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Stormhawk

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  1. Re: 40K Hero - Astartes Armory And because I was avoiding work this afternoon: Cost Powers Power Armor: Multipower, 48-point reserve, (48 Active Points, 27 Real); OIF (-1/2), Real Armor (-1/4); All slots are multi- Armor (16 PD/16 ED) (48 Active Points, 10 Real) Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points, 4 Real) +3 PER with Sight Group and Hearing Group (12 Active Points, 2 Real) Infrared Perception (Sight Group) (5 Active Points, 1 Real) Ultraviolet Perception (Sight Group) (5 Active Points, 1 Real) Ultrasonic Perception (Hearing Group) (3 Active Points, 1 Real) Discriminatory with Hearing Group and Sight Group (20 Active Points, 4 Real) Hearing Group Flash Defense (5 points) (5 Active Points, 1 Real) Sight Group Flash Defense (5 points) (5 Active Points, 1 Real) Total Powers & Skills Cost: 51
  2. And after crunching WAY more numbers than was healthy for me *brain hurts...ow* I think actually converting all the equipment is going to take a bit of effort to do anything more than the following: Weapons: While the approach of 1 STR = 1 DC is neat, it doesn't reflect the actual numbers. for instance, a STR 3 hit really has very little chance of incapacitating an unarmored person...I mean...50%? I got modeling knives that have a better chance than that at wounding me. D6 systems, though, don't really have a lot of granularity to add the amount of realism Hero needs. But the following rules seemed to make the basic marine armory nicely enough: # of DC = Weapon STR-1 (eg. Boltgun has 3DC) Autofire (2 Shots) = Rapid Fire Autofire (3 Shots) = Heavy 2 Autofire (5 Shots) = Heavy 3 Explosion (Nonselective) = Blast Armor Piercing Lvl = 4-Weapon AP (eg. Lascannon has Armor Piercing x2, Multi-melta has Armor Piercing x3) Flamer Template = AOE (Cone) Heavy Flamer Template = AOE (Cone, Nonselective, x2 Radius) Melta = AOE (2" Radius) Gets Hot! = Activate 14- (Burnout) Heavy Weapons with Range of less than 36" = Reduced By Range Weapons with Range of less than 24" = Reduced By Range ARMOR: ARMOR: Each point of Save grants 4 PD/ED Armor. Therefore: Save 6+: 4PD 4ED Armor Save 5+: 8PD 8ED Armor Save 4+: 12PD 12ED Armor Save 3+: 16PD 16ED Armor Save 2+: 20PD 20ED Armor Invulnerable Saves I think work best as Force Fields with Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (32 Active Points); OIF (-1/2), Real Armor (-1/4). For example, a fast and incomplete conversion of Terminator Armor would be: Astartes Terminator Armor Save 2+: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2), Real Armor (-1/4) Invulnerable Save 5+: Force Field (8 PD/8 ED), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (32 Active Points); OIF (-1/2), Real Armor (-1/4)
  3. Re: 40KHero - Space Marine Template I think the main thing I'd point out about any of the DEX talk is that this is meant to simply reflect their PHYSICAL alterations and nothing more. If you applied a Green Beret Package to this, they'd end up with about a 12 DEX and Marital Arts enough to apply quite the vicious Killing Strike.
  4. Val Char Points Total Roll Notes 10 STR 0 20 13- HTH Damage 4d6 END [4] 10 DEX 0 10 11- OCV 3 DCV 3 10 CON 0 13 12- 10 BODY 0 15 12- 10 INT 0 10 11- PER Roll 11-/20- 10 EGO 0 10 11- ECV: 3 10 PRE 0 10 11- PRE Attack: 2d6 10 COM 0 10 11- 2 PD 0 12/18 12/18 PD (0/6 rPD) 2 ED 0 12/18 12/18 ED (0/6 rED) 2 SPD 0 2 Phases: 6, 12 4 REC 0 14 19 END 0 39 20 STUN 0 20 10" Running 8 10" 5" Swimming 3 5" 4" Leaping 0 4" Total Characteristics Cost: 11 Cost Powers END 5 Astartes Genetic Implants: Elemental Control, 10-point powers 3 1) Phase 1: Secondary Heart: +3 CON (6 Active Points); No Figured Characteristics (-1/2) Notes: The simplest and most self-sufficient implant. The secondary heart is capable of boosting the blood supply or maintaining full life functions even with the destruction of the recipient's original heart. The phase 1 implant enables Marines to survive low oxygen concentration and traumatic injury. 5 2) Phase 1: Secondary Heart: Life Support (Extended Breathing: 1 END per 20 Minutes) (4 Active Points) 3 3) Phase 2: Ossmodula: +5 BODY (10 Active Points); No Figured Characteristics (-1/2) Notes: This is a tubular shaped organ whose small size belies its complex structure. The ossmodula monitors and secretes hormones affecting epipheseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming of bones to absorb ceramic based chemicals administered in the Marine's diet. Two years following implantation, this will have caused considerable strengthening of the long-bones, extreme ossification of the chest cavity (caused by growth of the ribs forming a solid mass of inter-laced bone plates) and a general increase in the size of the recipient's skeleton. 3 4) Phase 3: Biscopea: +10 STR (10 Active Points); No Figured Characteristics (-1/2) Notes: This organ is implanted into the chest cavity. It is small, aproximately circular and, like Ossmodula, its primary action is hormonal. The presense of the biscopea stimulates muscle growth throughout the body. 5 5) Phase 4: Haemastamen: +20 END (10 Active Points) Notes: This tiny organ is implanted into a main blood vessel. The haemastamen serves two purpose. It monitors and to some degree controls the phase 2 and 3 implants. The organ also alters the constituent make-up of the recipient's blood. As a result, Marine blood is considerably more efficient than ordinary human blood, as it has to be when you consider the extra biological hardware a Marine carries inside him! 5 6) Phase 5: Larraman's Organ: +5 REC (10 Active Points) Notes: This is a liver shaped. dark, fleshy organ about the size of a golf-ball. It is implanted into the chest cavity along with a complicated array of blood vessels. The organ generates and stores special 'larraman cells'. If the recipient is wounded. these cells are released into the blood stream. They latch onto leucocyres in the blood and are transported to the site of a wound. Once in contact with air, the larraman cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting any exposed wound area. 5 7) Phase 6: CataIepsean Node: Life Support (Sleeping: Character only has to sleep 8 hours per week) (1 Active Points) Notes: This brain implant is usually inserted into the back of the skull via a hole drilled into the occipital bone. The pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. Normally, a Marine sleeps like any normal man, but if deprived of sleep, the catalepsian node 'cuts in', A man implanted with the node is capable of sleeping and remaining awake at the same time by 'switching off' areas of the brain sequentially. This process cannot replace normal sleep entirely, but increases a Marine's survivability by allowing perception of the environment whilst resting. 8 8) Phase 7: Preomnor: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial poisons and chemical warfare agents) (20 Active Points); Conditional Power: Only ingested into digestive tract Power does not work in Common Circumstances (-1/2), Incantations (Requires Ingesting; -1/4) Notes: The preomnor is a large implant which fits into the chest cavity. It is a pre-digestive stomach which allows the Marine to eat a variety of otherwise poisonous or indigestible materials. No actual digestion takes place in the preornnor. Individual sensory tubes assess potential poisons and neuualise them or, where necessary, isolate the preomnor from the rest of the digestive tract. 4 9) Phase 8: Omophagea: Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 9- (16 Active Points); OAF Expendable (Easy to obtain new Focus; Native Animal; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Incantations (Must Consume Native Animal; -1/4) Notes: This is a complicated implant. It really becomes part of the brain, but is actually situated within the spinal cord between the cervical and thoracic vertibrae. Four nerve sheaths called neuroclea are implanted between the spine and the preomnoral stomach wall. The omophagea is designed to absorb genetic material generated in animal tissue as a function of memory, experience or innate ability. This endows the Marine with an unusual survival trail. He can actually learn by eating. If a Marine eats a part of a crearure, he will absorb some of the memories of that creature. This can be very useful in an alien environment. Incidentally, it is the presence of this organ which has created the various flesh and blood drinking rituals for which the Marines are famous, as well as giving the names to chapters such as the Blood Drinkers, Flesh Tearers, etc. 3 10) Phase 8: Omophagea: KS: Native Information Known By Consumed Creature (14 Active Points); OAF Expendable (Easy to obtain new Focus; Native Animal; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Incantations (-1/4) 21- 7 11) Phase 9: Multi-lung: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) (20 Active Points); Conditional Power Power Only Works for Airborne Reagents (-1) Notes: This is another large implant. The multi-lung, or 'third' lung, is a tubular grey organ. Blood is pumped through the organ via connecting vessels grafted onto the recipient's pulmonary system. Atmosphere is taken in by means of a sphincter located in the trachea. In toxic atmospheres, an associated sphincter muscle closes the trachea and restricts normal breathing, thus protecting the lungs. The multi-lung is able to absorb oxygen from poorly oxygenated or poisonous air. Most importantly, it is able to do this without suffering damage thanks to its own efficient toxin dispersal, neutralisation and regeneration systems. 5 12) Phase 10: Occulobe: +2 PER with Sight Group (4 Active Points) Notes: This small slug-like organ sits at the base of the brain. It provides the hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. The occulobe does not itself improve a Marine's eyesight, but it allows technicians to make adjustments to the growth patterns of the eye and the light-receptive retinal cells. An adult Marine has far better eyesight than a normal human , and can see in low light conditions almost as well as in daylight. 5 13) Phase 10: Occulobe: Nightvision 2 14) Phase 11: Lyman's Ear: Hearing Group Flash Defense (10 points) (10 Active Points); Conditional Power Power Only Works in extreme disorientation (-1) Notes: The organ enables a Marine to consciously enhance and even filter certain types of background noise. Not only is hearing improved, but a Marine cannot become dizzy or nauseous as a result of extreme disorientation. Lyman's ear is externally indistinguishable from a normal human ear. 5 15) Phase 11: Lyman's Ear: +2 PER with Normal Hearing (2 Active Points) 4 16) Phase 12: Sus-an Membrane: Life Support (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing) (18 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Notes: 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 lonngest 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). 2 17) Phase 13: Melanochrome: Life Support (Safe in High Radiation); Activation Roll 11- (-1) Notes: The melanochrome, or melanochromic organ, is hemispherical and black. It functions in an indirect and extremely complicated manner. It monitors radiation levels and types bombarding the skin. and if necessary, sets off chemical reactions to darken the skin to protect it from ultraviolet exposure. It also provides limited protection from other forms of radiation. 6 18) Phase 13: Melanochrome: Force Field (6 PD/6 ED), Reduced Endurance (0 END; +1/2) (18 Active Points); Conditional Power Power Only Works vs Radiation (-1) 5 19) Phase 14: Oolitic Kidney: +5 REC (10 Active Points) Notes: This red-brown and heart shaped organ improves and modifies the Marine's circulatory system enabling other implants to function effectively. The oolitic kidney also filters blood extremely efficiently and quickly. The secondary heart and oolitic kidney are able to act together, performing an emergency detoxification program in which the Marine is rendered unconscious as his blood is circulated at high speed. This enables a Marine to survive poisons and gases which are otherwise too much for even the multi-lung to cope with. 2 20) Phase 14: Oolitic Kidney: Life Support (0 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2) 5 21) Phase 15: Neuroglottis: +5 PER with Normal Taste Notes: Although the preomnor protects a Marine from digesting anything too deadly, the neuroglouis enables him to assess a potential food by taste. The organ is implanted into the back of the mouth. By chewing, or simply by tasting, a Marine can detect a wide variety of natural poisons, some chemicals and even the distinctive odours of some creatures. To some degree a Marine is also able to track a target by taste alone. 5 22) Phase 15: Neuroglottis: Tracking with Normal Taste 5 23) Phase 16: Mucranoid: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points) Notes: This small organ is implanted in the lower intestine where its hormonal secretions are absorbed by the colon. These secretions initiate a modification of the sweat glands. This modification normally makes no difference to the Marine until activated by appropriate chemo-therapy. As a result of this treatment the Marine sweats an oily, naturally cleansing substance which coats the skin. This protects the Marine against extremes of temperature and even offers a slight degree of protection in vacuwn. Mucranoid themo-therapy is standard procedure on long space voyages and when fighting in vacuum or near vacuum. 3 24) Phase 16: Mucranoid: Life Support (Safe in Low Pressure/Vacuum) (2 Active Points); Activation Roll 14- (-1/2) 4 25) Phase 17: Betcher's Gland: Sight Group Flash 1 1/2d6 (8 Active Points); Reduced By Range (-1/4) Notes: Two of these identical glands are implanted, either into the lower lip, alongside the salivary glands or into the hard palette. Betcher's gland works in a similar way to the poison gland of venomous reptiles by synthesising and storing deadly poison. Marines are rendered immune to this poison by virtue of the gland's presence. The gland allows the Maline to spit a blinding contact poison. The poison is also highly acidic and corrosive. A Marine imprisoned behind iron bars could easily chew his way out given an hour or so. 3 26) Phase 17: Betcher's Gland: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) (5 Active Points); Incantations (Requires Incantations throughout; -1/2) 5 27) Phase 19: Black Carapace: +10 PD (10 Active Points) Notes: This is the last and the most distinctive implant. It looks like a film of black plastic when it's growing in the tanks. This is removed from its culture-solution and cut into sheets which are implanted directly beneath the skin of the Marine's torso. Within a few hours the tissue expands, hardens on the outside, and sends invasive neural bundles deep inside the Marine. After several months the carapace will have fully matured and the recipient is then fitted with neural sensors and transfusion points cut into the hardened carapace, These artificial 'plug-in' points mesh with features integral to the powered armour, such as the monitoring, medicinal and maintenance units, Without the benefit of a black carapace a Space Marine's armour is relatively useless. 5 28) Phase 19: Black Carapace: +10 ED (10 Active Points) Phase 18: Progenoids Notes: There are two of these glands, one situated in the neck, the other deep within the chest cavity. These glands are imporrant to the survival of the Marine's chapter. Each organ grows within the Marine, absorbing hormonal stimuli and genetic material from the other implants. After five years the neck gland is mature and ready for removal. After ten years the chest gland becomes mature and is also ready for removal. A gland may be removed anytime after it has matured. These glands represent a chapter's only source of gene-seed. When mature, each gland contains a single gene-seed corresponding to each zygote implanted into the recipient Marine. Once removed by surgery, the progenoid must be carefully prepared, its individual geneseeds checked for mutation, and sound geneseeds stored. Geneseeds can be stored indefinitely under suitable conditions. Astartes Close Combat Art 4 1) Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 4 2) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 4 3) Crush: 1/2 Phase, +0 OCV, +0 DCV, 8d6 Crush, Must Follow Grab 4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs 3 5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on 3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls 3 7) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls 4 8) Charge: 1/2 Phase, +0 OCV, -2 DCV, 6d6 +v/5 Strike, FMove 4 9) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Perks 4 Contact 13- 1 Fringe Benefit: Astartes Rank 3 Fringe Benefit: Security Clearance Talents 3 Resistance (3 points) Skills 2 +2 OCV with Assault Rifles 9 WF: Common Melee Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons 2 Weaponsmith (Firearms) 11- 3 Demolitions 11- 3 Concealment 11- 3 Tactics 11- 3 Climbing 11- 2 Navigation (Land) 11- 3 Stealth 11- 15 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Marine Surface, Mountain, Underground, Urban) 11- 3 Tracking 11- 3 TF: Grav Vehicles/Hovercraft, Parachuting, Advanced, Parachuting, Basic 2 KS: The Imperium 11- 2 KS: Adeptus Astartes History And Customs 11- 2 KS: Astartes Chapter History & Traditions 11- 2 KS: Astartes Combat Arts 11- 2 PS: Adeptus Astartes 11- Total Powers & Skills Cost: 233 Total Cost: 243 200+ Disadvantages 15 Distinctive Features: Astartes Physique (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Astartes Chapter 11- (Mo Pow, NCI, Watching) 10 Social Limitation: Subject to Following Orders (Frequently, Major, Not Limiting In Some Cultures) Total Disadvantages Points: 40
  5. Better format at http://www.herogames.com/forums/showthread.php?t=68773
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