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== = ULTRAMARINE VETERAN = ==

NAME: Sergeant
AGE: 365+ years
WEIGHT: ~475 lbs ~215 kg (in power armor)
HEIGHT: 710
SPECIES: Adeptus Astartes (superhuman)
PLACE OF ORIGIN: Ultramar
MORALITY: Lawful Neutral




BACKGROUND:
Space Marines have their history borne out of genetic experimentation and development. The Emperor of
Man artificially created the 20 Primarchs. Lost during a terrible event caused by the daemonic Chaos forces,
the Emperor only had weak faint materials with which he constructed the Space Marines. Although mere
shadows compared to the Primarchs, they were to be some of the greatest warriors in the galaxy. As he re-
conquered the galaxy in the name of Humanity he came across each of the lost Primarchs who had led the
people on the planet they fell to into greatness.

Attrition rate for becoming a Space Marine could be hundreds to one, filtering out all those who do not meet
the standards. For the brutal Space Wolves on a death world of ice and fire, millions die after only taking
their first steps to become Space Marines. They will grow to over 80% of their original size, their bones will
fuse together, and everything about them will be prepared for the enhancements to come. With relentless
training, the newest recruits are sent to battle as Scouts, Initiates, or Blood Claws. While they usually have
half the armor and genetic implants that are bestowed upon fully indoctrinated Marines, their skills are not
much greater than that of a veteran elite human. These men must master close combat efficiency, the use
of a heavy Missile Launcher, Sniper Rifle, Heavy Bolter, and use of explosives. Some are thrown right into
the fires of battle while most are more cautious to send them to fight. They learn the art of stealth,
scouting, ride bikes and set traps. They perform ambushes and lures, infiltrating enemy positions and assist
in unconventional warfare disrupting the enemy forces.

Once more sufficient with his tools and weapons, Scouts learn to ride the
powerful motorbikes performing rapid reconnaissance, conducting hit-and-run
tactics, and give more formidable weapons and unique wargear. Some are
then chosen to pilot or drive light, fast-moving vehicles such as Rhinos,
Razorbacks, or the flying anti-gravitic Land Speeder. Length of time, battle
honors, and raw experience are not enough to fully become Space Marines
officially. It requires judgment and a near-constant string of successes with all
types of combat duties and specialties. Depending on the man, it could take
several hundred battles; it could take several hundred years.

Only after these harsh tests of skill, wit, and bravery could the new recruits
be fully indoctrinated as Space Marines. They are assigned to continue their
training to master heavier, more powerful ranged weapons in Devastator
Squads and learn rapid assault from the use of Jump Packs. Only once they
master both will they be placed into the backbone of the Space Marine legion,
the Tactical Squad. Each member of a Tactical Squad will have encountered
hundreds of battles and dozens of campaigns or more, fighting virtually every single imaginable type of foe.
They have witnessed the Tyranids and their endless mass of millions, the hulking titan machines of the crude
Orks, the mind-corrupting and magics of the reality-distorting Daemons, and faced their horrible equals, the
traitorous Space Marines whose impatience is gifted with all manner of ugly enhances from the dark gods.
The average Space Marine can pilot nearly any vehicle, conduct basic repairs and quick assessments of
problematic and chaotic mazes, even in the heat of battle. In a Drop Pod carrying 5 to 10 of their number,
they can descend at speeds that would make most men turn to paste at impact with the ground. Before the
ramps finally settle down and the pod slides away into a well-rested position, the Space Marines are
shooting, saving friendly human forces in the midst of a combat from similar-looking Traitor Guard, blasting
dozens of the enemy and coordinating movement and directing additional attacks. With a glance, a Space
Marine can spot a hidden sniper who might prove successfully harmful with enough time and concentration,
and casually move his arm, shoot once, and the bolt of his weapon will explode the target.

They can move with grace and uncanny speed thought impossible for something as monstrously giant as the
Angels of Death. Most tanks will not even slow them down. They can tear open tank hatches and drop
grenades or enter the vehicle and seconds later emerge, having killed a crew of five or six to a bunker-sized
tank. A few dozen Space Marines sent by Drop Pod have destroyed an army of well over a few thousand, all
accompanied by tanks, heavy weapon teams, and enemies generally aware the Space Marines could commit
to the battle at any moment.

These same Space Marines are not just infantry, but can man and utilize variable turret weapons, defense
equipment, performing each and every single combat specialty except for battlefield surgeon and heavy-
duty mechanic. They can drive and operate all manner of track-wheeled vehicles and each can pilot various
atmospheric aircraft such as Stormtalons, Stormravens, Land Speeders, and operate heavy transport-
bombers such as Thunderhawk Gunships. They will be proficient at striking heavy space stations, take
boarding actions against alien warships, precision ground strikes, and dogfighting enemy aircraft. Once he is
shot down, he can plow his craft into the midst of the enemy. Before the craft is even finished resting, he
will be out of it, shooting his weapons and directing fire of nearby allies and coordinating attack patterns
and throwing grenades. By the time the canopy to his craft is fully off and the aircraft is resting, he and his
co-pilot are several meters away and butchering a second enemy squad.

But these are not the men being ranked here. Oh no, this
is the Space Marine veteran, the men who have mastered
every facet of war. Space Marine veterans are capable
commanders of squads, taking part to lead companies of
lesser men, and are thoroughly experienced in ship-to-
ship combat, the weaknesses of all known encountered
alien tanks, the capability of all alien and traitorous
weapon, and the tricks and foul temptations of Chaos.
They have seen psychics pick up and char his brethren
with unearthly lightning, monsters many times his own
size swallow other Space Marines whole, and lighting
quick aircraft with many times the capabilities of his own
dart and outmaneuver him and destroy one of his squad
mates. Witchcraft, anti-tank weapons, heavy air strikes,
kamikaze attacks, children used for sacrifices and
distraction, murderous chiefs and perhaps one or two of
his own long-standing friends become one with Chaos. He
has worn Terminator armor and survived being stepped on
by a 15-meter tall Titan, or blasted by weapons that
would level a city-block. Thusly he truly knows no fear.

It is a shame that the Space Marines combat skills are
nearly maximized early on in their lives, requiring
dedicated centuries of augmentations, cybernetic
implants, and political skills to eventually reach the
officer ranks of Captain or higher.

PHYSIOLOGY:
The Space Marines have a number of implants that enhance
their capabilities to make them into what they are.

Sus-an Membrane: A brain implant that allows the Space Marine to
enter a voluntary state of suspended hibernation. A Space Marine
can basically sleep-walk while performing menial tasks and guard
duties.

Occulobe: Eyesight that is sharper, and more capable in low-light
than a normal mans. A Space Marine can read words on an
electronic page as he is casually scrolling through it, and log the
information away later or pick up what is immediately the
necessary point with correct interpretation. A veteran is expected to
have a decent photographic memory.

Betchers Gland: Modified salivary gland which gives the Space
Marine a poisonous and acidic spit. Given some time, he can gnaw
on heavy steel chains and will erode them away with his saliva and
then bite them apart.

Neuroglottis: A Space Marines sense of taste and smell allows him
to identify trace toxins and nutrients. When looking for cloaked
enemies, Veteran Sergeant Sarik and a few others breathed in
poisonous fumes emitted from their vehicles smoke grenades.
With this, they could taste the ozone created by the chemical reaction of the stealth field with the smoke. Gulping in the
gasses, they were able to home in on a target and one out.

Lymans Ear: Inner-ear implant can filter or enhance specific sounds and provides a superior sense of balance.

Second Heart: Boosts blood supply and maintains full life functions in the event the primary heart in the left-side of the
chest is destroyed.

Catalepsean Node: Controls circadian rhythms and responses to sleep deprivation, allowing a Space Marine to stay awake
at full effectiveness for days at a time.

Preomor: A pre-stomach that allows the Space Marine to eat
otherwise poisonous or inedible materials.

Omophagea: Absorbs genetic material from a Space Marines
meal, giving him temporary and some memories by eating their
flesh. This once allowed a Space Marine to pilot a complex
battle walker he otherwise had never been trained to operate.

Interface: The stiff, subcutaneous membrane links a Space
Marines nervous system to his armor.

Haemastamen: Alters the blood-flow of the Space Marine so that
it is more efficient than an ordinary human.







MATERIEL
LONG RANGE: Bolter-Plasma Gun
BOLTGUN
COMBAT
RANGE
USAGE
SKILL
LEVEL
~350 meters High
Very High
The Boltgun (or Bolter) is a robust, durable, large weapon that uses .75 magnum
or 1.00 caliber explosive munitions aided by rocket propellant. The round is
designed to detonate immediately after impact (though in rare cases there are
duds but hey, its a huge caliber weapon anyway!). To give you an idea of what it
can do, a picture is worth a thousand words.


UNDERSLUG PLASMA GUN
COMBAT
RANGE
USAGE
SKILL
LEVEL
~350 meters One-use
Very High
The secondary weapon is an under-slug plasma gun that is
commonly found among veterans and squad leaders that
might find a potential use for the special weapon. It
houses enough charge for a single burst. The Plasma Gun
is generally far more potent than those weapons used by
alien races, but is sometimes subject to explosive overheating problems and malfunctions, ranging from not working to
melting the hand off or even exploding. It works by suspending hydrogen fuel in a liquid state. Fed into a nuclear
reactor, the hydrogen is super-heated into a state of plasma. When it is discharged, it is forced out of the magnetic
suspension chamber and is emitted as an intense, bluish-white bolt capable of turning chunks of a body into molten
streams or outright vaporizing even a Space Marines head! It is a capable weapon with decent use against light tanks
and all manner of heavy infantry, strong enough to overload many shielding technologies.


MIDRANGE: Bolt Pistol
The staple sidearm of the Space Marines patterned very
closely after the Boltgun on a more compact scale. Its small
and bulky stature makes it easy to maneuver in a rapid
firefight or close combat environment, doubling as a club and
striking weapon at point-blank range.

CLOSE RANGE: Power Sword Below: Assault Marine using Power Sword and Bolt Pistol
No combat weapon in the Imperiums arsenal is as variable,
flexible, or widely feared as any Power Sword. The common
Power Weapon among most 40k races encases the weapons
attack area (this case, the blade) in an energy field. The
blade itself is made of the formidable Adamantium metal,
BOLT PISTOL
COMBAT
RANGE
USAGE
SKILL
LEVEL
~60 meters Moderate
Very High
BOLT PISTOL
COMBAT
RANGE
USAGE
SKILL
LEVEL
Close combat Moderate
High
but when humming with the energy field is capable of carving through flesh, bone, and most forms of physical armor.
SPECIAL: Explosives
As a standard, Space Marines are equipped with at least 2
Frag grenades (fragmentation grenades) and 1 krak grenade.
Frag grenades used by the Astartes are going to be notably
larger with a greater fragmentation potential but is not
overly too much more powerful than standard variants.
Anywhere the Boltgun cannot go, a grenade usually can. The time-delayed fuse can be removed in favor of a pin-
pulling trap. The krak grenade is a shaped charge used for tearing into vehicles or some barricades. While Space
Marines are strong enough to punch through a small, light vehicle and plant a frag grenade, some larger obstacles
require greater effort. Using a physical clamp, magnet, or adhesive strip, it is mounted directly against the target.
Without a blast radius, it is generally ineffective against infantry, but makes for excellent use against a monstrous
creature the size of a battle tank or heavy walker.


DEFENSES:
Brother Qaja, said Sarik. I want that turret
silenced. Squad, he called out, Cover him!

With that, Brother Qaja hoisted the heavy bulk of his
plasma cannon, his face split with a feral grin at the
prospect of the coming destruction. Sarik nodded
once, and the Space Marine stepped out from the
cover of the rock and brought his heavy weapon to
bear on the turret. Even as Qaja raised his plasma
cannon, Sarik and the remainder of the squad
emerged from either side of the boulder, each taking
aim at one of the enemy warriors. At the very same
moment, they opened fire.

The boltguns spat explosive death towards the aliens,
who should have been cut down in a bloody swathe.
But instead of striking the tau warriors and exploding
inside their bodies, the rounds detonated in midair
without striking a single one.

Energy shield! Sarik bellowed, frustrated once
more by the perfidiousness of the aliens technology.
The tau warriors brought their own long-barreled
rifles to bear on Brother Qaja. Before the Space
Marine could fire, a dozen blue energy bolts lanced
towards him as the alien soldiers opened fire through
what was clearly a one-way energy shield that
allowed the tau to fire from behind its protection.

Brother Qaja was caught in the storm, the blue bolts
slamming into his power armour and vaporizing large
chunks of ceramite and the flesh beneath.

Sarik bellowed a wordless curse at the sight of his
closest battle-brother gunned down before him. The
two warriors had shared such glories and such
tragedies that a wound to one was a wound to the
other. Rage and pain welled up inside Sarik and
reason threatened to flee his mind entirely, so strong
was the urge to avenge his fallen brother.

But Sariks curse turned into a howl of joy as he saw
that his battle-brother was far from dead. Dragging
himself up onto one knee, his face a mask of grim
determination, Qaja leveled his cannon at the turret.
As the turrets multi-barreled weapons tracked him,
Qaja opened fire. His target was high up on the side
of the sensor turret pylon and was not protected by
the energy shield that had saved the alien warriors on
the ground.
The Marines tensed as they heard the faint but
unmistakable sound of an approaching mole mortar
shell. Battle Brother Draeg was already moving
before the earth began to bulge upwards hurling
himself flat onto the rising shell before his brothers
even saw it. He was only fully aware of his action
when his world exploded in white flame that hurled
him into darkness.


It was the feel of cold air on his face and the acrid
smell of burnt flesh that revived him to a dim
awareness. He struggled to ignore the pain of his
shattered body and made his remaining eye focus on
the figure that knelt beside him.

"Your wounds are too grave, brother," he heard the
Apothecary speak, as though from a great distance.
"Do you desire the Emperors Peace?"

BOLT PISTOL
COMBAT
RANGE
USAGE
SKILL
LEVEL
Thrown/close Moderate
Very High
The Apothecary raised the Reductor, and Draeg was
dimly aware of the click as the bolt was drawn back
into the firing position. With what remained of his
life, Draeg tried to speak. The Apothecary seemed to
understand.

"The others? They are whole, brother. You saved
them. Your name is entered in the Book of Honour."
Draeg nodded weakly and closed his eye. His gene-
seed would return to the Chapter.

DAMAGE RESISTANCE
One of the most notable traits of the Space Marines is in
their durability. Their standard power armor is considered
the equal to light vehicles, and comes with a number of
implanted systems.

Respirator Vox Grill: This greatly amplifies the Space
Marines voice so that his battle cry is deafening in
volume. It also has a respirator that filters toxins and can
be shut off with a thought, drawing air instead from an
internal oxygen supply.

Respirator Vox Grill: This greatly amplifies the Space
Marines voice so that his battle cry is deafening in
volume. It also has a respirator that filters toxins and can
be shut off with a thought, drawing air instead from an
internal oxygen supply.

Chestpiece: Designed to protect armored power cables.

Temperature Regulator: Power armor automatically
maintains the Space Marines temperature. Heat is
provided by the power core and thermal build-up can be
vented out of the backpacks distinctive, spherical nozzles.
As a result, a Space Marine can fight anywhere, in the
cold vacuum of space or the raging heart of a volcano,
without even noticing the change in temperature.

Reinforced Greaves: These incorporate gyroscopic
stabilizers and power units that can magnetize the soles of
the armors boots.
DAMAGE INTAKE
They have a number of biological implants that gives them
added defensive measures.

Multi-lung: Space Marines can close off their normal
lungs to use a bio-engineered lung that can filter some
poisonous atmospheres and even underwater. Once while
a convoy was under attack by mobile stealthers, the
Space Marines released all the smoke screens from the
vehicles. Combined with the Neuroglottis, Veteran
Sergeant Sarik and a few chosen Marines were able to
gulp large amounts of these mildly poisonous fumes and
taste the ozone layer created by the stealth field
generators. Using taste and smell, they directed their way
through the fog to the cloaked units and were able to
engage into close combat.

Mucranoid: A skin implant that releases a waxy
substance that seals and protects against extreme
temperatures and even a vacuum. Lukas the Trickster
once had his primary heart ripped out and was cast into
space, laughing at the ordeal.

Larramans Organ: This implant produces special blood
cells that form an instant layer of scar tissue over a
wound, staunching blood flow.

Melanochrome: This organ releases photo-chromatic skin
pigments that protect against radiation.

Oollitic Kidney: This detoxification organ allows a Space
Marine to survive powerful poison and gas attacks.

But these are just his internal organs, after the armor fails.

Life Signs Montior: Power armor contains a suite of life-
support functions, including an auto-medicae equipped
with various painkillers, combat drugs, stimulants, and
anti-venoms.











X-FACTORS

PHYSICALITY: 9 A Space Marine once lifted up most of a supply truck filled with 24 people, and it was accordingly
a relatively easy feat; he was not winded after. The strongest-known Space Marine in history pushed the wreckage of a
heavy tank across a lava flow so his battle brothers could get across, and then he killed and stalled several Orks soon
after.


MELEE: 7 A Space Marine, especially a veteran, would have mastered the use of a combat knife, Chainsword,
various power weapons including the Power Fist and Power Sword, probably handled Lightning Claws, Power Mauls,
hammers, and fought against every single known weapon in existence. However, his skills and abilities will still wane in
comparison to some of the best and skilled Eldar forces, and he will usually take care of his weapons to make sure the
equipment is not abused to a destructive point if he can help it.


STEALTH: 3 He may be a Space Marine, but he is usually anything but subtle. As a frontline shock trooper, most
Space Marines find themselves holding the last line of defense or spearheading an assault with such speed that stealth
is little necessary. Most of that work is conducted by the new recruits, the Scouts.

SENSORY: 6 Auto-senses: Collectively, the auto-senses are the thought-activated range finders, vision filters, tactical
HUD, and other systems that further enhances his sensory systems. Photolenses: Protects the Space Marine from
dazzling light bursts, and allow him to see in infrared and ultraviolet ranges, as well as enabling vision for low-light
conditions. Certain Space Marines also carry Auspex Scanners that give them the ability to pick up different readings.
While short-ranged, they can detect a wide range of information from life signs to heat signatures.

STAMINA: 9 As stated before, a Space Marine can continue fighting for days without rest. Their armor also has a
built-in Nutrient Reservoir, a self-replenishing, high-energy liquid food store that can sustain a Space Marines
metabolism without need for further nourishment. During battle, there is no need for a Space Marine to eat or drink.

ENERGY POTENTIAL: 9 The Space Marines Backpack Power Unit houses the
primary power core, as well as reserve energy cells and an emergency solar collector.


RAW SPEED: 6 At a heavy-moving pace or a sprint, Space Marines can keep up
with track-wheeled vehicles moving at cruising speed cross-country for an extended
distance compared to an Olympic sprinter.


REFLEXES: 6 A Space Marine is a superhumanly fast thinker, able to perceive the world around him many times
greater than a normal person. However that said, while is armor is akin to a second skin without impeding his
movement and neurologically hooked up so it reacts instantly to his thoughts, hes still well over 7 feet tall and of wide
girth.


WILLPOWER: 8 Space Marines not only have a superhuman discipline and a great amount of comfort within their
power armor, without it they are still firm and hard foes of the mind. Space Marines have been known to continue
fighting even after their legs have been removed at the knees. While no longer mobile, they will pick up their Boltguns
without hesitation and continue fighting as long as possible. Fighting against impossible odds is what the Space Marines
live for.

INTELLIGENCE: 8 In general, the novels show that Space Marines have an aptitude for problem solving and
knowledge in a broad variety of subjects, quick to understand even technology they never studied.
INTIMIDATION: 6 A giant nearly 8-feet tall encased in impressive power armor whose combat footsteps cause the
ground to quake. In one instance as I recall, one man had a hard time keeping his footing in the midst of a charging
Space Marine on the deck of a ship; that enough should be terrifying for any right-thinking mortal being!


STRENGTH OF MIND: 7 A giant nearly 8-feet tall encased in impressive power armor whose combat footsteps
cause the ground to quake. In one instance as I recall, one man had a hard time keeping his footing in the midst of a
charging Space Marine on the deck of a ship; that enough should be terrifying for any right-thinking mortal being!


PSYCHOLOGICAL WARFARE: 7 Space Marines, even the veterans, prefer to leave the political strategy to the
high-ranking commanders of even mortal armies and that of their Captains and Chapter Master. But veterans have a
tactical knack, often above the rest of their battle brothers and can foresee when their unit is fixing to be destroyed.
Sergeant Sarik encountered Kroot for the first time and noted that in their primary environment of a thick forest and
how badly they were outnumbered, things couldve gone wrong. He issued an instinctive challenge to their most
capable fighter. Battle lines drawn up, after finishing the duel, the Space Marines were able to open heavy fire on their
adversaries, putting firepower and slight distance to their advantage.


ADAPTIVE CREATIVITY: 7 Long-lived and able to learn and study tirelessly in the art of combat, the Space
Marines had shown the ability to take on many known foes with casual ease; Orks, Traitor Guard, even the Eldar. But
two newly emerged foes came to challenge them. One was the Tyranids, and the other were the Tau. In encountering
both, the Space Marines, especially the Ultramarines have had a hard bite to the Codex Astartes, which details the
proper deployment and use of all of their equipment and tactics as written by their Primarch: Roboute Guilliman.
Brother-sergeant Sarik lost many more men than expected as his spearheading Marines were slowed to a crawl as they
came across numerous, new enemies but each time he was able to curb the shock factor and force his enemies to use a
new tactic. It was he and his Marines who started the standard practice of sudden counter-charges and use of close
combat to curb Tau advantages at ranged warfare.


STRENGTHS AND WEAKNESSES
Im not really going to bother posting any specific number of Strengths! Their abilities speak for themselves! Space
Marines as individuals are what one might call the Lightning Bruiser, where they excel at almost everything with very
few weaknesses at all for what they are.

WEAKNESSES
- Perhaps the biggest weakness of the Space Marines is their indoctrination to shun technology and weaponry
that is not their own. Despite the power and capability, Tau advanced tech was considered tech-heresy,
tormenting the machine spirits (A.I.) into something akin to uncontrolled witchcraft. Therefore, even if
another weapon or upgrade proves to be more useful, they will likely not use it.

- In conjunction with that, Space Marines have a fairly low understanding of their own technology. Without the
sanctioned training to become a Techmarine, they would prefer to lovingly carry a jammed or malfunctioning
weapon rather than risk angering the machine spirit in fixing it themselves. Most of the maintenance of their
armor and equipment is actually handled by serfs.

- Despite all of his hardy defenses, this Space Marine veteran is lacking in any form of shielding. Without the
swift agility of say a more lilthe Eldar opponent or the limited field of protection offered by a Terminators
Tactical Dreadnought Armor. This makes them vulnerable to more powerful weaponry though considering all
they have for durability, that isnt saying much.

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