New Specialty

By daggerbackstabsmullyan, in Deathwatch

Hello. This is an attempt to create a stealth/assassin Marine. Not much sense fluff-wise, but heck, I assume that with 1,000 chapters you will have at least one with this general idea. A Marine who is dropped into combat and left for dead, sent to eliminate the commander and valuable information, then told to kll as many as possible before he dies, when not even an assassin would have a chance.

Eliminator
1. To preserve mobility and speed, Heavy weapons may not be used, though
mounted weaponry is allowed, as the weapons platform used will be designed to
transport such weapons while minimizing the user's encumbrance

2. The Eliminator may choose one of the two abilities that follow, and then take
the Coldhearted ability if they wish, accepting the bonuses and penalties
therein:

One Shot, One Kill:The Eliminator may burn a fate point. Take a very hard(-30)
Ballistic or Weapon Skill test. Then they may choose a location on the target.
If the target is the arm or leg the opponent may not use this arm or leg,
possibly stopping them from attacking or moving faster than a walk. If the head
is chosen roll one die, and then the target is either blinded(1-2), deafened(3-
4), wounded(takes one wound)(5-9) or takes three critical damage of the type of
the weapon(10). If the body is chosen the weapon must either be automatic or
two handed and must be able to do at least twenty damage on a roll, then the
target takes a toughness test, starting at challenging(+0) difficulty and
becoming one step harder for every two degrees of success on the Weapon or
Ballistic Skill test and one step easier for each level of unnatural toughness
the target has. If they pass they take 1d5 wounds and live. If they lose they
die, unless they have more than one hundred wounds, in which case their current
wounds are halved.

Silent Killer:The Eliminator may spend a fate point to eliminate one non-master
class sentry in hand to hand in ten seconds, silently. Note that they may live
or die, but are incapacitated or killed permanantly. This will not work on foes
with a clear line of sight to the Eliminator.


Coldhearted: The Eliminator may choose this and accept the following:
Pleas to the character's mercy do not work.
When affected by a psychic power ofdomination the user gains 2d10
insanity.
He automatically passes all WP checks to perform an action
merciless, suicidal, or needlessly cruel.
He loses 10 fellowship.
The character starts with 20 insanity and one battle fatiuge.

Eliminator Bolt Pistol:
(1d10+9X S,2,-- Pen 4 Range 50 meters Accurate, Tearing, Proven(3), Felling,
Toxic, Special)
Special:This weapon when fired by one not its original wielder will backfire.
The toxic ammo takes five requisition per clip and only works with the unique
pistol. It halves the target's toughess bonus
Starting Gear:
Bolter
Inhalation Grenade
Eliminator Pistol
Power Armour

Advances: Weapon Skill 200, 500, 1,000, 1,500
Ballistic Skill 200, 500, 1,000, 1,500
Strength 200, 500, 1,000, 1,500
Toughness 750, 1,500, 2,000, 5,000
Agility 200, 500, 1,000, 2,000
Intelligence 500, 1,000, 1,500, 2,000
Perception 500, 1,000, 1,500, 2,000
Willpower 750, 1,500, 2,000, 5,000
Fellowship 750, 1,500, 2,000, 5,000

Rank 1:
Silent Move 500
Tracking 500
Chem Use 500
Hunter of Aliens 1,500
Two Weapon Wielder(Melee) 1,500
Navigation(Surface) 750

Rank 2
Two Weapon Wielder(Ballistic) 1,500
Leap up 500
Signature Wargear(Stalker-Pattern Bolter) 3,000
Demolition 750
Acrobatics 750
Swift Attack 1,500
Concealment 500

Rank 3
Decieve 750
Silent Move +10 750
Interrogation 500
Mimic 750
Scourge of Heretics 1,500
Tracking +10 750
Duty Unto Death 750

Rank 4
Lightning Attack 2,500
Assassin Strike 750
Marksman 750
Deadeye Shot 750
Interrogation +10
Silent Move +20 1,000
Decieve +10 1,000
Slayer of Deamons 1,500
Flesh Render 1,500

Rank 5
Frenzy
Battle Rage
Blademaster
Concealment +10 750
Combat Master 750
Eye of Vengeance 1,000
Crushing Blow 1000
Counter Attack 750

Rank 6
Cleanse and Purify 750
Crippliing Strike 1,000
Disarm 500
Dual Strike 1,000
Dual Shot 750
Independent Targeting 1,000
Disturbing Voice 750
Concealment +20 1,500
Deceive +20 1,500
Interrogation +20 1,500
Chem Use +10 1,000
Psy Rating 2 1,500
Psychic Technique(must be telepathic or the Gate of Infinity or Vortex of Doom)
Rank 7
Gunslinger 1,000
Hard Target 1,000
Lightning Reflexes 750
Rapid Reload 750
Sharpshooter 750
Lore: Scholastic(Poisons) 500
Gamble 500
Speak Language(Unholy Tongue, Eldar, Tau, Proto-Gothic) 3,000
Psy Rating 2 1,500
Psy Rating 3 1,500
Psy Rating 4 1,500
Psychic Technique(Telepathic or the Gate of Infinity or Vortex of Doom) 1,000
Hip Shooting 750
Preternatural Speed 750
Mental Rage 750
Mighty Shot 750
Paranoia 750
Signature Wargear(Master(Iron Halo)) 8,000
Sinature Wargear(Hero(Relic Blade)) 10,000

Advice? Ideas? Post below.

Interesting idea. I do think there would be a problem with the left for dead part, an apothecary will move heaven and earth to recover the gene-seed of the fallen so it would take a good backstory to explain why he got left behind.

That said I do like the idea of "Go forth and die as you see fit" idea. It reminds me of the first Ultramarines trilogy.

Yeah. I actually made this becuase I had a player who's character was sent to eliminate a one who had knowledge of the Fallen Angels. That was a Ultramarine Codicier, after a heretical text detailing Luther's rebellion had been found. He marched in, knocked out a guard, and shot him in the back three times, then blew up the book as he read it. So he knew about the Fallen, and only lived because he was too scared to commit suicide. So he was a dishonored, but alive, Marine sent to the Deathwatch and told not to come back. And wahtwith the fact that he possibly was chaos tainted... well, he had every reason to be a suicide Marine.

There are already a few elite character types from Rites of Battle that seem to fit the sort of character you're describing. I remember there's one that's a "one make Kill-team" that uses some commando and stealth stuff, and another that's a "shunned from your Chapter, serve in the Deathwatch and don't come back, you no good troublemaker" type.

Maybe using one/both of those would work better than cooking up a whole new specialty for them?

Blackshield would be the second, but they are of/// varied backgrounds. And I don't own Rites of Battle, and I don't have the money to buy it.

Err, sorry. Just spotted a typo in my post and can't seem to find the edit button -- it should read "one man kill team," there. Durr-de-durr, my bad.

I know. Gotta hate these forums.

Anyways, sorry to mention Rites stuff when you don't have the book. Didn't mean to rub your nose in the fact you haven't got access to it, just trying to brainstorm a little bit, since it sounds like the concept (except for the overt, wasteful, "suicidal" part) is already pretty well covered.

My first question was to be. Why make him a psyker. But I read the backstory and understand. As he lacks proper training I would not give him psy rating higher than 3. Or you could give him the opportunity to take the psychic powers as a choice with a fixed psy rating.

BTW Psy rating 2 is mentioned on level 6 and 7.

The One Shot, One Kill option looks like a called shot. You could let him roll on the critical table instead. With either a 1d5 or 1d10 ) depending on how deadly you want to make this option. I suggest to make it a called shot without penalties and a1d5 on the location chosen.

As it is a dishonoured knight I would let him be a black shield. And if his past comes out he will lose renown. That could become interesting if he has to work with another Ultramrine. Here is some info on black shields. javascript:void(0);/*1316775946563*/

Octus said:

My first question was to be. Why make him a psyker. But I read the backstory and understand. As he lacks proper training I would not give him psy rating higher than 3. Or you could give him the opportunity to take the psychic powers as a choice with a fixed psy rating.

BTW Psy rating 2 is mentioned on level 6 and 7.

The One Shot, One Kill option looks like a called shot. You could let him roll on the critical table instead. With either a 1d5 or 1d10 ) depending on how deadly you want to make this option. I suggest to make it a called shot without penalties and a1d5 on the location chosen.

As it is a dishonoured knight I would let him be a black shield. And if his past comes out he will lose renown. That could become interesting if he has to work with another Ultramrine. Here is some info on black shields. javascript:void(0);/*1316775946563*/

Good Idea.

Edited table(forum glitched, ****):

Eliminator
1. To preserve mobility and speed, Heavy weapons may not be used, though
mounted weaponry is allowed, as the weapons platform used will be designed to
transport such weapons while minimizing the user's encumbrance

2. The Eliminator may choose one of the two abilities that follow, and then take
the Coldhearted ability if they wish, accepting the bonuses and penalties
therein:

One Shot, One Kill:The Eliminator may burn a fate point. Take a very hard(-30)
Ballistic or Weapon Skill test. Then they may choose a location on the target.
If the target is the arm or leg the opponent may not use this arm or leg,
possibly stopping them from attacking or moving faster than a walk. If the head
is chosen roll one die, and then the target is either blinded(1-2), deafened(3-
4), wounded(takes one wound)(5-9) or takes three critical damage of the type of
the weapon(10). If the body is chosen the weapon must either be automatic or
two handed and must be able to do at least twenty damage on a roll, then the
target takes a toughness test, starting at challenging(+0) difficulty and
becoming one step harder for every two degrees of success on the Weapon or
Ballistic Skill test and one step easier for each level of unnatural toughness
the target has. If they pass they take 1d5 wounds and live. If they lose they
die, unless they have more than one hundred wounds, in which case their current
wounds are halved.

Silent Killer:The Eliminator may spend a fate point to eliminate one non-master
class sentry in hand to hand in ten seconds, silently. Note that they may live
or die, but are incapacitated or killed permanantly. This will not work on foes
with a clear line of sight to the Eliminator.


Coldhearted: The Eliminator may choose this and accept the following:
Pleas to the character's mercy do not work.
When affected by a psychic power ofdomination the user gains 2d10
insanity.
He automatically passes all WP checks to perform an action
merciless, suicidal, or needlessly cruel.
He loses 10 fellowship.
The character starts with 20 insanity and one battle fatiuge.

Eliminator Bolt Pistol:
(1d10+9X S,2,-- Pen 4 Range 50 meters Accurate, Tearing, Proven(3), Felling,
Toxic, Special)
Special:This weapon when fired by one not its original wielder will backfire.
The toxic ammo takes five requisition per clip and only works with the unique
pistol. It halves the target's toughess bonus
Starting Gear:
Bolter
Inhalation Grenade
Eliminator Pistol
Power Armour

Advances: Weapon Skill 200, 500, 1,000, 1,500
Ballistic Skill 200, 500, 1,000, 1,500
Strength 200, 500, 1,000, 1,500
Toughness 750, 1,500, 2,000, 5,000
Agility 200, 500, 1,000, 2,000
Intelligence 500, 1,000, 1,500, 2,000
Perception 500, 1,000, 1,500, 2,000
Willpower 750, 1,500, 2,000, 5,000
Fellowship 750, 1,500, 2,000, 5,000

Rank 1:
Silent Move 500
Tracking 500
Chem Use 500
Hunter of Aliens 1,500
Two Weapon Wielder(Melee) 1,500
Navigation(Surface) 750

Rank 2
Two Weapon Wielder(Ballistic) 1,500
Leap up 500
Signature Wargear(Stalker-Pattern Bolter) 3,000
Demolition 750
Acrobatics 750
Swift Attack 1,500
Concealment 500

Rank 3
Decieve 750
Silent Move +10 750
Interrogation 500
Mimic 750
Scourge of Heretics 1,500
Tracking +10 750
Duty Unto Death 750

Rank 4
Lightning Attack 2,500
Assassin Strike 750
Marksman 750
Deadeye Shot 750
Interrogation +10
Silent Move +20 1,000
Decieve +10 1,000
Slayer of Deamons 1,500
Flesh Render 1,500

Rank 5
Frenzy
Battle Rage
Blademaster
Concealment +10 750
Combat Master 750
Eye of Vengeance 1,000
Crushing Blow 1000
Counter Attack 750

Rank 6
Cleanse and Purify 750
Crippliing Strike 1,000
Disarm 500
Dual Strike 1,000
Dual Shot 750
Independent Targeting 1,000
Disturbing Voice 750
Concealment +20 1,500
Deceive +20 1,500
Interrogation +20 1,500
Chem Use +10 1,000
Psy Rating 2 1,500
Psychic Technique(must be telepathic or the Gate of Infinity or Vortex of Doom)
Rank 7
Gunslinger 1,000
Hard Target 1,000
Lightning Reflexes 750
Rapid Reload 750
Sharpshooter 750
Lore: Scholastic(Poisons) 500

Rank 8

Gamble 500
Speak Language(Unholy Tongue, Eldar, Tau, Proto-Gothic) 3,000
Psy Rating 3 1,500
Psy Rating 4 1,500
Psychic Technique(Telepathic or the Gate of Infinity or Vortex of Doom) 1,000
Hip Shooting 750
Preternatural Speed 750
Mental Rage 750
Mighty Shot 750
Paranoia 750
Signature Wargear(Master(Iron Halo)) 8,000
Sinature Wargear(Hero(Relic Blade)) 10,000

Advice? Ideas? Post below.

I like the general feel, I've long been thinking about a chapter that makes heavy use of psychic recruits as well as stealth and snipery stuff, and this would fit the bill perfectly, though killmarine librarian does too.

I don't much agree with the burning fate points for an attack thing tho.