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40K Space Marine Abilities


shadowcat1313

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been doing some tinkering on the ideas of a 40K Space Marine in Hero terms

 

while I dont actually play 40K beyond some epic 40K on occasion, I grab all the books I can find when on sale or auction.

 

WARHAMMER 40K SPACE MARINE TEMPLATE

Val Char Cost Roll Notes

15 STR 0 12- Lift 200.0kg; 3d6

10 DEX 0 11- OCV: 3/DCV: 3

10 CON 0 11-

12 BODY 0

10 INT 0 11- PER Roll 11-/15-

10 EGO 0 11- ECV: 3 - 3

15 PRE 0 12- PRE Attack: 3d6

 

 

2/16 PD 0 Total: 2/16 PD (0/14 rPD)

2/16 ED 0 Total: 2/16 ED (0/14 rED)

3 SPD 0 Phases: 4, 8, 12

4 REC 0

30 END 0

20 STUN 0 Total Characteristic Cost: 0

 

Movement: Running: 12m/24m

Leaping: 4m/8m

Swimming: 4m/8m

 

Cost Powers END

Basic Space Marine Powers

2 1) Second Heart: +10 END; IIF (-1/4)

5 2) Ossification: Resistant Protection (2 PD/2 ED) (6 Active Points); IIF (-1/4)

2 3) Ossification: +2 BODY; IIF (-1/4)

2 4) Ossification: Knockback Resistance -3m (3 Active Points); IIF (-1/4)

8 5) Second Heart: +1 SPD (10 Active Points); IIF (-1/4)

2 6) Catalepsian Node: Lightsleep (3 Active Points); IIF (-1/4)

5 7) Preomnor: Power Defense (15 points) (15 Active Points); Custom Modifier (only works vs ingested poisons; -1), Requires A Roll (Skill roll; -1/2), IIF (-1/4)

2 8) Omophagea: Eidetic Memory (5 Active Points); Custom Modifier (learns by eating; -1), Requires A Roll (Skill roll; -1/2), IIF (-1/4)

2 9) Occulobe: +1 PER with Sight Group; IIF (-1/4)

2 10) Lymans Ear: +1 PER with Hearing Group; IIF (-1/4)

2 11) Mucranoid: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Requires A Roll (Skill roll; -1/2), IIF (-1/4)

2 12) Melanchromic Organ: Life Support (Safe in High Radiation); IIF (-1/4)

4 13) Neuroglottis: Detect Poisons A Single Thing 12-/16- (Smell/Taste Group)

2 14) Sus-An Membrane: Simulate Death (+3 to roll) (6 Active Points); Extra Time (20 Minutes, -2 1/2)

5 15) Shall Know No Fear: Mental Defense (10 points total) (10 Active Points); Custom Modifier (Only vs Fear and Terror; -1)

Chapter Specific Powers

Space Marine Armor

20 1) Advanced Space Marine Armor: Resistant Protection (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF Bulky (-1), Custom Modifier (Real Armor; -1/4)

2 2) Auto-Senses: +2 PER with Sight Group (4 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)

2 3) Enhanced Strength: +5 STR (5 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 1

1 4) Input Filtering: Hearing Group Flash Defense (3 points) (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)

1 5) Input Filtering: Sight Group Flash Defense (3 points) (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)

4 6) Magnetized Boot Soles: Clinging (20 STR) (12 Active Points); OIF Bulky (-1), Custom Modifier (Metal Surfaces Only; -1), Custom Modifier (Real Gear; -1/4)

1 7) Nutrient Recycling: Life Support (Eating: Character only has to eat once per week); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)

5 8) Osmotic Gill Life Sustainer: Life Support (Safe in Low Pressure/Vacuum; Self-Contained Breathing) (12 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)

3 9) Pain Supressors: Aid Stun 2d6 (12 Active Points); OIF Bulky (-1), Only to Aid Self (-1), 6 Charges (-3/4), Only Restores To Starting Values (-1/2) [6]

5 10) Vox Link: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1), Incantations (-1/4), Custom Modifier (Real Gear; -1/4)

2 11) Fearsome Visage: +5 PRE (5 Active Points); OIF Bulky (-1), Custom Modifier (Real Armor; -1/4)

Space Marine Weapons

-50 Cosmic Freebies: Custom Power (-50 Active Points)

 

Talents

Basic Space Marine Talents

1 1) Ambidexterity (-2 Off Hand penalty)

2 2) Fleet Dweller: Environmental Movement (no penalties on)

Chapter Specific Talents

 

Skills

Basic Space Marine Skills

3 1) AK: Home World 12-

3 2) Fast Draw 11-

3 3) KS: Chapter Customs and Protocols 12-

3 4) KS: Chapter Runes 12-

3 5) KS: Codex Astartes 12-

3 6) KS: Enemies of the Imperium 12-

2 7) Language: High Gothic (fluent conversation)

0 8) Language: Low Gothic (idiomatic) (4 Active Points)

2 9) Navigation (Land) 11-

3 10) Stealth 11-

5 11) Survival 12-

2 12) TF: Common Motorized Ground Vehicles

5 13) Tactics 12-

5 14) Teamwork 12-

3 15) Tracking 11-

3 16) WF: Assault Rifles/LMGs, Blades, Handguns, Thrown Grenades

10 17) +1 with All Attacks

Chapter Specific Skills

 

Total Powers & Skill Cost: 104

Total Cost: 104

 

200+ Disadvantages

Basic Space Marine Disads

10 1) Physical Complication: Poor Manual Dexterity in Armor (Frequently; Barely Impairing)

Notes: -1 on all manual dex tasks while wearing armored gloves

10 2) Rivalry: Professional (Other Space Marine Chapters; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20 3) Social Complication: Duty to the Emperor Very Frequently, Major

10 4) Psychological Complication: Hatred of Xenos (Common; Moderate)

Chapter Specific Disads

 

Total Disadvantage Points: 104

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

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Re: 40K Space Marine Abilities

 

I'd be pretty dubious about allowing things like characteristics to be bought by claiming a second heart as a focus. I'd simply accept that Space Marines are superheroic and buy the stat.s accordingly.

This is pretty old, so needs updating to 6E, but here's the base stat.s used in our old 40K Hero game: marines with any experience would be expected to be tougher and to add extra skills (more vehicles, heavy weapons, etc)

Equipment is here

 

CHA VAL Cost

STR 20 +10

DEX 15 +15

CON 15 +10

BOD 16 +10*

INT 10

EGO 11 +2

PRE 20 +10

COM 10

PD 6 +3

ED 4 +1

SPD 3 +5

REC 6

END 30

STUN 32 *

Total +66

* bonuses for growth already figured in

OCV 5 ± 3 with Marine weapons

DCV 5 ± 3 with marine weapons

ECV 4

 

Powers, Skills, Etc.

8 1 level of growth always on (-1 KNB, 200 Kg mass)

7 Acid spit (1 pt RKA, continuous uncontrollable @ 0 END, stopped by washing off), limited range (2”, -1/4), can only be used once per hour (-1)

4 FAM with common melee weapons and Small Arms

9 +3 CSL with standard Marine weapons

15 Martial Arts Multipower (15 point reserve, Commando training)

1 Block +2 OCV, +2 DCV

1 Disarm +2 OCV, +1 DCV

1 Killing Strike 1d6 HKA (2d6 with STR)

1 Martial Strike +3 STR, +1 OCV, + 2DCV (5d6 with STR)

1 Martial Throw, +1 DCV (4d6 with STR)

15 Climbing, Combat driving, Concealment, Stealth, Survival (all 12-)

2 Transport FAM (Land speeders and Bikes)

6 Life support: Immunity to Disease, Vaccuum, High radiation (all act 14-)

2 1 point of regeneration (5 hours extra time, -3)

2 2 PD/ED armour (Black carapace, locations 10-13, -1 1/2)

9 +3 with all PER rolls

84 Powers total

 

Disadvantages +75

10 Watched by Order (8-) More powerful, NCI

20 Defends honour of Order and Emperor (Common, total)

5 Loves to fight (Uncommon, moderate)

20 Reputation (“Angel of Death!”, 14-, extreme)

15 Distinctive features (marine, not easily concealable, causes major reaction)

5 Rival (Other orders of Marines)

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Re: 40K Space Marine Abilities

 

I'd be pretty dubious about allowing things like characteristics to be bought by claiming a second heart as a focus. I'd simply accept that Space Marines are superheroic and buy the stat.s accordingly.

Didn't even noticed that. Yes, usign a Focus is for most part wrong for hearts (or symbionts, or anythign else that is part of the body), unless there is a relevantly high amount of attacks that can stop one heart reliably (but not the normal one too).

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Re: 40K Space Marine Abilities

 

and some of the organs are implanted during the process of becoming a space marine, and removed at death if possible

thanks to everybody for more ideas

The only things that are mentioned for beign removed are the Progenids - and they are have no other purpose than being removed, so new space marines can be produced.

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Re: 40K Space Marine Abilities

 

I'd say that Markdoc's version is closer to what I would have come up with. Space Marines are inhumanly strong and very skilled. A Space Marine wielding a combat knife will one-shot KO, (kill, cripple), a normal human 6-7 times out of ten. It's probably a monofilament edged combat knife but still, that takes a high STR score.

 

I'd up the Ego by a couple of points. These guys are elite warrior-monk fanatics after all.

 

Impressive list of powers to represent the various extra Space Marine organs, though.

 

Also. In the old days Space Marines used to have a special ability called 'Bolter Drill', which allowed them to fire bolters twice if they stood still. By the time I stopped playing 40k everybody could do this if they had the right weapon. But it might be worth throwing this skill in.

 

Bolter Drill. Naked Modifier for X points of Bolter - Autofire 2, (Extra Time - Full Phase).

 

Or you could just make the Bolter an Autofire 2 weapon anyway.

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Re: 40K Space Marine Abilities

 

I'd say that Markdoc's version is closer to what I would have come up with. Space Marines are inhumanly strong and very skilled. A Space Marine wielding a combat knife will one-shot KO' date=' (kill, cripple), a normal human 6-7 times out of ten. It's probably a monofilament edged combat knife but still, that takes a high STR score.[/quote']

It is mono-filamend - and the size of a sword for normal humans.

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Re: 40K Space Marine Abilities

 

From the Deathwatch introduction adventure Final sanction (when comparing them to normal humans in that ruleset):

The average scores seem to be on the upper "normal" area for humans, with the "slow-witted brute" having only average human intelligence.

What is really exceptional however are thoughness (a combaination of CON and [r]PD/[r]ED in that system) and strenght. And yes, the armor doesn't adds much to what they normally have. In hero terms ther STR seems to be uniformly in the 13- roll area, with the Armor adding another +10 STR/+2 to the roll.

And they can improve their "basic" STR to the 17- area at tops.

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Re: 40K Space Marine Abilities

 

my original thought was treating them like cybernetics

 

I'm with the others that don't feel comfortable with "extra heart" getting a focus limit. Even if you do treat them as cybernetics I'm not sure how the point break is justified. My Mother has an artificial knee that lets her ignore her Physical Limit: Gimpy leg, but I cannot disarm that focus or remove it from her without a saw. If you can't remove a focus it isn't a focus, and if surgery is a adequate special effect for "removing a focus" I want points back on my liver. :)

 

I think all the Space Marine organs are really just special effects for their crazy statistics. Kind like "Gamma Bomb" is the effect for Hulk's.

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Re: 40K Space Marine Abilities

 

I think all the Space Marine organs are really just special effects for their crazy statistics. Kind like "Gamma Bomb" is the effect for Hulk's.

Indeed. They aer way harder to remove than removing Junior from Teal’c.

Even if we asume they are cybernetics/bionics, this would mean a "Restrainable by unusual means" -1/4 Limitation. But that asumes they can be somehow disabeled without having to touch/remove them (things like having a Wi-Fi Connection a hacker can attack).

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