Still need to figure out the xp debt these blokes suffer.
SPACE MARINE STARTING ABILITIES
All Space Marine characters begin play with the
following Skills, Talents, Traits, and Equipment.
Characteristics: 2d10+30 for all.
Starting Skills: Athletics, Awareness, Common Lore (War), Dodge, Forbidden Lore (Adeptus Astartes), Linguistics (Low Gothic, High Gothic, Battlemark), Navigate (Surface), Operate (Surface) or Operate (Aeronautica), Parry.
Starting Talents: Ambidextrous, Bulging Biceps, Weapon Training (Bolt, Chain, Low-Tech,) Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance (Cold, Heat, Poisons), Unarmed Warrior.
Starting Traits: Amphibious, Unnatural Strength (+4), Unnatural Toughness (+4).
Starting Equipment: Astartes Power Armour (8 AP all), Astartes Bolt Pistol and 3 magazines, Astartes Combat Knife, 3 Astartes Frag Grenades, 3 Astartes Krak Grenades
Starting Apitutdes: Weapon Skill, Ballistic Skill, Strength, Toughness, Offence or Finesse, Fieldcraft
Important gear (Astartes have a +20 to acquire Astartes weaponry)
Astartes Bolt Pistol (Pstiol; 30m; S/2/-;1d10+9 X; Pen 4; Clip 8; Tearing; Reload Full; Very Rare)
Astartes Bolter (Basic; 100m; S/3/-;1d10+9 X; Pen 4; Clip 24; Tearing; Reload Full; Very Rare)
Astartes Lascannon (Heavy; 300m; S/-/-; 5d10+10 E; Pen 10; Clip 10; Reload 2 Full; Extremely Rare)
Astartes Heavy Flamer (Heavy; 30m; S/-/-; 1d10+12 E; Pen 6; Clip 15; Reload 2 Full Flame, Spray; Extremely Rare)
Astartes Heavy Bolter (Heavy; -/-/6; 150m;1d10+12 X; Pen 5; Clip 60; Tearing; Reload Full; Very Rare)
Astartes Chainsword (1d10+3; Pen 3; Balanced, Tearing; Extremely Rare)
Astartes Chainaxe (1d10+5; Pen 3; Tearing; Extremely Rare)
Astartes Combat Knife (1d10; Pen 2)
Astartes Frag Grenade (2d10+2 X Blast (4) Scarce)
Astartes Krak Grenade (2d10+4 X Pen 2 Blast (4) Rare)
Assault Marine/Raptor
Characteristic Bonus: +5 WS
Starting Aptitudes: Agility
Starting Skills: Operate (Jump Pack)
Starting Talents: Berserk Charge or Street Fighting
Starting Equipment: Astartes Chainsword or Astartes Chainaxe, Jump Pack
Starting Wounds: 18+1d5
Special Ability: Add 1d5 damage to Charge attacks.
Devastator Marine/Havoc
Characteristic Bonus: +5 BS
Starting Aptitudes: Defense
Starting Skills:
Starting Talents: Deadeye Shot or Technical Knock
Starting Equipment: Astartes Heavy Bolter or Astartes Heavy Flamer or Astartes Lascannon; backpack ammunition
Starting Wounds: 18+1d5
Special Ability: When firing a Heavy weapon from cover, the Devastator/Havoc gains the Sturdy trait and +10 to all Ballistic Skill tests.
Tactical Marine/Chosen
Characteristic Bonus: +5 Per
Starting Aptitudes: Leadership
Starting Skills: Command
Starting Talents: Air of Authority or Double Team
Starting Equipment: Astartes Bolter and 4 magazines, +1 of each kind of grenade
Starting Wounds: 18+1d5
Special Ability: The Tactical/Chosen gains +10 to Ballistics Skill tests and deals an extra +2 damage when using Bolt weapons.
Apothecary
Characteristic Bonus: +5 Int
Starting Aptitudes: Knowledge
Starting Skills: Medicae
Starting Talents: Chem-Geld or Takedown
Starting Equipment: Astartes Bolter and 3 magazines, Reductor, Narthecium (+20 Medicae test on Astartes)
Starting Wounds: 18+1d5
Special Ability: Restore an extra 1d5 Wounds whenever healing someone else.
Librarian
Characteristic Bonus: +5 WP
Starting Aptitudes: Psyker
Starting Skills: Psyniscience
Starting Talents: Warp Sense or Chem-Geld
Starting Traits: Psy Rating 3, 400xp of Psychic Powers
Starting Equipment: Astartes Bolter and 3 magazines, Force Sword
Starting Wounds: 18+1d5
Techmarine
Characteristic Bonus: +5 Int
Starting Aptitudes: Tech
Starting Skills: Tech-Use
Starting Talents: Electro-Graft Use, Mechadendrite Use (Servo-Arm), Technical Knock or Weapon-Tech
Starting traits: Mechanicus Implants
Starting Equipment: Astartes Bolter and 3 magazines, Servo-Arm
Starting Wounds: 18+1d5