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Ember Sons Deathwatch Creation

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= Deathwatch Creation =

All Ember Sons gain the following benefits: +5 Ballistic Skill, +5 Toughness and the Cant of the Bolter Drill Solo Mode Ability (See Below). In addition the Betcher’s Gland is completely ineffective to the Ember Sons.
All Ember Sons have the Demeanour The Promethean Cult (Deathwatch First Founding pg 22), and should they start to fall to the Primarch’s Curse they show the Unyielding traits (Deathwatch First Founding pg 24) that the Salamanders do.

Solo Mode Ability (Cant of the Bolter Drill): The Ember Sons believe in hammering the enemy with bolter fire as their battle brothers attack from the flanks and rear. To the effect, the Ember Sons have great practice in maintaining fire, both solitarily and as a group. Once per battle the Ember Son Marine may start voice the Cant of the Bolter Drill, allowing a reroll of a single failed Ballistic Skill check, as the holy words grant the Emperor’s guidance to his shots. He must, however keep the second result. At Rank 4 the Ember Son gets +10 to this test. At Rank 8 the Ember Son gets a bonus degree of success on this test, should it succeed on the second roll.

Squad Mode Attack Pattern (Siege-Breaker):  Action: Full Action, Cost 3, Sustained: Yes. To the Ember Sons no obstacle is impenetrable to the Emperor’s will and holy wrath. Calling upon his holy Power the Ember Son instills the weapons of his Squad with the power to punch through the hardest of materials. While this ability is in effect, the Battle-Brother and those within Support Range of him may re-roll Damage rolls against enemies in cover. The second Damage roll must be accepted. Improvement: If the Battle Brother is Rank 4 or more any rolls of 9 or 10 result in Righteous Fury instead of just 10.

Squad Mode Defense Pattern (Immovable Defense): As per found on Deathwatch pg 225
Chapter Advances
- Dodge   =   Cost 100   =   Type Skill   =   Prerequisites None
- Dodge +10   =   Cost 200   =   Type Skill   =   Prerequisites Dodge
- Dodge +20   =   Cost 200   =   Type Skill   =   Prerequisites Dodge +10
- Tactics (Any)   =   Cost 100   =   Type Skill   =   Prerequisites None
- Tactics (Any) +10   =   Cost 200   =   Type Skill   =   Prerequisites Tactics (Any)
- Tactics (Any) +20   =   Cost 200   =   Type Skill   =   Prerequisites Tactics (Any) +10
- Gunslinger   =   Cost 600   =   Type Talent   =   Prerequisites BS 40, Two Weapon Wielder (Ballistic)
- Two Weapon Wielder (Ballistic)   =   Cost 400   =   Type Talent   =   Prerequisites BS 35, Ag 35
- Crack Shot   =   Cost 500   =   Type Talent   =   Prerequisites BS 40
- Deadeye Shot    =    Cost 500    =    Type Talent   =   Prerequisites BS 30
- Mighty Shot   =   Cost 400   =   Type Talent   =   Prerequisites BS40
- Hatred (Orks)   =   Cost 200   =   Type Talent   =   Prerequisites None

Ember Sons Psychic Powers
- Blaze of the Sun   =   Cost 500   =   Prerequisites None
- Image of the Onca Panthera   =   Cost 1250   = Prerequisites Rank 3 WP 40+
-War Cry   =   Cost 70   =   Prerequisites WP 40+

Blaze of the Sun
Action: Half   =   Opposed: No   =   Range: Self   =   Sustained: Yes
Description: The sun is one of the physical embodiments of the Emperor to the people of Nahuatl, and the Space Marines are the extensions of His will. Librarian can turn that manifestation outwards, wreathing himself in flame that enemies cannot bear to be near, and which causes flesh to burn and blister at his touch. Any creature, friend or foe, within 1 x PR metres of the Librarian, must pass a Challenging (+0) Toughness Test or gain a level of Fatigue. In addition, the Librarian’s melee attacks deal additional damage equal to his Psy Rating, and any struck by those melee attacks must pass an Agility Test or catch on fire (see page 260 of the Deathwatch Rulebook).

Image of the Onca Panthera
Action: Half   =   Opposed: No   =   Range: Self   =   Sustained: Yes
Description: The Onca Panthera is one of the greatest creatures upon the planet of Nahuatl, and is often hunted as a rite of initiation and as a challenge by the Ember Sons. By gathering the legacy of the beast the Librarian becomes a force to be reckoned with in combat. While this power is in effect, the Ember Sons Librarian adds +5 x PR to his Strength (To a maximum of 95), with any corresponding increase to Strength Bonus. During this time he also gains the Fear (2) Trait, as his visage is lightly overposed with that of the Onca Panthera itself.

War Cry
Action: Half   =    Opposed: Yes   =   Range: 5 meteres x PR   =   Sustained: N
Description: With a terrifying Cry the Librarian demoralizes and stuns nearby foes, forcing them to cower before his might. This power can effect a number of foes equal to the Librarian’s PR. Those effected cannot use Reactions from the end of the Librarian’s turn to the start of his next turn.

Ember Sons Pasts
1d5 Past Experiences
- 1 = Challenge of Arms: You were involved in one of the actual engagements of arms between the Ember Sons and the Space Wolves. Both sides fought to prove their tactics superior to the others, and win or lose; you remember the valour and zeal of your opponents. You now have a grudging admiration of the Space Wolves, due to it.
- 2 = Jaguar Warrior: The Onca Panthera is the apex predator upon the world of Nahuatl, and is a challenge even for a space marine to hunt. You have garbed yourself in the native hunter’s clothing, carrying nothing but a combat knife, hunted and killed one of these creatures. Few return from this journey successful in their hunt, but you have. While this shows great ability of your own, when you returned you joined Deathwatch.
- 3 = Turn Back the Tide: The Orks have had their teeth blunted by the Ember Sons time and time again. You were part of a squad that withstood the assault of a Waaaghboss Ir’ngut and his Nobs. Where as many of your Battle-Brothers perished beneath the weapons of the xenos horde you survived, and many a Gold Toof has learned your name as a curse upon their kind.
- 4 = Purge the Heretek: You were part of the purging of Harmon II, a forgeworld that had been thoroughly infiltrated by an Iron Warrior heretek cult. While the Adeptus Mechanicus says that there were arcane treasures of the Machine Cult that could have been saved, you know that the world had been practically devoured by the cult. This has lead to some contention between the Ember Sons and the Adeptus Mechanicus, but you know that your chapter’s in the right of it.
- 5 = Mentored by the Ancients: You learned at the hands of one of the grand Captains of the Chapter, whom after a recent battle was entombed in the Sarcophagus of a Dreadnaught. You managed to speak with your mentor after this in confidence. What he said you have not spoken a word of, however it was something that made you take the Apocryphon Oath and fight with a renewed vigor.

Chapter Trappings
- Coatl Marks: The Nahuatl legends speak of the Coatl, Serpent-Dragons, created by the Emperor’s spirit after he was entombed within the Golden Throne. These are brothers to the Space Marines, acting as the Emperor’s holy will, defending the spirits of mankind against the perils of the Warp. Whether the tradition started the legends of the Coatl, or if it was the reverse, the Ember Sons will emblazon their armour with the markings of the Serpent-Dragons.
Mark of the Sun: Sometimes painted or carved onto armour, sometimes intricately plated with polished pseudo-gold, or carried as metallic emblems upon chains or cords, the Sun is the manifestation of the Emperor himself to the Nahuatl people. Those who bear this emblem have the light of the Emperor with them at all times, guiding him in his actions, making orders all the more decisive. Add +3 to all Command tests.
Mark of the Iron Feather: The Coatl fly upon wings of light and fire, bringing the light and wisdom of the Emperor with them. Taking the form of a string of metallic feathers, the Mark is a decoration worn by many Battle-Brothers across the Chapter. It is commonly worn hanging from a chain around Space Marine’s neck or strung from their right shoulder pad. Add +2 to Agility (after all modifiers).
Mark of the Claw: Ritualized claw marks adorn the shoulder plate of your Chapter, blessed by the Techpriests and Chaplains. These show the determination of the coatl, breaking through any barrier that might stand to forbid and conceal from the Emperor. This determination and zeal bleeds through into the Space Marine’s nature, making the normally intimidating presence of the Battle-Brother even more overpowering. Add +2 to all Intimidate tests.
- Onca Pantera Pelt: Attached to the helm and draped over the shoulders, the pelt is a show of the Battle-Brother’s ferocity and strength. These pelts are oft given to those of the First Company, acting as mementos of honour. The sight of those wearing the pelt has made many an enemy of the Imperium flee to tell his fellows that their doom is upon them. Add +10 Kill Markers to any Assault Mission where the Pelt is displayed in at least one battle.
This is a write up for the Ember Sons as a Deathwatch Character. I honestly have only played a meager handful of Deathwatch games, so the power level might be skewed. Feel free to break the design as need be, and let me know where the design cracks! Reviews are requested.

I do not own Deathwatch or Warhammer 40k
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XeroNecross's avatar
Ember Sons? Is that a official chapter or an original from yourself? (I play Deathwatch(play is relative since I don't have anyone to play with nor do I really know how to play as I've never actually played a game... or a GM to help teach me).