Brother Winter: Difference between revisions

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== Talents and Traits ==
== Talents and Traits ==


XP: 1000/22,350
XP: 1500/22,350


=== Talents ===
=== Talents ===

Revision as of 06:28, 6 July 2014

Rogue Trader: Drake Dynasty
Rogue Trader Logo.jpg
GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
Command Crew
Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
House Drake Fleet
Aurea Albion
Hound of AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
Sepheris SecundusTennenberg
Killian's Rest
Drake Expeditions
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Personnel
MagistratesRetainers
Militants
Svard 1stStormtroopers
House Drake Expeditionary Army
Assets
Materiel
Aerospace CraftGround Vehicles
Armoury
WargearRelics and Artifacts
Other
Estate
Secrets and ContactsAwards and Honors
The Galaxy
Locations
Calixis Sector
Koronus ExpansePeriphery Subsector
Personalities
Peers of the Imperium
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Utilities
Rogue Trader Timeline
House Rules
Guide and Lore
Winter with his helmet off.

"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear." - The Emperor of Mankind

One of the very few Chapters to have been founded from the legendary Salamanders, the Star Knights are odd in that they are a space-borne Chapter similar to the Black Templars. Specializing in Shock and Awe tactics, with a particular emphasis to boarding actions, the Star Knights are some of the best Space Marines when it comes to Drop Pod assaults, usually supplemented by Thunderhawks and Orbital Bombardments. While tenacious on the defense, they are particularly ferocious on the assault, using precisely aimed bursts of bolter fire, gouts of flamers and blasts of meltaguns.

However, like their Founding Chapter, the Star Knights themselves maintain tight units and links back to their families. It is considered a point of honor to have one's son considered as an aspirant. And should the lad be fortunate and skillful to survive the process, he rejoins his family for a week and a day to celebrate and give his farewell. It is often that a Star Knight Novitiate embark on extended training periods and return to find their family dead from old age.

It is here that we begin our story, the tale of one of the greatest heroes the Star Knights had ever known. During it's darkest hour, this Novitiate brought the Chapter back up to it's feet with not just his deeds of heroism, but by staying loyal throughout his days, even though he was cast out. His name is Winter, and his name is legend.

Fiction found here: Winter's Stories

Accomplishments

  • Killing an Ork Warboss in single combat with a chainsword
  • Destroying an Ork escort-class vessel single-handedly
  • Dueling a Greater Daemon of Tzeentch and surviving with a chainsword
  • Killing a Bloodletter of Khorne that materialised on the ship with a chainsword
  • Dueling a Red Corsair and winning as an aspirant with a chainsword

Vitals

Name: Winter Xanatov

Rank: Novitiate / Master-at-Arms
Race: Adeptus Astartes
Gender: Astartes (Originally male)
Age: 25
Date of Birth: <EXPUNGED>

Place of Birth: <EXPUNGED>

Height: 7'4" out of armor, 7'10" in armor
Weight: 800 lbs.
Build: Extremely Muscular
Eyes: Blue
Hair: Black

"Redeem them with sword and fire!"

Background

Winter was originally born as Winter Xanatov on the Hunter Destroyer [REDACTED] belonging to the Star Knights Adeptus Astartes. It wasn't known then that the child would become both the future savior and pariah of the Star Knights.

After being selected to become an Aspirant, the young Winter competed against the other Aspirants in the Gauntlet, which required going through the Bilges of the Battle Barge Sentinel clad in only a simple tunic and no weapons. Two-hundred underwent the trial, only three came through weeks later. Winter was the first, coming out wearing an exo-skeleton carved from some great beast for armor, and a giant claw attached to a steel pipe with wiring for a spear.

From that point on, Winter and the other two Aspirants, Korla and Dmitri worked together as not just a squad, but as friends. For within the Star Knights, there was no stronger bond than that between Battle-Brothers.

Then the Orks came, shortly after the three were implanted with the organs that would eventually turn them into Angels of Death. Even though they were barely Initiates, the three fought alongside their Chapter Master of Recruits in the way that legends are formed. The Ork Waaaaagh! was severely blunted by the Star Knights Chapter, easily picked off by the remaining elements of the Imperial Navy. Only one Marine survived the battle, and that was Winter.

Taking the Helm and Chainsword relics of his Chapter, his quest was to find the remnants of his Chapter and return the sacred items to them. In his wanderings, he came upon a Rogue Trader who frequently travelled the Expanse. Drake also had the potential to be one of the greatest Rogue Traders in not just the Expanse, but possibly in the Sector.

Winter has since rediscovered his Chapter and his implants have come completely online, transforming him into an Angel of Death. But due to an irregularity within the Chapter, he was not allowed to rejoin the ranks of his Battle-Brothers, something that bothers him to this day. Until he figures out what to do, he will continue to serve as Lord-Captain Drake's Master-at-Arms and personal bodyguard, serving with distinction amongst the crew. Although he longs to serve with his brethren and fight against the Emperor's enemies, he follows his duty.


Attributes

Characteristics

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T)
53 48 55 55
Agility (Ag) Intelligence (Int) Perception (Per) Willpower (WP) Fellowship (Fel)
44 43 38 42 48

Half Move: 4 meters

Full Move: 8 Meters

Charge: 12 meters

Run: 24 meters

Base Jump: 1 meter (120 cm in armor)

Base Leap: 5 meters (7 meters in armor)

Wounds: 20/23

Fate Points: 1/3

Talents and Traits

XP: 1500/22,350

Talents

  • Ambidextrous: No penalties for using a weapon in the off-hand.
  • Bulging Biceps: Does not need to brace when firing a Heavy weapon.
  • Heightened Senses (Hearing, Sight): +10 to Sight or Sound based Alertness checks.
  • Killing Strike: Spend a fate point to make an attack unable to be dodged or parried.
  • Nerves of Steel: +10 versus Pinning checks.
  • Quick Draw: Free action to draw a weapon.
  • Resistance (Psychic Powers): +10 to WP checks to resist psychic abilities.
  • True Grit
  • Unarmed Master
  • Rapid Reload: Half reload times to reload a weapon. May not be faster than a half action.
  • Counter-Attack: After parrying, make an immediate melee attack
  • Total Recall: May roll an Intelligence check to recall tiny details.
  • Peer: Inquisition: +10 on Fellowship rolls when dealing with the Inquisition
  • Artificer: Astartes Chainsword: Chainsword upgraded to Exceptional Craftsmanship

Traits

  • Astartes Weapon Training: Is trained in the use of all weapons save those requiring Exotic Weapon Training.
  • Unnatural Strength (x2)
  • Unnatural Toughness (x2)
  • Bolter Mastery: +10 to hit, +2 to damage when using any Bolt weapons.
  • Master of Arms (Accurate, Tearing): May apply either the Accurate or Tearing quality to any Astartes ranged weapons he picks up, but not both.
  • No Quarter Given (+3 WS, Counter-Attack)
  • Master of Blades (Chainsword, Eviscerator): When using a Chainsword, may attack with it as though it were an Eviscerator, and vice verse.

Skills

Skill B T +10 +20 Bonus
Awareness (Per) X X
Barter (Fel) X
Carouse (Tgh) X
Ciphers Chapter Runes (Int) X X
Climb (S) X X
Command (Fel) X X +10
Common Lore: Adeptus Astartes(Int) X X
Common Lore: Imperial Navy(Int) X X X
Common Lore: Imperium(Int) X X
Common Lore: War(Int) X X
Concealment (Ag) X X
Contortionist (Ag) X
Deceive (Fel) X X X
Demolitions (Int)
Disguise (Fel) X
Dodge (Ag) X X
Drive: Ground Vehicles (Ag) X X
Evaluate (Int) X X
Forbidden Lore: Adeptus Astartes(Int) X X
Gamble (Int) X
Inquiry (Fel) X
Intimidate (S) X
Literacy (Int) X X
Logic (Int) X
Navigate Surface (Int) X X
Scholastic Lore: Codex Astartes (Int) X X
Scrutiny (Per) X
Search (Per) X
Silent Move (Ag) X X
Swim (S) X X
Speak Language: Low Gothic (Int) X X
Speak Language: High Gothic (Int) X X
Tactics: Assault (Int) X X
Tactics: Naval (Int) X X
Tech Use (Int) X X
Trade: Armorer (Int) X X X

Space Marine Organs

  • 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 Perception based 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 to 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.

Wargear

The Armor of the Star Knights.

Power Armor Abilities

Astartes Power Armor is the high standard against which other forms of Imperial protection are measured. The commanding sight of the God-Emperor's warriors in their iconic battle gear has routed more than one enemy force without firing a shot. Heavy ceramite plates form the basis for most suits, actuated by electrically motivated fibre bundles that replicate the wearer's movements and enhance his strength. Not only are Adeptus Astartes patterns the pinnacle of power armor technology, a Space Marine's unique interface implants ensure that his armor responds with the speed and precision of his own body. Each Battle-Brother is responsible for the care of his own suit of power armor, the components of which may have served his Chapter for millennia before him. Astartes Power Armor contains many complex sub-systems and it is the synergy of advanced technology with Space Marine physiology that makes a Battle-Brother in power armor so deadly.

Mark VII armour, also know as the “Aquila,” “Imperator” or “Eagle” armour, was developed during the Horus Heresy, and remains in use as the most common form of power armour ten thousand years later. It represents the final major development of Mark VI armour. While the final battle for Mars was underway, the Imperium realised the planet would eventually be lost. Armour development teams were transferred to Earth to continue, incorporating their latest work into the armour type that would become Mark VII. As Mars fell to Horus, the new armour began reaching the Space Marines on Terra and Luna. The Mark VII's main improvement is the newly designed chest plastron which covers the chest and arm cabling. The chest bears the Imperial Eagle, giving the armour its common name of "Armorum Impetor", or Eagle Armour. This mark abandons the studded shoulder armour plate, and replaces the helmet. As the Mark VII is a development of the Mark VI, both have a great deal in common, and parts from one mark are readily interchangeable with parts from the other, such as the helmet.

  • AP 8 to all locations, AP 10 on Torso
  • Servo-Augmented Musculature: +20 Strength
  • Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses)
  • Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer's bio signs, it can administer pain suppressors, combat stims and anti-toxins. This provides the following benefits:
    • +10 to tests resisting the Toxic quality and similar Poison effects.
    • The pain suppressor reservoir has a total of six doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Built-in Vox Link
  • Built-in Magboots
  • Nutrient Recycling: Can operate for two weeks without re-supply
  • Recoil Suppression: May fire Basic weapons 1-handed without penalty
  • Size: Hulking (Black Carapace means no bonus for enemies to attack)
  • Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
  • Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
  • Armor History "Commander's Legacy": When in combat and wearing this armor, Winter gains a +10 to all Command checks.
Winter's Tactical Dreadnought Armor

Terminator Armor Abilities

  • AP 14 to all locations
  • Tactical Dreadnought Armor Terminator Armor is known for it's ability to withstand any shot made against it. This provides a Force Shield with a rating of 35 that may never overload.
  • Servo-Augmented Musculature +30 Strength
  • Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +20 to Sight and Hearing Awareness Tests (total of +30 bonus with Heightened Senses)
  • Sensorium: This heightened sensor upgrade is what makes a Terminator such a deadly foe. It ties into any other friendly Terminator within range to better deploy as a single unit. +1 range for squad mode abilities, counts as Auspex.
  • Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer's bio signs, it can administer pain suppressors, combat stims and anti-toxins. This provides the following benefits:
    • +10 to tests resisting the Toxic quality and similar Poison effects.
    • The pain suppressor reservoir has a total of six doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Built-in Vox Link
  • Built-in Magboots
  • Built-in Powerfist: The Terminator Armor's left hand is a powerfist that cannot be replaced. It deals 2d10 damage with a penetration of 9, with the Power Field and Unwieldy traits. The fist's bulk also means the hand cannot be used for ranged weapons other then thrown, and imposes a -10 penalty to manual dexterity.
  • Nutrient Recycling: Can operate for two weeks without re-supply
  • Recoil Suppression: May fire Basic weapons 1-handed without penalty
  • Size: Hulking (Black Carapace means no bonus for enemies to attack)
  • Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
  • Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
  • Armor History "Thy Strength Be Legend": This armor is straight off the assembly line and the Mechanicus has seen fit to experiment with the fiber-bundles that augment the natural strength of the wearer. +10 Strength.
  • Special Rules: Terminator Armor is not, by design, meant to be nimble. It's heavy armor plating is what is primarily relied upon to protect the wearer. -20 Agility, Cannot Run, Cannot Dodge.

Modified Plasma Rifle

Rate Range Damage Pen Clip Reload Special
S/2/- 100m 2d10+9 Pen 6 40 2 Full Overheat, Maximal Mode*, Astartes

Maximal Mode: Plasma Weapons may add +2d10 damage and +2 penetration, but gain the Recharge trait.

Modified Storm Bolter

Rate Range Damage Pen Clip Reload Special
S/2/4 80m 2d10+5 X Pen 5 60 Full Storm, Tearing, Alternate Ammunition*, Arm-Mount, Astartes

Kraken Rounds: These rounds contain more propellant and microstabalizing fins, allowing them to travel further. Weapon Range changes to 120m and it's Pen increases to 6.
Hellfire Rounds: Replaces the explosive payload with hundreds of micro-needles and deadly toxins. Righteous Fury is activated on nine or ten.

Astartes Storm Bolter

Rate Range Damage Pen Clip Reload Special
S/2/4 100m 2d10+5 X Pen 5 60 Half Tearing, Storm, Alternate Ammunition*, Astartes

Kraken Rounds: These rounds contain more propellant and microstabalizing fins, allowing them to travel further. Weapon Range changes to 150m and it's Pen increases to 6.
Hellfire Rounds: Replaces the explosive payload with hundreds of micro-needles and deadly toxins. Righteous Fury is activated on nine or ten.

Astartes Bolter

The model currently used by most Space Marines is designated the 'Astartes MK Vb Godwyn pattern'. The Godwyn-pattern bolter has a built-in ammo counter and uses a Sinister/Dexter locking mechanism with a sickle-shaped magazine carrying 30 rounds. It fires the standard Astartes .75 calibre bolt, composed of a diamantine tip, depleted deuterium core and mass-reactive detonator, typically in bursts of four rounds. Other features include a palm-print sensor for genetic identification, as well as an integral targeter that links with the Space Marine's autosenses for superior accuracy. It can also be upgraded with weapon accessories such as the M40 Targeting System. Like other Space Marine weaponry, Astartes boltguns are designed around their superhuman physique. The weight of each weapon would require most humans to use a supporting brace, with hand-grips larger than any normal human could manage. However, even if a normal human were to fire the boltgun, the resulting recoil would rip their arm from its socket. Normal humans found to be in possession of even a single Astartes bolt round, much less a boltgun, can expect a swift execution for their crimes.

Rate Range Damage Pen Clip Reload Special
S/2/4 100m 2d10+5 X Pen 5 28 Half Tearing, Alternate Ammunition*, Astartes

Kraken Rounds: These rounds contain more propellant and microstabalizing fins, allowing them to travel further. Weapon Range changes to 150m and it's Pen increases to 6.
Hellfire Rounds: Replaces the explosive payload with hundreds of micro-needles and deadly toxins. Righteous Fury is activated on nine or ten.

Astartes Bolt Pistol

Rate Range Damage Pen Clip Reload Special
S/3/- 30m 2d10+5 X Pen 5 14 Half Tearing, Alternate Ammunition*, Astartes

Kraken Rounds: These rounds contain more propellant and microstabalizing fins, allowing them to travel further. Weapon Range changes to 45m and it's Pen increases to 6.
Hellfire Rounds: Replaces the explosive payload with hundreds of micro-needles and deadly toxins. Righteous Fury is activated on nine or ten.

Exceptional Astartes Chainsword

The Chainsword has served many a Battle-Brother during his time in an Assault Squad. These weapons generally have a flat carapace containing the chain with only the forward curved section open where the spinning teeth can bite into flesh and bone.

Damage Pen Special
1d10+16 R 4 Exceptional (+5), Tearing, Balanced
Damage Pen Special
2d10+12 R 9 Exceptional (+5), Tearing, Razor Sharp

Astartes Combat Knife

When a Battle-Brother's last grenade has been thrown, when his bolt rounds are spent and the enemy tide continues to swell, he can always turn to his combat knife. Ever Space Marine is issued one of these blades as soon as he recovers from receiving his implants, and he carries it up until his final moment of battle. This large knife - easily the size of a normal human's sword - holds a mono-molecular edge that never dulls, even through centuries of service. In some Chapters, combat knives are passed down through the generations, with the deeds of their owners etched upon them. In others, the forging of metal into blade is simultaneous with the forging of a recruit into a Space Marine, and his combat knife is laid to rest when he is.

Damage Pen Special
1d10+14 2 None

Astartes Storm Shield

The storm shield is a power shield used by Space Marines and Daemonhunters. It is a more advanced and bulky version of the combat shield, providing better defence. However it is also much larger and requires use of one hand, preventing the use of two weapons. The shield is often shaped like the Crux Terminatus, although variant shield designs do exist, and is powered by a generator in the user's Power armour or Terminator suit. When the generator is activated the shield shimmers with blue energy and when struck it emits crackling lightning, which gives it its name. It is often paired with a Thunder Hammer. The shield is effective against both melee and against ranged attacks and able to withstand the might of a lascannon or even super heavy weaponry.

Damage Pen Special
1d10+12 I 0 Defensive

Modified Heavy Bolter

Rate Range Damage Pen Clip Reload Special
-/-/10 150m 2d10+10 X Pen 6 60 1 full Tearing, Astartes

Modified Multi-melta

Rate Range Damage Pen Clip Reload Special
S/-/- 60m 4d10+6 X Pen 12 12 1 full Melta, Astartes, Reliable (3)

Modified Autocannon

Rate Range Damage Pen Clip Reload Special
S/-/5 300m 3d10+8 I Pen 6 20 1 full Ogryn-proof, Astartes

Astartes Assault Cannon

Rate Range Damage Pen Clip Reload Special
-/-/10 100m 3d10+6 I Pen 6 200 1 full Rending, Tearing

Power Fist

Damage Pen Special
2d10+14 E 9 Power Field, Unwieldy, Unnatural Strength x2

Archeotech Auspex

Scanners (or multi-scanners, or Auspexes) are Imperial short-ranged devices used to detect motion, invisible gases and energy emissions throughout a wide spectrum, such as heat, radiation and most forms of energy given off by vehicles and living troops. Their main tactical use is to reveal otherwise hidden troops and allow them to be fired on. The standard range of a scanner is fifty metres, although walls more than fifty meters thick as well as certain shielding materials are able to block them. Scanners can take the form of separate hand-held devices, or they may be built into a helmet such as in the case of Terminator armour. The Imperial Guard uses scanners known as surveyors. Space Marines and other forces use the auspex. This device in particular is effective out to one-hundred meters. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gasses, nearby bio-signs, or ambient radiation. While the range for this auspex is one-hundred meters, walls more than a meter thick and certain shielding materials can block the scanner.

Special
While in active use, the character using this auspex can act during the Surprise Round.