Brother Winter: Difference between revisions

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* '''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.
* '''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.
* '''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.
* '''Sus-an Membrane:''' You may enter suspended animation. (Not functioning)
* '''Oolotic Kidney:''' You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
* '''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.
* '''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.

Revision as of 00:15, 17 November 2019

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
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. The Marine in question is often seen as a guardian for the family, photos and trinkets from their childhood left on the family’s altar as both remembrance for the man who sacrificed their humanity and as a prayer to the Emperor to keep their loved one safe upon the field of battle.

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, 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.

Since joining Drake, Winter has become an acknowledged duelist with the Chainsword and an accomplished smith, having given significant upgrades to his warplate.

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: 0/3

Insanity: 5

Corruption: 0

Talents and Traits

XP: 0/24,500

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
  • Artificer x2: Astartes Power Armor: Power Armor upgraded to Master Craftsmanship
  • Marksman: No penalties for firing ranged weapons at long or extreme range

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
Pilot Flyer (Ag) X X
Pilot Personal (Ag) X X
Scholastic Lore: Codex Astartes (Int) X X
Scrutiny (Per) X 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 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. (Not functioning)
  • 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.

Mk. 7 "Aquila" Astartes 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 Imperator", 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.

Winter's set of power armor has been refined significantly by himself, adding a gorget to give a similar appearance to Mk. 8 Power Armor, and reshaping the helmet to a classical knight's style while using higher levels of ceramite throughout to reduce weight.

  • Master-crafted
  • AP 9 to all locations, AP 11 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.
  • Weight: 90kg
Winter's Tactical Dreadnought Armor

Indomitus-pattern Tactical Dreadnought "Terminator" Armor Abilities

Terminator Armour or Tactical Dreadnought Armour is the toughest and most powerful form of personal armour humanity has ever developed, used in Terminator units. The scarcity and expense to maintain Terminator suits means they are available only to the elite troops from the veteran companies of the Space Marine Chapters.

Like power armour, Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to normal Marine armor; not even a Krak missile will penetrate the suit's breastplate. It also contributes to the immense weight of the suit, making the wearer less maneuverable and slower. External adamantium ribs help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons.

On the left shoulder of every Terminator suit is displayed the Crux Terminatus badge - those worn by Terminator captains are said to contain a piece of the Terminator Armour the Emperor wore when he fought Horus during the final battle of the Horus Heresy.

Like normal power armor, Terminator armour is fully enclosed with life-support functions, and includes an array of sensors including radiation monitors, biological detectors and self-diagnostic scanners. Terminator Armour also incorporates many more auxiliary systems than normal Marine power armour, including motion sensors and threat detectors. The armour's sensorium, based upon tendril sensors, links directly into the wearer's own awareness. The sensorium allows the wearer to use a vast number of scanners and detectors without conscious thought. Sensoriums can also be linked together, allowing every squad member to see exactly the same view of the battle as his comrades, though often only the Sergeant's suit will broadcast pict-signals.

Terminator armour is also notable for incorporating a Teleport homer in each suit. This technology allows the squad to overcome their suits' lack of maneuverability by placing them directly in the enemy's midst, though the process is dangerous and sometimes inaccurate. In other cases, Terminator squads will be transported into battle by Drop Pods or Land Raiders.

Most Marine chapters maintain some Terminator suits in their armouries, and train some squads in their use. However, Terminator armour is not used by these Marines as a matter of course, but issued as and when required. Conventionally armoured Marines, for example, would not be expected to clear the densely-packed corridors of a hive world. Their task would be to form a cordon while Terminator-armoured squads carried out the clearance.

By the 41st millennium, Terminator armour is so prized that its use is reserved for when it will be at its most effective. Terminators may be used in boarding actions, where the cramped conditions and long corridors mean that the Terminator's strength and firepower can be brought to bear without the risk of flanking manoeuvres. Terminator armour may also be deployed on the open battlefield, either to wield devastating long-range fire with their heavy weapons, or deep-strike teleporting to attack the enemy's command structure.

  • 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 Mk. 35 Magnacore-pattern Plasma Rifle

The weapon fires a highly energised ball of hydrogen-based plasma. This plasma ball or "bolt" is accelerated through a magnetic accelerator, which upon impact with the target detonates with the power of a small sun. Generally Imperial models are prone to overheating and can cause severe injury or death to the user should they experience such a meltdown. Imperial Guardsmen consider it a dubious honour to be chosen as a squad's plasma gunner for this exact reason. Aesthetically they appear to be stubby and rather clunky, with a ribbed back and flared cooling vents along the front. Hydrogen flasks stick out of the butt and bottom of the weapon. These flasks generally contain enough fuel for at least 10 shots before needing to be replaced. Replacing these flasks is time-consuming and difficult in the best of situations. Handheld plasma guns can be found throughout the Imperial war machine, from the mighty Imperial Guard to the elite Space Marines.

Other races, such as the Tau are known to employ weapons similar in function to the plasma gun such as the plasma rifle. While not as destructive as Imperial plasma weapons, the Tau equivalent is not prone to the catastrophic failures of the Imperial version.

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

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

Modified Storm Bolter

This Storm Bolter has been modified by Winter in order to be able to fit upon the right wrist of his Power Armor. It's ability to dispense incredible amounts of firepower is the hallmark of this weapon, and seeing a hail of bolts raking a swath through a horde of enemies with just the sweep of a fist makes for an incredible sight.

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.

Hecaton-pattern Astartes Storm Bolter

The Storm Bolter is a compact, double-barreled version of the Boltgun. Resembling two boltguns attached side by side, the storm bolter is capable of withering fire without hindering maneuverability, granting the wielder enormous individual firepower. Storm bolters are popular with Space Marine forces, specifically in the hands of Terminators and as infantry defense on Rhinos.

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.

Mk. V Godwyn-pattern 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.

The Bolter is seen as a near holy weapon, the "sword" of the Emperor's loyal Astartes with which they enforce His will.

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.

Ultima-pattern Astartes Bolt Pistol

The Bolt Pistol is a smaller handheld version of the venerable Bolter. Assault Marines in particular favor the Bolt Pistol, frequently using them alongside the Chainsword. Imperial Guard Commissars and Officers also favor the weapon.

Outside of Space Marines and other elite Imperial forces, bolt pistols are rare and are signs of status and power. They are only manufactured in specialized facilities on Mars and Space Marine homeworlds due to the advanced technology inherent to them. Only a minority can afford them because of the high cost of maintenance and ammunition. Sometimes they are passed down through the generations of noble families as heirlooms and relics detailed with elaborate scrollwork and family crests.

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.
Vengeance Rounds: Bolt gains Felling (1) quality and Penetration increases to 9. Detonates prematurely on a roll of 91-00. If this happens, deals damage, pen 5 to an arm location. Seven shells.

Exceptional Hell's Teeth-pattern 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.

  • Fencing Style
Damage Pen Special
1d10+16 R 4 Exceptional (+5), Tearing, Balanced
  • Two-handed Power Attack Style
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. Every 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.

The shield Winter currently possesses is in the form of an overly large kite shield, with the markings of the Black Templar chapter-markings upon it's face. The history of the shield is currently unknown.

Damage Pen Special
1d10+12 I 0 Defensive

Modified Solar-pattern Heavy Bolter

The Heavy Bolter is an enormous version of the Boltgun. Of much larger size and weight, the heavy bolter fires powerful armor-piercing fist-sized bolts at the enemy with a staggering rate of fire.

The heavy bolter is generally used for anti-infantry or fire support roles, also known as the "Back Breaker" or the "Bruiser" by the crew who have to carry it because of its great weight - but also because of the heavy punishment it can deal out to the enemy. It fires a round considerably larger than that of the standard bolter shell, with more propellant and longer range and higher stopping power, making it capable of destroying light vehicles. Because of its high rate of fire, jamming is often a problem. Like all bolt weapons, heavy bolters require regular maintenance and ancient litanies to appease their spirits. It is seldom seen outside military organizations.

The most modern version of the heavy bolter in wide spread use is the Astartes Mk Ivc. The weapon goes through rounds very quickly using either a disintegrating belt or 40-round high capacity box magazine. It can be fitted with Hellfire Rounds that launch thousands of needles composed of mutagenic acid on impact, which are especially effective against Tyranids.

Rate Range Damage Pen Clip Reload Special
-/-/6 150m 1d10+8 X Pen 6 60 1 full Tearing

Modified Sol Militaris-pattern Multi-melta

The multi-melta is a vicious and effective Imperial anti-tank weapon, with longer range than its man-portable counterpart but still shorter than other heavy weapons. In different sources, melta weapons are described as firing with either a blinding flash, and emitting a beam of light, or just projecting a nearly invisible beam of intense heat. Targets are just melted away, turning creatures to ash and vehicles into twisted goo. Personal armor cannot offer even scant protection from a multi-melta.

Due to their size, multi-meltas are usually mounted on vehicles. The Leman Russ Demolisher may have sponson mounted multi-meltas and the Land Raider Crusader has a hull mounted multi-melta, the weapon fitting with both vehicles' short-range firepower. The Immolator may have twin-linked multi-meltas. They are also found mounted on Land Speeders and their variants, Attack Bikes, Razorbacks, and Dreadnoughts.

Some power armour-equipped forces are known to operate multi-meltas as man-portable units, notably Space Marines and Sisters of Battle. They must still carry the weapon's fuel and power supplies.

Rate Range Damage Pen Clip Reload Special
S/-/- 60m 2d10+16 X Pen 12 12 1 full Melta, Blast (1)

Modified M34 Autocannon

An autocannon is a crew-served heavy weapon, a self-loading, high caliber cannon that uses dense solid shells to punch through armor. Though unlikely to fully penetrate the ceramite of Space Marine power armor, they devastate light to medium vehicles and see widespread use in the Imperial Guard and many renegade armies.

The M34 Autocannon is an older version of a common Imperial Guard pattern used throughout the Calixis Sector and uses a tripod mount. It can be manned by one person, though it ideally employs a crew of two to move and set up.

Winter has removed the tripod, modified the spade trigger into a paddle trigger to be more easily used while on the move and a forward "chainsaw" grip. He's also added a targeter to feed information to his helm, making it far easier for him to aim.

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

Astartes Mk. VIII Absolo Assault Cannon

The assault cannon is a rotary cannon most commonly seen amongst the Adeptus Astartes. Its most notable feature is its incredibly high rate of fire, easily eclipsing that of the autocannon it replaced. It is a medium-calibre rotary autocannon, with 6 barrels cycled by an electric motor past a single chamber.

The weapon was developed after the Horus Heresy as a replacement for the autocannon, which had been a common heavy weapon on Terminator suits until then. Introduced during the mark 3a phase of Terminator armour development, this weapon is the standard alternative to the heavy flamer as a squad's special weapon. Its design has changed little, retaining the distinctively long, cylindrical, rotating barrels.

Although it lacks the range of the autocannon and many other heavy weapons, the assault cannon is a fearsome weapon when used in the close range role it was designed for. The weapon is prone to overheating and jams due to its high rate of fire - the number of rounds fired per second are counted in the hundreds. The barrels and other firing components are made of a heat-dispersing ceramic/metallic alloy, helping the weapon to withstand the intense heat generated by its high rate of fire. Despite this, the barrels still reach temperatures of over 300°. Due to the high rate of wear on the barrels, the barrels are replaced after every mission. Motor and barrel failure are common problems with the assault cannon, making the weapon prone to jamming during sustained bursts. The weight and complexity of the mechanism, and the heavy recoil generated means that the assault cannon requires a stable firing platform. The weapon is not considered man portable, however the powerful servos, recoil compensators and stabilizers built into Terminator armour allows the elite Astartes Terminator squads to carry the weapon into battle. The assault cannon is well suited to the battlefield role of Terminator squads, providing a massive rate of fire which often compensates for the enemies' vast superiority in numbers. In confined environments providing long corridors of fire, such as space hulks and hive worlds, the assault cannon is invaluable.

The high rate of fire makes the assault cannon unsuitable for extended engagements when used by Terminators, as the ammunition carried is quickly exhausted. This drawback is negated in vehicle and Dreadnought mountings, where ammunition storage capacity is far greater. The standard ammunition fired is a cased round, comprising a dense metallic core covered in a non-metallic composite sheath with a diamantine tip. This provides excellent penetration capabilities against light and personal armour.

It has long been reported by the Astartes that the assault cannon's massive rate of fire can allow it to chew through armour that would normally be impenetrable to a weapon of its calibre. Extensive testing by the Adeptus Mechanicus supported this observation, and Astartes targeting doctrines have been officially amended to recognize this attribute. The logistic shortcomings of the assault cannon are far outweighed by its destructiveness in combat and its effect on enemy morale.

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

Mk. IIa Power Fist

A power fist (aka power glove) is a large metal gauntlet surrounded by an energy field that disrupts solid matter. It is large and slow in combat, and so the bearer must be willing to take damage before they can strike back. The benefits of the power fist are that it increases the user's strength, much like Power Armour due to the extra power put in by the cybernetics which allow it to move. This particular Power Fist is mounted upon the Terminator armor within Winter's armory.

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. Winter has mounted the Auspex into his power armor’s left gauntlet for easy monitoring.

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

The Crucible

Winter has taken up residence in the “colonel’s manor” as it was previously referred to. The Marine has since renamed what could only charitably be referred to as a “house” into a fairly spartan set up (barring his meeting office). The interior has brushed steel paneling, as the Master-at-Arms would not do well to outshine the First Officer, let alone the Lord-Captain. It is however, spacious (as one can get aboard a starship starved for economy of space).

The layout consists of an initial meeting space as soon as one walks through the double doors (bearing a golden Aquila). It’s carpeted, has several nice pieces of furniture (including one very large, high-backed, metal-framed chair).

Through the next door, is a hallway with several adjoining rooms off of the hallway, with a large set of double doors at the end.

Through one door is a working office containing a large desk and chair occupying half of the space. It’s covered with parchment and several dataslates. There is another desk, smaller only in comparison It is piled high with scrolls and dataslates, with a smaller chair (this one comfortable).

Another two rooms are living quarters, one smaller than the other. The larger one is spartan, containing a slab for a bed and a simple nightstand. The other room is a stark contrast, the bed having an actual mattress and blankets. Minor trinkets adorn the room, a closet containing actual clothing and is otherwise incredibly tidy. It is obvious that a woman lives here.

The next several rooms contain weapons under heavy security. In one such room, a relief of the chapter symbol of the Star Knights is carved into one wall, a crossed chainsword and Sword frigate, with the phrase “Into the Fires of Battle!” on a scroll above the symbol, and “Unto the Anvil of War!” On the bottom. Those few privileged to witness it would know that the inscribed wall hides a suit of Tactical Dreadnought Armor, better known as Terminator Armor.

The last room is massive, having a near direct connection to the plasma engines. Here, is where Winter has set up his Forge. The temperature inside is a sweltering one-hundred ten degrees Fahrenheit. Tools hang upon the walls, a trough for water lies close to a massive anvil, a plasma forge takes up one entire wall, and machining tools can be found everywhere.