Flash By Name, Flash By Nature



-A common saying by some of Sir Flashhearts detractors.

1d10+2 R; Pen 2; Tearing) and Shield (

1d5 I; Pen 0; Defensive, Primitive (6)) if mounted.



Sir Rik FlashheartBorn the lastborn son of a royal house on a small feudal world deep in the Halo Region cared little for formality or politics, instead dedicating himself to combat and adventure. Sir Flashheart's true rise to power came with the arrival of the Malefic Lord during his exodus. Upon arriving in the system the Malefic Lord would locate a distress beacon of an ancient relic of the Dark Age of Technology, a Knight Gallant, an ancient war machine with firepower capable of annihilating anything short of Titan. After cowing the Royal Family with a display of power (annihilating half their kingdom from orbit with a lance strike) he had them excavate the Knight and it underwent significant repairs aboard the Light Amidst Darkness. After the repairs were completed the Knight was granted to his most loyal supporter amongst the feudal world's population, Sir Flashheart. After undergoing surgery to support the neural implants that would allow him to bond with the Knight, he underwent the Rite of Becoming and dominated it's machine spirit. After slaughtering his family in a "weapons test" and naming one of his various bastard sons King while still in his Knight he now acts as the Malefic Lord's favoured weapon, being deployed to combat major threats within the Halo Region. He has earned particular infamy for brutally massacring an Eldar Exodite colony to the last.Mid 30-early 40s6ft5Long curly blonde hair with a bushy, well groomed moustacheBlueWell muscled and tonedArrogant and brash by nature Flashheart enjoys strutting around surrounded by dozens of courtiers fawning over him. He showed little change after being bonded with the Knight, unusual as the Rite of Becoming often instils their pilots with a similar personality. The Hereteks versed in Knight lore suspect this is due to him and his Knight having similar personalities anyway, as its machine spirit enjoys being bathed in attention and glory. In battle he prefers to drop straight into combat, backed by a small force of retainers and knights from his homeworld.42 37 28 39 35 36 34 32 473/6/9/1813Scion Armoured Body Glove 4/3/4/3Awareness +10, Parry+20 , Command+10, Scholastic Lore (Heraldry)+10, Scholastic Lore (Knight Houses), Speak Language (High Gothic, Low Gothic) Charm+30, Tech-use, Operate Surface +20Air of Authority, Basic Weapon Training (Universal), Blademaster, Called Shot, Crushing Blow, Decadence, Inspire Wrath, Master of the Melee, Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Sprint, Sound Constitution, Sure strike, Peer (Nobility)Rite of BecomingGood Shotgun Pistol ( 1d10+4 I 0 1 Full Reliable, Scatter) and Good Power Sword (1d10+5 E 5 Power Field, Balanced)1 Questoris Knight Chassis, House Attire (Gold and White Uniform), Personal mementos and trinkets, 1d10+FB Retainers (Bodyguards) and a following of supplecants.* * (20)85 * 40 * * * *(Uses pilot's stats)Walker15/30/45/90: 60kp/h+064MonumentalFront 40, Side 35, Rear 35Enclosed, Environmentally Sealed, Enhanced Auspex Arrays, Fear(3), Reinforced Armor, Walker, Super-heavy, Ion Shield, Strikedown, Carapace Mounting, Armour and WarMachine1 Knight House ScionNoneThunderstrike Gauntlet (4d10+30 E Pen;20 Unwieldy, Power field, Hurl, Felling[10], Destroyer[4])Torso mounted Heavy Stubber (1d10+5 I; Pen 3; Clip 400)Reaper Chainsword (3d10+30 R Pen;20 Tearing, Razor-sharp, Unbalanced, Felling[10], Destroyer[3])Icarus Autocannon (3d10+8 I 6 N/A 600 Skyfire, Twin-linked, Carapace)Bold and Impatient- Grants Berserk Charge Talent while within KnightRestored Glory- Reduce wounds by 1d10 (already done), +2 critical damage.Feudal knights brought from his homeworld, they are sworn to him and fight alongside their master.42 17 35 40 35 35 38 35 283/6/9/1810Feudal Plate (5 all)Athletics+20, Awareness+2-, Common Lore (Feudal, War), Speak Language (High Gothic, Low Gothic), Operate (Ground), Wrangling +10Melee Weapons Training (Primitive, Chain)Nerves of Steel, Takedown.Chain Greatsword (2d10+2 R; Pen 3; Tearing, Unbalanced) if on foot or Chain Spear (Ration pack, personal coat of arms, attendant squire.25 — 50 40 30 13 33 10 —Movement: 6/12/18/36 Wounds: 15Skills: Awareness (Per).Traits: Bestial, Hulking, Quadruped, Sturdy.Weapons: Hoof/Trample (1d10+1 I; Primitive)