Angels and Redeemers
I'm a Wizard. Pew Pew.
Distinctions: Lord of Mort Veil
Renown: 40 (Reown)
WS: 60 (Base: 50, +5 Chapter, +5 Armor bonus)
BS: 45 (Base: 40, +5 Armor bonus)
S: 40 (Base: 40)
T: 50 (Base: 50)
A: 30 (Base: 30)
I: 50 (Base: 50)
P: 30 (Base: 30)
W: 75 (Base: 50, +5 Chapter, +20 Advance)
F: 30 (Base: 30)
Fate Points: 3
Insane Points: 0
Corruption Points: 0
Movement (Half Move/Full Move/Charge/Run): 3/6/9/18
Carrying, Lifting, Pushing: 225kg/450kg/900kg
Strength Bonus: 6
Toughness Bonus: 7
Agility Bonus: 3
Ciphers (Chapter Runes)
Common Lore (Adeptus Astartes)
Common Lore (Imperium)
Common Lore (War)
Common Lore (Deathwatch) +10
Drive (Ground Vehicles)
Forbidden Lore (Xenos) +10
Scholastic Lore (Codex Astartes)
Speak Language (High Gothic)
Speak Language (Low Gothic)
Astartes Weapons Training
Heightened Senses (Hearing)
Heightened Senses (Sight)
Nerves of Steel
Resistance (Psychic Powers)
Unnatural Strength (x2)
Unnatural Toughness (x2)
Chapter: Knights Teutonic
SOLO MODE ABILITY
ARMOR OF CONTEMPT
Required Rank: 1
Effects: Questionable though their ethics may be, the Knights are legendary for their impressive record of incorruptibility.
While in Solo Mode, a Knight Teutonic who would take Corruption decreases the acquired amount by 1d5 to a minimum of 1.
Furthermore, the Knight-Brother can re-roll Willpower Tests failed by two or less degrees – excluding a failed re-roll.
These bonuses become inactive should the Knight-Brother attain a level of their Primarch’s Curse. Note that a Knight-Brother cannot use the Mental Fortress Ability.
These effects are also cumulative with those of any additional Talents.
Improvement: At Rank 3 and above the Knight-Brother can reduce the amount of Corruption he would take by 1d10 to a minimum of 1,
and can re-roll any Willpower Tests failed by three or less degrees – excluding a failed re-roll .
At Rank 5 and above the Knight-Brother can reduce any Corruption he would take by 1d10+WPB to a minimum of 1.
At Rank 7 and above he can re-roll any failed Willpower Test,– excluding a failed re-roll.
SQUAD MODE ATTACK PATTERN
OATH OF VENGEANCE
Action: Free Action
Effects: If any member of the Kill-Team suffers Damage during the following Round, the character receives +4 bonus to Damage rolls against the attacker on his next attack.
At Rank 5, this ability is Sustained. At Rank 7, the character receives an additional +1 bonus to Damage rolls against the attacker for every point of damage against his Battle-Brothers.
SQUAD MODE DEFENSIVE STANCE
Action: Free Action
Effects: If this power is activated, then the Knight will make a roll using his Weapons Skill Characteristic any time a member of his Kill-team is attacked within Support range –
the enemy’s attack takes a negative modifier equal to the number of degrees of success the Battle-Brother makes on that roll.
The Battle-Brother cannot attack while this is active, as he has given over focus to aiding his allies.
Improvement: If the Battle-Brother is Rank 5 or more he also adds half his Agility Bonus to the negative modifier to opposing attacks.
+Knights Teutonic start play with a personally-commissioned sword
using the Ceremonial Sword entry in the core rulebook – it may be decorated with
personal heraldry or some other means of distinguishing the Knight.
This is standard issue and replaces the combat knife.
Your helmet has been modified at the artificer’s forge to incorporate a pair of gruesome horns,
as is a popular tradition with your Chapter. For the duration of missions where the Marine takes the helmet,
add +5 to Intimidate Tests, but take a -3 penalty to all other Fellowship Tests.
+Astartes Power Armour
+Astartes Bolt Pistol
+3 Astartes Frag Grenades
+3 Astartes Krak Grenades
+Astartes bolter with fire selector
+Astartes Force Sword
Armor: Common craftsmanship “Heresy” Power Armour
Left Arm: 9
Right Arm: 9
Left Leg: 9
Right Leg: 9
Recoil Suppression: Yes
Manual Dexterity Modifier: -10
Osmotic Gill Life Sustainer: Yes
–30 penalty on the wearer’s Concealment and Silent Move Tests.
+5 Weapon Skill
+5 Ballistic Skill
–10 penalty to Command tests
+10 to Sight and Sound Awareness
+10 to resist Toxic and similar
+1 Move Rate
-10 to use non-Astartes equipment
Grants Dark Sight; Grants Immunity to Photon Flash and Stun grenades
Called Shots are only a Half Action
Environmentally Sealed while wearing Helmet
6 Doses of Pain Suppressor, which may be used to ignore Critical Effects for 1d10 Rounds.
Recover from Stun after one round
May fire basic weapons one-handed
May go up to 2 weeks without sustenance
make Toughness Test or suffer Fatigue until nutrients are consumed. Increase difficulty every X weeks.
Last Survivor: A previous wearer of this suit was involved in a terrible battle that saw every other member of his squad
wiped out. Perhaps he fought his way clear, perhaps he was left for dead, or perhaps it was just dumb luck. Either way,
fate played a hand that day, and has continued to smile upon the subsequent occupants of the armour too. The wearer
gains an extra Fate Point at the beginning of every mission. It is lost again at the end of the mission if it has not been
A Hero’s Shame: In the history of this armour, it was worn by a mighty Captain who led his Company in a crucial
battle. For some reason, however, the Captain failed in his duty and the battle was lost, along with many brother Space
Marines. Subsequent wearers have fought hard to prove that this was an isolated case, but none have ever become great
leaders. The wearer gains +5 Weapon Skill and +5 Ballistic Skill, but suffers a –10 penalty to Command tests.
Ceremonial Sword (Aquilæ: Lamina)
Damage: 1d10+3 R
WL: 5 Kg
Extra: The crossguard is in the shape of the iron cross with the words “DOMINATUS” in the middle.
On the Blade, it is engraved with “WE ARE THE WILL OF THE ORDER. WE ARE THE WRATH OF THE EMPEROR”
Astartes Force Sword
Damage: 1d10+2 R
Special: Balanced, Special
WL: 5 Kg
For every point of Psy Rating the wielder has, the
weapon’s Damage and Penetration increase by +1.
In addition to normal Damage, whenever a psyker damages
an opponent, he may, as a Free Action, channel psychic force
and killing will into the blade. This requires a Focus Power
Test using Opposed Willpower. For every degree of success,
the force weapon’s wielder deals an additional 1d10 Damage,
ignoring the victim’s Armour and Toughness Bonus. Force
weapons cannot be destroyed by a power weapon’s field.
Astartes Bolt Pistol
Damage: 1d10+9 X
WL: 5.5 Kg
Astartes Bolt Pistol
Damage: 1d10+9 X
WL: 6.5 Kg (Base: 5.5 Kg)
Req: 7 (Base: 5)
A staple tool of the Deathwatch, a shot selector allows for
speed and ease of switching between magazines of different
ammunition, maximising tactical flexibility when deployed
under uncertain parameters. A weapon with a fire selector can
have up to three different clips added. At the start of the
shooter’s Turn, he can use his fire selector to choose which
clip he wishes to draw ammo from.
Astartes Frag Grenades
Damage: 2d10 X
Special: Blast (5)
WL: 0.8 Kg
Astartes Krak Grenades
Damage: 3d10+4 X
WL: 0.8 Kg
Mission Gear: 45
Astartes Psychic Hood 15 25
The arcane devices known as psychic hoods are lined with psienhancing
crystals that amplify the wearer’s psychic powers.
Some would say more importantly, they render the wearer
capable of nullifying the effects that other psykers have on the
warp nearby. A character equipped with a psychic hood may
spend his Reaction to attempt to nullify a psychic technique
being used by another psyker within a number of metres
equal to the character’s Willpower. This attempt should be
declared before the enemy psyker makes his Focus Power
roll. The psychic hood’s wearer first makes a Focus Power
(Willpower) Test. Every degree of success imposes a –10
penalty on the enemy’s Focus Power Test. Alternatively, the
wearer may attempt to nullify the effects of a Psychic Technique
on himself only, regardless of Range. To do this, the character
takes a Focus Power (Willpower) Test. If he succeeds, he
is unaffected by the Psychic Technique, but any other targets
or areas are affected normally. A nullification Test may trigger
psychic phenomena based on Psychic Strength as normal.
Additionally, the psychic hood grants the wearer a +5 bonus
to all Focus Power Tests, including nulli
Primarch’s Curse: Supremacy
Knights Teutonic Space Marines may not select the
Deathwatch Devastator Marine Specialty.
Psy Rating: 3
Ray of Purification
Action: Half or Reaction
Range: 5m x PR
Description: The Librarian casts an aura over his allies which inspires them to bury their fears and push on to greater deeds.
All allies within this power’s Range cease to suffer from the effects of being Stunned, Pinned, and
immediately causes characters affected by Shock to Snap Out of It.
Description: The Librarian summons up the ancestors of his
Chapter and shapes them into a flaming vengeful avatar of
death. The construct then billows forward to incinerate those
in its path. The Avenger power works exactly like a shot from
an Adeptus Astartes heavy flamer (see page 145), with all the
usual chance to hit and set targets on fire. However, due to the
horrific nature of the psychic flames, the Penetration of the
attack is equal to 2 x PR.
Adeptus Astartes Heavy Flamer
Damage: 2d10+6 E
Range: 50 metres x PR
Description: The psyker can send his thoughts into the
minds of those around him, touching a number of targets
equal to his PR. The targets can be a select group, either
individuals the psyker can see or minds he is familiar with
within the power’s range. Alternatively, the psyker can choose
to make a generalised broadcast to every mind within range
indiscriminately. An affected mind’s processes are still affected
by the structure of language, and if telepathy is attempted
without a shared language, the power suffers a –20 penalty.
Targets who do not wish to be open to such a communication
can resist with an Opposed Willpower test. Sustaining this
power is a Free Action.
Range: 10m x PR
Description: The Librarian conjurers up lethal bolts of
lightning that leap from his hands to burn and blast his
enemies into ash. Smite must be targeted at a single creature.
However, it may effect others nearby depending on its power.
The Librarian does not need to make a BS test to hit the
target. However, his Focus Power Test is modified as if he was
making a ranged attack (using bonuses and penalties for range,
lighting, enemy talents, etc.). Smite deals 1d10 Energy Damage
x PR with a Penetration equal to his PR. Any creatures within
1 metre x PR of the target will also be affected by Smite.
Range: 5 metres x PR
Description: This power allows the psyker to force others
to briefly act against their will. This power can affect a
number of targets equal to the psyker’s PR. Those affected
must follow a simple command given by the psyker. Some
examples include “Flee”, “Fall”, “Attack your friend.” If the
command is a potentially suicidal act, the target gets a +20
to his Willpower Test. In all cases the command must be
achievable in a single round.
Secondary Objective: 0
XP owned to GM: 0
XP paid to GM: 0
Willpower – Simple (Characteristic; 200 XP)
Ray of Purification (Psychic Power; 750 XP)
Compel (Psychic Power; 1,000 XP)
Rite of Sanctioning (Talent 400 XP)
Willpower – Intermediate (Characteristic; 500 XP)
Willpower – Trained (Characteristic; 1,000 XP)
Willpower – Expect (Characteristic; 1,500 XP)
|Cum autem venerit Xenos evolvas?
Nos cum Sancto igne purggare.
Facietis opus Sanctum Suum?
Advenimus alis ferri.
When the Xenos hoards come?
We purge them with Holy Flame.
When His Holy Work must be done?
We arrive on wings of steel.
Sed num tibi
We do not know fear
But you shall
|Ferro cadat falsa divinitate imperatoris|
False Divinity will fall under Our Emperor’s steel
|Verba Filius inualidus
Cibis idem hominis creatione minorem das Kapitel
Ardet Caesaris ira
The words of the Weak Son
Used as creation of lesser Chapters
Will burn with the Emperor’s Wrath
Remnant: You are one of the few who escaped the implosion of the Tomb World Umbaros.
You saw most of your Chapter destroyed against the onslaught of the Necrons,
and you are one of the few who made it off alive when the world imploded.
Your juniors may be arrogant, but you know better than anyone what the Chapter’s egotism has done to it.
With the Death of his Master Ludwig on Umbaros, Mikael was promoted to the status of Knight and Inherited the planet “Mort Veil” as part of his Mortality Contract. His claim was challenged by the Adeptus Ministorum. The Reformist Council would not support Mikael’s claim. With Knight-brother Hebert’s support, Mikeal overtook Mort Veil and claim his lordship.
Tulfeind – Derogatory word for someone: Origins in frontier worlds where “Eldar fuckers” lived.