Iron Crusaders

1495 cr

3 fighters

// Adeptus Astartes // FACTION RULES
Astartes Resilience Spyre Hunting Party — Master of the Hunt (Book of Desolation p28)

Space Marine fighters are only placed Prone and Pinned by a ranged attack if the attack actually damages them (Wound or Flesh Wound result). They can never be Captured — Capture results are treated as Superficial Damage. The gang takes Bottle checks on D3 instead of D6. Each Space Marine fighter also receives two Ready markers at the start of each round, allowing them to take two separate activations per round — each activation expends one Ready marker as normal.

Chapter Doctrine House rule (approved) — agree with your game group before the campaign begins.

Agree with your group on one Chapter Doctrine before the campaign begins. Pick any single gang-wide passive or active rule from an existing Necromunda gang list (e.g. Goliath Unstoppable Muscle, Van Saar Rad-Phage, Escher Poison Blood, Cawdor Devout Mob, Orlock Road Captain, Delaque From the Shadows) and apply it as your Chapter Doctrine — or create your own rule in the spirit of your Chapter's lore, keeping it to one clean, bounded effect.

Brother-Captain Auris

leader • Space Marines
515 cr
M 6"
WS 3+
BS 3+
S 4
T 4
W 3
I 4+
A 3
Ld 5+
Cl 5+
Wil 6+
Int 6+
// Skills
> True Grit (free)

[Ferocity] When making Injury rolls, roll one less Injury dice. Against Damage 1, roll two dice and choose one to discard.

> Nerves of Steel (free)

[Ferocity] When hit by a ranged attack, make a Cool test. On a pass, choose not to become Prone and Pinned.

> Rites of Battle (free)
// Equipment
> Boltgun
55 cr

18"/24" · Str 4 · AP -1 · D 2 · Am 6+ · Rapid Fire(1)

> Bolt Pistol
45 cr

6"/12" · Str 4 · AP -1 · D 2 · Am 6+

> Chainsword
25 cr

Melee · Str S+1 · AP — · D 2 · Melee, Parry

> Power Armour
150 cr

Save 3+; Toughness +1 vs ranged hits

Veteran Sergeant Vael

champion • Space Marines
445 cr
M 6"
WS 3+
BS 3+
S 4
T 4
W 2
I 4+
A 2
Ld 5+
Cl 5+
Wil 5+
Int 5+
// Skills
> True Grit (free)

[Ferocity] When making Injury rolls, roll one less Injury dice. Against Damage 1, roll two dice and choose one to discard.

> Nerves of Steel (free)

[Ferocity] When hit by a ranged attack, make a Cool test. On a pass, choose not to become Prone and Pinned.

> Combat Master (free)

[Combat] Never suffers penalties for interference. Can always grant assists regardless of how many enemies are Engaged.

// Equipment
> Boltgun
55 cr

18"/24" · Str 4 · AP -1 · D 2 · Am 6+ · Rapid Fire(1)

> Bolt Pistol
45 cr

6"/12" · Str 4 · AP -1 · D 2 · Am 6+

> Power Armour
150 cr

Save 3+; Toughness +1 vs ranged hits

Brother Taron

ganger • Space Marines
535 cr
M 6"
WS 3+
BS 3+
S 4
T 4
W 2
I 4+
A 2
Ld 6+
Cl 6+
Wil 6+
Int 5+
// Skills
> True Grit (free)

[Ferocity] When making Injury rolls, roll one less Injury dice. Against Damage 1, roll two dice and choose one to discard.

> Nerves of Steel (free)

[Ferocity] When hit by a ranged attack, make a Cool test. On a pass, choose not to become Prone and Pinned.

> Iron Man (free)

[Muscle] This fighter's Toughness is not reduced by Flesh Wounds. However, if this fighter suffers Flesh Wounds equal to their Toughness characteristic, they go Out of Action as normal.

// Equipment
> Boltgun
55 cr

18"/24" · Str 4 · AP -1 · D 2 · Am 6+ · Rapid Fire(1)

> Bolt Pistol
45 cr

6"/12" · Str 4 · AP -1 · D 2 · Am 6+

> Power Armour
150 cr

Save 3+; Toughness +1 vs ranged hits

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