Tarsis Kovenicus

Ship Role: Enginseer Prime: +10 to Repair Actions

Forge World, Stubjack, Duty Bound, Dark Voyage, Renown

WS BS S T Ag Int Per WP Fel
25 40 33 40 31 53 37 46 31

Fate: 3
Wounds: 13
Insanity: 8
Exp: 3000/3000

Skills:
Basic: Intimidate
Trained: Common Lore (Machine Cult, Tech), Literacy, Logic, Trade (Technomat, Archeotech), Forbidden Lore (Archeotech), Security.
+10: Tech-Use (20 if linked to data port)

Talents and Traits:
Armour of Contempt, Peer (Adeptus Mechanicus), Quick Draw, Logis Implant, Prosanguine, Autosanguine, Binary Chatter, Maglev Grace
Pistol WT (Integrated), Melee WT (Integrated)

  • Credo Omnissiah: Technical Knock
  • Fit for Purpose: +3 any
  • Stranger to the Cult: -10 on test involving knowledge of the Imperial creed, -5 Fel interacting with Ecclesiarchy in formal settings
  • Mechanicus Implants:

Equipment:
-Crimson armour (6-All)
-Red Mechanicus robes (Good Quality clothing),
-Venator Blade (Dam 6; Pen 4; Rending; Razor Sharp)
-Charm (Mechanicus devotional icon)
-Integrated Lathe-Lasgun (Basic; 100m; S/2/-/; Dam 12; Pen 2)
-Archeotech Powerblade (Dam 6; Pen 5; Compact, -20 to Search)
-Multikey, Injector, Sacred Unguents, Micro-bead, Combi-tool, Dataslate


Epsilon 401: Servo-skull

WS BS S T Ag Int Per WP Fel
15 15 10 20 30 15 35 20 -

Wounds: 13
Skills: Awareness +10 (+30), Concealment +10, Dodge, Silent Move +10, Tech-use +20
Talents: Fearless
Gear: Vox, Cogitator, Auspex

Implants:

  • GC Cybernetic Senses (all)
  • Enhanced Potentia Coil
  • BC Mind Impulse Unit

Able to directly interface technological devices which have MIUs. Tech-use, Pilot, Drive Logic, Inquiry, BS at +10 when interfaced with technology.

  • GC Cortex Implant
  • Bionic Heart

30 Skitarii: Combat Servitors

WS BS S T Ag Int Per WP Fel
30 30 40 (8) 40 (8) 20 20 30 40 -

Movement: 2/4/8/12
Wounds: 15
Skills: Awareness
Talents: Two-Weapon Wielder + Appropriate Weapon Talents

  • Armour Plated
  • Auto-Stabalisation
  • Darksight
  • Flyer (2)
  • Machine (4)
  • Natural Weapons: Servo fists
  • Sturdy
  • Unnatural Strength: x2
  • Unnatural Toughness: x2

Armour: All 6
Weapons:
-Shock Gloves (Dam 14; Shocking)
-Hellguns (110m; S/3/-; Dam 10; Energy; Pen 7; Clip 30; Reload 2 Full;
-Gear: Internal vox-bead, ammo hopper equivalent to four clips for each weapon, red dot laser sight for its primary ranged weapon, systems sealed to the void, inbuilt mag-boots.


Upgrades:
Tech-use+10
Security
Trade Technomat
Trade Archeotech
Trade Armourer
Logic
Literacy
Logis Implant
Prosanguine
Autosangine
Binary Chatter
Maglev Grace
Awareness
Dodge
The Flesh is Weak


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