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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7536602" data-attributes="member: 6668634"><p>Two levels of Adeptus Astartes Space Marine Scout NPC for your use..</p><p></p><p>Space Marine Scout</p><p></p><p>Space Marine Scouts are the new recruits of a Space Marine Chapter who have advanced far enough in the early stages of their training and biological transformation to take part in battle with the rest of the Chapter. Given lighter armour and weapons than full Battle Brothers, they are used to range ahead of the main force, preparing the way for the main advance by infiltrating enemy lines, sabotaging and gathering intelligence, or even assassination.</p><p></p><p>All Space Marines of the Adeptus Astartes start as a scout, with a period of several months or longer, under the tutelage of a sergeant, learning to use all the weapon of the Adeptus Astartes and learn the skills at every aspect of war. They act as skirmishers and infiltrators, relying on stealth rather than brute force, due to their weaker bodies and lighter equipment. Scouts receive their final implant, the Black Carapace, when they are deemed ready to join the Chapter as a full Battle Brother, marking them as a full Marine and allows them to interface with a suit of power armour.</p><p></p><p>Low-Level Scout (Strong Ord 1/Tough Ord 1, Adeptus Astares Space Marine, Phase 1 to 6 implants)</p><p>These scouts have advanced enough in their training and the first six implant phases are stable, they are joining their battle brothers in combat, putting their training to practical use.</p><p>Type: Adeptus Astartes Human</p><p>Size: Medium</p><p>CR: 3</p><p>Hit Points: 1d8+6 plus 1d10+6 +5+20; 47 hp</p><p>Mas: 22</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 17, 13 Touch, flat-footed 16 (+1 Dex, +2 Class, +4 Space marine scout armour)</p><p>BAB/Grp: +1 / +6</p><p>FS/Reach: 5 ft/ 5 ft</p><p>Attacks: unarmed strike +7 melee 1d8+5, or knife +6 melee (1d4+5 slashing), or Space Marine Sniper Rifle +2 ranged (3d10, 120 ft), or Bolt Pistol +2 ranged (2d12+4 + 2d6, 60 ft)</p><p>Special Attacks: </p><p>Special Qualities: Adeptus Astartes Implants Phase 1 to 6, Hypo-chemical therapy, enlarge form, DR 3, marine scout training, Codex Equipment Training</p><p>Allegiances: Imperium of Man (or Chaos if Chaos Marine), Chapter (Chapter belongs to)</p><p>Saves: Fort +12, Reflex +1, Will +4</p><p>Reputation: +0</p><p>Abilities: Str 20 (originally 14), Dex 12, Con 22 (originally 15), Int 13, Wis 10, Cha 8</p><p>Occupation: Blue-collar (thug, class Skills: Drive, Intimidate)</p><p>Skills: Craft (mechanical) +5, Drive +5, Gather Information +3, Hide +4, Intimidate +3, Knowledge (streetwise) +2, Listen +2, Move Silently +3, Profession +2, Read/Write English, Repair +2, Speak English, Spot +2, Swim +3</p><p>Feats: Simple Weapons Proficiency, Brawl, Personal Firearms Proficiency</p><p>Possessions: Space marine scout armour, bolt pistol, knife, Space Marine Sniper Rifle, 6 grenades (typically frag or frak depending on mission), 3 reloads per weapon, military radio, auto-sense goggles. May be assigned Astartes Assault shotgun, Cameleoline cloak or other weapons and equipment as necessary. </p><p></p><p>Adeptus Astares Implant Bonuses:</p><p>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, can</p><p></p><p>Hypno-Chemical Therapy</p><p>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.</p><p>Benefit: +4 Will saves, additional +2 vs Fear and Mental Possession or Suggestion type powers/spells.</p><p></p><p>Marine Scout Training</p><p>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.</p><p></p><p>Codex Equipment Training</p><p>The marine receives training and instruction in the use of all Adeptus Astartes Codex equipment, including all bolt weapons, scout marine armour, marine power armour, laser cannons, assault cannons, combat, storm and boarding shields, as well as vehicles including rhinos, combat bikes, and other vehicles in the Codex. The marine is considered to have the relative proficiency and training for those weapons, armour and equipment, and for the vehicles. Other weapons not in the Codex (or later approved by the Adeptus Mechanicus), the marine is not proficient and suffers normal penalties for non-proficiencies.</p><p></p><p></p><p></p><p>Mid-Level Scout (Strong Ord 3/Tough Ord 3, Adeptus Astares Space Marine, Phase 1 to 15 implants)</p><p>These scouts have advanced enough in their training and received up to 15 implant phases and are stable, having proven themselves in combat, finishing their training and growth until they receive the last of their implants and become full Space Marines.</p><p>Type: Adeptus Astartes Human</p><p>Size: Medium</p><p>CR: 8</p><p>Hit Points: 3d8+18 plus 3d10+18 +5+20+8; 99</p><p>Mas: 22</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 17, 13 Touch, flat-footed 16 (+1 Dex, +4 Class, +4 Space marine scout armour)</p><p>BAB/Grp: +5 / +10</p><p>FS/Reach: 5 ft/ 5 ft</p><p>Attacks: unarmed strike +7 melee 1d8+5, or knife +6 melee (1d4+5 slashing), or Sniper Rifle +2 ranged (3d10, 120 ft), or Bolt Pistol +2 ranged (2d12+4 + 2d6, 60 ft)</p><p>Special Attacks: </p><p>Special Qualities: Adeptus Astartes Implants Phase 1 to 6, Hypo-chemical therapy, enlarge form, DR 3, marine scout training, low light vision,</p><p>Allegiances: Imperium of Man (or Chaos if Chaos Marine), Chapter (Chapter belongs to)</p><p>Saves: Fort +14, Reflex +3, Will +6</p><p>Reputation: +1</p><p>Abilities: Str 20 (originally 14), Dex 13, Con 22 (originally 15), Int 13, Wis 10, Cha 8</p><p>Occupation: Blue-collar (thug, class Skills: Drive, Intimidate)</p><p>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</p><p>Feats: Simple Weapons Proficiency, Brawl, Personal Firearms Proficiency, Codex Equipment Training, Track (by taste), Point Blank Shot, Power Attack</p><p>Possessions: Space marine scout armour, bolt pistol, knife, Space Marine Sniper Rifle, 6 grenades (typically frag or frak depending on mission), 3 reloads per weapon, military radio, auto-sense goggles. May be assigned Astartes Assault shotgun, Cameleoline cloak or other weapons and equipment as necessary. </p><p></p><p>Adeptus Astares Implant Bonuses:</p><p>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.</p><p></p><p>Hypno-Chemical Therapy</p><p>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.</p><p>Benefit: +4 Will saves, additional +2 vs Fear and Mental Possession or Suggestion type powers/spells.</p><p></p><p>Marine Scout Training</p><p>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.</p><p></p><p>Codex Equipment Training</p><p>The marine receives training and instruction in the use of all Adeptus Astartes Codex equipment, including all bolt weapons, scout marine armour, marine power armour, laser cannons, assault cannons, combat, storm and boarding shields, as well as vehicles including rhinos, combat bikes, and other vehicles in the Codex. The marine is considered to have the relative proficiency and training for those weapons, armour and equipment, and for the vehicles, including using autofire features of weapons without requiring the advanced firearms proficiency for those weapons. Other weapons not in the Codex (or later approved by the Adeptus Mechanicus), the marine is not proficient and suffers normal penalties for non-proficiencies.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7536602, member: 6668634"] Two levels of Adeptus Astartes Space Marine Scout NPC for your use.. Space Marine Scout Space Marine Scouts are the new recruits of a Space Marine Chapter who have advanced far enough in the early stages of their training and biological transformation to take part in battle with the rest of the Chapter. Given lighter armour and weapons than full Battle Brothers, they are used to range ahead of the main force, preparing the way for the main advance by infiltrating enemy lines, sabotaging and gathering intelligence, or even assassination. All Space Marines of the Adeptus Astartes start as a scout, with a period of several months or longer, under the tutelage of a sergeant, learning to use all the weapon of the Adeptus Astartes and learn the skills at every aspect of war. They act as skirmishers and infiltrators, relying on stealth rather than brute force, due to their weaker bodies and lighter equipment. Scouts receive their final implant, the Black Carapace, when they are deemed ready to join the Chapter as a full Battle Brother, marking them as a full Marine and allows them to interface with a suit of power armour. Low-Level Scout (Strong Ord 1/Tough Ord 1, Adeptus Astares Space Marine, Phase 1 to 6 implants) These scouts have advanced enough in their training and the first six implant phases are stable, they are joining their battle brothers in combat, putting their training to practical use. Type: Adeptus Astartes Human Size: Medium CR: 3 Hit Points: 1d8+6 plus 1d10+6 +5+20; 47 hp Mas: 22 Init: +1 Speed: 30 ft Defense: 17, 13 Touch, flat-footed 16 (+1 Dex, +2 Class, +4 Space marine scout armour) BAB/Grp: +1 / +6 FS/Reach: 5 ft/ 5 ft Attacks: unarmed strike +7 melee 1d8+5, or knife +6 melee (1d4+5 slashing), or Space Marine Sniper Rifle +2 ranged (3d10, 120 ft), or Bolt Pistol +2 ranged (2d12+4 + 2d6, 60 ft) Special Attacks: Special Qualities: Adeptus Astartes Implants Phase 1 to 6, Hypo-chemical therapy, enlarge form, DR 3, marine scout training, Codex Equipment Training Allegiances: Imperium of Man (or Chaos if Chaos Marine), Chapter (Chapter belongs to) Saves: Fort +12, Reflex +1, Will +4 Reputation: +0 Abilities: Str 20 (originally 14), Dex 12, Con 22 (originally 15), Int 13, Wis 10, Cha 8 Occupation: Blue-collar (thug, class Skills: Drive, Intimidate) Skills: Craft (mechanical) +5, Drive +5, Gather Information +3, Hide +4, Intimidate +3, Knowledge (streetwise) +2, Listen +2, Move Silently +3, Profession +2, Read/Write English, Repair +2, Speak English, Spot +2, Swim +3 Feats: Simple Weapons Proficiency, Brawl, Personal Firearms Proficiency Possessions: Space marine scout armour, bolt pistol, knife, Space Marine Sniper Rifle, 6 grenades (typically frag or frak depending on mission), 3 reloads per weapon, military radio, auto-sense goggles. May be assigned Astartes Assault shotgun, Cameleoline cloak or other weapons and equipment as necessary. 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, can 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. Codex Equipment Training The marine receives training and instruction in the use of all Adeptus Astartes Codex equipment, including all bolt weapons, scout marine armour, marine power armour, laser cannons, assault cannons, combat, storm and boarding shields, as well as vehicles including rhinos, combat bikes, and other vehicles in the Codex. The marine is considered to have the relative proficiency and training for those weapons, armour and equipment, and for the vehicles. Other weapons not in the Codex (or later approved by the Adeptus Mechanicus), the marine is not proficient and suffers normal penalties for non-proficiencies. Mid-Level Scout (Strong Ord 3/Tough Ord 3, Adeptus Astares Space Marine, Phase 1 to 15 implants) These scouts have advanced enough in their training and received up to 15 implant phases and are stable, having proven themselves in combat, finishing their training and growth until they receive the last of their implants and become full Space Marines. Type: Adeptus Astartes Human Size: Medium CR: 8 Hit Points: 3d8+18 plus 3d10+18 +5+20+8; 99 Mas: 22 Init: +1 Speed: 30 ft Defense: 17, 13 Touch, flat-footed 16 (+1 Dex, +4 Class, +4 Space marine scout armour) BAB/Grp: +5 / +10 FS/Reach: 5 ft/ 5 ft Attacks: unarmed strike +7 melee 1d8+5, or knife +6 melee (1d4+5 slashing), or Sniper Rifle +2 ranged (3d10, 120 ft), or Bolt Pistol +2 ranged (2d12+4 + 2d6, 60 ft) Special Attacks: 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 +14, Reflex +3, Will +6 Reputation: +1 Abilities: Str 20 (originally 14), Dex 13, 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 Feats: Simple Weapons Proficiency, Brawl, Personal Firearms Proficiency, Codex Equipment Training, Track (by taste), Point Blank Shot, Power Attack Possessions: Space marine scout armour, bolt pistol, knife, Space Marine Sniper Rifle, 6 grenades (typically frag or frak depending on mission), 3 reloads per weapon, military radio, auto-sense goggles. May be assigned Astartes Assault shotgun, Cameleoline cloak or other weapons and equipment as necessary. 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. 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. Codex Equipment Training The marine receives training and instruction in the use of all Adeptus Astartes Codex equipment, including all bolt weapons, scout marine armour, marine power armour, laser cannons, assault cannons, combat, storm and boarding shields, as well as vehicles including rhinos, combat bikes, and other vehicles in the Codex. The marine is considered to have the relative proficiency and training for those weapons, armour and equipment, and for the vehicles, including using autofire features of weapons without requiring the advanced firearms proficiency for those weapons. Other weapons not in the Codex (or later approved by the Adeptus Mechanicus), the marine is not proficient and suffers normal penalties for non-proficiencies. [/QUOTE]
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CORELINE (D20 Modern/D20 BESM Setting).
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