Devastator

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Devastator

Post by 40KaNE on Thu Feb 04, 2016 9:36 pm

Devastator

Hit Die: 1d8

Skill Points: 4+Int

BAB: Good

Class skills: Balance (Dex), Climb (Str), Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge [any three] (Int), Listen (Wis), Pilot (Dex), Spot (Wis), Survival (Wis), Tumble (Dex)

Good Saves: Reflex & Willpower

Violent Knockback – the Devastator can use his heavy weapon as a greatclub in melee without any penalty. If the attack hits and deals damage, the opponent must make a Fortitude saving throw vs the damage dealt, or be knocked back 5ft.

Level Abilities:


Heavy Weapon Prayers: when wielding heavy weapons the Devastator gains some form of special benefit, having anointed their weapons in oils and performed the correct rituals that morning:

-Metal Storm: when firing a Frag Missile, the rocket may be set to explode in the air, scattering shrapnel everywhere. The blast radius increases by 10ft, and Evasion does not apply.

-Tin Opener: no form of damage reduction or energy resistance applies to Krak missiles. In fact, the tougher you are outside, the worse it is for you inside, so targets also take extra damage equal to double the sum of their Damage Reduction and Armor Bonus to AC.

-Scorched Air: wherever a Devastator fires a Multi-Melta, a 10ft radius spread emanates for one round. Anyone who goes through the area takes 6d6 fire damage. Anyone who ends his movement in the area takes 15d6 fire damage.

-Holy Sol: when the Devastator fires the Plasma Cannon, the point where the blast originated still burns like a sun. Anyone touching or passing through it takes damage as though shot, and 1d4 rounds later it erupts like another Plasma Cannon blast with a 10ft radius.

-Strike Through Evil: when the Devastator fires a Lascannon, the bolt becomes a 5ft wide, 120ft long Line. Everyone in the line is damaged, with a Reflex save for half (DEX-based DC).

-Thunderous Fury: the Devastator unleashes so many Heavy Bolter rounds that the chain of explosions causes the target (and anyone within 10ft) to have to make a Will save (WIS-based) at the end of the shooting or Panic for 1d6 rounds.

Focus Fire: for every consecutive round that he targets the same individual with a Heavy Weapon, the Devastator's accuracy goes down (cumulative -2 to hit) however the damage goes up (cumulative +1d6 damage)

Bulging Biceps: the Devastator can fire heavy weapons without having to steady them first, therefore he may use his Move action however he likes. He still has to steady [Massive] weapons but is otherwise able to fire them. Additionally, he treats Heavy Flamers and Heavy Stubbers as Assault Weapons.

Elation: whenever he kills a foe or destroys a vehicle or building with his heavy weapons, it bolsters the morale of Team. All allies (except the Devastator) receive a +1AB and damage on the attack for every kill he makes in that round.

Feel No Pain:  the Devastator no longer register pain. As such, he is immune to nonlethal damage and [Pain] effects. Also, he adds his DEX mod to AC as normal, and once again as deflection AC.

Tank Hunter: whenever firing upon moving vehicles, the Devastator treats it as having moved only half as far. Constructs are denied their Dexterity bonus to AC, if any.

Explosive Cascade: whenever the Devastator destroys a vehicle or Construct, explosive shards and balls of flame bounce around. Four 10ft cubes within 100ft of the primary explosion may be targeted to be hit for 6d6 Fire/Slashing damage, and the primary explosion extends by 10ft in radius.

Rain of Terror: whenever the Devastator kills a foe or destroys a vehicle with a heavy weapon, enemies panic. All foes within 50ft of the casualty must make a Will save (WIS-based) or Panic for 1d4 rounds.

Blinding Explosions: whenever the Devastator creates an explosion of any kind, all foes within 20ft must make a Fortitude save (WIS-based) or be Blinded for 2d4 rounds.

Destroyer: Devastators excel at destroying vehicles, and as a side-effect they're pretty good at destroying most things. Once per round, the Devastator may designate a single hit to deal double damage, and if that hit reduces a foe to 0 HP or less, they are annihilated - nothing is left to bring back. Additionally, all attacks they make against vehicles, when using Heavy weapons, deal damage direct to Hit Points as well as to Temporary Hit Points.

Steel Rain: once per mission, a Devastator can call down a storm of Deathwind Drop Pods as a Full Round action. 4 Drop Pods arrive on the following turn within 100' and open fire, all being equipped either with missile launchers or assault cannons. The Pods keep firing each turn until all enemies in range are killed or until their ammo supplies are exhausted.

Equipment: Power Armor, Bolt Pistol, [+1] Heavy Bolter of Rocket Launcher, Frag & Krak Grenades (2/2).
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40KaNE
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