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Noise Marine

A Noise Marine must be a Chaos Space Marine. Characteristic Bonus: A Noise Marine gains +5 Perception, +5 Ballistic Skill, 15 Corruption Points, and +9 Infamy.

Starting Skills: Awareness +10, Common Lore (any one), Dodge +10, Deceive, Forbidden Lore (Daemonology) or (Heresy), Intimidate, Interrogation or Intimidate +10.

Starting Talents: Ancient Warrior, Deadeye Shot, Disturbing Voice or Hip Shooting, Exotic Weapon Training (Sonic Blaster), Jaded, Lightning Reflexes, Light Sleeper, Marksman or Sharpshooter, Mimic. Starting Gear: Sonic blaster, Legion bolt pistol with 2 magazines, 2 Legion frag grenades, 2 Legion krak grenades.

Wounds: 16+1d5.

Special Abilities

Intoxicating Uproar: Noise Marines are renowned for their extraordinarily acute hearing and the complete abandonment with which they surrender themselves to the unique ecstasies of their perverse gift. Noise Marines gain a +20 bonus to any Test involving Hearing. In combat, a Noise Marine gains a +2 bonus to Toughness, Fear, and Pinning Tests for every other active participant or point of Horde Magnitude (up to a maximum of 12). However, in order to disengage from combat, a Noise Marine must make a Challenging (+0) Willpower Test.

Dread Wail: Noise Marines are capable of manipulating the many amplifiers and sonic weapons incorporated into their armour to truly devastating effect thanks to their intimate knowledge of battlefield acoustics. Once per combat encounter, a Noise Marine may spend an Infamy Point to either increase the Damage and Penetration of a sonic weapon he is wielding by an amount equal to his Perception bonus or to force everyone within 50m to make a Hard (– 20) Willpower Test to resist the effects of the Noise Marine’s choice of either Fear (2), 1d5 levels of Fatigue, or becoming Sunned for 2 rounds.

Noise Marines begin play aligned to Slaanesh.
Black Crusade - Archetype
Generic article | Jun 10, 2024
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