Fanatical Devotion. The Astartes has advantage on saving throws against being charmed.
Hazard Protection. The Astartes has advantage on saving throws made against environmental effects and against being poisoned.
Indomitable (2/Day). The Astartes rerolls a failed saving throw.
Powerful Build. The Astartes counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Super Soldier. The Astartes can go up to a week without eating, drinking, or sleeping without any negative effects.
Multiattack. The Astartes makes three weapon attacks.
Combat Knife. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Bolter. Ranged Weapon Attack: +5 to hit, range 60/300 ft., one target. Hit: 15 (2d12 + 2) piercing damage plus 6 (1d12) thunder damage.
Rally Cry (Recharges after a Short or Long Rest). For 1 minute, the Astartes can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Astartes. A creature can benefit from only one Rally Cry die at a time. This effect ends if the Astartes is incapacitated.
Relentless. If the Astartes is reduced to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage would kill the Astartes instantly or is from a critical hit. On a success, the Astartes drops to 1 hit point instead.
Description
"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." — The Emperor of Mankind
Adeptus Astartes. Space Marines, also known as Astartes, make up the vast bulk of the Adeptus Astartes, one of the greatest forces within the Imperium of Man. Space Marines are perfect soldiers, able to fulfil almost any role in combat with enhanced strength, speed, intelligence, durability, and more. Created by the Emperor of Mankind himself, the Adeptus Astartes is the fist of the emperor and has crushed an incalculable number of threats to the Imperium.
Chapters. Within the Adeptus Astartes are several chapters. Each chapter is a large number of Space Marines meant to perform a specific form of warfare with a greater proficiency. Some specialise in defence and fortification, others in attacking their foes with impossible speed, some specialise in using flame weaponry, but there are several more types of specialisation each chapter can focus on. This versatility means that an Astartes can come in all shapes and sizes.
Heresy. As a result of the Chaos Gods' meddling, several chapters of the Adeptus Astartes betrayed the Imperium of Man and joined with the ruinous powers of Chaos during the Horus Heresy. These traitor legions can vary just like normal Space Marines, but at their most basic level are still Space Marines in terms of abilities.
Know No Fear. Every single Space Marine has been genetically enhanced, undergoing several surgeries which turn them into Astartes. Additional organs, increased muscle density, and alterations to the brain to make them incapable of feeling the debilitating effects of fear are a few of the many alterations Space Marines must undergo and all of them make them super soldiers. All their alterations rely on a substance called Gene-Seed, which mutates a human into an Astartes.
Only War. Due to being replayed all over the galaxy, Space Marines are capable of withstanding almost any environment, which is helped by their Power Armour. Without Power Armour, a Space Marine can still conventional weaponry and survive without food or water for prorogued periods. Power Armour allows them to withstand inhospitable environments, including the vast void of space as they are sealed within the armour. The Ceremite that comprises their armour allows them to withstand what would be fatal blows and power through.
Warp Touched. Like other creatures in the galaxy, a Space Marine may be able to tap into the powers of the Warp, also known as the Immatrium. These Psykers can use the Warp as fuel to invoke effects akin to magic, though using these powers carries a great risk. This is a rare mutation however, and most Space Marines cannot tap into the Warp.
Weaponry. The arsenal of the Space Marines is as varied as the Space Marines themselves. The most common weapons used by a Space Marine include but are not limited to Boltguns, Chainswords, Combat Knives, Flamers, and Plasma Pistols. Each weapon is deadly in the hands of a Space Marine.
Variant: Psyker Astartes
Some Space Marines have the ability to tap into the warp and invoke great powers. These Pskyers are similar to a normal Astartes but their connection to the warp allows them to cast spells. A Space Marine with the following trait has its challenge rating increased by 1:
New Trait: Spellcasting (Psyker). The Astartes can cast spells, using Charisma as the spellcasting ability (spell save DC 14). When the Astartes attempts to cast a spell, it must succeed on a Charisma saving throw with a DC of 8 + the level of the spell (cantrips are considered 1). On a failed save, the spell fails, the slot is wasted, and the Astartes takes psychic damage equalling a number of d8s equal to the spells level. On a successful save, the spell functions normally. The Astartes can cast one of the following spells:
At will: mage hand (hand is invisible), mind sliver, thunderclap
3/day each: cure wounds, dragon's breath, thunderous smite
1/day each: fear, haste, shield, silvery barbs
Variant: Weaponry
Like any soldier, a Space Marine can wield any weapon they can find. Most Space Marines will carry equipment meant to be used by them and that they personally prefer, though that does not make them any less capable of using any other weapon. These variant weapons are some of the weapons an Astartes may carry into battle:
New Action: Chain Sword (Replaces Combat Knife). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. A creature killed by this attack is sawed in half.
New Action: Flamer (Replaces Bolter). The Astartes releases liquid fire in a 30-foot line that is 5 feet wide, forcing each creature in that line to make a DC 16 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) fire damage and is coated in flaming Promethium for 1 minute. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the creature takes half as much damage and isn't coated.
New Action: Power Fist (Replaces Combat Knife). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
New Action: Power Sword (Replaces Combat Knife). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Attacks with this weapon are magical.
New Action: Plasma Pistol (Replaces Bolter). Ranged Weapon Attack: +5 to hit, range 90/120 ft., one target. Hit: 8 (1d12 + 2) fire damage. Until the start of the Astartes next turn, this weapon deals a cumulative +3 fire damage.
New Action: Thunder Hammer (Replaces Combat Knife). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage plus 11 (2d10) thunder damage.
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