Homebrew Adeptus Astartes base Species Details
The Astartes are foremost amongst the defenders of humanity, the greatest of the Emperor of Mankind's warriors. They are barely human at all, but superhuman; having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training.
Astartes are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient Power Armour and wielding the most potent weapons known to man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unyielding. They are the God-Emperor's Angels of Death, and they know no fear.
Age. Astartes can live indefinitly most Astartes die in a glorious fight against the Emperors enemies far before there genetically enhanced body would give way.
Alignment. Astartes sway more toward lawful rolls.
Size. Astartes are very muscular and tall, being around 8'0. and between 250 and 350 pounds. Regardless of your position in that range, your size is Medium to large.
Speed. Your base walking speed is 35 feet.
Adeptus Astartes base Traits
Transhuman mightPowerful build
You count as two times larger when lifting or dragging things
And they shall know no fear
Astartes gain immunity to being frightened and have resistance to being routed
genetic implants
Genetic implants. The 19 implanted organs are very complicated, and because several of them only work properly or at all in the presence of other implants, the removal, mutation or failure of one organ can affect the precise functioning of the others. Because of this, and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation.[Needs Citation]
Throughout the implantation process the Marine must undergo various forms of conditioning in order for the implanted organs to develop and become part of his physiology.
Listed below is the complete set of implants used:
Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of age. Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age. Hypnotherapy normally begins at phase 6, ideally sometime between 14 and 17 years of age. Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The following series of organs are also ideally implanted between the ages of 14 and 16. Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age.
Secondary heart Phase 1
- Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.
Ossmodula Phase 2
- You develop resistance to bludgeoning damage.
- and a Damage threshold of 4
Biscopea Phase 3
- Your extreme Strength imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to your base movement speed.
Haemastamen Phase 4
Allows for breathing in high altitudes
Larraman's Organ Phase 5
- Once per long rest you may as a bonus Action regain Hit Points equal to 1d10 + Con.
Catalepsean Node Phase 6
- a Space marine with this needs no more than 4 hours of sleep to complete a long rest, gains a +5 passive perception when sleeping and you ignore your 1st level of exahustsion for up to 14 days.
Preomnor Phase 7
- Gain resistance to poison damage and advantage on saves Against any ingested poisons and diseases
Omophagea Phase 8
- Gain advantage on checks to do with gaining knowledge of a Biological material that was ingested.
Multi-lung Phase 9
- You can breath under water and gain resistance to inhaled poisons, gases and deiseses and advantage on saves against such things.
Occulobe Phase 10
- Gain dark vision out to 30ft and lowlight out to 60ft
Lyman's Ear Phase 11
- Gain advantage on Perception check to do with hearing and save against deafness. Furthermore gain immunities to any type dizziness or motion sickness
Sus-an Membrane Phase 12
- When a space marine fails its last death save, Make a constitution save DC 20, if passed the space marine dose not die but may be become dormant in a kind of stasis that can last for hundreds of years, you are unconcious and with the aid of a Tech Priest Biolagus you may be revived with a Medicine check DC10 + 1 for every 10 years the body has been in this stasis.
Melanchromic Organ Phase 13
Gain Resistance or advantage on saves against effects done by a sun or UV rays and Radiation damage
Oolitic Kidney Phase 14
- you may use your entire turn to remove any poison conditionds or effects produced by a poison or venom.
Neuroglottis Phase 15
- gain advantage on intelligence check to ID any chemicals in a mixture that you ingested.
Mucranoid Phase 16
- An Astartes may activate to provide resistance to radiant and Cold damage and Immunity to the effects of a vacum this only last for 24 hours and my only be done after a proper long rest has been preformed.
Betcher's Gland Phase 17
- Once per short rest you may use a ranged attack with a range of 5ft you count as proficient with it and it is considered a pistol. if the attack hits the target must make a Constitution save DC 8 + your proficiency + your Con or they will be Blinded for 1d4 rounds
Progenoids Phase 18
- These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. Thanks to the superior implantation process and genetic stability of Primaris Space Marines, the Imperium has recently been able to harvest gene-seed at a rate previously unseen.
Black Carapace Phase 19
- This allows a Astartes to have a max dex bonus while Wearing power Armor, though you may not add your dex bonus to the AC.
indomitable will
when a Astartes enters combat and takes damage he may use this power to ignore 1d12 + CON damage of any type this can be used three times in battle then the Astartes must long rest to get this power back
Previous Versions
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