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Re: 40k Space Marines, Scout Marines, Assault Marines, Sergeants

Postby Hellstormer1 » Sat Jul 28, 2012 4:34 pm

SPACE MARINES WARGEAR: EXPLOSIVES (5th Edition)

- - - - - - - - - -

CLUSTER MINES: Burst Area Multiattack Damage 6, Triggered (set as booby trap), 19 points

FRAG GRENADES: Burst Area Damage 5, Indirect 2 (Check Required on Indirect; Attack check, thrown like a grenade), 11 points

KRAK GRENADES: Penetrating Damage 5, Indirect 2 (Check Required on Indirect; Attack check, thrown like a grenade), 11 points

MELTABOMBS: Penetrating Damage 10, 20 points
"Variety is the spice of life" -Traditional phrase on life and living
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Re: 40k Sergeants, Load-out Chart, Wargear: Explosives

Postby Hellstormer1 » Sat Jul 28, 2012 4:54 pm

COMPARISON CHART: "ASTARTES PHYSIOLOGY" POWER AND ARTIFICIAL ORGAN LIST

Thought this list would be good as its own entry. It would take up less space on other Space Marine entries, and be here for reference if anyone was interested. The list of SPace Marine artificial organs is below the Astartes Physiology Power.

- - - - - - - - - -

POWER: "ASTARTES PHYSIOLOGY"

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

- - - - - - - - - -

SPACE MARINE ARTIFICIAL ORGAN IMPLANTS:
-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 Sun Jul 29, 2012 8:30 am, edited 1 time in total.
"Variety is the spice of life" -Traditional phrase on life and living
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Re: 40k Sergeants, Load-out Chart, Wargear: Explosives

Postby Hellstormer1 » Sat Jul 28, 2012 5:29 pm

Image

SPACE MARINE VETERAN

TYPE: Warrior, Super-Soldier
PL: 9

POWER POINTS:
Abilities: 62 points
Powers: 85 points
Advantages: 22 points
Skills: 60 points
Defenses: 13 points
Total: 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


Image
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


Image
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)

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: 85 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
-Boltgun (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***: 22 points

Assessment, Benefit 4 (Cipher*; Diplomatic Immunity**; Security Clearance [base/vehicles/ships/wargear of home Chapter]; Status [Adeptus Astartes]), Close Attack 3, Equipment 6, Improved Initiative, Ranged Attack 7, 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/+10
-Boltgun 6 (Multiattack, Penetrating 4)
-Bolt Pistol 6 (Penetrating 4)
-Frag Grenades 5 (Burst Area, Indirect)
-Krak Grenades 5 (Penetrating, Indirect)

Close +7/+10
-Close Damage 5
-Combat Knife 6
-Chainsword 8
Close +6
-Poison Spit
--(Blinding Poison) Affliction 10
--(Corrosive Spit) Weaken 5 (Affects Objects)

DEFENSE: 13 points
Dodge +6
Parry +6
Will +12
Fortitude +6
Toughness +10

COMPLICATIONS:

See Space Marine entry for possible Complications.
"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
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Re: 40k Sergeants, Load-out Chart, Wargear: Explosives

Postby Hellstormer1 » Sat Jul 28, 2012 6:05 pm

Image

TECHMARINE

TYPE: Warrior, Techie
PL: 9 (PL 10 with Servo-Harness)

POWER POINTS:
Abilities: 58 points
Powers: 110 points
Advantages: 20 points
Skills: 62 points
Defenses: 12 points
Total: 263 points

Image

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-Armo 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)

Image

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

Image

ABILITIES: 58 points
Strength (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 points

Astartes 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 points

Techmarine 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.

Image

EQUIPMENT: 27 of 30 points

Gear: Dataslate (Database, Datastack Interface), 2 points

Arsenal: 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 point

ADVANTAGES***: 20 points

Assessment, 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 points

Athletics +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 points
Dodge +6
Parry +6
Will +10
Fortitude +6
Toughness +12

COMPLICATIONS:

See Space Marine entry for list of possible Complications.
"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
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Re: 40k Sergeants, Load-out Chart, Wargear: Explosives

Postby Hellstormer1 » Sat Jul 28, 2012 8:19 pm

Image

FIRE WARRIOR SHAS'LA

TYPE: Warrior
PL: 7

POWER POINTS:
Abilities: 36 points
Powers: 24 points
Advantages: 14 points
Skills: 29 points
Defenses: 2 points
Total: 105 points

ABILITIES: 36 points
Strength (Str) - 4
Stamina (Sta) - 4
Agility (Agl) - 2
Dexterity (Dex) - 3
Fighting (Fgt) - 2
Intellect (Int) - 1
Awareness (Awe) - 1
Presence (Pre) - 1

POWERS: 24 points

Tau Physiology (Fire Caste/Shas): 7 points
-Feature 3, Innate, 4 points
--Skin exudes no moisture
--Digitigrade legs/cloven hooves for feet
--Olfactory organs are in the mouth to protect/retain moisture
-Enhanced Advantages 2 (Favored Environment (Desert/Arid Land), Great Endurance), Innate, 3 points

"Failing The Greater Good": Enhanced Advantage (Favored Foe [with Variable Descriptor {choose foe}, Triggered {when an Etheral Dies, Favored Foe is who killed it}]), 1 point

Fire Warrior Shas'la Armor: Array, 20 points, Removeable, 16 points
-Protection 4, 4 points
-Comm System: Communication 2 (Radio, 1 mile), 8 points
--Alternate Effects: Visual 2 (Laser and Fiber Optic Link), Auditory (Ultrasonic and Infrasonic Beam), 4 points
-Blacksun Filter: Senses 3 (Darkvision, Infravision), Immunity 1 (Bright Light/Flash effects), 4 points

EQUIPMENT: 30 of 40 Equipment Points

Arsenal: 30 points (38 with Pulse Carbine)
-Pulse Rifle, 26 points
-Pulse Pistol, 1 point
-Combat Knife, 1 point
-EMP Grenades, 1 point
-Photon Grenades, 1 point
-OPTION: Swap Pulse Rifle for Pulse Carbine, +8 points

ADVANTAGES: 14 points

Accurate Attack, Benefit 2 (Security Clearance [Tau Empire Military Facilities], Status [Tau Fire Caste Warrior]), Close Attack 1, Equipment 8, Favored Environment* (Desert/Arid Land), Ranged Attack 1, Teamwork

*Part of Tau Physiology in Powers above

SKILLS: 29 points

Athletics +4(+8), Deception +4(+5/+7*), Expertise (Tau Empire) +4(+5), Expertise (History) +4(+5), Expertise (Military) +6(+7), Insight +2(+3/+5*), Intimidation +6(+7/+9*), Perception +6(+7/+9*), Sleight of Hand +4(+7), Stealth +4(+6), Technology +4(+5), Treatment +4(+5), Vehicles +6(+9)

*When using Favored Foe (See 'Failing The Greater Good' in Powers)

OFFENSE:

Initiative +2

Ranged +4/+6*

Ranged Damage
-Pulse Rifle 7 (Multiattack, Penetrating 4)
-Pulse Carbine 7 (Penetrating 4, Pinning)
-Pulse Pistol 7 (Penetrating 4)
-EMP Grenade 8 (Burst Area, Penetrating, Indirect 2, Objects/Tech only)
-Photon Grenade Affliction 6 (VS Fortitude; Dazed, Stunned, then Unaware; Indirect 2)

Close +3/+5*

Close Damage 4
-Combat Knife 5

*When using Favored Environment (Desert/Arid Land)

DEFENSE: 2 points
Dodge 2/4*
Parry 2/4*
Will 3
Fortitude 4
Toughness 8

*When using Favored Environment (Desert/Arid Land)

COMPLICATIONS:

Some possible Complications for the Tau Fire Caste might include, but of course not limited to...

THE GREATER GOOD: All Tau, as well as their various Auxiliary forces, fight for a concept called The Greater Good, where everyone work together for the benefit of all, pulling their individual strengths to improve the whole of society. This concept can give arise to a mix of many Complications in its pursuit, such as: Acceptance, as the Tau work to be accepted by the races that join (or are conquered by) the Tau Empire, or in reverse as Auxiliaries work to be accepted by the Tau and each other; Doing Good, as The Greater Good would invoke a feeling of good and a want to share this with anyone willing to share the same goals and ideals; Justice, as the idea of a "Greater Good" would instill a strong view of right and wrong; Patriotism, as those who fight for an ideal also fight hard to defend the nation or world that is home to this ideal, as are all worlds and septs of the Tau Empire; Recognition for actions in defense of or to help spread the ideas of The Greater Good; Responsibility, as the Tau may feel the need to look after the races that join their society, and perhaps try to teach them a better way of living (and get the Kroot to stop eating their defeated foes!); Enemy, as the Tau have many of these spread across the galaxy at large, and perhaps some within as well; Fame, as war heroes and leaders may let their success go to their heads (Farsight, Shadowsun, Aun'Va, who, what, where???); Hatred, as enforcement of the Greater Good could unintentionally lead to an intolerance of things that do not fit in Tau society; Honor, as the good guys always have a code of some kind that dictates their actions in battle; Obsession, as even the best of people can become obsessed with an idea of some kind, be it the Greater Good or something else; Prejudice, as sometimes warriors can come to hate the foes they fight, forgetting the more beneficial parts of the Greater Good; Various personality Quirks, of course; Relationships, as members of the different species may form bonds that would not have been possible before; Rivalry, who knows, maybe the Tau and their Auxiliaries would have a friendly (or not) rivalry to see who can embody the Greater Good better than the other.

PRICE OF FAILURE: The Tau are conditioned to fear the loss of their Ethereal leaders above all else. If an Ethereal is lost in combat, any other Tau caste witnessing this may suffer from a crippling loss of Morale, similar to having a Disability or Power Loss Complication. The Tau must take a Will check (DC 15) or suffer a Condition appropriate for the situation (GM decides, but it should be somewhat severe, enough to hamper combat, but not enough to prevent a retreat if possible). A desire to prevent such a thing from happening could also fall under the Responsibility Complication.
"Variety is the spice of life" -Traditional phrase on life and living
"HE WHO CONTROLS THE SPICE, CONTROLS THE UNIVERSE!" -Paul from Dune
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Re: 40k Sergeants, Load-out Chart, Wargear: Explosives

Postby Hellstormer1 » Sat Jul 28, 2012 8:41 pm

Image

FIRE WARRIOR SHAS'UI

TYPE: Warrior
PL: 7

POWER POINTS:
Abilities: 42 points
Powers: 57 points
Advantages: 17 points
Skills: 40 points
Defenses: 5 points
Total: 161 points

CHANGES FROM SHAS'LA TO SHAS'UI: +56 points
-Abilities: +6 points
--Fighting +1
--Awareness +1
--Presence +1
-Add Bonding Knife, +4 points
-Fire Warrior Shas'ui Armour: +1 point
--Add Drone Controller, +1 point
-Add Markerlight, +28 points
-Advantages: +4 points
--Add Assessment
--Add Benefit 1 (Fire Warrior Shas'ui Team Leader)
--Add Improved Critical 1 (Pulse Rifle or Pulse Carbine)
--Add Improved initiative 1
-Skills: +11 Points
--Athletics +2
--Deception +2
--Expertise (Tau Empire) +2
--Expertise (History) +2
--Expertise (Military) +2
--Insight +4
--Intimidation +2
--Perception +2
--Add Persuasion +4
-Defenses: +2 points
--Will +2

Image

ABILITIES: 42 points
Strength (Str) - 4
Stamina (Sta) - 4
Agility (Agl) - 2
Dexterity (Dex) - 3
Fighting (Fgt) - 3
Intellect (Int) - 1
Awareness (Awe) - 2
Presence (Pre) - 2

POWERS: 59 points

Tau Physiology (Fire Caste/Shas): 7 points
-Feature 3, Innate, 4 points
--Skin exudes no moisture
--Digitigrade legs/cloven hooves for feet
--Olfactory organs are in the mouth to protect/retain moisture
-Enhanced Advantages 2 (Favored Environment (Desert/Arid Land), Great Endurance), Innate, 3 points

Failing The Greater Good: Enhanced Advantage (Favored Foe [with Variable Descriptor {choose foe}, Triggered {when an Etheral Dies, Favored Foe is who killed it}]), 1 point

Bonding Knife: 5 points, Removeable, 4 points
-Combat Knife: Strength based Damage 2, 2 points
-Ta'lissera Bond: Enhanced Advantage (Second Chance [Will Saves]), Enhanced Defenses 2 (Will), Burst Area (All), Limited (Affects only Tau), 3 points

Fire Warrior Shas'ui Armor: Array, 21 points, Removeable, 17 points
-Protection 4, 4 points
-Comm System: Communication 2 (Radio, 1 mile), 8 points
--Alternate Effects: Visual 2 (Laser and Fiber Optic Link), Auditory (Ultrasonic and Infrasonic Beam), 4 points
-Blacksun Filter: Senses 3 (Darkvision, Infravision), Immunity 1 (Bright Light/Flash effects), 4 points
-Drone Controller: Senses 1 (Communication Link with Drones [Minions]), 1 point

Markerlight: 34 points, Removeable, 28 points
-Standard Markerlight Effect: 18 points
--Enhaced Advantage 2 (Set-Up; with Variable Descriptor Extra [changes Set-Up's descriptor to work as a Markerlight and transfer Array effects listed below], Precise Attack 2 [Ranged Attacks ignore Cover and Concealment], Linked [to Array Effects, below]), Linked (to Communication Effects to allies), Senses 7 (Communication Link with Selective and Variable Descriptor [Communicate with selected allies]; Visual [Analytical 2]; Direction Sense; Distance Sense), Ranged, Extended Range 3, Check Required (Ranged Attack Check), 18 points
-Linked Effects (Array, choose one; all Linked to Standard Effect above): 16 points
--Vehicle Weapons (Make Attack Check for Vehicle Weapons): Add these to Standard Effect (Affects Others, Precise, Selective, Limited [Allied Vehicles only]), 2 points
--Ballistic Bonus: Accurate Extra 2 (+4), Improved Critical 2, Affects Others, Limited (Only affects others), 4 points
--Target Priority: Senses 6 (Visual [Counters Concealment, Check Required {Ranged Attack Check}, Penetrates Concealment], Affects Others), 12 points
--Night Fighting: Senses (Darkvision, Infravision), 3 points
--Enhanced Pinning: Ranged Nullify 8 (Will Defense), Limited (when someone uses the Pinning Effect/Descriptor on the target), 4 points
--Counter Cover: (Same effect as 'Target Priority, above)
NETWORKED MARKERLIGHTS: In Warhammer 40,000, the Tau made use of two different kinds of Markerlights, a standard kind, and a Networked version. Units with a standard version could never gain the benifits of the standard Markerlight, instead granting these to a different unit, while the Networked version could do this OR grant benefits to the same firing unit. The Markerlight listed here is a general version that fills both of these rolls and counts as a Networked Markerlight for all intents and purposes. This fits the M&M/DCA game system, which works more with individual characters and not military units. As such, an individual soldier would use such a device for the benefit of troops in their unit, as well as other allies as needed. If GMS/players wish to make a more 'standard' Markerlight, they can add the Limited Flaw where only allied units benefit from the Markerlight's effects.

EQUIPMENT: 30 of 40 Equipment Points

Arsenal: 30 points (38 with Pulse Carbine)
-Pulse Rifle, 26 points
-Pulse Pistol, 1 point
-Combat Knife, 1 point
-EMP Grenades, 1 point
-Photon Grenades, 1 point
-OPTION: Swap Pulse Rifle for Pulse Carbine, +8 points

ADVANTAGES: 17 points

Accurate Attack, Assessment, Benefit 3 (Security Clearance [Tau Empire Military Facilities], Status [Tau Fire Caste Warrior], Status [Fire Warrior Shas'ui Team Leader]), Close Attack 1, Equipment 8, Favored Environment* (Desert/Arid Land), Improved Critical 1 (Pulse Rifle or Pulse Carbine), Ranged Attack 1, Teamwork

*Part of Tau Physiology in Powers, above

SKILLS: 40 points

Athletics +6(+10), Deception +6(+7/+9*), Expertise (Tau Empire) +6(+7), Expertise (History) +6(+7), Expertise (Military) +8(+9), Insight +6(+8/+10*), Intimidation +8(+10/+12*), Perception +8(+10/+12*), Persuasion +4(+6), Sleight of Hand +4(+7), Stealth +4(+6), Technology +4(+5), Treatment +4(+5), Vehicles +6(+9)

*When using Favored Foe (See 'Failing The Greater Good' in Powers)

OFFENSE:

Initiative +2

Ranged +4/+6*

Ranged Damage
-Pulse Rifle 7 (Multiattack, Penetrating 4)
-Pulse Carbine 7 (Penetrating 4, Pinning)
-Pulse Pistol 7 (Penetrating 4)
-EMP Grenade 8 (Burst Area, Penetrating, Indirect 2, Objects/Tech only)
-Photon Grenade Affliction 6 (VS Fortitude; Dazed, Stunned, then Unaware; Indirect 2)

Close +4/+6*

Close Damage 4
-Combat Knife 5

*When using Favored Environment (Desert/Arid Land)

DEFENSE: 5 points
Dodge +3/+5*
Parry +3/+5*
Will +5
Fortitude +4
Toughness +8

*When using Favored Environment (Desert/Arid Land)

COMPLICATIONS:

See Fire Warrior Shas'La for details.
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Re: 40k Sergeants, Load-out Chart, Wargear: Explosives

Postby Hellstormer1 » Sat Jul 28, 2012 8:47 pm

TAU EMPIRE UNIT LOAD-OUT CHART

- - - - - - - - - -

Tau Fire Warriors:
-Shas'La: PL 7/105 points (base stats for all Fire Warriors)
-Shas'Ui: PL 7/161 (+56) points

- - - - - - - - - -

FIRE WARRIOR SHAS'UI: PL 7/161 (+56) points

CHANGES FROM SHAS'LA TO SHAS'UI:
-Abilities: +6 points
--Fighting +1
--Awareness +1
--Presence +1
-Add Bonding Knife, +4 points
-Fire Warrior Shas'ui Armour: +1 point
--Add Drone Controller, +1 point
-Add Markerlight, +28 points
-Advantages: +4 points
--Add Assessment
--Add Benefit 1 (Fire Warrior Shas'ui Team Leader)
--Add Improved Critical 1 (Pulse Rifle or Pulse Carbine)
--Add Improved initiative 1
-Skills: +11 Points
--Athletics +2
--Deception +2
--Expertise (Tau Empire) +2
--Expertise (History) +2
--Expertise (Military) +2
--Insight +4
--Intimidation +2
--Perception +2
--Add Persuasion +4
-Defenses: +2 points
--Will +2
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Re: 40k Techmarines, Tau Fire Warrior (Shas'la, Shas'ui)

Postby HustlerOne » Sun Jul 29, 2012 11:12 am

Wow...just wow. 8) The level of attention to detail is really good. Even your Tau builds are pretty detailed.
I see that your a fan of the Tau as well.

I especially liked how your TechMarine came out with his ServoHarness.
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Re: 40k Techmarines, Tau Fire Warrior (Shas'la, Shas'ui)

Postby Nareik123 » Sun Jul 29, 2012 12:45 pm

Yeah, I think I'll leave the 40K stuff to you good sir, you are far superior than me at working out all the nuances in 3ed M&M
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Re: 40k Techmarines, Tau Fire Warrior (Shas'la, Shas'ui)

Postby catsi563 » Sun Jul 29, 2012 2:13 pm

Yes; I'm a big Tau fan and I love that explantion of a complication for The Greater Good. I do believe in many ways the Tau were meant to be the ""goodguys"" of the world. But as you said in the write up this doesnt make them perfect. The greater good on a whole can be a greta thing. But it can be like any philosophy taken to extremes or misread or even --ethereals forbid--abused.

It like the people who serve the philosophy not perfect and since every Tau is an individual they Interpret the reater good through the lense of their experiences. And though the majority follow the tenants as taught, the Heros of the world did not become heros by following blindly, they had to adjust as experience changed them and by doing so they face the prospects of altering the philosphy they serve.

Again kudos for an exellent write up.
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Re: 40k Techmarines, Tau Fire Warrior (Shas'la, Shas'ui)

Postby Thorpacolypse » Sun Jul 29, 2012 4:03 pm

Great, great work, Hellstormer1. Your level of detail is, in the words of Lord Vader, "most impressive". 8)
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Re: 40k Techmarines, Tau Fire Warrior (Shas'la, Shas'ui)

Postby Hellstormer1 » Sun Jul 29, 2012 7:14 pm

*wipes sweat from his forehead*, no Force Kills happening here! Yay!

Thanks again for the comments everyone, much appreciated. The Tau are my favorite army from 40k, but I'll want to touch on all of them over time if I can. The 40k stuff gives a lot of good info to start from, it's just trying to find a way to translate it as much as possible. Like for Tau, M&M/DCA have that great Advantage Favored Environment, and a lot of 40k races can make use of that, even if it doesn't pop up in 40k games as much.

As for being good at the 40k builds, thanks again for the compliments, but don't forget I like variety. All of you do great builds on your own forum pages, and I take a look at times, especially when I name pops up for a character I like. You guys do great work, and a lot of the time I see stuff in your builds I would either miss, or might have made more complicated than it had to be (bad habit lol).

For instance....Markerlights. If anyone can make a better, simpler Markerlights, oh jeez, please tell me! Lol!!!
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Re: 40k Techmarines, Tau Fire Warrior (Shas'la, Shas'ui)

Postby Hellstormer1 » Sun Jul 29, 2012 7:21 pm

Oh yeah, and at some point I think I'll redo the Techmarine's Thunderfire Cannon, or offer an alt for it. In the game it's like a separate remote controlled vehicle or mobile turret, so thought I'd do it up like that at some point. The stats I did up make it seem like a removable weapon, and not a separate vehicle (ooh, Thunderfire Bazooka?).
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Re: 40k Techmarines, Tau Fire Warrior (Shas'la, Shas'ui)

Postby catsi563 » Sun Jul 29, 2012 7:57 pm

Honestly on Marker Lights I dont think you do much differently. You pretty well covered what a marker light does in detail.

As an aside I liked the Tau and Eldar so much that I transfered them into the D20 starwars game as a heroic race along with Orks for a great villain race. :mrgreen:

much fun insued.
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Re: 40k Techmarines, Tau Fire Warrior (Shas'la, Shas'ui)

Postby Hellstormer1 » Sun Jul 29, 2012 9:08 pm

D20, whether it's Star Wars or DnD, is great for that. I liked the D20 boom in the earlier 2000s when everybody and their mom made D20 products galore. Too bad a lot of that stuff is hard to find now (or worse, not very compatible after 3.5), but there was a lot of good stuff to choose from when one didn't want "by the book" rules, lol.

A lotof 40k races would fit well in a D20 space setting, just less GrimDark feel, lol. The idea of an Eldar craftworld in Star Wars sounds really cool!
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