DW Devastator Marine

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DW Devastator Marine

Mesaj Scris de 40KANE la data de Vin Aug 18, 2017 4:38 am

Devastator Marine

Devastator Marines are those Battle-Brothers tasked with manning the heaviest and most powerful of portable weapons. In his parent Chapter, the Devastator Marine might recently have ascended from the 10th Scout Company, and therefore be undertaking a crucial stage in the process of mastering all of the arts of war. In the Deathwatch, however, it is more likely that the Devastator Marine has already served in his parent Chapter as a Devastator, Assault and Tactical Marine, and is returning to the role he most excels in -- the application of overwhelming firepower. In battle, the Deathwatch Devastator Marine carries one of a wide range of heavy weapons, and his role is to provide fire support for the other members of the Kill-team. It is often the case that a concentrated burst of fire from a heavy weapon like a Heavy Bolter or Plasma Gun will force the enemy to seek cover, thus allowing the Kill-team to advance across otherwise perilous ground.

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

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

Equipment
Power Armor, Signum, Specialized Bolt Pistol, Heavy Bolter, Combat Knife, Frag & Krak Grenades (2/2)


1st   | +2 | Second Wind
2nd  | +2 | Combat Focus
3rd   | +2 | Specialization Ability
4th   | +3 | Feat/Ability Score
5th   | +3 | Extra Attack
6th   | +3 | Specialization Ability
7th   | +4 | Feat/Ability Score
8th   | +4 | Steady Aim
9th   | +4 | Specialization Ability
10th | +5 | Battle Hardened

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

Second Wind - Beginning at 1st level you have a limited well of stamina that you can draw on to protect yourself from harm.  On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Devastator level.  Once you use this feature, you must finish a short or long rest before you can use it again.  

Combat Focus - Starting at 2nd 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.  
Defense Focus - While you are wearing armor, you gain a +1 bonus to AC.  
Long Arm Focus - You gain a +1 bonus to attack rolls made with two handed ranged weapons.  
Damage 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.  
Melee Focus - When you engage in melee, using your heavy weapon as a bludgeoning weapon, add your proficiency to the damage.  

Devastator Specialization – At 3rd level, choose a specialist field.   This field of specialization grants features at 3th, 6th, and 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.    

Steady Aim – Starting at 8th level, in a round that the Devastator hasn’t moved, he gains advantage on all ranged attacks.

Battle Hardened - Beginning at 10th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.  Additionally, your Second Wind class feature may be used two times per short or long rest.  


Exterminator


Exterminator Devastators are trained for direct personal combat, excelling at mowing down throngs of enemies with multiple bursts of fire.

Improved Critical - Beginning when you choose this specialization at 3rd level, your weapon attacks using Two Handed Ranged Weapons score a critical hit on an additional number on a d20, usually 19 or 20. This ability does not stack with the Kraken Penetrator Rounds from a Bolter.

Additionally, you can choose a second option from the Combat Focus class feature.  

Veteran of Countless Battles - At 6th level, you can choose a third option from the Combat Focus class feature and gain 10 bonus hit points.  

Rain of Fire - Beginning at 9th level, you can move up to half your speed and can attack three times with a Heavy weapon, instead of once, whenever you take the Attack action on your turn and gain 15 bonus hit points. This ability can be used a number of times equal to your DEX modifier per short or long rest.



Destroyer


Destroyer Devastators focus on heavy strikes against vehicles, buildings, ships or the giant monsters that threaten humanity.

Cascade of Terror- when you make an attack with a Heavy two handed ranged weapon, it deals two additional damage die of the type it normally deals.

Increase by 2 the DC of all saving throws made against your attacks.  

Precise Aiming - Beginning at 6th level, you add your proficiency bonus to all damage rolls made using weapons with which you are proficient.  

Increased Payload - Beginning at 9th level, when you make an attack with a Heavy two handed ranged weapon, it deals three additional damage die of the type it normally deals.
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