Warhammer 40K, Deathwatch, and Eclipse, Part II – Actual Characters

As so often happens, it looks like a direct translation of Space Marines into d20 is a mess; the different assumptions and rules underlying the two systems often turns important Deathwatch powers into d20 trivialities. The net result is tangled, bloated, and vastly overpriced.

So lets boil that down into an something that actually works properly in d20 and which produces equivalent results without actually trying to replicate mechanics and limitations which are ill-suited to the game system and setting. That’s a less direct, but far more sensible and MUCH cheaper, sort of conversion.

And that way they’ll be potentially usable in other settings as well – or at least the ones with high technology. I’ll call this template…

Mamluk (High-Efficiency 63 CP / +2 ECL Acquired Scifi Soldier Template)

  • Attribute Bonuses: First up we have the original generic +2 to every attribute. That didn’t make a lot of sense in the first place even in 40K (wiping most of your knowlege out of your head and adding in fanaticism makes you smarter how? Making you a walking death machine with built-in armor plating makes you a better singer how?) and – in d20, where most characters will be focusing on one or two key attributes – has a big cost for little actual benefit. That doesn’t suit the military at ALL. Ergo, +2 each to any two attributes (24 CP).
  • Canine Augmentation: “Dog” Modifications: Shapeshift, Attribute Modifiers, Hybrid Form, Clear Speech, Variants (Near-Human Appearance). Specialized: “Dog” Form Only, Corrupted: Cannot actually Change Forms (27 CP base, net cost 9 CP). This cheesy exploit provides a pile of physical bonuses on the cheap. I tend to allow it in the high-end sci-fi settings because, when a combat may involve tanks, mecha, fighters, power armor, and ultratech weaponry, physical bonuses just don’t mean what they used to. So this trick gets you Str +4, Dex +4, Con +4, +4 Natural Armor, 1d6 Natural Weapons, Scent, Tracking (Wilderness), Low-Light Vision, Jump +4, and Scent +4 for a low, low, cost. It’s also pretty much ideal for soldiers. You get pack loyalty, a tendency to obey command hierarchies, and well-organized combat groups as a part of the package. For fluff justification for including some canine tweaks look at the Space Wolves, who’s canine adaptions sometimes go entirely out of control.
  • Incredible Vitality: Mighty Grant of Aid with Spark of Life and +4 Bonus Uses (21 CP). This will prevent bleeding, counter poisons, diseases, and negative levels, greatly accelerate healing, allow the user to get back on his or her feet despite near-mortal wounds, and keep the user alive long after they should be dead – at least until they hit (negative hit points).
  • Bioengineered: Innate Enchantment: All functions (L1 Spell x 2000 GP for Unlimited-Use Use-Activated x Caster Level One x .7 Personal Use Only (where relevant). 11,000 GP value (11,380 GP actually, but that’s well within the , Corrupted / counts against campaign limits on Innate Enchantment (8 CP).
    • Deep Trance: This is basically Feign Death – except that the user is totally unconscious, has no sensory input whatsoever, and has no way to terminate the effect except waiting for the spell to run out. 560 GP after an additional x.4 multiplier – “runs continuously once activated until the user receives hours of expert medical care to wake him or her up”.
    • Deep Breath (Spell Compendium): The target need not breathe. This pretty much covers resistance to inhaled gases, asphyxiation, and working under water (1400 GP).
    • Elemental Spittle (New Spell)  : x.8 modifier; restricted to acid only (1120 GP).
    • Endure Elements (SRD): The user is immune to normal weather extremes (1400 GP).
    • Personal Haste (The Practical Enchanter): +30′ on existing movement modes, +1 Attack when making a Full Attack (2000 GP).
    • Relieve Poison (Hedge Magic): Grants a +4 Enhancement Bonus on saves versus poison and a -2 on the attribute damage resulting from failed saves against poison (1400 GP)
    • Relieve Illness (Hedge Magic): Grants a +4 Enhancement Bonus on saves versus Illnesses and a -2 on the attribute damage resulting from failed saves against illnesses. There’s nothing about being resistant to illness in the original template, but there certainly seems like there OUGHT to be (1400 GP).
    • Sustenance (The Practical Enchanter): The user’s need to eat, sleep, drink, and breathe drops to one-quarter normal (1400 GP).
    • Shield Of Faith (SRD): x.5 Multiplier: only works to make up for AC penalty due to wearing large sized armor (700 GP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover their abilities in this template, 1 CP).
  • Immunity to Dispelling, Antimagic, and Countermagic (Common/Minor/Epic (covers effects through level nine). Specialized in protecting innate enchantments only, Corrupted/only covers powers in this template (6 CP). This basically says “these are nonmagical (bio-engineered) abilities, not magic”.
  • Veritophage: Double Enthusiast, Specialized for Increased Effect (Works in minutes) and Corrupted for Reduced Cost / the user must devour a portion of a creature with the needed skill or knowledge, the GM decides what the user gains, the effect lasts for a maximum of one day, and only skills and knowledges are eligible (4 CP).
  • Neural Augmentation: Adept: pays half price for Spot, Listen, and any two Martial Arts (at least one an unarmed style) (6 CP). Racial Bonuses: Spot +2, Listen +2, and their Unarmed Martial Art +8 (6 CP). +3 Skill Specialities: Scent/Taste Perception/Sense Poison, Survival/Track any creature that they’ve recently tasted part of, Spot/Listen/Resisting perception penalties from lack of sleep (3 CP).
  • Hulking Physique: Anime Master (6 CP). A Mamluk can use oversized weapons with ease.
  • Quick on the Trigger: May ready one-handed weapons as a free action (Reflex Training, 6 CP).
  • Fanatic Devotion: +2 on saves against Mind-Affecting Powers (Resistance, 3 CP).
  • Hey! These guys are expensive!: Immunity/Age (Uncommon, Severe, Minor, 4 CP). Creating a Mamluk is a pretty major project – and you don’t want your incredibly expensive super-soldiers retiring on you do you?

That comes to 95 CP – which is much more reasonable. Still, to make it even more reasonable…

  • Mamluk are always fanatically dedicated to a cause and forget much of their past otherwise; it’s a part of the process. They are always in active military service, and do not retire, refuse missions, or surrender. They are hulking killing machines, and are always major targets on the battlefield – and (since their creators were not totally stupid) they are incapable of using magical, psionic, or similar abilities of above the fourth level. Those drawbacks are sufficient to Corrupt the entire template, reducing the cost to 63 CP – just within the bounds of a +2 ECL acquired template.

Overall, the Mamluk are strong, tough, and fast, easily wield massive weapons, can survive some pretty harsh environments with little protection, and are pretty much ideal soldiers. Sadly, their built-in fanaticism pretty much makes them living weapons for whoever holds their loyalty – which can be either very, very, good or very, very, bad.

As for gear… since this is a (more or less) Scifi template, I’ll be defaulting to the Federation-Apocalypse setting rules.

  • Federation-Apocalypse Large Gyrojet (“Bolter”) Pistol: One-Handed Small Arm, Options of Increased Damage II, and Explosive I. A straightforward weapon; the slugs are miniature rockets (making the weapon inherently recoilless) that explode after impact. That would be 3d10, but making it large gives us 3d12 base damage. Crit 20/x2, 25 Shots (Clip), 8 Lb. Maximum rate of fire = number of attacks. They are cheap and highly reliable. Like most small arms, this would be a one-point gadget.


  • Astartes Bolt Pistol: 3d10 (keep best two) + 5 damage, Crit +1d10 (Standard in Deathwatch), 14 Shots, 12 Lb. Maximum rate of fire = 3. They are incredibly expensive and require complex maintenance.

The differing range systems give pretty similar short and maximum ranges, although d20 is concerned with targeting limitations versus individual targets while 40K focuses more on the maximum range at which a shot can be expected to inflict injury against an opposing army.

There’s a pattern here that – looking over the other Deathwatch weapons – seems to be fairly consistent. Federation-Apocalypse setting weapons are slightly superior to Deathwatch weapons (as well as being a LOT cheaper and far more reliable). Some FA weapons – such as a four-shot microfusion missile launcher (5d20 in a 10′ radius) – are more powerful than any normally available Deathwatch weapon, although a Conversion Beamer at long range comes fairly close. Basically, it comes down to “Federation-Apocalypse weapons are designed and customized by expert programs that understand exactly what they’re doing, are manufactured in advanced robotic factories to exacting precision, and are cheap, durable, and reliable” versus “40K weapons are made according to ill-understood traditional patterns using non-standardized materials by hand, they are somewhat clumsy, expensive, easily damaged, and rather touchy”.

Since it looks like we’ll be using FA weapons, it seems fair to look at FA power armor for a match.

  • Deathwatch Power Armor makes the user one size category larger, and provides +9 Armor (averaged from 10 to the body and 8 elsewhere), +8 Str, Dark Sight, protection against sensory overloads, +2 to Spot and Listen, environmental life support (including nutrient recycling), a built-in automedpack, communications links, biomonitoring, magnetic boots, recoil suppression, large size, and a -2 penalty on delicate tasks.

OK, F-A power armor is just upgraded sets of Smartclothes.

  • Smartclothes: Inductive Neural-Interface, Personal-Computer, Communications, Recording, and HUD functions, IR, UV, Low-Light, and Magnifying Vision, Flash Suppression (audio and visual), personal and environmental monitoring, ability to reconfigure and change coloration with no loss of function, and 12-hour life support. They are incidentally self-cleaning, capable of signaling for help if the wearer is in trouble, can interface with other computer systems, and have various minor functions. They come in three levels – Civilian, Military, and Special Forces (costing 3, 4, or 5 gadget points; the basic difference is +2, +4, or +6 bonuses). We’ll want the Special Forces Version (Armor +6, Damage Reduction 6/-, Energy Resistance 6 (this also covers heating and cooling for comfort in a wide range of environments), +6 to Climb, Disguise, Listen, Spot, Stealth, and Swim, and +4 to Saves (sensory overloads, toxins, and stabilizing while dying – the automatic medical functions)).

Yes, in the FA setting newborn babies are tucked in with smartclothes. What better way to keep them clean, safe, and well monitored?

Now we’ll need a few of the available upgrades.

  • Space Operations Upgrade: Extends the life support time to a week, provides gripping functions,
  • Growth Upgrade I: Large size, +8 Str, -2 Dex, +4 Con, +3 Natural Armor (for a total bonus of +9), -1 AC (this will be countered by the Template), and +30 HP. (Growth II and up turns your armor into a Mecha).
  • Sensor Upgrade I: Extend base range to 300′ for the various special senses, secure communications, etc.

This doesn’t include Recoil Suppression – but F-A weapons do not normally have recoil issues anyway.

This upgraded combat-armor version of Smartclothes is an eight-point gadget – a bit expensive for kids, but well within the range that a starting character can afford. Once again… it is also somewhat superior to Space Marine armor.

To get the armor bonus up even further add Medium Plating (+1 Gadget Point). This provides +2 AC, max Dex Bonus of +4, and Armor Check Modifier -2 – neatly covering the penalty on delicate tasks. If you add Heavy Plating (+4 AC) instead you’ll be basically getting the Exterminator armor bonuses.

If you’re looking to add the equivalent of a Force Shield, you’ll be wanting to add an Effector Module to generate force-constructs for you.

According to Deathwatch, a starting Space Marine has the equivalent of 12,000 XP – making them level five characters. Ergo, if you want to make a Deathwatch equivalent Mamluk, you’ll want to make a level three warrior-type with the Mamluk Template, for a net ECL of five. You’ll also want to invest in a martial art to upgrade your chance of hitting high-AC targets, a good base attack bonus, more bonus uses on your Grant of Aid, and so on – but that isn’t very complicated.

You will find that your character is somewhat more powerful than a 40K Space Marine – and can be expected to become FAR more powerful than that – but that’s simply because d20 player character power scales go far beyond 40K player character power scales and because FA technology is better than 40K technology.

Warhammer 40K, Deathwatch, and Eclipse, Part I

The question this time around was “How do I build a 40K Space Marine in Eclipse?”

Really, that pretty much comes down to “what do a Space Marine’s innate abilities look like in Eclipse?” – and the only way to answer is to start converting those abilities. For this there’s one basic underlying assumption; starting humans are pretty much starting humans and can serve as a benchmark for everything else. Secondarily, +5 on a d100 pretty obviously equates to +1 on a d20 roll. Finally, I’m going strictly by game the RPG (Dark Heresy, Rogue Trader, and Deathwatch) mechanics; fluff text is pretty much irrelevant, as are descriptions of mighty feats from novels and such.

So to start with characteristics… Baseline (“Imperial”) human characters in Dark Heresy generate their characteristics as (2d10 + 20). Baseline human characters in Rogue Trader use (2d10+25), but are presumed to be starting at a total of 5000 XP. Starting Space Marines in Deathwatch use (2d10 + 30), but are presumed to be starting at a total of 12,000 XP. Unfortunately for those who like consistency, all three state that you can only boost an attribute by +20. Implants may excuse that for the space marines, but no reason is given why Rogue Trader characters have potential attribute limits five points higher than Dark Heresy characters. Oh well.

Since Dark Heresy characters seem to be the real baseline humans in 40K, lets consider them.

With a maximum initial attribute of just twice the minimum and a bonus range of a mere three numbers (with one of them – the +4 – being extremely unlikely) our baseline humans in Dark Heresy actually have a considerably narrower range of attributes than is found in d20. Baseline D20 humans have an attribute range of 3-18 (a maximum of six times the minimum), an average of 10.5, with a bonus range of -4 to +4 – three times as many possible bonus values. Ergo 40K games focus on the center of the bell curve and simply ignore its extremes. That’s reasonable enough in a grimdark setting where sticking up your exceptional head is almost certain to get it shot off and where any severe weakness likely leads to death or permanent consignment to the faceless masses.

So: Baseline 40K Humans have an initial characteristic range of 22 (2d10 roll of 2 + 20) to 45 (2d10 roll of 20 + 20 +5 Purchased, although this is likely rare) with an average of 31 and a bonus range of +2 to +4 – very commonly +3 and almost always +2 if it isn’t +3. In d20, that 31 and +3 equates to 10 and +0 – the standard, noncombatant, background NPC.

Rogue Trader types have better attribute generation, averaging 36 – pretty much equivalent to 4d6 drop one, the “Elite” attribute array, or the reasonable point-buy options. That makes Rogue Trader characters the standard d20 PC types.

In 40K Skill Percentages go up with attributes; +10 attribute = +10% skill = +2 on a d20 roll. Attribute Bonuses, however, only go up with +1 per +10 on the attribute – half as fast Averaging the two tells us that +3 to an attribute in 40K equates to +1 to an attribute in d20. This neatly matches what we get from the average attribute for a normal person being 31.

So to derive d20 attributes from 40K, just divide by three, rounding off. To generate attributes for 40K styled characters in d20 just use one of the standard generation methods.

Far more importantly when it comes to d20, that tells us that Space Marines basically enjoy about a +2 (well, 1.66666…) bonus on all their attributes above a baseline adventurer. In fact the attributes correspond quite well. We’ve got Strength / Strength, Intelligence / Intelligence, Toughness / Constitution, Agility / Dexterity, Perception and Willpower / Wisdom, and Fellowship / Charisma. That doesn’t actually matter much, but it is convenient.

Now the Space Marines are artificially modified, so in d20 terms they’re an Acquired Template.

  • That gives us an initial base of Str +2, Int +2, Wis +2, Con +2, Dex +2, and Chr +2 (presumably focused more on Leadership than Looks). That’s (72) CP – expensive, but generally useful.

Now to cover their bioengineered organs.

  • A Space Marines Unnatural Strength is complicated. In Deathwatch it basically adds +10% to relevant checks only to counter penalties or improve the level (but not the chance) of success on strength checks (that’s equivalent to a +2 of course) and (for most characters) adds +4 to relevant weapon damage but not to chances of hitting. Of course, in d20, there generally are no degrees of success and a bonus to hit is generally far more important than an equal bonus to damage. Thus this translates into +4 Strength, providing a +2 to all three items. +4 Strength is (24 CP).
  • A Space Marines Unnatural Toughness is ALSO complicated. It basically provides Damage Reduction (the Deathwatch equivalent of more hit points since it has the same effect; you can survive more hits), regulates how long you can keep marching, hold your breath, and similar physical feats, and has some effect on recovery from poisons. While this translates less directly, a +4 to Constitution has roughly equivalent effects – and +4 Constitution is, of course, (24 CP).
  • Space Marines are highly resistant to pain, they do not suffer from Blood Loss, and they take only half damage from attacks made on them after they go unconscious. Of course d20 characters do not normally suffer pain, crippling injuries, or other troubles; they can fight perfectly well until they lose consciousness at negative hit points. Taking half damage after you go unconscious is fairly useless in d20 though; Such an ability is only relevant in that narrow margin between zero hit points and death. If you’re unconscious and still being targeted by any serious opponent in d20 you are likely only one hit away from death anyway. This might make it two – but there are better ways to get up again. Oh well. That’s Immunity/Bleeding (Uncommon, Severe, Trivial, 3 CP) and Immunity/Taking Damage below 0 HP (Uncommon, Severe, Minor, Specialized/halves damage only, 3 CP).
  • Space Marines suffer no Perception penalties due to lack of sleep. While there are a couple of obscure d20 rules about sleep – in 3.5 there’s a note in the Elder Evils book, in Pathfinder there’s a note in an adventure path – in general it’s not a worry. That’s Immunity/Perception penalties due to lack of sleep (Uncommon, Minor, Minor, 2 CP).

According to Elder Evils in 3.5 “A living creature can go without sleep for a number of days equal to its Constitution modifier (minimum one). Thereafter it is fatigued, remaining in this state for a number of days equal to its Constitution modifier (again, minimum one); if it would become fatigued during that time, it is exhausted instead. Each day after that period, the creature takes 1 point of Wisdom damage. If the total Wisdom damage exceeds its Hit Dice, the creature is affected as if by an insanity spell until it sleeps” – so most combative adventurers can basically go at least a week without sleep with no real problem,

In Pathfinder there’s a rule buried in an Adventure Path: “Characters who do not get a full night’s sleep may suffer the effects of fatigue. If a PC does not get at least 6 hours of sleep, she must make a DC 15 Fortitude save or be fatigued and take a –1 penalty on all other checks and saving throws against sleep effects. A second night without sleep requires another DC 15 Fortitude save. A failed save results in the character becoming exhausted and the penalties increasing to –2. A third failed save on the next night increases the penalties to –3.”

  • Space Marines get a +4 bonus against ingested poisons. Once again, not a big thing in d20, but… Resist/Poisons, Specialized for Double Effect (+4)/Ingested Poisons Only (3 CP).
  • Space Marines can eat portions of creatures to gain some of their skills or knowledge for a few hours. It doesn’t even need to be a part of the creatures brain; a few drops of blood will do.

Wait, what?

OK, I’m not even going to bother explaining why that’s blatantly magical (much less why no one in ten thousand years has done any research on packaging emergency skills if this DOES work). I’ll just roll with it. That’s Double Enthusiast, Specialized for Increased Effect (Works in minutes) and Corrupted for Reduced Cost / the user must devour a portion of a creature with the needed skill or knowledge, the GM decides what the user gains, the effect lasts for a maximum of one day, and only skills and knowledges are eligible (4 CP).

  • Space Marines gain a +6 bonus on saves against gaseous toxins, may reroll against drowning or asphyxiation or gaseous toxins, and may breathe water. (Presumably they’re worried about drowning in other things). Translating that directly will be complicated, and expensive, and not all that useful in d20 (and don’t these guys normally wear environmental armor anyway?) Normal d20 characters can hold their breaths while fighting for (Con) rounds – at least a minute for any normal character – which is quite enough to get through most combats. Worse, if you’re stuck in a bad environment for a long period, rerolls are unlikely to do you much good in d20; the game includes poisons that act in seconds, not environments that gradually make you ill. Ergo: Immunity/Breathing (Common, Severe, Minor, 6 CP). Space Marines can hold their breaths for up to an hour (thus ignoring drowning, asphyxiation, and gaseous toxins), and breathe very bad air, water, or similar substances, for up to a day.
  • Space Marines get a +2 (+10%) bonus to Spot Checks (2 CP).
  • Space Marines get a +2 (10%) bonus to Listen Checks (2 CP).
  • Space Marines can enter a state of suspended animation, either through meditation or if dying – but must be revived with a complex procedure. (They can also burn fate points to evade certain death, but that’s a part of the game system, not unique to them). That’s Returning, Specialized/the body must be recovered and countermeasures administered (3 CP).
  • Space Marines are (optionally) resistant to radiation. Most d20 games do not have “radiation” as such. In those that do, its resisted with Fortitude checks – and that’s already covered under “Unnatural Toughness”.
  • Space Marines may re-roll failed saves against poisons and toxins. Doesn’t this make part of their lung boosts a bit redundant? Never mind, that’s Luck/Specialized in Resisting Poison (6 CP).
  • Space Marines can detect poisons with a perception check, can track by scent, can (at the game masters option) get a bonus to track creatures that they’ve tasted (and which have presumably gotten away).These guys seem to have a LOT of trouble with poisons don’t they? Well, that’s Occult Sense/Detect Poison (Specialized/requires a relevant perception check, 3 CP), Track (Wilderness, 3 CP), and a +3 Speciality in Survival / tracking things you’ve eaten part of (1 CP).
  • Space marines may reroll failed checks against environmental temperature extremes. Well, I could buy that as a specialized version of Luck again – but lets forget rolls here. Immunity/Temperature Extremes (Common, Major, Minor, 6 CP) will pretty much cover that.
  • Space Marines may spit toxic acid at their foes, possibly temporarily blinding them. They may also be able to chew through metal and such if the GM allows it. This has a ten foot range, does 1d5 damage and might do another 1d10 if a save fails. Uhm… yes. There are lots of ways this could be built, but in the interests of speed and simplicity, I’m going to just use Trick (6 CP). I’m not going to think about what filling your mouth with acid and trying to chew through metal would do to your teeth, gums, mouth, throat, and internal organs.
  • Space Marines gain a +1 Dodge Bonus, only to counter the -1 AC adjustment for wearing Large armor. That’s Defender, Specialized/only to counter the penalty for +1 Size Category Armor (3 CP). I suspect that the bonus is a lot more that 5% in 40K; otherwise this wouldn’t be considered especially important.
  • Space Marines have “Progenoids”, which can be harvested to make more Space Marines – but only two, and the process is absurdly complicated. Given that most creatures get to reproduce for free, this has no cost.

Space Marines also have some automatic traits that – while still more or less “built in” – are still available to other characters. In terms of our Template they’re just more special abilities though.

  • Space Marines are Ambidextrous. Of course so are d20 characters by default; no cost.
  • Space Marines do not need to brace weapons – and seem to routinely use oversized ones. That’s Anime Master (6 CP).
  • Space Marines can reroll failed will checks to recover from pinning. Of course d20 characters can only be pinned with their consent since they can do as they please. If a d20 character wants to walk straight into the machine gun fire and laugh as their internal organs turn to goo, they may do so without rolling (and then likely fix it up with a healing spell). No cost.
  • Space Marines may ready one-handed weapons as a free action. That’s Reflex Training (6 CP).
  • Space Marines gain a +2 bonus on saves against Psychic Powers. That’s Resistance (3 CP).
  • Space Marines may launch strikes that cannot be Parried or Dodged. In d20 both of those are normally subsumed into Armor Class and no one can “parry” or “dodge” the way they can in 40K anyway. This is probably best translated as a +2 BAB (12 CP), as weird as it is to have that in a Template.
  • Space Marines have automatically mastered a Martial Art. That’s +8 SP in one (8 CP). I guess that if you haven’t mastered your C’hi you cannot survive the process or something.
  • Space Marines can apparently live a very long time. Immunity/Age (Uncommon, Severe, Minor, 4 CP).

Now that’s a total of 215 CP – up there in the middle of +6 ECL territory.


Now, fortunately for their ECL, if somewhat unfortunately for them and those around them, Space Marines have some major problems.

  • They are obvious – and primary – targets.
  • They are fanatically dedicated to their leaders (apparently a part of the process of becoming one).
  • They have forgotten most of their prior lives.
  • They often die during selection, conversion, and early training.
  • They are on permanent active military service. Space Marines do not retire.
  • They require constant monitoring, drug treatments, and hypnotherapy to remain functional.
  • They are subject to Insanity Points and Corruption Points.
  • They do not understand technology.
  • They are extremely limited in who they can work with.
  • They are subject to many irrational beliefs.
  • They often suffer from genetic damage typical to their Chapter, depriving them of one or more of their special abilities.
  • They can only use minor magic and psychic abilities, and even those are always crippled and perilous.

What, you think they can use major magic? Lets see… can they restore a dying, poisoned, insane, diseased piece of human wreckage to health in an instant? Teleport without difficulty? Transform creatures into other creatures? Travel the dimensions freely and safely? Raise the dead? Make up their own powers on the fly? There are (literally, thanks to the Spell Templates in the Practical Enchanter) millions of d20 spells and powers out there, capable of doing virtually anything – and there are a lot of other ways to use magic. Space Marines and other 40K characters can only use a very limited selection of low-level effects and it is terribly dangerous to them. Even the Emperor – despite having mass sacrifices, worship, and plenty of other help – is unable to manage a simple return from near-death.

That’s enough to count the entire mess as being Specialized, bringing the price down to 109 CP – a +3 ECL template. That’s probably fair enough – but it also means that Space Marines will be absurdly crippled in any setting where the other characters aren’t stuck with 40K restrictions. Go ahead. Join that cleric, wizard, and bard in going adventuring when every exposure to their magic or bardic powers drives you further into irreversible madness.

So am I basically saying that you can’t play a space marine in d20?

No. This is Eclipse. What I’m saying is that d20 and 40K are built around some very different assumptions and mechanics, and a simple direct conversion isn’t going to work very well. Ergo, the next article on this is going to be about building a space marine style d20 template that actually works properly.