Worldofjaymz Wiki
Advertisement

Background (slightly modified by me from the Warhammer 40k fandom wiki)

Mk 6 space marine



This classic power armour variant can be traced back to the time of the Horus Heresy during which it was developed as a proper replacement for the Mark IV armour by the ancient Mechanicum and is still commonly used even in contemporary Space Marine Chapters.

The Mark VI suit, much like the older Mark V, was intended to be extremely easy to repair and maintain by Space Marine Legions engaged in the constant warfare of the Heresy. It was built with dual technology circuits that allowed the easy replacement of rare or sophisticated parts with more common or basic alternatives with no degeneration in protection or performance. It also included new fail-safes such as duplicate power cabling in which the external power cables on the torso were backed up by failsafe circuits built into the armour. All other cabling was hidden beneath ceramite armour plates, including newer and much heavier leg greaves.

The left shoulder plate, which usually took the brunt of enemy fire, retained the molecular bonding studs found on the Mark V variant so as to be more easily replaceable.

The Mark VI pattern of power armour is the lightest form of the technology and has gained a reputation among Space Marine Techmarines as having the smoothest fit between its moving parts, despite the complete interchangeability with the newer Mark VII pattern of armour.


Model Type - Standard Space Marine
Class - Power Armour
Crew - 1
Scale - Massive


Structure By Location

Main Body - 300
Arms - 120
Hands - 30
Legs - 180
Feet - 70
Head - 100
Power Pack - 120

Note - the head can only be hit by a directed strike and is at -3 to do so.

Armour Level - 14
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 2d4/8 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 4d6x10/240 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (2d4+1/9 to 5d4x10+39/239 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage..


Speed

Running - 40 kph (133.5m per round, combat: 9m per phase, cruise: 26.5m per phase, max: 44.5m per phase)
Leaping - 3m, 10m if equipped with a jump pack
Range - Can operate for up to 3 days on it's power cell.


Specifications

Height - approx 2.5m
Length - approx 1.5m
Width - approx 1.4
Weight - 300kg
Strength - Augmented 40 Lift - 1000 kg, Carry - 500 kg
Cargo - none
Power System - power cell


Weapons

Standard units carry a Bolter

Veterans and Non Com Officers MAY carry a Bolt Pistol and Close Combat Weapon instead

Librarians carry a Bolt Pistol and a Power Sword

Chaplains carry a Bolt Pistol, a Crozius Arcanum and a Rosarius (200 structure force field)

Elite Leaders carry a Bolt Pistol but may use any two weapons instead.

Command Units may carry a Missile Launcher, Heavy Bolter, Lascannon, Flamer, Plasma Gun or Meltagun instead

See weapon list - https://www.dropbox.com/s/wr2uwa5wpau11u7/wh40k%20weapons.txt


Bonuses and Penalties

Use Power Armour Combat Training
Punch - 1d6
Kick - 2d4
Body block/tackle - 1d3
Restrained Punch - 1d3


Systems of Note

Life support and monitor.

Communications - Range 200km. Fully encrypted.

Combat Computer and Targeting systems - +1 strike and can identify all known opponents.


References Used

Warhammer 40k game books
Warhammer 40k Fandom Wiki

Space Marines - https://worldofjaymz.fandom.com/wiki/Space_Marines
Warhammer 40k (Rhodium) - https://worldofjaymz.fandom.com/wiki/Category:Warhammer_40K_(Rhodium)
Rhodium RPG - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

Advertisement