Académique Documents
Professionnel Documents
Culture Documents
Rank
XP to Spend XP Spent
Movement Wounds
Half
Full
Charge
Run
Renown
Primarch's Curse
Skills
Acrobatics (Ag) Awareness (Per) Barter (Fel) Blather (Fel) Carouse (T) Charm (Fel) Chem-Use (Int)
Ciphers - Chapter Runes(Int)
Skills
Concealment (Ag) Contortionist (Ag) Deceive (Fel) Demolition (Int) Disguise (Fel) Dodge (Ag)
Drive - Ground Vehicles (Ag)
Skills
Intimidate (S) Invocation (WP) Lip Reading (Per) Literacy (Int) Logic (Int) Medicae (Int)
Navigation - Surface (Int)
Skills
Scrutiny (Per) Search (Per)
Secret Tongue- (Int)
Head
(1-10)
Armour; 8
Armour Type: Mk
Security (Ag) Shadowing (Ag) Silent Move (Ag) Sleight of Hand (Ag)
Speak Language - High Gothic (Int)
Body
(31-70)
Armour; 8
Armour Type: Mk
Drive Drive -
(Ag) (Ag)
Right Arm
(11-20)
Left Arm
(21-30)
(Int) (Int)
Armour; 8
Armour Type:
Evaluate (Int)
Forbidden Law - Xenos (Int)
S. Language S. Language Survival (Int) Swim (S) Tactics (Int) Tech Use (Int) Trade - (Int)
(Int) (Int)
Armour; 8
Performer - (Fel)
Pilot - Space Craft (Ag)
Command (Fel)
Common Law - War (Int)
Forbidden Law - (Int) Forbidden Law - (Int) Forbidden Law - (Int) Gamble (Int) Inquiry (Fel) Interrogation (WP)
Right Leg
(71-85)
Left Leg
(86-00)
Armour; 8
Armour Type: Mk
Armour; 8
Armour Type: Mk
C. Law (Int)
Wrangling - (Int)
Equipped Equipped Equipped
Auto-senses: You do not suffer from Blood Loss. You suffer no penalties to Perception-based tests when awake for long periods of time. You gain +20 to Toughness Tests against ingested poisons. You may gain a Skill or Skill Group by devouring a portion of an enemy. You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
+20 Strength Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses)
Sus-an Membrane: You may enter suspended animation. Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality. Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted. Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes. Betchers Gland: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5;
Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Built-in Vox Link Built-in Magboots Nutrient Recycling: Can operate for two weeks without re-supply Recoil Suppression: May fire Basic weapons 1-handed without penalty Size: Hulking (Black Carapace means no bonus for enemies to attack) Poor Manual Dexterity: Delicate tasks suffer a 10 penalty, unless using equipment designed for Space Marines Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
These may be retrieved with a successful Medicae Test. While wearing Power Armour, enemies do not gain a bonus to hit you due to your size. Corruption
Insanity
Battle Fatigue
Weapon
Name Class Range Special Damage RoF Type Clip
Penetration
Weapon
Name Class Range Special
Damage
Weapon
Name Name Damage RoF Type Clip
Penetration
Weapon
Type Clip
Penetration
Reload
RoF
Reload
Reload
Equipment
Name Function
Ambidextrous
Astartes Weapon Training Proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and
Bulging Biceps
Fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing and no penalty for failing to brace
Heightened Senses (Hearing, Sight) +10 bonus to tests involving these senses
When taking the All-Out Attack action, spend a Fate Point to make melee attacks for round impossible to parry or dodge. Reroll failed Willpower Tests to avoid or recover from Pinning. 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.
Whenever the character suffers Critical Damage, halve the result (rounding up).
Unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and no longer have the Primitive quality. Strength Bonus is doubled
Fellowship
Left Arm
30)
Armour; 8
Armour Type:
Left Leg
Armour Type: Mk
rength ight, immune to Photon Flash and Stun des; Called Shots are Half Actions; +10 to and Hearing Awareness Tests (total of +20 with Heightened Senses)
perate for two weeks without re-supply re Basic weapons 1-handed without penalty Hulking (Black Carapace means no bonus for ies to attack) te tasks suffer a 10 penalty, unless using ment designed for Space Marines he helmet on, the armour is environmentally sealed
Weapon
Penetration
Reload
Equipment
Function