Space Marine
The Space marine, Adeptus Astartes, the elite of the Imperium of Man, the super human warriors that helps protect the lives of the Imperium in the name of the God Emperor. After receiving all 19 phases of the implants, the Scout becomes a full Marine, assigned full space marine armour now that they have the Black Carapace to interface with it. These soldiers can live hundreds of years and can see thousands of battles, many lasting for years.
Low-Level Space Marine (Strong Ord 5/Tough Ord 5), Adeptus Astares Space Marine, Phase 1 to 19 implants)
Type: Adeptus Astartes Human
Size: Medium
CR: 12
Hit Points: 5d8+18 plus 3d10+18 +20+20+8; 151
Mas: 22
Init: +2
Speed: 40 ft
Defense: 27, 20 Touch, flat-footed 25 (+2 Dex, +8 Class, +7 Space marine mk7 armour)
BAB/Grp: +8/+3 / +15
FS/Reach: 5 ft/ 5 ft
Attacks: unarmed strike +13 melee 1d8+5, or knife +13 melee (1d4+5 slashing), or Bolter +11 ranged (2d12+4 + 2d6, 90 ft)
Special Attacks: spit +10 ranged (1 acid, blind, 15 ft)
Special Qualities: Adeptus Astartes Implants Phase 1 to 6, Hypo-chemical therapy, enlarge form, DR 3, marine scout training, low light vision,
Allegiances: Imperium of Man (or Chaos if Chaos Marine), Chapter (Chapter belongs to)
Saves: Fort +16, Reflex +4, Will +6
Reputation: +6
Abilities: Str 20 (originally 14), Dex 14, Con 22 (originally 15), Int 13, Wis 10, Cha 8
Occupation: Blue-collar (thug, class Skills: Drive, Intimidate)
Skills: Balance +7, Climb +7, Craft (mechanical) +5, Drive +5, Gather Information +3, Hide +4, Intimidate +2, Knowledge (chemical +2, Knowledge (streetwise) +2, Listen +6, Move Silently +3, Profession +2, Read/Write English, Repair +4, Search +6, Speak English, Spot +8, Swim +3 +16
Feats: Simple Weapons Proficiency, Brawl, Personal Firearms Proficiency, Codex Equipment Training, Track (by taste), Point Blank Shot, Power Attack +1
Possessions: Space marine mk7 armour, bolter, knife, 6 grenades (typically frag or frak depending on mission), 6 magazines, military radio, auto-sense goggles, may be assigned specialty ammunition. May swap out bolter for bolt pistol and close combat weapon (typically chain sword), or for 1 heavy weapon such as plasma rifle, heavy bolter, las cannon.
Adeptus Astares Implant Bonuses:
Ability bonuses (factored in stats), save bonuses (factored into saves), reduces time the marine would be fatigued or exhausted by half, enlarged form (considered large when beneficial to the character), +2 HP / level, +4 to endurance checks (swim, marching, holding breathe, against extreme temperatures of hot and cold, starvation, thirst), automatically stabilizes at 0 hit points, not doesn't die until -20 hit points, continuing damage from bleeding such as from Wounding weapon abilities automatically stops next round, only needs 4 hours of sleep, +4 Fort vs poisons, +2 Fort vs diseases, learns the memories/actions from the last 1d4 hours of the victim if eaten shortly after death, +4 Fort bonus vs airborne toxins, poisons. Does not suffer penalties for low oxygen environments, able to hold breathe for an incredible amount of time equal to 1 minute per point of Constitution, Able to enter near death state and suspended animation, taking 1d4 rounds of Concentration DC 21; +4 Fort save vs radiation, radiation based weapons deal 1 die less damage to a minimum of 1 die of damage; If the Space Marine fails a Fort save against a poison or toxin, can make a Concentration check DC 25, go unconscious for 1d4 minutes then awaken completely purged of the poison or toxin, not taking any further damage.
Spit poison, gene-seed, +50% increase bonus with cyber-linked equipment.
Hypno-Chemical Therapy
The Space Marine undergoes multiple Hypno-Chemical Therapies that strengthens the Space Marine's mental defenses against fear, possession and their resolve in their Emperor. Some chapters alter the hypno-chemical therapies with differing effects.
Benefit: +4 Will saves, additional +2 vs Fear and Mental Possession or Suggestion type powers/spells.
Marine Scout Training
Scouts are trained in stealth, information gathering, sabotage and assassination. Gains Demolitions, Disable Device as class skills, gains +3 to Gather Information, Hide and Move Silently.
Mucranoid
Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for 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 hot and cold conditions, not requiring to make Fort saves from the environment, and with a source of air, can survive being in a vacuum. Chemical has a PDC of 19 for 5 doses that last 2 days each.
Betcher's Gland
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 a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland'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 given sufficient time.
Benefit: Can spit a mild acid that can blind an opponent, range 15 ft, 1 point of acid damage, Fort save DC 10 + Con Modifier or be blinded for 1d4 minutes. Can be used to destroy bonds, requiring 1 round of spitting/salivating on object per 1 hp 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 within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.
These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines.
Benefit: After 5 years (for one of the glands, 10 years for the other gland) to make a suitable gene-seed for harvest. Space Marines will do almost anything to recover the gene seed from a fallen Marine. Extracting the gene seed, with the proper tools takes 1d4+1 rounds to extract safely.
Black Carapace
Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armour and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and 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.
Mk7 Aquila (Eagle)
The Mk7 is a slight improvement over the Mk6, with performance very similar to the Mk6, and shares many of the same components, allowing systems from one to be used on the other. The only major improvements are the Mk7 being slightly more flexible and the newly designed chest plastron in the shaped of the Imperial Eagle.
Mk7 Aquila/Eagle (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 56 lbs
Purchase DC: 28
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 10 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors.
Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.
Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.
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: ballistic +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.