Warhammer 40,000 (Defiler)

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Vyper

Post by Batgirl III » Mon Jul 16, 2018 2:46 am

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Eldar Vyper
Warhammer 40,000 Equipment
Equipment Level 14-17[/b] ( 70-81 PP )


VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 8 [ 4 EP ]
Speed: - [ 0 EP ]
Defense: 8 [ 9 EP ]
Toughness: 10 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 6 [ 6 EP ]
Skimmer Flight 8 (500 MPH; F: Check Required [Initiative DC 12]) [ 14 EP ]
Targeting Matrix Enhanced Advantage 2 (Improved Aim, Move-By Action) [ 2 EP ]
Vox Link Communication 3 (Radio: Long Range; E: Subtle [1]; F: Limited to Eldar from same Craftworld) [ 10 PP ]
Turret-Mounted Shuriken Cannon Damage 6 (E: Dynamic [1], Improved Critical [1], Multiattack, Ranged; F: Diminished Range [1]) [ 19 EP ]
DAE: Hull-Mounted Twin-Linked Shuriken Catapults Damage 6 (E: Improved Critical [3], Multiattack, Ranged; F: Diminished Range [2]) [ 2 EP ]

VEHICLE OPTIONS
The Vyper may replace its Turret-Mounted Shuriken Cannon with one of the following:
Bright Lance Damage 6 (E: Penetrating [3], Ranged); Weaken Toughness 6 (E: Dynamic [1], Ranged; F: Affects Only Objects, Instant Recovery) [ +0 PP ]
Eldar Missile Launcher (Krak) Damage 6 (E: Dynamic [1], Penetrating [5], Ranged) [ +0 EP ]
AE: Eldar Missile Launcher (Plasma) Damage 5 (E: Area [30' Burst], Dynamic [1], Extended Range [1], Ranged) [ +0 EP ]
Scatter Laser Damage 6 (E: Area [5x30' Line], Dynamic [1], Ranged) [ +0 EP ]
Starcannon Damage 6 (E: Dynamic [1], Improved Critical [1], Penetrating [4], Ranged, Split [1]) [ +0 EP ]

The Vyper may exchange its Hull-Mounted Twin-Linked Shuriken Catapults with:
Hull-Mounted Shuriken Cannon Damage 6 (E: Dynamic [1], Improved Critical [1], Multiattack, Ranged; F: Diminished Range [1]) [ +0 EP ]

VEHICLE UPGRADES
The Vyper may be upgraded with any of the following:
Holo-Fields Concealment 5 (All Visual, All Radio; F: Partial) [ +5 EP ]
Spirit Stones Immunity 2 (Critical Hits [2]) [ +2 EP ]
Star Engines Flight 2 (Stacks with Skimmer for 1,000 MPH; F: Concentration) [ +2 EP ]
Vectored Engines Movement 1 (Safe Fall) [ +2 EP ]

Background:
Vypers are larger versions of the Eldar Jetbike which act as mobile weapon platforms.

First created by artisans of the Saim-Hann Craftworld, these light skimmers operate in support of Guardian Jetbike Squadrons and other jetbike-mounted units. Unlike the standard jetbike Vypers are piloted by two crew, a gunner and a driver, who share a psychic bond which allows them to better coordinate their actions; it is common for Vyper crews to be blood relatives. Vypers are not heavily armoured, relying on their blistering speed rather than any amount of plating, but mount weapons more commonly found on larger battle tanks.

Vypers are often grouped into squadrons of one to three vehicles, which when well-trained act as one, capable of redeploying in seconds to find the vulnerable spots in enemy armor or escape interceptors attempting to close with it. Notoriously reticent to close with the enemy, Vypers work best at a range.
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Do I make you Hornet, baby? Do I?

Post by Batgirl III » Tue Jul 17, 2018 8:56 am

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Eldar Hornet Attack Craft
Warhammer 40,000 Equipment
Equipment Level 14-16[/b] ( 70-79 EP )


VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 8 [ 4 EP ]
Speed: - [ 0 EP ]
Defense: 7 [ 8 EP ]
Toughness: 10 [ 5 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Skimmer Flight 7 (250 MPH; F: Check Required [Initiative DC 12]) [ 12 EP ]
Star Engines Flight 1 (Stacks with Skimmer for 500 MPH; F: Concentration) [ 1 EP ]
Targeting Matrix Enhanced Advantage 2 (Improved Aim, Move-By Action) [ 2 EP ]
Vox Link Communication 3 (Radio: Long Range; E: Subtle [1]; F: Limited to Eldar from same Craftworld) [ 10 EP ]
Hull-Mounted Twin-Linked Shuriken Cannons Damage 6 (E: Improved Critical [4], Multiattack, Ranged; F: Diminished Range [1]) [ 21 EP ]

VEHICLE OPTIONS
The Hornet Attack Craft may replace its Hull-Mounted Twin-Linked Shuriken Cannons with one of the following:
DAE: Twin-Linked Bright Lances Damage 6 (E: Improved Critical [1], Penetrating [4], Ranged); Weaken Toughness 8 (E: Ranged; F: Affects Only Objects, Instant Recovery) [ +0 EP ]
DAE: Twin-Linked Eldar Missile Launchers (Krak) Damage 5[/b] (E: Area [30' Burst], Penetrating [5], Ranged) [ +0 EP ]
with AE: Twin-Linked Eldar Missile Launchers (Plasma) Damage 5[/b] (E: Area [30' Burst], Improved Critical [4], Extended Range [1], Ranged) [ +0 EP ]
DAE: Twin-Linked Scatter Lasers Damage 5 (E: Area [5x60' Line], Extended Range [1], Ranged) [ +0 EP ]
DAE: Twin-Linked Starcannons Damage 6 (E: Improved Critical [4], Penetrating [4], Ranged, Split [1]) [ +0 EP ]

VEHICLE UPGRADES
The Hornet Attack Craft may be upgraded with any of the following:
Holo-Fields Concealment 5 (All Visual, All Radio; F: Partial) [ +5 EP ]
Spirit Stones Immunity 2 (Critical Hits [2]) [ +2 EP ]
Vectored Engines Movement 1 (Safe Fall) [ +2 EP ]

Background:
The Hornet is an Eldar single-seat attack craft used on reconnaissance missions and hit-and-run attacks. Operating ahead of the main Eldar host, Hornets typically help spearhead armoured assaults and operate alongside Eldar Jetbikes and Vypers.

Operating in squadrons of one to three craft, the Hornet epitomize the use of speed and concentration of force common to Eldar warfare. Star Engines combined with its aerodynamic structure give this craft amazing straight-line speed, up to 600 kmh, and allow for limited short-range atmospheric flight. Highly-maneuverable, Hornet pilots will have typically served time piloting jetbikes and Vypers beforehand, making them masters of high-speed combat.
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War Walker

Post by Batgirl III » Sat Jul 21, 2018 12:06 am

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Eldar War Walker
Warhammer 40,000 Equipment
Equipment Level 13 ( 65 PP )

'Codex: Eldar' 4th Edition Spine Quote wrote:Their arrogance is matched only by their firepower.
VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 6 [ 2 EP ]
Speed: 5 (60 MPH) [ 5 EP ]
Defense: 8 [ 10 EP ]
Toughness: 8 [ 3 EP]

VEHICLE POWERS
Eldar Grace Leaping 2 (30') [ 2 EP ]
Protective Holo-Fields Concealment 5 (All Visual, All Radio; F: Partial) Impervious Toughness 3 [ 8 EP ]
Targeting Matrix Enhanced Advantage 2 (Improved Aim, Move-By Action) [ 2 EP ]
Vox Link Communication 3 (Radio: Long Range; E: Subtle [1]; F: Limited to Eldar from same Craftworld) [ 10 PP ]
Paired Shuriken Cannons Damage 6 (E: Dynamic [1], Improved Critical [4], Multiattack, Ranged; F: Diminished Range [1]) [ 22 EP ]

VEHICLE OPTIONS
? The War Walker may replace its Paired Shuriken Cannons with one of the following:
DAE: Paired Bright Lances Damage 6 (E: Improved Critical [1], Penetrating [4], Ranged); Weaken Toughness 8 (E: Ranged; F: Affects Only Objects, Instant Recovery) [ +0 EP ]
DAE: Paired Missile Launchers (Krak) Damage 5 (E: Area [30' Burst], Penetrating [5], Ranged) [ +0 EP ]
with AE: Paired Eldar Missile Launchers (Plasma) Damage 5 (E: Area [30' Burst], Improved Critical [4], Extended Range [1], Ranged) [ +0 EP ]
DAE: Paired Scatter Lasers Damage 5 (E: Area [5x60' Line], Extended Range [1], Ranged) [ +0 EP ]
DAE: Paired Starcannons Damage 6 (E: Improved Critical [4], Penetrating [4], Ranged, Split [1]) [ +0 EP ]

Background:
A War Walker is an a versatile Craftworld Eldar bipedal vehicle used as a light reconnaissance and weapons platform, akin to the Imperial Sentinel but with superior agility and firepower. Operating with the same grace of movement as its single pilot, the War Walker is particularly useful operating through difficult terrain, however its lack of armoring makes it unsuited for fighting in the midst of heavy combat.

Standing three meters tall, the War Walker is the smallest and lightest of the Eldar's many walking war machines. It is controlled by a single pilot who merges with its wraithbone core, entering a type of meditative state to become one with the machine; piloting a War Walker is often an Eldar's first step to eventually becoming the steersman of a Titan. The pilot is assisted by a myriad of advanced support and fail-safe systems, including the use of Spirit Stones in some cases, while advanced gyroscopic-stabilization and articulated legs allow them to traverse even the roughest of terrain. The War Walker is fitted with a pair of heavy weapons giving it the versatility to fulfill multiple roles. In order to preserve its mobility the War Walker lacks armor, though the pilot is protected by an array of shimmering force fields. These not only protect against enemy fire but blur and distort the machine's outline and location, giving it the same level of protection as a fully-enclosed vehicle.
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Nightshade Interceptor

Post by Batgirl III » Sat Jul 21, 2018 3:57 am

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Eldar Nightshade Interceptor
Warhammer 40,000 Equipment
Equipment Level 18[/b] ( 90 PP )

Message received prior to the Assyri Devastation wrote:We warned you of the price of your actions, now you must pay it in full - in blood.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 10 [ 2 EP ]
Speed: - [ 0 EP ]
Defense: 8 [ 10 EP ]
Toughness: 10 [ 1 EP ]

VEHICLE POWERS
Armored Hull Impervious Toughness 7 [ 7 EP ]
Hypersonic Flight 12[/b] (8,000 MPH; F: Check Required [Initiative DC 12]) [ 22 EP ]
Sky Hunter Feature 1 (Attacks versus aerial opponents gain +2 Attack bonus) [ 1 EP ]
Spirit Stones Immunity 2 (Critical Hits [2]) [ 2 EP ]
Targeting Matrix Enhanced Advantage 2 (Improved Aim, Move-By Action) [ 2 EP ]
Vox Link Communication 3 (Radio: Long Range; E: Subtle [1]; F: Limited to Eldar from same Craftworld) [ 10 PP ]
Wings of Khaine Enhanced Advantage 3 (Agile Fient, Improved Initiative [2]) [ 3 EP ]
Dual Bright Lances Damage 6 (E: Dynamic [1], Improved Critical [1], Penetrating [4], Ranged); Weaken Toughness 8 (E: Ranged; F: Affects Only Objects, Instant Recovery) [ 26 EP ]
DAE: Long-Barrel Pulse Laser Damage 5 (E: Extended Range [2], Multiattack, Penetrating [4], Ranged) [ 2 EP ]

Background:
Crimson Hunter are an extremely rare discipline of Eldar Aspect Warrior. The Crimson Hunters follow Khaine in his aspect of airborne pursuit and superiority. They pilot Nightshade Interceptor aircraft, high-speed fighters designed to clear the skies of enemy aircraft before providing air support. The Nightshade Interceptor represents the pinnacle of Eldar aeronautic ability, the Nightshade is a high-speed craft designed to destroy any enemy fighter, even the advanced models of the Dark Eldar.

Crimson Hunters are trained to become exceptional pilots, endlessly practicing all sorts of maneuvers as well as marksmanship. The Crimson Hunters are few in number, though their Shrines are becoming more widespread. These temples of Khaine are unlike any other for they are tunnel-like collections of transparent atrium's that float around the periphery of their Craftworlds, allowing the Crimson Hunters and their recruits to freely train in their aircraft.

Crimson Hunters are known to give special veneration to the Eldar God Kurnous, often calling themselves the Hawks of Kurnous.
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Hemlock Wraithfighter

Post by Batgirl III » Sat Jul 21, 2018 11:41 pm

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Eldar Hemlock Wraithfighter
Warhammer 40,000 Equipment
Equipment Level 30[/b] ( 150 PP )

'Top Gun' (1986) wrote:Negative, Ghost Rider, the pattern is full.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 10 [ 2 EP ]
Speed: - [ 0 EP ]
Defense: 8 [ 10 EP ]
Toughness: 10 [ 1 EP ]

VEHICLE POWERS
Construct Immunity 30 (All Fortitude Effects [30]) [ 30 PP ]
Eyeless Sight Senses 5 (Visual: Counters All Concealment [5]) [ 5 PP ]
Hypersonic Flight 12[/b] (8,000 MPH; F: Check Required [Initiative DC 12]) [ 22 EP ]
Psyhic Link Communication 3 (Mental: Long Range; E: Subtle [2]) [ 16 EP ]
Sky Hunter Feature 1 (Attacks versus aerial opponents gain +2 Attack bonus) [ 1 EP ]
Targeting Matrix Enhanced Advantage 2 (Improved Aim, Move-By Action) [ 2 EP ]
Wings of Khaine Enhanced Advantage 3 (Agile Fient, Improved Initiative [2]) [ 3 EP ]
Wraithbone Hull Impervious Toughness 7 [ 7 EP ]
Mindshock Pod Affliction 5 (Resist/Recover: Willpower; Conditions: Impaired, Disabled; E: Area [60' Burst; x2], Reaction [x3]; F: Limited to Two Degrees, Limited to Living Targets) [ 20 EP ]
Dual Heavy D-Scythes Movement 1 (Dimension Travel [Real Space to the Warp]; E: Attack [12], Extended Range [6], Increased Mass [6], Ranged, Split [1]; F: Limited to Living Targets) [ 28 EP ]
AE: Psyhic Smite Damage 8 (E: Alternate Resistance [Will], Area [120' Cone; x2]; F: Side Effect); Enhanced Advantage 2 ( Precise Attack; Cover and Concealment) [ 1 PP ]

Background:
The Hemlock Wraithfighter is an Eldar fighter aircraft. The subject of much controversy on Craftworlds, the Hemlock is one of the Eldar's ultimate weapons of terror and to use such a construct is to flirt with atrocity. Only in the most dire of circumstances do the Eldar deploy Hemlock's, for it blends the psychic ability of its Spiritseer pilot with the energies of the Eldar dead channeled through Spirit Stones in its Wraithbone core that functions as a miniature Infinity Circuit. The spirits within the Hemlock's hull can even operate the craft's on a basic level if the Spiritseer is incapacitated, which is useful given the constant mental strain the pilot constantly suffers. Each Spiritseer pilot risks being driven slowly insane by the whispering voices within his Hemlock, or having his own spirit join the ranks of the dead within the ghost craft, leaving behind nothing more then an empty husk.

Yet these dangers are necessary given the arcane weaponry the Hemlock can wield. The Spiritseer's own abilities are magnified many times over by the mindshock pod in his cockpit, allowing him to send out a wave of terror from his craft that is capable of shattering the enemy with feelings of panic. Just as this fear reaches its peak, the Hemlock's spirits will fire the Heavy D-Scythes mounted under each wing, leaving behind no blast, damage, or trail, but rather only a stream of corpses as the victims souls are ripped from their bodies. Originally intended to sever a Tyranid Warrior's link to the Hive Mind, in an act the Eldar have dubbed the 'Cutting of the Crone's Cord', for in Eldar myth the silvered strand that ties the soul to the body can only be cut by the Crone Goddess Morai-Heg. Thus to deploy Hemlock's is to defy their own cultures traditions and dogma.
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Eldar Farseer

Post by Batgirl III » Sun Jul 22, 2018 2:20 am

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Eldar Farseer
Warhammer 40,000 Character
Power Level 9 ( 215 PP )

Caerys, Farseer of Ulthwé wrote:We are like echoes in a cave, or waves upon the water: performing our part every time we are called. We who have glimpsed into the flow of time see that it is exactly such vast confluence, paths crossed and re-crossed. All are swept along. And we Eldar, masters of hindsight, insight, and foresight are bound that much more tightly to our duty than the ignorant, the belligerent, the blind.

When one truly understands fate as it is, myriad branching paths, then one can truly see that duty is cleaving to a particular fate, and glory is the accomplishment of duty’s ends. When we are true to the nature of the Eldar, we cannot fail.
ABILITIES
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 6
Intellect 2
Awareness 3
Presence 2

SKILLS
Acrobatics 3 (+5), Athletics 3 (+5), Close Combat [Force Weapons] 4 (+13), Expertise [History] 6 (+8), Expertise [Psychic Lore] 6 (+8), Expertise [Tactics] 6 (+8), Perception 5 (+8), Ranged Combat [Eldar Weapons] 8 (+12), Vehicles 3 (+5)

ADVANTAGES
Accurate Attack, Arcanist*, Close Attack (3), Defensive Roll (2), Equipment (3), Evasion (2), Improved Defense, Improved Iniative (2), Leadership, Lionhearted, Move-By Action, Power Attack, Ranged Attack (2), Ritualist*, Trance, Uncanny Dodge, Ultimate Will

*Uses Expertise: Psychic Lore

POWERS
Eldar Physiology [ 9 PP Total ]
Long-Lived Enhanced Advantage 2 (Eidetic Memory, Well-Informed); Immunity 1 (Aging [1]) [ 3 PP ]
Hypercognition Quickness 3 (Mental: One Minute in Six Seconds; Physical: 12 Seconds in Six Seconds; F: Limited to Mental [Two Ranks]) [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 PP ]
Keen Eyesight Senses 1 (Visual: Extended [1], Ultravision [1]) [ 2 PP ]

Natural Psyker [ 37 PP Total ]
Path of the Seer Nullify 8 (Psychic Effects; E: Area [Perception], Concentration, Simultaneous; F: Side Effect) [ 24 PP ]
Psyker Senses Senses 10 (Mental: Acute [2], Detect Minds [Ranged; 2], Extended [1], Precognition [4], Psychic Awareness [1]) [ 10 PP ]
Psyker Training Impervious Will 3 [ 3 PP ]

Master Psyker Talents [ 25+ PP Total ]
An Eldar Farseer must learn one of the following psychic powers, others may be purchased as Alternate Effects (+1 PP Each):
Doom Guide Luck Control 5** (E: Area [30' Burst], Selective) [ 25 PP ]
Eldritch Storm Damage 6 (E: Alternate Resistance [Will], Area [30' Burst], Indirect [1], Ranged) [ 25 PP ]
Force of Asuryan Enhanced Ability 5 (+2 Agility, +1 Stamina, +2 Fighting; E: Area [30' Burst], Affects Others, Selective) [ 25 PP ]
Mind War Affliction 6 (Resist/Recover: Will; Condition: Dazed, Stunned, Incapacitated; E: Concentration, Feature [uses Awareness to attack; 1], Insidious, Ranged, Subtle [2]; F: Diminished Ranged [2]) [ 25 PP ]

**For story-telling purposes 'Doom,' 'Fortune,' and 'Guide' are actually seperate psychic powers, but they're so often used in conjuction with each other (and work the exact same in M&M3e mechanics) that we'll just handwave them into one.

Rune Armor ( 30 PP Base; F: Removable) [ 24 PP Total ]
Auto-Senses Senses 4 (Visual: Direction Sense [1], Distance Sense [1], Infravision [1], Time Sense [1]) [ 4 PP ]
Environmentally Sealed Immunity 5 (Environmental Cold [1], Environmental Heat [1], Radiation [1]; Suffocation Effects [2]) [ 5 PP ]
Psycho-Plastic Plating Protection 5 [ 5 PP ]
Runic Wards Impervious Will 4; Senses 1 (Mental: Extended [1]) [ 5 PP ]
Vox Link Communication 3 (Radio, Long Range; E: Subtle [2]; F: Limited to Eldar from same Craftworld) [ 11 PP ]

Witchblade (15 PP Base; E: Indestructible [1], Restricted to Natural Psykers [1]; F: Easily Removable) [ 11 PP Total ]
Psi-Powered Damage 3 (Strength-based, E: Alternate Resistance [Will], Improved Critical [3], Penetrating [3]; F: Check Required [Will, DC 11]) [ 14 PP ]
AE: Unpowered Damage 3 (Strength-based, E: Improved Critical [1]) [ 1 PP ]

EQUIPMENT ( 15 EP )
Master-Crafted Shuriken Pistol Damage 4 (E: Accurate [2], Improved Critical [1], Multiattack, Ranged) [ 15 EP ]

DEFENSE
Dodge (6) Base 4
Parry: (8) Base 2
Fortitude: (6) Base 3
Toughness: (8/10) ——
Will: (12) Base 9

WORKSHEET
Attack: 9 Effect: 2 Total: 11 (Unarmed)
Attack: 13 Effect: 5 Total: 18 (Witchblade, Psi-Powered)
Attack: 13 Effect: 5 Total: 18 (Witchblade, Unpowered)
Attack: 14 Effect: 4 Total: 18 (Shuriken Pistol)
Dodge: 6 Tough: 8/10 Total: 14/16
Parry: 8 Tough: 8/10 Total: 16/18
Fort: 6 Will: 12 Total: 18


ABILITIES [ 44 pp ] +
SKILLS [ 22 pp ] +
ADVANTAGES [ 25 pp ] +
POWERS [ 106 pp ] +
DEFENSES [ 18 pp ] =
215 PP TOTAL

Background:
Farseers are the most powerful of all Eldar psykers. They are most often known for using their vast psychic powers to see the possibilities of the future to be able to manipulate events to better ensure the survival of the Eldar. A Farseer is a former Warlock who has become lost on the Path of the Seer, much like the Exarchs who have become lost on the Path of the Warrior.

They are amongst the most powerful of Seers and every Craftworld has a handful of Farseers among their number. Much of their time is spent in a trance-like state where their spirits roam at will throughout the Wraithbone where they direct the psychic-energy flow throughout the entire Craftworld. As such, they are not normally in a waking state though their visionary skills allow them to direct their fellow Eldar in avoiding dangers that can fall upon the Craftworlds. This is by way of exploring potential future paths that lie ahead and determining which paths need to be altered. Their duties mean that Farseers normally do not fight the wars of the Eldar but in times of desperate need, they can be seen on the battlefield where they use their incomparable power to aid their race in combat. Eldar armies are sometimes accompanied by a single Farseer, which is due to the fact that more cannot be spared as they are tasked with guiding the future of their Craftworld. However, their powers are greater than Warlocks although are concentrated on casting Seer Runes to determine courses of action that would be most fortunate for their forces.

Typically, after a number of years, Seers pass to some other life as part of their quest to explore the rich possibilities of the Eldar Path. However, some amongst their number can end this journey by adopting the mantle of the Farseer, which leads them being trapped on the Witch Path and thus unable to change their future role. Thus, these individual Eldar focus their remaining years on learning and exploring their psychic powers. Much of their time is spent casting Seer Runes whilst making endless calculations and prognostications where they attempt to guide the fortunes of their Craftworld. This sees them attempting to discern and anticipate the future by watching out for difficulties that lie ahead in coming events. As their calculations are based on predicted events that can be hundreds of years into the future, their immediate effect can be hard to determine. Despite this being the case, Farseers are seen as a vital part of a Craftworld who base all their political decisions around their predictions.

Farseers are unparalleled masters of divination, interpreting one future from a myriad of possible ones. It is they who direct their people, protecting them from disasters that have not yet occurred, and protecting the existence of the race as a whole. Without them, the species would surely be extinct. Their abilities are not always limited to the interpretation of events to come, but are also some of the most potent psykers in the Galaxy, capable of crushing lesser minds to pulp with but an effortless whim.

As Farseers grow older, their minds become so intertwined with the wraithbone core of their Craftworld that their physical bodies become dormant. Those of great age typically retreat into the Dome of Crystal Seers where their bodies begin to crystallize. During this gradual process, a Farseer takes root amongst the trees of the biodome and eventually turns entirely into crystal. In this state, their spirit is freed into the Craftworld itself where it is preserved forever within the psycho-conductive wraithbone Infinity Circuit. This fact sometimes leads to Eldar wandering into the Dome in order to see the Farseers of Old, whose bodies are preserved in the wraithbone tree glades.
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Chaos Space Marines (Rank and File)

Post by Batgirl III » Sun Jul 22, 2018 11:54 pm

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CHAOS SPACE MARINES
Warhammer 40,000 Character
Power Level 10 ( 165 PP )

Anonymos wrote:For ten thousand years we have fought the Long War and our hatred still knows no succour. Those who have defied us shall feel the full wrath of Chaos. Mackan, Stygies and Avellorn will burn before our fury, Daemons will feast upon the soft flesh of innocence. Death to the False Emperor! Death to the weakling Imperium of Man!
ABILITIES
Strength 3 (Lifting: 5)
Stamina 5
Agility 3
Dexterity 2
Fighting 6
Intellect 0
Awareness 1
Presence 0

SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+12), Expertise [Tactics] 10 (+10), Intimidation 13 (+13), Perception 5 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 3 (+3), Treatment 5 (+5), Vehicles 4 (+8)

ADVANTAGES
All-Out Attack, Benefit [Ambidextrous], Close Attack (4), Diehard, Equipment (5), Favored Foe [Adeptus Astartes], Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Improved Initiative (1), Power Attack, Quick Draw, Ranged Attack (4), Startle, Trance, Ultimate Toughness

POWERS
Heretic Astartes Power Armor (45 PP Base; F: Removable) [ 36 PP Total ][/b]
Auto-Senses Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 5 (Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
Ceramite Plating Protection 7 (E: Impervious [7]) [ 14 PP ]
Enhanced Physique Enhanced Ability 2 (+2 Strength; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity]; F: Limited to when walking/standing on ferrus surface); Movement 2 (Wall-Crawling; F: Limited to ferrus surfaces, Limited to zero gravity) [ 3 PP ]
Osmotic Gill, Nutrient Recycling, and Bio-Monitor Immunity 10 (Life Support [10]) [ 10 PP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Chaos Space Marines in same Warband) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Heretic Astartes Gene-Seed Implants [ 17 PP Total ][/b]
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Catalepsean Node Immunity 1 (No need for Sleep [1]) [ 1 PP ]
Preomnor & Oolitic Kidney Immunity 2 (Diseases [1], Poisons [1]; F: Limited to ingested) [ 1 PP ]
Multi-Lung Immunity 1 (Drowning [1]); Immunity 2 (Gases [2]; F: Limited to Half Effect) [ 2 PP ]
Occulobe Senses 1 (Visual: Extended [1]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [1]) [ 1 PP ]
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
Neuroglottis Senses 2 (Olfactory: Acute [1], Analytical [1]; F: Limited to Taste) [ 1 PP ]
Mucranoid Immunity 2 (Environmental Heat [1], Environmental Cold [1] F: Limited to Half Effect) [ 1 PP ]
Betcher's Gland Damage 1 (E: Reach [2], Secondary Effect; F: Fades, Inaccurate) [ 2 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Heretic Astartes Power Armor) [ 2 PP ]

EQUIPMENT ( 25 EP )
Chaos Space Marine Standard Issue [ 23 EP Total ][/b]
A Chaos Space Marine Squad consists of Five to Ten Tactical Marines, armed with the following:
Boltgun Damage 6 (E: Ranged, Multiattack) [ 18 EP ]
AE: Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
AE: Combat Blade Damage 3 (Strength-Based; E: Accurate [2], Improved Critical [1]) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [Timer]) [ 1 EP ]

One in five members of each Chaos Space Marine Squad may replace his Boltgun with one of the following:
Autocannon Damage 6 (E: Extended Range [1], Improved Critical [1], Penetrating [4], Ranged, Split [1]; F: Activation [Move, -1]) [ 18 EP ]
Flamer Damage 5 (E: Area [60' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 18 EP ]
Heavy Bolter Damage 6 (E: Extended Range, Improved Critical [1], Ranged, Multiattack; F: Activation [Move, -1], Distracting) [ 18 EP ]
Lascannon Damage 7 (E: Penetrating [6], Ranged; F: Activation [Move, -1], Innaccurate [1]) [ 18 EP ]
Meltagun Damage 8 (E: Penetrating [5], Ranged; F: Diminished Range [2], Innaccurate [1]) [ 18 EP ]
Missile Launcher (Krak Missile) Damage 7 (E: Penetrating [5], Ranged; F: Activation [Move, -1], Innaccurate [1]) [ 17 EP ]
AE: Missile Launcher (Frag Missile) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged; F: Activation [Move, -1]) [ 1 EP ]
Plasmagun Damage 6 (E: Incurable [1], Multiattack, Penetrating [5], Ranged; F: Side Effect [attacks user on a miss]) [ 18 EP ]


Havoc Squad Standard Issue [ 20 EP Total ][/b]
A Havoc Squad consists of Five to Ten Chaos Space Marine Havocs, armed with the following:
All Chaos Space Marine Havocs replace one rank of their Equipment Advantage with the Improved Aim Advantage.
Boltgun Damage 6 (E: Ranged, Multiattack) [ 18 EP ]
AE: Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]

Up to four members of each Havoc Squad may replace his Boltgun with one of the following:
Autocannon Damage 6 (E: Extended Range [1], Improved Critical [1], Penetrating [4], Ranged, Split [1]; F: Activation [Move, -1]) [ 18 EP ]
Flamer Damage 5 (E: Area [60' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 18 EP ]
Heavy Bolter Damage 6 (E: Extended Range, Improved Critical [1], Ranged, Multiattack; F: Activation [Move, -1], Distracting) [ 18 EP ]
Lascannon Damage 7 (E: Penetrating [6], Ranged; F: Activation [Move, -1], Innaccurate [1]) [ 18 EP ]
Meltagun Damage 8 (E: Penetrating [5], Ranged; F: Diminished Range [2], Innaccurate [1]) [ 18 EP ]
Missile Launcher (Krak Missile) Damage 7 (E: Penetrating [5], Ranged; F: Activation [Move, -1], Innaccurate [1]) [ 17 EP ]
AE: Missile Launcher (Frag Missile) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged; F: Activation [Move, -1]) [ 1 EP ]
Plasmagun Damage 6 (E: Incurable [1], Multiattack, Penetrating [5], Ranged; F: Side Effect [attacks user on a miss]) [ 18 EP ]

DEFENSE
Dodge (6) Base 3
Parry: (8) Base 2
Fortitude: (12) Base 7
Toughness: (5/12) ——
Will: (8) Base 7

WORKSHEET
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 8 Tough: 5/12 Total: 11/20
Fort: 12 Will: 8 Total: 20


ABILITIES [ 40 pp ] +
SKILLS [ 31 pp ] +
ADVANTAGES [ 22 pp ] +
POWERS [ 53 pp ] +
DEFENSES [ 19 pp ] =
165 PP TOTAL

Background:
The Chaos Space Marines (also known as Chaos Marines, Heretic Astartes, or Traitor Legionnaires) are counted among the most favoured and powerful servants of the Ruinous Powers of Chaos.

Ten thousand years ago, Horus, Warmaster of the Imperium and most trusted 'son' of the Emperor, fell to Chaos due to a conspiracy by the Word Bearers. Besides the Space Marine Legion under his direct command, the Sons of Horus, eight of his brother-Primarchs and their legions also joined him in the Horus Heresy against the Emperor.

Only when Horus was slain at the ultimate conflict of the Heresy, the Battle of Terra, was the rebellion broken and the defeated Traitor Legions hounded into the Eye of Terror, which remains both their prison and sanctuary to this day. The Chaos Space Marines have not forgotten their defeat in the Heresy, and for the last ten thousand years have waged the Long War against the Imperium.

Within the Eye, the legions fight among themselves for gene-seed, resources, slaves, or for the greater glory of the Chaos Gods. The legions however are far more driven by their hatred of the Imperium than by internecine rivalry. From the Eye, the forces of Chaos Marines emerge to exact their vengeance upon the Imperium, continuing the Long War they begun ten thousand years ago. Chaos incursions range from the small scale but brutal raids which can occur anywhere in the galaxy, to the apocalyptic Black Crusades led by the Warmaster of Chaos, Abaddon the Despoiler, when the forces of Chaos in all its forms unite to batter the fortress worlds close to the Eye.

Over the millennia the energies that saturate the Eye of Terror have worked their transformative effects on both the living flesh and the inanimate weapons and armour of the Chaos Space Marines. As far as weapons and equipment, the Chaos Legions retain much of their Legiones Astartes heritage. The bolter remains the main weapon even when it has been reconfigured into a fusion of biological and inorganic parts, or redesigned into strange and baroque forms by the whims of Chaos or the user himself. Although power armor is often unrecognizable as once being Astartes-issue, the suits continue to function the same, and include standard auto-sensory technology, communicators and respirators. Armour has been recolored and redecorated to show allegiance to the Legion's Chaos patron.

Mini-Rant:
Your basic rank and file Chaos Space Marine really is not that different, mechanically, from his Imperial Space Marine counterpart. The differences are mostly to do with characterization, motivation, and description. Also, lots of spikes. Gotta have spikes.
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Chaos Cultists (Rank and File)

Post by Batgirl III » Mon Jul 23, 2018 2:25 am

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Chaos Cultists
Warhammer 40,000 Character
Power Level 5 Minions ( 60 PP )

Anonymous wrote:Don't blame me for what I’ve done. I watched my wife and daughters die before me. It was death or embracing Chaos, and I knew that through Chaos, I might live. Live! It is life that matters and what I have learned is that Chaos is life , for life is change and destruction and new forms, new mutations ever manifesting. We clung to the Emperor, a dying effigy, because He was all we knew. We feared life. We feared our own potential strength. The Imperium is dying. A slow death, but it’s dying. I did what I had to, that’s all. I opened my eyes and saw what a fool all of us were, bowing to a half-dead failure slumped on a throne. Ha-ha! The blasphemy still sends shivers down my spine. It is the freshness of life. I am given to Chaos now. Now I truly live!
ABILITIES
Strength 2
Stamina 2
Agility 1
Dexterity 1
Fighting 5
Intellect 0
Awareness -1
Presence 0

SKILLS
Athletics 3 (+5), Expertise [Civilian Occupation] 2 (+2), Intimidation 4 (+4), Perception 3 (+2), Vehicles 2 (+3)

ADVANTAGES
Equipment (4), Ranged Attack (4)

Unaligned Cultists: Defensive Attack, Teamwork (1)
Khorne Cultists: All-Out Attack, Close Attack (1)
Nurgle Cultists: Diehard, Lionhearted
Slaanesh Cultists: Attractive (1), Improved Initiative (1)
Tzeentch Cultists: Beginners' Luck, Lionhearted

POWERS
Minor Mutations Feature 2 (Features or minor Effects, such as Extra Limbs or Senses, as you see fit.) [ 2 PP ]

EQUIPMENT ( 20 EP )
Flak Armor Protection 3 [ 3 EP ]
Autorifle Damage 5 (E: Ranged, Multiattack) [ 15 EP ]
AE: Bayonet Damage 1 (Strength-Based; E: Improved Critical [1], Reach [1]) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]

DEFENSE
Dodge (5) Base 4
Parry: (5) Base 0
Fortitude: (3) Base 1
Toughness: (2/5) ——
Will: (5) Base 6

WORKSHEET
Attack: 5 Effect: 2 Total: 7 (Unarmed)
Attack: 5 Effect: 5 Total: 10 (Autorifle)
Attack: 5 Effect: 3 Total: 8 (Bayonet)
Attack: —— Effect: 5 Total: 5 (Frag Grenade)
Dodge: 5 Tough: 2/5 Total: 7/10
Parry: 5 Tough: 2/5 Total: 7/10
Fort: 3 Will: 5 Total: 8


ABILITIES [ 20 pp ] +
SKILLS [ 7 pp ] +
ADVANTAGES [ 10 pp ] +
POWERS [ 2 pp ] +
DEFENSES [ 11 pp ] =
50 PP TOTAL

Background:
All planets and civilisations belonging to the Imperium can harbour Chaos organisations, which themselves are as diverse in practice and membership as is imaginable. From the blood-soaked sacrificial cults of feral worlds to the philosophical secret societies of more advanced worlds, the temptations of Chaos can capture all. Indeed, according to the Ordo Hereticus, Chaos Cults can arise from any class of Imperial society, be it impoverished, noble, hive-gang, abhuman, soldiers, or mutant. The objective of the Chaos Cult is to survive and eventually dominate the society.

Generally clandestine in nature, as discovery could bring with it attention from local Adeptus Arbites all the way up to the Inquisition, cults often hide behind the front of some form of legitimate organization in their attempt to accumulate local or planetary power, such as trade unions, charitable organizations, accepted religious groups and even local variants of the Imperial cult. A very successful organization can gain real political power, even gaining enough power to make it possible for the cult to become the governing body of the planet without having to resort to rebellion.

After taking root, and as it expands in power and influence, eventually the cult may end up effectively ruling anything from a township to an entire planet. Eventually, an uprising breaks out, either on purpose or because the cult has grown too large and/or unruly to remain secret any longer. At this point, the cult can be expected to summon aid from their Chaotic masters, ranging from incurring daemonic possession to summoning the Traitor Legions. Cults may also be uprising in concert with an invasion of Chaos Marines. The ultimate aim of the cult's uprising is to overthrow the Imperial government and attain direct control of the world. After the conflict, cultists are often taken back into the Eye of Terror where they either join the damned population of a daemon world or are formed up into a Chaos Warlord's armed forces... If they're lucky.
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Re: Chaos Space Marines (Rank and File)

Post by Sidious » Mon Jul 23, 2018 11:52 pm

Batgirl III wrote:
Sun Jul 22, 2018 11:54 pm
Image

Mini-Rant:
Your basic rank and file Chaos Space Marine really is not that different, mechanically, from his Imperial Space Marine counterpart. The differences are mostly to do with characterization, motivation, and description. Also, lots of spikes. Gotta have spikes.
Well yeah. It's not a CSM unless picking it up physically hurts. Though these days I much prefer Renegade Astartes. They are far more clean than traditional CSM (especially Nugle. P-U!).

Reminds me... I need to order a Fire Raptor at some point...

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Re: Chaos Space Marines (Rank and File)

Post by Batgirl III » Tue Jul 24, 2018 4:20 am

Sidious wrote:
Mon Jul 23, 2018 11:52 pm
Well yeah. It's not a CSM unless picking it up physically hurts.
Khorne cares not from whence the blood flows, only that it flows... Which is why carelessly picking up a Spikey Marine hurts more than stepping on a D4.
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Champion of Chaos

Post by Batgirl III » Tue Jul 24, 2018 6:48 am

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CHAMPIONS OF CHAOS
Warhammer 40,000 Character
Power Level 12 ( 215 PP )

Haakor of the Black Legion wrote:Butcher your enemy's warriors without mercy. Crush his armies and leave none alive. But do not stop there. Burn his cities. Bomb his worlds from orbit. Slaughter everything and everyone until he kneels in the ashes of those he sought to protect. Only then will he understand the true fury of the Dark Gods.
ABILITIES
Strength 3 (Lifting: 5)
Stamina 5
Agility 3
Dexterity 2
Fighting 8
Intellect 0
Awareness 2
Presence 2

SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+14), Diplomacy 3 (+5), Expertise [Tactics] 12 (+12), Expertise [Forbidden Lore] 5 (+5), Expertise [History] 5 (+5), Intimidation 12 (+14), Perception 8 (+10), Persuasion 3 (+5), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 3 (+3), Treatment 3 (+3), Vehicles 2 (+5)

ADVANTAGES
All-Out Attack, Assessment, Benefit (Ambidextrous, Status [3]), Close Attack (6), Diehard, Equipment (5), Extraordinary Effort, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Improved Initiative (1), Inspire (3), Leadership, Lionhearted, Power Attack, Quick Draw, Ranged Attack (6), Ritualist, Teamwork, Trance, Ultimate Toughness

POWERS
Blessed Heretic Astartes Armor(55 PP Base; F: Removable) [ 44 PP Total ]
Auto-Senses Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 5 (Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
Blessed Ceramite Plating Protection 9 (E: Impervious [8]) [ 17 PP ]
Enhanced Physique Enhanced Ability 2 (+2 Strength; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity]; F: Limited to when walking/standing on ferrous surface); Movement 2 (Wall-Crawling; F: Limited to ferrous surfaces, Limited to zero gravity) [ 3 PP ]
Mind Impulse Unit Comprehend 2 (Machines) [ 4 PP ]
Osmotic Gill, Nutrient Recycling, and Bio-Monitor Immunity 10 (Life Support [10]) [ 10 PP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Space Marines in same Company) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Gifts of Chaos
Variable 1 (F: Slow) [ 6 PP ]

Heretic Astartes Gene Seed Implants [ 17 PP Total ]
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Catalepsean Node Immunity 1 (Need for Sleep [1]) [ 1 PP ]
Preomnor & Oolitic Kidney Immunity 2 (Diseases [1], Poisons [1]; F: Limited to ingested) [ 1 PP ]
Multi-Lung Immunity 1 (Drowning [1]); Immunity 2 (Gases [2]; F: Limited to Half Effect) [ 2 PP ]
Occulobe Senses 1 (Visual: Extended [-1 per 100]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [-1 per 100]) [ 1 PP ]
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
Neuroglottis Senses 2 (Olfactory: Acute [1], Analytical [1]; F: Limited to Taste) [ 1 PP ]
Mucranoid Immunity 2 (Environmental Heat [1], Environmental Cold [1] F: Limited to Half Effect) [ 1 PP ]
Betcher's Gland Damage 1 (E: Reach [2], Secondary Effect; F: Fades, Inaccurate,) [ 2 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Astartes Artificer Armor) [ 2 PP ]

EQUIPMENT ( 25 EP )
Champion of Chaos Standard Issue Wargear ( 23 EP Total )
Master-Crafted Boltgun Damage 6 (E: Accurate [1], Ranged, Multiattack) [ 19 EP ]
AE: Master-Crafted Bolt Pistol Damage 4 (E: Accurate [2], Improved Critical [1], Multiattack, Ranged) [ 1 EP ]
AE: Chainsword Damage 7 (Strength-Based; E: Improved Critical [3]) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [timer; 1]) [ 1 EP ]

A Champion of Chaos may may replace his Bolt Pistol with one of the following:
Chain Axe Damage 7 (Strength-based; E: Improved Critical [2], Penetrating [7]) [ +0 EP ]
Daemon Blade Damage 7 (Strength-based; E: Improved Critical [3], Penetrating [6]) [ +0 EP ]

A Champion of Chaos may replace his Boltgun with one of the following:
Lighting Claw Damage 9 (Strength-Based; E: Improved Critical [4], Penetrating [6], Split [1]; F: Inaccurate [1]) [ +0 EP ]
Master-Crafted Power Fist Damage 9 (Strength-based; E: Improved Critical [1], Penetrating [10]; F: Inaccurate [1]) [ +0 EP ]
Plasma Pistol Damage 5 (E: Penetrating [5], Ranged) [ +0 EP ]

DEFENSE
Dodge (8) Base 4
Parry: (10) Base 2
Fortitude: (12) Base 7
Toughness: (5/14) ——
Will: (12) Base 10

WORKSHEET
Dodge: 8 Tough: 5/12 Total: 13/20
Parry: 10 Tough: 5/14 Total: 15/24
Deflect: 10 Tough: 5/14 Total: 15/24
Fort: 12 Will: 12 Total: 24


ABILITIES [ 50 pp ] +
SKILLS [ 39 pp ] +
ADVANTAGES [ 36 pp ] +
POWERS [ 67 pp ] +
DEFENSES [ 23 pp ] =
215 PP TOTAL

Background:
A Champion of Chaos is an individual who has dedicated himself to further the cause of his particular Chaos God, or Chaos Undivided as a whole. Chaos offers power to the ambitious. To some, it offers hope in an unfair world; where justice, wealth and happiness are the prerogatives of a privileged few, and where the only escape from starvation or persecution lies in the egalitarian favors of Chaos - for Chaos judges its servants on merit alone and rewards them accordingly.

The road to power begins with the aspiring champion offering body and spirit to Chaos, either to an individual Power or to Chaos as a whole. Not all who choose to dedicate themselves are accepted. Often it takes a spectacular deed of courage to attract the attention of the Ruinous Powers. If the candidate is accepted he receives a Mark of Chaos from his Patron.

Once a Champion receives the mark he begins to attract followers from the lesser servants of Chaos. The Chaos Powers use their Champions to further their aims in the material universe. The Champion's life becomes an endless series of battles, raids and quests. As the Champion serves Chaos he becomes increasingly changed through mutations granted by the Patron. The road to power ends eventually either in the Champion being reduced to a mindless and formless Chaos Spawn or raised to daemonhood as an immortal and powerful Daemon Prince.

All Chaos Champions are mortal and can be killed, although this is always a dangerous undertaking as they are powerful foes. A Chaos Champion's followers are known as a Chaos Warband. Warbands are deadly rivals to each other, fighting each other to gain the attention of their Patrons. Even followers of the same god are deadly rivals. Sometimes shaky alliances are formed by extremely powerful champions. The truly successful are rewarded with immortality and are elevated to the rank of Daemon Prince.
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Re: Warhammer 40,000 (Champion of Chaos)

Post by Batgirl III » Fri Jul 27, 2018 1:52 am

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CHAOS SPACE MARINE SORCERER
Warhammer 40,000 Character
Power Level 11 ( 235 PP )

Amphion and Zethus, Word Bearers Sorcerers wrote:With the thirty-seven keys of Tzeentch, we open the way for our brothers. With the thousand whispers of Slaanesh, we call to them. With the twelve plagues of Nurgle, we fell their enemies. And with the mighty axe of Khorne, we cut open the world for them.
ABILITIES
Strength 3
Stamina 5
Agility 3
Dexterity 2
Fighting 8
Intellect 0
Awareness 2
Presence 1

SKILLS
Acrobatics 5 (+8), Athletics 3 (+10), Close Combat [Unarmed] 2 (+14), Close Combat [Force Weapons] 4 (+16), Expertise [Forbidden Lore] 12 (+12), Expertise [History] 8 (+8), Expertise [Tactics] 6 (+6), Intimidation 11 (+12), Perception 6 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 4 (+4), Vehicles 3 (+6)

ADVANTAGES
Artificer [uses Expertise: Forbidden Lore], Benefit (Ambidextrous, Status [3]), Close Attack (4), Diehard, Equipment (3), Favored Foe [Psykers], Improved Critical [Unarmed] (1), Improved Initiative (1), Lionhearted, Power Attack, Quick Draw, Ranged Attack (4), Ritualist [uses Expertise: Forbidden Lore], Trance, Ultimate Toughness, Ultimate Will

POWERS
Force Sword (15 PP Base; E: Indestructible [1], Restricted to Natural Psykers [1]; F: Easily Removable) [ 11 PP Total ]
Psi-Powered Damage 3 (Strength-based, E: Alternate Resistance [Will], Improved Critical [3], Penetrating [3]; F: Check Required [Will, DC 11]) [ 14 PP ]
AE: Unpowered Damage 3 (Strength-based, E: Improved Critical [1]) [ 1 PP ]

Natural Psyker [ 12 PP Total ]
Psyker Senses Senses 6 (Mental: Acute [2], Detect Minds [Ranged; 2], Extended [–1 per 100'; 1], Psychic Awareness [1]) [ 6 PP ]
Dark Hereticus Willpower Impervious Will 6 [ 6 PP ]

Dark Hereticus Sorcerery (Array) [ 27 PP Total ]
Diabolic Strength Enhanced Ability 4 (+4 Strength; E: Affects Others, Area [60' Burst], Selective) [ 24 PP ]
AE: Gift of Chaos Affliction 12 (Resist: Will; Recover: Fortitude; Conditions: Dazed, Stunned, Transformed [turn to Chaos Spawn]; E: Ranged) [ 24 PP ]
AE: Infernal Gaze Damage 10 (E: Incurable [1], Penetrating [3], Ranged [Perception]; F: Resistible [Will] [ 24 PP ]
AE: Warptime Teleport 4 (500'; E: Affects Others, Area [30' Burst], Change Direction [1], Change Velocity [1], Increased Mass [6], Selective; F: Limited [to places you can physically reach]) [ 24 PP ]

Heretic Astartes Power Armor Device ( 45 PP Base; F: Removable) [ 36 PP Total ][/b]
Auto-Senses Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 5 (Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
Ceramite Plating Protection 7 (E: Impervious [7]) [ 14 PP ]
Enhanced Physique Enhanced Ability 2 (+2 STR; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity]; F: Limited to when walking/standing on ferrous surface); Movement 2 (Wall-Crawling; F: Limited to ferrous surfaces, Limited to zero gravity) [ 3 PP ]
Osmotic Gill, Nutrient Recycling, and Bio-Monitor Immunity 10 (Life Support [10]) [ 10 PP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Space Marines in same Company) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Heretic Astartes Gene Seed Implants [ 17 PP Total ][/b]
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Catalepsean Node Immunity 1 (Need for Sleep [1]) [ 1 PP ]
Preomnor & Oolitic Kidney Immunity 2 (Diseases [1], Poisons [1]; F: Limited to ingested) [ 1 PP ]
Multi-Lung Immunity 1 (Drowning [1]); Immunity 2 (Gases [2]; F: Limited to Half Effect) [ 2 PP ]
Occulobe Senses 1 (Visual: Extended [-1 per 100]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [-1 per 100]) [ 1 PP ]
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
Neuroglottis Senses 2 (Olfactory: Acute [1], Analytical [1]; F: Limited to Taste) [ 1 PP ]
Mucranoid Immunity 2 (Environmental Heat [1], Environmental Cold [1] F: Limited to Half Effect) [ 1 PP ]
Betcher's Gland Damage 1 (E: Reach [2], Secondary Effect; F: Fades, Inaccurate,) [ 2 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Astartes Power Armor) [ 2 PP ]

EQUIPMENT ( 15 EP )
Chaos Space Marine Sorcerer Standard Issue Wargear ( 15 EP Total )
Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 13 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [timer; 1]) [ 1 EP ]

DEFENSE
Dodge (6) Base 3
Parry: (10) Base 2
Fortitude: (12) Base 7
Toughness: (5/12) ——
Will: (12) Base 10

WORKSHEET
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 10 Tough: 5/12 Total: 15/22
Fort: 12 Will: 12 Total: 24


ABILITIES [ 48 pp ] +
SKILLS [ 37 pp ] +
ADVANTAGES [ 25 pp ] +
POWERS [103 pp ] +
DEFENSES [ 22 pp ] =
235 PP TOTAL

Build Notes:
Their are an extremely very wide variety of psychic powers available to Chaos Space Marine Sorcerers, both in the tabletop war game, the official RPG, the video games, and the novels. I've built this character to represent a pretty generic example, but feel free to play with his psychic powers if you want to better represent the abilities of a specific Warband. Bear in mind that he's also got the Artificer and Ritualist Advantages allowing for more utilitarian spells and he can always Power Stunt.
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RAEG!!!

Post by Batgirl III » Fri Jul 27, 2018 3:30 am

Image
KHORNE BERZERKERS
Warhammer 40,000 Character
Power Level 11 ( 165 PP )

Traditional wrote:Blood for the Blood God!
ABILITIES
Strength 3 (Lifting: 5)
Stamina 5
Agility 3
Dexterity 2
Fighting 8
Intellect 0
Awareness 0
Presence 0

SKILLS
Acrobatics 5 (+8), Athletics 6 (+13), Close Combat [Unarmed] 2 (+14), Expertise [Tactics] 5 (+5), Intimidation 15 (+15), Perception 5 (+8), Ranged Combat [Astartes Weapons] 6 (+12)

ADVANTAGES
All-Out Attack, Benefit [Ambidextrous], Close Attack (4), Diehard, Equipment (4), Favored Foe [Adeptus Astartes], Improved Critical [Unarmed] (2), Improved Disarm, Improved Initiative (1), Improved Smash, Improvised Weapon (1), Lionhearted, Power Attack, Quick Draw, Ranged Attack (4), Startle, Takedown (1), Trance, Ultimate Toughness

POWERS
Heretic Astartes Power Armor (45 PP Base; F: Removable) [ 36 PP Total ][/b]
Auto-Senses Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 5 (Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
Ceramite Plating Protection 7 (E: Impervious [7]) [ 14 PP ]
Enhanced Physique Enhanced Ability 2 (+2 Strength; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity]; F: Limited to when walking/standing on ferrus surface); Movement 2 (Wall-Crawling; F: Limited to ferrus surfaces, Limited to zero gravity) [ 3 PP ]
Osmotic Gill, Nutrient Recycling, and Bio-Monitor Immunity 10 (Life Support [10]) [ 10 PP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Chaos Space Marines in same Warband) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Heretic Astartes Gene-Seed Implants [ 17 PP Total ][/b]
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Catalepsean Node Immunity 1 (No need for Sleep [1]) [ 1 PP ]
Preomnor & Oolitic Kidney Immunity 2 (Diseases [1], Poisons [1]; F: Limited to ingested) [ 1 PP ]
Multi-Lung Immunity 1 (Drowning [1]); Immunity 2 (Gases [2]; F: Limited to Half Effect) [ 2 PP ]
Occulobe Senses 1 (Visual: Extended [1]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [1]) [ 1 PP ]
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
Neuroglottis Senses 2 (Olfactory: Acute [1], Analytical [1]; F: Limited to Taste) [ 1 PP ]
Mucranoid Immunity 2 (Environmental Heat [1], Environmental Cold [1] F: Limited to Half Effect) [ 1 PP ]
Betcher's Gland Damage 1 (E: Reach [2], Secondary Effect; F: Fades, Inaccurate) [ 2 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Heretic Astartes Power Armor) [ 2 PP ]

Mark of Khorne[/b]
Regeneration (–1 Toughness penalty every other round) [ 5 PP ]

EQUIPMENT ( 20 EP )
Khorne Berzerker Standard Issue [ 20 EP Total ][/b]
Khornate Chain Axe Damage 7 (Strength-based; E: Improved Critical [2], Penetrating [8]) [ 17 EP ]
AE: Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [Timer]) [ 1 EP ]

DEFENSE
Dodge (6) Base 3
Parry: (10) Base 2
Fortitude: (12) Base 7
Toughness: (5/12) ——
Will: (6) Base 6

WORKSHEET
Attack: 12 Effect: 10 Total: 22 (Khornate Chain Axe)
Attack: 14 Effect: 4 Total: 18 (Bolt Pistol)
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 10 Tough: 5/12 Total: 15/22
Fort: 12 Will: 6 Total: 18


ABILITIES [ 42 pp ] +
SKILLS [ 22 pp ] +
ADVANTAGES [ 25 pp ] +
POWERS [ 58 pp ] +
DEFENSES [ 18 pp ] =
165 PP TOTAL

Background:
Khorne Berzerkers are Chaos Space Marines dedicated entirely to glorifying the Chaos God Khorne through hand to hand combat. Driven by bloodlust, their only purpose is to kill and destroy their enemies in the name of Khorne. Eschewing long ranged weaponry, Berzerkers make almost exclusive use of close combat weapons, in particular the chainaxe. Chainswords, scimitars, ritual knives, Bolt Pistols, and other brutal close-quarters weapons are also frequently used. However, they are known to use almost anything as a weapon at times, often continuing fighting even when in possession of no offensive weapons other than their own bodies.

The original Berzerkers came from the World Eaters Legion under their Primarch Angron. By ritualized psycho-surgery known as the Butcher's Nails, he removed all sense of fear and danger and then heightened the bloodlust his soldiers experienced in combat. When Angron swore himself to the Blood God Khorne, the original Berzerkers were no longer bound by Imperial dogma and were given full reign to embrace their bloodthirsty skills. They have since become the ultimate shock troops of Chaos, entering an uncontrollable frenzy during battle. After the Battle of Skalathrax, most World Eaters Berzerkers formed separated warbands and many bastardized practices of their psycho-surgery spread to other Chaos Space Marine forces with them. Not all Berzerkers are the original World Eaters of Angron however, those Chaos Space Marines who wish to fully dedicate themselves to Khorne usually join a World Eaters warband and undergo the Butcher's Nails. Once the procedure is complete, they also feel nothing but the desire to kill, maim, and burn

Khorne Berzerkers are rightly feared by friend and foe alike, and in accordance with their will to please the god of war Berzerkers find the need to spill "Blood for the Blood God" overpowering. They are known to kill even their own allies if caught in the heat of battle or lacking alternative adversaries, a situation epitomized by Khârn the Betrayer. Their battle prowess has earned them a fearsome reputation on the battlefield, although it also leads to them being unable to form a single, cohesive and mutually supportive unit. Berzerker bands vary in size and strength, often lending their aid to whichever side offers them the greatest chance of combat and slaughter. Abaddon the Despoiler and his Black Legion in particular utilize large numbers of Berzerkers. Going a step further, Abaddon has recruited a number of highly-skilled Berzerker-surgeons to his cause, allowing the Black Legion to produce new Berzerkers in numbers that approach that of the World Eaters.

Mini-Rant:
I've never been especially fond of Khorne Berzerkers and Khorne-themed armies, they just don't appeal to me... But without a doubt, they're a popular choice and much loved by the people who do collect them. Games Workshop has been pushing the Khornate Chaos subfaction hard in their Age of Sigmar line, their spin-off boardgames, and whatnot... But not in Warhammer 40,000 for some reason. In fact, the Khorne Berzerker models are close to twenty-years old at this point! Whaaa——?
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Batgirl III
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This one goes up to "11"

Post by Batgirl III » Sat Jul 28, 2018 12:00 am

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NOISE MARINES
Warhammer 40,000 Character
Power Level 11 ( 165 PP )

'Dawn of War' wrote:This silence offends Slaanesh!
ABILITIES
Strength 3 (Lifting: 5)
Stamina 5
Agility 3
Dexterity 2
Fighting 6
Intellect 0
Awareness 5
Presence 1

SKILLS
Acrobatics 5 (+8), Athletics 6 (+13), Close Combat [Unarmed] 2 (+14), Expertise [Tactics] 5 (+5), Intimidation 11 (+12), Perception 5 (+10), Ranged Combat [Astartes Weapons] 6 (+12)

ADVANTAGES
All-Out Attack, Benefit [Ambidextrous], Close Attack (4), Diehard, Equipment (4), Favored Foe [Adeptus Astartes], Improved Critical [Unarmed] (1), Improved Initiative (1), Lionhearted, Power Attack, Quick Draw, Ranged Attack (4), Seize Initiative, Startle, Trance, Ultimate Perception, Ultimate Toughness

POWERS
Heretic Astartes Power Armor (45 PP Base; F: Removable) [ 36 PP Total ][/b]
Auto-Senses Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 5 (Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
Ceramite Plating Protection 7 (E: Impervious [7]) [ 14 PP ]
Enhanced Physique Enhanced Ability 2 (+2 Strength; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity]; F: Limited to when walking/standing on ferrus surface); Movement 2 (Wall-Crawling; F: Limited to ferrus surfaces, Limited to zero gravity) [ 3 PP ]
Osmotic Gill, Nutrient Recycling, and Bio-Monitor Immunity 10 (Life Support [10]) [ 10 PP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Chaos Space Marines in same Warband) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Heretic Astartes Gene-Seed Implants [ 17 PP Total ][/b]
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Catalepsean Node Immunity 1 (No need for Sleep [1]) [ 1 PP ]
Preomnor & Oolitic Kidney Immunity 2 (Diseases [1], Poisons [1]; F: Limited to ingested) [ 1 PP ]
Multi-Lung Immunity 1 (Drowning [1]); Immunity 2 (Gases [2]; F: Limited to Half Effect) [ 2 PP ]
Occulobe Senses 1 (Visual: Extended [1]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [1]) [ 1 PP ]
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
Neuroglottis Senses 2 (Olfactory: Acute [1], Analytical [1]; F: Limited to Taste) [ 1 PP ]
Mucranoid Immunity 2 (Environmental Heat [1], Environmental Cold [1] F: Limited to Half Effect) [ 1 PP ]
Betcher's Gland Damage 1 (E: Reach [2], Secondary Effect; F: Fades, Inaccurate) [ 2 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Heretic Astartes Power Armor) [ 2 PP ]

Mark of Slaanesh[/b]
Enhanced Advantage 1 (Seize Initiative) [ 1 PP ]

EQUIPMENT ( 20 EP )
Noise Marine Standard Issue [ 20 EP Total ][/b]
Sonic Blaster Damage 5 (E: Area [120' Cone]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 17 EP ]
AE: Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [Timer]) [ 1 EP ]

One in five members of each Noise Marine Squad may replace his Sonic Blaster with the following:
Blastmaster Damage 5 (E: Area [30' Burst], Ranged); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 17 EP ]

The leader of each Noise Marine Squad may replace his Sonic Blaster with the following:
Doom Siren Damage 3 (E: Area [30' Cone], Reaction; F: Diminished Area [1]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 17 EP ]
AE: Chainsword Damage 7 (Strength-Based; E: Improved Critical [3]) [ 1 EP ]

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 2
Fortitude: (12) Base 7
Toughness: (5/12) ——
Will: (10) Base 5

WORKSHEET
Attack: —— Effect: 5 Total: 5 (Sonic Blaster)
Attack: —— Effect: 5 Total: 5 (Blastmaster
Attack: —— Effect: 3 Total: 3 (Doomsiren)
Attack: 14 Effect: 4 Total: 18 (Bolt Pistol)
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 10 Tough: 5/12 Total: 15/22
Fort: 12 Will: 6 Total: 18


ABILITIES [ 50 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 22 pp ] +
POWERS [ 54 pp ] +
DEFENSES [ 19 pp ] =
165 PP TOTAL

Background:
Noise Marines, as they are known, are the dedicated Slaaneshi Chaos Space Marine foot soldiers, commonly found in the Emperor's Children Traitor Legion, and also in other Slaanesh-devoted Chaos Space Marine warbands, such as The Flawless Host.

Their trademark is the use of devastating Sonic Weaponry that confuses and demoralizes enemy forces in a wild show of "deafeningly loud, psycho-sonically and pyrotechnically explosive attacks." However, Noise Marines are also physically enhanced by their patron God Slaanesh, giving them heightened senses as well as superhuman hearing. Noise Marines wear Power armour painted in all manner of striking and bold colors, pinks, blacks and purples being used predominantly in bizarre patterns all over the armour's legs, arms, gauntlets, helmets and shoulder pads.

Noise Marines take the deviant behavior typical Slaanesh worshippers to a new level and over the millennia of bloody warfare have honed their bodies into sensory extremes where nothing can stir their emotions other than the din of battle and screams of the dying. The louder the noise or sensation the greater mental reaction a Noise Marine achieves, and on the battlefield he essentially ceases being human but rather becomes a receptacle for the sounds of agony and death.

Mini-Rant:
The Creation of the Noise Marines
A Play in One Act by B. Gordon

John Blanche: (bong rip) "Hey, Ricky... What if Dee Snider, Johnny Rotten, David Bowie, Elvis Presley, and every member of GWAR ever... Were all twelve-foot tall, daemon-worshiping, immortal warriors dedicated to spreading the mantra of sex, drugs, and rock'n'roll throughout the galaxy?"

Rick Priestly: (bong rip) "Duuuude."

John Blanche: "Dude."

FIN.
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Batgirl III
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Plague Marines

Post by Batgirl III » Sat Jul 28, 2018 3:31 am

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PLAGUE MARINES
Warhammer 40,000 Character
Power Level 11 ( 165 PP )

Urgloth Rotheart, Plague Champion of the Death Guard wrote:Sickness, disease, plague and pox, suffering and the slow, living rot. Such wondrous gifts does Nurgle seek to bestow upon the unworthy human cattle of the Imperium. We are merely the vectors by which his virulent beneficence may be spread to the undeserving masses.
ABILITIES
Strength 3 (Lifting: 5)
Stamina 5
Agility 3
Dexterity 2
Fighting 8
Intellect 0
Awareness 0
Presence 0

SKILLS
Athletics 5 (+12), Close Combat [Unarmed] 2 (+12), Expertise [Tactics] 10 (+10), Expertise [Virology] 3 (+3), Intimidation 12 (+12), Perception 5 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Technology 3 (+3), Treatment 8 (+8), Vehicles 4 (+8)

ADVANTAGES
All-Out Attack, Benefit [Ambidextrous], Close Attack (4), Diehard, Equipment (5), Favored Foe [Adeptus Astartes], Improved Critical [Boltgun] (1), Lionhearted, Power Attack, Quick Draw, Ranged Attack (4), Trance, Ultimate Toughness

POWERS
Heretic Astartes Power Armor (45 PP Base; F: Removable) [ 36 PP Total ][/b]
Auto-Senses Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 5 (Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
Ceramite Plating Protection 7 (E: Impervious [7]) [ 14 PP ]
Enhanced Physique Enhanced Ability 2 (+2 Strength; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity]; F: Limited to when walking/standing on ferrus surface); Movement 2 (Wall-Crawling; F: Limited to ferrus surfaces, Limited to zero gravity) [ 3 PP ]
Osmotic Gill, Nutrient Recycling, and Bio-Monitor Immunity 10 (Life Support [10]) [ 10 PP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Chaos Space Marines in same Warband) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Heretic Astartes Gene-Seed Implants [ 16 PP Total ][/b]
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Catalepsean Node Immunity 1 (No need for Sleep [1]) [ 1 PP ]
Multi-Lung Immunity 1 (Drowning [1]); Immunity 2 (Gases [2]; F: Limited to Half Effect) [ 2 PP ]
Occulobe Senses 1 (Visual: Extended [1]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [1]) [ 1 PP ]
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
Neuroglottis Senses 2 (Olfactory: Acute [1], Analytical [1]; F: Limited to Taste) [ 1 PP ]
Mucranoid Immunity 2 (Environmental Heat [1], Environmental Cold [1] F: Limited to Half Effect) [ 1 PP ]
Betcher's Gland Damage 1 (E: Reach [2], Secondary Effect; F: Fades, Inaccurate) [ 2 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Heretic Astartes Power Armor) [ 2 PP ]

Mark of Nurgle[/b]
Immunity 5 (Disease, Poison/Toxins, Radiation; Critical Hits) [ 5 PP ]

EQUIPMENT ( 25 EP )
Plauge Standard Issue [ 21 EP Total ][/b]
Boltgun Damage 6 (E: Ranged, Multiattack) [ 18 EP ]
AE: Plague Knife Damage 3 (Strength-Based; E: Accurate [2], Improved Critical [1]) linked to: Weaken Stamina 10 (E: Incurable [1]) [ 1 EP ]
AE: Blight Grenade Affliction 3 (Resist/Recover: Fortitude; Condition: Hindered and Impaired, Immobile and Disabled; E: Area [30' Burst], Extra Condition, Ranged; F: Limited to Two Degrees) linked to: Weaken Stamina 3 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [Timer]) [ 1 EP ]

DEFENSE
Dodge (6) Base 3
Parry: (6) Base -2
Fortitude: (12) Base 7
Toughness: (5/12) ——
Will: (8) Base 8

WORKSHEET
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 6 Tough: 5/12 Total: 11/18
Fort: 12 Will: 8 Total: 20


ABILITIES [ 42 pp ] +
SKILLS [ 30 pp ] +
ADVANTAGES [ 20 pp ] +
POWERS [ 57 pp ] +
DEFENSES [ 16 pp ] =
165 PP TOTAL

Background:
Plague Marines are Chaos Space Marines dedicated to the Chaos God Nurgle. Within their corpulent and disgusting armour their bodies are bloated with disease, swollen with corruption and rank with decay. Their weaponry and equipment may be pitted with decay and corroding away, but they are still terrifying opponents. They have an inhuman tolerance for pain, enduring injuries that would cripple other Marines, their nerves dulled by disease or even partly rotted away.

Plague Marines normally appear armed with some manner of boltgun with which they unleash a steady rain of firepower, but may carry other weapons. They also often arm themselves with some form of close-combat blade that can communicate Nurgle's Rot to the victim.

They make up much of the numbers of the Death Guard Legion, but not all Plague Marines are Death Guard; any Chaos Space Marine who dedicates himself to Nurgle may become a Plague Marine. The art of producing true Plague Marines is rare however, and few outside of the Death Guard know its secret. However Abaddon the Despoiler has won many of the Death Guard's Sorcerers to his cause, and as a result the Black Legion is known to field substantial numbers of these foul warriors.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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