Continuing my Rogue Trader binge, here is a grand compendium of Astartes wargear for all to enjoy.
There have been numerous variations of Astartes Power Armour through the Imperium's history. Outsiders often assume there is little difference between the variations, but during the Horus Heresy the distinctions between each model was displayed clearly when Astartes Legions clashed in open war.
The rules below are intended to allow players to fine tune their armies, and field Astartes formations using various armour types. The rules are only intended to apply to Imperial or Chaos Space Marines, and as such a cost modifier is given to show how much more or less the new armour costs compared to the default armour.
Unless stated otherwise, all power armour variations are considered sealed armour.
Mk V - Heresy Armour:
Heresy armour is the default armour for Imperial and Chaos Space Marines. It grants a 4+ saving throw and includes a communicator, respirator and auto-senses. It may be combined with flak armour as normal.
Mk I - Thunder Armour:
Thunder armour is not true power armour, but a modified form of carapace. It grants a 4+ saving throw and has a 1" movement penalty. It is not sealed, but contains an eye protector (visor). In addition, the armour's unique design allows the wearer to use heavy weapons more easily, ignoring up to 1" of movement penalty caused by heavy weapons or gear (excluding the armour itself). Thunder armour cannot be combined with flak armour.
Mk II - Crusade Armour:
Crusade Armour represents the first true power armour produced by the Imperium. It is somewhat primitive by modern standards, but proved more than up to the task of facing Mankind's earliest foes. It functions as Heresy Armour, but the wearer suffers a -1/2" movement penalty.
Mk III - Iron Armour:
Designed for close quarters combat, such as boarding actions or the brutal tunnel fighting on the Squat homeworlds, Iron Armour was some of the finest armour the Imperium ever built in terms of raw defensive capability, surpassed only by later model armour or the much rarer Tactical Dreadnought Armour. It grants the wearer a 3+ saving throw and includes a communicator, respirator and auto-senses. However, due to its bulk, it applies a -1" movement penalty, and models cannot use flight or jump packs in this armour, nor ride a bike or jetbike. Iron armour cannot be combined with flak armour.
Mk IV - Maximus Armour:
Seen by many as the pinnacle of power armour development, Maximus became the mainstay armour during the mid and later years of the Great Crusade. Its design included new, sophisticated systems that maximised the fighting potential of the Astartes. It counts as Heresy armour. In addition, the Astartes gains a +1 to hit modifier on all close combat attacks. This bonus is lost if combined with flak armour.
Mk VI - Corvus Armour:
Named in honour of the Raven Guard, Corvus armour was designed to exploit one of the greatest strengths of the Astartes - mobility. Corvus counts as Heresy armour, and in addition the wearer ignores up to 1" of movement penalty caused by heavy equipment. This does not negate the movement penalty caused by wearing flak armour under the Corvus armour.
Mk VII - Aquila Armour:
Built too late to see mass deployment in the Heresy, Aquila offers superb protection for the wearer. It grants a 3+ saving throw and includes a communicator, respirator and auto-senses. It may not be combined with flak armour.