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Thread: Mister CD's Builds: just trying this out

  1. #11
    Inceptor
    Join Date
    Dec 2016
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    9

    Re: Mister CD's Builds: just trying this out

    SPARTAN I & IV's



    Alright, I was considering doing the other two Spartan groups, but ... well, either group has reasons for making me not want to go through with the write-up. Now that I've said that, though, I know I'm going to end up doing a write-up for these guys at some point in the future, but for now, I'll leave this space as is, and come back to it later.

    SPARTAN 1's - also known as members of the ORION project - are the first major attempt by the UNSC to create super-soldiers for military use. Originally it was done as part of the ORION project, by later, as the SPARTAN program got started up, they were grandfathered in as the Spartan 1's to Halsey's Spartan II. The main reason I have for not doing them is, despite their abilities, they are functinally the weakest of the whole series (besides the IV's, though we'll get into that in a bit), and they don't have any special abilities or equipment to go with, either. Really, you could just take a generic "Elite Soldier" build, slap on an extra rank or two onto their abilities, and give them the "Enhanced Mobility and Reflexes" that the II's and III's have, and call it quits.

    As to their history, the 1's as, as stated, the first major attempt to create super-soldiers by the UNSC (you think, being about 500 years in the future, they would've got onto that a while ago, but whatever), chosen from volunteers within various branches of the UNSC and ONI; the ultimate product, while successful, wasn't as ground-braking as expected, and way over-costed for what they got - especially in regards to the later programs - and the program was eventually quietly decommissioned, and the 1's returned to their various branches of the military. Many of the 1's also suffered from long-term mental and physical problems as the years went on - which was explained away (both the problems and the wider augmentations) by ONI to the rest of the UNSC as regular service men and women suffering the affects of the fictitious "Borens Syndrome". The Orion project would later be looked on as a "proof-of-concept" by the people working on the follow SPARTAN programs.

    On a side note, as you may have seen above, Sargent Johnson - the real main character of the Halo series - was a member of the program; which helps explain some of the man's incredible feats over his career. Though, strangely enough, I don't think this is ever actually brought up in-game - it's only in the books, I think. It's like how Star Wars has entire series of books devoted to bit-characters in the main movies; Sargent Johnson has his own book and everything, and this expansive backstory, but not a god-damn word of it ever comes up in game: he's just a tough s.o.b in the main cannon.

    ____________

    The Spartan IV's, on the other hand, come under a different umbrella when it comes to "why I haven't bothered to put any work into writing them up".
    I just haven't really played the new games - I've done bits and pieces, here-and-there, but I've never really felt the need to go and play the new ones: the main trilogy (and ODST and Reach) were all I needed. (And, not to get into a debate, but, from what I played of the new ones, I wasn't really driven to come back and play and more of them, either). Though, as I said before, I'll probably come back and write them up at a later date.

    As for what the Spartan IV's are, they're a mix of all the previous programs, really: consenting volunteers (the 1's) being pumped full of miracles (like the II's and III's), made cheaper and more numerous by advances in technology and medicine (like the III's, compared to the II's). They're not as impressive as the II's and III's in terms of their augmentations (I'd put them somewhere between the 1's and III's, from the research I've done. The main advantage they have however, is their armour: MJOLNIR, gen. 2. It's an improvement in every way over the previous generation, to the point that a Spartan IV in gen 2 is on par with a Spartan II in gen 1. That's the main thing I'll have to write up, really, but again, that's for somewhere in the future.

    _________

    And, now that that's done, lets move onto some completely different...
    Last edited by Mister CD; 04-08-2018 at 01:50 AM.

  2. #12
    Inceptor
    Join Date
    Dec 2016
    Posts
    9

    Re: Mister CD's Builds: just trying this out

    ... Damn, that took a while. Anyway, I'd like to introduce the next thing on the menu - well, I'd like to, but, well, I think I'll leave this up to somewhere that's go this down pat -

    "They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them and in the furnace of war I shall forge them. They shall be of iron will and steely sinew. In great armour I shall clad them and with the mightiest weapons shall they be armed. They will be untouched by plague or disease; no sickness shall blight them. They shall have such tactics, strategies and machines that no foe will best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines ..."



    "... and they shall know no fear."

    Space Marines of The Adeptus Astartes

    ... Holy crap. Alright, stuff to go over before we get started, 1: There's a lot of stuff here to unpack - I'm not going to go over and explained in depth the long-winded history of the Adeptus Astartes, and every single augmentation and ability a space marine has/can do; for that, go here http://warhammer40k.wikia.com/wiki/Space_Marines, BUT, for a really short (and simplified) answer, you can go with this:

    In the grim-darkness of the ~30th millennium (I don't know, G-Dubs has always been kind of vague on when this got started (which I suppose is a good thing, really)), The Emperor, seeing the state of the universe at the time, with humanity spread out and scattered throughout the galaxy, suffering through the darkness and barbarism of Long Night, decided that now would be the perfect time for him to emerge, and guide humanity to their future as masters of the universe. Knowing that the threats to humanity along the way would be far beyond what even the mightiest mortal could ever withstand, the God-Emperor decided to create 20 Primarchs - near-children created from his own blood, made to be the generals in humanities greatest armies - and from them in turn, the Space Marine's, biologically augmented humans, given abilities far beyond those of mortal men.

    Now, in the grim-darkness of the 41st millennium, after all that above went totally a%@ over t&!@ - because that's just the warhammer 40k universe rolls - the Space Marines still stand as humanities mightiest warriors, and stalwart defenders of the Imperium of Man, and all its citizens.

    ... that, is a really truncated blurb of events ... stuff, that 40k's all about. Again, go to the link above for more, because there's a lot to tell, and a lot of its a bit complicated, and retcons and it's late, or it's early, or it's whatever it has to be for me to get out of right a ten page report on the intricacies of these plastic men.

    The below is meant to represent the "typical" Space Marine - a tactical marine - both in terms of ability and in terms of where I looked to in the grand and sprawling, multi-writer lore and universe that is the 40k universe. As with the Spartans before him, your Space Marine will vary - both by the individual and by the Chapter. Also god-damn this guy ended up being about as much as a member of the freedom league - I tried a couple of times to change that, but he either ended up being way too weak, or just not right.

    _________________________

    Space Marine (Tactical) “Typical” PL: 12 pp: 210

    Abilities: 62 points

    STR 8/7 STA 9/8 AGL 3 DEX 4 FGT 8 INT 1 AWE 3 PRE 1

    Powers: 86 points

    Post-Human Dread: 6 points
    -Quickness 2, Speed 4

    “They Shall Be My Finest Warriors …”: 24 points
    -Occulobe (The Eye of Vengeance) & Neuroglottis (The Devourer): Senses 7 (Acute Sight, Smell & Taste, Extended 1 Sight (x10) ***, Smell, Low-light Vision)
    -Ossmodula (The Ironheart) & Boscopea (The Forge of Strength): Growth 2 (Extras: Innate, Flaws: Permanent)
    -Secondary Heart, Catalepsean Node, Multi-lung, Melanochrome & Lyman’s Ear: Immunity 13 (Critical Hits, Damage Effect: Sound/Sonic*, Disease*, Environmental Condition: Radiation, Poison*, Sleep, Suffocation: Drowning,
    Toxic Atmosphere) (Flaws: Limited – Half Effect (Partial 7) *)
    -The Black Carapace (Interface): Protection 2 (Extras: Feature 1 (Link with Power Armour)

    Gifts of The Geneseed (Array): 8 points (4 Points Maximun **)
    -Betcher’s Gland (The Poison Bite): Damage 3 (Extras: Reach (ranged): 5 ft) **
    -Betcher’s Gland (The Poison Bite): Weaken 3 (Affects Stamina, Resisted by: Fortitude)
    -Omophagea (The Remembrancer): Senses 2 (Postcognition (Limited): What Target Knew in Life) (Flaws: Source: Target(s) Flesh)
    -Oolitic Kidney (The Purifier): Immunity 2: Disease, Poison (Flaws: Limited: Ingested Food & Drink only, Side-Effect 2: Unconscious During)
    -Sus-an Membrane & Mucranoid: Immunity 11 (Aging, Disease, Environmental Conditions (All), Poison, Starvation & Thirst, Suffocation (All) (Flaws: Side-Effect 2: Incapacitated During)

    Device: Space Marine/Astarte’s-Pattern Bolter: 12 (Easily Removable -8) points
    -Boltgun Burst: Damage 7 (Extras: Improved Range 1, Penetrating 2, Secondary Effect (6 Ranks), Flaws: Limited – Secondary Effects: Only on a Critical Hit (3 Ranks) (New Advantages: Improved Critical 1 (Boltgun Burst)

    Device: Space Marine/Astarte’s-Pattern Power Armour: 36 (Removable -9) points
    -Adamantium and Plasteel Plates, Encased in a Ceramite Ablative Layer: Protection 3 (Extras: Impervious (10 Ranks)
    -Autosenses: Immunity 5 (Sensory Affliction Effects) (Flaws: Limited – Half Effects, Limited – Sight Only), Autosenses: Senses 10 (Accurate Sight, Acute Hearing, Direction Sense, Distance Sense, Extended 1 (Sight) (Stacks with *** (x100)), Infravision, Rapid 1 Sight, Time Sense, Ultravision
    -Life Support Systems, Life-Signs Monitor & Chemical Injector: Regeneration 1 (Flaws: Unreliable (5 uses)
    -Life Support Systems, Life-Signs Monitor & Temperature Regulator: Immunity 8 (Disease, Environmental Condition: Heat, Cold, High Pressure, Vacuum, Suffocation: Limited Air Supply)
    -Magnetic Greaves, Made with a Micropore Adherent Compound: Movement 2 (Environmental Adaptation: Slick Environment, Zero-G)
    -Muscle-Fibre Bundles, Actuators & Chem. Injectors: Enhanced Trait 3 (Strength +1, Stamina +1, Acrobatics -2)
    -Restricted – Possessors of The Black Carapace: Feature 1
    -Suit Systems (Array) (5 points (4 point maximum **)
    --Backpack Flight Systems: Flight 2 (Flaws: Limited – Space Only)
    --Deafening Cry: Perception Area Affliction 4 (1st Degree (Dazed, Impaired), 2nd Degree (Stunned, Disabled) (Resisted by Fortitude) (Extras: Extra Condition 1, Area (Perception – Hearing), Feature 1 (Microphone Speaker), Flaws: Instant
    Recovery, Limited Degree 1, Limited – Impaired & Disabled: Hearing Only (2 ranks) **


    Equipment: 7 points (33 EP)

    Commlink, Wargear: Astarte’s-Pattern Combat Knife (Sword), Fragmentation Grenade, Krak Grenades (Plastic Explosive)

    Advantages: 36 points

    All-Out Attack, Benefit, Ambidexterity, Benefit, Status (Adeptus Astartes), Close Attack 2, Diehard, Eidetic Memory, Fearless, Great Endurance, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Interpose, Move-by Action, Power Attack, Ranged Attack 4, Takedown 1, Teamwork, Tracking, Trance, Ultimate Effort: Toughness, Will, Equipment 7, Improved Critical: Boltgun Burst: Damage 7 Languages 1 (Base: High/Low Gothic, Extras: Astarte’s Battle Language)

    Skills: 16 points (32 ranks)

    Acrobatics 2 (+3/+5), Athletics 4 (+12), Close Combat 2 (+10) Astarte’s-Pattern Combat Knife, Close Combat 2 (+10) Unarmed, Expertise 6 (+7), Insight 2 (+5), Intimidation 2 (+4), Perception 4 (+7), Ranged Combat 2 (+6) Boltgun Burst, Stealth 2 (+3), Technology 2 (+3), Treatment 2 (+3)

    Offensive:

    Initiative +11, Astarte’s-Pattern Combat Knife, +12 (DC 26) (Slashing, Crit 19-20), Betcher’s Gland (The Poison Bite): Damage 3, +8 (DC18) (Crit 20), Betcher’s Gland (The Poison Bite): Weaken 3, +10 (DC Fort 13) (Crit 20), Boltgun Burst: Damage 7, +10 (DC 22) (Crit 19-20), Deafening Cry: Perception Area Affliction 4 (DC Fort 14) (Crit 20), Fragmentation Grenade, +8 (DC Dog 15) (Crit 20), Grab, +10 (DC Spec 18) (Bludgeoning, Crit 20), Krak Grenades (DC Dog 20) (Crit 20), Throw, +8 (DC 23) (Bludgeoning, Crit 20), Unarmed, +12 (DC 23) (Bludgeoning, Crit 20)

    Defensive: 10 points

    Dodge 2 (4), Parry 2 (9), Fortitude 2 (11), Toughness (14) (Impervious 10), Will 4 (7)

    Total Abilities 62 + Powers 86 + Advantages 36 + Skills 16 + Defenses 10 = 210

    Complications:
    Fame: The Space Marines of The Adeptus Astartes are considered legend by many; the angels of death, and warriors of the God-Emperor. They are known everywhere they go.
    Motivation: For The Emperor! Space Marines live to serve The Emperor and the Imperium, their every thought turned towards its protection. They live to serve.
    Motivation: For the Chapter! Space Marine Chapters are often insular, with strange quirks and rituals of their own; secrets and taboos that must be kept.
    Quirk: The Geneseed – the augmentations that make a Space Marine what he is – varies between chapters, often with mutations to the basic structure and nature of the augmentations, with a variety of results. In addition, the geneseed is what allows Space Marines to make more of themselves, and it is of paramount importance that they are protected – and recovered should they be lost.
    Last edited by Mister CD; Yesterday at 12:31 AM.

  3. #13
    Inceptor
    Join Date
    Dec 2016
    Posts
    9

    Re: Mister CD's Builds: just trying this out

    Scout Marines (of The Adeptus Astartes)



    "I sense danger... we will root it out."

    And here we have the humble scout marine. Alright, not so humble, but you get the idea.
    After an initiate has past the almost always grueling tests and tribulations to even be considered for membership within The Emperor's Adeptus Astartes, and they have been successfully augmented with (almost) all their augmentations, then, and only then, are they admitted into the ranks of their chapter, and given the title of "scout". They serve as, well, the scouts for the rest of a Space Marine force, providing information and support to the main Space Marine line. After a time at this, when it has been decided that a scout has grown accustomed with their augmented body, and gained the necessary battlefield experience, the scout marine will receive their final augmentation, the Black Carapace, which, in addition to further armoring a Marines form, also allows a Space Marine to interface with their armour, which, after the augmentations are finished, will be given to the Scout Marine as he continues his service to the chapter, and to the wider Imperium.

    There's a hell of a lot more after that; it isn't just straight from here to Tactical Marine, but that's the gist of it. Often scouts are given specialist wargear and equipment, to let them better perform their designated role and mission on the battlefield, but this should be considered the 'typical' for most Scout Marines. (again, I'll add the specialist equipment to the ever-expanding list of things I need to do).

    Also, the point-cost; much more reasonable on this one - aside from a few downgrades when it comes to various abilities and skills (which are pretty much all just one-point shifts), it's the Armour that changes it the most (though that's to be expected.

    ______________________

    Space Marine (Scout) “Typical” PL: 10 pp: 154

    Abilities: 50 points

    STR 6 STA 7 AGL 3 DEX 3 FGT 6 INT 1 AWE 2 PRE 1

    Powers: 47 points

    Post-Human Dread: 6 points
    Quickness 2, Speed 4

    “They Shall Be My Finest Warriors …”: 21 points
    -Occulobe (The Eye of Vengeance) & Neuroglottis (The Devourer): Senses 7 (Acute Sight, Smell & Taste, Extended 1 Sight (x10) ***, Smell, Low-light Vision)
    -Ossmodula (The Ironheart) & Boscopea (The Forge of Strength): Growth 2 (Extras: Innate, Flaws: Permanent)
    -Secondary Heart, Catalepsean Node, Multi-lung, Melanochrome & Lyman’s Ear: Immunity 13 (Critical Hits, Damage Effect: Sound/Sonic*, Disease*, Environmental Condition: Radiation, Poison*, Sleep, Suffocation: Drowning, Toxic Atmosphere) (Flaws: Limited – Half Effect (Partial 7) *)

    Gifts of The Geneseed (Array): 8 points (4 Points Maximun **)
    -Betcher’s Gland (The Poison Bite): Damage 3 (Extras: Reach (ranged): 5 ft) **
    -Betcher’s Gland (The Poison Bite): Weaken 3 (Affects Stamina, Resisted by: Fortitude)
    -Omophagea (The Remembrancer): Senses 2 (Postcognition (Limited): What Target Knew in Life) (Flaws: Source: Target(s) Flesh)
    -Oolitic Kidney (The Purifier): Immunity 2: Disease, Poison (Flaws: Limited: Ingested Food & Drink only, Side-Effect 2: Unconscious During)
    -Sus-an Membrane & Mucranoid: Immunity 11 (Aging, Disease, Environmental Conditions (All), Poison, Starvation & Thirst, Suffocation (All) (Flaws: Side-Effect 2: Incapacitated During)

    Device: Space Marine/Astarte’s-Pattern Bolter: 12 (Easily Removable -8) points
    -Boltgun Burst: Damage 7 (Extras: Improved Range 1, Penetrating 2, Secondary Effect (6 Ranks), Flaws: Limited – Secondary Effects: Only on a Critical Hit (3 Ranks) (New Advantages: Improved Critical 1 (Boltgun Burst)

    Equipment: 8 points (36 EP)

    Carapace Armour (Bulletproof Vest), Commlink, Wargear: Astartes-Pattern Combat Knife (Sword), Fragmentation Grenades, Krack Grenades (Plastic Explosives).

    Advantages: 33 points

    All-Out Attack, Benefit: Ambidexterity, Benefit, Status (Adeptus Astartes), Close Attack 2, Diehard, Eidetic Memory, Fearless, Great Endurance, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Interpose, Power Attack, Ranged Attack 2, Takedown 1, Teamwork, Tracking, Trance, Ultimate Effort: Toughness, Will, Equipment 8, Improved Critical: Boltgun Burst: Damage 7, Languages 1 (Base: High/Low Gothic, Extras: Astarte’s Battle Language)

    Skills: 14 points (28 ranks)

    Acrobatics 2 (+5), Athletics 4 (+10), Close Combat 2 (+8) Astarte’s-Pattern Combat Knife, Close Combat 2 (+8) Unarmed, Expertise 4 (+5) Adeptus Astartes, Insight 2 (+4), Intimidation 2 (+4), Perception 4 (+6), Ranged Combat 2 (+5) Boltgun Burst, Stealth 2 (+3), Technology 2 (+3), Treatment 2 (+3)

    Offensive:

    Initiative +11, Astarte’s-Pattern Combat Knife, +10 (DC 24) (Slashing, Crit 19-20), Betcher’s Gland (The Poison Bite): Damage 3, +5 (DC18) (Crit 20), Betcher’s Gland (The Poison Bite): Weaken 3, +8 (DC Fort 13) (Crit 20), Boltgun Burst: Damage 7, +7 (DC 22) (Crit 19-20), Fragmentation Grenade, +5 (DC Dog 15) (Crit 20), Grab, +8 (DC Spec 16) (Bludgeoning, Crit 20), Krak Grenades (DC Dog 20) (Crit 20), Throw, +5 (DC 21) (Bludgeoning, Crit 20), Unarmed, +10 (DC 21) (Bludgeoning, Crit 20)

    Defensive: 10 points

    Dodge 2 (4), Parry 2 (7), Fortitude 2 (9), Toughness (11), Will 4 (6)

    Total Abilities 50 + Powers 47 + Advantages 33 + Skills 14 + Defenses 10 = 154

    Complications:
    Fame: The Space Marines of The Adeptus Astartes are considered legend by many; the angels of death, and warriors of the God-Emperor. They are known everywhere they go.
    Motivation: For The Emperor! Space Marines live to serve The Emperor and the Imperium, their every thought turned towards its protection. They live to serve.
    Motivation: For the Chapter! Space Marine Chapters are often insular, with strange quirks and rituals of their own; secrets and taboos that must be kept.
    Quirk: The Geneseed – the augmentations that make a Space Marine what he is – varies between chapters, often with mutations to the basic structure and nature of the augmentations, with a variety of results. In addition, the geneseed is what allows Space Marines to make more of themselves, and it is of paramount importance that they are protected – and recovered should they be lost.
    Quirk: New Blood – while scout marines are still titans amongst mortal men, their lack of experience – both on the battlefield, and with their augmented bodies – can cause them problems from time to time.

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