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Skellybones
May 31, 2011




Fun Shoe
Sextus Impiricus the Blood Ravens Apothecary


Instead of joining the lively discussion of tactics, Sextus ruminates on the Tau themselves. Xenos were not exactly his speciality, but he had picked up a few things when he had accidentally locked himself in that forbidden vault aboard the flagship and been forced to work together with that Eldar princess to escape. Oh, what an adventure that had been! He hadn't told anyone about it though, that sort of thing was very frowned upon. So yes, the Tau. Perhaps he could discern their fiendish plot upon this world. To start with they were blue...

Thinking about Tau: 1d100 96 vs 69 FL Xenos



pre:
Name: Sextus Impiricus
Demeanour: Secrets of the Dark
Chapter: Blood Ravens
Specialty: Apothecary

WS: 47	30+12+5(Advance)
BS: 46	30+16 
ST: 40	30+10
TO: 45	30+10+5(Advance)
AG: 41	30+11
IN: 69	30+19+5(Chapter)+15(Advance)
PR: 57	30+17+10(Advance)
WP: 46	30+16
FL: 39	30+9

Wounds: 23
Fate: 3
IP: 0
CP: 0
Renown: 0 

Skills:
Awareness +10
Carouse +10
Chem-Use +10
Ciphers (Chapter Runes)(Xenos Markings)
Climb
Dodge
Common Lore (Adeptus Astartes)(Deathwatch)(Imperium)(War)(Administratum +10)(Tech +10)(Imperial Guard)(Imperial Navy)
Concealment
Drive (Ground Vehicles)
Forbidden Lore (Xenos)(Heresy)(Traitor Legions +10)(Mutants +10)
Interrogation
Intimidate
Literacy
Logic
Medicae +20
Navigation (Surface)
Scholastic Lore (Codex Astartes)(Legend)(Occult +10)(Numerology +10)(Beasts +10)(Chymistry +10)
Scrutiny
Silent Move
Sleight of Hand
Speak Language (High Gothic)(Low Gothic)(Eldar)
Survival
Swim
Tactics (Void Combat)
Tech-Use
Tracking
Wrangling

Talents:
Ambidextrous
Astartes Weapons Training
Autosanguine
Bulging Biceps
Deathwatch Training
Foresight
Heightened Senses (Hearing)(Sight)		+25 total via Corvus Armour Auto-Senses
Killing Strike
Nerves of Steel
Polyglot
Quick Draw
Resistance (Psychic Powers)
True Grit
Unarmed Master

Traits:
Unnatural Strength (x2)
Unnatural Toughness (x2)

Special Abilities:
Guardian of Purity	Reduce all Kill-tean Corruption Points suffered by 2 (to a minimum of 1), requires narthecium.
Create Toxins		Use a tissue sample of a particular enemy, narthecium, and one hour to create toxins. 
			The Kill-team's attacks have Toxic quality against the enemy type for rounds equal to Int Bonus. 
			Those with Daemonic Trait are not affected by this ability. The Kill-team must be in Squad Mode.
Enhance Healing		The Apothecary may restore 1d5 additional Wounds with any successful Medicae Test for First Aid.

Modes:
Foreknowledge (Solo)

Gear:

Corvus Armour		
			Blood of a Battle-Brother 	+1 Cohesion
			Lead From the Front			+1 Cohesion
Bolter			100m S/2/4 2d10+5 X Pen5 Clip28 ReloadFull Tearing
			Fire selector
Bolt pistol		30m S/3/– 2d10+5 X Pen5 Clip14 ReloadFull Tearing
Frag Grenades x3	SBx3 2d10 X Pen0 Blast (5)
Krak grenades x3	SBx3 3d10+4 X Pen6
Combat Knife		1d10+2+SB R Pen2
Repair Cement
Librarium Texts		+3 Forbidden Lore: The Traitor Legions

Reductor		Removes 1 Progenoid per round, 10+2 R Pen10 (no strength bonus)
Narthecium		+20 Medicae on Space Marines, Lightly Wounded at x3 Toughness, x2 First Aid healing, 10 drug doses

Advances: 25,700/26,000

SM R1 Carouse +0			200
SM R1 Survival +0			300
SM R1 Swim +0				200
SM R1 Speak Language (Eldar +0) 	200

SM R2 Awareness +10			300
SM R2 Carouse +10			200
SM R2 Logic +0				400
SM R2 C. Lore (Imperial Guard +0)	200
SM R2 C. Lore (Imperial Navy +0)	200
SM R2 Scrutiny +0			400
SM R2 Wrangling +0			200

DW R1 Ciphers (Xenos Markings +0)	200

A C Weapon Skill +5			200
A C Intelligence +5			200
A C Perception +5			200
A C Toughness +5			500
A C Intelligence +10			500
A C Perception +10			500
A C Intelligence +15			1000

A R1 Chem-Use +0			400
A R1 Interrogation +0			200
A R1 Autosanguine			500

A R2 Chem-Use +10 			400
A R2 S. Lore (Beasts +0)		200
A R2 S. Lore (Chymistry +0)		200
A R2 Medicae +10			400

A R3 S. Lore (Beasts +10)		200
A R3 S. Lore (Chymistry +10)		200
A R3 Medicae +20			600
A R3 Tech-Use +0 			500

BR C. Lore (Admin +0)			100
BR C. Lore (Admin +10)			200
BR C. Lore (Tech +0)			100
BR C. Lore (Tech +10)			200
BR F. Lore (Mutants +0)			100
BR F. Lore (Mutants +10)		200
BR F. Lore (Traitor Legions +0)		100
BR F. Lore (Traitor Legions +10)	200
BR S. Lore (Numerology +0)		100
BR S. Lore (Numerology +10)		200
BR S. Lore (Occult +0)			100
BR S. Lore (Occult +10)			200
BR Foresight				400
BR Polyglot				400
BR Sleight of Hand +0		200

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