Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 7010541" data-attributes="member: 6668634"><p>Space Marine Armour</p><p></p><p>Protecting the Space Marines of the Imperium of Man are suits of power armour, heavily armoured, enhancing strength and fully sealed from the outside environment to protect against gas weapons and harsh atmospheres. Several versions of armour have been developed over the years, with some older versions still in use, but most using the latest version of the mk7. Most suits have several systems and equipment as standard, although some specific versions might be lacking some systems as noted, but usually include a backpack unit that contains the power plant, environmental systems, additional stabilizers and nutrient reservoir. Other standard features include electro-motivated fibre bundles that mimic and augment the muscular strength of the wearer, cybernetic connections, through the Black Carapace implant, that allows for thought activated communications, targeting systems, range finders and tactical displays and sensors that include night vision, motion sensors and thermal optics. The lenses are capable of auto tinting against bright light such as flash-bangs, built in air filters and exterior speaks in the grill in front of the nose and mouth. Part of the life support system includes a life signs monitor that monitors the Space Marine and can deliver several drugs and stimulants as needed to fight toxins, poisons and treat wounds. Some versions also include gyroscopic stabilizers and magnetic soles in the boots to allow the marine to walk on metal surfaces, such as ship hulls in zero gravity environments. Most of the suits are designed to carry their own weight and with the cybernetic link become one with the marine like an extension of their own body.</p><p></p><p>Mk 1 Thunder Armour</p><p></p><p>The mk 1 'Thunder Armour' was produced before the formation of the Space Marine legions. This armour is not environmentally sealed and lacks life support systems, having only basic air filters and lacks many of the sophisticated sensors. The armour also only enhances the users upper body strength and arms as it was used mostly in melee combat. The power plant was also noticeably loud. </p><p>The mk 1 lacks the systems to connect with a Space Marine's Black Carapace, and doesn't gain any benefits from it.</p><p></p><p>Mk 1 Thunder Armour (PL6)</p><p>Type: Heavy</p><p>Equipment Bonus: +7</p><p>Nonprof. Bonus: +4</p><p>Str Bonus: +4</p><p>Nonprof Str Bonus: +2</p><p>Max Dex: +0</p><p>Armour Penalty: -4</p><p>Speed (30 ft): 20</p><p>Weight: 65 lbs</p><p>Purchase DC: 20</p><p>Restriction: Mil +3</p><p>Accessories: Military radio, night vision goggles, air filters (+4 vs airborne toxins).</p><p>Notes: Strength bonus only applies to melee damage, not carrying capacity. On a critical hit 10% chance of power source being damaged and shuts down for 1d6 rounds, removing bonus to strength, radio, night vision goggles. +4 Fort vs airborne toxins, darkvision 90 ft (-4 Spot and Search while in use). </p><p></p><p></p><p>Mk2 crusader</p><p>First of full environmental armour designed for the Space Marine legions. It features 10 hours of oxygen, filters, various sensors to enhance the marine's senses, and the legs are powered so the armour carries its own weight, although the at the expense of the strength of the arms is decreased. This armour is the first to also include the cybernetic connection through the black carapace. The helmet is fixed forward, but the wearer can move their head inside the helmet. This doesn't hamper the marine's vision as the sensors connected to the marine via neural link allows the marine to see and hear as if they were not wearing the helmet.</p><p></p><p>Mk2 Crusader</p><p>Type: Heavy</p><p>Equipment Bonus: +7</p><p>Nonprof. Bonus: +4</p><p>Str Bonus: +2</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +0</p><p>Armour Penalty: -3</p><p>Speed (30 ft): 30</p><p>Weight: 70 lbs</p><p>Purchase DC: 25</p><p>Restriction: Mil +3</p><p>Accessories: Military radio, night vision goggles, air filters, 20 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.</p><p>Notes: +4 Fort vs airborne toxins, darkvision 90 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 5 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, -1 to Spot checks due to helmet design.</p><p></p><p>Cybernetic Link</p><p>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.</p><p></p><p>Medical System</p><p>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 +4, and 10 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.</p><p></p><p>Mk3 Iron</p><p>The Mk 3 armour is a variant of the Mk 2 designed for heavy assaults, boarding actions and combat where there isn't much cover. The armour is heavier and designed to deflect projectiles. In other ways the Mk 3 is identical to the Mk 2, although produced in smaller numbers.</p><p></p><p>Mk3 Iron</p><p>Type: Heavy</p><p>Equipment Bonus: +8</p><p>Nonprof. Bonus: +4</p><p>Str Bonus: +2</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +0</p><p>Armour Penalty: -4</p><p>Speed (30 ft): 20</p><p>Weight: 80 lbs</p><p>Purchase DC: 26</p><p>Restriction: Mil +3</p><p>Accessories: Military radio, night vision goggles, air filters, 20 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, deflective design.</p><p>Notes: +4 Fort vs airborne toxins, darkvision 90 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 5 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, -1 to Spot checks due to helmet design.</p><p></p><p>Cybernetic Link</p><p>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.</p><p></p><p>Medical System</p><p>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 +4, and 10 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.</p><p></p><p>Deflective Design</p><p>The design of the armour, plus heavy plating, can deflect projectile weapons. The wearer gains a +2 Deflection bonus against projectile/ballistic weapons, and ballistic damage is reduced by half.</p><p></p><p></p><p>Mk4 Imperial Maximus</p><p></p><p>The Mk 4 was thought to be the ultimate version of armour for the Space Marines, sporting multiple improvements. Although the armour was designed with larger inflexible armour casings incorporating flexible joints reduced mobility a little, it did reduce maintenance and made repairs easier. The armour also used lighter but tougher materials to reduce weight but maintain the same protection values. The power pack is smaller and more efficient, allowing larger life support and nutrient storage. The armour also includes gyro stabilizers, a minor thruster system that allows the wearer to function in low gravity environments as if it was normal gravity.</p><p>The Mk4 was also the first to incorporate a non-fixed helmet, allowing it to move with the head.</p><p></p><p>Mk4 Imperial Maximus (PL6)</p><p>Type: Heavy</p><p>Equipment Bonus: +7</p><p>Nonprof. Bonus: +4</p><p>Str Bonus: +3</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +0</p><p>Armour Penalty: -4</p><p>Speed (30 ft): 30</p><p>Weight: 60 lbs</p><p>Purchase DC: 26</p><p>Restriction: Mil +3</p><p>Accessories: Military radio, night vision goggles, air filters, 30 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.</p><p>Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 8 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +2 Spot and Listen checks, ignore penalties for low gravity environments, +1 Balance checks, reduce damage from falls by 1d6 with successful Tumble check.</p><p></p><p>Cybernetic Link</p><p>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.</p><p></p><p>Medical System</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7010541, member: 6668634"] Space Marine Armour Protecting the Space Marines of the Imperium of Man are suits of power armour, heavily armoured, enhancing strength and fully sealed from the outside environment to protect against gas weapons and harsh atmospheres. Several versions of armour have been developed over the years, with some older versions still in use, but most using the latest version of the mk7. Most suits have several systems and equipment as standard, although some specific versions might be lacking some systems as noted, but usually include a backpack unit that contains the power plant, environmental systems, additional stabilizers and nutrient reservoir. Other standard features include electro-motivated fibre bundles that mimic and augment the muscular strength of the wearer, cybernetic connections, through the Black Carapace implant, that allows for thought activated communications, targeting systems, range finders and tactical displays and sensors that include night vision, motion sensors and thermal optics. The lenses are capable of auto tinting against bright light such as flash-bangs, built in air filters and exterior speaks in the grill in front of the nose and mouth. Part of the life support system includes a life signs monitor that monitors the Space Marine and can deliver several drugs and stimulants as needed to fight toxins, poisons and treat wounds. Some versions also include gyroscopic stabilizers and magnetic soles in the boots to allow the marine to walk on metal surfaces, such as ship hulls in zero gravity environments. Most of the suits are designed to carry their own weight and with the cybernetic link become one with the marine like an extension of their own body. Mk 1 Thunder Armour The mk 1 'Thunder Armour' was produced before the formation of the Space Marine legions. This armour is not environmentally sealed and lacks life support systems, having only basic air filters and lacks many of the sophisticated sensors. The armour also only enhances the users upper body strength and arms as it was used mostly in melee combat. The power plant was also noticeably loud. The mk 1 lacks the systems to connect with a Space Marine's Black Carapace, and doesn't gain any benefits from it. Mk 1 Thunder Armour (PL6) Type: Heavy Equipment Bonus: +7 Nonprof. Bonus: +4 Str Bonus: +4 Nonprof Str Bonus: +2 Max Dex: +0 Armour Penalty: -4 Speed (30 ft): 20 Weight: 65 lbs Purchase DC: 20 Restriction: Mil +3 Accessories: Military radio, night vision goggles, air filters (+4 vs airborne toxins). Notes: Strength bonus only applies to melee damage, not carrying capacity. On a critical hit 10% chance of power source being damaged and shuts down for 1d6 rounds, removing bonus to strength, radio, night vision goggles. +4 Fort vs airborne toxins, darkvision 90 ft (-4 Spot and Search while in use). Mk2 crusader First of full environmental armour designed for the Space Marine legions. It features 10 hours of oxygen, filters, various sensors to enhance the marine's senses, and the legs are powered so the armour carries its own weight, although the at the expense of the strength of the arms is decreased. This armour is the first to also include the cybernetic connection through the black carapace. The helmet is fixed forward, but the wearer can move their head inside the helmet. This doesn't hamper the marine's vision as the sensors connected to the marine via neural link allows the marine to see and hear as if they were not wearing the helmet. Mk2 Crusader Type: Heavy Equipment Bonus: +7 Nonprof. Bonus: +4 Str Bonus: +2 Nonprof Str Bonus: +0 Max Dex: +0 Armour Penalty: -3 Speed (30 ft): 30 Weight: 70 lbs Purchase DC: 25 Restriction: Mil +3 Accessories: Military radio, night vision goggles, air filters, 20 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. Notes: +4 Fort vs airborne toxins, darkvision 90 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 5 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, -1 to Spot checks due to helmet design. 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 +4, and 10 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. Mk3 Iron The Mk 3 armour is a variant of the Mk 2 designed for heavy assaults, boarding actions and combat where there isn't much cover. The armour is heavier and designed to deflect projectiles. In other ways the Mk 3 is identical to the Mk 2, although produced in smaller numbers. Mk3 Iron Type: Heavy Equipment Bonus: +8 Nonprof. Bonus: +4 Str Bonus: +2 Nonprof Str Bonus: +0 Max Dex: +0 Armour Penalty: -4 Speed (30 ft): 20 Weight: 80 lbs Purchase DC: 26 Restriction: Mil +3 Accessories: Military radio, night vision goggles, air filters, 20 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, deflective design. Notes: +4 Fort vs airborne toxins, darkvision 90 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 5 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, -1 to Spot checks due to helmet design. 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 +4, and 10 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. Deflective Design The design of the armour, plus heavy plating, can deflect projectile weapons. The wearer gains a +2 Deflection bonus against projectile/ballistic weapons, and ballistic damage is reduced by half. Mk4 Imperial Maximus The Mk 4 was thought to be the ultimate version of armour for the Space Marines, sporting multiple improvements. Although the armour was designed with larger inflexible armour casings incorporating flexible joints reduced mobility a little, it did reduce maintenance and made repairs easier. The armour also used lighter but tougher materials to reduce weight but maintain the same protection values. The power pack is smaller and more efficient, allowing larger life support and nutrient storage. The armour also includes gyro stabilizers, a minor thruster system that allows the wearer to function in low gravity environments as if it was normal gravity. The Mk4 was also the first to incorporate a non-fixed helmet, allowing it to move with the head. Mk4 Imperial Maximus (PL6) Type: Heavy Equipment Bonus: +7 Nonprof. Bonus: +4 Str Bonus: +3 Nonprof Str Bonus: +0 Max Dex: +0 Armour Penalty: -4 Speed (30 ft): 30 Weight: 60 lbs Purchase DC: 26 Restriction: Mil +3 Accessories: Military radio, night vision goggles, air filters, 30 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. Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 8 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +2 Spot and Listen checks, ignore penalties for low gravity environments, +1 Balance checks, reduce damage from falls by 1d6 with successful Tumble check. 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top