Space Marines (PEACH)

By Plushy, in Only War Beta

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

Librarians should get some more XP for psychic powers.

Librarians need WT (Force).

Devastators need WT(Heavy) and WT(Las or Flamer).

Krak and Frag Granades have the same blast radius, I think Krak Granades should have no or a much smaller blast radius then frag granades.

The Astartes Lascannon needs Proven(3) or it is weaker then the IG Lascannon.

I don't think there's a Jump Pack in OW so you'd need to stat that out if you want people to use this without DW.

The same goes for the Servo Arm

-in BC the xp debt was around 8k in deathwatch it was 13k so id say probably closer to 8k with the 1k to spend at generation.

What is the baseline for comparison here? Black Crusade or Deathwatch?

Mercucio said:

What is the baseline for comparison here? Black Crusade or Deathwatch?

Ah, these were based off of Black Crusade. The specalizations took inspiration from Deathwatch, but not much else.

Hmm instead of giving all space marines a bunch of aptitudes in common and then giving each speciality one additional aptitudes how about giving each one it's own list.

Okay what the hell does (PEACH) stand for?

WittyDroog said:

Okay what the hell does (PEACH) stand for?

Please evaluate and critique honestly.

Gotcha. It was bugging the hell out of me.

I would give the Apothecary the option to have a Chainsword or a Bolter just to make it more in line with the iconic apothecary from the Table Top. And the standard Power armor used by loyal marines, the mark 7 armor, gives 10 AP to body and 8 every place else.

Unholy_Ravager said:

Hmm instead of giving all space marines a bunch of aptitudes in common and then giving each speciality one additional aptitudes how about giving each one it's own list.

I actually like the way Plushy did this! I had posted on another thread that all SM's were essentially the same until they became Veterans and gained their "true" specialty. This method actually reflects that while giving the Nod to the fact that a character's personal aptitude will have been there all along. Nice job! aplauso.gif

And just curious: What does PEACH stand for??? serio.gif

Hmm perhaps, they should have a small pool of aptitudes in common. Like 1 or 2, and then rest be specific to each type.

Radwraith said:

Unholy_Ravager said:

Hmm instead of giving all space marines a bunch of aptitudes in common and then giving each speciality one additional aptitudes how about giving each one it's own list.

I actually like the way Plushy did this! I had posted on another thread that all SM's were essentially the same until they became Veterans and gained their "true" specialty. This method actually reflects that while giving the Nod to the fact that a character's personal aptitude will have been there all along. Nice job! aplauso.gif

And just curious: What does PEACH stand for??? serio.gif

Please Evalutate And Critique Honestly!

Thank you for the kind words!