Brother Erik

Space Wolf. Woof.

Description:

Character Name: Erik
Chapter: Space Wolves
Past Event: Wolf-Tamer
Chapter Demeanour: Sons of Russ
Personal Demeanour:
Specialty: Assault Marine
Pwr Armor History: Thine Arm Be The Scourge Of The Impure (+5 WS, -5 BS when wearing helmet)
Description:
Renown: 44 (Distinguished)
-1 for punching Brother Castiel (for being a douche)

WS: 60 (45 Base)(5 WS Simple)(5 WS Intermediate)(5 Power Armor History)
BS: 36
S: 62 (47 Base)(
5 S Simple)(5 S Intermediate)(5 S Trained)
T: 54 (44 Base)(5 T Simple)(5 T Intermediate)
AG: 52 (42 Base)(5 Ag Simple)(5 Ag Intermediate)
INT: 41
PER: 53 (43 Base)(5 Space Wolves bonus)(5 Per Simple)
WP: 45 (45 Base)
FEL: 49 (44 Base)(+5 Space Wolves bonus)

Movement:
Half / Full / Charge / Run
Movement Unarmored: 5 / 10 / 15 / 30
Movement Power Armor: 6 / 12 / 18 / 36
Movement Jump Jet: 12 / 24 / 36 / 72

Fate points: 0/4
Wounds: 23/23
Treated: 0
Fatigue: 0
Insanity:

Solo Mode Abilities:
Wolf Senses (Re-roll any Per-based test, counts as having Dark Sight trait (ignore dim/no light penalty), does not apply when wearing helmet (p152 helmetless, p143 Rites of Battle – special helm when Respected) (Wolf Senses house rule: Works any time; not just Solo Mode.)

Squad Mode Abilities:
Wrathful Descent (p74) – When making a Charge against a Horde, the Assault Marine may inflict an additional 1d10 damage to the Horde’s Magnitude after a successful melee attack.

Skills:
Pilot (Personal) – Trained Advanced

Talents:
Counter attack (116) (Bonus talent) – Free attack (-20) with successful Parry
Swift Attack (128) (Assault Marine talent) – Attack twice with Full Action

Base : 12,000
Creation : 1,000
Spent : 17,000
Bank : 0
Level: : 30,000
Total : 30,000

Rank: 5

Character Creation (1000xp):
400 – Rites of Battle: Right place, Right time (p84) (2 Inititive when using jump pack in first round of combat, +10 Pilot Personal)
200 – Double-Team (117) When outnumbering an opponent, +10 WS (stacks with base outnumbering, plus if second character has this skill)
200 – Carouse Trained (96)
200 – WS Simple (
5 WS)

Bonus Talents:
Counter attack (116) (Bonus talent) – Free attack (-20) with successful Parry
Swift Attack (128) (Assault Marine talent) – Attack twice with Full Action

Purchases (17,000xp):
500 - WS Intermediate (5 WS)
200 - Strength Simple (
5 S)
200 - Perception Simple (5 Per)
200 - Agility Simple (
5 Ag)
500 - Agility Intermediate (5 Ag)
500 - Toughness Simple (
5 T)
1000 - Toughness Intermediate (+5 T)
400 - Search
400 - Hardy – You always heal as if Lightly Damaged.
200 - Catfall: Whenever he falls, the character may take an Agility Test as a Free Action. Success, and each additional Degree of Success, reduces the distance fallen by a number of metres equal to the character’s Agility Bonus for the purposes of determining Damage from the fall.
500 - Flesh Render – 1 additional damage die for tearing weapons
200 - Tracking
300 - Awareness +10
600 - Lightning Attack
600 - Crushing Blow
500 - Two-Weapon Melee
500 - Lightning Reflexes
500 - Signature Wargear (Power Axe)
400 - Intimidate
200 - Tracking +10
700 - Wall of Steel
500 - Strength Intermediate
1000 - Strength Trained
1000 - Hunter of Aliens
500 - Rapid Reaction
500 - Sound Constitution (General Advances – Rank 1)
500 - Sound Constitution (General Advances – Rank 1)
1000 - Scourge of Heretics
1000 – Signature Wargear (Master) – Astartes Power Axe (Mastercrafted)
800 – Hammer Blow – On Full Attack add half Strength Bonus Penetration. Attack also has Shocking quality.
400 – Acrobatics
700 – Berserk Charge
500 – Assassin Strike

Future Purchases:
At Rank 5:
Acrobatics +10 400
Death From Above 900
Dodge +10 500
Leap Up 500
Agility (Trained) 1000
Agility (Expert) 1500
Two-weapon Wielder (Ballistic) 500 (may be swapped)
At Rank 6:
Blademaster 800
Hard Target 600
Step Aside 800
Paranoia 500
Furious Assault 500

Marks of Distinction:
Purity Seal: +3 to pilot checks, attached to shoulder

Tropies:
Diabodon Claw Necklace
3x Diabodon Claw
1x Gene Stealer Claw
1x Gene Stealer Skull

Standard Equipment:
Fenris Pattern Wolf Helm
Astartes Jump Pack
Astartes Power Armor
Astartes Chain Sword
Astartes Bolt Pistol
Astartes Combat Knife
Astartes Frag grenade (x3)
Astartes Krak grenade (x3)
Repair Cement (x3)
Chapter Trappping (x1) Blackmane Wolf Pelt (+2 Intimidate)

Requisition (65):
15 – Astartes Flamer (Dipole maglock)
35 – Astartes Plasma Pistol (Off-hand arm mounted)

5 – Stummer (damaged)
5 – Frag grenade (5x)
5 – Krak Grenade (5x)

Weapons:
Astartes Power Axe 1d10+8 E, Pen 7, Power, Unbalanced, Signature Wargear Master, Mastercrafted
Astartes Chain Sword 1d10+3 R, Pen 3, Balanced/Tearing
Astartes Combat Knife 1d10+0 R, Pen 2

Astartes Plasma Pistol 1d10+10, Pen 8, Range: 30m, Clip Size: 12, ROF: S/2/-, Reload: 2 Full, Clips: 2, Volatile
Astartes Flamer 1d10+9 E, Pen 4, Range: 20m, Clip Size: 6, ROF: S//_, Reload: 2 Full, Clips: 3, Flame
Astartes Bolt Pistol 1d10+9 X, Pen 4, Range: 30m, Clip Size: 14, ROF: S/2/
, Reload: Full, Clips: 3, Tearing

Astartes Frag grenade (x7) 2d10+2 X, Pen 0, Range: SBx3, Blast (4)
Astartes Krak grenade (x4) 3d10+4 X, Pen 6, Range: SBx3
Damaged Frag Grenade (x1)

Ammo Tracking:
Plasma: 24 (2 clips * 12/clip)
Flamer: 18 (3 clips * 6/clip)
Bolt: 41 (3 clips * 14/clip)

Combat Round

Initiative
d10 + 10 (2xAgility)
Jump Jet: + 2 (Right place, Right time)

Reaction
First Reaction: Dodge or Parry
On Successful Parry: -20 Counter-Attack
Second Reaction: Parry (Wall of Steel)
On Successful Parry: -20 Counter-Attack

Action Options:
Charge (With or without jump pack)
Extra 1d10 damage per 2 degrees of success, max 2d10
Lightning Attack
3 Attacks
Offhand Attack (-10)
Hammer Blow

Action
To Hit
Roll WS/BS
Is Power Axe:
+10 Master Crafted
+10 Signature Wargear (Master)
Is Outnumbered: +10
Double-Team: +10
Second Character with Double-Team: +10
Is Charge: +20 (Berserk Charge)
Is Xenos: +10 WS
Is Heretic: +10 WS
Melee attack?: Assassin strike
Damage:
Weapon Damage
Degrees of Success = minimum damage die value
+SB
+2 Melee (Crushing Blow)
Is Power Axe: +2 Master Crafted
Is Xenos: +2 Melee
Is Heretic: +2 Melee
Tearing Weapon: roll two damage dice and take the highest
Flesh Render: Chain Weapons +1 damage die to above
Horde:
Power Weapon: +1 hit (auto-hit attack)
All weapons: +1 hit per 2 degrees of success
Charge using Jump Pack: +1d10 Magnitude Damage (Wrathful Descent)
Non-Horde:

Taking a hit:
Damage = Damage – (Armor-Pen) – Toughness
Body: 20-Pen
Head: 10
Other: 18-Pen
Suppressing Fire:
Allows tactical advance
Tactical Advance:
Feat of Strength:
Free action – Unnatural strength → x3

Squad Mode:
+14 to 1 roll per turn

Perception Rolls:
Heightened Senses: +10
Armor Auto-Senses: +10

Jump Pack
An Astartes Jump Pack allows for a safe, guided fall from any height, and any number of short jumps. Such jumps allow the Battle-Brother to double his Base Movement and travel in any direction without regard for obstacles. For all other purposes, he counts as having taken the appropriate Movement action. He must land by the end of his Turn. Alternatively, the pack can use maximal thrust to duplicate the Flyer (12) trait for up to a minute before the turbines require a minute to cool.

Bio:

Brother Erik

Judgement of the Righteous BoboCop