Apothecary Lothrik the Bloody-Faced

Astral Claws, Apothecary

Demeanour: Studious
Chapter: Astral Claws

WS BS S T Agi Int Per WP Fel
60 30 50 +4 50 +4 40 60 50 45 30
Astral%20Claws%20Apothecary.jpg

Wounds: 20
Fate: 3

Traits:

  • Astartes Implants
  • Unnatural Strength: +4
  • Unnatural Toughness: +4
  • Enhanced Healing: Heal extra 1d5 wounds

Talents:

  • Ambidextrous: May use either hand equally well.
  • Astartes Weapon Training
  • Bulging Biceps: No need to brace when using Heavy Weapons.
  • Heightened Senses: [+10] Hearing, Sight.
  • Killing Strike: When making an All-Out-Attack you may use a Fortune point to make your attack unavoidable.
  • Nerves of Steel: Re-roll failed Pinning Tests.
  • Quick Draw: Draw a weapon as a Free Action.
  • Resistance: Psychic Powers.
  • True Grit: Halve the result of critical damage, rounding up.
  • Unarmed Master: Unarmed attacks do D10-3 + Strength.

Skills:
Trained: Ciphers (Chapter Runes), Common Lore (Adeptus Astartes, Deathwatch, Imperium, War), Demolition, Dodge, Drive (Ground), Forbidden Lore (Xenos), Intimidate, Literacy, Navigate (Surface), Scholastic Lore (Codex Astartes), Speak Language (High Gothic, Low Gothic), Stealth, Survival, Tactics (Assault Doctrine).

+10: Awareness, Chem-Use, Interrogation, Medicae, Trade (Chymist)

First Aid (+40):
* Lightly Wounded (up to 3 x TB): 6 + 1d5 (x2)
* Heavily Wounded (over 3 x TB): 1 + 1d5 (x2)

Armoury

  • Power Sword
    • 1d10+6 Pen 6, Power, Balanced
  • Reductor
    • 1d10+2 Pen 10, No SB
    • May spend 1 round to remove gene seed from fallen
  • Narcethium
    • +20 to Medicae
    • Lightly damaged is up to 3 x T bonus in wounds
    • Hold 10 doses of a drug
    • Doubles wounds healed by First Aid
  • Astartes Bolt Pistol
    • Pistol; 30m; S/2/-; D10+9; X; Pen 5; Clip [14]; Reload [Full]; Tearing.
    • [14], [14], [14]
  • Chapter Thingo
    • ?
  • Mark VII Power Armour:
    • Exceptional Quality Diagnostor Helmet: +10 Medicae, counts as Preysense Sight.
    • Body 10, HAL 8
    • Count Strength Bonus as 2 higher.
    • Dark Sight, Heightened Senses (Sight, Sound) which stacks with implants.
    • Environmentally sealed.
    • +10 to resist Toxins.
    • Ignore Critical effects for D10 rounds (6 doses).
    • Stunned for a maximum of one round.
    • Vox link, magnetized boots.
    • Thine Arm be the Scourge of Thy Enemies: +5 WS, -5 BS
  • 3x Frag Grenades (2D10+2; X; Blast [5]; Tearing)
  • 3x Krak Grenades (3D10+4+2; X; Pen 6; Tearing)
  • Combat Knife
  • Repair Cement

Floof


Upgrades:

Rank 1: 4100/4000
Int 200
Int 500
WS 200
WS 500
Chem-use 400
Autosanguine 500
Per 200
Per 500
WP 500
Awareness 200
Awareness +10 400

Rank 2: 3800/4000
Interrogation 200
Chem-use +10 400
Interrogation +10 200
Medicae +10 400
Scholastic Lore Chymistry 200
Signature Wargear - Exceptional quality Diagnostor Helmet 500
Signature Wargear - Power Sword 500
Trade (Chymist) 600
Trade (Chymist) +10 400
Demolition 400

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