Version 1.0 Unit Stats The following pages include unit stats which were based on or inspired by: • Games Workshop rules for Space Crusade and Warhammer 40,000 • Codex Space Crusade by Usagi3 (Translated from French to English) • MortiS-the-Lost and others on The Lost and The Damned Forum • Merkur-Spiele at star-quest.de • Imperium Battles by General Freyberg's Battle Group • Personal whim After a quarter century of occasional consideration to gameplay and being exposed to bits and pieces of random information, the author of this document has been exposed to a considerable amount of random information pertaining to game play related to Warhammer 40,000, Space Crusade and similar games. This accumulation of information has likely influenced the following unit stats. If this information was sourced, inspired by or just very similar to yours, I apologize for not crediting you. These unit stats should be considered guidelines and were intended for a very simple rule set designed for easy play. It would be very easy to make any number of arguments regarding these stats. If you really don’t like something, feel free to change what you don’t like for your own personal use. If you feel strongly that a rule is flawed, please let me know. Version 1.0 Warhammer 40,000 Chaos Space Marines Version 1.0 Chaos Space Marines A Chaos Space Marine, also sometimes called a Traitor Marine or a Renegade Marine, is a former Loyalist Space Marine of the Imperium of Man who has chosen to betray the service of the Emperor of Mankind and dedicate his soul to the service of Chaos and its foul deities. Chaos Space Marine Commander (Aspiring Champion) Movement Armor Fire Hand to Hand Value Notes 6 2 10 - Chaos Space Marines Movement Armor Fire Hand to Hand Value Notes 6 2 5 - Chaos Space Marines with Assault Cannon Movement Armor Fire Hand to Hand Value Notes Total number rolled may be 4 2 10 split between any visible targets. Chaos Space Marines with Missile Launcher Movement Armor Fire Hand to Hand Value Notes The 8 squares surrounding 4 2 10 target square receive damage from highest die rolled. Chaos Space Marines with Plasma Gun Movement Armor Fire Hand to Hand Value Notes Affects all targets in straight 4 2 10 line. Single Roll for all. Version 1.0 Chaos Space Marines Chaos Affiliation Squads can be dedicated to a Chaos God: God Special Ability Number of Psychic Powers Nurgle +1 to Armor 2 Khorne +1 white die to attacks in Close Combat. 0 Slaanesh Able to charge additional movement score into close combat 2 Tzeentch +1 white die to Bolter attacks 3 Chaos Psychic Powers An Aspiring Champion of Chaos can have Psychic Powers. Chaos Undivided (any affiliated unit): • Doombolt - Bolts made of raw chaos energy are launched by the sorcerer against his enemies. Made from dark energy of the coalesced spite and loathing of the sorcerer. Range of 12. • Gift of Chaos - A whirling flash of Chaos energy is unleashed by the sorcerer, enveloping his target and rapidly mutating them. Those who survive the distortion of flesh and bone become a Chaos Spawn. Roll against any one non-mechanized unit within 6 spaces. If you score over the victim’s Armor Score, they are turned into a blob of flesh • Warptime - The sorcerer alters the flow of time around himself, allowing for attacks with supernatural precision. The Aspiring Champion can reroll his dice for that units attacks, including Firing and Hand-to-Hand Combat. • Wind of Chaos - The sorcerer calls forth the corruption from within his soul, unleashing waves of energy that are subtly different for each sorcerer: a sheet of iridescent warp fire for the followers of Tzeentch, a golden cloud of rapturous agony or a rain of hypnotic light for the worshipers of Slaanesh, a stream of bilious filth for those devoted to Nurgle. Roll at a 2x2 square area. Range 12. Followers of Khorne Because Khorne detests sorcery and all its users, no psychic powers are generally granted to its followers. However, the Blessing of the Blood God is a unique power granted to Khorne's greatest champion, Kharn the Betrayer, which renders him immune from all psychic attacks. Followers of Slaanesh • Lash of Submission - The sorcerer lashes out with a glowing whip of immaterial energy which snakes out from their hand. Those caught within its ethereal barbs are momentarily brought under the control of the psyker. Roll against any target’s Armor. Success means that unit/vehicle must move 6 inches in any legal direction the Aspiring Champion chooses. Followers of Nurgle • Nurgle’s Rot - This is the most contagious, most rapacious, and most heinous of all sicknesses, poxes, and fevers he has ever produced. This vile disease is not only the living manifestation of physical corruption but is also a spiritual plague as it slowly erodes a victim's soul. Roll against all enemy figures within 6” of the Aspiring Champion. On a roll of 1” or “2”, that unit loses one Life Point. Followers of Tzeentch • Bolt of Change - The sorcerer hurls a bolt of roiling energy, formed of raw immaterium, which causes rapid mutation, melting flesh and vaporizing metal. Roll against the Armor of any unit or vehicle within 12 spaces and in direct Line of Sight. Victims which fail is turned to slime. Version 1.0 Chaos Space Marines Summoning Daemons Chaos Space Marines and able to summon lesser and greater Daemons during battle. You must have these figures available and the Aspiring Champion must summon as an action. To succeed, you need to roll a “1” or “2” on a white die. Minor Daemon Movement Armor Fire Hand to Hand Value Notes 8 1 - 3 - A squad of up to 10 lesser Demons can be summoned and will appear next to the Chaos Space Marine squad. Greater Daemon Movement Armor Fire Hand to Hand Value Notes Life Points: 8 3 Daemon 30 Range 12 Flies Sword A Greater Demon can also be summoned. This requires a roll of roll a “1” or “2” on a white die as well as a sacrifice. If successfully summoned, a Greater Demon will take the place of one of your Marines. Chaos Space Marine Special Equipment Chaos Space Marine on Assault Bike Movement Armor Fire Hand to Hand Value Notes Rider: 2 Defense 10 (3 front only) 10+5 (pilot) see below 2 shots if Drive- Bike: 5 stationary by Attack The assault bike cannot move diagonally or open doors. The rider has an Armor score of 3 when attacked from the front and an Armor score of 2 otherwise. If attacked in melee, rider defends with a single white die. If the rider is moving at least 2 squares, the rider can attack with 2 red dice in hand-to-hand combat. The assault bike can fire TWICE in its frontal arc of fire, similar to a Tarantula if it is stationary. Otherwise, an assault bike can only fire a single shot per turn within the frontal arc of fire. Tarantula and Assault Bike Arc of Fire When attacking the assault bike with ranged fire or hand to hand, the bike has an Armor score of 5 and 1 life point. If the bike is destroyed, the rider becomes a regular Chaos Marine. If the rider is killed, the assault bike falls to the ground and can be used by another Chaos Marine. The new rider gives up any heavy weapons to ride the assault bike. .
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