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40k Space Marines Suspended Animation


Mal-2

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Re: 40k Space Marines Suspended Animation

 

My take on a Vortex Grenade

 

Cost** Equipment END
** Vortex Grenade: (Total: 972 Active Cost, 227 Real Cost) Killing Attack - Ranged 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Continuous (+1), Does BODY (+1), Attack Versus Limited Defense (Force Fields, Force walls & Stasis Effects; +1 1/2) (270 Active Points); 1 Charge (-2), OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Range Based On Strength (-1/4), Real Weapon (-1/4) (Real Cost: 49) plus Area Of Effect (Initially 5" Radius But May Expand; +1) for up to 45 Active Points of Vortex, Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), OAF (-1) (Real Cost: 22) plus Mobile (+1) for up to 45 Active Points of Vortex, Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; Moves Randomly; -1), OAF (-1) (Real Cost: 22) plus Duplication (creates 404-point form), Cannot Recombine (+0), Altered Duplicates (100%; +1) (568 Active Points); No Conscious Control (-2), OAF (-1), Linked (Vortex; -1/4) (Real Cost: 134)* [1]
** *

 

:rockon:

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Re: 40k Space Marines Suspended Animation

 

they live longer than normal' date=' don't know off the top of my head [i']how much [/i] longer though ??!!?

 

 

space marines live a very long life. the chapter masters are anywhere from 500-1500 years old. the only reason you don't see a lot of old space marines is that they keep on dieing :) .

 

$0.02

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Re: 40k Space Marines Suspended Animation

 

I don't play the game and I own none of the materials, so everything I've read I've read online. That being said, my impression was that (barring death by accident or trauma) they live for a couple of centuries. Suspended animation can extend this. Also, if they get severely maimed but still survive, they may get "implanted" into one of the armored Dreadnought shells, where the life support machinery can extend their lifespans to thousands of years.

 

I've been thinking of blaming their long lives on their control over their own metabolisms, and calling it Life Support (Longevity: 400 year lifespan) for 2 points. And giving the Dreadnoughts Life Support (Longevity: Immortality).

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Guest Champsguy

Re: 40k Space Marines Suspended Animation

 

Space Marines live a long time. How long depends on which chapter they belong to. An "average" Space Marine can live several hundred years (active, not suspended animation). Marines from specific chapters (such as the Blood Angels) can live for a thousand-plus. While in suspended animation, or in their Dreadnaughts, they can live much longer (one Space Wolves Dreadnaught is 10,000+ years old).

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  • 2 weeks later...

Re: 40k Space Marines Suspended Animation

 

From my RPG conversions thread, here's everything else I've been able to find on Warhammer 40K:

 

Converted weapons:

http://www.angelfire.com/ok3/markdoc/Inquisitor/inquistor_weapons.htm

 

Even more weapons:

http://www.herogames.com/forums/showthread.php?t=19799

 

Space marine Package Deal:

http://www.herogames.com/oldForum/OtherGenres/000061.html

 

Tyrannid writeups:

http://www.herogames.com/forums/showthread.php?t=26098

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  • 1 year later...

Space Marines: The Resurrection

 

As you may have noticed, the HTML capacity being turned off for these forums has royally messed Chiba Bob's fine writeups for Space Marine implants, and for the Vortex Grenade. I was able to reconstitute them, and have pasted them to this post (not as pretty as the original, but fully legible), as well as attached a Document file, which preserves the original formatting. Chiba Bob, I hope you won't object to this, but if so please let me know. :)

 

------------------------------------------

 

Cost** Power END

** Space Marine Implants [Notes: Do to genetic mutations, not all Implants are available for implation by most Marine Chapters except for Black Carapace which is required for a Space Marine Chapter to remain operational.]*

6** 1) Secondary Heart: +3 CON*

3** 2) Biscopea: +5 STR (5 Active Points); Linked (Haemastamen; -1/2)* 1

4** 3) Ossmodula: +3 BODY (6 Active Points); Linked (Haemastamen; -1/2)*

9** 4) Haemastamen: (Total: 9 Active Cost, 9 Real Cost) +3 REC (Real Cost: 6) plus Life Support (Extended Breathing: 1 END per 5 Minutes) (Real Cost: 3)* 0

11** 5) Laraaman's Organ: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)* 0

3** 6) Catalepsean Node: Lightsleep*

5** 7) Preomnor: Life Support (Immunity All terrestrial poisons and chemical warfare agents) (10 Active Points); Only Against Ingested Poisons (-1)* 0

11** 8) Omophagea: Minor Transform 2d6 (Absorb Genetic Memories), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), No Range (-1/2), Self Only (-1/2), Must Consume Part Of The Creature To Absorb Memories (-1/4)* 0

10** 9) Multi-Lung: Life Support (Expanded Breathing In Thin Atmosphere; Expanded Breathing In Toxic Atmospheres)* 0

9** 10) Occulobe: (Total: 9 Active Cost, 9 Real Cost) Nightvision (Real Cost: 5) plus +2 PER with Sight Group (Real Cost: 4)* 0

8** 11) Lyman's Ear: (Total: 11 Active Cost, 8 Real Cost) Hearing Group Flash Defense (3 points) (Real Cost: 3) plus +2 versus Range Modifier for Hearing Group (Real Cost: 3) plus Power Defense (5 points) (5 Active Points); Only Against Dizziness Or Nausea Caused By Extreme Disorientation (-2) (Real Cost: 2)* 0

12** 12) Sus-an Membrane: Healing BODY 6d6, Can Heal Limbs, Resurrection, Corpse Requires Chem Therapy & Auto-Suggestion To Activate Power (+0) (85 Active Points); 1 Charge which Recovers every 1 Month (-3), Gradual Effect (1 Month; -2 1/4), Self Only (-1/2), Resurrection Only (-1/2)* [1]

2** 13) Melanochrome: Life Support (Safe in High Radiation)* 0

13** 14) Oolitic Kidney: Aid 1d6, Persistent (+1/2), Uncontrolled (+1/2), [four powers] simultaneously (+1), Continuous (+1) (40 Active Points); Limited Special Effect Uncommon SFX (Only Works Against The Effects Of Drugs, Poisons, And Other Toxins; -1), Only Restores to Starting Values (-1/2), Self Only (-1/2)* 0

20** 15) Neuroglottis: (Total: 20 Active Cost, 20 Real Cost) Discriminatory with Smell/Taste Group (Real Cost: 10) plus Tracking with Smell/Taste Group (Real Cost: 10)* 0

2** 16) Mucranoid: Life Support (Safe in Low Pressure/Vacuum); Requires A CON Roll (No Active Point penalty to Skill Roll; For Every Hour Of Exposure; -1/4)* 0

16** 17) Betcher's Gland: Killing Attack - Ranged 1d6, Uncontrolled (+1/2), Continuous (+1) (37 Active Points); 1 Recoverable Continuing Charge lasting 1 Turn (-3/4), No Range (-1/2)* [1 rc]

0** 18) Progenies* 0

4** 19) Black Carapace: Mind Link , Machine class of minds, Specific Group of Minds (10 Active Points); No Range (-1/2), Limited Class Of Minds [Power Armor Systems] (-1/2), Does Not Provide Mental Awareness (-1/4)* 0

Powers Cost: 148

 

 

Cost** Equipment END ** Vortex Grenade: (Total: 972 Active Cost, 227 Real Cost) Killing Attack - Ranged 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Continuous (+1), Does BODY (+1), Attack Versus Limited Defense (Force Fields, Force walls & Stasis Effects; +1 1/2) (270 Active Points); 1 Charge (-2), OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Range Based On Strength (-1/4), Real Weapon (-1/4) (Real Cost: 49) plus Area Of Effect (Initially 5" Radius But May Expand; +1) for up to 45 Active Points of Vortex, Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), OAF (-1) (Real Cost: 22) plus Mobile (+1) for up to 45 Active Points of Vortex, Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; Moves Randomly; -1), OAF (-1) (Real Cost: 22) plus Duplication (creates 404-point form), Cannot Recombine (+0), Altered Duplicates (100%; +1) (568 Active Points); No Conscious Control (-2), OAF (-1), Linked (Vortex; -1/4) (Real Cost: 134)* [1] ** *

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Re: 40k Space Marines Suspended Animation

 

Our group is working on a Warhammer 40k based Hero game. We've been working on a package for Imperial Space Marines, and have come across a few things we're not sure how to represent in Hero terms.

 

One of those is the following ability:

Phase 12 - Sus-an Membrane. This flat, circular organ is implanted over the top of the exposed brain. It then grows into the brain tissue until completely merged. The organ is ineffective without subsequent chemical therapy and training. However, a properly tutored Marine may then enter into a state of suspended animation. This may be a conscious action, or may happen automatically in the event of extreme physical trauma. In this condition a Marine may survive for many years, even if bearing otherwise fatal injuries. Only appropriate chemical therapy and auto-suggestion can revive a Marine from this state - a Marine cannot revive himself. The longest known period of de-animation followed by successful re-animation is 567 years in the case of brother Silas Err of the Dark Angels (d. 321 M.27).

 

We took a stab at it, which I'll post tonight, when I get home. How would you build this ability?

 

Actually, and Imperial Fist Marine lasted from the time of the Horus Heresy. But, he was also drifting in deep space, into the Eye of Terror, and then landed on a planet. In just his suit. It was pretty cool.

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