Knights Teutonic Rules

THE KNIGHTS TEUTONIC

“Dominatus.”

- Popular Chapter maxim

Knight teutonic color scheme

A Squire of the Fourth Company,
and Fourth Company standard.

Folk legends and tribal myths common among Calixian primitive worlds hold that long ago, in the time before the Angevin Crusade, daemons painted white descended in great flying beasts, destroying those who worshiped “evil symbols” and stealing up the most promising and barbaric youths before leaving again for the sky. The tale has frequently been utilized by the Ecclesiarchy to invoke fear of the God-Emperor’s wrath, proclaiming the supposed daemons to be agents of His divine fury, but preachers have always been hesitant to put a name to these agents. Among Calixian scholars, however, it is reasonably suspected that these tales chronicle the first appearance of the Knights Teutonic, a Chapter of otherwise unknown origins, and a Chapter which is arguably unmatched in displays of cruelty.

By their own arrogance limited to some five-hundred “official” Marines at any time, the Knights have frequently clashed with establishments such as the Administratum and Inquisition across the centuries over a variety of issues. They have gained a reputation as a force only a matter of steps short of Excommunication for various steps of political machination unbecoming of the dutiful Space Marines and also their violent and extensive hate. Minor skirmishes between Inquisitors and Knight-Brothers were common for hundreds of years leading up to the Umbaros Disaster.

Nearly a half-century ago, Umbaros was a world located within the Koronus Expanse’s Accursed Demesne, where various militant Rogue Traders had been at open war with one-another for decades over vast quantities of raw materials surveyed beneath the surface. The Inquisition discovered the Archons of the Goring Blade, a Traitor Marine warband with ties to the Black Legion, were attempting to invoke a ritual upon ancient ruins beneath Umbaros that would open up a second Eye of Terror. Given the nature of the threat, Inquisitor Tobias Levy convinced his peers to deploy ten Inquisitorial Storm Trooper Task Forces to the cause in support of a full fifty Space Marines of the Death Spirits Chapter; to add to this several squadrons of Battlefleet Calixis were also acquired. Grand Master Heront Klavier, leader of the Knights Teutonic at the time, deployed the full force of his Knight-Order and its supporting Teutonic Auxiliary in order to mend the reputation of his Chapter.

What the Knights discovered, however, was that Umbaros was not at all a Chaos world, but the tomb world of an ancient and horrific race of living machines. The Inquisition, the Navy, and the local Rogue Trader warbands were suddenly pitched in a desperate fight for survival against terrible beings that were akin to metal skeletons and armed with enormously destructive weapons. The Knights took terrible losses in the opening minutes of the machines’ rise; Grand Master Heront Klavier was reported to have been atomized in an all-destroying beam after wounding the planet’s apparent core-construct, an enormous beetle-like machine which stood taller than a Battle Titan.

When the sudden appearance of Eldar of the Craftworld Sar Cyrs apparently destroyed the core-construct, the planet crumbled in on itself in an implosion which not only killed all the Knights on its surface, but also cost them a terrible toll in fielded artifacts, including four of the Chapter’s Dreadnought-clad Elders. The Knights had sustained some three hundred losses, well over half the total of their Knight-Order.

In the years following Umbaros, the Knights have recovered their numbers remarkably quickly as a result of their keeping vast stores of wargear and geneseed which was apparently cannibalized from long-dead Chapters, but their numbers are no longer the dreaded elite they once boasted to be: whereas before Umbaros the average Knight-Brother was some two-hundred fifty years old and equivalent to another Chapter’s Veteran in terms of combat experience, the common Knight now is roughly just over a century old. Their Terminator Host of fifty was fully halved by Umbaros. Their influence over their own domain has weakened. Heront Klavier’s successor, Grand Master Vandemon Bruno, can be complimented as possessing hardly half the warrior-genius of his predecessor. The Knights are a humiliated, wounded Chapter that sifts through the ashes of faded glory.

THE TEUTONIC REALM

Seated deep within the Halo Stars, far past the Sectors Calixis and Scarus, beyond even the Koronus Expanse and skirting the trailing-edge of the galaxy, the Knights have struck out a dominion which at its height, while consisting of underdeveloped Feral Worlds and a rare η-class planet or two, was fully twice the size of space which is taken up by Ultramar. To be a part of the Chapter-proper, declared the legendary founder Kaiser von Salen, each Knight Teutonic must take a world to call his own and establish as both a part of the Imperium and the internal state of the Teutonic Realm.

Roc by Genzoman

A Rhoc of Prosson.

Taking cues from Guilliman’s domain, the Knights have built their territory as a powerful Sector-equivalent which can operate almost independently – the Knights’ insistence on claiming this holding as theirs despite Imperial administration has been a major source of contention between the Knights and the Administratum. Each planet taken is typically sparsely-populated, but the savage peoples of the Realm are taken to found regiments of soldiers which produce the Teutonic Auxiliary which, while officially functioning as Imperial Guard in the Sector and also as PDF, is strung de facto to the will of the Grand Master.

At the heart of this all is Prosson, the homeworld of the Knights and their center of operations. It is a cooler world of arboreal forests and frigid mountains, famous for its Rhocs, enormous birds of prey that can swallow Space Marines whole. The Chapter Monastery is based on the Prossoni moon of Kleistus.

The Teutonic Realm measures hardly over five hundred worlds; one planet might be claimed every few decades while another is lost after its Lord is slain. Many Knights hold dominion over different planets in the same system; since Umbaros, even the official size of the Realm is disputable, as there are often reports of worlds claimed by two or more Marines while much of the territory has been lost to strife and xenos-invasion as a result of the Chapter’s weakening.

THE CHAPTER AND KNIGHT-ORDER

Space Marines are drawn only from the populaces of worlds permitted by the Grand Master – Klavier, for instance, decreed over the course of his two hundred-year reign that only the best candidates from the worlds owned by the five Company Captains, the Terminator Host and the Honor Guard would be accepted. Once chosen have been whittled down they begin training, receiving implants and eventually participating in battle as Pages – they are treated as dirt by seniors, neither a part of the Chapter nor entirely mortal. Those that survive this phase and the continuous implantation and indoctrination are then tested in the Rite of Ascension – they are forced to climb Prosson’s highest peak, drink from a cup of destructive venom and then meditate and fast for nearly a week while the poison passes through them, ensuring they are hardy. When the survivors are brought back from this trial, they are given their armor and weapons.

But becoming an official member of the Chapter is not the end – they are regarded only as Squires, not yet true Knight-Brothers. The Chapter possesses an interior body, which is regarded as the “True Chapter”, known as the Knight-Order. The Knight-Order comprises the Chapter’s official five-hundred veteran Marines, including all Company Captains, the Grand Master, the Masters of the Council, as well as the Terminator Host, the Librarium, and also the Dreadnoughts known as the Sleeping Elders. The Squire must do two things to be named a Knight-Brother: he must forge a sword for himself, and take a planet as his domain. While there are officially only five hundred members of the Knights-proper, the Chapter can number over a thousand at peak capacity, though its Squires receive fewer benefits than novices in other Chapters, whereas Pages are laughably worse-off than typical Scouts.

Squires rarely take new planets, however, on account of the difficulty and pressures to keep the Realm small. More often they will enter a contract with a reigning Knight-Brother and become that Knight’s servant until he eventually dies, whereupon they take his holdings. This way a Squire can gain considerable experience over the course of his Master’s life, training and fighting in Tactical Groups where they also familiarize and endear themselves with their fellows, helping to keep the Knight-Order tight and insular.

COMBAT DOCTRINE

The Knights almost completely disregard the Codex Astartes, being only 5 Companies strong and compelling each member to, while adapting to various other combat forms, focus on swordcraft. Squires are grouped together in the equivalent of Squads as Tactical Groups, directed by a Knight-Brother. Generally, Knights will operate separately unless given direction by an authority-figure in the Chapter.

What makes the Knights Teutonic especially potent in battle, however, is their use of terror against their foes. The Knights conduct battle by the idea that their enemies are inferior, and if they can force the enemy to surrender without fighting, then the time wasted against unworthy foes is minimized, and the Emperor’s justice is done. The Knights pride themselves on having stopped rebellions by simply appearing in orbit. For the Knight-Order there is no limit to the brutality they exhibit upon their enemies; anyone who has turned from the Emperor is, in their eyes, useful only as an example upon a crucifix.

Knights Teutonic Characters
Knights Teutonic are known for their swordsmanship and their elitist attitudes, but they are also most famous for their brutality.

  • A Knights Teutonic Marine gains the following benefits: +5 Weapon Skill, +5 to any other Characteristic of the player’s choice, and the Armor of Contempt Solo Mode ability (see below).
  • Starting gear: Knights Teutonic start play with a personally-commissioned sword using the Ceremonial Sword entry in the core rulebook – it may be decorated with personal heraldry or some other means of distinguishing the Knight. This is standard issue and replaces the combat knife.
  • Restrictions: Knights Teutonic Space Marines may not select the Deathwatch Devastator Marine Specialty.

Scorn the Weak

  • Scorn the Weak is a Demeanor unique to Space Marines from the Knights Teutonic Chapter. Mortals are regarded with naught but contempt by the Knights Teutonic, who deem them as pathetic and weak. Knight-Brothers frequently trod on mortals they consider weak or disgraceful, although they are known to laud any lesser man who demonstrates his worth. The one major exception to this policy tends to be the membership of the Ecclesiarchy, who have deep ties to the Knights Teutonic. The Knights view Adepta Sororitas in particular with great respect for expressing their devotion on the field of battle.
  • Of interest, Knights will also attempt to deny any of their number have died undignified deaths. The thought is unthinkable for them that a fellow Knight was even so much as scarred by an enemy, as this indicates a failure to strike a kill first. Among the Chapter entombment in a Dreadnought is only considered after a Knight-Brother has survived the utmost terrible injuries and continued fighting.
  • The Knights regard the Emperor in a more divine light rather than as a father-figure. They express this intense faith through elimination of His enemies; this manifests in extremes, and Knights will often make terrifying modifications to their armor to intimidate enemies. They will make shows of their enemies’ deaths, taking prisoners as often as possible, often publicly executing them or mounting their bodies on corpse-spikes.
  • Knights Teutonic do not interact well with other Space Marine Chapters as a result of these fringe-views. However, if their allies prove their worth in battle the Knights will begin to bond and pay heed as though they were proper Brothers.
  • As the Knights do not apparently know their origins, they generally regard Rogal Dorn with respect over other Primarchs for his stoicism and loyalty, and frequently they give praise to Sigismund for his bravery. The Codex, while acknowledged as a useful treatise on warfare, is considered stiff and inefficient, and therefore reading from it is little more than a scholarly whim.
  • The Knights have a special hatred for Eldar as a result of their encounters with the Craftworld Sar Cyrs. If there is ever an opportunity to kill an Eldar, they will undoubtedly take it.

KNIGHTS TEUTONIC CHAPTER ADVANCES

Advance | Cost | Type | Prerequisite
Crushing Blow | 400 | Talent | S 40
Blademaster | 1000 | Talent | WS 30, Melee Weapon Training
Takedown | 400 | Talent | -
Two-Weapon Wielder (Ballistic) | 600 | Talent | BS 35, Ag 35
Two-Weapon Wielder (Melee) | 500 | Talent | WS 35, Ag 35
Interrogation | 400 | Skill | -
Intimidate +10 | 200 | Skill | Intimidate
Intimidate +20 | 200 | Skill | Intimidate +10
Hatred (Eldar) | 500 | Talent | -
Tracking | 400 | Skill | -
Fearless | 800 | Talent | -
Peer (Choose one: Ecclesiarchy, Adepta Sororitas, Imperial Guard) (Can take multiple times) | 600 | Talent | Fellowship 30
Wall of Steel | 600 | Talent | Agility 35

SOLO MODE ABILITY

ARMOR OF CONTEMPT
Required Rank: 1
Effects: Questionable though their ethics may be, the Knights are legendary for their impressive record of incorruptibility. While in Solo Mode, a Knight Teutonic who would take Corruption decreases the acquired amount by 1d5 to a minimum of 1. Furthermore, the Knight-Brother can re-roll Willpower Tests failed by two or less degrees – excluding a failed re-roll. These bonuses become inactive should the Knight-Brother attain a level of their Primarch’s Curse. Note that a Knight-Brother cannot use the Mental Fortress Ability. These effects are also cumulative with those of any additional Talents. Improvement: At Rank 3 and above the Knight-Brother can reduce the amount of Corruption he would take by 1d10 to a minimum of 1, and can re-roll any Willpower Tests failed by three or less degrees – excluding a failed re-roll . At Rank 5 and above the Knight-Brother can reduce any Corruption he would take by 1d10+WPB to a minimum of 1. At Rank 7 and above he can re-roll any failed Willpower Test,– excluding a failed re-roll.

SQUAD MODE ATTACK PATTERN

OATH OF VENGEANCE
Action: Free Action
Cost: 1
Sustained: No
Effects: If any member of the Kill-Team suffers Damage during the following Round, the character receives +4 bonus to Damage rolls against the attacker on his next attack. At Rank 5, this ability is Sustained. At Rank 7, the character receives an additional +1 bonus to Damage rolls against the attacker for every point of damage against his Battle-Brothers.

SQUAD MODE DEFENSIVE STANCE

COMBAT DISCIPLINE
Action: Free Action
Cost: 2
Sustained: Yes
Effects: If this power is activated, then the Knight will make a roll using his Weapons Skill Characteristic any time a member of his Kill-team is attacked within Support range – the enemy’s attack takes a negative modifier equal to the number of degrees of success the Battle-Brother makes on that roll. The Battle-Brother cannot attack while this is active, as he has given over focus to aiding his allies. Improvement: If the Battle-Brother is Rank 5 or more he also adds half his Agility Bonus to the negative modifier to opposing attacks.

CHAPTER TRAPPINGS

Rhoc Pelt
The Rhocs of Prosson are mighty flying beasts, and when downed their carcasses are taken to tanners for segments of their hide to be prepared and their feathers reinforced to avoid ruin. Whether you hunted and killed one yourself or assumed ownership of the pelt from another Knight-Brother, you gain great esteem for donning this elegant white-grey pelt. Add +2 to Fellowship Tests.

Horned Helm
Your helmet has been modified at the artificer’s forge to incorporate a pair of gruesome horns, as is a popular tradition with your Chapter. For the duration of missions where the Marine takes the helmet, add +5 to Intimidate Tests, but take a -3 penalty to all other Fellowship Tests.

KNIGHTS TEUTONIC PASTS

1d5 Result : Past Experiences
1. Remnant: You are one of the few who escaped the implosion of the Tomb World Umbaros. You saw most of your Chapter destroyed against the onslaught of the Necrons, and you are one of the few who made it off alive when the world imploded. Your juniors may be arrogant, but you know better than anyone what the Chapter’s egotism has done to it.
2. Glorious Hunt: You were brave (or foolish) enough to hunt a Rhoc of Prosson, one of the mighty birds of prey which can rend fully-armored Marines in two. You may still keep the beast’s pelt, or perhaps you put it to display in the halls of the Chapter House.
3. Vengeance: You were present on the world of Kyren, in the Calixis Sector, when the Sinner’s Plague broke out there. You cut your way through throngs of infected hivers, hellish industrial zones and burning buildings to exact sharp retribution on the Dark Mechanicus Magi responsible for the planet’s damnation.
4. Conquered a Planet: Where many other Squires opt to sign mortality contracts with already-reigning Knight-Brothers, you took it upon yourself to undertake the Chapter’s rite of conquest proper – you took a planet for your domain, likely a primitive or low-tier world, using what resources you alone could muster.
5. Bested the Sworn Foe: You were personally responsible for the deaths of a group of Eldar Aspect Warriors from the Craftworld Sar Cyrs, possibly even a Dire Avenger Exarch who had wished to take your head as tradition – but you proved them no priest of war.

KNIGHTS TEUTONIC NAMES

1d10 Result | Name
1. Hohenfried
2. Ludwig
3. Anselm
4. Karl
5. Wolfgang
6. Heinrich
7. Wilhelm
8. Bruno
9. Konrad
10. Sigismund

KNIGHTS TEUTONIC PSYCHIC POWERS

ATROPHIC LIGHT
Action: Half
Opposed: No
Range: 10m x PR
Sustained: No
Description: The Librarian shines a beam which engulfs his unrighteous foe and eats away at their soul. The Librarian selects one creature as the target of this power. The target takes 1d10 Energy Damage which ignores Armor and Unnatural Toughness bonuses, but still is reduced by the target’s normal Toughness Characteristic. If the target takes damage, their Toughness takes Characteristic Damage equal to the Librarian’s PR. This effect is cumulative.

BUT THEY SHALL KNOW FEAR
Action: Half
Opposed: No
Range: 10m x PR
Sustained: Yes
Description: The Librarian endows an air of great terror into a foe, transforming the appearance of the Kill-team in the eyes of the unrighteous into that of a vision of damnation. The Librarian selects a single creature as the target of this power. The target resolves all attacks made against it by the Kill-team as though its opponents had Fear (3).

CHAINS OF SUBMISSION
Action: Half
Opposed: No
Range: 5m x PR
Sustained: Yes
Description: The Librarian raises a hand towards his foe, from which coruscating arcs of empyreal force leap and bite at the Knight-Brother’s victim to steadily debilitate them. Chains of Submission must be targeted at a specific creature. The Librarian does not need to make a BS Test to hit his target; however, his Focus Power Test is modified as if he was making a ranged attack (using bonuses or penalties for range, lighting, enemy talents, etc.). Chains of Submission deals 1d5 Energy Damage x the Librarian’s PR, and if the target takes damage it is Stunned for one Round. On the next Round, if sustained, then the Librarian makes an Opposed Willpower Test. Success causes the target to take an additional 1d5 Energy Damage x PR and continues to be Stunned. Failure causes the Librarian to be Stunned for a Round, and he also takes one level of Fatigue.

IMMOLATION
Action: Full
Opposed: No
Range: 2m x PR
Sustained: No
Description: A roiling hellstorm is directed by the Librarian’s will towards his foes, pitching them in a holy fire which burns their very souls. The Librarian specifies a target, and then makes an attack with a Flame weapon which deals 1d10 damage per point of PR which ignores armor and Toughness. If the target(s) is set on fire as a result, any additional damage from being on fire also ignores Toughness Bonus. However, use of this power is taxing, and each time it is invoked it gives its user one level of Fatigue. Also note that if the target of the attack is a vehicle, no damage is inflicted at all by this attack.

RAY OF PURIFICATION
Action: Half or Reaction
Opposed: No
Range: 5m x PR
Sustained: No
Description: The Librarian casts an aura over his allies which inspires them to bury their fears and push on to greater deeds. All allies within this power’s Range cease to suffer from the effects of being Stunned, Pinned, and immediately causes characters affected by Shock to Snap Out of It.

SHIELD OF THE RIGHTEOUS
Action: Half or Reaction
Opposed: No
Range: 5m x PR
Sustained: Yes
Description: The Librarian forces his will upon the immaterium, projecting a barrier against the vile taint of the Ruinous Powers. All characters within Range reduce any Corruption they would take by the Librarian’s PR. Any Tests to resist Corruption within Range also may be taken using the Librarian’s Willpower Characteristic.

KNIGHTS TEUTONIC POWERS
Power| XP Cost | Prerequisites
Atrophic Light| 750 | -
But They Shall Know Fear| 1000 | WP 40+
Chains of Submission| 1000 | Rank 4
Immolation |2000 | Rank 4
Ray of Purification | 750 | -
Shield of the Righteous| 500 | WP 50+

KNIGHTS TEUTONIC CHAPTER RELICS

Take notice that these relics are not in the ownership of the Deathwatch, due to the Knights having only recently opened their ranks to participating in the Vigil. They can only be requisitioned in special circumstances, which should be worked out by the Game Master and player.

BLADE OF THE THUNDERCLAP
This sword was once held dear by the Sororitas of the shrine world Sanomi, and was gifted unto Captain Geraldus of the Third Company as repayment for saving the Sisters from threat of Dark Eldar raiders.
The weapon is large, even by Astartes standards: a Marine might stand beside it and be dwarfed by the blade’s sheer size. The most curious thing about it, however, is the effect of bringing it down on a target: a combination of unknown mechanisms and its profound weight produces a deafening sound, as though the target were the epicenter of a lightning-strike. How the Sisters came to possess such an unusual blade is a mystery.
The Blade of the Thunderclap uses the profile and Special Rules for a Deathwatch Relic Blade as detailed in the Deathwatch Core Rulebook, but also includes the Concussive and Unwieldy Special Qualities.
(Requisition – 60; Renown – Hero)

BOOK OF THE UNDENIABLE
On the cover of this heavy, black leather-bound tome is scrawled a High Gothic passage from the Seventh Cantus of the Felling Arc: “For he who denies thy will shall see only the damnation which awaits him.” The Cantus is one of the works which form the backbone of sermons performed by the Knight-Order’s Chaplains, being largely the inspiration for such visual extremities as horned helmets and corpse-spikes. This particular volume was penned by Chaplain Ulrich during the time he was stranded amidst the silent archives of the dead planet Arendus. This book often finds itself in the possession of Chaplains who wish to carry on Ulrich’s legacy of determination, but it is not unknown for the book to be bestowed upon a revered Knight-Brother.
The Book of the Undeniable is typically chained open to a certain section against a wielder’s pauldron by way of four rings crafted into the edges of the cover, and a lengthy prayer-streamer is fixed around it to keep it open to a specific page, often with a purity seal protecting the tie. Its contents can be definitively divided into three clear sections, one of which can be displayed per mission to gain its benefits, each with the following effects:
92 Theses on the Glory of His Angels – Each member of the Kill-team may choose to increase one of his Characteristics by +5 for the duration of the mission.
Judgment of the Impure – Whenever a member of the Kill-team strikes down an enemy, any surviving foes within sight of the slain must make a Willpower Test to resist Fear (1).
The Epitaph of Ulrich – +2 Cohesion is restored with the spending of a Fate Point to regain Cohesion rather than the usual +1.
(Requisition – 40; Renown – Famed)

ICONS OF THE UNBOWED
This staff and sword were the two force weapons held together by Librarian Hendrik as he dueled against the Chaos Marine Sorcerer Uronomti, whose efforts had gained him such favor with his dark masters that he rivaled a greater daemon in terms of power. Uronomti attempted to break Hendrik’s mind and bade he surrender under threat of infinite agony, but the Librarian held true and eventually overwhelmed the Sorcerer.
These weapons – force staff and force sword — can only be requisitioned together, and can only be requisitioned by a Librarian. The staff provides a +20 to Invocation Tests rather than +15; the sword’s Damage and Penetration are increased by 2. When both weapons are held together by a single Librarian, they provide the user complete immunity to powers which involve mind-control or taint of the mind, and also double all damage they do against targets with a Psy Rating who are affiliated with the powers of Chaos.
(Requisition – 70; Renown – Hero)

CHAPTER WARGEAR

(To be expanded on soon)

GRECK-PATTERN ASTARTES STORM PISTOL (Knights Teutonic)
Looking much like a stout bolt pistol with two muzzles poking from its front, the storm pistol is a very unusual sight outside of the Teutonic Realm, and even rarer to be found among the Deathwatch.
Plated in gold and encrusted with rare gems, each of these handsome weapons is custom-built to be a work of art in the Greck artifices. They are potent, relatively new sidearms which made the Greck family powerful with the Knights – legend has it that Zoran Greck, a modest artificer, was forced to draw out the plans for the weapon by Grand Master Marienberg’s Guards with a mono-blade pressed to his neck, and that his ability to produce such excellent work under the stress won him great acclaim.
The storm pistol is frighteningly potent at close range. Users among the Knights proudly boast that its punch has served them well in boarding parties and city warfare, and knowing that they have championed a weapon form all their own is a considerable boost to the Chapter’s egotism.
The weapon’s craftsmanship always counts as Master-Crafted (this is already reflected in its damage and Requisition cost) and it is bound by all the effects and restrictions thereof.
The storm pistol has the following profile:
(Pistol; 30m; S/2/-; 1d10+11 X; Pen 4; Clip 30; Rld Full; Storm, Tearing; Req 25; Distinguished)

CHAPTER FOLLOWERS

PSYBER-RHOC (GREATER 1,500 XP)

With a wingspan as long as a Space Marine is tall, fledgling Prossoni rhocs make for a very imposing sight. The young birds are a popular pet among Knights, and are often associated with status – many Grand Masters have been rhoc falconers over the centuries.
Legend has it Kaiser von Salen first tamed a rhoc when he came to Prosson, and that he rode upon its back on occasion. The probable reality is that it was the Librarium which first subjugated the enormous beasts, using their knowledge to develop methods of psychic and cybernetic domination. They do not take well to training, so they must often be given augmetics to instill obedience. This also enables them to be utilized as scouts, being vastly smaller than an aircraft while its eyesight is safely connected to another individual via psybernetic impulse.

WS 50 | BS 0 | S (8)40 | T 40 | Ag 50 | Int 25 | Per (10)50 | WP 40 | Fel 5
Movement: 4/8/12/24 ground (12/24/32/64 in-flight)
Wounds: 16

Skills: Awareness +20, Concealment +10, Dodge +20, Tracking.

Talents: Crippling Strike, Crushing Blow, Disarm, Fearless, Heightened Senses (Sight), Lightning Attack, Precise Blow, Step Aside, Sure Strike, Swift Attack, True Grit.

Traits: Brutal Charge, Dark Sight, Flyer (6 (12)), Improved Natural Weapons (Talons), Natural Weapons (Talons), Scrawny (-10 to-hit, +10 Concealment), Unnatural Strength (x2), Unnatural Speed.

Weapons: Talons (1d10+10 R).

Cybernetics: Exceptionally-crafted bionic eye (connectable to owner’s MIU)

Various Bonuses:
+3 to Melee Damage on Charge (Brutal Charge);
Does not take penalties for fighting in dim/no lighting (Dark Sight);
Immune to Fear and Pinning (Fearless);
Flies at double speed (Total-base of 12) (Unnatural Speed);
Has two Dodges (Step Aside),
Takes no penalty to Called Strikes (Precise Blow).

PRIMARCH’S CURSE: SUPREMACY

Knights Teutonic Rules

Xenos Hunters Staffen