IMPERIAL SPACE MARINES
Warhammer 40,000 Character
Power Level 10 ( 165 PP )
The Emperor of Man wrote:They shall be my finest warriors, these men who give themselves to me. Like clay, I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies, and machines such that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear.
ABILITIES
Strength 3
Stamina 5
Agility 3
Dexterity 2
Fighting 6
Intellect 0
Awareness 1
Presence 0
SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+12), Expertise [Codex Astartes] 9 (+10), Intimidation 12 (+12), Perception 5 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 3 (+3), Treatment 5 (+5), Vehicles 6 (+10)
ADVANTAGES
All-Out Attack, Benefit [Ambidextrous], Close Attack (4),
Diehard, Equipment (5), Fearless, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Improved Initiative (1), Power Attack, Quick Draw, Ranged Attack (4), Teamwork,
Trance,
Ultimate Toughness
POWERS
►
Astartes Power Armor (45 PP Base; F: Removable) [ 36 PP Total ][/b]
•
Auto-Senses Enhanced Skills 1 (+2 Perception);
Immunity 5 (Dazzle Effects [5]);
Senses 5 (
Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
•
Ceramite Plating Protection 7 (
E: Impervious [7]) [ 14 PP ]
•
Enhanced Physique Enhanced Ability 2 (+2 STR;
F: Limited to Lifting);
Speed 1 (4 MPH) [ 5 PP ]
•
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity];
F: Limited to when walking/standing on ferrus surface);
Movement 2 (Wall-Crawling;
F: Limited to ferrus surfaces, Limited to zero gravity) [ 3 PP ]
•
Osmotic Gill, Nutrient Recycling, and Bio-Monitor Immunity 10 (Life Support [10]) [ 10 PP ]
•
Vox Link Communication 2 (Radio: Short Range;
E: Subtle [1];
F: Limited to Space Marines in same Company) [ 7 PP ]
•
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]
►
Astartes Gene-Seed Implants [ 17 PP Total ][/b]
•
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
•
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
•
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
•
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
•
Catalepsean Node Immunity 1 (No need for Sleep [1]) [ 1 PP ]
•
Preomnor & Oolitic Kidney Immunity 2 (Diseases [1], Poisons [1];
F: Limited to ingested) [ 1 PP ]
•
Multi-Lung Immunity 1 (Drowning [1]);
Immunity 2 (Gases [2];
F: Limited to Half Effect) [ 2 PP ]
•
Occulobe Senses 1 (
Visual: Extended [1]) [ 1 PP ]
•
Lyman's Ear Senses 1 (
Auditory: Extended [1]) [ 1 PP ]
•
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
•
Neuroglottis Senses 2 (
Olfactory: Acute [1], Analytical [1];
F: Limited to Taste) [ 1 PP ]
•
Mucranoid Immunity 2 (Environmental Heat [1], Environmental Cold [1]
F: Limited to Half Effect) [ 1 PP ]
•
Betcher's Gland Damage 1 (
E: Reach [2], Secondary Effect;
F: Fades, Inaccurate) [ 2 PP ]
•
Black Carapace Feature 2 (Counteracts
Poor Manual Dexterity of Astartes Power Armor) [ 2 PP ]
EQUIPMENT ( 25 EP )
►
Tactical Marine Standard Issue [ 23 EP Total ][/b]
►
A Tactical Squad consists of Five to Ten Tactical Marines, armed with the following:
•
Boltgun Damage 6 (
E: Ranged, Multiattack) [ 18 EP ]
•
AE: Bolt Pistol Damage 4 (
E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
•
AE: Combat Blade Damage 3 (Strength-Based;
E: Accurate [2], Improved Critical [1]) [ 1 EP ]
•
AE: Frag Grenade Damage 5 (
E: Area [30' Burst], Ranged) [ 1 EP ]
•
AE: Krak Grenade Damage 8 (
E: Penetrating [5], Reach [1], Triggered [Timer]) [ 1 EP ]
►
One in five members of each Tactical Squad may replace his Boltgun with one of the following:
•
Flamer Damage 5 (
E: Area [60' Cone], Incurable [1], Secondary Effect);
Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 18 EP ]
•
Plasmagun Damage 6 (
E: Incurable [1], Multiattack, Penetrating [5], Ranged;
F: Side Effect [attacks user on a miss]) [ 18 EP ]
•
Meltagun Damage 8 (
E: Penetrating [5], Ranged;
F: Diminished Range [2], Innaccurate [1]) [ 18 EP ]
►
One in five members of each Tactical Squad may replace his Boltgun with one of the following:
•
Heavy Bolter Damage 6 (
E: Extended Range, Improved Critical [1], Ranged, Multiattack;
F: Activation [Move, -1], Distracting) [ 18 EP ]
•
Plasma Cannon Damage 8 (
E: Area [30' Burst], Incurable [1], Penetrating [9], Ranged;
F: Activation [Move, -1], Side Effect, Unreliable) [ 18 EP ]
•
Multi-Melta Damage 9 (
E: Penetrating [9], Ranged, Secondary Effect [3 Ranks];
F: Diminished Range [1], Distracting, Innaccurate [2]) [ 18 EP ]
•
Lascannon Damage 7 (
E: Penetrating [6], Ranged;
F: Activation [Move, -1], Innaccurate [1]) [ 18 EP ]
•
Missile Launcher (Krak Missile) Damage 7 (
E: Penetrating [5], Ranged;
F: Activation [Move, -1], Innaccurate [1]) [ 17 EP ]
•
AE: Missile Launcher (Frag Missile) Damage 5 (
E: Area [30' Burst], Extended Range [1], Ranged;
F: Activation [Move, -1]) [ 1 EP ]
►
Assault Marine Standard Issue [ 25 EP Total ][/b]
►
An Assault Squad consists of Five to Ten Assault Marines, armed with the following:
•
Jump Pack Leaping 5 (250')
Movement 1 (Safe Fall) [ 7 EP ]
•
Frag Grenade Damage 5 (
E: Area [30' Burst], Ranged) [ 15 EP ]
•
AE: Bolt Pistol Damage 4 (
E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
•
AE: Chainsword Damage 7 (Strength-Based;
E: Improved Critical [3]) [ 1 EP ]
•
AE: Krak Grenade Damage 8 (
E: Penetrating [5], Reach [1], Triggered [Timer]) [ 1 EP ]
►
One in five members of each Assault Squad may replace his Bolt Pistol with one of the following:
•
Hand Flamer Damage 4 (
E: Area [60' Cone], Incurable [1], Secondary Effect);
Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 15 EP ]
•
Plasma Pistol Damage 5 (
E: Penetrating [5], Ranged) [ 15 EP ]
►
Devastator Marine Standard Issue [ 20 EP Total ][/b]
►
A Devastator Squad consists of Five to Ten Devastator Marines, armed with the following:
►
All Devastator Marines replace one rank of their Equipment
Advantage with the Improved Aim
Advantage.
•
Boltgun Damage 6 (
E: Ranged, Multiattack) [ 18 EP ]
•
AE: Bolt Pistol Damage 4 (
E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
•
AE: Frag Grenade Damage 5 (
E: Area [30' Burst], Ranged) [ 1 EP ]
►
Up to four members of each Devastator Squad may replace his Boltgun with one of the following:
•
Heavy Bolter Damage 6 (
E: Extended Range, Improved Critical [1], Ranged, Multiattack;
F: Activation [Move, -1], Distracting) [ 18 EP ]
•
Plasma Cannon Damage 8 (
E: Area [30' Burst], Incurable [1], Penetrating [9], Ranged;
F: Activation [Move, -1], Side Effect, Unreliable) [ 18 EP ]
•
Multi-Melta Damage 9 (
E: Penetrating [9], Ranged, Secondary Effect [3 Ranks];
F: Diminished Range [1], Distracting, Innaccurate [2]) [ 18 EP ]
•
Lascannon Damage 7 (
E: Penetrating [6], Ranged;
F: Activation [Move, -1], Innaccurate [1]) [ 18 EP ]
•
Missile Launcher (Krak Missile) Damage 7 (
E: Penetrating [5], Ranged;
F: Activation [Move, -1], Innaccurate [1]) [ 17 EP ]
•
AE: Missile Launcher (Frag Missile) Damage 5 (
E: Area [30' Burst], Extended Range [1], Ranged;
F: Activation [Move, -1]) [ 1 EP ]
DEFENSE
Dodge (6)
Base 3
Parry: (8)
Base 2
Fortitude: (12)
Base 7
Toughness: (5/12)
——
Will: (8)
Base 7
WORKSHEET
Attack: 12 Effect: 3 Total: 15 (Unarmed)
Attack: 14 Effect: 6 Total: 20 (Boltgun)
Attack: 16 Effect: 4 Total: 20 (Bolt Pistol)
Attack: 10 Effect: 10 Total: 20 (Chainsword)
Attack: 14 Effect: 6 Total: 20 (Combat Blade)
Attack: —— Effect: 5 Total: 5 (Flamer)
Attack: —— Effect: 5 Total: 5 (Frag Grenade)
Attack: 14 Effect: 6 Total: 20 (Heavy Bolter)
Attack: 10 Effect: 8 Total: 18 (Krak Grenade)
Attack: 12 Effect: 8 Total: 20 (Meltagun)
Attack: —— Effect: 5 Total: 5 (Missile Launcher, Frag)
Attack: 12 Effect: 7 Total: 19 (Missile Launcher, Krak)
Attack: 10 Effect: 9 Total: 19 (Multi-Melta)
Attack: —— Effect: 8 Total: 8 (Plasma Cannon)
Attack: 14 Effect: 6 Total: 20 (Plasmagun)
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 8 Tough: 5/12 Total: 11/20
Fort: 12 Will: 8 Total: 20
ABILITIES [ 40 pp ] +
SKILLS [ 31 pp ] +
ADVANTAGES [ 22 pp ] +
POWERS [ 53 pp ] +
DEFENSES [ 19 pp ] =
165 PP TOTAL
Background:
In the grim darkness of the 41st Millennium, Mankind is assailed on all sides by civil strife, alien invasion, and the foul servants of dread gods. Only one force can stand against this unending threat - the superhuman Space Marines. Forged through forgotten science and strengthened by the rigors of duty and training, the destiny of the Space Marines is an eternity of battle, bringing the Emperor's justice to every corner of the galaxy and ensuring the survival of Mankind.
Formally known as the Adeptus Astartes, but known also as the Angels of Death, they are the most powerful of all human warriors. In many respects they are not really human at all, but superhuman beings forged by genetic modification, arduous training, and the rigors of strict discipline. Space Marines are the embodiment of the Emperor's will -- their roaring boltguns bring death to the enemies of Mankind, their presence in battle the difference between life and death.
Space Marines are organized into a thousand independent armies, called Chapters, spread throughout the galaxy. Each Chapter is further organized into ten or so Companies, each an a powerful fighting force on its own. Each Chapter has its own ships, its own heraldry, and its own distinct identity and traditions. Unlike all other military formations within the Imperium, a Space Marine Chapter is entirely self-sufficient, with its own forges, warships, support facilities, and support personnel. Space Marine Chapters truly answer to no authority outside their own ranks, although cooperation with the Inquisition, Departmento Munitorm, and the Navigator Houses isn't uncommon.
The superhuman abilities of the Space Marines allow them to fight with a tenacity that lies far beyond the capabilities of lesser men, laying down a lethally accurate hail of bolter fire until the foe lies broken and beaten. The Battle Brothers of the Adpetus Astartes cannot rest behind walls or fortifications -- this they leave to the Imperial Guard. Seek, strike, secure -- this is the combat doctrine of the Space Marines. They conduct the most dangerous and crucial of assaults, leading lightning raids behind enemy lines, seizing vital positions, and slaying enemy warlords to render opposing troops leaderless.
Build Notes:
This build represents the "rank and file" of most Space Marine Chapters. Under the standard Codex Astartes organization scheme, these would be the guys in the Second through Ninth Companies. There are nominally ten Space Marines per Squad and ten Squads per Company. Each Squad is led by an experienced Marine given the rank of Sergeant, with truly experienced leaders promoted to Veteran Sergeant. The stats above should be good enough to represent "regular" Sergeants, although you might want to give him a unique weapon. I plan to have other builds in the future for Veteran Space Marines (Vet Sergeants, as well as Sternguard and Vanguard Vets), Terminators, Scouts, and the various specialists and commanders, like Apothecaries and Librarians. I may eventually get to the rest of the 40K menagerie, with Orks, Eldar, and the rest. No promises as to a time frame though!
Mini-Rant:
I've been a fan of the popular war-game
Warhammer 40,000 ever since I was introduced to it with its first edition in the Summer of 1990. The game has gone through a number of updated editions over the decades and been spun-off into role-playing games, video games, novels, radio plays, t-shirts, and just about everything short of a feature film** or tv show. If you've been involved in any of the traditional geek hobbies like RPGs or video games for more than a few months, I can almost guarantee you've come across "40K" in some form or another. The "poster boys" for the whole deal is without any doubt the iconic Imperial Space Marines. Despite the fact that several great official RPGs set in the 40K universe exist, I have always had fun adapting them into the M&M system. Needless to say, the grim darkness of the 41st Millennium is a stark difference in tone from all but the dourest of Iron Age comic book settings, but I've always imagined it could be fun to have a superheroic Earth invaded by a warpstorm tossed Chapter of Space Marines.
A single Battle Brother has the raw power to go toe-to-toe with most superheroes and a full ten-man Squad of them would probably give most Avengers or Justice Society line-ups a solid challenge. A full-scale planetary assault by a full Battle Company, with the Tanks, Dreadnoughts, Aircraft, and attached assets drawn from the supporting Companies would probably be as big a threat as anything else the Justice League of America has ever dealt with.
*
Treat as a combination of Expertise: History and Expertise: Tactics, but limited only to those taught by the Space Marine's own Chapter.
**
Although if you can track down a copy of the German fan film Damnatus I highly recommend it!
BATTLE COMPANY MASS COMBAT
Demi-Squad (Five Marines): Attack 4, Damage 7, Defense 2, Toughness 3, Initiative 2, Morale 2
Squad (Ten Marines): Attack 5, Damage 8, Defense 2, Toughness 4, Initiative 2, Morale 3
Demi-Company (Fifty Marines): Attack 7, Damage 10, Defense 2, Toughness 6, Initiative 2, Morale 5
Company (One Hundred Marines): Attack 9, Damage 12, Defense 2, Toughness 8, Initiative 2, Morale 7