![]() |

| Space Marine Battle Armor | ||||||||||||||
| Game Master's Note: As this armor is what saved the Space Marine's life allowing him to enter the Star Wars Galaxy, it must first be repaired to be used. Also, the Space Marine does not have the needed skills nor the resources (to include the repair kit) to do the work himself. However, means have been provided within the Star Wars Galaxy to enable the marine to get the medical "cocktail" needed to survive. The space marine starts off with 6 months worth of medicine and a special device to activate shortly before the medicine runs out. | ||||||||||||||
| MODIFIED HEAVY ARMOR# | +4D (speeder scale) | 100kg | ||||||||||||
|
Protects the following: All. Due to this armor being Speeder Scale; the protection roll is 4D plus Strength in pips (for example: if the space marine has a Strength of 5D, the skill roll to resist damage would be 4D+5). This armor has excellent expansion capabilities. Repair Kit: Allows the marine to repair his armor up to 8 times. Powered: Controlled by built-in computer. Breath Mask: Functions as a normal breath mask. Filters must be replaced after 30 hours of continuous use. Flash Protection: Reduces modifiers for bright flashes by one half. Macrobinoculars: Add +3D to Search for objects 100-500 meters away. Heads Up Display (H.U.D.) System: For combat situations. Includes a Rear-View Tactical Display Screen (RVTD). Repulsor Pack: Move; 175, 500 kmh. One hour charge on continuous use but automatically recharges due to fusion power supply. Pack is strong enough to lift 110 additional kilograms at -1D to Powersuit Ops. Microthruster System: Used for movement in space only. Move: 75/150 kmh (space speed of 1) Magnetic/Gravity Boots: Must be activated. Can not be used with Repulsor Pack. Long Range Comm System: 400 km range in atmosphere, 250 unit range in space. Standard Comm. System with Translator: Range: 50 km. Languages: add +1D. External speaker Radiation Shielding: Able to withstand up to 20 minutes of intense radiation or 5 hours of low radiation. Suit must be scrubbed down after each exposure or the effectiveness of this feature goes down by one half. EMP Protection: 3 rounds. May be reapplied. Mini Fusion Generator: Supplies power to all internal systems. Waste Processing System: Recycles all waste. Material that can't be recycled is ejected or stored so it can be ejected later. Internal Medical System: Contains 10 Fastflesh medpacs. Automatically activated if a wound is sustained. Skill level: 4D (can be increased to a maximum of 6D) Sensors: Motion, Life, Hard and Soft Radiation, Infrared, Thermal Imaging, Ultraviolet, Low-Light, X-Ray
1) Neuro sensors and spinal I/O port connectors in armor monitor body activity and allow for control of armor. 2) 25 hr LOX/Air Filtration System 3) 25 hour survival time in space 4) 900 meter (2800 ft) maximum depth in water 12 Slot built-in Microthrust Portable Computer System and three I/O ports Capabilities: Power: 4D, Memory: 18D (may be increased to 25D) Programs: Bi-Multiple Targeting: 4 slots, Sensor: 1 slot, Road Map: 1 slot, Bounty: 1 slot, Accessing: 2 slots, Hostilities: 2 slots, Medical: 1 slot, Multiple Programs: 1 slot (see below for program details) Security System: Auto Destruct of data and programs. Active virus for I/O ports. Self Destruct: Must be activated (automatically activates if Heroic Security roll fails while tampering). Goes off instantaneously or in 1 to 6 rounds (owners choice). Causes 12D damage, range as Thermal Detonator. Weapon Systems: All are optional and must be chosen at time of purchase/construction. Email the GM for complete information on each type and choice of weapons. Non-Weapon Capture System: 1. Turbo Projected Grappling Hook: 20 meter lanyard, uses Missile Weapons skill (Rng; 0-3/10/20), magnetic grappling "hook." # NOTE: Special surgery was undertaken (8 years worth) before the armor could be worn. The armor provides the medical balance for all internal organs. Without the armor a space marine needs to ingest a "cocktail" of stabalizing medicine at least evey other day. Without it the organs will start to fail. All stats will drop one pip every week. If 0D is reached in any attribute the marine will enter into a coma that will require special medication and hypnotic suggestion to awaken the space marine. | ||||||||||||||
| Armor Programs | |||
| Program Type/Description | Slots | Weight | |
| 1 | ACCESSING | 1 | .05 |
| Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less. | |||
| 2 | BOUNTY | 2 | " |
| 50,000-bounty capacity. Outlines person in blue. Gives known tactics used and recommends counter tactics to be used against them. | |||
| 3 | HOSTILITIES | 2 | " |
| Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor programs. | |||
| 4 | MEDIC | 1 | " |
| Diagnoses illness or wound and gives treatment recommendations. Adds +1D to First Aid skill. | |||
| 5 | MULTIPLE PROGRAMS | 1 | " |
| Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself). | |||
| 6 | ROAD MAP | 1 | " |
| Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active). | |||
| 7 | SENSOR | 1 | " |
| Adds +1D to Search. If person has all sensors then it adds +2D to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves. | |||
| 8 | TARGETING, MULTIPLE | 1 | " |
| Three weapon systems and up to 12 targets per system. Adds +2D+1 to hit and requires a sensor on each weapon used. A scope may not be used with this program. | |||
| Special Organ Descriptions and Notes | |||
| Phase | Organ Name | Function / Description | |
| 1 | Secondary Heart | Allows for survival in low oxygen and can sustain the body if the original heart is destroyed. Boosts blood supply. | |
| 2 | Ossmodula | This implant strengthened the bones and caused the rib cage to become a solid mass of interlaced bones; hence the 6D Strength maximum. | |
| 3 | Biscopea | Implaneted in the chest cavity. Stimulates muscle growth. | |
| 4 | Haemastaman | Implanted in the main blood vessel. Monitors and controls phase 2 & 3 implants. Makes the blood more efficient so that all of the implants work at full capacity. | |
| 5 | Larraman's Organ | Implanted in the chest cavity along with a complicated array of blood vessels. The organ generates and stores special 'larraman cells.' If the marine is wounded these cells are released into the blood stream, attach themselves to leucocytes and move with the blood to the wound. Once in contact with air, these cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting the exposed wound area. In games terms, First Aid is not required except on extremely large wounds (GM's discretion). | |
| 6 | Catalepsean Node | This pea-sized organ is implanted into the back of the skull. This organ shuts down areas of the brain sequentially so that the marine can remain aware of his surroundings. In game terms, the marine can go without sleep for up to 3 weeks with no adverse side affects. Also allows a Perception roll (at -1D) while sleeping with this organ active. Does not replace sleep entirely. The marine has to go through extensive training to learn how to control this organ. | |
| 7 | Preomnor | Implanted into the chest cavity. This is a pre-digestive stomach that allows the marine to eat otherwise poisonous or indigestible materials. Due to this organ the marine cannot be poisoned by ingesting food. | |
| 8 | Omophagea | Implanted in the spinal cord between the cervical and thoracic vertibrae. Four nerve sheaths are implanted between the spine and the preomnoral stomach wall. Absorbs genetic material generated in animals as a function of memory, experience or innate ability. The marine can learn by eating and adds +1 pip per two weeks on any planet to a maximum of +2D. This bonus is useful only on that particular planet. There is a 15% chance that this organ has mutated, causing the marine to have an unnatural thirst for blood. | |
| 9 | Multi-Lung | Implanted in the chest. A special sphincter muscle in the trachea that closes off the normal lungs to protect them. When this happens the 'third' lung absorbs oxygenfrom poorly oxygenated or poisoned air. The lung is able to do this without taking damage due to its own efficient toxin dispersal, neutralization and regeneration systems. This is the implant that allows the marine to go without a breathmask on most planets. | |
| 10 | Occulobe | Implanted at the base of the brain. Allows the marine to see in low-light conditions as if it were day and adds +2 pips to Perception and Search. | |
| 11 | Lyman's Ear | Allows marine to consciously enhance and filter certain types of background noise (GM's discretion). | |
| 12 | Sus-an Membrane | Implanted over the top of the exposed brain and is completely merged with it. This is the organ that allows the marine to enter into a state of suspended animation (similar to the Force power Hybernation Trance). This can be a conscious act or may happen automatically in the event of extreme physical trauma. Only appropriate chemical therapy and auto-suggestion can revive a marine from this state - a marine cannot revive himself. | |
| 13 | Melanochromic Organ | Implanted in the chest cavity. This organ monitors radiation levels and types bombarding the skin, and if necessary, sets off the chemical reactions to darken the skin to protect if from ultraviolet exposure (100% protection). It also provides up to 20% (+1D to Str) protection from other forms of radiation. | |
| 14 | Oolitic Kidney | Implanted in the chest cavity. Improves and modifies the marines circulatory system enablng the other implants to function effectively. Also filters blood extremely efficiantly and quickly. In an emergency, the oolitic kidney and secondary heart are able to act together, detoxifying the marine's system. The marine is rendered unconscious while his blood is circulated at high speed. This enables the Marine to survive poisons and gases that are otherwise too much for even the multi-lung to cope with. The marine is immune to injected poisons and inhaled gases although it will appear that he is not. The duration of this process takes anywhere from 5 rounds to 30 minutes (GM's discretion). | |
| 15 | Neuroglottis | This organ is implanted in the back if the mouth. The neuroglottis enables the marine to assess a potential food by taste. This allows the marine to detect a wide variety of poisons, some chemicals and even the distinctive odors of some creatures. The organ adds +2 to Search: Tracking for hunting animals only. | |
| 16 | Mucranoid | Implanted in the lower intestine. Secretions from it are absorbed by the colon. The marine sweats an oily, naturally cleansing substance which coats the skin. This protects the marine from extremes of temperature and even offers a slight degree of protection in vacuum. Only appropriate chemo-therapy can activate this organ. A fully functional suit can administer special drugs that will activate the gland in an emergency situation. The Space Marine can survive for quadruple the normal amount of time before exploding (8-10 rounds). The oily substance lasts until removed by normal cleaning. | |
| 17 | Belcher's Gland (2) | Two of these identical organs are implanted into the lower lip next to the salivary glands or into the hard palette. Works like a venom sac in a snake. This allows the marine to spit blinding contact poison. The poison is also highly acidic and corrosive. Causes 4D damage per round for 4 rounds to living beings and items. Maximum range is 3 meters. | |
| 18 | Progenoids (2) | Implanted in the neck and chest cavity. These are the organs responsible for the survival of a Space Marine Chapter. They absorb. hormonal stimuli and genetic material from the other implants. The one in the neck can be removed after 5 years while the one in the chest can be removed after 10 years. Both organs could have been removed before the marine ends up in the Star Wars Galaxy, players choice. | |
| 19 | Black Carapace | Implanted directly under the marine's skin. This is what allows the Space Marine's armor to interface with his body for monitoring, medicinal and maintenance functions performed on a regular basis. Neural sensors and transfusion points are cut into the hardened carapace for the interface areas (hence the 2 Cyber Points). Without the black carapace, the armor is useless. | |
| Selection of Other Space Marine Weapons |
Bolt Pistol![]() Model: Space Marine Bolt Pistol Type: Heavy Missile Firearm Scale: Speeder Skill: Missile Weapons: Bolter Ammo: 15 per clip (3 extra clips) Cost: ? Availability: n/a Fire Rate: 1 Range: 3-20/40/100 Damage: 4D+2 Game Notes: Can be fired under water and in space with no penalty, except water reduces range by 50% and space increases range by 25%. |
Standard Bolter![]() Model: Space Marine Bolter Type: Heavy Missile Firearm Scale: Speeder Skill: Missile Weapon: Bolter Ammo: 25 per clip (3 extra clips) Cost: ? Availability: n/a Fire Rate: 1 Range: 3-50/100/300 Damage: 5D+2 Game Notes: Can be fired under water and in space with no penalty, except water reduces range by 50% and space increases range by 25%. |
Storm Bolter![]() Model: Space Marine Storm Bolter Type: Heavy Missile Firearm Scale: Speeder Skill: Missile Weapons: Bolter Ammo: Dual Clips: 25 per clip (4 extra clips) Cost: ? Availability: n/a Fire Rate: 1 or 2 Range: 3-50/100/300 Damage: 5D+2/6D+2 Game Notes: Fires one or two missiles per shot. This weapon can only be used while person is in powered Terminator armor. Can be fired under water and in space with no penalty, except water reduces range by 50% and space increases range by 25%. |
Heavy Bolter![]() Model: Space Marine Heavy Bolter Type: Heavy Missile Firearm Scale: Speeder Skill: Missile Weapons: Heavy Bolter Ammo: Dual Clips: 25 per clip (6 extra clips) or belt-fed for unlimited ammo Cost: ? Availability: n/a Fire Rate: 1 or from 3-15 Range: 3-50/100/300 (single), 3-50/100/200 (rapid fire) Damage: 5D+2 or 6D+2 to 8D+2 (single target), 6D+2 (single targets in sweep: 3-15 meters) Game Notes: Fires one or 3 to 15 missiles per shot. Range is shorter due to rapid fire capability (the rounds will actually travel 300 meters, but are 75% less-likely to hit the desired target beyond 200 meters). A maximum of 3 rounds can be fired at a single target in one round. This weapon can only be used while person is in powered Terminator armor. Can be fired under water and in space with no penalty, except water reduces range by 50% and space increases range by 25%. Weapon can also be mounted on a speederbike or larger vehicle for anti-troop support. |
Flamer or Heavy Flamer![]() Model: Space Marine Flamer or Heavy Flamer Type: Heavy Projectile Firearm Scale: Speeder Skill: Missile Weapons: Flamer or Heavy Flamer Ammo: 30 bursts per cartridge (6 extra cartridges) Cost: ? Availability: n/a Fire Rate: 1 Range: 3-10/20/40 Blast Radius: 1-3/5/10 Damage: 5D+2 Game Notes: The Flamer and Heavy Flamer are flamethrower-type weapons that project an ignited stream of prometheum fuel over a wide area, meaning it can hit many enemies in one shot. Flamers are infantry support weapons, given usually by officers to their most courageous soldiers as a sort of honor, but most troopers carry these with disdain. Heavy Flamers are larger versions of the weapon with two nozzles. They are often used by specialists in dense conditions, such as jungle warfare, or Terminators, who make good use of them in cramped ship-boarding actions. Sisters of Battle of the Adepta Sororitas carry Heavy Flamers in their Retributor heavy weapons squads. Heavy Flamers are also seen mounted on armoured vehicles as secondary weapons, although the Sisters of Battle use twin-linked Heavy Flamers as primary weapons on the Immolator tank. More powerful Flamer-type weapons, Inferno Cannons, are available to the Imperial Guard mounted on the Hellhound. A form of the heavy flamer, known as the Incinerator, is used by the Inquisition, primarily the Ordo Malleus (Daemonhunters). These weapons are fueled by the purest of consecrated prometheum, and are useful against supernatural forces. |
Assault Cannon![]() Model: Space Marine Assault Cannon Type: Heavy Missile Firearm Scale: Starfighter Skill: Missile Weapons: Assault Cannon (required) Ammo: Belt-Feed: 500 rounds per belt. Cost: ? Availability: n/a Fire Rate: 30-75 Range: 3-30/60/120 Damage: 4D+2 Game Notes: The assault cannon is a six-barrelled, self-loading automatic weapon, effective against infantry targets and light vehicles at close to medium range. The weapon's large size and tremendous fire rate require special means to sustain, so the assault cannon is normally mounted on vehicles or walkers such as Dreadnoughts, or specially dampened and fitted to Terminator armor. Although the assault cannon lacks the range of other rapid-fire guns such as the heavy bolter and the autocannon, its enormous rate of fire enables it to literally shred its way through most targets, punishing them with hundreds of rounds per minute. Assault cannons are extremely potent at medium to close range, against armored infantry and moderately armored vehicles, while heavy bolters are only effective against lighted armored targets and auto cannons have a slower firing rate. The assault cannon epitomises the deadliness of elite Terminator squads who teleport behind the enemy's front line and open up fully-automatic fire, spreading carnage and terror. Assault cannons are used by Planetary Defence Forces on rare occasions as a stand-mounted defensive weapon, and are also found on the Destroyer variant of the Marauder bomber. |
Plasma Cannon![]() Model: Space Marine Plasma Cannon Type: Heavy Blaster Cannon Scale: Walker Skill: Blaster: Plasma Cannon (required) Ammo: n/a Cost: ? Availability: n/a Fire Rate: 1 or 1/2 Range: 2-15/30/60 (low), 3-25/50/100 (high) Blast Radius: 1-2/3/6 (low) 1-3/6/10 (high) Damage: 6D (low)/8D (high) Game Notes: Weapon has two settings: low and high energy. Being firing this weapon must be in powered armor. Plasma guns, Plasma pistols and Plasma Cannons use magnetic fields to accelerate balls of extremely hot gases (in this case - plasma) towards the target. Although the guns themselves are quite tempermental, and technology has been changed or lost (sometimes to the point of near obscurity), plasma weapons find regular use throughout the armies of the Imperium. They are difficult to maintain, but they are worth the risk on the field, as they have long range and high strength. Their power is countered by poor cooling, and they can build up dangerous levels of heat with continuous operation. On these occasions, they will explosively vent the built up heat, killing the operator. The weapon should never be fired every round. If it is, after 5 rounds the weapon will begin to overload. On the 7th round the weapon will explode. Everyone in a 20 meter blast radius will take 10D Walker Scale Damage. After 15 "normal" shots the weapon needs to cool for 5 minutes or the same thing will happen on the 17th shot. It does not matter if the plasma cannon is set on low or high energy Energy is from a self-contained fusion clip that supplies unlimited blasts. Energy Clip cost is 40,000 IC. Weapon rests on the shoulder and is not attached to armor. Some variants of the Leman Russ Battle Tank, for example the Demolisher, mount Plasma Cannons as secondary weapons, and one, the Executioner, uses a modified heavy Plasma Cannon as a primary weapon. The largest Plasma Cannons, known as Plasma Blast Guns, are mounted on Imperial Guard Super Heavy Tanks and Titans. |
Power Sword![]() Model: Space Marine Power Sword Type: Heavy Powered Sword Scale: Speeder Skill: Melee Combat: Power Sword (required) Ammo: n/a Cost: ? Availability: n/a Fire Rate: n/a Range: n/a Damage: 4D (+ Str in pips) Game Notes: Power weapons, by comparison to regular weapons, utilise focused energy fields to penetrate armor with ease rather than mere brute strength. Power weapons come in many forms, from the modification of a melee weapon such as a sword or axe, to the gigantic Powerfists and Lightning Claws. A notable power weapon is the Sword of Secrets carried by the Dark Angels, which packs a bigger punch than the Frostblade. The weapon uses a generator that sheathes it in a bluish haze of disruptive energy. A power weapon needs a physical basis for the energy to be wrapped around, then the two components work together to become extremely effective at carving through enemy armor. The most notably effective use of a power weapon is the Chainfist, which is basically a Powerfist mounted with a large chainsaw blade, usually protruding from the back of the hand, just above the knuckles. This weapon is capable of cutting through even the toughest of armor, and is more than capable of dealing with enemy soldiers. Note: Chainfists are so massive and encumbering, not to mention draining, they are normally only seen on Terminator armor-equipped Space Marines. |