Sons of the Emperor - Adeptus Astartes Conversion for Only War

By SgtLazarus, in Only War House Rules

Disclaimer - Before you start posting, please understand that I wanted Marines that were balanced more toward the tabletop war game than the Movie Marines propaganda archetype. As such, any posts declaring that these rules need strengthened beyond my vision for them, is courteously invited to shove off.

Space Marine Characteristics;

Weapon Skill - 25 +2d10

Ballistic Skill - 25 + 2d10

Strength - 35 + 2d10

Toughness - 35 + 2d10

Agility - 25 + 2d10

Intelligence - 25 + 2d10

Willpower - 25 + 2d10

Perception - 25 + 2d10

Fellowship - 25 + 2d10

Implants/Innate Abilities;

Forbidden Lore (Adeptus Astartes), Linguistics (Low & High Gothic), Ambidextrous, Weapon Training (Bolt, Low-Tech), Heightened Senses (Hearing, Sight), Nerves of Steel, Resistance (Cold, Heat, Poisons), Unarmed Warrior, Amphibious, Larraman's Organ (Black Crusade), Catalepsean Node (Black Crusade), Omophogea (Black Crusade), Sus-an Membrane (Black Crusade), Betcher's Gland (Black Crusade), Black Carapace*, True Grit

* You may wish to negate the effects of the black carapace for balance reasons in your own game. I retained it for the ease of management of combat.

Other rules;

Organisation

Origin > Chapter

Commander > Chapter Master

Regiment Type > Company Focus

Training Doctrine

Equipment Doctrine

Comrades;

There is no "default" status regarding Space Marine comrades. I leave this totally to the GM running any given game to determine what comrades, if any, a Space Marine drops into battle alongside. I encourage discretion in terms of what comrades you allow/assign and their varying abilities, but as a rule of thumb, I would suggest a Battle Brother comrade functions as a Guardsman Veteran Comrade as their default level, adding +10 to assisted tests, etc.

Comrades are not required to participate in Space Marine advanced manoeuvres to represent the superior nature and flexibility of the Adeptus Astartes, and so that comrades do not feel like a mandatory part of the game.

Proposed Specialisms

Tactical Specialisms

Assault

Devastator

Operator

Sergeant

Weapon Specialist

Support Specialisms

Apothecary

Chaplain

Librarian

Scout

Techmarine

Advanced Specialisms

Captain

Champion

Dreadnought

Honour Guard

Librarian Dreadnought

Chapter Specific Specialisms? Possible future addition.

Edited by SgtLazarus

BRO, MAKE THEM TOUGHER!

PS. AND STRONGER!!!!

Assault Marine

Characteristics Bonus - +5 Strength

Starting Aptitudes - Weapon Skill, Offence, Toughness, Strength, Agility, Fieldcraft

Starting Skills - Operate (Aeronautica), Navigate (Surface) OR Tech-Use

Starting Talents - Takedown OR Sure Strike, Leap Up, Weapon Training (Chain)

Specialist Equipment - Chainsword, Bolt Pistol, Jump Pack

Starting Wounds - 16 + 1d5

Advances - Wings of Angels (300xp), Weapon Master (As Incubus, see The Dark Kin home rules)

Edited by SgtLazarus

Devastator

Characteristics Bonus - +5 Toughness

Starting Aptitudes - Ballistic Skill, Toughness, Defence, Offence, Perception, Willpower

Starting Skills - Athletics, Awareness OR Scholastic Lore (Tactics)

Starting Talents - Combat Formation OR Combat Sense, Iron Jaw, Weapon Training (Heavy, Choose 2)

Specialist Equipment - Heavy Bolter OR Missile Launcher with 5 missiles OR Chapter Favoured Heavy

Starting Wounds - 18 + 1d5

Advances - Immovable Warrior (300xp), Hammering Storm (500xp)*

*As Sentry, minus need for Comrade.

Edited by SgtLazarus

Operator

Characteristics Bonus - +5 Agility

Starting Aptitudes - Ballistic Skill, Agility, Intelligence, Tech, Fieldcraft, Finesse

Starting Skills - Operate (Surface), Navigate (Surface), Tech-Use OR Operate (Aeronautica)

Starting Talents - Lightning Reflexes OR Quickdraw, Technical Knock

Specialist Equipment - MIU, Combi-Tool, Dataslate, Lascutter

Starting Wounds - 12 + 1d5

Advances - Crack Maneouvering (As Tank Ace), Line Up The Shot (As Tank Ace)

Edited by SgtLazarus

Sergeant

Characteristics Bonus - +5 Fellowship

Starting Aptitudes - Fellowship, Leadership, Toughness, Defence, Strength, Weapon Skill, Offence

Starting Skills - Command, Navigate (Surface), Scolastic Lore (Tactics)

Starting Talents - Air of Authority OR Radiant Presence, Combat Formation, Weapon Training (Chain)

Specialist Equipment - Chainsword, Bolt Pistol.

Starting Wounds - 16 + 1d5

Advances - Galvanising Presence (As Commissar), Exemplar (500xp)

Exemplar (Full) - The Sergeant grants a +20 bonus by invoking a full-round inspiration test.

Edited by SgtLazarus

Weapon Specialist

Characteristics Bonus - +5 Ballistics Skill OR +5 Weapon Skill

Starting Aptitudes - Ballistic Skill, Weapon Skill, Finesse, Offence, Toughness, Agility.

Starting Skills - Acrobatics OR Survival, Athletics

Starting Talents - Rapid Reload, Deadeye Shot OR Disarm, Weapon Training (Choose 3, not including Heavy)

Specialist Equipment - 4 Frag or Krak grenades, Combat Shotgun OR Good quality Boltgun OR Flamer OR Chapter Favoured Weapon

Starting Wounds - 14 + 1d5

Advances - Weapon Mastery (300xp)*, Precision Suppression (300xp)

Precision Suppression - The Weapon Specialist is well versed in using careful fire to suppress enemies. He may suppress as a full action using a Semi-Automatic weapon with a -20 Ballistics Skill test, invoking a -20 Willpower test on the part of the enemy.

* Weapon Mastery - As Bolter Mastery, but instead, select favoured weapon type.

Edited by SgtLazarus

Apothecary

Characteristics Bonus - +5 Intelligence

Starting Aptitudes - Intelligence, Knowledge, Perception, Social, Weapon Skill, Fieldcraft, Agility, Finesse

Starting Skills - Medicae, Tech-Use OR Logic, Scholastic Lore (Chymistry)

Starting Talents - Jaded OR Orthoproxy, Meditation

Specialist Equipment - Narcethium, Reductor, Medkit.

Starting Wounds - 14 + 1d5

Advances - Enhance Healing (300xp), Create Toxins (400xp)

Edited by SgtLazarus

Are you of a mind to give them all True Grit or would that start pushing them more into the Movie Marines that we all love so much?

Devastator starting talent - Mighty Shot.

Assault starting talent - two weapon wielder (melee)

Operator - Lightning Reflexes

Weapon Specialist - Weapon training (all) + weapon mastery? Too buffed?

Again, spitballing.

True Grit as a universal talent might not be so OP anymore given how hard I hammered down the toughness. That, and Orks get it.

Base specialisations will be limited to T1 talents for the most part to allow Advanced Specialisations to retain their weight.

Taken under advisory however.

Edited by SgtLazarus

Chaplain

Characteristics Bonus - +5 Willpower

Starting Aptitudes - Weapon Skill, Toughness, Defence, Willpower, Social, Perception, Fellowship

Starting Skills - Scrutiny, Command, Inquiry.

Starting Talents - Radiant Presence, Confessor, Unshakeable Faith OR Fearless

Specialist Equipment - Crozius Arcanum

Starting Wounds - 15 + 1d5

Advances - Guardian of Purity (300xp), Brimstone Rhetoric (400xp)

Edited by SgtLazarus

Librarian

Characteristics Bonus - +5 Willpower

Starting Aptitudes - Willpower, Psyker, Perception, Intelligence, Knowledge, Toughness

Starting Skills - Psyniscience, Forbidden Lore (Psykers), Forbidden Lore (The Warp)

Starting Talents - Warp Sense OR Orthoproxy, Warp Conduit

Starting Traits - Psyker, Psy Rating 2

Specialist Equipment - Force Weapon, Psychic Hood

Starting Wounds - 12 + 1d5

Advances - Increase Psy Rating (200 x Psy Rating), Ultimate Sanction (As Sanctioned Psyker)

Edited by SgtLazarus

Scout

Characteristics Bonus - +5 Agility

Starting Aptitudes - Ballistic Skill, Agility, Finesse, Fieldcraft, Perception, Toughness

Starting Skills - Stealth, Awareness

Starting Talents - Deadeye Shot, Sharpshooter OR Stealth Sniper

Specialist Equipment - Combat Shotgun OR Sniper Rifle, Mono Warknife, Scout Armour, Chameleoline Cloak

Starting Wounds - 12 + 1d5

Advances - Terrain Expert (As Guard Scout), Pinpoint Guidance (As Sharpshooter)

Edited by SgtLazarus

Techmarine

Characteristics Bonus - +5 Intelligence

Starting Aptitudes - Intelligence, Knowledge , Tech, Toughness, Defence, Weapon Skill

Starting Skills - Tech-Use, Trade (Armourer) OR Logic, Common Lore (Tech), Forbidden Lore (Adeptus Mechanicus)

Starting Talents - Technical Knock, Mechandrite Use, Weapon Tech

Starting Traits - Mechanicus Implants

Specialist Equipment - Ballistic Mechandrite, Utility Mechandrite, 2 Cybernetics of Common quality or 1 Good.

Starting Wounds - 18 +1d5

Advances - Improve Cover (500xp), Servo-Arm (As Techpriest Enginseer, Mechanical effects only)

Edited by SgtLazarus

Captain

New Aptitudes - Fellowship, Leadership, Social, Intelligence, Weapon Skill, Knowledge, Toughness

New Talents - Air of Authority & Heroic Inspiration OR Stirring Rhetoric

Specialist Equipment - Daemonhammer OR Power Sword & Plasma Pistol, Vocal Implant

Advances - Born Leader & Orders (As Commander)*, Mentor (As Stormtrooper), Favoured Son

Favoured Son (500xp) - As Incinerant Priest's Burning Exemplar, except as a Passive Effect.

*Commander advances only available if the game features comrades.

Edited by SgtLazarus

Champion

New Aptitudes - Weapon Skill, Offence, Strength, Defence, Toughness, Fellowship, Willpower

New Talents - Sure Strike & Takedown OR Crushing Blow

Specialist Equipment - Shield, Power Sword OR Chapter Relic, Plasma Pistol

Advances - Two Against The Odds, Watch My Back (As Brawler)

Edited by SgtLazarus

Dreadnought

*Permanently locked in. Prerequities - Non-Librarian, 0 Fate Points, 5000xp

New Aptitudes - Toughness, Strength, Defence, Offence, Weapon Skill, Ballistic Skill

New Talents - Crushing Blow, Whirlwind of Death

New Traits - Auto-Stabilised, Engine of War, Enormous, Sturdy, Weight of Years

Specialist Equipment - Left Arm; Assault Cannon OR Heavy Bolter OR Lascannon OR Multi-Melta OR Plasma Cannon OR Missile Launcher, Right Arm; Dreadnought Close Combat Arm (W/ Storm Bolter OR Meltagun OR Heavy Flamer) OR Missile Launcher

Advances - Ironclad

Ironclad (1000xp) - The Dreadnought's natural armour rating is improved to that of an Ironclad Dreadnought.

Edited by SgtLazarus

Librarian Dreadnought

*Permanently locked in. Prerequisite - Librarian, 0 Fate Points, 7, 500xp

New Aptitudes - Toughness, Strength, Defence, Offence, Weapon Skill, Ballistic Skill, Willpower

New Talents - Strong Mind, Warp Lock

New Traits - Psyker, Auto-Stabilised, Engine of War, Enormous, Sturdy, Weight of Years, Mindfog*

* -20 to Psychic Focus tests.

Specialist Equipment - Dreadnought Close Combat Arm (w/ Storm Bolter), Dreadnought Force Weapon, Psychic Hood.

Advances - As Librarian

Edited by SgtLazarus

Honour Guard

New Aptitudes - Toughness, Defence, Agility, Weapon Skill, Ballistic Skill, Willpower

New Talents - Sound Constitution (x4) OR Combat Master

Specialist Equipment - Artificer Armour

Advances - Protector (As Stormtrooper), Death Before Dishonour (500xp)

Death Before Dishonour - When an ally within 10m of the Honour Guard is engaged in melee, the Honour Guard receives a +10 bonus to strength and toughness, and enters a controlled Battle Frenzy until either the ally is safe, or dead.

Edited by SgtLazarus

Space Marine rules are done for now unless people want to request specific things. Will leave Chapter Specific Specialisations for some time in the murky future, or if something is specifically requested. Largely trying not to reinvent the wheel.

You are vicious, brother. Well done.

Good vicious or bad vicious lol?

Sid Vicious :)

P.S. Nice work on the SM conversions.

Edited by Robin Graves

Update;

Having had the opportunity to give a good read over Daemon Hunter, I am considering revisiting this thread to implement some Grey Knights specific specialisations for those of you who wish to play such a character.

The Strike Knight, the Purgation Knight and the Purifier. Paladins may or may not make an appearance alongside a regular Terminator class, depending entirely on whether or not I can come up with suitable advances for such.

However, for now, the focus remains on the Adepta Sororitas.

To play as a Grey Knight character, consider adding the Psyker trait, and Psy Rating 2, to your created chapter to achieve this effect.

Grey Knights characters can take all classes except the Assault Marine and the Weapon Specialist. These roles, and additional, are covered by the Grey Knights specific classes to follow.

All Grey Knights can purchase the Increase Psy Rating advance. However, non-Librarian Grey Knights are capped at a maximum Psy Rating equal to their Willpower Bonus.

Edited by SgtLazarus