Cpl Thanos, Battle Chaplain of the Catachan Jungle Fighters

Thanos' Character Advances:

Characteristic: Simple Strength (+5) (250xp)
Characteristic: Simple Weapon Skill (+5) (250xp)
Talent: Furious Assault (450xp)
Talent: Radiant Presence (200xp)
Skill: Parry (200xp)


XP History: 2300xp = 1800 (Starting) + 500 (Game 3 Ork Ambush)

Special Abilities


Furious Assault

Tier: 2
Prerequisite: Weapon Skill 35
Aptitudes: Weapon Skill, Offence
The character’s speed and martial prowess allow him to land several blows where lesser combatants land one. If the character successfully hits his target using the All Out Attack Action, they may spend their Reaction (and thus cannot Parry or Dodge until their next Turn) to make an additional Attack using the same bonuses or penalties as the original attack.

Hatred (Heretics)

Tier: 2
Prerequisite: None
Specialisations: Chaos Space Marines, Daemons, Mutants, Psykers, Xenos (specific), other
Aptitudes: Weapon Skill, Social
A group, organisation, or race has wronged the character in the past, fuelling this animosity. When fighting opponents of that group in close combat, the character gains a +10 bonus to all Weapon Skill Tests made against them. The character also finds it difficult to back down from a fight with his hated foe and must make a Willpower Test to retreat or surrender when fighting them, unless massively outnumbered or outclassed.
Lightning Reflexes

Tier: 1
Prerequisite: None
Aptitudes: Agility, Fieldcraft
The character always expects trouble, even in the most innocuous situations, allowing them to act quickly when needed. When making an Initiative roll, the character may roll twice and add the higher of the two dice results to his Agility Bonus.

Radiant Presence

Tier: 1
Prerequisite: Fellowship 40
Aptitudes: Fellowship, Leadership
There is something strong and inspiring about the character, the way he holds himself and the look in his eyes, that puts people at ease, filling them with confidence. Everyone within 20 metres that can see the character feels inspired just by being near them and suffers lessened effects from things that would upset or distress them. Those affected gain a +10 to Willpower Tests to resist Fear or against Intimidation attempts. This ability affects all allies close to the character, though not the character himself.

Resistance (Fear)

Tier: 1
Prerequisite: None
Specialisations: Cold, Fear, Heat, Poisons, Psychic Powers, Other
Aptitudes: Toughness, Defence
The character’s background, experience, training, exposure or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making Tests to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.


Tier: 3
Prerequisite: None
Aptitudes: Agility, Fieldcraft
The character can move at great speeds. When taking a Full Move Action, the character can move an extra number of metres equal to their Agility Bonus. When taking the Run Action, the character may double their movement for one Round. The character gains one level of Fatigue if they use this Talent two Turns in a row.

Unshakeable Faith

Tier: 2
Prerequisite: Willpower 35
Aptitudes: Willpower, Defence
The Guardsman’s faith in the Emperor and his abilities is so strong that he can face any danger. The character may re-roll any failed Willpower Tests to avoid the effects of Fear.

Character Sheets

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License