TECHMARINETYPE: Warrior, Techie
PL: 9 (PL 10 with Servo-Harness)
POWER POINTS:Abilities: 58 pointsPowers: 110 pointsAdvantages: 20 pointsSkills: 62 pointsDefenses: 12 pointsTotal: 263 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 +1OPTIONS: Replace Servo-Armo with Servo-Harness: +20 pointsServo-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: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
ABILITIES: 58 pointsStrength (Str) - 5 (7 for Lifting)
Stamina (Sta) - 5
Agility (Agl) - 3
Dexterity (Dex) - 3
Fighting (Fgt) - 6
Intellect (Int) - 3
Awareness (Awe) - 2
Presence (Pre) - 2
POWERS: 110 points*"And They Shall Know No Fear!": Enhanced Advantage 2 (Fearless, Second Chance [Will Checks for failing in duty]), Innate,
3 points"Blessing of the Omnisiah": 13 points-
Repair Machines: Healing 6, Affects Objects, Limited (Only Objects),
6 points-
Mechanicus Knowledge: Enhanced Skills 12 (Expertise [Science] +4, Technology +4, Vehicles +4), Innate,
7 pointsAstartes Pysiology: 42 points-
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 pointsTechmarine Artificer Armour: 65 points, Removable,
52 points-
Artificial Muscle Fiber Bundles: Enhanced Strength 2 (Limited to Lifting),
2 points-
Ceramite Plates: Protection 7,
7 points-
Finely Crafted: Immunity 2 (Critical Hits),
2 points-
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 4 (Radio),
16 points--
Alternate Effects: Visual (laser) and Auditory (infrasonic beam),
2 points-
Servo-Arm: Extra Limbs 1 (extra arm), has effects of a Power Fist (Strength based Penetrating Damage 5, Limited [goes last in the combat round, regardless of Initiative]),
6 points*"And They Shall Know No Fear!" could instead rely on Will Checks against Fear Effects, though Immunity is easier.
EQUIPMENT: 27 of 30 pointsGear: Dataslate (Database, Datastack Interface),
2 pointsArsenal: 25 equipment points-
Boltgun (Ranged Multiattack Damage 6, Penetrating 4),
22 points-
Bolt Pistol (Ranged Damage 6, Penetrating 4),
1 point-
Frag Grenades (Burst Area Damage 5, Indirect),
1 point-
Krak Grenades (Penetrating Damage 5, Indirect),
1 pointADVANTAGES***: 20 pointsAssessment, Benefit 4 (Cipher*; Diplomatic Immunity**; Security Clearance [base/vehicles/ships/wargear of home Chapter]; Status [Adeptus Astartes]), Close Attack 2, Equipment 6, 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*: 62 pointsAthletics +6(+11), Close Combat
*** (Servo-Harness) +1(+9), Expertise (History) +4(+6), Expertise (Law Enforcement) +4(+6), Expertise (Military) +8(+10), Expertise (Philosophy) +4(+6), Expertise (Science) +2(+5/+9
**), Expertise (Chapter of origin) +6(+8), Insight +6(+8), Intimidation +8(+10), Investigation +4(+6), Perception +6(+8), Technology +2(+5/+9
**/+10
***), Vehicles +4(+7/+11
**)
*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.**With
"Blessing of the Omnisiah".
***With
Servo-Harness.
OFFENSE:Initiative +7
Ranged +3/+8
-
Boltgun 6 (Multiattack, Penetrating 4)
-
Bolt Pistol 6 (Penetrating 4)
-
Frag Grenades 5 (Burst Area, Indirect)
-
Krak Grenades 5 (Penetrating, Indirect)
Close +6/+8
-
Close Damage 5
-
Servo-Arm 10
Close +6
-
Poison Spit--
(Blinding Poison) Affliction 10
--
(Corrosive Spit) Weaken 5 (Affects Objects)
With Servo-Harness:Ranged +3/+8
-
Plasma Cutter Arm 10 (Penetrating, Precise, Gets Hot!)
-
Flamer Arm 6 (Penetrating 4, Precise)
Servo-Arms +9
-
Damage 11
With Thunderfire Cannon:Thunderfire Cannon +3/+8
-
Surface Shell 8 (Penetrating 4, Burst Area)
-
Airburst Shell 7 (Penetrating 3, Burst Area)
-
Subterranean Shell 6 (Tremor, Burst Area)
DEFENSE: 12 pointsDodge +6
Parry +6
Will +10
Fortitude +6
Toughness +12
COMPLICATIONS:See Space Marine entry for list of possible Complications.