primitive)


 * Solo Mode:** Re-roll failed Int test; At Rank 4, gains +10 to this test; at Rank8, gain an extra DoS
 * Squad Mode Attack Pattern:** Tactical Finesse (Full Action, Cost:3, Sustained: Yes. Make one Melee/Ranged attacked (single shot only) then make a half move action as a free action)
 * Squad Mode Defensive Pattern:** Swift Advance (Reaction, cost: 2, Sustained: Yes. Those within support Range who successfully Dodge a Ranged Attack can spend their Reaction to make a full move action. At Rank 4, can reload a weapon if it takes half action to do so.)


 * Traits**


 * Unnatural Strength (x2 Strength)
 * Unnatural Toughness (x2 Toughness)
 * Preomnor Implant (+20 Toughness vs ingested poisons)
 * Omophagea Implant (may ingest portion of enemy to gain temporary knowledge)
 * Multi-lung Implant (+30 Toughness vs gases, reroll any failed Toughness Test for drowning, gas or asphyxiation, may breathe water)
 * Sus-an Membrane Implant (enter suspended animation by meditating for 1d5 rounds or knock-out by critical damage)
 * Oolitic Kidney Implant (reroll any failed Toughness Test to resist poisons and toxins)
 * Neuroglottis Implant (may detect poisons or toxins via +0 (taste) or -20 (smell) Awareness Test)
 * Mucranoid Implant (reroll failed Toughness Tests to resist temperature extremes)


 * Ranged Weapons**

__Godwyn-pattern Boltgun__ Class: Basic Bolt Damage: 1d10+9 Type: Explosive Penetration: 4 Point Blank: 0-3m (BS+30) Short Range: 4-50m (BS+10) Optimal Range: 51-200m Long Range: 201-300m (BS-10) Extreme Range: 301-400m (BS-30) RoF: S/2/4 Reload: Full Weight: 18 kg Special Rules: Fire Selector (choose one of 3 loaded clips at start of turn), Tearing (roll extra die for damage, discard lower result)

__Bolt Pistol__ Class: Pistol Bolt Damage: 1d10+9 Type: Explosive Penetration: 4 Point Blank: 0-3m (BS+30) Short Range: 4-15m (BS+10) Optimal Range: 16-60m Long Range: 61-90m (BS-10) Extreme Range: 91-120m (BS-30) RoF: S/3/- Clip: 14/14 (+ 1x14 Reserve) Reload: Full Weight: 5.5 kg Special Rules: Tearing (roll extra die for damage, discard lower result)

__Frag Grenade__ Class: Thrown Damage: 2d10 Type: Explosive Penetration: 0 Range: Xm (SBx3) Count: 3/3 Weight: 0.8 kg each Special Rules: Blast 5 (hits anything within 4m radius)

__Krak Grenade__ Class: Thrown Damage: 3d10+4 Type: Explosive Penetration: 6 Range: Xm (SBx3) Count: 3/3 Weight: 0.8 kg each Special Rules: n/a

__Betcher's Gland__ Class: "Thrown" Damage: 1d5 Type: Toxic Penetration: 4 Range: 3m Count: n/a Special Rules: blind opponent for 1d5 rounds if hit with 3 or more Degrees of Success


 * Melee Weapons**

__Combat Knife__ Class: Melee/Thrown Damage: 1d10+SB Type: Rending Penetration: 2 Range: 0m/5m Weight: 2 kg Special Rules: can be thrown


 * Armour**

__Mk VI Corvus-pattern Power Armour__ Right Arm: 8 AP Left Arm: 8 AP Body: 9 AP Right Leg: 8 AP Left Leg: 8 AP Weight: 170 kg Special Rules: Enhanced Strength (+20 Strength), Auto-senses (Dark Sight), Bio-monitor (+10 vs Toxic, x6 ignore Critical Effects for 1d10 rounds, max Stun of 1 round), Recoil Suppression (fire basic weapons one-handed), Hulking (+1 Base Movement, +10 to Agility) __Helmet__ Head: 8 AP Weight: 10 kg Special Rules: Auto-senses (Dark Sight, +15 Sight/Sound, immunity to photon flash and stun grenades, Called Shot is Half Action), Osmotic Gill Life Sustainer (armour is fully sealed)


 * Power Armour Trait:** The Emperor's Finest (+5 to Command, Fear and Pinning Tests), Battered by war (+10 intimidate, -5 charm, armour obviously look like a tool of war)


 * Other Gear**

__Repair Cement__ Description: Spray-gel allomers for field repair of damaged power armour. Effect: Seals armour breaches; application takes 1 round.

__Heraldry Scroll__ Description: Metal plaque bearing the Chapter name, attached to the shoulder pauldron. Effect: +10 Kill Markers to any mission where scroll was displayed

__Stuff__ Description: Weight: X kg Effect:

__Total XP Spent: 13.000/13.000__ __XP to Spend: 0.000__
 * Experience**
 * Tech-Use (800)
 * Fellowship, Simple (200)