DarkestHeart |
2d10 + 30 ⇒ (4, 1) + 30 = 35
2d10 + 30 ⇒ (6, 3) + 30 = 39
2d10 + 30 ⇒ (3, 5) + 30 = 38
2d10 + 30 ⇒ (8, 7) + 30 = 45
2d10 + 30 ⇒ (1, 1) + 30 = 32
2d10 + 30 ⇒ (8, 9) + 30 = 47
2d10 + 30 ⇒ (8, 6) + 30 = 44
2d10 + 30 ⇒ (9, 6) + 30 = 45
2d10 + 30 ⇒ (6, 10) + 30 = 46
I think I might be keeping these rolls.
Edit: If we get a re-roll I will re-roll that 32 to...
2d10 + 30 ⇒ (10, 7) + 30 = 47
Vincent Fleming |
2d10 + 30 ⇒ (2, 3) + 30 = 35
2d10 + 30 ⇒ (2, 6) + 30 = 38
2d10 + 30 ⇒ (6, 2) + 30 = 38
2d10 + 30 ⇒ (6, 1) + 30 = 37
2d10 + 30 ⇒ (3, 9) + 30 = 42
2d10 + 30 ⇒ (2, 4) + 30 = 36
2d10 + 30 ⇒ (3, 3) + 30 = 36
2d10 + 30 ⇒ (7, 2) + 30 = 39
2d10 + 30 ⇒ (6, 8) + 30 = 44
And of course one for if there is a re-roll allowed
2d10 + 30 ⇒ (6, 3) + 30 = 39
Wow, no real glaring weaknesses but no really heavy advantages. This makes a rather interesting character to toy with I suppose.
Grovo |
Going for legendary Space Wolf "Priest" so to say. Getting up some spiritual guidance character to lead others and provide support where needed. I guess will start either with Assault or Devastator and from there at rank 4 getting on Priest path
WS: 2d10 + 30 ⇒ (3, 9) + 30 = 42
BS: 2d10 + 30 ⇒ (9, 8) + 30 = 47
S: 2d10 + 30 ⇒ (10, 10) + 30 = 50
T: 2d10 + 30 ⇒ (10, 2) + 30 = 42
Agi: 2d10 + 30 ⇒ (6, 2) + 30 = 38
Int: 2d10 + 30 ⇒ (3, 9) + 30 = 42
Per: 2d10 + 30 + 5 ⇒ (2, 6) + 30 + 5 = 43
WP: 2d10 + 30 ⇒ (3, 8) + 30 = 41
Fel: 2d10 + 30 + 5 ⇒ (2, 9) + 30 + 5 = 46
Hm, decent stats. Will attemp just 1 reroll for agi to see if getting something better-> otherwise we will keep that if said so
Agi: 2d10 + 30 ⇒ (1, 7) + 30 = 38 the same
Agi: 2d10 + 30 ⇒ (9, 3) + 30 = 42 now a better one so 42 it seems
Wilhelm Shieldbreaker |
Hi all, latecomer here.
1: 2d10 + 30 ⇒ (9, 8) + 30 = 47
2: 2d10 + 30 ⇒ (10, 4) + 30 = 44
3: 2d10 + 30 ⇒ (8, 3) + 30 = 41
4: 2d10 + 30 ⇒ (8, 8) + 30 = 46
5: 2d10 + 30 ⇒ (10, 7) + 30 = 47
6: 2d10 + 30 ⇒ (4, 3) + 30 = 37
7: 2d10 + 30 ⇒ (1, 5) + 30 = 36
8: 2d10 + 30 ⇒ (5, 1) + 30 = 36
9: 2d10 + 30 ⇒ (5, 10) + 30 = 45
Pretty good if a reroll is allowed, well then I may as well try.
reroll 7: 2d10 + 30 ⇒ (6, 10) + 30 = 46
Nice! Rune priest here I come.
Vincent Fleming |
WS 44+5(Ass)+5(Armor History)
BS 38
S 42+5(Ass)
T 39
AG 39
Int 37
Per 38+5(SW)
WP 36
Fel 36+5(SW)
Two weapon Wielder (WS) 500
S 200
WS 200
Swift Attack Freebie
Wrathful Descent Freebie
Pilot Personal Trained Freebie
Heightened Senses (Smell) Freebie
Wounds: 1d5 + 18 ⇒ (1) + 18 = 19
Fate: 1d10 ⇒ 2 3 points
Past Event: 1d5 ⇒ 3 Service in the Fleet
Demeanor: 1d10 ⇒ 1 Calculating
Power Armor History: 1d10 ⇒ 3 +5 WS; -5BS when wearing a Helmet
I think...that is all the extra I need to do to get the character fleshed out for start.
I will be going under the name Freki
DarkestHeart |
WS 35
BS 57(+10)[Enhancement]
S 45
T 46
AG 49(+5)[Armour]
Int 39
Per 52(+5)[Enhancement]
WP 45
Fel 38
Immovable Warrior
BS+10 700
PER+5 200
100Xp Spare
Past Event-1d5 ⇒ 1 - Bitter Vengeance: You have fought face-to-face with Chaos Space Marines from the Thousand Sons Legion. These renegades are considered arch-enemies of the Space Wolves, and furious, no-quarter battles erupt whenever they
meet.
Demeanor-1d10 ⇒ 4 - Studious
Wounds-1d5 + 18 ⇒ (4) + 18 = 22 - 22
Fate-1d10 ⇒ 3 - 3
Power Armour History-1d10 ⇒ 5 - A Fury like lightning: The reactions of the Angels of Death are far beyond what any normal human could achieve. While Astartes power armour manages not to hinder a Battle-Brother’s natural speed, this suit goes to great lengths to enhance and optimise it. The armour’s hyper articulated joint mechanisms allow for more dextrous weight
manipulation, and muscle-response auto-readers translate even minute movements into powered assistance. These systems grant the bearer a +5 bonus to Agility, and +1 to Initiative rolls.
The armour doesn't fit but the rest is pretty close to what I wanted.
EDIT: I could do with a hand on where to find the abilities I already posses, as a Devastator, before I would add my XP
Grovo |
# Past Events: 1d5 ⇒ 2 Fenris Hunter: You have hunted and slain one of the extremely dangerous creatures native to Fenris. Among these creatures are the mighty kraken, huge ice bears, and the ferocious Fenrisian wolf.
# Wounds: 1d5 + 18 ⇒ (3) + 18 = 21
# Demeanour: 1d10 ⇒ 5 Taciturn This does not really suit so well with my plans but might be able to work on it. Have to see
# Fate: 1d10 ⇒ 5 3 Fate points
# Power Armor History: 1d10 ⇒ 2 None shall escape the Emperor’s Wrath: +5 BS | -10 Dodge I like. Fits me perfectly like cat fits in a box
It is not uncommon for Space Wolves to not wear their helmets instead of their trophies but they may if they wish (this is all because of their Wolf Sense talent)
Grovo |
Stats
WS: 42 (+4)
BS: 52 (+5)
S: 50 (+5)
T: 42 (+4)
Agi: 42 (+4)
Int: 42 (+4)
Per: 48 (+4)
WP: 41 (+4)
Fel: 46 (+4)
Unrelenting devastation
When firing a Heavy weapon, the Devastator Marine inflicts 1 extra point of damage to a Horde’s Magnitude for every hit. If using a weapon with the Blast Quality, he instead inflicts 1d5 extra points of damage to a Horde’s Magnitude (after all other hits have been applied). This ability only functions in Squad Mode.
SQ:
# Devour portion of enemy-> gain access to information
# May breath underwater
# suspended animation: 1d5 Rounds meditation -> wounds will not deteriorate or heal
- -20 Medicae Test to revive from suspended animation
# [GM descretion] may ignore or resist radiation
# Awareness Test to detect poisons through tasting / -20 detect through smell
# Tracking +10 vs enemy [tasted] [GM discretion]
#Test Bonuses:
----Toughness----
[+20 vs ing. poison / reroll failed test of drowning or asphyxiation / +30 vs gases + may reroll failed saves / may reroll failed test vs poisons & toxins + Toxic quality weapons / reroll failed save vs temperature extremes
----Perception----
May reroll all failed Perception checks [Wolf Sense] only if playing without helmet
Skills:
Awareness (+10 on sight / smell / hear)
Ciphers (Chapter Runes)
Climb
Dodge -10
Common Lore (Adeptus Astartes, Imperium, War)
Concealment
Drive (Ground Vehicles)
Intimidate,
Literacy
Navigation (Surface)
Scholastic Lore (Codex Astartes)
Common Lore (Deathwatch) [Advanced +20]
Forbidden Lore (Xenos) [Advanced +20]
Silent Move
Speak Language (High Gothic, Low Gothic)
Tactics (Assault)
Tracking
Solo Mode:
Wolf Senses [Chapter based]
Burst of Speed [Rank]
Feat of Strenght [Rank]
Squad Mode:
Unrelenting devastation [Specialty]
Bolter Assault
Fire for Effect
Fire Support will use this mainly
Furious Charge
Squad Advance
Tank Buster or this depending on situation
Tooth and Nail [Chapter]
Talents:
# Ambidextrous
# Astartes Weapons Training
# Bulging Biceps | can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
# Deathwatch Training | Confirm automatically all Righetous Fury Shots
# Heightened Senses (Hearing, Sight, Smell)
# Killing Strike | Spend Fate Point -> Enemy can not dodge or parry for that round
# Nerves of Steel | reroll failed Willpower Tests to avoid or recover from Pinning.
# Quick Draw | can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
# Resistance (Psychic Powers) | +10 Resist
# True Grit | Whenever the character suffers Critical Damage, halve the result (rounding up).
# Unarmed Master | The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
Bolter Trill [Devastator] +1 RoF
Storm of Iron [Devastator] + doubles any Damage that he deals to the Horde’s Magnitude. For example, if the Battle- Brother’s attacks would reduce the Horde’s Magnitude by 5, this amount is doubled to 10.
Traits:
Unnatural Strength (x2)
Unnatural Toughness (x2)
[Wolf Sense] Dark Sight: A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.
Bought Talents/Skills/Advancements:
# -500EXP Mighty Shot (40 BS) Deal +2 Damage with ranged attacks Devastator Cost
# -200EXP Perception +5 Devastator Cost
# -200EXP Marksman (35 BS) no penalties for Ballistic Skill Tests at long or extended range. Not sure of this. Could not find the exp cost
aptinuviel |
Guess I'll throw my rolls out there and decide later!
1:2d10 + 30 ⇒ (1, 4) + 30 = 35
2:2d10 + 30 ⇒ (8, 4) + 30 = 42
3:2d10 + 30 ⇒ (10, 10) + 30 = 50
4:2d10 + 30 ⇒ (4, 2) + 30 = 36
5:2d10 + 30 ⇒ (10, 7) + 30 = 47
6:2d10 + 30 ⇒ (10, 9) + 30 = 49
7:2d10 + 30 ⇒ (6, 6) + 30 = 42
8:2d10 + 30 ⇒ (7, 9) + 30 = 46
9:2d10 + 30 ⇒ (4, 5) + 30 = 39
Reroll:2d10 + 30 ⇒ (8, 8) + 30 = 46
Past Events: 1d5 ⇒ 3 Service in the Fleet
Wounds: 1d5 + 18 ⇒ (5) + 18 = 23
Demeanour: 1d10 ⇒ 7 Stoic
Fate: 1d10 ⇒ 7 3
Power Armor: 1d10 ⇒ 7 Terror be thy Friend
BayouSnowman |
Hey guys... I'm gonna vote DW game... Does that mean any chapter allowed?
Wolves only have 3 special classes and all have been claimed except scout..
If only Wolves, I might play scout... Other options like techmarine and keeper I'm already playing.
Ill get some rolls down when I get home and see what the dice have to say.
BayouSnowman |
Fate:
1d10 ⇒ 2
Wounds:
1d5 ⇒ 2
Past Events:
1d5 ⇒ 2
We roll for armor history/PC history or can we choose?
2d10 + 30 ⇒ (7, 8) + 30 = 45
2d10 + 30 ⇒ (8, 10) + 30 = 48
2d10 + 30 ⇒ (5, 2) + 30 = 37
2d10 + 30 ⇒ (1, 2) + 30 = 33
2d10 + 30 ⇒ (6, 9) + 30 = 45
2d10 + 30 ⇒ (10, 4) + 30 = 44
2d10 + 30 ⇒ (4, 10) + 30 = 44
2d10 + 30 ⇒ (9, 5) + 30 = 44
2d10 + 30 ⇒ (1, 4) + 30 = 35
re-roll the 3: 2d10 + 30 ⇒ (10, 10) + 30 = 50
Hmm...some mixed results, I'll have to think on a class.
Radavel |
2d10 + 30 ⇒ (7, 4) + 30 = 41
2d10 + 30 ⇒ (7, 8) + 30 = 45
2d10 + 30 ⇒ (3, 10) + 30 = 43
2d10 + 30 ⇒ (8, 5) + 30 = 43
2d10 + 30 ⇒ (6, 8) + 30 = 44
2d10 + 30 ⇒ (7, 8) + 30 = 45
2d10 + 30 ⇒ (8, 5) + 30 = 43
2d10 + 30 ⇒ (10, 7) + 30 = 47
2d10 + 30 ⇒ (4, 9) + 30 = 43
[re-roll] 41 2d10 + 30 ⇒ (7, 4) + 30 = 41 dang still 41 lol
now for a worthy name....
Grovo |
2 people marked this as a favorite. |
Uff, I really really forgot how damn hard WH40k can be for Roleplayers. Absurd amount of information and data to be found heh
Also, everyone can copy paste my research from here and get it on their own statsblock -> only have to change your main weapon according to your specialty. Plus I can even convert the "monster" statblock to GM with all the required power armor/gene-seeds stats for further reference since these do also give a lot of bonuses to Space Marines
Solo Mode Defensive
Go to Ground [Rank 1]
Tactical Spacing [Rank 1]
Squad Mode Defensive
Pack Tactics [Space Wolves]
Weapons
Astartes Heavy Bolter
Heavy | Range 150m | Rate of Fire –/–/10 | Damage 2d10+10 X | Penetration 6 | Clip 60 | Reload: Full | Special: Tearing
Astartes Bolt Pistol
Pistol | Range 30m | Rate of Fire S/3/– | Damage 2d10+5 X | Penetration 5 | Clip 14 | Reload: Full | Special: Tearing
Astartes Frag Grenade
Thrown | Range SBx3 [12] | Rate of Fire S/–/– | Amount: 3 | Damage 2d10 X | Penetration 0 | Special Blast (5)
Astartes Krak Grenade
Thrown | Range SBx3 [12] | Rate of Fire S/–/– | Amount: 3 | Damage 3d10+4 X | Penetration 6 | Special: –
Astartes Combat Knife
Melee | Damage 1d10+2 R | Penetration 2 | Special: –
Astartes Heavy Bolter with Backpack Ammo Supply. Devastator Bonus
Ammo Clip Size: 250
The Heavy Bolter is an excellent weapon for dealing with pretty much any foe, especially when combined with the wide variety of requisition-able alternate ammo types available for any weapon that fires bolts. Heavy Bolter rounds are more expensive than standard Bolter ones but that's to be expected. The Backpack Ammo Supply increases the weapons capacity from 60 to 250 which is a considerable increase.
Power Armor bonuses
+ 10 to Awareness Tests Sight & Sound [Due to Auto-Senses[Helmet]]
+ Dark Sight trait [Power Armor[Helmet]]
+ 1 Movement
+ 10 Test vs Toxic Quality & similar effects
+ 6/6 doses [Ignore Critical Effects for 1d10 rounds]
+ 20 Strenght [on SB calculated after Unnatural Strenght multiplier]
+ AP 10 Body / AP 8 All others
-200 EXP Ballistic +5 [replacing that Marksman]
100 EXP Left
Grovo |
Another update:
Everyone gets one free Chapter Trapping [Page 170] for their Space Marine of their choice :)
##Runic Totem##
• Totem of the Bloodied Hunter: Choosing for Devastator
add +1 to any damage inflicted by Righteous Fury.
• Totem of the Sea Wolf: Choose one Drive or Pilot Skill
and add +3 to all Tests on it.
• Totem of the Sun Wolf: add +3 to Awareness Tests.
OR
## Wolf Pelt ##
• Add +2 to Intimidate Tests.
BayouSnowman |
Or a wolf necklace, letting you enter frenzy mode is another trapping option. Check my alias, have a few death watch Marines and a good layout for skills and talents, feel free to cut and paste, many others have. I'll try to copy here, so you have it coded with spoilers already, makes things easier, just need to delete a few skill/talents. I've got a techmarine and tacmarine profile. And a librarian.
So how about deeds and distinctions? Are we allowed to spend xp on those? Some are expensive and could take most starting xp. Is everyone beginning lvl 1 pc? Seems a good place to start, but if we're higher, could affect decision to buy something to deepen our background.
I might call dibs on watch captain since all wolf specialist classes are spoken for. Though wolf priest is better and can be taken earlier...
May just end up doubling down 9n classes, but I like to give people space to be unique and have their role shine.
Jus walking dog, gonna sit down tonight and put something out for this.
Bilbo Bang-Bang |
Yeah, we are going to start at level 1 and it is fine to spend your exp as you see fit.
So is everyone good with a single Chapter then? I have no problem with this being a standard Deathwatch game or even doing something like a level 2 start post-Deathwatch run after you guys have returned to your Chapters, but end up in a joint mission should you want a Salamander(or whoever) and Space Wolves run.
@Bayou and Grovo
Could you guys help me review sheets to ensure everyone has their skills in and aren't getting short changed. Easy to do with this game it seems.
Erik Wolfhowl |
Here is Devastator Space Marine ready. I will copy & paste info here so you all can do the same for it and then just change necessary information for your "Specialities"
[-spoiler=Stats & EXP]
Current: EXP 13,000 Rank 1 #0EXP#
Next Rank: EXP 4000 Rank 2
Stats
WS: 42 (+4)
BS: 57 (+5)
S: 50 (+5)
T: 42 (+4)
Agi: 42 (+4)
Int: 42 (+4)
Per: 48 (+4)
WP: 41 (+4)
Fel: 46 (+4)
Wounds: 21
Fate Points: 3
Movement: 5/10/15/30 Agi Bonus + 1 from Armor
Past Event: Fenris Hunter
Demeanour: Taciturn
• EXP spent
-500EXP Mighty Shot [50 BS] Devastator Rank 1
-200EXP Ballistic [+5 BS] Devastator Rank 1
-200EXP Perception [+5 Per] Devastator Rank 1
[-/spoiler]
[-spoiler=Talents & Traits & Skills]
######## Talents ########
• Ambidextrous
• Astartes Weapons Training
• Bulging Biceps | can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
• Deathwatch Training | Confirm automatically all Righteous Fury Shots
• Heightened Senses (Hearing, Sight, Smell)
• Killing Strike | Spend Fate Point -> Enemy can not dodge or parry for that round
• Mighty Shot | +2 to ranged Damage
• Nerves of Steel | reroll failed Willpower Tests to avoid or recover from Pinning.
• Quick Draw | can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
• Resistance (Psychic Powers) | +10 Resist
• True Grit | Whenever the character suffers Critical Damage, halve the result (rounding up).
• Unarmed Master | The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
######## Traits ########
• Unnatural Strength (x2) SB: 12 (5 x 2 + 2)
• Unnatural Toughness (x2) T: 10 (5 x 2)
• [Wolf Sense] Dark Sight: A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting. No helmet equipped
######## Skills ########
• Awareness + 20 (smell/sight/sound) +10 Power Armor & +10 Heightened Senses Talent
• Ciphers (Chapter Runes)
• Climb
• Dodge -10 -10 from Power Armor History
• Common Lore (Adeptus Astartes, Imperium, War)
• Concealment
• Drive (Ground Vehicles)
• Intimidate
• Literacy
• Navigation (Surface)
• Scholastic Lore (Codex Astartes)
• Common Lore (Deathwatch) [Advanced +20]
• Forbidden Lore (Xenos) [Advanced +20]
• Silent Move
• Speak Language (High Gothic, Low Gothic)
• Tactics (Assault)
• Tracking
[/-spoiler]
[-spoiler=Solo & Squad Mods]
########Solo Mode:########
-- Wolf Senses [Chapter based]
-- Burst of Speed [Rank 1]
-- Feat of Strenght [Rank 1]
########Squad Mode:########
• Offensive
-- Unrelenting devastation [Specialty]
-- Bolter Assault
-- Fire for Effect
-- Fire Support
-- Furious Charge
-- Squad Advance
-- Tank Buster
-- Tooth and Nail [Chapter]
• Defensive
-- Pack Tactics [Space Wolves]
-- Go to Ground [Rank 1]
-- Tactical Spacing [Rank 1]
[-/spoiler]
[-spoiler=Space Marine Abilities & Speciality Abilities & Chapter Abilities]
######## Space Marine ########
• Secondary Heart/Ossmodula/Biscopea/ Haemastamen: You gain the Unnatural Strength and Toughness Traits.
• Larraman’s Organ: You do not suffer from Blood Loss. Catalepsean Node: You suffer no penalties to Perceptionbased Tests when awake for long periods of time.
• Preomnor: You gain +20 to Toughness Tests against ingested poisons.
• Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
• Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
• Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
• Sus-an Membrane: You may enter suspended animation.
• Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality.
• Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
• Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
• Betcher’s Gland: You may spit acid as a ranged weapon with the following profile:
---- Range: 3m; Damage: 1d5; Pen 4 Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
• Progenoids: These may be retrieved with a successful Medicae Test.
• Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.
######## Speciality: Devastator########
• Unrelenting devastation
When firing a Heavy weapon, the Devastator Marine inflicts 1 extra point of damage to a Horde’s Magnitude for every hit. If using a weapon with the Blast Quality, he instead inflicts 1d5 extra points of damage to a Horde’s Magnitude (after all other hits have been applied). This ability only functions in Squad Mode
• Backpack Ammo Supply. Devastator Bonus
Ammo Clip Size: 250 instead of 60
######## Chapter: Space Wolves########
• Fellowship: +5 Fellowship
• Perception: +5 Perception
• Wolf Senses: Grants Heightened Senses [Smell] and Dark Sight Trait: A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.
[-/spoiler]
[-spoiler=Weapons & Armor & Trapping]
######## Weapons: Devastator########
Astartes Heavy Bolter
Heavy | Range 150m | Rate of Fire –/–/10 | Damage 2d10+10 X | Penetration 6 | Clip 250 | Reload: Full | Special: Tearing
Astartes Bolt Pistol
Pistol | Range 30m | Rate of Fire S/3/– | Damage 2d10+5 X | Penetration 5 | Clip 14 | Reload: Full | Special: Tearing
Astartes Frag Grenade
Thrown | Range 12x3 [36] | Rate of Fire S/–/– | Amount: 3 | Damage 2d10 X | Penetration 0 | Special Blast (5)
Astartes Krak Grenade
Thrown | Range 12x3 [36] | Rate of Fire S/–/– | Amount: 3 | Damage 3d10+4 X | Penetration 6 | Special: –
Astartes Combat Knife
Melee | Damage 1d10+2 R | Penetration 2 | Special: –
######## Power Armor########
History
None shall escape the Emperor’s Wrath: +5 BS | -10 Dodge
Power Armor
Locations covered: All | Armor value: 8/10 (Head 10) | Kilograms 180
Power Armor bonuses
• + 10 to Awareness Tests Sight & Sound [Due to Auto-Senses[Helmet]]
• + Dark Sight trait [Power Armor[Helmet]]
• + 1 Movement
• + 10 Test vs Toxic Quality & similar effects
• + 6/6 doses [Ignore Critical Effects for 1d10 rounds]
• + 20 Strenght [on SB calculated after Unnatural Strenght multiplier]
• + AP 10 Body / AP 8 All others
######## Trapping########
• Totem of the Bloodied Hunter: add +1 to any damage inflicted by Righteous Fury.
Also, if someone is ready with their Stats please state it here or just want to have a help with their character building :)
EDIT: Going through my Rulebook and then had a thought to check printing issue -> anyone have the newest one / or recent erratas?