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Inspired by Mkerr and his fantastic Movie Marine Article on Bell of Lost Souls. As a response I have created a Chaos Marines in the Movies list for grins. This is yet untested and done purely for the sake of fun. Besides every Movie has got to have its Baddies!
* * HQ
Selection* *
1 Aspiring Champion
"The movie army is led by a tough, grizzled Veteran of ten thousand years of perpetual war, leading in a vicious and brutal fashion. He is a lethal Warrior surviving thousands battles and is more than eager to free the servants of the Imperium of their slavery to the Corpse God." WS 8 BS 7 S 6 T 6 W 3 I 6 A 4 LD 10 Save 3+ Points 200
Aspiring Champion
Wargear: Bolter Bolt pistol Chainsword Frag and Krak grenades Auto-senses Power Armor
Special Rules: Force of One Fearless Fleet Move Through Cover I feel the warp overtaking me...
Options: The Aspiring Champion may replace Chainsword with a Chainaxe for +25 points The Aspiring Champion may replace Chainsword with a power fist for +50 points. The Aspiring Champion may replace bolt pistol with a plasma pistol for +50 points. Special Rules: I feel the warp overtaking me...: The Aspiring Champion is infused with the power of raw Chaos. On any turn that he launches an Assault he gains D6 extra attacks. Roll these dice separately; on any results of a one the Aspiring Champion must make an armor save or take a wound. Note: All Movie Chaos Marine armies are led by a single Aspiring Champion. That's what the "1" in the "1 Aspiring Champion" means.
* * Elite
Selection* *
Possessed Marine
Composition: 1 Unique
Wargear: Bolt Pistol Frag and Krak grenades Auto-senses Power Armor Daemonic Talons
Special Rules: Force of One Fearless Fleet Move Through Cover Daemonic Visage Do you hear the voices too?
Options: The Possessed Marine may be equipped with warp infused Ammunition for +50 points. Special Rules: Daemonic Visage: The possessed Marine is a terrifying sight to behold as metal is fused with flesh. Any unit that wishes to assault the Possessed Marine must pass a leadership test to do so. If the test is failed the squad must fall back. Do you hear the voices too?: The Possessed Marine constantly hears the whispers of Daemons in the Warp, he is quite a nutter! Roll a D6 at the beginning of every Chaos turn and on the result of a one the Possessed Marine charges off in some random direction in the movement phase. Roll the scatter die and move the model his full 6 inches in the direction indicated. If a Hit is rolled on the scatter die the Possessed loses the option to move this turn as he deals with the voices in his head.
Warp Infused Ammunition: If equipped with Special Issue Ammunition, any wounds caused by the Possessed's bolt pistol ignore both cover and Invulnerable saves.
* * Troops
Selections* *
Chaos Marine
Wargear: Bolter Frag and Krak grenades Auto-senses Power Armor Combat Blades
Special Rules: Force of One Fearless Fleet Move Through Cover From hell's heart, I stab at thee.
Options: One Chaos Space Marine may replace his bolter with one of the following: flamer for +70 points meltagun for +80 points plasma gun for +100 points
Chaos Marine
Wargear: Bolter Frag and Krak grenades Auto-senses Power Armor Combat Blades
Special Rules: Force of One Fearless Fleet Move Through Cover From hell's heart, I stab at thee.
Options: One Chaos Space Marine may replace his bolter with one of the following: Autocannon for +110 points Missile Launcher for +120 points Lascannon for +150 points
* * Fast
Attack* *
Chaos Spawn
Composition: 1 Chaos Spawn Unit Type: Beast Wargear: None Options: None
Special Rules: Fearless Slow and Purposeful Rending 5+ Invulnerable Save Terror to Behold Regeneration Vulnerable to Fire Assimilation
Special Rules: Terror to Behold: The presence of the Chaos Spawn evokes feelings of dread and terror in its enemies causing even the most strong willed to cower in fear. All enemy units within 6 inches of the Chaos Spawn reduce their leadership by 1 and must pass a Leadership test or fall back. Regeneration: The Chaos Spawn is constantly evolving and incredibly tough to hurt. If the Chaos Spawn fails its invulnerable save it may ignore the wound on a die roll of 4+. Vulnerable to Fire: The slick nauseous flesh of Chaos Spawn is extremely vulnerable to damage caused by incendiaries. When hit by a Flame weapon the spawn reduces its toughness to 5. The Chaos Spawn may not regenerate any wounds caused by Flame weapons. Assimilation: The Chaos Spawn is constantly looking to feast on flesh of its victims. During this process the Spawn grows more massive. For every casualty caused in Close Combat by the Chaos Spawn roll a D6 and on the result of 5+ one wound added to the Spawns profile, up to a maximum of 10 wounds.
**
HEAVY SUPPORT* *
Rhino
Transport Capacity: 10 Infantry Models Options: A Chaos Rhino may purchase extra armor for +50 points. A Chaos Rhino may purchase a Havoc Launcher for +70 points Range 48 Strength 6 AP 4 Type Heavy 2, Large Blast, Pinning
Havoc Launcher
Special Rules: Repair: Instead of shooting, a Chaos Rhino may automatically repair an Immobilized result. Assault Vehicle: Disembarking Space Marines may assault.
SPECIAL RULES
Force of One: Chaos Space Marines generally work in squads, but individual models may move out of unit coherency and may operate independently. The concept of unit is fluid to the battlehardened Chaos Space Marine. As long as a Chaos Space Marine is within 4" of another Chaos Space Marine they are considered to be part of the same unit. Additionally, multiple Chaos Space Marine units can ride in the same transport, embarking and disembarking independently. Note: Use the Force Organization chart to determine kill points for Annihilation missions. Each unit counts as two kill points and the entire unit must be removed to gain the points. For example, a Movie Chaos Marine army with an Aspiring Champion, a Possessed Marine, two Demi-squads and a Rhino count as 10 kill points. From hell's heart, I stab at thee: If a Chaos Space Marine is removed because of the No Retreat rule, then he will go crazy ape bonkers as he gets dragged down. He can fire either a bolter or bolt pistol at his enemies (make the attacks normally) or pull the pin on a Frag grenade (center the blast over the model) and take his foes with him.
Frag Grenades: Models armed with Frag grenades count as being equipped with assault and defensive grenades. Frag grenades can be used as a ranged weapon with the below profile. When used as a ranged weapon, Frag grenades ignore cover saves. Krak Grenades: In addition to being used against a vehicle as normal grenades, Krak grenades can be used as a ranged weapon with the below profile. Krak grenades roll +2D6 (rather than +D6) for armor penetration.
Weapon Bolt Pistol Bolter Plasma Pistol Frag Grenades Krak Grenades Flamer Meltagun Plasma Gun Autocannon M1 Autocannon M2 Missile Launcher Frag Missile Krak Missile Lascannon
Range 24" 36" 24" 6" 6" 24" 24" 36" 30 60" 60"
Strength 6 6 9 5 8 X 10 9 8
AP 4 4 2 4 3 4 1 2 3
Type Assault 3, Rending Assault 4, Rending Assault 3, Gets Hot! Assault 1, Large Blast Assault 1, Blast Assault 1, Pinning Assault 1, Melta Assault 4,Gets Hot! Assault 3, Small Blast, Barrage Heavy 6, Small Blast, Barrage Heavy 3, 7" Blast Heavy 3, Large Blast, Barrage Heavy 1, Lance
60"
5 8 10
4 3 1
Flamer: Select a target. If the target is in range, then the flamer automatically hits every model in the target unit (i.e., do not roll to hit and do not use the flamer template). Roll a D6 for each model. The flamer wounds on a 4+. Multi-wound models wounded by the flamer are covered with flaming promethium and must immediately make another save. If this save is passed, then the model puts out the flames. If the save is failed, the model takes another wound and must immediately make another save. This continues until the multi-wound model passes a save or is removed as a casualty. Meltagun: A Chaos Space Marine meltagun within 24" rolls +2D6 (rather than +D6) for armor penetration. A Chaos Space Marine meltagun at half range or less rolls +3D6 (rather than +2D6) for armor penetration. Autocannon: A Chaos Space Marine Autocannon has two modes of fire; M1 Assault for when it is fired on the move and M2 Heavy for when fired stationary. When firing the Autocannon in the assault mode roll one additional D6 for determining the distance of any scatter results. Missile Launcher: A Chaos Space Marine missile launcher may fire either Frag or Krak missiles. The player may use any combination of Frag and Krak missiles when the weapon is fired. Lascannon: Draw a 60" line from the Lascannon. Line of sight is not required and terrain is ignored. Roll to hit the closest unit. If the shot misses, the beam goes wild and no more hits are generated. If it hits, then roll to wound normally and move to the next closest unit touched by the line and roll to hit. Continue along the line until the lascannon misses or all units have been hit. Wounds are allocated normally against the unit (e.g., you can't snipe models with a Lascannon shot).
This has been a fun little distraction from my Mini-dex project. I hope you enjoy tying it out as much as I did making it. If you do get a chance to playtest these, please send your comments and feedback to me at galaxynflamesblog@gmail.com Thanks to Menzies for the quick cover art for this project.
Legal Disclaimer
The Chaos Marines in the Movies is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associatedmarks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000universe are either , TM and/or Copyright Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.