Brother Winter

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Rogue Trader: Drake Dynasty
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GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
Command Crew
Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
High Factorum August
House Drake Fleet
Aurea Albion
Hound of AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
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Guide and Lore
Winter with his helmet off.

"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear." - The Emperor of Mankind

One of the very few Chapters to have been founded from the legendary Salamanders, the Star Knights are odd in that they are a space-borne Chapter similar to the Black Templars. Specializing in Shock and Awe tactics, with a particular emphasis to boarding actions, the Star Knights are some of the best Space Marines when it comes to Drop Pod assaults, usually supplemented by Thunderhawks and Orbital Bombardments. While tenacious on the defense, they are particularly ferocious on the assault, using precisely aimed bursts of bolter fire, gouts of flamers and blasts of meltaguns.

However, like their Founding Chapter, the Star Knights themselves maintain tight units and links back to their families. It is considered a point of honor to have one's son considered as an aspirant. And should the lad be fortunate and skillful to survive the process, he rejoins his family for a week and a day to celebrate and give his farewell. It is often that a Star Knight Novitiate embark on extended training periods and return to find their family dead from old age.

It is here that we begin our story, the tale of one of the greatest heroes the Star Knights had ever known. During it's darkest hour, this Novitiate brought the Chapter back up to it's feet with not just his deeds of heroism, but by staying loyal throughout his days, even though he was cast out. His name is Winter, and his name is legend.

Fiction found here: Winter's Stories

Accomplishments

  • Killing an Ork Warboss in single combat with a chainsword
  • Destroying an Ork escort-class vessel single-handedly
  • Dueling a Greater Daemon of Tzeentch and surviving with a chainsword
  • Killing a Bloodletter of Khorne that materialised on the ship with a chainsword
  • Dueling a Red Corsair and winning as an aspirant with a chainsword

Vitals

Name: Winter Xanatov

Rank: Novitiate / Master-at-Arms
Race: Adeptus Astartes
Gender: Astartes (Originally male)
Age: 25
Date of Birth: <EXPUNGED>

Place of Birth: <EXPUNGED>

Height: 7'4" out of armor, 7'10" in armor
Weight: 800 lbs.
Build: Extremely Muscular
Eyes: Blue
Hair: Black

"Redeem them with sword and fire!"

Background

Winter was originally born as Winter Xanatov on the Hunter Destroyer [REDACTED] belonging to the Star Knights Adeptus Astartes. It wasn't known then that the child would become both the future savior and pariah of the Star Knights.

After being selected to become an Aspirant, the young Winter competed against the other Aspirants in the Gauntlet, which required going through the Bilges of the Battle Barge Sentinel clad in only a simple tunic and no weapons. Two-hundred underwent the trial, only three came through weeks later. Winter was the first, coming out wearing an exo-skeleton carved from some great beast for armor, and a giant claw attached to a steel pipe with wiring for a spear.

From that point on, Winter and the other two Aspirants, Korla and Dmitri worked together as not just a squad, but as friends. For within the Star Knights, there was no stronger bond than that between Battle-Brothers.

Then the Orks came, shortly after the three were implanted with the organs that would eventually turn them into Angels of Death. Even though they were barely Initiates, the three fought alongside their Chapter Master of Recruits in the way that legends are formed. The Ork Waaaaagh! was severely blunted by the Star Knights Chapter, easily picked off by the remaining elements of the Imperial Navy. Only one Marine survived the battle, and that was Winter.

Taking the Helm and Chainsword relics of his Chapter, his quest was to find the remnants of his Chapter and return the sacred items to them. In his wanderings, he came upon a Rogue Trader who frequently travelled the Expanse. Drake also had the potential to be one of the greatest Rogue Traders in not just the Expanse, but possibly in the Sector.

Winter has since rediscovered his Chapter and his implants have come completely online, transforming him into an Angel of Death. But due to an irregularity within the Chapter, he was not allowed to rejoin the ranks of his Battle-Brothers, something that bothers him to this day. Until he figures out what to do, he will continue to serve as Lord-Captain Drake's Master-at-Arms and personal bodyguard, serving with distinction amongst the crew. Although he longs to serve with his brethren and fight against the Emperor's enemies, he follows his duty.


Attributes

Characteristics

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T)
53 48 50 50
Agility (Ag) Intelligence (Int) Perception (Per) Willpower (WP) Fellowship (Fel)
44 43 38 42 48

Half Move: 4 meters

Full Move: 8 Meters

Charge: 12 meters

Run: 24 meters

Base Jump: 1 meter (120 cm in armor)

Base Leap: 5 meters (7 meters in armor)

Wounds: 23

Talents and Traits

XP: 1250/20,250

Talents

  • Ambidextrous: No penalties for using a weapon in the off-hand.
  • Bulging Biceps: Does not need to brace when firing a Heavy weapon.
  • Heightened Senses (Hearing, Sight): +10 to Sight or Sound based Alertness checks.
  • Killing Strike
  • Nerves of Steel: +10 versus Pinning checks.
  • Quick Draw: Free action to draw a weapon.
  • Resistance (Psychic Powers): +10 to WP checks to resist psychic abilities.
  • True Grit
  • Unarmed Master
  • Rapid Reload: Half reload times to reload a weapon. May not be faster than a half action.
  • Counter-Attack
  • Total Recall: May roll an Intelligence check to recall tiny details.
  • Peer: Inquisition: +10 on Fellowship rolls when dealing with the Inquisition

Traits

  • Astartes Weapon Training: Is trained in the use of all weapons save those requiring Exotic Weapon Training.
  • Unnatural Strength (x2)
  • Unnatural Toughness (x2)
  • Bolter Mastery: +10 to hit, +2 to damage when using any Bolt weapons.
  • Master of Arms (Accurate, Tearing): May apply either the Accurate or Tearing quality to any ranged weapons he picks up, but not both.
  • No Quarter Given (+3 WS, Counter-Attack)
  • Master of Blades (Chainsword, Eviscerator): When using a Chainsword, may attack with it as though it were an Eviscerator, and vice verse.

Skills

Skill B T +10 +20 Bonus
Awareness (Per) X X
Barter (Fel) X
Carouse (Tgh) X
Ciphers Chapter Runes (Int) X X
Climb (S) X X
Command (Fel) X X
10
Common Lore: Adeptus Astartes(Int) X X
Common Lore: Imperial Navy(Int) X X
Common Lore: Imperium(Int) X X
Common Lore: War(Int) X X
Concealment (Ag) X X
Contortionist (Ag) X
Deceive (Fel) X X X
Disguise (Fel) X
Dodge (Ag) X X
Drive: Ground Vehicles (Ag) X X
Evaluate (Int) X X
Forbidden Lore: Adeptus Astartes(Int) X X
X
Inquiry (Fel) X
Intimidate (S) X
Literacy (Int) X X
Logic (Int) X
Navigate Surface (Int) X X
Scholastic Lore: Codex Astartes (Int) X X
Scrutiny (Per) X
Search (Per) X
Silent Move (Ag) X X
Swim (S) X X
Speak Language: Low Gothic (Int) X X
Speak Language: High Gothic (Int) X X
Tactics: Assault (Int) X X
Tactics: Naval (Int) X X
Tech Use (Int) X X
Trade: Armorer (Int) X X


Space Marine Organs

  • Secondary Heart/Ossmodula/Biscopea/Haemastamen: You gain the Unnatural Strength and Toughness Traits.
  • Larraman’s Organ: You do not suffer from Blood Loss.
  • Catalepsean Node: You suffer no penalties to Perception based Tests when awake for long periods of time.
  • Preomnor: You gain +20 to Toughness Tests against ingested poisons.
  • Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
  • Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
  • Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
  • Sus-an Membrane: You may enter suspended animation.
  • Oolotic Kidney: You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
  • Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
  • Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
  • Betcher’s Gland: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
  • Progenoids: These may be retrieved with a successful Medicae Test.
  • Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.
The Armor of the Star Knights.

Power Armor Abilities

  • AP 8 to all locations, AP 10 on Torso
  • Servo-Augmented Musculature: +20 Strength
  • Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses)
  • Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer's bio signs, it can administer pain suppressors, combat stims and anti-toxins. This provides the following benefits:
    • +10 to tests resisting the Toxic quality and similar Poison effects.
    • The pain suppressor reservoir has a total of six doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Built-in Vox Link
  • Built-in Magboots
  • Nutrient Recycling: Can operate for two weeks without re-supply
  • Recoil Suppression: May fire Basic weapons 1-handed without penalty
  • Size: Hulking (Black Carapace means no bonus for enemies to attack)
  • Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
  • Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
  • Armor History "Commander's Legacy": When in combat and wearing this armor, Winter gains a +10 to all Command checks.
Winter's Tactical Dreadnought Armor

Terminator Armor Abilities

  • AP 14 to all locations
  • Tactical Dreadnought Armor Terminator Armor is known for it's ability to withstand any shot made against it. This provides a Force Shield with a rating of 35 that may never overload.
  • Servo-Augmented Musculature +30 Strength
  • Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +20 to Sight and Hearing Awareness Tests (total of +30 bonus with Heightened Senses)
  • Sensorium: This heightened sensor upgrade is what makes a Terminator such a deadly foe. It ties into any other friendly Terminator within range to better deploy as a single unit. +1 range for squad mode abilities, counts as Auspex.
  • Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer's bio signs, it can administer pain suppressors, combat stims and anti-toxins. This provides the following benefits:
    • +10 to tests resisting the Toxic quality and similar Poison effects.
    • The pain suppressor reservoir has a total of six doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
    • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
  • Built-in Vox Link
  • Built-in Magboots
  • Built-in Powerfist: The Terminator Armor's left hand is a powerfist that cannot be replaced. It deals 2d10 damage with a penetration of 9, with the Power Field and Unwieldy traits. The fist's bulk also means the hand cannot be used for ranged weapons other then thrown, and imposes a -10 penalty to manual dexterity.
  • Nutrient Recycling: Can operate for two weeks without re-supply
  • Recoil Suppression: May fire Basic weapons 1-handed without penalty
  • Size: Hulking (Black Carapace means no bonus for enemies to attack)
  • Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
  • Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
  • Armor History "Thy Strength Be Legend": This armor is straight off the assembly line and the Mechanicus has seen fit to experiment with the fiber-bundles that augment the natural strength of the wearer. +10 Strength.
  • Special Rules: Terminator Armor is not, by design, meant to be nimble. It's heavy armor plating is what is primarily relied upon to protect the wearer. -20 Agility, Cannot Run, Cannot Dodge.