Warhammer40k Space Marine

Level

KXP

Psi2

mMG S

1

0

3-- -

2

10

5-- -

3

30

7-- -

4

60

91- -

5

100

A1- -

6

150

B2- -

7

210

C2- -

8

280

D3- -

9

360

E31 -

10

450

F41 -

11

550

G41 -

12

660

H52 -

13

780

I52 -

14

910

J62 -

15

1050

K63 -

16

1200

L73 1

17

1360

M73 1

18

1530

N84 1

19

1710

O84 1

20

1900

P94 2

21

2100

Q95 2

22

2310

RA5 2

23

2530

SA5 2

24

2760

TB6 3

25

3000

UB6 3

26

3250

VC6 3

27

3510

WC7 3

28

3780

XD7 4

29

4060

YD7 4

30

4350

ZE8 4

31

4650

[E8 4

32

4960

\F8 5

33

5280

]F9 5

34

5610

^G9 5

35

5950

_G9 5

36

6300

`HA 6

Requisites:

Str 18, Con 18, Wis 10+LVL

Alignment:

any

HD/level:

1d10

Wpn. Prof:

3+level/2

To Hit Table:

War (LVL-1)

Save Table:

War

Reference:

Warhammer40k

Groups:

War, Pri, Psi, Tech

Complexity:

CF=2

 

Knows Psi2. Points = ((Str+Con+Int)/2)*LVL. You roll 3d6 for Power Score check. When manifesting powers, choose one –

·         Fettered: power at ½ CL but no chance of high frequency sample in addition.

·         Unfettered: Full CL but if you roll doubles on the check, high frequency sample in addition.

·          Push: CL+3 and high frequency sample in addition.

You get a free set of Power Armor with the following qualities: +10AT; +20 to Str based rolls(eg. To hit); +10 perception checks; Breath in any environment; +10 to saves vs poison; 0,6/d: Cure critical, negate all but 1rd stun; Technology Psilink; Spiderclimbing; Immune Food Sustenance; and May use two sets of missile weapons per set of hands.

Each Level: Choose one Implant:

A. Secondary Heart: 0, 1/reset: Immune assassination.

B. Ossmodula: +2 Con.

C. Bescopea: +2 Str.

D. Haemastamen: +2 Str.

E. Laraman's Organ: Immune wounding and stay offensive at 0 hp.

F. Preomnor: +20 to saves vs poison.

G. Orophagea: 1S, devour a piece of a monster: Legend Lore that monster.

H. Multi-lung: Underwater breathing and when saving vs gases, roll 2 keep best.

I. Occulobe: Double effective sight. +5 to perception for sight

J. Lyman's Ear: Double effective hearing. +5 perception for sound

K. Sus-an Membrane: 1F: Suspended Animation.

L. Melanchromic Organ: +2 Con.

M. Oolitic Kidney: When saving vs poison, roll 2 and keep best.

N. Neoroglottis: Detect poison and +10 to tracking skill.

O. Mucranoid: Resist Environment

P. Betcher's Gland: Breath Acid (dmg=current hp, save 1/2)

Q. Progenoids: Truename storage.

R. Black Carapace: AC doesn't lower due to size.

Each Level: Choose one weapon:

A. Astartes Heavy Bolter (H,150m,10/1,3k2d10+10,k=keep)

B. Astartes Plasma Cannon (H,150m,1/1,2e10+11,hits one group)

C. Astartes Multi-Melta (H,60m,1/1,4d10+6,hits one group)

D. Astartes Assault Cannon (H,150m,10/1,4k3d10+6,k=keep)

E. Astartes Lascannon (H,300m,1/1,6d10+10,)

F. Astartes Chainsword (M,melee,1/1,2k1d10+3,k=keep, +10 to parry)

G. Astartes Chainfist (M, melee, 1/1, 3k2d10, k=keep, +extra Str bonus to dmg. 75% to destroy opposing wpn on parry.)

H. Astartes Thunder Hammer (M, melee, 1/1, 2d10+5, Save or be stunned, 75% to destroy opposing wpn on parry.)

 

 

 

 

Each Level: Choose one Cybernetic:

A. Astartes Servo-Arm: Str 25 arm with Bar str CF=3: Str 50. CF=4: Str 75.

B. Augur Array: See Invisibility + Reroll perception checks.

C. Bionic Arm: +10 Str and Dex based checks.

D. Bionic Heart: Free Run feat that stacks with other Run feats.

E. Bionic Locomotion: +20 dex based checks and Run feat.

F. Bionic Respiratory System: +20 to gas saves.

G. Cybernetic Senses: +20 to blindness deafness saves.

H. Mind Impulse Unit: Jack into a technological item.

Each Level: Get 1 Fate point.

Level 1: 0, Use a Fate point: Choose one - Reroll a die, +10 on a roll, +1k dice to a roll, Take 10 for initiative, Cure d10, or negate stun.

Level 1: 1F: Create a DL (LVL+2)/2 Servitor Animal Companion.

Level 1: 0, 1/reset: Convert a Warhammer40k Deathwatch psyker power to Collective.

Level 1: Burst of Speed: 0, 1/reset: +14 to dex based check and immune unsteady footing.

Level 1: Feat of Strength: 0, 1/reset: For LVL rds, +2 levels of Exc Str. And +10 to str based rolls.

Level 5: Extreme Endurance: 0, 1/reset: For LVL hours, +1k dice to all con based rolls at a +20.

Level 5: Mental Fortress: 0, 1/reset: Reroll a failed wis based roll with a +20.

Level 7: Emperor's Grace: 0, 1/reset: When you spend a fate point in the next LVL rds, roll a d10. If you roll <LVL, keep the Fate point.