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#1 |
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Join Date: Sep 2004
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I might be running a Warhammer 40K-inspired game in a few months, and I am revising my Space Marine profile.
To avoid reinventing the wheel, I plan on basing the SM skill template off an existing military profile. (once I get off my virtual butt and order SO 3E, that is) In the setting, Space Marines are biotech-enhanced supersoldiers who are trained for years before they even are considered usable. Strategically, their role is a lot like Armored Cavalry, either smashing an opening for more conventional troops to follow up on, or in envelopments to crush vulnerable targets. So, strictly skill-wise, what elite unit do they sound like?
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“Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.” - Robert E Howard, "The Tower of the Elephant" |
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#3 |
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Join Date: Mar 2006
Location: Lyon, France
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Special forces bio-mechanoid suicide fanatics with a hint of priest?
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"wars and storms are best to be read of, but peace and calms are better to endure" Jeremy Bentham |
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#4 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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The soldier template with the battlesuit trooper lens from Space would be a good start. Then add a fantasy style holy warrior template (unfortunately there isn't a suitable one in Fantasy) combining melee skills with unshakable faith (but no supernatural powers) on top of it.
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#5 |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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I can't remember what the 40k stats were supposed to have meant, but I seem to remember each point being a multiplier, like 10x. But that was based on GW's kind of logic. I would probably say they would start out with some super human template fairly high physical attributes, add the soldier and then make your own power armour stats for them.
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-safe from the children born as ghosts |
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#6 |
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Join Date: Sep 2007
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Are you space marines going to work like those in the 40K story or in the actual game? There is a huge difference in power here.
Or are you just going with the genetically engineered dudes in power armour approach that most first person shooters seem to go with these days? If that were the case I would just give +4 to ST and HP, combat reflexes, high pain threshold, hard to kill and hard to subdue as a base template. Then whatever skills represent their training (soldier, guns, tactics, sewing (optional specialty bunny toys), perhaps a military art art style or some of the gun art rules from high tech).
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There is no "i" in team, but there is in Dangerious! |
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#7 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
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#8 |
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Join Date: Sep 2004
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OK, it took a while, but I have a Space Marine template for you to look at.
It represents a neophyte Ultramarine, fresh out of training. I didn't up the SM, though the fluff easily supports SM1 Marines. I figure that because of the implants, Marines never completely stop growing. Most probably do grow into SM1 eventually. The lenses at the end represent what the Marine could one day be, so I am thinking about giving 10 points or so in talents, but not the skills. Librarians would be the exception, because the Warhammer setting has a harsh take on psionics. In GURPS terms something extraplanar tries to possess you, or use your body as a portal on a critical failure. Perhaps the Librarian lens would just be the unusual background to allow purchase of psi, but no actual psi powers. I will break it up into a few posts, cause that seems the thing to do on this board. If this board uses collapsible spoiler tags, someone please tell me, and I will convert the posts. Marine candidates (early-mid teens) are exceptional to begin with. ST 12 [20]; DX12 [40]; IQ 12 [40]; HT 12 [20] [[120]] Add 10 points of skills for what the candidate learned growing up. [[10]]
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“Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.” - Robert E Howard, "The Tower of the Elephant" Last edited by ed_209a; 12-17-2008 at 12:03 PM. |
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#9 | |
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Join Date: Jan 2006
Location: Finland
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Guns + tactics + general soldiering + melee/close combat skills + meditation + theology (empire of man) + maybe meditation, breath control etc + basic knowledge on aliens + some zero gee stuff (they're space marines after all - though the ships there may have artifical gravity - but still - boarding actions are part of what they do..) ... Not like anything really. And they don't really have a specific strategic role - space marine chapters are pretty much armies on their own and have troops for many battlefield roles. I suppose when working with imperial guard they might be deployed to armored cavalry roles - but they might as well be deployed to guarding important and defensible places instead. Imperial guards have their own tanks and fast attack troops too. |
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