Chapter: Flesh Tearers
Specialty: Assault Marine
Chapter Demeanor: Unquenchable Thirst
Experience Banked: 100
Primarch's Curse: Dark Rage
Half: 5 (6)
Full: 10 (12)
Charge: 15 (18)
Run: 30 (36)
Fate Points: 4/4
Weapon Skill: 50
Ballistic Skill: 45
Strength: 55 (75)
Bonus: 5 (10/12)
Bonus: 5 (10)
Awareness, Perception: Awareness encompasses the character's subconcious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats - such as ambushes, traps, or cleverly hidden objects - or slight changes in the environment - such as a faint vibration of a far off Ork Squiggoth or the foul smell of a Daemonhost. When using Awareness against an opponent, the test is always opposed. This use includes noticing ambushes, spotting traps, and other things involving another's actions. However, noticing environmental factors is a standard test. This use includes perceiving trace scents, motion, or similar things.
Skill Use: Free Action made in reaction to something.
Ciphers (Chapter Runes), Intelligence: Many groups employ ciphers as a secret shorthand code in communicating basic ideas, warnings, or information rapidly. The character can use and understand the signals, physical markings, or other subtle signs employed to express these concepts. Ciphers tend to express simple concepts of messages, such as warning of danger, marking a target, or indicating ownership. Skill Tests are not required to either leave or read basic messages but are necessary to communicate or decipher complicated meanings or signs obscured by the passage of time.
Each Chapter of the Adeptus Astartes has its own form of ciphers used to communicate between its Battle-Brothers. These closely guarded secrets are almost never taught to those outside the Chapter and constitute a reliable way for those within the Chapter to quickly identify each other.
Skill Use: Full Action.
Climb, Strength: With the Climb Skill the character can ascend or descend ropes, pupes, scaffolding, and both natural and man-made walls. This Skill is not used for ladders or other easily ascended ways, but for climbs without ready handholds or other poor climbing conditions. The condition of the surface or item and the environmental conditions can impose additional bonuses or penalties. It is far more difficult to ascend an icy rock face in a blizzard than the outer shell of a hive that is crosscrossed with pipes and conduits. A successful test allows the character to ascend or descend at one-half his half move rate.
Skill Use: Half Action.
Dodge, Agility: Use the Dodge Skill as a Reaction to nullify a successful hand-to-hand or ranged attack. Success on the Skill Test means the attack has been avoided and deals no damage.
Skill Use: Reaction.
Common Lore (Adeptus Astartes, Imperium, War, Deathwatch), Intelligence: The Common Lore skill allows the character to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This skill differs from Scholastic Lore, which represents scholarly learning, and Forbidden Lore, which involves hidden or proscribed knowledge, in that it deals with basic information learned from prolonged exposure to a culture or area. Success in a Common Lore Test indicates the character recalls general information about the subject. The GM determines what extra information to provide for additional Degrees of Success.
Concealment, Agility: The Concealment skill is used to hide things, from small objects to vehicles to starships, even oneself. Use of the Skill requires an appropriate environment to mask the item in question, such as buildings and trees for a small shuttle or an asteroid field or a space anomaly for a starship. Concealment is always an Opposed Test, pitting the character's Concealment against his opponent's Awareness or Scrutiny. Thus, the character only makes the test when someone looks for him. If the character or object he intends to hide remains perfectly still, he gainst a +10 bonus to the Skill Test.
Skill Use: Half Action.
Drive (Ground Vehicles), Agility: The Drive Skill allows the character to control land-based, hover, or skimmer-type vehicles. Normal driving does not require a test, but a test is required for hazardous conditions, excessive speed, or dangerous manoevres.
Skill Use: Half Action.
Forbidden Lore (Xenos, Witches) Intelligence: Forbidden Lore skills represent knowledge usually hidden, veiled, or proscribed by an organisation or society. Mere possession of this knowledge may cause difficulties for those not associated with the group in questions. Excessive knowledge of the hidden truths of the Traitor Legions, for example, can be decidedly bad for one's health for those outside (or even inside) the Adeptus Astartes. A successful Forbidden Lore Test indicates the character recalls basic information about the subject.
Skill Use: Free Action.
Intimidate, Strength, Intelligence, Fellowship: The character uses Intimidate Tests to pressure individuals to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence of Fellowship if the threat involves more subtle methods than brute force, such as blackmail or humiliation. An Intimidate Test affects a number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The target must be able to see and hear the character clearly, either in person or via pict or vox-caster, and speak a common language.
Skill Use: Full Action.
- Special Use: War Cry. As part of a Charge Action a character may use the Intimidate skill to make a war cry. This is a Free Action that targets the recipient or recipients of the character's charge - i.e. those he will end up in combat with and make melee attacks against. The character then makes an Intimidate Test, based on Strength, opposed by the target's Willpower. If the character is successful, the target suffers -10 to all Parry and Dodge tests against the charging character. Creatures immune to the effects of Fear and other mind-effecting psychology are immune to the effects of a war cry.
- Special Use: Distract. As a half action, the Battle-Brother may attempt to Distract any foe which can both see and hear him. Make an Opposed roll; the Battle-Brother rolls Intimidation against the foe's Willpower. If the Battle-Brother is successful, the foe must spend its next turn either moving closer to the Battle-Brother or making an attack against him, favouring mlee if possible. If the foe makes a ranged attack it suffers a -10 to hit. The effect of Distract lasts a number of rounds equal to the Battle-Brother's Fellowship bonus. A foe may not be affected by Distract more than once during an encounter, and a foe that resists Distract may not be targeted again in the same encounter. At the GM's distrection, the Machine or From Beyond Trait may confer immunity to this effect. When used against a Horde, the effect is the same as above; in melee, a Horde devotes its attacks against the Champion, suffering a -20 penalty to any attacks against any other target.
Literacy, Intelligence: The Literacy skill allows the character to read and write any language he speaks. Everyday activities do not require Literacy Tests, but situations involving regional variations, damaged manuscripts, archaic usage, or colloquial phrases neccessitate a Skill Test.
Skill Use: 1 minute for roughly 750 words.
Navigation (Surface), Intelligence: The character uses the Navigation Skill to plot a course between two points. A successful Navigation Test also provides an estimated travel time based on geograpy, cosmography, prevailing conditions, weather, and solar winds. Surface navigation is used to navigate across a planet's surface, using logi-compasses, map readouts, and geographical knowledge. A Navigation Test represents several hours of charting courses, consulting maps, and making neccessary trajectory corrections. However, 1 minute is adequate for the purpose of finding the character's current location.
Skill Use: 1 minute for simple location; 1d5 hours for plotting courses or routes.
Pilot (Personal), Agility: Characters utilise the Pilot Skill to fly anything from personal jump packs, to small atmospheric craft such as landers or gun-cutters, to void-capable fighters, bombers, and capital vessels. Under normal conditions, piloting does not require a test, but unusual or difficult conditions such as storms, obstacles or dangerous manoeuvres do require a Skill Test. When chasing another vehicle or ship or contesting for position, the character makes an opposed Pilot Test against his opponent.
Skill Use: Half Action.
Scholastic Lore (Codex Astartes), Intelligence: Scholastic Lore grants the character knowledge of a particularly complex or esoteric subject. A successful Skill Test allows the character to recall necessary information or research a particular subject if appropriate reference material is readily available. Scholastic Lore grants a depth of knowledge far beyond that of Common Lore, requiring both experience and study to obtain.
Skill Use: Free Action.
Silent Move, Agility: Use the Silent Move Skill any time silence and secrecy are essential in the character's activities. The GM sets the difficulty of the test depending on the environment: the echoing steel halls of a space hulk yield a greater difficulty than the carpeted throne room of a planetary governor. Silent Move Tests are always Opposed Tests against the opponent's Awareness or Scrutiny Skill.
Skill Use: Free Action as part of Movement.
Speak Language (High Gothic, Low Gothic), Intelligence: The Speak Language Skill is used to communicate with others using the same language. In most situations, Skill Tests are unnecessary so long as those involved all speak a common tongue. However, communication with those using obscure dialects or cryptic, complex concepts requires a test at an appropriate difficulty.
Skill Use: Free Action.
Tactics (Assault Doctrine), Intelligence: Tactics is the practical Application of military knowledge in the field of battle. It differs from various Lore Skills in that it relates directly to on the ground combat manoeuvres and actions rather than a broad theoretical or strategic view of warfare. It also differs from the Command Skill in that Command allows the direction of troops but does not grant any special knowledge in how best to use them. A character can use Tactics at any time when he wants to determine the best military course of action in a combat. This could be anything from the best position to suppress an entrenched enemy before an assault to picking a good landing zone when coming under fire.
Assault Doctrine: Covers all kinds of assaults, from charging a bunker to opposed amphibious landings.
Special Uses: Ambush
A character in the role of Kill-Team leader may use Tactics (Recon and Stealth) in the place of an opposed Concealment for himself or any member of his squad provided they are in support range.
Tracking, Intelligence: With the Tracking Skill, the character can follow the signs left by his quarry, allowing him to hunt them down. Following obvious tracks does not require a Skill Test, and is considered part of a character's movement. In instances where the time or elements have eroded the signs or where the very environment makes seeing them difficult, such as darkness or fog, Tracking Tests are required. The difficulty depends on the condition of the traces and the tracker's surroundings. When following any tracks where the difficulty of the test is more than Challenging (+0), the trackers movement rate drops to half. Cunning or devious quarry may attempt to conceal or erase their tracks. In any case where an opponent has attempted to do this, make an Opposed Test amde against the prey's Concealment.
Skill Use: Free Action made as part of Movement.
Weapon: Astartes Bolt Pistol
Weapon: Astartes Chainsword
Rules: Balanced, Tearing
Weapon: Astartes Combat Knife
Weapon: Astartes Frag Grenade
Rules: Blast (4)
Weapon: Astartes Krak Grenade
Rules: Blast (1)
Power Armour: MK VIII, Errant
Abilities: +20 Strength; Auto-Senses (dark sight; immune to photon flash and stun grenades; Called Shots are Half Actions; +10 to Sight/Hearing Awareness Tests (+20 w/ Heightened Senses); built-in Vox Link; built-in Magboots; Nutrient Recycling (can operate for 2 weeks without resupply); recoil suppression (may fire Basic weapons 1-handed without penalty); Size Hulking (no bonus to enemy attacks); -10 penalty to delicate tasks unless using equipment designed for Marines; with helmet on, armour is environmentally sealed. Every time an attack hits the wearer’s head, roll a d10. On a result of 8, 9 or 10, the attack counts as hitting the body instead. The wearer of a suit of Errant Armour gains +5 to Command Tests.
Grisly Trophies: While wearing or carrying grisly trophies, the Flesh Tearer gains a +10 to any Willpower Tests to resist the effects of either the Black Rage or the Red Thirst. However, their presence makes those around him more aware of the savage nature of his Chapter, and the Disposition of any NPC Space Marines he must interact with are automatically reduced by two steps. Other kinds of warriors (such as Imperial commanders or civilian populations) will always react with fear or revulsion toward the Battle-Brothers unless they are equally barbaric.
TALENTS & TRAITS:
Ambidextrous: Suffers no penalty for using off hand; when combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same turn drops to -10.
Astartes Weapon Training: Proficient in all but exotic weapons.
Bulging Biceps: Can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and does not suffer the -30 penalty for failing to brace.
Deathwatch Training: Always confirm Righteous Fury against alien enemies without needing to re-roll the BS or WS test.
Heightened Senses (Hearing, Sight): Gain a +10 bonus to any tests specifically involving this sense.
Killing Strike: When taking an All-Out Attack action, a Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
Nerves of Steel: Character may re-roll failed Willpower Tests to avoid or recover from Pinning.
Quick Draw: The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
Resistance (Psychic Powers): Gain a +10 bonus when making tests to resist the effects of this group.
True Grit: Whenever the character suffers Critical Damage, halve the result (rounding up).
Unarmed Master: Unarmed attacks deal 1d10+SB in Impact Damage, and these attacks no longer have the Primitive quality.
Unnatural Strength (x2), Unnatural Toughness (x2): double strength/toughness bonus.
Flesh Render: When inflicting Damage with a melee weapon that has the Tearing quality, the character rolls a single additional die for Damage and picks the highest roll. For weapons that inflict several dice worth of Damage, only a single additional die is rolled.
Frenzy: If the character spends one full Round fuelling his anger—by flagellation, drugs, or other means—on the next Round he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill and Intelligence. The character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he will take any actions that have a reasonable opportunity to engage in melee with the nearest enemy. While Frenzied, he is immune to Fear, Pinning, Stunning effects, the effects of Fatigue, and he may not Parry, retreat, or fee. He remains Frenzied for the duration of the combat. Unless the character has a Talent that allows him to do so, he may not use Psychic Techniques whilst in Frenzy.
Battle Rage: May Parry while Frenzied.
Swift Attack: As a Full Action, the character may make two melee attacks. If the character has the Two-Weapon Wielder Talent and is wielding two melee weapons, the character gains the advantage of Swift Attack with only one of the weapons, and a single attack with the other. If the character had the Two-Weapon Wielder Talent and is wielding a melee weapon in one hand and a gun in the other, the character gets the advantage of Swift Attack with the melee weapon and a single attack with the gun.
Marine Implants: do not suffer from Blood Loss; suffer no penalties to Perception-based tests when awake for long time; +20 to Toughness Tests against ingested poisons; gain a Skill or Skill group temporarily by devouring a portion of an enemy; may re-roll failed Toughness Test for drowning/asphyxiation and gain +30 to Toughness Tests made to resist gases (with a re-roll on failed results); may enter suspended animation; re-roll failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality; may detect poison or toxin by taste with a successful awareness test; gain +10 to Tracking tests against a target you have tasted; re-roll failed Toughness Tests caused by temperature extremes; may spit acid: range 3m, dam: 1d5, pen: 4, toxic, if you hit target by 3+ DoS the target is blinded for 1d5 rounds; opponents do not gain bonus to hit due to size.
Wings of Angels: The Assault Marine may add 20 metres the movement rate of his Jump Pack with a successful Challenging (+0) Pilot (Personal) Test. When making a Charge whilst using this ability, the Space Marine adds an additional 1d5 Damage to any melee attacks. This ability only functions when in Solo Mode.
Solo Ability: A Taste For Blood
Required Rank: 1
Effects: When the Battle-Brother makes a Charge Action against a foe which has been bloodied (i.e. has suffered at least a single wound) he adds 5m to his charge distance and gains an additional +10 to his Weapon Skill Test in addition to the normal beneﬁts for charging.
Improvement: At Rank 4 the Battle-Brother becomes more adept at channelling his rage and adds +2 to any Damage rolls made during the turn he charges. At Rank 7 the Battle-Brother is even swifter to attack once he senses the blood of his prey and adds 7m to his charge distance.
Solo Ability: Burst of Speed
Required Rank: 1
Effects: A Battle-Brother can call on reserves of speed when needed, crossing great distances to close with the foe. Once per game session, a Battle-Brother can perform a Burst of Speed. This ability increases the character’s Agility Bonus by 2 with all the usual associated benefits for a number of Rounds equal to his Rank. Burst of Speed ability is a Free Action that can be activated at the start of a turn.
Improvement: At Rank 3 and above Burst of Speed also adds a +10 to all Agility tests based on movement. At Rank 5 the bonus to Agility Bonus increases to +4. At Rank 7 this ability allows the Battle-Brother to ignore the need to make Agility Tests when running or charging in difficult terrain.
Solo Ability: Feat of Strength
Required Rank: 1
Effects: Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battle-Brother can push this great brawn to its limits to perform truly impressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases his Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank. Feat of Strength is a Free Action that can be activated at the start of a turn.
Improvement: At Rank 3 and above Feat of Strength also adds +10 to all Strength Tests and Strength-based Skill Tests for its duration. At Rank 5 and above Feat of Strength last for a number of Rounds equal to twice the character’s Rank. At Rank 7 and above Feat of Strength increases the character’s Unnatural Strength Trait by two levels.
500: Battle Rage