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Deathwatch Station RP [In-Game]

Discussion in 'Role Playing' started by Uriel1339, Sep 22, 2015.

  1. Imperius matt23 Curator

    Claudius knew his brother Jacen understood what had to be done. To let that group escape, could make this mission exponentially harder. So without hesitation, he activated his jump pack and used his thunderhammer on the group, bringing it down right into the heart of them.

    OOC:
    Calth's Vengeance (formerly 'Fudge Breakah') - 8 hits, ignores 5 armor, AoE - to the retreating group.
  2. Keidivh Keidivh Well-Known Member

    Zuriel paused a moment after slaughtering the traitorous humans around him. The battle was laughably one sided, but he knew this was likely no where near the full force of Golbaz's force here. What gave him pause though was Jacen's sudden use of the Warp. He had strong suspicion of it after seeing the hood he constructed, but he didn't tell any of them. They would have to talk about that later, having one of his brothers trained in the arts of the Warp by an ex-Thousand Son? It didn't sit well with the Viceroy.

    But that would come later, for now there were still Traitors to slaughter, and they needed to keep the element of surprise. Charging forward in grim silence, Zuriel spun into the surviving Guardsmen, carefully avoiding his brethrens assault as he cut them down.

    OOC: slaughter
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  3. Seabassinator seabass Arkhona Vanguard

    Bargov calmly breathed, "Ah! That was fun! Ok, The moment has passed, Back to work!" Bargov moved forward with the rest of his squad, this time with his missile launcher out to give his new equipment some time to cool.
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  4. Uriel1339 Uriel1339 Lord of Posts

    ~~ Turm IV - Team Primus (Level 1.5/3) ~~
    @matt23 | @Keidivh | @ItsTime | @Avenging-Angel

    The retreating foes were no problem at all as they were simply shot down or smashed. Running through the hall and a very long hallway, passing various crossings that would lead into different areas of this level from staff housings and kitchens over small armories, they encountered nothing but the lack of soldiers, making the rest of this level a piece of cake and allowing the group to reach the staircase at a more than quick speed.

    The ease of movement was removed instantly when Zuriel wanted to lead the group onward, only to cause with a step on a pressure-sensitive tile a volatile plasma shot. Mariel with his sharp reflexes managed to push the Viceroy out of the way, while avoiding getting hit himself. Although at the same time a swinging blade came down, Jacen managed to avoid it - barely, perhaps only thanks to his heightened sense of his psychic abilities.

    Without needing to say a word, the entire group realized that traversing this staircase of traps was going to be dangerous for even Astartes. Whoever decided this, did know that only Space Marines would come so far through their fortress. Perhaps the other team could remotely shut these traps off?


    OOC: Just describe how each of you goes in attempt to overcome the traps, or wait for Team Secundus to reach the security center and disable them. To cross the traps will trigger a 3 hit attempt against you with no Larraman Roll and Absolute Damage (ignoring armor entirely)

    Primus Enemies:

    None (Active Traps)


    ~~ Turm IV - Team Secundus (Sector 3/4) ~~
    @Valonox | @TechCaptain | @seabass

    The second hall was completely empty, or so it seemed to the least, and the trio moved further. After reaching the third room and getting close to the exit, four Astartes emerged from the security control room before them, equipped with Chainswords and Bolt Pistol. While from the rear, four Astartes came in, Bolters pointing at them. They were expecting the Inquisition.

    "Surrender and lay down your weapons... And our leader may have mercy with you. After all, it would be a shame to take the famed Bargov, Erxandros and Vahn out for stupidity of fighting in such an outnumbered battle." One of them offered and apparently with honesty as he had yet to lift his weapons. The only weapons really pointed at them were the bolters in the distance.


    Secundus Enemies:
    4 Astartes - 20/20 WL - 10 hits, ignore 1 armor (Chainswords & Bolt Pistol)
    4 Astartes - 20/20 WL - 10 hits, ignore 2 armor (Bolters)

    OOC: No AoE Bonuses, because no horde.


    OOC: Player Status:

    Zuriel - 9/9 WL | 5 Armor
    Equipment:

    Astartes Combat Knife - 3 hits
    Chainsword 1H - 3 hits, ignores 1 Armor
    Crozius Arcanum - 5 hits, ignores 2 Armor
    Crozius of the Eighteen Primarchs - 6 hits, ignores 2 Armor
    2H Power Halberd - 8 hits, ignores 3 armor
    Bolt Pistol - 4 hits, Ignores 1 Armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    Jump Pack

    Talents:
    Master of the Rage - feed off the Black Rage to ignore 4 damage and get +4 damage for the next turn. Can be used once per deployment.

    Templar Halberd - get permanently a 2H Power Halberd - replaces former primary melee weapon

    Grandmaster of the Rage - Ignore 6 hits + 6 hits bonus for the next 2 turns (can be used once per deployment; replaces 'Master of the Rage' talent; Active Talent)

    Memories of Blood - Zuriel either through biting people or otherwise retrieve blood of others can drink blood in order to get see the most important memory of someone's recent life events. This can however have negative after effects in the shape of the Red Thirst (Passive Talent)

    Claudius - 8/10 WL | 5 Armor
    Equipment:

    Chainsword 1H - 3 hits, ignores 1 Armor
    Astartes Combat Knife - 3 hits
    Calth's Vengeance (formerly 'Fudge Breakah') - 8 hits, ignores 5 armor, AoE
    Master-crafted Powerfist - 8 hits, Ignores 3 Armor
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Champion's Shield [Strap; Allows second hand free.] (Blocks 3 damage; causes 3 hits)
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    Jump Pack

    Talents:
    Blue Meteor - crush with full-speed via Jump Pack into an enemy, attack with 3 hits, ignore all armor. Can be used twice per deployment (bonus attack, does not take one hand up)

    Junior Admiral - Gain oversight of Void battles and overall see and predict what your enemy's stratagems are. (Also helps in boarding fights, identifying weak spots when boarding, ship layouts, etc.)

    Survivor of the Warp
    - Surviving in the warp and fighting Daemons day in, day out is one of the best training routines there are in the galaxy. Gain permanently +1 WL & +1 Hits on all attacks

    Jacen - 9/9 WL | 5 Armor
    Equipment:

    Tulwar (replaces Combat Knife) - 3 hits
    1H Power Spear - 5 hits, Ignores 2 Armor
    Force Hood
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Bolter - 6 hits, Ignores 2 Armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    2 Kraken Clips - Ignore 2 Armor

    Talents:
    Free Spirit - Gain clearance on experimental weapons and/or alien equipment

    Eye of the Hunter - Land 1 guaranteed critical hit, negate all critical misses for the this turn (Active Talent, can be used twice per deployment.

    Spirit of the Great Khan - The leadership of Jaghatai seems to settle within Jacen. Great bravery and strength can inspire others when charging right into the enemy. [Active Talent; +1 hits for every nearby player character, including Jacen, lasts 2 turns; can be used twice per deployment.

    Scar of the Warp
    - Having endured a Horror's scratch right across a body part, Jacen's body managed to adapt to warp wounds. While the scar might be still hurting from time to time, his overall warp resistance increased. The scar also burns stronger when near Psykers or warp effects [Passive Talent; Grants Lexicanum rank psyker powers to Jacen]

    Bargov - 8/9 WL | 5 Armor
    Equipment:

    Astartes Combat Knife - 3 hits
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Compact Suppression Heavy Bolter (10) [AOE x 2.5 instead of x 2.0] (Ignores 3 Armor) + Heavy Weapon Artificer (+1 hit)
    Heavy Ordinator Missile Launcher (based on missile) [+2 hits on every missile]
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    ∞ Frag Missiles - 7 hits, AoE
    ∞ Krak Missiles - 3 hits vs. Infantry | 13 hits vs. Vehicles | Ignores 4 Armor
    Ammo Backpack
    Bionic Leg (Easier movement/ Less tiring.)

    Talents:
    Leg Stabilizer - Can be used twice per deployment. Shoot little hooks from the feet into the ground to gain 1 re-roll, incl. crit. fails for all ranged attacks.

    Path of the Machine - Bargov has learned the basics of what it means to become a Techmarine, heck! He even might go to Mars for proper priesthood. (Guaranteed Insta-fix jammed weapons up to 2 times per deployment; Active Talent; Passive Bonus: Eligible for Techmarine training)

    Erxandros - 9/9 WL | 5 Armor
    Equipment:

    Astartes Combat Knife - 3 hits
    Omnissian Power Axe - 5 hits, Ignores 2 Armor
    Servo Arm (Reference) - used for lifting, reparing vehicles, etc. | 4 hits
    Sealance Launcher w/ Ammo Pack - 10 hits, Ignores 3 armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    Bionic Eye (Better sight/spotting)
    1 Sacred Urgent
    Combat Shield (Non-strapped)
    2 All-Round Mechadendrites - used for restraining, slapping, grabbing, data-tethering

    Talents:
    Iron Serpent - get a Mechadendrite (can be outfitted differently on per-deployment base)

    Scrapcode Mastery - Erxandros learned the techniques of scrapcoding from Iron Maiden which allows him to have a chance of remotely hacking all sort of Servitors and potentially even Magi, Warpsmiths and Techmarines, perhaps even Machine Spirits (i.e. upset a Plasma weapon for higher chance of explosion). It also allows to block scrapcode attacks against Erxandros at a better rate (Passive & Active Talent)

    Techmarine Expert! - Gain a 2nd universal Mechadendrite & Better chance at hacking, repairs & other Techmarine tasks (Passive Talent)

    Servo-Punch - Use your Servo-Arm as a deadly melee weapon by charging it with an electric field and giving it an extra swing [5 hits, ignore all armor, including vehicles) (Active Talent; can be used every 2 turns)


    Mariel - 7/8 [9] WL | 5 Armor
    1 Unhealable wound from Significant Plasma Wound
    Plasma Gun is malfunctioning until fixed by Erxandros or Bargov
    Equipment:

    Astartes Combat Knife - 3 hits
    Plasma Gun - 5 hits, Ignores 4 Armor
    Plasma Gun (Overcharge) - 5 hits, Ignores 4 Armor (each hit causes 2 damage, crits. cause 5 damage)
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Bolter - 6 hits, Ignores 2 Armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    2 Kraken Clips - Ignore 2 Armor
    1 Plasma Grenade - 12 hits, ignore 5 armor
    Hooded Robe


    Vahn - 9/9 WL | 5 Armor
    Equipment:

    Human Longsword (replaces Combat Knife) - 3 hits
    1H Master-Crafted Artificer Power-Sword - 8 hits, Ignores 3 Armor
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Wrist-Mounted Bolter - 6 hits, Ignores 2 Armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor

    Talents:
    Lucky Fella - in critical situations you might end up just lucky...
    Agile Velocity - while health is full, be immune against crit. hits.
    Dual Wielder - 1 guaranteed hit when fighting with 1 hand in each weapon (does not count for 1 two-handed weapon, still applies to wrist-mounted or shoulder-mounted weapons)
  5. Valonox Valonox Preacher

    Vahn let down his weapons and stood infront of his brothers "You dare to inturpt the justice that needs to be done. At what cost my brothers your demise stop and think and realize who your facing. Do you know the extent of my abilities you putting your lives on the line for nothing... Yeah I know strength in numbers but that won't help you with my speed. Leave that is the only warning I will give you as a Champion of Stormlords and the Deathwatch I can best you all and you know this. I will not stand for foes in my way. I give you a few choices. 1. You walk away without harm. 2. We kill you all. 3. You join on this quest to hunt down this Traitor. 4. I severely injure you all and leave you alone with the possible chance of you returning to come and aid or die in the future. Now choose..." Vahn stood, valiantly try to persuade them to not attack with his power sword ready.
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  6. Seabassinator seabass Arkhona Vanguard

    Bargov finally chimed in, "Why don't we just shoot them where they stand? It would at least be more direct." His missile launcher was still aimed at the group that appeared behind them. Ready to fire!
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  7. Ancient ItsTime Preacher

    Squinted at the staircase, his helmet has ceased 'melting' and sizzling so he slapped it back onto his head, though the scars from the plasma cloud still remain both on Mariel and his helmet.

    "We can only hope our counterpart do their part of the mission and deactivate the traps. However, we could do the following, one person goes through and attempts to avoid all the traps and once it is safe, all of the others follow the exact same path. But the question is- who will do it? If at all, that is."
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  8. Keidivh Keidivh Well-Known Member

    Cowards... Instead of facing their foes head on they hide behind traps. Pathetic The scowl on Zuriel's near matched the menacing look of his helmet.

    "These cretins must have fallen low indeed to hide themselves behind such devices. They can't even muster the courage to face us head on." A sigh escaped his lips as he activated his vox link.

    @TechCaptain
    "Brother Erxandros, we have run into a series of traps in the stairwell leading up. If you're able finda way to shut it down. Regardless we press forward."

    @matt23 @ItsTime @Avenging-Angel
    Hoping Secundus were having more luck in their mission Zuriel brought his attention back to his own squad. "I've taken lead this far, that won't change because of these worthless traps." Zuriel didn't wait for a response, as he refused to risk the lives of any of his men before his own.

    The thought crossed his mind to simply use his jump pack to pass, but chances were even that was expected seeing as this was designed for Astartes. And even if that were to work, there'd be two who would be left to walk through this mess. So he began the perilous path up the stairway, placing each step slowly and carefully, feeling for the slightest give in any place he stepped, and using his advanced senses to watch for tripwires or proximity traps. Sanguinius guide my steps. I don't plan on being thrown a millenium into the future to be skewered on a booby trap...

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  9. Keidivh Keidivh Well-Known Member

    As Zuriel was about to take his first step however he paused, and remained unmoving for a few moments before his strategy wildly changed. Instead of carefully moving through the staircase, the Sanguine Templar began bounding through it with all the speed he could muster. Clearly all concern for subtlety and care had left as he made a mad dash through the death traps, planning on avoiding their deadly effects instead of not setting them off to begin with.

    OOC: Plan Leeroy Jenkins is a go :D
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  10. Uriel1339 Uriel1339 Lord of Posts

    ~~ Turm IV - Team Primus (Level 1.5/3) ~~
    @matt23 | @Keidivh | @ItsTime | @Avenging-Angel

    Zuriel made the right decision. From the first step on the traps intensified, picked up in speed and came from all sides. As he made his first step, an explosion audio roared from the side, with enough bass to shake the room seemingly for a moment. The Viceroy however managed to keep his footing straight and not shake in the slightest, which allowed him to evade a Sealance which was launched at his direction with precision that only was matched by Erxandros himself. It was a mere inch that made the difference between losing a leg and continuing his path.

    A massive swingblade came from the back, but intuition kept the warrior alive as he side-stepped, a bolt pistol emerging from the wall and shooting at his face, but a slight move with the shoulder deflected it at the shoulder pad of the Deathwatch, chipping a bit of the Inquisition 'I' off. Alas it was just getting worse from here as a spike-ceiling shot down from the top, the Sanguine Templar requiring to dive forwards to evade being pierced by adamantium-spikes. Only to see the floor beneath him give away. Alas, his Crozius Arcanum was used as a hook into the edge of the pit and with just a tiny-boost of his jump pack, he made it out of the hole. Just in time as flames spat from the hell-hole forth and reaching ten-feet high behind the Astartes.

    A dummy-Astartes with a Powerblade attached popped up from the ground and attempted to stab the Chaplain, who could only spare enough time to evade being stabbed, but instead of hitting it, he moved on. Which was a good choice since if one had time to actually look at the dummy, it was charged with explosives and would have detonated in his face upon a hit. But the Chaplain somehow knew that the only thing mattered was speed and pass through this section as fast as possible.

    The trip wire that he saw, he cared little about and simply triggered it. At first it seemed nothing happened, until he reached the final couple of steps, in which suddenly acid was spat forth from spray guns that looked similar to a Las Cannon. No time to evade, he used the Powerfield of the Crozius Arcanum Relic to hold against the spray. And indeed, the field was just strong enough to be unharmed and deflect the acid to the ground. It easily corroded and ate through the marble-ceramic floor or whatever it was made of.

    With a breath of relief, at last the Chaplain-Veteran stood victorious on top of the staircase. However... There was one final test it seemed as two captives, stuck in iron cages emit from the floor before him. He did not know either of them. Still, one was a human covered in tattoos of Chaos and merely dressed in a loin cloth. And the other was an Eldar, wearing Guardian Armor. Both were male and unconscious.

    A pre-recorded, monotone male voice echoed in the hall. "These two are sinners. One, for having fallen to the ruinous powers and having betrayed Emperor, Imperium and all of it's citizens. The other, for having born a Xenos, an enemy of mankind and abominable creature of a long-lost empire. Choose one who shall be redeemed or decide that both shall die." There was a key on the floor to open either cage and a red button to cause their elimination.


    Primus Enemies:

    None (Active Traps)


    ~~ Turm IV - Team Secundus (Sector 3/4) ~~
    @Valonox | @TechCaptain | @seabass

    The leader laughed at Vahn's 'offer', and the experienced Veteran could see now why. The Astartes held a weird crystal in his hand and rose it, not attacking yet but threatening. It was a weird emerald crystal. Erxandros and Bargov both remember the item only too well.... "Last chance. Lay down your weapons and we may see if our leader lets you live."


    Secundus Enemies:
    4 Astartes - 20/20 WL - 10 hits, ignore 1 armor (Chainswords & Bolt Pistol)
    4 Astartes - 20/20 WL - 10 hits, ignore 2 armor (Bolters)

    OOC: No AoE Bonuses, because no horde.


    OOC: Player Status:

    Zuriel - 9/9 WL | 5 Armor
    Equipment:

    Astartes Combat Knife - 3 hits
    Chainsword 1H - 3 hits, ignores 1 Armor
    Crozius Arcanum - 5 hits, ignores 2 Armor
    Crozius of the Eighteen Primarchs - 6 hits, ignores 2 Armor
    2H Power Halberd - 8 hits, ignores 3 armor
    Bolt Pistol - 4 hits, Ignores 1 Armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    Jump Pack

    Talents:
    Master of the Rage - feed off the Black Rage to ignore 4 damage and get +4 damage for the next turn. Can be used once per deployment.

    Templar Halberd - get permanently a 2H Power Halberd - replaces former primary melee weapon

    Grandmaster of the Rage - Ignore 6 hits + 6 hits bonus for the next 2 turns (can be used once per deployment; replaces 'Master of the Rage' talent; Active Talent)

    Memories of Blood - Zuriel either through biting people or otherwise retrieve blood of others can drink blood in order to get see the most important memory of someone's recent life events. This can however have negative after effects in the shape of the Red Thirst (Passive Talent)

    Claudius - 8/10 WL | 5 Armor
    Equipment:

    Chainsword 1H - 3 hits, ignores 1 Armor
    Astartes Combat Knife - 3 hits
    Calth's Vengeance (formerly 'Fudge Breakah') - 8 hits, ignores 5 armor, AoE
    Master-crafted Powerfist - 8 hits, Ignores 3 Armor
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Champion's Shield [Strap; Allows second hand free.] (Blocks 3 damage; causes 3 hits)
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    Jump Pack

    Talents:
    Blue Meteor - crush with full-speed via Jump Pack into an enemy, attack with 3 hits, ignore all armor. Can be used twice per deployment (bonus attack, does not take one hand up)

    Junior Admiral - Gain oversight of Void battles and overall see and predict what your enemy's stratagems are. (Also helps in boarding fights, identifying weak spots when boarding, ship layouts, etc.)

    Survivor of the Warp
    - Surviving in the warp and fighting Daemons day in, day out is one of the best training routines there are in the galaxy. Gain permanently +1 WL & +1 Hits on all attacks

    Jacen - 9/9 WL | 5 Armor
    Equipment:

    Tulwar (replaces Combat Knife) - 3 hits
    1H Power Spear - 5 hits, Ignores 2 Armor
    Force Hood
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Bolter - 6 hits, Ignores 2 Armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    2 Kraken Clips - Ignore 2 Armor

    Talents:
    Free Spirit - Gain clearance on experimental weapons and/or alien equipment

    Eye of the Hunter - Land 1 guaranteed critical hit, negate all critical misses for the this turn (Active Talent, can be used twice per deployment.

    Spirit of the Great Khan - The leadership of Jaghatai seems to settle within Jacen. Great bravery and strength can inspire others when charging right into the enemy. [Active Talent; +1 hits for every nearby player character, including Jacen, lasts 2 turns; can be used twice per deployment.

    Scar of the Warp
    - Having endured a Horror's scratch right across a body part, Jacen's body managed to adapt to warp wounds. While the scar might be still hurting from time to time, his overall warp resistance increased. The scar also burns stronger when near Psykers or warp effects [Passive Talent; Grants Lexicanum rank psyker powers to Jacen]

    Bargov - 8/9 WL | 5 Armor
    Equipment:

    Astartes Combat Knife - 3 hits
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Compact Suppression Heavy Bolter (10) [AOE x 2.5 instead of x 2.0] (Ignores 3 Armor) + Heavy Weapon Artificer (+1 hit)
    Heavy Ordinator Missile Launcher (based on missile) [+2 hits on every missile]
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    ∞ Frag Missiles - 7 hits, AoE
    ∞ Krak Missiles - 3 hits vs. Infantry | 13 hits vs. Vehicles | Ignores 4 Armor
    Ammo Backpack
    Bionic Leg (Easier movement/ Less tiring.)

    Talents:
    Leg Stabilizer - Can be used twice per deployment. Shoot little hooks from the feet into the ground to gain 1 re-roll, incl. crit. fails for all ranged attacks.

    Path of the Machine - Bargov has learned the basics of what it means to become a Techmarine, heck! He even might go to Mars for proper priesthood. (Guaranteed Insta-fix jammed weapons up to 2 times per deployment; Active Talent; Passive Bonus: Eligible for Techmarine training)

    Erxandros - 9/9 WL | 5 Armor
    Equipment:

    Astartes Combat Knife - 3 hits
    Omnissian Power Axe - 5 hits, Ignores 2 Armor
    Servo Arm (Reference) - used for lifting, reparing vehicles, etc. | 4 hits
    Sealance Launcher w/ Ammo Pack - 10 hits, Ignores 3 armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    Bionic Eye (Better sight/spotting)
    1 Sacred Urgent
    Combat Shield (Non-strapped)
    2 All-Round Mechadendrites - used for restraining, slapping, grabbing, data-tethering

    Talents:
    Iron Serpent - get a Mechadendrite (can be outfitted differently on per-deployment base)

    Scrapcode Mastery - Erxandros learned the techniques of scrapcoding from Iron Maiden which allows him to have a chance of remotely hacking all sort of Servitors and potentially even Magi, Warpsmiths and Techmarines, perhaps even Machine Spirits (i.e. upset a Plasma weapon for higher chance of explosion). It also allows to block scrapcode attacks against Erxandros at a better rate (Passive & Active Talent)

    Techmarine Expert! - Gain a 2nd universal Mechadendrite & Better chance at hacking, repairs & other Techmarine tasks (Passive Talent)

    Servo-Punch - Use your Servo-Arm as a deadly melee weapon by charging it with an electric field and giving it an extra swing [5 hits, ignore all armor, including vehicles) (Active Talent; can be used every 2 turns)


    Mariel - 7/8 [9] WL | 5 Armor
    1 Unhealable wound from Significant Plasma Wound
    Plasma Gun is malfunctioning until fixed by Erxandros or Bargov
    Equipment:

    Astartes Combat Knife - 3 hits
    Plasma Gun - 5 hits, Ignores 4 Armor
    Plasma Gun (Overcharge) - 5 hits, Ignores 4 Armor (each hit causes 2 damage, crits. cause 5 damage)
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Bolter - 6 hits, Ignores 2 Armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor
    2 Kraken Clips - Ignore 2 Armor
    1 Plasma Grenade - 12 hits, ignore 5 armor
    Hooded Robe


    Vahn - 9/9 WL | 5 Armor
    Equipment:

    Human Longsword (replaces Combat Knife) - 3 hits
    1H Master-Crafted Artificer Power-Sword - 8 hits, Ignores 3 Armor
    Bolt Pistol - 4 hits, Ignores 1 Armor
    Wrist-Mounted Bolter - 6 hits, Ignores 2 Armor
    1 Frag Grenade - 6 hits, AoE
    1 Krak Grenade - 3 hits vs. Infantry | 10 hits vs. Vehicles | Ignores 4 Armor

    Talents:
    Lucky Fella - in critical situations you might end up just lucky...
    Agile Velocity - while health is full, be immune against crit. hits.
    Dual Wielder - 1 guaranteed hit when fighting with 1 hand in each weapon (does not count for 1 two-handed weapon, still applies to wrist-mounted or shoulder-mounted weapons)
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