CHOOSE YOUR CLASS

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
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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

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


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


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

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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
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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

DARK ANGELS
Intelligence re-roll ( 2/SR )
+10 Damage next attack ( 2/SR )
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IMPERIAL FISTS
Willpower re-roll ( 2/SR )
Heal one Flesh Wound melee ( 2/SR )
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WHITE SCARS
Perception re-roll ( 2/SR )
+10 Initiative
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BLOOD ANGELS
Strength re-roll ( 2/SR )
Double damage next attack ( 2/SR )
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SPACE WOLVES
Dexterity re-roll ( 2/SR )
+1 Damage to all melee
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IRON HANDS
Strength re-roll ( 2/SR )
Heal one Armour Wound melee ( 2/SR )
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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


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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