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TALENTS
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Ambidextrous may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.
Astartes Weapons Training proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes
Bulging Biceps can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace
Heightened Senses (hearing, sight) +10 bonus to any tests specifically involving this sense
Killing Strike When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
Nerves of Steel may reroll failed Willpower Tests to avoid or recover from Pinning
Quick Draw can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand
Resistance (psychic powers) +10 bonus when making tests to resist the effects of psychic powers
True Grit Whenever the character suffers Critical Damage, halve the result (rounding up).
Unarmed Master unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality
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TRAITS
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Call of the Hunt +10% to hit Mjordhainn and 15% to Track Mjordhainn
Unnatural Strength (x2) Unnatural Toughness (x2) Solo Mode: As Swift As The Wind (ws) After making a ranged attack, a successful
Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed,
rounding up) as a Free Action. The character may only make this move once per Round.
Squad Mode: Swift Assault (ws) the Battle-Brother and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub-type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.
Squad Mode: Sudden Withdrawal (ws) nominating either himself or another member of the Kill-Team within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Kill-Team within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.
Curse: Chogorian Savagery
space marine anatomy:
Secondary Heart/Ossmodula/Biscopea/Haemastamen You gain the Unnatural Strength and Toughness Traits.
Larraman’s Organ You do not suffer from Blood Loss.
Catalepsean Node You suffer no penalties to Perception-based Tests when awake for long periods of time.
Preomnor You gain +20 to Toughness Tests against ingested poisons.
Omophagea You may gain a Skill or Skill Group by devouring a portion of an enemy.
Multi-Lung You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
Occulube and Lyman’s Ear You gain the Heightened Senses (Sight and Hearing) Talents.
Sus-an Membrane You may enter suspended animation.
Melanchromic Organ ignore/resistant to radiation, depending on severity.
Oolotic Kidney You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
Neuroglottis You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
Belcher’s Gland You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Progenoids These may be retrieved with a successful Medicae Test.
Black Carapace While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.
Missile
Phobos-Acheron Pattern Bolter: 1d10+9x, pen 4, S/-/-, 200', accurate, tearing, clip 28
- Fire Selector: switch between 3 different clips
- Kraken Rounds: pen 8, range 150' (1 mag)
- Stalker Rounds: no stat mod, no sound (1 mag)
- Red Dot Laser Sight: +10 BS when fired on single shot
Bolt Pistol: 1d10+9x, pen 4, S/2/-, 30', tearing, clip 14
grenade, frag (3): 2d10+2x, pen 0, 30', blast(4), thrown
grenade, krak (3): 3d10+4x, pen 6, 30', -, thrown
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ARMOUR
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Mk 4 Maximus Power Armour: AP 7/9, 220 kg:
- Helm of Mordicus: Mk 2 helm, AP 7, Mk2 autosense; +5 BS, +10 Command, +5 Fellowship with other Marines
- Trophies of Battle: +5 BS vs Mjordhainn
- None Shall Escape the Emperor's Wrath: +5 BS, -10 Dodge in melee
- Servo-Augmented Musculature: +20 Strength
- Mk 4: +15 Fellowship w/ Space Marines
- +1 Agility bonus to calculate movement
- Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +5 to Sight and Hearing Awareness Tests (total of +15 bonus with Heightened Senses)
- Built-in Vox Link
- Built-in Magboots
- Nutrient Recycling: Can operate for two weeks without re-supply
- Recoil Suppression: May fire Basic weapons 1-handed without penalty
- Size: Hulking (Black Carapace means no bonus for enemies to attack)
- Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using
equipment designed for Space Marines
- Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
- Bio-monitor and Injectors:
• anti-toxins: +10 to resist Toxic Quality and similar poison effects.
• pain suppressors: 6 doses, ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
• combat stimms: if Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.