Warhammer 40k D&D 5E – Assault Space Marines and Imperial Commissars (Hack #4)

Check out the first post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.


See the second post for:

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

What’s in last week’s post?

  • Apothecary monk archetype
  • Chaplains!
  • Imperial Guard Veteran archetype (fighters with options)

Today’s post?

  • Assault space marine barbarian archetype
  • Imperial Commissar fighter archetype

As I frequently mention my love for Warhammer 40k fiction is a passionate one and some of the best titles from the Black Library are about commissars–either Ibram Gaunt (for excellent and compelling military adventure) or Ciaphas Cain (which is some of the best humor I’ve ever read–sorry Ghosts, he’s far and away my favorite).

And who doesn’t want to be a raging space marine and get up in some xenos’ or heretic’s face with some chainswords?

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Assault Space Marine (Barbarian)

Always in the forefront of battle, assault space marines soar overhead on raptor packs or sprint ahead of their battle brothers, getting directly into the thick of the fight for maximum shock and awe before moving on to the next foes as their allies bring up the rear of the attack. All space marine chapters have assault space marines but they are particularly frequent in the Blood Angels, Space Wolves, and World Eaters.

Imperial Devotion
Beginning when you choose this archetype at 3rd level, your devotion to the God-Emperor hardens your resolve in battle. When you are raging, you have advantage on saving throws. After you have used this feature on a number of saving throws equal to your Constitution modifier, you lose this feature until the next time you rage.

Know No Fear
Starting at 6th level, you cannot be frightened.

Critical Introduction
When you reach 10th level, as long as your first hit in a combat against an opponent is made with a melee weapon and you are raging, it is a critical hit. After you have used this feature against a number of opponents equal to your bonus Rage damage, you cannot do so again until you finish a long rest.

Astartes Juggernaut
At 14th level, you’ve seen and survived most everything the galaxy could throw at you. You have advantage on saving throws against being charmed. While raging you cannot be charmed or poisoned, and you are immune to poison damage.

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Imperial Commissar (Fighter)

It can be difficult for the rank and file soldiers of the Imperial Guard to maintain their courage in the face of cosmic horror, succumbing to fear and breaking–assuming of course that their Commissar is not within sight. These morale officers are responsible for keeping the troops in line through either inspiration or intimidation and throughout the command structures of the army, they enjoy one of the positions of highest authority and can often acquire other ranks depending on the devotion to the Imperium, heroism, and tactical acumen they employ in the field of battle. To form these fine individuals, those most exceptional of children that find their way into the scholam are chosen and groomed from a young age to be the superior ideal that soldiers can confidently follow into the maw of death.

Imperial Voice
Starting when you choose this archetype at 3rd level, you can inspire others through stirring words or terrifying commands backed with the knowledge that death may follow insubordination. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Imperial Voice die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Imperial Voice die, but must decide before the GM says whether the roll succeeds or fails. Once the Imperial Voice die is rolled, it is lost. A creature can have only one Imperial Voice die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Imperial Voice die changes when you reach certain levels in this class. The die becomes a d6 at 7th level, a d8 at 10th level, and a d12 at 15th level.

Imperially Trained
At 7th level, you learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you already have superiority dice, you gain two more; otherwise, you have two superiority die, which is a d4. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Stalwart
Beginning at 10th level, you cannot be frightened and you have advantage on saving throws to resist being charmed.

Superior Imperial Training
Starting at 15th level, your superiority dice increase to d6s and you gain two more.

Words of Inspiration
When you reach 18th level, you can spend 1 minute inspiring your allies, shoring up their resolve to fight and the need for maximum effort. When you do so, you and every creature that can hear you gains temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest. Listening to a recording of your uplifting oratory does not grant any benefits.

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Warhammer 40k D&D 5E – Apothecaries, Chaplains, and Veteran Guard (Hack #3)

Check out the first post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.


See the last post for:

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

 

What’s in this post?

First up we’re covering the “what about healing” issue with the Apothecary Space Marine monk archetype, then what to do about Chaplains, then the Experienced Soldier fighter archetype (which hits medicae, heavy weapons specialists, and technologically-inclined members of the Imperial Guard).

Apothecary Space Marine (Monk)

You are the caretaker of your chapter, ensuring that the proud line of space marines of which you are a part continues on long after the deaths of you and your charges. While you work to save the lives of your Adeptus Astartes companions, your most sacred duty is to acquire and protect the gene seeds from those who have fallen, ensuring they can be used for the creation of future generations of your brethren. All space marine chapters have apothecaries.

Keeper of the Chapter
Unlike other monk player options, you choose this archetype at 2nd level (instead of 3rd) and do not receive a ki pool. You have advantage on Death saving throws and when within 30 feet of a space marine at 0 hit points, are able to spend a bonus action to give them advantage on their next Death saving throw so long as they would otherwise be able to hear you.
     In addition, you gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d12 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 6th, 11th, and 17th level, you restore an additional 1d12 hit points (to a maximum of 4d12 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.

Narthecium
At 3rd level, your chapter gives you a narthecium, the tool of your trade. It contains various counterseptics, skin patches, transfusions, a practically impregnable strongbox holding stasis tubes for recovering the gene-seed from fallen space marine’s progenoid glands, a high-powered laser scalpel or an adamantine-toothed chainsaw (to cut away armor so that you can treat wounds), and long syringes for utilizing the many drugs stored within. You are able to use your medicio points only while wielding your narthecium and your unarmed strikes only deal your monk damage while using the weapon.

Medicio Points
Also at 3rd level, you gain a number of medicio points equal to your monk level. Whenever you gain a monk level, your pool of medicio points increases by 1. By spending an action, you can expend medicio points to heal a space marine within reach, restoring 10 hit points per medicio point spent. By spending a bonus action, you can heal another type of creature instead with a successful DC 15 Wisdom (Medicine) check, restoring a number of hit points equal to your bonus on the check. You regain medicio points after finishing a short or long rest.

Surgical Combat
Beginning at 6th level, you learn how to best strike a living creature with deadly effectiveness. Once per turn you can deal an extra 1d10 damage to one living creature you hit with melee weapon attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases by 1d10 at 11th and 17th level (to a maximum of 3d10).

Quick Amputation
Also at 11th level, you learn how to quickly and effectively amputate. By spending spending an action working an extremis weapon or your narcethium on an ally space marine that is willing, you can cut off a limb. You have advantage on checks made to install cybernetic limbs.

Biological Dismantler
Starting at 17th level, you always deal the extra damage from Surgical Combat so long as you are targeting a living creature.

Chaplains

Use the cleric class! Take the Life or War domain. 😀

For chaos space marine chaplains, grab the Abyssal domain from the Evil Primer (skin your quasits as servoskulls or daemonic spirits bound to lowly material forms).

Here’s your Crozius (which your GM gives you when they decide you’ve earned it). It does not suffer from the Corruption rules detailed in Warhammer 40k D&D 5E Hack #1.

CROZIUS
Magic weapon, legendary
While wielding this enchanted badge of office and potent magic weapon, your weapon attacks are magical and deal 1d4 force damage per two points of proficiency bonus you possess. You are able to focus your Channel Divinity feature through your crozius. Unless the GM says otherwise, in the hands of any creature other than you the crozius is a normal morning star.

Imperial Guard Veteran (Fighter)

Despite the Imperial Guard’s well-deserved reputation for constantly high fatalities, there are men and women that live long enough to retire from martial service for the Imperium of Mankind. Some of these are masters of battle or have championed combat in one realm or another, but most are from heavy weapons teams, medicae, and technical specialists.

Veteran Knacks
Starting at 3rd level, your experience in the Emperor’s service has taught you the first vital tool for your military trade. Choose either medicae, heavy weapons, or technical specialist. Once chosen, this choice cannot be changed and all of your archetype features are taken from this battlefield focus.

  • Medicae: Combat Medicine. You gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d6 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 7th, 10th, 15th, and 18th level, you restore an additional 1d6 hit points (to a maximum of 6d6 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.
  • Heavy Weapons: Extremis Wielder. You gain proficiency with one extremis weapon. You must spend a bonus action setting your footing before moving and a reaction settling after moving. When making attack rolls with an extremis weapon, you have disadvantage on your first attack each round if you do not spend a bonus action aiming first.
  • Technical Specialist: Apprentice Technologist. You gain proficiency with Technology. If you are already proficient, you gain advantage on Intelligence (Technology) checks.

Lesser Veteran Knack
At 7th level, your time in the Imperial Guard has garnered another crucial bit of knowledge for your purpose on the battlefield.

  • Medicae: Improved Combat Medicine. You can patch up the same creature twice between short or long rests. In addition, you can awaken an unconscious creature as a bonus action as long as you have a healer’s kit (this does not expend a use of it).
  • Heavy Weapons: Extremis Lugger. You no longer require a bonus action or reaction to move while wielding an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Vehicle Operator. You gain proficiencies with two vehicle types of your choice (air, ground, space, water). At 10th and 15th level, you gain proficiency with another type of vehicle or choose a vehicle type you are already proficient with to have advantage on checks where your vehicle tool proficiency applies.

Greater Veteran Knack
Beginning at 10th level, you learn another trick of your role in the Imperial Guard.

  • Medicae: Expert Combat Medicine.  You can patch up the same creature three times between short or long rests and you can do so as a bonus action (instead of an action).
  • Heavy Weapons: Extremis Veteran. You no longer have a disadvantage on your first attack roll each round when using an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Make It Work. By spending a bonus action on your turn, you can force a piece of broken equipment to function normally for 1 round. You may only affect any single piece of equipment this way a number of times equal to your Intelligence modifier, after which it is completely destroyed.

Supreme Veteran Knack
At 15th level, you’ve figured out virtually every nuance of your military profession.

  • Medicae: The Guard Never Die. As long as you reach a creature within a few rounds of its death, as an action you can spend 3 uses of a healer’s kit to attempt a DC 17 Wisdom (Medicine) check to revive it. On a success, the creature is restored it to 0 hit points and dying, making its death saving throws with disadvantage. You are only able to use this feature on a creature that has died within a number of rounds equal to your Wisdom modifier (minimum 1).
  • Heavy Weapons: Extremis Endurance. You have advantage on Constitution saving throws and you treat all exremis weapons as if they only weighed 50% less.
  • Technical Specialist: Maximum Range. You double the ranges of all technological weapons and items that you use.

Elite Veteran
Starting at 18th level, you are the best at what you do and new recruits into the Imperial Guard look onto you like you were the God-Emperor himself.

  • Medicae: The Good Stuff. You have access to the best pharmaceuticals the Imperium offers to their soldiers and they keep you in excellent mental shape. Your Intelligence, Wisdom, and Charisma scores all increase by 2 (to a maximum of 20).
  • Heavy Weapons: Extremis Marksman. You have advantage on your first attack roll each round when you are wielding an extremis weapon.
  • Technical Specialist: Instant Recognition. You’ve spent enough time around technology to recognize the general purpose of any technological item you come across. You may not be able to use it (at least not without intense analysis, and even then probably not well) but you can recognize a weapon or data compiler or what have you when you see it, even if it is made by xenos.

Tune in next week for more class archetypes as we fill
out
the heroic (or villainous!) roles for player characters
in the Warhammer 40k D&D 5E Hack! 😀

PS: I’m involved with Frank Mentzer’s Empyrea Kickstarter!!! If you are an OSR or down to see a campaign world that a D&D legend has been crafting for 40 years, you are in for a tremendous treat. 😀

Frank Mentzer’s Empyrea Kickstarter! (and Hyper Score Marvel break)

It has been a busy month and I can finally reveal what’s had me running about (#ULTIMATESECRETPROJECT) like I’m on fire–I’m the Crowdfunding Engineer and Media Coordinator for the Empyrea Kickstarter by Frank Mentzer!

This is one of the main reasons why Gen Con was so great for me this year. I got to hang out with Frank and get to know him (and hear all these old D&D industry stories which was just like whaaaaaaaat), and my voodo rituals/harvest sacrifices must have done the trick because he asked me to run the Kickstarter! Granted I’ve got 6 successful campaigns under my belt (out of 6–batting a thousand) but still, this is like Hercules knocking on your door and asking you to come help slay the hydra after you’ve survived a few minor skirmishes with, large house cats and maybe a sick bobcat.

I am clearly overwhelmed by the whole concept and honored that I get to be so involved.

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Check out the press releases and sign up for the newsletter over at www.WorldsOfEmpyrea.com!

I’ve got two big jobs here however and they are both very demanding on my time so for the next two months, I have to suspend Hyper Score Marvel. FRET NOT–I will come back to it in November I think.

The Warhammer 40k D&D 5E Hack is written up through post #10 already but may get bumped a week here or there depending on the demands of my (incredibly hectic) schedule.

 

 

Warhammer 40k D&D 5e – Hack #2 (Equipment)

Welcome to the second post for Warhammer 40k D&D 5E Hack, my (what was originally meant to be rather quick) exploration into how we can bring the darkness of the far future into the d20 world.

WH 40k DnD 5e hack

Check out that last post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.

 

What’s in this post?

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

 

Resources

A party in Warhammer 40k D&D 5e has a Resources score to simulate how the wheelings and dealings of the universe turn out for them when the time comes to equip themselves for a mission. The party’s Resources ability score is equal to their average party level + Charisma modifiers. After accepting an operation, the GM makes a Wealth check on behalf of the party (1d20 + Resources ability modifier). The PCs receive temporary equipment and gear of a value equal to 200 gold x the result of the Resources check (minimum 300 gold). Any item purchased by the operators with the gold acquired from a Resources check must be used during the operation or directly before its undertaking. After an operation is over temporary equipment and gear that remains mysteriously disappears, gets broken, fell out of a character’s pack during combat, or otherwise becomes unavailable to the party.

Any item that requires attunement cannot be acquired with these funds, but by paying double the normal price a piece of temporary equipment or gear can be bought as a regular item. Items that grant permanent bonuses are ineligible as well, and when calculating item value, use the maximum amount (100bt for common, 500bt for uncommon, etc.).

For example, a party of four PCs at 8th level with the following Charisma scores (13, 18, 15, 14) has a Resources ability score of 17 (average party level 8 plus 1 + 4 + 2 + 2). The GM rolls 1d20+3 and gets a 15 for a total of 18, so the party gets 3,600 gold of temporary equipment and gear. The PCs should play a large role in how the temporary equipment and gear is acquired (via favors, contacts, the bureaucracy of the Imperium of Mankind, etc.).

 

Feat: Lucky Bastard

It’s almost as if life itself were designed to meet your needs. When your party makes a Resources check to acquire temporary equipment and gear, choose one of the following:

  • Increase the amount of funding received by +50%. It is impossible for any of the items acquired to become regular items.
  • After a mission is over you can spend your own gold to make pieces of temporary equipment or gear into regular items at half the normal price.

 

Armored Bodyglove (Uncommon, 11 lb.). Unlike most armor, a creature may wear an armored bodyglove under clothing or other suits of armor. While wearing an armored bodyglove, the wearer’s AC equal 14 + the wearer’s Dexterity modifier (or better, if they are wearing a superior suit of armor over the armored bodyglove).

Detox Pill (Uncommon, 0 lb.). After ingesting this small, foul-tasting black pill, a creature suffering from a poison or disease not borne from the Warp can immediately make a new saving throw to rid themselves of it. The creature has advantage on this saving throw. On a success the disease or poison stops spreading, though its effects may linger for as long as 1 hour.

Grapple Gun (Common, 4 lb.). Depending on how it is designed, this device resembles either a crossbow or firearm with a grappling hook fixed onto a spear that emerges from the front of it. As an action, the wielder of a grappling gun fires it at a perch within 500 feet–a crux of tree boughs, the corner of a building, the top of a street light, cluster of rocks across a chasm–and makes a ranged attack roll against an AC of at least 13 (at the GM’s discretion, more difficult targets have a higher AC). On a successful hit the device’s grappling hook affixes itself and until the wielder moves more than 10 feet in any direction, they may spend a bonus action to retract the line and move 100 feet in the direction of the square adjacent to the grappling hook. A grapple gun that has its line obstructed by another creature or broken (AC 15, 10 hit points) becomes inoperable until it is reloaded. Reloading a grapple gun requires 2 actions. When fired as an attack against a creature, on a successful hit the target takes 2d4 bludgeoning damage and makes a DC 7 Strength saving throw or is knocked prone.

Injector (Common, 1 lb.). These ampules can be self-administered as a bonus action or jammed into a creature with an Attack action and successful melee attack roll. For 1 minute, the drug from an injector grants its benefits to the target, after which it suffers a penalty equal to the formerly gained bonus and makes a Constitution saving throw (DC 10 + 1 per drug dose taken in the last 24 hours) or suffers 1 level of exhaustion. Example bonuses include: +1 bonus action each turn, +2 AC, +5 hit points per point of proficiency bonus, +15 ft. movement, +3 to any ability score (this can increase a score above 20).

Jump Pack (Rare, 50/100 lb.). By spending a free action on its turn, the wearer can activate the jump pack and increase the distance of any jumps they make by 40 feet horizontally and 60 feet vertically until the start of their next turn. This increase to jumping distance only increases the wearer’s speed for the turn and only if the wearer moves by jumping. Jump packs automatically deactivate at start of the wearer’s next turn. Leaving a jump pack active for consecutive turns eats twice as much of the devices power but grants a fly speed of 40 feet. A creature can use a jump pack for to leap up to 10 rounds (or fly for 4 rounds), regaining 1 round of use for every 1 minute they are not in use.

Krak Grenade (Uncommon, 1 lb.). This small, cylindrical explosive can be thrown at a target within 60 feet as an action (or further with the use of a weapon with the launcher quality). Any creature within the grenade’s area of effect (20 feet) makes a DC 15 Dexterity saving throw or takes 8d6 fire and force damage (a successful save halves this damage).

Lho-Stick (Common, 0 lb.). After lighting and smoking one of these stimulant-filled combustible sticks (a bonus action and minimum of 2 minutes) a creature finds itself more awake and restored, regaining a single use of one feature that has multiple uses which recharge on a long rest. This does not include spellcasting. A creautre can only benefit from a lho-stick once per 6 hours.

Mechadendrites (Rare, 10-50 lb. depending on the limb). Virtually all servants of the Mechanicum (and Dark Mechanicum) possess these cybernetic implants located somewhere on their body, generally on the back of the neck but always accessible to main conduits of the central nervous system. Using mechadendrites grants a +2 bonus to Technology checks and any check where the creature is using their mechadendrites (this does not include attack or damage rolls unless the wielder also has power armor). In addition, the wearer’s unarmed strike damage increases by +2.

Runic Protections (+1 for 1,000 gold, +2 for 2,500 gold, +3 for 5,000 gold). Having these holy and sanctified runes emblazoned on armor or weapons helps protect from the malign influences of the Warp. These must be maintained and restored by priests capable of blessing them after every mission. A creature wearing or wielding an item with runic protections gains a +3 on saving throws to resist a spell that can cause Corruption and on saving throws to resist increasing Corruption.

Subdermal Mic (Common, 0 lb.). A subdermal mic is a miniaturized two-way short bandwith radio transceiver that broadcasts to a range of 10 miles. Anyone within range and tuned to the broadcast frequency (which can be calibrated using the Science or Technology skill) is able to hear messages sent from the subdermal mic. The subdermal mic is also able to receive messages provided it is tuned to the frequency they are broadcast at. Radio waves travel through solid objects. Subdermal mics run off of the wearer’s body heat and can be spoken into and heard without anyone but the wearer hearing the transcieved messages.

Void Shield (Rare, 5 lb.).  When active (a bonus action) this device emits a forcefield around the wearer. Whenever the wearer would take damage, the forcefield is damaged first. The forcefield has 30 hit points and regenerates 1 hit point each round. When a forcefield is reduced to 0 hit points, the void shield breaks and requires a DC 20 Intelligence (Technology) check and 1 minute of work to repair. Deactivating a void shield is a reaction.

Vox (Common, 10 lb.). This device can be as small as a belt pouch for elite models or as big as a backpack for large, bulky military models. A vox operates as a subdermal mic does, but is capable of picking up frequencies on multiple different spectrums and can operate to distances of up to 1,000 miles (at the GM’s discretion).

Any ranged weapon below that does not have the loading property is assumed to have the autofire property.

Autofire. A character wielding an autofire weapon may spend a bonus action to gain an additional attack at disadvantage. If the wielder is able to make an additional attack as a bonus action for some other reason, they may make both attacks but with disadvantage.

Bullet Spray. Bullet spraying weapons can expend five times as much ammunition as normal to spray a 5-foot-cube area within its first range increment as an action. Creatures in the area of effect that fail a Dexterity saving throw (DC equal to the wielder’s attack roll) take the weapon’s normal damage. By expending 10 times as much ammunition as normal, the wielder can increase the area to a 10-foot-cube.

Range: Area. When a creature uses a weapon to fire a cone, line, or sphere (instead of at a specific target) the wielder makes a separate attack roll for each target in the area (objects included).

 

Martial Melee Weapons Cost Damage Range Weight Properties
Chainsword Common 1d8 bludgeoning or 1d10 bludgeoning 12 lb. Heavy, rending (1d10 or 2d6+2; slashing), versatile (1d8 or 1d10)
Power Sword Rare 1d8 magical slashing plus 1d8 force 6 lb. Versatile (1d10), plus 2d6 psychic damage if wielder has Psyker feat
Martial Ranged Weapons Cost Damage Range Weight Properties
Bolt Pistol Uncommon 1d12 bludgeoning 300/600 7 lb. Ammunition, reload (12)
Bolt Rifle Uncommon 2d8 bludgeoning 400/800 15 lb. Ammunition, reload (36), two-handed
Flamer Uncommon 4d6 fire 60-ft. line or 20-ft. cone 12 lb. Ammunition, loading, reload (10), two-handed
Las Pistol Common 1d12 radiant 500/1,000 3 lb. Ammunition, reload (30); half damage after short range
Las Rifle Common 2d8 radiant 500/1,000 8 lb. Ammunition, bullet spray, two-handed; reload (60), half damage after short range
Long Las Uncommon 2d10 radiant 1,500/1 mile 10 lb. Loading, reload (12), two-handed; half damage after short range; can reduce range to (200/600) and remove loading property
Extremis Melee Weapons Cost Damage Range Weight Properties
Lightning Claw Rare 1d10 slashing plus 1d6 lightning 25 lb. Finesse, heavy, light
Power Fist Rare 1d8 bludgeoning plus 1d6 force 35 lb. Heavy, light
Thunder Hammer Legendary 2d6 bludgeoning plus 1d6 lightning 35 lb. Heavy, two-handed
Extremis Ranged Weapons Cost Damage Range Weight Properties
Autocannon Rare 2d12 bludgeoning 1,000/2,000 or 50-ft. line or 10-ft. sphere 150 lb. + 15 lb. ammo Ammunition, bullet spray, heavy, reload (120), two-handed
Bolter Rare 2d8 bludgeoning plus 1d6 thunder 750/1,500 30 lb. Ammunition, heavy, reload (24)
Combibolter Rare 2d8 bludgeoning or 2d6 piercing 500/1,000 40 lb. Ammunition, heavy, reload (24), versatile
Heavy Bolter Legendary 2d8 bludgeoning plus 1d6 thunder plus 1d6 fire 1,000/1,500 150 lb. + 25 lb. ammo Ammunition, bullet spray,  heavy, reload (48) two-handed
Las Cannon Legendary 4d10 radiant 1,000/2,000 150 lb. + 30 lb. Ammunition, heavy, loading, reload (6)
Melta Legendary 6d6 fire 50/100 or 50-ft. line 40 lb. Ammunition, heavy, loading, reload (5), two-handed
Rocket Launcher Rare 3d6 bludgeoning plus 3d6 fire plus 3d6 force 500/1,000; 20-ft.-radius sphere 150 lb. + 20 lb. Ammunition, heavy, loading, reload (4), two-handed
Storm Bolter Legendary 2d8 bludgeoning plus 2d8 bludgeoning 500/1,000 40 lb. Ammunition, heavy, reload (24/24),  two-handed; disadvantage without bonus action aiming
Xenos Melee Weapons Cost Damage Range Weight Properties
Eldar Bonesword Legendary 1d8 piercing plus 1d8 slashing 5 lbs. Finesse, light; ignores 6 points of armor bonus
Ork Killsaw Uncommon 1d8 bludgeoning plus 1d8 slashing 20 lbs. Heavy, two-handed; 30% chance of breaking on critical hit
Tau Equalizer Rare 1d4 bludgeoning plus 2d8 force 11 lbs. Two-handed
Xenos Ranged Weapons Cost Damage Range Weight Properties
Eldar Shuriken Pistol Rare 2d8 piercing 150/600 3 lbs. Ammunition, loading, reload (50); ignores 4 points of armor bonus
Eldar Shuriken Catapult Legendary 2d12 piercing 300/1,200 12 lbs. Ammunition, loading, reload (100), two-handed; ignores 6 points of armor bonus
Ork Shoota Common 2d12 bludgeoning 300/600 18 lbs. Ammunition, loading, reload (20), two-handed; 30% chance of breaking on critical hit
Tau Ion Rifle Rare 2d8 lightning 250/1,000 13 lbs. Ammunition, loading, reload (16), two-handed
Tau Ion Cannon Legendary 4d12 lightning 500/2,500 28 lbs. Ammunition, heavy, loading, reload (4), two-handed

HUGE THANKS to my Head of Minion Sciences (Dixie Carr) for categorizing and adding weights to these!

POWER ARMOR (Gary Sterles WTF man?!?! 😀)

Unless otherwise noted, power armor entirely covers a humanoid’s torso, limbs, and head, functioning as a medium suit of armor. Donning or removing power armor provokes opportunity attacks and takes 3 consecutive rounds. All power armor grants the following bonuses:

  • the wearer’s AC becomes 14 + Dexterity modifier (maximum 2).
  • the wearer gains darkvision 120 feet.
  • the wearer’s Strength score increases by 2 (this does not modify its maximum Strength score).
  • the wearer is able to jump as far as 30 feet horizontally or 20 feet vertically without the need for a check (these distances are added to the distances that result from any jump checks).
  • the wearer reduces all falling damage by 30.
  • the wearer’s unarmed strike damage changes to 1d6.
  • the amount of weight the wearer can carry doubles (the weight of the power armor does not count against the wearer’s carrying weight.)
  • melee weapons mounted onto the power armor cannot be disarmed.
  • as long as the power armor has a helmet, while the suit is intact it grants immunity to all gas-based attacks and effects, possessing an internal air tank the wearer can breathe from for up to 4 hours.
  • the wearer is able to walk on metal surfaces in the void of space or zero gravity environments.

NOTE: It is mentioned in the flagship post for this series, but it bears mentioning again–if you give one PC power armor, give everybody power armor.

 

CHAOS SPACE MARINE ARMOR

Mark V Carapace (Rare, 400 lb.). Increases Strength by 4 (instead of 2) up to a maximum of 24, increase Constitution by 2 up to a maximum of 22, damage resistances (cold, fire), and the wearer ignores the first 5 points of damage whenever it takes non-psychic damage.

Mark VII Carapace (Legendary, 500 lb.). Increases Strength by 5 (instead of 2) up to a maximum of 24, increase Constitution by 4 up to a maximum of 24, damage resistances (acid, cold, fire), and the wearer ignores the first 6 points of damage whenever it takes non-psychic damage.

Living Carapace (Near Unique, 900 lb.). Increases Strength by 6 (instead of 2) up to a maximum of 26, increase Constitution by 6 up to a maximum of 26, damage resistances (acid, cold, fire, force), and the wearer ignores the first 7 points of damage whenever it takes non-psychic damage. You are always able to act in the surprise round.

*Chaos Space Marines that are Veterans of the Long War might get their hands on Terminator Armor instead of Living Carapace.

 

IMPERIUM SPACE MARINE ARMOR

Mark VI (Rare, 400 lb.). Increases Strength by 4 (instead of 2) up to a maximum of 24, increase Dexterity by 2 up to a maximum of 22, damage resistances (cold, fire), and the wearer ignores the first 5 points of damage whenever it takes non-psychic damage.

Mark VII (Legendary, 500 lb.). Increases Strength by 5 (instead of 2) up to a maximum of 24, increase Dexterity by 4 up to a maximum of 24, damage resistances (cold, fire, lightning), and the wearer ignores the first 6 points of damage whenever it takes non-psychic damage.

Terminator Armor (Near Unique, 900 lb.). Increases Strength by 6 (instead of 2) up to a maximum of 26, increase Dexterity by 6 up to a maximum of 26, damage resistances (cold, fire, lightning, thunder), and the wearer ignores the first 8 points of damage whenever it takes non-psychic damage.*

 

IMPERIAL POWER ARMOR

Ignatus Power Armor (Uncommon, 100 lb.). Does not increase the wearer’s Strength score. Additionally it normally does not come fully sealed or helmeted (an additional 500 gold), but it does count as light armor for purposes of proficiency.

Sororitas Power Armor (Rare, 200 lb.). Resistance to acid, cold, fire, and the wearer ignores the first 3 points of damage whenever it takes non-psychic damage.

 

XENOS POWER ARMOR

Eldar Power Armor (Legendary, 100 lb.). Increases Dexterity by 6 (to a maximum of 26) and speed by 30 feet.

Ork Power Armor (Rare, 750 lb.). Increases Strength by 6 (instead of 2) up to a maximum of 26, and the wearer ignores the first 2 points of damage whenever it takes damage.

Squat Power Armor (Rare, 200 lb.). Increases Constitution by 4 (to a maximum of 24), increases Strength by 4 (instead of 2; maximum of 22), and the wearer ignores the first 8 points of damage whenever it takes non-psychic damage.

Tau Power Armor (Rare, 200 lb.). Resistance to cold, fire, radiant, and the wearer ignores the first 6 points of damage whenever it takes damage.

 

That’s it for today’s post! Tune in next week for the beginning of Class Archetypes!