These are new Feats for the T20 system specific to w40k. Gun-Fu You have meshed marital arts with gunplay and can perform amazing stunts of dueling with firearms. Prerequisite: Martial Training, Gunfighter, Tumble 4+ Benefits: When making an attack using only hand-guns, you may make a single Tumble check as a free action. Heroic The character is a natural hero, willing to brave tasks that would leave normal mortals quivering in fear. Prerequisite: Can only be taken at character creation. Benefits: A heroic character may re-roll a single 1 once a day. Gunfighter A character who is a gunfighter has great coordination and reflexes. Benefits: The character may fire two weapons at once with a +1 competence bonus to hit. Quickload This character can pluck a magazine or fuel cell from a gun, take one from his belt and slam it into place in one easy action. Benefits: The character can reload his weapon as a free action. True Grit A character with true grit has enormous reserves of courage and an indomitable constitution, which means he will battle to his last breath. Benefits: A character with this feat can function when below 0 Lifeblood if he makes a successful Will check vs. DC 20. Inquisitorial Dispensation The character has a scroll exempting him from Inquisition investigation based on his or her race. In effect it states that for all intents and purposes the character is human. Prerequisite: May only be taken at 1st level. Only non-human character need take this feat. Without it they will be hunted and exterminated while in Imperial space. Aliens include Eldar, Necron, Tau, Tyranid, Chaos Space Marines, Orks and any non-human, non-beastman race. Benefits: The character is not killed on sight but is accepted as a human within the Imperium. Navigator Gene The character belongs too, or is descended from one of the great Navigator Houses. Prerequisite: Human. Must take a character creation. Benefits: The character can navigate the warp without the aide of AI. A Navigator halves the chance of a misjump. Second Sight The character is sensitive to psionic activity, in particular, psychic attacks as burst of colours and patterns. Benefits: The character can identify and counter-power (as counter-spell rules) psionic attacks with a +2 competence bonus. SPACE MARINE IMPLANTS These implants can not be chosen as starting advantages. They can be added in game once (if) a players faction is high enough with a particular Space Marine Chapter that they deem him or her worthy of the implants. If the implants are used on an adult then their statistic affect is halved to a minimum of 1. They may also be obtained on the black market generally at exorbitant rates (500k Cr +). Secondary Heart The simplest and most self sufficient implant. The secondary heart is capable of boosting the blood supply or maintaining full life functions even with the destruction of the recipient's original heart. This also enables Marines to survive low oxygen concentrations and traumatic injury. Properties: CON +5 Ossmodula This is the bone strengthener. It is a small implant put into the lower part of the brain and affects bone growth. Space Marines have incredibly strong bones and their rib cage is fused into a solid protective shell. Properties: Natraul Armour (AR +1) Biscopea This organ is implanted into the chest cavity. It is small, approximately circular and, like the Ossmodula, it's primary action is hormonal. The presence of the Biscopea stimulates muscle growth throughout the body. Properties: STR +5. Haemastamen This tiny organ is implanted into a main blood vessel. It makes a Marine's blood more efficient than ordinary human blood. Properties: Permanent Broad Spectrum Anti-Toxin (T20, pg. 219). The implant does not need to be refilled (implant manufacturers drug from the Marines body chemistry). Larraman's Organ When a Space Marine is wounded the blood forms an instant layer of scar-like tissue, staunching blood flow and protecting the wound. This organ is responsible for producing the special blood cells called Larraman cells which make this possible. Properties: Permanent Personal Medkit (T20, pg. 216). The implant does not need to be refilled (implant manufacturers drug from the Marines body chemistry). Catalepsean Node Space Marines can rest half of their brain at once, and thus stay awake for days at a time. The Catalepsean Node which makes this possible is implanted into the brain where it controls rhythms of sleep and the response to sleep deprivation. Properties: The character gains the Eldar (Elven) like ability to only need 4 hours of "trance" time each night. No longer needs sleep in the human sense. Preomnor This is a second stomach which allows a Marine to eat otherwise poisonous or indigestible materials. Deadly poisons are either neutralised or isolated from the digestive tract. Properties: Cast Iron Stomach, +5 bonus to any Fortitude saving throw due to ingested poisons. Omophagea Space Marines can gain part of a person or creature's memory by eating its flesh. This special organ is implanted between the thoraic vertebrae and the stomach wall. It works by absorbing genetic material from the meal itself. Properties: In the gaming environment the character essentially recieves the spell like aiblity to Speak with Dead as a Cleric of the same level once a day. Multi-Lung Space Marines have three lungs and can close off their normal lungs in favour of the bio-engineered multi-lung. The multi-lung allows the Marine to breath poisonous atmospheres or even in water. It is one of the largest implants. Properties: Character can survive in zero-oxygen environements for uptp 12 hours before the Marine needs to get back to a normal atmosphere. Equivalent of a permanent Artificial Gill (T20 pg. 213). Occulobe This small slug-like organ sits at the base of the brain. It provides the hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. The Occulobe itself doesn't help to improve the Marine's eyesight, but it allows technicians to make adjustments to the growth patterns of the eye and the light-receptive retinal cells. An adult Marine has far better eyesight than a normal human, and can see in low light conditions almost as well as in daylight. Properties:Low Light Vision as an Eldar (Elf). Lymans Ear Space Marines do not have the normal internal organs of a human ear. These are removed and replaced by the Lymans Ear. Their hearing not only becomes sharper, but they can filter out or enhance specific sounds. The organ also affects balance, so a Marine is unlikely to become dizzy or disorientated as a result of motion. Properties: Extra sensitive hearing equivlanet to a Terran Wolf. Sus-an Membrane This flat, circular organ is implanted over the top of the exposed brain. It then grows into brain tissue until completely merged. This allows a properly tutored Marine to enter a state of suspended animation and survive for centuries if necessary. Sometimes this organ can be triggered by subjection to extreme physical trauma. Only appropriate chemical therapy and auto-suggestion can revive a Marine from suspended animation - a Marine cannot revive himself. Properties: Equivalent of Medical Slow Drug but only triggers when character begins dying. The implant does not need to be refilled (implant manufacturers drug from the Marines body chemistry). Melanchrome This is a hemispherical organ and is black. It reacts almost instantly to the strength of sunlight and protects the skin from radiation for a limited time. Properties: Character can endure high levels of radiation for short amounts of time. Character makes Fortitude save vs. DC20. The number above 20 is how long in hours the character can surivive in a radiated environemnt before suffering any ill-affects. Oolitic Kidney This is an extra kidney which filters out any harmful substances from the blood. It enables the Marine to survive poisons and toxins that otherwise even the multi-lung couldn't cope with. Properties: Immune to mundane poisons. Against Tyranid or other unknown poisons or toxins, a Marine gains a +5 bonus to all skill tests. Neuroglottis By chewing, tasting or smelling a substance a Space Marine will be able to test it for toxicity and nutrition content. The organ also allows the Space Marine to identify subtle odours in the same way as a tracker dog. Properties: Scent Tracking Feat (normally not available in T20). Mucranoid This small organ is implanted in the lower intestine where its hormonal secretions are absorbed by the colon. These secretions initiate a modification of the sweat glands. This modification normally makes no difference to the Marine until activated by appropriate chemo-therapy. As a result of this treatment the Marine sweats an oily, naturally cleansing substance which coats the skin. This protects the Marine against extremes of temperature and even offers a slight degree of protection in vacuum. Mucranoid therapy is standard procedure on long space voyages and when fighting in vacuum or near vacuum. Properties: Vacuum Adaption, character can survive in a vacum for short amount of time. Character makes Fortitude save vs. DC20. The number above 20 is how long in hours the character can surivive in a vacuem before suffering any ill-affects. This is NOT in constant affect. The Marine must turn it on, it takes 10 minutes of not moving for this implant to take affect. Betchers Gland Two of these identical glands are implanted, either into the lower lip, alongside the salivary glands or into the hard palette. It allows the Space Marine to synthesise a poison which is highly acidic. Not only does this make a Marine able to spit poison but also allows him to eat through metal or even gradually burn through strong metals. Properties: Allows recipient to spit poison (as a XXX in Monster Manual I) up to 12 metres away against a single target. A recipient can only spit poison up to 4 times a day. Interface This is the last implant which covers the hardened shell-like rib cage of the Space Marine with a stiff membrane. Neurone connectors from the membrane penetrate the Space Marine's spine and connect his motor nervous system to the interface. Connectors on the interface link up to the Marine's power armour suit, or to other types of armour, equipment controls or monitors. This allows the Space Marine to control an armoured suit just as if it were his own body. It also allows the Space Marine's heart rate and other vital-signs to be read off from a connector point on his armour. Properties: Battle Dress Feat plus CyberJack implant (T20, pg. 221) and Subcutaneous Commincator, Contiental Range (T20, pg. 221).
UNIQUE SISTER OF BATTLE IMPLANTS AND FEATS Discopea Phase 3 This organ is implanted into the chest cavity. It is small, approximately circular and, like the Bisopea, it's primary action is hormonal. The presence of the Discopea stimulates reflex and speed throughout the body. Silver Tongue The Sister has a universal translator permanently implanted into her system. This allows her to speak any known language. She also goes under intense training to improve her oratory skills to better inspire her allies, convert the masses and curse the heretics. Racial Memory The Sister has access to all the memories of all the Sister to have ever lived through the millenniums. All skills are now considered class skills. Also, if the Sister makes an Intelligence test vs. DC 20 she can use untrained skills as if she had 1 point in that skill. She can do this once a day.
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