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CHOOSE YOUR CLASS
 

Techmarine

 

 

TECHMARINE

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Quickbuild:

INTELLIGENCE + STRENGHT

Boltgun as weapon loadout

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Abilities:

Repair 1 armour wound melee

Robotic Arm

Mech Companion

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Later Abilities:

Repair 3 armour wounds melee or 1 armour wound ranged

One additional Robotic Arm

Number of Mech Companions equal to Intelligence score

Apothecary

 

 

APOTHECARY

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Quickbuild:

INTELLIGENCE + DEXTERITY

Poison Dartgun and Chainsword as weapon loadout

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Abilities:

Heal 2 flesh wounds melee or 1 flesh wound ranged

Team Boon +2 Sanity and Toughness

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Later Abilities:

Heal 3 flesh wounds melee or 2 flesh wounds ranged

Team Boon +4Toughness

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Quickbuild:

INTELLIGENCE + WILLPOWER

Force Staff as weapon loadout

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Abilities:

Tactical Dreadnaught Armour Proficiency

Lightningbolt

Psychic Scourge

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Later Abilities:

Hallucination

Lightningstrike

 

 

LIBRARIAN

Librarian

 

 

LEADER

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Quickbuild:

WILLPOWER + TOUGHNESS

Two Greatswords as weapon loadout

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Abilities:

Tactical Dreadnaught Armour Proficiency

Team Boon +2 Toughness

Iron Halo +2 against both armour and flesh wounds

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Later Abilities:

Team Boon +4 Toughness

Iron Leader, give 2 marines the Iron Halo effect until your next turn

Leader
Chaplain

 

 

CHAPLAIN

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Quickbuild:

WILLPOWER + PERCEPTION

Two Greathammers as weapon loadout

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Abilities:

Tactical Dreadnaught Armour Proficiency

Emperor's Blessing

Heal 1 flesh wound, melee or ranged

Channel and heal 2 flesh wounds next turn, melee or ranged

Chaos Purge

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Later Abilities:

Heal 2 flesh wounds, melee or ranged

Channel and heal 3 flesh wounds next turn, melee or ranged

Emperor's Glory

 

 

CHAMPION

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Quickbuild:

DEXTERITY + WILLPOWER

Two Chainswords as weapon loadout

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Abilities:

Advantage on Initiative

Reaction Parry melee attack, once per turn

One weapon counterattack after every parry

Emperor's Wrath, once per Short Rest

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Later Abilities:

Unlimited Parry per turn

Emperor's Wrath a number of times equal to half Thoughness score

Champion
Assaultmarine

 

 

ASSAULTMARINE

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Quickbuild:

DEXTERITY + THOUGHNESS

Two Chainswords as weapon loadout

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Abilities:

Jump pack, Disengage and Charge each turn
Add Thoughness score to damage, first attack after Charge
Killing an enemy in melee gives you another turn, 2/sr

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Later Abilities:

Add Thoughness score and Dexterity score to damage, next two attacks after charge
Killing an enemy in melee gives you another turn, unlimited times

Veteran

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Quickbuild:

STRENGHT + PERCEPTION

Boltgun as weapon loadout

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Abilities:

Tactical Dreadnaught Armour Proficiency

Extra attack, once per turn, number of times equal to Perception score

Second Wind Attack, once per Short Rest

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Later Abilities:

One additional Extra Attack

Second Wind Attack, twice per Short Rest

Indmitable Spirit, once per Short Rest

 

 

VETERAN

Devestator

 

 

DEVESTATOR

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Quickbuild:

STRENGTH + TOUGHNESS

Heavy Boltgun or Flamethrower as weapon loadout

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Abilities:

Heavy Weapon Proficiency

Imperial Might

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Later Abilities:

Lascannon Weapon Proficiency

Improved Imperial Might

Can carry two Heavy Weapon loadouts


CHOOSE YOUR CHAPTER
 

Darkangels

 

 

DARK ANGELS

Intelligence re-roll ( 2/SR )

+10 Damage next attack ( 2/SR )

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Imperialfists

 

 

IMPERIAL FISTS

Willpower re-roll ( 2/SR )

Heal one Flesh Wound melee ( 2/SR )

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Whitescars

 

 

WHITE SCARS

Perception re-roll ( 2/SR )

+10 Initiative

 

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Bloodangels

 

 

BLOOD ANGELS

Strength re-roll ( 2/SR )

Double damage next attack ( 2/SR )

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Spacewolves

 

 

SPACE WOLVES

Dexterity re-roll ( 2/SR )

+1 Damage to all melee

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Ironhands

 

 

IRON HANDS

Strength re-roll ( 2/SR )

Heal one Armour Wound melee ( 2/SR )

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Ultramarines
Salamanders
Ravenguard

 

 

ULTRAMARINES

Any re-roll ( 2/SR )

Heal any Wound melee ( 2/SR )

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SALAMANDERS

Intelligence re-roll ( 2/SR )

+1 Damage to all ranged

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RAVEN GUARD

Perception re-roll ( 2/SR )

Dodge all attacks this round ( 2/SR )

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YOUR CHARACTER SHEET
 

Nexus_CharacterSheet
Nexus_CharacterSheet_Filled

 

 

SUMMARY

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Abilities: Your Chapter boons and Class abilities.

Armour Class: Your choice of Armour. (See section about Armour below)

Chapter: Your choice of Chapter.

Class: Your choice of Class.

Hatred: Your character's most hated enemy. (T'au, Orks, Chaos, etc)

Image: Your character's image.

Name: Your character's name.

Strength/Willpower: Your Ability Scores. (See section about Ability Scores below)

Shine/Last stand: Your wounds. (See "Good to Know" section below)

Weapons: Your choice of weapon. (See section about Weapons below)

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WEAPONS

 

All Classes choose their loadout before leaving on a mission. A loadout usually consist of one two-handed weapon or two one-handed weapons, with exceptions such as the Techmarine's Robotic Arms which are considered "no-hand weapons".

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Boltgun: A two-handed weapon dealing 1d12+Strength

BoltPistol: A one-handed weapon dealing 1d8+Perception

Chainaxe / Chainsword: A one-handed weapon dealing 1d8+Dexterity

Greataxe / Greatsword / Greathammer: A one-handed weapon dealing 1d8+Willpower

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Class Specific Weapons

Lascannon: Devestator Class only. A two-handed weapon dealing 3d12+Strength+Toughness. Requires one turn to charge

Flamethrower: Devestator Class only. A two-handed weapon, dealing 1d4 per target(up to four targets) +Strength+Toughness

Heavy Boltgun: Devestator Class only. A two-handed weapon dealing 2d6 per target(up to two targets) +Strength

Robotic Arm: Techmarine Class only. A no-hands weapon dealing 1d8+Intelligence

Force Staff: Librarian Class only. A two-handed weapon dealing 1d4+Intelligence+Willpower

Poison Dartgun: Apothecary Class only. An one-handed weapon dealing 1d4+Intelligence to all units within target enemy group (each turn, stacking)

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ARMOUR

 

All Classes choose their Armour before leaving on a mission.

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Flesh: 6+Toughness

Phobos Armour: Armour Class 12+Dexterity

Power Armour: Armour Class 16

Tactical Dreadnaught Armour: Armour Class 18 (Requires proficiency)

 

 

 

ABILITY SCORES

 

Roll 7d6 and discard your lowest score. Place the rest of your scores across the following six options:

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Strength: Measure physical power, and increases your ability to shoot with a Boltgun.

Dexterity: Measure quickness, and increases your ability to wield a Chainsword. Vital when wearing Phobos Armour.

Toughness: Measure physical endurance, and increases your survivability when your armour has been damaged.

Intelligence: Measure reasoning, knowledge and technological cunning. Vital for some classes.

Perception: Measure awareness. Increases your aim with a Boltpistol, and ability to stealth.

Willpower: Measure mental endurance and resistance to spells. Increases your ability to wield a Greathammer.

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GOOD TO KNOW

 

It's a game

Don't get too caught up on rules. Try to keep it simple and apply reason rather than rule dictating.

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Attacks

You always hit, simply roll damage. You may use all your weapons and abilities every round.

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Reactions

Some Abilities allows you to react when it's not your turn.

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Communication

Space Marines have Vox-casters built into their armour, so they can communicate across vast distances during missions.

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Rest

A Short Rest heal all Wounds, it requires all characters to sit down for at least an hour.

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Wounds

When you take Wounds your Armour is damaged first, then Flesh. Another character can heal you back to life after you've died, if their class have a healing ability.

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CLASS ABILITIES

 

Mech Companion: A Mech Companion can take many forms but cannot fight or act as cover. Mech Companions can perform tasks such as "Distract Enemy", "Carry this item for me", "Scout ahead" or "Go and fetch item." Much like a slightly more intelligent dog. It may fly or have a "flight form". It act on Techmarine's turn and share initiative.

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Lightningbolt: Shoots a bolt of lightning against up to three units, dealing 1d10+Intelligence to each unit.

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Psychic scourge: Roll 1d20+Intelligence. On 10 or more the enemy spellcaster have disadvantage on all spells. On 15 or more the enemy spellcaster is drained of mana and cannot use spells until they finish a Short Rest. On 20 or more the enemy spellcaster is drained of mana and the Librarian's next spell does double damage.

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Lightningstrike: Lightning strike from thin air against up to nine units, dealing 1d6+Intelligence.

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Hallucination: Force all enemies who are able to see the Librarian to Ability Check against being incapacitated. If incapacitated the enemy can't take actions or reactions. The Game Master will judge the resistance of each enemy type.  

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Emperor's Blessing: Re-roll a number of dice equal to Willpower Score. Resets upon Short Rest.

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Chaos Purge: Instantly kill a Chaos Daemon. The Game Master will judge if the Chaos Daemon is too strong for this effect.

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Emperor's Glory: Force all enemies who are able to see the Chaplain to Ability Check against being frightened. If frightened the enemy must use all it's movement to get away from the Chaplain.

The Game Master will judge the resistance of each enemy type.  

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Emperor's Wrath: All attacks this turn does double damage. 

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Indomitable Spirit: You have a second Last Stand. Resets upon Short Rest.

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Imperial Might: Double the number when you roll 4 on a d4, 10 on a d10, or 12 on a d12.

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