Warlock Marine Magic Specialist O.C.C.

Warlock Marine Magic Specialist O.C.C.

 

Marine candidates who have passed the grueling admission tests to the Corps are routinely tested for magical talent. The few who test positive are assigned to the Magic Division, a special branch of the Corps that uses magicians in combat. These marines are trained in both combat techniques and magic, and are able to combine them both with devastating effects. Since they have to divide their time pursuing both careers, however, Magic Specialists are not as competent in either field as a dedicated soldier or magician would be. Still, a power-armor marine that can use spells remains a dangerous and terrifying threat. The techno-wizard Warlock Armor allows the wearer to cast spells through it (but normal range is reduced by half)! The result is a heavily-armored magician who can fall back on his mundane weapons should his magic fail. Magic Specialists are usually attached to platoons or larger units.

Typically I D4 magic specialists are assigned to each platoon. They act as magical defenders, healers, and anti-supernatural troubleshooters.

Attribute Requirements: Minimum P.S. and P.P. 13 or higher, P.E. 14 or higher, and M.E. and I.Q. 13 or higher. Also see bonuses, below. O.C.C.

Abilities and Bonuses:
1. Attribute Bonuses: Due to their intense training, and the use of advanced metabolic drugs and hormonal treatments, Specialists get + 1 D4 to P.S., + I to P.P., + I to P.E., and +I D4 to Spd. They also get a bonus of + 1D4x10 to S.D.C. (or +4D6 M.D.C. for M.D.C. races). All these are in addition to skill bonuses. Their bonuses as less than those of standard marines because their training is split between physical and magical learning.
2. Combat Bonuses: + I to initiative, + I to parry and dodge, + I to roll with impact, + I to pull punch. All these are in addition to attribute and skill bonuses.
3. Resistance Bonuses: Due to a combination of drugs, potions and training, Marines can resist magical and psionic attacks, as well as toxic substances: +4 to save vs magic of any kind, +3 to save vs mind controlling psionics or drugs, + I to save vs poisons and toxins. A side-effect of this is the ability to drink enormous quantities of alcohol without ill effect – Warlock Marines are famous for being able to drink any sapient under a table.
4. Magical Abilities: At first level, Magic Specialists learn the following spells:
Globe of Daylight
See the Invisible
Sense Evil
Chameleon
Detect Concealment
Armor of Ithan
Invisibility: Simple
Magic Net
At every level after the first, the character is taught one new spell equal to his own level of experience. Most spells taught have military, healing or sensory applications.
O.C.C. Skills: Radio: Basic (+ 10%)
Language\Literacy: Trade One (+ I 0%)
Computer Operation (+5%)
Detect Ambush (+I 0%)
Detect Concealment (+10%)
Lore: Demon and Monster (+10%)
Pilot: Robots and Power Armor
Pilot: Power Armor Elite
Pilot Tank (+5%)
Weapon Systems (+ 10%)
Read Sensory Equipment (+I 0%)
Boxing
Body Building
Climbing
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts at the cost of one “other” skill (or assassin if an evil alignment).

O.C.C. Related Skills: Select five other skills. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve.
Communications: Any (+5%)
Domestic: Any
Electrical: Any
Espionage: Any (+5%)
Mechanical: Any (+5%)
Medical: First Aid or Paramedic only (+5%)
Military: Any (+5%)
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Math and chemistry only
Technical: Any
W.P.: Any
Wilderness: Any

Secondary Skills: Select six secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Standard Equipment: Warlock Combat Armor (see Weapons and Equipment section), standard issue non-powered armor (M.D.C. 85, 16 pounds/7.2 kg, – 10% prowl and physical skill penalty), and EB-85 Blaster Rifle. Money: ID6x 1000 in savings. Standard salary is 4000 credits per month. Cybernetics: None to start with. Most cultures in the Three Galaxies view cybernetics and bionic replacements with distaste and avoid them if possible.