DW Assault Marine

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DW Assault Marine

Mesaj Scris de fourtyKANE la data de Vin Aug 18, 2017 4:34 am

Assault Marine

Assault Marines are specialists in the brutal art of close quarters combat. They carry a range of weaponry, usually a lethal combination of a pistol and a melee weapon, the most common being the iconic Bolt Pistol and Chainsword. Many choose to take to the battlefield equipped with a Jump Pack, allowing them to close rapidly on their foes, often descending from above in a devastating charge. A Deathwatch Assault Marine is likely to be a warrior who has mastered all of the methods of war, and discovered that he is most skilled at close combat. To serve as an Assault Marine is to go quite literally face-to-face with the most terrible of humanity's foes, and to have pitted wits against the vilest of beasts countless times, and won. When serving in a Deathwatch Kill-team, it is the task of the Assault Marine to close with and engage the enemy in an overwhelming charge. Many of the alien foes the Deathwatch must face are ravening beasts sporting multiple, diamond-hard claws, whipping tentacles, slavering maws or carrying all manner of deadly close combat weaponry.

Class Features
Hit Points
Hit Dice: 1d12 per Assault Marine level
Hit Points at level 1: 25 + your Constitution Modifier
Hit Points at higher levels: 1d12 (or 7) + your Constitution Modifier per Assault Marine level after 1st

Proficiencies
Armor: Power, Artificer and Terminator Armor, Combat and Storm Shields
Weapons: All Imperium Weapons
Tools: Jump Pack, Special Bolter Ammunition
Saves: Strength, Constitution
Skills: choose two skills from Athletics (STR), Acrobatics (DEX), Stealth (DEX), Insight (WIS), Perception (WIS), Survival (WIS), Intimidation (CHA), Performance (CHA)

Equipment
Power Armor, Jump Pack, Chainsword, Specialized Bolt Pistol, Combat knife, Frag & Krak Grenades (2/2)


1st   | +2 | Combat Focus
2nd  | +2 | Savage Defense
3rd   | +2 | Specialization Ability
4th   | +3 | Feat/Ability Score
5th   | +3 | Extra Attack
6th   | +3 | Specialization Ability
7th   | +4 | Feat/Ability Score
8th   | +4 | Savage Ways
9th   | +4 | Specialization Ability
10th | +5 | Rending Attack


Special Bolter Ammunition:  
-Kraken Penetrator Rounds: -1 to attack rolls, crits on 19-20
-Frag Rounds: Wounding, deals 1d6 of Piercing damage to all creatures within 5ft of target
-Hellfire Rounds: Acid damage, Poison - DC12 CON save vs 1d2 Con  
-Inferno Rounds: Fire damage, catch fire (1d6 Fire per round)  
-Tempest Bolts: Electricity damage, DC12 CON or be Stunned 1 round

Combat Focus - From 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Combat Focus option more than once, even if you later get to choose again.  
Long Arm Focus - You gain a +2 bonus to attack rolls made with two handed ranged weapons.  
Melee Focus - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.  
Protection Focus - While wielding a shield, if a creature you can see attacks a target other than you within five feet of you, you may use your reaction to impose disadvantage on the attack.    
Two-Weapon Focus - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  
Unarmed Focus - When you make an unarmed strike, add your proficiency bonus to the damage roll.
   
Savage Defense - Beginning at 2th level, an Assault Marine learns to use his offence as defense; whenever you would take damage, reduce that damage by your constitution bonus.

Assault Marine Specialization - At 3rd level, choose a specialist field.  This field of specialization grants features at 6th, 9th level.  
 
Feat or Ability Score Improvement - When you reach 4th level, and again at 7th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 up to your default maximum of 20.  Additionally, you may choose one feat to gain or increase an ability score by 1, and increase its maximum by one instead.    

Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.    

Purging Ways - Starting at 8th level, your time fighting against the enemies of the Imperium have taught you many lessons, and you benefit from one of the following choices:  
Crafty: When you are hit by an attack you can see, you can use your reaction to half the damage.  
Killamajig: You can take a -2 penalty to your attack to add your proficiency bonus to your damage.  
Champion: Whenever you reduce an enemy to 0 HP, your allies gain temporary HP equal to your proficiency bonus.    

Rending Attack – Starting at 10th level, all attacks you make at advantage are automatic Critical Hits.


Vanguard

Assault Marines Vanguards use their Jump Packs and their speed to hit the enemy ranks fast and hard, taking them by surprise and maximizing the damage.

Bloodthirsty - Starting at 3rd level when you attack a creature that is its maximum HP, your attacks deal an additional 1d8 damage.  

In addition, when you attack a creature that is at less than its maximum HP, your attacks deal an additional 1d6 damage

Relentless - From 6th level onward, opportunity attacks against you gain disadvantage, and whenever a creature hits you with an attack, you gain +4 ac against the rest of its attacks for the rest of the turn.

Slayer - Starting at 9th level, whenever you deal damage with a weapon attack, you may make an additional attack against a target within five feet of the original target or adjacent to yourself as a reaction.  

Additionally, when you attack a creature that is its maximum HP, your attacks deal an additional 2d8 damage, instead of 1d8; if the creature is at less than its maximum HP, your attacks deal an additional 2d6 damage, instead of 1d6.


Honor Guard


Honor Guards are skilled combatants that seek to prove their worth in battle, defending their allies and going head to head with the toughest foes.  

Dedicated Defender - Starting at 3rd level, whenever you make an attack against a creature you may mark it.  Until your next turn, it has disadvantage on attack rolls against all targets other than yourself.

Additionally, whenever you would have advantage on an attack, you may forego that advantage to make an additional attack against the same target.  (With extra attack, you forego advantage on both attacks to receive one extra attack, not two)  

Not Today - From 6th level whenever you reduce a hostile creature to 0 HP, you lose any temporary HP you have from this ability, and gain a number of temporary HP equal to your constitution modifier plus Assault Marine level.
       
Glorious Battle - Starting at 9th level you may use your action to either make a ranged attack against all targets within five feet of a space you designate, or a melee attack against any number of targets within five feet of you.
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fourtyKANE
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