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Werix
Sep 13, 2012

#acolyte GM of 2013
"Ain't seen a train around here for a long time. Now a little west of here is an old Ore processing station, that's where the tracks head to. Only folks in the area that would maybe have a working train is a group of Techno-Barbarians to the north-west. Just keep following the tracks to the ore processing station and then follow the tracks north. These Techno-Barbarians make an old mine their home. Don't know if a train will do you any good. East of here, the direction you came from, the tracks eventually just disappear into the sand."

He takes a big wiff of the air and gets up from his seat and heads back into the former station stop. He comes back out with a dented up metal pot with something that smells vaguely of meat in it. He stirs it with a ladle before putting the ladle to his mouth and taking a sip. "Help yourself, though it is bland, ain't had pepper in ages. But yeah, if your war machine crashed west of here, the techno-barbarians probably got to it. A deadly bunch they is. Crazy as an ork with brain rot, and armed with salvaged mining equipment that could probably crack your armor. As for where you are, don't rightly know. I know where this place was before it went into the warp, but the planet is so changed, don't know if all the cities, bunkers, factories and prisons are even where they used to be. I mean Throne, this place used to be temperate forest."

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Viva Miriya
Jan 9, 2007


Daren Khalid
"Before you lost your sight, do you remember having a map somewhere around this place? The world may have changed completely but some things stay the same. The towns and settlements, old farms, the old mine. It'll give us an idea of the lay of the land. Better than what we know now."

Werix
Sep 13, 2012

#acolyte GM of 2013
"Sorry mister, done used any map I may of had as premium waste tissue ages ago. About the only thing it would be useful for. You gotta understand, whole Throne-damned world has gone so screwy that a map won't help ya. There are whole new continents that sprung out of nowhere. Other places done disappeared or got warp mutated. Hell, I hear there is a mountain range east of here, in the direction you came from. That mountain range didn't exist before Prosperity took her jaunt into the warp. I can only thank being passed out drunk in a Chapel confessional for keeping me safe from most of the warp shenanigans."

The man takes the spoon and ladels a big taste of his rat stew. "Same as it ever was, though I wish I had pepper. But yeah, you run into anyone who isn't in one of the few sane cities, you best shoot on sight. Most of the planet where prisoners before this, and now they're totally crazy. Just as soon piss on your corpse and eat you, in that order, than give to conversation."

Your talk with J.R. lasts as long as you all do. If you've gotten all you want out of the old man, then you can feel free to keep heading west to Deffy's transponder. probably somewhere around, or in, the ore processing plant.

Dachshundofdoom
Feb 14, 2013

Pillbug

Iocanthos

"Are we done here? I think we're done here. Leave the man to his rat. Might as well get it over with and go fetch the Defiler. Maybe we'll get lucky and those techno-barbarians will have already stripped out the part that lets it talk."

Viva Miriya
Jan 9, 2007


Daren Khalid
"Who are you to deny me my amusements? But yes I am done here. Let us go forth!"

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Steknavich

"Your hospitality has been welcome, JR, and I thank you for it. But we must be on our way."

Ore processing. That means a refinery of some sort. Lots of damage can be done there, but also much benefit. If this world has any kind of valuable resources, taking them for the Legion would be a step in the right direction. But the veteran also reminds himself of their objective. The defiler is too valuable itself to leave behind, but they must be on the move quickly afterward. Perhaps there will be means to accomplish both, but Abaddon's orders come first.

ProfessorCurly
Mar 28, 2010

Feye Del

"Indeed. Even if the daemon engine will not be useful to us, it would be a poor decision to leave it in the hands of these 'techno-barbarians.' The last thing we need is them somehow figuring out how to make more of them. Thank you for the information, JR."

He sets off with the others, weapon ready in case of an ambush.

Werix
Sep 13, 2012

#acolyte GM of 2013
J.R. Waves at the group as they begin to walk away, "Ya'll have yourselves some fun now! Don't forget about me if you ever need someone to talk to!" The group walks/flies on, following the track ever westward. The going is boring. After a few hours, the less arid desert with limited shrubs gives way again to sandy, lifeless dunes, with the desert quickly swallowing the train tracks. Even without the tracks, maintaining a direct heading is easy enough. Suddenly the going in the desert becomes harsher as a giant sand storm takes over the area.

Visibility is reduced to less than 50 meters, and the winds and sand are so turbulent in the air that anything other than short flights up and down become impossible. Eventually the ore processing plan is encountered, or at least what is left of it. Having been ravaged during the planet's time in the warp, and the ever present sand storms, all that remains of the ore processing facility are a few crumbling walls.


Like this, except minus the spider bots (for now)

As they move closer to the beacon, the marines find bodies littering the ground. They appear relatively fresh, at least the last 24 hours or so. The bodies take one of two forms, greenskin, or human cloaked in rags and improvised armor. with power and las cutting tools as weapons. In the center of this battlefield, the squad finally finds Deffy's drop pod. Half buried in shifting sands, the drop pod seems to have been torn apart. sitting in the center is Deffy, or at least what is left of him. His upper mounted ranged weapons have been removed, as has his demolisher cannon. His only remaining weapons are his claw like arms. The group approaches to investigate if the defiler remains functioning, when it suddenly begins to stir. It looks at the group and speaks, "Thank the Gods you are here! During landing my pod hit something in space, and it went off target! Then I landed, but the pod was kind of sideways, so I couldn't get out! That's when the humans and greenskins came, They fought over me! The humans took my guns, and the greenskins left, saying they would be back!"

As soon as Deffy speaks, an amplified voice can be heard from the south, "Oy Spikey Dredd! We said we'd be back, and here we is! I want your claws for my Stompa!" The sand makes identifying the strength of the approaching orks difficult. Either you will have to close with them, or let them close with you.


Have a map and roll me initiative

Each square is 10 meters. You do not know the magnatude of the ork hordes, nor if any specials accompany them. To find out so you will need to pass a -20 awareness test, or once the hordes get to within 50 meters you will automatically know. Also any shots at a target outside 50 meters takes a -20 penalty to hit. Lastly, due to the sand and wind, any attempt to fly is more difficult. You must take a -20 to your aeronautica test Frajaq, since you use wings, you must make a -20 toughness test due to the extra strain to fly.

Dachshundofdoom
Feb 14, 2013

Pillbug

Iocanthos

"Please let the Defiler be dead, please be dead, please b- dammit. Alright, we'll have to start digging-"

As soon as the Ork begins to speak, Iocanthos whirls on his heel and starts scanning the storm.

"Orks? Good, good. I've been itching for a fight. Let's settle in here. We've got cover and they can't see us any better than we can see them. Somebody want to try to dig out the Defiler? And tell it to shut up, I don't want those Orks to wonder who it's talking to."

Iocanthos runs to the west, bolter drawn, and skids to a crouch in the sand. Still no Orks in sight. He glances up at the structure he's crouching next to, trying to gauge whether or not it will take his weight. It would make a good position for sniping at the Orks before they close in...

Initiative: 10

Awareness vs 29: 55

I'm guessing you want a few rounds worth of actions. I'll Run three squares to the left. If the wall/rubble I'm next to is wide/stable enough to hold me, I'll either climb it with Athletics or jump onto it with my jump pack, whichever test is easier. Once I'm on top or if I can't climb it, I'll go Prone and make a Stealth check to settle in for an ambush.

Once the shooting starts, Half-Action Aim and Semi-Auto fire at the closest horde, TN 46 (36 + 10 Aim) before sandstorm and size mods. I'll do this until they're close enough to charge.


pre:
Iocanthos

WS     BS     S      T      Ag     Int    Per    WP     Fel  
51     36    45     40      49      35     39   48      02

Wounds: 18/18    Infamy: 4/4    Fatigue Level: 0    Initiative: 1d10+4
Movement: 5/10/15/30

SB: 8  TB: 8
Awareness: 49
Dodge: 49
Parry: 61

Armour: 11 Body, 9 All Else

Weapons: 
Legion Bolter: Basic; 100m; S/3/-; 1d10+9X; Pen 4; Ammo 24/24; Tearing; Full; 4 Clips

Legion Power Sword (x2): Melee; 1d10+6(+8)E; Pen 6; Power Field, Balanced,

Legion Combat Knife: Melee; 1d10(+8)R; Pen 2

Legion Frag Grenade (x2): Thrown; 24m; 2d10+2X; Pen 0; Blast (4)

Legion Krak Grenade (x2): Thrown; 24m; 2d10+8X; Pen 6

Wargear:

GC Cameleoline Cloak: +20 Stealth, -30 to enemy BS if wearer doesn't move

GC Jump Pack

GC Helmet Augmentations: Preysense, Photovisor, Voxcaster, Microbead, Rebreather

Legion Power Armor
--The Black Legion's Armor
-Enhanced Ceramite Plating
-Sustainable Power Source
-Osmotic Gill Life Sustainer

Special Abilities:

Spectral Haunter: Penalties for attacking a Night Lord and bonuses
to Stealth Checks that Combat Circumstances grant based on visual
hindrances are increased by 20.

Traits: 

Unnatural Strength (4)

Unnatural Toughness (4)

Dark Sight

Fear (1) (When head is exposed)

Size 5 (Hulking) (+1 AB for movement, Black Carapace prevents enemies from gaining +10 to hit, -10 Stealth)

Skills: Acrobatics, Athletics, Awareness +10, Dodge, Intimidate +10, Parry+10, Stealth +10

Combat talents:
Ambidextrous, Berserk Charge, Bulging Biceps, Disturbing Voice,
Heightened Senses (Hearing, Sight), Iron Jaw, Jaded, 
Lightning Reflexes, Nerves of Steel, Paranoia, Pity the Weak, 
Quick Draw, Raptor, Resistance (Cold, Heat, Poisons), Sure Strike, 
Two Weapon Wielder (Melee), Unarmed Warrior

Dachshundofdoom fucked around with this message at 01:36 on Jun 27, 2015

ProfessorCurly
Mar 28, 2010

Feye Del
Initiative: 6

Awareness: 78 vs TN 40 (Fail)

Precognitive Strike 35 vs TN 105 (Success, +15 on next ballistic skill test)

Feye Del hears the Ork's announcement and grimaces. That wasn't what he wanted to see, and of course Deffy was going to be useless.

"If you can free yourself, do so. Otherwise, stay quiet" he orders the defiler, before running to the edge of the rubble to take up an ambush position. He waited for the signal to start shooting, trying to peer through the sand with no success.

Will move east to the rubble and get behind it. When the shooting starts will do Precognitive Strike (Target number 105, +15 to Ballistic skill test) as a free action, half action aim and do semi-auto at the horde each time.

That works out to:
39 + 20 (Twin-linked) + 5 (Legacy) + 15 (Precognitive Strike) + 10 (Aim) = TN 89, before sandstorm/size bonuses.
This attack scores an extra degree of success from the legacy weapon.
If it scores at least two degrees of success it inflicts an extra hit from twin-linked.

Do that until the horde gets within charging range basically.


pre:
Feye Del

WS     BS     S      T      Ag     Int    Per    WP     Fel  
46     39     40     42     36      37     60     61     32

Wounds: 17/17    Infamy: 3/3   Fatigue Level: 0    Initiative: 1d10+3
Movement: 3/6/9/18

Actions: 
Precognitive Strike (Fettered) - TN105, gives +15 to Ballistic Skill, Free action
Single Shot Combi-bolter - TN89
Semi-Auto Combi-bolter - TN79

SB: 8  TB: 8
Awareness: 60
Precognitive Dodge: 75 (Fettered)
Parry: 46

Armour: 8 All

Weapons: 
Legion Bolter: Basic; 80m; S/4/-; 1d10+9X; Pen 4; Ammo 32/32; Tearing, Twin-Linked; 2 Full; 4 Clips
-Legacy of Excess: Add 1 degree of success to any Ballistic Skill test
-Legacy of Excess: +5 to all Ballistic Skill tests
-Instinctive: Rapid Reaction, Quick Draw, +10 to BS and Evasion tests during surprise rounds

Legion Bolt Pistol: 30m; S/2/-; 1d10+9X; Pen 4; Ammo 8/8; Tearing, Full 

Force Staff: Melee; 1d10+8I; Pen 0; Balanced, Force

Legionnaire Combat Knife: Melee; 1d10+8R; Pen 2;

Wargear:

Poor Quality Conversion Field (Shield 50, Overload on 1-15)

Talisman of Tzeentch - 
Any psyker, friend or foe, that wishes to use a psychic power
when within 50 metres of a character possessing a Talisman of
Tzeentch must first pass a Challenging (+0) Willpower Test
or reduce their Psy Rating by 1 for every Degree of Failure,
lasting that same number of turns. This Test is taken every time
they wish to use a power.

Special Abilities:

Traits: 

Unnatural Strength (4)

Unnatural Toughness (4)

Fear (2)

Size 5 (Hulking) (+1 AB for movement, Black Carapace prevents enemies from gaining +10 to hit, -10 Stealth)

Skills: Acrobatics, Athletics, Awareness, Dodge, Parry, Psynescience +30

Combat talents:
Ambidextrous, Bulging Biceps, Heightened Senses (Hearing, Sight), 
Meditation, Nerves of Steel, Quick Draw, Rapid Reaction, 
Resistance (Cold, Heat, Poisons), Peer (Mortals of Tzeentch)
Psy Rating x5, Unarmed Warrior, Warp Sense

Powers:
Glimpse 
Precognitive Dodge
Precognition 
Precognitive Strike

Werix
Sep 13, 2012

#acolyte GM of 2013
sorry if i didn't make this clear, but Deffy isn't buried, only his drop pod is. He only has his claws for weapons though.

Also if you didn't hear in IRC or saw in the MIA thread, my mother finally passed, so I'm going to be back home until July 5-6 so no updates here for a while.

ProfessorCurly
Mar 28, 2010
Condolences man :(

Viva Miriya
Jan 9, 2007


Daren Khalid
Daren Khalid will run south towards the ruins and take cover From there he will try to ascertain the nature of the ork horde and how best to terrorize the greenskins. "We can gun them down surely, but let us introduce these greenskins to the concept of fear. It'll cut through them deeper than any bolter round. Just need to find the biggest."

Stealth check at 72 base, awareness at 63. No firing until I ascertain the nature of the ork threat beyond ITS TWO HORDES. I will use terror tactics to give us an edge.
pre:
WS     BS     S      T      Ag     Int    Per    WP     Fel  
47   47[57] 42[62]   40     52     42   53[63]   45     32

Wounds: 17/17    Infamy: 3/3   Fatigue Level: 0    Initiative: 1d10+7
Ground/Jump Pack Movement: 6/12/18/36

SB: 10  TB: 8
Awareness: 73[83] (Heightened Senses)
Dodge: 52
Parry: 57[67] (Power Sword)
Stealth: 52

Armour: 12/10 [Body/All]

Weapons: 
Legion Combi-Melta (Primary Fire) 100m S/3/- 1d10+9 X Pen 4 Clip: 24/24 Special: Tearing
Legion Combi-Melta (Secondary Fire) 20m S/-/- 2d10+13[10] E Pen: 12 Clip 1/1[∞] Special: Melta, Tampered Power Supply
Legion Frag Grenades 30m 2d10+2 X Ammo: 2 Special: Blast (4)
Legion Combat Knife 1d10+10 R Pen 2
Legion Power Sword  1d10+16 E Pen 6 Special: Balanced, Power Field

Noteworthy Talents
Counter-Attack
Lightning Reflexes
Nerves of Steel
Paranoia
Raptor

Special Abilities
Spectral Haunter: The Night Lords are renowned for
their ability to utilise the cover of darkness and other
adverse conditions to harass their prey. Penalties for
attacking a Night Lords Chaos Space Marine and bonuses
to any Stealth Checks that Combat Circumstances grant
based on visual hindrances are increased by 20.

Terror Tactics: Night Lords Chaos Space Marines
are among the most dreaded enemies of the Imperium
of Man. They specialise in terrifying their foes with
horrendous displays of carnage and psychological
warfare that drives even the most hardened fighters
into paroxysms of fear. A Night Lord may spend
Infamy Points to grant himself and his allies the
Fear Trait (to a maximum of 4) for the remainder
of a session. Each rank in Fear awarded requires the
expenditure of two Infamy Points, then two days of
preparation and a successful Hard (–20) Intimidate
Test. The GM may modify the difficulty based on
the Night Lord’s actions and also require additional
Skill Checks depending on the situation.

Viva Miriya fucked around with this message at 01:01 on Jul 11, 2015

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Steknavich

"To arms, brothers! Let us show this rabble what true strength is!"

The old one attempts to rouse the fighting spirit of his squad, as if they needed it. Still, ever little bit helps. In the meantime, perhaps he can put his augmented senses to good use and survey the land. This damnable storm cuts visibility to almost nothing, but perhaps the technomagi have means of cutting through it.

Moving to the cover to Stek's left on the map. Awareness vs 56 Success. Initiative 9

pre:
WS     BS    S     T     Ag     Int    Per    WP    Fel  
67     38    69    48    39     33     36     42    42

Wounds: 19/19    Infamy: 4/4   Fatigue Level: 0    Initiative: 1d10+3
Ground/Jump Pack Movement: 4/8/12/24

SB: 10  TB: 8
Awareness: 46 (76 Sight, 56 Hearing)
Dodge: 39
Parry: 67 (77 Power Sword)

Armour: 12/10 [Body/All]

Weapons: 
Legion Plasma Pistol  30m  S/2/- 1d10+10E  Pen 8  Clip: -/-  Maximal, Reliable, Overheats
Legion Power Sword    Melee  1d10+16E  Pen 8  Power Field, Balanced


Noteworthy Talents
Lightning Reflexes
Quick Draw
Raptor
Unshakable Will

Werix
Sep 13, 2012

#acolyte GM of 2013
update should be soon. I'm just giving frajaq a bit more time to post.

Werix
Sep 13, 2012

#acolyte GM of 2013
The Squad begins to take position. Iocanthos quickly climbs upon one of the many walls that mark the remains of the processing plant. The others scramble to make it to cover and take up various positions. Steknavich Squits his eyes into the storm. The horde approaching from the south appears large. Near the center of the group of Boyz he spots two taller looking orks. Judging by the rokkit launchas they carry, and a comically oversized wrench that one is using the marshal the troops, they are most likely Mekboyz.

The Large gathering to the west seems to be the same size as the other, and even with the storm, Steknavich can easily tell that a large bipedal walker is at the fore of the horde. It isn't large enough to be a deff dread, so it likely is is a killa kan. While the last of the group takes positions to prepare for the incoming groups, each group slowly makes their way through the storm. They appear to be oblivious to the fact that five astartes lay in wait.


Slightly updated map. remember each square is 10 meters

You have two ork hordes each mag 80. I didn't have anyone attack, just in case your plans may be different knowing what each horde has. The Meks and the Killa Kan can be targeted independently, but for all intents and purposes will not separate from the horde. The killa kan uses the stats from Only War Enemies of the Imperium, page 55. It has a Grotzooka and buzzsaw.

Since the orks are oblivious to everything in the storm, you all get a surprise round. Give me some actions for a few rounds of combat. If you want conditions like "Wait until they are within 50 meters" then make that clear. Reminder: any shots at a target outside 50 meters takes a -20 penalty to hit. This is actually a -40 against the two night lords because of Spectral Haunter.

Ini looks like this:
Iocanthos
Steknavich
Fey Del
Daren
Ork horde 80/80
->killa kan SI 8/8
Ork horde 80/80
-->Mek 1 16/16
-->Mek 2 16/16
Viturus

ProfessorCurly
Mar 28, 2010

Feye Del
Precognitive Strike 35 vs TN 105 (Success, +15 on next ballistic skill test)

Turn Order:
Free Action Precognitive Strike (Target number 105, +15 to Ballistic skill test)
Half action Aim (+10 to Ballistic Skill Test)
Half Action semi-auto at the horde each time.

That works out to:
39 + 20 (Twin-linked) + 5 (Legacy) + 15 (Precognitive Strike) + 10 (Aim) = TN 89, before sandstorm/size bonuses.
This attack scores an extra degree of success from the legacy weapon automatically.
If it scores at least two degrees of success it inflicts an extra hit from twin-linked.

Open Fire Now at the horde around the Kan


He curses quietly, but focuses his mind and opens fire through the sandstorm from his covered position, hoping to whittle the horde down for as long as possible, activating his comm "The one who kills the fewest orks has to babysit the Defiler."

pre:
Feye Del

WS     BS     S      T      Ag     Int    Per    WP     Fel  
46     39     40     42     36      37     60     61     32

Wounds: 17/17    Infamy: 3/3   Fatigue Level: 0    Initiative: 1d10+3
Movement: 3/6/9/18

Actions: 
Precognitive Strike (Fettered) - TN105, gives +15 to Ballistic Skill, Free action
Single Shot Combi-bolter - TN89
Semi-Auto Combi-bolter - TN79

SB: 8  TB: 8
Awareness: 60
Precognitive Dodge: 75 (Fettered)
Parry: 46

Armour: 8 All

Weapons: 
Legion Bolter: Basic; 80m; S/4/-; 1d10+9X; Pen 4; Ammo 32/32; Tearing, Twin-Linked; 2 Full; 4 Clips
-Legacy of Excess: Add 1 degree of success to any Ballistic Skill test
-Legacy of Excess: +5 to all Ballistic Skill tests
-Instinctive: Rapid Reaction, Quick Draw, +10 to BS and Evasion tests during surprise rounds

Legion Bolt Pistol: 30m; S/2/-; 1d10+9X; Pen 4; Ammo 8/8; Tearing, Full 

Force Staff: Melee; 1d10+8I; Pen 0; Balanced, Force

Legionnaire Combat Knife: Melee; 1d10+8R; Pen 2;

Wargear:

Poor Quality Conversion Field (Shield 50, Overload on 1-15)

Talisman of Tzeentch - 
Any psyker, friend or foe, that wishes to use a psychic power
when within 50 metres of a character possessing a Talisman of
Tzeentch must first pass a Challenging (+0) Willpower Test
or reduce their Psy Rating by 1 for every Degree of Failure,
lasting that same number of turns. This Test is taken every time
they wish to use a power.

Special Abilities:

Traits: 

Unnatural Strength (4)

Unnatural Toughness (4)

Fear (2)

Size 5 (Hulking) (+1 AB for movement, Black Carapace prevents enemies from gaining +10 to hit, -10 Stealth)

Skills: Acrobatics, Athletics, Awareness, Dodge, Parry, Psynescience +30

Combat talents:
Ambidextrous, Bulging Biceps, Heightened Senses (Hearing, Sight), 
Meditation, Nerves of Steel, Quick Draw, Rapid Reaction, 
Resistance (Cold, Heat, Poisons), Peer (Mortals of Tzeentch)
Psy Rating x5, Unarmed Warrior, Warp Sense

Powers:
Glimpse 
Precognitive Dodge
Precognition 
Precognitive Strike

Dachshundofdoom
Feb 14, 2013

Pillbug

Iocanthos

Iocanthos leveled his bolter and barked a raspy laugh. "A motivating speech worthy of a Primarch, Feye Del."

Half-Action Aim and Semi-Auto Fire at the Killa Kan horde, TN 46 (36 + 10 Aim) before sandstorm/size/distance modifers. By my count they're at Long Range, but if not, wait to fire until they're within 300 meters.

Once the Mekboy horde closes within 300 meters, switch to performing the above action on them.

If the Kan gets within 48 meters, Half-Action Aim and throw a Legion Krak Grenade at it, TN 56 (36 +10 Aim +10 Size). If this misses, IP reroll.


pre:
Iocanthos

WS     BS     S      T      Ag     Int    Per    WP     Fel  
51     36    45     40      49      35     39   48      02

Wounds: 18/18    Infamy: 4/4    Fatigue Level: 0    Initiative: 1d10+4
Movement: 5/10/15/30

SB: 8  TB: 8
Awareness: 49
Dodge: 49
Parry: 61

Armour: 11 Body, 9 All Else

Weapons: 
Legion Bolter: Basic; 100m; S/3/-; 1d10+9X; Pen 4; Ammo 24/24; Tearing; Full; 4 Clips

Legion Power Sword (x2): Melee; 1d10+6(+8)E; Pen 6; Power Field, Balanced,

Legion Combat Knife: Melee; 1d10(+8)R; Pen 2

Legion Frag Grenade (x2): Thrown; 24m; 2d10+2X; Pen 0; Blast (4)

Legion Krak Grenade (x2): Thrown; 24m; 2d10+8X; Pen 6

Wargear:

GC Cameleoline Cloak: +20 Stealth, -30 to enemy BS if wearer doesn't move

GC Jump Pack

GC Helmet Augmentations: Preysense, Photovisor, Voxcaster, Microbead, Rebreather

Legion Power Armor
--The Black Legion's Armor
-Enhanced Ceramite Plating
-Sustainable Power Source
-Osmotic Gill Life Sustainer

Special Abilities:

Spectral Haunter: Penalties for attacking a Night Lord and bonuses
to Stealth Checks that Combat Circumstances grant based on visual
hindrances are increased by 20.

Traits: 

Unnatural Strength (4)

Unnatural Toughness (4)

Dark Sight

Fear (1) (When head is exposed)

Size 5 (Hulking) (+1 AB for movement, Black Carapace prevents enemies from gaining +10 to hit, -10 Stealth)

Skills: Acrobatics, Athletics, Awareness +10, Dodge, Intimidate +10, Parry+10, Stealth +10

Combat talents:
Ambidextrous, Berserk Charge, Bulging Biceps, Disturbing Voice,
Heightened Senses (Hearing, Sight), Iron Jaw, Jaded, 
Lightning Reflexes, Nerves of Steel, Paranoia, Pity the Weak, 
Quick Draw, Raptor, Resistance (Cold, Heat, Poisons), Sure Strike, 
Two Weapon Wielder (Melee), Unarmed Warrior

Werix
Sep 13, 2012

#acolyte GM of 2013
Since I've had only two replies I'm going to hold on updating until after gen con. Until i get back!

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Werix
Sep 13, 2012

#acolyte GM of 2013
Yeah, I am going to close the game, sorry guys.

That said, feel free to check out my new game. I am not going to say you get a guaranteed slot if you apply, but you will get additional consideration.

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