Space Marine Test

Homebrew by TheChadNerd

Testing to see if kill team rules can be used to play a large scale game of 40K.

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Composition

CHAPTER TACTICS

When selecting your kill team, select a primary and secondary CHAPTER TACTIC for friendly ADEPTUS ASTARTES units to gain for the battle. Multiple instances of the same CHAPTER TACTIC are not cumulative.

CT: DUELLER

  • Whenever this unit is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

CT: MOBILE:

  • This unit can perform the Fall Back action for 1 less AP.
  • This unit can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).

CT SHARPSHOOTER

  • Whenever this unit is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.

CT: STEALTHY

  • Whenever this unit is shot at by enemy operatives, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

CT: AGGRESSIVE

  • This unit’s melee weapons have the Rending weapon rule.
  • Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.

CT: HARDY

  • Whenever this unit is shot at by enemy operatives, defence dice results of 5+ are critical successes.
  • Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

CT: RESOLUTE

  • You can ignore any changes to this operative's APL stat and it is not affected by enemy unit’s Shock weapon rule.

CT: SIEGE SPECIALIST

  • This operative's ranged weapons have the Saturate weapon rule.
  • Whenever this operative is fighting or retaliating, enemy operatives cannot assist.
Common Abilities and Options

Astartes:
During each friendly ADEPTUS ASTARTES unit’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them, and if it’s a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ADEPTUS ASTARTES unit can counteract regardless of it’s order.

Multiple instances of abilities (such as the Astartes ability) do not stack.

Morale 5+:
This unit can become SHAKEN but cannot route from the battlefield.

80 Points:

Chapter Veteran:
At the end of the Select Units step, if this unit is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don't have to select the same one for each battle in a campaign or tournament.

Heroic Leader:
Once per turning point, you can do one of the following:

  • Use a firefight ploy for 0CP if this is the specified SPACE MARINES (excluding Command Re-roll).
  • Use the Combat Doctrine strategy ploy when you activate a friendly SPACE MARINES unit if this unit is in the killzone and isn’t within control range of enemy models (pay its CP cost as normal). Note that you cannot do so if you’ve already used that ploy during this turning point. Use the Adjust Doctrine firefight ploy for 0CP if this unit is in the killzone and isn’t within control range of enemy models.

Iron Halo:
Once per battle, when an attack inflicts Normal Damage on this unit, you can ignore the inflicted normal damage.

Leader:
This model can be attached to the following units:

  • Assault Intercessor Squad
  • Bladeguard Veteran Squad
  • Company Heroes
  • Hellblaster Squad
  • Infernus Squad
  • Intercessor Squad
  • Sternguard Veteran Squad
  • Deathwatch Veterans
  • Decimus Kill Team
  • Fortis Kill Team.

This model cannot be attached to a BLADEGUARD VETERAN SQUAD unless this model is equipped with a relic shield, and cannot be attached to a HELLBLASTER SQUAD unless this model is equipped with a plasma pistol.

Morale 6+:

Wargear Options:
This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with one of the following:

  • 1 heavy bolt pistol and 1 power fist
  • 1 heavy bolt pistol and 1 master-crafted power weapon
  • 1 neo-volkite pistol and 1 power fist
  • 1 neo-volkite pistol and 1 master-crafted power weapon
  • 1 plasma pistol and 1 power fist
  • 1 plasma pistol and 1 master-crafted power weapon
  • 1 heavy bolt pistol, 1 master-crafted power weapon and 1 relic shield
  • This model’s close combat weapon can be replaced with one of the following:
  • 1 master-crafted power weapon
  • 1 power fist

Infiltrators:
After determining which player has the initiative, units where all models have this ability may be set aside before deployment. After all other units are deployed, units where all models have this ability may be deployed anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. Players alternate in placing Scout units, starting with the player that has the initiative.

Deep Strike:
Units where all models have this ability may be set aside before deployment. At the start of any round after the first, after determining initiative, units where all models have this ability may be deployed anywhere on the battlefield over 9” away from enemy models. Players alternate in placing units with DEEP STRIKE, starting with the player with the initiative.

X Points:
5 models = 80 points

10 models = 160 points

Wargear Options:
This model can be equipped with one of the following: 1 combi-weapon or 1 storm bolter.

Morale 6+:

Roboute Guilliman
A 3
M 8”
S 2+
W 10
Weapons
ATK
HIT
DMG
Hand of Dominion (Rng 30”)
2
2+
2/3
Emperor’s Sword (Lethal 5+)
14
2+
2/3
Hand of Dominion (Brutal)
7
2+
4/5
Abilities
340 PointsArmor of FateAstartesMorale 5+Supreme StrategistUltramarines Bodyguard

340 Points:

Armor of Fate: The first time this model is destroyed roll 1d6 at the end of the current acrivation: on a 3+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 6 wounds remaining.

Supreme Strategist: Once per Turning Point, one unit from your army with this ability can use it when a friendly ADEPTUS ASTARTES unit within 12" of that model is targeted with a Ploy. If it does, reduce the CP cost of that usage of that Ploy by 1CP.

Ultramarines Bodyguard: While this model is within 3" of one or more friendly Adeptus Astares Infantry units, this model can only be selected as the target of ranged attacks if the attacking model is within 12 inches

MONSTER, CHARACTER, EPIC HERO, IMPERIUM, PRIMARCH, ROBOUTE GUILLIMAN
Captain
A 3
M 6"
S 3+
W 5
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Heavy Bolt Pistol (Rng 18", PrcCrit1)
1
2+
1/2
Master Crafted Bolter (Rng 24", PrcCrit1)
2
2+
2/3
Neo-Volkite Pistol (Rng 12", Lethal 5+)
1
2+
2/3
Plasma Pistol (standard)
Standard (Rng 12", Prc1)
1
2+
1/2
Supercharge (Rng 12", Hot, Lethal 5+, Prc1)
1
2+
2/3
Combat Knife
6
2+
1/2
Master Crafted Power Weapon (Lethal 5+)
6
2+
2/3
Power Fist (Brutal)
5
2+
2/3
Relic Shield (Wounds +1)
0
0/0
Abilities
80 PointsAstartesChapter VeteranHeroic LeaderIron HaloLeaderMorale 6+Wargear Options
Options
CT: DUELLERCT: MOBILECT: SHARPSHOOTER

CT: DUELLER: - Whenever this unit is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

CT: MOBILE: - This unit can perform the Fall Back action for 1 less AP.

  • This unit can perform the Charge action while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).

CT: SHARPSHOOTER: - Whenever this unit is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, its bolt weapons have the Accurate 1 and Severe weapon rules.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Captain in Gravis Armour
A 3
M 5"
S 3+
W 6
Weapons
ATK
HIT
DMG
Boltstorm Gauntlet (Rng 12")
3
2+
1/2
Master Crafted Heavy Bolt Rifle (Rng 30")
2
2+
3/4
Master Crafted Power Weapon (Lethal 5+)
6
2+
2/3
Power Fist (Brutal)
5
2+
2/3
Relic Blade (Extra Attacks, Lethal 5+)
2
2+
2/3
Abilities
80 PointsAstartesChapter VeteranHeroic LeaderIron HaloLeaderMorale 6+Wargear Options
INFANTRY, CHARACTER, GRENADES, IMPERIUM, GRAVIS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Captain in Phobos Armour
A 3
M 6"
S 3+
W 5
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Instigator Bolt Carbine (Rng 24", Sat, Silent)
1
2+
2/3
Combat Knife
6
2+
1/2
Abilities
70 PointsAstartesChapter VeteranHeroic LeaderInfiltratorsLeaderMaster of DeceitMorale 6+Stealth

70 Points:

Master of Deceit: After both players have deployed their armies, if your army includes one or more models with this ability, you can select up to three friendly ADEPTUS ASTARTES INFANTRY units and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack's Hit roll.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, PHOBOS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Captain in Terminator Armour
A 3
M 5"
S 2+
W 6
Weapons
ATK
HIT
DMG
Storm Bolter (Rng 24", Relentless)
2
2+
1/2
Combi-Weapon (Rng 24", Relentless, Brutal)
1
3+
1/2
Relic Fist (Brutal)
5
2+
2/3
Relic Weapon (Lethal 5+)
6
2+
2/3
Abilities
95 PointsAstartesChapter VeteranDeep StrikeHeroic LeaderLeaderMorale 6+Wargear Options

95 Points:

INFANTRY, CHARACTER, IMPERIUM, TERMINATOR, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
Chaplain
A 3
M 6"
S 3+
W 4
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 18", PrcCrit1)
1
3+
2/3
Crozius Arcanum (Shock, Stun)
5
2+
2/3
Abilities
60 PointsAstartesLeaderLitany of HateMorale 5+Spiritual Leader

60 Points:

Litany of Hate: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

Spiritual Leader: At the beginning of each battle round, you can select one friendly ADEPTUS ASTARTES unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, CHAPLAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CHAPLAIN
Librarian in Terminator Armour
A 3
M 5"
S 2+
W 5
Weapons
ATK
HIT
DMG
Combi-weapon (Rng 24", Brutal)
1
4+
1/2
Smite
Witchfire (Rng 24", Psychic)
D6
3+
D3/D3+1
Focused Witchfire (Rng 24", Psychic, Brutal, Hot)
D6
3+
D3/D3+1
Storm Bolter (Rng 24", Relentless)
2
3+
1/2
Force Weapon (Lethal 5+)
4
3+
D3/D3+1
Abilities
AstartesDeep StrikeLeaderPsychic HoodVeil of Time
Options
75 PointsWargear OptionsMorale 6+

Psychic Hood: While this model is leading a unit, if models in that unit suffer wounds from PSYCHIC attacks, roll 1d6 for each wound. On a 4+ it is ignored.

Veil of Time: While this model is leading a unit, weapons equipped by models in that unit have the RELENTLESS ability.

75 Points:

INFANTRY, CHARACTER, PSYKER, IMPERIUM, TERMINATOR, LIBRARIAN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER,
Ancient
A 3
M 6"
S 3+
W 4
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
3+
1/2
Bolt Rifle (Rng 24", PrcCrit1)
2
3+
1/2
Combat Knife
5
2+
1/2
Power Weapon (Lethal 5+)
5
2+
1/2
Abilities
AstartesAstartes BannerChapter VeteranLeaderUnbreakable Duty
Options
50 PointsWargear OptionsMorale 6+

Astartes Banner: While this model is leading a unit, add 1 to the total when calculating objective control.

Unbreakable Duty: While this model is within range of an objective and/or within 6" of the centre of the battlefield, if this model suffers wounds, roll 1d6 for each wound. On a 4+ it is ignored.

50 Points:

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, ANCIENT, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER
Lieutenant
A 3
M 6"
S 3+
W 4
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Heavy Bolt Pistol (Rng 18", PrcCrit1)
1
2+
1/2
Master Crafted Bolter (Rng 24", PrcCrit1)
2
2+
2/3
Neo-Volkite Pistol (Rng 12", Lethal 5+)
1
2+
2/3
Plasma Pistol
Standard (Rng 12")
1
2+
1/2
Supercharge (Rng 12", Hot, Lethal 5+, Prc1)
1
2+
2/3
Combat Knife
5
2+
1/2
Master Crafted Power Weapon (Lethal 5+)
5
2+
2/3
Power Fist (Brutal)
4
2+
2/3
Abilities
AstartesDoctrine WarfareLeaderTactical Precision
Options
55 PointsWargear OptionsMorale 6+

Doctrine Warfare: You can do each of the following once per battle:

  • Whenever you would use the Combat Doctrine strategy ploy and then select Devastator, if this model is in the killzone, it costs you 0CP.
  • Whenever you would use the Combat Doctrine strategy ploy and then select Tactical, if this model is in the killzone, it costs you 0CP.
  • Whenever you would use the Combat Doctrine strategy ploy and then select Assault, if this model is in the killzone, it costs you 0CP.

Tactical Precision: While this model is leading a unit, weapons equipped by models in that unit have the Lethal 5+ ability.

55 Points:

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, LIEUTENANT, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER
Lieutenant in Phobos Armour
A 3
M 6"
S 3+
W 4
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Master-Crafted Scoped Bolt Carbine (Lethal 5+, Sat)
2
2+
2/3
Paired Combat Blades (Relentless)
5
2+
1/2
Abilities
AstartesInfiltratorsLeaderScouts (X)Strategic DispersalTactical Advantage
Options
55 pointsMorale 6+

Scouts (X): Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Strategic Dispersal: While this model is leading a unit, after this model’s unit has shot, if it is not within Control Range of any enemy models, it can make a free normal move of up to 6". This normal move can be in addition to any other Reposition or Dash action. If it does, until the end of the turn, that unit is not eligible to perform a charge.

Tactical Advantage: You can do each of the following once per battle:

  • When rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
  • You can use a firefight ploy for 0CP if this model or this model's unit is the specified PHOBOS unit (including Command Re-roll if the attack or defence dice was rolled for this operative), or the Patient Ambush firefight ploy for 0CP if this unit is ready and not within control range of enemy operatives.

55 points:

INFANTRY, CHARACTER, GRENADES, IMPERIUM, PHOBOS, LIEUTENANT, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER
Marneus Calgar in Armour of Antilochus
A 3
M 6"
S 2+
W 6
Weapons
ATK
HIT
DMG
Gauntlets of Ultramar (Rng 18", Relentless)
4
2+
2/3
Gauntlets of Ultramar (Brutal)
6
2+
3/4
Abilities
AstartesChapter VeteranDeep StrikeInspiring LeaderLeaderMaster Tactician
Options
140 pointsMorale 6+

Inspiring Leader: This unit is always eligible to charge during it's activation.

Master Tactician: At the start of the Strategy phase, if this model is your WARLORD and is on the battlefield, you gain 1CP.

140 points:

INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, TERMINATOR, CHAPTER MASTER, MARNEUS CALGAR, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER
Intercessor Squad
A 3
M 6"
S 3+
W 2
Weapons
ATK
HIT
DMG
Astartes Grenade Launcher
Frag (Rng 24", Blast 3")
D3
3+
1/2
Krak (Rng 24", Prc1)
1
3+
D3
Bolt Pistol (Rng 12")
1
3+
1/2
Bolt Rifle (Rng 24", PrcCrit1)
2
3+
1/2
Hand Flamer (Rng 12", Sat, Tor 2")
D6
3+
1/2
Plasma Pistol
Standard (Rng 12", Prc 1)
1
3+
1/2
Supercharge (Rng 12", Hot, Lethal 5+, Prc 1)
1
3+
2/3
Astartes Chainsword
5
3+
1/2
Combat Knife
3
3+
1/2
Power Fist (Brutal)
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
1/2
Thunder Hammer (Shock, Stun)
3
4+
2/3
Abilities
AstartesMorale 6+Objective SecuredWargear OptionsX Points

Objective Secured: If you control an objective marker at the end of a battle round and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent takes control of it.

IMPERIUM, ADEPTUS ASTARTES, INFANTRY, BATTLELINE, GRENADES, TACTICUS, INTERCESSOR SQUAD, ANGEL OF DEATH, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR
Assault Intercessor Squad
A 3
M 6"
S 3+
W 2
Weapons
ATK
HIT
DMG
Hand Flamer (Rng 12")
D6
3+
1/2
Heavy Bolt Pistol (Rng 18")
1
3+
1/2
Plasma Pistol
Standard (Rng 12", Prc1)
1
3+
1/2
Supercharge (Rng 12", Hot, Lethal 5+, Prc1)
1
3+
2/3
Astartes Chainsword
4
3+
1/2
Power Fist (Brutal)
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
1/2
Thunder Hammer (Shock, Stun)
3
4+
2/3
Abilities
AstartesMorale 6+Shock AssaultWargear OptionsX Points

Shock Assault: Each time a model in this unit targets an enemy unit with a melee attack, re-roll a hit rolls of 1. If that enemy unit is within range of an objective marker, you can re-roll any/all hit rolls instead.

INFANTRY, BATTLELINE, GRENADES, IMPERIUM, TACTICUS, ASSAULT INTERCESSOR SQUAD, ANGEL OF DEATH, ADEPTUS ASTARTES, WARRIOR
Equipment
Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.