PTG - Berimud - Cerebrus Putrescatim

NAME: CEREBRUS PUTRESCATIM
APL MOVE HIT SAVE WOUNDS
CLASS: CHAOS SPACE MARINE
 3 
 6"   3+ 
 2+ 
 16  
PROGRESSION: BOON POINTS: 33
Weapons:
  NAME ATK HIT DMG WR BP
  Doombolt 4 3+ 4/4 PSYCHIC, Devastating 2, Lethal 5+ -
  Fluxblast 4 3+ 3/4 PSYCHIC, Blast 2", Rending -
  Life siphon 5 3+ 3/4 PSYCHIC, Saturate, Siphon Life -
  Mindburn 5 4+ 1/1 PSYCHIC, Lethal 5+, Saturate, Seek, Mindburn* -
  Grav gun 4 3+ 4/6 Lethal Sv+ 6
  Fists 4 3+ 3/4 - -
                                                                 
                                                                 
                                                                 
BOONS OF CHAOS:  

kt3-mark-slaanesh Slaanesh: Ugly, Life Siphon

kt3-mark-nurgle Nurgle: Fat, Extra Bones, Steady, Implacable, Disgustingly Resilient

kt3-mark-khorne Khorne: NONE

kt3-mark-tzeentch Tzeentch: Fluxblast, Fickle Fates, Carpicious Plan, Mindburn

kt3-mark-undivided Undivided: Iron Skin, Malicious Volleys, Doombolt

GIFTS OF CHAOS:  

Stage 1: Cloak Of Shadows, Empyrical Body

Stage 2: Warp Sight, Mutability And Change, Gunslinger's Despair

EQUIPMENT & ENHANCEMENTS:  

Auspex (locked) 

Las Fusil (needs to be researched)

Bone Shrapnel Rounds

Medkit x3

Sorcerous Scrolls x1

Daemonic Talisman x1

ABILITIES:  

*Mindburn: In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Mindburn tokens (if it doesn't already have one) until the end of its next activation, until it’s incapacitated or until a friendly operative uses this weapon again (whichever comes first). Whenever an operative has one of your Mindburn tokens, worsen the Hit stat of its weapons by 1 (this isn’t cumulative with being injured).

*Siphon Life: Whenever this operative is using this weapon, at the start of the Resolve Attack Dice step, you can select one friendly HERETIC ASTARTES operative visible to and within 6" of this operative. For each attack dice you resolve during that step that inflicts damage, that friendly operative regains 1 lost wound, or D3 lost wounds if it was a critical success.

Carpicious Plan: This operative gains access to Carpicious Plan firefight ploy.

Cloak of Shadows: The operative can perform the Charge action while having the Conceal order. Whenever a shooting attack is made against this operative when it is in Cover, it can retain two normal successes (instead of one) or a critical success. The oprative cannot be equipped with Chain weapons, Power weapons or ranged weapons that don't have the Silent weapon rule (excluding weapons that are result of having other abilities).

Disgustingly Resilient: When the operative suffers normal Dmg of 3 and more, roll a D6, on a roll of 5+ decrease that damage by 1. If the operative has the similar ability, apply the result on a roll of 4+ instead.

Doombolt: The operative is PSYKER and is always equipped with Doombolt.

Empyrical Body: First time the operative is incapacitated during the Scenario, in the Strategy phase of the next turning point, it can be revived with full wounds remaining. Whenever it does so, it loses a random element of his equipment (count the equipment, and roll the dice re-rolling excessive results).

Extra Bones: The operative can ignore Hit stat modifier while being injured.

Fickle Fates: SUPPORT.

  • Whenever an operative is shooting this operative, if this operative is ready and you retain any critical successes, you can retain one of your fails as a normal success.
  • Whenever a friendly HERETIC ASTARTES operative within 6" and visible to this operative is shooting a ready enemy operative, that friendly operative's weapons have the Balanced weapon rule. If that weapon already has that weapon rule, it has the Ceaseless weapon rule instead.

Fat: Add 2 to the operative's Wounds stat.

Fluxblast: The operative is PSYKER and is always equipped with Fluxblast.

Gunslinger's Despair: This operative can perform the Pistol Barrage action:

PISTOL BARRAGE 1/2AP

  Perform two free Shoot actions. You must select different pistols for each action. Treat your Hit stat as 2+ for one of that actions.

  The operative cannot perform this action if there is no valid targets or if less than 2 of its pistols have sufficient ammo.

  The operative can perform this action while being within control range of enemy operatives, but in such case the action costs 2AP, and it must only select operatives within its control range of it as targets.

Implacable:

  • Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.
  • You can ignore any changes to the stats of friendly HERETIC ASTARTES operatives from being injured (including their weapons' stats) while they're visible to and within 6" of this operative.

Iron Skin: When the operative suffers Critical Dmg of 3 or less, decrease that damage by 1.

Malicious Volleys: Add 1 to the normal Dmg of Boltgun, Bolt pistol and Chainsword the operative is equipped with.

Mutability And Change: At the start of scenario, select one of the following abilities for that operative:

  • Astral Bombardment: Select one of ranged weapons this operative is equipped with. Improve its Devastating weapon rule by 1. If you have selected the Doombolt weapon, change it to 2" Devastating 2 instead.
  • Mutant Appendage: This operative can perform the Interact, Pick Up Marker, Place Marker and mission actions within control range of enemy operatives, and can perform them for 1 less AP.
  • Time Walk: Add 2" to this operative's Move stat.

Life Siphon: The operative is PSYKER and is always equipped with Life Siphon.

Mindburn: The operative is PSYKER and is always equipped with Mindburn.

Steady: When this operative shoots, improve Hit stat by 1 if it did not perform the Reposition in that activation.

Ugly: Enemy operatives within 3" of the operative worsen their Hit stat by 1.

Warp Sight: This operative's weapons have the Seek Light weapon rule. This operatve cannot lose its Auspex from being incapacitated at the end of Scenario.

FOLLOWER CAP:  5
Name Datasheet Follower value Wage
Name CHAOS SPACE MARINE 3 5BP
BATTLE SCARS & INJURIES:  

Critical Impairment: this operative cannot move further than its Move stat during activation, and its APL stat cannot be increased.

RESTED TALLY:     
KEYWORDS: HERETIC ASTARTES, CHAOS, HERETIC ASTARTES, DEATH GUARD, PSYKER, CEREBRUS PUTRESCATIM