Template: Space Marine

Character Name: The Name Chart can be used
Gender: Male only
Species: Genetically Modified Human Only
Age: 60-400+ (can live up to 800 years)
Height: 2.4 - 2.9 meters
Weight: 150kg minimum
Force Sensitive: No
Force Points: 1
Dark Side Points: 0 or up to 5 (based on background)
Character Points: 10
Extra Character Points: 20+ (+5-10 based on background, 10 per Dark Side Point, 5 per Cyber Point beyond the first 2)
Cyber Points: 2 or up to 6 (based on background and Chapter)
Move: 10 (max of 13)
Place of Birth:
Homeworld:

NOTE: This character type is unique. Only one may be in any group at any time.

Background: Born in the Milky Way Galaxy. Hand-picked to be a Space Marine. Has gone through 8 years of genetic manipulation and several more years of training to receive the honor of becoming an Initiate. Additional background required.
Chapter: See Space Marine Chapters to select which Chapter the marine belongs to.
Physical Description: Required
Personality: Totally and completely loyal to Chapter. Fights without fear. Additional information required.
Objective(s): To return to his own galaxy and serve the Emperor. Additional information required.
Quote(s): At least one is required (see below for suggestions)

NOTE: Attributes listed below are based on 22D, not 18D. This is due to 8 years of surgical alterations and 40,000 years of genetic manipulation. Player has 4D to place in any Attribute they choose.

Dexterity 3D/5D: dodge, melee combat, melee combat: (based on weapon), missile weapons: bolter, missile weapons: (player's choice)
Perception 3D/4D: command (*+3D), hide, search (+1D for program, +2 for eyes), (s)search: tracking (+2 while hunting only), sneak
Strength 4D/6D: brawling combat, (s)brawling combat: chain fist (must be chosen), climbing/jumping, lifting, stamina
Knowledge 3D/5D: (s)alien species: eldar, (s)alien species: ork, (s)history: chapter house, survival (+1 pip per 2 wks on current planet only; max of +2D), willpower
Mechanical 3D/4D: * (s)blaster artillery: plasma cannon, (s)powersuit ops: battle armor, repulsorlift ops
Technical 2D/4D: (s)armor repair: battle armor, demolitions, (s)missile weapon repair: bolter, security

* Additional skills listed are for Chapter Veterans or Brother-Captains only. There is a 15% chance of the space marine starting as a Chapter Veteran. There is also a 5% chance of starting as a Brother-Captian.

Equipment:
Bolter: 5D+2 (speeder scale, fires mini-missiles, range as blaster rifle, 3 spare clips [hold 25 each])
One Weapon of Choice
4 Impact Grenades: 5D
1 Week Rations
Space Marine Battle Armor (see below for details)
NOTE: The First Company of each Space Marine Chapter uses Terminator armor extensively, and only those Marines who earn the crux terminatus are permitted to wear it.

Credits: 2000 Earth Credit Chips (1:1 exchange rate) or variable if chart is used

Suggested Quotes:

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
Range: 3-30/100/300
Damage: 5D+2
Game Notes: Can be fired under water and in space with no penalty, except water reduces range by half and space increases range by 25%.

Space Marine Bolter

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/4D (speeder scale) 100kg
Protects the following: All. Due to this armor being Speeder Scale; the protection roll is 6D (4D vs. Speeder scale) plus Strength in pips (for example: if the space marine has a Strength of 5D, the skill roll to resist damage would be 6D+5). This armor has excellent expansion capabilities though the technology to do so has ben lost.
Repair Kit: Allows the marine to repair his armor up to 10 times (5 Light, 3 Moderate, 2 Severe).
Powered: Controlled by built-in computer system.
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: 60 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

H & S Radiation,IR,UV,TI Motion,Life,Low-Light X-Ray
Passive: 150 m/+2 Passive: 300 m/+1D Passive: 5/+1
Scan: 300 m/+1D Scan: 600 m/+2D Scan: 10/+2
Search: 500 m/+2D Search: 900 m/+3D Search: 15/+3

Sealed Enviro System:
  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. 90 atmospheres or 900 meters (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 (see below for description):
  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
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. See below or email the GM for complete information on each type and choice of weapons available.
Non-Weapon Capture System:
1. Turbo Projected Grappling Hook: 20 meter lanyard, uses Missile Weapons skill (Rng; 0-3/10/20), magnetic grappling "hook."

# 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. It's better than death!

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 oxygen from 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: Bolt Pistol
Ammo: 15 per clip (3 extra clips)
Cost: ?
Availability: n/a
Fire Rate: 1
Range: 3-20/80/200
Damage: 4D+2
Game Notes: Can be fired under water and in space with no penalty, except water reduces range by 25% and space increases range by 75%.


Space Marine Bolt Pistol

Standard Bolter
Model: Space Marine Bolter
Type: Heavy Missile Firearm
Scale: Speeder
Skill: Missile Weapons: Bolter
Ammo: 25 per clip (3 extra clips)
Cost: ?
Availability: n/a
Fire Rate: 1
Range: 3-30/100/300
Damage: 5D+2
Game Notes: Can be fired under water and in space with no penalty, except water reduces range by 25% and space increases range by 75%.


Space Marine Bolter

Storm Bolter
Model: Space Marine Storm Bolter
Type: Heavy Missile Firearm
Scale: Speeder
Skill: Missile Weapons: Storm 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 25% and space increases range by 75%.


Space Marine Storm Bolter

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 25% and space increases range by 75%. Weapon can also be mounted on a speederbike or larger vehicle for anti-troop support.


Space Marine Heavy Bolter

Ammunition Variants

Standard Bolt
Standard-issue antipersonnel ammunition. Designed to penetrate a target and detonate, causing horrific injuries.
Cost: 10
Game Effects: 5D+2

Kraken Penetrator Rounds
Powerful armor-piercing rounds. The deuterium core is replaced by a solid adamantine core and uses a heavier main charge. Upon impact, the outer casing peels away and the high velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super-hardened metal further into the wound. These are effective against heavily-armored infantry.
Cost: 20
Game Effects: +1D Damage

Inferno Bolt
Inferno Bolts are designed to immolate their targets and destroy them with superheated chemical fire. The deuterium core is replaced with an oxy-phosphorus gel, known as Promethium. However, due to the decreased projectile mass, armor-piercing capabilities are compromised.
Cost: 30
Game Effects: +1D Damage, +2D against unarmored targets.

Hellfire Bolt
Hellfire Bolts are designed for use against organic targets, specifically the Tyranids. The core and tip are replaced with a vial of mutagenic acid and thousands of needles. When the round enters the target's body, the vial shatters and the needles pierce the victim's flesh, pumping the acid into the target.
Cost: 15
Game Effects: +2D Damage against organic targets.

Metal Storm Frag
The mass-reactive fuse is replaced with a proximity fuse, and the Deuterium Core and Diamantine tip are replaced with increased high- explosives and a fragmentation casing. This means the bolt explodes when it nears an enemy, creating a lethal hail of shrapnel. Capable of inflicting casualties on multiple lightly-armored targets, but its effectiveness is dramatically reduced when facing heavily-armored foes like Chaos Space Marines.
Cost: 5
Game Effects: Armor effects are doubled against this round, but the round attacks all targets within 3 meters.

Stalker Silenced Shells
Stalker Shells are rounds with low sound signatures, meant for covert fighting. They are often used in conjunction with an M40 Targeter System, an extended barrel, and a stock to create a sniping weapon system. A gas cartridge replaces both the propellant base and main charge for silent firing, but this sacrifices muzzle velocity as a result. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub- sonic projectile speed. These rounds are used when stealth and precision are required.
Cost: 10
Game Effects: Silent in use. Range reduced by 15%.

Psycannon Bolts
Psycannon Bolts are used by the Inquisition, primarily the Ordo Malleus and its Grey Knights Space Marine Chapter. They are very similar in nature to the rounds fired by their namesake, the Psycannon, and are similarly used against psychic heretic and daemonic targets. Of all the rounds these are the most expensive, as each and every bolt is inscribed with runes on a microscopic level. According to some sources the bolts derive their anti-psychic effect from being impregnated with an extremely rare negative psychic energy; the sole source of this energy is a metabolic byproduct of the Emperor's Golden Throne. The anti-psychic nature of these rounds are not only effective at destroying daemonic targets but also highly efficient at piercing the powerful barriers created by force field generators (such as the Tau Shield Generator and the Imperium's own Iron Halo and Storm Shield).
Cost: 50
Game Effects: +3D against Daemons, or to penetrate psychic (or force) barriers.
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.


Space Marine Flamer or Heavy Flamer

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: 3-20/80/200
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 lightly 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. Can be fired under water and in space with no penalty, except water reduces range by 25% and space increases range by 75%.
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.


Space Marine Assault Cannon

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: 2-75/150/300 (low), 3-125/250/500 (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. Any 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.


Space Marine Plasma Cannon

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: 1 meter
Damage: 4D+1 (+ 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.


Space Marine Power Sword
Relic Blade
Model: Space Marine Relic Blade
Type: Heavy Powered Two-Handed Sword
Scale: Walker (Speeder when off)
Skill: Melee Combat: Relic Sword (required)
Ammo: n/a
Cost: ?
Availability: n/a
Range: 1.5 meters
Damage: 4D+2 (+Str in pips)
Game Notes: A Relic Blade is a large two-handed power weapon often resembling a sword, axe or glaive that is surrounded by the same matter- disrupting energy field as other power weapons. They are large and unwieldy in combat and are required to be wielded two-handed. The Relic Blades are almost equivalent in quality to Artificer Armor for power weapons. Many were constructed during and just after the Horus Heresy, as a result, only a Space Marine of great and faultless service may wield one. They provide a strength bonus that is not as great as a Power Fist's but makes up for it by being faster than the unwieldy Power Fist. Relic Blades are only used by Space Marines, the most famous being Vulkan He'stan with the Spear of Vulkan, which is actually a highly ornate and well crafted Relic Blade. Space Marine Honor Guards use Relic Blades the most (in some instances whole squads wield them), due to their long and distinguished military careers. Certain Space Marine Veterans and Captains have also managed to earn the right to wield a Relic Blade.


Click on image for full size

Chain Sword
Model: Space Marine Chain Sword
Type: Heavy Powered Sword
Scale: Speeder
Skill: Melee Combat: Chain Sword (required)
Ammo: n/a
Cost: ?
Availability: n/a
Range: 1 meter
Damage: 4D (+Str in pips)
Game Notes: The Chain Sword is weaker compared to the power sword, but not by much. It can still rip through vehicle hulls quickly with only the toughest armor able to withstand it.
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.


Click on image for full size