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Chaos Space MarinesNoise Marines
6

Noise Marines

NAME M WS BS S T W A Ld Sv
Noise Marine 6" 3+ 3+ 4 4 1 2 7 3+
Noise Champion 6" 3+ 3+ 4 4 1 3 8 3+
This unit contains 1 Noise Champion and 4 Noise Marines. It can include up to 5 additional Noise Marines (Power Rating +5), up to 10 additional Noise Marines (Power Rating +9) or up to 15 additional Noise Marines (Power Rating +13). Each model is armed with a boltgun, a bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
20
Blastmaster
When attacking with this weapon, choose one of the profiles below.
 - Single frequency
48"
Heavy D3
8
-2
D3
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
 - Varied frequency
36"
Assault D6
4
-1
1
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
8
Doom siren
8"
Assault D6
5
-2
1
This weapon automatically hits its target. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
4
Sonic blaster
24"
Assault 3
4
0
1
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • Any model may replace its boltgun with a chainsword or sonic blaster.
 • One Noise Marine may replace his boltgun with a blastmaster. If the unit numbers ten or more models, a second Noise Marine may do this.
 • The Noise Champion may replace his bolt pistol and boltgun with items from the Champion Equipment list.
 • The Noise Champion may take a doom siren.
 • One Noise Marine may take an Icon of Excess.
ABILITIES
Death to the False Emperor

Music of the Apocalypse: Each time a model in this unit is slain, it is driven to make one last attack before succumbing to its injuries. Do not remove the slain model yet – after the attacking unit has finished making all its attacks, the slain model can make a shooting attack with one of its ranged weapons, or throw a grenade, even if the model’s unit is within 1" of the enemy. The slain model is then removed as a casualty as normal.

Masters of the Kakophoni: The Battlefield Role of EMPEROR’S CHILDREN Noise Marines is Troops instead of Elites.
FACTION KEYWORDS
CHAOS, SLAANESH, HERETIC ASTARTES, <LEGION>
KEYWORDS
INFANTRY, NOISE MARINES
Does not include wargear
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
single/pair
Champion Equipment

The champion can take up to two weapons chosen from the following list:

 • Bolt pistol
0
 • Chainaxe
1
 • Chainsword
0
 • Lightning claw
 • Plasma pistol
5
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4

One of the champion’s weapons can be chosen from the following list:

 • Boltgun
0
 • Combi-bolter
2
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Army List

This datasheet has Elites Battlefield Role. Full list of Chaos Space Marines units sharing same Battlefield Role follows:

© Vyacheslav Maltsev 2013-2019