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
Character
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
12.;13.;9.;13.;10.;12.;11.;12.;17.
+5 Int, +5 BS
Characteristics
Weapon Skill:42
Ballistic Skill:48
Strength:40
Toughness:41
Agility:39 (49 with Armour)
Intelligence:52
Perception:42
Willpower:42
Fellowship:48
Condition
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
Skills
Talents
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
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:
Experience
Total XP Spent: 13.000/13.000
- Tech-Use (800)
- Fellowship, Simple (200)
XP to Spend: 0.000