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Tactical Marine

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Tactical Marine Empty Tactical Marine

Mesaj Scris de fourtyKANE Joi Feb 04, 2016 9:06 pm

Tactical Marine

HD: 1d12

Skill Points: 2+Int

BAB: Good

Class skills: Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Drive (Dex), Forgery (Int), Gather Info (Cha), Intimidate (Cha), Investigate (Int), Knowledge [any three] (Int), Listen (Wis), Pilot (Dex), Search (Int), Sense Motive (Wis), Spot (Wis)

Good Saving Throws: Fortitude & Willpower

Rapid Reload - the Tactical Marine can switch between the special types of ammunition for his bolter as a free action.

Special Bolter Ammunition:
-Kraken Penetrator Rounds: crit 18-20/x2, reduce DR by 10
-Frag Rounds: Wounding, deals 1d6 Piercing to adjacent creatures
-Hellfire Rounds: Acid damage, Poison (DC 20, 1d4 Con/1d4 Con)
-Inferno Rounds: Fire damage, catch fire (1d6 Fire per round)
-Tempest Bolts: Electricity damage, Fort DC 20 or be Stunned 1 round
-Blessed Bolts: count as Holy, Axiomatic

Level Abilities
Tactical Marine Tactical

Command: first as a standard action, and later as a swift and finally as one free action, the Tactical Marine may issue a command, providing a bonus or an extra action to allies who are close enough to hear the command and who accept it.
-Move Out: perform a Move Action
-Go to Ground: gain a +4 bonus to saving throws and AC against one attack
-Take Them Out: perform a single attack
-Take Cover: gain Evasion for the round
-Take Aim: the next attack made is an automatic Critical Hit

Inspire Courage: all allies within 30ft of the Tactical Marine, can use his CHA mod as bonus to saving throws and skill checks. This aura is Persistent.

Feel No Pain: Tactical Marine no longer register pain. As such, they are immune to nonlethal damage and [Pain] effects. The Tactical Marine gains his CON mod to AC, as deflection bonus.

Combat Doctrines: at levels 2 and 4, the Tactical Marine can utilize his Adeptus Astartes doctrines. It takes a move action (and later a swift) to use the doctrine, which extends out to all allies in the area that can see him. Only one can be used at a time.
-Devastator Doctrine: roll a d6 and add the number to AB and damage for shooting attacks
-Assault Doctrine: roll a d6 and add the number to AB and damage for melee attacks
Note: lasts 1d4+ TM’s CHA mod/round

Maximize Grenades: any time the Tactical Marine throws a Frag, Krak or Plasma Grenade, the damage is maximized instead of rolled.

For the Emperor: as Standard or Move action, the Tactical Marine may designate a single foe within 100 feet. Until his next turn, all allies may add his Charisma bonus to their attack and damage rolls against that target.

Your Opponent Is Me!: as a standard action, a Tactical Marine may mark an opponent as their primary foe. This foe must be within movement range and be able to hear the Tactical Marine’s challenge. If the target inflicts ay damage on him before the Tactical Marine’s next turn, the attempt fails. Otherwise, any attacks the Tactical Marine uses against the opponent during his next turn inflict an extra d6 of damage for each Tactical Marine level.

Honor the Chapter: after the Tactical Marine drops an opponent (in melee or by shooting), all allies who can see him gain +2 AB and damage on their next attack. Effects stack for multiple kills.

Mettle: at 3rd level the Tactical Marine who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if he had immunity.

Tactical Focus: at the start of the turn the Tactical Marine can spend a swift action to give himself or an ally within 100ft the benefits of a True Strike on the next attack.

Stand Your Ground: as a Full Round Action, a Tactical Marine may issue an order to all allies, empowering the whole team (himself included). They all become Fearless, threaten squares out to 50ft away and gain Regeneration 5/magic. This lasts for 1d4 rounds +CHA mod, and also until anyone moves out of the square they are standing in.

Imperial Strike: as standard action, one attack against a flat-footed opponent save Fort vs Damage or Die.

Equipment: Power Armor, Auspex, [+1] Special Boltgun, Bolt Pistol, Combat-knife, Frag & Krak Grenades (2/2)
fourtyKANE
fourtyKANE
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Mesaje : 66
Data de înscriere : 04/02/2016
Localizare : Erioch Station

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