Lun, King of Midnight


Name: Lun, King of Midnight
Archetype: Night Lords (Raptors)
Pride: Foresight
Disgrace: Wrath
Motivation: Violence

Special Abilities:
Spectral Haunter
Terror Tactics

WS 56 61 [Power sword]
BS 35
S 47 67 [Power armour]
T 52
Ag 52
Int 41
Per 56 86 [G.C. Embedded Auspex]
WP 40
Fel 31
Inf 30

Wounds: 20
Infamy Points: 3
Corruption: 20

Ancient Warrior
2 weapon wielder
Cold Hearted
Legion Weapon Training
Lightning Reflexes
Sure Strike
Swift attack
Lightning att.
Combat sense
Blade dancer
Hard Target

Awareness +10
Common Lore (War)
Dodge + 10
Forbidden Lore (Pirates)
Linguistics (Low Gothic)
Operate (Aeronautica)
Stealth + 10
Survival (tracking)

Dark Sight

G.C. Embedded Auspex: +30 to Awareness test, allows a re-roll on Perception based tests when in use.
Range 50m, can be blocked by walls more than 50cm thick or certain shielding materials.

Dimensional Instability

Starting Equipment:
Legion Power Armour
Legion Bolt Pistol w/4 Magazines
Legion Power Sword
Legion Power Sword
2 Legion Frag Grenades

Legion armour AP: 9[All]
Customization: Black legion armour
Enhanced Strength: +20
Vox-Link: Yes
Sustainable Power Source: Yes

Experience: Total: 2800 Spent: 2650 Banked: 150


Security 100 (UA)
Swift attack 750 (Khorne)
Lightning att. 500 (Khorne)
Combat sense 250 (UA)
Blade dancer 400 (UA)
Hard target 500 (Khorne)
T + 5 100 (UA)
P + 5 100 (UA)

Stealth + 10 200 (UA)
WS + 5 100 (UA)
AG + 5 100 (UA)
AG + 5 250 (UA)


Special Abilities:
Spectral Haunter: The Night Lords are renowned for their ability to utilise the cover of darkness and other adverse conditions to harass their prey. Penalties for attacking a Night Lords Chaos Space Marine and bonuses to any Stealth Checks that Combat Circumstances grant based on visual hindrances are increased by 20.

Terror Tactics: Night Lords Chaos Space Marines are among the most dreaded enemies of the Imperium of Man.
They specialise in terrifying their foes with horrendous displays of carnage and psychological warfare that
drives even the most hardened fighters into paroxysms of fear. A Night Lord may spend Infamy Points to grant himself
and his allies the Fear Trait (to a maximum of 4) for the remainder of a session.
Each rank in Fear awarded requires the expenditure of two Infamy Points, then two days of preparation and a successful Hard (–20) Intimidate Test. The GM may modify the difficulty based on the Night Lord’s actions and
also require additional Skill Checks depending on the situation.

Awareness: 70100 + reroll (Auspex)
Dodge: 60
Parry: 70
Stealth: 60 80 (90 or 110 when incorporeal) (Spectral Haunter)
Scrutiny: 60 90 (Auspex)
Tech-Use: 40
Security: 40
Initiative +7, reroll


Legion power sword 1d10+16
Legion Frag Grenades 30m 2d10+2 X Pen: 0 Ammo: 2/2 Special: Blast (4)
Legion Bolt Pistol 1d10+9

CSM Implants:

2. Betcher’s Gland: The Chaos Space Marine may spit acid at his foes. This acts as a ranged weapon with the following
3. profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the character rolls three or more Degrees of Success on his
4. Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds.
5. Larraman’s Organ: The Chaos Space Marine only has a 5 percent chance of dying each round from Blood Loss,
6. rather than the normal 10 percent.
7. Catalepsean Node: Chaos Space Marines suffer no penalties to Perception-based Tests (such as Awareness) when
8. awake for long periods of time.
9. Omophagea: By devouring a portion of an enemy, a Chaos Space Marine can gain access to certain information from
10. the foe’s memories. The information he can access is at the GM’s discretion, keeping in mind what may have been
11. known by the enemy in the first place.
12. Multi-lung: This organ provides the Amphibious Trait.
13. Sus-an Membrane: The Chaos Space Marine may voluntarily enter a form of suspended animation. To do so,
14. the character must meditate for 1d5 Rounds. This organ automatically activates if the character is knocked
15. unconscious by Critical Damage. While in suspended animation, the Chaos Space Marine’s wounds will not
16. deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (-20)
17. Medicae Test to revive a character from suspended animation.

G.C. Embedded Auspex: +30 to Awareness test, allows a re-roll on Perception based tests when in use. Range 50m, can be blocked by walls more than 50cm thick or certain shielding materials.

1. Amphibious: Lun can breathe water as well as air and can stay underwater indefinitely without the need to surface.

3. Dark-Sight: Lun cannormally even in total darkness and never take a penalty for fighting in areas of dim or no lighting.

5. Dimensional Instability: Once per session, Lun may choose to be subject to the Incorporeal trait for a number of rounds equal to his corruption bonus.

7. Hoverer (6): Creatures with this trait have a limited capability for flight, flying no higher than two metres. The number in parenthesis indicates its speed when hovering. This number replaces its Agility Bonus for purposes of calculating Movement.

9. Incorporeal: Incorporeal creatures gain a +30 on Stealth tests due to their ability to merge with objects and the fact they make practically no sounds when they move. They also gain the Hoverer (6) trait. In this state, Lun is also immune to normal weapons, which pass through him as if he wasn’t there. Daemons, psychic powers, warp creatures, other incorporeal creatures, and opponents with force weapons can affect Lun normally. An incorporeal creature cannot normally affect the mortal world and thus cannot damage non-incorporeal opponents unless it has a suitable special ability or talent. Lun however can affect others with the Incorporeal Trait normally. Certain devices can keep an incorporeal creature at bay, most notably the Gellar Field of a space ship. Creatures with this trait cannot pass through such a field.

1. Ambidextrous: Lun can use either hand equally well, do not suffer -20 penalty for using weapons in offhand. When used with Two Weapon Wielder, drops penalty for making attacks with both weapons to -10.
2. Ancient Warrior: +10 Fel/Skill tests when dealing with Veterans of the Long War, easier to acquire Legion Weaponry.
3. Cold-Hearted: Seduction attempts automatically fail, +20 WP in opposed tests against an opponent using the Charm skill. Gain +1 CP.
4. Combat Sense: Lun may use his Perception Bonus in place of his Agility Bonus when rolling Intiative.
5. Counter-Attack: May make an attack at -20 as a Free Action against any enemy who he has sucessfully parried. May not be combined with any ability that allows more than one hit or attack.
6. Jaded: Dead bodies, xenos creatures, and other terrifying but natural occurrences do not elicit Fear Tests. Terrors of the Warp still affect the character normally.
7. Lightning Reflexes: Roll for Initiative Twice and take highest.
8. Paranoia: Character gains a +2 Init bonus. GM may secretly test character’s Perception to notice hidden threats.
9. Raptor: When character makes a Charge action using a Jump Pack, gain +1d10 damage for every 2 DoS on the WS test, to a max of +2d10.
10. Sure Strike: Reduce penalty of called shots to -10.
11. Swift attack
12. Lightning attack: This action may only be taken if the attacker has the Lightning Attack Talent. With fury and precision the attacker strikes his target multiple times in close combat. The attacker must be armed with a melee weapon or be able to make unarmed attacks to take this Action. If he is armed with two melee weapons, he may attack with both as per the rules for Two Weapon Fighting. Unbalanced or Unwieldy melee weapons cannot be used to make a Lightning Attack.
The attacker makes a Weapon Skill Test with a –10 bonus. Success indicates he has hit his target with his melee weapon once for every Degree of Success. The number of hits scored cannot exceed the attacker’s Weapon Skill Bonus. Extra hits can either be allocated to the original target or any other targets the character is in melee with, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 7–2: Multiple Hits to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 240). If the attacker is wielding a second weapon in his off hand, he may make an additional attack as part of this action. See Two Weapon Fighting on page 242.
13. Blade dancer – drops 2wf penalty to 0.
14. Double team: + 10 ws on outnumbered opponent


Lun, King of Midnight

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