*Standard Issue Power Armor*
D10 Roll / Armor Mark / # of History Rolls / Auto-Senses(Awareness Modifier) / AP(Body/Extremities) / Special Rules
1 ------ 4 “Maximus” --- 3 ----- +10 ---- 7/9 -----+15 Fellowship (Adeptus Astartes)
2 ------ 5 “Heresy” ----- 2 ------ +5 ----- 8/9 ----- +15 Fellowship (Adeptus Astartes)/Fellowship (Inquisition)
3-5 --- 6 “Corvus” ----- 2 ------ +15 ---- 8/9 ---- +10 Agility
6-9 --- 7 “Aquila” ------- 1------ +10 ---- 8/10
10 ---- 8 “Errant” ------- 1------ +10 ---- 8/11 --- +5 Command/Hits on head roll a further d10, on 8-10 resolve hit on body instead.
Note on Power Armor Histories: Roll a d5 to determine which Power Armor History table to roll on, then Roll 1d10 on the specified Power Armor History chart to determine a suit’s unique qualities. The result of the d10 roll may be modified by 1 either up or down based on the player’s preference (rolls of 1 may be modified to a result of either 2 or 10, and rolls of 10 may be modified to a result of either 9 or 1).
Power Armor History
D5 Roll History Table
1 Core Rulebook
2 Battle Scars
3 Legends of War
4 Skill of the Artificer
5 Choose any table
*Core Rulebook Power Armor History Table*
1) Cower not Before the Enemy: This suit of armor has been obsessively maintained with marks of pride, bears pristine heraldic depictions, and is bedecked with sashes, helmet crests and Banner Displays. The wearer carries himself tall, often heedless of cover or stealth. The armor seemingly sabotages any attempts at subtlety, and imposes a further –20 to all Silent Move and Concealment Tests (in addition to those imposed on standard power armor), while it whirs, vents, or clanks at precisely the wrong moment. However, it also grants a +10 bonus to Command Tests, due to the overwhelming force of authority and confidence the bearer projects.
2) None shall escape the Emperor’s Wrath: Incorporating a rare and prized Persecutor Target Acquisition Spirit, this armor constantly scans for targets, predicting ranges, windage, and elevation, as well as passively noting bio-signs for later targeting recall. It makes nearly imperceptible adjustments to the aim and firing rate of the wearer, sometimes even anticipating the bearer’s movements. Many warriors are put off by such contrary behavior, but all eventually learn to become one with the intentions of their second skin. The obvious advantage gives the wearer a +5 bonus to BS. However, the armor is sluggish to respond to unplanned events, as it seems to dislike the jostling of its precise calculations. The wearer suffers a –10 penalty to Dodge in melee.
3) Thine arm be the scourge of the impure: The spirit of this armor has been honed by its long years of service into a truly potent adversary. It has been upgraded with numerous enhancements for the sole purpose of bringing ruination to the enemies of Man in glorious close combat. Wearers claim that it knows how and when they are going to strike, and come to trust it as innately as any other brother in arms. Such a suit grants the wearer +5 WS. However, its long range targeting systems are difficult and temperamental. When wearing the suit’s helmet, BS tests suffer a –5 penalty.
4) Death is Joy: Some warriors are simply made to kill. This armor epitomizes that archetype, and though it is of comparatively recent manufacture, numberless foes have learned to fear its countenance. The longer a warrior bears this armor, the more the two become one. As time goes on, bringing a swift end to the enemies of Man is as easy as breathing. Add +2 Damage to any of the wearer’s attacks that do Critical Damage and increase the damage to a Horde’s Magnitude by 1 with any successful attack against a Horde.
5) A Fury like lightning: The reactions of the Angels of Death are far beyond what any normal human could achieve. While Astartes power armor manages not to hinder a Battle-Brother’s natural speed, this suit goes to great lengths to enhance and optimize it. The armor’s hyper articulated joint mechanisms allow for more dexterous weight manipulation, and muscle-response auto-readers translate even minute movements into powered assistance. These systems grant the bearer a +5 bonus to Agility, and +1 to Initiative rolls.
6) Thy strength be legend: The raw physical strength of the Adeptus Astartes is already the stuff of legend, which all power armor further enhances. This suit, however, makes the bearer’s strength truly titanic. Such armor has created tales of burning vehicles levered from atop trapped comrades and crumbling buildings supported by the Battle-Brother alone. The bearer receives an extra +10 bonus to Strength, in addition to the normal bonus granted by power armor. The Strength bonus from this power armor is added in after the modifications for Unnatural Strength.
7) Terror be thy friend: Though all suits of power armor are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralyzing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably. The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).
8) Lead from the front: All men need leaders, and all leaders need to be seen and heard to be effective. It is common for the leaders of the Adeptus Astartes to lead from the front, and such warriors have had the honor of bearing this armor into battle over the centuries. Its vox amplifiers ring like booming thunder, and its brilliant heraldry seems to blaze on the battlefield. Truly a sight to behold, there have been statues erected on a hundred worlds of the brave souls who wore this relic into battle and saw the day through to victory. Add +1 Cohesion to your Squad’s total (this bonus may stack with other armor with the same history).
9) Bring Death from Afar: Borne into service amidst great sieges, this armor has become accustomed to the arduous duty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter steadily firing on target, or the raw power required to withstand the ferocious effect of firing a plasma cannon, this armor never fails under stress. While wearing this armor, the wearer never suffers any penalties for moving and firing with a pistol- or basic-class weapon on semi- or fully automatic fire. Additionally, the wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or fully-automatic fire.
10) To forget is to forgive. Forget nothing: Each bearer of this armor has inscribed it with an oath of vengeance against those who have offended the Emperor in some way. Some inscriptions revile a single name, while some condemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honor to exact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs as possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose one) Talent.
*Battle Scars Table*
1-2) Blood of the Enemy: In a long ago battle this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armor plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one).
3) Trophies of Battle: During some terrible batte, the wearer of this suit fought a xenomorph with claws strong enough to slice right into the armor plating. Perhaps the bonded ceramite proved its worth, or perhaps those talons pierced through into the flesh of the occupant. Either way, the claws were snapped or cleaved off, and remain embedded in the armor to this day. The Machine Spirit seems especially focused and determined when facing that same class of xenos, providing the wearer a +5 Ballistic Skill bonus when targeting the relevant type of xenos.
4) Blood of a Battle-Brother: The blood of a squad-mate is upon this suit of power armor. Its wearer was standing side by side with his comrade, but failed to save him. Perhaps there was nothing to be done, or perhaps the wearer was negligent, distracted by his zeal for battle. Whatever the truth, the suit and its latest wearer make every effort to atone. Add 1 to the Kill-team’s base Cohesion.
5-6) Blood of Those Who Came Before: This suit is stained forever on its inside surfaces by the blood of its previous occupants. For some reason a tradition was developed that the life-fluids spilt when the wearer of this suit is killed should not be cleaned away. Rather they are left as a harsh and visceral reminder of a Space Marine’s ultimate duty, one that steels his mind against the threat of death. The wearer gains a +10 bonus to Pinning tests.
7-8) Battered by War: It is obvious that this suit has seen countless warzones, for its surface is pockmarked with bullet impacts, damage from energy blasts and the dents of enemy blows. Not a single part is smooth or unscratched. None that witness this suit are left in any doubt that it is a weapon of war. The wearer gains +10 to Intimidate test, but -5 to Charm tests.
9-10) Pristine Condition: This suit of armor is gleaming and untarnished by the rigors of war. It has been meticulously repaired and anointed by its wearers and the diligent Techmarines, and the Machine Spirit seems to thrive in the armor’s perfection, becoming truculent and uncooperative if that perfection is marred. From the outset of each mission, this suit provides +1 AP to all locations up until the wearer suffers any injury, or becomes dirty in any other way (such as wading through a swamp). This benefit is then replaced with a -3 Initiative penalty, until the armor can be repaired and cleaned.
*Legends of War*
1) Warp Tainted: At some time in its history this suit was exposed to the raw stuff of the Warp. Perhaps its wearer was fighting at a Warp Rift, completed a mission inside the Hadex Anomaly, or was onboard a vessel navigating the Immaterium during some kind of accident. Whatever the case, the event has had a strange effect on the armor. The occupant permanently gains +10 Corruption Points, but also receives a +10 bonus to Fear tests.
2) A Hero’s Shame: In thie history of this armor, it was worn by a mighty Captain who led his Company in a crucial battle. For some reason, however, the Captain failed in his duty and the battle was lost, along with many brother Space Marines. Subsequent wearers have fought hard to prove that this was an isolated case, but none have ever become great leaders. The wearer gains +5 Weapon Skill and +5 Ballistics Skill, but suffers a -10 penalty to Command tests.
3-4) The Emperor’s Finest: The wearers of this suit have time and again shone out as magnificent examples of the Adeptus Astartes-holding the breaches, saving commanding officers from certain doom and eliminating enemy leaders to single-handedly win glorious victories. The current occupant has a lot to live up to! He gains a +5 bonus to Pinning tests, Fear tests and Command Tests.
5) Undefeated: Through an incredible series of fortuitous events, the fickle hand of fate and of course a lot of hard fighting, no previous wearer of this armor has ever suffered a major defeat. As a result, they have been bold and fearless, if not a little overconfident. The wearer gains a +10 bonus to Pinning tests and Fear tests, but reduces the Kill-team’s base Cohesion by 1. Every time the occupant retreats for any reason, the +10 bonus (not the Cohesion penalty) is permanently reduced by 1.
6-7) Last Survivor: A previous wearer of this suit was involved in a terrible battle that saw every other member of his squad wiped out, perhaps he fought his way clear, perhaps he was left for dead, or perhaps it was just dumb luck. Either way, fate played a hand that day, and has continued to smile upon the subsequent occupants of the armor too. The wearer gains an extra Fate Point at the beginning of every mission. It is lost again at the end of the mission if it has not been used.
8-9) A Hero’s Spirit: This armor was once worn by a Space Marine hero of great legend. Following his eventual fall, something of his valorous spirit seemed to remain within the armor. It is said to guide the arm of later occupants and occasionally seems to take control-the wearers claiming to have benn in a trance. While in Solo Mode, the wearer may choose to gain bonuses of +15 Weapon Skill, +15 Ballistics Skill and become immune to Fear and Pinning for the duration of the combat. He may not enter Squad Mode during this time, and after the combat is over gains 3d10 Insanity Points.
10) Unknown Provenance: All records of the history of this suit have been lost, the honors or misdeeds of its wearers a mystery. In fact the Machine Spirit seems to behave differently from one mission to the next. Roll a d5 at the start of each mission to dettermine how the Machine Spirit will behave. 1: +5 Ballistics Skill, 2: +5 Weapon Skill, 3: +5 Strength, 4: +10 to Pinning Tests, 5: -10 Agility.
Skill of the Artificer
1) Destroyed and Rebuilt: This suit of armor was completey blown apart by enemy ordnance (along with its occupant), but the shattered, gore-stained pieces were collected and returned to the Chapter forges. There they were painstakingly reassembled by the Artificers, and eventually re-made into a fully functioning suit. The rebuilt armor has weak points in some areas but is actually stronger in others. Roll a d10 for each target location. On a result of 1-3 that location has one less AP than normal. On a 8-10, it has one more AP than normal.
2) Cannibalized: This armor has been crafted using sections and parts from a variety of different sources, and incorporates pieces of more than one Mark of power armor, skillfully engineered into one suit. Choose two locations [head, body, arms, legs] then roll a d5 for each target location (roll once for each leg and each arm) to determind which Mark of armor forms the majority of that location (giving you its AP). All other rules remain as for the original Mark of the suit. [1: Maximus, 2: Heresy, 3: Corvus, 4: Aquilla, 5: Errant]
3) Mk 8 Elements: A section of this suit has been replaced with parts from a rare suit of Mk 8 “Errant” armor. Roll a d10: On 1-5 it is chest plating, providing AP 11 to the body. On a 6-10 it is a gorget, giving the chance to deflect shots. Note that helmets of other Marks will have been adapted to fit the gorget or are simply missing (randomly determine which) [Note that there is no way to adapt a Mk 6 “Corvus” helmet].
4) Mk 7 Elements: A section of this suit has at some time been replaced with parts from a suit of Mk 7 “Aquila” armor. Roll a d10: On a 1-5 it is an Aquila chest plate, provideing AP 10 to the body. On a 6-10 it is a helmet, providing AP 8 to the head.
5) Mk 6 Elements: A section of this suit has been replaced with parts from a suit of Mk 6 “Corvus” armor. Roll a d10: On a 1-5 it is leg armor (randomly determine which leg), providing AP 8 to that location and a +5 Agility bonus. On a 6-10 it is a helmet, providing AP 8 to the head and improved Mk 6 Bio-monitors.[+15 Awareness bonus]
6) Mk 5 Elements: A section of this suit has at some point been replaced with parts of Mk 5 ‘Heresy” armor. Roll a d10: On a 1-5 it is a should pad (randomly determine which arm), providing AP 8 to that location. On a 6-10 it is a helmet, providing AP 8 to the head and Mk 5 Auto-senses.[+5 Awareness bonus] Either piece provides a +5 Fellowship bonus in any dealings with other Space Marines.
7)* Gauntlets of Xirion: This suit’s armored gloves have been replaced with a unique pair of Mk 4 gauntlets (with AP 7). They are said to have been worn by one of the Space Marines in the army that fought furthest away from Terra than any other in history-the ultimate reach of the Imperium, now long lost to aliens and warp storms. There is some disagreement among the Adeptus Astartes as to which Legion actually holds this honor, but it is good-natured for the most part. Regardless, the wearer is filled with all the potential and valor of the Imperium Maxima. He gains a +10 Weapon Skill bonus, plus a +5 Fellowship bonus when dealing with anyone loyal to the Imperium of Man.
8)* Pauldrons of Fury: The shoulder pads of this power armor have been removed and in their place, those from a Mk 4 suit have been attached. Though their construction is less effective than later types, they seem to imbue the wearer with righteous fire and greath strength in his arm. This suit has AP 7 on the arms and grants the occupant a +10 Strength bonus.
9)* The Iron Greaves: An ancient pair of particularly heavy, Mk 3 greaves has been worked into the leg armor of this suit. They are surely witness to some of the hardest fighting of the Gret Crusade, for the evidence of blast impacts is still visible on the ancient metal. The feeling for the occupant of the power armor is that of being an immovable bulwark, solid and unshakeable as a stone statue. The suit grants +1 AP against attacks to the front of the legs as well as +10 to Pinning Tests. However, the wearer incurs a -10 penalty to Agility.
10)* Helm of Mordicus: This suit has been modified with the addition of a rare Mk 2 helmet, dating from the very outset of the Great Crusade. Its Machine Spirit is a veteran indeed. Such a prized relic commands much respect and authority among the Adeptus Astartes. This helmet provides AP7 to the head and Mk 2 Auto-senses. It also grants +5 Ballistic Skill, +10 to Command Tests and +5 Fellowship when dealing with other Space Marines.
*) Results 7-10 are really examples of power armor suits that have unique elements crafted into them. Players should feel free to come up with different names. You could even change the details entirely and ask your GM to devise suitable rules along similar lines to choose here.
Universal Power Armor Info
-Enhanced Strength: Increase the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.
-Auto-senses: The Space Marine gains the Dark Sight Trait, and Heightened Senses (equal to Auto-Senses Modifier) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space
-Marine’s Lyman’s Ear and Occulobe implants (Awareness bonus = 10 + Auto-Senses Modifier). Additionally, the Auto-Senses make the Called Shot into a Half Action.
-Osmotic Gill Life Sustainer: With the helmet on, the armor is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.
Bio-monitor and Injectors:
• +10 to Tests resisting the Toxic Quality and similar poison effects.
• The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
• If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.
-Vox Link: Serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.
-Magnetized Boot Soles: Can be activated to provide the equivalent of Magboots.
-Nutrient Recycling: Filters in the armor capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle- Brother for long periods of time, but not indefinitely. For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance.
-Recoil Suppression: Provides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.
-Giant Among Men: A Space Marine in power armor is Hulking. This increases his Base Movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. He still suffers the usual -30 penalty to Concealment and Silent Move for being heavily armored.
-Poor Manual Dexterity: Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other than those of Astartes design are too small for an armored Battle-Brother to wield at all. Assuming power armor is a sacred ritual, honoring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.