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d20 40k - Space Marine Traits

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Space Marine Traits
- +8 Str, +6 Dex, +8 Con, +4 Wis, +2 Cha
- Large size, -1 penalty to Armour Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium creatures
- Space/Reach: 10ft/10ft
- Base Land Speed: 30ft
- Racial Hit Dice: two levels of humanoid, providing 2d8 Hit Dice, a base attack bonus of +2 and base saving throws of Fort +3, Ref +1 and Will +3
- Racial Skills: Skill points equal to 5 (2 + Int Modifier). Class skills are Intimidate, Listen, Search, and Spot
- One feat
- Black Carapace: can wear power armour
- Geneseed: 4 points for Geneseed traits (2 Advantages, 2 Drawbacks)
- Proficiency: Standard weapons (Imperial), Special Weapons (Bolter) and Powered Armour
- Spoken Languages: Low Gothic, High Gothic
- Favoured Class: Soldier
- Currency: Imperial Credits

Geneseed Traits:
Advantages
Be Swift As The Wind: Ride is considered a class skill (cannot be taken with Eye To Eye).
Blessed Be The Warriors: Proficiency includes Equipment (Jump Pack)
Cleanse and Purify: Proficiency includes either Special Weapons (Flamer), Special Weapons (Plasma gun), or Special Weapons (Meltagun).
Heed The Wisdom Of the Ancients: +2 Wis to base adjustments (cannot be taken with Aspire to Glory).
Honour Your Wargear: Proficiency includes Heavy Weapons (Imperial)
Never Despair: Bonus Feat: Diehard (cannot be taken with Death Before Dishonour).
No Mercy, No Respite: Bonus Feat: Overrun.
Purity Above All: Heal is considered a class feature.
Take The Fight To Them: Bonus Feat: Weapon Focus (Chainsword).
Scions of Mars: Repair is considered a class skill; eligible to wear Tactical Dreadnought Armour upon selecting the Leadership feat.
See, But Don’t Be Seen: +2 bonus to Listen and Spot checks; Hide and Move Silently are considered class skills. (cannot be taken with Have Pride In Your Colours)
Suffer Not The Alien To Live: Favoured Enemy
Suffer Not The Works Of Heretics: Bonus Feat: Explosives Expert
Trust Your Battle-Brothers: Bonus Feats: Counter Attack
Uphold The Honour Of The Emperor: +2 Bonus to Will Saves

Drawbacks
Aspire to Glory: -2 Wis (cannot be taken with Heed The Wisdom Of The Ancients).
Eye To Eye: Ride cannot be taken using skill points (cannot be taken with Be Swift As The Wind).
Flesh Over Steel: Bonus Feet: Endurance
Death Before Dishonour: Bonus Feat: Diehard (cannot be taken with Never Despair).
Die Standing: May not be inserted by drop pod
Faithful Unto Death: Survival is considered a class trait
Have Faith in Suspicion: Cannot become a psyker
Have Pride In Your Colours: Hide and Move Silently cannot be taken using skill points (cannot be taken with See, But Don’t Be Seen).
We Stand Alone: Bonus Feats: -4 Penalty when dealing with foreigners.
A project that's been on and off for the past four years or so. Warhammer 40,000 RPG using the d20 system.

Before you all start hollering that there's already an RPG out there for Warhammer 40k, I do understand that Dark Heresy exists. However, I am unfamiliar with the d10 system that GW uses in that game, and I've also known that you can only have human characters as opposed to xenos. The d20 system, used by the still-popular Dungeons & Dragons, is perfect for role-playing according to my rulebook. It's not easy, since I'm in a state of revising the work half-way through each development stage. It doen't help that I need all available codexes for references when GW is working on updating the current ones.

Anyways, here's the traits for a Space Marine character, unmodified by Power Armour. May I also remind you that Space Marines are twice the height of a normal man and that the Power Armour does hamper his Dexterity when he wears it.
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