Warhammer 40,000 (Roboute Guilliman)

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Batgirl III
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Re: Warhammer 40,000 (Chaplain, Librarian)

Post by Batgirl III »

GW is also pretty coy in never defining the exact number of men in each Chapter, again, we have "in-universe" sources that are clearly propaganda or idealized figures. There's an official "in-universe" limit of one thousand "fighting men" per Chapter, but literally every Chapter detailed in the fluff seems to honor this restriction in name only. We also know that Chapters take casulties and don't always operate at full strength... Here's the standard Chapter organization, but bear in mind that every Chapter plays with it a bit.

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There are a number of "Chapter Level" organization that sit outside the Company structure:
  • Headquarters, the Master of the Chapter, his senior-most advisors, administrative officers, personal guard, and so forth.
  • The Apothecarion, home to all the Chapter's Apothecaries and Medical Staff. Normally one Apothecary is attached on a more or less permanent basis to each Company.
  • The Armory, home to all the Chapter's Tech-Marines as well as the crewmen for all the Tanks, Artillery, and other war-machines. Usually several Tech-Marines are assigned to each Company.
  • The Librarius, home to all the Chapter's Libarians. Normally one Libarian is attached on a more or less permanent basis to each Company.
  • The Chaplaincy, home to all the Chapter's Chaplains. Normally one Chaplain is attached on a more or less permanent basis to each Company.
  • The Fleet, varies tremendously from Chapter to Chapter, and most of the officers on Space Marine vessels are Chapter Serfs and the ratings are all normal humans. But the senior Officers (especially the commanders of Strike Vessels and Battle Barges) are Space Marines.
So if we're very conservative, there's maybe 500-1,000 Space Marines of various sorts in these Chapter Level groups.
  • 1st Veteran Company Up to ten squads of 5-10 Veteran Marines (Sternguard, Vangaurd, or Teminators). Plus 5-Man Command Squad.
  • 2nd Battle Company Up to six squads of 5-10 Tactical Marines, two squads of Assault Marines and two squads of 5-10 Devastators; Plus 5-Man Command Squad.
  • 3rd Battle Company Up to six squads of 5-10 Tactical Marines, two squads of Assault Marines and two squads of 5-10 Devastators; Plus 5-Man Command Squad.
  • 4th Battle Company Up to six squads of 5-10 Tactical Marines, two squads of Assault Marines and two squads of 5-10 Devastators; Plus 5-Man Command Squad.
  • 5th Battle Company Up to six squads of 5-10 Tactical Marines, two squads of Assault Marines and two squads of 5-10 Devastators; Plus 5-Man Command Squad.
  • 6th Reserve Company Up to ten squads of 5-10 Tactical Marines; Plus 5-Man Command Squad.
  • 7th Reserve Company Up to ten squads of 5-10 Tactical Marines; Plus 5-Man Command Squad.
  • 8th Reserve Company Up to ten squads of 5-10 Assault Marines; Plus 5-Man Command Squad.
  • 9th Reserve Company Up to ten squads of 5-10 Devastator Marines; Plus 5-Man Command Squad.
  • 10th Reserve Company Up to ten squads of 5-10 Scouts; Plus 5-Man Command Squad.
There's maybe 105 Space Marines in each Company, for 1,050 Marines of various sorts, again being pretty conservative with our numbers.

Call it 2,000-2,500 Space Marines per Chapter, that'd be 2,000,000 in the whole Imperium. OTOH, its more or less accepted as a fact that the Black Templars Chapter, alone, has somewhere between 5,000-6,000 Space Marines in it... The Space Wolves have 12 Great Companies of over 100 Marines each, plus the supporting elements... and so forth. Other Chapters are on their last legs and close to dying out, like the Lamenters or Scythes of the Emperor.

Bottom line? There's a lot more Space Marines out there than the Imperium says there are, but they're still spread very thinly across the galaxy.
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Re: Warhammer 40,000 (Terminators, Bikers)

Post by Spectrum »

L-Space wrote: Thu May 31, 2018 10:21 pm
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.
A strange organic scream followed by the sound of a million scampering paws.
We rise from the ashes so that new legends can be born.
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Batgirl III
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O Captain My Captain

Post by Batgirl III »

Image
SPACE MARINE CAPTAIN
Warhammer 40,000 Character
Power Level 12 ( 210 PP )

Extract from the Apocrypha of Eons, Verse III wrote:Yours shall be the glory. In triumph they shall call out your name.
Yours shall be the burden. In defeat they shall cry out to you for succor.
One Hundred Brothers shall be your blade to strike down the Emperor's foes.
Lead them forth with honor. Be worthy of the divine instrument entrusted to you.
Deliver His Wrath unto thine enemies, and turn aside from all temptations.
Do this and when you go before the Throne on your day of judgment you may hold your head high and say "I did not fear to lead."
ABILITIES
Strength 3
Stamina 5
Agility 3
Dexterity 2
Fighting 8
Intellect 0
Awareness 2
Presence 2

SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+14), Diplomacy 3 (+5), Expertise [Codex Astartes] 15 (+15), Expertise [Chapter Cult] 2 (+2), Expertise [Chapter History] 5 (+5), Expertise [Forbidden Lore] 2 (+2), Intimidation 10 (+12), Perception 8 (+10), Persuasion 3 (+5), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 3 (+3), Treatment 3 (+3), Vehicles 2 (+5)

ADVANTAGES
All-Out Attack, Assessment, Benefit (Ambidextrous, Status [4]; 5), Close Attack (6), Diehard, Equipment (5), Fearless, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Improved Initiative (1), Inspire (3), Leadership, Power Attack, Quick Draw, Ranged Attack (6), Teamwork, Trance, Ultimate Toughness, Ultimate Expertise [Codex Astartes]


POWERS
Astartes Artificer Armor(55 PP Base; F: Removable) [ 44 PP Total ]
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 ]
Blessed Ceramite Plating Protection 9 (E: Impervious [8]) [ 17 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 ]
Mind Impulse Unit Comprehend 2 (Machines) [ 4 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 ]

Iron Halo (10 PP Base; F: Removable) [ 8 PP ]
Refractor Field Deflect 10 (E: Affects Insubstanial [2], Subtle [1]; F: Diminished Range [3]) [ 10 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 (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 Artificer Armor) [ 2 PP ]

Chapter Trait [ 1 PP Total ]
All Captain 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 ( 25 EP )
Space Marine Captain Standard Issue Wargear ( 25 EP Total )
Auspex Sensor Senses 3 (Radio: Detect Lifeforms, Ranged [2], Radio [1]) [ 3 EP ]
Master-Crafted Boltgun Damage 6 (E: Accurate [1], Ranged, Multiattack) [ 19 EP ]
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 (E: Penetrating [5], Reach [1], Triggered [timer; 1]) [ 1 EP ]

A Space Marine Captain may 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]) [ +0 EP ]
Inferno Pistol Damage 7 (E: Penetrating [5], Ranged; F: Diminished Range [3], Innaccurate [1]) [ +0 EP ]
Plasma Pistol Damage 5 (E: Penetrating [5], Ranged) [ +0 EP ]
Relic Blade Damage 7 (Strength-based; E: Improved Critical [2], Penetrating [6]) [ +0 EP ]

A Space Marine Captain may replace his Boltgun with one of the following:
Combi-Weapon (See Below) [ +0 EP ]
Lighting Claw Damage 9 (Strength-Based; E: Improved Critical [4], Penetrating [6], Split [1]; F: Inaccurate [1]) [ +0 EP ]
Master-Crafted Power Fist Damage 9 (Strength-based; E: Improved Critical [1], Penetrating [10]; F: Inaccurate [1]) [ +0 EP ]
Storm Shield Enhanced Defense (+4 Dodge); Impervious Toughness 11 [ +0 EP ]

Combi-Weapons combine a standard Astartes Boltgun with one of the below Alternate Effects:
Combi-Weapon Boltgun Damage 6 (E: Ranged, Multiattack) [ 18 EP ]
AE: Combi-Flamer Damage 5 (E: Area [60' Cone], Incurable [1], Secondary Effect; F: Unreliable [five uses]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 1 EP ]
AE: Combi-Plasma Damage 6 (E: Incurable [1], Multiattack, Penetrating [5], Ranged; F Unreliable [five uses], Side Effect [attacks user on a miss]) [ 1 EP ]
AE: Combi-Melta Damage 8 (E: Penetrating [5], Ranged; F: Diminished Range [2], Innaccurate [1], Unreliable [five uses]) [ 1 EP ]

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
Deflect: 10 Tough: 5/12 Total: 15/22
Fort: 12 Will: 10 Total: 22


ABILITIES [ 50 pp ] +
SKILLS [ 39 pp ] +
ADVANTAGES [ 36 pp ] +
POWERS [ 70 pp ] +
DEFENSES [ 20 pp ] =
215 PP TOTAL

Background:
Each company in a Space Marine Chapter falls under the command of a Captain. Each Captain is a hardened veteran, a master strategist who has proven his prowess in battle as a member of the Chapter's First Company or through distinguished service in his own Company prior to the death of his predecessor.

Space Marine Captains are masters of the battlefield, able to read its ebb and flow an ancient mariners would judge the changing of the sea. It is not enough for a Captain to be a skilled fighter in his own right, he must also have a superhuman grasp of strategy and tactics, as well as the wit to employ them in the ever-changing arena of warfare. Every squad in a Space Marine strike force is a weapon, and a Captain must be proficient in the wielding of each, whether singly or in combination.

A Space Marine Captain is not simply a master of warfare, he must also have the gift of oratory and diplomacy. Whilst most Imperial Commanders are more than happy to receive aid from the Adeptus Astartes, there are those whose hubris must be carefully negotiated in order to prevent a problematic battlezone's collapse into disaster through unnecessary infighting or political backstabbing. Space Marine Captains are also amongst the only men in the Imperium authorized to negotiate with xenos, unlike the similarly empowered Rogue Traders, Space Marine Captains rarely treat with the alien for profit but to further some other strategic goal. A crusade against a gigantic Ork Waaaagh! or Tyranid splinter fleet is too important to be sidetracked to wipe out a few thousand Tau farmers on a tactically useful moon: negotiate for safe landing zones and resupply bases now, come back and purge the aliens once the greater threat has been resolved.

A Space Marine does not bend his knee lightly, but the Emperor's cause transcends all personal feelings. The mission is all. Humanity shall be saved, one world at a time if need be.

Background:
The final member of the Space Marine leadership trio. I can't really say much about Space Marine Captains in the tabletop war game, they're almost infinitely customizable and their usefulness depends as much on the army they lead as the wargear you give them. A lot of players seem to prefer named Special Characters, often because of some special rule they bring to the table that the generic Captain lacks. The various models for these guys always tend to be great sculpts, people tend to give them extra attention when painting their models, and the new(ish) multi-piece plastic kit has some great customizable bitz in it. I'm old school though, so I wish more of today's players would make use of back banners and personalized heraldry for their Captains.
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Batgirl III
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Space Marine Apothecary

Post by Batgirl III »

Image
SPACE MARINE APOTHECARY
Warhammer 40,000 Character
Power Level 11 ( 175 PP )

Apocrypha of Eons, Verse V, Chapter L wrote:Yours is to serve, unto the last drop of your blood, that your brothers might live to fight on. Watch over them, heal them, offer up your very life should it extend theirs but a moment, and by your sacrifice the enemy be slain. And when the time comes that you must fulfill your most solemn oath, speak clearly, speak proudly, speed the bolt that brings his end and send him joyous to the Emperor's side. Then do your duty, take that which is due, and know your mission is done.
ABILITIES
Strength 3
Stamina 5
Agility 3
Dexterity 1
Fighting 6
Intellect 2
Awareness 1
Presence 0

SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+12), Expertise [Codex Astartes] 8 (+10), Expertise [Medicine] 4 (+6), Intimidation 12 (+12), Perception 5 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 3 (+5), Treatment 10 (+10), Vehicles 6 (+10)

ADVANTAGES
Benefit (Ambidextrous, Status; 2), Close Attack (4), Defensive Attack, Diehard, Equipment (5), Fearless, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Improved Initiative (1), Power Attack, Quick Draw, Ranged Attack (4), Skill Mastery [Treatment], Teamwork, Trance, Ultimate Toughness


POWERS
Astartes Power Armor (45 PP Base; F: Removable) [ 36 PP Total ]
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 ]
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 Space Marine Apothecaries select one 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 ( 25 EP )
Space Marine Apothecary Standard Issue Wargear ( 25 PP Total )
Narthecium Healing 5 (E: Resurrection, Stabilize [1]; F: Limited to Space Marines, Unreliable [five uses]) [ 6 EP ]
Master-Crafted Bolt Pistol Damage 4 (E: Accurate [2], Improved Critical [1], Multiattack, Ranged) [ 15 EP ]
AE: Chainsword Damage 7 (Strength-Based; E: Improved Critical [3]) [ 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 ]
AE: Reductor Damage 10 (E: Improved Critical [3], Penetrating [6], Precise [1]; F: Distracting, Tiring) [ 1 EP ]

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

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


ABILITIES [ 44 pp ] +
SKILLS [ 35 pp ] +
ADVANTAGES [ 23 pp ] +
POWERS [ 54 pp ] +
DEFENSES [ 19 pp ] =
175 PP TOTAL

Background:
Space Marine Battle Companies rarely go to battle in force without an Apothecary. The Apothecary is a warrior of supreme bravery and solemn duty, whose role is to save what he can of the Chapter's gene-seed. If a brother warrior falls the Apothecary can administer to him by tending his wounds and applying battle dressings to staunch the flow of blood. Many Space Marines that would otherwise be unable to fight have lived to fight again thanks to the attentions of an Apothecary.

Not all the wounded can be saved: some are so badly hurt that death can be only a matter of time; others are killed instantly. The Apothecary can only calm the spirits of the dying and prepare them for death, helping them on their way with the heavy pistol carried to end the suffering of the dying. Once dead a Space Marine can live on only as gene-seed, and the Apothecary ensures that he returns to the Chapter by removing the progenoid organs from his body.

Two specialized pieces of wargear serve as both a symbol of the Apothecary's office and as the necessary tools to complete his tasks. The Narthecium contains surgical implements for battlefield surgery, drug cocktails specially designed for Space Marine physiology, and several stasis tubes for storing recovered gene-seed. Although linked to tools, probes, and injectors, worn as part of the Apothecary's gauntlet, the main portion of the Narthecium is integrated into his armor's backpack. The Apothecary's holiest tool is that dedicated to his most sacred task, the Reductor used for gene-seed recovery. While the reductor is not required for progenoid removal, it significantly reduces the time. This surgical implement is worn in lieu of a standard power armor gauntlet. It includes a monomolecular saw for penetrating power armor and Ossmodula-enhanced rib cages and a diamantine-tipped extractor drill. Although generally regarded as disrespectful to the machine's somber purpose, it can also be used as a melee weapon. Its design allows for control and precision, but does not provide adequate leverage to take advantage of the wielder's strength.

Build Notes:
A Space Marine Apothecary isn't the most threatening of combatants given his Power Level and Power Points budget. Although hardly a push over, his focus isn't on taking the fight to the enemy himself, but in supporting the rest of his Battle-Brothers. In this way, the Apothecary acts as an incredible force multiplier to the rest of the Battle Company. Space Marines are already very hard to take out of the fight and with an Apothecary's fighting alongside them they become exponentially harder to put down.

Mini-Rant:
The Space Marine Apothecary is probably my favorite character to play in the Deathwatch RPG, I've always been partial to "healer" or "doctor" roles in games. Clerics and Priests are my favorite class in Dungeons & Dragons, I always opt for a Medical Doctor in Star Trek or other sci-fi games, my primary characters in the MMORPGs I've played are all Healers, and heck, even Doctor Marvel is a medical doctor of no small skill. The Space Marine Apothecary also offers a lot of fun roleplaying opportunity due to the twisted society of the setting: you are a man of science in a culture that distrusts scientific knowledge, you are a healer in a warrior cult, and although you act in a self-sacrificing support role you are held in almost reverent respect. In the table top wargame, they're really useful but hardly a must-have... Although I almost always do. They also tend to have great models, which is no small thing in a miniatures game!
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Batgirl III
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Space Marines Techmarine

Post by Batgirl III »

Image
SPACE MARINES TECHMARINE
Warhammer 40,000 Character
Power Level 11 ( 175 PP )

Apocrypha of Eons, Verse III, Chapter CIV wrote:Yours is to heed the machine as others heed their kin. Tend to the war spirits all about, but do so in the knowledge that you do the Emperor's duty. Without your ministrations, no bolt may be fired, and no enemy slain.
ABILITIES
Strength 3
Stamina 5
Agility 3
Dexterity 2
Fighting 6
Intellect 1
Awareness 1
Presence -2

SKILLS
Acrobatics 2 (+5), Athletics 3 (+10), Close Combat [Unarmed] 2 (+12), Expertise [Codex Astartes] 9 (+10), Expertise [Adeptus Mechanicus] 4 (+5), Intimidation 12 (+10), Perception 6 (+5), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Technology 9 (+10), Vehicles 5 (+8)

ADVANTAGES
Benefit (Ambidextrous), Close Attack (4), Defensive Attack, Diehard, Equipment (6), Fearless, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Minion [Servo-Skull; 2], Power Attack, Quick Draw, Ranged Attack (4), Skill Mastery [Technology], Trance, Ultimate Toughness

POWERS
Astartes Artificer Armor ( 55 PP Base; F: Removable) [ 44 PP Total ]
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 ]
Blessed Ceramite Plating Protection 9 (E: Impervious [8]) [ 17 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 ]
Mind Impulse Unit Comprehend 2 (Machines) [ 4 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 (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 Artificer Armor) [ 2 PP ]

EQUIPMENT ( 30 EP )
Techmarine Standard Issue Wargear ( 30 EP )
Auspex Sensor Senses 3 (Radio: Detect Lifeforms, Ranged [2], Radio [1]) [ 3 EP ]
Servo-Arm Extra Limbs 1; Enhanced Ability 3 (+3 STR; F: Limited to Lifting) [ 4 EP ]
Master-Crafted Boltgun Damage 6 (E: Accurate [1], Ranged, Multiattack) [ 19 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 ]
AE: Servo-Arm Attack Damage 12 (E: Improved Critical [2], Penetrating [6]; F: Inaccurate [1]) [ 1 EP ]

A Techmarine may replace his Master-Crafted Boltgun with the following:
Omnissian Power Axe Damage 7 (Strength-Based; E: Improved Critical [3], Penetrating [7], Reach [1]); Enhanced Advantage 1 (Weapon Break) [ 19 EP ]

DEFENSE
Dodge (6) Base 3
Parry: (8) Base 2
Fortitude: (12) Base 7
Toughness: (5/14) ——
Will: (10) Base 9

WORKSHEET
Dodge: 6 Tough: 5/14 Total: 11/20
Parry: 8 Tough: 5/14 Total: 13/22
Fort: 12 Will: 10 Total: 22


ABILITIES [ 38 pp ] +
SKILLS [ 31 pp ] +
ADVANTAGES [ 24 pp ] +
POWERS [ 61 pp ] +
DEFENSES [ 21 pp ] =
175 PP TOTAL

COMPLICATIONS
Prejudice (Cult of the Machine God): The dual loyalties of the Techmarines to their Chapter Cult and the Cult of the Machine God causes their Battle-Brothers to regard them, always, as slightly "suspicious."

Background:
Every Chapter sends a select few of its young warriors to Mars where they are trained by the Tech-Priests of the Adeptus Mechanicus. If they prove able and studious they are inducted into the rites of the Machine Mysteries, the secret and mystical union of man and machine, the details of which remain the most sacred mystery of the Tech-Priests.

Once he has undergone his initiation the Space Marine is no longer wholly Astartes, he has become a Tech-Priest and a devotee of the Cult of the Machine God. This strange duality of loyalties means that Techmarines always stand apart from other Space Marines. They are priests of the Omnissiah, skilled in arcane sciences, and pertinent to the dark secrets of technology.

When a Techmarine returns to his Chapter he joins his fellow Techmarines in the Armory, the Chapter's corps of technicians, builders, mechanics, and armorers. To their fellow Space Marines they are mysterious figures possessing disturbing skills and obscure knowledge. To undertake the manual labour of maintenance and construction, the Techmarines create cyborg Servitors, weird machine-men with limbs of metal and hands formed into heavy tools.

Build Notes:
Like the Apothecary, the role of the Techmarine on the battlefield is one of support. Jury Rigging an Advanced Complexity item, like a vehicle, is DC20, which the Techmarine can accomplish as a Routine Check even under the stress of battle thanks to his Skill Mastery. Full Repairs can't usually be done in combat due to time restrictions, but he's excellent at his job. But it must be noted that Space Marine Techmarines do not, let me repeat, do not have the Inventor Advantage. Techmarines are skilled mechanics and expert armorers, but innovation is anathema to them. About once or twice a millennia a Techmarine may make an invent a new weapon load-out variant for an existing tank or rediscover some lost piece of ancient technology. These innovations are always controversial and it can take centuries for these changes to be accepted by other Chapters. For example, the Standard Template Construct ("STC") designs for the Razorback IFV were re-discovered about five and a half millennia before the "present day" in the setting, it took two centuries to be approved for production (which is remarkably rapid), and most Chapters still consider the thing is new and innovative! (Other Chapters still consider it disruptive and unproven!)
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Re: Warhammer 40,000 (Techmarine)

Post by Batgirl III »

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SERVITORS
Warhammer 40,000 Minions
Power Level 4 ( 60 PP )

Thought for the Day wrote:Life is a prison, death shall be my release.
ABILITIES
Strength 3
Stamina ——
Agility 1
Dexterity 1
Fighting 3
Intellect —3
Awareness —3
Presence 0

SKILLS
Athletics 3 (+6), Expertise [Menial Labor] 8 (+5), Perception 6 (+3), Technology 5 (+2)

ADVANTAGES
Diehard, Equipment (4), Fearless, Teamwork

POWERS
Cyborg Construct Immunity 30 (Fortitude Effects [30]) [ 30 PP ]
Durability Protection 5 [ 5 PP ]
Lobotomized Impervious Will 3 [ 3 PP ]

EQUIPMENT ( 20 EP )
Combat Servitors are equipped with a Combat Subroutine and one of the following weapons:
Combat Subroutine Enhanced Advantage 2 (Improved Aim, Ranged Attack) [ 2 EP ]
Heavy Bolter Damage 6 (E: Extended Range, Improved Critical [1], Ranged, Multiattack; F: Activation [Move, -1], Distracting) [ 18 EP ]
Multi-Melta Damage 8 (E: Penetrating [8], Ranged, Secondary Effect [4 Ranks]; F: Diminished Range [1], Distracting, Inaccurate [1]) [ 18 EP ]
Plasma Cannon Damage 8 (E: Area [30' Burst], Incurable [1], Penetrating [9], Ranged; F: Activation [Move, -1], Side Effect, Unreliable) [ 18 EP ]

Heavy Labor Servitors are equipped with all of the following:
Combat Subroutine Enhanced Advantage 4 (Chokehold, Improved Grab, Improved Hold, Power Attack) [ 4 EP ]
Reinforced Frame Impervious Toughness 5 [ 5 PP ]
Repair Subroutine Enhanced Skill 4 (+8 Technology) [ 4 EP ]
Servo-Arm Enhanced Ability 5 (+5 STR; F: Limited to Lifting [3 Ranks]) [ 7 EP ]

DEFENSE
Dodge (3) Base 2
Parry: (3) Base 0
Fortitude: —— ——
Toughness: (5) ——
Will: (5) Base 8

WORKSHEET
Dodge: 3 Tough: 5 Total: 8
Parry: 3 Tough: 5 Total: 8
Fort: —— Will: 5 Total: 5

Runic Spaceflight - An Introduction, Naval Flight Manual W110E wrote: Strike the first rune upon the engine's casing employing the chosen wrench. Its tip should be anointed with the oil of engineering using the proper incantation when the auspices are correct.

Strike the second rune upon the engine's casing employing the arc-tip of the power-driver.

If the second rune is not good, a third rune may be struck in like manner to the first. This is down according to the true ritual laid down by Scotti the Enginseer.

A libation should be offered.

If this sequence is properly observed the engines may be brought to full activation by depressing the large panel marked 'ON'.
Background:
Originally developed by and usually the creations of the Adeptus Mechanicus -- although Techmarines in some Chapters craft their own -- Servitors are monotask-adapted slaves whose mechanical component are designed so they can perform a single laborious function. There are untold millions of these cyborgs throughout the Imperium, especially on Mars, the home of the Cult Mechanicus. Every last of one of which has had the creative side of their brain surgically removed.

Within most Space Marine Chapters, it isn't uncommon for Servitors to be created from recruits to the Chapter who have failed the arduous initiation rites, and had their minds scrubbed after their failure. Some are Chapter Serfs who have committed grave crimes or suffered some terrible injury of mind or body. Some are vat-grown from human cells in artificial nutrient tanks.

Whatever their origins and whatever their assigned task, these biomechanoid slaves toil ceaselessly deep within the walls of every Chapter Monastery, preparing and maintaining the Chapter's weapons of war. Others will accompany and assist the Chapter's Techmarines in their duties, some directly aiding their master in his work while others act as bodyguards.

Mini-Rant:
Servitors are something I rarely see on the table, but I love them as part of the settings background. A wonderful combination of Dune's highly advanced yet technophobic society creating things like the mentats, Judge Dredd's completely grimy underclasses of Dickensian working conditions gone made, and just a wee bit of H.R. Giger's body horror. Thrown into a blender. The resulting concoction doesn't cross the line, it drains a bottle of grain alcohol mixed with rocket fuel, lights it's head on fire, and jumps over the line on a Harley-Davidson whilst singing a Black Sabbath song. And as far as the average resident of the society is considered, these guys warrant no more notice than you and I would give to our microwave.

Translated in M&M terms, it's hard to see these guys as anything but Minions. But they're minions with anti-tank weaponry for arms, so they have that going for them.
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Servo-Skull

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SERVO-SKULL
Warhammer 40,000 Minions
Power Level 2 ( 30 PP )

Thought for the Day wrote:Labour long in his sight.
ABILITIES
Strength 0
Stamina ——
Agility 0
Dexterity 0
Fighting 0
Intellect —4
Awareness —2
Presence 0

SKILLS
Stealth 0 (+12)

ADVANTAGES
Equipment (1), Improvised Tools

POWERS
Anti-Grav Flight 1 [ 2 PP ]
Cyborg Construct Immunity 30 (Fortitude Effects [30]) [ 30 PP ]
Diminutive Shrinking 12 (-3 Size; -3 Strength, -1 Speed; +6 Defenses; +12 Stealth, -6 Intimidation; E: Innate, Permanent) [ 13 PP ]

EQUIPMENT ( 5 EP )
Auspex Sensor Senses 3 (Radio: Detect Lifeforms, Ranged [2], Radio [1]) [ 3 EP ]
Tendrils Enhanced Advantage 1 (Improvised Tools) [ 1 EP ]
Vox Link Commlink [ 1 EP ]

DEFENSE
Dodge (4) Base -2
Parry: (4) Base -2
Fortitude: —— ——
Toughness: (0) ——
Will: (4) Base 6

WORKSHEET
Dodge: 4 Tough: 0 Total: 4
Parry: 4 Tough: 0 Total: 4
Fort: —— Will: 2 Total: 2


ABILITIES [ -16 pp ] +
SKILLS [ 0 pp ] +
ADVANTAGES [ 1 pp ] +
POWERS [ 43 pp ] +
DEFENSES [ 2 pp ] =
[ 30 PP TOTAL ]

Background:
Servo-Skulls are drone-like devices fashioned from human skulls - often those of pious Imperial servants - and given a rudimentary Machine Spirit, support systems, and anti-gravity engine to allow them to hover and drift bodiless through the air. This chance to continue their work even after death is a great honour in the Imperium.
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Space Marine Dreadnought

Post by Batgirl III »

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SPACE MARINE DREADNOUGHT
Warhammer 40,000 Character
Power Level 12 ( 180 PP )

Extract from the Book of Armaments, Verse IX wrote: Blessed is he who shall be given walls of iron and limbs of steel.
Remember his comings and his goings; call upon his holy power only at need.
Honor the ancestor for his wisdom and praise the machine for its battle-fury.
Mark the passing of his half-life with sorrow, for his like will not be seen again.
ABILITIES
Strength 10
Stamina ——
Agility 2
Dexterity 0
Fighting 8
Intellect 0
Awareness 1
Presence 2

SKILLS
Expertise [Codex Astartes] 12 (+12), Expertise [Chapter History] 8 (+8), Intimidation 12 (+12), Perception 9 (+10), Ranged Combat [Astartes eapons] 8 (+14), Technology 5 (+5)

ADVANTAGES
All-Out Attack, Benefit (Status [3]), Close Attack (6), Diehard, Equipment (1), Power Attack, Quick Draw, Ranged Attack (4), Ultimate Toughness

POWERS
Chapter Trait
All Space Marine Deadnoughts 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 Advantage 1 (Assessment) [ 1 PP ]
Raptors Enhanced Advantage 1 (Ultimate Aim) [ 1 PP ]
Space Wolves Enhanced Advantage 1 (Inspire [1]) [ 1 PP ]
Ultramarines Enhanced Advantage 1 (Leadership) [ 1 PP ]

Combat Walker
Armored Hull Protection 8 (E: Impervious [5]) [ 13 PP ]
Combat Walker Movement 1 (Sure-Footed [2]); Speed 3 (16 MPH) [ 5 PP ]
Construct Immunity 35 (Dazzle Effects [5]; Fortitude Effects [30]) [ 35 PP ]
Enormous Growth 6 (+6 STR, +6 TOU; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Sensorium Senses 8 (Auditory: Extended [1]; Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Extended [1], Time Sense [1]; Radio: Radio [1]) [ 13 PP ]

Dreadnought Armament
A Dreadnought's left arm must be mounted with one of the following:
Dreadnought Close Combat Weapon Enhanced Ability (+1 STR; F: Limited to Lifting); Damage 7 (Strength-based; E: Improved Critical [4], Penetrating [7]; F: Inaccurate [3]); Enhanced Advantage 8 (Equipment [5]; Fast Grab, Fearless, Improved Grab, Improved Hold) [ 24 PP ]
Twin-Linked Autocannon Damage 6 (E: Dynamic [1], Extended Range [1], Improved Critical [4], Penetrating [4], Ranged, Split [1]) [ 23 PP ]
Dreadnought Missile Launcher (Krak) Damage 7 (E: Accurate [1], Dynamic [1], Extended Range [1], Penetrating [5], Ranged) [ 22 EP ]
AE: Dreadnought Missile Launcher (Frag) Damage 5 (E: Area [60' Burst], Extended Range [2], Ranged) [ 1 EP ]

A Dreadnought's right arm must be mounted with one of the following. These are Alternate Effects of a Dreadnought Close Combat Weapon and Dynamic Alternate Effects of an Autocannon or Missile Launcher. The "extra" PP has been accounted for in the cost of the Dreadnought Close Combat Weapon.
(D)AE: Assault Cannon Damage 6 (E: Improved Critical [3], Ranged, Multiattack, Penetrating [2]) [ 2 or 1 PP ]
(D)AE: Multi-Melta Damage 9 (E: Penetrating [8], Ranged; F: Diminished Range [1], Innaccurate [2]) [ 2 or 1 PP ]
(D)AE: Plasma Cannon Damage 8 (E: Area [30' Burst], Incurable [1], Penetrating [9], Ranged; F: Side Effect [4 Ranks Damage], Unreliable) [ 2 or 1 PP ]
(D)AE: Twin-Linked Autocannon Damage 6 (E: Dynamic [1], Extended Range [1], Improved Critical [4], Penetrating [4], Ranged, Split [1]) [ 2 or 1 PP ]
(D)AE: Twin-Linked Heavy Bolters Damage 6 (E: Extended Range [1], Improved Critical [4], Ranged, Multiattack) [ 2 or 1 PP ]
(D)AE: Twin-Linked Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect, Ranged; F: Activation [Move, -1], Diminished Range [3]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 2 or 1 PP ]
(D)AE: Twin-Linked Lascannon Damage 7 (E: Improved Critical [3], Penetrating [6], Ranged) [ 2 or 1 PP ]

EQUIPMENT ( 5 EP )
All Dreadnoughts are equipped with the following:
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]
Auspex Sensor Senses 3 (Radio: Detect Lifeforms, Ranged [2], Radio [1]) [ 3 EP ]

A Dreadnought using a Dreadnought Close Combat Weapon must select one of the following:
Storm Bolter Damage 6 (E: Accurate [2], Improved Critical [4], Ranged, Multiattack) [ 25 EP ]
Heavy Flamer Damage 5 (E: Area [120' Cone], Reach [3], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 25 EP ]

DEFENSE
Dodge (8) Base 9
Parry: (10) Base 5
Fortitude: —— ——
Toughness: (14) ——
Will: (8) Base 7

WORKSHEET
Dodge: 8 Tough: 14 Total: 22
Parry: 10 Tough: 14 Total: 24
Fort: —— Will: 8 Total: 8


ABILITIES [ 8 pp ] +
SKILLS [ 27 pp ] +
ADVANTAGES [ 19 pp ] +
POWERS [ 105 pp ] +
DEFENSES [ 21 pp ] =
180 PP TOTAL

Background:
Space Marine Dreadnoughts are huge fighting machines that stand two or three times the height of a man and weigh several tons. As they stride into battle, fiery death roars from the myriad of weapons mounted on their towering hulls and their great metal arms churn through everything in their path. Incoming fire spatters like rain off their thick ceramite hide as they smash their way through the enemy lines. No serious assault can begin without a wave of Dreadnoughts first driving a wedge through the enemy's defenses.

Dreadnoughts are an ancient design, with some machines dating back tens of thousands of years to the Age of Strife. Dreadnoughts are complex machines, requiring special materials and skills to construct and all Space Marine Dreadnoughts are revered in and of themselves because the art of their construction is almost lost.

Space Marine Dreadnoughts have variable configuration weapon mounts on their arms. This facilitates easy conversion of the Dreadnought to a number of different weapon fits according to different tactical situations. It must be noted, however, that Space Marine Dreadnoughts are operated by a fallen Astartes hero interred within the life-support sarcophagus at the machine's heart, and these fallen heroes often have a preferred weapon configuration that Chapter Masters and Techmarines are reluctant to change except under the most pressing need.

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Re: Warhammer 40,000 (Dreadnought)

Post by catsi563 »

One of my top moments from a GT I was at came when my Banshee Exarch who was the last of her squad went on a 12 model kill streak which included a group of space marines, a terminator captain, and a dreadnaught which she carved open from the backside with her executioner.

keep in mind this was before they fixed the melee rules for dreads so that you couldn't just charge them from behind and hit the rear armor. but she was able to kill the marines overrun them into the rear of the dread which she carved open in 3 hits, and thengot charged by the captain who went down in the follow up round.
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Re: Warhammer 40,000 (Dreadnought)

Post by Batgirl III »

My Imperial Guard Armored Company (the 17th/21st Mordian Lancers) had a tough time of things in 6th Edition, when the only way to win most missions was to either table the enemy or hold certain Objectives. But the only units that were able to "score" Objectives were Infantry... So might mighty Armored Company which consisted of something like 10-13 Leman Russ Battle Tanks of various types always had to bring along two or three Armored Fist Squads. An Armored Fist Squad is ten bog-standard Imperial Guardsmen in a Chimera APC, with a more limited selection of wargear than normal. Putting 13 Leman Russ Battle Tanks on the table was intimidating to a lot of players, but once they realized they only needed to kill 20 squishy Guardsmen to secure victory, experienced players found my army a cakewalk. Seriously, if you can't kill 20 Guardsmen in Six Turns, you need to stop playing 40K.

Anyhoo, it was the final match of the FLGS's Fourth of July weekend tourney, I had gone 3-3-0 and was playing for a fourth place finish against the other 3-3-0 player. One of the shop's meanest, nastiest, most devious Tyranid players... My girlfriend. :o

My MBTs and Anti-Infantry tanks are blasting her gribbly little bugs, left, right, and center; My Tank Destroyers have slagged her big bugs and put a serious dent into her huge monstrous bug... My brave little Infantrymen have dug in and gone to ground on the Objective. All I need to do is hold out... and her flying Hive-Tyrant which was loaded up with every infantry shredding melee option, upgrade, special rule, and kitchen sink the rules would allow it to carry rushes in. Kills 15 of 20 men in the first round of combat. Kills 4 of the 5 next turn... Sgt. Hooke loads a fresh battery into his laspistol, revs up his chainsword, and makes sure his epaulets are on straight. Shouting the company motto of "Death or Glory, Boys!" he engages the slimy brute in hand to hand. One on one. Mano a Tentacle.

All his attacks miss, but one. She fails her save. No biggie, she's got plenty more Wounds.
She counter attacks, misses on all of them.

Next turn. All his attacks miss, but one. She fails her save. Again, but she's got plenty of Wounds left.
She counter attacks, misses on all of them. Again.

Next turn. All his attacks miss, but one. She fails her save. This is getting annoying.
She counter attacks, misses on all of them. This isn't natural.

Final turn... Sgt. Hooke hits and wounds with every one of the three attacks he has. The Tyrant falls!

The Mordians win the day!

Sgt. Hooke was given a promotion to Colour Sergeant, made the Regimental Standard Bearer, and treated to a fresh coat of paint.

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Drop Pods

Post by Batgirl III »

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SPACE MARINE DROP POD
Warhammer 40,000 Equipment
Equipment Rank 10 ( 50 EP )

Veteran Sergeant Drusani, Blood Angels 1st Company wrote:No angel ever descended from the heavens with as much sound and fury as do we. Let the Dop Pods' roar herald our coming -- the brief warning our foes hear shall avail them naught.
Spess Mehreens! wrote:The Codex Astartes names this maneuver Steel Rehn!
VEHICLE TRAITS
Size Huge [ 2 EP ]
Strength 12 [ 4 EP ]
Defense 4 [ 8 EP ]
Toughness 12 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 6 [ 6 EP ]
Difficult Target Enhanced Defense 8 (+8 Dodge; F: Limited [only while flying]) [ 4 EP ]
Orbital Assault Flight 12 (8,000 MPH; F: Concentration, Gliding) [ 3 EP ]
Storm Bolter Damage 6 (E: Improved Critical [3], Ranged, Multiattack; F: Quirk [only after landing]) [ 20 EP ]

VEHICLE OPTIONS
The Deathwind Drop Pod carries no passengers and replaces its Storm Bolter with any one of the following:
Deathwind Assault Cannon Damage 6 (E: Area [120' Burst] Improved Critical [4], Multiattack, Penetrating [2]; F: Unreliable [five shots]) [ +10 EP ]
Deathwind Frag Launcher Damage 5 (E: Area [120' Burst], Multiattack; F: Unreliable [five shots]) [ +0 EP ]

Background:
Space Marine Chapters are often called upon to carry out special missions that require them to make a rapid assault from an orbiting strike cruiser or battle barge. They are well trained and equipped to carry this out. Each Chapter has access to gunships, boarding torpedoes, teleporters, and - famously - drop pods. These allow Space Marines to strike suddenly from orbit, without warning.

Drop Pods are one-way, sealed, armored landing craft. Once released they plummet through a planet's atmosphere, streaking across the sky, firing retro rockets to slow the decent before landing. Fast and effiecient, dop pods can be launched from strike cruisers or battle barges in low orbit to land anywhere on a planet's surface. There are three variants of the "standard" Drop Pod which all share the same game stats, the only difference is in their capacity: five marines, ten marines, or a single Dreadnought.

The specialized Deathwind variant carries no passengers, instead housing multiple automated heavy weapon systems. Once landed, the Deathwind will open to strafe the unsuspecting enemy in all directions, unleashing a brief but deadly hail of missiles or bullets before its ammunition runs out. Deathwinds are one-shot weapons, used to thin out the enemy ranks before the main assault arrives. Those pods that survive the battle will be recovered by the Chapter's Techmarines and re-armed for the next attack.

Being small and travelling at high-speed drop pods are very difficult to hit with anti-aircraft fire, and almost impossible to intercept with aircraft, should they even be close enough to react to a drop pod launch. This makes them a reliable method of delivering troops directly into battle. A single drop pod is also difficult to detect and track, making them useful for inserting scout teams.

Build Notes:
Before anyone accuses me of heresy, let me try to explain the odd looking way I built Orbital Assault. Concentration is simple enough, the drop pod takes it standard action as well as action, each turn to maintain it flight: no "double move actions" are possible 8,000 MPH is as fast as it can go. Gliding is a little more unusual, since the drop pod is obviously not using wind currents or thermal updrafts, but this was the perfect way to model the drop pods lack of manuvribility since "maximum gliding distance is limited to the vertical distance rank of your starting height, plus your flight speed rank." That "vertical distance" will typically be distance rank 14 or greater, but once launched the drop pod cannot deviate much from its initially chosen landing zone.

Mini-Rant:
You can keep your Rhinos and your Land Raiders, if you ask me, there is no more iconic vehicle for the Space Marines than the Drop Pod. The 8,000 MPH descent speed is fast enough to get from the outer limits of Earth's ionosphere to the surface in 4.5 minutes. Thus in a super-heroic context, super-fast fliers like Superman might be able to intercept, but most heroes would have no choice but to await impact and race to the landing zone... Which isn't a fun place to be if the first pods to touch down are Deathwind Drop Pods!
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Re: Warhammer 40,000 (Dreadnought, Drop Pod)

Post by BriarThrone »

The drop pod is one of my favorite things in 40k. It's a missile with a payload of Space Marines. A delivery system that would liquidate any other occupant instead opens to reveal several angry Space Marines already firing missile-guns.
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Re: Warhammer 40,000 (Dreadnought, Drop Pod)

Post by Batgirl III »

You’re lucky if the only thing an Astartes Drop Pod that lands near you is carrying is Space Marines. Sometimes they put Dreadnoughts in them.
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Re: Warhammer 40,000 (Dreadnought, Drop Pod)

Post by Batgirl III »

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Space Marine Tanks

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SPACE MARINE TANKS
Warhammer 40,000 Character

Rhino Armored Personnel Carrier
Equipment Rank 10-13 ( 50-65 EP )
Captain Emil Verigan, Night Watch 5th Company wrote:Versatile, enduring, and uncomplaining. Truly is the Rhino a fit steed for a Space Marine.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 12 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 20 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]

VEHICLE UPGRADES
The Rhino APC may be upgraded with any of the following:
Dozer Blade Enhanced Ability 1 (+1 STR; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 1 (Sure-Footed) [ 5 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Innaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

Background:
The Rhino is the ubiquitous Space Marine vehlcle turned out in vast numbers in Chapter armouries throughout the galaxy. It is also the basis for many variants and field conversions.



Razorback Infantry Fighting Vehicle
Equipment Rank 11-15 ( 55-75 EP )
Kardan Stronos, Chapter Master of the Iron Hands wrote:I believe in three tenets of battle - firepower, firepower, and more firepower. Should the Omnissiah have wished otherwise, he would not have provided me with such a mighty tool as the Razorback.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 12 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Searchlight Feature 1 [ 1 EP ]
Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 20 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]
Twin-Linked Heavy Bolters Damage 6 (E: Extended Range [1], Improved Critical [4], Ranged, Multiattack) [ 23 EP ]
AE: Storm Bolter Damage 6 (E: Improved Critical [3], Ranged, Multiattack) [ 1 EP ]

VEHICLE OPTIONS
The Razorback IFV may replace its Twin-Linked Heavy Bolters with any one of the following:
Heavy Flamer Damage 5 (E: Area [120' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +0 EP ]
Twin-Linked Assault Cannon Damage 6 (E: Improved Critical [5], Ranged, Multiattack, Penetrating [2]) [ +0 EP ]
Twin-Linked Lascannon Damage 7 (E: Improved Critical [3], Multiattack, Penetrating [6], Ranged) [ +5 EP ]

VEHICLE UPGRADES
The Razorback IFV may be upgraded with any of the following:
Dozer Blade Enhanced Ability 1 (+1 STR; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 1 (Sure-Footed) [ 5 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Innaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

Background:
Razorbacks are one of the many variants of the Rhino, and features a combination of troop-carrying capability and destructive firepower. Able to transport up to six Space Marines, the Razorback boasts a heavy weapon mount for close support of its assigned squad.



Predator Destructor
Equipment Rank 11-14 ( 55-70 EP )
Roboute Guilliman, Apochrypa of Skarros wrote:Make the Predator's virtues your own. Let your resolve become as impervious of the Predator's armored hull and let your rage strike with the righteous fury of its guns. As it crushed the foe beneath its remorseless advance, so shall you smite the traitor and the alien without hesitation or regret.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 14 [ 5 EP]

VEHICLE POWERS
Autocannon Turret Damage 6 (E: Dynamic [1], Extended Range [1], Improved Critical [1], Penetrating [4], Ranged, Split [1]) [ 20 EP ]
DAE: Heavy Bolter Sponsons Damage 6 (E: Improved Critical [1], Ranged, Multiattack) [ 2 EP ]
Armored Hull Impervious Toughness 5 [ 5 EP ]
Searchlight Feature 1 [ 1 EP ]
Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 20 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]

VEHICLE OPTIONS
The Predator Destructor may replace its Heavy Bolter Sponsons with the following:
DAE: Lascannon Sponsons Damage 7 (E: Penetrating [6], Ranged; F: Innaccurate [1]) [ +0 EP ]

VEHICLE UPGRADES
The Predator Destructor may be upgraded with any of the following:
Dozer Blade Enhanced Ability 1 (+1 STR; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 1 (Sure-Footed) [ 5 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Innaccurate [2], Unreliable [single use; 2]) [ 5 EP ]



Predator Annihilator
Equipment Rank 13-16 ( 65-80 EP )
Roboute Guilliman, Apochrypa of Skarros wrote:Know that to take the field alongside a Predator is to fight at the side of one of Mankind's most honored guardians. To strie with less than your all beneath its iron gaze is to dishonor yourself and your Battle-Brothers before on of Mankind's greatest heroes.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 14 [ 5 EP]

VEHICLE POWERS
Twin-Linked Lascannon Turret Damage 7 (E: Dynamic, Improved Critical [2], Multiattack, Penetrating [6], Ranged) [ 30 EP ]
DAE: Lascannon Sponsons Damage 7 (E: Penetrating [6], Ranged; F: Innaccurate [1]) [ 2 EP ]
Armored Hull Impervious Toughness 5 [ 5 EP ]
Searchlight Feature 1 [ 1 EP ]
Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 20 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]

VEHICLE OPTIONS
The Predator Annihilator may replace its Heavy Bolter Sponsons with the following:
DAE: Heavy Bolter Sponsons Damage 6 (E: Improved Critical [1], Ranged, Multiattack) [ +0 EP ]

VEHICLE UPGRADES
The Predator Annihilator may be upgraded with any of the following:
Dozer Blade Enhanced Ability 1 (+1 STR; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 1 (Sure-Footed) [ 5 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Innaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

BACKGROUND
Predators fill the role of main battle tank within a Space Marine Chapter. The anti-infantry variation of the Predator is known as a Predator Destructor, armed with a turret mounted autocannon; dedicated for anti-tank roles the Predator Annihilator has a turret-mounted twin-linked lascannon. Either Predator can have its sponses equipped to carry either heavy bolters or lascannon, making it incredibly versatile against a range of foes. Although signifigantly lighter armed or armored compared to the main battle tanks of the Imperial Guard, the Predator is better suited to the lightning strike strategies and rapid redeployment tactics of the Adeptus Astartes.



Whirlwind Helios Artillery
Equipment Rank 11-14 ( 55-70 EP )
Commander Argentius, Silver Skulls wrote:Victory does not always rest with the big guns: But, if we rest in front of them, we shall be lost.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 12 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Searchlight Feature 1 [ 1 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]

Helios Multiple Missile Launcher Array [ 24 PP Total ]
Vengeance Artillery Missiles Damage 6 (E: Area [60' Burst; x2], Extended Range [2], Indirect [3], Ranged; F: Activation [Move, -1], Limited to Medium or Long Range) [ 22 EP ]
AE: Castellan Incinderary Missiles Damage 5 (E: Area [60' Burst; x2], Extended Range [2], Indirect [3], Ranged, Secondary Effect; F: Activation [Move, -1], Limited to Medium or Long Range, Limited [No Area on Secondary Effect]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 1 EP ]
AE: Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 1 EP ]

VEHICLE OPTIONS
The Whirlwind Helios may instead be fielded as a Whirlwind Hyperios, replacing its Helios Multiple Missile Launcher with the following:
Hyperios Multiple Missile Launcher Array [ 24 PP Total ]
Hyperios Anti-Air Missiles Damage 7 (E: Area [30' Burst], Extended Range [1], Homing [2], Penetrating [5], Ranged; F: Activation [Move, -1], Limited to Aerial Targets); Senses 4 (Radio: Accurate [2], Extended [1], Radio [1]; F: Limited to Aerial Targets) [ 23 EP ]
AE: Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 1 EP ]

VEHICLE UPGRADES
The Whirlwind may be upgraded with any of the following:
Dozer Blade Enhanced Ability 1 (+1 STR; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 1 (Sure-Footed) [ 5 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Innaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

BACKGROUND
The Whirlwind Helios is armed with a battery of deadly rockets, the eponymous Helios Multiple Missile Launcher, with which it rains death on the enemy from a distance. Thanks to the complex targeting system and the excellent communications equipment utilised by the Astartes, a Whirlwind does not require line of sight to its target, often launching devastating bombardments from the safety of cover. The Hyperios variant is instead equipped with automated tracking and targetting equipment and guided anti-aircraft missiles for close air defense.



Vindicator Seige Tank
Equipment Rank 16-18 ( 80-90 EP )]
Brother-Sergeant Chronus, Ultramarines Armoury wrote:Let them hide in their fortress. My crew can use the target practice.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 15 [ 6 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Demolisher Cannon Damage 15 (E: Area [30' Burst], Indirect [3], Penetrating [6], Ranged; F: Diminished Range [2], Unreliable [five uses]) [ 37 EP ]
AE: Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 1 EP ]
Siege Shield Enhanced Ability 2 (+2 STR; F: Limited to Slam Damage); Immunity 5 (Slam Damage [5]); Movement 1 (Sure-Footed) [ 9 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]

VEHICLE UPGRADES
The Vindicator may be upgraded with any of the following:
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Innaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

BACKGROUND
The Vindicator is a siege tank and boasts the most powerful vehicle-mounted weapon in a Chapter's armory. It is highly valued and issued to Company Masters with a specific tactical requirement for it. Though short ranged, the Demolisher Cannon is capable of destroying enemy armor and fortifications in a single shot. The vehicles is an essential part of any seige assault that the Company might launch.

MINI-RANT
Despite not being especially mechanically inclinded and having little interest in automobiles, I'm a total tread-head. As a little kid I longed to join the U.S. Army and become a tank commander... But as a woman, this wasn't an option for me. As a tread-head, a Imperial Guard player, and an Armoured Company player at that, I've always regarded the Space Marine tanks as incredibly weedy. This isn't just one of those things where gameplay doesn't back up the fluff, if you dig into Forge World's Imperial Armour coffee-table books, its right there in the background of these vehicles: the Space Marines haven't had a proper main battle tank since the Horus Heresy. The Predator fills that role for them, but it began life as a Infantry Fighting Vehicle, akin to the Razorback, and gradually lost its transport capacity in order to increase its ammo stores. By the standards of the Imperial Guard its basically an up-armored recce unit... BLAM! Mockery of the vehicles of the Adeptus Astartes is Heresy!
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
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