Any advantage or disadvantage published in the following GURPS supplement maybe used in w40kRPG; Basic Set and any Compendium. Mystical or magical skills/advantages/disadvantages are available only to certain Chaos Servants and Techno-mages. There are no new disadvantages Astropath Point Cost: 20 The character is a natural Astropath. This is a psi-talent and may also be added to any other psionic abilities. The character has been trained by the Adeptus Astra Telepathica to be able to navigate the warp for distances greater then Jump-6. Also, Astropaths may communicate with other astropaths anywhere in the Galaxy almost instantaneously, they may even communicate from the warp into normal space and vice a versa. Jack-of-all-Trades Point Cost: 10points/level This advantage reflects an unusual breadth of talent and versatility. Each level grants a +1 to all skill defaults from attributes (but not other skills), to a maximum of +3 for 30 points. It has no effect on skills without a default, and modified default level may never equal or exceed the that 1/2 point would purchase. Jack-of-all-trades does not make learned skills any cheaper.
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. The character must still pay the point and cash cost for the operation. Each point equals $1,000. Secondary Heart Point Cost: 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: Gain Health II (HT +2, +20). Ossmodula Point Cost: 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: Toughness II (DR 2, +25) Biscopea Point Cost: 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: Gain Strength I (STR+1, +10). Haemastamen Point Cost: This tiny organ is implanted into a main blood vessel. It makes a Marine's blood more efficient than ordinary human blood. Properties: (+10) No Blood (The marine does have blood, but the affects are the same as this advantage) ans Sanitised metabolism (pg.C65). Larraman's Organ Point Cost: 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: (+25) This is a permanent Time Release Toxin: Hypercoagulin (HT pg97/108) drug with the following changes. The Marine suffers no negative side affects from the drug. The implant does not need to be refilled (implant manufacturers drug from the Marines body chemistry). When the Marine is injured the implant automatically injects a Hypercoagulin into his system. The Hypercoagulin stops bleeding within 1d+4 seconds and restores 1 Health (HT). The Marine has no control over when the injection occurs and suffers NO SIDE EFFECTS from multiple injections. Catalepsean Node Point Cost: 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: (+10) Reduced Sleep (pg.C64). Preomnor Point Cost: 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: (+15) Cast Iron Stomach (pg.C51). This works in conjunction with the Oolitic Kidney. Omophagea Point Cost: 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 Int tests should be made to gather any information from a dead creature and how much is given is up to the GM. Multi-Lung Point Cost: 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: (+32) Effects of Bionic Gill (pg UT107), Reducing Respirator, Respirator (UT pg26), Filter Lung (pg.C56) and Breath Holding I (pgC21).. Does not require UB (energy taken from body) but effects only last 12 hours before the Marine needs to get back to a normal atmosphere. Occulobe Point Cost: 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:(+35) Acute Vision V, Night Vision and Infravison. Lymans Ear Point Cost: 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: (+10) Acute Hearing V. Sus-an Membrane Point Cost: 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: (+10) Metabolism Control II (pg C60). Melanchrome Point Cost: 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: (+3) Temprature Tolerance III (pg.C30). Oolitic Kidney Point Cost: 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: (+15) Immunity to Poison (pg. C58). Against Tyranid or other unknown poisons or toxins, a Marine gains a +5 bonus to all skill tests. Neuroglottis Point Cost: 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: (+15) Acute Taste and Smell V (pg. B19). Allows the Space Marine to follow any trail as long as their is sufficient odour to sniff along the way. Int tests should be made depending on the circumstances. Remember the Space Marine is as effective as a tracker dog! If the space marine has the tracking (pg.B57) ability he gets a skill bonus of +5 to his skill roles. He gets no bonus on windy planets/climes. Mucranoid Point Cost: 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: (+27) Vacuum Adaption (pg.C69). This is NOT in constant affect. The Marine must turn it on, it takes 10 RL minutes of not moving for this implant to take affect. Betchers Gland Point Cost: 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: (+20) allows recipient to spit poison (Viral Solvent, pg.UT84) up to 12 metres away against a single target. A recipient can only spit poison up to 4 times a day. Interface Point Cost: 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: (+20) Dermal Armour (pg.UT108) and Neural Interface Implant (Power Armour) (pg.UT109). |