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Warhammer 40K Space Marine Power Armour


AlHazred

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A while back there was a thread where we worked on converting the Space Marine implanted organs into Hero terms. Well, I was skimming the Critical Hit website and came across this article about Space Marine Armour. I read it and worked out preliminary details for the various suits, but I'm hampered by never having played the game, and by the fact that I own none of the books (mind you, a friend of mine runs the New Jersey area Warhammer tournaments, so I know somewhat, just probably not enough).

 

I know there're 40K fans on the boards, so I thought I'd post the suits for criticism and commentary. I'll attach the Hero Designer prefab at the bottom.

 

Cost Powers END

Mark 1 - "Thunder Armour", all slots OIF (-1/2)

\tab Notes: DEF 7, BODY 21.

6 1) Powered Torso Armor: Armor (7 PD/7 ED); Sectional Defenses (Protects Locations 4-5, 9-13; -1), Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)

5 2) Coiled Energy Cables: +5 STR, Reduced Endurance (0 END; +1/2); OIF (-1/2)

6 3) Coiled Energy Cables: +3 DEX; OIF (-1/2)

 

Mark 2 - "Crusade Armour", all slots OIF (-1/2)

\tab Notes: DEF 7, BODY 21.

6 1) Powered Armor: Armor (7 PD/7 ED); Normal Mass (-1), Side Effects, occurs automatically (-2 to Sight Perception Rolls; -1/2), OIF (-1/2), Real Armor (-1/4)

5 2) Coiled Energy Cables: +5 STR, Reduced Endurance (0 END; +1/2); OIF (-1/2)

6 3) Coiled Energy Cables: +3 DEX; OIF (-1/2)

12 4) Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)

6 5) Automatic Medical Functions: Healing BODY 0 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; when the wearer is injured; +1/4), Reduced Endurance (0 END; +1/2); OIF (-1/2)

3 6) Automatic Sensory Devices: Infrared Perception (Sight Group); OIF (-1/2)

2 7) Automatic Sensory Devices: Ultrasonic Perception (Hearing Group); OIF (-1/2)

3 8) Automatic Sensory Devices: Ultraviolet Perception (Sight Group); OIF (-1/2)

3 9) Selective Sensory Enhancement: +2 PER with all Sense Groups; OIF (-1/2), Only Sight And Hearing Groups (-1/4)

3 10) Automatic Sensory Devices: Sight Group Flash Defense (5 points); OIF (-1/2)

3 11) Automatic Sensory Devices: Hearing Group Flash Defense (5 points); OIF (-1/2)

 

Mark 3 - "Iron Suit," or Armorum Ferrum, all slots OIF (-1/2)

\tab Notes: DEF 8, BODY 24.

6 1) Powered Armor: Armor (7 PD/7 ED); Normal Mass (-1), Side Effects, occurs automatically (-2 to Sight Perception Rolls; -1/2), OIF (-1/2), Real Armor (-1/4)

1 2) Fixed Armor Plates And Sloped Helmet: Armor (1 PD/1 ED); Normal Mass (-1), Limited Coverage 180 Degrees (frontal armor only; -1/2), OIF (-1/2), Real Armor (-1/4)

5 3) Coiled Energy Cables: +5 STR, Reduced Endurance (0 END; +1/2); OIF (-1/2)

6 4) Coiled Energy Cables: +3 DEX; OIF (-1/2)

12 5) Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)

6 6) Automatic Medical Functions: Healing BODY 0 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; when the wearer is injured; +1/4), Reduced Endurance (0 END; +1/2); OIF (-1/2)

3 7) Automatic Sensory Devices: Infrared Perception (Sight Group); OIF (-1/2)

2 8) Automatic Sensory Devices: Ultrasonic Perception (Hearing Group); OIF (-1/2)

3 9) Automatic Sensory Devices: Ultraviolet Perception (Sight Group); OIF (-1/2)

3 10) Selective Sensory Enhancement: +2 PER with all Sense Groups; OIF (-1/2), Only Sight And Hearing Groups (-1/4)

3 11) Automatic Sensory Devices: Sight Group Flash Defense (5 points); OIF (-1/2)

3 12) Automatic Sensory Devices: Hearing Group Flash Defense (5 points); OIF (-1/2)

 

Mark 4, all slots OIF (-1/2)

\tab Notes: DEF 8, BODY 24.

13 1) Powered Armor: Armor (8 PD/8 ED), Hardened (+1/4); Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4)

5 2) Coiled Energy Cables: +5 STR, Reduced Endurance (0 END; +1/2); OIF (-1/2)

6 3) Coiled Energy Cables: +3 DEX; OIF (-1/2)

12 4) Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)

6 5) Automatic Medical Functions: Healing BODY 0 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; when the wearer is injured; +1/4), Reduced Endurance (0 END; +1/2); OIF (-1/2)

3 6) Automatic Sensory Devices: Infrared Perception (Sight Group); OIF (-1/2)

2 7) Automatic Sensory Devices: Ultrasonic Perception (Hearing Group); OIF (-1/2)

3 8) Automatic Sensory Devices: Ultraviolet Perception (Sight Group); OIF (-1/2)

3 9) Selective Sensory Enhancement: +2 PER with all Sense Groups; OIF (-1/2), Only Sight And Hearing Groups (-1/4)

3 10) Automatic Sensory Devices: Sight Group Flash Defense (5 points); OIF (-1/2)

3 11) Automatic Sensory Devices: Hearing Group Flash Defense (5 points); OIF (-1/2)

 

Mark 5 - "Corvus Suit" or "Heresy Suit", all slots OIF (-1/2)

\tab Notes: DEF 8, BODY 24.

9 1) Powered Armor: Armor (8 PD/8 ED); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)

4 2) Coiled Energy Cables: +4 STR, Reduced Endurance (0 END; +1/2); OIF (-1/2)

6 3) Coiled Energy Cables: +3 DEX; OIF (-1/2)

12 4) Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)

6 5) Automatic Medical Functions: Healing BODY 0 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; when the wearer is injured; +1/4), Reduced Endurance (0 END; +1/2); OIF (-1/2)

3 6) Automatic Sensory Devices: Infrared Perception (Sight Group); OIF (-1/2)

2 7) Automatic Sensory Devices: Ultrasonic Perception (Hearing Group); OIF (-1/2)

3 8) Automatic Sensory Devices: Ultraviolet Perception (Sight Group); OIF (-1/2)

3 9) Selective Sensory Enhancement: +2 PER with all Sense Groups; OIF (-1/2), Only Sight And Hearing Groups (-1/4)

3 10) Automatic Sensory Devices: Sight Group Flash Defense (5 points); OIF (-1/2)

3 11) Automatic Sensory Devices: Hearing Group Flash Defense (5 points); OIF (-1/2)

 

Mark 6, all slots OIF (-1/2)

\tab Notes: DEF 9, BODY 27.

11 1) Powered Armor: Armor (8 PD/8 ED), Hardened (+1/4); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)

1 2) Reinforced Right Shoulder: Armor (1 PD/1 ED), No Mass (+0), Hardened (+1/4); Sectional Defenses (Protects Locations 7-9, right side; -2), OIF (-1/2), Real Armor (-1/4)

5 3) Coiled Energy Cables: +5 STR, Reduced Endurance (0 END; +1/2); OIF (-1/2)

6 4) Coiled Energy Cables: +3 DEX; OIF (-1/2)

12 5) Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)

6 6) Automatic Medical Functions: Healing BODY 0 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; when the wearer is injured; +1/4), Reduced Endurance (0 END; +1/2); OIF (-1/2)

3 7) Automatic Sensory Devices: Infrared Perception (Sight Group); OIF (-1/2)

2 8) Automatic Sensory Devices: Ultrasonic Perception (Hearing Group); OIF (-1/2)

3 9) Automatic Sensory Devices: Ultraviolet Perception (Sight Group); OIF (-1/2)

3 10) Selective Sensory Enhancement: +2 PER with all Sense Groups; OIF (-1/2), Only Sight And Hearing Groups (-1/4)

3 11) Automatic Sensory Devices: Sight Group Flash Defense (5 points); OIF (-1/2)

3 12) Automatic Sensory Devices: Hearing Group Flash Defense (5 points); OIF (-1/2)

 

Mark 7 - "Eagle Armour" or Armorum Impetor, all slots OIF (-1/2)

\tab Notes: DEF 9, BODY 27.

12 1) Powered Armor: Armor (9 PD/9 ED), Hardened (+1/4); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)

5 2) Coiled Energy Cables: +5 STR, Reduced Endurance (0 END; +1/2); OIF (-1/2)

6 3) Coiled Energy Cables: +3 DEX; OIF (-1/2)

12 4) Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)

6 5) Automatic Medical Functions: Healing BODY 0 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; when the wearer is injured; +1/4), Reduced Endurance (0 END; +1/2); OIF (-1/2)

3 6) Automatic Sensory Devices: Infrared Perception (Sight Group); OIF (-1/2)

2 7) Automatic Sensory Devices: Ultrasonic Perception (Hearing Group); OIF (-1/2)

3 8) Automatic Sensory Devices: Ultraviolet Perception (Sight Group); OIF (-1/2)

3 9) Selective Sensory Enhancement: +2 PER with all Sense Groups; OIF (-1/2), Only Sight And Hearing Groups (-1/4)

3 10) Automatic Sensory Devices: Sight Group Flash Defense (5 points); OIF (-1/2)

3 11) Automatic Sensory Devices: Hearing Group Flash Defense (5 points); OIF (-1/2)

 

WH40KSpaceMarinePowerArmour.hdp

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Re: Warhammer 40K Space Marine Power Armour

 

What about Terminator armor. :)

Er... You do realize I haven't played the game and are going entirely by what I read online, right? It's why I'm asking for comments... or pleading for them, really.

 

Anyway, there's this article on the Terminator Armour.

 

Terminator Armour, all slots OIF (-1/2)

\tab Notes: DEF 10, BODY 30.

13 1) Powered Armor: Armor (10 PD/10 ED), Hardened (+1/4); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4)

5 2) Fiber-Bundle Muscles: +5 STR, Reduced Endurance (0 END; +1/2); OIF (-1/2)

6 3) Fiber-Bundle Muscles: +3 DEX; OIF (-1/2)

12 4) Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)

6 5) Automatic Medical Functions: Healing BODY 0 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; when the wearer is injured; +1/4), Reduced Endurance (0 END; +1/2); OIF (-1/2)

3 6) Sensorium: Infrared Perception (Sight Group); OIF (-1/2)

2 7) Sensorium: Ultrasonic Perception (Hearing Group); OIF (-1/2)

3 8) Sensorium: Ultraviolet Perception (Sight Group); OIF (-1/2)

3 9) Selective Sensory Enhancement: +2 PER with all Sense Groups; OIF (-1/2), Only Sight And Hearing Groups (-1/4)

3 10) Sensorium: Sight Group Flash Defense (5 points); OIF (-1/2)

3 11) Sensorium: Hearing Group Flash Defense (5 points); OIF (-1/2)

22 12) Sensorium: Clairsentience (Sight Group), x2 Range (370"), Mobile Perception Point, Reduced Endurance (0 END; +1/2); Only Through The Senses Of Others (other space marines; -1/2), OIF (-1/2)

34 13) Storm Bolter: RKA 1 1/2d6, +1 Increased STUN Multiplier (+1/4), 30 Charges (+1/4), Autofire (5 shots; +1/2); OIF (-1/2), Beam (-1/4), Real Weapon (-1/4) plus +2 OCV; OIF (-1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks; OIF (-1/2), Real Weapon (-1/4) [30]

37 14) Powerglove: HA +9d6, Reduced Endurance (0 END; +1/2), Double Knockback (+3/4); Hand-To-Hand Attack (-1/2), First Six Dice Only Cancel Defenses (-1/2), OIF (-1/2), Real Weapon (-1/4)

 

I've updated the HD prefab above to include it.

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Re: Warhammer 40K Space Marine Power Armour

 

I could try. I wouldn't do them as vehicles, though. In fact, since the occupants can't survive outside of the armor, it doesn't even qualify for the Focus limitation - it's basically like cybernetics, worth at best -1/4.

 

I noticed Markdoc, on his page, gave the Terminator Armour 12 DEF. Do you think that would be more appropriate?

 

Also, should they all have radios? I didn't see anything about that in the article I linked, which is why it's not in the writeups.

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Re: Warhammer 40K Space Marine Power Armour

 

I could try. I wouldn't do them as vehicles, though. In fact, since the occupants can't survive outside of the armor, it doesn't even qualify for the Focus limitation - it's basically like cybernetics, worth at best -1/4.

 

I noticed Markdoc, on his page, gave the Terminator Armour 12 DEF. Do you think that would be more appropriate?

 

Also, should they all have radios? I didn't see anything about that in the article I linked, which is why it's not in the writeups.

 

I was thinking that the DEF ratings were a bit low across the board, anyway. But then again, I was thinking in Superheroic, not Heroic, terms.

 

In WH40K terms, Space Marine armor has a 3+ rating (meaning that it prevents the individual from taking damage on a 3+ on a d6); Terminator Armor has a 2+; so you are looking at a 1/3 better defense. Given that the Space Marine armor (MK6 and MK7) has a 9 DEF, I'd say 12 DEF for the Terminator Armor is in scale.

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Re: Warhammer 40K Space Marine Power Armour

 

Cool. As far as it seeming low, keep in mind I went entirely by the article. It talks about the Mark 1 armor being the armor of the techno-barbarians on Earth when the Emperor came around. I figured that would be equivalent of plate armor. Then, I built it up steadily as it went up the Marks, increasing the DEF when it stated the armor got better. So, in other words, I adhered to the article without referring to any of the game stats.

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Re: Warhammer 40K Space Marine Power Armour

 

Mk V is crusade armor' date=' Mk VI is the Corvus Armor, so called because of the beak on the helmet.[/quote']

Not according to the article:

"The new type of armour was the Crusade Suit, which became soon became known as Mark 2 armour while the old style became Mark 1 retrospectively."

"The Mark 5, or Corvus Suit, was only ever perceived as a stop-gap design."

 

Since that's an article from White Dwarf issue 129, I'm willing to grant that things have been retconned since then (we're up to, what, issue 307?) I'd like it if you could tell me where to look for an update (I have a friend who has almost a complete run).

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  • 2 weeks later...

Re: Warhammer 40K Space Marine Power Armour

 

I was thinking that the DEF ratings were a bit low across the board, anyway. But then again, I was thinking in Superheroic, not Heroic, terms.

 

In WH40K terms, Space Marine armor has a 3+ rating (meaning that it prevents the individual from taking damage on a 3+ on a d6); Terminator Armor has a 2+; so you are looking at a 1/3 better defense. Given that the Space Marine armor (MK6 and MK7) has a 9 DEF, I'd say 12 DEF for the Terminator Armor is in scale.

 

I don't know. It rather depends on whether you are trying to replicate the scale of the 40K board game (where it takes 9 Guardsmen rapid firing from close range to kill a Space Marine, statistically), or from the 40K novels and background writing, where Power Armor is considerably tougher, and a Marine can walk through a storm of lasgun fire with little effect other than scoring on his armor.

 

In addition, as the tabletop game only has two states, OK and DEAD, for most models, it could be argued that those 9 guardsmen may have only knocked a Marine unconscious, and may have done little or no BODY damage to him.

 

Of course, on top of this, is the fact that the default rapid-firing infantry weapon fires only two shots, and half of all shots fail to even drop a normal human. I think if you moved the humble Imperial Guard Lasgun up to a normal Star Hero infantry weapon, then you'd need to boost up Space Marine armor considerably. Up to the point, probably, where a normal lasgun shot couldn't penetrate it, but a lasgun shot that bypassed the armor (through sectional defenses or an activation roll) would hurt the marine.

 

In one of the Gaunt's Ghost novels, the Commisar instructs the men to use the "hot-shot" (or whatever) setting on their lasguns. They don't normally do this, as it leads to overheats and barrel scoring, but he explains that it is the only setting that will penetrate the armor of the Traitor Marines.

 

Another way of looking at it is that it takes at least 5 Guardsmen, firing continuously from maximum range of their weapons (5 shots + 5 shots +10 short range shots), just to reliably incapacitate a SINGLE Space Marine before he can close to melee combat with them (as their range is 24" and he can move 6"+6"+6", then gets an assault move of 6"). If the futuristic small arms of the Imperial Guard are no better than today's assault rifles, how good must Space Marine Power armor be to allow a single marine to advance under that hail of fire? Remember, even 4 guardsmen firing continuously from maximum range won't reliably stop a single Marine from reaching close combat. That's good armor. I don't know of any modern body armor you'd feel confident in wearing while running across an open field towards 4 men with assault rifles, especially if you had to start running out at the maximum range of those rifles.

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Re: Warhammer 40K Space Marine Power Armour

 

Hmmm... I was hoping to use Space Marines in other games. If I make it that impervious, it basically becomes too easy for the Marines to walk all over the obstacles. I'd have to bring in Glitter Boys to really challenge them...

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  • 2 months later...

Re: Warhammer 40K Space Marine Power Armour

 

I was thinking that the DEF ratings were a bit low across the board, anyway. But then again, I was thinking in Superheroic, not Heroic, terms.

 

In WH40K terms, Space Marine armor has a 3+ rating (meaning that it prevents the individual from taking damage on a 3+ on a d6); Terminator Armor has a 2+; so you are looking at a 1/3 better defense. Given that the Space Marine armor (MK6 and MK7) has a 9 DEF, I'd say 12 DEF for the Terminator Armor is in scale.

 

Thread necromancy! (just noticed this thread via a link on a more current thread).

 

On Radios - although it's not noted in the original descriptions, recent stuff on marines describes them as having "thought-link" communictions - so I suspect they should have mind link - via a cybernetic implant, although you could just say they have radio hearing and transmit.

 

As far as armour goes the way to look at it - for me - is not that that regular marine armour saves on a 3+, but that it fails to protect on a 1 or 2, whereas Terminator armour fails only on a 1. In short, it's *twice* as effective. That gap gets bigger when you consider AP weapons. In addition, it gives an invulnerable save. So it should be *significantly* crunchier than regular armour. At the same time ramping it up to 18 DEF seemed like a bit much (maybe not though - in the game, Dreads are tougher than most armoured vehicles...).

 

On Rating the armour, you have to account for the fact that it has a Marine inside it, which adds significantly to the DEF against STUN. If Lasguns have 1d6 RKA (which seems about right: they're not terribly lethal even to normal humans in their T-shirts) then the max stun you can generate is 30 - enough to hurt (but not Stun) a marine. You'd need multiple hits to stand any chance of taking one down: the average hit will do no Stun. Basically a squad of guardsmen is blasting away hoping to get 2 or 3 lucky hits. Even if they do, the marine is down, but not wounded (although I guess they could keep blasting and start doing double damage once he's out, so it would be possible to kill a Marine after he's down). For the Table top game, that's OK - it's assumed that figures which are taken down are not necessarily dead. It also matches the book sources, where the marines really can storm forward under a hail of lasgun or autogun fire - the vast bulk will just scratch their armour up.

 

Likewise ordinary small arms - even Bolters - are not terribly effective against Terminator armour, so DEF 12 seems pretty reasonable.

 

cheers, Mark

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