Imperial Space Marines are genetically altered warriors that defend the Imperium of Man from all threats foreign and domestic in the year 40,000. They are altered by the genetics of the God Emperor himself, a superhuman who technically died in the year 30,000, but has been kept in a state of living death by his Golden Throne for the last 10,000 years. The Imperium is said to consist of a million worlds, and I'll leave that there because I don't want Dune fans to get overly irritated.
The initiates of the Space Marines go through several modifications over the course of a number of years, while also being essentially subjected to various kinds of conditioning and brainwashing as well as extensive combat training. Most Marine Chapters live by the Codex Astartes, which a sacred tome of military organisation, strategy and tactics, and moral behavior as written by one of the superhumans that started the Space Marines in the first place. For some reason, many in the Imperium have this stupid idea that Space Marines only go into battle in bright colors, charging into the teeth of enemy guns led by screaming glory hounds who think things like helmets are for lesser warriors. Some know better, though, aware that the Codex Astartes covers things like, oh, camouflage, and other things that involve a little more strategic and tactical acumen than acting like a Kzinti high on speed. (Scream and leap, suckers.)
Once an initiate reaches a certain point, he is sent into the field as a Space Marine scout. Scout squads are led by experienced warriors who share their wisdom with the neophytes while in the field. Once a scout is deemed ready, he will then be elevated to the ranks of the full battle brothers of their Chapter.
Part 1 is just going to cover the Space Marine scouts.
Space Marine
Scout
Medium humanoid, any alignment
Armor Class
17 (scout armor)
Hit Points
75 (10d8+30)
Speed 35 ft.
Str Dex Con Int Wis Cha
16 (+3) 15 (+2) 16 (+3) 10
(+0) 13 (+1) 10 (+0)
Saving Throws Str +5, Dex +4, Con +5
Skills Athletics +5, Perception +3,
Religion +2, Stealth +4, Survival +3
Proficiencies land vehicles
Damage Resistances poison, thunder
Condition Immunities deafened, frightened, poisoned
Senses darkvision 60 ft., passive Perception
13
Challenge 4
Astartes Organs. See specifics at a later date.
Charger. When the scout performs a Dash
action, he may use a bonus action to make one melee attack. If he has moved at
least 10 feet immediately before taking this bonus action, he gains +5 to the
attack’s damage roll.
Keen Smell. The scout has advantage on Wisdom
(Perception) checks that rely on smell.
Memory Consumption. The scout can experience the
memories of a creature by eating it. The memories gained are usually only up to
a week old and usually only provide general details.
Actions
Multiattack. The scout makes two melee or ranged
attacks. He may also make one attack with an off-hand weapon.
Bolter. Ranged Weapon Attack: +4 to hit,
range 150/600, one target or 10-foot-cube area. Hit: 13 (2d10+2) piercing
damage.
Bolt Pistol. Ranged Weapon Attack: +4 to hit,
range 90/270, one target. Hit: 9 (2d6+2) piercing damage.
Combat Blade. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6+3) piercing or slashing damage.
Heavy Bolter. Ranged Weapon Attack: +4 to hit,
range 400/1200, one target or 10-foot-cube area. Hit: 24 (4d10+2) piercing damage.
Shotgun. Ranged Weapon Attack: +4 to hit,
range 50/150, one target. Hit: 11 (2d8+2) piercing damage.
Sniper Rifle. Ranged Weapon Attack: +4 to hit,
range 400/1200, one target. Hit: 9 (2d6+2) piercing damage plus 14 (4d6) poison
damage.
Reactions
Parry. The scout adds 2 to his AC against
one melee attack that would hit him. To do so, the scout must see the attacker
and be wielding a melee weapon.
Space Marine
Scout Sergeant
Medium humanoid, any alignment
Armor Class
17 (scout armor)
Hit Points
127 (15d8+60)
Speed 40 ft.
Str Dex Con Int Wis Cha
19 (+4) 15 (+2) 18 (+4) 13
(+1) 16 (+3) 15 (+2)
Saving Throws Str +7, Dex +5, Con +7, Wis +6
Skills Athletics +7, Perception +6,
Religion +4, Stealth +5, Survival +6
Proficiencies land vehicles
Damage Resistances poison, thunder
Condition Immunities deafened, frightened, poisoned
Senses darkvision 60 ft., passive Perception
16
Challenge 6
Acid Spittle. The scout sergeant may spit acid as
an action at a single target within 5 ft., causing 5 (2d4) acid damage, though
rarely chooses to do so. This ability recharges on 5 or 6.
Astartes Organs. See specifics at a later date.
Charger. When the scout sergeant performs a
Dash action, he may use a bonus action to make one melee attack. If he has
moved at least 10 feet immediately before taking this bonus action, he gains +5
to the attack’s damage roll.
Keen Smell. The scout sergeant has advantage on
Wisdom (Perception) checks that rely on smell.
Memory Consumption. The scout sergeant can experience
the memories of a creature by eating it. The memories gained are usually only
up to a week old and usually only provide general details.
Regeneration. The scout sergeant regains 5 hit
points at the start of his turn if he has at least 1 hit point.
Stabilization. The scout sergeant has advantage on
stabilization rolls when reduced to 0 hit points.
Actions
Multiattack. The scout sergeant makes two melee
or ranged attacks. He may also make one attack with an off-hand weapon.
Bolter. Ranged Weapon Attack: +5 to hit,
range 150/600, one target or 10-foot-cube area. Hit: 13 (2d10+2) piercing
damage.
Bolt Pistol. Ranged Weapon Attack: +5 to hit,
range 90/270, one target. Hit: 9 (2d6+2) piercing damage.
Chainsword. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 9 (1d10+4) slashing damage.
Combat Blade. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 7 (1d6+4) piercing or slashing damage.
Power Fist. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 17 (3d8+4) bludgeoning damage.
Shotgun. Ranged Weapon Attack: +5 to hit,
range 50/150, one target. Hit: 11 (2d8+2) piercing damage.
Reactions
Parry. The scout sergeant adds 2 to his AC
against one melee attack that would hit him. To do so, the scout sergeant must
see the attacker and be wielding a melee weapon.
Scout
Weapons Damage Weight Properties
Martial Melee Weapons
Chainsword 1d10 S 12 lbs
Combat Blade 1d6 P or S 2 lbs
Power Fist 3d8 B 20 lbs Unwieldy
Martial Ranged Weapons
Bolter 2d10 P 20 lbs Ammunition (range 150/600), burst
fire, reload (30 shots), two-handed
Bolt Pistol 2d6 P 6 lbs Ammunition (range 90/270),
reload (10 shots)
Heavy Bolter 4d10 P 85 lbs Ammunition (range 400/1200),
burst fire, heavy, reload (100 shots), two-handed
Shotgun 2d8 P 14 lbs Ammunition (range 50/150), reload
(15 shots), two-handed
Sniper Rifle 2d6 P + 4d6 Poison 15 lbs Ammunition
(range 400/1200), reload (5 shots), silenced, two-handed
Grenades
Fragmentation 5d6 P 1 lb
Fragmentation
Grenades may be thrown at a point up to 60 feet away. Each creature within 20
feet of an exploding frag grenade must make a DC 15 Dexterity saving throw or
take the damage listed a failed save, half as much on a successful one. DMG 268
Krak 5d10 P 1
lb
Krak
Grenades may be thrown at a point up to 60 feet away, but lack a blast radius.
They may be attached to a target for maximum effect, causing double damage
against objects such as walls, doors, etc.
Weapon Properties
Silenced. When this weapon is fired, creatures
must make a DC 15 Wisdom (Perception) check to hear it.
Unwieldy. This weapon is so large and heavy
that it may not be used by the creature wielding it as part of a reaction.
Other weapon
properties are as given in the Player’s
Handbook & Dungeon Master’s Guide.
Armor
Armor
Class Weight
Medium Armor
Scout Armor 15 + Dex modifier
(max 2) 30 lbs
Scout armor
is the armor used by scout squads in the field, being a modified form of
carapace armor. Full battle brothers may also use this armor during times of
relative peace. Scout armor consists of fatigues made of ballistic material and
overlapping ceramite plates. It is equipped with a long-range, encrypted vox
that allows the wearer to stay in contact with his unit. It also has an
interlocutor beacon that helps identify the wearer to friendly forces and which
can also act as a distress beacon. Lastly, due to the sacred unguents and
special coatings worked into the armor, it makes the wearer difficult to detect
through technological means. It grants the wearer advantage on Dexterity
(Stealth) checks vs technological detection devices, as well as imposing
disadvantage on Wisdom (Perception) checks on anyone relying on a technological
device to detect the wearer.
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