PDA

View Full Version : Space Marine Armors



Solaris
2009-11-23, 01:04 AM
I know, I know. I could very, very easily just write up one, maybe two Space Marine armors and the Termie's armor. Fortunately, space isn't much of a concern when we're talking about bits and pixels rather than paper and ink.
I know they don't have darkvision in the game, but they do in the fluff and I figure it couldn't hurt. All armor in the system I'm working has AC bonus and DR */-, whereas shields (which protect against energy and physical damage alike) are special.
Non-Marines can wear these armors, but they only gain half the Strength boost and the suit will not use its medi-pack on them.

Mark 1 "Thunder" Pattern Power Armor
Originating with the techno-barbarians of Earth in the years before the Emperor, the Thunder Armor - so-called for the thunderbolt and lightning symbol that those warriors loyal to the Emperor wore on their chest plates - really had no standardized design. Each suit was constructed and customized for its warrior, leading to a wide variation in the details of the armors. Unlike later models, Thunder Armor was not enclosed and offered no life-support functions, nor did the armor commonly extend to the wearer's legs. As only the wearer's arms and upper torso received the strength boost, the Thunder Armor did not support its own weight like later models would.
AC: +3; DR: 6; Str Boost: +2; Max Dex: +2; Check Penalty: -7; Weight: 500 lbs.
Unlike the other suits, someone without a Black Carapace gains the full benefits from wearing this armor. Unfortunately, the suit's weight does not support itself and encumbers the wearer.
On a critical hit, the suit must succeed on a Fortitude save or rupture, dealing 4d6 fire damage to itself, its wearer, and everything within 5 feet.

Mark II "Crusade" Pattern Power Armor
The first fully enclosed power armor, the Mark 2 pattern was designed to protect the Space Marines in the Emperor's Great Crusade. The wearer is fully covered, and the legs are also powered. The armor plates are arranged in segmented hoops to allow for increased maneuverability, and the chest coils were placed inside the armor rather than on the surface. The Mark 2 pattern also saw the first life support, air recycling, fluid recovery, and automated medical equipment that would be standard on all other Marine power armors that followed. Similarly, the helmet was fitted with automatic sensory devices that allowed the wearer to see and hear almost as though he weren't wearing a helmet at all. Blinding lights and deafening noises were muted so as to not cause harm to the wearer, while the helmet enabled the wearer to see in the infrared and ultraviolet spectrums and allowed him to zoom into distant objects.
AC: +4; DR: 6; Str Boost: +4; Max Dex: +2; Check Penalty: -6; Weight: 500 lbs, nonencumbering.
The wearer ignores concealment due to darkness (including total concealment), and is immune to blindness and deafness. If he is reduced to negative wound points, his suit will automatically attempt to heal him with a built-in medi-pack (+2 skill modifier). The suit has life-support and power to last for 24 hours of continual use.
On a critical hit, the suit must succeed on a Fortitude save or rupture, dealing 4d6 fire damage to itself, its wearer, and everything within 5 feet.

Mark III "Iron" Pattern Power Armor
Also known as armorum ferrum, the Mark 3 was never intended as a replacement of its predecessor but rather a specialization for tunnel fighting and frontal assaults where there is little to no cover available. The front of the armor sports extra-thick plating, while the rear of the armor is lightened to compensate. The suit uses a heavily armored helmet with sloping plates designed to deflect shots to the side, but unlike later armors the wearer cannot turn his head. Though the armorum ferrum is extremely useful in the conditions it was designed for, such as tunnel fighting and boarding actions, it is too clumsy and uncomfortable for conventional fighting.
AC: +5; DR: 8; Str Boost: +4; Max Dex: +2; Check Penalty: -6; Weight: 800 lbs, nonencumbering.
The wearer ignores concealment due to darkness (including total concealment), and is immune to blindness and deafness. If he is reduced to negative wound points, his suit will automatically attempt to heal him with a built-in medi-pack (+2 skill modifier). The suit has life-support and power to last for 24 hours of continual use.
On a critical hit, the suit must succeed on a Fortitude save or rupture, dealing 4d6 fire damage to itself, its wearer, and everything within 5 feet.

Mark IV "Maximus" Pattern Power Armor
The first armor recognizable as contemporary power armor and the first model compatible with later power armors without extensive modification, the Mark 4 was envisioned to be the ultimate Space Marine armor. It was much lighter than its predecessors, and it was the first to feature the suit's power cables safely located outside the main body of the armor. The Mark 4 was also the first armor to feature an advanced helmet design that allowed the wearer to turn his head.
AC: +4; DR: 6; Str Boost: +4; Max Dex: +2; Check Penalty: -6; Weight: 500 lbs, nonencumbering.
The wearer ignores concealment due to darkness (including total concealment), and is immune to blindness and deafness. If he is reduced to negative wound points, his suit will automatically attempt to heal him with a built-in medi-pack (+4 skill modifier). The suit has life-support and power to last for 48 hours of continual use.
On a critical hit, the suit must succeed on a Fortitude save or lose power.

Mark V "Heresy" Pattern Power Armor
More on par with the Mark 7 armor than anything else, the Mark 5 pattern was developed and issued just prior to the years before the Horus Heresy. As most of the newer Legions that turned against the Imperium were equipped with this armor, while the loyal Legions were equipped with earlier models, the Mark 5 became inextricably linked with the traitors. The Mark 5 is most commonly distinguished by its studded helmet, right shoulder plate, and greaves. While its power cables are as exposed as earlier models, the Mark 5's helmet is an early version of the Mark 7's.
AC: +5; DR: 6; Str Boost: +4; Max Dex: +2; Check Penalty: -5; Weight: 500 lbs, nonencumbering.
The wearer ignores concealment due to darkness (including total concealment), and is immune to blindness and deafness. If he is reduced to negative wound points, his suit will automatically attempt to heal him with a built-in medi-pack (+6 skill modifier). The suit has life-support and power to last for 48 hours of continual use.
On a critical hit, the suit must succeed on a Fortitude save or lose power.

Mark VI "Corvus" Pattern Power Armor
A stopgap between the older Mark 4 and the yet-to-be-developed Mark 7, the Mark 6 blends many old traditions with some innovative designs. While many of the old vulnerabilities from the older models remain and it retains the studded shoulder plate, it sports many of the features found in the later Mark 7 armor. The Mark 6 armor is sometimes known as "Beakie Armor" due to the beak-like shape of its helmet, and is heavily favored among the Raven Guard.
AC: +5; DR: 6; Str Boost: +4; Max Dex: +2; Check Penalty: -5; Weight: 450 lbs, nonencumbering.
The wearer ignores concealment due to darkness (including total concealment), and is immune to blindness and deafness. If he is reduced to negative wound points, his suit will automatically attempt to heal him with a built-in medi-pack (+4 skill modifier). The suit has life-support and power to last for 48 hours of continual use.
On a critical hit, the suit must succeed on a Fortitude save or lose power.

Mark VII "Aquila" Pattern Power Armor
The most common armor among the Space Marines, the Mark 7 armor came into existence during the Horus Heresy. It has much in common with the Mark 6 armor, and many of the parts are compatible with little modification. The Mark 7 armor abandons studded shoulder plates and helmets, featuring an advanced helmet design. The most distinctive feature of the Mark 7 armor is the chest plastron, which features the Imperial Eagle and covers all of the suit's cables in a layer of armor.
AC: +5; DR: 6; Str Boost: +4; Max Dex: +2; Check Penalty: -5; Weight: 400 lbs, nonencumbering.
The wearer ignores concealment due to darkness (including total concealment), and is immune to blindness and deafness. If he is reduced to negative wound points, his suit will automatically attempt to heal him with a built-in medi-pack (+6 skill modifier). The suit has life-support and power to last for 72 hours of continual use.
On a critical hit, the suit must succeed on a Fortitude save or lose power.

Mark VIII "Errant" Pattern Power Armor
An improved version of the Mark 7, this armor is of limited availability and is usually only worn by officers and sergeants. It features improved joint protection, including armor plates over the suit's cables and a new armored collar that helps prevent the vulnerability issues of the neck joint. This new collar required a new helmet design and caused backwards-compatibility issues with earlier helmet types.
AC: +6; DR: 6; Str Boost: +6; Max Dex: +2; Check Penalty: -5; Weight: 400 lbs, nonencumbering.
The wearer ignores concealment due to darkness (including total concealment), and is immune to blindness and deafness. If he is reduced to negative wound points, his suit will automatically attempt to heal him with a built-in medi-pack (+8 skill modifier). The suit has life-support and power to last for 72 hours of continual use.

Terminator Exo-Armor
Almost a miniaturized Dreadnought, the Terminator armor was designed to provide heavy armor and firepower to troops in fighting conditions too confined for proper Dreadnoughts and armored vehicles, such as the tunnels of hive worlds and space hulks. The Adeptus Mechanicus designed the Terminator armor thousands of years ago by combining elements of the regular Space Marine armor, particularly the Mark 3 pattern, with elements of the Dreadnought armor and the exo-suits engineers used to survive in extremely hostile conditions. Though there are several different designs of Terminator armor, they are all pretty much the same in function despite differing physical appearances. The thousands of years of repair and renewal have seen to it that the Terminators are pretty much standardized throughout the Imperium.
AC: +8; DR: 10; Shield: 15; Str Boost: +8; Max Dex: +1; Check Penalty: -8; Weight: 1,500 lbs, nonencumbering.
The wearer ignores concealment due to darkness (including total concealment), and is immune to blindness and deafness. If he is reduced to negative wound points, his suit will automatically attempt to heal him with a built-in medi-pack (+6 skill modifier). The suit has life-support and power to last for 168 hours of continual use.

Temotei
2009-11-23, 01:11 AM
The weights make me cry. (Not really, but they are pretty dang intimidating)

Solaris
2009-11-23, 01:15 AM
As well they should, puny little weakthing.
...
... Hey, I shoulda put more obvious notation in there that the weight is non-encumbering. The armors (except the Mark I) support themselves.

Milskidasith
2009-11-23, 01:15 AM
Unless the suits can support themselves, most things in D&D can't use them, at all.

EDIT: Ninja'd. Well then, the Terminator armor is godlike. A 15 shield bonus is nuts, and the 8 armor bonus isn't bad. The DR and strength is just gravy.

Temotei
2009-11-23, 01:23 AM
Are these limited to space marines?

Solaris
2009-11-23, 01:23 AM
Unless the suits can support themselves, most things in D&D can't use them, at all.

EDIT: Ninja'd. Well then, the Terminator armor is godlike. A 15 shield bonus is nuts, and the 8 armor bonus isn't bad. The DR and strength is just gravy.

That's pretty much what I was going for with the Terminator armor. It's not something PCs would have access to before really high levels. I'm contemplating dropping the shield's rating down to 5-10 and giving it a hit point total of its own, something in the 45-50 range.
Don't forget, the weapons here do damage in the 2d6 to 3d10 range, with the big guns dealing six or eight dice.


Are these limited to space marines?

Somewhat. Space Marines get the medi-pack and full Strength boost, but everyone else gets everything but the medi-pack plus one-half the normal Strength boost. The Marines have the Black Carapace, which gives them a much more intimate link to their armor.

IncarnumJunkie
2009-12-22, 11:08 PM
This is awesome. With some more tweaking, these armors can be even more awesome.

imp_fireball
2009-12-22, 11:23 PM
Mark III "Iron" Pattern Power Armor

Should have penalties to spot and search checks due to loss of peripheral vision (user can't turn his head)... or maybe it's just inconvenient that he has to turn his body instead of his head (even if peripheral vision isn't lost).

Rennard
2009-12-23, 12:27 AM
I should point out that the Maximus suit (Mk. IV) was a better suit in every way to both the Mark V and Mark VI suits - it fell out of use because it was expensive to manufacture and maintain. The Mk. IV utilized exotic parts and metals from all over the Imperium, making it lighter and better performing than any model unitil the Mk. VII. When the Heresy broke out, it proved impossible to maintain the suits, and the Mk. V was created out of scavenged Mk. III and IV parts, with some stop-gap measures made to keep it running. The technology of the MK. III was robust and well-understood, and that made it the perfect battlefield replacement when the intracate parts on the Mk. IV began to malfunction.

The Mk. VI came out near the end of the Heresy, as a sort of Improved Mk. V. It was still not as "good" as the Mk. IV, but it performed better than the Mk. V and was just as easy to maintain. Beacuse innovation and the Imperium are mortal enemies, the MK. VI has been in use until recently ("this" Millenium). The Mk. VII is as good as the Mk. IV ever was, and is easier to maintain.

If you really want the armor to be "historically" represented, the Mk. IV should be a better suit of armor than the mks. V and VI.

Aside from that bit of geekery, everything looks great. I like the combination of DR and AC for the armors - it gives them the perfect feel.