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Rigel Cyrosea
2007-06-21, 08:32 PM
I recently started reading the D20 Modern and D20 Future SRD. It really got me thinking for something I've wanted to do for a while: A campaign set in the Warhammer 40K universe.
I'm wondering if anyone knows if D20 future has been adapted to WH40K before, and if so, where. If not, I'm willing to work on it myself, but any help or advice would be appreciated. Though I'm new to D20 Future, I've been playing DnD for quite a while, and have some expeirience hombrewing.

Matthew
2007-06-22, 07:21 PM
I have certainly heard this idea floated a few times (Hell, I was looking to do it via (A)D&D about fifteen years back, armed only with my copy of Rogue Trader - it didn't get past the planning stages). Do a search in the Homebrew Forum, I know there was at least one Thread about it. I think it died when the Poster realised there was an official War Hammer 40K Roleplaying Game.

Rigel Cyrosea
2007-06-23, 07:51 PM
I found the thread. The guy who was running it is of the same mind as me in that the Official Warhammer 40K RPGs are pretty unbalanced. Space Marines are hard to do in an RPG. Either they're too powerful to be balanced, or they're too weak to live up to their name. Personally, after reading about the long process of becoming a Space Marine described in the new Space Marine codex, I think it should be an advanced class. They could gain their abilities over the course of 5 levels or so. This means that players can't start as Space Marines, which keeps them balanced, but it also means that all fully trained Space Marines are at least 10th level, which keeps them very formidable and intimidating.

Matthew
2007-06-28, 07:11 PM
Not a bad idea. Of course, then you have people wanting to be Space Marine Scouts, but I think you're on the right track.

Rigel Cyrosea
2007-06-29, 09:12 AM
All space marines are scouts before they become full space marines, so those would be the first 4 or so levels of the class. If they wanted to stay scouts, they could just multiclass after only a few levels in the Space Marine class.

Matthew
2007-07-06, 06:29 PM
Ah right, so you'd start them out as Scouts as the first part of the Advanced Class?

Rigel Cyrosea
2007-07-07, 08:14 PM
Initiate > Scout > Full Battle Brother > Vetran

I think neophyte fits in there somewhere, but I can't remeber if it's before or after initiate.

Dhavaer
2007-07-07, 08:23 PM
d20 Warhammer from the Wizards boards (http://boards1.wizards.com/showthread.php?t=361433).

Ghal Marak
2007-07-07, 09:45 PM
I was going to suggest some things for race selection, but I see it's no longer necessary.

Anyway, I would definitely play if you were to start up a game here on the forums. :smallbiggrin:

Edit: Or maybe I spoke to soon. I can't seem to find any mention of races on the link that was provided by Dhavaer. In any case, it was common sence stuff anyway. The only viable races selectable would be Human, Ogryn, or Rattling. Maybe Tau and Kroot, but that would be a bit of a streatch. Definately NOT Ork, Tyranid, or Necron though.

Edit 2: Don't mind any misspellings. I'm not on my game today. :smalltongue:

Rigel Cyrosea
2007-07-08, 12:58 PM
d20 Warhammer from the Wizards boards (http://boards1.wizards.com/showthread.php?t=361433).

Wow, that's great. Almost exactly what I was looking for. Thanks a lot. The only thing I would change is the way the races are handeled. I think I would use my "Space Marines as an Advanced Class" idea, and try to balance the other races so they're the same power as humans. Although I think orks, necrons and tyranids will have to be right out, as mentioned above. Having everybody be the same races makes sense, setting wise, but it's pretty limiting. As the DMG says, never value your world over your players.

I think I'm going to run a game of this, but probably not till next week. Right now I'm stuck on an old Dial-up connection, so I don't want to start anything untill I get back to my normal computer. Ghal Marak, I can PM you when I start if you want.

Attilargh
2007-07-08, 01:41 PM
You know, "Space Marine" should be an acquired template, not a piddly advanced class accessable by any Joe Schmoe. They do not just kill lots of stuff and then mystically get to spit acid and hibernate and grow an extra lung and a heart and a digestive sytem that can process pretty much anything as a result. That takes a lot of surgery, brainwashing, drug therapy and whatnot. These folks are not human, not by far. When they started out, they were the paragons of mankind, and then by their 13th birthday they've been transformed into friggin' Angels of Death that destroy tanks barehanded.

Besides, playing a space marine would probably get pretty dull pretty fast. The only reason for their existence is to kill monsters¹ and burn their stuff, and they've got 15 minutes of free time a day during leave. At maximum.


¹I.e. anyone that doesn't happen to fit into the mold of "suitably pious human".

Ghal Marak
2007-07-08, 08:45 PM
Ghal Marak, I can PM you when I start if you want.

Sure, that would be great! :smallbiggrin:


You know, "Space Marine" should be an acquired template, not a piddly advanced class accessable by any Joe Schmoe.

That is true, unless the requirements for the class needed some kind of special feat or race to have access too. Maybe it needs a Initiate template? Just my random musings. :smallsmile:

Rigel Cyrosea
2007-07-10, 07:52 PM
You know, "Space Marine" should be an acquired template, not a piddly advanced class accessable by any Joe Schmoe. They do not just kill lots of stuff and then mystically get to spit acid and hibernate and grow an extra lung and a heart and a digestive sytem that can process pretty much anything as a result. That takes a lot of surgery, brainwashing, drug therapy and whatnot. These folks are not human, not by far. When they started out, they were the paragons of mankind, and then by their 13th birthday they've been transformed into friggin' Angels of Death that destroy tanks barehanded.

I wasn't intending the class to be available to any Joe Schmoe. There would be requirements, most specifically the person in question would have to be invited to become an initiate by a valid chapter. And most potential Space Marines are invited in their twenties, after they've had time to prove themselves to be paragons of mankind. It's kind of hard to earn a reputation as a paragon when you're a kid.


Besides, playing a space marine would probably get pretty dull pretty fast. The only reason for their existence is to kill monsters¹ and burn their stuff, and they've got 15 minutes of free time a day during leave. At maximum.

This, I have to agree with, but it's pretty hard to have a 40K campaign without the option of becoming/being a space marine.

Attilargh
2007-07-11, 02:11 AM
And most potential Space Marines are invited in their twenties, after they've had time to prove themselves to be paragons of mankind. It's kind of hard to earn a reputation as a paragon when you're a kid.
You're wrong. The "window" for the first implants is around ten to fourteen years old (http://uk.games-workshop.com/spacemarines/initiation/4/).

So yes, that actually does mean that the kids the marines drag off will have multiple levels in fighting classes. They have nailed high-CR encounters by using sticks, stones and sheer badassery, after which they usually compete with their peers in an extremely lethal test to see who is worthy of becoming a neophyte for the Adeptus Astartes. Then they will be given the Space Marine template in a long operation which might kill them, after which they become initiates. Then they are given a training regime which would kill any normal man, and on the battlefield sent to cause havoc behind enemy lines.

It is only after they have survived all this that they get that spiffy, anatomically unrealistic armour and become full brothers.


Ædit: By the way, Advanced Classes are not the same as Prestyge Classes. The former are a lot easier to access, often needing only about three or so levels of the right class.

Rigel Cyrosea
2007-07-12, 09:25 PM
You're wrong. The "window" for the first implants is around ten to fourteen years old (http://uk.games-workshop.com/spacemarines/initiation/4/).


Hmmm. Guess I was wrong about the age. It just didn't seem that feasible for a teenager to have made the sort of impression on his people described in the Space Marine Codex. I guess I'll either have to ignore obvious canon (hard to do, but again, players over world) or have age 12-14 as a requirement for the class.

Hunter Noventa
2007-07-12, 09:55 PM
Here (http://www.geocities.com/skrittiblak/) is a set of rules I stumbled on some time ago for 40k d20, I don't know how balanced or useful they are, but they exist.

Rigel Cyrosea
2007-07-13, 09:16 AM
Here (http://www.geocities.com/skrittiblak/) is a set of rules I stumbled on some time ago for 40k d20, I don't know how balanced or useful they are, but they exist.

That's the same one as Dhavaer posted, except linked directly to the site rather than to the wizards thread about it. Thanks anyway.

Rigel Cyrosea
2007-07-15, 11:43 AM
So, here we have the Space Marine Advanced Class. It seems overpowered at first, but most of the implants have very small bonuses that don't do much. Some of them don't actually do anything (game wise) and are just for flavour. And the class doesn't get bonus feats. It might still be a bit overpowered though, due to the Ability score increases. Any comments are welcome.

Space Marine
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense<br>Bonus|Leadership

1st|
+0|
+2|
+0|
+1|+2 Str, +2 Int Implants (Group 1)|
+1|
+0

2nd|
+1|
+3|
+0|
+2|+2 Con, +2 Cha Implants (Group 2)|
+2|
+0

3rd|
+2|
+3|
+1|
+2|+2 Dex, +2 Wis Implants (Group 3)|
+2|
+1

4th|
+3|
+4|
+1|
+2|+2 Str, +2 Int Implants (Group 4)|
+2|
+1

5th|
+3|
+4|
+1|
+3|+2 Con, +2 Cha Implants (Group 5)|
+3|
+1

6th|
+4|
+5|
+2|
+3|+2 Dex, +2 Wis, Implants (Group 6), Chapter Bonus|
+3|
+2[/table]

Space Marine Advanced Class

The Space Marine Advanced Class can be reached at equal speed from any of the six basic classes, but has very restrictive special requirements. Potential Space Marines will be very young.

Requirements: To qualify to become a Space Marine, a character must fulfill the following criteria.

Talents: Any two Talents gained from class levels.

Feat: The Oathbound feat with either the Imperium or the inviting Chapter.

Special: Age 10 – 15

Special: Invitation from a Space Marine Chapter to become of Neophyte.

Class Information: The following information pertains to the Space Marine Advanced Class.

Hit Die: The Space Marine gains 1d8 hit points per level. The character’s constitution modifier applies.

Action Points: The Space Marine gains 6 + ½ character level rounded down at each level.

Class Skills: The Space Marines class skills (and the key ability for each) are:

Climb (Str) Craft (Int) (Chemical, Electrical, Mechanical)
Demolitions (Int) Drive (Dex) Intimidate (Cha)
Jump (Str) Listen (Wis) Pilot (Dex)
Knowledge (Int) (Galactic Events, Imperium, Tactics, Technology, Religion)
Repair (Int) Spot (Wis) Survival (Wis)
Swim (Str) Treat Injury (Wis)

Skill Points: 3 + Int Modifier at each level.

Class Features: The following class features pertain to the Space Marine Advanced Class.

Implants: The nineteen organs created by the ancient technicians of the Emperor are described below. Each of these organs is extremely complicated and because many of the organs only work properly when another organ is present, the removal or mutation of one organ may affect the exact functioning of the others. For these reasons, implants must be constantly monitored, and many Marines have to undergo corrective surgery or chemo-therapy to re-balance their metabolisms.
At each new level in this class, the Space Marine receives more of the special Space Marine organs. They are grouped into sections of 3 or 4 organs each.

Group 1 - Secondary Heart: 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 concentrations and traumatic injury. This gives the Marine a plus 5 bonus on Massive Damage Threshold.

Group 1 – Ossmodula: This is a tubular shaped or whose small size belies its complex structure. The ossmodula monitors and secretes hormones affecting epiphiseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming 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. This size increase provides many of the physical ability boosts ascribed to the Space Marine.

Group 1 – Biscopea: This organ is implanted into the chest cavity. It is small, approximately circular and, like the Ossmodula, its primary action is hormonal. The presence of the biscopea stimulates muscle growth throughout the body. This muscultaure increase provides a part of the Space Marine’s Strength boost.

Group 2 – Haemastamen: This tiny organ is implanted into a main blood vessel. The haemastamen serves two purposes. 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. This provides a +2 bonus on Fortitude checks to stabilize when dying.

Group 2 - Larraman’s Organ: 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 leucocytes 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. This is the organ that causes Marine’s to heal so rapidly. A Space Marine heals 2 times as fast as an ordinary human. They still require a full eight hour rest to regain hit points naturally.

Group 2 - Catalepsean Node: 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 catalepsean 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. If he chooses to a Marine may continue to make Listen and Spot checks with no penalty even while sleeping. (He keeps one eye open, literally.)

Group 3 – Preomnor: 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 preomnor. Individual sensory tubes assess potential poisons and neutralise them or, where necessary, isolate the preomnor from the rest of the digestive tract. A Marine can feed on almost any organic material including grass if he chooses to. This organ provides a +2 bonus on Fortitude checks against poisons and toxins that are ingested or transmitted by contact.

Group 3 – Omophagea: 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 vertebrae. 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. This endows the Marine with an unusual survival trait. He can actually learn by eating. If a Marine eats a part of a creature, 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. A space marine that drinks the blood of a creature that has died within the last hour it will be able to recall the last 1d4 hours of its life before it died. These memories fade slightly faster than normal human memories unless thought about repeatedly (and moved to the brain) because the neuroclea is quite a small memory storage organ.

Group 3 - Multi-lung: 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. This provides a +2 fortitude bonus against gas attacks or airborne poisons and allows a +2 bonus on fortitude checks against asphyxiation.

Group 4 – Occulobe: 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. A Space Marine has low-light vision and a +2 innate bonus on Spot checks.

Group 4 - Lyman’s Ear: 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. +4 on saves to avoid any sort of deafness effect and a +2 innate bonus on Listen checks.

Group 4 - Sus-an Membrane: 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 longest 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).

Group 4 - The melanochrome: Also called the 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. This gives a +4 bonus to fortitude checks against radiation.

Group 5 - Oolitic Kidney: 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. This organ provides a +2 bonus on Fortitude checks against poisons and toxins. This bonus stacks with the one provided by the Preomnor if contacted or ingested and with the bonus from the Multi-lung if the toxins are air-borne. This organ can allow the character to re-roll a fortitude save against poisons with a +5 bonus 1/day, but doing so will give the character non-lethal damage equal to their current hit points.

Group 5 – Neuroglottis: Although the preonmor protects a Marine from digesting anything too deadly, the neuroglottis 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 odors of some creatures. To some degree a Marine is also able to track a target by taste alone. A Space Marine’s highly developed sense of taste gives it a +2 innate bonus on Survival checks.

Group 5 – Mucranoid: 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 vacuum. Mucranoid themo-therapy is standard procedure on long space voyages and when fighting in vacuum or near vacuum. This provides a +4 bonus on Fortitude checks against the effects of weather and temperature. The effect last 1 week, after which appropriate chemotherapy is required to reactivate the Mucranoid.

Group 6 - Betcher’s Gland: 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 Marine 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. A Marine that deals unarmed damage with a bite also deals 1d6 points of acid damage. The acid damage does not ignore hardness or damage reduction but always deals a minimum of 1 point of damage even if damage reduction would normally reduce this to 0. A Space Marine can spit for 1d6 points of Acid damage at a range of 10ft.

Group 6 – Progenoids: There are two of these glands, one situated in the neck, the other deep within the chest cavity. These glands are important 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 gene-seeds checked for mutation, and sound gene-seeds stored. Gene-seeds can be stored Indefinitely under suitable conditions.

Group 6 - Black Carapace: 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. This implant is not reserved strictly for Space Marines and does not require the other organs to function. Anyone wearing Space Marine armour (including Sisters of Battle) must have one. In the case of Space Marines only this grants automatic proficiency with all armours. The black carapace also give the Space Marine natural armour of 5/+1, however, unlike most natural armour, it does not stack with worn armour.

Chapter Bonus: Space Marines get a bonus according to their Chapter.

Dark Angels & Successor Chapters: Dark Angels are the most religiously fervous of the Space Marines. They gain a further +2 bonus to Will saves. This stacks with Iron Will.

White Scars: White Scars use lightning raids as their homeworld is pretty much endless prairies. They all get +10ft movement. They are all used to riding motor bikes and buggies and as such all White Scars get a +2 to their Drive skill.

Space Wolves: Space Wolves have a naturally keen sense of smell and hearing. They get a +4 to their Listen skill and automatically get the Scent ability.

Imperial Fists and Crimson Fists: The Imperial Fists progenator chapter and its successor the Crimson Fists are the most well spoken of the chapters and are the most diplomatically liked of the Space Marine chapters because of this. They get -2 Constitution but +2 Charisma and Wisdom.

Black Templars: Although they are a successor chapter of the Imperial Fists they have developed a rich and unique tradition since then. They are most vigilant in their hunt of the deamon. Black Templars gain Knowledge (Warp) and Knowledge (Chaos) as class skills.

Blood Angels: Blood Angels and successor chapters have abnormally long lifetimes and each life category is 10 times the value of that for a normal Space Marine. Red Thirst and Black Rage; Blood Angels can regain hit points by drinking blood. Each HP drained from an unconscious target regains 1hp for the Blood Angel until targets slips below -10 and dies. 1 HP can be drained per turn. Non-human or Chaotic blood cannot
be drunk in this way. Every time a Blood Angel commits the act of the Red Thirst then he must take a Will save DC 10 the first time and +1 each following time or succumb to the Black Rage. A Space Marine in the Black Rage will continue to fight until he reaches -10 HP and then he’ll die. There is no unconscious stage. Furthermore he will take Wisdom damage of 1 point per day as he succumbs to the Rage more and more till he becomes little more than a ravaging beast. When this value hits 0 he becomes a monstrous NPC controlled by the DM. There is a way to cure the Black Rage as the grand Librarian Mephiston did - but it requires several months in isolation with little or no food to subside on till the cravings for blood pass. After this time, his Wisdom will start returning at the normal rate of 1 point per day.

Iron Hands: The Iron Hands and their successor chapters (Red Talons, Brazen Claws and Sons of Medusa) are like to recruit on civilized worlds. Unlike other chapters they do not like to get close to the enemy. Instead they prefer to keep their distance and pick them off with their guns. +2 Dexterity but -2 Constitution.

Ultramarines: The Ultramarines and their succesor chapters gain a +2 bonus to Leadership because their’s is one of the most influential chapters.
Salamanders: Salamanders are naturally more technologically adept but the high gravity on Nocturne has gotten them adjusted to moving more slowly and being more resiliant than normal Marines to conserve energy. As such they get +2 Constitution but a -2 to Dexterity. Also they get a bonus of +2 on all Craft checks.

Raven Guard: The Raven Gaurd progenator chapter and its successor Chapters (Black Guard, Revilers and Raptors) perform similarly on the battlefield. They believe in reducing casualties by ducking and weaving to close in for the kill. Their emblem The Bird represents how close they like to swoop down to their foes. Avoiding bullets is of utmost importance while shooting is limited to up close so accuracy is less important. They get a +2 dodge bonus to Armour Class.

Edit: I seem to have screwed up my table somehow, but I'm not sure where.

Ghal Marak
2007-07-15, 12:47 PM
Looks fine to me.

Just one thing is bugging me. The Black Carapace implant. Shouldn't it give a Natural Armor bonus? Maybe one that does not stack with equipped armor? That way it would provide some benefit if the Space Marine were to lose his armor in some fashion.

Rigel Cyrosea
2007-07-15, 03:57 PM
Looks fine to me.

Just one thing is bugging me. The Black Carapace implant. Shouldn't it give a Natural Armor bonus? Maybe one that does not stack with equipped armor? That way it would provide some benefit if the Space Marine were to lose his armor in some fashion.

That does seem like a good idea. I think I'll add that. Thanks.

Murongo
2007-07-15, 04:32 PM
Initiate > Scout > Full Battle Brother > Vetran

I think neophyte fits in there somewhere, but I can't remeber if it's before or after initiate.

Don't know if anyone already said it, neophyte comes before initiate. Most chapters never use neophytes in combat. Many neophytes die in the training to become an initiate, and many initiates die in the training to become a scout, respectively. So, if you were going to make your players "neophytes" all their encounters would have to have something to do with training.

That is, if you wanted to stick to the lore. Obviously they could be sent out on some routine training mission only to be ambushed or something of that nature.

Grey knights don't actually have the scout stage, they just have a much more rigorous initiate stage, and the way GK fight I can't picture them being good in a D&D campaign. "We're going to teleport you in, you're going to kill all the demons you see, you're going to come back. Then you're going to train on the ship until we tell you to repeat." But I guess you could always have them stranded (unlikely, no one just loses a grey knight), or have them sent on some special irregular mission like "guard this inquisitor".

I could think of 1001 plot hooks for regular marines though.

All that said, I don't think there's enough RP room for marines, and you'd be better off being an inquisitor and retinue, or an IG special ops squad or something of that nature.

BRC
2007-07-15, 05:30 PM
I say just ban Space Marines unless everybody is one. I can just imagine the character making session

Player1: I'm going to be an Imperial Guard Medicae
Player2: I'll be an inquisitor, ordo xenos
Player3: I'll be a Guard Sergent
Player4: I'll be an unstoppable angel of death

Ghal Marak
2007-07-16, 09:34 AM
That does seem like a good idea. I think I'll add that. Thanks.


No problem. :smallbiggrin: