Dominica LaForge: Difference between revisions

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==Skills  Copying Brother Winter's Layout==
{| border="1" cellpadding="3" cellspacing="0" style="width: 500px;"
|- style="text-align: center;"
|style="text-align: right; width: 250px;"|'''Skill'''
|style="width: 50px;"|'''B'''
|style="width: 50px;"|'''T'''
|style="width: 50px;"|'''+10'''
|style="width: 50px;"|'''+20'''
|style="width: 50px;"|'''Bonus'''
|- style="text-align: center;"
|style="text-align: right;"|Awareness (Per)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Barter (Fel)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Carouse (Tgh)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Ciphers Chapter Runes (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Climb (S)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Command (Fel)
|X
|X
|
|
|+10
|- style="text-align: center;"
|style="text-align: right;"|Common Lore: Adeptus Astartes(Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Common Lore:  Imperial Navy(Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Common Lore: Imperium(Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Common Lore: War(Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Concealment (Ag)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Contortionist (Ag)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Deceive (Fel)
|X
|X
|X
|
|
|- style="text-align: center;"
|style="text-align: right;"|Disguise (Fel)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Dodge (Ag)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Drive: Ground Vehicles (Ag)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Evaluate (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Forbidden Lore: Adeptus Astartes(Int)
|X
|X
|
|
|
|- style="text-align: right;"|Gamble (Int)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Inquiry (Fel)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Intimidate (S)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Literacy (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Logic (Int)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Navigate Surface (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Scholastic Lore: Codex Astartes (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Scrutiny (Per)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Search (Per)
|X
|
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Silent Move (Ag)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Swim (S)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Speak Language: Low Gothic (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Speak Language: High Gothic (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Tactics: Assault (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Tactics: Naval (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Tech Use (Int)
|X
|X
|
|
|
|- style="text-align: center;"
|style="text-align: right;"|Trade: Armorer (Int)
|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.
[[File: Star-knights.jpg|400px|thumb|right| The Armor of the Star Knights.]]
=== Power Armor Abilities ===
* '''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.
[[File:Terminator_armor.jpg|200px|thumb|right|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.


== Wargear ==
== Wargear ==

Revision as of 22:01, 13 April 2013

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
Open Missions
Grand Endevours
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
Rival Rogue Traders
Utilities
Rogue Trader Timeline
House Rules
Guide and Lore

Vitals

Name: Dominica La Forge

Rank: Enginseer Prime / Tech-Priest Explorator (Genator)
Race: Human / Mechanicus
Gender:Female
Age: 25
Date of Birth: Unknown
Place of Birth: Void Born - ship's name "Forge of Destiny" ---(Adeptus Mechanicus freighter) crewed by her family and relatives
Height: 5'3"
Weight: 250 lbs. (including Mechanicus Additions)
Build: Slender
Eyes: Hazel
Hair: Brown

Wounds 11   Insanity 12   Corruption 29

Quote - "Can I examine that?"

Total Experience points: 19,000
Points to spend: 2,500

Background

Dominica La Forge was born to the head (La Forge) family on the Forge of Destiny, a Nova class Frigate owing allegiance to the Mechanicus. After achieving their majority, the females of her family served as Sisters of Battle and the men served as Adepts of the Omnissiah. However, Dominica was precocious, and managed at age 13 to get the family Carapace - personally blessed by Saint Elizabeth - working again. This proved her right to inherit the armor, and to chose her destiny. She chose service to the Omnissiah, as did her twin brother Dominic. Dominic died during Mechanicus training. Dominica graduated with honors, and the servoskull "Krosp".

Dominica was encouraged by concerned relatives to become an Explorator, after an unfortunate encounter/discussion about the Emperor's divinity with a servant of the Ecclesiarchy. A chance encounter with Lord Captain Drake at Port Wander led to her employment aboard the Aurora Albion. She is serving as the Chief Engineer and Magos Biologus.

Family Background

Of all vessels used by the fleets of the Adeptus Mechanicus, it is the Nova class Frigate that the Imperial Navy take exception to. Its assignment precludes it from the deployment and assault roles primarily required of Space Marine ships, while its speed and lance armament make it a formidable gunboat. The Nova is rare amongst Adeptus Mechanicus fleets, and this is a trend encouraged by the Inquisition and the Imperial Navy. The Forge of Destiny is unusual in that it serves as a mobile space-based Forge assigned by the Forge Master of Mars to specific Space Marine actions.

Talents and Traits

Talents

  • Peer (Academic)
  • Peer (Mechanicus)
  • Enemy (Ecclesiarchy)
  • Basic Weapons Training
  • Melee Training
  • Logis Implant
  • Mechanidendrite Use (Utility)
  • Total Recall
  • Logic
  • Servoharness Use
  • AutoSanguine
  • ProSanguine

Traits

  • -5 Fellowship to Non-VoidBorn
  • No Penalty for Zero or Low Gravity
  • +20 vs. Poison

Attributes

Characteristics

Weapons Skill 48   Ballistic Skill 44   Strength 39
Toughness 41   Agility 47   Intelligence 54
Perception 44   Willpower 48   Fellowship 41

Cybernetics

  • Electoo Graft
  • Electoo Inductor
  • Respirator Unit
  • Cyber Mantle
  • Potentia Coil
  • Cranial Circuitry
  • Manus Mechandrite
  • Calculus Logi
  • Servo Harness adds +3 armor to chest and +2 to legs


Skills

  • Awareness (Ag) (Trained)
  • Blather (Fel)
  • Carouse (T)
  • Climb (S) (Trained)
  • Command (Fel) (Trained)
  • Commerce (Fel)
  • Common Lore (Int) :

       - Imperial Guard
       - Koronus Expanse (+10)
       - Machine Cult
       - Technology
       - War

  • Deceive (Fel) (Trained)
  • Demolition (Int) (Trained)
  • Disguise (Trained)
  • Dodge (Ag) (Trained)
  • Drive (Ag) Ground Vehicles (Trained)
  • Forbidden Lore (Int) :

       - Adeptus Mechanicus (+20)
       - Archaeotech (+20)

  • Literacy (Int) (Trained)
  • Mechanadendrite Use (Weapon) (Int) (Trained)
  • Master Enginseer
  • Gun Blessing (Int) (Trained)
  • Literacy (Int) (Trained)
  • Logic (Int) (Trained)
  • Medicae (+10)
  • Navigation:

       - Stellar (Trained)
       - Surface (Trained)

  • Pilot (Ag)

       - Spacecraft
       - Ground Vehicle

  • Search (Trained)
  • Secret Tongue:

       - Tech (Trained)
       - Mechanicum (Trained)

  • Security (Trained)
  • Silent Move (Ag) (Basic)
  • Sleight of Hand (Ag) (Basic)
  • Speak Language:

       - Low Gothic (Trained)
       - Ship Dialect (Trained)
       - Explorator Binary (Trained)
       - Techna Lingua (Trained)

  • Tech-Use (+20)
  • Trade:

       - Armorer (Trained)
       - Explorator (Trained)
       - Technomat (Trained)

Skills Copying Brother Winter's Layout

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
Common Lore: Imperium(Int) X X
Common Lore: War(Int) X X
Concealment (Ag) X X
Contortionist (Ag) X
Deceive (Fel) X X X
Disguise (Fel) X
Dodge (Ag) X X
Drive: Ground Vehicles (Ag) X X
Evaluate (Int) X X
Forbidden Lore: Adeptus Astartes(Int) X X
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


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.
The Armor of the Star Knights.

Power Armor Abilities

  • 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.

Wargear

Weapons

  • Omnissiah Ax (Good Quality)

CLASS: Melee DAMAGE: 2d10+4+SB TYPE: Energy PEN: 6 RANGE: Melee ROF: Melee CLIP: n/a RELOAD: n/a
SPECIAL RULES: Incorporates Multi-Key Multi-tool. Power Field. Unbalanced

  • Power Ax

CLASS: Power DAMAGE: 1d10+7 TYPE: Power PEN: 7 RANGE: Melee ROF: n/a CLIP: n/a RELOAD: n/a
SPECIAL RULES: Power Field. Unbalanced.

  • Storm Bolter / Hellgun (Good Quality)

CLASS: Basic DAMAGE: 2d10+5 TYPE: Energy PEN: 4 RANGE: 90m ROF: F / 2 / 4 CLIP: 60 RELOAD: Full
SPECIAL RULES: Storm / Tearing. Hellfire. Ignore Natural Armor, Righteous Fury on 9/10. (Krak rounds Pen +2 Range= 50%)

  • Plasma Pistol (Good Quality)

CLASS: Pistol DAMAGE: 2d10+2 TYPE: Energy PEN: 6 (8) RANGE: 30m ROF: S / 2 CLIP: 10 RELOAD: Full
SPECIAL RULES: Overcharged 4d10+8. Only fire every other round. (otherwise can blow up)

  • Kroot Rifle (Best Quality)

CLASS: Basic DAMAGE: 1d10+5 TYPE: Energy PEN: 1 RANGE: 110 m ROF: S / 2 / - CLIP: 6 RELOAD: 2 full
SPECIAL RULES: Does not jam. +10 in melee. 6 kg. Extremely Rare (Melee damage 1d10 - Balanced)

Improvised Weapons

  • Plasma Cutter

CLASS: Pistol DAMAGE: 2d10+6 TYPE: Energy PEN: 6 RANGE: 30 ROF: S / 2 CLIP: n/a RELOAD: n/a
SPECIAL RULES: Draws Power from Potentia Coil - Twin-Linked (+10 to hit if 3 degrees success generates additional success)

  • Welder

CLASS: Basic DAMAGE: 2d10+4 TYPE: Energy PEN: 2 RANGE: 20m ROF: Single CLIP: 6 RELOAD: 2 Full
SPECIAL RULES: Flame (Promethium) covers entire 20 meters.

  • Servo-Arms

CLASS: Melee DAMAGE: 2d10+(2*SB) TYPE: Impact PEN: 9 RANGE: Melee ROF: Melee CLIP: n / a RELOAD: n / a
SPECIAL RULES: Power field and unwieldy.

Armor Abilities

  • AP 7 to Head, and Arms, AP 10 on Torso, AP 9 on Legs
  • Saint-Blessed Carapace
  • Kaserkin Pattern

Gear

  • Multi-Key / Combi-Tool
  • Void Suit
  • Sacred Unguents and Injector
  • Micro Bead Communicator
  • Data Slate
  • Reducer for Space Marine Geneseed


Servoskull - "Krosp"

Weapons Skill 15   Ballistic Skill 15   Strength 10
Toughness 10   Agility 30   Intelligence 15
Perception 35   Willpower 20   Wounds 1

Skills

  • Awareness (Per) +10
  • Concealment (Ag) +10
  • Dodge (Ag) +10
  • Silent Move (Ag) +10
  • Auspex (Int) +10

Talents

  • Fearless

Traits

  • Flyer (6)
  • Machine (2)
  • Size: Puny
  • Armor(Machine):2
  • Built Vox, Cogitator, and Auspex

Minions

Acolyte Halia Beryl