Invictus

Devastator Marine, Ultramarine

Description:

Name: Invictus
Age: 250
Eyes: Brown
Hair: Dark Brown
Skin: Pale
Right Handed
Personal Demeanor: Honour the Codex
Chapter: Ultramarine
Specialty: Deathwatch Devastator Marine
Requisition Points: 40
Wounds: 22
Fate Points: 3
Corruption Points: 0
Insanity Points: 0
Disorders: 0
Malignancies: 0
Movement: 5/10/15/30
Initiative Bonus: 5
Strength Bonus: 8
Toughness Bonus: 10
Carry/Lift/Push Capacity: 1,350kg/2,700kg/5,400kg

Past Experiences: Tyrannic War Veteran: You fought in the Battle for Macragge, struggling against horrid Tyranid beasts from Hive Fleet Behemoth. Thanks in part to your efforts, the Ultramarines prevailed at great cost.

Characteristics:
Weapon Skill (WS): 35 (Base 30 +5 Ultramarine)
Ballistic Skill (BS): 60 (Base 50 +5 Simple +5 Intermediate)
Strength (S): 40 (Base 40) +20 Unnatural Strength
Toughness (T): 50 (Base 50)
Agility (Ag): 50 (Base 50)
Intelligence (Int): 30 (Base 30)
Perception (Per): 50 (Base 40 +5 Ultramarine +5 Simple)
Willpower (WP): 40 (Base 40)
Fellowship (Fel): 40 (Base 40)

Rank: 1

Skills
Awareness,
Charm
Ciphers (Chapter Runes),
Climb,
Dodge,
Common Lore (Adeptus Astartes, Imperium, War),
Concealment,
Drive (Ground Vehicles),
Intimidate,
Literacy,
Navigation (Surface),
Scholastic Lore (Codex Astartes),
Silent Move,
Speak Language (High Gothic, Low Gothic),
Swim,
Tactics (Defensive Doctrine),
Tracking.

Talents:
Ambidextrous,
Astartes Weapons Training,
Bulging Biceps,
Heightened Senses (Hearing, Sight),
Mighty Shot
Killing Strike,
Nerves of Steel,
Quick Draw,
Resistance (Psychic Powers),
True Grit,
Unarmed Master.

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

Solo Mode Abilities
Favoured Son
Required Rank: 1
Effect: Bonuses to Cohesion
The Ultramarines consider themselves a pure expression of the Codex Astartes and among the truest of the Emperors sons. This pride and unshakable personal belief often manifests itself in their leadership abilities and the example they set to other members of the Adeptus Astartes. While in Solo Mode, a Battle-Brother of the Ultramarines Chapter may re-roll any Fellowship Tests when dealing with either Space Marines or members of the Imperial armed forces (i.e. Imperial Guard, Imperial Navy, etc.). In addition, their strength of leadership means that the Battle-Brother adds +1 to the Kill-team’s Cohesion if he is the squad leader. This bonus to Cohesion remains active even when the Battle-Brother is not in Solo Mode.
Improvement: At Rank 3 and above once per combat the Battle- Brother may automatically pass one Command Skill Test. At Rank 5 and above the Dispositions (se peage 276) of all Imperial forces and agents are improved favourably by one step when dealing with the Battle-Brother. At Rank 7 and above the Battle-Brother adds +2 to his Kill-team’s Cohesion rather than +1.

Squad Mode Attack Pattern
Lead by Example
Action: Free
Cost: 2
Sustained: Yes
Effect: Of all the Chapters, the Ultramarines pride themselves as among the most loyal and bravest of all the Emperor’s chosen, a fact that they like to impress upon their fellow Battle-Brothers. While this power is in effect, all Battle-Brothers within Support Range of the Battle-Brother (including the Battle-Brother himself ) gain a bonus on all tests equal to the
Battle-Brother’s Fellowship Bonus. In addition, each Round the Battle-Brother may single out one member of his Kill-team
and grant that character a re-roll on any one test (this re-roll includes the bonus provided by his Fellowship).
Improvement: If the Battle-Brother is Rank 4 or more, the bonus to tests increases to twice his Fellowship Bonus.

Squad Mode Defensive Stance
Rally Cry
Action: Free
Cost: 0
Sustained: No
Effect: Ultramarines are natural leaders and the embodiment of the Codex Astartes. In battle their purity and natural authority is a power force, able to rally their fellow Battle-Brothers and reinforce their will to fight. When a Battle-
Brother uses this ability, it instantly restores a number of Cohesion equal to his Fellowship Bonus. The reverence the Ultramarines hold for their Primarch and the strength of will required to make a Rally Cry is such that a Battle-Brother may only use this ability once per game session.
Improvement: This ability cannot be improved.

Special Ability:
Unrelenting devastation
When firing a Heavy weapon, the Devastator Marine inflicts 1 extra point of damage to a Horde’s Magnitude for every hit. If using a weapon with the Blast Quality, he instead inflicts 1d5 extra points of damage to a Horde’s Magnitude (after all other hits have been applied). This ability only functions in Squad Mode.

Equipment:
Astartes power armour,
Astartes bolt pistol,
3 Astartes frag grenades,
3 Astartes krak grenades,
Astartes combat knife,
repair cement,
one Chapter Trapping (Cingulum- Adamantine Inlays).

*Specialist Equipment: *
Astartes heavy bolter with backpack ammo supply

Armor: 8 “Errant”
Locations Covered: Full
AP: 8/11
kg: 190
Enhanced Strength: +20
Auto-senses (Awareness modifier): +10
Osmotic Gill Life Sustainer: Yes
Pain Suppressant Doses: 6

Mk8 armour features a higher collar, or gorget, that gives enhanced protection to the neck and head. 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. Thus far, Mk8 suits have mostly been issued to Sergeants and higher-ranking officers, and as such their appearance has taken on an air of authority amongst the Adeptus Astartes. The wearer of a suit of Errant Armour gains +5 to Command Tests.

Armor History:
Bring Death from Afar: Borne into service amidst great sieges, this armour has become accustomed to the arduous duty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter steadily firing on target, or the raw power required to withstand the ferocious effect of firing a plasma cannon, this armour never fails under stress. While wearing this armour, the wearer never suffers any penalties for moving and firing with a pistol- or basic-class weapon on semi- or fully automatic fire (see pages 239 and 242). Additionally, the wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or fully-automatic fire.

Weapon Stats:

Astartes Heavy Bolter
Class: Heavy
Range: 150m
RoF: –/–/6
Damage: 1d10+12 X
Pen: 5
Clip: 250
Reload: Full
Special: Tearing
Weight: 68
Req: 20
Renown: -

Astartes Bolt Pistol
Class: Pistol
Range: 30m
RoF: S/2/–
Damage: 1d10+9 X
Pen: 4
Clip: 14
Reload: Full
Special: Tearing
Weight: 5.5
Req: 5†
Renown: -

Astartes Combat Knife
Class: Melee
Range:
RoF:
Damage: 1d10 R
Pen: 2
Clip:
Reload:
Special: -
Weight: 2
Req: 3†††
Renown: -

Ultramarine Advances:
Charm (400xp)
Charm +10 (400xp)
Swim (200xp)
Mighty Shot (500xp)
Ballistic Skill Simple Adv. (200xp)
Ballistic Skill Intermediate Adv. (500xp)
Perspective Simple Adv. (200xp)

Requisition:
Codex Astartes 0.5kg
but many Space Marines carry the heart of this sacred text
into battle. Of course, interpretations of what passages form
the core of the codex vary even more than the forms it has
been transcribed into over the millennia since the Second
Founding. From hand-copied tomes bound in etched leather
to crystal-circuited datacrypts, the collected wisdom of
Roboute Guilliman, the Primarch of the Ultramarines—and
arguably the most celebrated war tactician the Imperium has
ever seen—endures in forms uncounted. It is also the guiding
doctrine for how most Chapters operate today. Many Battle-
Brothers, particularly the descendants of Guilliman, never
pass a day without studying from this text.

Melta bomb 12kg 25pts
Melta bombs affix to their target with mag-adhesives
designed to quickly adhere to metallic surfaces. They
detonate with a powerful shaped charge of intense heat akin
to a meltagun beam, and are ideal for destroying dangerous
alien relics, vehicle hulls, and other heavily armoured targets.
Melta bombs are typically unwieldy and not designed to be
thrown, only placed in contact with their target material to
ensure the charge explodes to maximum effect. When a melta
bomb explodes it deals 6d10 E Damage to anything within
2 metres with a Penetration of 12. Anything surviving must
pass an Agility Test or catch on fire.

Melta bombs affix to their target with mag-adhesives
designed to quickly adhere to metallic surfaces. They
detonate with a powerful shaped charge of intense heat akin
to a meltagun beam, and are ideal for destroying dangerous
alien relics, vehicle hulls, and other heavily armoured targets.
Melta bombs are typically unwieldy and not designed to be
thrown, only placed in contact with their target material to
ensure the charge explodes to maximum effect. When a melta
bomb explodes it deals 6d10 E Damage to anything within
2 metres with a Penetration of 12. Anything surviving must
pass an Agility Test or catch on fire.

Astartes Harness 8kg 4pts
Offering more safety than a grapnel but less noise and bulk than
a jump pack, this Battle-Brother-sized harness can be used to
aid in safely descending from terrain or buildings. The simple
harness fits over a character’s power amour. A hook-shaped
magnetic clip can then be anchored to a wide variety of surfaces
as the coiled safety line slowly unspools. The Battle-Brother
gains a +30 bonus to Climb Tests, and will not fall if he fails.

Astartes Chainsword
Class: Melee
Range:
RoF:
Damage: 1d10+3 R
Pen: 3
Clip:
Reload:
Special: Balanced, Tearing
Weight: 10
Req: 35
Renown: -

Stummer 2kg 5pts:
The reverse of a screamer, stummers generate sound waves
to cancel out ambient sounds and noises made by moving
personnel in a small area. A character carrying an active
stummer gains a +30 to Silent Move Tests. The device may
also be used as a countermeasure against vox-bugs and other
surveillance attempts. A stummer typically has enough power
for 20 minutes of continuous use before needing to be
recharged, a process that takes about 1 hour.

XP Chart:
Starting xp: 12000
Party: 1500
Objective: 0
Secondary Objective: 0
Total: 14500
Spent: 14400
Remaining: 100

Squad Info:

Talents Info:

Bio:

During the Battle for Macragge, Invictus and his squad held the line against an oncoming hoard of Tyraids. His squad was later called to move to another location and along the way they were attacked by a Hive Tyrant. The Majority of the squad was killed. The creature stabbed Invictus with one of it’s claws and dragged him to it’s mouth. As it was about to eat his face off, Invictus took his Heavy Bolter and shoved it down the creatures throat and opened fire letting the bolts rip through the creature, killing it. With the Hive Tyrant killed, he got escorted with the remainder of the squad to the nearest Ultramarines base.

Invictus

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