TEXT: 2
  Athletics (S)
  Awareness (Per)
  Dodge (Ag)
  Intimidate (S)
  SKILLS
  Trained
  +10
  +20
  +30
  x	x	o	o
  x	o	o	o
  x	o	o	o
  x	x	o	o
  WOUNDS
  Total: 17
  Current_______________
  Fatigue_______________
  INFAMY POINTS
  Total: 3
  Current_______________
  GEAR
  World Eaters power armour, 2 chainaxes (Babaroth does not begin play 
  with this gear).
   
  Character Name: Babaroth 
   
  Player Name________________________________________
   
  Character Type: Chaos Space Marine 
  Archetype: Chosen 
   
  Character History: Babaroth is a terrifying figure, a towering berserker in the blood-red armour of the dreaded World Eaters legion. Whether or 
  not he is truly one of these ancient warriors is an open question, for none have worked up the courage to ask him. Babaroth  has long served with 
  warbands travelling out of the Eye of Terror. He is always content to follow the orders of other leaders, though his only desire is slaughter, and his 
  only allegiance is to the deity he sees as his patron: Khorne, the Blood God. Babaroth was captured by a concerted Inquisitorial effort. They hope 
  severe psychic interrogation could provide valuable information that would offset the loss of a company of Guardsmen in capturing him.
  Pride: Devotion  
   
   
  Failing: Destruction 
   
   
   
  Motivation: Violence
  Playing BaBaroth
  Babaroth is a single-minded killer. He ignores other matters, even 
  his own safety, so long as he can taste death. 
  Though not a simpleton, Babaroth long ago decided to leave 
  leadership to others, his mind focused only on violence. This actually 
  makes him a valuable ally, as he is willing to follow orders—so 
  long as they do not keep him from killing for too long. 
  TALENTS AND SPECIAL RULES
  Frenzy: Babaroth may spend a Full Action allowing himself to be 
  overcome with his thirst for destruction and death, working himself into an 
  unquenshable rage. If he does so, during the next Round he gains +10 to 
  WS, S, T, and WP, but suffers –20 to BS, Int, and Fel. He must attack the 
  nearest enemy in melee whenever possible (without being suicidal). Once 
  there are no enemies or combat ends, Babaroth must make a Challenging 
  (+0) Willpower Test each Round to end Frenzy or continue to attack 
  (Babaroth may choose NPCs first, but may have to attack allies!)
  Two Weapon Wielder: As a Full Action in melee combat, Babaroth may 
  make one Standard Attack with each of his chainaxes. These attacks are 
  made at a +0 modifier (instead of the usual +10 for Standard Attacks). 
  Unnatural Characteristics: Babaroth adds +4 to his Strength and 
  Toughness Bonuses due to his Space Marine implants.
  MOVEMENT
  Half Action: 4m Full Action: 8m 
  Charge: 12m 
  Run: 24m
  ARMOUR
  World Eaters power armour
  Armour Points: 8
  Special: Grants +20 Strength
  ™
  WEAPONS
  Name: Chainaxes
  Class: Melee 
  Damage: 1d10+14 
  Pen: 2
  Special Rules: Tearing
  Weapon Skill
  (WS)
  Ballistic Skill
  (BS)
  Strength
  (S)
  Toughness
  (T)
  Agility
  (Ag)
  Intelligence
  (Int)
  Perception
  (Per)
  Fellowship
  (Fel)
  Infamy
  (Inf )
  Willpower
  (WP)
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011.
  4 3
  3 8
   3 8
  2 9
  4 1
  3 1
  3 2
  10
  8
  5 2
  4 7
  4 4
  
  Broken Chains
  Broken Chains
  3
  Awareness (Per) 
  Dodge (Ag)
  Forbidden Lore (Warp) (Int)
  Scrutiny (Per)
  Stealth (Ag)
  SKILLS
  Trained
  +10
  +20
  +30
  x	o	o	o
  x	o	o	o
  x	o	o	o
  x	x	x	o
  x	x	o	o
  WOUNDS
  Total: 10
  Current______________
  Fatigue______________
  INFAMY POINTS
  Total: 3
  Current______________
   
  Character Name: Kastala the Scarred  
  Player Name________________________________________
   
  Character Type: Human   
   
  Archetype: Psyker 
   
  Character History: Kastala grew up in one of the the warring tribes of the feral world of Iocanthos in the Calixis Sector. An orphan, she barely 
  survived as an unwanted outcast. However, early in life she learned she could sense a blow’s impact just before it hit. Kastala stopped avoiding 
  the beatings from the tribe’s warriors. Though this earned her many scars, it also honed her power until she could dodge any blow. The warriors’ 
  derision turned to awe, then terror when she began summoning vicious bolts of darkness to consume any who dared raise a hand against her. 
  Kastala rose from outcast to avatar of destruction, carving a bloody swath through Iocanthos before being noticed and captured by the Inquisition.
  Pride: Foresight  
   
   
   
  Failing: Wrath 
   
   
   
  Motivation: Ascendancy
  Playing Kastala the scarred
  Kastala is a quiet woman, but prone to violent rage when 
  threatened. Her most notable feature is her singular force 
  of will, which since her earliest memories is bent towards 
  survival. Of course, now she has tasted the gifts the warp 
  has to offer, and knows that true survival can only be found 
  in its embrace. She wants to live long enough to grow in 
  power, until nothing can destroy her. 
  Kastala has no qualms about working with others. However, if 
  they ever threaten her, she’ll burn them down immediately.
  MOVEMENT
  Half Action: 3m 
  Full Action: 6m 
  Charge: 9m 
  Run: 12m
  ARMOUR
  Flak vest
  Armour Points: 2
  GEAR
  Flak vest, psy-grounding rig (When rolling the 1d10 for suffering 
  Psychic Phenomena, the rig reduces the result by 1 to a minimum of 
  1. Kastala does not begin play with this gear).
  ™
  Weapon Skill
  (WS)
  Ballistic Skill
  (BS)
  Strength
  (S)
  Toughness
  (T)
  Agility
  (Ag)
  Intelligence
  (Int)
  Perception
  (Per)
  Fellowship
  (Fel)
  Infamy
  (Inf )
  Willpower
  (WP)
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011.
  TALENTS AND SPECIAL RULES
  Psyker: Kastala is a psyker, able to manifest warp-spawned powers. 
  In the Black Crusade Core Rulebook, psychic powers have a more 
  thorough ruleset. However, a simplified version is presented here. 
  Kastala has a Psy Rating of 4. This affects the potency of her powers 
  and is already included in the power profiles. 
  When manifesting a power, Kastala must spend the requisite time (listed 
  under Action) and make a Focus Power Test. She adds +20 to this Test (from 
  her Psy Rating), and success means the power succeeds. In addition, if she 
  rolls doubles (a result of 11, 22, 33, 00, etc.) she temporarily loses control 
  and suffers Psychic Phenomena—rolling an additional 1d10. On a 1-5 she 
  loses a Half Action during the next Round. On a 6-10 she and everyone 
  within 3 metres suffer 1d5 wounds ignoring armour and Toughness Bonus. 
  (This replaces the Perils of the warp and Psychic Phenomena rules found in 
  the actual game). Powers may be used in melee. 
  PSYCHIC POWERS
  Name: Doombolt  
  Range: 80m 
  Action: Half Action
  Focus Power Test: Challenging (+0) Willpower Test
  Subtype: Attack, Concentration
  Kastala summons corrosive bolts of roiling dark energy. If she succeeds on 
  her Focus Power Test, she hits her target once, plus once per every two 
  additional Degrees of Success. Hits deal 1d10+4 damage with 8 Pen.
  Name: Precognitive Dodge Range: Self 
  Action: Reaction
  Focus Power Test: Difficult (–10) Perception Test
  Subtype: Concentration
  Kastala dodges by seeing the future. If Kastala takes an Evasion Action, 
  she may use this power instead. If the power is successful, she avoids the 
  attack in exactly the same way as if she passed a Dodge Test (including 
  additional Degrees of Success negating additional hits from the attack).
  2 9
  3 2
   3 3
  3 2
  4 8
  2 9
  3 0
  5 0
  2 8
  3 1
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Roleplaying Games/Black Crusade/Scenarios/Demo/Broken Chains Additional Characters (High Res).pdf