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Phovos the Dreadbringer Polished skulls and helmets clink and scrape against midnight-blue ceramite as the Night Lord shifts his bulk. "I hate fighting greenskins," Phovos says, his voice wet and guttural. "They're so unimaginative. What's the facility next to the reservoir?" pre:Name: Phovos Race: Chaos Space Marine Archetype: Chosen Pride: Wealth Disgrace: Destruction Motivation: Legacy Experience: 150/5450 Advances: Operate (Aeronautica) 200 Raptor 250 Pity the Weak 250 K Disturbing Voice 250 N Dodge +20 500 S Toughness +5 250 N Toughness +10 500 N Agility +5 250 Agility +10 500 Assassin Strike 750 S Flesh Render 250 K Step Aside 750 Crushing Blow 750 K Khorne: 3 Nurgle: 3 Slaanesh: 2 Tzeentch: 0 Characteristics: WS 50 BS 40 S 50 T 50 Ag 50 Per 40 Int 30 WP 39 Fel 30 Inf 60 Wounds: 20 IP: 5 Corruption: 31 Skills: Athletics Awareness Common Lore (War) Dodge +20 Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War) Intimidate Linguistics (Low Gothic) Navigate (Surface) Operate (Aeronautica, Surface) Parry Stealth Talents: Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Assassin Strike - After successful attack, make Acrobatics to move up to half action. Bulging Biceps - May fire heavy weapons unbraced without penalty. +20 to Athletics tests to Heft. Crushing Blow - Add half of WS bonus to melee damage inflicted. Disturbing Voice - +10 to Intimidate, but -10 to Fellowship Tests when dealing with others in a non-threatening manner. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Flesh Render - Roll two five fit Tearing, discard lowest. Heightened Senses (Hearing, Sight) - +10 to any tests specifically involving the sense. Legion Weapon Training Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Pity the Weak - +10 to Command, Commerce, Deception, and Intimidation against someone with lower S or WP. -10 to Charm against same people. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Resistance (Cold, Heat, Poisons) - +10 when making tests to resist the effects of this group. Step Aside - May make an additional Evasion attempt once per round. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10 Primitive (7). Counts as being armed. Traits: Amphibious - Can stay underwater indefinitely. Cold Killer - When inflicting Zealous Hatred, may choose to reroll the Crit Result. The second result stands. Fear (4) Flyer (14) Machine (6) Regeneration (6) Size (10) Unnatural Strength (+10) Unnatural Toughness (+10) Gear: Legion Power Armour Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Hellhammer Lascannon Demolisher Cannon Multi-Melta Turbo-laser Destructor Good Craftsmanship Power Fist (Damage 2d10+3 E, Penetration 12, Power Field, Unwieldy, Tearing, Warp Weapon, Willpower 30, Binding Strength 1, Infamy 15) Trophy Racks Beguiling gem Power Field (vehicle) pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 50 50 40 30 36 30 35 (17) (14) Wounds: 20/20 IP: 3/3 Corruption: 31 Armour: Head 14, Body 16, Arms 14, Legs 14 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 70 Parry: 50 Power field, beguiling gem. Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Crushing Blow - Add half of WS bonus to melee damage inflicted. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Flesh Render - Roll three dice for Tearing, discard two. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Step Aside - May make an additional Evasion attempt once per round. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Hellhammer Lascannon Pistol 300m S/–/– 5d10+10E Pen.10 5/5 2Full Proven (3) Multi-Melta Pistol 60m S/–/– 2d10+16E Pen.12 12/12 2Full Melta, Blast (1) Demolisher Cannon Basic 50m S/–/– 4d10+20X Pen.10 2/2 Full Blast (10), Concussive (3) Turbo-laser Destructor Heavy 1000m S/–/– 4d10+30E Pen 20 5/5 - Blast (8), Felling (2), Recharge Power Fist Melee 2d10+38E Pen.12 Good Craftsmanship, Power Field, Unwieldy, Tearing, Warp Weapon, WP 30, Bind Str 1, Inf 15 MaliciousOnion fucked around with this message at 07:45 on Oct 8, 2014 |
# ¿ Jun 14, 2013 23:50 |
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# ¿ Apr 25, 2024 13:52 |
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Phovos Phovos smiles within his bat-winged helmet and rasps, "Nice to see we're not wasting time getting to the action." He activates his power fist, sending a stream of bubbles to the surface as its power field flash-boils the water surrounding it. Assuming I have my jump pack and assuming it works underwater, I'll charge. WS 75. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 39 30 35 (11) (8) Wounds: 20/20 IP: 3/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to –10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/– 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/– 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/– 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy MaliciousOnion fucked around with this message at 10:32 on Jun 16, 2013 |
# ¿ Jun 16, 2013 10:24 |
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Phovos Phovos sighs, disappointed at the lack of challenge in the local fauna. With some annoyance, he waves his energised fist through the cloud of fish, relying on the power field to cook the creatures. Aim and standard attack @ 65 to get rid of the swarm. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 39 30 35 (11) (8) Wounds: 20/20 IP: 3/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to 10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/ 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/ 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/ 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy
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# ¿ Jun 17, 2013 14:49 |
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Phovos Recoiling at the touch of one of the Chaos gods, Phovos tries to focus on the battle at hand. Now free of the annoying school of fish, he singles out a lone creature and jets toward it. Charging again @ 75. If I get a choice, I'll attack the uninjured one. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (11) (8) Wounds: 20/20 IP: 3/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to 10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/ 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/ 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/ 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy
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# ¿ Jun 20, 2013 13:22 |
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Phovos "Your numbers are off, Salamander," the Night Lord says, removing his helmet. "I thought you fire-loving freaks were meant to be good with numbers." He glares at Huracan for a moment with dark eyes. "It will take at least five and a half minutes for me to reach the facility." Taking Icon of Blasphemy as my Gift. MaliciousOnion fucked around with this message at 15:19 on Jun 24, 2013 |
# ¿ Jun 24, 2013 14:42 |
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Phovos "Whatever," Phovos says, turning toward their destination. "Don't wait here for me." He activates his jump pack, enveloping the others in a backwash of dust and grit as he jets off. Scouting. Note that, while I am a Night Lord, I'm not actually very good at stealth.
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# ¿ Jun 26, 2013 05:24 |
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Phovos "Orks up ahead," Phovos says as he lands amongst the other marines. "They'll meet us soon. Shouldn't be a problem."
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# ¿ Jun 27, 2013 12:48 |
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Phovos Phovos nods. "I'm not hanging around here to play with orks."
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# ¿ Jun 28, 2013 13:41 |
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Phovos "Why don't we cause a little mayhem, hm?" Phovos says, eyeing the mek walking through the compound. "I'll take the mek." He flexes his powerfist in anticipation as he launches into the air. Charging the mek, WS 75. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (11) (8) Wounds: 20/20 IP: 3/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to 10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/ 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/ 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/ 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy
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# ¿ Jul 16, 2013 12:30 |
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Phovos "Is that all you've got?" the Night Lord cries as he circles the lifter-sentinel, splitting his attention between the vehicle and the surrounding orks. He lunges at the machine, swinging his power fist in an electric arc. Aim & single attack, WS 50 + 10 (aim) + 10? (size). pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (11) (8) Wounds: 18/20 IP: 3/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to 10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/ 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/ 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/ 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy
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# ¿ Jul 21, 2013 09:11 |
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Phovos The Night Lord grunts, more from shock at being hit than true pain. Ignoring the greenskins for now, he keeps his focus on the sentinel, ramming his fist into the smoking hole in its side. Aim & single attack again. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (11) (8) Wounds: 14/20 IP: 3/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to 10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/ 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/ 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/ 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy
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# ¿ Jul 25, 2013 14:42 |
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Phovos "Newblood, I haven't even started playing," Phovos voxes in reply. To punctuate his words, he ignites his jetpack once more, howling across the compound yard toward the mek with the warp gun, his external vox units screaming in harmony. Charging the mek with the shokk attack gun @ 70 WS. Did I take damage from the explosion, or was that just flavour text? pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (11) (8) Wounds: 14/20 IP: 3/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to 10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/ 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/ 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/ 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy
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# ¿ Jul 26, 2013 15:42 |
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Phovos "Finally, a worthy challenge," Phovos says with mock exasperation. He points at the bulky form of the ork dreadnought with his fist and cries, "That one is mine!" before launching himself at the walker, his jetpack screaming. Charging the dread. WS 50 + 5 (craftsmanship) + 20 (charge) + 20? (size) = 95. If it means I can get an extra 1d10 of damage through my Raptor talent, I'll spend an Infamy point to gain an extra DoS. If I fail, I'll spend it on a re-roll instead. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (11) (8) Wounds: 14/20 IP: 3/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/- 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/- 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/- 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy MaliciousOnion fucked around with this message at 07:39 on Aug 24, 2013 |
# ¿ Aug 10, 2013 01:04 |
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Phovos The Night Lord looks at his severed arm, lying on the ground, then back at the dread, its buzzsaw arm still coated in his blood. "This is more like it!" he shrieks, punching at the greenskin dread again. Spent an Infamy point to re-roll my dodge test but failed. Also spending a point to remove my Fatigue. Then, aim and single strike the dread. Effective WS 75. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (11) (8) Wounds: -8/20 IP: 1/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/- 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/- 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/- 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy MaliciousOnion fucked around with this message at 03:13 on Aug 31, 2013 |
# ¿ Aug 24, 2013 15:40 |
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Phovos Inside his helmet, Phovos smiles at his severed arm. "Don't you go anywhere," he says softly as he turns from the burning wreckage of the dread and powers up his jump pack once again. Charging the Big Shoota Boy (if he's too far, the Snazzgun Boy) @ 75. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (11) (8) Wounds: -8/20 IP: 1/3 Corruption: 7 Armour: Head 8, Body 10, Arms 8, Legs 8 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/- 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/- 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/- 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+11R Pen.2 Legion Chainsword 1d10+14R Pen.3 Tearing, Balanced Power Fist 2d10+20E Pen.9 Good Craftsmanship, Power Field, Unwieldy
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# ¿ Sep 7, 2013 04:07 |
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Phovos "There you are," the Night Lord says as he deactivates his power fist's field and collects his severed arm. "Don't worry, I won't lose you," he croons. He begins searching through the junk, using the limb to knock smaller rubble aside. I'll look for a Laud-Hailer (rare).
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# ¿ Sep 15, 2013 06:53 |
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Phovos Stooping to pick up the laud-hailer, Phovos has some difficulty and is forced to temporarily drop his severed arm. "LET'S KEEP MOVING," he says through the device. "PSYKER, WHERE ARE YOU?" He clips it to his harness and retrieves his arm again.
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# ¿ Sep 19, 2013 01:01 |
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Phovos Grasping his arm tightly, Phovos activates his jetpack and blasts out of the building. Up and Out!
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# ¿ Sep 30, 2013 15:01 |
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Phovos "Not me," Phovos says, waving his severed arm to illustrate his point. He declines to board either vehicle, instead flying alongside with his jump pack.
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# ¿ Oct 10, 2013 00:38 |
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Phovos "You know, a shuttle would be a lot easier," Phovos calls from where he sits further along the beach. Not believing in the Chaos gods and having no knowledge of their rituals, he instead draws images of the various foes he has killed in the sand, starting with the recent ork battle.
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# ¿ Oct 15, 2013 22:19 |
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Phovos Rising to his feet, the creature that was once a mere superhuman unfurls his glorious leathery wings, the downdraft buffeting Ahemait and the others. His armour, once a protective shell decorated with skulls and lightning motifs, is now fused with his flesh, with stormclouds racing across its panels. He towers over his comrades, standing as tall as an Eldar Wraithlord. He is now truly the stuff of nightmares, worthy of the title, "Dreadbringer". "Brother," he booms, "I don't pretend to know what kind of Warp magic did this, but I like it." So now Phovos is a motherfucking tank, apparently.
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# ¿ Oct 31, 2013 11:59 |
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Phovos "If you don't mind, little brother," Phovos says, grinning, as he picks up the sorcerer as though he were nothing. With a single powerful beat of his wings, he launches himself into the air and speeds off toward the incoming vehicles. I think my AB for movement purposes is 13, if it matters. MaliciousOnion fucked around with this message at 06:45 on Nov 2, 2013 |
# ¿ Nov 2, 2013 05:38 |
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Phovos "Time for us to party," Phovos says as he lands and puts down the sorceror. No sooner has he let go of Ahemait than he is off again, taking to the skies in a direct line for the approaching speeder. Drop Ahemait, then charge Land Speeder 2. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (17) (14) Wounds: 14/20 IP: 1/3 Corruption: 7 Armour: Head 14, Body 16, Arms 14, Legs 14 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/- 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/- 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/- 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+17R Pen.2 Legion Chainsword 1d10+20R Pen.3 Tearing, Balanced Power Fist 2d10+32E Pen.9 Good Craftsmanship, Power Field, Unwieldy MaliciousOnion fucked around with this message at 07:20 on Nov 10, 2013 |
# ¿ Nov 9, 2013 03:12 |
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Phovos Roaring at the loyalists who dared to violate his new form, Phovos swings his titanic power fist at the Librarian. Aim & punch. Also want to use an IP to heal if I don't kill him. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (17) (14) Wounds: -1/20 IP: 1/3 Corruption: 15 Armour: Head 14, Body 16, Arms 14, Legs 14 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/- 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/- 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/- 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+17R Pen.2 Legion Chainsword 1d10+20R Pen.3 Tearing, Balanced Power Fist 2d10+32E Pen.9 Good Craftsmanship, Power Field, Unwieldy MaliciousOnion fucked around with this message at 03:15 on Nov 13, 2013 |
# ¿ Nov 13, 2013 03:12 |
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Phovos Grasping the loyalist marine in one massive hand, Phovos shrieks and beats his wings, shooting directly up into the sky before turning and hurling his prey with all his might. "Have a nice trip!" he screams, laughing. Fly straight up, then throw tac 2 at tac 1. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 40 40 40 30 36 30 35 (17) (14) Wounds: -8/20 IP: 0/3 Corruption: 15 Armour: Head 14, Body 16, Arms 14, Legs 14 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 50 Parry: 50 Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/- 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/- 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/- 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+17R Pen.2 Legion Chainsword 1d10+20R Pen.3 Tearing, Balanced Power Fist 2d10+32E Pen.9 Good Craftsmanship, Power Field, Unwieldy MaliciousOnion fucked around with this message at 03:05 on Nov 23, 2013 |
# ¿ Nov 23, 2013 02:52 |
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Phovos Hovering just off the ground, Phovos returns to the ritual site with Ahemait, his leg already beginning to regrow. It itched like crazy, but he was a marine and was above such concerns. "My aim might be good but I'm still getting used to this new body you've given me," he replies to the sorcerer. Phovos is a firm atheist, so no alignment. On the plus side, he passed 40 Infamy. Not sure what to wish for, I guess an unaligned daemon weapon or some kind of warp infusion on my power fist.
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# ¿ Nov 28, 2013 23:04 |
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Taking two levels each of Toughness and Agility, Dodge +20, Assassin Strike and Flesh Render for 3,000. Also picking Infernal Will for my mutation. Proper post and gear selection later.
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# ¿ Dec 2, 2013 03:27 |
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I'll put together a Google spreadsheet that shows the values based on alignment. That should make things easy.
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# ¿ Dec 3, 2013 03:53 |
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Phovos the Dreadbringer Sitting in his new quarters, a spare hold off the main shuttle bay, Phovos broods as he polishes his skulls. Now they were little bigger than his thumb, and hanging from his cingulum they weren't much of a sight. He would need more. Most of the crew didn't bother him now, though a few of the braver ones had brought him some trinkets in some sort of misguided tribute. Most of it was worthless junk, though one of them had offered him a shield of strange black metal. The surface of the shield bore a strange pattern, a pattern that repeated as infinitesimally fine as Phovos could see, even with his augmented vision. The first time the Night Lord had seen it, he had almost become lost in its depth, and he knew it could be a handy icon in battle. To his superior frame, it wouldn't serve well as a proper shield, so he welded it to the front edge of his pauldron. No longer needing his jump pack, he had procured a force field to replace it and coerced some Mechanicus priests to affix it. It was amazing what fine work they could do under threat of eternal torture. He let them keep their skulls, in the end - they always ruined them with implants. Beguiling gem (ToE p40, re-skinned as the shield) - Very Rare (-20), Single (+10), 10 Dynebuckpoints (+10) = +0 Power Field (vehicle) - Very Rare (-20), Single (+10), Best Craftsmanship (-20), 30 Dynebuckpoints (+30) = +0
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# ¿ Dec 8, 2013 14:22 |
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Phovos A low rumble issues from the giant Night Lord. "If you are so concerned about leaving evidence but don't want to give up your precious bolters, why not destroy the vessel after we have taken it? Personally, I think the most effective way to apply our greatest weapons, fear and discord, is to do it up close and personal." He flexes his enormous fist to punctuate his point.
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# ¿ Jan 2, 2014 03:50 |
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Throwing my vote in for Dyne's "no plan" plan. Phovos wouldn't do well with trying to sneak in anyway.
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# ¿ Jan 5, 2014 02:25 |
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Phovos The weightlessness of the void allows Phovos to skim across the surface of the ship with practised ease, despite his size. Grasping a decorative crenellation with one hand, he pulls himself down, perching on the side of the vessel as though he were part of it; a lightning-clad gargoyle. He reaches toward a nearby hatch with his daemonic claw but sees Ahemait's look and draws the hand back, clicking his talons together restlessly. He instead turns his attention to a nearby statue, carefully defacing its likeness.
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# ¿ Jan 13, 2014 03:36 |
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Phovos " You expect me to sneak past?" Phovos growls. "You're stupider than you look." With that, the giant Night Lord swings through the open hatch and launches himself at the nearest obliterator. Hooray for stealth. Charging obliterator. Edit: just realised i never wrote down Phovos' new daemon fist stats. Please remind me what they are TIA. pre:WS BS S T Ag Per Int WP Fel Inf 50 40 70 50 50 40 30 36 30 35 (17) (14) Wounds: -8/20 IP: 0/3 Corruption: 15 Armour: Head 14, Body 16, Arms 14, Legs 14 Spikes: Anyone attempting to make an unarmed attack against the wearer who fails their Weapon Skill test to hit suffers 1d5 damage per DoF. Dodge: 70 Parry: 50 Power field, beguiling gem. Ambidextrous - No penalty for actions using off hand. Penalty for making attacks with both weapons in the same Turn drops to -10. Double Team - When ganging up on an opponent, gain an additional +10 to WS. Flesh Render - Roll three dice for Tearing, discard two. Lightning Reflexes - When making an Initiative Roll, roll twice and add the highest of the two dice result to Ag Bonus. Nerves of Steel - May re-roll failed WP Tests to avoid or recover from Pinning. +10 to WP Tests to resist Intimidation. Quick Draw - Can draw and ready a Pistol or Basic ranged weapon, or one-handed melee weapon, as a free action. Rapid Reload - Half all reload times, rounding down. Raptor - When Charging with a Jump Pack, deal an extra d10 of Damage for every two DoS on WS Test, to a maximum of +2d10. Sure Strike - Reduce penalty for Called Shots by 10. Unarmed Warrior - Unarmed attacks are 1d10, Primitive (7). Count as being armed. Legion Bolter 100m S/3/- 1d10+9X Pen.4 24/24 Full Tearing Legion Bolt Pistol 30m S/2/- 1d10+9X Pen.4 8/8 Full Tearing Plasma Pistol 40m S/2/- 1d10+7E Pen.8 10/10 3Full Maximal, Overheats Legion Combat Knife 1d10+17R Pen.2 Legion Chainsword 1d10+20R Pen.3 Tearing, Balanced Power Fist 2d10+35E Pen.12 Good Craftsmanship, Power Field, Unwieldy, Tearing, Warp Weapon, WP 30, Binding Strength 1, Infamy 15 MaliciousOnion fucked around with this message at 21:40 on Jan 20, 2014 |
# ¿ Jan 20, 2014 02:41 |
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Phovos Phovos finds himself inexplicably restrained by the comparatively diminutive sorceror. Inside his helmet he bares his teeth. "Fine. Do what you want."
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# ¿ Jan 20, 2014 05:02 |
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Phovos "Well, that was worth it," Phovos remarks, looking at Samira.
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# ¿ Jan 20, 2014 21:42 |
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Phovos "Not all of us are as stupid as the woman," Phovos says, bending over to pick up the tarot card and studying it intently. He peers down through the hole left in the floor, absently crushing the card in his fist.
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# ¿ Apr 12, 2014 07:23 |
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Phovos Phovos grins at Samira. "Phantom limb, eh? How'd you like to experience a phantom head?"
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# ¿ Apr 16, 2014 12:38 |
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Phovos "It doesn't seem like I have much choice," Phovos sneers, "though I can't promise your little aircraft will make the journey undamaged." Belly slam it is.
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# ¿ May 19, 2014 04:08 |
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Phovos "I wouldn't put too much trust in using the Inquisitor for our own ends," Phovos rumbles. "I'd rather kill him."
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# ¿ Jun 2, 2014 23:43 |
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# ¿ Apr 25, 2024 13:52 |
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Phovos "I'm just saying he didn't become an Inquisitor because of his good looks, did he? Otherwise I'd be an Inquisitor too."
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# ¿ Jun 3, 2014 10:10 |