daggerbackstabsmullyan 0 Posted September 20, 2011 Hello. This is an attempt to create a stealth/assassin Marine. Not much sense fluff-wise, but heck, I assume that with 1,000 chapters you will have at least one with this general idea. A Marine who is dropped into combat and left for dead, sent to eliminate the commander and valuable information, then told to kll as many as possible before he dies, when not even an assassin would have a chance. Eliminator1. To preserve mobility and speed, Heavy weapons may not be used, though mounted weaponry is allowed, as the weapons platform used will be designed to transport such weapons while minimizing the user's encumbrance 2. The Eliminator may choose one of the two abilities that follow, and then takethe Coldhearted ability if they wish, accepting the bonuses and penalties therein: One Shot, One Kill:The Eliminator may burn a fate point. Take a very hard(-30) Ballistic or Weapon Skill test. Then they may choose a location on the target. If the target is the arm or leg the opponent may not use this arm or leg, possibly stopping them from attacking or moving faster than a walk. If the headis chosen roll one die, and then the target is either blinded(1-2), deafened(3-4), wounded(takes one wound)(5-9) or takes three critical damage of the type of the weapon(10). If the body is chosen the weapon must either be automatic or two handed and must be able to do at least twenty damage on a roll, then the target takes a toughness test, starting at challenging(+0) difficulty and becoming one step harder for every two degrees of success on the Weapon or Ballistic Skill test and one step easier for each level of unnatural toughness the target has. If they pass they take 1d5 wounds and live. If they lose they die, unless they have more than one hundred wounds, in which case their current wounds are halved. Silent Killer:The Eliminator may spend a fate point to eliminate one non-master class sentry in hand to hand in ten seconds, silently. Note that they may live or die, but are incapacitated or killed permanantly. This will not work on foeswith a clear line of sight to the Eliminator. Coldhearted: The Eliminator may choose this and accept the following:Pleas to the character's mercy do not work.When affected by a psychic power ofdomination the user gains 2d10 insanity.He automatically passes all WP checks to perform an action merciless, suicidal, or needlessly cruel.He loses 10 fellowship. The character starts with 20 insanity and one battle fatiuge. Eliminator Bolt Pistol:(1d10+9X S,2,-- Pen 4 Range 50 meters Accurate, Tearing, Proven(3), Felling,Toxic, Special)Special:This weapon when fired by one not its original wielder will backfire. The toxic ammo takes five requisition per clip and only works with the unique pistol. It halves the target's toughess bonus Starting Gear:BolterInhalation GrenadeEliminator PistolPower Armour Advances: Weapon Skill 200, 500, 1,000, 1,500Ballistic Skill 200, 500, 1,000, 1,500Strength 200, 500, 1,000, 1,500Toughness 750, 1,500, 2,000, 5,000Agility 200, 500, 1,000, 2,000Intelligence 500, 1,000, 1,500, 2,000Perception 500, 1,000, 1,500, 2,000Willpower 750, 1,500, 2,000, 5,000Fellowship 750, 1,500, 2,000, 5,000 Rank 1:Silent Move 500 Tracking 500Chem Use 500Hunter of Aliens 1,500Two Weapon Wielder(Melee) 1,500Navigation(Surface) 750 Rank 2 Two Weapon Wielder(Ballistic) 1,500Leap up 500Signature Wargear(Stalker-Pattern Bolter) 3,000Demolition 750Acrobatics 750Swift Attack 1,500Concealment 500 Rank 3Decieve 750Silent Move +10 750Interrogation 500Mimic 750Scourge of Heretics 1,500Tracking +10 750Duty Unto Death 750 Rank 4Lightning Attack 2,500Assassin Strike 750Marksman 750Deadeye Shot 750Interrogation +10Silent Move +20 1,000Decieve +10 1,000Slayer of Deamons 1,500Flesh Render 1,500 Rank 5FrenzyBattle RageBlademasterConcealment +10 750Combat Master 750Eye of Vengeance 1,000Crushing Blow 1000Counter Attack 750 Rank 6Cleanse and Purify 750Crippliing Strike 1,000Disarm 500Dual Strike 1,000Dual Shot 750Independent Targeting 1,000Disturbing Voice 750Concealment +20 1,500Deceive +20 1,500Interrogation +20 1,500Chem Use +10 1,000Psy Rating 2 1,500Psychic Technique(must be telepathic or the Gate of Infinity or Vortex of Doom)Rank 7Gunslinger 1,000Hard Target 1,000Lightning Reflexes 750Rapid Reload 750Sharpshooter 750Lore: Scholastic(Poisons) 500Gamble 500Speak Language(Unholy Tongue, Eldar, Tau, Proto-Gothic) 3,000Psy Rating 2 1,500Psy Rating 3 1,500Psy Rating 4 1,500Psychic Technique(Telepathic or the Gate of Infinity or Vortex of Doom) 1,000Hip Shooting 750Preternatural Speed 750Mental Rage 750Mighty Shot 750Paranoia 750Signature Wargear(Master(Iron Halo)) 8,000Sinature Wargear(Hero(Relic Blade)) 10,000 Advice? Ideas? Post below. Quote Share this post Link to post Share on other sites
Killbeggar 10 Posted September 20, 2011 Interesting idea. I do think there would be a problem with the left for dead part, an apothecary will move heaven and earth to recover the gene-seed of the fallen so it would take a good backstory to explain why he got left behind. That said I do like the idea of "Go forth and die as you see fit" idea. It reminds me of the first Ultramarines trilogy. Quote Share this post Link to post Share on other sites
daggerbackstabsmullyan 0 Posted September 20, 2011 Yeah. I actually made this becuase I had a player who's character was sent to eliminate a one who had knowledge of the Fallen Angels. That was a Ultramarine Codicier, after a heretical text detailing Luther's rebellion had been found. He marched in, knocked out a guard, and shot him in the back three times, then blew up the book as he read it. So he knew about the Fallen, and only lived because he was too scared to commit suicide. So he was a dishonored, but alive, Marine sent to the Deathwatch and told not to come back. And wahtwith the fact that he possibly was chaos tainted... well, he had every reason to be a suicide Marine. Quote Share this post Link to post Share on other sites
Critias 877 Posted September 21, 2011 There are already a few elite character types from Rites of Battle that seem to fit the sort of character you're describing. I remember there's one that's a "one make Kill-team" that uses some commando and stealth stuff, and another that's a "shunned from your Chapter, serve in the Deathwatch and don't come back, you no good troublemaker" type. Maybe using one/both of those would work better than cooking up a whole new specialty for them? Quote Share this post Link to post Share on other sites
daggerbackstabsmullyan 0 Posted September 21, 2011 Blackshield would be the second, but they are of/// varied backgrounds. And I don't own Rites of Battle, and I don't have the money to buy it. Quote Share this post Link to post Share on other sites
Critias 877 Posted September 21, 2011 Err, sorry. Just spotted a typo in my post and can't seem to find the edit button -- it should read "one man kill team," there. Durr-de-durr, my bad. Quote Share this post Link to post Share on other sites
daggerbackstabsmullyan 0 Posted September 21, 2011 I know. Gotta hate these forums. Quote Share this post Link to post Share on other sites
Critias 877 Posted September 21, 2011 Anyways, sorry to mention Rites stuff when you don't have the book. Didn't mean to rub your nose in the fact you haven't got access to it, just trying to brainstorm a little bit, since it sounds like the concept (except for the overt, wasteful, "suicidal" part) is already pretty well covered. Quote Share this post Link to post Share on other sites
Octus 0 Posted September 23, 2011 My first question was to be. Why make him a psyker. But I read the backstory and understand. As he lacks proper training I would not give him psy rating higher than 3. Or you could give him the opportunity to take the psychic powers as a choice with a fixed psy rating. BTW Psy rating 2 is mentioned on level 6 and 7. The One Shot, One Kill option looks like a called shot. You could let him roll on the critical table instead. With either a 1d5 or 1d10 ) depending on how deadly you want to make this option. I suggest to make it a called shot without penalties and a1d5 on the location chosen. As it is a dishonoured knight I would let him be a black shield. And if his past comes out he will lose renown. That could become interesting if he has to work with another Ultramrine. Here is some info on black shields. javascript:void(0);/*1316775946563*/ Quote Share this post Link to post Share on other sites
daggerbackstabsmullyan 0 Posted September 23, 2011 Octus said: My first question was to be. Why make him a psyker. But I read the backstory and understand. As he lacks proper training I would not give him psy rating higher than 3. Or you could give him the opportunity to take the psychic powers as a choice with a fixed psy rating. BTW Psy rating 2 is mentioned on level 6 and 7. The One Shot, One Kill option looks like a called shot. You could let him roll on the critical table instead. With either a 1d5 or 1d10 ) depending on how deadly you want to make this option. I suggest to make it a called shot without penalties and a1d5 on the location chosen. As it is a dishonoured knight I would let him be a black shield. And if his past comes out he will lose renown. That could become interesting if he has to work with another Ultramrine. Here is some info on black shields. javascript:void(0);/*1316775946563*/ Good Idea. Edited table(forum glitched, ****): Eliminator1. To preserve mobility and speed, Heavy weapons may not be used, though mounted weaponry is allowed, as the weapons platform used will be designed to transport such weapons while minimizing the user's encumbrance 2. The Eliminator may choose one of the two abilities that follow, and then takethe Coldhearted ability if they wish, accepting the bonuses and penalties therein: One Shot, One Kill:The Eliminator may burn a fate point. Take a very hard(-30) Ballistic or Weapon Skill test. Then they may choose a location on the target. If the target is the arm or leg the opponent may not use this arm or leg, possibly stopping them from attacking or moving faster than a walk. If the headis chosen roll one die, and then the target is either blinded(1-2), deafened(3-4), wounded(takes one wound)(5-9) or takes three critical damage of the type of the weapon(10). If the body is chosen the weapon must either be automatic or two handed and must be able to do at least twenty damage on a roll, then the target takes a toughness test, starting at challenging(+0) difficulty and becoming one step harder for every two degrees of success on the Weapon or Ballistic Skill test and one step easier for each level of unnatural toughness the target has. If they pass they take 1d5 wounds and live. If they lose they die, unless they have more than one hundred wounds, in which case their current wounds are halved. Silent Killer:The Eliminator may spend a fate point to eliminate one non-master class sentry in hand to hand in ten seconds, silently. Note that they may live or die, but are incapacitated or killed permanantly. This will not work on foeswith a clear line of sight to the Eliminator. Coldhearted: The Eliminator may choose this and accept the following:Pleas to the character's mercy do not work.When affected by a psychic power ofdomination the user gains 2d10 insanity.He automatically passes all WP checks to perform an action merciless, suicidal, or needlessly cruel.He loses 10 fellowship. The character starts with 20 insanity and one battle fatiuge. Eliminator Bolt Pistol:(1d10+9X S,2,-- Pen 4 Range 50 meters Accurate, Tearing, Proven(3), Felling,Toxic, Special)Special:This weapon when fired by one not its original wielder will backfire. The toxic ammo takes five requisition per clip and only works with the unique pistol. It halves the target's toughess bonus Starting Gear:BolterInhalation GrenadeEliminator PistolPower Armour Advances: Weapon Skill 200, 500, 1,000, 1,500Ballistic Skill 200, 500, 1,000, 1,500Strength 200, 500, 1,000, 1,500Toughness 750, 1,500, 2,000, 5,000Agility 200, 500, 1,000, 2,000Intelligence 500, 1,000, 1,500, 2,000Perception 500, 1,000, 1,500, 2,000Willpower 750, 1,500, 2,000, 5,000Fellowship 750, 1,500, 2,000, 5,000 Rank 1:Silent Move 500 Tracking 500Chem Use 500Hunter of Aliens 1,500Two Weapon Wielder(Melee) 1,500Navigation(Surface) 750 Rank 2 Two Weapon Wielder(Ballistic) 1,500Leap up 500Signature Wargear(Stalker-Pattern Bolter) 3,000Demolition 750Acrobatics 750Swift Attack 1,500Concealment 500 Rank 3Decieve 750Silent Move +10 750Interrogation 500Mimic 750Scourge of Heretics 1,500Tracking +10 750Duty Unto Death 750 Rank 4Lightning Attack 2,500Assassin Strike 750Marksman 750Deadeye Shot 750Interrogation +10Silent Move +20 1,000Decieve +10 1,000Slayer of Deamons 1,500Flesh Render 1,500 Rank 5FrenzyBattle RageBlademasterConcealment +10 750Combat Master 750Eye of Vengeance 1,000Crushing Blow 1000Counter Attack 750 Rank 6Cleanse and Purify 750Crippliing Strike 1,000Disarm 500Dual Strike 1,000Dual Shot 750Independent Targeting 1,000Disturbing Voice 750Concealment +20 1,500Deceive +20 1,500Interrogation +20 1,500Chem Use +10 1,000Psy Rating 2 1,500Psychic Technique(must be telepathic or the Gate of Infinity or Vortex of Doom)Rank 7Gunslinger 1,000Hard Target 1,000Lightning Reflexes 750Rapid Reload 750Sharpshooter 750Lore: Scholastic(Poisons) 500 Rank 8 Gamble 500Speak Language(Unholy Tongue, Eldar, Tau, Proto-Gothic) 3,000Psy Rating 3 1,500Psy Rating 4 1,500Psychic Technique(Telepathic or the Gate of Infinity or Vortex of Doom) 1,000Hip Shooting 750Preternatural Speed 750Mental Rage 750Mighty Shot 750Paranoia 750Signature Wargear(Master(Iron Halo)) 8,000Sinature Wargear(Hero(Relic Blade)) 10,000 Advice? Ideas? Post below. Quote Share this post Link to post Share on other sites
Deinos 1 Posted September 26, 2011 I like the general feel, I've long been thinking about a chapter that makes heavy use of psychic recruits as well as stealth and snipery stuff, and this would fit the bill perfectly, though killmarine librarian does too. I don't much agree with the burning fate points for an attack thing tho. Quote Share this post Link to post Share on other sites