Space Marine

By Thinh Nguyen, in Rogue Trader Gamemasters

I'm trying to think up stats for a single Space Marine. I'm trying to kill off the team as fast as possible and want a different excuse for this other than that a meteor comes and blows up the city they are in.

In all honestly I just want to mess with them a bit but if they are dumb enough to try and take on a Crazy space marine who has been locked up in a 5x5 10foot of steel reinforced concrete room that has no way in or out except to breathe I'll let them. And I want the chances that they come out alive to be "unlikely."

I thought maybe

ws bs s t ag int per will fel

60 60 50 50 40 35 40 60 30

plus unnatural toughness and strength. with like Best-quality Terminator armor.

So is this not deadly enough, or too deadly, or what is the final opinion?

If you wanted some "fluff" to justify making a seriously badass Space Marine...you could make him one of the Dark Angels that got scattered during the fall of Caliban during the Horus Heresy.

And perhaps his stasis pod has mal-functioned or he's otherwise been exposed to the warp so he's rather insane.

At that point you can pretty much make whatever stats you feel are appropriate and strap on some TT inspired, semi-unique wargear and call it a TPK.

If your players are fond of flamers or melta weapons, an alternative can be some ork commandos with plenty of explosives on them. Ideally indoors to maximize the chunky salsa...

Though I wonder why you've deicded to go for a TPK - if it's because the PCs did something oustandingly stupid, their demise should come from their own errors rather than that sort of orbital cow-dropping. And if it's a problem with the players, maybe you should fist try to discuss it out first. What you're plannning as a potential to give the players a 'the GM's pissed at us and gets back by killing our characters' vibe that can poison further games.

Oh and a technical point ; if there's only breathing hole, how comes he isn't dead from lack of food and water ? Using a heavy comabt servitor or a dreadnought (if you absolutely want to go the space marine route) will bypass the problem, all you'll need is a power outlet.

Without copying the stats in DeathWatch I can tell you that your stats seem accurate enough. One thing though. Use Heavy Bolter stats for the Space Marines Bolter, his puny combat knife will be equivalent of a mono sword. Power armor is just as normal Power armor. Don't forget to add talents like Swift Attack etc and remmber that a Space Marine does not die easily. Even critially injured it keeps fighting on like there is no tomorrow. Ignore effects on Critical hits and don't forget to add true grit.

But to be honest, just talk to your players and tell them why you like to start anew. Imo, that is always the best course of action.

I've got to agree with the previous posters, you are being passive aggressive about this. Just talk to your players and work something out.

No we more or less have been doing this kind of retarded crap to each other from the beginning, previously it was only minor things like giving the bosses +10 or 15 to half their vital stats or giving mooks power-ups across the board. And furthermore it was suggested by the players themselves that I try to make something to kill them. It started back when we misunderstood the advancement scheme from Dark Heresy when we though it leveled up +5, +10, +15, +20 and the psyker ended up with a willpower of something like 90, the Scum had a fellowship of 60 something, and the Arbitrator had a BS of 85 +/-. It first started when we killed a boss way too easy so the next adventure all the bosses and mooks were something like 50% stronger than the book said they should be, and last episode ended with the Tech-priest in critcals on the ground taking shot after shot and not dying with his 70 toughness and 6 armor. So essential the challenge back then was to make something to kill us and this time I'm trying to lightly kill their Rogue trader characters (completely different characters but still ungodly difficult to kill). We have only ever had one character die and that was an assassin that would charge headlong into danger.

Well to be helpful, here are a couple things.

Not only do the Marines have their physical stats in the 50+ range, they mostly have the unnatural characteristic.

Remember, thye basically have NO truly VITAL organs except the brain, everything is redundant.

Wounds clot almost IMMEDIATELY. Cutting out a throat or stabbing one in the heart does DIDDLY SQUAT, as blood loss is not a concern. They have no fear and don't react to pain. (halve or quarter all criticals)

Each one is has decades of military training and experience. They are trained in every aspect of warfare, every tactic, and have experience using them. A Marine isn't a monster to be thrown against your players, he is a dangerous tactical mastermind, a master of the games of war.

Despite how they are often portrayed, marines are SNEAKY STEALTHY &*#$%s who are NOT afraid to use camoflauge. They are agile, fast, and fully capable of out performing Solid Snake in black ops. The colorful armor they are usually depicted wearing is used for shock assaults (their most common tactic), but they are trained in all aspects of warfare.

Speaking of shock assaults, why do they charge right in in brightly colored armor with a chainsword in one hand? Because they want to be SEEN! They are immune to most small arms fire and twice as large and fast as most humans, and the chainsword just adds to the image. They can afford to charge into weapons fire swinging a chainsword around.

This brings us to their most powerful ability, a trait they have engineered over 10k years: to most of the galaxy they are terrifying angels of death strait out of legend. They charge in wearing brightly colored armor and swinging around a chainsword not because they want to be SEEN and FEARED. Most humans and aliens will break or even refuse to field when a marine enters the fray. Entire planetary systems will surrender when they arrive. Such is the reputation of fear and awe they have engineered. (conider giving them a fear rating and having any troops below veteran level refuse to enter combat or break at the site of a marine).

Finally, remember all of their weapons are more powerful than the standard RT weapons. Everything is bigger and better.

Wow I though I could pull this guy out as a little surprise to these guys but the more I hear about them I want to slap one in as the boss if they decide to take particularly brutal and evil paths. Thanks guys!

In my opinion the 'monster in a can' route can be better served with servitors (or maybe a Man of Iron leftover from... way before). OR if you'r interested into close up, brutal and none-too clever mayhem, go for the orks.

They're naturally resilient and combat hungry. They're also very fond of big, louf explosions. Add to the mix some particularly clever Mekboy's contraption and you can have some pretty nasty 'bully of the day' moments. Even better from a GM's perspective; ork hardware will perform poorly, if at all, when used by non-orks. Which neatly solves the 'if I give that to the bad guy,, it'll end up in the PC's hands if it doesn't kill them' issue.

About the Space Marine smallest weapon. His Combat Knife will do D10+14 pen 2.....

And using Astartes gear? Not only is it a death penalty to wield it. It is also too heavy and cumbersome for normal humans plus non astartes gain -30 thanks to rebellious machine spirits. On avarage you need to do 25 (wounds) + 16 (critical damage as they only get half of it) before they stop fighting.

I would put my bet on a Genestealer cult. Have their ship infiltrated by a single mature genestealer and watch the crew go slowly hostile as the stealer does more and more kiss of the genestealer. want to be real nasty but in a few mature and one cult primarch. You crew is mostly done for, there is nowhere on the ship they can hide safely since they can claw their way through moslty any metal.

Event better have a lictor stalk the players, they are as good as dead.

Insanity is pretty neat to get ride of players too, just make them see too much stuff. They eventually loose the player all together. Some things can be resisted others can't. Willingly taking part of a heretical ritual (see the black pearl quest) will always cost a sanity point etc.