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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
A few blasters from Star Wars.

LD-1 Target Blaster Rifle
A 'sporting' rifle that was nearly as powerful as a military grade blaster, such as the E-11. Long barrel gives it excellent range, making it useful as a sniper weapon, as well as being easily disassembled into a carrying case. Features integrated scope and autosteady gyro gimbals to improve balance and sighting.
LD-1a an overfocused version, with a smaller, but more deadly discharge, which also made it a little harder to be tracked.

LD-1 Target Blaster Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20
Damage Type: Fire
Range Increment: 150 ft
Rate of Fire: S
Size: Large
Weight: 10 lbs
Ammo: 50 box
Purchase DC: 18 Lic (+1)
Notes: Includes Electroptic scope, when using full round to aim, after action to acquire target through scope, gains +1 to next attack roll and increase critical range to 19-20 for the next attack.

LD-1a
The LD-1a is an overfocused variant of the LD-1, making it more illegal due to the bolt being harder to detect. The overfocusing uses more energy, reducing ammunition capacity and makes it a bit slower to fire, but does give a little more range. This version is favoured by mercenaries and assassins.

LD-1a Target Blaster Rifle overfocused (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 160 ft
Rate of Fire: Single
Size: large
Weight: 11 lbs
Ammo: 45 box
Purchase DC: 20 Mil/illegal (+3/+4)
Notes: Includes Electroscope, when using full round to aim, gains +1 to attack roll and critical range increases to 19-20 for the next attack. -1 to spot the bolt and trace back to origin.

E-Web
A heavy repeating blaster developed by Merr-Sonn Munitions, used mainly by the Galactic Empire. Requiring mounting on a tripod and connected to a power source, manned by two people, one to aim and fire the weapon, the other to monitor the power generator. A single operator could run the E-Web, with the generator in a preset configuration, but this limited its rate of fire. A well trained crew could maintain a high rate of fire for just over an hour before the weapon or the generator begins to over heat. Although it came with a computerized fire control and targeting system with low-light enhancement for use in night combat, it was a little difficult to aim.

E-Web (PL6 Heavy Weapon Proficiency)
Damage: 4d10
Critical: 20
Damage Type: fire
Range Increment: 90 ft
Rate of Fire: S, A
Size: Huge
Weight: 50 lbs, 30 lbs generator
Ammo: Unlimited connected to generator
Purchase DC: 21 Mil (+3), generator 15
Notes: Includes bipod, required for firing, requires second crew member to operate and maintain generator, if not using second crew member, rate of fire limited to Semi. Takes two crew 2 rounds to set up and power E-Web, 1 crew member 1d4+1 rounds. User suffers -1 to attack rolls, includes targeting system with IFF and nightvision.
 

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kronos182

Adventurer
Here's a take on the Space Marines of WH40K, with a random mutation table.

Adeptus AstartesSpace Marine

The AdeptusAstartes, or Space Marines, are genetically altered humans turned into supersoldiers, the top elite soldiers of the Imperium of Man. These super humans arelarger, stronger, and somewhat faster than average humans, and as part of theImperium of Man, are extremely xenophobic. Creating a Marine is an intense andtime consuming process, requiring taking a young human, typically a child,before reaching puberty, and subjecting them to chemical and genetic treatmentsover several years that will eventually turn them into a full superhumanwarrior. Unfortunately, due to the Imperium's loss of technology over theyears, the process of creating a Space Marine has degraded over the years andmutations have occurred.
In Coreline, theImperium isn't as galaxy spanning as it once was, and the numbers of theseelite soldiers is even lower, making each Space Marine a precious commodity,putting even more stress on screening the initiates. However due to manyunofficial codices and chapters created in fiction, a number of Space MarineChapters with many mutations, or different combat doctrines from the baseChapter Codex have appears, although luckily not in full chapter strength (1000Space Marines, plus support staff). Many of these chapters are trying to jointhe Imperium proper, but many are considered too mutated and considered taintedby Chaos.

The Space Marinetemplate can only be added at character creation,
The recipientretains all their abilities and gain the following abilities.
Restriction: must beHuman with no other templates or mutations
Size: Medium,considered Large
Hit Points: +25 +2/level
Speed: +10 ft

SpecialAttacks: Unarmed strikes can deal lethal damage as one size larger, Acidic Spit(see Betcher's Gland)
Special Qualities: Enlarged Form, Organ Implantation, Hypno-ChemicalTherapy
Abilities: +6 Con, +6 Str

Other Bonuses: Fort+4, +4 endurance checks, additional +4 to Fort vs ingested/injectedpoisons/toxins, vs airborne poisons/toxins, vs diseases, not disabled at 0 HP,dead at -20 HP, auto stabilizes, +4 Balance, Listen, Search, Spot, +4 Fort vsRadiation, radiation weapons deal 1 less die of damage, require only 4 hours ofsleep, +2 Knowledge: Chemical by taste, Track by taste, Cyberneticvehicle/armour link x1.5 bonus with Adeptus Astartes equipment, +4 Will saves,additional +2 vs Fear or Possession/Suggestion powers. Triple lifespan.
ECL: +4

PDC: 40, Limited toImperium of Man
Requires 10 Fortsaves DC 12 +2/successful Fort save


Organ Implantation
Multiple Organs areimplanted into the initiate Space Marine, each requiring the others to functionproperly.
SecondaryHeart
Phase 1:This simplest and most self-sufficient of implants allows a Space Marine tosurvive his other heart being damaged or destroyed, and to survive in lowoxygen environments. Not just a back-up, the secondary heart can boost theblood-flow around the Marine's body.
Benefit:+2 Con, +4 Fort, Minimum Con of 18, if Con rolled is lower, automatically setto 18, +5 HP, reduces time the marine would be fatigued or exhausted byone-quarter.

Ossmodula
Phase 2:A small, complex, tubular organ, the ossmodula secretes hormones that bothaffect the ossification of the skeleton and encourages the forming bone growthsto absorb ceramic-based chemicals that are laced into the Marine's diet. Thisdrastically alters the way a Space Marine's bones grow and develop. Two yearsafter this implant is first put in the subject's long bones will have increasedin size and strength (along with most other bones), and the rib cage will havebeen fused into a solid mass of bulletproof, interlocking plates.
Benefit:Enlarged Form (considered large when beneficial such as trip attempts, wieldinglarger weapons), +3 DR bonus, +1 Con, +2 Str.

Biscopea
Phase 3:This small, circular organ is inserted into the chest cavity and releaseshormones that vastly increase muscle growth throughout the marine's body. Italso serves to form the hormonal basis for many of the later implants.
Benefit:+4 Str, +20 HP, +2 HP per level, Minimum Strength of 18 if Strength rolled islower than 18, automatically set to 18.

Haemastamen
Phase 4:Implanted into the main circulatory system, this tiny implant not onlyincreases the haemoglobin content of the subject's blood, making it moreefficient at carrying oxygen around the body and making the subject's blood abright red, it also serves to monitor and control the actions of the phase 2and phase 3 implants.
Benefit:+4 to endurance checks, such as Swim checks to avoid becoming fatigued, Conchecks for continuing running, Con checks for holding breath, avoiding damagefrom starvation or thirst, or hot and cold environments. Stacks with Endurancefeat, +1 Con, reduces the time the marine would be fatigued or exhausted by afurther one-quarter to a total of half the time.

Larraman'sOrgan
Phase 5:A liver-shaped organ about the size of a golf-ball, this implant is placedwithin the chest cavity and connected to the circulatory system. It generatesand controls 'Larraman cells' which are released into the blood stream if therecipient is wounded. They attach themselves to leucocytes in the blood and arecarried to the site of the wound, where upon contact with air they form a nearinstant patch of scar tissue, sealing any wounds the Space Marine may suffer.
Benefit:Continuing damage from bleeding, such as the Wounding ability stops next round,automatically stabilizes if dying, not considered disabled at 0 hit points,dead at -20 HP, +2 Con.

CatalepseanNode
Phase 6:Implanted into the back of the brain, this pea-sized organ influences thecircadian rhythms of sleep and the body's response to sleep deprivation. Ifdeprived of sleep, the catalepsean node cuts in. The node allows a Marine tosleep and remain awake at the same time by switching off areas of his brainsequentially. This process cannot replace sleep entirely, but increases theMarines survivability by allowing perception of the environment while resting.This means that a Space Marine needs no more than 4 hours of sleep a day, andcan potentially go for 2 weeks without any sleep at all.
Benefit:Requires only 4 hours of sleep, reduce exhaustion and fatigued times by half,bonus to resist exhaustion and fatigued. Reduce listen penalty when sleeping

Preomnor
Phase 7:This is essentially a pre-stomach that can neutralise otherwise poisonous orindigestible foods. No actual digestion takes place in the preomnor, as it actsas a decontamination chamber placed before the natural stomach in the body'ssystem and can be isolated from the rest of the digestive tract in order tocontain particularly troublesome intake.
Benefit:+4 Fort vs ingested or injected poisons. Able to eat spoiled food, +2 Fort vsdiseases.

Omophagea
Phase 8:This implant, also called "the Remembrancer", allows a Space Marineto 'learn by eating'. It is situated in the spinal cord but is actually part ofthe brain. Four nerve bundles are implanted connecting the spine and thestomach wall. Able to 'read' or absorb genetic material consumed by the marine,the omophagea transmits the gained information to the Marine's brain as a setof memories or experiences. It is the presence of this organ which has led tothe various flesh-eating and blood-drinking rituals for which the Astartes arefamous, as well as giving names to chapters such as the Blood Drinkers andFlesh Tearers. Over time, mutations in this implant have given some chaptersunnatural craving for blood or flesh.
Benefit:After eating 10% of the recently dead (within 5 minutes of death) learns thememories/actions from the last 1d4 hours of the victim. Takes about 5 minutesto eat and process the memories.

Multi-lung
Phase 9:This additional lung activates when a Space Marine needs to breathe inlow-oxygen or poisoned atmospheres, and even water. The natural lungs areclosed off by a sphincter muscle associated with the multi-lung and theimplanted organ takes over breathing operations. It has highly efficient toxindispersal systems.
Benefit:+4 Fort bonus vs airborne toxins, poisons. Does not suffer penalties for lowoxygen environments, able to hold breathe for an incredible amount of timeequal to 1 minute per point of Constitution, normally hold breath number ofrounds equal to Constitution score.

Occulobe
Phase 10:This implant sits at the base of the brain, and provides hormonal and geneticstimuli which enable a Marine's eyes to respond to optic-therapy. This in turnallows the Apothecaries to make adjustments to the growth patterns of the eyeand the light-receptive retinal cells - the result being that Space Marineshave far superior vision to normal humans, and can see in low-light conditionsalmost as well as in daylight.
Benefit:Low light vision, +4 Search and Spot

Lyman'sEar
Phase 11:Not only does this implant make a Space Marine immune from dizziness or motionsickness but also allows Space Marines to consciously filter out and enhancecertain sounds. The Lyman's Ear completely replaces a Marine's original ear. Itis externally indistinguishable from a normal human ear.
Benefit:+4 Balance and Listen.

Sus-anMembrane
Phase 12:Initially implanted above the brain, this membrane eventually merges with therecipient's entire brain. Ineffective without follow-up chemical therapy andtraining, but with sufficient training a Space Marine can use this implant toenter a state of suspended animation, consciously or as an automatic reactionto extreme trauma, keeping the Marine alive for years, even if he has sufferedotherwise mortal wounds. Only the appropriate chemical therapy orauto-suggestion can revive a Marine from this state. The longest recordedperiod spent in suspended animation was undertaken by Brother Silas Err of theDark Angels, who was revived after 567 years.
Benefit:Able to enter near death state and suspended animation, taking 1d4 rounds ofConcentration, DC 21.

MelanchromicOrgan
Phase 13:This implant controls the amount of melanin in a Marine's skin. Exposure tohigh levels of sunlight will result in the Marine's skin darkening tocompensate. It also protects the Marine from other forms of radiation.
Benefit:+4 Fort save vs radiation, radiation based weapons deal 1 die less damage to aminimum of 1 die of damage.

OoliticKidney
Phase 14:In conjunction with the secondary heart this implant allows a Space Marine tofilter his blood very quickly, rendering him immune to most poisons. Thisaction comes at a price, however, as this emergency detoxification usuallyrenders the Marine unconscious while his blood is circulated at high speed. Theorgan's everyday function is to monitor the entire circulatory system and allowother organs to function effectively.
Benefit:If the Space Marine fails a Fort save against a poison or toxin, can make aConcentration check DC 25, go unconscious for 1d4 minutes then awakencompletely purged of the poison or toxin, not taking any further damage.

Neuroglottis
Phase 15:This enhances a Space Marine's sense of taste to such a high degree that he canidentify many common chemicals by taste alone. A Marine can even track down histarget by taste.
Benefit:+2 bonus to Knowledge: Chemical, Track feat but only track by taste (tastingthings the target has touched).

Mucranoid
Phase 16:This implant allows a Space Marine to sweat a substance that coats the skin andoffers resistance to extreme heat and cold and can even provide some protectionfor the marine in a vacuum. This can only be activated by outside treatment,and is common when Space Marines are expected to be fighting in vacuum.
Benefit:With a chemical injection, the Marine can be immune to the environmental hotand cold conditions, not requiring to make Fort saves from the environment, andwith a source of air, can survive being in a vacuum. Chemical has a PDC of 19for 5 doses that last 2 days each.

Betcher'sGland
Phase 17:Consists of two identical glands, implanted either into the lower lip,alongside the salivary glands or into the hard palette. The gland works in asimilar way to the poison gland of venomous reptiles by synthesizing andstoring deadly poison, which the Marines themselves are immune to due to thegland's presence. This allows a Space Marine to spit a blinding contact poison.The poison is also corrosive and can even burn away strong metals givensufficient time.
Benefit:Can spit a mild acid that can blind an opponent, range 15 ft, 1 point of aciddamage, Fort save DC 10 + Con Modifier or be blinded for 1d4 minutes. Can beused to destroy bonds, requiring 1 round of spitting/salivating on object per 1hp of thickness +1 round per 1 DR/hardness.

Progenoids
Phase 18:There are two of these glands, one situated in the neck and the other withinthe chest cavity. These glands are vitally important and represent the futureof the Chapter, as the only way new gene-seed can be produced is by reproducingit within the bodies of the Marines themselves. This is the implant's onlypurpose. The glands absorb genetic material from the other implanted organs.When they have matured each gland will have developed a single gene-seedcorresponding to each of the zygotes which have been implanted into the Marine.
Thesetake time (5 years in the first case, 10 in the latter) to mature intogene-seed. The gene-seed can then be extracted and used to create more SpaceMarines.
Benefit:After 5 years (for one of the glands, 10 years for the other gland) to make asuitable gene-seed for harvest. Space Marines will do almost anything torecover the gene seed from a fallen Marine. Extracting the gene seed, with theproper tools takes 1d4+1 rounds to extract safely.

BlackCarapace
Phase 19:The most distinctive implant, it resembles a film of black plastic that isimplanted directly beneath the skin of the Marine's torso in sheets. It hardenson the outside and sends invasive neural bundles into the Marine's body. Afterthe organ has matured the recipient is then fitted with neural sensors andinterface points cut into the carapace's surface. This allows a Space Marine tointerface directly with his Power Armour. Without the Black Carapace many ofthe systems of the power armour will not function. While driving the vehiclesof the Chapter, special spinal interface plugged into power armour and BlackCarapace to provide the Space Marine an intuitive 'feel' for vehicles systemsand controls, literally making him a part of his vehicle.
Benefit:Cybernetic link for vehicle and armour with 50% higher bonus, only keyed to Adeptus Astartes equipment.

Hypno-ChemicalTherapy
The Space Marineundergoes multiple Hypno-Chemical Therapies that strengthens the Space Marine'smental defenses against fear, possession and their resolve in their Emperor.Some chapters alter the hypno-chemical therapies with differing effects.
Benefit: +4 Willsaves, additional +2 vs Fear and Mental Possession or Suggestion typepowers/spells.

Random MutationTable
Roll
Gland
Result
1
Preonmor
Battle Haze
2
Melanchromic Organ
Altered Skin Colour
3
Missing Organ
Space Marine is missing 1 organ
4
Ossmodula
Increased Bone Grown
5
Mucranoid
Engulf Self in Energy
6
Biscopea
Increased Muscle/Flesh
7
Catalepsean Node
Darkness
8
Betcher's Gland
Acid Spit
9
Mucranoid
Acidic Sweat
10
Biscopea
Connective Muscles
11
Sus-an Membrane
Strong Mind
12
Lyman's Ear
Ears
13
Occulobe
Eyes
14
Oolitic Kidney and Betcher's Gland
Poisonous Spit
15
Mucranoid and Preomnor
Gas Cloud
16
Larraman's Organ
Healing Factor
17
Secondary Heart
Adrenaline
18
Haemastamen
Steady
19
Multi-lung
Breathing
20
Catalepsean Node
Anti-Psychic


Results (some havedifferent options within each one, designated by a number, pick one at randomor select a specific one).
Battle Haze - ThePreomnor gland releases a neurotoxin that permanently alters the marine'sphysiology and frame of mind; gains +2 Strength, +4 Dex and +4 Reflex, howeverduring combat focuses on a single target at a time to the exclusion of allothers, losing Dex bonus and Dodge bonus against any other enemies but thedesignated target.

Altered Skin Colour- The Melanchromic organ is malfunctioning, causing the skin to be differentthan normal: Albino, the Marine is an albino, suffering -2 to Fort savesagainst sudden bright lights and loses bonus against radiation and no reductionin radiation based weapons; Pale Skin, the marine has paler than normal skin,half bonus against radiation, no reduction to radiation based weapons; Ebony,the Marine has dark ebony coloured skin, gaining a +8 Fort save vs radiation,radiation based weapons deal 2 die less of damage, with no minimum.

MissingOrgan - The Marine is missing an organ, pick one of the following: Murcanoid,Betcher's Gland, Neuroglottis, Oolitic Kidney, Catalepsean Node, or Omophagea.

IncreasedBone Growth - The Ossmodula zygote has mutated and causes increased bone growthin one of the following ways: 1) Bone Claws, the marine grows retractable boneclaws on their hands, dealing 1d4 slashing damage; 2) Bone Blade, the marinehas retractable bone blades that protrude from their wrists, 1d6slashing/piercing; 3) Denser Bones, the marine's bones are even denser,granting a further +3 DR; 4) Fused Bones, many of the bones around vulnerableareas are fused, or larger than normal, turning 50% of all critical hits tonormal strikes; 5) Large Form, the marine grows so that they are now Largesize, gaining +2 Str, -1 to Def, +10 HP; 6) Enlarged Extremities, the marine'shands, feet, are larger than normal, suffering -2 to all Dex related skills,but gains Slam attack dealing 1d6 damage + Str bonus, also requires weapons tobe modified for their larger hands.

EngulfSelf In Energy - The Mucranoid gland has mutated and is supercharged, acting inone of two ways: 1) Flames, the Marine can engulf itself in flames 3 times perday for 3 + Con modifier rounds, adding 1d6 fire damage to melee strikes, oranyone grappling them; 2) Cold Vapours, the marine extrudes vapours of extremecold 3 times per day for 3 + Con modifier rounds, adding 1d6 cold damage tomelee strikes or anyone grappling them. This energy damage does not affect thegear the marine is holding or wearing at the time the marine uses this power.

IncreasedMuscle/Flesh - The Biscopea gland is over stimulated and causes increasedmuscle and flesh in several ways: 1) Increased Muscle, the Marine is strongerthan normal, additional +4 Str; 2) Increased Flesh, the marine gains moreflesh, of muscles and other types, +10 HP; 3) Flabby, the marine has largesamount of flesh, making them appear to be much thicker, and slightly flabby, -5ft speed, +20 HP, -2 Dex, bludgeoning, concussion and falling damage reduced byhalf; 4) Massive obese; the marine has mass amounts of flesh, making themappear quite obese, -15 ft, +4 Str, +30 HP, -4 Dex, bludgeoning, concussion andfalling damage reduced by half, critical hits have 50% chance of turning intonormal attack, requires armour to be modified for larger frame of the marine.

Darkness- The Catalepsean Node has mutated and causes some damage to the nervoussystem, causing tremors in limbs, slackness of jaw and a blankness in the eye.The marine suffers -2 to attack ranged attack rolls and -2 to Dex skills,however due to the shaking and sometimes jerky movements, the Marine gains a +1Dodge bonus. Also the nerve damage and blankness to the eye grants +2 to Bluffchecks and +1 to Will saves as the Marine's mental fortitude is a bit higher,suffers -2 to Cha.

Acid Spit- The Betcher's Gland has mutated and functions differently: 1) Powerful Acid,the Betcher's Gland creates a more powerful acid compound, dealing 1d4 pointsof acid, in addition to its blinding effects, but can only be used 3 + Conmodifier times per day; Acid Vapour, the acid the Marine spits quickly turns tovapour, filling a 5 foot area around where it strikes, dealing 1 point of aciddamage to everything that passes within the cloud, lasts for 1d4 rounds,depending on wind conditions.

AcidicSweat - The Mucranoid gland has mutated so that instead of producing chemicalsthat protect the Marine from temperature extremes, it can become acidic,however this can damage anything the marine might be wearing. Can release theacidic sweat 3 + Con modifier times per day, lasting 1d4+1 rounds, adding 1d4points of acid damage to unarmed melee strikes, or anyone grappling the marine.However the marine must have at least 50% of their skin exposed for this to beeffective. The marine is immune to his own acidic sweat, but not other sourcesof acid.

ConnectiveMuscles - Instead of stimulating normal muscle growth, the Biscopea insteadstimulates and grows the tendons and other muscles in other ways instead ofsheer power: 1) Enhanced Reflexes, instead of enhanced Strength, the marine hasboosted reflexes, gains only +2 Str from this implant, and gains +2 Dex and +2Reflex; 2) Lithe Build, the implant doesn't add any strength, instead thetendons and other muscles are stronger and faster, granting +4 Dex, +4 Reflex,+1 Dodge; 3) Over Charged, the muscles of the marine are actually weaker, andwhile Reflexes are jacked up, the marine is jittery, gains +6 Dex, +4 Reflexand +2 Dodge, but suffers -2 Str, skills that require patience andconcentration suffer -2 (fine motor skills and Concentration checks).

StrongMind - The Sus-an Membrane has mutated and doesn't allow the Marine to enter astate of hybernation or suspended animation, however it has fortified themarine's mind. Grants +4 to Will saves, but suffers -2 to Cha skills exceptIntimidation. The Marine is also immune to possession or suggestions via magic,psionics or other powers.

Ears -The Lyman's Ear implant has mutated, making the ears slightly larger, and insome cases pointed, but grants the marine a +8 to listen checks instead of the+4 to Listen. However suffers double the penalties to sonic based attacks andsuffers -4 to saves against sound based abilities or attacks.

Eyes -The Occulobe implant has mutated and functions differently: 1) EnhancedNightvision, the marine gains Darkvision 90 ft; 2) Light Sensitivity, themarine's eyes are sensitive to bright lights, suffering -4 to saves againstlight based attacks or abilities, and penalties last twice as long; 3) Blind,the Marine is blind, but develops a form of tremorsense and echolocation, whilenot true versions of these, the marine is aware of its surroundings within 30feet of him, gaining Blindfight feat; 4) Visual Spectrum, the marine can see inanother visual spectrum of light (infrared or ultraviolet, pick one).

PoisonousSpit - The Oolitic Kidney and Betcher's Gland have both mutated and the marineis able to spit a poison, an injury type that is absorbed by the victim's skin,very effective when spat in the eyes. Similar to one of four types of poisons,pick one: Curare, puffer poison, rattlesnake venom, scorpion/tarantula venom(see d20 Modern pg 54 for more details). The marine is able to produce thisspit 3 + Con modifier types per day.

Gas Cloud- The marine can release poisonous gas through his skin, however the marine hasa tendency to smell bad most of the time, suffering -2 to Cha based skillsinvolving other people, except Intimidation. Able to create a cloud that fillsa 20 foot radius around the marine that lasts 1d4+2 rounds, depending on windconditions up to 3 + 1/2 Con modifier times per day. Pick one of the followinggases: chloroform, a mustard gas, tear gas. See d20 Modern page 54 for moredetails.

HealingFactor - The marine's Larraman's Organ has mutated to function in differentways: 1) Enhanced healing, the marine heals double normal speed, and can with aConcentration check DC 20, force his body to gain Fast Heal 5 for 1d4+2 rounds,but afterwards is fatigued, ignoring the marine's normal ability to reducefatigue times; 2) Limited Regeneration, the marine has a limited form ofregeneration, able to regrow limbs or organs within 1d4 days, as long as theorgan is not required to live, such as the primary heart, brain or head; 3)Ageless, the marine's healing is geared towards keeping the marine young, themarine effectively becomes ageless, and can in theory never die of naturalcauses, but can still be killed by poisons, disease, starvation, suffocationand injuries; 4) Slowed healing, the marine takes twice as long to heal frominjuries, however the marine has an extended life span, 5 times normal insteadof 3 times.

Adrenaline- The Secondary Heart has mutated and can cause the marine's body to producemassive does of adrenaline and pump blood throughout the body, granting themarine a type of berserker rage, granting +6 to Con and Str, but suffers -4 toDefense, +10 ft speed, lasts for 1+1/2 Con modifier rounds, able to triggerthis adrenaline boost 2 + 1/2 Con modifier times per day, after which themarine is exhausted, which the marine's normal ability to reduce exhaustiondoes not affect.

Steady -The Haemastamen implant has mutated, granting the marine incredible endurance,granting a +8 to endurance based checks, however the marine is a bit lethargic,suffering -2 to Initiative and Reflex saves.

Breathing- The marine's Multi-lung has mutated, altering how the multi-lung functions:1) Oxygen Cell, the multi-lung doesn't grant any bonuses against airbornetoxins or poisons, instead it just stores oxygen, providing the marine with 2hours of oxygen, which the marine can extend by holding his breath; 2) Gills,the multi-lung has been transformed into a form of gills, allowing the marineto breathe while underwater; 3) Convert other Gases, the multi-lung can allowthe marine to breathe one other type of gas besides oxygen, allowing him tofunction in environments that don't have oxygen (pick one type of naturalelement gas, such as nitrogen, helium, but not hydrogen).

Anti-Psycic- The Catalepsean Node has mutated and renders the marine immune to psioniceffects, except those that don't affect the marine directly, such as usingtelekinesis to throw a truck at the marine. Also when someone/creature withpsionic abilities comes within 10 feet of the marine, they must make aConcentration check DC 12 + one-half the marine's Con modifier to use a psionicpower, and even with a successful save costs 50% more power points, a failedsave still wastes the power points and causes a psionic feed back dealing 1point of damage / 2 power points used to the psychic. If not using psionics andmagic instead, this affects magic users, and the feed back deals 1 point ofdamage per level of spell, while a successful save requires the magic user touse a spell slot one level higher to cast the spell.
 


kronos182

Adventurer
Awesome. Needs a bit of extra checking on formar (some words are stuck together).

The forum does that when I post using the advanced version, especially with tables.. every time for some odd reason, not sure why. There's a lot of my posts like that.. I just haven't bothered to go in and fix them all.. so annoying.
 

kronos182

Adventurer
Bolt Pistol

The Bolt Pistol is the sidearm of the Space Marines, favoured by assault units used alongside melee weapons, or by officers. These weapons use the exact same ammunition as the bolt gun, and are essentially just smaller versions of the regular bolt guns. These weapons are well crafted, and sometimes found amongst non Space Marine units in elite units and as signs of status and power. The magazine is in front of the trigger guard, making them front heavy, but for the Space Marines this is not an issue due to their enhanced strength and larger size. The bolt pistol can use the sickle or straight box magazines, just like the bolt gun, making switching ammunition between the weapons quick and easy.

Bolt Pistol (PL6 Personal Firearms Proficiency)
Damage: 2d12+4 + 2d6
Critical: 20
Damage Type: balllistic +fire
Range Increment: 60 ft
Rate of Fire: S
Size: Medium
Weight: 9 lb
Ammo: 30 box
Purchase DC: 25 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Pistol suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Bolt Pistol. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Ammunition: Box of 50 .75 Bolts rounds has a PDC 12.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it, useful for looking around corners. Using scopes without looking through the scope only provides half bonuses.
 

kronos182

Adventurer
Bolt Gun

The Adeptus Astartes Space Marines being elite warriors need weapons worthy of them, thus the Bolt Gun, firing a .75 caliber self-propelled explosive Bolts that explodes within the target. Each weapon is finely crafted, and sized for the Marine's larger size. The recoil of the weapon makes it difficult for a normal person to use. To prevent these fine weapons from being used by any enemies that happen to kill one of these mighty warriors, the weapons are keyed to the DNA of the user. The standard Bolt Gun is the Godwyn pattern which uses a 30 round sickle round, and has a mounting for a targeting system or scope, with integrated laser targeter, and a 3 round burst setting. A mount under the barrel for combat blades is available.

Bolt Gun (PL6 Personal Firearms Proficiency)
Damage: 2d12+4 + 2d6
Critical: 20
Damage Type: balllistic +fire
Range Increment: 90 ft
Rate of Fire: S,A
Size: Large
Weight: 15 lb
Ammo: 30 box
Purchase DC: 25 Mil (+3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).
Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Bolt Gun. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
Ammunition: Box of 50 .75 Bolts rounds has a PDC 12.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.

Sternguard Pattern
The Sternguard patter Bolt gun is designed with a special ammo box and selector that allows it to switch between up to 3 different types of ammunition, however the box only holds 24 rounds, with up to 8 rounds of 3 different types of ammunition, comes with shoulder-sling strap. Increase PDC by +1

Stalker Bolter
This Bolt Gun has a longer barrel and powerful scope that also gives the Marine darkvision but only when looking through the scope. Increases range to 150 ft, uses a 20 round box magazine, rate of fire changed to Semi. Increase PDC by 2.

Variant Ammunition
A number of variant ammunition for the bolt gun has be developed. The below are the most common variants available to the Imperium of Man:

Bloodshard Shells - This ammunition was developed by the Blood Angles and is filled with razor-filaments that are very effective against most armours. These rounds deal 2d12+4 ballistic damage, grant +3 to attack against targets wearing armour, or natural armour of +1 or greater, also ignores 2 points of DR. Against targets not wearing armour suffers -4 damage. PDC 14 for box of 30.

Dragonfire Bolts - These bolts release a gout of superheated gas that makes a mockery of cover. Deal 2d8 ballistic damage to anything struck + 3d6 fire damage to a 15 foot radius area. PDC 15 for box of 30.

Hellfire Rounds - These rounds replaces the normal armour piercing tip and explosive charge with a mutagenic acid delivered by multiple needles. Deals 2d8 ballistic damage + 3d4 acid damage to the target, plus 3d4 acid damage the next round, 2d4 acid damage the round after, and 1d4 acid damage the following round. PDC 17 for a box of 30.

Inferno Bolts - These rounds have their explosive charges removed and replaced with a burning chemical. Deals 2d8 ballistic damage plus 3d4 fire damage, plus the next round deals 3d4 fire, then 2d4 fire the next round, and 1d4 fire the round after that. PDC 17 for a box of 30.

Kraken Pattern Penetrator Rounds - These rounds replaces the explosive charge with a solid adamantine/adamantium core for superior armour penetration, plus the additional mass of the round also transfers more kinetic energy to the target. Deals 3d12+5 points of ballistic damage, grants +3 to attack against armoured targets, or those with natural armour of +1 or greater, ignores 4 points of DR. Against unarmed targets suffers -1 die less of damage. PDC 19 for a box of 30.

Metal Storm Frag Shells - These bolts detonate before impact and spray shrapnel, shredding their victims. The user targets a square as the target, dealing 4d8 slashing damage to a 15 foot radius, Reflex dc 17 for half damage. The user can make a Knowledge: Tactics check DC 17 to better place the round and increases the Reflex save any victims in the blast area must make to 21. PDC 17 for a box of 30.

Seeker Bolts - These bolts are fitted with small maneuvering vents and a thermal tracker. Grants +5 to attack rolls against targets with a heat signature of a human or greater, dealing 2d12+2 ballistic damage, critical 19-20/x2. PDC 18 for a box of 25.

Magazine Options
Several magazines can fit most patterns of the Bolt Gun, besides the standard sickle magazine.
Drum - A large drum can be fitted, holding 60 rounds, but has a chance of jamming. Adds 5 lbs to the weapon. On a natural attack roll of 1 or 2, the weapon jams. PDC 5.
Straight - Holds 20 rounds, easy to reload if at hand. If held on a bandoleer or very easily accessible pouch on belt, can be reloaded as a quick action. PDC 3.
 




Lord Zack

Explorer
Well there are actually bolt-weapons sized for normal men to use, like the bolt pistols used by commissars. These have the same stats as any other bolt weapon of that type, at least in the wargame.
 

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