Be a Primaris Marine or No?

  • Yes

    Votes: 20 50.0%
  • No

    Votes: 20 50.0%

  • Total voters
    40
  • Poll closed .
Inserted tally
Adhoc vote count started by Uber_Fail_Dinesh on Oct 23, 2019 at 7:52 PM, finished with 37 posts and 18 votes.

  • [X] Plan Train
    -[X] Train Biomancy x3
    [X] Plan Catching Up V2
    -[X] Do some sparring and practice with Hollus and Harmut to catch up.
    -[X] Practice with your Bolter
    -[X] Practice Telekinesis and Biomancy, with particular attention on Smite and whatever strange force halted your progress.
    [X] Plan Catching Up and Practice
    -[X] Do some sparring and practice with Hollus and Harmut to catch up.
    -[X] Practice Ballistic.
    -[X] Practice Telekinesis and Biomancy, with particular attention on Smite and whatever strange force halted your progress.
    [X] Plan Catching Up V2
    -[X] Do some sparring and practice with Hollus and Harmut to catch up.
    -[X] Practice with your Bolter
    -[X] Practice Telekinesis and Biomancy, with particular attention on Smite and whatever strange force halted your progress.
    [X] BRANCH OUT
    [X] learn telekinesis x2
    [X] train smite
 
Marginally. It's now at around 67%, around 2 out of 3 will survive now. Cawl is good, but this isn't something someone can improve on in just a couple of centuries. It took him close to 11k years to get the first one out, and while it will be much shorter making the improvements, it's just not that simple.
So it went from 61% failure rate to 67% success rate? That sounds incredible!
 
Chapter 2 Pre-deployment
You absolutely throw yourself into learning biomancy while you have the time. The battlefield of a Devastator is exceedingly different from the one of a scout's. Texts, practices, experiments (non-invasive ones, of course), you did them all.

(Training roll: 3d100= 49, 36, 54)

And it did show, somewhat. You were starting to achieve what some would consider mastery of this Psykic discipline, but mastery wasn't something that was just given. It took time and effort, but nothing worth doing does not. Just after your final session, you are called into the Strategium, with your 2 familiar faces. When you arrived, you found yourself facing what seemed to be your new captain, Captain Voldorian. You quickly saluted him, before waiting for orders.

"Hmm? Good, you're here. Well, I am Captain Voldorian, and you are now part of my 7th company. We will not be staying long, we are off to our next deployment soon. Get yourself situated with your armor from the Techmarines and get onto the transport. Squads are around 6 Marines a squad, so you'll have to find some of the others we are picking up from here as well. Dismissed."

You salute once more, before going to the Techmarine workshops to get your armor. Marine Amrartrius greets you, before giving you a set of Aquila armor, which you go to fit on without difficulty. When you are finished, the Techmarine asks you which weapon you will take, citing that 'it was chapter tradition for each battle brother to own and maintain their weapons, Melee or Ranged'. You decided on...

[] The Bolter (Standard Range, Damage, Ammunition, Reload time)
[] The Flamer (Short Range, Extreme Damage, Non-Reloadable)
[] The Heavy bolter (Extreme Range, High Damage, High Ammunition, High Reload time)
[] The Shotgun (Point-Blank Range, High Damage, Small Ammunition, Small Reload time)

before getting on the Thunderhawk to the Strike Cruiser.



You met Hollus quickly, showing him your Armor and New weapon while he does the same. He decided on a Shotgun declaring that he was best up close and personal, not sniping away at a target. While you would have loved to stay and chat with him, you needed to go and find your new squadmates...


(AN: Yes, you know what this means: NEW CONTEST TIME! Once again, I am on the lookout for new marines to add to the squad, and all submissions will at least be considered! The Requirements are as follows:

1. All stats must be 6, with one at 7.
2. They must have 4 skills, with 2 being at Advanced apprentice, and the other 2 being Basic Master.

Psykers are not required for a build but are actually discouraged from entering. I would like more Marines that don't have psykic powers to try and make battles a little fairer. If you include a minor psyker or one that has one power, they will be looked at favorably. Delta/Gamma and above psykers with tons of powers scream 'Gary Sue'. The Contest will be open for 4 days, and not one moment sooner.

Have fun!)
 
[X] The Heavy bolter (Extreme Range, High Damage, High Ammunition, High Reload time)

hmm... I'm not one for actively designing characters, but we probably would be sent into a squad with at least low-level psykers, given:

Wall of [Nothing] (Decrease Psyker checks by 70, allied units that are psykers will receive a -10 to any psyker DC, ???. Can be upgraded by spending Willpower EXP (0/3000)
 
[X]The Heavy bolter (Extreme Range, High Damage, High Ammunition, High Reload time)
 
[X] The Bolter (Standard Range, Damage, Ammunition, Reload time)
the holy boltgun it is a jack of all trades master of none but we are a psyker it will give us a reliable tool for use in any situation.
 
[X]The Heavy bolter (Extreme Range, High Damage, High Ammunition, High Reload time)

We're incredibly strong, let's put it to use. As for the other Battle Brothers, wouldn't it be incredibly unlikely for them to not be psykers? Only 20% of the Chapter lacks them after all.
 
[X]The Heavy bolter (Extreme Range, High Damage, High Ammunition, High Reload time)

We're incredibly strong, let's put it to use. As for the other Battle Brothers, wouldn't it be incredibly unlikely for them to not be psykers? Only 20% of the Chapter lacks them after all.
There's a difference between having usable psychic powers and having usable psychic powers strong enough for a Space Marine to bother with.
 
There's a difference between having usable psychic powers and having usable psychic powers strong enough for a Space Marine to bother with.
Being able to telekinetically summon a bolter or melee weapon from across the room is extremely minor but also very useful. Every edge in combat could mean the difference between life and death.
biomancy goal: dual wielding heavy bolters with instant reload via super super human arm movements or just getting a ammo backpack
or just single wield heavy boilter with instant reload technique
Just reload with telekinesis. Or even telekinetically fire a bunch of guns at once.
 
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[X]The Heavy bolter (Extreme Range, High Damage, High Ammunition, High Reload time)
 
Devastator Marine Ralathor Caledonius
Ralathor Caledonius

Weapons Skill: 6
Ballistic Skill: 6
Strength: 6
Toughness: 6
Agility: 6
Intelligence: 6
Willpower: 7
Fellowship: 6


Physical:

Sword Mastery(BA)
Bolter Mastery(AA)


Mental:

Tactics(AA)


Psyker Level: Theta

Telekinesis(BA)



Biography:

Ralathor was part of the generation of Disciples of the Throne immediately following the one Ohrmuzd was a part of. In fact, he was given instruction by Ohrmuzd himself during the 6 months the older Astartes decided to wait for a friend to recover from his injuries. Despite only possessing minor psychic abilities, Ralathor displayed great control over telekinesis, albeit lacking in power. Over time, Ralathor would learn to overcome this weakness and gain a precision and finesse with Telekinesis normally seen in much stronger and older Disciples of the Throne. He has learned to use telekinesis for writing, operation of machinery, summoning of objects towards himself, targeting of structural weakpoints, and many more. He uses this in conjunction with his excellent swordsmanship to distract his opponents or redirect attacks ever so slightly.

Edit: @Uber_Fail_Dinesh
 
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