Expanded Adeptus Astartes Organ Abilities

Thendoctor
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Joined: Fri Jun 22, 2018 7:18 am

Expanded Adeptus Astartes Organ Abilities

Postby Thendoctor » Wed Apr 10, 2019 3:31 pm

Wrath & Glory:
At the GM’s discretion, in rare instances, characters may receive additional situational bonuses due to
specific applications of these implants.

Space Marines do not bleed. Space Marines gain +1 bonus dice as a situational modifier to any test if the
Game Master deems it appropriate for one of the 19 implants.

◆ Secondary Heart (The Maintainer):
Provides redundancy and enhances blood flow.
• Can contribute to Attribute/Skill Tests involving Strength and Toughness. Additionally nullifies one
result that would involve losing your heart from a critical effect or Maiming Injury.

◆ Ossmodula (The Ironheart):
Fuses the rib cage for structural integrity.
• Can contribute to Attribute/Skill Tests involving Toughness in conjunction with the Secondary Heart,
Melanochrome, and Haemastamen.

◆ Biscopea (The Forge of Strength):
Produces hormones to increase muscle mass.
• Biscopea:
Can contribute to Attribute/Skill Tests involving Strength in conjunction with the Secondary Heart and
Haemastamen.

◆ Haemastamen (The Blood Maker):
Enhances blood efficiency.
• Can contribute to Attribute/Skill Tests involving Strength and Toughness.

◆ Larraman’s Organ (The Healer):
Enables faster clotting and scar tissue formation.
• Larraman’s Organ:
Space Marines do not normally suffer from Blood Loss (as per the stated trait). If for some reason you
would suffer Blood Loss (a warp weapon or other extreme example at GM discretion) then this
contributes to any Toughness tests to resist the effects of the Blood Loss.

◆ Catalepsean Node (The Unsleeping):
Eliminates the need for sleep.
• A Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for
long periods of time.

◆ Preomnor (The Neutraliser):
Enables the digestion of poisons without consequence.
• The Space Marine gains a +1d bonus to any Toughness Test against ingested poisons.

◆ Omophagea (The Remembrancer):
Incorporates memories from consumed meat.
• By devouring a portion of an enemy, a Space Marine can gain access to certain information (such as
the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at
the GM’s discretion, keeping in mind what may have been known by the enemy in the first place.
In addition, a Space Marine can temporarily gain a Skill that he did not already have ranks in. The Skills
he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The
Space Marine may access this acquired Skill at a rank of 1 for a number of hours equal to his Intelligence
attribute. After this time, the information begins to fade and the Skill is no longer useable by the Space
Marine (until he devours another portion of an enemy, of course).

◆ Multi-lung (The Imbiber):
Enables breathing in poisonous atmospheres and water.
• The Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation.
In addition, the Space Marine gains a +1d bonus to Toughness Tests made to resist the effects of gases,
and may re-roll failed results.
The Space Marine may also breathe water through his multi-lung.

◆ Occulobe (The Eye of Vengeance):
Enhances eyesight, including low-light vision.
• This implant grants the Space Marine a +1d bonus to any Tests specifically involving the sense Sight.
Thus, this would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic
Skill Test or a Weapon Skill Test simply because the character is using their eyes.

◆ Lyman’s Ear (The Sentinel):
Filters and enhances audio detection and improves balance.
• This implant grants the Space Marine a +1d bonus to any Tests specifically involving the sense Hearing.
Thus, this would apply to an Awareness Test to hear a faint explosive ticking, but not to a Leadership or
Persuasion Test simply because the character is using their ears.

◆ Sus-an Membrane (The Hibernator):
Enables voluntary suspended animation.
• The Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine
must meditate for 1d3 Rounds. This organ also automatically activates if the Space Marine is knocked
unconscious by Critical Damage.
While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires
chemical therapy, auto-suggestion techniques, and a successful Challenging (DN5) Medicae Test to
revive a Space Marine in suspended animation.

◆ Melanochrome (The Skinshield):
Provides radiation resistance.
• Can contribute to Attribute/Skill Tests involving Toughness in conjunction with the Secondary Heart,
Ossmodula, and Haemastamen.
At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending
on the severity.

◆ Oolitic Kidney (The Purifier):
Filters poisons from the bloodstream.
• This implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons
and toxins, including attacks with the Toxic Quality.

◆ Neuroglottis (The Devourer):
Enhances the senses of taste and smell to detect minute traces.
• The Space Marine may detect any poison or toxins by taste with a successful Standard (DN3)
Awareness Test. They may also detect poisons or toxins by smell with a successful Challenging (DN5)
Awareness Test. The Space Marine may gain a +1d Bonus to the Survival Skill for Tests that involve
tracking against an opponent he has tasted.

◆ Mucranoid (The Weaver):
Protects the skin from extreme temperatures and vacuum.
• The Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as
desert heat or the cold of outer space.

◆ Betcher’s Gland (The Poison Bite):
Enables acidic, poisonous spit.
• The Space Marine may spit acid at their foes. This acts as a ranged weapon with the following profile:
(Range: 3m; Dam: 1d3; AP: 4; Toxic).
If the Space Marine gains shifts 2 Exalted Icons their Ballistic Skill Test, they may also blind the opponent
for 1d3 Rounds.
At the GM’s discretion, the Space Marine may also slowly chew their way through nearly any nonliving
substance. The rate at which they do so is at the GM’s discretion (one example includes chewing
through iron bars—this would be roughly at a rate of 4 kg per minute).

◆ Progenoids (The Gene-seed):
Provides the basis for new gene-seed.
• Removing a Space Marine’s progenoids requires a Standard (DN3) Medicae Test. This Test becomes
Difficult (DN7) if performed without the Narthecium, and adds 2 Rounds to the time required.
Taking out the progenoids takes 1 Round, adding 1d3 Rounds for any Complication on the Medicae Test.
Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may
require a Willpower Test (DN3) to leave the progenoids behind.

◆ Interface (The Black Carapace):
Interfaces with power armour.
• This implant gives the Space Marine exceptional control over his power armour. This allows the
Astartes character to wear Astartes Power Armour at all, as pg302 states: “Astartes armour is crafted for
the exclusive use of Space Marines. So specialised is Astartes armour that it cannot be fully utilized
without the enhanced physique and engineered organs of a Space Marine. The armour’s size and
proportions make it ineffective if worn by a non-Space Marine.”

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