well im looking for a website or anything that has some stats and such for premade npc characters like Storm Troopers, Space Marines and Sisters of Battle. i've checked out Dark Reign and Heresypedia but really havnt found anything too great especially Sisters of Battle. i have the handbook but i dont want to have to sit there and roll characters i just want a Generic npc.
Generic NPCs Allies
Generic Sister of Battle, hm?
I would try the following:
WS:35 BS:38 ST:35 T:35 AG:35 IN:35 PER:38 WP:42 FEL:33
Talents:
Basic Weapon Training (Primitive, Las, SP, Bolter, Flamer), Pistole Training (Las, SP, Bolter), Melee Weapon Training (Primitive, Chain)
Pure Faith (see IH P50)*, Resistance (Fear), Unshakeable Faith, Armour of Contempt
Skills:
Common Lore (War,Imperium, Imperial Creed+10, Ecclesiarchy+10), Speak Languae (Low Gothic, High Gothic), Performer (Singer), Trade (Copist), Literacy, Scrutiny, Awarness+10, Navigation (Surface),
Wounds: 13
Perhaps not the most correct, but could proof helpfull
I've used the following as a benchmark 'generic marine' for a while now. Changing around the weapon talents and equipment allows you to cover a variety of different kinds of Space Marine:
Generic Astartes Tactical Marine
WS BS S T Ag Int Per WP Fel
47 44 58(8) 35(6) 35(3) 32(3) 44(4) 43(4) 33(3)
Movement: 4/8/12/24; Wounds: 20
Skills: Awareness (Per), Common Lore (Imperium) (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Climb (S), Scholastic Lore (The Astartes) (Int) +10, Intimidate (S), Survival (Int)
Talents: Armour of Contempt, Ambidextrous, Basic Weapon Training (Bolt), Die Hard, Melee Weapon Training (Primitive), Pistol Training (Bolt), True Grit, Fearless.
Traits: Hulking (conferred by armour), Unnatural Strength (x2), Unnatural Toughness (x2)
Armour: Astartes Power Armour (Head 9, Arms 9, Body 9, Legs 9; confers +20 Strength (+2 SB), included above)
Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10 X; Pen 5; Clip 10; Rld Full), Astartes Bolter (100m; S/4/-; 2d10 X; Pen 5; Clip 28; Rld Full), Astartes Combat Blade (as per Mono Short Sword; 1d10+7 R; Pen 2, or as Mono Combat Attachment; 1d10+8 R; Pen 2), 3x MkIII Frag Grenades (24m; S/-/-; 2d10 X; Blast (5)), 3x Krak Grenades (24m; S/-/-; 2d10+4 X; Pen 6)
Gear: Armour Systems (Micro-Bead, Infra-goggles, Photo Visor, Respirator), 2 Bolt Pistol Magazines, 4 Bolter Magazines
It's not strictly background-accurate (Tactical Marines, as defined by the current Space Marine codex, have already served as both Devastator and Assault Marines), but rather a fairly basic representation designed for effect more than anything else.
For other kinds of generic NPC warriors... give me a few minutes, and I'll put something together. As far as I'm concerned, NPCs are not required to follow the career paths, as those exist for Player Characters and Player Characters alone; NPCs instead receive whichever skills, talents, traits and stats are required to represent them. In all cases, adjusting equipment, skills and talents can create a wide range of effects - higher WS and Strength, a +10 in Survival, the addition of Chem-Use and Tracking, less armour and a bigger knife could turn that Guardsman into a Catachan Jungle Fighter, for example, while the Sister Militant becomes a Seraphim by adding Pilot (Jump Pack), Ambidextrous, Two-Weapon Wielder (Ballistic), Gunslinger, a Jump Pack and replacing the Bolter with a Pair of Bolt Pistols.
Imperial Guardsman
WS BS S T Ag Int Per WP Fel
35 35 35(3) 33(3) 31(3) 32(3) 34(3) 33(3) 33(3)
Movement: 3/6/9/18; Wounds: 12
Skills: Awareness (Per), Common Lore (Imperium) (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (Int)
Talents: Basic Weapon Training (Las), Melee Training (Primitive), Pistol Training (Las, SP)
Armour: Guard Flak Armour (Head 4, Arms 4, Body 4, Legs 4)
Weapons: Lasgun (100m; S/3/-; 1d10+3 E; Clip 60; Rld Full; Reliable) with combat attachment (1d10+3 R; Primitive), Autopistol (30m; S/-/6; 1d10+2 I; Clip 18; Rld Full); Knife (1d5+3 R, Primitive), 2x Frag Grenades (9m; S/-/-; 2d10 X; Blast (4))
Gear: 9-70 Entrenching Tool, Backpack, Dog Tags, The Imperial Infantryman's Uplifting Primer, Lamp Pack, assorted other regulation equipment, 4 lasgun charge packs, 2 autopistol clips, Micro-Bead.
Imperial Stormtrooper
WS BS S T Ag Int Per WP Fel
38 42 35(3) 33(3) 36(3) 32(3) 34(3) 41(4) 33(3)
Movement: 3/6/9/18; Wounds: 14
Skills: Awareness (Per), Common Lore (Imperium) (Int), Common Lore (Imperial Creed) (Int), Concealment (Ag), Dodge (Ag), Silent Move (Ag), Speak Language (High Gothic) (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (Int)
Talents: Basic Weapon Training (Las, SP), Melee Training (Primitive), Nerves of Steel, Pistol Training (Las, SP), Rapid Reload
Armour: Stormtrooper Carapace Armour (Head 6, Arms 6, Body 6, Legs 6)
Weapons: Hellgun (110m; S/3/-; 1d10+4 E; Pen 3; Clip 40; Rld 3Full), Autopistol (30m; S/-/6; 1d10+2 I; Clip 18; Rld Full); Mono-Knife (1d5+3 R; Pen 2), 2x Frag Grenades (9m; S/-/-; 2d10 X; Blast (4)), 2x Krak Grenades )9m; S/-/-; 2d10+4 X; Pen 6)
Gear: Backpack, Dog Tags, The Imperial Infantryman's Uplifting Primer, Lamp Pack, assorted other regulation equipment, 2 hellgun charge packs (in backpack), 2 autopistol clips, Targeter for Hellgun, Respirator, Micro-Bead, Grav-Chute, Photo-Visor.
Sister Militant of the Adepta Sororitas
WS BS S T Ag Int Per WP Fel
38 42 55(5) 38(3) 36(3) 32(3) 34(3) 41(4) 33(3)
Movement: 4/8/12/24; Wounds: 14
Skills: Awareness (Per), Common Lore (Ecclesiarchy), Common Lore (Imperium) (Int), Common Lore (Imperial Creed) (Int), Dodge (Ag), Speak Language (High Gothic), Speak Language (Low Gothic) (Int).
Talents: Basic Weapon Training (Bolt, SP), Hatred (Mutants, Psykers, Heretics), Melee Training (Primitive), Nerves of Steel, Pistol Training (Bolt, SP), Resistance (Psychic Powers), Unshakeable Faith.
Traits: Hulking (from Armour, included)
Armour: Sororitas Power Armour (Head 8, Arms 8, Body 8, Legs 8; +20 Strength, Hulking (both included))
Weapons: Godwyn-De'az Pattern Bolter (90m; S/2/-; 1d10+6 X; Pen 4; Clip 30; Rld Full; Tearing), Mono-Knife (1d5+5 R; Pen 2), 2x Frag Grenades (15m; S/-/-; 2d10 X; Blast (4))
Gear: Chaplet Ecclesiasticus, 3 bolter clips, robes, Micro-Bead, Photo-visor, Rebreather.
Note: I chose not to give the Sister Militant the Pure Faith talent, as it requires Fate Points to actually do anything, and NPCs don't generally have Fate Points to spend...
both these posts are great and im gonna use some of these tomorrow thanks guys
I like the stats for Astartes given by N0-1 H3r3 alot better than those made for Brother-Sergeant Agammon in Purge the Unclean . Agammon was so over-the-top that even weapons that you would clearly expect to at least wound an Astartes would have almost no effect.
N0-1 H3r3 Astartes' are still exceedingly powerful but not absolutetly unkillable short of a Meltagun, like Agammon.
Saibot said:
I like the stats for Astartes given by N0-1 H3r3 alot better than those made for Brother-Sergeant Agammon in Purge the Unclean . Agammon was so over-the-top that even weapons that you would clearly expect to at least wound an Astartes would have almost no effect.
N0-1 H3r3 Astartes' are still exceedingly powerful but not absolutetly unkillable short of a Meltagun, like Agammon.
That's deliberate. Agamorr isn't a typical Space Marine. He's a veteran with 30 years of experience in the Deathwatch, before which he would have had decades more of experience in his chapter and been sufficiently noteworthy to have caught the attention of the Deathwatch in the first place. He's an exceptional Space Marine (easily capable enough to have been offered Terminator Honours and maybe even a command position by his Chapter, were he still with them rather than the Deathwatch), with high-quality equipment (consider his armour to be Artificier armour).
Personally, I cound basic and pistol plasma and melta weapons as dealing an extra 1d10 damage over their rulebook stats anyway...
N0-1_H3r3 said:
Saibot said:
I like the stats for Astartes given by N0-1 H3r3 alot better than those made for Brother-Sergeant Agammon in Purge the Unclean . Agammon was so over-the-top that even weapons that you would clearly expect to at least wound an Astartes would have almost no effect.
N0-1 H3r3 Astartes' are still exceedingly powerful but not absolutetly unkillable short of a Meltagun, like Agammon.
That's deliberate. Agamorr isn't a typical Space Marine. He's a veteran with 30 years of experience in the Deathwatch, before which he would have had decades more of experience in his chapter and been sufficiently noteworthy to have caught the attention of the Deathwatch in the first place. He's an exceptional Space Marine (easily capable enough to have been offered Terminator Honours and maybe even a command position by his Chapter, were he still with them rather than the Deathwatch), with high-quality equipment (consider his armour to be Artificier armour).
Personally, I cound basic and pistol plasma and melta weapons as dealing an extra 1d10 damage over their rulebook stats anyway...
What you say is absolutetly correct, but that does hardly explain why the "Body" part of his Power Armour is superiorto "normal" Power Armour by 4 points. An additional 4 in armour is quite a difference in DH, one that can hardly be explained with Astartes Power Armour simply being superior and the advantages of the Black Carapace.
9 or 10 sounds alot more reasonable.
Saibot said:
What you say is absolutetly correct, but that does hardly explain why the "Body" part of his Power Armour is superiorto "normal" Power Armour by 4 points. An additional 4 in armour is quite a difference in DH, one that can hardly be explained with Astartes Power Armour simply being superior and the advantages of the Black Carapace.
9 or 10 sounds alot more reasonable.
Like I said, it's Artificier armour rather than being any normal suit of Astartes power armour - in 40k terms, Artificier Armour about equivalent to Ork Mega Armour (which according to Creatures Anathema, is AV14 to the body in Dark Heresy terms).
Compared to the Guardsman and the Sororitas, your Adeptus Astartes BS and WS seem rather low - a dedicated PC could manage those with two or three advancements.
Eh thats sorta the problem with making NPC's for DH, dedicated players can overturn what we would consider reasonable stats.
I would have to say raise the Astartes WS and BS to 50+ because Dire Avengers are WS 55 and BS 52, use them as a bench mark comparison for the standard Tactical marine. But that's just me, I think the difference from what is suggested is only 3 to 5 pnts so not a huge deal.
Also though, I would give the marine the skills: Dodge, Climb, CL (war), Demolition, Medicae. These guys are fully trained to handle just about any combat circumstance so of course they are going to be skilled at climbing and dodging for cover when needed. They will also know about the great battles of history and how to set a demo charge if needed and every marine knows atleast some first aid. I think giving them those skills will round them out nicely and give you a very realistic Astartes Battle Brother.
Otherwise, I love it. Nicely done, I just hope one day FFG puts out a book with detailed rules for playing a Astartes based game using the DH system.
Cifer said:
Compared to the Guardsman and the Sororitas, your Adeptus Astartes BS and WS seem rather low - a dedicated PC could manage those with two or three advancements.
A dedicated PC follows different rules than the common masses of NPCs when it comes to advancement, though. These are, for all intents and purposes, very rough-and-swiftly written baseline NPC profiles, to be expanded upon and modified as needed for a given situation.
karn987 said:
The Astartes stats I posted are quite old - I roughed them out a while ago, long before Creatures Anathema came out (my estimates for Rangers and Aspect Warriors were quite some way off from what we actually got) - and are, as noted earlier, somewhat inaccurate.
Technically (as per the description in the current Codex: Space Marines), a Tactical Marine is not the 'bottom rung' of what it is to be a full Battle Brother... on the contrary, in Codex chapters, newly initiated brethren (that is, those who have completed their time as Scouts and received their Black Carapace) start as a Bolter-armed Marine in a Devastator squad, then training them in various heavy weapons. After some years, once they've accumulated a decent amount of combat experience facing the enemy at a distance, they're transferred to an Assault squad, to give them experience facing the enemy up close. Only once a Marine has been both a Devastator and an Assault Marine will they be moved to a Tactical Squad, as a Tactical Marine is supposed to be fully conversant and extremely proficient in every form of combat for maximum flexibility.
karn987 said:
Like I said, it's a rough representation - enough to get the point across in mechanical terms without overloading the profile with too many skills and talents to be easy to run. A true Tactical Marine, as described above, will have somewhat better stats and an assortment of additional skills and talents, including but not limited to a whole host of weapon proficiencies covering most or all of the weapons commonly fielded by the Astartes.