Another new forum! I still like the old, dead Black Industries setup. But anyways. I've got in my head that I'm going to run a short mini-campaign in Dark Heresy that revolves around Space Marine PCs and the crazy, over-the-top stuff they get to put up with. Now I have seen the Dark Reign Adeptus Astartes thingy, and I'm not sure I want to go precisely that route. Moreover, I just want to try my hand at creating stuff.
Anyways! I'm going to cut-and-paste my work now. It's a little bit to read, but I'm very much curious to see what you folks think! Think in a constructive way, not in a "Dark Heresy's not meant for marines" way. That's why i'm making up new stuff.
EDIT: Yes, the marines will be big bads out of the gate. I guess that's sort of the point for a marine (which feels weird, I admit.) But it's not like I'll have the players running down little bitty cultists all day. No, a job for puny little acolytes.
EDIT 2: Added Black Templars and Grey Knights traits, updated Dark Angels and Space Wolves traits. Updated the physical description of marines.
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Playing a Space Marine
“Space Marine” is a racial template that gets applied to a character on top of their normal origin. It considerably increases the power of a character, so it is appropriate for marine-only games unless the marine character is running around with very experienced humans (say, a couple thousand experience). If anything, blame GW for making marines such BAMFS.
Space Marine
It is an unimaginably small percentage of people that can become a space marine: each specimen is a paragon of humanity’s potential in body, mind and spirit. These starting skills, talents and traits reflect not only that, but the basic training and genetic implants that are standard to all Space Marines. Please note that these rules start a Space Marine at the end of his training; he has proven himself a worthy neophyte and has served in the scout company for some time and is almost ready for his Black Carapace.
Physical Description
A marine character weighs around 350-450 lbs and stands between 7'0” to 7’5” in height (but is still considered average size out of power armor, if skirting the edge a bit). He may have been initiated as early as 12 years old, but the average marine is in his twenties when his training is complete. Marines can live several hundred years, so such an age may be more appropriate for characters starting at higher experience levels. Marine hairstyle varies greatly from chapter to chapter (and even person to person); a great many marines are bald from age or as a mark of piety, while some keep long, braided locks for as long as is possible. Currently, only a male human can be a space marine due to the nature of the implants used.
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Characteristics
The following characteristics are increased by 5%: weapon skill, ballistic skill, strength, toughness, agility, willpower. For example, a feral world human has a base weapon skill of 20 which is raised to 25 by adding the Space Marine template. A Space Marine gains +3 wounds.
Alternatively, I have been considering allowing stat rolls to automatically contain a "10"... so all stats are the homeworld base +10+1D10.
Skills
A Space Marine gains training in the following skills: Awareness, Climb, Common Lore (Adeptus Astartes), Literacy, Swim, and Tech-Use.
Talents
A Space Marine gains the following talents: Basic Weapon Training (Bolt), Die Hard, Melee Weapon training (Primitive), Pistol Training (Bolt), Resistance (Cold), Resistance (Heat), Unshakeable Faith.
Traits
A space marine is made a Space Marine due to his series of implants that sculpt him into a killing machine that can eat rocks and spit acid. A Space Marine starts with all implants except for the Black Carapace (or any that his chapter does not possess for whatever reason). Most implants are reflected in starting talents and characteristics, so only those that I had to make up rules for are listed below.
Catalepsean Node:
This implant allows the marine to “half sleep” in times of sleep deprivation, resting literally one half of his brain at a time. As such, whenever deprived of normal rest, he can half-rest and remain aware and active (although Characteristic and Skill tests receive a -20% penalty).
Preomnor:
This organ pre-digests even the most inedible or poisonous of materials, allowing a marine to derive sustenance from any matter than he can conceivably chew up and swallow.
Omophagea:
A marine can attempt to absorb an ingested creature’s genetic memories using this organ. He gains a +20% to skills to gain information regarding a creature or its species if he eats (or drinks) at least a fist-sized sample of the creature’s genetic material.
Sus-an Membrane:
A marine that succeeds on a Hard (-30%) willpower test can go into a state of suspended animation. While in this state, he can voluntarily wake without medical assistance (this test is at -30% percent as well), but he will not die regardless of injury unless his brain is removed from his head.
Neuroglottis:
This organ provides a +20% bonus to Perception checks to identify properties of a food or drink such a nutrition, poison, or origin.
Betchers Gland:
A marine has the ability to produce and either salivate or spit a corrosive poison. He is proficient with the spit attack, and can produce approximately three “spits” per hour to a maximum of three. The attack has a range of 15m, has a RoF of single, and does 1D10+2 energy damage with the Toxic quality.
Black Carapace:
(
This trait is purchased during career advancement!)
This implant is required to wear Adeptus Astartes Power Armor, otherwise the wearer is reduced to half agility, only gains half the armor value of the suit, and cannot make use of any of the armor’s internal functions.
Wargear
A space marine is not like a normal character: he lives with his chapter, is provided for by his chapter, and his main occupation is training and fighting. As such, he receives no income, but starts with an allotment of equipment furnished by his brethren. Note that while it “his” equipment, it belongs to the chapter first. Also, he is expected to maintain his wargear in immaculate condition, and it is the gravest dishonor if any piece is lost, stolen, or damaged.
Starting Gear:
Boltgun with 4 clips, bolt pistol with 4 clips, knife, 1 frag grenade, 1 krak grenade, and Adeptus Astartes Carapace Armor.
Careers
A marine does not select a career from the normal list. Instead, he can enter into one of the marine-only career paths that represents the specialized training and focus of a given chapter of Adeptus Astartes. Some chapters may have more of one type of marine than others, but all can be found in a given chapter.
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Chapter Traits
Some chapters have a notoriously stubborn outlook, or may possess incredible beauty, or are die-hard warriors to the end. The following enhancements reflect this. You will notice that these adjustments are a little unbalanced, and may not cover every angle of a Chapter’s reputation, which is by design. The chapters are not always equals, and a space marine character is simply a member of his chapter, not the full embodiment of it.
Black Templars:
+3%WP, +3%WS, -3%BS and the Hatred (Psykers) talent.
Blood Angels:
+3% Fel, training in the Trade (Artist) skill, and the Black Rage trait: whenever a Blood Angel is reduced to half of his maximum wounds, he suffers flashbacks of his primarch’s death and must make a WP test at -20% or fly into a blind rage (as per the Frenzy talent). This lasts for 1D10+2 rounds, and persists even after the enemy has been eliminated (you are hostile and argumentative until you calm down).
Dark Angels:
+3% WP, training in the Academic Knowledge (Tactica Imperialis) skill, the Nerves of Steel talent, and the Hatred (Space Wolves) talent.
Grey Knights:
+3% WP, training in the Forbidden Lore (Demonology) skill, training in the Invocation skill, the Fearless talent, and the Psy Rating 1 talent.
Imperial Fists:
+3% WP, a 10% bonus to the Academic Knowledge (Tactica Imperialis) when dealing with siege warfare or anti-armor tactics, and the Mighty Shot talent.
Iron Hands:
+3% Int, a free +10% advancement to the Tech Use skill, and the character’s left hand is bionic. An iron hand also suffers from a severe case of the disorder “The Flesh is Weak!”
Raven Guard:
+3% Ag, training in the Pilot (civilian craf) and Pilot (military craft) skills, and a +10% bonus to the Academic Knowledge (Tactica Imperialis) when dealing with infiltration, recon, or sabotage.
Salamanders:
+3% T, -3% Ag, the Basic Weapon Training (Flame) talent, and the Cleanse and Purify talent.
Space Wolves:
+3% WS, training in the Survival skill, the Heightened Senses (smell) talent, the Hatred (Dark Angels) talent, and the Hatred (Thousand Sons) talent.
White Scars:
+3% WS, training in the Pilot (civilian craf) and Pilot (military craft) skills, and receive a +10% to WS when fighting from a mount or bike.
Ultramarines:
+3% Fel, training the Command skill, and the Air of Authority talent.
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