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![[Post New]](/s/i/i.gif) 2014/05/06 09:43:16
Subject: Space Marine gear and super abilities
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Kinebrach-Knobbling Xeno Interrogator
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Space marine have special gears or weapons that are mentioned in books but not the codex. Even until now many doesn't know what space marines can do and there are many stuff we don't know yet . Discuss what you guys know about space marines
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![[Post New]](/s/i/i.gif) 2014/05/06 09:48:48
Subject: Space Marine gear and super abilities
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Confessor Of Sins
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They have targeting gear - helmet optics targeting reticules, weapon scopes, computerized assist - and manage to be just as good shots as IG Veterans and SoB. Apparently the freakishly high adrenalin production of the SM implants (which makes them strong and tough) does a number on their hand-eye coordination.
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![[Post New]](/s/i/i.gif) 2014/05/06 09:59:21
Subject: Re:Space Marine gear and super abilities
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Mighty Vampire Count
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Most fluff has them being susbtantially more agile and quicker than unagumented humans in and out of armour.
They pretty much cause Fear/Awe in other Imperial units,
They can each shoot different units/targets..........
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2014/05/06 11:09:24
Subject: Space Marine gear and super abilities
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Some books has Space Marines being barely stronger than normal men, others have them throw tanks, and then there's everything in between.
Take your pick.
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![[Post New]](/s/i/i.gif) 2014/05/06 13:33:56
Subject: Space Marine gear and super abilities
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Hallowed Canoness
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Spetulhu wrote:They have targeting gear - helmet optics targeting reticules, weapon scopes, computerized assist - and manage to be just as good shots as IG Veterans and SoB. Apparently the freakishly high adrenalin production of the SM implants (which makes them strong and tough) does a number on their hand-eye coordination.
Autosenses are overblown anyway. Sisters don't bother with them, after all.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2014/05/06 17:44:59
Subject: Space Marine gear and super abilities
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Gore-Soaked Lunatic Witchhunter
Seattle
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Hmm... depends? Maybe?
I seem to recall there being mention of various visual-enhancers and combat HUD optics in the Sisters' armor in Faith & Fire.
I mean, really, why wouldn't they have it? Sure, the Sisters lack a lot of the other SM options in their PA, but since they have helmets, adding a targeting crosshair and some low-light vision should be standard.
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It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. |
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![[Post New]](/s/i/i.gif) 2014/05/06 17:48:24
Subject: Space Marine gear and super abilities
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Heroic Senior Officer
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Everyone has those fancy things
Scions have night vision and are able to survive in space, they also have (even HAD on the table top) fancy targetters, but night fighting and gas grenades still affect them, the same can be said for the Marines. For that matter, Kriegsmen shouldn't care about gas grenades, either.
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This message was edited 1 time. Last update was at 2014/05/06 17:49:03
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![[Post New]](/s/i/i.gif) 2014/05/06 17:52:45
Subject: Space Marine gear and super abilities
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Gore-Soaked Lunatic Witchhunter
Seattle
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I have never understood why the DKoK and any PA-equipped model is not immune to gas attacks, and why any PA-wearing or cyber-optic-having model is not immune to darkness. Low-light vision is probably the second-easiest visual enhancement to grant, falling behind only flare compensation, because you can get flare comp by putting on a pair of Raybans.
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It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. |
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![[Post New]](/s/i/i.gif) 2014/05/06 18:10:00
Subject: Re:Space Marine gear and super abilities
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Xeno-Hating Inquisitorial Excruciator
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For the same reasons wraithlords and riptides are not immune to poison - for the sake of simplicity. If they had to make rules that represent every single piece of gear described in the fluff, every unit would have like 10 special rules and that's exactly what we don't want. If you like to use all the equipment in a micro scale you can always play a 40k rpg.
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This message was edited 1 time. Last update was at 2014/05/06 18:15:29
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![[Post New]](/s/i/i.gif) 2014/05/06 18:24:10
Subject: Space Marine gear and super abilities
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Ancient Venerable Dark Angels Dreadnought
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Furyou Miko wrote:Spetulhu wrote:They have targeting gear - helmet optics targeting reticules, weapon scopes, computerized assist - and manage to be just as good shots as IG Veterans and SoB. Apparently the freakishly high adrenalin production of the SM implants (which makes them strong and tough) does a number on their hand-eye coordination.
Autosenses are overblown anyway. Sisters don't bother with them, after all.
Tell that to the Iron Warrior who bounced a bolt off ferrocrete ground to deflect under a truck-like vehicle to hit the sniper behind it at over 2.5 kilometers.
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“There is only one good, knowledge, and one evil, ignorance.” |
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![[Post New]](/s/i/i.gif) 2014/05/06 19:30:54
Subject: Space Marine gear and super abilities
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Leader of the Sept
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Wyzilla wrote: Furyou Miko wrote:Spetulhu wrote:They have targeting gear - helmet optics targeting reticules, weapon scopes, computerized assist - and manage to be just as good shots as IG Veterans and SoB. Apparently the freakishly high adrenalin production of the SM implants (which makes them strong and tough) does a number on their hand-eye coordination.
Autosenses are overblown anyway. Sisters don't bother with them, after all.
Tell that to the Iron Warrior who bounced a bolt off ferrocrete ground to deflect under a truck-like vehicle to hit the sniper behind it at over 2.5 kilometers.
Only problem was that he was aiming at the guy just over there
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2014/05/07 13:40:09
Subject: Space Marine gear and super abilities
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Kinebrach-Knobbling Xeno Interrogator
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Space marine have good sense of smell . They can smell stuff far away and can tell the direction of it
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![[Post New]](/s/i/i.gif) 2014/05/21 16:50:52
Subject: Re:Space Marine gear and super abilities
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Space Marine Scout with Sniper Rifle
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In most fluff standards each marine has a bolter (spare clips) a bolt pistol (spare clips) a couple of frag and crack grenades and a combat blade with a monomolecular edge. Their helmet has and advanced HUD and is full of vision and targeting enhancements, as well as battle info. Their backpack is a mini nuclear reactor with oxygen tanks and other survival functions. And their armor abilities.... that's common knowledge. They also have a lot of drug cocktails and in-suit med kits. Some fluff even has every marine bear their own chainsword!!!
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Inquisition motto: 'They don't like it cause the emprah don't like it'
Inquisition logic: "Hundred thousand guardsmen in the area....... WHO CARES, COMMENCE EXTERMINATUS!!! the emperor shall know his own"
Inquisition excuse: "it is the emperors will"
or
"he/she was tainted by chaos" |
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![[Post New]](/s/i/i.gif) 2014/05/21 17:04:20
Subject: Space Marine gear and super abilities
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Longtime Dakkanaut
Moscow, Russia
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Psienesis wrote:Hmm... depends? Maybe?
I seem to recall there being mention of various visual-enhancers and combat HUD optics in the Sisters' armor in Faith & Fire.
I mean, really, why wouldn't they have it? Sure, the Sisters lack a lot of the other SM options in their PA, but since they have helmets, adding a targeting crosshair and some low-light vision should be standard.
In the FFG RPGs, Sisters of Battle helmets have advanced targeters that give a bonus to hit.
Astartes helmets do not have them.
EDIT: Marines are significantly faster in the game as well, not just in the fluff (Initiative 4).
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This message was edited 1 time. Last update was at 2014/05/21 17:05:14
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![[Post New]](/s/i/i.gif) 2014/05/24 01:12:20
Subject: Space Marine gear and super abilities
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Stubborn Dark Angels Veteran Sergeant
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Taste- memorize everything they taste, and can recall it exactly decades later
-Can breathe in most toxin environments without helmet as well as extremely low oxygen ones.
-Blood clots extremely quickly compared to normal humans
-Have two hearts.
-Toxin extractors
-Can go into a "deep sleep" mode where a memebrane covers them as they sleep for a indefinite amount of time, even on the moon.
-photographic memory
-Greater tactical and strategical thinking than others
-Greater learning capacity
-strength of anywhere from 2 men to 50 men without armor.
-Enhanced Eyes (see better in low light areas than others without helmet)
-Agility
more will come.
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Wyzilla wrote:
Because Plague Marines have the evasion abilities of a drunk elephant.
Burn the Heretic
Kill the mutant
Purge the Unclean |
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![[Post New]](/s/i/i.gif) 2014/05/24 02:14:49
Subject: Space Marine gear and super abilities
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Longtime Dakkanaut
Houston, Texas
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Wyzilla wrote: Furyou Miko wrote:Spetulhu wrote:They have targeting gear - helmet optics targeting reticules, weapon scopes, computerized assist - and manage to be just as good shots as IG Veterans and SoB. Apparently the freakishly high adrenalin production of the SM implants (which makes them strong and tough) does a number on their hand-eye coordination.
Autosenses are overblown anyway. Sisters don't bother with them, after all.
Tell that to the Iron Warrior who bounced a bolt off ferrocrete ground to deflect under a truck-like vehicle to hit the sniper behind it at over 2.5 kilometers.
That's a superpower at that point.
Straight clairvoyance. Automatically Appended Next Post: raiden wrote:Taste- memorize everything they taste, and can recall it exactly decades later
-Can breathe in most toxin environments without helmet as well as extremely low oxygen ones.
-Blood clots extremely quickly compared to normal humans
-Have two hearts.
-Toxin extractors
-Can go into a "deep sleep" mode where a memebrane covers them as they sleep for a indefinite amount of time, even on the moon.
-photographic memory
-Greater tactical and strategical thinking than others
-Greater learning capacity
-strength of anywhere from 2 men to 50 men without armor.
-Enhanced Eyes (see better in low light areas than others without helmet)
-Agility
more will come.
Has there ever been a book where space marines are only 2 times stronger, or over 50 times stronger?
I've always imagined them with the strength of 10-15 men. Assuming like an average bench of 155 in adult men.
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This message was edited 1 time. Last update was at 2014/05/24 02:18:25
Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." |
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![[Post New]](/s/i/i.gif) 2014/05/24 03:48:21
Subject: Space Marine gear and super abilities
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Gore-Soaked Lunatic Witchhunter
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ThePrimordial wrote:
Has there ever been a book where space marines are only 2 times stronger, or over 50 times stronger?
I've always imagined them with the strength of 10-15 men. Assuming like an average bench of 155 in adult men.
The FFG games give Space Marines a higher Strength/Toughness and Unnatural Strength/Toughness x2, which gives them a typical Strength/Toughness bonus (barring extreme outliers) of eight compared to three for most humans. Carry weight is based on the sum of Strength bonus and Toughness bonus, and it's not on a linear scale, so an average Space Marine can pick up about eighteen times what a normal human can when out of armour (doubled in armour, though that's an effect of the scaling and it's actually only +2 to Strength bonus).
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![[Post New]](/s/i/i.gif) 2014/05/24 04:50:14
Subject: Space Marine gear and super abilities
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Wing Commander
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Don't forget they have extremely acidic saliva.
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Abadabadoobaddon wrote:Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army  so no.
Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.
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![[Post New]](/s/i/i.gif) 2014/05/24 04:56:33
Subject: Space Marine gear and super abilities
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Stubborn Dark Angels Veteran Sergeant
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not the imperial fists, IIRC
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Wyzilla wrote:
Because Plague Marines have the evasion abilities of a drunk elephant.
Burn the Heretic
Kill the mutant
Purge the Unclean |
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![[Post New]](/s/i/i.gif) 2014/05/24 05:32:32
Subject: Space Marine gear and super abilities
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Gore-Soaked Lunatic Witchhunter
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There's a long list of nineteen different implants of various sorts common to all Space Marines too extensive and complex to list here but easily summed up as "immune to logistical complications and toxins, stronger, tougher, faster, and sharper-sensed than normal people". Individual organs in some gene-seed have atrophied (the aforementioned Fists not having the acidic saliva is the most well-known example but dropping one of the other secondary ones could be an interesting way to add character to a custom Chapter).
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![[Post New]](/s/i/i.gif) 2014/05/24 06:20:31
Subject: Space Marine gear and super abilities
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Anti-Armour Swiss Guard
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Psienesis wrote:I have never understood why the DKoK and any PA-equipped model is not immune to gas attacks, and why any PA-wearing or cyber-optic-having model is not immune to darkness. Low-light vision is probably the second-easiest visual enhancement to grant, falling behind only flare compensation, because you can get flare comp by putting on a pair of Raybans.
Go back to RT and they were. Autosense included multiple systems like infra-vision (something ALL eldar had - not just the current DE - standard fantasy trope elf night vision) - also flare protection (certain gear or grenades would produce blinding flashes). Light amplification with auto flare comp (auto step-down so it doesn't burn out) is pretty common nowadays, but when the game was originally written, you could overwhelm NVG with bright lights - especially if they weren't expecting it.
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I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.
That is not dead which can eternal lie ...
... and yet, with strange aeons, even death may die.
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![[Post New]](/s/i/i.gif) 2014/05/24 16:56:27
Subject: Space Marine gear and super abilities
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Thunderhawk Pilot Dropping From Orbit
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chromedog wrote:
Go back to RT and they were. Autosense included multiple systems like infra-vision
Er, the entry for Auto-senses in the RT rulebook explicitly stated that it didn't normally include infra-vision.
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![[Post New]](/s/i/i.gif) 2014/05/25 11:04:43
Subject: Space Marine gear and super abilities
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Courageous Space Marine Captain
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They can cocoon themselves in waxy substance to resist vacuum and extremes of temperatures when injured to enter a Suspended Animation.
Their blood clots instantly.
They can gain memories of a creature by eating its flesh.
Eagle-like vision with Night Vision genetically built in.
2 hearts.
An organ that makes them super strong.
An organ that purifies the blood.
A pre-stomach that neutralises poison and makes inedible things edible.
Fused, bulletproof ribs that allow interface with armour.
Their blood is more efficient than humans, allowing for greater oxygen intake/CO2 expulsion.
A 3rd lung that can breathe water and poisonous gasses.
An ear implant that can filter out sounds, enhance others, and stops dizziness.
An organ that causes a coma to help repair the body.
Can spit highly corrosive acid.
Steel-like, fast healing skeleton.
Can stay awake for days at a time with no ill effects by resting half the brain at once.
And of course, Progenoids collects cells from each other organ to allow them to be harvested and cloned.
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I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2014/05/26 11:49:21
Subject: Space Marine gear and super abilities
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Drakhun
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They can also extract memories by eating someone's brain. Pretty Grimdark.
They also eat a lot.
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DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
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