Just another heads up for the fun of it. Since the project started those many moons ago with, for me, the idea that one might be able to draw from various RPG sources to create more detailed information for the
Warhammer 40,000 universe (hence world-building, etc.),
Games Workshop through
Black Industries and now
Fantasy Flight Games have released an official 40k RPG. At the moment it is a two pronged product formed from
Dark Heresy (you play Inquisitorial "red shirts" in an combat/investigation horror game) and
Rogue Trader (you play "power players" in a combat/exploration adventure game).
On my own behalf, I like to give people options if they don't particularly like the official system, and depending on your preferences in RPGs there is much to dislike. (On the other hand, if you like gamist systems that narratively enforce a very specific modality of play, then there is also much to like!) As part of this, the
Powers of the Mind supplement that I have worked on for ages (since year dot, in various editions/versions) is a lynchpin, but beyond that there are a number of supplements in the works that represent the same kind of focus as the official games. Some of these are even useful to this project, believe it or not.
Thus, the
Dark Heresy-styled Inquisitorial-focused investigation game is styled
Servants of the Imperium, and includes all the juicy information that was absent from the official RPG, including information on how the Imperium is structured, how it "works," the nature of the Inquisition and how that "works," etc.
On the other hand, I'm going to be skipping
Rogue Trader. For the most part that comes down to starship design, which Heimdallr has covered like no-one else's business (there are some tweaks that can be made), and discussion on non-resource limited roleplaying adventures/campaigns.
Thus, the topic of the thread. I'm skipping over a
Rogue Trader variation for no other reason than the forthcoming final capstone to the official RPG trilogy: "Deathwatch," or a game that allows you to play Space Marines. Long since a munchkin's wet dream, and a topic much maligned by roleplayers as "uninteresting" and "not really worth roleplaying since how much role is actually being played" etc., it's still a central part of the setting that many people are interested in. So I thought that I would get a head-start on "Deathwatch" with
Legiones Astartes.
The primary question for me revolved around the idea that Marines weren't interesting to play. This is backed up with a context that they are so focused on combat/duty that there is little room for anything else. A backdrop of that is the traditional argument as to whether Marines are "noble human knights"
1 (basically they're human and feel a sense of duty to humans and the Imperium), or the slightly older version that they are "psychopathic killers"
1 (the Marine is not truly human by dint of their biology, training, and indoctrination whom have a duty to the Emperor).
1 Please note that these are just generic "peg terms," or something to hang a concept around that is not definitely one or the other, but include a range of variations. It's just useful not to have to derive your argument from first principles over and over again!

So the question becomes how can one make Marines interesting? One notably interesting point from
Rogue Trader is that it begins to treat the starship--yes, a multi-kilometer long starship--as a "character," but giving it some quirks of personality/history. Taking that as inspiration, and looking at the wargame itself, one begins to see an avenue of treating power armour and the Marines' relationship to their armour as a variation of "equipment as personality." That, for me, offers a way of making Marines more interesting--by taking the experience outside of just the head of the Marine, and put it into a relationship with the armour itself.
It remains a very physically, combat focused concept, but the inter-relationship of the Marine and their armour becomes an interesting point of development. Or, at least, that would seem to be the case
What do this all entail? Well, just as
Rogue Trader is a tad on the simple side to produce, so too is "Deathwatch," or in this case
Legiones Astartes. After a quick write up of history, creation of a Marine etc., it comes to character generation. That is just a list of implants, a few racial templates/lenses, and some Chapter-based variations, and then you're done.
So, the relationship with the armour. This is something that I'm seeing at its heart as a relationship with an Ally that is the Machine Spirit of the armour. The Machine Spirit can develop over time, becoming its own form of quirky personality that essentially becomes a non-conflicting NPC. On the other hand, the armour has some basic equipment-like properties (defensive rating, etc.), but over time (history), or through heroic deeds (experience) it is possible to add additional effects/powers to the machine (powers granted by ally/familiar).
For example, while autosenses are standard equipment for power armour (and represented in a very specific way), "Terror Sight" (milimeter/micrometer radar) is a "power" that can be acquired either by having a historic suit, or in game through honours achieved. Same with power field upgrades, strength upgrades, etc.
Sure, gives it a bit of a video-gamey feel but I'm not sure that's entirely inappropriate.
Coupled with the standard experience-award for participating in the game and roleplaying, there is also a "Glory" track, that allows you to spend points/XP on certain advantages such as Reputation (amongst Marines), Status, Rank, etc.
For those interested enough to make it to that point, sound interesting enough for a Marine game?
On a background stance, one idea that was thrown up in
Dark Reign is that "human" Marines--Marines with human personalities, etc.--are those individuals that players take the role of, and they are those that can go beyond the programming and indoctrination of a Marine, integrating it and becoming more than just a rank-and-file soldier. I like the idea, but what about you?
Kage