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Re: 40k Space Marine

Postby Thorpacolypse » Thu Jul 05, 2012 3:32 pm

Hellstormer1 wrote:Yup! Good points, and I've been thinking about it. I'm just lazy sometimes, lol. But I'd like to do more codexes over time, including the other marine chapters.


LAZY? Are you kidding me? After those last few posts?!?!? I don't think I've gone into that much detail in my 800-ish builds in 3E combined! :shock:
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Scout Marines

Postby Hellstormer1 » Thu Jul 05, 2012 3:43 pm

Image

SCOUT MARINES

TYPE: Stealth/Infiltrator, Warrior, Super-Soldier
PL: 7

POWER POINTS:
Abilities: 54 points
Powers: 61 points
Advantages: 17 points
Skills: 60 points
Defenses: 8 points
Total: 200 points

CHANGES FROM SPACE MARINE TO SCOUT MARINE: -33 points
-Fighting -1, -2 points
-Remove Ceramite Power Armour, -40 points
-Add Scout Armour, +16 points
-Remove Boltgun and Chainsword
-Advantages -3, -3 points
--Close Attack -1
--Ranged Attack -2
-Remove Skills -8, -4 points
--Expertise (Philosophy) +4
--Expertise (History) +4
-Reduce Skills -8, -4 points
--Expertise (Military) -2
--Expertise (Chapter of origin) -2
--Insight -2
--Intimidation -2
-Add Skills +16, +8 points
--Acrobatics +5
--Sleight of Hand +5
--Stealth +6
-Reduce Defenses -4, -4 points
--Dodge -1
--Parry -1 (see Fighting -1 above)
--Will -2
--Fortitude -1
--Toughness -1 (see Scout Armour)
-PL -1

OPTIONS:
-Assault Scouts: Use as is.
-Sniper Scouts:
--Add Equipment +4 ranks, +4 points
--Remove Boltgun
--Add Sniper Rifle, +17 equipment points
-Tactical Scouts: +1 point
--Add Equipment +1 rank, +1 point
--Add Shotgun (+1 equipment points)

Image

ABILITIES: 54 points
Strength (Str) - 5
Stamina (Sta) - 5
Agility (Agl) - 3
Dexterity (Dex) - 3
Fighting (Fgt) - 5
Intellect (Int) - 2
Awareness (Awe) - 2
Presence (Pre) - 2

POWERS: 61 points

*"And They Shall Know No Fear!": Enhanced Advantage 2 (Fearless, Second Chance [Will Checks for failing in duty]), Innate, 3 points

Astartes Pysiology: 41 points
(*See below for Organ Implant Comparison List to see what organs grant the listed abilities below)
-Enhanced Advantages (Diehard, Great Endurance), 2 points
-Growth 3 (+3 Str/Sta, +3 mass, +1 Intimidation, -1 Dodge/Parry), Permanent, 3 points
-Immunity 10 (Aging; Posion Spit; Disorientation [dizziness/nasea]; Environmental Conditions 5 [Cold, Heat, Vacuum, Radiation Poisoning, Toxic Atmospheres]; Poison; Need for Sleep), 10 points
-Mimic Skills: Variable 1, Limited (only Enhanced Skills), Slow (Must take time to devour target's flesh), 5 points
-Enhanced Senses: Senses 2 (Visual [Extended 1]; Auditory [Extended 1, Selective]; Low-Light Vision), 2 points
-Suspended Animation: Enhanced Advantage (Trance), Extended 10 (for Length of Time), Limited 2 (Unaware; Requires outside stimuli to recover), 3 points
-Enhanced Taste: Senses 2 (Olfactory [Taste; Acute, Analytical], 2 points
-Poison Spit: 2 Alternate Effects of Strength, Immunity (to Poison Spit, listed above), 2 points
--[b]Blinding Poison:[/b] Affliction 10 (Blindness; VS Fortitude; Dazed, Stunned, then Unaware)
--Corrosive Spit: Weaken 5 (Affects Objects)
-Gene-Seed Progenoids (2): Feature 2, 2 points
-Black Carapace: Feature 1 (Required to use Ceramite Power Armor), 1 point
-All Innate, 10 points

NOTE!: Some people prefer the Feature 1 (Longevity) instead of Immunity 1 (Aging). Either way, it's just 1 point, and no one knows how long a Space Marine can really live because almost all have died in battle, and none have been known to die of old age. Chaos Marines have been known to be alive since the Horus Heresy circa 10,000 years ago, but this could be due to many factors, such as corruption/mutation by Chaos, Excessive use of magic (see Thousand Sons), living in the Warp which twists time and space, or 'gifts' from the Chaos Gods.

Scout Armour: 19 points, Removable, 16 points
-Carapace Plates: Protection 4, 4 points
-Stealthy and Quiet: Feature 1, 1 point
-Vox System: Communication 3 (Radio), 12 points
--Alternate Effects: Visual (laser) and Auditory (infrasonic beam), 2 points

*"And They Shall Know No Fear!" could instead rely on Will Checks against Fear Effects, though Immunity is easier.

EQUIPMENT: 30 of 30 points

Gear: Camo Cloak: Concealment 1 (Visual), Check Required (Stealth Skill), Enhanced Skill (Stealth +4), 3 points

Arsenal: 27 equipment points
-Boltgun (Ranged Multiattack Damage 6, Penetrating 4), 23 points
-Bolt Pistol (Ranged Damage 6, Penetrating 4), 1 point
-Combat Knife (Strength based Damage 1), 1 point
-Frag Grenades (Burst Area Damage 5, Indirect), 1 point
-Krak Grenades (Penetrating Damage 5, Indirect), 1 point

Optional: Sniper Rifle, 38 points, +17 points (replaces Boltgun)
-Sniper: Ranged Damage 6, Penetrating 3, Improved Critical 1 (19-20), 16 points
-Pinning: Ranged Affliction 6, VS Will (Vulnerable, Prone, then Paralyzed; Linked to Sniper Rifle), 12 points
-Rending: Ranged Nullify 6 (against Toughness), Linked to Sniper Rifle, Limited (to critical hits), 12 points
-All Linked to Sniper Rifle

ADVANTAGES***: 16 points

Assessment, Benefit 4 (Cipher*; Diplomatic Immunity**; Security Clearance [base/vehicles/ships/wargear of home Chapter]; Status [Adeptus Astartes]), Close Attack 1, Equipment 6, Improved Initiative, Ranged Attack 3, Teamwork

*Once inducted into a Space Marine Chapter, the battle brother's previous life is most nearly forgotten after training.
**No one in the Imperium, save the Inquisition, would dare charge or challenge a Space Marine!
***The Advantages listed here are for basic "Battle Brothers" of Space Marines. Further Advantages could be listed to reflect other types of Astartes (Assault Marines, Veterans, etc.), higher ranks in a Chapter, or the unique traits of other Chapters.

SKILLS*: 60 points

Acrobatics +5(+8**), Athletics +6(+11), Expertise (Law Enforcement) +4(+6), Expertise (Military) +6(+8), Expertise (Chapter of origin) +4(+6), Insight +4(+6), Intimidation +6(+8), Investigation +4(+6), Perception +6(+8), Sleight of Hand +5(+8**), Stealth +6(+9**/+13***), Vehicles +4(+7)

*Again, these skills represent basic Marines. Some Marine Chapters may have these skills as standard training, but are notorious for not using them out of arrogance. Also, different characters and Chapters will have different skill sets. For example, the Ravenguard would have a high Stealth skill, and the Iron Hands would have a high Technology skill.
**These skills are listed for the Scout Marines, but not for the Space Marines. Simply put, Space Marines rarely, if ever, display these skills. This could simply be that once they rise from Scout to full Battle Brother, they use these skills less and less, perhaps forgeting them all together in time, since their tactics often change from stealth and infiltration to more hard-core assaults. If GMs/players wish, these skills can be retained at +8 points to the Space Marine. In some chapters this would be very fitting, even enhancing these skills further after rising above Scout status (see Ravenguard).
*** From Camo Cloak *see Gear and Equipment).

OFFENSE:

Initiative +7

Ranged +3/+6
-Boltgun 6 (Multiattack, Penetrating 4)
-Bolt Pistol 6 (Penetrating 4)
-Frag Grenades 5 (Burst Area, Indirect)
-Krak Grenades 5 (Penetrating, Indirect)

Optional: Sniper Rifle +3/+6
-Sniper Rifle 6 (Penetrating 3, Improved Crit 1, Pinning, Rending [see Gear/Equipment])

Close +5/+6
-Close Damage 5
-Combat Knife 6
Poison Spit +5
-Blinding Poison: Affliction 10
-Corrosive Spit: Weaken 5 (Affects Objects)

DEFENSE: 9 points
Dodge +5
Parry +5
Will +8
Fortitude +5
Toughness +9

COMPLICATIONS:

(Depends largely on what Chapter the Marine is from)

Image

- - - - - - - - - -

Organ Implant Comparison List:
-[b]Secondary Heart: [/b]see Diehard and Great Endurance
-Ossmodula: see Growth
-Biscopea: see Growth
-Haemastamen: N/A (maybe Great Endurance)
-Larraman's Organ: see Diehard
-Catalepsean Node: see Immunity (Need for Sleep)
-Preomnor: see Immunity (Poison)
-Omophagea: see Mimic Skills
-Multi-Lung: see Immunity (Toxic Atmospheres)
-Occulobe: see Enhanced Senses
-Lyman's Ear: see Immunity (Disorientation) and Enhanced Senses
-Sus-an Membrane: see Suspended Animation
-Melanochrome/Melanochromic Organ: see Immunity (Radiation Poisoning)
-Oolitic Kidney: see Immunity (Poisons)
-Neuroglottis: see Enhanced Taste
-Mucranoid: see Immunity (Cold, Heat, Vacuum [or Enhanced Advantages {Great Endurance}])
-Betcher's Gland: see Poison Spit
-Progenoids: see Gene-Seed Progenoids
-Black Carapace: see Black Carapace

- - - - - - - - - -

VARIANTS:

Scouts, in general, come in three types: Assault Scouts (with bolt pistol and combat blade), Tactical Scouts (with boltguns or shotguns) and Sniper Scouts (with sniper filfes, obviously), depending on which chapter company they receive their training from, and the formation of the chapter they hail from. There are also Biker Scouts who count as a Fast Attack recon option who have Marine bikes and Cluster Mines.
Last edited by Hellstormer1 on Thu Jul 05, 2012 3:56 pm, edited 1 time in total.
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Re: 40k Space Marine

Postby Hellstormer1 » Thu Jul 05, 2012 3:44 pm

Thanks, but I have to commend your own attention to detail. I've been seeing a lot of your builds lately, Thorpoc, and they're some good stuff! Still like that one on Scarlet Spider :)
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Re: 40k Space Marines, Scout Marines

Postby Super Nova » Sun Jul 15, 2012 7:23 am

As a player of Warhammer 40k I have to tell you this is some pretty cool stuff, all I need to be happy is some Black Templar stuff.
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Re: 40k Space Marines, Scout Marines

Postby Nareik123 » Sun Jul 15, 2012 5:36 pm

I attempted a 40K conversion a while back and it didn't turn up to well. But I adore the 40K Universe (Even if it's changed a lot between 3rd Ed and 6th Ed.) I enjoy your take on space marines and the detail and depth your build has gone into is quite astounding!

Perhaps you can make some alternate equipment like the Assault Marine Jump Pack? Maybe Terminator Armour? I might go back to my 40K roots and try and design a Crisis Suit template.
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Re: 40k Space Marines, Scout Marines

Postby Hellstormer1 » Thu Jul 19, 2012 2:27 pm

Mmm, crisis suits! You touched my love of all things Tau!

For jump packs, they're in the wargear section (just check the links on page 1). Armor is in the works, except I thought I'd do a full page on all the armors, including previous marks of standard power armor (thought that may be better if I wait). I've also got a few more different marine stats on the laptop, just haven't had time to post them yet. Also, I'd love to do more codexes, in time, but idlike to finish them one at a time, and at some point do more Thindercats, lol.

Also, the jump pack is different on my laptop, changed it up later. Just add the Precise extra. I got that from the recent Space Marine game, as the character could launch into the air, then pick a spot to land while airborne, and come crashing down anywhere he wanted to within range. So, Precise would let you stop short of Leaping full distance, and change direction if desired.
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Re: 40k Space Marines, Scout Marines

Postby Nareik123 » Fri Jul 20, 2012 10:22 am

Thing with Jump packs, from what fluff I can remember, is that the Jump Pack in Space Marine game is a little unsual. A normal jump pack propels you a direction. Marines are trained to manipulate and judge the distance and so can accurately jump on people in the line they jump, but they can't really change direction. If an assault marine is leaping at you, its leaping at you and can't suddenly change direction. The Crisis suits would have the gyro systems to allow finite movement though. I gotta get to work on the suits.
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Re: 40k Space Marines, Scout Marines

Postby Hellstormer1 » Mon Jul 23, 2012 7:10 am

For marine jump packs, a good bit of the inspiration for it was from the novels Deus Encarmine and Deus Sanguinius. Specifically, the final battle at the endof book 2, where Rafen donned a jump pack and proceeded to zip across the battlefield, hunting down his brother Arkio, and the final fight they had when he did. It gave good details on how he was using the jump pack, and he could change direction in mid-flight, AND could stay in flight as long as the fuel held out. In the Space Marine game, the jump packs seemed to work in a similar fashion. In the end, I wanted to try making skimp pack that could do a little more than just the Leaping ability, without going too far.

Also, I think now that the Precise extra may not cover being able to change direction, but still "stopping early" in mid-jump. Changing direction may be better done by adding something like an Area or Shapeable extra. Thoughts?

For a Tau Battlesuit, if you don't mind a recommendation, check out the first Tai codex. It had a section on the battlesuits, and even gave the stat bonuses for equipping one to a character. Good guidelines to use if converting 40k stats! For the Jet Packs, I'd say Leaping or Flight with the Move-By Action Advantage.
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Re: 40k Space Marines, Scout Marines

Postby Nareik123 » Mon Jul 23, 2012 10:00 am

Honestly I you've read the fluff then go with what you think works. Honestly I know little of how Jump packs outside of the Dawn of War games and the description in the books. I think Precise is a good idea, it does what it should do which is give greater control on the leaping power.

Thanks for the suit Advice! I was thinking about Flight as the power as if I understand correctly Suits have in the inbuilt thrusters can keep the suit airborne.
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Re: 40k Space Marines, Scout Marines

Postby Hellstormer1 » Mon Jul 23, 2012 10:29 am

On suits, depends on how you look at it. A lot of interpretations in the tabletop game was that they walk in the movement phase like infantry, then "jump" in the assault phase like a jump pack. They can stay airborne for awhile, again like a jump pack, but have to come down eventually. The novel Fire Warrior also described it that way. For flight, the Tau have plenty of aircraft to fill that niche, so battlesuits are meant for ground combat, as well as being dropped from high altitude to enter ground combat zones by surprise.

Drones on the other hand would be Flight, because they're always airborne, just can't go very far. They'd have a few ranksin Flight and the Move-By Action Advantage to move like a jump/jet pack, but lack aground speed.
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Re: 40k Space Marines, Scout Marines

Postby Hellstormer1 » Thu Jul 26, 2012 3:00 pm

Changed the Jump Pack around to fit after thought on fluff from the novels. Added Flight in as an Alternate Effect, though Leaping will still get you somewhere faster, lol.
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Re: 40k Space Marines, Scout Marines, Assault Marines

Postby Hellstormer1 » Thu Jul 26, 2012 4:16 pm

Image

ASSAULT MARINE

TYPE: Warrior, Super-Soldier
PL: 8

POWER POINTS:
Abilities: 56 points
Powers: 91 points
Advantages: 18 points
Skills: 60 points
Defenses: 12 points
Total: 237 points

CHANGES FROM SPACE MARINE TO ASSAULT MARINE: +4 points
-Reduce Equipment -2, -2 points
-Remove Boltgun from Equipment
-Add Jump Pack, +6 points

Image

ABILITIES: 56 points
Strength (Str) - 5 (7 for Lifting)
Stamina (Sta) - 5
Agility (Agl) - 3
Dexterity (Dex) - 3
Fighting (Fgt) - 6
Intellect (Int) - 2
Awareness (Awe) - 2
Presence (Pre) - 2

POWERS: 91 points

*"And They Shall Know No Fear!": Enhanced Advantage 2 (Fearless, Second Chance [Will Checks for failing in duty]), Innate, 3 points

Astartes Pysiology: 42 points
(*See below for Organ Implant Comparison List to see what organs grant the listed abilities below)
-Enhanced Advantages (Diehard, Great Endurance), 2 points
-Growth 3 (+3 Str/Sta, +3 mass, +1 Intimidation, -1 Dodge/Parry), Permanent, 3 points
-Immunity 9 (Posion Spit; Disorientation [dizziness/nasea]; Environmental Conditions 5 [Cold, Heat, Vacuum, Radiation Poisoning, Toxic Atmospheres]; Poison; Need for Sleep), 9 points
-Mimic Skills: Variable 1, Limited (only Enhanced Skills), Slow (Must take time to devour target's flesh), 5 points
-Enhanced Senses: Senses 2 (Visual [Extended 1]; Auditory [Extended 1, Selective]; Low-Light Vision), 2 points
-Suspended Animation: Enhanced Advantage (Trance), Extended 10 (for Length of Time), Limited 2 (Unaware; Requires outside stimuli to recover), 3 points
-Enhanced Taste: Senses 2 (Olfactory [Taste; Acute, Analytical], 2 points
-Poison Spit: 2 Alternate Effects of Strength, Immunity (to Poison Spit, listed above), 2 points
--Blinding Poison: Affliction 10 (Blindness; VS Fortitude; Dazed, Stunned, then Unaware)
--Corrosive Spit: Weaken 5 (Affects Objects)
-Gene-Seed Progenoids (2): Feature 2, 2 points
-Black Carapace: Feature 1 (Required to use Ceramite Power Armor), 1 point
-Longevity: Feature 1, 1 point
-All Innate, 11 points

Jump Pack: 7 points, Removeable, 6 points
-Leaping 6, Precise (for landing early or in a specific spot), Quirk (Limited Fuel), 6 points
-AE: Flight 3, Quirk (Limited Fuel), 1 point

Mark VII "Aquila" Ceramite Power Armor: Array, 50 points, Removable, 40 points
-Artificial Muscle Fiber Bundles: Enhanced Strength 2 (Limited to Lifting), 2 points
-Ceramite Plates: Protection 5 (Equal to Plate Mail Armor), 5 points
-Big, Noisy and Clanking: Noticeable, -1 point
-Auto-Senses: 14 points
--Enhanced Sensory Systems: Senses 12 (Visual [Extended 1, Analytical]; Auditory [Extended 1]; Darkvision; Detect [Wargear]; Direction Sense; Distance Sense; Infravision; Radio; Time Sense; Ultra-Hearing), 12 points
--Waypoint Marker: Feature 1, 1 point
--IFF (Identify Friend or Foe): Feature 1, 1 point
-Health Monitor: Senses 5 (Detect [Health; Accurate, Acute, Analytical]), 5 points
-Environmental Life-Support Systems: Immunity 10 (Life-Support), 10 points
-Black Carapace Link Required: Feature 1, 1 point
-Vox System: Communication 3 (Radio), 12 points
--Alternate Effects: Visual (laser) and Auditory (infrasonic beam), 2 points

*"And They Shall Know No Fear!" could instead rely on Will Checks against Fear Effects, though Immunity is easier.

EQUIPMENT: 20 of 20 points

Arsenal: 20 equipment points
-Bolt Pistol (Ranged Damage 6, Penetrating 4), 16 points
-Chainsword (Strength based Damage 3, counts as a Sword), 1 point
-Combat Knife (Strength based Damage 1), 1 point
-Frag Grenades (Burst Area Damage 5, Indirect), 1 point
-Krak Grenades (Penetrating Damage 5, Indirect), 1 point

ADVANTAGES***: 18 points

Assessment, Benefit 4 (Cipher*; Diplomatic Immunity**; Security Clearance [base/vehicles/ships/wargear of home Chapter]; Status [Adeptus Astartes]), Close Attack 2, Equipment 4, Improved Initiative, Ranged Attack 5, Teamwork

*Once inducted into a Space Marine Chapter, the battle brother's previous life is most nearly forgotten after training.
**No one in the Imperium, save the Inquisition, would dare charge or challenge a Space Marine!
***The Advantages listed here are for basic "Battle Brothers" of Space Marines. Further Advantages could be listed to reflect other types of Astartes (Assault Marines, Veterans, etc.), higher ranks in a Chapter, or the unique traits of other Chapters.

SKILLS*: 60 points

Athletics +6(+11), Expertise (History) +4(+6), Expertise (Law Enforcement) +4(+6), Expertise (Military) +8(+10), Expertise (Philosophy) +4(+6), Expertise (Chapter of origin) +6(+8), Insight +6(+8), Intimidation +8(+10), Investigation +4(+6), Perception +6(+8), Vehicles +4(+7)

*Again, these skills represent basic Marines. Some Marine Chapters may have these skills as standard training, but are notorious for not using them out of arrogance. Also, different characters and Chapters will have different skill sets. For example, the Ravenguard would have a high Stealth skill, and the Iron Hands would have a high Technology skill.

OFFENSE:

Initiative +7

Ranged +3/+8
-Bolt Pistol 6 (Penetrating 4)
-Frag Grenades 5 (Burst Area, Indirect)
-Krak Grenades 5 (Penetrating, Indirect)

Close +6/+8
-Close Damage 5
-Combat Knife 6
-Chainsword 8
Close +6
-Poison Spit
--(Blinding Poison) Affliction 10
--(Corrosive Spit) Weaken 5 (Affects Objects)

DEFENSE: 12 points
Dodge +6
Parry +6
Will +10
Fortitude +6
Toughness +10

COMPLICATIONS:

See Space Marine entry for details.

- - - - - - - - - -

Organ Implant Comparison List:
-Secondary Heart: see Diehard and Great Endurance
-Ossmodula: see Growth
-Biscopea: see Growth
-Haemastamen: N/A (maybe Great Endurance)
-Larraman's Organ: see Diehard
-Catalepsean Node: see Immunity (Need for Sleep)
-Preomnor: see Immunity (Poison)
-Omophagea: see Mimic Skills
-Multi-Lung: see Immunity (Toxic Atmospheres)
-Occulobe: see Enhanced Senses
-Lyman's Ear: see Immunity (Disorientation) and Enhanced Senses
-Sus-an Membrane: see Suspended Animation
-Melanochrome/Melanochromic Organ: see Immunity (Radiation Poisoning)
-Oolitic Kidney: see Immunity (Poisons)
-Neuroglottis: see Enhanced Taste
-Mucranoid: see Immunity (Cold, Heat, Vacuum [or Enhanced Advantages {Great Endurance}])
-Betcher's Gland: see Poison Spit
-Progenoids: see Gene-Seed Progenoids
-Black Carapace: see Black Carapace
Last edited by Hellstormer1 on Thu Jul 26, 2012 5:31 pm, edited 2 times in total.
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Re: 40k Space Marines, Scout Marines

Postby Hellstormer1 » Thu Jul 26, 2012 4:41 pm

The Assault Marines are simple changes to the basic marine. Actually, a lot of Space Marine units are that way, simple changes to the basic stats, with different Equipment loadouts for their missions. Depending on the Equipment, their PL can change drastically.
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Re: 40k Space Marines, Scout Marines, Assault Marines, Sergeants

Postby Hellstormer1 » Thu Jul 26, 2012 4:53 pm

Image

SPACE MARINE SERGEANT

TYPE: Warrior, Super-Soldier
PL: 9

POWER POINTS:
Abilities: 62 points
Powers: 86 points
Advantages: 24 points
Skills: 60 points
Defenses: 12 points
Total: 244 points

CHANGES FROM SPACE MARINE TO SERGEANT: +10 points
-Fighting +1, Awareness +1, Presence +1, 6 points
-Close Attack +1, Ranged Attack +2, 3 points
-Advantage (Leadership), 1 point
-PL +1

ABILITIES: 62 points
Strength (Str) - 5 (7 for Lifting)
Stamina (Sta) - 5
Agility (Agl) - 3
Dexterity (Dex) - 3
Fighting (Fgt) - 7
Intellect (Int) - 2
Awareness (Awe) - 3
Presence (Pre) - 3

POWERS: 86 points

*"And They Shall Know No Fear!": Enhanced Advantage 2 (Fearless, Second Chance [Will Checks for failing in duty]), Innate, 3 points

Astartes Pysiology: 42 points
(*See below for Organ Implant Comparison List to see what organs grant the listed abilities below)
-Enhanced Advantages (Diehard, Great Endurance), 2 points
-Growth 3 (+3 Str/Sta, +3 mass, +1 Intimidation, -1 Dodge/Parry), Permanent, 3 points
-Immunity 9 (Posion Spit; Disorientation [dizziness/nasea]; Environmental Conditions 5 [Cold, Heat, Vacuum, Radiation Poisoning, Toxic Atmospheres]; Poison; Need for Sleep), 9 points
-Mimic Skills: Variable 1, Limited (only Enhanced Skills), Slow (Must take time to devour target's flesh), 5 points
-Enhanced Senses: Senses 2 (Visual [Extended 1]; Auditory [Extended 1, Selective]; Low-Light Vision), 2 points
-Suspended Animation: Enhanced Advantage (Trance), Extended 10 (for Length of Time), Limited 2 (Unaware; Requires outside stimuli to recover), 3 points
-Enhanced Taste: Senses 2 (Olfactory [Taste; Acute, Analytical], 2 points
-Poison Spit: 2 Alternate Effects of Strength, Immunity (to Poison Spit, listed above), 2 points
--Blinding Poison: Affliction 10 (Blindness; VS Fortitude; Dazed, Stunned, then Unaware)
--Corrosive Spit: Weaken 5 (Affects Objects)
-Gene-Seed Progenoids (2): Feature 2, 2 points
-Black Carapace: Feature 1 (Required to use Ceramite Power Armor), 1 point
-Longevity: Feature 1, 1 point
-All Innate, 11 points

Mark VII "Aquila" Ceramite Power Armor: Array, 50 points, Removable, 40 points
-Artificial Muscle Fiber Bundles: Enhanced Strength 2 (Limited to Lifting), 2 points
-Ceramite Plates: Protection 5 (Equal to Plate Mail Armor), 5 points
-Big, Noisy and Clanking: Noticeable, -1 point
-Auto-Senses: 14 points
--Enhanced Sensory Systems: Senses 12 (Visual [Extended 1, Analytical]; Auditory [Extended 1]; Darkvision; Detect [Wargear]; Direction Sense; Distance Sense; Infravision; Radio; Time Sense; Ultra-Hearing), 12 points
--Waypoint Marker: Feature 1, 1 point
--IFF (Identify Friend or Foe): Feature 1, 1 point
-Health Monitor: Senses 5 (Detect [Health; Accurate, Acute, Analytical]), 5 points
-Environmental Life-Support Systems: Immunity 10 (Life-Support), 10 points
-Black Carapace Link Required: Feature 1, 1 point
-Vox System: Communication 3 (Radio), 12 points
--Alternate Effects: Visual (laser) and Auditory (infrasonic beam), 2 points

*"And They Shall Know No Fear!" could instead rely on Will Checks against Fear Effects, though Immunity is easier.

EQUIPMENT: 27 of 30 points

Arsenal: 27 equipment points
-Bolter (Ranged Multiattack Damage 6, Penetrating 4), 22 points
-Bolt Pistol (Ranged Damage 6, Penetrating 4), 1 point
-Chainsword (Strength based Damage 3, counts as a Sword), 1 point
-Combat Knife (Strength based Damage 1), 1 point
-Frag Grenades (Burst Area Damage 5, Indirect), 1 point
-Krak Grenades (Penetrating Damage 5, Indirect), 1 point

ADVANTAGES***: 18 points

Assessment, Benefit 4 (Cipher*; Diplomatic Immunity**; Security Clearance [base/vehicles/ships/wargear of home Chapter]; Status [Adeptus Astartes]), Close Attack 2, Equipment 4, Improved Initiative, Ranged Attack 5, Teamwork

*Once inducted into a Space Marine Chapter, the battle brother's previous life is most nearly forgotten after training.
**No one in the Imperium, save the Inquisition, would dare charge or challenge a Space Marine!
***The Advantages listed here are for basic "Battle Brothers" of Space Marines. Further Advantages could be listed to reflect other types of Astartes (Assault Marines, Veterans, etc.), higher ranks in a Chapter, or the unique traits of other Chapters.

SKILLS*: 60 points

Athletics +6(+11), Expertise (History) +4(+6), Expertise (Law Enforcement) +4(+6), Expertise (Military) +8(+10), Expertise (Philosophy) +4(+6), Expertise (Chapter of origin) +6(+8), Insight +6(+8), Intimidation +8(+10), Investigation +4(+6), Perception +6(+8), Vehicles +4(+7)

*Again, these skills represent basic Marines. Some Marine Chapters may have these skills as standard training, but are notorious for not using them out of arrogance. Also, different characters and Chapters will have different skill sets. For example, the Ravenguard would have a high Stealth skill, and the Iron Hands would have a high Technology skill.

OFFENSE:

Initiative +7

Ranged +3/+8
-Bolt Pistol 6 (Penetrating 4)
-Frag Grenades 5 (Burst Area, Indirect)
-Krak Grenades 5 (Penetrating, Indirect)

Close +6/+8
-Close Damage 5
-Combat Knife 6
-Chainsword 8
Close +6
-Poison Spit
--(Blinding Poison) Affliction 10
--(Corrosive Spit) Weaken 5 (Affects Objects)

DEFENSE: 12 points
Dodge +6
Parry +6
Will +10
Fortitude +6
Toughness +10

COMPLICATIONS:

See Space Marine entry for details.

- - - - - - - - - -

Organ Implant Comparison List:
-Secondary Heart: see Diehard and Great Endurance
-Ossmodula: see Growth
-Biscopea: see Growth
-Haemastamen: N/A (maybe Great Endurance)
-Larraman's Organ: see Diehard
-Catalepsean Node: see Immunity (Need for Sleep)
-Preomnor: see Immunity (Poison)
-Omophagea: see Mimic Skills
-Multi-Lung: see Immunity (Toxic Atmospheres)
-Occulobe: see Enhanced Senses
-Lyman's Ear: see Immunity (Disorientation) and Enhanced Senses
-Sus-an Membrane: see Suspended Animation
-Melanochrome/Melanochromic Organ: see Immunity (Radiation Poisoning)
-Oolitic Kidney: see Immunity (Poisons)
-Neuroglottis: see Enhanced Taste
-Mucranoid: see Immunity (Cold, Heat, Vacuum [or Enhanced Advantages {Great Endurance}])
-Betcher's Gland: see Poison Spit
-Progenoids: see Gene-Seed Progenoids
-Black Carapace: see Black Carapace
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Hellstormer1
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Re: 40k Space Marines, Scout Marines

Postby Hellstormer1 » Sat Jul 28, 2012 4:21 pm

SPACE MARINE UNIT LOAD OUT CHART

This list shows the changes from the basic Space Marine stats to a different kind of Marine, as listed in Codex: Space Marines. A lot of these different units and characters aren't very complicated, most having only different equipment, or just access to more equipment, and others having different stats to reflect rank, position within their company/chapter, or other unique features. Much of a Space Marine's gear is listed as Equipment because their gear, while important for mission and general combat, is also meant to be easily discarded, like that of any soldier.

With these changes listed here, GMs/players can mix and match as they wish for different results, to make units from Codex: Space Marines, or come up with something else more unique to their tastes (as M&M/DCA rules allow for pretty much any kind of creation one can imagine!).

Any gear not listed may either be a case of forgetfulness, or is not listed on purpose. GMs/players can simply add Equipment points to the unit as a whole to allow access to other gera and weapons (such as a Tactical Squad's one heavy weapon, a Devastator Squad's access to four heavy weapons, a Sergeant's access to more unique and damaging weaponry and gear, and so on).

As other varieties become available, they're unique traits and changes will be added to this list.

- - - - - - - - - -

SUMMARY POINTS COST

SPACE MARINES: PL 8/233 points (base from which all the others here are made)
-Space Marine Sergeant: PL 9/244 (+10) points
SCOUT MARINE: PL 7/200 (-33) points
-Scout Sergeant: PL 8/210 (+10) points
ASSAULT MARINE: PL 8/237 (+4) points
-Assault Sergeant: PL 9/247 (+10) points
VETERAN SPACE MARINE: PL 9/242 (+9) points
-Veteran Sergeant: PL 10/252 (+10) points
-Sternguard Veteran: +3 points
-Vanguard Veteran: +6 points
TECHMARINE: PL 9/262 (+29) points
-Equip with Servo-Harness: PL 10/282 (+20) points
-Equip with Thunderfire Cannon: +26 points

- - - - - - - - - -

SPACE MARINE SERGEANT: PL 9/244 points

CHANGES FROM SPACE MARINE TO SERGEANT: +10 points
-Fighting +1, Awareness +1, Presence +1, 6 points
-Close Attack +1, Ranged Attack +2, 3 points
-Advantage (Leadership), 1 point
-PL +1

NOTE!: The Sergeant changes work well for Scout, Veteran, and other Sergeants as well.

- - - - - - - - - -

SCOUT MARINES: PL 7/200 points

CHANGES FROM SPACE MARINE TO SCOUT MARINE: -33 points
-Fighting -1, -2 points
-Remove Ceramite Power Armour, -40 points
-Add Scout Armour, +16 points
-Remove Boltgun and Chainsword
-Advantages -3, -3 points
--Close Attack -1
--Ranged Attack -2
-Remove Skills -8, -4 points
--Expertise (Philosophy) +4
--Expertise (History) +4
-Reduce Skills -8, -4 points
--Expertise (Military) -2
--Expertise (Chapter of origin) -2
--Insight -2
--Intimidation -2
-Add Skills +16, +8 points
--Acrobatics +5
--Sleight of Hand +5
--Stealth +6
-Reduce Defenses -4, -4 points
--Dodge -1
--Parry -1 (see Fighting -1 above)
--Will -2
--Fortitude -1
--Toughness -1 (see Scout Armour)
-PL -1

- - - - - - - - - -

ASSAULT MARINE: PL 8/237 points

CHANGES FROM SPACE MARINE TO ASSAULT MARINE: +4 points
-Reduce Equipment -2, -2 points
-Remove Boltgun from Equipment
-Add Jump Pack, +6 points
-PL no change

- - - - - - - - - -

VETERAN SPACE MARINE: PL 9/242 points

CHANGES FROM SPACE MARINE TO VETERAN: +9 points
-Fighting +1, Awareness +1, Presence +1, 6 points
-Close Attack +1, Ranged Attack +2, 3 points
-PL +1

OPTIONS: STERNGUARD VETERAN: +3 points
-Add Equipment +3 ranks, +3 points
-Add "Boltgun Special Issue Ammunition" to Arsenal (+16 equipment points, see Wargear)
-PL is same

OPTIONS: VANGUARD VETERAN: +6 points
-Add Jump Packs, +6 points
-Add other assault weapon as needed (Power Weapons, power Fist, etc.)
-PL is same (unless adding weapons that would alter this)

- - - - - - - - - -

TECHMARINES: PL 9/262 points

CHANGES FROM A SPACE MARINE TO A TECHMARINE: +29 points
-Intellect +1, +2 points
-Add "Blessing of the Omnisiah", +13 points
-Replace Power Armour with Artificer Armour: +6 points
-Add Servo-Arm to Artificer Armour, +6 points
-Expertise (Sciece) +2, Technology +2, +2 points
-Toughness +2 (from Artificer Armour)
-PL +1

OPTIONS: REPLACE SERVO-ARM WITH SERVO-HARNESS: +20 points
Servo-Harness: Array, 26 points
-Servo Arms: 14 points
--Counts as a Power Fist (Strength based Penetrating Damage 5, Limited [goes last in the combat round, regardless of Initiative]), 5 points
--Heavy Lifting (Enhanced Strength 2 [stacks with armour bonus for +4], Limited [to Lifting]), 2 points
--Multiple Arms: Extra Limbs 2 (on Servo-Arms), Enhanced Skills (Close Combat (Servo-Arms) +1, Technology +1), Penetrating Damage +1 (same as 'Twin-Linked'), Enhanced Blessing of the Omnissiah +2, 7 points
-Plasma Cutter Arm (Ranged Penetrating Damage 10 [Twin-Linked], Precise, Gets Hot![Side Effect {Fortitude Check VS DC 17, or take Damage of DC 22}], 21 points
-Flamer Arm (Area [Cone or Line] Damage 6, Precise, Penetrating 4), 23 points
-PL +1 (Adds with Changes listed above for PL +2)

OPTIONS: Equip with Thunderfire Cannon: +26 points
Thunderfire Cannon: 32 points, Removeable, 26 points
-Surface Shell: Ranged Burst Area Multiattack Damage 8, Penetrating 4, Extended Range 2, Limited (Heavy Weapon, cannot move and fire in the same round), 30 points
-Airburst Shell: Ranged Burst Area Multiattack Damage 7, Penetrating 3, Extended Range 3, Limited (Heavy Weapon, cannot move and fire in the same round), 27 points
-Subterranean Shell: Ranged Burst Area Multiattack Damage 6, Extended Range 4, Tremor (Affliction 6, VS Dodge; Hindered, Immobile, then Incapacitated; Alternate Resistance, Limited [Only resisted by Dodge]), Limited (Heavy Weapon, cannot move and fire in the same round), 28 points
Last edited by Hellstormer1 on Sat Jul 28, 2012 7:24 pm, edited 4 times in total.
"Variety is the spice of life" -Traditional phrase on life and living
"HE WHO CONTROLS THE SPICE, CONTROLS THE UNIVERSE!" -Paul from Dune
"Big things have small beginnings" -David from Prometheus
http://www.RPGGamer.org
User avatar
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