Warhammer 40,000 (Roboute Guilliman)

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Woodclaw
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Re: Warhammer 40,000 (Sternguard)

Post by Woodclaw »

Batgirl III wrote: Mon May 28, 2018 3:23 pm There’s essentially five “levels” of Space Marine:
  • Neophytes who have been selected for training. Standard doctrine is to use them as Scouts, but Chapterslike the Black Templars and Space Wolves do things differently.
  • Initiates who are full Battle Brothers, these are your standard Space Marines. There are degrees of rank and they will work their way up over decades or centuries of service, but in game terms not much difference between a them.
  • Veterans are Battle Brothers with extensive service records, often more than a century or two, recognized for extraordinary skill and/or leadership potential. They serve as Veteran Sergeants I’d Initiate Squads, assist Company Commanders in Command Squads, or are formed into the “all veteran” Sternguard, Vanguard, and Terminator Squads. (Again, that’s the standard doctrine. Dark Angels, Space Wolves, and others do things a little different.)
  • Specialists are Marines who are singled out from their neophyte cadre early on to be given unique training. These guys are nominally not part of a Company, forming their own command structure, but in practice they are usually attached to a specific Company and will fight alongside it for centuries. These are the Apothecaries, Tech-Marines, Librarians, Chaplains, and so forth.
  • Leadership every Company is led by a Captain and every Chapter is led by a Chapter Master. Although on paper all Captains are of equal rank, they will differ to the more experienced among them when there is a dispute. As a general rule, the senior Captain leds the First Company and the least seniority leds the Tenth Company. Exceptions occur commonly enough that it’s not even eyebrow raising, but it is the default.
The basic structure of the Space Marine Chapter is to have ten Companies, each made up of ten squads of ten marines (plus Leadership, Command Squad, and other Support). So approximately 100 “fighting men” per Company and probably half-again as many “supporting men.” (Bearing in mind that the “support” guy driving the APC is still a full-fledged Space Marine. Even the REMF is a goddamn super-solider.)

The specifics vary from Chapter to Chapter, even the (in)famously by-the-book Ultramarines differ from the textbook structure in a few unique ways. Chapters like the Dark Angels or Blood Angels differ from it more significantly... And guys like the Space Wolves and Black Templars ignore it completely.
When I wrote my own chapter, years ago, I went for an hybrid structure, using the basic 10 companies codex rule, but each company (except the first) had its own scout units, and the 10th was a hybrid recon-tactical reserve company. The basic idea was that the chapter was highly dispersed and so each company was meant to operate on its own.
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Re: Warhammer 40,000 (Sternguard)

Post by Gamebook »

Given the widespread fandom for 40K evident from this thread I'm surprised we haven't seen more builds from the setting before now. But then there are so many cool settings in popular culture and only a relatively small number of heavy posters on these boards. Your return Batgirl III has definitely injected new vigor into the forum.
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Space Marine Terminator

Post by Batgirl III »

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SPACE MARINE TERMINATORS
Warhammer 40,000 Character
Power Level 12 ( 190 PP )

"They'll never get in. Even a chain fist wouldn't break down that barricade."

A pale blue glow appeared in the corner.

"You'd think they'd try though. I mean, they're not even trying to get in."

The glowing blue mist rapidly coalesced. The crunch of metal echoed from behind them.

"What was that?"

The dark shape, now solid, raised an assault cannon and tore the two men apart in one fluid motion. A communicator cut through the static:

++Teleportation complete. Targets terminated. Awaiting further instructions.++
ABILITIES
Strength 3 (7; Lifting: 8)
Stamina 5
Agility 3
Dexterity 2
Fighting 8
Intellect 0
Awareness 1
Presence 0

SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+14), Expertise [Codex Astartes] 11 (+12), Intimidation 12 (+12/+14), Perception 7 (+10), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 5 (+5), Treatment 5 (+5), Vehicles 6 (+10)

ADVANTAGES
All-Out Attack, Benefit (Ambidextrous, Status [2]; 3), Close Attack (4), Diehard, Equipment (8), Fearless, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Improved Initiative (1), Power Attack, Quick Draw, Ranged Attack (4), Teamwork, Trance, Ultimate Toughness

POWERS
Tactical Dreadnought Armor( 55 PP Base; F: Removable) [ 44 PP Total ]
Ceramite Plating & Crux Terminatus Protection 5 (E: Impervious [9]) [ 14 PP ]
Enhanced Physique Enhanced Ability 1 (+1 STR; F: Limited to Lifting) [ 1 PP ]
Large Size Growth 4 (+4 STR, +4 STA; +4 Mass, +1 Size; +2 Intimidation, -2 Defenses) [ 8 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 ]
Sensorium Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 8 (Visual: Communication Link [Squad Members; 1], Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]; Radio: Communication Link [Squad Members; 1]; Radio [1]) [ 14 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 ]
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 ]

Chapter Trait [ 1 PP Total ]
All Veteran Marines select one rank of the following Chapter Traits:
Blood Angels Enhanced Advantage 1 (Seize Initiative) [ 1 PP ]
Dark Angels Enhanced Advantage 1 (Ultimate Willpower) [ 1 PP ]
Imperial Fists Enhanced Advantage 1 (Improved Defense) [ 1 PP ]
Raven Guard Enhanced Skill 1 (+2 Stealth) [ 1 PP ]
Raptors Enhanced Advantage 1 (Improved Aim) [ 1 PP ]
Space Wolves Enhanced Advantage 1 (Tracking) [ 1 PP ]
Ultramarines Enhanced Advantage 1 (Ultimate Expertise [Codex Astartes]) [ 1 PP ]

EQUIPMENT ( 40 EP )
Tactical Terminator Standard Issue [ 40 EP Total ]
Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack, Penetrating [2]) [ 22 EP ]
Terminator Power Fist Damage 9 (Strength-based; E: Improved Critical [2], Penetrating [6]; F: Inaccurate [2]) [ 15 EP ]
Auspex Sensor Senses 3 (Radio: Detect Lifeforms, Ranged [2], Radio [1]) [ 3 EP ]

The Sergeant leading the squad must replace his Terminator Power Fist with one of the following:
Terminator Power Sword Damage 7 (Strength-Based; E: Improved Critical [2], Penetrating [6]; F: Inaccurate [1]); Enhanced Advantage 1 (Weapon Break) [ 15 EP ]

One member of the squad may replace his Storm Bolter with one of the following:
Assault Cannon Damage 6 (E: Improved Critical [2], Ranged, Multiattack, Penetrating [2]) [ 22 EP ]
Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 22 EP ]

One member of the squad may replace his Terminator Power Fist with all of the following:
Targeter Enhanced Advantage 1 (Improved Aim; E: Affects Others, Area [30' Burst]; F: Limited to Ranged Attacks) [ 2 EP ]
Cyclone Missile Launcher (Krak) Damage 7 (E: Penetrating [5], Ranged; F: Unreliable [5 Uses]) [ 12 EP ]
AE: Cyclone Missile Launcher (Frag) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged; F: Unreliable [5 Uses]) [ 1 EP ]

Assault Terminator Alternate Issue [ 25 EP Total ]
Terminator Assault Marines replace three ranks of their Equipment Advantage with the following:
► • Advantage 3 (Improved Smash, Takedown [2]) [ 3 PP ]
Dual Lighting Claws Damage 9 (Strength-Based; E: Improved Critical [4], Penetrating [6], Split [3]) [ 22 EP ]
Auspex Sensor Senses 3 (Radio: Detect Lifeforms, Ranged [2], Radio [1]) [ 3 EP ]

Assault Terminator Alternate Issue [ 30 EP Total ]
Terminator Assault Marines replace three ranks of their Equipment Advantage with the following:
► • Advantage 3 (Improved Smash, Takedown [1]) [ 2 PP ]
Thunder Hammer Damage 9 (Strength-based;E: Penetrating [6]; F: Distracting [1], Inaccurate [2]); Affliction 6 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned; F: Limited to Two Degrees) [ 15 EP ]
Storm Shield Enhanced Defense (+4 Dodge); Impervious Toughness 11 [ 15 EP ]

DEFENSE
Dodge (8/6) Base 5
Parry: (12/10) Base 4
Fortitude: (12/16) Base 7
Toughness: (5/14) ——
Will: (8) Base 7

WORKSHEET
Dodge: 8/6 Tough: 5/14 Total: 17/24
Parry: 12/10 Tough: 5/14 Total: 17/24
Fort: 12/16 Will: 8 Total: 20/24


ABILITIES [ 44 pp ] +
SKILLS [ 34 pp ] +
ADVANTAGES [ 27 pp ] +
POWERS [ 62 pp ] +
DEFENSES [ 23 pp ] =
190 PP TOTAL

Background:
All Space Marine Chapters maintain a number of suits of the revered and rightly feared Tactical Dreadnought Armor or Terminator Armor, as it is more commonly known. The Armor is massively bulky and contains a full exo-skeleton arrangement of fibre bundles and adamantium rods to support the heavy gauge plasteel and ceramite plates that form the outer carapace. A wearer of Terminator Armor can move and operate with remarkable freedom and agility considering the sheer mass of the actual armor.

Terminator suits are very valuable and often very old, many dating back to the Dark Age of Technology. Since then, however, much of the technology of their manufacture has been lost and each Chapter treasures their supply of Terminator suits as religiously as their Chapter relics and artifacts. The Terminator Armor and weapons are kept in a special armory annexed to the First Company's chapel, which only members of the First Company and selected senior commanders may enter.

It is a great honor for a Space Marine to wear a suit of Terminator Armor into battle and they are reserved for use by proven veterans. Before a Space Marine may wear Terminator Armor he must be elevated to the Chapter's First Company and serve with great distinction once there. Any member of the First Company is a hero to his Chapter, but those with Terminator Honors are first amongst equals.

It is quite common for Terminators to be teleported into battle from the Space Marines' battle-barge. This gives Space Marine commanders a number of tactical options: the Terminators can be teleported onto a planet to form a beachhead for a Space Marine strike force, or they can be kept in reserve and teleported into the battle as and when they are required. This teleportation is not a function of the Tactical Dreadnought Armor, but rather of the Chapter's space ships. As such, this is the sort of thing that GM's will need to handwave. (I am not going to try to create game stats for 40K scale spacecraft!)
VETERAN COMPANY MASS COMBAT
Demi-Squad (Five Marines): Attack 6, Damage 8, Defense 4, Toughness 4, Initiative 4, Morale 5
Squad (Ten Marines): Attack 7, Damage 9, Defense 4, Toughness 5, Initiative 4, Morale 6
Demi-Company (Fifty Marines): Attack 9, Damage 11, Defense 4, Toughness 7, Initiative 4, Morale 8
Company (One Hundred Marines): Attack 11, Damage 13, Defense 4, Toughness 9, Initiative 4, Morale 10
Last edited by Batgirl III on Fri Jun 01, 2018 6:40 pm, edited 1 time in total.
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Space Marine Bikers

Post by Batgirl III »

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SPACE MARINE BIKERS
Warhammer 40,000 Character
Power Level 10 ( 175 PP )

Lion El'Jonson, Primarch of the Dark Angels wrote:Strike fast and suddenly. Attack without warning. Remember always, a war is easily won if your enemy does not know he is fighting.
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] 8 (+8), Intimidation 12 (+12), Perception 5 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 4 (+4), Treatment 3 (+3), Vehicles 8 (+12)

ADVANTAGES
All-Out Attack, Benefit (Ambidextrous), Close Attack (4), Diehard, Equipment (14), Fearless, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Improved Initiative (1), Power Attack, Quick Draw, Ranged Attack (4), Skill Mastery (Vehicles), Teamwork, Trance, Ultimate Toughness

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 ( 70 EP )
Bike Squad Standard Issue [ 18 EP Total ][/b]
A Bikes Squad consists of Three to Eight Space Marine Bikers and up to one Attack Bike
All Space Marine Bikers are armed with the following:
Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]
AE: Chainsword Damage 7 (Strength-Based; E: Improved Critical [3]) [ 1 EP ]
AE: Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [Timer]) [ 1 EP ]

One Space Marine Bikers in the squad may replace his Bolt Pistol, Chainsword, and Grenades 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 ]
Space Marine Bike wrote: Space Marine Bike
Equipment Rank 10 ( 50 EP )

VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 6 [ 2 EP ]
Speed: 5 (60 MPH) [ 5 EP ]
Defense: 8 [ 1 EP ]
Toughness: 12 [ 14 EP ]

VEHICLE POWERS
Armored Hull Impervious Toughness 7 [ 7 EP ]
Twin-Linked Bolters Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 20 EP ]
Space Marine Attack Bike wrote: Space Marine Attack Bike
Equipment Rank 14 ( 70 EP )

VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 7 [ 3 EP ]
Speed: 5 (60 MPH) [ 5 EP ]
Defense: 8 [ 1 EP ]
Toughness: 12 [ 14 EP ]

VEHICLE POWERS
Armored Hull Impervious Toughness 7 [ 7 EP ]
Sidecar Feature 1 (The passenger and driver may both operate their weapons independently) [ 1 EP ]
Twin-Linked Bolters Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 20 EP ]

A Space Marine Attack Bike must be equipped with one of the following:
Heavy Bolter Damage 6 (E: Extended Range, Improved Critical [1], Ranged, Multiattack; F: Activation [Move, -1], Distracting) [ 18 EP ]
Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [3 Ranks]; F: Diminished Range [1], Distracting, Innaccurate [2]) [ 18 EP ]
DEFENSE
Dodge (6) Base 3
Parry: (8) Base 2
Fortitude: (12) Base 7
Toughness: (5/12) ——
Will: (8) Base 7

WORKSHEET
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 8 Tough: 5/12 Total: 13/20
Fort: 12 Will: 8 Total: 20


ABILITIES [ 40 pp ] +
SKILLS [ 21 pp ] +
ADVANTAGES [ 32 pp ] +
POWERS [ 53 pp ] +
DEFENSES [ 19 pp ] =
175 PP TOTAL

Background:
Well armed and highly mobile, Space Marine Bike Squadrons make excellent reconnaissance troops and are used to seize forward positions before the enemy can reach them. A common upgrade is to add a sidecar, both to carry an extra Space Marine and to allow a separate gun mounting. A sidecar can carry a larger weapon for the passenger to fire, such as a heavy bolter or multi-melta. Individual Attack Bikes are usually attached to Space Marine bike squadrons for fire support, but are sometimes organized into squads of their own. More akin to mobile heavy weapon platforms, these Attack Bike Squadrons combine the speed and flexibility of a bike unit with the firepower of a Devastator squad.
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Re: Warhammer 40,000 (Terminators, Bikers)

Post by L-Space »

Woss dis? A thread fer zoggin' uumies?! *grumbles*
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Re: Warhammer 40,000 (Terminators, Bikers)

Post by Batgirl III »

L-Space wrote: Thu May 31, 2018 9:14 pm Woss dis? A thread fer zoggin' uumies?! *grumbles*
Oi! Shut yer gob, ya git. We'ze gotta have someone to shoot at, `roit? Ain't no fun just crumpin' Grots an uvver Orks, izzit? Besides, da Beakies is wot brings in all da Teef for Gee-Dubs. So Batgurl hasta stat them up first, eh?
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Space Marine Chaplains

Post by Batgirl III »

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SPACE MARINE CHAPLAIN
Warhammer 40,000 Character
Power Level 11 ( 180 PP )

Chaplain Fergus Nils, Black Templars wrote:As our bodies are armored with adamantium, our souls are protected with loyalty. As our bolters are charged with death for the Emperor's enemies, our thoughts are charged with with wisdom. As our ranks advance, so does our devotion, for are we not Space Marines? Are we not the chosen of the Emperor, his loyal servants unto death?
ABILITIES
Strength 3
Stamina 5
Agility 3
Dexterity 2
Fighting 8
Intellect 0
Awareness 2
Presence 1

SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+14), Expertise [Codex Astartes] 10 (+10), Expertise [Chapter Cult] 8 (+8), Intimidation 13 (+14), Perception 6 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 3 (+3), Treatment 3 (+3), Vehicles 5 (+8)

ADVANTAGES
All-Out Attack, Benefit (Ambidextrous, Status [2]), Close Attack (4), Diehard, Equipment (4), Fearless, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Improved Initiative (1), Inspire (1), Leadership, Power Attack, Quick Draw, Ranged Attack (4), Teamwork, Trance, Ultimate Toughness

POWERS
Astartes Power Armor Device ( 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 ferrous surface); Movement 2 (Wall-Crawling; F: Limited to ferrous 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 (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 per 100]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [-1 per 100]) [ 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 ]

Chapter Trait [ 1 PP Total ][/b]
All Chaplains must select one rank of the following Chapter Traits:
Blood Angels Enhanced Advantage 1 (Seize Initiative) [ 1 PP ]
Dark Angels Enhanced Advantage 1 (Ultimate Willpower) [ 1 PP ]
Imperial Fists Enhanced Advantage 1 (Improved Defense) [ 1 PP ]
Raven Guard Enhanced Skill 1 (+2 Stealth) [ 1 PP ]
Raptors Enhanced Advantage 1 (Improved Aim) [ 1 PP ]
Space Wolves Enhanced Advantage 1 (Tracking) [ 1 PP ]
Ultramarines Enhanced Advantage 1 (Ultimate Expertise [Codex Astartes]) [ 1 PP ]

EQUIPMENT ( 15 EP )
Space Marine Chaplain Standard Issue Wargear ( 20 EP )
Rosarius Impervious Toughness 3 (F: Noticeable [1]) [ 2 EP ]
Crozius Arcanum Damage 7 (Strength-Based; E: Improved Critical [2], Penetrating [6]; F: Inaccurate [1]); Enhanced Advantage 1 (Weapon Break) [ 15 EP ]
• AE: Master-Crafted Bolt Pistol Damage 4 (E: Accurate [2], Improved Critical [1], Multiattack, Ranged) [ 1 EP ]
• AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
• AE: Krak Grenade Damage 8 (F: Penetrating [5], Reach [1], Triggered [timer; 1]) [ 1 EP ]

A Space Marine Chaplain 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 ]
Inferno Pistol Damage 7 (E: Penetrating [5], Ranged; F: Diminished Range [3], Inaccurate [1]) [ 15 EP ]
Plasma Pistol Damage 5 (E: Penetrating [5], Ranged) [ 15 EP ]

A Space Marine Chaplain may be given one of the following, for the noted incread in Power Points:
Jump Pack Enhanced Advantage 2 (Equipment 2) Leaping 5 [250'], Movement 1 [Safe Fall]) [ +2 PP ]
Space Marine Bike Enhanced Advantage 10 (Equipment 10; See Space Marine Bike Squad entry for details) [ +10 PP ]

DEFENSE
Dodge (6) Base 3
Parry: (10) Base 2
Fortitude: (12) Base 7
Toughness: (5/12) ——
Will: (8) Base 6

WORKSHEET
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 10 Tough: 5/12 Total: 15/22
Fort: 12 Will: 8 Total: 20


ABILITIES [ 48 pp ] +
SKILLS [ 35 pp ] +
ADVANTAGES [ 25 pp ] +
POWERS [ 54 pp ] +
DEFENSES [ 18 pp ] =
180 PP TOTAL

Background:
The first Space Marine Chapters were founded centuries before the development of the Imperial cult and the dominion of the Adeptus Ministorum. As a result every Space Marine Chapter has its own cult practices and its own priests, known as Chaplains. Whereas the Adeptus Ministorum has gradually extended its influence over all the many thousands of individual cults that once existed throughout the galaxy, it has never been able to influence the Space Marine cults, which remain as stubbornly individualistic today as they ever were. Other civilian cults are denounced as heresy, and their adherents rooted out by the Ministorum's troops, but the Space Marine Chaplains care nothing for the ravings of the Ecclesiarchy and ignore the dictates of the Imperial cult in favor of their own ancient traditions.

Chaplains administer the rites of their Chapter, performing the ancient ceremonies of Initiation and Vindication, as well as leading their brethren through the prayers of faith and sacred psalms of the Emperor. It must not be forgotten that Space Marines are devout warriors. Their faith in the divinity of the Emperor is as vital to them as their skills at arms, and their spiritual life is deep and complex. The Chaplains accompany their brothers into war, chanting the liturgies of battle as they lead the way into the ultimate consummation of battle and death.

Chaplains are sinister and forbidding figures in battle. They wear macabre skull masks depicting the face of the imperator mordant and their black power armor is heavily bedecked with icons and symbols of death. They wield the deadly Crozius Arcanum, both a rod of office and a lethal combat weapon. This righteous and most holy instrument symbolizes the importance of battle to Space Marines. It normally takes the form of a heavily adorned power maul often topped with an imperial eagle or winged skull. The final symbol of the Chaplain's office is the treasured Rosarious, a symbolic gift from the Ecclesiarchy to express spiritual unity in spite of deep differences in creed. The most common form of the Rosarius is a Crux Terminatus richly embellished with gemstones and precious metals. Concealed inside it is a potent personal shield generator that symbolically bestows the blessed prayers of protection from the faithful for their champions to triumph in the battle against evil.

Mini-Rant
Space Marine Chaplains are one third of the traditional "Big Three" of leadership units available to Space Marine players: Librarians, Chaplains, and Captains. Librarians are usually seen as being mostly useful for defense against enemy psykers and are powerful ranged attackers in the own right. Captains are sort of "The Mario," as they have a great stat line and a very wide variety of equipment options to tailor them as needed. Chaplains are pretty much pure melee beat sticks, not only are they above average in close combat themselves, but they have a host of special rules that greatly enhance the close combat capability of their allies. As Warhammer 40,000 moves from one edition to the next, the relative usefulness of each of these leaders has varied with time. In editions where melee was optimal, the Chaplain shined, in others he faded into disuse. One thing has remained a constant however: he always looks \,,/, FUKKEN METAL! ,\,,/ I swear, when a player places a well-painted Chaplain mini on the table you can hear the guitar riff.
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Re: Warhammer 40,000 (Terminators, Bikers)

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Batgirl III wrote: Thu May 31, 2018 9:41 pm Oi! Shut yer gob, ya git. We'ze gotta have someone to shoot at, `roit? Ain't no fun just crumpin' Grots an uvver Orks, izzit? Besides, da Beakies is wot brings in all da Teef for Gee-Dubs. So Batgurl hasta stat them up first, eh?
'Ey yooz da boss, jus' seemed a bit ter uumie friendley in 'ere. Seein' awl theyz oogley uumies puts meeb in a scrappin mood. Me'll jus' go wurk on mi shoota until s'time ter kills sumthing.
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Space Marine Librarians

Post by Batgirl III »

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SPACE MARINE LIBRARIAN
Warhammer 40,000 Character
Power Level 11 ( 235 PP )

Apocrypha of Eons, Verse XXI, Chapter LXI (Appendix cii) wrote:Your fate is to know that which may not be known, to look into those places of darkness and desolation and know that horrors look back upon you. Speak not to your brothers of such things, but use the gifts you have been given, by the Emperor himself, to blast and sear and rend and banish all those who would deny us our destiny.
ABILITIES
Strength 3
Stamina 5
Agility 3
Dexterity 2
Fighting 8
Intellect 0
Awareness 2
Presence 1

SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+14), Close Combat [Force Weapons] 4 (+16), Expertise [Codex Astartes] 8 (+8), Expertise [Chapter History] 5 (+5), Expertise [Forbidden Lore] 5 (+5), Intimidation 11 (+12), Perception 6 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 3 (+3), Treatment 3 (+3), Vehicles 5 (+8)

ADVANTAGES
Benefit (Ambidextrous, Status [3]), Close Attack (4), Diehard, Equipment (3), Favored Foe [Psykers], Fearless, Improved Critical [Unarmed] (1), Improved Initiative (1), Leadership, Power Attack, Quick Draw, Ranged Attack (4), Ritualist [uses Expertise: Forbidden Lore], Teamwork, Trance, Ultimate Toughness, Ultimate Will

POWERS
Force Sword (15 PP Base; E: Indestructible [1], Restricted to Natural Psykers [1]; F: Easily Removable) [ 11 PP Total ]
Psi-Powered Damage 3 (Strength-based, E: Alternate Resistance [Will], Improved Critical [3], Penetrating [3]; F: Check Required [Will, DC 11]) [ 14 PP ]
AE: Unpowered Damage 3 (Strength-based, E: Improved Critical [1]) [ 1 PP ]

Psychic Hood (25 PP Base; F: Removable) [ 20 PP Total ]
Amplified Psyker Senses Senses 1 (Mental: Extended [1]) [ 1 PP ]
Deny the Witch Nullify 8 (Psychic Effects; E: Area [Perception], Concentration, Simultaneous; F: Side Effect [If Resisted: Affliction 8 Resist: Will; Conditions: Psychic Senses impaired, disabled, unaware; E: Cumulative; F: Limited to One Sense]) [ 24 PP ]

Natural Psyker [ 9 PP Total ]
Psyker Senses Senses 6 (Mental: Acute [2], Detect Minds [Ranged; 2], Extended [–1 per 100'; 1], Psychic Awareness [1]) [ 6 PP ]
Psyker Training Impervious Will 3 [ 3 PP ]

Combat Psyker Talents (Array) [ 13 PP Total ]
Astropath Communication 5 (Mental: Unlimited Range; E: Subtle [1], Rapid [1]; F: Check Required [Will, DC12], Side Effect [If Unreliable triggers: Affliction 5 Resist: Will; Conditions: Psychic Senses impaired, disabled, unaware; E: Cumulative; F: Limited to One Sense], Unreliable) [ 10 PP ]
AE: Hammerhand Damage 8 (E: Alternate Resistance [Will], Improved Critical [2], Penetrating [5], Reach [1]; F: Side Effect [If Unreliable triggers: Affliction 8 Resist: Will; Conditions: Psychic Senses impaired, disabled, unaware; E: Cumulative; F: Limited to One Sense], Unreliable); Enhanced Advantage 2 (Precise Attack; Cover and Concealment) [ 1 PP ]
AE: Psychic Probe Mind Reading 8 (E: Cumulative, Subtle [2]; F: Side Effect [If Resisted: Affliction 8 Resist: Will; Conditions: Psychic Senses impaired, disabled, unaware; E: Cumulative; F: Limited to One Sense]) [ 1 PP ]
AE: Smite Damage 8 (E: Alternate Resistance [Will], Area [60' Cone]; F: Side Effect [If Unreliable triggers: Affliction 8 Resist: Will; Conditions: Psychic Senses impaired, disabled, unaware; E: Cumulative; F: Limited to One Sense], Unreliable); Enhanced Advantage 2 ( Precise Attack; Cover and Concealment) [ 1 PP ]

Astartes Power Armor Device ( 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 ferrous surface); Movement 2 (Wall-Crawling; F: Limited to ferrous 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 (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 per 100]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [-1 per 100]) [ 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 ]

Chapter Trait [ 1 PP Total ][/b]
All Chaplains must select one rank of the following Chapter Traits:
Blood Angels Enhanced Advantage 1 (Seize Initiative) [ 1 PP ]
Dark Angels Enhanced Advantage 1 (Ultimate Willpower) [ 1 PP ]
Imperial Fists Enhanced Advantage 1 (Improved Defense) [ 1 PP ]
Raven Guard Enhanced Skill 1 (+2 Stealth) [ 1 PP ]
Raptors Enhanced Advantage 1 (Improved Aim) [ 1 PP ]
Space Wolves Enhanced Advantage 1 (Tracking) [ 1 PP ]
Ultramarines Enhanced Advantage 1 (Ultimate Expertise [Codex Astartes]) [ 1 PP ]

EQUIPMENT ( 15 EP )
Space Marine Librarian Standard Issue Wargear ( 15 EP Total )
Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ 13 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]) [ 1 EP ]

A Space Marine Librarian may be given the following, for the noted incread in Power Points:
Space Marine Bike Enhanced Advantage 10 (Equipment 10; See Space Marine Bike Squad entry for details) [ +10 PP ]

DEFENSE
Dodge (6) Base 3
Parry: (10) Base 2
Fortitude: (12) Base 7
Toughness: (5/12) ——
Will: (10) Base 8

WORKSHEET
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 10 Tough: 5/12 Total: 15/22
Fort: 12 Will: 10 Total: 22


ABILITIES [ 48 pp ] +
SKILLS [ 36 pp ] +
ADVANTAGES [ 25 pp ] +
POWERS [ 106 pp ] +
DEFENSES [ 20 pp ] =
235 PP TOTAL

Background:
Librarians are Space Marine psykers. They fulfill several important specialist roles in a Chapter: off the battlefield they are responsible for interstellar psychic communications; in battle they utilize their abilities as powerful psykers. They are among the most knowledgeable of the Chapter's history and traditions.

All potential recruits into a Chapter are scrutinized by Librarians for psychic ability. Those with psychic powers undergo judgment that divides them into those who will join the Chapter as Librarians, and those who are so weak in power or character that they would present a danger. Worthy psychic candidates are passed on to the chapter Librarium for training... It is best not to dwell on the fates of the unworthy.

Once a psyker has completed his training, he will be allowed to join the Librarius as a Lexicanium and can then rise through the ranks, becoming a Codicier, Epistolary and eventually possibly becoming the Chief Librarian. His duties include interstellar communication, screening recruits, overseeing the psychic health of his Battle-Brothers, and, of course, doing his duty on battlefield.

Librarian psychic powers often manifest in useful, and often destructive, ways. These can include anything from projecting energy bolts to erecting powerful protective fields. To aid them in using these powers, and protecting themselves, Librarians wear psychic hoods. These devices incorporate psychically-nullifying crystals which provide defense against enemy psychic attacks. They are often armed with force weapons, which only Librarians and other psykers can use to full effect, channeling their powers through the weapon.

Build Notes:
Their are a very wide variety of psychic powers available to Space Marine Librarians, both in the tabletop war game and in fluffier works like the official RPG. I've built this character to represent a pretty generic example of the archetype, but feel free to play with his powers if you want to better represent the abilities of a specific Chapter. Note however that the Librarian possess the Ritualist Advantage, this allows for things like consulting the Emperor's Tarot to divine the future (Senses: Precognition), perform psychic surgery (Healing), and all sorts of other feats that Librarians sometimes pull off... And, of course, you can always Power Stunt.

Oh, and despite my only listing the Force Sword you should feel free to play around with the Extras to better model Force Staves, Force Axes, or whatever implement of destruction you want.

Mini-Rant:
In the grim darkness of the far future, only a chosen few have mastered the Dewey Decimal System! Space Marine Chaplains are one of the traditional leadership units available to Space Marine players: Librarians, Chaplains, and Captains. The level of emphasis the overall edition of the table-top game places on Psychic Powers has a direct impact on how useful Librarians are to a Space Marine player. In the Second and Sixth Editions of the game, an army without a Librarian was at a major disadvantage if their opponent had a psyker of any quality; in the Third Edition of the game, a Librarian was basically an over-priced heavy flamer. Normally, they fall somewhere between those two extremes.
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Re: Warhammer 40,000 (Sternguard)

Post by Davies »

Batgirl III wrote: Mon May 28, 2018 3:23 pm There’s essentially five “levels” of Space Marine:
  • Neophytes who have been selected for training. Standard doctrine is to use them as Scouts, but Chapterslike the Black Templars and Space Wolves do things differently.
  • Initiates who are full Battle Brothers, these are your standard Space Marines. There are degrees of rank and they will work their way up over decades or centuries of service, but in game terms not much difference between a them.
  • Veterans are Battle Brothers with extensive service records, often more than a century or two, recognized for extraordinary skill and/or leadership potential. They serve as Veteran Sergeants I’d Initiate Squads, assist Company Commanders in Command Squads, or are formed into the “all veteran” Sternguard, Vanguard, and Terminator Squads. (Again, that’s the standard doctrine. Dark Angels, Space Wolves, and others do things a little different.)
  • Specialists are Marines who are singled out from their neophyte cadre early on to be given unique training. These guys are nominally not part of a Company, forming their own command structure, but in practice they are usually attached to a specific Company and will fight alongside it for centuries. These are the Apothecaries, Tech-Marines, Librarians, Chaplains, and so forth.
  • Leadership every Company is led by a Captain and every Chapter is led by a Chapter Master. Although on paper all Captains are of equal rank, they will differ to the more experienced among them when there is a dispute. As a general rule, the senior Captain leds the First Company and the least seniority leds the Tenth Company. Exceptions occur commonly enough that it’s not even eyebrow raising, but it is the default.
The basic structure of the Space Marine Chapter is to have ten Companies, each made up of ten squads of ten marines (plus Leadership, Command Squad, and other Support). So approximately 100 “fighting men” per Company and probably half-again as many “supporting men.” (Bearing in mind that the “support” guy driving the APC is still a full-fledged Space Marine. Even the REMF is a goddamn super-solider.)
<running some numbers> What's the current best estimate number of Chapters? I assume it's in the thousands.
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Re: Warhammer 40,000 (Chaplain, Librarian)

Post by catsi563 »

Around 10-12k per chapter marine wise give or take a few non canonical chapters IE player made. there are 12 known chapters as I recall each at or around the numbers posted.
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Re: Warhammer 40,000 (Chaplain, Librarian)

Post by Batgirl III »

Officially (as in “in-universe” officially) there are one thousand Chapters of Adeptus Astartes. However, Games Workshop has always been purposefully vague in this regard, mostly to allow for players to make up their own Chapter and not have other people tell them they’re “Doing It Wrong!” But also to add a bit of that whole Dark Age feel to the setting.

Existing Chapters have been wiped out in the past, new Chapters have been founded to replace them, and sometimes a Chapter will ‘go dark’ and have no contact with the rest of the Imperium for decades or centuries (even millennia) only to pop back up to smite some heretics.

Lexicanum has compiled a list of all Imperial Space Marine Chapters ever mentioned by name in any GW source. They come up with a grand total of 550, which leaves plenty of room to add homegrown Chapters.

Even from that 550, there’s probably only two dozen or so Chapters that GW uses with any regularity in fiction and sourcebooks, with the “Big Four” of the Ultramarines, Space Wolves, Blood Angels and Dark Angels getting the lion’s share of that.
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Re: Warhammer 40,000 (Chaplain, Librarian)

Post by Davies »

So on the average of 2500 Marines per Chapter, between 1000 and 550 chapters ... probably less than two million, in total. My "saner" Arbites-expy has 2^20 marines, exactly, and they're less powerful than those you're portraying. I am relieved.
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Re: Warhammer 40,000 (Chaplain, Librarian)

Post by catsi563 »

Davies wrote: Thu May 31, 2018 11:29 pm So on the average of 2500 Marines per Chapter, between 1000 and 550 chapters ... probably less than two million, in total. My "saner" Arbites-expy has 2^20 marines, exactly, and they're less powerful than those you're portraying. I am relieved.
And don't forget this doesn't take into account the Hundreds of Billions of Imperial guard running around.,
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Re: Warhammer 40,000 (Chaplain, Librarian)

Post by Davies »

catsi563 wrote: Fri Jun 01, 2018 12:07 am
Davies wrote: Thu May 31, 2018 11:29 pm So on the average of 2500 Marines per Chapter, between 1000 and 550 chapters ... probably less than two million, in total. My "saner" Arbites-expy has 2^20 marines, exactly, and they're less powerful than those you're portraying. I am relieved.
And don't forget this doesn't take into account the Hundreds of Billions of Imperial guard running around.,
Given that my interest in this universe is pretty much limited to Gaunt's Ghosts and Ciaphas Cain, I'm not about to forget that. (Should really sit down and finish The Warmaster one of these days.)
Last edited by Davies on Fri Jun 01, 2018 12:21 am, edited 1 time in total.
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