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Blog Entries posted by Skirmisher

  1. Skirmisher
    The Necron Lord Skir'Mish'Ra is a Character that I have so far used in three different RP scenarios and will probably use again where applicable. The Wargear that I have selected for it is a Warscythe except it is more like the Pariahs Scythes (They actually look more like a Glaive to me) with a built in Gauss Blaster.
    For general Equipment I usually use a Phase Shifter, and a Chronometron, even if it exceeds the point cost ingame. And like all good 'Krons it has the standard Disruption Field for all Melee Attacks. Since participating in the AKUMA tournament, Skir'Mish'Ra has gained a Lightning Field. He also gained a Phylactery pendant, but shortly lost it during the coarse of the Tournament.
    General Stats that I go by in a semi-Dark Heresy style.
    Weapon Skill: 60
    Ballistic Skill: 70
    Strength: 60 (Unnatural Characteristic)
    Toughness: --
    Agility: 50 (Unnatural Characteristic)
    Intelligence: 50
    Perception: 60
    Will Power: --
    Fellowship: 30
    Wounds: 75
    Regen: 1 wound / 5 seconds
    Armour: 25

    [b]Name Class Range RoF Damage Pen Clip Special[/b] Gauss Blaster Heavy 100m Semi-Auto x3 1d10+10X auto-crit 10 infinite x2 vs vehicles Fractal Scythe Melee --- --- 2d10+12R infinite --- Powerfield, Fast
    Powerfield: If parried by a weapon that does not have a Powerfield, there is a 75% chance to destroy that weapon. Weapons that are made of Superdense allows or pure energy are unaffected.
    Fast: Opponents are at a -10% chance to parry or dodge.
    - Necrons automatically pass all Toughness and Will Power Tests.
    - Immune to Blood Loss, Fatigue, Stunning.
    - Whenever hit by an attack there is a 50% chance the attack phases through with no effect.
    - When reduced to below zero wounds there is an 80% chance to phase out, leaving the battlefield.
    - If Phase Out test fails, the Necron continues to fight as if at 0 wounds.
    - Unaffected by environmental effects (fog, darkness, underwater, vacuum, etc)
    - Armor counts double against psychic attacks - even those that would normally bypass armor.
    - Causes Fear class 2, considered very Frightening
    - Hulking Target (Bigger than Average, but smaller than Enormous)
    - Opponents attacking in Melee will be hit with arcs of Lightning, Damage: 1d10+2E

    Intimidate+20 110% Coerce or Frighten individuals or small groups. Dodge 70% Avoid being hit by a Ranged or Melee attack. This is used as a reaction. Awareness 60% Passive ability to detect hidden dangers or small details in ones surroundings. Search 60% Actively search an area for fine details or dangers. Lore (Necron) 50% Knows the Full sum of All Necron knowledge. Command+20 50% Issue orders that are clear to subordinates Climb: 50% Ability to scale sheer surfaces without proper hand/foot holds Silent Move: 45% Move without noise. Conceal: 45% Move unseen in a concealing environment. Scrutiny: 30% Assess encountered beings, determine lies, motive, worth, etc. Evaluate: 25% Determine the value of an object. Logic: 25% Math and Problem Solving. Barter: 15% Negotiate better deals Charm: 15% Befriend others, beg, convince, etc. Deceive: 15% Lie or Con others.

    Melee Weapons Training [i](War Scythe)[/i]: 70% Ranged Weapons Training [i](Gauss)[/i]: 70% Blade Master: +10% to Melee [i](already accounted for)[/i] Disturbing Voice: +10% to Intimidate [i](already accounted for)[/i] True Grit: Resistant to critical effects, such as beheading, amputation, etc. Immune to Fear: self explanatory
    Character History
    Necron vs Old Ones War
    Though most of this data is lost due to Engramic Decay as a result of repeated death and rebirth.
    Necrons Reawakening/Harvest
    Though was present for the attack on a world that fell to Chaos. Their harvesting prompted the locals to call any help they thought would save them... so they called Daemons.
    The AKUMA Tournament
    With one day of "Training" and Teleportation to anywhere in the 40K universe, he chose to go to Mars and see the Void Dragon. Here he learned that the Dragon and the EOM are planning something. And it was here that his Tag Team member the Grey Knights Grand Master was told to assist the Necron in the tournament, and was made immune to the Lightning Field that the Dragon installed in the Necron Lord. In addition to that, the Dragon also gave the Necron Lord a Phylactery pendant and chained it to his chest.
    Through the coarse of the tournament, Skir lost (due to time out, and public vote) and was deactivated. At this time his team mate Regis, swiped the Phylactery off him and left him deactivated and locked up in the Tournament prisons.
    After a whole other series of events that he wasn't apart of, AKUMA was defeated, and the island they were on started to sink. Fortunately for him, a portal was opened and Skir automatically phased out before being forever entombed in a watery grave.
    His current whereabouts are unknown...
  2. Skirmisher
    Metalus Regis, The Grey Knight

    - - - - - - - - - - - - Regis in Armour - - - - - - - - - - Regis out of Armour
    This is a WIP character that I've been using for AKUMA's tournament, and I've decided to finalise just What he can actually do in and out of combat. Now, I'm sure that this is Not how an actual Grey Knight would be like... but it's the closest that I can actually get to it. Most info has been taken from Dark Heresy and has been expanded upon to fit what first a Space Marine could look like in game, and then what a Grey Knight would look like.
    Truly it was his first day in the Position of the Honoured Brother Captain of the Grey Knights, but alas Fate would see him taken away just as he entered into Battle to lead his Chapter to war. It was through a Trick of the Warp that he was pulled into AKUMA's Tournament along with the Necron Lord. Upon entering the tournament he was given the Choice to train for a Day in Any Location he could think of. But he didn't hear it because he was Dumbstruck by the fact that he had actually entered another dimension, one where he could not feel the presence of the God Emperor of Mankind. The Necron Lord who was supposed to be his Tag Team Companion chose for them, and they were whisked away to the Mars, specifically to the Void Dragons Chamber.
    Here they got a major surprise as The manifested Spirit of the GEOM was there with the Void Dragon, conversing and discussing in an un-natural alliance. Here the GEOM told Regis what he must do, and that he must enter the tournament and fight beside the Necron, and he accepted this task.
    After being transported back to the tournament they engaged in their first round with the Sith Stalker known as Starkiller (Did I get that right?) With the Necron Lord engaging first. The two fought as Regis was forced to make his way slowly through the battlefield terrain, and for the most part was inconclusive with the Sith not being able to harm the Necron, and the Necron not knowing where the elusive Sith was in order to attack him.
    With that the Necron became irritated and left the field of battle leaving Regis to deal with the opposition. At this point Star Killer took his leave and taped out for his Tag, Sora from Kingdom Hearts. The Battle was hard fought, and it seemed at times that Regis would come out on top, but the round timer ran out and pure crowd votes determined that Regis had lost. This allowed the combined might of Sora and Starkiller to blitz the Grey Knight into submission.
    After that humiliating defeat he and the others that had lost in Round One were locked up a location known only as the Temples. These Temples were the only structures on the island and had only two buildings separated by a large and haunted looking forest. Winners were put in one complex and the Losers in the other.
    It was as Round Two kicked off that a plan was created to break out of the jail. In spite of all their planning, the prisoners took advantage of a freak occurrence to escape. As it happened, Starkiller did not trust the Cloaked shadow priest that seemed to be running the competition and had Stitch (Whom Sora had "Summoned") scout around the area. Stitch then stumbled across the Prisons and managed to get some Gear into the cells of the prisoners for them to escape with. The Shadow Priests stepped in and Locked down the prison with their powerful magics, but Stitch managed to free Regis.
    Thus freed Regis attempted to attack the Priests with his Grey Knights Holochaust Psychic power but failed as their Barrier deflected the power back at him. In order to survive the rebounding energies he threw them at the very wall of reality itself and burst a hole into the warp. Seeing it as his only option for escape he Jumped into it. The Corrupting energies of the warp took a toll even on the Hardened Grey Knight, but Bending every once of his will to the task he punched a hole back into reality. The ordeal however left it's mark on the Knight, mutating him into an Aberration, a fusion of Man and Bestial features.
    At this time the other Competitors revolted against the Guards and Shadow Priests and made their way to the Prison. After Re-arming and Re-equipping they attempted to attack the Main Temple, getting ambushed in the forest between. While they fought, Regis moved on ahead to the main temple and confronted the Priests. The situation became tenuous as he was given the Choice of either Surrender or having everyone else on the Island Die. He chose instead to tactically withdraw and fight the battle outside with the support of the others.
    The battle was a furious melee, that devolved into a confused mess as the combatants fought for survival against ever increasing numbers of foes. Finally Akuma himself showed up and confronted the tournament contestants, but one of the other contestants had foreseen this happening and had given a power to one of the other competitors. Together those two were able to defeat Akuma, however the demon had the Last Laugh starting a process that would sink the island and Drown all the survivors.
    Thinking quickly a portal was opened that would allow everyone to escape the island. To Be Continued...
    Statistics (Avg Human = 30's)
    Weapon Skill: 68
    Ballistic Skill: 59
    Strength: 68 + 40 in Terminator Armour
    Agility: 65
    Will: 73
    There is no substitute for zeal...
    Wounds: 40 (Average Human = 10)
    Armour: Terminator Armour; 18 DR
    Grey Knight Terminator Armour Specials
    Aegis: The armour worn by Grey Knights is archaic and baroque, anointed and inscribed with prayers and hexagrammic wards, ritually consecrated and psychically charged to do battle with the unholy. In conjunction with the psychic might of the Knights themselves, these hallowed suits of armour enable the Knights to resist their otherworldly foes.
    Effect: Cannot be manipulated by outside forces, allows the wearer to double their will save against Magic and Psychic attacks.
    Standard Terminator Armour Systems
    Vision and hearing are linked directly to the users brain via implants, this protects against blinding flashes and deafening noises. Images and Sounds are presented as if the wearer wasn’t wearing a helmet. The spectrums the wearer sees range from infra-red through the visible and into the ultra-violet. Images can be zoomed in and magnified at will and subconsciously. Senses are presented as if the wearer wasn’t wearing a helmet. The Helmet also contains a Re-Breather/Gas Mask that can allow the wearer to operate in Toxic or otherwise dangerous environments or even in vacuum.
    Nemesis Force Glaive: Damage: 2D10+Strength Bonus (Energy); Armour Penetration: 8;
    Stormbolter: Damage 1D10+8 (Explosive); RoF: Single/Burst 4; Armour Penetration: 6; Ammo: 80 Psycannon rounds
    Punch: Damage 1d5+7 (Impact); Armour Penetration -2x opponent's DR
    Claws: Damage 1d5+3 (Rending); Armour Penetration -2x opponent's DR; Cannot be used in Armour
    *There will be a list of various weapons and armours with the damages that they might do or reduce included at the end of the character sheet*
    Psychic Powers

    [b][size=3]Minor Powers[/size] [i](Basic Psychic Powers that are common to all Psykers)[/i] Call Item:[/b] An object that can be held in one hand can be infused with the Psychics imprint. This takes about one hour and Runes and Glyphs have to be inscribed on it. When the Psychic calls it to him it appears in his hands as if teleported to him. Only one item may be imprinted at a time, Regis' item is currently his Force Glaive. [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] Regis’s Force Glaive automatically appears in his hand as if it were there all along.[/font][/size] [b]Heal:[/b] By Channelling his Psychic power into a willing target bones and flesh can be mended. It substantially speeds up Healing, but prolonged or repeated use can cause more damage as the targets flesh can only take so much warp energy before rebelling. [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] Heals 1-5 wounds / 6 hours[/font][/size] [b]Precognition:[/b] Get a fuzzy picture of what will happen, the closer in time the Clearer the picture. This can be extended to only a few Minutes into the future. [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] +10 to Dodges and Weapons Parry[/font][/size] [b]Sense Presence:[/b] With the Mind the Psyker gains an Inkling of other life forms in the area. The psyker is aware of the direction of each life-form, but not their exact distance or location. 1m thick walls block this though... [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] Sense the direction of any living thing within 50m + 10m/Overbleed[/font][/size] [b]Resist Possession:[/b] The Psyker throws up mental wards to shield his mind from enemy assault. It's not perfect, but it makes it a lot harder to get in there. [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] Lasts for one hour, May re-roll failed "resist possession" tests.[/font][/size] [b][size=3]Psychic Discipline: Divination[/size] Divine Shot:[/b] The Psyker is able to hit with a Single almost impossible shot on Any target that he can perceive. Concentrating on a single projectile the Psyker casts his gaze into the warp to search down the Infinite paths of potential trajectories. [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] Regis Automatically hits any target he can see with One Ranged Attack (Only one bullet). As long as it’s theoretically possible to hit it will hit. [b]Limitations on Use:[/b] Regis first has to concentrate for a turn before firing the weapon. This will leave him vulnerable to attack for that turn.[/font][/size] [b]Preternatural Awareness:[/b] The psykers eyes roll back and his senses roam about the area around him. He "sees" everything around him and even slightly into the future. [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] When Regis is using this power, he sees Everything around him at once, as well as limited precognition (0.7 seconds x Overbleed) [b]Limits on use:[/b] Cannot combine this power with other psychic disciplines except for common.[/font][/size] [b][size=3]Psychic Discipline: Telepathy[/size] Telepathy[/b] Can send my thoughts into the minds of anyone around me. The effect can be used on only one person or group, or to anyone within range. [size=2][font="Franklin Gothic Medium"][b]Effects:[/b] Regis can talk with his mind. Range 7km[/font][/size] [b][size=3]Psychic Discipline: Grey Knight[/size] Holocaust: [/b]The Psyker calls forth a raging white-hot firestorm ignited by his own soul, usually out to about a 6m radius. The Flames burn across dimensions, affecting the entities of the immaterium as well as the material. Normally this would also cause harm to the psyker, but Grey Knights in their Aegis Armour can shrug off the effects on themselves. This damage by-passes the targets physical defenses, such as how tough they are or any armour they are wearing. Those slain by Holochaust are killed forever... [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] Deals 7d10 points of (Energy) Damage to everything within 6m, even creatures normally immune to Flame will burn as though they weren’t. [b]Limitations on Use:[/b] Regis will take 1d10+10 (Energy) Damage per turn while using this, though he may use the DR of his Aegis Armour. [/font][/size] [b]Sanctuary:[/b] The Psyker can conjure wards around himself and companions through which enemies have difficulty approaching. For enemies breaching the threshold of this Sanctuary the very air repels them and strikes at them with ethereal electrical charges. [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] Anyone not designated “Safe†by Regis, will find a Strong unnatural wind trying to blow them away from Regis, and they will suffer 1 points of (Energy) Damage per turn that they are in his area. Range 6m. [b]Limitations on Use:[/b] Cannot combine this power with other psychic disciplines except for common.[/font][/size] [b]Shrouding:[/b] The psychic prayers of Regis are focused in battle to constantly confuse and wrong-foot his enemies. It will blind their senses with the shining light of faith and resolution. [size=2][font="Franklin Gothic Medium"][b]Effect:[/b] While Regis is using this ability, anyone in his line of sight will be effected by it. The amount that their senses are clouded is based on how they are looking at Regis, with only hints of incense, whispers of chant and a faint light if they only see him in their far peripheral vision. While anyone looking directly at Regis will feel as though they are starring into the sun, hear only a deafening chanting, and will smell nothing but burning incense...[/font][/size]
    Space Marine Physiology

    [b]Secondary Heart[/b] Allows Regis to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around his body. [b]Ossmodula implant[/b] Regis’ bones have been laced with Ceramite making them extremely resilient to injury and heat. His ribcage has been fused into a solid bulletproof plate. This implant also contributes to his massive size. [b]Biscopea implant[/b] This is another implant that contributes to his size as well as his physique. Having increased his muscle mass tremendously. [b]Haemastamen[/b] Increases the amount of Haemoglobin in Regis’ blood, making it far more efficient as well as bright red. [b]Larraman's Organ[/b] If Regis is injured his wounds will automatically and nearly instantainously form scar tissue when his blood makes contact with air. [b]Catalepsean Node[/b] Regis needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all. [b]Preomnor[/b] Cannot be poisoned by ingested food. [b]Multi-lung[/b] Regis is immune to any airborne Toxins, Poisons, or Viral contaminants. Can also allow Regis to breathe underwater. [b]Occulobe[/b] Regis has far superior vision to normal humans (20/10 acuity), and can see in low-light conditions almost as well as in daylight. [b]Lyman's Ear[/b] Regis is immune to dizziness and motion sickness. As well as having the ability to consciously filter out and enhance certain sounds. [b]Sus-an Membrane[/b] Regis can enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma such as a Mortal Wound, this will keep him alive until healing can be done. [b]Oolitic Kidney[/b] Regis’ blood is filtered very quickly, rendering him immune to most poisons. Though if sufficiently poisoned he will fall into a coma until the poison can be fully filtered. [b]Progenoids[/b] Creates Space Marine Geneseeds, for use to create more space marines. [b]Black Carapace[/b] A hardened subdermal sheet embedded in Regis’s torso that connects to his nervous system and allows him to control his Power Armour as though he were one with it.
    Weapons and Armour that may be encountered

    [b][size=3]Weapons[/size][/b] [b]Simple Weapons[/b] like swords, axes, spears, and bows/crossbows Damage: 1d10 (Impact or Rending), Armour Penetration: 0 [b]Large Melee Weapons[/b] like Great Swords, Large Mauls, Heavy Waraxes, or Polearms Damage: 2d10 (Impact or Rending), Armour Penetration: 2 [b]Power Weapons[/b], like disruption weapons, lightsabers, plasma swords Damage: 1d10+5 (Energy), Armour Penetration: 6, 75% chance to destroy non-powered weapons if parried. [b]Guns[/b], like Modern rifles, Blasters or Laser rifles and such Damage: 1d10+3 (Impact or Energy), Armour Penetration: 0 [b]Grenades[/b] Fragmentation ~ Damage: 2d10 (Explosive), Armour Penetration: 0 Anti-Tank ~ Damage: 2d10+4 (Explosive), Armour Penetration: 6 Incendiary ~ Damage: 1d10+3 (Energy), Armour Penetration: 6, targets may be set on fire [b][size=3]Armours[/size][/b] [b]Leather:[/b] DR 2 [b]Chain:[/b] DR 3 [b]Kevlar/Flak:[/b] DR 4 [b]Plate:[/b] DR 5 [b]Ceramic/Plastoid:[/b] DR 6 [b]Powered Armour:[/b] DR 8 [b]Terminator:[/b] DR 16 *Note: Space Marines get better armour and weapons, and Grey Knights get even better.*
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