Adeptus Astartes (With common sense)

By Drakar, in Dark Heresy

BrotherHostower said:

A 10+ year veteran sergeant is easily upstaged by a number of other ranks of space marine (terminators, captains, chaplains, librarians, techmarines, etc), so BS Ag would actually BE a good starting point to look at things.

Except that Brother-Sergeant Agamorr isn't just any veteran of a decade of warfare - he's over two centuries old, for one thing. He's capable enough to have been selected for Deathwatch service (which demonstrates a particular level of prowess above and beyond most Marines), and has since spent the last thirty years in the Deathwatch being a specialist alien-killer (having stayed on after the normal ten-year term).

He's a two-hundred-year-old Marine picked to be a part of the Astartes Special Forces unit who serve as the Chamber Militant of the Ordo Xenos. An average Battle Brother he is not.

And that's before you consider his equipment.

In stating out marines as baseline NPCs I think you need to compare them to what's out there already:

I'd say take the statline for a killsquad trooper from the DH main book and add +10 to WS, BS, S & T and add unnatural strength and unnatural toughness and you're reaching a good starting point.

I've put together the following. I plan to add more - sergeants and veterans and so forth - but these are the first few steps along the path (as per the current Codex: Space Marines, a Marine trains as a Devastator first, then as an Assault Marine, and then combines what he's learnt as both and becomes a Tactical Marine).

Scout Marine
WS BS S T Ag Int Per WP Fel
38 38 33(6) 33(6) 35 33 33 33 33

Movement: 3/6/9/18; Wounds: 16

Skills: Awareness (Per), Ciphers (War Cant) (Int), Climb (S), Common Lore (Imperium) (Int), Common Lore (War) (Int), Concealment (Ag), Demolition (Int), Dodge (Ag), Drive (Ground Vehicle) (Ag), Intimidate (S), Medicae (Int), Silent Move (Ag), Speak Language (High Gothic) (Int), Speak Language (Low Gothic) (Int), Speak Language (native), Survival (Int), Swim (S), Tech-Use (Int), Tracking (Int)

Talents: Basic Weapon Training (SP, Bolt), Double Team, Exotic Weapon Proficiency (Needle Rifle), Fearless, Heavy Weapon Training (Bolt, Launcher), Heightened Senses (Sight, Hearing), Light Sleeper, Melee Weapon Training (Primitive), Pistol Training (Bolt), Rapid Reload, Total Recall, True Grit.

Traits: Spit Acid (as per Corrosive Bile mutation), Unnatural Strength (x2), Unnatural Toughness (x2)
Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10 X; Pen 5; Clip 10; Rld Full; Tearing, Reliable), 3x Frag Grenades (18m; S/-/-; 2d10+2 X; Blast (5)), 3 Krak Grenades (18m; S/-/-; 2d10+6 X; Pen 6) and one of the following:
• Astartes Bolter (100m; S/3/-; 2d10 X; Pen 5; Clip 28; Rld Full; Tearing, Reliable)
• Automatic Combat Shotgun (30m; S/3/-; 1d10+4 I; Clip 18; Rld Full; Scatter)
• Mono-Sword (1d10+6 R; Pen 2; Balanced)
• Needle Rifle (180m; S/-/-; 1d10 R; Clip 6; Rld 2Full; Accurate, Toxic)
• Heavy Bolter with Bipod (120m; -/-/10; 2d10 X; Pen 5; Clip 60; Rld 2Full; Tearing)

Armour: Scout Carapace Armour (Arms 6, Body 6, Legs 6)

Equipment: Rebreather, Photo-visor, Comm-Bead, Chameleoline cloak, Magnoculars, two bolt pistol magazines, two magazines for additional ranged weapon (if applicable).

Threat Rating: Hereticus Minoris

Initiate
WS BS S T Ag Int Per WP Fel
38 38 53(8) 33(6) 35 33 33 33 33

Movement: 4/8/12/24; Wounds: 16

Skills: Awareness (Per), Ciphers (War Cant) (Int), Climb (S), Common Lore (Imperium) (Int), Common Lore (War) (Int), Concealment (Ag), Demolition (Int), Dodge (Ag), Drive (Ground Vehicle) (Ag), Intimidate (S), Medicae (Int), Silent Move (Ag), Speak Language (High Gothic) (Int), Speak Language (Low Gothic) (Int), Speak Language (native), Survival (Int), Swim (S), Tech-Use (Int), Tracking (Int)

Talents: Basic Weapon Training (SP, Bolt), Double Team, Exotic Weapon Proficiency (Needle Rifle), Fearless, Heavy Weapon Training (Bolt, Launcher), Heightened Senses (Sight, Hearing), Light Sleeper, Melee Weapon Training (Primitive), Pistol Training (Bolt), Rapid Reload, Total Recall, True Grit.

Traits: Spit Acid (as per Corrosive Bile mutation), Unnatural Strength (x2), Unnatural Toughness (x2)

Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10 X; Pen 5; Clip 10; Rld Full; Tearing, Reliable), 3x Frag Grenades (24m; S/-/-; 2d10+2 X; Blast (5)), 3 Krak Grenades (24m; S/-/-; 2d10+6 X; Pen 6), Astartes Bolter (100m; S/3/-; 2d10 X; Pen 5; Clip 28; Rld Full; Tearing, Reliable), Combat Knife (1d5+8; Pen 2)

Armour: Astartes Power Armour (All 8)

Equipment: Two bolt pistol magazines, two bolter magazines, armour systems and autosenses.

Threat Rating: Hereticus Minoris

Devastator Marine
WS BS S T Ag Int Per WP Fel
38 43 58(8) 38(6) 35 33 38 38 33

Movement: 4/8/12/24; Wounds: 18
Skills: Awareness (Per) +10, Ciphers (War Cant) (Int), Climb (S), Common Lore (Imperium) (Int), Common Lore (War) (Int), Concealment (Ag), Demolition (Int), Dodge (Ag), Drive (Ground Vehicle) (Ag), Intimidate (S), Medicae (Int), Silent Move (Ag), Speak Language (High Gothic) (Int), Speak Language (Low Gothic) (Int), Speak Language (native), Survival (Int), Swim (S), Tech-Use (Int) +10, Tracking (Int)

Talents: Basic Weapon Training (SP, Bolt), Double Team, Exotic Weapon Proficiency (Needle Rifle), Fearless, Heavy Weapon Training (Bolt, Las, Launcher, Melta, Plasma), Heightened Senses (Sight, Hearing), Light Sleeper, Melee Weapon Training (Primitive), Mighty Shot, Pistol Training (Bolt), Rapid Reload, Total Recall, True Grit.

Traits: Spit Acid (as per Corrosive Bile mutation), Unnatural Strength (x2), Unnatural Toughness (x2)

Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10+2 X; Pen 5; Clip 10; Rld Full; Tearing, Reliable), 3x Frag Grenades (24m; S/-/-; 2d10+2 X; Blast (5)), 3 Krak Grenades (24m; S/-/-; 2d10+6 X; Pen 6), Combat Knife (1d5+8; Pen 2) and any one of the following:
• Heavy Bolter (120m; -/-/10; 2d10+2 X; Pen 5; Clip 60; Rld 2Full; Tearing)
• Lascannon (300m; S/-/-; 5d10+12 E; Pen 10; Clip 5; Rld 2Full)
• Missile Launcher with Frag (250m; S/-/-; 2d10+6 X; Blast (6); Clip 1; Rld Full) and Krak (250m; S/-/-; 4d10+10 X; Pen 12; Clip 1; Rld Full) Missiles.
• Multi-Melta (60m; S/-/-; 5d10+12 E; Pen 16; Clip 10; Rld 2Full; Blast (2))
• Plasma Cannon (180m; S/-/-; 3d10+12 E; Pen 8; Clip 24; Rld 2Full; Overheats, Recharge, Unreliable, Blast (4)) or (180m; S/-/-; 5d10+12 E; Pen 8; Clip 1; Rld 2Full; Overheats, Recharge, Unreliable, Blast (4)) on full power.

Armour: Astartes Power Armour (All 8)

Equipment: Two bolt pistol magazines, two magazines for heavy weapon (4 frag missiles, 4 krak missiles for Missile Launcher), armour systems and autosenses, Targeter for Heavy Weapon.

Threat Rating: Hereticus Majoris

Assault Marine
WS BS S T Ag Int Per WP Fel
43 43 58(8) 38(6) 40 33 38 38 33

Movement: 5/10/15/30; Wounds: 20

Skills: Awareness (Per) +10, Ciphers (War Cant) (Int), Climb (S), Common Lore (Imperium) (Int), Common Lore (War) (Int) +10, Concealment (Ag), Demolition (Int), Dodge (Ag) +10, Drive (Ground Vehicle) (Ag) +10, Drive (Skimmer) (Ag), Intimidate (S), Medicae (Int), Pilot (Jump Pack) (Ag), Silent Move (Ag), Speak Language (High Gothic) (Int), Speak Language (Low Gothic) (Int), Speak Language (native), Survival (Int), Swim (S), Tech-Use (Int) +10, Tracking (Int)

Talents: Basic Weapon Training (SP, Bolt, Flame), Crushing Blow, Double Team, Exotic Weapon Proficiency (Needle Rifle), Fearless, Heavy Weapon Training (Bolt, Las, Launcher, Melta, Plasma), Heightened Senses (Sight, Hearing), Light Sleeper, Melee Weapon Training (Chain, Primitive), Mighty Shot, Pistol Training (Bolt, Plasma), Rapid Reload, Total Recall, True Grit.

Traits: Spit Acid (as per Corrosive Bile mutation), Unnatural Strength (x2), Unnatural Toughness (x2)

Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10+2 X; Pen 5; Clip 10; Rld Full; Tearing, Reliable), 3x Frag Grenades (24m; S/-/-; 2d10+2 X; Blast (5)), 3 Krak Grenades (24m; S/-/-; 2d10+6 X; Pen 6), Combat Knife (1d5+10 R; Pen 2) and Chainsword (1d10+10 R; Pen 2; Tearing)

Armour: Astartes Power Armour (All 8)

Equipment: Two bolt pistol magazines, armour systems and autosenses, Jump Pack

Threat Rating: Hereticus Majoris

Tactical Marine
WS BS S T Ag Int Per WP Fel
43 43 58(8) 38(6) 40 38 38 38 38

Movement: 5/10/15/30; Wounds: 22

Skills: Awareness (Per) +10, Ciphers (War Cant) (Int), Climb (S), Common Lore (Imperium) (Int), Common Lore (War) (Int) +10, Concealment (Ag), Demolition (Int), Dodge (Ag) +10, Drive (Ground Vehicle) (Ag) +10, Drive (Skimmer) (Ag), Intimidate (S), Medicae (Int), Silent Move (Ag), Speak Language (High Gothic) (Int), Speak Language (Low Gothic) (Int), Speak Language (native), Survival (Int) +10, Swim (S), Tech-Use (Int) +10, Tracking (Int) +10
Talents: Basic Weapon Training (SP, Bolt, Flame, Plasma, Melta), Crushing Blow, Double Team, Exotic Weapon Proficiency (Needle Rifle), Fearless, Heavy Weapon Training (Bolt, Las, Launcher, Melta, Plasma), Heightened Senses (Sight, Hearing), Light Sleeper, Melee Weapon Training (Chain, Primitive), Mighty Shot, Pistol Training (Bolt), Rapid Reload, Total Recall, True Grit.

Traits: Spit Acid (as per Corrosive Bile mutation), Unnatural Strength (x2), Unnatural Toughness (x2)

Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10+2 X; Pen 5; Clip 10; Rld Full; Tearing, Reliable), 3x Frag Grenades (24m; S/-/-; 2d10+2 X; Blast (5)), 3 Krak Grenades (24m; S/-/-; 2d10+6 X; Pen 6), Combat Knife (1d5+10 R; Pen 2) and one of the following:
• Astartes Bolter (100m; S/3/-; 2d10 X; Pen 5; Clip 28; Rld Full; Tearing, Reliable)
• Flamer (30m; S/-/-; 1d10+6 E; Pen 4; Clip 6; Rld 2Full; Flame)
• Plasma Gun (100m; S/2/-; 2d10+8 E; Pen 6; Clip 20; Rld 2Full; Unreliable, Recharge)
• Meltagun (30m; S/-/-; 3d10+7 E; Pen 12; Clip 8; Rld 2Full)
• Heavy Bolter (120m; -/-/10; 2d10+2 X; Pen 5; Clip 60; Rld 2Full; Tearing)
• Lascannon (300m; S/-/-; 5d10+12 E; Pen 10; Clip 5; Rld 2Full)
• Missile Launcher with Frag (250m; S/-/-; 2d10+6 X; Blast (6); Clip 1; Rld Full) and Krak (250m; S/-/-; 4d10+10 X; Pen 12; Clip 1; Rld Full) Missiles.
• Multi-Melta (60m; S/-/-; 5d10+12 E; Pen 16; Clip 10; Rld 2Full; Blast (2))
• Plasma Cannon (180m; S/-/-; 3d10+12 E; Pen 8; Clip 24; Rld 2Full; Overheats, Recharge, Unreliable, Blast (4)) or (180m; S/-/-; 5d10+12 E; Pen 8; Clip 1; Rld 2Full; Overheats, Recharge, Unreliable, Blast (4)) on full power.

Armour: Astartes Power Armour (All 8)

Equipment: Two bolt pistol magazines, two magazines for primary weapon (4 frag missiles, 4 krak missiles for Missile Launcher, 4 magazines for Bolter), armour systems and autosenses.

Threat Rating: Hereticus Majoris

The 'armour systems and autosenses' are as follows:

Armour Systems:

  • Food/Water supply sufficient for 6 weeks,
  • Oxygen supply and air filtration unit: counts as Gas Mask and Rebreather; Rebreather has sufficient air for 18 hours and self-replenishes in an atmosphere.
  • De-tox auto-injector with 5 doses.
  • Self-Contained/Self-Regulated Atmosphere: Wearer suffers no penalties for extreme cold or heat, and is immune to the effects of vacuum so long as all parts of the armour are worn.
  • Magnetic/semi-adhesive boots: +10 to Agility Tests made to maintain footing in treacherous or slick environments, can walk normally in low or zero-gravity.
  • Thermal waste dissipaters: can be used as limited manoeuvring thrusters in zero-gravity, allowing the wearer to propel himself with a Movement of 6.

Autosenses:

  • Thought-activated multi-frequency comm-link (can also be used with helm grille as voice amplifier)
  • Infra-red goggles
  • Photo-visor
  • Chrono
  • Magnoculars
  • Auspex
  • Armour and weapon status (+20 on all tests to repair armour and weapons - both Tech-Use tests and BS tests to un-jam weapons)
  • Biological readouts (transmitted to brethren in the field; improves the difficulty of Medicae tests performed by other Astartes by one step)
  • Audio filtering system (+20 on hearing-based Perception tests, immune to the deleterious effects of sudden loud noises, etc)
  • Weapon autosense link (can see and aim from a weapon's integral auto-sight, +10 BS when Aiming)

As with normal Power Armour, it grants 8 AP to all locations, increases the wearer's size to Hulking (increased movement included above), and adds +20 to the wearer's strength. Following the way Brother-Sergeant Agamorr's Strength Bonus appears to have been calculated in Purge the Unclean, this increase in Strength appears to be applied after Unnatural Strength is figured out, so a Strength 38 Space Marine in his armour (Strength 58) has a Strength Bonus of 8 ((3x2)+2) instead of the 10 a Strength 58 creature with Unnatural Strength (x2) would normally have. If you choose to interpret it differently (using the total strength score for Unnatural Strength), then increase all the above-listed Strength bonuses by 2. In the above NPC profiles, Strength scores modified by armour are marked in Italics.

Finally, all of the above damage values listed for weapons include any bonuses for the Mighty Shot and Crushing Blow talents.

Bilateralrope said:

What about Nerves of Steel ? (reroll failed tests to resist or overcome pinning)

Yeah, that's the one! Couldnt remember it off the top of my head, only put about 1/2hr into that one, simply because they're something I just don't really have a use for in my current game.

Nerves of steel and 40 Wp still means that Astartes will be pinned occasionally, even by normal autoguns that really can't hurt them. Besides it doesen't help one bit against daemons and horrible xenos that Space Marines encounter fairly often (compared to the rest of the Imperium).

I'll admit I don't know much non-DH WH40k fluff, but do Space Marines generally wet their pants and run screaming away when encountering Genestealers, minor daemons, or Warp Entities?

Fearless on the other hand means that they will stay and fight, and even have a hard time disengaging because of their fervent loyalty.

It would be different in 40k anyway, as there you could face vast armies of horrible creatures and fear could kick in when losing etc., while in DH every scary bastard you see causes you to have to test against fear, meaning mr 40 WP space marine and his buddies will almost always run away or be otherwise affected when seeing a bunch og genestealers or such.

If brother agamorr in Twilight didn't have fearless he would probably have embarrassed himself in front of the acolytes several times. That's no fun.

Marines get "shaken", you can break their morale just as you can any other troop type- but its fairly unlikely that they'll actually break and run off the battlefield. They simply stop advancing if they're faced with scary things or its raining bullets and artillery, or be pushed back a bit.

They aren't 'Fearless' as per the DH Talent as Joe Average, basic marine. However, they do have a really solid command structure with some individuals possessing the equivalent of some DH talents like 'Iron Discipline', 'Air of Authority' and 'Into the Jaws of Hell' which would make them effectively fearless for all intents and purposes.