Partida Rol por web

El Martillo de Marte - Preparándose para la Tormenta

(I) - Bichos

Cargando editor
27/05/2013, 22:46
Director
Sólo para el director
Purestrain Genestealer (Elite) Profile
 
  HA HP FUE RES AGI INT PER VOL EM
  65 - 45 40 40 35 60 45 -
Bonificador 4   4 (8)(10) 4 (8) 4 (8) 3 6 4
 
 
 
 
Movement: 8/16/24/48
 
Wounds: 20
 
Skills: Awareness (Per) +10, Climb (S) +10, Dodge (Ag)
+10, Swim (S) +10.
 
Talents: Ambidextrous, Fearless, Hard Target, Leap Up,
Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack.
 
Traits: Dark Sight, Fear 2 (Frightening), Improved Natural
Weapons (Rending Claws), Multiple Arms, Natural Armour
(Reinforced Chitin), Unnatural Agility (x2), Unnatural Speed,
Unnatural Strength (x2), Unnatural Toughness (x2), Tyranid.
 
Armour: Reinforced Chitin (All 4).
 
Weapons: Rending Claws (1d10+12 R; Pen 5, Razor Sharp).
 
Special Rules
 
Biomorphs: At the GM’s discretion, a Purestrain Genstealer
may have Adrenal Glands (gaining the Furious Assault Talent)
and/or Toxin Sacs (gaining the Toxic [1d10] Trait).
Brood Telepathy: Purestrain Genestealers have a constant
telepathic link with each other which can function clearly
and without restriction (such as from intervening objects or
other forms of shielding) up to one kilometre. This allows
them to communicate with each other and pass information
to nearby Genestealers quickly and quietly.
40
I: The Alien Threat
Genestealer’s Kiss: A Genestealer possesses an ovipositor
within its maw that implants the alien’s genetic code into
its victims. This seeds the host’s body with a parasite that
will grow into a monstrous hybrid creature, mixing the
genes of the Genestealer and the host. Over a number of
generations, these hybrid will give birth to more hybrids
until eventually a new Genestealer is born. A host can resist
such an implantation, but only if they pass a Challenging
(+0) Toughness Test as soon as it occurs. Once infected,
the host become beholden to the Genestealer which infected
it and loves the hybrid offspring it carries as if it was its own
progeny. Special Deathwatch treatments and a Space Marine’s
own physiology ensure that Deathwatch Space Marines are
immune to this effect.
Cargando editor
29/08/2013, 15:44
Director
Sólo para el director
Ripper Swarn
 
  HA HP FUE RES AGI INT PER VOL EM
  35 - 25 30 40 10 30 30 -
 
Move: 2/4/6/12 Wounds: 10
Skills: Awareness (Per), Climb (S), Dodge (Ag), Silent Move
(Ag), Swim (S), Tracking (Int) +10.
Talents: Fearless, Heightened Senses (Smell).
Traits: Burrower (1), Crawler, Dark Sight, Improved Natural
Weapons (Mandibles), Instinctive Behaviour (Feed), Natural
Armour (Exoskeleton), Size (Puny), Tyranid.
Armour: Exoskeleton (All 2, Horde 2).
Weapons: Mandibles (1d5+3 R; Pen 3). +1d10 de daño por si la magnitud es mas de 20
Special Rules
Horde: Rippers can be used as a Horde (see the Horde rules on
page 359 of the Deathwatch Rulebook). While in a Horde,
Rippers gain the Rampage, Relentless, and Overwhelming
Traits, the Swift Attack Talent, and their attacks gain the
Tearing quality. A Horde of Rippers has the Fear 1 (Disturbing)
Trait. Alter the Size Trait as appropriate for Horde magnitude.
Cargando editor
09/09/2013, 16:18
Omnissiah
Sólo para el director

Lictor

  HA HP FUE RES AGI INT PER VOL EM
 Lictor 65 - 65 (12) 40 (8) 40 (8) 25 45 (8) 45 -
 

Movement: 6/12/18/36 Wounds: 40
Skills: Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20,
Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag)
+10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival
(Int) +20, Swim (S), Tracking (Int) +20.
Talents: Ambidextrous, Assassin Strike, Berserk Charge,
Blind Fighting, Catfall, Combat Master, Crushing Blow,
Fearless, Furious Assault, Hard Target, Heightened Sense
(Hearing, Sight, Smell, Taste, Touch), Leap Up, Lightning
Attack, Sprint, Step Aside, Swift Attack.
Traits: Dark Sight, Fear 3 (Horrifying), Instinctive
Behaviour (Lurk), Natural Armour (Reinforced Chitin),
Weapons:
(1d10+14 R; Pen 3; Toxic), Rending
Claws
(1d10+12 R; Pen 5; Razor
Sharp, Toxic).
Special
Rules
Flesh
Hooks: Lictors have dozens of
tiny hooks which they can fire from
their chests to snare prey and drag their
victims toward them. These allow
a Lictor to initiate a Grapple (see
page 240 in the Deathwatch
Rulebook) with a target up to
10m away. With every successful
Opposed Strength Test the Lictor
makes as part of the Grapple action,
the target is pulled closer by 1m plus
1m for each degree of success.
Chameleonic
Scales: A Lictor is
covered in chameleonic scales
which shimmer and shift to
match its surroundings and can
Multiple Arms, Size (Hulking), Unnatural Agility (x2),
Unnatural Strength (x2), Unnatural Perception
(x2), Unnatural Toughness (x2), Improved
Natural Weapons (Scything Talons), Size
(Enormous), Tyranid.
Armour:
Weapons:
(1d10+14 R; Pen 3; Toxic), Rending
Claws (1d10+12 R; Pen 5; Razor
Sharp, Toxic).
Gear: None. 


anD thEy Shall know no fEaR...
Space Marines do not deal with Fear as do other men. They
are only marginally affected by fearsome foes and then
only by those of truly mind-breaking terror. The Fear rules
presented in this section are intended to be used either on
the players’ allies (such as Imperial agents or citizens) or
on their foes (it is quite possible for the Battle-Brothers to
cause Fear themselves). For a Battle-Brother, Fear has the
following effects, and then only when in the presence of
Fear-causing foes:
• When facing a Fear causing foe a Battle-Brother must
fight both its physical form as well as the horrifying
nature of its presence. This additional effort imposes a
–10 penalty to Willpower Tests if he is in Solo Mode for
each Degree of Fear the creature possesses (see below).
If the Battle-Brother is in Squad Mode, the Kill-team
suffers a point of Cohesion Damage for every Degree of
Fear the creature possesses unless the Kill-team Leader
passes a Willpower Test (with the appropriate modifiers,
see below). When facing multiple Fear-causing foes, the
Battle-Brother only counts the highest (or most fearsome)
source each Round. Unless otherwise stated, Cohesion
Damage from Fear only occurs once per encounter with
the Fear-causing creature.
• When facing a Horde (see page 359) of Fear-causing
creatures, count their Degree of Fear as one higher than
it actually is. For example, a Horde of Fear (1) Disturbing
creatures counts as Fear (2) Frightening creatures.
In all other respects, Fear does not apply to Battle-Brothers,
and they may even find its effects hard to understand in their
allies, as it is truly an alien emotion to them.

Cargando editor
24/10/2013, 23:08
Director
Sólo para el director
Tyranid Warrior Prime (Master) Profile
WS     bS    S    T    Ag    Int    Per    WP    Fel
               (10) (10)
65       40   50   50    50   30      45     50    –– 
Movement: 7/14/21/42 Wounds: 80
Skills: Awareness (Per), Climb (S), Swim (S) +10.
Talents: Fearless, Lightning Attack, Swift Attack.
Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour
(Bonded Exoskeleton), Multiple Arms, Unnatural Strength
(x2), Unnatural Toughness (x2), Improved Natural Weapons
(Scything Talons or Rending Claws), Shadow in the Warp,
 
 
Gear: None.
Special
Rules
Biomorphs:
At the GMs discretion
a Tyranid Warrior Prime may have
Adrenal Glands (gaining the Furious
Assault Talent), Toxin Sacs (gaining
the Toxic (1d10) Trait on all melee
and ranged attacks), or Regeneration
(2) (gaining the Regeneration Trait).
Alpha
Warrior: When in the presence of
other Tyranid Warriors, a Tyranid Warrior
Prime may enhance their coordination in
battle and make them even more efficient killers, granting
them a +10 on all melee attack rolls and an extra Reaction
each turn. This ability works automatically and affects
all Tyranid Warriors within synapse range of the Tyranid
Warrior Prime.
Size (Enormous), Synapse Creature, Tyranid.
Armour: Bonded Exoskeleton (All 10).
Weapons:  
 Scything Talons (1d10+14 R;
—; Rld —; Living Ammunition,
Tearing), or Spine Fists (20m,
S/2/–; 1d10+12 R; Pen 2; Clip, two Boneswords
(1d10+12 R; Pen 6; Drain Life), Devourer (30m,
–/–/6; 1d10+6 R; Pen 0; Clip —;
Rld —; Living Ammunition, Storm,
Tearing)