Warhammer 40,000 (Roboute Guilliman)

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Batgirl III
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Plaguebearers

Post by Batgirl III »

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PLAGUEBEARERS
Warhammer 40,000 Character
Power Level 9 ( 120 PP )

Ulkair, Great Unclean One wrote:There, feel the glory of necrosis, and rejoice! Nurgle loves you!
ABILITIES
Strength 3
Stamina 6
Agility 1
Dexterity 0
Fighting 7
Intellect 0
Awareness -2
Presence -2

SKILLS
Deception 5 (+4), Expertise [Forbidden Lore] 5 (+5), Insight 5 (+3), Intimidation 5 (+4), Treatment 4 (+4)

ADVANTAGES
Taunt

POWERS
Lesser Daemon [ 49 PP Total ]
Cloud of Flies Concealment 2 (Norman Vision; E: Affects Others, Area [15' Cloud]; F: Partial, Passive) [ 4 PP ]
Daemonic Flesh Protection 5 (E: Impervious [5]) [ 10 PP ]
Daemonic Ideation Senses 5 (Mental: Accute [1], Accurate [2], Detect Emotions Ranged [2], Extended [1]; F: Limited to Despair/Sorrow) [ 3 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 2 (Two Weeks) [ 15 PP ]

Daemonic Weapon (20 PP Base; E: Indestructible [1]; F: Easily Removable) [ 13 PP Total ]
Plague Sword Damage 7 (Strength-Based; E: Improved Critical [2]) linked to: Weaken Stamina 10 (E: Incurable [1]) [ 20 EP ]

DEFENSE
Dodge (7) Base 6
Parry: (7) Base 0
Fortitude: (10) Base 4
Toughness: (11) ——
Will: (7) Base 9

WORKSHEET
Attack: 10 Effect: 3 Total: 13 (Unarmed)
Attack: 7 Effect: 10 Total: 17 (Plague Sword)
Dodge: 7 Tough: 11 Total: 18
Parry: 7 Tough: 11 Total: 18
Fort: 10 Will: 7 Total: 17


ABILITIES [ 26 pp ] +
SKILLS [ 12 pp ] +
ADVANTAGES [ 1 pp ] +
POWERS [ 62 pp ] +
DEFENSES [ 19 pp ] =
120 PP TOTAL

Background:
Plaguebearers are the Lesser Daemons of Nurgle. Unlike other Daemons that are born from a tiny piece of a Chaos God's power splitting into a seperate being, Plaguebearers are born from the energy of mortal souls succumbing to Nurgle's Rot.

These daemons have gangling, bony limbs, their bodies swollen with decay, so much so that glistening innards are exposed through rents in their skin. They possess a single, cyclopean eye and a single horn rising above their haggard, drawn faces, their bodies covered in filth and parasites. Despite the Plaguebearer’s unusual appearance, they are supernaturally resilient to harm, the gifts of their master having inured them to all pain. Plaguebearers are constantly surrounded by clouds of droning flies and chant monotonous hymns, their gait a staggering lope.

Plaguebearers carry rusted, heavy blades known as Plague Swords. These weapons are infused with foul infections and toxins that can make the merest scratch fatal. These daemons are solemn, cruelly efficient warriors in battle, despite their sickly appearance, Plaguebearers pose a lethal threat to anyone they encounter since their otherworldly toughness allows them to endure most attacks with ease.

They also serve as the Tallymen of Nurgle, eternally bound to record all of their dark god’s pestilential creations. Many believe that Plaguebearers are in fact created by such diseases, incubating within plague victims and feeding upon their dying energies, only to later fully emerge from their heaped bodies.Their sonorous voices attempt to keep count of the number of noxious plagues unleashed by Nurgle; an impossible task, for the Grandfather of Plagues constantly invents new strains of viruses. Mortals who listen to these cursed chants can often fall ill.
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Batgirl III
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Bloodthirster

Post by Batgirl III »

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BLOODTHIRSTER
Warhammer 40,000 Character
Power Level 12 ( 180 PP )

Khârn of the World Eaters wrote:Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn!
ABILITIES
Strength 10
Stamina 10
Agility 2
Dexterity 0
Fighting 8
Intellect -2
Awareness 0
Presence -1

SKILLS
Close Combat [Unarmed] 2 (+10), Deception 6 (+5), Expertise [Forbidden Lore] 10 (+8), Insight 5 (+5), Intimidation 13 (+12)

ADVANTAGES
Accurate Attack, All-Out Attack, Defensive Attack, Extraordinary Effort, Improved Disarm, Improved Smash, Power Attack, Redirect, Takedown (2)

POWERS
Greater Daemon [ 77 PP Total ]
Brass Armor of Khorne Nullify 5 (Psychic Effects); Protection 4 (E: Impervious [5]) [ 14 PP ]
Daemonic Ideation Senses 5 (Mental: Accute [1], Accurate [2], Detect Emotions Ranged [2], Extended [1]; F: Limited to Anger/Hatred) [ 3 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Enormous Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Rapid Healing Regeneration 5 (–1 every other round; E: Persistent) [ 10 PP ]
Swooping Flight 6 (120 MPH; F: Winged) [ 6 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 2 (Two Weeks) [ 15 PP ]

Daemonic Weapons (22 PP Base; E: Indestructible [1]; F: Easily Removable) [ 14 PP Total ]
Axe of Khorne Damage 8 (Strength-Based; E: Dynamic [1], Improved Critical [3], Penetrating [8], Reach [1]; F: Innaccurate [1]) [ 20 EP ]
DAE: Bloodlash Damage 6 (Strength-based; E: Improved Critical [1], Reach [3]) linked to: Affliction 5 (Resist: Dodge; Recover: Dexterity; Condition: Hindered and Vulnerable, Defenseless and Prone; E: Extra Condition, Reach [2]; F: Limited to Two Degrees) linked to: Enhanced Advantages 2 (Improved Grab, Improved Trip) [ 2 EP ]

DEFENSE
Dodge (10) Base 11-3
Parry: (10) Base 5-3
Fortitude: (14) Base 4
Toughness: (14) ——
Will: (10) Base 10

WORKSHEET
Attack: 10 Effect: 10 Total: 20 (Unarmed)
Attack: 6 Effect: 18 Total: 24 (Axe of Khorne)
Attack: 8 Effect: 16 Total: 24 (Bloodlash)
Dodge: 10 Tough: 14 Total: 24
Parry: 10 Tough: 14 Total: 24
Fort: 14 Will: 10 Total: 24


ABILITIES [ 30 pp ] +
SKILLS [ 18 pp ] +
ADVANTAGES [ 10 pp ] +
POWERS [ 92 pp ] +
DEFENSES [ 30 pp ] =
180 PP TOTAL

Background:
Bloodthirsters are the Greater Daemons of Khorne. These savage beasts exhibit extreme rage and bloodlust. Bloodthirsters are the most savage and martial of the Blood God's servants. Their bloodlust extends beyond mortal comprehension and their power is said to be only matched by the Primarchs of old.

They manifest as towering, muscular behemoths with bestial, almost canine faces, bloodied manes and sharp horns and are clad in the Brass Armour of Khorne which protects them from magic spells and from ranged attacks. More noteworthy are their great leathery wings that allow them to dive into the midst of battle. In combat they use immense Axes that have been forged in the heat of Khorne's wrath and bear the essence of a caged Greater Daemon in conjunction with a long whip known as a Gorewhip that allows them to attack more distant foes.
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Batgirl III
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Great Unclean One

Post by Batgirl III »

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GREAT UNCLEAN ONE
Warhammer 40,000 Character
Power Level 11 ( 180 PP )

'Barney & Friends' (1992-2009) wrote: I love you, you love me
We're a happy family
With a great big hug
And a kiss from me to you
Won't you say you love me too?
ABILITIES
Strength 2 (8)
Stamina 6 (12)
Agility 0
Dexterity 0
Fighting 7
Intellect 0
Awareness 2
Presence -2

SKILLS
Deception 9 (+7), Expertise [Forbidden Lore] 7 (+7), Insight 5 (+7), Intimidation 9 (+7), Perception 5 (+7), Treatment 7 (+7)

ADVANTAGES
All-Out Attack, Artificer, Extraordinary Effort, Leadership, Lionhearted, Ritualist, Taunt

POWERS
Lesser Daemon [ 84 PP Total ]
Cloud of Flies Concealment 2 (Norman Vision; E: Affects Others, Area [30' Cloud]; F: Partial, Passive) [ 6 PP ]
Daemonic Flesh Protection 5 (E: Impervious [5]) [ 10 PP ]
Daemonic Ideation Senses 5 (Mental: Accute [1], Accurate [2], Detect Emotions Ranged [2], Extended [1]; F: Limited to Despair/Sorrow) [ 3 PP ]
Enormous Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Rapid Healing Regeneration 10 (–1 every round; E: Persistent) [ 20 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 2 (Two Weeks) [ 15 PP ]

Daemonic Weapon (20 PP Base; E: Indestructible [1]; F: Easily Removable) [ 13 PP Total ]
Plague Sword Damage 7 (Strength-Based; E: Improved Critical [2]) linked to: Weaken Stamina 10 (E: Incurable [1]) [ 20 EP ]

DEFENSE
Dodge (8) Base 11-3
Parry: (10) Base 6-3
Fortitude: (12) Base 0
Toughness: (12) ——
Will: (10) Base 8

WORKSHEET
Attack: 7 Effect: 8 Total: 15 (Unarmed)
Attack: 7 Effect: 15 Total: 22 (Plague Sword)
Dodge: 8 Tough: 12 Total: 20
Parry: 10 Tough: 12 Total: 22
Fort: 12 Will: 10 Total: 22


ABILITIES [ 30 pp ] +
SKILLS [ 21 pp ] +
ADVANTAGES [ 7 pp ] +
POWERS [ 97 pp ] +
DEFENSES [ 25 pp ] =
180 PP TOTAL

Background:
Great Unclean Ones are the Greater Daemons of Nurgle. In form they are massive and bloated with disease and decay, and their necrotic and boil-covered flesh is rent, where their organs spill out, hanging across their huge girth. Great Unclean Ones can endure tremendous amounts of damage before being felled. Many opponents cannot stomach to look at a Great Unclean One, let alone fight one.

Great Unclean Ones typically take the form of gargantuan, immensely fat humanoids, hot intestines dribbling out of huge tears in their enormous bellies. Their horrific girth is supported by two impossibly small and atrophied-looking legs, their swollen heads are crowned by enormous stag-like antlers. Their suppurating, sore-covered bodies are host to every disease ever cataloged by man or daemon.

In combat, Great Unclean Ones wield enormous blades and maces of iron, crude, corroded cleavers and immense plague flails — each one dripping with pestilence. Frequently they carry a blade known as a Plague Sword - these massive, rusted blades are said to be dipped in the foul pus and contagion at the base of Nurgle's throne.

Despite their completely bloated and putrid appearance, Great Unclean Ones are neither deathlike or morbid in character. In fact the opposite is true, and the daemons are motivated by all the trivial human enthusiasms which drive the living. They are gregarious and even sentimental in nature, and hold their followers dear, even referring to them as their "Children", and taking an obvious pride in their appearance and endearing behavior. Even surrounded by the pitiful moaning of the sick and dying, they smile with pure-hearted benevolence, and their long, pus-coated tongues dangle from toothy, face-splitting grins.
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Batgirl III
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Keeper of Secrets

Post by Batgirl III »

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KEEPER OF SECRETS
Warhammer 40,000 Character
Power Level 11 ( 180 PP )

Asteroth, Daemon Prince of Slaanesh wrote:Long shall be your suffering. Joyous be your pain.
ABILITIES
Strength 8
Stamina 8
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 0
Presence 4

SKILLS
Acrobatics 5 (+8), Deception 8 (+12), Expertise [Forbidden Lore] 15 (+15), Insight 8 (+8), Intimidation 4 (+8)

ADVANTAGES
Attractive (2), Fascinate, Fast Grab, Improved Initiative (2), Move-By Action, Ritualist, Seize Initiative, Takedown (2)

POWERS
Lesser Daemon [ 66 PP Total ]
Daemonic Flesh Protection 4 [ 4 PP ]
Daemonic Ideation Senses 6 (Mental: Accute [1], Accurate [2], Detect Emotions Ranged [2], Extended [1]; F: Limited to Pain or Pleasure) [ 3 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Enormous Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Four Arms Extra Limbs 2 [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 2 (8 MPH) [ 3 PP ]
Rapid Healing Regeneration 5 (–1 every other round) [ 5 PP ]
Razorsharp Claws Damage 4 (Strength-Based; E: Improved Critical [1], Split [1]) [ 6 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 1 (One Month) [ 13 PP ]

Daemonic Weapon (22 PP Base; E: Indestructible [1]; F: Easily Removable) [ 14 PP Total ]
Witstealer Sword Damage 6 (Strength-Based; E: Accurate [1], Dynamic [1], Improved Critical [2], Penetrating [4]) Linked to: Affliction 6 (Resist/Recovery: Will; Conditions: Impaired, Disabled; E: Cumulative; F: Limited to Two Degrees) [ 20 EP ]
DAE: Lash of Submission Damage 6 (Strength-based; E: Accurate [1], Improved Critical [1], Reach [2]) linked to: Affliction 6 (Resist: Dodge; Recover: Will; Condition: Entranced, Compelled, Controlled; E: Reach [2]) linked to: Enhanced Advantages 1 (Improved Trip) [ 2 EP ]

DEFENSE
Dodge (10) Base 10
Parry: (10) Base 7
Fortitude: (8) Base 0
Toughness: (12) ——
Will: (12) Base 12

WORKSHEET
Attack: 6 Effect: 8 Total: 14 (Unarmed)
Attack: 6 Effect: 12 Total: 18 (Razorsharp Claws)
Attack: 8 Effect: 14 Total: 22 (Witstealer Sword)
Attack: 8 Effect: 14 Total: 22 (Lash of Submission)
Dodge: 10 Tough: 12 Total: 22
Parry: 10 Tough: 12 Total: 22
Fort: 8 Will: 12 Total: 20


ABILITIES [ 40 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 11 pp ] +
POWERS [ 80 pp ] +
DEFENSES [ 29 pp ] =
180 PP TOTAL

Background:
Keepers of Secrets are the Greater Daemons of Slaanesh. Created subconsciously by the Prince of Pleasure, these Daemons are the ultimate manifestation of his desire for physical excess and pleasure in battle. Each Keeper of Secrets has a unique appearance that mirrors Slaanesh's mood at the time of its creation. Their looks can range from terrifyingly-haunting-but-almost human to bestial, though all are tall and lithe with long claws and limbs and a crown of horns that sprouts from their head and intoxicating eyes that look like black crystals.

As well as being vicious warriors, Keepers of Secrets are also capable of weaving powerful spells of misdirection and mystification. They invade the thoughts of their enemies, sending them visions of glory, titillating their egos, and caressing their inner desires to lead them astray. They seek to give and receive sensation in all forms, be it pain or pleasure, but there is nothing more enjoyable to them than the corruption of the noble and pure. They also are surrounded by a breeze that confuses all enemies around and allows the daemon to prey on them easily.

The Keepers of Secrets live to feed from others' emotions, especially fear, hope, and despair. They love the sensation of cutting through flesh and bestowing the feeling of pain onto their enemies. As well as striking amazingly fast with their limbs, they also cause corruption in another way: they love to turn emotions such as courage, bravery and valor into selfishness and other emotions.
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Batgirl III
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Lord of Change

Post by Batgirl III »

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LORD OF CHANGE
Warhammer 40,000 Character
Power Level 11 ( 200 PP )

Memetic Catch Phrase wrote:Just as planned.
ABILITIES
Strength 6
Stamina 6
Agility 3
Dexterity 0
Fighting 6
Intellect 6
Awareness 1
Presence -1

SKILLS
Acrobatics 4 (+7), Deception 9 (+8), Expertise [Forbidden Lore] 15 (+21), Insight 7 (+8), Intimidation 5 (+6)

ADVANTAGES
Artificer, Eidetic Memory, Favored Foe [Psykers], Jack-of-All-Trades, Ritualist Trance, Ultimate Insight

POWERS
Greater Daemon [ 61 PP Total ]
Daemonic Flesh Protection 6 [ 6 PP ]
Daemonic Ideation Senses 6 (Mental: Accute [1], Accurate [2], Detect Magic Ranged [2], Extended [1]) [ 6 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Enormous Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Swooping Flight 6 (120 MPH; F: Winged) [ 6 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 1 (One Month) [ 13 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) [ 28 PP Total ]
Bolt of Change Damage 8 (E: Ranged [Perception]) [ 24 PP ]
AE: Diabolic Strength Enhanced Ability 4 (+4 Strength; E: Affects Others, Area [60' Burst], Selective) [ 1 PP ]
AE: Gift of Chaos Affliction 12 (Resist: Will; Recover: Fortitude; Conditions: Dazed, Stunned, Transformed [turn to Chaos Spawn]; E: Ranged) [ 1 PP ]
AE: Infernal Gaze Damage 10 (E: Incurable [1], Penetrating [3], Ranged [Perception]; F: Resistible [Will] [ 1 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]) [ 1 PP ]

Daemonic Weapon (20 PP Base; E: Indestructible [1]; F: Easily Removable) [ 13 PP Total ]
Baleful Sword Damage 6 (Strength-Based; E: Accurate [2], Alternate Resistance [Will], Improved Critical [2], Penetrating [3]) [ 19 PP ]
AE: Staff of Tzeentch Damage 8 (Strength-Based; E: Accurate [1], Alternate Resistance [Will], Reach [2]) [ 1 PP ]

DEFENSE
Dodge (10) Base 10
Parry: (8) Base 5
Fortitude: (10) Base 4
Toughness: (12) ——
Will: (12) Base 11

WORKSHEET
Attack: 6 Effect: 6 Total: 12 (Unarmed)
Attack: 10 Effect: 12 Total: 22 (Baleful Sword)
Attack: 8 Effect: 14 Total: 22 (Unarmed)
Dodge: 10 Tough: 12 Total: 22
Parry: 8 Tough: 12 Total: 20
Fort: 10 Will: 12 Total: 22


ABILITIES [ 30 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 6 pp ] +
POWERS [ 114 pp ] +
DEFENSES [ 30 pp ] =
200 PP TOTAL

Background:
Lords of Change are the Greater Daemons of Tzeentch. The most powerful servants of their master, Lords of Change are in many ways essentially minor embodiments of all the characteristics of Tzeentch, renowned for their long-running and intricate schemes that weave across time and fate. Notable for being allowed access to Tzeentch's very own reserves of wisdom and for essentially being expressions of his cunning, which gives them great power. As individuals, they are all said to possess the attitude of wicked children; playful but mischievous and even openly malicious towards the lesser beings they delight in manipulating. Nothing is more pleasing to a Lord of Change than to break open fate and re-shape it, be it by manipulation of individuals or direct action. Even without access to Tzeentch's knowledge of fate, they are said to be deeply intelligent and understanding of life's mysteries.

They are powerful sorcerers and resourceful manipulators who appear to mortals as omniscient beings. Their magical abilities are so strong that the most powerful sorcerous incantations of mortals are reckoned to be but simple tricks to a Lord of Change. They are said to be able to turn scores of men into boneless spawn at a mere glance, destroy an armoured vehicle with a flick of a finger, or wrench the soul out of even the mightiest warriors with a simple word. For nothing is made that cannot be unmade, or changed, and such areas are the domains of the daemons of Tzeentch.

While not averse to warfare, Lords of Change typically do not engage in direct battle. This is not due to cowardice or any other emotion irrelevant to a daemon of the warp, but because it interests them more to direct the forces of combat from afar, guiding or even ordering combatants rather than fighting themselves. Because of this, it is not unknown for Lords of Change to possess powerful underlings, bands of Horrors and even Chaos Champions of their own. Nevertheless, they are potentially deadly opponents.
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Batgirl III
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Defiler

Post by Batgirl III »

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DEFILER
Warhammer 40,000 Character
Power Level 12 ( 245 PP )

Vhostokh, Warpsmith, Scourge of Diesos wrote:Daemonic fury, bound into the shell of a metal beast and set loose upon the galaxy. Tell me, mortal – have you ever seen such a glorious sight?
ABILITIES
Strength 10
Stamina ——
Agility 2
Dexterity 0
Fighting 8
Intellect -1
Awareness 1
Presence 0

SKILLS
Expertise [Forbidden Lore] 6 (+5), Intimidation 12 (+16), Perception 9 (+10), Ranged Combat [Heretic Astartes Weapons] 8 (+10), Technology 5 (+4)

ADVANTAGES
All-Out Attack, Diehard, Fast Grab, Improved Grab, Improved Hold, Power Attack, Quick Draw, Ultimate Toughness

POWERS
Combat Walker [ 169 PP Total ]
Armored Hull Protection 8 (E: Impervious [7]) [ 14 PP ]
Combat Walker Movement 1 (Sure-Footed [2]); Speed 4 (30 MPH) [ 6 PP ]
Daemonic Construct Immunity 30 (Fortitude Effects [30]) [ 30 PP ]
Daemonic Senses Senses 8 (Mental: Accute [1], Accurate [2], Detect Life [2], Extended [1]; Visual: Darkvision [2]) [ 8 PP ]
Giant Enemy Crab Growth 8 (+8 Strength, +8 Toughness; +8 Mass, +2 Size; +4 Intimidation, -4 Defenses; E: Innate [1], Permanent) [ 17 PP ]
Hull-Mounted Battle Cannon Damage 9 (E: Area [30' Burst], Dynamic [1], Extended Range [2], Penetrating [7], Ranged; F: Activation [Move, -1]) [ 36 EP ]
It Will Not Die! Regeneration 5 (–1 every other round; E: Persistent) [ 5 PP ]
DAE: Dual Dreadnought Close Combat Weapons Damage 8 (Strength-based; E: Improved Critical [4], Penetrating [7], Split [1]; F: Inaccurate [1]); Enhanced Advantage 3 (Fast Grab, Improved Grab, Improved Hold) [ 2 PP ]

Defiler Armament [ 2 PP Total ]
A Defiler's left arm must be mounted with one of the following:
Reaper Autocannon Damage 6 (E: Extended Range [1], Improved Critical [4], Penetrating [4], Ranged, Split [1]) [ 2 PP ]
Twin-Linked Heavy Bolters Damage 6 (E: Extended Range [1], Improved Critical [4], Ranged, Multiattack) [ 2 PP ]
Twin-Linked Heavy Flamers Damage 5 (E: Area [120' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 2 PP ]
Twin-Linked Lascannons Damage 7 (E: Improved Critical [3], Multiattack, Penetrating [6], Ranged) [ 2 PP ]

Defiler Armament [ 2 PP Total ]
A Defiler's right arm must be mounted with one of the following:
Reaper Autocannon Damage 6 (E: Extended Range [1], Improved Critical [4], Penetrating [4], Ranged, Split [1]) [ 2 PP ]
Twin-Linked Heavy Bolters Damage 6 (E: Extended Range [1], Improved Critical [4], Ranged, Multiattack) [ 2 PP ]
Twin-Linked Heavy Flamers Damage 5 (E: Area [120' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 2 PP ]
Twin-Linked Lascannons Damage 7 (E: Improved Critical [3], Multiattack, Penetrating [6], Ranged) [ 2 PP ]

Optional Armament [ +3 PP Total ]
Havoc Launcher Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]

DEFENSE
Dodge (8) Base 10
Parry: (8) Base 4
Fortitude: —— Base 0
Toughness: (16) ——
Will: (10) Base 9

WORKSHEET
Attack: 8 Effect: 10 Total: 18 (Unarmed)
Attack: 6 Effect: 18 Total: 24 (Dual Dreadnought Close Combat Weapons)
Attack: —— Effect: 9 Total: 9 (Battle Cannon)
Attack: 14 Effect: 6 Total: 20 (Reaper Autocannon)
Attack: 14 Effect: 6 Total: 20 (Twin-Linked Heavy Bolters)
Attack: —— Effect: 5 Total: 5 (Twin-Linked Heavy Flamers)
Attack: 14 Effect: 7 Total: 21 (Twin-Linked Lascannons)
Attack: —— Effect: 5 Total: 5 (Havoc Launcher)
Dodge: 8 Tough: 16 Total: 24
Parry: 8 Tough: 16 Total: 24
Fort: —— Will: 10 Total: 10


ABILITIES [ 24 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 5 pp ] +
POWERS [ 173 pp ] +
DEFENSES [ 23 pp ] =
245 PP TOTAL

Background:
The Defiler is a Chaos Daemon Engine and are among the most common of their kind. They were created by the Dark Mechanicum on the Forge World of Xana II at the command of Abaddon the Despoiler in preparation for the First Black Crusade. Unlike the tanks and vehicles of the Imperium, which are mostly operated by humans, a Defiler is controlled by a daemon. Chaos Sorcerers use arcane Chaos magic to draw the essence of a powerful daemon from the Warp and trap it within the rune-bound hull of the machine. Powerful spells of appeasement and pacification are utilised to keep the newly bound daemon from causing havoc among the forces of Chaos.

Standing on six piston-driven limbs, the Defiler's hull supports a massive turret, which houses the main armaments of the infernal machine. While Defilers are usually seen with large arrays of weapons, such as a Reaper Autocannon and a Havoc Launcher, its main firepower comes in the form of a artillery-like battle cannon. There are often numerous variations of the weapon systems used; in some cases, Reaper Autocannons have been upgraded to house twin-linked heavy bolters or lascannons instead, whereas there have been sightings of Defilers with heavy flamers on multiple occasions.

In addition to being able to lay down a barrage of heavy fire, Defilers are also terrifying close combat opponents. When a Defiler arrives on the battlefield, the technosorcery keeping the bound daemon peaceful is released, allowing the daemon to truly enjoy the battle. As daemons are immortal and unconcerned for the survival of its machine host, Defilers ignore hits that would kill normal tank crews and continue on rampages of destruction that would otherwise be impossible to proceed with. Of its six limbs, Defilers use four for moving around and two arm-like appendages to crush enemies in their pincers.
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Re: Warhammer 40,000 (Defiler)

Post by Sidious »

Ah the Defiler. "when you really need to hit something from long range... and fail..."

I loved mine in 3rd but so far haven't had much luck with it in 8th. It does have the intimidation factor though so diversionary red herring is a good ploy.

BTW BGIII I love these 40k builds. They make me want to paint my minis (and build the unboxed ones...)
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Re: Warhammer 40,000 (Defiler)

Post by Emerald_Flame300 »

Wow... this is a great thread!! Lots of really cool builds.
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Re: Warhammer 40,000 (Defiler)

Post by slade the sniper »

Just want to say that this has been far more help in an actual RPG sense than Dark Heresy and that family of games, Wrath and Glory, or any of the various reskins of other games. Thanks.

-STS
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Re: Imperial Space Marines (Rank & File)

Post by Harnos »

Batgirl III wrote: Sun May 27, 2018 1:41 am Image
IMPERIAL SPACE MARINES
Warhammer 40,000 Character
Power Level 10 ( 165 PP )

The Emperor of Man wrote:They shall be my finest warriors, these men who give 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 such 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.
ABILITIES
Strength 3
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 [Codex Astartes] 9 (+10), Intimidation 12 (+12), Perception 5 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 3 (+3), Treatment 5 (+5), Vehicles 6 (+10)

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

POWERS
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 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 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 Space Marines in same Company) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

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 Astartes Power Armor) [ 2 PP ]

Image

EQUIPMENT ( 25 EP )
Tactical Marine Standard Issue [ 23 EP Total ][/b]
A Tactical 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 ]

Image

One in five members of each Tactical Squad may replace his Boltgun with one of the following:
Flamer Damage 5 (E: Area [60' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 18 EP ]
Plasmagun Damage 6 (E: Incurable [1], Multiattack, Penetrating [5], Ranged; F: Side Effect [attacks user on a miss]) [ 18 EP ]
Meltagun Damage 8 (E: Penetrating [5], Ranged; F: Diminished Range [2], Innaccurate [1]) [ 18 EP ]

One in five members of each Tactical Squad may replace his Boltgun with one of the following:
Heavy Bolter Damage 6 (E: Extended Range, Improved Critical [1], Ranged, Multiattack; F: Activation [Move, -1], Distracting) [ 18 EP ]
Plasma Cannon Damage 8 (E: Area [30' Burst], Incurable [1], Penetrating [9], Ranged; F: Activation [Move, -1], Side Effect, Unreliable) [ 18 EP ]
Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [3 Ranks]; F: Diminished Range [1], Distracting, Innaccurate [2]) [ 18 EP ]
Lascannon Damage 7 (E: Penetrating [6], Ranged; F: Activation [Move, -1], 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 ]

Image

Assault Marine Standard Issue [ 25 EP Total ][/b]
An Assault Squad consists of Five to Ten Assault Marines, armed with the following:
Jump Pack Leaping 5 (250') Movement 1 (Safe Fall) [ 7 EP ]
Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]
AE: Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
AE: Chainsword Damage 7 (Strength-Based; E: Improved Critical [3]) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [Timer]) [ 1 EP ]

One in five members of each Assault Squad may replace his Bolt Pistol with one of the following:
Hand Flamer Damage 4 (E: Area [60' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 15 EP ]
Plasma Pistol Damage 5 (E: Penetrating [5], Ranged) [ 15 EP ]

Image

Devastator Marine Standard Issue [ 20 EP Total ][/b]
A Devastator Squad consists of Five to Ten Devastator Marines, armed with the following:
All Devastator Marines 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 Devastator Squad may replace his Boltgun with one of the following:
Heavy Bolter Damage 6 (E: Extended Range, Improved Critical [1], Ranged, Multiattack; F: Activation [Move, -1], Distracting) [ 18 EP ]
Plasma Cannon Damage 8 (E: Area [30' Burst], Incurable [1], Penetrating [9], Ranged; F: Activation [Move, -1], Side Effect, Unreliable) [ 18 EP ]
Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [3 Ranks]; F: Diminished Range [1], Distracting, Innaccurate [2]) [ 18 EP ]
Lascannon Damage 7 (E: Penetrating [6], Ranged; F: Activation [Move, -1], 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 ]

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

WORKSHEET
Attack: 12 Effect: 3 Total: 15 (Unarmed)
Attack: 14 Effect: 6 Total: 20 (Boltgun)
Attack: 16 Effect: 4 Total: 20 (Bolt Pistol)
Attack: 10 Effect: 10 Total: 20 (Chainsword)
Attack: 14 Effect: 6 Total: 20 (Combat Blade)
Attack: —— Effect: 5 Total: 5 (Flamer)
Attack: —— Effect: 5 Total: 5 (Frag Grenade)
Attack: 14 Effect: 6 Total: 20 (Heavy Bolter)
Attack: 10 Effect: 8 Total: 18 (Krak Grenade)
Attack: 12 Effect: 8 Total: 20 (Meltagun)
Attack: —— Effect: 5 Total: 5 (Missile Launcher, Frag)
Attack: 12 Effect: 7 Total: 19 (Missile Launcher, Krak)
Attack: 10 Effect: 9 Total: 19 (Multi-Melta)
Attack: —— Effect: 8 Total: 8 (Plasma Cannon)
Attack: 14 Effect: 6 Total: 20 (Plasmagun)
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:
In the grim darkness of the 41st Millennium, Mankind is assailed on all sides by civil strife, alien invasion, and the foul servants of dread gods. Only one force can stand against this unending threat - the superhuman Space Marines. Forged through forgotten science and strengthened by the rigors of duty and training, the destiny of the Space Marines is an eternity of battle, bringing the Emperor's justice to every corner of the galaxy and ensuring the survival of Mankind.

Formally known as the Adeptus Astartes, but known also as the Angels of Death, they are the most powerful of all human warriors. In many respects they are not really human at all, but superhuman beings forged by genetic modification, arduous training, and the rigors of strict discipline. Space Marines are the embodiment of the Emperor's will -- their roaring boltguns bring death to the enemies of Mankind, their presence in battle the difference between life and death.

Space Marines are organized into a thousand independent armies, called Chapters, spread throughout the galaxy. Each Chapter is further organized into ten or so Companies, each an a powerful fighting force on its own. Each Chapter has its own ships, its own heraldry, and its own distinct identity and traditions. Unlike all other military formations within the Imperium, a Space Marine Chapter is entirely self-sufficient, with its own forges, warships, support facilities, and support personnel. Space Marine Chapters truly answer to no authority outside their own ranks, although cooperation with the Inquisition, Departmento Munitorm, and the Navigator Houses isn't uncommon.

The superhuman abilities of the Space Marines allow them to fight with a tenacity that lies far beyond the capabilities of lesser men, laying down a lethally accurate hail of bolter fire until the foe lies broken and beaten. The Battle Brothers of the Adpetus Astartes cannot rest behind walls or fortifications -- this they leave to the Imperial Guard. Seek, strike, secure -- this is the combat doctrine of the Space Marines. They conduct the most dangerous and crucial of assaults, leading lightning raids behind enemy lines, seizing vital positions, and slaying enemy warlords to render opposing troops leaderless.

Build Notes:
This build represents the "rank and file" of most Space Marine Chapters. Under the standard Codex Astartes organization scheme, these would be the guys in the Second through Ninth Companies. There are nominally ten Space Marines per Squad and ten Squads per Company. Each Squad is led by an experienced Marine given the rank of Sergeant, with truly experienced leaders promoted to Veteran Sergeant. The stats above should be good enough to represent "regular" Sergeants, although you might want to give him a unique weapon. I plan to have other builds in the future for Veteran Space Marines (Vet Sergeants, as well as Sternguard and Vanguard Vets), Terminators, Scouts, and the various specialists and commanders, like Apothecaries and Librarians. I may eventually get to the rest of the 40K menagerie, with Orks, Eldar, and the rest. No promises as to a time frame though!

Mini-Rant:
I've been a fan of the popular war-game Warhammer 40,000 ever since I was introduced to it with its first edition in the Summer of 1990. The game has gone through a number of updated editions over the decades and been spun-off into role-playing games, video games, novels, radio plays, t-shirts, and just about everything short of a feature film** or tv show. If you've been involved in any of the traditional geek hobbies like RPGs or video games for more than a few months, I can almost guarantee you've come across "40K" in some form or another. The "poster boys" for the whole deal is without any doubt the iconic Imperial Space Marines. Despite the fact that several great official RPGs set in the 40K universe exist, I have always had fun adapting them into the M&M system. Needless to say, the grim darkness of the 41st Millennium is a stark difference in tone from all but the dourest of Iron Age comic book settings, but I've always imagined it could be fun to have a superheroic Earth invaded by a warpstorm tossed Chapter of Space Marines.

A single Battle Brother has the raw power to go toe-to-toe with most superheroes and a full ten-man Squad of them would probably give most Avengers or Justice Society line-ups a solid challenge. A full-scale planetary assault by a full Battle Company, with the Tanks, Dreadnoughts, Aircraft, and attached assets drawn from the supporting Companies would probably be as big a threat as anything else the Justice League of America has ever dealt with.

* Treat as a combination of Expertise: History and Expertise: Tactics, but limited only to those taught by the Space Marine's own Chapter.
** Although if you can track down a copy of the German fan film Damnatus I highly recommend it!
[color=#FF000]BATTLE COMPANY MASS COMBAT[/color]
Demi-Squad (Five Marines): Attack 4, Damage 7, Defense 2, Toughness 3, Initiative 2, Morale 2
Squad (Ten Marines): Attack 5, Damage 8, Defense 2, Toughness 4, Initiative 2, Morale 3
Demi-Company (Fifty Marines): Attack 7, Damage 10, Defense 2, Toughness 6, Initiative 2, Morale 5
Company (One Hundred Marines): Attack 9, Damage 12, Defense 2, Toughness 8, Initiative 2, Morale 7
Thanks for the stats of weapons and astartes enhancements, nice work. May I ask why did you give space marines only 3 strength?
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Batgirl III
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Re: Warhammer 40,000 (Defiler)

Post by Batgirl III »

Thanks for the stats of weapons and astartes enhancements, nice work. May I ask why did you give space marines only 3 strength?
Based on the rules presented in the Deathwatch the average Space Marine has a Strength 41 (2d10+30) and the Unnatural Strength (x2) Trait. Their Toughness is likewise a 41, for the typical Marine, with the Unnatural Toughness (x2) Trait.

This means that in Deathwatch they have a maximum carrying weight limit of 675 kg (1488 lbs.)

My Space Marines have a carrying capacity of 1,600 lbs (725.75 kg), which they can routinely double with a DC 15 Athletics test (that they have a +12 bonus on!).

They’re still plenty dangerous in a bare-fisted fight, but they’re still better off using their combat knives, chainswords, or more exotic weapons in a mêlée.
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Re: Warhammer 40,000 (Defiler)

Post by Harnos »

Batgirl III wrote: Sun Jan 08, 2023 10:35 pm
Thanks for the stats of weapons and astartes enhancements, nice work. May I ask why did you give space marines only 3 strength?
Based on the rules presented in the Deathwatch the average Space Marine has a Strength 41 (2d10+30) and the Unnatural Strength (x2) Trait. Their Toughness is likewise a 41, for the typical Marine, with the Unnatural Toughness (x2) Trait.

This means that in Deathwatch they have a maximum carrying weight limit of 675 kg (1488 lbs.)

My Space Marines have a carrying capacity of 1,600 lbs (725.75 kg), which they can routinely double with a DC 15 Athletics test (that they have a +12 bonus on!).

They’re still plenty dangerous in a bare-fisted fight, but they’re still better off using their combat knives, chainswords, or more exotic weapons in a mêlée.
Thanks for the explanation. They chose a rather low end number in Deathwatch then. By the way, this DC 15 Athletics check is your house rule I guess.
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Re: Warhammer 40,000 (Defiler)

Post by Batgirl III »

Oh, yeah, I suppose it technically is. Based on the same logic that allows you to increase your running speed… I keep forgetting it’s not official, I’ve been using it so long.
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Re: Warhammer 40,000 (Defiler)

Post by Batgirl III »

Looking through this thread for the first time in a long while, I notice I never did make that Super Special 100th Post I promised. Going to have to dig through my old files and see if I can track that down…
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Row, row, row your boute…

Post by Batgirl III »

Image
Vladimir Krisetskiy

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Games Workshop

ROBOUTE GUILLIMAN
Warhammer 40,000 Character
Power Level 15 ( 350 PP )

An extract from Ultima Operational Record 1136.271.v, the official chronicle of the Battle of Calth wrote: He is handsome, in a plain way. He is handsome the way a regent on an old coin is handsome, like a good sword is handsome. He is not handsome like a ritual weapon, the way Fulgrim is. He is not angelic, like Sanguinius...

There is a dutiful line to his jaw, like his good brother Dorn. They share a nobility. There is the great strength of Ferrus and the vitality of Mortarion. There is, sometimes, the rogue glint of the Khan in his eyes, or the solemnity of the Lion. In the architecture of his nose and brow there is, many claim, the energy and triumph of Horus Lupercal. There is none of the bitterness that shadows Corax, or the persecuted despair that haunts poor Konrad. There is never any of the deliberate mystery that obscures Alpharius or Magnus and he is more open than that buried soul Vulkan. He never displays the pitch of fury found in Angron, nor do his eyes ever ignite with the psychotic gleam of Russ...

He is a high achiever. He knows this about himself. Sometimes it feels like a fault that he has to excuse to his brothers, but then he feels guilty for making excuses... He writes a great deal. He codifies everything. Information is power. Technical theory is victory... He uses a stylus by choice, recording in his own handwriting.

He has been writing notes on T'Vanti war practices for seventeen minutes, but he has still noted and marked fifteen hundred data bulletins and updates that have tracked across the secondary screens to his left. He sees and reconciles everything. Information is victory.
ABILITIES
Strength 10 (2)
Stamina 10
Agility 4
Dexterity 2
Fighting 8
Intellect 5
Awareness 5
Presence 4

SKILLS
Acrobatics 4 (+8), Athletics 6 (+20), Close Combat [Unarmed] 2 (+16), Expertise [Tactics] 15 (+15), Expertise [Logistics] 10 (+15), Expertise [History] 5 (+10), Expertise [Forbidden Lore] 3 (+8), Intimidation 7 (+15), Insight 10 (+15), Perception 7 (+14), Persuasion 11 (+15), Ranged Combat [Astartes Weapons] 8 (+18), Stealth 6 (+0), Technology 3 (+8), Treatment 3 (+8), Vehicles 2 (+4)

ADVANTAGES
Accurate Attack, All-Out Attack, Assessment, Beginners’ Luck, Benefit (Ambidextrous, Status [5]; 6), Close Attack (6), Diehard, Eidetic Memory, Equipment (8), Fearless, Improved Critical [Unarmed] (2), Improved Initiative (2), Inspire (4), Leadership, Luck (1), Power Attack, Quick Draw, Ranged Attack (8), Second Chance [Will], Seize Initiative, Teamwork, Trance, Ultimate Toughness, Ultimate Expertise [Tactics, Logistics] (2), Ultimate Will, Well-Informed

POWERS
The Armor of Fate(80 PP Base; F: Removable) [ 64 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 10 (E: Impervious [7]) [ 17 PP ]
Enhanced Physique Enhanced Ability 2 (+2 STR; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Archaeotech Medicae Systems Regeneration 5 (–1 every other round; E: Persistent) [ 10 PP ]
Iron Halo Deflect 10 (E: Affects Insubstanial [2], Subtle [1]) [ 13 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]) [ 9 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Hand of Dominion (25 PP Base; F: Removable) [ 20 PP ]
Master-crafted Combi-Bolter Damage 6 (E: Improved Critical [1], Ranged, Multiattack, Penetrating [6]) [ 24 EP ]
Master-Crafted Power Fist Damage 9 (Strength-based; E: Improved Critical [2], Penetrating [10]; F: Inaccurate [3]); Enhanced Ability 2 (+2 STR; F: Limited to Lifting) [ 1 PP ]

The Emperor’s Sword (20 PP Base; F: Easily Removable) [ 12 PP ]
Fiery Blade Damage 6 (Strength-based; E: Improved Critical [3], Penetrating [7]) linked to Weaken Toughness 4 (E: Affects Only Daemons) [ 20 PP ]

Primarch Implants [ 34 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 ]
Immmortis Gland (Dextrophic lobe) Growth 8 (+8 Strength, +8 Toughness; +8 Mass, +1 Speed; +4 Intimidate, -8 Stealth; -4 Defenses; E: Innate, Permanent) [ 17 PP ]
Immmortis Gland (Sintarius lobe) Impervious Toughness 7 [ 17 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Astartes Artificer Armor) [ 2 PP ]

DEFENSE
Dodge (10) Base 10
Parry: (10) Base 6
Fortitude: (15) Base 5
Toughness: (20) ——
Will: (15) Base 10

WORKSHEET
Dodge: 10 Tough: 20 Total: 30
Parry: 10 Tough: 20 Total: 30
Deflect: 10 Tough: 20 Total: 30
Fort: 15 Will: 15 Total: 30


ABILITIES [ 80 pp ] +
SKILLS [ 55 pp ] +
ADVANTAGES [ 54 pp ] +
POWERS [ 130 pp ] +
DEFENSES [ 31 pp ] =
350 PP TOTAL
“Roboute Guilliman, reflecting upon the state of the Imperium of the Late 41st Millennium wrote:Why do I still live? What more do you want from me? I gave everything I had to you, to them. Look what they've made of our dream. This bloated, rotting carcass of an empire is driven not by reason and hope but by fear, hate and ignorance. Better that we had all burned in the fires of Horus' ambition than live to see this.
Background:
Roboute Guilliman (pronounced Ruh-BOOT-ay GIL-li-man), sometimes referred to as the "Avenging Son," "The Victorious," "The Master of Ultramar" and "The Blade of Unity," (and frequently “Rowboat Girlyman” or “Robot Guityman” by players) is the primarch of the Ultramarines Space Marine Legion and its myriad subsequent Successor Chapters. He is the current Lord Commander of the Imperium and the ruling Imperial Regent.

Held by some as a paragon among the Emperor's sons, Roboute Guilliman was as much a patrician statesman and empire-builder as he was an indefatigable warrior. Guilliman was a charismatic and gifted leader, beloved of his people and singularly capable of compartmentalising incredible quantities of information. He was an organiser, a logistician, one capable of turning the wildest theories into practical reality and rendering order from chaos.

Guilliman took up the Emperor's burning blade and became the Lord Commander of the Imperium and the Imperial Regent, serving amongst the High Lords of Terra during the period of the reformation and reconstruction of the Imperium's administrative and military structure called the Time of Rebirth. Guilliman single-handedly reshaped the Imperium after the Horus Heresy, taking the lead role in reforming its bureaucratic and military apparatus following the internment of the Emperor of Mankind within the Golden Throne on Terra.

Then he got shanked by Fulgrim, put into a stasis field slash life-support box, and slept for nearly 10,000 years… During which the galaxy went from really pretty terrible to the absolute worst place ever dreamt by human imagination.

The primarch was resurrected in 999.M41 via convoluted plot shenanigans, took back his position as the Lord Commander of the Imperium and the Imperial Regent, picked up his father’s sword, and launched the Indomitus Crusade.
Last edited by Batgirl III on Thu Jan 12, 2023 5:37 pm, edited 2 times in total.
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